List of untranslated tags in this translation. It includes tags which have the same 
appearance as their english equivalents, such as 'dementia' and 'tundra'.

DefInjected\HairDef\HairsGeneral.xml
    <Scatman.label>scatman</Scatman.label>
    <Senorita.label>senorita</Senorita.label>
    <Topdog.label>topdog</Topdog.label>

DefInjected\PawnKindDef\PawnKinds_Animal_Insect.xml
    <Megaspider.label>megaspider</Megaspider.label>
    <Spelopede.label>spelopede</Spelopede.label>

DefInjected\PawnKindDef\PawnKinds_Animal_Temperate.xml
    <Deer.labelFemale>doe</Deer.labelFemale>
    <Deer.labelMale>buck</Deer.labelMale>
    <Thrumbo.label>thrumbo</Thrumbo.label>

DefInjected\PawnKindDef\PawnKinds_Animal_Tropical.xml
    <Chinchilla.label>chinchilla</Chinchilla.label>
    <Cougar.label>cougar</Cougar.label>

DefInjected\PawnKindDef\PawnKinds_Outlander.xml
    <TownTrader.label>town trader</TownTrader.label>

DefInjected\PawnKindDef\PawnKinds_Tribal.xml
    <TribalTrader.label>trader</TribalTrader.label>

DefInjected\PawnRelationDef\PawnRelations_FamilyByBlood.xml
    <Child.label>son</Child.label>
    <Child.labelFemale>daughter</Child.labelFemale>
    <Cousin.label>cousin</Cousin.label>
    <CousinOnceRemoved.label>cousin once removed</CousinOnceRemoved.label>
    <Grandchild.label>grandson</Grandchild.label>
    <Grandchild.labelFemale>granddaughter</Grandchild.labelFemale>
    <GrandnephewOrGrandniece.label>grandnephew</GrandnephewOrGrandniece.label>
    <GrandnephewOrGrandniece.labelFemale>grandniece</GrandnephewOrGrandniece.labelFemale>
    <Grandparent.label>grandfather</Grandparent.label>
    <Grandparent.labelFemale>grandmother</Grandparent.labelFemale>
    <GranduncleOrGrandaunt.label>granduncle</GranduncleOrGrandaunt.label>
    <GranduncleOrGrandaunt.labelFemale>grandaunt</GranduncleOrGrandaunt.labelFemale>
    <GreatGrandchild.label>great grandson</GreatGrandchild.label>
    <GreatGrandchild.labelFemale>great granddaughter</GreatGrandchild.labelFemale>
    <GreatGrandparent.label>great grandfather</GreatGrandparent.label>
    <GreatGrandparent.labelFemale>great grandmother</GreatGrandparent.labelFemale>
    <HalfSibling.label>brother</HalfSibling.label>
    <HalfSibling.labelFemale>sister</HalfSibling.labelFemale>
    <Kin.label>kin</Kin.label>
    <NephewOrNiece.label>nephew</NephewOrNiece.label>
    <NephewOrNiece.labelFemale>niece</NephewOrNiece.labelFemale>
    <Parent.label>father</Parent.label>
    <Parent.labelFemale>mother</Parent.labelFemale>
    <SecondCousin.label>second cousin</SecondCousin.label>
    <Sibling.label>brother</Sibling.label>
    <Sibling.labelFemale>sister</Sibling.labelFemale>
    <UncleOrAunt.label>uncle</UncleOrAunt.label>
    <UncleOrAunt.labelFemale>aunt</UncleOrAunt.labelFemale>

DefInjected\PawnRelationDef\PawnRelations_FamilyByChoice.xml
    <ChildInLaw.label>son-in-law</ChildInLaw.label>
    <ChildInLaw.labelFemale>daughter-in-law</ChildInLaw.labelFemale>
    <ExLover.label>ex-lover</ExLover.label>
    <ExSpouse.label>ex-husband</ExSpouse.label>
    <ExSpouse.labelFemale>ex-wife</ExSpouse.labelFemale>
    <Fiance.label>fiance</Fiance.label>
    <Fiance.labelFemale>fiancée</Fiance.labelFemale>
    <Lover.label>lover</Lover.label>
    <ParentInLaw.label>father-in-law</ParentInLaw.label>
    <ParentInLaw.labelFemale>mother-in-law</ParentInLaw.labelFemale>
    <Spouse.label>husband</Spouse.label>
    <Spouse.labelFemale>wife</Spouse.labelFemale>
    <Stepchild.label>stepson</Stepchild.label>
    <Stepchild.labelFemale>stepdaughter</Stepchild.labelFemale>
    <Stepparent.label>stepfather</Stepparent.label>
    <Stepparent.labelFemale>stepmother</Stepparent.labelFemale>

DefInjected\PawnRelationDef\PawnRelations_Misc.xml
    <Bond.label>bond</Bond.label>

DefInjected\RecipeDef\Recipes_Add.xml
    <Make_Apparel_BasicShirt.description>Sew a shirt</Make_Apparel_BasicShirt.description>
    <Make_Apparel_BasicShirt.jobString>Sewing a shirt</Make_Apparel_BasicShirt.jobString>
    <Make_Apparel_BasicShirt.label>sew a shirt</Make_Apparel_BasicShirt.label>
    <Make_Apparel_CollarShirt.description>Sew a button-down shirt.</Make_Apparel_CollarShirt.description>
    <Make_Apparel_CollarShirt.jobString>Sewing a button-down shirt.</Make_Apparel_CollarShirt.jobString>
    <Make_Apparel_CollarShirt.label>sew a button-down shirt</Make_Apparel_CollarShirt.label>
    <Make_Apparel_CowboyHat.description>Sew a cowboy hat.</Make_Apparel_CowboyHat.description>
    <Make_Apparel_CowboyHat.jobString>Sewing a cowboy hat.</Make_Apparel_CowboyHat.jobString>
    <Make_Apparel_CowboyHat.label>sew a cowboy hat</Make_Apparel_CowboyHat.label>
    <Make_Apparel_Duster.description>Sew a duster.</Make_Apparel_Duster.description>
    <Make_Apparel_Duster.jobString>Sewing a duster.</Make_Apparel_Duster.jobString>
    <Make_Apparel_Duster.label>sew a duster</Make_Apparel_Duster.label>
    <Make_Apparel_Jacket.description>Sew a jacket.</Make_Apparel_Jacket.description>
    <Make_Apparel_Jacket.jobString>Sewing a jacket.</Make_Apparel_Jacket.jobString>
    <Make_Apparel_Jacket.label>sew a jacket</Make_Apparel_Jacket.label>
    <Make_Apparel_Pants.description>Sew pants.</Make_Apparel_Pants.description>
    <Make_Apparel_Pants.jobString>Sewing pants.</Make_Apparel_Pants.jobString>
    <Make_Apparel_Pants.label>sew pants</Make_Apparel_Pants.label>
    <Make_Apparel_Parka.description>Sew a parka.</Make_Apparel_Parka.description>
    <Make_Apparel_Parka.jobString>Sewing a parka.</Make_Apparel_Parka.jobString>
    <Make_Apparel_Parka.label>sew a parka</Make_Apparel_Parka.label>
    <Make_Apparel_TribalA.description>Sew tribalwear.</Make_Apparel_TribalA.description>
    <Make_Apparel_TribalA.jobString>Sewing tribalwear.</Make_Apparel_TribalA.jobString>
    <Make_Apparel_TribalA.label>sew tribalwear</Make_Apparel_TribalA.label>
    <Make_Apparel_Tuque.description>Sew a tuque.</Make_Apparel_Tuque.description>
    <Make_Apparel_Tuque.jobString>Sewing a tuque.</Make_Apparel_Tuque.jobString>
    <Make_Apparel_Tuque.label>sew a tuque</Make_Apparel_Tuque.label>
    <Make_Bow_Great.description>Make a great bow.</Make_Bow_Great.description>
    <Make_Bow_Great.jobString>Making a great bow.</Make_Bow_Great.jobString>
    <Make_Bow_Great.label>make a great bow</Make_Bow_Great.label>
    <Make_Bow_Short.description>Make a short bow.</Make_Bow_Short.description>
    <Make_Bow_Short.jobString>Making a short bow.</Make_Bow_Short.jobString>
    <Make_Bow_Short.label>make a short bow</Make_Bow_Short.label>
    <Make_MeleeWeapon_Club.description>Make a club.</Make_MeleeWeapon_Club.description>
    <Make_MeleeWeapon_Club.jobString>Making a club.</Make_MeleeWeapon_Club.jobString>
    <Make_MeleeWeapon_Club.label>make a club</Make_MeleeWeapon_Club.label>
    <Make_MeleeWeapon_Gladius.description>Make a gladius.</Make_MeleeWeapon_Gladius.description>
    <Make_MeleeWeapon_Gladius.jobString>Making a gladius.</Make_MeleeWeapon_Gladius.jobString>
    <Make_MeleeWeapon_Gladius.label>make a gladius</Make_MeleeWeapon_Gladius.label>
    <Make_MeleeWeapon_Knife.description>Make a knife.</Make_MeleeWeapon_Knife.description>
    <Make_MeleeWeapon_Knife.jobString>Making a knife.</Make_MeleeWeapon_Knife.jobString>
    <Make_MeleeWeapon_Knife.label>make a knife</Make_MeleeWeapon_Knife.label>
    <Make_MeleeWeapon_LongSword.description>Make a longsword.</Make_MeleeWeapon_LongSword.description>
    <Make_MeleeWeapon_LongSword.jobString>Making a longsword.</Make_MeleeWeapon_LongSword.jobString>
    <Make_MeleeWeapon_LongSword.label>make a longsword</Make_MeleeWeapon_LongSword.label>
    <Make_MeleeWeapon_Mace.description>Make a mace.</Make_MeleeWeapon_Mace.description>
    <Make_MeleeWeapon_Mace.jobString>Making a mace.</Make_MeleeWeapon_Mace.jobString>
    <Make_MeleeWeapon_Mace.label>make a mace</Make_MeleeWeapon_Mace.label>
    <Make_MeleeWeapon_Shiv.description>Make a shiv.</Make_MeleeWeapon_Shiv.description>
    <Make_MeleeWeapon_Shiv.jobString>Making a shiv.</Make_MeleeWeapon_Shiv.jobString>
    <Make_MeleeWeapon_Shiv.label>make a shiv</Make_MeleeWeapon_Shiv.label>
    <Make_MeleeWeapon_Spear.description>Make a spear.</Make_MeleeWeapon_Spear.description>
    <Make_MeleeWeapon_Spear.jobString>Making a spear.</Make_MeleeWeapon_Spear.jobString>
    <Make_MeleeWeapon_Spear.label>make a spear</Make_MeleeWeapon_Spear.label>
    <Make_Pila.description>Make pila.</Make_Pila.description>
    <Make_Pila.jobString>Making pila.</Make_Pila.jobString>
    <Make_Pila.label>make pila</Make_Pila.label>
    <Make_SculptureGrand.description>Make a grand sculpture.</Make_SculptureGrand.description>
    <Make_SculptureGrand.jobString>Making a grand sculpture.</Make_SculptureGrand.jobString>
    <Make_SculptureGrand.label>make a grand sculpture</Make_SculptureGrand.label>
    <Make_SculptureLarge.description>Make a large sculpture.</Make_SculptureLarge.description>
    <Make_SculptureLarge.jobString>Making a large sculpture.</Make_SculptureLarge.jobString>
    <Make_SculptureLarge.label>make a large sculpture</Make_SculptureLarge.label>
    <Make_SculptureSmall.description>Make a small sculpture.</Make_SculptureSmall.description>
    <Make_SculptureSmall.jobString>Making a small sculpture.</Make_SculptureSmall.jobString>
    <Make_SculptureSmall.label>make a small sculpture</Make_SculptureSmall.label>

DefInjected\RecipeDef\Recipes_Butchery.xml
    <MakeKibble.description>Make animal kibble by combining raw meat and plants.</MakeKibble.description>
    <MakeKibble.jobString>Making kibble.</MakeKibble.jobString>
    <MakeKibble.label>make kibble</MakeKibble.label>

DefInjected\RecipeDef\Recipes_Production.xml
    <MakeComponent.description>Make a component.</MakeComponent.description>
    <MakeComponent.jobString>Making component.</MakeComponent.jobString>
    <MakeComponent.label>make component</MakeComponent.label>

DefInjected\RecipeDef\Recipes_Surgery.xml
    <ExciseCarcinoma.description>Excises carcinoma.</ExciseCarcinoma.description>
    <ExciseCarcinoma.jobString>Excising carcinoma.</ExciseCarcinoma.jobString>
    <ExciseCarcinoma.label>excise carcinoma</ExciseCarcinoma.label>
    <ExciseCarcinoma.successfullyRemovedHediffMessage>{0} has successfully excised {1}'s carcinoma.</ExciseCarcinoma.successfullyRemovedHediffMessage>

DefInjected\RecordDef\Records_Misc.xml
    <AnimalsSlaughtered.description>The number of animals I have slaughtered.</AnimalsSlaughtered.description>
    <AnimalsSlaughtered.label>animals slaughtered</AnimalsSlaughtered.label>
    <AnimalsTamed.description>The number of animals I have tamed.</AnimalsTamed.description>
    <AnimalsTamed.label>animals tamed</AnimalsTamed.label>
    <ArtifactsActivated.description>The number of artifacts I have activated.</ArtifactsActivated.description>
    <ArtifactsActivated.label>artifacts activated</ArtifactsActivated.label>
    <BodiesStripped.description>The number of bodies I have stripped.</BodiesStripped.description>
    <BodiesStripped.label>bodies stripped</BodiesStripped.label>
    <CellsMined.description>The number of cells I have mined out.</CellsMined.description>
    <CellsMined.label>cells mined</CellsMined.label>
    <ContainersOpened.description>The number of containers I have opened.</ContainersOpened.description>
    <ContainersOpened.label>containers opened</ContainersOpened.label>
    <CorpsesBuried.description>The number of corpses I have buried.</CorpsesBuried.description>
    <CorpsesBuried.label>corpses buried</CorpsesBuried.label>
    <DamageDealt.description>The amount of damage I have dealt.</DamageDealt.description>
    <DamageDealt.label>damage dealt</DamageDealt.label>
    <DamageTaken.description>The amount of damage I have taken.</DamageTaken.description>
    <DamageTaken.label>damage taken</DamageTaken.label>
    <FiresExtinguished.description>The number of fires I have extinguished.</FiresExtinguished.description>
    <FiresExtinguished.label>fires extinguished</FiresExtinguished.label>
    <Headshots.description>The number of headshots I have made.</Headshots.description>
    <Headshots.label>headshots</Headshots.label>
    <Kills.description>The number of creatures I have killed.</Kills.description>
    <Kills.label>kills</Kills.label>
    <KillsAnimals.description>The number of animals I have killed.</KillsAnimals.description>
    <KillsAnimals.label>kills (animals)</KillsAnimals.label>
    <KillsHumanlikes.description>The number of humanlike characters I have killed.</KillsHumanlikes.description>
    <KillsHumanlikes.label>kills (humanlikes)</KillsHumanlikes.label>
    <KillsMechanoids.description>The number of mechanoids I have killed.</KillsMechanoids.description>
    <KillsMechanoids.label>kills (mechanoids)</KillsMechanoids.label>
    <MealsCooked.description>The number of meals I have cooked.</MealsCooked.description>
    <MealsCooked.label>meals cooked</MealsCooked.label>
    <MessesCleaned.description>The number of messes I have cleaned up.</MessesCleaned.description>
    <MessesCleaned.label>messes cleaned</MessesCleaned.label>
    <NutritionEaten.description>The amount of nutrition I have eaten.</NutritionEaten.description>
    <NutritionEaten.label>nutrition eaten</NutritionEaten.label>
    <OperationsPerformed.description>How many medical operations I have performed.</OperationsPerformed.description>
    <OperationsPerformed.label>operations performed</OperationsPerformed.label>
    <OperationsReceived.description>How many times I have been medically operated on.</OperationsReceived.description>
    <OperationsReceived.label>operations received</OperationsReceived.label>
    <PawnsDowned.description>The number of creatures downed.</PawnsDowned.description>
    <PawnsDowned.label>enemies downed</PawnsDowned.label>
    <PawnsDownedAnimals.description>The number of animals downed.</PawnsDownedAnimals.description>
    <PawnsDownedAnimals.label>enemies downed (animals)</PawnsDownedAnimals.label>
    <PawnsDownedHumanlikes.description>The number of humanlike creatures downed.</PawnsDownedHumanlikes.description>
    <PawnsDownedHumanlikes.label>enemies downed (humanlikes)</PawnsDownedHumanlikes.label>
    <PawnsDownedMechanoids.description>The number of mechanoids downed.</PawnsDownedMechanoids.description>
    <PawnsDownedMechanoids.label>enemies downed (mechanoids)</PawnsDownedMechanoids.label>
    <PeopleCaptured.description>The number of people I have captured.</PeopleCaptured.description>
    <PeopleCaptured.label>people captured</PeopleCaptured.label>
    <PlantsHarvested.description>The number of plants I have harvested.</PlantsHarvested.description>
    <PlantsHarvested.label>plants harvested</PlantsHarvested.label>
    <PlantsSown.description>The number of plants I have sown.</PlantsSown.description>
    <PlantsSown.label>plants sown</PlantsSown.label>
    <PrisonersChatted.description>How many times I have chatted with a prisoner.</PrisonersChatted.description>
    <PrisonersChatted.label>prisoners chatted</PrisonersChatted.label>
    <PrisonersRecruited.description>The number of prisoners I have recruited.</PrisonersRecruited.description>
    <PrisonersRecruited.label>prisoners recruited</PrisonersRecruited.label>
    <ResearchPointsResearched.description>The number of research points I have researched.</ResearchPointsResearched.description>
    <ResearchPointsResearched.label>research points researched</ResearchPointsResearched.label>
    <ShotsFired.description>The number of shots I have fired.</ShotsFired.description>
    <ShotsFired.label>shots fired</ShotsFired.label>
    <SwitchesFlicked.description>The number of switches I have flicked.</SwitchesFlicked.description>
    <SwitchesFlicked.label>switches flicked</SwitchesFlicked.label>
    <ThingsConstructed.description>The number of things I have constructed.</ThingsConstructed.description>
    <ThingsConstructed.label>things constructed</ThingsConstructed.label>
    <ThingsCrafted.description>The number of things I have crafted.</ThingsCrafted.description>
    <ThingsCrafted.label>things crafted</ThingsCrafted.label>
    <ThingsDeconstructed.description>The number of things I have deconstructed.</ThingsDeconstructed.description>
    <ThingsDeconstructed.label>things deconstructed</ThingsDeconstructed.label>
    <ThingsHauled.description>The number of things I have hauled.</ThingsHauled.description>
    <ThingsHauled.label>things hauled</ThingsHauled.label>
    <ThingsInstalled.description>The number of things I have installed.</ThingsInstalled.description>
    <ThingsInstalled.label>things installed</ThingsInstalled.label>
    <ThingsRepaired.description>The number of things I have repaired.</ThingsRepaired.description>
    <ThingsRepaired.label>things repaired</ThingsRepaired.label>
    <ThingsUninstalled.description>The number of things I have uninstalled.</ThingsUninstalled.description>
    <ThingsUninstalled.label>things uninstalled</ThingsUninstalled.label>
    <TimesInMentalState.description>How many times I have suffered a mental break.</TimesInMentalState.description>
    <TimesInMentalState.label>times in mental state</TimesInMentalState.label>
    <TimesOnFire.description>How many times I have been on fire.</TimesOnFire.description>
    <TimesOnFire.label>times on fire</TimesOnFire.label>
    <TimesTendedOther.description>How many medical treatments I have given.</TimesTendedOther.description>
    <TimesTendedOther.label>treatments given</TimesTendedOther.label>
    <TimesTendedTo.description>How many times I have received medical treatment.</TimesTendedTo.description>
    <TimesTendedTo.label>treatments received</TimesTendedTo.label>
    <TrapsRearmed.description>The number of traps I have rearmed.</TrapsRearmed.description>
    <TrapsRearmed.label>traps rearmed</TrapsRearmed.label>

DefInjected\RecordDef\Records_Time.xml
    <TimeAsColonist.description>Total time spent as a colonist.</TimeAsColonist.description>
    <TimeAsColonist.label>time as a colonist</TimeAsColonist.label>
    <TimeAsPrisoner.description>Total time spent as a prisoner.</TimeAsPrisoner.description>
    <TimeAsPrisoner.label>time as a prisoner</TimeAsPrisoner.label>
    <TimeCleaning.description>Total time spent cleaning.</TimeCleaning.description>
    <TimeCleaning.label>time cleaning</TimeCleaning.label>
    <TimeConstructing.description>Total time spent constructing and deconstructing.</TimeConstructing.description>
    <TimeConstructing.label>time constructing</TimeConstructing.label>
    <TimeDowned.description>Total time spent downed.</TimeDowned.description>
    <TimeDowned.label>time downed</TimeDowned.label>
    <TimeDrafted.description>Total time spent drafted.</TimeDrafted.description>
    <TimeDrafted.label>time drafted</TimeDrafted.label>
    <TimeFirefighting.description>Total time spent firefighting.</TimeFirefighting.description>
    <TimeFirefighting.label>time firefighting</TimeFirefighting.label>
    <TimeGettingFood.description>Total time spent on finding food and eating.</TimeGettingFood.description>
    <TimeGettingFood.label>time finding food and eating</TimeGettingFood.label>
    <TimeGettingJoy.description>Total time spent on entertainment.</TimeGettingJoy.description>
    <TimeGettingJoy.label>time spent on entertainment</TimeGettingJoy.label>
    <TimeHandlingAnimals.description>Total time spent handling animals.</TimeHandlingAnimals.description>
    <TimeHandlingAnimals.label>time handling animals</TimeHandlingAnimals.label>
    <TimeHauling.description>Total time spent hauling things.</TimeHauling.description>
    <TimeHauling.label>time hauling</TimeHauling.label>
    <TimeHunting.description>Total time spent hunting.</TimeHunting.description>
    <TimeHunting.label>time hunting</TimeHunting.label>
    <TimeInBed.description>Total time spent in a bed.</TimeInBed.description>
    <TimeInBed.label>time in a bed</TimeInBed.label>
    <TimeInBedForMedicalReasons.description>Total time spent in a bed for medical reasons: awaiting treatment, recovering from injuries or being operated on.</TimeInBedForMedicalReasons.description>
    <TimeInBedForMedicalReasons.label>time in a bed for medical reasons</TimeInBedForMedicalReasons.label>
    <TimeInMentalState.description>Total time spent in mental state.</TimeInMentalState.description>
    <TimeInMentalState.label>time in mental state</TimeInMentalState.label>
    <TimeMining.description>Total time spent mining.</TimeMining.description>
    <TimeMining.label>time mining</TimeMining.label>
    <TimeOnFire.description>Total time spent on fire.</TimeOnFire.description>
    <TimeOnFire.label>time on fire</TimeOnFire.label>
    <TimeRepairing.description>Total time spent repairing.</TimeRepairing.description>
    <TimeRepairing.label>time repairing</TimeRepairing.label>
    <TimeResearching.description>Total time spent researching.</TimeResearching.description>
    <TimeResearching.label>time researching</TimeResearching.label>
    <TimeSowingAndHarvesting.description>Total time spent sowing, harvesting and cutting plants.</TimeSowingAndHarvesting.description>
    <TimeSowingAndHarvesting.label>time sowing and harvesting</TimeSowingAndHarvesting.label>
    <TimeTreatingAndFeeding.description>Total time spent treating and feeding patients.</TimeTreatingAndFeeding.description>
    <TimeTreatingAndFeeding.label>time treating and feeding</TimeTreatingAndFeeding.label>
    <TimeUnderRoof.description>Total time spent under a roof.</TimeUnderRoof.description>
    <TimeUnderRoof.label>time under a roof</TimeUnderRoof.label>
    <TimeWardening.description>Total time spent wardening.</TimeWardening.description>
    <TimeWardening.label>time wardening</TimeWardening.label>

DefInjected\ResearchProjectDef\ResearchProjects_Tier1_Misc.xml
    <Devilstrand.description>Allows colonists to plant devilstrand, a slow-growing mushroom that yields a valuable plant fiber.</Devilstrand.description>
    <Devilstrand.label>devilstrand</Devilstrand.label>
    <ElectricCremation.description>Build crematoriums which can vaporize unwanted corpses.</ElectricCremation.description>
    <ElectricCremation.label>electric cremation</ElectricCremation.label>
    <MicroelectronicsBasics.description>The basics of working with delicate, complex electronics. This unlocks the high-tech research bench, comms console, and other research projects like tube televisions, and cryptosleep caskets.</MicroelectronicsBasics.description>
    <MicroelectronicsBasics.label>microelectronics basics</MicroelectronicsBasics.label>
    <Smithing.label>smithing</Smithing.label>
    <TubeTelevision.description>Allows the production of tube televisions.</TubeTelevision.description>
    <TubeTelevision.label>tube television</TubeTelevision.label>

DefInjected\ResearchProjectDef\ResearchProjects_Tier2_Misc.xml
    <ChargedShot.description>Understand the secrets of pulse-charged energy/projectile munitions. Allows you to build the charge rifle.</ChargedShot.description>
    <ChargedShot.label>charged shot</ChargedShot.label>
    <ComponentAssembly.description>Allows you to build the Component Assembly Bench, where colonists can make components from simple materials.</ComponentAssembly.description>
    <ComponentAssembly.label>component assembly</ComponentAssembly.label>
    <Firefoam.description>Allows the construction of firefoam poppers; fire-safety buildings which spread fire-retardant foam in response to encroaching flames.</Firefoam.description>
    <Firefoam.label>firefoam</Firefoam.label>
    <MultibarrelWeapons.description>Allows you to build miniguns.</MultibarrelWeapons.description>
    <MultibarrelWeapons.label>multibarrel weapons</MultibarrelWeapons.label>
    <PoweredArmor.description>Neuro-memetic robotics and advanced plasteel weaving technologies allow you to build the power armor and power armor helmets.</PoweredArmor.description>
    <PoweredArmor.label>powered armor</PoweredArmor.label>

DefInjected\RoomStatDef\RoomStats.xml
    <FoodPoisonChanceFactor.label>food poison chance factor</FoodPoisonChanceFactor.label>
    <SurgerySuccessChanceFactor.label>surgery success chance factor</SurgerySuccessChanceFactor.label>

DefInjected\RulePackDef\RulePacks_Art_DescriptionRoot.xml
    <ArtDescriptionRoot_HasTale.rulePack.rulesStrings.0>art_description_root->[physical_description_root] [context_sentence]</ArtDescriptionRoot_HasTale.rulePack.rulesStrings.0>
    <ArtDescriptionRoot_HasTale.rulePack.rulesStrings.1>circumstance_group->[circumstance_phrase]</ArtDescriptionRoot_HasTale.rulePack.rulesStrings.1>
    <ArtDescriptionRoot_HasTale.rulePack.rulesStrings.2>desc_sentence_group->[desc_sentence] [style_group]</ArtDescriptionRoot_HasTale.rulePack.rulesStrings.2>
    <ArtDescriptionRoot_HasTale.rulePack.rulesStrings.3>context_sentence->This [depiction] refers to [tale_noun] on [date].</ArtDescriptionRoot_HasTale.rulePack.rulesStrings.3>
    <ArtDescriptionRoot_HasTale.rulePack.rulesStrings.4>context_sentence->This [depiction] related to [tale_noun] on [date].</ArtDescriptionRoot_HasTale.rulePack.rulesStrings.4>
    <ArtDescriptionRoot_HasTale.rulePack.rulesStrings.5>context_sentence->This [depiction] tells the story of [tale_noun] on [date].</ArtDescriptionRoot_HasTale.rulePack.rulesStrings.5>
    <ArtDescriptionRoot_Taleless.rulePack.rulesStrings.0>art_description_root->[physical_description_root]</ArtDescriptionRoot_Taleless.rulePack.rulesStrings.0>
    <ArtDescriptionRoot_Taleless.rulePack.rulesStrings.1>desc_sentence_group->[style_group]</ArtDescriptionRoot_Taleless.rulePack.rulesStrings.1>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.0>style_group->[artextra_clause]. [style_clause].</ArtDescriptionUtility_Global.rulePack.rulesStrings.0>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.1>style_group->[style_clause]. [artextra_clause].</ArtDescriptionUtility_Global.rulePack.rulesStrings.1>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.10>artextra_clause->the scene seems to take place on the outskirts of a [community]</ArtDescriptionUtility_Global.rulePack.rulesStrings.10>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.100>idle_verb_progressive->is shown</ArtDescriptionUtility_Global.rulePack.rulesStrings.100>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.101>idle_verb_progressive->fades in</ArtDescriptionUtility_Global.rulePack.rulesStrings.101>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.102>idle_verb_progressive->floats</ArtDescriptionUtility_Global.rulePack.rulesStrings.102>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.103>side_position->off to one side</ArtDescriptionUtility_Global.rulePack.rulesStrings.103>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.104>side_position->near the edge of the image</ArtDescriptionUtility_Global.rulePack.rulesStrings.104>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.105>side_position->in the background</ArtDescriptionUtility_Global.rulePack.rulesStrings.105>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.106>side_position->in the distance</ArtDescriptionUtility_Global.rulePack.rulesStrings.106>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.107>side_position->in the lower part of the image</ArtDescriptionUtility_Global.rulePack.rulesStrings.107>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.108>side_position->in the upper part of the image</ArtDescriptionUtility_Global.rulePack.rulesStrings.108>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.109>side_position->beneath the main subject</ArtDescriptionUtility_Global.rulePack.rulesStrings.109>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.11>artextra_clause->the smiling head of a [outlander] watches over all</ArtDescriptionUtility_Global.rulePack.rulesStrings.11>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.110>side_position->behind the focal point</ArtDescriptionUtility_Global.rulePack.rulesStrings.110>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.111>side_position->at the left part of the image</ArtDescriptionUtility_Global.rulePack.rulesStrings.111>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.112>side_position->to the right of the main scene</ArtDescriptionUtility_Global.rulePack.rulesStrings.112>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.12>artextra_clause->the scene takes place inside a [community] built near a [terrainfeature]</ArtDescriptionUtility_Global.rulePack.rulesStrings.12>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.13>artextra_clause->the lower part of the image is dominated by a [terrainfeature]</ArtDescriptionUtility_Global.rulePack.rulesStrings.13>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.14>artextra_clause->the whole image is depicted by the careful arrangement of hundreds of tiny [animal]s</ArtDescriptionUtility_Global.rulePack.rulesStrings.14>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.15>artextra_clause->a [outlander] [idle_verb_progressive] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.15>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.16>artextra_clause->a [animal] [idle_verb_progressive] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.16>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.17>artextra_clause->a dead [animal] [idle_verb_progressive] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.17>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.18>artextra_clause->a personified depiction of [concept] [idle_verb_progressive] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.18>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.19>artextra_clause->a [animal] [side_position] seems to symbolize [concept]</ArtDescriptionUtility_Global.rulePack.rulesStrings.19>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.2>style_group->[artextra_clause], and [style_clause].</ArtDescriptionUtility_Global.rulePack.rulesStrings.2>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.20>artextra_clause->[quantity_adjphrase] [outlander]s [idle_verb_progressive] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.20>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.21>artextra_clause->if you squint your eyes, the [composition] composition of the image reveals the outline of a [animal]</ArtDescriptionUtility_Global.rulePack.rulesStrings.21>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.22>style_clause->the image seems to express [concept]</ArtDescriptionUtility_Global.rulePack.rulesStrings.22>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.23>style_clause->the work is infused with the idea of [concept] and is done in a [artstyle_adj] style</ArtDescriptionUtility_Global.rulePack.rulesStrings.23>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.24>style_clause->the work suggests the concept of [concept]</ArtDescriptionUtility_Global.rulePack.rulesStrings.24>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.25>style_clause->the work is executed in a [artstyle_adj] style</ArtDescriptionUtility_Global.rulePack.rulesStrings.25>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.26>style_clause->the [artstyle_adj] style of the central scene clashes with the [artstyle_adj] depiction of the background</ArtDescriptionUtility_Global.rulePack.rulesStrings.26>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.27>style_clause->the work has a [artstyle_adj] feeling and a [composition] structure</ArtDescriptionUtility_Global.rulePack.rulesStrings.27>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.28>style_clause->the overall composition is [composition]</ArtDescriptionUtility_Global.rulePack.rulesStrings.28>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.29>style_clause->the style is [artstyle_adj] with [artstyle_adj] elements</ArtDescriptionUtility_Global.rulePack.rulesStrings.29>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.3>style_group->[artextra_clause], while [style_clause].</ArtDescriptionUtility_Global.rulePack.rulesStrings.3>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.30>style_clause->the image is totally devoid of both [concept] and [concept]</ArtDescriptionUtility_Global.rulePack.rulesStrings.30>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.31>style_clause->the image somehow expresses both [concept] and [concept]</ArtDescriptionUtility_Global.rulePack.rulesStrings.31>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.32>style_clause->the [composition] structure of the image almost conflicts with its [artstyle_adj] style</ArtDescriptionUtility_Global.rulePack.rulesStrings.32>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.33>style_clause->the work is shaded in hues of [color] and [color]</ArtDescriptionUtility_Global.rulePack.rulesStrings.33>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.34>style_clause->almost every shape in the image seems to be [composition]</ArtDescriptionUtility_Global.rulePack.rulesStrings.34>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.35>depicts->depicts</ArtDescriptionUtility_Global.rulePack.rulesStrings.35>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.36>depicts->shows</ArtDescriptionUtility_Global.rulePack.rulesStrings.36>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.37>depicts->portrays</ArtDescriptionUtility_Global.rulePack.rulesStrings.37>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.38>depicts->resembles</ArtDescriptionUtility_Global.rulePack.rulesStrings.38>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.39>depicts->illustrates</ArtDescriptionUtility_Global.rulePack.rulesStrings.39>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.4>artextra_clause->the image is bordered by [quantity_adjphrase] [animal]s</ArtDescriptionUtility_Global.rulePack.rulesStrings.4>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.40>depicts->represents</ArtDescriptionUtility_Global.rulePack.rulesStrings.40>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.41>depicts->is shaped like</ArtDescriptionUtility_Global.rulePack.rulesStrings.41>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.42>depiction->depiction</ArtDescriptionUtility_Global.rulePack.rulesStrings.42>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.43>depiction->image</ArtDescriptionUtility_Global.rulePack.rulesStrings.43>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.44>depiction->portrayal</ArtDescriptionUtility_Global.rulePack.rulesStrings.44>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.45>depiction->representation</ArtDescriptionUtility_Global.rulePack.rulesStrings.45>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.46>depiction->illustration</ArtDescriptionUtility_Global.rulePack.rulesStrings.46>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.47>depiction->artwork</ArtDescriptionUtility_Global.rulePack.rulesStrings.47>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.48>composition->triangular</ArtDescriptionUtility_Global.rulePack.rulesStrings.48>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.49>composition->rectangular</ArtDescriptionUtility_Global.rulePack.rulesStrings.49>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.5>artextra_clause->there is a [community] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.5>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.50>composition->square</ArtDescriptionUtility_Global.rulePack.rulesStrings.50>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.51>composition->unbalanced</ArtDescriptionUtility_Global.rulePack.rulesStrings.51>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.52>composition->well-balanced</ArtDescriptionUtility_Global.rulePack.rulesStrings.52>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.53>composition->very dynamic</ArtDescriptionUtility_Global.rulePack.rulesStrings.53>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.54>composition->very static</ArtDescriptionUtility_Global.rulePack.rulesStrings.54>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.55>artstyle_adj->unoriginal</ArtDescriptionUtility_Global.rulePack.rulesStrings.55>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.56>artstyle_adj->simple</ArtDescriptionUtility_Global.rulePack.rulesStrings.56>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.57>artstyle_adj->complex and realistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.57>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.58>artstyle_adj->surrealistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.58>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.59>artstyle_adj->classical</ArtDescriptionUtility_Global.rulePack.rulesStrings.59>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.6>artextra_clause->there is a [terrainfeature] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.6>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.60>artstyle_adj->modern</ArtDescriptionUtility_Global.rulePack.rulesStrings.60>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.61>artstyle_adj->symbolic</ArtDescriptionUtility_Global.rulePack.rulesStrings.61>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.62>artstyle_adj->amateurish yet attractive</ArtDescriptionUtility_Global.rulePack.rulesStrings.62>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.63>artstyle_adj->detail-oriented</ArtDescriptionUtility_Global.rulePack.rulesStrings.63>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.64>artstyle_adj->blocky</ArtDescriptionUtility_Global.rulePack.rulesStrings.64>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.65>artstyle_adj->cubist</ArtDescriptionUtility_Global.rulePack.rulesStrings.65>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.66>artstyle_adj->impressionistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.66>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.67>artstyle_adj->expressionistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.67>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.68>artstyle_adj->photographic</ArtDescriptionUtility_Global.rulePack.rulesStrings.68>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.69>artstyle_adj->baroque</ArtDescriptionUtility_Global.rulePack.rulesStrings.69>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.7>artextra_clause->there is a [animal] [side_position]</ArtDescriptionUtility_Global.rulePack.rulesStrings.7>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.70>artstyle_adj->dadaist</ArtDescriptionUtility_Global.rulePack.rulesStrings.70>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.71>artstyle_adj->glitch-art</ArtDescriptionUtility_Global.rulePack.rulesStrings.71>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.72>artstyle_adj->pixelated</ArtDescriptionUtility_Global.rulePack.rulesStrings.72>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.73>artstyle_adj->fauvist</ArtDescriptionUtility_Global.rulePack.rulesStrings.73>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.74>artstyle_adj->folksy</ArtDescriptionUtility_Global.rulePack.rulesStrings.74>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.75>artstyle_adj->figurative</ArtDescriptionUtility_Global.rulePack.rulesStrings.75>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.76>artstyle_adj->sinuous</ArtDescriptionUtility_Global.rulePack.rulesStrings.76>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.77>artstyle_adj->geometric</ArtDescriptionUtility_Global.rulePack.rulesStrings.77>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.78>artstyle_adj->abstract</ArtDescriptionUtility_Global.rulePack.rulesStrings.78>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.79>artstyle_adj->hyper-realistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.79>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.8>artextra_clause->the subjects are in front of a [terrainfeature]</ArtDescriptionUtility_Global.rulePack.rulesStrings.8>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.80>artstyle_adj->pop art</ArtDescriptionUtility_Global.rulePack.rulesStrings.80>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.81>artstyle_adj->minimalistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.81>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.82>artstyle_adj->neoclassical</ArtDescriptionUtility_Global.rulePack.rulesStrings.82>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.83>artstyle_adj->cel-shaded</ArtDescriptionUtility_Global.rulePack.rulesStrings.83>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.84>artstyle_adj->post-impressionistic</ArtDescriptionUtility_Global.rulePack.rulesStrings.84>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.85>artstyle_adj->purist</ArtDescriptionUtility_Global.rulePack.rulesStrings.85>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.86>artstyle_adj->rococo</ArtDescriptionUtility_Global.rulePack.rulesStrings.86>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.87>artstyle_adj->romanesque</ArtDescriptionUtility_Global.rulePack.rulesStrings.87>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.88>artstyle_adj->romantic</ArtDescriptionUtility_Global.rulePack.rulesStrings.88>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.89>artstyle_adj->graffiti-like</ArtDescriptionUtility_Global.rulePack.rulesStrings.89>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.9>artextra_clause->the scene takes place in the middle of a [community]</ArtDescriptionUtility_Global.rulePack.rulesStrings.9>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.90>artstyle_adj->erotic</ArtDescriptionUtility_Global.rulePack.rulesStrings.90>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.91>artstyle_adj->sensual</ArtDescriptionUtility_Global.rulePack.rulesStrings.91>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.92>artstyle_adj->heartfelt</ArtDescriptionUtility_Global.rulePack.rulesStrings.92>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.93>idle_verb_progressive->sits</ArtDescriptionUtility_Global.rulePack.rulesStrings.93>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.94>idle_verb_progressive->stands</ArtDescriptionUtility_Global.rulePack.rulesStrings.94>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.95>idle_verb_progressive->waits</ArtDescriptionUtility_Global.rulePack.rulesStrings.95>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.96>idle_verb_progressive->smiles</ArtDescriptionUtility_Global.rulePack.rulesStrings.96>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.97>idle_verb_progressive->lies</ArtDescriptionUtility_Global.rulePack.rulesStrings.97>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.98>idle_verb_progressive->poses</ArtDescriptionUtility_Global.rulePack.rulesStrings.98>
    <ArtDescriptionUtility_Global.rulePack.rulesStrings.99>idle_verb_progressive->appears</ArtDescriptionUtility_Global.rulePack.rulesStrings.99>

DefInjected\RulePackDef\RulePacks_Art_ImagesTaleless.xml
    <TalelessImages.rulePack.rulesStrings.20>subject_desc->suspended in the air</TalelessImages.rulePack.rulesStrings.20>
    <TalelessImages.rulePack.rulesStrings.21>subject_desc->standing on the ground</TalelessImages.rulePack.rulesStrings.21>
    <TalelessImages.rulePack.rulesStrings.22>subject_desc->moving to the left</TalelessImages.rulePack.rulesStrings.22>
    <TalelessImages.rulePack.rulesStrings.23>subject_desc->moving to the right</TalelessImages.rulePack.rulesStrings.23>
    <TalelessImages.rulePack.rulesStrings.24>subject_desc->sitting on a table</TalelessImages.rulePack.rulesStrings.24>
    <TalelessImages.rulePack.rulesStrings.25>subject_desc->seen through a looking glass</TalelessImages.rulePack.rulesStrings.25>
    <TalelessImages.rulePack.rulesStrings.26>subject_desc->rendered in silhouette</TalelessImages.rulePack.rulesStrings.26>
    <TalelessImages.rulePack.rulesStrings.27>subject_desc->riding on a [animal] wearing a [apparel]</TalelessImages.rulePack.rulesStrings.27>
    <TalelessImages.rulePack.rulesStrings.28>subject_desc->looking [adjective]</TalelessImages.rulePack.rulesStrings.28>

DefInjected\RulePackDef\RulePacks_Art_NameRoots.xml
    <ArtName_Furniture.rulePack.rulesStrings.0>art_name->[anyPawn_nameShort]'s [positiveconcept]</ArtName_Furniture.rulePack.rulesStrings.0>
    <ArtName_Furniture.rulePack.rulesStrings.1>art_name->[positiveconcept]</ArtName_Furniture.rulePack.rulesStrings.1>
    <ArtName_Furniture.rulePack.rulesStrings.2>art_name->The [animal]</ArtName_Furniture.rulePack.rulesStrings.2>
    <ArtName_Furniture.rulePack.rulesStrings.3>art_name->[badasscolor] [animal]</ArtName_Furniture.rulePack.rulesStrings.3>
    <ArtName_Furniture.rulePack.rulesStrings.4>art_name->[anyPawn_nameShort]'s [color]</ArtName_Furniture.rulePack.rulesStrings.4>
    <ArtName_SarcophagusPlate.rulePack.rulesStrings.0>art_name->[angstyadjective] [anyPawn_nameShort]</ArtName_SarcophagusPlate.rulePack.rulesStrings.0>
    <ArtName_SarcophagusPlate.rulePack.rulesStrings.1>art_name->[anyPawn_nameShort]</ArtName_SarcophagusPlate.rulePack.rulesStrings.1>
    <ArtName_SarcophagusPlate.rulePack.rulesStrings.2>art_name->[color] [anyPawn_nameShort]</ArtName_SarcophagusPlate.rulePack.rulesStrings.2>
    <ArtName_SarcophagusPlate.rulePack.rulesStrings.3>art_name->[angstyadjective] [angstyconcept]</ArtName_SarcophagusPlate.rulePack.rulesStrings.3>
    <ArtName_SarcophagusPlate.rulePack.rulesStrings.4>art_name->[angstyadjective] [badassconcept]</ArtName_SarcophagusPlate.rulePack.rulesStrings.4>
    <ArtName_Sculpture.rulePack.rulesStrings.0>art_name->[anyPawn_nameShort]'s [artname]</ArtName_Sculpture.rulePack.rulesStrings.0>
    <ArtName_Sculpture.rulePack.rulesStrings.1>art_name->[anyPawn_nameShort] [trans] [color]</ArtName_Sculpture.rulePack.rulesStrings.1>
    <ArtName_Sculpture.rulePack.rulesStrings.10>art_name->[color] [terrainfeature]</ArtName_Sculpture.rulePack.rulesStrings.10>
    <ArtName_Sculpture.rulePack.rulesStrings.11>art_name->A [art_adjective] [concept]</ArtName_Sculpture.rulePack.rulesStrings.11>
    <ArtName_Sculpture.rulePack.rulesStrings.12>art_name->[concept] No. [digit]</ArtName_Sculpture.rulePack.rulesStrings.12>
    <ArtName_Sculpture.rulePack.rulesStrings.13>art_name->[artname] No. [digit]</ArtName_Sculpture.rulePack.rulesStrings.13>
    <ArtName_Sculpture.rulePack.rulesStrings.14>art_name->[artname] No. [digit][digit]</ArtName_Sculpture.rulePack.rulesStrings.14>
    <ArtName_Sculpture.rulePack.rulesStrings.15>art_name->[digit] [trans] [anyPawn_nameShort]</ArtName_Sculpture.rulePack.rulesStrings.15>
    <ArtName_Sculpture.rulePack.rulesStrings.2>art_name->[artname] [trans] [anyPawn_nameShort]</ArtName_Sculpture.rulePack.rulesStrings.2>
    <ArtName_Sculpture.rulePack.rulesStrings.3>art_name->[artname] [trans] [concept]</ArtName_Sculpture.rulePack.rulesStrings.3>
    <ArtName_Sculpture.rulePack.rulesStrings.4>art_name->[artname] [romannumeral]</ArtName_Sculpture.rulePack.rulesStrings.4>
    <ArtName_Sculpture.rulePack.rulesStrings.5>art_name->[concept] [trans] [anyPawn_nameShort]</ArtName_Sculpture.rulePack.rulesStrings.5>
    <ArtName_Sculpture.rulePack.rulesStrings.6>art_name->[concept] [trans] [anyPawn_nameShort]</ArtName_Sculpture.rulePack.rulesStrings.6>
    <ArtName_Sculpture.rulePack.rulesStrings.7>art_name->[concept]</ArtName_Sculpture.rulePack.rulesStrings.7>
    <ArtName_Sculpture.rulePack.rulesStrings.8>art_name->[color] [concept]</ArtName_Sculpture.rulePack.rulesStrings.8>
    <ArtName_Sculpture.rulePack.rulesStrings.9>art_name->[color] [artname]</ArtName_Sculpture.rulePack.rulesStrings.9>
    <ArtName_Weapon.rulePack.rulesStrings.0>art_name->[badassconcept]</ArtName_Weapon.rulePack.rulesStrings.0>
    <ArtName_Weapon.rulePack.rulesStrings.1>art_name->The [badassanimal]</ArtName_Weapon.rulePack.rulesStrings.1>
    <ArtName_Weapon.rulePack.rulesStrings.2>art_name->[badassadjective] [badassanimal]</ArtName_Weapon.rulePack.rulesStrings.2>
    <ArtName_Weapon.rulePack.rulesStrings.3>art_name->[badasscolor] [badassanimal]</ArtName_Weapon.rulePack.rulesStrings.3>
    <ArtName_Weapon.rulePack.rulesStrings.4>art_name->[badassconcept] [badasscolor]</ArtName_Weapon.rulePack.rulesStrings.4>
    <ArtName_Weapon.rulePack.rulesStrings.5>art_name->[anyPawn_nameShort]'s [badassconcept]</ArtName_Weapon.rulePack.rulesStrings.5>
    <ArtName_Weapon.rulePack.rulesStrings.6>art_name->[badassconcept] of [anyPawn_nameShort]</ArtName_Weapon.rulePack.rulesStrings.6>
    <ArtName_Weapon.rulePack.rulesStrings.7>art_name->[badasscolor] [anyPawn_nameShort]</ArtName_Weapon.rulePack.rulesStrings.7>
    <ArtName_Weapon.rulePack.rulesStrings.8>art_name->[anyPawn_nameShort]'s [badassanimal]</ArtName_Weapon.rulePack.rulesStrings.8>
    <ArtName_Weapon.rulePack.rulesStrings.9>art_name->[anyPawn_nameShort]'s [badassperson]</ArtName_Weapon.rulePack.rulesStrings.9>

DefInjected\RulePackDef\RulePacks_Art_PhysicalDescriptionRoots.xml
    <ArtDescription_Furniture.rulePack.rulesStrings.0>physical_description_root->This furniture is engraved with a [depiction] of [image]. [desc_sentence_group]</ArtDescription_Furniture.rulePack.rulesStrings.0>
    <ArtDescription_Furniture.rulePack.rulesStrings.1>physical_description_root->This furniture bears a [depiction] of [image]. [desc_sentence_group]</ArtDescription_Furniture.rulePack.rulesStrings.1>
    <ArtDescription_Furniture.rulePack.rulesStrings.2>physical_description_root->An engraving on this furniture [depicts] [image]. [desc_sentence_group]</ArtDescription_Furniture.rulePack.rulesStrings.2>
    <ArtDescription_SarcophagusPlate.rulePack.rulesStrings.0>physical_description_root->The sarcophagus is engraved with a [depiction] of [image]. [desc_sentence_group]</ArtDescription_SarcophagusPlate.rulePack.rulesStrings.0>
    <ArtDescription_SarcophagusPlate.rulePack.rulesStrings.1>physical_description_root->The sarcophagus bears a [depiction] of [image]. [desc_sentence_group]</ArtDescription_SarcophagusPlate.rulePack.rulesStrings.1>
    <ArtDescription_SarcophagusPlate.rulePack.rulesStrings.2>physical_description_root->An engraving on this sarcophagus [depicts] [image]. [desc_sentence_group]</ArtDescription_SarcophagusPlate.rulePack.rulesStrings.2>
    <ArtDescription_Sculpture.rulePack.rulesStrings.0>physical_description_root->This [sculpture] [depicts] [image]. [desc_sentence_group]</ArtDescription_Sculpture.rulePack.rulesStrings.0>
    <ArtDescription_Sculpture.rulePack.rulesStrings.1>physical_description_root->This [sculpture] bears a [depiction] of [image]. [desc_sentence_group]</ArtDescription_Sculpture.rulePack.rulesStrings.1>
    <ArtDescription_Sculpture.rulePack.rulesStrings.2>physical_description_root->On this [sculpture] is a [depiction] of [image]. [desc_sentence_group]</ArtDescription_Sculpture.rulePack.rulesStrings.2>
    <ArtDescription_Sculpture.rulePack.rulesStrings.3>sculpture->sculpture</ArtDescription_Sculpture.rulePack.rulesStrings.3>
    <ArtDescription_Sculpture.rulePack.rulesStrings.4>sculpture->work</ArtDescription_Sculpture.rulePack.rulesStrings.4>
    <ArtDescription_Sculpture.rulePack.rulesStrings.5>sculpture->piece</ArtDescription_Sculpture.rulePack.rulesStrings.5>
    <ArtDescription_Sculpture.rulePack.rulesStrings.6>sculpture->carving</ArtDescription_Sculpture.rulePack.rulesStrings.6>
    <ArtDescription_WeaponGun.rulePack.rulesStrings.0>physical_description_root->This weapon is engraved with a [depiction] of [image]. [desc_sentence_group]</ArtDescription_WeaponGun.rulePack.rulesStrings.0>
    <ArtDescription_WeaponGun.rulePack.rulesStrings.1>physical_description_root->This weapon bears a [depiction] of [image]. [desc_sentence_group]</ArtDescription_WeaponGun.rulePack.rulesStrings.1>
    <ArtDescription_WeaponGun.rulePack.rulesStrings.2>physical_description_root->An engraving on this weapon [depicts] [image]. [desc_sentence_group]</ArtDescription_WeaponGun.rulePack.rulesStrings.2>
    <ArtDescription_WeaponMelee.rulePack.rulesStrings.0>physical_description_root->This weapon is engraved with a [depiction] of [image]. [desc_sentence_group]</ArtDescription_WeaponMelee.rulePack.rulesStrings.0>
    <ArtDescription_WeaponMelee.rulePack.rulesStrings.1>physical_description_root->This weapon bears a [depiction] of [image]. [desc_sentence_group]</ArtDescription_WeaponMelee.rulePack.rulesStrings.1>
    <ArtDescription_WeaponMelee.rulePack.rulesStrings.2>physical_description_root->An engraving on this weapon [depicts] [image]. [desc_sentence_group]</ArtDescription_WeaponMelee.rulePack.rulesStrings.2>

DefInjected\RulePackDef\RulePacks_Global.xml
    <GlobalUtility.rulePack.rulesStrings.18>vegetable->tomato</GlobalUtility.rulePack.rulesStrings.18>
    <GlobalUtility.rulePack.rulesStrings.19>vegetable->carrot</GlobalUtility.rulePack.rulesStrings.19>
    <GlobalUtility.rulePack.rulesStrings.20>vegetable->onion</GlobalUtility.rulePack.rulesStrings.20>
    <GlobalUtility.rulePack.rulesStrings.21>vegetable->turnip</GlobalUtility.rulePack.rulesStrings.21>
    <GlobalUtility.rulePack.rulesStrings.22>vegetable->bok choy</GlobalUtility.rulePack.rulesStrings.22>
    <GlobalUtility.rulePack.rulesStrings.23>vegetable->stalk of celery</GlobalUtility.rulePack.rulesStrings.23>
    <GlobalUtility.rulePack.rulesStrings.24>vegetable->gourd</GlobalUtility.rulePack.rulesStrings.24>
    <GlobalUtility.rulePack.rulesStrings.25>vegetable->pumpkin</GlobalUtility.rulePack.rulesStrings.25>
    <GlobalUtility.rulePack.rulesStrings.26>vegetable->broccoli</GlobalUtility.rulePack.rulesStrings.26>
    <GlobalUtility.rulePack.rulesStrings.27>vegetable->cauliflower</GlobalUtility.rulePack.rulesStrings.27>
    <GlobalUtility.rulePack.rulesStrings.28>vegetable->bell pepper</GlobalUtility.rulePack.rulesStrings.28>
    <GlobalUtility.rulePack.rulesStrings.29>vegetable->potato</GlobalUtility.rulePack.rulesStrings.29>
    <GlobalUtility.rulePack.rulesStrings.30>vegetable->mushroom</GlobalUtility.rulePack.rulesStrings.30>
    <GlobalUtility.rulePack.rulesStrings.31>trans->of</GlobalUtility.rulePack.rulesStrings.31>
    <GlobalUtility.rulePack.rulesStrings.32>trans->for</GlobalUtility.rulePack.rulesStrings.32>
    <GlobalUtility.rulePack.rulesStrings.33>trans->by</GlobalUtility.rulePack.rulesStrings.33>
    <GlobalUtility.rulePack.rulesStrings.34>trans->with</GlobalUtility.rulePack.rulesStrings.34>

DefInjected\RulePackDef\RulePacks_InteractionsExtra.xml
    <Sentence_MarriageProposalAccepted.rulePack.rulesStrings.0>sent->[recipient_nameShortDef] agreed and the two are now engaged.</Sentence_MarriageProposalAccepted.rulePack.rulesStrings.0>
    <Sentence_MarriageProposalRejected.rulePack.rulesStrings.0>sent->[recipient_nameShortDef] rejected the proposal.</Sentence_MarriageProposalRejected.rulePack.rulesStrings.0>
    <Sentence_MarriageProposalRejectedBrokeUp.rulePack.rulesStrings.0>sent->It was too much for the relationship to continue, and the two have now broken up.</Sentence_MarriageProposalRejectedBrokeUp.rulePack.rulesStrings.0>
    <Sentence_RecruitAttemptAccepted.rulePack.rulesStrings.0>sent->[recipient_nameShortDef] has accepted and joined [initiator_nameShortDef]'s community.</Sentence_RecruitAttemptAccepted.rulePack.rulesStrings.0>
    <Sentence_RecruitAttemptRejected.rulePack.rulesStrings.0>sent->[recipient_nameShortDef] rejected the offer.</Sentence_RecruitAttemptRejected.rulePack.rulesStrings.0>
    <Sentence_RomanceAttemptAccepted.rulePack.rulesStrings.0>sent->[recipient_nameShortDef] agreed and is now [initiator_nameShortDef]'s lover.</Sentence_RomanceAttemptAccepted.rulePack.rulesStrings.0>
    <Sentence_RomanceAttemptRejected.rulePack.rulesStrings.0>sent->[recipient_nameShortDef] rejected the advance.</Sentence_RomanceAttemptRejected.rulePack.rulesStrings.0>
    <Sentence_SocialFightStarted.rulePack.rulesStrings.0>sent->This drove [recipient_nameShortDef] into a rage and [recipient_pronoun] began a fight!</Sentence_SocialFightStarted.rulePack.rulesStrings.0>

DefInjected\RulePackDef\RulePacks_NameMaker_World.xml
    <NamerWorld.rulePack.rulesStrings.0>name->[celestialname]</NamerWorld.rulePack.rulesStrings.0>
    <NamerWorld.rulePack.rulesStrings.1>name->[celestialprefix] [celestialname]</NamerWorld.rulePack.rulesStrings.1>
    <NamerWorld.rulePack.rulesStrings.2>name->[celestialname] [romannumeral]</NamerWorld.rulePack.rulesStrings.2>
    <NamerWorld.rulePack.rulesStrings.3>name->[celestialname] [celestialname]</NamerWorld.rulePack.rulesStrings.3>
    <NamerWorld.rulePack.rulesStrings.4>name->[celestialname] [celestialsuffix]</NamerWorld.rulePack.rulesStrings.4>

DefInjected\RulePackDef\RulePacks_NameMakers_Animals.xml
    <NamerAnimalGeneric.rulePack.rulesStrings.0>name->[animalnameunisex]</NamerAnimalGeneric.rulePack.rulesStrings.0>
    <NamerAnimalGeneric.rulePack.rulesStrings.1>name->[animalnameunisex]</NamerAnimalGeneric.rulePack.rulesStrings.1>
    <NamerAnimalGeneric.rulePack.rulesStrings.10>exoticname->[concept]</NamerAnimalGeneric.rulePack.rulesStrings.10>
    <NamerAnimalGeneric.rulePack.rulesStrings.11>exoticname->[color]</NamerAnimalGeneric.rulePack.rulesStrings.11>
    <NamerAnimalGeneric.rulePack.rulesStrings.2>name->[animalnameunisex]</NamerAnimalGeneric.rulePack.rulesStrings.2>
    <NamerAnimalGeneric.rulePack.rulesStrings.3>name->[animalnamemale]</NamerAnimalGeneric.rulePack.rulesStrings.3>
    <NamerAnimalGeneric.rulePack.rulesStrings.4>name->[animalnamefemale]</NamerAnimalGeneric.rulePack.rulesStrings.4>
    <NamerAnimalGeneric.rulePack.rulesStrings.5>name->[personname]</NamerAnimalGeneric.rulePack.rulesStrings.5>
    <NamerAnimalGeneric.rulePack.rulesStrings.6>name->[exoticname]</NamerAnimalGeneric.rulePack.rulesStrings.6>
    <NamerAnimalGeneric.rulePack.rulesStrings.7>exoticname->[badassadjective]</NamerAnimalGeneric.rulePack.rulesStrings.7>
    <NamerAnimalGeneric.rulePack.rulesStrings.8>exoticname->[concept]</NamerAnimalGeneric.rulePack.rulesStrings.8>
    <NamerAnimalGeneric.rulePack.rulesStrings.9>exoticname->[badassadjective]</NamerAnimalGeneric.rulePack.rulesStrings.9>

DefInjected\RulePackDef\RulePacks_NameMakers_Factions.xml
    <NamerColony.rulePack.rulesStrings.0>name->[colonyname]</NamerColony.rulePack.rulesStrings.0>
    <NamerFactionPirate.rulePack.rulesStrings.17>name->[badassconcept][groupname]</NamerFactionPirate.rulePack.rulesStrings.17>
    <NamerFactionTribal.rulePack.rulesStrings.0>name->[tribalword] [tribalword]</NamerFactionTribal.rulePack.rulesStrings.0>
    <NamerFactionTribal.rulePack.rulesStrings.1>name->[tribalword] [tribalword]</NamerFactionTribal.rulePack.rulesStrings.1>
    <NamerFactionTribal.rulePack.rulesStrings.2>name->[tribalword] [tribalword] [tribalword]</NamerFactionTribal.rulePack.rulesStrings.2>
    <NamerFactionTribal.rulePack.rulesStrings.4>name->[color] [animal] [tribalword]</NamerFactionTribal.rulePack.rulesStrings.4>

DefInjected\RulePackDef\RulePacks_NameMakers_People.xml
    <NamerPersonTribal.rulePack.rulesStrings.0>name->[tribalword]</NamerPersonTribal.rulePack.rulesStrings.0>
    <NamerPersonTribal.rulePack.rulesStrings.1>name->[tribalword]</NamerPersonTribal.rulePack.rulesStrings.1>
    <NamerPersonTribal.rulePack.rulesStrings.2>name->[tribalword]</NamerPersonTribal.rulePack.rulesStrings.2>
    <NamerPersonTribal.rulePack.rulesStrings.3>name->[tribalword]</NamerPersonTribal.rulePack.rulesStrings.3>
    <NamerPersonTribal.rulePack.rulesStrings.4>name->[tribalword] [tribalword]</NamerPersonTribal.rulePack.rulesStrings.4>
    <NamerPersonTribal.rulePack.rulesStrings.5>name->[tribalword] [tribalword]</NamerPersonTribal.rulePack.rulesStrings.5>
    <NamerPersonTribal.rulePack.rulesStrings.6>name->[tribalword] [animal]</NamerPersonTribal.rulePack.rulesStrings.6>
    <NamerPersonTribal.rulePack.rulesStrings.7>name->[animal] [tribalword]</NamerPersonTribal.rulePack.rulesStrings.7>
    <NamerPersonTribal.rulePack.rulesStrings.8>name->[color] [animal]</NamerPersonTribal.rulePack.rulesStrings.8>

DefInjected\RulePackDef\RulePacks_NameMakers_Traders.xml
    <NamerTraderGeneral.rulePack.rulesStrings.0>name->[businessname] [businesstype]</NamerTraderGeneral.rulePack.rulesStrings.0>
    <NamerTraderGeneral.rulePack.rulesStrings.1>name->[businessname] [businesstype]</NamerTraderGeneral.rulePack.rulesStrings.1>
    <NamerTraderGeneral.rulePack.rulesStrings.2>name->[businessname] [businesstype]</NamerTraderGeneral.rulePack.rulesStrings.2>
    <NamerTraderGeneral.rulePack.rulesStrings.3>name->[businessname] [businesstype]</NamerTraderGeneral.rulePack.rulesStrings.3>
    <NamerTraderGeneral.rulePack.rulesStrings.4>name->[color] [animal] [businesstype]</NamerTraderGeneral.rulePack.rulesStrings.4>
    <NamerTraderGeneral.rulePack.rulesStrings.5>name->[letter][letter] [businesstype]</NamerTraderGeneral.rulePack.rulesStrings.5>

DefInjected\StatDef\Stats_Building_Special.xml
    <EntertainmentStrengthFactor.description>How effectively this item entertains people and gives them joy.</EntertainmentStrengthFactor.description>
    <EntertainmentStrengthFactor.label>entertainment strength factor</EntertainmentStrengthFactor.label>
    <ResearchSpeedFactor.parts.0.customLabel>Room cleanliness</ResearchSpeedFactor.parts.0.customLabel>

DefInjected\StatDef\Stats_Pawns_WorkGeneral.xml
    <FixBrokenDownBuildingFailChance.description>The chance that this person will fail to repair a broken down building.</FixBrokenDownBuildingFailChance.description>
    <FixBrokenDownBuildingFailChance.label>repair fail chance</FixBrokenDownBuildingFailChance.label>

DefInjected\TaleDef\Tales_DoublePawn.xml
    <Captured.label>person captured</Captured.label>
    <Captured.rulePack.rulesStrings.20>desc_sentence->[capturer_nameShortDef] is kicking [prisoner_nameShortDef] for no obvious reason.</Captured.rulePack.rulesStrings.20>
    <DidSurgery.label>surgery performed</DidSurgery.label>
    <DidSurgery.rulePack.rulesStrings.10>desc_sentence->[surgeon_nameShortDef] has blood smeared on [surgeon_possessive] face.</DidSurgery.rulePack.rulesStrings.10>
    <DidSurgery.rulePack.rulesStrings.11>desc_sentence->[patient_nameShortDef] is shaking and writhing.</DidSurgery.rulePack.rulesStrings.11>
    <DidSurgery.rulePack.rulesStrings.7>circumstance_phrase->with improvised but effective tools</DidSurgery.rulePack.rulesStrings.7>
    <DidSurgery.rulePack.rulesStrings.8>desc_sentence->[surgeon_nameShortDef] is sweating profusely.</DidSurgery.rulePack.rulesStrings.8>
    <DidSurgery.rulePack.rulesStrings.9>desc_sentence->[surgeon_nameShortDef] looks incredibly focused on the task.</DidSurgery.rulePack.rulesStrings.9>
    <ExecutedPrisoner.label>prisoner executed</ExecutedPrisoner.label>
    <ExecutedPrisoner.rulePack.rulesStrings.0>tale_noun->the execution of [prisoner_nameShortDef]</ExecutedPrisoner.rulePack.rulesStrings.0>
    <ExecutedPrisoner.rulePack.rulesStrings.1>image->[warden_nameFull] executing [prisoner_nameFull] [circumstance_group]</ExecutedPrisoner.rulePack.rulesStrings.1>
    <ExecutedPrisoner.rulePack.rulesStrings.10>circumstance_phrase->with obviously excessive force</ExecutedPrisoner.rulePack.rulesStrings.10>
    <ExecutedPrisoner.rulePack.rulesStrings.11>circumstance_phrase->with obvious pleasure</ExecutedPrisoner.rulePack.rulesStrings.11>
    <ExecutedPrisoner.rulePack.rulesStrings.12>circumstance_phrase->while smiling with dominance</ExecutedPrisoner.rulePack.rulesStrings.12>
    <ExecutedPrisoner.rulePack.rulesStrings.13>circumstance_phrase->with tears in [warden_possessive] eyes</ExecutedPrisoner.rulePack.rulesStrings.13>
    <ExecutedPrisoner.rulePack.rulesStrings.14>circumstance_phrase->with a look of utter indifference</ExecutedPrisoner.rulePack.rulesStrings.14>
    <ExecutedPrisoner.rulePack.rulesStrings.15>circumstance_phrase->while inflicting unnecessary pain</ExecutedPrisoner.rulePack.rulesStrings.15>
    <ExecutedPrisoner.rulePack.rulesStrings.16>circumstance_phrase->while thinking of something else</ExecutedPrisoner.rulePack.rulesStrings.16>
    <ExecutedPrisoner.rulePack.rulesStrings.17>circumstance_phrase->for the greater good</ExecutedPrisoner.rulePack.rulesStrings.17>
    <ExecutedPrisoner.rulePack.rulesStrings.18>desc_sentence->[warden_nameShortDef] is sweating profusely.</ExecutedPrisoner.rulePack.rulesStrings.18>
    <ExecutedPrisoner.rulePack.rulesStrings.19>desc_sentence->[warden_nameShortDef] is drooling a little bit.</ExecutedPrisoner.rulePack.rulesStrings.19>
    <ExecutedPrisoner.rulePack.rulesStrings.2>image->[warden_nameFull] putting [prisoner_nameFull] to death [circumstance_group]</ExecutedPrisoner.rulePack.rulesStrings.2>
    <ExecutedPrisoner.rulePack.rulesStrings.20>desc_sentence->[warden_nameShortDef] has blood smeared on [warden_possessive] face.</ExecutedPrisoner.rulePack.rulesStrings.20>
    <ExecutedPrisoner.rulePack.rulesStrings.21>desc_sentence->[prisoner_nameShortDef] is shaking and writhing.</ExecutedPrisoner.rulePack.rulesStrings.21>
    <ExecutedPrisoner.rulePack.rulesStrings.22>desc_sentence->[prisoner_nameShortDef] seems to have given up entirely.</ExecutedPrisoner.rulePack.rulesStrings.22>
    <ExecutedPrisoner.rulePack.rulesStrings.23>desc_sentence->[prisoner_nameShortDef] has closed [prisoner_possessive] eyes, seeming to pray to a higher power.</ExecutedPrisoner.rulePack.rulesStrings.23>
    <ExecutedPrisoner.rulePack.rulesStrings.24>desc_sentence->[prisoner_nameShortDef] looks defiant.</ExecutedPrisoner.rulePack.rulesStrings.24>
    <ExecutedPrisoner.rulePack.rulesStrings.3>image->[warden_nameFull] preparing to execute [prisoner_nameFull] [circumstance_group]</ExecutedPrisoner.rulePack.rulesStrings.3>
    <ExecutedPrisoner.rulePack.rulesStrings.4>image->[warden_nameFull] entering a prison cell, going to execute [prisoner_nameFull] [circumstance_group]</ExecutedPrisoner.rulePack.rulesStrings.4>
    <ExecutedPrisoner.rulePack.rulesStrings.5>circumstance_phrase->as [prisoner_pronoun] writhes on the ground</ExecutedPrisoner.rulePack.rulesStrings.5>
    <ExecutedPrisoner.rulePack.rulesStrings.6>circumstance_phrase->as [prisoner_pronoun] twists in pain</ExecutedPrisoner.rulePack.rulesStrings.6>
    <ExecutedPrisoner.rulePack.rulesStrings.7>circumstance_phrase->as [prisoner_pronoun] cries out in terror</ExecutedPrisoner.rulePack.rulesStrings.7>
    <ExecutedPrisoner.rulePack.rulesStrings.8>circumstance_phrase->with professional efficiency</ExecutedPrisoner.rulePack.rulesStrings.8>
    <ExecutedPrisoner.rulePack.rulesStrings.9>circumstance_phrase->roughly and amateurishly</ExecutedPrisoner.rulePack.rulesStrings.9>
    <Hunted.label>animal hunted</Hunted.label>
    <Hunted.rulePack.rulesStrings.6>circumstance_phrase->as [prey_nameShortDef] eats</Hunted.rulePack.rulesStrings.6>
    <Hunted.rulePack.rulesStrings.7>desc_sentence->[prey_nameShortDef] seems totally oblivious.</Hunted.rulePack.rulesStrings.7>
    <Hunted.rulePack.rulesStrings.8>desc_sentence->[hunter_nameShortDef] is gripping [hunter_possessive] weapon tightly.</Hunted.rulePack.rulesStrings.8>
    <Hunted.rulePack.rulesStrings.9>desc_sentence->[prey_nameShortDef] is looking around as though [prey_pronoun] senses that something is wrong.</Hunted.rulePack.rulesStrings.9>
    <KidnappedColonist.label>colonist kidnapped</KidnappedColonist.label>
    <KidnappedColonist.rulePack.rulesStrings.0>tale_noun->the kidnapping of [victim_nameShortDef]</KidnappedColonist.rulePack.rulesStrings.0>
    <KidnappedColonist.rulePack.rulesStrings.1>image->[kidnapper_nameFull] carrying [victim_nameFull] away to [kidnapper_factionName] [circumstance_group]</KidnappedColonist.rulePack.rulesStrings.1>
    <KidnappedColonist.rulePack.rulesStrings.10>circumstance_phrase->while covered in blood and filth</KidnappedColonist.rulePack.rulesStrings.10>
    <KidnappedColonist.rulePack.rulesStrings.11>desc_sentence->[kidnapper_nameShortDef] seems to have given up entirely.</KidnappedColonist.rulePack.rulesStrings.11>
    <KidnappedColonist.rulePack.rulesStrings.12>desc_sentence->[victim_nameShortDef] has closed [prisoner_possessive] eyes, seeming to pray to a higher power.</KidnappedColonist.rulePack.rulesStrings.12>
    <KidnappedColonist.rulePack.rulesStrings.13>desc_sentence->[victim_nameShortDef] looks defiant.</KidnappedColonist.rulePack.rulesStrings.13>
    <KidnappedColonist.rulePack.rulesStrings.14>desc_sentence->[victim_nameShortDef] is screaming with rage and terror.</KidnappedColonist.rulePack.rulesStrings.14>
    <KidnappedColonist.rulePack.rulesStrings.15>desc_sentence->[victim_nameShortDef] looks broken and exhausted.</KidnappedColonist.rulePack.rulesStrings.15>
    <KidnappedColonist.rulePack.rulesStrings.16>desc_sentence->[victim_nameShortDef] appears to be badly wounded.</KidnappedColonist.rulePack.rulesStrings.16>
    <KidnappedColonist.rulePack.rulesStrings.2>image->[kidnapper_nameFull] of [kidnapper_factionName] kidnapping [victim_nameFull] [circumstance_group]</KidnappedColonist.rulePack.rulesStrings.2>
    <KidnappedColonist.rulePack.rulesStrings.3>image->[kidnapper_nameFull] kidnapping [victim_nameFull] [circumstance_group]</KidnappedColonist.rulePack.rulesStrings.3>
    <KidnappedColonist.rulePack.rulesStrings.4>circumstance_phrase->as [victim_pronoun] twists in pain</KidnappedColonist.rulePack.rulesStrings.4>
    <KidnappedColonist.rulePack.rulesStrings.5>circumstance_phrase->with professional efficiency</KidnappedColonist.rulePack.rulesStrings.5>
    <KidnappedColonist.rulePack.rulesStrings.6>circumstance_phrase->roughly and amateurishly</KidnappedColonist.rulePack.rulesStrings.6>
    <KidnappedColonist.rulePack.rulesStrings.7>circumstance_phrase->with obviously excessive force</KidnappedColonist.rulePack.rulesStrings.7>
    <KidnappedColonist.rulePack.rulesStrings.8>circumstance_phrase->with obvious pleasure</KidnappedColonist.rulePack.rulesStrings.8>
    <KidnappedColonist.rulePack.rulesStrings.9>circumstance_phrase->while smiling with dominance</KidnappedColonist.rulePack.rulesStrings.9>
    <KilledBy.label>death</KilledBy.label>
    <KilledBy.rulePack.rulesStrings.22>desc_sentence->[killer_nameShortDef] looks distressed at what [killer_pronoun] is doing.</KilledBy.rulePack.rulesStrings.22>
    <KilledBy.rulePack.rulesStrings.23>desc_sentence->[killer_nameShortDef] looks pleased with the situation.</KilledBy.rulePack.rulesStrings.23>
    <KilledBy.rulePack.rulesStrings.24>desc_sentence->[killer_nameShortDef] looks triumphant.</KilledBy.rulePack.rulesStrings.24>
    <KilledColonist.label>colonist killed</KilledColonist.label>
    <KilledColonyAnimal.label>colony animal killed</KilledColonyAnimal.label>
    <KilledMajorColonyEnemy.label>major colony enemy killed</KilledMajorColonyEnemy.label>
    <Recruited.label>person recruited</Recruited.label>
    <Recruited.rulePack.rulesStrings.10>desc_sentence->[joiner_nameShortDef] is smiling and making eye contact.</Recruited.rulePack.rulesStrings.10>
    <Recruited.rulePack.rulesStrings.11>desc_sentence->[joiner_nameShortDef] looks relieved.</Recruited.rulePack.rulesStrings.11>
    <Recruited.rulePack.rulesStrings.12>desc_sentence->[joiner_nameShortDef] looks hopeful.</Recruited.rulePack.rulesStrings.12>
    <Recruited.rulePack.rulesStrings.7>circumstance_phrase->in front of the whole colony</Recruited.rulePack.rulesStrings.7>
    <Recruited.rulePack.rulesStrings.8>circumstance_phrase->in a prison cell</Recruited.rulePack.rulesStrings.8>
    <Recruited.rulePack.rulesStrings.9>desc_sentence->[joiner_nameShortDef] is nodding in understanding.</Recruited.rulePack.rulesStrings.9>
    <SoldPrisoner.label>prisoner sold</SoldPrisoner.label>
    <SoldPrisoner.rulePack.rulesStrings.0>tale_noun->the selling of [prisoner_nameShortDef] to a trader</SoldPrisoner.rulePack.rulesStrings.0>
    <SoldPrisoner.rulePack.rulesStrings.1>image->[trader_nameFull] buying [prisoner_nameFull] from [seller_nameFull] [circumstance_group]</SoldPrisoner.rulePack.rulesStrings.1>
    <SoldPrisoner.rulePack.rulesStrings.10>desc_sentence->[prisoner_nameShortDef] stares defiantly at [prisoner_possessive] new master.</SoldPrisoner.rulePack.rulesStrings.10>
    <SoldPrisoner.rulePack.rulesStrings.11>desc_sentence->[trader_nameShortDef] drags [prisoner_nameShortDef] away by [prisoner_possessive] chains.</SoldPrisoner.rulePack.rulesStrings.11>
    <SoldPrisoner.rulePack.rulesStrings.12>desc_sentence->[prisoner_nameShortDef] stares at [seller_nameShortDef], plotting [prisoner_possessive] revenge.</SoldPrisoner.rulePack.rulesStrings.12>
    <SoldPrisoner.rulePack.rulesStrings.13>desc_sentence->[prisoner_nameShortDef] is crying.</SoldPrisoner.rulePack.rulesStrings.13>
    <SoldPrisoner.rulePack.rulesStrings.14>desc_sentence->[prisoner_nameShortDef] is spitting in [seller_nameShortDef]'s face.</SoldPrisoner.rulePack.rulesStrings.14>
    <SoldPrisoner.rulePack.rulesStrings.15>desc_sentence->[Prisoner_nameShortDef] is melting into the ground.</SoldPrisoner.rulePack.rulesStrings.15>
    <SoldPrisoner.rulePack.rulesStrings.16>desc_sentence->[Seller_nameShortDef] is thrusting the chains of [prisoner_nameShortDef] into [trader_nameShortDef]'s hands.</SoldPrisoner.rulePack.rulesStrings.16>
    <SoldPrisoner.rulePack.rulesStrings.17>desc_sentence->An air of hopelessness pervades the situation.</SoldPrisoner.rulePack.rulesStrings.17>
    <SoldPrisoner.rulePack.rulesStrings.2>image->[seller_nameFull] selling [prisoner_nameFull] to [seller_nameFull] [circumstance_group]</SoldPrisoner.rulePack.rulesStrings.2>
    <SoldPrisoner.rulePack.rulesStrings.3>circumstance_phrase->as the other colonists look on in disapproval</SoldPrisoner.rulePack.rulesStrings.3>
    <SoldPrisoner.rulePack.rulesStrings.4>circumstance_phrase->while [seller_nameShortDef] counts [trader_possessive] money</SoldPrisoner.rulePack.rulesStrings.4>
    <SoldPrisoner.rulePack.rulesStrings.5>circumstance_phrase->while [prisoner_nameShortDef] moans plaintively</SoldPrisoner.rulePack.rulesStrings.5>
    <SoldPrisoner.rulePack.rulesStrings.6>circumstance_phrase->to [prisoner_nameShortDef]'s chagrin</SoldPrisoner.rulePack.rulesStrings.6>
    <SoldPrisoner.rulePack.rulesStrings.7>desc_sentence->[trader_nameShortDef] is smiling devilishly.</SoldPrisoner.rulePack.rulesStrings.7>
    <SoldPrisoner.rulePack.rulesStrings.8>desc_sentence->[seller_nameShortDef] is laughing maniacally.</SoldPrisoner.rulePack.rulesStrings.8>
    <SoldPrisoner.rulePack.rulesStrings.9>desc_sentence->[seller_nameShortDef] reluctantly hands [prisoner_nameShortDef] over to the trader.</SoldPrisoner.rulePack.rulesStrings.9>
    <TamedAnimal.label>animal tamed</TamedAnimal.label>
    <TamedAnimal.rulePack.rulesStrings.0>tale_noun->[human_nameShortDef]'s taming of [animal_nameShortDef]</TamedAnimal.rulePack.rulesStrings.0>
    <TamedAnimal.rulePack.rulesStrings.1>image->[human_nameFull] taming [animal_nameFull] [circumstance_group]</TamedAnimal.rulePack.rulesStrings.1>
    <TamedAnimal.rulePack.rulesStrings.10>desc_sentence->[animal_nameShortDef] appears to be in some sort of hypnotic state.</TamedAnimal.rulePack.rulesStrings.10>
    <TamedAnimal.rulePack.rulesStrings.11>desc_sentence->[animal_nameShortDef] looks scared but interested.</TamedAnimal.rulePack.rulesStrings.11>
    <TamedAnimal.rulePack.rulesStrings.12>desc_sentence->[animal_nameShortDef] appears fascinated.</TamedAnimal.rulePack.rulesStrings.12>
    <TamedAnimal.rulePack.rulesStrings.13>desc_sentence->[human_nameShortDef] is projecting a powerful sense of love towards [animal_nameShortDef].</TamedAnimal.rulePack.rulesStrings.13>
    <TamedAnimal.rulePack.rulesStrings.2>image->[human_nameFull] offering a morsel of food to [animal_nameFull] [circumstance_group]</TamedAnimal.rulePack.rulesStrings.2>
    <TamedAnimal.rulePack.rulesStrings.3>image->[human_nameFull] whispering to a skittish [animal_nameFull] [circumstance_group]</TamedAnimal.rulePack.rulesStrings.3>
    <TamedAnimal.rulePack.rulesStrings.4>image->[human_nameFull] calming a wild [animal_nameFull] [circumstance_group]</TamedAnimal.rulePack.rulesStrings.4>
    <TamedAnimal.rulePack.rulesStrings.5>circumstance_phrase->with great care and caution</TamedAnimal.rulePack.rulesStrings.5>
    <TamedAnimal.rulePack.rulesStrings.6>circumstance_phrase->with a smile</TamedAnimal.rulePack.rulesStrings.6>
    <TamedAnimal.rulePack.rulesStrings.7>circumstance_phrase->while exhausted but happy</TamedAnimal.rulePack.rulesStrings.7>
    <TamedAnimal.rulePack.rulesStrings.8>desc_sentence->[animal_nameShortDef] is snarling aggressively.</TamedAnimal.rulePack.rulesStrings.8>
    <TamedAnimal.rulePack.rulesStrings.9>desc_sentence->[animal_nameShortDef] looks sleepy and drunk with love.</TamedAnimal.rulePack.rulesStrings.9>
    <TrainedAnimal.label>animal trained</TrainedAnimal.label>
    <TrainedAnimal.rulePack.rulesStrings.0>tale_noun->the training of [animal_nameShortDef]</TrainedAnimal.rulePack.rulesStrings.0>
    <TrainedAnimal.rulePack.rulesStrings.1>image->[human_nameFull] [train_syn] [animal_nameFull] in [trainable_label] [circumstance_group]</TrainedAnimal.rulePack.rulesStrings.1>
    <TrainedAnimal.rulePack.rulesStrings.10>circumstance_phrase->as wild [animal]s look on in disgust</TrainedAnimal.rulePack.rulesStrings.10>
    <TrainedAnimal.rulePack.rulesStrings.11>circumstance_phrase->as [animal_nameShortDef] thinks of the simpler days when [animal_pronoun] was a feral beast</TrainedAnimal.rulePack.rulesStrings.11>
    <TrainedAnimal.rulePack.rulesStrings.12>circumstance_phrase->as [human_nameShortDef] thinks of what's for lunch</TrainedAnimal.rulePack.rulesStrings.12>
    <TrainedAnimal.rulePack.rulesStrings.13>circumstance_phrase->as the other colonists do actual work</TrainedAnimal.rulePack.rulesStrings.13>
    <TrainedAnimal.rulePack.rulesStrings.14>desc_sentence->[human_nameShortDef] is showing pleasure.</TrainedAnimal.rulePack.rulesStrings.14>
    <TrainedAnimal.rulePack.rulesStrings.15>desc_sentence->[human_nameShortDef] is smiling.</TrainedAnimal.rulePack.rulesStrings.15>
    <TrainedAnimal.rulePack.rulesStrings.16>desc_sentence->[human_nameShortDef] looks bored.</TrainedAnimal.rulePack.rulesStrings.16>
    <TrainedAnimal.rulePack.rulesStrings.17>desc_sentence->[human_nameShortDef] is threateningly brandishing [human_possessive] fist.</TrainedAnimal.rulePack.rulesStrings.17>
    <TrainedAnimal.rulePack.rulesStrings.18>desc_sentence->[human_nameShortDef] is wrinkling [human_possessive] brow in concentration.</TrainedAnimal.rulePack.rulesStrings.18>
    <TrainedAnimal.rulePack.rulesStrings.19>desc_sentence->[animal_nameShortDef] looks puzzled.</TrainedAnimal.rulePack.rulesStrings.19>
    <TrainedAnimal.rulePack.rulesStrings.2>image->[human_nameFull] teaching [trainable_label] to [animal_nameFull] [circumstance_group]</TrainedAnimal.rulePack.rulesStrings.2>
    <TrainedAnimal.rulePack.rulesStrings.20>desc_sentence->[animal_nameShortDef] has a weapon in [animal_possessive] mouth.</TrainedAnimal.rulePack.rulesStrings.20>
    <TrainedAnimal.rulePack.rulesStrings.21>desc_sentence->[animal_nameShortDef] is emitting effortful grunts.</TrainedAnimal.rulePack.rulesStrings.21>
    <TrainedAnimal.rulePack.rulesStrings.22>desc_sentence->[human_nameShortDef] is shaking [human_possessive] head is frustration.</TrainedAnimal.rulePack.rulesStrings.22>
    <TrainedAnimal.rulePack.rulesStrings.23>desc_sentence->[animal_nameShortDef] is trembling in fear.</TrainedAnimal.rulePack.rulesStrings.23>
    <TrainedAnimal.rulePack.rulesStrings.24>desc_sentence->[animal_nameShortDef] appears to be morphing into a [vegetable].</TrainedAnimal.rulePack.rulesStrings.24>
    <TrainedAnimal.rulePack.rulesStrings.25>desc_sentence->[animal_nameShortDef] is represented as a pile of power tools.</TrainedAnimal.rulePack.rulesStrings.25>
    <TrainedAnimal.rulePack.rulesStrings.26>desc_sentence->[animal_nameShortDef] is half [color] and half [color].</TrainedAnimal.rulePack.rulesStrings.26>
    <TrainedAnimal.rulePack.rulesStrings.27>desc_sentence->[animal_nameShortDef] is covered in scales.</TrainedAnimal.rulePack.rulesStrings.27>
    <TrainedAnimal.rulePack.rulesStrings.28>desc_sentence->[human_nameShortDef] is depicted with [quantity] arms.</TrainedAnimal.rulePack.rulesStrings.28>
    <TrainedAnimal.rulePack.rulesStrings.29>desc_sentence->[human_nameShortDef] is morphing into [animal_ShortDefinite].</TrainedAnimal.rulePack.rulesStrings.29>
    <TrainedAnimal.rulePack.rulesStrings.3>image->[human_nameFull] practicing [trainable_label] with [animal_nameFull] [circumstance_group]</TrainedAnimal.rulePack.rulesStrings.3>
    <TrainedAnimal.rulePack.rulesStrings.4>train_syn->training</TrainedAnimal.rulePack.rulesStrings.4>
    <TrainedAnimal.rulePack.rulesStrings.5>train_syn->drilling</TrainedAnimal.rulePack.rulesStrings.5>
    <TrainedAnimal.rulePack.rulesStrings.6>train_syn->coaching</TrainedAnimal.rulePack.rulesStrings.6>
    <TrainedAnimal.rulePack.rulesStrings.7>train_syn->indoctrinating</TrainedAnimal.rulePack.rulesStrings.7>
    <TrainedAnimal.rulePack.rulesStrings.8>train_syn->educating</TrainedAnimal.rulePack.rulesStrings.8>
    <TrainedAnimal.rulePack.rulesStrings.9>circumstance_phrase->as others look on</TrainedAnimal.rulePack.rulesStrings.9>

DefInjected\TaleDef\Tales_DoublePawn_Relationships.xml
    <BecameLover.label>became lover</BecameLover.label>
    <BecameLover.rulePack.rulesStrings.0>tale_noun->[firstPawn_nameShortDef] and [secondPawn_nameShortDef] becoming lovers</BecameLover.rulePack.rulesStrings.0>
    <BecameLover.rulePack.rulesStrings.1>image->[firstPawn_nameFull] whispering sweet nothings into [secondPawn_nameFull]'s ear [circumstance_group]</BecameLover.rulePack.rulesStrings.1>
    <BecameLover.rulePack.rulesStrings.10>desc_sentence->[firstPawn_nameShortDef] is locking eyes with [secondPawn_nameShortDef].</BecameLover.rulePack.rulesStrings.10>
    <BecameLover.rulePack.rulesStrings.11>desc_sentence->[firstPawn_nameShortDef] is blowing air at [secondPawn_nameShortDef].</BecameLover.rulePack.rulesStrings.11>
    <BecameLover.rulePack.rulesStrings.12>desc_sentence->[firstPawn_nameShortDef] is stylistically bonded with [secondPawn_nameShortDef].</BecameLover.rulePack.rulesStrings.12>
    <BecameLover.rulePack.rulesStrings.13>desc_sentence->[firstPawn_nameShortDef] is a near-mirror image of [secondPawn_nameShortDef].</BecameLover.rulePack.rulesStrings.13>
    <BecameLover.rulePack.rulesStrings.14>desc_sentence->[firstPawn_nameShortDef] is touching [secondPawn_nameShortDef] aggressively.</BecameLover.rulePack.rulesStrings.14>
    <BecameLover.rulePack.rulesStrings.2>image->[firstPawn_nameFull] leading [secondPawn_nameFull] by the hand into bed [circumstance_group]</BecameLover.rulePack.rulesStrings.2>
    <BecameLover.rulePack.rulesStrings.3>image->[firstPawn_nameFull] gambolling in bed with [secondPawn_nameFull] [circumstance_group]</BecameLover.rulePack.rulesStrings.3>
    <BecameLover.rulePack.rulesStrings.4>image->[firstPawn_nameFull] deeply kissing [secondPawn_nameFull] [circumstance_group]</BecameLover.rulePack.rulesStrings.4>
    <BecameLover.rulePack.rulesStrings.5>circumstance_phrase->in an unrealistically large bed</BecameLover.rulePack.rulesStrings.5>
    <BecameLover.rulePack.rulesStrings.6>circumstance_phrase->between the sheets</BecameLover.rulePack.rulesStrings.6>
    <BecameLover.rulePack.rulesStrings.7>circumstance_phrase->with few clothes in sight</BecameLover.rulePack.rulesStrings.7>
    <BecameLover.rulePack.rulesStrings.8>circumstance_phrase->while both are drenched in sweat</BecameLover.rulePack.rulesStrings.8>
    <BecameLover.rulePack.rulesStrings.9>desc_sentence->[firstPawn_nameShortDef] is snuggling up against [secondPawn_nameShortDef].</BecameLover.rulePack.rulesStrings.9>
    <BondedWithAnimal.label>bond developed</BondedWithAnimal.label>
    <BondedWithAnimal.rulePack.rulesStrings.0>tale_noun->[human_nameShortDef]'s bonding with [animal_nameShortDef]</BondedWithAnimal.rulePack.rulesStrings.0>
    <BondedWithAnimal.rulePack.rulesStrings.1>image->[human_nameFull] bonding with [animal_nameFull] [circumstance_group]</BondedWithAnimal.rulePack.rulesStrings.1>
    <BondedWithAnimal.rulePack.rulesStrings.10>desc_sentence->[animal_nameShortDef] is responding positively.</BondedWithAnimal.rulePack.rulesStrings.10>
    <BondedWithAnimal.rulePack.rulesStrings.2>image->[human_nameFull] forming a deep bond with [animal_nameFull] [circumstance_group]</BondedWithAnimal.rulePack.rulesStrings.2>
    <BondedWithAnimal.rulePack.rulesStrings.3>image->[human_nameFull] realizing [human_possessive] truly loves [animal_nameFull] [circumstance_group]</BondedWithAnimal.rulePack.rulesStrings.3>
    <BondedWithAnimal.rulePack.rulesStrings.4>circumstance_phrase->while other animals look on</BondedWithAnimal.rulePack.rulesStrings.4>
    <BondedWithAnimal.rulePack.rulesStrings.5>circumstance_phrase->while looking into [animal_nameShortDef]'s eyes</BondedWithAnimal.rulePack.rulesStrings.5>
    <BondedWithAnimal.rulePack.rulesStrings.6>circumstance_phrase->with a sense of satisfaction</BondedWithAnimal.rulePack.rulesStrings.6>
    <BondedWithAnimal.rulePack.rulesStrings.7>desc_sentence->[animal_nameShortDef] is snuggling up against [human_nameShortDef].</BondedWithAnimal.rulePack.rulesStrings.7>
    <BondedWithAnimal.rulePack.rulesStrings.8>desc_sentence->[animal_nameShortDef] looks sleepy and drunk with love.</BondedWithAnimal.rulePack.rulesStrings.8>
    <BondedWithAnimal.rulePack.rulesStrings.9>desc_sentence->[animal_nameShortDef] stands tall and looks noble.</BondedWithAnimal.rulePack.rulesStrings.9>
    <Breakup.label>breakup</Breakup.label>
    <Breakup.rulePack.rulesStrings.0>tale_noun->the breakup of [firstPawn_nameShortDef] and [secondPawn_nameShortDef]</Breakup.rulePack.rulesStrings.0>
    <Breakup.rulePack.rulesStrings.1>image->[firstPawn_nameFull] sitting [secondPawn_nameFull] down for an unpleasant talk [circumstance_group]</Breakup.rulePack.rulesStrings.1>
    <Breakup.rulePack.rulesStrings.10>desc_sentence->[secondPawn_nameShortDef] is stony-faced with shock.</Breakup.rulePack.rulesStrings.10>
    <Breakup.rulePack.rulesStrings.11>desc_sentence->[firstPawn_nameShortDef] is stylistically separated from [secondPawn_nameShortDef].</Breakup.rulePack.rulesStrings.11>
    <Breakup.rulePack.rulesStrings.12>desc_sentence->[secondPawn_nameShortDef] has collapsed on the floor in a quivering heap.</Breakup.rulePack.rulesStrings.12>
    <Breakup.rulePack.rulesStrings.13>desc_sentence->[secondPawn_nameShortDef] is gesticulating angrily at [firstPawn_nameShortDef].</Breakup.rulePack.rulesStrings.13>
    <Breakup.rulePack.rulesStrings.2>image->[firstPawn_nameFull] standing at a distance from [secondPawn_nameFull] [circumstance_group]</Breakup.rulePack.rulesStrings.2>
    <Breakup.rulePack.rulesStrings.3>image->[firstPawn_nameFull] pushing [secondPawn_nameFull] out of bed [circumstance_group]</Breakup.rulePack.rulesStrings.3>
    <Breakup.rulePack.rulesStrings.4>image->[firstPawn_nameFull] rejecting a hug from [secondPawn_nameFull] [circumstance_group]</Breakup.rulePack.rulesStrings.4>
    <Breakup.rulePack.rulesStrings.5>circumstance_phrase->in a moment of great sadness</Breakup.rulePack.rulesStrings.5>
    <Breakup.rulePack.rulesStrings.6>circumstance_phrase->as others look away awkwardly</Breakup.rulePack.rulesStrings.6>
    <Breakup.rulePack.rulesStrings.7>circumstance_phrase->as others look on</Breakup.rulePack.rulesStrings.7>
    <Breakup.rulePack.rulesStrings.8>desc_sentence->[secondPawn_nameShortDef] is sobbing uncontrollably.</Breakup.rulePack.rulesStrings.8>
    <Breakup.rulePack.rulesStrings.9>desc_sentence->[secondPawn_nameShortDef] is sneering and crying at the same time.</Breakup.rulePack.rulesStrings.9>
    <Marriage.label>marriage</Marriage.label>
    <Marriage.rulePack.rulesStrings.0>tale_noun->the marriage of [firstPawn_nameShortDef] and [secondPawn_nameShortDef]</Marriage.rulePack.rulesStrings.0>
    <Marriage.rulePack.rulesStrings.1>image->[firstPawn_nameFull] marrying [secondPawn_nameFull] [circumstance_group]</Marriage.rulePack.rulesStrings.1>
    <Marriage.rulePack.rulesStrings.10>desc_sentence->[firstPawn_nameShortDef] is blowing air at [secondPawn_nameShortDef].</Marriage.rulePack.rulesStrings.10>
    <Marriage.rulePack.rulesStrings.11>desc_sentence->[firstPawn_nameShortDef] is stylistically bonded with [secondPawn_nameShortDef].</Marriage.rulePack.rulesStrings.11>
    <Marriage.rulePack.rulesStrings.12>desc_sentence->[firstPawn_nameShortDef] is a near-mirror image of [secondPawn_nameShortDef].</Marriage.rulePack.rulesStrings.12>
    <Marriage.rulePack.rulesStrings.13>desc_sentence->[firstPawn_nameShortDef] is touching [secondPawn_nameShortDef] aggressively.</Marriage.rulePack.rulesStrings.13>
    <Marriage.rulePack.rulesStrings.2>image->[firstPawn_nameFull] saying [firstPawn_possessive] marriage vows to [secondPawn_nameFull] [circumstance_group]</Marriage.rulePack.rulesStrings.2>
    <Marriage.rulePack.rulesStrings.3>image->[firstPawn_nameFull] walking down the aisle with [secondPawn_nameFull] [circumstance_group]</Marriage.rulePack.rulesStrings.3>
    <Marriage.rulePack.rulesStrings.4>image->[firstPawn_nameFull] holding hands [secondPawn_nameFull] during a marriage ceremony [circumstance_group]</Marriage.rulePack.rulesStrings.4>
    <Marriage.rulePack.rulesStrings.5>circumstance_phrase->in a dignified ceremony</Marriage.rulePack.rulesStrings.5>
    <Marriage.rulePack.rulesStrings.6>circumstance_phrase->while both laugh gaily</Marriage.rulePack.rulesStrings.6>
    <Marriage.rulePack.rulesStrings.7>circumstance_phrase->while others look on solemnly</Marriage.rulePack.rulesStrings.7>
    <Marriage.rulePack.rulesStrings.8>desc_sentence->[firstPawn_nameShortDef] is snuggling up against [secondPawn_nameShortDef].</Marriage.rulePack.rulesStrings.8>
    <Marriage.rulePack.rulesStrings.9>desc_sentence->[firstPawn_nameShortDef] is locking eyes with [secondPawn_nameShortDef].</Marriage.rulePack.rulesStrings.9>

DefInjected\TaleDef\Tales_NoPawn.xml
    <RaidArrived.label>raid arrived</RaidArrived.label>

DefInjected\TaleDef\Tales_SinglePawn.xml
    <AteRawHumanlikeMeat.label>raw humanlike meat eaten</AteRawHumanlikeMeat.label>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef]'s eating of human meat</AteRawHumanlikeMeat.rulePack.rulesStrings.0>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.1>image->[pawn_nameFull] [eat_gerund] the meat of a fellow humanoid [circumstance_group]</AteRawHumanlikeMeat.rulePack.rulesStrings.1>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.10>eat_gerund->cannibalizing</AteRawHumanlikeMeat.rulePack.rulesStrings.10>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.11>circumstance_phrase->with a sense of purpose</AteRawHumanlikeMeat.rulePack.rulesStrings.11>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.12>circumstance_phrase->with no hint of shame</AteRawHumanlikeMeat.rulePack.rulesStrings.12>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.13>circumstance_phrase->with a look of shame</AteRawHumanlikeMeat.rulePack.rulesStrings.13>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.14>circumstance_phrase->while others look on</AteRawHumanlikeMeat.rulePack.rulesStrings.14>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.15>circumstance_phrase->with gusto</AteRawHumanlikeMeat.rulePack.rulesStrings.15>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.16>circumstance_phrase->frantically, like [pawn_possessive] life depended on it</AteRawHumanlikeMeat.rulePack.rulesStrings.16>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.17>desc_sentence->[pawn_nameShortDef]'s face is covered with blood and fluid.</AteRawHumanlikeMeat.rulePack.rulesStrings.17>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.18>desc_sentence->[pawn_nameShortDef] is licking [pawn_possessive] fingers.</AteRawHumanlikeMeat.rulePack.rulesStrings.18>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.19>desc_sentence->[pawn_nameShortDef] has blood and gore bits all down [pawn_possessive] front.</AteRawHumanlikeMeat.rulePack.rulesStrings.19>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.2>image->[pawn_nameFull] [eat_gerund] meat from a humanlike arm [circumstance_group]</AteRawHumanlikeMeat.rulePack.rulesStrings.2>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.20>desc_sentence->[pawn_nameShortDef] is in the middle of a large pool of blood.</AteRawHumanlikeMeat.rulePack.rulesStrings.20>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.21>desc_sentence->[pawn_nameShortDef] is eyeing someone else nearby with dark interest.</AteRawHumanlikeMeat.rulePack.rulesStrings.21>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.22>desc_sentence->The meat is glistening and appears very succulent.</AteRawHumanlikeMeat.rulePack.rulesStrings.22>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.23>desc_sentence->The meat is spilling all over [pawn_nameShortDef]'s body.</AteRawHumanlikeMeat.rulePack.rulesStrings.23>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.3>image->[pawn_nameFull] [eat_gerund] flesh of a humanoid [circumstance_group]</AteRawHumanlikeMeat.rulePack.rulesStrings.3>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.4>eat_gerund->eating</AteRawHumanlikeMeat.rulePack.rulesStrings.4>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.5>eat_gerund->ingesting</AteRawHumanlikeMeat.rulePack.rulesStrings.5>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.6>eat_gerund->chewing</AteRawHumanlikeMeat.rulePack.rulesStrings.6>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.7>eat_gerund->chowing down on</AteRawHumanlikeMeat.rulePack.rulesStrings.7>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.8>eat_gerund->consuming</AteRawHumanlikeMeat.rulePack.rulesStrings.8>
    <AteRawHumanlikeMeat.rulePack.rulesStrings.9>eat_gerund->swallowing</AteRawHumanlikeMeat.rulePack.rulesStrings.9>
    <ButcheredHumanlikeCorpse.label>humanlike corpse butchered</ButcheredHumanlikeCorpse.label>
    <CraftedArt.label>art crafted</CraftedArt.label>
    <Drunk.label>drunk</Drunk.label>
    <Drunk.rulePack.rulesStrings.28>desc_sentence->[pawn_possessive] hair is totally mussed up.</Drunk.rulePack.rulesStrings.28>
    <FinishedResearchProject.label>research project finished</FinishedResearchProject.label>
    <FinishedResearchProject.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef] finishing research on [project_label]</FinishedResearchProject.rulePack.rulesStrings.0>
    <FinishedResearchProject.rulePack.rulesStrings.1>image->[pawn_nameFull] working on [project_label] research project [circumstance_group]</FinishedResearchProject.rulePack.rulesStrings.1>
    <FinishedResearchProject.rulePack.rulesStrings.10>desc_sentence->[pawn_nameShortDef] is completely surrounded by an array of tools and apparatuses.</FinishedResearchProject.rulePack.rulesStrings.10>
    <FinishedResearchProject.rulePack.rulesStrings.11>desc_sentence->[pawn_nameShortDef] is staring at [pawn_possessive] discovery with a sense of wonder.</FinishedResearchProject.rulePack.rulesStrings.11>
    <FinishedResearchProject.rulePack.rulesStrings.2>image->[pawn_nameFull] studying the secrets of [project_label] [circumstance_group]</FinishedResearchProject.rulePack.rulesStrings.2>
    <FinishedResearchProject.rulePack.rulesStrings.3>image->[pawn_nameFull] researching [project_label] [circumstance_group]</FinishedResearchProject.rulePack.rulesStrings.3>
    <FinishedResearchProject.rulePack.rulesStrings.4>circumstance_phrase->with great intensity</FinishedResearchProject.rulePack.rulesStrings.4>
    <FinishedResearchProject.rulePack.rulesStrings.5>circumstance_phrase->alone at [pawn_possessive] bench</FinishedResearchProject.rulePack.rulesStrings.5>
    <FinishedResearchProject.rulePack.rulesStrings.6>circumstance_phrase->while holding papers in [pawn_possessive] hand</FinishedResearchProject.rulePack.rulesStrings.6>
    <FinishedResearchProject.rulePack.rulesStrings.7>circumstance_phrase->with a look of gleeful fascination</FinishedResearchProject.rulePack.rulesStrings.7>
    <FinishedResearchProject.rulePack.rulesStrings.8>desc_sentence->[pawn_nameShortDef] is sweating.</FinishedResearchProject.rulePack.rulesStrings.8>
    <FinishedResearchProject.rulePack.rulesStrings.9>desc_sentence->The work appears to be exceptionally complex.</FinishedResearchProject.rulePack.rulesStrings.9>
    <LandedInPod.label>landed in pod</LandedInPod.label>
    <LandedInPod.rulePack.rulesStrings.20>desc_sentence->A [outlander] watches silently from afar.</LandedInPod.rulePack.rulesStrings.20>
    <MentalStateBerserk.label>berserk rage</MentalStateBerserk.label>
    <MentalStateBerserk.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef] going berserk</MentalStateBerserk.rulePack.rulesStrings.0>
    <MentalStateBerserk.rulePack.rulesStrings.1>image->[pawn_nameFull] flying into a berserk rage [circumstance_group]</MentalStateBerserk.rulePack.rulesStrings.1>
    <MentalStateBerserk.rulePack.rulesStrings.10>desc_sentence->[pawn_pronoun] is shaking with ungovernable rage.</MentalStateBerserk.rulePack.rulesStrings.10>
    <MentalStateBerserk.rulePack.rulesStrings.11>desc_sentence->[pawn_possessive] teeth are bared in a deadly snarl.</MentalStateBerserk.rulePack.rulesStrings.11>
    <MentalStateBerserk.rulePack.rulesStrings.12>desc_sentence->[pawn_possessive] eyes are dead pools of madness.</MentalStateBerserk.rulePack.rulesStrings.12>
    <MentalStateBerserk.rulePack.rulesStrings.13>desc_sentence->Spittle is flying from [pawn_possessive] mouth as [pawn_possessive] screams with insane rage.</MentalStateBerserk.rulePack.rulesStrings.13>
    <MentalStateBerserk.rulePack.rulesStrings.14>desc_sentence->[pawn_pronoun] has lost part of [pawn_possessive] clothing.</MentalStateBerserk.rulePack.rulesStrings.14>
    <MentalStateBerserk.rulePack.rulesStrings.15>desc_sentence->[pawn_pronoun] is grimacing in misery.</MentalStateBerserk.rulePack.rulesStrings.15>
    <MentalStateBerserk.rulePack.rulesStrings.16>desc_sentence->[pawn_pronoun] seems smiling maniacally.</MentalStateBerserk.rulePack.rulesStrings.16>
    <MentalStateBerserk.rulePack.rulesStrings.17>desc_sentence->[pawn_pronoun] is depicted with the snarling face of a [animal].</MentalStateBerserk.rulePack.rulesStrings.17>
    <MentalStateBerserk.rulePack.rulesStrings.18>desc_sentence->[animal]s symbolically surround [pawn_possessive] head.</MentalStateBerserk.rulePack.rulesStrings.18>
    <MentalStateBerserk.rulePack.rulesStrings.19>desc_sentence->[pawn_pronoun] has a murderous glint in [pawn_possessive] eye.</MentalStateBerserk.rulePack.rulesStrings.19>
    <MentalStateBerserk.rulePack.rulesStrings.2>image->[pawn_nameFull] becoming madly, violently insane [circumstance_group]</MentalStateBerserk.rulePack.rulesStrings.2>
    <MentalStateBerserk.rulePack.rulesStrings.20>desc_sentence->[pawn_possessive] entire body seems to be trembling with hatred.</MentalStateBerserk.rulePack.rulesStrings.20>
    <MentalStateBerserk.rulePack.rulesStrings.21>desc_sentence->[pawn_possessive] face is set in a look of twisted serenity.</MentalStateBerserk.rulePack.rulesStrings.21>
    <MentalStateBerserk.rulePack.rulesStrings.22>desc_sentence->A single tear rolls down [pawn_possessive] face.</MentalStateBerserk.rulePack.rulesStrings.22>
    <MentalStateBerserk.rulePack.rulesStrings.3>image->[pawn_nameFull] stumbling forward with a psychotic look on [pawn_possessive] face [circumstance_group]</MentalStateBerserk.rulePack.rulesStrings.3>
    <MentalStateBerserk.rulePack.rulesStrings.4>circumstance_phrase->while attempting to disrobe</MentalStateBerserk.rulePack.rulesStrings.4>
    <MentalStateBerserk.rulePack.rulesStrings.5>circumstance_phrase->seemingly without reason</MentalStateBerserk.rulePack.rulesStrings.5>
    <MentalStateBerserk.rulePack.rulesStrings.6>circumstance_phrase->as others cower in fear</MentalStateBerserk.rulePack.rulesStrings.6>
    <MentalStateBerserk.rulePack.rulesStrings.7>circumstance_phrase->as a friend flees</MentalStateBerserk.rulePack.rulesStrings.7>
    <MentalStateBerserk.rulePack.rulesStrings.8>circumstance_phrase->because of the stress</MentalStateBerserk.rulePack.rulesStrings.8>
    <MentalStateBerserk.rulePack.rulesStrings.9>circumstance_phrase->as a last step</MentalStateBerserk.rulePack.rulesStrings.9>
    <MentalStateGaveUp.label>gave up</MentalStateGaveUp.label>
    <MentalStateGaveUp.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef] giving up in despair</MentalStateGaveUp.rulePack.rulesStrings.0>
    <MentalStateGaveUp.rulePack.rulesStrings.1>image->[pawn_nameFull] finally giving up under stress [circumstance_group]</MentalStateGaveUp.rulePack.rulesStrings.1>
    <MentalStateGaveUp.rulePack.rulesStrings.10>desc_sentence->[pawn_pronoun] has tears streaming down [pawn_possessive] face.</MentalStateGaveUp.rulePack.rulesStrings.10>
    <MentalStateGaveUp.rulePack.rulesStrings.11>desc_sentence->[pawn_pronoun] is laughing in the depths of [pawn_possessive] depression.</MentalStateGaveUp.rulePack.rulesStrings.11>
    <MentalStateGaveUp.rulePack.rulesStrings.12>desc_sentence->[pawn_nameShortDef] is looking upward, as if to ask for help from above.</MentalStateGaveUp.rulePack.rulesStrings.12>
    <MentalStateGaveUp.rulePack.rulesStrings.13>desc_sentence->[pawn_pronoun] is tearing at [pawn_possessive] own clothes.</MentalStateGaveUp.rulePack.rulesStrings.13>
    <MentalStateGaveUp.rulePack.rulesStrings.14>desc_sentence->[pawn_pronoun] seems totally unaware of what is around [pawn_objective].</MentalStateGaveUp.rulePack.rulesStrings.14>
    <MentalStateGaveUp.rulePack.rulesStrings.15>desc_sentence->[pawn_pronoun] looks happy and sad at the same time.</MentalStateGaveUp.rulePack.rulesStrings.15>
    <MentalStateGaveUp.rulePack.rulesStrings.16>desc_sentence->[pawn_pronoun] has stains down [pawn_possessive] front.</MentalStateGaveUp.rulePack.rulesStrings.16>
    <MentalStateGaveUp.rulePack.rulesStrings.17>desc_sentence->[pawn_pronoun] seems to have lost a shoe.</MentalStateGaveUp.rulePack.rulesStrings.17>
    <MentalStateGaveUp.rulePack.rulesStrings.18>desc_sentence->[pawn_possessive] hair is totally mussed up.</MentalStateGaveUp.rulePack.rulesStrings.18>
    <MentalStateGaveUp.rulePack.rulesStrings.2>image->[pawn_nameFull] sobbing uncontrollably [circumstance_group]</MentalStateGaveUp.rulePack.rulesStrings.2>
    <MentalStateGaveUp.rulePack.rulesStrings.3>image->[pawn_nameFull] stumbling around with a completely broken expression on [pawn_possessive] face [circumstance_group]</MentalStateGaveUp.rulePack.rulesStrings.3>
    <MentalStateGaveUp.rulePack.rulesStrings.4>circumstance_phrase->while attempting to disrobe</MentalStateGaveUp.rulePack.rulesStrings.4>
    <MentalStateGaveUp.rulePack.rulesStrings.5>circumstance_phrase->seemingly without reason</MentalStateGaveUp.rulePack.rulesStrings.5>
    <MentalStateGaveUp.rulePack.rulesStrings.6>circumstance_phrase->as others offer sympathy</MentalStateGaveUp.rulePack.rulesStrings.6>
    <MentalStateGaveUp.rulePack.rulesStrings.7>circumstance_phrase->as a friend cries</MentalStateGaveUp.rulePack.rulesStrings.7>
    <MentalStateGaveUp.rulePack.rulesStrings.8>circumstance_phrase->because of the stress</MentalStateGaveUp.rulePack.rulesStrings.8>
    <MentalStateGaveUp.rulePack.rulesStrings.9>circumstance_phrase->as a last step</MentalStateGaveUp.rulePack.rulesStrings.9>
    <StruckMineable.label>struck mineable</StruckMineable.label>
    <StruckMineable.rulePack.rulesStrings.13>desc_sentence->[pawn_nameShortDef] is sweaty and dirty from work.</StruckMineable.rulePack.rulesStrings.13>
    <Vomited.label>vomited</Vomited.label>
    <Vomited.rulePack.rulesStrings.16>desc_sentence->A [animal] is eating from the trail of vomit in the background.</Vomited.rulePack.rulesStrings.16>
    <WalkedNaked.label>walked naked</WalkedNaked.label>
    <WalkedNaked.rulePack.rulesStrings.0>tale_noun->[pawn_nameShortDef] walking around naked</WalkedNaked.rulePack.rulesStrings.0>
    <WalkedNaked.rulePack.rulesStrings.1>image->[pawn_nameFull] [nude_action] while in a state of nature [circumstance_group]</WalkedNaked.rulePack.rulesStrings.1>
    <WalkedNaked.rulePack.rulesStrings.10>nude_action->sashaying</WalkedNaked.rulePack.rulesStrings.10>
    <WalkedNaked.rulePack.rulesStrings.11>nude_action->tiptoeing</WalkedNaked.rulePack.rulesStrings.11>
    <WalkedNaked.rulePack.rulesStrings.12>nude_action->promenading</WalkedNaked.rulePack.rulesStrings.12>
    <WalkedNaked.rulePack.rulesStrings.13>nude_action->surveying the area</WalkedNaked.rulePack.rulesStrings.13>
    <WalkedNaked.rulePack.rulesStrings.14>circumstance_phrase->with a sense of purpose</WalkedNaked.rulePack.rulesStrings.14>
    <WalkedNaked.rulePack.rulesStrings.15>circumstance_phrase->with no hint of shame</WalkedNaked.rulePack.rulesStrings.15>
    <WalkedNaked.rulePack.rulesStrings.16>circumstance_phrase->while others look on</WalkedNaked.rulePack.rulesStrings.16>
    <WalkedNaked.rulePack.rulesStrings.17>circumstance_phrase->for no apparent reason</WalkedNaked.rulePack.rulesStrings.17>
    <WalkedNaked.rulePack.rulesStrings.18>circumstance_phrase->while confused animals look on</WalkedNaked.rulePack.rulesStrings.18>
    <WalkedNaked.rulePack.rulesStrings.19>desc_sentence->[pawn_nameShortDef] is visibly aroused.</WalkedNaked.rulePack.rulesStrings.19>
    <WalkedNaked.rulePack.rulesStrings.2>image->[pawn_nameFull] [nude_action] in the nude [circumstance_group]</WalkedNaked.rulePack.rulesStrings.2>
    <WalkedNaked.rulePack.rulesStrings.20>desc_sentence->[pawn_nameShortDef] is covered in unexplained moisture.</WalkedNaked.rulePack.rulesStrings.20>
    <WalkedNaked.rulePack.rulesStrings.21>desc_sentence->[pawn_nameShortDef] is breathing heavily for no obvious reason.</WalkedNaked.rulePack.rulesStrings.21>
    <WalkedNaked.rulePack.rulesStrings.22>desc_sentence->[pawn_nameShortDef] is fondling a shrub.</WalkedNaked.rulePack.rulesStrings.22>
    <WalkedNaked.rulePack.rulesStrings.3>image->[pawn_nameFull] [nude_action], naked, [circumstance_group]</WalkedNaked.rulePack.rulesStrings.3>
    <WalkedNaked.rulePack.rulesStrings.4>image->[pawn_nameFull] [nude_action] without any clothes on [circumstance_group]</WalkedNaked.rulePack.rulesStrings.4>
    <WalkedNaked.rulePack.rulesStrings.5>nude_action->prancing</WalkedNaked.rulePack.rulesStrings.5>
    <WalkedNaked.rulePack.rulesStrings.6>nude_action->frolicking</WalkedNaked.rulePack.rulesStrings.6>
    <WalkedNaked.rulePack.rulesStrings.7>nude_action->gambolling</WalkedNaked.rulePack.rulesStrings.7>
    <WalkedNaked.rulePack.rulesStrings.8>nude_action->walking</WalkedNaked.rulePack.rulesStrings.8>
    <WalkedNaked.rulePack.rulesStrings.9>nude_action->strutting [pawn_possessive] stuff</WalkedNaked.rulePack.rulesStrings.9>
    <WasOnFire.label>on fire</WasOnFire.label>

DefInjected\ThingDef\Buildings_Exotic.xml
    <ShipChunk.description>A chunk of a spacecraft. Can be deconstructed to yield useful steel and components.</ShipChunk.description>
    <ShipChunk.label>ship chunk</ShipChunk.label>

DefInjected\ThingDef\Buildings_Furniture.xml
    <DoubleBed.description>A simple double-wide bed that fits two people.</DoubleBed.description>
    <DoubleBed.label>double bed</DoubleBed.label>

DefInjected\ThingDef\Buildings_Joy.xml
    <FlatscreenTelevision.description>A high-tech flat-screen television with crystal-clear image and rich color. More entertaining than a grainy tube TV.</FlatscreenTelevision.description>
    <FlatscreenTelevision.label>flatscreen television</FlatscreenTelevision.label>
    <MegascreenTelevision.description>A huge, high-tech television. Gigantic, hyper-vibrant images almost leap out of the screen. Very entertaining.</MegascreenTelevision.description>
    <MegascreenTelevision.label>megascreen television</MegascreenTelevision.label>

DefInjected\ThingDef\Buildings_Misc.xml
    <FirefoamPopper.description>When touched by fire or triggered by hand, this pops and sprays a fire-extinguishing foam in a circular field around itself.</FirefoamPopper.description>
    <FirefoamPopper.label>firefoam popper</FirefoamPopper.label>
    <MarriageSpot.description>Designates a spot where marriage ceremonies will take place. Spectators can watch from either side.</MarriageSpot.description>
    <MarriageSpot.label>marriage spot</MarriageSpot.label>
    <PartySpot.description>Designates a spot where parties will be centered. Parties use an area around the spot.</PartySpot.description>
    <PartySpot.label>party spot</PartySpot.label>

DefInjected\ThingDef\Buildings_Natural.xml
    <Hive.description>A bug hive. Will spawn additional bugs and hives over time.</Hive.description>
    <Hive.label>hive</Hive.label>
    <MineableComponents.description>Ancient machinery, compacted over time. Can be mined for useful components.</MineableComponents.description>
    <MineableComponents.label>compacted machinery</MineableComponents.label>
    <MineableJade.description>Rock containing bits of jade.</MineableJade.description>
    <MineableJade.label>jade</MineableJade.label>

DefInjected\ThingDef\Buildings_Power.xml
    <FueledGenerator.description>Produces power by consuming wood fuel. Must be fueled by hand.</FueledGenerator.description>
    <FueledGenerator.label>fueled generator</FueledGenerator.label>

DefInjected\ThingDef\Buildings_Production.xml
    <ComponentAssemblyBench.description>A workbench equipped with advanced tools for producing components from simpler materials.</ComponentAssemblyBench.description>
    <ComponentAssemblyBench.label>component assembly bench</ComponentAssemblyBench.label>
    <CraftingSpot.description>A place for crafting simple things like shivs or bows.</CraftingSpot.description>
    <CraftingSpot.label>crafting spot</CraftingSpot.label>
    <ElectricCrematorium.description>Cremates corpses. Electrically-powered.</ElectricCrematorium.description>
    <ElectricCrematorium.label>electric crematorium</ElectricCrematorium.label>
    <ElectricSmithy.description>An electric-powered station equipped for smithing non-mechanical weapons and tools.</ElectricSmithy.description>
    <ElectricStove.description>An electrically-powered stove with an attached countertop for preparing meals.</ElectricStove.description>
    <ElectricStove.label>electric stove</ElectricStove.label>
    <ElectricTailoringBench.description>A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 40% of normal speed.</ElectricTailoringBench.description>
    <ElectricTailoringBench.label>electric tailoring bench</ElectricTailoringBench.label>
    <FueledSmithy.description>A wood-fueled station equipped for smithing non-mechanical weapons and tools.</FueledSmithy.description>
    <HandTailoringBench.description>A workbench for tailoring clothes by hand. Works at 40% of the speed of an electric tailoring bench.</HandTailoringBench.description>
    <HandTailoringBench.label>hand-tailoring bench</HandTailoringBench.label>
    <HiTechResearchBench.description>A high-tech bench with computers and electronic measurement equipment. Research is sped up by the high-tech tools. Requires power.</HiTechResearchBench.description>
    <HiTechResearchBench.label>hi-tech research bench</HiTechResearchBench.label>

DefInjected\ThingDef\Filth_Various.xml
    <FilthBloodInsect.label>bugblood</FilthBloodInsect.label>
    <FilthFireFoam.label>firefoam</FilthFireFoam.label>

DefInjected\ThingDef\Items_Resource_AnimalProduct.xml
    <InsectJelly.description>Jelly stored and used as food by oversized insects. It is smooth, rich, and immensely satisfying. Because of its unique biological properties, it can nourish almost any creature and never rots.</InsectJelly.description>
    <InsectJelly.label>insect jelly</InsectJelly.label>
    <Kibble.description>Kibble animal feed made from mixed meat and plant sources.</Kibble.description>
    <Kibble.label>kibble</Kibble.label>

DefInjected\ThingDef\Items_Resource_Manufactured.xml
    <Components.description>Miscellaneous gears, capacitors, circuit boards, tubes, wheels, sensors, wires, chips, processors, and other electronic and industrial parts. Necessary for assembling complex machines or electronics.</Components.description>
    <Components.label>components</Components.label>

DefInjected\ThingDef\Items_Resource_Stuff.xml
    <Jade.description>A hard, green stone. Because of its beauty and rarity, jade is often used for ornaments and decorations. It's hardness and density also makes it a good material for blunt weapons.</Jade.description>
    <Jade.label>jade</Jade.label>
    <Jade.stuffProps.stuffAdjective>jade</Jade.stuffProps.stuffAdjective>

DefInjected\ThingDef\Items_Unfinished.xml
    <UnfinishedGun.label>Unfinished gun</UnfinishedGun.label>
    <UnfinishedTechArmor.label>Unfinished armor</UnfinishedTechArmor.label>

DefInjected\ThingDef\Plants_Cultivated.xml
    <PlantHealroot.description>A slow-growing plant which yields herbal medicine when harvested.\n\nHealroot was selectively bred for centuries by settlers. It is sometimes also called "healer's hand" by tribespeople - a nickname it owes to its five major medicinal virtues.</PlantHealroot.description>
    <PlantHealroot.label>healroot</PlantHealroot.label>

DefInjected\ThingDef\Races_Animal_Insect.xml
    <Megaspider.description>Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long deadly ripper-blades make it deadly.</Megaspider.description>
    <Megaspider.label>megaspider</Megaspider.label>
    <Megaspider_Corpse.description>Dead body of a megaspider.</Megaspider_Corpse.description>
    <Megaspider_Corpse.label>megaspider corpse</Megaspider_Corpse.label>
    <Megaspider_Meat.description>Raw flesh of a megaspider.</Megaspider_Meat.description>
    <Megaspider_Meat.label>megaspider meat</Megaspider_Meat.label>
    <Spelopede.description>A medium-sized bioengineered bug the size of a sheep. The spelopede is the middle caste of a hive, taking care of most work tasks as well as fighting with its claws.</Spelopede.description>
    <Spelopede.label>spelopede</Spelopede.label>
    <Spelopede_Corpse.description>Dead body of a spelopede.</Spelopede_Corpse.description>
    <Spelopede_Corpse.label>spelopede corpse</Spelopede_Corpse.label>
    <Spelopede_Meat.description>Raw flesh of a spelopede.</Spelopede_Meat.description>
    <Spelopede_Meat.label>spelopede meat</Spelopede_Meat.label>

DefInjected\ThingDef\Races_Animal_Pet.xml
    <Husky.label>husky</Husky.label>
    <Warg.label>warg</Warg.label>

DefInjected\ThingDef\Races_Animal_Temperate.xml
    <Thrumbo.label>thrumbo</Thrumbo.label>

DefInjected\ThingDef\Races_Animal_Tropical.xml
    <Chinchilla.label>chinchilla</Chinchilla.label>
    <Cougar.description>One of the most dangerous big cats, cougars are solitary hunters with long, sharp teeth and claws. They stalk prey from hidden positions before pouncing.\n\nWhile humans are not their normal diet, they won't turn down a meal of vulnerable human meat.</Cougar.description>
    <Cougar.label>cougar</Cougar.label>
    <Cougar_Corpse.description>Dead body of a cougar.</Cougar_Corpse.description>
    <Cougar_Corpse.label>cougar corpse</Cougar_Corpse.label>
    <Cougar_Leather.description>Leather made from the skin of a cougar.</Cougar_Leather.description>
    <Cougar_Leather.label>cougarskin</Cougar_Leather.label>
    <Cougar_Leather.stuffProps.stuffAdjective>cougarskin</Cougar_Leather.stuffProps.stuffAdjective>
    <Cougar_Meat.description>Raw flesh of a cougar.</Cougar_Meat.description>
    <Cougar_Meat.label>cougar meat</Cougar_Meat.label>

DefInjected\ThingDef\Things_Special.xml
    <Explosion.label>explosion</Explosion.label>
    <RectTrigger.label>RectTrigger</RectTrigger.label>

DefInjected\ThingDef\Weapons_Guns.xml
    <Gun_Minigun.label>minigun</Gun_Minigun.label>

DefInjected\ThingDef\Weapons_Melee.xml
    <MeleeWeapon_Gladius.label>gladius</MeleeWeapon_Gladius.label>

DefInjected\ThoughtDef\Thoughts_ConditionsDrugs.xml
    <Hungover.stages.3.label>hungover-hidden</Hungover.stages.3.label>
    <Inebriated.stages.0.description>Should not appear.</Inebriated.stages.0.description>
    <Inebriated.stages.0.label>buzzed-hidden</Inebriated.stages.0.label>

DefInjected\ThoughtDef\Thoughts_ConditionsSpecial.xml
    <SharedBed.stages.0.description>I have to share a bed with someone who I don't particularly want to.</SharedBed.stages.0.description>
    <SharedBed.stages.0.label>sharing bed</SharedBed.stages.0.label>

DefInjected\ThoughtDef\Thoughts_Debug.xml
    <DebugBad.stages.0.description>Test thought for debugging.</DebugBad.stages.0.description>
    <DebugBad.stages.0.label>debug bad thought</DebugBad.stages.0.label>
    <DebugGood.stages.0.description>Test thought for debugging.</DebugGood.stages.0.description>
    <DebugGood.stages.0.label>debug good thought</DebugGood.stages.0.label>

DefInjected\ThoughtDef\Thoughts_Memories.xml
    <AteCorpse.stages.0.description>I had to eat a corpse like an animal. It was horrible.</AteCorpse.stages.0.description>
    <AteCorpse.stages.0.label>ate corpse</AteCorpse.stages.0.label>
    <KnowBuriedInSarcophagus.stages.0.description>This colony buried someone in an ornamented sarcophagus. May his soul rest in peace.</KnowBuriedInSarcophagus.stages.0.description>
    <KnowBuriedInSarcophagus.stages.0.label>buried in sarcophagus</KnowBuriedInSarcophagus.stages.0.label>
    <KnowButcheredHumanlikeCorpse.stages.0.description>We butchered someone up like an animal.</KnowButcheredHumanlikeCorpse.stages.0.description>
    <KnowButcheredHumanlikeCorpse.stages.0.label>We butchered humanlike</KnowButcheredHumanlikeCorpse.stages.0.label>

DefInjected\ThoughtDef\Thoughts_MentalState.xml
    <CurrentlyInMentalStateBerserk.stages.0.description>Must kill!</CurrentlyInMentalStateBerserk.stages.0.description>
    <CurrentlyInMentalStateBerserk.stages.0.label>berserk thoughts</CurrentlyInMentalStateBerserk.stages.0.label>
    <CurrentlyInMentalStatePanicFlee.stages.0.description>I have to get out of here!</CurrentlyInMentalStatePanicFlee.stages.0.description>
    <CurrentlyInMentalStatePanicFlee.stages.0.label>panic</CurrentlyInMentalStatePanicFlee.stages.0.label>
    <CurrentlyInMentalStateSad.stages.0.description>It's all just too much.</CurrentlyInMentalStateSad.stages.0.description>
    <CurrentlyInMentalStateSad.stages.0.label>broken thoughts</CurrentlyInMentalStateSad.stages.0.label>

DefInjected\ThoughtDef\Thoughts_Social.xml
    <AttendedParty.stages.0.description>I had a good time at that party.</AttendedParty.stages.0.description>
    <AttendedParty.stages.0.label>attended party</AttendedParty.stages.0.label>
    <AttendedWedding.stages.0.description>It was great to see two people come together to build a future like that.</AttendedWedding.stages.0.description>
    <AttendedWedding.stages.0.label>attended wedding</AttendedWedding.stages.0.label>
    <BondedAnimalDied.stages.0.description>Such a tender, unique animal. This universe is evil!</BondedAnimalDied.stages.0.description>
    <BondedAnimalDied.stages.0.label>bonded animal died</BondedAnimalDied.stages.0.label>
    <GotMarried.stages.0.description>I got married! Life is full of possibility!</GotMarried.stages.0.description>
    <GotMarried.stages.0.label>got married</GotMarried.stages.0.label>
    <GotSomeLovin.stages.0.description>There's nothing like a tumble between the sheets to lift the mood.</GotSomeLovin.stages.0.description>
    <GotSomeLovin.stages.0.label>got some lovin’</GotSomeLovin.stages.0.label>
    <MyAuntDied.stages.0.description>My aunt died.</MyAuntDied.stages.0.description>
    <MyAuntDied.stages.0.label>my aunt died</MyAuntDied.stages.0.label>
    <MyBrotherDied.stages.0.description>My brother died. My own flesh and blood...</MyBrotherDied.stages.0.description>
    <MyBrotherDied.stages.0.label>my brother died</MyBrotherDied.stages.0.label>
    <MyCousinDied.stages.0.description>My cousin died. My own flesh and blood...</MyCousinDied.stages.0.description>
    <MyCousinDied.stages.0.label>my cousin died</MyCousinDied.stages.0.label>
    <MyDaughterDied.stages.0.description>My daughter is dead. My own flesh and blood...</MyDaughterDied.stages.0.description>
    <MyDaughterDied.stages.0.label>my daughter died</MyDaughterDied.stages.0.label>
    <MyFatherDied.stages.0.description>My father died. He's gone forever.</MyFatherDied.stages.0.description>
    <MyFatherDied.stages.0.label>my father died</MyFatherDied.stages.0.label>
    <MyFianceDied.stages.0.description>My fiance died. Such a man... my future is gone.</MyFianceDied.stages.0.description>
    <MyFianceDied.stages.0.label>my fiance died</MyFianceDied.stages.0.label>
    <MyFianceeDied.stages.0.description>My fiancée died. Such a woman... my future is gone.</MyFianceeDied.stages.0.description>
    <MyFianceeDied.stages.0.label>my fiancée died</MyFianceeDied.stages.0.label>
    <MyGrandchildDied.stages.0.description>My grandchild died. My own flesh and blood...</MyGrandchildDied.stages.0.description>
    <MyGrandchildDied.stages.0.label>my grandchild died</MyGrandchildDied.stages.0.label>
    <MyGrandparentDied.stages.0.description>My grandparent died.</MyGrandparentDied.stages.0.description>
    <MyGrandparentDied.stages.0.label>my grandparent died</MyGrandparentDied.stages.0.label>
    <MyHalfSiblingDied.stages.0.description>My half-sibling died. My own flesh and blood...</MyHalfSiblingDied.stages.0.description>
    <MyHalfSiblingDied.stages.0.label>my half-sibling died</MyHalfSiblingDied.stages.0.label>
    <MyHusbandDied.stages.0.description>My husband is dead. I am alone.</MyHusbandDied.stages.0.description>
    <MyHusbandDied.stages.0.label>my husband died</MyHusbandDied.stages.0.label>
    <MyKinDied.stages.0.description>My kin died.</MyKinDied.stages.0.description>
    <MyKinDied.stages.0.label>my kin died</MyKinDied.stages.0.label>
    <MyLoverDied.stages.0.description>My lover died. I am so alone.</MyLoverDied.stages.0.description>
    <MyLoverDied.stages.0.label>my lover died</MyLoverDied.stages.0.label>
    <MyMotherDied.stages.0.description>My mother died. She's gone forever.</MyMotherDied.stages.0.description>
    <MyMotherDied.stages.0.label>my mother died</MyMotherDied.stages.0.label>
    <MyNephewDied.stages.0.description>My nephew died. Such a wonderful child.</MyNephewDied.stages.0.description>
    <MyNephewDied.stages.0.label>my nephew died</MyNephewDied.stages.0.label>
    <MyNieceDied.stages.0.description>My niece died. Such a wonderful child.</MyNieceDied.stages.0.description>
    <MyNieceDied.stages.0.label>my niece died</MyNieceDied.stages.0.label>
    <MySisterDied.stages.0.description>My sister died. My own flesh and blood...</MySisterDied.stages.0.description>
    <MySisterDied.stages.0.label>my sister died</MySisterDied.stages.0.label>
    <MySonDied.stages.0.description>My son is dead. My own flesh and blood...</MySonDied.stages.0.description>
    <MySonDied.stages.0.label>my son died</MySonDied.stages.0.label>
    <MyUncleDied.stages.0.description>My uncle died.</MyUncleDied.stages.0.description>
    <MyUncleDied.stages.0.label>my uncle died</MyUncleDied.stages.0.label>
    <MyWifeDied.stages.0.description>My wife is dead. I am alone.</MyWifeDied.stages.0.description>
    <MyWifeDied.stages.0.label>my wife died</MyWifeDied.stages.0.label>
    <PawnWithBadOpinionDied.stages.0.description>Serves them right. Things are looking up.</PawnWithBadOpinionDied.stages.0.description>
    <PawnWithBadOpinionDied.stages.0.label>my rival died</PawnWithBadOpinionDied.stages.0.label>
    <PawnWithGoodOpinionDied.stages.0.description>Such a wonderful person. The universe gets darker every day.</PawnWithGoodOpinionDied.stages.0.description>
    <PawnWithGoodOpinionDied.stages.0.label>my friend died</PawnWithGoodOpinionDied.stages.0.label>

DefInjected\ThoughtDef\Thoughts_SocialConditional.xml
    <Affair.stages.0.label>affair</Affair.stages.0.label>
    <AteRawHumanlikeMeat.stages.0.label>ate raw humanlike meat</AteRawHumanlikeMeat.stages.0.label>
    <Beautiful.stages.0.label>beautiful</Beautiful.stages.0.label>
    <BondedAnimalMaster.stages.0.description>Being together with my bonded animal makes me feel better.</BondedAnimalMaster.stages.0.description>
    <BondedAnimalMaster.stages.0.label>bonded animal's master</BondedAnimalMaster.stages.0.label>
    <ButcheredHumanlikeCorpseOpinion.stages.0.label>butchered humanlike corpse</ButcheredHumanlikeCorpseOpinion.stages.0.label>
    <ChemicalInterestVsTeetotaler.stages.0.label>chemical interest vs teetotaler</ChemicalInterestVsTeetotaler.stages.0.label>
    <Disfigured.stages.0.label>disfigured</Disfigured.stages.0.label>
    <Drunk.stages.0.label>drunk</Drunk.stages.0.label>
    <ExecutedPrisoner.stages.0.label>executed prisoner</ExecutedPrisoner.stages.0.label>
    <HardWorkerVsLazy.stages.0.label>hard worker vs lazy</HardWorkerVsLazy.stages.0.label>
    <Incestuous.stages.0.label>incestuous</Incestuous.stages.0.label>
    <KilledColonist.stages.0.label>killed colonist</KilledColonist.stages.0.label>
    <KilledColonyAnimal.stages.0.label>killed colony animal</KilledColonyAnimal.stages.0.label>
    <KilledMajorColonyEnemy.stages.0.label>killed major enemy</KilledMajorColonyEnemy.stages.0.label>
    <Man.stages.0.label>man</Man.stages.0.label>
    <NotBondedAnimalMaster.stages.0.description>I should be together with my bonded animal.</NotBondedAnimalMaster.stages.0.description>
    <NotBondedAnimalMaster.stages.0.label>not a bonded animal's master</NotBondedAnimalMaster.stages.0.label>
    <OpinionOfMyLover.stages.0.description>Being with my lover makes me feel this way.</OpinionOfMyLover.stages.0.description>
    <OpinionOfMyLover.stages.0.label>opinion of my {0} {1}</OpinionOfMyLover.stages.0.label>
    <SoldPrisoner.stages.0.label>sold prisoner to slavery</SoldPrisoner.stages.0.label>
    <TeetotalerVsChemicalInterest.stages.0.label>teetotaler vs chemical interest</TeetotalerVsChemicalInterest.stages.0.label>
    <Ugly.stages.0.label>ugly</Ugly.stages.0.label>
    <WantToSleepWithSpouseOrLover.stages.0.description>I don't like sleeping apart from my partner.</WantToSleepWithSpouseOrLover.stages.0.description>
    <WantToSleepWithSpouseOrLover.stages.0.label>want to sleep with {0}</WantToSleepWithSpouseOrLover.stages.0.label>
    <Woman.stages.0.label>woman</Woman.stages.0.label>

DefInjected\ThoughtDef\Thoughts_SocialInteractions.xml
    <BotchedMySurgery.stages.0.label>botched my surgery</BotchedMySurgery.stages.0.label>
    <BrokeUpWithMe.stages.0.label>broke up with me</BrokeUpWithMe.stages.0.label>
    <CheatedOnMe.stages.0.label>cheater</CheatedOnMe.stages.0.label>
    <Chitchat.stages.0.label>chitchat</Chitchat.stages.0.label>
    <CrashedTogether.stages.0.label>crashed together</CrashedTogether.stages.0.label>
    <DeepTalk.stages.0.label>had deep talk</DeepTalk.stages.0.label>
    <DivorcedMe.stages.0.label>divorced me</DivorcedMe.stages.0.label>
    <FailedRomanceAttempt.stages.0.label>failed romance attempt</FailedRomanceAttempt.stages.0.label>
    <HadAngeringFight.stages.0.label>had an angering fight</HadAngeringFight.stages.0.label>
    <HadCatharticFight.stages.0.label>had a cathartic fight</HadCatharticFight.stages.0.label>
    <HarmedMe.stages.0.label>harmed me</HarmedMe.stages.0.label>
    <HoneymoonPhase.stages.0.label>honeymoon phase</HoneymoonPhase.stages.0.label>
    <IRejectedTheirProposal.stages.0.label>I rejected their proposal</IRejectedTheirProposal.stages.0.label>
    <Insulted.stages.0.label>insulted</Insulted.stages.0.label>
    <KilledMyKin.stages.0.label>killed my kin</KilledMyKin.stages.0.label>
    <Rebuffed.stages.0.label>rebuffed</Rebuffed.stages.0.label>
    <RecruitedMe.stages.0.label>recruited me</RecruitedMe.stages.0.label>
    <RejectedMyProposal.stages.0.label>rejected my proposal</RejectedMyProposal.stages.0.label>
    <RescuedMe.stages.0.label>rescued me</RescuedMe.stages.0.label>
    <Slighted.stages.0.label>slighted</Slighted.stages.0.label>
    <SoldMyBondedAnimal.stages.0.description>My special bonded animal was sold to a trader!</SoldMyBondedAnimal.stages.0.description>
    <SoldMyBondedAnimal.stages.0.label>bonded animal sold</SoldMyBondedAnimal.stages.0.label>
    <SoldMyBondedAnimal.stages.0.labelSocial>sold my bonded animal</SoldMyBondedAnimal.stages.0.labelSocial>
    <SoldMyLovedOne.stages.0.description>Someone I love was sold to a trader like a piece of meat!</SoldMyLovedOne.stages.0.description>
    <SoldMyLovedOne.stages.0.label>loved one sold</SoldMyLovedOne.stages.0.label>
    <SoldMyLovedOne.stages.0.labelSocial>sold my loved one</SoldMyLovedOne.stages.0.labelSocial>

DefInjected\TraderKindDef\TraderKinds_Caravan_Neolithic.xml
    <Caravan_Neolithic_BulkGoods.label>bulk goods trader</Caravan_Neolithic_BulkGoods.label>
    <Caravan_Neolithic_CombatSupplier.label>combat supplier</Caravan_Neolithic_CombatSupplier.label>
    <Caravan_Neolithic_SlavesMerchant.label>slaves merchant</Caravan_Neolithic_SlavesMerchant.label>

DefInjected\TraderKindDef\TraderKinds_Caravan_Outlander.xml
    <Caravan_Outlander_BulkGoods.label>bulk goods trader</Caravan_Outlander_BulkGoods.label>
    <Caravan_Outlander_CombatSupplier.label>combat supplier</Caravan_Outlander_CombatSupplier.label>
    <Caravan_Outlander_Exotic.label>exotic goods trader</Caravan_Outlander_Exotic.label>
    <Caravan_Outlander_PirateMerchant.label>pirate merchant</Caravan_Outlander_PirateMerchant.label>

DefInjected\TraderKindDef\TraderKinds_Orbital_Misc.xml
    <Orbital_Misc_BulkGoods.label>bulk goods trader</Orbital_Misc_BulkGoods.label>
    <Orbital_Misc_CombatSupplier.label>combat supplier</Orbital_Misc_CombatSupplier.label>
    <Orbital_Misc_Exotic.label>exotic goods trader</Orbital_Misc_Exotic.label>
    <Orbital_Misc_PirateMerchant.label>pirate merchant</Orbital_Misc_PirateMerchant.label>

DefInjected\TraderKindDef\TraderKinds_Visitor_Neolithic.xml
    <Visitor_Neolithic_Standard.label>trader</Visitor_Neolithic_Standard.label>

DefInjected\TraderKindDef\TraderKinds_Visitor_Outlander.xml
    <Visitor_Outlander_Standard.label>trader</Visitor_Outlander_Standard.label>

DefInjected\TraitDef\Traits_Singular.xml
    <DislikesMen.degreeDatas.0.description>NAME really dislikes and distrusts men.</DislikesMen.degreeDatas.0.description>
    <DislikesMen.degreeDatas.0.label>dislikes men</DislikesMen.degreeDatas.0.label>
    <DislikesWomen.degreeDatas.0.description>NAME really dislikes and distrusts women.</DislikesWomen.degreeDatas.0.description>
    <DislikesWomen.degreeDatas.0.label>dislikes women</DislikesWomen.degreeDatas.0.label>
    <Gay.degreeDatas.0.description>NAME is romantically attracted to people of HIS own gender.</Gay.degreeDatas.0.description>
    <Gay.degreeDatas.0.label>gay</Gay.degreeDatas.0.label>

DefInjected\TraitDef\Traits_Spectrum.xml
    <Prettiness.degreeDatas.0.description>NAME is exceptionally beautiful, which makes everyone like HIM.</Prettiness.degreeDatas.0.description>
    <Prettiness.degreeDatas.0.label>beautiful</Prettiness.degreeDatas.0.label>
    <Prettiness.degreeDatas.1.description>NAME is staggeringly ugly, which socially repels others.</Prettiness.degreeDatas.1.description>
    <Prettiness.degreeDatas.1.label>ugly</Prettiness.degreeDatas.1.label>
    <ShootingAccuracy.degreeDatas.0.description>NAME is a pretty good shot, but HE needs more time to focus on HIS target.</ShootingAccuracy.degreeDatas.0.description>
    <ShootingAccuracy.degreeDatas.0.label>careful shooter</ShootingAccuracy.degreeDatas.0.label>
    <ShootingAccuracy.degreeDatas.1.description>Pew! Pew! Pew! NAME is a terrible shot, but HE doesn't care, because guns are awesome!</ShootingAccuracy.degreeDatas.1.description>
    <ShootingAccuracy.degreeDatas.1.label>trigger-happy</ShootingAccuracy.degreeDatas.1.label>

DefInjected\WorkGiverDef\WorkGivers.xml
    <BuryCorpses.label>bury corpses</BuryCorpses.label>
    <ChatWithPrisoner.gerund>chatting with</ChatWithPrisoner.gerund>
    <ChatWithPrisoner.label>chat with prisoners</ChatWithPrisoner.label>
    <ChatWithPrisoner.verb>chat with</ChatWithPrisoner.verb>
    <CleanClearSnow.label>clear snow</CleanClearSnow.label>
    <CleanFilth.label>clean filth</CleanFilth.label>
    <ConstructDeliverResourcesToBlueprints.label>deliver resources to blueprints</ConstructDeliverResourcesToBlueprints.label>
    <ConstructDeliverResourcesToFrames.label>deliver resources to frames</ConstructDeliverResourcesToFrames.label>
    <ConstructFinishFrames.label>construct placed frames</ConstructFinishFrames.label>
    <ConstructRemoveFloors.label>remove floors</ConstructRemoveFloors.label>
    <ConstructSmoothFloors.label>smooth floors</ConstructSmoothFloors.label>
    <CookFillHopper.label>fill food hoppers</CookFillHopper.label>
    <Deconstruct.label>deconstruct structures</Deconstruct.label>
    <DeliverFoodToPrisoner.gerund>delivering food for</DeliverFoodToPrisoner.gerund>
    <DeliverFoodToPrisoner.label>deliver food to prisoners</DeliverFoodToPrisoner.label>
    <DeliverFoodToPrisoner.verb>deliver food for</DeliverFoodToPrisoner.verb>
    <DoBillsBrew.label>brew liquors</DoBillsBrew.label>
    <DoBillsButcherFlesh.label>butcher creatures</DoBillsButcherFlesh.label>
    <DoBillsComponentAssemblyBench.gerund>producing components at</DoBillsComponentAssemblyBench.gerund>
    <DoBillsComponentAssemblyBench.label>assemble components</DoBillsComponentAssemblyBench.label>
    <DoBillsComponentAssemblyBench.verb>produce components</DoBillsComponentAssemblyBench.verb>
    <DoBillsCook.label>cook meals at stove</DoBillsCook.label>
    <DoBillsCookCampfire.label>cook meals at campfire</DoBillsCookCampfire.label>
    <DoBillsCremate.label>do cremation bills</DoBillsCremate.label>
    <DoBillsMachiningTable.label>do bills at machining table</DoBillsMachiningTable.label>
    <DoBillsMakeApparel.label>tailor apparel</DoBillsMakeApparel.label>
    <DoBillsMakeWeapons.label>make weapons</DoBillsMakeWeapons.label>
    <DoBillsMedicalAnimalOperation.label>operate on animals</DoBillsMedicalAnimalOperation.label>
    <DoBillsMedicalHumanOperation.label>operate on humanlikes</DoBillsMedicalHumanOperation.label>
    <DoBillsMedicalMechanoidOperation.label>operate on mechanoids</DoBillsMedicalMechanoidOperation.label>
    <DoBillsSculpt.label>sculpt</DoBillsSculpt.label>
    <DoBillsSmelter.label>smelt items</DoBillsSmelter.label>
    <DoBillsStonecut.label>cut stone</DoBillsStonecut.label>
    <DoBillsUseCraftingSpot.gerund>crafting at</DoBillsUseCraftingSpot.gerund>
    <DoBillsUseCraftingSpot.label>do bills at crafting spot</DoBillsUseCraftingSpot.label>
    <DoBillsUseCraftingSpot.verb>craft</DoBillsUseCraftingSpot.verb>
    <DoExecution.gerund>doing execution on</DoExecution.gerund>
    <DoExecution.label>execute prisoners</DoExecution.label>
    <DoExecution.verb>do execution on</DoExecution.verb>
    <DoctorFeed.label>feed patients</DoctorFeed.label>
    <DoctorRescue.label>rescue downed allies to bed</DoctorRescue.label>
    <DoctorTreat.label>give treatment</DoctorTreat.label>
    <DoctorTreatEmergency.label>give emergency treatment</DoctorTreatEmergency.label>
    <FeedPrisoner.gerund>feeding</FeedPrisoner.gerund>
    <FeedPrisoner.label>feed prisoners</FeedPrisoner.label>
    <FeedPrisoner.verb>feed</FeedPrisoner.verb>
    <FightFires.label>fight fires</FightFires.label>
    <FixBrokenDownBuilding.gerund>replacing broken components in</FixBrokenDownBuilding.gerund>
    <FixBrokenDownBuilding.label>fix broken-down things</FixBrokenDownBuilding.label>
    <FixBrokenDownBuilding.verb>replace broken components in</FixBrokenDownBuilding.verb>
    <Flick.label>flick switches</Flick.label>
    <GrowerHarvest.label>harvest crops</GrowerHarvest.label>
    <GrowerSow.label>sow crops</GrowerSow.label>
    <HaulCorpses.gerund>hauling</HaulCorpses.gerund>
    <HaulCorpses.label>haul corpses</HaulCorpses.label>
    <HaulCorpses.verb>haul</HaulCorpses.verb>
    <HaulGeneral.label>haul general things</HaulGeneral.label>
    <HunterHunt.label>hunt</HunterHunt.label>
    <Mine.label>mine</Mine.label>
    <Open.label>open containers</Open.label>
    <PatientGoToBed.label>recuperate in bed</PatientGoToBed.label>
    <PatientGoToBedEmergency.gerund>receiving treatment in</PatientGoToBedEmergency.gerund>
    <PatientGoToBedEmergency.label>go to bed for emergency treatment</PatientGoToBedEmergency.label>
    <PatientGoToBedEmergency.verb>receive treatment in</PatientGoToBedEmergency.verb>
    <PlantsCut.label>cut plants</PlantsCut.label>
    <RearmTraps.label>rearm traps</RearmTraps.label>
    <Refuel.gerund>refueling</Refuel.gerund>
    <Refuel.label>refuel fuelable buildings</Refuel.label>
    <Refuel.verb>refuel</Refuel.verb>
    <ReleasePrisoner.gerund>releasing</ReleasePrisoner.gerund>
    <ReleasePrisoner.label>release prisoners</ReleasePrisoner.label>
    <ReleasePrisoner.verb>release</ReleasePrisoner.verb>
    <Shear.label>shear animals</Shear.label>
    <Slaughter.label>slaughter animals</Slaughter.label>
    <Strip.label>strip corpses</Strip.label>
    <TakePrisonerToBed.gerund>taking to bed</TakePrisonerToBed.gerund>
    <TakePrisonerToBed.label>take prisoners to bed</TakePrisonerToBed.label>
    <TakePrisonerToBed.verb>take to bed</TakePrisonerToBed.verb>
    <TakeToBedToOperate.label>take patients to bed for operations</TakeToBedToOperate.label>
    <Tame.label>tame animals</Tame.label>
    <Train.label>train animals</Train.label>
    <Uninstall.label>uninstall structures</Uninstall.label>
    <VisitSickPawn.gerund>visiting</VisitSickPawn.gerund>
    <VisitSickPawn.label>visit sick people</VisitSickPawn.label>
    <VisitSickPawn.verb>visit</VisitSickPawn.verb>

DefInjected\WorkTypeDef\WorkTypes.xml
    <PatientBedRest.description>Rest in bed to recuperate from not-immediately-life-threatening medical problems.</PatientBedRest.description>
    <PatientBedRest.gerundLabel>Resting in bed</PatientBedRest.gerundLabel>
    <PatientBedRest.labelShort>Bed rest</PatientBedRest.labelShort>
    <PatientBedRest.pawnLabel>Bed rester</PatientBedRest.pawnLabel>
    <PatientBedRest.verb>Become patient</PatientBedRest.verb>
    <PatientEmergency.description>Go to a medical bed for treatment if you have an immediately life-threatening health condition.</PatientEmergency.description>

Keyed\Alerts.xml
    <PatientsAwaitingMedicalOperation>{0} patients await medical operation</PatientsAwaitingMedicalOperation>
    <PatientsAwaitingMedicalOperationDesc>These patients await medical operation:\n\n{0}\nMake sure you have all necessary medical tools and a free doctor available.</PatientsAwaitingMedicalOperationDesc>
    <StarvationAnimals>Animal starvation</StarvationAnimals>
    <StarvationAnimalsDesc>These colony animals are starving:\n\n{0}\nGet them some food.</StarvationAnimalsDesc>

Keyed\Credits.xml
    <Credit_AdditionalCode>Additional code</Credit_AdditionalCode>
    <Credit_Code>Code</Credit_Code>
    <Credit_DirectionVarious>Direction, design, code, art</Credit_DirectionVarious>
    <Credit_WritingDonation>Writing donor</Credit_WritingDonation>

Keyed\Dates.xml
    <DateReadout>{0} of {1}, {2}</DateReadout>
    <SeasonFullDate>{0} of {1}</SeasonFullDate>
    <WholeYear>Whole year</WholeYear>

Keyed\Dialog_StatsReports.xml
    <StatsReport_CooldownFormat>{0} s</StatsReport_CooldownFormat>
    <StatsReport_Facilities>Facilities</StatsReport_Facilities>
    <StatsReport_MissingBodyParts>Multiplier for missing body parts</StatsReport_MissingBodyParts>
    <StatsReport_UnpoweredWorkTable>No power</StatsReport_UnpoweredWorkTable>

Keyed\Dialogs_Various.xml
    <AnimalFilthRate>Animal filth rate</AnimalFilthRate>
    <AnimalFilthRateExplanation>Animals produce filth when moving around on constructed floors. This is the average amount of such filth produced per {0} cells walked by this creature.\n\nLarger or less pet-like animals produce more filth.</AnimalFilthRateExplanation>
    <ErrorWhileGeneratingMap>An error occured while generating a new map. See error log for more information.</ErrorWhileGeneratingMap>
    <ErrorWhileGeneratingMapTitle>Error while generating a map</ErrorWhileGeneratingMapTitle>
    <ErrorWhileLoadingAssets>An error occured while loading game assets. See error log for more information.</ErrorWhileLoadingAssets>
    <ErrorWhileLoadingAssetsTitle>Error while loading assets</ErrorWhileLoadingAssetsTitle>
    <ErrorWhileLoadingAssets_ModsInfo>The game is currently running with custom mods - they may or may not cause these problems.</ErrorWhileLoadingAssets_ModsInfo>
    <ErrorWhileLoadingMap>An error occured while loading a map. See error log for more information.</ErrorWhileLoadingMap>
    <ErrorWhileLoadingMapTitle>Error while loading a map</ErrorWhileLoadingMapTitle>
    <Initializing>Initializing</Initializing>
    <InitializingInterface>Initializing interface</InitializingInterface>
    <InitializingMap>Initializing map</InitializingMap>
    <LoadingAllActiveMods>Loading all active mods</LoadingAllActiveMods>
    <LoadingAssets>Loading assets</LoadingAssets>
    <LoadingDefs>Loading defs</LoadingDefs>
    <LoadingMap>Loading map</LoadingMap>
    <LoadingWorld>Loading world</LoadingWorld>
    <Locked>Locked</Locked>
    <MapStartSeason>Starting season:</MapStartSeason>
    <MapStartSeasonDefault>Auto</MapStartSeasonDefault>
    <MiscRecordsCategory>Misc</MiscRecordsCategory>
    <OK>OK</OK>
    <PermadeathMode>Permadeath mode</PermadeathMode>
    <PermadeathModeInfo>In permadeath mode, you get one save file and can only save when quitting the game. You cannot reload the game to fix mistakes, and when the colony dies, that's it.\n\nThis is the way RimWorld was meant to be played, with every dramatic turn - whether tragic or hopeful - played out to full impact.</PermadeathModeInfo>
    <PermadeathModeSaveSuffix>(Permadeath)</PermadeathModeSaveSuffix>
    <RequiredResearchBench>Required research bench</RequiredResearchBench>
    <RequiredResearchBenchFacilities>Required research bench facilities</RequiredResearchBenchFacilities>
    <ResearchPrerequisites>Research prerequisites</ResearchPrerequisites>
    <SavingLongEvent>Saving</SavingLongEvent>
    <SpawningAllThings>Spawning all things</SpawningAllThings>
    <TimeRecordsCategory>Time</TimeRecordsCategory>
    <UnloadingUnusedAssets>Unloading unused assets</UnloadingUnusedAssets>

Keyed\Enums.xml
    <FoodTypeFlags_AnimalKibble>kibble</FoodTypeFlags_AnimalKibble>
    <FoodTypeFlags_AnimalProduct>animal products</FoodTypeFlags_AnimalProduct>
    <FoodTypeFlags_Corpse>corpses</FoodTypeFlags_Corpse>
    <FoodTypeFlags_Meal>meals</FoodTypeFlags_Meal>
    <FoodTypeFlags_Meat>raw meat</FoodTypeFlags_Meat>
    <FoodTypeFlags_NutritionalDrug>liquor</FoodTypeFlags_NutritionalDrug>
    <FoodTypeFlags_Plant>live plants</FoodTypeFlags_Plant>
    <FoodTypeFlags_Processed>processed foods</FoodTypeFlags_Processed>
    <FoodTypeFlags_Seeds>seeds</FoodTypeFlags_Seeds>
    <FoodTypeFlags_Tree>live trees</FoodTypeFlags_Tree>
    <FoodTypeFlags_VegetableOrFruit>vegetables</FoodTypeFlags_VegetableOrFruit>
    <HediffGrowthMode_Growing>growing</HediffGrowthMode_Growing>
    <HediffGrowthMode_Remission>remission</HediffGrowthMode_Remission>
    <HediffGrowthMode_Stable>stable</HediffGrowthMode_Stable>
    <HostilityResponseMode_Attack>Attack</HostilityResponseMode_Attack>
    <HostilityResponseMode_Flee>Flee</HostilityResponseMode_Flee>
    <HostilityResponseMode_Ignore>Ignore</HostilityResponseMode_Ignore>
    <QualityCategoryShort_Normal>norm</QualityCategoryShort_Normal>

Keyed\FloatMenu.xml
    <CannotOrderNonControlledLower>cannot order non-controlled units</CannotOrderNonControlledLower>
    <CannotTrade>Cannot trade</CannotTrade>
    <CannotWearBecauseOfMissingBodyParts>missing body parts</CannotWearBecauseOfMissingBodyParts>
    <IsIncapableOfViolenceLower>{0} is incapable of violence</IsIncapableOfViolenceLower>
    <IsNotDraftedLower>{0} is not drafted</IsNotDraftedLower>
    <NoAnimalBed>No reachable, un-reserved animal bed.</NoAnimalBed>
    <NoComponentsToRepair>need components</NoComponentsToRepair>
    <NoFuelToRefuel>need {0}</NoFuelToRefuel>
    <TradeWith>Trade with {0}</TradeWith>

Keyed\GameplayCommands.xml
    <BuildingUnassign>Unassign</BuildingUnassign>
    <CommandReinstall>Reinstall at...</CommandReinstall>
    <CommandReinstallDesc>Designate this item to be uninstalled and reinstalled somewhere else.</CommandReinstallDesc>
    <CommandSquadAttack>Attack</CommandSquadAttack>
    <CommandSquadAttackDesc>Order selected colonists to attack designated target.</CommandSquadAttackDesc>

Keyed\ITabs.xml
    <FactionLeader>Faction leader</FactionLeader>
    <GoodCondition>OK</GoodCondition>
    <HungerRate>Hunger rate</HungerRate>
    <IAmDead>I'm dead</IAmDead>
    <IAmPsychopath>I'm a psychopath</IAmPsychopath>
    <Kidnapped>Kidnapped</Kidnapped>
    <MemoryLower>memory</MemoryLower>
    <NoRelationships>(no relationships)</NoRelationships>
    <OpinionOf>Opinion of {0}</OpinionOf>
    <Slave>Slave</Slave>
    <SocialInteractionsLower>social interactions</SocialInteractionsLower>
    <SomeonesOpinionOfMe>{0}'s opinion of me</SomeonesOpinionOfMe>
    <TabRecords>Records</TabRecords>
    <TabSocial>Social</TabSocial>
    <Tiredness>Tiredness</Tiredness>

Keyed\Incidents.xml
    <GroupVisitorsArriveTraderInfo>\n\nThey seem to have a few items to trade.</GroupVisitorsArriveTraderInfo>
    <LetterBuildingBrokenDown>One of your machines ({0}) has broken down. It won't work until a colonist with the Repair work type goes and fixes it.</LetterBuildingBrokenDown>
    <LetterLabelBuildingBrokenDown>Breakdown: {0}</LetterLabelBuildingBrokenDown>
    <LetterLabelTraderCaravanArrival>Trader from {0}</LetterLabelTraderCaravanArrival>
    <LetterTraderCaravanArrival>A trade caravan from {0} is approaching.\n\nThey will hang around the colony for a few days before leaving. You can attack them - but this will anger their faction!</LetterTraderCaravanArrival>
    <SingleVisitorArrivesTraderInfo>\n\nHECAP seems to have a few items to trade.</SingleVisitorArrivesTraderInfo>

Keyed\Letters.xml
    <FamilyLetterAppendedSuffix>(family)</FamilyLetterAppendedSuffix>
    <FamilyLetterAppendedTextColonist>NAME is a family member of a colonist. HECAP is {0}'s {1}.</FamilyLetterAppendedTextColonist>
    <FamilyLetterAppendedTextPrisoner>NAME is a family member of one of your prisoners. HECAP is {0}'s {1}.</FamilyLetterAppendedTextPrisoner>
    <LetterAcceptedProposal>{1} has accepted {0}'s marriage proposal.\n\nAt some point in the coming days or seasons, they will have their marriage ceremony and invite all the colonists. Consider placing a marriage spot if you want to control where the ceremony occurs.</LetterAcceptedProposal>
    <LetterAffair>{0}, married to {1}, has begun an affair with {2}.</LetterAffair>
    <LetterBondedAnimalDied>{0}, bonded to {1}, has died. It will affect {1}'s mood.</LetterBondedAnimalDied>
    <LetterBondedAnimalDiedMulti>{0} has died. It will affect mood of the following people:\n\n{1}</LetterBondedAnimalDiedMulti>
    <LetterFamilyMembersNeutralGroup>There are family members of your colonists or prisoners in the arriving group:</LetterFamilyMembersNeutralGroup>
    <LetterFamilyMembersRaidEnemy>There are family members of your colonists or prisoners in the arriving group of {0}.\n\nKeep in mind that even though they are related, they will still attack each other because of their bad factions relations.\n\nThe family members are:</LetterFamilyMembersRaidEnemy>
    <LetterFamilyMembersRaidFriendly>There are family members of your colonists or prisoners in the arriving group of friendly {0}:</LetterFamilyMembersRaidFriendly>
    <LetterFamilyMembersTraderShipSlaves>The orbital trader is selling family members of your colonists or prisoners:</LetterFamilyMembersTraderShipSlaves>
    <LetterHealthComplicationsLabel>{0} {1}</LetterHealthComplicationsLabel>
    <LetterHediffFromRandomHediffGiver>{0} has developed a health condition: {1}.</LetterHediffFromRandomHediffGiver>
    <LetterHediffFromRandomHediffGiverLabel>{0} {1}</LetterHediffFromRandomHediffGiverLabel>
    <LetterLabelAcceptedProposal>Marriage is on!</LetterLabelAcceptedProposal>
    <LetterLabelAffair>Affair</LetterLabelAffair>
    <LetterLabelBondedAnimalDied>Bonded animal's death</LetterLabelBondedAnimalDied>
    <LetterLabelNewLovers>New lovers</LetterLabelNewLovers>
    <LetterLabelNewParty>Party</LetterLabelNewParty>
    <LetterLabelNoticedFamilyMembers>Family</LetterLabelNoticedFamilyMembers>
    <LetterLabelPrisonBreak>Prison break</LetterLabelPrisonBreak>
    <LetterLabelRejectedProposal>Rejected proposal</LetterLabelRejectedProposal>
    <LetterLeadersDeath>Leader {0} of faction {1} has died and been replaced by {2}.</LetterLeadersDeath>
    <LetterLeadersDeathLabel>Leader's death</LetterLeadersDeathLabel>
    <LetterNamedBondedAnimalDied>{0} named {1}, bonded to {2}, has died. It will affect {2}'s mood.</LetterNamedBondedAnimalDied>
    <LetterNamedBondedAnimalDiedMulti>{0} named {1} has died. It will affect mood of the following people:\n\n{2}</LetterNamedBondedAnimalDiedMulti>
    <LetterNewLovers>{0} and {1} have come together and are now lovers.</LetterNewLovers>
    <LetterNewParty>{0} is throwing a party! Everyone who goes will gain joy and social energy, and a lasting positive mood boost.</LetterNewParty>
    <LetterNoLongerLovers>{0} and {1} are no longer in a relationship.</LetterNoLongerLovers>
    <LetterPrisonBreak>Prisoners have staged a breakout! They've somehow defeated the door lock and are making their way out. They may seek weapons, fight, or try to escape. These prisoners are involved:\n\n{0}\n\nPrisoners are more likely to attempt breakout when they are unhappy, numerous, and healthy.</LetterPrisonBreak>
    <LetterRejectedProposal>{1} has rejected {0}'s marriage proposal. {0} is going to be unhappy about this.</LetterRejectedProposal>

Keyed\MainTabs.xml
    <EmergencyWorkMarker>E</EmergencyWorkMarker>
    <IncapableOfWorkTypeBecauseOfCapacities>This colonist is not able to do any work of this type because of his health condition.</IncapableOfWorkTypeBecauseOfCapacities>
    <PregnantIconDesc>Pregnant ({0} / {1})</PregnantIconDesc>

Keyed\Menu_Options.xml
    <MaxPermadeathAutosaveIntervalInfo>Maximum autosave interval in permadeath mode is {0} day.</MaxPermadeathAutosaveIntervalInfo>
    <ShowRealtimeClock>Show realtime clock</ShowRealtimeClock>

Keyed\Menus_Main.xml
    <BuySoundtrack>Buy soundtrack</BuySoundtrack>
    <Health>Health</Health>
    <Relations>Relations</Relations>
    <SaveAndQuitToMainMenu>Save and quit to Menu</SaveAndQuitToMainMenu>
    <SaveAndQuitToOS>Save and quit to OS</SaveAndQuitToOS>

Keyed\Messages.xml
    <MessageAttackedByPredator>{0} is being attacked by {1}!</MessageAttackedByPredator>
    <MessageBondedAnimalMentalBreak>{0} has a mental break because of {1}'s death.</MessageBondedAnimalMentalBreak>
    <MessageBondedAnimalsMentalBreak>{0} animals have a mental break because of {1}'s death.</MessageBondedAnimalsMentalBreak>
    <MessageCantSelectDeadFamilyMember>{0} is dead.</MessageCantSelectDeadFamilyMember>
    <MessageCantSelectOffMapFamilyMember>{0} is off the map.</MessageCantSelectOffMapFamilyMember>
    <MessageEatenByPredator>{0} has been eaten by {1}.</MessageEatenByPredator>
    <MessageHiveReproduced>A bug hive has reproduced itself.</MessageHiveReproduced>
    <MessageMarriageCeremonyAfterPartyFinished>The marriage ceremony for {0} and {1} has finished.</MessageMarriageCeremonyAfterPartyFinished>
    <MessageMarriageCeremonyCalledOff>The marriage ceremony for {0} and {1} has been called off.</MessageMarriageCeremonyCalledOff>
    <MessageMarriageCeremonyStarts>{0} and {1} are beginning their marriage ceremony!</MessageMarriageCeremonyStarts>
    <MessageNamedBondedAnimalMentalBreak>{0} named {1} has a mental break because of {2}'s death.</MessageNamedBondedAnimalMentalBreak>
    <MessageNewBondRelation>{0} and {1} have formed a bond.</MessageNewBondRelation>
    <MessageNewBondRelationNewName>{0} and {1} have formed a bond. {0} has named {1} {2}.</MessageNewBondRelationNewName>
    <MessageNewMarriageCeremony>Colonists are gathering to celebrate {0} and {1}’s marriage.</MessageNewMarriageCeremony>
    <MessageNewlyMarried>{0} and {1} have married. Colonists are now celebrating the occasion.</MessageNewlyMarried>
    <MessageNoAnimalBeds>There are no animal beds available.</MessageNoAnimalBeds>
    <MessagePartyCalledOff>The party has been called off.</MessagePartyCalledOff>
    <MessagePartyFinished>The party has finished.</MessagePartyFinished>
    <MessageShipChunkDrop>A chunk of a spacecraft has fallen from space and landed nearby.</MessageShipChunkDrop>
    <MessageSocialFight>{0} started a social fight with {1}. Reason: {2}.</MessageSocialFight>
    <MessageSuccessfullyRemovedHediff>{0} has successfully removed {1}'s {2}.</MessageSuccessfullyRemovedHediff>
    <MessageTraderCaravanLeaving>The trade caravan from {0} is leaving.</MessageTraderCaravanLeaving>

Keyed\Misc.xml
    <CouplesRoom>{0} and {1}'s {2}</CouplesRoom>
    <SomeonesRoom>{0}'s {1}</SomeonesRoom>
    <ThingMadeOfStuffLabel>{0} {1}</ThingMadeOfStuffLabel>

Keyed\Misc_Gameplay.xml
    <BondBrackets>(bond)</BondBrackets>
    <BrokenDown>Broken down</BrokenDown>
    <CorpsePercentMissing>Missing body parts</CorpsePercentMissing>
    <DiseaseGrowthModeChanged_Growing>{0}'s {1} is now growing.</DiseaseGrowthModeChanged_Growing>
    <DiseaseGrowthModeChanged_Remission>{0}'s {1} is now in remission.</DiseaseGrowthModeChanged_Remission>
    <DiseaseGrowthModeChanged_Stable>{0}'s {1} is now stable.</DiseaseGrowthModeChanged_Stable>
    <EggDamagedEmbryo>damaged embryo</EggDamagedEmbryo>
    <Fuel>Fuel</Fuel>
    <HiveReproducesIn>Reproduces in</HiveReproducesIn>
    <HostilityReponseTip>Change how to react to nearby enemies when the colonist is not drafted.</HostilityReponseTip>
    <HostilityResponseCurrentMode>Current mode</HostilityResponseCurrentMode>
    <IsIncapableOfViolenceShort>incapable of violence</IsIncapableOfViolenceShort>
    <LessThanADay>less than a day</LessThanADay>
    <MentalStateLetterLabel>Mental state</MentalStateLetterLabel>
    <Mood_MentalState>mental state</Mood_MentalState>
    <Owners>Owners</Owners>
    <PawnMainDescGendered>{0} {1}</PawnMainDescGendered>
    <PawnMainDescLifestageWrap>{1} {0}</PawnMainDescLifestageWrap>
    <ProgressStoppedUntilFertilized>Progress stopped until fertilized</ProgressStoppedUntilFertilized>
    <ReportCowering>Cowering.</ReportCowering>
    <TextMote_FixBrokenDownBuildingFail>Repair\nfailed</TextMote_FixBrokenDownBuildingFail>
    <TriggerFirefoamPopper>Trigger firefoam popper</TriggerFirefoamPopper>

Keyed\PlayInterface.xml
    <Wiki>Wiki</Wiki>

Keyed\Time.xml
    <LetterMinute>m</LetterMinute>
    <LetterSecond>s</LetterSecond>
    <OccurredTimeAgo>occurred {0} ago</OccurredTimeAgo>
    <Period1Season>1 season</Period1Season>
    <Period1Year>1 year</Period1Year>
    <PeriodSeasons>{0} seasons</PeriodSeasons>
    <PeriodYears>{0} years</PeriodYears>

Keyed\WorkTags.xml
    <WorkTagAnimals>Animals</WorkTagAnimals>
