<?PHP

//********** Information **********
//This is the file containing all text seen on the site.
//variable that starts with C means word in capital letters.
//All HTML tags such as <b> <br /> must be kept intact.

//This file contains all the warpedia texts
//INDEX
$lang['index_overview']             = 'Warpedia overview';                      //Frklara warpedian
$lang['index_gettingstarted']       = 'Getting started with Warbarons';         //Registrering och brja spela  
$lang['index_gameflow']             = 'Game flow - how this game is played';    //Hur man ser vems turn det r
$lang['index_gamemodes']            = 'Game modes - speed games etc';           //Frklara de olika moden   
$lang['index_teams']                = 'Teams - how to setup a new team';        //Frklara hur man hanterar ett team
$lang['index_ladder']               = 'Ladder information';                     //Frklara ladder spel
$lang['index_heros']                = 'Heroes - about heroes';       //
$lang['index_experience']           = 'Heroes - experience';       //
$lang['index_ruins']                = 'Ruins & temples';        //
$lang['index_items']                = 'Items - Item list';             //
$lang['index_battlebonus']          = 'Battle - bonuses';         //
$lang['index_battles']              = 'Battle - calculations';         //
$lang['index_battlescreen']         = 'Battle - interface';      //
$lang['index_turn']                 = 'Turn';      //
$lang['index_cities_production']    = 'Cities';      //
$lang['index_cities_buyprod']       = 'Cities - buy production';      //
$lang['index_cities_info']          = 'Cities - information';      //
$lang['index_vectoring']            = 'Vectoring - teleport armies';      //
$lang['index_terrain']              = 'Terrain - bonuses and movement';      //
$lang['index_unitlist1']            = 'Units - part 1';      //
$lang['index_unitlist2']            = 'Units - part 2';      //
$lang['index_unitlist3']            = 'Units - part 3';      //
$lang['index_fightorder']           = 'Fight order - rank your armies';      //
$lang['index_about']                = 'Battle screen - what do you know?';      //
$lang['index_browserinfo']          = 'Performance tips';         //
$lang['index_mapeditor']            = 'Map editor - how to create new maps';    //
$lang['index_interface']            = 'Interface';      //

// English 
$lang['overview']                           = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Warpedia overview</h2></center>
<br /><br />
The warpedia is our encyclopedia where you can find all the information about warbarons from basic overview information to detailed description how things really works.
If you miss anything here you can always post a message in our forum. The latest changes might not have made it to the warpedia yet.
We read and reply in our forum and some of our more active players know all the latest detail and are normaly there to help out too. 


<br /><br />
';

$lang['gettingstarted']                           = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Getting started</h2></center>
<br /><br />
In order to start playing Warbarons you must first sign up an account. To sign up an account simply click sign up at the front page and fill out the form.
When you have signed up an account you will be logged in automatically.
<br /><br />
The best way to get started is to play through our tutorials that will step you through the game. Each tutorial is designed to deal with a certain part of the game
and explain it. There are 10 tutorials to work your way through. To play tutorials go to <b><u>play</u></b> in the top menu and select play tutorial from the dropdown.
<br /><br />
Once you\'ve completed the tutorials you should be ready to try playing vs other human players. To start playing with others you can either host a game or join one
of the existing ones. There should always be at least 1 open game to join.
<br /><br />
It may take a while to fill a game and get it started. Since this game is played in rounds and each player have at least 1 day to make his turn it can take several days
between your turn in games where many people play. Most people have 3+ games going simultaneously to get some play time each day. We recommend to start a few games
when you want to try this game.

';

$lang['gameflow']                           = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Game flow</h2></center>
<br /><br />
Warbarons is a turn based game where players have between 1 - 5 days to complete a turn. If a player miss one of his first 3 turns he is kicked from the game and
the slot is open for anyone to take for 8 hours. A player who join the game on turn 2 or 3 is compensated with 15%, 30% extra start gold and one extra of the weakest start unit.
If noone take the place the castle is returned to the computer and the turn will move on to the next player.
<br /><br />
If a player miss a turn after the first 3 turns the turn will move to the next player. If a player have missed 3 turns he is auto surrendered. You can see how many 
missed turns each player have in your account by the number stated on each shield.
<br /><br />
To track whom is doing their turn you can see a box around the shield of the player who has the turn in your account.
Your shield is marked by a dashed border. When its your turn the whole row is highlighted which will help you when you have several games going.
<br /><br />
The game is won when a player or a team control a certain percentage of all cities that are still standing. Default is 80% and this can be found in the game
under report->game objective.


';

$lang['gamemodes']                           = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Game modes</h2></center>
<br /><br />
In warbarons there are different game modes.
<br /><br />
<b>Melee</b><br />
Melee is a normal game just for fun.
<br /><br />

<b>Ladder</b><br />
Ladder games counts towards your ranking on the ladder. 
<br /><br />

<b>Speed</b><br />
Speed game mean that for a set period 1:30 - 5:30 from the hosting moment the game will be in speed mode. Speed mode mean that
players only have a few minutes to complete a turn. Is speed mode you must be prepared to sit by your computer and play until the speed period
is over and the game change to normal turn pacing. If you plan to host a speed game its a good idea to make a post about it in advance in our forum or
use the chat and ask if someone want to play a speed game.
Speed games are often turned into normal game speed before they get started so its important that there are some people to join quickly when you create
a speed game. 
<br /><br />

<b>Normal</b><br />
Normal just indicate that it is not a speed game.
<br /><br />

<b>1 vs 1</b><br />
1 vs 1 is a game that starts with just two players against each other without possiblity to form any alliance.
<br /><br />

<b>FFA</b><br />
Free for all is a game where more than two players are in the game from the beginning and all players start with status war with each other. 
Its possible to make a non agression pact during the game but only one player can be the winner at the end.
<br /><br />
<b>Teams</b><br />
If you want to play a team game with teams made up of random people you choose melee when hosting a team game. 
If you select ladder when hosting a team game you and anyone who join the game must be in a team already. The opponent team who first manage to fill out their slots
will get to play vs your team.
In team games all players on the same team do their turn simultanously which mean that a 8 player game can be quite fast.

';

$lang['teams']                           = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Teams</h2></center>
<br /><br />
One of the really fun things you can do is to play with your friends as a team vs other teams. To play team games you first need to create or join an existing team.
To do that click teams under community in the top menu. To join a team you must know the team password. If you know it simply enter the name of the team and their password
and click join.
<br /><br />
If you create a new team you will be the team creator and leader. Tell your friends about your team password so they can join. When your friends join your team
you can assign them to be leaders too. This will allow them to kick players from the team and change the team password. The creator can not be kicked from the team.
If the creator leaves the team one of the leaders will be assigned to the creator position.
<br /><br />
You can only be part of one team at a time. To join another team you must first leave the team you are in.
<br /><br />
To play with your team vs another team you must select team when creating the game. If you select ladder only players who are in a team will be able to join
the game. 
';



$lang['units1']                     = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Unitlist part 1</h2></center>
<br /><br />
<b>Scout</b><br>
<div class="scout" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">The scout is a specialist at moving in rough terrain. He can lead your armies through any terrain at move cost 3. 
As a fighter he is weak but due to his bow he has anti air skill
which is handy to take down spying crows. The scout have a unique ability called scouting. It allows him to look at an enemy army and see all the units
without attacking the army.
When a scout is placed in an army he will prevent other scouts from scouting it. When attempting a scouting on an enemy stack with a scout it will be a normal attack instead.
To use the scouting ability, simply move on the enemy army as if you wanted to attack it.</td><td>Move :</td><td>18</td></tr>
<tr><td width="100">Battle:</td><td width="100">5</td></tr>
<tr><td>Build time:</td><td>1 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>80 gold</td></tr>
<tr><td>Move special:</td><td>4</td></tr>
<tr><td>Battle special:</td><td>+5 anti air</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Light Infantry</b><br>
<div class="lightinfantry" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">The light infantry is a cheap and weak battle unit. It poses a serious threat to scouts and crows but other than that its best used as fodder.</td>
<td>Move :</td><td>14</td></tr>
<tr><td width="100">Battle:</td><td width="100">10</td></tr>
<tr><td>Build time:</td><td>1 turn</td></tr>
<tr><td>View radius:</td><td>3</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td></td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Crow</b><br>
<div class="bat" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">The crow may be cheap but it\'s a very useful army. Its best use is to spy on your surroundings, due to its fast movement, flying ability and good view radius is can scout large areas. A group of crows that are blessed with battle
or fighting together with a unit with morale bonus can be used as a fast and effective raiding army that can cause much trouble. Crows can not carry any other unit on the back like
other flying armies can.</td>
<td>Move :</td><td>22</td></tr>
<tr><td width="100">Battle:</td><td width="100">5</td></tr>
<tr><td>Build time:</td><td>1 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td>Flying</td></tr>
<tr><td>Battle special:</td><td></td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Orc</b><br>
<div class="orc" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Orcs are weak units that can be produced rapidly. Orcs are specialized in swamps both for movement and battle.
This makes them a threat to better units around swamps.  Orcs have 5% chance to ambush an enemy.
</td>
<td>Move :</td><td>15</td></tr>
<tr><td width="100">Battle:</td><td width="100">10</td></tr>
<tr><td>Build time:</td><td>1 turn</td></tr>
<tr><td>View radius:</td><td>3</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td>Swamp at 2</td></tr>
<tr><td>Battle special:</td><td>+10 in Swamp, 5% ambush chance</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Heavy Infantry</b><br>
<div class="heavyinfantry" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">The heavy infantry is a fast produced army with 15 in battle which makes it a decent fighter.
Its bonus in open makes it useful to intercept armies with city bonuses before they attack your city.</td>
<td>Move :</td><td>12</td></tr>
<tr><td width="100">Battle:</td><td width="100">15</td></tr>
<tr><td>Build time:</td><td>1 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>+5 Open</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Light cavalery</b><br>
<div class="lightcav" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">The light cavalery is one of the fastest armes and its quite strong in open terrain. One of its best uses controlling large open areas,
riding down slow moving armies on their way to attack a city. </td>
<td>Move :</td><td>20</td></tr>
<tr><td width="100">Battle:</td><td width="100">10</td></tr>
<tr><td>Build time:</td><td>1 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>+10 Open</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Elf</b><br>
<div class="elf" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">The elf is relativly fast, its truly strong against flying armies and have a battle bonus in forests. Elfs are good to protect cities where
an attack is likly to come from the air.</td>
<td>Move :</td><td>20</td></tr>
<tr><td width="100">Battle:</td><td width="100">10</td></tr>
<tr><td>Build time:</td><td>1 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td>Move at cost 2 in forest</td></tr>
<tr><td>Battle special:</td><td>+15 Anti air, +5 in forest</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Dwarf</b><br>
<div class="dwarf" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Dwarfs are produced in just 1 turn while still having battle 20. Their specialty is hills where they move at the cost of only 1 and 
have a battle bonus of +10. Their weakness is ther lack of movement, thats why dwarfs are best used as a defence unit in cities or guarding a region of hills.</td>
<td>Move :</td><td>8</td></tr>
<tr><td width="100">Battle:</td><td width="100">20</td></tr>
<tr><td>Build time:</td><td>1 turn</td></tr>
<tr><td>View radius:</td><td>3</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td>Move in hill at cost 1</td></tr>
<tr><td>Battle special:</td><td>+10 Hills</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Eagle</b><br>
<div class="eagle" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Eagles are your cheapest way to fly heroes where you want them. The eagle is good at air to air combat which makes it
dangerous to more expesive flying armies.</td>
<td>Move :</td><td>16</td></tr>
<tr><td width="100">Battle:</td><td width="100">10</td></tr>
<tr><td>Build time:</td><td>2 turn</td></tr>
<tr><td>View radius:</td><td>5</td></tr>
<tr><td>Cost:</td><td>350 gold</td></tr>
<tr><td>Move special:</td><td>Fly</td></tr>
<tr><td>Battle special:</td><td>+15 anti air</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Pikeman</b><br>
<div class="pikeman" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Pikemen are produced in 1 turn with battle 20. Their specialty is open terrain where they have +10 battle.
Pikemewn are best used to guard narrow passages in open terrain, a guard that most players will think before they attack. They can also work as a protection for more important units.
Pikemen combined with an elephant is a exceptional defence force in open terrain. </td>
<td>Move :</td><td>8</td></tr>
<tr><td width="100">Battle:</td><td width="100">20</td></tr>
<tr><td>Build time:</td><td>1 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>+10 Open</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Sea serpent</b><br>
<div class="seaserpent1" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Sea serpent is a aquatic creature. It can move in water without converting to a ship. Aquatic creatures can not benefit from land
movement bonuses,
they always pay 5 or more on land, except in swamp where they pay 1 to move. The sea serpent is fast and perfect to raid coastal cities.</td>
<td>Move :</td><td>28</td></tr>
<tr><td width="100">Battle:</td><td width="100">20</td></tr>
<tr><td>Build time:</td><td>2 turn</td></tr>
<tr><td>View radius:</td><td>3</td></tr>
<tr><td>Cost:</td><td>550 gold</td></tr>
<tr><td>Move special:</td><td>Aquatic</td></tr>
<tr><td>Battle special:</td><td>+5 battle in water and swamp</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Wolf rider</b><br>
<div class="wolf" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">The wolf rider is a relativly technical army that has many different usages. It takes 2 turns to produce and only have battle 20 which
 makes it look dull compared to other 2 turn units. What the wolf rider has is morale bonuses in swamp and forest as well as 15% chance to ambush an enemy and
  the wolf rider also have a movement bonus in swamp and forest.
  If a wolf rider team up with orcs in a swamp it will be a cheap but lethal army.  Its ambush skill can be combined with ghosts
  and you have a killer machine that will make the most powerful hero armies tremble.  </td>
<td>Move :</td><td>20</td></tr>
<tr><td width="100">Battle:</td><td width="100">20</td></tr>
<tr><td>Build time:</td><td>2 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td>Move cost 2 in swamp and forest.</td></tr>
<tr><td>Battle special:</td><td>+5 morale swamp and forest, 15% chance to ambush.</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>


<br /><br />
<b>Giant</b><br>
<div class="giant" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Giants are great in hills due to their +10 battle skill and movement cost 2. 
Giants relativly cheap price and battle 25 makes them useful in most situations. Due to the size of giants their view radius is unusually good.</td>
<td>Move :</td><td>16</td></tr>
<tr><td width="100">Battle:</td><td width="100">25</td></tr>
<tr><td>Build time:</td><td>2 turn</td></tr>
<tr><td>View radius:</td><td>5</td></tr>
<tr><td>Cost:</td><td>600 gold</td></tr>
<tr><td>Move special:</td><td>Move cost 2 in hill.</td></tr>
<tr><td>Battle special:</td><td>+10 in hills.</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Yeti</b><br>
<div class="yeti" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Yeti is like a monkey on two legs that dwell in snow around mountains.  The Yeti can move in snow at the cost of 2 and in hill at the
cost of 3. Yetis are good at attacking and fighting in snow.
the cost of 2. </td>
<td>Move :</td><td>16</td></tr>
<tr><td width="100">Battle:</td><td width="100">25</td></tr>
<tr><td>Build time:</td><td>2 turn</td></tr>
<tr><td>View radius:</td><td>5</td></tr>
<tr><td>Cost:</td><td>600 gold</td></tr>
<tr><td>Move special:</td><td>Move cost 2 in snow.</td></tr>
<tr><td>Battle special:</td><td>+10 in snow, +5 when attacking.</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>


<br /><br />
<b>Gryphon</b><br>
<div class="griffon" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Gryphons have an eagles head, wing and claws and a lions paws and muscle. Gryphons are very powerful, can fly and receive a +10 battle bonus in city terrain. </td>
<td>Move :</td><td>16</td></tr>
<tr><td width="100">Battle:</td><td width="100">30</td></tr>
<tr><td>Build time:</td><td>3 turn</td></tr>
<tr><td>View radius:</td><td>5</td></tr>
<tr><td>Cost:</td><td>1200 gold</td></tr>
<tr><td>Move special:</td><td>Fly</td></tr>
<tr><td>Battle special:</td><td>+10 in city terrain</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

';

$lang['units2']                     = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Unitlist part 2</h2></center>
<br /><br />


<br /><br />
<b>Heavy cavalery</b><br>
<div class="heavycav" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Heavy cavalery is a fast and powerful army. Its specialty is open terrain where it receive +10 battle. </td>
<td>Move :</td><td>20</td></tr>
<tr><td width="100">Battle:</td><td width="100">25</td></tr>
<tr><td>Build time:</td><td>2 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>+10 battle on open terrain.</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Scorpion</b><br>
<div class="scorpion" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Scorpions are fast at moving in desert terrain where they pay only 2 to move. The scorpion have a poison bonus
????</td>
<td>Move :</td><td>14</td></tr>
<tr><td width="100">Battle:</td><td width="100">25</td></tr>
<tr><td>Build time:</td><td>2 turn</td></tr>
<tr><td>View radius:</td><td>2</td></tr>
<tr><td>Cost:</td><td>600 gold</td></tr>
<tr><td>Move special:</td><td>Move cost 2 in desert.</td></tr>
<tr><td>Battle special:</td><td>Poison??</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Minotaur</b><br>
<div class="minotaur" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">The minotaur is a army specialiced in city terrain. Its quite similar to spiders but slightly faster and not as skilled at fighting in cities
as the spider.</td>
<td>Move :</td><td>20</td></tr>
<tr><td width="100">Battle:</td><td width="100">25</td></tr>
<tr><td>Build time:</td><td>2 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>+5 battle in cities</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Battering ram</b><br>
<div class="batteringram" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Battering rams are useful to bring with you when you attack any fortified area such as cities, ruins and towers. The battering ram
removes 5 from the enemy wall bonus. Battering rams are quite slow units but can be upgraded with more speed at cost of wood.</td>
<td>Move :</td><td>14</td></tr>
<tr><td width="100">Battle:</td><td width="100">20</td></tr>
<tr><td>Build time:</td><td>2 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>-5 to enemy wall</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Crusader</b><br>
<div class="crusader" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Crusaders are good companions when your hero is searchin ruins as they have a undead lore bonus. The crusader also have a morale bonus.</td>
<td>Move :</td><td>14</td></tr>
<tr><td width="100">Battle:</td><td width="100">25</td></tr>
<tr><td>Build time:</td><td>2 turn</td></tr>
<tr><td>View radius:</td><td>2</td></tr>
<tr><td>Cost:</td><td>600 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>+3 Morale, Undead lore +5</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Sand worm</b><br>
<div class="sandworm" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Sand worms are fast in desert terrain. They also have a unique bonus, when attacking a city they will just burrow under the city wall. 
the result is the enemy doesn\'t get a city wall bonus.</td>
<td>Move :</td><td>14</td></tr>
<tr><td width="100">Battle:</td><td width="100">25</td></tr>
<tr><td>Build time:</td><td>3 turn</td></tr>
<tr><td>View radius:</td><td>3</td></tr>
<tr><td>Cost:</td><td>950 gold</td></tr>
<tr><td>Move special:</td><td>Cost 1 to move in desert.</td></tr>
<tr><td>Battle special:</td><td>Unaffected by city walls.</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Kraken</b><br>
<div class="kraken1" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Kraken is a giant octopus. Its an aquatic creature that can move between water and land without a dock. Aquatic creatures move at the cost
of 5 or more on land except in swamp where they move at cost 1.</td>
<td>Move :</td><td>18</td></tr>
<tr><td width="100">Battle:</td><td width="100">30</td></tr>
<tr><td>Build time:</td><td>3 turn</td></tr>
<tr><td>View radius:</td><td>3</td></tr>
<tr><td>Cost:</td><td>1350 gold</td></tr>
<tr><td>Move special:</td><td>Aquatic.</td></tr>
<tr><td>Battle special:</td><td>+10 in water and swamp. +5 fear.</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Spider</b><br>
<div class="spider" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Spiders are the perfect city army. They are produced in just two turns and recieve +10 battle when fighting in cities.
Spiders drawback is that they are relatively slow.</td>
<td>Move :</td><td>20</td></tr>
<tr><td width="100">Battle:</td><td width="100">25</td></tr>
<tr><td>Build time:</td><td>2 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>+10 battle in city terrain</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Catapult</b><br>
<div class="catapult" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Catapults removes 10 from enemy city wall bonus which makes them important to bring with when you plan to capture enemy cities.
Catapults are slow moving units which makes them easy pray to fast raiding armies.  </td>
<td>Move :</td><td>12</td></tr>
<tr><td width="100">Battle:</td><td width="100">20</td></tr>
<tr><td>Build time:</td><td>3 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>-10 to enemy city wall</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>


<br /><br />
<b>Elephant</b><br>
<div class="elephant" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Elephants are powerful in battle and have a morale bonus of +10 when fighting in open terrain due elephants ability to stampede. </td>
<td>Move :</td><td>14</td></tr>
<tr><td width="100">Battle:</td><td width="100">30</td></tr>
<tr><td>Build time:</td><td>3 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>+10 morale bonus in open terrain</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Pegasi</b><br>
<div class="pegasi" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Pegasis are flexible due to their fast movement and ability to fly. Pegasis have a morale bonus of 5 which makes them a
great support unit.</td>
<td>Move :</td><td>12</td></tr>
<tr><td width="100">Battle:</td><td width="100">25</td></tr>
<tr><td>Build time:</td><td>3 turn</td></tr>
<tr><td>View radius:</td><td>5</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td>Flying unit</td></tr>
<tr><td>Battle special:</td><td>+5 morale bonus</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Elemental</b><br>
<div class="elemental" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top"> The elemental is slow but extremly powerful when it attacks. The best protection is to attack an
elemental before it attacks you. The elemental get +15 battle when attacking and can be upgraded to +20 with gas. </td>
<td>Move :</td><td>12</td></tr>
<tr><td width="100">Battle:</td><td width="100">30</td></tr>
<tr><td>Build time:</td><td>3 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>100 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>+15 when attacking</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Mammoth</b><br>
<div class="mammoth" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top"> Mammoths move at cost 2 in snow and does give their group extra move.  </td>
<td>Move :</td><td>12</td></tr>
<tr><td width="100">Battle:</td><td width="100">30</td></tr>
<tr><td>Build time:</td><td>3 turn</td></tr>
<tr><td>View radius:</td><td>5</td></tr>
<tr><td>Cost:</td><td>1200 gold</td></tr>
<tr><td>Move special:</td><td>Group move +2, move in snow at cost 2.</td></tr>
<tr><td>Battle special:</td><td>+3 morale when attacking.</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>
';

$lang['units3']                     = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Unitlist part 3</h2></center>
<br /><br />


<br /><br />
<b>Medusa</b><br>
<div class="medusa" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Medusas causes fear among the enemy reducing their battle by 5. Medusas are slow but powerful. </td>
<td>Move :</td><td>16</td></tr>
<tr><td width="100">Battle:</td><td width="100">35</td></tr>
<tr><td>Build time:</td><td>3 turn</td></tr>
<tr><td>View radius:</td><td>5</td></tr>
<tr><td>Cost:</td><td>1300 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>+5 Fear</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Wizard</b><br>
<div class="wizard" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Wizards are be produced in just 2 turns and have a movement of 32 which makes them great at long range attacks.
Their ability to use magic give wizards +15 battle when fighting flying armies. Wizards have undead lore to help your heros in ruins.
</td>
<td>Move :</td><td>32</td></tr>
<tr><td width="100">Battle:</td><td width="100">25</td></tr>
<tr><td>Build time:</td><td>2 turn</td></tr>
<tr><td>View radius:</td><td>5</td></tr>
<tr><td>Cost:</td><td>1350 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>+15 battle vs air, +5 undead lore</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Demon</b><br>
<div class="demon" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Demons are one of the most powerful armies </td>
<td>Move :</td><td>18</td></tr>
<tr><td width="100">Battle:</td><td width="100">35</td></tr>
<tr><td>Build time:</td><td>4 turn</td></tr>
<tr><td>View radius:</td><td>6</td></tr>
<tr><td>Cost:</td><td>1400 gold</td></tr>
<tr><td>Move special:</td><td>Fly</td></tr>
<tr><td>Battle special:</td><td>?????</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Ghost</b><br>
<div class="ghost" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Ghosts are silent and hard to detect. This makes them great at ambushing, but also give the entire stack a higher chance to ambush.
The group ambush skill is unlike other skills culmunative which mean 4 ghosts will give the whole army a +24 ambush chance. </td>
<td>Move :</td><td>18</td></tr>
<tr><td width="100">Battle:</td><td width="100">25</td></tr>
<tr><td>Build time:</td><td>3 turn</td></tr>
<tr><td>View radius:</td><td>5</td></tr>
<tr><td>Cost:</td><td>1500 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>25% ambush skill, +6 group ambush</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Unicorn</b><br>
<div class="unicorn" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">The unicorn is a magical creature dwelling deep in the forest. Unicorn have a ability to negate terrain bonuses for other creatures.
This makes it perfect when facing a pack of spiders guarding a city for example. In addition to that unicorn have a morale bonus in forests.</td>
<td>Move :</td><td>14</td></tr>
<tr><td width="100">Battle:</td><td width="100">30</td></tr>
<tr><td>Build time:</td><td>4 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>1500 gold</td></tr>
<tr><td>Move special:</td><td>Group move at cost 2 in forest</td></tr>
<tr><td>Battle special:</td><td>+5 morale bonus in forest, -10 enemy terrain bonus</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Devil</b><br>
<div class="devil" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">The devil is one of the most powerful units, his fear +8 makes him a very tough adversary. 
</td>
<td>Move :</td><td>16</td></tr>
<tr><td width="100">Battle:</td><td width="100">35</td></tr>
<tr><td>Build time:</td><td>5 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>1650 gold</td></tr>
<tr><td>Move special:</td><td></td></tr>
<tr><td>Battle special:</td><td>+8 fear</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Archon</b><br>
<div class="archon" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Archons are chaotic creatures dealing +6 chaos. In addition the archon </td>
<td>Move :</td><td>14</td></tr>
<tr><td width="100">Battle:</td><td width="100">35</td></tr>
<tr><td>Build time:</td><td>5 turn</td></tr>
<tr><td>View radius:</td><td>6</td></tr>
<tr><td>Cost:</td><td>1750 gold</td></tr>
<tr><td>Move special:</td><td>Fly</td></tr>
<tr><td>Battle special:</td><td>+6 chaos</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>

<br /><br />
<b>Dragon</b><br>
<div class="dragon" style="float:right;"></div>
<table>
<tr><td rowspan="8" valign="top">Having a dragon on your own side will boast your mens morale by +12. Dragons are very fast and powerful in battle.</td>
<td>Move :</td><td>24</td></tr>
<tr><td width="100">Battle:</td><td width="100">40</td></tr>
<tr><td>Build time:</td><td>5 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>1900 gold</td></tr>
<tr><td>Move special:</td><td>Fly</td></tr>
<tr><td>Battle special:</td><td>+12 morale</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>
';

$lang['ladder']                           = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Ladder information</h2></center>
<br /><br />
Ladder is a way to rank players. When you win games you gain ladder rating which will place you higher on the ranking. In Warbarons there are four separate ladders.
1 vs 1, Free for all, best team player and team ladder.
<br /><br />
1 vs 1, FFA and team ladder is divided into a seasons. One ladder season is 6 months long. When 6 months have passed the leader in each ladder category becomes
 the winner of that category and season.
Ladder games that are not completed within the 6 month limit but started at least 2 weeks before the season end are canceled and the player with most cities get the win
from that game.
<br /><br />
When a season is over the rating is reset so the next ladder season can begin.
<br /><br />
<b>How ladder rating is calculated</b><br />
Ladder rating calculation is based on the <a href="http://en.wikipedia.org/wiki/Elo_rating_system" target="_blank">ELO rating system</a>.
When you beat a player ranked higher than you, you will get more ladder points, and less when you beat someone ranked lower than you.
<br /><br />
When you win in a FFA game all the losing players rating is pooled and the winner get it all.
<br /><br />
Team games works just like 1 vs 1 but its the team that get the ladder rating. There is also a invidual team rating that you carry with you between
different teams. This rating is based on your team wins, if your team wins a 3 vs 3 you will get the same amount of points that your team is awarded with.
';

$lang['battlescreen']                      = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Battle interface</h2></center>
<br /><br />

<b>Battle screen basics</b><br />

<img src="'.$base_domain.'/4beta/pediaimages/battle.jpg" style="float:right;" />
This is the screen displayed when you fight a battle. To the top left you can see the defender name and the bonuses carried into battle. This information
does not show invidual unit bonuses, just those that apply to the whole group.
At the bottom left you find the same information about the attacker.
<br /><br />
At the center top the defending army is listed. The defending side can have up to 32 (8*4) units listed when defending in a city.
Bellow the defender is the attacker side which can never have more than 8 units.
To see the exact strength of a unit and how it was calculated you can put your mouse over it. This information includes all bonuses.
<br /><br />
On the right side you have a couple of buttons, the first one is the warpedia button that will bring this information up, then there is an information button.
The information is shown after the battle is played out. The displayed give you some knowledge about the battle outcome, this is pretty technical stuff, look at the bottom of this text for a description.
<br /><br />
The start battle button is pretty obvious, that is how that start viewing the battle.
<br /><br />
Just bellow is a a option to set battle speed. the battle speed is simply a setting how fast the animations should play. The lower the number, the faster the battle will
display. This can be handy if you play in a speed game and are short on time. 600 is the default number.
<br /><br />
Under battle speed there is some information about probability. This indicates the propability for one side to win and is based on running this battle 1000 times and monitoring
the result. Battle outcome is the chance that the result from the battle would happen, not only that this side would win but that the it would win with 
as many units left alive. 
<br /><br />
In the bottom right corner you can see which terrain the battle is fought on, there is a picture and a terrain name. The terrain name indicate which type and which terrain bonus
is applied.';


$lang['battles']						   = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Battle calculations</h2></center>
<br /><br />

<img src="'.$base_domain.'/4beta/pediaimages/dice.gif" style="float:right;" />
<b>Battle calculations</b><br />
There are two calculations to find who the winner is in each battle round. Units with ambush value have a chance to ambush the enemy and kill him before entering a fight.
When the ambush hit or missed that unit won\'t get another ambush chance until the next time you attack with that unit.
The ambush chance is a percentage chance to success. Some units have a higher chance to ambush.
If two units enter fight and both succeed with their ambush roll the ambush fail and the normal battle will start.
<br /><br />
When a unit is ambushed it will die instantly regardless of HP.
<br /><br />
After the ambush dice is rolled the normal battle dice will start.
Only a few units can ambush others, but some units give the whole army a chance to ambush an enemy.
<br /><br />


A battle is played out in a set of rounds where dices are thrown to discern the winner.
<br /><br />
Both units roll a 100 sided dice. 
If a unit roll its battle value or less its a hit and if it roll more than its battle it\'s a miss.
If both units hit the dices are rolled again. If both units miss the dices are rolled again.
If one unit hit and the other miss the unit that missed will take a hit.
<br /><br />
Only two units fight at a time. It\'s still better to attack with as many units as possible because units are healed after a battle.
<br /><br />
If a unit with a bonus that apply to the entire army dies the bonus is still applied though the whole battle.
<br /><br />
To calculate the total battle skill of a unit the bonuses are applied in the following order.<br />
Terrain bonuses and other invidual unit bonuses are applied to the units battle value. After applying these bonuses the battle value may not exceed 45.
If it does it will be caped at 45. 

All bonuses that apply to the entire army such as leadership/chaos, morale/fear are summed and caped at 25 if exceeded.
When calculating the army bonus only the highest modifier of each type apply. If there are two units with +5 morale the result is +5 morale, not +10.

A units battle value can never exceed 70.


<br /><br /><br />
<b>Battles on water</b><br />

Units that have transformed into boat mode will have their battle value capped depending on which boat they sail in.
The galleon allow battle values up to 40, the djonk up to 20 and the galey up to 10. Units that have not transformed into a
ship function just as normal. A hero that have not converted to ship also function as normal. All bonuses are applied as normal,
the only difference is that boat units are capped.

If a hero is still in his hero form and all ships and flying armies die or leave him on water he will drown at the end of the turn of the
player who own the hero. If you kill all enemy units in an army except the hero the player with the hero have a chance to save his hero from drowning if he
can get a boat or flying army there before the end of his turn.

<br /><br />
To fully understand battles, please read the chapter about battle bonuses too.

<br /><br />
<u><b>Example calculation</b></u><br />
Here is a example how to calculate the chance to win a battle between a unit with STR 7 and a unit with STR 5.
<br /><br />

Unit 1, STR 5, Chance to hit 25% (5/20) (with 20 sided dice)<br />
Unit 2, STR 7, Chance to hit 35% (7/20) (with 20 sided dice)
 <br /><br />
One battle round<br />
Unit 1 hits: 0.25 * 0.65 = 16.25%<br />
Unit 2 hits: 0.75*0.35 = 26.25%<br />
Any other outcome will result in the dices are thrown again.<br />
 <br />
Probability for a hit after eventual re rolls:<br />
26.25 / (26.25+16.25) = 61.8% for unit 2<br />
16.25 / (26.25+16.25) = 38.2 % for unit 1<br />
 <br />
 
A battle that start with both unit having full HP can have this outcome: <br />
Hit for unit 1,  Hit for unit 1  (0.382 * 0.382 = 14.6%)   Winner unit 1 <br />
Hit for unit 1, Hit for unit 2, Hit for unit 1 (0.382 * 0.618 * 0.382 = 9%) Winner unit 1 <br />
Hit for unit 1, Hit for unit 2, Hit for unit 2 (0.382 * 0.618 * 0.618 = 14.6%) Winner unit 2 <br />
 <br />
Hit for unit 2, Hit for unit 2  (0.618 * 0.618 = 38.2 %) Winner unit 2 <br />
Hit for unit 2, Hit for unit 1, Hit for unit 2 (0.618 * 0.382 * 0.618 = 14.6%) Winner unit 2 <br />
Hit for unit 2, Hit for unit 1, Hit for unit 1 (0.618 * 0.382 * 0.382 = 9%)  Winner unit 1 <br />
 <br /> <br />

Probability for unit 2 is the winner: 14.6% + 38.2 % + 14.6%  = 67.4%<br />
Probability for unit 1 is the winner: 14.6% + 9% + 9%  = 32.6%<br />
<br /><br /><br />
<u><b>Information button in battle</b></u><br />
When a battle is completed you can click the information button to see the results.
What you see the the propability for defender and attacker unit to make a hit.
The battle roll is the dice thrown fo each round, if its lower then the defenders chance then the defender will hit the attacker,
if its higher than the defenders chance the attacker will make a hit on the defender.
';


$lang['ruins']
							   = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Ruins & Temples</h2></center>
<br /><br />
<img src="'.$base_domain.'/4beta/interface2/ruin3.png" style="float:right;" />
<b>Ruins</b><br />

Ruins are abandoned haunted places that heros may journey to search for tresures and allies.<br /><br />

When a game is started each ruin is randomly assigned with different tresures guarded by undead creatures.<br />
To get the tresure a hero must slay the undead minions in the ruin. Only heroes may search ruins, but some units can give the hero extra undead lore points if
they are grouped with the hero when he search the ruin.<br /><br />

If the hero die the ruin remain intact. If the hero succeed in killing the undead he is awarded with the tresure and the ruin collapses. 
At the begining of a new turn there is some chance that collapsed ruins are reinhabbitated by undead and a new tresure is placed in it.<br /><br />
<br /><br />
Ruins exist in three levels. Any hero may search level 1 ruins, to search a level 2 ruin a hero must be at least level 2 and to search a level 3 ruin a hero must be at
least level 3.
<br /><br />
When you battle in a ruin the dice is different compared to normal battle. In level 1 ruins the dice have 12 sides.
Level 2 ruins 20 sides and level 3 ruins 33 sides.
<br /><br />
This mean that a hero that manage to increase his undead lore above the sides of a dice can never lose a battle in that type of ruin.


<br /><br />
<b>Temples</b><br />

Temples are holy places where armies may journey to recieve a blessing by a spritual leader. <br />
Each type of temple will grant a different type of blessing. Units may only recieve the same type of blessing once.<br /><br />

There are three types of temples.<br /><br />
<table>
<tr><td><img src="'.$base_domain.'/4beta/interface2/str.png" style="float:right;" /></td><td> will bless your armies with battle skill +5.</td></tr>
<tr><td><img src="'.$base_domain.'/4beta/interface2/move.png" style="float:right;" /></td><td> will bless your armies with movement skill +2.</td></tr>
</table>

';

$lang['items']							   = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Items</h2></center>

<br /><br />
<b>Sir Valor</b><br>
<img src="'.$base_domain.'/4beta/items/sirvalor.gif" style="float:right; border:solid 1px;">
<table>
<tr><td rowspan="8" valign="top">Sir valor is a royal helm crafted for king Henry IVs first knight during the blood crusades in 400 years into the second age. 
Sir valor was blessed to give its bearer a 
</td><td>Move :</td><td>18</td></tr>
<tr><td width="100">Battle:</td><td width="100">5</td></tr>
<tr><td>Build time:</td><td>1 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>80 gold</td></tr>
<tr><td>Move special:</td><td>4</td></tr>
<tr><td>Battle special:</td><td>+5 anti air</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>
<br /><br />

<br /><br />
<b>Infernal cranium</b><br>
<img src="'.$base_domain.'/4beta/items/infernalcranium.gif" style="float:right; border:solid 1px;">
<table>
<tr><td rowspan="8" valign="top">This skull comes from a pegasi that turned undead and bla bla..
</td><td>Move :</td><td>18</td></tr>
<tr><td width="100">Battle:</td><td width="100">5</td></tr>
<tr><td>Build time:</td><td>1 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>80 gold</td></tr>
<tr><td>Move special:</td><td>4</td></tr>
<tr><td>Battle special:</td><td>+5 anti air</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>
<br /><br />


<b>The grandfather</b><br>
<img src="'.$base_domain.'/4beta/items/grandfather.gif" style="float:right; border:solid 1px;">
<table>
<tr><td rowspan="8" valign="top">An ancient sword of unknown origin. According to some sources this sword was made by XXXXX. 
</td><td>Move :</td><td>18</td></tr>
<tr><td width="100">Battle:</td><td width="100">5</td></tr>
<tr><td>Build time:</td><td>1 turn</td></tr>
<tr><td>View radius:</td><td>4</td></tr>
<tr><td>Cost:</td><td>80 gold</td></tr>
<tr><td>Move special:</td><td>4</td></tr>
<tr><td>Battle special:</td><td>+5 anti air</td></tr>
<tr><td>Upkeep:</td><td>1 gold / turn</td></tr>
</table>
';

$lang['battlebonus']					   = '
<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Battle bonuses</h2></center>
<br /><br />

The base battle skill of units after individual bonuses can never exceed 45. Total army bonus applied to a unit can never be more than +25.
Total negative bonus applied to the enemy army can never exceed +20.
<br /><br />

There are several different bonuses that affect battles. To understand the true battle skill of a unit read this chapter.
<br /><br />

Battle bonuses can be divided into two types. Invidual bonuses that only affect the unit with the bonus and group bonuses that affect all units
in the same army. Several bonuses exist in invidual form and group form.
Here is a list of all bonuses and a description for them.

<br /><br />
<b>Terrain bonus</b><br />
The most common bonus is the terrain bonus. It applies to unit when it\'s fighting in a certain terrain.
If a unit has battle 20 and Open +10 for example that means that it will fight with battle 30 in open terrain.
Terrain bonuses are common among 1 turn and 2 turn units.
A road through a terrain is regarded as the terrain around it.
A morale bonus can be based on a certain terrain but its still regarded as a morale bonus and not a terrain bonus.
For example a unit may grant all units in the army +10 morale on open terrain. If there is a unit in that army with +10 open terrain
it will get both +10 terrain and then +10 morale resulting in +20.
<br /><br />

<b>Attack/defend bonus</b><br />
This bonus apply when the unit is in either defend position or attack position in the battle. 
<br /><br />

<b>Anti air</b><br />
The anti air bonus kick in when the enemy unit is a flying unit. If the unit on the other side is a land unit but the next one is a flying unit the anti air bonus
wont be active until the land based unit is killed. There is no way to target the flying unit before killing the units standing in front of it.
<br /><br />
 
<b>Ambush</b><br />
The ambush bonus is a chance to kill the enemy unit before entering battle. Ambush is a percentage chance and it only happen the first time a unit enters battle.
Group ambush is a culminative bonus which mean that group ambush from all units in the same army are added. Its possible to have 100% chance to kill the enemy unit with
ambush. 

<br /><br>
<b>Mood bonuses (Morale / Fear)</b><br />
Morale and fear bonuses are mood bonuses that affect the entire army. The highest morale bonus in your army will be added to your units battle skill.
Fear is the intimidating affect a unit have on the enemy. Fear removes battle skill from all units in the enemy army.
Only the highest modifier apply for morale and fear. Having two units with +5 morale will result in +5 battle skill to all units.

<br /><br />
<b>Heroic bonuses (Leadership / Chaos)</b><br />
Leadership and chaos are heroic bonuses similar to morale and fear. The difference is that leadership and chaos is mostly found on hero units.
The highest leadership bonus will be added to your units battle skill. The highest chaos removes battle skill from all units in the enemy army.
Leadership and morale are culminative with each other. You can have +5 morale and +5 leadership and the result is all units will have +10 battle skill.
The same goes for fear and chaos.

<br /><br />
<b>Negating bonuses</b><br />
Negating bonuses are bonuses that negates another bonus. Negate terrain +5 for example removes 5 from enemy terrain bonuses.
Negate mood will remove from enemy morale or fear bonus.
Negate heroism removes from enemy leadership or chaos.   

<br /><br />
<b>Unaffected by city wall</b><br />
This bonus make a unit unaffected by the city wall both when attacking and defending, which mean when it attack a unit in a city the defending unit won\'t 
receive the bonus from the city wall.
This also apply when defending, the unit with unaffected by city wall won\'t receive the defending bonus from the city wall when placed in a city or tower.

<br /><br />
<b>Banding</b><br />
The banding bonus makes units better in battle when several units of the same type fight together in the same army. If a unit have banding 6/3 it can get +6 battle if
four of the same unit are grouped in the same army. A unit will start with +0 by itself. When they are 2 both units will get +2, when they are 3 they get +4 and so on.

<br /><br />
<b>Plunder</b><br />
Plunder is a bonus that apply when you take a city. When you capture a city the player owning the city loses the gold stored is the city (Gold / number of cities).
The plunder skill decide how much of the gold is transfered to the warbaron captureing the city and how much is lost to greedy soldiers.
The plunder value also dictates much you get when you pillage a city.
When you pillage a city you destry all the production of the city and receive as much of the gold as it costs to buy the production multiplicated
with the highest plunder percentage in the army. Most units have 50% plunder but some units are extra good or extra bad at plundering.



<br /><br />

';
$lang['heros']							   = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Heroes</h2></center>
<br /><br />
<br />
Heroes are your most important units. There are several differences between heroes and other units. 
Heroes gain experience when the accomplish tasks such as winning a battle, capture a city or search a ruin. When the hero gain enough experience he will
level up and is able to learn new skills which will make him even more powerful in battle. Heroes can pick up and carry magical items
that will improve their skills and abilities. Items can be found in ruins and by killing other heroes who carry an item.
<br /><br />
Another big difference between heroes and other units is that they can mount other units. If a hero is grouped with a flying unit he is automatically
mounting the flying unit which allow him to travel over any terrain at the same movement cost as a flying unit.
Heroes can also mount aquatic creatures and cross waters and swamps with ease.
Heroes that haven\'t converted to a boat at a dock can step onto a ship from a bridge and sail with it.
Remember that a hero that is in hero form will drown at the end of the turn if there is noone else there to keep him afloat.
<br /><br />



<br /><br /><br />
<img src="'.$base_domain.'/4beta/interface2/heroview.jpg" style="float:right;" />
<b>Hero view</b><br />
To bring up the hero view go to the top menu <b>hero -> inspect </b>.<br /><br />
On the map shown to the left you can see where the hero is located marked by a X symbol.<br /><br />
Under the portrait you can find some basic information about your hero including his experience (XP) how
far it is to the next level and how many points the hero have.<br /><br />
At the center column you can buy upgrades for your points. The negative can only be used if you invest points in something but change your mind
before you click OK. Once you click okay you can\'t change your mind again. To find out what every bonus is you can read more under battle bonuses.
View radius is how far from your hero fog of war is removed and enemy units are revealed.
Learning is how fast you gain XP from battles.
<br /><br />
Each time you level up a hero the hero is awarded with 10 points.';

$lang['experience']						   = '
<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Experience</h2></center>
<br /><br />
The following actions will award your hero with more experience points.
All tasks give a small amount that is then multiplicated with your heros learning skill which commonly start at 100% but can be increased when the hero level up.
<br /><br />
<b>Search a ruin</b><br />
When you search a ruin you are awarded experience for killing the undead units according to the same model as normal battles.
You also get 2 xp, 4 xp, 7 xp for successfully making the search depending on ruin level .
<br /><br />
<b>Visit a temple</b><br />
When you visit a type of temple that you haven\'t visited before your hero is awarded with 1,5 xp.
<br /><br />
<b>Capture a city</b><br />
Capturing a city is awarded with 1,25 xp.
<br /><br />
<b>Kill enemy hero</b><br />
Killing a hero is awarded with 2 xp.
<br /><br />
<b>Battle experience calculation</b><br />
Add all enemy battle values including bonuses. ex: 10+15+20 = 45<br />
Divide it by the number of enemy units. ex 45 / 3 = 15<br />
Divide by 10. ex: 15 / 10 = 1,5.<br />
Add 0,75 for each unit. ex: 1,5 + (0,75 * 3) = 3,75 xp<br />
Divide by the amount of heroes in your army. ex: 3,75 / 1 = 3,75 xp.

<br /><br />
The experience ladder look like this.
<table>
<tr><td><b>Level</b></td><td><b>xp required</b></td></tr>
<tr><td>Level 1</td><td align="right">0</td></tr>
<tr><td>Level 2</td><td align="right">500</td></tr>
<tr><td>Level 3</td><td align="right">1000</td></tr>
<tr><td>Level 4</td><td align="right">1500</td></tr>
<tr><td>Level 5</td><td align="right">2250</td></tr>
<tr><td>Level 6</td><td align="right">3000</td></tr>
<tr><td>Level 7</td><td align="right">3750</td></tr>
<tr><td>Level 8</td><td align="right">4750</td></tr>
<tr><td>Level 9</td><td align="right">5750</td></tr>
<tr><td>Level 10</td><td align="right">6750</td></tr>
<tr><td>Level 11</td><td align="right">8000</td></tr>
<tr><td>Level 12</td><td align="right">9125</td></tr>
<tr><td>Level 13</td><td align="right">10250</td></tr>
<tr><td>Level 14</td><td align="right">11500</td></tr>
<tr><td>Level 15</td><td align="right">13000</td></tr>
<tr><td>Level 16</td><td align="right">14500</td></tr>
<tr><td>Level 17</td><td align="right">16000</td></tr>
<tr><td>Level 18</td><td align="right">18000</td></tr>
<tr><td>Level 19</td><td align="right">20000</td></tr>
<tr><td>Level 20</td><td align="right">22000</td></tr>
<tr><td>Level 21</td><td align="right">24500</td></tr>
<tr><td>Level 22</td><td align="right">27000</td></tr>
<tr><td>Level 23</td><td align="right">29500</td></tr>
<tr><td>Level 24</td><td align="right">33000</td></tr>
<tr><td>Level 25</td><td align="right">600000</td></tr>
</table>
';

$lang['ruinbattle']                        = '
<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Battle in ruins</h2></center>
<br /><br />
Battles in ruins can only be done by heroes since only heroes can search ruins.
Ruins are guarded by undead. To kill undead units the hero will fight with his undead lore value, his battle value doesn\'t matter in ruins.

The undead lore dice have 30 sides. 
The hero undead lore value can be increased to 30 so a hero may increase undead loreuntil its impossible to miss an attack.
vs the undead guardians.

';

$lang['itembonus']						   = 'Item bonuses are comming in beta 4';

$lang['terrain']						   = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Terrain</h2></center>
<br /><br />
There are different types of terrain. 

Here is a list of terrain with movement costs and battle bonuses.<br /><br />
<table cellspacing="0" cellpadding="6" border="1">
<tr><td><b>Terrain</b></td><td><b>Landscape</b></td><td><b>Move cost land / air / aquatic</b></td><td><b>Battle terrain</b></td></tr>
<tr><td>Open</td><td>Grassland</td><td>2 / 2 / 5</td><td>Open</td></tr>
<tr><td>Road</td><td>Surrounding terrain</td><td>1 / 1 / 5</td><td>Surrounding terrain</td></tr>
<tr><td>Forest</td><td>Forest</td><td>4 / 2 / 5</td><td>Forest</td></tr>
<tr><td>Swamp</td><td>Swamp</td><td>5 / 2 / 1</td><td>Swamp</td></tr>
<tr><td>Hills</td><td>Hill</td><td>6 / 2 / 5</td><td>Hill</td></tr>
<tr><td>Desert</td><td>Desert</td><td>3 / 2 / 5</td><td>Desert</td></tr>
<tr><td>Snow</td><td>Snow</td><td>4 / 4 / 5</td><td>Snow</td></tr>
<tr><td>Mountain</td><td>Mountain</td><td>Infinite / 4 / Infinite</td><td>Hill</td></tr>
<tr><td>Volcanic</td><td>Volcanic</td><td>Infinite / Infinite / Infinite</td><td>Hill</td></tr>
<tr><td>City</td><td>Cities</td><td>1 / 1 / 5</td><td>City</td></tr>
<tr><td>Ruin</td><td>Ruin / temple</td><td>2 / 2 / 5</td><td>City</td></tr>
<tr><td>Bridge</td><td>Bridge</td><td>1 / 1 / 1</td><td>Open</td></tr>
<tr><td>Any tower / resource field</td><td>Surounding terrain</td><td>Surrounding terrain</td><td>Surrounding terrain</td></tr>
<tr><td>Shore</td><td>Shore</td><td>Infinite / 2 / 1</td><td>Water</td></tr>
<tr><td>Shallow water</td><td>Shallow water</td><td>Infinite / 2 / 1</td><td>Water</td></tr>
<tr><td>Deep water</td><td>Deep water</td><td>Infinite / 2 / 1</td><td>Water</td></tr>


</table>
 
<br /><br />
Some units are specialized at moving in a certain terrain and pay less to move through it. When other units are grouped with those units they benefit from the move skill.
For example, hill costs 6 to move in, but giants move through hills at the cost of 2 so if you have a giant in your army all the units in the army can move through hills at the
cost 2.

<br /><br />
Some units are better at fighting in certain terrain. 
You can use terrain to your advantage. For example if you place orcs and wolfs on a road through a swamp you can force an incoming army to either fight the orcs
that will have battle 25 or take the slow way through the swamp. 

';
$lang['turn']							   = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Turns</h2></center>
<br /><br />
Each game round is called a turn. Each player will complete his/her turn and then send it to the next player by clicking end turn.
When all players have completed their turn the next turn is initiated.<br />
When many players play in the same game completing a whole turn can take several days. If you are eager to play faster there is a option called speed when hosting a game.
When this option is selected each turn must be completed within 3-5 minutes.

In team games each team is doing their turn simultaneously so team games can be quite fast even with 8 players.
';

$lang['cities_production']					= '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Production</h2></center>
<br /><br />
<img src="'.$base_domain.'/4beta/pediaimages/production.jpg" style="float:right;" />
This screen allow you to select what production your want to build in your city. 
To the left you can see what production that is available in the city. This can range from nothing to 4 different units types.
You can see some information about each unit type to the right of it. 
<br /><br />
If you click a unit it will be selected and you will see a more detailed information about it in the right box.<br />
There is some information about how well it perform in battle. To understand the battle bonuses you can read the battle bonus chapter.
<br /><br />
Build time is how many turns it take to complete the unit. 
Some units have a litle symbol of a hill, a forest or a swamp. These indicate movement bonuses in various terrain. 

The bird symbol means the unit can fly.<br />
Upkeep is the cost for the unit each turn.<br />
View radius is how far it can see to reveal enemy units and cities. Once you click okay or change to another city on the minimap the selected unit till start to be produced.

';
$lang['cities_buyprod']						= '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Buy production</h2></center>
<br /><br />

<img src="'.$base_domain.'/4beta/pediaimages/buy.jpg" style="float:right;" />
To upgrade the production capabilities in your city, you can buy additional unit types that can be produced in your city.
To know how good a unit is click it and you will see its full stats at the bottom. If you can afford it you can click the buy button and then select it in the production screen to
start producing it.';

$lang['cities_info']						= '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">About city info</h2></center>
<br /><br />
City info displays the owner of the city as well as the income generated by the city. Here you will also see the city defence strength (0-3), which corresponds to the number of shields displayed to the right of "Defence Strength". This value is controlled by the citywall level.
<br /><br />
The citywall level is only known by the cityowner (while the city defence can be seen by all), and goes from 0-8.
<br /><br />
<table border="1" cellspacing="0" cellpadding="5"><tr><td><b>Citywall level</b></td><td><b>City defence strength</b></td><td><b>Upgrade cost per level</b></td></tr>
<tr><td>0-2</td><td>0</td><td>50</td></tr>
<tr><td>3-5</td><td>5</td><td>100</td></tr>
<tr><td>6-7</td><td>10</td><td>200</td></tr>
<tr><td>8</td><td>15</td><td>400</td></tr></table>
';


$lang['vectoring']                         = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Vectoring</h2></center>
<br /><br />
Vectoring means that units that are produced in a city are automatically transfered to another city. The unit is not walking on the map so it can\'t be attacked in transit.
Units take 2 turns to make the transit no matter how far the destination city is. For example, a crow which takes 1 turn to produce will then spend 2 turns in transit 
before it will popup in the destination city, but the next crow will start to produce while the first is in transit. You can have several units in transit.
<br /><br />
If you cancel the vector the units in transit will continue to the destination city, but all new units will popup in the source city.
So when setting up a vector you are not losing production.
when you cancel the vector the units in transit will continue and become available on the same turn as new units are produced in the source city so what you lost when
you started the vector is gained when you cancel it.
<br /><br />
You can have up to four vecotrs to one city. This can for example make a interesting surprise strategy if you take a city in the middle of enemy territory and vector several
cities to that city.
<br /><br /><br />
<img src="'.$base_domain.'/4beta/pediaimages/vector.jpg" style="float:right;" />
<b>To setup a vector</b>
<br />
To create a vector go to the vector page in the city and click the set vector button and then the city you want to send your production to.
A white line and a square will show you the vector and destination city.
<br /><br />
<b>To cancel a vector</b>
<br />
To cancel a vector, go to either the destination or source city and then to the vector page. Click the X to cancel vectoring. 
Units in transit will continue to the destination city.
';

$lang['fightorder']     = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Fight order</h2></center>
<br /><br />
Using the fight order is more important than most new players think. It can be used to deceive your opponents and to be more powerful in battles.
All units are default ranked according to the price which you can buy them for in your city. However this is not always the best way to let your units fight.
<img src="'.$base_domain.'/4beta/pediaimages/fightorder.jpg" style=\'float:right;\' />
Your enemies can only se the best unit in your stack, or the best unit accordning to your fight order. So if you set the scout as your best unit
your enemy will not know what else is in the stack unless he attacks it. However remember that the scout will fight last if you set him to the best unit and 
all your good units will die first.

This can be used to make armies appear less good than they are.
It can also be used to hide your new super unit that you don\'t want anyone to know about until you use it.
<br /><br />
The fight order can be changed at any time between battles.
<br /><br />
To set your fight order just drag around the units to the desired order and then click okay.

';

$lang['browserinfo']     = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Performance tips</h2></center>
<br /><br />
This game is tested to work in IE, Fire Fox, Opera and Chrome.
While it can be played in all modern browsers the choice of browser will make a quite big impact when playing. 
We advise you to use Chrome, Opera or Fire fox.

<br /><br />
For example the latest version of opera and chrome are more than 15 times faster on an average than internet explorer 8 and faster than fire fox.
Compare it playing modern 3d games on a 5 year old computer, a 2 year old computer or a new computer.
Only difference its free to have a fast browser while it costs money to have a new computer.  
<br /><br />
Google have recognized this problem and created a plugin for internet explorer users called google chrome frame (GCF). Chrome frame will add some
 features missing in internet explorer and speed up javascript performance by 2-3 times on sites that have been created to take advantage of
 chrome frame. Warbarons is using chrome frame so if you prefer to use internet explorer we recommend you to accept the plugin that will prompt
 when you enter a game. Internet explorer 9.0 is supposed to be fast but our experience is that its behind the rest in real world applications so we still
 recommend you to install google chrome frame.
 <br /><br />
 
You can click the benchmark to view the latest SunSpider benchmark results from Microsoft.
<br /><br />
<a href="http://ie.microsoft.com/testdrive/benchmarks/SunSpider/Default.html" target="blank_"><img src="'.$base_domain.'/4beta/interface2/bench.png" border="0" /></a>

';


$lang['mapeditor']     = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Map editor</h2></center>
<br /><br />
<b>Map creation</b><br />
Creating a map is quite simple, to the left you have a set of different types of terrain. Each terrain give certain units an advantage.
Select the type of terrain you want to use and start painting on the map.
To the right you can find various paint tools.  
<b>Brush</b> will place a single tile of terrain on the map per click. It\'s good to use when creating detailed terrain.
If you are going to make a larger area you can use the <b>square tool</b> which is good to quickly cover larger areas.
When it is selected click on the map and then a few tiles away and the rectangle inside the area will fill up with the selected terrain.
<br /><br />
When placing terrain the system will randomly place different tiles to break the pattern like look.
When you are drawing a larger area of the same type of terrain it will randomly place big tiles. You can use the brush tool and place
the same terrain again and again to get different results. There is no way to specifically controll which tile or big tile that is used.
There are 4x4 big tiles for all terrain types except swamp.
<br /><br />
Roads will make travelling fast as all units move at the cost of 1 on roads. Roads are considered the same typ of terrain as they are painted on
when it comes to battle bonuses. This can be used to create a passage where for example a dwarf, giants or wolves can block a passage through hills.
You can use the road tool to create bridges, bridges are considered open terrain.
<br /><br />
The docking symbol will allow armies to convert from boat to land and vice versa. When converting the army lose all movement except 2.
<br /><br />
Cities and ruines / temples can only be removed by using the X symbol.
<br /><br />
Ruines comes in three levels listed from the easiest to the hardest. Right now the ruins will just give a bit of money but
will later be guarded by a monster and hold random items / tresures / allies.  
<br /><br />
The greek inspired temple will give units +1 stength and the middle eastern inspired temple will give units +2 move.
<br /><br />


<b>Map settings</b><br />
At the bottom right there is a option to select between map controlled start position and random start positions.
If you select random start positions the map can be played with any number of players and the start positions will be randomly selected every time a game is
hosted on the map.<br /><br />
If you select map controlled you have to decide which cities that are start positions. Select edit mode and click a city to
set up starting cities and other city options. You can make several cities of the same player color, the game will then randomly select
one of those cities to be the starting position for one side.
The map will only be playable for as many players as you select starting positions in different castle style.

<br /><br />
<b>Map management</b><br />
This chapter describes how to play your map and how to allow others to host games on it.
When you are satisfied with your map and want to play it, save it and then finalize it (from the top menu).
<br /><br />
When you finalize the map it\'s placed in one of your finalize slots. There is a limit on how many maps you can
have in finalize status. During the beta we have set the limit to 2 maps.
When the map is finalized you will be able to start games on it, listed under my maps.
<br /><br />
If you would like the map to become available for others you can click submit in the topmenu. The map will now be listed under maps
in the community. Other visitors will be able to load it and look at it in the editor, give you comments on it and place votes.
It will also allow them to place the map in their map preview slots to play it.
<br /><br />
At the moment the votes serve as a help for us to decide which maps to make official maps. If we decide to make your map a official map
you will free up a finalize slot and the map will be listed as a official map when hosting games. Your name will still be listed as the creator of the map.
If you are interested in making a official map try to think about strategic possiblites to create a map with interesting game play. It can take quite a while to make a
good map.
<br /><br />
The lists of official maps won\'t grow forever so when there are a certain amount of maps the maps that noone play will be removed from the official list in favour for
new maps. 
<br /><br />
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$lang['interface']						   = '<center><h2 style="font-weigth:bold; font-size:18px; text-decoration:underline;">Interface</h2></center>
<br /><br />
Interface is comming';

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