SurvivalGuide_EN = {
    SurvivalGuide_entrie15title = "#15 - NPCS IN THE WORLD",
    SurvivalGuide_entrie15txt = " <CENTRE> "<SIZE:large> #15 - NPCS IN THE WORLD <LINE> <IMAGECENTRE:media/ui/spiffo/spiffoSurvivor2.png> <LINE> <SIZE:medium> Humans are the real threat.",
    SurvivalGuide_entrie15moreinfo = " <H1> NPCs and you <BR>"..
    " <TEXT> When you enter a save with the mod for the first time, you will be presented with the procedural generation map. This map looks identical to the normal world map, with the difference that it displays all houses inhabited by npcs as red.<BR>"..
    " <TEXT> In the top center, you will find the current stats. They are updated live while the simulation is running to show you some stats for all npcs.<BR>"..
    " <TEXT> To the left are the settings for the simulation, as well as the control buttons (start, stop, and reset) at the bottom.<BR>"..
    " <TEXT> Some settings and what they mean:<BR>"..
    " <TEXT> 1. The settings under general control the initial couples at the start of the simulation along with how many kids they can have, and their ages.<BR>"..
    " <TEXT> 2. Pregnancy chance - any female NPC's chance of becoming pregnant every month if they are married.<BR>"..
    " <TEXT> 3. Friend chance - Any NPC's chance to befriend another npc.<BR>"..
    " <TEXT> 4. Date chance - Any single NPC's chance to date and/or marry another NPC that is single.<BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Job and crime:<BR>"..
    " <TEXT> NPCs with a job will work and gain wealth for their family, as well as gain xp in skills relevant to their jobs.<BR>"..
    " <TEXT> In addition to working, NPCs have a risk of losing their job, controlled by Job loss risk. Once they lose their job, they will either turn more immoral, controlled by Crime rate, turn to a life of crime, controlled by Morality cutoff, or find a new job, controlled by Job find chance.<BR>"..
    " <TEXT> If a NPC becomes a criminal, they will try to do crime. Which crime they try to do is random, and if they happen to get caught, they can end up in jail.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Where are the npcs? <BR>"..
    " <TEXT> If you are not getting tons of errors, the mod should be working. The npcs in the mod are different in the sense that they do not "orbit" you. They are distributed all over the map depending on the zombie intensity in that area. Aside from that, the npcs (currently) follow a schedule where they patrol around their house and rest during the day, and only rest during the night. The easiest way to find them is to use a walkie-talkie (portable two-way radio) and use the 'Contact nearby survivors'-option. It will mark npc safehouses on your map.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Why can't I attack the NPCs? <BR> <TEXT> The way the mod is implemented, you will automatically be able to attack NPCs that are hostile towards you.<BR>"..
    "To override this, there is a red icon to the left of the screen with two crossed axes and a lock. That means PvP is off i.e. you cannot attack the npcs. Pressing the icon or pressing G will enable PvP. The hotkey, G, can also be changed in options.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> What is "relationship"? <BR> <TEXT> Npcs have relationship with you and other npcs they encounter (or have encountered). It is a number between -100 and 100 that controls how much they like you or other npcs. The number itself is a sum of all positive and negative memories a npc has about another npc. Having good conversations with npcs typically increases relationship while insulting them or fighting them decreases it. These effects all fade over time as well. Some npcs e.g. soldiers will always see you as hostile (for now).<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Are there hostile npcs? <BR>"..
    " <TEXT> By default there are hostile npcs generated during procedural generation. <BR>"..
    " <TEXT> Some of these npcs will be in prison when the Knox Event begins. They will then escape and try to return home, hence they can be identified by their orange jumpsuits. Other criminals happen to not be in jail at the time of the Knox Event.<BR>"..
    " <TEXT> Hostile NPCs will currently only try to rob you. They will turn aggressive you if you hit them, or try to run away. They can also try to raid your base if they happen to find it.<BR><BR>"..
    "",

    SurvivalGuide_entrie16title = "#16 - YOUR NPCS",
    SurvivalGuide_entrie16txt = " <CENTRE> "<SIZE:large> #16 - YOUR NPCS <LINE> <IMAGECENTRE:media/ui/spiffo/spiffoSurvivor2.png> <LINE> <SIZE:medium> An enemy of an enemy is a friend.",
    SurvivalGuide_entrie16moreinfo = " <H1> How to make friends<BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> How do I make the npcs join my group? <BR>"..
    " <TEXT> There are three factors that control whether npcs want to join you, the relationship to the people in their group, the relationship with the player, and their trusting attribute, which is a part of their personality.<BR>"..
    " <TEXT> You can ask a npc to join you by right-clicking them and selecting the "Speak" option. Under the suboption "About their group", you can either ask them to join your group, or ask if their entire group wants to join. <BR> If they don't accept, the peaceful option is to speak with them regularly, until they decide to join you. Beware, they don't take kindly being asked to join you too often. If you want a more violent route, you can opt to take out some of the group members to increase the chance of them joining you.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> The NPC overlay <BR>"..
    " <TEXT> The NPC overlay gives you an overview of all NPCs in your personal group. This group is limited to 8 npcs in total. <BR>"..
    " <TEXT> The NPC overlay currently allows you to manually order NPCs to perform some tasks. To mention some, you can e.g. ask them to stay in a specific place or follow you.<BR>"..
    " <TEXT> There is also some tasks that are not meant to be available when the mod is fully imlpemented e.g. farming, chopping trees, dumping corpses etc. These will eventually be remoed when they become integrated into the job priority system.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> The NPC radial<BR>"..
    " <TEXT> By holding down tab, you can bring up the NPC radial. Using this, you can control the NPCs in your group by:<BR>"..
    " <TEXT> 1. How close/far the NPCs will follow you.<BR>"..
    " <TEXT> 2. Whether they keep their weapons away or ready (in their hands).<BR>"..
    " <TEXT> 3. What kind of weapon they will use.<BR>"..
    " <TEXT> 4. Whether they will try to disengage from a fight, stay, or fight more aggressively.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Safehouse <BR>"..
    " <TEXT> The safehouse is your base of operations. In order to have a safehouse, you need to claim it. This can be done in two ways:<BR>"..
    " 1. By right-clicking an existing building and selecting the option 'Claim safehouse'<BR>"..
    " 2. By right-clicking anywhere and selecting the option 'Claim safehouse(free hand)'<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> The NPC overview <BR>"..
    " <TEXT> The NPC overview shows you, in order, NPCs in your personal squad, NPCs in your safehouse, and finally all active squads.<BR>"..
    " <TEXT> NPCs in your personal squad and safehouse NPCs can be moved between your squad and safehouse as long as you have no more than 8 NPCs in your personal squad.<BR>"..
    " <TEXT> You can also set a nicknames for your NPCs.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Safehouse zones <BR>"..
    " <TEXT> 1. Chop Trees - NPCs will chop trees within this area.<BR>"..
    " <TEXT> 2. Clean - NPCs willl clean within this area. It is recommended to not let this area cover inaccessible areas, since it might cause NPCs to bug out.<BR>"..
    " <TEXT> 3. Corpse Clear - NPCs will clear out corpses from this area. <BR>"..
    " <TEXT> 4. Corpse Dump - The single corpse dump area, where corpses are dumped. It is recommened that this does not overlap with any corpse clear area.<BR>"..
    " <TEXT> 5. Farming - Defines an area that the NPCs can farm. This area works a bit differently than other areas. See the Farming section below. <BR>"..
    " <TEXT> 6. Guard - Defines an area that guarding NPCs will patrol the perimeter of.<BR>"..
    " <TEXT> 7. Kitchen - NPCs will store all food items within this area. Perishable items will be prioritized to be put in the fridge if possible.<BR>"..
    " <TEXT> 8. Storage - NPCs will store all non-food items within this area, as long as it doesn't overlap with a kitchen area.<BR>"..
    " <TEXT> 9. Wash - NPCs are allowed to use water sources within this area to wash themselves.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Job priority system<BR>"..
    " <TEXT> The job priority system is heavily inspired by Rimworld.<BR>"..
    " <TEXT> For each job, you can assign 5 priorities:<BR>"..
    " <TEXT> 1. C - Critical (highest)<BR>"..
    " <TEXT> 2. H - High<BR>"..
    " <TEXT> 3. M - Medium<BR>"..
    " <TEXT> 4. L - Low (lowest)<BR>"..
    " <TEXT> 5. Off <BR>"..
    " <TEXT> Task that are off will be ignored. For every other level, the NPCs will check all tasks assigned to that level of priority and see if there is a job available for them. If not, they move onto the next job type.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Barricading<BR>"..
    " <TEXT> NPCs assigned to barricade needs a hammer, planks, and (unpacked) nails. They have to find these by themselves in the safehouse i.e. you shouldn't hand it to them. NPCs cannot make metal barricades.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Chopping trees<BR>"..
    " <TEXT> In order to chop trees, there needs to be an axe available for the NPCs. If there is an axe in the safehouse, the NPCs will find it by themselves, take it, and then go to chop trees.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Clearing corpses<BR>"..
    " <TEXT> NPCs will clear corpses from inside the corpse clear zone(s), and dump them in the corpse dump zone. Although it might work somewhat, it is not recommended to have the corpse clear and the corpse dump zones overlap. Also, the pathfinding doesn't know that NPCs are carrying corpses, so it might include vaulting of fences. Keep this in mind when planning the placement of the zones.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Farming <BR>"..
    " <TEXT> NPCs are able to farm. They can plow, plant, and water, albeit with some restrictions. Planting requires seeds to be unpacked. Likewise, they are not able to fill water containers by themselves and will need help to do so.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Guarding <BR>"..
    " <TEXT> Guarding NPCs will pick a random direction for a starting point and a random patrol direciton. From there, the NPCs will walk around the edges of the guard area until they come back to where they started. A new starting point and direction is then picked.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Organize <BR>"..
    " <TEXT> The organize task is currently not fully implemented. It's intended to help NPCs reorganize your loot in your safehouse, but it's only current use is to make NPCs pick up logs from any chop tree area.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Scavenging <BR>"..
    " <TEXT> By going to the world map, you can send out NPCs to scavenge. <BR>"..
    " <TEXT> Start with sending NPCs to your personal group from the NPC overview. After that, open the world map. There will be a NPC overlay at the top. If you left-click a NPC, they will become selected indicated by a red square around them. If you hold shift and left-click, you will select multiple. <BR><BR>"..
    " <TEXT> Once you have selected the NPCs, right-click anywhere on the map and select 'Scavenge'. By pressing left-click (released left-click, holding will pan the map), you begin selection. To end selection, left-click on the map.<BR><BR>"..
    " <TEXT> Finally, when the scavenge area is selected, you can press the green 'Scavenge' button to sent them on their way. They will then form a new 'squad' that will be visible on the map. The position shown will be the average position of all the squad's members. <BR>"..
    " <TEXT> If you change your mind, you can also go up to the scavenging NPCs and ask them to follow you back. <BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Scouting<BR>"..
    " <TEXT> Aside from scavenging, NPCs can also be sent out to scout. When NPCs are sent out to scout, they will scan the selected area in a 5x5 grid. For every piece of the grid, they will find all available safehouses and mark them on your map.<BR>"..
    " This feature isn't finalized and is subject to change.<BR><BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> Washing <BR>"..
    " <TEXT> NPCs are able to wash themselves. Infinite source e.g. lakes, they can find by themselves. If there are no infinite sources available, you will need to assign wash areas for them. This gives them "permission" to wash.<BR>"..
    "",

    SurvivalGuide_entrie17title = "#17 - NPC FACTIONS",
    SurvivalGuide_entrie17txt = " <CENTRE> "<SIZE:large> #17 - NPC FACTIONS <LINE> <IMAGECENTRE:media/ui/spiffo/spiffoSurvivor2.png> <LINE> <SIZE:medium> They do move in herds.",
    SurvivalGuide_entrie17moreinfo = " <H1> NPC factions to look out for <BR>"..
    " <TEXT> <CENTRE> <SIZE:medium> The military <BR>"..
    " <TEXT> Although the military has been active for a long time in Knox Country, they have recently gone on high alert, with leave being cancelled and Knox Country being placed under quarantine. <BR>"..
    " <TEXT> To them, you are infected, no matter if you're sick or not. They will shoot if they have too.<BR>"..
    " <TEXT> But even with their aggressiveness, there's doubt building...<BR>"..
    " ",

}
