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{
"meta": {
"name": "English"
},
"ui": {
"theme": "Theme",
"language": "Language",
"settings": "Save & settings",
"close": "Close",
"overview": "Overview",
"totalProduced": "Total produced",
"production": "Production / s",
"demand": "Demand / s",
"income": "Income / s",
"manual": "Manual work",
"market": "Market",
"price": "Price",
"priceDown": "Lower the price",
"priceUp": "Raise the price",
"marketing": "Marketing",
"automation": "Automation",
"buyAmount": "Buy amount",
"max": "Max",
"upgrades": "Upgrades",
"noUpgrades": "Keep producing to unlock upgrades.",
"perSecond": "{value}/s",
"makeYield": "+{amount} per click",
"batchInfo": "+{amount} {@theme.res.material} · {trend} {cost}",
"marketingInfo": "Level {level} → demand ×{multiplier} · {cost}",
"owned": "Owned: {count}",
"rateEach": "{rate}/s each",
"upgradeCount": "{owned} / {total}",
"hintDemand": "At this price customers want {demand}/s; you make {production}/s.",
"hintDemandOnly": "At this price customers want {demand}/s.",
"marketShort": "Demand outpaces your output: you are selling too cheap.",
"marketLong": "You make more than customers want: stock piles up. Try a lower price.",
"marketBalanced": "Supply and demand are about even.",
"menu": "Menu",
"clickToBuy": "Click a block to buy it."
},
"effect": {
"click_mult": "Manual work ×{value}",
"generator_mult": "{target} output ×{value}",
"global_mult": "All automation ×{value}",
"demand_mult": "Demand ×{value}",
"value_mult": "Sale value ×{value}",
"material_efficiency": "{@theme.res.material} goes ×{value} further",
"batch_discount": "{@theme.res.material} is {percent}% cheaper",
"auto_buy_material": "Restocks {@theme.res.material} automatically",
"batch_size_mult": "{@theme.res.material}: ×{value} per purchase",
"dividend_mult": "Investment dividends ×{value}",
"reliability_add": "Gamble reliability +{percent}%",
"offline_add": "Offline efficiency +{percent}%",
"contract_mult": "Contract rewards ×{value}",
"rp_mult": "{@theme.res.research} ×{value}",
"generator_cost_mult": "Automation costs {percent}% less",
"start_funds": "Each run starts with {funds}",
"price_advisor": "Reveals the balanced price",
"material_price_mult": "{@theme.res.material} price ×{value}",
"legacy_gain_mult": "{@theme.res.legacy} gains ×{value}"
},
"time": {
"seconds": "{value} s",
"minutes": "{value} min",
"hoursMinutes": "{hours} h {minutes} min"
},
"settings": {
"title": "Save & settings",
"export": "Export your save",
"exportHelp": "Download the file, or copy the text. Keep it to move your progress to another browser or device.",
"downloadJson": "Download .json",
"downloadTxt": "Download .txt",
"copy": "Copy text",
"import": "Import a save",
"importHelp": "Choose a .json or .txt file, or paste the text below. It replaces your current progress, whatever the theme.",
"importFile": "Choose a file…",
"pastePlaceholder": "Paste the exported text here",
"importText": "Import pasted text",
"danger": "Danger zone",
"reset": "Reset all progress",
"resetConfirm": "Erase all progress? This cannot be undone."
},
"toast": {
"cookiesBlocked": "Cookies are blocked, so progress cannot be saved in this browser. Use Save & settings to export it.",
"saveFailed": "Could not save your progress. Export it from Save & settings.",
"welcomeBack": "Welcome back! While you were away ({duration}) you made {produced} {@theme.res.units} and earned {funds}.",
"imported": "Save imported.",
"copied": "Copied to the clipboard.",
"copyFailed": "Could not copy. Select the text and copy it manually.",
"reset": "Progress reset.",
"tabUnlocked": "New section unlocked: {name}",
"contractDone": "Contract complete! {reward}",
"contractFailed": "Contract failed: time ran out.",
"eventIncident": "Incident: {title}",
"achievement": "Achievement: {title}",
"restarted": "A new run begins! +{gain} {@theme.res.legacy}",
"repaired": "Your save came from an older version whose legacy bonus could grow out of control. It was rebalanced: legacy points and perks were capped and the run restarted. Research and achievements were kept."
},
"error": {
"import": {
"empty": "Nothing to import.",
"invalid": "This is not a valid save.",
"wrong_game": "This file is not an Idle Clicker save."
}
},
"tab": {
"main": "Production",
"contracts": "Contracts",
"invest": "Investments",
"research": "Research",
"legacy": "Legacy",
"achievements": "Achievements"
},
"invest": {
"intro": "Prices change every {seconds} s and drift back towards their fair value. Holdings pay a dividend each time. Every trade costs a {fee}% fee.",
"tier": {
"low": "Low risk",
"mid": "Medium risk",
"high": "High risk"
},
"tierInfo": "Moves up to ±{swing}% per update · {dividend}% dividend",
"portfolio": "Portfolio value",
"invested": "Invested",
"profit": "Profit",
"amountLabel": "Amount per trade (share of your funds when buying, of the holding when selling)",
"amount": "Amount per trade",
"nextUpdate": "Next price update in {seconds} s",
"sell": "Sell",
"priceLine": "Price {price} ({gap} vs fair value)",
"heldLine": "Held: {value} ({profit})",
"heldNone": "Nothing held",
"clickToBuy": "Click to buy"
},
"gamble": {
"intro": "{@theme.res.chips} are hard to buy and harder to keep. Stake some on a cycle: win and the stake doubles, hit a jackpot and it multiplies, lose and it is gone, crash and you lose even more. They also boost demand.",
"bonus": "Demand ×{bonus}",
"buyChip": "Buy one · {cost}",
"reliability": "Improve reliability ({level}/{max}) · {cost}",
"reliabilityMax": "Reliability at maximum ({level})",
"play": "Play",
"stake": "Stake",
"stakeOne": "1",
"stakePercent": "{percent}%",
"stakeAll": "All",
"odds": "Win {win}% · Jackpot ×{multiplier} {jackpot}% · Crash {crash}% · Lose {lose}%",
"cooldown": "Recharging… {seconds} s",
"log": "Last results",
"logEmpty": "No cycle played yet.",
"result": {
"win": "Win! +{amount} {@theme.res.chips}",
"jackpot": "JACKPOT! +{amount} {@theme.res.chips}",
"lose": "Lost {amount} {@theme.res.chips}",
"crash": "CRASH! Lost {amount} {@theme.res.chips}"
}
},
"research": {
"intro": "Labs produce research slowly, even while you are away. Spend it on permanent upgrades; research survives a legacy restart.",
"rate": "{rate}/s",
"labs": "Labs: {count} · {perLab}/s each",
"buyLab": "Build a lab · {cost}",
"labMax": "Labs at maximum",
"cost": "{cost}",
"owned": "Researched",
"requires": "Requires: {names}",
"branch": {
"prod": "Production",
"mkt": "Market",
"log": "Logistics",
"fin": "Finance",
"ins": "Insight"
},
"node": {
"r_prod_1": "Optimised Workflows",
"r_prod_2": "Automation Suite",
"r_prod_3": "Total Integration",
"r_mkt_1": "Market Analysis",
"r_mkt_2": "Brand Strategy",
"r_mkt_3": "Premium Positioning",
"r_log_1": "Resource Efficiency",
"r_log_2": "Bulk Procurement",
"r_log_3": "Lean Manufacturing",
"r_fin_1": "Portfolio Management",
"r_fin_2": "Risk Modelling",
"r_fin_3": "Negotiation Training",
"r_ins_1": "Research Methods",
"r_ins_2": "Remote Operations",
"r_ins_3": "Price Oracle"
}
},
"contracts": {
"events": "Opportunities",
"eventNone": "Nothing right now. Opportunities show up from time to time: be quick.",
"claim": "Seize it!",
"timeLeft": "{time} left",
"effects": "Active effects",
"buff": {
"demand": "Demand ×{value}",
"production": "Production ×{value}",
"material": "{@theme.res.material} price ×{value}"
},
"active": "Contract",
"activeNone": "No contract in progress. Accept an offer below.",
"abandon": "Abandon",
"progress": "{done} / {target} sold · {time} left",
"board": "Offers",
"boardInfo": "A new offer appears every {seconds} s; the oldest one expires. Sell the target amount in time to earn the reward.",
"offersNone": "No offers yet.",
"accept": "Accept",
"template": {
"sprint": "Sprint",
"steady": "Steady order",
"marathon": "Marathon"
},
"goal": "Sell {target} {@theme.res.units} within {duration}",
"reward": {
"funds": "Reward: {amount}",
"research": "Reward: {amount} {@theme.res.research}",
"chips": "Reward: {amount} {@theme.res.chips}",
"boost": "Reward: production ×{value} for {duration}"
}
},
"event": {
"surge": {
"title": "Demand surge",
"text": "Customers flock to you: demand ×{value} for {seconds} s."
},
"rush": {
"title": "Production rush",
"text": "Everyone works overtime: production ×{value} for {seconds} s."
},
"windfall": {
"title": "Windfall",
"text": "An unexpected buyer pays a lot, right now."
},
"crash": {
"title": "Supply crash",
"text": "{@theme.res.material} costs ×{value} for {seconds} s."
}
},
"legacy": {
"intro": "Start over for permanent {@theme.res.legacy}. Each point adds a lasting bonus to production and demand, but with diminishing returns: the more points you have, the less each new one adds. Points come from everything you have ever produced, so each further point takes much more than the last. You keep research, perks, achievements and statistics.",
"earned": "Earned in total",
"restarts": "Restarts",
"passive": "Passive bonus",
"passiveValue": "×{bonus}",
"restartTitle": "Start a new run",
"gain": "Restarting now earns {gain} {@theme.res.legacy}.",
"need": "The next point comes at {need} {@theme.res.units} produced in total ({have} so far).",
"ready": "You can restart now. Waiting for a much bigger total before restarting earns more points at once.",
"restart": "Restart",
"confirm": "Start a new run? You keep research, legacy, achievements and statistics. You lose this run's production, funds, upgrades, investments and chips.",
"perks": "Perks",
"perk": {
"lg_prod": "Industrial Memory",
"lg_demand": "Brand Heritage",
"lg_cost": "Lean Blueprints",
"lg_start": "Head Start",
"lg_offline": "Night Shift",
"lg_rp": "Research Archive"
},
"level": "{level}/{max}",
"perkCost": "{cost} {@theme.res.legacy}",
"maxed": "Maxed"
},
"ach": {
"summary": "{done} / {total} achieved · bonus ×{bonus}",
"done": "Achieved",
"cond": {
"lifetimeProduced": "Produce {value} {@theme.res.units} in total",
"generatorsOwned": "Own {value} automation units",
"upgradesOwned": "Buy {value} upgrades",
"investProfit": "Make {value} profit from investments",
"gambleWins": "Win {value} gamble cycles",
"chips": "Hold {value} {@theme.res.chips}",
"contractsDone": "Complete {value} contracts",
"researchOwned": "Complete {value} research",
"prestiges": "Restart {value} times",
"eventsClaimed": "Seize {value} opportunities"
},
"title": {
"a_prod_1": "First Steps",
"a_prod_2": "Getting Serious",
"a_prod_3": "Industrial Scale",
"a_prod_4": "Beyond Imagination",
"a_prod_5": "Cosmic Output",
"a_gen_1": "Small Team",
"a_gen_2": "Big Operation",
"a_gen_3": "Endless Workforce",
"a_upg_1": "Tinkerer",
"a_upg_2": "Perfectionist",
"a_inv_1": "Pocket Money",
"a_inv_2": "Smart Money",
"a_inv_3": "Tycoon",
"a_gam_1": "Beginner's Luck",
"a_gam_2": "High Roller",
"a_gam_3": "Chip Collector",
"a_con_1": "Deal Maker",
"a_con_2": "Reliable Partner",
"a_res_1": "Curious Mind",
"a_res_2": "Master Scientist",
"a_leg_1": "Fresh Start",
"a_leg_2": "Eternal Return",
"a_evt_1": "Quick Hands"
}
},
"endless": {
"title": "Endless upgrades",
"intro": "Finish a family of upgrades and it carries on forever: every level multiplies its effect again and costs exponentially more. There is no real end.",
"amount": "Levels to buy",
"level": "Level {level}",
"perLevel": "Each level: {effect}",
"total": "Now: {effect}",
"none": "No level yet",
"maxed": "Maxed",
"name": {
"generator": "{target} overhaul",
"e_click": "Manual mastery",
"e_global": "Total optimisation",
"e_demand": "Mass appeal",
"e_value": "Premium margin",
"e_efficiency": "{@theme.res.material} thrift",
"e_discount": "Hard bargaining",
"e_stack": "{@theme.res.material} stockpiling",
"e_cost": "Economies of scale"
}
}
}