¬ Strings that only appear in battle
{BMT_TOGGLE_SKIRMISH_ON}	Enable skirmish mode
{BMT_TOGGLE_FIRE_ON}	Enable fire at will mode
{BMT_TOGGLE_SKIRMISH_OFF}	Disable skirmish mode
{BMT_TOGGLE_FIRE_OFF}	Disable fire at will mode
{BMT_TOGGLE_DEFEND_ON}	Enable guard mode 
{BMT_TOGGLE_DEFEND_OFF}	Disable guard mode 
{BMT_TOGGLE_FORMATION_TIGHT}	Set unit formation to 'tight'
{BMT_TOGGLE_FORMATION_LOOSE}	Set unit formation to 'loose'
{BMT_TOGGLE_SPECIAL_FORMATION_ON}	Set units to specialist formation (Spearwall/Circle and Shoot etc.)
{BMT_TOGGLE_SPECIAL_FORMATION_OFF}	Disable unit's special ability
{BMT_RADAR_ZOOM_IN}	Zoom in on current location
{BMT_RADAR_ZOOM_OUT}	Zoom out of current location
{BMT_SHOW_GROUP_FORMATIONS}	Show group formation buttons
{BMT_HIDE_GROUP_FORMATIONS}	Hide group formation buttons
{BMT_HALT}	Stop current orders
{BMT_WALK}	Walk
{BMT_RUN}	Run
{BMT_WITHDRAW}	Withdraw
{BMT_PAUSE}	Pause
{BMT_NEW_PLAY}	Play
{BMT_FASTER}	Faster
{BMT_SLOWER}	Slower
{BMT_RADAR}	Radar
{BMT_GROUP}	Group selected units
{BMT_UNGROUP}	Ungroup selected units
{BMT_FAT_FRESH}	Fresh
{BMT_FAT_WARMED_UP}	Warmed up
{BMT_FAT_WINDED}	Winded
{BMT_FAT_TIRED}	Tired
{BMT_FAT_MOST_TIRED}	Exhausted
{BMT_FAT_EXHAUSTED}	Very tired
{BMT_MOR_BESERK}	Heroic
{BMT_MOR_IMPETUOUS}	Impetuous
{BMT_MOR_HIGH}	Eager
{BMT_MOR_FIRM}	Steady
{BMT_MOR_SHAKEN}	Shaken
{BMT_MOR_WAVERING}	Wavering
{BMT_MOR_ROUTING}	Broken
{BMT_BATTLE_DEPLOYMENT}	Battle Deployment
{BMT_END_DEPLOYMENT}	Start Battle
{BMT_WAIT}	Wait:
{BMT_START_DEPLOYMENT}	Start Deployment
{BMT_CHAT_SUPPORT}	Support
{BMT_CHAT_RETREAT}	Retreat
{BMT_CHAT_ADVANCE}	Advance
{BMT_CHAT_ATTACK}	Attack
{BMT_CHAT_HELP}	Offer help
{BMT_CHAT_SUPPORT_FLANK}	Support my flank
{BMT_CHAT_SUPPORT_ATTACK}	Support my next attack
{BMT_CHAT_SUPPORT_ADVANCE}	Support my advance
{BMT_CHAT_RETREAT_FLANK}	Pull back to cover my flank
{BMT_CHAT_RETREAT_GENERAL}	Withdraw all troops now!
{BMT_CHAT_ADVANCE_LINE}	Advance along battle line
{BMT_CHAT_ADVANCE_KEEP_UP}	Keep up with my troops
{BMT_CHAT_ATTACK_ALL}	Attack anyone
{BMT_CHAT_RETREAT_TO_POS}	Fall back to the position shown
{BMT_CHAT_ADVANCE_TO_POS}	Advance to the position shown
{BMT_CHAT_ATTACK_POS}	Attack units at the position shown
{BMT_CHAT_USER}	Custom
{BMT_CHAT_CANCEL}	Cancel
{BMT_CHAT_HELP_BODY}	I'm here to help. Tell me what to do.
{BMT_SPECIFY_POSITION}	Point at an area of the map and specify a position with the 'order' mouse button
{BMT_SIEGE_EQUIPMENT}	Siege equipment
{BMT_DEPLOY_SIEGE}	Drag equipment icon onto a unit card to deploy
{BMT_ACT_IDLE}	Idle
{BMT_ACT_HIDING}	Hiding
{BMT_ACT_READY}	Ready
{BMT_ACT_REFORMING}	Reforming
{BMT_ACT_MOVING}	Marching
{BMT_ACT_FIRING}	Firing missiles
{BMT_ACT_RELOADING}	Reloading
{BMT_ACT_CHARGING}	Charging
{BMT_ACT_FIGHTING}	Fighting
{BMT_ACT_RUNNING_AMOK}	Running amok
{BMT_ACT_INFIGHTING}	Infighting
{BMT_ACT_ROUTING}	Routing
{BMT_ACT_FIGHTING_BACKS_TO_THE_WALLS}	Fighting to the death
{BMT_ACT_PURSUING}	Pursuing
{BMT_ACT_DEAD}	Dead
{BMT_ACT_LEFT}	Left battle
{BMT_ACT_ENTERING_BATTLE}	Waiting to enter battle
{BMT_ACT_TAUNTING}	Taunting
{BMT_COM_WIN_BIG}	Victory seems certain. Only a fool could lose this battle
{BMT_COM_WIN}	Victory is almost a certainty
{BMT_COM_WIN_SLIGHT}	Victory is a distinct possibility
{BMT_COM_EVEN}	The balance of forces is evenly matched
{BMT_COM_LOSE_SLIGHT}	Defeat is a distinct possibility
{BMT_COM_LOSE}	Defeat is almost a certainty
{BMT_COM_LOSE_BIG}	Defeat seems certain. Only a military genius could win this battle
{BMT_DAMAGE}	Damage:
{BMT_HOLD_FOR_X_MINUTES}	Location must be held for %f minutes.
{BMT_CAPTURE_LOCATION}	Capture location
{BMT_CAPTURE_SETTLEMENT}	Capture settlement
{BMT_CAPTURE_CAMP}	Capture baggage train
{BMT_DESTROY_CHARACTER}	Destroy character:
{BMT_DESTROY_ENEMY}	Destroy or rout enemy
{BMT_BALANCE_OF_STRENGTH}	Balance of power (percent)
{BMT_DESTROY_ENEMY_STRENGTH}	Reduce enemy strength
{BMT_SUCCEEDED}	Succeeded
{BMT_FAILED}	Failed
{BMT_IMPOSSIBLE}	Impossible
{BMT_CONDITIONS}	Battle objectives
{BMT_CONDITIONS_ALL}	Battle objectives (all required)
{BMT_CONDITIONS_ANY}	Battle objectives (one or more required)
{BMT_STATE_RUNNING}	Running
{BMT_STATE_WALKING}	Walking
{BMT_STATE_UNDER_MISSILE_ATTACK}	Under missile attack
{BMT_STATE_PANIC}	Panicking
{BMT_STATE_HIDING}	Hiding
{BMT_STATE_ATTACKING}	Attacking
{BMT_STATE_ATTACK_MISSILE}	Attacking with missiles
{BMT_STATE_LADDERS}	Carrying ladders
{BMT_STATE_RAMS}	Carrying battering ram
{BMT_STATE_SAPPERS}	Sappers
{BMT_STATE_TOWERS}	Attached to siege tower
{BMT_ENCOURAGED_ARMY_SUPPORTED}	Encouraged by nearby armies in the campaign
{BMT_ENCOURAGED_ARMY_NO_RETREAT}	Grimly determined since there is no retreat in the campaign
{BMT_ENCOURAGED_GENERAL_PRESENT}	Glad to have the general in the unit
{BMT_ENCOURAGED_GENERAL_NEARBY}	Spirits lifted by the general's encouragements
{BMT_ENCOURAGED_COMMAND_UNIT_NEARBY}	Happy to be near a command unit
{BMT_ENCOURAGED_FLANKS_SECURE}	Safe in the knowledge that the flanks are secure
{BMT_ENCOURAGED_FORTIFICATION}	Pleased to be close to a friendly fortification
{BMT_ENCOURAGED_ON_THE_HILL}	Feeling secure on the hill
{BMT_ENCOURAGED_ENEMY_ROUTING}	Glad to see the enemy routing
{BMT_ENCOURAGED_TRYING_TO_RALLY}	Trying to rally
{BMT_ENCOURAGED_HIDING}	Happy to be hidden
{BMT_ENCOURAGED_BLOODLUST}	In bloodlust and oblivious to the world
{BMT_ENCOURAGED_BERSERK}	In berserk bloodlust and oblivious to the world
{BMT_CONCERNED_ARMY_DESTRUCTION}	Dismayed at the loss of the battle
{BMT_CONCERNED_GENERAL_JUST_DIED}	Panicked over the general's death
{BMT_CONCERNED_FLANKS_EXPOSED}	Concerned over exposed flanks
{BMT_CONCERNED_FATIGUE}	Unhappy due to exhaustion
{BMT_CONCERNED_CASUALTIES}	Unhappy over taking casualties
{BMT_CONCERNED_ATTACKED_BY_FIRE}	Panicked by fire attack
{BMT_CONCERNED_ATTACKED_BY_ARTILLERY}	Panicked by artillery fire
{BMT_CONCERNED_FIGHTING_CAVALRY}	Concerned about fighting a cavalry unit
{BMT_CONCERNED_FRIENDS_ROUTING}	Unhappy to see friends routing
{BMT_CONCERNED_ENEMY_NUMBERS}	Distraught over the number of enemies
{BMT_CONCERNED_SURPRISED}	Surprised by the enemy emerging
{BMT_CONCERNED_PANIC}	Fleeing in panic and oblivious to the world
{BMT_CONCERNED_FEAR_ELEPHANTS}	Frightened by elephants
{BMT_CONCERNED_FEAR_ENEMY_UNIT}	Intimidated by nearby enemy
{BMT_DESTROY_OR_ROUT_ENEMY}	Destroy or rout all enemies
{BMT_ACHIEVE_BALANCE_OF_STRENGTH_OF_X_PERCENT}	Achieve balance of strength of %d%%
{BMT_DESTROY_ENEMY_STRENGTH_X_PERCENT}	Destroy %d%% of enemy strength
{BMT_WITH_MIN_X_ALLIES}	With at least %d allied soldiers
{BMT_WITH_MAX_X_ENEMY}	And at most %d enemy soldiers
{BMT_LOCATION}	Location
{BMT_DROP_SIEGE_EQUIPMENT}	Drop siege equipment
{BMT_AUTODEPLOY_SIEGE}	Automatically deploy siege equipment
{BMT_PAUSED}	PAUSED
{BMT_WAITING_TO_DEPLOY}	Waiting for other players to start deployment phase
{BMT_WAITING_TO_END_DEPLOYMENT}	Waiting for other players to end deployment phase
{BMT_WAITING_TO_END_BATTLE}	Waiting for other players to end battle
{BMT_SELECT_NEXT_ARMY}	Cycle forward through army list
{BMT_SELECT_PREV_ARMY}	Cycle backward through army list
{BMT_PERCENTAGE_ALLIES_KILLED}	Percentage Allies Killed:
{BMT_PERCENTAGE_ENEMIES_KILLED}	Percentage Enemies Killed:
{BMT_EXIT_BATTLE}	Exit Battle
{BMT_RETURN_TO_CAMPAIGN}	Return to Campaign Map
{BMT_LINK_UNITS}	Enable unit linking
{BMT_UNLINK_UNITS}	Disable unit linking
{BMT_ENABLE_AI_GROUPING}	Put group under AI assistance
{BMT_DISABLE_AI_GROUPING}	Remove group from AI assistance
{BMT_BATTLE_RESOLUTION_AUTO_RESOLVE_QUITTER_LOSES}	If you quit now you will lose this battle
{BMT_BATTLE_RESOLUTION_SUCCESSFUL_SALLY_OUT}	Your sally has been successful. You may leave the battle
{BMT_BATTLE_RESOLUTION_SUCCESSFUL_WITHDRAW}	You have successfully withdrawn from the battle. You may leave the battle
{BMT_BATTLE_RESOLUTION_QUIT_PROLOGUE}	Quitting now will quit the whole tutorial. Are you sure you want to leave?
{BMT_CONDITIONS_COMPLETE}	Victory
{BMT_CONDITIONS_COMPLETE_CONTINUE}	You have completed the objectives for this battle! Would you like to continue and hunt the enemy down like the worthless animals they are?
{BMT_SAVE_REPLAY}	Save Battle Replay
{BMT_FLAMING_AMMO_SPECIAL}	Special Ability: Fire flaming ammo
{BMT_BARRAGE_FIRE_SPECIAL}	Special Ability: Barrage fire
{BMT_ROTTING_COW_SPECIAL}	Special Ability: Rotting cow carcass
{BMT_GRAPESHOT_SPECIAL}	Special Ability: Grapeshot
{BMT_WARCRY_SPECIAL}	Special Ability: Warcry
{BMT_CHANT_SPECIAL}	Special Ability: Chant
{BMT_BERSERK_SPECIAL}	Special Ability: Berserk attack
{BMT_RALLY_SPECIAL}	Special Ability: Rally troops
{BMT_WEDGE_SPECIAL}	Special Ability: Wedge formation
{BMT_KILL_ELEPHANTS_SPECIAL}	Special Ability: Kill rampaging elephants
{BMT_CANTABRIAN_CIRCLE_SPECIAL}	Special Ability: Circle and shoot\nMissile cavalry circle in front of enemy
{BMT_SHIELD_WALL_SPECIAL}	Special Ability: Shield wall
{BMT_STEALTH_SPECIAL}	Special Ability: Stealth\nMove while hidden
{BMT_NO_SPECIAL_ABILITY}	Special Ability: None
{BMT_ALL_ALLIES}	All allies
{BMT_ALL_ENEMIES}	All enemies
{BMT_CONTINUE_BATTLE_AFTER_VICTORY}	Continue Battle						
{BMT_QUIT_BATTLE_AFTER_VICTORY}	End Battle
{BMT_GROUP_FORMATION_1}	Single Line: Units organised into a line
{BMT_GROUP_FORMATION_2}	Sorted Single Line: Units organised into a line, with heavy infantry in the centre, light infantry and missile troops on the flanks and cavalry on the wings
{BMT_GROUP_FORMATION_3}	Double Line: Units organised into two lines
{BMT_GROUP_FORMATION_4}	Sorted Double Line: Units organised into two lines, with non-missile infantry in front, missile troops and general behind with cavalry on the wings
{BMT_GROUP_FORMATION_5}	Missile First 3 Line: Units organised into three lines, missile infantry in front, non-missile infantry behind, cavalry at the rear
{BMT_GROUP_FORMATION_6}	Foot First 3 Line: Units organised into three lines, non-missile infantry in front, missile troops behind, non-missile cavalry at the rear
{BMT_GROUP_FORMATION_7}	Cavalry First 3 Line: Units organised into three lines, cavalry in front, missile infantry behind, non-missile infantry at the rear
{BMT_GROUP_FORMATION_8}	Column: Units organised into a column one unit wide, cavalry in-front, infantry behind
{BMT_CHAT_ALL_PLAYERS}	All Players
{BMT_NETWORK_INFO_PROBLEMS}	Encountered network problems
{BMT_NETWORK_INFO_RETRY}	Retry
{BMT_ABANDON_GAME}	Abandon Game
{BMT_UNIT_HEAVY_INFANTRY}	Heavy Infantry
{BMT_UNIT_LIGHT_INFANTRY}	Light Infantry
{BMT_UNIT_SKIRMISHER_INFANTRY}	Skirmishers
{BMT_UNIT_SPEARMEN}	Spearmen
{BMT_UNIT_MISSILE}	Missile
{BMT_UNIT_HEAVY_CAVALRY}	Heavy Cavalry
{BMT_UNIT_LIGHT_CAVALRY}	Light Cavalry
{BMT_UNIT_SKIRMISHER_CAVALRY}	Skirmisher Cavalry
{BMT_UNIT_MISSILE_CAVALRY}	Missile Cavalry
{BMT_UNIT_HEAVY_SIEGE}	Heavy Artillery
{BMT_UNIT_LIGHT_SIEGE}	Light Artillery
{BMT_UNIT_SIEGE}	Artillery
{BMT_UNIT_HEAVY_SPECIAL}	Heavy
{BMT_UNIT_LIGHT_SPECIAL}	Light
{BMT_TIME_REMAINING_HOURS}	Time remaining: %d hours
{BMT_TIME_REMAINING_MINS}	Time remaining: %d minutes
{BMT_STATE_AI_LINKED}	Ai Linked
{BMT_STATE_RUNNING_AMOK}	Running Amok
{BMT_STATE_FIGHTING_TO_DEATH}	Fighting to the death
{BMT_STATE_WITHDRAWING}	Withdrawing
{BMT_END_DEPLOYMENT_SALLY}	End Deployment and Start Battle
{BMT_NETWORK_PLAYERS_JOINING}	Waiting for the following players to join:
{BMT_ACT_CELEBRATING}	Celebrating
{BMT_NO_TIME_LIMIT}	No time limit for this battle
{BMT_FLAMING_AMMO_SPECIAL_OFF}	Disable Special Ability: Fire normal ammo
{BMT_BARRAGE_FIRE_SPECIAL_OFF}	Disable Special Ability: Barrage fire
{BMT_ROTTING_COW_SPECIAL_OFF}	Disable Special Ability: Rotting cow carcass
{BMT_GRAPESHOT_SPECIAL_OFF}	Disable Special Ability: Grapeshot
{BMT_WARCRY_SPECIAL_OFF}	Special Ability: Warcry Active
{BMT_CHANT_SPECIAL_OFF}	Disable Special Ability: Stop chant
{BMT_BERSERK_SPECIAL_OFF}	Disable Special Ability: Stop berserk attack
{BMT_WEDGE_SPECIAL_OFF}	Disable Special Ability: Remove from wedge formation
{BMT_CANTABRIAN_CIRCLE_SPECIAL_OFF}	Disable Special Ability: Stop Circle and Shoot
{BMT_1_HOUR_REMAINING}	1 hour remaining
{BMT_1_MIN_REMAINING}	1 minute remaining
{BMT_AI_CONTROLLED}	AI Reinforcements
{BMT_CHOOSE_ANOTHER_TARGET_WALL}	This wall section has been breached
{BMT_CHOOSE_ANOTHER_TARGET_TOWER}	This tower has been completely destroyed
{BMT_CHOOSE_ANOTHER_TARGET_GATE}	The gates have been completely destroyed
{BMT_CHOOSE_ANOTHER_TARGET_BUILDING}	This building has been completely destroyed
{BMT_CHOOSE_ANOTHER_TARGET_GATEHOUSE}	The gatehouse has been completely destroyed
{BMT_ENGINE_DESTROYED}	This equipment has been destroyed
{BMT_THIS_UNIT_SELECTION_CANNOT_EQUIP}	The selected unit cannot be equipped with this item
{BMT_THESE_UNITS_CANNOT_EQUIP}	The selected units cannot be equipped with this item
{BMT_THIS_UNIT_CANNOT_ATTACK_WALLS}	The selected unit cannot attack walls
{BMT_THESE_UNITS_CANNOT_ATTACK_WALLS}	The selected units cannot attack walls
{BMT_THIS_UNIT_HAS_LEFT_THE_BATTLE}	This unit has left the battle
{BMT_CANNOT_REACH_THIS_POSITION}	The selected units cannot reach this position
{BMT_CANNOT_REACH_THIS_POSITION_SINGLE}	The selected unit cannot reach this position
{BMT_REPLAY_FINISHED}	Replay Finished
{BMT_THIS_UNIT_CANNOT_ATTACK_TOWERS}	The selected unit cannot attack towers
{BMT_THESE_UNITS_CANNOT_ATTACK_TOWERS}	The selected units cannot attack towers
{BMT_THIS_UNIT_CANNOT_ATTACK_GATES}	The selected unit cannot attack gates
{BMT_THESE_UNITS_CANNOT_ATTACK_GATES}	The selected units cannot attack gates
{BMT_THIS_UNIT_CANNOT_ATTACK_BUILDINGS}	The selected unit cannot attack buildings
{BMT_THESE_UNITS_CANNOT_ATTACK_BUILDINGS}	The selected units cannot attack buildings
{BMT_FIGHT_AGAIN}	Fight this battle again?
{BMT_CANNOT_MOVE_MULTIPLE_UNITS_ON_WALLS}	Cannot move multiple units on walls
{BMT_RETURN_OUTSIDE_PLAYABLE_AREA}	This position is outside the extents of the battlefield
{BMT_RETURN_OUTSIDE_DEPLOYMENT_AREA}	Cannot deploy outside the marked area
{BMT_RETURN_SIEGE_ENGINES_IN_FOREST}	Cannot move siege engines inside wooded areas
{BMT_RETURN_SIEGE_ENGINES_IN_SETTLEMENTS}	Cannot move siege engines when they are inside settlements
{BMT_RETURN_UNITS_ON_SIEGE_TOWER}	Cannot move selected units onto siege towers
{BMT_RETURN_UNIT_ON_SIEGE_TOWER}	Cannot move selected unit onto siege towers
{BMT_RETURN_OBSTRUCTION}	Cannot move here as the path is obstructed
{BMT_THIS_UNIT_IS_YET_TO_JOIN_BATTLE}	This unit is yet to enter the battlefield
{BMT_PLAZA_PREVIOUS_BANNER_TOOLTIP}	Hold the plaza until the counter reaches zero to capture this settlement
{BMT_PLAZA_CURRENT_BANNER_TOOLTIP}	Hold the plaza until the counter reaches zero to capture this settlement
{BMT_ZOOM_TO_UNIT}	Locate this unit
{BMT_WITH_MIN_1_ALLY}	With at least 1 allied soldier
{BMT_WITH_MAX_1_ENEMY}	And at most 1 enemy soldier
{BMT_WITH_MAX_0_ENEMY}	And at most no enemy soldiers
{BMT_RALLY_SPECIAL_OFF}	Special Ability: Attempting to rally troops
{BMT_CANNOT_MOVE_MULTIPLE_UNITS_ON_BRIDGES}	Cannot move multiple units onto bridges
{BMT_CANNOT_MOVE_ONTO_SIEGE_TOWERS}	Cannot move directly onto siege towers
{BMT_CANNOT_MOVE_ON_WATER}	Cannot move onto water
{BMT_FIELD_CURRENT_BANNER_TOOLTIP}	The defender will win this battle when the timer reaches zero
{BMT_NETWORK_STALL_DIALOG_TITLE}	Possible Connection Problems
{BMT_NETWORK_DROP_DROP_PLAYER}	Kick this player?
{BMT_QUIT_FROM_NETWORK_DROP}	Quit game?
{BMT_SCHILTROM}	Special Ability: Schiltrom formation
{BMT_SCHILTROM_OFF}	Disable Special Ability: Remove from Schiltrom formation
{BMT_SHIELD_WALL_SPECIAL_OFF}	Disable Special Ability: Remove from shield wall formation
{BMT_ACT_BERSERK}	Berserk
{BMT_STATE_BERSERK}	Going berserk
{BMT_STATE_SWIMMING}	Swimming
{BMT_CANT_PLACE_WAGON_FORT}	Can't Place Wagon Fort
{BMT_CANT_PLACE_WAGON_FORT_EXPLANATION}	Your army had units capable of forming a wagon fort, but the terrain was not suitable for them to deploy.
{BMT_STAKES_SPECIAL}	Special Ability: Sharpened stakes
{BMT_ACT_BRACING}	Bracing
{BMT_PHALANX}	Special Ability: Spearwall formation
{BMT_PHALANX_OFF}	Disable Special Ability: Stop spearwall formation
{BMT_EXPLODING_AMMO_SPECIAL}	Special Ability: Fire exploding ammo
{BMT_EXPLODING_AMMO_SPECIAL_OFF}	Disable Special Ability: Fire normal ammo
{BMT_CURSOR_OUTSIDE_RESTRICTED_REGION}	Cannot move outside restricted region
{BMT_FLASH_UNITS}	Flash own, ally and enemy units
{BMT_AISA_AGGRESSIVE}	Aggressive stance
{BMT_AISA_AGGRESSIVE_SELECTED}	Aggressive stance (active)
{BMT_AISA_DEFENSIVE}	Defensive stance
{BMT_AISA_DEFENSIVE_SELECTED}	Defensive stance (active)
{BMT_AISA_SHOOTOUT}	Shootout stance
{BMT_AISA_SHOOTOUT_SELECTED}	Shootout stance (active)
