Key,File,Type,UsedInMainMenu,NoTranslate,KeepLoaded,english
xuiCommanderyInterstate,UI,Menu,x,,,Interstate
xuiCommanderyInterstateDesc,UI,Menu,x,,,"How much interstate your world gets. Two rings large: an outer and an inner loop with spokes between them, the cloverleaf hub and the Commandery Gateways (recommended). Two rings small: the same, closer to the center. One ring: a single loop around the map. Off: the game's own highways only. Cross: two interstates, north-south and east-west, edge to edge, crossing at the center. Grid: interstates across the whole map in a grid, five lines each way on the largest map, meeting at T junctions on the edges and crossroads inside, bending around the towns; set Interstate terrain for how they meet the hills. Wild: no set shape -- the interstate joins every town to its neighbors by the cheapest roads the land allows, merging where they meet, so every map grows its own network. Surveyor: the Wild network with every town a stop on it. Skyway: scenic on steroids -- a road that never touches the ground, Wild's network with every line routed over the deepest valleys, lakes and rivers on its way, always on decks and always scenic (it sets Interstate terrain and Interstate build itself); fewer ways on and off -- you get on the Skyway for the view. Made for hilly and mountain maps."
xuiCommanderyTerrain,UI,Menu,x,,,Interstate terrain
xuiCommanderyTerrainDesc,UI,Menu,x,,,"How the interstate meets the hills. Around: the roads bend around the mountains, with diagonal runs (recommended). Through: the roads keep straight and take tunnels and tall decks. Scenic: the roads go looking for the hills, the valleys and the water -- winding, tunnels, decks and bridges, the long way around. The rings, spokes and cross read Scenic only."
xuiCommanderyBuild,UI,Menu,x,,,Interstate build
xuiCommanderyBuildDesc,UI,Menu,x,,,"How the interstate is built. Mixed: decks, ramps, risers, tunnels and low bridges, with ground tiles where the land leaves no room for a deck (recommended). Deck only: decks, tunnels and deck junctions, with ground only at the town gateways; on the Grid and Wild the roads steer away from ground no deck can stand on."
