Пример:
InfoPanel_StaffBuilding_ActivePerk" translation="Активное умение"/>
InfoPanel_StaffBuilding_ActivePerk" translation="Active Perk"/>
InfoPanel_StaffBuilding_CantAffordChanges" translation="Cannot afford staff building changes"/>
InfoPanel_StaffBuilding_Capacity" translation="Capacity"/>
InfoPanel_StaffBuilding_CapacityChangeCost" translation="Capacity Change Cost"/>
InfoPanel_StaffBuilding_Change" translation="Staff Building Change"/>
InfoPanel_StaffBuilding_ChangeCost" translation="Staff Building Change Cost: {COST:currency} Monthly Running Cost Change: {RunningCost:currency}"/>
InfoPanel_StaffBuilding_ConfirmChanges" translation="Confirm Changes"/>
InfoPanel_StaffBuilding_CurrentCapacity" translation="Current Capacity"/>
InfoPanel_StaffBuilding_CurrentlyResting" translation="Currently Resting"/>
InfoPanel_StaffBuilding_EnergyDisabled" translation="Energy features are disabled in this park. Staff will not use this building"/>
InfoPanel_StaffBuilding_Finance" translation="Finance"/>
InfoPanel_StaffBuilding_Info" translation="Staff Building Information"/>
InfoPanel_StaffBuilding_NoChanges" translation="No changes made"/>
InfoPanel_StaffBuilding_NumStaffResting" translation="Number of staff resting"/>
InfoPanel_StaffBuilding_OpenState" translation="Staff Building status: {STATUS}"/>
InfoPanel_StaffBuilding_Operations" translation="Operations"/>
InfoPanel_StaffBuilding_Overview" translation="Overview"/>
InfoPanel_StaffBuilding_Perk" translation="Perk"/>
InfoPanel_StaffBuilding_PerkChangeCost" translation="Perk Change Cost"/>
InfoPanel_StaffBuilding_RunningCostChange" translation="Running Cost Change"/>
InfoPanel_StaffBuilding_StaffNeeds" translation="Staff Needs"/>
InfoPanel_StaffBuilding_TotalChangeCost" translation="Total Cost"/>
InfoPanel_StaffBuilding_Type" translation="Staff Building"/>
StaffBuilding_CapacityMonthlyCost" translation="Capacity monthly running cost"/>
StaffBuilding_LifetimeRunningCost" translation="Lifetime running cost"/>
StaffBuilding_PerkDescription_EnergyRecoverBoost" translation="Staff resting here will recover energy slightly faster"/>
StaffBuilding_PerkDescription_GuestHappinessInteractionBoost" translation="Entertainers and vendors with this perk will make the guests they interact with even happier"/>
StaffBuilding_PerkDescription_HappinessBoost" translation="Staff members with this perk gain happiness faster"/>
StaffBuilding_PerkDescription_None" translation="No staff perk applied Select a perk to apply to this staff building. Applying a perk will give certain benefits to your staff."/>
StaffBuilding_PerkDescription_OverworkedHelp" translation="Staff will be more resilient against being overworked"/>
StaffBuilding_PerkDescription_SecurityBoost" translation="Security staff with this perk will have better detection rates"/>
StaffBuilding_PerkDescription_StaffInfoPanel_None" translation="No staff perk applied Upgrade your staff building to offer a perk to give staff members who rest there certain benefits."/>
StaffBuilding_PerkDescription_TrainingTimeBoost" translation="While resting in the staff building, staff will learn more about their job, bringing their training date forward"/>
StaffBuilding_PerkDescription_UnderworkedHelp" translation="Staff will be more resilient against being underworked"/>
StaffBuilding_PerkMonthlyCost" translation="Perk monthly running cost"/>
StaffBuilding_Perk_EnergyRecoverBoost" translation="Rec Room"/>
StaffBuilding_Perk_GuestHappinessInteractionBoost" translation="Staff PR Course"/>
StaffBuilding_Perk_HappinessBoost" translation="Social Club"/>
StaffBuilding_Perk_None" translation="None"/>
StaffBuilding_Perk_OverworkedHelp" translation="Staff Healthcare"/>
StaffBuilding_Perk_SecurityBoost" translation="Security Office"/>
StaffBuilding_Perk_TrainingTimeBoost" translation="Learning Resources"/>
StaffBuilding_Perk_UnderworkedHelp" translation="Staff Entertainment"/>
StaffBuilding_SceneryRating" translation="Building Scenery Rating The better your staff buildings look, the more appreciated your staff will feel, recovering energy faster"/>
StaffBuilding_TotalMonthlyCost" translation="Total monthly running cost"/>
Staff_SelectAssignedShop_ConfirmSelection" translation="Assign shop to vendor"/>
Staff_SelectAssignedShop_Description" translation="Select a shop to assign this vendor to"/>
Staff_SelectAssignedShop_NoShopSelected" translation="No shop selected"/>
Staff_SelectAssignedShop_ShopSelected" translation="Shop Selected"/>
Staff_SelectAssignedShop_ShopSelectedCount" translation="{COUNT:separatedFloat:decimalPlaces=0}"/>
Staff_SelectAssignedShop_Title" translation="Preferred Shop Assignment"/>
Staff_SelectAssignedShop_TitleLabel" translation="Single Shop Selection"/>
Staff_Status_EnteringShop" translation="Entering shop"/>
Staff_Status_ExitingShop" translation="Exiting shop"/>
Staff_Status_Nav_StaffBuilding" translation="Heading to staff building"/>
Staff_Status_RestingAtStaffBuilding" translation="Resting at staff building"/>
Staff_Status_WaitingForCustomersToServe" translation="Waiting for customers to serve"/>
Staff_Vendor_Desc" translation="Serves customers at shops"/>
EditorLoan10000Long10" translation="Long Loan, $10000"/>
EditorLoan10000Long20" translation="Long Loan, $10000"/>
EditorLoan10000Long30" translation="Long Loan, $10000"/>
EditorLoan10000Short10" translation="Short Loan, $10000"/>
EditorLoan10000Short20" translation="Short Loan, $10000"/>
EditorLoan10000Short30" translation="Short Loan, $10000"/>
EditorLoan1000Long10" translation="Long Loan, $1000"/>
EditorLoan1000Long20" translation="Long Loan, $1000"/>
EditorLoan1000Long30" translation="Long Loan, $1000"/>
EditorLoan1000Short10" translation="Short Loan, $1000"/>
EditorLoan1000Short20" translation="Short Loan, $1000"/>
EditorLoan1000Short30" translation="Short Loan, $1000"/>
EditorLoan20000Long10" translation="Long Loan, $20000"/>
EditorLoan20000Long20" translation="Long Loan, $20000"/>
EditorLoan20000Long30" translation="Long Loan, $20000"/>
EditorLoan20000Short10" translation="Short Loan, $20000"/>
EditorLoan20000Short20" translation="Short Loan, $20000"/>
EditorLoan20000Short30" translation="Short Loan, $20000"/>
EditorLoan2000Long10" translation="Long Loan, $2000"/>
EditorLoan2000Long20" translation="Long Loan, $2000"/>
EditorLoan2000Long30" translation="Long Loan, $2000"/>
EditorLoan2000Short10" translation="Short Loan, $2000"/>
EditorLoan2000Short20" translation="Short Loan, $2000"/>
EditorLoan2000Short30" translation="Short Loan, $2000"/>
EditorLoan50000Long10" translation="Long Loan, $50000"/>
EditorLoan50000Long20" translation="Long Loan, $50000"/>
EditorLoan50000Long30" translation="Long Loan, $50000"/>
EditorLoan50000Short10" translation="Short Loan, $50000"/>
EditorLoan50000Short20" translation="Short Loan, $50000"/>
EditorLoan50000Short30" translation="Short Loan, $50000"/>
EditorLoan5000Long10" translation="Long Loan, $5000"/>
EditorLoan5000Long20" translation="Long Loan, $5000"/>
EditorLoan5000Long30" translation="Long Loan, $5000"/>
EditorLoan5000Short10" translation="Short Loan, $5000"/>
EditorLoan5000Short20" translation="Short Loan, $5000"/>
EditorLoan5000Short30" translation="Short Loan, $5000"/>
EditorLoanCategory1" translation="Short Loans"/>
EditorLoanCategory2" translation="Long Loans"/>
EditorLoanCategory3" translation="Challenge Loans"/>
EditorLoanCategory4" translation="Miscellaneous Loans"/>
EditorLoanChallenge1000" translation="Challenge Loan, $1000"/>
EditorLoanChallenge10000" translation="Challenge Loan, $10000"/>
EditorLoanChallenge2000" translation="Challenge Loan, $2000"/>
EditorLoanChallenge3000" translation="Challenge Loan, $3000"/>
EditorLoanChallenge5000" translation="Challenge Loan, $5000"/>
EditorLoanLongTermDebt" translation="Long Term Debt, $100000"/>
ParkManagement_StaffBuilding_CapacityCost" translation="Capacity Cost"/>
ParkManagement_StaffBuilding_CapacityHeading" translation="Capacity"/>
ParkManagement_StaffBuilding_ConfirmCost" translation="Confirm: {Value:currency}"/>
ParkManagement_StaffBuilding_ConfirmTooltipLabel" translation="Staff Building Change:"/>
ParkManagement_StaffBuilding_Description" translation="A building within which staff can rest and recover and various staff perks can be selected and applied."/>
ParkManagement_StaffBuilding_DescriptionCanDisable" translation="A building within which staff can rest and recover and various staff perks can be selected and applied. The need for staff to take a break can be disabled in the options"/>
ParkManagement_StaffBuilding_EnergyDisabledHeading" translation="Staff Building - Staff energy features are disabled in this parks and these buildings will be unused."/>
ParkManagement_StaffBuilding_EnergyDisabledNoItems" translation="Staff energy features are disabled. Staff will not need a staff building."/>
ParkManagement_StaffBuilding_EnergyDisabledToolTip" translation="Staff energy features are disabled in this park."/>
ParkManagement_StaffBuilding_Heading" translation="Staff Building"/>
ParkManagement_StaffBuilding_MonthlyRunningCostHeading" translation="Monthly Running Cost"/>
ParkManagement_StaffBuilding_NameHeading" translation="Name"/>
ParkManagement_StaffBuilding_NoItems" translation="You have no staff buildings"/>
ParkManagement_StaffBuilding_PerkCost" translation="Perk Cost"/>
ParkManagement_StaffBuilding_PerkHeading" translation="Perk"/>
ParkManagement_StaffBuilding_PerkPrompt" translation="Perk"/>
ParkManagement_StaffBuilding_StaffRestingHeading" translation="Staff Resting"/>
ParkManagement_StaffBuilding_StatusHeading" translation="Status"/>
ParkManagement_StaffBuilding_TotalCost" translation="Total Cost"/>
ScenarioEditor_GuestHappiness_Tooltip" translation="Rate at which the guest happiness declines."/>
ScenarioEditor_KeepGuests_Tooltip" translation="If deselected all guests will be cleared from the scenario when it is first loaded."/>
ScenarioEditor_OpeningTimes_Tooltip" translation="Opening and closing times determine the light levels within your park."/>
ScenarioEditor_ParkAttraciveness_Tooltip" translation="Bonus to guest spawn rate based on the park rating."/>
ScenarioEditor_ParkHeight_Tooltip" translation="Park height determines how high you can build your roller coasters."/>
ScenarioEditor_ParkRatingThreshold_Tooltip" translation="Minimum Park Rating before staff energy loss reaches full effect."/>
ScenarioEditor_Refunds_Tooltip" translation="This multiplier determines what amount of a ride or scenery items cost is refunded when it is deleted."/>
ScenarioEditor_ResearchAvailable_Tooltip" translation="These items will be unlocked at the start of the scenario."/>
ScenarioEditor_ResearchPresets_Tooltip" translation="Replace all research with pre-set values."/>
ScenarioEditor_ResearchResearchable_Tooltip" translation="These items will be locked at the start of the scenario."/>
ScenarioEditor_ResearchUnavailable_Tooltip" translation="These items will not be available in the scenario."/>
ScenarioEditor_StaffFeatures_Tooltip" translation="Staff energy and staff buildings."/>
ScenarioEditor_StartingMoney_Tooltip" translation="The scenario will start with this amount of money, plus any ongoing loans."/>
ScenarioEditor_TrackRefunds_Tooltip" translation="This multiplier determines what amount of a track or tracked rides cost is refunded when it is deleted."/>
ScenarioEditor_VandalGroupThreshold_Tooltip" translation="Happiness rating at which vandals will commit crimes."/>
ScenarioEditor_VandalSpawnChance_Tooltip" translation="Chance that each new group of guests will spawn as vandals."/>
Shop_Status_Unstaffed" translation="Unstaffed"/>