mpulse.pi_visit.title A Strange Visitor
mpulse.pi_visit.body {0:P} got a message that there's someone at the bar who would like to speak with {0:p}. Do {0:p} want to go there now?
mpulse.pi_visit.opt.yes Sure, {0:P}'ll go meet this person.
mpulse.pi_visit.opt.no No, {0:P}'m busy.
mpulse.pi_visit.meet.body {0:P} arrive at the bar and {1:A} introduces {1:vp}. {1:P} says {1:p}'s a private investigator and in long-winded way explained how {1:p} could be of service to {0:op} and {0:sp} club. {1:P} left {0:op} {1:sp} card with {1:sp} contact info in case {0:P} need to contact {1:op}.

owner.init.title Character Initialization
owner.init.body It's time to review {0:sp} character's traits and abilities. This will allow {0:p} to set {0:sp} traits and abilities. {0:P} will be able to pick which traits and abilities are most important to {0:p} and those will be given higher values.
owner.init.traits.body First the traits. Traits will never change during the game. Whatever decisions {0:p} make here are final. Note that for greed, lower values are better, so selecting greed last will result in it having a higher value. Also keep in mind that while these traits have a huge effect on the NPC's personalities, the effect on {0:p} is not as significant, as you can always act against your personality.
owner.init.traits.loop.body {0:P} have %I1 traits left to choose from. Please select which of the following is most important.
owner.init.traits.loop1.body This will give the selected trait between %I1
owner.init.traits.loop2.body and %I1 points.
owner.init.traits.opt.will Willpower: high willpower helps one get things done while tired and leads to higher physical abilities.
owner.init.traits.opt.greed Greed: low greed reduces the effect of unhappiness when spending money. (When greed is selected, the actual value will be multiplied by -1)
owner.init.traits.opt.rat Rationality: high rationality helps one be more perceptive and logical, although also leads to higher stress.
owner.init.traits.opt.comp Compassion: high compassion leads to higher opinions by others.
owner.init.traits.opt.soc Sociability: high sociability improves one's ability to relate to others and influence them.
owner.init.traits.set_name.body {0:P} have selected %1 and
owner.init.traits.set_value.body {0:sp} value for this trait will be %I1.
hint.mc_setup.traits In general the two most useful traits are willpower and sociability. A high willpower lets you get more things done while a high sociability helps you convince others.

owner.init.abil.body Now the abilities. Abilities can change slowly during the game based on actions {0:p} take and {0:sp} environment. Each ability changes at a different rate and due to different situations. Abilities for the most part help {0:p} get things done faster and better.
owner.init.abil.loop.body {0:P} have %I1 abilities left to choose from. Please select which of the following is most important.
owner.init.abil.loop1.body This will give this ability between %I1
owner.init.abil.loop2.body and %I1 points.
owner.init.abil.opt.intel Intelligence: high intelligence makes one learn and improve skills faster.
owner.init.abil.opt.honor Honor: high honor makes one more trustworthy and likeable.
owner.init.abil.opt.cour Courage: high courage makes people more afraid of you and less willing to challenge you.
owner.init.abil.opt.lewd Lewdness: high lewdness makes one better at sex activities.
owner.init.abil.opt.focus Focus: high focus helps one get things done faster and makes one more perceptive.
owner.init.abil.set_name.body {0:P} have selected %1 and
owner.init.abil.set_value.body {0:sp} value for this ability will be %I1.
hint.mc_setup.abilities These values won't matter much, even less than the traits. Which you pick first is dependent on your style of play. Don't sweat the choices too much, it likely won't make a noticeable difference. Loyalty has no effect on you so it's not part of this process.

owner.init.phys.body Now it's time to pick {0:sp} physical apperance. {0:P}'ll get to choose among the images available for {0:sp} current character's gender, age and ethnicity. {0:P}'ll see images one by one until {0:p} pick one {0:p} want. {0:P} can't change it after it is selected.
owner.init.phys.no_choices There are no available images for {0:sp} character. {0:P} will be using a "default" image.
owner.init.phys.choices There are %I1 choices to choose from.
owner.init.phys.this_choice This is choice #%I1.
owner.init.phys.choice_prop This choice has the following physical properties: %1.
owner.init.phys.opt.yes {0:P} will use this image.
owner.init.phys.opt.prev {0:P} want to see the previous image.
owner.init.phys.opt.next {0:P} want to see the next image.
owner.init.phys.opt.nude {0:P} want to see the images without clothes.
owner.init.phys.opt.clothes {0:P} want to see the images with clothes.
hint.mc_setup.appearance This process should be fairly straight-forward. Cycle thru all the available images until you find one you like. Your appearance matters to how others are attracted to you. For example, if you select a tall character, those that like tall people will have higher attraction to you. But those that like short people will be less attracted to you. Picking the average or medium values will have minimal effect on attraction.

pick_img.t Image Selection
pick_img.b Because of {0:sp} configuration options, {0:p} can now choose which image to use for {1:IN}. Only images that meet the basic qualifications (age, gender and ethnicity) and are close to the given physical characteristics (height, body shape, etc) and are not currently assigned to other characters will be available.
pick_img.opt.keep {0:P} want to keep the original image.
pick_img.opt.show Show me the other options.
pick_img.keep.b {0:P} elected to keep the original image for {1:IN}.
pick_img.chose.b {0:P} choose a new image for {1:IN}.
hint.pick_img.appearance This process should be fairly straight-forward. Cycle thru all the available images until you find one you like. Only those images that fit the character and are not already in use will be shown. So this may be a short list.

owner.init.selfie.body {0:P} are looking good! {0:P} decide to take a selfie to post on social media later on!
owner.init.selfie.opt.ok {0:P} am a good looking {0:!g_dude}!

owner.init.fast_start.b {0:P} selected to turn on Fast Start. This will automatically add a Kitchen, Storage Room, Dressing Room and Seating Area to {0:sp} club and all other rival clubs (money will still be deducted to pay for these rooms). It will also establish the first few laws, to allow clubs to open during day time all days and to hire singers. And will also create 30 new characters, most unemployed.\n\nAre {0:p} sure {0:p} want to do this?
owner.init.fast_start.opt.yes Yes, {0:P} want to play with training wheels.
owner.init.fast_start.opt.no No, give {0:op} the real experience!
owner.init.fast_start.tut.b The tutorial is not compatible with the Fast Start mode. If this is your first time playing, it's probably best for you to play the tutorial. If you decide to proceed with the Fast Start, the tutorial will be turned off.\n\nWhat do you want to do?
owner.init.fast_start.tut.opt.tut {0:P} will keep the tutorial on and play in normal mode.
owner.init.fast_start.tut.opt.yes {0:P} want to cancel the tutorial on and play the Fast Start!
owner.init.fast_start.enabled.b Fast start has been enabled on this game!
owner.init.done.body That concludes this process. {0:P} can now return to playing the game.

inflation_up.msg Economists are reporting that inflation is up %D1%% in the past quarter (%D2%% since game start).
inflation_down.msg Economists are reporting that inflation is down %D1%% in the past quarter (%D2%% since game start).

relative.intro.t A Family Friend
relative.intro.b {0:P} are surpried to run into {1:IN} who is hanging with someone {0:p} don't recognize. {1:N} quickly says hello and then introduces {0:p} to {1:sp} companion as %1. {1:N} indicates that {2:N} just moved into town.
relative.intro.opt.ok {0:P} introduce myself.
relative.intro2.b The three of {0:p} have a quick chat but eventually, {1:N} has to move on. But {0:p} just made a new acquaintance.
relative.intro2.opt.ok {0:P} say good-bye.