{
	"eis_ironshell":{
		"eis_greaterhegemony":"Greater Hegemony",
		"eis_greaterhegemony_annul":"Your actions have consequences. Recent hostilities against the Greater Hegemony has caused your commissioned to be annulled.",
		
		"eis_RAFTitle":"Rapid Ammo Feeder",
		"eis_RAFText1":"Increases rate of fire of ballistic weapons by %s",
		"eis_RAFText2":"Decreases flux generation of ballistic weapons by %s",
		"eis_RAFText3":"Increases reload speed of ballistic weapons by %s",
		"eis_RAFText4":"Always active",
		"eis_lungeTitle":"Zandatsu Lunge",
		"eis_lungeText1":"Brief, massive boost to speed and acceleration, allowing the ship to lunge in any direction",
		"eis_lungeText2":"More efficient when lunging laterally",
		"eis_lungeText3":"Built-in AI assist activates for %s second, allowing the ship to dodge through other ships and weapon fire",
		"eis_lungeText4":"Maneuverability boosted by %s for %s second after lunge ends",
		"eis_parryTitle":"Zandatsu Parry",
		"eis_parryText1":"%s SU radius",
		"eis_parryText2":"Increases shield efficiency by %s for %s seconds",
		"eis_parryText3b":"Doubles effect of %s for %s seconds",
		#"eis_parryText3":"Increases rate of fire of ballistic weapons by an additional %s for %s seconds",
		"eis_parryText4":"System Regeneration Bonus are %s less effective",
		
		"eis_zandatsuTitle":"Converted Fighter Bay Changes",
		"eis_zandatsuText1":"Does not benefit from additional cargo bonus, but improves %s with ballistic reload speed",
		"eis_zandatsuText4":"%s system charges",
		"eis_zandatsuText2":"%s improved flux and speed stats",
		"eis_zandatsuText3":"%s armor and peak operating time",
		
		"eis_vengeanceParagraph":"When activated, the ship system unleashes a powerful concussive blast that reflects nearby missiles. Successfully reflecting a missile supercharges the ship's Vengeance Core, improving shield efficiency. Failing to reflect anything will result in disruption of the core's systems, massively increasing shield damage received and doubling the shield arc.",
		"eis_vengeanceParagraphShunted":"When activated, the ship system unleashes a powerful concussive blast that reflects nearby missiles.",
		"eis_vengeanceSuccessTitle":"Parry Buff",
		"eis_vengeanceSuccessText1":"%s SU radius",
		"eis_vengeanceSuccessText2":"Increases shield efficiency by %s for %s seconds",
		"eis_vengeanceFailTitle":"Disruption Debuff",
		"eis_vengeanceFailText1":"Increases shield damage received by %s for %s seconds",
		"eis_vengeanceFailText2":"Increases shield arc by %s degrees for %s seconds",
		"eis_vengeanceFailText3":"Increases shield unfold rate by %s for %s seconds",
		"eis_vengeanceRelayTitle":"Vengeance Relay",
		"eis_vengeanceRelayText1":"Specialized hardware in the core can also be utilized to boost the combat performance of Audacious-class destroyers within %s SU.",
		"eis_vengeanceRelayText2":"Installing %s will add %s flux capacity",
		"eis_vengeanceRelayText3":"Takes %s more crew casualties from hull damage sustained in combat.",
		"eis_vengeanceRelayText4":"%s explosion radius and damage upon destruction.", #there is already an + in front of the %s
		
		"eis_xiv1":"+10% armor and hull modifier when piloting XIV Ships.",
		"eis_xiv2":"Ignore maneuverability penalty from XIV Ships.",
		"eis_xiv3":"+10% flux dissipation and capacity when piloting XIV Ships.",
		"eis_xivrulescsv":"Learned ", #used in Learned %s
		"eis_xivrulescsv2":" (Elite)", #used in Learned %s (Elite)
		
		"eis_aquaculture_condition1":"%s to food production (Aquaculture)",
		"eis_aquaculture_condition2":"%s hazard rating",
		"eis_aquaculture_condition3":"Inadequate Harvest",
		
		"eis_aquilaTitle":"Aquila Reactor Protocol",
		"eis_aquilaText1":"Increases max speed by %s/%s or %s, whichever is lower",
		"eis_aquilaText1b":"Speed bonus for the %s is %s",
		"eis_aquilaText4b":"Increase %s/%s damage by %s",
		"eis_ballistic":"Ballistic",
		"eis_energy":"Energy",
		"eis_aquilaText2":"Increases flux dissipation rate while venting by %s",
		"eis_aquilaText3":"Allows zero-flux engine boost up to %s flux",
		"eis_aquilaText4d":"Reduce autofire range of missile weapons to %s",
		"eis_aquilaText4":"Decreases peak performance time by %s",
		"eis_aquilaText4c":"Decrease engagement range of all wings by %s",
		"eis_aquilaText5":"Prevents weapon range from exceeding base range.",
		"eis_aquilaText5a":"Prevents weapon range from exceeding base range. Affects modules.",
		"eis_aquilaText5b":"A skill or hullmod is attempting to increase the ship's bonus weapon range. This will be blocked.",
		"eis_aquilaText6":"Can not be normally installed on civilian ships, frigates, or destroyers.",
		"eis_aquilaText7":"Precludes use of Safety Overrides.",
		
		"eis_vanagloriaTitle":"Vanagloria Ionized Armor",
		#"eis_vanagloriaText12":"%s armor for hull damage reduction calculation only",
		"eis_vanagloriaText1":"%s armor for hull damage reduction calculation only",
		"eis_vanagloriaText1b":"Effect applies to modules",
		"eis_vanagloriaText1c":"Damper is activated by tapping the %s key",
		"eis_vanagloriaDamperText1":"When activated, reduce damage taken by %s, while disabling ship systems for %s seconds.",
		"eis_vanagloriaDamperText3":"Recharge time is affected by shield efficiency, phase upkeep, or lack of a defensive system",
		"eis_vanagloriaDamperText3b":"Recharge time for a %s is %s seconds",
		"eis_vanagloriaDamperText4":"S-mod Bonus: %s recharge time",
		"eis_vanagloriaDamperText2":"Defensive and ship systems disabled while active!",
		"eis_vanagloriaText6":"Incompatible with Heavy Armor.",
		"eis_vanagloriaText7":"Can not be installed on civilian ships or frigates.",
		"eis_vanagloriaStatusTexta":"Press ", #there's an implied Press (%s) here
		"eis_vanagloriaStatusTextb":" to Use", #same thing here (%s) to Use here used in same line as above.
		"eis_vanagloriaStatusTextUI1":"Vanagloria",
		"eis_vanagloriaStatusTextUI2":"% less damage taken",
		"eis_vanagloriaStatusTextUI3":"Charge ", #Translator Tip: Yes this space at the front is intentional, leave it alone.
		"eis_vanagloriaStatusTextUI4":"Charge",
		
		"eis_avaritiarelayTitle":"Audacious Relay",
		"eis_avaritiarelayText1":"%s SU radius",
		"eis_avaritiarelayText2":"Increases speed by %s",
		"eis_avaritiarelayText3":"Increases shield efficiency by %s",
		"eis_avaritiarelayText4":"Increases peak performance time by %s seconds",
		"eis_avaritiarelayText5":"Performance boost cannot be refreshed until buff expires after %s seconds",
		"eis_avaritiarelayText6":"Installing %s will add %s flux dissipation",
		"eis_avaritiarelayStatusTitle":"Vengeance Connected",
		"eis_avaritiarelayStatusText":"Speed/Shield Efficiency",
		"eis_avaritiarelayStatusText2":"Speed",
		"eis_avaritiarelayStatusText3":"Increased PPT ", #Translator Tip: Yes this space at the front is intentional, leave it alone.
		
		
		"eis_avaritiaTitle":"Avaritia Capacitor Overhaul",
		"eis_avaritiaText1":"Active venting removes %s of flux capacity and is then automatically cancelled",
		"eis_avaritiaText4":"Active venting will also removes hard flux first before soft flux",
		"eis_avaritiaText2":"Raises flux level to %s if active venting is initiated below %s flux capacity",
		"eis_avaritiaText5":"Increases ballistic and energy damage dealt by %s for %s second after venting ends",
		"eis_avaritiaText7":"While venting, increases the ship's top speed by %s with a corresponding increase in acceleration and maneuverability",
		"eis_avaritiaText6":"S-mod Bonus: Damage bonus after venting increased to %s",
		"eis_avaritiaText8":"S-mod Bonus: %s rate of fire of ballistic and energy weapons after venting",
		"eis_avaritiaText5b":"Prevents the use of active venting while buffed",
		"eis_avaritiaApplicableText":"Can not be installed on capital ships or ships with safety overrides.",
		"eis_avaritiaStatusTitle":"Avaritia Overhaul",
		"eis_avaritiaStatusText":"improved maneuverability",
		"eis_avaritiaStatusText2":"% ballistic/energy buff ",
		"eis_avaritiaStatusTitle2":"Avaritia Ready",
		"eis_avaritiaStatusText2a":"Vent to remove 50% flux",
		"eis_avaritiaStatusText2b":" Seconds Remaining", #Translator Tip: Yes this space at the front is intentional, leave it alone.
		
		
		"eis_indeezTitle":"Cramped Hull",
		"eis_indeezText1":"Simultaneously equipping medium and large missile weapons will result in the following penalties:",
		"eis_indeezText1b":"Reduces peak performance time by %s",
		"eis_indeezText1c":"Reduces the ammo capacity of medium/large missile weapons by %s",
		"eis_indeezTitle2":"Indomitable Hull",
		"eis_indeezText1a":"Increase ram damage by %s",
		"eis_indeezText1e":"%s supply cost to recover from deployment",
		#"eis_indeezText1d":"REDUCED PPT, MISSILE CAPACITY",
		
		"eis_taste_vengeance1":"VENGEANCE CORE SUPERCHARGED",
		"eis_taste_vengeance2":"SHIELD STRENGTH BOOSTED: ",
		"eis_taste_vengeance3":"VENGEANCE CORE CRITICAL",
		"eis_taste_vengeance4":"SHIELD WEAKENED: ",
		
		"eis_drone_strike1":"NO GUNBLADES",
		"eis_drone_strike2":"OUT OF RANGE",
		"eis_drone_strike3":"NO TARGET",

		"eis_rampagedrive1":"Engines and Armor boosted",
		"eis_rampagedrive2":"Reduced weapons rate of fire",
		"eis_rampagedrive3":"READY", #also used for eis_drone_strike READY
		
		"eis_jump_failed":"CANNOT THRUST",
		
		"eis_damper1": "Damper Subfield (Fighter)",
		"eis_damper2": "% less damage taken",
		"eis_damper3": "% hard flux dissipation",
		"eis_damper4": "0 shield upkeep",
	
		"eis_highballisticfocus1":"energy weapon damage ", #Translator Tip: Yes this space at the end is intentional, leave it alone.
		"eis_highballisticfocus2":"ballistic rate of fire",
		"eis_highballisticfocus3":"ballistic flux use",
		"eis_highballisticfocus4":"top speed and maneuvering stats",
	
		"eis_justatip_title":"Gula Enhancement",
		"eis_justatip_text0":"If a missile has more than %s base damage:",
		"eis_justatip_text":"Missiles become Gula-charged dealing up to an additional %s bonus damage",
		"eis_justatip_text9":"Reflected missiles are also Gula-charged",
		"eis_justatip_text2":"%s bonus damage from guided missile",
		"eis_justatip_text3":"%s bonus damage from MIRV or multi-staged missiles",
		"eis_justatip_text7":"%s bonus damage from reloadable missiles",
		"eis_justatip_text8":"%s bonus damage is added to missiles of wings, scaling inversely with fitted wings",
		"eis_justatip_text4":"Minimum bonus damage is %s",
		"eis_justatip_text6":"No bonus damage granted to missiles armed with proximity fuses",
		"eis_justatip_text5":"S-mod Bonus: Base damage requirement reduced to %s, bonus damage increased to %s.", #but bonus damage scales off the base damage.",
		"eis_each":"damage",

		"eis_microforge_title":"Microforge",
		"eis_microforge_text":"Every %s seconds, forges %s or %s of base ammo count (whichever is higher) for all small missile launchers. Reload progress will pause when the ship is overloaded, venting, or above %s hard flux.",
		"eis_microforge_status_text":"Reloading halted",
		
		"eis_zandatsu":"Ballistic Weaponry Augmented for ",
		"eis_zandatsu2":"+20% Shield Efficiency For ",
		"eis_zandatsu3":"+50% Maneuverability For ",
		
		
		"eis_lekhanistation":"Lekhani Station", #Space Station orbiting Chitagupta
		"eis_ironshellhq":"Underground Iron Shell Presence", #-5 stability when a faction conquer Chitagupta.
		"eis_ironshellhq2":"Pather Intrigue reduced by %s.", #%s is a number
		"eis_ironshellhq3":"Reduces the Pather Intrigue by %s.", #%s same number
		"eis_bbp":"Colony's income increased by %s.", #%s is percentage
		"eis_bbp_warning":"WARNING: DO NOT REMOVE", #%s is percentage
		
		"CHM_ironshell1":"\"Stand inside yourself for an impenetrable shield.\"", #these \ are what makes quotes go in
		"CHM_ironshell1a":"         — Charlotte Hex",
		"CHM_ironshell2":"\"Nothing smells fresher and more delightful than a couple of roasted ship in the early mornings.\"",
		"CHM_ironshell2a":"         — Ava Nitia",
		"CHM_ironshell3":"\"A laser is made with energy and beams; a weapon is built with ingenuity and fear.\"",
		"CHM_ironshell3a":"         — Darren Hartley",
		"CHM_ironshell4":"\"True character is found under pressure.\"",
		"CHM_ironshell4a":"         — Kim Quy",
		"CHM_ironshell5":"\"Sustained beam weaponry is boring.\"",
		"CHM_ironshell5a":"         — Caeda Celeste",
		"CHM_ironshell6":"\"Knock, Knock.\"",
		"CHM_ironshell6a":"\"Who's there?\"",
		"CHM_ironshell6b":"\"Iron.\"",
		"CHM_ironshell6c":"\"Iron who?\"",
		"CHM_ironshell6d":"\"Iron Shall collect your taxes!\"",
		
		#Something hardcoded in translation?
		"EISLoveForIron":"A mod is trying to replace and hardblock skill_data.csv from other mods from working. Find what mod does this?",
		"eis_modPlugin1":"Navigation Relay", # a CustomEntity in StarSystem
		"eis_modPlugin2":"Sensor Array", # a CustomEntity in StarSystem
		
		"EIS_CBRemnantStation1":"%s taps a data pad, and an intel assessment shows up on your tripad.", # [HeOrShe] taps a data pad, and an intel assessment shows up on your tripad.
		"EIS_CBRemnantStation2":"The station is assessed to be fully functional and extremely dangerous.",
		"EIS_CBRemnantStation3":"The station is assessed to be damaged, but still highly dangerous.",
		"EIS_CBRemnantStation4":"The bounty posting contains partial intel about the station.",
		"EIS_CBRemnantStation5":" - Remnant Nexus",  # BountyNamePostfix from EIS_CBRemnantStation(BaseCustomBounty)
		
		"EISBlueprintIntel1":"an Invalid Item", # If ItemName is Null
		"EISBlueprintIntel2":"Invalid Item", # Default ItemName
		"EISBlueprintIntel3":" Blueprint", # [Wing's/Weapon's/Hull's Name] Blueprint
		"EISBlueprintIntel3a":" blueprint", # Lower-cased version of EISBlueprintIntel3 
		"EISBlueprintIntel3b":" Item", #[Commodity, Special Item Name] Item
		"EISBlueprintIntel3c":" item", # Lower-cased version of EISBlueprintIntel3b
		"EISBlueprintIntel4":"exploring system", # Fleet's Travel Action Text
		"EISBlueprintIntel5":"scanning local volume", # Fleet's Patrol Action Text
		"EISBlueprintIntel6":"There is %s to be found somewhere in the %s.", # addDescriptionForNonEndStage - "There is [Blueprint Name] to be found somewhere in the [star system name]."
		"EISBlueprintIntel7":"There is %s in the %s", # addNextStepText - "There is [Blueprint Name] in the [star system name]"
		"EISBlueprintIntel8":" Intel", # getBaseName from EISBlueprintIntel(HubMissionWithSearch,ShowLootListener)
		"EISBlueprintIntel9":"intel", # getMissionTypeNoun from EISBlueprintIntel(HubMissionWithSearch,ShowLootListener)
		"EISBlueprintIntel10":"acted on", # getMissionCompletionVerb from EISBlueprintIntel(HubMissionWithSearch,ShowLootListener)
		
		"EISExtractionMission1":"Extract operative located %s %s in the %s. ", # Extract operative located [on/at] [Market/Colony Name] in the [star system name].
		"EISExtractionMission2":"The target location is a size %s colony controlled by %s", # The target location is a size %s colony controlled by [Faction Name].
		"EISExtractionMission3":"Extract operative from %s in the %s.", # Extract operative from [Market/Colony Name] in the [star system name].
		"EISExtractionMission4":"Combat Extraction", # getBaseName from EISExtractionMission(HubMissionWithSearch)
		
		"EISPirateSystemBounty1":"Applies to all %s fleets in or near the %s, which is home to %s, a pirate base.", # Applies to all %s fleets in or near the [star system name], which is home to [Pirate Base Name], a pirate base.
		"EISPirateSystemBounty2":"This bounty is no longer on offer.",
		"EISPirateSystemBounty3":"%s base reward per frigate",
		"EISPirateSystemBounty4":"remaining", # function addDays para
		"EISPirateSystemBounty5":"Payment depends on the number and size of ships destroyed. Standing with %s, as well as with %s, will improve.", # Payment depends on the number and size of ships destroyed. Standing with [Faction Name], as well as with [Person's Name], will improve.
		"EISPirateSystemBounty6":"Most recent bounty payment:",
		"EISPirateSystemBounty7":"%s received", #[credits] received
		"EISPirateSystemBounty8":"%s share based on damage dealt",
		"EISPirateSystemBounty9":" - Over", # [Pirate System Bounty] - Over
		"EISPirateSystemBounty10":"Pirate Fleet Bounty", # getBaseName from EISPirateSystemBounty(HubMissionWithSearch,FleetEventListener)
		"EISPirateSystemBounty11":"bounty", # getMissionTypeNoun from EISPirateSystemBounty(HubMissionWithSearch,FleetEventListener)
		
		"EISDeadDropMission1":"an apparently inert data chip",
		"EISDeadDropMission2":"a rad-shielded salvors' TriPad",
		"EISDeadDropMission3":"a cloudy, damaged data crystal",
		"EISDeadDropMission4":"a small EM-shielded safe",
		"EISDeadDropMission5":"a hardcopy book made of paper",
		"EISDeadDropMission6":"a sewing kit with strangely curved needles",
		"EISDeadDropMission7":"a single rose in a miniaturized stasis field",
		"EISDeadDropMission8":"a small packet of seeds embossed with a Luddic sigil",
		"EISDeadDropMission9":"an aged, twisted piece of wood",
		"EISDeadDropMission10":"an irradiated bulkhead in a shielded crate",
		"EISDeadDropMission11":"a black Volturnian lobster shell",
		"EISDeadDropMission12":"a biosample in sealed cylinder",
		"EISDeadDropMission13":"a peculiar vial of blood",
		"EISDeadDropMission14":"a powdered substance in a triple-sealed container",
		"EISDeadDropMission15":"a single vacuum-desiccated finger",
		"EISDeadDropMission16":"a tiny unicorn pendant",
		"EISDeadDropMission17":"a delicate crane made of folded paper",
		"EISDeadDropMission18":"a scratched golden ring",
		"EISDeadDropMission19":"a gravimatic trap holding some kind of glowing mote",
		"EISDeadDropMission20":"a large brilliant-cut diamond",
		"EISDeadDropMission21":"a captain's safe cut from its bulkhead",
		"EISDeadDropMission22":"a glowing blue crystal in a sealed tube",
		"EISDeadDropMission23":"the ", # function triggerComplicationBegin para - the [EISDeadDropMission Task Item]
		"EISDeadDropMission24":"it", # function triggerComplicationBegin para 
		"EISDeadDropMission25":" given to you by ", # function triggerComplicationBegin para - thingDesc - the [EISDeadDropMission Task Item] given to you by [Person's Name]
		"EISDeadDropMission26":"the dead drop coordinates", # function setFleetWantsThing para
		"EISDeadDropMission27":"they", # function setFleetWantsThing para
		"EISDeadDropMission28":"the dead drop coordinates given to you by ", # function setFleetWantsThing para - thingDesc - the dead drop coordinates given to you by [Person's Name]
		"EISDeadDropMission29":"Deliver %s to the dead drop location at the specified coordinates in the %s", # Deliver [EISDeadDropMission Task Item] to the dead drop location at the specified coordinates in the [star system name].
		"EISDeadDropMission30":"Deliver %s to specified location in the %s",# Deliver [EISDeadDropMission Task Item] to specified location in the [star system name].
		"EISDeadDropMission31":"Dead Drop", # getBaseName from EISDeadDropMission(HubMissionWithSearch)
		
		"EISAICores1":"Select AI cores to turn in",
		"EISAICores2":"Confirm",
		"EISAICores3":"Cancel",
		"EISAICores4":"House Celeste",
		"EISAICores5":"Compared to dealing with others, turning AI cores in to Caeda Celeste will result in: ",
		"EISAICores6":"Gratituity value",
		"EISAICores7":"Relation gain",
		"EISAICores8":"If you turn in the selected AI cores, you will receive a %s donation and your standing with Caeda Celeste will improve by %s points.",
		
		"EISGained":"Gained ", # Gained [Number of Credit] [CreditName]
		"EISLost":"Lost ", # Lost [Hull Name] Blueprint
		"EISBlueprint": " Blueprint", # Lost [Hull Name] Blueprint
		
		"EISStoryPointForceEngage":"The opposing fleet has used a series of special maneuvers to outmaneuver you, forcing you to fight them head on.\n\nLook at the child trying to run away from responsibility. Own up to it.",
		
		"EISStoryPointForceEngageHighlight":"The opposing fleet has used a series of special maneuvers to outmaneuver you, forcing you to fight them head on.",
		
		"EISLearnHullmod":"You have unlocked ", # You have unlocked [Hull Name]
		
		"EISOfficerPersonality":"Personality: ", # Personality: [Personality], level: [Officer Level]
		"EISOfficerLevel":", level: ", # Personality: [Personality], level: [Officer Level]
		
		"EISSpySatDeployment1":"Deploy a spysat in orbit of %s in the %s.", # Deploy a spysat in orbit of [Market/Colony Name] in the [star system name].
		"EISSpySatDeployment2":"Deploy spysat near %s in the %s.", # Deploy spysat near [Market/Colony Name] in the [star system name]
		"EISSpySatDeployment3":"SpySat Deployment", # getBaseName from EISSpySatDeployment(HubMissionWithSearch)
		
		#The player is able to define music for the player faction. Who knows a faction can have 6 pieces!
		"EISNexMusic":"They don't have music for you to vibe to.", #Used when a faction does not have music defined.
		"EISNexMusic1":"Friendly Market:",
		"EISNexMusic2":"Neutral Market:",
		"EISNexMusic3":"Hostile Market:",
		"EISNexMusic4":"Friendly Encounter:",
		"EISNexMusic5":"Neutral Encounter:",
		"EISNexMusic6":"Hostile Encounter:",
		
		"tahlan_Castigator_xiv_update":"When in trials with the Domain Navy, a number of Castigator-class vessels were manufactured to alternate specifications suiting the needs of the various battlegroups' combat doctrines. For the Fourteenth Battlegroup, a variant equipped with a pair of standard TPCs was developed and although it was dismissed by Domain Navy for impracticality due to requiring the sacrifice of two of its medium-sized weapon mounts to make room for the additional hardware and supplementary power generators, it was well-loved by some of the battlegroup's higher-ups. The constructions plans were finally recovered in the Persean Sector and returned to its rightful owner, its variants went into production to strike fear into the enemies of its owner.\n\n Presumably a precursor design to the modern Eagle, the Castigator was, for its time, an overengineered assault cruiser that never made it into large-scale production due to numerous issues. Not only was it overpriced, but the downscaled TPCs in its forward prongs suffered from reliability issues with their magnetic containment systems. These issues aside, however, the performance of the Castigator is without question impressive. Combining heavy armor, numerous weapon mounts and adequate maneuverability in a heavy cruiser package designed to fight at the frontlines of any battle. Charging into combat with its visually spectacular Assault Burn, the Castigator is an awe-inspiring sight to behold and an enemy most would prefer to avoid facing head-on.", #if castigator xiv is found and returned, hegemony and iron shell will access this ship now
		
		"EISRenownMount":"%s weapons in %s slots grant %s flux dissipation per ordnance point spent.", #Ballistic weapons in Composite slots grant +3 flux dissipation per ordnance point spent. #See eis_ballistic for 1st %s, 2nd %s is below here, 3rd one will be +3.
		"eis_composite":"Composite",
		"eis_weapon":"Weapon", #used for table header of weapon
		"eis_bonus":"Bonus", #used for table header of weapon's bonus
		"eis_total":"Total", #used for table entry of the total weapon bonus
		
	},
}
