<?xml version="1.0" encoding="utf-8"?>
<GlobalConstantsData>
  <Constants>
    <Constant>
      <Name>Undefined</Name>
      <Value>-1</Value>
    </Constant>
    <Constant>
      <Name>ActorIndexIgnore</Name>
      <Value>-999</Value>
    </Constant>
    <Constant>
      <Name>BoolFalse</Name>
      <Value>Game.RTS.AlwaysFalse</Value>
    </Constant>
    <Constant>
      <Name>BoolTrue</Name>
      <Value>Game.RTS.AlwaysTrue</Value>
    </Constant>
    <Constant>
      <Name>strInfirmary_Basic_Desc</Name>
      <Value>Improves Vitality. Increases the chance of Recovery from injuries and illness each day.</Value>
    </Constant>
    <Constant>
      <Name>strInfirmary_BasicB_Desc</Name>
      <Value>Improves Vitality. Increases the chance of Recovery from injuries and illness each day.</Value>
    </Constant>
    <Constant>
      <Name>strInfirmary_BasicC_Desc</Name>
      <Value>All the benefits of an Infirmary, plus the ability to create Stimulants. REQUIRES LIBRARY.</Value>
    </Constant>
    <Constant>
      <Name>strInfirmary_BonusBasic_Name</Name>
      <Value>Free Health Care</Value>
    </Constant>
    <Constant>
      <Name>strInfirmary_BonusBasic_Desc</Name>
      <Value>+10 Max Vitality for everyone. 15% Recovery Chance from injury/illness each day.</Value>
    </Constant>
    <Constant>
      <Name>strInfirmary_BonusAdv_Name</Name>
      <Value>Quality Health Care</Value>
    </Constant>
    <Constant>
      <Name>strInfirmary_BonusAdv_Desc</Name>
      <Value>+10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day.</Value>
    </Constant>
    <Constant>
      <Name>strInfirmary_BonusC_Name</Name>
      <Value>Lab Equipment</Value>
    </Constant>
    <Constant>
      <Name>strInfirmary_BonusC_Desc</Name>
      <Value>Allows manufacture of painkillers and stimulants.</Value>
    </Constant>
    <Constant>
      <Name>strInfirmary_BonusStaff_Name</Name>
      <Value>Medical Professional</Value>
    </Constant>
    <Constant>
      <Name>strInfirmary_BonusStaff_Desc</Name>
      <Value>+20% Recovery Chance. REQUIRES TRAINED HEALER.</Value>
    </Constant>
    <Constant>
      <Name>strInfirmary_BuiltIn_Fix_Desc</Name>
      <Value>There's a good infirmary here. Just need to stock it and clean up a little... Okay, a lot.</Value>
    </Constant>
    <Constant>
      <Name>strKitchen_Basic_Desc</Name>
      <Value>Having a clean area for food improves health and protects against illness. REQUIRES WORKSHOP.</Value>
    </Constant>
    <Constant>
      <Name>strKitchen_Basic_Summary</Name>
      <Value>Improves Vitality and food safety.</Value>
    </Constant>
    <Constant>
      <Name>strKitchen_BonusBasic_Name</Name>
      <Value>Mise En Place</Value>
    </Constant>
    <Constant>
      <Name>strKitchen_BonusBasic_Desc</Name>
      <Value>Protects against Food Contamination.</Value>
    </Constant>
    <Constant>
      <Name>strKitchen_BonusStaff_Name</Name>
      <Value>Good Cook</Value>
    </Constant>
    <Constant>
      <Name>strKitchen_BonusStaff_Desc</Name>
      <Value>Allows the preparation of feasts. (Need someone who really knows how to cook, though.)</Value>
    </Constant>
    <Constant>
      <Name>strKitchen_Fixed_Desc</Name>
      <Value>Having a clean area for food improves health and protects against illness.</Value>
    </Constant>
    <Constant>
      <Name>strKitchen_BuiltIn_Fix_Desc</Name>
      <Value>There's a good kitchen here. Just need to clear out all the chaos and we can start using it.</Value>
    </Constant>
    <Constant>
      <Name>strKitchen_ActionTradeOp_Name</Name>
      <Value>CHARITY: Soup Kitchen</Value>
    </Constant>
    <Constant>
      <Name>strKitchen_ActionTradeOp_Desc</Name>
      <Value>Give away 5 FOOD to help your neighbors survive.</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_Basic_Desc</Name>
      <Value>Having a dedicated work area would let us repair weapons, do light vehicle repairs, and make some useful items.</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BasicB_Desc</Name>
      <Value>A full-fledged workshop would give us the ability to repair cars.</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_Car_Desc</Name>
      <Value>We could specialize this workshop to focus on construction and car repair. NEEDS TOOLS EXPERT.</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_Weapon_Desc</Name>
      <Value>A workshop focused on making explosives and incendiaries. REQUIRES CHEMISTRY EXPERT.</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BonusBasic_Name</Name>
      <Value>Dedicated Work Area</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BonusBasic_Desc</Name>
      <Value>Automatically repair and reinforce weapons each day.</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BonusAdv_Name</Name>
      <Value>Real Workshop</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BonusAdv_Desc</Name>
      <Value>Automatically repair Body and Tire damage for vehicles parked overnight.</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BonusCar_Name</Name>
      <Value>Power Tools</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BonusCar_Desc</Name>
      <Value>Automatically repair body, engine, and tire damage. Replace lost bumpers and doors.</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BonusWeapon_Name</Name>
      <Value>Chemistry Equipment</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BonusWeapon_Desc</Name>
      <Value>Allows the creation of explosives.</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BonusStaff_Name</Name>
      <Value>Construction Expertise</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BonusStaff_Desc</Name>
      <Value>+100% construction rate. REQUIRES TOOLS EXPERT.</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BonusChem_Name</Name>
      <Value>Chemistry Expertise</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_BonusChem_Desc</Name>
      <Value>Prevents explosives mishaps. REQUIRES CHEMISTRY EXPERT.</Value>
    </Constant>
    <Constant>
      <Name>strWorkshop_Fixed_Desc</Name>
      <Value>Having a clean area for food improves health and protects against illness.</Value>
    </Constant>
    <Constant>
      <Name>strBedroom_Basic_Desc</Name>
      <Value>The more people we have, the more beds we need. This'll give us a few more places to sleep.</Value>
    </Constant>
    <Constant>
      <Name>strBedroom_BasicWeak_Desc</Name>
      <Value>A Sleeping Area helps combat Sleep Deprivation. Can be upgraded to a Bunkhouse with actual Beds.</Value>
    </Constant>
    <Constant>
      <Name>strBedroom_BonusBasic_Name</Name>
      <Value>Beds</Value>
    </Constant>
    <Constant>
      <Name>strBedroom_BonusBasic_Desc</Name>
      <Value>Provides +8 beds.</Value>
    </Constant>
    <Constant>
      <Name>strBedroom_BonusConfidence_Name</Name>
      <Value>Good Night's Sleep</Value>
    </Constant>
    <Constant>
      <Name>strBedroom_BonusConfidence_Desc</Name>
      <Value>Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)</Value>
    </Constant>
    <Constant>
      <Name>strBedroom_BonusWeak_Name</Name>
      <Value>Cots and Futons</Value>
    </Constant>
    <Constant>
      <Name>strBedroom_BonusWeak_Desc</Name>
      <Value>Provides no beds, but gives a 50% chance of preventing Sleep Deprivation.</Value>
    </Constant>
    <Constant>
      <Name>strBedroom_Fixed_Desc</Name>
      <Value>Provides +8 beds to sleep in. If we have enough beds for everyone, people might even feel rested.</Value>
    </Constant>
    <Constant>
      <Name>strBedroom_BuiltIn_Fix_Desc</Name>
      <Value>This would give us more spots for sleeping. Just need to clear out the remnants of... what happened here.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_Basic_Desc</Name>
      <Value>Increases our storage capacity for all the key survival resources (Food, Medicine, Building Materials, Ammunition, and Fuel.)  REQUIRES WORKSHOP.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_Food_Desc</Name>
      <Value>Setting things up for safe food storage allows us to attempt sanitary food storage.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_Refrigeration_Desc</Name>
      <Value>With a refrigerated storage area, we can really improve our ability to keep food fresh.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_BonusBasic_Name</Name>
      <Value>Storage Space</Value>
    </Constant>
    <Constant>
      <Name>strStorage_BonusBasic_Desc</Name>
      <Value>+20 Food, Ammo, Medicine, Fuel, and Materials capacity.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_BonusBasic2_Desc</Name>
      <Value>+30 Food, Ammo, Medicine, Fuel, and Materials capacity.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_BonusBasic3_Desc</Name>
      <Value>+40 Food, Ammo, Medicine, Fuel, and Materials capacity.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_BonusBasicGeneric_Desc</Name>
      <Value>Additional Food, Ammo, Medicine, Fuel, and Materials capacity.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_Upgrade_Desc</Name>
      <Value>+10 Food, Ammo, Medicine, Fuel, and Materials capacity.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_BonusFood_Name</Name>
      <Value>Food Preservation</Value>
    </Constant>
    <Constant>
      <Name>strStorage_BonusFood_Desc</Name>
      <Value>Protects against spoilage.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_MakeFuel_Name</Name>
      <Value>Create Biodiesel</Value>
    </Constant>
    <Constant>
      <Name>strStorage_MakeFuel_Desc</Name>
      <Value>Turns food into fuel.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_BonusRefrigeration_Name</Name>
      <Value>Refrigeration</Value>
    </Constant>
    <Constant>
      <Name>strStorage_BonusRefrigeration_Desc</Name>
      <Value>Dramatically reduces food spoilage and food poisoning.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_ActionTradeOpBD_Name</Name>
      <Value>COMMERCE: Biodiesel</Value>
    </Constant>
    <Constant>
      <Name>strStorage_ActionTradeOpBD_Desc</Name>
      <Value>Gain +3 AMMO for creating biodiesel fuel for another group of survivors.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_ActionTradeOpFP_Name</Name>
      <Value>COMMERCE: Food Preservation</Value>
    </Constant>
    <Constant>
      <Name>strStorage_ActionTradeOpFP_Desc</Name>
      <Value>Gain +5 FOOD in exchange for pickling and curing food for another survivor group.</Value>
    </Constant>
    <Constant>
      <Name>strStorage_BuiltIn_Fix_Desc</Name>
      <Value>There's a good storage space here. Just need to clear out all the chaos and we can start using it.</Value>
    </Constant>
    <Constant>
      <Name>strLibrary_Basic_Desc</Name>
      <Value>We could start gathering books and put together a reference area.</Value>
    </Constant>
    <Constant>
      <Name>strLibrary_BonusBasic_Name</Name>
      <Value>Store of Knowledge</Value>
    </Constant>
    <Constant>
      <Name>strLibrary_BonusBasic_Desc</Name>
      <Value>By sharing knowledge, we all improve our Wits faster. REQUIRES GOOD RESEACHER.</Value>
    </Constant>
    <Constant>
      <Name>strLibrary_BonusStaff_Name</Name>
      <Value>Scientific Principles</Value>
    </Constant>
    <Constant>
      <Name>strLibrary_BonusStaff_Desc</Name>
      <Value>+300% research speed. REQUIRES GOOD RESEACHER.</Value>
    </Constant>
    <Constant>
      <Name>strLibrary_ActionTradeOp_Name</Name>
      <Value>COMMERCE: Library Access</Value>
    </Constant>
    <Constant>
      <Name>strLibrary_ActionTradeOp_Desc</Name>
      <Value>Gain +2 AMMO for providing library access to another group of survivors.</Value>
    </Constant>
    <Constant>
      <Name>strLibrary_BuiltIn_Fix_Desc</Name>
      <Value>There's a good library here. Just need to clear out all the chaos and we can start using it.</Value>
    </Constant>
    <Constant>
      <Name>strLibrary_ActionWits_Name</Name>
      <Value>Add to Survival Handbook</Value>
    </Constant>
    <Constant>
      <Name>strLibrary_ActionWits_Desc</Name>
      <Value>Compile the latest survival tips from everyone. REQUIRES RESEARCH EXPERT.</Value>
    </Constant>
    <Constant>
      <Name>strWatchtower_Basic_Desc</Name>
      <Value>Something to protect our perimeter. Having a watchtower increases the safe area around our home.</Value>
    </Constant>
    <Constant>
      <Name>strWatchtower_BonusStaff_Name</Name>
      <Value>Lookout</Value>
    </Constant>
    <Constant>
      <Name>strWatchtower_BonusStaff_Desc</Name>
      <Value>Having someone up here should help keep the zeds at bay.</Value>
    </Constant>
    <Constant>
      <Name>strWatchtower_BonusSnipe_Name</Name>
      <Value>Sniping Zombies</Value>
    </Constant>
    <Constant>
      <Name>strWatchtower_BonusSnipe_Desc</Name>
      <Value>We've been actively sniping zombies, giving us a larger safe area around our home.</Value>
    </Constant>
    <Constant>
      <Name>strWatchtower_BonusPractice_Name</Name>
      <Value>Firearms Training</Value>
    </Constant>
    <Constant>
      <Name>strWatchtower_BonusPractice_Desc</Name>
      <Value>Increased XP from shooting.</Value>
    </Constant>
    <Constant>
      <Name>strWatchtower_ActionTradeOp_Name</Name>
      <Value>COMMERCE: Train Outsiders</Value>
    </Constant>
    <Constant>
      <Name>strWatchtower_ActionTradeOp_Desc</Name>
      <Value>Gain +3 AMMO to train survivors from another community with firearms.</Value>
    </Constant>
    <Constant>
      <Name>strTraining_Basic_Desc</Name>
      <Value>A training area improves physical fitness and gives us a place to hone combat skills.</Value>
    </Constant>
    <Constant>
      <Name>strTraining_BasicB_Desc</Name>
      <Value>A dojo provides the right space to practice specific survival techniques.</Value>
    </Constant>
    <Constant>
      <Name>strTraining_BonusBasic_Name</Name>
      <Value>Exercise Area</Value>
    </Constant>
    <Constant>
      <Name>strTraining_BonusBasic_Desc</Name>
      <Value>+10 Stamina for everyone.</Value>
    </Constant>
    <Constant>
      <Name>strTraining_BonusStaff_Name</Name>
      <Value>Fitness Guru</Value>
    </Constant>
    <Constant>
      <Name>strTraining_BonusStaff_Desc</Name>
      <Value>Prevents injuries. Allows establishment of a Fitness Regimen.</Value>
    </Constant>
    <Constant>
      <Name>strTraining_BonusFitness_Name</Name>
      <Value>Fitness Regimen</Value>
    </Constant>
    <Constant>
      <Name>strTraining_BonusFitness_Desc</Name>
      <Value>Organized exercise program: An additional +10 Stamina for everyone. </Value>
    </Constant>
    <Constant>
      <Name>strTraining_BonusPractice_Name</Name>
      <Value>Combat Training</Value>
    </Constant>
    <Constant>
      <Name>strTraining_BonusPractice_Desc</Name>
      <Value>Increased XP from melee combat.</Value>
    </Constant>
    <Constant>
      <Name>strTraining_ActionFitness_Name</Name>
      <Value>Fitness Regimen</Value>
    </Constant>
    <Constant>
      <Name>strTraining_ActionFitness_Desc</Name>
      <Value>An additional +10 Stamina for everyone. REQUIRES FITNESS EXPERT.</Value>
    </Constant>
    <Constant>
      <Name>strTraining_ActionTradeOp_Name</Name>
      <Value>COMMERCE: Train Outsiders</Value>
    </Constant>
    <Constant>
      <Name>strTraining_ActionTradeOp_Desc</Name>
      <Value>Gain +3 AMMO to train survivors from another community in self-defense.</Value>
    </Constant>
    <Constant>
      <Name>strGenerator_VariantBasic_Desc</Name>
      <Value>Uses up Fuel to provide electricity to your home. (Some facilities need electricity to work.) REQUIRES WORKSHOP.</Value>
    </Constant>
    <Constant>
      <Name>strGenerator_VariantBasic4_Desc</Name>
      <Value>With a more efficient set-up, we get more electricity from the same amount of fuel. REQUIRES WORKSHOP.</Value>
    </Constant>
    <Constant>
      <Name>strGenerator_BonusBasic_Name</Name>
      <Value>Gas Powered</Value>
    </Constant>
    <Constant>
      <Name>strGenerator_BonusBasic_Desc</Name>
      <Value>+10 Electricity. Uses fuel to provide electricity.</Value>
    </Constant>
    <Constant>
      <Name>strGenerator_BonusAdvanced_Name</Name>
      <Value>High Voltage</Value>
    </Constant>
    <Constant>
      <Name>strGenerator_BonusAdvanced_Desc</Name>
      <Value>+5 Electricity. Provides additional electricity.</Value>
    </Constant>
    <Constant>
      <Name>strSolarArray_BonusBasic_Name</Name>
      <Value>Solar Powered</Value>
    </Constant>
    <Constant>
      <Name>strSolarArray_BonusBasic_Desc</Name>
      <Value>+10 Electricity.</Value>
    </Constant>
    <Constant>
      <Name>strDiningArea_VariantBasic_Desc</Name>
      <Value>Eating together can help reduce discord in the community and maintain cleanliness.</Value>
    </Constant>
    <Constant>
      <Name>strDiningArea_BonusBasic_Name</Name>
      <Value>Family Meals</Value>
    </Constant>
    <Constant>
      <Name>strDiningArea_BonusBasic_Desc</Name>
      <Value>Reduces discord. Protects against vermin.</Value>
    </Constant>
    <Constant>
      <Name>strGarden_AdvancedDesc</Name>
      <Value>A greenhouse provides higher yield crops than a garden.</Value>
    </Constant>
    <Constant>
      <Name>strGarden_VariantSimple1_Desc</Name>
      <Value>A place to grow fresh food. Just getting started.</Value>
    </Constant>
    <Constant>
      <Name>strGarden_VariantSimple2_Desc</Name>
      <Value>A place to grow fresh food. Coming along nicely.</Value>
    </Constant>
    <Constant>
      <Name>strGarden_VariantSimple3_Desc</Name>
      <Value>A place to grow fresh food. A thriving crop!</Value>
    </Constant>
    <Constant>
      <Name>strGarden_BonusBasic_Name</Name>
      <Value>Growing</Value>
    </Constant>
    <Constant>
      <Name>strGarden_ResearchGreenhouse_Name</Name>
      <Value>Greenhouse</Value>
    </Constant>
    <Constant>
      <Name>strGarden_ResearchGreenhouse_Desc</Name>
      <Value>A greenhouse will improve our crop yields.</Value>
    </Constant>
    <Constant>
      <Name>strGarden_ResearchBiodiesel_Name</Name>
      <Value>Biodiesel</Value>
    </Constant>
    <Constant>
      <Name>strGarden_ResearchBiodiesel_Desc</Name>
      <Value>We can convert some of our food into fuel.</Value>
    </Constant>
    <Constant>
      <Name>EmptyDescription</Name>
      <Value> </Value>
    </Constant>
    <Constant>
      <Name>strResearch_Grenade_PipeBomb_Name</Name>
      <Value>Research Pipe Bomb</Value>
    </Constant>
    <Constant>
      <Name>strResearch_Grenade_PipeBomb_Desc</Name>
      <Value>Unlocks the ability to create Pipe Bombs. REQUIRES A MUNITIONS SHOP.</Value>
    </Constant>
    <Constant>
      <Name>strResearch_Molotov_HomeMade_Strong_Name</Name>
      <Value>Research Chemical Incendiaries</Value>
    </Constant>
    <Constant>
      <Name>strResearch_Molotov_HomeMade_Strong_Desc</Name>
      <Value>Unlocks the ability to create Chemical Incendiaries. REQUIRES A MUNITIONS SHOP and MEDICAL LAB..</Value>
    </Constant>
    <Constant>
      <Name>strResearch_Stimulants_HomeMade_Strong_Name</Name>
      <Value>Research Potent Homemade Stims</Value>
    </Constant>
    <Constant>
      <Name>strResearch_Stimulants_HomeMade_Strong_Desc</Name>
      <Value>Would allow us to create more effective stimulants (Uses up medical supplies.) REQUIRES MEDICAL LAB.</Value>
    </Constant>
    <Constant>
      <Name>strResearch_Grenade_PipeBomb_Strong_Name</Name>
      <Value>Research Steel Pipe Bomb</Value>
    </Constant>
    <Constant>
      <Name>strResearch_Grenade_PipeBomb_Strong_Desc</Name>
      <Value>Unlocks the ability to create Steel Pipe Bombs. REQUIRES A MUNITIONS SHOP.</Value>
    </Constant>
    <Constant>
      <Name>strOutpost_BonusStaff_Name</Name>
      <Value>Maintaining Outpost</Value>
    </Constant>
    <Constant>
      <Name>strOutpost_BonusStaff_Desc</Name>
      <Value>Responsible for periodically stopping by and checking on the site.</Value>
    </Constant>
    <Constant>
      <Name>strOutpost_BonusLocker_Name</Name>
      <Value>Supply Locker</Value>
    </Constant>
    <Constant>
      <Name>strOutpost_BonusLocker_Desc</Name>
      <Value>A place to resupply without traveling all the way home.</Value>
    </Constant>
    <Constant>
      <Name>strOutpost_BonusRescue_Name</Name>
      <Value>Safe Haven</Value>
    </Constant>
    <Constant>
      <Name>strOutpost_BonusRescue_Desc</Name>
      <Value>15% chance of missing allies coming home safely on their own.</Value>
    </Constant>
    <Constant>
      <Name>strOutpost_ActionDefend_Name</Name>
      <Value>Set Traps for Passing Hordes</Value>
    </Constant>
    <Constant>
      <Name>strOutpost_ActionDefend_Desc</Name>
      <Value>Increase protected range around the outpost.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta10Buddies_Completed_Name</Name>
      <Value>COMPLETED: Under Attack</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta10Buddies_Completed_Summary</Name>
      <Value>Safe... for now.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta10Buddies_Completed_Description</Name>
      <Value>Made it to the ranger station, but it looks like we're not out of the woods yet. Heh. Ed will be sad he missed making that pun. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta15Go_Discovered_Name</Name>
      <Value>MISSION: Find Help</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta15Go_Discovered_Summary</Name>
      <Value>It's not safe out here.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta15Go_Discovered_Description</Name>
      <Value>Where the hell did these nutjobs come from? And why are they so... bitey? - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Gunshots_Completed_Name</Name>
      <Value>COMPLETED: Distant Gunshots</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Gunshots_Completed_Summary</Name>
      <Value>Rescued Maya.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Gunshots_Completed_Description</Name>
      <Value>Well, I'm sure as hell not gonna object to having a trained soldier on our side. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Forest_Completed_Name</Name>
      <Value>COMPLETED: Ridge Cabins</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Forest_Completed_Summary</Name>
      <Value>No survivors.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Forest_Completed_Description</Name>
      <Value>Found some stuff that might be useful, but nobody else alive. This is so fucked up. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Lakeside_Completed_Name</Name>
      <Value>COMPLETED: Tanner Lake</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Lakeside_Completed_Summary</Name>
      <Value>No survivors.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Lakeside_Completed_Description</Name>
      <Value>Jesus. This is like walking through a war zone. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Tower_Completed_Name</Name>
      <Value>COMPLETED: Water Tower</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Tower_Completed_Summary</Name>
      <Value>Survey complete.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Tower_Completed_Description</Name>
      <Value>This kind of surveying could be useful - I'll have to mark likely spots on my map. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta30Return_Completed_Name</Name>
      <Value>COMPLETED: Ranger Station</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta30Return_Completed_Summary</Name>
      <Value>Everybody's dead!</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta30Return_Completed_Description</Name>
      <Value>Holy shit! We were only gone a few minutes, what the hell happened? - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta40Bridge_Completed_Name</Name>
      <Value>COMPLETED: Escape</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta40Bridge_Completed_Summary</Name>
      <Value>Head into town.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta40Bridge_Completed_Description</Name>
      <Value>Next stop, Spencer's Mill. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Gunshots_Waypoint_Name</Name>
      <Value>Distant Gunshots</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Forest_Waypoint_Name</Name>
      <Value>Ridge Cabins</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Lakeside_Waypoint_Name</Name>
      <Value>Tanner Lake</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta20Tower_Waypoint_Name</Name>
      <Value>Water Tower</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta30Return_Waypoint_Name</Name>
      <Value>Ranger Station</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ta40Bridge_Waypoint_Name</Name>
      <Value>Escape</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar01Request_Discovered_Name</Name>
      <Value>MISSION: Army Sighting</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar01Request_Discovered_Summary</Name>
      <Value>What are they up to?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar01Request_Discovered_Description</Name>
      <Value>Maybe they can get us out of here. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar01Request_Completed_Name</Name>
      <Value>COMPLETED: Army Sighting</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar01Request_Completed_Summary</Name>
      <Value>So much for that.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar01Request_Completed_Description</Name>
      <Value>If the Army isn't here to get us out, what the hell are they doing here? -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Stall_Name</Name>
      <Value>NOTE: Chopper Sightings</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Stall_Summary</Name>
      <Value>No more choppers have landed.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Stall_Description</Name>
      <Value>Haven't seen any other Army choppers land near us, but we'll keep an eye out. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Stall_Tutorial</Name>
      <Value>Maybe they'll be back tomorrow.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Discovered_Name</Name>
      <Value>MISSION: Army Activity</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Discovered_Summary</Name>
      <Value>Evictions?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Discovered_Description</Name>
      <Value>Sounds like the Army is stepping things up.... -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Completed_Name</Name>
      <Value>COMPLETED: Army Activity</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Completed_Summary</Name>
      <Value>Survivors rescued.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Completed_Description</Name>
      <Value>Close call for those two, looks like the Army isn't here to protect and serve. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Aftermath_Name</Name>
      <Value>NOTE: I've Got An Idea</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Aftermath_Summary</Name>
      <Value>The Army may have use for you.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Aftermath_Description</Name>
      <Value>You're a bunch of law-breaking delinquents, but you're tough. I might have a use for you. I'll be in touch. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Aftermath_Tutorial</Name>
      <Value>Watch for EYES IN THE SKY missions for the Army.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar03Mayday_Stall_Name</Name>
      <Value>NOTE: Lowering the Bar</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar03Mayday_Stall_Summary</Name>
      <Value>Don't trust the Army.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar03Mayday_Stall_Description</Name>
      <Value>The Army's been pretty quiet since that last incident. Let's hope it stays that way. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar03Mayday_Stall_Tutorial</Name>
      <Value>Let's not get too comfortable. They may be back tomorrow. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar03Mayday_Discovered_Name</Name>
      <Value>MISSION: Insubordination</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar03Mayday_Discovered_Summary</Name>
      <Value>Orders are orders.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar03Mayday_Discovered_Description</Name>
      <Value>Sounds like the Army's "non-interference" policy is coming from higher up. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Bridges_Stall_Name</Name>
      <Value>NOTE: All Clear</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Bridges_Stall_Summary</Name>
      <Value>No more Army drops.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Bridges_Stall_Description</Name>
      <Value>Still plenty of radio chatter, but there've been no new sightings of the Army near us. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Bridges_Stall_Tutorial</Name>
      <Value>Seems like they're done causing trouble for the day. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Bridges_Discovered_Name</Name>
      <Value>MISSION: Sgt. Erik Tan</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Bridges_Discovered_Summary</Name>
      <Value>Disturbance at the bridges.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Bridges_Discovered_Description</Name>
      <Value>Sounds like Sgt. Tan's having trouble with his superiors. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Bridges_Completed_Name</Name>
      <Value>COMPLETED: Sgt. Erik Tan</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Bridges_Completed_Summary</Name>
      <Value>Barricades down.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Bridges_Completed_Description</Name>
      <Value>Well, we're not stuck on this side of the river any more. Wonder what's happening over there. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Fairgrounds_Completed_Name</Name>
      <Value>COMPLETED: Something's Missing</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Fairgrounds_Completed_Summary</Name>
      <Value>Ghost town.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Fairgrounds_Completed_Description</Name>
      <Value>Okay, this is starting to get seriously creepy. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar05Water_Discovered_Name</Name>
      <Value>MISSION: Lone Soldier</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar05Water_Discovered_Summary</Name>
      <Value>New developments.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar05Water_Discovered_Description</Name>
      <Value>Sgt. Tan found something, he wants to meet and it doesn't sound good. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar05Water_Completed_Name</Name>
      <Value>COMPLETED: Lone Soldier</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar05Water_Completed_Summary</Name>
      <Value>Don't drink the water.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar05Water_Completed_Description</Name>
      <Value>Well, now we know where the black fever came from. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Obstacles_Discovered_Name</Name>
      <Value>MISSION: Exit Strategy</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Obstacles_Discovered_Summary</Name>
      <Value>Problems getting out.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Obstacles_Discovered_Description</Name>
      <Value>Only one way out and it's walled off. Options are limited, get through it or die. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Obstacles_Completed_Name</Name>
      <Value>COMPLETED: Exit Strategy</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Obstacles_Completed_Summary</Name>
      <Value>Good to go.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Obstacles_Completed_Description</Name>
      <Value>The military has a term for this...FUBAR. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Explosives_Discovered_Name</Name>
      <Value>MISSION: The Armory</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Explosives_Discovered_Summary</Name>
      <Value>Collect explosives.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Explosives_Discovered_Description</Name>
      <Value>We're going to need some pretty hefty firepower to blow this barricade. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Explosives_Completed_Name</Name>
      <Value>COMPLETED: The Armory</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Explosives_Completed_Summary</Name>
      <Value>Explosives acquired.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Explosives_Completed_Description</Name>
      <Value>Oh, military-grade explosives. Is there any problem you can't solve?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar07Finale_Discovered_Name</Name>
      <Value>MISSION: The Wall</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar07Finale_Discovered_Summary</Name>
      <Value>Endgame.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar07Finale_Discovered_Description</Name>
      <Value>All that's left is to blow this barricade and get out of here. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar07Finale_Completed_Name</Name>
      <Value>COMPLETED: The Wall</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar07Finale_Completed_Summary</Name>
      <Value>Oh, shit.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar07Finale_Completed_Description</Name>
      <Value>To Be Continued.... -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_arR1Spotter_Discovered_Name</Name>
      <Value>MISSION: Eyes In the Sky</Value>
    </Constant>
    <Constant>
      <Name>strEvent_arR1Spotter_Discovered_Summary</Name>
      <Value>Artillery spotting.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_arR1Spotter_Discovered_Description</Name>
      <Value>Sgt. Tan wants someone to call out horde locations for his artillery buddies. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_arR1Spotter_Discovered_Tutorial</Name>
      <Value>Start by climbing the designated Survey location.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar01Request_Waypoint_Name</Name>
      <Value>Army Sighting</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar02Quarantine_Waypoint_Name</Name>
      <Value>Army Activity</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar03Mayday_Waypoint_Name</Name>
      <Value>Insubordination</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Bridges_Waypoint_Name</Name>
      <Value>Sgt. Erik Tan</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar04Fairgrounds_Waypoint_Name</Name>
      <Value>Something's Missing</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar05Water_Waypoint_Name</Name>
      <Value>Lone Soldier</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Obstacles_Waypoint_Name</Name>
      <Value>Exit Strategy</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar06Explosives_Waypoint_Name</Name>
      <Value>The Armory</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ar07Finale_Waypoint_Name</Name>
      <Value>The Wall</Value>
    </Constant>
    <Constant>
      <Name>strEvent_arR1Spotter_Waypoint_Name</Name>
      <Value>Eyes In the Sky</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch01Home_Discovered_Name</Name>
      <Value>MISSION: The Voice On the Radio</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch01Home_Discovered_Summary</Name>
      <Value>Survivors at the church.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch01Home_Discovered_Description</Name>
      <Value>I'm not sure how much I trust these people, but at least they're not trying to kill us on sight. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch01Home_Completed_Name</Name>
      <Value>COMPLETED: The Voice On the Radio</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch01Home_Completed_Summary</Name>
      <Value>An uneasy truce.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch01Home_Completed_Description</Name>
      <Value>Well, looks like we're not evicted, yet. Keeping an eye on Alan though. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch02Tour_Discovered_Name</Name>
      <Value>MISSION: Home Sweet Home</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch02Tour_Discovered_Summary</Name>
      <Value>The grand tour.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch02Tour_Discovered_Description</Name>
      <Value>Lily wants to show me around the church. I guess that's a good move. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch02Tour_Completed_Name</Name>
      <Value>COMPLETED: Home Sweet Home</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch02Tour_Completed_Summary</Name>
      <Value>A good setup.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch02Tour_Completed_Description</Name>
      <Value>Gotta say, it seems like these people have a pretty good setup here. Maybe we should stick around. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Survey_Discovered_Name</Name>
      <Value>MISSION: Lay of the Land</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Survey_Discovered_Summary</Name>
      <Value>Look for medicine.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Survey_Discovered_Description</Name>
      <Value>Lily wants me to go climb a cell tower in town and see if I can see any place to find medicine. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Survey_Completed_Name</Name>
      <Value>COMPLETED: Lay of the Land</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Survey_Completed_Summary</Name>
      <Value>Found a lead.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Survey_Completed_Description</Name>
      <Value>Spotted a vet clinic that looks fairly untouched. We're going to go see what we can find. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_Discovered_Name</Name>
      <Value>MISSION: The Vet Clinic</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_Discovered_Summary</Name>
      <Value>Collect medicine.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_Discovered_Description</Name>
      <Value>Sam and Alan are waiting at the clinic. I'll put up with Alan if it means getting the meds. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_Completed_Name</Name>
      <Value>COMPLETED: The Vet Clinic</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_Completed_Summary</Name>
      <Value>Gathered medicine.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_Completed_Description</Name>
      <Value>Note to self: punch Alan right in his goddamn face. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Discovered_Name</Name>
      <Value>MISSION: Lily's Brother</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Discovered_Summary</Name>
      <Value>Family troubles.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Discovered_Description</Name>
      <Value>Lily's brother is in trouble. Maybe if I bail him out it'll earn us some points. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Completed_Name</Name>
      <Value>COMPLETED: Lily's Brother</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Completed_Summary</Name>
      <Value>Rescued Jacob.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Completed_Description</Name>
      <Value>I got Lily's brother home safe. Hopefully his boyfriend made it too. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Aborted_Name</Name>
      <Value>SCRAPPED: Lily's Brother</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Aborted_Summary</Name>
      <Value>Jacob was left to his fate.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Aborted_Description</Name>
      <Value>I saw that Lily's brother was in trouble, but couldn't help. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Stall_Name</Name>
      <Value>NOTE: Still Searching</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Stall_Summary</Name>
      <Value>No signs of Doc Hanson today.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Stall_Description</Name>
      <Value>I've been asking around, but no signs of Doc Hanson yet. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Stall_Tutorial</Name>
      <Value>Try to understand, we might not find him until tomorrow. - Lily</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch05Sites_Discovered_Name</Name>
      <Value>MISSION: Home Away From Home</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch05Sites_Discovered_Summary</Name>
      <Value>House hunting.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch05Sites_Discovered_Description</Name>
      <Value>Things are getting pretty crowded. Might be time to start looking for a new place to stay. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch05Sites_Completed_Name</Name>
      <Value>COMPLETED: Home Away From Home</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch05Sites_Completed_Summary</Name>
      <Value>Black Fever?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch05Sites_Completed_Description</Name>
      <Value>I think we've got bigger problems than overcrowding now. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch06Pastor_Discovered_Name</Name>
      <Value>MISSION: Scene of the Crime</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch06Pastor_Discovered_Summary</Name>
      <Value>"Mercy" killing.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch06Pastor_Discovered_Description</Name>
      <Value>Goddammit, Alan.... - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch06Pastor_Completed_Name</Name>
      <Value>COMPLETED: Scene of the Crime</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch06Pastor_Completed_Summary</Name>
      <Value>Unresolved issues.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch06Pastor_Completed_Description</Name>
      <Value>I think everybody's going to be sleeping with one eye open from now on. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_chX1Suicide_Discovered_Summary</Name>
      <Value>Chicken-fried steak?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_chX1Suicide_Discovered_Description</Name>
      <Value>What the hell is Alan up to? - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_chX1Suicide_Completed_Name</Name>
      <Value>COMPLETED: Fork In the Road</Value>
    </Constant>
    <Constant>
      <Name>strEvent_chX1Suicide_Completed_Summary</Name>
      <Value>Sacrifice.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_chX1Suicide_Completed_Description</Name>
      <Value>Never would have expected that from Alan... maybe I was wrong about him. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch01Home_Waypoint_Name</Name>
      <Value>The Voice On the Radio</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch02Tour_Waypoint_Name</Name>
      <Value>Home Sweet Home</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Survey_Waypoint_Name</Name>
      <Value>Lay of the Land</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_Waypoint_Name</Name>
      <Value>The Vet Clinic</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch04Brother_Waypoint_Name</Name>
      <Value>Jacob Ritter</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch05Sites_Waypoint_Name</Name>
      <Value>Home Away From Home</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch06Pastor_Waypoint_Name</Name>
      <Value>Scene of the Crime</Value>
    </Constant>
    <Constant>
      <Name>strEvent_chX1Suicide_Waypoint_Name</Name>
      <Value>Fork In the Road</Value>
    </Constant>
    <Constant>
      <Name>strEvent_EdSuccumbed_Name</Name>
      <Value>HOME: Ed Didn't Make It</Value>
    </Constant>
    <Constant>
      <Name>strEvent_EdSuccumbed_Description</Name>
      <Value>While I was away, Ed succumbed to his injuries. As promised, Alan immediately put a bullet in his brain, so there was no risk of him turning. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_EdSuccumbed_Summary</Name>
      <Value>He needed a doctor.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_EdSuccumbed_Tutorial</Name>
      <Value>Crises cannot be ignored.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_EdGotSicker_Name</Name>
      <Value>HOME: Ed's Getting Sicker</Value>
    </Constant>
    <Constant>
      <Name>strEvent_EdGotSicker_Description</Name>
      <Value>Ed's taking a turn for the worse. We aren't going to be able to treat him without Doc Hanson. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_EdGotSicker_Summary</Name>
      <Value>He needs a doctor.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_EdGotSicker_Tutorial</Name>
      <Value>Ed won't survive forever.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_HomeRelocation_Name</Name>
      <Value>SURVIVAL TACTICS: Relocate Home</Value>
    </Constant>
    <Constant>
      <Name>strEvent_HomeRelocation_Description</Name>
      <Value>We shouldn't just move anywhere. We need to find a suitable location if we're going to move. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_HomeRelocation_Summary</Name>
      <Value>Might be time to move.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_HomeRelocation_Tutorial</Name>
      <Value>Use the Radio to select a new home site.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_PastorMassacre_Name</Name>
      <Value>DEATH: Pastor Will</Value>
    </Constant>
    <Constant>
      <Name>strEvent_PastorMassacre_Description</Name>
      <Value>Pastor Will succumbed to Black Fever and turned before we could react. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_PastorMassacre_Summary</Name>
      <Value>Died of Black Fever.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_AlanRecovered_Name</Name>
      <Value>HOME: Recovery</Value>
    </Constant>
    <Constant>
      <Name>strEvent_AlanRecovered_Description</Name>
      <Value>Alan has healed up from his wounds. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_AlanRecovered_Summary</Name>
      <Value>Alan's doing much better.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_AlanReturned_Name</Name>
      <Value>HOME: Ally Returned</Value>
    </Constant>
    <Constant>
      <Name>strEvent_AlanReturned_Description</Name>
      <Value>Alan was MIA for a while, but he has returned. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_AlanReturned_Summary</Name>
      <Value>Alan is back.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_JacobRecovered_Name</Name>
      <Value>HOME: Recovery</Value>
    </Constant>
    <Constant>
      <Name>strEvent_JacobRecovered_Description</Name>
      <Value>Jacob has healed up from his wounds. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_JacobRecovered_Summary</Name>
      <Value>Jacob's doing much better.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_JacobReturned_Name</Name>
      <Value>HOME: Ally Returned</Value>
    </Constant>
    <Constant>
      <Name>strEvent_JacobReturned_Description</Name>
      <Value>Jacob was MIA for a while, but he has returned. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_JacobReturned_Summary</Name>
      <Value>Jacob is back.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_AbortSucceed_Name</Name>
      <Value>AFTERMATH: The Vet Clinic</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_AbortSucceed_Summary</Name>
      <Value>Alan and Sam took care of it.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_AbortSucceed_Description</Name>
      <Value>No surprise. That loser Lily invited couldn't hang with the big boys. Sam and I took care of business, though. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_AbortSucceed_Tutorial</Name>
      <Value>Win or lose, time keeps moving forward.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_Aborted_Name</Name>
      <Value>SCRAPPED: The Vet Clinic</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_Aborted_Summary</Name>
      <Value>That didn't go so well.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_Aborted_Description</Name>
      <Value>Met up with Sam and Alan, but things didn't go all that well. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ch03Meds_Aborted_Tutorial</Name>
      <Value>I should return home.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi00Siege_Discovered_Name</Name>
      <Value>MISSION: The Old Farmhouse</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi00Siege_Discovered_Summary</Name>
      <Value>Fetch Doc Hanson.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi00Siege_Discovered_Description</Name>
      <Value>Doc Hanson's with the Wilkersons. From everything I've heard, these people are dangerous. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi00Siege_Completed_Name</Name>
      <Value>COMPLETED: The Old Farmhouse</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi00Siege_Completed_Summary</Name>
      <Value>Doc will meet you at home later.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi00Siege_Completed_Description</Name>
      <Value>Mickey and Job are in mourning for their brother Eli. Best to give them some space. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi00Siege_DocLeaves_Name</Name>
      <Value>NOTE: Making the Rounds</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi00Siege_DocLeaves_Summary</Name>
      <Value>You will see me later.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi00Siege_DocLeaves_Description</Name>
      <Value>I have other patients to see, but I will come visit the church and check on this friend of yours soon as I can. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi01Denial_Discovered_Name</Name>
      <Value>MISSION: Accusations</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi01Denial_Discovered_Summary</Name>
      <Value>Time to confront the Wilkersons.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi01Denial_Discovered_Description</Name>
      <Value>Somebody's been attacking survivors, stealing their stuff, and generally being assholes. Time to talk to the Wilkersons. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi01Denial_Completed_Name</Name>
      <Value>COMPLETED: Accusations</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi01Denial_Aborted_Name</Name>
      <Value>ABORTED: Accusations</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi01Denial_Completed_Summary</Name>
      <Value>Denial.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi01Denial_Completed_Description</Name>
      <Value>Job says he doesn't know anything about raids. Yeah, right. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi02Cargo_Discovered_Name</Name>
      <Value>MISSION: A Helping Hand</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi02Cargo_Discovered_Summary</Name>
      <Value>Find out what Mickey wants.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi02Cargo_Discovered_Description</Name>
      <Value>Mickey Wilkerson's got a "job" for interested takers. I'm not sure I want to know. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi02Cargo_Completed_Name</Name>
      <Value>COMPLETED: A Helping Hand</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi02Cargo_Completed_Summary</Name>
      <Value>An errand of mercy.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi02Cargo_Completed_Description</Name>
      <Value>So, Mickey beats the shit out of a guy, then has him escorted home? Weird. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wiX1Samaritan_Discovered_Name</Name>
      <Value>MISSION: Nervous Survivor</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wiX1Samaritan_Discovered_Summary</Name>
      <Value>Find out what spooked the poor guy.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wiX1Samaritan_Discovered_Description</Name>
      <Value>Note to self: deals with Job Wilkerson are bad news. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wiX1Samaritan_Completed_Name</Name>
      <Value>COMPLETED: Nervous Survivor</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wiX1Samaritan_Completed_Summary</Name>
      <Value>Debts repaid.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wiX1Samaritan_Completed_Description</Name>
      <Value>Nobody deserves to be in debt to the Wilkersons. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Pitch_Discovered_Name</Name>
      <Value>MISSION: Unwelcome Guest</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Pitch_Discovered_Summary</Name>
      <Value>A mysterious offer.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Pitch_Discovered_Description</Name>
      <Value>One of the Wilkersons' gun thugs is waiting to talk to me. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Exchange_Discovered_Name</Name>
      <Value>MISSION: Neutral Observer</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Exchange_Discovered_Summary</Name>
      <Value>The exchange.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Exchange_Discovered_Description</Name>
      <Value>Mickey and Job have some kind of deal going down, and they want me as a neutral observer. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Exchange_Completed_Name</Name>
      <Value>COMPLETED: Neutral Observer</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Exchange_Completed_Summary</Name>
      <Value>Something fishy here.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Exchange_Completed_Description</Name>
      <Value>Business as usual for the Wilkersons. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi00Siege_Waypoint_Name</Name>
      <Value>The Old Farmhouse</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi01Denial_Waypoint_Name</Name>
      <Value>Accusations</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi02Cargo_Waypoint_Name</Name>
      <Value>A Helping Hand</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wiX1Samaritan_Waypoint_Name</Name>
      <Value>Nervous Survivor</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Pitch_Waypoint_Name</Name>
      <Value>Unwelcome Guest</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Exchange_Waypoint_Name</Name>
      <Value>Neutral Observer</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Exchange_Stall_Name</Name>
      <Value>NOTE: Like a Good Neighbor</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Exchange_Stall_Summary</Name>
      <Value>All's quiet with the Wilkersons.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Exchange_Stall_Description</Name>
      <Value>Mickey wanted me to reach out; let you know we appreciate having you as a neighbor. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_wi03Exchange_Stall_Tutorial</Name>
      <Value>Give it another day. They'll want something from us. - Lily</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Curfew_Discovered_Name</Name>
      <Value>MISSION: The Law</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Curfew_Discovered_Summary</Name>
      <Value>Here comes the judge....</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Curfew_Discovered_Description</Name>
      <Value>Sounds like  there's some vestige of civilization hanging on at the courthouse in Marshall. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Curfew_Completed_Name</Name>
      <Value>COMPLETED: The Law</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Curfew_Aborted_Name</Name>
      <Value>ABORTED: The Law</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Curfew_Completed_Summary</Name>
      <Value>...and there I go.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Curfew_Completed_Description</Name>
      <Value>Or not. She's crazy. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Purge_Discovered_Name</Name>
      <Value>MISSION: Civic Duty</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Purge_Discovered_Summary</Name>
      <Value>Clear the infestations with Sheriff Carl.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Purge_Discovered_Description</Name>
      <Value>The Sheriff wants some help clearing infestations. Guess I've been deputized. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Purge_Completed_Name</Name>
      <Value>COMPLETED: Civic Duty</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Purge_Completed_Summary</Name>
      <Value>Infestations cleared.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Purge_Completed_Description</Name>
      <Value>Cleared some infestations but Marshall's Police are barely hanging on. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Vision_Discovered_Name</Name>
      <Value>MISSION: An Elevated Perspective</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Vision_Discovered_Summary</Name>
      <Value>An open invitation.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Vision_Discovered_Description</Name>
      <Value>I was contacted by a local bigshot, he wants to meet in Marshall. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Vision_Completed_Name</Name>
      <Value>COMPLETED: An Elevated Perspective</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Vision_Completed_Summary</Name>
      <Value>Shared vision.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Vision_Completed_Description</Name>
      <Value>Ray shared his philosophy with me. Seems like a decent enough guy. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Drive_Discovered_Summary</Name>
      <Value>Ray's offering a gift.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Drive_Discovered_Description</Name>
      <Value>Ray says he's got something for me. Wonder what it is. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Drive_Completed_Name</Name>
      <Value>COMPLETED: Sweet Ride</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Drive_Completed_Summary</Name>
      <Value>A BRAND NEW CAR!</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Drive_Completed_Description</Name>
      <Value>Well, that was pretty awesome. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pdR1Business_Discovered_Name</Name>
      <Value>MISSION: Special Delivery</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pdR1Business_Discovered_Summary</Name>
      <Value>Moving goods around.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pdR1Business_Discovered_Description</Name>
      <Value>We've been asked to help Ray out with some deliveries. He says he'll make it worth our while. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pdR1Business_Completed_Name</Name>
      <Value>COMPLETED: Special Delivery</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pdR1Business_Completed_Summary</Name>
      <Value>Delivery made.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pdR1Business_Completed_Description</Name>
      <Value>Signed, sealed, and delivered. Now we'll see if Ray comes through with payment. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pdR1Business_Payoff_Name</Name>
      <Value>PAYMENT: Special Delivery</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pdR1Business_Payoff_Summary</Name>
      <Value>Payment received.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pdR1Business_Payoff_Description</Name>
      <Value>Payment received from Ray, as promised. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Discovered_Name</Name>
      <Value>MISSION: Trouble at the Courthouse</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Discovered_Summary</Name>
      <Value>Find out what's going on.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Discovered_Description</Name>
      <Value>Something doesn't feel right about this one.... - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Completed_Name</Name>
      <Value>COMPLETED: Trouble at the Courthouse</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Completed_Summary</Name>
      <Value>The Judge and the Sheriff are dead.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Completed_Description</Name>
      <Value>Jesus, what a waste. Marshall may be lost. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Aborted_Name</Name>
      <Value>SCRAPPED: Trouble at the Courthouse</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Aborted_Summary</Name>
      <Value>Let God sort 'em out.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Aborted_Description</Name>
      <Value>Without our help, there's no way anyone survived. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Timeout_Name</Name>
      <Value>EXPIRED: Trouble at the Courthouse</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Timeout_Summary</Name>
      <Value>Death and destruction.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Timeout_Description</Name>
      <Value>Without our help, there's no way anyone survived. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Curfew_Waypoint_Name</Name>
      <Value>The Law</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd01Purge_Waypoint_Name</Name>
      <Value>Civic Duty</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Vision_Waypoint_Name</Name>
      <Value>An Elevated Perspective</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd02Drive_Waypoint_Name</Name>
      <Value>Sweet Ride</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pdR1Business_Waypoint_Name</Name>
      <Value>Special Delivery</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Waypoint_Name</Name>
      <Value>Trouble at the Courthouse</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Stall_Name</Name>
      <Value>NOTE: Marshall Law</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Stall_Summary</Name>
      <Value>Civilian disarmament continues.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Stall_Description</Name>
      <Value>Business as usual at the Courthouse. Still confiscating guns and pretending they've got things under control. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_pd03Destruction_Stall_Tutorial</Name>
      <Value>Things are stable in Marshall... for today, at least.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr01Rescue_Waypoint_Name</Name>
      <Value>Stranger in Trouble</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr01Rescue_Discovered_Name</Name>
      <Value>MISSION: Stranger in Trouble</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr01Rescue_Discovered_Summary</Name>
      <Value>Missing persons.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr01Rescue_Discovered_Description</Name>
      <Value>Sounds like somebody lost one of their people. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr01Rescue_Completed_Name</Name>
      <Value>COMPLETED: Stranger in Trouble</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr01Rescue_Completed_Summary</Name>
      <Value>Rescued Jack.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr01Rescue_Completed_Description</Name>
      <Value>Met some folks holed up in the grange outside Marshall. Decent folks, just hanging on. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strStoryGR_UnlockFortifications_Name</Name>
      <Value>NOTE: Bandits or Beggars?</Value>
    </Constant>
    <Constant>
      <Name>strStoryGR_UnlockFortifications_Description</Name>
      <Value>We've had a few suspicious sightings. Might be people afraid to ask for help. Might be something to worry about. How are things over there? - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strStoryGR_UnlockFortifications_Summary</Name>
      <Value>A friendly inquiry from Quentin.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr02Fortifications_Waypoint_Name</Name>
      <Value>Indefensible</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr02Fortifications_Discovered_Name</Name>
      <Value>MISSION: Indefensible</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr02Fortifications_Discovered_Summary</Name>
      <Value>The Grange needs fortifications.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr02Fortifications_Discovered_Description</Name>
      <Value>Sounds like the folks at the grange could use some help with their defenses. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr02Fortifications_Completed_Name</Name>
      <Value>COMPLETED: Indefensible</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr02Fortifications_Completed_Summary</Name>
      <Value>Home improvement.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr02Fortifications_Completed_Description</Name>
      <Value>That should last Becca a while. Also: TMI. Seriously. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr02Fortifications_Unimpressive_Name</Name>
      <Value>COMPLETED: Indefensible</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr02Fortifications_Unimpressive_Summary</Name>
      <Value>They weren't that impressed.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr02Fortifications_Unimpressive_Description</Name>
      <Value>Apparently, I didn't pull my weight. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Question_Waypoint_Name</Name>
      <Value>A Discreet Request</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Question_Discovered_Name</Name>
      <Value>MISSION: A Discreet Request</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Question_Discovered_Summary</Name>
      <Value>Quentin has a question.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Question_Discovered_Description</Name>
      <Value>Wonder what he needs? - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Question_Completed_Name</Name>
      <Value>COMPLETED: A Discreet Request</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Question_Completed_Summary</Name>
      <Value>Find Carl.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Question_Completed_Description</Name>
      <Value>Quentin wants me to find out about Becca's past. Sheriff Parsons seemed to know something; maybe I should start with him. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Background_Waypoint_Name</Name>
      <Value>Ask the Sheriff</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Background_Discovered_Name</Name>
      <Value>MISSION: Ask the Sheriff</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Background_Discovered_Summary</Name>
      <Value>Find Sheriff Carl Parsons.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Background_Discovered_Description</Name>
      <Value>Best place to start is probably the Courthouse. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Background_Completed_Name</Name>
      <Value>COMPLETED: Ask the Sheriff</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Background_Completed_Summary</Name>
      <Value>Discovered the truth.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Background_Completed_Description</Name>
      <Value>Huh. No wonder Becca wanted to keep her past hidden. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Answer_Waypoint_Name</Name>
      <Value>Bad Tidings</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Answer_Discovered_Name</Name>
      <Value>MISSION: Bad Tidings</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Answer_Discovered_Summary</Name>
      <Value>Tell Quentin?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Answer_Discovered_Description</Name>
      <Value>Guess I've got to decide what to tell Quentin. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Answer_Completed_Name</Name>
      <Value>COMPLETED: Bad Tidings</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Answer_Completed_Summary</Name>
      <Value>Told Quentin the truth.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr03Answer_Completed_Description</Name>
      <Value>Well, we'll see how Qentin deals with it now.... - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr04Fury_Waypoint_Name</Name>
      <Value>Quentin Barnes?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr04Fury_Discovered_Name</Name>
      <Value>MISSION: Quentin Barnes?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr04Fury_Discovered_Summary</Name>
      <Value>Find Quentin.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr04Fury_Discovered_Description</Name>
      <Value>Well, I guess I better go find him. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr04Fury_Completed_Name</Name>
      <Value>COMPLETED: Quentin Barnes?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr04Fury_Completed_Summary</Name>
      <Value>Tragedy.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr04Fury_Completed_Description</Name>
      <Value>Jesus... like we don't have enough trouble with the walking dead? - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr04Fury_Stall_Name</Name>
      <Value>NOTE: I Still Can't Believe It</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr04Fury_Stall_Summary</Name>
      <Value>Quentin's in shock.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr04Fury_Stall_Description</Name>
      <Value>It's all so wrong. I don't know if it's the lying or the whoring that bothers me more. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_gr04Fury_Stall_Tutorial</Name>
      <Value>Quentin may hold it together for today, but I'm not so sure about tomorrow. - Lily</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagLily_Waypoint_Name</Name>
      <Value>Memento</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagSam_Waypoint_Name</Name>
      <Value>Sam Hoffman</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagSam_Discovered_Name</Name>
      <Value>MISSION: Sam Hoffman</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagSam_Discovered_Summary</Name>
      <Value>Andy Pimms</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagSam_Discovered_Description</Name>
      <Value>Never would have figured Sam had such a soft side. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagSam_Completed_Name</Name>
      <Value>COMPLETED: Sam Hoffman</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagSam_Completed_Summary</Name>
      <Value>RIP Andy</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagSam_Completed_Description</Name>
      <Value>That's pretty much how I expected this to end. Still sucks. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDoc_Waypoint_Name</Name>
      <Value>Help Doc Hanson</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDoc_Discovered_Name</Name>
      <Value>MISSION: Help Doc Hanson</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDoc_Discovered_Summary</Name>
      <Value>Doc's In Trouble</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDoc_Discovered_Description</Name>
      <Value>Better go help Doc Hanson, we can't afford to lose his expertise. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDiscord_Discovered_Name</Name>
      <Value>MISSION: Anger Management</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagMood_Discovered_Summary</Name>
      <Value>Someone needs a talking to.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDiscord_Discovered_Description</Name>
      <Value>%3$s has been on edge lately. Better do something about that before it gets out of hand -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDiscord_Waypoint_Name</Name>
      <Value>Anger Management</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDiscord_Completed_Name</Name>
      <Value>COMPLETED: Anger Management</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagMood_Completed_Summary</Name>
      <Value>Crisis averted.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDiscord_Completed_Description</Name>
      <Value>%3$s seems to have calmed down a lot. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagFear_Waypoint_Name</Name>
      <Value>Fear Itself</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagFear_Discovered_Name</Name>
      <Value>MISSION: Fear Itself</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagFear_Discovered_Description</Name>
      <Value>%3$s has been jumping at shadows lately. We need to do something about that. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagFear_Completed_Name</Name>
      <Value>COMPLETED: Fear Itself</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagFear_Completed_Description</Name>
      <Value>%3$s seems to have gotten it together. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDespair_Waypoint_Name</Name>
      <Value>Melancholy</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDespair_Discovered_Name</Name>
      <Value>MISSION: Melancholy</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDespair_Discovered_Description</Name>
      <Value>%3$s has been really depressed lately. Better do something about that. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDespair_Completed_Name</Name>
      <Value>COMPLETED: Melancholy</Value>
    </Constant>
    <Constant>
      <Name>strEvent_bagDespair_Completed_Description</Name>
      <Value>%3$s seems to have cheered up a lot. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_Waypoint_Name</Name>
      <Value>Friendly Survivors</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_Discovered_Name</Name>
      <Value>MISSION: Friendly Survivors</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_Discovered_Summary</Name>
      <Value>They'd like to join us.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_Discovered_Description</Name>
      <Value>A group of survivors is interested in joining our community. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_Completed_Name</Name>
      <Value>COMPLETED: Friendly Survivors</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_Completed_Summary</Name>
      <Value>New faces.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_Completed_Description</Name>
      <Value>Some new survivors have thrown their lot in with us. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_First_Waypoint_Name</Name>
      <Value>Not Alone</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_First_Discovered_Name</Name>
      <Value>MISSION: Not Alone</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_First_Discovered_Summary</Name>
      <Value>Other people survived!</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_First_Discovered_Description</Name>
      <Value>We're not the only ones who made it! Some other survivors want to join us. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_First_Completed_Name</Name>
      <Value>COMPLETED: Not Alone</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_First_Completed_Summary</Name>
      <Value>Our community is growing.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_First_Completed_Description</Name>
      <Value>More hands are always a good thing. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_MeetLaterSetup_Completed_Name</Name>
      <Value>COMPLETED: Friendly Survivors</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_MeetLaterSetup_Completed_Summary</Name>
      <Value>Escort needed.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_MeetLaterSetup_Completed_Description</Name>
      <Value>Our friends are willing to join us, but they need someone to escort them safely home. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_MeetLater_Waypoint_Name</Name>
      <Value>Escort</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_MeetLater_Discovered_Name</Name>
      <Value>MISSION: Escort</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_MeetLater_Discovered_Summary</Name>
      <Value>Bring our new friends home.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encJoinEscort_MeetLater_Discovered_Description</Name>
      <Value>Those folks need someone to help them get down here. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSupplies_Waypoint_Name</Name>
      <Value>Scavenger?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSupplies_Discovered_Name</Name>
      <Value>MISSION: Scavenger?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSupplies_Discovered_Summary</Name>
      <Value>Signs of survivor activity.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSupplies_Discovered_Description</Name>
      <Value>Sounds like someone's been scavenging around here. We should look into it. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSupplies_Completed_Name</Name>
      <Value>COMPLETED: Scavenger?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSupplies_Completed_Summary</Name>
      <Value>Helped our fellow survivors.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSupplies_Completed_Description</Name>
      <Value>Helped some folks with a supply run. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSiege_Waypoint_Name</Name>
      <Value>Besieged</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSiege_Discovered_Name</Name>
      <Value>MISSION: Besieged</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSiege_Discovered_Summary</Name>
      <Value>Survivors trapped by zombies.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSiege_Discovered_Description</Name>
      <Value>The radio calls sound pretty urgent. I don't think there's any way they're getting out of there without help. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSiege_Completed_Name</Name>
      <Value>COMPLETED: Besieged</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSiege_Completed_Summary</Name>
      <Value>Lifted the siege.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSiege_Completed_Description</Name>
      <Value>Hope we don't see another attack like that any time soon. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSupplies_Wiped_Completed_Summary</Name>
      <Value>Displaced persons.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSupplies_Wiped_Completed_Description</Name>
      <Value>%3$s is coming to stay with us now. Goddamn zombies. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_Waypoint_Name</Name>
      <Value>Zombie Infestation</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_Discovered_Name</Name>
      <Value>MISSION: Zombie Infestation</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_Discovered_Summary</Name>
      <Value>Neighbors need our help.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_Discovered_Description</Name>
      <Value>Other survivors are having problems with zombie infestations. We should consider helping them out. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_Completed_Name</Name>
      <Value>COMPLETED: Zombie Infestation</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_Completed_Summary</Name>
      <Value>Site cleared.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_Completed_Description</Name>
      <Value>That should thin the zombies out for a while. Makes things safer for all of us. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_MissingFriend_Discovered_Name</Name>
      <Value>MISSION: Friend In Danger</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_MissingFriend_Discovered_Summary</Name>
      <Value>Trapped in an infested site.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_MissingFriend_Discovered_Description</Name>
      <Value>%2$s is stuck in the middle of an infestation. Without help, I don't like the odds. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_MissingFriend_Completed_Name</Name>
      <Value>COMPLETED: Friend In Danger</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_MissingFriend_Completed_Summary</Name>
      <Value>Safely extracted.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_MissingFriend_Completed_Description</Name>
      <Value>We got %3$s out of there. Could have gone a lot worse. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTrouble_Discovered_Name</Name>
      <Value>RUMOR: Zombie Activity</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTrouble_Discovered_Summary</Name>
      <Value>Getting some unusual reports.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTrouble_Discovered_Description</Name>
      <Value>Not sure what's going on here. Might be an indicator of survivor activity. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForFood_Waypoint_Name</Name>
      <Value>Trade Opportunity (Food)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForFood_Discovered_Name</Name>
      <Value>MISSION: Trade Opportunity (Food)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForFood_Discovered_Summary</Name>
      <Value>1 Case of Ammunition for 5 Daily Rations of Food.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForFood_Discovered_Description</Name>
      <Value>We've gotten word that another group of survivors wants to trade some of their Food for some of our Ammunition. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForMaterials_Waypoint_Name</Name>
      <Value>Trade Opportunity (Materials)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForMaterials_Discovered_Name</Name>
      <Value>MISSION: Trade Opportunity (Materials)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForMaterials_Discovered_Summary</Name>
      <Value>1 Case of Ammunition for 10 Pallets of Building Materials.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForMaterials_Discovered_Description</Name>
      <Value>We've gotten word that another group of survivors wants to trade some of their Building Materials for some of our Ammunition. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForMedicine_Waypoint_Name</Name>
      <Value>Trade Opportunity (Medicine)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForMedicine_Discovered_Name</Name>
      <Value>MISSION: Trade Opportunity (Medicine)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForMedicine_Discovered_Summary</Name>
      <Value>1 Case of Ammunition for 5 Cases of Medicine.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForMedicine_Discovered_Description</Name>
      <Value>We've gotten word that another group of survivors wants to trade some of their Medicine for some of our Ammunition. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForFuel_Waypoint_Name</Name>
      <Value>Trade Opportunity (Fuel)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForFuel_Discovered_Name</Name>
      <Value>MISSION: Trade Opportunity (Fuel)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForFuel_Discovered_Summary</Name>
      <Value>1 Case of Ammunition for 5 Barrels of Fuel.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeAmmoForFuel_Discovered_Description</Name>
      <Value>We've gotten word that another group of survivors wants to trade some of their Fuel for some of our Ammunition. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeFoodForAmmo_Waypoint_Name</Name>
      <Value>Trade Opportunity (Ammo)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeFoodForAmmo_Discovered_Name</Name>
      <Value>MISSION: Trade Opportunity (Ammo)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeFoodForAmmo_Discovered_Summary</Name>
      <Value>10 Daily Rations of Food for 2 Cases of Ammunition.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTradeFoodForAmmo_Discovered_Description</Name>
      <Value>We've gotten word that another group of survivors wants to trade some of their Ammunition for some of our Food. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTrade_Completed_Name</Name>
      <Value>COMPLETED: Trade Opportunity</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTrade_Completed_Summary</Name>
      <Value>Traded supplies.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTrade_Completed_Description</Name>
      <Value>This trade should benefit everybody. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encRescue_Favor_Completed_Name</Name>
      <Value>COMPLETED: Search and Rescue</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encRescue_Favor_Completed_Description</Name>
      <Value>Helped %3$s find one of their missing people. Got a nice little bonus out of it, too. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSupplies_Favor_Completed_Name</Name>
      <Value>COMPLETED: Supply Run</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSupplies_Favor_Completed_Description</Name>
      <Value>Helped %3$s with a supply run. They were glad for the help, so they cut us in. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_Favor_Completed_Name</Name>
      <Value>COMPLETED: Seek and Destroy</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encInfestation_Favor_Completed_Description</Name>
      <Value>Helped %3$s clear out an infestation. In return, they hooked us up with a little something from their stocks. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSlaySwat_Favor_Completed_Name</Name>
      <Value>COMPLETED: Zed Hunt (Armored)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSlaySwat_Favor_Completed_Description</Name>
      <Value>Helped %3$s take out an Armored zombie. They said thanks with some supply stockpiles. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSlayFeral_Favor_Completed_Name</Name>
      <Value>COMPLETED: Zed Hunt (Feral)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSlayFeral_Favor_Completed_Description</Name>
      <Value>Helped %3$s take out a Feral zombie. Thanked us with some supplies. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTrainCombat_Favor_Completed_Name</Name>
      <Value>COMPLETED: Combat Training</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encTrainCombat_Favor_Completed_Description</Name>
      <Value>Showed %3$s and their people some survival tips. They were happy to trade some supplies for the information. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encFavor_Completed_Summary</Name>
      <Value>Paid for our trouble.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSave_Waypoint_Name</Name>
      <Value>Stranger in Trouble</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSave_Discovered_Name</Name>
      <Value>MISSION: Stranger in Trouble</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSave_Discovered_Summary</Name>
      <Value>Could use our help.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSave_Discovered_Description</Name>
      <Value>Sounds like %3$s is in danger. Maybe we should help. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSave_Completed_Name</Name>
      <Value>COMPLETED: Stranger in Trouble</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSave_Completed_Summary</Name>
      <Value>Recovered %3$s.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_encSave_Completed_Description</Name>
      <Value>Thank you, %1$s. You were a real life-saver back there. - %3$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustGain_Join_Name</Name>
      <Value>NOTE: You rock!</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustGain_Join_Description</Name>
      <Value>We appreciate everything you've done for us. - Your neighbor, %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustGain_Join_Summary</Name>
      <Value>Maximum trust!</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustChange_Tutorial</Name>
      <Value>Your actions determine other groups' attitudes toward you.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustGain_Friendly_Name</Name>
      <Value>NOTE: Good Neighbors</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustGain_Friendly_Description</Name>
      <Value>I'm feeling pretty good about having you guys around. - Your neighbor, %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustGain_Friendly_Summary</Name>
      <Value>Friendly attitude.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustGain_Neutral_Name</Name>
      <Value>NOTE: Let's Cooperate</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustGain_Neutral_Description</Name>
      <Value>Seems like we can help each out, now and again. - Your neighbor, %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustGain_Neutral_Summary</Name>
      <Value>Neutral attitude.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustLoss_Neutral_Name</Name>
      <Value>NOTE: I'm Staying Vigilant</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustLoss_Neutral_Description</Name>
      <Value>I'm not entirely sure you people can be trusted. - Your watchful neighbor, %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustLoss_Neutral_Summary</Name>
      <Value>Neutral attitude.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustLoss_Unfriendly_Name</Name>
      <Value>NOTE: You Suck!</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustLoss_Unfriendly_Description</Name>
      <Value>We were foolish to ever think you could be trusted. - Your reluctant neighbor, %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_TrustLoss_Unfriendly_Summary</Name>
      <Value>Unfriendly attitude.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Friendly_Name</Name>
      <Value>DISCOVERED: Friendly Survivors</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Friendly_Description</Name>
      <Value>I encountered a new group of survivors. So far they seem friendly. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Friendly_Summary</Name>
      <Value>New neighbors.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Unfriendly_Name</Name>
      <Value>DISCOVERED: Mistrustful Survivors</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Unfriendly_Description</Name>
      <Value>I encountered a new group of survivors. They're pretty guarded. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Unfriendly_Summary</Name>
      <Value>New neighbors.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Confident_Name</Name>
      <Value>DISCOVERED: Confident Survivors</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Confident_Description</Name>
      <Value>I encountered a new group of survivors. They seem pretty sure of themselves. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Confident_Summary</Name>
      <Value>New neighbors.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Join_Name</Name>
      <Value>DISCOVERED: Eager Survivors</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Join_Description</Name>
      <Value>I encountered a new group of survivors. I think they'll join us if we ask. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Join_Summary</Name>
      <Value>New neighbors.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Endangered_Name</Name>
      <Value>DISCOVERED: Desperate Survivors</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Endangered_Description</Name>
      <Value>I encountered a new group of survivors. They're barely hanging on. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Endangered_Summary</Name>
      <Value>New neighbors.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Scared_Name</Name>
      <Value>DISCOVERED: Uncertain Survivors</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Scared_Description</Name>
      <Value>I encountered a new group of survivors. They're worried. Aren't we all, though? - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Scared_Summary</Name>
      <Value>New neighbors.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Police_Name</Name>
      <Value>DISCOVERED: The Courthouse</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Police_Description</Name>
      <Value>There's a lot of firepower here, but it looks like they're barely holding on. Same as the rest of us. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Police_Summary</Name>
      <Value>New neighbors.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Hicks_Name</Name>
      <Value>DISCOVERED: The Wilkersons</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Hicks_Description</Name>
      <Value>The Wilkersons seem like a dangerous and volatile bunch. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Hicks_Summary</Name>
      <Value>New neighbors.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Grocery_Name</Name>
      <Value>DISCOVERED: The Grange</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Grocery_Description</Name>
      <Value>The survivors at the Grange seem like an interesting group. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Discovered_Grocery_Summary</Name>
      <Value>New neighbors.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Resource_Food_EffectDesc</Name>
      <Value>Good supply of FOOD in their location.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Resource_Medicine_EffectDesc</Name>
      <Value>Good supply of MEDICINE in their location.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Resource_Ammo_EffectDesc</Name>
      <Value>Good supply of AMMO in their location.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Resource_Materials_EffectDesc</Name>
      <Value>Good supply of MATERIALS in their location.</Value>
    </Constant>
    <Constant>
      <Name>strEnc_Resource_Fuel_EffectDesc</Name>
      <Value>Good supply of FUEL in their location.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comRecover_Waypoint_Name</Name>
      <Value>Missing Survivor</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comRecover_Discovered_Name</Name>
      <Value>MISSION: Missing Survivor</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comRecover_Discovered_Summary</Name>
      <Value>Could be in a jam.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comRecover_Discovered_Description</Name>
      <Value>We're getting reports that %3$s is way overdue. Might want to look into it. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comRecover_Completed_Name</Name>
      <Value>COMPLETED: Missing Survivor</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comRecover_Completed_Summary</Name>
      <Value>Brought %3$s home.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comRecover_Completed_Description</Name>
      <Value>I managed to find %3$s and get them home safe and sound.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comRecover_SuicideTwist_Completed_Name</Name>
      <Value>COMPLETED: Missing Survivor</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comRecover_SuicideTwist_Completed_Summary</Name>
      <Value>RIP</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comRecover_SuicideTwist_Completed_Description</Name>
      <Value>I found %3$s, but it was too late. I did what I had to. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comMercyShot_Waypoint_Name</Name>
      <Value>Mercy Shot</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comMercyShot_Discovered_Name</Name>
      <Value>MISSION: Mercy Shot</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comMercyShot_Discovered_Summary</Name>
      <Value>%3$s might not make it.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comMercyShot_Discovered_Description</Name>
      <Value>It's an ugly choice, but we have to consider the risks to the entire community. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comMercyShot_Completed_Name</Name>
      <Value>COMPLETED: Mercy Shot</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comMercyShot_Completed_Summary</Name>
      <Value>In Pace Requiescat</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comMercyShot_Completed_Description</Name>
      <Value>Goddamn I'm tired of having to make the hard choice. We won't forget you. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comTrainCombat_Waypoint_Name</Name>
      <Value>Combat Training</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comTrainCombat_Discovered_Name</Name>
      <Value>MISSION: Combat Training</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comTrainCombat_Discovered_Summary</Name>
      <Value>Teach %3$s a trick or two.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comTrainCombat_Discovered_Description</Name>
      <Value>Some of our people could use some pointers on how to kick zed butt. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comTrainCombat_Completed_Name</Name>
      <Value>COMPLETED: Combat Training</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comTrainCombat_Completed_Summary</Name>
      <Value>%3$s learned a few things.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comTrainCombat_Completed_Description</Name>
      <Value>%3$s is better prepared for close combat now, I hope it's enough. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplies_Waypoint_Name</Name>
      <Value>Supply Run</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplies_Discovered_Name</Name>
      <Value>MISSION: Supply Run</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplies_Discovered_Summary</Name>
      <Value>%3$s probably has it covered.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplies_Discovered_Description</Name>
      <Value>%3$s can probably handle it solo, but I could provide an escort if I wanted. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplies_Completed_Name</Name>
      <Value>COMPLETED: Supply Run</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplies_Completed_Summary</Name>
      <Value>Stockpiles increased.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplies_Completed_Description</Name>
      <Value>Helped %3$s on a supply run. Provided a safe escort home. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplyRescue_Discovered_Name</Name>
      <Value>MISSION: Runner in Trouble</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplyRescue_Discovered_Summary</Name>
      <Value>%3$s needs help!</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplyRescue_Discovered_Description</Name>
      <Value>%3$s is in danger. I should go help before it's too late. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplyRescue_Completed_Name</Name>
      <Value>COMPLETED: Supply Run</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplyRescue_Completed_Summary</Name>
      <Value>Stockpiles increased.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_comSupplyRescue_Completed_Description</Name>
      <Value>%3$s ran into some trouble on a supply run. I helped out. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayInfestation_Waypoint_Name</Name>
      <Value>Seek and Destroy</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayInfestation_Discovered_Name</Name>
      <Value>MISSION: Seek and Destroy</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayInfestation_Discovered_Summary</Name>
      <Value>Help clear an infestation.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayInfestation_Discovered_Description</Name>
      <Value>%3$s found an infestation and needs some help clearing it out. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayInfestation_Completed_Name</Name>
      <Value>COMPLETED: Seek and Destroy</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayInfestation_Completed_Summary</Name>
      <Value>Infestation cleared.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayInfestation_Completed_Description</Name>
      <Value>That's one less infestation we've got to worry about. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayRescue_Wounded_Waypoint_Name</Name>
      <Value>Search and Rescue</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayRescue_Wounded_Discovered_Name</Name>
      <Value>MISSION: Search and Rescue</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayRescue_Wounded_Discovered_Summary</Name>
      <Value>A friend in trouble.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayRescue_Wounded_Discovered_Description</Name>
      <Value>Nobody has any idea where %3$s is. If we don't find them soon, we might not find them at all. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayRescue_Wounded_Completed_Name</Name>
      <Value>COMPLETED: Search and Rescue</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayRescue_Wounded_Completed_Summary</Name>
      <Value>Found %3$s.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayRescue_Wounded_Completed_Description</Name>
      <Value>%3$s is a little banged up, but it's better than the alternative. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySave_Waypoint_Name</Name>
      <Value>Ally in Trouble</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySave_Discovered_Name</Name>
      <Value>MISSION: Ally in Trouble</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySave_Discovered_Summary</Name>
      <Value>Needs an escort home.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySave_Discovered_Description</Name>
      <Value>Sounds like %3$s is in a tight spot. Could use a hand getting home. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySave_Completed_Name</Name>
      <Value>COMPLETED: Ally in Trouble</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySave_Completed_Summary</Name>
      <Value>Recovered %3$s.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySave_Completed_Description</Name>
      <Value>Hopefully next time %3$s will pay a little more attention to what's going on. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayDiversion_Waypoint_Name</Name>
      <Value>Diversion Request</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayDiversion_Discovered_Name</Name>
      <Value>MISSION: Diversion Request</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayDiversion_Discovered_Summary</Name>
      <Value>Create a distraction to lure off the zeds.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayDiversion_Discovered_Description</Name>
      <Value>%3$s needs somebody to create a distraction for them. Got any noisemakers? -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayDiversion_Completed_Name</Name>
      <Value>COMPLETED: Diversion Request</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayDiversion_Completed_Summary</Name>
      <Value>Not too bright, are they?</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awayDiversion_Completed_Description</Name>
      <Value>Zombies fell for it hook, line, and sinker. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySurvey_Waypoint_Name</Name>
      <Value>Survey Request</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySurvey_Discovered_Name</Name>
      <Value>MISSION: Survey Request</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySurvey_Discovered_Summary</Name>
      <Value>Climb up and scout for danger.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySurvey_Discovered_Description</Name>
      <Value>We need to get a better sense of what's going on around us. A quick survey would do us a lot of good. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySurvey_Completed_Name</Name>
      <Value>COMPLETED: Survey Request</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySurvey_Completed_Summary</Name>
      <Value>All mapped out.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySurvey_Completed_Description</Name>
      <Value>That should give us a better sense of where we stand. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlaySwatZombie_Discovered_Name</Name>
      <Value>MISSION: Zed Hunt (Armored)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlaySwatZombie_Waypoint_Name</Name>
      <Value>Zed Hunt (Armored)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlaySwatZombie_Discovered_Summary</Name>
      <Value>Hunt down an Armored zombie.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlaySwatZombie_Discovered_Description</Name>
      <Value>We've got sightings of one of those zombies with body armor. Better take it out quick. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayArmyZombie_Discovered_Description</Name>
      <Value>Someone spotted an army zombie with body armor. We need to take it out. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayFeral_Discovered_Name</Name>
      <Value>MISSION: Zed Hunt (Feral)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayFeral_Waypoint_Name</Name>
      <Value>Zed Hunt (Feral)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayFeral_Discovered_Summary</Name>
      <Value>Hunt down a Feral zombie.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayFeral_Discovered_Description</Name>
      <Value>One of those creepy, fast bastards was spotted. We need to end this fucker now! -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayJuggernaut_Discovered_Name</Name>
      <Value>MISSION: Zed Hunt (Big Un)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayJuggernaut_Waypoint_Name</Name>
      <Value>Zed Hunt (Big Un)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayJuggernaut_Discovered_Summary</Name>
      <Value>Hunt down a Big Bastard zombie.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayJuggernaut_Discovered_Description</Name>
      <Value>One of the Miller boys was spotted, load up for bear. They can do some serious damage. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayBloater_Discovered_Name</Name>
      <Value>MISSION: Zed Hunt (Rotter)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayBloater_Waypoint_Name</Name>
      <Value>Zed Hunt (Rotter)</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayBloater_Discovered_Summary</Name>
      <Value>Hunt down a Rotter zombie.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlayBloater_Discovered_Description</Name>
      <Value>Report came in on one of those bloated gasbags, we need to kill this one quick. Keep your distance. -%2$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlay_Completed_Name</Name>
      <Value>COMPLETED: Zed Hunt</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlay_Completed_Summary</Name>
      <Value>Scratch one freak.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_awaySlay_Completed_Description</Name>
      <Value>Just doing our part to keep the streets safe. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_Unlock_BuildIdealist_Name</Name>
      <Value>CONTACT: Construction Advice</Value>
    </Constant>
    <Constant>
      <Name>strEvent_Unlock_BuildIdealist_Summary</Name>
      <Value>Speed up construction.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_Unlock_BuildIdealist_Description</Name>
      <Value>Quentin says I can RADIO him for advice that'll speed up construction projects. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_Unlock_SniperHothead_Name</Name>
      <Value>CONTACT: Sharpshooting</Value>
    </Constant>
    <Constant>
      <Name>strEvent_Unlock_SniperHothead_Summary</Name>
      <Value>Covering fire on demand.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_Unlock_SniperHothead_Description</Name>
      <Value>I should RADIO Mickey if I need some covering fire. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>OneOfFifteen</Name>
      <Value>6.666666666666667</Value>
    </Constant>
    <Constant>
      <Name>OneOfFourteen</Name>
      <Value>7.142857142857143</Value>
    </Constant>
    <Constant>
      <Name>OneOfThirteen</Name>
      <Value>7.692307692307692</Value>
    </Constant>
    <Constant>
      <Name>OneOfTwelve</Name>
      <Value>8.333333333</Value>
    </Constant>
    <Constant>
      <Name>OneOfEleven</Name>
      <Value>9.0909090909</Value>
    </Constant>
    <Constant>
      <Name>OneOfTen</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>OneOfNine</Name>
      <Value>11.111111111111</Value>
    </Constant>
    <Constant>
      <Name>OneOfEight</Name>
      <Value>12.5</Value>
    </Constant>
    <Constant>
      <Name>OneOfSeven</Name>
      <Value>14.28</Value>
    </Constant>
    <Constant>
      <Name>OneOfSix</Name>
      <Value>16.7</Value>
    </Constant>
    <Constant>
      <Name>OneOfFive</Name>
      <Value>20.0</Value>
    </Constant>
    <Constant>
      <Name>OneOfFour</Name>
      <Value>25.0</Value>
    </Constant>
    <Constant>
      <Name>OneOfThree</Name>
      <Value>33.3</Value>
    </Constant>
    <Constant>
      <Name>OneOfTwo</Name>
      <Value>50.0</Value>
    </Constant>
    <Constant>
      <Name>msgDespair</Name>
      <Value>DESPAIR</Value>
    </Constant>
    <Constant>
      <Name>msgDiscord</Name>
      <Value>DISCORD</Value>
    </Constant>
    <Constant>
      <Name>msgFear</Name>
      <Value>FEAR</Value>
    </Constant>
    <Constant>
      <Name>msgGratitude</Name>
      <Value>GRATITUDE</Value>
    </Constant>
    <Constant>
      <Name>msgGuilt</Name>
      <Value>GUILT</Value>
    </Constant>
    <Constant>
      <Name>msgHope</Name>
      <Value>HOPE</Value>
    </Constant>
    <Constant>
      <Name>msgHurt</Name>
      <Value>HURT</Value>
    </Constant>
    <Constant>
      <Name>msgHeal</Name>
      <Value>HEAL</Value>
    </Constant>
    <Constant>
      <Name>msgPride</Name>
      <Value>PRIDE</Value>
    </Constant>
    <Constant>
      <Name>msgResetMood</Name>
      <Value>RESETMOOD</Value>
    </Constant>
    <Constant>
      <Name>msgSicken</Name>
      <Value>SICK</Value>
    </Constant>
    <Constant>
      <Name>msgFatigue</Name>
      <Value>TIRED</Value>
    </Constant>
    <Constant>
      <Name>msgInexperienced</Name>
      <Value>NEED_TRAINING</Value>
    </Constant>
    <Constant>
      <Name>msgSickChance</Name>
      <Value>SICK_CHANCE</Value>
    </Constant>
    <Constant>
      <Name>msgInjuryChance</Name>
      <Value>INJURY_CHANCE</Value>
    </Constant>
    <Constant>
      <Name>msgHungerChance</Name>
      <Value>HUNGER_CHANGE</Value>
    </Constant>
    <Constant>
      <Name>msgHungerRecovery</Name>
      <Value>HUNGER_RECOVERY</Value>
    </Constant>
    <Constant>
      <Name>msgNoSleepChance</Name>
      <Value>NO_SLEEP_CHANCE</Value>
    </Constant>
    <Constant>
      <Name>msgNextDay</Name>
      <Value>NEXT_DAY</Value>
    </Constant>
    <Constant>
      <Name>msgRemoveContentRestrictions</Name>
      <Value>REMOVE_CONTENT_RESTRICTIONS</Value>
    </Constant>
    <Constant>
      <Name>msgRecover</Name>
      <Value>RECOVER</Value>
    </Constant>
    <Constant>
      <Name>nXPGain_Mission</Name>
      <Value>50</Value>
    </Constant>
    <Constant>
      <Name>nXPBonus_Facility</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>MoraleLoss_Tiny</Name>
      <Value>-1</Value>
    </Constant>
    <Constant>
      <Name>MoraleLoss_Low</Name>
      <Value>-5</Value>
    </Constant>
    <Constant>
      <Name>MoraleLoss_Medium</Name>
      <Value>-10</Value>
    </Constant>
    <Constant>
      <Name>MoraleLoss_Standard</Name>
      <Value>-15</Value>
    </Constant>
    <Constant>
      <Name>MoraleLoss_High</Name>
      <Value>-20</Value>
    </Constant>
    <Constant>
      <Name>MoraleLoss_VeryHigh</Name>
      <Value>-25</Value>
    </Constant>
    <Constant>
      <Name>MoraleLoss_Extreme</Name>
      <Value>-30</Value>
    </Constant>
    <Constant>
      <Name>MoraleGain_Tiny</Name>
      <Value>5</Value>
    </Constant>
    <Constant>
      <Name>MoraleGain_Low</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>MoraleGain_Medium</Name>
      <Value>15</Value>
    </Constant>
    <Constant>
      <Name>MoraleGain_Standard</Name>
      <Value>25</Value>
    </Constant>
    <Constant>
      <Name>InfluenceGain_Low</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>InfluenceGain_Standard</Name>
      <Value>15</Value>
    </Constant>
    <Constant>
      <Name>InfluenceGain_High</Name>
      <Value>25</Value>
    </Constant>
    <Constant>
      <Name>InfluenceLoss_Standard</Name>
      <Value>-25</Value>
    </Constant>
    <Constant>
      <Name>strReward_Influence</Name>
      <Value>%+d Influence for the day.</Value>
    </Constant>
    <Constant>
      <Name>strReward_Morale</Name>
      <Value>%+d Community Morale.</Value>
    </Constant>
    <Constant>
      <Name>strReward_Renown</Name>
      <Value>%+d Fame.</Value>
    </Constant>
    <Constant>
      <Name>strReward_Trust_Enclave</Name>
      <Value>%+d Trust with these survivors.</Value>
    </Constant>
    <Constant>
      <Name>strMoraleGain</Name>
      <Value>%+d Community Morale.</Value>
    </Constant>
    <Constant>
      <Name>strMoraleLoss</Name>
      <Value>%+d Community Morale.</Value>
    </Constant>
    <Constant>
      <Name>strFoodLoss</Name>
      <Value>%+d Daily Rations of Food</Value>
    </Constant>
    <Constant>
      <Name>strFoodGain</Name>
      <Value>%+d Daily Rations of Food</Value>
    </Constant>
    <Constant>
      <Name>strFuelLoss</Name>
      <Value>%+d Barrels of Fuel</Value>
    </Constant>
    <Constant>
      <Name>strFuelGain</Name>
      <Value>%+d Barrels of Fuel</Value>
    </Constant>
    <Constant>
      <Name>strAmmoLoss</Name>
      <Value>%+d Cases of Ammunition</Value>
    </Constant>
    <Constant>
      <Name>strAmmoGain</Name>
      <Value>%+d Cases of Ammunition</Value>
    </Constant>
    <Constant>
      <Name>strMedicineLoss</Name>
      <Value>%+d Cases of Medicine</Value>
    </Constant>
    <Constant>
      <Name>strMedicineGain</Name>
      <Value>%+d Cases of Medicine</Value>
    </Constant>
    <Constant>
      <Name>strMaterialsLoss</Name>
      <Value>%+d Construction Materials</Value>
    </Constant>
    <Constant>
      <Name>strMaterialsGain</Name>
      <Value>%+d Construction Materials</Value>
    </Constant>
    <Constant>
      <Name>strTrustLoss_BurnedByPlayer</Name>
      <Value>TRUST LOST (Ally Set on Fire)</Value>
    </Constant>
    <Constant>
      <Name>strTrustLoss_ExplodedByPlayer</Name>
      <Value>TRUST LOST (Ally in Blast Radius)</Value>
    </Constant>
    <Constant>
      <Name>strTrustLoss_ShotAtByPlayer</Name>
      <Value>TRUST LOST (Friendly Fire)</Value>
    </Constant>
    <Constant>
      <Name>strTrustLoss_RunOverByPlayer</Name>
      <Value>TRUST LOST (Reckless Driving)</Value>
    </Constant>
    <Constant>
      <Name>strTrustGain_RescuedByPlayer</Name>
      <Value>TRUST GAINED (Rescue)</Value>
    </Constant>
    <Constant>
      <Name>strTrustGain_CheeredByPlayer</Name>
      <Value>TRUST GAINED (Emotional Support)</Value>
    </Constant>
    <Constant>
      <Name>strTrustGain_Mission_Progress</Name>
      <Value>TRUST GAINED (Mission Progress)</Value>
    </Constant>
    <Constant>
      <Name>strInfluenceGain_Mission_Progress</Name>
      <Value>INFLUENCE GAINED (Mission Progress)</Value>
    </Constant>
    <Constant>
      <Name>strInfluenceGain_Mission_LeadNpcs</Name>
      <Value>INFLUENCE GAINED (Mission Progress)</Value>
    </Constant>
    <Constant>
      <Name>strInfluenceGain_Mission_Gather</Name>
      <Value>INFLUENCE GAINED (Gathering Complete)</Value>
    </Constant>
    <Constant>
      <Name>strInfluenceGain_Mission_Rescue</Name>
      <Value>INFLUENCE GAINED (Target Found)</Value>
    </Constant>
    <Constant>
      <Name>strInfluenceGain_Mission_Promptness</Name>
      <Value>INFLUENCE GAINED (Rapid Completion)</Value>
    </Constant>
    <Constant>
      <Name>strFameGain</Name>
      <Value>%+d Community Fame</Value>
    </Constant>
    <Constant>
      <Name>strFameGain_Award_Savior</Name>
      <Value>%+d Community Fame (Savior)</Value>
    </Constant>
    <Constant>
      <Name>strFameGain_Award_Flawless</Name>
      <Value>%+d Community Fame (Flawless)</Value>
    </Constant>
    <Constant>
      <Name>strFameGain_Award_Slaughter</Name>
      <Value>%+d Community Fame (Slaughter)</Value>
    </Constant>
    <Constant>
      <Name>strFameGain_Award_SocialNetwork</Name>
      <Value>%+d Community Fame (Social Network)</Value>
    </Constant>
    <Constant>
      <Name>strReputationLoss</Name>
      <Value>Community Reputation Worsened</Value>
    </Constant>
    <Constant>
      <Name>strReputationGain</Name>
      <Value>Community Reputation Improved</Value>
    </Constant>
    <Constant>
      <Name>nReputationGain_High</Name>
      <Value>50</Value>
    </Constant>
    <Constant>
      <Name>nReputationGain_Standard</Name>
      <Value>20</Value>
    </Constant>
    <Constant>
      <Name>nReputationGain_Low</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>nReputationLoss_High</Name>
      <Value>-100</Value>
    </Constant>
    <Constant>
      <Name>nReputationLoss_Standard</Name>
      <Value>-50</Value>
    </Constant>
    <Constant>
      <Name>nReputationLoss_Low</Name>
      <Value>-25</Value>
    </Constant>
    <Constant>
      <Name>nTrustGain_High</Name>
      <Value>35</Value>
    </Constant>
    <Constant>
      <Name>nTrustGain_Standard</Name>
      <Value>20</Value>
    </Constant>
    <Constant>
      <Name>nTrustGain_Low</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>nTrustLoss_High</Name>
      <Value>-50</Value>
    </Constant>
    <Constant>
      <Name>nTrustLoss_Standard</Name>
      <Value>-30</Value>
    </Constant>
    <Constant>
      <Name>nTrustLoss_Low</Name>
      <Value>-15</Value>
    </Constant>
    <Constant>
      <Name>nFameGain_Standard</Name>
      <Value>25</Value>
    </Constant>
    <Constant>
      <Name>nReputationThreshold_VeryGood</Name>
      <Value>1600</Value>
    </Constant>
    <Constant>
      <Name>nReputationThreshold_Good</Name>
      <Value>1100</Value>
    </Constant>
    <Constant>
      <Name>nReputationThreshold_Neutral</Name>
      <Value>900</Value>
    </Constant>
    <Constant>
      <Name>nReputationThreshold_Bad</Name>
      <Value>400</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessInfluence_Name</Name>
      <Value>SURVIVAL TACTICS: Daily Influence</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessInfluence_Desc</Name>
      <Value>Your DAILY INFLUENCE is limited by your FAME. You can temporarily earn more Influence, but it will gradually diminish if it exceeds your Fame. </Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessInfluence_Summary</Name>
      <Value>Limited by Fame.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessFood_Name</Name>
      <Value>SURVIVAL TACTICS: Food Storage</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessFood_Desc</Name>
      <Value>We have more FOOD than we'll be able to store. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessFood_Summary</Name>
      <Value>Stockpile maximum exceeded.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessStockpile_Tutorial</Name>
      <Value>Excess resources won't last through the night.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessStockpile_FacilityDesc</Name>
      <Value>Build a STORAGE AREA to increase your STOCKPILE MAXIMUMS.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessMedicine_Name</Name>
      <Value>SURVIVAL TACTICS: Medicine Storage</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessMedicine_Desc</Name>
      <Value>We have more MEDICINE than we'll be able to store. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessMedicine_Summary</Name>
      <Value>Stockpile maximum exceeded.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessAmmo_Name</Name>
      <Value>SURVIVAL TACTICS: Ammo Storage</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessAmmo_Desc</Name>
      <Value>We have more AMMO than we'll be able to store. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessAmmo_Summary</Name>
      <Value>Stockpile maximum exceeded.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessMaterials_Name</Name>
      <Value>SURVIVAL TACTICS: Materials Storage</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessMaterials_Desc</Name>
      <Value>We have more MATERIALS than we'll be able to store. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessMaterials_Summary</Name>
      <Value>Stockpile maximum exceeded.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessFuel_Name</Name>
      <Value>SURVIVAL TACTICS: Fuel Storage</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessFuel_Desc</Name>
      <Value>We have more FUEL than we'll be able to store. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ExcessFuel_Summary</Name>
      <Value>Stockpile maximum exceeded.</Value>
    </Constant>
    <Constant>
      <Name>nMissionFatigue_Low</Name>
      <Value>-3000</Value>
    </Constant>
    <Constant>
      <Name>nMissionFatigue_Standard</Name>
      <Value>-6000</Value>
    </Constant>
    <Constant>
      <Name>nHealthPenalty_HurtMoodType</Name>
      <Value>-30</Value>
    </Constant>
    <Constant>
      <Name>nStaminaPenalty_BadMoodType</Name>
      <Value>-20</Value>
    </Constant>
    <Constant>
      <Name>nStaminaPenalty_SickMoodType</Name>
      <Value>-30</Value>
    </Constant>
    <Constant>
      <Name>nStaminaBonus_GoodMoodType</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>nStaminaPenalty_HurtMoodType</Name>
      <Value>-40</Value>
    </Constant>
    <Constant>
      <Name>nStaminaBonus_Beds</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>nStaminaBonus_Exercise</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>nStaminaBonus_Training</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>nStaminaBonus_Feast</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>nHealthBonus_Infirmary</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>nHealthBonus_Feast</Name>
      <Value>20</Value>
    </Constant>
    <Constant>
      <Name>Limbo</Name>
      <Value>RTSPoint_Limbo</Value>
    </Constant>
    <Constant>
      <Name>MoveSpeed_Walk</Name>
      <Value>1</Value>
    </Constant>
    <Constant>
      <Name>MoveSpeed_Run</Name>
      <Value>2</Value>
    </Constant>
    <Constant>
      <Name>MoveSpeed_Any</Name>
      <Value>2</Value>
    </Constant>
    <Constant>
      <Name>DailyResetDelay</Name>
      <Value>14h</Value>
    </Constant>
    <Constant>
      <Name>DailyReset_MinTimePlayed</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>ActionDelay1m</Name>
      <Value>1m</Value>
    </Constant>
    <Constant>
      <Name>ActionDelay2m</Name>
      <Value>2m</Value>
    </Constant>
    <Constant>
      <Name>ActionDelay5m</Name>
      <Value>5m</Value>
    </Constant>
    <Constant>
      <Name>ActionDelay10m</Name>
      <Value>10m</Value>
    </Constant>
    <Constant>
      <Name>ActionDelay15m</Name>
      <Value>15m</Value>
    </Constant>
    <Constant>
      <Name>ActionDelay20m</Name>
      <Value>20m</Value>
    </Constant>
    <Constant>
      <Name>ActionDelay30m</Name>
      <Value>30m</Value>
    </Constant>
    <Constant>
      <Name>ActionDelay1h</Name>
      <Value>1h</Value>
    </Constant>
    <Constant>
      <Name>ActionDelay90m</Name>
      <Value>90m</Value>
    </Constant>
    <Constant>
      <Name>ActionDelay2h</Name>
      <Value>2h</Value>
    </Constant>
    <Constant>
      <Name>ActionDelay3h</Name>
      <Value>3h</Value>
    </Constant>
    <Constant>
      <Name>ActionDelay5h</Name>
      <Value>5h</Value>
    </Constant>
    <Constant>
      <Name>StoryMissionDelay</Name>
      <Value>3m</Value>
    </Constant>
    <Constant>
      <Name>StoryMissionDelay_Long</Name>
      <Value>5m</Value>
    </Constant>
    <Constant>
      <Name>StoryMissionDelay_PostOp</Name>
      <Value>10m</Value>
    </Constant>
    <Constant>
      <Name>ContentDelay_Minimum</Name>
      <Value>20s</Value>
    </Constant>
    <Constant>
      <Name>ContentDelay_VeryLow</Name>
      <Value>1m</Value>
    </Constant>
    <Constant>
      <Name>ContentDelay_Low</Name>
      <Value>2m</Value>
    </Constant>
    <Constant>
      <Name>ContentDelay_KindaLow</Name>
      <Value>3m</Value>
    </Constant>
    <Constant>
      <Name>ContentDelay_Moderate</Name>
      <Value>4m</Value>
    </Constant>
    <Constant>
      <Name>ContentDelay_Standard</Name>
      <Value>7m</Value>
    </Constant>
    <Constant>
      <Name>ContentDelay_MissionType</Name>
      <Value>1h</Value>
    </Constant>
    <Constant>
      <Name>FateDelay_Community</Name>
      <Value>14h</Value>
    </Constant>
    <Constant>
      <Name>TimeoutStandard</Name>
      <Value>1800</Value>
    </Constant>
    <Constant>
      <Name>TimeoutMedium</Name>
      <Value>1200</Value>
    </Constant>
    <Constant>
      <Name>TimeoutFast</Name>
      <Value>600</Value>
    </Constant>
    <Constant>
      <Name>durRecentMoodType</Name>
      <Value>1h</Value>
    </Constant>
    <Constant>
      <Name>TimeoutRescue</Name>
      <Value>3600</Value>
    </Constant>
    <Constant>
      <Name>CostScalarUnfriendly</Name>
      <Value>2</Value>
    </Constant>
    <Constant>
      <Name>CostScalarNeutral</Name>
      <Value>1.5</Value>
    </Constant>
    <Constant>
      <Name>CostScalarFriendly</Name>
      <Value>1.2</Value>
    </Constant>
    <Constant>
      <Name>TrustNeutral</Name>
      <Value>30</Value>
    </Constant>
    <Constant>
      <Name>TrustFriendly</Name>
      <Value>70</Value>
    </Constant>
    <Constant>
      <Name>BaseRandomMissionMax</Name>
      <Value>3</Value>
    </Constant>
    <Constant>
      <Name>Juggernaut_Percentage</Name>
      <Value>1</Value>
    </Constant>
    <Constant>
      <Name>Juggernaut_PercentageHigh</Name>
      <Value>3</Value>
    </Constant>
    <Constant>
      <Name>Feral_Percentage</Name>
      <Value>1</Value>
    </Constant>
    <Constant>
      <Name>Feral_PercentageHigh</Name>
      <Value>2</Value>
    </Constant>
    <Constant>
      <Name>Bloater_Percentage</Name>
      <Value>1</Value>
    </Constant>
    <Constant>
      <Name>Bloater_PercentageHigh</Name>
      <Value>4</Value>
    </Constant>
    <Constant>
      <Name>ArmyZombie_Percentage</Name>
      <Value>5</Value>
    </Constant>
    <Constant>
      <Name>ArmyZombie_PercentageHigh</Name>
      <Value>50</Value>
    </Constant>
    <Constant>
      <Name>Screamer_Percentage</Name>
      <Value>1</Value>
    </Constant>
    <Constant>
      <Name>Screamer_PercentageHigh</Name>
      <Value>5</Value>
    </Constant>
    <Constant>
      <Name>SwatZombie_Percentage</Name>
      <Value>8</Value>
    </Constant>
    <Constant>
      <Name>SwatZombie_PercentageHigh</Name>
      <Value>20</Value>
    </Constant>
    <Constant>
      <Name>ChallengeLevel_Intro</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>ChallengeLevel_EarlyGame</Name>
      <Value>20</Value>
    </Constant>
    <Constant>
      <Name>ChallengeLevel_MidGame</Name>
      <Value>30</Value>
    </Constant>
    <Constant>
      <Name>ChallengeLevel_LateGame</Name>
      <Value>40</Value>
    </Constant>
    <Constant>
      <Name>ChallengeLevel_EndGame</Name>
      <Value>50</Value>
    </Constant>
    <Constant>
      <Name>InfestationMax_None</Name>
      <Value>0</Value>
    </Constant>
    <Constant>
      <Name>InfestationMax_EarlyGame</Name>
      <Value>5</Value>
    </Constant>
    <Constant>
      <Name>InfestationMax_MidGame</Name>
      <Value>7</Value>
    </Constant>
    <Constant>
      <Name>InfestationMax_LateGame</Name>
      <Value>9</Value>
    </Constant>
    <Constant>
      <Name>InfestationMax_EndGame</Name>
      <Value>10</Value>
    </Constant>
    <Constant>
      <Name>HordeInterceptMax_None</Name>
      <Value>0</Value>
    </Constant>
    <Constant>
      <Name>HordeInterceptMax_EarlyGame</Name>
      <Value>2</Value>
    </Constant>
    <Constant>
      <Name>HordeInterceptMax_MidGame</Name>
      <Value>4</Value>
    </Constant>
    <Constant>
      <Name>HordeInterceptMax_LateGame</Name>
      <Value>5</Value>
    </Constant>
    <Constant>
      <Name>HordeInterceptMax_EndGame</Name>
      <Value>6</Value>
    </Constant>
    <Constant>
      <Name>strAttractGR_Coffee_Name</Name>
      <Value>NOTE: Hot Coffee</Value>
    </Constant>
    <Constant>
      <Name>strAttractGR_Coffee_Desc</Name>
      <Value>Hey Lily, we just got that fancy coffee maker/espresso machine at the grange up and running. You and your friends are invited to stop by for a cup any time. - Quentin Barnes</Value>
    </Constant>
    <Constant>
      <Name>strAttractGR_Coffee_Summary</Name>
      <Value>Available at the Grange</Value>
    </Constant>
    <Constant>
      <Name>strAttractWI_ThugGuns_Name</Name>
      <Value>NOTE: A Windfall</Value>
    </Constant>
    <Constant>
      <Name>strAttractWI_ThugGuns_Desc</Name>
      <Value>We looked into this thug problem that's been going around and took care of business. Come share in our windfall. - Job Wilkerson</Value>
    </Constant>
    <Constant>
      <Name>strAttractWI_ThugGuns_Summary</Name>
      <Value>New guns in the Farmhouse supply locker.</Value>
    </Constant>
    <Constant>
      <Name>strAttractWI_MilitaryGuns_Name</Name>
      <Value>NOTE: Fell Off A Truck</Value>
    </Constant>
    <Constant>
      <Name>strAttractWI_MilitaryGuns_Desc</Name>
      <Value>Just acquired a stash of military style weapons and I feel like sharing. Benefits of being on my good side. - Mickey Wilkerson</Value>
    </Constant>
    <Constant>
      <Name>strAttractWI_MilitaryGuns_Summary</Name>
      <Value>New guns in the Farmhouse supply locker.</Value>
    </Constant>
    <Constant>
      <Name>strAttractWI_MachineGun_Name</Name>
      <Value>NOTE: Come check this out!</Value>
    </Constant>
    <Constant>
      <Name>strAttractWI_MachineGun_Desc</Name>
      <Value>We got something really special you should check out. (It's a goddamn M60E4!) - Mickey Wilkerson</Value>
    </Constant>
    <Constant>
      <Name>strAttractWI_MachineGun_Summary</Name>
      <Value>One new gun in the Farmhouse supply locker.</Value>
    </Constant>
    <Constant>
      <Name>strAttractPD_Items_Name</Name>
      <Value>NOTE: Fair Trade</Value>
    </Constant>
    <Constant>
      <Name>strAttractPD_Items_Desc</Name>
      <Value>I have a friend in the courthouse says they've got a little hardware to spare. Just head to the back room and check it out. -  your friend Ray</Value>
    </Constant>
    <Constant>
      <Name>strAttractPD_Items_Summary</Name>
      <Value>New items at the Courthouse supply locker.</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_ArmyZombie_Name</Name>
      <Value>Army Zeds</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_ArmyZombie_Description</Name>
      <Value>Fast, deadly, and nearly immune to gunfire.</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_SwatZombie_Name</Name>
      <Value>SWAT Zombies</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_SwatZombie_Description</Name>
      <Value>Resistant to gunfire.</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_Bloater_Name</Name>
      <Value>Bloated Zed</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_Bloater_Description</Name>
      <Value>Not all that hard to kill, but they're highly infectious.</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_Feral_Name</Name>
      <Value>Feral Zed</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_Feral_Description</Name>
      <Value>Fast, vicious, tough in melee, and hard to shoot.</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_Juggernaut_Name</Name>
      <Value>Big Bastard</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_Juggernaut_Description</Name>
      <Value>Extremely tough. Can be stunned with explosives.</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_Horde_Name</Name>
      <Value>Zombie Horde</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_Horde_Description</Name>
      <Value>Their numbers make them dangerous.</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_Infestation_Name</Name>
      <Value>Infestation</Value>
    </Constant>
    <Constant>
      <Name>strEnemy_Infestation_Description</Name>
      <Value>Makes the surrounding area a lot more dangerous.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Grenade_PipeBomb_Name</Name>
      <Value>Pipe Bomb</Value>
    </Constant>
    <Constant>
      <Name>strItem_Grenade_PipeBomb_Desc</Name>
      <Value>It's a bunch of explosives stuffed into a pipe. What could go wrong?</Value>
    </Constant>
    <Constant>
      <Name>strItem_Grenade_PipeBomb_Strong_Name</Name>
      <Value>Steel Pipe Bomb</Value>
    </Constant>
    <Constant>
      <Name>strItem_Grenade_PipeBomb_Strong_Desc</Name>
      <Value>It's a WHOLE bunch of explosives stuffed into a pipe. Extra shrapnel means more dead zombies.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Mine_Homemade_Fire_Name</Name>
      <Value>Flame Fougasse</Value>
    </Constant>
    <Constant>
      <Name>strItem_Mine_Homemade_Fire_Desc</Name>
      <Value>Like a Molotov, but this one's pressure sensitive.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Mine_Homemade_Lure_Name</Name>
      <Value>Whistling Box Mine</Value>
    </Constant>
    <Constant>
      <Name>strItem_Mine_Homemade_Lure_Desc</Name>
      <Value>Cram a noisemaker into a homemade mine, and it lures the zombies in before it explodes. Nice.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Mine_Homemade_Name</Name>
      <Value>Box Mine</Value>
    </Constant>
    <Constant>
      <Name>strItem_Mine_Homemade_Desc</Name>
      <Value>So what if it's a bunch of nuts and bolts in an old paint can? It still explodes.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Noisemaker_Firecracker_Name</Name>
      <Value>Firecracker</Value>
    </Constant>
    <Constant>
      <Name>strItem_Noisemaker_Firecracker_Desc</Name>
      <Value>Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)</Value>
    </Constant>
    <Constant>
      <Name>strItem_Painkiller_HealthPack_Name</Name>
      <Value>Painkillers</Value>
    </Constant>
    <Constant>
      <Name>strItem_Stimulant_Homemade_Name</Name>
      <Value>Mild Stims</Value>
    </Constant>
    <Constant>
      <Name>strItem_Stimulant_Homemade_Desc</Name>
      <Value>Restores max Stamina a little. Fresh from our med lab. Heisenberg would be proud.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Stimulant_Homemade_Long_Name</Name>
      <Value>Potent Stims</Value>
    </Constant>
    <Constant>
      <Name>strItem_Stimulant_Homemade_Long_Desc</Name>
      <Value>Restores max Stamina a lot. Fresh from our lab, cooked up extra potent. (Addictive?) </Value>
    </Constant>
    <Constant>
      <Name>strItem_Suppressor_Homemade_Name</Name>
      <Value>Improvised Suppressor</Value>
    </Constant>
    <Constant>
      <Name>strItem_Suppressor_Homemade_Desc</Name>
      <Value>Cuts down gunshot noise. Made this one out of an oil can, figure it's only good for 10 shots or so.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Suppressor_Homemade_Durable_Name</Name>
      <Value>Homemade Suppressor</Value>
    </Constant>
    <Constant>
      <Name>strItem_Suppressor_Homemade_Durable_Desc</Name>
      <Value>Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Suppressor_Homemade_Quiet_Name</Name>
      <Value>Machined Suppressor</Value>
    </Constant>
    <Constant>
      <Name>strItem_Suppressor_Homemade_Quiet_Desc</Name>
      <Value>Cuts down gunshot noise. Not quite professional quality, but might last for a good 50 shots.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Molotov_Alcohol_Name</Name>
      <Value>Firebomb</Value>
    </Constant>
    <Constant>
      <Name>strItem_Molotov_Alcohol_Desc</Name>
      <Value>Sets zeds on fire. This one's just a rag stuffed into a bottle of booze. Top shelf too.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Molotov_Fuel_Name</Name>
      <Value>Petrol Bomb</Value>
    </Constant>
    <Constant>
      <Name>strItem_Molotov_Fuel_Desc</Name>
      <Value>Sets zeds on fire. They don't seem to like it much. This one's made with gasoline.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Molotov_Hicks_Name</Name>
      <Value>Wilkerson Private Reserve</Value>
    </Constant>
    <Constant>
      <Name>strItem_Molotov_Hicks_Desc</Name>
      <Value>Light em' up! Redneck's special blend. Pretty sure it's pure wood-grain alcohol.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Molotov_Homemade_Name</Name>
      <Value>Incendiary</Value>
    </Constant>
    <Constant>
      <Name>strItem_Molotov_Homemade_Desc</Name>
      <Value>Zeds dislike fire. This one comes fresh out of our workshop, so go us!</Value>
    </Constant>
    <Constant>
      <Name>strItem_Molotov_Thermite_Name</Name>
      <Value>Thermite</Value>
    </Constant>
    <Constant>
      <Name>strItem_Molotov_Thermite_Desc</Name>
      <Value>The AN-M14 TH3 chemical incendiary. Pretty sure this one could melt through a truck engine.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Molotov_Homemade_Strong_Name</Name>
      <Value>Chemical Incendiary</Value>
    </Constant>
    <Constant>
      <Name>strItem_Molotov_Homemade_Strong_Desc</Name>
      <Value>Sets zeds on fire. They don't seem to like it much. Watch it with this one--it's got a kick.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Grenade_Name</Name>
      <Value>Frag Grenade</Value>
    </Constant>
    <Constant>
      <Name>strItem_Grenade_Desc</Name>
      <Value>Pull pin, toss, wait for boom. Repeat as neccessary.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Grenade_Homemade_Name</Name>
      <Value>Homemade Explosive</Value>
    </Constant>
    <Constant>
      <Name>strItem_Grenade_Homemade_Desc</Name>
      <Value>You throw it. It goes boom. If you're lucky, not right in your face.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Grenade_M67_Name</Name>
      <Value>M67 Grenade</Value>
    </Constant>
    <Constant>
      <Name>strItem_Grenade_M67_Desc</Name>
      <Value>Standard military hand grenade. This one fell off a truck, a big green truck.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Grenade_Mk2_Name</Name>
      <Value>Mk2 Grenade</Value>
    </Constant>
    <Constant>
      <Name>strItem_Grenade_Mk2_Desc</Name>
      <Value>The old pineapple grenade, I'm sure it's still ok after sitting around for 65 years.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Mine_M14_Name</Name>
      <Value>Mine</Value>
    </Constant>
    <Constant>
      <Name>strItem_Mine_M14_Desc</Name>
      <Value>Stockpiled since 1974, this example came out of an EOD training container.</Value>
    </Constant>
    <Constant>
      <Name>strItem_Mine_BouncingBetty_Name</Name>
      <Value>S-Mine</Value>
    </Constant>
    <Constant>
      <Name>strItem_Mine_BouncingBetty_Desc</Name>
      <Value>Pops up to head height for optimal zombie killing.</Value>
    </Constant>
    <Constant>
      <Name>Painkiller_Homemade_Name</Name>
      <Value>Homemade Painkiller</Value>
    </Constant>
    <Constant>
      <Name>Painkiller_Homemade_Desc</Name>
      <Value>Good stuff. Numbs the pain, but won't help serious wounds.</Value>
    </Constant>
    <Constant>
      <Name>nValue_Assault_VeryLow</Name>
      <Value>60</Value>
    </Constant>
    <Constant>
      <Name>nValue_Assault_Low</Name>
      <Value>70</Value>
    </Constant>
    <Constant>
      <Name>nValue_Assault_Standard</Name>
      <Value>80</Value>
    </Constant>
    <Constant>
      <Name>nValue_Assault_High</Name>
      <Value>90</Value>
    </Constant>
    <Constant>
      <Name>nValue_Assault_VeryHigh</Name>
      <Value>100</Value>
    </Constant>
    <Constant>
      <Name>nValue_GL_Standard</Name>
      <Value>70</Value>
    </Constant>
    <Constant>
      <Name>nValue_GL_VeryHigh</Name>
      <Value>100</Value>
    </Constant>
    <Constant>
      <Name>nValue_MachineGun_Low</Name>
      <Value>70</Value>
    </Constant>
    <Constant>
      <Name>nValue_MachineGun_Standard</Name>
      <Value>80</Value>
    </Constant>
    <Constant>
      <Name>nValue_MachineGun_High</Name>
      <Value>90</Value>
    </Constant>
    <Constant>
      <Name>nValue_Pistol_VeryLow</Name>
      <Value>35</Value>
    </Constant>
    <Constant>
      <Name>nValue_Pistol_Low</Name>
      <Value>45</Value>
    </Constant>
    <Constant>
      <Name>nValue_Pistol_Standard</Name>
      <Value>55</Value>
    </Constant>
    <Constant>
      <Name>nValue_Pistol_High</Name>
      <Value>65</Value>
    </Constant>
    <Constant>
      <Name>nValue_Pistol_VeryHigh</Name>
      <Value>75</Value>
    </Constant>
    <Constant>
      <Name>nValue_Revolver_VeryLow</Name>
      <Value>30</Value>
    </Constant>
    <Constant>
      <Name>nValue_Revolver_Low</Name>
      <Value>40</Value>
    </Constant>
    <Constant>
      <Name>nValue_Revolver_Standard</Name>
      <Value>50</Value>
    </Constant>
    <Constant>
      <Name>nValue_Revolver_High</Name>
      <Value>60</Value>
    </Constant>
    <Constant>
      <Name>nValue_Revolver_VeryHigh</Name>
      <Value>70</Value>
    </Constant>
    <Constant>
      <Name>nValue_Rifle_VeryLow</Name>
      <Value>45</Value>
    </Constant>
    <Constant>
      <Name>nValue_Rifle_Low</Name>
      <Value>55</Value>
    </Constant>
    <Constant>
      <Name>nValue_Rifle_Standard</Name>
      <Value>65</Value>
    </Constant>
    <Constant>
      <Name>nValue_Rifle_High</Name>
      <Value>75</Value>
    </Constant>
    <Constant>
      <Name>nValue_Rifle_VeryHigh</Name>
      <Value>85</Value>
    </Constant>
    <Constant>
      <Name>nValue_SMG_VeryLow</Name>
      <Value>40</Value>
    </Constant>
    <Constant>
      <Name>nValue_SMG_Low</Name>
      <Value>50</Value>
    </Constant>
    <Constant>
      <Name>nValue_SMG_Standard</Name>
      <Value>60</Value>
    </Constant>
    <Constant>
      <Name>nValue_SMG_High</Name>
      <Value>70</Value>
    </Constant>
    <Constant>
      <Name>nValue_SMG_VeryHigh</Name>
      <Value>80</Value>
    </Constant>
    <Constant>
      <Name>nValue_Shotgun_VeryLow</Name>
      <Value>25</Value>
    </Constant>
    <Constant>
      <Name>nValue_Shotgun_Low</Name>
      <Value>35</Value>
    </Constant>
    <Constant>
      <Name>nValue_Shotgun_Standard</Name>
      <Value>55</Value>
    </Constant>
    <Constant>
      <Name>nValue_Shotgun_High</Name>
      <Value>70</Value>
    </Constant>
    <Constant>
      <Name>nValue_Shotgun_VeryHigh</Name>
      <Value>85</Value>
    </Constant>
    <Constant>
      <Name>nValue_BluntLight_VeryLow</Name>
      <Value>5</Value>
    </Constant>
    <Constant>
      <Name>nValue_BluntLight_Low</Name>
      <Value>15</Value>
    </Constant>
    <Constant>
      <Name>nValue_BluntLight_Standard</Name>
      <Value>25</Value>
    </Constant>
    <Constant>
      <Name>nValue_BluntLight_High</Name>
      <Value>50</Value>
    </Constant>
    <Constant>
      <Name>nValue_BluntLight_VeryHigh</Name>
      <Value>75</Value>
    </Constant>
    <Constant>
      <Name>nValue_EdgedLight_VeryLow</Name>
      <Value>5</Value>
    </Constant>
    <Constant>
      <Name>nValue_EdgedLight_Low</Name>
      <Value>15</Value>
    </Constant>
    <Constant>
      <Name>nValue_EdgedLight_Standard</Name>
      <Value>25</Value>
    </Constant>
    <Constant>
      <Name>nValue_EdgedLight_High</Name>
      <Value>50</Value>
    </Constant>
    <Constant>
      <Name>nValue_BluntHeavy_High</Name>
      <Value>50</Value>
    </Constant>
    <Constant>
      <Name>nValue_BluntHeavy_VeryHigh</Name>
      <Value>75</Value>
    </Constant>
    <Constant>
      <Name>strEvent_NewDay_Summary</Name>
      <Value>Survived another day</Value>
    </Constant>
    <Constant>
      <Name>strEvent_NewDay_Desc</Name>
      <Value>Every day is a gift, one more than a lot of good people had. I try to remind myself of that. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_DeathFromBlackFever_Summary</Name>
      <Value>Black Fever Strikes Again</Value>
    </Constant>
    <Constant>
      <Name>strEvent_DeathFromBlackFever_Desc</Name>
      <Value>There's something unnatural about this so-called Black Fever. No medicines seem to help. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_DeathFromFreak_Summary</Name>
      <Value>Failed To Stop the Freak</Value>
    </Constant>
    <Constant>
      <Name>strEvent_DeathFromFreak_Desc</Name>
      <Value>When we have freak sightings, we need to be more proactive about dealing with them. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_DeathFromInfestation_Desc</Name>
      <Value>We've let the zeds overrun too much of valley. It's not safe. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_DeathFromSickness_Summary</Name>
      <Value>Fatal Illness</Value>
    </Constant>
    <Constant>
      <Name>strEvent_DeathFromSickness_Desc</Name>
      <Value>It's always hard to lose someone. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_DeathFromChemistry_Summary</Name>
      <Value>Bad Blood Turned to Bloodshed</Value>
    </Constant>
    <Constant>
      <Name>strEvent_DeathFromChemistry_Desc</Name>
      <Value>We let things get toxic in the community and now we've paid the price. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_RecoveryFromInjury_Summary</Name>
      <Value>Injury Recovery</Value>
    </Constant>
    <Constant>
      <Name>strEvent_RecoveryFromInjury_Desc</Name>
      <Value>It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_RecoveryFromInjury_Fail_Desc</Name>
      <Value>%2$s has failed to recover from injury.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_RecoveryFromInjury_Fail_Summary</Name>
      <Value>Injury Recovery Failed</Value>
    </Constant>
    <Constant>
      <Name>strEvent_RecoveryFromSickness_Summary</Name>
      <Value>Illness Recovery</Value>
    </Constant>
    <Constant>
      <Name>strEvent_RecoveryFromSickness_Desc</Name>
      <Value>It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_RecoveryFromSickness_Fail_Summary</Name>
      <Value>Illness Recovery Failed</Value>
    </Constant>
    <Constant>
      <Name>strEvent_RecoveryFromSickness_Fail_Desc</Name>
      <Value>%2$s has failed to recover from illness.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_RecoveryFrom_NoMedicine_Tutorial</Name>
      <Value>MEDICINE is needed for a chance at recovery.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_RecoveryFrom_NoInfirmary_Tutorial</Name>
      <Value>Building an INFIRMARY will increase our chances of recovery in the future.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_RecoveryFrom_InfirmaryUpgrade_Tutorial</Name>
      <Value>UPGRADING our INFIRMARY will increase our chances of recovery in the future.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_RecoveryFrom_MaxChance_Tutorial</Name>
      <Value>We have the highest possible recovery chance.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_AbandonmentBadReputation_Summary</Name>
      <Value>Moral Objections</Value>
    </Constant>
    <Constant>
      <Name>strEvent_AbandonmentBadReputation_Desc</Name>
      <Value>Well, I guess we can stop worrying about philosophical differences about how to run the community. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_AbandonmentChemistry_Summary</Name>
      <Value>Irreconcilable Differences</Value>
    </Constant>
    <Constant>
      <Name>strEvent_AbandonmentChemistry_Desc</Name>
      <Value>We let things get toxic in the community and now we've paid the price. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ResistedFlu_Summary</Name>
      <Value>Medical Treatment</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ResistedFlu_Desc</Name>
      <Value>It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ResistedFreak_Summary</Name>
      <Value>Fatalities Averted</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ResistedFreak_Desc</Name>
      <Value>Our defenses managed to hold. Things could have been a lot worse. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_SleepDeprivation_Summary</Name>
      <Value>Sleep Deprivation</Value>
    </Constant>
    <Constant>
      <Name>strEvent_SleepDeprivation_Desc</Name>
      <Value>We need to do something about our lack of beds. People aren't getting enough rest. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_WeakFromHunger_Summary</Name>
      <Value>Not enough food</Value>
    </Constant>
    <Constant>
      <Name>strEvent_WeakFromHunger_Desc</Name>
      <Value>When we don't have enough food for everyone, people go hungry. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strAbortEvent_HomeCoreNpcDeath_Summary</Name>
      <Value>%2$s died.</Value>
    </Constant>
    <Constant>
      <Name>strAbortEvent_HomeCoreNpcDeath_Desc</Name>
      <Value>I was out with %2$s when things turned south. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strDangerSetup_SwatZombie_Name</Name>
      <Value>DANGER: Armored Zed Sighting</Value>
    </Constant>
    <Constant>
      <Name>strDangerSetup_SwatZombie_Desc</Name>
      <Value>It's best to tackle these in hand-to-hand combat. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strDangerSetup_ArmyZombie_Name</Name>
      <Value>DANGER: Army Zed Sighting</Value>
    </Constant>
    <Constant>
      <Name>strDangerSetup_ArmyZombie_Desc</Name>
      <Value>It's best to tackle these in hand-to-hand combat. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strDangerSetup_Juggernaut_Name</Name>
      <Value>DANGER: Big Boy Sighting</Value>
    </Constant>
    <Constant>
      <Name>strDangerSetup_Juggernaut_Desc</Name>
      <Value>We'd best bring some explosives along. -%1$s</Value>
    </Constant>
    <Constant>
      <Name>strDangerSetup_Bloater_Name</Name>
      <Value>DANGER: Bloated Zed Sighting</Value>
    </Constant>
    <Constant>
      <Name>strDangerSetup_Bloater_Desc</Name>
      <Value>I spotted a bloated zed not too far from home. Might want to take it out before it finds us. Never want to let these get too close. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_EstablishOutpost_Name</Name>
      <Value>CONTACT: Establish an Outpost</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_EstablishOutpost_Desc</Name>
      <Value>After fully searching a building, I can radio home an have the guy's set up an outpost.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_EstablishOutpost_Summary</Name>
      <Value>Look for "Establish Outpost" in the Radio.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_EstablishOutpost_Tutorial</Name>
      <Value>The more outposts you have, the safer your home is.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_CallRunners_Name</Name>
      <Value>CONTACT: Call for Scavengers</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_CallRunners_Desc</Name>
      <Value>After scouting a building, you can use the radio to call in other community members to loot the place.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_CallRunners_Summary</Name>
      <Value>Look for "Call for Scavengers" in the Radio.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_CallRunners_Tutorial</Name>
      <Value>The scavenger will decide for himself what to take.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_SWAT_Name</Name>
      <Value>CONTACT: Call for Backup</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_SWAT_Desc</Name>
      <Value>If you get into a jam, I can call in SWAT officers from the Courthouse to help out. - Sheriff Carl</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_SWAT_Summary</Name>
      <Value>Extra firepower when you need it.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_SWAT_Tutorial</Name>
      <Value>They'll come help for a few minutes.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Car_Name</Name>
      <Value>CONTACT: Vehicle Delivery</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Car_Desc</Name>
      <Value></Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Car_Summary</Name>
      <Value>It's a brand new car! (Almost.)</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Car_Tutorial</Name>
      <Value></Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Airstrike_Name</Name>
      <Value>CONTACT: Death From Above</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Airstrike_Desc</Name>
      <Value></Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Airstrike_Summary</Name>
      <Value>A military solution to your problems.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Airstrike_Tutorial</Name>
      <Value>You'll need inventory space for the ARTILLERY MARKER.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Heal_Name</Name>
      <Value>CONTACT: Medical Advice</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Heal_Desc</Name>
      <Value>I owe you one. Let me know if you or your people need any Medical Advice. - Doc Hanson</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Heal_Summary</Name>
      <Value>Restore Max Vitality in the field.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Heal_Tutorial</Name>
      <Value>Rest is the only other way to restore Max Vitality.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Energy_Pastor_Name</Name>
      <Value>CONTACT: Words of Inspiration</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Energy_Pastor_Desc</Name>
      <Value>Reach out to Pastor Will for some moral support.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Energy_Pastor_Summary</Name>
      <Value>Restore Max Stamina once a day.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Energy_Pastor_Tutorial</Name>
      <Value>You can also switch off and rest at home to recover stamina.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Energy_Lily_Name</Name>
      <Value>CONTACT: Words of Encouragement</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Energy_Lily_Desc</Name>
      <Value>Reach out to Lily for some moral support.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Energy_Lily_Summary</Name>
      <Value>Restore Max Stamina once a day.</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Effect_Controls_Name</Name>
      <Value>Radio</Value>
    </Constant>
    <Constant>
      <Name>strRadioUnlock_Effect_Controls_Desc</Name>
      <Value>Press DOWN on the DPad to use your Radio.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Survey_Name</Name>
      <Value>SURVIVAL TACTICS: Surveying</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Survey_Description</Name>
      <Value>Rather than charging in blindly, Lily suggests using elevated survey locations to spot areas of heavy zombie activity and scope out places that are likely to have useful stuff. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Survey_Summary</Name>
      <Value>We can scope things out in advance.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Survey_Tutorial</Name>
      <Value>I'll mark survey locations on my map with BINOCULARS.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_MissionTimeout_Name</Name>
      <Value>SURVIVAL TACTICS: Real Time</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_MissionTimeout_Description</Name>
      <Value>Most missions are only available for a limited time. The more urgent the situation, the sooner the mission opportunity will pass.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_MissionTimeout_Summary</Name>
      <Value>Missions won't stick around forever.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_MissionTimeout_Effect_Success</Name>
      <Value>Even without your help, a mission may end in success.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_MissionTimeout_Effect_Failure</Name>
      <Value>But the more dangerous the situation, the more likely it will result in injury or death.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Fatigue_Name</Name>
      <Value>SURVIVAL TACTICS: Relocating Our Home</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Fatigue_Description</Name>
      <Value>We can't stay at the church forever, but if we're going to move somewhere it needs a good defensible perimeter.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Fatigue_Summary</Name>
      <Value>Look for "Relocate Home" in the Radio.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Attitude_Name</Name>
      <Value>SURVIVAL TACTICS: Evolving Attitudes</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Attitude_Description</Name>
      <Value>Individual attitudes change frequently, affected by pride, gratitude, hope, fear, sorrow, and anger.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Attitude_Summary</Name>
      <Value>Attitudes matter.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Attitude_Tutorial</Name>
      <Value>Lily will warn you if someone's attitude is cause for concern.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_TrustGain_Name</Name>
      <Value>SURVIVAL TACTICS: Gaining Trust</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_TrustGain_Description</Name>
      <Value>Completing missions helps, but you can also gain TRUST with individual actions like cheering someone on after a kill.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_TrustGain_Summary</Name>
      <Value>Be supportive.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_TrustLoss_Name</Name>
      <Value>SURVIVAL TACTICS: Losing Trust</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_TrustLoss_Description</Name>
      <Value>Reckless actions, like setting an ally on fire affect TRUST and ATTITUDE of those around you.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_TrustLoss_Summary</Name>
      <Value>Don't be reckless.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_HungerRecovery_Name</Name>
      <Value>HOME: Hunger Recovery</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_HungerRecovery_Description</Name>
      <Value>Glad we got some real food. It was getting hard to stay alert. - %1$s </Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_HungerRecovery_Tutorial</Name>
      <Value>SNACKS aren't enough to combat long-standing HUNGER.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_HungerRecovery_Summary</Name>
      <Value>Food eaten.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_InjuryRecovery_Name</Name>
      <Value>SURVIVAL TACTICS: Injury Recovery</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_InjuryRecovery_Description</Name>
      <Value>Community members who are Hurt have a chance to recover (or get worse) every day.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_InjuryRecovery_Summary</Name>
      <Value>Medicine and medical facilities help.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_InjuryRecovery_Tutorial</Name>
      <Value>Anyone who is GRAVELY WOUNDED is in danger of dying instead of recovering.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Recovery_Effect_Medicine</Name>
      <Value>Having a good Medicine Stockpile improves Recovery Chance.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Recovery_Effect_Facility</Name>
      <Value>The better our medical facilities, the higher the Recovery Chance.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Recovery_Effect_Staff</Name>
      <Value>Having a community member with a medical background improves Recovery Chance.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_IllnessRecovery_Name</Name>
      <Value>SURVIVAL TACTICS: Illness Recovery</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_IllnessRecovery_Description</Name>
      <Value>Community members who are Sick have a chance to recover (or get worse) every day.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_IllnessRecovery_Summary</Name>
      <Value>Medicine and medical facilities help.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_IllnessRecovery_Tutorial</Name>
      <Value>Anyone who is GRAVELY ILL is in danger of dying instead of recovering.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Painkillers_Name</Name>
      <Value>SURVIVAL TACTICS: To the Pain</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Painkillers_Description</Name>
      <Value>Vitality drops whenever you get hurt. Taking serious damage lowers your Maximum Vitality.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Painkillers_Summary</Name>
      <Value>Carry Painkillers with you.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Painkillers_Tutorial</Name>
      <Value>Attacks from Freak zombies or while you are on the ground reduce your Maximum Vitality.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Infestation_Name</Name>
      <Value>SURVIVAL TACTICS: Infestations</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Infestation_Description</Name>
      <Value>Once zeds overrun a building, they'll continue to occupy it unless we clear them out.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Infestation_Summary</Name>
      <Value>Zeds sometimes overrun buildings.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Infestation_Effect_Danger</Name>
      <Value>The more Infestations out there, the more dangerous things are.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Infestation_Effect_Molotov</Name>
      <Value>Area of effect items like petrol bombs are good when taking on groups.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Juggernaut_Name</Name>
      <Value>SURVIVAL TACTICS: Big Bastard</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Juggernaut_Description</Name>
      <Value>In life, the Miller cousins were big and ornery . In death, they're much the same.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Juggernaut_Summary</Name>
      <Value>Big and tough S.O.B.s</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Juggernaut_Effect_Tough</Name>
      <Value>Headshots still work, but it may take more than one.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Juggernaut_Effect_Cars</Name>
      <Value>Don't count on a car surviving an encounter with one of these guys.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Juggernaut_Effect_Explosives</Name>
      <Value>Our best bet is immobilizing them with explosives.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Feral_Name</Name>
      <Value>SURVIVAL TACTICS: Feral Zed</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Feral_Description</Name>
      <Value>Nearly all zeds behave in a primal, aggressive way, but FERAL ZEDS take it to another level. </Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Feral_Summary</Name>
      <Value>Vicious and deadly.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Feral_Effect_Elusive</Name>
      <Value>The combination of speed and erratic movement can make them hard to shoot.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Feral_Effect_Fire</Name>
      <Value>Incendiaries and explosives may be your best bet.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Bloater_Name</Name>
      <Value>SURVIVAL TACTICS: Bloated Zed</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Bloater_Description</Name>
      <Value>Drowning victims seem to come back as these toxic, BLOATED ZEDS.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Bloater_Summary</Name>
      <Value>Leaves a toxic cloud.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Bloater_Effect_Gas</Name>
      <Value>Don't stand too close to one after taking it out. That gas is toxic.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Bloater_Effect_Car</Name>
      <Value>Running one over might not be the best idea either.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Screamer_Name</Name>
      <Value>SURVIVAL TACTICS: Screamer</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Screamer_Description</Name>
      <Value>Not much of a direct threat, but if you let a SCREAMER keep making noise, it'll bring a lot of zeds to the area.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Screamer_Summary</Name>
      <Value>Attracts attention.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Screamer_Effect_Infestation</Name>
      <Value>At least one screamer can be found in any Infestation.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Noise_Name</Name>
      <Value>SURVIVAL TACTICS: Noise Attracts Zeds</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Noise_Description</Name>
      <Value>If you're careless about making noise, it's easy to attract a lot of zeds and get overwhelmed.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Noise_Summary</Name>
      <Value>Use caution when exploring.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Noise_Effect_Combat</Name>
      <Value>Any combat sounds draw attention, but gunfire is extremely loud. Use caution when firing a gun without a suppressor.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Noise_Effect_Car</Name>
      <Value>Cars make a lot of noise. When driving, consider parking AWAY from your destination so you don't draw zeds to you.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Noise_Effect_Searching</Name>
      <Value>When you search rapidly, you risk breaking something and making a lot of noise.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Noise_Effect_Distractions</Name>
      <Value>Loud noises can be used to temporarily draw zeds away from you.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Searching_Name</Name>
      <Value>SURVIVAL TACTICS: Searching</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Searching_Description</Name>
      <Value>????</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Searching_Summary</Name>
      <Value>????</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Scouting_Name</Name>
      <Value>SURVIVAL TACTICS: Safe Areas</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Scouting_Description</Name>
      <Value>Safe only goes so far. Hordes can still wander through and noise can always draw zeds in.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Scouting_Summary</Name>
      <Value>Safe is a relative term.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Scouting_Effect_Clear</Name>
      <Value>Fully exploring a building creates a temporary safe area.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Scouting_Effect_Home</Name>
      <Value>Expand the safe area around your home using a Watchtower.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Scouting_Effect_Outpost</Name>
      <Value>Each Outpost creates a safe area around it.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_SkillIncrease_Name</Name>
      <Value>SURVIVAL TACTICS: Improving Skills</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_SkillIncrease_Description</Name>
      <Value>????</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_SkillIncrease_Summary</Name>
      <Value>????</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_SpecializationUnlocked_Name</Name>
      <Value>SURVIVAL TACTICS: Specializations</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_SpecializationUnlocked_Description</Name>
      <Value>????</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_SpecializationUnlocked_Summary</Name>
      <Value>????</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_PersonalSkill_Name</Name>
      <Value>SURVIVAL TACTICS: Personal Skills</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_PersonalSkill_Description</Name>
      <Value>Some days you wish people knew more survival techniques and less sports trivia.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_PersonalSkill_Summary</Name>
      <Value>Different people have different skills.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Hordes_Name</Name>
      <Value>SURVIVAL TACTICS: Zombie Hordes</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Hordes_Description</Name>
      <Value>Zombie Hordes move and become alerted as a group. Don't fight them if you don't have to. </Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Hordes_Summary</Name>
      <Value>Dangerous groups of roaming zeds.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Hordes_Effect_Noise</Name>
      <Value>Avoid the VISION CONE and don't make NOISE near a HORDE to prevent detection.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_LoadRucksack_Name</Name>
      <Value>SURVIVAL TACTICS: Rucksack</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_LoadRucksack_Description</Name>
      <Value>You can load up a Rucksack and carry it home to increase your community's stockpiles of Food, Medicine, Ammo, Materials, or Fuel.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_LoadRucksack_Summary</Name>
      <Value>A way to bring resources home.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_LoadRucksack_Encumbrance</Name>
      <Value>While carrying a Rucksack, you'll be Encumbered, wearing down your Max Stamina faster than normal.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_LoadRucksack_BreakOpen</Name>
      <Value>You can also Break Open resources for immediate usage, but this destroys</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_LoadRucksack_Tutorial</Name>
      <Value>You can radio home for SCAVENGERS instead and let someone else do the heavy lifting.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Friendship_Name</Name>
      <Value>SURVIVAL TACTICS: Friendship</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Friendship_Description</Name>
      <Value>Once you've earned 100% Trust with someone, you can talk to them about becoming Friends.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Friendship_Summary</Name>
      <Value>Gain Trust to gain Friends.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Friendship_Tutorial</Name>
      <Value>You can switch to any of your FRIENDS.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Personality_Name</Name>
      <Value>SURVIVAL TACTICS: Personalities</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Personality_Description</Name>
      <Value>Everyone's got their strengths and weaknesses, but some people are a lot trouble than others.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Personality_Summary</Name>
      <Value>Nobody's perfect.</Value>
    </Constant>
    <Constant>
      <Name>strSurvivalTip_Personality_Tutorial</Name>
      <Value>Each personality is unique.</Value>
    </Constant>
    <Constant>
      <Name>strActivity_InterceptHorde_Outpost_Name</Name>
      <Value>DEFENSE: Outpost Destroyed Horde</Value>
    </Constant>
    <Constant>
      <Name>strActivity_InterceptHorde_Outpost_Summary</Name>
      <Value>Setting up traps ftw.</Value>
    </Constant>
    <Constant>
      <Name>strActivity_InterceptHorde_Outpost_Desc</Name>
      <Value>Our outpost took out an incoming horde. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventBadRepCrisis_Resist_GoodAct_Name</Name>
      <Value>HOME: Holding Together</Value>
    </Constant>
    <Constant>
      <Name>strEventBadRepCrisis_Resist_GoodAct_Summary</Name>
      <Value>Selfless actions are helping keep the peace.</Value>
    </Constant>
    <Constant>
      <Name>strEventBadRepCrisis_Resist_GoodAct_Desc</Name>
      <Value>We did a few good things today. I'll grant you that. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventHordeCount_Remind_Name</Name>
      <Value>INCIDENT: Horde Encounter</Value>
    </Constant>
    <Constant>
      <Name>strEventHordeCount_Remind_Summary</Name>
      <Value>Too many HORDES out there.</Value>
    </Constant>
    <Constant>
      <Name>strEventHordeCount_Remind_Desc</Name>
      <Value>With so many hordes out there, our people are in constant danger. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventInfestationCount_Remind_Name</Name>
      <Value>INCIDENT: Infestation Encounter</Value>
    </Constant>
    <Constant>
      <Name>strEventInfestationCount_Remind_Summary</Name>
      <Value>Too many INFESTATIONS.</Value>
    </Constant>
    <Constant>
      <Name>strEventInfestationCount_Remind_Desc</Name>
      <Value>Trying to find a safe spot to hide is a lot harder with so many infestations. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventArmyZombie_Remind_Name</Name>
      <Value>INCIDENT: Army Zed Encounter</Value>
    </Constant>
    <Constant>
      <Name>strEventArmyZombie_Remind_Summary</Name>
      <Value>They're still out there.</Value>
    </Constant>
    <Constant>
      <Name>strEventArmyZombie_Remind_Desc</Name>
      <Value>It takes some real hand-to-hand combat skill to take these on. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventArmyZombie_Remind_Tutorial</Name>
      <Value>Maybe COMBAT TRAINING at a DOJO would help.</Value>
    </Constant>
    <Constant>
      <Name>strEventSwatZombie_Remind_Name</Name>
      <Value>INCIDENT: SWAT Zombie Encounter</Value>
    </Constant>
    <Constant>
      <Name>strEventSwatZombie_Remind_Summary</Name>
      <Value>They're still out there.</Value>
    </Constant>
    <Constant>
      <Name>strEventSwatZombie_Remind_Desc</Name>
      <Value>Those SWAT zombies can wear you out and you gotta fight 'em hand-to-hand. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventSwatZombie_Remind_Tutorial</Name>
      <Value>We should consider a FITNESS REGIMEN at an TRAINING AREA.</Value>
    </Constant>
    <Constant>
      <Name>strEventBloater_Remind_Name</Name>
      <Value>INCIDENT: Bloated Zed Encounter</Value>
    </Constant>
    <Constant>
      <Name>strEventBloater_Remind_Summary</Name>
      <Value>It's still out there.</Value>
    </Constant>
    <Constant>
      <Name>strEventBloater_Remind_Desc</Name>
      <Value>Those things are toxic. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventBloater_Remind_Tutorial</Name>
      <Value>OUTPOSTS could take him out before he reaches us.</Value>
    </Constant>
    <Constant>
      <Name>strEventFeral_Remind_Name</Name>
      <Value>INCIDENT: Feral Encounter</Value>
    </Constant>
    <Constant>
      <Name>strEventFeral_Remind_Summary</Name>
      <Value>We need ammo to deal with it.</Value>
    </Constant>
    <Constant>
      <Name>strEventFeral_Remind_Desc</Name>
      <Value>We'd better do something. I've seen them leap walls like they were nothing. - %1$s.</Value>
    </Constant>
    <Constant>
      <Name>strEventFeral_Remind_Tutorial</Name>
      <Value>We need to make sure we're well fortified.</Value>
    </Constant>
    <Constant>
      <Name>strEventFeral_Remind_Tower_Name</Name>
      <Value>INCIDENT: Feral Encounter</Value>
    </Constant>
    <Constant>
      <Name>strEventFeral_Remind_Tower_Summary</Name>
      <Value>A guard tower would help.</Value>
    </Constant>
    <Constant>
      <Name>strEventFeral_Remind_Tower_Desc</Name>
      <Value>We'd better do something. I've seen them leap walls like they were nothing. - %1$s.</Value>
    </Constant>
    <Constant>
      <Name>strEventFeral_Payoff_Name</Name>
      <Value>DEATH: %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventJuggernaut_Remind_Name</Name>
      <Value>INCIDENT: Big Bastard Encounter</Value>
    </Constant>
    <Constant>
      <Name>strEventJuggernaut_Remind_Summary</Name>
      <Value>It's still out there.</Value>
    </Constant>
    <Constant>
      <Name>strEventJuggernaut_Remind_Desc</Name>
      <Value>That guy was just as tough as you'd fear... and faster than you'd expect. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventJuggernaut_Remind_Tutorial</Name>
      <Value>Having a workshop to make explosives is our best bet against him.</Value>
    </Constant>
    <Constant>
      <Name>strEventJuggernaut_Payoff_Name</Name>
      <Value>DEATH: %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventJuggernaut_Payoff_Summary</Name>
      <Value>Killed by a Big Boy</Value>
    </Constant>
    <Constant>
      <Name>strEventJuggernaut_Resist_Name</Name>
      <Value>HOME DEFENSE: Big Boy Attack</Value>
    </Constant>
    <Constant>
      <Name>strEventJuggernaut_Resist_Summary</Name>
      <Value>Everyone's okay.</Value>
    </Constant>
    <Constant>
      <Name>strEventJuggernaut_Resist_Tutorial</Name>
      <Value>Using explosives made in the workshop was key.</Value>
    </Constant>
    <Constant>
      <Name>strEventJuggernaut_Resist_Desc</Name>
      <Value>Spotted a Big Boy on its way toward us. We were able to use explosives to take it out. - %1$s.</Value>
    </Constant>
    <Constant>
      <Name>strEventGraveHurt_Remind_Name</Name>
      <Value>INCIDENT: High Fever</Value>
    </Constant>
    <Constant>
      <Name>strEventGraveHurt_Remind_Summary</Name>
      <Value>%1$s is barely hanging on.</Value>
    </Constant>
    <Constant>
      <Name>strEventGraveHurt_Remind_Desc</Name>
      <Value>%1$s has been feverish and delirious for much of the day. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strEventGraveSick_Remind_Name</Name>
      <Value>INCIDENT: Vomiting Blood</Value>
    </Constant>
    <Constant>
      <Name>strEventGraveSick_Remind_Summary</Name>
      <Value>%1$s could go at any time.</Value>
    </Constant>
    <Constant>
      <Name>strEventGraveSick_Remind_Desc</Name>
      <Value>I'm too tired to try to hide it. I vomited blood today. I don't know if I'm going to make it. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventHunger_Payoff_Name</Name>
      <Value>CRISIS: Malnutrition</Value>
    </Constant>
    <Constant>
      <Name>strEventHunger_Payoff_Summary</Name>
      <Value>%1$s left the community.</Value>
    </Constant>
    <Constant>
      <Name>strEventHunger_Payoff_Desc</Name>
      <Value></Value>
    </Constant>
    <Constant>
      <Name>strEventDespair_Resist_Name</Name>
      <Value>HOME: Counseling</Value>
    </Constant>
    <Constant>
      <Name>strEventDespair_Resist_Summary</Name>
      <Value>%1$s was in a bad place, but %2$s managed to talk them out of doing anything stupid.</Value>
    </Constant>
    <Constant>
      <Name>strEventDespair_Resist_Desc</Name>
      <Value>Disaster averted</Value>
    </Constant>
    <Constant>
      <Name>strEventDiscord_Setup_Name</Name>
      <Value>MORALE ISSUE: Anger</Value>
    </Constant>
    <Constant>
      <Name>strEventDiscord_Setup_Summary</Name>
      <Value>%1$s is starting to annoy people.</Value>
    </Constant>
    <Constant>
      <Name>strEventDiscord_Setup_Desc</Name>
      <Value>I'll tell you assholes what: You are lucky as hell I'm here. If there was a medal for zombie fighting master, it'd be a gold engraving of my face with a double-fucking rainbow behind it. -%1$s.</Value>
    </Constant>
    <Constant>
      <Name>strEventDiscord_Setup_Tutorial</Name>
      <Value>Unhappy community members create instability.</Value>
    </Constant>
    <Constant>
      <Name>strEventFear_Setup_Name</Name>
      <Value>MORALE ISSUE: Fear</Value>
    </Constant>
    <Constant>
      <Name>strEventFear_Setup_Summary</Name>
      <Value>%1$s is starting to annoy people.</Value>
    </Constant>
    <Constant>
      <Name>strEventFear_Setup_Desc</Name>
      <Value>I came face to face with a screamer today and nearly shit myself. -%1$s.</Value>
    </Constant>
    <Constant>
      <Name>strEventFear_Setup_Tutorial</Name>
      <Value>Fearful community members may panic.</Value>
    </Constant>
    <Constant>
      <Name>strEventFear_Resist_Name</Name>
      <Value>HOME: Counseling</Value>
    </Constant>
    <Constant>
      <Name>strEventFear_Resist_Summary</Name>
      <Value>Gotta stay together</Value>
    </Constant>
    <Constant>
      <Name>strEventFear_Resist_Desc</Name>
      <Value>%1$s was going to abandon us, but luckily %2$s has a sixth sense about these kinds of things.</Value>
    </Constant>
    <Constant>
      <Name>strEventNoFuel_Remind_Name</Name>
      <Value>HOME: Fuel Shortage</Value>
    </Constant>
    <Constant>
      <Name>strEventNoFuel_Remind_Summary</Name>
      <Value>No fuel means no power.</Value>
    </Constant>
    <Constant>
      <Name>strEventNoFuel_Remind_Desc</Name>
      <Value>We can't run generators without any fuel. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventDiseaseOutbreak_Setup_Name</Name>
      <Value>RUMORS: Flu Epidemic</Value>
    </Constant>
    <Constant>
      <Name>strEventDiseaseOutbreak_Setup_Summary</Name>
      <Value>Better stock up on Medicine.</Value>
    </Constant>
    <Constant>
      <Name>strEventDiseaseOutbreak_Setup_Desc</Name>
      <Value>Seems like there's a bug going around. It's only a matter of time before it hits us. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventDiseaseOutbreak_Payoff_Name</Name>
      <Value>HOME: Flu Outbreak</Value>
    </Constant>
    <Constant>
      <Name>strEventDiseaseOutbreak_Payoff_Summary</Name>
      <Value>It's hit home now.</Value>
    </Constant>
    <Constant>
      <Name>strEventDiseaseOutbreak_Payoff_Desc</Name>
      <Value>%1$s has the flu. We knew it was going around, but didn't prepare. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strEventDiseaseOutbreak_Resist_Name</Name>
      <Value>HOME: Flu-like Symptoms</Value>
    </Constant>
    <Constant>
      <Name>strEventDiseaseOutbreak_Resist_Summary</Name>
      <Value>Burning through Medicine</Value>
    </Constant>
    <Constant>
      <Name>strEventDiseaseOutbreak_Resist_Desc</Name>
      <Value>We've had a couple of people showing flu-like symptoms. We're churning through meds trying to keep everyone well. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventEncRecruitMissing_Name</Name>
      <Value>NOTE: Safe and Sound</Value>
    </Constant>
    <Constant>
      <Name>strEventEncRecruitMissing_Summary</Name>
      <Value>%1$s joined some other survivors.</Value>
    </Constant>
    <Constant>
      <Name>strEventEncRecruitMissing_Desc</Name>
      <Value>Thought you'd want to know I made it. I met up with some good people. I have a new home now. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventEncRecruitMissing_Expelled_Name</Name>
      <Value>NOTE: Hasta La Vista</Value>
    </Constant>
    <Constant>
      <Name>strEventEncRecruitMissing_Expelled_Summary</Name>
      <Value>%1$s joined some other survivors.</Value>
    </Constant>
    <Constant>
      <Name>strEventEncRecruitMissing_Expelled_Desc</Name>
      <Value>Thought you were hot shit kicking me out, right? Well, it turns out I don't need you assholes. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventEncRecruitMissing_Loyal_Name</Name>
      <Value>NOTE: Safe and Sound</Value>
    </Constant>
    <Constant>
      <Name>strEventEncRecruitMissing_Loyal_Summary</Name>
      <Value>%1$s joined some other survivors.</Value>
    </Constant>
    <Constant>
      <Name>strEventEncRecruitMissing_Loyal_Desc</Name>
      <Value>Thought you'd want to know I made it. I met up with some good people. I have a new home now. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventOutpostRescue_Name</Name>
      <Value>HOME: Outpost Arrival</Value>
    </Constant>
    <Constant>
      <Name>strEventOutpostRescue_Summary</Name>
      <Value>%1$s is safe and sound.</Value>
    </Constant>
    <Constant>
      <Name>strEventOutpostRescue_Desc</Name>
      <Value>%1$s found shelter at one of our outposts. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strEventOutpostRescue_None_Name</Name>
      <Value>HOME: Missing Ally</Value>
    </Constant>
    <Constant>
      <Name>strEventOutpostRescue_None_Summary</Name>
      <Value>%1$s is still missing.</Value>
    </Constant>
    <Constant>
      <Name>strEventOutpostRescue_None_Desc</Name>
      <Value>Still no luck finding %1$s. This would be easier if we had some outposts. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strEventNoInfirmary_Payoff_Name</Name>
      <Value>HOME: Illness Spreading</Value>
    </Constant>
    <Constant>
      <Name>strEventNoInfirmary_Payoff_Summary</Name>
      <Value>%1$s is sick now too.</Value>
    </Constant>
    <Constant>
      <Name>strEventNoInfirmary_Payoff_Desc</Name>
      <Value>%2$s got me sick. We need an infirmary and sick people need to stay in it. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventNoInfirmary_Resist_Name</Name>
      <Value>HOME: Super Dosing</Value>
    </Constant>
    <Constant>
      <Name>strEventNoInfirmary_Resist_Summary</Name>
      <Value>Medicine supplies dwindling.</Value>
    </Constant>
    <Constant>
      <Name>strEventNoInfirmary_Resist_Desc</Name>
      <Value>We're burning through meds at an alarming rate. I think everyone's a little paranoid about getting sick. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEventFate_Effect_Grave_Description</Name>
      <Value>May be a danger to the community.</Value>
    </Constant>
    <Constant>
      <Name>strEventFate_Effect_Bystander_Description</Name>
      <Value>Troubled by this situation.</Value>
    </Constant>
    <Constant>
      <Name>strEventFate_Effect_Victim_Description</Name>
      <Value>Took the brunt of the abuse.</Value>
    </Constant>
    <Constant>
      <Name>strEventFate_Effect_Malcontent_Description</Name>
      <Value>Not happy about how things are going.</Value>
    </Constant>
    <Constant>
      <Name>strEventFate_Effect_Annoyed_Description</Name>
      <Value>Losing patience with this nonsense.</Value>
    </Constant>
    <Constant>
      <Name>strEventFate_Effect_Offended_Description</Name>
      <Value>Disapproves.</Value>
    </Constant>
    <Constant>
      <Name>strEventFate_Effect_Aggressor_Description</Name>
      <Value>Stirring up trouble.</Value>
    </Constant>
    <Constant>
      <Name>strBoG_Generic_Complete_Desc</Name>
      <Value>%1$s will be remembered as a hero. Without this sacrifice we would not have triumphed. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strBoG_Generic_Abort_Desc</Name>
      <Value>Even in defeat, we can fight back. %1$s understood that. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strBoG_Generic_Complete_Summary</Name>
      <Value>%1$s made the ultimate sacrifice.</Value>
    </Constant>
    <Constant>
      <Name>strBoG_Generic_Abort_Summary</Name>
      <Value>%1$s did not make it.</Value>
    </Constant>
    <Constant>
      <Name>strBoG_Infestation_Complete_Desc</Name>
      <Value>%1$s will be remembered as a hero. Without this sacrifice we would not have triumphed. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strBoG_Infestation_Complete_Summary</Name>
      <Value>Infestation destroyed.</Value>
    </Constant>
    <Constant>
      <Name>strBoG_Infestation_Abort_Desc</Name>
      <Value>Even in defeat, we can fight back. %1$s understood that. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strBoG_Infestation_Abort_Summary</Name>
      <Value>%1$s did not make it.</Value>
    </Constant>
    <Constant>
      <Name>strBoG_Rescue_Complete_Desc</Name>
      <Value>I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strBoG_Rescue_Complete_Summary</Name>
      <Value>%2$s rescued.</Value>
    </Constant>
    <Constant>
      <Name>strBoG_Rescue_Abort_Desc</Name>
      <Value>Even in defeat, we can fight back. %1$s understood that. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strBoG_Rescue_Abort_Summary</Name>
      <Value>%1$s did not make it.</Value>
    </Constant>
    <Constant>
      <Name>strBoG_EncJoin_Complete_Desc</Name>
      <Value>I will be forever grateful. Without %1$s's sacrifice, I would not be here today. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strBoG_EncJoin_Complete_Summary</Name>
      <Value>New community members.</Value>
    </Constant>
    <Constant>
      <Name>strBoG_EncJoin_Abort_Desc</Name>
      <Value>Even in defeat, we can fight back. %1$s understood that. - %2$s</Value>
    </Constant>
    <Constant>
      <Name>strBoG_EncJoin_Abort_Summary</Name>
      <Value>%1$s did not make it.</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ResetCommunity_Name</Name>
      <Value>HOME: Wipeout</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ResetCommunity_Description</Name>
      <Value>The new group we brought in didn't last, but I'm glad we tried to help them. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strEvent_ResetCommunity_Summary</Name>
      <Value>Lily's trying to pick up the pieces.</Value>
    </Constant>
    <Constant>
      <Name>strWant_Build_Name</Name>
      <Value>HOME: Facility Need</Value>
    </Constant>
    <Constant>
      <Name>strWant_Build_Description</Name>
      <Value>It looks like we don't have everything we need to build this facility. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strWant_Build_Summary</Name>
      <Value>Construction Delayed</Value>
    </Constant>
    <Constant>
      <Name>strWant_General_Name</Name>
      <Value>HOME: Facility Need</Value>
    </Constant>
    <Constant>
      <Name>strWant_General_Description</Name>
      <Value>It looks like work's going to be stalled a bit. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strWant_General_Summary</Name>
      <Value>Action Delayed</Value>
    </Constant>
    <Constant>
      <Name>strWant_Research_Name</Name>
      <Value>HOME: Facility Need</Value>
    </Constant>
    <Constant>
      <Name>strWant_Research_Description</Name>
      <Value>Our research project has run into some unexpected delays. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strWant_Research_Summary</Name>
      <Value>Research Delayed</Value>
    </Constant>
    <Constant>
      <Name>strWant_Upgrade_Name</Name>
      <Value>HOME: Facility Need</Value>
    </Constant>
    <Constant>
      <Name>strWant_Upgrade_Description</Name>
      <Value>We're going to need a few things to complete this upgrade. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strWant_Upgrade_Summary</Name>
      <Value>Upgrade Delayed</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_HeadshotStreak_Name</Name>
      <Value>SURVIVAL TACTICS: Headshot Streak</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_HeadshotStreak_Description</Name>
      <Value>I had this crazy streak of headshots just now. I must be getting better at shooting. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_HeadshotStreak_Summary</Name>
      <Value>Bonus XP for Shooting</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_HeadshotStreak_Tutorial</Name>
      <Value>Skillful feats like a headshot streak provide a big XP boost.</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_MultiKill_Name</Name>
      <Value>SURVIVAL TACTICS: MultiKill</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_MultiKill_Description</Name>
      <Value>Taking out multiple zeds with one shot... Now that takes some real skill. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_MultiKill_Summary</Name>
      <Value>Bonus XP for Shooting</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Multikill_Tutorial</Name>
      <Value>Skillful feats like a one-shot multikill provide a big XP boost.</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Slaughter_EdgedLight_Name</Name>
      <Value>SURVIVAL TACTICS: Slaughter</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Slaughter_EdgedLight_Description</Name>
      <Value>A zed's not much of a threat one-on-one, but taking a bunch out in close quarters takes skill. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Slaughter_EdgedLight_Summary</Name>
      <Value>Bonus XP for Hack n Slash</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Slaughter_EdgedLight_Tutorial</Name>
      <Value>Skillful feats like a Slaughter provide a big XP boost.</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Slaughter_BluntHeavy_Name</Name>
      <Value>SURVIVAL TACTICS: Slaughter</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Slaughter_BluntHeavy_Description</Name>
      <Value>A zed's not much of a threat one-on-one, but taking a bunch out in close quarters takes skill. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Slaughter_BluntHeavy_Summary</Name>
      <Value>Bonus XP for Crushing</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Slaughter_BluntHeavy_Tutorial</Name>
      <Value>Skillful feats like a Slaughter provide a big XP boost.</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Slaughter_BluntLight_Name</Name>
      <Value>SURVIVAL TACTICS: Slaughter</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Slaughter_BluntLight_Description</Name>
      <Value>A zed's not much of a threat one-on-one, but taking a bunch out in close quarters takes skill. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Slaughter_BluntLight_Summary</Name>
      <Value>Bonus XP for Bludgeoning</Value>
    </Constant>
    <Constant>
      <Name>strChallengeComplete_Slaughter_BluntLight_Tutorial</Name>
      <Value>Skillful feats like a Slaughter provide a big XP boost.</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Church_Name</Name>
      <Value>HOME: Relocated</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Church_Summary</Name>
      <Value>Welcome to the Church of the Ascension</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Church_Description</Name>
      <Value>We've packed everyone up and moved back into the Church of the Ascension. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Alamo_Name</Name>
      <Value>HOME: Relocated</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Alamo_Summary</Name>
      <Value>Welcome to the Alamo</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Alamo_Description</Name>
      <Value>We've relocated to the Alamo BBQ and Burrito Hacienda. The food here wasn't very authentic, but the wall's surprisingly legit. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Rodeo_Name</Name>
      <Value>HOME: Relocated</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Rodeo_Summary</Name>
      <Value>Welcome to the Trumbull County Fairgrounds</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Rodeo_Description</Name>
      <Value>There's a reason the Army chose this location. Pretty sweet. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Warehouse_Name</Name>
      <Value>HOME: Relocated</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Warehouse_Summary</Name>
      <Value>Welcome to Snyder Trucking</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Warehouse_Description</Name>
      <Value>We could really hold out here for a while; just need enough people to guard the walls. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Riverside_Name</Name>
      <Value>HOME: Relocated</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Riverside_Summary</Name>
      <Value>Welcome to the Savini Residence</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_Riverside_Description</Name>
      <Value>Our new home, the Savini Residence, has a built-in watchtower with that treehouse. Jacob always did love this place. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_BigJohn_Name</Name>
      <Value>HOME: Relocated</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_BigJohn_Summary</Name>
      <Value>Welcome to the Kirkman Residence</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_BigJohn_Description</Name>
      <Value>The Kirkman Residence is a bit bigger than the church, and has a built-in workshop. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_DanielFarm_Name</Name>
      <Value>HOME: Relocated</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_DanielFarm_Summary</Name>
      <Value>Welcome to the McReady Farmhouse</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_DanielFarm_Description</Name>
      <Value>This place is nice and isolated. That's a big plus except when we need to make a supply run. - %1$s</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_RangerStation_Name</Name>
      <Value>HOME: Relocated</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_RangerStation_Summary</Name>
      <Value>Welcome to the Ranger Station</Value>
    </Constant>
    <Constant>
      <Name>strMoveHome_RangerStation_Description</Name>
      <Value>Coming up here can't be a good idea. There's no wall. - %1$s</Value>
    </Constant>
  </Constants>
</GlobalConstantsData>