newline {

}
CtrlPress{Press "Ctrl" for add }
AltPress{"Alt" - for add}
ShiftPress{"Shift" - for add}

SettingsDefault{WARNING!}
SettingsDefaultinfo{

All BUILD's settings will be changed to "default".
If You agree - press "OK", if You pressed button unintentionally - simply press "Cancel}

profile_name{Game profile-name}
settingprofile_name1
{
Default game-profile name
}
settingprofile_name2
{
#All saved game will be stored with this profile-name and can be loaded with this profile-name only
}
start_level{Player's start-level}
settingstart_level1
{
The level at which the player starts the game. Works only if Automatic Skills-system is "Off"
}
start_money{Player's start-money}
settingstart_money1{The amount of money your party has at gamestart, to pay the expedition's expenses}
start_wealth{Player's start-wealth}
settingstart_wealth1{The amount of your personal wealth at gamestart}
choosable_newgameskills{Random start-skills}
settingchoosable_newgameskills1
{
Have random skills picked on new game character selection
}
settingchoosable_newgameskills2
{
Allows you to pick your extra skills on a new game
}
random_relations{Nations relations}
settingrandom_relations1
{
Original stock game relations
}
settingrandom_relations2
{
Get randomly generated relations between nations as well as between nations and the main character
}
changing_relations{Changing nations relations}
settingchanging_relations1
{
Relations between different nations are constant (original stock game)
}
settingchanging_relations2
{
Relations between different nations can change over time ('Nations relations' must be turned on)
}
auto_skill_system{Automatic skills-system}
settingauto_skill_system1
{
Player must distribute character's skills manually (Stock PotC)
}
settingauto_skill_system2
{
Skills will be distributed automatically, depending on player-actions
}
skills_up_bonus{Skills-Up bonus}
settingskills_up_bonus1
{
Speed of characters skills-increase (2 random skills from 10% to 99%)
}
skip_logovideo{Skip videos}
settingskip_logovideo1
{
Plays Disney, Bethesda and Akella logos at game startup (Stock PotC)
}
settingskip_logovideo2
{
Skips all above logos
}
deathrate{Survival chance}
settingdeathrate1
{
From 1(certain survival) to 130(certain death)
Chance of dying(= game over) after shipwrecks and lost fights
After survival you will be down and out, so it is a new challenge and no cheat!
}
enable_weaponsmod{Weaponsmod}
settingenable_weaponsmod1
{
Off, stock PotC
}
settingenable_weaponsmod2
{
Weapons have different quality grades: from "Badly worn" to "Excellent"
}
start_diff_shipcap{Sea encounters generating}
settingstart_diff_shipcap1
{
Encounters are completely random
}
settingstart_diff_shipcap2
{
Takes player's level and ship class into account when generating ship encounters
}
wdmap_ship_show_mode{WorldMap ship show}
settingwdmap_ship_show_mode1
{
Stock PotC, all ships shown with national sail colours
}
settingwdmap_ship_show_mode2
{
All ships visible, but nationality for all but pirate hidden
}
settingwdmap_ship_show_mode3
{
No nations shown
}
settingwdmap_ship_show_mode4
{
No ships at all shown
}
sailho_infolevel{Amount of info in the "sailho" screenmessage}
settingsailho_infolevel1
{
Reports only "some ship"
}
settingsailho_infolevel2
{
Adds ship group type
}
settingsailho_infolevel3
{
Adds nationality
}
coastraider_chance{Ships in ports and around the islands}
settingcoastraider_chance1
{
0.0: Stock PotC, no local ships at all
}
settingcoastraider_chance2
{
From 0.1 to 0.9: The higher that value the more pirates instead of merchants appear
}
reduce_cr{Reduce number of coastal ship}
settingreduce_cr1
{
No reduction - 3 groups on all islands (6 ships total)
}
settingreduce_cr2
{
Reduce by one group - 2 groups on all islands (4 ships total)
}
settingreduce_cr3
{
Reduce by two groups - 1 group on all islands (2 ships total)
}
settingreduce_cr4
{
#Reduce number of coastal ship groups by 1 or 2. Helps if you encounter performance problems
}
weather_update_at_sea{Weather update at sea}
settingweather_update_at_sea1
{
Stock PotC, no weatherchange in sailingview
}
settingweather_update_at_sea2
{
Weather changes during sailing every gamehour
}
enable_flags{Enable flags}
settingenable_flags1
{
Stock PotC, no flagchanges
}
settingenable_flags2
{
You can choose your flag in a menu; even false ones(which may or may not be recognized)
}
use_minsailcrew{Min. sail crew}
settinguse_minsailcrew1
{
All available crew will reload cannons. Affects only cannon reload times
}
settinguse_minsailcrew2
{
Cannon crew will be reduced by crew needed to sail the ship. Realism mod
}
sail_damage_turnrate{Sail damage turnrate}
settingsail_damage_turnrate1
{
No change to turnrate based on sail damage
}
settingsail_damage_turnrate2
{
Sail damage influences turnrate. Below 7.5% ship will not be able to turn at all
}
surr_global_scl{Ships will surrender}
settingsurr_global_scll
{
Ships will surrender if damage or crew morale become critical
}
settingsurr_global_scl2
{
0.0 : Stock PotC, no surrenders
}
settingsurr_global_scl3
{
From 0.01 to 0.5 : The higher that value the faster ships surrender
}
ldh_turn_rate_factor{Turnrate factor}
settingldh_turn_rate_factor1
{
Makes ships turn faster.  Normal game 1.0, fast game 2.0
}
arcade_mult_speed{Arcade sailing speed}
settingarcade_mult_speed1
{
Shipspeed if you set the menu "Options/Sailing mode" to ARCADE MODE
}
settingarcade_mult_speed2
{
Same speed as in "Realistic Mode"
}
settingarcade_mult_speed3
{
Twice as fast (default setting)
}
settingarcade_mult_speed4
{
3x as fast etc.
}
enable_firedrill{Firedrill}
settingenable_firedrill1
{
Stock PotC, no firedrill possible and fires are minor
}
settingenable_firedrill2
{
Dangerous fires, and your crew can extinguish them if you press the "Extinguish" key
}
settingenable_firedrill3
{
#This mod allows the ability to attempt to put out more dangerous fires on ships. Shipfires started by bombs (or balls) do more damage and burn longer
}
visit_deck{Anchoring}
settingvisit_deck1
{
When anchoring, you go to shore. From port or bay you go to sea
}
settingvisit_deck2
{
When anchoring, you go to your ship's deck. From there you can go to shore in the same way as in the tutorial
}
settingvisit_deck3
{
#When leaving land you'll also go to your ship's deck, unless you select 'Sea' command
}
deck_view_on_seaenter{Deck view at sea}
settingdeck_view_on_seaenter1
{
Stock PotC, external camera
}
settingdeck_view_on_seaenter2
{
Camera on ship deck
}
settingdeck_view_on_seaenter3
{
#Decide where camera should start upon entering a ship
}
auto_aimed_fire{Auto aimed fire}
settingauto_aimed_fire1
{
Stock PotC: in deck viev(FPV) you have to aim cannons by means of the crosshairs
}
settingauto_aimed_fire2
{
Auto aimed cannon fire also from deck view with spacebar.  V key does original aimed fire
}
settingauto_aimed_fire3
{
#If you change this, reset controls and reinit or start a new game
}
use_real_cannons{Real cannons}
settinguse_real_cannons1
{
Stock PotC: guns fire in a high arc, wide left-right traversing
}
settinguse_real_cannons2
{
More realistic, direct fire; less left-right traversing possible
}
allow_crit_from_balls{Critical hit from balls}
settingallow_crit_from_balls1
{
No
}
settingallow_crit_from_balls2
{
Yes
}
settingallow_crit_from_balls3
{
#Turn on/off the ability to get critical hits while using Balls (like stock game allowed)
}
allow_fire_from_balls{Fire from balls}
settingallow_fire_from_balls1
{
No
}
settingallow_fire_from_balls2
{
Yes
}
settingallow_fire_from_balls3
{
#Turn on/off the ability to set a ship on fire while using Balls (like stock game allowed)
}
extra_hit_check{Extra hit check}
settingextra_hit_check1
{
No, accidental hits won't cause hostilities
}
settingextra_hit_check2
{
Yes, when a ship is hit, reduce relation to you
}
settingextra_hit_check3
{
#Enable stray shot hits on friendly ships to cause hostility. "Real cannons" must be enabled for this setting to take effect
}
cannon_range_scalar{Cannon range scalar}
settingcannon_range_scalar1
{
SET TO 1.0 IF USING REAL CANNONS!
From 0.3 to 2.0: The higher the value the longer the cannon range
}
cannon_damage_scalar{Cannon damage scalar}
settingcannon_damage_scalar1
{
From 0.3 to 2.0: The higher the value the more damage cannons do
}
cannonpowder_mod{Cannonpowder}
settingcannonpowder_mod1
{
Stock PotC: no gunpowder required for ship guns
}
settingcannonpowder_mod2
{
You must have gunpowder in your CARGO HOLD to charge SHIPGUNS
}
settingcannonpowder_mod3
{
#Not to be confused with the PERSONAL ITEM gunpowder for PISTOLS
}
arcade_mult_cannons{Arcade cannons}
settingarcade_mult_cannons1
{
Cannon reload time if you set the menu "Options/Sailing mode" to ARCADE MODE
1.0: Same speed as in "Realistic Mode"
0.5: Half as much reload time
}
boardermodel{Boarder model}
settingboardermodel1
{
Outfit for your boarders, insert one of these groups (Don't change spelling or the "" !): "marine", "corsair", "masked", "skeleton", "girl", "soldier" (soldiers of current flag), "boarder" (Nathaniel's soldiers); default: "standard"
}
ransom_prisoners{Ransom prisoners}
settingransom_prisoners1
{
Stock PotC: Prisoners are ransomed through the Passengers interface
}
settingransom_prisoners2
{
Prisoners are ransomed by talking to them on your deck. You can also hire them as officers
}
capture_colonies{Capture colonies}
settingcapture_colonies1
{
Stock PotC: After defeating of the fort player gets some goods and his ships repaired
}
settingcapture_colonies2
{
After defeating of the fort player will fight in towns and have more options
}
kbspg{Spyglass}
settingkbspg1
{
Stock PotC: Deactivate mod
}
settingkbspg2
{
"Fun" settings of parameters (not too hard, for beginners)
}
settingkbspg3
{
"Realistic" (values as near as reality as it can, adjusted to the distances)
}
settingkbspg4
{
"Hard" for experts - very few info, very inaccurate, need to close
}
settingkbspg5
{
Fine tuning - the mod will use values that you can tweak in InternalSettings.h
}
settingkbspg6
{
#Makes the info given by spyglasses unaccurate and depending of distance
}
food_on{Food}
settingfood_on1
{
Off, stock PotC
}
settingfood_on2
{
The crew requires food (wheat) and drink (rum) to stay alive and happy
}
autohirecrew_onchangeship{Autohire crew}
settingautohirecrew_onchangeship1
{
Off, stock PotC
}
settingautohirecrew_onchangeship2
{
Automatically hire extra crew when repairing your ship or buying a new one at shipyard
}
realrepair{Real repair}
settingrealrepair1
{
Stock PotC: Repairs will be completed instantly
}
settingrealrepair2
{
Waiting period for the completion of shiprepairs, depending on amount of work
}
settingrealrepair3
{
#Furthermore the "Quick repair" ability can not be used during battles
}
sy_rpg_style{Shipyard realism}
settingsy_rpg_style1
{
Stock PotC: all shiptypes may be sold
}
settingsy_rpg_style2
{
Shipyards will not sell outclassed ships to low level players
}
realistic_ship_purchase{Realistic ship purchase}
settingrealistic_ship_purchase1
{
No additional limits on buying ships
}
settingrealistic_ship_purchase2
{
No ships larger than frigates can be purchased but need to be captured instead
}
settingrealistic_ship_purchase3
{
#Ships of the line, etc, were never sold, especially not to privateers.
}
it_rpg_style{Items traders realism}
settingit_rpg_style1
{
Players can buy VERY good items at the beginning of the game
}
settingit_rpg_style2
{
Traders will not have items that are too good for the player
}
salary_multiplier{Salary}
settingsalary_multiplier1
{
Multiplier for Crew and Officer salary. 1 is Stock POTC. 4 and above makes a more interesting and challenging game.
}
kb_tuneships{Tune ships}
settingkb_tuneships1
{
Stock PotC: Ships can't be upgraded
}
settingkb_tuneships2
{
Upgrading ships is possible in shipyards
}
cannot_reload_while_fighting{Reload while fighting}
settingcannot_reload_while_fighting1
{
Stock PotC: Gun will always reload
}
settingcannot_reload_while_fighting2
{
Your gun won't reload gun while your sword is drawn
}
enable_ammomod{Ammo and powder}
settingenable_ammomod1
{
Stock PotC: no ammunition required for handheld guns
}
settingenable_ammomod2
{
You must have gunpowder and the right type of bullets in your PERSONAL INVENTORY to charge HANDHELD guns. (Not to be confused with the CARGO HOLD gunpowder for SHIPGUNS)
}
bladedamage_enabled{Bladedamage}
settingbladedamage_enabled1
{
Stock PotC: bladequality never changes
}
settingbladedamage_enabled2
{
Blades will suffer damage by use and decrease in quality
}
settingbladedamage_enabled3
{
#Note: Setting ENABLE_WEAPONSMOD to 0 will also disable this mod
}
blockdamage{Block damage}
settingblockdamage1
{
0: Blocking causes no HP hit
1 and above: Blocking causes a HP hit based on the enemy's fencing skill with a minimum of this set value
}
corpsemode{Corpses}
settingcorpsemode1
{
Stock PotC: no bodies laying around, no looting ability
}
settingcorpsemode2
{
Corpses will persist, but will not be manually lootable
}
settingcorpsemode3
{
Corpse persists and can be manually looted of items
}
settingcorpsemode4
{
Corpse persists, can be manually looted of items and not obstruct walking
}
settingcorpsemode5
{
#WARNING: Until a body is looted, the body will create an impassible obsticle!
}
autoloot_on{Autolooting}
settingautoloot_on1
{
No automatic looting of killed characters
}
settingautoloot_on2
{
Blade/Gun/Money of killed enemies is automaticly moved into your inventory
}
settingautoloot_on3
{
#This can be combined with CORPSEMODE 2 as any leftover items not autolooted will be left on the corpse
}
realistic_health_items{Realistic health items}
settingrealistic_health_items1
{
Mod OFF
}
settingrealistic_health_items2
{
Adds two new health items: Bandage and Cauterization Kit, makes potions more rare and more expensive
}
dialog_camera{Camera's behaviour}
settingdialog_camera1
{
0.0: Stock POTC dialogs - from first person (Akella)
}
settingdialog_camera2
{
From 0.1 to 1.0: With higher value - camera will be moved farther to the some side from characters (max. value will suitable not for all locations)
}
settingdialog_camera3
{
#Visual dialogs perception
}
greater_oxbay{Greater Oxbay}
settinggreater_oxbay1
{
Stock PotC Oxbay Island
}
settinggreater_oxbay2
{
Additional locations added to Oxbay Island: townquarters, mansions, forts, secret passages and a haunted abbey
}
enable_brothel{Brothel}
settingenable_brothel1
{
Stock PotC: no brothels in game
}
settingenable_brothel2
{
Brothel location opened; a bit explicit, but in WORDS only
}
port_fasttravel_mod{Fast travel}
settingport_fasttravel_mod1
{
Stock PotC: arrive at gates facing the docks and ocean
}
settingport_fasttravel_mod2
{
Places you at the end of pier right where your rowboat is
}
settingport_fasttravel_mod3
{
#How the 'Fast Travel' action places you when you go to "Port"
}
enable_buildingset{Buildingset}
settingenable_buildingset1
{
New towns have the same look as the stock PotC locations
}
settingenable_buildingset2
{
"additional" buildings in some new locations
}
patrol_adressing{Patrol adressing}
settingpatrol_adressing1
{
Stock POTC: no NPC will adress you (except some quest NPCs)
}
settingpatrol_adressing2
{
Patrols will check your nationality; citizens adress you, and some are pickpockets!
}
no_theft{No theft}
settingno_theft1
{
You can now pick pockets. But this is risky, and other thieves may pick YOUR pocket too. From 0 to 60 : The higher this value the safer you are from pickpockets. Above 30 nobody picks YOUR pocket, above 60 you yourself get no chance to steal
}
lock_open{Lock open}
settinglock_open1
{
From 0 to 70: the higher this value the higher your chance of picking the locks of treasurechests. Above 66 chests always open, above 33 you won't hurt yourself anymore ;-) 
}
skeleton_chance{Skeleton chance}
settingskeleton_chance1
{
0.0: All enemies in dungeons will be "realistic" smugglers
}
settingskeleton_chance2
{
From 0.1 to 1.0: The higher this value the more enemies will be haunted skeletons
}
mummy_chance{Mummy chance}
settingmummy_chance1
{
0.0: All enemies in jungles AT NIGHT will be "realistic" natives
}
settingmummy_chance2
{
From 0.1 to 1.0: The higher this value the more enemies will be haunted mummies
}
napoleonic_era{Napoleonic Era}
settingnapoleonic_era1
{
Stock game soldiers are used and Napoleonic era navy ships can't be encountered
}
settingnapoleonic_era2
{
Soldiers will look like those from the movies and Napoleonic era navy ships can be encountered at sea
}
real_caribbean{Real Caribbean}
settingreal_caribbean1
{
Stock island and town names
}
settingreal_caribbean2
{
Use proper island and town names
}
enable_smalllog{Small log}
settingenable_smalllog1
{
Stock PotC: screenmessages piling up may clog your screen
}
settingenable_smalllog2
{
Screen messages have a smaller font and disappear faster
}
loc_camera{Camera}
settingloc_camera1
{
Near doors camera view will stay locked to view FROM player
}
settingloc_camera2
{
Stock PotC: Near doors camera will swerve and focus ON the playercharacter
}
onsea_compass{Compass}
settingonsea_compass1
{
Stock PotC: Compass rose is blue
}
settingonsea_compass2
{
Orange transparent compass
}
settingonsea_compass3
{
Historical brass compass
}
display_sea_time{Sea time}
settingdisplay_sea_time1
{
Only if you have a clock equipped
}
settingdisplay_sea_time2
{
Always show the clock
}
settingdisplay_sea_time3
{
#Show a clock in the upper left corner of the screen when in 3D sailing mode
}
display_battleinterface{Display Battleinterface}
settingdisplay_battleinterface1
{
Only if you have a compass equipped
}
settingdisplay_battleinterface2
{
Depending on the settings in the options menu
}
settingdisplay_battleinterface3
{
#Show the BattleInterface compass/chart display
}
display_map_position{Display map position}
settingdisplay_map_position1
{
Only if you have a Sextant and a Chronometer
}
settingdisplay_map_position2
{
Always display your ship's position
}
settingdisplay_map_position3
{
#Display the position of your ship on the Map Interface
}
default_sails{Sails}
settingdefault_sails1
{
Stock PotC: Common ships plain white, pirates plain black
}
settingdefault_sails2
{
All ships pure white sails
}
settingdefault_sails3
{
All ships 'Weathered' Sails
}
settingdefault_sails4
{
Common ships emblemed white sails, pirates emblemed black sails
}
pirates_black_sails{Pirates blacksails}
settingpirates_black_sails1
{
Pirates use the same sails as DEFAULT_SAILS (set above)
}
settingpirates_black_sails2
{
Pirates use emblemed black sails
}
shiphit_particles{Shiphit particles}
settingshiphit_particles1
{
Stock PotC (red-orange explosion on hit)
}
settingshiphit_particles2
{
Minimal hit effects (small puffs of gray smoke)
}
settingshiphit_particles3
{
Recommended hit effects (puffs and splinters)
}
settingshiphit_particles4
{
Excessive hit debris effects
}
settingshiphit_particles5
{
#The higher the setting the more effects: plumes of planks and barrels, water splashes, flashes and smoke - ship explosions extensive. Choose a lower setting if you get performance problems
}
use_particles{Effects}
settinguse_particles1
{
Off
}
settinguse_particles2
{
Few effects
}
settinguse_particles3
{
Full effects
}
settinguse_particles4
{
#Sets the amount of effects in the Greenford's haunted Abbey and various other particle situations
}
aero_skies{Aero Skies}
settingaero_skies1
{
Use stock PotC textures for sky
}
settingaero_skies2
{
Use the next generation ("aero") textures for sky
}
new_model{Character models for new game}
settingnew_model1
{
Character Selection Options
}
new_ship{Ships models for new game}
settingnew_ship1
{
Ships Selection Options
}
