{
    "Entity_Dynamite": {
        "title": "DYNAMITE",
        "tooltip": "FAIT TOUT EXPLOSER",
        "comment": "dynamite can blow up most objects in the game to free up space, as well as some tiles (road, ice)"
    },
    "Entity_Manure": {
        "title": "FUMIER",
        "tooltip": "TRANSFORME LE SOL EN TERRE FERTILE",
        "comment": "animal poo used for fertilizing a garden"
    },
    "Entity_Hose": {
        "title": "TUYAU D'ARROSAGE",
        "tooltip": "TRANSFORME LE SOL EN MARAIS",
        "comment": "player can turn any tile into a swamp tile"
    },
    "Entity_Hedge": {
        "title": "HAIE",
        "tooltip": "BLOQUE LES ENNEMIS",
        "comment": "used to create mazes"
    },
    "Entity_Cactus": {
        "title": "CACTUS",
        "tooltip": "+$1/JOUR, INFLIGE |{damage}1 PT DE DÉG AUX ENNEMIS SUR LES CASES ADJACENTES",
        "comment": "a crop that can be planted by the player and has the special ability of dealing damage to passing goblins"
    },
    "Entity_WildCactus": {
        "title": "CACTUS SAUVAGE",
        "tooltip": "INFLIGE |{damage}1 PT DE DÉG QUAND LES ENNEMIS PASSENT SUR LES CASES ADJACENTES",
        "comment": "the same as the other cactus but these appear in randomly in the desert biome"
    },
    "Entity_Landmine": {
        "title": "MINE ANTIPERSONNEL",
        "tooltip": "INFLIGE |{damage}9 PTS DE DÉG AUX ENNEMIS PROCHES LORSQU'ELLE EST PIÉTINÉE"
    },
    "Entity_Sawmill": {
        "title": "SCIERIE",
        "tooltip": "+$1/JOUR PAR |(Type_Tree_title) ADJACENTE",
        "comment": "earns gold when placed directly adjacent to trees, does not destroy them and keeps earning every day"
    },
    "Entity_Tavern": {
        "title": "TAVERNE",
        "tooltip": "LES |(Type_House_title_plural) PROCHES DES TAVERNES RAPPORTENT +$1/JOUR [NON CUMULABLE]",
        "comment": "each house that is next to a tavern earns 1 gold each day, houses include tents, houses and caravans"
    },
    "Entity_Lantana": {
        "title": "LANTANA",
        "tooltip": "INFLIGE |{damage}1 PT DE DÉG QUAND PIÉTINÉ, SE RÉPAND CHAQUE JOUR",
        "comment": "a common invasive species that is known to be toxic - in the game it spreads all over the map and deals 1 damage to goblins that pass through and destroy them"
    },
    "Entity_Bamboo": {
        "title": "BAMBOU",
        "tooltip": "BLOQUE LES ENNEMIS, SE RÉPAND CHAQUE JOUR",
        "comment": "bamboo considered a tree and a weed in the game world, it blocks enemies and spreads to adjacent tiles that are available at the start of each day. "
    },
    "Entity_WildBamboo": {
        "title": "BAMBOU SAUVAGE",
        "tooltip": "BLOQUE LES ENNEMIS, SE RÉPAND CHAQUE JOUR",
        "comment": "the same as the other bamboo only these are found randomly on the jungle biome"
    },
    "Entity_Foxglove": {
        "title": "DIGITALE",
        "tooltip": "+$1/JOUR, LES |(Type_Gnome_title_plural) PROCHES GAGNENT +|{xp}10 PTS D'EXP CHAQUE JOUR [CUMULABLE]",
        "comment": "a type of flower that is associated with Gnome folklore and magic - it gives nearby gnomes experience in additon to earning the player gold each day"
    },
    "Entity_Pumpkin": {
        "title": "CITROUILLE",
        "tooltip": "+$1/JOUR, SE RÉPAND SUR LE SOL FERTILE ADJACENT CHAQUE JOUR",
        "comment": "the unique ability of pumpkins is the spread eat the start of each day"
    },
    "Entity_Yams": {
        "title": "IGNAMES",
        "tooltip": "50 % DE CHANCES DE +$1/JOUR, SE RÉPAND SUR SOL FERTILE CHAQUE JOUR",
        "comment": "yams could also be localized into a more common orange root vegetable that is known to be hardy and grow under tough conditions"
    },
    "Entity_Lotus": {
        "title": "LOTUS",
        "tooltip": "+$1/JOUR, NE POUSSE QUE DANS LES MARAIS\nSE RÉPAND CHAQUE JOUR",
        "comment": "it's meant to behave like real like lotus plants that grow under water - it's one of two swamp plants"
    },
    "Entity_Garlic": {
        "title": "AIL",
        "tooltip": "+$1/JOUR, LES GOBELINS PROCHES SUBISSENT +|{damage}1 PT DE DÉG [CUMULABLE]",
        "comment": "garlic has a different AoE to other plants, rather than affecting the nearby gnomes, the increase the amount of damage that goblins recieve when on nearby tiles"
    },
    "Entity_Peppers": {
        "title": "PIMENTS",
        "tooltip": "+$1/JOUR, LES |(Type_Gnome_title_plural) PROCHES GAGNENT +|{crit}20 % DE CHANCES DE CRIT [CUMULABLE]",
        "comment": "could be localized as chilli or somethign similar - spicy a critical hit felt like a strong thematic fit"
    },
    "Entity_GnomeStatue": {
        "title": "STATUE",
        "tooltip": "LES |(Type_Gnome_title_plural) DANS UN RAYON DE 2 CASES GAGNENT +|{damage}1 [CUMULABLE]",
        "comment": ""
    },
    "Entity_Fountain": {
        "title": "FONTAINE",
        "tooltip": "BLOQUE LES ENNEMIS",
        "comment": "randomly appears in the game world on some maps, acts as a map obstacle and looks like a tiered fountain"
    },
    "Entity_Ruins": {
        "title": "RUINES",
        "tooltip": "BLOQUE LES ENNEMIS",
        "comment": "in the game world, they are considered rocks/stone and work alongside relics that affect rocks/stone, however the appear as walls and have a tileset where they connect together"
    },
    "Entity_Daisies": {
        "title": "MARGUERITES",
        "tooltip": "INFLIGE |{damage}1 PT DE DÉG QUAND PIÉTINÉES. CHAQUE JOUR : SE RÉPANDENT, +$1 OU MEURENT",
        "comment": "daisies are a weed that can grow anywhere on the map with the exception of swamp and occupied tiles. Each day one of three things happens randomly 1. The give the player 1 gold, 2. they spread to adjacent tiles, or 3. the die and are destroyed. When goblins run over them they deal 1 damage and are destroyed"
    },
    "Entity_Cotton": {
        "title": "COTON",
        "tooltip": "+$1/JOUR, +$1/JOUR PAR MARAIS ADJACENT",
        "comment": "cotton plants earn additional gold for every swamp tile that is directly adjacent"
    },
    "Entity_Huckleberries": {
        "title": "MYRTILLES",
        "tooltip": "50 % DE CHANCES DE +$1/JOUR, PEUT POUSSER SUR SOL NORMAL",
        "comment": "If needed, huckleberries could be localized as a more familiar berry bush, in game they appear dark blue, almost black - the have a 50 chance to earn the player 1 gold per day, but their main benefit is they can grow anywhere with the exception of swamp tiles. Its a reference to the way huckleberries are more wild and less commercial than many other types of berry."
    },
    "Entity_Corn": {
        "title": "MAÏS",
        "tooltip": "+$2/JOUR, +$1 SUPPLÉMENTAIRE LORSQU'ADJACENT À UN AUTRE MAÏS",
        "comment": "corn has the benefit of earning up to 1 additional gold per day when it is directly adjacent to another corn crop."
    },
    "Entity_MysterySeeds": {
        "title": "HARICOTS MAGIQUES",
        "tooltip": "SÈME UNE PLANTE ALÉATOIRE",
        "comment": "magic beans randomly plants any type of crop in the game and only works on fertile soil"
    },
    "Entity_Beehive": {
        "title": "RUCHE",
        "tooltip": "+$1/JOUR POUR CHAQUE |(Type_Crop_title) OU |(Type_Weed_title) DIFFÉRENTE À MOINS DE 2 CASES",
        "comment": "beehives earn gold from each unique type of crop or weed within a 2 tile area. It does not matter how many of each type you have, just how many unique crops are within range. You can also stack beehives and recieve the benefit from the same crops multiple times"
    },
    "Entity_Bodhi": {
        "title": "CHÊNE DRUIDIQUE",
        "tooltip": "BLOQUE LES ENNEMIS, +|{banish}1 UNE FOIS PLANTÉ",
        "comment": "if needed could be localized as a different type of tree, bohdi tree's have spiritual meaning which is why we assosiate them with BANISH - they immediately give the player a banish token but afer that behave like any regular tree in the game world"
    },
    "Entity_NuclearBomb": {
        "title": "BOMBE NUCLÉAIRE",
        "tooltip": "EXPLOSE DANS UN LARGE RAYON, DÉTRUISANT TOUT ET CRÉANT DU SOL FERTILE RADIOACTIF",
        "comment": "nuclear bombs are only found on the wasteland map, when goblins pass over them they detonate and leave behind radioactive fertile soil"
    },
    "Entity_Tulsi": {
        "title": "TULSI",
        "tooltip": "+$1/JOUR, +|{banish}1 UNE FOIS PLANTÉ",
        "comment": "tulsi is a type of basil plant that in also known as holy basil, in the game we have connected the spirital meaning to the banish stat. When planted it gives the player a bansih token but the behaves the same as a basic crop" 
    },
    "Entity_Rose": {
        "title": "ROSE",
        "tooltip": "+$1/JOUR, +|{hp}1 LORSQU'ELLE EST PIÉTINÉE",
        "comment": "roses behave like a regular crop until they are trampled. Once are rose is trampled they immediately grant the player 1hp"
    },
    "Entity_Hops": {
        "title": "HOUBLON",
        "tooltip": "+$2/JOUR, MAIS LES |(Type_Gnome_title_plural) À MOINS DE 2 CASES ONT +|{cooldown}20 % DE TEMPS DE RECHARGE",
        "comment": "hops earns more money than other crops but at the expense of cooldown speed on gnomes with in a two tile radius."
    },
    "Entity_GrowthHormone": {
        "title": "HORMONE DE CROISSANCE",
        "tooltip": "RÉPAND UNE |(Type_Crop_title), UNE |(Type_Weed_title) OU UN |(Type_Tree_title)",
        "comment": "the player can apply growth hormone to plants and get them to spread to adjacent tiles if the space and ground type permits."
    },
    "Entity_TotemPole": {
        "title": "TOTEM",
        "tooltip": " +|{armor}25 % D'ARMURE POUR LES ENNEMIS DANS UN RAYON DE 2 CASES [CUMULABLE]",
        "comment": "found on the jungle map, totem poles give armour to goblins that are within range. The armour gives the goblins a chance to ignore incoming damage"
    },
    "Entity_DirtWand": {
        "title": "BAGUETTE DU TERROMANCIEN",
        "tooltip": "TRANSFORME N'IMPORTE QUELLE CASE EN SOL NORMAL",
        "comment": "dirtmancer is a word we made up, kind of like pyromancer (fire wizard), cryomancer (ice wizard). Feel free localize it to something that makes more sense. The effect resets the tile to regular ground"
    },
    "Entity_IceWand": {
        "title": "SCEPTRE DE GLACE",
        "tooltip": "TRANSFORME LES CASES EN GLACE\n[EMPÊCHE LES ENNEMIS DE TOURNER]",
        "comment": "ice specter lets the player turn any tile into ice. The benefit of ice is it stops goblins from turning allowing the player to better control their direction without the need for walls"
    },
    "Entity_ToxicWaste": {
        "title": "DÉCHETS TOXIQUES",
        "tooltip": "CRÉE DU SOL RADIOACTIF\n[LES |(Type_Crop_title_plural) MUTENT OU SE RÉPANDENT CHAQUE JOUR]",
        "comment": "toxic waste creates radioactive fertile. When the player puts crops of radioactive fertile they randomly change type or spread at the start of each day"
    },
    "Entity_Barrel": {
        "title": "TONNEAU",
        "tooltip": "BLOQUE LES ENNEMIS, DÉPLAÇABLE",
        "comment": "in the game barrels are used as a type of movable wall."
    },
    "Entity_Goat": {
        "title": "CHÈVRE",
        "tooltip": "BLOQUE LES ENNEMIS, DÉPLAÇABLE, FERTILISE LE SOL ET SE DÉPLACE CHAQUE JOUR",
        "comment": "goats can be place and moved freely by the player, at the start of each day the goat creates fertile soil then moves to an adjacent tile that has not been fertilized when possible"
    },
    "Entity_Windmill": {
        "title": "MOULIN À VENT",
        "tooltip": "LE BLÉ ET LE MAÏS DANS UN RAYON DE 2 CASES RAPPORTENT +$1/JOUR",
        "comment": "is used to increase income from corn and wheat plants. Has an area of effect that ranges 2 tiles in all directions"
    },
    "Entity_Rock": {
        "title": "ROCHER",
        "tooltip": "BLOQUE LES ENNEMIS",
        "comment": "All rocks are considered the same"
    },
    "Entity_Tree": {
        "title": "ARBRE",
        "tooltip": "BLOQUE LES ENNEMIS" 
    },
    "Entity_Palm": {
        "title": "PALMIER",
        "tooltip": "BLOQUE LES ENNEMIS",
        "comment": "same as other trees, different appearance"
    },
    "Entity_Spruce": {
        "title": "ÉPICÉA",
        "tooltip": "BLOQUE LES ENNEMIS",
        "comment": "same as other trees, different appearence"
    },
    "Entity_DeadTree": {
        "title": "ARBRE MORT",
        "tooltip": "BLOQUE LES ENNEMIS"
    },
    "Entity_Tombstone": {
        "title": "PIERRE TOMBALE",
        "tooltip": "BLOQUE LES ENNEMIS"
    },
    "Entity_Beans": {
        "title": "HARICOTS",
        "tooltip": "+$1/JOUR, FERTILISE LE SOL ADJACENT CHAQUE JOUR"
    },
    "Entity_GardenShed": {
        "title": "ABRI DE JARDIN",
        "tooltip": "QUAND LES GOBELINS ATTEIGNENT CET ENDROIT, VOUS PERDEZ DES |{hp}",
        "comment": "this is the location that the goblins will try to path to and the player must protect. When a goblin reaches the garden shed, the player loses 1hp."
    },
    "Entity_Sunflower": {
        "title": "TOURNESOL",
        "tooltip": "+$1/JOUR",
        "comment": "the most basic crop, no special ability"
    },
    "Entity_Rice": {
        "title": "RIZ",
        "tooltip": "+$1/JOUR, NE POUSSE QUE DANS LES MARAIS",
        "comment": "one of two crops that can grow on the swamp, no special abilities other than being compatable with swamp"
    },
    "Entity_Wheat": {
        "title": "BLÉ",
        "tooltip": "+$1/JOUR, +$1 SUPPLÉMENTAIRE LORSQU'ADJACENT À UN AUTRE BLÉ",
        "comment": "when wheat is next to other wheat plants, they earn 1 additional gold (does not stack)"
    },
    "Entity_Coffee": {
        "title": "CAFÉ",
        "tooltip": "+$1/JOUR, LES |(Type_Gnome_title_plural) PROCHES GAGNENT -|{cooldown}20 % DE TDR [CUMULABLE]",
        "comment": "coffee plants give nearby gnomes cooldown reduction which increases thier attack speed"
    },
    "Entity_Sprinkler": {
        "title": "ARROSEUR",
        "tooltip": "+$1/JOUR PAR |(Type_Crop_title) ADJACENTE",
        "comment": "sprinklers earn 1 gold per adjacent crop each day. Multiple sprinklers are able to earn gold from the same crop"
    },
    "Entity_House": {
        "title": "MAISON",
        "tooltip": "+|{population}1 DE POPULATION, BLOQUE LES ENNEMIS",
        "comment": "houses increase the population cap, block enemy paths but cannot be moved"
    },
    "Entity_Tent": {
        "title": "TENTE",
        "tooltip": "+|{population}1 DE POPULATION, NE BLOQUE PAS LES ENNEMIS",
        "comment": "tents increase the population and are slightly cheaper than houses, but they can be run over by goblins"
    },
    "Entity_Caravan": {
        "title": "ROULOTTE",
        "tooltip": "+|{population}1 DE POPULATION, BLOQUE LES ENNEMIS, DÉPLAÇABLE",
        "comment": "caravans could be localized as something else like trailer if needed - they increase population cap and block enemies and have the added benefit of being freely moveable at the expensive of costing slightly more."
    },
    "Entity_Gnome_KnifeGnome": {
        "title": "SURINEUR GNOME",
        "tooltip": "#damage##cooldown##stun##crit_chance##crit_damage##xp_rate#"
    },
    "Entity_Gnome_SpearGnome": {
        "title": "LANCIER GNOME",
        "tooltip": "#damage##cooldown##stun##crit_chance##crit_damage##xp_rate#"
    },
    "Entity_Gnome_ArcherGnome": {
        "title": "ARCHER GNOME",
        "tooltip": "#damage##cooldown##stun##crit_chance##crit_damage##xp_rate#"
    },
    "Entity_Gnome_AxeGnome": {
        "title": "TRANCHEUR GNOME",
        "tooltip": "#damage##cooldown##stun##crit_chance##crit_damage##xp_rate#"
    },
    "Entity_Gnome_FlailGnome": {
        "title": "GNOME À FLÉAU",
        "tooltip": "ÉTOURDIT LES ENNEMIS\n#damage##cooldown##stun##crit_chance##crit_damage##xp_rate#"
    },
    "Entity_Gnome_BlunderbussGnome": {
        "title": "GNOME À TROMBLON",
        "tooltip": "ÉTOURDIT LES ENNEMIS\n#damage##cooldown##stun##crit_chance##crit_damage##xp_rate#"
    },
    "Entity_Gnome_WizardGnome": {
        "title": "GNOME SORCIER",
        "tooltip": "#damage##cooldown##stun##crit_chance##crit_damage##xp_rate#"
    }
}