{
    "Entity_Dynamite": {
        "title": "DYNAMITE",
        "tooltip": "BLOWS THINGS UP",
        "comment": "dynamite can blow up most objects in the game to free up space, as well as some tiles (road, ice)"
    },
    "Entity_Manure": {
        "title": "MANURE",
        "tooltip": "TURNS GROUND TO FERTILE SOIL",
        "comment": "animal poo used for fertilizing a garden"
    },
    "Entity_Hose": {
        "title": "GARDEN HOSE",
        "tooltip": "TURNS GROUND TO SWAMP",
        "comment": "player can turn any tile into a swamp tile"
    },
    "Entity_Hedge": {
        "title": "HEDGE",
        "tooltip": "BLOCKS ENEMIES",
        "comment": "used to create mazes"
    },
    "Entity_Cactus": {
        "title": "CACTUS",
        "tooltip": "+$1/DAY, DEALS |{damage}1 DAMAGE WHEN ENEMIES PASS ADJACENT TILES",
        "comment": "a crop that can be planted by the player and has the special ability of dealing damage to passing goblins"
    },
    "Entity_WildCactus": {
        "title": "WILD CACTUS",
        "tooltip": "DEALS |{damage}1 DAMAGE WHEN ENEMIES PASS ADJACENT TILES",
        "comment": "the same as the other cactus but these appear in randomly in the desert biome"
    },
    "Entity_Landmine": {
        "title": "LANDMINE",
        "tooltip": "DEALS |{damage}9 DAMAGE TO NEARBY ENEMIES WHEN TRAMPLED"
    },
    "Entity_Sawmill": {
        "title": "SAWMILL",
        "tooltip": "+$1/DAY PER ADJACENT |(Type_Tree_title)",
        "comment": "earns gold when placed directly adjacent to trees, does not destroy them and keeps earning every day"
    },
    "Entity_Tavern": {
        "title": "TAVERN",
        "tooltip": "|(Type_House_title_plural) NEAR TAVERNS EARN +$1/DAY [DOESN'T STACK]",
        "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": "DEALS |{damage}1 DAMAGE WHEN TRAMPLED, SPREADS EACH DAY",
        "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": "BAMBOO",
        "tooltip": "BLOCKS ENEMIES, SPREADS EACH DAY",
        "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": "WILD BAMBOO",
        "tooltip": "BLOCKS ENEMIES, SPREADS EACH DAY",
        "comment": "the same as the other bamboo only these are found randomly on the jungle biome"
    },
    "Entity_Foxglove": {
        "title": "FOXGLOVE",
        "tooltip": "+$1/DAY, NEARBY |(Type_Gnome_title_plural) GET +|{xp}10 XP EACH DAY [STACKS]",
        "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": "PUMPKIN",
        "tooltip": "+$1/DAY, SPREADS TO ADJACENT FERTILE EACH DAY",
        "comment": "the unique ability of pumpkins is the spread eat the start of each day"
    },
    "Entity_Yams": {
        "title": "YAMS",
        "tooltip": "50% CHANCE OF +$1/DAY, SPREADS TO ADJACENT FERTILE EACH DAY",
        "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/DAY, ONLY GROWS ON SWAMP\nSPREADS EACH DAY",
        "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": "GARLIC",
        "tooltip": "+$1/DAY, NEARBY GOBLINS TAKE +|{damage}1 INCREASED DAMAGE [STACKS]",
        "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": "PEPPERS",
        "tooltip": "+$1/DAY, NEARBY |(Type_Gnome_title_plural) GET +|{crit}20% CRIT CHANCE [STACKS]",
        "comment": "could be localized as chilli or somethign similar - spicy a critical hit felt like a strong thematic fit"
    },
    "Entity_GnomeStatue": {
        "title": "STATUE",
        "tooltip": "|(Type_Gnome_title_plural) WITHIN 2 TILES GET +|{damage}1 [STACKS]",
        "comment": ""
    },
    "Entity_Fountain": {
        "title": "FOUNTAIN",
        "tooltip": "BLOCKS ENEMIES",
        "comment": "randomly appears in the game world on some maps, acts as a map obstacle and looks like a tiered fountain"
    },
    "Entity_Ruins": {
        "title": "RUINS",
        "tooltip": "BLOCKS ENEMIES",
        "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": "DAISIES",
        "tooltip": "DEALS |{damage}1 DAMAGE WHEN TRAMPLED. EACH DAY EITHER SPREADS, +$1 OR DIES",
        "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": "COTTON",
        "tooltip": "+$1/DAY, +$1/DAY PER ADJACENT SWAMP TILE",
        "comment": "cotton plants earn additional gold for every swamp tile that is directly adjacent"
    },
    "Entity_Huckleberries": {
        "title": "HUCKLEBERRIES",
        "tooltip": "50% CHANCE OF +$1/DAY, CAN GROW ON REGULAR GROUND",
        "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": "CORN",
        "tooltip": "+$2/DAY, +$1 EXTRA WHEN ADJACENT TO OTHER CORN",
        "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": "MAGIC BEANS",
        "tooltip": "SOW A RANDOM CROP",
        "comment": "magic beans randomly plants any type of crop in the game and only works on fertile soil"
    },
    "Entity_Beehive": {
        "title": "BEEHIVE",
        "tooltip": "+$1/DAY FOR EACH DIFFERENT |(Type_Crop_title) OR |(Type_Weed_title) WITHIN 2 TILES",
        "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": "BODHI TREE",
        "tooltip": "BLOCKS ENEMIES, +|{banish}1 WHEN PLANTED",
        "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": "NUCLEAR BOMB",
        "tooltip": "DETONATES IN A LARGE RADIUS, DESTROYING EVERYTHING AND CREATING RADIOACTIVE FERTILE",
        "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/DAY, +|{banish}1 WHEN PLANTED",
        "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/DAY, +|{hp}1 WHEN TRAMPLED",
        "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": "HOPS",
        "tooltip": "+$2/DAY, BUT |(Type_Gnome_title_plural) WITHIN 2 TILES GET +|{cooldown}20% COOLDOWN",
        "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": "GROWTH HORMONE",
        "tooltip": "SPREADS A |(Type_Crop_title), |(Type_Weed_title) OR |(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 POLE",
        "tooltip": "ENEMIES WITHIN 2 TILES GET +25%|{armor} ARMOUR [STACKS]",
        "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": "DIRTMANCER'S WAND",
        "tooltip": "TURNS ANY TILE INTO NORMAL GROUND",
        "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": "ICE SCEPTER",
        "tooltip": "TURNS ANY TILE TO ICE\n[ENEMIES CAN'T TURN ON ICE]",
        "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": "TOXIC WASTE",
        "tooltip": "TURNS GROUND TO RADIOACTIVE FERTILE\n[CAUSES |(Type_Crop_title_plural) TO MUTATE OR SPREAD EACH DAY]",
        "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": "BARREL",
        "tooltip": "BLOCKS ENEMIES, MOVEABLE",
        "comment": "in the game barrels are used as a type of movable wall."
    },
    "Entity_Goat": {
        "title": "GOAT",
        "tooltip": "BLOCKS ENEMIES, MOVEABLE, FERTILIZES SOIL AND MOVES EACH DAY",
        "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": "WINDMILL",
        "tooltip": "WHEAT AND CORN WITHIN 2 TILES EARN AN EXTRA +$1/DAY",
        "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": "ROCK",
        "tooltip": "BLOCKS ENEMIES",
        "comment": "All rocks are considered the same"
    },
    "Entity_Tree": {
        "title": "TREE",
        "tooltip": "BLOCKS ENEMIES" 
    },
    "Entity_Palm": {
        "title": "PALM TREE",
        "tooltip": "BLOCKS ENEMIES",
        "comment": "same as other trees, different appearance"
    },
    "Entity_Spruce": {
        "title": "SPRUCE TREE",
        "tooltip": "BLOCKS ENEMIES",
        "comment": "same as other trees, different appearence"
    },
    "Entity_DeadTree": {
        "title": "DEAD TREE",
        "tooltip": "BLOCKS ENEMIES"
    },
    "Entity_Tombstone": {
        "title": "TOMBSTONE",
        "tooltip": "BLOCKS ENEMIES"
    },
    "Entity_Beans": {
        "title": "BEANS",
        "tooltip": "+$1/DAY, FERTILIZES ADJACENT GROUND EACH DAY"
    },
    "Entity_GardenShed": {
        "title": "GARDEN SHED",
        "tooltip": "LOSE |{hp} LIVES WHEN GOBLINS REACH THIS",
        "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": "SUNFLOWER",
        "tooltip": "+$1/DAY",
        "comment": "the most basic crop, no special ability"
    },
    "Entity_Rice": {
        "title": "RICE",
        "tooltip": "+$1/DAY, ONLY GROWS ON SWAMP",
        "comment": "one of two crops that can grow on the swamp, no special abilities other than being compatable with swamp"
    },
    "Entity_Wheat": {
        "title": "WHEAT",
        "tooltip": "+$1/DAY, +$1 EXTRA WHEN ADJACENT TO OTHER WHEAT",
        "comment": "when wheat is next to other wheat plants, they earn 1 additional gold (does not stack)"
    },
    "Entity_Coffee": {
        "title": "COFFEE",
        "tooltip": "+$1/DAY, NEARBY |(Type_Gnome_title_plural) GET -|{cooldown}20% COOLDOWN [STACKS]",
        "comment": "coffee plants give nearby gnomes cooldown reduction which increases thier attack speed"
    },
    "Entity_Sprinkler": {
        "title": "SPRINKLER",
        "tooltip": "+$1/DAY PER ADJACENT |(Type_Crop_title)",
        "comment": "sprinklers earn 1 gold per adjacent crop each day. Multiple sprinklers are able to earn gold from the same crop"
    },
    "Entity_House": {
        "title": "HOUSE",
        "tooltip": "+1|{population} POPULATION, BLOCKS ENEMIES",
        "comment": "houses increase the population cap, block enemy paths but cannot be moved"
    },
    "Entity_Tent": {
        "title": "TENT",
        "tooltip": "+1|{population} POPULATION, DOES NOT BLOCK ENEMIES",
        "comment": "tents increase the population and are slightly cheaper than houses, but they can be run over by goblins"
    },
    "Entity_Caravan": {
        "title": "CARAVAN",
        "tooltip": "+1|{population} POPULATION, BLOCKS ENEMIES, MOVEABLE",
        "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": "KNIFE GNOME",
        "tooltip": "#damage##cooldown##stun##crit_chance##crit_damage##xp_rate#"
    },
    "Entity_Gnome_SpearGnome": {
        "title": "SPEAR 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": "AXE GNOME",
        "tooltip": "#damage##cooldown##stun##crit_chance##crit_damage##xp_rate#"
    },
    "Entity_Gnome_FlailGnome": {
        "title": "FLAIL GNOME",
        "tooltip": "STUNS ENEMIES\n#damage##cooldown##stun##crit_chance##crit_damage##xp_rate#"
    },
    "Entity_Gnome_BlunderbussGnome": {
        "title": "BLUNDERBUSS GNOME",
        "tooltip": "STUNS ENEMIES\n#damage##cooldown##stun##crit_chance##crit_damage##xp_rate#"
    },
    "Entity_Gnome_WizardGnome": {
        "title": "WIZARD GNOME",
        "tooltip": "#damage##cooldown##stun##crit_chance##crit_damage##xp_rate#"
    }
}