In-game texts are built from bits taken here and there, sometimes from different files, and many bits are actually variables. Some bits - although identical - can be taken from different files, like "per citizen" production bit in Pedia entries about buildings is taken from "", while the same "per citizen" text for city screen buildings pop-up descriptions is taken from elsewhere, I have not found yet where. And vice versa, the content of what looks to be a single pop-up message or a single text block is in fact assembled from an unknown number of bits taken from a vast variety of locations. This sometimes makes me wonder about "where this particular thing is supposed to go?" because it affects how it shall be translated. A clear example of that is that "general" may equally mean: - "common" if it goes into "general information"; - "military officer" if it goes to "great general". A live example: Code: <TEXT> <Tag>TXT_KEY_CIRCUMNAVIGATE</Tag> <English>Circumnavigate</English> </TEXT> "Circumnavigate" what? The globe or the island? It looks like an order, but is it actually? Whatever it is, is it a "standalone" something, or is it a part of a more complex expression? Currently I practice 2 approaches: - Find a text that looks familiar in XML; have it translated; look for it in the game to see how it fits the context; have it corrected if needed. - See in game a bit I want to translate; try to find it in XML (usually it's a hopeless attempt); if found successfully, return to the game to see if it was the right one (sometimes it is not, then wonder where it went instead ). THE POINT IS: Is it REALLY inevitable to have these text sources messed up untidy shuffled organized in a way that seemingly still may be improved? Or may be there is a way for me to find out which goes where similar to how computer does it?