Hi all, Sorry for barging in a bit late on this discussion, I did not see this until now. First a few words about where I'm coming from: I have been working as a localizer for 2 years now both professionally for proprietary software and as a hobby for Opoen Source, and I can't wait to get started translating this game into Scottish Gaelic If I may make an observation from past experience and hair-pulling: Whatever you do internally, I strongly recommend presenting translators with PO files. This is why: Access to translation memories and easy cooperation PO files allow you to use translation memories and put them up on sites like transifex (yes, Transifex allows you to download and reupload the files for offline editing, just like Launchpad). Plural handling Gettext implements proper plural handling. How do you intend to implement plural handling? Just to give you an example for why it's needed - if I would use Gaelic grammar on an English example, I would get: 0 fighter 1 fhighter 2 fhighter 3 - 10 fighters 11 fhighter 12 fhighter 13-19 fighters 40 ... fighteras opposed to English 0 fighters 1 fighter 2 ... fightersSpellcheckers Also, PO files can be used with tools that support hunspell, like Firefox or Virtaal. Personally, I will be translating into a minority language and will be grateful not to have to copy/paste everything into LibreOffice in order to gain access to a spellchecker. Easy reference to the English source text Seeing the source and translation string side by side greatly speeds up the process. There are only 2 people active in the Open Source community who are qualified to localize into my language. So, I will have to translate the complete game on my own and saving time will be essential. With some translation projects, I found it helpful that I could easily see which line in the source the string had come from. Also, as has already been mentioned, programmers can add comments that will be picked up by gettext. Instant testing of your translation in-game There is one problem with the text2po conversion approach: How does the average translator who does not run a Linux machine test their translations in-game? If you'd just use gettext, easy-peasy, save as MO and drop your translation into LC_MESSAGES and Bob's your uncle. Some notes concerning programming issues If you're worried about strings being spread out to much e.g. for a campaign, that would depend on the design of your campaign config files if they are spread out or not? Maybe you could chat to the devs at Wesnoth who have a very workable solution also for mods, using multiple gettext domains If you're using XML, check out Intltool. If you mean strings like "foo %s bar", they actually are the easiest way to adjust the word order in the target language, if a placeholder can't be avoided. If you absolutely have to have your own format, talk to the OpenTTD people. They have a working format that does plural, gender and case handling, and they have a web translator as well. Please let the user select their language in the GUI And one final request, please do implement a language option in the menu. Detect Locale is fine for language pre-selection only, trust me on this. Thanks for listening to my long ramble