Merge branch 'next-version-dev' of https://forgejo.damimani-alex.org/damimani/N3OW into next-version-dev

This commit is contained in:
JulesFlammenkueche 2026-10-07 21:56:33 +02:00
commit 47beb00611
53 changed files with 258 additions and 19389 deletions

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l_english:
crown_wenceslas_name:0 "Crown of St. Wenceslas"
crown_wenceslas_description:0 "Forged in 1346 in Czechia for Emperor Charles IV. After [Concept('neow_the_event','the Event')|E], some of the crown parts went missing, but the crown is still under the protection of the Czech kings and St. Wenceslas himself. \n\nHowever, a legend says those who wear the crown without permission from the saint will die within a year."
crown_wenceslas_reforged_description:0 "Forged in 1346 in Czechia for Emperor Charles IV. Now finally brought back to its former glory, after many pieces were replaced, the crown regained its image. Although it still remains under the protection of the Czech kings and St. Wenceslas himself. \n\nHowever, a legend says those who wear the crown without permission from the saint will die within a year."
codex_gigas_name:0 "Codex Gigas"
codex_gigas_description:0 "Codex Gigas, also known as the "Devil's Bible," is the largest known medieval manuscript. Inside, there is an illustration of the Devil, hence why so many people call it the "Devil's Bible." After the Event, the manuscript was moved from the National Library of Sweden to Stockholm Castle, where it sits to this day."
sword_wenceslas_name:0 "Sword of St. Wenceslas"
sword_wenceslas_description:0 "The Sword of St. Wenceslas is a ceremonial sword used during the coronation of the Czech kings. After the Event, the sword was still used in ceremonies to fully legitimize a new Czech king and to secure him blessings from the saint that protects the land."
crown_stephen_name:0 "Crown of St. Stephen"
crown_stephen_description:0 "The Holy Crown of Hungary, also known as the Crown of Saint Stephen, named in honour of Saint Stephen I of Hungary, was the coronation crown used by the Kingdom of Hungary for most of its existence. After [Concept('neow_the_event','the Event')|E], this tradition returned. In order to become the true king of Hungary, one must be crowned with this crown."
crown_charlemagne_name:0 "Napoleon's Crown of Charlemagne"
crown_charlemagne_description:0 "Napoleon's "Crown of Charlemagne" was a 1804 recreation fabricated by goldsmith Martin-Guillaume Biennais for his coronation, designed to evoke the ancient, destroyed Carolingian crown and legitimize his rule. \n\nAfter [Concept('neow_the_event','the Event')|E] it was used by the Bonaparte dynasty to crown the kings and emperors of France."
artifact_pearl_crown_name:0 "Pearl Crown of Nistrenia"
artifact_pearl_crown_description:0 "The Pearl Crown is the traditional headwear of Moldovan and Nistrenian monarchs. First worn by Stephen the Great who laid the foundations of Nistrenia, it was lost for centuries before being found once more."
artifact_st_edwards_crown_name:0 "St. Edward's Crown"
artifact_st_edwards_crown_description:0 "Forged for King Charles II in 1661, The Crown of St. Edward is the Coronation Crown of the United Kingdom of Great Britain and the most important of the British Crown Jewels."
artifact_pedestal_reliquary_fracture_name:0 "[SCOPE.Custom('FractureRelicName')|U]"
artifact_pedestal_reliquary_fracture_description:1 "An elegant reliquary containing a holy relic: [SCOPE.Custom('FractureRelic')|l]."
artifact_pedestal_amethyst_name:0 "Radiant Amethyst"
artifact_pedestal_amethyst_description:0 "An amethyst with a deep purple hue, from having been touched by the Fracture"
artifact_ak_mace_name:0 "Kalasnikov's Blessing"
artifact_ak_mace_description:0 "Deep Lore"
skull_saint_chad_name:0 "Skull of Saint Chad"
skull_saint_chad_desc:0 "This weathered skull is venerated as the holy relic of Saint Chad of Lichfield, a great bishop famed for his piety and miraculous healings. Some whisper that the skull instead belonged to a long-dead tyrant who persecuted the Church but surely the faithful know better."
skull_ironside_name:0 "Skull of the Ironside"
skull_ironside_desc:0 "This grim skull is said to have belonged to a great Lord Protector, whose true name has long since been lost, remembered only as the Ironside. In the days of old, he is said to have fought those who raised their hands against the Queen, becoming famed for his strength and stern authority. Some claim that the skull is merely that of a long-dead, feeble bishop but we know better."

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l_english:
setting_1453_end_date:0 "3155"
setting_1453_end_date_desc:0 "The game will end in 3155."

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l_english:
ARMY_AUTOMATION_FEATURE_NAME: "Automated Armies"
AOV_HEADING: "$ARMY_AUTOMATION_FEATURE_NAME$ Settings"
AOV_APPLY: "$BARBERSHOP_APPLY$"
AOV_SET_TO_DEFAULT: "$CHARACTER_RESET_FILTERS$"
AOV_SET_TO_DEFAULT_TT: "[AddLocalizationIf( ArmyAutomationOptionsView.AreDisplayedSettingsDefault, 'AOV_SET_TO_DEFAULT_TT_CONTENT' )]"
AOV_SET_TO_DEFAULT_TT_CONTENT: "@warning_icon! #X Settings are already default#!"
AOV_COMPANION_OFF_WARNING: "@alert_icon! These settings have no effect while $ARMY_AUTOMATION_FEATURE_NAME$ is disabled"
AOV_AUTOMATED: "Automated"
AOV_MANUAL: "Manual"
AOV_OPT_COMMANDERS: "Assign Commanders"
AOV_OPT_COMMANDERS_NOT_PLAYERS: "Limited"
AOV_OPT_COMMANDERS_NOT_PLAYERS_TT: "#T Limited $game_concept_commander$ Assignment\n#![commanders|E] are assigned automatically to your [armies|E], but you are never assigned as $game_concept_commander$"
AOV_OPT_COMMANDERS_AUTOMATED_TT: "#T Automated $game_concept_commander$ Assignment\n#![commanders|E] are assigned automatically to your [armies|E]"
AOV_OPT_COMMANDERS_MANUAL_TT: "#T Manual $game_concept_commander$ Assignment\n#!You must manually assign [commanders|E] to your [armies|E]"
AOV_OPT_WAR_STANCE: "War Stance"
AOV_OPT_WAR_STANCE_DEFAULT: "Adaptive"
AOV_OPT_WAR_STANCE_DEFAULT_TT: "#T Adaptive Stance\n#!Your [armies|E] will act offensively or defensively depending on the situation"
AOV_OPT_WAR_STANCE_OFFENSIVE: "Offensive"
AOV_OPT_WAR_STANCE_OFFENSIVE_TT: "#T Offensive Stance\n#!Your [armies|E] will always act offensively"
AOV_OPT_WAR_STANCE_DEFENSIVE: "Defensive"
AOV_OPT_WAR_STANCE_DEFENSIVE_TT: "#T Defensive Stance\n#!Your [armies|E] will always act defensively"
AOV_OPT_RAIDING: "Raiding"
AOV_OPT_RAIDING_AUTOMATED_TT: "#T Automated Raiding\n#!Your [raider|E] [armies|E] will raise and go on $game_concept_raids$ on their own"
AOV_OPT_RAIDING_MANUAL_TT: "#T Manual Trading\n#!You control and raise your own [trader|E] Caravans"
AOV_OPT_BARTERING: "Trading"
AOV_OPT_BARTERING_AUTOMATED_TT: "#T Automated Trading\n#!Your [trader|E] Caravans will raise and go on $game_concept_barter$ Missions on their own"
AOV_OPT_BARTERING_MANUAL_TT: "#T Manual Trading\n#!You control and raise your own [trader|E] Caravans"
AOV_OPT_HIRING: "Hiring Troops"
AOV_OPT_HIRING_FULL: "Hire and Extend"
AOV_OPT_HIRING_FULL_TT: "#T Automated Hiring\n#![mercenaries|E], [holy_orders|E] and [provincial_armies|E] will be paid for automatically, and [mercenary_contracts|E] will be extended if needed for the war effort"
AOV_OPT_HIRING_EXTEND: "Only Extend"
AOV_OPT_HIRING_EXTEND_TT: "#T Automated Extending of Mercenary Contracts\n#![mercenary_contracts|E] will be extended if needed for the war effort"
AOV_OPT_HIRING_MANUAL_TT: "#T Manual Hiring\n#!You must manually pay for [mercenaries|E], [holy_orders|E] and [provincial_armies|E]"
MV_AUTOMATION_TOGGLE_TT: "[SelectLocalization( GetPlayer.HasCompanionAI, 'MV_AUTOMATION_TOGGLE_TT_ON', 'MV_AUTOMATION_TOGGLE_TT_OFF' )]"
MV_AUTOMATION_TOGGLE_TT_ON: "#T $ARMY_AUTOMATION_FEATURE_NAME$: #V Enabled#!\n#!$MV_AUTOMATION_TOGGLE_TT_DESC$\n\n#I Click to disable automation#!"
MV_AUTOMATION_TOGGLE_TT_OFF: "#T $ARMY_AUTOMATION_FEATURE_NAME$: #V Disabled#!\n#!$MV_AUTOMATION_TOGGLE_TT_DESC$\n\n#I Click to enable automation#!"
MV_AUTOMATION_TOGGLE_TT_DESC: "[SelectLocalization(GetPlayer.HasDefaultCompanionAISettings, 'MV_AUTOMATION_TOGGLE_TT_DEFAULT_DESC' , 'MV_AUTOMATION_TOGGLE_TT_CUSTOM_DESC')]"
MV_AUTOMATION_TOGGLE_TT_DEFAULT_DESC: "If enabled, your [armies|E] are raised and fight the enemy on their own, and assign their own [commanders|E].\n\nYou are still responsible for buying [men_at_arms|E], hiring [mercenaries|E] and going on [raids|E].\n\n#help Automated Armies are intended for players unfamiliar with warfare, or otherwise want to focus their attention elsewhere. If you are an experienced player, we recommend that you control your armies yourself.#!"
MV_AUTOMATION_TOGGLE_TT_CUSTOM_DESC: "If enabled, your [armies|E] act on their own, but are limited by the settings you have chosen."
MV_AUTOMATION_SETTINGS_TT: "#T Open $AOV_HEADING$\n#!Change the default behavior for $ARMY_AUTOMATION_FEATURE_NAME$"

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l_english:
ARMY_HEADER:0 "Army"
SPLIT_ARMY_IN_HALF:0 "#T Split in half#!\nSplit this army into two roughly equal [armies|E]"
SPLIT_ARMY_IN_HALF_DISABLED:0 "\n$DESC$"
SPLIT_ARMY_CUSTOM:1 "#T Split off new Army#!\nDetach [regiments|E] from this [army|E] in order to create a new one"
SPLIT_ARMY_CUSTOM_TWO:1 "#T Reorganize#!\nReorganize the regiments of two [armies|E]"
SPLIT_ARMY_CUSTOM_DISABLED_TOO_MANY_SELECTED:0 "@warning_icon! #X Cannot reorganize more than two [armies|E]#!"
SPLIT_ARMY_CUSTOM_DISABLED_TOO_FEW_SELECTED:0 "@warning_icon! #X Need two [armies|E] selected to reorganize#!"
CANNOT_REORGANIZE_DIFFERENT_LOCATION:0 "@warning_icon! #X Cannot reorganize [armies|E] in two different locations#!"
MERGE_ARMY:0 "#T Merge [armies|E]#!\nCombine all selected armies into one"
MERGE_UNIT:0 "#T Merge [armies|E] and [fleets|E]#!\nCombine all selected armies and fleets into one"
DESELECT:0 "Deselect (not implemented)"
ATTACH_TO:0 "#T Attach to...#!\n#D (not implemented)#!"
SELECTED_ARMY:0 "Selected army (not implemented)"
FORTIFICATION_TOOLTIP:1 "#T [fort_level|E]: $VALUE|V0$/$MAX_VALUE|0$#!"
FORTIFICATION_INCREASE_TOOLTIP:0 "$INCREASE|=+$ per day"
FORTIFICATION_DAYS_TOOLTIP:0 "Will start to fortify its position in $DAYS|V$ days"
FORTIFICATION_NOT_ALLOWED:0 "Cannot fortify while moving"
FORTIFICATION_ADVANTAGE_TOOLTIP:0 "Will give $ADVANTAGE|0V$ [advantage|E] in [battle|E]"
FORTIFICATION_SIEGE_ADVANTAGE_TOOLTIP:0 "Will give $ADVANTAGE|0V$ [advantage|E] in [battle|E] due to ongoing siege."
ARMY_VIEW_FORTIFICATION_VALUE:0 "$VALUE$"
SELECT:0 "Select"
DISBAND:0 "Disband"
SELECT_TOOLTIP:0 "#T Select [army|E]#!\n"
DISBAND_TOOLTIP:0 "#T Disband [army|E]#!\n[ArmyReorgWindow.CanDisbandTooltip]"
DISBAND_ARMY:0 "#T Disband [army|E]#! "
CANNOT_DISBAND_WHILE_IN_COMBAT:0 "@warning_icon! #X Cannot disband while in [battle|E]#!"
CANNOT_DISBAND_WHILE_IN_RETREAT:0 "@warning_icon! #X Cannot disband while in [retreat|E]#!"
CANNOT_DISBAND_WHILE_ARMY_EMBARKED:0 "@warning_icon! #X Cannot disband while [embarked|E]#!"
CANNOT_DISBAND_NOT_FRIENDLY_AREA:0 "@warning_icon! #X Can disband only in a friendly area#!"
CANNOT_DISBAND_HOSTILE_AREA:0 "@warning_icon! #X Can disband only in a non-hostile area#!"
CANNOT_DISBAND_ENEMY_OR_HOSTILE_ARMIES_AROUND:0 "@warning_icon! #X Cannot disband while enemy or hostile [armies|E] are around#!"
CANNOT_DISBAND_WAR_LEADER: "@warning_icon! #X Cannot disband as a [war_leader|E]#!"
DISBAND_ARMY_DISABLED:0 "\n$DESC$"
DISBAND_ARMY_CONFIRM_TITLE:0 "Disband Army"
DISBAND_ARMY_CONFIRM_ACCEPT:0 "Disband"
DISBAND_ARMY_CONFIRM:0 "$COUNT|V$ [soldiers|E] will stand down and return home."
DISBAND_GATHERING_ARMY:1 "Disband Gathering Army"
DISBAND_GATHERING_ARMY_DISABLED:0 "\n$DESC$"
STOP_GATHERING:0 "Stop Gathering"
DISBAND_RETURN_HOME_TIME:1 "@warning_icon! #X [soldiers|E] will take up to $TIME$ to return home, making it take longer to raise them again.#!"
CANNOT_SPLIT_ARMY_NOT_OWNER:0 "@warning_icon! #X Cannot split Army belonging to someone else#!"
CANNOT_SPLIT_ARMY_WHILE_IN_COMBAT:0 "@warning_icon! #X Cannot split Army while in [battle|E]#!"
CANNOT_SPLIT_ARMY_WHILE_MOVEMENT_LOCKED:0 "@warning_icon! #X Cannot split Army while movement is locked#!"
CANNOT_SPLIT_ARMY_CUSTOM_WHILE_MOVING:0 "@warning_icon! #X Cannot reorganize Army while moving#!"
CANNOT_SPLIT_ARMY_WHILE_RETREATING:0 "@warning_icon! #X Cannot split Army while in [retreat|E]#!"
CANNOT_MERGE_WHILE_IN_COMBAT:0 "@warning_icon! #X Cannot merge while in [battle|E]#!"
CANNOT_MERGE_RAID_ARMY:0 "@warning_icon! #X Cannot merge [raid|E] armies outside own territory#!"
CANNOT_SPLIT_RAID_ARMY:0 "@warning_icon! #X Cannot split [raid|E] armies outside own territory#!"
CANNOT_MERGE_WHILE_RETREATING:0 "@warning_icon! #X Cannot merge while retreating#!"
CANNOT_MERGE_WHILE_MOVEMENT_LOCKED:0 "@warning_icon! #X Cannot merge while movement is locked#!"
CANNOT_MERGE_NAVAL_AND_LAND:0 "@warning_icon! #X Cannot merge [fleets|E] with unembarked [armies|E]#!"
CANNOT_MERGE_NO_ARMIES:0 "@warning_icon! #X No selected [armies|E] that can be merged#!"
CANNOT_MERGE_NO_UNITS:0 "@warning_icon! #X No selected [armies|E] or [fleets|E] that can be merged#!"
CANNOT_SPLIT_ARMY_FEW_REGIMENTS:0 "@warning_icon! #X Not enough Regiments in [army|E]#!"
CANNOT_SPLIT_ARMY_EMBARKED:0 "@warning_icon! #X Cannot split embarked [armies|E]#!"
CANNOT_SPLIT_SIEGE_SPLIT_NOT_FOUND:0 "@warning_icon! #X The [army|E] cannot be split in two for this [siege|E]#!"
CANNOT_SPLIT_NO_HIRED_OR_EVENT_TROOPS:0 "@warning_icon! #X No Hired or [special_troops|E] in the Army#!"
CANNOT_SPLIT_ONLY_HIRED_OR_EVENT_TROOPS:0 "@warning_icon! #X Only Hired and [special_troops|E] are present in the Army#!"
SELECT_COMMANDER_HEADER:1 "#T Select new [commander|E]#!"
SUPPLY_STATE_TOOLTIP:1 "#T [supplies|E]: $SUPPLY|V$/$FULL_SUPPLY|V0$#!\n$STATE|V$"
SUPPLY_STATE_POSITIVE:0 "#P +$CHANGE$#! Supplies/month"
SUPPLY_STATE_NEGATIVE:0 "#N -$CHANGE$#! Supplies/month"
SUPPLY_STATE_INCREASE:0 "#weak Will improve to $NEW_STATE$ in $DAYS$ days#!"
SUPPLY_STATE_DECREASE:0 "#weak Will decline to $NEW_STATE$ in $DAYS$ days#!"
SUPPLY_STATE_NO_CHANGE_THIS_YEAR:1 "#weak Will not change within the next year#!"
SUPPLY_STATE_EFFECTS:0 "Effects of $STATE|V$:"
SUPPLY_STATE_ATTRITION:0 "[attrition|E]: $VALUE|%-$"
SUPPLY_STATE_COMBAT_EFFECT:1 "$GENERIC_COMBAT_EFFECT$"
GENERIC_COMBAT_EFFECT:0 "[advantage|E]: $VALUE|0V$"
SUPPLY_STATE_0:0 "Well Supplied"
SUPPLY_STATE_1:0 "Undersupplied"
SUPPLY_STATE_2:0 "Starving"
SUPPLY_STATE_EVENT_TROOPS_IGNORING_SUPPLY:0 "$COUNT$ Soldiers in this army are not using supply"
SUPPLY_STATE_NO_LOSS_PERIOD:1 "Because it has been raised recently, the [army|E] will not use supply until [DATE.GetStringShort|V]"
SUPPLY_STATE_GATHERING:0 "The [army|E] will not use supply until it has gathered"
ARMY_NUMBER_OF_MEN:1 "$MAX_MEN|0$"
ARMY_NUMBER_OF_MEN_NOT_MAX:0 "$LIVING|0V$/$MAX_MEN|0V$"
ARMY_NUMBER_OF_LEVIES:0 "[levies|E]: $MAX_MEN|0V$"
ARMY_NUMBER_OF_LEVIES_NOT_MAX:0 "[levies|E]: $LIVING|0V$/$MAX_MEN|0V$"
ARMY_NUMBER_OF_LEVIES_TOOLTIP:0 "#T [levies|E]: $LIVING|0V$/$MAX_MEN|0V$#!"
ARMY_NUMBER_OF_MAA:0 "[men_at_arms|E]: $MAX_MEN|0V$"
ARMY_NUMBER_OF_MAA_NOT_MAX:0 "[men_at_arms|E]: $LIVING|0V$/$MAX_MEN|0V$"
ARMY_NUMBER_OF_MAA_TOOLTIP:0 "#T [men_at_arms|E]: $LIVING|0V$/$MAX_MEN|0V$#!"
ARMY_NUMBER_OF_KNIGHTS:1 "[knight_i]$knight_culture_player_plural$: $NUM|0V$"
ARMY_NUMBER_OF_KNIGHTS_TOOLTIP:1 "#T $knight_culture_player_plural$: [knight_i]$NUM|0V$#!\nEffectiveness: $EFFECTIVENESS|V%0$"
ARMY_EVENT_TROOPS_ASSOCIATED_WAR:0 "$COUNT$ [special_troops|E] will stand down when the [WAR.GetName] ends"
ARMY_ALL_ARMIES_MORE:0 "\nAnd $COUNT$ more"
ARMY_SUPPLY_COMMANDER_BREAKDOWN:0 "#indent_newline:3 \n[CHARACTER.GetModifierDescription( 'supply_capacity_mult' )]\n[CHARACTER.GetModifierDescription( 'supply_capacity_add' )]#!"
ARMY_SUPPLY_CAPACITY_INCREASED_BY_COMMANDER:0 "Supply capacity increased by [CHARACTER.GetName]:$ARMY_SUPPLY_COMMANDER_BREAKDOWN$\n"
ARMY_SUPPLY_CAPACITY_LOWERED_BY_COMMANDER:0 "Supply capacity decreased by [CHARACTER.GetName]:$ARMY_SUPPLY_COMMANDER_BREAKDOWN$\n"
FLEET_EMBARKING:0 "[embarking|E]: $TIME_LEFT$ left"
FLEET_EMBARKED:0 "[embarked|E]"
SHOW_SIEGE:0 "Go to the [siege|E]"
SPLIT_ARMY_FOR_SIEGE:1 "#T Station Besiegers\n#!Leave enough [soldiers|E] in this [army|E] to continue the [siege|E]"
SPLIT_ARMY_DISABLED:0 "\n$DESC$"
SPLIT_ARMY_FOR_SIEGE_NOT_ENOUGH_SOLDIERS:0 "@warning_icon! #X Not Enough soldiers to split off#!"
SPLIT_ARMY_FOR_SIEGE_TOO_MANY_SOLDIERS:2 "@warning_icon! #X Other Armies at this Holding have enough Soldiers to continue the Siege#!"
BESIEGING:0 "Besieging"
ARMY_COMPOSITION_ENTRY_MAX:0 "$TYPE$: $MAX|0V$"
ARMY_COMPOSITION_ENTRY_REINFORCE:0 "($REINFORCE|0V=$/month)"
ARMY_COMPOSITION_ENTRY:1 "$TYPE$: $COUNT|0V$/$MAX|0V$$REINFORCE_INFO$"
KNIGHT_REGIMENTS:1 "@knight_icon![CHARACTER.Custom('KnightCulturePlural')]"
LEVIES_REGIMENTS:1 "@soldier_icon![levies|e]"
MAA_REGIMENTS_ICON:1 "@$ICONKEY$_icon!$NAME$"
ARMY_TOTAL_SOLDIERS:0 "#T Total Soldiers: $CURRENT|0V$/$MAX|0V$#!"
ARMY_RAISED_SOLDIERS:0 "#T Raised Soldiers: $CURRENT|0V$/$MAX|0V$#!"
ARMY_UNRAISED_SOLDIERS:0 "#T Unraised Soldiers: $CURRENT|0V$/$MAX|0V$#!"
SPLIT_OFF_HIRED_AND_EVENT_TROOPS:0 "#T Split off [hired_troops|E] and [special_troops|E]#!\nSplit off an [army|E] containing all [hired_troops|E] and [special_troops|E] of this [army|E]."
ARMY_VIEW_ARMY_HAS_EVENT_TROOPS:1 "#T [special_troops|E]\n#![ArmyWindow.BuildEventTroopList]"
LEVIES_ARMY_REGIMENT_NAME:0 "Levies"
TT_REORG_SOLDIERS:0 "#T Soldiers: [RegimentReorgEntry.GetSoldierCount]#!\nMaximum: [RegimentReorgEntry.GetMaxSoldierCount]"
TT_REORG_EVENT_TROOPS:0 "#T [special_troops|E]: [RegimentReorgEntry.GetEventTroopName]#!"
TT_REORG_LEVIES:0 "#T [levies|E]\n#![soldiers|E]: [soldier_i][RegimentReorgEntry.GetSoldierCount]/[RegimentReorgEntry.GetMaxSoldierCount]\nFrom your [domain|E]\n\n$REORG_INSTRUCTION$"
TT_REORG_VASSAL_LEVIES:0 "#T [levies|E]\n#![soldiers|E]: [soldier_i][RegimentReorgEntry.GetSoldierCount]/[RegimentReorgEntry.GetMaxSoldierCount]\nFrom [vassal|E] [RegimentReorgEntry.GetRegiment.GetFromVassal.GetUIName]\n\n$REORG_INSTRUCTION$"
REORG_INSTRUCTION:0 "#I Click to move to other Army#!"
REORG_EMPTY_LIST:0 "#weak Move Regiments here to create a new Army#!"
ARMY_REORG_LEFT_MAINTENANCE:0 "[ArmyReorgWindow.GetLeftMaintenance]/month"
ARMY_REORG_RIGHT_MAINTENANCE:0 "[ArmyReorgWindow.GetRightMaintenance]/month"
ARMY_TBA_NAME:0 "New Army"
KNIGHT_REGIMENT_NAME:1 "[CHARACTER.GetShortUINameNoTooltip]"
ARMY_SELECT_THIS_ONLY:0 "#T Select This [army|E] Only#!"
GATHERING_DAYS_LEFT:0 "Days Left: [Army.GetGatheringDaysLeft|V]"
ARMY_VIEW_NEXT:0 "Next army"
ARMY_VIEW_PREVIOUS:0 "Previous army"
ARMY_VIEW_CREATE_NEW:0 "Create new army"
ARMY_VIEW_LEVIES:0 "Levies"
ARMY_VIEW_LEVIES_TOOLTIP:0 "#T Levies#!"
ARMY_VIEW_MAA:0 "Men-at-Arms"
ARMY_VIEW_KNIGHTS:1 "$knight_culture_player_plural_no_tooltip$"
START_RAIDING:0 "#T Start Raiding#!\nThis unit will now be able to take the [raid|E] action outside your realm"
END_RAIDING:0 "#T Stop being a Raiding Army#!\nThis [army|E] will stop being a Raiding Army, and can reinforce again"
START_RAID:0 "#T Start Raid#!"
RAID_ACTION_INFO:0 "Will take about [PROVINCE.GetLootTime( ARMY.Self )|V] days.\nWill loot [gold_i|E][PROVINCE.GetLoot|0V]."
START_RAID_ALREADY_RAIDING:0 "@warning_icon! #X Already [raiding|E] this Holding#!"
START_RAID_NOT_A_RAID_ARMY:0 "@warning_icon! #X Not a [raid|E] Army#!"
START_RAID_LOOT_CAP:0 "@warning_icon! #X Cannot carry more [raid|E] Loot#!"
START_RAID_NOT_OWN_REALM:0 "@warning_icon! #X Cannot [raid|E] inside your own [realm|E]#!"
START_RAID_ALLY:0 "@warning_icon! #X Cannot [raid|E] your ally [CHARACTER.GetShortUIName]#!"
START_RAID_TRUCE:0 "@warning_icon! #X Cannot [raid|E] [CHARACTER.GetShortUIName]#! while you have a truce agreement"
START_RAID_IMMUNE:0 "@warning_icon! #X Cannot raid someone who has recently defeated one of your [raids|E]. Immunity will end on [DATE.GetString|V]#!"
START_RAID_SAME_CONFEDERATION: "@warning_icon! #X Cannot raid someone who is also part of [CONFEDERATION.GetName]#!"
START_RAID_OWN_TRIBUTARY: "@warning_icon! #X Cannot raid your own [tributary|E]#!"
START_RAID_OWN_SUZERAIN: "@warning_icon! #X Cannot raid your own [suzerain|E]#!"
START_RAID_NO_HOLDING:0 "@warning_icon! #X No [holding|E] here to [raid|E]#!"
START_RAID_MOVING:0 "@warning_icon! #X Cannot [raid|E] while moving#!"
START_RAID_IN_COMBAT:0 "@warning_icon! #X Cannot [raid|E] while in combat#!"
START_RAID_SMALLER_THAN_GARRISON:0 "@warning_icon! #X [raid|E] Army is smaller than the [garrison|E] ($VALUE|0$ men)#!"
START_RAID_TOO_FEW_MEN:0 "@warning_icon! #X [raid|E] Army is too small to raid (need at least $VALUE|0$ men)#!"
START_RAID_RECENTLY_LOOTED:0 "@warning_icon! #X The Holding has been looted recently. Can be looted again on [DATE.GetString|V]#!"
RAID_PROVINCE_TOOLTIP_RECENTLY_LOOTED:0 "The Holding has been looted recently. Can be looted again on [DATE.GetString|V]"
RAID_PROVINCE_TOOLTIP_LOOT:0 "Raid [loot|E]: [gold_i]$VALUE|0V$"
START_RAID_ALREADY_BEING_LOOTED:0 "@warning_icon! #X The Holding is already being looted by [ARMY.GetName]#!"
START_RAID_UNDER_SIEGE:0 "@warning_icon! #X Cannot [raid|E] a Holding that is under [siege|E]#!"
TOGGLE_RAID_IN_COMBAT:0 "@warning_icon! #X Cannot toggle [raiding|E] while in combat#!"
TOGGLE_RAID_RETREATING:0 "@warning_icon! #X Cannot toggle [raiding|E] while retreating#!"
TOGGLE_RAID_ONLY_OWN_TERRITORY:0 "@warning_icon! #X Cannot toggle [raiding|E] outside own territory#!"
TOGGLE_RAID_CANNOT_RAID:0 "@warning_icon! #X Unable to [raid|E]#!"
TOGGLE_RAID_MERCENARY:0 "@warning_icon! #X Mercenaries cannot [raid|E]#!"
ARMY_RAID_LOOT_TOOLTIP: "#T Raid Loot#!\nThis [army|E] is carrying [loot_i][Army.GetRaidLoot|0V] [loot|E].\nIt can carry at most [loot_i][Army.GetLootCap|0V] [loot|E] due to the size of the army."
START_BARTERING: "#T Start Trading#!\nThis unit will now be able to take the [trade|E] action outside your realm"
END_BARTERING: "#T Stop being a Trader Caravan#!\nThis [army|E] will stop being a Trader Caravan, and can reinforce again"
START_BARTER: "#T Start Trade#!"
BARTER_ACTION_INFO: "Bartering will take about [PROVINCE.GetLootTime( ARMY.Self )|V] days.\nThe Caravan will receive [loot_i|E][PROVINCE.GetLoot|0V]."
START_BARTER_INSUFFICIENT_BARTER_GOODS: "@warning_icon! #X Insufficient [trade_goods|E] to start [trading|E]#!"
START_BARTER_ALREADY_BARTERING: "@warning_icon! #X Already [trading|E] with this Holding#!"
START_BARTER_NOT_A_BARTER_ARMY: "@warning_icon! #X Not a [trade|E] Army#!"
START_BARTER_LOOT_CAP: "@warning_icon! #X Cannot carry more [trade|E] Loot#!"
START_BARTER_NOT_OWN_REALM: "@warning_icon! #X Cannot [trade|E] inside your own [realm|E]#!"
START_BARTER_NO_HOLDING: "@warning_icon! #X No [holding|E] here with which to [trade|E]#!"
START_BARTER_MOVING: "@warning_icon! #X Cannot [trade|E] while moving#!"
START_BARTER_IN_COMBAT: "@warning_icon! #X Cannot [trade|E] while in combat#!"
START_BARTER_RECENTLY_LOOTED: "@warning_icon! #X The Holding has been looted or traded with recently. Can be traded with again on [DATE.GetString|V]#!"
BARTER_PROVINCE_TOOLTIP_RECENTLY_LOOTED: "The Holding has been looted or traded with recently. Can be traded with again on [DATE.GetString|V]"
BARTER_PROVINCE_TOOLTIP_LOOT: "[loot|E]: [loot_i]$VALUE|0V$"
START_BARTER_ALREADY_BEING_LOOTED: "@warning_icon! #X The Holding is already being looted by [ARMY.GetName]#!"
START_BARTER_UNDER_SIEGE: "@warning_icon! #X Cannot [trade|E] a Holding that is under [siege|E]#!"
TOGGLE_BARTER_IN_COMBAT: "@warning_icon! #X Cannot toggle [trading|E] while in combat#!"
TOGGLE_BARTER_RETREATING: "@warning_icon! #X Cannot toggle [trading|E] while retreating#!"
TOGGLE_BARTER_ONLY_OWN_TERRITORY: "@warning_icon! #X Cannot toggle [trading|E] outside own territory#!"
TOGGLE_BARTER_CANNOT_BARTER: "@warning_icon! #X Unable to [trade|E]#!"
TOGGLE_BARTER_MERCENARY: "@warning_icon! #X Mercenaries cannot [trade|E]#!"
ARMY_BARTER_LOOT_TOOLTIP: "#T Loot#!\nThis Caravan is carrying [loot_i][Army.GetBarterLoot|0V] [loot|E].\nIt can carry at most [loot_i][Army.GetLootCap|0V] [loot|E] due to its size."
CHANGE_COMMANDER_IN_RETREAT:0 "@warning_icon! #X Army is retreating#!"
TOGGLE_LOOTER_STANCE:2 "#T [Select_CString( Army.HasLooterStance, 'Always', 'Never' )] Raid#!\n[SelectLocalization( Army.HasLooterStance, 'TOGGLE_LOOTER_STANCE_DESC_ON', 'TOGGLE_LOOTER_STANCE_DESC_OFF' )]"
TOGGLE_LOOTER_STANCE_DESC_ON:0 "This [army|E] will automatically [raid|E] any viable [holding|E] that it stops in"
TOGGLE_LOOTER_STANCE_DESC_OFF:0 "This [army|E] does not automatically [raid|E] [holdings|E] that it stops in"
ARMY_ATTRITION_TT:0 "#T Monthly [attrition|E]: [Army.GetArmyAttritionPercentage|%-0] ([soldier_i] [Army.GetArmyAttrition|+]/month)\n#![Army.GetArmyAttritionBreakdownPercentage][Select_CString( EqualTo_CFixedPoint(Army.GetArmyAttritionPercentage, '(CFixedPoint)0'), '#weak No Attrition#!', '' )]"
ATTRITION_SIEGE:0 "Besieging"
ATTRITION_RAID:0 "Raiding"
AV_ALWAYS_RAID:0 "Always Raid"
ATTRITION_SUPPLY:0 "Lack of Supplies"
ATTRITION_TOTAL:0 "[attrition|E]"
ARMY_VIEW_TROOP_TT:0 "[TroopItem.BuildTroopItemTooltip( Army.Self )]"
TROOP_LEVY:0 "[levies|E]"
TROOP_LIST_LEVIES:0 "#T [levies|E]: $TOTAL$/$MAX$#!"
TROOP_KNIGHTS:0 "#T $knight_culture_player_plural$: $TOTAL$#!"
TROOP_LIST_KNIGHT:1 "[CHARACTER.GetShortUIName|U]: [CHARACTER.GetSkill( 'prowess' )] [prowess_i|E]"
TROOP_LIST_MAA_MULTIPLE_PERSONAL: "[CHARACTER.GetShortUINamePossessive|U] [ARMY_REGIMENT.GetRegiment.GetName]: [ARMY_REGIMENT.GetCount]/[ARMY_REGIMENT.GetMax]"
TROOP_LIST_MAA_MULTIPLE_TITLE: "[ARMY_REGIMENT.GetRegiment.GetName] of the [TITLE.GetBaseName]: [ARMY_REGIMENT.GetCount]/[ARMY_REGIMENT.GetMax]"
TROOP_LIST_MAA_MULTIPLE: "[ARMY_REGIMENT.GetRegiment.GetName]: [ARMY_REGIMENT.GetCount]/[ARMY_REGIMENT.GetMax]"
TROOP_LIST_MAA_HEADER: "#T [MEN_AT_ARMS_TYPE.GetBaseTypeName]: $TOTAL$/$MAX$#!"
ARMY_TOOLTIP_ATTRITION: "[attrition|E]: [Army.GetArmyAttritionPercentage|%0-]/month"
ARMY_TOOLTIP_COMMANDER: "[commander|E]: [Character.GetShortUIName|U]"
ARMY_TOOLTIP_COMMANDER_ADVANTAGE: "[Character.GetCommanderAdvantage]"
ARMY_TOOLTIP_NO_COMMANDER:0 "No [commander|E]"
ARMY_REORGANIZATION:0 "Army Reorganization"
ATTACH_TO_UNIT_HEADER:0 "#T Attach to [army|E]#!"
ATTACH_TO_UNIT:0 "Attach to follow [TARGET_ARMY.GetName]"
CANNOT_ATTACH_UNIT_TO_SELF:0 "@warning_icon! #X Cannot attach an [army|E] to itself#!"
CANNOT_ATTACH_UNIT_TO_OWN_UNITS:0 "@warning_icon! #X Cannot attach to another [army|E] you own#!"
ALREADY_ATTACHED_TO_UNIT:0 "@warning_icon! #X Already attached to the [ARMY.GetName]#!"
UNIT_IS_ALREADY_ATTACHED_TO_US:0 "@warning_icon! #X Cannot attach to the [ARMY.GetName] as it is attached to us#!"
NOT_A_FRIENDLY_UNIT:0 "@warning_icon! #X Cannot attach to hostile or neutral [armies|E]#!"
DETACH_FROM_UNIT_HEADER:0 "#T Detatch from [army|E]#!"
DETACH_FROM_UNIT:0 "Detatch from following [TARGET_ARMY.GetName]"
NOT_ATTACHED_TO_ANY_UNIT:0 "@warning_icon! #X Not attached to another [army|E]#!"
ATTACHED_ARMY_NAME:0 "Following:\n[Army.GetName]"
ATTACH_TO_ARMY_WINDOW_HEADER:0 "Attach to Army"
ATTACH_TO_ARMY_WINDOW_TEXT:0 "Select an [army|E] in [ArmyWindow.GetArmy.GetLocation.GetName] for [ArmyWindow.GetArmy.GetName] to follow."
TOGGLE_ATTACH_TO_UNIT_WINDOW:0 "Attach to Army"
ATTACH_TO_UNIT_WINDOW_TEXT:0 "Attach to [AttachToArmyWindow.GetSelectedArmy.GetName]"
ATTACH:1 "Attach"
ARMY_UNIT_COOLTIP_NAME: "[UnitItem.GetArmy.GetNameNoTooltip]"
RAID_INTENT_SELECTION_HEADER: "Change $game_concept_raid_intent$"
RAID_INTENT_SELECTION_TEXT: "Select your [raid_intent|E]"
RAID_CHANGE_INTENT_TOOLTIP: "#T [RaidIntent.GetName]#!\n[RaidIntent.GetDescription][AddParagraph( RaidIntentSelectionWindow.GetCanPickIntentDesc( RaidIntent.Self ) )]"
RAID_SINGLE_INTENT_TOOLTIP: "#T [RaidIntent.GetName]#!\n[RaidIntent.GetDescription]"
RAID_OPEN_INTENT_WINDOW: "$RAID_SINGLE_INTENT_TOOLTIP$\n\n#I Click to change [raid_intent|E]#!"
RAID_OPEN_INTENT_WINDOW_DISABLED: "$RAID_SINGLE_INTENT_TOOLTIP$\n\n#X Cannot change [raid_intent|E] during active events!#!"
RAID_CHANGE_INTENT_TT: "#T Change $game_concept_raid_intent$#!"
INVALID_RAID_INTENT: "@warning_icon! #X Invalid [raid_intent|E]#!"

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@ -19,4 +19,8 @@
artifact_pedestal_amethyst_name:0 "Radiant Amethyst"
artifact_pedestal_amethyst_description:0 "An amethyst with a deep purple hue, from having been touched by the Fracture"
artifact_ak_mace_name:0 "Kalasnikov's Blessing"
artifact_ak_mace_description:0 "Deep Lore"
artifact_ak_mace_description:0 "Deep Lore"
skull_saint_chad_name:0 "Skull of Saint Chad"
skull_saint_chad_desc:0 "This weathered skull is venerated as the holy relic of Saint Chad of Lichfield, a great bishop famed for his piety and miraculous healings. Some whisper that the skull instead belonged to a long-dead tyrant who persecuted the Church but surely the faithful know better."
skull_ironside_name:0 "Skull of the Ironside"
skull_ironside_desc:0 "This grim skull is said to have belonged to a great Lord Protector, whose true name has long since been lost, remembered only as the Ironside. In the days of old, he is said to have fought those who raised their hands against the Queen, becoming famed for his strength and stern authority. Some claim that the skull is merely that of a long-dead, feeble bishop but we know better."

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@ -1,422 +0,0 @@
l_english:
COUNCIL_SAME_CHARACTER:0 "[CHARACTER.GetShortUIName|U] cannot be Councillor and Council owner at the same time."
COUNCIL_NOT_LIEGE:0 "[CHARACTER.GetShortUIName|U] must be the liege of [TARGET_CHARACTER.GetShortUIName] to assign it as Councillor."
COUNCIL_NOT_VALID_POSITION:0 "[CHARACTER.GetShortUIName|U] cannot have a $NAME$ councillor in the council."
COUNCIL_NOT_VALID_CHARACTER:1 "The $NAME$ position is not valid for [CHARACTER.GetShortUIName]."
COUNCIL_NOT_VALID_TASK:0 "Trying to assign an invalid task"
COUNCIL_POSITION_FILLED:1 "[CHARACTER.GetShortUINamePossessive] Council already has a $NAME$"
COUNCIL_CANT_TAKE_NO_POSITION:1 "[CHARACTER.GetShortUIName|U] cannot take [TARGET_CHARACTER.GetShortUINamePossessive] Council position because [TARGET_CHARACTER.GetSheHe] is not on the Council."
COUNCIL_CANT_SWAP_NO_POSITION:1 "[CHARACTER.GetShortUIName|U] cannot swap Council positions with [TARGET_CHARACTER.GetShortUIName] because [TARGET_CHARACTER_2.GetShortUIName] is not on the Council."
COUNCIL_CANT_SWAP_EQUAL:0 "[TARGET_CHARACTER.GetShortUIName|U] and [TARGET_CHARACTER_2.GetShortUIName] cannot swap Council positions because they have the same position already."
COUNCIL_CANT_FIRE_NO_COUNCILLOR:1 "[CHARACTER.GetShortUIName|U] cannot fire [TARGET_CHARACTER.GetShortUIName] from the Council because [TARGET_CHARACTER.GetSheHe] does not have this Council position."
COUNCIL_NOT_LIEGE_TASK:1 "[CHARACTER.GetShortUIName|U] must be the liege of [TARGET_CHARACTER.GetShortUIName] to be able to assign [TARGET_CHARACTER.GetHerHim] a task."
COUNCIL_CANT_TASK_COUNCILLOR:1 "[CHARACTER.GetShortUIName|U] cannot give a task to [TARGET_CHARACTER.GetShortUIName] because [TARGET_CHARACTER.GetSheHe] does not have a Council position."
COUNCIL_CANT_TAKE_TASK_COUNCIL_TYPE:0 "[CHARACTER.GetShortUINamePossessive] current $ACTUAL_POS$ council position is not the $REQUIRED_POS$ required for the $TASK_NAME$ task."
COUNCIL_CANT_TAKE_TASK_CHARACTER:0 "[CHARACTER.GetShortUIName|U] does not fit the requirements to perform the $TASK_NAME$ task."
COUNCIL_CANT_CANCEL_TASK_COUNCILLOR:0 "[CHARACTER.GetShortUIName|U] cannot cancel a task of [TARGET_CHARACTER.GetShortUIName] because does not have a Council position."
COUNCIL_CANT_CANCEL_NO_RUNING:0 "[CHARACTER.GetShortUIName|U] is not running any task."
START_COUNCIL_TASK_TITLE:0 "#T $TASK$#!"
COUNCILLOR_NO_CHARACTER_IN_POSITION:0 "No $POSITION$"
START_COUNCIL_TASK_SEND_COUNTY:1 "Send your [COUNCIL_TASK.GetPositionName] to [COUNCIL_TASK_TYPE.GetName] on [COUNTY.GetTitle.GetName]"
START_COUNCIL_TASK_SEND_COURT:1 "Send your [COUNCIL_TASK.GetPositionName] to [COUNCIL_TASK_TYPE.GetName] on [TARGET.GetShortUINamePossessive] court"
START_COUNCIL_TASK_ABORTED:1 "\n@warning_icon! #X Your [COUNCIL_TASK.GetPositionNamePossesive] current Task ('[COUNCIL_TASK.GetTaskType.GetName]') will be aborted.#!"
COUNCILLOR_TASK_ALREADY_IN_PROCESS:0 "The task is already being executed"
COUNCILLOR_TIMEOUT_FIRE:1 "@warning_icon! #X The [councillor|E] cannot be fired until [DATE.GetString]#!"
COUNCILLOR_TIMEOUT_REASSIGN:0 "@warning_icon! #X The [councillor|E] cannot be reassigned until [DATE.GetString]#!"
COUNCILLOR_ALREADY_CHANGED:1 "@warning_icon! #X The [councillor|E] has already been fired or assigned once#!"
COUNCILLOR_CAN_CHANGE_ONCE:0 "@warning_icon! #X Once appointed as [COUNCIL_POSITION_TYPE.GetName|V], [CHARACTER.GetShortUIName] cannot be fired or assigned another position#!"
COUNCILLOR_CLICK_TO_HIRE:1 "Click to appoint a [ActiveCouncilTask.GetPositionName|E]"
COUNCILLOR_BLANK_LIEGE:0 "Your [liege|E] has no [ActiveCouncilTask.GetPositionName|E]"
COUNCILLOR_MISSING_SPOUSE:0 "You have no [available_spouse|E]"
COUNCILLOR_LIEGE_MISSING_SPOUSE:2 "[CouncilWindow.GetCharacter.GetShortUIName] has no [available_spouse|E]"
COUNCILLOR_WILL_BE_ASSIGNED:0 "The [councillor|E] is about to be assigned"
COUNCILLOR_MISSING_VIZIER: "You have no [vizier|E] or [spouse|E]"
COUNCILLOR_LIEGE_MISSING_VIZIER: "[CouncilWindow.GetCharacter.GetShortUIName] has no [vizier|E] or [spouse|E]"
COUNCILLOR_MISSING_CHANCELLOR: "You have no [chancellor|E]"
COUNCILLOR_MISSING_MARSHAL: "You have no [marshal|E]"
COUNCILLOR_MISSING_STEWARD: "You have no [steward|E]"
COUNCILLOR_MISSING_SPYMASTER: "You have no [spymaster|E]"
COUNCILLOR_MISSING_COURT_CHAPLAIN: "You have no [court_chaplain|E]"
learn_on_the_job_modifier:0 "$learn_on_the_job_perk_name$"
councillor_coregent:0 "Coregent"
councillor_coregent_possessive:0 "Coregent's"
councillor_chancellor:0 "Chancellor"
councillor_chancellor_possessive:0 "Chancellor's"
councillor_chancellor_desc: "$game_concept_chancellor_desc$"
councillor_steward:0 "Steward"
councillor_steward_possessive:0 "Steward's"
councillor_steward_desc: "$game_concept_steward_desc$"
councillor_marshal:0 "Marshal"
councillor_marshal_possessive:0 "Marshal's"
councillor_marshal_desc: "$game_concept_marshal_desc$"
councillor_spymaster:0 "Spymaster"
councillor_spymaster_possessive:0 "Spymaster's"
councillor_spymaster_desc: "$game_concept_spymaster_desc$"
councillor_court_chaplain:0 "Court Chaplain"
councillor_court_chaplain_possessive:0 "Court Chaplain's"
councillor_court_chaplain_desc: "$game_concept_court_chaplain_desc$"
councillor_vizier: "Confidant"
councillor_vizier_desc: "As a [clan_government|E] Ruler you can decide to assign either your [vizier|E] or any of your [spouses|E] as your Confidant. Whoever you choose will support you in your daily tasks."
councillor_vizier_possessive: "Confidant's"
councillor_kurultai: "Kurultai Member"
councillor_kurultai_possessive: "Kurultai Member's"
councillor_kurultai_1: "$councillor_kurultai$"
councillor_kurultai_1_possessive: "$councillor_kurultai_possessive$"
councillor_kurultai_1_desc: "$game_concept_kurultai_desc$"
councillor_kurultai_2: "$councillor_kurultai$"
councillor_kurultai_2_possessive: "$councillor_kurultai_possessive$"
councillor_kurultai_2_desc: "$game_concept_kurultai_desc$"
councillor_kurultai_3: "$councillor_kurultai$"
councillor_kurultai_3_possessive: "$councillor_kurultai_possessive$"
councillor_kurultai_3_desc: "$game_concept_kurultai_desc$"
councillor_kurultai_4: "$councillor_kurultai$"
councillor_kurultai_4_possessive: "$councillor_kurultai_possessive$"
councillor_kurultai_4_desc: "$game_concept_kurultai_desc$"
#Flavor localization for Court Chaplains, sorted by Religion.
#Fallback
councillor_court_chaplain_theocrat_county:1 "Suffragan Bishop"
councillor_court_chaplain_theocrat_county_female: "Suffragan Bishopess"
councillor_court_chaplain_theocrat_county_possessive:1 "Suffragan Bishop's"
councillor_court_chaplain_theocrat_county_female_possessive: "Suffragan Bishopess'"
councillor_court_chaplain_theocrat_duchy:1 "Bishop"
councillor_court_chaplain_theocrat_duchy_female: "Bishopess"
councillor_court_chaplain_theocrat_duchy_possessive:1 "Bishop's"
councillor_court_chaplain_theocrat_duchy_female_possessive: "Bishopess'"
councillor_court_chaplain_theocrat_kingdom:1 "Archbishop"
councillor_court_chaplain_theocrat_kingdom_female: "Archbishopess"
councillor_court_chaplain_theocrat_kingdom_possessive:1 "Archbishop's"
councillor_court_chaplain_theocrat_kingdom_female_possessive: "Archbishopess'"
councillor_court_chaplain_theocrat_empire:0 "Patriarch"
councillor_court_chaplain_theocrat_empire_female:0 "Matriarch"
councillor_court_chaplain_theocrat_empire_possessive:0 "Patriarch's"
councillor_court_chaplain_theocrat_empire_female_possessive:0 "Matriarch's"
#Christian
councillor_court_chaplain_christian_county:1 "Suffragan Bishop"
councillor_court_chaplain_christian_county_female: "Suffragan Bishopess"
councillor_court_chaplain_christian_county_possessive:1 "Suffragan Bishop's"
councillor_court_chaplain_christian_county_female_possessive: "Suffragan Bishopess'"
councillor_court_chaplain_christian_duchy:1 "Bishop"
councillor_court_chaplain_christian_duchy_female: "Bishopess"
councillor_court_chaplain_christian_duchy_possessive:1 "Bishop's"
councillor_court_chaplain_christian_duchy_female_possessive: "Bishopess'"
councillor_court_chaplain_christian_kingdom:1 "Archbishop"
councillor_court_chaplain_christian_kingdom_female: "Archbishopess"
councillor_court_chaplain_christian_kingdom_possessive:1 "Archbishop's"
councillor_court_chaplain_christian_kingdom_female_possessive: "Archbishopess'"
councillor_court_chaplain_christian_empire:0 "Patriarch"
councillor_court_chaplain_christian_empire_female:0 "Matriarch"
councillor_court_chaplain_christian_empire_possessive:0 "Patriarch's"
councillor_court_chaplain_christian_empire_female_possessive:0 "Matriarch's"
councillor_court_chaplain_catholic_county: "Court Chaplain"
councillor_court_chaplain_catholic_county_possessive: "Court Chaplain's"
councillor_court_chaplain_catholic_duchy: "Bishop"
councillor_court_chaplain_catholic_duchy_female: "Bishopess"
councillor_court_chaplain_catholic_duchy_possessive: "Bishop's"
councillor_court_chaplain_catholic_duchy_female_possessive: "Bishopess'"
councillor_court_chaplain_catholic_clerical_region: "Archbishop"
councillor_court_chaplain_catholic_clerical_region_female: "Archbishopess"
councillor_court_chaplain_catholic_clerical_region_possessive: "Archbishop's"
councillor_court_chaplain_catholic_clerical_region_female_possessive: "Archbishopess'"
#Orthodox
councillor_court_chaplain_orthodox_county:1 "Priest"
councillor_court_chaplain_orthodox_county_female: "Priestess"
councillor_court_chaplain_orthodox_county_possessive:1 "Priest's"
councillor_court_chaplain_orthodox_county_female_possessive: "Priestess'"
councillor_court_chaplain_orthodox_duchy:1 "Episcopus"
councillor_court_chaplain_orthodox_duchy_female: "Episcopa"
councillor_court_chaplain_orthodox_duchy_possessive:1 "Episcopus'"
councillor_court_chaplain_orthodox_duchy_female_possessive: "Episcopa's"
councillor_court_chaplain_orthodox_clerical_region_archbishop: "Archbishop"
councillor_court_chaplain_orthodox_clerical_region_archbishop_female: "Archbishop"
councillor_court_chaplain_orthodox_clerical_region_archbishop_possessive: "Archbishop's"
councillor_court_chaplain_orthodox_clerical_region_archbishop_female_possessive: "Archbishop's"
councillor_court_chaplain_orthodox_clerical_region_exarch: "Exarch"
councillor_court_chaplain_orthodox_clerical_region_exarch_female: "Exarch"
councillor_court_chaplain_orthodox_clerical_region_exarch_possessive: "Exarch's"
councillor_court_chaplain_orthodox_clerical_region_exarch_female_possessive: "Exarch's"
councillor_court_chaplain_orthodox_clerical_region: "Metropolitan"
councillor_court_chaplain_orthodox_clerical_region_possessive: "Metropolitan's"
councillor_court_chaplain_orthodox_clerical_region_holy_site: "Patriarch"
councillor_court_chaplain_orthodox_clerical_region_holy_site_female: "Matriarch"
councillor_court_chaplain_orthodox_clerical_region_holy_site_possessive: "Patriarch's"
councillor_court_chaplain_orthodox_clerical_region_holy_site_female_possessive: "Matriarch's"
councillor_court_chaplain_orthodox_kingdom:0 "Patriarch"
councillor_court_chaplain_orthodox_kingdom_female:0 "Matriarch"
councillor_court_chaplain_orthodox_kingdom_possessive:0 "Patriarch's"
councillor_court_chaplain_orthodox_kingdom_female_possessive:0 "Matriarch's"
councillor_court_chaplain_orthodox_empire:0 "Patriarch"
councillor_court_chaplain_orthodox_empire_female:0 "Matriarch"
councillor_court_chaplain_orthodox_empire_possessive:0 "Patriarch's"
councillor_court_chaplain_orthodox_empire_female_possessive:0 "Matriarch's"
#Islam
councillor_court_chaplain_islam_county:0 "Court Imam"
councillor_court_chaplain_islam_county_possessive:0 "Court Imam's"
councillor_court_chaplain_islam_duchy:0 "Mufti"
councillor_court_chaplain_islam_duchy_possessive:0 "Mufti's"
councillor_court_chaplain_islam_kingdom:0 "Allamah"
councillor_court_chaplain_islam_kingdom_possessive:0 "Allamah's"
councillor_court_chaplain_islam_empire:0 "Grand Allamah"
councillor_court_chaplain_islam_empire_possessive:0 "Grand Allamah's"
#Shia
councillor_court_chaplain_ismaili_county:0 "Qadi"
councillor_court_chaplain_ismaili_county_possessive:0 "Qadi's"
councillor_court_chaplain_ismaili_kingdom:0 "Ayatollah"
councillor_court_chaplain_ismaili_kingdom_possessive:0 "Ayatollah's"
councillor_court_chaplain_ismaili_empire:0 "Grand Ayatollah"
councillor_court_chaplain_ismaili_empire_possessive:0 "Grand Ayatollah's"
# Yazidi
councillor_court_chaplain_yazidi_county:0 "Peshimam"
councillor_court_chaplain_yazidi_county_possessive:0 "Peshimam's"
councillor_court_chaplain_yazidi_duchy:0 "Pîr"
councillor_court_chaplain_yazidi_duchy_possessive:0 "Pîr's"
councillor_court_chaplain_yazidi_kingdom:0 "Sheikh"
councillor_court_chaplain_yazidi_kingdom_possessive:0 "Sheikh's"
councillor_court_chaplain_yazidi_empire:0 "Baba Sheikh"
councillor_court_chaplain_yazidi_empire_possessive:0 "Baba Sheikh's"
# Bon (Upadhyaya/Upadhyayani) (Purohit) (Banchenpo)
councillor_court_chaplain_bon_religion_kingdom:0 "Banchenpo"
councillor_court_chaplain_bon_religion_kingdom_possessive:0 "Banchenpo's"
# Buddhism/Hinduism/Jainism (Upadhyaya/Upadhyayani) (Purohit) (Rajpurohit) (Marajpurohit)
councillor_court_chaplain_buddhism_religion_county:0 "Upadhyaya"
councillor_court_chaplain_buddhism_religion_county_female:0 "Upadhyayani"
councillor_court_chaplain_buddhism_religion_county_possessive:0 "Upadhyaya's"
councillor_court_chaplain_buddhism_religion_county_female_possessive:0 "Upadhyayani's"
councillor_court_chaplain_buddhism_religion_duchy:0 "Purohit"
councillor_court_chaplain_buddhism_religion_duchy_possessive:0 "Purohit's"
councillor_court_chaplain_buddhism_religion_kingdom:0 "Rajpurohit"
councillor_court_chaplain_buddhism_religion_kingdom_possessive:0 "Rajpurohit's"
councillor_court_chaplain_buddhism_religion_empire:0 "Marajpurohit"
councillor_court_chaplain_buddhism_religion_empire_possessive:0 "Marajpurohit's"
# Dualism (Didaskalos) (Ecclesiarch) (Patriarch/Matriarch)
councillor_court_chaplain_dualism_religion_county:0 "Didaskalos"
councillor_court_chaplain_dualism_religion_county_female:0 "Didaskalos"
councillor_court_chaplain_dualism_religion_county_possessive:0 "Didaskalos'"
councillor_court_chaplain_dualism_religion_county_female_possessive:0 "Didaskalos'"
# Germanic (Godi) (Hofgodi) (Riksgodi) (Kjarrgodi)
councillor_court_chaplain_germanic_religion_county:0 "Godi"
councillor_court_chaplain_germanic_religion_county_female:0 "Gydja"
councillor_court_chaplain_germanic_religion_county_possessive:0 "Godi's"
councillor_court_chaplain_germanic_religion_county_female_possessive:0 "Gydja's"
councillor_court_chaplain_germanic_religion_duchy:0 "Hofgoði"
councillor_court_chaplain_germanic_religion_duchy_possessive:0 "Hofgoði's"
councillor_court_chaplain_germanic_religion_kingdom:0 "Riksgoði"
councillor_court_chaplain_germanic_religion_kingdom_possessive:0 "Riksgoði's"
councillor_court_chaplain_germanic_religion_empire:0 "Kjárrgoði"
councillor_court_chaplain_germanic_religion_empire_possessive:0 "Kjárrgoði's"
# Hellenism (Augur/Seeress) (Flamen/Vestal) (Pontifex) (Oracle/Sybil)
councillor_court_chaplain_hellenism_religion_county:0 "Flamen"
councillor_court_chaplain_hellenism_religion_county_female:0 "Vestal"
councillor_court_chaplain_hellenism_religion_county_possessive:0 "Flamen's"
councillor_court_chaplain_hellenism_religion_county_female_possessive:0 "Vestal's"
councillor_court_chaplain_hellenism_religion_duchy:0 "Pontifex"
councillor_court_chaplain_hellenism_religion_duchy_possessive:0 "Pontifex's"
councillor_court_chaplain_hellenism_religion_kingdom:0 "Oracle"
councillor_court_chaplain_hellenism_religion_kingdom_female:0 "Sybil"
councillor_court_chaplain_hellenism_religion_kingdom_possessive:0 "Oracle's"
councillor_court_chaplain_hellenism_religion_kingdom_female_possessive:0 "Sybil's"
# Judaism (Court Rabbi) (Kohen) (Rabban) (Nasi) (Gadol)
councillor_court_chaplain_judaism_religion_county:0 "Kohen"
councillor_court_chaplain_judaism_religion_county_possessive:0 "Kohen's"
councillor_court_chaplain_judaism_religion_duchy:0 "Rabban"
councillor_court_chaplain_judaism_religion_duchy_possessive:0 "Rabban's"
councillor_court_chaplain_judaism_religion_kingdom:0 "Nasi"
councillor_court_chaplain_judaism_religion_kingdom_possessive:0 "Nasi's"
councillor_court_chaplain_judaism_religion_empire:0 "Gadol"
councillor_court_chaplain_judaism_religion_empire_possessive:0 "Gadol's"
# Magyarism (Court Shaman) (Táltos) (High Táltos) (Grand Táltos)
councillor_court_chaplain_magyarism_religion_county:0 "Táltos"
councillor_court_chaplain_magyarism_religion_county_possessive:0 "Táltos'"
# Paganism (Court Shaman) (Shaman) (High Shaman)
councillor_court_chaplain_paganism_religion_county:0 "Court Shaman"
councillor_court_chaplain_paganism_religion_county_possessive:0 "Court Shaman's"
councillor_court_chaplain_paganism_religion_duchy:1 "Shaman"
councillor_court_chaplain_paganism_religion_duchy_possessive:1 "Shaman's"
councillor_court_chaplain_paganism_religion_kingdom:1 "High Shaman"
councillor_court_chaplain_paganism_religion_kingdom_female:1 "$councillor_court_chaplain_paganism_religion_kingdom$"
councillor_court_chaplain_paganism_religion_kingdom_possessive:1 "High Shaman's"
councillor_court_chaplain_paganism_religion_kingdom_female_possessive:1 "$councillor_court_chaplain_paganism_religion_kingdom_possessive$"
# Baltic (Court Seer) (Vaidilė/Vaidilutė)
councillor_court_chaplain_baltic_religion_county:0 "Court Seer"
councillor_court_chaplain_baltic_religion_county_female:0 "Court Seeress"
councillor_court_chaplain_baltic_religion_county_possessive:0 "Court Seer's"
councillor_court_chaplain_baltic_religion_county_female_possessive:0 "Court Seeress'"
councillor_court_chaplain_baltic_religion_duchy:0 "Vaidilė"
councillor_court_chaplain_baltic_religion_duchy_female:0 "Vaidilutė"
councillor_court_chaplain_baltic_religion_duchy_possessive:0 "Vaidilė's"
councillor_court_chaplain_baltic_religion_duchy_female_possessive:0 "Vaidilutė"
# Slavic (Court Seer) (Zhrets/Zhritsa) (Volkhv/Vedunya) (Grand Diviner)
councillor_court_chaplain_slavic_religion_duchy:0 "Zhrets"
councillor_court_chaplain_slavic_religion_duchy_female:0 "Zhritsa"
councillor_court_chaplain_slavic_religion_duchy_possessive:0 "Zhrets'"
councillor_court_chaplain_slavic_religion_duchy_female_possessive:0 "Zhritsa's"
councillor_court_chaplain_slavic_religion_kingdom:0 "Volkhv"
councillor_court_chaplain_slavic_religion_kingdom_female:0 "Vedunya"
councillor_court_chaplain_slavic_religion_kingdom_possessive:0 "Volkhv's"
councillor_court_chaplain_slavic_religion_kingdom_female_possessive:0 "Vedunya's"
# Finno-Ugric (Court Seer) (Noaidi) (High Noaidi) (Grand Diviner)
councillor_court_chaplain_finno_ugric_religion_duchy:0 "Noaidi"
councillor_court_chaplain_finno_ugric_religion_duchy_possessive:0 "Noaidi's"
# Taoism (Libationer)
councillor_court_chaplain_taoism_religion_county:0 "Court Priest"
councillor_court_chaplain_taoism_religion_county_female:0 "Court Priestess"
councillor_court_chaplain_taoism_religion_county_possessive:0 "Court Priest's"
councillor_court_chaplain_taoism_religion_county_female_possessive:0 "Court Priestess'"
councillor_court_chaplain_taoism_religion_duchy:0 "Libationer"
councillor_court_chaplain_taoism_religion_duchy_possessive:0 "Libationer's"
councillor_court_chaplain_taoism_religion_kingdom:0 "High Libationer"
councillor_court_chaplain_taoism_religion_kingdom_possessive:0 "High Libationer's"
# Tengrism (Shaman)
councillor_court_chaplain_tengrism_religion_duchy:0 "Shaman"
councillor_court_chaplain_tengrism_religion_duchy_possessive:0 "Shaman's"
councillor_court_chaplain_tengrism_religion_kingdom:0 "High Shaman"
councillor_court_chaplain_tengrism_religion_kingdom_possessive:0 "High Shaman's"
# West African (Shaman)
councillor_court_chaplain_west_african_religion_duchy:0 "Hogon"
councillor_court_chaplain_west_african_religion_duchy_possessive:0 "Hogon's"
# West African Bori (Shaman)
councillor_court_chaplain_west_african_bori_religion_duchy:0 "Adjingi"
councillor_court_chaplain_west_african_bori_religion_duchy_female:0 "Magadja"
councillor_court_chaplain_west_african_bori_religion_duchy_possessive:0 "Adjingi's"
councillor_court_chaplain_west_african_bori_religion_duchy_female_possessive:0 "Magadja's"
# West African Roog (Shaman)
councillor_court_chaplain_west_african_roog_religion_duchy:0 "Saltigue"
councillor_court_chaplain_west_african_roog_religion_duchy_possessive:0 "Saltigue's"
# Zoroastrianism (Mobed)
councillor_court_chaplain_zoroastrianism_religion_county:0 "Herbad"
councillor_court_chaplain_zoroastrianism_religion_county_possessive:0 "Herbad's"
councillor_court_chaplain_zoroastrianism_religion_duchy:0 "Mobed"
councillor_court_chaplain_zoroastrianism_religion_duchy_female:0 "Mobedyar"
councillor_court_chaplain_zoroastrianism_religion_duchy_possessive:0 "Mobed's"
councillor_court_chaplain_zoroastrianism_religion_duchy_female_possessive:0 "Mobedyar's"
councillor_court_chaplain_zoroastrianism_religion_kingdom:0 "Dastur"
councillor_court_chaplain_zoroastrianism_religion_kingdom_female:0 "Dastuyar"
councillor_court_chaplain_zoroastrianism_religion_kingdom_possessive:0 "Dastur's"
councillor_court_chaplain_zoroastrianism_religion_kingdom_female_possessive:0 "Dastuyar's"
# Zunism (Court Seer) (Diviner) (Grand Diviner)
councillor_court_chaplain_zunism_religion_duchy:0 "Diviner"
councillor_court_chaplain_zunism_religion_duchy_possessive:0 "Diviner's"
councillor_court_chaplain_zunism_religion_kingdom:0 "Grand Diviner"
councillor_court_chaplain_zunism_religion_kingdom_possessive:0 "Grand Diviner's"
# Mandala Government
councillor_court_chaplain_mandala_government: "Chief Priest"
councillor_court_chaplain_mandala_government_possessive: "Chief Priest's"
councillor_court_chaplain_mandala_government_female: "Chief Priestess"
councillor_court_chaplain_mandala_government_female_possessive: "Chief Priestess'"
# Celestial Government
councillor_chancellor_celestial_government_imperial: "Grand Chancellor"
councillor_chancellor_celestial_government_imperial_possessive: "Grand Chancellor's"
councillor_marshal_celestial_government_imperial: "General-in-Chief"
councillor_marshal_celestial_government_imperial_possessive: "General-in-Chief's"
councillor_steward_celestial_government_imperial: "Minister of Revenue"
councillor_steward_celestial_government_imperial_possessive: "Minister of Revenue's"
councillor_spymaster_celestial_government_imperial: "Imperial Censor"
councillor_spymaster_celestial_government_imperial_possessive: "Imperial Censor's"
councillor_court_chaplain_celestial_government_imperial: "Minister of Rites"
councillor_court_chaplain_celestial_government_imperial_possessive: "Minister of Rites'"
councillor_chancellor_non_celestial_government_imperial: "$councillor_chancellor_celestial_government_imperial$"
councillor_chancellor_non_celestial_government_imperial_possessive: "$councillor_chancellor_celestial_government_imperial_possessive$"
councillor_steward_non_celestial_government_imperial: "Grand Treasurer"
councillor_steward_non_celestial_government_imperial_possessive: "Grand Treasurer's"
councillor_marshal_non_celestial_government_imperial: "Grand General"
councillor_marshal_non_celestial_government_imperial_possessive: "Grand General's"
councillor_spymaster_non_celestial_government_imperial: "Grand Censor"
councillor_spymaster_non_celestial_government_imperial_possessive: "Grand Censor's"
councillor_chancellor_celestial_government_non_imperial: "Chief Secretary"
councillor_chancellor_celestial_government_non_imperial_possessive: "Chief Secretary's"
councillor_marshal_celestial_government_non_imperial: "Army Supervisor"
councillor_marshal_celestial_government_non_imperial_possessive: "Army Supervisor's"
councillor_steward_celestial_government_non_imperial: "Fiscal Commissioner"
councillor_steward_celestial_government_non_imperial_possessive: "Fiscal Commissioner's"
councillor_spymaster_celestial_government_non_imperial: "Investigating Censor"
councillor_spymaster_celestial_government_non_imperial_possessive: "Investigating Censor's"
councillor_court_chaplain_celestial_government_non_imperial: "Ritualist"
councillor_court_chaplain_celestial_government_non_imperial_possessive: "Ritualist's"
councillor_court_chaplain_buddhist_chinese: "Héshàng"
councillor_court_chaplain_buddhist_chinese_possessive: "Héshàng's"
councillor_court_chaplain_daoist_chinese: "Taozhang"
councillor_court_chaplain_daoist_chinese_possessive: "Taozhang's"
councillor_court_chaplain_confucian_chinese: "Lisheng"
councillor_court_chaplain_confucian_chinese_possessive: "Lisheng's"
councillor_court_chaplain_buddhist_tibetan: "Banchenpo "
councillor_court_chaplain_buddhist_tibetan_possessive: "Banchenpo's"
councillor_chancellor_celestial_family_head: "Private Secretary"
councillor_chancellor_celestial_family_head_possessive: "Private Secretary's"
councillor_marshal_celestial_family_head: "Guard Captain"
councillor_marshal_celestial_family_head_possessive: "Guard Captain's"
councillor_steward_celestial_family_head: "Estate Manager"
councillor_steward_celestial_family_head_possessive: "Estate Manager's"
councillor_spymaster_celestial_family_head: "Observer"
councillor_spymaster_celestial_family_head_possessive: "Observer's"
#Flavor localizaton for Spouse Councilor, sorted by Cultures/Governments.
councillor_spouse:0 "Spouse"
councillor_spouse_desc: "$game_concept_spouse_desc$"
councillor_spouse_prince_consort:0 "Prince Consort"
councillor_spouse_husband:0 "Husband"
councillor_spouse_empress:0 "Empress"
councillor_spouse_queen:0 "Queen"
councillor_spouse_duchess:0 "Duchess"
councillor_spouse_countess:0 "Countess"
councillor_spouse_baroness:0 "Baroness"
councillor_spouse_emperor:0 "Emperor"
councillor_spouse_king:0 "King"
councillor_spouse_duke:0 "Duke"
councillor_spouse_count:0 "Count"
councillor_spouse_baron:0 "Baron"
councillor_spouse_consort: "Consort"
councillor_spouse_possessive:0 "Spouse's"
councillor_spouse_prince_consort_possessive:0 "Prince Consort's"
councillor_spouse_husband_possessive:0 "Husband's"
councillor_spouse_empress_possessive:0 "Empress'"
councillor_spouse_queen_possessive:0 "Queen's"
councillor_spouse_duchess_possessive:0 "Duchess'"
councillor_spouse_countess_possessive:0 "Countess'"
councillor_spouse_baroness_possessive:0 "Baroness'"
councillor_spouse_emperor_possessive:0 "Emperor's"
councillor_spouse_king_possessive:0 "King's"
councillor_spouse_duke_possessive:0 "Duke's"
councillor_spouse_count_possessive:0 "Count's"
councillor_spouse_baron_possessive:0 "Baron's"
councillor_leaving_court_message_title:0 "Councillor Left Court"
councillor_leaving_court_marriage_notification:0 "Your [council_task.GetPositionName], [councillor.GetShortUINameNoTooltip|U], left [councillor.GetHerHis] position and your [old_employer.Custom('GetCourtConcept')] as a result of [councillor.GetHerHis] [marriage|E] to a [landed|E] spouse. #weak ([councillor.GetPrimarySpouse.GetShortUIName|U])#!"
councillor_leaving_court_landed_notification:0 "Your [council_task.GetPositionName], [councillor.GetShortUINameNoTooltip|U], left [councillor.GetHerHis] position and your [old_employer.Custom('GetCourtConcept')] after gaining a [title|E]. #weak ([councillor.GetPrimaryTitle.GetBaseName|V])#!"
councillor_leaving_court_generic_fallback_notification:0 "Your [old_employer.Custom2('RelationToMeShort', councillor)], [councillor.GetShortUINameNoTooltip|U], has left [councillor.GetHerHis] [council|E] position and your [old_employer.Custom('GetCourtConcept')]."
councillor_court_chaplain_shintoism_religion: "Court Priest"
councillor_court_chaplain_shintoism_religion_possessive: "Court Priest's"

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@ -1,751 +0,0 @@
l_english:
ACTIVE_COUNCIL_TASK_TT:2 "My [ActiveCouncilTask.GetPositionType.GetNameForPlayer] [ActiveCouncilTask.GetCouncillor.GetFirstName|V] is assigned to [ActiveCouncilTask.GetTaskType.GetName|V]"
ACTIVE_COUNCIL_TASK_FROZEN_TT:1 "#T [ActiveCouncilTask.GetTaskType.GetName|V] #!\n@warning_icon! #X Assign a character to this council position to continue progressing the task#!"
POTENTIAL_COUNCIL_TASK_TT:2 "[ActiveCouncilTask.GetCouncillor.GetUIName] will be assigned to [ActiveCouncilTask.GetTaskType.GetName|V]"
COUNCIL_TASK_TT:0 "#T [ActiveCouncilTask.GetTaskType.GetName]#!\n[SelectLocalization( GuiPotentialCouncilTask.IsActive, 'ACTIVE_COUNCIL_TASK_TT', 'POTENTIAL_COUNCIL_TASK_TT' )]"
COUNCIL_TASK_MAP_TT:0 "#T [ActiveCouncilTask.GetTaskType.GetName]#!\n$ACTIVE_COUNCIL_TASK_TT$"
council_task_possible_side_effects:1 "\n\n[councillor_task_possible_side_effects|E] #weak — [councillor.Custom('GetCouncillorKurultaiMember')] Skill#!"
task_generic_notification_tooltip:0 "From a [councillor_task|E]"
COUNCILLOR_IS_YOUR_FRIEND:1 "[councillor.GetCouncilTitle] [councillor.GetShortUIName] is your [friend|E]"
COUNCILLOR_IS_YOUR_BEST_FRIEND:1 "[councillor.GetCouncilTitle] [councillor.GetShortUIName] is your [best_friend|E]"
COUNCILLOR_IS_YOUR_RIVAL:1 "[councillor.GetCouncilTitle] [councillor.GetShortUIName] is your [rival|E]"
COUNCILLOR_IS_YOUR_NEMESIS:1 "[councillor.GetCouncilTitle] [councillor.GetShortUIName] is your [nemesis|E]"
#Council task tooltips.
task_diplomacy_bad_unskilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('diplomacy_skill_level')] diplomacy skill caused this problem."
task_martial_bad_unskilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('martial_skill_level')] martial skill caused this problem."
task_stewardship_bad_unskilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('stewardship_skill_level')] stewardship skill caused this problem."
task_intrigue_bad_unskilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('intrigue_skill_level')] intrigue skill caused this problem."
task_learning_bad_unskilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('learning_skill_level')] learning skill caused this problem."
task_diplomacy_bad_skilled_notification_tooltip:0 "This problem happened in spite of your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('diplomacy_skill_level')] diplomacy skill."
task_martial_bad_skilled_notification_tooltip:0 "This problem happened in spite of your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('martial_skill_level')] martial skill."
task_stewardship_bad_skilled_notification_tooltip:0 "This problem happened in spite of your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('stewardship_skill_level')] stewardship skill."
task_intrigue_bad_skilled_notification_tooltip:0 "This problem happened in spite of your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('intrigue_skill_level')] intrigue skill."
task_learning_bad_skilled_notification_tooltip:0 "This problem happened in spite of your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('learning_skill_level')] learning skill."
task_diplomacy_good_unskilled_notification_tooltip:0 "This happened despite your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('diplomacy_skill_level')] diplomacy skill."
task_martial_good_unskilled_notification_tooltip:0 "This happened despite your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('martial_skill_level')] martial skill."
task_stewardship_good_unskilled_notification_tooltip:0 "This happened despite your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('stewardship_skill_level')] stewardship skill."
task_intrigue_good_unskilled_notification_tooltip:0 "This happened despite your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('intrigue_skill_level')] intrigue skill."
task_learning_good_unskilled_notification_tooltip:0 "This happened despite your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('learning_skill_level')] learning skill."
task_diplomacy_good_skilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('diplomacy_skill_level')] diplomacy skill led to this windfall."
task_martial_good_skilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('martial_skill_level')] martial skill led to this windfall."
task_stewardship_good_skilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('stewardship_skill_level')] stewardship skill led to this windfall."
task_intrigue_good_skilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('intrigue_skill_level')] intrigue skill led to this windfall."
task_learning_good_skilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('learning_skill_level')] learning skill led to this windfall."
task_martial_good_acclaimed_knight_notification_tooltip:0 "This happened because of a glorious [acclaimed_knight]."
#spouse
spouse_task_diplomacy_good_skilled_notification_tooltip:0 "Your spouse's [councillor.Custom('diplomacy_skill_level')] diplomacy skill led to this windfall."
spouse_task_diplomacy_good_unskilled_notification_tooltip:0 "This happened despite your spouse's [councillor.Custom('diplomacy_skill_level')] diplomacy skill."
spouse_task_martial_good_unskilled_notification_tooltip:0 "This happened despite your spouse's [councillor.Custom('martial_skill_level')] martial skill."
spouse_task_martial_good_skilled_notification_tooltip:0 "Your spouse's [councillor.Custom('martial_skill_level')] martial skill led to this windfall."
spouse_task_stewardship_good_skilled_notification_tooltip:0 "Your spouse's [councillor.Custom('stewardship_skill_level')] stewardship skill led to this windfall."
spouse_task_stewardship_good_unskilled_notification_tooltip:0 "This happened despite your spouse's [councillor.Custom('stewardship_skill_level')] stewardship skill."
spouse_task_intrigue_good_unskilled_notification_tooltip:0 "This happened despite your spouse's [councillor.Custom('intrigue_skill_level')] intrigue skill."
spouse_task_intrigue_good_skilled_notification_tooltip:0 "Your spouse's [councillor.Custom('intrigue_skill_level')] intrigue skill led to this windfall."
spouse_task_learning_good_unskilled_notification_tooltip:0 "This happened despite your spouse's [councillor.Custom('learning_skill_level')] learning skill."
spouse_task_learning_good_skilled_notification_tooltip:1 "Your spouse's [councillor.Custom('learning_skill_level')] learning skill led to this windfall."
#chancellor
task_foreign_affairs:0 "Foreign Affairs"
task_foreign_affairs_modifier_desc:0 "[councillor.GetModifierDescForTask('task_foreign_affairs')]"
task_foreign_affairs_prestige_effect_desc:2 "[prestige|E]: [prestige_i|E]#P +[SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_total')]#!/month\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_base')]#!"
task_foreign_affairs_effect_desc_adaptive_traditions_bonus_prestige:0 "\n$TAB$[GetPerk('adaptive_traditions_perk').GetName(GetPlayer)]: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_perk_bonus_modifier')|P]"
task_foreign_affairs_effect_desc_bureaucrats_bonus_prestige:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_erudition_modifier')|P]"
task_foreign_affairs_effect_desc_family_business_bonus_prestige:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_family_business_modifier')|P]"
task_foreign_affairs_effect_desc_consulted_house_bonus_prestige: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_consulted_house_modifier')|P]"
task_foreign_affairs_independent_effect_desc:1 "\n\nIndependent Ruler Opinion:\n$TAB$Increases by #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_monthly_increase')|P]/month up to #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max')|1P] (Currently: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_independent_opinion_scale')|1]#!)\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_base')]#!"
task_foreign_affairs_emperor_effect_desc:0 "\n\nEmperors of the Realm:"
task_foreign_affairs_king_effect_desc:0 "\n\nOther Kings of the Realm:"
task_foreign_affairs_duke_effect_desc:0 "\n\nOther Dukes of the Realm:"
task_foreign_affairs_count_effect_desc:0 "\n\nOther Counts of the Realm:"
task_foreign_affairs_fallback_effect_desc:0 "\n\nFellow Vassal Opinion:"
task_foreign_affairs_not_independent_effect_desc:0 "\n$TAB$Increases by #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_monthly_increase')|P]/month up to: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max')|1P]\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_base')]#!"
task_foreign_affairs_effect_desc_adaptive_traditions_bonus_opinion:0 "\n$TAB$[GetPerk('adaptive_traditions_perk').GetName(GetPlayer)]: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_perk_bonus_modifier')|P]"
task_foreign_affairs_effect_desc_bureaucrats_bonus_opinion:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_erudition_modifier')|P]"
task_foreign_affairs_effect_desc_family_business_bonus_opinion:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_family_business_modifier')|P]"
task_foreign_affairs_effect_desc_consulted_house_bonus_opinion: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_consulted_house_modifier')|P]"
task_foreign_affairs_effect_desc_court_fashion_bonus_opinion: "\n$TAB$$court_fashion_foreign_modifier$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_court_fashion_modifier')|P]"
task_foreign_affairs_shorten_truce:0 "\n$EFFECT_LIST_BULLET$#P Shorten Truce#!"
task_foreign_affairs_enemy_claim:0 "\n$EFFECT_LIST_BULLET$#N Enemy Claim#!"
task_foreign_shorten_enemy_truce:0 "\n$EFFECT_LIST_BULLET$#N Shorten Enemy Truce#!"
task_foreign_neighbor_opinion_loss:0 "\n$EFFECT_LIST_BULLET$#N Neighbor Opinion Loss#!"
task_foreign_affairs_notification_tooltip:0 "From $task_foreign_affairs$"
task_domestic_affairs:0 "Domestic Affairs"
task_domestic_affairs_direct_effect_desc:0 "[direct_vassal|E] Opinion: #P [opinion_i]+[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_scale')|1]#!\n(Increases by #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_monthly_increase')|2P]/month up to #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_max')|0P])\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_i][diplomacy_skill|E]: #P [opinion_i]+[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_base')|2]#!"
task_domestic_affairs_parochial_effect_desc:0 "\n\n[GetVassalStance( 'parochial' ).GetTextIcon][GetVassalStance( 'parochial' ).GetName] [vassal|E] Opinion: #P [opinion_i]+[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_scale')|1]#!\n(Increases by #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_monthly_increase')|2P]/month up to #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_max')|0P])\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_i][diplomacy_skill|E]: #P [opinion_i]+[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_base')|2]#!"
task_domestic_affairs_bureaucrats_bonus_desc:3 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_erudition_bonus')|2]#!"
task_domestic_affairs_family_business_bonus_desc:1 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_family_business_bonus')|2]#!"
task_domestic_affairs_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_consulted_house_bonus')|2]#!"
task_domestic_affairs_chains_of_loyalty_bonus_desc:0 "\n$TAB$[GetPerk('chains_of_loyalty_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_chains_of_loyalty_bonus')|2]#!"
task_domestic_affairs_tyranny_effect_desc:1 "\n\n[tyranny|E] Loss: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_total')|P0]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_i][diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_base')|P0]%#!"
task_domestic_affairs_tyranny_bureaucrats_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_erudition_bonus')|P0]%#!"
task_domestic_affairs_tyranny_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_family_business_bonus')|P0]%#!"
task_domestic_affairs_tyranny_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_consulted_house_bonus')|P0]%#!"
task_domestic_affairs_tyranny_chains_of_loyalty_bonus_desc:0 "\n$TAB$[GetPerk('chains_of_loyalty_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_chains_of_loyalty_bonus')|P0]%#!"
SCALED_COUNCILLOR_DIPLOMACY_VALUE:2 "[councillor.GetCouncilTitle] [councillor.GetShortUINamePossessive] Diplomacy Skill"
BASE_DRIFT_SPEED:0 "Base drift: $VALUE|=+1$"
task_integrate_title:0 "Integrate Title"
task_integrate_title_VALUE_NAME:1 "[de_jure_drift|E]"
task_integrate_title_effect_desc:1 "#S At 100%:#!\n$TAB$The target title becomes [de_jure|E] part of your [primary_title|E]"
task_integrate_title_nobles_support_integration:0 "\n$EFFECT_LIST_BULLET$#P Nobles Support Integration#!"
task_integrate_title_culture_supports_integration:0 "\n$EFFECT_LIST_BULLET$#P Culture Supports Integration#!"
task_integrate_title_nobles_resist_integration:0 "\n$EFFECT_LIST_BULLET$#N Nobles Resist Integration#!"
task_integrate_title_culture_resists_integration:0 "\n$EFFECT_LIST_BULLET$#N Culture Resists Integration#!"
task_integrate_title_notification_tooltip:0 "From $task_integrate_title$"
INTEGRATE_TITLE_DYNASTY_PERK_BONUS_VALUE:1 "[GetDynastyPerk('erudition_legacy_5').GetName]"
PASSIVE_INTEGRATION_PROGRESS_VALUE:0 "Passive integration"
task_bestow_royal_favor:0 "Bestow Royal Favor"
task_bestow_royal_favor_prestige_effect_desc:0 "[prestige|E]: [prestige_i|E]#P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_prestige_total')]#!/month\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_prestige_gain_base')]#!"
task_bestoy_royal_favor_effect_desc_bureaucrats_bonus_prestige: "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('chancellor_bestow_favor_prestige_gain_erudition_modifier')|P]"
task_bestoy_royal_favor_effect_desc_family_business_bonus_prestige: "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('chancellor_bestow_favor_prestige_gain_family_business_modifier')|P]"
task_bestoy_royal_favor_effect_desc_consulted_house_bonus_prestige: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('chancellor_bestow_favor_prestige_gain_consulted_house_modifier')|P]"
task_bestow_royal_favor_opinion_effect_desc:0 "\n\n[vassal|E] Prestige increases by [prestige_i|E]#P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_prestige_gain_base_vassal')|P]#!/month\n\n[vassal|E] Opinion increases by #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_increase_per_success')|P] up to #P 100#! (in total)\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_increase_per_success_base')]#!\n$TAB$Your [court_grandeur|E]: #P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_increase_per_success_grandeur')]#!"
task_bestoy_royal_favor_effect_desc_bureaucrats_bonus_opinion: "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_gain_erudition_bonus')|P]"
task_bestoy_royal_favor_effect_desc_family_business_bonus_opinion: "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_gain_family_business_bonus')|P]"
task_bestoy_royal_favor_effect_desc_consulted_house_bonus_opinion: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_gain_consulted_house_bonus')|P]"
task_bestow_royal_favor_target_message:0 "[councillor_liege.GetShortUIName] is bestowing [councillor_liege.GetHerHis] royal favor upon you"
task_bestow_royal_favor_target_cancel_message:0 "[councillor_liege.GetShortUIName] is no longer bestowing [councillor_liege.GetHerHis] royal favor upon you"
#marshal
task_organize_levies:1 "Organize Army"
task_organize_levies_maintenance_modifier:0 "$task_organize_levies$"
task_organize_levies_effect_desc:6 "[garrison|E] Size and [levy|E] Reinforcement Rate: #P +[SCOPE.ScriptValue('marshal_organize_levies_modifier_total')]%#!\n$TAB$Base: #P +[SCOPE.ScriptValue('marshal_organize_levies_base')]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_organize_levies_skill_base')]%#!"
task_organize_levies_erudition_bonus:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('marshal_organize_levies_erudition_bonus')]%#!"
task_organize_levies_family_business_bonus:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('marshal_organize_levies_family_business_bonus')|1]%#!"
task_organize_levies_consulted_house_bonus: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('marshal_organize_levies_consulted_house_bonus')|1]%#!"
task_organize_levies_maintenance_effect_desc:0 "\n\nRaised [army|E] Maintenance: [gold_i]#P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_total')|1P]%#!\n$TAB$Base: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_base')|1P]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_skill_base')|1P]%#!"
task_organize_levies_maintenance_erudition_bonus_desc:1 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_erudition_bonus')|1]%#!"
task_organize_levies_maintenance_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_family_business_bonus')|1]%#!"
task_organize_levies_maintenance_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_consulted_house_bonus')|1]%#!"
task_train_commanders_acclaimed_knight_levy_captaincy:0 "\n$EFFECT_LIST_BULLET$#P [acclaimed_knight] Prepares Levies#!"
task_organize_levies_well_organized_service:0 "\n$EFFECT_LIST_BULLET$#P Well-organized Service#!"
task_organize_levies_increased_military_presence:0 "\n$EFFECT_LIST_BULLET$#P Increased Military Presence#!"
task_organize_levies_levy_desertion:0 "\n$EFFECT_LIST_BULLET$#N Levy Desertion#!"
task_organize_levies_unused_farmland:0 "\n$EFFECT_LIST_BULLET$#N Unused Farmland#!"
task_organize_levies_insufficient_guards:0 "\n$EFFECT_LIST_BULLET$#N Insufficient Guards#!"
task_organize_levies_notification_tooltip:0 "From $task_organize_levies$"
task_suppress_crime:0 "Suppress Crime"
task_supress_crime_effect_desc:0 "#S At #V 100%#!#!:\n$TAB$Remove County Corruption\nProgress: #P +#![SCOPE.ScriptValue('task_supress_crime_progress')|P]#P %#!/month\n\nMakes County immune to County Corruption"
task_suppress_crime_gain_opinion:0 "\n$EFFECT_LIST_BULLET$#P Increase County Opinion#!"
task_suppress_crime_lose_opinion:0 "\n$EFFECT_LIST_BULLET$#N Lose County Opinion#!"
marshal_supress_crime_modifier:0 "Suppressing Crime"
marshal_supress_crime_modifier_desc:0 "#F This County is immune to County Corruption#!"
task_suppress_crime_notification_tooltip:0 "From $task_suppress_crime$"
task_train_commanders:0 "Train Commanders"
task_train_commanders_modifier:0 "$task_train_commanders$"
task_train_commanders_effect_desc:3 "\n\n#P [SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_value')|1P]%#! chance of improving or finding a new [commander|E] or [knight|E] each month\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_value_base')|1P]%#!"
task_train_commanders_maa_boost_effect_desc:0 "[knight_effectiveness|E], [men_at_arms|E]' [damage|E] and [toughness|E]:\n$TAB$Increases by #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_monthly_increase')|1]%#!/month up to #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_max')|1]%#! (Currently: #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_scale')|1]%#!)\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_base')|1]%#!"
task_train_commanders_commander_erudition_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_erudition_bonus')|P]%#!"
task_train_commanders_commander_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_family_business_bonus')|P]%#!"
task_train_commanders_commander_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_consulted_house_bonus')|P]%#!"
task_train_commanders_acclaimed_knight_drills_hastiludes:0 "\n$EFFECT_LIST_BULLET$#P [acclaimed_knight] Drills [GetTrait('tourney_participant').GetNameNoTooltip( GetNullCharacter )]#!"
task_train_commanders_commander_learns_from_commander:1 "\n$EFFECT_LIST_BULLET$#P Commander Gains [commander_trait]#!"
task_train_commanders_knight_improved:0 "\n$EFFECT_LIST_BULLET$#P [knight] Improved#!"
task_train_commanders_commander_wounded:0 "\n$EFFECT_LIST_BULLET$#N Commander Wounded#!"
task_train_commanders_commander_maimed:0 "\n$EFFECT_LIST_BULLET$#N Commander Maimed#!"
task_train_commanders_commander_killed:0 "\n$EFFECT_LIST_BULLET$#N Commander Killed#!"
task_train_commanders_notification_tooltip:0 "From $task_train_commanders$"
task_boost_maa_modifier:0 "From $task_train_commanders$"
task_boost_knights_modifier:0 "From $task_train_commanders$"
task_increase_control_VALUE_NAME:0 "[county_control|E]"
task_increase_control:0 "Increase Control in County"
task_increase_control_effect_desc:1 "Chance of removing County Corruption: [SCOPE.ScriptValue('marshal_remove_county_corruption_chance')|P]#P %#!/month\n$TAB$Councillor: #P +#![SCOPE.ScriptValue('marshal_councillor_county_corruption_value')|P]\n$TAB$County Control: #P +#![SCOPE.ScriptValue('marshal_county_county_corruption_value')|P]\n\nWhile Control is being increased, the County will not acquire Corruption"
marshal_increase_control_modifier:0 "$task_increase_control$"
marshal_increase_control_friend_bonus_modifier:0 "[friend|E] is performing $task_increase_control$"
marshal_increase_control_monthly_increase_best_friend_bonus:0 "[best_friend|E] is performing $task_increase_control$"
marshal_increase_control_rival_bonus_modifier:0 "[rival|E] is performing $task_increase_control$"
marshal_increase_control_nemesis_bonus_modifier:0 "[nemesis|E] is performing $task_increase_control$"
marshal_increase_control_perk_bonus_modifier:0 "$strict_organization_perk_name$"
marshal_increase_control_erudition_bonus_modifier:1 "[GetDynastyPerk('erudition_legacy_5').GetName]"
task_increase_control_acclaimed_knight_subdues_peasantry:0 "\n$EFFECT_LIST_BULLET$#P [acclaimed_knight] Subdues Local Peasantry#!"
task_increase_control_increase_opinion:0 "\n$EFFECT_LIST_BULLET$#P Increase County Opinion#!"
task_increase_control_baron_opinion_increase:0 "\n$EFFECT_LIST_BULLET$#P Baron Opinion Increase#!"
task_increase_control_lose_opinion:0 "\n$EFFECT_LIST_BULLET$#N Lose County Opinion#!"
task_increase_control_lose_control:0 "\n$EFFECT_LIST_BULLET$#N Loss of Control#!"
task_increase_control_baron_opinion_loss:0 "\n$EFFECT_LIST_BULLET$#N Baron Opinion Loss#!"
task_increase_control_corruption_notification:1 "Your [councillor.GetCouncilTitle] has removed County Corruption in [county.GetNameNoTier]"
task_increase_control_notification_tooltip:0 "From $task_increase_control$"
task_increase_control_improved_vassal_opinion:0 "\n$EFFECT_LIST_BULLET$#P Increase Vassal Opinion#!"
task_increase_control_improve_vassal_contract:1 "\n$EFFECT_LIST_BULLET$#P Improve [vassal_contract|E]#!"
task_increase_control_end_internal_war:0 "\n$EFFECT_LIST_BULLET$#P End Internal War#!"
task_increase_control_force_vassal_partition:0 "\n$EFFECT_LIST_BULLET$#P Force Partition for Vassal#!"
task_increase_control_lose_vassal_opinion:0 "\n$EFFECT_LIST_BULLET$#N Lowered Vassal Opinion#!"
task_increase_control_worsen_contract:1 "\n$EFFECT_LIST_BULLET$#N Worsened [vassal_contract|E]#!"
task_increase_control_loss_of_crown_authority:0 "\n$EFFECT_LIST_BULLET$#N Loss of Ruler Authority#!"
task_domestic_affairs_notification_tooltip:0 "From $task_domestic_affairs$"
task_manage_guards:0 "Manage Royal Guards"
task_manage_guards_knights_desc:1 "[knight_effectiveness|E]: #P +[SCOPE.ScriptValue('marshal_overtime_boost_scale')|1]%#!\nIncreases by #P +[SCOPE.ScriptValue('marshal_overtime_boost_monthly_increase')]%#!/month up to #P +[SCOPE.ScriptValue('marshal_overtime_boost_max')]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_overtime_boost_base')|2]#!"
task_manage_guards_erudition_bonus_knights: "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('marshal_manage_guards_max_erudition_bonus')|P]%#!"
task_manage_guards_family_business_bonus_knights: "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('marshal_manage_guards_max_family_business_bonus')|P]%#!"
task_manage_guards_consulted_house_bonus_knights: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('marshal_manage_guards_max_consulted_house_bonus')|P]%#!"
task_manage_guards_scheme_desc:1 "\n\nEnemy [hostile_scheme|E] [success_chance|E]: #P [SCOPE.ScriptValue('marshal_overtime_decrease_scale')|1]#!%\nDecreases by #P [SCOPE.ScriptValue('marshal_overtime_decrease_monthly_increase')]%#!/month up to #P [SCOPE.ScriptValue('marshal_overtime_decrease_max')]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P [SCOPE.ScriptValue('marshal_overtime_decrease_base')|2]#!"
task_manage_guards_erudition_bonus_scheme: "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P -[SCOPE.ScriptValue('marshal_manage_guards_max_erudition_bonus')|P]%#!"
task_manage_guards_family_business_bonus_scheme: "\n$TAB$$tradition_family_entrepreneurship_name$: #P -[SCOPE.ScriptValue('marshal_manage_guards_max_family_business_bonus')|P]%#!"
task_manage_guards_consulted_house_bonus_scheme: "\n$TAB$$unity_consulted_house_member_desc$: #P -[SCOPE.ScriptValue('marshal_manage_guards_max_consulted_house_bonus')|P]%#!"
task_manage_guards_knight_modifier:0 "Manage Royal Guards: Knight Effectiveness"
task_manage_guards_scheme_modifier:0 "Manage Royal Guards: Enemy Hostile Scheme Success Chance"
task_manage_guards_knight_improved:0 "\n$EFFECT_LIST_BULLET$#P Knight Improved#!"
task_manage_guards_scheme_disrupted:0 "\n$EFFECT_LIST_BULLET$#P Hostile Scheme Disrupted#!"
task_manage_guards_knight_wounded:0 "\n$EFFECT_LIST_BULLET$#N Knight Wounded#!"
task_manage_guards_disorganized:0 "\n$EFFECT_LIST_BULLET$#N Disorganized Royal Guards#!"
task_manage_guards_notification_tooltip:0 "From $task_manage_guards$"
SCALED_COUNCILLOR_MARTIAL_VALUE:2 "[councillor.GetCouncilTitle] [councillor.GetShortUIName]'s [martial_skill|E]"
INCREASE_CONTROL_BASE:0 "Base"
INCREASE_CONTROL_PERK_BONUS_VALUE:1 "$strict_organization_perk_name$"
strict_organization_perk:0 "$strict_organization_perk_name$"
#spymaster
task_disrupt_schemes:0 "Disrupt Schemes"
task_disrupt_schemes_effect_desc:0 "[councillor.GetModifierDescForTask('task_disrupt_schemes')]"
task_disrupt_schemes_hostile_scheme_disrupted:0 "\n$EFFECT_LIST_BULLET$#P Hostile Scheme Disrupted#!"
task_disrupt_schemes_secret_revealed:0 "\n$EFFECT_LIST_BULLET$#N Your Secret Revealed#!"
task_disrupt_schemes_courtier_secret_revealed:0 "\n$EFFECT_LIST_BULLET$#N Courtier's Secret Revealed#!"
task_disrupt_schemes_modifier:0 "Disrupt Schemes"
task_disrupt_schemes_modifier_desc:0 "This character's Spymaster is rooting out conspiracies and treachery at court."
task_disrupt_schemes_court_of_shadows_modifier:0 "Court of Shadows"
task_disrupt_schemes_court_of_shadows_modifier_desc:0 "This character is guiding their Spymaster in ways of confounding the enemies that might encroach at their court."
task_disrupt_schemes_notification_tooltip:0 "From $task_disrupt_schemes$"
task_disrupt_schemes_hostile_scheme_resistance_base:3 "[hostile_scheme_resistance|E]: @scheme_phase_duration_icon!#P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_modifier_final_scale')|1] days#!\n$TAB$Base: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_hostile_scheme_resistance_base')|1] days#!\n$TAB$[intrigue_i] [councillor|E]'s [intrigue|E]: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_modifier_base_scale')|1] days#!"
task_disrupt_schemes_hostile_scheme_resistance_perk_bonus:0 "\n$TAB$[GetPerk('court_of_shadows_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_court_of_shadows_modifier_scale')|1] days#!"
task_disrupt_schemes_hostile_scheme_resistance_legacy_bonus:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_erudition_legacy_5_modifier_scale')|P1] days#!"
task_disrupt_schemes_hostile_scheme_resistance_family_business_bonus:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_family_business_modifier_scale')|P1] days#!"
task_disrupt_schemes_hostile_scheme_resistance_consulted_house_bonus: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_consulted_house_modifier_scale')|P]%#!"
task_disrupt_schemes_discovery_chance_base:2 "\n[scheme_discovery_chance|E]: @exposed_icon!#P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_total_modifier')|1%/]#!\n$TAB$[intrigue_i] [councillor|E]'s [intrigue|E]: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_scheme_discovery_modifier')|1%/]#!"
task_disrupt_schemes_discovery_chance_perk_bonus:0 "\n$TAB$[GetPerk('court_of_shadows_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_court_of_shadows_scheme_discovery_modifier_scale')|1%/]#!"
task_disrupt_schemes_discovery_chance_legacy_bonus:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_erudition_legacy_5_discovery_modifier_scale')|P1%/]#!"
task_disrupt_schemes_discovery_chance_family_business_bonus:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_family_business_discovery_modifier_scale')|P1%/]#!"
task_disrupt_schemes_discovery_chance_consulted_house_bonus: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_consulted_house_modifier_scale')|P]%#!"
task_support_schemes:0 "Support Schemes"
task_support_schemes_effect_desc:0 "[councillor.GetModifierDescForTask('task_support_schemes')]"
task_support_schemes_base_desc:3 "[hostile_scheme|E] [scheme_speed_single|E]: @scheme_phase_duration_icon!#P [SCOPE.ScriptValue('spymaster_espionage_modifier_final_scale')|0]#!\n$TAB$[intrigue_i] [councillor|E]'s [intrigue|E]: #P [SCOPE.ScriptValue('spymaster_espionage_modifier_base_scale')|0] days#!"
task_support_schemes_legacy_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P [SCOPE.ScriptValue('spymaster_espionage_legacy_bonus')|P1]#!"
task_support_schemes_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P [SCOPE.ScriptValue('spymaster_espionage_family_business_bonus')|P1]#!"
task_support_schemes_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P [SCOPE.ScriptValue('spymaster_espionage_consulted_house_bonus')|P]%#!"
spymaster_espionage_court_type_bonus_desc:0 "\n$TAB$$court_intrigue$: #P [SCOPE.ScriptValue('spymaster_espionage_court_type_bonus')|P1]#!"
task_support_schemes_success_chance_base_desc:2 "\n[hostile_scheme|E] [success_chance|E]: @scheme_success_icon!#P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_total')|P1%/]#!\n$TAB$Base: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_base')|P1%/]#!\n$TAB$[intrigue_i] [councillor|E]'s [intrigue|E]: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_modifier_base_scale')|P1%/]#!"
task_support_schemes_success_chance_legacy_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_legacy_bonus')|P1]#!"
task_support_schemes_success_chance_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_family_business_bonus')|P1]#!"
task_support_schemes_success_chance_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_consulted_house_bonus')|P]%#!"
spymaster_espionage_success_chance_court_type_bonus_desc:0 "\n$TAB$$court_intrigue$: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_court_type_bonus')|P1]#!"
task_support_schemes_modifier:0 "Spymaster — Espionage"
task_support_schemes_modifier_desc:0 "This person's Spymaster is advancing their agenda with various schemes and ploys."
task_support_schemes_learn_secret:0 "\n$EFFECT_LIST_BULLET$#P Secret Discovered#!"
task_support_schemes_lose_piety:0 "\n$EFFECT_LIST_BULLET$#N Loss of Piety#!"
task_support_schemes_lose_prestige:0 "\n$EFFECT_LIST_BULLET$#N Loss of Prestige#!"
task_support_schemes_fail_scheme:0 "\n$EFFECT_LIST_BULLET$#N Scheme Failure#!"
task_support_schemes_notification_tooltip:0 "From $task_support_schemes$"
task_find_secrets:0 "Find Secrets"
task_find_secrets_effect_desc:1 "If any [secrets|E] exist at court:\n$TAB$[SCOPE.ScriptValue('spymaster_find_secrets_secret_discovery_chance')|P]#P %#! chance of learning a [secret|E]"
task_find_secrets_vassal_intimidation:0 "\nChance of intimidating vassal"
task_find_secrets_opinion_loss:0 "\n$EFFECT_LIST_BULLET$#N $task_find_secrets$ Discovered#!"
task_find_secrets_notification_tooltip:0 "From $task_find_secrets$"
SCALED_COUNCILLOR_INTRIGUE_VALUE:2 "[councillor.GetCouncilTitle] [councillor.GetShortUINamePossessive] Intrigue Skill"
SPYMASTER_PROGRESS_BASE:0 "Base"
ESPIONAGE_PERK_BONUS_VALUE:1 "[GetPerk('digging_for_dirt_perk').GetName(GetPlayer)]"
TARGET_SPYMASTER_disrupt_schemes:1 "Target's Spymaster is Disrupting Schemes"
TARGET_IS_LIEGE_penalty:0 "Target is your Liege or above"
#steward
task_collect_taxes:0 "Collect Taxes"
task_collect_taxes_effect_desc:3 "[domain|E] Taxes: [gold_i]#P +[SCOPE.ScriptValue('steward_collect_taxes_scale_tooltip_total')|2]%#!\n$TAB$[councillor.GetCouncilTitle] [councillor.GetShortUIName] [stewardship_skill|E]: #P +[SCOPE.ScriptValue('steward_collect_taxes_scale_base')|1]%#!"
task_collect_taxes_tax_man_bonus_desc:2 "\n$TAB$[GetPerk('tax_man_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('steward_collect_taxes_perk_bonus_scale')|2]%#!"
task_collect_taxes_erudition_bonus_desc:2 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('steward_collect_taxes_erudition_bonus_scale')|2]%#!"
task_collect_taxes_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('steward_collect_taxes_family_business_bonus_scale')|2]%#!"
task_collect_taxes_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('steward_collect_taxes_consulted_house_bonus_scale')|P]%#!"
task_collect_taxes_innovation_double_entry_bookkeeping_bonus_desc: "\n$TAB$$innovation_double_entry_bookkeeping$: #P +10%#!"
task_collect_taxes_extra_taxes:0 "\n$EFFECT_LIST_BULLET$#P Extra Taxes#!"
task_collect_taxes_county_corruption:0 "\n$EFFECT_LIST_BULLET$#N County Corruption#!"
task_collect_taxes_notification_tooltip:0 "From $task_collect_taxes$"
task_develop_county:0 "Increase Development in County"
task_develop_county_VALUE_NAME:0 "[development_growth|E]"
task_develop_county_minister_of_works_VALUE_NAME: "$task_develop_county_VALUE_NAME$"
task_develop_county_complete_effect_desc:1 "#S At #V 100%#!#!:\n$TAB$Increase [development|E] by #P 1#!"
task_develop_county_effect_desc:1 "\n[councillor.GetModifierDescForTask('task_develop_county')]"
steward_develop_county_modifier:0 "Developing County"
steward_develop_county_modifier_skill_desc:0 "$steward_develop_county_modifier$ — Steward Skill"
steward_develop_county_modifier_desc:0 "The development of this County is being overseen by a Steward"
steward_develop_county_perk_bonus_modifier:0 "$planned_cultivation_perk_name$"
steward_develop_county_development_increase_message:1 "Your [councillor.GetCouncilTitle] has increased the Development in [county.GetNameNoTier]"
task_develop_county_efficient_taxation:0 "\n$EFFECT_LIST_BULLET$#P Efficient Taxation#!"
task_develop_county_increased_control:0 "\n$EFFECT_LIST_BULLET$#P Increased Control#!"
task_develop_county_slow_construction:0 "\n$EFFECT_LIST_BULLET$#N Slow Construction#!"
task_develop_county_loss_of_opinion:0 "\n$EFFECT_LIST_BULLET$#N Loss of Opinion#!"
task_develop_county_loss_of_control:0 "\n$EFFECT_LIST_BULLET$#N Loss of Control#!"
task_develop_county_notification_tooltip:0 "From $task_develop_county$"
STEWARD_CURRENT_DEVELOPMENT_PENALTY:1 "[existing_development|E]"
STEWARD_COUNTY_SPEED_MODIFIERS:1 "Development Growth modifiers"
MARSHAL_COUNTY_SPEED_MODIFIERS:1 "Control Growth modifiers"
MARSHAL_COUNTY_SPEED_OTHER:0 "From other [county|E] modifiers"
MARSHAL_INCREASE_CONTROL_LOCAL_COUNTY_MODIFIERS:0 "Local [county|E] [modifiers|E]"
STEWARD_COUNTY_SPEED_OTHER:0 "From other [county|E] modifiers"
steward_develop_county_friend_modifier:0 "[friend|E] performing $task_develop_county$"
steward_develop_county_best_friend_modifier:0 "[best_friend|E] performing $task_develop_county$"
steward_develop_county_rival_modifier:0 "[rival|E] performing $task_develop_county$"
steward_develop_county_nemesis_modifier:0 "[nemesis|E] performing $task_develop_county$"
steward_develop_county_current_development_modifier:0 "[existing_development|E]"
steward_develop_county_erudition_bonus_modifier:0 "[GetDynastyPerk('erudition_legacy_5').GetName]"
task_promote_culture:0 "Promote Culture"
task_promote_culture_effect_desc:1 "#S At #V 100%#!#!:\n$TAB$The [county|E] changes [culture|E] to [councillor_liege.GetCulture.GetName]"
task_promote_culture_acceptance_effect_desc:1 "\n$TAB$The [cultural_acceptance|E] between the [county.GetProvince.GetCounty.GetCulture.GetCollectiveNoun] and the [councillor_liege.GetCulture.GetCollectiveNoun] decreases by [SCOPE.ScriptValue('culture_conversion_acceptance_impact')|N^/%]"
task_promote_culture_improve_county_opinion:0 "\n$EFFECT_LIST_BULLET$#P Improve County Opinion#!"
task_promote_culture_increased_taxes:0 "\n$EFFECT_LIST_BULLET$#P Increased Taxes#!"
task_promote_culture_increased_levies:0 "\n$EFFECT_LIST_BULLET$#P Increased Levies#!"
task_promote_culture_resistance_to_settlers:0 "\n$EFFECT_LIST_BULLET$#N Resistance to Settlers#!"
task_promote_culture_resistance_to_administration:0 "\n$EFFECT_LIST_BULLET$#N Loss of County Opinion#!"
task_promote_culture_notification_tooltip:0 "From $task_promote_culture$"
cultural_acceptance_loss_promote_culture:0 "[councillor_liege.GetCulture.GetName] culture promoted in [county.GetName]"
task_convince_dejure:0 "Convince De Jure Territory"
task_convince_dejure_effect_desc:0 "#S At #V 100%#!#!:\n$TAB$The target [county|E] requires its [ruler|E] to hand it over to its [de_jure|E] liege"
steward_convince_dejure_potential_county_tt:0 "You are the [de_jure|E] liege but not the current [ruler|E] of the target [county|E]"
steward_convince_dejure_potential_county_tt_2:0 "If the task fails, it cannot be tried on the same county for 10 years"
task_convince_dejure_gain_prestige:0 "\n$EFFECT_LIST_BULLET$#P Prestige Gain#!"
task_convince_dejure_diplomatic_blunder:0 "\n$EFFECT_LIST_BULLET$#N Diplomatic Blunder#!"
task_convince_dejure_lose_prestige:0 "\n$EFFECT_LIST_BULLET$#N Prestige Loss#!"
task_convince_dejure_notification_tooltip:0 "From $task_convince_dejure$"
steward_convince_dejure_cg_bonus_desc:0 "Your [court_grandeur_level|E]"
steward_convince_dejure_cg_malus_desc:0 "[county.GetHolder.GetTopLiege.GetShortUINamePossessive] [court_grandeur_level|E]"
SCALED_COUNCILLOR_STEWARDSHIP_VALUE:2 "[councillor.GetCouncilTitle] [councillor.GetShortUINamePossessive] [stewardship_skill|E]"
STEWARD_PROGRESS_BASE:0 "Base"
DEVELOP_COUNTY_PERK_BONUS_VALUE:1 "$planned_cultivation_perk_name$"
STEWARD_PROMOTE_CULTURE_COMMUNAL_IDENTITY_BONUS_MODIFIER:2 "[councillor_liege.GetFaith.GetName] — Communal Identity"
STEWARD_PROMOTE_CULTURE_EASIER_TO_CONVERT_CULTURE_IN_SAME_FAITH_MOUNTAINS_BONUS:0 "[councillor_liege.GetFaith.GetName] — [GetFaithDoctrine('tenet_cthonic_redoubts').GetBaseName] in Mountains"
COURT_CHAPLAIN_CONVERSION_HARDER_TO_CONVERT_FAITH_AWAY_IN_HILLS_FORESTS_MALUS_MODIFIER:0 "[councillor_liege.GetFaith.GetName] — [GetFaithDoctrine('against_all_odds').GetBaseName] in Hills and Forests"
STEWARD_PROMOTE_CULTURE_INNOVATION_BONUS_EAST_SETTLING:1 "[councillor_liege.GetCulture.GetName] — Ostsiedlung"
STEWARD_PROMOTE_CULTURE_LOCAL_TRADITIONS_RESPECTED:1 "Local Traditions Respected"
STEWARD_PROMOTE_CULTURE_SHUUBIYYA:0 "Shu'ubiyya"
STEWARD_PROMOTE_CULTURE_DEVELOPMENT_PENALTY:1 "From [development|E]"
STEWARD_PROMOTE_CULTURE_LOW_CONTROL_PENALTY:0 "Low County Control Penalty"
STEWARD_PROMOTE_CULTURE_MEDIUM_CONTROL_PENALTY:0 "Medium County Control Penalty"
STEWARD_PROMOTE_CULTURE_HIGH_CONTROL_PENALTY:0 "High County Control Penalty"
STEWARD_PROMOTE_CULTURE_HIGH_CONTROL_BONUS:0 "Total County Control Bonus"
STEWARD_PROMOTE_CULTURE_ABSOLUTE_CONTROL_BONUS:0 "Absolute County Control Bonus"
STEWARD_PROMOTE_CULTURE_HIGH_TERRAIN_PENALTY:0 "Extreme Terrain Penalty"
STEWARD_PROMOTE_CULTURE_LOW_TERRAIN_PENALTY:0 "Difficult Terrain Penalty"
STEWARD_PROMOTE_CULTURE_LOW_FERVOUR_BONUS:0 "Low County Faith Fervour Bonus"
STEWARD_PROMOTE_FAITH_MEDIUM_FERVOUR_PENALTY:0 "Medium County Faith Fervour Penalty"
STEWARD_CONVERT_FAITH_HIGH_FERVOUR_PENALTY:0 "High County Faith Fervour Penalty"
STEWARD_CONVERT_FAITH_ZEALOT_FERVOUR_PENALTY:0 "Zealous County Faith Fervour Penalty"
STEWARD_PROMOTE_CULTURE_LOCAL_TRADITIONS_RESPECTED:1 "Local Traditions Respected"
STEWARD_PROMOTE_CULTURE_SHUUBIYYA:0 "Shu'ubiyya"
STEWARD_PROMOTE_CULTURE_DEVELOPMENT_PENALTY:1 "From [development|E]"
DEVELOP_COUNTY_TRIBAL_PENALTY_VALUE:1 "Tribal Government"
steward_develop_county_tribal_penalty_modifier:0 "Tribal Government"
STEWARD_PROMOTE_CULTURE_RECLAIMING_BRITANNIA:0 "Reclaim Britannia"
STEWARD_PROMOTE_CULTURE_ALLOWED_NOMAD_SETTLEMENT:0 "Nomads Settling Here"
STEWARD_PROMOTE_CULTURE_HYBRID_VS_PARENTS_BONUS_MODIFIER:1 "Newly-formed [hybrid_culture|E] converting a parent [culture|E]"
STEWARD_PROMOTE_CULTURE_DIVERGENT_VS_PARENTS_BONUS_MODIFIER:0 "Newly-formed [divergent_culture|E] converting its parent [culture|E]"
STEWARD_PROMOTE_CULTURE_LOCAL_COUNTY_MODIFIERS:0 "Local [county|E] [modifiers|E]"
COUNCILLOR_SAME_CULTURE_AS_TARGET:0 "Same [culture|E]"
COUNCIL_TASK_FABRICATE_CLAIM:0 "Fabricate Claim"
COUNCIL_TASK_FABRICATING_CLAIM:0 "Fabricating Claim: [ActiveCouncilTask.GetProgress|1/%]"
#Court Chaplain
task_fabricate_claim:0 "Fabricate Claim on County"
task_fabricate_claim_effect_desc:1 "#S At #V 100%#!#!:\n$TAB$Opportunity to get an [unpressed_claim|E]"
task_fabricate_claim_duchy_claim:0 "\n$EFFECT_LIST_BULLET$#P Claim on Duchy#!"
task_fabricate_claim_vassal_opinion_loss:0 "\n$EFFECT_LIST_BULLET$#N Vassal Opinion Loss#!"
task_fabricate_claim_piety_loss:0 "\n$EFFECT_LIST_BULLET$#N Loss of Piety#!"
task_fabricate_claim_upset_target:0 "\n$EFFECT_LIST_BULLET$#N Upset Target#!"
task_fabricate_claim_notification_tooltip:0 "From $task_fabricate_claim$"
task_fabricate_claim_desc_not_adjacent:0 "\n$TAB$Claiming not adjacent county — multiplied by: #N $BREAKDOWN_MULTIPLICATION_PREFIX$#![SCOPE.ScriptValue('court_chaplain_fabricate_claim_not_adjacent_penalty')|-1]"
task_conversion:0 "Convert Faith in County"
task_conversion_effect_desc:1 "#S At #V 100%#!#!:\n$TAB$The [county|E] will change [faith|E] to[councillor.GetFaith.GetTextIcon][councillor.GetFaith.GetName]"
task_conversion_china_effect_desc: "#S At #V 100%#!#!:\n$TAB$The [county|E] will change [faith|E] to [councillor.GetLiege.GetFaith.GetTextIcon][councillor.GetLiege.GetFaith.GetName]"
task_conversion_development_loss_desc: "\n#indent_newline:4 $TAB$The [county|E] will lose [development_i]#N 1#! [development|E], plus[development_i]#N 1#! per #V 10#! existing Development#!"
task_conversion_opinion_gain:0 "\n$EFFECT_LIST_BULLET$#P Increase County Opinion#!"
task_conversion_development_gain:0 "\n$EFFECT_LIST_BULLET$#P Increase County Development#!"
task_conversion_levy_gain:0 "\n$EFFECT_LIST_BULLET$#P Increase County Levies#!"
task_conversion_resistance_to_conversion:0 "\n$EFFECT_LIST_BULLET$#N Resistance to Conversion#!"
task_conversion_opinion_loss:0 "\n$EFFECT_LIST_BULLET$#N Loss of County Opinion#!"
task_conversion_notification_tooltip:0 "From $task_conversion$"
task_conversion.tt.forbidden.due_to_struggle_phase:0 "You cannot use [convert_county|E] within this [struggle|E] [struggle_region_region|E] in this [struggle_phase_phase|E]"
task_religious_relations:0 "Religious Relations"
task_religious_relations_piety_effect_desc:2 "[piety|E]: @piety_icon!#P +[SCOPE.ScriptValue('court_chaplain_religious_relations_total_piety_gain')]#!/month\n$TAB$[councillor.GetCouncilTitle] [councillor.GetShortUINamePossessive] [learning_skill|E]: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_modifier')]#!"
task_religious_relations_effect_desc_perk_bonus_piety:1 "\n$TAB$[GetPerk('clerical_justifications_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_perk_bonus_modifier')]#!"
task_religious_relations_effect_desc_legacy_bonus_piety:1 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_erudition_legacy_5_bonus_modifier')]#!"
task_religious_relations_effect_desc_family_business_bonus_piety:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_family_business_bonus_modifier')]#!"
task_religious_relations_effect_desc_consulted_house_bonus_piety: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_consulted_house_bonus_modifier')|P]%#!"
task_religious_relations_effect_desc_perk_bonus_opinion:0 "\n$TAB$[GetPerk('clerical_justifications_perk').GetName(GetPlayer)]: #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_max_perk_modifier')|P]"
task_religious_relations_effect_desc_legacy_bonus_opinion:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_max_erudition_modifier')|P]"
task_religious_relations_effect_desc_family_business_bonus_opinion:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_max_family_business_modifier')|P]"
task_religious_relations_effect_desc_consulted_house_bonus_opinion: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_max_consulted_house_modifier')|P]"
task_religious_relations_effect_desc_opinion:2 "\n\n[councillor.GetFaith.GetAdjective] [theocratic|E] Ruler Opinion: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_modifier')|1P]#!\n(Increases by #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_monthly_increase')|P]/month up to #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_max')|1P])\n$TAB$[councillor.GetCouncilTitle] [councillor.GetShortUINamePossessive] [learning_skill|E]: #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_base')|P]"
task_religious_relations_effect_no_hof_layman_clergy_desc_opinion:1 "\n\n[councillor.GetFaith.GetAdjective] Same Faith Opinion: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_no_hof_opinion_modifier')|1P]#!\n(Increases by #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_no_hof_monthly_increase')|P]/month up to #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_no_hof_opinion_max')|1P])\n$TAB$[councillor.GetCouncilTitle] [councillor.GetShortUINamePossessive] [learning_skill|E]: #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_no_hof_opinion_base')|P]"
task_religious_relations_opinion_gain:0 "\n$EFFECT_LIST_BULLET$#P Increase Vassal Opinion#!"
task_religious_relations_piety_loss:0 "\n$EFFECT_LIST_BULLET$#N Loss of Piety#!"
task_religious_relations_opinion_loss:0 "\n$EFFECT_LIST_BULLET$#N Loss of Vassal Opinion#!"
court_chaplain_religious_relations_modifier_desc:0 "This person's Court Chaplain is working to improve their religious standing"
task_religious_relations_notification_tooltip:0 "From $task_religious_relations$"
ERUDITION_DYNASTY_PERK_BONUS_VALUE:0 "[GetDynastyPerk('erudition_legacy_5').GetName]"
FAMILY_BUSINESS_BONUS_VALUE:0 "$tradition_family_entrepreneurship_name$"
CONSULTED_HOUSE_BONUS_VALUE: "$unity_consulted_house_member_desc$"
CUSTOMS_DYNASTY_PERK_BONUS_VALUE:0 "[GetDynastyPerk('ep1_culture_legacy_2').GetName]"
KHVARENAH_DYNASTY_PERK_BONUS_VALUE: "[GetDynastyPerk('fp3_khvarenah_legacy_4').GetName]"
SCALED_COUNCILLOR_LEARNING_VALUE:2 "[councillor.GetCouncilTitleFirstNamePossessive] [learning|E]"
COURT_CHAPLAIN_PROGRESS_BASE:0 "Base"
CONVERSION_PERK_BONUS_VALUE:1 "[GetPerk('zealous_proselytizer_perk').GetName(GetPlayer)]"
CONVERSION_DYNASTY_PERK_BONUS_VALUE:1 "[GetDynastyPerk('erudition_legacy_5').GetName]"
FABRICATE_CLAIM_PERK_BONUS_VALUE:1 "[GetPerk('accomplished_forger_perk').GetName(GetPlayer)]"
FABRICATE_CLAIM_DYNASTY_PERK_BONUS_VALUE:1 "[GetDynastyPerk('erudition_legacy_5').GetName]"
FABRICATE_CLAIM_LANGUAGE_SCHOLARS_BONUS:0 "From number of known [languages|E]"
FABRICATE_CLAIM_ANY_STRUGGLE_BONUS: "Ongoing [struggle|E]"
COURT_CHAPLAIN_CONVERSION_FERVOR_IMPACT:1 "Fervor ([councillor.GetFaith.GetName] vs. [county.GetProvince.GetCounty.GetFaith.GetName])"
COURT_CHAPLAIN_CONVERSION_UNREFORMED_FAITH_PENALTY:3 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('unreformed_faith_doctrine').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_FUNDAMENTALIST_FAITH_BONUS:3 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('doctrine_pluralism_fundamentalist').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_PLURALISTIC_FAITH_PENALTY:3 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_FALSE_CONVERSION_MODIFIER:2 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_false_conversion_sanction').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_REINCARNATION_MODIFIER:2 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_reincarnation').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_DHARMIC_PACIFISM_MODIFIER:0 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_dharmic_pacifism').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_ADAPTIVE_MODIFIER:2 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_adaptive').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_PURE_LAND_MODIFIER: "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_pure_land').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_PASTORAL_ISOLATION_MODIFIER:0 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_pastoral_isolation').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_MENDICANT_PREACHERS_MODIFIER:2 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('tenet_mendicant_preachers').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_COMMUNAL_IDENTITY_BONUS_MODIFIER:3 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('tenet_communal_identity').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_COMMUNAL_IDENTITY_PENALTY_MODIFIER:3 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('tenet_communal_identity').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_EASIER_TO_CONVERT_FAITH_IN_MOUNTAINS_BONUS_MODIFIER:0 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('tenet_cthonic_redoubts').GetBaseName] in Mountains"
COURT_CHAPLAIN_CONVERSION_HARDER_TO_CONVERT_FAITH_AWAY_IN_MOUNTAINS_MALUS_MODIFIER:1 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_cthonic_redoubts').GetBaseName] in Mountains"
COURT_CHAPLAIN_CONVERSION_GHW_TENET_NO_HOF_MODIFIER:0 "[ROOT.Char.Custom('ghw_from_which_tenet')] — Faith Controlled $game_concept_holy_sites$"
COURT_CHAPLAIN_CONVERSION_SYNCRETIC_WITH_RELIGION_MODIFIER:0 "Syncretized with [faith|E]"
COURT_CHAPLAIN_CONVERSION_LOCAL_COUNTY_MODIFIERS:0 "Local [county|E] [modifiers|E]"
COURT_CHAPLAIN_CONVERSION_LIEGE_IS_DEFIANT_HIGH_MONARCH:0 "[liege|E] is Defiant High Monarch"
COUNCILLOR_LIEGE_MODIFIERS_BONUS: "Councillor's [liege|E] [modifiers|E]"
fp2_lyonese_monk_faith_conversion_task_desc:0 "[GetFaithByKey('adoptionist').GetAdherentName] converting other $christianity_religion_adherent_plural$"
ep3_convert_county_to_state_faith: "[councillor.GetFaith.GetName] is the [state_faith|E]"
minimum_conversion:0 "Minimum #low (0.10)#!"
COURT_CHAPLAIN_CONVERSION_HOLY_SITE_JERUSALEM:1 "Holy Site — Jerusalem"
COURT_CHAPLAIN_CONVERSION_HOLY_SITE_KERALA:1 "Holy Site — Kerala"
COURT_CHAPLAIN_CONVERSION_HOLY_SITE_IONA:1 "Holy Site — Iona"
COURT_CHAPLAIN_CONVERSION_HOLY_SITE_CORDOBA:1 "Holy Site — Cordoba"
COURT_CHAPLAIN_CONVERSION_HOLY_SITE_GENEVA:1 "Holy Site — Geneva"
COURT_CHAPLAIN_CONVERSION_HOLY_SITE_VISOKI:1 "Hostile Holy Site — Visoki"
COURT_CHAPLAIN_CONVERSION_HOLY_SITE_WADI_EL_MILK:0 "Hostile Holy Site — Wadi el-Milk"
COURT_CHAPLAIN_CONVERSION_LIEGE_IS_SAVIOR:1 "Liege is Savior"
COURT_CHAPLAIN_CONVERSION_LIEGE_IS_DIVINE_BLOOD:1 "Liege has Divine Blood"
COURT_CHAPLAIN_CONVERSION_LEARNING_THEOLOGY:1 "Liege has encouraged conversion"
COURT_CHAPLAIN_FABRICATE_CLAIM_INNOVATION_BONUS_LAND_GRANTS:1 "Liege's Culture — Land Grants"
COURT_CHAPLAIN_FABRICATE_CLAIM_NOT_ADJACENT:1 "Claiming non-adjacent County"
COURT_CHAPLAIN_FABRICATE_CLAIM_VASSAL_COUNTY:0 "Claiming Vassal's County"
COURT_CHAPLAIN_FABRICATE_CLAIM_HERETIC_BONUS:0 "The [holder|E] is of a different [faith|E]"
#Spouse Councillor
task_spouse_default:0 "Assist Ruler"
task_spouse_default_effect_desc:0 "[councillor.GetShortUINameNoTooltip] helps you run the Realm in general\n\n[councillor.GetHerHis|U] support gives you:\n[councillor.GetModifierDescForTask('task_spouse_default')]"
task_court_politics:0 "Court Politics"
task_court_politics_effect_desc:1 "[councillor.GetShortUINameNoTooltip] focuses on your court and those closest to you\n\n[councillor.GetHerHis|U] support gives you:\n[councillor.GetModifierDescForTask('task_court_politics')]"
task_chivalry:0 "Chivalry"
task_chivalry_effect_desc:1 "[councillor.GetShortUINameNoTooltip] focuses on your soldiers and your commanders\n\n[councillor.GetHerHis|U] support gives you:\n[councillor.GetModifierDescForTask('task_chivalry')]"
task_court_intrigue:0 "Court Intrigue"
task_court_intrigue_effect_desc:0 "[councillor.GetShortUINameNoTooltip] focuses on rumors and whispers at court\n\n[councillor.GetHerHis|U] support gives you:\n[councillor.GetModifierDescForTask('task_court_intrigue')]"
task_manage_domain:0 "Manage Domain"
task_manage_domain_effect_desc:1 "[councillor.GetShortUINameNoTooltip] focuses on your domain and your personal holdings\n\n[councillor.GetHerHis|U] support gives you:\n[councillor.GetModifierDescForTask('task_manage_domain')]"
task_patronage:0 "Patronage"
task_patronage_effect_desc:0 "[councillor.GetShortUINameNoTooltip] focuses on matters of culture, religion and education\n\n[councillor.GetHerHis|U] support gives you:\n[councillor.GetModifierDescForTask('task_patronage')]"
councillor_spouse_background.0001.diplomacy_notification:0 "With experience, [councillor.GetShortUINamePossessive] skill at diplomacy has increased."
councillor_spouse_background.0001.martial_notification:0 "With experience, [councillor.GetShortUINamePossessive] understanding of warfare has increased."
councillor_spouse_background.0001.stewardship_notification:0 "With experience, [councillor.GetShortUINamePossessive] administrative abilities have increased."
councillor_spouse_background.0001.intrigue_notification:0 "With experience, [councillor.GetShortUINamePossessive] intrigue skills have increased."
councillor_spouse_background.0001.learning_notification:0 "With experience, [councillor.GetShortUINamePossessive] scholarly understanding has increased."
COUNCIL_TASK_NOT_IN_DOMAIN:0 "Not part of your [domain|E]"
COUNCIL_TASK_NOT_IN_REALM:0 "Not part of your [realm|E]"
SCHEME_NOT_IN_REALM: "Not part of your [realm|E]: $VALUE|0$"
COUNCIL_TASK_NOT_BORDERING_REALM:0 "Not bordering your [realm|E]"
COUNCILLOR_LIEGE_IS_INDEPENDENT:0 "Independent [ruler|E]"
councillor_spouse_background.0001.title:0 "Spouse's Skills"
erudition_legacy_5:0 "[GetDynastyPerk('erudition_legacy_5').GetName]"
task_accept_culture:0 "Promote Cultural Acceptance"
task_accept_culture_desc:0 "[cultural_acceptance|E] between the [county.GetProvince.GetCounty.GetCulture.GetName] and [councillor_liege.GetCulture.GetName] [cultures|E]: [SCOPE.ScriptValue( 'task_accept_culture_progress' )|+=2]/year"
task_accept_culture_base_desc:0 "[cultural_acceptance|E] gain: [SCOPE.ScriptValue( 'task_accept_culture_progress' )|+=2]/year"
task_accept_culture_base_value_desc:0 "\n$TAB$[councillor.GetCouncilTitle] [councillor.GetShortUIName]: #P [SCOPE.ScriptValue('task_accept_culture_total_base_value')|+=2]#!"
task_accept_culture_independent_desc:0 "\n$TAB$[independent_ruler|E]: #P [SCOPE.ScriptValue('steward_accept_culture_yearly_increase_independent_bonus')|+=2]#!"
task_accept_culture_court_type_desc:0 "\n$TAB$$court_administrative$: #P [SCOPE.ScriptValue('steward_accept_culture_court_type_bonus')|+=2]#!"
task_accept_culture_same_culture_desc:0 "\n$TAB$Councillor's culture: #P [SCOPE.ScriptValue('steward_accept_culture_yearly_increase_same_culture_bonus')|+=2]#!"
task_accept_culture_erudition_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('steward_accept_culture_erudition_bonus_yearly_increase')|2]#!"
task_accept_culture_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('steward_accept_culture_family_business_bonus_yearly_increase')|2]#!"
task_accept_culture_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('steward_accept_culture_family_business_bonus_yearly_increase')|P]"
task_accept_culture_customs_bonus_desc:0 "\n$TAB$[GetDynastyPerk('ep1_culture_legacy_2').GetName]: #P +[SCOPE.ScriptValue('steward_accept_culture_customs_bonus_yearly_increase')|2]#!"
task_accept_culture_other_desc:0 "\nOther factors may apply to total acceptance gain"
task_accept_culture_notification_tooltip:0 "From $task_accept_culture$"
task_accept_culture_acceptance_gain:0 "Increased cultural understanding due to the efforts of [councillor.GetShortUIName]"
task_accept_culture_increased_development_growth:0 "\n$EFFECT_LIST_BULLET$#P Increased Development Growth#!"
task_accept_culture_increased_opinion:0 "\n$EFFECT_LIST_BULLET$#P Increased Opinion#!"
task_accept_culture_acceptance_boost:0 "\n$EFFECT_LIST_BULLET$#P Cultural Acceptance Boost#!"
task_accept_culture_reduced_tax_income:0 "\n$EFFECT_LIST_BULLET$#N Reduced Tax Income#!"
task_accept_culture_loss_of_control:0 "$task_develop_county_loss_of_control$"
task_accept_culture_reduced_development_growth:0 "\n$EFFECT_LIST_BULLET$#N Reduced Development Growth#!"
SPYMASTER_FIND_SECRETS_CHARACTER_MODIFIERS:0 "[character|E] [modifier|E]"
#Vizier Councillor
task_vizier_default: "Assist Ruler"
task_vizier_default_effect_desc: "$task_spouse_default_effect_desc$"
task_vizier_court_politics: "$task_court_politics$"
task_vizier_court_politics_effect_desc: "$task_court_politics_effect_desc$"
task_vizier_chivalry: "$task_chivalry$"
task_vizier_chivalry_effect_desc: "$task_chivalry_effect_desc$"
task_vizier_court_intrigue: "$task_court_intrigue$"
task_vizier_court_intrigue_effect_desc: "$task_court_intrigue_effect_desc$"
task_vizier_manage_domain: "$task_manage_domain$"
task_vizier_manage_domain_effect_desc: "$task_manage_domain_effect_desc$"
task_vizier_patronage: "$task_patronage$"
task_vizier_patronage_effect_desc: "$task_patronage_effect_desc$"
liege_converting_county_title: "Liege Converting [county.GetNameNoTierNoTooltip|V]"
liege_converting_county_desc: "[councillor_liege.GetShortUINamePossessive] [councillor.GetCouncilTitle] is [converting|E] the [county.GetName] to [councillor_liege.GetFaith.GetName] #weak ([old_faith.GetAdjective])#!"
liege_stopped_converting_county_title: "Liege Conversion Halted"
liege_stopped_converting_county_desc: "[councillor_liege.GetShortUINamePossessive] [councillor.GetCouncilTitle] has stopped [converting|E] the [county.GetName] to [councillor_liege.GetFaith.GetName] #weak ([old_faith.GetAdjective])#!"
liege_converted_county_title: "Liege Converted [county.GetNameNoTierNoTooltip|V]"
liege_converted_county_desc: "[councillor_liege.GetShortUINamePossessive] [councillor.GetCouncilTitle] has [converted|E] the [county.GetName] to [councillor_liege.GetFaith.GetName] #weak ([old_faith.GetAdjective])#!"
# Kurultai
task_kurultai_default_1: "Support Herders"
task_kurultai_default_2: "$task_kurultai_default_1$"
task_kurultai_default_3: "$task_kurultai_default_1$"
task_kurultai_default_4: "$task_kurultai_default_1$"
task_kurultai_default_modifier: "$task_kurultai_default_1$ #weak (Kurultai Councillor Task)#!"
task_kurultai_default_effect_desc: "#weak Increased by [kurultai|E] Member's [diplomacy_i][diplomacy|E] (#color_white [councillor.MakeScope.ScriptValue('kurultai_manage_herd_skill_tooltip')]#!)#!\n"
task_kurultai_default_herd_gain_desc: "[herd|E] Gain and Capacity: #P [herd_i]+[SCOPE.ScriptValue('kurultai_manage_herd_final_value')|1]%#!\n$TAB$Base: #P [herd_i]+[SCOPE.ScriptValue('kurultai_manage_herd_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_i][diplomacy_skill|E]: #P [herd_i]+[SCOPE.ScriptValue('kurultai_manage_herd_skill_value')|1]%#!"
task_kurultai_default_gain_herd: "\n$EFFECT_LIST_BULLET$#P Increase Herd Size#!"
task_kurultai_default_bonus_army: "\n$EFFECT_LIST_BULLET$#P Gain Horde Rider Army#!"
task_kurultai_default_lose_herd: "\n$EFFECT_LIST_BULLET$#N Decrease Herd Size#!"
task_kurultai_default_lose_control: "\n$EFFECT_LIST_BULLET$#N Loss of Control#!"
task_kurultai_fertility_1: "Manage Fertility"
task_kurultai_fertility_2: "$task_kurultai_fertility_1$"
task_kurultai_fertility_3: "$task_kurultai_fertility_1$"
task_kurultai_fertility_4: "$task_kurultai_fertility_1$"
task_kurultai_fertility_1_VALUE_NAME: "[county_fertility|E]"
task_kurultai_fertility_2_VALUE_NAME: "$task_kurultai_fertility_1_VALUE_NAME$"
task_kurultai_fertility_3_VALUE_NAME: "$task_kurultai_fertility_1_VALUE_NAME$"
task_kurultai_fertility_4_VALUE_NAME: "$task_kurultai_fertility_1_VALUE_NAME$"
task_kurultai_use_fertility: "This [county|E] does not have [fertility|E]"
task_kurultai_fertility_only_one_target: "Another [kurultai|E] member is already managing the [fertility|E] of this [county|E]"
task_kurultai_exploited_only_one_target: "Another [kurultai|E] member is already exploiting this [county|E]"
task_kurultai_fertility_modifier: "$task_kurultai_fertility_1$ #weak (Kurultai Councillor Task)#!"
task_kurultai_fertility_effect_desc: "#weak Increased by [kurultai|E] Member's [stewardship_i][stewardship|E] (#color_white [councillor.MakeScope.ScriptValue('kurultai_increased_fertility_skill_tooltip')]#!)#!\n"
task_kurultai_fertility_gain_desc: "[county_fertility|E] Growth: #P [county_fertility_i|E]+[SCOPE.ScriptValue('kurultai_increased_fertility_final_value')|1]%#!\n$TAB$Base: #P [county_fertility_i|E]+[SCOPE.ScriptValue('kurultai_increased_fertility_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [stewardship_i][stewardship_skill|E]: #P [county_fertility_i|E]+[SCOPE.ScriptValue('kurultai_increased_fertility_skill_value')|1]%#!"
task_kurultai_fertility_increase_fertility: "\n$EFFECT_LIST_BULLET$#P Increase Fertility#!"
task_kurultai_fertility_county_opinion: "\n$EFFECT_LIST_BULLET$#P Increase County Opinion#!"
task_kurultai_fertility_reduce_fertility: "\n$EFFECT_LIST_BULLET$#N Reduce Fertility#!"
task_kurultai_fertility_lose_prestige: "\n$EFFECT_LIST_BULLET$#N Prestige Loss#!"
task_kurultai_control_1: "Increase Control"
task_kurultai_control_2: "$task_kurultai_control_1$"
task_kurultai_control_3: "$task_kurultai_control_1$"
task_kurultai_control_4: "$task_kurultai_control_1$"
task_kurultai_control_1_VALUE_NAME: "[county_control|E]"
task_kurultai_control_2_VALUE_NAME: "$task_kurultai_control_1_VALUE_NAME$"
task_kurultai_control_3_VALUE_NAME: "$task_kurultai_control_1_VALUE_NAME$"
task_kurultai_control_4_VALUE_NAME: "$task_kurultai_control_1_VALUE_NAME$"
potential_county_control_task_only_one_target: "Another [kurultai|E] member is already increasing the [county_control|E] of this [county|E]"
task_kurultai_control_effect_desc: "#weak Increased by [kurultai|E] Member's [martial_i][martial|E] (#color_white [councillor.MakeScope.ScriptValue('kurultai_increase_control_skill_tooltip')]#!)#!\n"
task_kurultai_increase_control_effect_desc: "Chance of removing County Corruption: [SCOPE.ScriptValue('marshal_remove_county_corruption_chance')|P]#P %#!/month\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_i][martial_skill|E]: #P +#![SCOPE.ScriptValue('marshal_councillor_county_corruption_value')|P]\n$TAB$County Control: #P +#![SCOPE.ScriptValue('marshal_county_county_corruption_value')|P]\n\nWhile Control is being increased, the County will not acquire Corruption"
task_kurultai_court_astrologer_1: "Aid $court_astrologer_court_position$"
task_kurultai_court_astrologer_2: "$task_kurultai_court_astrologer_1$"
task_kurultai_court_astrologer_3: "$task_kurultai_court_astrologer_1$"
task_kurultai_court_astrologer_4: "$task_kurultai_court_astrologer_1$"
task_kurultai_court_astrologer_zealous_proselytizer_bonus_desc: "\n$TAB$[GetPerk('zealous_proselytizer_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('kurultai_court_astrologer_piety_final_value')|2]#!"
task_kurultai_court_astrologer_effect_desc: "#weak Increased by [councillor.GetCouncilTitlePossessive] [learning_i][learning|E] (#color_white [councillor.MakeScope.ScriptValue('kurultai_court_astrologer_skill_tooltip')]#!)#!\n"
task_kurultai_court_astrologer_piety_desc: "Monthly [piety|E] Gain: #P [piety_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_piety_final_value')|1]%#!\n$TAB$Base: #P [piety_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_piety_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [learning_i][learning_skill|E]: #P [piety_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_piety_skill_value')|1]%#!\n"
task_kurultai_court_astrologer_aptitude_desc: "[GetCourtPositionType('court_astrologer_court_position').GetName()] [aptitude|E]: #P [aptitude_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_aptitude_final_value')|1]#!\n$TAB$Base: #P [aptitude_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_aptitude_base_value')|1]#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [learning_i][learning_skill|E]: #P [aptitude_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_aptitude_skill_value')|1]#!"
task_kurultai_astrologer_increase_piety: "\n$EFFECT_LIST_BULLET$#P Gain Piety#!"
task_kurultai_astrologer_increase_opinion: "\n$EFFECT_LIST_BULLET$#P Gain $court_astrologer_court_position$ Opinion#!"
task_kurultai_astrologer_reduce_piety: "\n$EFFECT_LIST_BULLET$#N Lose Piety#!"
task_kurultai_astrologer_reduce_opinion: "\n$EFFECT_LIST_BULLET$#N Lose $court_astrologer_court_position$ Opinion#!"
task_kurultai_court_astrologer_modifier: "$task_kurultai_court_astrologer_1$ #weak (Kurultai Councillor Task)#!"
task_kurultai_domestic_affairs_1: "Domestic Affairs"
task_kurultai_domestic_affairs_2: "$task_kurultai_domestic_affairs_1$"
task_kurultai_domestic_affairs_3: "$task_kurultai_domestic_affairs_1$"
task_kurultai_domestic_affairs_4: "$task_kurultai_domestic_affairs_1$"
task_kurultai_domestic_affairs_effect_desc: "$task_kurultai_default_effect_desc$"
task_kurultai_domestic_affairs_only_one_target: "Can only have one [kurultai|E] member perform the #color_white $task_kurultai_domestic_affairs_1$#! task at once"
task_kurultai_exploit_area_1: "Exploit Lands"
task_kurultai_exploit_area_2: "$task_kurultai_exploit_area_1$"
task_kurultai_exploit_area_3: "$task_kurultai_exploit_area_1$"
task_kurultai_exploit_area_4: "$task_kurultai_exploit_area_1$"
task_kurultai_exploit_area_1_VALUE_NAME: "[county_fertility|E]"
task_kurultai_exploit_area_2_VALUE_NAME: "$task_kurultai_exploit_area_1_VALUE_NAME$"
task_kurultai_exploit_area_3_VALUE_NAME: "$task_kurultai_exploit_area_1_VALUE_NAME$"
task_kurultai_exploit_area_4_VALUE_NAME: "$task_kurultai_exploit_area_1_VALUE_NAME$"
task_kurultai_exploit_modifier: "$task_kurultai_exploit_area_1$ #weak (Kurultai Councillor Task)#!"
task_kurultai_exploit_effect_desc: "$task_kurultai_fertility_effect_desc$"
task_kurultai_exploit_fertility_desc: "[county_fertility|E]: #N [county_fertility_i]-[SCOPE.ScriptValue('kurultai_exploit_area_fertility_final_value')|1]#!\n$TAB$Base: #N [county_fertility_i]-[SCOPE.ScriptValue('kurultai_exploit_area_fertility_base_value')|1]#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [stewardship_i][stewardship_skill|E]: #P [county_fertility_i]+[SCOPE.ScriptValue('kurultai_exploit_area_fertility_skill_value')|1]#!"
task_kurultai_exploit_income_desc: "\n[herd|E] [income|E]: #P [gold_i]+[SCOPE.ScriptValue('kurultai_exploit_area_income_final_value')|2]%#!\n$TAB$Base: #P [gold_i]+[SCOPE.ScriptValue('kurultai_exploit_area_income_base_value')|2]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [stewardship_i][stewardship_skill|E]: #P [gold_i]+[SCOPE.ScriptValue('kurultai_exploit_area_income_skill_value')|2]%#!"
task_kurultai_exploit_gain_gold: "\n$EFFECT_LIST_BULLET$#P Gain Gold#!"
task_kurultai_exploit_gain_dread: "\n$EFFECT_LIST_BULLET$#P Gain Dread#!"
task_kurultai_exploit_reduce_fertility: "\n$EFFECT_LIST_BULLET$#N Reduce Fertility#!"
task_kurultai_exploit_lose_county_opinion: "\n$EFFECT_LIST_BULLET$#N Lose County Opinion#!"
task_kurultai_raider_1: "Organize Raiders"
task_kurultai_raider_2: "$task_kurultai_raider_1$"
task_kurultai_raider_3: "$task_kurultai_raider_1$"
task_kurultai_raider_4: "$task_kurultai_raider_1$"
task_kurultai_raider_modifier: "$task_kurultai_raider_1$ #weak (Kurultai Councillor Task)#!"
task_kurultai_raiders_only_one_target: "Can only have one [kurultai|E] member perform the #color_white $task_kurultai_raider_1$#! task at once"
task_kurultai_raider_loot_desc: "Max [loot|E]: #P [loot_i]+[SCOPE.ScriptValue('kurultai_organize_raiders_loot_final_value')|1]%#!\n$TAB$Base: #P [loot_i]+[SCOPE.ScriptValue('kurultai_organize_raiders_loot_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_i][martial_skill|E]: #P [loot_i]+[SCOPE.ScriptValue('kurultai_organize_raiders_loot_skill_value')|1]%#!"
task_kurultai_raider_attrition_desc: "\nHostile County [attrition|E] while [raiding|E]: #P [attrition_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_loot_final_value')|1]%#!\n$TAB$Base: #P [attrition_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_loot_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_i][martial_skill|E]: #P [attrition_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_loot_skill_value')|1]%#!"
task_kurultai_raider_raiding_desc: "\n[raid|E] Speed & Movement Speed while Raiding: #P [raid_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_raid_final_value')|1]%#!\n$TAB$Base: #P [raid_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_raid_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_i][martial_skill|E]: #P [raid_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_raid_skill_value')|1]%#!"
task_kurultai_raiders_gain_prestige: "\n$EFFECT_LIST_BULLET$#P Gain Prestige#!"
task_kurultai_raiders_gain_dread: "\n$EFFECT_LIST_BULLET$#P Gain Dread#!"
task_kurultai_raiders_lose_prestige: "\n$EFFECT_LIST_BULLET$#N Lose Prestige#!"
task_kurultai_raiders_lose_dread: "\n$EFFECT_LIST_BULLET$#N Lose Dread#!"
task_kurultai_culture_1: "Explore Cultures"
task_kurultai_culture_2: "$task_kurultai_culture_1$"
task_kurultai_culture_3: "$task_kurultai_culture_1$"
task_kurultai_culture_4: "$task_kurultai_culture_1$"
task_kurultai_culture_only_one_target: "Can only have one [kurultai|E] member perform the #color_white $task_kurultai_culture_1$#! task at once"
task_kurultai_culture_cooldown_effect_desc:0 "[culture|E] [reformation|E] Cooldown & Cost: #P [culture_i]-[SCOPE.ScriptValue('kurultai_culture_final_value')|2]%#!\n(Increases by #P -[SCOPE.ScriptValue('kurultai_culture_monthly_increase')|2]%#!/month up to #P -[SCOPE.ScriptValue('kurultai_culture_max_value')|0]%#!)\n$TAB$Base: #P [culture_i]-[SCOPE.ScriptValue('kurultai_culture_base_monthly_increase')|2]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [learning_i][learning_skill|E]: #P [culture_i]-[SCOPE.ScriptValue('kurultai_culture_skill_monthly_increase')|2]%#!"
task_kurultai_culture_hybridization_effect_desc:0 "\n[culture|E] [hybridizing|E] Threshold: #P [cultural_acceptance_i]-[SCOPE.ScriptValue('kurultai_culture_final_value')|2]%#!\n(Increases by #P -[SCOPE.ScriptValue('kurultai_culture_monthly_increase')|2]%#!/month up to #P -[SCOPE.ScriptValue('kurultai_culture_max_value')|0]%#!)\n$TAB$Base: #P [cultural_acceptance_i]-[SCOPE.ScriptValue('kurultai_culture_base_monthly_increase')|2]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [learning_i][learning_skill|E]: #P [cultural_acceptance_i]-[SCOPE.ScriptValue('kurultai_culture_skill_monthly_increase')|2]%#!"
task_kurultai_cultures_increase_acceptance: "\n$EFFECT_LIST_BULLET$#P Gain Cultural Acceptance#!"
task_kurultai_cultures_increase_opinion: "\n$EFFECT_LIST_BULLET$#P Gain Different Culture Opinion#!"
task_kurultai_cultures_decrease_acceptance: "\n$EFFECT_LIST_BULLET$#N Lose Cultural Acceptance#!"
task_kurultai_cultures_decrease_opinion: "\n$EFFECT_LIST_BULLET$#N Lose Different Culture Opinion#!"
# Kurultai Task Tooltips
kurultai_task.1001.notification: "Thriving Herds"
kurultai_task.1001.desc: "Thanks to the hard work of [councillor.GetShortUIName], our herds are thriving."
kurultai_task.1006.notification: "Recruiting Horde"
kurultai_task.1006.desc: "A small group of herders who have been driven out of their lands have pledged their loyalty to our tribe."
kurultai_herder_army: "Herder Horde"
kurultai_task.1051.notification: "Declining Herds"
kurultai_task.1051.desc: "Despite [councillor.GetShortUINamePossessive] hard work, we have seen a decline among our herds."
kurultai_task.1056.notification: "Declining Control"
kurultai_task.1056.desc: "[councillor.GetShortUINamePossessive] attempts at improving our herds have caused disruptions and conflict among our people."
kurultai_task.1101.notification: "Flourishing Fertility"
kurultai_task.1101.desc: "[county.GetDefinitiveName] is flourishing thanks to [councillor.GetShortUIName]."
kurultai_task.1106.notification: "Popular Rule"
kurultai_task.1106.desc: "[councillor.GetShortUINamePossessive] work in [county.GetDefinitiveName] have had an unexpected windfall."
kurultai_task.1151.notification: "Declining Fertility"
kurultai_task.1151.desc: "[councillor.GetShortUIName] have managed to mishandle our herds in [county.GetDefinitiveName], causing the fertility to wane in the area."
kurultai_task.1156.notification: "Unpopular Rule"
kurultai_task.1156.desc: "[councillor.GetShortUINamePossessive] handling of [county.GetNameNoTier] has proven incredibly unpopular, and it reflects on my rule as [ROOT.Char.GetTitleAsNameNoTooltip]."
kurultai_task.1201.notification: "Faithful Rule"
kurultai_task.1201.desc: "My people have been impressed by the work [astrologer.GetShortUIName] and [councillor.GetShortUIName] are doing on my behalf."
kurultai_task.1206.notification: "Friendly $court_astrologer_court_position$"
kurultai_task.1206.desc: "My [kurultai|E] [councillor.GetShortUIName] has been building a closer bond with [astrologer.GetShortUIName] on my behalf."
kurultai_task.1251.notification: "Shameful Rule"
kurultai_task.1251.desc: "My people are calling out [astrologer.GetShortUIName] and [councillor.GetShortUIName] for their abuse of their positions."
kurultai_task.1256.notification: "Furious $court_astrologer_court_position$"
kurultai_task.1256.desc: "My [kurultai|E] [councillor.GetShortUIName] is constantly at odds with my $court_astrologer_court_position$ [astrologer.GetShortUIName]."
kurultai_task.1301.notification: "Unexpected Findings"
kurultai_task.1301.desc: "[councillor.GetShortUIName] has managed to gather more gold than expected in [county.GetNameNoTier]."
kurultai_task.1306.notification: "Building a Reputation"
kurultai_task.1306.desc: "I have gained a reputation as a dreadful ruler after assigning [councillor.GetShortUIName] to exploit [county.GetNameNoTier]."
kurultai_task.1351.notification: "Exploited Lands"
kurultai_task.1351.desc: "[councillor.GetShortUINamePossessive] attempts at making the most out of [county.GetNameNoTier] have had unexpected, but not unsurprising side-effects."
kurultai_task.1356.notification: "Exploited People"
kurultai_task.1356.desc: "[councillor.GetShortUIName] work has had disastrous effects on the local tribes living in [county.GetNameNoTier]."
kurultai_task.1401.notification: "Impressive Raiders"
kurultai_task.1401.desc: "Our raiders are feared far and wide thanks to [councillor.GetShortUIName] drilling them hard."
kurultai_task.1406.notification: "Dreadful Raiders"
kurultai_task.1406.desc: "Our raiders strike fear into the heart of enemies far and wide, both inside and outside our borders."
kurultai_task.1451.notification: "Unimpressive Raiders"
kurultai_task.1451.desc: "Somehow, my raiders seem even less impressive now than when [councillor.GetShortUIName] started working with them."
kurultai_task.1456.notification: "Pitiful Raiders"
kurultai_task.1456.desc: "Beggars, drunkards, and weaklings. [councillor.GetShortUIName], give me back my raiders!"
kurultai_task.1501.notification: "Building Cultural Relations"
kurultai_task.1501.desc: "$task_accept_culture_acceptance_gain$"
kurultai_task.1506.notification: "Cultural Bonds"
kurultai_task.1506.desc: "Due to the endeavors of [councillor.GetShortUIName], foreigners are feeling welcome at court."
kurultai_task.1551.notification: "Wanining Cultural Relations"
kurultai_task.1551.desc: "[councillor.GetShortUINamePossessive] efforts have only managed to worsen cultural bonds."
kurultai_task.1556.notification: "Broken Bonds"
kurultai_task.1556.desc: "Despite the endeavors of [councillor.GetShortUIName], foreigners are feeling unwelcome at court."
# Kurultai Modifiers
kurultai_task_increase_county_opinion_modifier: "Popular Rule"
kurultai_task_increase_county_opinion_modifier_desc: "The people have been appeased and are happy with their liege, for now."
kurultai_task_decrease_county_opinion_modifier: "Exploited People"
kurultai_task_decrease_county_opinion_modifier_desc: "The people in this area have been exploited by and lost faith in their liege."
kurultai_task_increase_culture_opinion_modifier: "Cultural Bonds"
kurultai_task_increase_culture_opinion_modifier_desc: "Foreigners are feeling welcome at this character's court."
kurultai_task_decrease_culture_opinion_modifier: "Broken Bonds"
kurultai_task_decrease_culture_opinion_modifier_desc: "Foreigners are feeling unwelcome at this character's court."
steward_promote_culture_beth_nahrain: "$task_promote_culture$ of Beth Nahrain"
# TGP
STEWARD_PROMOTE_CULTURE_DEFIANT_AMBUSHERS: "[county.GetProvince.GetCounty.GetCulture.GetName] [culture_traditions|E]"

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l_english:
master_of_hunt_court_position_task_dangerous_game: "Track Dangerous Game"
master_of_hunt_court_position_task_dangerous_game_desc: "Your $master_of_hunt_court_position$ will track down dangerous game, such as wolves or bears, that would yield a lot of prestige to hunt."
master_of_hunt_court_position_task_dangerous_game_tt: "Every year your $master_of_hunt_court_position$ has a chance of [hunt_sighting_no_prefix|E] dangerous game for you to[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName]\n$master_of_hunt_court_position_task_generic_tt$"
master_of_hunt_court_position_task_regular_game: "Track Regular Game"
master_of_hunt_court_position_task_regular_game_desc: "Your $master_of_hunt_court_position$ will track down regular game, such as foxes or deer, that would yield an average amount of prestige to hunt."
master_of_hunt_court_position_task_regular_game_tt: "Every year your $master_of_hunt_court_position$ has a chance of [hunt_sighting_no_prefix|E] regular game for you to[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName]\n$master_of_hunt_court_position_task_generic_tt$"
master_of_hunt_court_position_task_legendary_game: "Track Legendary Game"
master_of_hunt_court_position_task_legendary_game_desc: "Your $master_of_hunt_court_position$ will attempt to track down legendary beasts that would yield an enormous of prestige to hunt."
master_of_hunt_court_position_task_legendary_game_tt: "Every year your $master_of_hunt_court_position$ has a small chance of [hunt_sighting_no_prefix|E] legendary game for you to[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName]\n$master_of_hunt_court_position_task_generic_tt$"
master_of_hunt_court_position_task_generic_tt: "The frequency of [hunt_sightings_no_prefix|E] increases with [aptitude|E] #weak (max one Sighting every 3 years)#!"
court_jester_court_position_task_entertain_court: "Entertain Courtiers"
court_jester_court_position_task_entertain_court_desc: "Your $court_jester_court_position$ will spend their time entertaining your courtiers with jokes, stories, and acrobatics."
court_jester_court_position_task_entertain_court_tt: "Every year the $court_jester_court_position$ has a chance to reduce the [stress_loss_i] [stress|E] of a random [courtier|E] #weak (preferring those close to you, such as your [children|E])#!\nIf their [aptitude|E] is at least $aptitude_good$, up to two [courtiers|E] can be targeted every year"
foreign_emissary_court_position_task_entertain_court_tt: "Every year the $foreign_emissary_court_position$ has a chance to reduce the [stress_loss_i] [stress|E] of a random [courtier|E] #weak (preferring those close to you, such as your [children|E])#!\nIf their [aptitude|E] is at least $aptitude_good$, up to two [courtiers|E] can be targeted every year"
court_jester_court_position_task_fuel_the_rumour_mill: "Fuel the Rumor Mill"
court_jester_court_position_task_fuel_the_rumour_mill_desc: "This character will spend their time spreading nonsensical rumors and misleading stories to slow down enemy schemes."
court_jester_court_position_task_fuel_the_rumour_mill_tt: "Every year the $court_jester_court_position$ has a chance to reduce the [stress_loss_i] [stress|E] of a random [courtier|E] #weak (preferring those close to you, such as your [children|E])#!"
court_jester_court_position_task_abuse_the_jester: "Abuse the Jester"
court_jester_court_position_task_abuse_the_jester_desc: "Your $court_jester_court_position$ will spend their time being abused and humiliated."
court_jester_court_position_task_abuse_the_jester_tt: "Every year the $court_jester_court_position$ has a chance to reduce the [stress_loss_i] [stress|E] of a random [courtier|E] #weak (preferring those close to you, such as your [children|E])#!"
court_artificer_court_position_task_martial: "Create Weapons, Armor, & go Adventuring"
court_artificer_court_position_task_martial_desc: "Your $court_artificer_court_position$ will gather inspiration to make swords, shields, armor, and go adventuring for the martially-inclined ruler."
court_artificer_court_position_task_martial_tt: "Every year the $court_artificer_court_position$ has a chance to gain a #V Weapon#!, #V Armor#!, or #V Adventure#! [inspiration|E] #weak (preferring [artifacts|E] you do not already have)#!\n$court_artificer_court_position_task_improved_chances_tt$"
court_artificer_court_position_task_learning: "Create Books & Tapestries"
court_artificer_court_position_task_learning_desc: "Your $court_artificer_court_position$ will gather inspiration to make books, tapestries, or archemical concoctions to please the learned ruler."
court_artificer_court_position_task_learning_tt: "Every year the $court_artificer_court_position$ has a chance to gain a #V Book#!, #V Weaver#!, or #V Alchemy#! [inspiration|E] #weak (preferring [artifacts|E] you do not already have)#!\n$court_artificer_court_position_task_improved_chances_tt$"
court_artificer_court_position_task_stewardship: "Create Crowns & Sculptures"
court_artificer_court_position_task_stewardship_desc: "Your $court_artificer_court_position$ will gather inspiration to make regalia, crowns, thrones, and other artifacts for the stewardly ruler."
court_artificer_court_position_task_stewardship_tt: "Every year the $court_artificer_court_position$ has a chance to gain a #V Smith#! or #V Artisan#! [inspiration|E]\n$court_artificer_court_position_task_improved_chances_tt$"
court_artificer_court_position_task_improved_chances_tt: "Using this task drastically increases the chance of gaining an [inspiration|E]"
must_have_an_equipped_illustrious_court_artifact: "You do #bold not#! have an equipped #V Illustrious#! [court_artifact|E]"
must_have_upgradeable_artifact_tt: "You do #bold not#! have an equipped [artifact|E] that can be upgraded"
antiquarian_court_position_task_scout_for_artifacts: "Search for Rare Artifacts"
antiquarian_court_position_task_scout_for_artifacts_desc: "Your $antiquarian_court_position$ will scour ancient tomes and investigate loose rumors, searching for those who might be able to bring something spectacular back to court."
antiquarian_court_position_task_scout_for_artifacts_tt: "Every year the $antiquarian_court_position$ has a chance to give someone at [court|E] an Adventure [inspiration|E] #weak (Chance increases with [aptitude|E])#!"
antiquarian_inspired_adventurer_message: "$antiquarian_court_position$ Inspires Adventure!"
antiquarian_inspired_adventurer_effect: "Your [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('adventure_target'))] [adventure_target.GetFirstName] gained an #V Adventure#! [inspiration|E]"
antiquarian_court_position_task_improve_artifacts: "Improve Artifacts"
antiquarian_court_position_task_improve_artifacts_desc: "Your $antiquarian_court_position$ will improve and polish artifacts so that they are as impressive and effective as they can possibly be."
antiquarian_court_position_task_improve_artifacts_tt: "Every year the $antiquarian_court_position$ has a chance to improve an equipped [artifact|E]\nThe chance of improvement #weak (#bold not#! the quality)#! increases with [aptitude|E]\nCommon [artifacts|E] can be improved once, Masterworks twice, and so on"
antiquarian_improved_artifact_message: "[artifact_target.GetName] Improved!"
artifact_prowess_1_modifier: "Prowess"
artifact_knight_effectiveness_1_modifier: "Knight Effectiveness"
artifact_glory_hound_levy_contribution_mult_1_modifier: "Glory Hound Levy Contribution"
artifact_enemy_hard_casualty_modifier_1_modifier: "Enemy Hard Casualty Modifier"
artifact_plains_advantage_1_modifier: "Plains Advantage"
artifact_farmlands_advantage_1_modifier: "Farmlands Advantage"
artifact_hills_advantage_1_modifier: "Hills Advantage"
artifact_mountains_advantage_1_modifier: "Mountains Advantage"
artifact_desert_advantage_1_modifier: "Desert Advantage"
artifact_desert_mountains_advantage_1_modifier: "Desert Mountain Advantage"
artifact_oasis_advantage_1_modifier: "Oasis Advantage"
artifact_jungle_advantage_1_modifier: "Jungle Advantage"
artifact_forest_advantage_1_modifier: "Forest Advantage"
artifact_taiga_advantage_1_modifier: "Taiga Advantage"
artifact_wetlands_advantage_1_modifier: "Wetlands Advantage"
artifact_steppe_advantage_1_modifier: "Steppe Advantage"
artifact_floodplains_advantage_1_modifier: "Floodplains Advantage"
artifact_drylands_advantage_1_modifier: "Drylands Advantage"
artifact_controlled_province_advantage_1_modifier: "Controlled Territory Defender Advantage"
artifact_hard_casualty_modifier_1_modifier: "Hard Casualty Modifier"
artifact_monthly_minor_prestige_1_modifier: "Monthly Prestige"
artifact_monthly_prestige_1_modifier: "Monthly Prestige"
artifact_monthly_piety_1_modifier: "Monthly Piety"
artifact_monthly_prestige_add_1_modifier: "Monthly Renown"
artifact_short_reign_duration_mult_1_modifier: "Short Reign Reduction"
artifact_short_reign_duration_mult_3_modifier: "$artifact_short_reign_duration_mult_1_modifier$"
artifact_monthly_tyranny_1_modifier: "Monthly Tyranny Reduction"
artifact_happy_powerful_vassal_tax_contribution_mult_1_modifier: "Powerful Vassal Councillor Tax Contribution"
artifact_courtly_tax_contribution_mult_1_modifier: "Courtly Tax Contribution"
artifact_courtly_vassal_opinion_1_modifier: "Courtly Opinion"
artifact_powerful_vassal_opinion_1_modifier: "Powerful Vassal Opinion"
artifact_parochial_vassal_opinion_1_modifier: "Parochial Opinion"
artifact_parochial_tax_contribution_mult_1_modifier: "Parochial Tax Contribution"
artifact_courtier_and_guest_opinion_1_modifier: "Courtier and Guest Opinion"
artifact_men_at_arms_maintenance_1_modifier: "Men-at-Arms Maintenance Reduction"
artifact_build_gold_cost_1_modifier: "Build Cost Reduction"
artifact_domain_tax_mult_1_modifier: "Domain Taxes"
artifact_zealot_vassal_opinion_1_modifier: "Zealot Opinion"
artifact_zealot_tax_contribution_mult_1_modifier: "Zealot Tax Contribution"
artifact_belligerent_tax_contribution_mult_1_modifier: "Belligerent Tax Contribution"
artifact_court_grandeur_baseline_add_1_modifier: "Court Grandeur"
artifact_development_growth_1_modifier: "Development Growth"
artifact_glory_hound_vassal_opinion_1_modifier: "Glory Hound Opinion"
artifact_belligerent_vassal_opinion_1_modifier: "Belligerent Opinion"
artifact_vassal_limit_1_modifier: "Vassal Limit"
artifact_owned_scheme_secrecy_add_1_modifier: "Scheme Secrecy"
artifact_hostile_scheme_phase_duration_add_1_modifier: "Hostile Scheme Speed"
artifact_personal_scheme_phase_duration_add_1_modifier: "Personal Scheme Speed"
artifact_learn_language_scheme_phase_duration_add_1_modifier: "Learn Language Scheme Speed"
artifact_monthly_lifestyle_xp_minor_modifier: "Monthly Lifestyle Experience"
artifact_monthly_lifestyle_xp_miniscule_modifier: "Monthly Lifestyle Experience"
artifact_glory_hound_tax_contribution_mult_1_modifier: "Glory Hound Tax Contribution"
artifact_mercenary_hire_cost_mult_1_modifier: "Mercenary Hire Cost"
artifact_fertility_growth_1_modifier: "Fertility Growth"
artifact_herd_gain_1_modifier: "Herd Gain"
artifact_herd_conversion_1_modifier: "Herd Conversion"
artifact_health_gain_2_modifier: "Improved Health"
artifact_dread_baseline_add_2_modifier: "Dread"
artifact_pursue_efficiency_2_modifier: "Pursue Efficiency"
artifact_controlled_province_advantage_5_modifier: "Controlled Province Advantage"
artifact_negate_health_penalty_add_2_modifier: "Negate Health Penalty"
artifact_scheme_resistance_add_3_modifier: "Scheme Resistance"
antiquarian_court_position_task_exibit_artifacts: "Exibit Illustrious Artifacts"
antiquarian_court_position_task_exibit_artifacts_desc: "Your $antiquarian_court_position$ will exibit your illustrious artifacts to the public, showing everyone that you are in possession of something truly unique."
court_musician_court_position_task_bolster_legitimacy: "Bolster Legitimacy"
court_musician_court_position_task_bolster_legitimacy_desc: "This character will strengthen your right to rule through song and dance."
cupbearer_court_position_task_flatter_dignitaries: "Flatter Dignitaries"
cupbearer_court_position_task_flatter_dignitaries_desc: "This character will make sure that the cups of those you care for the most runneth over with vigor."
cupbearer_court_position_task_collect_tallage: "Collect Tallage"
cupbearer_court_position_task_collect_tallage_desc: "Your $cupbearer_court_position$ will collect extra taxes from vassal socialites and revelers, the feasts must not run out of food and drink, after all!"
cupbearer_court_position_task_collect_tallage_tt: "You do not have any [GetVassalStance( 'courtly' ).GetName] [vassals|E]"
high_almoner_court_position_task_appease_zealots_tt: "You do not have any [GetVassalStance( 'zealot' ).GetName] [vassals|E]"
chief_qadi_court_position_task_public_alms: "Lead Public Sadaqah"
chief_qadi_court_position_task_public_alms_desc: "Your $chief_qadi_court_position$ will divide alms to the poor and destitute of your domain in your name."
high_almoner_court_position_task_appease_zealots: "Appease Zealots"
high_almoner_court_position_task_appease_zealots_desc: "This character will drum up your name in the eyes of the pious vassals of the realm."
food_taster_court_position_task_brew_poisons: "Brew Poisons"
food_taster_court_position_task_brew_poisons_desc: "This character will spend their time behind the scenes, concocting poisons for use in schemes."
food_taster_court_position_task_ear_to_the_ground: "Keep an Ear to the Ground"
food_taster_court_position_task_ear_to_the_ground_desc: "This character will spend their time hiding behind curtains, listening intently for rumors and gossip."
court_poet_court_position_task_create_poetry: "Write Poetry"
court_poet_court_position_task_create_poetry_desc: "Your $court_poet_court_position$ will spend their time penning and reciting beautiful poems about you, your realm, and your achievements."
court_poet_court_position_task_create_poetry_tt: "Every year the $court_poet_court_position$ will write a poem, giving you a [modifier|E] improving either your [legitimacy|E], [piety|E], [advantage|E], or [attraction|E] for three years #weak (Effect increases with [aptitude|E])#!"
court_poet_court_position_task_japanese_legacy_addendum: "Each finished Poem will provide a one time increase of [bloc_cohesion|E]"
court_poet_poetry_desc: "[court_poet_from_task.Custom('GeneratePoem_Outro_Rhyming')]"
court_poet_poetry_title: "[court_poet_from_task.Custom('GeneratePoem_Title')|U]"
court_poet_romance_aptitude_1_modifier: "Court Poet: Poetry about Romance"
court_poet_romance_aptitude_2_modifier: "$court_poet_romance_aptitude_1_modifier$"
court_poet_romance_aptitude_3_modifier: "$court_poet_romance_aptitude_1_modifier$"
court_poet_romance_aptitude_4_modifier: "$court_poet_romance_aptitude_1_modifier$"
court_poet_romance_aptitude_5_modifier: "$court_poet_romance_aptitude_1_modifier$"
court_poet_mourning_aptitude_1_modifier: "Court Poet: Poetry about Mourning"
court_poet_mourning_aptitude_2_modifier: "$court_poet_mourning_aptitude_1_modifier$"
court_poet_mourning_aptitude_3_modifier: "$court_poet_mourning_aptitude_1_modifier$"
court_poet_mourning_aptitude_4_modifier: "$court_poet_mourning_aptitude_1_modifier$"
court_poet_mourning_aptitude_5_modifier: "$court_poet_mourning_aptitude_1_modifier$"
court_poet_legacy_aptitude_1_modifier: "Court Poet: Poetry about Legacy"
court_poet_legacy_aptitude_2_modifier: "$court_poet_legacy_aptitude_1_modifier$"
court_poet_legacy_aptitude_3_modifier: "$court_poet_legacy_aptitude_1_modifier$"
court_poet_legacy_aptitude_4_modifier: "$court_poet_legacy_aptitude_1_modifier$"
court_poet_legacy_aptitude_5_modifier: "$court_poet_legacy_aptitude_1_modifier$"
court_poet_strife_aptitude_1_modifier: "Court Poet: Poetry about Strife"
court_poet_strife_aptitude_2_modifier: "$court_poet_strife_aptitude_1_modifier$"
court_poet_strife_aptitude_3_modifier: "$court_poet_strife_aptitude_1_modifier$"
court_poet_strife_aptitude_4_modifier: "$court_poet_strife_aptitude_1_modifier$"
court_poet_strife_aptitude_5_modifier: "$court_poet_strife_aptitude_1_modifier$"
drinks_alcohol: "They drink alcohol"

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l_english:
# Cultural MaA
bondi:0 "Bondí"
vigmen:0 "Vigmen"
varangian_veterans:0 "Sea Raiders"
jomsviking_pirates:0 "Jomsviking Pirates"
# MaA Flavour
bondi_flavor:0 "#F The Bondí are part of a class of free landholders, often competent sailors, that use longships to trade or to go viking. They fight using spears and shields.#!"
vigmen_flavor:0 "#F Warriors in the front present an impenetrable wall of shields to protect archers in the rear. This tactic deters skirmishers while allowing a steady advance.#!"
varangian_veterans_flavor:0 "#F Explorers, adventurers, warriors, and mercenaries from all around the far-flung Nordic colonies. Some have even served in the Varangian Guard.#!"
jomsviking_pirates_flavor:0 "#F Some of the most notorious reavers ever to ply the Baltic, the Jomsvikings excel at injecting chaos into battle, drawing it out before excelling in the aftermath.#!"

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l_english:
motto_we_swear_by_x_theomach:0 "We Swear by $1$"
motto_with_x_and_y_theomach:0 "With $1$ and $2$"
motto_we_tell_tales_of_x_theomach:0 "We Tell Tales of $1$"
motto_x_is_our_y_theomach:0 "$1$ is our $2$"
motto_x_guides_us_theomach:0 "$1$ Guides Us"
motto_house_was_forged_by_x_theomach:0 "House [CHARACTER.GetHouse.GetBaseNameNoTooltip] was Forged by $1$"
motto_founder_shares_x_theomach:0 "[CHARACTER.GetFirstName] Shares $1$"
# Theomach-specific
#motto_thors_strength:0 "Thor's Strength"
motto_anaxandros_strength:0 "Anáxandros' Strength"
motto_ares_strength:0 "Ares' Strength"
#motto_tyrs_prowess:0 "Tyr's Prowess"
motto_anaxandros_prowess:0 "Anáxandros' Prowess"
motto_ares_prowess:0 "Ares' Prowess"
motto_athenas_prowess:0 "Athena's Prowess"
#motto_tyrs_bravery:0 "Tyr's Bravery"
motto_ares_bravery:0 "Ares' Bravery"
motto_anaxandros_bravery:0 "Anáxandros' Bravery"
#motto_mimirs_knowledge:0 "Mimir's Knowledge"
motto_athenas_knowledge:0 "Athena's Knowledge"

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l_english:
FACTION_DISCONTENT_POWER_ABOVE_THRESHOLD:0 "[faction_military_power|E] above threshold: #V $VALUE|0=-$#!"
FACTION_DISCONTENT_POWER_BELOW_THRESHOLD:0 "[faction_military_power|E] is below threshold: #V $VALUE|0=-$#!"
FACTION_POWER_HARD_RULE:0 "[GetPerk( 'hard_rule_perk' ).GetName( GetPlayer )]: #V +$VALUE|0$#!"
FACTION_POWER_INTERNAL_ISSUES:0 "Existing Factions: #V $VALUE|0$#!"
FACTION_DEMAND_ACCEPT:0 "I guess I have no choice..."
FACTION_DEMAND_REFUSE:0 "I will not be threatened!"
FACTION_DEMAND_ACCEPTED_OPT:0 "A wise decision"
FACTION_DEMAND_REFUSED_OPT:0 "Then war it is!"
faction_demand.2004.opt_tt:1 "I join the war against [faction_target.GetShortUIName]"
FACTION_DEMAND_SEND_DEMAND_NOTIFICATION_OPT:0 "Send the ultimatum!"
FACTION_IMPRISONMENT_RETALIATION_WARNING:2 "#high Imprisoning [recipient.GetShortUIName] may incite the [retaliating_faction.GetName] to revolt!#!"
faction_demand.9001.t:1 "[retaliating_faction.GetNameNoTooltip] Retaliates"
FACTION_FAILED_IMPRISONMENT_RETALIATION:1 "[actor.GetShortUIName] has unjustly attempted to imprison [recipient.GetShortUIName], who is one of my fellow faction members."
FACTION_SUCCESSFUL_IMPRISONMENT_RETALIATION:1 "[actor.GetShortUIName] has unjustly imprisoned [recipient.GetShortUIName], who was one of my fellow faction members."
FACTION_IMPRISONMENT_RETALIATION_END:0 "\n\nSuch a brazen attack on the [retaliating_faction.GetName] can only been seen as an act of war, and unless we defend ourselves now we will surely be picked off one by one!"
FACTION_IMPRISONMENT_RETALIATION_OPT:0 "To war!"
# Independence Faction
independence_faction:0 "$game_concept_independence_faction$"
independence_faction_desc:0 "Members of the Independence [faction|E] seek independence from their [liege|E].\n\n#S Ultimatum#!\nAll Faction Members become [independent|E]\n[liege|E] loses [prestige|E]"
independence_faction_short_effect_desc:0 "Wants Independence from their [liege|E]"
nation_fracturing_faction:1 "Dissolution Faction"
nation_fracturing_faction_desc:1 "Members of the $nation_fracturing_faction$ [faction|E] seek to destroy the realm of their [liege|E].\n\n#S Ultimatum#!\nAll Faction Members become [independent|E]\n[liege|E] loses their [primary_title|E] and other [titles|E] of the same [title_tier|E]"
nation_fracturing_faction_short_effect_desc:0 "Wants to destroy the Realm of their [liege|E]"
liege_primary_title_dissolution:0 "You are now independent!"
liege_primary_title_dissolution_desc:0 "Your liege lost their [primary_title|E] due to a $nation_fracturing_faction$ [faction|E]"
FACTION_DEMAND_COLLAPSE:1 "[faction_target.GetPrimaryTitle.GetNameNoTier] Dissolution Demand"
FACTION_DEMAND_COLLAPSE_DESC:1 "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nIt is time for you to recognize that you are not able to maintain the unity of [faction_target.GetPrimaryTitle.GetNameNoTier]. It's time to end your rule or of any others: the region needs more freedom. Accept our demands or face our swords on the battlefield!"
FACTION_DEMAND_COLLAPSE_ACCEPTED:1 "Dissolution Demands Accepted"
FACTION_DEMAND_COLLAPSE_ACCEPTED_DESC:1 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour misguided demands will only serve to weaken us all. Regardless, to spare the realm from futile bloodshed I am forced to accept your request for independence."
FACTION_DEMAND_COLLAPSE_REFUSED:1 "Dissolution Demands Refused"
FACTION_DEMAND_COLLAPSE_REFUSED_DESC:0 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour shameful attempt at blackmail has not succeeded. No matter how many corrupted souls you have enticed to help carry out your plan I will not give in without a fight. I'd rather die defending what is rightfully mine!"
FACTION_DEMAND_COLLAPSE_SEND_DEMAND_NOTIFICATION:1 "End of [faction_target.GetPrimaryTitle.GetNameNoTier]!"
FACTION_DEMAND_COLLAPSE_SEND_DEMAND_NOTIFICATION_DESC:0 "The moment has come! The unified voices of the [faction.GetName] agree that [faction_target.GetName] has lost any right of rule [faction_target.GetSheHe] might once have had. We shall be given our independence or take it by force!"
faction_demand.1002.tt:1 "[faction_target.GetPrimaryTitle.GetNameNoTier] is destroyed."
FACTION_DEMAND_INDEPENDENCE:0 "Independence Demand"
FACTION_DEMAND_INDEPENDENCE_DESC:0 "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nIt is time for you to recognize the full independence of [faction_leader.GetPrimaryTitle.GetNameNoTier] and the other states in the [faction.GetName]. Accept our demands or face our swords on the battlefield!"
FACTION_DEMAND_INDEPENDENCE_ACCEPTED:0 "Independence Demands Accepted"
FACTION_DEMAND_INDEPENDENCE_ACCEPTED_DESC:1 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour misguided demands will only serve to weaken us all. Regardless, to spare the realm from futile bloodshed I am forced to accept your request for independence."
FACTION_DEMAND_INDEPENDENCE_REFUSED:0 "Independence Demands Refused"
FACTION_DEMAND_INDEPENDENCE_REFUSED_DESC:0 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour shameful attempt at blackmail has not succeeded. No matter how many corrupted souls you have enticed to help carry out your plan I will not give in without a fight. I'd rather die defending what is rightfully mine!"
FACTION_DEMAND_INDEPENDENCE_SEND_DEMAND_NOTIFICATION:0 "Independence!"
FACTION_DEMAND_INDEPENDENCE_SEND_DEMAND_NOTIFICATION_DESC:0 "The moment has come! The unified voices of the [faction.GetName] agree that [faction_target.GetName] has lost any right of rule [faction_target.GetSheHe] might once have had. We shall be given our independence or take it by force!"
faction_demand.0002.tt:0 "All Faction Members Gain Independence!"
FACTION_DEMAND_BRIBE_CO_EMPEROR: "Surely a gift of office can yet force their cooperation?"
FACTION_DEMAND_BRIBE_CO_EMPEROR_REASON: "[faction_leader.GetShortUIName|U] must be the [faction|E] [claimant|E] #weak ([faction.GetSpecialCharacter.GetTitledFirstName])#!"
faction_demand.0000.faction_leader_accepts: "If their leader accepts your offer"
faction_demand.0000.faction_leader_rejects: "If their leader rejects your offer"
faction_demand.0000.enter_co_rule_avoiding_worst_effects: "[faction_target.GetShortUIName|U] appoint[_s(faction_target)] [faction_leader.GetShortUIName] as [CharYourHerHis(faction_target)] [co_emperor|E], avoiding the worst of the [faction.GetName]'s consequences"
faction_demand.0000.truce_from_co_rule: "[faction_target.GetShortUIName|U] gain[_s(faction_target)] a [EmptyScope.ScriptValue('faction_counter_offer_appointed_co_emperor_value')] year [truce|E] with every [faction|E] member"
ep3_truce_appointed_faction_leader_coruler: "Truce after Faction Leader elevated to Co-Emperor"
FACTION_DEMAND_COUNTER_OFFER_CORULE: "Faction Counter-Offer"
FACTION_DEMAND_COUNTER_OFFER_CORULE_DESC: "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour demands have merit — perhaps even showing errors in my own judgement. Lower your arms and join me as my Co-[faction_target.GetTitleAsNameNoTooltip], and we shall rule [faction_target.GetPrimaryTitle.GetDefinitiveName] together!"
FACTION_DEMAND_COUNTER_OFFER_CORULE_ACCEPT: "An offer I cannot refuse..."
FACTION_DEMAND_COUNTER_OFFER_CORULE_REJECT: "Bah, naught but a poisoned chalice!"
faction_demand.0000.offer_accepted: "Counter Offer Accepted"
faction_demand.0000.enter_co_emperorship: "[faction_leader.GetFirstName] becomes your [co_emperor|E]"
faction_demand.0000.offer_rejected: "Counter Offer Rejected"
FACTION_DEMAND_COUNTER_OFFER_CORULE_MEMBER_NOTIFICATION: "Faction Leader Elevated"
FACTION_DEMAND_COUNTER_OFFER_CORULE_MEMBER_NOTIFICATION_DESC: "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nI am pleased to report that [faction_target.GetTitledFirstName] has come around to our way of thinking. [faction_target.GetSheHe|U] has appointed #EMP me#! as Co-[faction_target.GetTitleAsNameNoTooltip], and I have agreed that we shall lay down our swords. Effective immediately."
FACTION_DEMAND_COUNTER_OFFER_MEMBER_NOTIFICATION.A: "We were so close..."
FACTION_DEMAND_COUNTER_OFFER_MEMBER_NOTIFICATION.B: "That selfish fool!"
# Peasant Faction
peasant_faction:0 "Peasant Faction"
peasant_faction_desc:0 "The Peasant [faction|E] wants freedom for the people from foreign or infidel rule, and will strive to replace a liege who does not share the [culture|E] and [faith|E] of the commoners in the [counties|E]."
peasant_faction_short_effect_desc:0 "Wants lower [county_control|E]"
peasant_faction_every_county:0 "Every [faction|E] [county|E]"
peasant_faction_spawn_county_levies:0 "Raises a [new_title.GetAdjective] [army|E] proportional to its [levies|E]"
FACTION_DEMAND_PEASANT:1 "To the [ROOT.Char.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.GetTitledFirstName]"
FACTION_DEMAND_PEASANT_DESC:0 "We have been burdened with your oppressive laws for far too long. No more! We are done paying you taxes.\n\nOnce your coffers dry up and your larders are empty, you will wish you had treated us more fairly."
FACTION_DEMAND_PEASANT_ACCEPT:0 "I guess I could grant a tax lien..."
FACTION_DEMAND_PEASANT_REFUSE:0 "Never! A peasant's lot is to serve their lord!"
FACTION_PEASANT_NAME:0 "Peasant Rabble"
FACTION_PEASANT_TITLE_NAME:0 "Peasant Revolt"
# Nomadic Faction
nomadic_faction: "Nomadic Faction"
nomadic_faction_desc: "The Nomadic [faction|E] wants to be ruled by a [GetGovernment( 'nomad_government' ).GetName] [ruler|E] whos [yurt|E] shares their [culture|E] and [faith|E]."
nomadic_faction_short_effect_desc: "Wants to establish new [GetGovernment( 'nomad_government' ).GetName] [realms|E]"
FACTION_DEMAND_NOMADIC: "To the [ROOT.Char.Custom2('InsultAdjective', SCOPE.sC('peasant_leader'))] [ROOT.Char.GetTitledFirstName]"
FACTION_DEMAND_NOMADIC_DESC: "We will no longer bow beneath your yoke of oppression! We, the proud [GetGovernment( 'nomad_government' ).GetName] [peasant_leader.GetCulture.GetCollectiveNoun], were born to roam free beneath these endless skies.\n\nWith [peasant_leader.GetFaith.WarGodName] guiding our riders, we shall break from your pathetic rule and reclaim our place on the open steppe!"
FACTION_DEMAND_NOMADIC_ACCEPT_GRANT_INDEPENDENCE: "Fine! My realm has no place for your unwashed herds."
FACTION_DEMAND_NOMADIC_VASSAL_DESC: "We will no longer tolerate your vile oppression of the proud [peasant_leader.GetCulture.GetName] [peasant_leader.GetFaith.GetAdherentNamePlural]. Born to roam free beneath these open skies, we reject your tyranny — our time is at hand!\n\nWe shall cast off your rule and that of your liege, [faction_target.GetTitledFirstName], once and for all!!"
FACTION_DEMAND_NOMADIC_VASSAL_JOIN_WAR: "Then I shall meet you on the field of battle, #EMP vagabond#!!"
# Populist Faction
populist_faction:0 "Populist Faction"
populist_faction_desc:1 "The Populist [faction|E] wants freedom from foreign or infidel rule, and will seek independence from a liege who does not share their [culture|E] or [faith|E]."
populist_faction_short_effect_desc:0 "Wants Independence from their [liege|E]"
populist_faction_short_effect_desc_admin: "Wants the [state_faith|E] to match their own"
FACTION_DEMAND_POPULIST:0 "To the [ROOT.Char.Custom2('InsultAdjective', SCOPE.sC('peasant_leader'))] [ROOT.Char.GetTitledFirstName]"
FACTION_DEMAND_POPULIST_DESC_ADMIN: "We shall not permit any further oppression from your [ROOT.Char.Custom2('GetUnbelieverTermAdjective', peasant_leader)] rule. [peasant_leader.GetFaith.GetName|U] must be recognized as the preeminent faith of the [ROOT.Char.GetPrimaryTitle.GetName]!\n\nGive our faith the rightful status it deserves, or prepare to face the wrath of our many faithful!"
FACTION_DEMAND_POPULIST_DESC_CULTURE:0 "We will not stand for the foreign oppression of [peasant_leader.GetCulture.GetName] traditions any longer. Our time is now at hand!\n\nGive us the right to rule ourselves as we see fit, or face the combined wrath of all my countrymen!"
FACTION_DEMAND_POPULIST_DESC_FAITH:0 "We will not stand for your vile oppression of faithful [peasant_leader.GetFaith.GetAdherentNamePlural] any longer. Our time is now at hand!\n\nWith [peasant_leader.GetFaith.WarGodName] guiding us, we will rise up and free ourselves from your [ROOT.Char.Custom2('GetUnbelieverTermAdjective', peasant_leader)] rule!"
FACTION_DEMAND_POPULIST_DESC:0 "We will not stand for your vile oppression of good [peasant_leader.GetCulture.GetName] [peasant_leader.GetFaith.GetAdherentNamePlural] any longer. Our time is now at hand!\n\nWith [peasant_leader.GetFaith.WarGodName] guiding us, we will rise up and free ourselves from your [ROOT.Char.Custom2('GetUnbelieverTermAdjective', peasant_leader)] rule!"
FACTION_DEMAND_POPULIST_ACCEPT_CONVERT:0 "Now hold on... what if I adopted your ways instead?"
FACTION_DEMAND_POPULIST_ACCEPT_CONVERT_STATE_FAITH: "[peasant_leader.GetFaith.GetNameNoTooltip|U] shall be accorded this honor."
FACTION_DEMAND_POPULIST_ACCEPT_GRANT_INDEPENDENCE:0 "Fine, I have no need of such quarrelsome subjects!"
FACTION_DEMAND_POPULIST_ACCEPT_GRANT_INDEPENCE_TT:0 "#N This will leave you landless!#!"
FACTION_DEMAND_POPULIST_REFUSE:0 "You want freedom? You shall have it in death!"
FACTION_DEMAND_POPULIST_REFUSE_ADMIN: "Such changes are not yours to make, insolent [peasant_leader.Custom2('InsultNoun', ROOT.Char)]!"
FACTION_DEMAND_POPULIST_REFUSE_TT:0 "#high [peasant_leader.GetTitledFirstName]#! and the #high [faction.GetName]#! declares [war|E] on you"
FACTION_POPULIST_REVOLT_TITLE_NAME:0 "the Populist Uprising"
FACTION_NOMADIC_REVOLT_TITLE_NAME: "the Nomadic Revolt"
FACTION_POPULIST_CREATED_TITLE_NAME:0 "the [founder_culture.GetCollectiveNounNoTooltip]"
FACTION_DEMAND_POPULIST_VASSAL_DESC_SAME_CULTURE_AND_FAITH:0 "You may share our traditions and our beliefs, but we cannot tolerate you or the [faction_target.Custom2('InsultAdjective', SCOPE.sC('peasant_leader'))] [faction_target.GetTitledFirstName] any longer!\n\nEither stand aside, or aid us in gaining the freedom we rightly deserve!"
FACTION_DEMAND_POPULIST_VASSAL_DESC_CULTURE:0 "We will not stand for the foreign oppression of [peasant_leader.GetCulture.GetName] traditions any longer. Our time is now at hand!\n\nWe will demand nothing less than total freedom from your liege, [faction_target.GetTitledFirstName]!"
FACTION_DEMAND_POPULIST_VASSAL_DESC_FAITH:0 "We will not stand for your vile oppression of faithful [peasant_leader.GetFaith.GetAdherentNamePlural] any longer. Our time is now at hand!\n\nWith [peasant_leader.GetFaith.WarGodName] guiding us, we will rise up and free ourselves from the rule your liege, [faction_target.GetTitledFirstName]!"
FACTION_DEMAND_POPULIST_VASSAL_DESC:0 "We will not stand for your vile oppression of good [peasant_leader.GetCulture.GetName] [peasant_leader.GetFaith.GetAdherentNamePlural] any longer. Our time is now at hand!\n\nWe will free ourselves from your rule and the tyranny of your liege, [faction_target.GetTitledFirstName]!"
FACTION_DEMAND_POPULIST_VASSAL_JOIN_REBELS:0 "Let me join your cause!"
FACTION_DEMAND_POPULIST_VASSAL_CONVERTS:0 "Wait! What if I adopted your ways and #EMP help#! you?"
FACTION_DEMAND_POPULIST_VASSAL_CONVERTS_TT:0 "You will aid the rebels against your [liege|E]"
FACTION_DEMAND_POPULIST_VASSAL_JOIN_WAR:0 "Then I shall meet you on the field of battle, #EMP traitor#!!"
FACTION_DEMAND_POPULIST_VASSAL_JOIN_WAR_BLOCK_TT:0 "You cannot join the war because you are already at war with another participant"
FACTION_DEMAND_POPULIST_VASSAL_JOIN_WAR_BLOCK_TT_2:0 "You cannot join the war as that would put you at war with an ally in a different war"
FACTION_DEMAND_POPULIST_VASSAL_JOIN_WAR_TT:0 "You will aid your [liege|E] against the rebels"
FACTION_DEMAND_POPULIST_VASSAL_TAKE_NO_SIDE:0 "I would rather not get involved..."
FACTION_DEMAND_POPULIST_VASSAL_TAKE_NO_SIDE_TT_A:0 "You do not join the #high [populist_war.GetName]#!"
FACTION_DEMAND_POPULIST_VASSAL_TAKE_NO_SIDE_TT_B:0 "#N You will lose a part of your realm if your liege surrender to their demands!#!"
POPULIST_FACTION_INDEPENDENCE_TITLE:0 "Gained Independence"
POPULIST_FACTION_INDEPENDENCE_DESC:0 "You gained independence from [faction_target.GetTitledFirstName] as a result of the [popular_faction|E]"
VASSAL_JOINS_LIEGE_TOOLTIP:0 "#high [vassal_to_join_liege.GetTitledFirstName]#! joins the war on your side as a Defender"
VASSAL_JOINS_REBELS_TOOLTIP:0 "#high [vassal_to_join_rebels.GetTitledFirstName]#! joins the war on the rebel side as an Attacker"
populist_faction_same_culture_faith_as_liege:0 "Cannot be of the same [culture|E] and [faith|E] as your [liege|E]"
# Liberty Faction
liberty_faction:0 "Liberty Faction"
liberty_faction_desc:0 "The Liberty [faction|E] seeks to lower [crown_authority|E], [tribal_authority|E], or [imperial_bureaucracy|E], but members are otherwise loyal to the [realm|E]."
liberty_faction_desc_admin: "The Liberty [faction|E] seeks to lower [imperial_bureaucracy|E], but members are otherwise loyal to the [realm|E]."
liberty_faction_desc_tribal: "The Liberty [faction|E] seeks to lower [tribal_authority|E], but members are otherwise loyal to the [realm|E]."
liberty_faction_desc_feudal: "The Liberty [faction|E] seeks to lower [crown_authority|E], but members are otherwise loyal to the [realm|E]."
liberty_faction_short_effect_desc:0 "Wants to lower [crown_authority|E]"
liberty_faction_short_effect_desc_admin: "Wants to lower [imperial_bureaucracy|E]"
liberty_faction_short_effect_desc_tribal: "Wants to lower [tribal_authority|E]"
FACTION_DISCONTENT_CA_1:0 "Limited Ruler Authority: #V $VALUE|0$%#!"
FACTION_DISCONTENT_CA_2:0 "High Ruler Authority: #V $VALUE|0$%#!"
FACTION_DISCONTENT_CA_3:0 "Absolute Ruler Authority: #V $VALUE|0$%#!"
FACTION_DEMAND_LIBERTY:0 "Liberty Demand"
FACTION_DEMAND_LIBERTY_DESC:0 "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nIt is time for you to recognize the ancient and inalienable rights of your vassals! Accept the demands of the [faction.GetName] or face our swords on the battlefield!"
FACTION_DEMAND_LIBERTY_ACCEPTED:0 "Liberty Demands Accepted"
FACTION_DEMAND_LIBERTY_ACCEPTED_DESC:0 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour selfish notions of 'liberty' will weaken the Realm as a whole. However, to avoid needless bloodshed I will accept your demands."
faction_demand.0102.tt:0 "Your Liege's [crown_authority|E] is Lowered!"
FACTION_DEMAND_LIBERTY_REFUSED:0 "Liberty Demands Refused"
FACTION_DEMAND_LIBERTY_REFUSED_DESC:0 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour ridiculous attempt at intimidation will never succeed. I am the [faction_target.GetTitleAsNameNoTooltip]! You miserable bunch of traitors shall learn your place on the battlefield!"
FACTION_DEMAND_LIBERTY_SEND_DEMAND_NOTIFICATION:0 "Liberty or Death!"
FACTION_DEMAND_LIBERTY_SEND_DEMAND_NOTIFICATION_DESC:0 "The moment has come! The lords of the [faction.GetName] agree that [faction_target.GetName] is a despot who must yield [faction_target.GetHerHis] tyrannic authority over us... at sword point, if need be."
# Claimant faction
claimant_faction:0 "Claimant Faction"
claimant_faction_desc:0 "Members of the claimant [faction|E] supports a pretender targeting a title belonging to their [liege|E]."
claimant_faction_short_effect_desc:0 "Wants [ROOT.Faction.GetSpecialTitle.GetDefinitiveName|l]"
FACTION_DEMAND_CLAIMANT:0 "Claimant Demand"
FACTION_DEMAND_CLAIMANT_DESC:0 "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nThe right to rule [faction_targeted_title.GetNameNoTier] belongs to [faction_claimant.GetName] by divine right, and we have gathered the support required to make it so. Accept this fact peacefully or we will make you do so by force!"
FACTION_DEMAND_CLAIMANT_DESC_ME:0 "The right to rule [faction_targeted_title.GetNameNoTier] belongs to me by divine right, and I finally have the means to make it so. Accept this fact peacefully or I will make you do so by force!"
FACTION_DEMAND_CLAIMANT_ACCEPTED:0 "Claimant Demands Accepted"
FACTION_DEMAND_CLAIMANT_ACCEPTED_DESC:0 "It is clear to me that you would see the realm burn before giving up this foolish venture. For the good of the [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetBaseNameNoTierNoTooltip] I must accept your demands, but know that a great injustice was done here today. This will not stand!"
FACTION_DEMAND_CLAIMANT_REFUSED:0 "Claimant Demands Refused"
FACTION_DEMAND_CLAIMANT_REFUSED_DESC:1 "[faction_claimant.GetShortUINamePossessive|U] claim on my title is no more real than the stories we tell children at night. No matter how many misguided fools you have gathered to help carry out your scheme I will not bend to such a collection of dung. I'd rather die than see my birthright fall to someone so low!"
FACTION_DEMAND_CLAIMANT_SEND_DEMAND_NOTIFICATION:0 "A Rightful Claim!"
FACTION_DEMAND_CLAIMANT_SEND_DEMAND_NOTIFICATION_DESC:1 "The moment has come! All who support [faction_claimant.GetName] as the rightful ruler of [faction_targeted_title.GetNameNoTier] will now rise as one and make sure that [faction_claimant.GetSheHe] can take [faction_claimant.GetHerHis] rightful place on the throne. We shall see it done, by sword and fire if we must!"
FACTION_CLAIMANT_INVITE:1 "[faction_invite_from.Custom2('AppropriateGreeting', ROOT.Char)]"
FACTION_CLAIMANT_INVITE_DESC:0 "[faction_target.GetName] occupies a throne that should rightly be yours! I am willing to support your claim with word and sword, and I am sure others in the realm will also champion this rightful cause. All you need to do is accept."
FACTION_CLAIMANT_INVITE_ACCEPT:0 "Finally!"
FACTION_CLAIMANT_INVITE_REFUSE:0 "It is not right..."
FACTION_CLAIMANT_INVITE_ACCEPTED:1 "[faction_claimant.Custom2('AppropriateGreeting', ROOT.Char)]"
FACTION_CLAIMANT_INVITE_ACCEPTED_DESC:0 "Finally! [faction_target.GetName] is nothing more than a jester acting a [faction_target.GetTitleAsNameNoTooltip], and I am sure the realm will rise to my cause. Those who aid me will not be forgotten."
FACTION_CLAIMANT_INVITE_ACCEPTED_OPT:0 "It is only a matter of time..."
FACTION_CLAIMANT_INVITE_REFUSED:1 "[faction_claimant.Custom2('AppropriateGreeting', ROOT.Char)]"
FACTION_CLAIMANT_INVITE_REFUSED_ALLY_DESC:0 "My claim is just, this I know. But my alliance to [faction_target.GetTitledFirstName] prevents me from going to war. I will be with you in spirit."
FACTION_CLAIMANT_INVITE_REFUSED_HOOK_DESC:0 "While my claim is just I... just can't join you. [faction_target.GetTitledFirstName] has this... #emphasis 'undeniable charm'#! that prevents me from ever lifting my hand against [faction_target.GetHerHim]. Yes, that's it. I wish you luck."
FACTION_CLAIMANT_INVITE_REFUSED_PREDICAMENT_DESC:1 "While I am glad to see the realm rise against the false [faction_target.GetTitledFirstName] my current predicament prevents me from joining you in this righteous endeavor. If you succeed, I will be in your debt."
FACTION_CLAIMANT_INVITE_REFUSED_CHILD_DESC:1 "I am happy that you too think that [faction_target.GetTitledFirstName] is a real meanie, and that I would be a much better ruler than [faction_target.GetHerHim]!\n\nI am busy playing with my new toys right now... but if you win I promise that I'll share them with you!"
FACTION_CLAIMANT_INVITE_REFUSED_INSIGNIFICANT_DESC:0 "Finally! [faction_target.GetName] is nothing more than a jester acting a [faction_target.GetTitleAsNameNoTooltip], and I am sure the realm will rise to my cause.\n\nDue to my current lowly status, I cannot aid you. But know this – #emphasis when#! you are victorious, I will see you rewarded handsomely!"
FACTION_CLAIMANT_INVITE_REFUSED_DESC:1 "While I appreciate your enthusiasm for my claim, I cannot help but feel that this endeavor is doomed to fail. I will not give you my support as a result, but if you somehow manage to succeed anyway I will accept my place on the throne."
FACTION_CLAIMANT_INVITE_REFUSED_OPT:0 "Unfortunate."
FACTION_CLAIMANT_EVERY_FACTION_MEMBER:0 "Every Faction Member"
FACTION_CLAMAINT_DYNAMIC_NAME:0 "Install [ROOT.Faction.GetSpecialCharacter.GetTitledFirstName] on the [ROOT.Faction.GetSpecialTitle.GetAdjective] Throne"
FACTION_POPULIST_DYNAMIC_NAME:0 "[ROOT.Var('faction_culture').Culture.GetNameNoTooltip] [ROOT.Var('faction_faith').Faith.GetAdjectiveNoTooltip] Populists"
FACTION_ESCALATED_PEASANT_DYNAMIC_NAME:0 "[ROOT.Faction.GetSpecialCharacter.Custom('GetTurbanRebellionColor')] [ROOT.Faction.GetSpecialCharacter.Custom('RegionalPeasantHeadgearPlural')|U] Rebellion"
FACTION_NOMAD_DYNAMIC_NAME: "[ROOT.Var('faction_culture').Culture.GetNameNoTooltip] [ROOT.Var('faction_faith').Faith.GetAdjectiveNoTooltip] Nomads"
WARNING_I_HAVE_ALREADY_JOINED_A_FACTION:1 "@warning_icon! #X You have already joined a [faction|E]#!"
WARNING_I_AM_ALREADY_AT_WAR_WITH_TARGET:1 "@warning_icon! #X You are already at war with [faction_target.GetTitledFirstName]#!"
WARNING_I_AM_AT_WAR_WITH_FACTION_LEADER:1 "@warning_icon! #X You are at war with [faction_invite_from.GetTitledFirstName]#!"
WARNING_INVITE_CANNOT_JOIN:0 "@warning_icon! #X [faction_invite_from.GetTitledFirstName] can't join the faction#!"
# FACTION JOIN/CREATE REASONS
FACTION_REASON_AI_PERSONALITY:0 "\n[personality|E]: $RESULT|0+=$"
FACTION_REASON_DIFFICULTY_HARD: "Hard Difficulty: $VALUE|0+=$"
FACTION_REASON_DIFFICULTY_VERY_HARD: "Very Hard Difficulty: $VALUE|0+=$"
FACTION_REASON_DIFFICULTY_EASY:0 "Easy Difficulty: $VALUE|0+=$"
FACTION_REASON_DIFFICULTY_VERY_EASY:0 "Very Easy Difficulty: $VALUE|0+=$"
FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER:0 "Lesser Realm Stability Game Rule: $VALUE|0+=$"
FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER:0 "Higher Realm Stability Game Rule: $VALUE|0+=$"
FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME:0 "Extreme Realm Stability Game Rule: $VALUE|0+=$"
FACTION_REASON_CAPITAL_COUNTY:0 "[liege|E]'s [realm_capital|E]: $VALUE|0+=$"
FACTION_REASON_GLORY_LEGACY_4:0 "[GetDynastyPerk('glory_legacy_4').GetName]: $VALUE|0+=$"
FACTION_REASON_COUNTY_OPINION:0 "Low [county_opinion|E]: $VALUE|0+=$"
FACTION_REASON_TARGET_FRIEND_LOVER:0 "[relation|E] with [liege|E]: $VALUE|0+=$"
FACTION_REASON_POWER_HALFWAY_THRESHOLD:0 "Strong [faction_military_power|E]: $FACTOR|0%+=$"
FACTION_REASON_POWER_PUSHING_THRESHOLD:0 "Formidable [faction_military_power|E]: $FACTOR|0%+=$"
FACTION_REASON_POWER_THRESHOLD:0 "Overwhelming [faction_military_power|E]: $FACTOR|0%+=$"
FACTION_REASON_POWERFUL_VASSAL:0 "[powerful_vassal|E]: $FACTOR|0%+=$"
FACTION_REASON_NEIGHBORS:0 "Neighbors in same [faction|E]: $FACTOR|^%+=$"
FACTION_REASON_CULTURAL_REASONS:0 "Cultural reasons: $VALUE|0+=$"
FACTION_REASON_LEGITIMACY_LEGACY_4: "[GetDynastyPerk('ce1_legitimacy_legacy_4').GetName]: $VALUE|0+=$"
#common_faction_modifiers
FACTION_REASON_GAME_START_DUCHY:0 "1 years from Game start: $VALUE|0+=$"
FACTION_REASON_GAME_START_KINGDOM:0 "5 years from Game start: $VALUE|0+=$"
FACTION_REASON_GAME_START_EMPIRE:0 "10 years from Game start: $VALUE|0+=$"
FACTION_REASON_LIEGE_DEBT:0 "[liege|E] is in [debt|E]: $VALUE|0+=$"
REASON_DEBT:0 "Is in [debt|E]: $VALUE|0+=$"
FACTION_REASON_PLURALISM_ASTRAY:0 "[GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName] [faith|E]: $VALUE|0+=$"
FACTION_REASON_PLURALISM_HOSTILE:0 "[GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName] [faith|E]: $VALUE|0+=$"
FACTION_REASON_PLURALISM_EVIL:0 "[GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName] [faith|E]: $VALUE|0+=$"
FACTION_REASON_LEGALISM_VIRTUES:0 "[GetFaithDoctrine('tenet_legalism').GetBaseName]: [liege|E] is [virtuous|E]: $VALUE|0+=$"
FACTION_REASON_LEGALISM_SINS:0 "[GetFaithDoctrine('tenet_legalism').GetBaseName]: [liege|E] is [sinful|E]: $VALUE|0+=$"
FACTION_REASON_INTIMIDATED:0 "[intimidated|E]: $VALUE|0+=$"
FACTION_REASON_TERRIFIED:0 "[cowed|E]: $VALUE|0+=$"
#independence_faction_modifiers
FACTION_REASON_ELECTOR:0 "[elector|E]: $VALUE|0+=$"
FACTION_REASON_RIGHTFUL:0 "Outside [liege|E] [de_jure|E]: $VALUE|0+=$"
FACTION_REASON_KING:0 "[kings|E] desire independence: $VALUE|0+=$"
FACTION_REASON_COUNT:0 "[counts|E] want to stay as [vassals|E]: $VALUE|0+=$"
FACTION_REASON_PERK_TOE_THE_LINE:0 "[GetPerk('toe_the_line_perk').GetName(GetPlayer)]: $VALUE|0+=$"
FACTION_REASON_INNOVATION_STEM_DUCHIES:0 "$innovation_stem_duchies$: $VALUE|0+=$"
FACTION_REASON_CULTURE_ACCEPTANCE:0 "Low [cultural_acceptance|E]: $VALUE|0+=$"
FACTION_REASON_DIFFERENT_CULTURE: "Different [culture|E]: $VALUE|0+=$"
FACTION_REASON_PREFER_DISSOLUTION_FACTION:0 "Prefers $nation_fracturing_faction$: $VALUE|0+=$"
FACTION_REASON_NEW_VASSAL:0 "New [vassal|E]: $VALUE|0+=$"
#peasant_faction_new
FACTION_REASON_PREFER_POPULIST_FACTION:0 "Prefers $populist_faction$: $VALUE|0+=$"
FACTION_REASON_PREFER_ESCALATED_FACTION:0 "Prefers $escalated_peasant_faction$: $VALUE|0+=$"
FACTION_REASON_RULING_CASTE:0 "[GetCultureTradition('tradition_ruling_caste').GetName]: $VALUE|0+=$"
FACTION_REASON_AT_WAR_WITH_TARGET:0 "Already revolting against [liege|E]: $VALUE|0+=$"
FACTION_REASON_DISLIKE_NON_NOMADS: "Wants a [GetGovernment( 'nomad_government' ).GetName] [ruler|E]: $VALUE|0+=$"
#liberty_faction_modifiers
FACTION_REASON_CROWN_AUTHORITY_1:0 "$crown_authority_1$: $VALUE|0+=$"
FACTION_REASON_CROWN_AUTHORITY_2:0 "$crown_authority_2$: $VALUE|0+=$"
FACTION_REASON_CROWN_AUTHORITY_3:0 "$crown_authority_3$: $VALUE|0+=$"
#claimant_faction
FACTION_REASON_CLAIMANT_COUNTY_SHARED_CULTURE:0 "[claimant|E]'s [culture|E] is [county|E]'s Culture: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_COUNTY_SHARED_HERITAGE:0 "[claimant|E]'s [heritage|E] is [county|E]'s Heritage: $VALUE|0+=$"
FACTION_REASON_LIKE_CLAIMANT_FAITH:0 "Prefers [claimant|E]'s [faith|E]: $VALUE|0+=$"
FACTION_REASON_ADULT_CLAIMANT_CHILD_RULER:0 "[claimant|E] is an [adult|E] and [liege|E] is just a [child|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_KINDNESS:0 "[claimant|E] has a magnanimous [personality|E]: $VALUE|0+=$"
#claimant_faction_modifiers
FACTION_REASON_CLAIMANT_GENDER:0 "[claimant|E]'s Gender: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_GENDER_VS_TARGET:0 "[liege|E]'s Gender: $VALUE|0+=$"
FACTION_REASON_POWERFUL_LIKES_CLAIMANT_MORE:0 "[powerful_vassal|E] has higher [opinion|E] of [claimant|E]: $VALUE|0+=$"
FACTION_REASON_LIKES_LIEGE_UNLESS_CULTURE:0 "Higher [opinion|E] of [liege|E] than [claimant|E]: $VALUE|0+=$"
FACTION_REASON_LIKE_CLAIMANT_MORE_THAN_LIEGE:0 "Higher [opinion|E] of [claimant|E]: $VALUE|0+=$"
FACTION_REASON_LIKES_LIEGE:0 "Further [opinion|E] of [liege|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_TOO_OLD:0 "[claimant|E] is too old: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_TOO_YOUNG:0 "[claimant|E] is a [child|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMAINT_DYING:0 "[claimant|E]'s [health|E] is poor: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_LOW_LEGITIMACY: "[claimant|E]'s [legitimacy|E] is too low: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_RARE_PRODUCE_HEIR:0 "[claimant|E] is unlikely to produce an [heir|E]: $VALUE|0+=$"
FACTION_REASON_INFIRM:0 "[claimant|E] is [GetTrait('infirm').GetName( GetNullCharacter )]: $VALUE|0+=$"
FACTION_REASON_MEMBER_IS_CLAIMANT:0 "I am the [claimant|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_FRIEND_LOVER:0 "[relation|E] with [claimant|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_SUPER_FRIEND_LOVER:0 "Very [relation|E] with [claimant|E]: $VALUE|0+=$"
FACTION_REASON_TARGET_IS_CHILD:0 "[liege|E] is a [child|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMAINT_SAME_FAITH:0 "Shares [faith|E] with [claimant|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_FAITH_ASTRAY:0 "[claimant|E]'s [faith|E] is [faith_astray|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_FAITH_HOSTILE:0 "[claimant|E]'s [faith|E] is [faith_hostile|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_FAITH_EVIL:0 "[claimant|E]'s [faith|E] is [faith_evil|E]: $VALUE|0+=$"
FACTION_REASON_LOW_TIER_TARGET_TITLE:0 "Target [title|E] is lower [title_tier|E] than [liege|E]'s [primary_title|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_IS_RIGHTFUL_LIEGE:0 "[claimant|E] is [rightful_liege|E]: $VALUE|0+=$"
FACTION_REASON_TITLE_DEJURE_ABOVE:0 "[primary_title|E] is not [de_jure|E] vassal of target [title|E]: $VALUE|0+=$"
FACTION_REASON_PREFER_INDEPENDENCE_FACTION:0 "Prefers $independence_faction$: $VALUE|0+=$"
FACTION_REASON_LIEGE_IS_UNPREFERRED_HEIR: "[liege|E] was [unpreferred_heir|E]: $VALUE|0+=$"
FACTION_REASON_LIEGE_IS_PREFERRED_HEIR: "[liege|E] was [preferred_heir|E]: $VALUE|0+=$"
FACTION_REASON_BETTER_CROWN_AUTHORITY:0 "[claimant|E] has lower [crown_authority|E]: $VALUE|0+=$"
FACTION_REASON_LOWER_COURT_GRANDEUR:0 "[liege|E] is below [court_grandeur_expectations|E]: $VALUE|0+=$"
FACTION_REASON_BYZANTINE:0 "[GetCultureTradition('tradition_byzantine_succession').GetName]: $FACTOR|0%+=$"
FACTION_REASON_CLAIMANT_DISGRUNTLED_VASSALS: "[liege|E] has the [GetModifier('ep3_disgruntled_vassals_modifier').GetName][modifier|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_LIFE_THREATENED: "[liege|E] has the [GetModifier('ep3_life_threatened_modifier').GetName][modifier|E]: $VALUE|0+=$"
#nation_fracturing_faction_modifiers
FACTION_REASON_SHORT_REIGN:0 "[liege|E] recently gained [primary_title|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANTS_OF_MY_CULTURE:0 "[claimants|E] of my [culture|E] for [liege|E]'s [primary_title|E] exist: $VALUE|0+=$"
FACTION_REASON_DE_JURE_VASSAL: "Part of the [de_jure|E] [liege|E]'s [primary_title|E]: $VALUE|0+=$"
FACTION_REASON_CULTURAL_ACCEPTANCE:0 "[cultural_acceptance|E]: $VALUE|0+=$"
FACTION_REASON_TARGET_NOT_FULL_CONTROL:0 "[liege|E] does not control their entire [de_jure] area: $VALUE|0+=$"
FACTION_REASON_RECENT_LOST_WAR:0 "[liege|E] recently lost [war|E]: $VALUE|0+=$"
FACTION_REASON_TRIBAL_CLAN:0 "[liege|E] has [GetGovernment( 'tribal_government' ).GetName], [GetGovernment( 'nomad_government' ).GetName], or [GetGovernment( 'clan_government' ).GetName] [government|E]: $VALUE|0+=$"
FACTION_REASON_STRUGGLE_PHASE:0 "Current [struggle_phase|E]: $VALUE|0+=$"
FACTION_REASON_ELECTIVE_PRIMARY:0 "[liege|E]'s [primary_title|E] has Elective [succession_law|E]: $VALUE|0+=$"
FACTION_REASON_BYZANTINE_RELIGION:0 "Same [religion|E] as Byzantine [liege|E]: $VALUE|0+=$"
FACTION_REASON_PERSIAN_STRUGGLE: "Part of the [persian_struggle|E]: $VALUE|0+=$"
FACTION_REASON_FRENCH_VASSAL: "Same [heritage|E] as French [liege|E]: $VALUE|0+=$"
FACTION_REASON_ANGLOSAXON: "West-Germanic [heritage|E]: $VALUE|0+=$"
FACTION_REASON_NORMAN: "Frankish [heritage|E]: $VALUE|0+=$"
FACTION_REASON_BRYTHONIC: "Brythonic [heritage|E]: $VALUE|0+=$"
FACTION_REASON_LOW_CROWN_AUTHORITY: "Low [crown_authority|E]: $VALUE|0+=$"
#populist_faction
FACTION_REASON_POWER_MINIMAL:0 "Weak [faction_military_power|E]: $FACTOR|0%+=$"
FACTION_REASON_FACTION_LEADER:0 "I am the [faction|E] leader: $VALUE|0+=$"
FACTION_REASON_REGENT_CULTURAL_REASONS:0 "[regent_possessive|E] [culture|E]: $VALUE|0+=$"
FACTION_REASON_REGENT_FAITH_REASONS:0 "[regent_possessive|E] [faith|E]: $VALUE|0+=$"
#struggle faction modifiers
FACTION_FP3_STRUGGLE_FRICTION: "Ongoing [struggle|E]: $VALUE|0+=$"
FACTION_FP3_STRUGGLE_FRICTION_CALIPHAL: "[struggle|E] position on [liege|E]: $VALUE|0+=$"
FACTION_REASON_unity_more_likely_claimant_factions: "$competitive$ [house_unity_level|E]: $VALUE|0+=$"
FACTION_REASON_unity_significantly_more_likely_claimant_factions: "$antagonistic$ [house_unity_level|E]: $VALUE|0+=$"
FACTION_REASON_unity_less_likely_claimant_factions: "$friendly$ [house_unity_level|E]: $VALUE|0+=$"
FACTION_REASON_unity_significantly_less_likely_claimant_factions: "$harmonious$ [house_unity_level|E]: $VALUE|0+=$"
#legitimacy
FACTION_REASON_LOW_LEGITIMACY: "[liege_possessive|E] low [legitimacy|E]: $VALUE|0+=$"
FACTION_REASON_HIGH_LEGITIMACY: "[liege_possessive|E] high [legitimacy|E]: $VALUE|0+=$"
FACTION_REASON_HOUSE_HOSTILITY: "[GetCultureTradition('tradition_ep3_indomitable_azatani').GetName]: $FACTOR|^%+=$"
# Duty Focus
FACTION_REASON_duty_focus: "[liege_possessive|E] Duty [focus|E]: $VALUE|0+=$"
# Court Position Task
FACTION_REASON_court_position_task: "[liege_possessive|E] [court_position_task|E]: $VALUE|0+=$"
#Nomads
MPO_OBEDIENT_NOMAD: "[obedient|E]: $VALUE|0+=$"
MPO_NON_OBEDIENT_NOMAD: "#bold Not #![obedient|E]: $VALUE|0+=$"
#Harrying of the North
FACTION_REASON_HARRYING_RESISTANCE: "Harrying of the North Resistance: $VALUE|1+=$"
FACTION_REASON_HARRYING_PACIFICATION: "Harrying of the North Pacification: $VALUE|1+=$"
FACTION_REASON_HARRYING_ANGLO_SAXON: "Claimant is Anglo-Saxon: $VALUE|0+=$"
# Claimant
FACTION_REASON_SIDE_WITH_EXISTING: "Preferable [claimant|E] [faction|E]: $VALUE|0+=$"
# Admin
FACTION_REASON_ADMIN_SHORT_REIGN_REASON: "Liege's Reign Length: $VALUE|+0=$"
FACTION_REASON_ADMIN_EXISTING_STRONGER_FACTION_OF_SAME_TYPE_REASON: "Existing stronger [faction|E] of same type: $FACTOR|0%+=$"
FACTION_REASON_ADMIN_CLAIMANT_STATE_FAITH: "[claimant|E] follows [state_faith|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_NOT_STATE_FAITH: "[claimant|E] doesn't follow [state_faith|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_RELATIVE_SKILL: "Liege and [claimant|E] Relative [skill|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_POOR_SKILL: "Liege's Poor [skill|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_DEVIANT_AND_CRIMINAL: "Liege is [GetTrait('deviant').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_INCESTUOUS_AND_CRIMINAL: "Liege is [GetTrait('incestuous').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_SODOMITE_AND_CRIMINAL: "Liege is [GetTrait('sodomite').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_CANNIBAL_AND_CRIMINAL: "Liege is [GetTrait('cannibal').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_KINSLAYER_1_AND_CRIMINAL: "Liege is [GetTrait('kinslayer_1').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_KINSLAYER_2_AND_CRIMINAL: "Liege is [GetTrait('kinslayer_2').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_KINSLAYER_3_AND_CRIMINAL: "Liege is [GetTrait('kinslayer_3').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_WITCH_AND_CRIMINAL: "Liege is [GetTrait('witch').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_ADULTERER_AND_CRIMINAL: "Liege is [GetTrait('adulterer').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_FORNICATOR_AND_CRIMINAL: "Liege is [GetTrait('fornicator').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_DEVIANT_AND_CRIMINAL: "[claimant|E] is [GetTrait('deviant').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_INCESTUOUS_AND_CRIMINAL: "[claimant|E] is [GetTrait('incestuous').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_SODOMITE_AND_CRIMINAL: "[claimant|E] is [GetTrait('sodomite').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_CANNIBAL_AND_CRIMINAL: "[claimant|E] is [GetTrait('cannibal').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_KINSLAYER_1_AND_CRIMINAL: "[claimant|E] is [GetTrait('kinslayer_1').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_KINSLAYER_2_AND_CRIMINAL: "[claimant|E] is [GetTrait('kinslayer_2').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_KINSLAYER_3_AND_CRIMINAL: "[claimant|E] is [GetTrait('kinslayer_3').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_WITCH_AND_CRIMINAL: "[claimant|E] is [GetTrait('witch').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_ADULTERER_AND_CRIMINAL: "[claimant|E] is [GetTrait('adulterer').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_FORNICATOR_AND_CRIMINAL: "[claimant|E] is [GetTrait('fornicator').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_COURTLY: "[claimant_possessive|E] appeal to [GetVassalStance( 'courtly' ).GetTextIcon][GetVassalStance( 'courtly' ).GetName]: $VALUE|+0=$"
FACTION_REASON_ADMIN_GLORY_HOUND: "[claimant_possessive|E] appeal to [GetVassalStance( 'glory_hound' ).GetTextIcon][GetVassalStance( 'glory_hound' ).GetName]: $VALUE|+0=$"
FACTION_REASON_ADMIN_PAROCHIAL: "[claimant_possessive|E] appeal to [GetVassalStance( 'parochial' ).GetTextIcon][GetVassalStance( 'parochial' ).GetName]: $VALUE|+0=$"
FACTION_REASON_ADMIN_ZEALOT: "[claimant_possessive|E] appeal to [GetVassalStance( 'zealot' ).GetTextIcon][GetVassalStance( 'zealot' ).GetName]: $VALUE|+0=$"
FACTION_REASON_ADMIN_MINORITY: "[claimant_possessive|E] appeal to [GetVassalStance( 'minority' ).GetTextIcon][GetVassalStance( 'minority' ).GetName]: $VALUE|+0=$"
FACTION_REASON_CLAIMANT_PARENT: "Parent of [claimant|E]: $VALUE|+0=$"
FACTION_REASON_CLAIMANT_CLOSE_FAMILY: "[close_family|E] of [claimant|E]: $VALUE|+0=$"
FACTION_REASON_CLAIMANT_CLOSE_FAMILY_SPOUSE: "[close_family|E] of [claimant_possessive|E] [spouse|E]: $VALUE|+0=$"
FACTION_REASON_CLAIMANT_EXTENDED_FAMILY: "[extended_family|E] of [claimant|E]: $VALUE|+0=$"
FACTION_REASON_CLAIMANT_DYNASTY: "Same [dynasty||E] as [claimant|E]: $VALUE|+0=$"
FACTION_REASON_CLAIMANT_HOUSE: "Same [house|E] as [claimant|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_POWERFUL_FAMILY: "[claimant_possessive|E] [noble_family|E] is [powerful|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_DOMINANT_FAMILY: "[claimant_possessive|E] [noble_family|E] is [dominant|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_BORN_IN_PURPLE: "[claimant|E] is [GetTrait('born_in_the_purple')]: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_CO_EMPEROR: "[claimant|E] is [co_emperor|E]: $FACTOR|0%+=$"
FACTION_REASON_ADMIN_CLAIMANT_JUNIOR_EMPEROR: "[claimant|E] is [junior_emperor|E]: $FACTOR|0%+=$"
FACTION_REASON_CLAIMANT_PRIMARY_HEIR: "[claimant|E] is my [heir|E]: $VALUE|+0=$"
FACTION_REASON_ADMINISTRATIVE: "[administrative|E] [vassal|E]: $VALUE|+0=$"
FACTION_REASON_NOMADIC: "[GetGovernment( 'nomad_government' ).GetName]: $VALUE|+0=$"
FACTION_REASON_DYNASTIC_CYCLE_INSTABILITY: "[dynastic_cycle|E] is in [GetSituationType('dynastic_cycle').GetPhaseType('situation_dynastic_cycle_phase_instability').GetName]: $VALUE|+0=$"
FACTION_REASON_ESCALATED_TO_LIEGE: "[holder|E] folded to a [peasant_faction|E]: $VALUE|+0=$"
FACTION_DEMAND_CEREMONIAL_CLAIMANT: "Ceremonial Claimant Demand"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_DESC: "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nNone can deny that [faction_claimant.GetName], not [faction_targeted_title.GetHolder.GetFirstName], is the rightful sovereign of [faction_targeted_title.GetNameNoTier].\n\nAccept this fact peacefully or we will make you do so by force!"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_DESC_ME: "[faction_targeted_title.GetDefinitiveName|U] belongs to me by divine right, and I finally have the means to make it so. Accept this fact peacefully or I will make you do so by force!"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_ACCEPTED: "Ceremonial Claimant Demands Accepted"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_ACCEPTED_DESC: "It is clear to me that you would see the realm burn before giving up this foolish venture. For the good of the realm I must accept your demands, but know that a great injustice was done here today. This will not stand!"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_REFUSED: "Ceremonial Claimant Demands Refused"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_REFUSED_DESC: "Your support for [faction_claimant.GetShortUINamePossessive|U] claim to [faction_targeted_title.GetDefinitiveName|l] is an affront to the dignity of our rightful [faction_targeted_title.GetHolder.GetTitleAsName]!\n\nYour treachery and dishonor will soon find divine judgment, foul traitor!"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_SEND_DEMAND_NOTIFICATION: "A Rightful Claim!"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_SEND_DEMAND_NOTIFICATION_DESC: "The moment has come! All who support [faction_claimant.GetName] as the rightful [faction_targeted_title.GetHolder.GetTitleAsName] will now rise as one and make sure that [faction_claimant.GetSheHe] can take [faction_claimant.GetHerHis] rightful place on [faction_targeted_title.GetDefinitiveName|l]. We shall see it done, by sword and fire if we must!"
FACTION_CEREMONIAL_CLAIMANT_INVITE: "[faction_invite_from.Custom2('AppropriateGreeting', ROOT.Char)]"
FACTION_CEREMONIAL_CLAIMANT_INVITE_DESC: "[faction_target.GetName] occupies a throne that should rightly be yours! I am willing to support your claim with word and sword, and I am sure others in the realm will also champion this rightful cause. All you need to do is accept."
FACTION_CEREMONIAL_CLAIMANT_INVITE_ACCEPT: "Finally!"
FACTION_CEREMONIAL_CLAIMANT_INVITE_REFUSE: "It is not right..."
FACTION_CEREMONIAL_CLAIMANT_INVITE_ACCEPTED: "[faction_claimant.Custom2('AppropriateGreeting', ROOT.Char)]"
FACTION_CEREMONIAL_CLAIMANT_INVITE_ACCEPTED_DESC: "Finally! [faction_target.GetName] is nothing more than a jester acting a [faction_target.GetTitleAsNameNoTooltip], and I am sure the realm will rise to my cause. Those who aid me will not be forgotten."
FACTION_CEREMONIAL_CLAIMANT_INVITE_ACCEPTED_OPT: "It is only a matter of time..."
# Imperial Policy
FACTION_DEMAND_IMPERIAL_POLICY: "Imperial Policy"
FACTION_DEMAND_IMPERIAL_POLICY_DESC: "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nThe loyal subjects of the realm have endured your misguided policies for too long. The [faction.GetName] demands you assent to a new direction for [ROOT.Char.GetPrimaryTitle.GetBaseNameNoTierNoTooltip], or we shall force one upon you!"
FACTION_DEMAND_IMPERIAL_POLICY_ACCEPTED: "Imperial Policy Demands Accepted"
FACTION_DEMAND_IMPERIAL_POLICY_ACCEPTED_DESC: "It is clear to me that you would see the realm burn before giving up this foolish venture. For the good of [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetBaseNameNoTierNoTooltip] I must accept your demands, but know that a great injustice was done here today. This will not stand!"
FACTION_DEMAND_IMPERIAL_POLICY_REFUSED: "Imperial Policy Demands Refused"
FACTION_DEMAND_IMPERIAL_POLICY_REFUSED_DESC: "Your arrogant and petulant disregard for the sound policies of my government only prove how ill-fit you are to make such decisions!\n\nYour treachery and dishonor will soon find divine judgement, foul traitor!"
FACTION_DEMAND_IMPERIAL_POLICY_SEND_DEMAND_NOTIFICATION: "Turning the Ship"
FACTION_DEMAND_IMPERIAL_POLICY_SEND_DEMAND_NOTIFICATION_DESC: "The moment has come! All who support aborting [faction_target.GetTitledFirstNamePossessive] misguided policies will now rise as one and make sure that the realm is steered in a new direction. We shall see it done, by sword and fire if we must!"
faction_demand.0222.tt: "[THIS.Char.GetShortUIName|U] will select a new [imperial_policy|E]"
imperial_policy_faction_war: "Imperial Policy Faction"
IMPERIAL_POLICY_WAR_NAME: "Imperial Policy War"
imperial_policy_war_victory_desc: "[attacker.GetShortUIName|U] will select a new [imperial_policy|E]"
imperial_policy_war_white_peace_end_desc: "[defender.GetShortUIName|U] gets a truce and a [revoke_title_reason|E] against all rebelling vassals."
imperial_policy_war_defeat_end_desc: "[defender.GetShortUIName|U] imprisons every rebellious vassal and gains a [revoke_title_reason|E] against each of them."
faction_demand.0227.t: "Imperial Policy Faction: Drafting Legislation"
faction_demand.0227.desc: "With [faction_target.GetTitledFirstNamePossessive] hand forced, we can at last enact a policy beneficial to our interests — the interests of #EMP all#! [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetBaseNameNoTierNoTooltip]...\n\nMany suggestions and requests have been submitted, and it falls to me as leader of the faction to decide on the best course."
faction_demand.0227.a: "$defense_mobilization_law_subname$."
faction_demand.0227.b: "$disarmament_law_subname$."
faction_demand.0227.c: "$isolation_law_subname$."
faction_demand.0227.e: "$imperial_expansion_law_subname$."
faction_demand.0227.f: "$manor_reform_law_subname$."
faction_demand.0227.g: "$bandit_crackdown_law_subname$."
faction_demand.0227.i: "There are many possibilities to consider..."
faction_demand.0227.i.tt: "Consider other [imperial_policies|E]"
FACTION_REASON_DESIRES_SORYO_POLICY: "Desires aggressive [imperial_policy|E]: $VALUE|0+=$"
FACTION_REASON_ANTI_POLICY: "Friction with current [imperial_policy|E]: $VALUE|0+=$"
FACTION_REASON_DESIRES_RITSURYO_POLICY: "Desires passive [imperial_policy|E]: $VALUE|0+=$"
escalated_peasant_faction: "Escalated Peasant Faction"
escalated_peasant_faction_desc: "The [escalated_peasant_faction|E] wants freedom from unjust rule, and will seek independence from their liege."
escalated_peasant_faction_short_effect_desc: "Wants Independence from their [liege|E]"
county_and_leader_join_faction_against_top_liege: "All [counties|E] will join an [escalated_peasant_faction|E] against [defender.GetTopLiege.GetName]"
peasant_leader_army_name: "[ROOT.Char.GetFirstNamePossessive] [ROOT.Char.Custom('GetTurbanRebellionColor')|U] [ROOT.Char.Custom('RegionalPeasantHeadgearPlural')|U]"
peasant_leader_title_name: "[ROOT.Char.Custom('GetTurbanRebellionColor')|U] [ROOT.Char.Custom('RegionalPeasantHeadgearPlural')|U] Rebellion"
peasant_troops_name: "[ROOT.Char.GetCurrentLocation.GetName] Militia"
border_war_increased_peasant_discontent: "[GetLaw('top_liege_not_redirected_to_border_wars_law').GetName]: $VALUE|0+=$"
instability_increased_peasant_discontent: "[dynastic_cycle_era_type_unstable|E]: $VALUE|0+=$"
trait_track_peasant_leader: "Notoriety"
trait_track_peasant_leader_desc: "Infamous and feared among the nobles, revered and idolized in the folk tales."
can_join_escalated_peasant_faction_tt: "You have a [GetTrait('peasant_leader').GetName( GetNullCharacter )] [trait|E] or your [domicile|E] has a [GetDomicileBuilding('east_asian_peasant_quarters_03').GetName] or higher [domicile_building_upgrade|E] of the [GetDomicileBuilding('east_asian_estate_main_01').GetName] [domicile_building|E]"
FACTION_REASON_DETRACTOR: "[coronation_detractor|E]: $VALUE|+0=$"
FACTION_REASON_POPULIST_PEASANT_MORE_LIKELY: "Empowered [faction|E] due to local [faith|E]: $VALUE|0+=$"
LEADER_CANNOT_LEAVE_FACTION_OF_THIS_TYPE: "@warning_icon! #X Leader of this faction type can't leave it#!"
FACTION_REASON_SAME_HOUSE_LEADER: "Same [house|E] as [faction|E] Leader: $VALUE|+0=$"
FACTION_REASON_SAME_DYNASTY_LEADER: "Same [dynasty|E] as [faction|E] Leader: $VALUE|+0=$"
FACTION_REASON_SAME_HOUSE_TARGET: "Same [house|E] as [faction|E] Target: $VALUE|+0=$"
FACTION_REASON_SAME_DYNASTY_TARGET: "Same [dynasty|E] as [faction|E] Target: $VALUE|+0=$"
FACTION_REASON_BLOC_HEAD_IS_LEADER: "[house_bloc|E] Leader's [faction] is [faction|E] Leader: $VALUE|+0=$"

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l_english:
feudal_government:0 "Feudal"
feudal_government_with_icon: "@government_type_feudal! $feudal_government$"
feudal_government_adjective:0 "Feudal"
feudal_government_realm:0 "Feudal Realm"
feudal_government_vassals_label:1 "Feudal [obligations|E] are based on each [vassal|E]'s [vassal_contract|E]"
feudal_government_desc:1 "\n$game_concept_feudal_desc$\n\n#F Feudalism was the dominant government form in Europe between the 9th and the 15th century. The feudal system is based on the relationship between the landholder and those who provide services and labor in order to live there. The rulers who hold the land appoint vassals which are given fiefs to govern. In return, the vassals provide their liege with [soldiers|E] and [taxes|E].#!"
feudal_government_obligations:0 "[GetGovernment( 'feudal_government' ).GetName] [obligations|E]"
feudal_obligation_low:3 "Low $feudal_government_obligations$"
feudal_obligation_low_short:0 "Low"
feudal_obligation_normal:3 "Normal $feudal_government_obligations$"
feudal_obligation_normal_short:0 "Normal"
feudal_obligation_high:3 "High $feudal_government_obligations$"
feudal_obligation_high_short:0 "High"
can_wage_wars:0 "Can Wage Wars"
wage_war_realm_law:0 "Wars According to Realm Law"
wage_war_realm_law_short:0 "Realm"
wage_war_allowed_internal:0 "Internal Wars Allowed"
wage_war_allowed_internal_short:0 "Internal"
wage_war_allowed_external:0 "External Wars Allowed"
wage_war_allowed_external_short:0 "External"
wage_war_disallowed:0 "Vassal Wars Disallowed"
wage_war_disallowed_short:0 "Disallowed"
scutage:0 "Scutage"
scutage_enabled_short:0 "Enabled"
scutage_enabled:0 "$scutage$ $scutage_enabled_short$"
scutage_disabled_short:0 "Disabled"
scutage_disabled:1 "$scutage$ $scutage_disabled_short$"
scutage_levies_overwrite_postfix:0 " #weak (overwrites)#!"
feudal_government_taxes:2 "[GetGovernment( 'feudal_government' ).GetNameNoTooltip] [taxes|U]"
feudal_tax_exempt:0 "[tax|E] Exempt"
feudal_tax_exempt_short:0 "Exempt"
feudal_tax_low:0 "Low $game_concept_taxes$"
feudal_tax_low_short:0 "Low"
feudal_tax_normal:0 "Normal $game_concept_taxes$"
feudal_tax_normal_short:0 "Normal"
feudal_tax_high:0 "High $game_concept_taxes$"
feudal_tax_high_short:0 "High"
feudal_tax_extortionate:0 "Extortionate $game_concept_taxes$"
feudal_tax_extortionate_short:0 "Extortionate"
nomad_government_taxes: "[GetGovernment( 'nomad_government' ).GetNameNoTooltip] [taxes|U]"
nomad_tax_exempt: "[tax|E] Exempt"
nomad_tax_exempt_short: "Exempt"
nomad_tax_low: "Low $game_concept_taxes$"
nomad_tax_low_short: "Low"
nomad_tax_normal: "Medium $game_concept_taxes$"
nomad_tax_normal_short: "Medium"
nomad_tax_high: "High $game_concept_taxes$"
nomad_tax_high_short: "High"
nomad_tax_extortionate: "Extortionate $game_concept_taxes$"
nomad_tax_extortionate_short: "Extortionate"
feudal_government_levies:2 "[GetGovernment( 'feudal_government' ).GetNameNoTooltip] [levies|U]"
feudal_levies_exempt:0 "No Contribution"
feudal_levies_exempt_short:0 "None"
feudal_levies_low:0 "Low $game_concept_levy$ Contribution"
feudal_levies_low_short:0 "Low"
feudal_levies_normal:0 "Normal $game_concept_levy$ Contribution"
feudal_levies_normal_short:0 "Normal"
feudal_levies_high:0 "High $game_concept_levy$ Contribution"
feudal_levies_high_short:0 "High"
feudal_levies_extortionate:0 "Massive $game_concept_levy$ Contribution"
feudal_levies_extortionate_short:0 "Massive"
feudal_vassal: "Feudal"
feudal_vassal_desc: "$game_concept_feudal_desc$"
feudal_government_prestige: "[GetGovernment( 'feudal_government' ).GetNameNoTooltip] [prestige|U]"
feudal_prestige_none: "No Contribution"
feudal_prestige_none_short: "None"
feudal_prestige_normal: "Some $game_concept_prestige$ Contribution"
feudal_prestige_normal_short: "Low"
feudal_prestige_high: "High $game_concept_prestige$ Contribution"
feudal_prestige_high_short: "High"
nomad_government_prestige: "[GetGovernment( 'nomad_government' ).GetNameNoTooltip] [prestige|U]"
nomad_prestige_none: "No Contribution"
nomad_prestige_none_short: "None"
nomad_prestige_normal: "Some $game_concept_prestige$ Contribution"
nomad_prestige_normal_short: "Low"
nomad_prestige_high: "High $game_concept_prestige$ Contribution"
nomad_prestige_high_short: "High"
special_contract:3 "#color_black [Concept( 'vassal_contract', 'Special Contract' )|BU]#!"
special_contract_none:0 "No Special Contract"
special_contract_scutage:0 "Scutage Contract"
special_contract_scutage_desc:1 "#flavor While subject to a $special_contract_scutage$, the [vassal|E] will pay #high [EmptyScope.ScriptValue('scutage_contract_tax_tooltip')|0]%#! more [tax|E] than what their $feudal_government_taxes$ [obligation|E] dictates, while at the same time providing #high [EmptyScope.ScriptValue('scutage_contract_levies_tooltip')|0]%#! fewer [levies|E] than what their $feudal_government_levies$ [obligation|E] dictates.#!"
special_contract_march:0 "March Contract"
special_contract_march_desc:2 "#flavor While subject to a $special_contract_march$, the [vassal|E] will receive bonuses to their [levies] and defensive capabilities, but provide #high [EmptyScope.ScriptValue('march_contract_taxes_tooltip')|0]%#! less [tax|E] than what their $feudal_government_taxes$ [obligation|E] dictates.#!"
special_contract_march_border_trigger: "[vassal.GetName] does not border a foreign [realm|E]"
special_contract_palatinate:0 "Palatinate Contract"
special_contract_palatinate_desc:2 "#flavor While subject to a $special_contract_palatinate$, the [vassal|E] enjoys many privileges within the realm, which increases their standing and gives them more political clout. $special_contract_palatinate_short$ [vassals|E] increase their [liege|E]'s [prestige|E] but provide #high [EmptyScope.ScriptValue('palatinate_contract_taxes_tooltip')|0]%#! less [tax|E] and [levies|E] than what their $feudal_government_taxes$ and $feudal_government_levies$ [obligations|E] dictate.#!"
special_contract_castellan: "Castellan Contract"
special_contract_castellan_desc: "#flavor While subject to a $special_contract_castellan$, the [vassal|E] will receive bonuses to their [levies] and defensive capabilities. They provide #high [EmptyScope.ScriptValue('march_contract_taxes_tooltip')|0]%#! less [tax|E], but #high [EmptyScope.ScriptValue('castellan_contract_levies_tooltip')|0]%#! more [levy|E] than what their $feudal_government_taxes$ [obligation|E] dictates.#!"
special_contract_none_short:0 "None"
special_contract_scutage_short:0 "Scutage"
special_contract_march_short:0 "March"
special_contract_palatinate_short:0 "Palatinate"
special_contract_castellan_short: "Castellan"
religious_rights:0 "Religious Rights"
religious_rights_none:0 "Religiously Unprotected"
religious_rights_none_short:0 "Unprotected"
religious_rights_protected:0 "Religiously Protected"
religious_rights_protected_desc:3 "#emphasis #bold [vassal|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] cannot [demand_conversion|E] of the [vassal|E]\nThe [liege|E] cannot use [convert_county|E] in the [vassals|E]' lands\n$EFFECT_LIST_BULLET$ The [liege|E] cannot use [faith|E] as a reason to avoid [tyranny|E] when revoking titles\n\n#flavor The [vassal|E] is granted a special protected status, with the realm officially recognizing their right to practice their own [faith|E].#!"
religious_rights_protected_short:0 "Protected"
fortification_rights:0 "Fortification Rights"
fortification_rights_none:0 "No $fortification_rights$"
fortification_rights_none_short:0 "None"
fortification_rights_granted:0 "$fortification_rights$ Granted"
fortification_rights_granted_desc:0 "#flavor The [vassal] is granted the right to construct new castles and fortifications with the support of their [liege]. This support, in practice, means that the [vassal] pays #high [EmptyScope.ScriptValue('fortification_rights_contract_taxes_tooltip')|0]%#! less [tax] than what their $feudal_government_taxes$ [obligation] dictates.#!"
fortification_rights_granted_short:0 "Granted"
succession_rights:0 "Succession Rights"
succession_rights_default:0 "Default $succession_rights$"
succession_rights_default_short:0 "Default"
succession_rights_forced_partition:0 "Forced Partition"
succession_rights_forced_partition_desc:0 "#emphasis #bold [vassal|E] Restrictions:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] cannot have any [succession_law|E] beyond Partition\n$EFFECT_LIST_BULLET$ The [vassal|E] switches their [succession_law|E] to Partition\n$EFFECT_LIST_BULLET$ The [vassal|E] pays #high [EmptyScope.ScriptValue('succession_rights_contract_law_cost_tooltip')|0]%#! more [prestige|E] to change [laws|E]\n\n#flavor The [vassal|E] is forced to never have any other form of succession but Partition for their [realm|E]. The administrative hurdle of this also increases the [vassals] [law] costs by #high [EmptyScope.ScriptValue('succession_rights_contract_law_cost_tooltip')|0]%.#!#!"
succession_rights_forced_partition_short:0 "Forced Partition"
coinage_rights:0 "Coinage Rights"
coinage_rights_none:0 "No $coinage_rights$"
coinage_rights_none_short:0 "None"
coinage_rights_granted:0 "$coinage_rights$ Granted"
coinage_rights_granted_desc:0 "#flavor The [vassal] is granted the right to mint and use new coins, bolstering their [development|E] at the expense of that of their [liege].#!"
coinage_rights_granted_short:0 "Granted"
war_declaration_rights:0 "War Declaration"
war_declaration_rights_default:0 "Default $war_declaration_rights$"
war_declaration_rights_default_short:0 "Default"
war_declaration_rights_allowed:0 "Sanctioned $war_declaration_rights$"
war_declaration_rights_allowed_desc:1 "#emphasis #bold [vassal|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] can declare [war|E] regardless of the [liege|E]'s [crown_authority|E]\n$EFFECT_LIST_BULLET$ The [vassal|E] pays #high [EmptyScope.ScriptValue('war_declaration_rights_allowed_cost_reduction_tooltip')|0]%#! less for [casus_bellis|E] within the [realm|E]\n\n#flavor The [vassal] does not have to spend a [hook] if their [lieges] [crown_authority] prevents them from waging war. This special treatment also makes it easier for the [vassal] to declare wars inside the [realm|E], reducing the cost by #high [EmptyScope.ScriptValue('war_declaration_rights_allowed_cost_reduction_tooltip')|0]%#!.#!"
war_declaration_rights_allowed_short:0 "Sanctioned"
council_rights:0 "Council Rights"
council_rights_none:0 "No $council_rights$"
council_rights_none_desc:0 "#flavor The [vassal] is not granted any out-of-the-ordinary privileges when it comes to the [council].#!"
council_rights_none_short:0 "None"
council_rights_guaranteed:0 "$council_rights$ Guaranteed"
council_rights_guaranteed_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The #high $force_onto_council$#! [interaction|E] can be used at will\n\n#flavor The [vassal] is granted special [council] privileges, and will expect a permanent seat on the [council]. Granting this privilege to too many [vassals] will eventually upset the [powerful_vassals] of the [realm|E].#!"
council_rights_guaranteed_short:0 "Guaranteed"
title_revocation_rights:0 "Title Revocation"
title_revocation_rights_default:0 "Default $title_revocation_rights$"
title_revocation_rights_default_short:0 "Default"
title_revocation_rights_protected:0 "Protected $title_revocation_rights$"
title_revocation_rights_protected_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] cannot revoke the [vassals_possessive|E] [titles|E]\n\n#flavor The [vassal] is guaranteed ownership of their [titles], preventing the [liege|E] from revoking them – regardless of the [liege|E] having a [revoke_title_reason] or not.#!"
title_revocation_rights_protected_short:0 "Protected"
clan_government:0 "Clan"
clan_government_with_icon: "@government_type_clan! $clan_government$"
clan_government_adjective:0 "Clan"
clan_government_realm:0 "Clan"
clan_government_desc:0 "\n$game_concept_clan_desc$\n\n#F The clan is united by kinship — either by blood or a shared relation with a symbolic ancestor. A clan leader relies heavily on the support of the clan. United, they are a strength to be reckoned with, but a discontent clan withers from within.#!"
clan_government_vassals_label:1 "Clan [obligations|E] are based on [opinion|E]"
clan_government_obligations:0 "From [opinion|E]"
clan_government_tax_contribution_postfix:0 " (max [FixedPointToProgressbarValue(EmptyScope.ScriptValue('clan_government_tax_max_possible'))|1V])"
clan_government_levies_contribution_postfix:0 " (max [FixedPointToProgressbarValue(EmptyScope.ScriptValue('clan_government_levies_max_possible'))|1V])"
clan_government_unclamped_contribution_label:0 "Based on [opinion|E] of me"
clan_government_min_contribution_label:0 "[crown_authority|E] minimum"
clan_vassal: "Clan"
clan_vassal_desc: "$game_concept_clan_desc$"
republic_government:0 "Republic"
republic_government_with_icon: "@government_type_republic! $republic_government$"
republic_government_adjective:0 "Republic"
republic_government_realm:0 "Republic"
republic_government_desc:0 "\n$game_concept_republic_desc$\n\n#F Towns are ruled by the privileged citizens of the burgher class, among whom one is chosen as mayor. While the mayor has significant influence, they depend on popularity to be re-elected.#!"
republic_government_vassals_label:1 "Republic [obligations|E] are the same for all Republican [vassals|E]"
republic_government_obligations:1 "Republic [obligations|E]"
republican_vassals_pay_more_parameter:0 "From [liege|E] [culture_traditions|E]"
republic_vassal: "Republic"
republic_vassal_desc: "$game_concept_republic_desc$"
tribal_government:0 "Tribal"
tribal_government_with_icon: "@government_type_tribal! $tribal_government$"
tribal_government_adjective:0 "Tribal"
tribal_government_realm:0 "Tribe"
tribal_government_desc:0 "\n$game_concept_tribal_desc$\n\n#F In the tribe, strength means everything. A tribal leader depends on respect and renown rather than coin to develop their realm and bolster their armies.#!"
tribal_government_obligations:0 "From [liege|E] [prestige_level|E]"
tribal_government_vassals_label:1 "Tribal [obligations|E] are based on [prestige_level|E] of [liege|E]"
tribal_liege_inefficiency_plus_perk:0 "[liege|E] is [tribal|E] and has [GetPerk( 'detailed_ledgers_perk' ).GetName( GetPlayer )]"
tribal_liege_inefficiency:0 "[liege|E] is [tribal|E]"
has_detailed_ledgers_perk:0 "[liege|E] has [GetPerk( 'detailed_ledgers_perk' ).GetName( GetPlayer )]"
tribal_vassal: "Tribal"
tribal_vassal_desc: "$game_concept_tribal_desc$"
theocracy_government:0 "Theocracy"
theocracy_government_with_icon: "@government_type_theocracy! $theocracy_government$"
theocracy_government_adjective:0 "Theocratic"
theocracy_government_realm:0 "Theocracy"
theocracy_government_desc:1 "\n$game_concept_theocracy_desc$\n\n#F In a theocratic government, all authority belongs to a religious institution. It is ruled by a priest or priestess who carries out the will of the divine on Earth.#!"
theocracy_government_vassals_label:1 "Theocratic [obligations|E] are based on [piety_level|E] of [liege|E]"
theocracy_government_obligations:1 "Theocratic [obligations|E]"
theocracy_government_vassal_contribution_wrong_faith:0 "@warning_icon! #X [liege|E] is of wrong [faith|E]#!"
theocracy_government_vassal_contribution_piety_level:0 "[liege|E] is [GetPietyLevelName(liege.GetPietyLevel)|L]"
theocracy_vassal: "Theocracy"
theocracy_vassal_desc: "$game_concept_theocracy_desc$"
holy_order_government:0 "Holy Order"
holy_order_government_with_icon: "@government_type_holy_order! $holy_order_government$"
holy_order_government_desc:0 "\nThe holy warriors of the orders have dedicated their life to fighting infidels and serving their faith. They may hold castles given to them by pious landholders. The order leader is chosen within the order ranks."
holy_order_government_adjective:0 "Holy Order"
holy_order_government_realm:0 "Holy Order"
mercenary_government:0 "Mercenary Company"
mercenary_government_with_icon: "@government_type_mercenary! $mercenary_government$"
mercenary_government_realm:0 "Mercenary Company"
mercenary_government_desc:1 "\nMercenary companies roam the lands in search of employment, and take up arms for the highest bidder. Loyalty is essential to a good reputation, but it only lasts until the end of their contract. The mercenary leader is chosen from within the company's ranks."
mercenary_government_adjective:0 "Mercenary Company"
default_tributary_levies: "[tributary|E] [levies|U]"
tributary_levies_exempt: "None [levies|e]"
tributary_levies_exempt_short: "None"
tributary_levies_low: "Low [levies|e]"
tributary_levies_low_short: "Low"
tributary_levies_high: "High [levies|e]"
tributary_levies_high_short: "High"
default_tributary_taxes: "[tributary|E] [taxes|U]"
tributary_tax_none: "No [taxes|E]"
tributary_tax_none_short: "None"
tributary_tax_low: "Low [taxes|E]"
tributary_tax_low_short: "Low"
tributary_tax_high: "High [taxes|E]"
tributary_tax_high_short: "High"
default_tributary_prestige: "[tributary|E] [prestige|U]"
create_cadet_branches_trigger:0 "Creation of [cadet_branches|E]"
create_cadet_branches_rule:0 "Create [cadet_branches|E]"
GOVERNMENT_RULE_INFO:1 "$EFFECT_LIST_BULLET$ Can $RULE|V$"
GOVERNMENT_HOLDING_INFO:1 "$EFFECT_LIST_BULLET$ Can hold [HOLDING_TYPE.GetName|V] [holdings|E]"
GOVERNMENT_CLAN_NOT_ALLIED:0 "No [alliance|E] as Clan [vassal|E]"
GOVERNMENT_CLAN_NOT_ALLIED_POWERFUL:0 "No [alliance|E] as powerful Clan [vassal|E]"
government_can_raid_rule:1 "#indent_newline:3 [government|E] allows the [raiding|E] of foreign [counties|E] for [loot|E]#!"
government_can_use_subject_men_at_arms: "Can recruit [men_at_arms|E] from [vassals|E] and [tributaries|E]"
may_elevate_co_monarch: "#indent_newline:3 Allows [rulers|E] of at least [kingdom|E]-[title_tier|E] to elevate a [co_monarch|E] from amongst their adult [children|E]#!"
government_is_feudal:0 "Uses [vassal_contracts|E]"
government_is_republic:0 "Is unplayable"
government_is_theocracy:0 "Is unplayable"
government_is_clan:0 "Uses [tax_jurisdictions|E]"
government_is_tribal: "Is a Tribal-type [government|E]"
government_is_wanua: "Enables [barter_goods_i][bartering|E]"
use_prestige_to_buy_maa: "Uses [prestige|E] to buy [men_at_arms|E]"
government_is_mercenary:0 "Is unplayable"
government_is_holy_order:0 "Is unplayable"
government_is_landless_adventurer: "Has access to a [camp|E]"
government_is_administrative: "Has access to an [estate|E]"
government_is_nomadic: "Has [herd_i|E][herd|E]"
government_is_herder: "Has [herd_i|E][herd|E]"
government_is_true_herder: "Is unplayable"
government_is_celestial: "Has access to an [estate|E] and [top_liege|E] has [mandate_of_heaven|E]"
government_is_mandala: "Uses the [mandala|E] #V [GetBuilding('mandala_capital_01').GetTypeName]#! [great_project|E] and [great_building|E]"
government_is_japan_feudal: "$government_is_japan_administrative$"
government_is_japan_administrative: "Has access to [manor|E], [blocs|E], and [house_aspirations|E]"
government_is_meritocratic: "Has access to an [estate|E] and uses [merit|E]"
government_is_steppe_admin: "Has access to an [estate|E] and uses [merit|E] and [obedience|E]"
government_has_influence: "Uses [influence_i|E][influence|E]"
government_has_merit: "Uses [merit_i|E][merit|E]"
government_has_treasury: "Uses [treasury_i|E][treasury|E]"
government_has_title_men_at_arms: "Allows recruitment of [title_men_at_arms|E]"
government_has_powerful_families: "Enables [noble_families|E]"
may_appoint_viziers: "May appoint [viziers|E]"
government_ignores_rightful_liege_penalties: "Ignores penalties from not being rightful liege"
block_same_government_type_vassal_courts: "Vassals with this rule cannot have Royal Courts if their top liege also has the rule"
government_is_bureaucratic: "Is [government_bureaucratic_type|E]"
government_is_not_republic_or_admin_desc: "[government|E] is #bold not#! [GetGovernment('republic_government').GetName] or [GetGovernment('administrative_government').GetName]"
CHARACTER_WINDOW_MILITARY_STRENGTH_TOOLTIP: "[CharacterWindow.GetMilitaryStrengthTooltip][AddLocalizationIf(Not(StringIsEmpty(CharacterWindow.GetMenAtArmsSubjectRecruitmentPotentialTooltip)),'MAA_SUBJECT_ACCESS_POTENTIAL')]"
SUBJECT_MAA_HINT: "You could recruit @[MenAtArmsType.GetIconKey]_icon![Nbsp][MenAtArmsType.GetName] from the following [realms|E] if they were your [tributary|E] or [vassal|E]:#indent_newline:2 \n$BREAKDOWN$#!"
SUBJECT_MAA_HINT_ENTRY: "[CHARACTER.GetPrimaryTitle.GetBaseNameNoTier] ([CHARACTER.GetShortUIName])"
MAA_SUBJECT_ACCESS_POTENTIAL: "\n\n#EMP Would provide access to new [men_at_arms|E] if they were your [tributary|E] or [vassal|E]:#! #indent_newline:2 \n[CharacterWindow.GetMenAtArmsSubjectRecruitmentPotentialTooltip]#!"
MAA_SUBJECT_ACCESS_POTENTIAL_ENTRY: "@[MEN_AT_ARMS_TYPE.GetIconKey]_icon![Nbsp][MEN_AT_ARMS_TYPE.GetName]"
SUPPLY_MULT_DIFERENT_GOVERNMENT:0 "[GOVERNMENT_TYPE.GetAdjective] Lands"
CONTRACT_LIEGE_SIGNATURE:0 "The [SelectLocalization( SubjectContract.IsTributary, 'CONTRACT_LIEGE_SIGNATURE_SUZERAIN_TYPE', 'CONTRACT_LIEGE_SIGNATURE_LIEGE_TYPE' )],\n[SubjectContract.GetLiege.GetTitledFirstNameNoTooltip]\nof House [SubjectContract.GetLiege.GetHouse.GetBaseNameNoTooltip]"
CONTRACT_LIEGE_SIGNATURE_LIEGE_TYPE: "Liege"
CONTRACT_LIEGE_SIGNATURE_SUZERAIN_TYPE: "Suzerain"
CONTRACT_VASSAL_SIGNATURE:0 "The [SelectLocalization( SubjectContract.IsTributary, 'CONTRACT_VASSAL_SIGNATURE_TRIBUTARY_TYPE', 'CONTRACT_VASSAL_SIGNATURE_VASSAL_TYPE' )],\n[SubjectContract.GetSubject.GetTitledFirstNameNoTooltip]\nof House [SubjectContract.GetSubject.GetHouse.GetBaseNameNoTooltip]"
CONTRACT_VASSAL_SIGNATURE_VASSAL_TYPE: "Vassal"
CONTRACT_VASSAL_SIGNATURE_TRIBUTARY_TYPE: "Tributary"
marriage_favor_rights:0 "Marriage Favor"
marriage_favor_rights_default:0 "Default $marriage_favor_rights$"
marriage_favor_rights_default_short:0 "Default"
marriage_favor_rights_granted:0 "Granted $marriage_favor_rights$"
marriage_favor_rights_granted_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] commits to marry their close family to seal an alliance before marrying them to anyone else\n\n#flavor The [vassal|E] is among the favorite of the [liege|E], and should be able to seal an alliance through marriage.#!"
marriage_favor_rights_granted_short:0 "Granted"
antagonistic: "Antagonistic"
antagonistic_desc: "Few things can spur people like rivalries or jealousy. One better watch your back in this house, or you may find someone attempting to put a knife in it."
competitive: "Competitive"
competitive_desc: "Competition in the family can be a healthy thing. It pushes the members in this house to best one another, may it be on the battlefield, or in an attempt to secure the throne..."
impassive: "Impassive"
impassive_desc: "Why spend time and energy to care what the rest of the family is up to? These house members tend to mostly care for themselves first and foremost."
friendly: "Friendly"
friendly_desc: "They may perhaps not always see eye to eye, but the members of this house are always on friendly terms."
harmonious: "Harmonious"
harmonious_desc: "A house in perfect harmony. The members of this house do what they can to stand united and lend each other aid at all times."
antagonistic_house_approves_war_victory: "All of [attacker.GetShortUINamePossessive] [house|E] [vassals|E] gain #P 10#! [opinion|E] of [attacker.GetShortUIName] for #V 10 years#! #weak (Impressed by Offensive Victory)#!"
antagonistic_house_approves_war_victory_defensive: "All of [defender.GetShortUINamePossessive] [house|E] [vassals|E] gain #P 15#! [opinion|E] of [defender.GetShortUIName] for #V 10 years#! #weak (Impressed by Defensive Victory)#!"
antagonistic_house_disapproves_war_white_peace: "All of [attacker.GetShortUINamePossessive] [house|E] [vassals|E] lose #N 10#! [opinion|E] of [attacker.GetShortUIName] for #V 10 years#! #weak (Finds White Peace Weak)#!"
antagonistic_house_disapproves_war_white_peace_defender: "All of [defender.GetShortUINamePossessive] [house|E] [vassals|E] lose #N 10#! [opinion|E] of [defender.GetShortUIName] for #V 10 years#! #weak (Finds White Peace Weak)#!"
antagonistic_house_disapproves_war_defeat: "All of [attacker.GetShortUINamePossessive] [house|E] [vassals|E] lose #N 20#! [opinion|E] of [attacker.GetShortUIName] for #V 10 years#! #weak (Embarrassed by Defeat)#!"
antagonistic_house_disapproves_war_defeat_defender: "All of [defender.GetShortUINamePossessive] [house|E] [vassals|E] lose #N 20#! [opinion|E] of [defender.GetShortUIName] for #V 10 years#! #weak (Embarrassed by Defeat)#!"
house_unity_parameter_unity_antagonistic_cb_cost: "[casus_belli|E] Cost: @war_icon!#P [EmptyScope.ScriptValue('unity_antagonistic_cb_cost_display_value')|0]%#!"
house_unity_parameter_unity_competitive_cb_cost: "[casus_belli|E] Cost: @war_icon!#P [EmptyScope.ScriptValue('unity_competitive_cb_cost_display_value')|0]%#!"
house_unity_parameter_unity_friendly_cb_cost: "[casus_belli|E] Cost: @war_icon!#N +[EmptyScope.ScriptValue('unity_friendly_cb_cost_display_value')|0]%#!"
house_unity_parameter_unity_harmonious_cb_cost: "[casus_belli|E] Cost: @war_icon!#N +[EmptyScope.ScriptValue('unity_harmonious_cb_cost_display_value')|0]%#!"
house_unity_parameter_unity_less_likely_factions: "[house|E] [vassals|E] are #P less likely#! to create [factions|E]"
house_unity_parameter_unity_significantly_less_likely_factions: "[house|E] [vassals|E] are #P significantly less likely#! to create [factions|E]"
CB_UNITY_COST: "Your [house_unity|E]"
house_unity_parameter_unity_multiple_invasions: "[rulers|E] may use the [GetCasusBelliType('invasion_war').GetName] [casus_belli|E] once every [EmptyScope.ScriptValue('unity_antagonistic_invasion_cooldown_value')|V0]#! years"
house_unity_parameter_unity_unlimited_invasions: "[rulers|E] have unlimited access to the [GetCasusBelliType('invasion_war').GetName] [casus_belli|E], which replaces any regular Invasion Casus Belli"
house_unity_parameter_unity_lower_prestige_requirements: "All [casus_bellis|E] that require a specific [prestige_level|E] require one less"
house_unity_parameter_unity_war_opinion: "[victory|E], [white_peace|E] and [defeat|E] have various effects on [house|E] [vassal|E] [opinion|E]"
house_unity_parameter_unity_disable_invasions: "[rulers|E] cannot use the Invasion [casus_belli|E]"
house_unity_parameter_unity_more_likely_claimant_factions: "[house|E] [vassals|E] are #N more likely#! to create [claimant_factions|E]"
house_unity_parameter_unity_significantly_more_likely_claimant_factions: "[house|E] [vassals|E] are #N significantly more likely#! to create [claimant_factions|E]"
house_unity_parameter_vassal_house_members_more_upset_without_alliance: "The 'No [alliance|E]' [opinion|E] penalty is higher for same-[house|E] [vassals|E]"
house_unity_parameter_unity_unlock_fabricate_hooks: "[house|E] members can use the [GetScheme('fabricate_hook').GetTypeName] [scheme|E] against each other"
house_unity_parameter_unity_unlock_befriend_scheme: "[house|E] members can [GetScheme('befriend').GetTypeName] each other"
house_unity_parameter_unity_can_challenge_house_head: "[house|E] members may challenge their [house_head|E] in order to take their place"
house_unity_parameter_unity_can_create_cadet_branches: "[independent|E] [house|E] members may create [cadet_branches|E]"
house_unity_parameter_unity_enable_border_wars: "[independent|E] [house|E] members' #V [GetLawGroup('border_wars_laws').GetName]#! is locked to [GetLaw('top_liege_not_redirected_to_border_wars_law').GetName] [title_law|E]"
house_unity_can_create_cadet_branches_tt: "[house_unity|E] is @dynasty_house_unity_antagonistic! $antagonistic$"
house_unity_parameter_unity_succession_clan_antagonistic_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_antagonistic_partition_succession_law').GetName]"
house_unity_parameter_unity_succession_clan_competitive_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_competitive_partition_succession_law').GetName]"
house_unity_parameter_unity_succession_clan_impassive_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_impassive_partition_succession_law').GetName]"
house_unity_parameter_unity_succession_clan_friendly_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_friendly_partition_succession_law').GetName]"
house_unity_parameter_unity_succession_clan_harmonious_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_harmonious_partition_succession_law').GetName]"
house_unity_parameter_unity_has_liberate_house_members_cb: "Unlocks [fp3_free_house_member_cb|E] [casus_belli|E]"
unity_has_liberate_house_members_cb_name: "[fp3_free_house_member_cb|E]"
house_unity_parameter_unity_has_unify_house_cb: "Unlocks [fp3_unify_house_cb|E] [casus_belli|E]"
unity_has_unify_house_cb_name: "[fp3_unify_house_cb|E]"
HAS_HOUSE_UNITY_STAGE_GLOBAL: "[house_unity|E] is @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
I_HAVE_HOUSE_UNITY_STAGE_GLOBAL: "My [house_unity|E] is @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
THEY_HAVE_HOUSE_UNITY_STAGE_GLOBAL: "[house|E] [DYNASTY_HOUSE.GetBaseName|V] [house_unity|E] is @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
NOT_HAS_HOUSE_UNITY_STAGE_GLOBAL: "[house_unity|E] is #bold not#! @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
NOT_I_HAVE_HOUSE_UNITY_STAGE_GLOBAL: "My [house_unity|E] is #bold not#! @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
NOT_THEY_HAVE_HOUSE_UNITY_STAGE_GLOBAL: "[house|E] [DYNASTY_HOUSE.GetBaseName|V] [house_unity|E] is #bold not#! @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
active_unity_level_description_tt: "#weak This is due to your active [house_unity_level|E]#!"
ADD_UNITY_VALUE_GLOBAL: "[house|E] [DynastyHouse.GetBaseName|V] [house_unity|E] changes by $VALUE|=+0$ @dynasty_house_unity!"
AI_HOUSE_UNITY: "Your [house_unity|E]: $VALUE|=+0$"
unity_reinforce_army_decision: "Reinforce Army with Loyal Officers"
unity_reinforce_army_decision_desc: "An army is only as strong as the officers leading it. By requesting skilled soldiers from the members of my house, I gain access to soldiers with plenty of experience. Soldiers I can promote into leading positions within my army to bolster the troops effectiveness. All members contributes to our house for the greater good, and everyone benefits!"
unity_reinforce_army_decision_tooltip: "Request the members of your house to send you capable officers"
unity_reinforce_army_decision_confirm: "Send the orders."
unity_establish_network_decision: "Enforce Intrigue Network"
unity_establish_network_decision_desc: "The members of my house are each cunning in their own way. With my leadership, we can form a web of intrigue to catch even the slyest outsiders."
unity_establish_network_decision_tooltip: "Enlist your house members in protecting against and executing hostile schemes"
unity_establish_network_decision_confirm: "Send and burn the edict"
unity_improve_taxation_decision: "Improve Taxation"
unity_improve_taxation_decision_desc: "My house have a great many members efficient in collecting taxes and managing a realm. By sharing ideas and capable people, we can all benefit from an increased income."
unity_improve_taxation_decision_tooltip: "Work alongside your house members to improve the taxation and income of the realm"
unity_improve_taxation_decision_confirm: "Let's organize a meeting"
unity_search_for_administrators_decision: "Search for Tax Collectors"
unity_search_for_administrators_decision_desc: "Taxes are the backbone of any realm. Taking the time to search for skilled administrators and former soldiers, to employ as tax collectors, would be well worth the effort."
unity_search_for_administrators_decision_tooltip: "Search for competent administrators and soldiers to strengthen my ranks of tax collectors"
unity_search_for_administrators_decision_confirm: "Order the search"
search_administors_decision.tt: "Up to three [characters|E] of various skill will join your [court|E]"
unity_search_for_administrators_decision.msg.t: "Administrator Has Arrived"
unity_search_for_administrators_decision.msg.desc: "A new administrator, named [new_administrator.GetName], has arrived at your court and is ready for employment."
unity_send_bailiffs_decision: "Send Bailiffs"
unity_send_bailiffs_decision_desc: "I can take advantage of my house members' cooperative attitude by sending my bailiffs to them, exacting my orders to maintain peace through the realm."
unity_send_bailiffs_decision_tooltip: "Cooperate with your house members to increase control through the realm"
unity_send_bailiffs_decision_confirm: "Send for the bailiffs"
unity_placate_vassals_decision: "Placate Vassals"
unity_placate_vassals_decision_desc: "Even a harmonious household faces its trials. By exerting my influence as house head, I may smooth over these social wrinkles before they start forming cracks."
unity_placate_vassals_decision_tooltip: "Remind your house members of your authority as their liege"
unity_placate_vassals_decision_confirm: "Placate vassals"
unity_organize_house_for_war_decision: "Organize House Members for War"
unity_organize_house_for_war_decision_desc: "Improving a realm requires dedication and, more often than not, a great deal of conquests. By issuing specific edicts and guiding our house members, I can make them more willing to wage war and conquer new lands."
unity_organize_house_for_war_decision_tooltip: "Guide the members of your house to more frequently wage war"
unity_organize_house_for_war_decision_confirm: "Promote war and conflict!"
unity_encourage_house_economy_decision: "Encourage House to Improve the Economy"
unity_encourage_house_economy_decision_desc: "A realm is only as capable as the land it is built upon. I should make sure that all members within the house are able to spend the necessary funds to build us a stronger realm."
unity_encourage_house_economy_decision_tooltip: "Guide the members of your house to focus on the economy"
unity_encourage_house_economy_decision_confirm: "Encourage a stronger economy!"
unity_promote_development_decision: "Promote Development"
unity_promote_development_decision_desc: "Our culture has a long history of excellent administration skills. There are many skilled overseers and supervisors employed within our house. We can use this to our advantage and further develop the realm."
unity_promote_development_decision_tooltip: "Promote your house members to develop and enhance the realm"
unity_promote_development_decision_confirm: "Promote development"
unity_improve_logistics_decision: "Demand Shared Army Logistics"
unity_improve_logistics_decision_desc: "Wars are decided by a multitude of different factors. Good logistics and supplies are just as important as having capable soldiers. I can enforce new policies within our house and demand everyone to share supplies and equipment, greatly increasing the capabilites of the army."
unity_improve_logistics_decision_tooltip: "Demand your house members to share logistics and supply to better accomodate the needs of the army"
unity_improve_logistics_decision_confirm: "Demand shared logistics"
unity_steer_house_direction_decision: "Steer House Unity"
unity_steer_house_direction_decision_desc: "As house head, my word carries a great deal of weight among the members of my house. With careful words and actions, I can nudge my fellow members to behave in certain ways, as to greatly affect our combined unity."
unity_steer_house_direction_decision_confirm: "$unity_steer_house_direction_decision$"
unity_steer_house_direction_decision_tooltip: "Choose a direction in which to steer your [house_unity|E]"
unity_steer_house_direction_decision_second_tooltip: "$DESC$\n"
CHOOSE_UNITY_DIRECTION: "Choose Direction"
STEER_HOUSE_UNITY_SELECT_DIRECTION_TITLE: "Choose [unity|E] Direction"
steer_unity_towards_harmonious_desc: "Use your position as [house_head|E] and steer your [house_unity|E] towards #V $harmonious$#!"
steer_unity_towards_harmonious_name: "Steer House towards #V $harmonious$#!\n#low Increases [house_unity|E]#!"
steer_unity_towards_harmonious_tooltip: "$unity_steer_house_direction_decision_second_tooltip$"
steer_unity_towards_harmonious_tt: "#X Your [house|E] already has the #V $harmonious$#! [house_unity_level|E]#!"
steer_unity_towards_harmonious_passive_gain_tt: "[house_unity|E] #P increases#! yearly for the next #V 10#! years"
steer_unity_towards_harmonious_toast: "[ROOT.Char.GetShortUINameNoTooltip|U] steered [house_unity|E] towards $harmonious$"
steer_unity_towards_antagonistic_desc: "Use your position as [house_head|E] and steer your [house_unity|E] towards #V $antagonistic$#!"
steer_unity_towards_antagonistic_name: "Steer House towards #V $antagonistic$#!\n#low Decreases [house_unity|E]#!"
steer_unity_towards_antagonistic_tooltip: "$unity_steer_house_direction_decision_second_tooltip$"
steer_unity_towards_antagonistic_tt: "#X Your [house|E] already has the #V $antagonistic$#! [house_unity_level|E]#!"
steer_unity_towards_antagonistic_passive_loss_tt: "[house_unity|E] #N decreases#! yearly for the next #V 10#! years"
steer_unity_towards_antagonistic_toast: "[ROOT.Char.GetShortUINameNoTooltip|U] steered [house_unity|E] towards $antagonistic$"
steer_unity_notification_title: "[house_head|E] changed [unity|E]"
unity_consult_house_decision: "Consult House Members"
unity_consult_house_decision_desc: "A unified council is one that can act swiftly and securely. With only a little back and forth, I can ensure that my house members are more effective in their roles as councillors."
unity_consult_house_decision.tt_house_council_bonus: "Base progress and [skill|E] impact on [councillor_tasks|E] is increased by #P +10%#! for [house|E] members serving on your [council|E]"
unity_consult_house_decision.tt_no_unity_change: "Assigning [house|E] members to your [council|E] and firing them no longer affects [house_unity|E]"
unity_consult_house_decision.tt_lifetime: "This will remain active until your character dies"
unity_consult_house_decision.tt_cooldown: "You have already consulted your [house|E] members"
unity_consult_house_decision_tooltip: "Guide your house members to become more efficient councillors"
unity_consult_house_decision_confirm: "Consult house members"
unity_consulted_house_member_desc: "Consulted House Member"
unity_establish_futuwaa_lodges_decision: "Establish Futuwaa Lodges"
unity_establish_futuwaa_lodges_decision_desc_intro: "The young"
unity_establish_futuwaa_lodges_decision_desc_outro: "of [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip], lacking suitable outlets for their energies, are roaming the capital in makeshift gangs. I could instead establish #italic futuwaa#! lodges throughout the capital to instill martial prowess and morals in their idle time."
unity_establish_futuwaa_lodges_decision.tt_intro: "All unmarried young"
unity_establish_futuwaa_lodges_decision.tt_outro: "living in your [capital|E] have a chance of increasing their [martial|E] and [prowess|E] [skills|E] , and of gaining a [virtuous|E] [trait|E], for the next 20 years"
unity_establish_futuwaa_lodges_decision.tt_people: "$unity_establish_futuwaa_lodges_decision.tt_intro$ $people$ $unity_establish_futuwaa_lodges_decision.tt_outro$"
unity_establish_futuwaa_lodges_decision.tt_women: "$unity_establish_futuwaa_lodges_decision.tt_intro$ $women$ $unity_establish_futuwaa_lodges_decision.tt_outro$"
unity_establish_futuwaa_lodges_decision.tt_men: "$unity_establish_futuwaa_lodges_decision.tt_intro$ $loc_men$ $unity_establish_futuwaa_lodges_decision.tt_outro$"
unity_establish_futuwaa_lodges_decision.tt_num_intro: "Currently, #V [SCOPE.ScriptValue('number_of_futuwaa_members')]#!"
unity_establish_futuwaa_lodges_decision.tt_num_outro: "in your capital would benefit from this decision"
unity_establish_futuwaa_lodges_decision.tt_num_people: "$unity_establish_futuwaa_lodges_decision.tt_num_intro$ youths $unity_establish_futuwaa_lodges_decision.tt_num_outro$"
unity_establish_futuwaa_lodges_decision.tt_num_women: "$unity_establish_futuwaa_lodges_decision.tt_num_intro$ young women $unity_establish_futuwaa_lodges_decision.tt_num_outro$"
unity_establish_futuwaa_lodges_decision.tt_num_men: "$unity_establish_futuwaa_lodges_decision.tt_num_intro$ young men $unity_establish_futuwaa_lodges_decision.tt_num_outro$"
unity_establish_futuwaa_lodges_decision_tooltip: "Promote virtues and prowess in your capital's youth"
unity_establish_futuwaa_lodges_decision_confirm: "Sponsor the lodges"
unity_educate_youth_in_madrasas_decision.t_intro: "Educate Youth in"
unity_educate_youth_in_madrasas_decision.t_madrasas: "Madrasas"
unity_educate_youth_in_madrasas_decision.t_houses_of_worship: "[ROOT.Char.GetFaith.HouseOfWorshipPlural|U]"
unity_educate_youth_in_madrasas_decision_desc_intro: "Peace in the realm has left the young"
unity_educate_youth_in_madrasas_decision_desc_outro: "of [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] inert and aimless. I could instead establish schools in the [ROOT.Char.GetFaith.HouseOfWorshipPlural] to teach these youths philosophy and medicine in their idle time."
unity_educate_youth_in_madrasas_decision.tt_intro: "All young"
unity_educate_youth_in_madrasas_decision.tt_outro: "living in your [capital|E] have a chance of increasing their [learning|E] [skill|E] and gaining [GetTrait('lifestyle_physician').GetName(GetNullCharacter)] [experience|E] for the next 20 years"
unity_educate_youth_in_madrasas_decision.tt_people: "$unity_educate_youth_in_madrasas_decision.tt_intro$ $people$ $unity_educate_youth_in_madrasas_decision.tt_outro$"
unity_educate_youth_in_madrasas_decision.tt_women: "$unity_educate_youth_in_madrasas_decision.tt_intro$ $women$ $unity_educate_youth_in_madrasas_decision.tt_outro$"
unity_educate_youth_in_madrasas_decision.tt_men: "$unity_educate_youth_in_madrasas_decision.tt_intro$ $loc_men$ $unity_educate_youth_in_madrasas_decision.tt_outro$"
unity_educate_youth_in_madrasas_decision.tt_num_intro: "Currently, #V [SCOPE.ScriptValue('number_of_madrasa_pupils')]#!"
unity_educate_youth_in_madrasas_decision.tt_num_outro: "in your capital would benefit from this decision"
unity_educate_youth_in_madrasas_decision.tt_num_people: "$unity_educate_youth_in_madrasas_decision.tt_num_intro$ youths $unity_educate_youth_in_madrasas_decision.tt_num_outro$"
unity_educate_youth_in_madrasas_decision.tt_num_women: "$unity_educate_youth_in_madrasas_decision.tt_num_intro$ young women $unity_educate_youth_in_madrasas_decision.tt_num_outro$"
unity_educate_youth_in_madrasas_decision.tt_num_men: "$unity_educate_youth_in_madrasas_decision.tt_num_intro$ young men $unity_educate_youth_in_madrasas_decision.tt_num_outro$"
unity_educate_youth_in_madrasas_decision_tooltip: "Educate your capital's youth in philosophy and medicine"
unity_educate_youth_in_madrasas_decision_confirm: "Inform the [ROOT.Char.GetFaith.PriestNeuterPlural]"
default_tax_collector: "Basic Taxes"
default_tax_collector_desc: "Base [obligations|E] apply, based on the [aptitude|E] of the assigned [tax_collector|E]"
default_tax_collector_flavor_desc: "A standard tax. Taxpayers pay no more, and no less, than what they are expected to."
jizya_special_rights_tax_collector: "Jizya Status"
jizya_special_rights_tax_collector_desc: "#emphasis #bold [vassal|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] cannot [demand_conversion|E] of the [vassal|E]\nThe [liege|E] cannot use [convert_county|E] in the [vassals|E]' lands\n$EFFECT_LIST_BULLET$ The [liege|E] cannot use [faith|E] as a reason to avoid [tyranny|E] when revoking titles\n$EFFECT_LIST_BULLET$ The [liege|E] cannot revoke the [vassals_possessive|E] [titles|E]\n\n#flavor The [vassal|E] is guaranteed ownership of their [titles], preventing the [liege|E] from revoking them – regardless of the $game_concept_liege$ having a [revoke_title_reason|E] or not.\n\nThe $game_concept_vassal$ is also granted a special protected status, with the realm officially recognizing their right to practice their own [faith|E].#!"
jizya_special_rights_tax_collector_flavor_desc: "Jizya is a special tax assigned to #italic dhimmis#!, religious minorities, in return for the privilege to practice their errant faith in peace."
unlock_jizya_contract_name: "[GetFaithDoctrine('tenet_tax_nonbelievers').GetBaseName] [core_tenet|E]"
jizya_special_rights:0 "$jizya_special_rights_tax_collector$"
jizya_special_rights_default:0 "Default $jizya_special_rights$"
jizya_special_rights_default_short:0 "Default"
jizya_special_rights_granted:0 "Enforced $jizya_special_rights$"
jizya_special_rights_granted_desc:0 "$jizya_special_rights_tax_collector_desc$"
jizya_special_rights_granted_short:0 "Granted"
iqta_special_rights_tax_collector: "Iqta Grant"
iqta_special_rights_tax_collector_desc: "The [vassal|E] has lower obligations but helps contributing [men_at_arms|E] to the [liege|E]."
iqta_special_rights_tax_collector_flavor_desc: "Iqta is a tax farming system where local magnates are given wide authority to collect taxes on behalf of the state."
ghazi_special_rights_tax_collector: "Ghazi Status"
ghazi_special_rights_tax_collector_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] pays less [piety|E] to use [holy_war|E] [casus_bellis|E] but more [prestige_i][prestige|E] for any other [casus_bellis|E]\n$EFFECT_LIST_BULLET$ Enables [raiding|E]\n\n#flavor The [vassal|E] is chosen as a warrior of the [faith|E] by the [liege|E], charged with carrying the borders outwards through [holy_war|E].#!"
ghazi_special_rights_tax_collector_flavor_desc: "Warriors of the faith and the frontier, the Ghazi collect income from plunder and brigandage, and wage a never-ending war against the religious enemies of the state."
deqhan_special_rights_tax_collector: "Dehqan"
deqhan_special_rights_tax_collector_flavor_desc: "Persian magnates within an ancient, decentralized tax collection system, the deqhans closely manage their lands to promote productivity - and their own prestige."
maguh_special_rights_tax_collector: "Maguh Status"
maguh_special_rights_tax_collector_flavor_desc: "An old Sassanian form of district administration, the maguh promote local development in exchange for reduced taxes to the state."
muqata_special_rights_tax_collector: "Muqata Status"
muqata_special_rights_tax_collector_flavor_desc: "Muqata is a tax system where distant lands are given greater autonomy and are taxed less, to promote stability and long-term development."
strict_taxation_tax_collector: "Zakat"
strict_taxation_tax_collector_flavor_desc: "Zakat is a luxury tax, usually enforced upon the wealthy as a means to provide additional income for the state and to help those in need."
clan_tax_slot: "Tax Jurisdiction"
has_house_unity_parameter: "Has the $PARAMETER_NAME$"
not_has_house_unity_parameter: "Doesn't have access to $PARAMETER_NAME$"
# Administrative
administrative_government: "Administrative"
administrative_government_with_icon: "@government_type_administrative! $administrative_government$"
administrative_government_adjective: "Administrative"
administrative_government_realm: "Administrative Realm"
administrative_government_desc: "\n$game_concept_administrative_desc$\n\n#F Administrative is a highly centralized government, where power mainly resides within the capital. Birthright, while still important, is not as prominent as in a feudal realm. With enough skill and ambition anyone, even from the most humble of origin, may rise up to become an influential governor or make a play for the throne and become emperor.#!"
administrative_government_vassals_label: "[administrative|E] [obligations|E] are based on [GetPlayer.Custom('GetProvinceAdministrationConcept')]"
administrative_obligations: "Administrative Obligations"
administrative_themes: "Available Administration Types"
admin_theme_balanced: "@balanced_administration! Balanced Administration"
admin_theme_balanced_short: "@balanced_administration! Balanced"
admin_theme_balanced_text_icon: "@balanced_administration!"
admin_theme_balanced_desc: "#flavor A well balanced administration seeks moderation to ensure equal attention in all areas of governance.#!"
admin_theme_military: "@military_administration! Military Administration"
admin_theme_military_short: "@military_administration! Military"
admin_theme_military_text_icon: "@military_administration!"
admin_theme_military_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [martial|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!"
admin_theme_military_desc: "#flavor A military administration puts all energy on recruiting and training formidable troops for the imperial army.#!"
admin_theme_civilian: "@civilian_administration! Civilian Administration"
admin_theme_civilian_short: "@civilian_administration! Civilian"
admin_theme_civilian_text_icon: "@civilian_administration!"
admin_theme_civilian_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [stewardship|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n[influence|E] gained from constructing [buildings|E] in held [counties|E] is increased"
admin_theme_civilian_desc: "#flavor Exempt from military service, a civilian administration focuses on improving the economy and well-being of the citizens.#!"
admin_theme_frontier: "@frontier_administration! Frontier Administration"
admin_theme_frontier_short: "@frontier_administration! Frontier"
admin_theme_frontier_text_icon: "@frontier_administration!"
admin_theme_frontier_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [prowess|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $EXPANSION_DUCHY_CB_NAME$#! [casus_belli|E]\n$EFFECT_LIST_BULLET$ Enables [raiding|E]"
admin_theme_frontier_desc: "#flavor One cannot leave the borders undefended. A frontier administration will ensure the realm's defenses and stand ready to repel any potential invaders.#!"
admin_theme_imperial: "@imperial_administration! Imperial Administration"
admin_theme_imperial_short: "@imperial_administration! Imperial"
admin_theme_imperial_text_icon: "@imperial_administration!"
admin_theme_imperial_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [prestige_level|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_currency_level_increase_value')|+0%/] for each level#!#!\n$EFFECT_LIST_BULLET$ Increases [powerful_family|E] Rating\nCannot have appointment revoked without a [revoke_title_reason|E]"
admin_theme_imperial_desc: "#flavor An imperial administration provides a significant level of autonomy and freedom from many regular responsibilities. It is the most prestigious administration one can have.#!"
admin_theme_naval: "@naval_administration! Naval Administration"
admin_theme_naval_short: "@naval_administration! Naval"
admin_theme_naval_text_icon: "@naval_administration!"
admin_theme_naval_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] for every controlled #high [GetBuilding('common_tradeport_01').GetTypeName]#!#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_building_increase_value')|+0%/] for each [GetBuilding('common_tradeport_01').GetTypeName]#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $NAVAL_EXPANSION_DUCHY_CB_NAME$#! [casus_belli|E]"
admin_theme_naval_desc: "#flavor The navy is the backbone of any expansive realm. With a dedicated naval administration, safety and efficiency at sea will be highly increased.#!"
ADMINISTRATIVE_CONTRACT: "[Character.Custom( 'GetProvinceConceptNoTooltip' )] Administration"
admin_theme_frontier_valid_desc: "The [vassal.Custom( 'GetProvinceConceptNoTooltip' )] must border another [realm|E]"
admin_theme_imperial_valid_desc: "Only one [vassal.Custom( 'GetProvinceConceptNoTooltip' )] can have this administration active"
admin_theme_naval_valid_desc: "The [vassal.Custom( 'GetProvinceConceptNoTooltip' )] must be Coastal"
admin_contract_forbids_revocation_desc: "You cannot revoke [titles|E] or Appointments from a [vassal|E] governing with the [GetSubjectContractType( 'administrative_themes' ).GetObligationName( 'admin_theme_imperial' )] unless you have a [revoke_title_reason|E]"
admin_vassal: "Administrative"
admin_vassal_desc: "$game_concept_administrative_desc$"
# Landless Adventurer Camps
landless_adventurer_government: "Adventurer"
landless_adventurer_government_with_icon: "@government_type_adventurer! $landless_adventurer_government$"
landless_adventurer_government_adjective: "Adventurer"
landless_adventurer_government_realm: "Adventurer Camp"
landless_adventurer_government_desc: "\n$game_concept_adventurer_desc$"
conditional_maa_refill_rule: "only [reinforce_soldiers|E] troops"
adventurer_rule: "only earn [gold|E] and [prestige|E] by undertaking [task_contracts|E]"
mercenary_rule: "be hired to serve as [mercenaries|E] by [landed|E] [rulers|E]"
adult_rulers_only: "#N May only be ruled by [adults|E]#!"
# Nomads
nomad_government: "Nomadic"
nomad_government_with_icon: "@government_type_nomad! $nomad_government$"
nomad_government_adjective: "Nomadic"
nomad_government_realm: "Nomadic Land"
nomad_government_desc: "\n$game_concept_nomadic_desc$\n\n#F For nomads, moving is their way of life. Ensuring that the herd can grow is their primary concern. Every ruler is only as strong as the strength of their people.#!"
NOMAD_CONTRACT: "Nomadic Contract"
nomad_vassal: "Nomadic"
nomad_vassal_desc: "Under the Nomadic [government_form|E], a [nomad|E] offers some [herd|E] to their [liege|E] in exchange for land and protection. The specifics are regulated by the [vassal_contract|E] between Vassal and Liege."
government_can_use_tributary_men_at_arms: "Can #V recruit#! [men_at_arms|E] from [tributaries|E]"
ignores_faith_marriage_penalties: "#indent_newline:3 Ignores [faith|E] when arranging [marriages|E] with [GetGovernment( 'nomad_government' ).GetName] or [GetGovernment( 'herder_government' ).GetName] [rulers|E] or their [tributaries|E]#!"
is_nomad_title: "Is [GetGovernment( 'nomad_government' ).GetName] Camp [title|E]"
can_start_war_with_raised_troops: "Can start [wars|E] with raised [armies|E]"
movement_speed_from_government: "$MOD_MOVEMENT_SPEED$: #P +10%#!"
land_raiding_movement_speed_from_government: "$MOD_MOVEMENT_SPEED_LAND_RAIDING$: #P +10%#!"
no_hostile_attrition_in_steppe: "#indent_newline:3 No #V Hostile County#! [attrition|E] while [raiding|E] in [the_great_steppe|E]#!"
can_raze_holdings: "Can Raze [holdings|E] for [gold|E]"
nomad_government_herd: "[herd|U] Tithes"
herd_tax_exempt: "$game_concept_herd$ Exempt"
herd_tax_exempt_short: "Exempt"
herd_tax_low: "Low $game_concept_herd$"
herd_tax_low_short: "Low"
herd_tax_normal: "Normal $game_concept_herd$"
herd_tax_normal_short: "Normal"
herd_tax_high: "High $game_concept_herd$"
herd_tax_high_short: "High"
herd_tax_extortionate: "Extortionate $game_concept_herd$"
herd_tax_extortionate_short: "Extortionate"
prestige_transfer_none: "No $game_concept_prestige$ Transfer"
prestige_transfer_none_short: "None"
prestige_transfer_normal: "Low $game_concept_prestige$ Transfer"
prestige_transfer_normal_short: "Low"
prestige_transfer_high: "High $game_concept_prestige$ Transfer"
prestige_transfer_high_short: "High"
mandala_government_piety: "[mandala|U] $game_concept_piety$"
mandala_piety_low: "Low $game_concept_piety$ Contribution"
mandala_piety_low_short: "Low"
mandala_piety_normal: "Normal $game_concept_piety$ Contribution"
mandala_piety_normal_short: "Normal"
mandala_piety_high: "High $game_concept_piety$ Contribution"
mandala_piety_high_short: "High"
mandala_government_taxes: "[mandala|U] Taxes"
mandala_tax_exempt: "Tax Exempt"
mandala_tax_exempt_short: "Exempt"
mandala_tax_low: "Low Taxes"
mandala_tax_low_short: "Low"
mandala_tax_normal: "Normal Taxes"
mandala_tax_normal_short: "Normal"
mandala_tax_high: "High Taxes"
mandala_tax_high_short: "High"
mandala_tax_extortionate: "Extortionate Taxes"
mandala_tax_extortionate_short: "Extortionate"
mandala_government_levies: "[mandala|U] $game_concept_levies$"
mandala_levies_exempt: "No Contribution"
mandala_levies_exempt_short: "None"
mandala_levies_low: "Low $game_concept_levy$ Contribution"
mandala_levies_low_short: "Low"
mandala_levies_medium: "Medium $game_concept_levy$ Contribution"
mandala_levies_medium_short: "Medium"
mandala_levies_high: "High $game_concept_levy$ Contribution"
mandala_levies_high_short: "High"
mandala_levies_extortionate: "Massive $game_concept_levy$ Contribution"
mandala_levies_extortionate_short: "Massive"
mandala_government_prestige: "[mandala|U] $game_concept_prestige$"
mandala_prestige_low: "Low $game_concept_prestige$ Contribution"
mandala_prestige_low_short: "Low"
mandala_prestige_normal: "Normal $game_concept_prestige$ Contribution"
mandala_prestige_normal_short: "Normal"
mandala_prestige_high: "High $game_concept_prestige$ Contribution"
mandala_prestige_high_short: "High"
kurultai_rights: "Kurultai Rights"
kurultai_rights_none: "No $kurultai_rights$"
kurultai_rights_none_desc: "#flavor The [vassal] is not granted any out-of-the-ordinary privileges when it comes to the [kurultai|E].#!"
kurultai_rights_none_short: "None"
kurultai_rights_guaranteed: "$kurultai_rights$ Guaranteed"
kurultai_rights_guaranteed_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The #high $force_onto_council$#! [interaction|E] can be used at will\n\n#flavor The [vassal] is granted special [kurultai|E] privileges, and will expect a permanent seat on the [kurultai|E]. Granting this privilege to too many [vassals] will eventually upset the [powerful_vassals] of the [realm|E].#!"
kurultai_rights_guaranteed_short: "Guaranteed"
liege_war_participation_obligation: "Liege War Support"
liege_war_participation_obligation_none: "No $liege_war_participation_obligation$"
liege_war_participation_obligation_none_desc: "#flavor The [liege|E] will not join the [vassal|E]'s wars.#!"
liege_war_participation_obligation_none_short: "None"
liege_war_participation_obligation_forced: "Forced $liege_war_participation_obligation$"
liege_war_participation_obligation_forced_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] can use the $call_ally_interaction$ [interaction|E] on the [liege|E]\n\n.#flavor Refusal will result in [prestige|E] loss for the [liege|E] and the [vassal|E] will stop being [obedient|E] if they were so before.#!"
liege_war_participation_obligation_forced_short: "Forced"
suzerain_war_participation_guarantee: "Suzerain Guarantee"
suzerain_war_participation_guarantee_none: "No $suzerain_war_participation_guarantee$"
suzerain_war_participation_guarantee_none_desc: "#flavor The [suzerain|E] cannot be called into the [tributary|E]'s defensive wars, but may still offer to do so.#!"
suzerain_war_participation_guarantee_none_short: "None"
suzerain_war_participation_guarantee_available: "$suzerain_war_participation_guarantee$"
suzerain_war_participation_guarantee_available_desc: "#emphasis #bold [tributary|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ If attacked, the [tributary|E] can use the $call_ally_interaction$ [interaction|E] on the [suzerain|E].\n\n#flavor Refusal will result in [prestige|E] loss for the [suzerain|E] and the [tributary|E] will be released.#!"
suzerain_war_participation_guarantee_available_short: "Guaranteed"
suzerain_war_participation_guarantee_tt: "[recipient.GetShortUIName] does #bold not#! have [GetSubjectContractType( 'suzerain_war_participation_guarantee' ).GetObligationName( 'suzerain_war_participation_guarantee_available' )] [tributary_contract|E] Privilege"
mandala_suzerain_war_participation_guarantee: "$suzerain_war_participation_guarantee$"
mandala_suzerain_war_participation_guarantee_none: "$suzerain_war_participation_guarantee_none$"
mandala_suzerain_war_participation_guarantee_none_desc: "$suzerain_war_participation_guarantee_none_desc$"
mandala_suzerain_war_participation_guarantee_none_short: "$suzerain_war_participation_guarantee_none_short$"
mandala_suzerain_war_participation_guarantee_available: "$suzerain_war_participation_guarantee_available$"
mandala_suzerain_war_participation_guarantee_available_desc: "$suzerain_war_participation_guarantee_available_desc$"
mandala_suzerain_war_participation_guarantee_available_short: "$suzerain_war_participation_guarantee_available_short$"
tributary_war_participation_obligation: "Tributary War Support"
tributary_war_participation_obligation_none: "No $tributary_war_participation_obligation$"
tributary_war_participation_obligation_none_desc: "#flavor The [tributary|E] will not automatically join the [suzerain|E]'s wars, but may still offer to do so.#!"
tributary_war_participation_obligation_none_short: "None"
tributary_war_participation_obligation_forced: "Forced $tributary_war_participation_obligation$"
tributary_war_participation_obligation_forced_desc: "#emphasis #bold [suzerain|E] Privilege:#!#!\nThe [tributary|E] will automatically be called into the [suzerain|E]'s wars."
tributary_war_participation_obligation_forced_short: "Forced"
# Raiding rights
raiding_rights: "Raiding Privileges"
raiding_rights_none: "No $raiding_rights$"
raiding_rights_none_desc: "#flavor The [vassal|E] cannot raid any other fellow vassals.#!"
raiding_rights_none_short: "None"
raiding_rights_granted: "$raiding_rights$ Granted"
raiding_rights_granted_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] is allowed to raid other fellow vassals\n\n#flavor The restrictions on raiding fellow [vassals|E] are lifted and the vassal can target any other peer vassal.#!"
raiding_rights_granted_short: "Granted"
CB_CONFEDERATION_VASSALS: "Attacking a fellow [confederation|E] member"
# Herders
herder_government: "Herder"
herder_government_with_icon: "@government_type_herder! $herder_government$"
herder_government_adjective: "Herder"
herder_government_realm: "Pastureland"
herder_government_desc: "\n$game_concept_herder_desc$\n\n#F Herders do not concern themselves with any aspects of rulership. They tend to their flock, and just their flock.#!"
herder_vassal: "Herder"
herder_vassal_desc: "$game_concept_herder_desc$"
herder_government_vassals_label: "Herder [obligations|E] cannot be adjusted"
nomad_government_vassals_label: "Nomad [obligations|E] are based on each [vassal|E]'s [vassal_contract|E]"
# Mandala
mandala_government: "Mandala"
mandala_government_with_icon: "@government_type_mandala! $mandala_government$"
mandala_government_adjective: "Mandala"
mandala_government_realm: "Mandala Realm"
mandala_government_vassals_label: "Mandala [obligations|E] are based on each [vassal|E]'s [vassal_contract|E]"
mandala_government_desc: "\n$game_concept_mandala_desc$\n\n#F The petals of the Mandala government may wither and die, but at the core stands the divine right, manifested in the Devaraja. An ambitious enough ruler can make the Mandala last, #EMP eternally#!. #!"
mandala_vassal: "Mandala"
mandala_vassal_desc: "$game_concept_mandala_desc$"
liege_piety_level_desc: "Your [piety_level|E] is [GetPietyLevelName(liege.GetPietyLevel)|L]"
suzerain_piety_level_desc: "Your [piety_level|E] is [GetPietyLevelName(suzerain.GetPietyLevel)|L]"
has_coerce_tributary_scheme: "May use the [GetScheme('coerce_tributary').GetTypeName] [scheme|E]"
additional_piety_from_religious_buildings: "Gains additional [piety|E] from constructing [pious_buildings|E] and [temple_citadels|E]"
can_perform_ritual_contracts: "Realm provinces and [subjects|E] occasionally spawn [mandala_rituals|E]"
uses_mandala_aspects: "Uses [mandala_aspects|E]"
uses_mandala_decrees: "Uses [mandala_decrees|E]"
devaraja_blessings_msg: "Devaraja Blessings Shine Upon You"
devaraja_divinity_msg: "Your Devaraja Followers Adore You"
# Celestial
celestial_obligations: "Celestial Obligations"
celestial_provinces: "$administrative_themes$"
celestial_province_standard: "@celestial_standard_administration! Standard Administration"
celestial_province_standard_short: "Standard"
celestial_province_standard_text_icon: "@celestial_standard_administration!"
celestial_province_standard_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nUses [GetLaw('celestial_appointment_succession_law').GetName]"
celestial_province_standard_desc: "#low A civil type that attends to the everyday needs of the government and the local inhabitants#!"
celestial_province_industrial: "@celestial_industrial_administration! Industrial Administration"
celestial_province_industrial_short: "Industrial"
celestial_province_industrial_text_icon: "@celestial_industrial_administration!"
celestial_province_industrial_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nUses [GetLaw('celestial_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_industrial_max_value')|V0]#!"
celestial_province_industrial_desc: "#low A civil administration that focuses on improving the area's productivity and long-term development.#!"
celestial_province_industrial_amount_desc: "$celestial_province_industrial_short$ limit reached"
celestial_province_metropolitan: "@celestial_metropolitan_administration! Metropolitan Administration"
celestial_province_metropolitan_short: "Metropolitan"
celestial_province_metropolitan_text_icon: "@celestial_metropolitan_administration!"
celestial_province_metropolitan_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [diplomacy|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n$EFFECT_LIST_BULLET$ Uses [GetLaw('celestial_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_metropolitan_max_value')|V0]#!"
celestial_province_metropolitan_desc: "#low An efficient civil administration applied to larger urban areas. It greatly emphasizes on efficient use of taxes and making cities prosper.#!"
celestial_province_metropolitan_amount_desc: "$celestial_province_metropolitan_short$ limit reached"
celestial_province_military: "@celestial_military_administration! Military Administration"
celestial_province_military_short: "Military"
celestial_province_military_text_icon: "@celestial_military_administration!"
celestial_province_military_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Can recruit [GetMaA('zhanmadao_infantry').GetName]\n$EFFECT_LIST_BULLET$ Uses [GetLaw('celestial_military_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_military_max_value')|V0] at this tier#!"
celestial_province_military_desc: "#low A military administration that enables the mustering of troops. Providing the realm with the means of protecting itself, or expanding its borders when necessary.#!"
celestial_province_military_amount_desc: "$celestial_province_military_short$ limit reached"
celestial_province_protectorate: "@celestial_protectorate_administration! Protectorate Administration"
celestial_province_protectorate_short: "Protectorate"
celestial_province_protectorate_text_icon: "@celestial_protectorate_administration!"
celestial_province_protectorate_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [martial|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n$EFFECT_LIST_BULLET$ Can recruit [GetMaA('zhanmadao_infantry').GetName]\n$EFFECT_LIST_BULLET$ Uses [GetLaw('celestial_military_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_protectorate_max_value')|V0]#!"
celestial_province_protectorate_desc: "#low A greatly improved military administration. A protectorate will significantly bolster our military might!#!"
celestial_province_protectorate_amount_desc: "$celestial_province_protectorate_short$ limit reached"
celestial_province_de_jure_desc: "Is #bold not#! a [de_jure|E] [title|E]"
celestial_province_metropolitan_name_desc: "[GetSubjectContractType( 'celestial_provinces' ).GetObligationName( 'celestial_province_metropolitan' )]"
celestial_province_protectorate_name_desc: "[GetSubjectContractType( 'celestial_provinces' ).GetObligationName( 'celestial_province_protectorate' )]"
celestial_government_vassals_label: "[celestial|E] [obligations|E] are based on [GetPlayer.Custom('GetProvinceAdministrationConcept')]"
celestial_ministry_obligations: "[ministry_obligations|E]"
celestial_minister_none: "None"
celestial_minister_none_short: "$celestial_minister_none$"
celestial_minister_civil: "Ministry Obligations"
celestial_minister_civil_short: "Ministry"
celestial_minister_military: "Grand Marshal Obligations"
celestial_minister_military_short: "Grand Marshal"
liege_is_not_civilian_desc: "[liege.GetShortUIName|U] [CharAreIs( liege )] #bold not#! a [civilian_governor|E]"
liege_is_not_military_desc: "[liege.GetShortUIName|U] [CharAreIs( liege )] #bold not#! a [military_governor|E]"
# Maritime Tribal
wanua_government: "Wanua"
wanua_government_with_icon: "@government_type_wanua! $wanua_government$"
wanua_government_adjective: "Wanua"
wanua_government_realm: "Wanua Realm"
wanua_government_desc: "\n$game_concept_wanua_desc$\n\n#F From their coastal settlements, [Glossary( 'Wanua', 'WANUA_GLOSS' )] rulers are able to cross the seas to barter and raid far more effectively than their continental $tribal_government_adjective$ counterparts.#!"
WANUA_GLOSS: "A collection of small villages and rural communities in Maritime Southeast Asia is often called a #italic Wanua#!, #italic Banwa#!, #italic Manua#!, and many other linguistic variants of the Malayic root word."
wanua_government_obligations: "$tribal_government_obligations$"
wanua_government_vassals_label: "$wanua_government_adjective$ [obligations|E] are based on [prestige_level|E] of [liege|E]"
wanua_liege_inefficiency_plus_perk: "[liege|E] is [wanua|E] and has [GetPerk( 'detailed_ledgers_perk' ).GetName( GetPlayer )]"
wanua_liege_inefficiency: "[liege|E] is [wanua|E]"
wanua_vassal: "$wanua_government_adjective$"
wanua_vassal_desc: "$game_concept_wanua_desc$"
government_enables_trade_ports: "#indent_newline:3 Allows the #V $building_type_common_tradeport_01$#! line of [buildings|E] to be constructed in coastal [wanua|E] [holdings|E]#!"
government_enables_river_travel: "#indent_newline:3 $unlocks_sailable_major_rivers$#!"
government_enables_naval_raiding: "#indent_newline:3 $unlocks_naval_raiding$#!"
celestial_treasury: "[treasury_vassal_development|E]"
celestial_treasury_very_low: "Very Low $game_concept_treasury_vassal_development$"
celestial_treasury_very_low_short: "Very Low"
celestial_treasury_low: "Low $game_concept_treasury_vassal_development$"
celestial_treasury_low_short: "Low"
celestial_treasury_medium: "Medium $game_concept_treasury_vassal_development$"
celestial_treasury_medium_short: "Medium"
celestial_treasury_high: "High $game_concept_treasury_vassal_development$"
celestial_treasury_high_short: "High"
celestial_treasury_very_high: "Very High $game_concept_treasury_vassal_development$"
celestial_treasury_very_high_short: "Very High"
celestial_salary: "[governor_salary|E]"
celestial_salary_very_low: "Meager Salary"
celestial_salary_very_low_short: "Meager"
celestial_salary_low: "Modest Salary"
celestial_salary_low_short: "Modest"
celestial_salary_medium: "Average Salary"
celestial_salary_medium_short: "Average"
celestial_salary_high: "Generous Salary"
celestial_salary_high_short: "Generous"
celestial_salary_very_high: "Extravagant Salary"
celestial_salary_very_high_short: "Extravagant"
salary: "$celestial_salary$"
salary_very_low: "$celestial_salary_very_low$"
salary_very_low_short: "$celestial_salary_very_low$"
salary_low: "$celestial_salary_low$"
salary_low_short: "$celestial_salary_low_short$"
salary_medium: "$celestial_salary_medium$"
salary_medium_short: "$celestial_salary_medium_short$"
salary_high: "$celestial_salary_high$"
salary_high_short: "$celestial_salary_high_short$"
salary_very_high: "$celestial_salary_very_high$"
salary_very_high_short: "$celestial_salary_very_high_short$"
treasury_very_low: "$celestial_treasury_very_low$"
treasury_very_low_short: "$celestial_treasury_very_low_short$"
treasury_low: "$celestial_treasury_low$"
treasury_low_short: "$celestial_treasury_low_short$"
treasury_medium: "$celestial_treasury_medium$"
treasury_medium_short: "$celestial_treasury_medium_short$"
treasury_high: "$celestial_treasury_high$"
treasury_high_short: "$celestial_treasury_high_short$"
treasury_very_high: "$celestial_treasury_very_high$"
treasury_very_high_short: "$celestial_treasury_very_high_short$"
celestial_ministry_budget: "Ministry Budget"
celestial_ministry_budget_low: "Low Budget"
celestial_ministry_budget_low_short: "Low"
celestial_ministry_budget_medium: "Medium Budget"
celestial_ministry_budget_medium_short: "Medium"
celestial_ministry_budget_high: "High Budget"
celestial_ministry_budget_high_short: "High"
tributary_celestial: "Celestial Tributary"
tributaries_celestial: "Celestial Tributaries"
tributary_celestial_desc: "A Celestial [tributary|E] provides their [suzerain|E] with [gold|E] and [prestige|E] on a regular basis. In exchange, they will derive [legitimacy|E] from their [suzerain|E], who will also refrain from [raiding|E] or making war [war|E] upon them.\n\n$tributaries_celestial$ with high @imperial_grace_icon! [imperial_grace|E] may be granted a [seal_of_investiture|E] from their $game_concept_suzerain$, conferring additional benefits."
tributary_hegemonic: "Hegemonic Tributary"
tributaries_hegemonic: "Hegemonic Tributaries"
tributary_hegemonic_desc: "A Hegemonic [tributary|E] provides their [suzerain|E] with [gold|E] and [prestige|E] on a regular basis. In exchange, they will derive [legitimacy|E] from their [suzerain|E], who will also refrain from [raiding|E] or making war [war|E] upon them."
celestial_tribute_gold: "[gold|U]"
celestial_tributary_tax_none: "No [taxes|E]"
celestial_tributary_tax_none_short: "None"
celestial_tributary_tax_low: "Low [taxes|E]"
celestial_tributary_tax_low_short: "Low"
celestial_tributary_tax_normal: "Medium [taxes|E]"
celestial_tributary_tax_normal_short: "Medium"
celestial_tributary_tax_high: "High [taxes|E]"
celestial_tributary_tax_high_short: "High"
celestial_tribute_prestige: "[prestige|U]"
celestial_prestige_transfer_none: "No $game_concept_prestige$ Transfer"
celestial_prestige_transfer_none_short: "None"
celestial_prestige_transfer_low: "Low $game_concept_prestige$ Transfer"
celestial_prestige_transfer_low_short: "Low"
celestial_prestige_transfer_normal: "Medium $game_concept_prestige$ Transfer"
celestial_prestige_transfer_normal_short: "Medium"
celestial_prestige_transfer_high: "High $game_concept_prestige$ Transfer"
celestial_prestige_transfer_high_short: "High"
hegemonic_tribute_gold: "[gold|U]"
hegemonic_tributary_tax_none: "No [taxes|E]"
hegemonic_tributary_tax_none_short: "None"
hegemonic_tributary_tax_low: "Low [taxes|E]"
hegemonic_tributary_tax_low_short: "Low"
hegemonic_tributary_tax_normal: "Medium [taxes|E]"
hegemonic_tributary_tax_normal_short: "Medium"
hegemonic_tributary_tax_high: "High [taxes|E]"
hegemonic_tributary_tax_high_short: "High"
hegemonic_tribute_prestige: "[prestige|U]"
hegemonic_prestige_transfer_none: "No $game_concept_prestige$ Transfer"
hegemonic_prestige_transfer_none_short: "None"
hegemonic_prestige_transfer_low: "Low $game_concept_prestige$ Transfer"
hegemonic_prestige_transfer_low_short: "Low"
hegemonic_prestige_transfer_normal: "Medium $game_concept_prestige$ Transfer"
hegemonic_prestige_transfer_normal_short: "Medium"
hegemonic_prestige_transfer_high: "High $game_concept_prestige$ Transfer"
hegemonic_prestige_transfer_high_short: "High"
celestial_salary_rank: "Salary Rank"
celestial_salary_rank_none: "None"
celestial_salary_rank_none_short: "None"
celestial_salary_rank_county: "[county|E] [title_tier|E]: Prefecture"
celestial_salary_rank_county_short: "Prefecture"
celestial_salary_rank_duchy: "[duchy|E] [title_tier|E]: Province"
celestial_salary_rank_duchy_short: "Province"
celestial_salary_rank_kingdom: "[kingdom|E] [title_tier|E]: Circuit"
celestial_salary_rank_kingdom_short: "Circuit"
celestial_salary_rank_empire: "[empire|E] [title_tier|E]: Great Circuit"
celestial_salary_rank_empire_short: "Great Circuit"
celestial_salary_rank_minister: "[empire|E] [title_tier|E]: Minister"
celestial_salary_rank_minister_short: "Minister"
administrative_salary_rank: "$celestial_salary_rank$"
administrative_salary_rank_none: "$celestial_salary_rank_none$"
administrative_salary_rank_none_short: "$celestial_salary_rank_none_short$"
administrative_salary_rank_duchy: "[duchy|E] [title_tier|E]: Theme"
administrative_salary_rank_duchy_short: "Theme"
administrative_salary_rank_kingdom: "[kingdom|E] [title_tier|E]: Catepan"
administrative_salary_rank_kingdom_short: "Catepan"
administrative_salary_rank_empire: "[empire|E] [title_tier|E]: Great Catepan"
administrative_salary_rank_empire_short: "Great Catepan"
celestial_tributary_investiture_privilege_trade: "Trade Privileges"
investiture_trade_yes_short: "Market Access"
investiture_trade_yes: "Access to Imperial Markets"
investiture_trade_yes_desc: "#emphasis #bold [tributary|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ Annual [development_growth|E] (up to [EmptyScope.ScriptValue('celestial_investiture_trade_bonus_max')|v0]) in [tributary_possessive|E] [capital|E] [province|E]\n\n#flavor Access to [GetTitleByKey('h_china').GetDefinitiveNamePossessive] bustling markets benefits the prosperity of its privileged [tributaries|E]. The impact increases with the difference in [development|E] between the $game_concept_capitals$ and the amount of [imperial_grace|E] a privileged $game_concept_tributary$ has accrued.#!"
investiture_trade_no: "Sealed off from Imperial Markets"
msg_tributary_capital_province_development_growth_title: "Successful Trade Mission"
msg_tributary_capital_province_development_growth_desc: "Bustling trade with imperial markets in [GetTitleByKey('h_china').GetDefinitiveName] has improved [development|E] in [ROOT.Char.GetCapitalLocation.GetName]."
celestial_tributary_investiture_privilege_marriage: "Familial Privileges"
investiture_marriage_yes_short: "Family Access"
investiture_marriage_yes: "Invited into the Imperial Family"
investiture_marriage_yes_desc: "#emphasis #bold [tributary|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ Increased [marriage|E] Acceptance with [GetTitleByKey('h_china').GetDefinitiveNamePossessive] ruling [dynasty|E]\n$EFFECT_LIST_BULLET$ Nullified [marriage|E] Acceptance penalties from #BOLD $tradition_cultural_primacy_name$#!\n\n#flavor The imperial family of [GetTitleByKey('h_china').GetDefinitiveName] is often impenetrable to outsiders. A formal invitation into the family yields an Acceptance bonus relative to [imperial_grace|E], and removes the usual penalties that apply to outsiders.#!"
investiture_marriage_no: "Closed out of the Imperial Family"
INCREASED_MARRIAGE_ACCEPTANCE_INVESTITURE_MARRIAGE_REASON: "[tributary|E] has $celestial_tributary_investiture_privilege_marriage$: $VALUE|=+0$"
celestial_tributary_investiture_privilege_politics: "Palace Privileges"
investiture_politics_yes_short: "Palace Access"
investiture_politics_yes: "Access to the Imperial Palace"
investiture_politics_yes_desc: "#emphasis #bold [tributary|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ Becomes an active participant in the [dynastic_cycle|E]\n$EFFECT_LIST_BULLET$ Gains [movement_power|E] relative to [imperial_grace|E]\n\n#flavor While most [tributaries|E] of [GetTitleByKey('h_china').GetDefinitiveName] are expected only to observe the celestial order, a rare few may be granted a voice in its turning. Access to the imperial palace involves the privileged $game_concept_tributary$ in the $game_concept_dynastic_cycle$, letting them join a [movement|E] and influence its [situation_dynastic_cycle_phase|E].#!"
investiture_politics_no: "Shuttered from the Imperial Palace"
TRIBUTARY_GAIN_LEGITIMACY: "Tributary gains @legitimacy_icon! per [suzerain|E] [radiance|e] [CHARACTER.GetRadianceValueNoTooltip|V0]/[GetDefine( 'NMandala', 'MAX_RADIANCE' )|V0]"
wanua_obligations: "$tribal_government_obligations$"
barter_goods_obligations: "[barter_goods|E]"
barter_goods_low: "Low [barter_goods|E]"
barter_goods_low_short: "Low"
barter_goods_medium: "Medium [barter_goods|E]"
barter_goods_medium_short: "Medium"
barter_goods_high: "High [barter_goods|E]"
barter_goods_high_short: "High"
# Meritocratic
meritocratic_treasury: "$celestial_treasury$"
meritocratic_salary: "$celestial_salary$"
meritocratic_salary_rank: "$celestial_salary_rank$"
meritocratic_salary_rank_none: "$celestial_salary_rank_none$"
meritocratic_salary_rank_none_short: "$celestial_salary_rank_none_short$"
meritocratic_salary_rank_county: "$celestial_salary_rank_county$"
meritocratic_salary_rank_county_short: "$celestial_salary_rank_county_short$"
meritocratic_salary_rank_duchy: "$celestial_salary_rank_duchy$"
meritocratic_salary_rank_duchy_short: "$celestial_salary_rank_duchy_short$"
meritocratic_salary_rank_kingdom: "$celestial_salary_rank_kingdom$"
meritocratic_salary_rank_kingdom_short: "$celestial_salary_rank_kingdom_short$"
meritocratic_salary_rank_empire: "$celestial_salary_rank_empire$"
meritocratic_salary_rank_empire_short: "$celestial_salary_rank_empire_short$"
meritocratic_government_vassals_label: "[meritocratic|E] [obligations|E] are based on [GetPlayer.Custom('GetProvinceAdministrationConcept')]"
appointment_title_value.county_income: "Every held [county|E] income"
appointment_title_value.counties: "Every held [county|E]"
appointment_title_value.maa_size: "[title_men_at_arms|E] size"
appointment_title_value.neighboring_enemy_counties: "Every neighboring enemy [county|E]"
appointment_title_value.protectorate: "[GetSubjectContractType( 'celestial_provinces' ).GetObligationName( 'celestial_province_protectorate' )]"
appointment_title_value.capital_income: "[capital_possessive|E] income"
appointment_title_value.diarch: "[grand_secretariat_director|E]"
appointment_title_value.minister: "[minister|E] [title|E]"
appointment_title_value.distance_to_capital: "Distance to [capital|E]"

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@ -1,289 +0,0 @@
l_english:
HOLDING_TAX:0 "[tax|E]:"
HOLDING_TAX_VALUE: "@gold_icon! [Holding.GetIncome|2=]"
HOLDING_BARTER_GOODS: "[barter_goods|E]:"
HOLDING_BARTER_GOODS_VALUE: "@barter_goods_icon! [HoldingView.GetHolding.GetBarterGoodsIncome|1=]"
HOLDING_LOOT: "[loot|E]"
HOLDING_LOOT_VALUE: "@loot_icon! [Holding.GetProvince.GetLoot|0V]"
HOLDING_FORT_LEVEL: "[fort_level|E]"
HOLDING_GARRISON: "[garrison|E]:"
HOLDING_EMPTY:0 "No [holding|E]"
HOLDING_CONSTRUCTING:0 "Constructing [HOLDING_TYPE.GetName] [holding|E]"
COUNTY_OCCUPANT:0 "County Occupant"
CONSTRUCT: "Construct"
CONSTRUCT_COST: "Construct Cost"
UPGRADE: "Upgrade"
UPGRADE_DOMICILE: "Upgrade to Level [DomicileBuilding.GetTierNumber]"
UPGRADE_COST: "Upgrade Cost"
CURRENT_BUILDING:0 "Current Building"
CV_BUILDING_LEVEL_AND_NAME:1 "Level I: #high [Building.GetNameNoTooltip]#!"
BUILDING_TYPE_REGULAR: "[building|E]"
BUILDING_TYPE_SPECIAL: "[special_building|E]"
BUILDING_TYPE_GREAT: "[great_building|E]"
BUILDING_TYPE_DUCHY: "[duchy_building|E]"
CONSTRUCT_HOLDING_TITLE:2 "#T Construct [holding|E]#!"
CANT_CONSTRUCT_HOLDING_NO_AVAILABLE:0 "#X @warning_icon! No available [holdings|E] to construct#!"
CONSTRUCT_BUILDING:0 "Construct New $TYPE$"
CONSTRUCT_BUILDING_TITLE:0 "#T Construct New $TYPE$#!"
CONSTRUCT_HOLDING_TYPE_TITLE:0 "#T Construct #V $NAME$#!#!"
CONSTRUCT_BUILDING_TYPE_TITLE:0 "#T Construct #V $NAME$#!#!"
REPLACE_BUILDING_TYPE_TITLE:0 "#T Replacing #V $CURRENT_NAME$#! with #V $REPLACEMENT_NAME$#!#!"
CONSTRUCT_BUILDING_INFO_TITLE:0 "#T $NAME$#!"
CONSTRUCT_BUILDINGS_DETAILS:0 "Preview"
CONSTRUCT_BUILDINGS_DETAILS_TT:0 "#T Building Preview\n#!Show the effects and costs for the upgrades of this [building|E]"
UPGRADE_BUILDING:0 "Upgrade $TYPE$"
CANCEL_CONSTRUCTION:1 "Cancel $TYPE$ Construction"
UPGRADE_HOLDING_TITLE:0 "Upgrade the [holding|E]"
CONSTRUCT_BUILDING_ALREADY_CONSTRUCTING:0 "@warning_icon! #X Another [building|E] is already under construction in this [holding|E]#!"
CONSTRUCT_BUILDING_INVALID_SLOT:0 "@warning_icon! #X This is not a valid slot for a new [building|E]#!"
CONSTRUCT_BUILDING_NONE_POTENTIAL:0 "@warning_icon! #X You do not have any available [buildings|E] for this slot#!"
BUILDING_DEFAULT_TITLE_PREFIX_ALSO_CONSTRUCTING:1 "\n\n#T Current Building:\n[BUILDING.GetNameNoTooltip]\n#!"
BUILDING_DEFAULT_TITLE:2 "#T [BUILDING.GetNameNoTooltip]#! #weak ([BUILDING.GetTypeName])#!\n$TYPE$\n\n"
BUILDING_EFFECT_AND_DESC_TOOLTIP:4 "[BUILDING.GetEffectDescriptionAtProvince( CHARACTER.Self, PROVINCE.Self )]\n\n[BUILDING.GetDescription]"
BUILDING_EFFECT_AND_DESC_DISABLED_TOOLTIP:4 "[BUILDING.GetEffectDescriptionAtProvince( CHARACTER.Self, PROVINCE.Self )]\n\n$DISABLED$\n\n[BUILDING.GetDescription]"
CONSTRUCTING_BUILDING_DESC:4 "[BUILDING.GetEffectDescriptionAtProvince( CHARACTER.Self, PROVINCE.Self )]\n\n$TIME$\n\n[BUILDING.GetDescription]"
CONSTRUCTING_BUILDING_TIME_LEFT:0 "$DAYS$ left"
CONSTRUCT_HOLDING_PRIMARY:1 "The first stage of this [holding|E] is the $NAME|V$"
HOLDING_NOT_THE_COUNTY_HOLDER:1 "@warning_icon! #X Only the [holder|E] of this [county|E] or their [liege|E] is able to construct a new [holding|E]#!"
BUILDING_NOT_THE_BARONY_HOLDER:1 "@warning_icon! #X Only the [holder|E] of this [holding|E] or their [liege|E] is able to construct a new [building|E]#!"
BUILDING_NOT_THE_DIRECT_BARONY_HOLDER_CANCEL: "@warning_icon! #X Only the [holder|E] of this [holding|E] is able to cancel [buildings|E]#!"
BUILDING_NOT_THE_DIRECT_BARONY_HOLDER_OR_LIEGE_REPLACE: "@warning_icon! #X Only the [holder|E] or de facto [liege|E] of this [holding|E] is able to replace [buildings|E]#!"
BUILDING_NOT_THE_BARONY_LESSEE:1 "@warning_icon! #X Only the [lessee|E] or the de facto [liege|E] of this [holding|E] is able to construct a new [building|E]#!"
HOLDING_VIEW_ALREADY_HAS_PRIMARY:0 "@warning_icon! #X This Barony already contains a [holding|E]#!"
HOLDING_VIEW_MISSING_PRIMARY:0 "@warning_icon! #X This Barony does not have a [holding|E] yet#!"
HOLDING_VIEW_MUST_BUILD_OTHER_HOLDING_FIRST:0 "@warning_icon! #X A $MISSING_HOLDING|V$ must first be constructed in this [county|E]#!"
HAS_BUILDING_TYPE:0 "@warning_icon! #X This [holding|E] already contains $TYPE$#!"
ALREADY_CONSTRUCTED:0 "@warning_icon! #X $NAME$ has already been constructed#!"
PREVIOUS_NOT_CONSTRUCTED:1 "@warning_icon! #X $PREVIOUS_NAME$ must be constructed first#!"
HOLDING_TAXES_TOOLTIP_HEADER:0 "#T Tax#!"
HOLDING_INCOME_TOOLTIP_HEADER:0 "#T Loot#!"
HOLDING_INCOME_TOOLTIP_TOTAL:0 "Total [loot|E]"
HOLDING_BARTER_INCOME_TOOLTIP_HEADER: "#T Loot#!"
HOLDING_BARTER_INCOME_TOOLTIP_TOTAL: "Total [loot|E]"
BARTER_TT_MONTHLY_LOOT: "Monthly [loot|E]"
HOLDING_TAXES_TOOLTIP_PLAYER:0 "My income"
HOLDING_TAXES_TOOLTIP_TOTAL:0 "Total [tax|E]"
HOLDING_LEVIES_TOOLTIP_HEADER:0 "#T Levies#!"
HOLDING_LEVIES_TOOLTIP_PLAYER:0 "My [levies|E]"
HOLDING_LEVIES_TOOLTIP_TOTAL:0 "Total [levies|E]"
HOLDING_IN_DOMAIN_LIMIT_GRACE_PERIOD_TOOLTIP:0 "@warning_icon! #X Due to being above your [domain_limit|E], this [recently_acquired_holding|E] will not give any [taxes|E] or [levies|E]#!"
HOLDING_OCCUPIED:0 "[occupied|E] by [CHARACTER.GetShortUIName]"
INVALID_CONSTRUCTION:0 "@warning_icon! #X Invalid construction#!"
DISABLED_BUILDING:1 "@warning_icon! #X Building Disabled because:#!\n$DESC$"
BUILDING_WILL_REENABLE:0 "@warning_icon! Building currently disabled, but will reenable next month"
BUILDING_DISABLED_BY_GRACE_PERIOD:0 "@warning_icon! Holding disabled to avoid the penalties of being above the [domain_limit|E]. Will re-enable in [DATE.GetTimeDiffFromNowNoDays] or when no longer above the Domain Limit"
ABORT_CONSTRUCTION:0 "#T Abort construction#!"
CANT_BE_CONSTRUCTED:0 "@warning_icon! #X Cannot be constructed#!"
SUPPLY_LIMIT:0 "[supply_limit|E]:"
TOP_LIEGE:0 "Top Liege"
CREATE_NEW_HOLDING_BUTTON:0 "Construct new Holding"
CREATE_NEW_HOLDING_HEADING:0 "Construct new [holding|E]"
BUILDING_GOLD_COST:0 "[gold_i] $VALUE|0$"
BUILDING_PIETY_COST:0 "[piety_i] $VALUE|0$"
BUILDING_PRESTIGE_COST:0 "[prestige_i] $VALUE|0$"
BUILDING_TIME:1 "Time"
BUILDING_LEVIES:2 "[levies|E]: @soldier_icon!$VALUE|+=$"
BUILDING_GARRISON:2 "[garrison|E]: @garrison_icon!$VALUE|+=$"
BUILDING_GARRISON_REINFORCEMENT_FACTOR:1 "[garrison_reinforcement|E]: @garrison_icon!$VALUE|+=0%$"
ALREADY_CONSTRUCTING:0 "@warning_icon! #X Already constructing in this Barony#!"
ABORT_BUILDING_CONFIRM_TITLE:0 "Abort Construction"
ABORT_BUILDING_CONFIRM:0 "Aborting this construction will refund the cost, and allow another building to be constructed here."
ABORT_BUILDING_CONFIRM_ACCEPT:0 "Abort"
ABORT_HOLDING_CONFIRM:0 "Aborting this construction will refund the cost, and allow another holding to be constructed here."
CANCEL_HOLDING_CONSTRUCTION:0 "Abort [HoldingView.GetHolding.GetConstructingHoldingType.GetName] Construction"
CANCEL_HOLDING_CONSTRUCTION_TOOLTIP:1 "Cancel [HoldingView.GetHolding.GetConstructingHoldingType.GetName] construction in [HoldingView.GetProvince.GetTitle.GetNameNoTierNoTooltip], and refund the cost."
REPLACE_BUILDING:0 "Replace $TYPE$"
REPLACE_BUILDING_BUTTON:0 "Replace"
REPLACE_BUILDING_PROMPT:0 "#X Replacing this building will destroy the existing building. The cost of the building is not refunded.#!"
NO_POTENTIAL_BUILDINGS_WARNING:0 "#X No available buildings to construct in this slot at this time#!"
SET_COUNTY_CAPITAL_CONFIRM_TITLE:0 "Move [county_capital|E]"
SET_COUNTY_CAPITAL_CONFIRM:0 "[TITLE.GetName] will be the new $game_concept_county_capital$.\n\nSome Buildings in [TITLE_2.GetName] may become inactive."
SET_REALM_CAPITAL_CONFIRM_TITLE:0 "Move [realm_capital|E]"
SET_REALM_CAPITAL_CONFIRM:0 "[TITLE.GetName] will be the new $game_concept_realm_capital$.\n\nSome Buildings in [TITLE_2.GetName] may become inactive."
SET_COUNTY_AND_REALM_CAPITAL_CONFIRM:0 "[TITLE.GetName] will be the new $game_concept_county_capital$ and [realm_capital|E].\n\nSome Buildings in [TITLE_2.GetName] may become inactive."
SET_CAPITAL_CONFIRM_ACCEPT:0 "Move"
BUILDING_PROVINCE_MODIFIER:0 "#T Holding:#!"
BUILDING_COUNTY_MODIFIER:0 "#T County:#!"
BUILDING_CHARACTER_MODIFIER:0 "#T Owner:#!"
HOLDING_VIEW_WRONG_HOLDING_TYPE: "#T Wrong type of [holding|E]#!\n[Holding.GetType.GetName|V] holdings cannot be effectively held by characters with [Character.GetGovernment.GetName|V] governments and will provide no [taxes|E] or [levies|E]. [SelectLocalization( Holding.GetType.HasParameter('no_domain_limit_if_disabled'), 'HOLDING_DOES_NOT_COUNT_TOWARD_DOMAIN_LIMIT', '' )]"
HOLDING_DOES_NOT_COUNT_TOWARD_DOMAIN_LIMIT: "\n\n#P This [holding|E] does not county toward [domain_limit|E].#!"
HOLDING_SELECTION_VIEW_WRONG_HOLDING_TYPE: "#T Wrong type of [holding|E]#!\nAs a [GetPlayer.GetGovernment.GetName|V] [ruler|E] you may not personally hold [HoldingTypeItem.GetHoldingType.GetName|V] Holdings. [HoldingTypeItem.GetWrongHoldingCharacterInfo]"
YOUR_HOLDING_TEXT:1 "Your [HOLDING.GetType.GetConceptName] [holding|E]"
NOT_MY_HOLDING_TEXT:1 "[HOLDING.GetType.GetConceptName] [holding|E]"
ABSOLUTE_COUNTY_CONTROL: "Absolute"
COUNTY_CONTROL_VALUE_DISPLAY:0 "$VALUE|0$"
COUNTY_CONTROL_OUT_OF_MAX:0 "$VALUE|0$/$MAX|0$"
COUNTY_CONTROL_OUT_OF_MAX_ABSOLUTE: "[absolute_control_short|E]"
COUNTY_CONTROL_TOOLTIP_HEADER: "County Control: [County.GetControlLevelOutOfMax]"
COUNTY_CONTROL_NO_EFFECTS: "No current effects, but if Control drops below 100, [levies|E] and [taxes|E] in the county will be reduced"
COUNTY_CONTROL_NO_EFFECTS_HERD: "No current effects, but if Control drops below 100, monthly [herd|E] gain in the county will be reduced"
COUNTY_CONTROL_LEVIES_MULT: "@soldier_icon! [levies|E] in the county are changed by $MULT|%+0=$"
COUNTY_CONTROL_TAX_MULT: "@gold_icon! [taxes|E] in the county are changed by $MULT|%+0=$"
COUNTY_CONTROL_HERD_MULT: "[herd_i]Monthly [herd|E] gain is changed by $MULT|%+0=$"
COUNTY_CONTROL_FERTILITY_MULT: "[county_fertility_i]Monthly [county_fertility|E] is changed by $MULT|%+0=$"
COUNTY_CONTROL_CHANGE_MONTHLY: "([ValueBreakdown.GetValue])"
COUNTY_DEVELOPMENT_TOOLTIP_HEADER: "Development: [County.GetDevelopmentLevel]/100"
COUNTY_DEVELOPMENT_LEVIES_MULT:1 "[levies|E] increased by $MULT|%+1$"
COUNTY_DEVELOPMENT_TAX_MULT:0 "[taxes|E] increased by $MULT|%+0$"
COUNTY_DEVELOPMENT_SUPPLY_BONUS:0 "[supply_limit|E] increased by $VALUE|=+0$ "
COUNTY_DEVELOPMENT_IGNORED_DESC:4 "[development|E] is ignored (except for its effect on the [supply_limit|E]) because the owner of the [county|E] has a [GovernmentType.GetNameWithIcon|V] government"
COUNTY_DEVELOPMENT_NO_EFFECTS:0 "#weak No Effects#!"
COUNTY_DEVELOPMENT_PROGRESS_MONTHLY_TOOLTIP_HEADER: "[County.GetDevelopmentProgressOutOfMax]"
COUNTY_CULTURE_ACCEPTANCE_DIFF_CULTURE: "([Culture.GetAcceptance( GetPlayer.GetCulture )|%/0])"
COUNTY_OPINION_TOOLTIP:1 "Popular Opinion of [County.GetCount.GetUIName]"
#############################################################################
### County Fertility
COUNTY_FERTILITY_TOOLTIP_HEADER: "[county_fertility|E]: [County.GetCountyFertility|V1]/#V 100#!"
COUNTY_FERTILITY_DESC: "$game_concept_county_fertility_desc$"
BASE_COUNTY_FERTILITY: "Starting County Fertility: [County.GetBaseCountyFertility|V0]"
BASE_COUNTY_FERTILITY_TOOLTIP: "$BASE_COUNTY_FERTILITY$"
BASE_COUNTY_FERTILITY_TOOLTIP_DESC: "Base [county_fertility|E] is calculated from the average Fertility of its constituent [baronies|E]."
BASE_COUNTY_FERTILITY_PROVINCE_ENTRY: "@county_fertility_icon![Province.GetTerrain.GetCountyFertilityValue|V0] [Province.GetNameNoTooltip] #WEAK ([Province.GetTerrain.GetNameNoTooltip])#!"
PROJECTED_COUNTY_FERTILITY_EQUILIBRIUM: "[fertility_equilibrium|E]: [County.CalcProjectedFertilityEquilibrium|V0]"
COUNTY_FERTILITY_PROGRESS: "Monthly Change"
MONTHLY_COUNTY_FERTILITY_GROWTH: "Growth"
MONTHLY_COUNTY_FERTILITY_DECLINE: "Consumption"
MONTHLY_COUNTY_FERTILITY_ADJUSTMENT: "#D Adjustment#!"
# The three strings below are used for modifiers added by code, do not remove
HERDER_HOLDER: "Held by a Herder"
NOMAD_HOLDER: "Held by a Nomadic Ruler"
NOMAD_HOLDER_CAPITAL: "[realm_capital|E] of a Nomadic Ruler"
HOLDING_COUNTY_FERTILITY: "@county_fertility_icon! [Holding.GetProvince.GetCounty.GetCountyFertility|V1]"
HOLDING_COUNTY_HERD: "@herd_icon! [Holding.GetProvince.GetCounty.GetHerdFromCounty|=0]"
DOMAIN_FERTILITY_VALUES: "$CURRENT|V0$/$MAX|0$"
DOMAIN_FERTILITY_TOOLTIP_HEADER: "[domain_fertility|E]: [Character.GetDomainFertility]"
CURRENT_COUNTY_FERTILITY: "[county_fertility_i] #HIGH [County.GetCountyFertility|V1]#!/100"
CURRENT_COUNTY_FERTILITY_CHANGE: "[ValueBreakdown.GetValue|L]/month"
DOMAIN_FERTILITY_TOOLTIP_UNLANDED: "@warning_icon! #X You do not have [domain_fertility|E] while you are [unlanded|E]#!\n#I [migrate|E] to continue growing your [herd|E]#!"
DOMAIN_FERTILITY_TOOLTIP: "#T [domain_fertility|E]: $CURRENT|V0$/$MAX|0$#!"
COUNTY_FERTILITY_TOOLTIP_ENTRY: "[COUNTY.GetName]: $CURRENT|V0$/$MAX|0$ [equilibrium|E]: [COUNTY.CalcProjectedFertilityEquilibrium|0]"
#############################################################################
COUNTY_NOT_YOUR_CULTURE:0 "@warning_icon! #X County is not of your [culture|E] #!"
COUNTY_NOT_YOUR_FAITH:0 "@warning_icon! #X County is not of your [faith|E] #!"
COUNTY_IN_FACTION_TOOLTIP:0 "#T In [HoldingView.GetAllFactionNames|V] faction against me!#!\n#I Click to show [factions|E]#! "
COUNTY_CAPITAL_TOOLTIP:0 "#T $game_concept_county_capital$#!\n$game_concept_county_capital_desc$"
SET_COUNTY_CAPITAL_TOOLTIP:0 "#T Move [county_capital|E] here#!\nMake [HoldingView.GetProvince.GetTitle.GetNameNoTierNoTooltip|V] the new $game_concept_county_capital$"
SET_REALM_CAPITAL_TOOLTIP_TITLE:0 "#T Move [realm_capital|E] here#!"
SET_REALM_CAPITAL_TOOLTIP_DESC:0 "Make [TITLE.GetNameNoTierNoTooltip|V] the new $game_concept_realm_capital$"
SET_REALM_CAPITAL_PREFERRED_CAPITAL:0 "It is the [de_jure] capital of [TITLE.GetNameNoTierNoTooltip|V], making this move allowed even if the capital has previously moved"
REALM_CAPITAL_TOOLTIP:0 "#T $game_concept_realm_capital$#!\n$game_concept_realm_capital_desc$"
CANT_SET_REALM_CAPITAL_COUNTY_CAPITAL:0 "#X Only a [county_capital|E] can become [realm_capital|E]#!"
CANT_SET_REALM_CAPITAL_HOLDER:0 "#X I'm not the holder of this land#!"
CANT_SET_REALM_CAPITAL_ALREADY:1 "#X This is already your [realm_capital|E]#!"
CANT_SET_REALM_CAPITAL_MOVED:1 "#X You have already moved your [realm_capital|E] once#!"
CANT_SET_REALM_CAPITAL_IN_WAR:1 "#X You cannot change your [realm_capital|E] while at [war|E]#!"
CANT_SET_REALM_CAPITAL_WHILE_TRAVELING: "#X You cannot change your [realm_capital|E] while [traveling|E]#!"
CANT_SET_REALM_CAPITAL_DISABLED_HOLDING: "#X You cannot move your [realm_capital|E] to a disabled [holding|E]#!"
GOVERNMENT_TYPE_PREVENTS_MOVING_REALM_CAPITAL: "#X [GOVERNMENT_TYPE.GetName] [government|E] prevents you from moving your [realm_capital|E]#!"
CHURCH_PROPERTY_TOOLTIP:2 "#T [church_property|E]#!\n[lessee|E]: [Title.GetLessee.GetUIName]\n[holder|E]: [Title.GetHolder.GetUIName]"
HOLDING_VIEW_NO_HOLDER_EFFECTS_FROM_BUILDINGS:0 "$NO_EFFECTS$"
HOLDING_TERRAIN_TOOLTIP:0 "#T [Terrain.GetNameNoTooltip]#!\n[Terrain.GetEffects]"
HOLDING_TERRAIN_TOTAL_TOOLTIP: "#T [Province.GetTerrain.GetNameNoTooltip]#!\n[Province.GetTerrainTooltipFor(GetPlayer)]"
HOLDING_UNDER_SIEGE:0 "#T @warning_icon! Holding Under [siege|E]#!\n#I Click to view#!"
HOLDING_VIEW_UNDER_OCCUPATION:0 "@warning_icon! #X The Holding is under occupation.#!"
HOLDING_VIEW_ENEMY_OR_HOSTILE_UNITS:0 "@warning_icon! #X There are enemy or hostile armies in the Holding.#!"
HOLDING_VIEW_UNDER_SIEGE:0 "@warning_icon! #X Holding Under [siege|E]#!"
HOLDING_VIEW_NOMAD_HERDER_GOVERNMENT: "@warning_icon! #X [CHARACTER.GetGovernment.GetName] Characters may not construct new [holdings|E] or [buildings|E].#!"
CONSTRUCTING_BUILDING_TITLE:2 "#T #high Constructing:#! [BUILDING.GetNameNoTooltip]#! #weak ([BUILDING.GetTypeName])#!\n\n"
HOLDING_LEVY_SIZE:1 "@soldier_icon! [Holding.GetMaxLevySize|0]"
HOLDING_VIEW_NEXT:0 "Next holding"
HOLDING_VIEW_PREVIOUS:0 "Previous holding"
HOLDING_VIEW_CONSTRUCT_OR_UPGRADE:0 "[Select_CString(EqualTo_int32(GUITrackItem.GetNextBuilding.GetLevel,'(int32)1'), 'Construct', 'Upgrade to')] [GUITrackItem.GetNextBuilding.GetNameNoTooltip]"
HOLDING_VIEW_UPGRADE_TO_NEXT:0 "Upgrade to [GUITrackItem.GetNextBuilding.GetNameNoTooltip]"
HOLDING_VIEW_IN_PROGRESS:1 "Constructing [GUITrackItem.GetConstructingBuilding.GetNameNoTooltip] (finishing [GUITrackItem.GetConstructionEndDate])"
HOLDING_TAB_CAPITAL_TOOLTIP:0 "This is the [county_capital|E]\n"
HOLDING_TAB_TOOLTIP:0 "#T [GUICountyHolding.GetHolding.GetNameNoTooltip]\n#![SelectLocalization( GUICountyHolding.GetHolding.GetProvince.GetTitle.IsCountyCapital, 'HOLDING_TAB_CAPITAL_TOOLTIP' , '' )|E]#I Click to select#!"
COUNCIL_TASKS:0 "Council Tasks"
HOLDING_VIEW_HOLDER:2 "Holder:"
HOLDING_VIEW_COUNTY_HOLDER:0 "[county|E] Holder:"
HOLDING_VIEW_LESSEE:0 "Lessee:"
HOLDING_VIEW_NO_COUNTY_MODIFIERS:0 "No County Modifiers"
BUILDING_EFFECT_PROVINCE_HEADER:0 "#low This Holding:#!"
BUILDING_EFFECT_COUNTY_HEADER:0 "#low This County:#!"
BUILDING_EFFECT_CHARACTER_HEADER:1 "#low Holder of this Holding:#!"
BUILDING_EFFECT_COUNTY_HOLDER_CHARACTER_HEADER:0 "#low Holder of this County:#!"
BUILDING_EFFECT_DUCHY_CAPITAL_HEADER:2 "#low All Holdings in this Duchy:#!"
BUILDING_CONSTRUCTION_COMPLETE_EFFECT_HEADER:0 "#low On Construction Completed:#!\n"
BUILDING_UPGRADE_VIA_GREAT_PROJECT: "#v This will allow you to plan the \"$ProjectName$\" [great_project|E]#!"
CONSTRUCT_BUILDING_PLAN_EXPANSION: "Plan Expansion"
CONSTRUCT_BUILDING_SEE_UPGRADE_PROJECT: "View Great Project"
REBUILD_GREAT_BUILDING_BUTTON: "Rebuild"
RAID_TT_NO_LOOT_RAIDED: "@warning_icon! #X No available loot due to recently being raided#!"
BARTER_TT_NO_LOOT_RAIDED: "@warning_icon! #X No available loot due to recent trading#!"
HOLDING_VIEW_YOUR_COUNTY:0 "Your [county|E]"
HOLDING_VIEW_TOP_REALM_COUNTY:0 "[county|E] in same [realm|E] as you"
HOLDING_VIEW_FOREIGN_COUNTY:0 "[county|E] in [Character.GetTopLiege.GetPrimaryTitle.GetNameNoTooltip]"
COUNTY_OCCUPIER_TOOLTIP:0 "#T [occupied|E] by [Character.GetShortUIName]\n#!While occupied:\n$BULLET_WITH_TAB$[levies|E] cannot be raised or reinforced\n$BULLET_WITH_TAB$[taxes|E] cannot be collected\n$BULLET_WITH_TAB$[development|E] and [control|E] does not increase\n\n$COA_REALM_TOOLTIP_GUI_CLICK_INFO$"
VASSAL_POSSESSIVE:0 "vassal's"
HOLDING_VIEW_BUILDING_IN_VASSAL:0 "Constructing in your Vassal's [holding|E]"
CULTURE_COUNTY_WINDOW:0 "[Culture.GetNameNoTooltip]"
HOLDING_VIEW_ALREADY_CONSTRUCTING_HOLDING:0 "@warning_icon! #X You are already constructing a $HOLDING|V$ in this [county|E]#!"
HOLDING_SELECTION_VIEW_WRONG_HOLDING_TYPE_INFO_DEFAULT:0 "You will have to grant the Holding to someone after construction"
HOLDING_SELECTION_VIEW_WRONG_HOLDING_TYPE_INFO_THEOCRATIC:0 "The temple will be leased to your [realm_priest|E] after construction"
HOLDING_VIEW_CAN_UPGRADE_BUILDING:0 "#help You can upgrade this [holding|E], click to view details and begin construction! #!"
HOLDING_VIEW_CAN_NOT_UPGRADE_BUILDING:0 "#help You cannot currently upgrade this [holding|E], click to view details and possible future upgrades. #!"
TT_MONTHS_OF_RAID_LOOT_MULT: "Months of [loot|E]"
TT_MONTHLY_LOOT: "Monthly [loot|E]"
BUILDNING_MODIFIER_FROM_CULTURE:0 "$BUILDING_NAME$ #weak (from culture)#!"
CLICK_TO_VIEW_HOLDING: "#I Click to view [holding|E]#!"
DISABLED_LEGEND_PROVINCE_MODIFIERS: "@alert_icon! [barony|E] and [county|E] modifiers are disabled. [barony|E] must be inside the realm of promoter or owner of the [legend|E]"
HOLDING_VIEW_EPIDEMIC_RESISTANCE: "[epidemic_res|E]:"
HOLDING_VIEW_EPIDEMIC_RESISTANCE_VALUE: "@epidemic_icon! [Province.GetEpidemicResistance]"
HOLDING_VIEW_COUNTY_FERTILITY_LABEL: "[county_fertility|E]: @county_fertility_icon!"
HOLDING_VIEW_COUNTY_FERTILITY_VALUE: "[County.GetCountyFertility|1]"
HOLDING_VIEW_HERD_FROM_COUNTY_LABEL: "Monthly [herd|E]: @herd_icon!"
HOLDING_VIEW_HERD_FROM_COUNTY_VALUE: "[County.GetHerdFromCounty|=+0]"
DOMAIN_SUB_ENTRY_FERTILITY: "Base ([county_fertility_i][county_fertility|E])"
DOMAIN_SUB_ENTRY_CONTROL_MULT: "[control_i][county_control|E]"
DOMAIN_SUB_ENTRY_NON_NOMAD_HOLDING_MALUS: "[holding|E] is not Nomadic or Herder"
HOLDING_VIEW_STEPPE_SEASON_LABEL: "[steppe_season|E]:"
HOLDING_VIEW_CONTROL_LABEL: "[control|E]:"
HOLDING_VIEW_DEVELOPMENT_LABEL: "[development|E]:"
HOLDING_VIEW_COUNTY_OPINION_LABEL: "[county_opinion|E]:"
HOLDING_VIEW_CULTURE_LABEL: "[culture|E]:"
HOLDING_VIEW_FAITH_LABEL: "[faith|E]:"
ABANDON_LANDS_TITLE: "Abandon"
ABANDON_LANDS_BUTTON_HOLDING_VIEW_TOOLTIP: "#T Abandon#!\nAbandon this [holding|E] to a [herder|E]."
CREATE_HERDER_CONFIRMATION_TITLE: "Abandon Lands"
CREATE_HERDER_CONFIRMATION_TEXT: "Relinquish your claim to [TITLE.GetName] and give the land to a [herder|E]."
CREATE_HERDER_CONFIRMATION_ACCEPT: "Accept"
ABANDON_LANDS_NOT_HOLDER: "@warning_icon!#X [CHARACTER.GetShortUIName] are not the [holder|E] of [PROVINCE.GetName]#!"
ABANDON_LANDS_NOT_NOMAD_HOLDING: "@warning_icon!#X [PROVINCE.GetName] is not a [nomadic_holding|E]#!"
ABANDON_LANDS_DOES_NOT_CONTROL_PROVINCE: "@warning_icon!#X [CHARACTER.GetShortUIName] do not completely control [PROVINCE.GetName]#!"
RAZE_HOLDING_TOOLTIP: "#T Raze [Province.GetNameNoTooltip]#!\nRaze the [holding|E] and [buildings|E] in [Province.GetName]. [buildings] will be downgraded one level at a time until they are destroyed. The [holding] will then change to the primary type for your [government|E]."
RAZE_HOLDING_CONFIRMATION_TITLE: "Raze [Province.GetNameNoTooltip]"
RAZE_HOLDING_CONFIRMATION_TEXT: "@alert_icon! #alert_trial Razing a [holding|E] will destroy [buildings|E]. When there are no Buildings left, the Holding will be converted into a [nomadic_holding|E]#!\n\n"
RAZE_HOLDING_CONFIRMATION_ACCEPT: "Raze"
RAZE_HOLDING_NEW_HOLDING_TYPE: "$EFFECT_LIST_BULLET$The [holding|E] in [Province.GetName] changes from #HIGH [HOLDING_TYPE.GetName]#! to #HIGH [TARGET_HOLDING_TYPE.GetName]#!"
RAZE_HOLDING_DESTROY_HOLDING: "$EFFECT_LIST_BULLET$The [HOLDING_TYPE.GetName] [holding|E] in [Province.GetName] is destroyed"
RAZE_HOLDING_DOWNGRADE_BUILDING: "$EFFECT_LIST_BULLET$[BUILDING.GetName] is downgraded to [TARGET_BUILDING.GetName]"
RAZE_HOLDING_DESTROY_BUILDING: "$EFFECT_LIST_BULLET$[BUILDING.GetName] is destroyed"
RAZE_HOLDING_NO_PRIMARY_BUILDING: "@warning_icon! #X [Province.GetName] has no [buildings|E]#!"
RAZE_HOLDING_HOLDING_OF_CORRECT_TYPE: "@warning_icon! #X The [holding|E] is the correct type for your [government|E]#!"
RAZE_HOLDING_COOLDOWN: "@warning_icon! #X Razing [Province.GetName] is on cooldown until [Date.GetString]"
RAZE_HOLDING_DOES_NOT_CONTROL_HOLDING: "@warning_icon! #X You do not completely control [Province.GetName]"
province_razed_toast_title: "[province.GetNameNoTooltip] Razed"
REBUILDING_BUILDING_TITLE: "#T #high Rebuilding:#! [Building.GetNameNoTooltip]#! #weak ([Building.GetTypeName])#!\n\n"
RUINED_BUILDING_TITLE: "#T #high Ruined:#! [Building.GetNameNoTooltip]#! #weak ([Building.GetTypeName])#!\n\n"
BUILDING_EFFECT_AND_DESC_RUINED_TOOLTIP: "[Building.GetEffectDescriptionAtProvince( Character.Self, Province.Self )]\n\n$RUINED$\n\n[Building.GetDescription]"
RUINED_BUILDING: "@warning_icon! #X Building lies in ruins and must be [rebuilt|El]#!\nCost to Rebuild: [Building.GetRebuildCostDescription( Character.Self )]"
REBUILD_GREAT_BUILDING_TIME: "$MOD_TIME_PREFIX$$DAYS$"
GREAT_BUILDING_RUINED: "@warning_icon! #X $TYPE$ is [ruined|El]#!"
REBUILD_GREAT_BUILDING_TOOLTIP: "#T Rebuild [Building.GetNameNoTooltip]#!\nRebuild the [Building.GetName] [great_building|E] in [Province.GetName].\n\n"
REBUILD_GREAT_BUILDING_CONFIRMATION_TITLE: "Rebuild [great_building]"
REBUILD_GREAT_BUILDING_CONFIRMATION_TEXT: "Spend resources to rebuild a [great_building|E] and restore it to glory.\n\n"
REBUILD_GREAT_BUILDING_EFFECT: "$EFFECT_LIST_BULLET$[BUILDING.GetName] is rebuilt in [PROVINCE.GetName]"
REBUILD_GREAT_BUILDING_CONFIRMATION_ACCEPT: "Rebuild"
REBUILD_GREAT_BUILDING_CANNOT_AFFORD: "@warning_icon! #X Cannot afford: #! $COST$"

View file

@ -1,75 +0,0 @@
l_english:
castle_holding:0 "Castle"
city_holding:0 "City"
church_holding:1 "Temple"
tribal_holding:0 "Tribe"
nomad_holding: "Nomadic Settlement"
herder_holding: "Herder Camp"
temple_citadel_holding: "Temple Citadel"
city_holding_concept_key:0 "[city|E]"
church_holding_concept_key:0 "[temple|E]"
castle_holding_concept_key:0 "[castle|E]"
tribal_holding_concept_key:0 "[tribe|E]"
nomad_holding_concept_key: "[nomadic_holding|E]"
herder_holding_concept_key: "[herder_holding|E]"
temple_citadel_holding_concept_key: "[temple_citadel|E]"
GARRISON_TOOLTIP:1 "#T [garrison|E]: $CURRENT_VALUE|V$/$MAX_VALUE|V$#!"
BUILDING_VALUE: "$BUILDING$"
DOMAIN_LIMIT_OVERRUN_LEVY_PENALTY:0 "@warning_icon! #X Reduced by $VALUE|-%0$ due to being above [domain_limit|E]#!"
DOMAIN_LIMIT_GRACE_PERIOD_LEVY_PENALTY:0 "@warning_icon! #X Due to being above [domain_limit|E], newly acquired holdings provide no levies#! $EXPIRES$"
COUNTY_CONTROL_LEVY_PENALTY:0 "@warning_icon! #X Reduced by $VALUE|%0$ due to low [county_control|E]#!"
FURTHER_COUNTY_CONTROL_LEVY_PENALTY:0 "@warning_icon! #X Further reduced by $VALUE|%0$ due to low [county_control|E]#!"
ABSOLUTE_COUNTY_CONTROL_LEVY_BONUS:0 "[absolute_control|E]: $VALUE|%0+=$"
COUNTY_CONTROL_TAX_PENALTY:0 "@warning_icon! #X Reduced by $VALUE|%0$ due to low [county_control|E]#!"
FURTHER_COUNTY_CONTROL_TAX_PENALTY:0 "@warning_icon! #X Further reduced by $VALUE|%0$ due to low [county_control|E]#!"
ABSOLUTE_COUNTY_CONTROL_TAX_BONUS:0 "[absolute_control|E]: $VALUE|%0+=$"
DOMAIN_LIMIT_OVERRUN_TAX_PENALTY:0 "@warning_icon! #X Reduced by $VALUE|%0$ due to being above [domain_limit|E]#!"
DOMAIN_LIMIT_GRACE_PERIOD_TAX_PENALTY:0 "@warning_icon! #X Due to being above [domain_limit|E], newly acquired holdings provide no tax#! $EXPIRES$"
DOMAIN_LIMIT_OVERRUN_BARTER_GOODS_PENALTY: "@warning_icon! #X Reduced by $VALUE|%0$ due to being above [domain_limit|E]#!"
DOMAIN_LIMIT_GRACE_PERIOD_BARTER_GOODS_PENALTY: "@warning_icon! #X Due to being above [domain_limit|E], newly acquired holdings provide no tax#! $EXPIRES$"
DOMAIN_LIMIT_GRACE_PERIOD_EXPIRES:0 "(expires [DATE.GetString|V])"
DOMAIN_LIMIT_GRACE_PERIOD_EXPIRES_UNKNOWN:0 "(expiration date unknown)"
VASSAL_LIMIT_OVERRUN_PENALTY:0 "@warning_icon! #X Above [vassal_limit|E]#!"
GOVERNMENT_WRONG_HOLDING_TYPE:0 "@warning_icon! #X Due to being the wrong holding type for [CHARACTER.GetShortUIName], the holding produces no levies or taxes#!"
SUPPLY_LIMIT_TOOLTIP:0 "#T [supply_limit|E]: $VALUE|V$#!"
BASE_SUPPLY:0 "Base Supply"
SUPPLY_FROM_DEVELOPMENT:0 "[development|E]"
SUPPLY_MULT_SAME_SUB_REALM:0 "Own [realm|E]"
SUPPLY_MULT_SAME_REALM:0 "Own [top_realm|E]"
SUPPLY_MULT_SAME_SUB_REALM_ALLY:0 "Allied [realm|E]"
SUPPLY_MULT_SAME_REALM_ALLY:0 "Allied [top_realm|E]"
COUNTY_HOLDING_MODIFIER_INCOME:0 "Income from $TYPE|V$ holdings in the [county|E]"
COUNTY_DEVELOPMENT_TAX_MOD: "From [county_development|E]"
COUNTY_DEVELOPMENT_LEVY_MOD: "From [county_development|E]"
COUNTY_GOVERNOR_EFFICIENCY_MOD: "Modified by $VALUE|+%0=$ from [governor_efficiency|E]"
SUPPLY_MINIMUM:0 "Minimum Supply"
SUPPLY_MULT_SITUATION: "[situation|E]"
SUPPLY_ADD_SITUATION: "[situation|E]"
HOLDING_TT_CONSTRUCTING:1 "Constructing [BUILDING.GetName|V] (finishing [DATE.GetString])"
HOLDING_TT_CONSTRUCTING_HOLDING:0 "Constructing $BUILDING|V$ (finishing [DATE.GetString])"
HOLDING_TT_UNDER_SIEGE:0 "Under [siege|E] by [CHARACTER.GetPrimaryTitle.GetName]"
HOLDING_TT_OCCUPIED:0 "[occupied|E] by [CHARACTER.GetPrimaryTitle.GetName]"
HOLDING_TT_FORT:0 "[fort_level|E]: @fort_icon! $VALUE|V$"
HOLDING_TT_GARRISON:2 "[garrison|E]: @garrison_icon! [HOLDING.GetCurrentGarrisonSize]/[HOLDING.GetMaxGarrisonSize|0]"
HOLDING_TT_GARRISON_BASE:0 "Base"
HOLDING_TT_GARRISON_REINFORCEMENT:0 "#T [garrison_reinforcement|E]#!"
HOLDING_TT_GARRISON_UNDER_SIEGE:0 "#N [siege|E]#!"
HOLDING_TT_GARRISON_UNDER_SIEGE_DESC:1 "@warning_icon! #X The [holding|E] is under [siege|E]#!"
HOLDING_TT_TAX:0 "[tax|E]: @gold_icon! [HOLDING.GetIncome|1V]"
HOLDING_TT_LEVIES:0 "[levies|E]: @soldier_icon! [HOLDING.GetMaxLevySize|0]"
HOLDING_TT_TITLE:0 "[title|E]: [Holding.GetProvince.GetTitle.GetName]"
HOLDING_TT_LEASED:0 "[lessee|E]: [Holding.GetProvince.GetTitle.GetLessee.GetUIName]"
HOLDING_TT_HOLDER:1 "[holder|E]: [Holding.GetProvince.GetTitle.GetHolder.GetUIName]"
HOLDING_TT_TYPE:1 "[holding_type|E]: [Holding.GetType.GetConceptName]"
HOLDING_TT_TERRAIN:0 "[terrain|E]: [Holding.GetProvince.GetTerrain.GetNameNoTooltip]"
HOLDING_TT_SUPPLY_TT:0 "#T [supply_limit|E]: [Holding.GetProvince.GetSupplyLimitFor( GetPlayer )]\n#![Holding.GetProvince.GetSupplyLimitDescFor( GetPlayer )]"
HOLDING_TT_SUPPLY:0 "[supply_limit|E]: #tooltip:HOLDING_TT_SUPPLY_TT [Holding.GetProvince.GetSupplyLimitFor( GetPlayer )]#!"
HOLDING_TT_EMPTY:0 "No Holding\nControlled by: [Holding.GetProvince.GetTitle.GetDeJureLiege.GetHolder.GetUIName]"
HOLDING_TT_COUNTY_FERTILITY: "[county_fertility|E]: @county_fertility_icon! [Holding.GetProvince.GetCounty.GetCountyFertility|V1]"
HOLDING_TT_COUNTY_HERD: "Monthly [herd|E]: @herd_icon! [Holding.GetProvince.GetCounty.GetHerdFromCounty|=+0]"
HOLDING_CLICK_TOOLTIP:0 "#I Click to select#!"
HOLDING_TT_BARTER_GOODS: "#T Trade Goods#!\nMy income: $VALUE|1V$"

View file

@ -1,462 +0,0 @@
l_english:
PASS_LAW_TOOLTIP_TITLE: "[SelectLocalization( GuiLaw.IsEnacted, Law.GetNameNoTooltip, Law.GetPassLawPhrase)]"
PASS_LAW_TITLE_DEFAULT: "[AddLocalizationIf( Not(Law.GetLawGroup.HasFlag( 'realm_no_pass' ) ), 'Pass ' )][Law.GetNameNoTooltip]"
ADD_LAW_CONFIRMATION_TITLE: "[Law.GetAddLawConfirmationTitle]"
ADD_LAW_CONFIRMATION_TITLE_DEFAULT: "Pass [Law.GetNameNoTooltip] Law"
ADD_LAW_CONFIRMATION_ACCEPT: "[Law.GetAddLawConfirmationButtonText]"
ADD_LAW_CONFIRMATION_ACCEPT_DEFAULT: "Pass Law"
ADVENTURER_LAW_SELECTED: "We are [Law.GetNameNoTooltip]!"
LAW_TOOLTIP_TITLE:1 "[Law.GetNameNoTooltip]"
LAW_TOOLTIP_SUBTITLE:0 "#weak [Law.GetSubName]#!"
ADD_LAW_CONFIRMATION_TEXT:0 "$EFFECTS$"
ADD_LAW_CONFIRMATION_COST:0 "Cost: $COST$"
LAW_ENACT_EFFECT_HEADER:0 "#S When this law is passed:#!"
LAW_PROVIDES_EFFECTS:0 ""
LAW_PROVIDES_PREVIOUS_EFFECTS:1 "#S From previous Levels#!"
ALREADY_HAS_THIS_LAW:1 "#high Current Law#!"
CLICK_TO_PASS_LAW: "\n#I Click to [SelectLocalization( IsLandlessAdventurer( GetPlayer ), 'become', 'pass' )] [Law.GetNameNoTooltip|V]#!"
LAW_COST:1 "\n#S Cost:#! [GuiLaw.GetShortCostString|L]"
LAW_TITLE_ALLEGIANCE_OPINION:0 "$EFFECT_LIST_BULLET$Vassals Swearing [title_allegiance|E] [opinion|E]: $VALUE|+=$"
LAW_CANT_BE_ON_ANY_TITLE: "[Law.GetName] can not be applied to titles[Select_CString( InDebugMode, '#D (no trigger)#!', '')]"
LAW_CANT_BE_ON_SPECIFIC_TITLE: "[Title.GetName] can not have [Law.GetName]"
crown_authority:0 "[crown_authority|E]"
crown_authority_0:0 "Autonomous Vassals"
crown_authority_0_effects_not_in_prev:0 "#weak Vassals provide [levies|E] and [taxes|E], but are otherwise free to do as they wish#!"
crown_authority_1:0 "Limited Ruler Authority"
crown_authority_1_effects:1 "$EFFECT_LIST_BULLET$#indent_newline:3 Can establish [tributaries|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between available Partition [succession_laws|E]#!\n$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted"
crown_authority_2:0 "High Ruler Authority"
crown_authority_2_effects:3 "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!"
crown_authority_3:0 "Absolute Ruler Authority"
crown_authority_3_effects:1 "$EFFECT_LIST_BULLET$#indent_newline:3 [vassals|E] cannot wage any [war|E] unless they use a [hook|E] on their [liege|E]#!\n$EFFECT_LIST_BULLET$Rulers can designate their [heir|E]"
I_LACK_LAW_ALLOWING_TITLE_REVOCATION_TRIBAL:1 "You do not have [GetLaw('tribal_authority_2').GetName] [tribal_authority|E] or better"
I_LACK_LAW_ALLOWING_VASSAL_RETRACTION_TRIBAL:1 "You do not have [GetLaw('tribal_authority_2').GetName] [tribal_authority|E] or better"
I_LACK_LAW_ALLOWING_TITLE_REVOCATION_CROWN:1 "You do not have [GetLaw('crown_authority_1').GetName] [crown_authority|E] or better"
I_LACK_LAW_ALLOWING_TITLE_REVOCATION_SORYO: "You do not have [GetLaw('japanese_bureaucracy_1').GetName] [crown_authority|E] or better"
I_LACK_LAW_ALLOWING_VASSAL_RETRACTION_CROWN:1 "You do not have [GetLaw('crown_authority_1').GetName] [crown_authority|E] or better"
I_LACK_LAW_ALLOWING_TITLE_REVOCATION_ADMIN: "You do not have [GetLaw('imperial_bureaucracy_1').GetName] [imperial_bureaucracy|E] or better"
I_LACK_LAW_ALLOWING_VASSAL_RETRACTION_ADMIN: "You do not have [GetLaw('imperial_bureaucracy_1').GetName] [imperial_bureaucracy|E] or better"
I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE:2 "[SelectLocalization( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_japan_feudal' ), 'I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_JAPANESE_FEUDAL', 'I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_FEUDAL' )]"
I_LACK_TRIBAL_LAW_ALLOWING_SUCCESSION_LAW_CHANGE:0 "You do not have [GetLaw('tribal_authority_1').GetName] [tribal_authority|E]"
I_LACK_ADMIN_LAW_ALLOWING_SUCCESSION_LAW_CHANGE: "You do not have [GetLaw('imperial_bureaucracy_2').GetName] [imperial_bureaucracy|E] or better"
I_LACK_LAW_ALLOWING_PARTITION_SUCCESSION_LAW_CHANGE:1 "[SelectLocalization( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_japan_feudal' ), 'I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_JAPANESE_FEUDAL', 'I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_FEUDAL' )]"
I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_FEUDAL: "You do not have [GetLaw('crown_authority_2').GetName] [crown_authority|E] or better"
I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_JAPANESE_FEUDAL: "You do not have [GetLaw('japanese_bureaucracy_2').GetName] [crown_authority|E] or better"
I_LACK_ADMIN_ALLOWING_DESIGNATE_HEIR: "You do not hold a [noble_family|E] [title|e]"
I_LACK_CROWN_AUTHORITY_DESIGNATE_HEIR: "You do not have [GetLaw( 'crown_authority_3' ).GetName] [crown_authority|E]"
I_LACK_LAW_ALLOWING_DESIGNATE_HEIR: "You do not have a law that permits you to designate an heir"
MY_DYNASTY_MEMBER_LEADS_THE_ELECTION:1 "A member of your [dynasty|E] ([CHARACTER.GetPrimaryTitle.GetHeir.GetShortUIName|V]) is leading the election for your [primary_title|E]"
I_HAVE_POWERFUL_VASSAL_WITH_NEGATIVE_OPINION:2 "You have one or more [powerful_vassals|E] who have a negative opinion of you and are blocking all [succession_law|E] changes"
designate_heir:0 "Designate as Heir"
CROWN_AUTHORITY_IS_ON_COOLDOWN:2 "You recently changed Ruler Authority.\n @alert_icon! #alert_trial Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'crown_authority_cooldown') )]#!"
TRIBAL_AUTHORITY_IS_ON_COOLDOWN:2 "You recently changed Tribal Authority\n @alert_icon! #alert_trial Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'tribal_authority_cooldown') )]#!"
tribal_authority:0 "[tribal_authority|E]"
tribal_authority_0:0 "Disparate Tribes"
tribal_authority_0_effects_not_in_prev:1 "$EFFECT_LIST_BULLET$#indent_newline:3 [characters|E] #N cannot#! be [imprisoned|E]#!\n\n#weak Vassals provide [levies|E] and [taxes|E], but are otherwise free to do as they wish.#!"
tribal_authority_1:0 "Limited Tribal Authority"
tribal_authority_1_effects:0 "$EFFECT_LIST_BULLET$ Can establish [tributaries|E]\n$EFFECT_LIST_BULLET$ [characters|E] can be [imprisoned|E]\n$EFFECT_LIST_BULLET$#indent_newline:3 [tribal|E] rulers with non-$game_concept_tribal$ [Concept('liege','Lieges')|E] may settle, becoming [feudal|E] or [clan|E]#!"
tribal_authority_2:0 "High Tribal Authority"
tribal_authority_2_effects:0 "$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted"
tribal_authority_3:0 "Absolute Tribal Authority"
tribal_authority_3_effects:0 "$EFFECT_LIST_BULLET$#indent_newline:3 [independent|E] [tribal|E] rulers may settle, becoming [feudal|E] or [clan|E]#!"
camp_purpose: "Camp Purpose"
camp_purpose_pass_phrase: "Become [Law.GetNameNoTooltip]"
camp_purpose_confirmation_button_text: "Change Purpose"
camp_purpose_mercenaries: "Swords-for-Hire"
camp_purpose_mercenaries_effects: "$EFFECT_LIST_BULLET$Finds more [mercenary_task_contracts|E]\n$EFFECT_LIST_BULLET$Finds more [prowess|E] and [martial|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_siege_engineers').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_lockwagon').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_perimeter_palisade').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_perimeter_ditch').GetName]#!\n$EFFECT_LIST_BULLET$Can access certain special [officers|E]:\n$BULLET_WITH_TAB$[GetCourtPositionType('chief_engineer_camp_officer').GetName()] #weak (Unlocked via $baggage_train_siege_engineers_domicile_building$)#!\n$BULLET_WITH_TAB$[GetCourtPositionType('master_of_spoils_camp_officer').GetName()] #weak (Unlocked via $proving_grounds_lockwagon_domicile_building$)#!\n\n#WEAK Mercenaries earn their coin first and foremost by the sword. Usually legally, but when times are tough and all you have is an axe...#!"
camp_purpose_wanderers: "Wanderers"
camp_purpose_wanderers_effects: "$EFFECT_LIST_BULLET$Equal chance to find [task_contracts|E] of any type\n$EFFECT_LIST_BULLET$May change to any other $camp_purpose$ without paying hefty [prestige|E]\n\n#WEAK The open road offers a freedom quite unlike any other: why sully that with a needless niche?#!"
camp_purpose_scholars: "Scholars"
camp_purpose_scholars_effects: "$EFFECT_LIST_BULLET$Finds more [learning|E] and [stewardship|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Finds slightly more [diplomacy|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('barber_tent_reference_corpus').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('barber_tent_morticians_tools').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_siege_engineers').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_scribes').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_ascetics').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_fire_nightly_debates').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_martial_study').GetName]#!\n$EFFECT_LIST_BULLET$Can access certain special [officers|E]:\n$BULLET_WITH_TAB$[GetCourtPositionType('chief_engineer_camp_officer').GetName()] #weak (Unlocked via $baggage_train_siege_engineers_domicile_building$)#!\n\n#WEAK A book kept in one library is restless, an idea held in only one mind is wasted.#!"
camp_purpose_explorers: "Explorers"
camp_purpose_explorers_effects: "$EFFECT_LIST_BULLET$Finds more [transport_task_contracts|E]\n$EFFECT_LIST_BULLET$Finds more [diplomacy|E] and [intrigue|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Finds slightly more [martial|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('supply_tent_reserve_provisions').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('supply_tent_reserve_water').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('supply_tent_climbing_gear').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_fire_local_hangers_on').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_perimeter_extra_watch').GetName]#!\n\n#WEAK There's always another hill, another mountain, another culture, another language, awaiting just over that horizon...#!"
camp_purpose_brigands: "Freebooters"
camp_purpose_brigands_effects: "$EFFECT_LIST_BULLET$Finds more [criminal_task_contracts|E] of all kinds\n$EFFECT_LIST_BULLET$Finds more [prowess|E] and [intrigue|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('supply_tent_subdued_gear').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('barber_tent_morticians_tools').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_ransom_cages').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_negotiators').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_fire_juicy_rumors').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_lockwagon').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_the_stick_game').GetName]#!\n$EFFECT_LIST_BULLET$Can access certain special [officers|E]:\n$BULLET_WITH_TAB$[GetCourtPositionType('master_thief_camp_officer').GetName()] #weak (Unlocked via $supply_tent_subdued_gear_domicile_building$)#!\n$BULLET_WITH_TAB$[GetCourtPositionType('person_haggler_camp_officer').GetName()] #weak (Unlocked via $baggage_train_ransom_cages_domicile_building$)#!\n$BULLET_WITH_TAB$[GetCourtPositionType('master_of_spoils_camp_officer').GetName()] #weak (Unlocked via $proving_grounds_lockwagon_domicile_building$)#!\n\n#WEAK "Brigand" is such an ugly term — there's nothing wrong with being decisive and practical, especially if you can turn a tidy profit at the same time.#!"
camp_purpose_legitimists: "Legitimists"
camp_purpose_legitimists_effects: "$EFFECT_LIST_BULLET$Equal chance to find [task_contracts|E] of any type\n$EFFECT_LIST_BULLET$Can use $request_laamp_legitimist_support$ Interaction on Kings and Emperors\n$EFFECT_LIST_BULLET$Can use $claim_cb$ [casus_belli|E]\n$EFFECT_LIST_BULLET$Finds unique $laamp_legitimist_support_contract$ [task_contract|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_fire_future_dreams').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_bodyguard_drills').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_martial_study').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_lockwagon').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_scribes').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_proof_of_claims').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_ransom_cages').GetName]#!\n$EFFECT_LIST_BULLET$Can access certain special [officers|E]:\n$BULLET_WITH_TAB$[GetCourtPositionType('witness_camp_officer').GetName()] #weak (Unlocked via $baggage_train_proof_of_claims_domicile_building$)#!\n$BULLET_WITH_TAB$[GetCourtPositionType('master_of_spoils_camp_officer').GetName()] #weak (Unlocked via $proving_grounds_lockwagon_domicile_building$)#!\n\n#WEAK A claim, they call it. A mere claim. It's not just a claim, it's a letter of debt, a statement of intent, and a sure marker of the reclamation yet to come.#!"
ep3_can_have_legitimists_camp_purpose_trigger.tt.explanation: "You must have a [pressed_claim|E] on at least one [kingdom|E]-[title_tier|E] [title|E]"
imperial_bureaucracy: "[imperial_bureaucracy|E]"
imperial_bureaucracy_0: "Decentralized Realm"
imperial_bureaucracy_0_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!"
imperial_bureaucracy_1: "Limited Administration"
imperial_bureaucracy_1_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Can establish [tributaries|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between available Partition [succession_laws|E]#!\n$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted"
imperial_bureaucracy_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!"
imperial_bureaucracy_2: "Centralized Bureaucracy"
imperial_bureaucracy_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$#high $demand_admin_interaction$#! cost is reduced"
imperial_bureaucracy_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_value')|+0%]#!#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage any [war|E] unless they use a [hook|E] on their [liege|E]#!"
imperial_bureaucracy_3: "Absolute Autocracy"
imperial_bureaucracy_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_high_value')|+0%]#!#!"
imperial_bureaucracy_3_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] can never declare [war|E]#!"
IMPERIAL_BUREAUCRACY_IS_ON_COOLDOWN: "You recently changed [imperial_bureaucracy|E]\n @alert_icon! #alert_trial Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'imperial_bureaucracy_cooldown') )]#!"
imperial_bureaucracy_pending_law_change: "#alert_trial Your [liege|E] recently adopted this [law|E] and you will soon adopt it automatically#!"
admin_all_vassal_wars_banned: "The [laws|E] of your [liege|E] prevents you from declaring [war|E]"
province_war_law: "[provincial|E] [war|E] Declaration"
province_war_law_singular: "$province_war_law$"
province_war_law_0: "War Declaration Allowed"
province_war_law_0_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can wage external [wars|E]#!"
province_war_law_1: "War Declaration Restricted"
province_war_law_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Only [governors|E] with [GetSubjectContractType( 'administrative_themes' ).GetObligationNameShort( 'admin_theme_frontier' )] and [GetSubjectContractType( 'administrative_themes' ).GetObligationNameShort( 'admin_theme_naval' )] [province_administration|E] can wage external [wars|E]#!"
province_war_law_2: "War Declaration Approval"
province_war_law_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Only [governors|E] with [GetSubjectContractType( 'administrative_themes' ).GetObligationNameShort( 'admin_theme_frontier' )] and [GetSubjectContractType( 'administrative_themes' ).GetObligationNameShort( 'admin_theme_naval' )] [province_administration|E] can wage external [wars|E] but must request permission to do so#!"
province_war_law_3: "War Declaration Banned"
province_war_law_3_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] #bold cannot#! wage external [wars|E]#!"
province_border_law: "[provincial|E] Border Policy"
province_border_law_singular: "$province_border_law$"
province_border_law_0: "Tentative Border Policy"
province_border_law_0_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] are free to use the [GetScheme('dispute_border').GetTypeName] and [GetScheme('subsume_province').GetTypeName] [schemes|E]#!"
province_border_law_1: "Limited Border Policy"
province_border_law_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can use the [GetScheme('dispute_border').GetTypeName] and [GetScheme('subsume_province').GetTypeName] [schemes|E] only if they belong to a [powerful|E] or [dominant_family|E]#!"
province_border_law_2: "Fixed Border Policy"
province_border_law_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] #bold cannot#! use the [GetScheme('dispute_border').GetTypeName] and [GetScheme('subsume_province').GetTypeName] [schemes|E]#!"
have_bureaucracy_1_or_higher: "Your [imperial_bureaucracy|E] is #bold not#! at #high [GetLaw('imperial_bureaucracy_1').GetName]#! or better"
have_bureaucracy_2_or_higher: "Your [imperial_bureaucracy|E] is #bold not#! at #high [GetLaw('imperial_bureaucracy_2').GetName]#! or better"
have_bureaucracy_3: "Your [imperial_bureaucracy|E] is #bold not#! at #high [GetLaw('imperial_bureaucracy_3').GetName]#!"
admin_law_cooldown_desc: "A [law|E] was changed recently - [laws] can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( GetPlayer.MakeScope, 'admin_law_cooldown') )]"
admin_vassal_wars_permission_only_desc: "You must ask your [liege|E] for permission to declare [war|E]"
admin_vassal_border_limit_desc: "The [laws|E] of your [liege|E] prevents you from using this [scheme|E]"
# Nomadic
nomadic_authority: "[nomadic_authority|E]"
nomadic_authority_1: "Unruly Nomads"
nomadic_authority_1_pass_phrase: "Change your [dominance|E] to Weak"
nomadic_authority_confirmation_button_text: "Change Dominance"
nomadic_authority_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$[characters|E] #N cannot#! be [imprisoned|E]#!\n$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$Can establish [tributaries|E]\n$EFFECT_LIST_BULLET$[migration|E] can only target [de_jure|E] [county|E] [titles|E]"
nomadic_authority_2: "Limited Dominance"
nomadic_authority_2_pass_phrase: "Change your [dominance|E] to Limited"
nomadic_authority_2_effects: "$EFFECT_LIST_BULLET$[characters|E] can be [imprisoned|E]\n$EFFECT_LIST_BULLET$[migration|E] can target [de_jure|E] [duchy|E] [titles|E]\n$EFFECT_LIST_BULLET$Can use the #V $step_away_from_the_steppe_decision$#! [decision|E]\n$EFFECT_LIST_BULLET$Can recruit [GetMaA('nomad_lancers').GetName] as [men_at_arms|E]\n$EFFECT_LIST_BULLET$Can recruit [GetMaA('cataphract_archers').GetName] as [men_at_arms|E], if your [culture|E] has the #high $tradition_mpo_iron_cavalry_name$#! [tradition|E]\n$EFFECT_LIST_BULLET$Can construct [GetDomicileBuilding('yurt_main_03').GetName] [yurt_building|E]"
nomadic_authority_3: "High Dominance"
nomadic_authority_3_pass_phrase: "Change your [dominance|E] to High"
nomadic_authority_3_effects: "$EFFECT_LIST_BULLET$[vassals|E] can be retracted\n$EFFECT_LIST_BULLET$[migration|E] can target [de_jure|E] [kingdom|E] [titles|E]\n$EFFECT_LIST_BULLET$Can construct [GetDomicileBuilding('yurt_main_04').GetName] [yurt_building|E]\n$EFFECT_LIST_BULLET$Can use the #V $settle_people_decision$#! [decision|E]\n$EFFECT_LIST_BULLET$Can use the #V $settle_the_steppe_decision$#! [decision|E] for [GetGovernment( 'tribal_government' ).GetName]\n$EFFECT_LIST_BULLET$[independent|E] [GetGovernment( 'nomad_government' ).GetName] rulers get access to the #high $MPO_NOMAD_INVASION_CB_NAME$#! [casus_belli|E]"
nomadic_authority_4: "Absolute Dominance"
nomadic_authority_4_pass_phrase: "Change your [dominance|E] to Absolute"
nomadic_authority_4_effects: "$EFFECT_LIST_BULLET$[migration|E] can target [de_jure|E] [empire|E] [titles|E]\n$EFFECT_LIST_BULLET$Can use the #high $mpo_establish_paiza_system_decision$#! [decision|E]\n$EFFECT_LIST_BULLET$Can use the #V $settle_the_steppe_decision$#! [decision|E] for [GetGovernment( 'feudal_government' ).GetName] or [GetGovernment( 'clan_government' ).GetName]\n$EFFECT_LIST_BULLET$Can construct [GetDomicileBuilding('yurt_main_05').GetName] [yurt_building|E]"
nomadic_authority_5: "Unrestricted Dominance"
nomadic_authority_5_pass_phrase: "Change your [dominance|E] to Unrestricted"
nomadic_authority_5_effects: "$EFFECT_LIST_BULLET$May use the #high $mpo_become_greatest_of_khans_decision$#! [decision|E], unlocking the [GetTrait('greatest_of_khans').GetName( GetNullCharacter )] [trait|E] and the means to conquer the world!\n$EFFECT_LIST_BULLET$The [GetTrait('greatest_of_khans').GetName( GetNullCharacter )] may change [government|E] type with the #high $mpo_gok_world_conquest_decision$#! [decision|E]"
NOMADIC_AUTHORITY_IS_ON_COOLDOWN: "You recently changed [nomadic_authority|E]\n @alert_icon! #alert_trial Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'nomadic_authority_cooldown') )]#!"
NOMADIC_AUTHORITY_5_GREATEST_KHAN_REQUIREMENT: "There is already a [GetGovernment( 'nomad_government' ).GetName] [ruler|E] with [unrestricted_nomadic|E] [nomadic_authority|E]: [CHARACTER.GetName]"
nomadic_authority_5_greatest_khan: "$NOMADIC_AUTHORITY_5_GREATEST_KHAN_REQUIREMENT$"
nomadic_authority_5_gurkhan: "$NOMADIC_AUTHORITY_5_GURKHAN_REQUIREMENT$"
NOMADIC_AUTHORITY_5_GURKHAN_REQUIREMENT: "You are #bold not#! the [gurkhan|E]"
NOMADIC_AUTHORITY_LEVEL_4: "You do #bold NOT#! have the [GetLaw('nomadic_authority_3').GetName] or [GetLaw('nomadic_authority_5').GetName] Laws"
nomadic_authority_4_level_requirement: "$NOMADIC_AUTHORITY_LEVEL_4$"
NOMADIC_AUTHORITY_LEVEL_2: "You do #bold NOT#! have the [GetLaw('nomadic_authority_1').GetName] or [GetLaw('nomadic_authority_3').GetName] Laws"
nomadic_authority_2_level_requirement: "$NOMADIC_AUTHORITY_LEVEL_2$"
NOMADIC_AUTHORITY_LEVEL_3: "You do #bold NOT#! have the [GetLaw('nomadic_authority_2').GetName] or [GetLaw('nomadic_authority_4').GetName] Laws"
nomadic_authority_3_level_requirement: "$NOMADIC_AUTHORITY_LEVEL_3$"
# Mandala
mandala_decree: "Devaraja Decree"
mandala_rule_effects: "#S Always Active:#!\n$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$Rulers can designate their [heir|E]"
mandala_decree_none: "No Decree"
mandala_decree_none_effects: "#weak $NO_EFFECTS$...#!\n\n$mandala_rule_effects$\n\n#WEAK I decree...#!"
devaraja_aspect_does_not_allow_this_decree: "#alert_trial Your current [mandala_aspect|E] does not allow this decree#!"
mandala_decree_prosperity: "Prosperity Decree"
mandala_decree_prosperity_effects: "$EFFECT_LIST_BULLET$$mandala_decree_flag_more_prone_to_accept_exact_tribute$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_gain_devotion_when_winning_defensive_wars$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_lose_devotion_when_losing_wars$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_can_use_piety_to_reassert_tributary$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_tributaries_less_likely_to_break_free$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_subjects_appear_more_economical$\n\n$mandala_rule_effects$\n\n#WEAK A prosperous realm is a strong realm.#!"
mandala_decree_expansion: "Expansion Decree"
mandala_decree_expansion_effects: "$EFFECT_LIST_BULLET$$mandala_decree_flag_gain_piety_when_winning_offensive_wars$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_lose_devotion_when_losing_wars$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_can_call_tributaries_for_piety$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_piety_for_sieging_temple_complexes$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_subjects_appear_more_warlike$\n\n$mandala_rule_effects$\n\n#WEAK More is always more.#!"
mandala_decree_reverence: "Reverence Decree"
mandala_decree_reverence_effects: "$EFFECT_LIST_BULLET$$mandala_decree_flag_cheaper_pilgrimages$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_piety_from_converting_subjects$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_vassals_more_inclined_to_convert$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_easier_to_mandalize_vassals$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_can_mandalize_tributaries$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_tributaries_more_likely_to_contribute$\n\n$mandala_rule_effects$\n\n#WEAK Let us look to the heavens.#!"
mandala_decree_flag_tributaries_more_likely_to_contribute: "[vassals|E] and [tributaries|E] are more inclined to help fund $building_type_mandala_capital_01$ [great_projects|E]"
mandala_decree_flag_easier_to_mandalize_vassals: "[vassals|E] are more likely to accept adopting [mandala|E] governance"
mandala_decree_flag_can_mandalize_tributaries: "[tributaries|E] can be invited to adopt [mandala|E] governance"
mandala_decree_flag_piety_for_sieging_temple_complexes: "A siege of a $building_type_mandala_capital_01$ yields [piety|E]"
mandala_decree_flag_can_call_tributaries_for_piety: "Can call [tributaries|E] into wars for a [piety|E] cost"
mandala_decree_flag_can_use_piety_to_reassert_tributary: "Can spend [piety|E] to #high $reassert_tributary_interaction$#!"
mandala_decree_flag_tributaries_less_likely_to_break_free: "[tributaries|E] are more loyal"
mandala_decree_flag_more_prone_to_accept_exact_tribute: "[tributaries|E] are more accepting towards #high $exact_tribute_interaction$#!"
mandala_decree_flag_increased_tributarization_acceptance: "$increased_tributarization_acceptance$"
mandala_decree_flag_slightly_reduced_tributarization_acceptance: "$slightly_reduced_tributarization_acceptance$"
mandala_decree_flag_increased_vassalization_acceptance: "$increased_vassalization_acceptance$"
mandala_decree_flag_reduced_vassalization_acceptance: "$reduced_vassalization_acceptance$"
mandala_decree_flag_gain_piety_when_winning_offensive_wars: "Successful Offensive [wars|E] generate [piety|E]"
mandala_decree_flag_lose_devotion_when_losing_wars: "Losing [wars|E] cost [piety_experience|E]"
mandala_decree_flag_gain_devotion_when_winning_defensive_wars: "Successful Defensive [wars|E] generate [piety_experience|E]"
mandala_decree_flag_cheaper_pilgrimages: "The act of going on [pilgrimages|E] costs less"
mandala_decree_flag_cheaper_pilgrimages_desc: "Mandala Reverence Decree"
mandala_decree_flag_piety_from_converting_subjects: "[converting|E] [subjects|E] generate [piety|E]"
mandala_decree_flag_vassals_more_inclined_to_convert: "[vassals|E] are more inclined to [convert|E] to your [faith|E]"
#mandala_decree_flag_may_ignore_tribute_mission_grace: "May use #high $exact_tribute_interaction$#! regardless of if the [tributary|E] is on cooldown"
mandala_decree_flag_subjects_appear_more_warlike: "[subjects|E] are more inclined to [warlike_i] [ai_warlike_personality|E] actions"
mandala_decree_flag_subjects_appear_more_economical: "[subjects|E] are more inclined to [builder_i] [ai_economical_boom_personality|E] actions"
mandala_decree_flag_subjects_appear_more_pious: "[subjects|E] are more inclined to [pious_builder_i] [ai_pious_builder_personality|E] actions"
# Celestial bureaucracy
celestial_bureaucracy: "[celestial_bureaucracy|E]"
celestial_bureaucracy_0: "Autonomous Provinces"
celestial_bureaucracy_0_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!"
celestial_bureaucracy_1: "Limited Civil Service"
celestial_bureaucracy_1_effects: "$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted"
celestial_bureaucracy_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!"
celestial_bureaucracy_2: "Centralized Ministries"
celestial_bureaucracy_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$#high $demand_admin_interaction$#! cost is reduced"
celestial_bureaucracy_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage any [war|E] unless they use a [hook|E] on their [liege|E]#!"
celestial_bureaucracy_3: "Divine Mandate"
celestial_bureaucracy_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] can never declare [war|E]#!"
CELESTIAL_BUREAUCRACY_IS_ON_COOLDOWN: "You recently changed [celestial_bureaucracy|E]. Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'imperial_bureaucracy_cooldown') )]"
have_celestial_bureaucracy_1_or_higher: "Your [celestial_bureaucracy|E] is #bold not#! at #high [GetLaw('celestial_bureaucracy_1').GetName]#! or better"
have_celestial_bureaucracy_2_or_higher: "Your [celestial_bureaucracy|E] is #bold not#! at #high [GetLaw('celestial_bureaucracy_2').GetName]#! or better"
have_celestial_bureaucracy_3: "Your [celestial_bureaucracy|E] is #bold not#! at #high [GetLaw('celestial_bureaucracy_3').GetName]#!"
# Celestial Army
celestial_army_liege_law: "[army|E] Command Structure"
celestial_army_liege_law_singular: "$celestial_army_liege_law$"
celestial_army_liege_law_0: "Autonomous Command"
celestial_army_liege_law_0_subname: "All Governors have personal military authority"
celestial_army_liege_law_0_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can keep Personal [men_at_arms|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Military [governors|E] can keep only a limited number of [title_men_at_arms|E]#!"
celestial_army_liege_law_1: "Regional Command"
celestial_army_liege_law_1_subname: "Military matters are handled by regional armies"
celestial_army_liege_law_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_value')|+0%]#!#!"
celestial_army_liege_law_1_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can keep less Personal [men_at_arms|E] and #bold slightly#! more [title_men_at_arms|E]#!"
celestial_army_liege_law_2: "Imperial Command"
celestial_army_liege_law_2_subname: "Military command is centralized and regulated"
celestial_army_liege_law_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can keep no Personal [men_at_arms|E] and more [title_men_at_arms|E]#!"
celestial_army_liege_law_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_high_value')|+0%]#!#!"
celestial_army_liege_law_3: "Grand Expansionist Command"
celestial_army_liege_law_3_subname: "Military command is highly prioritized and centralized"
celestial_army_liege_law_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can keep no Personal [men_at_arms|E] and #bold significantly#! more [title_men_at_arms|E]#!"
celestial_army_liege_law_3_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_very_high_value')|+0%]#!#!"
celestial_army_vassal_law: "$celestial_army_liege_law$"
celestial_army_vassal_law_singular: "$celestial_army_liege_law$"
celestial_army_vassal_law_0: "$celestial_army_liege_law_0$"
celestial_army_vassal_law_0_subname: "$celestial_army_liege_law_0_subname$"
celestial_army_vassal_law_0_effects_not_in_prev: "$celestial_army_liege_law_0_effects_not_in_prev$"
celestial_army_vassal_law_1: "$celestial_army_liege_law_1$"
celestial_army_vassal_law_1_subname: "$celestial_army_liege_law_1_subname$"
celestial_army_vassal_law_1_effects_not_in_prev: "$celestial_army_liege_law_1_effects_not_in_prev$"
celestial_army_vassal_law_2: "$celestial_army_liege_law_2$"
celestial_army_vassal_law_2_subname: "$celestial_army_liege_law_2_subname$"
celestial_army_vassal_law_2_effects_not_in_prev: "$celestial_army_liege_law_2_effects_not_in_prev$"
celestial_army_vassal_law_3: "$celestial_army_liege_law_3$"
celestial_army_vassal_law_3_subname: "$celestial_army_liege_law_3_subname$"
celestial_army_vassal_law_3_effects_not_in_prev: "$celestial_army_liege_law_3_effects_not_in_prev$"
celestial_retirement_law: "Retirement Age"
celestial_retirement_law_singular: "$celestial_retirement_law$"
celestial_retirement_law_5: "No Set Retirement"
celestial_retirement_law_5_effects_not_in_prev: "$EFFECT_LIST_BULLET$There is no official Retirement Age"
celestial_retirement_law_0: "Very Early Retirement"
celestial_retirement_law_0_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_0_value')|V0]\n$celestial_retirement_effect_desc$"
celestial_retirement_law_1: "Early Retirement"
celestial_retirement_law_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_1_value')|V0]\n$celestial_retirement_effect_desc$"
celestial_retirement_law_2: "Standard Retirement"
celestial_retirement_law_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_2_value')|V0]\n$celestial_retirement_effect_desc$"
celestial_retirement_law_3: "Late Retirement"
celestial_retirement_law_3_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_3_value')|V0]\n$celestial_retirement_effect_desc$"
celestial_retirement_law_4: "Overdue Retirement"
celestial_retirement_law_4_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_4_value')|V0]\n$celestial_retirement_effect_desc$"
#celestial_retirement_effect_desc: "$EFFECT_LIST_BULLET$#indent_newline:3 Retiring [governors|E] above the Retirement Age cost less [influence_i|E][influence|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Retiring [governors|E] above the Retirement Age costs [treasury_i][treasury|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] above the Retirement Age have reduced [candidate_score|E]#!"
celestial_retirement_effect_desc: "\nEffects on [governors|E] when above the Retirement Age:\n$EFFECT_LIST_BULLET$#indent_newline:3 Retiring [governors|E] cost less [influence_i|E][influence|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Retiring [governors|E] costs [treasury_i][treasury|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [candidate_score|E] is reduced#!\n$EFFECT_LIST_BULLET$Gain access to [GetDecisionWithKey('renounce_noble_family_title_decision').GetName] [decision|E]"
celestial_salary_law: "Government Salary Rate"
budget_allocation_salary_law: "Salary Budget Allocation"
budget_allocation_salary_law_singular: "$budget_allocation_salary_law$"
budget_allocation_salary_0: "$budget_allocation_salary_law$ 0%"
budget_allocation_salary_5: "$budget_allocation_salary_law$ 5%"
budget_allocation_salary_10: "$budget_allocation_salary_law$ 10%"
budget_allocation_salary_15: "$budget_allocation_salary_law$ 15%"
budget_allocation_salary_20: "$budget_allocation_salary_law$ 20%"
budget_allocation_salary_25: "$budget_allocation_salary_law$ 25%"
budget_allocation_salary_30: "$budget_allocation_salary_law$ 30%"
budget_allocation_salary_35: "$budget_allocation_salary_law$ 35%"
budget_allocation_salary_40: "$budget_allocation_salary_law$ 40%"
budget_allocation_salary_45: "$budget_allocation_salary_law$ 45%"
budget_allocation_salary_50: "$budget_allocation_salary_law$ 50%"
budget_allocation_salary_55: "$budget_allocation_salary_law$ 55%"
budget_allocation_salary_60: "$budget_allocation_salary_law$ 60%"
budget_allocation_salary_65: "$budget_allocation_salary_law$ 65%"
budget_allocation_salary_70: "$budget_allocation_salary_law$ 70%"
budget_allocation_salary_75: "$budget_allocation_salary_law$ 75%"
budget_allocation_salary_80: "$budget_allocation_salary_law$ 80%"
budget_allocation_salary_85: "$budget_allocation_salary_law$ 85%"
budget_allocation_salary_90: "$budget_allocation_salary_law$ 90%"
budget_allocation_salary_95: "$budget_allocation_salary_law$ 95%"
budget_allocation_salary_100: "$budget_allocation_salary_law$ 100%"
budget_allocation_salary_0_short: "0%"
budget_allocation_salary_5_short: "5%"
budget_allocation_salary_10_short: "10%"
budget_allocation_salary_15_short: "15%"
budget_allocation_salary_20_short: "20%"
budget_allocation_salary_25_short: "25%"
budget_allocation_salary_30_short: "30%"
budget_allocation_salary_35_short: "35%"
budget_allocation_salary_40_short: "40%"
budget_allocation_salary_45_short: "45%"
budget_allocation_salary_50_short: "50%"
budget_allocation_salary_55_short: "55%"
budget_allocation_salary_60_short: "60%"
budget_allocation_salary_65_short: "65%"
budget_allocation_salary_70_short: "70%"
budget_allocation_salary_75_short: "75%"
budget_allocation_salary_80_short: "80%"
budget_allocation_salary_85_short: "85%"
budget_allocation_salary_90_short: "90%"
budget_allocation_salary_95_short: "95%"
budget_allocation_salary_100_short: "100%"
budget_allocation_ministry_law: "Ministry Budget Allocation"
budget_allocation_ministry_law_singular: "$budget_allocation_ministry_law$"
budget_allocation_ministry_0: "$budget_allocation_ministry_law$ 0%"
budget_allocation_ministry_5: "$budget_allocation_ministry_law$ 5%"
budget_allocation_ministry_10: "$budget_allocation_ministry_law$ 10%"
budget_allocation_ministry_15: "$budget_allocation_ministry_law$ 15%"
budget_allocation_ministry_20: "$budget_allocation_ministry_law$ 20%"
budget_allocation_ministry_25: "$budget_allocation_ministry_law$ 25%"
budget_allocation_ministry_30: "$budget_allocation_ministry_law$ 30%"
budget_allocation_ministry_35: "$budget_allocation_ministry_law$ 35%"
budget_allocation_ministry_40: "$budget_allocation_ministry_law$ 40%"
budget_allocation_ministry_45: "$budget_allocation_ministry_law$ 45%"
budget_allocation_ministry_50: "$budget_allocation_ministry_law$ 50%"
budget_allocation_ministry_55: "$budget_allocation_ministry_law$ 55%"
budget_allocation_ministry_60: "$budget_allocation_ministry_law$ 60%"
budget_allocation_ministry_65: "$budget_allocation_ministry_law$ 65%"
budget_allocation_ministry_70: "$budget_allocation_ministry_law$ 70%"
budget_allocation_ministry_75: "$budget_allocation_ministry_law$ 75%"
budget_allocation_ministry_80: "$budget_allocation_ministry_law$ 80%"
budget_allocation_ministry_85: "$budget_allocation_ministry_law$ 85%"
budget_allocation_ministry_90: "$budget_allocation_ministry_law$ 90%"
budget_allocation_ministry_95: "$budget_allocation_ministry_law$ 95%"
budget_allocation_ministry_100: "$budget_allocation_ministry_law$ 100%"
budget_allocation_ministry_0_short: "0%"
budget_allocation_ministry_5_short: "5%"
budget_allocation_ministry_10_short: "10%"
budget_allocation_ministry_15_short: "15%"
budget_allocation_ministry_20_short: "20%"
budget_allocation_ministry_25_short: "25%"
budget_allocation_ministry_30_short: "30%"
budget_allocation_ministry_35_short: "35%"
budget_allocation_ministry_40_short: "40%"
budget_allocation_ministry_45_short: "45%"
budget_allocation_ministry_50_short: "50%"
budget_allocation_ministry_55_short: "55%"
budget_allocation_ministry_60_short: "60%"
budget_allocation_ministry_65_short: "65%"
budget_allocation_ministry_70_short: "70%"
budget_allocation_ministry_75_short: "75%"
budget_allocation_ministry_80_short: "80%"
budget_allocation_ministry_85_short: "85%"
budget_allocation_ministry_90_short: "90%"
budget_allocation_ministry_95_short: "95%"
budget_allocation_ministry_100_short: "100%"
budget_allocation_military_law: "Military Budget Allocation"
budget_allocation_military_law_singular: "$budget_allocation_military_law$"
budget_allocation_military_0: "$budget_allocation_military_law$ 0%"
budget_allocation_military_5: "$budget_allocation_military_law$ 5%"
budget_allocation_military_10: "$budget_allocation_military_law$ 10%"
budget_allocation_military_15: "$budget_allocation_military_law$ 15%"
budget_allocation_military_20: "$budget_allocation_military_law$ 20%"
budget_allocation_military_25: "$budget_allocation_military_law$ 25%"
budget_allocation_military_30: "$budget_allocation_military_law$ 30%"
budget_allocation_military_35: "$budget_allocation_military_law$ 35%"
budget_allocation_military_40: "$budget_allocation_military_law$ 40%"
budget_allocation_military_45: "$budget_allocation_military_law$ 45%"
budget_allocation_military_50: "$budget_allocation_military_law$ 50%"
budget_allocation_military_55: "$budget_allocation_military_law$ 55%"
budget_allocation_military_60: "$budget_allocation_military_law$ 60%"
budget_allocation_military_65: "$budget_allocation_military_law$ 65%"
budget_allocation_military_70: "$budget_allocation_military_law$ 70%"
budget_allocation_military_75: "$budget_allocation_military_law$ 75%"
budget_allocation_military_80: "$budget_allocation_military_law$ 80%"
budget_allocation_military_85: "$budget_allocation_military_law$ 85%"
budget_allocation_military_90: "$budget_allocation_military_law$ 90%"
budget_allocation_military_95: "$budget_allocation_military_law$ 95%"
budget_allocation_military_100: "$budget_allocation_military_law$ 100%"
budget_allocation_military_0_short: "0%"
budget_allocation_military_5_short: "5%"
budget_allocation_military_10_short: "10%"
budget_allocation_military_15_short: "15%"
budget_allocation_military_20_short: "20%"
budget_allocation_military_25_short: "25%"
budget_allocation_military_30_short: "30%"
budget_allocation_military_35_short: "35%"
budget_allocation_military_40_short: "40%"
budget_allocation_military_45_short: "45%"
budget_allocation_military_50_short: "50%"
budget_allocation_military_55_short: "55%"
budget_allocation_military_60_short: "60%"
budget_allocation_military_65_short: "65%"
budget_allocation_military_70_short: "70%"
budget_allocation_military_75_short: "75%"
budget_allocation_military_80_short: "80%"
budget_allocation_military_85_short: "85%"
budget_allocation_military_90_short: "90%"
budget_allocation_military_95_short: "95%"
budget_allocation_military_100_short: "100%"
# Confucian bureaucracy
meritocratic_bureaucracy: "[celestial_bureaucracy|E]"
meritocratic_bureaucracy_0: "Autonomous Provinces"
meritocratic_bureaucracy_0_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!"
meritocratic_bureaucracy_1: "Limited Civil Service"
meritocratic_bureaucracy_1_effects: "$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted"
meritocratic_bureaucracy_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!"
meritocratic_bureaucracy_2: "Centralized Ministries"
meritocratic_bureaucracy_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$#high $demand_admin_interaction$#! cost is reduced"
meritocratic_bureaucracy_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage any [war|E] unless they use a [hook|E] on their [liege|E]#!"
meritocratic_bureaucracy_3: "Divine Mandate"
meritocratic_bureaucracy_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] can never declare [war|E]#!"
CONFUCIAN_BUREAUCRACY_IS_ON_COOLDOWN: "You recently changed [meritocratic_bureaucracy|E]. Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'imperia l_bureaucracy_cooldown') )]"
# Japanese bureauracy
japanese_bureaucracy: "[japanese_bureaucracy|E]"
japanese_bureaucracy_0: "Autonomous Governors"
japanese_bureaucracy_0_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!\n$EFFECT_LIST_BULLET$Rulers can designate their [heir|E]"
japanese_bureaucracy_1: "Limited Oversight"
japanese_bureaucracy_1_effects: "$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted"
japanese_bureaucracy_2: "Powerful Ministries"
japanese_bureaucracy_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$#high $demand_admin_interaction$#! cost is reduced"
japanese_bureaucracy_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!"
japanese_bureaucracy_3: "Centralized Governance"
japanese_bureaucracy_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] can never declare [war|E]#!"
JAPANESE_BUREAUCRACY_IS_ON_COOLDOWN: "You recently changed [japanese_bureaucracy|E]. Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'imperial_bureaucracy_cooldown') )]"
border_wars_laws: "Border Wars Policy"
border_wars_laws_singular: "$border_wars_laws$"
top_liege_redirected_to_border_wars_law: "Guaranteed Protection"
top_liege_redirected_to_border_wars_law_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 [top_liege|E] will always be the defending [war_leader|E] in [wars|E] for any [title|E] in their [realm|E]#!"
top_liege_not_redirected_to_border_wars_law: "Conditional Join"
top_liege_not_redirected_to_border_wars_law_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 All [title|E] [holders|E] within the [realm|E] can be targeted by [wars|E] declared by other [rulers|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [top_liege|E] will #N #bold not#!#! be involved in those wars on declaration#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [top_liege|E] can still join the war as an ally using #V $join_vassal_war_interaction$#! [interaction|E]\n\n#weak Top Liege is more likely to join:\n$EFFECT_LIST_BULLET$#indent_newline:3 Contested titles are kingdom or higher tier#!\n$EFFECT_LIST_BULLET$#indent_newline:3 War targets multiple titles#!\n$EFFECT_LIST_BULLET$#indent_newline:3 War lasts more than 5 years#!\n$EFFECT_LIST_BULLET$#indent_newline:3 If the defender is weaker than the attacker#!\nTop Liege will #bold not#! join:\n$EFFECT_LIST_BULLET$#indent_newline:3 During the 1st year of the war#!\n$EFFECT_LIST_BULLET$#indent_newline:3 When already at war#!\n$EFFECT_LIST_BULLET$#indent_newline:3 When in debt#!\n$EFFECT_LIST_BULLET$#indent_newline:3 If the defender is stronger than the attacker#!"
top_liege_not_redirected_to_border_wars_law_effects_not_in_prev: "\n\n@alert_icon! This law is enacted automatically if the [top_liege_possessive|E]:\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_hegemony$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_realm_size_tt$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_antagonistic_house$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_defender_in_civil_war$#!"
border_wars_laws_triggers: "At least one of these:\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_hegemony$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_realm_size$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_antagonistic_house$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_defender_in_civil_war$#!"
border_wars_laws_hegemony: "Highest held Title is [hegemony|E] [rank|E]"
border_wars_laws_realm_size_tt: "[realm_size|E] is [EmptyScope.ScriptValue('border_war_sized_realm_value')|V0] or more"
border_wars_laws_realm_size: "$border_wars_laws_realm_size_tt$ #weak ($VALUE|V0$)#!"
border_wars_laws_antagonistic_house: "[house_unity|E] is @dynasty_house_unity_antagonistic! $antagonistic$"
border_wars_laws_defender_in_civil_war: "Defending [war_leader|E] in a [civil_war|E]"
grand_secretariat_laws: "Grand Secretariat Control"
grand_secretariat_laws_singular: "$grand_secretariat_laws$"
grand_chancellor_law: "$councillor_chancellor_celestial_government_imperial$"
grand_chancellor_law_effects: "$EFFECT_LIST_BULLET$ Set [SelectLocalization( GetPlayer.IsValid, 'grand_chancellor_law_title_name', '$e_minister_chancellor|q$' )] [title_succession|E] as the [grand_secretariat|E] [succession|E]\n$EFFECT_LIST_BULLET$ Designate [SelectLocalization( GetPlayer.IsValid, 'grand_chancellor_law_title_name_holder', '$councillor_chancellor_celestial_government_imperial|q$' )] as the [grand_secretariat_director|E]"
grand_marshal_law: "$minister_grand_marshal$"
grand_marshal_law_effects: "$EFFECT_LIST_BULLET$ Set [SelectLocalization( GetPlayer.IsValid, 'grand_marshal_law_title_name', '$e_minister_grand_marshal|q$' )] [title_succession|E] as the [grand_secretariat|E] [succession|E]\n$EFFECT_LIST_BULLET$ Designate [SelectLocalization( GetPlayer.IsValid, 'grand_marshal_law_title_name', '$minister_grand_marshal|q$' )] as the [grand_secretariat_director|E]"
grand_chancellor_law_title_name: "[GetTitleByKey('e_minister_chancellor').GetName]"
grand_chancellor_law_title_name_holder: "[GetTitleByKey('e_minister_chancellor').GetHolder.GetShortUIName]"
grand_marshal_law_title_name: "[GetTitleByKey('e_minister_grand_marshal').GetName]"
grand_marshal_law_title_name_holder: "[GetTitleByKey('e_minister_grand_marshal').GetHolder.GetShortUIName]"
grand_censor_law: "$councillor_spymaster_celestial_government_imperial$"
grand_censor_law_effects: "$EFFECT_LIST_BULLET$ Set [SelectLocalization( GetPlayer.IsValid, 'grand_censor_law_title_name', '$e_minister_censor|q$' )] [title_succession|E] as the [grand_secretariat|E] [succession|E]\n$EFFECT_LIST_BULLET$ Designate [SelectLocalization( GetPlayer.IsValid, 'grand_censor_law_title_name_holder', '$councillor_spymaster_celestial_government_imperial|q$' )] as the [grand_secretariat_director|E]"
grand_censor_law_title_name: "[GetTitleByKey('e_minister_censor').GetName]"
grand_censor_law_title_name_holder: "[GetTitleByKey('e_minister_censor').GetHolder.GetShortUIName]"
candidate_score_laws: "Candidate Score Focus"
candidate_score_laws_singular: "$candidate_score_laws$"
candidate_score_merit_law: "Merit"
candidate_score_merit_law_effects: "$EFFECT_LIST_BULLET$ [prestige_level|E] and [dynasty_prestige_level|E] have #bold no#! impact on [candidate_score|E]"
candidate_score_prestige_law: "Family"
candidate_score_prestige_law_effects: "$EFFECT_LIST_BULLET$ [prestige_level|E] and [dynasty_prestige_level|E] have major impact on [candidate_score|E]"
conservative_powerful_families_tt: "[house_heads|E] of at least [CHARACTER.MakeScope.ScriptValue('needed_conservative_powerful_families_value')] [powerful_families|E] have to be members of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey('conservative_movement').GetName] #weak (currently: $VALUE|0$)#!"
conservative_ministers_tt: "At least [CHARACTER.MakeScope.ScriptValue('needed_conservative_ministers_value')] [ministers|E] have to be members of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey('conservative_movement').GetName] #weak (currently: $VALUE|0$)#!"
not_conservative_powerful_families_tt: "[house_heads|E] of at least [CHARACTER.MakeScope.ScriptValue('needed_conservative_powerful_families_value')] [powerful_families|E] #bold cannot#! be members of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey('conservative_movement').GetName] #weak (currently: $VALUE|0$)#!"
not_conservative_ministers_tt: "At least [CHARACTER.MakeScope.ScriptValue('needed_conservative_ministers_value')] [ministers|E] #bold cannot#! be members of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey('conservative_movement').GetName] #weak (currently: $VALUE|0$)#!"
can_have_single_heir_succession_law_trigger_merit_or_japan_tt: "One of these:\n$BULLET_WITH_TAB$Your [culture|E] has the $innovation_primogeniture$ [innovation|E]\n$BULLET_WITH_TAB$You are an [independent|E] [ruler|E]\n$BULLET_WITH_TAB$You are the [ceremonial_liege|E]"

View file

@ -1,49 +0,0 @@
l_english:
ATTRITION_ICON_TITLE:1 "#T Army is going to take [attrition|E]#!"
ARMY_EMBARKED_PENALTY:0 "[embarked|E]: @advantage_icon!$EFFECT|0+=$ ($DAYS_LEFT$ days)"
ARMY_RECENTLY_DISEMBARKED_PENALTY:1 "[recently_disembarked|E]: @advantage_icon!$EFFECT|0+=$ ($DAYS_LEFT$ days)"
MAP_ICON_RECENTLY_DISEMBARKED_TOOLTIP:0 "#T Recently Disembarked#!\nWill be considered [recently_disembarked|E] for [UnitItem.GetArmy.GetDisembarkPenaltyDays] more days"
COMMANDER_IS_LEADER:0 "#underline #TOOLTIP:COMMANDER_IS_LEADER_TOOLTIP Commanded by Ruler#!#!"
COMMANDER_IS_LEADER_TOOLTIP:0 "#T Commanded by Ruler#!\n[Character.GetName] commands this army, giving the following bonuses:\n[GetLeadingTroopsBonus]"
POTENTIAL_COMMANDER_IS_LEADER_TOOLTIP:1 "#T Ruler#!\nBeing [commander|E] of your own [army|E] would give:\n[GetLeadingTroopsBonus]"
RP_TOOLTIP_CLICK:1 "#T [RallyPoint.GetName]#!\n$CLICK_TO_VIEW$"
ARMY_TOOLTIP_IS_GATHERING:1 "Gathering ([Army.GetGatheringDaysLeft] days)"
ARMY_TOOLTIP_IS_MOVEMENT_LOCKED:1 "[movement_locked|E]"
UNIT_ITEMS:1 "([UnitMapIcon.GetShownCount])"
RAID_ARMY_TOOLTIP: "#T Raider#!\nThis Army is on a [raid|E].\nIt is carrying [loot_i][Army.GetRaidLoot|V0]."
ARMY_AT_LOOT_CAP:1 "Cannot carry any more [loot|E]"
ARMY_AT_LOOT_CAP_TOOLTIP: "#T At Loot Cap#!\nThis army is carrying [loot_i][Army.GetRaidLoot|V0] and cannot [raid|E] more before returning home."
ARMY_RETREATING: "In [retreat|E]"
ARMY_IS_AUTOMATED: "Army is automated"
ARMY_IS_ALLY: "Allied Army"
MAP_RAID_TOOLTIP:0 "#T Ongoing Raid#!\nEstimated completion: [Raid.GetEta.GetString].\nResulting [loot|E]: [loot_i][Raid.GetProvince.GetLoot|0V].\n\n#I Click to view Raid.#!"
RECENTLY_RAIDED_TOOLTIP:0 "#T Recently Raided#!\nThis holding was recently raided and cannot be raided again until [Province.GetEndOfRecentlyLooted.GetString]"
MAP_PIN_BARTER_GOODS_NEEDED: "@barter_goods_icon! [DetailedBarterIcon.GetProvince.GetBarterGoodsNeeded|0V]"
MAP_PIN_BARTER_LOOT_RECEIVED: "@loot_icon![DetailedBarterIcon.GetProvince.GetLoot|0V]"
MAP_BARTER_TOOLTIP: "#T Ongoing Trade Mission#!\nEstimated completion: [BarterMission.GetEta.GetString].\nResulting [loot|E]: [loot_i][BarterMission.GetProvince.GetLoot|0V].\n\n#I Click to view Trade.#!"
BARTER_ARMY_TOOLTIP: "#T Traders#!\nThis Caravan is on a [trade|E] Mission.\nIt is carrying [loot_i][Army.GetBarterLoot|V0] [loot|E]."
RECENTLY_BARTERED_TOOLTIP: "#T Recently Traded#!\nThis holding was recently Traded with and cannot be Traded with again until [Province.GetEndOfRecentlyLooted.GetString]"
ARMY_LOOT_INFO:0 "[loot|E]: [loot_i][Army.GetRaidLoot|V0]/[Army.GetLootCap|0]"
MAP_ICON_EMBARK_COST:0 "[GetPlayer.GetTreasuryOrGoldPrefix][FleetPredictionMapIcon.GetEmbarkCost|V0][Select_CString(FleetPredictionMapIcon.IsCostOverOwned, '@warning_icon!', '')]"
MAP_ICON_UNIQUE_BUILDING_CAN_BUILD:1 "#I You can construct this Building#!\n\n"
MAP_ICON_UNIQUE_BUILDING_CANT_BUILD:2 "#X @warning_icon! You cannot construct this Building#!\n\n"
MAP_ICON_UNIQUE_BUILDING_CANT_USE:2 "#X @warning_icon! You cannot use this Building#!\n\n"
MAP_ICON_UNIQUE_BUILDING: "#T [UniqueBuildingIcon.GetBuildingType.GetNameNoTooltip]#!\n[UniqueBuildingIcon.GetBuildingType.GetDescription]\n\n[SelectLocalization( And( Not( UniqueBuildingIcon.IsBuilt ), UniqueBuildingIcon.CanConstruct ), 'MAP_ICON_UNIQUE_BUILDING_CAN_BUILD', '' )][SelectLocalization( And( Not( UniqueBuildingIcon.IsBuilt), Not( UniqueBuildingIcon.CanConstruct ) ), 'MAP_ICON_UNIQUE_BUILDING_CANT_BUILD', '' )][SelectLocalization( And( UniqueBuildingIcon.IsBuilt, Not( UniqueBuildingIcon.IsEnabled ) ), 'MAP_ICON_UNIQUE_BUILDING_CANT_USE', '' )]#T Effect:#!\n[UniqueBuildingIcon.GetEffect]"
MAP_ICON_GREAT_BUILDING: "#T [Building.GetNameNoTooltip]#!\n[Building.GetDescription]\n\n[SelectLocalization( And( Not( GreatBuildingIcon.IsBuilt ), GreatBuildingIcon.CanConstruct ), 'MAP_ICON_UNIQUE_BUILDING_CAN_BUILD', '' )][SelectLocalization( And( Not( GreatBuildingIcon.IsBuilt), Not( GreatBuildingIcon.CanConstruct ) ), 'MAP_ICON_UNIQUE_BUILDING_CANT_BUILD', '' )][SelectLocalization( And( GreatBuildingIcon.IsBuilt, Not( GreatBuildingIcon.IsEnabled ) ), 'MAP_ICON_UNIQUE_BUILDING_CANT_USE', '' )]\n[GreatBuildingIcon.GetEffect]"
MAP_ICON_PROVISIONS_LOW_TT: "#X [provisions|E] run low past this point — [privation|E] events will occur!#!"
MAP_ICON_PROVISIONS_CRITICAL_TT: "#XB [provisions|E] run out past this point — extreme [privation|E] events will occur!#!"
MAP_ICON_LANDLESS_RULERS_COUNT: "+[Subtract_int32( LandlessRulersMapIcon.GetValidDomicilesCount, '(int32)1')]"
MAP_ICON_GREAT_PROJECTS_COUNT: "+[Subtract_int32( GetDataModelSize( GreatProjectMapIcon.GetProjects ), '(int32)1')]"
MAP_ICON_DETAILED_RAID_LOOT: "@loot_icon![DetailedRaidIcon.GetProvince.GetLoot|0V]"
MAP_ICON_DETAILED_RAID_TT: "#T [DetailedRaidIcon.GetProvince.GetNameNoTooltip]#!\nLoot: [loot_i] [DetailedRaidIcon.GetLoot|0]"
MAP_ICON_DETAILED_RAID_LOOT_POTENTIAL_TT: "#T Potential Raid#!\n Resulting [loot|E]: [loot_i][DetailedRaidIcon.GetLoot|0]\n\n$MAP_ICON_DETAILED_RAID_LOOT_HOLD_ALT_TT$"
MAP_ICON_DETAILED_RAID_LOOT_ONGOING_TT: "#T Ongoing Raid#!\nEstimated completion: [DetailedRaidIcon.GetRaid.GetEta.GetString].\nResulting [loot|E]: [loot_i][DetailedRaidIcon.GetProvince.GetLoot|0V].\n\n#I Click to view [raid|e].#!\n$MAP_ICON_DETAILED_RAID_LOOT_HOLD_ALT_TT$"
MAP_ICON_DETAILED_RAID_LOOT_HOLD_ALT_TT: "#I Hold Alt to display all holdings with loot you can [raid|e].#!"
MAP_ICON_DETAILED_BARTER_TT: "#T [DetailedBarterIcon.GetProvince.GetNameNoTooltip]#!\nLoot: [loot_i] [DetailedBarterIcon.GetLoot|0]"
MAP_ICON_BARTER_WARNING: "[SelectLocalization( LessThan_CFixedPoint( GetPlayer.GetCurrency('barter_goods'), DetailedBarterIcon.GetProvince.GetBarterGoodsNeeded ), 'MAP_ICON_DETAILED_BARTER_INSUFFICIENT_GOODS', '')]"
MAP_ICON_DETAILED_BARTER_INSUFFICIENT_GOODS: "@warning_icon! #X Insufficient [barter_goods] to [barter] here#!\n"
MAP_ICON_DETAILED_BARTER_LOOT_POTENTIAL_TT: "#T Potential Trade Mission#!\nResulting [loot|E]: [loot_i][DetailedBarterIcon.GetLoot|0V]\nRequired [trade_goods|E]: [barter_goods_i][DetailedBarterIcon.GetProvince.GetBarterGoodsNeeded|0V]\n$MAP_ICON_BARTER_WARNING$\n$MAP_ICON_DETAILED_BARTER_LOOT_HOLD_ALT_TT$"
MAP_ICON_DETAILED_BARTER_LOOT_ONGOING_TT: "#T Ongoing Trade Mission#!\nEstimated completion: [DetailedBarterIcon.GetBarter.GetEta.GetString]\nResulting [loot|E]: [loot_i][DetailedBarterIcon.GetProvince.GetLoot|0V]\nRequired [trade_goods|E]: [barter_goods_i][DetailedBarterIcon.GetProvince.GetBarterGoodsNeeded|0V]\n$MAP_ICON_BARTER_WARNING$\n#I Click to view [trade|E].#!\n$MAP_ICON_DETAILED_BARTER_LOOT_HOLD_ALT_TT$"
MAP_ICON_DETAILED_BARTER_LOOT_HOLD_ALT_TT: "#I Hold Alt to display all holdings with loot in which you can [trade|E].#!"
MAP_ICON_ACTIVITY_DISABLED: "[Activity.GetInvolvementText( Character.Self, 'hud' )]\n\n#X @warning_icon! Activity has already started, you will not arrive on time or you were not invited#!"

View file

@ -1,513 +0,0 @@
l_english:
mercenary_company_bitter_winter_band:0 "Bitter-Winter Band"
mercenary_company_knE_z_evi_of_the_road:0 "Knéževi of the Road"
mercenary_company_forest_wolves:0 "Forest Wolves"
mercenary_company_allemannic_guard:0 "Allemannic Guard"
mercenary_company_allemannic_guard_article:0 "the "
mercenary_company_almogavars_1:0 "Almogavars of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_almogavars_1_article:0 "the "
mercenary_company_almogavars_2:0 "Almogavars of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_almogavars_2_article:0 "the "
mercenary_company_almogavars_andalusian_1:0 "Almogavars of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_almogavars_andalusian_1_article:0 "the "
mercenary_company_altaic_riders_of_place:0 "Riders of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_altaic_riders_of_place_article:0 "the "
mercenary_company_andalusian_treasurers_1:0 "Treasurers of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_andalusian_treasurers_1_article:0 "the "
mercenary_company_apabhransa_band:0 "Apabhranśa Band"
mercenary_company_apabhransa_band_article:0 "the "
mercenary_company_army_of_kylfingar:0 "Army of Kylfingar"
mercenary_company_army_of_kylfingar_article:0 "the "
mercenary_company_army_of_the_crossing:0 "Army of the Crossing"
mercenary_company_army_of_the_crossing_article:0 "the "
mercenary_company_army_of_the_ore:0 "Army of the Ore"
mercenary_company_army_of_the_ore_article:0 "the "
mercenary_company_army_of_the_senator:0 "Army of the Senator"
mercenary_company_army_of_the_senator_article:0 "the "
mercenary_company_army_under_the_sky:0 "Army Under the Sky"
mercenary_company_army_under_the_sky_article:0 "the "
mercenary_company_badami_companions:0 "Badami Companions"
mercenary_company_badami_companions_article:0 "the "
mercenary_company_baltic_band:0 "Baltic Band"
mercenary_company_baltic_band_article:0 "the "
mercenary_company_band_of_firesmoke:0 "Band of Firesmoke"
mercenary_company_band_of_firesmoke_article:0 "the "
mercenary_company_band_of_horned_welshmen:0 "Band of the Horn"
mercenary_company_band_of_horned_welshmen_article:0 "the "
mercenary_company_band_of_kerns:0 "Band of Kerns"
mercenary_company_band_of_kerns_article:0 "the "
mercenary_company_band_of_medes:0 "Band of Medes"
mercenary_company_band_of_medes_article:0 "the "
mercenary_company_band_of_sermaj:0 "Band of Sermaj"
mercenary_company_band_of_sermaj_article:0 "the "
mercenary_company_band_of_the_arrow_rain:0 "Band of the Arrow Rain"
mercenary_company_band_of_the_arrow_rain_article:0 "the "
mercenary_company_band_of_the_bay:0 "Band of the Bay"
mercenary_company_band_of_the_bay_article:0 "the "
mercenary_company_band_of_the_black_monk:0 "Band of the Black Monk"
mercenary_company_band_of_the_black_monk_article:0 "the "
mercenary_company_band_of_the_brigand_emperor:0 "Band of the Brigand Emperor"
mercenary_company_band_of_the_brigand_emperor_article:0 "the "
mercenary_company_band_of_the_egg:0 "Band of the Egg"
mercenary_company_band_of_the_egg_article:0 "the "
mercenary_company_band_of_the_fallen_knez:0 "Band of the Fallen Knez"
mercenary_company_band_of_the_fallen_knez_article:0 "the "
mercenary_company_band_of_the_father:0 "Band of the Father"
mercenary_company_band_of_the_father_article:0 "the "
mercenary_company_band_of_the_fields:0 "Band of the Fields"
mercenary_company_band_of_the_fields_article:0 "the "
mercenary_company_band_of_the_nilgai:0 "Band of the Nilgai"
mercenary_company_band_of_the_nilgai_article:0 "the "
mercenary_company_band_of_the_seas:0 "Band of the Seas"
mercenary_company_band_of_the_seas_article:0 "the "
mercenary_company_band_of_tocharoi:0 "Band of Tókharoi"
mercenary_company_band_of_tocharoi_article:0 "the "
mercenary_company_baranis_company_of_place:0 "Company of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_baranis_company_of_place_article:0 "the "
mercenary_company_bedouin_company_of_place:0 "Company of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_bedouin_company_of_place_article:0 "the "
mercenary_company_bengal_host:0 "Bengal Host"
mercenary_company_bengal_host_article:0 "the "
mercenary_company_birchers_of_place:0 "Birchers of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_birchers_of_place_article:0 "the "
mercenary_company_black_band:0 "Black Band"
mercenary_company_black_band_article:0 "the "
mercenary_company_bodyguards_of_gwendolen:0 "Bodyguards of Gwendolen"
mercenary_company_bodyguards_of_gwendolen_article:0 "the "
mercenary_company_border_reavers_band:0 "Border Reaver's Band"
mercenary_company_border_reavers_band_article:0 "the "
mercenary_company_border_reivers:0 "Border Reivers"
mercenary_company_border_reivers_article:0 "the "
mercenary_company_brothers_of_bayan:0 "Brothers of Bayan"
mercenary_company_brothers_of_bayan_article:0 "the "
mercenary_company_bull:0 "Company of the Bull"
mercenary_company_bull_article:0 "the "
mercenary_company_butr_place_band:0 "[TITLE.GetNameNoTierNoTooltip] Band"
mercenary_company_butr_place_band_article:0 "the "
mercenary_company_chastisement_of_place:0 "Chastisement of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_chastisement_of_place_article:0 "the "
mercenary_company_compagnia_del_cappalletto:0 "Company of the Hat"
mercenary_company_compagnia_del_cappalletto_article:0 "the "
mercenary_company_compagnia_della_rosa:0 "Company of the Rose"
mercenary_company_compagnia_della_rosa_article:0 "the "
mercenary_company_compagnia_della_stella:0 "Company of the Star"
mercenary_company_compagnia_della_stella_article:0 "the "
mercenary_company_compagnia_di_san_giorgio:0 "Company of Saint George"
mercenary_company_compagnia_di_san_giorgio_article:0 "the "
mercenary_company_companions_of_the_woods:0 "Companions of the Woods"
mercenary_company_companions_of_the_woods_article:0 "the "
mercenary_company_company_of_bretons:0 "Company of Bretons"
mercenary_company_company_of_bretons_article:0 "the "
mercenary_company_company_of_four_kings:0 "Company of Four Kings"
mercenary_company_company_of_four_kings_article:0 "the "
mercenary_company_company_of_jarl_landless:0 "Company of Jarl Landless"
mercenary_company_company_of_jarl_landless_article:0 "the "
mercenary_company_company_of_khantys:0 "Company of Khanty"
mercenary_company_company_of_kashmir:0 "Company of Kashmir"
mercenary_company_company_of_khantys_article:0 "the "
mercenary_company_company_of_kvens:0 "Company of Kvens"
mercenary_company_company_of_kvens_article:0 "the "
mercenary_company_company_of_makran:0 "Company of Makran"
mercenary_company_company_of_makran_article:0 "the "
mercenary_company_company_of_many_colours:0 "Company of Many Colors"
mercenary_company_company_of_many_colours_article:0 "the "
mercenary_company_company_of_meroe:0 "Company of Meroe"
mercenary_company_company_of_meroe_article:0 "the "
mercenary_company_company_of_odisha:0 "Company of Odisha"
mercenary_company_company_of_odisha_article:0 "the "
mercenary_company_company_of_oleg:0 "Followers of Oleg"
mercenary_company_company_of_oleg_article:0 "the "
mercenary_company_company_of_rus:0 "Company of Rus"
mercenary_company_company_of_rus_article:0 "the "
mercenary_company_company_of_sea_crossers:0 "Company of Sea Crossers"
mercenary_company_company_of_sea_crossers_article:0 "the "
mercenary_company_company_of_shahids:0 "Company of Shahids"
mercenary_company_company_of_shahids_article:0 "the "
mercenary_company_company_of_shield_and_scian:0 "Company of Shield and Scian"
mercenary_company_company_of_shield_and_scian_article:0 "the "
mercenary_company_company_of_sogdiana:0 "Company of Sogdiana"
mercenary_company_company_of_sogdiana_article:0 "the "
mercenary_company_company_of_the_cannibal:0 "Company of the Cannibal"
mercenary_company_company_of_the_cannibal_article:0 "the "
mercenary_company_company_of_the_cruel_hand:0 "Company of the Cruel Hand"
mercenary_company_company_of_the_cruel_hand_article:0 "the "
mercenary_company_company_of_the_dead_men:0 "Company of the Dead Men"
mercenary_company_company_of_the_dead_men_article:0 "the "
mercenary_company_company_of_the_deeplands:0 "Company of the Deeplands"
mercenary_company_company_of_the_deeplands_article:0 "the "
mercenary_company_company_of_the_delta:0 "Company of the Delta"
mercenary_company_company_of_the_delta_article:0 "the "
mercenary_company_company_of_the_dog:0 "Company of the Dog"
mercenary_company_company_of_the_dog_article:0 "the "
mercenary_company_company_of_the_exile:0 "Company of the Exile"
mercenary_company_company_of_the_exile_article:0 "the "
mercenary_company_company_of_the_gambia:0 "Company of the Gambra"
mercenary_company_company_of_the_gambia_article:0 "the "
mercenary_company_company_of_the_ganges:0 "Company of the Ganges"
mercenary_company_company_of_the_ganges_article:0 "the "
mercenary_company_company_of_the_ghats:0 "Company of the Ghats"
mercenary_company_company_of_the_ghats_article:0 "the "
mercenary_company_company_of_the_goad:0 "Company of the Goad"
mercenary_company_company_of_the_goad_article:0 "the "
mercenary_company_company_of_the_great_rann:0 "Company of the Great Rann"
mercenary_company_company_of_the_great_rann_article:0 "the "
mercenary_company_company_of_the_kings_son:0 "Company of the King's Son"
mercenary_company_company_of_the_kings_son_article:0 "the "
mercenary_company_company_of_the_koyil:0 "Company of the Koyil"
mercenary_company_company_of_the_koyil_article:0 "the "
mercenary_company_company_of_the_leopard:0 "Company of the Leopard"
mercenary_company_company_of_the_leopard_article:0 "the "
mercenary_company_company_of_the_oasis:0 "Company of the Oasis"
mercenary_company_company_of_the_oasis_article:0 "the "
mercenary_company_company_of_the_punjab:0 "Company of the Punjab"
mercenary_company_company_of_the_punjab_article:0 "the "
mercenary_company_company_of_the_saint:0 "Company of the Saint"
mercenary_company_company_of_the_saint_article:0 "the "
mercenary_company_company_of_the_skull_cup:0 "Company of the Skull Cup"
mercenary_company_company_of_the_skull_cup_article:0 "the "
mercenary_company_company_of_the_staff:0 "Company of the Staff"
mercenary_company_company_of_the_staff_article:0 "the "
mercenary_company_company_of_the_stalo:0 "Company of the Stalo"
mercenary_company_company_of_the_stalo_article:0 "the "
mercenary_company_company_of_the_stone_anchor:0 "Company of the Stone Anchor"
mercenary_company_company_of_the_stone_anchor_article:0 "the "
mercenary_company_company_of_the_stout_horse:0 "Company of the Stout Horse"
mercenary_company_company_of_the_stout_horse_article:0 "the "
mercenary_company_company_of_the_tiger:0 "Company of the Tiger"
mercenary_company_company_of_the_tiger_article:0 "the "
mercenary_company_company_of_the_yurt:0 "Company of the Yurt"
mercenary_company_company_of_the_yurt_article:0 "the "
mercenary_company_counts_exiles:0 "Count's Exiles"
mercenary_company_counts_exiles_article:0 "the "
mercenary_company_daylamite_company:0 "Daylamite Company"
mercenary_company_daylamite_company_article:0 "the "
mercenary_company_default:0 "[CULTURE.GetNameNoTooltip] Band of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_desert_brethren:0 "Desert Brethren"
mercenary_company_desert_brethren_article:0 "the "
mercenary_company_dreamers_of_the_jog:0 "Dreamers of the Jog"
mercenary_company_dreamers_of_the_jog_article:0 "the "
mercenary_company_druzynan_host:0 "Drużynan Host"
mercenary_company_druzynan_host_article:0 "the "
mercenary_company_finnish_band:0 "Finnish Band"
mercenary_company_finnish_band_article:0 "the "
mercenary_company_flemish_band:0 "Flemish Band"
mercenary_company_flemish_band_article:0 "the "
mercenary_company_followers_of_sundiata:0 "Followers of Sundiata"
mercenary_company_followers_of_sundiata_article:0 "the "
mercenary_company_followers_of_the_priest_king:0 "Followers of the Priest King"
mercenary_company_followers_of_the_priest_king_article:0 "the "
mercenary_company_free_company_of_the_pospolite:0 "Free Company of the Pospolite"
mercenary_company_free_company_of_the_pospolite_article:0 "the "
mercenary_company_freelances_of_brandys:0 "Free Lances of Brandýs"
mercenary_company_freelances_of_brandys_article:0 "the "
mercenary_company_french:0 "Company of the Rooster"
mercenary_company_french_article:0 "the "
mercenary_company_french_band_1:0 "Band of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_french_band_1_article:0 "the "
mercenary_company_french_band_2:0 "[TITLE.GetNameNoTierNoTooltip] Band"
mercenary_company_french_band_2_article:0 "the "
mercenary_company_gallowglasses:0 "Gallowglasses"
mercenary_company_gallowglasses_article:0 "the "
mercenary_company_geezan_company:0 "Ge'ezan Company"
mercenary_company_geezan_company_article:0 "the "
mercenary_company_ghilman:0 "Ghilman"
mercenary_company_ghilman_article:0 "the "
mercenary_company_gondershe_band:0 "Gondershe Band"
mercenary_company_gondershe_band_article:0 "the "
mercenary_company_gota_band:0 "Göta Band"
mercenary_company_gota_band_article:0 "the "
mercenary_company_gran_companyia_catalana:0 "Great Catalan Company"
mercenary_company_gran_companyia_catalana_article:0 "the "
mercenary_company_great_company:0 "Great Company"
mercenary_company_great_company_article:0 "the "
mercenary_company_guardians_of_almnara:0 "Guardians of Almnara"
mercenary_company_guardians_of_almnara_article:0 "the "
mercenary_company_guards_of_rama_setu:0 "Guards of Rama Setu"
mercenary_company_guards_of_rama_setu_article:0 "the "
mercenary_company_harappan_band:0 "Harappan Band"
mercenary_company_harappan_band_article:0 "the "
mercenary_company_hawkwoods_band:0 "Hawkwood's Band"
mercenary_company_hengist_retinue:0 "Retinue of Hengist"
mercenary_company_hengist_retinue_article:0 "the "
mercenary_company_herder_company:0 "Herder Company"
mercenary_company_herder_company_article:0 "the "
mercenary_company_heruli:0 "Herules"
mercenary_company_heruli_article:0 "the "
mercenary_company_hindustani_band:1 "Kannauji Band"
mercenary_company_hindustani_band_article:0 "the "
mercenary_company_hoplites_of_place:0 "Hoplites of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_hoplites_of_place_article:0 "the "
mercenary_company_horsas_band:0 "Band of Horsa"
mercenary_company_horsas_band_article:0 "the "
mercenary_company_host_of_komi:0 "Host of Komi"
mercenary_company_host_of_komi_article:0 "the "
mercenary_company_host_of_sangala:0 "Host of Sangala"
mercenary_company_host_of_sangala_article:0 "the "
mercenary_company_host_of_the_nile:0 "Host of the Nile"
mercenary_company_host_of_the_nile_article:0 "the "
mercenary_company_host_of_the_viscount:0 "Host of the Viscount"
mercenary_company_host_of_the_viscount_article:0 "the "
mercenary_company_host_of_varangians:0 "Varangian Host"
mercenary_company_host_of_varangians_article:0 "the "
mercenary_company_huscarls_of_the_sea:0 "Huscarls of the Sea"
mercenary_company_huscarls_of_the_sea_article:0 "the "
mercenary_company_immortals_of_place:0 "Immortals of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_immortals_of_place_article:0 "the "
mercenary_company_iron_arms_company:0 "Iron Arm's Company"
mercenary_company_iron_arms_company_article:0 "the "
mercenary_company_karjala_company:0 "Karjala Company"
mercenary_company_karjala_company_article:0 "the "
mercenary_company_keepers_of_the_lighthouse:0 "Keepers of the Lighthouse"
mercenary_company_keepers_of_the_lighthouse_article:0 "the "
mercenary_company_khanty_host:0 "Khanty Host"
mercenary_company_khanty_host_article:0 "the "
mercenary_company_khorasan_band:0 "Khorasani Band"
mercenary_company_khorasan_band_article:0 "the "
mercenary_company_kievan_band:1 "Kyivan Band"
mercenary_company_kievan_band_article:0 "the "
mercenary_company_kushite_band:0 "Kushite Band"
mercenary_company_kushite_band_article:0 "the "
mercenary_company_lawgochs_followers:0 "Lawgoch's Followers"
mercenary_company_madhmanns_company:0 "Madhmann's Company"
mercenary_company_mamluks:0 "Mamluks"
mercenary_company_mamluks_article:0 "the "
mercenary_company_manglabites:0 "Manglabites"
mercenary_company_manglabites_article:0 "the "
mercenary_company_marchers_of_wasconia:0 "Marchers of Wasconia"
mercenary_company_marchers_of_wasconia_article:0 "the "
mercenary_company_mawali_band:0 "Mawali Band"
mercenary_company_mawali_band_article:0 "the "
mercenary_company_moksha_archer_company:0 "Moksha Archer Company"
mercenary_company_moksha_archer_company_article:0 "the "
mercenary_company_nafarroako_konpainia:0 "Navarrese Company"
mercenary_company_nafarroako_konpainia_article:0 "the "
mercenary_company_nenet_band:0 "Nenet Band"
mercenary_company_nenet_band_article:0 "the "
mercenary_company_noba_company:0 "Noba Company"
mercenary_company_noba_company_article:0 "the "
mercenary_company_normans_of_drengot:0 "Normans of Drengot"
mercenary_company_normans_of_drengot_article:0 "the "
mercenary_company_north_sea_reavers:0 "North Sea Reavers"
mercenary_company_north_sea_reavers_article:0 "the "
mercenary_company_oder_band:0 "Oder Free Company"
mercenary_company_oder_band_article:0 "the "
mercenary_company_of_the_brabancon_wolf:0 "Company of the Brabançon Wolf"
mercenary_company_of_the_brabancon_wolf_article:0 "the "
mercenary_company_oriya_band:0 "Oryia Band"
mercenary_company_oriya_band_article:0 "the "
mercenary_company_place_cataphracts:0 "[TITLE.GetNameNoTierNoTooltip] Cataphracts"
mercenary_company_place_cataphracts_article:0 "the "
mercenary_company_place_horde:0 "[TITLE.GetNameNoTierNoTooltip] Horde"
mercenary_company_place_horde_article:0 "the "
mercenary_company_queens_hird:0 "Queen's Hird"
mercenary_company_queens_hird_article:0 "the "
mercenary_company_raiders_of_caspia:0 "Raiders of Caspia"
mercenary_company_raiders_of_caspia_article:0 "the "
mercenary_company_rajaputra_band:0 "Rajaputra Band"
mercenary_company_rajaputra_band_article:0 "the "
mercenary_company_redshanks:0 "Redshanks"
mercenary_company_redshanks_article:0 "the "
mercenary_company_rice_grain_band:0 "Rice Grain Band"
mercenary_company_rice_grain_band_article:0 "the "
mercenary_company_riders_of_the_coast:0 "Riders of the Coast"
mercenary_company_riders_of_the_coast_article:0 "the "
mercenary_company_riders_of_the_mountains:0 "Riders of the Mountains"
mercenary_company_riders_of_the_mountains_article:0 "the "
mercenary_company_routiers_1:0 "Routiers of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_routiers_1_article:0 "the "
mercenary_company_routiers_of_the_archpriest:0 "Routiers of the Archpriest"
mercenary_company_routiers_of_the_archpriest_article:0 "the "
mercenary_company_sahelian_band:0 "Sahelian Band"
mercenary_company_sahelian_band_article:0 "the "
mercenary_company_sarkans_of_place:0 "Sarkans of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_sarkans_of_place_article:0 "the "
mercenary_company_servants_of_the_vatandar:0 "Servants of the Vatandar"
mercenary_company_servants_of_the_vatandar_article:0 "the "
mercenary_company_sheperds_of_the_romans:0 "Shepherds of the Romans"
mercenary_company_sheperds_of_the_romans_article:0 "the "
mercenary_company_slaughterers:0 "Slaughterers"
mercenary_company_slaughterers_article:0 "the "
mercenary_company_sogdian_warriors:0 "Sogdian Warriors"
mercenary_company_sogdian_warriors_article:0 "the "
mercenary_company_steppe_dancers_band:0 "Steppe Dancer's Band"
mercenary_company_steppe_dancers_band_article:0 "the "
mercenary_company_stratioti_of_place_1:0 "Stratioti of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_stratioti_of_place_1_article:0 "the "
mercenary_company_stratioti_of_place_2:0 "Band of [TITLE.GetNameNoTierNoTooltip] Stratioti"
mercenary_company_stratioti_of_place_2_article:0 "the "
mercenary_company_swiss_guard:0 "Swiss Guard"
mercenary_company_swiss_guard_article:0 "the "
mercenary_company_tard_venus_1:0 "Tard-Venus de [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_tard_venus_1_article:0 "the "
mercenary_company_terrors_of_tamilakam:0 "Terrors of Tamilakam"
mercenary_company_terrors_of_tamilakam_article:0 "the "
mercenary_company_the_followers_from_place:0 "Followers from [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_the_followers_from_place_article:0 "the "
mercenary_company_the_longbeard_band:0 "Longbeard Band"
mercenary_company_the_longbeard_band_article:0 "the "
mercenary_company_the_ten_thousand:0 "Ten Thousand"
mercenary_company_the_ten_thousand_article:0 "the "
mercenary_company_the_wanderers:0 "Wanderers"
mercenary_company_the_wanderers_article:0 "the "
mercenary_company_thinglith:0 "Thinglith"
mercenary_company_thinglith_article:0 "the "
mercenary_company_tigers_of_place:0 "Tigers of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_tigers_of_place_article:0 "the "
mercenary_company_tigrayit_band:0 "Tigrayit Band"
mercenary_company_tigrayit_band_article:0 "the "
mercenary_company_true_khans_faithful:0 "True Khan's Faithful"
mercenary_company_true_khans_faithful_article:0 "the "
mercenary_company_mongolic_riders_of_place:0 "Riders of Mongol [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_turkic_riders_of_place:0 "Turkic Riders of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_mongolic_riders_of_place_article:0 "the "
mercenary_company_tungabhadra_band:0 "Tungabhadra Gang"
mercenary_company_tungabhadra_band_article:0 "the "
mercenary_company_union_of_swords:0 "Union of Swords"
mercenary_company_union_of_swords_article:0 "the "
mercenary_company_velaikkarar_of_place:0 "Velaikkarar of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_velaikkarar_of_place_article:0 "the "
mercenary_company_veterans_of_chaldia:0 "Veterans of Chaldia"
mercenary_company_veterans_of_chaldia_article:0 "the "
mercenary_company_veterans_of_the_marches:0 "Veterans of the Marches"
mercenary_company_veterans_of_the_marches_article:0 "the "
mercenary_company_wakes_guard:0 "Wake's Guard"
mercenary_company_warband_of_the_great_hall:0 "Warband of the Great Hall"
mercenary_company_warband_of_the_great_hall_article:0 "the "
mercenary_company_warriors_of_zaranj:0 "Warriors of Zaranj"
mercenary_company_warriors_of_zaranj_article:0 "the "
mercenary_company_wayfarers_of_place:0 "Wayfarers of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_wayfarers_of_place_article:0 "the "
mercenary_company_westwards_band:0 "Westwards Band"
mercenary_company_westwards_band_article:0 "the "
mercenary_company_white_company:0 "White Company"
mercenary_company_white_company_article:0 "the "
mercenary_false_earls_company:0 "Company of the False-Earl"
mercenary_false_earls_company_article:0 "the "
mercenary_company_burmese_host:0 "Burmese Host"
mercenary_company_company_of_the_irrawaddy:0 "Company of the Irrawaddy"
mercenary_company_company_of_the_irrawaddy_article:0 "the "
mercenary_company_host_of_kashmir:0 "Host of Kashmir"
mercenary_company_host_of_kashmir_article:0 "the "
mercenary_company_beja_place_band:0 "Beja Place Band"
mercenary_company_company_of_the_chad:0 "Company of the Chad"
mercenary_company_company_of_the_chad_article:0 "the "
mercenary_company_followers_of_bayajida:0 "Followers of Bayajida"
mercenary_company_mon_host:0 "Mon Host"
mercenary_sadhuim_company:0 "Sadhuim Company"
mercenary_sadhuim_company_article:0 "the "
mercenary_company_of_the_valley:0 "Company of the Valley"
mercenary_company_of_the_valley_article:0 "the "
mercenary_company_arakan_band:0 "Arakan Band"
mercenary_company_sardinian_band:0 "Sardinian Band"
mercenary_company_sardinian_band_article:0 "the "
mercenary_company_condottiere_band:1 "[CULTURE.GetNameNoTooltip] Condottiere Band"
mercenary_company_condottiere_band_article:0 "the "
mercenary_company_sicilian_band:0 "Sicilian Band"
mercenary_company_sicilian_band_article:0 "the "
mercenary_company_freelances_of_velehrad:0 "Freelances of Velehrad"
mercenary_company_freelances_of_velehrad_article:0 "the "
mercenary_company_army_of_morava_bend:0 "Army of Morava Bend"
mercenary_company_army_of_morava_bend_article:0 "the "
mercenary_company_company_of_the_faithbearers:0 "Company of the Faithbearers"
mercenary_company_company_of_the_faithbearers_article:0 "the "
mercenary_company_company_of_bukhara:0 "Company of Bukhara"
mercenary_company_company_of_bukhara_article:0 "the "
mercenary_company_dehqan_warriors:0 "Dehqan Warriors"
mercenary_company_dehqan_warriors_article:0 "the "
mercenary_company_company_of_khwarezm:0 "Company of Khwarezm"
mercenary_company_company_of_khwarezm_article:0 "the "
mercenary_company_khwarezmian_warriors:0 "Khwarezmian Warriors"
mercenary_company_khwarezmian_warriors_article:0 "the "
mercenary_company_teutonic_brotherhood:0 "Teutonic Brotherhood"
mercenary_company_teutonic_brotherhood_article:0 "the "
mercenary_company_saxon_steelbearers:0 "Saxon Steelbearers"
mercenary_company_saxon_steelbearers_article:0 "the "
mercenary_company_hansa_guard:0 "Hansa Guard"
mercenary_company_hansa_guard_article:0 "the "
mercenary_company_sons_of_widukind:0 "Sons of Widukind"
mercenary_company_sons_of_widukind_article:0 "the "
mercenary_company_franconian_company:0 "Franconian Company"
mercenary_company_franconian_company_article:0 "the "
mercenary_company_thuringian_blades:0 "Thuringian Blades"
mercenary_company_thuringian_blades_article:0 "the "
mercenary_company_rhenish_band:0 "Rhenish Band"
mercenary_company_rhenish_band_article:0 "the "
mercenary_company_new_franks:0 "New Franks"
mercenary_company_new_franks_article:0 "the "
mercenary_company_swabian_band:0 "Swabian Band"
mercenary_company_swabian_band_article:0 "the "
mercenary_company_alsace_fighters:0 "Alsace Fighters"
mercenary_company_alsace_fighters_article:0 "the "
mercenary_company_alemannic_sellswords:0 "Alemannic Sellswords"
mercenary_company_alemannic_sellswords_article:0 "the "
mercenary_company_helvetic_guard:0 "Helvetic Guard"
mercenary_company_helvetic_guard_article:0 "the "
mercenary_company_bavarian_band:0 "Bavarian Band"
mercenary_company_bavarian_band_article:0 "the "
mercenary_company_austrian_company:0 "Austrian Company"
mercenary_company_austrian_company_article:0 "the "
mercenary_company_tyrol_warriors:0 "Tyrol Warriors"
mercenary_company_tyrol_warriors_article:0 "the "
mercenary_company_styrian_panthers:0 "Styrian Panthers"
mercenary_company_styrian_panthers_article:0 "the "
mercenary_company_woad_raiders:0 "Woad Raiders"
mercenary_company_woad_raiders_article:0 "the "
mercenary_company_ashanti_band:0 "Ashanti Band"
mercenary_company_ashanti_band_article:0 "the "
mercenary_company_company_of_the_volta:0 "Company of the Volta"
mercenary_company_company_of_the_volta_article:0 "the "
mercenary_company_followers_of_akwei:0 "Followers of Akwei"
mercenary_company_followers_of_akwei_article:0 "the "
mercenary_company_company_of_awkar:0 "Company of Awkar"
mercenary_company_company_of_awkar_article:0 "the "
mercenary_company_followers_of_kayamagha:0 "Followers of Kayamagha"
mercenary_company_followers_of_kayamagha_article:0 "the "
mercenary_company_yoruba_band:0 "Yoruba Band"
mercenary_company_yoruba_band_article:0 "the "
mercenary_company_company_of_the_niger:0 "Company of the Niger"
mercenary_company_company_of_the_niger_article:0 "the "
mercenary_company_followers_of_oduduwa:0 "Followers of Oduduwa"
mercenary_company_followers_of_oduduwa_article:0 "the "
mercenary_company_band_of_the_panther:0 "Band of the Panther"
mercenary_company_band_of_the_panther_article:0 "the"
mercenary_company_hammerbearers:0 "Hammer bearers"
mercenary_company_hammerbearers_article:0 "the"
mercenary_company_carantanian_white_cloaks:0 "Carantanian White Cloaks"
mercenary_company_carantanian_white_cloaks_article:0 "the"
mercenary_company_barge_raiders: "Barge Raiders"
mercenary_company_barge_raiders_article: "the"
mercenary_company_bloody_reeds: "Bloody Reeds"
mercenary_company_bloody_reeds_article: "the"
mercenary_company_trampling_gazelles: "Trampling Gazelles"
mercenary_company_trampling_gazelles_article: "the"
mercenary_company_cretans: "Cretans"
mercenary_company_cretans_article: "the "
mercenary_company_vanguard_of_kilwa: "Vanguard of Kilwa"
mercenary_company_vanguard_of_kilwa_article: "the "
mercenary_company_sofala_guardians: "Sofala Guardians"
mercenary_company_sofala_guardians_article: "the "
mercenary_company_league_of_gods_house: "League of God's House"
mercenary_company_league_of_gods_house_article: "the "
mercenary_company_gray_league: "Gray League"
mercenary_company_gray_league_article: "the "
mercenary_company_rhaetian_column: "Rhaetian Column"
mercenary_company_rhaetian_column_article: "the "
hireable_ruler_is_mercenary_company_captain_blocker: "@warning_icon! #X [CHARACTER.GetShortUINameNoTooltip] is the captain of a [mercenary_company|e]#!"
hireable_ruler_no_mercenary_government_rule_blocker: "@warning_icon! #X [CHARACTER.GetNamePossessiveOrMy] [government|e] is #bold not#! allow contracted mercenary work.#!"
hireable_ruler_you_are_not_at_war_blocker: "@warning_icon! #X $NOT_I_AM_AT_WAR_TRIGGER$#!"
###### NEOW ######
mercenary_company_free_batallion_of_place:0 "Free Batallion of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_free_batallion_of_place_article:0 "the "
mercenary_company_free_batallion_of_place:0 "Free Guard's Batallion of Insterburg"
mercenary_company_free_batallion_of_place_article:0 "the "
mercenary_company_rota_of_rus:0 "Russkaya Rota"
mercenary_company_rota_of_rus_article:0 "the "
mercenary_company_akrítai:0 "Akrítai"
mercenary_company_akrítai_article: "the "
mercenary_company_cheroúli:0 "Eroúli"
mercenary_company_cheroúli_article: "the "
mercenary_company_óplitis_of_place:0 "Oplítes of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_hoplites_of_place_article:0 "the "

View file

@ -1,403 +0,0 @@
l_english:
message_filter: "Message Filter"
message_filter_generic_interface_message_good: "@catch_all_icon! Generic Good Messages"
message_filter_generic_interface_message_good_desc: "A positive effect belonging to no distinct category"
message_filter_generic_interface_message_bad: "@catch_all_icon! Generic Bad Messages"
message_filter_generic_interface_message_bad_desc: "A negative effect belonging to no distinct category"
message_filter_generic_interface_message_neutral: "@catch_all_icon! Generic Neutral Messages"
message_filter_generic_interface_message_neutral_desc: "A neutral effect belonging to no distinct category"
# CHARACTER
message_filter_heir_change: "@heir_icon! New Heir"
message_filter_heir_change_desc: "Your [player_heir|E] changes"
message_filter_character_level_change: "@prestige_level_5_icon! Level of Fame /[GetLocalPlayerPietyTextIcon]Devotion"
message_filter_character_level_change_desc: "Your [prestige_level|E] or [piety_level|E] changes"
message_filter_character_lifestyle: "@lifestyle_icon! Lifestyle Perks"
message_filter_character_lifestyle_desc: "You gain a [lifestyle|E] [perk|E]"
message_filter_character_nickname: "@nickname_icon! Nickname"
message_filter_character_nickname_desc: "You gain or lose a [nickname|E]"
message_filter_character_stress: "@stress_icon! Stress"
message_filter_character_stress_desc: "You gain or lose [stress|E]"
message_filter_secondary_character_stress: "@stress_icon! Courtier Stress"
message_filter_secondary_character_stress_desc: "A Courtier gains or loses [stress|E]"
message_filter_character_trait: "@personality_icon! Traits"
message_filter_character_trait_desc: "You gain or lose a [trait|E]"
message_filter_relationship_gained: "@friend_icon! Relationships"
message_filter_relationship_gained_desc: "You begin or end a [relationship|E] with another character"
message_filter_character_health: "@health_icon! Health"
message_filter_character_health_desc: "Your [health|E] changes"
# FAMILY
message_filter_child_born: "@child_icon! Child Born"
message_filter_child_born_desc: "You father or give birth to a [child|E]"
message_filter_grandchild_born: "@child_icon! Grandchild Born"
message_filter_grandchild_born_desc: "Your [child|E] fathers or gives birth to their own child"
message_filter_child_language: "@child_icon! Child Languages"
message_filter_child_language_desc: "Progress of [children|E] learning [languages|E]"
message_filter_known_pregnancy: "@child_icon! Spouse Pregnancy"
message_filter_known_pregnancy_desc: "Your [spouse|E] falls pregnant"
message_filter_family_became_concubine: "@concubine_icon! Close Family Becomes Concubine"
message_filter_family_became_concubine_desc: "A [close_family|E] member is taken as a [concubine|E]"
message_filter_court_contracted_epidemic: "@epidemic_icon! Court Contraction"
message_filter_court_contracted_epidemic_desc: "A [courtier|E] contracts a [epidemic|E]"
message_filter_court_recover_epidemic: "@epidemic_icon! Court Recovery"
message_filter_court_recover_epidemic_desc: "A [courtier|E] recovers from a [epidemic|E]"
# COUNCIL
message_filter_councillor_ongoing: "@council_icon! Councillor Side Effects"
message_filter_councillor_ongoing_desc: "Effects of [councillor|E] [councillor_task_possible_side_effects|E]"
message_filter_council_task: "@council_icon! Councillor Tasks"
message_filter_council_task_desc: "The progress of an ongoing [councillor_task|E] changes"
message_filter_councillor: "@council_icon! Councillor Changes"
message_filter_councillor_desc: "One of your [councillors|E] is appointed or leaves"
message_filter_councillor_liege: "@council_icon! Held Council Seats"
message_filter_councillor_liege_desc: "You are appointed or removed from your [liege_possessive|E] [council|E]"
# COURT
message_filter_courtier_arrived: "@guest_icon! Guest Arrives"
message_filter_courtier_arrived_desc: "A [guest|E] arrives at your [court|E]"
message_filter_courtier_arrived_notable: "@guest_icon! Notable Guests"
message_filter_courtier_arrived_notable_desc: "A noteworthy [guest|E] arrives at your [court|E]"
message_filter_courtier_leaving: "@guest_icon! Guest Leaves"
message_filter_courtier_leaving_desc: "A [guest|E] leaves your [court|E]"
message_filter_courtier_child_of_age: "@child_icon! Courtier Coming of Age"
message_filter_courtier_child_of_age_desc: "A non-[dynasty|E] member [child|E] comes of age in your [court|E]"
message_filter_courtier_court_trait: "@royal_court_icon! Court Type Traits"
message_filter_courtier_court_trait_desc: "A [courtier|E] gains a [court_type_trait|E]"
message_filter_court_amenity: "@royal_court_icon! Amenities"
message_filter_court_amenity_desc: "Your [court_amenities|E] change"
message_filter_court_language: "@royal_court_icon! Language"
message_filter_court_language_desc: "Your [court_language|E] changes, or is adopted or replaced by another [realm|E]"
message_filter_court_grandeur: "@royal_court_icon! Grandeur"
message_filter_court_grandeur_desc: "Your [court_grandeur|E] changes"
message_filter_court_position_held: "@jester_icon! Held Positions"
message_filter_court_position_held_desc: "You gain or lose a [court_position|E]"
message_filter_court_position: "@jester_icon! Positions"
message_filter_court_position_desc: "A hired [court_position|E] employee changes"
message_filter_court_inspiration: "@inspiration_icon! Inspirations"
message_filter_court_inspiration_desc: "A member of your [court|E] gains an [inspiration|E]"
# HOOK
message_filter_hook_on_me: "@weak_hook_icon! Hooks on Me"
message_filter_hook_on_me_desc: "Another character gains or loses a [hook|E] on me"
message_filter_hook_on_other: "@weak_hook_icon! Hooks on Others"
message_filter_hook_on_other_desc: "I gain or lose a [hook|E] on another character"
# MARRIAGE
message_filter_marriage_ended: "@marriage_icon! Marriage Ends"
message_filter_marriage_ended_desc: "Your [marriage|E] or [betrothal|E] ends"
message_filter_marriage_ended_heir: "@marriage_icon! Heir's Marriage Ends"
message_filter_marriage_ended_heir_desc: "Your [primary_heir_possessive|E] [marriage|E] or [betrothal|E] ends"
message_filter_marriage_started: "@marriage_icon! Marriage Starts"
message_filter_marriage_started_desc: "You [marry|E] another character"
message_filter_family_marriage_started: "@marriage_icon! Close Family Marriage"
message_filter_family_marriage_started_desc: "A [close_family|E] member [marries|E]"
# DYNASTY
message_filter_dynasty_cadet_created: "@dynasty_icon_alt! Cadet Branches"
message_filter_dynasty_cadet_created_desc: "A [cadet_branch|E] of your [dynasty|E] is created"
message_filter_dynasty_head_change: "@dynasty_icon_alt! New Dynasty Head"
message_filter_dynasty_head_change_desc: "Your [dynast|E] changes"
message_filter_dynasty_perk: "@dynasty_perk_icon! Legacy Perks"
message_filter_dynasty_perk_desc: "Your [dynasty|E] gains or loses a [dynasty_perk|E]"
message_filter_dynasty_prestige: "@dynasty_prestige_icon_5! Level of Splendor"
message_filter_dynasty_prestige_desc: "Your [dynasty|E] gains or loses a [dynasty_prestige_level|E]"
message_filter_house_feud_status: "@dynasty_icon! House Feud"
message_filter_house_feud_status_desc: "Updates on the status of ongoing [house_feuds|E]"
message_filter_house_head_change: "@dynasty_icon! House Head"
message_filter_house_head_change_desc: "Your [house_head|E] changes"
message_filter_house_unity_change: "@dynasty_house_unity! Unity Change"
message_filter_house_unity_change_desc: "Your [house_unity|E] increases or decreases"
message_filter_house_unity_stage: "@dynasty_house_unity! Unity Level"
message_filter_house_unity_stage_desc: "Your [house_unity_level|E] changes"
message_filter_dynasty_child_of_age: "@dynasty_icon_alt! Coming of Age"
message_filter_dynasty_child_of_age_desc: "A [child|E] of your [dynasty|E] comes of age in your [court|E]"
# DEATH
message_filter_death_family: "@death_icon! Close Family"
message_filter_death_family_desc: "A [close_family|E] member dies"
message_filter_death_councillor: "@death_icon! Councillor"
message_filter_death_councillor_desc: "A [councillor|E] dies"
message_filter_death_prisoner: "@death_icon! Prisoner"
message_filter_death_prisoner_desc: "A [prisoner|E] dies"
message_filter_death_relation: "@death_icon! Relation"
message_filter_death_relation_desc: "A [relation|E] dies"
message_filter_death_notable: "@death_icon! Notable"
message_filter_death_notable_desc: "An otherwise relevant or note-worthy character dies"
# FACTION
message_filter_faction: "@faction_icon! Factions"
message_filter_faction_desc: "Your status as the leader or target of a [faction|E] changes"
message_filter_faction_liege: "@faction_icon! Liege Factions"
message_filter_faction_liege_desc: "A [faction|E] is created against your [liege|E]"
# DIARCH
message_filter_diarch: "@declare_regent_icon! Diarch Actions"
message_filter_diarch_desc: "You gain or lose a [diarch|E], or they take an action"
# DOMAIN
message_filter_building_started: "@domain_icon! Building Started"
message_filter_building_started_desc: "Construction of a [building|E] starts in your [domain|E] or [domicile|E]"
message_filter_building_completed: "@domain_icon! Building Completed"
message_filter_building_completed_desc: "A [building|E] is completed in your [domain|E] or [domicile|E]"
message_filter_county_corruption: "@county_corruption_icon! County Corruption"
message_filter_county_corruption_desc: "A held [county|E] gains or loses [county_corruption|E]"
# CULTURE
message_filter_culture_conversion_notable: "@culture_icon! Notable Conversion"
message_filter_culture_conversion_notable_desc: "A relevant or note-worthy character changes [culture|E]"
message_filter_culture_era: "@culture_icon! Eras"
message_filter_culture_era_desc: "Your [culture|E] enters a new [era|E]"
message_filter_culture_head: "@culture_icon! New Culture Head"
message_filter_culture_head_desc: "Your [culture_head|E] changes"
message_filter_culture_innovation: "@culture_icon! Innovations"
message_filter_culture_innovation_desc: "Your [culture|E] learns of a new [innovation|E]"
message_filter_culture_traditions: "@culture_icon! Traditions"
message_filter_culture_traditions_desc: "Your [culture_possessive|E] [traditions|E] change"
message_filter_culture_hybridized_nearby: "@culture_icon! Hybridization and Divergence"
message_filter_culture_hybridized_nearby_desc: "A nearby [ruler|E] forms a [hybridizes|E] or [diverges|E] their [culture|E]"
# TITLE
message_filter_title_gained: "@titles_icon! Gained"
message_filter_title_gained_desc: "You gain a [title|E]"
message_filter_title_lost: "@titles_icon! Lost"
message_filter_title_lost_desc: "You lose a [title|E]"
message_filter_title_primary_changed: "@titles_icon! New Primary"
message_filter_title_primary_changed_desc: "Your [primary_title|E] changes"
message_filter_title_rank_changed: "@titles_icon! New Rank"
message_filter_title_rank_changed_desc: "Your [rank|E] changes"
message_filter_appointed_to_title: "@titles_icon! New Appointment"
message_filter_appointed_to_title_desc: "You receive a new [governorship|E]"
# DOMICILE
message_filter_domicile_moved: "@government_type_adventurer! Domicile Moves"
message_filter_domicile_moved_desc: "Your [domicile|E] moves to another [barony|E]"
# LEGITIMACY
message_filter_legitimacy_change: "[GetLocalPlayerLegitimacyTextIcon] Legitimacy"
message_filter_legitimacy_change_desc: "Your [legitimacy|E] changes"
# VASSAL
message_filter_independence_gained: "@independence_icon! Independence Gained"
message_filter_independence_gained_desc: "You become an [independent_ruler|E]"
message_filter_liege_changed: "@liege_icon! Liege Changes"
message_filter_liege_changed_desc: "Your [liege|E] changes"
message_filter_vassal_contract_changed: "@icon_contract_modification_single! Vassal Contracts"
message_filter_vassal_contract_changed_desc: "A [vassal_contract|E] with your [liege|E] or [vassal|E] changes"
# LAW
message_filter_law_changed: "@law_icon! Laws"
message_filter_law_changed_desc: "An [law|E] is enacted or changed"
message_filter_law_liege: "@law_icon! Liege's Laws"
message_filter_law_liege_desc: "Your [liege|E] enacts a [law|E]"
message_filter_government_changed: "@law_icon! Government Type"
message_filter_government_changed_desc: "Your form of [government|E] changes"
# WAR
message_filter_war_participation: "@war_icon! War Participation"
message_filter_war_participation_desc: "You join or leave a [war|E]"
message_filter_war_participation_ally: "@war_icon! Ally War Participation"
message_filter_war_participation_ally_desc: "An [ally|E] joins or leaves an ongoing [war|E]"
message_filter_war_participation_enemy: "@war_icon! Enemy War Participation"
message_filter_war_participation_enemy_desc: "An Enemy joins or leaves an ongoing [war|E]"
message_filter_war_declared: "@war_icon! War Declared"
message_filter_war_declared_desc: "You declare a [war|E]"
message_filter_war_declared_liege: "@war_icon! Liege Declares War"
message_filter_war_declared_liege_desc: "Your [liege|E] declares a [war|E]"
message_filter_war_target: "@war_icon! War Targets You"
message_filter_war_target_desc: "A [war|E] is declared against you"
message_filter_war_target_liege: "@war_icon! War Targets Liege"
message_filter_war_target_liege_desc: "A [war|E] is declared against your [liege|E]"
message_filter_war_ended: "@retreat_icon! War Ends"
message_filter_war_ended_desc: "One of your ongoing [wars|E] ends"
message_filter_war_ended_liege: "@retreat_icon! Liege's War Ends"
message_filter_war_ended_liege_desc: "One of your [liege_possessive|E] ongoing [wars|E] ends"
message_filter_war_ended_neighbor: "@retreat_icon! Neighbor's War Ends"
message_filter_war_ended_neighbor_desc: "A neighboring [rulerpossessive|E] ongoing [war|E] ends"
# ALLIANCES
message_filter_alliance_formed: "@alliance_icon! Alliance Formed"
message_filter_alliance_formed_desc: "You enter an [alliance|E]"
message_filter_alliance_broken: "@alliance_icon! Alliance Broken"
message_filter_alliance_broken_desc: "One of your [alliances|E] is broken"
message_filter_confederation: "@confederation_icon! Confederations"
message_filter_confederation_desc: "Members join or leave your [confederation|E]"
# COMBAT
message_filter_combat_casualties: "@command_modifier_icon! Battle Casualties"
message_filter_combat_casualties_desc: "A character is slain in [battle|E] or [siege|E]"
message_filter_combat_prisoners: "@command_modifier_icon! Battle Captives"
message_filter_combat_prisoners_desc: "A [prisoner_of_war|E] is taken in a [battle|E] or [siege|E]"
# RAID
message_filter_raid_completed: "@raid_icon! Raid Completed"
message_filter_raid_completed_desc: "Your [army|E] successfully [raids|E] a [holding|E]"
message_filter_raid_lost: "@raid_icon! Hostile Raid"
message_filter_raid_lost_desc: "One of your [holdings|E] is [raided|E]"
# BARTER
message_filter_barter_completed: "@barter_icon! Trade Completed"
message_filter_barter_completed_desc: "Your Caravan successfully [trades|E] a [holding|E]"
message_filter_barter_loot_delivered: "@barter_icon! Trade Loot Delivered"
message_filter_barter_loot_delivered_desc: "[loot|E] is returned by [traders|E]"
message_filter_barter_aborted: "@barter_icon! Trade Mission Aborted"
message_filter_barter_aborted_desc: "A [trade|E] mission is aborted"
message_filter_barter_loot_lost: "@barter_icon! Trade Loot Lost"
message_filter_barter_loot_lost_desc: "[traders|E] lost [loot|E]"
message_filter_barter_loot_won: "@barter_icon! Trade Loot Won"
message_filter_barter_loot_won_desc: "[traders|E] won [loot|E]"
# SIEGE
message_filter_siege_won: "@onager_icon! Siege Completed"
message_filter_siege_won_desc: "Your [army|E] successfully [sieges|E] a [holding|E]"
message_filter_siege_won_loot: "@onager_icon! Siege Loot"
message_filter_siege_won_loot_desc: "You gain [loot|E] from a successful [siege|E]"
message_filter_siege_started_enemy: "@onager_icon! Hostile Siege Starts"
message_filter_siege_started_enemy_desc: "An enemy [army|E] starts a [siege|E] of your [holding|E]"
message_filter_siege_won_enemy: "@onager_icon! Hostile Siege Ends"
message_filter_siege_won_enemy_desc: "An enemy [army|E] completes a [siege|E] of your [holding|E]"
# TROOPS
message_filter_war_troops_gained: "@soldier_icon! Soldiers Gained"
message_filter_war_troops_gained_desc: "You gain [special_troops|E]"
message_filter_war_troops_dismissed: "@soldier_icon! Soldiers Disbanded"
message_filter_war_troops_dismissed_desc: "Your [special_troops|E], hired [mercenary_company|E], or hired [holy_order|E] stand down"
message_filter_war_enemy_troops: "@soldier_icon! Enemy Soldiers Gained"
message_filter_war_enemy_troops_desc: "An enemy gains [special_troops|E] or enlists a [mercenary_company|E] or [holy_order|E]"
# ARTIFACT
message_filter_artifact_claim: "@artifact_icon! Artifact Claims"
message_filter_artifact_claim_desc: "You gain or lose an [artifact_claim|E]"
message_filter_artifact_ownership: "@artifact_icon! Artifact Ownership"
message_filter_artifact_ownership_desc: "You gain or lose an [artifact|E]"
# MULTIPLAYER
message_filter_multiplayer: "@catch_all_icon! Multiplayer"
message_filter_multiplayer_desc: "A Player changes character"
# RELIGIOUS
message_filter_faith_excommunication: "@excommunication_icon! Excommunication"
message_filter_faith_excommunication_desc: "A [ruler|E] of your [faith|E] is [excommunicated|E]"
message_filter_head_of_faith_changed: "@religious_icon! New Head of Faith"
message_filter_head_of_faith_changed_desc: "Your [head_of_faith|E] changes"
message_filter_realm_priest_endorsement: "@bishop_icon! Realm Priest Endorsement"
message_filter_realm_priest_endorsement_desc: "Your [realm_priest_possessive|E] endorsement of you changes"
message_filter_liege_converting_holding: "@conversion_icon! Liege Converting County"
message_filter_liege_converting_holding_desc: "Your [liege|E] starts converting the [faith|E] of your [domain|E]"
# EPIDEMIC
message_filter_epidemic_outbreak: "@epidemic_icon! Outbreaks"
message_filter_epidemic_outbreak_desc: "A new [epidemic|E] appears in the [realm|E]"
message_filter_epidemic_spread: "@epidemic_icon! Spreading"
message_filter_epidemic_spread_desc: "A [epidemic|E] spreads in the [realm|E]"
# SCHEME
message_filter_scheme_agent: "@scheme_icon! Agents"
message_filter_scheme_agent_desc: "An [agent|E] joins or leaves one of your [schemes|E]"
message_filter_scheme_ended: "@scheme_icon! Scheme Ends"
message_filter_scheme_ended_desc: "One of your [schemes|E] ends"
message_filter_scheme_progress: "@scheme_icon! Progress"
message_filter_scheme_progress_desc: "One of your [schemes|E] progresses"
message_filter_scheme_opportunity_threshold: "@scheme_opportunity_icon! Scheme Advantages"
message_filter_scheme_opportunity_threshold_desc: "When an [scheme_opportunity_opportunity|e] threshold is met for an ongoing [scheme|E]"
message_filter_countermeasure_change: "@scheme_icon! Target Countermeasures"
message_filter_countermeasure_change_desc: "A [scheme|E] target changes their [scheme_countermeasure_countermeasures|E]"
message_filter_scheme_completion: "@scheme_icon! Scheme Phase Completes"
message_filter_scheme_completion_desc: "A [scheme|E] completes a [scheme_phase|E]"
# SECRET
message_filter_secret_discovered: "@secret_icon! Secret Discovered"
message_filter_secret_discovered_desc: "You discover a [secret|E]"
message_filter_secret_exposed: "@secret_icon! Secret Exposed"
message_filter_secret_exposed_desc: "One of your [secrets|E] is @exposed_icon!Exposed"
# STRUGGLE
message_filter_struggle_catalyst: "@struggle_icon! Catalysts"
message_filter_struggle_catalyst_desc: "A [struggle_catalyst|E] is activated"
message_filter_struggle_phase: "@struggle_icon! New Phase"
message_filter_struggle_phase_desc: "A [struggle_phase|E] changes"
# LEGEND
message_filter_legend_promoter: "@legend_icon! Promotion"
message_filter_legend_promoter_desc: "Another character starts or stops promoting your [legend|E]"
message_filter_legend_seed: "@legend_icon! New Seeds"
message_filter_legend_seed_desc: "You gain a [legend_seed|E]"
# ACCOLADES
message_filter_accolade_activity: "@accolade_icon! Activation"
message_filter_accolade_activity_desc: "An owned [accolade|E] is activated or deactivated"
message_filter_accolade_rank: "@accolade_icon! New Rank"
message_filter_accolade_rank_desc: "An owned [accolade|E] changes Rank"
message_filter_accolade_succession: "@accolade_icon! Knight Succession"
message_filter_accolade_succession_desc: "Your [acclaimed_knight|E] changes"
# ACTIVITY
message_filter_tournament_arrival: "@tournament_icon! Ruler Arrival"
message_filter_tournament_arrival_desc: "A notable [ruler|E] arrives as an [activity_guest|E] at your [GetActivityType( 'activity_tournament' ).GetName]"
message_filter_tournament_knight_arrives: "@tournament_icon! New Knights"
message_filter_tournament_knight_arrives_desc: "A notable [knight|E] arrives as an [activity_guest|E] at your [GetActivityType( 'activity_tournament' ).GetName]"
message_filter_tournament_qualification: "@tournament_icon! Qualification"
message_filter_tournament_qualification_desc: "Your [contest_qualification|E] for a [GetActivityType( 'activity_tournament' ).GetName] [contest|E] changes"
message_filter_tournament_qualification_champion: "@tournament_icon! Champion Qualification"
message_filter_tournament_qualification_champion_desc: "Your Champion's [contest_qualification|E] for a [GetActivityType( 'activity_tournament' ).GetName] [contest|E] changes"
message_filter_tournament_qualification_knight: "@tournament_icon! Knight Qualification"
message_filter_tournament_qualification_knight_desc: "Your [knights_possessive|E] [contest_qualification|E] for a [GetActivityType( 'activity_tournament' ).GetName] [contest|E] changes"
# HOLY ORDER
message_filter_holy_order_founded: "@holy_order_icon! Faith Foundation"
message_filter_holy_order_founded_desc: "A [holy_order|E] of your [faith|E] is founded"
message_filter_holy_order_founded_enemy: "@holy_order_icon! Nearby Foundation"
message_filter_holy_order_founded_enemy_desc: "A [holy_order|E] of another [faith|E] is founded nearby"
message_filter_holy_order_destroyed: "@holy_order_icon! Faith Disbandment"
message_filter_holy_order_destroyed_desc: "A [holy_order|E] of your [faith|E] is disbanded"
message_filter_holy_order_hired: "@holy_order_icon! Order Hired"
message_filter_holy_order_hired_desc: "A [holy_order|E] of which you are the [holy_order_patron|E] is hired"
message_filter_holy_order_patronage: "@holy_order_icon! Patronage"
message_filter_holy_order_patronage_desc: "The status of a [holy_order|E] of which you are the [holy_order_patron|E] changes"
# LAAMP
message_filter_laamp_nearby: "@government_type_adventurer! Nearby Adventurers"
message_filter_laamp_nearby_desc: "An [adventurer|E] appears or is [landed|E] nearby"
message_filter_laamp_contracts: "@task_contract_icon! Contract Issued"
message_filter_laamp_contracts_desc: "A new [task_contract|E] appears"
message_filter_laamp_follower_event: "@followers_icon! Life at Camp"
message_filter_laamp_follower_event_desc: "Something of note happens to one of your [followers|E]."
# MPO
message_filter_migration_into_realm: "@government_type_nomad! Migration into your Realm"
message_filter_migration_into_realm_desc: "A [nomad|E] [migrates|E] into your [realm|E], or your [suzerain_possessive|E] Realm"
message_filter_migration_into_neighbour: "@government_type_nomad! Migration into a Neighboring Realm"
message_filter_migration_into_neighbour_desc: "A [nomad|E] [migrates|E] into a neighboring [realm|E]"
message_filter_tributaries_breaking_free: "@government_type_nomad! Tributaries Breaking Free"
message_filter_tributaries_breaking_free_desc: "[tributaries|E] cease paying tribute to a [nomad|E] [ruler|E]"
message_filter_yurt_yearly_benefits: "@government_type_nomad! Yurt Domicile Yearly Effect"
message_filter_yurt_yearly_benefits_desc: "One of yearly [domicile_buildings|E] effects has been triggered"
message_filter_mpo_de_jure_shifting: "@government_type_nomad! Nomadic De Jure Shifts"
message_filter_mpo_de_jure_shifting_desc: "Your [de_jure|E] shifts due to having a [title|E] fully within your [realm|E] or [tributaries|E]"
message_filter_gok_gained_vassal: "@government_type_nomad! Offer Submission or Ruin Acceptance"
message_filter_gok_gained_vassal_desc: "The Greatest of Khans gains a new [vassal|E] through acceptance of the $mpo_offer_submission_or_ruin$ [interaction|E]"
message_filter_war_target_tributary: "@tributary_icon! War Targets Tributary"
message_filter_war_target_tributary_desc: "A [war|E] is declared against your [tributary|E]"
message_filter_war_target_vassal: "@war_icon! War Targets Vassal"
message_filter_war_target_vassal_desc: "A [war|E] is declared against your [vassal|E]"
message_filter_war_target_suzerain: "@tributary_icon! War Targets Suzerain"
message_filter_war_target_suzerain_desc: "A [war|E] is declared against your [suzerain|E]"
message_filter_tributary_war: "@tributary_icon! Tributary Broken due to War"
message_filter_tributary_war_desc: "Your [tributary|E] breaks free due to a [war|E]"
message_filter_raid_intent_invalidated: "@raid_icon! Raid Intent Invalidated"
message_filter_raid_intent_invalidated_desc: "Your [raid_intent|E] invalidates"
# ADMIN
message_filter_governance_contracts: "@catch_all_icon!Governance Issue Appears"
message_filter_governance_contracts_desc: "A [governance_issue|E] appears within the land you govern"
message_filter_governor_notification: "@governor_efficiency! Governor Notifications"
message_filter_governor_notification_desc: "Various types of notifications when playing as a [governor|E] in an [administrative|E] [realm|E]"
message_filter_admin_border_change: "@governor_efficiency! Administrative Borders"
message_filter_admin_border_change_desc: "The [governorship|E] borders within your [administrative|E] [top_realm|E] change"
message_filter_appointment_candidacy: "@titles_icon! Appointment Candidacy"
message_filter_appointment_candidacy_desc: "Your Appointment Candidacy for a [title|E] with the Acclamation [succession_law|E] changes"
message_filter_candidate_title_gained: "@titles_icon! Candidate Gains Title"
message_filter_candidate_title_gained_desc: "A support or opposed candidate gains an [administrative|E] [title|E]"
message_filter_candidate_title_lost: "@titles_icon! Candidate Loses Title"
message_filter_candidate_title_lost_desc: "A [ruler|E] whose appointment was supported or opposed loses an [administrative|E] [title|E]"
message_filter_provincial_army_assignment: "@titles_icon! Provincial Army Assignment"
message_filter_provincial_army_assignment_desc: "[provincial|E] [army|E] assignments"
message_filter_admin_provincial_army_requests: "@soldier_icon! Request Provincial Army"
message_filter_admin_provincial_army_requests_desc: "The request for a [provincial_army|E] is approved or denied"
message_filter_admin_new_powerful_family: "@dynasty_icon! New Powerful Family"
message_filter_admin_new_powerful_family_desc: "A [noble_family|E] in the realm becomes [powerful|E] or [dominant|E]"
message_filter_admin_new_noble_family: "@dynasty_icon! New Noble Family"
message_filter_admin_new_noble_family_desc: "A new [noble_family|E] is established in the realm"
# SITUATIONS
message_filter_great_steppe: "@county_fertility_icon! The Great Steppe"
message_filter_great_steppe_desc: "Changes and developments pertaining to [the_great_steppe|E]"
message_filter_silk_road: "@silk_road_icon! The Silk Road"
message_filter_silk_road_desc: "Changes and developments pertaining to the [silk_road|E]"
# HOUSE RELATION
message_filter_house_relation_changed: "@dynasty_icon! House Relation Changes"
message_filter_house_relation_changed_desc: "A [house_relation|E] is formed or changes"
# NATURAL DISASTER
message_filter_natural_disaster_started: "@disaster! Natural Disaster Starts"
message_filter_natural_disaster_started_desc: "A [natural_disaster|E] strikes"
message_filter_natural_disaster_army_damaged: "@soldier_icon! Disasters Damages Army"
message_filter_natural_disaster_army_damaged_desc: "Your [army|E] is damaged by a [natural_disaster|E]"
# MANDALA
message_filter_mandala_aspect: "@mandala_aspect_icon! Mandala Aspect"
message_filter_mandala_aspect_desc: "Notifications relating to your [mandala_aspect|E] "
message_filter_mandala_contract: "@government_type_mandala! Mandala Contract"
message_filter_mandala_contract_desc: "A [mandala|E] [vassal_contract|E] requires your attention"
# GREAT PROJECT
message_filter_great_project: "@great_project_icon! Great Project Updated"
message_filter_great_project_desc: "A [great_project|E] you may be interested in is planned, completes or is canceled"
# REQUIRED
message_filter_event_outcome: "@catch_all_icon! Event Outcomes"
message_filter_event_outcome_desc: "Outcomes of events received and actions taken"
# CUSTOM
message_filter_custom_message: "@secret_icon! Custom Message"
message_filter_custom_message_desc: "Messages you write to yourself"
# TRIBUTARY
message_filter_tributary: "@tributary_icon! $CONTRACT_VASSAL_SIGNATURE_TRIBUTARY_TYPE$"
message_filter_tributary_desc: "Changes and developments pertaining to your [tributaries|E]"

View file

@ -1,633 +0,0 @@
l_english:
MESSAGE_CLICK_TOOLTIP:1 "[SelectLocalization(FeedMessageItem.IsExpanded,'MESSAGE_CLICK_TO_HIDE','MESSAGE_CLICK_TO_SHOW')]\n$MESSAGE_CLICK_TO_DISMISS$"
MESSAGE_CLICK_TO_HIDE:0 "#I Click to hide.#!"
MESSAGE_CLICK_TO_SHOW:0 "#I Click to show.#!"
MESSAGE_CLICK_TO_DISMISS:0 "#I Right-click to dismiss.#!"
MESSAGES_IN_QUEUE:0 "[MessageFeedHandler.GetNumberOfQueuedMessages] more messages"
FEED_MESSAGE_GOTO_TOOLTIP:0 "#T Go to [PlayerMessageItem.GetGotoProvince.GetName].#!"
MESSAGE_CLEAR_ALL_TOOLTIP:1 "#I Click to dismiss. \nRight-click to dismiss all.#!"
msg_marriage:1 "Marriage: Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )] #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! and #high [RIGHT_CHARACTER.GetFirstNameNoTooltip]#!"
msg_marriage_desc:1 "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )], [LEFT_CHARACTER.GetShortUINameNotMe], married your [GetPlayer.Custom2('RelationToMeShort', RIGHT_CHARACTER.Self )], [RIGHT_CHARACTER.GetUINameNotMe]"
msg_building_done:1 "#high [BUILDING.GetNameNoTooltip]#! Constructed"
msg_building_done_desc:1 "[BUILDING.GetName] [building|E] constructed in [PROVINCE.GetBaronyNameExplicitly]"
msg_new_heir:0 "New Heir"
msg_new_heir_desc:2 "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )], [LEFT_CHARACTER.GetShortUIName], is your new [player_heir|E]"
msg_new_heir_newborn:0 "New Heir"
msg_new_heir_newborn_desc:2 "Your newborn [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )], [LEFT_CHARACTER.GetShortUIName], is your new [player_heir|E]"
msg_new_heir_old_heir_dead:0 "New Heir"
msg_new_heir_old_heir_dead_desc:2 "With the death of [RIGHT_CHARACTER.GetShortUIName], your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )], [LEFT_CHARACTER.GetShortUIName], is now your [player_heir|E]"
msg_no_new_heir:0 "No heir"
msg_no_new_heir_desc:2 "[LEFT_CHARACTER.GetUINameNoTooltip] is no longer your [player_heir|E]"
msg_no_new_heir_old_heir_dead:0 "No heir"
msg_no_new_heir_old_heir_dead_desc:2 "With the death of [LEFT_CHARACTER.GetUINameNoTooltip], you have no [player_heir|E]"
msg_inherited_single_title:0 "Inheritance: [LEFT_TITLE.GetNameNoTooltip]"
msg_inherited_single_title_desc:1 "You inherited the [LEFT_TITLE.GetName] from [CHARACTER.GetUINameNoTooltip] ($LAW$)"
msg_inherited_titles:0 "$msg_inherited_single_title$"
msg_inherited_titles_desc:1 "You inherited the [LEFT_TITLE.GetName] and #V $VALUE$#! other titles from [CHARACTER.GetShortUIName] ($LAW$)"
msg_realm_law_changed:0 "Realm Law Changed"
msg_realm_law_changed_desc:0 "As [LEFT_CHARACTER.GetTitleTierName|V] your [realm|E] [laws|E] are now $SUCCESSION_LAWS|V$"
msg_lost_single_title:0 "Title Lost"
msg_lost_single_title_desc:0 "You lost the [LEFT_TITLE.GetBaseName] to [CHARACTER.GetShortUIName]"
msg_lost_titles:0 "Titles Lost"
msg_lost_titles_desc:0 "You lost the [LEFT_TITLE.GetBaseName] and $VALUE$ other titles to [CHARACTER.GetShortUIName]"
msg_siege_started:1 "[PROVINCE.GetNameNoTooltip|U] Under Siege"
msg_siege_started_desc:1 "[PROVINCE.GetName|U] is under [siege|E] by [PROVINCE.GetSiege.GetSiegingRealmCharacter.GetUIName]!"
msg_siege_won:0 "Siege Won"
msg_siege_won_desc:1 "You now control [PROVINCE.GetName]"
msg_siege_loot:0 "Siege Won"
msg_siege_loot_desc:1 "You now control [PROVINCE.GetName]\nYou got [gold_i]$VALUE|V0$ from occupying [PROVINCE.GetName]"
msg_siege_piety: "Enemy Mandala Capital Sieged"
msg_scheme_opportunity_threshold_1_desc: "Your [scheme.GetName|V] [scheme|E] has [scheme_opportunity_i|E][EmptyScope.ScriptValue('multi_ending_scheme_charge_to_advance_threshold_t1_value')|P0] [scheme_opportunities|E]"
msg_scheme_opportunity_threshold_2_desc: "Your [scheme.GetName|V] [scheme|E] has [scheme_opportunity_i|E][EmptyScope.ScriptValue('multi_ending_scheme_charge_to_advance_threshold_t2_value')|P0] [scheme_opportunities|E]"
msg_scheme_opportunity_threshold_3_desc: "Your [scheme.GetName|V] [scheme|E] has [scheme_opportunity_i|E][EmptyScope.ScriptValue('multi_ending_scheme_charge_to_advance_threshold_t3_value')|P0] [scheme_opportunities|E]"
msg_scheme_opportunity_threshold_4_desc: "Your [scheme.GetName|V] [scheme|E] has [scheme_opportunity_i|E][EmptyScope.ScriptValue('multi_ending_scheme_charge_to_advance_threshold_t4_value')|P0] [scheme_opportunities|E]"
msg_scheme_abandoned:0 "Scheme Abandoned"
msg_scheme_abandoned_desc:0 "$SCHEME_NAME|V$ on [CHARACTER.GetUINameNoTooltip] has been abandoned"
msg_agent_joined_my_scheme_1: "Agent Joined Scheme: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_agent_joined_my_scheme: "Agents Joined Scheme"
msg_agent_joined_my_scheme_desc_1: "[LEFT_CHARACTER.GetShortUIName] joined as an [agent|E] in your [scheme|E] to [SCHEME.GetFullActionName]"
msg_agent_joined_my_scheme_desc_2: "[LEFT_CHARACTER.GetShortUIName] and [RIGHT_CHARACTER.GetShortUIName] joined as [agents|E] in your [scheme|E] to [SCHEME.GetFullActionName]"
msg_agent_joined_my_scheme_desc: "[LEFT_CHARACTER.GetShortUIName], [RIGHT_CHARACTER.GetShortUIName], as well as other $msg_agent_joined_my_scheme_others_desc$, joined in your [scheme|E] to [SCHEME.GetFullActionName]"
msg_agent_joined_my_scheme_others_desc: "#tooltip:message_consolidation_names #L agents #!#!"
msg_agent_removed_my_scheme:0 "Agent Removed from Scheme"
msg_agent_removed_my_scheme_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] is no longer an agent in your [scheme|E] to [SCHEME.GetFullActionName]"
msg_2_agents_removed_my_scheme:0 "Agents Removed from Scheme"
msg_2_agents_removed_my_scheme_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] and [RIGHT_CHARACTER.GetUINameNoTooltip] are no longer part of your [scheme|E] to [SCHEME.GetFullActionName]"
msg_multiple_agents_removed_my_scheme:0 "Agents Removed from Scheme"
msg_multiple_agents_removed_my_scheme_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] and $OTHER|V$ other [agents|E] are no longer part of your [scheme|E] to [SCHEME.GetFullActionName]"
msg_scheme_froze_title:0 "Your scheme has been frozen"
msg_scheme_pulse_effect: "Pulse Effect"
msg_scheme_pulse_effect_desc: "$EFFECT$"
msg_scheme_froze_desc:0 "Your [scheme|E] to [SCHEME.GetFullActionName] has been frozen because $REASON$"
msg_scheme_froze_until_desc:0 "Your [scheme|E] to [SCHEME.GetFullActionName] has been frozen until [DATE.GetString|V] because $REASON$"
msg_council_task_finished_location:0 "$TASK_NAME|D$: Task Finished"
msg_council_task_finished_location_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] finished [LEFT_CHARACTER.GetHerHis] $TASK_NAME|D$ [councillor_task|E] in $TASK_LOCATION|D$"
msg_council_task_finished:0 "$TASK_NAME|D$: Task Finished"
msg_council_task_finished_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] finished [LEFT_CHARACTER.GetHerHis] $TASK_NAME|D$ [councillor_task|E]"
msg_alliance:1 "Alliance Formed: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_alliance_desc:0 "[alliance|E] formed with [LEFT_CHARACTER.GetUINameNoTooltip]"
msg_broken_alliance:1 "Alliance Broken: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_broken_alliance_desc:0 "The [alliance|E] with [LEFT_CHARACTER.GetUINameNoTooltip] has been broken"
msg_expired_alliance:1 "Alliance Expired: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_expired_alliance_desc:1 "My [alliance|E] with [LEFT_CHARACTER.GetUINameNoTooltip] has ended since [SECONDARY_ACTOR.GetUIName] and [SECONDARY_RECIPIENT.GetUIName] are no longer [married|E] or [betrothed|E]"
msg_expired_alliance_ally_death_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] has died"
msg_alliance_became_landed:1 "Alliance Formed: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_alliance_became_landed_desc:0 "[alliance|E] formed with [LEFT_CHARACTER.GetUINameNoTooltip] because [LEFT_CHARACTER.GetSheHe] is now a [ruler|E]"
msg_alliance_became_unlanded:1 "Alliance Invalid: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_alliance_became_unlanded_desc:1 "You no longer have an [alliance|E] with [LEFT_CHARACTER.GetUINameNoTooltip] because [LEFT_CHARACTER.GetSheHe] is no longer a [ruler|E]"
msg_i_am_not_powerful_vassal:0 "Powerful Vassal"
msg_i_am_not_powerful_vassal_desc:1 "You are no longer considered a [powerful_vassal|E] of [LEFT_CHARACTER.GetUINameNoTooltip]"
msg_war_ally_joined:1 "Ally Joins War: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_war_ally_joined_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] joined the [WAR.GetName|V] [war|E]"
msg_war_ally_joined_multiple:0 "Allies Join War"
msg_war_ally_joined_multiple_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] and $VALUE|V$ other [rulers|E] joined the [WAR.GetName|V] [war|E]"
msg_war_enemy_joined:1 "Enemy Ally Joins War: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_war_enemy_joined_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] joined [WAR.GetName|V] [war|E]"
msg_war_enemy_joined_multiple:1 "Enemy Allies Join War"
msg_war_enemy_joined_multiple_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] and $VALUE|V$ other [rulers|E] joined the [WAR.GetName|V] [war|E]"
msg_war_player_joined:1 "You Joined a War"
msg_war_player_joined_desc:1 "You have joined the [WAR.GetName|V] [war|E]"
msg_war_ally_replaced:1 "Ally Joins War: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_war_ally_replaced_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] replaced [RIGHT_CHARACTER.GetUINameNoTooltip] in the [WAR.GetName|V] [war|E]"
msg_war_enemy_replaced:1 "Enemy Ally Joins War: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_war_enemy_replaced_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] replaced [RIGHT_CHARACTER.GetUINameNoTooltip] in the [WAR.GetName|V] [war|E]"
msg_war_player_replaced:1 "You Joined a War"
msg_war_player_replaced_desc:2 "You replaced [RIGHT_CHARACTER.GetUINameNoTooltip] in the [WAR.GetName|V]"
msg_war_enemy_transferred:1 "New War Target: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_war_enemy_transferred_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] is now the target of the [WAR.GetName|V]"
msg_war_player_transferred:1 "New War: [WAR.GetActiveCB.GetAttacker.GetShortUINameNoTooltip]"
msg_war_player_transferred_desc:2 "You are the new target of the [WAR.GetName|V] [war|E]"
msg_war_ally_transferred:0 "$msg_war_enemy_transferred$"
msg_war_ally_transferred_desc:0 "$msg_war_enemy_transferred_desc$"
msg_war_ally_removed:1 "Ally Left War: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_war_ally_removed_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] left the [WAR.GetName|V] [war|E]"
msg_war_ally_removed_multiple:1 "Ally Left War: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_war_ally_removed_multiple_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] and $VALUE|V$ other [rulers|E] left the [WAR.GetName|V]"
msg_war_enemy_removed:0 "Enemies Left War"
msg_war_enemy_removed_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] left the [WAR.GetName|V] [war|E]"
msg_war_enemy_removed_multiple:0 "Enemies Left War"
msg_war_enemy_removed_multiple_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] and $VALUE|V$ other [rulers|E] left the [WAR.GetName|V] [war|E]"
msg_war_player_removed:1 "You Left War"
msg_war_player_removed_desc:1 "You left the [WAR.GetName|V] [war|E]"
msg_invalidation_of_council_task:0 "Task Aborted"
msg_invalidation_of_council_task_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] can no longer continue with [ACTIVE_COUNCIL_TASK.GetName]"
msg_troops_disbanding_civil_war:0 "Desertion"
msg_troops_disbanding_civil_war_desc:0 "$AMOUNT$ levies from [LEFT_CHARACTER.GetShortUINameNoTooltip] are disbanding due to civil war"
msg_war_declared_on_liege:0 "War Declared on Liege!"
msg_war_declared_on_liege_desc:1 "Your [liege|E], [LEFT_CHARACTER.GetShortUIName|U], is being attacked by [RIGHT_CHARACTER.GetShortUIName]"
msg_war_declared_by_liege:0 "Liege Goes to War!"
msg_war_declared_by_liege_desc:1 "Your [liege|E], [LEFT_CHARACTER.GetShortUIName|U], has declared [war|E] on [RIGHT_CHARACTER.GetShortUIName]"
msg_war_declared_on_me:0 "War Declared!"
msg_war_declared_on_me_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] has declared [war|E] on you!"
msg_liege_war_ended_attacker_win:0 "Liege's War Ends"
msg_liege_war_ended_defender_win:0 "Liege's War Ends"
msg_liege_war_ended_white_peace:0 "Liege's War Ends"
msg_liege_war_ended_invalid:0 "Liege's War Ends"
msg_liege_war_ended_invalid_desc:0 "[LEFT_CHARACTER.GetShortUINamePossessive] [war|E] with [RIGHT_CHARACTER.GetShortUIName] has ended"
msg_war_declared_on_tributary: "War Declared on Tributary!"
msg_war_declared_on_tributary_desc: "Your [tributary|E], [LEFT_CHARACTER.GetShortUIName|U], is being attacked by [RIGHT_CHARACTER.GetShortUIName]"
msg_tributary_declared_war_on_tributary: "War Declared Among Tributaries"
msg_war_declared_on_vassal: "War Declared on Vassal!"
msg_war_declared_on_vassal_desc: "Your [vassal|E], [LEFT_CHARACTER.GetShortUIName|U], is being attacked by [RIGHT_CHARACTER.GetShortUIName]"
msg_war_declared_on_suzerain: "War Declared on Suzerain!"
msg_war_declared_on_suzerain_desc: "Your [suzerain|E], [LEFT_CHARACTER.GetShortUIName|U], is being attacked by [RIGHT_CHARACTER.GetShortUIName]"
msg_domicile_moved.title: "Camp Moved to [CHARACTER.GetCurrentLocation.GetBaronyNameExplicitlyNoTooltip]"
msg_domicile_moved.desc: "Your [camp|E] has moved to [CHARACTER.GetCurrentLocation.GetBaronyNameExplicitly]"
msg_domicile_building_started.title: "#high [CHARACTER.GetDomicile.GetBuildingUnderConstruction.GetName]#! Started"
msg_domicile_building_started.desc: "[CHARACTER.GetDomicile.GetBuildingUnderConstruction.GetName] [domicile_building|E] is under construction in [CHARACTER.GetDomicile.GetType.GetTitleText( CHARACTER.Self )]"
msg_domicile_building_cancelled.title: "#high [CHARACTER.GetDomicile.GetBuildingUnderConstruction.GetNameNoTooltip]#! Canceled"
msg_domicile_building_cancelled.desc: "[CHARACTER.GetDomicile.GetBuildingUnderConstruction.GetName] [domicile_building|E] under construction in [CHARACTER.GetDomicile.GetType.GetTitleText( CHARACTER.Self )] has been canceled"
msg_domicile_building_completed.title: "#high [CHARACTER.GetDomicile.GetBuildingUnderConstruction.GetNameNoTooltip]#! Completed"
msg_domicile_building_completed.desc: "The [CHARACTER.GetDomicile.GetBuildingUnderConstruction.GetName] [domicile_building|E] has finished constructing in your [CHARACTER.GetDomicile.GetType.GetTitleText( CHARACTER.Self )]"
event_message_title:0 "$TITLE$"
event_message_text:0 "$DESCRIPTION$"
event_message_text_and_effect:1 "$DESCRIPTION_AND_EFFECT$"
event_message_effect_and_text:0 "$EFFECT$\n\n$DESCRIPTION$"
event_message_effect:0 "$EFFECT$"
blank_line:0 ""
send_interface_message_tooltip:0 "#T From an Event#!"
msg_gain_trait:0 "Trait Gained"
msg_gain_trait_desc:1 "You gained the [TRAIT.GetName( CHARACTER.Self )|L] [trait|E]"
msg_lose_trait:0 "Trait Lost"
msg_lose_trait_desc:1 "You lost the [TRAIT.GetName( CHARACTER.Self )|L] [trait|E]"
msg_gain_nickname:0 "New Nickname"
msg_gain_nickname_desc:1 "You are now known as [CHARACTER.GetNickname|V]"
msg_lost_nickname:0 "Lost Nickname"
msg_lost_nickname_desc:0 "You are no longer known as [CHARACTER.GetNickname|V]"
msg_title_rank_up:0 "Rank Gained"
msg_title_rank_up_desc:0 "You are now a mighty [CHARACTER.GetTitleTierName|V]"
msg_title_rank_down:0 "Rank Lost"
msg_title_rank_down_desc:1 "You are now a mere [CHARACTER.GetTitleTierName|V]"
msg_change_primary:0 "Primary Title Changed"
msg_change_primary_desc:0 "Your [primary_title|E] is now [TITLE.GetNameNoTier]"
msg_disbanded_faction_target_died:0 "Faction Disbanded"
msg_disbanded_faction_target_died_desc:0 "The [FACTION.GetName] [faction|E] target [CHARACTER.GetUINameNoTooltip] died, and has disbanded"
msg_removed_from_faction_not_valid:0 "Faction Abandoned"
msg_removed_from_faction_not_valid_desc:1 "You had to leave the [FACTION.GetName] [faction|E] against [CHARACTER.GetUINameNoTooltip].\n$REASONS$"
msg_removed_from_faction_not_valid_leader:0 "Faction Disbanded"
msg_removed_from_faction_not_valid_leader_desc:0 "The [FACTION.GetName] [faction|E] against [CHARACTER.GetUINameNoTooltip] doesn't have a valid leader, and has disbanded"
msg_removed_from_faction_not_liege:0 "Left Faction"
msg_removed_from_faction_not_liege_desc:1 "[CHARACTER.GetUINameNoTooltip] is no longer your [liege|E], so you have left the [FACTION.GetName] [faction|E] against [CHARACTER.GetHerHim]"
msg_faction_against_liege_or_me_created:2 "Faction Targets [RIGHT_CHARACTER.GetShortUINameNoTooltip|U]!"
msg_faction_against_liege_or_me_created_desc:1 "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )], [LEFT_CHARACTER.GetShortUIName], created the [FACTION.GetName] [faction|E] against [RIGHT_CHARACTER.GetShortUIName]"
msg_county_faction_against_liege_or_me_created_desc:2 "The [LEFT_TITLE.GetName] has given rise to the [FACTION.GetName] [faction|E], targeting [RIGHT_CHARACTER.GetShortUINameNoTooltip]"
msg_faction_against_me_disbanded:1 "Hostile Faction Disbanded!"
msg_faction_against_me_disbanded_desc:2 "The [FACTION.GetName] [faction|E] that targeted you has disbanded"
msg_my_faction_disbanded:0 "Faction Disbanded"
msg_my_faction_disbanded_desc:0 "The [FACTION.GetName] [faction|E] has disbanded"
msg_liege_passed_law: "Liege Passes Law"
msg_liege_passed_law_desc: "Your [liege|E], [GetPlayer.GetLiege.GetShortUIName], has passed the [LAW.GetName] [law|E]"
msg_liege_passed_title_law: "New Title Law"
msg_liege_passed_title_law_desc: "Your [liege|E], [GetPlayer.GetLiege.GetShortUIName], has passed the [LAW.GetName] [title_law|E] for the [TITLE.GetName]"
msg_liege_changed_budget_law: "Liege Changes Budget Allocation"
msg_liege_changed_budget_law_desc: "Your [liege|E], [GetPlayer.GetLiege.GetShortUIName], has changed the [LAW.GetLawGroup.GetName] [law|E] from [OLD_LAW.GetShortName] to [LAW.GetShortName]"
msg_liege_removed_title_law: "Title Law Removed"
msg_liege_removed_title_law_desc: "Your [liege|E], [GetPlayer.GetLiege.GetShortUIName], has revoked the [LAW.GetName] [title_law|E] for the [TITLE.GetName]"
msg_law_invalidated_no_new_law:0 "Law Removed"
msg_law_invalidated_no_new_law_desc:0 "Your [LAW.GetName] [law|E] is no longer valid and has been removed"
msg_law_invalidated:0 "Law Replaced"
msg_law_invalidated_desc:0 "Your [LAW.GetName] [law|E] is no longer valid, and was replaced by [TARGET_LAW.GetName]"
msg_faction_local_not_leader_anymore:0 "New Faction Leader"
msg_faction_local_not_leader_anymore_desc:1 "[LEFT_CHARACTER.GetShortUINameNoTooltip] has replaced you as the leader of the [FACTION.GetName] [faction|E]"
msg_faction_local_becomes_leader:0 "New Faction Leader"
msg_faction_local_becomes_leader_desc:1 "You are now the leader of the [FACTION.GetName] [faction|E] against [CHARACTER.GetShortUINameNoTooltip]"
msg_faction_forced_to_join:0 "Forced To Join Faction"
msg_faction_forced_to_join_desc:1 "[RIGHT_CHARACTER.GetShortUINameNoTooltip] used [RIGHT_CHARACTER.GetHerHis] [hook|E] on you to force you to join the [FACTION.GetName] [faction|E] against [LEFT_CHARACTER.GetShortUINameNoTooltip]"
msg_faction_grows: "Faction Grows"
msg_faction_grows_desc: "[LEFT_CHARACTER.GetShortUINamePossessiveNoTooltip] peasants are getting ambitious and are joining the [FACTION.GetName] [faction|E] targeting me."
msg_betrothal_invalidated:0 "Betrothal Invalid"
msg_betrothal_invalidated_desc:1 "Your new [faith|E] dictates that you may no longer be [betrothed|E] to [LEFT_CHARACTER.GetShortUIName]"
msg_betrothal_invalidated_player_heir:0 "[player_heir|E] $msg_betrothal_invalidated$"
msg_betrothal_invalidated_player_heir_desc:0 "[LEFT_CHARACTER.GetShortUINamePossessive] new [faith|E] dictates that [LEFT_CHARACTER.GetSheHe] may no longer be [betrothed|E] to [RIGHT_CHARACTER.GetShortUIName]"
msg_break_betrothal:0 "Betrothal Broken"
msg_break_betrothal_desc:0 "Your [betrothal|E] to [LEFT_CHARACTER.GetShortUIName] has been broken"
msg_break_betrothal_player_heir:0 "[player_heir|E] $msg_break_betrothal$"
msg_break_betrothal_player_heir_desc:0 "[LEFT_CHARACTER.GetShortUINamePossessive] [betrothal|E] to [RIGHT_CHARACTER.GetShortUIName] has been broken"
msg_spouse_invalidated:0 "Spouse Invalid"
msg_spouse_invalidated_desc:3 "Your [faith|E] or [culture_possessive|E] values mean that [LEFT_CHARACTER.GetShortUIName] is no longer your [spouse|E]"
msg_divorce:0 "Divorce"
msg_divorce_desc:0 "You were [divorced|E] from [LEFT_CHARACTER.GetShortUIName] – [LEFT_CHARACTER.GetSheHe] is no longer your [spouse|E]"
msg_spouse_invalidated_player_heir:0 "[player_heir|E] $msg_spouse_invalidated$"
msg_spouse_invalidated_player_heir_desc:0 "[LEFT_CHARACTER.GetShortUINamePossessive] new [faithpossessive|E] beliefs mean that [RIGHT_CHARACTER.GetShortUIName] is no longer [LEFT_CHARACTER.GetHerHis] [spouse|E]"
msg_divorce_player_heir:0 "[player_heir|E] $msg_divorce$"
msg_divorce_player_heir_desc:1 "[LEFT_CHARACTER.GetShortUIName] has gotten [divorced|E] from [RIGHT_CHARACTER.GetShortUIName] – [RIGHT_CHARACTER.GetSheHe] is no longer [LEFT_CHARACTER.GetHerHis] [spouse|E]"
msg_betrothal_fulfilled:0 "Betrothal Fulfilled"
msg_betrothal_fulfilled_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] and [RIGHT_CHARACTER.GetShortUIName] are now [married|E]"
msg_marriage_forced:0 "Forced Marriage"
msg_marriage_forced_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] and [RIGHT_CHARACTER.GetShortUIName] have [married|E] due to a [strong_hook|E]"
msg_consort_invalidated:0 "Consort Invalid"
msg_consort_invalidated_desc:2 "Your [faith|E] or [culture_possessive|E] values mean that [LEFT_CHARACTER.GetShortUIName] is no longer your consort"
msg_war_casus_belli_changed:0 "Casus Belli Changed"
msg_war_casus_belli_changed_desc:0 "[WAR.GetName] is using a new [casus_belli|E]"
msg_cadet_branch_created:0 "Cadet Branch"
msg_cadet_branch_created_desc:1 "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )] [LEFT_CHARACTER.GetShortUIName] created the [cadet_branch|E] $NAME|V$"
msg_i_became_head_of_house:0 "Became House Head"
msg_i_became_head_of_house_desc:1 "You became the new [house_head|E] of [house|E] $NAME|V$"
msg_i_not_head_of_house_anymore:0 "House Head Changed"
msg_i_not_head_of_house_anymore_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] replaced you as [house_head|E] of [house|E] $NAME|V$"
msg_became_head_of_house:0 "House Head Changed"
msg_became_head_of_house_desc:1 "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )] [LEFT_CHARACTER.GetShortUIName] became the new [house_head|E] of [house|E] $NAME|V$"
msg_i_became_dynast:1 "Became Dynasty Head"
msg_i_became_dynast_desc:1 "You became the new [dynast|E] of the $NAME|V$ [dynasty|E]"
msg_i_not_dynast_anymore:1 "Dynasty Head Changed"
msg_i_not_dynast_anymore_desc:1 "[LEFT_CHARACTER.GetShortUIName|U] replaced you as [dynast|E] of the $NAME|V$ dynasty"
msg_became_dynast:1 "Dynasty Head Changed"
msg_became_dynast_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] became the new [dynast|E] of the $NAME|V$ dynasty"
msg_i_became_head_of_faith:0 "Head of Faith Changed"
msg_i_became_head_of_faith_desc:0 "You became the new [FAITH.ReligiousHeadName] of [FAITH.GetName]"
msg_i_became_head_of_multiple_faiths:0 "$msg_i_became_head_of_faith$"
msg_i_became_head_of_multiple_faiths_desc:0 "$msg_i_became_head_of_faith_desc$ and $NUM_OTHER_FAITHS|V$ other faiths"
msg_i_not_head_of_faith_anymore:0 "Head of Faith Changed"
msg_i_not_head_of_faith_anymore_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] replaced you as the [FAITH.ReligiousHeadName] of [FAITH.GetName]"
msg_i_not_head_of_multiple_faiths_anymore:0 "$msg_i_not_head_of_faith_anymore$"
msg_i_not_head_of_multiple_faiths_anymore_desc:0 "$msg_i_not_head_of_faith_anymore_desc$ and $NUM_OTHER_FAITHS|V$ other faiths"
msg_new_fascination_selected:0 "New [cultural_fascination|E]"
msg_new_fascination_selected_desc:2 "Your [culture|E] is now [Concept( 'fascination', 'Fascinated' )|E] by the $NAME|V$ [innovation|E]"
msg_innovation_discovered:0 "Innovation Discovered"
msg_innovation_discovered_desc:3 "Your [culture|E] has discovered the $NAME|V$ [innovation|E]!"
msg_fascination_discovered:0 "Fascination Discovered"
msg_fascination_discovered_desc:3 "Your [culture|E] has discovered its $NAME|V$ [fascination|E]!\nA new [innovation|E] can be selected."
msg_era_discovered:0 "New Cultural Era"
msg_era_discovered_desc:2 "Your [culture|E] has entered the $NAME|N$ [era|E].\nNew [innovations|E] are available!"
msg_first_era_discovered:0 "New Cultural Era"
msg_first_era_discovered_desc:0 "[CULTURE.GetName] has entered the $NAME|V$ [era|E]"
msg_no_longer_culture_head:0 "Culture Head Changed"
msg_no_longer_culture_head_desc:1 "[LEFT_CHARACTER.GetShortUIName|U] took your place as [culture_head|E] of the [CULTURE.GetName] [culture|E]"
msg_become_culture_head:0 "Became Culture Head"
msg_become_culture_head_desc:1 "You became the [culture_head|E] of [CULTURE.GetName] culture!"
msg_new_theocracy_lesse:0 "New $game_concept_realm_priest$"
msg_new_theocracy_lesee_approve_desc:1 "Your [realm_priest|E], [LEFT_CHARACTER.GetShortUIName|U], endorses you #weak ([church_property|E])#!"
msg_new_theocracy_lesee_disapprove_desc:1 "Your [realm_priest|E], [LEFT_CHARACTER.GetShortUIName|U], does not endorse you #weak ([church_property|E])#!"
msg_mercenary_company_dismissed:0 "Mercenaries Dismissed"
msg_mercenary_company_dismissed_desc:0 "Your contract with the [LEFT_TITLE.GetNameNoTooltip] [mercenary_company|E] has run out, and the soldiers have been dismissed"
msg_holy_order_dismissed:0 "Holy Order Dismissed"
msg_holy_order_dismissed_desc:0 "The [LEFT_TITLE.GetNameNoTooltip] [holy_order|E] has been dismissed"
msg_fired_from_council:0 "Fired From Council"
msg_fired_from_council_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] has fired you from [LEFT_CHARACTER.GetHerHis] [council|E]"
msg_council_swap_position:0 "New Council Position"
msg_council_swap_position_desc:2 "You're now a $POSITION_NAME$ on [LEFT_CHARACTER.GetShortUINamePossessive] [council|E]"
msg_left_council_position:0 "Councillor Left Court"
msg_left_council_position_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] left [LEFT_CHARACTER.GetHerHis] position as your $POSITION_NAME$"
msg_peace_armies_disbanded:0 "At Peace"
msg_peace_armies_disbanded_desc:1 "You're finally at peace, therefore all your armies have been disbanded"
msg_invalidate_war_title:1 "The [war.GetName] has ended: it was no longer valid to continue."
msg_tributary_contract_broken_due_to_war_title: "Tributary Contract Broken"
msg_tributary_contract_broken_due_to_war_text: "Your [tributary_contract|E] has broken due to [war|E]"
msg_claim_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any of the claimed Counties."
msg_claim_war_invalidated_claimant_unavailable_dead_message:1 "The [war.GetName] has ended: [claimant.GetShortUIName] died, and thus [claimant.GetHerHis] claim can no longer be used by [attacker.GetShortUIName]."
msg_claim_war_invalidated_claimant_unavailable_not_vassal_message:1 "The [war.GetName] has ended: [claimant.GetShortUIName] is not a vassal or courtier of [attacker.GetShortUIName] and thus [claimant.GetHerHis] claim can no longer be used."
msg_claim_war_invalidated_claimant_is_now_a_minister_message: "The [war.GetName] has ended: having become a [minister|E], [claimant.GetShortUINamePossessive] [claim|E] is no longer relevant."
msg_de_jure_duchy_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any land in the targeted duchy."
msg_de_jure_county_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] the County."
msg_de_jure_duchy_war_invalidated_liege_war_message:1 "The [war.GetName] has ended: [Select_CString( attacker.IsLocalPlayer, 'You', attacker.GetShortUIName )] have joined [Select_CString( attacker.IsLocalPlayer, 'your', attacker.GetHerHis )] liege's war against [Select_CString( defender.IsLocalPlayer, 'you', defender.GetShortUIName )]."
msg_de_jure_all_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any de jure claimed land."
msg_religious_war_invalidation_region_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any land in the target region."
msg_religious_war_invalidated_hostility_level_message:1 "The [war.GetName] has ended: [attacker.GetShortUIName] cannot $game_concept_holy_war$ the [defender.GetFaith.GetAdjective] [faith|E]."
msg_invasion_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any land in the target region."
msg_mongol_invasion_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any land in the target region."
msg_county_conquest_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] the County."
msg_duchy_conquest_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any land in the target region."
msg_vassalization_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] can no longer be vassalized."
msg_make_tributary_war_invalidated_message: "The [war.GetName] has ended: [defender.GetShortUIName] can no longer be made into a tributary."
msg_subjugation_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] can no longer be subjugated."
msg_excommunication_war_invalidation_trait_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] is no longer Excommunicated."
msg_raid_war_invalidated_message:0 "The [war.GetName] has ended: [defender.GetTitledFirstName] can no longer be raided"
msg_free_house_member_war_invalidated_message: "The [war.GetName] has ended: [defender.GetTitledFirstName] no longer has any imprisoned members of [house|E] [attacker.GetHouse.GetBaseNameNoTooltip] "
msg_unify_house_war_invalidated_message: "The [war.GetName] has ended: [defender.GetTitledFirstName] no longer has any vassals of [house|E] [attacker.GetHouse.GetBaseNameNoTooltip] "
msg_laamp_raid_contract_war_invalidated_message: "The [war.GetName] has ended: [attacker.GetShortUINamePossessive] [GetTaskContractType('laamp_raid_contract').GetName] [task_contract|E] is no longer valid."
msg_my_hook_replaced:0 "Hook Replaced"
msg_my_hook_replaced_desc:1 "Your [hook|E] on [LEFT_CHARACTER.GetShortUIName] has been replaced with a [HOOK.GetName] Hook"
msg_my_hook_added:0 "Hook Gained"
msg_my_hook_added_desc:1 "You have gained a [HOOK.GetName] [hook|E] on [LEFT_CHARACTER.GetShortUIName]"
msg_hook_on_me_replaced:1 "Hook on You Replaced"
msg_hook_on_me_replaced_desc:1 "[LEFT_CHARACTER.GetShortUINamePossessive] [hook|E] on you has been replaced with a [HOOK.GetName] Hook"
msg_hook_on_me_added:1 "Hook on You Gained"
msg_hook_on_me_added_replaced:1 "Hook on You Gained"
msg_hook_on_me_added_desc:1 "[LEFT_CHARACTER.GetShortUIName|U] has gained a [HOOK.GetName] [hook|E] on you"
msg_hook_on_me_expired:1 "Hook on You Expired"
msg_hook_on_me_expired_desc:1 "[LEFT_CHARACTER.GetShortUINamePossessive] $HOOK_NAME$ [hook|E] on you has expired"
msg_my_hook_expired:0 "Hook Expired"
msg_my_hook_expired_desc:1 "Your [hook|E] on [LEFT_CHARACTER.GetShortUIName] has expired"
death_notification_title:1 "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )|U] #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
lover_death_notification_title:0 "Your Lover #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
friend_death_notification_title:0 "Your Friend #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
councillor_death_notification_title:0 "Your Councillor #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
elder_death_notification_title: "Your Elder #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
prisoner_death_notification_title: "Your Prisoner #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
notable_death_notification_title: "#high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
msg_perk_point_added:1 "[LIFESTYLE.GetNameNoTooltip] Perk Available"
msg_perk_point_added_desc:1 "You can unlock a new Perk for the [LIFESTYLE.GetName] Lifestyle"
msg_focus_invalidated:1 "Lifestyle Focus Invalidated"
msg_focus_invalidated_desc:0 "The [FOCUS.GetName] has been invalidated"
msg_dynasty_perk_added:0 "Dynasty Legacy Added"
msg_dynasty_perk_added_desc:1 "Your [dynasty|E] has unlocked the [DYNASTY_PERK.GetName] [dynasty_perk|E]"
msg_dynasty_perk_removed:0 "Dynasty Legacy Removed"
msg_dynasty_perk_removed_desc:0 "Your [dynasty|E] has lost the [DYNASTY_PERK.GetName] [dynasty_perk|E]"
msg_vassal_feudalised:0 "Vassal has become Feudal"
msg_vassal_feudalised_desc:1 "Your vassal, [ROOT.Char.GetShortUIName], has given up [ROOT.Char.GetHerHis] tribal ways and become feudal"
msg_dynasty_prestige_level_increase:1 "[dynasty_prestige_level|E] Increased"
msg_dynasty_prestige_level_increase_desc:1 "The [LEFT_CHARACTER.GetDynasty.GetBaseName] dynasty is known far and wide."
msg_dynasty_prestige_level_dencrease:1 "Lost [dynasty_prestige_level|E]"
msg_dynasty_prestige_level_dencrease_desc:2 "The [LEFT_CHARACTER.GetDynasty.GetBaseName] dynasty has fallen into disrepute"
piety_level_gain.message:0 "Gained [piety_level|E]"
piety_level_gain.desc:0 "You are known for dedication to your faith"
piety_level_gain.mandala.desc: "Your divinity grows"
piety_level_loss.message:0 "Lost [piety_level|E]"
piety_level_loss.desc:0 "Your sinful acts come at a cost"
prestige_level_gain.message:0 "Gained [prestige_level|E]"
prestige_level_gain.desc:0 "Your glory is widely known"
prestige_level_loss.message:0 "Lost [prestige_level|E]"
prestige_level_loss.desc:0 "Your dishonor comes at a cost"
influence_level_gain.message: "Gained [influence_level|E]"
influence_level_gain.desc: "Your network of connections spreads"
influence_level_loss.message: "Lost [influence_level|E]"
influence_level_loss.desc: "Your well of favors has run dry"
merit_level_gain.message: "Gained [merit_level|E]"
merit_level_gain.desc: "You are continuing on the proper Path."
merit_level_loss.message: "Lost [merit_level|E]"
merit_level_loss.desc: "You have cast you and your family's name into disrepute."
stress_level_reduced.message:1 "Reduced [stress_level|E]"
stress_level_reduced.text:0 "You are no longer as overwhelmed by [stress|E]"
msg_holy_order_patronage_lost:0 "[holy_order|E] Patronage Lost"
msg_holy_order_patronage_lost_desc:0 "You have lost the patronage of the [LEFT_TITLE.GetName] [holy_order|E]"
msg_holy_order_patronage_gained:0 "[holy_order|E] Patronage Gained"
msg_holy_order_patronage_gained_desc:0 "You have gained the patronage of the [LEFT_TITLE.GetName] [holy_order|E]"
msg_murder_scheme_agent_join_title:0 "Agent joined Murder Scheme"
msg_murder_scheme_agent_join_message:1 "[agent.GetTitledFirstName] joined your scheme to kill [target.GetTitledFirstName]."
msg_murder_scheme_agent_leave_title:0 "Agent left Murder Scheme"
msg_murder_scheme_agent_leave_message:1 "[agent.GetTitledFirstName] left your scheme to kill [target.GetTitledFirstName]."
mongols_sieged_county.t:0 "[county.GetName] Razed by the Horde"
msg_vassal_contract_level_invalidated:0 "Obligation Invalidated"
msg_vassal_contract_level_invalidated_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip|U] and $message_consolidation_others_obligations$ have had some of their [obligations|E] invalidated"
message_consolidation_others_obligations: "#tooltip:message_consolidation_names #L Other Vassals#!#!"
msg_vassal_contract_level_invalidated_desc_1: "[RIGHT_CHARACTER.GetUINamePossessiveNoTooltip|U] $OBLIGATION_TYPE_0|V$ [obligation|E] has been invalidated"
msg_vassal_contract_2_levels_invalidated:0 "Obligations Invalidated"
msg_vassal_contract_2_levels_invalidated_desc:0 "[RIGHT_CHARACTER.GetUINamePossessiveNoTooltip] $OBLIGATION_TYPE_0|V$ and $OBLIGATION_TYPE_1|V$ [obligations|E] have been invalidated"
msg_vassal_contract_multiple_levels_invalidated:0 "Obligations Invalidated"
msg_vassal_contract_multiple_levels_invalidated_desc:0 "[RIGHT_CHARACTER.GetUINamePossessiveNoTooltip] $OBLIGATION_TYPE_0|V$ and $OBLIGATION_TYPE_1|V$ and $COUNT|V$ other [obligations|E] have been invalidated"
msg_force_vote_in_succession_election_message:1 "You force [recipient.GetTitledFirstName] to vote for the same candidate as you for the next [GetDefine('NCharacter', 'FORCED_SUCCESSION_ELECTION_YEARS')] years."
msg_recruited_guest_to_court_interaction_title:0 "Recruited Guest to your [actor.Custom('GetCourt')]"
msg_recruited_guest_to_court_interaction_message:0 "[recipient.GetTitledFirstName] is now a member of your [actor.Custom('GetCourtConcept')]."
msg_kicked_courtier_from_court_interaction_title:0 "Dismissed Courtier"
msg_courtier_left_court_interaction_title:0 "Courtier Left"
msg_hired_court_physician_interaction_title: "$court_physician_court_position$ Hired"
msg_hired_court_physician_interaction_message:1 "[recipient.GetTitledFirstName] is now your [GetCourtPositionType('court_physician_court_position').GetName()]."
msg_fired_court_physician_interaction_title: "$court_physician_court_position$ Fired"
msg_fired_court_physician_interaction_message:1 "You fired [recipient.GetTitledFirstName] from the position as [GetCourtPositionType('court_physician_court_position').GetName()]."
msg_concubine_taken_title:2 "Taken a Concubine"
msg_concubine_accepted_title:1 "Accepted [secondary_actor.GetShortUIName] as my concubine"
msg_concubine_dismissed_title:2 "Dismissed Concubine"
msg_concubine_offered_title: "Made [secondary_recipient.GetTitledFirstName] [recipient.GetTitledFirstNamePossessive] concubine"
msg_concubine_offered_reversed_title: "[secondary_actor.GetTitledFirstName] is now your Concubine!"
msg_concubine_offered_invalidated_title: "Could Not Offer Concubine"
msg_concubine_offered_invalidated_recipient_title: "Could Not Accept Concubine"
msg_concubine_offered_invalidated_consort: "[secondary_recipient.GetTitledFirstName] is [spouse.GetShortUINamePossessive] consort and therefore cannot become [recipient.GetShortUINamePossessive] concubine"
msg_concubine_offered_invalidated_betrothed: "[secondary_recipient.GetTitledFirstName] is betrothed to [spouse.GetShortUIName] and therefore cannot become [recipient.GetShortUINamePossessive] concubine"
msg_concubine_offer_rejected_title: "Concubine Rejected"
msg_concubine_offer_rejected: "[recipient.GetTitledFirstName] rejected [secondary_recipient.GetTitledFirstName] as [recipient.GetHerHis] concubine"
msg_close_family_member_taken_as_concubine_title: "[secondary_recipient.GetTitledFirstName] Taken as Concubine"
msg_close_family_member_offered_as_concubine_title: "[secondary_actor.GetTitledFirstName] Taken as Concubine"
msg_move_prisoner_to_dungeon:0 "Prisoner moved to Dungeon"
msg_move_prisoner_to_house_arrest:0 "Prisoner moved to House Arrest"
msg_execute_prisoner:0 "Prisoner Executed"
msg_execute_prisoner_desc:0 "[recipient.GetTitledFirstName] [recipient.GetDeathReason]"
msg_artifact_gained_title:0 "Inheritance: [artifact_inherited.GetNameNoTooltip]"
msg_artifact_gained_desc:0 "You inherited [artifact_inherited.GetNameNoTooltip] from [old_owner.GetUIName]!"
msg_rival_dethroned:0 "Your rival [actor.GetTitledFirstName] lost a Title"
msg_rival_dethroned_desc:0 "Your [rival|E] [actor.GetTitledFirstName] lost the [title.GetBaseName]"
msg_court_position_gained:0 "Appointed [COURT_POSITION_TYPE.GetNameNoTooltip]"
msg_court_position_gained_desc:0 "You have been appointed [LEFT_CHARACTER.GetShortUINamePossessive] [COURT_POSITION_TYPE.GetNameNoTooltip]"
msg_court_position_removed:0 "[COURT_POSITION_TYPE.GetNameNoTooltip] Position Revoked"
msg_court_position_removed_desc:0 "[LEFT_CHARACTER.GetShortUIName] is no longer employing you as [COURT_POSITION_TYPE.GetNameNoTooltip]"
msg_court_position_invalidated_employee:1 "[COURT_POSITION_TYPE.GetNameNoTooltip] Position Lost"
msg_court_position_invalidated_employee_desc:0 "[LEFT_CHARACTER.GetShortUIName] can no longer employ you as [COURT_POSITION_TYPE.GetNameNoTooltip]"
msg_court_position_invalidated_employer:1 "[COURT_POSITION_TYPE.GetNameNoTooltip] Position Vacated"
msg_court_position_invalidated_employer_desc:0 "[LEFT_CHARACTER.GetShortUIName] is no longer your [COURT_POSITION_TYPE.GetNameNoTooltip]"
msg_court_position_invalidated_and_replaced_employer: "[COURT_POSITION_TYPE.GetNameNoTooltip] Replaced"
msg_court_position_invalidated_and_replaced_employer_desc: "[LEFT_CHARACTER.GetShortUIName] is no longer your [COURT_POSITION_TYPE.GetNameNoTooltip]. [LEFT_CHARACTER.GetSheHe|U] was replaced by [RIGHT_CHARACTER.GetShortUIName] (Aptitude: #glow_color:{0,0,0,1} [RIGHT_CHARACTER.GetHeldCourtPositionByType( COURT_POSITION_TYPE.Self ).GetAptitudeText]#!)"
msg_becomes_obese:1 "Became Obese"
msg_becomes_obese_desc:0 "You have become [GetModifier( 'obese_modifier' ).GetNameWithTooltip]"
msg_becomes_malnourished:0 "Became Malnourished"
msg_becomes_malnourished_desc:0 "You have become [GetModifier( 'malnourished_modifier' ).GetNameWithTooltip]"
msg_stops_being_obese:1 "No Longer Obese"
msg_stops_being_obese_desc:0 "You are no longer [GetModifier( 'obese_modifier' ).GetNameWithTooltip]"
msg_stops_being_malnourished:0 "No Longer Malnourished"
msg_stops_being_malnourished_desc:0 "You are no longer [GetModifier( 'malnourished_modifier' ).GetNameWithTooltip]"
msg_event_timeout:0 "Event timed out: $EVENT_NAME$"
msg_event_timeout_desc:0 "$EVENT_TIMEOUT_EFFECTS$"
msg_event_timeout_tt:0 "$EVENT_TIMEOUT_EFFECTS$"
msg_letter_event_timeout:0 "Event from [CHARACTER.GetShortUIName] timed out"
msg_letter_event_timeout_desc:0 "$EVENT_TIMEOUT_EFFECTS$"
msg_letter_event_timeout_tt:0 "$EVENT_TIMEOUT_EFFECTS$"
msg_court_amenity_setting_invalidated:0 "Court Amenity setting invalidated"
msg_court_amenity_setting_invalidated_desc:0 "Court Amenity setting $INVALID_SETTING$ was invalidated and has been replaced with $DEFAULT_SETTING$."
msg_catalyst_triggered:1 "$STRUGGLE_NAME$: $game_concept_struggle_catalyst_catalyst$ Triggered"
msg_catalyst_triggered_desc:2 "A [struggle_catalyst|E] has been triggered by [CHARACTER.GetTitledFirstName]: $CATALYST_INFO$\n\nProgress towards $STRUGGLE_PHASE$ [struggle_phase_phase|E]: $CATALYST_VALUE|+=$"
msg_catalyst_triggered_tt:1 "$msg_catalyst_triggered_desc$"
msg_catalyst_triggered_no_character:0 "$msg_catalyst_triggered$"
msg_catalyst_triggered_no_character_desc:0 "A [struggle_catalyst|E] has been triggered: $CATALYST_INFO$\n\nProgress towards $STRUGGLE_PHASE$ [struggle_phase_phase|E]: $CATALYST_VALUE|+=$"
msg_catalyst_triggered_no_character_tt:0 "$msg_catalyst_triggered_no_character_desc$"
msg_player_character_changed:0 "$PLAYER_CHANGED_CHARACTER_TITLE_SWITCH$"
msg_player_character_changed_desc:0 "$PLAYER_CHANGED_CHARACTER_TEXT_SWITCH$"
msg_player_character_changed_tt:0 "$msg_player_character_changed_desc$"
msg_player_new_character:0 "$PLAYER_CHANGED_CHARACTER_TITLE_JOIN$"
msg_player_new_character_desc:0 "$PLAYER_CHANGED_CHARACTER_TEXT_JOIN$"
msg_player_new_character_tt:0 "$msg_player_new_character_desc$"
msg_player_new_observer:0 "$PLAYER_CHANGED_CHARACTER_TITLE_OBSERVER$"
msg_player_new_observer_desc:0 "$PLAYER_CHANGED_CHARACTER_TEXT_OBSERVER$"
msg_player_new_observer_tt:0 "$msg_player_new_observer_desc$"
msg_struggle_phase_end:1 "$STRUGGLE_PHASE$ Phase Is In Transition"
msg_struggle_phase_end_desc:0 "@$STRUGGLE_PHASE_ICON$! $STRUGGLE_PHASE$ is transitioning into @$STRUGGLE_PHASE_ICON_NEXT$! $STRUGGLE_PHASE_NEXT$.\n\n $STRUGGLE_PHASE_NEXT$ will start in $DAYS_UNTIL_TRANSITION$ days."
msg_struggle_phase_end_tt:2 "$msg_struggle_phase_transitioned_tt$"
msg_struggle_phase_transitioned:1 "Phase Transitioned"
msg_struggle_phase_transitioned_desc:0 "The $STRUGGLE_NAME$ [struggle|E] has transitioned to the @$STRUGGLE_PHASE_ICON$! $STRUGGLE_PHASE$ [struggle_phase_phase|E]."
msg_struggle_phase_transitioned_tt:0 "$msg_struggle_phase_transitioned_desc$"
msg_set_relation_friend_title:1 "@friend_icon! Made a Friend"
msg_set_relation_friend_desc:0 "[GetRelation( 'friend' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
msg_set_relation_best_friend_title:1 "@best_friend_icon! Became Best Friends"
msg_set_relation_best_friend_desc:0 "[GetRelation( 'best_friend' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
msg_set_relation_rival_title:1 "@rival_icon! Gained a Rival"
msg_set_relation_rival_desc:0 "[GetRelation( 'rival' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
msg_set_relation_nemesis_title:1 "@nemesis_icon! Gained Nemesis"
msg_set_relation_nemesis_desc:0 "[GetRelation( 'nemesis' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
msg_set_relation_grudge_title: "@grudge_icon! Started Holding a Grudge"
msg_set_relation_grudge_desc: "[GetRelation( 'grudge' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
msg_set_relation_lover_title:1 "@lover_icon! Gained a Lover"
msg_set_relation_lover_desc:0 "[GetRelation( 'lover' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
msg_set_relation_soulmate_title:1 "@soulmate_icon! Found Soulmate"
msg_set_relation_soulmate_desc:0 "[GetRelation( 'soulmate' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
msg_set_relation_blood_brother_title: "@blood_brother_icon! Became Blood Brothers"
msg_set_relation_blood_brother_desc: "[GetRelation( 'blood_brother' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
msg_set_relation_disciple_title:1 "Became Disciple"
msg_set_relation_disciple_desc:0 "[GetRelation( 'disciple' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
msg_set_relation_elder_title:1 "Became Elder"
msg_set_relation_elder_desc:0 "You will now support each other."
msg_house_unity_change_stage: "House Unity Level Changed"
msg_house_unity_change_stage_desc: "Your [house_unity|E] has changed Level to $HOUSE_UNITY_STAGE_NAME|U$"
msg_house_unity_change_stage_tt: "$msg_house_unity_change_stage_desc$"
msg_start_diarchy_title:0 "[LEFT_CHARACTER.GetDiarchyTypeNameNoTooltip] Begins"
msg_start_diarchy_effect:0 "I began [sharing_power|E] in [LEFT_CHARACTER.GetDiarchy.GetDiarch.Custom('GetDiarchyArticle')] [LEFT_CHARACTER.GetDiarchyTypeName] with my [LEFT_CHARACTER.Custom2('RelationToMeShort', RIGHT_CHARACTER.Self)], [RIGHT_CHARACTER.GetShortUIName]"
msg_inherit_diarchy_title:0 "[LEFT_CHARACTER.GetDiarchy.GetDiarch.Custom('GetDiarchyArticle')|U] [LEFT_CHARACTER.GetDiarchyTypeNameNoTooltip] Inherited"
on_entered_diarchy.notification.vassal.t:0 "Liege Entered [ROOT.Char.GetDiarchyTypeNameNoTooltip]"
on_entered_diarchy.notification.vassal.t.higher_liege:0 "Higher Liege Entered [ROOT.Char.GetDiarchyTypeNameNoTooltip]"
on_entered_diarchy.notification.vassal.desc:1 "[ROOT.Char.GetShortUIName|U] is now [sharing_power|E] in [ROOT.Char.GetDiarchy.GetDiarch.Custom('GetDiarchyArticle')] [ROOT.Char.GetDiarchyTypeName] with [ROOT.Char.GetHerHisMy] [ROOT.Char.Custom2('RelationToMeShort', ROOT.Char.GetDiarchy.GetDiarch.Self)], [ROOT.Char.GetDiarchy.GetDiarch.GetShortUIName]"
on_entered_diarchy.notification.vassal.desc.outro.child:0 "due to being a [child|E]"
on_entered_diarchy.notification.vassal.desc.outro.incapable:0 "due to being [GetTrait('incapable').GetName(GetNullCharacter)]"
on_entered_diarchy.notification.vassal.desc.outro.imprisonment:0 "due to being [imprisoned|E] abroad"
on_entered_diarchy.notification.vassal.desc.outro.travel:0 "due to [traveling|E] abroad"
msg_end_diarchy_title:0 "$game_concept_diarchy$ Ended"
msg_end_diarchy_effect:0 "I'm no longer [sharing_power|E] with my [LEFT_CHARACTER.Custom2('RelationToMeShort', RIGHT_CHARACTER.Self)], [RIGHT_CHARACTER.GetShortUIName]"
on_left_diarchy.notification.vassal.t:0 "Liege's $game_concept_diarchy$ Ended"
on_left_diarchy.notification.vassal.desc:0 "[ROOT.Char.GetShortUIName|U] is no longer [sharing_power|E] with [ROOT.Char.GetHerHisMy] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('old_diarch'))], [old_diarch.GetShortUIName]"
msg_change_diarchy_type_title:0 "My $game_concept_diarchy$ Type Changed"
msg_change_diarchy_type_effect:0 "My $OLD_TYPE$ changed into $NEW_TYPE$"
on_diarch_change.notification.liege.boilerplate.t:1 "My [liege.GetDiarchTitle] has Changed"
on_diarch_change.notification.vassal.boilerplate.t:1 "Your Liege's [liege.GetDiarchTitle] has Changed"
on_diarch_change.notification.liege.death.t:0 "$on_diarch_change.notification.liege.boilerplate.t$"
on_diarch_change.notification.liege.death.desc:1 "[old_diarch.GetShortUINamePossessive|U] recent [character_death_death|E] leaves [diarch.GetShortUIName] as your new [liege.GetDiarchTitle]."
on_diarch_change.notification.vassal.death.t:0 "$on_diarch_change.notification.vassal.boilerplate.t$"
on_diarch_change.notification.vassal.death.desc:1 "[old_diarch.GetShortUINamePossessive|U] recent [character_death_death|E] has left [diarch.GetShortUIName] as the next [liege.GetDiarchTitle] of [liege.GetPrimaryTitle.GetName]."
on_diarch_change.notification.liege.deposition.t:0 "$on_diarch_change.notification.liege.boilerplate.t$"
on_diarch_change.notification.liege.deposition.desc:1 "[old_diarch.GetShortUIName|U] has been forcibly deposed, leaving [diarch.GetShortUIName] as your new [liege.GetDiarchTitle]."
on_diarch_change.notification.vassal.deposition.t:0 "$on_diarch_change.notification.vassal.boilerplate.t$"
on_diarch_change.notification.vassal.deposition.desc:1 "[old_diarch.GetShortUIName|U] [Select_CString( old_diarch.IsLocalPlayer, 'have', 'has' )] been forcibly deposed, leaving [diarch.GetShortUIName] as the next [liege.GetDiarchTitle] of [liege.GetPrimaryTitle.GetName]."
on_diarch_change.notification.liege.invalidation.t:0 "$on_diarch_change.notification.liege.boilerplate.t$"
on_diarch_change.notification.liege.invalidation.desc:1 "[old_diarch.GetShortUIName|U] is no longer valid to continue [old_diarch.GetHerHis] duties, leaving [diarch.GetShortUIName] as your new [liege.GetDiarchTitle]."
on_diarch_change.notification.vassal.invalidation.t:0 "$on_diarch_change.notification.vassal.boilerplate.t$"
on_diarch_change.notification.vassal.invalidation.desc:1 "[old_diarch.GetShortUIName|U] [Select_CString( old_diarch.IsLocalPlayer, 'are', 'is' )] no longer valid to continue [CharMyHerHis(old_diarch)] duties, leaving [diarch.GetShortUIName] as the next [liege.GetDiarchTitle] of [liege.GetPrimaryTitle.GetName]."
on_diarch_change.notification.liege.inheritance.t:0 "$on_diarch_change.notification.liege.boilerplate.t$"
on_diarch_change.notification.liege.inheritance.desc:0 "I inherited a bigger realm, so [diarch.GetShortUIName] is now my new [liege.GetDiarchTitle]"
on_diarch_change.notification.vassal.inheritance.t:0 "$on_diarch_change.notification.vassal.boilerplate.t$"
on_diarch_change.notification.vassal.inheritance.desc:0 "Due to inheritance I am now [liege.GetDiarchTitle] to [liege.GetShortUIName]"
on_diarch_change.notification.liege.fallback.t:0 "$on_diarch_change.notification.liege.boilerplate.t$"
on_diarch_change.notification.liege.fallback.desc:1 "[old_diarch.GetShortUIName|U] is replaced by [diarch.GetShortUIName] as your new [liege.GetDiarchTitle]."
on_diarch_change.notification.vassal.fallback.t:0 "$on_diarch_change.notification.vassal.boilerplate.t$"
on_diarch_change.notification.vassal.fallback.desc:1 "[old_diarch.GetShortUIName|U] [Select_CString( old_diarch.IsLocalPlayer, 'are', 'is' )] replaced by [diarch.GetShortUIName] as your liege's new [liege.GetDiarchTitle]."
msg_diarchy_more_power_title:0 "[LEFT_CHARACTER.GetLiege.GetDiarchTitle] is now more powerful"
msg_diarchy_more_power_effect:0 "[scales_of_power|E] swing has reached a new level and more [diarch_powers|E] are available to the [LEFT_CHARACTER.GetLiege.GetDiarchTitle]"
msg_diarchy_less_power_title:0 "[LEFT_CHARACTER.GetLiege.GetDiarchTitle] is now less powerful"
msg_diarchy_less_power_effect:1 "[scales_of_power|E] swing has dropped to a lower level and the [LEFT_CHARACTER.GetLiege.GetDiarchTitle] has fewer [diarch_powers|E]"
grand_wedding_cancelled_by_regency_title:0 "Grand Wedding Canceled"
grand_wedding_cancelled_by_regency_desc:0 "[diarch.GetTitledFirstName] became [diarch.GetLiege.GetTitledFirstNamePossessive] [regent|E] and can no longer attend [diarch.GetHerHis] [GetActivityType('activity_wedding').GetName] with [betrothed.GetTitledFirstName]"
msg_legend_promoter_join: "Legend Promoter Joins"
msg_legend_promoter_join_desc: "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )] [LEFT_CHARACTER.GetUINameNoTooltip] has started [Concept( 'promoted_legend', 'Promoting' )|E] your [legend|E], [GetPlayer.GetPromotedLegend.GetName]."
msg_legend_promoter_leave: "Legend Promoter Leaves"
msg_legend_promoter_leave_desc: "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )] [LEFT_CHARACTER.GetUINameNoTooltip] has stopped [Concept( 'promoted_legend', 'Promoting' )|E] your [legend|E], [GetPlayer.GetPromotedLegend.GetName]."
msg_promoted_legend_unowned: "Promoted Legend Unowned"
msg_promoted_legend_unowned_desc: "Your [promoted_legend|E] [Legend.GetName] is no longer owned by anyone"
msg_promoted_legend_completed: "Promoted Legend Completed"
msg_promoted_legend_completed_desc: "Your [promoted_legend|E] [Legend.GetName] has been completed"
msg_legend_library_added: "Legend added to Library"
msg_legend_library_added_desc: "[Legend.GetName] was added to your [legend_library|E]."
message_consolidation_names: "#T Others#!\n[PlayerMessageItem.GetConsolidationNames]"
message_consolidation_others: "#tooltip:message_consolidation_names #L [Subtract_int32( PlayerMessageItem.GetConsolidationCount, '(int32)2' )|V] [Select_CString( GreaterThan_int32( PlayerMessageItem.GetConsolidationCount, '(int32)3' ), 'others', 'other' )] #!#!"
msg_raid_completed_title: "Raided [RIGHT_TITLE.GetNameNoTierNoTooltip]"
msg_raid_completed_desc: "You [raided|E] the [RIGHT_TITLE.GetName] ([RIGHT_TITLE.GetHolder.GetShortUIName])"
msg_raid_lost_title: "[RIGHT_TITLE.GetNameNoTierNoTooltip] Raided"
msg_raid_lost_desc: "[LEFT_CHARACTER.GetUIName] has [raided|E] the [RIGHT_TITLE.GetName] #weak ([RIGHT_TITLE.GetHolder.GetTitledFirstName])#!"
msg_raid_intent_invalidated_title: "[raiding_army.GetRaidIntent.GetName] invalidated!"
msg_raid_intent_invalidated_desc: "[raiding_army.GetRaidIntent.GetName] was invalidated, as this intent is no longer available to [LEFT_CHARACTER.GetName]"
msg_barter_completed_barterer_title: "Traded in [county.GetNameNoTierNoTooltip]"
msg_barter_completed_holder_title: "[barterer.GetPrimaryTitle.GetNameNoTierNoTooltip] Traded with You"
msg_barter_completed_barterer_desc: "You [traded|E] with [county.GetHolder.GetShortUIName]"
msg_barter_completed_holder_desc: "[barterer.GetShortUIName] [traded|E] with you in [barony.GetName]"
msg_barter_loot_delivered_title: "Loot Delivered"
msg_barter_loot_delivered_desc: "Your [trading|E] Caravan has returned with [loot|E]"
msg_barter_loot_lost_title: "Loot Lost"
msg_barter_loot_lost_desc: "Your [trading|E] Caravan lost [loot_i][barter_loot.GetValue]"
msg_barter_loot_won_title: "Loot Won"
msg_barter_loot_won_desc: "Your [army|E] claimed [loot_i][barter_loot.GetValue] from a [trading|E] Caravan"
msg_barter_aborted_title: "Trade Aborted"
msg_barter_aborted_desc: "[trade|E] aborted in [barony.GetName] due to insufficient [trade_goods|E]"
msg_great_project_planned_title: "[GreatProject.GetNameNoTooltip] is Being Planned"
msg_great_project_planned_desc: "[GreatProject.GetName] is being planned in [GreatProject.GetLocation.GetName].\nIt needs [GreatProject.GetRequiredContributionCount|V] [great_project_contributions|E] to start."
msg_great_project_started_title: "[GreatProject.GetNameNoTooltip] Started"
msg_great_project_started_desc: "[GreatProject.GetName] got enough [great_project_contributions|E] to start progress.\nIt will be completed in [GreatProject.GetConstructionEndDate.GetTimeToDate|V]."
msg_great_project_aborted_title: "[GreatProject.GetNameNoTooltip] was Abandoned"
msg_great_project_aborted_desc: "The [GreatProject.GetType.GetName] [great_project|E] based in [GreatProject.GetLocation.GetName] is no longer available for contributions."
msg_great_project_completed_title: "[GreatProject.GetNameNoTooltip] Completed"
msg_great_project_completed_desc: "[GreatProject.GetName] has been successfully completed in [GreatProject.GetOwner.GetCapitalLocation.GetName]"
msg_known_pregnancy: "[LEFT_CHARACTER.GetTitledFirstNameNoTooltip] Falls Pregnant"
msg_government_changed: "Government Changed"
msg_poem_sold_title: "Muwashshah Poem Sold"
msg_poem_kept_title: "Muwashshah Poem Kept"
msg_poem_kept_message: "[double_moon_book.GetName] receives a random Modifier"
msg_poem_distributed_title: "Muwashshah Poem Distributed"
msg_contract_completion_reward: "[GetPlayer.Custom('GetContractOrIssue')] Completed"
msg_contract_completion_reward_desc: "$REWARD_TYPE$"
msg_governor_candidate_promoted_leading: "[GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self)|U] [CharAreIs(LEFT_CHARACTER)] in Line for [TITLE.GetNameNoTierNoTooltip|V]"
msg_governor_candidate_promoted_leading_desc: "[LEFT_CHARACTER.GetShortUIName|U] passed [RIGHT_CHARACTER.GetShortUIName] as the next-in-line for the [TITLE.GetName]"
msg_governor_candidate_demoted_leading: "[GetPlayer.Custom2('RelationToMeShort', RIGHT_CHARACTER.Self)|U] [CharAreIs(RIGHT_CHARACTER)] Losing [TITLE.GetNameNoTierNoTooltip|V]"
msg_governor_candidate_demoted_leading_desc: "[LEFT_CHARACTER.GetShortUIName|U] [CharHaveHas(LEFT_CHARACTER)] passed [RIGHT_CHARACTER.GetShortUIName] as the next-in-line for the [TITLE.GetName]"
msg_provincial_army_reassigned: "[TITLE.GetAdjectiveNoTooltip|V] Army Reassigned"
msg_provincial_army_reassigned_desc: "[LEFT_CHARACTER.GetShortUINameNotMe] has reassigned the [provincial|E] [army|E] of [TITLE.GetNameNoTier] to the [RIGHT_TITLE.GetName]"
msg_admin_title_gained_house.tt: "House Member Gains Appointment"
msg_admin_title_gained_investor.tt: "Supported Candidate Gains Appointment"
msg_admin_title_gained_foe.tt: "Opposed Candidate Gains Appointment"
msg_admin_title_gained.desc: "Your [GetPlayer.Custom2('RelationToMeShort', SCOPE.sC('title_gainer'))], [title_gainer.GetShortUIName|U], now governs the [title.GetName]"
msg_admin_title_lost_house.tt: "House Member Lost Appointment"
msg_admin_title_lost_investor.tt: "Supported Holder Lost Appointment"
msg_admin_title_lost_foe.tt: "Opposed Holder Lost Appointment"
msg_admin_title_lost.desc: "Your [GetPlayer.Custom2('RelationToMeShort', SCOPE.sC('title_loser'))], [title_loser.GetShortUIName|U], no longer governs the [title.GetName]"
msg_estate_damaged.title: "$game_concept_estate$ Damaged"
msg_estate_damaged.desc: "Your [estate|E] was damaged and one or more [estate_buildings|E] lost a level or was destroyed.\n\nThe [estate|E] was relocated to [new_estate_location.GetName]."
msg_admin_provincial_army_request_accepted.title: "Request for Troops Accepted"
msg_admin_provincial_army_request_denied.title: "Request for Troops Denied"
msg_admin_provincial_army_request_denied.desc: "[recipient.GetShortUIName|U] denied your request for troops"
msg_courtier_child_of_age_title: "Courtier Comes of Age"
msg_dynasty_child_of_age_title: "Dynastic Child Comes of Age"
msg_dynasty_child_of_age_desc: "Your [relative.Custom2('RelationToMeShort', SCOPE.sC('educated_child'))], [educated_child.GetShortUIName|U], has come of age in your [relative.Custom('GetCourt')|l]"
#msg_mandala_temple_completed_01.title: "$building_type_mandala_capital_01$ Completed"
#msg_mandala_temple_completed_02up.title: "$building_type_mandala_capital_01$ Expanded"
#msg_mandala_temple_completed_01.desc: "The $building_type_mandala_capital_01$ [great_project|E] in [province.GetName] has been completed"
#msg_mandala_temple_completed_02up.desc: "The $building_type_mandala_capital_01$ [great_project|E] in [province.GetName] has been expanded"
msg_appointed_to_title: "Appointed to Title"
msg_appointed_to_title_desc: "As the top Candidate, you have been appointed as [governor|E] of [RIGHT_TITLE.GetDefinitiveName]"
msg_tributary_invalidated_title: "Tributary Invalidated"
msg_tributary_invalidated_desc: "The tributary contract between [LEFT_CHARACTER.GetName] and [RIGHT_CHARACTER.GetName] is no longer valid."

View file

@ -1,195 +0,0 @@
l_english:
MILITARY:0 "Military"
CREATE_BANNER:0 "Create Rally Point"
SOLDIERS_INFO:0 "$CURRENT$/$MAX$"
DISBAND_ALL_ARMIES:0 "#T Disband all [armies|E] #!"
DISBAND_ALL_ARMIES_ARMIES_INFO:0 "$DISBANDED$ Armies will be disbanded"
DISBAND_ALL_ARMIES_GATHERING_ARMIES_INFO:1 "$DISBANDED$ of $TOTAL$ gathering Armies will be disbanded"
DISBAND_NO_ARMIES:0 "$DISBAND_ALL_ARMIES$\n@warning_icon! #X No armies can be disbanded#!"
DISBAND_NO_DISBANDABLE_ARMIES:0 "@warning_icon! #X No armies can be disbanded#!"
DISBAND_ALL_CONFIRM_TITLE:0 "Disband all Armies"
DISBAND_ALL_CONFIRM:0 "All raised and gathering [armies|E] will be disbanded."
DISBAND_ALL_CONFIRM_ACCEPT:0 "Disband All"
LEVIES_LABEL:1 "[levies|E]"
LEVIES_MAX:0 "$RAISE_MAX|V$"
LEVIES_NOT_MAX:0 "$CURRENT|V$/$RAISE_MAX|V$"
LEVIES_TOOLTIP:0 "#T Unraised [levies|E]: $CURRENT|0V$/$RAISE_MAX|0V$#!"
LEVIES_AFFECTED_BY_COUNTIES_HEADER:0 "#T The number of [rally_point|E] [levies|E] is lowered#!"
LEVIES_AFFECTED_BY_COUNTY_CONTROL:0 "@warning_icon! #X The [rally_point|E] has counties with lowered [county_control]#!"
FROM_DOMAIN:0 "From [domain|E]"
FROM_VASSALS:0 "From [vassals|E]"
FROM_BISHOPS:0 "From [realm_priest|E]"
BANNER_MEN_AT_ARMS_LABEL:0 "[men_at_arms|E]:"
ADVENTURER_CAP_HINT: "Upgrade your [camp|E] to increase the Limit"
BANNER_MEN_AT_ARMS:0 "$UNRAISED|0V$"
BANNER_MEN_AT_ARMS_NOT_MAX:0 "$UNRAISED|0$/$RAISE_MAX|0$"
BANNER_MEN_AT_ARMS_TOOLTIP:0 "#T Unraised [men_at_arms|E]: $UNRAISED|0V$/$RAISE_MAX|0V$#!"
BANNER_KNIGHTS_LABEL:1 "$knight_culture_player_plural$:"
BANNER_TROOPS_TAB:0 "Your Armies"
BANNER_KNIGHTS_TAB:1 "$knight_culture_player_plural_no_tooltip$"
RAISE_BANNER_TT_TITLE:0 "#T Raise Army at [rally_point|E]#!"
RAISE_BANNER_TT_NO_SOLDIERS:0 "@warning_icon! #X No [soldiers|E] to raise#!"
RAISE_BANNER_TT_LEVIES:0 "$UNRAISED|0V$ out of $RAISE_MAX|0V$ [levies|E] can be raised"
RAISE_BANNER_TT_MAA:0 "$UNRAISED|0V$ out of $RAISE_MAX|0V$ [men_at_arms|E] can be raised"
MEN_AT_ARMS_CURRENT_MAX_TOOLTIP:1 "[MEN_AT_ARMS_TYPE.GetName]: $CURRENT|0V$/$MAX|0V$."
CREATE_MAA_BUTTON_COST:0 "Create ($COST$)"
CREATE_MAA_COST:0 "Creation Cost: $COST$"
NAMED_MAINTENANCE_MAA:0 "$NAME$: $COST$"
MAINTENANCE_MAA:1 "$MAA_UNRAISED_MAINTENANCE_TEXT$: $VALUE$/month"
REINFORCEMENT_MAA:1 "$MAA_FULL_MAINTENANCE_TEXT$: $VALUE$/month"
STACK_SIZE_MAA:0 "Regiment size: $VALUE|V$"
ADVENTURER_MAINTENANCE_INFO: "[SelectLocalization( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_nomadic' ), 'ADVENTURER_MAINTENANCE_INFO_NOMADIC', 'ADVENTURER_MAINTENANCE_INFO_ADVENTURER' )]"
ADVENTURER_MAINTENANCE_INFO_ADVENTURER: "[adventurers|E] can only reinforce [men_at_arms|E] by using #V $refill_maa_interaction$#!, #V $reinforce_soldiers_interaction$#!, or via [adventurer_siege_replenishment|E] during [war|E]"
ADVENTURER_MAINTENANCE_INFO_NOMADIC: "[nomads|E] can only reinforce their [men_at_arms|E] by using #V $refill_maa_interaction$#! and paying a cost of [herd|E] or [gold|E]."
CONDITIONAL_MAINTENANCE_INFO: "Your [government|E] can $conditional_maa_refill_rule$"
MONTHLY_MAINTENANCE_LABEL:0 "Monthly Maintenance:"
MONTHLY_MAX_MAINTENANCE_LABEL:0 "#weak Max:#!"
MONTHLY_MAX_MAINTENANCE_TT:0 "#T Maximum Military Maintenance#!\nThis is the predicted military expense when you have all forces raised and at full strength.\n@warning_icon! #X Having [armies|E] on [fleets|E] can make actual maintenance higher.#!\n\nWith your current [gold|E] and [income|E], you can have all of your troops raised for [MilitaryView.GetAllRaisedTimeGold] before going bankrupt."
MONTHLY_MAX_MAINTENANCE_VIEW: "([MilitaryView.GetAllRaisedTimeGold])"
MONTHLY_MAX_MAINTENANCE_TREASURY_VIEW: "([MilitaryView.GetAllRaisedTimeTreasury])"
MONTHLY_REINFORCEMENT_COST_LABEL:1 "Monthly Reinforcement"
MV_MORE_THAN_FIVE_YEARS:1 "> #V 5 years#!"
MEN_AT_ARMS_LABEL:0 "Men-at-Arms:"
TOTAL_MAINTENANCE_COST:0 "$VALUE$"
TOTAL_REINFORCEMENT_COST_MAA:0 "$VALUE|1$"
ADD_MEN_AT_ARMS_LABEL:0 "Create Men-at-Arms Regiment"
MAA_COUNT_AND_CAP:0 "$CURRENT|V$/$MAX|V$"
MAA_COUNT_AND_CAP_ABOVE_CAP:0 "$CURRENT|N$/$MAX|V$"
MAA_COUNT_ABOVE_CAP:0 "$VALUE|V$ [men_at_arms|E] over cap limit"
HIRE_TROOPS:0 "Hire Soldiers"
MV_SHOW_MAA:0 "Show [men_at_arms|E]"
MV_UNRAISED_MAA:1 "Unraised"
TT_IMPERIAL_ARMIES:0 "#T Army of [Title.GetNameNoTierNoTooltip] #!\n#I Click to view details#!"
TT_MAINTENANCE_TITLE:0 "#T Maintenance: $VALUE$/month#!"
TT_MAINTENANCE_RAISED_ARMIES:1 "Raised armies: @gold_icon!$VALUE|1$/month"
TT_MAINTENANCE_MAA:1 "[men_at_arms|E]: $VALUE$/month"
TT_MAINTENANCE_NO:0 "#weak No maintenance costs#!"
TT_REINFORCING_MAA_YES_TITLE:0 "#T Reinforcing [men_at_arms|E]#!"
TT_REINFORCING_MAA_FULL_STRENGTH:0 "[men_at_arms|E] at full strength"
TT_REINFORCING_MAA_FULL_STRENGTH_TIME:0 "$TIME|V$ months to reach full strength"
TT_REINFORCING_MAA_NOT_TITLE:0 "#T Not reinforcing [men_at_arms|E]#!"
TT_REINFORCING_MAA_CLICK_STOP:0 "\n#I Click to stop reinforcing#!"
TT_REINFORCING_MAA_CLICK_START:0 "\n#I Click to start reinforcing#!"
MAINTENANCE_COST_PART:0 "Maintenance: $VALUE$/month"
REINFORCEMENT_COST_PART:0 "Reinforcement: $VALUE$/month"
TOTAL_MAA_COST:0 "[Regiment.GetTotalCostString]"
TOTAL_MAA_COST_TOOLTIP:0 "#T Maintenance: [Regiment.GetTotalCostString]/month#!#D 2 decimal pls#!\n#D Reinforcing#!"
TT_CAP_TITLE:0 "#T [men_at_arms|E] Regiment Limit: $MAX|V$#!"
TT_CAP_ABOVE:0 "@warning_icon! #X Above limit: Paying $VALUE|-%0$ extra!#!"
TT_CAP_REGIMENT_COUNT:0 "Regiments: $VALUE|V$"
TT_CAP_REGIMENT_CURRENT:0 "Current: $CURRENT|V$"
TT_CAP_REGIMENT_CAP:0 "Limit"
TT_CAP_TIER_REASON:0 "You are a $TIER$"
TT_RAISE_ALL_MAA_INFO:1 "[men_at_arms|E], [special_troops|E], [mercenaries|E], and [holy_orders|E] will be raised at the [rally_point|E] closest to your [realm_capital|E]."
TT_RAISE_ALL:2 "#T Raise all Armies#!\n[levies|E] will be raised at their closest [rally_point|E].\n\n$TT_RAISE_ALL_MAA_INFO$"
TT_RAISE_ALL_RAIDERS: "#T Raise all Men as Raiders#!\nRaise all Men, and they will equip themselves to be [raiders|E] "
TT_RAISE_ALL_BARTERERS: "#T Raise all Men as Traders#!\nRaise all Men, and they will equip themselves to be [barterers|E] "
TT_RAISE_ALL_MEN_AT_ARMS:0 "#T Raise all Men-at-Arms#!\n[men_at_arms|E] will be raised at the [rally_point|E] closest to your [realm_capital|E]."
TT_RAISE_ALL_LEVIES:0 "Unraised [levies|E]: $UNRAISED|0V$/$RAISE_MAX|0V$"
TT_RAISE_ALL_MAA:0 "Unraised [men_at_arms|E]: $UNRAISED|0V$/$RAISE_MAX|0V$"
TT_HIRE_TROOPS:0 "#T Hire Soldiers#!\nShow Soldiers available for hire"
TT_MAA_RAISED:0 "#T [men_at_arms|E] raised#!"
TT_MAA_UNRAISED:0 "#T [men_at_arms|E] unraised#!"
TT_MAA_ENTRY_BUTTON:0 "#T Manage [regiment|E]#!"
TT_CANT_RAISE_AT_WAR:0 "@warning_icon! #X Cannot raise regiments while at peace!#!"
TT_MERCENARIES_HIREABLE_RULER:0 "#T [Character.GetShortUINameNoTooltip] #!\n#I Click to view details#!"
MEN_AT_ARMS_TYPE_NAME:1 "Type: #high [MenAtArmsType.GetBaseTypeName]#!"
MILITARY_VIEW_BANNERS:0 "[rally_points|E]"
MILITARY_VIEW_EVENT_TROOPS:0 "[special_troops|E]"
MILITARY_VIEW_EVENT_TROOPS_ASSOCIATED_WAR:0 "Will stand down when the [War.GetName] ends"
MILITARY_VIEW_EVENT_TROOPS_RAISE:0 "Raise"
MILITARY_VIEW_EVENT_TROOPS_RAISE_TT:0 "#T Raise [MilitaryViewEventTroop.GetName]\n#!A new [army|E] with [soldier_i][MilitaryViewEventTroop.GetNumberOfRaisableSoldiers|V] [soldiers|E] will be raised in [MilitaryViewEventTroop.GetRaiseProvinceName|V]"
MILITARY_VIEW_EVENT_TROOPS_NOT_INHERITABLE:0 "Will stand down on [succession|E]"
MILITARY_VIEW_EVENT_TROOPS_INHERITABLE:0 "Will be inherited on [succession|E]"
MILITARY_VIEW_HIRED_TROOPS:1 "[mercenaries|E] and [holy_orders|E]"
HIRED_TROOPS_STRENGTH:0 "Strength"
HIRED_TROOPS_REGIMENTS:0 "Regiments"
BD_LEVIES_MAINTENANCE:0 "[levies|E]"
BD_MAA_MAINTENANCE:0 "[men_at_arms|E]"
BD_ARMY_EMBARKED:0 "@embarked_icon! Embarked"
BD_ARMY_RAID_DISCOUNT: "[raid|E] [army|E]"
BD_ARMY_BARTER_DISCOUNT: "[barter|E] Caravan"
MV_EMBARKED_TT:0 "#T [embarked|E] [armies|E]\n#!Extra maintenance is paid due to one or more armies being Embarked."
BD_ARMY_MAINTENANCE_NAME:0 "[ARMY.GetName] [Select_CString(ARMY.IsEmbarked,'@embarked_icon!','')]"
BD_UNRAISED_MAA_MAINTENANCE:0 "Unraised [men_at_arms|E]"
BD_UNRAISED_MAA_MAINTENANCE_BASE:0 "Unraised [men_at_arms|E]"
BD_UNCONTROLLED_MAA_MAINTENANCE:0 "Reassigned [men_at_arms|E]"
BD_UNCONTROLLED_MAA_MAINTENANCE_BASE:0 "Reassigned [men_at_arms|E]"
BD_RAISED_MAA_MAINTENANCE:0 "Raised [men_at_arms|E]"
BD_RAISED_MAA_MAINTENANCE_BASE:0 "Raised [men_at_arms|E]"
BD_MAA_MAINTENANCE_BASE:0 "Maintenance"
MV_RALLY_POINTS:0 "[rally_points|E]:"
MV_ADD_RALLY_POINT:0 "#I Click to add a new [rally_point|E]#!"
MV_RALLY_POINT_NUMBER_INFO:0 "$CURRENT|V$/$MAX|V$"
MV_REMOVE_RALLY_POINT:1 "#T Remove Rally Point#!\nThe [armies|E] can be raised at the next closest [rally_point|E]."
MV_TOTAL_SOLDIERS:0 "Total Soldiers"
MV_UNRAISED_SOLDIERS:0 "Unraised Soldiers"
MV_KNIGHTS:1 "$knight_culture_player_plural$"
MV_KNIGHTS_AND_ACCOLADES:0 "$knight_culture_player_plural$ and [accolades|E]"
MV_MANAGE_KNIGHTS:1 "#low Click to Manage...#!"
MV_MERCENARIES:0 "Mercenaries"
MV_HOLY_ORDERS:0 "Holy Orders"
MV_LEVIES_TOOLTIP:1 "#T Show your [levies|E]#!"
MV_KNIGHTS_TOOLTIP:1 "#T Show and Manage your $knight_culture_player_plural$#!"
MV_LEVY_MAINTENANCE:0 "[gold_i][MilitaryView.GetLevyGoldExpense|1]"
MV_LEVY_MAINTENANCE_TOOLTIP:0 "#T Maintenance: [gold_i][MilitaryView.GetLevyGoldExpense|2]/month#!\n[MilitaryView.GetNumberOfRaisedLevies|0] [levies|E] raised"
MV_LEVY_MAINTENANCE_TREASURY: "[treasury_i][MilitaryView.GetLevyTreasuryExpense|1]"
MV_LEVY_MAINTENANCE_TREASURY_TOOLTIP: "#T Maintenance: [treasury_i][MilitaryView.GetLevyTreasuryExpense|2]/month#!\n[MilitaryView.GetNumberOfRaisedLevies|0] [levies|E] raised"
MV_LEVY_MAINTENANCE_BARTER_GOODS: "[barter_goods_i][MilitaryView.GetLevyBarterGoodsExpense|1]"
MV_LEVY_MAINTENANCE_BARTER_GOODS_TOOLTIP: "#T Maintenance: [barter_goods_i][MilitaryView.GetLevyBarterGoodsExpense|2]/month#!\n[MilitaryView.GetNumberOfRaisedLevies|0] [levies|E] raised"
KV_HEADER:1 "$knight_culture_player_plural_no_tooltip$"
KV_HEADER_ACCOLADES:0 "$knight_culture_player_plural_no_tooltip$ and Accolades"
BREAKDOWN_LEVY_MAINTENANCE:0 "[levies|E]"
BREAKDOWN_MAA_MAINTENANCE:0 "[men_at_arms|E]"
MV_RALLY_POINT_TT:0 "#T [RallyPointItem.GetRallyPoint.GetName]\n#!\n$CLICK_TO_SELECT$"
MV_MEN_AT_ARMS_LABEL: "[men_at_arms|E]:"
MV_MEN_AT_ARMS_NONE:0 " None"
MV_REGIMENT_START_SIZE:2 "Will start with 5 Soldiers (and reinforce to [MenAtArmsType.GetStackSize])"
MV_REGIMENT_START_SIZE_ADVENTURER: "Will start with 5 Soldiers (out of [MenAtArmsType.GetStackSize])"
MV_CREATE_REGIMENT_MAX_SIZE_TT:1 "#T Soldiers per Size: [MenAtArmsType.GetStackSize]\n#!At Size 1, this [regiment|E] will have [MenAtArmsType.GetStackSize] [soldiers|E]. Each time you increase the Size of the Regiment, [MenAtArmsType.GetStackSize] more Soldiers will be added."
MV_CREATE_REGIMENT_SIZE:1 "[MenAtArmsType.GetStackSize] (Size 1)"
MV_KNIGHTS_TT:0 "#T $knight_culture_player_plural$\n#!#I Click to [Select_CString( MilitaryView.AreKnightsShown, 'hide the list', 'show a list' )] of your available $knight_culture_player_plural$#!"
MV_LEVY_TT:0 "#T [levies|E]\n#!#I Click to [Select_CString( MilitaryView.AreLeviesShown, 'hide', 'show' )] details for your levies#!"
STRENGTH_COMPARISON_TOTAL_STRENGTH:0 "@soldier_icon! [GuiMilitaryStrength.GetTargetTotal|0]"
STRENGTH_COMPARISON_ALLIES:1 "[ally_i|E] [GuiMilitaryStrength.GetTargetAlliesCount]"
MV_ARMIES_SELECTION_PERSONAL: "Your armies"
MV_ARMIES_SELECTION_IMPERIAL: "[GetPlayer.Custom('GetProvincialArmiesConceptNoTooltip')]"
MV_MERCENARIES_SELECTION_MERCENARIES: "Mercenaries"
MV_MERCENARIES_SELECTION_HIREABLE_RULERS: "Special Mercenaries"
MV_MERCENARIES_NO_HIREABLE_RULERS_IN_RANGE: "There are no hireable [adventurers|E] (or similar) within your [realm|e]"
MV_MERCENARIES_HIREABLE_RULER_STATUS: "[HiredTroopItem.GetHirableRulerStatus]"
MV_MERCENARIES_STATUS_AVAILABLE: "#I Available"
MV_MERCENARIES_STATUS_COMMANDED: "#I Commanded by you"
MV_RETURN_CONTROLLED: "Return Controlled Troops"
MV_RETURN_CONTROLLED_TT: "#T $MV_RETURN_CONTROLLED$#![AddLocalizationIf( Not( MilitaryView.CanReturnControlledMaA ), 'MV_RETURN_CONTROLLED_TT_NO_TROOPS' )]"
MV_RETURN_CONTROLLED_TT_NO_TROOPS: "\n@warning_icon! #X You are not commanding any additional [GetPlayer.Custom('GetProvincialArmiesConcept')]#!"
MV_RETURN_REASSIGNED: "Return Reassigned Troops"
MV_RETURN_REASSIGNED_TT: "#T $MV_RETURN_REASSIGNED$#![AddLocalizationIf( Not( MilitaryView.CanReturnReassignedMaA ), 'MV_RETURN_REASSIGNED_TT_NO_TROOPS' )]"
MV_RETURN_REASSIGNED_TT_NO_TROOPS: "\n@warning_icon! #X There are no [GetPlayer.Custom('GetProvincialArmiesConcept')] assigned to other [GetPlayer.Custom('GetProvincePluralConcept')]#!"
MV_ADMIN_ARMY_NAME: "[Title.GetNameNoTierNoTooltip]"
MV_ADMIN_ARMY_ARMIES_YOU_COMMAND: "Armies you command"
MV_ADMIN_ARMY_ARMIES_IN_OTHER_GOVERNORSHIPS: "Armies in other [GetPlayer.Custom('GetProvincePluralConceptNoTooltip')]"
MV_ADMIN_ARMY_ARMIES_REALM_STRENGTH: "Total Military Strength:"
MV_ADMIN_ARMY_ARMIES_REALM_STRENGTH_NUM: "$MAX$"
MV_ADMIN_ARMY_ARMIES_NAME: "[Title.GetNameNoTooltip]"
MV_ADMIN_ARMY_ARMIES_LOANED_LABEL: "#high Loaned: #!"
MV_ADMIN_ARMY_HIRE_DIRECTLY: "Armies you can hire directly"
MV_ADMIN_ARMY_ASK_EMPEROR: "Request additional #HIGH $game_concept_men_at_arms$#! from your [top_liege|E]"
MV_ADMIN_ARMY_NO_CONTROLLED_TITLES: "Not commanding any additional [GetPlayer.Custom('GetProvincialArmiesConcept')]"
MV_ADMIN_ARMY_NO_UNCONTROLLED_TITLES: "No available [title_men_at_arms|E] for you to control"
MV_NO_MAA_FOR_TITLE: "No [title_men_at_arms|E] for this #HIGH Title#!"
MV_NO_MAA_FOR_TITLE_YET: "No [title_men_at_arms|E] has been created for this #HIGH Title#!"
NOMAD_RIDERS_LABEL: "[GetMaA('nomadic_riders').GetName]"
UPGRADE_HORDE_REGIMENT_LABEL: "Upgrade Horde Regiment"
UPGRADE_HORDE_TOOLTIP: "#T Upgrade a Horde [regiment|E]#!\n#weak You will pay [gold|E] to convert your [horde|E] into [men_at_arms|E]#!"
MV_REGIMENT_START_SIZE_NOMAD: "Will start at full strength ([MenAtArmsType.GetStackSize])"
RECRUIT_FROM_SUBJECTS_LABEL: "Recruit from Subjects"
RECRUIT_FROM_SUBJECTS_TOOLTIP: "#T Recruit from Subjects#!\n#weak You will pay [gold|E] to recruit a type of [men_at_arms|E] that your [subject|E] has access to, but you don't#!"
RECRUIT_FROM_SUBJECTS_ICON: "@recruit_from_subjects_icon!"
CELESTIAL_REQUEST_MILITARY_AID_NAME: "$celestial_request_military_aid_interaction$"
MY_PROVINCIAL_ARMIES_TITLE: "Your [GetPlayer.Custom( 'GetProvincialArmiesConcept' )]"
REALM_PROVINCIAL_ARMIES_TITLE: "All [GetPlayer.Custom( 'GetProvincialArmiesConcept' )]"

View file

@ -1,768 +0,0 @@
l_english:
motto_by_x_and_y:0 "By $1$ and $2$"
motto_x_y_and_z:0 "$1$, $2$, and $3$"
motto_x_under_y_king:0 "$1$ Under $2$ [CHARACTER.Custom('QueenKing')]"
motto_x_through_god:0 "$1$ Through [CHARACTER.Custom('GetAppropriateGodname')]"
motto_dare_to_be_x:0 "Dare to be $1$"
motto_be_x:0 "Be $1$"
motto_single_noun:0 "$1$"
motto_remember_the_death_of_founder:0 "Remember the Death of [CHARACTER.GetFirstName]"
motto_god_x_me:0 "[CHARACTER.Custom('GetAppropriateGodname')|U] $1$ Me"
motto_in_my_x_god_y_me:0 "In My $1$, [CHARACTER.Custom('GetAppropriateGodname')|U] $2$ Me"
motto_i_x:0 "I $1$"
motto_x_me:0 "$1$ Me"
motto_x_y_z:0 "$1$, $2$, $3$"
motto_x_is_y:0 "$1$ is $2$"
motto_god_and_my_x:0 "[CHARACTER.Custom('GetAppropriateGodname')|U] and my $1$"
motto_by_god_and_x:0 "By [CHARACTER.Custom('GetAppropriateGodname')] and $1$"
motto_x_through_y:0 "$1$ Through $2$"
motto_x_as_y:0 "$1$ as $2$"
motto_x_not_y:0 "$1$ not $2$"
motto_x_falls_before_y:0 "$1|U$ Falls Before $2$"
motto_x_with_y_in_hand:0 "$1$ With $2$ in Hand"
motto_son_of_x:0 "[CHARACTER.Custom('GetDaughterSon')|U] of $1$"
motto_x_over_y:0 "$1$ Over $2$"
motto_the_ancient_x_is_ours:0 "The Ancient $1$ is Ours"
motto_may_god_x_y_knight:0 "May [CHARACTER.Custom('GetAppropriateGodname')] $1$ $2$ Knight"
motto_may_x_join_my_coa:0 "May $1$ Join my Coat of Arms"
motto_until_our_x_engulfs_the_world:0 "Until Our $1$ Engulfs the World"
motto_x_without_y:0 "$1$ Without $2$"
motto_no_x:0 "No $1$"
motto_never_x_always_y:0 "Never $1$, Always $2$"
motto_through_x_mind_y:0 "Through $1$ Mind, $2$"
motto_the_x_mind_knows_y:0 "The $1$ Mind Knows $2$"
motto_with_x_I_seek_y:0 "With $1$, I Seek $2$"
motto_for_our_foes_x_for_our_friends_y:0 "For our Foes, $1$ – For our Friends, $2$"
motto_the_spirit_of_x_grants_us_y:0 "The Spirit of $1$ Grants Us $2$"
motto_break_your_x_upon_our_y:0 "Break Your $1$ Upon Our $2$"
motto_by_the_x_and_the_y:0 "By $1$ and $2$"
motto_with_the_x_i_y_z:0 "With $1$ I $2$ the $3$"
motto_we_swear_by_x:0 "We Swear by $1$"
motto_we_carve_runes_of_x:0 "We Carve Runes of $1$"
motto_with_x_and_y:0 "With $1$ and $2$"
motto_we_tell_tales_of_x:0 "We Tell Tales of $1$"
motto_x_is_our_y:0 "$1$ is our $2$"
motto_x_guides_us:0 "$1$ Guides Us"
motto_house_was_forged_by_x:0 "House [CHARACTER.GetHouse.GetBaseNameNoTooltip] was Forged by $1$"
motto_founder_shares_x:0 "[CHARACTER.GetFirstName] Shares $1$"
# Unique Pool (too cool to skip, but no good to randomize)
motto_unique_pool:0 "$1$"
motto_thus_should_law_be_followed:0 "Thus Should Law Be Followed"
motto_from_near_and_far:0 "From Near and Far"
motto_above_all:0 "Above All"
motto_childhood_games:0 "Childhood Games Heralds Great [CHARACTER.GetWomenMen|U]"
motto_take_up_arms:0 "[CHARACTER.GetSheHe|U] Who Has Lost Everything Still Can Take Up Arms"
motto_ancestors:0 "We Too are Ancestors"
motto_teaching:0 "Teaching is Always in Fashion"
motto_eagle_fly:0 "The Eagle Does Not a Fly Hunt"
motto_nothing_scares:0 "Nothing Scares Me"
motto_one_after_another:0 "One After Another"
motto_go_and_die:0 "Go Where You Want, Die Where You Must"
motto_mourn_rejoice:0 "Often Mourning, Seldom Rejoicing"
motto_trust_them:0 "Trust Them" # I really don't. This is a real motto though!
motto_disarmed_man:0 "None Shall Freely Attack a Disarmed Man"
motto_drink_your_blood:0 "Drink Your Blood, [CHARACTER.Custom('GetDaughterSon')|U] of [CHARACTER.GetHouse.GetBaseNameNoTooltip]"
motto_from_great_men:0 "From Great [CHARACTER.GetWomenMen|U] Come the Strong and Good"
motto_this_sigil:0 "By This Sigil You Shall Prevail"
motto_from_all_my_heart:0 "From All My Heart"
motto_regret_past:0 "Without Regret for the Past nor Fear of the Future"
motto_do_what_you_must:0 "Do What You Must"
motto_good_life:0 "We Come From a Good Life"
motto_more_than_silver:0 "Trust From a [CHARACTER.GetHouse.GetBaseNameNoTooltip] is Worth More than Silver"
motto_without_fear:0 "Without Fear!"
motto_break_bend:0 "Rather Break than Bend"
motto_always_a_house:0 "Always a [CHARACTER.GetHouse.GetBaseNameNoTooltip]"
motto_firm_as_horn:0 "Firm as Horn"
motto_i_die_where_my_heart_belongs:0 "I Die Where My Heart Belongs"
motto_iron_gold:0 "By Iron, Not Gold"
motto_hold_fast:0 "Hold Fast"
motto_handsome_enough:0 "Good and Handsome Enough"
# Various specific godly things
motto_various_godly_things:0 "$1$"
motto_christ_protects_us:0 "Christ Protects Us"
motto_christs_promises:0 "So We Can be Worthy of Christ's Promises"
motto_suffer_by_god:0 "One Must Suffer, by the Will of God"
motto_not_vain:0 "Faith in God is Not Vain"
motto_all_through_god:0 "All Through God"
motto_eartly_realm:0 "Heaven, Not the Earthly Realm"
motto_praise_be_to_god:0 "Praise be to God"
motto_cross_salvation:0 "In the Cross is Salvation"
motto_salvation_through_christ:0 "Salvation Through Christ"
motto_help_o_god:0 "Help, O God!"
motto_sing_of_heavenly_things:0 "We Sing of Heavenly Things"
# Immaterial Nouns
motto_goodness:0 "Goodness"
motto_honor:0 "Honor"
motto_truth:0 "Truth"
motto_triumph:0 "Triumph"
motto_valor:0 "Valor"
motto_strength:0 "Strength"
motto_courage:0 "Courage"
motto_might:0 "Might"
motto_boldness:0 "Boldness"
motto_victory:0 "Victory"
motto_conquest:0 "Conquest"
motto_wisdom:0 "Wisdom"
motto_vigilance:0 "Vigilance"
motto_peace:0 "Peace"
motto_friendship:0 "Friendship"
motto_family:0 "Family"
motto_union:0 "Union"
motto_deception:0 "Deception"
motto_pleasure:0 "Pleasure"
motto_dread:0 "Dread"
motto_adversity:0 "Adversity"
motto_bribery:0 "Bribery"
motto_fear:0 "Fear"
motto_delight:0 "Delight"
motto_death:0 "Death"
motto_perseverance:0 "Perseverance"
motto_faith:0 "Faith"
motto_salvation:0 "Salvation"
motto_trust:0 "Trust"
motto_piety:0 "Piety"
motto_devotion:0 "Devotion"
motto_forgiveness:0 "Forgiveness"
motto_innocence:0 "Innocence"
motto_learning:0 "Learning"
motto_prayer:0 "Prayer"
motto_hope:0 "Hope"
motto_love:0 "Love"
motto_safety:0 "Safety"
motto_loyalty:0 "Loyalty"
motto_fidelity:0 "Fidelity"
motto_nobility:0 "Nobility"
motto_labour:0 "Labor"
motto_fortune:0 "Fortune"
motto_industry:0 "Industry"
motto_prosperity:0 "Prosperity"
motto_defence:0 "Defense"
motto_endurance:0 "Endurance"
motto_liberty:0 "Liberty"
motto_virtue:0 "Virtue"
motto_splendour:0 "Splendor"
motto_respect:0 "Respect"
motto_bravery:0 "Bravery"
motto_renown:0 "Renown"
motto_right:0 "Right"
motto_enlightenment:0 "Enlightenment"
motto_compassion:0 "Compassion"
motto_inspiration:0 "Inspiration"
motto_harmony: "Harmony"
motto_filial_piety: "Filial Piety"
motto_balance: "Balance"
motto_purity: "Purity"
motto_emptiness: "Emptiness"
motto_destiny: "Destiny"
motto_discipline: "Discipline"
motto_merit: "Merit"
motto_rebirth: "Rebirth"
motto_grace: "Grace"
motto_mandate: "Mandate"
motto_sincerity: "Sincerity"
motto_justice: "Justice"
motto_order: "Order"
motto_law: "Law"
motto_insight: "Insight"
# Immaterial Adjectives
motto_honorable:0 "Honorable"
motto_truthful:0 "Truthful"
motto_triumphant:0 "Triumphant"
motto_valorous:0 "Valorous"
motto_strong:0 "Strong"
motto_courageous:0 "Courageous"
motto_mighty:0 "Mighty"
motto_bold:0 "Bold"
motto_victorious:0 "Victorious"
motto_wise:0 "Wise"
motto_vigilant:0 "Vigilant"
motto_peaceful:0 "Peaceful"
motto_good:0 "Good"
motto_dreadful:0 "Dreadful"
motto_persevering:0 "Persevering"
motto_faithful:0 "Faithful"
motto_pious:0 "Pious"
motto_devoted:0 "Devoted"
motto_forgiving:0 "Forgiving"
motto_learned:0 "Learned"
motto_loving:0 "Loving"
motto_loyal:0 "Loyal"
motto_noble:0 "Noble"
motto_industrious:0 "Industrious"
motto_stalwart:0 "Stalwart"
motto_virtuous:0 "Virtuous"
motto_cunning:0 "Cunning"
motto_brave:0 "Brave"
motto_calm:0 "Calm"
motto_harmonious: "Harmonious"
motto_filial: "Filial"
motto_disciplined: "Disciplined"
motto_pure: "Pure"
motto_graceful: "Graceful"
motto_enlightened: "Enlightened"
motto_balanced: "Balanced"
motto_sincere: "Sincere"
motto_meritorious: "Meritorious"
motto_steadfast: "Steadfast"
motto_tranquil: "Tranquil"
# the Immaterial Adjectives
motto_the_honorable:0 "the Honorable"
motto_the_truthful:0 "the Truthful"
motto_the_triumphant:0 "the Triumphant"
motto_the_valorous:0 "the Valorous"
motto_the_strong:0 "the Strong"
motto_the_courageous:0 "the Courageous"
motto_the_mighty:0 "the Mighty"
motto_the_bold:0 "the Bold"
motto_the_victorious:0 "the Victorious"
motto_the_wise:0 "the Wise"
motto_the_vigilant:0 "the Vigilant"
motto_the_peaceful:0 "the Peaceful"
motto_the_good:0 "the Good"
motto_the_dreadful:0 "the Dreadful"
motto_the_persevering:0 "the Persevering"
motto_the_faithful:0 "the Faithful"
motto_the_pious:0 "the Pious"
motto_the_devoted:0 "the Devoted"
motto_the_forgiving:0 "the Forgiving"
motto_the_learned:0 "the Learned"
motto_the_loving:0 "the Loving"
motto_the_loyal:0 "the Loyal"
motto_the_noble:0 "the Noble"
motto_the_industrious:0 "the Industrious"
motto_the_stalwart:0 "the Stalwart"
motto_the_virtuous:0 "the Virtuous"
motto_the_cunning:0 "the Cunning"
motto_the_brave:0 "the Brave"
motto_the_calm:0 "the Calm"
motto_the_harmonious: "the Harmonious"
motto_the_filial: "the Filial"
motto_the_disciplined: "the Disciplined"
motto_the_pure: "the Pure"
motto_the_graceful: "the Graceful"
motto_the_enlightened: "the Enlightened"
motto_the_balanced: "the Balanced"
motto_the_sincere: "the Sincere"
motto_the_meritorious: "the Meritorious"
motto_the_steadfast: "the Steadfast"
motto_the_tranquil: "the Tranquil"
# Immaterial Adjectives + a or an
motto_an_honorable:0 "an Honorable"
motto_a_truthful:0 "a Truthful"
motto_a_triumphant:0 "a Triumphant"
motto_a_valorous:0 "a Valorous"
motto_a_strong:0 "a Strong"
motto_a_courageous:0 "a Courageous"
motto_a_mighty:0 "a Mighty"
motto_a_bold:0 "a Bold"
motto_a_victorious:0 "a Victorious"
motto_a_wise:0 "a Wise"
motto_a_vigilant:0 "a Vigilant"
motto_a_peaceful:0 "a Peaceful"
motto_a_good:0 "a Good"
motto_a_dreadful:0 "a Dreadful"
motto_a_persevering:0 "a Persevering"
motto_a_faithful:0 "a Faithful"
motto_a_pious:0 "a Pious"
motto_a_devoted:0 "a Devoted"
motto_a_forgiving:0 "a Forgiving"
motto_a_learned:0 "a Learned"
motto_a_loving:0 "a Loving"
motto_a_loyal:0 "a Loyal"
motto_a_noble:0 "a Noble"
motto_an_industrious:0 "an Industrious"
motto_a_stalwart:0 "a Stalwart"
motto_a_virtuous:0 "a Virtuous"
motto_a_cunning:0 "a Cunning"
motto_a_brave:0 "a Brave"
motto_a_calm:0 "a Calm"
motto_a_harmonious: "a Harmonious"
motto_a_filial: "a Filial"
motto_a_disciplined: "a Disciplined"
motto_a_pure: "a Pure"
motto_a_graceful: "a Graceful"
motto_an_enlightened: "an Enlightened"
motto_a_balanced: "a Balanced"
motto_a_sincere: "a Sincere"
motto_a_meritorious: "a Meritorious"
motto_a_steadfast: "a Steadfast"
motto_a_tranquil: "a Tranquil"
# Noble Act
motto_defend:0 "Defend"
motto_protect:0 "Protect"
motto_avenge:0 "Avenge"
motto_help:0 "Help"
motto_keep:0 "Keep"
motto_watch_over:0 "Watch Over"
motto_shield:0 "Shield"
motto_guard:0 "Guard"
motto_bless:0 "Bless"
motto_support:0 "Support"
motto_assist:0 "Assist"
motto_heal:0 "Heal"
motto_rule:0 "Rule"
motto_govern:0 "Govern"
motto_befriend:0 "Befriend"
motto_teach:0 "Teach"
motto_stand_by:0 "Stand By"
motto_guide:0 "Guide"
motto_aid:0 "Aid"
motto_inspire:0 "Inspire"
motto_champion:0 "Champion"
motto_command:0 "Command"
motto_sway:0 "Sway"
motto_repay:0 "Repay"
motto_serve:0 "Serve"
motto_will:0 "Will"
motto_prepare:0 "Prepare"
motto_respect_verb:0 "Respect"
motto_honor_verb:0 "Honor"
motto_trust_verb:0 "Trust"
motto_harmonize: "Harmonize"
motto_meditate: "Meditate"
motto_revere: "Revere"
motto_endure: "Endure"
motto_cleanse: "Cleanse"
motto_enlighten: "Enlighten"
motto_pacify: "Pacify"
motto_restore: "Restore"
motto_transcend: "Transcend"
# Weapon
motto_sword_word:0 "Sword"
motto_axe:0 "Axe"
motto_spear:0 "Spear"
motto_bow:0 "Bow"
motto_lance:0 "Lance"
motto_hammer:0 "Hammer"
# the Weapon
motto_the_sword_word:0 "the Sword"
motto_the_axe:0 "the Axe"
motto_the_spear:0 "the Spear"
motto_the_bow:0 "the Bow"
motto_the_lance:0 "the Lance"
motto_the_hammer:0 "the Hammer"
motto_the_pen:0 "the Pen"
# Appropriate Godname
motto_god:0 "God"
motto_the_perfected_ones:0 "the Perfected Ones"
motto_the_divine:0 "the Divine"
motto_the_gods:0 "the Gods"
motto_custom_loc_god:0 "[CHARACTER.GetFaith.HighGodName]"
# Creature
motto_wolf:0 "Wolf"
motto_bear:0 "Bear"
motto_eagle:0 "Eagle"
motto_unicorn:0 "Unicorn"
motto_dragon:0 "Dragon"
motto_giant_snail:0 "Giant Snail"
motto_lion:0 "Lion"
motto_fox:0 "Fox"
motto_tiger:0 "Tiger"
motto_elephant:0 "Elephant"
motto_hound:0 "Hound"
motto_horse:0 "Horse"
motto_ox:0 "Ox"
motto_boar:0 "Boar"
motto_leopard:0 "Leopard"
motto_gazelle:0 "Gazelle"
motto_hippopotamus:0 "Hippopotamus"
motto_reindeer:0 "Reindeer"
# the Creature
motto_the_wolf:0 "the Wolf"
motto_the_bear:0 "the Bear"
motto_the_eagle:0 "the Eagle"
motto_the_unicorn:0 "the Unicorn"
motto_the_dragon:0 "the Dragon"
motto_the_giant_snail:0 "the Giant Snail"
motto_the_lion:0 "the Lion"
motto_the_fox:0 "the Fox"
motto_the_tiger:0 "the Tiger"
motto_the_elephant:0 "the Elephant"
motto_the_hound:0 "the Hound"
motto_the_horse:0 "the Horse"
motto_the_ox:0 "the Ox"
motto_the_boar:0 "the Boar"
motto_the_leopard:0 "the Leopard"
motto_the_gazelle:0 "the Gazelle"
motto_the_hippopotamus:0 "the Hippopotamus"
motto_the_reindeer:0 "the Reindeer"
# Annoying Action Verb
motto_irritate:0 "Irritate"
motto_irk:0 "Irk"
motto_vex:0 "Vex"
motto_bother:0 "Bother"
motto_rile:0 "Rile"
motto_pester:0 "Pester"
motto_challenge:0 "Challenge"
motto_defy:0 "Defy"
motto_mock:0 "Mock"
motto_face:0 "Face"
# Negative Nouns
motto_envy:0 "Envy"
motto_doubt:0 "Doubt"
motto_malice:0 "Malice"
motto_wanting:0 "Wanting"
motto_wanting_adjective:0 "Wanting"
motto_cruelty:0 "Cruelty"
motto_greed:0 "Greed"
motto_wrath:0 "Wrath"
motto_shame: "Shame"
motto_attachment: "Attachment"
motto_delusion: "Delusion"
motto_ignorance: "Ignorance"
motto_defilement: "Defilement"
motto_dishonor: "Dishonor"
motto_decay: "Decay"
motto_hubris: "Hubris"
motto_confusion: "Confusion"
motto_regret: "Regret"
motto_chaos: "Chaos"
# Negative Adjectives
motto_envious:0 "Envious"
motto_doubtful:0 "Doubtful"
motto_malicious:0 "Malicious"
motto_cruel:0 "Cruel"
motto_greedy:0 "Greedy"
motto_wrathful:0 "Wrathful"
motto_fearful:0 "Fearful"
motto_ashamed: "Ashamed"
motto_attached: "Attached"
motto_deluded: "Deluded"
motto_ignorant: "Ignorant"
motto_defiled: "Defiled"
motto_dishonored: "Dishonored"
motto_decaying: "Decaying"
motto_hubristic: "Hubristic"
motto_confused: "Confused"
motto_regretful: "Regretful"
# Norse-specific
# motto_odins_wisdom:0 "Odin's Wisdom"
motto_allfathers_wisdom:0 "the Allfathers's Wisdom"
motto_yulefathers_wisdom:0 "the Yulefathers's Wisdom"
motto_the_emperors_wisdom:0 "the Emperor's Wisdom"
#motto_odins_brilliance:0 "Odin's Brilliance"
motto_odins_brilliance:0 "Odin's Brilliance"
#motto_odins_frenzy:0 "Odin's Frenzy"
motto_odins_frenzy:0 "Odin's Frenzy"
#motto_odins_sorcery:0 "Odin's Sorcery"
motto_odins_sorcery:0 "Odin's Sorcery"
#motto_odins_eye:0 "Odin's One Eye"
motto_odins_eye:0 "Odin's One Eye"
#motto_odins_ravens:0 "Odin's Ravens"
motto_odins_ravens:0 "Odin's Ravens"
#motto_friggs_wisdom:0 "Frigg's Wisdom"
motto_friggs_wisdom:0 "Frigg's Wisdom"
#motto_friggs_loins:0 "Frigg's Bounteous Loins"
motto_friggs_loins:0 "Frigg's Bounteous Loins"
#motto_thors_strength:0 "Thor's Strength"
motto_jesus_strength:0 "Jesus' Strength"
#motto_thors_thunder:0 "Thor's Thunder"
motto_jesus_thunder:0 "Jesus' Thunder"
#motto_tyrs_prowess:0 "Tyr's Prowess"
motto_jesus_prowess:0 "Jesus' Prowess"
#motto_tyrs_bravery:0 "Tyr's Bravery"
motto_jesus_bravery:0 "Jesus' Bravery"
#motto_baldurs_light:0 "Baldr's Light"
motto_baldrs_light:0 "Baldr's Light"
motto_saint_elmos_fire:0 "Saint Elmo's Fire"
motto_the_lions_light:0 "the Lion's Light"
#motto_baldurs_purity:0 "Baldr's Purity"
motto_baldrs_purity:0 "Baldr's Purity"
#motto_baldurs_fairness:0 "Baldr's Fairness"
motto_baldrs_fairness:0 "Baldr's Fairness"
#motto_baldurs_wisdom:0 "Baldr's Wisdom"
motto_baldrs_wisdom:0 "Baldr's Wisdom"
#motto_baldurs_justice:0 "Baldr's Justice"
motto_baldrs_justice:0 "Baldr's Justice"
#motto_lokis_cunning:0 "Loki's Cunning"
motto_mephistos_cunning:0 "Mephisto's Cunning"
#motto_lokis_deceit:0 "Loki's Deceit"
motto_mephistos_deceit:0 "Mephisto's deceit"
#motto_heimdalls_sight:0 "Heimdall's Sight"
motto_heimdalls_sight:0 "Heimdall's Sight"
#motto_heimdalls_vigilance:0 "Heimdall's Vigilance"
motto_heimdalls_vigilance:0 "Heimdall's Vigilance"
#motto_freys_virility:0 "Frey's Virility"
motto_freys_virility:0 "Frey's Virility"
#motto_freys_wealth:0 "Frey's Wealth"
motto_freys_wealth:0 "Frey's Wealth"
#motto_freys_harvests:0 "Frey's Bountiful Harvests"
motto_freys_harvests:0 "Frey's Bountiful Harvests"
#motto_freys_peace:0 "Frey's Peace"
motto_sankta_lucias_peace:0 "Sankta Lucia's Peace"
#motto_freyas_love:0 "Freya's Love"
motto_sankta_lucias_love:0 "Sankta Lucia's Love"
#motto_freyas_beauty:0 "Freya's Beauty"
motto_freyas_beauty:0 "Freya's Beauty"
#motto_freyas_pleasure:0 "Freya's Pleasure"
motto_freyas_witchcraft:0 "Freya's Witchcraft"
#motto_freyas_witchcraft:0 "Freya's Witchcraft"
motto_freyas_witchcraft:0 "Freya's Witchcraft"
#motto_freyas_cats:0 "Freya's Cats"
motto_freyas_cats:0 "Freya's Cats"
#motto_freyas_prophecy:0 "Freya's Prophecy"
motto_freyas_prophecy:0 "Freya's Prophecy"
#motto_vidars_vengeance:0 "Vidar's Vengeance"'
motto_vidars_vengeance:0 "Vidar's Vengeance"
#motto_vidars_silence:0 "Vidar's Silence"
motto_vidars_silence:0 "Vidar's Silence"
#motto_bragis_poetry:0 "Bragi's Poetry"
motto_bragis_poetry:0 "Bragi's Poetry"
#motto_bragis_music:0 "Bragi's Music"
motto_bragis_music:0 "Bragi's Music"
#motto_hels_darkness:0 "Hel's Darkness"
motto_hels_darkness:0 "Hel's Darkness"
#motto_njords_seas:0 "Njord's Rich Seas"
motto_the_ladys_seas:0 "the Lady's Rich Seas"
#motto_njords_wealth:0 "Njord's Wealth"
motto_njords_wealth:0 "Njord's Wealth"
#motto_mimirs_knowledge:0 "Mimir's Knowledge"
motto_fausts_knowledge:0 "Fausts's Knowledge"
#motto_hodurs_trustiness:0 "Hodur's Trustiness"
motto_hodurs_trustiness:0 "Hodur's Trustiness"
#motto_ratatoskrs_two_front_teeth:0 "Ratatoskr's Two Front Teeth"
motto_ratatoskrs_two_front_teeth:0 "Ratatoskr's Two Front Teeth"
# Scripted
dynn_Briain_motto:0 "The Strong Hand From Above"
dynn_Habsburg_motto:0 "A.E.I.O.U."
dynn_Canossa_motto:0 "When the Dog Will End His Bone, House Canossa Will End"
dynn_Hauteville_motto:0 "God's Hand Made Wonders, God's Hand Made Me"
dynn_Renart_motto:0 "Cunning as the Fox"
dynn_Tengil_motto:0 "All makt åt Tengil, vår befriare!"
#Paraphrasing Alfred the Great:
dynn_Wessex_motto:0 "What punishments may befall us when we do not cherish or transmit learning?"
dynn_normandie_motto: "Let the Lightning of Thy Glory Flash"
# EP4 New
# Abstract Place
motto_insert_heart: "the Heart"
motto_insert_will: "the Will"
motto_insert_soul: "the Soul"
motto_insert_way: "the Way"
motto_insert_mind: "the Mind"
motto_insert_family: "the Family"
motto_insert_people: "the People"
motto_insert_body: "the Body"
motto_insert_rule: "the Rule"
motto_insert_reward: "the Reward"
motto_insert_flesh: "the Flesh"
# Mottos
motto_from_noun_noun: "From $1$, $2$"
motto_the_noun_of_noun: "The $1$ of $2$"
motto_bound_unbroken: "Bound by $1$, Unbroken in $2$"
motto_let_noun_burn_let_negative_noun_fade: "Let $1$ Burn Bright, Let $2$ Fade"
motto_through_noun_legacy: "Through $1$, $2$"
motto_tree_endure: "Like the $1$, We $2$"
motto_born_from_living_land_crowned_by_noun: "Born from $1$, Crowned by $2$"
motto_with_noun_noun: "With $1$, $2$"
motto_heaven_favors_adjective: "Heaven Favors $1$"
motto_noun_shapes_dynastic_fate: "$1$ Shapes $2$"
motto_let_noun_temper_negative_noun: "Let $1$ Temper $2$"
motto_when_the_negative_noun_breaks_noun_rises: "When the $1$ Breaks, $2$ Rises"
motto_in_stillness_noun: "In $1$, $2$"
motto_adjective_weapon_for_adjective: "$1|U$ $2$ for $3$"
motto_let_noun_reside_in_place: "Let $1$ Reside in $2$"
motto_remember_the_noun_of_founder: "Praise the $1$ of [CHARACTER.GetFirstName]"
motto_cultivate_noun_and_noun_will_follow: "Cultivate $1$ and $2$ Will Follow"
motto_noun_is_the_foundation_of_place: "$1|U$ is the Foundation of $2$"
motto_begin_with_noun: "Begin with $1$"
motto_study_noun_to_govern_the_place: "Study $1$ to Govern $2$"
motto_x_is_the_root_of_y: "$1$ is the Root of $2$"
motto_when_x_is_absent_y_remains: "When $1$ is Absent, $2$ Remains"
motto_the_sage_x_without_y: "The $1$ Endures Without $2$"
motto_where_x_grows_y_may_follow: "Where $1$ Grows, $2$ May Follow"
motto_x_is_a_flame_y_is_ash: "$1$ is a Flame, $2$ the Ash"
motto_x_is_still_like_y: "$1|U$ is Still Like $2$"
# Inserts
motto_insert_eternal_peace: "Eternal Peace"
motto_insert_rightful_dominion: "Rightful Dominion"
motto_insert_glorious_purpose: "Glorious Purpose"
motto_insert_divine_favor: "Divine Favor"
motto_insert_deathless_name: "Deathless Name"
motto_insert_undying_truth: "Undying Truth"
motto_insert_shining_lineage: "Shining Lineage"
motto_insert_eternal_renown: "Eternal Renown"
motto_insert_banyan_spirit: "Ancient Banyan"
motto_insert_flowering_bodhi: "Flowering Bodhi"
motto_insert_jade_rooted_fig: "Jade-Rooted Fig"
motto_insert_ancestral_trunk: "Ancestral Trunk"
motto_insert_grow_in_silence: "Grow in Silence"
motto_insert_weather_all_storms: "Weather All Storms"
motto_insert_resist_the_axe: "Resist the Axe"
motto_insert_keep_our_name: "Keep Our Name"
motto_insert_fertile_jungle: "Fertile Jungle"
motto_insert_whispering_soil: "Whispering Soil"
motto_insert_ancient_river: "Ancient River"
motto_insert_flame_touched_isle: "Flame-Touched Isle"
motto_insert_eternal_mandate: "Mandate"
motto_insert_chosen_legacy: "Legacy"
motto_insert_celestial_rise: "Celestial Rise"
motto_insert_proper_rule: "Proper Rule"
motto_insert_deep_breath: "Deep Breaths"
motto_insert_winter_pond: "Winter Ponds"
motto_insert_drawn_bow: "Fated Arrows"
motto_insert_morning_frost: "Morning Frost"
motto_insert_autumn_water: "Autumn Water"
motto_insert_winter_moon: "Winter Moonshine"
motto_insert_spring_rain: "Spring Rain"
# Scripted (Easter Egg)
dynn_Oltner_motto:0 "Hungry Like the Duck"
dynn_Anward_motto:0 "Words Can Bring Down Empires"
dynn_Tisander_motto:0 "We may Forgive, but never Forget"
dynn_BjO_rk_motto:0 "More is More"
dynn_Potapczyk_motto:1 "Whomst Queried"
dynn_Carlberg_motto:0 "Happy Little Accidents"
dynn_Horler_motto:0 "Technically an Artist"
dynn_Cowhig_Croft_motto:0 "We Are an Ocean of Calm"
dynn_Clohessy_motto:0 "Yesterday Ended, Eternal Tomorrow"
dynn_Ilwham_motto:0 "By Wine and Facts"
dynn_Andersson_motto:0 "Oderint dum Metuant"
dynn_Thimren_motto:0 "Lonely Flower Blooms"
dynn_Bjarnehed_motto:0 "..."
dynn_Vilberg_motto:0 "Advance in All Directions"
dynn_Olbers_motto:0 "Acceptable"
dynn_Depre_motto:0 "From the Ashes a Fire Shall be Woken"
dynn_Lane_motto:0 "We Choose Violence"
dynn_Tiger_motto:0 "Enjoy the Silence"
dynn_Frostwhisper_motto:0 "We are Immortal until we Die"
dynn_Schlegel_motto:0 "To My Sole Desire"
dynn_Lundh_motto:1 "Confidimus in Capris"
dynn_wickerstrom_motto:0 "The sea of the North is my sea"
dynn_Brock_motto:0 "I Hope to Speed"
dynn_Sorokin_motto:0 "The Book Written in the Stars"
dynn_Meredith_motto:0 "Veni, Vidi, Castratavi Illegitimos"
dynn_Carrick_motto:0 "Get it over with!"
dynn_Riggott_motto:0 "Non Commendatae"
dynn_Anna_Johansson_motto:0 "Everything is Terrible"
dynn_Majewski_motto:0 "The Lion Would Never Ally with the Wolf"
dynn_Kacprzak_motto:0 "Their Bodies Covered by Iron, their Souls by Faith"
dynn_Leirnes_motto:0 "Will is the Power"
dynn_Jonsson_motto:0 "The Quickest way to a Man's Heart is Through his Guts"
dynn_du_welz_motto:0 "Honor over Honors"
dynn_Bialecki_motto:0 "As the Phoenix"
dynn_Mauffrey_motto:0 "C'est pas faux"
dynn_Stadler_motto:0 "In Lust We Trust"
dynn_Lohman_motto:0 "All Fools are not yet Dead"
dynn_Daniel_Moore_motto:0 "Less is Moore"
dynn_Byczynski_motto:0 "Whether you Think you can, or Think you can't, you're Right"
dynn_Gardener_motto:0 "Glory through Preparation"
dynn_Johanneson_motto:0 "Live Like an Angel, Die Like a Devil"
dynn_Boestad_motto:0 "Sun Sees You"
dynn_Wadensten_motto:0 "Art Conquers All"
dynn_Andreas_Olsson_motto:0 "One More for the Road"
dynn_Savazzi_motto:0 "Casa Accogliente, Spada Tagliente"
dynn_lohmander_motto:0 "Heaven Cannot Brook Two Suns, Nor Earth Two Masters"
dynn_Ismael_Serrano_motto:0 "Ezagutza Boterea Da"
dynn_Rowe_motto:0 "Together we Prosper"
dynn_Riedinger_motto:0 "Bravery in the Face of your Enemies, Inspire your People and Protect the ones you Love"
dynn_Wendel_motto:0 "Saevitas Wendelicus"
dynn_Daflos_motto:0 "Forward!"
dynn_Collin_motto:0 "I do Happy Little Accidents"
dynn_Harris_motto:0 "Holders of Quill and Sword"
dynn_Cywinski_motto:0 "The Bigger, the Stronger"
dynn_Kaltsogiannis_motto:0 "Once more, as years and time go by, once more they shall be ours"
dynn_Springmountain_motto:1 "The $dynn_Springmountain$ Clan is Naught to Trifle With"
dynn_CederslA_tt_motto:0 "Plentiful shall the bowl of fruit be"
dynn_Borg_motto:0 "You only regret what you didn't attempt"
dynn_Belfort_motto:0 "We are all leaders"
dynn_Welch_motto:0 "World be my Footstool!"
dynn_Holmgren_motto:0 "If you have nothing meaningful to say, then stay silent"
dynn_Baldassi_motto:0 "Facere aut non Facere"
dynn_blomberg_motto:0 "Upwards Lies our Salvation"
dynn_Parkin_motto:0 "Amyclis ipsis taciturnior"
dynn_Bochenek_motto:0 "You're getting Bread"
dynn_Opara_motto:0 "A Mass for thee a Feast for me!"
dynn_Mierzwa_motto:0 "Don't be who you would hate to meet"
dynn_Lechnata_motto:0 "Remain Watchful of thy Shadow"
dynn_Poreba_motto:0 "Choose Wisely"
dynn_Windahl_motto:0 "Perun has taught me all"
dynn_McCallum_motto:0 "He has attempted difficult things"
dynn_Deneche_motto:0 "Question Everything, know Nothing"
dynn_Johansson_3_motto:0 "Veni, vidi, bibi"
dynn_Beaumont_vanity_motto:0 "O' woe, what's this?"
dynn_andriamasinavalona_motto:0 "The border of my rice fields is the sea"
dynn_Shefket_vanity_motto:0 "In Vino Veritas"
dynn_Strom_motto: "Wish you were Beer"
dynn_brantevik_vanity_motto:0 "Those who dwell among the beauties and mysteries of the earth are never alone or weary of life"
dynn_Cortell_vanity_motto:0 "Family is unity, unity is fortitude"
dynn_Arvidsson_Radestig_motto:0 "Valhalla Can Wait"
dynn_Newcombe_motto:0 "Words Words Words"
dynn_Zenko_motto:0 "Within innocence lies betrayal"
dynn_Runge_Moller_motto:0 "Where the Ducks Turn"
dynn_Bragalini_motto:0 "Nothing will be forgotten"
dynn_Wickman_motto:0 "Live like a bear, die a wolf"
dynn_Astrup_Hallkvist_motto:0 "Swords, not Words"
dynn_Voleau_motto:0 "When it's not one, it's the other"
dynn_Berg_Hulthen_vanity_motto:0 "It's fine"
dynn_Stokic_motto:1 "Whilom, the ear attentive outweighs the mouth loquacious."
dynn_markovic_motto: "Life is short, eat dessert first... and second."
dynn_Uhl_motto:0 "I lean on my spear and drink"
dynn_Cantalini_motto:0 "We've Made a Huge Mistake"
dynn_Melosso_motto:0 "Life will get better, but it will never be good"
dynn_Kowalczyk_motto:0 "Any choice is right, so long as it's willed. That's the truth."
dynn_Jorstedt_motto:0 "If you do not like what is being said, change the conversation"
dynn_Pazos_motto:0 "Nescit Cedere"
dynn_Matsdotter_motto:0 "Zephyrus est Optimus"
dynn_Ribeiro_motto: "Life is as it is, not as you will it"
dynn_Granholm_motto: "Orsa company promises nothing definite"
dynn_Bean_motto:0 "You Speak First"
dynn_Hedberg_motto:0 "We're always better together"
dynn_Versekys_motto:0 "To hell with it!"
dynn_Drake_motto:1 "Aquila Non Captat Muscas"
dynn_Husen_motto:0 "Keep your head up and trot along"
dynn_Lopez_motto: "No Mead For Me, Please!"
dynn_verdugo_motto: "We are closer than we know"
dynn_Velasquez_motto: "Every turd has its flies"
dynn_Passoni_motto: "Always Eat and Feast"
dynn_Mannetje_motto: "Cras Est Alius Dies"
dynn_Le_Jensen_motto: "Try hard, go far, in the end it will matter"
dynn_bure_motto: "Virtue is true honour"
dynn_Atasoy_motto: "All that is Serpentine does not Slither"
dynn_tolman_motto: "It tolls for thee"
dynn_lilja_motto: "Did I Ask?"
dynn_gottfredsson_motto: "If You Have to Ask, Please Don't"
dynn_freddi_motto: "For the rising sun and the moon"
dynn_albarn_motto: "Help I Can't Think"
dynn_dzediti_motto: "Better Dead Than Designer"
dynn_Frostewarn_motto: "Together, Against the Storm, Steadfast and True"
dynn_collinder_motto: "Only a fool Subscribes to Moronic Minds"
dynn_Yamato_motto: "Harmony is to be Valued"
dynn_Minamoto_Seiwa_motto: "Namu Hachiman Daibosatsu"
dynn_Taira_Kanmu_motto: "Pray for Rebirth in Paradise"
dynn_Fujiwara_motto: "Like a Never-Waning Full Moon"
dynn_tosunyan_motto: "Everything will pass."

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l_english:
RP_RAISE:0 "Raise Local Army"
RP_RAISE_RAID:0 "Raise Local Raiders"
RP_RAISE_MEN_AT_ARMS:0 "Raise All Men-at-Arms Here"
RP_RAISE_ALL:0 "Raise All Here"
RP_RAISE_PROMPT:0 "#T Raise Army and all Soldiers assigned to this Rally Point here#!"
RP_RAISE_ALL_PROMPT:0 "#T Raise all Armies and all Soldiers here#!"
RP_TOOLTIP_HEADER:0 "#T $NAME$#!"
RP_RAISE_RAID_TOOLTIP:0 "#T Raise Raider Army#!\n[GetPlayer.GetStartRaidBlockers]\n[raid|E] armies cost [GetDefine('NArmy', 'RAID_ARMY_COST_MULT')|%P0] of normal armies' cost to maintain.\nRaid armies cannot reinforce."
RP_NO_RAISABLE_TROOPS_ASSIGNED:0 "#X No unraised Soldiers assigned to this [rally_point|E]#!"
RP_NO_RAISABLE_TROOPS_ALL:0 "#X No unraised Soldiers available#!"
RP_NO_RAISABLE_TROOPS_MEN_AT_ARMS:0 "#X No unraised Men-at-Arms available#!"
RP_LOCAL_LEVIES_LABEL:0 "Local [levies|E]"
RP_LOCAL_LEVIES_TOOLTIP:0 "#T Local [levies|E]#!\nUnraised: [RallyPointWindow.GetUnraisedLocalLevies|V]\nAlive: [RallyPointWindow.GetAliveLocalLevies|V]\nTotal: [RallyPointWindow.GetTotalLocalLevies|V]"
RP_ALL_SOLDIERS_LABEL:0 "All [soldiers|E]"
RP_KNIGHTS_ENTRY:1 "[knight_i]$knight_culture_player_plural$: [GetPlayer.GetKnightCount|V]"
RP_KNIGHTS_TOOLTIP:1 "#T $knight_culture_player_plural$: [knight_i][GetPlayer.GetKnightCount|V]#!\n[GetPlayer.GetUnraisedKnightBreakdown]"
RP_LEVIES_ENTRY:0 "[levies|E]: [ArmyComposition.GetMaxNumberOfLevies|V]"
RP_MAA_ENTRY:0 "[men_at_arms|E]: [ArmyComposition.GetMaxNumberOfMAA|V]"
RP_TIME_TO_RAISE:0 "Time to raise: $VALUE|V$"
RP_TIME_TO_RAISE_DELAY:1 "The time to raise includes a delay of $VALUE$ due to [soldiers|E] returning home from recently disbanding"
RP_RAISE_TOOLTIP_HEADER: "#T $RP_RAISE$#!"
RP_RAISE_TOOLTIP_DESC: "Raise all [armies|E] that are the closest to this particular [rally_point|E].\n#weak If you only have one Rally Point, all Armies will be raised here.#!"
RP_RAISE_MEN_AT_ARMS_TOOLTIP_HEADER: "#T $RP_RAISE$#!"
RP_RAISE_MEN_AT_ARMS_TOOLTIP_DESC: "Raise all [men_at_arms|E] here"
RP_RAISE_RAID_TOOLTIP_HEADER: "#T $RP_RAISE_RAID$#!"
RP_RAISE_RAID_TOOLTIP_DESC: "Raise all [armies|E] that are the closest to this particular [rally_point|E] as [raiders|E].\n#weak If you only have one Rally Point, all Armies will be raised here.#!"
RP_RAISE_ALL_TOOLTIP_HEADER: "#T $RP_RAISE_ALL$#!"
RP_RAISE_ALL_TOOLTIP_DESC: "Raise #emphasis all#! your [armies|E] here, regardless of which [rally_point|E] is the closest"
RP_MOVE_RALLY_POINT:1 "#T Move Rally Point\n#! #I Alternatively, right-click on the map directly#!"
RP_CANNOT_MOVE_RALLY_POINT: "#X Landless characters cannot move their [rally_point|E]#!"
RP_RAISE_BLOCK_AT_WAR:0 "@warning_icon! #X You cannot raise [raiders|E] while at [war|E]#!"
RP_RAISE_BARTER: "Raise Local Traders"
RP_RAISE_BARTER_TOOLTIP: "#T Raise Traders#!\n[GetPlayer.GetStartBarterBlockers]\nTraders cost [GetDefine('NArmy', 'BARTER_ARMY_COST_MULT')|%P0] of normal armies' cost to maintain.\nTraders cannot reinforce."
RP_RAISE_BARTER_TOOLTIP_HEADER: "#T $RP_RAISE_BARTER$#!"
RP_RAISE_BARTER_TOOLTIP_DESC: "Raise all [armies|E] that are the closest to this particular [rally_point|E] as [traders|E].\n#weak If you only have one Rally Point, all Armies will be raised here.#!"

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l_english:
#Reasons
MAA_TOUGHNESS:0 "$EFFECT_LIST_BULLET$[toughness|E]: $VALUE|0V$"
MAA_DAMAGE:0 "$EFFECT_LIST_BULLET$[damage|E]: $VALUE|0V$"
MAA_SIEGE_VALUE:0 "$EFFECT_LIST_BULLET$[siege_progress|E]: $VALUE|1=V$/day"
MAA_SIEGE_TIER:1 "$EFFECT_LIST_BULLET$Siege Tier: $VALUE|0V$"
MAA_PURSUIT:0 "$EFFECT_LIST_BULLET$[pursuit|E]: $VALUE|0V$"
MAA_SCREEN:0 "$EFFECT_LIST_BULLET$[screen|E]: $VALUE|0V$"
MAA_TOUGHNESS_DIFF:0 "$EFFECT_LIST_BULLET$[toughness|E]: $VALUE|0+=$"
MAA_DAMAGE_DIFF:0 "$EFFECT_LIST_BULLET$[damage|E]: $VALUE|0+=$"
MAA_SIEGE_VALUE_DIFF:0 "$EFFECT_LIST_BULLET$[siege_progress|E]: $VALUE|1=V$/day"
MAA_SIEGE_TIER_DIFF:1 "$EFFECT_LIST_BULLET$Siege Tier: $VALUE|0V$"
MAA_PURSUIT_DIFF:0 "$EFFECT_LIST_BULLET$[pursuit|E]: $VALUE|0+=$"
MAA_SCREEN_DIFF:0 "$EFFECT_LIST_BULLET$[screen|E]: $VALUE|0+=$"
MAA_COUNTERS_EFFECT:0 "$EFFECT_LIST_BULLET$Counters $TYPE|V$"
MAA_COUNTERS_EFFECT_SHORT:0 "$TYPE|V$"
MAA_COUNTERS_LABEL:1 "[MenAtArmsType.GetNameNoTooltip] [counters|E] these Types:\n[MenAtArmsType.GetCountersString]"
MAA_COUNTER_SHORT_LIST:1 "$LIST$"
MAA_COUNTER_NONE:0 "#weak None#!"
MAA_TERRAIN_EFFECT_FORMAT:0 "$EFFECT_LIST_BULLET$In $TERRAIN_TYPE|V$: $LIST$"
MAA_TERRAIN_EFFECT_DAMAGE:1 "$VALUE|+=0$ [damage|E]"
MAA_TERRAIN_EFFECT_TOUGHNESS:1 "$VALUE|+=0$ [toughness|E]"
MAA_TERRAIN_EFFECT_PURSUIT:1 "$VALUE|+=0$ [pursuit|E]"
MAA_TERRAIN_EFFECT_SCREEN:1 "$VALUE|+=0$ [screen|E]"
MAA_TERRAIN_EFFECT_SIEGE_VALUE:0 "$VALUE|+=0$/day [siege_progress|E]"
MAA_HOLDING_EFFECT_FORMAT: "$EFFECT_LIST_BULLET$In $HOLDING_TYPE|V$: $LIST$"
MAA_HOLDING_EFFECT_DAMAGE: "$VALUE|+=0$ [damage|E]"
MAA_HOLDING_EFFECT_TOUGHNESS: "$VALUE|+=0$ [toughness|E]"
MAA_HOLDING_EFFECT_PURSUIT: "$VALUE|+=0$ [pursuit|E]"
MAA_HOLDING_EFFECT_SCREEN: "$VALUE|+=0$ [screen|E]"
MAA_HOLDING_EFFECT_SIEGE_VALUE: "$VALUE|+=0$/day [siege_progress|E]"
MAA_DOES_NOT_FIGHT_IN_MAIN_PHASE:0 "Siege Weapons do not attack in combat"
MEN_AT_ARMS_TYPE_TOOLTIP_CREATION_COST: "Creation cost: [MenAtArmsType.GetCostString(GetPlayer)]"
TITLE_MEN_AT_ARMS_TYPE_TOOLTIP_CREATION_COST: "Creation cost: [MenAtArmsType.GetTitleRegimentCostString(GetPlayer)]"
SIEGE_TIER_MAX_FORT_LEVEL:0 "$EFFECT_LIST_BULLET$Max [fort_level|E]: $VALUE|V$"
SIEGE_TIER_BEATS_ALL_FORTS:0 "$EFFECT_LIST_BULLET$Beats all [fort_level|E]"
REGIMENT_TERRAIN_MODIFIER_TOOLTIP:0 "#T In [RegimentTerrainModifier.GetTerrain.GetName]#!\n[RegimentTerrainModifier.GetEffectString]"
REGIMENT_TERRAIN_BONUS_HEADER:0 "[terrain|E] Effects:"
REGIMENT_TERRAIN_BONUS_NONE:0 "#weak No terrain effects#!"
REGIMENT_HOLDING_BONUS_HEADER: "[holding_type|E] Effects:"
REGIMENT_HOLDING_MODIFIER_TOOLTIP: "#T In [RegimentHoldingModifier.GetHolding.GetName]#!\n[RegimentHoldingModifier.GetEffectString]"
REGIMENT_WINTER_EFFECT_HEADER:0 "Winter Effects:"
REGIMENT_DAMAGE_TT:3 "#T [damage|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'damage' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'damage' )]"
REGIMENT_TOUGHNESS_TT:3 "#T [toughness|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'toughness' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'toughness' )]"
REGIMENT_PURSUIT_TT:3 "#T [pursuit|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'pursuit' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'pursuit' )]"
REGIMENT_SCREEN_TT:3 "#T [screen|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'screen' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'screen' )]"
REGIMENT_SIEGE:3 "#V +[MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'siege_value' )|1V]#!/day"
REGIMENT_SIEGE_TT:3 "#T [siege_progress|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'siege_value' )|1V]/day#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'siege_value' )]"
REGIMENT_PROVINCE_DAMAGE:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'damage' )|1=+^]"
REGIMENT_PROVINCE_TOUGHNESS:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'toughness' )|1=+^]"
REGIMENT_PROVINCE_PURSUIT:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'pursuit' )|1=+^]"
REGIMENT_PROVINCE_SCREEN:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'screen' )|1=+^]"
REGIMENT_PROVINCE_SIEGE:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'siege_value' )|2=+^]/day"
REGIMENT_PROVINCE_DAMAGE_TT:0 "#T Additional [damage|E]: $REGIMENT_PROVINCE_DAMAGE$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'damage' )]"
REGIMENT_PROVINCE_TOUGHNESS_TT:0 "#T Additional [toughness|E]: $REGIMENT_PROVINCE_TOUGHNESS$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'toughness' )]"
REGIMENT_PROVINCE_PURSUIT_TT:0 "#T Additional [pursuit|E]: $REGIMENT_PROVINCE_PURSUIT$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'pursuit' )]"
REGIMENT_PROVINCE_SCREEN_TT:0 "#T Additional [screen|E]: $REGIMENT_PROVINCE_SCREEN$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'screen' )]"
REGIMENT_PROVINCE_SIEGE_TT:0 "#T Additional [siege_progress|E]: $REGIMENT_PROVINCE_SIEGE$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'siege_value' )]"
REGIMENT_ORIGIN_LOCATION:0 "[stationed|E] in: [Province.GetBaronyNameExplicitly]"
REGIMENT_NO_ORIGIN_LOCATION:0 "@warning_icon! #X Not [stationed|E] in any [holding|E]#!"
OPEN_MAA_ORIGIN_SELECT_VIEW:0 "#T Change [stationed_holding|E]#!"
CLEAR_MAA_ORIGIN:0 "#I Right-click to remove stationed holding#!"
SELECT_MEN_AT_ARMS_LOCATION:0 "[station_regiment|E]"
SELECT_REGIMENT_ORIGIN_INVALID_REGIMENT:0 "@warning_icon! #X Invalid [regiment|E]#!"
SELECT_REGIMENT_ORIGIN_INVALID_MAA:0 "@warning_icon! #X [regiment|E] is #bold not#! [men_at_arms|E]#!"
SELECT_REGIMENT_ORIGIN_RAISED_REGIMENT:0 "@warning_icon! #X [regiment|E] is raised#!"
SELECT_REGIMENT_ORIGIN_RAISING_REGIMENT:0 "@warning_icon! #X [regiment|E] is being raised#!"
SELECT_REGIMENT_ORIGIN_INVALID_PROVINCE:0 "@warning_icon! #X Invalid [holding|E]#!"
SELECT_REGIMENT_ORIGIN_ALREADY_AT_PROVINCE:0 "@warning_icon! #X [REGIMENT.GetNameNoTooltip] is already [stationed|E] in [PROVINCE.GetBaronyNameExplicitlyNoTooltip]#!"
SELECT_REGIMENT_ORIGIN_PROVINCE_NOT_OWNED:0 "@warning_icon! #X [PROVINCE.GetBaronyNameExplicitlyNoTooltip] is #bold not#! in your [domain|E]#!"
SELECT_REGIMENT_ORIGIN_PROVINCE_OCCUPIED:0 "@warning_icon! #X [PROVINCE.GetBaronyNameExplicitlyNoTooltip] is [occupied|E] by [PROVINCE.GetController.GetShortUIName]#!"
REGIMENT_ORIGIN_LOCATION_MAP:0 "Stationed in: [Province.GetBaronyNameExplicitlyNoTooltip]"
REGIMENT_ORIGIN_NEW_LOCATION_MAP:0 "Station in: [Province.GetBaronyNameExplicitlyNoTooltip]"
REPLACE_MAA_ORIGIN_TITLE:0 "Replace [stationed_regiment|E]"
REPLACE_MAA_ORIGIN_BODY:0 "Replace the [stationed|E] [Province.GetMaaOriginHere.GetName] in [Province.GetBaronyNameExplicitly] with [Regiment.GetName]"
REPLACE_MAA_ORIGIN_ACCEPT:0 "Replace"
VIEW_MAA_ORIGIN_TT:0 "#T View [stationed_regiment|E]#!"
SHOW_MAA_ORIGIN_TT:0 "#T [stationed_regiment|E]#!\n[Province.GetTitle.GetHolder.GetShortUIName|U] [Province.GetTitle.GetHolder.LocalPlayerString( 'have', 'has' )] [stationed|E] a [regiment|E] of [Province.GetMaaOriginHere.GetName] #weak ([Province.GetMaaOriginHere.GetMAAType.GetBaseTypeName])#! in this [holding|E]."
MAA_UNSTATIONED:0 "Unstationed"
REGIMENT_SIEGE_MAX_FORT_LEVEL:1 "Effective up to [fort_level|E] #high [MenAtArmsType.GetMaxFortLevel]#!"
REGIMENT_STAT_ENTRY:0 "$KEY$: $VALUE|+=0$"
REGIMENT_ORIGIN_STAT_ENTRY_ADD:0 "From [stationed_holding|E]: $VALUE|+=0$"
REGIMENT_ORIGIN_STAT_ENTRY_MULT:0 "From [stationed_holding|E]: $VALUE|+=%0$"
BASE_VALUE_SIEGE:0 "Base: $VALUE|V1$"
REGIMENT_WINTER_NORMAL_MODIFIER_TOOLTIP:2 "#T In Normal Winter#!\n[MenAtArmsType.GetWinterNormalModifier.GetEffectString]"
REGIMENT_WINTER_HARSH_MODIFIER_TOOLTIP:2 "#T In Harsh Winter#!\n[MenAtArmsType.GetWinterHarshModifier.GetEffectString]"
TRANSFER_TITLE_MAA_NOT_TITLE_MAA: "@warning_icon! Only title [men_at_arms|E] regiments can be transferred between titles."
TRANSFER_TITLE_MAA_NOT_ADMINISTRATIVE: "@warning_icon! [TITLE.GetNameNoTooltip] is #bold not#! under a [GetGovernment( 'administrative_government' ).GetName]"
TRANSFER_TITLE_MAA_ALREADY_CONTROLS_MAA: "@warning_icon! [TITLE.GetName] already controls one or more of the target men-at-arms regiments."
TRANSFER_TITLE_MAA_ALREADY_OWNS_MAA: "@warning_icon! [TITLE.GetName] already controls one or more of the target men-at-arms regiments."
#MaA types
skirmishers:2 "[skirmishers|E]"
archers:2 "[archers|E]"
light_cavalry:2 "[light_cavalry|E]"
heavy_cavalry:2 "[heavy_cavalry|E]"
pikemen:2 "[spearmen|E]"
heavy_infantry:2 "[heavy_infantry|E]"
archer_cavalry:0 "[archer_cavalry|E]"
camel_cavalry:0 "[camel_cavalry|E]"
elephant_cavalry:0 "[elephant_cavalry|E]"
gunpowder: "[gunpowder|E]"
peasant_militia: "[peasant_militia|E]"
#Base MaA
light_footmen:0 "Light Footmen"
bowmen:0 "Bowmen"
light_horsemen:0 "Light Horsemen"
pikemen_unit:0 "Pikemen"
armored_footmen:0 "Armored Footmen"
armored_horsemen:0 "Armored Horsemen"
crossbowmen:0 "Crossbowmen"
handgunners: "Handgunners"
pikemen_militia: "Pikemen Militia"
#Siege MaA
siege_weapon:2 "[siege_weapons|E]"
onager:0 "Onagers"
mangonel:0 "Mangonels"
trebuchet:0 "Trebuchets"
bombard:0 "Bombards"
#TGP Siege MaA
ballista: "Siege Crossbows"
cloud_ladder: "Cloud Ladders"
siege_tower: "Mobile Towers"
cannon: "Fire Dragon Engines"
#Regional MaA
war_elephant:0 "War Elephants"
camel_rider:0 "Camel Riders"
#Cultural MaA
huscarl:0 "Huscarls"
landsknecht:0 "Landsknechts"
longbowmen:0 "Longbowmen"
goedendag:0 "Goedendag Militia"
gendarme:0 "Gendarmes"
chasseur:0 "Chasseurs"
picchieri:0 "Picchieri"
praetorian:1 "Palatini"
caballero:0 "Caballeros"
cataphract:0 "Kataphraktoi"
monaspa:0 "Monaspa"
hobelar:0 "Hobelars"
schiltron:0 "Schiltron"
metsanvartija:0 "Metsänvartija"
horse_archers:0 "Horse Archers"
mubarizun:0 "Mubarizun"
ayyar:0 "Ayyar"
druzhina:0 "Druzhina"
hussar:1 "Konni"
horn_warrior:0 "Horn Warriors"
bush_hunter:0 "Bush Hunters"
shomer:0 "Shomer"
khandayat:0 "Khandayat"
garudas:1 "Lenkas"
mountaineer:0 "Mountaineers"
sahel_horsemen:0 "Sahel Horsemen"
guinea_warrior:0 "Guinean Uplanders"
sarawit:0 "Sarawit"
abudrar:0 "Abudrar"
zbrojnosh:0 "Brigada"
palace_guards:0 "Palace Guards"
shenbigong:0 "Shenbigong" # 神臂弓
mulaththamun:0 "Mulathamūn"
archers_of_the_nile:0 "Nile Archers"
paiks:0 "Paiks"
guanch_vaulter:0 "Vaulter Infantry"
ayrudzi: "Ayrudzi"
conrois: "Conrois"
akritai: "Akritai"
ballistrai: "Ballistrai"
skoutatoi: "Skoutatoi"
varangian_guards: "Varangian Guards"
handpicked_faithful: "Handpicked Faithful"
fire_lancers: "Fire Lancers"
gakgung_archers: "Gakgung Archers"
ballista_elephant: "Ballista Elephants"
pesilat_warriors: "Pesilat Warriors"
samurai: "Samurai"
japanese_horse_archers: "Mounted Samurai"
emishi_horse_archers: "Emishi Riders"
warrior_monks: "Warrior Monks"
zhanmadao_infantry: "Zhanmadao Infantry"
tiefutu: "Tiefutu"
black_armor_cavalry: "Black-Armored Cavalry"
burenjia: "Burenjia Infantry"
rocket_carts: "Rocket Carts"
ordo_riders_horse_archers: "Ordo Riders"
#Special MaA
house_guard:0 "House Guard"
house_guard_flavor:0 "#F This elite regiment is in the service of a specific Dynasty. The warriors are hand-picked from the most loyal subjects.#!"
#MaA Descriptions
bowmen_flavor:1 "#F Professional archers fill the air with arrows, devastating the foremost enemy troops.#!"
light_footmen_flavor:1 "#F Veteran skirmishers are invaluable harriers, disrupting enemy flanks and chipping away at morale.#!"
light_horsemen_flavor:0 "#F Light and swift, these horsemen are excellent at flanking, and devastating when pursuing routing enemies.#!"
armored_footmen_flavor:1 "#F Heavily armed and well-trained, these troops specialize in smashing massed infantry.#!"
pikemen_unit_flavor:0 "#F Long pikes allow these regiments to form walls of spikes that can stop a cavalry charge dead.#!"
armored_horsemen_flavor:0 "#F Heavily armed and armored, these horsemen dominate warfare in the open plains.#!"
crossbowmen_flavor:0 "#F Though slow to reload, crossbows are easy to use and fire bolts which can pierce through most armor at a good range.#!"
handgunners_flavor: "#F Expensive and explosive in equal measure, these crude firearms are incredibly effective weapons.#!\n#help Enabled by the [GetBuilding('powder_magazine_01').GetName].#!"
fire_lancers_flavor: "#F Using experimental formulas, men armed with strange polearms are able to rain fire down upon terrified enemies.#!\n#help Enabled by the [GetBuilding('powder_magazine_01').GetName].#!"
gakgung_archers_flavor: "#F Equipped with powerful reflex bows and thumb rings to strengthen their draw, these archers can fire arrows over an incredible range."
pesilat_warriors_flavor: "#F Although they are often armed with a #italic kris#!, a #italic golok#!, or a myriad array of other melee weapons, silat practitioners are equally well-versed in unarmed combat.#!"
samurai_flavor: "#F #italic Bushi#! retainers attend to the needs of nobility and the highest levels of society, armed with a sword and protected with lacquered leather or metal armor.#!"
zhanmadao_infantry_flavor: "#F Equipped with enormous two-handed swords, these soldiers are trained to use their blades to counter cavalry with a dazzling array of thrusts, slashes, and feints.#!"
black_armor_cavalry_flavor: "#F An elite imperial guard unit known for its dark, oxidized iron armor.#!"
tiefutu_flavor: "#F Known as Iron Pagodas, these heavily armed cavalrymen were introduced to China by the Jurchen Jin dynasty. Pairing skilled horsemanship with heavy armor, they are a fierce enemy on any battlefield.#!"
burenjia_flavor: "#F Deployed in great numbers, in tight formations, this infantry is the backbone of Imperial armies. Composed of up to 1000 lamellar pieces, their heavy armor allows them to stand against almost any invader.#!"
rocket_carts_flavor: "#F A handful of men can hit the enemy with the force of a hundred archers with a single spark of flame, although it might be worth keeping an eye on the kind of men who would willing work with this sort of device.#!"
ordo_riders_horse_archers_flavor: "#F The steppe has created some hardened warriors, serving their khan and collecting tributes from various neighbors. These riders, organized in an Ordo, create the backbone of any elite nomadic force.#!"
onager_flavor:0 "#F These small torsion catapults can tear down enemy fortifications by hurling stone projectiles over a distance.#!"
mangonel_flavor:0 "#F The traction-powered mangonel is easier to operate than the onager while also boasting a faster rate-of-fire.#!"
trebuchet_flavor:0 "#F The counterweight trebuchet can hurl large projectiles with much greater force than mangonels or onagers.#!"
bombard_flavor:0 "#F No longer constrained by the limits of levers and pulleys, these cannons can blast through fortifications with ease.#!"
ballista_flavor: "#F Large crossbows mounted on a wheeled platform that can launch steel-tipped bolts to impressive distances.#!"
cloud_ladder_flavor: "#F A hinged folding ladder with a simple pulling mechanism to unfold once within reach of the enemy walls.#!"
siege_tower_flavor: "#F A large wooden tower on wheels that can be pushed up to enemy walls, offering more protection and stability than siege ladders.#!"
cannon_flavor: "#F These relatively small but deadly guns were propped up at the muzzle end and pinned to the ground to deaden the recoil.#!"
war_elephant_flavor:0 "#F A charging elephant is almost impossible to stop, making them excellent shock troops.#!"
ballista_elephant_flavor: "#F A charging elephant is alarming enough, but a charging elephant equipped with a powerful ballista on its back is sure to unnerve even the most battle-hardened foes.#!"
camel_rider_flavor:0 "#F Better suited to desert warfare than traditional cavalry, these riders dominate the sands.#!"
huscarl_flavor:1 "#F Germanic Huscarls are masters of using shield walls to block incoming volleys of arrows.#!"
landsknecht_flavor:1 "#F German Landsknechts can use their massive zweihanders to tear through the massed ranks of enemy spearmen.#!"
longbowmen_flavor:2 "#F Though they require a lifetime to properly master, the longbows of England and Wales are powerful enough to pierce plate and can loose volleys at an almost-unequaled rate.#!"
goedendag_flavor:0 "#F The Flemish goedendag is a spiked club which can be braced against cavalry charges.#!"
gendarme_flavor:0 "#F French Gendarmes are the shining pinnacle of heavy cavalry, inspiring awe around the world.#!"
chasseur_flavor:0 "#F Outremer knights have mastered both European horsemenship and Levantine desert tactics.#!"
picchieri_flavor:0 "#F The mobile formations used by Latin Picchieri make them more deadly than traditional pikemen.#!"
praetorian_flavor:1 "#F The best of the best, Palatini are elite Roman soldiers who serve the Emperor directly.#!"
caballero_flavor:0 "#F Unlike most cavalry, Iberian Caballeros are at home both on flat plains and in rough hilly terrain.#!"
cataphract_flavor:0 "#F Armored in coats of iron, Greek cataphracts can break almost any defensive line with their charge.#!"
monaspa_flavor:0 "#F Formed from the core of the bodyguards of the Georgian kings the Monaspa are a fearsome heavy cavalry force that is well at home in the undulating terrain of the Caucasus.#!"
hobelar_flavor:0 "#F Fast and agile, Celtic Hobelars can easily raid the forests and hills other cavalry avoid.#!"
schiltron_flavor:0 "#F The incredible discipline of Scottish pikemen lets them easily break enemy charges, even on open plains.#!"
metsanvartija_flavor:0 "#F Uralic Metsänvartija can ambush invaders with a hail of arrows before melting back into the trees.#!"
horse_archers_flavor:0 "#F Horse archers are used by nomadic tribes to unleash hails of arrows while being almost impossible to catch.#!"
ayyar_flavor:0 "#F Young and eager, members of the Ayyar fighting clubs serve as willing and able soldiers ready to be called upon at a moment's notice.#!"
mubarizun_flavor:0 "#F Trained in both formation fighting and single combat, Arabic Mubarizun can crush most other infantry in battle.#!"
druzhina_flavor:0 "#F Russian Druzhina are skilled bodyguards who have devoted themselves to protecting their allies.#!"
hussar_flavor:1 "#F Masters of raiding, the infamous $hussar$ light cavalry of Eastern Europe can make short work of a fleeing enemy army.#!"
horn_warrior_flavor:0 "#F Practiced in mountainous warfare, warriors from the Horn of Africa are not to be underestimated.#!"
bush_hunter_flavor:0 "#F These West African archers turn the difficult terrain of the bush to their advantage.#!"
shomer_flavor:0 "#F Devoted to protecting their kin, Jewish shomer are adept at covering for their fellows in battle.#!"
khandayat_flavor:0 "#F Indian Khandayats are master swordsmen who can easily cut down both men and horse alike.#!"
garudas_flavor:0 "#F Garuda Warriors are famous for their loyalty, and for fighting to the death. Once a Garuda warrior fall his entire retinue of Lenka warriors are expected to die with him.#!"
mountaineer_flavor:0 "#F Intense training at high altitudes makes Tibetan soldiers the undisputed champions of their domain.#!"
sahel_horsemen_flavor:0 "#F Sahel Riders are mounted warriors who use light quilted armor and javelins to devastate their enemies#!"
guinea_warrior_flavor:0 "#F Warriors of the uplands of Guinea move fast, and their javelins are precise and deadly.#!"
sarawit_flavor:0 "#F The Sarawit is a well-trained army at home in the Ethiopian highlands.#!"
zbrojnosh_flavor:0 "#F At home in the hills and forests of Central Europe, the Brigada is feared far and wide.#!"
abudrar_flavor:0 "#F The Abudrar mountaineers know every gorge and wadi of their homeland.#!"
palace_guards_flavor:0 "#F Usually standing guard and keeping the peace, these versatile warriors can form the backbone of any army.#!"
shenbigong_flavor:1 "#F These elite crossbowmen are armed with the mighty Shenbigong, the "Divine Arm Bow". Each bolt loosed can punch through armor and formations with unnerving accuracy.#!"
mulaththamun_flavor:0 "#F These riders have honed their skills during a lifetime in close connection with the desert and cover their faces with the Litham veil, protecting them from the sand and from recognition by the enemy.#!"
archers_of_the_nile_flavor:0 "#F For thousands of years the Nubians have protected their homeland by mastering the bow from a young age, fighting off the raids from surrounding desert peoples and invaders alike.#!"
paiks_flavor:0 "#F Footmen have been the mainstay of Indian armies for centuries, and no weapon is as common as the simple bamboo bow which many Indian commoners practice through hunting from young age.#!"
guanch_vaulter_flavor:0 "#F Armed with long vaulting poles, these nimble warriors are able to navigate craggy and mountainous terrain with ease and can even vault over some fortifications.#!"
ayrudzi_flavor: "#F Fast-riding and clever in their use of harsh terrain, yet clad in solid armor, these fierce nobles can serve as both harassing cavalry and a formidable vanguard.#!"
conrois_flavor: "#F Spurring hard with lances couched, these reckless Norman horsemen plunge into any weakness to be found in enemy formations, eager to snatch victory through shock and terror.#!"
akritai_flavor: "#F Veteran rural conscripts, defenders of the rocky passes, who use careful timing and local knowledge to harass even the mightiest of hosts.#!"
ballistrai_flavor: "#F Spear-sized bolts soar from these torsion-based machines into besieged settlements and enemy formations alike, causing fear and disorder.#!"
skoutatoi_flavor: "#F The tall #EMP skouton#! shields these infantry array against the foe is their namesake. Yet their chief virtue in battle is discipline, which affords them good order in both advance and retreat.#!"
varangian_guards_flavor: "#F These famed axe-wielding Germanic mercenaries are the unwavering core of the imperial host.\n\n@warning_icon! #X They will claim some [gold|E] after the Basileus's death.#!"
handpicked_faithful_flavor: "#F Individually outstanding in valor, loyalty, and talent, these fighters are ready to lay down their lives to protect their leader.#!"
emishi_horse_archers_flavor: "#F Forced to defend themselves from stronger threats, Emishi horse archers are masters of hit-and-run tactics, raiding, and ambushes.#!"
japanese_horse_archers_flavor: "#F Adopting the techniques of the northern Emishi but using heavier armor, samurai take to the saddle, yumi in hand, and harry their foes with arrows."
warrior_monks_flavor: "#F Defending the faithful and serving their patrons, these monks' lives of devotion give plentiful time for training, and strong convictions.#!"
pikemen_militia_flavor: "#F Ready to fight for their land and dignity. Pushed to the brink of desperation, they will target any noble landlord to take what's due.#!"
#Religious MaA
teutonic_knights:1 "Order Knights"
teutonic_knights_flavor:1 "#F Heavily armored and zealous knights, specializing in massed infantry battles in addition to their heavy cavalry charges.#!"
skirmishers_lowercase:0 "skirmishers"
light_cavalry_lowercase:0 "light horsemen"
heavy_cavalry_lowercase:0 "heavy horsemen"
archers_lowercase:0 "archers"
pikemen_lowercase:0 "pikemen"
heavy_infantry_lowercase:0 "armored footmen"
elephant_cavalry_lowercase:0 "war elephants"
camel_cavalry_lowercase:0 "camel cavalry"
horse_archers_lowercase:0 "horse archers"
levies_lowercase:0 "levies"
gunpowder_lowercase: "handgunners"
# Accolade MaA
accolade_maa_archers:0 "Retinue Archers"
accolade_maa_archers_flavor:1 "[retinue_maa|E]\n#F These elite archers are no rabble of poachers: they are relentlessly drilled to rain arrows accurately and at great speed.#!"
accolade_maa_skirmishers:0 "Retinue Skirmishers"
accolade_maa_skirmishers_flavor:1 "[retinue_maa|E]\n#F A mix of lightly-equipped elite warriors and seasoned mercenary raiders, feared for their skill at ambushes and unconventional warfare.#!"
accolade_maa_pikes:0 "Retinue Pikemen"
accolade_maa_pikes_flavor:1 "[retinue_maa|E]\n#F Bedecked in fine armor and bearing long pikes, these infantrymen form the unbreakable core of their liege's army.#!"
accolade_maa_outriders:0 "Retinue Outriders"
accolade_maa_outriders_flavor:1 "[retinue_maa|E]\n#F Atop swift steeds, these elite horsemen can outrun any foe and strike always where least expected and least welcome.#!"
accolade_maa_vanguards:0 "Retinue Vanguard"
accolade_maa_vanguards_flavor:1 "[retinue_maa|E]\n#F Afforded pride of place in the thick of the fight, these disciplined and resplendent heavy infantry are a force few foes can withstand.#!"
accolade_maa_lancers:0 "Retinue Lancers"
accolade_maa_lancers_flavor:1 "[retinue_maa|E]\n#F Coursing into the fray with thunderous clamor and true nobility, the serried ranks of these horsemen inspire a terrible awe on any battlefield.#!"
accolade_maa_crossbowers:0 "Retinue Crossbowmen"
accolade_maa_crossbowers_flavor:1 "[retinue_maa|E]\n#F Knight or knave: any can be pierced through by the carefully-placed iron bolts of these highly-trained crossbow-wielders.#!"
accolade_maa_cameliers:0 "Retinue Camel Riders"
accolade_maa_cameliers_flavor:1 "[retinue_maa|E]\n#F Feared across the Middle East and North Africa, the world boasts scarce-few such skilled camelry.#!"
accolade_maa_elephantiers:0 "Retinue War Elephants"
accolade_maa_elephantiers_flavor:1 "[retinue_maa|E]\n#F From towering howdahs, these beasts' skilled mahouts prove the only thing harder to stop than a charging elephant is another, #EMP larger#! elephant.#!"
accolade_maa_horse_archers:0 "Retinue Horse Archers"
accolade_maa_horse_archers_flavor:1 "[retinue_maa|E]\n#F Common steppe riders possess a lifetime of skill: these veteran horsemen, yet more. To stand against them is pain; to chase after them is death.#!"
accolade_maa_handgunners: "Retinue Handgunners"
accolade_maa_handgunners_flavor: "[retinue_maa|E]\n#F Steadily advancing through the gunpowder smoke, these highly drilled handgunners can shatter the enemy ranks with their master-crafted guns.#!"
#MPO
nomadic_riders: "Free Riders"
nomadic_riders_flavor: "#F Born on a saddle, $nomadic_riders$ are trained from birth to ride into battle.#!"
kheshig: "Kheshig"
kheshig_flavor: "#F The elite guard of a nomadic ruler, the $kheshig$ guarantee the safety of their liege, day and night. The #EMP khorchin#!, their battle division, extends this guard onto the field of battle.#!"
nomadic_horde: "[horde|E]"
steppe_raiders: "Steppe Raiders"
steppe_raiders_flavor: "#F Though outfitted as scouts, these outriders rarely hesitate to charge isolated enemies and wreak swift violence on the unwary.#!"
torch_bearers: "Torch-Bearers"
torch_bearers_flavor: "#F On the boundless steppe, there's no need for siege towers or catapults — just a blazing torch and a swift horse, enough to set every yurt aflame.#!"
heavy_horse_archers: "Heavy Horse Archers"
heavy_horse_archers_flavor: "#F Armored riders carrying strong bows. As each leads a string of fine horses, these nomads can fight tirelessly on the open field.#!"
nomad_lancers: "Nomad Lancers"
nomad_lancers_flavor: "#F Hook-bearing lances and horsehair banners rise above this gleaming battle-line of elite, ferocious nomadic cavalry.#!"
mangudai: "Mangudai"
mangudai_flavor: "#F Brave volunteer riders — 'those already dead' — are the very first to crash into the enemy and, by their ruin, draw the foe into reckless disorder.#!"
cataphract_archers: "Cataphract Archers"
cataphract_archers_flavor: "#F Arrows and blades ping harmlessly off the lamellar coats of these horsemen and their steeds. Meanwhile, their bows deal death and misery.#!"
maturkan_warriors: "Maturkan Warriors"
maturkan_warriors_flavor: "#F These war-princes are the defenders of the cold taiga, and fight well where horses and raiding-parties can scarcely go.#!"

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@ -1,307 +0,0 @@
l_english:
succession_order_laws:0 "[succession_laws|E]"
succession_order_laws_singular:0 "[succession_law|E]"
partition_succession_law:1 "Partition"
partition_succession_law_subname:0 "All Children Inherit Equally"
partition_succession_law_effects:1 "\n#V Under $partition_succession_law$ [succession], your [titles] will be divided equally between your children.#!\n\n#weak $partition_base_desc$#!"
partition_base_desc:2 "#weak Upon succession, all [titles|E] held by the late [ruler|E] will be divided amongst their [eligible_children|E], with the [player_heir|E] always being given the [primary_title|E], [realm_capital|E] and any direct [de_jure|E] titles associated with it.\n\nYounger children will be given Titles starting with those of the same [rank|E] as the Primary Title; if none are available they will be given lower-ranking Titles. Your Player Heir cannot be preemptively granted Titles they do not stand to inherit.\n#!"
high_partition_succession_law:1 "High Partition"
high_partition_succession_law_subname:0 "All Children Inherit"
high_partition_succession_law_effects:2 "\n#V Under $high_partition_succession_law$ [succession], the lion's share of [titles] will go to your [player_heir] – the rest will be divided between your children.#!\n\n#weak $partition_base_desc$\nThe Player Heir will #emp always#! inherit at least half of the late Ruler's Titles.\n#!"
confederate_partition_succession_law:1 "Confederate Partition"
confederate_partition_succession_law_subname:0 "All Children Inherit Equally"
confederate_partition_succession_law_effects:2 "\n#V Under $confederate_partition_succession_law$, your [titles] will be divided equally between your children. New [titles] may be created for younger [realm_heirs].#!\n\n#weak $partition_base_desc$\nYounger children will have Titles created for them, if enough land is held.\n\n#!#X Tribal rulers are locked to this succession type.#!\n"
single_heir_succession_law:4 "Primogeniture"
single_heir_succession_law_subname:0 "Oldest Child Inherits"
single_heir_succession_law_effects:1 "\n#V Under $single_heir_succession_law$ [succession], your oldest child inherits all your [titles].#!\n\n#weak Upon succession, all of the late Ruler's [titles|e] will be given to the [player_heir|E], which is their oldest [eligible_child|E]. Younger children will receive nothing.\n#!"
single_heir_succession_law_youngest:4 "Ultimogeniture"
single_heir_succession_law_youngest_subname:0 "Youngest Child Inherits"
single_heir_succession_law_youngest_effects:1 "\n#V Under $single_heir_succession_law_youngest$ [succession], your youngest child inherits all your [titles].#!\n\n#weak Upon succession, all of the late Ruler's [titles|e] will be given to the [player_heir|E], which is their youngest [eligible_child|E]. Older children will receive nothing.\n#!"
single_heir_dynasty_house:1 "House Seniority"
single_heir_dynasty_house_subname:0 "Oldest [house] Member Inherits"
single_heir_dynasty_house_effects:1 "\n#V Under $single_heir_dynasty_house$ [succession], the oldest member of your [house] will inherit all your titles.#!\n\n#weak Upon succession, all of the late Ruler's [titles|e] will be given to the oldest eligible member of their [house|E]. Your children will not be given anything, unless one of them happens to be the oldest House member.\n#!"
same_faith_theocratic_succession_law:0 "Same Faith"
same_faith_theocratic_succession_law_effects:0 "Only characters of the same [faith|E] as the current [ruler|E] can inherit."
same_faith_only_law:0 "$same_faith_theocratic_succession_law$"
same_faith_only_law_effects:0 "$same_faith_theocratic_succession_law_effects$"
bishop_theocratic_succession_law:1 "Theocratic"
bishop_theocratic_succession_law_effects:0 "Upon succession all of the [realm_priest_possessive|E] [titles|e] will be given to their successor. The doctrines of their [faith|E] determine who this successor will be."
temporal_head_of_faith_succession_law:0 "Temporal Theocratic"
temporal_head_of_faith_succession_law_effects:0 "The [temporal_head_of_faith|E] [title|E] will be given to the [player_heir|E] of the current [head_of_faith|E]."
succession_laws_must_not_be_temporal:0 "Must not be a [temporal_head_of_faith|E] [title|E]."
holy_order_succession_law:1 "Holy Order"
holy_order_succession_law_effects:0 "Upon succession all of the Grandmaster's [titles|e] will be given to their successor, who is generally the [knight|E] with the highest [martial|E] skill."
mercenary_company_succession_law:1 "Mercenary Company"
mercenary_company_succession_law_effects:0 "Upon succession all of the Captain's [titles|e] will be given to their successor, who is generally the [knight|E] with the highest [martial|E] skill."
city_succession_law:1 "Republican"
city_succession_law_effects:0 "Upon succession all of the ruler's [titles|e] will be given to their successor."
herder_succession_law: "Herder Succession"
herder_succession_law_effects: "Upon succession all of the ruler's [titles|e] will be given to their successor."
succession_rel_head:0 "[religious_head_succession_law_short|E]"
succession_rel_head_singular:0 "[religious_head_succession_law_short|E]"
succession_faith:0 "[faith|E] [succession|E]"
succession_faith_singular:0 "[faith|E] [succession|E]"
succession_gender_laws:0 "[gender_laws|E]"
succession_gender_laws_singular:0 "[gender_law|E]"
same_faith_succession_law:0 "$same_faith_theocratic_succession_law$"
same_faith_succession_law_effects:0 "$same_faith_theocratic_succession_law_effects$"
male_only_law:0 "Male Only"
male_preference_law:0 "Male Preference"
equal_law:0 "Equal"
female_preference_law:0 "Female Preference"
female_only_law:0 "Female Only"
male_only_law_subname:0 "Agnatic"
male_preference_law_subname:0 "Agnatic-Cognatic"
equal_law_subname:0 "Cognatic"
female_preference_law_subname:0 "Enatic-Cognatic"
female_only_law_subname:0 "Enatic"
male_only_law_effects:0 "$EFFECT_LIST_BULLET$Women are disqualified from inheritance\n$EFFECT_LIST_BULLET$Women cannot inherit [claims|E]\n$EFFECT_LIST_BULLET$Male [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
male_preference_law_effects:0 "$EFFECT_LIST_BULLET$Men take precedence over women in succession\n$EFFECT_LIST_BULLET$Male [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
equal_law_effects:3 "$EFFECT_LIST_BULLET$Men and women are equal in succession\n$EFFECT_LIST_BULLET$All [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
female_preference_law_effects:2 "$EFFECT_LIST_BULLET$Women take precedence over men in succession\n$EFFECT_LIST_BULLET$Female [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
female_only_law_effects:2 "$EFFECT_LIST_BULLET$Men are disqualified from inheritance\n$EFFECT_LIST_BULLET$Men cannot inherit [claims|E]\n$EFFECT_LIST_BULLET$Female [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
SUCCESSION_FORM_NAME: "[Character.GetActiveLawInGroupWithFlag('succession_gender_laws').GetName] [Character.GetActiveLawInGroupWithFlag('succession_order_laws').GetName]"
feudal_elective_succession_law:0 "Feudal Elective"
princely_elective_succession_law:0 "Princely Elective"
feudal_elective_succession_law_effects:1 "The [ruler|E] and all direct [de_jure|E] [vassals|E] of one or two [ranks|E] below the [title|E] can nominate a [title_heir|E] from among themselves and the [close_family|E] of the ruler."
princely_elective_succession_law_effects:1 "The Emperor and the seven Prince–Electors can nominate a [title_heir|E] from among themselves, any [legitimate|E] children and siblings of the [ruler|E], as well as any other major [de_jure|E] [vassal|E] of the Empire. If an historical elector [title|E] is held by infidels or does not exist, another [de_jure|E] vassal will take its place. This [succession_law|E] places a significant importance on [faith|E] and [piety|E].\n\nThe Electoral titles for this realm are the Counties of Cologne, Mainz and Trier, and the Duchies of Bohemia, East Franconia, Ostfalen and Ostmark."
gaelic_elective_succession_law:0 "Tanistry Elective"
gaelic_elective_succession_law_effects:2 "The [ruler|E] and all [vassals|E] above the [rank|E] of [baron|E] and one or two ranks below the [title|E] can nominate a [title_heir|E] — the Tanist — from among the members of the ruler's [dynasty|E]. Vassals will tend to favor older, distant relatives over [close_family|E]."
saxon_elective_succession_law:1 "Peasant Elective"
saxon_elective_succession_law_subname:0 "Farmer's Elective"
saxon_elective_succession_law_effects:1 "The [ruler|E] and all direct, adult [de_jure|E] vassals of one or two [ranks|E] below the [title|E] can nominate a [title_heir|E] from the most [powerful_vassal|E] amongst them, the ruler's [legitimate|E] children, and any other valid [claimant|E]."
scandinavian_elective_succession_law:1 "Scandinavian Elective"
scandinavian_elective_succession_law_subname:0 "Thing"
scandinavian_elective_succession_law_effects:2 "The [ruler|E] and all [de_jure|E] [vassals|E] (except Barons) can nominate a [title_heir|E] amongst the ruler's [extended_family|E] and any available [claimants|E]. [voting_power|E] in this [succession_law|E] is influenced by the [elector|E]'s total [domain|E] [county_development|E] and [capital|E] [county_opinion|E]."
feudal_elective_candidates:0 "Close Family, Claimants, and Electors"
feudal_elective_candidates_tooltip:1 "In order to be a valid Candidate under Feudal Elective, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate [close_family|E] member of the current ruler, who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a valid Feudal [elector|E] to the title"
feudal_elective_electors:0 "Ruler and Vassals"
feudal_elective_electors_tooltip:0 "In order to be a valid [elector|E] under Feudal Elective, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a [de_jure|E] vassal of the title\n$EFFECT_LIST_BULLET$Be a direct vassal of the title\n$EFFECT_LIST_BULLET$Be only one or two [ranks|E] below the title"
princely_elective_candidates:0 "$feudal_elective_candidates$"
princely_elective_candidates_tooltip:1 "In order to be a valid Candidate under Princely Elective, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate [close_family|E] member of the current ruler, who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a valid Feudal [elector|E] to the title"
princely_elective_electors:0 "Prince-Electors"
princely_elective_electors_tooltip:1 "In addition to the [SuccessionElectionWindow.GetTitle.GetHolder.GetTitleAsNameNoTooltip], holders of the following [titles|E] are favored as [electors|E] under [SuccessionElectionWindow.GetSuccessionLaw.GetName]:[SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector1')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector2')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector3')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector4')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector5')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector6')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector7')]\n\nIf any of the above are not created, not held by a [de_jure|E] Imperial [vassal|E], already held by another Elector, or the holder's [faith|E] differs from the Emperor's, another De Jure title held by a direct Imperial vassal or [independent_ruler|E] will be selected based on these criteria:\n$EFFECT_LIST_BULLET$Rulers of Emperor's [faith|E] and [culture|E] are favored\n$EFFECT_LIST_BULLET$[theocratic|E] and [feudal|E] rulers are favored"
gaelic_elective_candidates:0 "Dynasty Members"
gaelic_elective_candidates_tooltip:1 "All legitimate members of the current ruler's [dynasty|E] who are not in line to inherit a Theocracy or Republic are valid candidates under Tanistry. Children of a candidate cannot be nominated."
gaelic_elective_electors:0 "$feudal_elective_electors$"
gaelic_elective_electors_tooltip:0 "In order to be a valid [elector|E] under Tanistry, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a [de_jure|E] vassal of the title\n$EFFECT_LIST_BULLET$Be only one or two [ranks|E] below the title"
saxon_elective_candidates:0 "Children, Claimants, and Vassals"
saxon_elective_candidates_tooltip:1 "In order to be a valid Candidate under the Witenagemot, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate child of the current ruler, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [powerful_vassal_powerful|E] [de_jure] Feudal Vassal of the title"
saxon_elective_electors:0 "$feudal_elective_electors$"
saxon_elective_electors_tooltip:0 "In order to be a valid [elector|E] under the Witenagemot, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a [de_jure|E] vassal of the title\n$EFFECT_LIST_BULLET$Be a direct vassal of the title\n$EFFECT_LIST_BULLET$Be Adult\n$EFFECT_LIST_BULLET$NOT be Incapable"
scandinavian_elective_candidates:0 "Extended Family and Claimants"
scandinavian_elective_candidates_tooltip:1 "In order to be a valid Candidate under the Thing, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate member of the ruler's [extended_family|E], who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic"
scandinavian_elective_electors:0 "$feudal_elective_electors$"
scandinavian_elective_electors_tooltip:0 "In order to be a valid [elector|E] under the Thing, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a direct vassal of the title\n$EFFECT_LIST_BULLET$NOT be a Baron"
succession_laws_must_have_organised_government_tooltip:0 "[SelectLocalization( HasDlcFeature( 'all_under_heaven' ), 'succession_laws_must_have_organised_government_tooltip_auh_tooltip', 'succession_laws_must_have_organised_government_tooltip_base_game_tooltip' )]"
succession_laws_must_have_organised_government_tooltip_auh_tooltip: "I do not have a [feudal|E], [clan|E] or [japan_feudal|E] [government|E]"
succession_laws_must_have_organised_government_tooltip_base_game_tooltip: "I do not have a [feudal|E] or [clan|E] [government|E]"
succession_laws_must_not_be_forced_partition:0 "I am not forced to Partition [succession|E] by my [vassal_contract|E]"
succession_laws_must_have_valid_tanistry_culture:1 "You do #bold not#! have either the $goidelic_group$ or $brythonic_group$ [heritage|E]."
number_of_election_votes:0 "Number of election votes"
get_hre_elector_1:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_1').GetLandedTitle.GetName]"
get_hre_elector_2:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_2').GetLandedTitle.GetName]"
get_hre_elector_3:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_3').GetLandedTitle.GetName]"
get_hre_elector_4:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_4').GetLandedTitle.GetName]"
get_hre_elector_5:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_5').GetLandedTitle.GetName]"
get_hre_elector_6:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_6').GetLandedTitle.GetName]"
get_hre_elector_7:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_7').GetLandedTitle.GetName]"
#FP3 addition:
tribal_elective_succession_law: "Tribal Elective"
tribal_elective_succession_law_subname: "Jirga"
tribal_elective_succession_law_effects: "The [ruler|E] and all [de_jure|E] [vassals|E] that are either [house_heads|E] or adults with [piety_level|E] 2 or higher can nominate a [title_heir|E] amongst the ruler's [extended_family|E], [direct_vassals|E] and any available [claimants|E]. [voting_power|E] in this [succession_law|E] is influenced by the [elector|E]'s total [domain|E] [county_development|E] and [capital|E] [county_opinion|E]."
tribal_elective_candidates: "Extended Family, Vassals and Claimants"
tribal_elective_candidates_tooltip: "In order to be a valid Candidate under the Jirga, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate member of the ruler's [dynasty|E], who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a [direct_vassal|E] of the title"
tribal_elective_electors: "$feudal_elective_electors$"
tribal_elective_electors_tooltip: "In order to be a valid [elector|E] under the Jirga, a character must be a [de_jure|E] vassal of the title and be #italic either#! of the following:\n$EFFECT_LIST_BULLET$a [house_head|E]\n$EFFECT_LIST_BULLET$an adult with [piety_level|E] 2 or higher"
clan_antagonistic_partition_succession_law: "Antagonistic Succession"
clan_antagonistic_partition_succession_law_subname: "All Children Inherit Equally"
clan_antagonistic_partition_succession_law_effects: "\n#V Under $clan_antagonistic_partition_succession_law$, your [titles] will be divided equally between your children.#!\n\n[vassals|E] from your [house|E] gain a [claim|E] on your [primary_title|E]#!\n\n#weak $partition_base_desc$#!"
clan_competitive_partition_succession_law: "Competitive Succession"
clan_competitive_partition_succession_law_subname: "All Children Inherit Equally"
clan_competitive_partition_succession_law_effects: "\n#V Under $clan_competitive_partition_succession_law$, your [titles] will be divided equally between your children.#!\n\n[vassals|E] from your [house|E] gain a [claim|E] on your [primary_title|E]\n\n#weak $partition_base_desc$#!"
clan_impassive_partition_succession_law: "Impassive Succession"
clan_impassive_partition_succession_law_subname: "All Children Inherit"
clan_impassive_partition_succession_law_effects: "\n#V Under $clan_impassive_partition_succession_law$, your [player_heir] is guaranteed to receive a certain portion of your [titles] – the rest will be divided between your remaining children.#!\n\n#weak $partition_base_desc$\n#!The Player Heir will #emp always#! inherit at least a quarter of the late Ruler's Titles.\n#!"
clan_friendly_partition_succession_law: "Friendly Succession"
clan_friendly_partition_succession_law_subname: "All Children Inherit"
clan_friendly_partition_succession_law_effects: "\n#V Under $clan_friendly_partition_succession_law$, your [player_heir] is guaranteed to receive a certain portion of your [titles] – the rest will be divided between your remaining children.#!\n\n#weak $partition_base_desc$\n#!The Player Heir will #emp always#! inherit at least half of the late Ruler's Titles.\n#!"
clan_harmonious_partition_succession_law: "Harmonious Succession"
clan_harmonious_partition_succession_law_subname: "All Children Inherit"
clan_harmonious_partition_succession_law_effects: "\n#V Under $clan_harmonious_partition_succession_law$, your [player_heir] is guaranteed to receive a certain portion of your [titles] – the rest will be divided between your remaining children.#!\n\n#weak $partition_base_desc$\n#!The Player Heir will #emp always#! inherit at least three quarters of the late Ruler's Titles.\n#!"
SUCCESSION_TITLE_LAW_WARNING: "@alert_icon! Any Title with special [title_succession|E] will take precedence over your Realm [succession_law|E]"
#EP3:
noble_family_succession_law: "Noble Family Succession"
noble_family_succession_law_subname: "[player_heir|E] inherits"
noble_family_succession_law_effects: "The Noble Family [title|E] along with its [domicile|E] will be given to the [player_heir|E]."
# Appointment Succession Law
appointment_succession_law: "Appointment Succession"
appointment_succession_law_subname: "Candidate with the Highest Score Inherits"
appointment_succession_law_effects: "\n#V A type of [appointment_succession_law|E]. Under $appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the Candidate with the highest [candidate_score|E].\n\nAny [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means from [scheming|E] to spending [influence|E].\n#!"
# Acclamation Succession Law (Byzantium, EP3)
acclamation_succession_law: "Acclamation Succession"
acclamation_succession_law_subname: "$appointment_succession_law_subname$"
acclamation_succession_law_effects: "\n#V A type of [appointment_succession_law|E]. Under $acclamation_succession_law$, the [empire|E] [title|E] and its associated [holdings|E] will be inherited by the Candidate with the highest [candidate_score|E].\n\nThe pool of candidates includes the [house_heads|E] of the [realm|E]'s [noble_families|E], [governors|E], and their family members.\n#!"
# Descs used in calculating the candidate scores
sum_of_skills_desc: "[skills|E]"
infant_candidate_desc: "Infant"
adolescent_candidate_desc: "Adolescent"
child_candidate_desc: "Child"
geriatric_candidate_desc: "Geriatric"
councillor_position_desc: "Imperial [councillor|E]"
court_position_succession_desc: "Imperial [court_position|E]"
councillor_position_governor_desc: "[title.GetHolder.GetTitledFirstNamePossessive] [councillor|E]"
court_position_succession_governor_desc: "Holds [title.GetHolder.GetTitledFirstNamePossessive] [court_position|E]"
accepted_faith_succession_desc: "[faith|E] considered Accepted by [state_faith|E]"
astray_faith_succession_desc: "[faith|E] considered Astray by [state_faith|E]"
hostile_faith_succession_desc: "[faith|E] considered Hostile by [state_faith|E]"
evil_faith_sucession_desc: "[faith|E] considered Evil by [state_faith|E]"
title_claim_desc: "Has a Strong [claim|E]"
county_holder_opinion_desc: "Own [capital|E]'s [county_opinion|E]"
duchy_tier_desc: "[duchy|E]-[title_tier|E]"
kingdom_tier_desc: "[kingdom|E]-[title_tier|E]"
lowborn_desc_succession: "Lowborn"
negative_trait_succession: "Negative [traits|E]"
of_local_culture_succession_desc: "Is of local [culture|E]"
not_of_local_culture_succession_desc: "Is NOT of local [culture|E]"
accepted_foreign_culture: "Integrated [culture|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
mediocre_cultural_acceptance: "Mild [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
poor_cultural_acceptance: "Low [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
terrible_cultural_acceptance: "Very Low [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
no_cultural_acceptance: "No [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
eldest_imperial_son_desc: "Eldest Imperial Son"
eldest_imperial_daughter_desc: "Eldest Imperial Daughter"
eldest_imperial_child_desc: "Eldest Imperial Child"
imperial_close_family_desc: "[close_family|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_close_extended_family_desc: "[extended_family|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_same_house_desc: "Same [house|E] as the [ROOT.Char.GetTopLiege.GetTitleAsName]"
spouse_of_emperor_desc: "[spouse|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_friend_desc: "[friend|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_best_friend_desc: "[best_friend|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_guardian_desc: "[guardian|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_co_emperor_desc: "Incumbent [co_emperor|E]"
imperial_diarch_desc: "[ROOT.Char.GetTopLiege.GetDiarchTitle] [scales_of_power|E]"
governor_friend_desc: "Current [holder|E] is [friend|E]"
governor_best_friend_desc: "Current [holder|E] is [best_friend|E]"
governor_elder_desc: "Current [holder|E] is [elder|E]"
governor_disciple_desc: "Current [holder|E] is [disciple|E]"
governor_diarch_desc: "[diarch|E] of [title|e]"
ceremonial_liege_desc: "[ceremonial_liege|E]"
title_weak_claim_desc: "Has a Weak [claim|E]"
extended_family_holder_desc: "[extended_family|E] of current [holder|E]"
close_family_married_to_holder_desc: "[close_family|E] of current [holder_possessive|E] [spouse|E]"
close_family_holder_desc: "[close_family|E] of current [holder|E]"
grandparent_holder_desc: "Grandchild of current [holder|E]"
parent_holder_desc: "Child of current [holder|E]"
sibling_holder_desc: "Sibling of current [holder|E]"
deviant_and_criminal_desc: "[GetTrait('deviant').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
incestuous_and_criminal_desc: "[GetTrait('incestuous').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
sodomite_and_criminal_desc: "[GetTrait('sodomite').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
cannibal_and_criminal_desc: "[GetTrait('cannibal').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
kinslayer_1_and_criminal_desc: "[GetTrait('kinslayer_1').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
kinslayer_2_and_criminal_desc: "[GetTrait('kinslayer_2').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
kinslayer_3_and_criminal_desc: "[GetTrait('kinslayer_3').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
witch_and_criminal_desc: "[GetTrait('witch').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
adulterer_and_criminal_desc: "[GetTrait('adulterer').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
fornicator_and_criminal_desc: "[GetTrait('fornicator').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
unsound_mind_desc: "Is of unsound mind"
admin_renounced_throne: "Renounced aspirations for the throne"
appointment_male_preference_desc: "[GetLaw('male_preference_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_non_preferred_gender_penalty_value')|0%])#!"
appointment_male_only_desc: "[GetLaw('male_only_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_opposite_gender_penalty_value')|0%])#!"
appointment_female_preference_desc: "[GetLaw('female_preference_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_non_preferred_gender_penalty_value')|0%])#!"
appointment_female_only_desc: "[GetLaw('female_only_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_opposite_gender_penalty_value')|0%])#!"
appointment_is_top_liege: "Is the [ROOT.Char.GetTitleAsName]"
popular_opinion_in_capital_desc: "[county_opinion|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetCounty.GetTitle.GetNameNoTier]"
landless_adventurer_succession_law: "Camp Succession"
landless_adventurer_succession_law_subname: "Oldest Child Inherits"
landless_adventurer_succession_law_effects: "#high Under $landless_adventurer_succession_law$ the Camp [title|E] will be given to your oldest [child|E] (or next closest relative) who is also your [courtier|E] who does not hold any [titles|E]. If none are available, the [follower|E] with highest prowess inherits.#!"
#MPO
single_heir_succession_kurultai_law: "Kurultai"
single_heir_succession_kurultai_subname: "Oldest Child Inherits"
single_heir_succession_kurultai_law_effects: "Under the Kurultai succession the [council|E] plays an important role in decision who will be next in line. If there are disagreeing voices among the [kurultai|E], it will lead to a Chaotic Succession.\n\nUnder a Chaotic Succession the line is unclear, and the [heir|E] will experience some negative effects at the start of their rule.\n\nIf all the Kurultai fall in line, the realm will experience a Stable Succession where the [heir|E] will take the throne with the support of all their most powerful supporters."
law_of_the_land_succession_law: "Law of the Land Succession"
law_of_the_land_succession_law_subname: "[holding_type] Dictates Successor"
law_of_the_land_succession_law_effects: "This [county|E] requires a specific [government|E] to inherit based on the [holding_type|E] of the capital [barony|E]. It will be given to a character in the [realm|E]'s [line_of_succession|E] that fulfills this condition.\n\nIf no one fulfills the requirement, a local character will inherit the [title|E] and become [independent|E]."
succession_law_changed: "Title Succession Law Changed"
confederation_elective_succession_law: "Confederation Elective"
confederation_elective_succession_law_subname: "[vassals] Hold the Real Power"
confederation_elective_candidates: "Close Family, Grandchildren and Vassals"
confederation_elective_candidates_tooltip: "In order to be a valid Candidate under Feudal Elective, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate [close_family|E] member of the current ruler\n$EFFECT_LIST_BULLET$Be a [vassal|E]"
confederation_elective_succession_law_effects: "The [ruler|E] and all direct [vassals|E] can nominate a [title_heir|E] from among themselves and the [close_family|E] of the ruler. [voting_strength|E] is primarily determined by [prestige_level|E], [piety_level|E], and number of [count|E]-[title_tier|E] [vassals|E]."
confederation_elective_electors: "$feudal_elective_electors$"
confederation_elective_electors_tooltip: "In order to be a valid [elector|E] under Confederation Elective, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be [count|E]-[rank|E] or higher\n$EFFECT_LIST_BULLET$Be a direct [vassal|E] of the [title|E]\n$EFFECT_LIST_BULLET$Have Tribal or Nomadic [government|E]\n$EFFECT_LIST_BULLET$Not have the [GetTrait('incapable').GetName( GetNullCharacter )] [trait|E]\n$EFFECT_LIST_BULLET$Not be at [war|E] with the [title|E] holder"
#TGP
mandala_succession_law: "Mandala Succession"
mandala_succession_law_subname: "Mandala Succession"
mandala_succession_law_effects: "#high The $mandala_succession_law$ allows your oldest child to inherit your [titles|E].\n\nUpon succession the new ruler will have to pass [mandala_trials|E] to keep control of the entire realm and its [tributaries|E]#!.\n\n"
celestial_appointment_succession_law: "Celestial Appointment Succession"
celestial_appointment_succession_law_subname: "Candidate with the Highest Score Inherits"
celestial_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E]. Under $celestial_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means, such as having a significant [merit_level|E] or spending [influence|E].#!\n\n"
celestial_military_appointment_succession_law: "Celestial Commander Succession"
celestial_military_appointment_succession_law_subname: "Candidate with the highest [martial|E] capabilities inherits"
celestial_military_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E]. Under $celestial_military_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a military [governorship|E] by having a good [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!\n\n"
merit_level_desc: "[merit_level|E]"
merit_level_too_low_ministry_desc: "Below [titlepossessive|E] expected [merit_level|E] (#V 2#!)"
merit_level_too_low_empire_desc: "Below [titlepossessive|E] expected [merit_level|E] ([EmptyScope.ScriptValue('merit_level_expected_empire_value')|0])"
merit_level_too_low_kingdom_desc: "Below [titlepossessive|E] expected [merit_level|E] ([EmptyScope.ScriptValue('merit_level_expected_kingdom_value')|0])"
merit_level_too_low_duchy_desc: "Below [titlepossessive|E] expected [merit_level|E] ([EmptyScope.ScriptValue('merit_level_expected_duchy_value')|0])"
marshal_governor_desc: "[title.GetHolder.GetTitledFirstNamePossessive] [marshal|E]"
has_trait_education_martial_1: "[GetTrait('education_martial_1').GetName( GetNullCharacter )]"
has_trait_education_martial_2: "[GetTrait('education_martial_2').GetName( GetNullCharacter )]"
has_trait_education_martial_3: "[GetTrait('education_martial_3').GetName( GetNullCharacter )]"
has_trait_education_martial_4: "[GetTrait('education_martial_4').GetName( GetNullCharacter )]"
has_trait_education_martial_5: "[GetTrait('education_martial_5').GetName( GetNullCharacter )]"
number_of_commander_traits_desc: "Number of [commander_traits|E]"
has_warfare_legacy_track_desc: "$warfare_legacy_track_name$ [Concept( 'dynasty_perk', 'Legacy Track' )|E] #weak (+10/Legacy)#!"
cannot_be_commander: "Is #bold not#! allowed to be a [commander|E]"
governor_of_same_or_higher_tier_desc: "Is a [governor|E] of the same or higher [rank|E]"
celestial_appointment_allowed_desc: "Your [GetPlayer.Custom('GetProvinceAdministrationConcept')] is #bold not#! a civilian [governorship|E]"
celestial_military_appointment_allowed_desc: "Your [GetPlayer.Custom('GetProvinceAdministrationConcept')] is #bold not#! a military [governorship|E]"
celestial_ministry_appointment_succession_law: "Minister Appointment"
celestial_ministry_appointment_succession_law_subname: "Candidate with the Highest Score Inherits"
celestial_ministry_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E]. $celestial_appointment_succession_law$ is the succcession for Ministry [titles|E]. They are highly valued positions reserved for those of the highest [merit_levels|E]. [movements|E], [merit|E], and [influence|E] play a major role in increasing a candidate's [candidate_score|E].#!"
celestial_ministry_appointment_cannot_remove_desc: "This [title|E] can #bold not#! have its [succession_law|E] removed"
celestial_grand_marshal_appointment_succession_law: "Grand Marshal Appointment"
celestial_grand_marshal_appointment_succession_law_subname: "$celestial_military_appointment_succession_law_subname$"
celestial_grand_marshal_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E] only used by the [minister_grand_marshal|E], a position reserved for commanders of the highest [merit_levels|E]. Under $celestial_grand_marshal_appointment_succession_law$, the [title|E] will be inherited by the candidate with highest [candidate_score|E]. Score is primarily affected by [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!"
meritocratic_appointment_succession_law: "Meritocratic Appointment Succession"
meritocratic_appointment_succession_law_subname: "$celestial_appointment_succession_law_subname$"
meritocratic_appointment_succession_law_effects: "\n#high A type of [appointment_succession_law|E]. Under $meritocratic_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means, such as having a significant [merit_level|E] or spending [influence|E].#!\n\n"
meritocratic_military_appointment_succession_law: "Meritocratic Commander Succession"
meritocratic_military_appointment_succession_law_subname: "$celestial_military_appointment_succession_law_subname$"
meritocratic_military_appointment_succession_law_effects: "\n#high A type of [appointment_succession_law|E]. Under $meritocratic_military_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a military [governorship|E] by having a good [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!\n\n"
# Meritocratic Acclamation Succession Law (Korea, TGP)
meritocratic_regency_succession_law: "Meritocratic Regency Succession"
meritocratic_regency_succession_law_subname: "$appointment_succession_law_subname$"
meritocratic_regency_succession_law_effects: "Under $meritocratic_regency_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest score. The pool of candidates includes the realm's [noble_families|E], [governors|E], and their family members."

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l_english:
plains:0 "Plains"
hills:0 "Hills"
combat_hills:0 "Defending in Hills"
travel_danger_type_tells:0 "Tells"
travel_danger_type_tells_desc:0 "Anything could be hiding among these tells."
terrain_tells:0 "tells"
terrain_tells_plural:0 "$terrain_tells$"
mountains:0 "Mountains"
combat_mountain:0 "Defending in Mountains"
desert:0 "Desert"
desert_mountains:0 "Desert Mountains"
combat_desert_mountains:0 "Defending in Desert Mountains"
jungle:0 "Jungle"
combat_jungle:0 "Defending in Jungle"
forest:0 "Forest"
combat_forest:0 "Defending in Forest"
oasis:0 "Oasis"
taiga:0 "Taiga"
combat_taiga:0 "Defending in Taiga"
wetlands:0 "Wetlands"
combat_wetlands:0 "Defending in Wetlands"
steppe:0 "Steppe"
farmlands:0 "Farmlands"
floodplains:0 "Floodplains"
drylands:0 "Drylands"
winter:0 "Winter"
sea:0 "Sea"
coastal_sea:0 "Coastal Sea"
tells:0 "Tells"
combat_tells:0 "Defending in Tells"
terraced_hills: "Terraced Hills"
combat_terraced_hills: "Defending in $terraced_hills$"
TERRAIN_DESCRIPTION:0 "[Terrain.GetEffects]"
TERRAIN_PROVINCE_MODIFIER_HEADER:0 "#S [county|E] Effects:#!"
TERRAIN_COUNTY_CAPITAL_MODIFIER_HEADER: "#S [county_capital|E] Effects:#!"
TERRAIN_MOVEMENT_SPEED:0 "Movement Speed: $VALUE|%0V$"
TERRAIN_COMBAT_WIDTH:0 "[combat_width|E]: $VALUE|%0V$"
TERRAIN_ATTACKER_MODIFIER:0 "Attacker [advantage|E]: $VALUE|=+0$"
TERRAIN_DEFENDER_MODIFIER:0 "Defender [advantage|E]: $VALUE|=+0$"
TERRAIN_MILITARY_EFFECTS_HEADER:0 "#S Military Effects:#!"
TERRRAIN_MILITARY_ATTACKER_MODIFIER:0 "#S Attacker Modifier:#!"
TERRRAIN_MILITARY_DEFENDER_MODIFIER:0 "#S Defender Modifier:#!"
TERRAIN_MILD_WINTER:0 "Mild $winter$"
TERRAIN_NORMAL_WINTER:0 "Normal $winter$"
TERRAIN_HARSH_WINTER:0 "Harsh $winter$"
TERRAIN_TRAVEL_EFFECTS_HEADER:0 "#S Travel Effects:#!"
TERRAIN_DANGER:1 "[travel_danger|E]: $VALUE|=-0$"
TERRAIN_PROVISIONS_BASE_COST: "Base Cost"
TERRAIN_PROVISIONS_COST: "[provisions|E] Cost"

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@ -980,4 +980,51 @@
building_soapmaking_guilds_07:0 "Standardized Mould Houses"
building_soapmaking_guilds_07_desc:0 "Large guild workshops use standardized moulds, measures, and recipes to produce uniform bars in great quantities. Merchants can now order by the crate rather than bargaining over individual batches."
building_soapmaking_guilds_08:0 "Grand Soapmaking Guilds"
building_soapmaking_guilds_08_desc:0 "Powerful guilds control sprawling soapworks, warehouses, oil yards, rendering houses, and merchant contracts. Their stamped wares travel far from the city, bringing wealth while making soap an ordinary part of urban life."
building_soapmaking_guilds_08_desc:0 "Powerful guilds control sprawling soapworks, warehouses, oil yards, rendering houses, and merchant contracts. Their stamped wares travel far from the city, bringing wealth while making soap an ordinary part of urban life."
# VANILLA
building_type_guild_halls_01:1 "Unions"
building_type_guild_halls_01_desc:1 "The city provides all major unions and burgher families with ample locale to organize and practice their crafts."
building_guild_halls_01:0 "Union Halls"
building_guild_halls_02:1 "Carver's Unions"
building_guild_halls_02_desc:1 "Carvers produce items out of wood or bone, such as frames, decorations or tools. They also carve heraldic shields, making the union popular among the nobility."
building_guild_halls_03:1 "Carpenter's Unions"
building_guild_halls_04:1 "Hunter's Unions"
building_guild_halls_05:1 "Mason's Unions"
building_guild_halls_06:1 "Tailor's Unions"
building_guild_halls_07:1 "Glassworker's Unions"
building_guild_halls_08:1 "Artisan's Unions"
building_stables_07:0 "Farrier's Unions"
building_stables_07_desc:0 "The amount of work and skill required to properly care for the hooves encourages the growth of farrier's unions, tirelessly making, adjusting, and repairing horseshoes."
building_watermills_04_desc:0 "What started as a simple malt mill, processing mostly agricultural goods, now attracts other trades. Union porters are waiting till the mills grind their mustard, full their cloth, or crush their ore."
building_workshops_04:0 "Tunneler's Union"
building_workshops_05:0 "Fletcher's Union"
building_workshops_05_desc:0 "No longer part of the bowyer's union due to increased demand for both weapons and ammunition, a separate fletcher's union tirelessly provides all the arrows needed to sustain the troops in the field."
building_blacksmiths_02:0 "Blacksmith's Unions"
building_blacksmiths_02_desc:0 "By collaborating with the various unions, large amounts of gear can be made cheaply on order."
building_murex_farm_05: "Master Dyers Union"
building_murex_farm_05_desc: "The Master Dyers Union, renowned for achieving the perfect shade of Tyrian purple, enhances the precision of textile dyeing. This results in consistently high-quality purple garments."
building_capital_bureau_04: "Union Administration"
building_capital_bureau_04_desc: "Appointing officials as overseers of the many unions within the city will ensure that each union is efficient, maintain quality, and follow all necessary procedures."
building_type_water_filter_mills_01:0 "Water Filter Mills"
building_type_water_filter_mills_01_desc:0 "These mills harness the power of a stream or river to pump water through a series of filters, making it safe to drink for large amounts of people."
building_water_filter_mills_01:0 "Water Filter Mills"
building_water_filter_mills_01_desc:0 "These mills harness the power of a stream or river to pump water through a series of filters, making it safe to drink for large amounts of people."
building_water_filter_mills_02:0 "Large Water Filter Mills"
building_water_filter_mills_02_desc:0 "These mills harness the power of a stream or river to pump water through a series of filters, making it safe to drink for large amounts of people."
building_water_filter_mills_03:0 "Huge Water Filter Mills"
building_water_filter_mills_03_desc:0 "These mills harness the power of a stream or river to pump water through a series of filters, making it safe to drink for large amounts of people."
building_type_theodosian_walls_00:0 "Fragmentary Theodosian Walls"
building_type_theodosian_walls_00_desc:1 "The Theodosian Walls were built during the reign of Emperor Theodosius II in the early 5th century, though millennia of neglect have left the grandiose walls partially collapsed, reinforced with only makeshift repairs. Despite this, it is one of the most formidable fortifications in the world."
building_theodosian_walls_00:0 "Fragmentary Theodosian Walls"
building_theodosian_walls_00_desc:0 "$building_type_theodosian_walls_00_desc$"
building_type_theodosian_walls_01:0 "The Theodosian Walls"
building_type_theodosian_walls_01_desc:1 "The Theodosian Walls were built during the reign of Emperor Theodosius II in the early 5th century, and have survived millennia of war. Despite being heavily damaged and nearly destroyed on numerous occasions, thorough repairs make sure it remains as one of the most formidable fortifications in the world."
building_type_pyramids_02:0 "Pyramids"
building_type_pyramids_02_desc:0 "These pyramids, modelled after those in egypt stand as wonders of the modern world. Vast and impressive though less so than their forebearers, they enhance the image of any ruler who controls them."
building_pyramids_02:0 "$building_type_pyramids_02$"
building_pyramids_02_desc:0 "$building_type_pyramids_02_desc$"

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l_english:
councillor_court_chaplain_orthodox_clerical_region_archbishop: "Archbishop"
councillor_court_chaplain_orthodox_clerical_region_archbishop_female: "Archbishop"
councillor_court_chaplain_orthodox_clerical_region_archbishop_possessive: "Archbishop's"
councillor_court_chaplain_orthodox_clerical_region_archbishop_female_possessive: "Archbishop's"
councillor_court_chaplain_orthodox_clerical_region_exarch: "Exarch"
councillor_court_chaplain_orthodox_clerical_region_exarch_female: "Exarch"
councillor_court_chaplain_orthodox_clerical_region_exarch_possessive: "Exarch's"
councillor_court_chaplain_orthodox_clerical_region_exarch_female_possessive: "Exarch's"
COURT_CHAPLAIN_CONVERSION_HARDER_TO_CONVERT_FAITH_AWAY_IN_HILLS_FORESTS_MALUS_MODIFIER:0 "[councillor_liege.GetFaith.GetName] — [GetFaithDoctrine('against_all_odds').GetBaseName] in Hills and Forests"
STEWARD_PROMOTE_CULTURE_LOW_CONTROL_PENALTY:0 "Low County Control Penalty"
STEWARD_PROMOTE_CULTURE_MEDIUM_CONTROL_PENALTY:0 "Medium County Control Penalty"
STEWARD_PROMOTE_CULTURE_HIGH_CONTROL_PENALTY:0 "High County Control Penalty"
STEWARD_PROMOTE_CULTURE_HIGH_CONTROL_BONUS:0 "Total County Control Bonus"
STEWARD_PROMOTE_CULTURE_ABSOLUTE_CONTROL_BONUS:0 "Absolute County Control Bonus"
STEWARD_PROMOTE_CULTURE_HIGH_TERRAIN_PENALTY:0 "Extreme Terrain Penalty"
STEWARD_PROMOTE_CULTURE_LOW_TERRAIN_PENALTY:0 "Difficult Terrain Penalty"
STEWARD_PROMOTE_CULTURE_LOW_FERVOUR_BONUS:0 "Low County Faith Fervour Bonus"
STEWARD_PROMOTE_FAITH_MEDIUM_FERVOUR_PENALTY:0 "Medium County Faith Fervour Penalty"
STEWARD_CONVERT_FAITH_HIGH_FERVOUR_PENALTY:0 "High County Faith Fervour Penalty"
STEWARD_CONVERT_FAITH_ZEALOT_FERVOUR_PENALTY:0 "Zealous County Faith Fervour Penalty"
COURT_CHAPLAIN_CONVERSION_HOLY_SITE_GENEVA:1 "Holy Site — Geneva"
court_astrologer_court_position: "Meteorologist"

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l_english:
setting_1453_end_date:0 "3155"
setting_1453_end_date_desc:0 "The game will end in 3155."
rule_disable_achievements:0 "Vanilla Achievements"
setting_achievements_disabled:0 "Default"
setting_achievements_disabled_desc:0 "Steam achievements are disabled."
setting_achievements_enabled:0 "Enabled"
setting_achievements_enabled_desc:0 "Steam achievements are enabled."
rule_black_death_occurrence: "Red Death Circumstance"
setting_bd_occurrence_organic_desc: "The Red Death will occur in a historically plausible scenario that is reactive to the current state of the game."
setting_bd_occurrence_historical_desc: "The Red Death will begin in Central Asia in the 14th century and spread organically through historically popular trade routes. Milan, the Pyrenees, Poland, and other historical regions will be less affected by it."
rule_black_death_frequency: "Red Death Frequency"
setting_bd_frequency_once_desc: "The Red Death can only occur once during your playthrough."
setting_bd_frequency_unlimited_desc: "The Red Death can appear an unlimited number of times in a campaign."
setting_bd_frequency_never_desc: "The Red Death will never occur."

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l_english:
###### NEOW ######
mercenary_company_free_batallion_of_place:0 "Free Batallion of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_free_batallion_of_place_article:0 "the "
mercenary_company_free_batallion_of_place:0 "Free Guard's Batallion of Insterburg"
mercenary_company_free_batallion_of_place_article:0 "the "
mercenary_company_rota_of_rus:0 "Russkaya Rota"
mercenary_company_rota_of_rus_article:0 "the "
mercenary_company_akrítai:0 "Akrítai"
mercenary_company_akrítai_article: "the "
mercenary_company_cheroúli:0 "Eroúli"
mercenary_company_cheroúli_article: "the "
mercenary_company_óplitis_of_place:0 "Oplítes of [TITLE.GetNameNoTierNoTooltip]"
mercenary_company_hoplites_of_place_article:0 "the "

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@ -29,4 +29,26 @@
dynn_rosenkranz_motto:0 "The world is as eternal as God."
dynn_pulya_motto:0 "Idleness — is a toy of Devil, so is."
dynn_eidelsteinn_motoo:0 "Enough bearing this!"
dynn_henriksen_motto:0 "All or nothing!"
dynn_henriksen_motto:0 "All or nothing!"
motto_we_swear_by_x_theomach:0 "We Swear by $1$"
motto_with_x_and_y_theomach:0 "With $1$ and $2$"
motto_we_tell_tales_of_x_theomach:0 "We Tell Tales of $1$"
motto_x_is_our_y_theomach:0 "$1$ is our $2$"
motto_x_guides_us_theomach:0 "$1$ Guides Us"
motto_house_was_forged_by_x_theomach:0 "House [CHARACTER.GetHouse.GetBaseNameNoTooltip] was Forged by $1$"
motto_founder_shares_x_theomach:0 "[CHARACTER.GetFirstName] Shares $1$"
# Theomach-specific
#motto_thors_strength:0 "Thor's Strength"
motto_anaxandros_strength:0 "Anáxandros' Strength"
motto_ares_strength:0 "Ares' Strength"
#motto_tyrs_prowess:0 "Tyr's Prowess"
motto_anaxandros_prowess:0 "Anáxandros' Prowess"
motto_ares_prowess:0 "Ares' Prowess"
motto_athenas_prowess:0 "Athena's Prowess"
#motto_tyrs_bravery:0 "Tyr's Bravery"
motto_ares_bravery:0 "Ares' Bravery"
motto_anaxandros_bravery:0 "Anáxandros' Bravery"
#motto_mimirs_knowledge:0 "Mimir's Knowledge"
motto_athenas_knowledge:0 "Athena's Knowledge"

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farmstead_domicile_type_tooltip: "[farmstead_i|E][farmstead|E]"
farmstead: "Farmstead"
farmstead_BUILDINGS: "[farmstead_i|E][farmstead|E]"
saxon_elective_succession_law:1 "Peasant Elective"
saxon_elective_succession_law_subname:0 "Farmer's Elective"
saxon_elective_succession_law:1 "Peasant Elective"
saxon_elective_succession_law_subname:0 "Farmer's Elective"

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spahis:0 "Spahis"
spahis_flavor:1 "#F Spahis are range cavalry, hard to pinned. Supremely well adapted to the hot and mountainous terrain of north Africa and Senegal, they are valuable troops in all manners of terrain.#!"
zbrojnosh:0 "Brigada"
zbrojnosh_flavor:0 "#F At home in the hills and forests of Central Europe, the Brigada is feared far and wide.#!"
nomadic_riders: "Free Riders"
varangian_veterans:0 "Sea Raiders"

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l_english:
tells:0 "Tells"
combat_tells:0 "Defending in Tells"
travel_danger_type_tells:0 "Tells"
travel_danger_type_tells_desc:0 "Anything could be hiding among these tells."
terrain_tells:0 "tells"
terrain_tells_plural:0 "$terrain_tells$"

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l_english:
# Trading
game_concept_barter: "Trade"
game_concept_barter_i: "@barter_icon!"
game_concept_barter_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can raise [traders|E] to gain [gold|E] through peaceful means. Trading works similarly to [raiding|E], with some key differences — it is not a [hostile_army|E] action, and you need [trade_goods|E].\n\nYou need #V 2#! Trade Goods to gain #V 1#! [loot|E] from a [holding|E]. If you have too little, nothing will happen.\n\nBartering is a friendly action, and the targeted holding will gain [GetModifier('recently_bartered_modifier').GetNameWithTooltip] upon completion. Unlike Raiding, you can freely Barter in the lands of your [tributaries|E] and [suzerain|E]."
game_concept_bartering: "Trading"
game_concept_bartered: "Traded"
game_concept_barterer: "Trader"
game_concept_barterers: "Traders"
game_concept_barters: "Traders"
game_concept_barterer_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can [trade|E] by raising their [armies|E] as $game_concept_barterers$. They work similarly to [raiders|E], except that they will not be [hostile_army|E] to the [holder|E] of the targeted [holding|E].\n\nRaiding Armies of other Rulers can fight Barterers and steal their [loot|E]."
game_concept_barter_goods: "Trade Goods"
game_concept_barter_goods_desc: "Trade Goods — represent various types of wares used to [trade|E] and upkeep [armies|E] by [GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E]."
game_concept_barter_goods_i: "@barter_goods_icon!"
ARMY_NAME_BARTER: "$NUM|O$ Trade Caravan of [PROVINCE.GetNameNoTooltip]"
ARMY_TYPE_BARTERERS: "[trade|E] Mission"
UNIT_STATE_BARTERING: "Trading"
game_concept_trade_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can raise [traders|E] to gain [gold|E] through peaceful means. Trading works similarly to [raiding|E], with some key differences — it is not a [hostile_army|E] action, and you need [trade_goods|E].\n\nYou need #V 2#! Trade Goods to gain #V 1#! [loot|E] from a [holding|E]. If you have too little, nothing will happen.\n\nBartering is a friendly action, and the targeted holding will gain [GetModifier('recently_bartered_modifier').GetNameWithTooltip] upon completion. Unlike Raiding, you can freely Barter in the lands of your [tributaries|E] and [suzerain|E]."
game_concept_trading: "Trading"
game_concept_traded: "Traded"
game_concept_trader: "Trader"
game_concept_traders: "Traders"
game_concept_trades: "Trades"
game_concept_trader_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can [trade|E] by raising their [armies|E] as $game_concept_barterers$. They work similarly to [raiders|E], except that they will not be [hostile_army|E] to the [holder|E] of the targeted [holding|E].\n\nRaiding Armies of other Rulers can fight Barterers and steal their [loot|E]."
game_concept_trade_goods: "Trade Goods"
game_concept_trade_goods_desc: "Trade Goods — represent various types of wares used to [trade|E] and upkeep [armies|E] by [GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E]."
game_concept_trade_goods_i: "@barter_goods_icon!"
message_filter_barter_completed: "@barter_icon! Trade Completed"
message_filter_barter_completed_desc: "Your Caravan successfully [trades|E] a [holding|E]"
message_filter_barter_loot_delivered: "@barter_icon! Trade Loot Delivered"
message_filter_barter_loot_delivered_desc: "[loot|E] is returned by [traders|E]"
message_filter_barter_aborted: "@barter_icon! Trade Mission Aborted"
message_filter_barter_aborted_desc: "A [trade|E] mission is aborted"
message_filter_barter_loot_lost: "@barter_icon! Trade Loot Lost"
message_filter_barter_loot_lost_desc: "[traders|E] lost [loot|E]"
message_filter_barter_loot_won: "@barter_icon! Trade Loot Won"
message_filter_barter_loot_won_desc: "[traders|E] won [loot|E]"
msg_barter_completed_barterer_title: "Traded in [county.GetNameNoTierNoTooltip]"
msg_barter_completed_holder_title: "[barterer.GetPrimaryTitle.GetNameNoTierNoTooltip] Traded with You"
msg_barter_completed_barterer_desc: "You [traded|E] with [county.GetHolder.GetShortUIName]"
msg_barter_completed_holder_desc: "[barterer.GetShortUIName] [traded|E] with you in [barony.GetName]"
msg_barter_loot_delivered_desc: "Your [trading|E] Caravan has returned with [loot|E]"
msg_barter_loot_lost_desc: "Your [trading|E] Caravan lost [loot_i][barter_loot.GetValue]"
msg_barter_loot_won_desc: "Your [army|E] claimed [loot_i][barter_loot.GetValue] from a [trading|E] Caravan"
msg_barter_aborted_title: "Trade Aborted"
msg_barter_aborted_desc: "[trade|E] aborted in [barony.GetName] due to insufficient [trade_goods|E]"
AOV_OPT_RAIDING_MANUAL_TT: "#T Manual Trading\n#!You control and raise your own [trader|E] Caravans"
AOV_OPT_BARTERING: "Trading"
AOV_OPT_BARTERING_AUTOMATED_TT: "#T Automated Trading\n#!Your [trader|E] Caravans will raise and go on $game_concept_barter$ Missions on their own"
AOV_OPT_BARTERING_MANUAL_TT: "#T Manual Trading\n#!You control and raise your own [trader|E] Caravans"
START_BARTERING: "#T Start Trading#!\nThis unit will now be able to take the [trade|E] action outside your realm"
END_BARTERING: "#T Stop being a Trader Caravan#!\nThis [army|E] will stop being a Trader Caravan, and can reinforce again"
START_BARTER: "#T Start Trade#!"
BARTER_ACTION_INFO: "Bartering will take about [PROVINCE.GetLootTime( ARMY.Self )|V] days.\nThe Caravan will receive [loot_i|E][PROVINCE.GetLoot|0V]."
START_BARTER_INSUFFICIENT_BARTER_GOODS: "@warning_icon! #X Insufficient [trade_goods|E] to start [trading|E]#!"
START_BARTER_ALREADY_BARTERING: "@warning_icon! #X Already [trading|E] with this Holding#!"
START_BARTER_NOT_A_BARTER_ARMY: "@warning_icon! #X Not a [trade|E] Army#!"
START_BARTER_LOOT_CAP: "@warning_icon! #X Cannot carry more [trade|E] Loot#!"
START_BARTER_NOT_OWN_REALM: "@warning_icon! #X Cannot [trade|E] inside your own [realm|E]#!"
START_BARTER_NO_HOLDING: "@warning_icon! #X No [holding|E] here with which to [trade|E]#!"
START_BARTER_MOVING: "@warning_icon! #X Cannot [trade|E] while moving#!"
START_BARTER_IN_COMBAT: "@warning_icon! #X Cannot [trade|E] while in combat#!"
START_BARTER_RECENTLY_LOOTED: "@warning_icon! #X The Holding has been looted or traded with recently. Can be traded with again on [DATE.GetString|V]#!"
BARTER_PROVINCE_TOOLTIP_RECENTLY_LOOTED: "The Holding has been looted or traded with recently. Can be traded with again on [DATE.GetString|V]"

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@ -1,52 +0,0 @@
l_english:
UNIT_TYPE_MY:0 "your"
UNIT_TYPE_ALLY:0 "ally"
UNIT_TYPE_ENEMY:0 "enemy"
UNIT_TYPE_HOSTILE:0 "hostile"
UNIT_TYPE_NEUTRAL:0 "neutral"
UNIT_TYPE_UNKNOWN:0 "unknown"
ARMY_TYPE_RAIDERS: "[raid|E] [army|E]"
ARMY_TYPE_BARTERERS: "[trade|E] Mission"
ARMY_TYPE_DEFAULT: "[army|E]"
UNIT_COUNT_SOLDIERS:0 "[soldiers|E]: $VALUE|0V$"
UNIT_COUNT_LEVIES:0 " [levies|E]: $VALUE|0V$"
UNIT_COUNT_KNIGHTS:1 " [knight_i]$knight_culture_player_plural$: $VALUE|0V$"
UNIT_TAB_MAA:1 " @$ICONKEY$_icon!$NAME$: $VALUE|0V$"
UNIT_MAA_WITH_MAX:1 "@$ICONKEY$_icon!$NAME$: $VALUE|0V$/$MAX|V0$"
ARMY_QUALITY_LEVEL_1:0 "@army_quality_icon_1! Low [troop_quality|E]"
ARMY_QUALITY_LEVEL_2:0 "@army_quality_icon_2! Decent [troop_quality|E]"
ARMY_QUALITY_LEVEL_3:0 "@army_quality_icon_3! High [troop_quality|E]"
ARMY_QUALITY_LEVEL_4:0 "@army_quality_icon_4! Superior [troop_quality|E]"
ARMY_QUALITY_LEVEL_5:0 "@army_quality_icon_5! Elite [troop_quality|E]"
UNIT_SUPPLY_STATE_POSITIVE:0 "@supply_icon!$STATE|V$ ($CURRENT|+0$) $VALUE|+=$/month"
UNIT_SUPPLY_STATE_NEGATIVE:0 "@supply_icon!$STATE|V$ ($CURRENT|+0$) @supply_trend_negative_icon!$VALUE|+=$/month"
UNIT_NEUTRAL_COMBAT_PREDICTION:1 "In a fight on neutral [terrain|E], if you attack with your selected [armies|E], $PREDICTION$"
UNIT_TOOLTIP_NO_COMMANDER:0 "No [commander|E]"
UNIT_TOOLTIP_COMMANDER:0 "[commander|E]: [CHARACTER.GetUIName|U] (@skill_martial_icon![CHARACTER.GetSkill( 'martial' )|V])"
UNIT_TOOLTIP_COMMANDER_TRAIT:0 "$TRAIT$"
UNIT_TERRAIN_TOOLTIP_SUPPLY_GOOD:0 " $KEY$: #V $MEN|0$/$SUPPLY|0$#!"
UNIT_TERRAIN_TOOLTIP_SUPPLY_BAD:0 " $KEY$: #N $MEN|0$/$SUPPLY|0$#!"
UNIT_TERRAIN_TOOLTIP_LOCAL_SUPPLY_GOOD:1 "Local $KEY$: #V $MEN|0$/$SUPPLY|0$#!"
UNIT_TERRAIN_TOOLTIP_LOCAL_SUPPLY_BAD:1 "Local $KEY$: #N $MEN|0$/$SUPPLY|0$#!"
UNIT_TERRAIN_TOOLTIP_COUNTY_ATTRITION:0 " Hostile County: $PERC|%0-$"
KNIGHT_BREAKDOWN_ENTRY:0 "[CHARACTER.GetShortUIName|U]: [CHARACTER.GetSkill( 'prowess' )] [prowess|E]"
UNIT_STATE_REGULAR:0 "Standing still"
UNIT_STATE_COMBAT:0 "In Combat"
UNIT_STATE_SIEGING:0 "Besieging"
UNIT_STATE_EMBARKED:0 "Embarked"
UNIT_STATE_GATHERING:0 "Gathering: $VALUE$ left"
UNIT_STATE_MOVING:0 "Moving"
UNIT_STATE_RAIDING:0 "Raiding"
UNIT_STATE_BARTERING: "Trading"
UNIT_STATE_RETREATING:0 "Retreating to [PROVINCE.GetName]"
ARMY_STATUS_ICON_TOOLTIP:0 "$DESC$"
KNIGHT_IN_THIS_ARMY_TOOLTIP:2 "Is a $knight_culture_player$ in this [army|E]"
KNIGHT_IN_ARMY_TOOLTIP:1 "[knight_i]Is a $knight_culture_player$ in an [army|E]"
UNIT_HOSTILE:0 "This [army|E] is [hostile_army|E]"
SUPPLY_BREAKDOWN_FRIENDLY_TERRITORY:0 "In friendly territory"
SUPPLY_BREAKDOWN_LIMIT:0 "Over [supply_limit|E]"
SUPPLY_BREAKDOWN_COMMANDER:0 "[commander|E] ([CHARACTER.GetShortUIName])"
SUPPLY_LOSS_AT_SEA:0 "At Sea"
SUPPLY_BREAKDOWN_PENALTY:0 "Supply penalty"
SUPPLY_BREAKDOWN_BONUS:0 "Supply bonus"