diff --git a/localization/english/NEOW_artifacts_l_english.yml b/localization/english/NEOW_artifacts_l_english.yml deleted file mode 100644 index 57285e2f2..000000000 --- a/localization/english/NEOW_artifacts_l_english.yml +++ /dev/null @@ -1,26 +0,0 @@ -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." \ No newline at end of file diff --git a/localization/english/core_l_english.yml b/localization/english/core_l_english.yml deleted file mode 100644 index 168f4e402..000000000 --- a/localization/english/core_l_english.yml +++ /dev/null @@ -1,1047 +0,0 @@ -l_english: - SM_LANGUAGE:0 "Language" - ENGLISH_SUPPORTED:0 "Yes" - SPANISH_SUPPORTED:0 "Yes" - GERMAN_SUPPORTED:0 "Yes" - FRENCH_SUPPORTED:0 "Yes" - ENGLISH:0 "English" - SPANISH:0 "Spanish" - GERMAN:0 "German" - FRENCH:0 "French" - MAIN_MENU:0 "Main menu" - NEW:0 "New" - TUTORIAL:0 "Tutorial" - CONTENT:0 "Content" - LOAD_GAME:0 "Load Game" - SAVE_GAME:0 "Save Game" - DELETE_GAME:0 "Delete Game" - SAVE:0 "Save" - DELETE:0 "Delete" - DELETE_CONFIRMATION_DESC:0 "The savegame $NAME|V$ will be deleted. Are you sure?" - OLD_SAVE: "Old Save" - OLD_SAVE_CONFIRMATION_DESC_INTRO: "@warning_icon! #X This save is from an old version of the game (Version $OLD_SAVE_VERSION$).#!\n\n#alert_bold The game might not run as expected#!." - OLD_SAVE_CONFIRMATION_DESC: "$OLD_SAVE_CONFIRMATION_DESC_INTRO$\n\nAre you sure you want to load this save?" - OLD_SAVE_CONFIRMATION_DESC_STEAM: "$OLD_SAVE_CONFIRMATION_DESC_INTRO$\n\nYou can use the beta branch feature in Steam to revert the game's version to continue playing your save without issue.\n\nAre you sure you want to load this save?" - CLOUDSAVE_UNVAVAILABLE_TOOLTIP:0 "Cloud saves are not available" - SAVE_ENABLE_CLOUDSAVE_TOOLTIP:0 "Save to cloud" - LOAD_CLOUDSAVE_TOOLTIP:0 "Cloud Save" - LOAD_IRONMAN_TOOLTIP:0 "Ironman Save" - LOAD_ACHIEVEMENTS_ENABLED_TOOLTIP:0 "Achievements Allowed" - LOAD_ACHIEVEMENTS_DISABLED_TOOLTIP:0 "Achievements Disabled" - LOAD_MULTIPLAYER_TOOLTIP:0 "Multiplayer Save ([SaveGameItem.GetNumberOfPlayers] players)" - LOAD_INVALID_TOOLTIP:0 "#X Invalid savegame. Might cause crashes.#!" - LOAD_LAST_PLAYED:0 "Last played: [SaveGameItem.GetLastPlayed]" - LOAD_SHOW_INVALID_SAVEGAMES:0 "Show Invalid Savegames" - GAME_OPTIONS:0 "Game Options" - HELP:0 "Help" - RELOAD:0 "Reload" - OPEN_SOURCE:0 "Open source file" - CANCEL:0 "Cancel" - LOBBY:0 "Lobby" - START:0 "Start" - FINISH:0 "Finish" - DISABLED_BUTTON:0 "Not implemented..." - CURRENT_DATE:0 "[GetCurrentDate.GetStringLong]" - CURRENT_DATE_TOOLTIP:2 "[JoinText( '\n', GetCurrentDateStringWithSyncInfo, GetPausedByEventReason )]" - CURRENT_SPEED_LAGGING_PLAYER:0 "Speed decreased: [GetLaggingPlayerName] is lagging behind\n" - CURRENT_SPEED_CLICK_TT_1:0 "#I Click to change speed to $CURRENT_SPEED_TEXT_1$#!" - CURRENT_SPEED_CLICK_TT_2:0 "#I Click to change speed to $CURRENT_SPEED_TEXT_2$#!" - CURRENT_SPEED_CLICK_TT_3:0 "#I Click to change speed to $CURRENT_SPEED_TEXT_3$#!" - CURRENT_SPEED_CLICK_TT_4:0 "#I Click to change speed to $CURRENT_SPEED_TEXT_4$#!" - CURRENT_SPEED_CLICK_TT_5:0 "#I Click to change speed to $CURRENT_SPEED_TEXT_5$#!" - CURRENT_SPEED_ONLY_HOST:0 "Only the Host can change speed" - CURRENT_SPEED_TOOLTIP:3 "#T Game Speed: [GetCurrentGameSpeedText|V]#!\n[SelectLocalization( StringIsEmpty( GetLaggingPlayerName ), '', 'CURRENT_SPEED_LAGGING_PLAYER' )]" - CHANGE_SPEED_TOOLTIP_1:0 "$CURRENT_SPEED_TOOLTIP$[SelectLocalization( JominiIsHostOrLocal, 'CURRENT_SPEED_CLICK_TT_1', 'CURRENT_SPEED_ONLY_HOST' )]" - CHANGE_SPEED_TOOLTIP_2:0 "$CURRENT_SPEED_TOOLTIP$[SelectLocalization( JominiIsHostOrLocal, 'CURRENT_SPEED_CLICK_TT_2', 'CURRENT_SPEED_ONLY_HOST' )]" - CHANGE_SPEED_TOOLTIP_3:0 "$CURRENT_SPEED_TOOLTIP$[SelectLocalization( JominiIsHostOrLocal, 'CURRENT_SPEED_CLICK_TT_3', 'CURRENT_SPEED_ONLY_HOST' )]" - CHANGE_SPEED_TOOLTIP_4:0 "$CURRENT_SPEED_TOOLTIP$[SelectLocalization( JominiIsHostOrLocal, 'CURRENT_SPEED_CLICK_TT_4', 'CURRENT_SPEED_ONLY_HOST' )]" - CHANGE_SPEED_TOOLTIP_5:0 "$CURRENT_SPEED_TOOLTIP$[SelectLocalization( JominiIsHostOrLocal, 'CURRENT_SPEED_CLICK_TT_5', 'CURRENT_SPEED_ONLY_HOST' )]" - CURRENT_SPEED_TEXT_0:0 "Unknown" - CURRENT_SPEED_TEXT_1:0 "Slowest" - CURRENT_SPEED_TEXT_2:0 "Slow" - CURRENT_SPEED_TEXT_3:0 "Normal" - CURRENT_SPEED_TEXT_4:0 "Fast" - CURRENT_SPEED_TEXT_5:0 "Fastest" - PLAYER_SYNC_DATES_HEADER:1 "#T Current date: [DATE.GetString]#!" - PLAYER_SYNC_DATES:0 "Player dates:" - PLAYER_DATE:0 "$NAME$: [DATE.GetString|V]" - GAME_START_DATE_STRING:0 "Started on [DATE.GetString]" - GAME_YEARS_SINCE_START_DATE_STRING:0 "Years from game start: $YEARS|V$" - SVN_REVISION:0 "This is the SVN revision" - GREATER_THAN:0 "greater than" - LESS_THAN:0 "less than" - EQUAL_TO:0 "equal to" - EVENT_DEBUG_CHARACTER_EVENT: "Event: $EVENT$ Character: $NAME$ ($ID$)\n" - SCOPE_DEBUG_FORMAT: "$NAME$ #weak ($TYPE|U$ - $ID$)#!" - SCOPE_DEBUG_VALUE: "Value $VALUE$" - CHARACTER_DEFAULT_TOOLTIP:0 "[CHARACTER.GetUIName]\n[CHARACTER.PlayerName|D]\nID: [CHARACTER.GetID|V]\nHistorical ID: [CHARACTER.GetHistoryId|V]\nDynasty: [CHARACTER.GetDynastyName|V]\nCulture: [CHARACTER.GetCulture.GetName|V]\nFertility: [CHARACTER.GetFertility|%0V]\nHealth: [CHARACTER.GetHealth|1V]\n" - CHARACTER_DEBUG_REAL_FATHER_TOOLTIP:0 "[Select_CString( ObjectsEqual( CHARACTER.GetFather, CHARACTER.GetRealFather ), '', 'Real Father: ' )][Select_CString( ObjectsEqual( CHARACTER.GetFather, CHARACTER.GetRealFather ), '', CHARACTER.GetRealFather.GetUIName )][Select_CString( ObjectsEqual( CHARACTER.GetFather, CHARACTER.GetRealFather ), '', '\n' )]" # This is horribly overcomplicated just to conditionally write some text - CHARACTER_DEBUG_TOOLTIP:2 "#D DEBUG:#!\nID: [CHARACTER.GetID|V], Historical ID: [CHARACTER.GetHistoryId|V]\n$CHARACTER_DEBUG_REAL_FATHER_TOOLTIP$Fertility: [CHARACTER.GetFertility|%0V], Health: [CHARACTER.GetHealth|1V], Stress: [CHARACTER.GetStress|0V]\nEthnicity: [CHARACTER.GetEthnicity.GetName]\nBase Weight: [CHARACTER.GetBaseWeight], Target Weight: [CHARACTER.GetTargetWeight], Current Weight: [CHARACTER.GetCurrentWeight]" - DEBUG_RULER_OBJECTIVE_INFO: "#D Ruler Objective: [DECISION_TYPE.GetTitleForCharacter( CHARACTER.Self )|V]#!" - CHARACTER_AI_VALUES_DEBUG_TOOLTIP:2 "#D DEBUG#! AI Values:\nHonor: [Character.GetAIHonor|V]\nGreed: [Character.GetAIGreed|V]\nRationality: [Character.GetAIRationality|V]\nEnergy: [Character.GetAIEnergy|V]\nBoldness: [Character.GetAIBoldness|V]\nDread Modified Boldness: [Character.GetAIBoldnessAsAffectedByPlayerDread|V]\nZeal: [Character.GetAIZeal|V]\nVengefulness: [Character.GetAIVengefulness|V]\nCompassion: [Character.GetAICompassion|V]\nSociability:[Character.GetAISociability|V]\n\n[Character.Custom( 'AIEconomicPersonality' )]\n[Character.GetAiBudgetDescription]\n[Character.GetVariablesDescription]\n#I Click to toggle AI watch#!" - test_difficulty: "[Character.Custom('CharacterDifficulty')]: [Character.CalcScriptedValue('character_difficulty_value')|0]#!" - test_interest: "Interest: #V [Character.CalcDestinyScriptedValue( 'destiny_score_interest', GetPlayer, GetPlayer.GetPlayerHeir )|0]#!" - CHARACTER_AI_VALUE:0 " #DEBUG AI Values#!" - CHARACTER_AI_BUDGET_TOOLTIP: "$BUDGET_CATEGORY$: [gold_i] $BUDGET_GOLD_VALUE|V0$ / $BUDGET_GOLD_MAXIMUM|0$\n" - CHARACTER_AI_BUDGET_MIXED_TOOLTIP: "$BUDGET_CATEGORY$: [gold_i] $BUDGET_GOLD_VALUE|V0$ / $BUDGET_GOLD_MAXIMUM|0$ | [treasury_i] $BUDGET_TREASURY_VALUE|V0$ / $BUDGET_TREASURY_MAXIMUM|0$\n" - DEBUG_OFFENSIVE_WAR:0 "Offensive war against $NAME$" - DEBUG_DEFENSIVE_WAR:0 "Defensive war against $NAME$" - DEBUG_TRUCE:0 "Truce with $NAME$ (until [DATE.GetString])" - DEBUG_VASSAL_INFO:0 "Vassal Information:" - DEBUG_IS_POWERFUL_VASSAL:0 "Is powerful: " - DEBUG_VASSAL_POWER_VALUE:0 "Vassal power value: $VALUE|V1$" - DEBUG_TRAVEL_INFO:0 "Travel:" - DEBUG_TRAVEL_NEXT_DESTINATION:0 " Next destination: [CHARACTER.GetTravelPlan.GetData.GetNextDestination.GetProvince.GetName|V]\n" - DEBUG_TRAVEL_ROLE_OWNER:0 " Travel owner: [CHARACTER.GetTravelPlan.GetData.GetOwner.GetUIName]" - DEBUG_TRAVEL_ROLE_TRAVEL_LEADER:0 " Travel leader: [CHARACTER.GetTravelPlan.GetData.GetTravelLeader.GetUIName]" - DEBUG_TRAVEL_ROLE_COMPANIONS:0 " Companions: $COMPANIONS$" - DEBUG_TRAVEL_COMPANIONS_COMPANION:0 "[CHARACTER.GetUIName]" - DEBUG_TRAVEL_COMPANIONS_SEPARATOR:0 ", " - DEBUG_TRAVEL_ACTIVITY:1 " To activity [ACTIVITY.GetName]" - CHARACTER_TRAITS:0 "Traits: $TRAITS|V$" - LOWBORN:0 "Lowborn" - LOWBORN_DESC:0 "This character is Lowborn" - WEALTH_RICH:0 "Rich" - WEALTH_POOR:0 "Poor" - ARMY_NAME: "$NUM|O$ Army of [PROVINCE.GetNameNoTooltip]" - ARMY_NAME_RAIDER: "$NUM|O$ Raiders of [PROVINCE.GetNameNoTooltip]" - ARMY_NAME_BARTER: "$NUM|O$ Trade Caravan of [PROVINCE.GetNameNoTooltip]" - ARMY_NAME_LANDLESS: "$NUM|O$ Army of [CHARACTER.GetPrimaryTitle.GetNameNoTooltip]" - GATHERING_ARMY_NAME:0 "Gathering Army in $LOCATION$" - DEAD:0 "Dead" - DEAD_SINCE:0 "Dead since [DATE.GetStringShort|V]" - DIED_AT_AGE:1 "at age $AGE|V$" - DIED_AT_AGE_SINGULAR:1 "at age $AGE|V$" - DIED_AS_INFANT:1 "as an infant" - CHARACTER_DEAD_TOOLTIP_DATE_INFO:0 "[Character.GetDeathDate.GetString|V] [Character.GetAgeInfo] (born [Character.GetBirthDate.GetString|V])" - CHARACTER_DEAD_TOOLTIP:2 "[Character.GetDeathReason|U] on $CHARACTER_DEAD_TOOLTIP_DATE_INFO$" - CHARACTER_DEAD_LINEAGE:0 "[Character.GetDeathReason|U] on [Character.GetDeathDate.GetString]" - CHARACTER_DEAD_TOOLTIP_HIDE_KILLER:0 "[Character.GetDeathReasonHideKiller|U] on $CHARACTER_DEAD_TOOLTIP_DATE_INFO$" - CHARACTER_HOSTAGE_TOOLTIP: "#T Hostage#!\n[Character.GetUINameNotMe] is currently held [hostage|E] by [TARGET_CHARACTER.GetShortUIName] as their [warden|E] with [TARGET_CHARACTER_2.GetShortUIName] as their [home_court|E]" - CHARACTER_INCAPABLE_TOOLTIP:0 "#T Incapable#!\n[Character.GetUINameNotMe] is [GetTrait('incapable').GetName( Character.Self )] and cannot take actions independently" - CHARACTER_TRAVELING_TOOLTIP: "#T Traveling#!\n[traveling|E] towards [Character.GetTravelPlan.GetData.GetNextDestination.GetProvince.GetName] [SelectLocalization(Character.GetTravelPlan.GetData.GetActivity.IsValid, 'CHARACTER_TRAVELING_ACTIVITY_TOOLTIP_ADDITION', '')]" - CHARACTER_AWAY_TOOLTIP: "#T Away from home#!\n[SelectLocalization( Or( Character.IsCommandingArmy, Character.IsKnightInArmy ), 'CHARACTER_AWAY_DETAIL_ARMY_TOOLTIP', 'CHARACTER_AWAY_DETAIL_GENERIC_TOOLTIP' )]" - CHARACTER_AWAY_DETAIL_ARMY_TOOLTIP: "[SelectLocalization( Character.IsCommandingArmy, 'CHARACTER_AWAY_DETAIL_COMMANDING_ARMY', 'CHARACTER_AWAY_DETAIL_KNIGHT_IN_ARMY' )] located in [SelectLocalization( Character.IsCommandingArmy, Character.GetCommandingArmy.GetLocation.GetName, Character.GetKnightArmy.GetLocation.GetName )]" - CHARACTER_AWAY_DETAIL_GENERIC_TOOLTIP: "Currently in [Character.GetCurrentLocation.GetName]" - CHARACTER_AWAY_DETAIL_COMMANDING_ARMY: "Commanding [Character.GetCommandingArmy.GetNameNoTooltip]" - CHARACTER_AWAY_DETAIL_KNIGHT_IN_ARMY: "Serving as [Character.Custom('KnightCultureNoTooltipLowercase')] in [Character.GetKnightArmy.GetNameNoTooltip]" - CHARACTER_TRAVELING_ACTIVITY_TOOLTIP_ADDITION:0 "[SelectLocalization(ObjectsEqual(Character.GetTravelPlan.GetData.GetActivity.GetHost.Self, Character.Self),'CHARACTER_TRAVELING_ACTIVITY_TOOLTIP_ADDITION_HOSTING','CHARACTER_TRAVELING_ACTIVITY_TOOLTIP_ADDITION_ATTENDING')]" - CHARACTER_TRAVELING_ACTIVITY_TOOLTIP_ADDITION_HOSTING:0 "because of [Character.GetTravelPlan.GetData.GetActivity.GetName]" - CHARACTER_TRAVELING_ACTIVITY_TOOLTIP_ADDITION_ATTENDING:0 "because [Character.GetShortUIName] [Select_CString(Character.IsLocalPlayer, 'are', 'is' )] attending [Character.GetTravelPlan.GetData.GetActivity.GetName]" - CHARACTER_INTERACTION_REPLY:0 "[CHARACTER.GetUIName] is waiting for answer regarding $INTERACTION|D$." - CHARACTER_INTERACTION_REPLY_MARRIAGE:0 "[CHARACTER.GetUIName] is waiting for answer regarding $INTERACTION|D$ between [TARGET_CHARACTER.GetUIName] and [TARGET_CHARACTER_2.GetUIName]." - #CHARACTER_INTERACTION_REPLY_TITLE:1 "" # - #CHARACTER_INTERACTION_REPLY_POSITIVE:2 "" # - #CHARACTER_INTERACTION_REPLY_NEGATIVE:2 "" # - #CHARACTER_INTERACTION_REPLY_BLOCKED:3 "" # - CHARACTER_INTERACTION_CANT_SEND_RECIPIENT_REJECTS:1 "@warning_icon! #X [CHARACTER.GetShortUIName] would not accept this#!" - CHARACTER_INTERACTION_ALREADY_CONSIDERING_WARNING:0 "@warning_icon! #X $CHARACTER_INTERACTION_ALREADY_CONSIDERING$#! " - CHARACTER_INTERACTION_ALREADY_CONSIDERING:1 "[CHARACTER.GetUIName|U] [CharAreIs(CHARACTER)] already considering a proposal from [TARGET_CHARACTER.GetUIName]" - CHARACTER_INTERACTION_NO_TARGET_SELECTED:0 "@warning_icon! #X No target selected#! " - CHARACTER_OTHER_PLAYER_TOOLTIP:0 "This Character is controlled by [Character.PlayerName]." - BASE_COLON:0 "Base: $VALUE|V0$" - BASE_GOLD:0 "Base [gold_i|E]" - BASE_PIETY:0 "Base [piety_i|E]" - BASE_PRESTIGE:0 "Base [prestige_i|E]" - BASE_INFLUENCE: "Base [influence_i|E]" - BASE_TREASURY: "Base [treasury_i|E]" - BASE_MERIT: "Base [merit_i|E]" - BASE_TIME:0 "Base @time_icon!" - VALUE_COLON:0 "$KEY$: $VALUE|V0$" - VALUE_COLON_POSITIVE_DIFF:0 "$KEY$: $VALUE|+=0$" - BASE:0 "Base" - INTERACTION_EFFECT_DESC:0 "#D OnSend:#! \n$ON_SEND$\n#D OnAccept:#! \n$ON_ACCEPT$\n#D OnDecline:#! \n$ON_DECLINE$" - RETINUE_POSITION_EMPTY:0 "Empty" - YES:0 "Yes" - NO:0 "No" - OPINION_MTTH:1 "[CHARACTER.GetShortUINamePossessive|U] Opinion of [TARGET_CHARACTER.GetShortUIName]: $VALUE|=+0$" - TRAIT_COMPATIBILITY_LIKES:0 "$TRAIT$ likes $OTHER_TRAIT$: $VALUE|=+0$" - TRAIT_COMPATIBILITY_DISLIKES:0 "$TRAIT$ dislikes $OTHER_TRAIT$: $VALUE|=+0$" - RANGED_MODIFIER: "$FROM$ to $TO$" - RANGED_MODIFIER_DESCRIPTION: "$MODIFIER$: $RANGED_MODIFIER$" - SCRIPTED_VALUE_MODIFIER:0 "Value: $VALUE|+0$" - AI_VALUE_MODIFIER_COMPOUND:0 "Personality: $VALUE|=+0$" - AI_VALUE_MODIFIER_MIN_VALUE:0 "Minimum Value: $VALUE|+0$" - AI_VALUE_MODIFIER_MAX_VALUE:0 "Maximum Value: $VALUE|+0$" - AI_VALUE_MODIFIER_HONOR:0 "Honor: $VALUE|=+0$" - AI_VALUE_MODIFIER_DISHONOR:0 "Dishonor: $VALUE|=+0$" - AI_VALUE_MODIFIER_GREED:0 "Greed: $VALUE|=+0$" - AI_VALUE_MODIFIER_GENEROUS:0 "Generous: $VALUE|=+0$" - AI_VALUE_MODIFIER_CONTENTMENT:0 "Contentment: $VALUE|=+0$" - AI_VALUE_MODIFIER_RATIONALITY:0 "Rationality: $VALUE|=+0$" - AI_VALUE_MODIFIER_IRRATIONALITY:0 "Irrationality: $VALUE|=+0$" - AI_VALUE_MODIFIER_ENERGY:0 "Energy: $VALUE|=+0$" - AI_VALUE_MODIFIER_LETHARGY:0 "Lethargy: $VALUE|=+0$" - AI_VALUE_MODIFIER_BOLDNESS:0 "Boldness: $VALUE|=+0$" - AI_VALUE_MODIFIER_COWARDICE:0 "Cowardice: $VALUE|=+0$" - AI_VALUE_MODIFIER_ZEAL:0 "Zeal: $VALUE|=+0$" - AI_VALUE_MODIFIER_CYNICISM:0 "Cynicism: $VALUE|=+0$" - AI_VALUE_MODIFIER_VENGEFULNESS:0 "Vengefulness: $VALUE|=+0$" - AI_VALUE_MODIFIER_FORGIVENESS:0 "Forgiveness: $VALUE|=+0$" - AI_VALUE_MODIFIER_COMPASSION:0 "Compassion: $VALUE|=+0$" - AI_VALUE_MODIFIER_CALLOUSNESS:0 "Callousness: $VALUE|=+0$" - AI_VALUE_MODIFIER_SOCIABILITY:0 "Sociability: $VALUE|=+0$" - AI_VALUE_MODIFIER_SHYNESS:0 "Shyness: $VALUE|=+0$" - AI_VALUE_MODIFIER_DREAD_MODIFIED_BOLDNESS:0 "Boldness & Dread: $VALUE|=+0$" - AI_VALUE_MODIFIER_DREAD_MODIFIED_COWARDICE:0 "Cowardice & Dread: $VALUE|=+0$" - CHARACTER_SHEHE_SHE:0 "she" - CHARACTER_SHEHE_HE:0 "he" - CHARACTER_SHEHE_IT:0 "it" - CHARACTER_SHEHE_THEY:0 "they" - CHARACTER_HERHIM_HER:0 "her" - CHARACTER_HERHIM_HIM:0 "him" - CHARACTER_HERHIM_IT:0 "it" - CHARACTER_HERHIM_THEM:0 "them" - CHARACTER_HERHIS_HER:0 "her" - CHARACTER_HERHIS_HIS:0 "his" - CHARACTER_HERHIS_ITS:0 "its" - CHARACTER_HERHIS_THEIR:0 "their" - CHARACTER_HERHISMY_MY:0 "my" - CHARACTER_HERHISYOUR_YOUR: "your" - CHARACTER_HERSHIS_HERS:0 "hers" - CHARACTER_HERSHIS_HIS:0 "his" - CHARACTER_HERSHIS_ITS:0 "its" - CHARACTER_HERSHIS_THEIRS:0 "theirs" - CHARACTER_WOMAN:0 "woman" - CHARACTER_MAN:0 "man" - CHARACTER_WOMAN_POSSESSIVE:0 "woman's" - CHARACTER_MAN_POSSESSIVE:0 "man's" - CHARACTER_GIRL:0 "girl" - CHARACTER_BOY:0 "boy" - CHARACTER_WOMEN:0 "women" - CHARACTER_MEN:0 "men" - CHARACTER_GIRLS:0 "girls" - CHARACTER_BOYS:0 "boys" - CHARACTER_CHILDREN:0 "children" - CHARACTER_LADY:0 "lady" - CHARACTER_LORD:0 "lord" - CHARACTER_HERSELF:0 "herself" - CHARACTER_HIMSELF:0 "himself" - CHARACTER_ITSELF:0 "itself" - CHARACTER_THEMSELF:0 "themself" - CHARACTER_THEMSELVES:0 "themselves" - CHARACTER_WIFE:0 "wife" - CHARACTER_HUSBAND:0 "husband" - CHARACTER_SPOUSE:0 "spouse" - CHARACTER_WIFE_PLURAL:0 "wives" - CHARACTER_HUSBAND_PLURAL:0 "husbands" - CHARACTER_SPOUSE_PLURAL:0 "spouses" - CHARACTER_CONCUBINE_MALE:0 "$game_concept_concubine_male$" - CHARACTER_CONCUBINE_FEMALE:0 "$game_concept_concubine_female$" - CHARACTER_MOTHER:0 "mother" - CHARACTER_FATHER:0 "father" - VASSAL_TO:0 "[vassal|E] to $LIEGE$" - - # Personal relation summary - RELATION_LIST:0 "[CHARACTER.GetShortUINamePossessive|U] $LIST$" - RELATION_LIST_UNRELATED:0 "$LIST$" - RELATION_LONG_LIST:0 "$LIST$" - RELATION_LIST_EXTENDED:1 "$LIST$ #low (+$MORE_RELATIONS$)#!" - - VASSAL:1 "[vassal|E]" - LIEGE:1 "[liege|E]" - LIEGE_POSSESSIVE:0 "[liege_possessive|E]" - TRIBUTARY: "[tributary|E]" - SUZERAIN: "[suzerain|E]" - KNIGHT:2 "[CHARACTER.GetLiege.Custom('KnightCulture')]" - COUNCILLOR:0 "[CHARACTER.GetCouncilTitle]" - COURTIER:1 "[courtier|E]" - COURTIER_PLURAL: "[courtiers|E]" - GUEST:1 "[guest|E]" - RELATION_NEIGHBORING_RULER:0 "Neighboring [ruler|E]" - RELATION_FOREIGN_RULER:0 "Foreign [ruler|E]" - RELATION_MY_TOP_LIEGE:0 "Your [top_liege|E]" - RELATION_BELOW_VASSAL: "[vassal|E] in your [realm|E]" - RELATION_FELLOW_VASSAL:0 "Fellow [vassal|E]" - RELATION_NEIGHBORING_FELLOW_VASSAL:0 "Neighboring Fellow [vassal|E]" - RELATION_VASSAL_IN_REALM: "[vassal|E] in the [CHARACTER.GetPrimaryTitle.GetBaseName]" - RELATION_POOL_CHARACTER_LOCATION:0 "Wandering" - RELATION_POOL_CHARACTER:0 "Wandering" - RELATION_COUNCIL_POSITION:0 "[CHARACTER.GetCouncilTitle] of [TARGET_CHARACTER.GetShortUIName]" - RELATION_COURTIER: "[CHARACTER.Custom('GetCourtier')|U] of [CHARACTER.GetShortUIName]" - RELATION_COURTIER_SHORT:0 "[courtier|E]" - RELATION_GUEST:0 "Guest of [CHARACTER.GetShortUIName]" - RELATION_DIARCH: "$DIARCH_TITLE$ of [CHARACTER.GetShortUIName]" - THIS_IS_YOU_STATIC:0 "This is you" - THIS_IS_YOU:2 "[CHARACTER.Custom('ThisIsYou')]" - THIS_IS_YOU_ALLEGEDLY:0 "This is you, allegedly" - THIS_IS_YOU_UNFORTUNATELY:0 "This is you, unfortunately" - THIS_IS_YOU_KEY:0 "This is you" - THIS_IS_YOU_MAGNIFICENT:0 "This is you, and you are #EMP magnificent#!" - THIS_IS_YOU_NOT_FEEL:0 "This is you, though you don't always feel like yourself" - MILITARY_VIEW:0 "Military" - INTRIGUE_VIEW:0 "Intrigue" - REALM_VIEW:0 "Realm View (Old military view)" - ARMY_LEVIES:0 "[levies|E]" - DOMAIN:0 "Domain" - VASSALS: "[vassals|E]" - TRIBUTARIES: "[tributaries|E]" - HIRED:0 "Hired" - RAISE_ALL:1 "Raise All Armies" - RAISE_ALL_RAIDERS: "Raise All as Raiders" - RAISE_ALL_BARTERERS: "Raise All as Barterers" - RAISE_ALL_MEN_AT_ARMS:1 "Raise All" - RAISE_HIRED_TROOP:0 "Raise" - DISBAND_ALL:0 "Disband All" - MERCENARIES:0 "Mercenaries" - HOLY_ORDERS:0 "Holy Orders" - SORT_RANK:0 "Rank" - SORT_NAME:0 "Name" - SORT_OPINION:1 "Opinion of you" - SORT_STRENGTH:0 "Strength" - SORT_INCOME:0 "Income" - SORT_HEALTH:0 "Health" - SORT_ACCEPTANCE: "Acceptance" - TT_CURRENT_GOLD:1 "[gold_i|E] #high [GetPlayer.GetGold|1]#!" - TT_CURRENT_BALANCE:1 "#high [GetPlayerBalance|=+1]#!/month" - CURRENT_BALANCE_TOOLTIP:1 "#T Your [gold_i][gold|E]#!\n[GetPlayer.GetBalanceBreakdown]" - FULL_BALANCE_INFO:0 "Monthly Balance: [gold_i]$BALANCE|=+1$\n\n$INCOME_DESC$\n$EXPENSE_DESC$" - ESTIMATE_TAX_VASSAL:0 "[CHARACTER.GetUIName]" - ESTIMATE_TAX_INFO:0 "Total [tax|E] Income: [gold_i]$TOTAL|=+1$\n - [domain|E]: [gold_i]$DOMAIN|=+1$\n - [vassals|E]: [gold_i]$VASSALS|=+1$" - ESTIMATE_TAX_LIEGE:0 "Paid to [liege|E]: [gold_i]#N -$VALUE|1$#!" - ESTIMATE_HERD_VASSAL: "[CHARACTER.GetUIName]" - ESTIMATE_HERD_INFO: "Total [tax|E] Income: [herd_i]$TOTAL|=+1$\n - [domain|E]: [herd_i]$DOMAIN|=+1$\n - [vassals|E]: [herd_i]$VASSALS|=+1$" - ESTIMATE_HERD_LIEGE: "Paid to [liege|E]: [herd_i]#N -$VALUE|1$#!" - ESTIMATE_BARTER_GOODS_SUBJECT: "[CHARACTER.GetUIName]" - ARMY_MAINTENANCE:0 "Army Maintenance: [gold_i]$VALUE|=+1$" - BREAKDOWN_ARMY_MAINTENANCE:1 "Raised [armies|E]" - BREAKDOWN_ARMY_MAINTENANCE_EMBARKED:0 "Raised [armies|E] [embarked_i]" - MAA_TOTAL_COST:0 "[men_at_arms|E]: [gold_i]$VALUE|=+1$" - MAA_MAINTENENCE_COST:0 " - Maintenance: [directive_maa]$VALUE|=+1$" - MAA_REINFORCEMENT_COST:0 " - Reinforcement: [gold_i]$VALUE|=+1$" - BREAKDOWN_TOTAL_TAX:0 "Total Tax" - BREAKDOWN_MEN_AT_ARMS:0 "[men_at_arms|E]" - BREAKDOWN_REINFORCEMENT:0 "Reinforcement" - BREAKDOWN_MONTHLY_BALENCE:0 "Monthly Balance" - BREAKDOWN_YEARLY_BALENCE:0 "Yearly Balance" - COST_HEADING:0 "Cost: " - NO_COST_HEADING:0 "#weak No Cost#!" - COST_RESULT_NOTHING:3 "#P No Cost#!" - GOLD_COST_BREAK:0 "Cost [gold_i]" - GOLD:0 "[gold_i] $VALUE|0$" - GOLD_COST: "[gold_i] $VALUE|0$" - GOLD_COST_REINFORCE: "[gold_i] $VALUE|2$" - GOLD_COST_MAINTENANCE: "[gold_i] $VALUE|2$" - GOLD_COST_LONG: "Gold: [gold_i] $VALUE|0$" - GOLD_COST_LONG_MAINTENANCE: "Gold: [gold_i] $VALUE|2$" - GOLD_K:0 "[gold_i] $VALUE|1$K" - GOLD_TEXT:0 "$VALUE|0$ Gold" - GOLD_CONCEPT:0 "[gold|E]" - GOLD_NO_ICON:0 "$VALUE|0$" - GOLD_K_NO_ICON:0 "$VALUE|1$K" - GOLD_SIMPLE_TOOLTIP:1 "#T [CHARACTER.GetShortUINamePossessive|U] [gold|E]: $VALUE|V0$#!" - GOLD_WITH_BALANCE_TOOLTIP:0 "#T [gold|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month" - TREASURY_WITH_BALANCE_TOOLTIP: "#T [treasury|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month" - TREASURY_COST_REINFORCE: "[treasury_i] $VALUE|2$" - TREASURY_COST_MAINTENANCE: "[treasury_i] $VALUE|2$" - COST_PER_DAY:0 "/day" - COST_PER_WEEK: "/week" - COST_PER_MONTH:0 "/month" - COST_PER_YEAR:0 "/year" - PIETY:0 "[piety_i] $VALUE|0$" - PIETY_COST:0 "[piety_i] $VALUE|0$" - PIETY_COST_REINFORCE:0 "[piety_i] $VALUE|2$" - PIETY_COST_MAINTENANCE:0 "[piety_i] $VALUE|1$" - PIETY_COST_LONG:0 "Piety: [piety_i] $VALUE|0$" - PIETY_COST_LONG_MAINTENANCE:0 "Piety: [piety_i] $VALUE|2$" - PIETY_K:0 "[piety_i] $VALUE|1$K" - PIETY_CONCEPT:0 "[piety|E]" - PIETY_LEVEL_CONCEPT:0 "[piety_level|E]" - PIETY_WITH_BALANCE_TOOLTIP:1 "#T [piety|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month\n\n#T [piety_level|E]: #!$LEVEL$" - PRESTIGE:0 "[prestige_i] $VALUE|0$" - PRESTIGE_COST:0 "[prestige_i] $VALUE|0$" - PRESTIGE_COST_REINFORCE:0 "[prestige_i] $VALUE|1$" - PRESTIGE_COST_MAINTENANCE: "[prestige_i] $VALUE|2$" - PRESTIGE_COST_LONG:0 "Prestige: [prestige_i] $VALUE|0$" - PRESTIGE_COST_LONG_MAINTENANCE:0 "Prestige: [prestige_i] $VALUE|2$" - PRESTIGE_K:0 "[prestige_i] $VALUE|1$K" - PRESTIGE_CONCEPT:0 "[prestige|E]" - PRESTIGE_LEVEL_CONCEPT:0 "[prestige_level|E]" - NOT_PRESTIGE_LEVEL_CONCEPT: "Not enough [prestige_level|E]" - PRESTIGE_WITH_BALANCE_TOOLTIP:1 "#T [prestige|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month\n\n#T [prestige_level|E]: #!$LEVEL$" - DYNASTY_PRESTIGE:0 "[dynasty_prestige_i] $VALUE|0$" - DYNASTY_PRESTIGE_COST:0 "[dynasty_prestige_i] $VALUE|0$" - DYNASTY_PRESTIGE_COST_LONG:0 "Renown: [dynasty_prestige_i] $VALUE|0$" - DYNASTY_PRESTIGE_COST_LONG_MAINTENANCE: "Renown: [dynasty_prestige_i] $VALUE|2$" - DYNASTY_PRESTIGE_K:0 "[dynasty_prestige_i] $VALUE|1$K" - DYNASTY_PRESTIGE_CONCEPT:0 "[dynasty_prestige|E]" - DYNASTY_PRESTIGE_LEVEL_CONCEPT:0 "[dynasty_prestige_level|E]" - DYNASTY_PRESTIGE_WITH_BALANCE_TOOLTIP: "#T [dynasty_prestige|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month\n\n#T [dynasty_prestige_level|E]: #!$LEVEL$" - INFLUENCE_COST: "[influence_i] $VALUE|0$" - INFLUENCE_COST_LONG: "Influence: [influence_i] $VALUE|0$" - INFLUENCE_COST_LONG_MAINTENANCE: "Influence: [influence_i] $VALUE|2$" - INFLUENCE_CONCEPT: "[influence|E]" - INFLUENCE_LEVEL_CONCEPT: "[influence_level|E]" - INFLUENCE_WITH_BALANCE_TOOLTIP: "#T [influence|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month\n\n#T [influence_level|E]: #!$LEVEL$" - HERD_COST: "[herd_i] $VALUE|0$" - HERD_COST_LONG: "Herd: [herd_i] $VALUE|0$" - HERD_COST_LONG_MAINTENANCE: "Herd: [herd_i] $VALUE|2$" - MERIT_COST: "[merit_i] $VALUE|0$" - MERIT_COST_LONG: "Merit: [merit_i] $VALUE|0$" - MERIT_COST_LONG_MAINTENANCE: "Merit: [merit_i] $VALUE|2$" - MERIT_CONCEPT: "[merit|E]" - MERIT_LEVEL_CONCEPT: "[merit_level|E]" - NOT_MERIT_LEVEL_CONCEPT: "Insufficient [merit_level|E]" - MERIT_WITH_BALANCE_TOOLTIP: "#T [merit|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month\n\n#T [merit_level|E]: #!$LEVEL$" - TREASURY_COST_BREAK: "Cost [treasury_i]" - TREASURY_COST: "[treasury_i] $VALUE|0$" - TREASURY_COST_LONG: "Treasury: [treasury_i] $VALUE|0$" - TREASURY_COST_LONG_MAINTENANCE: "Treasury: [treasury_i] $VALUE|2$" - TREASURY_CONCEPT: "[treasury|E]" - BARTER_GOODS_COST: "[barter_goods_i] $VALUE|0$" - BARTER_GOODS_COST_MAINTENANCE: "[barter_goods_i] $VALUE|2$" - BARTER_GOODS_COST_REINFORCE: "[barter_goods_i] $VALUE|2$" - BARTER_GOODS_WITH_BALANCE_TOOLTIP: "#T [barter_goods|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month" - NUMBER_OF_MEN_DESC:0 "[soldiers|E]" - NUMBER_OF_MEN_VALUE:0 "#TOOLTIP:NUMBER_OF_MEN_DESC $VALUE|0$ #!" - NUMBER_OF_MEN_VALUE_K:1 "#TOOLTIP:NUMBER_OF_MEN_DESC $VALUE$ #!" - NUMBER_OF_MEN_VALUE_K_NO_TOOLTIP:1 "$VALUE|1$" - NUMBER_OF_MEN_VALUE_WITH_LABEL:0 "$VALUE|0V$ [soldiers|E]" - NUMBER_OF_MEN_ARRIVED:0 "$VALUE|0V$ [soldiers|E] already gathered." - CONTRACTED_VALUE:0 "$VALUE|0$" - CONTRACTED_VALUE_K:0 "$VALUE|1$K" - COMMON_INFO_LIST_PREFIX:0 "* " - HAS_HOOK_ON_ME:1 "$WHO$ has a hook on you." - YOU_HAVE_HOOK:1 "You have a hook on $WHO$." - INCOME:1 "Monthly [income]" - EXPENSES:1 "Monthly Expenses" - LEVIES:1 "[levies|E]:" - TOTAL_TAX:0 "Total Tax" - TAXABLE_VASSAL_INCOME: "Taxable Income" - TAXABLE_VASSAL_HERD: "Taxable Herd" - TAXABLE_VASSAL_PRESTIGE: "Taxable Prestige" - TAXABLE_VASSAL_PIETY: "Taxable Piety" - TAXABLE_VASSAL_BARTER_GOODS: "Taxable Barter Goods" - VASSAL_CONTRIBUTION: "Contribution" - CONTRIBUTABLE_VASSAL_LEVIES:0 "Total Levies" - TOTAL_LEVIES:0 "Contributed Levies" - TOTAL_HERD: "Contributed Herd" - TOTAL_PRESTIGE: "Contributed Prestige" - TOTAL_PIETY: "Contributed Piety" - TOTAL_BARTER_GOODS: "Contributed Barter Goods" - LEVIES_ICON:0 "[soldier_i]" - OPINION_HEADER:0 "[opinion|E]" - AUTOSAVE_IN_PROGRESS:1 "Auto Saving..." - SAVE_IN_PROGRESS:0 "Saving..." - MISSING_DLCS_HEADER:0 "@warning_icon! #X Missing DLCs:#!" - MISSING_DLC_ENTRY:0 "#indent_newline:2 $EFFECT_LIST_BULLET$$DLC_NAME$#!" - MISSING_MODS_HEADER:0 "@warning_icon! #X Missing Mods:#!\n" - MISSING_MODS:0 "@warning_icon! #X Missing Mods#!" - MISSING_DLC:0 "@warning_icon! #X Missing DLC#!" - MISSING_CONTINUE_SAVE_GAME_TITLE:0 "Missing Savegame" - MISSING_CONTINUE_SAVE_GAME_DESC:0 "Could not find the Savegame:\n$SAVE_GAME$" - LOAD_GAME_FAILED_TITLE:0 "Failed to Load Savegame" - LOAD_GAME_FAILED_DESC:0 "The savegame could not be loaded, this could be due to:\n#indent_newline:2 $EFFECT_LIST_BULLET$Savegame was made with an incompatible version of the game\n$EFFECT_LIST_BULLET$Savegame uses a different set of DLCs\n$EFFECT_LIST_BULLET$Save file is corrupted#!" - GAME_RULES_BLOCKING_ACHIEVEMENTS_HEADER:0 "@warning_icon! #X Game Rules Block Achievements:#!\nThe game rules used in this save now block Achievements, loading it will disable Achievements in the save.\nRules Now Blocking Achievements:" - GAME_RULE_BLOCKS_ACHIEVEMENTS_ENTRY:0 "#indent_newline:2 $EFFECT_LIST_BULLET$[GAME_RULE.GetName]: [GAME_RULE_SETTING.GetName]#!" - GAME_CHECKSUM_CHANGED_FROM_SAVE_FILE:0 "@warning_icon! #X Invalid Checksum for Achievements#!\nThis save was valid for Achievements on a different checksum, loading it will disable Achievements in the save." - TIER_TYPE:0 "[ConceptByKey('$TIER_KEY|q$')|E]" - GOOD_COLOR:0 "$KEY|P$" - BAD_COLOR:0 "$KEY|N$" - NEUTRAL_COLOR:0 "$KEY|Z$" - GOTO_PROVINCE:0 "Go to location" - GOTO_PROVINCE_TT:0 "#T $GOTO_PROVINCE$#!" - DYNASTY:0 "Dynasty" - DYNASTY_HOUSE:0 "House" - MENU:0 "Menu" - RESUME:0 "Resume" - PAUSE:0 "Pause" - PAUSED:0 "Paused" - PAUSED_BY_EVENT:1 "#X Paused by Event: $TITLE$#!" - PAUSED_BY_TUTORIAL:0 "#X Paused by Tutorial: [TUTORIAL.GetStepName]#!" - PAUSED_BY_SUCCESSION: "#X Paused by Succession#!" - EXIT:1 "Exit Game" - EXIT_TO_DESKTOP:0 "Exit to Desktop" - SHOW_LEGACY:1 "Lineage" - RESIGN:1 "Exit to Main Menu" - SAVE_AND_RESIGN:0 "Save and $RESIGN$" - SAVE_AND_EXIT_TO_DESKTOP:0 "Save and $EXIT_TO_DESKTOP$" - UNSAVED_PROGRESS_WILL_BE_LOST:0 "Any unsaved progress will be lost" - GAME_WILL_BE_SAVED:0 "Due to being in Ironman your game will be saved" - RESIGNATION_CONFIRMATION_DESC:1 "Are you sure you want to Exit to Menu?\n[SelectLocalization( IsIronmanEnabled, 'GAME_WILL_BE_SAVED', 'UNSAVED_PROGRESS_WILL_BE_LOST' )]" - QUIT_TO_DESKTOP_CONFIRMATION_DESC:1 "Are you sure you want to Exit to Desktop?\n[SelectLocalization( IsIronmanEnabled, 'GAME_WILL_BE_SAVED', 'UNSAVED_PROGRESS_WILL_BE_LOST' )]" - OPEN_FOR_MULTIPLAYER:0 "Open for Multiplayer" - OPEN_LOBBY:1 "Open for Multiplayer" - CLOSE_LOBBY:0 "Close Lobby" - HOST:0 "Host" - JOINING_SERVER_PROGRESS:0 "Joining server: $PROGRESS|0%$" - WAITING_SERVER_REPLY:0 "Waiting for a reply from the Server" - GENERATING_BOOKMARK_PROGRESS:0 "Generating world from history: $PROGRESS|0%$" - LOADING_SAVEGAME_PROGRESS:1 "Loading: $PROGRESS|0%$" - LOADSCREEN_INITIALIZING_GAME:0 "Initializing Game..." - SERVER_NAME:0 "Game of $NAME$" - PLAYERS_ON_SERVER:0 "Players on server: NAME — TITLE — PING" - PLAYER_ON_SERVER:0 "$NAME$ - $TITLE$ - $PING$" - NAME_NOT_FOUND:0 "Name not found." - KICK_NAME:0 "$NAME$ was kicked from the game." - MODIFIED:0 "Modified: $DATE$" - PLAYER_LEFT:0 "Player left" - PLAYER_NAME_LEFT:0 "$NAME$ left the game." - PLAYER_JOINED:0 "Played joined" - PLAYER_NAME_JOINED:0 "$NAME$ joined the game." - HOST_LEFT:0 "Host left" - HOST_LEFT_DESC:0 "The host ($NAME$) has left. The game will continue as a single player game." - KEY_VALUE:0 "$KEY$: $VALUE|V0$" - KEY_VALUE_F1:0 "$KEY$: $VALUE|V1$" - KEY_VALUE_F2:0 "$KEY$: $VALUE|V2$" - KEY_VALUE_PERCENT:0 "$KEY$: $VALUE|V0%$" - KEY_VALUE_PERCENT_POSITIVE:0 "$KEY$: $VALUE|+0%$" - CHARACTER_VALUE:0 "[CHARACTER.GetUIName]: $VALUE|V0$" - CHARACTER_VALUE_F1:0 "[CHARACTER.GetUIName]: $VALUE|V1$" - CHARACTER_VALUE_F2:0 "[CHARACTER.GetUIName]: $VALUE|V2$" - ERROR_ACTION:0 "\n#I Click me and I'll show them to you. Right-click me to clear the error log.#!" - ERROR_HOOF:1 "I am Errorhoof. I'm here because there are $ERRORS$ error(s) in your game. $ERROR_ACTION$" - ERROR_HOOF_1:1 "I am Babby Jesus. Sometimes I'm here instead of Errorhoof. I'm also here because there are $ERRORS$ error(s) in your game. $ERROR_ACTION$" - ERROR_HOOF_2:1 "I am Errobert. Sometimes I'm here instead of Errorhoof. I'm also here because there are $ERRORS$ error(s) in your game. $ERROR_ACTION$" - ERROR_HOOF_3:1 "I am the Bazcat. Sometimes I'm here instead of Errorhoof. Feed me. There are also $ERRORS$ error(s) in your game. $ERROR_ACTION$" - ERROR_HOOF_4:0 "I am Reconqat. Sometimes I'm here instead of Errorhoof. Don't call it a Reconquista otherwise I'll get sad. There are also $ERRORS$ error(s) in your game. $ERROR_ACTION$" - ERROR_HOOF_5: "I am Smug Kid. Sometimes I'm here instead of Errorhoof. I'm looking at your error and looking smug about it. There are also $ERRORS$ error(s) in your game. $ERROR_ACTION$" - ERROR_HOOF_6: "I am Cool Guy. Sometimes I'm here instead of Errorhoof. I'm very cool, but the $ERRORS$ error(s) in your game are not. $ERROR_ACTION$" - ERROR_HOOF_7: "I am Angelhoof the Merciful. Although I am the forgiver of many things, the $ERRORS$ error(s) in your game are not among them. $ERROR_ACTION$" - ENABLED_MODS:0 "Enabled Mods:" - RALLY_POINT_NAME:0 "Rally Point in [PROVINCE.GetNameNoTooltip]" - CONFIRM:0 "Confirm" - friends:0 "Friends" - friend_plural:0 "Friends" - friends_desc:0 "Friendship are forever." - PLAYER_NEEDED_IF_ONLY_ONE_ARG:0 "Valid player needed if only one argument is used." - INVALID_CHARACTER:0 "Invalid character" - INVALID_RELATION:0 "Invalid relation" - RELATION_ADDED:0 "Added relation $RELATION$ between $CHAR01$ and $CHAR02$" - RELATION_REMOVED:0 "Removed relation $RELATION$ between $CHAR01$ and $CHAR02$" - SET_SCRIPTED_RELATION:0 "$CHAR01$ will become a $RELATION01|V$ to $CHAR02$" - SET_SCRIPTED_RELATION_SAME:0 "$CHAR01$ and $CHAR02$ become $RELATION01|V$" - SET_SCRIPTED_RELATION_DIFFERENT:0 "$CHAR01$ becomes $RELATION01|V$ of $CHAR02$ and $CHAR02$ becomes the $RELATION02|V$ of $CHAR01$" - REMOVE_SCRIPTED_RELATION:0 "$CHAR01$ will no longer be a $RELATION|V$ to $CHAR02$" - HAS_SCRIPTED_RELATION:0 "$CHAR01$ is the $RELATION|V$ of $CHAR02$" - TITLE_DEFINITE_FORM:0 "$TITLE$" - DEFAULT_TITLE_NAME_ARTICLE: "the " - DURATION_FOREVER:0 "#V Forever#! " - DURATION_DATE:0 "[DATE.GetStringShort|V]" - DURATION_DATE_RANGE:0 "$[DATE_MIN.GetStringShort|V]$ - $[DATE_MAX.GetStringShort|V]$" - DURATION_NO_DATE:1 "$DURATION$" - DURATION_NO_DATE_RANGE:2 "between $DURATION_MIN$ and $DURATION_MAX$" - NUMBER_OF_MEN:0 "[soldiers|E]: " - NUMBER_OF_REGIMENTS:0 "Number of Regiments" - TIME_TO_RAISE:0 "Time to gather: " - DAYS:0 "Days" - DAYS_WITH_SPACE:0 " Days" - VALUE_DAYS:0 "#V $VALUE$ days#! " - MAINTENANCE:0 "Maintenance" - BANNER:0 "Rally Point" - SCOPE_CHARACTER:0 "[ROOT.GetCharacter.GetUIName]:" - SCOPE_CHARACTER_ME:0 "I, [ROOT.GetCharacter.GetUIName]:" - SCOPE_LANDED_TITLE:0 "[ROOT.GetLandedTitle.GetName|U]:" - SCOPE_PROVINCE:0 "[ROOT.GetProvince.GetName]:" - SCOPE_ACTIVITY:1 "[ROOT.Activity.GetName]:" - SCOPE_SECRET:0 "[ROOT.GetSecret.GetName]:" - SCOPE_SCHEME:0 "[ROOT.GetScheme.GetName]:" - SCOPE_COMBAT:0 "[ROOT.GetCombat.GetName]:" - SCOPE_FAITH:0 "[ROOT.Faith.GetName]:" - SCOPE_RELIGION:0 "[ROOT.Religion.GetName]:" - SCOPE_GREAT_HOLY_WAR:0 "[ROOT.GreatHolyWar.GetName]:" - SCOPE_WAR:0 "[ROOT.War.GetName]:" - SCOPE_DYNASTY:0 "[dynasty|E] [ROOT.Dynasty.GetName]:" - SCOPE_DYNASTY_HOUSE:0 "[house|E] [ROOT.House.GetName]:" - SCOPE_FACTION:0 "[ROOT.Faction.GetName]:" - SCOPE_CULTURE:0 "[ROOT.Culture.GetName]:" - SCOPE_ARMY:0 "[ROOT.Army.GetName]:" - SCOPE_HOLY_ORDER:0 "[ROOT.HolyOrder.GetName]:" - SCOPE_ACTIVE_COUNTIL_TASK:0 "[ROOT.CouncilTask.GetName]:" - SCOPE_MERCENARY_COMPANY:0 "[ROOT.MercenaryCompany.GetName]:" - SCOPE_INSPIRATION:0 "[ROOT.Inspiration.GetName]" - SCOPE_STRUGGLE:0 "[ROOT.Struggle.GetName]" - SCOPE_TRAVEL_PLAN:0 "[ROOT.TravelPlan.GetName]:" - SCOPE_HOUSE_UNITY: "[ROOT.HouseUnity.GetName]" - SCOPE_TAX_SLOT: "[ROOT.TaxSlot.GetName]" - SAVE_NAME_LABEL:0 "Save Name:" - SAVE_TO_CLOUD_LABEL:0 "Save to Cloud" - FILE_NAME_INVALID:1 "@warning_icon! #X Invalid Save Name#! " - STRESS:0 "Stress" - NO_STRESS_EFFECT:0 "#weak No effect#!" - DREAD:0 "Dread" - VASSALS_COLON:0 "[vassals]:" - LIEGE_COLON:0 "[liege]:" - diplomacy:0 "Diplomacy" - martial:0 "Martial" - stewardship:0 "Stewardship" - intrigue:0 "Intrigue" - learning:0 "Learning" - prowess:0 "Prowess" - diplomacy_modifier:1 "[diplomacy|E]" - martial_modifier:1 "[martial|E]" - stewardship_modifier:1 "[stewardship|E]" - intrigue_modifier:1 "[intrigue|E]" - learning_modifier:1 "[learning|E]" - prowess_modifier:1 "[prowess|E]" - diplomacy_modifier_with_offset:0 "$diplomacy_modifier$" - martial_modifier_with_offset:0 "$martial_modifier$" - stewardship_modifier_with_offset:0 "$stewardship_modifier$" - intrigue_modifier_with_offset:0 "$intrigue_modifier$" - learning_modifier_with_offset:0 "$learning_modifier$" - general_skill:0 "General" - diplomacy_concept:0 "[diplomacy|E]" - martial_concept:0 "[martial|E]" - stewardship_concept:0 "[stewardship|E]" - intrigue_concept:0 "[intrigue|E]" - learning_concept:0 "[learning|E]" - prowess_concept:0 "[prowess|E]" - event_target_desc:0 "A scope can be saved as an "event target." It will then be accessible to from any trigger/effect that can be "traced backwards" in a direct line to the point where you saved the event target (i.e. any triggers that are checked or effects that are fired after saving the event target, but only in a continuous chain, such as an event chain). If an event chain ends, the event target is lost.\nNote that a number of on_actions set up by code, and a number of special interactions, come with their own predefined event targets.\nFinal note: You can also save values and bools as event targets, which might be handy in certain situations." - parameter_desc:0 "Leftover from Stellaris. If you are considering using this, you are probably better off using scopes saved as variables. (Change this description if we have started using "parameter" for whichever reason!)" - variable_desc:0 "Script variables are accessible and modifiable by script. They currently come in the following forms:\n\nvariable:example_number = 1\nvariable:example_flag = flag:example\nvariable:example_scope = root\nvariable:example_bool = yes" - flag_desc:0 "Flags are simple markers that you can use to trace that something has happened in the game. They have a specific type depending on what kind of scope it was set in (character flag, scheme flag, sC.). The particular scope (for example a particular character) will have the flag set until it is removed by an effect, or until its timer runs out, if a timer was defined for it." - TODO:0 "TODO: $WHAT$" - EVENT_SIGNED:0 "Signed," - EVENT_SIGNATURE:1 "[CHARACTER.GetNameNoTooltip]" - EVENT_REASON_SEPARATOR:0 ", " - EVENT_REASON_SKILL:0 "$SKILL$ Skill" - EVENT_REASON_TRAIT:0 "[TRAIT.GetName( CHARACTER.Self )|L] Trait" - EVENT_REASONS_LAST_REASON:0 "$REASONS$ and $LAST_REASON$" - EVENT_REASONS:1 "This option is available because of your $REASONS$." - MOTHER:0 "Mother" - FATHER:0 "Father" - MOTHER_WIFE:0 "Mother-wife" - FATHER_HUSBAND:0 "Father-husband" - GRANDMOTHER:0 "Grandmother" - GRANDFATHER:0 "Grandfather" - GREATGRANDMOTHER:0 "Great-grandmother" - GREATGRANDFATHER:0 "Great-grandfather" - DAUGHTER:0 "Daughter" - SON:0 "Son" - DAUGHTER_WIFE:0 "Daughter-wife" - SON_HUSBAND:0 "Son-husband" - GRANDDAUGHTER:0 "Granddaughter" - GRANDSON:0 "Grandson" - GREATGRANDDAUGHTER:0 "Great-granddaughter" - GREATGRANDSON:0 "Great-grandson" - BROTHER:0 "Brother" - SISTER:0 "Sister" - HALF_BROTHER:0 "Half Brother" - HALF_SISTER:0 "Half Sister" - BROTHER_HUSBAND:0 "Brother-husband" - SISTER_WIFE:0 "Sister-wife" - BROTHER_IN_LAW:0 "Brother-in-law" - SISTER_IN_LAW:0 "Sister-in-law" - RELATION_CONCUBINE_MAN:0 "$game_concept_concubine_male$" - RELATION_CONCUBINE_WOMAN:0 "$game_concept_concubine_female$" - PLAYER_HEIR_RELATION:2 "[player_heir|E]" - DIARCH_RELATION:0 "[CHARACTER.GetDiarchTitle]" - UNCLE:0 "Uncle" - AUNT:0 "Aunt" - NEPHEW:0 "Nephew" - NIECE:0 "Niece" - WIFE:0 "Wife" - COUSIN_FEMALE:0 "Cousin" - COUSIN_MALE:0 "Cousin" - CONCUBINE:0 "Concubine" - HUSBAND:0 "Husband" - PRISONER_RELATION:0 "Prisoner" - RELATION_HOSTAGE_HOME: "Hostage from [TARGET_CHARACTER.GetShortUIName]" - RELATION_HOSTAGE_AWAY: "[TARGET_CHARACTER.GetShortUINamePossessive] Hostage" - RELATION_PRISONER_HOME: "[TARGET_CHARACTER.GetShortUINamePossessive] Prisoner" - RELATION_PRISONER_AWAY: "Prisoner" - RELATION_COURT_POSITION:1 "[COURT_POSITION.GetName] [COURT_POSITION.GetPositionType.GetTextIcon]" - RELATION_COMMANDER:0 "[commander|E]" - RELATION_LIEGE_COUNCILLOR:0 "[TARGET_CHARACTER.GetShortUINamePossessive] [CHARACTER.GetCouncilTitle]" - RELATION_LIEGE_COURT_POSITION:1 "[CHARACTER.GetShortUINamePossessive] [COURT_POSITION.GetName] [COURT_POSITION.GetPositionType.GetTextIcon]" - MY_VALUE_COLON:0 "#T $KEY$: $VALUE|V$#!" - CHARACTER_VALUE_COLON:0 "#T $KEY$: $VALUE|V$#!" - SCREENSHOT_TAKEN:0 "Screenshot taken!" - MAP_SCREENSHOT_TAKEN:0 "Map screenshot being taken!" - INTERACTION_REPLY_ITEM:1 "#T $INTERACTION$\n#!Sender: [CHARACTER.GetUIName]\n" - INTERACTION_REPLY_INTERACTION_DISMISS:0 "dismiss" - INTERACTION_REPLY_INTERACTION_REJECT:0 "reject" - INTERACTION_REPLY_INTERACTION_DESC:0 "#I Click to view\nRight-click to $ACTION$#!" - INTERACTION_REPLY_TIMEOUT_DISMISS:0 "dismissed" - INTERACTION_REPLY_TIMEOUT_REJECT:0 "rejected" - INTERACTION_REPLY_TIMEOUT_DESC:1 "Will automatically be $ACTION$ on [DATE.GetString|V]" - BETROTHAL_ACTION_ITEM:0 "#T [CHARACTER.GetUIName] and [TARGET_CHARACTER.GetUIName] can marry#!\n#I Click to view\nRight-click to break betrothal#! " - END_OF_WAR_ITEM_TIMEOUT_DESC:0 "Will be dismissed on the [DATE.GetStringLong|V] #weak (unless currently opened)#!" - END_OF_COMBAT_ITEM_TIMEOUT_DESC:0 "Will be dismissed on the [DATE.GetStringLong|V] #weak (unless currently opened)#!" - END_OF_WAR_ITEM_INTERACTION_DESC:0 "#I Click to view the War Summary\nRight-click to dismiss#!" - END_OF_COMBAT_ITEM_INTERACTION_DESC:0 "#I Click to view the results\nRight-click to dismiss#!" - END_OF_COMBAT_VICTORY:0 "Victory!" - END_OF_COMBAT_DEFEAT:0 "Defeat!" - END_OF_COMBAT_ACTION_ITEM:1 "#T $WINLOSE$#!\n$BATTLENAME$\n" - DIPLOMATIC_ITEM_TOOLTIP:0 "[DiplomaticItem.GetTooltip]\n[DiplomaticItem.GetTimeoutDesc]\n[DiplomaticItem.GetInteractionDesc]" - TRAIT_TOOLTIP_IN_LIST:0 "[TRAIT.GetName( CHARACTER.Self )|V]" - TRAIT_LEVEL_TRACK_DEGRADATION:1 "@warning_icon! #X [trait_level_track_xp|E] will degrade by $CHANGE|-1$ per month#!" - TRAIT_LEVEL_TRACK_DEGRADATION_MINIMUM:1 "@warning_icon! #X [trait_level_track_xp|E] will degrade by $CHANGE|-1$ per month #weak (minimum $MINIMUM|0$)#!#!" - TRAIT_CAN_NOT_HAVE_CHILDREN:0 "@warning_icon! #X Cannot have children#!" - TRAIT_FLAG_DESC_can_not_marry:0 "@warning_icon! #X May not marry#!" - TRAIT_FLAG_DESC_can_murder_own_children:0 "Can use [hostile_schemes|E] against their own children" - TRAIT_FLAG_DESC_agent_acceptance_25: "[agent|E] Acceptance: #P +25#!" - TRAIT_FLAG_DESC_scheme_start_progress: "Initial [scheme|E] Progress: #P +3#!" - TRAIT_FLAG_DESC_offer_vassalisation_25: "[offer_vassalization|E] Acceptance: #P +25#!" - TRAIT_FLAG_DESC_better_war_hostages: "[war_score|E] from offering [hostages|E]: #P +5#!\nMax [war_score|E] from offering [hostages|E]: #P +10#!" - TRAIT_FLAG_DESC_extra_scheme_success_chance_vs_rivals:1 "[hostile_scheme|E] [success_chance|E] vs. Rivals: #P +[EmptyScope.ScriptValue('vengeful_scheme_success_chance_modifier')|0]#!" - TRAIT_FLAG_DESC_lower_chance_of_dying_in_combat:0 "Likelihood of dying in [battle|E]: #P -50%#!" - TRAIT_FLAG_DESC_higher_chance_of_dying_in_battle:0 "Likelihood of dying in [battle|E]: #N +100%#!" - TRAIT_FLAG_DESC_can_offer_strong_hook_to_agents: "Can offer potential [agents|E] a [strong_hook|E]" - TRAIT_FLAG_DESC_is_immortal: "Cannot die of old age or lose [health|E] as they get older" - TRAIT_FLAG_DESC_immortal_visuals: "Will not visually age" - TRAIT_FLAG_DESC_immortal_fertility: "[fertility|E] depends on the [character|E]'s visual age" - TRAIT_FLAG_DESC_immortal_incapability: "Cannot become [GetTrait('incapable').GetName( GetNullCharacter )]" - TRAIT_FLAG_DESC_nomadic_philosophy_maa: "[SelectLocalization( IsNomad( GetPlayer ), 'blank_line', 'trait_nomadic_philosophy_maa_desc' )]" - trait_nomadic_philosophy_maa_desc: "Can recruit [GetMaA('heavy_horse_archers').GetName], [GetMaA('horse_archers').GetName], [GetMaA('nomad_lancers').GetName], and [GetMaA('steppe_raiders').GetName] even if not [GetGovernment( 'nomad_government' ).GetName]" - TRAIT_FLAG_DESC_nomadic_philosophy_introduce_heir: "[SelectLocalization( IsNomad( GetPlayer ), 'blank_line', 'trait_introduce_heir_desc' )]" - trait_introduce_heir_desc: "Allows the [GetDecisionWithKey('mpo_decision_introduce_heir').GetName] [decision|E]" - TRAIT_FLAG_DESC_can_recruit_open_specialist_trait: "$culture_parameter_can_recruit_open_specialist$" - TRAIT_FLAG_DESC_unlock_voluntary_laampdom_trait: "$culture_parameter_unlock_voluntary_laampdom$" - TRAIT_FLAG_DESC_no_demand_conversion_trait: "Cannot Demand Conversion unless has [GetTrait('zealous').GetName( GetNullCharacter )] [trait|E]" - TRAIT_FLAG_DESC_nomadic_philosophy_inheritance_trait: "If a [GetGovernment( 'nomad_government' ).GetName] [character|E] settles outside of [the_great_steppe|E], only their [children|E] will inherit this [trait|E]." - TRAIT_FLAG_DESC_nomadic_philosophy_cheaper_culture_convert: "[SelectLocalization( IsNomad( GetPlayer ), 'blank_line', 'nomadic_philosophy_cheaper_culture_convert_desc' )]" - TRAIT_FLAG_DESC_nomadic_philosophy_cheaper_to_hybridize: "[SelectLocalization( IsNomad( GetPlayer ), 'blank_line', 'nomadic_philosophy_cheaper_to_hybridize_desc' )]" - TRAIT_FLAG_DESC_nomadic_philosophy_easier_to_hybridize: "[SelectLocalization( IsNomad( GetPlayer ), 'blank_line', 'nomadic_philosophy_easier_to_hybridize' )]" - nomadic_philosophy_cheaper_culture_convert_desc: "[GetDecisionWithKey('convert_to_local_culture_decision').GetName] [decision|E] Cost: [prestige_i]#P -75%#!" - nomadic_philosophy_cheaper_to_hybridize_desc: "Hybrid [culture|E] Creation Cost: [prestige_i]#P -75%#!" - nomadic_philosophy_easier_to_hybridize: "Creating a Hybrid [culture|E] requires #V 50%#! less [cultural_acceptance|E]" - TRAIT_BLOCK_INHERITANCE:0 "@warning_icon! #X May not inherit [titles|E]#!" - TRAIT_FLAVOR_DESC:0 "$DESC|F$" - FERTILITY_COLON:0 "[fertility|E]: $VALUE|V$" - BIRTH_DATE:0 "Born on [DATE.GetStringShort|V]" - YEARS_COUNT_SINGULAR:0 "#V 1 year#!" - YEARS_COUNT_PLURAL:0 "#V $VALUE$ years#!" - YEARS_COUNT_SINGULAR_NO_FORMAT:0 "1 year" - YEARS_COUNT_PLURAL_NO_FORMAT:0 "$VALUE$ years" - MONTHS_COUNT_SINGULAR:0 "#V 1 month#!" - MONTHS_COUNT_PLURAL:0 "#V $VALUE$ months#!" - MONTHS_COUNT_SINGULAR_NO_FORMAT:0 "1 month" - MONTHS_COUNT_PLURAL_NO_FORMAT:0 "$VALUE$ months" - DAYS_COUNT_SINGULAR:0 "#V 1 day#!" - DAYS_COUNT_PLURAL:0 "#V $VALUE$ days#!" - DAYS_COUNT_SINGULAR_NO_FORMAT:0 "1 day" - DAYS_COUNT_PLURAL_NO_FORMAT:0 "$VALUE$ days" - SKILL_AND_LEVEL_VALUE:0 "$VALUE|V$ #weak ($LEVEL$)#!" - SKILL_TERRIBLE:0 "Terrible" - SKILL_POOR:0 "Poor" - SKILL_AVERAGE:0 "Average" - SKILL_GOOD:0 "Good" - SKILL_EXCELLENT:0 "Excellent" - SKILL_NICE:0 "Nice" - skill_level_terrible:0 "terrible" - skill_level_poor:0 "poor" - skill_level_average:0 "average" - skill_level_good:0 "good" - skill_level_excellent:0 "excellent" - MY_REALM_LABEL:1 "Your [realm|E]: #V [TITLE.GetName]#!" - REALM_LABEL:0 "[realm|E]: #V [TITLE.GetName]#!" - CHARACTER_PORTRAIT_TOOLTIP:0 "[Character.GetFullNameNicknamedNoTooltip]\n[Character.GetDebugTooltip]" - TOOLTIP_HEADER:0 "#T $NAME$#!" - ATTACKERS:1 "#attacker_color Attackers#!" - DEFENDERS:1 "#defender_color Defenders#!" - ATTACKERS_FRIENDLY:1 "#defender_color Attackers#!" - DEFENDERS_HOSTILE:1 "#attacker_color Defenders#!" - OWNER:0 "Owner" - PARTICIPATION_SCORE:0 "Participation Score" - CURRENT_MAX:0 "$CURRENT|0$/$MAX|0$" - CREATE:0 "Create" - DEBUG_COLON:0 "#D DEBUG:#!" - SHOW_DETAILS:0 "Show details" - PLAYER_NAME:0 "$NAME|D$" - VALUE_BREAKDOWN_ENTRY:0 "$TITLE$: $VALUE$" - VALUE_BREAKDOWN_ENTRY_VALUE_FIRST:0 "$VALUE$ $TITLE$" - VALUE_BREAKDOWN_ENTRY_NO_VALUE:0 "$TITLE$" - VALUE_BREAKDOWN_ENTRY_TOOLTIP_HEADER:0 "#T $TITLE$: $VALUE$#!" - VALUE_BREAKDOWN_ENTRY_TOOLTIP_HEADER_VALUE_FIRST:0 "#T $VALUE$ $TITLE$#!" - VALUE_BREAKDOWN_ENTRY_TOOLTIP_HEADER_NO_VALUE:0 "#T $TITLE$#!" - VALUE_BREAKDOWN_ENTRY_TOOLTIP_SUBHEADER:0 "#S $TITLE$: $VALUE$#!" - VALUE_BREAKDOWN_ENTRY_TOOLTIP_SUBHEADER_VALUE_FIRST:0 "#T $VALUE$ $TITLE$#!" - VALUE_BREAKDOWN_ENTRY_TOOLTIP_SUBHEADER_NO_VALUE:0 "#S $TITLE$#!" - VALUE_BREAKDOWN_ENTRY_WEAK:0 "#weak $TITLE$: $VALUE$#!" - VALUE_BREAKDOWN_ENTRY_WEAK_VALUE_FIRST:0 "#weak $VALUE$ $TITLE$#!" - VALUE_BREAKDOWN_ENTRY_WEAK_NO_VALUE:0 "#weak $TITLE$#!" - VALUE_BREAKDOWN_INDICATOR_GOOD_UP: "@change_up_good_1!" - VALUE_BREAKDOWN_INDICATOR_BAD_UP: "@change_up_bad_1!" - VALUE_BREAKDOWN_INDICATOR_NEUTRAL_UP: "@change_up_neutral_1!" - VALUE_BREAKDOWN_INDICATOR_GOOD_UP_DOUBLE: "@change_up_good_2!" - VALUE_BREAKDOWN_INDICATOR_BAD_UP_DOUBLE: "@change_up_bad_2!" - VALUE_BREAKDOWN_INDICATOR_NEUTRAL_UP_DOUBLE: "@change_up_neutral_2!" - VALUE_BREAKDOWN_INDICATOR_BAD_DOWN: "@change_down_bad_1!" - VALUE_BREAKDOWN_INDICATOR_GOOD_DOWN: "@change_down_good_1!" - VALUE_BREAKDOWN_INDICATOR_NEUTRAL_DOWN: "@change_down_neutral_1!" - VALUE_BREAKDOWN_INDICATOR_BAD_DOWN_DOUBLE: "@change_down_bad_2!" - VALUE_BREAKDOWN_INDICATOR_GOOD_DOWN_DOUBLE: "@change_down_good_2!" - VALUE_BREAKDOWN_INDICATOR_NEUTRAL_DOWN_DOUBLE: "@change_down_neutral_2!" - VALUE_BREAKDOWN_INDICATOR_BAD_NONE: "@change_none_bad!" - VALUE_BREAKDOWN_INDICATOR_GOOD_NONE: "@change_none_good!" - VALUE_BREAKDOWN_INDICATOR_NEUTRAL_NONE: "@change_none_neutral!" - GOVERNMENT_TYPE_DESCRIPTION:0 "[GovernmentType.GetRuleInfo][GovernmentType.GetFlagInfo][GovernmentType.GetDescription]" - GOVERNMENT_FLAG_INFO:0 "$EFFECT_LIST_BULLET$ $FLAG$" - GOVERNMENT_IGNORED_DEVELOPMENT: "$EFFECT_LIST_BULLET$ [development|E] in owned [counties|E] is ignored" - government_custom_piety_level: "$EFFECT_LIST_BULLET$ The highest [piety_level|E] is $PIETY_LEVEL|L$" - government_custom_prestige_level: "$EFFECT_LIST_BULLET$ The highest [prestige_level|E] is $PRESTIGE_LEVEL|L$" - government_custom_influence_level: "$EFFECT_LIST_BULLET$ The highest [influence_level|E] is $INFLUENCE_LEVEL|L$" - government_custom_merit_level: "$EFFECT_LIST_BULLET$ The highest [merit_level|E] is $MERIT_LEVEL|L$" - DEVELOPMENT_CURRENT_LEVEL:0 "#T Development Level: $LEVEL|+0$ #!" - DEVELOPMENT_PROGRESS_TO_LEVEL:1 "[development_growth|E]: $CURRENT|V0$/$THRESHOLD|V0$" - DEVELOPMENT_PROGRESS:1 "Monthly Change" - CONTROL_CURRENT_LEVEL:0 "#T County Control: $VALUE|1$/100% #!" - CONTROL_PROGRESS:0 "Monthly Increase" - BASE_FACTOR_COLON:0 "Base: $VALUE|%0+=$" - BASE_AI_WILLINGNESS:0 "Base Willingness: $VALUE|0+=$" - BASE_AI_RELUCTANCE:0 "Base Reluctance: $VALUE|0+=$" - COUNTY_OPINION_SAME_CULTURE:1 "Same [culture|E]" - COUNTY_OPINION_DIFFERENT_CULTURE:2 "[cultural_acceptance|E]" - COUNTY_OPINION_DIFFERENT_CULTURE_KNOWS_LANGUAGE:1 " #weak ([GetDefine('NCharacterOpinion', 'CULTURE_ACCEPTANCE_MULT_KNOWS_LANGUAGE')|%0] less as [CHARACTER.GetShortUIName] can speak [CULTURE.GetLanguage.GetName])#!" - BULLET_WITH_TAB:0 "    • " - BULLET:0 "$EFFECT_LIST_BULLET$" - MODIFIER_BULLET:0 "$EFFECT_LIST_BULLET$" - TAB:0 " " - SHORT_TAB:0 " " - HOUSE_CADET_BRANCH_NAME_FORMAT:1 "$DYNASTY$-$TITLE$" - EVENT_OPTION_FLAVOR:0 "#F $TEXT$#!\n" - CHARACTER_POSS_CHECK:0 "s" - CHARACTER_POSS:0 "'s" - CHARACTER_POSS_SPECIAL:0 "'" - NO_EFFECTS:0 "No effects" - EXCELLENT:0 "Excellent!" - RESOURCE_MISSING_GOLD:0 "@warning_icon! #X Missing [gold_i] $VALUE|^$#!" - RESOURCE_MISSING_PIETY:0 "@warning_icon! #X Missing [piety_i] $VALUE|^$#!" - RESOURCE_MISSING_PRESTIGE:0 "@warning_icon! #X Missing [prestige_i] $VALUE|^$#!" - RESOURCE_MISSING_DYNASTY_PRESTIGE:0 "@warning_icon! #X Missing [dynasty_prestige_i] $VALUE|^$#!" - RESOURCE_MISSING_INFLUENCE: "@warning_icon! #X Missing [influence_i] $VALUE|^$#!" - RESOURCE_MISSING_HERD: "@warning_icon! #X Missing [herd_i] $VALUE|^$#!" - RESOURCE_MISSING_MERIT: "@warning_icon! #X Missing [merit_i] $VALUE|^$#!" - RESOURCE_MISSING_TREASURY: "@warning_icon! #X Missing [treasury_i] $VALUE|^$#!" - RESOURCE_MISSING_BARTER_GOODS: "@warning_icon! #X Missing [barter_goods_i] $VALUE|^$#!" - BREAKDOWN_MULTIPLICATION_PREFIX:0 "×" - CLICK_TO_VIEW:0 "#I Click to view#!" - CLICK_TO_SELECT:0 "#I Click to select#!" - LAUNCHER_SAVE_DESCRIPTION:0 "Playing as [CHARACTER.GetNameNoTooltip]" - LAUNCHER_SAVE_DESCRIPTION_OBSERVER:0 "Observing [CHARACTER.GetNameNoTooltip]" - LAUNCHER_SAVE_DESCRIPTION_GLOBAL_OBSERVER:0 "Observing" - BASE_VALUE:0 "Base" - BREAKDOWN_FORMAT_POSITIVE_IS_BAD:0 "$KEY$: $VALUE|=-0$" - BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD:0 "$KEY$: [piety_i]$VALUE|=-0%$" - BREAKDOWN_FORMAT_SCHEME_SECRECY_PERCENTAGE: "$KEY$: @scheme_secrecy_icon!$VALUE|=+0%/$" - BREAKDOWN_ENTRY_FORMAT:0 "$KEY$:" - BREAKDOWN_ENTRY_FORMAT_NO_COLON:0 "$KEY$" - BASE_VALUE_FORMAT:0 "$KEY$: $VALUE|V0$" - BASE_VALUE_FORMAT_DECIMALS:0 "$KEY$: $VALUE|V2$" - BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE:0 "$KEY$: #N +$VALUE|2$#!" - BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE:0 "$KEY$: #P $VALUE|2$#!" - learning_law_cost_tooltip:0 "[learning|E] Skill" - poor_learning_law_cost_tooltip:0 "Poor [learning|E]" - rite_legalism_law_cost_tooltip:0 "Legalism Rite" - rite_pronouncements_law_cost_tooltip:0 "Religious Law" - rite_primitivism_law_cost_tooltip:0 "Natural Primitivism" - clan_government_cost_tooltip: "Your [government|E] type is [GetGovernment('clan_government').GetName]" - character_modifiers_law_cost_tooltip:0 "Character Modifiers" - SCRIPTED_COST_HEADER:0 "#S $TEXT$#!" - SCRIPTED_COST_NO_DYNAST:1 "Only the [dynast|E] can expend [dynasty_prestige|E]" - GAME_DATE_STRING:0 "$DAY$ $MONTH$, $YEAR$" - GAME_DATE_STRING_SHORT: "$DAY$ $MONTH_SHORT$ $YEAR$$ERA_BCE$" - GAME_DATE_STRING_SHORT_NO_YEAR:0 "$DAY$ $MONTH_SHORT$" - GAME_DATE_STRING_LONG: "$DAY|O$ of $MONTH$, $YEAR$$ERA$" - GAME_DATE_STRING_ERA_CE: " AD" - GAME_DATE_STRING_ERA_BCE: " BC" - CONCEPT_TEXT:0 "[ConceptByKey('$KEY|q$')|E]" - NOT_IN_DIPLOMATIC_RANGE:0 "Not within Diplomatic Range" - FIND_CHARACTER:0 "Find Character" - GO_TO_CAPITAL:0 "Go to Capital" - CHARACTER_ARMY_COMPOSITION_NAME:0 "Army of [CHARACTER.GetShortUINameNotMe]" - ARMY_ICON_HEADER:0 "#T Armies in this location #!" - BREAKDOWN_FORMAT_REALM_SIZE_PRESTIGE_COST:0 "$KEY$: $VALUE|=-0$" - realm_size:0 "[realm_size|E]" - RENAME_STRING_TOO_LONG:0 "@warning_icon! #X Name is too long#!" - RENAME_STRING_TOO_LONG_NAMED:0 "@warning_icon! #X $NAME$ is too long#!" - RENAME_STRING_EMPTY:0 "@warning_icon! #X Name is empty#!" - RENAME_STRING_EMPTY_NAMED:0 "@warning_icon! #X $NAME$ is empty#!" - RENAME_STRING_ILLEGAL:0 "@warning_icon! #X Name contains illegal characters#!" - RENAME_STRING_ILLEGAL_NAMED:0 "@warning_icon! #X $NAME$ contains illegal characters#!" - RENAME_TOOLTIP:1 "[GameDialog.GetCanAcceptBlocker]" - CLOUDSAVE_QUOTA_EXCEEDED_TOOLTIP:0 "Cloud save storage quota exceeded. Try to free some space by removing older cloud save files." - TRAIT_NAME_WITH_BASE:0 "$NAME$ #weak ($BASE$)#!" - peasant_faction_event_troops:0 "Peasant Uprising" - populist_faction_event_troops:0 "Populist Uprising" - nomadic_faction_event_troops: "Nomadic Uprising" - claimant_faction_event_troops:0 "Pretender Rebels" - mongol_event_troops:0 "Mongol Horde" - first_almohad_event_troops:0 "The Gathered Tribes" - second_almohad_event_troops:0 "The Almohads" - azariqa_fanatics: "Azariqa Fanatics" - yaqubs_ayyar_loyalists: "Ayyar Loyalists" - persian_warriors: "Persian Warriors" - event_troop_default_name:2 "[ROOT.Char.GetTitledFirstNamePossessiveNoTooltip] Host" - CURRENT_SITUATION_SUGGESTIONS:0 "Suggestions" - CURRENT_SITUATION_SUGGESTIONS_EMPTY:1 "None available" - CURRENT_SITUATION_HEADER:0 "Current Situation" - CHARACTER_INTERACTION_BLACKMAIL_NO_SECRET: "No [secret|E] that can be used for [blackmail|E]" - CHARACTER_INTERACTION_BLACKMAIL_ALREADY_STRONG_HOOK: "[CHARACTER.GetShortUIName|U] already [CharHaveHas(CHARACTER)] a [strong_hook|E] on [TARGET_CHARACTER.GetShortUIName|U]" - RESET_DISMISSED_BUTTON_TEXT:0 "Reset" - RESET_DISMISSED_TOOLTIP:1 "#T Reset#!\nBring back #EMP $CURRENT_SITUATION_HEADER$#! items and Alerts that you have dismissed.\n\n#I Click to reset list#!" - CHARACTER_INTERACTION_SAME_REALM_AS:0 "They must be part of your [realm|E]" - NOT_CHARACTER_INTERACTION_SAME_REALM_AS:1 "They must not be part of your [realm|E]" - CHARACTER_INTERACTION_NOT_ALLOWED_IN_VARANGIAN_GUARD:0 "They are not allowed to serve as a [knight|E] in the target [court|E]" - SET_CHARACTER_CONTROLLER_TITLE:0 "$TITLE$" - SET_CHARACTER_CONTROLLER_TEXT:0 "$TEXT$" - - TRAIT_FLAG_DESC_can_dismiss_hooks_interaction:0 "Unlocks the [dismiss_strong_hook_interaction|E]" - TRAIT_FLAG_DESC_can_abandon_hooks_interaction:0 "Unlocks the [abandon_hook_interaction|E]" - TRAIT_FLAG_DESC_can_duel_criminals_interaction:0 "Unlocks the [force_duel_criminals_interaction|E]" - TRAIT_FLAG_DESC_can_duel_anyone_interaction:0 "Unlocks the [force_duel_anyone_interaction|E]" - - TRAIT_FLAG_DESC_can_improve_hostile_schemes_decision:0 "Unlocks the [deceitful_progress_hostile_schemes_decision|E]" - TRAIT_FLAG_DESC_can_improve_capital_decision:0 "Unlocks the [diligent_development_focus_decision|E]" - TRAIT_FLAG_DESC_can_accelerate_schemes_decision:0 "Unlocks the [impatient_rushing_all_schemes_decision|E]" - TRAIT_FLAG_DESC_can_fabricate_hooks_on_rivals:2 "Allows the [GetScheme('fabricate_hook').GetTypeName] [scheme|E] against your [rivals|E]" - - INVALID:0 "Invalid" - - RENAME_STRING_STARTS_WITH_SPACE:0 "@warning_icon! #X Name start with space#!" - RENAME_STRING_STARTS_WITH_SPACE_NAMED:0 "@warning_icon! #X $NAME$ starts with space#!" - RENAME_STRING_ENDS_WITH_SPACE:0 "@warning_icon! #X Name ends with space#!" - RENAME_STRING_ENDS_WITH_SPACE_NAMED:0 "@warning_icon! #X $NAME$ ends with space#!" - DEFAULT_TEXT:0 "#D DEFAULT TEXT#!" - - MUSIC_PLAYER_NAME: "Music Player" - MUSIC_PLAYER_VOLUME_VALUE: "[MusicPlayer.GetVolumeString]" - MUSIC_PLAYER_SETTING_MUSIC_DENSITY_VALUE: "[MusicPlayer.GetMusicDensityString]" - MUSIC_PLAYER_CATEGORY_ENABLED_CK3: "#P $MUSIC_PLAYER_CATEGORY_ENABLED$#!" - MUSIC_PLAYER_CATEGORY_DISABLED_CK3: "#X $MUSIC_PLAYER_CATEGORY_DISABLED$#!" - MUSIC_PLAYER_CATEGORY_ENABLED_DISABLED_TEXT: "[MusicPlayerCategory.GetName] [SelectLocalization( MusicPlayerCategory.IsEnabled, 'MUSIC_PLAYER_CATEGORY_ENABLED_CK3', 'MUSIC_PLAYER_CATEGORY_DISABLED_CK3' )]" - MUSIC_PLAYER_NO_CATEGORIES_FOUND: "#X No music categories can be found.#!" - MUSIC_PLAYER_NO_TRACKS_FOUND: "#X No tracks found for this category.#!" - MUSIC_PLAYER_PLAY_TT: "Play" - MUSIC_PLAYER_PAUSE_TT: "Pause" - MUSIC_PLAYER_DENSITY_TT: "#T Music Density#!\nControls the balance between full songs, silence, and mood music segments\n\n#bold Intense#! - Mostly full songs playing one after the other, similar to a radio station\n\n#bold Balanced#! - The perfect balance between songs, silence, and mood music segments\n\n#bold Relaxed#! - Mostly mood music segments that provide a calmer experience and less sense of repetition after several hours of playing" - MUSIC_PLAYER_TRACK_ENABLE_DISABLE_TT: "Click to [SelectLocalization( MusicTrack.IsEnabled, 'MUSIC_PLAYER_TRACK_DISABLE', 'MUSIC_PLAYER_TRACK_ENABLE' )] [MusicTrack.GetName]" - MUSIC_PLAYER_ENABLE_CATEGORY_TT: "Click to [SelectLocalization( MusicPlayerCategory.IsEnabled, 'MUSIC_PLAYER_TRACK_DISABLE', 'MUSIC_PLAYER_TRACK_ENABLE' )] the music tracks in #bold [MusicPlayerCategory.GetName]#!" - MUSIC_PLAYER_SELECT_CATEGORY_TT: "Select to see the music tracks in #bold [MusicPlayerCategory.GetName]#!" - MUSIC_PLAYER_OPEN_PLAYER_TT: "#T $MUSIC_PLAYER_OPEN_PLAYER$#!" - - OR:0 " or " - OR_LIST:0 ", or " - - num_suffix_0:0 "th" - num_suffix_1:0 "st" - num_suffix_2:0 "nd" - num_suffix_3:0 "rd" - num_suffix_4:0 "$num_suffix_0$" - num_suffix_5:0 "$num_suffix_0$" - num_suffix_6:0 "$num_suffix_0$" - num_suffix_7:0 "$num_suffix_0$" - num_suffix_8:0 "$num_suffix_0$" - num_suffix_9:0 "$num_suffix_0$" - - aptitude_terrible: "#aptitude_terrible @aptitude:1:inherit_color!Terrible#!" - aptitude_poor: "#aptitude_poor @aptitude:2:inherit_color!Poor#!" - aptitude_average: "#aptitude_average @aptitude:3:inherit_color!Average#!" - aptitude_good: "#aptitude_good @aptitude:4:inherit_color!Good#!" - aptitude_excellent: "#aptitude_excellent @aptitude:5:inherit_color!Excellent#!" - - compare_date_trigger_operator_greater_than: "after" - compare_date_trigger_operator_greater_or_equal: "on or after" - compare_date_trigger_operator_less_than: "before" - compare_date_trigger_operator_less_or_equal: "on or before" - compare_date_trigger_operator_equal: "on" - compare_date_trigger_operator_not_equal: "not on" - - COURT_CONCEPT: "[court|E]" - CAMP: "[camp|E]" - CAMP_BUILDINGS: "[camp_buildings|E]" - DUNGEON_CONCEPT: "[dungeon|E]" - ESTATE: "[estate|E]" - ESTATE_BUILDINGS: "[estate_buildings|E]" - GOVERNORSHIP: "[governorship|E]" - FOLLOWER: "[follower|E]" - FOLLOWER_PLURAL: "[followers|E]" - ADVENTURER: "[SelectLocalization( ROOT.Char.GetGovernment.IsValid(), 'GOVERNMENT_ADJECTIVE_ICON_ADVENTURER', '' )] [ROOT.Char.Custom('GetAdventurerType')]" - TASK_CONTRACT: "[task_contract|E]" - TASK_CONTRACT_TIER: "[task_contract_tier|E]" - GOVERNANCE_ISSUE: "[governance_issue|E]" - GOVERNANCE_ISSUE_TIER: "[governance_issue_tier|E]" - SETTLEMENT_ISSUE: "[settlement_issue|E]" - SETTLEMENT_ISSUE_TIER: "[settlement_issue_tier|E]" - MANDALA_RITUAL: "[mandala_ritual|E]" - MANDALA_RITUAL_TIER: "[mandala_ritual_tier|E]" - OTHER_TASK_CONTRACT_TIERS: "[GetPlayer.Custom('GetTaskContractTierName')]" - COURT_POISTION: "[court_position|E]" - OFFICER: "[officer|E]" - OFFICER_PLURAL: "[officers|E]" - COURT_POSITION_PLURAL: "[court_positions|E]" - NOBLE_FAMILY: "[SelectLocalization( ROOT.Char.GetGovernment.IsValid(), 'GOVERNMENT_ADJECTIVE_ICON', '' )] [noble_family|E]" - ESTATE_FAMILY: "[Character.GetHouse.GetBaseName]" - CAMP_LEADER: "[Character.GetFirstNamePossessive]" - NOMAD: "[SelectLocalization( ROOT.Char.GetGovernment.IsValid(), 'GOVERNMENT_ADJECTIVE_ICON_NOMAD', '' )]" - HERDER: "[SelectLocalization( ROOT.Char.GetGovernment.IsValid(), 'GOVERNMENT_ADJECTIVE_ICON', '' )]" - KURULTAI: "[kurultai|E]" - - CONFIRM_COMMAND_TITLE: "Confirm Action" - CONFIRM_COMMAND_TEXT: "Are you sure you want to do this?" - CONFIRM_COMMAND_ACCEPT: "Accept" - - secrecy.num_agents: "Number of [agents|E]" - secrecy.scheme_owner.diplomacy: "Your [diplomacy|E]" - secrecy.scheme_owner.martial: "Your [martial|E]" - secrecy.scheme_owner.stewardship: "Your [stewardship|E]" - secrecy.scheme_owner.intrigue: "Your [intrigue|E]" - secrecy.scheme_owner.learning: "Your [learning|E]" - secrecy.scheme_owner.prowess: "Your [prowess|E]" - - # BP3 - realm_chart_perk_same_realm_secrecy: "$realm_charts_perk_name$" - secrecy.scheme_owner.spymaster.disrupt_schemes: "[spymaster|E] tasked to [disrupt_schemes|E]" - - tooltipped_camp_purpose_wanderers: "[GetLaw('camp_purpose_wanderers').GetName]" - tooltipped_camp_purpose_mercenaries: "[GetLaw('camp_purpose_mercenaries').GetName]" - tooltipped_camp_purpose_scholars: "[GetLaw('camp_purpose_scholars').GetName]" - tooltipped_camp_purpose_explorers: "[GetLaw('camp_purpose_explorers').GetName]" - tooltipped_camp_purpose_brigands: "[GetLaw('camp_purpose_brigands').GetName]" - tooltipped_camp_purpose_legitimists: "[GetLaw('camp_purpose_legitimists').GetName]" - - # MPO - GAIN_FROM_ALL_TRIBUTARIES: "[tributaries|E]" - GAIN_FROM_TRIBUTARY: "[CHARACTER.GetShortUIName]" - LOSS_TO_SUZERAIN: "Conferred upon [suzerain|E]" - - YURT: "[yurt|E]" - YURT_BUILDINGS: "[yurt_buildings|E]" - BASE_HERD_CAPACITY: "[title_tier|E]" - domicile_header_faith_culture: "[Domicile.GetFaith.GetAdjective] [Domicile.GetCulture.GetCollectiveNoun]" - - HERDER_VASSAL_HERD: "Herd from [herder|E]" - HERDER_VASSAL_COUNTY: "Herd from [County.GetName]" - - TITLE_NOMAD_NAME_CULTURE_HEAD: "$CULTURE_COLLECTIVE$" - TITLE_NOMAD_NAME_HOUSE_HEAD: "$DYNASTY_NAME$ $CULTURE_COLLECTIVE$" - TITLE_NOMAD_NAME_CULTURE_HEAD_DEFINITE_FORM: "the $CULTURE_COLLECTIVE$" - TITLE_NOMAD_NAME_HOUSE_HEAD_DEFINITE_FORM: "the $DYNASTY_NAME$ $CULTURE_COLLECTIVE$" - TITLE_NOMAD_NAME_CULTURE_HEAD_WITH_UNDERLYING_NAME: "$CULTURE_COLLECTIVE$ #F ($BASE_NAME$) #!" - TITLE_NOMAD_NAME_HOUSE_HEAD_WITH_UNDERLYING_NAME: "$DYNASTY_NAME$ $CULTURE_COLLECTIVE$ #F ($BASE_NAME$) #!" - TITLE_NOMAD_NAME_CULTURE_HEAD_WITH_UNDERLYING_NAME_DEFINITE_FORM: "the $CULTURE_COLLECTIVE$ #F ($BASE_NAME$) #!" - TITLE_NOMAD_NAME_HOUSE_HEAD_WITH_UNDERLYING_NAME_DEFINITE_FORM: "the $DYNASTY_NAME$ $CULTURE_COLLECTIVE$ #F ($BASE_NAME$) #!" - - MILITARY_STRENGTH: "Military Strength:" - COMBINED_MILITARY_STRENGTH: "Combined Military Strength:" - - # TGP - BREAKDOWN_ENTRY_GOLD_TO_TREASURY: "To [treasury|E]" - BREAKDOWN_ENTRY_BASE_TREASURY: "Tax Contribution" - BREAKDOWN_ENTRY_TOTAL_TREASURY: "Total [treasury|E]" - BREAKDOWN_ENTRY_TO_LIEGE: "To [liege|E]" - BREAKDOWN_ENTRY_TREASURY_FROM_LIEGE: "[treasury_vassal_development|E]" - BREAKDOWN_ENTRY_TREASURY_TO_VASSALS: "[treasury_vassal_development|E]" - BREAKDOWN_ENTRY_OTHER_SOURCES: "Other Sources" - BREAKDOWN_ENTRY_VASSAL_SALARY_EXPENSE: "[CHARACTER.GetName]" - BREAKDOWN_ENTRY_TREASURY_GOLD_INCOME: "[treasury|E] Conversion" - BREAKDOWN_ENTRY_TREASURY_MINISTRY_BUDGET: "[treasury_ministry_budget|E]" - BREAKDOWN_ENTRY_TREASURY_MINISTRY_BUDGET_BASE: "[treasury_budget_base_rate_short|E]" - BREAKDOWN_ENTRY_TREASURY_MINISTRY_BUDGET_MULT: "Budget Multiplier" - BREAKDOWN_ENTRY_TREASURY_MINISTRY_BUDGET_VASSAL: "[CHARACTER.GetPrimaryTitle.GetName]" - - BREAKDOWN_ENTRY_TREASURY_SALARY_BUDGET: "[treasury_salary_budget|E]" - BREAKDOWN_ENTRY_TREASURY_SALARY_BUDGET_BASE: "[treasury_budget_base_rate_short|E]" - BREAKDOWN_ENTRY_TREASURY_SALARY_BUDGET_MULT: "Salary Multiplier" - BREAKDOWN_ENTRY_TREASURY_SALARY_BUDGET_VASSAL: "[CHARACTER.GetName]" - - BREAKDOWN_ENTRY_TREASURY_MILITARY_BUDGET: "[treasury_military_budget|E]" - BREAKDOWN_ENTRY_TREASURY_MILITARY_BUDGET_BASE: "[treasury_budget_base_rate_short|E]" - BREAKDOWN_ENTRY_TREASURY_MILITARY_BUDGET_MULT: "Budget Multiplier" - BREAKDOWN_ENTRY_TREASURY_MILITARY_BUDGET_VASSAL: "[CHARACTER.GetPrimaryTitle.GetName]" - - - confucian_education_modifier: "[GetTrait('confucian_education').GetName( GetNullCharacter )]" - tutor_modifier: "Employs [GetCourtPositionType('court_tutor_court_position').GetName()]" - mourned_parent_modifier: "Filial Piety Experience #weak (lost a parent)#!" diff --git a/localization/english/replace/NEOW_game_rules_l_english.yml b/localization/english/replace/NEOW_game_rules_l_english.yml deleted file mode 100644 index 6aa99e45e..000000000 --- a/localization/english/replace/NEOW_game_rules_l_english.yml +++ /dev/null @@ -1,3 +0,0 @@ -l_english: - setting_1453_end_date:0 "3155" - setting_1453_end_date_desc:0 "The game will end in 3155." \ No newline at end of file diff --git a/localization/english/replace/ai_automation_options_view_l_english.yml b/localization/english/replace/ai_automation_options_view_l_english.yml deleted file mode 100644 index 1840e4d35..000000000 --- a/localization/english/replace/ai_automation_options_view_l_english.yml +++ /dev/null @@ -1,43 +0,0 @@ -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$" diff --git a/localization/english/replace/armyview_l_english.yml b/localization/english/replace/armyview_l_english.yml deleted file mode 100644 index b8059b34c..000000000 --- a/localization/english/replace/armyview_l_english.yml +++ /dev/null @@ -1,234 +0,0 @@ -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]#!" diff --git a/localization/english/replace/artifacts/NEOW_artifacts_l_english.yml b/localization/english/replace/artifacts/NEOW_artifacts_l_english.yml index 2bc84947c..57285e2f2 100644 --- a/localization/english/replace/artifacts/NEOW_artifacts_l_english.yml +++ b/localization/english/replace/artifacts/NEOW_artifacts_l_english.yml @@ -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" \ No newline at end of file + 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." \ No newline at end of file diff --git a/localization/english/replace/buildings_l_english.yml b/localization/english/replace/buildings_l_english.yml deleted file mode 100644 index 2860ca602..000000000 --- a/localization/english/replace/buildings_l_english.yml +++ /dev/null @@ -1,2708 +0,0 @@ -l_english: - BUILDING_DEBUG_KEY: "#D DEBUG KEY:#! [BUILDING.GetKey]" - BUILDING_DEBUG_FULL: "#D DEBUG KEY AND DESC:#!\n[Building.GetKey]\n[Building.GetDescKey]" - BUILDING_TOOLTIP_TEXT:1 "[Building.GetDescription]\n\n[Building.GetEffectDescription( GetPlayer )]" - building_type_castle_01:0 "Castle" - building_type_castle_01_desc:1 "A keep designed to not only house a reputable noble family, but also protect the surrounding town and farmlands." - building_castle_01:1 "Motte" - building_castle_01_desc:1 "This small but formidable fortification is situated upon a raised earthwork." - building_castle_02:1 "Keep" - building_castle_02_desc:1 "The Keep #weak (or Donjon)#! is a large tower serving as a fortified residence and last line of defense." - building_castle_03:1 "Concentric Castle" - building_castle_03_desc:1 "The Concentric Castle is surrounded by two or more walls, the inner one higher than the outer one." - building_castle_04:1 "Fortress" - building_castle_04_desc:1 "The Fortress is the epitome of defense, able to both repel enemy assaults and house a large military." - building_type_temple_01:0 "Temple" - building_type_temple_01_desc:1 "A place of worship ruled by the clergy, surrounded by a town of faithful peasants." - building_temple_01:1 "Shrine" - building_temple_01_desc:0 "$building_type_temple_01_desc$" - building_temple_02:1 "Temple Grounds" - building_temple_02_desc:1 "A temple sits at the center of the village, carefully constructed by local craftsmen to show their dedication to the faith." - building_temple_03:1 "House of Worship" - building_temple_03_desc:1 "While the temple can take in a lot of worshipers, that is not its only purpose — it also has to house the clergy, support a large library and protect relics. With the addition of the house of worship there's always plenty of room for the faithful to pray." - building_temple_04:1 "Grand Temple" - building_temple_04_desc:1 "Not satisfied with a small and modest temple, local artisans and architects have worked together to create a true work of art. This grand temple seemingly calls down the power of heaven itself into any worshiper who enters its glorious halls." - building_type_city_01:0 "City" - building_type_city_01_desc:1 "A populous city which houses a large number of burghers, merchants, and hard-working townsfolk." - building_city_01:1 "Village Center" - building_city_01_desc:0 "$building_type_city_01_desc$" - building_city_02:1 "Large City" - building_city_02_desc:1 "This city has attracted the attention of traders and craftsmen from all around, with wealthy merchants setting up shop and diligent craftsmen erecting new houses almost daily." - building_city_03:1 "City Center" - building_city_03_desc:1 "No longer content with just occupying its original area, the city now subsumes nearby farmland into its prosperous center. The city is vast and full of wealth and opportunity." - building_city_04:1 "Bustling Metropolis" - building_city_04_desc:1 "This city is known far and wide for the bountiful opportunities that lie within — it is said that even the lowliest peasant can find fortune here. Houses line the streets for as far as the eye can see, with carts and animals busy transporting goods wherever you look." - - building_type_temple_citadel_01: "Temple Citadel" - building_type_temple_citadel_01_desc: "A place of equal parts worship and protection, massive walls surround these holy grounds." - building_temple_citadel_01: "Temple Keep" - building_temple_citadel_01_desc: "$building_type_temple_citadel_01_desc$" - building_temple_citadel_02: "Walled Monastery" - building_temple_citadel_02_desc: "The Citadel has increased capacity and organization, sheltering the local worshipers and also providing adequate military lodgings to keep respond to any assault." - building_temple_citadel_03: "Temple Compound" - building_temple_citadel_03_desc: "Additional buildings are provided for comfort and efficiency; this place of worship is prepared for most eventualities. Its citizens are mandated to keep watch on the walls as well as pray in the local shrines." - building_temple_citadel_04: "Fortress of Sanctuary" - building_temple_citadel_04_desc: "This sanctum is well-protected by keeps, walls, trenches, military outposts and seemingly also has a divine protection from above, making its citizens and large worshiping population feel safe." - - building_type_common_tradeport_01:0 "Tradeport" - building_type_common_tradeport_01_desc:1 "Merchant galleys load and off-load their cargo at this port." - building_common_tradeport_01:1 "Small Harbor" - building_common_tradeport_01_desc:1 "A humble harbor sits at the shore, allowing ships to load and off-load their cargo without much effort." - building_common_tradeport_02:1 "Fishing Net Weavers" - building_common_tradeport_02_desc:1 "A workshop where fishing nets are woven has been set up here. Day in and day out nets are made and repaired tirelessly." - building_common_tradeport_03:1 "Tradeport" - building_common_tradeport_03_desc:1 "The harbor has become a hub for trade and travel in the area. Ships from all around the coast come here to trade." - building_common_tradeport_04:1 "Shipwrights" - building_common_tradeport_04_desc:1 "Skillful shipwrights gather at this port to construct and repair ships for the highest bidder." - building_common_tradeport_05:1 "Expanded Docks" - building_common_tradeport_05_desc:2 "More numerous and larger docks support an ever-increasing number of trading vessels." - building_common_tradeport_06:1 "Shipyards" - building_common_tradeport_06_desc: "The appearance of dedicated buildings for ship maintenance marks an important step in the transformation of a simple harbor into a bustling center of maritime power." - building_common_tradeport_07:1 "Grand Port" - building_common_tradeport_07_desc:2 "This grand port offers plentiful docks, shipyards, and the very best sailors in the area. All the commodities required by long-range travelers can be found here, and merchants, fishermen, and the army have all the support they require." - building_common_tradeport_08:1 "Drydocks" - building_common_tradeport_08_desc:2 "In drydocks, the ship is sailed into a narrow passage, where the water is pumped out. The ship is then suspended on blocks of stone, and can be repaired and maintained with increased ease." - building_type_hall_of_heroes_01:0 "Hall of Heroes" - building_type_hall_of_heroes_01_desc:2 "A grand hall where heroic warriors can meet and organize their next adventure." - building_hall_of_heroes_01:0 "Hall of Heroes I" - building_hall_of_heroes_01_desc:0 "$building_type_hall_of_heroes_01_desc$" - building_hall_of_heroes_02:0 "Hall of Heroes II" - building_hall_of_heroes_02_desc:0 "$building_type_hall_of_heroes_01_desc$" - building_hall_of_heroes_03:0 "Hall of Heroes III" - building_hall_of_heroes_03_desc:0 "$building_type_hall_of_heroes_01_desc$" - building_hall_of_heroes_04:0 "Hall of Heroes IV" - building_hall_of_heroes_04_desc:0 "$building_type_hall_of_heroes_01_desc$" - building_hall_of_heroes_05:0 "Hall of Heroes V" - building_hall_of_heroes_05_desc:0 "$building_type_hall_of_heroes_01_desc$" - building_type_special_sicilian_parliament_01:0 "Parliament" - building_type_special_sicilian_parliament_01_desc:0 "$building_special_sicilian_parliament_01_desc$" - building_special_sicilian_parliament_01:0 "Parliament" - building_special_sicilian_parliament_01_desc:1 "Representatives of the Three Estates meet regularly at this building to deliberate on the affairs of the realm and advice the current ruler." - building_special_greenhouse_01:0 "Glass Monument" - building_special_greenhouse_01_desc:0 "This building is seemingly excellent for growing vegetables." - building_type_special_greenhouse_01:0 "Glass Monument" - building_type_special_greenhouse_01_desc:1 "This building is seemingly excellent for growing vegetables." - building_type_university_01:0 "University" - building_type_university_01_desc:2 "A place of higher learning for those with enough influence and gold to gain admission." - building_university_01:0 "University I" - building_university_01_desc:0 "$building_type_university_01_desc$" - building_university_02:0 "University II" - building_university_02_desc:0 "$building_type_university_01_desc$" - building_university_03:0 "University III" - building_university_03_desc:0 "$building_type_university_01_desc$" - building_university_04:0 "University IV" - building_university_04_desc:0 "$building_type_university_01_desc$" - building_university_05:0 "University V" - building_university_05_desc:0 "$building_type_university_01_desc$" - building_university_06:0 "University VI" - building_university_06_desc:0 "$building_type_university_01_desc$" - - building_type_pastures_01:3 "Cattle Pastures" - building_type_pastures_01_desc:1 "A significant portion of this province is dedicated to animal husbandry and used as grazing lands for herds of pastoral animals." - building_pastures_01:1 "Simple Pastures" - building_pastures_01_desc:1 "Pastures are used by local peasants to keep smaller animals, such as sheep or goats." - building_pastures_02:1 "Homesteads" - building_pastures_02_desc:1 "Homesteads house peasant farmers, who grow grain and keep animals for their own use." - building_pastures_03:1 "Meadows" - building_pastures_03_desc:1 "Meadows are used both for grazing and to produce hay for tougher times." - building_pastures_04:1 "Coops" - building_pastures_04_desc:1 "Coops house easy-to-keep fowl, prized for both their eggs and meat." - building_pastures_05:1 "Livestock Pens" - building_pastures_05_desc:1 "The livestock pens are sturdy enough to keep larger animals contained and secure." - building_pastures_06:1 "Apiaries" - building_pastures_06_desc:1 "Between the forest and the fields, bees housed in apiaries produce much sought-after honey." - building_pastures_07:1 "Corrals" - building_pastures_07_desc:2 "The large corrals house horses and other beasts of burden, keeping them safe and happy." - building_pastures_08:1 "Cattle Ranches" - building_pastures_08_desc:2 "Ranches are ideal for housing larger herds of cattle, as they provide ample grazing and plentiful space to move." - - building_type_orchards_01:0 "Orchards" - building_type_orchards_01_desc:1 "Thanks to the unique properties of the soil, these orchards produce particularly sweet and delicious fruits and berries." - building_orchards_01:1 "Fruit Orchards" - building_orchards_01_desc:2 "Specialized fruit orchards, while small, produce a more abundant and higher-quality harvest." - building_orchards_02:1 "Berry Groves" - building_orchards_02_desc:1 "Rows of berry bushes break the monotony of fruit-bearing trees." - building_orchards_03:1 "Fruit Tree Plantations" - building_orchards_03_desc:1 "A large, neatly spaced out area full of well-pruned trees, all bearing fruit or nuts." - building_orchards_04:1 "Beekeepers" - building_orchards_04_desc:2 "Interspersing apiaries among the trees creates a yield of honey and makes the entire orchard more productive." - building_orchards_05:1 "Nut Tree Rows" - building_orchards_05_desc:1 "In addition to fruit trees, rows of nut-bearing trees reach into the distance." - building_orchards_06:1 "Mixed Gardens" - building_orchards_06_desc:1 "All kinds of trees, both local and imported, are distributed within the orchard — guaranteeing a fruitful yield regardless of circumstance." - building_orchards_07:1 "Grand Orchards" - building_orchards_07_desc:1 "As far as the eye can see, there is row upon row of fruit-bearing trees." - building_orchards_08:1 "Grafted Trees" - building_orchards_08_desc:1 "By grafting certain trees together, the propagation of slow-growing fruits and nuts is much enhanced." - - building_type_farm_estates_01:1 "Manor Houses" - building_type_farm_estates_01_desc:2 "The Lords and Ladies of the manor employ hundreds of peasants to till their fields and tend to their livestock. The more power they hold, the more land their subjects can work and, most importantly, the more taxes they will generate." - building_farm_estates_01:1 "Mansions" - building_farm_estates_01_desc:1 "Mansions house land-owning families, their staff, and the peasants who work their fields." - building_farm_estates_02:1 "Gardens & Vegetable Plantations" - building_farm_estates_02_desc:1 "Attached to the manors are large gardens and fields of ripe vegetables, making them essentially self-sustainable." - building_farm_estates_03:1 "Farm Estates" - building_farm_estates_03_desc:1 "Farm estates hold jurisdiction over the fields, forests, and outbuildings that surround them." - building_farm_estates_04:1 "Hundred-acre Fields" - building_farm_estates_04_desc:1 "The massive hundred-acre fields employ scores of peasants, and brings vast wealth upon the family who owns the land." - building_farm_estates_05:1 "Freeholds" - building_farm_estates_05_desc:1 "Freeholds are massive, with vast lands surrounding them — as they are passed on in a hereditary fashion, the families they house have ample time to optimize the yield of their lands." - building_farm_estates_06:1 "Windmills" - building_farm_estates_06_desc:1 "Windmills take most of the labor out of grinding flour, massively increasing efficiency." - building_farm_estates_07:1 "Consolidated Landholdings" - building_farm_estates_07_desc:2 "The wealthier families buy out the poorer ones, consolidating their possessions into sprawling estates, all working under the same direction and, more importantly, paying their taxes together." - building_farm_estates_08:1 "Grand Estates" - building_farm_estates_08_desc:1 "Vast estates of a scale rarely seen, these grand complexes can maintain a household of thousands." - - building_type_regimental_grounds_01:0 "Regimental Grounds" - building_type_regimental_grounds_01_desc:1 "The regimental grounds not only contain several buildings designed to house large amounts of levies but are also connected to a vast swathe of land for them to train for war." - building_regimental_grounds_01:1 "Regimental Clearings" - building_regimental_grounds_01_desc:1 "Large swathes of land are readied for the arrival of levies, providing ample space for tents and practice." - building_regimental_grounds_02:1 "Quartermaster's Offices" - building_regimental_grounds_02_desc:1 "The quartermaster's office houses administrators that ensure that each levied soldier has a place, a sleeping spot, and a weapon to point towards the enemy." - building_regimental_grounds_03:1 "Semi-permanent Housing" - building_regimental_grounds_03_desc: "Wooden barracks are not very resistant but keep the local levies dry and warm — mostly." - building_regimental_grounds_04:1 "Regimental Barracks" - building_regimental_grounds_04_desc:2 "Sturdy stone barracks line the edges of the dedicated military training fields. Truly staggering amounts of levies can be readied here." - building_regimental_grounds_05:1 "Military Granaries" - building_regimental_grounds_05_desc:1 "Granaries dedicated to feeding the levies stand ready year-round, making the raising of troops nearly effortless." - building_regimental_grounds_06:1 "Blacksmiths" - building_regimental_grounds_06_desc:2 "Several smithies are constructed around the outskirts of the grounds, supporting the levies with weapons and repairs." - building_regimental_grounds_07:2 "Officers' Lodgings" - building_regimental_grounds_07_desc: "The officers' lodgings are built to higher standards than regular barracks, as both an acknowledgement of the officers' valor and as a goal the troops should aspire to reach." - building_regimental_grounds_08:1 "Expanded Grounds" - building_regimental_grounds_08_desc:0 "$building_type_regimental_grounds_01_desc$" - - building_type_curtain_walls_01:1 "Walls & Towers" - building_type_curtain_walls_01_desc:1 "Stone walls and intimidating bastion towers offer excellent protection from both raids and sieges. The more fortifications built, the more impenetrable the castle which they protect becomes." - building_curtain_walls_01:1 "Bastions & Curtain Walls" - building_curtain_walls_01_desc:1 "The first step for any respectable fortification is the erection of bastions and curtain walls. They do a decent job of keeping enemies and rioting peasants at bay." - building_curtain_walls_02:1 "Bailey" - building_curtain_walls_02_desc:2 "The bailey is the most defensible place in which to store critical supplies to survive a siege: weapons, armor, and pickled boar's heads." - building_curtain_walls_03:1 "Wall Towers" - building_curtain_walls_03_desc:1 "Wall towers act as excellent vantage points, allowing our soldiers to snipe away at approaching armies safely. When not at war, they're excellent to gloat at peasants from." - building_curtain_walls_04:1 "Second Curtain Wall" - building_curtain_walls_04_desc:1 "The addition of a second curtain wall makes for an unsurpassed defensive position. If an enemy army manages to break through the first wall, they will be greeted by yet another — enough to demoralize any assailant!" - building_curtain_walls_05:1 "Zwinger" - building_curtain_walls_05_desc:1 "When an enemy army manages to break through the outer walls, they will unwittingly be funneled into the 'Zwinger' — also known as the #emphasis killing fields#!. Devilishly clever!" - building_curtain_walls_06:1 "Outer Baileys" - building_curtain_walls_06_desc:1 "More walls mean more baileys, and by extension, more safe storage for supplies. With baileys this many, we can even store an entire stable's worth of knightly mounts within the walls — an excellent thing, should we run out of pickled boar's heads..." - building_curtain_walls_07:1 "Trace Italienne" - building_curtain_walls_07_desc:1 "The Trace Italienne, or bastion fort, is a type of defensive structure that can resist even the relentless pounding of cannons. Well, not for very long, but at least for long enough to allow safe escape through the secret tunnels." - building_curtain_walls_08:1 "Ravelins & Cavaliers" - building_curtain_walls_08_desc:1 "The cavalier is a raised platform which allows our soldiers to fire over the main parapet, right at the enemies! Unfortunately, this also means that the enemies know exactly where to aim their shots... Though soldiers positioned on the ravelins, which are triangular outworks that divide besieging enemies, can do their best to prevent this from happening." - - building_type_cereal_fields_01:1 "Farms & Fields" - building_type_cereal_fields_01_desc:1 "Farms and fields are the backbones of any economy. Fueling man, beast, army, and feast – there is no understating the power of simple grain." - building_cereal_fields_01:1 "Crop Fields" - building_cereal_fields_01_desc:1 "Crop fields, the backbone of the feudal economy, each manned by a small but generous family of peasants – all but willing to surrender most of what they produce in tithe to the crown!" - building_cereal_fields_02:1 "Hamlets" - building_cereal_fields_02_desc:2 "The construction of more hamlets means that more peasants can be put to work in the fields, increasing the local production and taxation." - building_cereal_fields_03:1 "Barns & Storehouses" - building_cereal_fields_03_desc:2 "The erection of barns and larger storehouses allows peasants to preserve hay and straw, gives them a place to store their tools, and acts as an impromptu roof for traveling armies and vagabonds alike." - building_cereal_fields_04:1 "Farmsteads" - building_cereal_fields_04_desc:2 "Larger farmsteads support larger peasant families. When families have space and means to grow, they will generate more children that can be put to toil in the fields." - building_cereal_fields_05:1 "Granaries" - building_cereal_fields_05_desc:2 "Granaries allow farmers to store cereals, dried meat, and other types of food throughout the winter. While not immune to mice and other pests, they at least keep their content dry." - building_cereal_fields_06:1 "Granges & Tithe Barns" - building_cereal_fields_06_desc:2 "Farmers safely collect the portion of their produce due to the clergy in tithe barns – of course, this also makes it easier for us to tax them." - building_cereal_fields_07:1 "Vast Crop Fields" - building_cereal_fields_07_desc:2 "By encouraging the peasantry to till more and larger fields close to each other's lands, we can increase productivity, although encroaching on each other's lands might bring conflict between the farmers." - building_cereal_fields_08:1 "Grain Silos" - building_cereal_fields_08_desc:2 "These massive silos store grain in vast quantities throughout the entire year, and even between years, and can support a truly massive population." - - building_type_paddy_fields_01: "Paddy Fields" - building_type_paddy_fields_01_desc: "The world marches on its stomach. The humble grain of rice may look insignicant on its own, but it has fed nations since time immemorial." - building_paddy_fields_01: "Wet Fields" - building_paddy_fields_01_desc: "Rice farming is widespread across the world's wetter regions. Usually seeds are planted in the ground and watered and tended after, but they're not fully submerged in the water — but that is exactly how to cultivate rice." - building_paddy_fields_02: "Paddy Tillage" - building_paddy_fields_02_desc: "Water and soil alone aren't all that's needed to effectively cultivate rice. The ground, even underwater, needs to be prepared, furrowed by plows and harrowed by hooks." - building_paddy_fields_03: "Irrigated Terraces" - building_paddy_fields_03_desc: "Water can be fickle. It needs to be managed in order to be consistent, and when growing rice, water #italic needs#! to be consistent." - building_paddy_fields_04: "Rice Barns" - building_paddy_fields_04_desc: "Improved cultivation calls for improved storage. More rice is useless if it just spoils in an untended pile. A dedicated building, built on supports so its floor doesn't touch the ground, helps dry and store harvested rice." - building_paddy_fields_05: "Seedling Cultivation" - building_paddy_fields_05_desc: "Not all rice that's planted needs to be harvested for food. Sometimes it is useful to take newly-sprouted speedlings whole before they ripen, in order to preserve a certain strain of rice and increase seed stocks for later." - building_paddy_fields_06: "Diversified Rice Grains" - building_paddy_fields_06_desc: "'Too much of a good thing' holds true for farming as much as it holds true for anything else. Farming only a single type of rice grain can lead to ruinous losses if one year is just a little too dry or rainy, or slightly too cloudy, or slightly too much #italic something#! in countless other ways. It's safer by far to maintain a varied mix of rice grains and hedge bets against the future." - building_paddy_fields_07: "Ratoon Harvesting" - building_paddy_fields_07_desc: "The leftover stems of harvested rice plants can be coaxed into producing additional buds, creating a second rice yield in the same harvesting season. Not all rice grains respond well to ratooning, but when it works, there's only upsides to rice cultivation." - building_paddy_fields_08: "Industrial Rice Mills" - building_paddy_fields_08_desc: "Rice isn't simply picked from the fields and thrown straight into food bowls. There's a whole chain of processing, from cleaning and drying to husking and sorting. Kilns and carefully-managed fires can speed up drying, and rice pounders can be hooked to water wheels to mechanize the husking process." - - building_type_barracks_01:0 "Barracks" - building_type_barracks_01_desc:1 "Barracks are sturdy buildings with the sole purpose of housing and readying local levies for war." - building_barracks_01:1 "Wooden Barracks" - building_barracks_01_desc:2 "These simple wooden barracks offer basic protection from the elements to the levies as they train for war." - building_barracks_02:1 "Levying Grounds" - building_barracks_02_desc:1 "By clearing a large swathe of land of any obstructions, we can muster our soldiers in one place for division into units. The clear vision also allows for easier spotting of deserters." - building_barracks_03:1 "Stone Barracks" - building_barracks_03_desc:2 "The sturdier stone barracks offer significantly more protection from the elements, and the carrying of the stones is great training for our men." - building_barracks_04:1 "Mobile Camps" - building_barracks_04_desc:2 "While permanent barracks are useful for training, the availability of mobile camps made of tents increases our effectiveness in times of war, as the barracks can move together with the army." - building_barracks_05:1 "Smithies" - building_barracks_05_desc:2 "By enlisting camp smiths to maintain our levies' rusted spears and bent forks, we can make our troops more effective and at least a bit deadlier." - building_barracks_06:1 "Training Grounds" - building_barracks_06_desc:1 "By putting up training dummies and obstacle courses, we can sift the chaff from the wheat – and that way we know which men to put at the front of the formations." - building_barracks_07:1 "Conscription Centers" - building_barracks_07_desc:1 "By constructing dedicated conscription centers in all nearby villages, we ensure a steady stream of ill-willed, alcoholized troublemakers to swell our ranks." - building_barracks_08:1 "Permanent Barracks" - building_barracks_08_desc:2 "While we often have to move our levies at a moment's notice, the construction of permanent and well-built barracks allow us a place to house the more elite soldiers and officers." - - building_type_camel_farms_01:1 "Camelry" - building_type_camel_farms_01_desc:1 "These farms are dedicated to the breeding and raising of camels for use by the military, as well as by local peasants in their daily toil. Camels are flexible and sturdy mounts, ideally suited to a harsh desert climate." - building_camel_farms_01:1 "Camel Breeders" - building_camel_farms_01_desc:0 "$building_type_camel_farms_01_desc$" - building_camel_farms_02:1 "Scouting Posts" - building_camel_farms_02_desc:1 "Camel riders regularly travel between the scouting posts, carrying with them supplies and news about current ongoings." - building_camel_farms_03:2 "Bowyers" - building_camel_farms_03_desc:2 "Camel cavalry do well when the riders are equipped with bows, and local bowyers ensure a steady supply of archery equipment." - building_camel_farms_04:1 "Camel Markets" - building_camel_farms_04_desc:1 "The market is always bustling with activity, with merchants trading hundreds of camels a day. This ensures that our breeders get access to the most resilient and enduring specimen." - building_camel_farms_05:1 "Nomadic Recruitment Grounds" - building_camel_farms_05_desc:1 "The fierce desert nomads make for excellent soldiers, but they don't work for free. By providing them with superior mounts as payment, we ensure their loyalty in future conflicts." - building_camel_farms_06:1 "Military Stables" - building_camel_farms_06_desc:1 "Large and sturdy stables house our prized war camels, protecting them from both thieves and the harshness of the desert." - building_camel_farms_07:1 "Armorers" - building_camel_farms_07_desc:1 "Making armor for camels is not an easy task, but the reward is well worth it. A charge by fearsome fully-armored camels can make any horse-based army turn their tail and flee." - building_camel_farms_08:1 "Advanced Breeders" - building_camel_farms_08_desc:2 "Here, true experts of camel husbandry breed and raise the sturdiest and fiercest stocks of camels in the area." - - building_type_logging_camps_01:1 "Forestry" - building_type_logging_camps_01_desc:1 "Large amounts of lumber, resin, charcoal, and other resources are harvested from these forests, providing an excellent, nearby source of building material for the surrounding towns." - building_logging_camps_01:1 "Logging Camps" - building_logging_camps_01_desc:2 "Woodcutters have set up camp along the outskirts of the forest, ensuring a steady production of logs." - building_logging_camps_02:1 "Resin Collectors" - building_logging_camps_02_desc:1 "All along the forest, resin is being collected for use as an adhesive, or to be sold to the clergy for use in various rites." - building_logging_camps_03:1 "Charcoal Burners" - building_logging_camps_03_desc:2 "The charcoal burners work tirelessly through smoke and smog to produce the valuable material for the local blacksmiths." - building_logging_camps_04:1 "Wood Pastures" - building_logging_camps_04_desc:2 "Some areas of the forest are reserved as pasture. The animals are allowed to graze between the trees and fatten up on the numerous nuts, berries, and leaves." - building_logging_camps_05:1 "Tilled Fields" - building_logging_camps_05_desc:1 "Where trees once stood, fields now lie. Former forest makes for formidable farmland." - building_logging_camps_06:1 "Honey Pastures" - building_logging_camps_06_desc:1 "On the edge of the forest, apiaries are placed to capitalize on the now-abundant amount of wildflowers that have appeared where the forest once stood." - building_logging_camps_07:1 "Forest Glassworks" - building_logging_camps_07_desc:1 "The forest makes for a perfect place for the glassblowers to work. With easy access to most materials they need, valuable glass can be produced and traded." - building_logging_camps_08:1 "Sawmills" - building_logging_camps_08_desc:2 "Sawmills are a massive improvement over axes. The forest can be consumed in almost no time, with its valuable wood fueling our cities and towns." - - building_type_peat_quarries_01:1 "Wetland Farms" - building_type_peat_quarries_01_desc:1 "While wetlands will never offer the same opportunities for growing crops as plains, a flourishing vegetation can support a good number of farm animals. There are also opportunities for extracting both peat and salt." - building_peat_quarries_01:1 "Cattle Lands" - building_peat_quarries_01_desc:2 "The fertility of the wetlands makes for excellent grazing land for pastoral animals of all sizes." - building_peat_quarries_02:1 "Peat Quarries" - building_peat_quarries_02_desc:1 "A significant amount of peat is quarried here. Its presence aids in the development of new farms and fields." - building_peat_quarries_03:1 "Hay Meadows" - building_peat_quarries_03_desc:2 "Around the wetlands themselves, large amounts of grass grow; once harvested, they can be used as animal feed for the winter." - building_peat_quarries_04:1 "Salt Wells" - building_peat_quarries_04_desc:1 "Workers use large pans to heat water and extract salt from the wetlands. This salt is then used to preserve meat, which is then traded." - building_peat_quarries_05:1 "Walled Wetlands" - building_peat_quarries_05_desc:1 "By walling off the wetlands, the peasants can more easily control the growth of plants, and protect the valuable harvest therein." - building_peat_quarries_06:1 "Wetland Fields" - building_peat_quarries_06_desc:1 "The unique properties of the wetlands allow peasants to successfully grow many plants they wouldn't otherwise be able to, such as hemp or flax." - building_peat_quarries_07:1 "Large Peat Quarries" - building_peat_quarries_07_desc:1 "More and more peat is being quarried here, with most being exported all over as fertilizer." - building_peat_quarries_08:1 "Large Wetland Ranches" - building_peat_quarries_08_desc:1 "Large herds of animals feed on the abundant plant life in the wetlands, growing big and fat." - - building_type_hill_farms_01:0 "Hill Farms" - building_type_hill_farms_01_desc:1 "The rolling hills of this province stand covered in fields. While farming on a slope helps with keeping crops watered, the limited area means smaller yields." - building_hill_farms_01:1 "Hillside Fields" - building_hill_farms_01_desc:1 "Along the sides of the many hills there are numerous small fields, growing crops and sustaining a small peasant population." - building_hill_farms_02:1 "Fell Pastures" - building_hill_farms_02_desc:2 "Cattle are brought to the uncultivated uplands, or fells, and allowed to graze on the plentiful grasses that grow there." - building_hill_farms_03:1 "Root Cellars" - building_hill_farms_03_desc:1 "Root cellars allow for year-round storage of vegetables, something that is of dire importance in the sparsely-fertile hills." - building_hill_farms_04:1 "Vegetable Fields" - building_hill_farms_04_desc:1 "Large fields of vegetables provide the sparse farms with much-needed food." - building_hill_farms_05:1 "Lynchets" - building_hill_farms_05_desc:2 "By diverting water from a nearby stream into a terrace, we can massively increase the fertility of the hillside fields." - building_hill_farms_06:1 "Roads & Stairs" - building_hill_farms_06_desc:2 "Proper roads and stairs connect the spread-out farms and hamlets, allowing for easier communication and faster travel of people, news, and goods." - building_hill_farms_07:1 "Winter Granaries" - building_hill_farms_07_desc:2 "Large numbers of farm animals and people alike can be fed throughout the winter with the food preserved in these granaries." - building_hill_farms_08:1 "Apple Orchards" - building_hill_farms_08_desc:1 "The rolling hills provide the perfect environment for orchards, particularly of the apple variety." - - building_type_hill_forts_01:0 "Hill Forts" - building_type_hill_forts_01_desc:1 "Built upon a steep hill or cliff, these massive fortifications stand firm against any besieging army that lacks the ability of flight!" - building_hill_forts_01:1 "Small Hill Fort" - building_hill_forts_01_desc:1 "The hill fort stands proud on the top of a hill, forcing any besiegers to fight an uphill battle." - building_hill_forts_02:1 "Simple Earthworks" - building_hill_forts_02_desc:1 "The fort is surrounded by earthworks, forming impenetrable walls of soil that can make the most hardened soldier lose his spirit." - building_hill_forts_03:1 "Ditches" - building_hill_forts_03_desc:2 "Large ditches are dug around the defensive hilltop. Because of the ditches' muddy and slippery walls, foolish assailants might find themselves stuck at the bottom, drowned in mud by the advance of their fellow soldiers." - building_hill_forts_04:1 "Stockades" - building_hill_forts_04_desc:1 "Large walls made of sharpened logs surround the fort, providing yet another obstacle before reaching the treasures within." - building_hill_forts_05:1 "Guardhouses" - building_hill_forts_05_desc:1 "Guardhouses are placed around the fort, with alert guardsmen ready at a moment's notice should an assault begin." - building_hill_forts_06:1 "External Walls" - building_hill_forts_06_desc:1 "Large stone walls now surround the hill fort, once and for all cementing its impenetrable nature." - building_hill_forts_07:1 "Large Hill Fort" - building_hill_forts_07_desc:1 "The central fort has been expanded and improved upon significantly, it now rises far towards the skies in an imposing manner." - building_hill_forts_08:1 "Complex Earthworks" - building_hill_forts_08_desc:1 "The earthwork surrounding the hill fort is so complex and confusing that enemy armies barely know which entrance they should storm, something which works to our advantage – especially seeing as half of them lead to deadly traps..." - - building_type_plantations_01:1 "Desert Agriculture" - building_type_plantations_01_desc:1 "These plantations focus on growing the fruits and vegetables that are hardy enough to withstand the harsh climate." - building_plantations_01:1 "Small Plantations" - building_plantations_01_desc:1 "Despite the lack of water, these small plantations succeed in growing particularly hardy fruit." - building_plantations_02:1 "Trading Posts" - building_plantations_02_desc:1 "Hardy desert nomads travel between trading posts, bringing food with them to wherever it is needed the most." - building_plantations_03:1 "Weavers" - building_plantations_03_desc:1 "Weavers spin cloth in their workshops, which they then trade to the desert nomads." - building_plantations_04:1 "Wellsprings" - building_plantations_04_desc:1 "With limited water, a new well is sure to make the area prosper. Several such springs have been discovered, and proper wells have been constructed." - building_plantations_05:1 "Caravanserais" - building_plantations_05_desc:1 "Larger trade caravans need a place to stay so that their animals can rest. The caravanserai provides the space they need and is also an excellent place to tax their goods." - building_plantations_06:1 "Date Groves" - building_plantations_06_desc:1 "With more land being suitable for plantations, date groves are being cultivated. The sweet dates last for a long time, and are a valuable good for traders." - building_plantations_07:1 "Irrigation" - building_plantations_07_desc:1 "By flooding fields with water from the wells, they can support something more than pure subsistence farming. This is a large task however, making the desert bloom is not easy." - building_plantations_08:1 "Large Plantations" - building_plantations_08_desc:1 "These plantations now produce a definite surplus, which can be traded and sold for a profit." - - building_type_outposts_01:0 "Outposts" - building_type_outposts_01_desc:1 "A series of outposts skirt all significant settlements in this province, providing an early warning system in case of raids or animal attacks." - building_outposts_01:1 "Lookout Towers" - building_outposts_01_desc:1 "To track animals (and incoming raids), a series of outlooks are manned by vigilant guardsmen. If a dangerous beast is spotted, it doesn't take long for word to spread so that vulnerable cattle can be hurried to safety." - building_outposts_02:1 "Military Outposts" - building_outposts_02_desc:1 "Along the many roads and winding paths, there are several outposts, manned by guards in the employ of local merchants. Their presence ensures that the area remains peaceful and safe, free of highwaymen." - building_outposts_03:2 "Hidden Weapons Caches" - building_outposts_03_desc:1 "One advantage of living in rough terrain is the ability to camouflage just about anything. Should a raid stumble by, locals can arm themselves with weapons from numerous hidden caches." - building_outposts_04:1 "Palisade Outposts" - building_outposts_04_desc:1 "The rickety old outposts have now been replaced by sturdy and tough palisade towers. What more, they are almost perfectly hidden in the rough terrain." - building_outposts_05:1 "Levying Posts" - building_outposts_05_desc:1 "Near each tower now lies a levying post. In times of muster, levied peasants can safely gather near where they can find both weapon and protection." - building_outposts_06:1 "Frontier Outposts" - building_outposts_06_desc:1 "Contrary to the well-hidden outposts, the frontier variety is meant as a deterrent. Constructed out of tougher materials, the sheer size of these towers is enough to make any raider turn their heels." - building_outposts_07:1 "Scouting Stations" - building_outposts_07_desc:1 "To ensure that our scouts are well-fed and can travel light, we have erected a series of strategically-placed scouting outposts. Well-hidden from the prying eyes of the enemy, these buildings allow unparalleled intelligence to be gathered in times of invasion." - building_outposts_08:1 "Fortified Outposts" - building_outposts_08_desc:1 "Imposing stone-hewn outposts now rise towards the skies, making their presence felt by the soldiers and caravan guards housed within." - - building_type_watchtowers_01:0 "Watchtowers" - building_type_watchtowers_01_desc:1 "Several grand watchtowers stand guard over the toiling peasantry, providing excellent vantage points for archers." - building_watchtowers_01:1 "Mudbrick Towers" - building_watchtowers_01_desc:1 "These towers made out of mudbrick provide a simple, yet effective defense." - building_watchtowers_02:1 "Tower Houses" - building_watchtowers_02_desc:1 "The tower houses are made for both protection and habitation, and occupy strategic locations." - building_watchtowers_03:1 "Wooden Watchtowers" - building_watchtowers_03_desc:1 "Several wooden watchtowers overlook the peasants as they're toiling in their fields. From their vantage points, archers offer excellent protection." - building_watchtowers_04:1 "Small Mudbrick Keeps" - building_watchtowers_04_desc:1 "The refined mudbrick keeps, while small, offer superior protection to more mundane watchtowers. In times of war, they can protect a host of peasants from raiders, and even contain a small granary for leaner times." - building_watchtowers_05:1 "Stone Watchtowers" - building_watchtowers_05_desc:1 "These watchtowers offer a magnificent vantage point, not only for archers but also for lords inspecting their peasants." - building_watchtowers_06:1 "Loopholes" - building_watchtowers_06_desc:1 "By constructing towers so that there's a series of holes out of which arrows can be fired, the reach and protection of archers are significantly increased." - building_watchtowers_07:1 "Peel Towers" - building_watchtowers_07_desc:1 "These small tower houses are formidably fortified, and signal the prestige of their owners. In case of a raid, entire herds of cattle can be enclosed and protected by the towers." - building_watchtowers_08:1 "Domed Towers" - building_watchtowers_08_desc:1 "These imposing towers are made entirely out of stone, topped off by a dome. The construction techniques involved render them almost unassailable by raiders." - - building_type_quarries_01:1 "Quarries" - building_type_quarries_01_desc:1 "The mountains of this province provide local construction with an excellent supply of building material." - building_quarries_01:1 "Simple Stone Quarries" - building_quarries_01_desc:2 "Easily-accessible quarried stone provides building materials for nearby constructions." - building_quarries_02:1 "Shallow Ore Mines" - building_quarries_02_desc:1 "Simple mines line the foot of the mountain, collecting ore from easily accessible surface ore deposits." - building_quarries_03:1 "Watermills" - building_quarries_03_desc:1 "By routing water to the mining sites, its power can be harnessed by water mills to power tools which help in the excavation." - building_quarries_04:1 "Large Stone Quarries" - building_quarries_04_desc:1 "As the demand for building materials goes up, the quarries attract more and more workers. The quarries are growing larger and deeper by the passing year." - building_quarries_05:1 "Large Mines" - building_quarries_05_desc:1 "The need for metals keeps growing, and new techniques aren't everything – production must be scaled up, and more mines are opening!" - building_quarries_06:1 "Massive Stone Quarries" - building_quarries_06_desc:1 "Several enormous open-pit mines see workers carve blocks of stone on an almost industrial level. Exhausted quarries lie like gaping mouths all over the province, their contents now forming numerous castles and walls." - building_quarries_07:1 "Shaft Mines" - building_quarries_07_desc:1 "With the advent of new techniques, workers can reach deeper metals hidden beyond the surface. The most important of which is a new way of draining flooded shafts." - building_quarries_08:2 "Mechanized Water Pumping" - building_quarries_08_desc:2 "Wooden water pumps, powered either by a windmill or horses above, can remove water from the mining shafts much faster then a couple of leather buckets." - - building_type_military_camps_01:1 "Militia Camps" - building_type_military_camps_01_desc:2 "A simple training ground where lightly armored infantry is readied for war." - building_military_camps_01:1 "Hide Tents" - building_military_camps_01_desc:1 "Upon calling levies, they are gathered into rudimentary camps where they get to sleep in simple tents. While not the most comfortable, it is a cheap and portable type of camp." - building_military_camps_02:1 "Camp Cooks" - building_military_camps_02_desc:1 "By assigning a portion of the levies to collect and prepare food for the rest, more men are lured in from the countryside – drawn in by the smell of food." - building_military_camps_03:1 "Training Fields" - building_military_camps_03_desc:1 "Archery targets and dummies give the levies both distraction and a modicum of training, before being thrown into the heat of battle." - building_military_camps_04:1 "Watchposts" - building_military_camps_04_desc:1 "Watchposts act as beacons, outlooks, and natural gathering spots. Even when not in times of muster, guards are always stationed here." - building_military_camps_05:1 "Camp Smiths" - building_military_camps_05_desc:1 "The camp smiths do simple repairs and keep horses shoed." - building_military_camps_06:1 "Mustering Halls" - building_military_camps_06_desc:1 "Dedicated mustering halls placed in every village makes it much easier to press levies into service." - building_military_camps_07:1 "Militia Barracks" - building_military_camps_07_desc:1 "Each town now has its own militia barracks, where weapons are stored should they be needed. The barracks also act as a meeting place for the officers responsible for the muster." - building_military_camps_08:1 "Levying Squares" - building_military_camps_08_desc:1 "The larger levying squares provide not only a place for soldiers to gather, but also one to train for upcoming battles." - - building_type_ramparts_01:1 "Forest Forts" - building_type_ramparts_01_desc:1 "These fortifications are constructed in such a way that they are a part of the forest that they protect. Advancing armies find themselves hindered by fortifications, but also tangled in the undergrowth." - building_ramparts_01:1 "Log Forts" - building_ramparts_01_desc:1 "Small wooden forts stand as part of the forest, using trees as a natural palisade." - building_ramparts_02:1 "Earth Ramparts" - building_ramparts_02_desc:1 "Long banks of earth form a defensive boundary around the fort, hindering enemy advances." - building_ramparts_03:1 "Traps & Ditches" - building_ramparts_03_desc:1 "While an enemy might feel safe approaching the fortifications, they will soon find themselves either trapped or impaled on the many hazards hidden throughout the forest." - building_ramparts_04:1 "Rampart Walls" - building_ramparts_04_desc:1 "Stone and palisade walls now protect the forts from oncoming enemies, significantly hindering any advance through the forest." - building_ramparts_05:1 "Embrasures" - building_ramparts_05_desc:1 "By constructing embrasures in the walls, we can easily both see and fire arrows at enemies coming our way." - building_ramparts_06:1 "Fieldworks" - building_ramparts_06_desc:1 "By swiftly constructing earthworks where we predict enemies will pass by, we can outsmart and outflank them as they attempt to move around the forests." - building_ramparts_07:2 "Crenellated Rampart Walls" - building_ramparts_07_desc:1 "By improving the battlements with crenellations we have the clear advantage in any siege, with our soldiers able to move in relative safety and retaliate in kind to any assault." - building_ramparts_08:1 "Forest Fortresses" - building_ramparts_08_desc:1 "These large stone fortresses stand out like mountains from the forest, protecting a large swathe of land." - - building_type_elephant_pens_01:1 "Elephantry" - building_type_elephant_pens_01_desc:1 "Elephants are kept and trained here. They make excellent beasts of burden, useful for both work and war." - building_elephant_pens_01:1 "Elephant Pens" - building_elephant_pens_01_desc:1 "These sturdy stables can keep even the most unruly elephant secured." - building_elephant_pens_02:1 "Elephant Traps" - building_elephant_pens_02_desc:1 "New elephants are collected by trapping them using various means, such as pits or snares. Sometimes a female elephant will even be used as bait." - building_elephant_pens_03:1 "Elephant Training Grounds" - building_elephant_pens_03_desc:1 "Elephants are not easy beasts to teach, but in the training grounds, the most experienced trainers do their utmost to provide the crown with beasts of war." - building_elephant_pens_04:1 "Elephant Riding Grounds" - building_elephant_pens_04_desc:1 "In the riding grounds, elephants are put to the test, carrying both crew, armor, and equipment." - building_elephant_pens_05:1 "Overseer's Offices" - building_elephant_pens_05_desc:1 "The overseers are responsible for the welfare of the elephants, and by constructing proper offices for them, their efficiency is ensured." - building_elephant_pens_06:1 "Elephant Hospitals" - building_elephant_pens_06_desc:1 "Specialized elephant hospitals are large enough to accommodate even the largest male, saving the lives of animals that would otherwise surely be lost." - building_elephant_pens_07:1 "Elephant Sanctuaries" - building_elephant_pens_07_desc:1 "By designating large areas of the jungle as sanctuaries for the elephants, we ensure that we lose fewer animals to poaching and that the population stays stable." - building_elephant_pens_08:1 "Elephant Breeders" - building_elephant_pens_08_desc:1 "The elephant breeders ensure that new calves are born and raised only from the best and most healthy stock." - - 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_01_desc:0 "$building_type_guild_halls_01_desc$" - 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_03_desc:1 "Carpenters work with construction, primarily using timber as their material of choice. Their services are sought-after by both nobles and clergy, especially for the beautiful trim jointery they make for churches and estates." - building_guild_halls_04:1 "Hunter's Unions" - building_guild_halls_04_desc:1 "Hunters trade in meat and skins, with their services enabling both butchers and tanners to do their crafts. The finest skins naturally befall the most prestigious noble families." - building_guild_halls_05:1 "Mason's Unions" - building_guild_halls_05_desc:1 "Masons work with stone, both for construction and sculpture. Their skill is widely sought after, as their expertise is invaluable when constructing fortifications." - building_guild_halls_06:1 "Tailor's Unions" - building_guild_halls_06_desc:1 "Tailors wield needle, thread, and cloth as their weapons of choice. With their unparalleled skills, they produce beautiful garments for the nobility." - building_guild_halls_07:1 "Glassworker's Unions" - building_guild_halls_07_desc:1 "Glassworkers create fascinating items out of glass, everything from goblets to window panes. Having items made out of glass is very prestigious, making their services highly desirable." - building_guild_halls_08:1 "Artisan's Unions" - building_guild_halls_08_desc:1 "Artisans use a multitude of materials not only to produce works of art but also entirely new innovations. Their ingenuity and refined skill is drawing the attention of high nobles everywhere." - - building_type_monastic_schools_01:1 "Monasteries" - building_type_monastic_schools_01_desc:1 "This school teaches many subjects and is a rare center of high learning, but the students enrolled here primarily study to prepare themselves for future careers in the clergy." - building_monastic_schools_01:1 "Chapel" - building_monastic_schools_01_desc:1 "A humble place of quiet worship for the devout to pray and contemplate." - building_monastic_schools_02:1 "Prayer Halls" - building_monastic_schools_02_desc:1 "The prayer halls host sermons and allow for a place of silent contemplation." - building_monastic_schools_03:2 "Monastic Schools" - building_monastic_schools_03_desc:2 "$building_type_monastic_schools_01_desc$" - building_monastic_schools_04:2 "Monastic Gardens" - building_monastic_schools_04_desc:2 "The gardens of the monastery provide a quite place of contemplation for the devout to bask in the beauty of creation." - building_monastic_schools_05:2 "Monastic University" - building_monastic_schools_05_desc:2 "The university offers an extensive education in a range of sacred subjects including theology, translation, and legalism." - building_monastic_schools_06:2 "Philosophy Department" - building_monastic_schools_06_desc:2 "Education in the subject of ancient philosophy is taught here, and monks often apply these ideas to daily life." - building_monastic_schools_07:2 "Observatory" - building_monastic_schools_07_desc:2 "Monks here observe the stars and from them, they divine the proper and correct time to observe important dates in the religious calendar and advance their understanding of creation." - building_monastic_schools_08:1 "Cloisters" - building_monastic_schools_08_desc:1 "The cloister forms a solid barrier against the outside world, effectively separating the life of those within its walls from the peasants outside." - - building_type_megalith_01:0 "Megalith" - building_type_megalith_01_desc:0 "This structure is an outdoor arrangement of stones typically aligned with stars and constellations. Faiths that believe in Megalithic constructions provide regular and low-cost places of worship for the faithful, attaracting travelers and pilgrims." - building_megalith_01:0 "Minor Megalith" - building_megalith_01_desc:0 "This great outdoor arrangement of stones operates as a permanent open place of worship. This modest construction made from common rocks in a simple arrangement facilitates a few worshipers." - building_megalith_02:0 "Megalithic Mausoleum" - building_megalith_02_desc:0 "The site has been expanded with multiple stone arrangements to facilitate more worshipers. Along with an expansion of the Megalith itself, an underground Mausoleum has been built nearby to allow important people to be buried at the site." - building_megalith_03:0 "Megalithic Altars" - building_megalith_03_desc:0 "This great outdoor arrangement of stones operates as a permanent open place of worship. This Megalith has been constructed from expensive and exotic stones from all across the locality and has been fitted with altars for use in ceremonies." - building_megalith_04:0 "Large Megalith" - building_megalith_04_desc:1 "Along with numerous altars and ceremonial items, this Megalith has been expanded to include some truly awe-inspiring and large monolithic stones intricately carved with holy symbols." - building_megalith_05:1 "Local Temples" - building_megalith_05_desc:1 "Small shrines and places of worship have been erected among the Megaliths, to provide quiet places of contemplation for the holy traveler." - building_megalith_06:1 "Megalithic Tombs" - building_megalith_06_desc:1 "Great leaders, warriors, and holy people are laid to rest within these above ground altars. These sites give pilgrims and worshipers a place to venerate the fallen ancestors that came before them." - building_megalith_07:1 "Pilgrim's Cairns" - building_megalith_07_desc:1 "Small cairns have been set up to litter the wilderness surrounding the megalith site, guiding pilgrims and travelers to the alters where they may seek worship." - building_megalith_08:1 "Legendary Megalith" - building_megalith_08_desc:1 "This Megalith has grown to such an extent that its status is something of a local legend. Worshipers claim to feel a deep connection with their faith while standing in this site." - building_type_great_megalith_01:0 "Great Megalith" - building_type_great_megalith_01_desc:0 "An extremely ambitious version of the Megalith, the Great Megalith project involves covering the landscape of the countryside in small Megalithic constructions centered around a single gargantuan construction." - building_great_megalith_01:0 "Great Megalith" - building_great_megalith_01_desc:0 "The Great Megalith is a vast and stunning stone circle stretching across the landscape with countless smaller sites all across the countryside. Open and available to everyone, it brings worshipers and pilgrims from across the world closer to the divine." - building_type_hospices_01: "Hospices" - building_type_hospices_01_desc: "A hospice provides a place of respite for the sick and weary where they may come under the care of dedicated holy people." - building_hospices_01: "Pilgrim's Quarters" - building_hospices_01_desc: "Varied pilgrims are allowed to stay and rest in the pilgrim's quarters should they seek shelter during their long journeys. Here they are also treated to food, drink, and sometimes even a bath." - building_hospices_02: "Sick House" - building_hospices_02_desc: "A modest sick house has been built here, to keep the foul air of the ill away from the healthy and to provide a quiet place of healing for the infirm." - building_hospices_03: "Infirmaries" - building_hospices_03_desc: "In times of war or plague, the infirmaries offer a second chance to poor afflicted victims, presuming they make it there in time." - building_hospices_04: "Hospices" - building_hospices_04_desc: "Hospices offer long-term care for those who would otherwise not make it. The chronically ill, the disabled, and sometimes even those afflicted by demons are welcome." - building_hospices_05: "Hospital Gardens" - building_hospices_05_desc: "A garden of flowers has been planted around the hospices. Each flower has a potent and pleasant aroma to counter the miasma created by the sick." - building_hospices_06: "Hospital" - building_hospices_06_desc: "A central hospital building exists to provide care and a central location for all hospices. Nurses and holy people remain in residence here to provide alms and care for locals and sick travelers." - building_hospices_07: "Leper Colony" - building_hospices_07_desc: "Out in the wilderness close to the Hospice, a small community has been constructed where they may grow their own crops and live their final days among each other, posing no risk to the healthy in broader society." - building_hospices_08: "Great Hospital" - building_hospices_08_desc: "Hospitals offer alms and nursing for the elderly and infirm, and treatment for the sick and weary. Here, they are separated from the rest of society and cared for by dedicated holy people." - building_type_scriptorium_01: "Scriptorium" - building_type_scriptorium_01_desc: "Scriptoriums offer a place of learning for the holy and the educated to commit their wisdom to paper for all time." - building_scriptorium_01: "Libraries" - building_scriptorium_01_desc: "The monastery library is full of books, ranging from small treatises to vast tomes on theology. Truly a treasure trove of knowledge is held within its walls." - building_scriptorium_02: "Copying Chambers" - building_scriptorium_02_desc: "Devoted scribes work all day long copying sacred texts in the copying chambers. Even by night, they work, illuminated by nothing but candles and the moon, all in their quest for knowledge." - building_scriptorium_03: "Translation House" - building_scriptorium_03_desc: "Dedicated translators flock to this scriptorium to convert works written in ancient or foreign tongues into the liturgical language of the temple, greatly expanding the accessibility of countless works." - building_scriptorium_04: "House of Scribes" - building_scriptorium_04_desc: "A great number of scribes are in residence here to allow potential authors to dictate their works, without the need to record any of it to paper by their own hands." - building_scriptorium_05: "Continental System" - building_scriptorium_05_desc: "Works are now strictly organized according to the continent from which it originated, greatly increasing a scholar's ability to find wisdom wherever it may have come from." - building_scriptorium_06: "Great Archives" - building_scriptorium_06_desc: "Literary works from around the world are translated and preserved here, to have their wisdom preserved for all of time." - building_scriptorium_07: "School of Translation" - building_scriptorium_07_desc: "Devotees are educated in languages both ancient and foreign, expanding the Scriptorium's ability to preserve works of wisdom and knowledge." - building_scriptorium_08: "Secret Archives" - building_scriptorium_08_desc: "This temple is now home to a vast underground network of archives containing not only the works of this temple, but many works that have been recovered from abroad." - building_type_burial_site_01: "Burial Site" - building_type_burial_site_01_desc: "By creating a vast burial site for our dead, we will both keep miasma away from the populace and give a place of veneration and remembrance for our ancestors." - building_burial_site_01: "Great Burial Site" - building_burial_site_01_desc: "This vast burial site is full of plots for common graves, and a few small mausoleums for more significant figures." - building_burial_site_02: "Mausoleum" - building_burial_site_02_desc: "A great mausoleum has been built, filled with sites for common graves, and home to a few burial sites for venerated holy men and warriors." - building_burial_site_03: "Grand Mausoleum" - building_burial_site_03_desc: "The mausoleum has been expanded into a towering monument of the dead. The interior is filled with graves and prayer halls to venerate the dead." - - building_type_hunting_grounds_01:0 "Hunting Grounds" - building_type_hunting_grounds_01_desc:1 "Dotted throughout these lands are several large lodges where hunters of wild game can gather and plan their excursions." - building_hunting_grounds_01:1 "Hunter's Lodges" - building_hunting_grounds_01_desc:1 "Hunters convene in these lodges to plan their excursions into the wilderness, and they also serve as places to keep trophies and meet up after a successful hunt." - building_hunting_grounds_02:1 "Hound Pens" - building_hunting_grounds_02_desc:1 "The hound pens breed swift dogs that make excellent companions for the hunt. A whole host of hounds are usually brought along for each hunt." - building_hunting_grounds_03:1 "Aviaries" - building_hunting_grounds_03_desc:1 "The second most important companion for a hunter is the bird of prey, many of which are kept in the aviaries." - building_hunting_grounds_04:1 "Hunting Towers" - building_hunting_grounds_04_desc:1 "To track and spot prey, sentinels watch in towers all over the lands, reporting their sightings back to the hunters." - building_hunting_grounds_05:1 "Hunter's Stables" - building_hunting_grounds_05_desc:2 "A successful hunter is always in need of a fast, tough and fearless mount. The hunter's stables provide specialized breeds that do well on long treks." - building_hunting_grounds_06:1 "Ranger's Huts" - building_hunting_grounds_06_desc:2 "Rangers prowl the hunting grounds in search of prey. While they work alone, they are more than capable of taking down smaller prey by themselves." - building_hunting_grounds_07:1 "Hunting Reserves" - building_hunting_grounds_07_desc:1 "A large swathe of land is designated as a reserve, which prevents non-authorized hunters from hunting within. This ensures that there's always plenty of prey for the official huntsmen, though a few poachers sometimes slip by..." - building_hunting_grounds_08:1 "Gamekeeper's Lodges" - building_hunting_grounds_08_desc:1 "The gamekeepers are responsible for the well-being of the lands and all the animals therein. Whenever nobles decide to go hunting, the gamekeepers know where to send them so that their hunt finds a quarry." - - building_type_stables_01:0 "Stables" - building_type_stables_01_desc:1 "Rounceys, pack horses, and other beasts of burden need a dedicated building. Stables also ensure that fresh mounts are available to anyone who can afford them." - building_stables_01:0 "Small Stables" - building_stables_01_desc:0 "A small building fit for a couple of horses is a natural center for any holding, as well as the first and the last stop for any mounted visitor." - building_stables_02:1 "Horse Pen" - building_stables_02_desc:1 "An outside pen allows the stabled horses to stretch their legs, graze, and enjoy some fresh air." - building_stables_03:0 "Hay Barracks" - building_stables_03_desc:0 "A set of simple hay storages ensures a steady supply of food for horses outside of the grazing period." - building_stables_04:0 "Courier Stations" - building_stables_04_desc:0 "With enough stationed horses and stagecoaches spread around the area, one can travel day and night with important missives, perishable goods, and other urgent needs." - building_stables_05:0 "Stable Hands Quarters" - building_stables_05_desc:0 "The addition of simple quarters in which the workers can sleep keeps them out of the horse pens, making life more comfortable for man and beast alike." - building_stables_06:0 "Drainage Channels" - building_stables_06_desc:0 "Channels carved in the ground of the stables keep the horses dry and cozy, almost effortlessly." - 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_stables_08:0 "Stud Farms" - building_stables_08_desc:0 "The addition of dedicated facilities for grooming and caring for the most prized examples of equine perfection support the breeding of new, magnificent steeds, and make the ones we have almost glitter." - - building_type_smiths_01:0 "Blacksmiths" - building_type_smiths_01_desc:0 "Smelting ore in furnaces and hammering metal into desired shapes, smithies provide nearby communities with essential tools and weapons." - building_smiths_01:0 "Bloomeries" - building_smiths_01_desc:0 "Throughout the countryside, smoke rises from the bloomeries, simple structures with walls made of heat resistant clay and stones, where a mix of charcoal and crushed iron ore is added from the open top to make sponge iron." - building_smiths_02:0 "Bellows" - building_smiths_02_desc:0 "Crafted from sturdy animal skin, bellows are usually operated by a blacksmith's apprentice, constantly pumping a strong current of air into the fires." - building_smiths_03:0 "Drawplate" - building_smiths_03_desc:0 "A device that aids the blacksmiths in fabricating wire for chainmail. Pieces of heated iron are drawn through successively smaller holes, a much easier way of working than laboriously hammering it out on the forge." - building_smiths_04:0 "Blacksmith Districts" - building_smiths_04_desc:0 "Blacksmiths are strongly encouraged to practice their craft outside of densely populated areas. As innovations in metal production allow them to work almost constantly, the dissatisfaction of the nearby populace rises with each clang of a hammer and each roaring fire in the night." - building_smiths_05:0 "Trip Hammers" - building_smiths_05_desc:0 "Powered by a water wheel or unlucky apprentices, a simple rotating cam raises the hammer, then allows it fall down naturally in a steady rhythm." - building_smiths_06:0 "Goldsmithies" - building_smiths_06_desc:0 "The addition of rooms for casting and working gold and silver, each with their own specially designed workbenches and forges, makes working with jewelry and plating with precious metals much easier." - building_smiths_07:0 "Blast Furnaces" - building_smiths_07_desc:0 "Blast furnaces run hot day-round, smelting iron, lead, and copper. The quality of the metal they produce is beyond excellent." - building_smiths_08:0 "Cast Iron" - building_smiths_08_desc:0 "Slightly weaker, but much cheaper to produce than with other methods, cast iron is used to produce a wide array of tools like plowshares, nails or harrows." - - building_type_horse_pastures_01:0 "Horse Herds" - building_type_horse_pastures_01_desc:0 "Anybody can wield a crude weapon and strike his fellow man. Almost anybody can gather a crude-weapon-wielding peasant mob. But only from the delicate harmony of a well-raised horse, a skillful warrior, and a suitable weapon, led by the finest of commanders, an unrivaled fighting force to sweep across the Earth can arise." - building_horse_pastures_01:0 "Wild Horse Taming" - building_horse_pastures_01_desc:0 "Horses that can survive on their own in harsh terrain have remarkable instincts. So instead of breaking them, we shall use their aptitude to help our warriors." - building_horse_pastures_02:0 "Leather Horse Whips" - building_horse_pastures_02_desc:0 "Instead of hurting the horses with crude tools like spurs, our warriors use whips with a leather loop tied around riders' wrists. After using the whip, the warrior lets it hang loosely, freeing his hands." - building_horse_pastures_03:0 "Horse Archer Saddles" - building_horse_pastures_03_desc:0 "Saddles with high stirrups, deep seats, high saddle pommels, and cantle allow our warriors to keep riding while entirely focused on shooting arrows at our enemies." - building_horse_pastures_04:0 "Piercing Arrowheads" - building_horse_pastures_04_desc:0 "Felling the usually unarmored mounts is much easier than targeting and wounding the enemy riders." - building_horse_pastures_05:0 "Leather Horse Armor" - building_horse_pastures_05_desc:0 "Suits of light armor protect the whole animal without limiting the horse's movement and fortitude." - building_horse_pastures_06:0 "Composite Recurved Bows" - building_horse_pastures_06_desc:0 "Composite bows, made from wood, animal horn, and sinew, bound together by animal glue, are the perfect weapons for our supreme mounted archers." - building_horse_pastures_07:0 "Spare Horses" - building_horse_pastures_07_desc:0 "When the warhorse becomes tired, the rider dismounts and switches to another. The used mount continues to travel alongside the rider and the rest of the spare horses, albeit without the rider's weight. Such an approach allows our armies to cover enormous distances and be able to constantly scout ahead of the main force." - building_horse_pastures_08:0 "Rules of Equine Warfare" - building_horse_pastures_08_desc:0 ""See to it that your men keep their crupper hanging loose on their mounts and the bit of their bridle out of the mouth, except when you allow them to hunt. That way, they won't be able to gallop off at their whim. Having established these rules, see to it you seize and beat any man who breaks them. Any man who ignores this decree, cut off his head where he stands."" - - building_type_warrior_lodges_01:0 "Warrior Lodges" - building_type_warrior_lodges_01_desc:0 "Personal bonds forged on the battlefields deserve halls of commemoration, where warriors of old can share their wondrous yet believable tales with dreamy-eyed youngsters." - building_warrior_lodges_01:0 "Trophy Halls" - building_warrior_lodges_01_desc:0 "Life on the battlefield and human memory are both fleeting things, whereas a wall where each lodge member can hang their treasured trophies will stand for much, much longer." - building_warrior_lodges_02:0 "Squire Quarters" - building_warrior_lodges_02_desc:0 "A modest equipment storage and an established rigorous training schedule are all that's needed for those too young to remember battles of the past to learn from those too old to join ranks in the future." - building_warrior_lodges_03:0 "Feasting Halls" - building_warrior_lodges_03_desc:0 "The addition of feasting halls, always brimming with food and laughter, addresses the rising number of celebrated battles in this warrior lodge." - building_warrior_lodges_04:0 "Formation Fighting Fields" - building_warrior_lodges_04_desc:0 "On dedicated fields that mirror terrains where armies clash, groups of warriors can learn how to fight and maneuver as a cohesive unit. Troops trained here are a formidable force, having learned to trust both their commanders and men in the ranks next to them." - building_warrior_lodges_05:1 "Warriors' Graves" - building_warrior_lodges_05_desc:0 "With sacred grounds secured for burial, venerated members of this warrior lodge can safely rest forever, no longer confined to the foreign, cold ground of a battlefield... while at the same time serving as an inspiration for generations of warriors to come." - building_warrior_lodges_06:0 "Commemoration Halls" - building_warrior_lodges_06_desc:0 "In these halls, well-paid troubadours and poets are lauding the deeds of the bravest of warriors. When sufficient crowds assemble - or a sufficiently wealthy patron wishes - whole spectacles take place, reenacting the famous and victorious battles of the past." - building_warrior_lodges_07:1 "Library of Warriors" - building_warrior_lodges_07_desc:0 "Generations of young trainees have been learning here, but only from the surviving and still-present warriors. Now the troves of accumulated, and only sometimes conflicting, knowledge can be accessed by almost anybody for a small fee." - building_warrior_lodges_08:0 "Visitors Quarters" - building_warrior_lodges_08_desc:0 "These halls have become a venerated destination of profane pilgrimages, known and dreamed about far and wide by aspiring and seasoned warriors alike." - - building_type_hillside_grazing_01:0 "Hillside Grazing Lands" - building_type_hillside_grazing_01_desc:0 "Unsuitable for farming and largely covered in grass and other plants that can be consumed by horses these hills have mainly been put to use for grazing." - building_hillside_grazing_01:0 "Hill Pastures" - building_hillside_grazing_01_desc:0 "Large open outside areas are ideal for use as pastures for horses of all sizes and types. Anyone with a horse has the right to make use of these grazing lands, supporting agriculture as well as local cavalrymen." - building_hillside_grazing_02:0 "Graziers" - building_hillside_grazing_02_desc:0 "As horse raising becomes even more important to the local economy this pastureland now supports a large group of people dealing with herding the animals." - building_hillside_grazing_03:0 "Expanded Grazing Area" - building_hillside_grazing_03_desc:0 "While this is an area that naturally lends itself to grazing there are still ways in which the available area can be expanded. Trees can be cut down and rocks removed, reclamation of land from nature never really stops." - building_hillside_grazing_04:0 "Horse Farms" - building_hillside_grazing_04_desc:0 "Any usable farmland in this area is eventually bought up by the horse farmers for whom the vegetables and small produce can help support their growing workforce." - building_hillside_grazing_05:0 "Small Horse Ranches" - building_hillside_grazing_05_desc:0 "Over time a number of dedicated ranches, where horses are being bred, fed and trained have become an integral part of the local economy" - building_hillside_grazing_06:0 "Horse Markets" - building_hillside_grazing_06_desc:0 "Horse trading is a natural part of keeping and breeding mounts. As the business develops a number more or less permanent horse market towns will start to form from season to season." - building_hillside_grazing_07:0 "Horse Marshals" - building_hillside_grazing_07_desc:0 "In order to breed and feed high quality warhorses there is a need of someone who will take care of their various ailments and injuries as well as assess their quality in a systematic way. As horse raising becomes increasingly important in this area so does the horse marshal who will tend to the mounts." - building_hillside_grazing_08:0 "Large Horse Ranches" - building_hillside_grazing_08_desc:0 "Over time all grazing land has been consolidated under a number of great ranches, responsible for breeding and training large numbers of strong war horses." - - building_type_windmills_01:0 "Windmills" - building_type_windmills_01_desc:0 "Windmills are located in areas where the winds are usually the strongest, like on hills or by the coasts. Unlike watermills, windmills are not stopped by the freezing of the rivers and can grind all year long." - building_windmills_01:0 "Simple Windmills" - building_windmills_01_desc:0 "Simple vertical sails, added on top of an animal-cranked mill, not only add to the power of the mill, but also preserve the strength of the beast of burden for longer." - building_windmills_02:0 "Panemones" - building_windmills_02_desc:0 "Panemones are vertically positioned windmills, with one half of the windmill shielded from the wind. This ensures that the upwind sails are not pushing against the turn." - building_windmills_03:0 "Rotating Wind Sails" - building_windmills_03_desc:0 "With a bit of ingenuity in the design, returning sails rotate swiftly against the wind." - building_windmills_04:0 "Windmill Water Wheels" - building_windmills_04_desc:0 "By using wind power to turn a water wheel, thus generating water flow in a canal or a simple wooden pipe, the grinding and milling stones can be placed in more accessible locations." - building_windmills_05:0 "Horizontal Windmills" - building_windmills_05_desc:0 "With every sail pushing in the right direction, more power can be directed to multiple grinding stones. Though work is often interrupted by changes in wind direction, requiring a manual readjustment of the whole windmill." - building_windmills_06:0 "Post Mills" - building_windmills_06_desc:0 "With the whole windmill placed on a sturdy post, it can easily turn towards the direction of the wind. Changes in the wind strength need manual adjustment, by folding sails and weighting down the wings to keep the turn steady." - building_windmills_07:0 "Gearboxes" - building_windmills_07_desc:0 "The slow turn of the mighty windmill sails is sped up by the addition of a simple set of wooden gears, enabling the mill to turn faster. This makes it much more suitable for most materials brought in for processing." - building_windmills_08:0 "Tower Mills" - building_windmills_08_desc:0 "The body of the windmill is a fine work of masonry, with only the top still being wooden thus enabling the sails to face the wind. No storm or misguided knight can topple this tower and interrupt the grind." - - building_type_watermills_01:0 "Watermills" - building_type_watermills_01_desc:0 "Watermills turn all kinds of water movement, from tides to waterfalls, into rotation used for grinding, sawing, crushing, and fulling. Permits to operate a watermill are an easy and reliable source of additional tax for the owner of the holding." - building_watermills_01:0 "Undershot Waterwheels" - building_watermills_01_desc:0 "A simple wheel placed in the fast-flowing river can accomplish much more than a human or horse cranked mill, and most importantly, will never get tired or ask for payment." - building_watermills_02:0 "Cranks and Connecting Rods" - building_watermills_02_desc:0 "With a simple wooden gearing, the turning speed of the millstones is no longer directly tied to the whims of the weather." - building_watermills_03:0 "Overshot Waterwheels" - building_watermills_03_desc:0 "Using the difference in water levels, formed either naturally or achieved with a bit of human ingenuity, is a much more efficient and reliable way of generating torque." - building_watermills_04:0 "Industrial Mills" - 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_watermills_05:0 "Organized Roads" - building_watermills_05_desc:0 "Hired enforcers, shelters, road passes, and even inns, placed alongside the roads leading to the mills, organize and cater to those waiting in line. Horse or human-pulled carts, full of soon to be milled goods, like lumber, hemp, or animal skins, are lining up day and night." - building_watermills_06:0 "Ship Mills" - building_watermills_06_desc:0 "Barges permanently anchored in the middle of rivers are harnessing the strongest currents. On meandering rivers, barges can be remoored to the outside bends without much effort." - building_watermills_07:0 "Levees and Dams" - building_watermills_07_desc:0 "A set of water levees, dams, and artificial canals, for both undershot and overshot waterwheels, accommodates growing milling needs. With almost every natural suitable spot already occupied, newly-dug waterways are streaking the countryside." - building_watermills_08:0 "Powdermills" - building_watermills_08_desc:0 "A separate mill, placed far away from other industries, is fully dedicated to efficiently and #EMP somewhat#! safely milling charcoal and sulfur." - - building_type_caravanserai_01:0 "Caravanserai" - building_type_caravanserai_01_desc:0 "A shelter located in inhospitable terrain that welcomes weary travelers while trying to keep out the unsavory ones." - building_caravanserai_01:0 "Small Caravanserai" - building_caravanserai_01_desc:0 "A simple rectangular building that provides basic amenities for travelers and merchants so they can rest and recuperate while on long journeys." - building_caravanserai_02:0 "Merchant Stalls" - building_caravanserai_02_desc:0 "Small merchants stalls, selling basic supplies for the road. With a guaranteed point of resupply, caravans can carry more trade goods." - building_caravanserai_03:0 "Guard Quarters" - building_caravanserai_03_desc:0 "The addition of permanent guard quarters and a set of watchtowers, manned by vigilant sentries, actively protects against dangers lurking in the vast of night." - building_caravanserai_04:0 "Merchant Halls" - building_caravanserai_04_desc:0 "In these halls, merchants from all ends of the Earth are exchanging trade goods and sharing stories from the lands they traveled through." - building_caravanserai_05:0 "Customs Office" - building_caravanserai_05_desc: "In the harsh heat of the sun, stern-faced officials weigh, register, and appropriately tax all trade goods passing through this caravanserai. In the shadows, kind-faced individuals offer ways to move the goods for an even more... #EMP appropriate#! fee." - building_caravanserai_06:0 "Artisan Workshops" - building_caravanserai_06_desc:0 "With the abundance of source materials and wealthy patrons, artisans are able to craft and sell magnificent artifacts." - building_caravanserai_07:0 "Bathhouses" - building_caravanserai_07_desc: "Spacious bathhouses satisfy even the most luxurious desires. For those traveling with lighter purses, they provide a simple yet welcome refreshment." - building_caravanserai_08:0 "Royal Chambers" - building_caravanserai_08_desc:0 "The addition of suitable chambers properly accommodate the frequently visiting important and most honorable individuals, from this realm and beyond." - - building_type_workshops_01:0 "Workshops" - building_type_workshops_01_desc:0 "Fletchers, bowyers, and carpenters work in these shops to construct siege weapons and to provide troops with supplies for prolonged campaigns." - building_workshops_01:0 "Shooting Ranges" - building_workshops_01_desc:0 "A large area has been cleared of obstacles to accommodate archers or siege engineers with a space to try out their goods and practice their skills." - building_workshops_02:0 "Ropewalks" - building_workshops_02_desc:0 "Day and night, in a long narrow ditch partially sheltered from elements, workers are laying and braiding rope and string, both plant or animal-based." - building_workshops_03:0 "String Storages" - building_workshops_03_desc:0 "A dedicated storage facility keeps a ready-to-use stock for bows, crossbows, and torsion siege weapons." - building_workshops_04:0 "Tunneler's Union" - building_workshops_04_desc:0 "While appearing deceitfully simple, tunneling during sieges is an occupation that requires a lot of dedication and expertise. Those who survived their first siege can share the knowledge and practical skills with eager volunteers." - 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_workshops_06:0 "Mathematicians Halls" - building_workshops_06_desc:0 "Repeated trial and error adjustments to torsion engine parameters, made to achieve better accuracy and range, have led some of our siege engineers to start writing down their successful methods. Their records now fill whole halls, alive with commotion and discussion." - building_workshops_07:0 "Standardized Weapon Dimensions" - building_workshops_07_desc:0 "With ledgers filled with desired lengths of various wooden beams, we can finally ensure that a projectile weighing 90 kilograms is thrown exactly 300 meters. Under ideal weather conditions. Most of the time." - building_workshops_08:0 "Powderhouses" - building_workshops_08_desc:0 "A detached, sturdy building with a strict entry policy serves as a storage for terrifying amounts of gunpowder, to be used either for powerful breaching charges in the tunnel warfare or as a propellant for bombards." - - building_type_wind_furnace_01:0 "Wind Furnaces" - building_type_wind_furnace_01_desc:0 "Placed in hilly terrain on the ocean's coast, where the monsoon winds first impact the land, wind furnaces smelt world famous steel of impeccable quality." - building_wind_furnace_01:0 "Small Wind Furnaces" - building_wind_furnace_01_desc:0 "Furnaces oriented directly towards the west, so they can catch and use as much as possible of the incident wind." - building_wind_furnace_02:0 "Reusable Tuyeres" - building_wind_furnace_02_desc: "Tuyeres, the metal air intakes into the furnace, are carefully fitted into the middle to give a measure of air stability inside, negating the effects of gusting. For the next smelt they are reused by being placed at the bottom of the front walls, allowing the slag to flow out of furnaces." - building_wind_furnace_03:0 "Clay Front Walls" - building_wind_furnace_03_desc:0 "The clay front walls of the furnaces are neatly designed to withstand both the heat and the slag formation during smelting, while also being easily broken at the end of the smelt." - building_wind_furnace_04:0 "Preheat Procedures" - building_wind_furnace_04_desc:0 "A long preheat, which allows the charcoal to properly burn, followed by the gradual addition of an ore and charcoal mixture, is finished by additional intake of charcoal." - building_wind_furnace_05:0 "Curved Rear Walls" - building_wind_furnace_05_desc:0 "Supported by the two upright stones, the curvature of the permanent rear wall limits the contact with hot and corrosive slag, enabling the furnace to work for longer without needing a full rebuild." - building_wind_furnace_06:0 "Longer Front Walls" - building_wind_furnace_06_desc:0 "Lengthened front walls allow an increase in the amount of steel made in each smelt, while still keeping other dimensions the same, and thus the superb properties of the furnaces and steel." - building_wind_furnace_07:0 "Charcoal Burners" - building_wind_furnace_07_desc:0 "Further from the coast than the furnaces, a line of charcoal burners are constantly heating wood to supply the expanding industry." - building_wind_furnace_08:0 "Iron Ore Processing" - building_wind_furnace_08_desc:0 "By crushing the ore more thoroughly, and roasting it before placing it into the furnaces, bigger yields of even greater quality can be achieved." - - 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_theodosian_walls_01:0 "Theodosian Walls" - building_theodosian_walls_01_desc:0 "$building_type_theodosian_walls_01_desc$" - - building_type_aurelian_walls_01:0 "The Aurelian Walls" - building_type_aurelian_walls_01_desc:1 "The Aurelian Walls were built during the reign of the Roman Emperors Aurelian and Probus. To this day they provide formidable defense, completely enclosing the seven hills of Rome." - building_aurelian_walls_01:0 "Aurelian Walls" - building_aurelian_walls_01_desc:0 "$building_type_aurelian_walls_01_desc$" - - building_type_offas_dyke_01:0 "Offa's Dyke" - building_type_offas_dyke_01_desc:0 "Offa's Dyke, which is a long ditch flanked by a wall of earth, was constructed by the Anglo-Saxon king of Mercia to defend the border towards Wales. This raised earthwork offers an advantage to whoever stands on the side of the wall, as any attackers have to fight an uphill battle from the ditch." - building_offas_dyke_01:0 "$building_type_offas_dyke_01$" - building_offas_dyke_01_desc:0 "$building_type_offas_dyke_01_desc$" - - building_type_buddhas_of_bamian_01:1 "Buddhas of $c_bamian$" - building_type_buddhas_of_bamian_01_desc:0 "Carved out of the mountainside, the massive Buddhas of Bamian loom over any visitors. While the area surrounding them is no longer the thriving center of Buddhist learning as it once was, there's still numerous Buddhist pilgrims and scholars visiting the statues. A shrewd $rf_eastern$ ruler might even be able to pull a profit from the pilgrims, in addition to gaining some personal insights." - building_buddhas_of_bamian_01:0 "$building_type_buddhas_of_bamian_01$" - building_buddhas_of_bamian_01_desc:0 "$building_type_buddhas_of_bamian_01_desc$" - NOT_BUDDHAS_OF_BAMIAN_ENABLED:1 "The [holder|E] must be of the $rf_eastern$ [religious_family|E]" - - building_type_petra_01:0 "Petra" - building_type_petra_01_desc:0 "The city of Petra is a true wonder of the ancient world. Carved directly out of naturally occurring rose-tinted rock, the city stands as a curiosity that intrigues even the mightiest sultan." - building_petra_01:0 "$building_type_petra_01$" - building_petra_01_desc:0 "$building_type_petra_01_desc$" - - building_type_house_of_wisdom_01:0 "House of Wisdom" - building_type_house_of_wisdom_01_desc:0 "The House of Wisdom contains a vast collection of books, and the scribes therein work tirelessly both day and night to translate even more great works of literature. The sources vary from Greek, Persian, Indian and many more — truly, it contains the entire world's knowledge! A shining beacon of human knowledge! And comfortably far from the illiterate horsemen of the steppe..." - building_house_of_wisdom_01:0 "$building_type_house_of_wisdom_01$" - building_house_of_wisdom_01_desc:0 "$building_type_house_of_wisdom_01_desc$" - - building_type_palace_of_aachen_01:1 "$building_palace_of_aachen_01$" - building_type_palace_of_aachen_01_desc:0 "The Palace of Aachen was chosen by Charlemagne to be the center of power of the Carolingian Empire. It served a both political and religious purpose, and is still an excellent place for hosting important gatherings." - building_palace_of_aachen_01:0 "Palace of Aachen" - building_palace_of_aachen_01_desc:0 "$building_type_palace_of_aachen_01_desc$" - - building_type_notre_dame_01:1 "$building_notre_dame_01$" - building_type_notre_dame_01_desc:0 "Also known as 'Our Lady of Paris,' this magnificent cathedral is dedicated to the Virgin Mary. Constructed in the Gothic style, it impresses with numerous statues and enormous colorful rose windows.\n\nOn the outside, the cathedral is covered with sculptures vividly retelling biblical stories, allowing even illiterate peasants to understand the glory of God!" - building_notre_dame_01:0 "Notre-Dame" - building_notre_dame_01_desc:0 "$building_type_notre_dame_01_desc$" - - #building_type_hagia_sophia_01:1 "Hagia Sophia" - #building_type_hagia_sophia_01_desc:0 "The Hagia Sophia is a true marvel of engineering, with a massive dome standing out as the most impressive feature. Completed in AD 537 by emperor Justinian I, it now houses the Ecumenical Patriarch and stands as a monument to Christianity.\n\nAnd so it will remain for all eternity, for surely nothing could ever topple the might of Rome." - #building_hagia_sophia_01:0 "Hagia Sophia Cathedral" - building_hagia_sophia_01_desc:0 "$building_type_hagia_sophia_01_desc$" - building_hagia_sophia_02:0 "Hagia Sophia Mosque" - building_hagia_sophia_02_desc:0 "The Hagia Sophia is a true marvel of engineering, with a massive dome and four impressive minarets standing out as the most impressive features. Started in AD 537 by emperor Justinian I, it has since been turned into an awe-inspiring Mosque.\n\nAnd so it will remain for all eternity, for surely nothing could ever topple the might of Rum." - - building_type_dome_of_the_rock_01:0 "Temple in Jerusalem" - building_type_dome_of_the_rock_01_desc:0 "The Dome of the Rock is situated in the center of the Temple Mount, in the place where the Temple of Solomon and the Jewish Second Temple stood. The temples foundation stone is said to be the place where God created the world and the first human, Adam. The Dome of the Rock and the nearby Church of the Holy Sepulchre attract Abrahamic pilgrims from all around the world." - building_dome_of_the_rock_01:0 "Dome of the Rock" - building_dome_of_the_rock_01_desc:0 "$building_type_dome_of_the_rock_01_desc$" - building_temple_in_jerusalem_01:0 "The Third Temple" - building_temple_in_jerusalem_01_desc:0 "Hundreds of years after the destruction of the Second Temple the time has finally come to restore the Temple in Jerusalem! This Third Temple will stand the test of time, vigilantly guarded from all who would see it destroyed." - - building_type_iron_pillar_of_dhar_01:0 "Iron Pillar of Dhar" - building_type_iron_pillar_of_dhar_01_desc:0 "The Iron Pillar of Dhar is constructed from the molten-down arms of an entire army. The craftsmanship is truly astounding, bringing glory upon the dynasty which holds it." - building_iron_pillar_of_dhar_01:0 "$building_type_iron_pillar_of_dhar_01$" - building_iron_pillar_of_dhar_01_desc:0 "$building_type_iron_pillar_of_dhar_01_desc$" - - building_type_iron_pillar_of_delhi_01:0 "Iron Pillar of Delhi" - building_type_iron_pillar_of_delhi_01_desc:0 "The mighty Iron Pillar of Delhi stands as a symbol to the glory of King Chandragupta II, though subsequent rulers have also etched their names into it. Despite having stood for a long time, there's no trace of rust – a testament to the skill of Indian ironsmiths!" - building_iron_pillar_of_delhi_01:0 "$building_type_iron_pillar_of_delhi_01$" - building_iron_pillar_of_delhi_01_desc:0 "$building_type_iron_pillar_of_delhi_01_desc$" - - building_type_the_pyramids_01:0 "The Pyramids" - building_type_the_pyramids_01_desc:0 "The pyramids, most prominently the one of Cheops, stand as wonders of the ancient world. Vast and impressive, they enhance the image of any ruler who controls them." - building_the_pyramids_01:0 "$building_type_the_pyramids_01$" - building_the_pyramids_01_desc:0 "$building_type_the_pyramids_01_desc$" - - 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 "$building_type_pyramids_02_desc$" - - building_type_shwedagon_pagoda_01:0 "Shwedagon Pagoda" - building_type_shwedagon_pagoda_01_desc:0 "The Shwedagon Pagoda is a sacred Buddhist stupa built by the Mon people around the year 500. It houses many famous relics, such as the staff of Kakusandha, the water filter of Koṇāgamana, a piece of the robe of Kassapa, and eight strands of hair from the head of Gautama." - building_shwedagon_pagoda_01:0 "Shwedagon Pagoda" - building_shwedagon_pagoda_01_desc:0 "$building_type_shwedagon_pagoda_01_desc$" - - building_type_khajuraho_01:0 "Temple City" - building_type_khajuraho_01_desc:0 "The Khajuraho temples are dedicated to the coexistence between Hindus and Jains, where their diverse religious views are celebrated. The temple walls are covered with intricate art and sculptures, making the place truly resplendent and attractive to pilgrims and scholars alike." - building_khajuraho_01:0 "Khajuraho" - building_khajuraho_01_desc:0 "$building_type_khajuraho_01_desc$" - - building_type_london_bridge_01: "London Bridge" - building_type_london_bridge_01_desc: "There have been bridges over the River Thames since time immemorial, but this one — made of mighty stone — stands grander than all prior. The churning currents below have led to the common acceptance that the bridge is for wise men to pass over, and for fools to pass under." - building_london_bridge_01: "London Bridge" - building_london_bridge_01_desc: "Enlarged $building_type_london_bridge_01_desc$" - - building_type_citadel_of_aleppo_01:1 "$building_citadel_of_aleppo_01$" - building_type_citadel_of_aleppo_01_desc:0 "The Citadel of Aleppo is an ancient fortification, having been in use by numerous powers since it was constructed. The citadel acts as a royal residence, fortified retreat, temple and prison." - building_citadel_of_aleppo_01:0 "Citadel of Aleppo" - building_citadel_of_aleppo_01_desc:0 "$building_type_citadel_of_aleppo_01_desc$" - building_citadel_of_aleppo_02:0 "Reconstructed Citadel of Aleppo" - building_citadel_of_aleppo_02_desc:1 "After having gone through major reconstruction, the Citadel of Aleppo has been significantly fortified and turned into a proper palatial city!" - - building_type_holy_site_cathedral_01:1 "Grand Cathedral" - building_type_holy_site_cathedral_01_desc:1 "The [holy_site|E] in this area attracts Christian pilgrims from all around the known world. The grand cathedral is not just a marvel of engineering and beauty, but also a safe haven for travelers and a prestigious monument to its sponsor." - building_holy_site_cathedral_01:1 "Grand Cathedral" - building_holy_site_cathedral_01_desc:1 "$building_type_holy_site_cathedral_01_desc$" - - building_type_holy_site_mosque_01:0 "Grand Mosque" - building_type_holy_site_mosque_01_desc:0 "The [holy_site|E] in this area is a popular destination for devout pilgrims. The grand mosque gives them a place to pray, rest and pay homage before continuing their journey. Its beautiful domes and great intricate spires signal the greatness of god for all to see." - building_holy_site_mosque_01:0 "Grand Mosque" - building_holy_site_mosque_01_desc:0 "$building_type_holy_site_mosque_01_desc$" - - building_type_holy_site_pagan_grand_temple_01:0 "Grand Temple" - building_type_holy_site_pagan_grand_temple_01_desc:0 "The [holy_site|E] in this area attracts the faithful in droves. The grand temple is covered in ornate carvings displaying heroic deeds by gods and demi-gods alike. Massive bonfires send plumes of smoke upwards to the gods themselves, with holy men administering blessings to all who venerate the spirits." - building_holy_site_pagan_grand_temple_01:0 "Grand Temple" - building_holy_site_pagan_grand_temple_01_desc:0 "$building_type_holy_site_pagan_grand_temple_01_desc$" - - building_type_holy_site_indian_grand_temple_01:0 "Grand Temple" - building_type_holy_site_indian_grand_temple_01_desc:0 "The [holy_site|E] in this area attracts scores of humble pilgrims seeking to cleanse their souls. The grand temple is covered from foundation to spire with statues and idols to the gods, retelling ancient legends and the lives of noble prophets." - building_holy_site_indian_grand_temple_01:0 "Grand Temple" - building_holy_site_indian_grand_temple_01_desc:0 "$building_type_holy_site_indian_grand_temple_01_desc$" - - building_type_holy_site_buddhist_grand_temple_01:0 "Grand Temple" - building_type_holy_site_buddhist_grand_temple_01_desc: "The [holy_site|E] in this area attracts scores of humble pilgrims seeking to cleanse their souls. At the center of the complex is a grand Stupa, home to a number of Relics of the Buddha himself." - building_holy_site_buddhist_grand_temple_01:0 "Grand Temple" - building_holy_site_buddhist_grand_temple_01_desc:0 "$building_type_holy_site_buddhist_grand_temple_01_desc$" - - building_type_holy_site_other_grand_temple_01:0 "Grand Temple" - building_type_holy_site_other_grand_temple_01_desc:0 "The [holy_site|E] in this area is a meeting point for the devout and dedicated. The grand temple stands as a noble tribute to the higher powers, its walls and domes smoothed and painted in resplendent colors that honor the divine." - building_holy_site_other_grand_temple_01:0 "Grand Temple" - building_holy_site_other_grand_temple_01_desc:0 "$building_type_holy_site_other_grand_temple_01_desc$" - - building_holy_site_chinese_temple_01: "$building_type_holy_site_buddhist_grand_temple_01$" - building_holy_site_chinese_temple_01_desc: "The [holy_site|E] in this area is a focal point for believers. Palatial temple buildings and pagodas in symbolic colors are arranged in harmony around a symmetrical courtyard. The balanced layout of the compound radiates peaceful reverence." - building_holy_site_japanese_temple_01: "$building_holy_site_other_grand_temple_01$" - building_holy_site_japanese_temple_01_desc: "The [holy_site|E] in this area is a meeting point for the devout and dedicated. An impressive roof makes up as much as half of the main temple building and can be seen from afar. Inside a great single hall can house as many pious visitors as needed." - building_holy_site_se_asia_pagan_temple_01: "$building_holy_site_other_grand_temple_01$" - building_holy_site_se_asia_pagan_temple_01_desc: "$building_type_holy_site_other_grand_temple_01_desc$" - building_type_holy_site_chinese_temple_01: "$building_holy_site_chinese_temple_01$" - building_type_holy_site_chinese_temple_01_desc: "$building_holy_site_chinese_temple_01_desc$" - building_type_holy_site_japanese_temple_01: "$building_holy_site_japanese_temple_01$" - building_type_holy_site_japanese_temple_01_desc: "$building_holy_site_japanese_temple_01_desc$" - building_type_holy_site_se_asia_pagan_temple_01: "$building_holy_site_other_grand_temple_01$" - building_type_holy_site_se_asia_pagan_temple_01_desc: "$building_type_holy_site_other_grand_temple_01_desc$" - - HOLY_SITE_BUILDING_ENABLED:1 "The [faith|E] of the holder considers this a [holy_site|E]" - NOT_HOLY_SITE_BUILDING_ENABLED:1 "The [faith|E] of the holder must consider this a [holy_site|E]" - - NOT_holy_site_muslim_or_holy_site_trigger:0 "The holder must be Muslim or consider this a [holy_site|E]" - NOT_holy_site_christian_or_holy_site_trigger:0 "The holder must be Christian or consider this a [holy_site|E]" - NOT_holy_site_muslim_christian_or_holy_site_trigger:0 "The holder must be Muslim, Christian, or consider this a [holy_site|E]" - NOT_holy_site_muslim_or_zoroastrian_or_holy_site_trigger:0 "The holder must be Muslim, Zoroastrian, or consider this a [holy_site|E]" - NOT_holy_site_jewish_or_holy_site_trigger:0 "The holder must be Jewish or consider this a [holy_site|E]" - NOT_holy_site_shinto_or_holy_site_trigger: "The holder must follow $shintoism_religion$ or consider this a [holy_site|E]" - - building_type_holy_site_imam_ali_mosque_01:0 "Imam Ali Mosque" - building_type_holy_site_imam_ali_mosque_01_desc:0 "The Imam Ali Mosque houses the tomb of Ali, cousin of Muhammad and the first Shi'ite Imam after him. Thousands of pilgrims come to pay tribute each year, greeted by the magnificent green dome of the mosque." - building_holy_site_imam_ali_mosque_01:0 "$building_type_holy_site_imam_ali_mosque_01$" - building_holy_site_imam_ali_mosque_01_desc:0 "$building_type_holy_site_imam_ali_mosque_01_desc$" - - building_type_holy_site_great_mosque_of_mecca_01:0 "Great Mosque of Mecca" - building_type_holy_site_great_mosque_of_mecca_01_desc:0 "The Great Mosque of Mecca is a massive and ancient structure whose walls surround the holy Kaaba. Many great Sultans have expanded upon the mosque and its surroundings since its construction. Every Muslim is supposed to visit this site when on the Hajj." - building_holy_site_great_mosque_of_mecca_01:0 "$building_type_holy_site_great_mosque_of_mecca_01$" - building_holy_site_great_mosque_of_mecca_01_desc:0 "$building_type_holy_site_great_mosque_of_mecca_01_desc$" - - building_type_holy_site_cologne_cathedral_01:0 "Cologne Cathedral" - building_type_holy_site_cologne_cathedral_01_desc:0 "The Cologne Cathedral houses the relics of the Three Kings, which draw the attention of pilgrims from all over the Christian world. The cathedral is built using Gothic architecture and is richly adorned with spires and intricate details." - building_holy_site_cologne_cathedral_01:0 "$building_type_holy_site_cologne_cathedral_01$" - building_holy_site_cologne_cathedral_01_desc:0 "$building_type_holy_site_cologne_cathedral_01_desc$" - - building_type_visby_ringmur_01:0 "Visby Ringmur" - building_type_visby_ringmur_01_desc:0 "The Visby City Wall protects the city from external threats such as raiders or Danes. It also efficiently keeps out tax collectors sent by the Thing of Gotland! To get to the riches within, assailants must first deal with a plethora of towers all manned by archers." - building_visby_ringmur_01:0 "$building_type_visby_ringmur_01$" - building_visby_ringmur_01_desc:0 "$building_type_visby_ringmur_01_desc$" - - building_type_walls_of_benin_01:0 "Walls of Benin" - building_type_walls_of_benin_01_desc:0 "The Walls of Benin are a massive series of earthworks #low (Iya in the Edo language)#!, that encircle the entirety of Benin. The walls are built of a ditch and dike structure, with an inner moat and an exterior rampart." - building_walls_of_benin_01:0 "$building_type_walls_of_benin_01$" - building_walls_of_benin_01_desc:0 "$building_type_walls_of_benin_01_desc$" - - building_type_the_friday_mosque_01:0 "The Friday Mosque" - building_type_the_friday_mosque_01_desc:0 "The Friday Mosque, or the Jameh Mosque of Esfahan, was built during the Umayyad dynasty. It is said that the Caliph personally made one of the pillars in the mosque. Before becoming a mosque, it is said that it used to be a house of worship for Zoroastrians." - building_the_friday_mosque_01:0 "$building_type_the_friday_mosque_01$" - building_the_friday_mosque_01_desc:0 "$building_type_the_friday_mosque_01_desc$" - - building_type_brihadeeswarar_temple_01:0 "Brihadeeswarar Temple" - building_type_brihadeeswarar_temple_01_desc:0 "The Brihadeeswarar Temple is dedicated to the Hindu deity Shiva and is one of the largest South Indian temples built in the ornate Dravidian architectural style. The name of the temple is a Sanskrit composite word that roughly translates as "Temple of the Great Lord Shiva."" - building_brihadeeswarar_temple_01:0 "$building_type_brihadeeswarar_temple_01$" - building_brihadeeswarar_temple_01_desc:0 "$building_type_brihadeeswarar_temple_01_desc$" - - building_type_holy_site_mahabodhi_temple_01:0 "Mahabodhi Temple" - building_type_holy_site_mahabodhi_temple_01_desc:0 "The Mahabodhi Temple marks the location where the Buddha is said to have attained enlightenment. The site is a significant destination for pilgrimage by both Buddhists and Hindus. The construction of the temple was started around the year 200 by Emperor Ashoka, and has since been improved and restored multiple times." - building_holy_site_mahabodhi_temple_01:0 "$building_type_holy_site_mahabodhi_temple_01$" - building_holy_site_mahabodhi_temple_01_desc:0 "$building_type_holy_site_mahabodhi_temple_01_desc$" - - building_type_walls_of_genoa_01:0 "Walls of Genoa" - building_type_walls_of_genoa_01_desc:0 "The Walls of Genoa were built in the 9th century after the city was granted significant autonomy. The walls, together with the protection of the coastline, allow the area to develop and prosper." - building_walls_of_genoa_01:0 "$building_type_walls_of_genoa_01$" - building_walls_of_genoa_01_desc:0 "$building_type_walls_of_genoa_01_desc$" - - building_type_holy_site_great_mosque_of_djenne_01:0 "Great Mosque of Djenne" - building_type_holy_site_great_mosque_of_djenne_01_desc:0 "The Great Mosque of Djenne stands on the bank of the Bani River. Constructed entirely out of mudbrick it requires a lot of care, which the faithful are more than willing to provide. Every year, large gatherings of people converge to repair and improve the mosque." - building_holy_site_great_mosque_of_djenne_01:0 "$building_type_holy_site_great_mosque_of_djenne_01$" - building_holy_site_great_mosque_of_djenne_01_desc:0 "$building_type_holy_site_great_mosque_of_djenne_01_desc$" - - building_type_holy_site_great_mosque_of_samarra_01:0 "Great Mosque of Samarra" - building_type_holy_site_great_mosque_of_samarra_01_desc:0 "The Great Mosque of Samarra was completed in AD 851 by the Abbasid caliph Al-Mutawakkil, who reigned in Samarra. Its most prominent feature is the Malwiya Tower, a magnificent spiral minaret, which towers towards the skies at an impressive height." - building_holy_site_great_mosque_of_samarra_01:0 "$building_type_holy_site_great_mosque_of_samarra_01$" - building_holy_site_great_mosque_of_samarra_01_desc:0 "$building_type_holy_site_great_mosque_of_samarra_01_desc$" - - building_type_holy_site_prophetic_mosque_01:0 "The Prophetic Mosque" - building_type_holy_site_prophetic_mosque_01_desc:0 "The Prophetic Mosque, or the Al-Masjid an-Nabawi, is an open-air style mosque established by the prophet Muhammad himself. It was one of the first mosques that he constructed, and the site was close to where he had his residence." - building_holy_site_prophetic_mosque_01:0 "$building_type_holy_site_prophetic_mosque_01$" - building_holy_site_prophetic_mosque_01_desc:0 "$building_type_holy_site_prophetic_mosque_01_desc$" - - building_type_generic_university:0 "University" - building_type_generic_university_desc:0 "A university is a place of higher learning, reserved for those of good standing and wealth who are deemed worthy enough. It attracts scholars and scientists who debate, study, scribe, and ultimately pool their knowledge within its walls." - building_generic_university:0 "$building_type_generic_university$" - building_generic_university_desc:0 "$building_type_generic_university_desc$" - university_effect_desc:1 "Enables the #V $EDUCATION_UNIVERSITY$#! [education|E] Option for [rulers|E] within the same [realm|E]" - university_toto_effect_desc:0 "$tournament_cost_discount_effect_desc$$tournament_phase_board_game$ and $tournament_phase_recital$$tournament_contest_cost_discount_effect_desc$\n" - university_roco_effect_desc:0 "Increased Quality of Sponsored #V Book#! [inspirations|E]\n" - stables_effect_desc:1 "[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'stables_toto_effect_desc', 'stables_no_toto_effect_desc' )]" - stables_toto_effect_desc:0 "$tournament_horse_cost_low_discount_effect_toto_desc$\n$fancy_mounts_option_effect_desc$" - stables_no_toto_effect_desc:0 "$unlocks_building_desc$$fancy_mounts_option_effect_desc$" - fancy_mounts_option_effect_desc:1 "From Level 4, enables the [GetTravelOption('fancy_mounts_option').GetName] [travel_option|E]" - camel_farms_effect_desc:0 "$unlocks_building_desc$$fancy_mounts_option_effect_desc$" - feast_cost_discount_effect_desc:0 "$unlocks_building_desc$Reduced Cost for hosting [GetActivityType('activity_feast').GetTextIcon][GetActivityType('activity_feast').GetName] in this [holding|E]: " - feast_cost_discount_min_desc:0 "$feast_cost_discount_effect_desc$[EmptyScope.ScriptValue('feast_activity_cost_discount_min_value')|P0%]" - feast_cost_discount_medium_desc:0 "$feast_cost_discount_effect_desc$[EmptyScope.ScriptValue('feast_activity_cost_discount_medium_value')|P0%]" - feast_cost_discount_max_desc:0 "$feast_cost_discount_effect_desc$[EmptyScope.ScriptValue('feast_activity_cost_discount_max_value')|P0%]" - - cereal_fields_effect_desc:1 "$feast_cost_discount_min_desc$" - paddy_fields_effect_desc: "$feast_cost_discount_medium_desc$" - orchards_effect_desc:1 "$feast_cost_discount_min_desc$" - plantations_effect_desc:1 "$feast_cost_discount_min_desc$" - longhouses_effect_desc:1 "$feast_cost_discount_medium_desc$" - farm_estates_effect_desc:0 "$feast_cost_discount_medium_desc$" - palace_of_aachen_effect_desc: "$feast_cost_discount_max_desc$" - pleasure_dome_effect_desc: "$feast_cost_discount_max_desc$\nThe [decision|E] to #EMP $summon_fair_courtiers_decision$#! becomes available" - - academies_effect_desc:1 "$unlocks_building_desc$Enables the [GetTravelOption('military_recruits_option').GetName] [travel_option|E]" - blacksmiths_toto_effect_desc:0 "$tournament_cost_discount_effect_desc$$tournament_phase_duel$$tournament_contest_cost_discount_effect_desc$\n" - blacksmiths_roco_effect_desc:0 "Increased Quality of Sponsored [inspirations|E]\n" - blacksmiths_effect_desc:1 "Enables the [GetTravelOption('superior_armaments_option').GetName] [travel_option|E]" - smiths_effect_desc:0 "[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'smiths_toto_effect_desc', 'smiths_no_toto_effect_desc' )]" - smiths_toto_effect_desc:0 "$tournament_duel_cost_discount_effect_toto_desc$\nIncreased Quality of Sponsored [inspirations|E]" - smiths_no_toto_effect_desc:0 "$unlocks_building_desc$Increased Quality of Sponsored [inspirations|E]" - mines_effect_desc:0 "[SelectLocalization( HasDlcFeature( 'royal_court' ), 'mines_roco_effect_desc', 'blank_line' )]" - mines_roco_effect_desc:0 "$unlocks_building_desc$Increased Quality of Sponsored #V Artisan#!, #V Weapon#!, #V Armor#!, and #V Metalsmith#! [inspirations|E]" - royal_garden_effect_desc:0 "[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'royal_garden_effect_toto_desc', 'blank_line' )]" - leisure_palace_effect_desc:1 "[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'leisure_palace_effect_toto_desc', 'feast_cost_discount_max_desc' )]" - royal_garden_effect_toto_desc:1 "$unlocks_building_desc$Increased Rewards for [GetActivityType('activity_wedding').GetTextIcon][GetActivityType('activity_wedding').GetName] [activities|E] Hosted in this [holding|E]" - dragon_kiln_effect_desc: "[opinion|E] Gain from $gift_interaction|V$: #P +50%#!" - leisure_palace_effect_toto_desc:1 "$feast_cost_discount_max_desc$\nIncreased Rewards for [GetActivityType('activity_wedding').GetTextIcon][GetActivityType('activity_wedding').GetName] [activities|E] Hosted in this [holding|E]" - hunting_grounds_desc:1 "$unlocks_building_desc$Increases [hunt_sighting|E] Chance and [hunt_success_chance|E] for[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName] [activities|E] Hosted in this [holding|E]" - royal_reserves_desc:1 "$unlocks_building_desc$Increased [hunt_success_chance|E] for[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName] [activities|E] Hosted in this [holding|E]" - logging_camps_desc:1 "$unlocks_building_desc$Lowered [hunt_success_chance|E] for[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName] [activities|E] Hosted in this [holding|E]" - outposts_desc:1 "$unlocks_building_desc$Increased [hunt_sighting|E] Chance for[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName] [activities|E] Hosted in this [holding|E]" - watchtowers_desc:0 "$outposts_desc$" - windfurnaces_effects_desc:1 "[SelectLocalization( HasDlcFeature( 'royal_court' ), 'windfurnaces_roco_effects_desc', 'blank_line' )]" - windfurnaces_roco_effects_desc:0 "$unlocks_building_desc$Increased Quality of Sponsored #V Weapon#! and #V Armor#! [inspirations|E]" - caravanserai_effects_desc:1 "[SelectLocalization( HasDlcFeature( 'royal_court' ), 'caravanserai_roco_effects_desc', 'blank_line' )]" - caravanserai_roco_effects_desc:0 "$unlocks_building_desc$Increased Quality of Sponsored [inspirations|E]" - tournament_cost_effect_desc:1 "[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'tournament_activity_cost_discount_effect_desc', 'blank_line' )]" - unlocks_building_desc:0 "#low Unlocks:#!\n" - tournament_cost_discount_effect_desc:0 "Reduced Cost for hosting [GetActivityType('activity_tournament').GetTextIcon][GetActivityType('activity_tournament').GetName] " - tournament_activity_cost_discount_effect_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$in this [holding|E]: [EmptyScope.ScriptValue('tournament_activity_cost_discount_value')|P0%]" - tournament_activity_cost_max_discount_effect_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$in this [holding|E]: [EmptyScope.ScriptValue('tournament_activity_cost_max_discount_value')|P0%]" - tournament_contest_cost_discount_effect_desc:0 " [contest|E] in this [holding|E]: [EmptyScope.ScriptValue('tournament_contest_cost_discount_value')|%0P]" - tournament_contest_cost_low_discount_effect_desc:0 " [contest|E] in this [holding|E]: [EmptyScope.ScriptValue('tournament_contest_cost_low_discount_value')|%0P]" - tournament_horse_cost_discount_effect_toto_desc:0 "$tournament_cost_discount_effect_desc$$tournament_phase_joust$ and $tournament_phase_horse_race$ [contests|E] in this [holding|E]: [EmptyScope.ScriptValue('tournament_contest_cost_discount_value')|%0P]" - tournament_horse_cost_low_discount_effect_toto_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$$tournament_phase_joust$, $tournament_phase_horse_race$ and $tournament_phase_melee$$tournament_contest_cost_low_discount_effect_desc$" - tournament_melee_cost_discount_effect_toto_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$$tournament_phase_melee$$tournament_contest_cost_discount_effect_desc$" - tournament_duel_cost_discount_effect_toto_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$$tournament_phase_duel$$tournament_contest_cost_discount_effect_desc$" - tournament_wrestling_cost_discount_effect_toto_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$$tournament_phase_wrestling$$tournament_contest_cost_discount_effect_desc$" - tournament_archery_cost_discount_effect_toto_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$$tournament_phase_archery$$tournament_contest_cost_discount_effect_desc$" - tournament_civil_cost_low_discount_effect_toto_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$$tournament_phase_board_game$ and $tournament_phase_recital$$tournament_contest_cost_low_discount_effect_desc$" - - building_type_al_azhar_university:0 "Al-Azhar University" - building_type_al_azhar_university_desc:0 "$building_type_generic_university_desc$\n\nThe Al-Azhar University is named in honor of Fatimah, the daughter of Muhammad, who was often called 'al-Zahra' (the Luminous)." - building_al_azhar_university:0 "$building_type_al_azhar_university$" - building_al_azhar_university_desc:0 "$building_type_al_azhar_university_desc$" - - building_type_sankore_university:0 "The University of Sankoré" - building_type_sankore_university_desc:0 "$building_type_generic_university_desc$\n\nThe University of Sankoré, which started out as a Mosque, transformed into a center of learning after acquiring a wealth of books from traveling merchants." - building_sankore_university:0 "$building_type_sankore_university$" - building_sankore_university_desc:0 "$building_type_sankore_university_desc$" - - building_type_nalanda_university:0 "Nalanda University" - building_type_nalanda_university_desc:0 "$building_type_generic_university_desc$\n\nThe Nalanda University is an important seat of Vedic scholarship and attracts students from as far away as Tibet and China." - building_nalanda_university:0 "$building_type_nalanda_university$" - building_nalanda_university_desc:0 "$building_type_nalanda_university_desc$" - - building_type_rammelsberg_mines_01:0 "The Rammelsberg Mines" - building_type_rammelsberg_mines_01_desc:1 "At the foot of Mt. Rammelsberg lies a profitable and ever sought-after silver mine." - building_rammelsberg_mines_01:1 "Rammelsberg Mining Settlement" - building_rammelsberg_mines_01_desc:1 "A small mining settlement has sprung up near where the ore veins lie. The settlers have started opening up the veins and extracting the ore, but so far they're only scratching the surface." - building_rammelsberg_mines_02:1 "Rammelsberg Mine" - building_rammelsberg_mines_02_desc:1 "As the settlement grows, more and more ore is being extracted. The influx of competent engineers allows for the construction of an actual mine." - building_rammelsberg_mines_03:1 "Large Rammelsberg Mine" - building_rammelsberg_mines_03_desc:1 "As the mining operations grow, so does the mines themselves. More entrances are constructed, and large shafts are dug to allow the extraction of deep ore." - building_rammelsberg_mines_04:1 "Rammelsberg Mining Complex" - building_rammelsberg_mines_04_desc:1 "As the production of ore increases, several foundries and smelters are set up around the settlement. The processing of metal has become second-nature to the inhabitants, and their skill is renowned across the known world." - #building_rammelsberg_mines_05:0 "Rammelsberg Mines V" - #building_rammelsberg_mines_05_desc:0 "$building_type_rammelsberg_mines_01_desc$" - #building_rammelsberg_mines_06:0 "Rammelsberg Mines VI" - #building_rammelsberg_mines_06_desc:0 "$building_type_rammelsberg_mines_01_desc$" - #building_rammelsberg_mines_07:0 "Rammelsberg Mines VII" - #building_rammelsberg_mines_07_desc:0 "$building_type_rammelsberg_mines_01_desc$" - #building_rammelsberg_mines_08:0 "Rammelsberg Mines VIII" - #building_rammelsberg_mines_08_desc:0 "$building_type_rammelsberg_mines_01_desc$" - - building_type_falun_mines_01:0 "The Falun Mines" - building_type_falun_mines_01_desc:1 "Also known as “Stora Kopparberget” #italic (the Great Copper Mountain)#! this mine produces vast quantities of copper." - building_falun_mines_01:1 "Falun Mining Settlement" - building_falun_mines_01_desc:1 "$building_rammelsberg_mines_01_desc$" - building_falun_mines_02:1 "Falun Mine" - building_falun_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_falun_mines_03:1 "Large Falun Mine" - building_falun_mines_03_desc:1 "$building_rammelsberg_mines_03_desc$" - building_falun_mines_04:1 "Falun Mining Complex" - building_falun_mines_04_desc:1 "$building_rammelsberg_mines_04_desc$" - #building_falun_mines_05:0 "Falun Mines V" - #building_falun_mines_05_desc:0 "$building_type_falun_mines_01_desc$" - #building_falun_mines_06:0 "Falun Mines VI" - #building_falun_mines_06_desc:0 "$building_type_falun_mines_01_desc$" - #building_falun_mines_07:0 "Falun Mines VII" - #building_falun_mines_07_desc:0 "$building_type_falun_mines_01_desc$" - #building_falun_mines_08:0 "Falun Mines VIII" - #building_falun_mines_08_desc:0 "$building_type_falun_mines_01_desc$" - - building_type_schwaz_mines_01:0 "Schwaz Mine" - building_type_schwaz_mines_01_desc:0 "The Schwaz silver mine lies at the foot of the Kellerjoch and Eiblschrofen mountains, in the middle of a valley. The opportunity for mining means that a lot of people are drawn to the area." - building_schwaz_mines_01:0 "Schwaz Mining Settlement" - building_schwaz_mines_01_desc:1 "$building_type_schwaz_mines_01_desc$" - building_schwaz_mines_02:0 "Schwaz Mine" - building_schwaz_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_schwaz_mines_03:0 "Large Schwaz Mine" - building_schwaz_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_schwaz_mines_04:0 "Schwaz Mining Complex" - building_schwaz_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_argentiera_mines_01:0 "Argentiera Mine" - building_type_argentiera_mines_01_desc:0 "The Argentaria del Sigerro is rich in underground silver veins. With sufficient incentive and development, this area could be exploited for vast quantities of precious silver." - building_argentiera_mines_01:0 "Argentiera Mining Settlement" - building_argentiera_mines_01_desc:1 "$building_type_argentiera_mines_01_desc$" - building_argentiera_mines_02:0 "Argentiera Mine" - building_argentiera_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_argentiera_mines_03:0 "Large Argentiera Mine" - building_argentiera_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_argentiera_mines_04:0 "Argentiera Mining Complex" - building_argentiera_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_srebrenica_mines_01:0 "Srebrenica Mine" - building_type_srebrenica_mines_01_desc:0 "Mined in antiquity for its enormous silver deposits Srebrenica, Silver City, is ripe to be exploited again using modern mining techniques." - building_srebrenica_mines_01:0 "Srebrenica Mining Settlement" - building_srebrenica_mines_01_desc:0 "$building_type_srebrenica_mines_01_desc$" - building_srebrenica_mines_02:0 "Srebrenica Mine" - building_srebrenica_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_srebrenica_mines_03:0 "Large Srebrenica Mine" - building_srebrenica_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_srebrenica_mines_04:0 "Srebrenica Mining Complex" - building_srebrenica_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_siderokausia_mines_01:0 "Siderokausia Mines" - building_type_siderokausia_mines_01_desc:0 "The Siderokausia mines are rich in silver and gold, and are exploited by twelve separate villages that each run a part of the mines." - building_siderokausia_mines_01:0 "Siderokausia Mining Settlement" - building_siderokausia_mines_01_desc:1 "$building_type_siderokausia_mines_01_desc$" - building_siderokausia_mines_02:0 "Siderokausia Mine" - building_siderokausia_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_siderokausia_mines_03:0 "Large Siderokausia Mine" - building_siderokausia_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_siderokausia_mines_04:0 "Siderokausia Mining Complex" - building_siderokausia_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_mali_mines_01:0 "Gold Mines of Mali" - building_type_mali_mines_01_desc:0 "The mines of Mali are truly overflowing with gold. Endless wealth stream from their depths and into the treasuries of the local rulers, who adorn themselves with the precious metal." - building_mali_mines_01:0 "Gold Mining Settlement" - building_mali_mines_01_desc:1 "$building_type_mali_mines_01_desc$" - building_mali_mines_02:0 "Gold Mine" - building_mali_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_mali_mines_03:0 "Large Gold Mine" - building_mali_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_mali_mines_04:0 "Gold Mining Complex" - building_mali_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_kremnica_mines_01:0 "Kremnica Mines" - building_type_kremnica_mines_01_desc:1 "The Kremnica mountains are abundant in gold. With blood, sweat, and the assistance of a few hundred experienced German miners, that gold will be minted into Florins in no time!" - building_kremnica_mines_01:0 "Kremnica Mining Settlement" - building_kremnica_mines_01_desc:1 "$building_type_kremnica_mines_01_desc$" - building_kremnica_mines_02:0 "Kremnica Mine" - building_kremnica_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_kremnica_mines_03:0 "Large Kremnica Mine" - building_kremnica_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_kremnica_mines_04:0 "Kremnica Mining Complex" - building_kremnica_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_ratnapura_mines_01:0 "The Ratnapura Mines" - building_type_ratnapura_mines_01_desc:0 "Ratnapura, the city of Gems, is one of the world's most significant sources of rubies, and sapphires. For hundreds of years these riches have been mined and traded with merchants from the Indian subcontinent, South East Asia and China." - building_ratnapura_mines_01:0 "Ratnapura Mining Pits" - building_ratnapura_mines_01_desc:0 "$building_type_ratnapura_mines_01_desc$" - building_ratnapura_mines_02:0 "Ratnapura Mine" - building_ratnapura_mines_02_desc:1 "The mining pits have been expanded, and engineers have been brought in to truly be able to ramp up the extraction of gems." - building_ratnapura_mines_03:0 "Large Ratnapura Mine" - building_ratnapura_mines_03_desc:0 "A village has sprung up around the many mining pits, and the workers find massive gems regularly." - building_ratnapura_mines_04:0 "Ratnapura Mining Complex" - building_ratnapura_mines_04_desc:0 "The extraction of gems have reached a near-industrial scale, with the amount of workers now ranging in the thousands. Endless riches seemingly flow from the mines." - - building_type_mogok_mines_01:0 "The Mogok Valley Mines" - building_type_mogok_mines_01_desc:0 "Mogok Valley is famous for its rubies and sapphires, as well as less valuable stones such as spinel or garnet.\nWhat makes 'the valley of rubies' stand out even more than quantity is the quality of the stones. As the deep red stones are excavated from the earth they sparkle in the basting sun in a way that has no equal anywhere else." - building_mogok_mines_01:0 "Mogok Mining Pits" - building_mogok_mines_01_desc:0 "$building_type_mogok_mines_01_desc$" - building_mogok_mines_02:0 "Mogok Mine" - building_mogok_mines_02_desc:1 "The mining pits have been expanded, and engineers have been brought in to truly be able to ramp up the extraction of gems." - building_mogok_mines_03:0 "Large Mogok Mine" - building_mogok_mines_03_desc:0 "A village has sprung up around the many mining pits, and the workers find massive gems regularly." - building_mogok_mines_04:0 "Mogok Mining Complex" - building_mogok_mines_04_desc:0 "The extraction of gems have reached a near-industrial scale, with the amount of workers now ranging in the thousands. Endless riches seemingly flow from the mines." - - - building_type_zawar_mines_01:0 "The Zawar Mines" - building_type_zawar_mines_01_desc:0 "For thousands of years the Zawar mines have been a rich source of Lead, Zinc, and Silver. The deposits at Zawar are unique not only in their abundance but also in how they are clearly separated in a way that makes it possible to separate the ores from each other manually without more advanced metallurgical processes." - building_zawar_mines_01:0 "Zawar Mining Settlement" - building_zawar_mines_01_desc:0 "$building_type_zawar_mines_01_desc$" - building_zawar_mines_02:0 "Zawar Mine" - building_zawar_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_zawar_mines_03:0 "Large Zawar Mine" - building_zawar_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_zawar_mines_04:0 "Zawar Mining Complex" - building_zawar_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_pansjhir_mines_01:0 "The Pansjhir Mines" - building_type_pansjhir_mines_01_desc:0 "The Pansjhir valley has been a known source of silver and emeralds since the days of Alexander the Great. Hindu, Buddhists and eventually Muslim dynasties have mined silver and minted their coins in this area." - building_pansjhir_mines_01:0 "Pansjhir Mining Settlement" - building_pansjhir_mines_01_desc:0 "$building_type_pansjhir_mines_01_desc$" - building_pansjhir_mines_02:0 "Pansjhir Mine" - building_pansjhir_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_pansjhir_mines_03:0 "Large Pansjhir Mine" - building_pansjhir_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_pansjhir_mines_04:0 "Pansjhir Mining Complex" - building_pansjhir_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_nishapur_mines_01:0 "The Nishapur Mines" - building_type_nishapur_mines_01_desc:0 "Turquoise is a stone that can be found in many places but nowhere is it as abundant and as high quality as in the mountains near Nishapur. The stones are also very easily accessible even without very deep pits." - building_nishapur_mines_01:0 "Nishapur Mining Pits" - building_nishapur_mines_01_desc:0 "$building_type_nishapur_mines_01_desc$" - building_nishapur_mines_02:0 "Nishapur Mine" - building_nishapur_mines_02_desc:1 "The mining pits have been expanded, and engineers have been brought in to truly be able to ramp up the extraction of Turquoise." - building_nishapur_mines_03:0 "Large Nishapur Mine" - building_nishapur_mines_03_desc:0 "A village has sprung up around the many mining pits, and the workers find high quality Turquoise regularly." - building_nishapur_mines_04:0 "Nishapur Mining Complex" - building_nishapur_mines_04_desc:0 "The extraction of Turquoise have reached a near-industrial scale, with the amount of workers now ranging in the thousands. Endless riches seemingly flow from the mines." - - building_type_verespatak_mines_01:0 "The Verespatak Mines" - building_type_verespatak_mines_01_desc:0 "Transylvania has been mined for gold since before Roman times and remains ripe for contemporary re-exploitation." - building_verespatak_mines_01:0 "Verespatak Mining Settlement" - building_verespatak_mines_01_desc:0 "$building_rammelsberg_mines_01_desc$" - building_verespatak_mines_02:0 "Verespatak Mine" - building_verespatak_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_verespatak_mines_03:0 "Large Verespatak Mine" - building_verespatak_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_verespatak_mines_04:0 "Verespatak Mining Complex" - building_verespatak_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_suvarnadvipa_mines_01: "The Suvarnadvipa Mines" - building_type_suvarnadvipa_mines_01_desc: "Also called the Island of Gold, the caverns of the Barisan Mountains contain numerous veins of the valuable mineral. Small mining outposts are spread across its foothills, digging deep and wide for the precious gold." - building_suvarnadvipa_mines_01: "Suvarnadvipa Mining Settlement" - building_suvarnadvipa_mines_01_desc: "$building_type_suvarnadvipa_mines_01_desc$" - building_suvarnadvipa_mines_02: "Suvarnadvipa Mine" - building_suvarnadvipa_mines_02_desc: "$building_rammelsberg_mines_02_desc$" - building_suvarnadvipa_mines_03: "Large Suvarnadvipa Mine" - building_suvarnadvipa_mines_03_desc: "$building_rammelsberg_mines_03_desc$" - building_suvarnadvipa_mines_04: "Suvarnadvipa Mining Complex" - building_suvarnadvipa_mines_04_desc: "$building_rammelsberg_mines_04_desc$" - - building_type_trepca_mines_01:0 "The Trepča Mines" - building_type_trepca_mines_01_desc:0 "Situated on the slopes of Kopaonik, Trepča is an area that has been mined for silver since Roman times. While it was closed down in the early middle ages it still holds very rich deposits of precious metals." - building_trepca_mines_01:0 "Trepča Mining Settlement" - building_trepca_mines_01_desc:0 "$building_type_trepca_mines_01_desc$" - building_trepca_mines_02:0 "Trepča Mine" - building_trepca_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_trepca_mines_03:0 "Large Trepča Mine" - building_trepca_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_trepca_mines_04:0 "Trepča Mining Complex" - building_trepca_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_rudnik_mines_01:0 "The Rudnik Mines" - building_type_rudnik_mines_01_desc:0 "Rudnik, the mountain of Mines, is rich in silver, lead and copper and has seen continuous mining for hundreds of years." - building_rudnik_mines_01:0 "Rudnik Mining Settlement" - building_rudnik_mines_01_desc:0 "$building_type_rudnik_mines_01_desc$" - building_rudnik_mines_02:0 "Rudnik Mine" - building_rudnik_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_rudnik_mines_03:0 "Large Rudnik Mine" - building_rudnik_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_rudnik_mines_04:0 "Rudnik Mining Complex" - building_rudnik_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_phocaea_mines_01:0 "The Phocaea Alum Mines" - building_type_phocaea_mines_01_desc:0 "The Phocaean deposits of Alum are among the most bountiful in the known world. The rare Alum is in high demand by dyers and textile manufacturers all over the European continent." - building_phocaea_mines_01:0 "Phocaea Mining Settlement" - building_phocaea_mines_01_desc:0 "$building_type_phocaea_mines_01_desc$" - building_phocaea_mines_02:0 "Phocaea Mine" - building_phocaea_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_phocaea_mines_03:0 "Large Phocaea Mine" - building_phocaea_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_phocaea_mines_04:0 "Phocaea Mining Complex" - building_phocaea_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_konasamudram_mines_01:0 "Konasamudram Mines" - building_type_konasamudram_mines_01_desc:0 "In Northern Telingana iron is often available in lumps very close to the surface and can be easily mined in large quantities. What is exceptional however is the high quality of the iron, which is unparalleled in the subcontinent and recognized far beyond India's borders." - building_konasamudram_mines_01:0 "Konasamudram Mining Settlement" - building_konasamudram_mines_01_desc:0 "$building_type_konasamudram_mines_01_desc$" - building_konasamudram_mines_02:0 "Konasamudram Mine" - building_konasamudram_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_konasamudram_mines_03:0 "Large Konasamudram Mine" - building_konasamudram_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_konasamudram_mines_04:0 "Konasamudram Mining Complex" - building_konasamudram_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_dean_mines_01:0 "Mines of the Forest of Dean" - building_type_dean_mines_01_desc:1 "The Forest of Dean is the most notable center of iron mining and forging in the British Isles. The many forges here have supplied the region with ironware since long before Roman boots first trod Britain's soil." - building_dean_mines_01:0 "Forest of Dean Mining Settlement" - building_dean_mines_01_desc:0 "$building_type_dean_mines_01_desc$" - building_dean_mines_02:0 "Forest of Dean Mine" - building_dean_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_dean_mines_03:0 "Large Forest of Dean Mine" - building_dean_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_dean_mines_04:0 "Forest of Dean Mining Complex" - building_dean_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_phnom_dek_mines_01:0 "Mines of Phnom Dek" - building_type_phnom_dek_mines_01_desc:1 "Phnom Dek, or 'Iron Mountain' is one of the more abundant sources of Iron in Southeast Asia, an otherwise rare metal in this part of the world. In the forges here weapons and tools can be made to arm an empire." - building_phnom_dek_mines_01:0 "Phnom Dek Mining Settlement" - building_phnom_dek_mines_01_desc:0 "$building_type_phnom_dek_mines_01_desc$" - building_phnom_dek_mines_02:0 "Phnom Dek Mine" - building_phnom_dek_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_phnom_dek_mines_03:0 "Large Phnom Dek Mine" - building_phnom_dek_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_phnom_dek_mines_04:0 "Phnom Dek Mining Complex" - building_phnom_dek_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_khetri_mines_01:0 "The Khetri Copper Mines" - building_type_khetri_mines_01_desc:0 "The Khetri hills contain some of the longest mined copper deposits in India and have been a source for copper working for just as long." - building_khetri_mines_01:0 "Khetri Mining Settlement" - building_khetri_mines_01_desc:0 "$building_type_khetri_mines_01_desc$" - building_khetri_mines_02:0 "Khetri Mine" - building_khetri_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_khetri_mines_03:0 "Large Khetri Mine" - building_khetri_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_khetri_mines_04:0 "Khetri Mining Complex" - building_khetri_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_cevennes_mines_01:0 "The Cévennes Mines" - building_type_cevennes_mines_01_desc:0 "The deep mines of the Cévennes mountains have been built to extract the copper based silver deposits of the region." - building_cevennes_mines_01:0 "Cévennes Mining Settlement" - building_cevennes_mines_01_desc:0 "$building_type_cevennes_mines_01_desc$" - building_cevennes_mines_02:0 "Cévennes Mine" - building_cevennes_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_cevennes_mines_03:0 "Large Cévennes Mine" - building_cevennes_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_cevennes_mines_04:0 "Cévennes Mining Complex" - building_cevennes_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_hetian_mines_01: "The Khotan Mines" - building_type_hetian_mines_01_desc: "Khotan has been the source of Hetian jade since the beginning of time. This precious white stone is the most highly prized of all jade, valued higher than either gold or silver by many. Jade is mined both directly out of the mountain and picked directly from open pits and riverbeds." - building_hetian_mines_01: "Khotan Mining Settlement" - building_hetian_mines_01_desc: "$building_type_hetian_mines_01_desc$" - building_hetian_mines_02: "Khotan Mine" - building_hetian_mines_02_desc: "As the mining settlement grows, more and more jade is being extracted. As the fame of the precious stones grow an increasing influx of competent engineers and merchants greatly improves the profitability of the operation." - building_hetian_mines_03: "Large Khotan Mine" - building_hetian_mines_03_desc: "As the mining operations grow, so does the mines themselves. More people are employed in mining and traffic to and from the many locations in which the jade is mined is now a constant feature of the landscape." - building_hetian_mines_04: "Khotan Mining Complex" - building_hetian_mines_04_desc: "Over time jade has grown to be not just the main export of this region but also the livelihood for many of its artisans and craftsmen. A veritable industry of workshops and resellers now line the streets." - - building_type_dushan_mines_01:0 "The Dushan Mines" - building_type_dushan_mines_01_desc:0 "One of the four great jades of China, Dushan has been a jade mining location since the Han dynasty. Different from other types of jade both in that it has a richer color, which is also often more mixed than for other types." - building_dushan_mines_01:0 "Dushan Mining Settlement" - building_dushan_mines_01_desc: "$building_type_dushan_mines_01_desc$" - building_dushan_mines_02: "Dushan Mine" - building_dushan_mines_02_desc: "$building_hetian_mines_02_desc$" - building_dushan_mines_03: "Large Dushan Mine" - building_dushan_mines_03_desc: "$building_hetian_mines_03_desc$" - building_dushan_mines_04: "Dushan Mining Complex" - building_dushan_mines_04_desc: "$building_hetian_mines_04_desc$" - - building_type_xiuyan_mines_01: "Xiuyan Jade Mines" - building_type_xiuyan_mines_01_desc: "This ancient quarry has supplied its community with high-quality jade for several millennia. The Hongshan people discovered and enjoyed all sorts of craftsmanship, such as bracelets, tools, and symbolic artifacts, from it, enriching social uses and familial reputation." - building_xiuyan_mines_01: "Xiuyan Mining Settlement" - building_xiuyan_mines_01_desc: "$building_type_xiuyan_mines_01_desc$" - building_xiuyan_mines_02: "Xiuyan Mine" - building_xiuyan_mines_02_desc: "$building_hetian_mines_02_desc$" - building_xiuyan_mines_03: "Large Xiuyan Mine" - building_xiuyan_mines_03_desc: "$building_hetian_mines_03_desc$" - building_xiuyan_mines_04: "Xiuyan Mining Complex" - building_xiuyan_mines_04_desc: "$building_hetian_mines_04_desc$" - - building_type_itoigawa_mines_01: "Itoigawa Jade Mines" - building_type_itoigawa_mines_01_desc: "The Kotakigawa River runs through the gorge at the base of Mt. Myojo and is rich in large jade deposits. These deposits produce some of the most exquisite jade in the region and beyond, delighting the eye with their vibrant green color." - building_itoigawa_mines_01: "Itoigawa Mining Settlement" - building_itoigawa_mines_01_desc: "$building_type_itoigawa_mines_01_desc$" - building_itoigawa_mines_02: "Itoigawa Mine" - building_itoigawa_mines_02_desc: "$building_hetian_mines_02_desc$" - building_itoigawa_mines_03: "Large Itoigawa Mine" - building_itoigawa_mines_03_desc: "$building_hetian_mines_03_desc$" - building_itoigawa_mines_04: "Itoigawa Mining Complex" - building_itoigawa_mines_04_desc: "$building_hetian_mines_04_desc$" - - building_type_lantian_mines_01: "Lantian Jade Mines" - building_type_lantian_mines_01_desc: "The hills of Lantian have been a source of high-quality jade for thousands of years. This pale stone, historically carved into imperial seals and celebrated by Tang poets, is valued not for its abundance but for its distinctive beauty and status." - building_lantian_mines_01: "Lantian Mining Settlement" - building_lantian_mines_01_desc: "$building_type_lantian_mines_01_desc$" - building_lantian_mines_02: "Lantian Mine" - building_lantian_mines_02_desc: "$building_hetian_mines_02_desc$" - building_lantian_mines_03: "Large Lantian Mine" - building_lantian_mines_03_desc: "$building_hetian_mines_03_desc$" - building_lantian_mines_04: "Lantian Mining Complex" - building_lantian_mines_04_desc: "$building_hetian_mines_04_desc$" - - building_type_fengtian_mines_01: "Fengtian Jade Mines" - building_type_fengtian_mines_01_desc: "Nestled along the island's central heights, Fengtian Jade Mines facilitate maritime trade in precious stones. Favored by authorities, locals, and traders from distant lands, this luminous green jade holds a special place in the county's revenue." - building_fengtian_mines_01: "Fengtian Mining Settlement" - building_fengtian_mines_01_desc: "$building_type_fengtian_mines_01_desc$" - building_fengtian_mines_02: "Fengtian Mine" - building_fengtian_mines_02_desc: "$building_hetian_mines_02_desc$" - building_fengtian_mines_03: "Large Fengtian Mine" - building_fengtian_mines_03_desc: "$building_hetian_mines_03_desc$" - - building_type_hpakant_mines_01: "Hpakant Jade Mines" - building_type_hpakant_mines_01_desc: "Deep beneath forested hills, veins of bright jadeite shimmer amid tangled rivers and limestone ridges. For many years, these deposits were hidden from passersby and foreign traders, offering locals numerous boulders of the valuable green stone." - building_hpakant_mines_01: "Hpakant Mining Settlement" - building_hpakant_mines_01_desc: "$building_type_hpakant_mines_01_desc$" - building_hpakant_mines_02: "Hpakant Mine" - building_hpakant_mines_02_desc: "$building_hetian_mines_02_desc$" - building_hpakant_mines_03: "Large Hpakant Mine" - building_hpakant_mines_03_desc: "$building_hetian_mines_03_desc$" - building_hpakant_mines_04: "Hpakant Mining Complex" - building_hpakant_mines_04_desc: "$building_hetian_mines_04_desc$" - - building_type_taghaza_mines_01:0 "The Taghaza Salt Pan" - building_type_taghaza_mines_01_desc:0 "The Taghaza Salt Mines is the point of origin for most of the salt of the Maghreb and West Africa." - building_taghaza_mines_01:0 "Taghaza Mining Pits" - building_taghaza_mines_01_desc:0 "$building_type_taghaza_mines_01_desc$" - building_taghaza_mines_02:0 "Taghaza Mine" - building_taghaza_mines_02_desc:1 "As the settlement grows, more and more salt is being extracted. The influx of competent engineers allows for the construction of an actual mine." - building_taghaza_mines_03:0 "Large Taghaza Mine" - building_taghaza_mines_03_desc:0 "As the mining operations grow, so does the mines themselves. More entrances are constructed, and large shafts are dug to allow the extraction of more salt." - building_taghaza_mines_04:0 "Taghaza Mining Complex" - building_taghaza_mines_04_desc:0 "As the production of salt increases, it has come to attract merchants and artisans from all over the world." - - building_type_ijil_mines_01:0 "Ijil Salt Mines" - building_type_ijil_mines_01_desc:0 "Ijil is one of the oldest salt mines in Africa and in many ways one of the first entrepôts of the trans-Saharan trade network." - building_ijil_mines_01:0 "Ijil Mining Pits" - building_ijil_mines_01_desc:0 "$building_type_ijil_mines_01_desc$" - building_ijil_mines_02:0 "Ijil Mine" - building_ijil_mines_02_desc:1 "As the settlement grows, more and more salt is being extracted. The influx of competent engineers allows for the construction of an actual mine." - building_ijil_mines_03:0 "Large Ijil Mine" - building_ijil_mines_03_desc:0 "As the mining operations grow, so does the mines themselves. More entrances are constructed, and large shafts are dug to allow the extraction of more salt." - building_ijil_mines_04:0 "Ijil Mining Complex" - building_ijil_mines_04_desc:0 "As the production of salt increases, it has come to attract merchants and artisans from all over the world." - - building_type_turda_mines_01:0 "Torda Salt Mines" - building_type_turda_mines_01_desc:0 "The massive salt massifs of Torda have been central to the economy of Transylvania for centuries. The mines and the salt market remains a great source of income for the region." - building_turda_mines_01:0 "Torda Mining Pits" - building_turda_mines_01_desc:0 "$building_type_turda_mines_01_desc$" - building_turda_mines_02:0 "Torda Mine" - building_turda_mines_02_desc:1 "As the settlement grows, more and more salt is being extracted. The influx of competent engineers allows for the construction of an actual mine." - building_turda_mines_03:0 "Large Torda Mine" - building_turda_mines_03_desc:0 "As the mining operations grow, so does the mines themselves. More entrances are constructed, and large shafts are dug to allow the extraction of more salt." - building_turda_mines_04:0 "Torda Mining Complex" - building_turda_mines_04_desc:0 "As the production of salt increases, it has come to attract merchants and artisans from all over the world." - - building_type_allaq_mines_01:0 "The Wadi al-Allaq Mines" - building_type_allaq_mines_01_desc:0 "Known to chroniclers simply as the mining country, the mountains of the Eastern Egyptian desert harbor deep gold deposits. The main hub of this region is Wadi al-Allaq and its mines." - building_allaq_mines_01:0 "Wadi al-Allaq Mining Settlement" - building_allaq_mines_01_desc:0 "$building_type_allaq_mines_01_desc$" - building_allaq_mines_02:0 "Wadi al-Allaq Mine" - building_allaq_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_allaq_mines_03:0 "Large Wadi al-Allaq Mine" - building_allaq_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_allaq_mines_04:0 "Wadi al-Allaq Mining Complex" - building_allaq_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_takkeda_mines_01:0 "The Takkeda Mines" - building_type_takkeda_mines_01_desc:0 "The Air mountains have rich deposits of copper and have been mined in Takkeda since prehistoric times." - building_takkeda_mines_01:0 "Takkeda Mining Settlement" - building_takkeda_mines_01_desc:0 "$building_type_takkeda_mines_01_desc$" - building_takkeda_mines_02:0 "Takkeda Mine" - building_takkeda_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" - building_takkeda_mines_03:0 "Large Takkeda Mine" - building_takkeda_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" - building_takkeda_mines_04:0 "Takkeda Mining Complex" - building_takkeda_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" - - building_type_kollur_mines_01:0 "The Kollur Mines" - building_type_kollur_mines_01_desc:0 "The Kollur mines exploit the largest seam of diamonds in all of the Indian subcontinent. The work is extremely dangerous, but the riches are unimaginable." - building_kollur_mines_01:0 "Kollur Mining Pits" - building_kollur_mines_01_desc:0 "Merely a pit of clay and gravel, loincloth-clad workers toil here night and day to extract diamonds." - building_kollur_mines_02:0 "Kollur Mine" - building_kollur_mines_02_desc:1 "The mining pits have been expanded, and engineers have been brought in to truly be able to ramp up the extraction of diamonds." - building_kollur_mines_03:0 "Large Kollur Mine" - building_kollur_mines_03_desc:0 "A village has sprung up around the many mining pits, and the workers find massive diamonds regularly." - building_kollur_mines_04:0 "Kollur Mining Complex" - building_kollur_mines_04_desc:0 "The extraction of diamonds have reached a near-industrial scale, with the amount of workers now ranging in the thousands. Endless riches seemingly flow from the mines." - - building_type_tribe_01:1 "Tribal Hold" - building_type_tribe_01_desc:1 "A simple but effective tribal hold, standing guard over a tribal village." - building_tribe_01:1 "Tribal Hold" - building_tribe_01_desc:1 "Constructed out of logs and rough-hewn stone, this hold is imposing despite its small size." - building_tribe_02:1 "Fortified Tribal Hold" - building_tribe_02_desc:1 "The fortified hold takes its inspiration from feudal castles, adding many new defensive elements." - - building_type_longhouses_01:1 "Gathering Halls" - building_type_longhouses_01_desc:1 "Tribal chiefs, elders and warlords all confer in the longhouse when making decisions. The mighty halls bring prestige upon whoever hosts the gathering." - building_longhouses_01:1 "Longhouses" - building_longhouses_01_desc:1 "Longhouses are large enough to accommodate important meetings between elders. Laws and policies are determined here." - building_longhouses_02:1 "Grand Halls" - building_longhouses_02_desc:1 "Grand halls host a central stage, where a chief or warlord can deliver rousing speeches." - - building_type_war_camps_01:0 "War Camps" - building_type_war_camps_01_desc:1 "Fierce tribal warriors gather in the war camps when the horn bellows them to war. Even in times of peace, they can be found sparring, preparing for the inevitability of conflict." - building_war_camps_01:1 "Sparring Grounds" - building_war_camps_01_desc:2 "Training equipment, arenas, and wooden walls define the sparring grounds. Warriors come here to hone their skills." - building_war_camps_02:1 "Warrior Lodges" - building_war_camps_02_desc:1 "Only the greatest fighters are allowed into a warrior lodge, and their mere presence is inspiring." - - building_type_palisades_01:0 "Palisades" - building_type_palisades_01_desc:2 "Layers of wooden palisades protect the scattered tribal settlements, shielding them from simple threats such as wild animals or smaller raids." - building_palisades_01:1 "Simple Palisade" - building_palisades_01_desc:1 "Simple palisades offer limited protection; while effective against skirmishes, they are less reliable against larger groups of enemies." - building_palisades_02:1 "Walls & Ditches" - building_palisades_02_desc:1 "Outer ditches combined with stone-reinforced palisade walls offer decent protection against sieges." - - building_type_market_villages_01:1 "Markets" - building_type_market_villages_01_desc:1 "A host of small market villages has sprung up around the more well-traveled parts of these lands. Here the tribesmen trade and barter with traveling merchants." - building_market_villages_01:1 "Trading Outposts" - building_market_villages_01_desc:1 "Trading outposts offer the opportunity for tribesmen and traders to meet and barter." - building_market_villages_02:1 "Market Villages" - building_market_villages_02_desc:2 "At stated times, these villages host public markets that attract traders from the whole region and increase local wealth." - - building_type_water_temples_01: "Subak Water-Temples" - building_type_water_temples_01_desc: "Inland-friendly irrigation cooperatives anchored by water shrines and temples; ritual calendars coordinate planting and canal maintenance." - building_water_temples_01: "Subak Weirs & Field Shrines" - building_water_temples_01_desc: "Small weirs and earth channels link paddies; a shrine oversees offerings and work-rotas. Reliable surplus begins to flow, and so do rites." - building_water_temples_02: "Subak Council Shrines" - building_water_temples_02_desc: "Multiple shrines coordinate a wider "subak" with calendared water sharing; disputes and repairs are handled communally, improving control and yields." - building_water_temples_03: "Water-Temple Network" - building_water_temples_03_desc: "A proper water-temple circuit supervises synchronized planting and fallow cycles; pests drop, output rises, and ritual piety grows." - building_water_temples_04: "Great Water-Temple Landscape" - building_water_temples_04_desc: "The whole drainage is organized through temple-led assemblies; terraces, sluices, and celebrations make this province a pious breadbasket." - - building_type_stilted_granaries_01: "Stilted Granaries" - building_type_stilted_granaries_01_desc: "Rat-proof, post-raised barns on four or more piles, perfect for storing tribute and provisioning warbands." - building_stilted_granaries_01: "Post-Raised Granary" - building_stilted_granaries_01_desc: "A simple four-post barn keeps seed and tribute dry; village guards eat better on campaign." - building_stilted_granaries_02: "Granary Row" - building_stilted_granaries_02_desc: "A line of stilted barns with rat-stoppers and covered steps. Grain dues grow steadier and levy recovery improves." - building_stilted_granaries_03: "Carved Stilt Granaries" - building_stilted_granaries_03_desc: "Prestige carvings mark surplus; stewards rotate stores and rations for longer marches." - building_stilted_granaries_04: "Granary Ward" - building_stilted_granaries_04_desc: "A fenced cluster with watch-lean-to and tally shed, food security steadies the whole county." - - building_type_kora_kora_yards_01: "Kora-Kora Yards" - building_type_kora_kora_yards_01_desc: "Clan canoe sheds and slipways for outrigger war-canoes." - building_kora_kora_yards_01: "Canoe Sheds" - building_kora_kora_yards_01_desc: "Covered slips for paddled outriggers; crews drill for shore raids and inter-island runs." - building_kora_kora_yards_02: "Clan Boat Yard" - building_kora_kora_yards_02_desc: "Stockpiles of timbers, fiber lashings, and spare outriggers speed turnarounds; raiders bring back trophies and barter goods." - building_kora_kora_yards_03: "Kora-Kora Yard" - building_kora_kora_yards_03_desc: "Larger hulls, fighting platforms, and signal drums; coastal patrols and seasonal expeditions become a rhythm of life (and income)." - building_kora_kora_yards_04: "Great War-Canoe Arsenal" - building_kora_kora_yards_04_desc: "Yard masters outfit whole fleets; launch ramps, rigging lofts, and mustering platforms put fear into neighbors." - - building_type_idjang_forts_01: "Idjang Forts" - building_type_idjang_forts_01_desc: "Terraced tribal citadels, strongpoints on spurs or knolls." - building_idjang_forts_01: "Stockaded Idjang" - building_idjang_forts_01_desc: "A timber palisade crowns a defensible rise, watch-fires and dry moats deter raiders." - building_idjang_forts_02: "Stone-Walled Idjang" - building_idjang_forts_02_desc: "Rubble revetments replace timber in key faces; covered paths let defenders shuttle safely." - building_idjang_forts_03: "Terraced Idjang" - building_idjang_forts_03_desc: "Step-cut approaches, sally stairs, and firing platforms create murderous angles for arrows and spears." - building_idjang_forts_04: "Citadel Idjang" - building_idjang_forts_04_desc: "Gatehouse, inner keep, and cistern; the garrison can hold for seasons." - - building_type_wantilan_01: "Wantilan" - building_type_wantilan_01_desc: "Open, wall-less great halls and community pavilions for assemblies, rites, and performances." - building_wantilan_01: "Small Wantilan" - building_wantilan_01_desc: "The village hall hosts musters, oaths, and rehearsals; elders arbitrate feuds before they spark." - building_wantilan_02: "Wantilan Pavilion" - building_wantilan_02_desc: "A broad, tier-roofed hall handles festivals and initiations where shared rites lift morale and prestige." - building_wantilan_03: "Temple Wantilan" - building_wantilan_03_desc: "A ceremonial space tied to the local sanctuary with ample space for offerings and processions." - building_wantilan_04: "Great Wantilan" - building_wantilan_04_desc: "A landmark arena where drums, dancers, and captains share one roof." - - building_type_military_academy_01:0 "Military Academies" - building_type_military_academy_01_desc:0 "Dedicated facilities for training officers and knights, improving their efficiency in combat." - building_military_academy_01:0 "Military Schools" - building_military_academy_01_desc:0 "Aspiring officers are vetted based on merit in the military school. Naturally, the school only accepts students of a noble pedigree." - building_military_academy_02:0 "Officers' Academies" - building_military_academy_02_desc:1 "Middle to high level officers are trained here, where they gain a greater understanding of troop movements, field preparations, and battlefield conditions." - building_military_academy_03:0 "Grand Military Academies" - building_military_academy_03_desc:2 "A Grand Military Academy is the beating heart of an advanced military apparatus. Officers trained here learn all about field strategy, army organization, and the latest technological advancements in warfare." - - building_type_march_01:0 "Marches" - building_type_march_01_desc:0 "Marcher lords protect the borders with fortifications and local garrisons." - marches_effect_desc: "Reduces the chances for special [raid_intents|E]" - marches_effect_2_desc: "Blocks special [raid_intents|E]" - building_march_01:0 "Strategic Marches" - building_march_01_desc:0 "Marches are constructed in the most vulnerable and remote areas of the duchy, protecting against attacks. While few and far between, they serve as a useful warning system, and also catch the occasional smuggler." - building_march_02:0 "Border Marches" - building_march_02_desc:1 "The system of marcher lords is expanded along the entire border, providing a solid line of defense." - building_march_03:0 "Grand Marches" - building_march_03_desc:0 "Large march fortifications are constructed all over the duchy, significantly hampering any attacking force." - - building_type_siege_works_01:0 "Siege Works" - building_type_siege_works_01_desc:0 "Dedicated siege works allow the ruler to field and maintain superior-quality siege weapons." - building_siege_works_01:0 "Siege Workshops" - building_siege_works_01_desc:1 "Siege workshops provide a quicker and constant flow of siege weapons through specialized and standardized building procedures." - building_siege_works_02:0 "Trebuchet Engineers" - building_siege_works_02_desc:1 "Specialized engineers are required to field the most advanced weapons of siege warfare: the trbuchets." - building_siege_works_03:0 "Cannon Foundries" - building_siege_works_03_desc:1 "Cannons are the latest weapon to appear on the warfare scene. Loud, heavy, and difficult to maneuver, they are nevertheless lethal against stone fortifications. Being able to produce and field cannons puts us to an indisputable advantage against our enemies." - - building_type_royal_armory_01:0 "Royal Armories" - building_type_royal_armory_01_desc:2 "Crown-funded armories ensure a steady supply and maintenance of working weapons for the army." - building_royal_armory_01:0 "Weapon Depots" - building_royal_armory_01_desc:1 "In times of war, peasant levies can be assigned a weapon from the depot. It's mostly rusty old axes, splintering spears, and blunt blades, but with a little maintenance they can easily be more efficient than the average farming tools the levies are usually armed with." - building_royal_armory_02:0 "Crown Armories" - building_royal_armory_02_desc:1 "Armories run by the crown collect and maintain weapons and armor for use in war. These are of decent quality, and can make any drunk layabout look like a proper soldier, if not act like one." - building_royal_armory_03:0 "Royal Arsenal" - building_royal_armory_03_desc:1 "A Royal Arsenal hosts and maintains a huge amount of weapons, enough to field uncountable peasant levies on short notice and to attract the best mercenaries in the land." - - building_type_jousting_lists_01:0 "Jousting Grounds" - building_type_jousting_lists_01_desc:0 "By having dedicated grounds for jousting, more riders and knights are encouraged to train and join the banners." - building_jousting_lists_01:0 "Jousting Fields" - building_jousting_lists_01_desc:0 "A clearing is kept open year-round to facilitate the training of riders and knights." - building_jousting_lists_02:0 "Tournament Grounds" - building_jousting_lists_02_desc:0 "With jousting lists and stands for the public, these tournament grounds attract a huge amount of contestants." - building_jousting_lists_03:0 "Royal Tournament Arenas" - building_jousting_lists_03_desc:0 "Upgraded with seats for royal guests and a larger fairground, the tournament arena is truly impressive." - - building_type_blacksmiths_01:1 "Crown Smithies" - building_type_blacksmiths_01_desc:0 "Smiths in the employ of the crown forge weapons and armor for the royal guard, ensuring a steady supply of superior armaments." - building_blacksmiths_01:1 "Crown Blacksmiths" - building_blacksmiths_01_desc:1 "The best and most productive smiths are employed by the crown and set to produce swords, mail, and pikes for the royal guard." - 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_blacksmiths_03:0 "Royal Forges" - building_blacksmiths_03_desc:0 "Large forges are constructed for the sole purpose of supplying the crown with weapons; only the best smiths are employed to work therein." - - building_type_archery_ranges_01:0 "Archery Grounds" - building_type_archery_ranges_01_desc:0 "Dedicated archery ranges allow the common folk to train with bows, and experienced archers to hone their skills." - building_archery_ranges_01:0 "Archery Ranges" - building_archery_ranges_01_desc:0 "Everyone is welcome at the archery range, regardless of if you're wealthy or poor. The reason is twofold; peasants that can fire a bow are more useful in war, and experienced marksmen keep themselves in top shape when they can compete in tournaments." - building_archery_ranges_02:0 "Royal Bowyers" - building_archery_ranges_02_desc:1 "The best bowyers are employed by the crown, and set to craft the highest-quality bows they can in facilities specifically constructed for the task." - building_archery_ranges_03:0 "Marksman's Ranges" - building_archery_ranges_03_desc:0 "To inspire the peasantry and provide ample challenge for our marksmen, these special ranges are designed to train our archers in long-distance archery." - - building_type_tax_assessor_01:0 "Tax Offices" - building_type_tax_assessor_01_desc:0 "Collecting money from the peasantry is a 'taxing' venture. By assigning offices to a cohort of tax-collecting officials, we are sure to get what's due!" - building_tax_assessor_01:0 "Tax Assessors" - building_tax_assessor_01_desc:0 "It is every peasant's duty to pay the crown a proportionate tax in coin or produce. Our tax assessors ensure that what they pay is sufficiently 'proportionate' for our needs, and fortunately for us most peasants are illiterate." - building_tax_assessor_02:0 "Bailiff's Office" - building_tax_assessor_02_desc:0 "An excellent way to make sure that peasants pay their taxes is the threat of being thrown into the dungeon should they not. This is the job of the bailiff, ever on #emphasis our#! side!" - building_tax_assessor_03:0 "Magistrate's Court" - building_tax_assessor_03_desc:0 "While peasants might be easy to tax, the wealthier landholders are harder to coerce. By establishing a complex administrative web run by loyal magistrates, we can ensure that even the richest of our subjects pay their dues." - - building_type_leisure_palace_01:0 "Leisure Palaces" - building_type_leisure_palace_01_desc:0 "While staying in one lavishly luxuriant castle is fine, having a few more to choose between never hurts." - building_leisure_palace_01:0 "Chateau" - building_leisure_palace_01_desc:0 "When the burdens of responsibility become too much (or an angry mob of peasants is storming the gates), there's no place like the rural, far-away chateau for some impromptu relaxation!" - building_leisure_palace_02:0 "Summer Palace" - building_leisure_palace_02_desc:0 "The summer palace is located in a scenic part of the duchy, far away from the menial lives of our toiling subjects. There's truly no better way to display royal power and prestige, and the simple fact that we are #emphasis better#! than everyone else." - building_leisure_palace_03:0 "Winter Palace" - building_leisure_palace_03_desc:0 "The winter palace is designed to house the royal family during the harsher months of the year. With a well-stocked larder and a defensible position, it towers over any shivering subjects that have the privilege to work nearby." - - building_type_royal_forest_01:0 "Royal Reserves" - building_type_royal_forest_01_desc:0 "A royal forest is a valuable source of wealth, allowing you to override the law of the land in a province, strip rights from the locals, and then sell them back. Needless to say, the hunting is also excellent." - building_royal_forest_01:0 "Royal Forests" - building_royal_forest_01_desc:0 "Large areas of forest in this duchy are reserved for use by the royal family. Peasants are prohibited from living in the forest, hunting any of its animals or clearing trees for agriculture. Attacking the crown's tax assessors as they're passing by is especially prohibited." - building_royal_forest_02:0 "Vast Crown Forests" - building_royal_forest_02_desc:0 "Entire towns are now subsumed by this royal forest, and nearby settlements often find that the monarch's men have 'discovered' maps placing their dwellings firmly inside the local crownswood." - building_royal_forest_03:0 "Crownswood Courts" - building_royal_forest_03_desc:0 "Law is only as good as the system that backs it up, and now this royal forest has an entire system of courts, wardens, and clerks, backed up by trained magistrates, all ready to enforce the diktats of the crown." - - building_type_royal_garden_01:0 "Royal Gardens" - building_type_royal_garden_01_desc:0 "Few places allow people to relax and socialize as well as a beautiful garden. While a small and personal garden would suffice for most, only the most spectacular of creations is good enough for the wealthy and powerful!" - building_royal_garden_01:0 "Enclosed Garden" - building_royal_garden_01_desc:0 "A small garden enclosed by stone walls. It provides a small haven of peace and comfort by shutting out the busy world outside." - building_royal_garden_02:0 "Garden Complex" - building_royal_garden_02_desc:0 "An expansive and impressive garden housing flowers, herbs, fruit trees, and everything in between. Maintained by a large number of gardeners, the garden is under constant care." - building_royal_garden_03:0 "Royal Park" - building_royal_garden_03_desc:0 "The royal park is a vast and stunning landscape carefully crafted into the surrounding terrain and architecture. Open and available to everyone, it brings awe to visitors far and wide." - - building_type_ananda_temple_01:0 "Ananda Temple" - building_type_ananda_temple_01_desc:0 "While Pagan has thousands of pagodas, temples, and shrines littered throughout the city and the surrounding plains, the Ananda Temple stands as a crowning achievement among them. The perfectly dimensioned structure contains many unique plaques and stone images. It is a place of worship and a center of learning to educate the people in religious ethos." - building_ananda_temple_01:0 "$building_type_ananda_temple_01$" - building_ananda_temple_01_desc:0 "$building_type_ananda_temple_01_desc$" - - building_type_hotin_fort_01:0 "Hotin Fortification" - building_type_hotin_fort_01_desc:0 "Hotin Fort is a small fort built on the banks of the river Dniester. Its location allows it to protect local trade routes and grants the owner control of the river." - building_hotin_fort_01:0 "Hotin Fort" - building_hotin_fort_01_desc:0 "$building_type_hotin_fort_01_desc$" - building_hotin_fort_02:0 "Hotin Fortress" - building_hotin_fort_02_desc:0 "An impressive Fortress that makes the old fort pale in comparison. The fortifications have been expanded across the centuries to include high stone walls, a wide moat, and several massive towers. This defensive structure will hold most besiegers at bay with ease." - - building_type_golden_gate_of_kiev_01:1 "Golden Gate of Kyiv" - building_type_golden_gate_of_kiev_01_desc:1 "Modeled and named after a gate in Constantinople, the Golden Gate of Kyiv serves as both an entrance to the city and a triumphal arch. The golden dome of the church, built on top of the gate, can be seen from afar and makes it a prominent symbol of Kyiv." - building_golden_gate_of_kiev_01:0 "$building_type_golden_gate_of_kiev_01$" - building_golden_gate_of_kiev_01_desc:0 "$building_type_golden_gate_of_kiev_01_desc$" - - building_type_heddal_stave_church_01:0 "Heddal Stave Church" - building_type_heddal_stave_church_01_desc:0 "Heddal Stave Church is the largest stave church in Norway and has a beautiful wooden interior. Legend says the church was built by a mountain troll in merely three days." - building_heddal_stave_church_01:0 "$building_type_heddal_stave_church_01$" - building_heddal_stave_church_01_desc:0 "$building_type_heddal_stave_church_01_desc$" - - building_type_temple_of_uppsala_01:0 "Temple of Uppsala" - building_type_temple_of_uppsala_01_desc:0 "The temple at Uppsala serves as a religious center for large parts of Scandinavia. A sacred tree stands near the temple, next to a well, similar to that of the legendary Yggdrasil." - building_temple_of_uppsala_01:0 "$building_type_temple_of_uppsala_01$" - building_temple_of_uppsala_01_desc:0 "$building_type_temple_of_uppsala_01_desc$" - building_temple_of_uppsala_02:0 "Uppsala Cathedral" - building_temple_of_uppsala_02_desc:0 "A lofty cathedral built to rival the most splendid constructions of southern Europe, Uppsala Cathedral serves as the burial site for some of the most prominent monarchs of Sweden and contains several saintly relics." - - building_type_lund_cathedral_01:0 "Lund Cathedral" - building_type_lund_cathedral_01_desc:0 "Lund Cathedral is a magnificent church richly decorated with stone sculptures. Constructed with influences from Romanesque architecture, the church shares a lot of similarities with churches in Germany. The building is dedicated to Saint Lawrence, who is the patron saint of Lund." - building_lund_cathedral_01:0 "$building_type_lund_cathedral_01$" - building_lund_cathedral_01_desc:0 "$building_type_lund_cathedral_01_desc$" - - building_type_danevirke_01:0 "Danevirke" - building_type_danevirke_01_desc:1 "The Danevirke is an extensive earthwork fortification built to prevent incursions from the continent into Danish territories and has been expanded multiple times since its original construction." - building_danevirke_01:0 "$building_type_danevirke_01$" - building_danevirke_01_desc:0 "$building_type_danevirke_01_desc$" - - building_type_charnel_grounds_01: "Charnel Grounds" - building_type_charnel_grounds_01_desc: "As much sites for spiritual cleansing as they are areas for the dead to rest, these open-air grounds provide a site for bodies to decompose." - - building_charnel_grounds_01: "Corpse Storage" - building_charnel_grounds_01_desc: "Bleached by the sun and picked at by birds of prey, bodies putrefy on the hilltop." - - building_charnel_grounds_02: "Excarnation Fields" - building_charnel_grounds_02_desc: "Part religious site, part graveyard, the rotting bodies of the dead are kept well away from the living here." - - building_charnel_grounds_03: "Ritual Escarpment" - building_charnel_grounds_03_desc: "Bodies litter the landscape, scented sachets partially covering up the smell around the paths where the still-living prepare new offerings to the elements." - - building_type_imam_reza_shrine_01: "Sanctuary of Imam Reza" - building_type_imam_reza_shrine_01_desc: "This sanctuary houses the remains of Ali ar-Rida, celebrated by some Shiites as the eighth imam, who was martyred in this land. The ever-expanding complex includes his shrine as well as prayer halls, a library and a bazaar, growing in an eclectic but glorious fashion with the ebb and flow of pilgrims and caravans." - building_imam_reza_shrine_01: "$building_type_imam_reza_shrine_01$" - building_imam_reza_shrine_01_desc: "$building_type_imam_reza_shrine_01_desc$" - - building_type_soltaniyeh_01: "Dome of Soltaniyeh" - building_type_soltaniyeh_01_desc: "Both temple and mausoleum, the grand scale and exquisite symmetry of this building is sure to inspire many great works yet to come. Its great double-shelled dome is clad in turquoise, and of such a scale that it almost seems like a challenge to heaven." - building_soltaniyeh_01: "$building_type_soltaniyeh_01$" - building_soltaniyeh_01_desc: "$building_type_soltaniyeh_01_desc$" - - building_type_palace_of_ctesiphon_01: "Ruins of the Palace of Ctesiphon" - building_type_palace_of_ctesiphon_01_desc: "This ancient edifice was the ceremonial seat of the Sasanian kings of kings, but silence has fallen over its once glorious halls, and the flowers in the gardens bloom no more. Much material was taken for the founding of Baghdad, and the people have scattered to the four winds. Yet, an eerie splendor remains, the lingering glory of old." - building_palace_of_ctesiphon_01: "$building_type_palace_of_ctesiphon_01$" - building_palace_of_ctesiphon_01_desc: "$building_type_palace_of_ctesiphon_01_desc$" - - building_type_palace_of_ctesiphon_02: "Great Palace of Ctesiphon" - building_type_palace_of_ctesiphon_02_desc: "Now rebuilt, the seat of the ancient kings is restored to its full glory. The gardens bloom anew, and the halls are yet again filled with music and splendor. Visitors come from near and far to behold the great arch of the open throne room, a long-forgotten wonder of the ancient world, that has now at last found its place in the songs." - building_palace_of_ctesiphon_02: "$building_type_palace_of_ctesiphon_02$" - building_palace_of_ctesiphon_02_desc: "$building_type_palace_of_ctesiphon_02_desc$" - - building_type_falak_ol_aflak_citadel_01: "Falak-ol-Aflak" - building_type_falak_ol_aflak_citadel_01_desc: "Ensconced on a hilltop above the town of Khorramabad, this Sasanian mudbrick fortress remains an impressive sight. The inhabitants of the valley call it #italic Falak-ol-Aflak#!, "The Heaven of Heavens", for it seems to them to rest on top of the world, and within its strong walls, they have often found refuge." - building_falak_ol_aflak_citadel_01: "$building_type_falak_ol_aflak_citadel_01$" - building_falak_ol_aflak_citadel_01_desc: "$building_type_falak_ol_aflak_citadel_01_desc$" - - building_type_minarets_and_remains_of_jam_01: "Minaret of Jam" - building_type_minarets_and_remains_of_jam_01_desc: "This structure towers over the Hari river valley, covered in stucco and glazed tile decorations and alternating bands of calligraphy, an exquisite monument to what faith and wealth can achieve even in these remote, rugged lands." - building_minarets_and_remains_of_jam_01: "$building_type_minarets_and_remains_of_jam_01$" - building_minarets_and_remains_of_jam_01_desc: "$building_type_minarets_and_remains_of_jam_01_desc$" - - building_type_great_wall_of_gorgan_01: "Great Wall of Gorgan" - building_type_great_wall_of_gorgan_01_desc: "A vast fortification system built by the ancient kings as a bulwark against the Hephthalites Huns, the Great Wall of Gorgan is shrouded in legend. Alexander the Great himself is said to have passed through its gates on his march to conquer the East." - building_great_wall_of_gorgan_01: "$building_type_great_wall_of_gorgan_01$" - building_great_wall_of_gorgan_01_desc: "$building_type_great_wall_of_gorgan_01_desc$" - - building_type_maharloo_lake_01: "Lake Maharloo" - building_type_maharloo_lake_01_desc: "Though this seasonal lake is sometimes merely a dry salt flat, in mid-summer the waters achieve an exquisite, pale red hue. Young poets gather at the shore to gaze upon the strange water, and ponder the beauty and mysteries of the earth." - building_maharloo_lake_01: "$building_type_maharloo_lake_01$" - building_maharloo_lake_01_desc: "$building_type_maharloo_lake_01_desc$" - - building_type_tomb_of_cyrus_01: "Tomb of Batsheba" - building_type_tomb_of_cyrus_01_desc: "This ancient tomb of white limestone is said to be the resting place of Batsheba, the mother of king Solomon, exalted by many faiths. Women tend to the site, and only women are allowed to enter the tomb's dark interior. They seldom speak of what they have seen inside. The waters nearby are said to be blessed, and can cure those who have been bitten by mad dogs." - building_tomb_of_cyrus_01: "$building_type_tomb_of_cyrus_01$" - building_tomb_of_cyrus_01_desc: "$building_type_tomb_of_cyrus_01_desc$" - - building_type_rainbow_mountains_01: "Rainbow Mountains" - building_type_rainbow_mountains_01_desc: "The Creator themselves seem to have painted these ridges in a rainbow of colors. Bands of red, white, yellow, gray, orange and yet stranger hues tint the rocky, tranquil landscape. Local rulers will often take guest hunting here, to see this sublime wonder." - building_rainbow_mountains_01: "$building_type_rainbow_mountains_01$" - building_rainbow_mountains_01_desc: "$building_type_rainbow_mountains_01_desc$" - - building_type_mount_damavand_01: "Mount Damavand" - building_type_mount_damavand_01_desc: "A great, snow-capped pinnacle steeped in ancient lore, Mount Damavand is said to be the prison of the monstrous tyrant Zahhāk, where he will abide until the end of the world. Many heroes of old have performed great feats on this mountain, and to those who travel there today, its mighty presence seem to touch their very souls. A dormant volcano, its slopes are dotted by hot springs where weary travelers can stop and relax, pondering the deeds of the ancients." - building_mount_damavand_01: "$building_type_mount_damavand_01$" - building_mount_damavand_01_desc: "$building_type_mount_damavand_01_desc$" - - building_type_holy_site_fire_temple_01: "Great Fire Temple" - building_type_holy_site_fire_temple_01_desc: "Inside this grand edifice burns an #italic Atash Behram#!, a Fire of Victory, the greatest and purest of all flames, gathered from lightning, royal candles, cremation pyres, goldsmiths' furnaces and ascetics' hearths. Pilgrims from far away lands come to behold this wonder, while the magi perform seemingly unending purification rites." - building_holy_site_fire_temple_01: "Great Fire Temple" - building_holy_site_fire_temple_01_desc:1 "$building_type_holy_site_fire_temple_01_desc$" - - building_type_ark_of_bukhara_01: "Ark of Bukhara" - building_type_ark_of_bukhara_01_desc: "It is said that prince Siyavusha built this massive fortress when the world was young. Three thousand years later, it was restored by the Bukhara Khudas, the ancient rulers of this region, and it has been in use ever since. Travelers come from near and far to admire the construction, with seven great pillars mirroring the seven stars of the Big Dipper, but it is a fortification first and foremost, intimidating in its splendor." - building_ark_of_bukhara_01: "$building_type_ark_of_bukhara_01$" - building_ark_of_bukhara_01_desc: "$building_type_ark_of_bukhara_01_desc$" - - building_type_shah_i_zinda_01: "Shah-i-Zinda" - building_type_shah_i_zinda_01_desc: "The name of this tomb complex means #italic The Living King#!, referring to Muhammad's cousin Quham ibn Abbas who is said to be buried here. The mausoleums are quite small and humble, yet they hold a solemn beauty that makes many linger amidst the silent tombs, to ponder the transience of life." - building_shah_i_zinda_01: "$building_type_shah_i_zinda_01$" - building_shah_i_zinda_01_desc: "$building_type_shah_i_zinda_01_desc$" - building_shah_i_zinda_02: "Shah-i-Zinda Necropolis" - building_shah_i_zinda_02_desc: "A vast necropolis of mausoleums, tall gates and domed passages clad in turquoise tiles, #italic The Living King#! is the burial site of the prophet's cousin and many other great lords of old. The complex is ever-expanding and sublime, eerie and impressive in equal measure." - - building_type_alamut_castle_01: "Alamut Castle" - building_type_alamut_castle_01_desc: "This eagle's nest, perched atop a lofty crag, was built by the Justanids to serve as a fortress redoubt of their beleaguered realm. With its awe-inspiring setting and strong ramparts, it is near-impregnable by all accounts, and could prove an ideal stronghold for any warlike faction or sect that would thrive in such an isolated location." - building_alamut_castle_01: "$building_type_alamut_castle_01$" - building_alamut_castle_01_desc: "$building_type_alamut_castle_01_desc$" - building_type_alamut_castle_02: "Alamut Fortress" - building_type_alamut_castle_02_desc: "Perched atop a lofty crag, this castle has long served as a remote mountain redoubt. It has now been rebuilt into a formidable #italic fedayeen#! fortress, housing libraries, laboratories and tranquil gardens among the imposing fortifications. To some, it is a place of bloodshed and war, to others a place of spiritual repose - or perhaps both." - building_alamut_castle_02: "$building_type_alamut_castle_02$" - building_alamut_castle_02_desc: "$building_type_alamut_castle_02_desc$" - building_type_assassin_castle_01: "$holy_order_hashshashin$ $building_castle_04$" - building_type_assassin_castle_01_desc: "$building_type_alamut_castle_02_desc$" - building_assassin_castle_01: "$building_type_assassin_castle_01$" - building_assassin_castle_01_desc: "$building_type_assassin_castle_01_desc$" - - building_type_qanats_01: "$building_qanats_06$" - building_type_qanats_01_desc: "$building_qanats_05_desc$" - building_qanats_01: "Yakchāl" - building_qanats_01_desc: "These dome-shaped ice houses combine a subterranean storage area with heat-resistant construction materials to create an insulated space that functions as an evaporative cooler." - building_qanats_02: "Cistern" - building_qanats_02_desc: "Called #italic Ab anbar#! in Persian, these arched structures, half underground, are used to store large volumes of water." - building_qanats_03: "Windcatchers" - building_qanats_03_desc: "A Persian invention, these tall towers are connected to cisterns and other buildings. Through openings in the direction of the prevailing winds, they catch air flows which are then circulated in their interiors to provide cooling." - building_qanats_04: "Kārīz" - building_qanats_04_desc: "The first stage of a subterranean aqueduct system, the kārīz is a series of vertical shafts, connected by a gently sloping tunnel, that taps into a source of underground water and delivers it to the surface." - building_qanats_05: "Small Qanats" - building_qanats_05_desc: "Qanats are underground aqueducts designed to mitigate loss of water from evaporation. While quite small at this stage, this system still provides a significant benefit to agriculture." - building_qanats_06: "Qanats" - building_qanats_06_desc: "The underground aqueducts have been expanded, connecting them to local cisterns, ice houses and irrigation systems." - building_qanats_07: "Large Qanats" - building_qanats_07_desc: "This large system of underground aqueducts stretches for several #italic parasangs#!, providing a formidable water supply for both farmers and townspeople." - building_qanats_08: "Massive Qanat System" - building_qanats_08_desc: "Flowing into countless underground cisterns, irrigation channels, ice houses, bath houses, fountains and drinking wells, this formidable subterranean aqueduct system is a true testament to Persian ingenuity and glory." - - building_type_tower_of_silence_01: "Great Tower of Silence" - building_type_tower_of_silence_01_desc: "Our faith teaches us to dispose of the cadavers of righteous adherents by leaving them to animals and the open sky. Thusly the soul is kept pure and the community free from the corruption of decomposing flesh.\n\nWhen outsiders won't allow us our rites, we must build these towers to safeguard such mortal remains and symbolize our enduring belief." - building_tower_of_silence_01: "Great Tower of Silence" - building_tower_of_silence_01_desc: "Built in a quiet part of the duchy, this flat, open-topped tower is where the locals lay their dead to rest. Bodies inside are exposed to carrion birds and the rigors of the sun, conveying their departed souls safely to the afterlife and keeping the living free of corruption. Religious proscriptions necessitate the tower rather than the traditional wilderness, but its presence binds the community fast." - tower_of_silence_01.tt.liege_not_approve_of_burial: "[liege_possessive|E] [faith|E] allows your people to practice traditional burial without the need for a $building_type_event_tower_of_silence_01$" - tower_of_silence_01.tt.county_not_tos_users: "[county|E] [faith|E] does not dispose of its dead like this" - - building_type_event_tower_of_silence_01: "Tower of Silence" - building_type_event_tower_of_silence_01_desc: "$building_tower_of_silence_01_desc$" - building_event_tower_of_silence_01: "Tower of Silence" - building_event_tower_of_silence_01_desc: "$building_type_tower_of_silence_01_desc$" - - #building_church_of_the_theotokos: "Temple of the Theotokos" - #building_church_of_the_theotokos_desc: "The Holy Cross has long conquered this magnificent structure, vanquishing the pagan cult to the virgin goddess Athena.\nNowadays, it holds the shrines to Maria Parthenos, Mother of God and only Virgin worthy of the name #EMP Holy#!." - #building_type_church_of_the_theotokos: "$building_church_of_the_theotokos$" - #building_type_church_of_the_theotokos_desc: "$building_church_of_the_theotokos_desc$" - #building_parthenon: "Parthenon" - #building_parthenon_desc: "The holy temple of mighty Athena stands proudly once again, uncontaminated by silly superstitions.\nThese majestic columns and walls, raised more than 1000 years ago, have withstood the test of time and still protect the homes of the faithful from above, a silent symbol of the blessing of the Virgin Goddess who named the city." - #building_type_parthenon: "$building_parthenon$" - #building_type_parthenon_desc: "$building_parthenon_desc$" - - building_hagios_demetrios: "Hagios Demetrios" - building_hagios_demetrios_desc: "The church of Saint Demetrios is the most important shrine in the city.\nFirst raised when the faith in Christ was still young, it incorporates the Roman bathhouse in which the Saint, together with many other early believers, was imprisoned, martyrized, and buried." - building_type_hagios_demetrios: "$building_hagios_demetrios$" - building_type_hagios_demetrios_desc: "$building_hagios_demetrios_desc$" - - building_kassiopi_castle: "Kassiopi Castle" - building_kassiopi_castle_desc: "An imposing fortification on the coast. Its strategic position overseeing the channel separating the island from the mainland makes it a vital control point in the Ionian area." - building_type_kassiopi_castle: "$building_kassiopi_castle$" - building_type_kassiopi_castle_desc: "$building_kassiopi_castle_desc$" - - building_saint_lazarus: "Church of Saint Lazarus" - building_saint_lazarus_desc: "According to tradition, Lazarus of Bethany, once raised from the dead by Christ, was buried in the town of Larnaca upon his second death.\nThe tomb was lost for centuries but, upon its retrieval, Emperor Leo VI had the saint's remains moved to Constantinople and this imposing church built on top of the grave." - building_type_saint_lazarus: "$building_saint_lazarus$" - building_type_saint_lazarus_desc: "$building_saint_lazarus_desc$" - - building_type_sumela_monastery_01: "Sumela Monastery" - building_type_sumela_monastery_01_desc: "The origins of this monastery, built on a steep cliff on the Black Mountain, are so remote to be almost shrouded in mystery; according to some, it was first erected by order of Emperor Theodosius in the 4th century, but the sacred spring and ancient frescoes could be even older.\nThe monastery's gem is a fresco of the Mother of God, said to have been painted by Apostle Luke himself." - building_sumela_monastery_01: "$building_type_sumela_monastery_01$" - building_sumela_monastery_01_desc: "The monastery has fallen into ruins and has been subsequently restored and expanded by several emperors; the main contributor to the current embodiment has been Emperor Justinian through General Belisarius' intervention." - building_sumela_monastery_02: "Renovated $building_type_sumela_monastery_01$" - building_sumela_monastery_02_desc: "Many centuries have passed since the last time this monastery was renovated. The most recent intervention has granted it more hereditary lands and dependents, tax exemptions, and imperial fundings to raise new buildings. The Rock Church benefited from it the most as it received a completely new cycle of frescoes." - - building_patras_castle: "Patras Castle" - building_patras_castle_desc: "The archaic acropolis of the city of Patras, rising on a hill of the Vodias mountains, was replaced by a fortification during the reign of Emperor Justinian.\nThe castle has been uninterruptedly in use since then, always under the protection of the local patron, St. Andrew, and of the #EMP genius loci#! Patrinella, the Roman statue of a maiden." - building_type_patras_castle: "$building_patras_castle$" - building_type_patras_castle_desc: "$building_patras_castle_desc$" - - building_maiden_tower: "Maiden's Tower" - building_maiden_tower_desc: "This rock in front of the coast already hosted a custom station at the times of Alcibiades the Athenian thanks to its ideal position at the entrance of the Bosphorus strait.\nA fortified tower on the same small island is now able to control all naval traffic coming from and heading to the Black Sea; in addition, a large chain can be lifted to the sea level between the tower and Constantinople, effectively blocking the passage to any dangerous or unwanted ship." - building_type_maiden_tower: "$building_maiden_tower$" - building_type_maiden_tower_desc: "$building_maiden_tower_desc$" - - building_despot_palace: "Despots' Palace" - building_despot_palace_desc: "A grandiose palace in a safe location on Mt. Taygetos, just above the fortified city of Mystras.\nThe palace has all the luxuries to compete with the greatness of the Constantinopolitan halls, and it's worthy of only the richest and most influential of governors." - building_type_despot_palace: "$building_despot_palace$" - building_type_despot_palace_desc: "$building_despot_palace_desc$" - - building_type_meteora_01: "Meteora" - building_type_meteora_01_desc: "Meteora is the name given by the locals to a breathtaking rock formation made of natural pillars rising just beside Mount Pidnos." - building_meteora_01: "$building_type_meteora_01$" - building_meteora_01_desc: "The natural caves and hollows of Meteora have been inhabited by ascetic hermits since the early 9th century, but no human-made buildings have ever altered the landscape." - building_meteora_02: "$building_type_meteora_01$" - building_meteora_02_desc: "As more and more hermit monks seeked refuge on the hollowed peaks of Meteora, more and more monasteries started to appear.\nMan's dominion over hostile nature here is still very feeble, though; the monasteries are extremely hard to reach, mostly relying only on ladders, ropes, hand-hauling, and #EMP prayers#!, as the fall in case of equipment's failure is lethal." - - #building_type_mount_athos_01: "Mount Athos" - #building_type_mount_athos_01_desc: "According to tradition, the Virgin Mary was sailing from Palestine to Cyprus to visit her son's friend, Lazarus, who was evangelizing the island, when the ship was blown off-course and forced to land here, by Mount Athos. When Mary disembarked, she was in awe of the natural beauty of the area, so she blessed it and asked for it as her own garden. A voice from Heaven granted her wish; since then, the area is considered holy and is forbidden to any other woman." - #building_mount_athos_01: "$building_type_mount_athos_01$" - #building_mount_athos_01_desc: "Christian communities have inhabited this promontory since at least the times of Emperor Constantine I, and monks from Mount Athos already took part in the Seventh Council of Nicaea. However, no proper monastic community or permanent buildings exist yet." - #building_mount_athos_02: "$building_type_mount_athos_01$" - #building_mount_athos_02_desc: "The arrival of a monk called Athanasios to Mount Athos sets into motion the foundation of several monasteries throughout the peninsula: first of all, Great Lavra and Vatopedi, both dedicated to the Annunciation. With proper monasteries, the local monastic life is given order and rules." - #building_mount_athos_03: "$building_type_mount_athos_01$" - #building_mount_athos_03_desc: "The popularity of Mount Athos as a monastic center, based on the many concessions offered to it by the lay power, its autonomous statutory, the truly isolated lifestyle, and its flourishing production of icons, has ensured a continuous stream of new joining monks for centuries.\nAs the number of monks grew, so did the number of monasteries. Twenty monasteries currently exist on Mt. Athos, making it one of the largest and more influential monastic communities in the area." - - building_apollinare_nuovo: "Sant'Apollinare Nuovo" - building_apollinare_nuovo_desc: "The Basilica of Sant'Apollinare Nuovo has only gained its current name recently, when the relics of Saint Apollinaris were transferred from the neighboring Basilica in Classe. Its history, however, is much longer.\nFirst consecrated in the early 6th century by King Theodoric of the Ostrogoths as an Arian church, the building has seen many renovations both in structure and decoration while maintaining its unique style — an elegant mixture of western and eastern art — and its amazing Byzantine mosaics." - building_type_apollinare_nuovo: "$building_apollinare_nuovo$" - building_type_apollinare_nuovo_desc: "$building_apollinare_nuovo_desc$" - - building_saint_catherine: "Saint Catherine's Monastery" - building_saint_catherine_desc: "An unassuming monastery in the middle of the desert, but with a heavy history. The first monastic structure was, in fact, ordered to be built by Emperor Constantine's mother on the site of the apparition of the Burning Bush to Moses. Emperor Justinian financed its expansion into the current fortified monastery, also enclosing the Well of Moses. Only centuries after its foundation did the spoils of Saint Catherine arrive at the monastery, changing its name.\nThe monastery has always been among the most ancient and prolific scriptoria and icon-making centers." - building_type_saint_catherine: "$building_saint_catherine$" - building_type_saint_catherine_desc: "$building_saint_catherine_desc$" - - building_jvari_monastery: "Jvari Monastery" - building_jvari_monastery_desc: "An ancient monastery erected on the exact spot where Saint Nino planted a miraculous cross while evangelizing Georgia.\nThe holy building attracts pilgrims from all over the Caucasus." - building_type_jvari_monastery: "$building_jvari_monastery$" - building_type_jvari_monastery_desc: "$building_jvari_monastery_desc$" - - building_etchmiadzin_cathedral: "Cathedral of Vagarshapat" - building_etchmiadzin_cathedral_desc: "This ancient cathedral is the historical center of Armenian Apostolic Christianity. Originally founded by Saint Gregory the Illuminator over a pagan temple to symbolize the triumph of the newly-adopted religion of the Kingdom of Armenia, the church was destructed almost completely during the Sasanid invasion, and rebuilt from the ground some years later.\nAfter the 7th century, however, the cathedral has been repeatedly plundered and abandoned, and has fallen into a state of disrepair. Only a drastic and expensive intervention could return it to its previous splendor." - building_type_etchmiadzin_cathedral: "$building_etchmiadzin_cathedral$" - building_type_etchmiadzin_cathedral_desc: "$building_etchmiadzin_cathedral_desc$" - - building_cattolica_stilo: "Cattolica di Stilo" - building_cattolica_stilo_desc: "The Byzantine influence on this building is strong: a small church with baptistery, in red bricks nested upon naked rocks, with an "inscribed cross" plan and a rich decoration of fresco cycles, dominating the valley of the Stilaro stream.\nThe church is an isolated gem in the middle of hostile nature, where man can feel closer to God." - building_type_cattolica_stilo: "$building_cattolica_stilo$" - building_type_cattolica_stilo_desc: "$building_cattolica_stilo_desc$" - - building_hosios_loukas: "Hosios Loukas" - building_hosios_loukas_desc: "The monastery is dedicated to the preservation of the relics of Venerable Luke of Steiris, the hermit monk.\nThe holy remains are said to exude a miraculous oil, and attract countless pilgrims who sleep by the tomb in order to be healed by incubation. The inner decoration is praised throughout the Eastern Mediterranean for its quality and lavishness, as the finest artists of the age have enriched it with mosaics, icons, chandeliers, carvings, and cloths." - building_type_hosios_loukas: "$building_hosios_loukas$" - building_type_hosios_loukas_desc: "$building_hosios_loukas_desc$" - - building_sofia_ohrid: "Church of Saint Sophia" - building_sofia_ohrid_desc: "The cathedral of Ohrid was first destroyed when the Slavs first descended into these lands, and was not rebuilt until the area was safely back into the folds of the Christian faith.\nIts last embodiment is a dome basilica richly decorated with fresco cycles from the finest artists of the age." - building_type_sofia_ohrid: "$building_sofia_ohrid$" - building_type_sofia_ohrid_desc: "$building_sofia_ohrid_desc$" - - building_fairy_chimneys: "Troglodytic Settlements" - building_fairy_chimneys_desc: "Rocks are extremely malleable in this area, naturally forming cones, peaks, and caves.\nHumans have taken advantage of these structures for centuries, building stables, storage, and refuges, then houses and production buildings, then finally churches inside the rock cones, and whole settlements have thus formed." - building_type_fairy_chimneys: "$building_fairy_chimneys$" - building_type_fairy_chimneys_desc: "$building_fairy_chimneys_desc$" - - building_cilician_gates: "Cilician Gates" - building_cilician_gates_desc: "The Cilician Gates are a pass through the Taurus Mountains that connect the Cilician plains with the Anatolian plateau.\nSince time immemorial, the pass has been fortified, and controlling it meant controlling one of the main commercial and military arteries of Asia Minor and the Middle East." - building_type_cilician_gates: "$building_cilician_gates$" - building_type_cilician_gates_desc: "$building_cilician_gates_desc$" - - building_swahili_port_pemba: "Pemba Trade Ports" - building_swahili_port_pemba_desc: "The reefs, beaches, and mangrove forests of Pemba Island provide an abundance of inlets and resources for the people of Pemba, making it a natural entrepôt of the Zanj." - building_type_swahili_port_pembas: "$building_swahili_port_pemba$" - building_type_swahili_port_pemba_desc: "$building_swahili_port_pemba_desc$" - - building_swahili_port_zanzibar: "Zanzibar Trade Ports" - building_swahili_port_zanzibar_desc: "The island of Unguja's sandy shores sheltered by coral islets make it a perfect haven for ships. Traders from across the Indian Ocean come to enjoy Unguja's natural strengths as a center of maritime commerce." - building_type_swahili_port_zanzibar: "$building_swahili_port_zanzibar$" - building_type_swahili_port_zanzibar_desc: "$building_type_swahili_port_zanzibar_desc$" - - building_swahili_port_mombasa: "Port of Mombasa" - building_swahili_port_mombasa_desc: "Perched atop a rocky island surrounded by steep cliffs, Mombasa enjoys a naturally defensible position that still remains uniquely accessible to maritime traffic." - building_type_swahili_port_mombasa: "$building_swahili_port_mombasa$" - building_type_swahili_port_mombasa_desc: "$building_swahili_port_mombasa_desc$" - - building_swahili_port_pate: "Pate Island Trade Ports" - building_swahili_port_pate_desc: "Located on the northern edge of the Swahili heartlands, Pate Island was one of the first Swahili regions introduced to Islam and thus to Middle Eastern trade networks." - building_type_swahili_port_pate: "$building_swahili_port_pate$" - building_type_swahili_port_pate_desc: "$building_swahili_port_pate_desc$" - - building_swahili_port_lamu: "Lamu Trade Ports" - building_swahili_port_lamu_desc: "The warm white sands of its beaches and the vibrant blue of the waters that lazily lap its shores belie the bustling commerce that serves as the lifeblood of Lamu. Long connected to trade across the ocean, goods from the western and eastern ends of the known world can be bought and sold here." - building_type_swahili_port_lamu: "$building_swahili_port_lamu$" - building_type_swahili_port_lamu_desc: "$building_swahili_port_lamu_desc$" - - building_type_dragon_kiln_01: "Dragon Kiln" - building_type_dragon_kiln_01_desc: "Built on the side of a steep slope, this complex of kilns can produce the extremely high-temperature fires needed to produce exotic ceramics highly-valued as trade goods and gifts." - building_dragon_kiln_01: "Climbing Kiln" - building_dragon_kiln_01_desc: "This long kiln pulls the draught of a fire horitzonally, producing an intense heat needed by potters to create valuable bowls, vases, and other ceramics." - building_dragon_kiln_02: "Saggar Kiln" - building_dragon_kiln_02_desc: "Ceramic production can be eased with the use of saggars, simple containers that help protect pottery being fired from impurities and damage like smoke, ash, and debris from industrial-scale production." - building_dragon_kiln_03: "Chambered Kiln" - building_dragon_kiln_03_desc: "Enclosing the kiln's main fire in a series of chambers both regulates fire temperature and makes the loading and unloading of pottery much easier for workers, creating higher-quality wares at a larger scale that more people are willing to pay higher prices for." - dragon_kiln_terrain_requirement_tt: "The [terrain|E] is not #V $terrain_mountains$#!, #V $terrain_desert_mountains$#!, or #V $terrain_hills$#!" - dragon_kiln_quarry_requirement_tt: "Requires the [GetBuilding('quarries_01').GetName] or higher" - - TERRAIN_NOT_FARMLANDS: "Terrain is not $farmlands$" - building_type_burkhan_khaldun_01: "Burkhan Khaldun" - building_type_burkhan_khaldun_01_desc: "The Burkhan Khaldun is the most imposing of the Khentii Mountains.\nSaid to be the birthplace of many Mongolian heroes, its slopes are covered in ovoos and many sacrifices are made in the hopes of gaining its favor." - building_burkhan_khaldun_01: "$building_type_burkhan_khaldun_01$" - building_burkhan_khaldun_01_desc: "$building_type_burkhan_khaldun_01_desc$" - - building_pleasure_dome: "Pleasure Dome" - building_pleasure_dome_desc: "A Mongolian palace, serving both as a military and cultural center in equal measure. Its crowning glory stands as a fountain in the shape of a silver tree, where different kinds of wine flow from the serpents that entwine the statue." - building_type_pleasure_dome: "$building_pleasure_dome$" - building_type_pleasure_dome_desc: "$building_pleasure_dome_desc$" - - building_type_murex_farm_01: "Murex Fisheries" - building_type_murex_farm_01_desc: "Imperial purple is always in high demand. The snails from which this luxurious dye is made are harvested and processed here." - building_murex_farm_01: "Murex Harvesters" - building_murex_farm_01_desc: "A thriving Murex fishing industry has been established along the Mediterranean coast. It provides a modest but steady income through the sale of harvested snails." - building_murex_farm_02: "Murex Processing Center" - building_murex_farm_02_desc: "This center efficiently processes Murex snails, enhancing the extraction of their valuable secretions. The result is a higher quality of the coveted purple dye." - building_murex_farm_03: "Dye Distillery" - building_murex_farm_03_desc: "The specialized distillery refines Murex secretions into a potent purple dye. Its operation significantly increases the vibrancy and value of the dye." - building_murex_farm_04: "Drying Flats" - building_murex_farm_04_desc: "An open-air courtyard expedites the dye oxidation process. This reduces the production time for the purple dye, ensuring a more efficient workflow." - 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_murex_farm_06: "Silk Weaving Atelier" - building_murex_farm_06_desc: "This workshop specializes in weaving luxurious fabrics like silk for dyeing. It unlocks the ability to produce garments of exceptional quality, increasing their trade value." - building_murex_farm_07: "Imperial Textile Workshop" - building_murex_farm_07_desc: "The imperial workshop focuses on mass production of Tyrian purple-dyed textiles, significantly boosting income from the sale of these prestigious garments." - building_murex_farm_08: "Royal Palace of Purple" - building_murex_farm_08_desc: "A magnificent palace adorned with Tyrian purple-themed decorations stands as a symbol of wealth and power. It showcases the local mastery in Tyrian purple production." - - building_type_generic_copper_mines_01: "Copper Mines" - building_type_generic_copper_mines_01_desc: "An important copper mine, providing incredibly profitable copper ore to whoever is lucky enough to own it." - building_generic_copper_mines_01: "Copper Mining Settlement" - building_generic_copper_mines_01_desc: "$building_rammelsberg_mines_01_desc$" - building_generic_copper_mines_02: "Copper Mine" - building_generic_copper_mines_02_desc: "$building_rammelsberg_mines_02_desc$" - building_generic_copper_mines_03: "Large Copper Mine" - building_generic_copper_mines_03_desc: "$building_rammelsberg_mines_03_desc$" - building_generic_copper_mines_04: "Copper Mining Complex" - building_generic_copper_mines_04_desc: "$building_rammelsberg_mines_04_desc$" - - building_type_generic_silver_mines_01: "Silver Mines" - building_type_generic_silver_mines_01_desc: "A rich silver mine, providing a constant stream of valuable silver." - building_generic_silver_mines_01: "Silver Mining Settlement" - building_generic_silver_mines_01_desc: "$building_rammelsberg_mines_01_desc$" - building_generic_silver_mines_02: "Silver Mine" - building_generic_silver_mines_02_desc: "$building_rammelsberg_mines_02_desc$" - building_generic_silver_mines_03: "Silver Copper Mine" - building_generic_silver_mines_03_desc: "$building_rammelsberg_mines_03_desc$" - building_generic_silver_mines_04: "Silver Mining Complex" - building_generic_silver_mines_04_desc: "$building_rammelsberg_mines_04_desc$" - - building_type_generic_gold_mines_01: "Gold Mines" - building_type_generic_gold_mines_01_desc: "An incredibly valuable and rare gold mine, highly sought after by every noble in the region." - building_generic_gold_mines_01: "Gold Mining Settlement" - building_generic_gold_mines_01_desc: "$building_rammelsberg_mines_01_desc$" - building_generic_gold_mines_02: "Gold Mine" - building_generic_gold_mines_02_desc: "$building_rammelsberg_mines_02_desc$" - building_generic_gold_mines_03: "Gold Copper Mine" - building_generic_gold_mines_03_desc: "$building_rammelsberg_mines_03_desc$" - building_generic_gold_mines_04: "Gold Mining Complex" - building_generic_gold_mines_04_desc: "$building_rammelsberg_mines_04_desc$" - - building_type_capital_bureau_01: "Capital Magistracy " - building_type_capital_bureau_01_desc: "A dedicated branch of government, which devotes all of its resources to manage the capital. A throng of clerks and servicemen resides within these walls, ready to serve at the eparch's command." - building_capital_bureau_01: "Courthouse" - building_capital_bureau_01_desc: "Law is what makes a city thrive and prosper, and law can only be upheld in court." - building_capital_bureau_02: "Security Office" - building_capital_bureau_02_desc: "This office employs a large policing force, which keeps the city safe from criminals and apprehends lawbreakers." - building_capital_bureau_03: "Firemen's Headquarters" - building_capital_bureau_03_desc: "Fires are a constant threat that looms over any densely populated area. A well-drilled fire crew will put out a fire before it spreads." - 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_capital_bureau_05: "Judicial Department" - building_capital_bureau_05_desc: "An extended department for judicial matters is a necessity in a large and growing city. An army of officials, clerks, and judges, work effortlessly to enforce law and order." - building_capital_bureau_06: "City Jail" - building_capital_bureau_06_desc: "While there might be a number of small prisons spread out across the city, a larger jail will ensure that anyone breaking the law will have a cell waiting for them." - building_capital_bureau_07: "Trade College" - building_capital_bureau_07_desc: "Trade is too lucrative a business to not be better regulated by law. By overseeing tolls and goods entering the city, we can administer the capital's provisions much more efficiently, and perhaps even earn some additional gold." - building_capital_bureau_08: "Urban Palace" - building_capital_bureau_08_desc: "A large and majestic residence, spectacular enough to put most palaces to shame, ensures that the chief administrator can be close and available at all times. For while a city never truly sleeps, its administrator surely does." - capital_bureau_custom_effect_desc: "#low Unlocks:#!\nIncreases [aptitude|E] of the [GetCourtPositionType('eparch_court_position').GetName()] [court_position|E]" - - building_type_breweries_01: "Breweries" - building_type_breweries_01_desc: "This building is dedicated to the brewing, fermenting, and storing of various kinds of ale, beer, and other fermented beverages. It plays a crucial role in local culture and economy." - building_breweries_01: "Brewing House" - building_breweries_01_desc: "The heart of any brewery, where the brewing process begins. Here, the ingredients are mixed, boiled, and prepared for fermentation." - building_breweries_02: "Storage Cellar" - building_breweries_02_desc: "A cool, dark place where brewed beverages are stored to age, ensuring they develop the desired flavors and qualities." - building_breweries_03: "Brewing Vats" - building_breweries_03_desc: "Large containers where the wort is boiled and herbs or hops are added, a critical step in the brewing process to impart bitterness and aroma." - building_breweries_04: "Grain Barn" - building_breweries_04_desc: "A barn for keeping large quantities of grain dry and safe from pests, ensuring a steady supply of ingredients for brewing." - building_breweries_05: "Well House" - building_breweries_05_desc: "A well made to ensure a clean and reliable source of water, which is essential for high-quality brews." - building_breweries_06: "Barrel Room" - building_breweries_06_desc: "An area where the fermented brew is carefully stored in barrels, properly sealed and ready for distribution." - building_breweries_07: "Kegging Room" - building_breweries_07_desc: "A dedicated space for filling kegs. These are often used for larger quantities and are favored by inns and taverns." - building_breweries_08: "Taster's Hall" - building_breweries_08_desc: "A hall where brewers and guests can sample the different brews, providing an opportunity to enjoy the latest brews." - - brewery_effect_desc: "#low Unlocks:#!\n[court_position|E]: [GetCourtPositionType('court_brewmaster_court_position').GetName()]" - - #ACH - building_type_oath_warriors_building_01: "Martial Grants" - building_type_oath_warriors_building_01_desc: "The sovereign of these lands has sworn a coronation oath to provide for the warriors." - building_oath_warriors_building_01: "Veterans' Smallholdings" - building_oath_warriors_building_01_desc: "Aristocratic fighters of long service have been given generous local plots, and interest in serving loyally has increased here accordingly." - building_oath_warriors_building_02: "Martial Estates" - building_oath_warriors_building_02_desc: "Those of the aristocratic warrior class who do not die on the battlefield live in comfort, their granted holdings allowing them to recruit and arm themselves amply." - building_oath_warriors_building_03: "Village Fiefdoms" - building_oath_warriors_building_03_desc: "Many local villages are given over to knightly officers as personal holdings, allowing them to gather strength and wealth at the expense of the other classes." - building_oath_warriors_building_04: "Vast Martial Holdings" - building_oath_warriors_building_04_desc: "A sizeable share of local taxes are delivered unto minor warrior aristocrats, the title-holders to field and settlement alike. Their mighty retinues, however, still serve." - - building_type_oath_faithful_building_01: "Religious Monuments" - building_type_oath_faithful_building_01_desc: "The sovereign of these lands has sworn a coronation oath to provide for the faithful." - building_oath_faithful_building_01: "Wayside Shrines" - building_oath_faithful_building_01_desc: "Small shelters by the roadsides house simple sacred icons." - building_oath_faithful_building_02: "Sacred Gates" - building_oath_faithful_building_02_desc: "Above the entrances to and throughout this settlement, detailed religious artworks inspire awe and promise safe passage." - building_oath_faithful_building_03: "Temple Sanctuaries" - building_oath_faithful_building_03_desc: "The local temple complexes have been expanded with vaulted gardens, serene places which house freshwater wells." - building_oath_faithful_building_04: "Monumental Squares" - building_oath_faithful_building_04_desc: "Great investment has gone into massive central squares that abound with religious artwork, are kept bare of excess waste and usury, and supply water to locals." - - building_type_oath_poor_building_01: "Official Almshouses" - building_type_oath_poor_building_01_desc: "The sovereign of these lands has sworn a coronation oath to provide for the poor." - building_oath_poor_building_01: "Charitable Customs" - building_oath_poor_building_01_desc: "People with means are encouraged by authorities to give surplus food and wealth to the less fortunate, typically during holy days." - building_oath_poor_building_02: "Poorhouses" - building_oath_poor_building_02_desc: "The very poor, widows and the elderly are given modest boarding and some care in simple accommodations." - building_oath_poor_building_03: "Benevolent Ministries" - building_oath_poor_building_03_desc: "Almshouses and other civic needs that serve the wretched are well-serviced by official ministers of some means." - building_oath_poor_building_04: "Charitable Institutions" - building_oath_poor_building_04_desc: "All through the land, the needy want for nought. Gracious accommodations house would-be vagrants, hospitals tend to the sick and elderly, and generous allowances are made for poor peasants." - - oath_warriors_building_01_tooltip_high_medieval: "At least #V 3#! of your [knights|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_warriors_building_01_high_medieval_value')|0]#!):\n Has at least #V 14#! [prowess|E] and at least one [commander_trait|E]" - oath_warriors_building_01_tooltip_early_medieval: "At least #V 2#! of your [knights|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_warriors_building_01_early_medieval_value')|0]#!):\n Has at least #V 10#! [prowess|E] and at least one [commander_trait|E]" - oath_warriors_building_02_tooltip_late_medieval: "You have at least #V 6#! [men_at_arms|E] [regiments|E] of different #V Type#! and of at least #V 8 Size#!each" - oath_warriors_building_02_tooltip_high_medieval: "You have at least #V 5#! [men_at_arms|E] [regiments|E] of different #V Type#! and of at least #V 6 Size#! each" - oath_warriors_building_02_tooltip_early_medieval: "You have at least #V 4#! [men_at_arms|E] [regiments|E] of different #V Type#! and of at least #V 4 Size#! each" - oath_warriors_building_02_tooltip_default: "You have at least #V 3#! [men_at_arms|E] [regiments|E] of different #V Type#! and of at least #V 4 Size#! each" - oath_warriors_building_03_tooltip_late_medieval: "At least #V 8#! of your [knights|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_warriors_building_03_late_medieval_value')|0]#!):\n Has at least #V 16#! [prowess|E] and [martial|E] [skills|E]" - oath_warriors_building_03_tooltip_high_medieval: "At least #V 6#! of your [knights|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_warriors_building_03_high_medieval_value')|0]#!):\n Has at least #V 14#! [prowess|E] and [martial|E] [skills|E]" - oath_warriors_building_03_tooltip_default: "At least #V 4#! of your [knights|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_warriors_building_03_early_medieval_value')|0]#!):\nHas at least #V 12#! [prowess|E] and [martial|E] [skills|E]" - oath_warriors_building_04_tooltip: "You have fulfilled the #V Provide for the Warriors#! [oath|E] and this [barony|E] has a [GetModifier('oath_provide_for_the_warriors_province').GetNameWithTooltip] [modifier|E]" - - oath_faithful_building_01_tooltip_high_medieval: "At least #V 3#! of your [courtiers|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_faithful_building_01_high_medieval_value')|0]#!):\n Has at least #V 16#! [learning|E]" - oath_faithful_building_01_tooltip_default: "At least #V 2#! of your [courtiers|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_faithful_building_01_early_medieval_value')|0]#!):\n Has at least #V 14#! [learning|E]" - oath_faithful_building_02_tooltip_high_medieval: "At least #V 4#! of your [close_family|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_faithful_building_02_tooltip_value')|0]#!):\n Has [GetTrait('devoted').GetName(GetNullCharacter)] [trait|E]" - oath_faithful_building_02_tooltip_default: "At least #V 2#! of your [close_family|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_faithful_building_02_tooltip_value')|0]#!):\n Has [GetTrait('devoted').GetName(GetNullCharacter)] [trait|E]" - oath_faithful_building_03_tooltip_high_medieval: "At least #V 6#! of your [vassals|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_faithful_building_03_tooltip_value')|0]#!):\n Has at least #V $piety_level_3$#! [piety_level|E]" - oath_faithful_building_03_tooltip_default: "At least #V 3#! of your [vassals|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_faithful_building_03_tooltip_value')|0]#!):\n Has at least #V $piety_level_3$#! [piety_level|E]" - oath_faithful_building_04_tooltip: "You have fulfilled the #V Provide for the Faithful#! [oath|E] and this [barony|E] has a [GetModifier('oath_provide_for_the_faithful_province').GetNameWithTooltip] [modifier|E]" - - oath_poor_building_01_tooltip_late_medieval: "At least #V 6#! of your [courtiers|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_poor_building_01_tooltip_value')|0]#!):\n Is [lowborn|E]" - oath_poor_building_01_tooltip_high_medieval: "At least #V 4#! of your [courtiers|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_poor_building_01_tooltip_value')|0]#!):\n Is [lowborn|E]" - oath_poor_building_01_tooltip_default: "At least #V 2#! of your [courtiers|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_poor_building_01_tooltip_value')|0]#!):\n Is [lowborn|E]" - oath_poor_building_02_tooltip_high_medieval: "At least #V 3#! of your [vassals|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_poor_building_02_tooltip_value')|0]#!):\n Has [GetTrait('compassionate').GetName(GetNullCharacter)] [trait|E]" - oath_poor_building_02_tooltip_default: "At least #V 2#! of your [vassals|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_poor_building_02_tooltip_value')|0]#!):\n Has [GetTrait('compassionate').GetName(GetNullCharacter)] [trait|E]" - oath_poor_building_03_tooltip_high_medieval: "At least #V 4#! of your [councillors|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_poor_building_03_tooltip_value')|0]#!):\n Has [GetTrait('compassionate').GetName(GetNullCharacter)] [trait|E] and is your [vassal|E]" - oath_poor_building_03_tooltip_default: "At least #V 1#! of your [councillors|E] (currently: #P [GetPlayer.MakeScope.ScriptValue('oath_poor_building_03_tooltip_value')|0]#!):\n Has [GetTrait('compassionate').GetName(GetNullCharacter)] [trait|E] and is your [vassal|E]" - oath_poor_building_04_tooltip: "You have fulfilled the #V Provide for the Poor#! [oath|E] and this [barony|E] has a [GetModifier('oath_provide_for_the_poor_province').GetNameWithTooltip] [modifier|E]" - - building_type_powder_magazine_01: "Gunpowder Manufacturer" - building_type_powder_magazine_01_desc: "Gunpowder calls for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('handgunners').GetName] and other units that require this potent force, specialized buildings must be raised." - building_powder_magazine_01: "Powder Storehouse" - building_powder_magazine_01_desc: "Storehouses in which the powder can be kept safe from the elements to minimize the risk of accidents." - building_powder_magazine_02: "Powder Logistics Office" - building_powder_magazine_02_desc: "Hiring officials who can oversee a workforce dedicated to handle the complicated logistics of gunpowder will make sure the powder is stored correctly and transported across the realm without incident." - building_powder_magazine_03: "Sulfur Mine" - building_powder_magazine_03_desc: "Sulfur, sometimes called brimstone, exists in abundance but can be difficult to produce in high quantities. A dedicated mine will ensure a steady supply of this precious mineral." - building_powder_magazine_04: "Saltpeter Workshop" - building_powder_magazine_04_desc: "A key component in creating gunpowder, saltpeter requires skilled hands in a controlled environment if it is to be produced in high quantity without burning down the entire building." - building_powder_magazine_05: "Powder Magazines" - building_powder_magazine_05_desc: "Storage of gunpowder requires creating dedicated buildings with strengthened walls, safely located away from inhabited and valuable places." - building_powder_magazine_06: "Guardhouse" - building_powder_magazine_06_desc: "Gunpowder is dangerous on its own, but it can be even more so if it would fall into the wrong hands. A large number of guards can now be employed to keep the powder safe from prying eyes." - building_powder_magazine_07: "Powder Refinement Workroom" - building_powder_magazine_07_desc: "A separate building in which the different components are combined to create gunpowder. Should an accident occur, it should hopefully no longer ruin the entire establishment." - building_powder_magazine_08: "Hand Cannon Facility" - building_powder_magazine_08_desc: "Hand cannons can be unreliable and crack during use. We must therefore procure the best equipment possible and hire the most skilled crafters available to produce weapons of the highest quality" - powder_magazine_1_effect_desc: "$unlocks_building_desc$[gunpowder|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('gunpowder_building_limit_bonus_1')|0]#!" - powder_magazine_2_effect_desc: "$unlocks_building_desc$[gunpowder|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('gunpowder_building_limit_bonus_2')|0]#!" - powder_magazine_3_effect_desc: "$unlocks_building_desc$[gunpowder|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('gunpowder_building_limit_bonus_3')|0]#!" - - building_type_mandala_capital_01: "Capital Temple Complex" - building_type_mandala_capital_01_desc: "This [great_project|E] is not just a temple. It is a testament to our mettle. Our accomplishments. Our #EMP grandeur#!. A temple such as this signifies the rule and benevolence of our divine and powerful Devaraja." - building_mandala_capital_01: "Ornate Temple" - building_mandala_capital_01_desc: "A humble beginning to a grand legacy, this ornate temple is a place to worship and pray to the ruling Devaraja." - building_mandala_capital_02: "Majestic Temple" - building_mandala_capital_02_desc: "Improving on the original temple building, the capital temple has been extended with additional shrines, furnishings and decorations." - building_mandala_capital_03: "Temple Grounds" - building_mandala_capital_03_desc: "More lodgings have been added to grow the temple into budding temple grounds.\nIt now houses several shrines for worship as well as shelter for worshipers, servants and the clergy." - building_mandala_capital_04: "Grand Temple Complex" - building_mandala_capital_04_desc: "The temple complex now span the size of a small village and has become largely self-reliant in most necessities.\nA small reliquary and reflection pools spanning from east to west has been added, further increasing the connection to the spirit plane." - building_mandala_capital_05: "Divine Temple Palace" - building_mandala_capital_05_desc: "A rarely seen architectural gem, the temple palace has been expanded with magnificent lodgings for the divine Devaraja.\nMonuments, relics, treasures — travelers come from all over to marvel at the excess of this divine temple palace." - - building_type_wulingyuan_01: "$building_wulingyuan_01$" - building_type_wulingyuan_01_desc: "$building_wulingyuan_01_desc$" - building_wulingyuan_01: "Wulingyuan" - building_wulingyuan_01_desc: "These mountains are filled with thousands of imposing sandstone pillars rising high above the ground. While the pillars are the most striking feature, the area is also filled with ravines, streams, small lakes and caves." - - building_type_leshan_giant_buddha_01: "$building_leshan_giant_buddha_01$" - building_type_leshan_giant_buddha_01_desc: "$building_leshan_giant_buddha_01_desc$" - building_leshan_giant_buddha_01: "Leshan Giant Buddha" - building_leshan_giant_buddha_01_desc: "Carved into the side of a cliff, this Buddha statue faces the confluence of the Min and Dadu rivers, greeting weary travellers on their journey." - - building_type_yungang_grottoes_01: "$building_yungang_grottoes_01$" - building_type_yungang_grottoes_01_desc: "$building_yungang_grottoes_01_desc$" - building_yungang_grottoes_01: "Yungang Grottoes" - building_yungang_grottoes_01_desc: "A large complex of temple grottoes, containing a several dozen of larger caves and hundreds of smaller ones. The caves are filled with thousands upon thousands of Buddha statues." - - building_type_wudang_mountain_temples_01: "$building_wudang_mountain_temples_01$" - building_type_wudang_mountain_temples_01_desc: "$building_wudang_mountain_temples_01_desc$" - building_wudang_mountain_temples_01: "Wudang Mountain Temples" - building_wudang_mountain_temples_01_desc: "The Wudang mountains are one of several mountains sacred to Taoism. They are also the home to large temple complex, famed for the practice of tai chi." - - building_type_shaolin_monastery_01: "$building_shaolin_monastery_01$" - building_type_shaolin_monastery_01_desc: "$building_shaolin_monastery_01_desc$" - building_shaolin_monastery_01: "Shaolin Monastery" - building_shaolin_monastery_01_desc: "The Shaolin Monastery is perhaps most famous for being the birthplace of Shaolin kung fu and for producing monks highly skilled in martial arts. It is, however, also a place of learning and study, and for translating Buddhist texts." - - building_type_lingyin_temple_01: "$building_lingyin_temple_01$" - building_type_lingyin_temple_01_desc: "$building_lingyin_temple_01_desc$" - building_lingyin_temple_01: "Lingyin Temple" - building_lingyin_temple_01_desc: "Lingyin Temple was founded by an Indian monk and pilgrim in 328 AD to spread Buddhism. Since then, the temple has grown immensely. It has several pavilions, a large number of grottoes and pagodas, and has enough dormitories to house thousands of monks." - - building_type_giant_wild_goose_pagoda_01: "$building_giant_wild_goose_pagoda_01$" - building_type_giant_wild_goose_pagoda_01_desc: "$building_giant_wild_goose_pagoda_01_desc$" - building_giant_wild_goose_pagoda_01: "Giant Wild Goose Pagoda" - building_giant_wild_goose_pagoda_01_desc: "The Giant Wild Goose Pagoda was originally constructed in 652 AD as a place to keep and conserve texts, carvings, and various figurines. It was later rebuilt to have an impressive ten stories, until various reconstructions and restorations lowered it to seven stories." - - building_type_kaifeng_palace_01: "$building_kaifeng_palace_01$" - building_type_kaifeng_palace_01_desc: "$building_kaifeng_palace_01_desc$" - building_kaifeng_palace_01: "Kaifeng Imperial Palace" - building_kaifeng_palace_01_desc: "The imperial palace in Kaifeng was built when the Song dynasty established its capital in the city. A strong and efficient government rule within these walls, ensuring that the city and the realm at large will prosper." - kaifeng_examination_cost_bonus_desc: "Cost for the [GetActivityType('activity_imperial_examination').GetTextIcon][GetActivityType( 'activity_imperial_examination').GetName] [activity|E] while this [barony|E] is the [realm_capital|E]: #P -[EmptyScope.ScriptValue('kaifeng_examination_cost_value')|%0]#!" - kaifeng_palace_name_desc: "[GetBuilding('kaifeng_palace_01').GetName]" - - building_type_forbidden_city_01: "$building_forbidden_city_01$" - building_type_forbidden_city_01_desc: "$building_forbidden_city_01_desc$" - building_forbidden_city_01: "The Forbidden City" - building_forbidden_city_01_desc: "The Forbidden City is a vast imperial palace, consisting of almost a thousand separate buildings. The entire compound is surrounded by a high wall and a deep moat, protecting the ruling government and the many officials working tirelessly within." - beijing_palace_bonus_desc: "[governor_efficiency|E] of [governors|E] while this [barony|E] is the [realm_capital|E]: @governor_efficiency!#P +[EmptyScope.ScriptValue('forbidden_city_bonus_value')]%#!" - - building_type_qianling_mausoleum_01: "$building_qianling_mausoleum_01$" - building_type_qianling_mausoleum_01_desc: "$building_qianling_mausoleum_01_desc$" - building_qianling_mausoleum_01: "Qianling Mausoleum" - building_qianling_mausoleum_01_desc: "The Qianling Mausoleum is primarily the tomb of Emperor Gaozong and Empress Wu Zetian, though several other members of the Li family is buried here as well. The burial mound is protected by a rectangular wall and the many stone statues that adorn the landscape is one of the mausoleum's most recognizable features." - - building_type_quanzhou_seaport_01: "$building_quanzhou_seaport_01$" - building_type_quanzhou_seaport_01_desc: "$building_quanzhou_seaport_01_desc$" - building_quanzhou_seaport_01: "Quanzhou Seaport" - building_quanzhou_seaport_01_desc: "Quanzhou's port attracts foreign merchants from far and wide. Traders are known to come from Arabia and Anatolia, Japan and Korea, and everything in-between. This influx of trade vessels ensures that local industries are booming and it has made Quanzhou the foremost shipbuilder in the region." - - building_type_angkor_wat_01: "$building_angkor_wat_01$" - building_type_angkor_wat_01_desc: "$building_angkor_wat_01_desc$" - building_angkor_wat_01: "Angkor Wat" - building_angkor_wat_01_desc: "Angkor Wat is a massive temple complex dedicated to the deity Vishnu. It is designed to be a representation of Mount Meru, home of the gods in Hindu mythology. The complex is surrounded by an impressive moat and has several galleried temples, overflowing with religious art, sculptures and reliefs." - - building_type_citadel_thang_long_01: "Citadel of Thăng Long" # 昇龍 - building_type_citadel_thang_long_01_desc: "$building_citadel_thang_long_01_desc$" - building_citadel_thang_long_01: "Đai La Citadel" - building_citadel_thang_long_01_desc: "A citadel that serves as a military base for local armies and is greatly fortified to help repel invaders." - building_citadel_thang_long_02: "Imperial Citadel of Thăng Long" # 昇龍 - building_citadel_thang_long_02_desc: "The Imperial Citadel acts as a fortress and royal residence. The citadel complex includes three sectors, the primary fortification, the imperial city, and the Forbidden City." - - building_type_po_klong_garai_01: "$building_po_klong_garai_01$" - building_type_po_klong_garai_01_desc: "$building_po_klong_garai_01_desc$" - building_po_klong_garai_01: "Po Klong Garai Temple" - building_po_klong_garai_01_desc: "A pinnacle of Cham architecture, the Po Klong Garai temple is said to be built to honor the legendary king of the same name. It has three distinct brick towers and an impressive sculpture of the god Shiva as its primary art piece." - - building_type_dau_temple_01: "$building_dau_temple_01$" - building_type_dau_temple_01_desc: "$building_dau_temple_01_desc$" - building_dau_temple_01: "Dâu Temple" - building_dau_temple_01_desc: "A revered temple in Luy Lâu, marks the spot where monks from far-off lands first came together. The brick tower, relics, and mummified masters that remain there embody centuries of devotion to Buddhism." - - building_type_liuhe_pagoda_01: "$building_liuhe_pagoda_01$" - building_type_liuhe_pagoda_01_desc: "$building_liuhe_pagoda_01_desc$" - building_liuhe_pagoda_01: "Liuhe Pagoda" - building_liuhe_pagoda_01_desc: "A towering pagoda raised by kings to calm the tides and honor the Buddha. Its beacon shines over the land, a symbol of harmony between man and Heaven." - - building_type_muaro_jambi_01: "$building_muaro_jambi_01$" - building_type_muaro_jambi_01_desc: "$building_muaro_jambi_01_desc$" - building_muaro_jambi_01: "Muaro Jambi Compounds" - building_muaro_jambi_01_desc: "Located along the Batang Hari River, Muaro Jambi's extensive brick compounds protected both trade and faith. As a Srivijayan stronghold, it provided refuge for rulers and mobilized armies within the Sumatran heartland." - - building_type_hanging_temple_01: "$building_hanging_temple_01$" - building_type_hanging_temple_01_desc: "$building_hanging_temple_01_desc$" - building_hanging_temple_01: "Hanging Temple" - building_hanging_temple_01_desc: "The Hanging Temple is a monastery suspended from a cliff face at Mount Heng. According to legend, its construction began centuries ago with a monk named Liaoran. Its wooden halls, built on stilts, contain shrines to Buddhist, Taoist, and Confucian sages, blending faiths and defying gravity with graceful serenity." - - building_type_pagoda_of_fogong_temple_01: "$building_pagoda_of_fogong_temple_01$" - building_type_pagoda_of_fogong_temple_01_desc: "$building_pagoda_of_fogong_temple_01_desc$" - building_pagoda_of_fogong_temple_01: "Pagoda of Fogong Temple" - building_pagoda_of_fogong_temple_01_desc: "The Pagoda of Fogong Temple is a tall wooden pagoda built without nails. Rising nine stories, it houses sacred relics and statues, and its clever design remains a marvel of engineering and a symbol of faith." - - building_type_plain_of_jars_01: "$building_plain_of_jars_01$" - building_type_plain_of_jars_01_desc: "$building_plain_of_jars_01_desc$" - building_plain_of_jars_01: "Plain of Jars" - building_plain_of_jars_01_desc: "The Plain of Jars is a vast plateau strewn with giant stone vessels, their purpose shrouded in mystery. Once used in ancient rites, they endure as relics of a forgotten people, inspiring awe and local reverence." - - building_type_dieng_plateau_01: "$building_dieng_plateau_01$" - building_type_dieng_plateau_01_desc: "$building_dieng_plateau_01_desc$" - building_dieng_plateau_01: "Dieng Plateau" - building_dieng_plateau_01_desc: "The Dieng Plateau is a mist-covered volcanic basin, where sulfur pools and gas vents dot the landscape. Scattered ancient temples and ritual legends make it both feared and revered, a sacred highland where ancient good and evil deities once roamed." - - building_type_mount_apo_01: "$building_mount_apo_01$" - building_type_mount_apo_01_desc: "$building_mount_apo_01_desc$" - building_mount_apo_01: "Mount Apo" - building_mount_apo_01_desc: "Rising above Lake Venado, Mount Apo's name means "revered elder" in Lumad languages. It is a shortened form of Apo Sandawa, the spirit of the sacred mountain, also called "Elder Sandawa" or "Grandfather Sandawa." Rituals for Apo Sandawa are performed by the tribe's shaman who is seen as a medium for ancestor spirits." - - building_type_besakih_temple_01: "$building_besakih_temple_01$" - building_type_besakih_temple_01_desc: "$building_besakih_temple_01_desc$" - building_besakih_temple_01: "Besakih Temple" - building_besakih_temple_01_desc: "Known as the "Mother Temple of Bali," Besakih is the island's most significant and holiest Hindu temple complex. It is located on the slopes of Mount Agung, Bali's tallest volcano and sacred mountain. It is the island's religious and cultural heart, hosting grand ceremonies for all." - - building_type_gongsanseong_fortress_01: "$building_gongsanseong_fortress_01$" - building_type_gongsanseong_fortress_01_desc: "$building_gongsanseong_fortress_01_desc$" - building_gongsanseong_fortress_01: "Gongsanseong Fortress" - building_gongsanseong_fortress_01_desc: "Gongsanseong Fortress crowns the hills above the Geum River. Built as Baekje's royal citadel, its long walls and stone gates guarded kings and subjects alike, a mountain stronghold of dynastic power and defense." - - building_type_krakatoa_01: "$building_krakatoa_01$" - building_type_krakatoa_01_desc: "$building_krakatoa_01_desc$" - building_krakatoa_01: "Krakatoa" - building_krakatoa_01_desc: "Krakatoa is a imposing volcano situated on a small archipelago just off the coast." - - building_type_borobudur_01: "$building_borobudur_01$" - building_type_borobudur_01_desc: "$building_borobudur_01_desc$" - building_borobudur_01: "Borobudur" - building_borobudur_01_desc: "Borobudur is a massive Buddhist temple consisting of nine stone platforms stacked on top of each other, topped by a central dome. The temple is decorated with thousands of reliefs and hundreds of Buddha statues." - - building_type_hoshi_ryokan_01: "$building_hoshi_ryokan_01$" - building_type_hoshi_ryokan_01_desc: "$building_hoshi_ryokan_01_desc$" - building_hoshi_ryokan_01: "Hōshi Ryokan" - building_hoshi_ryokan_01_desc: "Hōshi Ryokan is an old traditional inn and a family business. It offers travellers a respite on their journey with rest, food, and access to hot spring baths." - - building_type_celestial_great_barracks_01: "$building_celestial_great_barracks_01$" - building_type_celestial_great_barracks_01_desc: "$building_celestial_great_barracks_01_desc$" - building_celestial_great_barracks_01: "Great Barracks" - building_celestial_great_barracks_01_desc: "This massive barracks and fortress provide the local governor with soldiers to bolster their armies, and greatly improves the local area's defenses." - celestial_great_barracks_enabled_desc: "[holder.GetShortUIName|U] [holder.LocalPlayerString( 'are', 'is' )] not a military [governor|E]" - celestial_great_barracks_effect_desc: "[governor_efficiency|E]: @governor_efficiency!#P +[EmptyScope.ScriptValue('great_barracks_bonus_value')]%#!" - - building_type_the_great_wall_01: "$building_the_great_wall_01$" - building_type_the_great_wall_01_desc: "$building_the_great_wall_01_desc$" - building_the_great_wall_01: "The Great Wall" - building_the_great_wall_01_desc: "This is the oldest part of the great wall, largely built by the Qin dynasty. The sands of time might have worn down stone, brick, and mortar, but it's still a formidable piece of fortification." - building_type_the_great_wall_02: "$building_the_great_wall_01$" - building_type_the_great_wall_02_desc: "$building_the_great_wall_02_desc$" - building_the_great_wall_02: "The Great Wall" - building_the_great_wall_02_desc: "The Han dynasty greatly expanded the existing walls built by their predecessors. They built some of the more extensive sections, stretching across deserts and mountains for hundred of miles." - building_type_the_great_wall_03: "$building_the_great_wall_01$" - building_type_the_great_wall_03_desc: "$building_the_great_wall_03_desc$" - building_the_great_wall_03: "The Great Wall" - building_the_great_wall_03_desc: "The Wei, Qi and Sui dynasties all added to the wall during the 5th and 6th centuries AD, improving several sections with improved fortifications." - building_type_the_great_wall_04: "$building_the_great_wall_01$" - building_type_the_great_wall_04_desc: "$building_the_great_wall_04_desc$" - building_the_great_wall_04: "The Great Wall" - building_the_great_wall_04_desc: "A most impressive feat of engineering, this gargantuan wall has been expanded upon many times since its initial construction in the 7th century BC. It now stretches across thousands of miles and encompasses a large number of watchtowers, barracks, and garrison stations. Surely, no barbarian invader will ever overcome this mighty obstacle?" - building_type_the_great_wall_shanhai_pass: "$building_the_great_wall_01$" - building_type_the_great_wall_shanhai_pass_desc: "$building_the_great_wall_04_desc$" - building_the_great_wall_shanhai_pass: "$building_the_great_wall_04$" - building_the_great_wall_shanhai_pass_desc: "$building_the_great_wall_04_desc$" - building_type_the_great_wall_liaodong: "$building_the_great_wall_01$" - building_type_the_great_wall_liaodong_desc: "$building_the_great_wall_04_desc$" - building_the_great_wall_liaodong: "$building_the_great_wall_04$" - building_the_great_wall_liaodong_desc: "$building_the_great_wall_04_desc$" - - special_building_improve_silk_road: "When this [special_building|E] is completed it will bring the [sub_region_temp.GetName] [situation_sub_region|E] closer to the [situation_silk_road_phase_exceptional_bounty|E] [silk_road|E] [situation_phase|E] #weak (if not already in it)#!" - - building_type_herat_bazaar_01: "$building_herat_bazaar_01$" - building_type_herat_bazaar_01_desc: "$building_herat_bazaar_01_desc$" - building_herat_bazaar_01: "Bazaar of Herat" - building_herat_bazaar_01_desc: "The bustling markets of Herat have been renowned since the ancient Achaemenids it #italic Haraiva#!. The caravans that enter and leave the city every day mark the bazaars of Herat as the Pearl of Khorasan." - building_herat_bazaar_02: "Sprawling Bazaar of Herat" - building_herat_bazaar_02_desc: "Herat's bazaars overflow with commerce and trade. The Pearl of Khorasan glitters finer than the most polished jewel on any crown." - - building_type_dvin_shuka_01: "$building_dvin_shuka_01$" - building_type_dvin_shuka_01_desc: "$building_dvin_shuka_01_desc$" - building_dvin_shuka_01: "Shuka of Dvin" - building_dvin_shuka_01_desc: "The venerable market of Dvin has served as the great hub of Armenian commerce since time immemorial. Its walls are decorated with colorful tiles and tinted plasters, reflecting the wealth and prestige of this ancient marketplace." - building_dvin_shuka_02: "Sprawling Shuka of Dvin" - building_dvin_shuka_02_desc: "Age has not sapped Dvin's august and ancient marketplace of any vitality — if anything, the venerable shuka seems more lively than ever before." - - building_type_khiva_bazaar_01: "$building_khiva_bazaar_01$" - building_type_khiva_bazaar_01_desc: "$building_khiva_bazaar_01_desc$" - building_khiva_bazaar_01: "Bazaar of Khiva" - building_khiva_bazaar_01_desc: "Gateway to the Steppe, the humble city of Khiva is notable for its abundance of traders and travelers seeking profits or fortune on the frontier." - building_khiva_bazaar_02: "Sprawling Bazaar of Khiva" - building_khiva_bazaar_02_desc: "Under the burning sun, nomads, merchants, and adventurers eke out fortunes and trade whispers of far China's wealth over the exotic coins of the Huángdì." - - building_type_lhasa_market_01: "$building_lhasa_market_01$" - building_type_lhasa_market_01_desc: "$building_lhasa_market_01_desc$" - building_lhasa_market_01: "Khrom of Lhasa" - building_lhasa_market_01_desc: "At a prime crossroads between India and China, the merchants of Lhasa crowd for traveler's attention in the shadow of the lofty Potala palace." - building_lhasa_market_02: "Sprawling Khrom of Lhasa" - building_lhasa_market_02_desc: "There is nothing new under the sun, so the merchants of Lhasa would have you believe, for there is no bauble or jewel they have not encountered, wending its way along the Silk Road." - - building_type_changan_market_01: "$building_changan_market_01$" - building_type_changan_market_01_desc: "$building_changan_market_01_desc$" - building_changan_market_01: "Marketplace of Cháng'ān" - building_changan_market_01_desc: "The markets of the great city of Cháng'ān, #EMP Perpetual Peace#!, bustle with all manner of trade, and are an essential stop for nearly all commerce heading both in and out of China." - building_changan_market_02: "Sprawling Marketplace of Cháng'ān" - building_changan_market_02_desc: "Cháng'ān's prosperous merchants no longer blink at the sight of the greatest treasures known to man — for they have seen them all before, and probably own a few of them." - - building_type_dunhuang_market_01: "$building_dunhuang_market_01$" - building_type_dunhuang_market_01_desc: "$building_dunhuang_market_01_desc$" - building_dunhuang_market_01: "Marketplace of Dūnhuáng" - building_dunhuang_market_01_desc: "Sat on the glistening banks of the Shule river, the city of Dūnhuáng marks the gateway between the Hexi Corridor and the Tarim basin, and is a key stopping point for all travelers between them." - building_dunhuang_market_02: "Sprawling Marketplace of Dūnhuáng" - building_dunhuang_market_02_desc: "The sun-bleached streets of Dūnhuáng know only the steady, languid march of countless laden camels, mules, and men, and their ever-crossing paths east and west." - - building_type_lahur_bazaar_01: "$building_lahur_bazaar_01$" - building_type_lahur_bazaar_01_desc: "$building_lahur_bazaar_01_desc$" - building_lahur_bazaar_01: "Bazaar of Lahur" - building_lahur_bazaar_01_desc: "The old town of Lahur was built around two major markets, surrounded by homes, all enclosed by a long mud wall. This bustling cluster of markets has hummed with activity as long as anyone can remember, and will likely hum with activity for generations to come." - building_lahur_bazaar_02: "Sprawling Bazaar of Lahur" - building_lahur_bazaar_02_desc: "Trade flows through Lahur as naturally as water flows through a riverbed. Its clustered markets overflow with goods, and its merchants seem to have all the wisdom of the city's storied history lurking behind their keen eyes." - - building_type_hamadan_bazaar_01: "Hamadan Bazaar" - building_type_hamadan_bazaar_01_desc: "$building_hamadan_bazaar_01_desc$" - building_hamadan_bazaar_01: "Hamadan Bazaar" - building_hamadan_bazaar_01_desc: "The heartland of the ancient Median people, Hamadan has been a center of commerce since the time of clay tablets and cuneiform inscriptions. Hundreds of generations of merchants have peddled their wares and worked their craft among the stalls of Hamadan's main bazaar." - building_hamadan_bazaar_02: "Sprawling Hamadan Bazaar" - building_hamadan_bazaar_02_desc: "Hamadan's great bazaar prospers like never before, achieving new heights of wealth and activity unmatched in its long and dignified history." - - building_type_sunday_bazaar_01: "Sunday Bazaar" - building_type_sunday_bazaar_01_desc: "$building_sunday_bazaar_01_desc$" - building_sunday_bazaar_01: "Sunday Bazaar" - building_sunday_bazaar_01_desc: "Some locals will tell you that before there was money, Kashgar already had the Sunday Bazaar. Walking between the stalls of the market, it certainly feels that way — it's impossible to imagine a time without this place." - building_sunday_bazaar_02: "Sprawling Sunday Bazaar" - building_sunday_bazaar_02_desc: "While Kashgar's great Sunday Bazaar may have lasted since time immemorial, the prosperity it feels now will surely be remembered for ages to come." - - building_type_mount_fuji_01: "Mount Fuji" - building_type_mount_fuji_01_desc: "The lone, towering, snow-capped peak of Fujisan marks the passage into eastern Japan and is a sight famed throughout the islands, drawing travelers and pilgrims, and granting repose to all who gaze upon it. Among the most sacred Shintō mountains, Fuji is home to #EMP Konohanasakuya-hime#!, goddess of volcanoes, the cherry blossom, and life's ephemeral delicacy." - building_mount_fuji_01: "$building_type_mount_fuji_01$" - building_mount_fuji_01_desc: "$building_type_mount_fuji_01_desc$" - - building_type_waterworks_01: "Water Management" - building_type_waterworks_01_desc: "Water is the foundation upon which all life depends. Maintaining a steady supply of water, and effectively utilizing it, is essential for maintaining a strong realm and a strong reign." - building_waterworks_01: "Man-Made Ponds" - building_waterworks_01_desc: "The first step in managing water is having water to manage. A simple depression in the ground, lined with clay for retention, creates a natural spot for water to accumulate for later use." - building_waterworks_02: "Cisterns" - building_waterworks_02_desc: "Deeper holes, less permeable linings, and simple roofings help create places where more water can be stored longer with less loss to pollution or evaporation." - building_waterworks_03: "Level Canals" - building_waterworks_03_desc: "Digging ditches between storage locations makes managed water far more accessible to far more people. This process relieves pressure from floods when water is overabundant, while still providing water to people, livestock, and crops in times of drought. Planned the right way, these can even be used for light boat traffic." - building_waterworks_04: "Irrigation Tanks" - building_waterworks_04_desc: "Any sort of hill or crest or change in elevation can be turned into a place to store water, if the right embankments are dug. Connected by channels, these open tanks of water can feed into each other, giving greater control over how much water is stored and how much water is used at any given time." - building_waterworks_05: "Stepwells" - building_waterworks_05_desc: "Water control can be combined with basic well-digging to create tremendous structures dug into the ground that will, at all times, have some water sourced from the earth. These subterranean buildings can still be connected to ground-level sluices and channels that either feed it more water or siphon it away to other areas as needed." - building_waterworks_06: "Canal Locks" - building_waterworks_06_desc: "The very depth of a waterway itself can be controlled with gates and drains. Water stored behind these locks can be used to make channels viable waterways for barges and small ships, making the canals excellent for transport." - building_waterworks_07: "Artificial Lakes" - building_waterworks_07_desc: "A monumental reservoir can hold a monumental amount of water. Fed by rivers and channels, artificial lakes can provide water for vast farmlands and multitudes of villages. Their grandeur means they can also serve as prestigious places in their own right, making them effective sites for worship and rule." - building_waterworks_08: "Supply and Sewer Systems" - building_waterworks_08_desc: "With pipes and pumps, water can flow up and down, giving water to the highest towers and flushing waste away to the farthest cesspools. No place can lack for water, and any excess can be drained away before it turns into a dangerous flood." - - building_type_spice_plantation_01: "Spice Plantations" - building_type_spice_plantation_01_desc: "The finest fragrances and most delicate flavors can be extracted from plants which grow in only very specific regions of the world. Their rarity and their quality make them exceptionally lucrative to produce, if the earth is able to nurture them." - building_spice_plantation_01: "Spice Foraging" - building_spice_plantation_01_desc: "Spices are produced naturally by several trees, bushes, and flowers. The trick is to #italic find#! those plants in the first place." - building_spice_plantation_02: "Cultivated Spice Groves" - building_spice_plantation_02_desc: "The highest-demand spices can be cultivated under the right conditions, with the right labor, and the right oversight from the right overseers." - building_spice_plantation_03: "Spice Orchards" - building_spice_plantation_03_desc: "Planting crops with a geometric method over a large area can produce a much more predictable amount of spice, year after year after year." - building_spice_plantation_04: "Spice Drying" - building_spice_plantation_04_desc: "Setting aside space near the crops to dry spices before shipping means more of a harvest can be processed before it spoils, saving money in overall spice production." - building_spice_plantation_05: "Spice Mills" - building_spice_plantation_05_desc: "Grinding can make spices more likely to spoil, but it can also make storage far more efficient. Mills can also assist with winnowing, however, making for a far more pure crop." - building_spice_plantation_06: "Spice Estates" - building_spice_plantation_06_desc: "Consolidating worker housing, crop processing and product storage into a site near where the spices are actually grown significantly helps make and sell more spices with fewer expenses overall." - building_spice_plantation_07: "Plantation Land Management" - building_spice_plantation_07_desc: "The earth itself can be reshaped to open up more land to crop growth. Terraces and channels create new opportunities for more crops." - building_spice_plantation_08: "Industrial Spice Production" - building_spice_plantation_08_desc: "With the right direction, the whole land can be committed to the production of the most lucrative spices. Every tree planted, every bush cultivated, every leaf picked and every nut dried is another coin in the coffers." - - building_type_examination_hall_01: "Examination Hall" - building_type_examination_hall_01_desc: "Imperial exams can't be conducted without having somewhere to conduct those exams. It is the responsibility of the local governor to ensure that officials have all the resources they need in order to conduct the exams properly, and that test-takers have the support they need while minimizing opportunities to cheat." - building_examination_hall_01: "Testing Rooms" - building_examination_hall_01_desc: "To test candidates for government posts, there needs to be a place to conduct a test. A room devoted to exam-taking is the bare minimum needed, but it is a start." - building_examination_hall_02: "Wenwu Temple" - building_examination_hall_02_desc: "A little prayer can give some test-takers more confidence than all the studying and preparation in the world." - building_examination_hall_03: "Imperial Academy" - building_examination_hall_03_desc: "A complex of lecture halls, testing facilities, faculty offices, and storage-rooms provides the comprehensive support necessary to conduct any and every part of the imperial exam with the utmost efficiency and quality." - examination_hall_effects_desc: "[SelectLocalization( HasDlcFeature( 'all_under_heaven' ), 'examination_hall_effect_desc', 'examination_hall_cost_discount_max_desc' )]" - examination_hall_effect_desc: "Reduced cost for [GetActivityType('activity_imperial_examination').GetTextIcon][GetActivityType('activity_imperial_examination').GetName] and [GetActivityType('activity_local_examination').GetTextIcon][GetActivityType('activity_local_examination').GetName] [activities|E] Hosted in this [holding|E]: [EmptyScope.ScriptValue('imperial_examination_cost_discount_max_value')|P0%]" - examination_hall_cost_discount_max_desc: "$examination_hall_effect_desc$[EmptyScope.ScriptValue('imperial_examination_cost_discount_max_value')|P0%]" - imperial_examination_cost_discount_examination_hall: "Location has $building_type_examination_hall_01$" - - building_can_benefit_requirements: "#S If you fulfill the requirements:#!\n" - rebuilding_grants_full_benefits: "#S After [rebuilding|El]:#!\n" - building_requirements_header: "#S Requirements:#!\n" - building_fallback: "#S If you do not fulfill the requirements:#!\n" - building_effects_header: "#S Effects:#!\n" - - building_type_citadel_shrine_01: "Citadel Shrine" - building_type_citadel_shrine_01_desc: "A $building_type_temple_citadel_01$ isn't complete without a place in which to worship its pantheon. Be it regular citizens or garrisoned forces, the sanctity emanating from within its walls will calm any restless soul." - building_citadel_shrine_01: "Prasada Tower" - building_citadel_shrine_01_desc: "The Prasada crowns the $building_type_temple_citadel_01$, painting a regal silhouette in the distance. It allows its worshipers to admire the Shrine from afar." - building_citadel_shrine_02: "Prang Spire" - building_citadel_shrine_02_desc: "Flooded in delicate carvings, the Prang rises above in structural cascades, enhancing the offered impression of height. It is a delightful eye rest while prayers are being expelled, be it in uttered words or contemplative silence." - building_citadel_shrine_03: "Divine Statuary" - building_citadel_shrine_03_desc: "The collection of statues perpetually stare into the aether, pondering eternity and oftentimes invoking complex emotions in its worshipers." - building_citadel_shrine_04: "Singha Statues" - building_citadel_shrine_04_desc: "Grinning teeth and staring eyes, these ferocious guardian lions offer their blessing of protection on the denizens of the $building_type_temple_citadel_01$." - building_citadel_shrine_05: "Nāga Guardians" - building_citadel_shrine_05_desc: "Carefully crafted in sandstone and the mandala intricately inscribed on its chest, these seven-headed serpents offer peace and prosperity to the dwellers of the Shrine." - building_citadel_shrine_06: "Bas-Reliefs" - building_citadel_shrine_06_desc: "Citizens often stop to inspect the minute details of these bas-reliefs, as they depict dramatic periods of battle but also various planes of divinity and creation myths." - building_citadel_shrine_07: "Reliquaries" - building_citadel_shrine_07_desc: "A treasure trove of various religious and ceremonial statues and objects, this $building_type_temple_citadel_01$ has a collection greater than anywhere else." - building_citadel_shrine_08: "Devaraja Image" - building_citadel_shrine_08_desc: "The Divine Being, frozen in time in a majestic pose, allowing its worshipers to pray and pay dutiful homage in order to receive its blessings." - - building_type_sacred_pool_01: "Sacred Pool" - building_type_sacred_pool_01_desc: "Such a large body of water may have many purposes; but it is clear that as time passes and the seasons change, the visual phenomena reflected in the pool occasionally becomes truly transcendent. A source of fortification as well as hydration, these pools are an important part of the day-to-day life of its denizens." - building_sacred_pool_01: "Lotus Pond" - building_sacred_pool_01_desc: "A harmonious pond, stunning its onlookers with its beauty and tranquility, and purportedly being the setting for significant spiritual events to occur." - building_sacred_pool_02: "Holy Reservoir" - building_sacred_pool_02_desc: "Increasing in scale, this $building_sacred_pool_02$ also brings the occasional wildlife; flora and fauna working as one to inspire its visitors with the sense of the cycle of life." - building_sacred_pool_03: "Basin" - building_sacred_pool_03_desc: "A place for the odd ceremony and ritual, this body of water tells the tale of an increased splendor of its ruler." - building_sacred_pool_04: "Moat" - building_sacred_pool_04_desc: "Now surrounding the place of worship, its denizens feel more secure now that the $building_type_sacred_pool_01$ offer some fortification between themselves and potential hostile forces." - building_sacred_pool_05: "Petty Baray" - building_sacred_pool_05_desc: "A collection of guardian lions watch over the Baray, making any intruders think twice before traversing its still waters." - building_sacred_pool_06: "Baray" - building_sacred_pool_06_desc: "The $building_sacred_pool_06$ stretching from east to west is a magnificent sight to behold. Serpent statues help keep watch over its outer perimeters." - building_sacred_pool_07: "Great Baray" - building_sacred_pool_07_desc: "Statues, blossoming vegetation and splendid scenery signifies this majestic body of water, bringing cool relief as well as hydration in periods of excruciating heat." - building_sacred_pool_08: "Sacred Baray" - building_sacred_pool_08_desc: "Travelers and other visitors passing by often stand in awe of this man-made body of water — its width making the eye barely able to see the edge at the other side. A true testament to the divine link of this location." - - building_type_vihara_halls_01: "Vihara Halls" - building_type_vihara_halls_01_desc: "A monastic building, built to shelter monks from the rain season, this is a place of quiet meditation, prayer and recuperation. Expanding the halls contributes to the vigor and devotion of its inhabiting religious followers." - building_vihara_halls_01: "Prayer Shrine" - building_vihara_halls_01_desc: "The addition of the $building_vihara_halls_01$ offer its visitors a place of worship and contemplation." - building_vihara_halls_02: "Scripture Library" - building_vihara_halls_02_desc: "Ancient, as well as new, scriptures are contained within the walls of the Hor Trai. Visiting devotees can peruse and further their enlightenment at their leisure." - building_vihara_halls_03: "Colonnaded Chapels" - building_vihara_halls_03_desc: "Majestic colonnades tower over these chapels, offering intricate inscriptions and various religious depictions to the worshipers within." - building_vihara_halls_04: "Mandapa" - building_vihara_halls_04_desc: "The sheer size of this pillared hall is excellent for performing public rituals or other religious ceremonies." - building_vihara_halls_05: "Shala Pavilion" - building_vihara_halls_05_desc: "A pavilion in the middle of the greenery, the beauty of this structure is only matched by its air of spirituality." - building_vihara_halls_06: "Sima Stones" - building_vihara_halls_06_desc: "The boundary stones assist the keepers of the $building_type_vihara_halls_01$ in approximating the adequate size and distance of spaces required for monks to be able to perform their worship in a proper way." - building_vihara_halls_07: "Bell Tower" - building_vihara_halls_07_desc: "A majestic $building_vihara_halls_07$ crowns these $building_type_vihara_halls_01$, reflecting the sunlight during day and looming in the distance at night." - building_vihara_halls_08: "Grand Halls" - building_vihara_halls_08_desc: "The comfort and amenities of these halls make monks travel from further away to visit, consolidating and dispersing teachings and ideas in an invaluable information network, spreading harmony into nearby realms." - - building_type_itsukushima_jinja_01: "$building_itsukushima_jinja_01$" - building_type_itsukushima_jinja_01_desc: "$building_itsukushima_jinja_01_desc$" - building_itsukushima_jinja_01: "Itsukushima Shrine" # 厳島神社 - building_itsukushima_jinja_01_desc: "Established in the 6th century and dedicated to the Shintō goddesses of the sea and storms, Itsukushima-jinja's galleries stand over the water, looking towards a famed torii gate which appears to float over the waters of Matsushima bay." - building_itsukushima_jinja_02: "$building_itsukushima_jinja_01$" - building_itsukushima_jinja_02_desc: "$building_itsukushima_jinja_01_desc$" - - building_type_heian_palace_01: "$building_heian_palace_01$" - building_type_heian_palace_01_desc: "$building_heian_palace_01_desc$" - building_heian_palace_01: "Heian Palace" # 平安宮 - building_heian_palace_01_desc: "Built by Emperor Kanmu as the centerpiece of his great city of Heian-kyō, or 'Peace Capital', the sprawling palace complex houses the imperial court, residence, and the central bureaucratic offices of Japan. Its corridors are bustling hubs of ceremony, politics, and intrigue, where ancient aristocratic families vie for influence." - - building_type_ise_jingu_01: "$building_ise_jingu_01$" - building_type_ise_jingu_01_desc: "$building_ise_jingu_01_desc$" - building_ise_jingu_01: "Ise Shrine" # 伊勢神宮 - building_ise_jingu_01_desc: "Ise-jingū is sacred to the sun goddess, #EMP Amaterasu#!, and among the most hallowed Shintō sites. The shrine houses the Yamato imperial regalia, and is overseen by a vestal Saigū priestess, chosen from among the imperial dynasty." - - building_type_kofuku_ji_01: "$building_kofuku_ji_01$" - building_type_kofuku_ji_01_desc: "$building_kofuku_ji_01_desc$" - building_kofuku_ji_01: "Kōfuku Temple" # 興福寺 - building_kofuku_ji_01_desc: "Dating to the 7th century, Kōfuku-ji is one of the Seven Great Temples of Nara, among the oldest and most important centers of Buddhist thought and power in Japan." - - building_type_enryaku_ji_01: "$building_enryaku_ji_01$" - building_type_enryaku_ji_01_desc: "$building_enryaku_ji_01_desc$" - building_enryaku_ji_01: "Enryaku Temple" # 延暦寺 - building_enryaku_ji_01_desc: "Founded by $SaichO_$ in the late 8th century, Enryaku-ji sits on Mount Hiei overlooking Emperor Kanmu's capital, Heian-kyō, and is the center of Japanese Pundarika, or Tendai, Buddhism in Japan." - - building_type_dazaifu_01: "$building_dazaifu_01$" - building_type_dazaifu_01_desc: "$building_dazaifu_01_desc$" - building_dazaifu_01: "Dazaifu Office" # 興福寺 - building_dazaifu_01_desc: "The town of Dazaifu is the imperial court's administrative center on distant Kyūshū. Established to oversee the island's defense, facilitate overseas trade, and host foreign dignitaries, governorship of Dazaifu is a common career stepping stone of ambitious bureaucrats." - - building_type_chinjufu_01: "$building_chinjufu_01$" - building_type_chinjufu_01_desc: "$building_chinjufu_01_desc$" - building_chinjufu_01: "Chinjufu District" # 鎮守府 - building_chinjufu_01_desc: "Originally based in Taga, the Chinjufu is the fortified center of the imperial pacification efforts in northern Japan, overseen by a special commander with responsibility for the region's defense and taxation." - - building_type_hakata_port_01: "$building_hakata_port_01$" - building_type_hakata_port_01_desc: "$building_hakata_port_01_desc$" - building_hakata_port_01: "Hakata Port" # 博多 - building_hakata_port_01_desc: "Since the earliest days of the Yamato, the port city of Hakata on Kyūshū's northern shore has been a naval gateway, a bustling nexus overseen by the nearby Dazaifu office, where traders sell goods from far-off lands and diplomatic delegations step onto Japan's shores." - building_hakata_port_02: "$building_hakata_port_01$" - building_hakata_port_02_desc: "$building_hakata_port_01_desc$" - - building_type_hwangnyongsa_01: "$building_hwangnyongsa_01$" - building_type_hwangnyongsa_01_desc: "$building_hwangnyongsa_01_desc$" - building_hwangnyongsa_01: "Hwangnyong Temple" # 皇龍寺 (황룡사) - building_hwangnyongsa_01_desc: "Completed in the 7th century, Hwangnyongsa, or the 'Imperial Dragon Temple', is a sprawling complex built by King Jin-heung of Silla as a center of Buddhist teaching and power, and boasts one of the world's tallest pagodas." - - building_type_white_deer_grotto_academy_01: "$building_white_deer_grotto_academy_01$" - building_type_white_deer_grotto_academy_01_desc: "$building_white_deer_grotto_academy_01_desc$" - building_white_deer_grotto_academy_01: "White Deer Grotto Academy" - building_white_deer_grotto_academy_01_desc: "Founded by the hermit Li Bo, where white deer roamed freely, the academy flourished as a center of Neo-Confucianism." - - building_type_shigu_academy_01: "$building_shigu_academy_01$" - building_type_shigu_academy_01_desc: "$building_shigu_academy_01_desc$" - building_shigu_academy_01: "Shigu Academy" - building_shigu_academy_01_desc: "This academy drew scholars studying the Classics in Hunan's quiet hills. A hub of poetry and philosophy, it carried Tang traditions into the Song." - - building_type_culai_academy_01: "$building_culai_academy_01$" - building_type_culai_academy_01_desc: "$building_culai_academy_01_desc$" - building_culai_academy_01: "Culai Academy" - building_culai_academy_01_desc: "Scholars built an academy among Mount Culai's peaks to study Confucian texts in seclusion. Its halls echoed with debates on harmonizing nature and governance." - - building_type_lize_academy_01: "$building_lize_academy_01$" - building_type_lize_academy_01_desc: "$building_lize_academy_01_desc$" - building_lize_academy_01: "Lize Academy" - building_lize_academy_01_desc: "The Lize Academy promotes scholarship among waters and reeds of Hebei, serving as a northern bastion of Confucian order amid shifting frontiers." - - building_type_maoshan_academy_01: "$building_maoshan_academy_01$" - building_type_maoshan_academy_01_desc: "$building_maoshan_academy_01_desc$" - building_maoshan_academy_01: "Maoshan Academy" - building_maoshan_academy_01_desc: "An academy that trains in ritual, meditation, and sacred texts, serving as a spiritual counterpoint to the Song-era Confucian academies." - - building_type_tiantai_monasteries_01: "$building_tiantai_monasteries_01$" - building_type_tiantai_monasteries_01_desc: "$building_tiantai_monasteries_01_desc$" - building_tiantai_monasteries_01: "Tiantai Monasteries" - building_tiantai_monasteries_01_desc: "Scholarly institution of the Tiantai school, this academy specializes in teaching philosophy and meditation." - - building_type_jizu_shan_temples_01: "$building_jizu_shan_temples_01$" - building_type_jizu_shan_temples_01_desc: "$building_jizu_shan_temples_01_desc$" - building_jizu_shan_temples_01: "Jizu Shan Temples" - building_jizu_shan_temples_01_desc: "The Buddhist mountain monastery complex served as a stronghold of Esoteric Buddhism. Pilgrims likened it to India's Vulture Peak." - - building_type_nanhua_temple_01: "$building_nanhua_temple_01$" - building_type_nanhua_temple_01_desc: "$building_nanhua_temple_01_desc$" - building_nanhua_temple_01: "Nanhua Temple" - building_nanhua_temple_01_desc: "Seat of the Sixth Patriarch Huineng of Chan Buddhism. It remains a vibrant hub for Chan teachings." - - building_type_byeokran_port_01: "$building_byeokran_port_01$" - building_type_byeokran_port_01_desc: "$building_byeokran_port_01_desc$" - building_byeokran_port_01: "Byeokran Port" # 碧瀾渡 (벽란도) - building_byeokran_port_01_desc: "Situated just west of Gaeseong city at the mouth of the Ryeseong river, the port of Byeokran is the most direct route for foreign goods and travelers to enter the Korean peninsula, avoiding the northern borders and mountain ranges." - - building_type_sado_mines_01: "$building_sado_mines_02$" # 佐渡金山 - building_type_sado_mines_01_desc: "$building_sado_mines_01_desc$" - building_sado_mines_01: "Sado Gold Pits" - building_sado_mines_01_desc: "An old place of exile, few would have expected the distant island of Sado could secretly be hoarding such a wealth of gold beneath its surface." - building_sado_mines_02: "Sado Gold Mine" - building_sado_mines_02_desc: "The mining pits have been expanded, and engineers have been brought in to truly be able to ramp up the extraction of gold." - building_sado_mines_03: "Large Sado Gold Mine" - building_sado_mines_03_desc: "A village has sprung up around the many mining pits, and the workers find new gold veins regularly." - building_sado_mines_04: "Sado Gold Mining Complex" - building_sado_mines_04_desc: "The extraction of gold has reached a near-industrial scale, with the amount of workers now ranging in the thousands. Endless riches seemingly flow from the mines." - - building_type_tada_mines_01: "$building_tada_mines_02$" # 多田銀銅山遺 - building_type_tada_mines_01_desc: "$building_tada_mines_01_desc$" - building_tada_mines_01: "Tada Copper Pits" - building_tada_mines_01_desc: "Beneath the village of Tada, nestled in the Hokusetsu mountains, a wealth of precious metals lies waiting to be rendered. It is said the plating of the great Buddha of Tōdai-ji was hewn from this place." - building_tada_mines_02: "Tada Copper Mine" - building_tada_mines_02_desc: "The mining pits have been expanded, and engineers have been brought in to truly be able to ramp up the extraction of copper." - building_tada_mines_03: "Large Tada Copper Mine" - building_tada_mines_03_desc: "A village has sprung up around the many mining pits, and the workers find new copper veins regularly." - building_tada_mines_04: "Tada Copper Mining Complex" - building_tada_mines_04_desc: "The extraction of copper has reached a near-industrial scale, with the amount of workers now ranging in the thousands. Endless riches seemingly flow from the mines." - - building_type_tsushima_mines_01: "$building_tsushima_mines_02$" # 対馬銀山 - building_type_tsushima_mines_01_desc: "$building_tsushima_mines_01_desc$" - building_tsushima_mines_01: "Tsushima Silver Pits" - building_tsushima_mines_01_desc: "The island of Tsushima is famed for its silver deposits, discovered in the late 7th century during the reign of Emperor Tenmu. Rich in galena, the black ores of the Sea of Japan yield many riches." - building_tsushima_mines_02: "Tsushima Silver Mine" - building_tsushima_mines_02_desc: "The mining pits have been expanded, and engineers have been brought in to truly be able to ramp up the extraction of silver." - building_tsushima_mines_03: "Large Tsushima Silver Mine" - building_tsushima_mines_03_desc: "A village has sprung up around the many mining pits, and the workers find new silver veins regularly." - building_tsushima_mines_04: "Tsushima Silver Mining Complex" - building_tsushima_mines_04_desc: "The extraction of silver has reached a near-industrial scale, with the amount of workers now ranging in the thousands. Endless riches seemingly flow from the mines." - - building_type_koganeyama_mines_01: "$building_koganeyama_mines_02$" - building_type_koganeyama_mines_01_desc: "$building_koganeyama_mines_01_desc$" - building_koganeyama_mines_01: "Kinka Gold Pits" - building_koganeyama_mines_01_desc: "The island of Kinka and its associated Koganeyama Shrine are famous for the earliest discovered gold deposits in Japan, in the form of gold dust. Established by Emperor Shōmu in the 8th century, the shrine is dedicated to #EMP Kanayama#!, god of mining." - building_koganeyama_mines_02: "Kinka Gold Mine" - building_koganeyama_mines_02_desc: "The mining pits have been expanded, and engineers have been brought in to truly be able to ramp up the extraction of gold." - building_koganeyama_mines_03: "Large Kinka Gold Mine" - building_koganeyama_mines_03_desc: "A village has sprung up around the many mining pits, and the workers find new gold veins regularly." - building_koganeyama_mines_04: "Kinka Gold Mining Complex" - building_koganeyama_mines_04_desc: "The extraction of gold has reached a near-industrial scale, with the amount of workers now ranging in the thousands. Endless riches seemingly flow from the mines." - - building_type_mount_baekdu_01: "Mount Baekdu" - building_type_mount_baekdu_01_desc: "The lofty peak of Mount Baekdu is said to be the origin of all the mountains of the Korean peninsula, and its heights are a sacred place among the region's many faiths and peoples." - building_mount_baekdu_01: "$building_type_mount_baekdu_01$" - building_mount_baekdu_01_desc: "$building_type_mount_baekdu_01_desc$" - - # DUCHY BUILDINGS - 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." \ No newline at end of file diff --git a/localization/english/replace/council_l_english.yml b/localization/english/replace/council_l_english.yml deleted file mode 100644 index 24f98aac4..000000000 --- a/localization/english/replace/council_l_english.yml +++ /dev/null @@ -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" diff --git a/localization/english/replace/council_tasks_l_english.yml b/localization/english/replace/council_tasks_l_english.yml deleted file mode 100644 index 255051f28..000000000 --- a/localization/english/replace/council_tasks_l_english.yml +++ /dev/null @@ -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]" diff --git a/localization/english/replace/court_positions_2_l_english.yml b/localization/english/replace/court_positions_2_l_english.yml deleted file mode 100644 index 31792f162..000000000 --- a/localization/english/replace/court_positions_2_l_english.yml +++ /dev/null @@ -1,177 +0,0 @@ -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" diff --git a/localization/english/replace/court_positions_l_english.yml b/localization/english/replace/court_positions_l_english.yml deleted file mode 100644 index b0f885608..000000000 --- a/localization/english/replace/court_positions_l_english.yml +++ /dev/null @@ -1,1087 +0,0 @@ -l_english: - APPOINT_COURT_POSITION_VIEW_replace_character_header: "Replace [AppointCourtPositionView.GetCourtPositionToReplace.GetEmployee.GetShortUINameNoTooltip] as [AppointCourtPositionView.GetPositionName]" - APPOINT_COURT_POSITION_VIEW_select_character_header: "Appoint [AppointCourtPositionView.GetPositionName]" - APPOINT_COURT_POSITION_VIEW_EMPLOYER_SALARY: "Salary: [CourtPositionType.GetEmployerSalaryTextFor( Character.Self )|V]" - APPOINT_COURT_POSITION_VIEW_EMPLOYEE_SALARY: "Salary: [CourtPositionType.GetEmployeeSalaryTextFor( Character.Self )|V]" - APPOINT_COURT_POSITION_VIEW_salary_per_travel:0 "Salary when a travel starts: [Character.GetTravelLeaderCost|U]" - APPOINT_COURT_POSITION_VIEW_header:2 "Appoint Court Position" - APPOINT_COURT_POSITION_VIEW_back_button:1 "Back" - APPOINT_COURT_POSITION_VIEW_appoint_button:1 "Appoint" - APPOINT_COURT_POSITION_VIEW_appoint_button_no_eligible_courtiers_tooltip:0 "@warning_icon! #X No one in your court is eligible for this [court_positions|E]#!" - APPOINT_COURT_POSITION_VIEW_search_for_position_button:1 "Search for candidate" - APPOINT_COURT_POSITION_VIEW_search_for_position_button_tooltip:0 "Start a search to find a candidate for this [court_position|E]." - APPOINT_COURT_POSITION_VIEW_appoint_courtier_or_vassal_button:2 "Appoint" - APPOINT_COURT_POSITION_VIEW_REVOKE_CONSEQUENCES_HEADER:0 "@warning_icon! Revoking this court position will:" - APPOINT_COURT_POSITION_VIEW_REVOKE_COST:0 "• Cost you $COST$." - APPOINT_COURT_POSITION_VIEW_COURTIER_SORT_APTITUDE:0 "Aptitude" - APPOINT_COURT_POSITION_VIEW_COURTIER_SORT_TRAVEL_SPEED:0 "Travel Speed" - APPOINT_COURT_POSITION_VIEW_COURTIER_SORT_TRAVEL_SAFETY:0 "Travel Safety" - APPOINT_COURT_POSITION_VIEW_NO_SELECTED_COURTIER:0 "Select a character to fill the role" - APPOINT_COURT_POSITION_VIEW_CANNOT_AFFORD:1 "@warning_icon! #X Hiring this position will make your expenses higher than your income, causing you to lose $RESOURCES$ every month.#!" - APPOINT_COURT_POSITION_VIEW_REVOKE_CONSEQUENCE_FOR_APPOINTMENT:0 "#T If you choose to revoke this position later it will: #!" - APPOINT_COURT_POSITION_VIEW_REVOKE_CONSEQUENCE_FOR_APPOINTMENT_TOOLTIP:0 "#X [AppointCourtPositionView.AppointingRevokeText] #!" - APPOINT_COURT_POSITION_VIEW_REPLACE_CURRENTLY_APPOINTED:0 "Currently appointed [CourtPosition.GetNameNoTooltip]" - APPOINT_COURT_POSITION_VIEW_REPLACE_FIRE_CURRENT_HOLDER:0 "Fire" - APPOINT_COURT_POSITION_VIEW_REPLACE_CURRENT_SALARY:0 "Monthly Salary: #L [CourtPosition.GetEmployerSalaryText]#!" - APPOINT_COURT_POSITION_VIEW_REPLACE_CONSEQUENCE_FOR_REVOKE:0 "#T Revoking this position will: #!" - APPOINT_COURT_POSITION_VIEW_REPLACE_CONSEQUENCE_FOR_REVOKE_TOOLTIP:0 "#X [AppointCourtPositionView.ReplaceRevokeText] #!" - APPOINT_COURT_POSITION_VIEW_APTITUDE: "[aptitude|e]: [AppointCourtPositionView.GetAptitudeTextFor(Character.Self)]" - APPOINT_COURT_POSITION_VIEW_OPINION_BONUS:0 "[opinion|e] with [AppointCourtPositionView.GetSelectedCharacter.GetShortUINameNoTooltip]: [AppointCourtPositionView.GetOpinionBonusForSelectedEmployee|=+]" - - COURT_POSITION_NAME: "[CourtPosition.GetNameNoTooltip]" - COURT_POSITION_FOR_EMPLOYER:1 "For [CourtPosition.GetEmployer.GetUINameNoTooltip]" - - COURT_WINDOW_COURT_POSITIONS:0 "[CourtWindow.GetCourtOwner.Custom('GetCourtPositionPlural')|U]" - COURT_POSITION_REPLACE:0 "#T Replace [Character.GetShortUINameNoTooltip]#!" - COURT_POSITION_REVOKE:0 "#T Fire [Character.GetShortUINameNoTooltip]#!" - COURT_POSITION_POWERFUL_AGENT: "@alert_icon! #alert_trial Powerful [agent|E] in [hostile_schemes|E] against their $game_concept_liege$#!" - COURT_POSITION_OPINION_BONUS:0 "[opinion|e] Bonus: [CourtPosition.GetOpinionBonus|=+]" - COURT_POSITION_TOGGLE_AUTOMATION: "#T Toggle Automation #!\n$COURT_POSITION_AUTOMATION_CURRENT$\n#I Click to toggle automation options#!" - COURT_POSITION_AUTOMATION_DISABLE_TOOLTIP: "#T Current Automation #!\n$COURT_POSITION_AUTOMATION_CURRENT$\n#I Click to disable automation#!" - COURT_POSITION_AUTOMATION_CURRENT: "When vacated:\n[Select_CString( CourtPositionType.HasAutomationNone( GetPlayer.Self ), '@check_icon!', '@small_dot!')] No automation\n[Select_CString( CourtPositionType.HasAutomationShowEvent( GetPlayer.Self ), '@check_icon!', '@small_dot!' )] Suggest best candidates in event\n#indent_newline:5 [Select_CString( CourtPositionType.HasAutomationAssignBest( GetPlayer.Self ), '@check_icon!', '@small_dot!')] Auto-assign highest [aptitude|e] candidate, if available#!\n#indent_newline:5 [Select_CString( CourtPositionType.HasAutomationAssignBestOrEvent( GetPlayer.Self ), '@check_icon!', '@small_dot!')] Auto-assign highest [aptitude|e] candidate, or notify with event#!" - - COURT_POSITIONS_WINDOW_EMPTY_POSITION_NO_ADD_TT:1 "[SelectLocalization( Not( CourtPositionType.CanHirePosition( Character.Self ) ), 'COURT_POSITIONS_WINDOW_EMPTY_POSITION_YOU_DONT_MEET_REQUIREMENTS', '' )]\n[SelectLocalization( Not( CourtPositionType.HasValidCourtiersForCharacter( Character.Self ) ), 'COURT_POSITIONS_WINDOW_EMPTY_POSITION_NO_ELIGIBLE_COURTIERS', '' )]" - - COURT_POSITIONS_WINDOW_GROUP_HEADER: "$NAME$" - COURT_POSITIONS_WINDOW_GROUP_DENIED: "Unavailable Potential Court Positions" - COURT_POSITIONS_WINDOW_MONTHLY_SALARY: "Monthly Salaries:" - COURT_POSITIONS_WINDOW_MONTHLY_SALARY_YOUR: "Your Salary:" - COURT_POSITIONS_WINDOW_EMPLOYER_SALARY_SHORT: "#L [CourtPosition.GetEmployerSalaryTextShort]#!" - COURT_POSITIONS_WINDOW_EMPLOYEE_SALARY_SHORT: "#L [CourtPosition.GetEmployeeSalaryTextShort]#!" - COURT_POSITIONS_WINDOW_POSITION_AI_SHORT: "Pos AI: [CourtPositionItem.GetPositionAiScore|0]" - COURT_POSITIONS_WINDOW_BEST_CANDIDATE_AI_SHORT: "Can AI: [CourtPositionItem.GetBestCandidateAiScore|0]" - COURT_POSITIONS_WINDOW_POSITION_DENIED: "@warning_icon! #X You do not fulfill all the requirements#!\n$REASONS$" - COURT_POSITIONS_WINDOW_YOUR_POSITIONS: "Your Held Positions:" - - COURT_POSITIONS_WINDOW_EMPTY_POSITION_HEADER:0 "Vacant [CourtPositionsWindow.CourtOwner.Custom('GetCourtOrOfficerPositionConceptPlural')] in your [CourtPositionsWindow.CourtOwner.Custom('GetRealmOrDomicileConcept')]" - COURT_POSITIONS_WINDOW_EMPTY_POSITION_EFFECTS_VARY:0 "Effects vary based on [aptitude|e]:" - COURT_POSITIONS_WINDOW_EMPTY_POSITION_YOU_DONT_MEET_REQUIREMENTS:0 "@warning_icon! #X You do not fulfill the requirements to hire this [court_position|e]#!" - COURT_POSITIONS_WINDOW_EMPTY_POSITION_YOU_DONT_MEET_REQUIREMENTS_TT:0 "#T $COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT$#!\n[CourtPositionType.GetLiegeRequirementDescriptionText]" - COURT_POSITIONS_WINDOW_EMPTY_POSITION_NO_ELIGIBLE_COURTIERS:0 "@warning_icon! #X No courtiers meet the [court_position|e] requirements#!" - COURT_POSITIONS_WINDOW_EMPTY_POSITION_NO_ELIGIBLE_COURTIERS_TT:0 "#T $COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT$#!\n[CourtPositionType.GetEmployeeRequirementDescriptionText]" - COURT_POSITIONS_WINDOW_FILTER_ALL:0 "All" - COURT_POSITIONS_WINDOW_FILTER_TAB_ALL_NUM_HIRES:0 "[CourtPositionsWindow.NumHiredPositions]/[CourtPositionsWindow.MaxNumAvailablePositions]" - COURT_POSITIONS_WINDOW_FILTER_TAB_CATEGORY_NUM_HIRES:0 "[CourtPositionsWindow.NumHiredInCategory(CourtPositionCategory.Self)]/[CourtPositionsWindow.MaxNumHirableInCategory(CourtPositionCategory.Self)]" - - COURT_POSITIONS_COURT_VIEW_appoint_court_position_button:2 "Appoint Court Position" - COURT_POSITIONS_COURT_VIEW_appoint_court_position_button_tooltip:1 "#T Appoint Court Position#!\n\nAppoint a [vassal|E] or a member of your court to a [court_position|E]." - COURT_POSITIONS_COURT_VIEW_positions_in_your_court:2 "[CourtPositionsWindow.CourtOwner.Custom('GetCourtOrOfficerPositionConceptPlural')] in your [CourtPositionsWindow.CourtOwner.Custom('GetRealmOrDomicileConcept')]" - COURT_POSITIONS_COURT_VIEW_salaries_gained:1 "Monthly Income from your Salary:" - COURT_POSITIONS_COURT_VIEW_salaries_paid:2 "Monthly Salaries paid:" - COURT_POSITIONS_SALARY_FOR:0 "$EMPLOYEE$ ($COURT_POSITION$)" - COURT_POSITIONS_INCOME:0 "Income from [court_positions|E]" - COURT_POSITIONS_EXPENSES:0 "Expenses to [court_positions|E]" - COURT_POSITIONS_SALARIES_PAID:0 "Salaries paid" - COURT_POSITIONS_SALARIES_GAINED:0 "Salaries earned" - COURT_POSITION_TYPE_SCALING_MODIFIER_DESCRIPTION:1 "$MODIFIER$: $RANGED_MODIFIER$ (based on [aptitude|E])" - - COURT_POSITIONS_your_positions_in_liege_court:2 "Your [court_positions|E] at your [liege|e]'s Court" - COURT_POSITIONS_no_positions_with_liege:2 "You have no [court_positions|E] at your [liege|e]'s Court" - COURT_POSITIONS_no_positions_in_your_court:1 "You have not employed any [court_position|E] in your court." - COURT_POSITIONS_cannot_hire_more_positions:2 "You cannot hire any [court_positions|E]." - COURT_POSITIONS_cannot_hire_more_positions_in_category:2 "You cannot hire any [court_positions|E] in this category." - - COURT_POSITIONS_revoke_confirm_header:2 "Confirm Revoke [GetPlayer.Custom('GetCourtPositionConcept')]" - COURT_POSITIONS_revoke_confirm_accept:1 "Revoke" - COURT_POSITIONS_revoke_position_cost:1 "Doing this will cost you $COSTS$" - COURT_POSITIONS_revoke_position_cost_cannot_afford:1 "Doing this will cost you $COSTS$. You cannot afford this and it will put you at a deficit" - COURT_POSITIONS_revoke_position_confirmation:1 "[CHARACTER.GetShortUINameNoTooltip]'s $COURT_POSITION$ position will be revoked." - COURT_POSITIONS_revoke_position_confirmation_with_cost:1 "[CHARACTER.GetShortUINameNoTooltip]'s $COURT_POSITION$ position will be revoked. $COSTS$" - COURT_POSITIONS_revoke_position_confirmation_with_effect:1 "[CHARACTER.GetShortUINameNoTooltip]'s $COURT_POSITION$ position will be revoked. Doing this will have the following effect:\n$EFFECT$" - COURT_POSITIONS_revoke_position_confirmation_with_cost_and_effect:1 "[CHARACTER.GetShortUINameNoTooltip]'s $COURT_POSITION$ position will be revoked. $COSTS$, and have the following effect:\n$EFFECT$" - - COURT_POSITIONS_replace_confirm_header:2 "Confirm Replace [court_position|E]" - COURT_POSITIONS_replace_confirm_accept:1 "Replace" - COURT_POSITIONS_replace_position_confirmation:1 "[CHARACTER.GetShortUINameNoTooltip] will be replaced by [TARGET_CHARACTER.GetShortUINameNoTooltip] as $COURT_POSITION$." - COURT_POSITIONS_replace_position_confirmation_with_cost:1 "[CHARACTER.GetShortUINameNoTooltip] will be replaced by [TARGET_CHARACTER.GetShortUINameNoTooltip] as $COURT_POSITION$. $COSTS$" - COURT_POSITIONS_replace_position_confirmation_with_effect:1 "[CHARACTER.GetShortUINameNoTooltip] will be replaced by [TARGET_CHARACTER.GetShortUINameNoTooltip] as $COURT_POSITION$. Doing this will have the following effect:\n$EFFECT$" - COURT_POSITIONS_replace_position_confirmation_with_cost_and_effect:1 "[CHARACTER.GetShortUINameNoTooltip] will be replaced by [TARGET_CHARACTER.GetShortUINameNoTooltip] as $COURT_POSITION$. $COSTS$, and have the following effect:\n$EFFECT$" - - COURT_POSITIONS_category_day_to_day:0 "Day-to-day" - COURT_POSITIONS_category_honorary:0 "Honorary" - COURT_POSITIONS_category_personal_servants:0 "Personal Servants" - COURT_POSITIONS_category_frivolous:0 "Frivolous" - COURT_POSITIONS_category_fighters:0 "Fighters" - COURT_POSITIONS_months_of_service:1 "Months of service: $MONTHS$" - COURT_POSITIONS_years_of_service:1 "Years of service: $YEARS$" - - COURT_POSITION_TOOLTIP_EFFECT_ON_YOUR_LIEGE:0 "Effect on your [liege|e]:" - COURT_POSITION_TOOLTIP_EFFECT_ON_LIEGE: "Effect on [liege|e]:" - COURT_POSITION_TOOLTIP_EFFECT_ON_LIEGE_WITH_HEADING: "#S $COURT_POSITION_TOOLTIP_EFFECT_ON_LIEGE$#!#indent_newline:2 \n[CourtPositionType.GetEmployerModifierDescription]#!" - - - COURT_POSITION_TOOLTIP_SCALED_EFFECT_ON_LIEGE:0 "Effect on [liege|e], based on employee's [aptitude|e]:" - COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT:0 "[liege|e] requirements:" - COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT_NESTED: "#TOOLTIP:COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT_NESTED_TT #L Liege Requirements#!#!" - COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT_NESTED_TT: "[CourtPositionType.GetLiegeRequirementDescriptionText]" - COURT_POSITION_TOOLTIP_EFFECT_ON_YOU:0 "Effect on you:" - COURT_POSITION_TOOLTIP_EFFECT_ON_EMPLOYEE:1 "Effect on [CourtPosition.GetNameNoTooltip]:" - COURT_POSITION_TOOLTIP_EFFECT_ON_HOLDER: "Effect on holder:" - COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT:1 "[CourtPositionType.GetNameNoTooltip] requirements:" - COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT_NESTED: "#TOOLTIP:COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT_NESTED_TT #L [CourtPositionType.GetNameNoTooltip] Requirements#!#!" - COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT_NESTED_TT: "[CourtPositionType.GetEmployeeRequirementDescriptionText]" - COURT_POSITION_TOOLTIP_SALARY: "Salary: [CourtPosition.GetSalaryText]" - COURT_POSITION_TOOLTIP_SALARIES_GOLD_PAID: "[gold_i][gold|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_GOLD_EARNED: "[gold_i][gold|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_PRESTIGE_PAID: "[prestige_i][prestige|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_PRESTIGE_EARNED: "[prestige_i][prestige|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_PIETY_PAID: "[piety_i][piety|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_PIETY_EARNED: "[piety_i][piety|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_DYNASTY_PRESTIGE_PAID: "[dynasty_prestige_i][dynasty_prestige|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_DYNASTY_PRESTIGE_EARNED: "[dynasty_prestige_i][dynasty_prestige|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_INFLUENCE_PAID: "[influence_i][influence|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_INFLUENCE_EARNED: "[influence_i][influence|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_HERD_PAID: "[herd_i][herd|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_HERD_EARNED: "[herd_i][herd|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_TREASURY_PAID: "[treasury_i][treasury|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_TREASURY_EARNED: "[treasury_i][treasury|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_MERIT_PAID: "[merit_i][merit|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_MERIT_EARNED: "[merit_i][merit|E] Salaries Earned" - COURT_POSITION_TOOLTIP_REVOKE_COST:1 "• Cost you: [CourtPosition.GetRevokeCostText]" - COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER:0 "Revoking this [SelectLocalization( IsLandlessAdventurer( GetPlayer ), 'COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER.CAMP_OFFICER', 'COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER.COURT_POSITION')] will cause:" - COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER.COURT_POSITION: "[court_position|E]" - COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER.CAMP_OFFICER: "[officer|E]" - COURT_POSITION_TYPE_TOOLTIP_EFFECT_ON_EMPLOYEE: "Effect on [CourtPositionType.GetNameNoTooltip]:" - COURT_POSITION_TYPE_TOOLTIP_EFFECT_ON_EMPLOYEE_WITH_HEADING: "#S $COURT_POSITION_TYPE_TOOLTIP_EFFECT_ON_EMPLOYEE$#!#indent_newline:2 \n[CourtPositionType.GetEmployeeModifierDescription]#!" - - COURT_POSITION_TYPE_TOOLTIP_EMPLOYER_SALARY: "Salary: [CourtPositionType.GetEmployerSalaryTextFor( GetPlayer )|V]" - COURT_POSITION_TYPE_TOOLTIP_EMPLOYEE_SALARY: "Salary: [CourtPositionType.GetEmployeeSalaryTextFor( GetPlayer )|V]" - COURT_POSITION_TYPE_TOOLTIP_REVOKE_COST: "Revocation cost: [CourtPositionType.GetRevokeCostText|V]" - - COURT_POSITION_SALARY_BREAKDOWN_BASE:0 "Base Salary" - - COURT_POSITION_TASK_COST_BREAKDOWN_BASE: "[court_position_task_short|E] Cost" - COURT_POSITION_TASK: "[court_position_task_short|E]" - COURT_POSITION_TASK_HEADER: "#T [CourtPositionTaskType.GetName]#!" - COURT_POSITION_TASK_CLICK_TT: "[SelectLocalization( CourtPosition.IsActiveTask( CourtPositionTaskType.Self ), 'ACTIVE_COURT_POSITION_TASK_CLICK_TT', 'POTENTIAL_COURT_POSITION_TASK_CLICK_TT' )]" - ACTIVE_COURT_POSITION_TASK_CLICK_TT: "Click to deactivate [CourtPositionTaskType.GetName]" - POTENTIAL_COURT_POSITION_TASK_CLICK_TT: "Click to activate [CourtPositionTaskType.GetName]" - ACTIVE_COURT_POSITION_TASK_TT: "My [CourtPosition.GetPositionType.GetNameNoTooltip] will stop performing the [CourtPositionTaskType.GetName|V] [court_position_task_short|e]." - POTENTIAL_COURT_POSITION_TASK_TT: "My [CourtPosition.GetPositionType.GetNameNoTooltip] will actively perform the [CourtPositionTaskType.GetName|V] [court_position_task_short|e]." - COURT_POSITION_NO_ACTIVE_TASK: "#weak Regular duties #!" - COURT_POSITION_NO_ACTIVE_TASK_DESCRIPTION: "#T Regular duties#!\nThe [CourtPosition.GetNameNoTooltip] will perform only their regular duties." - COURT_POSITION_NO_ACTIVE_TASK_COST: "@gold_icon! #weak 0 #!" - - COURT_POSITION_TASK_EFFECTS_HEADER: "#S Effects#!\n" - COURT_POSITION_TASK_EMPLOYER_EFFECTS: "#S Effect on [liege|E]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerModifierDescription( CourtPosition.Self )]#!" - COURT_POSITION_TASK_EMPLOYER_COURT_EFFECTS: "#S Effect on [liege|E]'s [court|E]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerCourtModifierDescription( CourtPosition.Self )]#!" - COURT_POSITION_TASK_EMPLOYEE_EFFECTS: "#S Effect on [CourtPositionType.GetName]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployeeModifierDescription]#!" - COURT_POSITION_TASK_START_EFFECTS: "#S When started:#!#indent_newline:2 \n[CourtPositionTaskType.GetOnStartEffectDesc( CourtPosition.Self )]#!" - COURT_POSITION_TASK_END_EFFECTS: "#S When stopped:#!#indent_newline:2 \n[CourtPositionTaskType.GetOnEndEffectDesc( CourtPosition.Self )]#!" - COURT_POSITION_TASK_COST: "#S Cost (per month):#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerCostText( CourtPosition.GetEmployer.Self )]#!" - - COURT_POSITION_TASK_HINT: "Potential [court_position_tasks_short|E]:" - COURT_POSITION_TASK_GENERIC_TT: "My [CourtPositionType.GetNameNoTooltip] will actively perform the [CourtPositionTaskType.GetName|V] [court_position_task_short|e]." - COURT_POSITION_TASK_EMPLOYER_GENERIC_EFFECTS: "#S Effect on [liege|E]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerModifierGenericDescription]#!" - COURT_POSITION_TASK_EMPLOYER_COURT_GENERIC_EFFECTS: "#S Effect on [liege|E]'s [court|E]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerCourtModifierGenericDescription]#!" - COURT_POSITION_TASK_START_GENERIC_EFFECTS: "#S When started:#!#indent_newline:2 \n[CourtPositionTaskType.GetOnStartEffectGenericDesc]#!" - COURT_POSITION_TASK_END_GENERIC_EFFECTS: "#S When stopped:#!#indent_newline:2 \n[CourtPositionTaskType.GetOnEndEffectGenericDesc]#!" - COURT_POSITION_TASK_GENERIC_COST: "#S Cost (per month):#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerCostText( GetPlayer )]#!" - - COURT_POSITION_TYPE_EMPLOYER_COURT_EFFECTS: "#S Effect on [GetPlayer.Custom('GetCourtiersTypeConcept')|U]:#!#indent_newline:2 \n[CourtPositionType.GetEmployerCourtModifierDescription]#!" - COURT_POSITION_EMPLOYER_COURT_EFFECTS: "#S Effects on [Character.Custom('GetCourtOwnerConcept')]'s [Character.Custom('GetRealmOrDomicileConcept')]:#!#indent_newline:2 \n[CourtPosition.GetEmployerCourtBonuses]#!" - COURT_POSITION_APPOINT_EMPLOYER_COURT_EFFECTS: "#S Effects on [GetPlayer.Custom('GetCourtOwnerConcept')]'s [GetPlayer.Custom('GetRealmOrDomicileConcept')]:#!#indent_newline:2 \n[AppointCourtPositionView.GetLiegeCourtModifierForPositionType( AppointCourtPositionView.GetSelectedCharacter.Self )]#!" - - physician_treat_epidemic: "Control Plagues" - physician_treat_epidemic_desc: "This character is tasked with increasing the [epidemic_resistance|E] of every [barony|E] owned by their [liege|E]." - physician_guard_family: "Advanced Research" - physician_guard_family_desc: "This character is tasked with assisting their [liege|E]'s learning." - physician_improve_self: "Improve Skills" - physician_improve_self_desc: "This character is focusing on improving their skills as a physician." - physician_improve_self_tt: "Every month this character has a chance of gaining [GetTrait('lifestyle_physician').GetName( root_scope )] [trait_level_track_xp|E] or [learning_i][learning_skill|E]" - physician_improve_self_fallback_tt: "Every month this character has a chance of gaining [GetTrait('lifestyle_physician').GetName( GetNullCharacter )] [trait_level_track_xp|E] or [learning_i][learning_skill|E]" - high_almoner_attend_poor: "Divine Charity" - high_almoner_attend_poor_desc: "This character is tasked with arranging charity in your name." - chronicler_promote_legend_realm: "Extol Domestic Legend" - chronicler_promote_legend_realm_desc: "This character is tasked with glorifying their [liege|E]'s [legend|E], amplifying its spread." - culture_era_late_medieval_salary_mod:0 "#V $culture_era_late_medieval$#! [era|E]" - culture_era_high_medieval_salary_mod:0 "#V $culture_era_high_medieval$#! [era|E]" - culture_era_early_medieval_salary_mod:0 "#V $culture_era_early_medieval$#! [era|E]" - esteemed_hospitality_salary_mod:0 "#V $tradition_esteemed_hospitality_name$#! [tradition|E]" - empire_salary_mod:0 "[emperor|E]" - tribal_salary_mod:0 "[tribal|E]" - nomad_salary_mod: "[nomad|E]" - small_realm_salary_mod:0 "Significant [realm_size|E] #low (30+)#!" - medium_realm_salary_mod:0 "Large [realm_size|E] #low (60+)#!" - large_realm_salary_mod:0 "Very Large [realm_size|E] #low (90+)#!" - enormous_realm_salary_mod:0 "Enormous [realm_size|E] #low (120+)#!" - holds_court_position_opinion:0 "$POSITION$: $VALUE|=+$" - - COURT_POSITION_APTITUDE_TOOLTIP_HEADER:0 "Aptitude" - COURT_POSITION_aptitude_description_position:1 "[aptitude|e]: [CourtPosition.GetAptitudeText|V]" - COURT_POSITION_aptitude_breakdown:0 "[CHARACTER.GetShortUINameNoTooltip]'s [aptitude|e] as a $COURT_POSITION$ is affected by:" - COURT_POSITION_aptitude_character_possessive:0 "[Character.GetShortUINameNoTooltip]'s [aptitude|e]:" - - court_position_skill_learning:0 "[learning|E] Skill" - court_position_skill_martial:0 "[martial|E] Skill" - court_position_skill_prowess:0 "[prowess|E] Skill" - court_position_skill_diplomacy:0 "[diplomacy|E] Skill" - court_position_skill_stewardship:0 "[stewardship|E] Skill" - court_position_skill_intrigue:0 "[intrigue|E] Skill" - court_position_skill_all: "Sum of all [skills|E]" - court_position_languages:0 "Known [languages|E]" - court_position_landed_penalty:0 "Busy ruling" - court_position_imprisoned_penalty: "Imprisoned" - court_position_skill_health_good:0 "Excellent [health|E]" - court_position_skill_health:0 "Good [health|E]" - court_position_skill_health_low:0 "Low [health|E]" - court_position_physician_3_trait:1 "$court_position_physician_1_trait$" - court_position_physician_2_trait:1 "$court_position_physician_1_trait$" - court_position_physician_1_trait:1 "[GetTrait('lifestyle_physician').GetName( ROOT.Char )]" - court_position_mystic_3_trait:1 "$court_position_mystic_1_trait$" - court_position_mystic_2_trait:1 "$court_position_mystic_1_trait$" - court_position_mystic_1_trait:1 "[GetTrait('lifestyle_mystic').GetName( ROOT.Char )]" - court_position_hunter_3_trait:1 "$court_position_hunter_1_trait$" - court_position_hunter_2_trait:1 "$court_position_hunter_1_trait$" - court_position_hunter_1_trait:1 "[GetTrait('lifestyle_hunter').GetName( ROOT.Char )]" - court_position_reveler_3_trait:0 "$court_position_reveler_1_trait$" - court_position_reveler_2_trait:0 "$court_position_reveler_1_trait$" - court_position_reveler_1_trait:0 "[GetTrait('lifestyle_reveler').GetName( ROOT.Char )]" - court_position_intellect_good_3_trait:0 "[GetTrait('intellect_good_3').GetName( ROOT.Char )]" - court_position_intellect_good_2_trait:0 "[GetTrait('intellect_good_2').GetName( ROOT.Char )]" - court_position_intellect_good_1_trait:0 "[GetTrait('intellect_good_1').GetName( ROOT.Char )]" - court_position_physique_good_3_trait: "[GetTrait('physique_good_3').GetName( ROOT.Char )]" - court_position_physique_good_2_trait: "[GetTrait('physique_good_2').GetName( ROOT.Char )]" - court_position_physique_good_1_trait: "[GetTrait('physique_good_1').GetName( ROOT.Char )]" - court_position_strong_trait: "[GetTrait('strong').GetName( ROOT.Char )]" - court_position_loyal_trait: "[GetTrait('loyal').GetName( ROOT.Char )]" - court_position_patient_trait:0 "[GetTrait('patient').GetName( ROOT.Char )]" - court_position_calm_trait: "[GetTrait('calm').GetName( ROOT.Char )]" - court_position_impatient_trait:0 "[GetTrait('impatient').GetName( ROOT.Char )]" - court_position_generous_trait:0 "[GetTrait('generous').GetName( ROOT.Char )]" - court_position_greedy_trait:0 "[GetTrait('greedy').GetName( ROOT.Char )]" - court_position_profligate_trait:0 "[GetTrait('profligate').GetName( ROOT.Char )]" - court_position_scholar_trait:0 "[GetTrait('scholar').GetName( ROOT.Char )]" - court_position_shrewd_trait:0 "[GetTrait('shrewd').GetName( ROOT.Char )]" - court_position_theologian_trait: "[GetTrait('theologian').GetName( ROOT.Char )]" - court_position_architect_trait:0 "[GetTrait('architect').GetName( ROOT.Char )]" - court_position_architect_study_experience:0 "Has studied books on architecture" - court_position_gregarious_trait:0 "[GetTrait('gregarious').GetName( ROOT.Char )]" - court_position_diplomat_trait:0 "[GetTrait('diplomat').GetName( ROOT.Char )]" - court_position_poet_trait:0 "[GetTrait('lifestyle_poet').GetName( ROOT.Char )]" - court_position_no_poet_trait: "Does #bold not#! have the [GetTrait('lifestyle_poet').GetName( ROOT.Char )] [trait|E]" - court_position_blademaster_3_trait:1 "$court_position_blademaster_1_trait$" - court_position_blademaster_2_trait:1 "$court_position_blademaster_1_trait$" - court_position_blademaster_1_trait:1 "[GetTrait('lifestyle_blademaster').GetName( ROOT.Char )]" - court_position_shieldmaiden_trait:0 "[GetTrait('shieldmaiden').GetName( ROOT.Char )]" - court_position_brave_trait:0 "[GetTrait('brave').GetName( ROOT.Char )]" - court_position_craven_trait:0 "[GetTrait('craven').GetName( ROOT.Char )]" - court_position_blind_trait:0 "[GetTrait('blind').GetName( ROOT.Char )]" - court_position_infirm_trait:0 "[GetTrait('infirm').GetName( ROOT.Char )]" - court_position_maimed_trait:0 "[GetTrait('maimed').GetName( ROOT.Char )]" - court_position_wounded_3_trait:0 "[GetTrait('wounded_3').GetName( ROOT.Char )]" - court_position_wounded_2_trait:0 "[GetTrait('wounded_2').GetName( ROOT.Char )]" - court_position_administrator_trait:0 "[GetTrait('administrator').GetName( ROOT.Char )]" - court_position_family_first_trait: "[GetTrait('family_first').GetName( ROOT.Char )]" - court_position_shy_trait:0 "[GetTrait('shy').GetName( ROOT.Char )]" - court_position_gluttonous_trait:0 "[GetTrait('gluttonous').GetName( ROOT.Char )]" - court_position_comfort_eater_trait:0 "[GetTrait('comfort_eater').GetName( ROOT.Char )]" - court_position_inappetetic_trait:0 "[GetTrait('inappetetic').GetName( ROOT.Char )]" - court_position_torturer_trait:0 "[GetTrait('torturer').GetName( ROOT.Char )]" - court_position_sadistic_trait:0 "[GetTrait('sadistic').GetName( ROOT.Char )]" - court_position_callous_trait: "[GetTrait('callous').GetName( ROOT.Char )]" - court_position_fickle_trait: "[GetTrait('fickle').GetName( ROOT.Char )]" - court_position_clergy_trait:0 "Is part of the [clergy|E]" - court_position_completed_inspiration:0 "Has completed an [inspiration|E]" - court_position_high_skills_trait:0 "Very skilled" - court_position_gardener_trait:0 "[GetTrait('lifestyle_gardener').GetName( ROOT.Char )]" - court_position_herbalist_trait:0 "[GetTrait('lifestyle_herbalist').GetName( ROOT.Char )]" - court_position_overseer_trait:0 "[GetTrait('overseer').GetName( ROOT.Char )]" - court_position_organizer_trait: "[GetTrait('organizer').GetName( ROOT.Char )]" - court_position_gallant_trait:0 "[GetTrait('gallant').GetName( ROOT.Char )]" - court_position_tradition_music_theory:0 "$tradition_music_theory_name$ [culture_tradition|E]" - court_position_just_trait:0 "[GetTrait('just').GetName( ROOT.Char )]" - court_position_arbitrary_trait:0 "[GetTrait('arbitrary').GetName( ROOT.Char )]" - court_position_temperate_trait:0 "[GetTrait('temperate').GetName( ROOT.Char )]" - court_position_tradition_culinary_art:0 "$tradition_culinary_art_name$ [culture_tradition|E]" - court_position_compassionate_trait:0 "[GetTrait('compassionate').GetName( ROOT.Char )]" - court_position_avaricious_trait:0 "[GetTrait('avaricious').GetName( ROOT.Char )]" - court_position_schemer_trait: "[GetTrait('schemer').GetName( ROOT.Char )]" - court_position_trusting_trait:0 "[GetTrait('trusting').GetName( ROOT.Char )]" - court_position_deceitful_trait:0 "[GetTrait('deceitful').GetName( ROOT.Char )]" - court_position_honest_trait:0 "[GetTrait('honest').GetName( ROOT.Char )]" - court_position_stubborn_trait:0 "[GetTrait('stubborn').GetName( ROOT.Char )]" - court_position_paranoid_trait:0 "[GetTrait('paranoid').GetName( ROOT.Char )]" - court_position_reclusive_trait:0 "[GetTrait('reclusive').GetName( ROOT.Char )]" - court_position_athletic_trait:0 "[GetTrait('athletic').GetName( ROOT.Char )]" - court_position_zealous_trait: "[GetTrait('zealous').GetName( ROOT.Char )]" - court_position_murderer_trait: "[GetTrait('murderer').GetName( ROOT.Char )]" - court_position_order_member_trait: "[GetTrait('order_member').GetName( ROOT.Char )]" - court_position_faith_warrior_trait: "[GetTrait('faith_warrior').GetName( ROOT.Char )]" - court_position_diligent_trait:0 "[GetTrait('diligent').GetName( ROOT.Char )]" - court_position_lazy_trait:0 "[GetTrait('lazy').GetName( ROOT.Char )]" - court_position_reveler_trait: "[GetTrait('lifestyle_reveler').GetName( ROOT.Char )]" - court_position_flagellant_trait: "[GetTrait('flagellant').GetName( ROOT.Char )]" - court_position_seducer_trait: "[GetTrait('seducer').GetName( ROOT.Char )]" - court_position_improvident_trait: "[GetTrait('improvident').GetName( ROOT.Char )]" - court_position_strategist_trait: "[GetTrait('strategist').GetName( ROOT.Char )]" - court_position_logistician_trait:0 "[GetTrait('logistician').GetName( ROOT.Char )]" - court_position_forder_trait:0 "[GetTrait('forder').GetName( ROOT.Char )]" - court_position_lots_of_travel:0 "Travel Experience" - court_position_pilgrim_trait:0 "[GetTrait('pilgrim').GetName( ROOT.Char )]" - court_position_hajjaj_trait:0 "[GetTrait('hajjaj').GetName( ROOT.Char )]" - court_position_adventurer_trait:0 "[GetTrait('adventurer').GetName( ROOT.Char )]" - court_position_clubfooted_trait:0 "[GetTrait('clubfooted').GetName( ROOT.Char )]" - court_position_incapable_trait:0 "[GetTrait('incapable').GetName( ROOT.Char )]" - court_position_flexible_leader_trait:0 "[GetTrait('flexible_leader').GetName( ROOT.Char )]" - court_position_forest_fighter_trait:0 "[GetTrait('forest_fighter').GetName( ROOT.Char )]" - court_position_open_terrain_expert_trait:0 "[GetTrait('open_terrain_expert').GetName( ROOT.Char )]" - court_position_rough_terrain_expert_trait:0 "[GetTrait('rough_terrain_expert').GetName( ROOT.Char )]" - court_position_desert_warrior_trait:0 "[GetTrait('desert_warrior').GetName( ROOT.Char )]" - court_position_jungle_stalker_trait:0 "[GetTrait('jungle_stalker').GetName( ROOT.Char )]" - court_position_winter_soldier_trait:0 "[GetTrait('winter_soldier').GetName( ROOT.Char )]" - court_position_commander_traits: "Has any [commander_trait|E]" - court_position_whole_of_body_trait:0 "[GetTrait('whole_of_body').GetName( ROOT.Char )]" - court_position_traveler_trait:0 "[GetTrait('lifestyle_traveler').GetName( ROOT.Char )]" - court_position_traveler_trait_experienced:0 "[GetTrait('lifestyle_traveler').GetName( ROOT.Char )]" - court_position_traveler_trait_experienced_danger:0 "[GetTrait('lifestyle_traveler').GetName( ROOT.Char )]" - court_position_humble_trait: "[GetTrait('humble').GetName( ROOT.Char )]" - court_position_arrogant_trait: "[GetTrait('arrogant').GetName( ROOT.Char )]" - court_position_wrathful_trait: "[GetTrait('wrathful').GetName( ROOT.Char )]" - court_position_reaver_trait: "[GetTrait('reaver').GetName( ROOT.Char )]" - court_position_military_engineer_trait: "[GetTrait('military_engineer').GetName( ROOT.Char )]" - court_position_aggressive_attacker_trait: "[GetTrait('aggressive_attacker').GetName( ROOT.Char )]" - court_position_unyielding_defender_trait: "[GetTrait('unyielding_defender').GetName( ROOT.Char )]" - court_position_reckless_trait: "[GetTrait('reckless').GetName( ROOT.Char )]" - court_position_holy_warrior_trait: "[GetTrait('holy_warrior').GetName( ROOT.Char )]" - court_position_cautious_leader_trait: "[GetTrait('cautious_leader').GetName( ROOT.Char )]" - court_position_ambitious_trait: "[GetTrait('ambitious').GetName( ROOT.Char )]" - court_position_beastmaster_modifier:0 "$ep2_beastmaster_modifier$" - court_position_speed:0 "[travel_speed|E] Contribution" - court_position_safety:0 "[travel_safety|E] Contribution" - court_position_soulmate: "Is your [soulmate|E]" - court_position_best_friend: "Is your [best_friend|E]" - court_position_friend: "Is your [friend|E]" - court_position_improved_by_camp_fire_capering_fools: "[GetDomicileBuilding('camp_fire_capering_fools').GetName]" - seneschal_improve_court_aptitude_desc: "[GetCourtPositionType('seneschal_court_position').GetName()] Organizing Court" - yeke_jarquchi_improve_court_aptitude_desc: "[GetCourtPositionType('yeke_jarquchi_court_position').GetName()] Organizing Court" - court_position_merit_level: "[merit_level|E]" - court_position_disciples: "[disciples|E]" - court_position_your_disciple: "Your [disciple|E]" - court_position_tgp_dynasty_legacy: "[GetDynastyPerk( 'tgp_chinese_legacy_5' ).GetName]" - court_position_surveyor_trait: "[GetTrait('lifestyle_surveyor').GetName( ROOT.Char )]" - - court_position_poet_is_advancement: "Member of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey( 'advancement_movement' ).GetName]" - court_position_liege_is_advancement: "Liege is a member of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey( 'advancement_movement' ).GetName]" - court_position_tradition_poetry:0 "$tradition_poetry_name$ [culture_tradition|E]" - court_position_tradition_horse_lords:0 "$tradition_horse_lords_name$ [culture_tradition|E]" - court_position_tradition_caravaneers:0 "$tradition_caravaneers_name$ [culture_tradition|E]" - court_position_tradition_saharan_nomads:0 "$tradition_saharan_nomads_name$ [culture_tradition|E]" - court_position_tradition_desert_nomads:0 "$tradition_desert_nomads_name$ [culture_tradition|E]" - - court_physician_court_position:0 "Personal Physician" - - court_physician_tradition_bonus:0 "From [culture_tradition|E]" - court_physician_court_position_desc:1 "The $court_physician_court_position$ is responsible for the health and well-being of the [court|E] they are in. They will treat disease and suture wounds to the best of their abilities." - court_physician_employer_custom_effect_description:4 "$BULLET$Performs [medical_treatments|E]" - court_physician_not_employed_or_away_tt: "You do not have a [GetCourtPositionType('court_physician_court_position').GetName()], or they are not with you" - - hire_physician_decision:0 "Search for Physician" - hire_physician_decision_tooltip:3 "Your servants will suggest a number of suitable candidates for the position of [GetCourtPositionType('court_physician_court_position').GetName()]" - hire_physician_decision_desc: "A $court_physician_court_position$ is essential to care for the sick and wounded at my [ROOT.Char.Custom('GetCourtLower')]. I will ask my servants to bring forth a number of suitable candidates." - hire_physician_decision_effect_tooltip:4 "You will be presented with a group of [GetCourtPositionType('court_physician_court_position').GetName()] candidates and may hire one of them for a fee and a monthly salary of [gold_i][SCOPE.ScriptValue('court_position_physician_salary')]" - hire_physician_decision_confirm:0 "Start the search" - - antiquarian_employer_custom_effect_description: "[SelectLocalization( HasDlcFeature( 'court_artifacts' ), 'antiquarian_employer_custom_effect_reforge_description', '' )]$BULLET$Unlocks the #V $commission_artifact_decision$#! [decision|E]\n$BULLET$Protects [artifacts|E] during [sieges|E] and [raids|E]" - antiquarian_employer_custom_effect_reforge_description: "$BULLET$Enables you to [reforge|E] [artifacts|E]\n" - - chief_eunuch_court_position:1 "Chief Eunuch" - chief_eunuch_court_position_desc:1 "The $chief_eunuch_court_position$ is a trusted servant responsible for the eunuchs at court. Not much goes on that they don't hear about, both among the servants and the royals." - keeper_of_swans_court_position:0 "Keeper of the Swans" - keeper_of_swans_court_position_desc:1 "The $keeper_of_swans_court_position$ is in charge of the royal swans. Keeping count on the number of feathered marvels that their Liege lays claim to and providing them care; this position comes with grave responsibilities." - - master_of_horse_court_position:0 "Master of the Horse" - master_of_horse_court_position_desc:1 "The $master_of_horse_court_position$ is responsible for their Liege's majestic steeds and stables. They have their work cut out for them since a well-kept horse is a boon both on the battlefield and on the road." - master_of_horse_oversee_breeding: "Oversee Breeding" - master_of_horse_oversee_breeding_desc: "This character is tasked with overseeing the breeding of the royal stables." - master_of_horse_mightiest_warhorse: "Warhorse Grooming" - master_of_horse_mightiest_warhorse_desc: "Only the best of steeds is worthy of a warlike ruler." - - court_jester_court_position:0 "Court Jester" - court_jester_employer_custom_effect_description:1 "$BULLET$Unlocks the #V $jester_entertainment_decision$#! [decision|E]" - court_jester_court_position_desc:1 "A $court_jester_court_position$ – a fool – is there to entertain both their Liege and any guests visiting the court. While a clever turn of phrase can be appreciated from time to time a nasty fall always wins laughter." - master_of_hunt_court_position:0 "Master of the Hunt" - master_of_hunt_court_position_nomadic: "Master of the Chase" - master_of_hunt_employer_custom_effect_description:4 "$BULLET$[GetActivityType('activity_hunt').GetName] [hunt_success_chance_no_prefix|E] increases with [aptitude|E]" - master_of_hunt_employee_custom_effect_description: "Increased [hunt_success_chance_no_prefix|E] in [GetActivityType('activity_hunt').GetName]" - master_of_hunt_court_position_desc:1 "The $master_of_hunt_court_position$ is responsible for any hunting parties that members of their Liege's court arrange. They are also in charge of the kennels and the dogs within it." - master_of_hunt_court_position_nomadic_desc: "The $master_of_hunt_court_position_nomadic$ is responsible for great hunting parties, and ensuring a successful hunt for their liege." - high_almoner_court_position:0 "High Almoner" - high_almoner_court_position_desc:1 "The $high_almoner_court_position$ is in charge of distributing alms to the deserving poor and other subjects in need." - cupbearer_court_position:0 "Cup-Bearer" - cupbearer_employer_custom_effect_description:3 "$BULLET$Chance of stopping Poison [GetScheme('murder').GetTypeName] [schemes|E]#!" - cupbearer_court_position_desc:1 "A $cupbearer_court_position$ is responsible for pouring drinks at the royal table and to make sure that no one's cup ever runs dry." - - seneschal_court_position:0 "Seneschal" - seneschal_court_position_desc:1 "The $seneschal_court_position$ serves an important role in the day-to-day life of the royal household, administering the servants and keeping everything running smoothly." - seneschal_improve_court: "Organize Court" - seneschal_improve_court_desc: "This character is organizing the court, to ensure everyone are doing their job." - seneschal_improve_court_task_tt: "@aptitude:4:color_green![aptitude|E] of other [court_positions|E]: #p +[SCOPE.ScriptValue('seneschal_improve_court_value')|0]#!" - seneschal_improve_court_task_fallback_tt: "@aptitude:4:color_green![aptitude|E] of other [court_positions|E]: #p +2/+10#!" - seneschal_improve_domain: "Manage Domain" - seneschal_improve_domain_desc: "This character is tasked with handling the realm of their liege." - seneschal_handling_estate: "Handle the Estate" - seneschal_handling_estate_desc: "This character is tasked with taking care of their liege's estate." - - antiquarian_court_position:0 "Antiquarian" - antiquarian_court_position_desc:2 "The $antiquarian_court_position$ is responsible for the upkeep, care, and procurement of artifacts." - - court_tutor_court_position:0 "Tutor" - court_tutor_court_position_desc:1 "The $court_tutor_court_position$ is in charge of the [education|E] of all children at court, and their skill will influence how much they influence the students. Children can still have individual [guardians|E]." - court_tutor_employer_custom_effect_description:3 "$BULLET$Acts as [guardian|E] for [children|E] without one\n$BULLET$Unlocks the #V $make_child_learn_language_interaction$#! [interaction|E]" - court_tutor_improve_others: "Teach Court" - court_tutor_improve_others_desc: "This character is tasked with assisting the rest of the court." - court_tutor_improve_others_title: "Taught by [ROOT.Char.GetName]" - court_tutor_improve_others_notification_desc: "[target_character.GetShortUIName|U] [CharHaveHas( target_character )] improved [CharYourHerHis( target_character )] skills with the help of [ROOT.Char.GetShortUIName]" - court_tutor_improve_others_fallback_tt: "[liege|E], liege's [heir|E], or other [court_position|E] holders at [court|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E] or [traits|E] every month" - court_tutor_teach_kids: "Educate Children" - court_tutor_teach_kids_desc: "This character is going above and beyond in their duty to educate the children of the court." - court_tutor_teach_kids_title: "Tutor Educates Child" - court_tutor_teach_kids_notification_desc: "Your [court_owner.Custom2('RelationToMeShort', SCOPE.sC('child') )] has been taught by [court_tutor_scope.GetShortUIName]" - court_tutor_teach_kids_notification_desc_you: "You have been taught by [court_tutor_scope.GetShortUIName]" - court_tutor_teach_kids_tt: "[children|E] at [court|E] have a chance to have one of their [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E] increased by #p +1#! or #p +2#! every year" - - royal_architect_court_position:0 "Royal Architect" - royal_architect_court_position_desc:1 "The $royal_architect_court_position$ oversees any prestigious building projects within the realm; not a brick is laid, nor a second spent, without their express permission." - royal_architect_fortify_lands: "Fortify Lands" - royal_architect_fortify_lands_desc: "This character is tasked with ensuring the safety of their liege's lands and people." - royal_architect_public_works: "Public Works" - royal_architect_public_works_desc: "This character is tasked with managing the development of the capital city." - - court_poet_court_position:0 "Court Poet" - court_poet_employer_custom_effect_description:2 "$BULLET$May randomly become [inspired|E]" - court_poet_court_position_desc:1 "The $court_poet_court_position$ is a connoisseur of words and verse, providing their Liege and all at court with entertainment, intellectual stimulation, and emotional experiences." - poet_inspired_message:0 "Inspiration Strikes!" - poet_inspired_effect:0 "Your [GetCourtPositionType('court_poet_court_position').GetName()] [inspired_poet.GetFirstName] gained an [inspiration|E]" - courtier_inspired_message: "$poet_inspired_message$" - courtier_inspired_effect: "Your [courtier|E] [inspired_courtier.GetFirstName] gained an @inspiration_icon![inspiration|E]" - court_poet_skald: "Court Skald" - - bodyguard_court_position:0 "Bodyguard" - bodyguard_court_position_nomadic: "Kheshig" - bodyguard_employer_custom_effect_description:3 "$BULLET$Has a chance to prevent Assassination [GetScheme('murder').GetTypeName] [schemes|E]#!\n#indent_newline:3 $BULLET$Reduces your risk to die or be captured in [battles|E] you're both fighting in#!#!" - stooge_employer_custom_effect_description: "$BULLET$Unlocks special options in events\n#indent_newline:3 $BULLET$Unlocks the $humiliate_the_stooge_decision$ [decision|E]#!#!" - bodyguard_court_position_desc:1 "A $bodyguard_court_position$ is the final line of defense against any and all attackers. Where their charge goes they follow, and they will not hesitate to put themselves in the way of any danger that might be lurking out there." - bodyguard_court_position_nomadic_desc: "A $bodyguard_court_position_nomadic$ has the honor of defending their liege, both during battle and at peace. Split into a day guard and a night guard, they are ready to put their life on the line at all times." - - champion_court_position:1 "Personal Champion" - champion_employer_custom_effect_description:3 "$BULLET$Can take your place in some [single_combat_duel_plural|E]\n[AddLocalizationIf( HasDlcFeature( 'tours_and_tournaments' ), 'champion_employer_custom_effect_description_TOTO_DLC' )]" - champion_employer_custom_effect_description_TOTO_DLC:1 "$BULLET$Earns you [prestige|E] when competing in a [GetActivityType( 'activity_tournament' ).GetName]" - champion_court_position_desc:1 "A $champion_court_position$ is a skilled and deadly fighter that can represent their Liege in duels." - champion_compete_task: "Compete in Name" - champion_compete_task_desc: "This character is actively taking part in local tournaments around the realm in their liege's name." - champion_exercise_ruler: "Exercise with Ruler" - champion_exercise_ruler_desc: "This character is tasked with ensuring their liege is healthy and in shape." - champion_exercise_ruler_fallback_tt: "[liege|E] may gain [prowess_i][prowess_skill|E] every month" - champion_exercise_ruler_title: "Exercise with [ROOT.Char.GetShortUIName]" - champion_exercise_ruler_notification_desc: "[liege.GetShortUIName|U] [CharHaveHas( liege )] been taught by [ROOT.Char.GetShortUIName]" - champion_improve_self: "Improve Skills" - champion_improve_self_desc: "This character is focusing on improving their skills as a personal champion." - champion_improve_self_fallback_tt: "Every month this character has a chance of gaining [GetTrait('tourney_participant').GetName( GetNullCharacter )] [trait_level_track_xp|E] or [prowess_i][prowess_skill|E]" - - court_musician_court_position:0 "Court Musician" - court_musician_employer_custom_effect_description:2 "$BULLET$Increases [opinion|E] gain when hosting a [GetActivityType('activity_feast').GetName]" - court_musician_court_position_desc:1 "A $court_musician_court_position$ is an artist who sings and plays instruments to entertain their Liege and the court." - food_taster_court_position:0 "Food Taster" - food_taster_employer_custom_effect_description:3 "$BULLET$Chance of stopping Poison [GetScheme('murder').GetTypeName] [schemes|E]#!" - food_taster_court_position_desc:1 "A $food_taster_court_position$ has the solemn duty to ensure that their Liege's plate never is touched by poison, and if some nefarious powder or liquid nevertheless makes it into the meal... Well, that's why the food taster has to taste the food before the meal begins." - lady_in_waiting_court_position:0 "Lady-in-waiting" - lady_in_waiting_court_position_desc:1 "A $lady_in_waiting_court_position$ is an assistant and companion to a Queen or Empress, attending to her every need and fulfilling every whim." - - executioner_court_position:0 "Executioner" - executioner_employer_custom_effect_description:2 "$BULLET$Can publicly [execute|E] [prisoners|E] for increased [control|E] and [county_opinion|E]\n@warning_icon! #X The character's crimes are forgiven#!" - executioner_court_position_desc:1 "Executioners are criminals who, in exchange for their freedom, have to execute any and all enemies to the throne. Some would call it an honor, some a burden." - executioner_terrify_court: "Terrify Court" - executioner_terrify_court_desc: "This character is paraded around in court to ensure that everyone knows that they are only one step away from the chopping block." - - garuda_court_position:0 "Garuda" - garuda_employer_custom_effect_description:1 "$BULLET$Reduces your risk to die or be captured in battles you're both fighting in" - garuda_court_position_desc:0 "This knight has sworn to fulfill the will of his liege or die trying. Just as the mythological $garuda_court_position$ bird bore the weight of Vishnu, the $garuda_court_position$ warriors bear the sovereignty of the monarch." - court_gardener_court_position:0 "Court Gardener" - court_gardener_court_position_desc:0 "The $court_gardener_court_position$ is responsible for the well-being of the gardens belonging to their liege, pouring time and skill into making them truly flourish." - chief_qadi_court_position:0 "Chief Qadi" - chief_qadi_court_position_desc:0 "The $chief_qadi_court_position$ is the ultimate judge of the realm, responsible for applying Islamic law in various disputes and legal matters." - cultural_emissary_court_position:0 "Cultural Emissary" - cultural_emissary_court_position_desc:0 "The purpose of the $cultural_emissary_court_position$ is to promote understanding between different cultures by way of celebration and reverence." - court_artificer_court_position:0 "Court Artificer" - court_artificer_court_position_desc:0 "A $court_artificer_court_position$ is someone who's proven themselves able to craft great things. While they mostly lull around in your court, the hope is for inspiration to strike once more." - court_artificer_employer_custom_effect_description:2 "$BULLET$Has a chance to become [inspired|E] again (based on [aptitude|E])\n@alert_icon! #alert_trial Will leave the [court|E] if fired#!" - court_artificer_inspired_effect:0 "Your [GetCourtPositionType('court_artificer_court_position').GetName()] [artificer.GetFirstName] gained an [inspiration|E]" - has_an_inspiration:0 "Has an active [inspiration|E]" - has_a_completed_inspiration:0 "Has previously completed an [inspiration|E]" - COURT_POSITIONS_YOUR_SALARY:0 "$COURT_POSITION$" - does_not_have_a_full_time_job:0 "Is #bold not#! already employed in a full time [court_position|E] or as a [councillor|E]" - none_does_not_have_a_full_time_job: "They are #bold not#! already employed as a [councillor|E], camp [officer|E], or in a full time [court_position|E]" - IS_NOT_APPLICABLE_DIARCH_COURT_POSITION: "They are #bold not#! currently [sharing_power|E] or in a [line_of_succession|E] to [share_power|E]" - IS_NOT_GONE_ADVENTURING: "They have #bold not#! gone adventuring" - none_has_no_particular_noble_roots_trigger: "They are [lowborn|E] or of an insignificant [dynasty|E]" - faith_allows_recruitment_court_position: "They are #bold not#! [clergy|E], or their [liege|E]'s faith allows recruitment of [clergy|E]" - is_imprisoned_court_position_executioner: "They are imprisoned and #bold not#! currently employed as an [GetCourtPositionType('executioner_court_position').GetName()]" - faith_allows_master_assassin: "Their [faith|E]:\n$BULLET$Has the [GetFaithDoctrine('tenet_fp3_fedayeen').GetBaseName] [core_tenet|E]\n$BULLET$Does #bold not#! have the [GetFaithDoctrine('tenet_pacifism').GetBaseName] [core_tenet|E] or the [GetFaithDoctrine('tenet_dharmic_pacifism').GetBaseName] [core_tenet|E]" - is_not_a_ceremonial_liege_trigger: "They are #bold not#! a [ceremonial_liege|E]" - - clan_tax_collector_court_position: "Tax Collector" - clan_tax_collector_court_position_desc: "The $clan_tax_collector_court_position$ is tasked with organizing and collecting taxes, making sure that [clan|E] [vassals|E] pay their due diligence." - court_position_khvarenah_legacy_4: "Employer's [dynasty|E] has [GetDynastyPerk( 'fp3_khvarenah_legacy_4' ).GetName]" - court_position_khvarenah_legacy_1: "[dynasty|E] has [GetDynastyPerk( 'fp3_khvarenah_legacy_1' ).GetName]" - court_position_innovation_mural_sextant: "[dynasty|E] has $fp3_innovation_mural_sextant$" - capable_magistrates_modifier: "Capable Magistrates" - opinion_of_liege: "Opinion of [liege|E]" - - cave_hermit_court_position:0 "Garden Hermit" - cave_hermit_court_position_desc:0 "The $cave_hermit_court_position$ is someone that will inhabit your castle grounds and entertain your guests with prophecies and riddles. Some say they may be actual mystics." - cave_hermit_court_position_tt:0 "You've found a #V [GetCourtPositionType( 'cave_hermit_court_position' ).GetName()]#! during your [travels|E]" - - travel_leader_court_position:0 "Caravan Master" - travel_leader_court_position_desc:0 "The $travel_leader_court_position$ assists you when traveling and takes charge of all itineraries. They aim to ensure you arrive at your destination safely and on-time." - - hire_travel_leader_decision:0 "Search for $travel_leader_court_position$" - hire_travel_leader_decision_tooltip:0 "Your servants will suggest a number of suitable candidates for the position of [GetCourtPositionType('travel_leader_court_position').GetName()]" - travel_leader_court_position_custom_desc: "$EFFECT_LIST_BULLET$Provides @travel_safety_icon![travel_safety|E] and @travel_speed_icon![travel_speed|E] during [travels|E]" - hire_travel_leader_decision_desc:0 "A good $travel_leader_court_position$ is the key to a successful journey. I will request for a number of suitable candidates to be suggested." - hire_travel_leader_decision_confirm:0 "Start the search" - caravan_master_prepare_travels: "Stock Up for Travels" - caravan_master_prepare_travels_desc: "This character is tasked with preparing for their liege's next journey." - caravan_master_prepare_travels_tt: "@travel_safety_icon![travel_safety|E] and @travel_speed_icon![travel_speed|E] will be increased by #P +[SCOPE.ScriptValue('caravan_master_prepare_travels_current_value')]#! next time you [travel|E] #weak (This value is increased by #P +[SCOPE.ScriptValue('caravan_master_prepare_travels_change_value')]#! every month, up to #P +[SCOPE.ScriptValue('caravan_master_prepare_travels_max_value')]#!)#!" - caravan_master_prepare_travels_fallback_tt: "@travel_safety_icon![travel_safety|E] and @travel_speed_icon![travel_speed|E] will be increased by #P +[SCOPE.ScriptValue('caravan_master_prepare_travels_current_value_employer')]#! next time you [travel|E] #weak (The value is increased by #P +0.3/+2#! every month, up to #P +3/+20#!)#!" - prepare_travels_modifier: "Prepared Journey" - prepare_travels_modifier_desc: "A caravan master prepared for this travel ahead of time." - prepare_travels_modifier_scale_desc: "\t#weak Increased by Caravan Master Court Position Task#!" - MODIFIER_DEFINITION_PREPARE_TRAVELS_VALUE: "\n#emp Multiplier:#! #bold $MULTIPLIER|0$#!" - caravan_master_prepare_armies: "Prepare Armies" - caravan_master_prepare_armies_desc: "This character is tasked with preparing the armies for their forays into foreign realms." - caravan_master_improve_self: "Improve Skills" - caravan_master_improve_self_desc: "This character is focusing on improving their skills as a caravan master." - caravan_master_improve_self_tt: "Every month this character has a chance of gaining [GetTrait('lifestyle_traveler').GetName( root_scope )] [trait_level_track_xp|E], [martial_i][martial_skill|E], or [stewardship_i][stewardship_skill|E]" - caravan_master_improve_self_fallback_tt: "Every month this character has a chance of gaining [GetTrait('lifestyle_traveler').GetName( GetNullCharacter )] [trait_level_track_xp|E], [martial_i][martial_skill|E], or [stewardship_i][stewardship_skill|E]" - - wet_nurse_court_position: "Wet Nurse" - wet_nurse_court_position_desc: "A $wet_nurse_court_position$ is a caretaker of your [children|E] and child [hostages|E]." - wet_nurse_employer_custom_effect_description: "$BULLET$[influence_ward_personality|E] Acceptance: #P +10#!\n$BULLET$Reduces chance for [children|E] to contract [illnesses|E]\n$BULLET$Possibility for [child|E] development events" - find_wet_nurse_decision: "Search for $wet_nurse_court_position$" - find_wet_nurse_decision_desc: "A $wet_nurse_court_position$ is a symbol of the court's wealth and prosperity: a woman tasked with nursing children, shielding them from disease, and minding their development. A hale and healthful candidate is essential." - find_wet_nurse_decision_tooltip: "Your servants will suggest a number of suitable candidates for the position of [GetCourtPositionType('wet_nurse_court_position').GetName()]" - find_wet_nurse_decision_confirm: "Start the search" - court_position_has_child: "Has a child" - wet_nurse_age_tt: "They are under the age of #V 46#!" - wet_nurse_instill_virtue: "Instill Virtue" - wet_nurse_instill_virtue_desc: "This character is teaching kids at court what kind of behavior is expected from them." - wet_nurse_instill_virtue_notification_desc: "[ROOT.Char.GetShortUIName] taught [child_character.GetShortUIName] how to behave like a proper [notification_character.GetFaith.GetAdherentName]" - wet_nurse_instill_virtue_fallback_tt: "[children|E] at [court|E] may gain a [virtuous|E] [trait|E] every month" - wet_nurse_promote_relationships: "Promote Friendship" - wet_nurse_promote_relationships_desc: "This character is tasked with ensuring a healthy environment where the children at court can thrive." - wet_nurse_promote_relationships_fallback_tt: "[children|E] at [court|E] may gain [opinion_i][opinion|E] with one another, become [friends|E], or stop being [bullies|E]" - wet_nurse_promote_competition: "Encourage Competition" - wet_nurse_promote_competition_desc: "This character is tasked with ensuring the best have the chance to thrive — even at the cost of the other children if need be." - wet_nurse_promote_competition_fallback_tt: "[children|E] at [court|E] may gain [intrigue_i][intrigue_skill|E] or [prowess_i][prowess_skill|E], but at the cost of [opinion_i][opinion|E] with other children" - - ALL_COURT_POSITIONS_FILTER: "All positions" - COURT_POSITION_HAS_TASKS_FILTER: "Positions with tasks" - - chronicler_court_position: "Court Chronicler" - chronicler_court_position_nomadic_tribal: "Storyteller" - court_position_chronicler: "[GetCourtPositionType('chronicler_court_position').GetName()]" - chronicler_court_position_desc: "The $chronicler_court_position$ is tasked with dedicating the deeds of their employer to paper." - chronicler_court_position_nomadic_tribal_desc: "A $chronicler_court_position_nomadic_tribal$ has the honor of sharing their liege's greatest exploits and tales far and wide." - chronicler_generate_seeds: "Search for Legends" - chronicler_generate_seeds_desc: "Your $chronicler_court_position$ will search the records to find reasons to immortalize you as a legend." - yearly_legend_seed_tt: "Every year you will have a random chance to gain a [legend_seed|E]. Higher levels of [aptitude|E] will increase the chances of this occurring." - chronicler_espouse_legend: "Commend Legend Abroad" - chronicler_espouse_legend_desc: "This character will travel your realm and beyond to convince [vassals|E] and neighboring [rulers|E] to make your legend their [promoted_legend|E]" - yearly_legend_spread_tt: "Every year, one of your [vassals|E] or neighboring [rulers|E] may make your legend their [promoted_legend|E]. Higher levels of [aptitude|E] will increase the chances of this occurring." - - court_position_tourney_participant_trait: "$tourney_participant_horse$" - charioteer_court_position: "Champion Charioteer" - charioteer_court_position_desc: "The $charioteer_court_position$ is a professional chariot racer, sponsored by their employer." - charioteer_employer_custom_effect_description: "$BULLET$Placing 3rd or higher during a [GetActivityType( 'activity_chariot_race' ).GetName] grants [influence|E]" - - bookmaker_court_position: "Bookmaker" - bookmaker_court_position_desc: "The $bookmaker_court_position$ is a professional bookkeeper for handling gambling at [GetActivityType( 'activity_chariot_race' ).GetName]." - bookmaker_employer_custom_effect_description: "$BULLET$Reduces the cost of hosting a [GetActivityType( 'activity_chariot_race' ).GetName] (based on [aptitude|E])\n$BULLET$Provides [gold|E] from bets placed during a [GetActivityType( 'activity_chariot_race' ).GetName]" - - bookmaker_cook_the_books: "Cook the Books" - bookmaker_cook_the_books_desc: "This character will ensure that betting outcomes at a [GetActivityType('activity_chariot_race').GetName] are always in your favor" - bookmaker_cook_the_books.tt: "During the next [GetActivityType('activity_chariot_race').GetName] that you host, your [GetCourtPositionType('bookmaker_court_position').GetName()] will employ some creative arithmetic to lower the amount of [gold|E] paid out for successful wagers — meaning more for the crown." - - bookmaker_distribute_bribes: "Distribute Bribes" - bookmaker_distribute_bribes_desc: "This character will distribute bribes discreetly on your behalf, increasing your influence across the realm." - - charioteer_training: "Chariot Training" - charioteer_training_desc: "This character will train day and night to improve their skills as a charioteer, and gain valuable experience." - charioteer_training_tt: "$charioteer_court_position$ will gain experience in their #high Charioteer#! [trait|E] over time" - - court_position_fickle: "[GetTrait('fickle').GetName( ROOT.Char )]" - court_position_varangian_trait: "[GetTrait('varangian').GetName( ROOT.Char )]" - court_position_fp1_coastal_warriors: "Their [culture|E] has the [GetCultureTradition('tradition_fp1_coastal_warriors').GetName] [tradition|E]" - court_position_hird: "Their [culture|E] has the [GetCultureTradition('tradition_hird').GetName] [tradition|E]" - court_position_fp1_performative_honour: "Their [culture|E] has the [GetCultureTradition('tradition_fp1_performative_honour').GetName] [tradition|E]" - - akolouthos_court_position:0 "Akolouthos" - akolouthos_employer_custom_effect_description: "$BULLET$Increases [GetTrait('varangian').GetName( GetNullCharacter )] [GetCourtPositionType('bodyguard_court_position').GetName()] [aptitude|E] (based on [aptitude|E])\n$BULLET$More eligible [courtiers|E] gain the [GetTrait('varangian').GetName( GetNullCharacter )] and [GetTrait('loyal').GetName( GetNullCharacter )] [traits|E]\n$BULLET$More Varangians will appear\n@warning_icon! #X The Varangians will claim some [gold_i] Gold after the Basileus's death.#!" - akolouthos_court_position_desc: "The $akolouthos_court_position$ commands much of the Byzantine imperial guard, including the famed Varangians, who are most willing to die honorably for their master." - akolouthos_founded_varangians_trigger_tt: "You have founded the Varangians" - - court_position_akolouthos_bonus: "[GetCourtPositionType('akolouthos_court_position').GetName()]" - - court_brewmaster_court_position: "Court Brewmaster" - court_brewmaster_court_position_desc: "The $court_brewmaster_court_position$ is a representative chosen to interact directly with the brewers of the realm, to ensure the liege can get their hands on the best of brews." - court_brewmaster_employer_custom_effect_description: "$BULLET$[GetActivityType( 'activity_feast' ).GetName] costs reduced by #positive_value @gold_icon!-5%#! to #positive_value @gold_icon!-25%#! (based on [aptitude|E])\n$BULLET$[GetActivityType( 'activity_feast' ).GetName] rewards increased by #positive_value +5%#! to #positive_value +25%#! (based on [aptitude|E])" - court_brewmaster_requirement_tt: "A [barony|E] in your [domain|E] has a #color_white [GetBuilding('breweries_01').GetName]#! [building|E] or one of its upgrades" - court_brewmaster_popular_opinion: "Empty the Cellars" - court_brewmaster_popular_opinion_desc: "Increase production across the realm so we can regularly share some of our better brews with our people." - court_brewmaster_court_opinion: "Share with the Court" - court_brewmaster_court_opinion_desc: "Bring out some of the best brews so the court can see what we have." - court_brewmaster_experimental_brew: "Experimental Brew" - court_brewmaster_experimental_brew_desc: "The brewmaster has put together something truly unique and memorable, though... Not necessarily good." - court_brewmaster_experimental_brew_tt: "You gain an #color_yellow Experimental Brew#! for #color_white 6 months#!\n#color_yellow Experimental Brew#! will be changed every #color_white 6 months#!" - court_brewmaster_explanation: "[GetCourtPositionType('court_brewmaster_court_position').GetName]" - court_brewmaster_task_cooldown: "This task cannot be initiated until #color_white [GetCurrentDateWithDiff( GetVarTimeRemaining( liege.MakeScope, 'experimental_brew_cooldown') )]#!" - - court_position_palace_politics: "[GetCultureTradition('tradition_ep3_palace_politics').GetName]" - court_position_north_germanic: "Their culture is of $heritage_north_germanic_name$ [heritage|E]" - court_position_west_germanic: "Their culture is of $heritage_west_germanic_name$ [heritage|E]" - court_position_not_same_culture_heritage: "Different [heritage|E] from [liege|E]'s [culture|E]" - court_position_not_same_culture_language: "Different [language|E] from [liege|E]'s [culture|E]" - - eparch_court_position: "Eparch" - eparch_court_position_desc: "The Eparch is the main administrator and ultimate authority of the capital, second only to the reigning monarch." - eparch_appease_populace: "Appease Populace" - eparch_appease_populace_desc: "The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will attend to the needs of the citizens of the capital." - eparch_support_troops: "Support Troops" - eparch_support_troops_desc: "The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will oversee the organization of the local garrisons and ensure an effective command." - eparch_enforce_public_order: "Enforce Public Order" - eparch_enforce_public_order_desc: "The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will have soldiers patrol the streets to keep the peace and secure public order no matter the cost." - eparch_development: "Develop Capital" - eparch_development_desc: "The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will put the city's administrators to good use to develop and improve the city." - eparch_base_desc: "$EFFECT_LIST_BULLET$[governor_efficiency|E]" - eparch_base_family_desc: "$EFFECT_LIST_BULLET$[governor_efficiency|E] for owners of [estates|E] located in the [capital|E]" - eparch_terrible_desc: "$eparch_base_desc$: #P +2%#!\n$eparch_base_family_desc$: #P +1%#!" - eparch_poor_desc: "$eparch_base_desc$: #P +4%#!\n$eparch_base_family_desc$: #P +2%#!" - eparch_average_desc: "$eparch_base_desc$: #P +6%#!\n$eparch_base_family_desc$: #P +3%#!" - eparch_good_desc: "$eparch_base_desc$: #P +8%#!\n$eparch_base_family_desc$: #P +4%#!" - eparch_excellent_desc: "$eparch_base_desc$: #P +10%#!\n$eparch_base_family_desc$: #P +5%#!" - eparch_range_desc: "$eparch_base_desc$: #P +2%#! to #P +10%#! (based on [aptitude|E])\n$eparch_base_family_desc$: #P +1%#! to #P +5%#! (based on [aptitude|E])" - eparch_distance_trigger_desc: "Governs a [GetPlayer.Custom( 'GetProvinceConcept' )] close to the [capital|E]" - eparch_custom_effect_desc: "$EFFECT_LIST_BULLET$The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will oversee the capital's administration" - eparch_capital_has_grain_dole_desc: "The [capital|E] has [GetModifier('panem_et_circenses_county_modifier').GetNameWithTooltip]" - eparch_capital_bureau: "[GetBuilding('capital_bureau_02').GetTypeName] [building|E] line" - -#CAMP OFFICERS - landless_government_tt: "You are an [adventurer|E]" - camp_with_following_buildings_tt: "You have a [camp|E] with one of the following [buildings|E]:" - officer_positions: "[officer|E] positions" - second_camp_officer: "Second" - second_camp_officer_desc: "A $second_camp_officer$ is the most trusted officer at domicile, aiding the leader as next-in-command. They are responsible for orders and organization in the leader's absence." - second_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('camp_main_01').GetName]" - - quartermaster_camp_officer: "Storekeeper" - quartermaster_camp_officer_desc: "The $quartermaster_camp_officer$ is responsible for ensuring the domicile is well fed and watered. They manage, safeguard, and distribute the provisions as needed." - quartermaster_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('supply_tent_01').GetName]" - - armorer_camp_officer: "Armorer" - armorer_camp_officer_desc: "The $armorer_camp_officer$ is a smith who specializes in helmets and maile. They are responsible for making and mending the garb of the men-at-arms and horses." - armorer_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('supply_tent_smithy').GetName]" - - chief_forager_camp_officer: "Chief Forager" - chief_forager_camp_officer_desc: "The $chief_forager_camp_officer$ is tasked with supplementing the domicile's provisions. They are responsible for organizing parties to gather fare from the local area." - chief_forager_camp_officer_employer_custom_effect_description: "$BULLET$May aid in Gather Provisions [decisions|E]" - chief_forager_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('supply_tent_reserve_provisions').GetName]" - - master_thief_camp_officer: "Master Thief" - master_thief_camp_officer_desc: "The $master_thief_camp_officer$ is a rogue tasked with the varied and morally dubious arts of burglary. They may ensure access to objects otherwise out of reach." - master_thief_camp_officer_employer_custom_effect_description: "$BULLET$Unlocks $steal_back_artifact$ [interaction|E]" - master_thief_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('supply_tent_subdued_gear').GetName]" - - head_porter_camp_officer: "Head Porter" - head_porter_camp_officer_desc: "The $head_porter_camp_officer$ is in charge of transporting the domicile and all its provisions. They ensure everything arrives at the next destination in one piece." - head_porter_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_01').GetName]" - - head_groom_camp_officer: "Head Groom" - head_groom_camp_officer_desc: "The $head_groom_camp_officer$ is charged with the livery of the domicile's horses and beasts of burden. They are responsible for the animal's provender, care, and tack." - head_groom_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_ample_steeds').GetName]" - - huntperson_camp_officer: "Huntsman" - huntperson_camp_officer_desc: "The $huntperson_camp_officer$ is an acolyte in the ways of the horn, hound, and bow. They are responsible for planning and leading the domicile's hunting expeditions." - huntperson_camp_officer_employer_custom_effect_description: "$BULLET$[GetActivityType('activity_hunt').GetName] [hunt_success_chance_no_prefix|E] increases with [aptitude|E]\n$BULLET$Improves [martial|E] [education|E] outcomes for all [children|E] in your domicile\n$BULLET$May aid in Gather Provisions [decisions|E]" - huntperson_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_trackers').GetName]" - - kennelperson_camp_officer: "Kenneler" - kennelperson_camp_officer_desc: "The $kennelperson_camp_officer$ is tasked with the care and training of the domicile's pack of hounds. They keep the dogs healthy and well fed — most of the time." - kennelperson_camp_officer_employer_custom_effect_description: "$BULLET$Enables Toss to Dogs [execution|E] [prisoners|E] method" - kennelperson_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_kennel').GetName]" - - chief_engineer_camp_officer: "Chief Engineer" - chief_engineer_camp_officer_desc: "The $chief_engineer_camp_officer$ is responsible for all tasks requiring a knowledge of mechanisms and machinery. They build and repair siege weapons, and instruct the men in their use." - chief_engineer_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_siege_engineers').GetName]" - - witness_camp_officer: "Witness" - witness_camp_officer_desc: "The $witness_camp_officer$ has the solemn task of recording the deeds and rightful claims of the domicile's leader. They attest to the great deeds and struggles of the domicile." - witness_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_proof_of_claims').GetName]" - - person_haggler_camp_officer: "Man-Haggler" - person_haggler_camp_officer_desc: "The $person_haggler_camp_officer$ is responsible for valuable prisoners, and extracting the greatest possible profit from them. They look to the captives, and handle the ransom negotiations." - person_haggler_camp_officer_employer_custom_effect_description: "$BULLET$[gold|E] gain from ransoming [prisoners|E]: [gold_i]#P +7%#! to [gold_i]#P +33%#! (based on [aptitude|E])\n$BULLET$[gold|E] to pay to ransom your [followers|E]: [gold_i]#P -9%#! to [gold_i]#P -33%#! (based on [aptitude|E])" - person_haggler_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_ransom_cages').GetName]" - - person_haggler_aptitude_effect_1: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +7%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -9%#!" - person_haggler_aptitude_effect_2: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +13%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -17%#!" - person_haggler_aptitude_effect_3: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +20%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -23%#!" - person_haggler_aptitude_effect_4: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +27%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -29%#!" - person_haggler_aptitude_effect_5: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +33%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -33%#!" - - camp_cook_camp_officer: "Chief Cook" - camp_cook_camp_officer_desc: "The $camp_cook_camp_officer$ rustles up hearty grub, keeping the domicile well fed and in good spirits. They are also responsible for preparing the officers' meals." - camp_cook_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('mess_tent_01').GetName]" - - master_bard_camp_officer: "Master Bard" - master_bard_camp_officer_desc: "The $master_bard_camp_officer$ entertains the domicile and its officers with ballads and tall tales. Their efforts may also go some way to immortalizing an adventurer's grand deeds." - master_bard_camp_officer_employer_custom_effect_description: "$BULLET$Unlocks $send_poem_interaction$ [interaction|E]" - master_bard_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('camp_fire_trailing_musicians').GetName]" - - stooge_camp_officer: "Stooge" - stooge_camp_officer_desc: "The $stooge_camp_officer$ is the involuntary focus of the domicile's irritation and cruel humor. Their maltreatment is a great source of morale and the origin of many risible fireside yarns." - master_of_arms_camp_officer: "Master of Arms" - master_of_arms_camp_officer_desc: "The $master_of_arms_camp_officer$ is tasked with keeping the fighting men in line, both at domicile and on the battlefield. They are responsible for discipline and training." - master_of_arms_employer_custom_effect_description: "$BULLET$Unlocks $train_for_tournament_decision_name$ [decision|E]#!" - master_of_arms_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_01').GetName]" - - light_cavalry_captain_camp_officer: "Light Cavalry Captain" - light_cavalry_captain_camp_officer_desc: "The $light_cavalry_captain_camp_officer$ is commander of the domicile's swiftest horsemen. They are responsible for the contingent's leadership, training, and tactics." - light_cavalry_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_horse_run').GetName]" - - camelry_captain_camp_officer: "Camelry Captain" - camelry_captain_camp_officer_desc: "The $camelry_captain_camp_officer$ commands the domicile's camel-riders. They are responsible for the contingent's leadership, training, and tactics." - camelry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_camel_run').GetName]" - - elephantry_captain_camp_officer: "Elephantry Captain" - elephantry_captain_camp_officer_desc: "The $elephantry_captain_camp_officer$ commands the domicile's mahouts. They are responsible for the contingent's leadership, training, and tactics." - elephantry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_elephantry_reserve').GetName]" - - heavy_cavalry_captain_camp_officer: "Heavy Cavalry Captain" - heavy_cavalry_captain_camp_officer_desc: "The $heavy_cavalry_captain_camp_officer$ commands the domicile's armored chargers. They are responsible for the contingent's leadership, training, and tactics." - heavy_cavalry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_nightly_barding_drills').GetName]" - - horse_archer_captain_camp_officer: "Horse Archer Captain" - horse_archer_captain_camp_officer_desc: "The $horse_archer_captain_camp_officer$ commands the domicile's mounted skirmishers. They are responsible for the contingent's leadership, training, and tactics." - horse_archer_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_life_in_the_saddle').GetName]" - - archer_captain_camp_officer: "Archer Captain" - archer_captain_camp_officer_desc: "The $archer_captain_camp_officer$ commands the domicile's bowmen. They are responsible for the contingent's leadership, training, and tactics." - archer_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_the_stump').GetName]" - - heavy_infantry_captain_camp_officer: "Heavy Infantry Captain" - heavy_infantry_captain_camp_officer_desc: "The $heavy_infantry_captain_camp_officer$ commands the domicile's armored battle-line. They are responsible for the contingent's leadership, training, and tactics." - heavy_infantry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_personal_bouts').GetName]" - - light_infantry_captain_camp_officer: "Light Infantry Captain" - light_infantry_captain_camp_officer_desc: "The $light_infantry_captain_camp_officer$ commands the domicile's skirmishers. They are responsible for the contingent's leadership, training, and tactics." - light_infantry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_training_circle').GetName]" - - pike_captain_camp_officer: "Pike Captain" - pike_captain_camp_officer_desc: "The $pike_captain_camp_officer$ commands of the spear lines. They are responsible for the contingent's leadership, training, and tactics." - pike_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_mock_battle_drills').GetName]" - - master_of_spoils_camp_officer: "Master of Spoils" - master_of_spoils_camp_officer_desc: "The $master_of_spoils_camp_officer$ is responsible for the collection and distribution of the domicile's booty. They ensure the spoils of war are properly divided between the men." - master_of_spoils_camp_officer_employer_custom_effect_description: "$BULLET$Increases [gold_i][gold|E], [prestige_i][prestige|E], and [piety_i][piety|E] gain from winning [battles|E] and [sieges|E] (based on [aptitude|E])\n$BULLET$Increases the chance of stealing an [artifact|E] after a [siege|E] (based on [aptitude|E])" - master_of_spoils_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_lockwagon').GetName]" - - court_position_eunuch_trait: "[GetTrait('eunuch_1').GetName( ROOT.Char )]" - court_position_beardless_eunuch_trait: "[GetTrait('beardless_eunuch').GetName( ROOT.Char )]" - court_position_eunuch_falsetto: "[GetTrait('beardless_eunuch').GetName( ROOT.Char )]'s Falsetto" - court_position_traveling_friend: "Traveling comrade holds another [court_position|E]" - camp_priest_camp_officer: "domicile Priest" - camp_priest_camp_officer_desc: "The $camp_priest_camp_officer$ offers spiritual support to the domicile." - camp_priest_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_shrine').GetName]" - - laureate_camp_officer: "Laureate" - laureate_camp_officer_desc: "The $laureate_camp_officer$ is a live-in verse writer for all occasions. Their work is known far and wide, and brings in plenty of eager poets to learn at their feet." - laureate_camp_officer_employer_custom_effect_description: "$master_bard_camp_officer_employer_custom_effect_description$\n$BULLET$Enables the Invite Poets [decision|E]" - - court_position_bodyguard_modifier: "[GetPerk('praetorian_guard_perk').GetName( GetNullCharacter )]" - court_position_bodyguard_liege_modifier: "Employer has [GetPerk('praetorian_guard_perk').GetName( GetNullCharacter )]" - - # BP3 - court_position_travel_companion_modifier: "[GetPerk('travel_companion_perk').GetName( GetNullCharacter )]" - court_position_travel_companion_liege_modifier: "Employer has [GetPerk('travel_companion_perk').GetName( GetNullCharacter )]" - gracious_host_impeccable_guest_perk_bonus: "[GetPerk('gracious_host_impeccable_guest_perk').GetName( GetNullCharacter )]" - - # MPO - court_astrologer_court_position: "Meteorologist" - court_astrologer_court_position_desc: "The $court_astrologer_court_position$ searches the skies to predict what fate may be upon us." - court_astrologer_employer_custom_effect_description: "$BULLET$Enables the #EMP $mpo_divination_decision$#! [decision|E]#!\n$BULLET$Enables the #EMP $mpo_decision_fertility_dance$#! [decision|E]#!" - court_position_mongolic: "Their culture is of $heritage_mongolic_name$ [heritage|E]" - court_position_turkic: "Their culture is of $heritage_turkic_name$ [heritage|E]" - court_position_nomadic: "Their government is [GetGovernment( 'nomad_government' ).GetName]" - court_position_not_kurultai: "They are not a [kurultai_member|E]" - court_astrologer_guide_shepherds: "Guide Shepherds" - court_astrologer_guide_shepherds_desc: "This character is aiding the herders and shepherds of the realm to find the best grazing lands." - court_astrologer_guide_shepherds_tt: "[GetGovernment( 'herder_government' ).GetName] [vassals|E] or [tributaries|E] may gain the [GetTrait('lifestyle_seasoned_pastor').GetName(GetNullCharacter)] [trait|E] or [county_fertility|E]" - court_astrologer_guide_shepherds_trigger_tt: "No [GetGovernment( 'herder_government' ).GetName] [vassals|E]" - court_astrologer_handling_weather: "Oversee Preparations" - court_astrologer_handling_weather_desc: "This character is tasked with ensuring the best outcome for the season, either by utilizing the effects of the good weather or mitigating the effects of the bad weather." - court_astrologer_handling_weather_tt: "Effect due to [liege.GetCapitalLocation.GetCounty.GetSubRegionInSituation( tooltip_season ).GetCurrentPhase.GetName|V] in [liege.GetCapitalLocation.GetName|V]:\n\t$BULLET$" - court_astrologer_handling_weather_trigger_tt: "Your [capital|E] is outside of a Migration [situation|E]" - court_astrologer_handling_weather_abundant_grazing: "$court_astrologer_handling_weather_tt$$MOD_HERD_GAIN$: #P +15%#!" - court_astrologer_handling_weather_everlasting_summer: "$court_astrologer_handling_weather_tt$[vassal|E] [opinion|E]: #P +10#!" - court_astrologer_handling_weather_blue_sky: "$court_astrologer_handling_weather_tt$[piety|E]: [piety_i]#P +3.0#!/month" - court_astrologer_handling_weather_white_zud: "$court_astrologer_handling_weather_tt$$MOD_MONTHLY_COUNTY_FERTILITY_GROWTH$: #P +20%#!" - court_astrologer_handling_weather_cold_zud: "$court_astrologer_handling_weather_tt$$MOD_MONTHLY_COUNTY_FERTILITY_GROWTH$: #P +0.25#!" - court_astrologer_handling_weather_severe_drought: "$court_astrologer_handling_weather_tt$$MOD_MONTHLY_COUNTY_FERTILITY_DECLINE$: #P -30%#!" - court_astrologer_handling_weather_havsarsan_zud: "$court_astrologer_handling_weather_tt$$game_concept_domicile_travel_speed$: #P +33%#!" - court_astrologer_abundant_grazing_modifier: "$court_astrologer_handling_weather$: $situation_steppe_abundant_grazing_season$" - court_astrologer_warm_nights_modifier: "$court_astrologer_handling_weather$: $situation_steppe_warm_nights_season$" - court_astrologer_sky_blessing_modifier: "$court_astrologer_handling_weather$: $situation_steppe_sky_blessing_season$" - court_astrologer_white_zud_modifier: "$court_astrologer_handling_weather$: $situation_steppe_white_zud_season$" - court_astrologer_cold_zud_modifier: "$court_astrologer_handling_weather$: $situation_steppe_cold_zud_season$" - court_astrologer_severe_drought_modifier: "$court_astrologer_handling_weather$: $situation_steppe_severe_drought_season$" - court_astrologer_havsarsan_zud_modifier: "$court_astrologer_handling_weather$: $situation_steppe_havsarsan_zud_season$" - - boyan_court_position: "Noyan" - boyan_court_position_fallback: "General" - boyan_court_position_desc: "A $boyan_court_position$ is one of the leading generals in their liege's armies, ensuring success in battle." - boyan_court_position_fallback_desc: "The $boyan_court_position_fallback$ is in charge of segments of their liege's armies, ensuring success in battle." - boyan_impress_vassals: "Cow Vassals" - boyan_impress_vassals_desc: "This character is tasked with putting vassals back in line." - boyan_impress_vassals_tt: "[vassal|E] [faction_commitment|E]: #P -20#!" - boyan_prepare_raids: "Prepare Raids" - boyan_prepare_raids_desc: "This character is preparing their liege's armies to raid far away realms." - boyan_validity_trigger_tt: "[martial_i][martial|E] is #high 12#! or above" - - siege_engineer_court_position: "Siege Engineer" - siege_engineer_court_position_desc: "A $siege_engineer_court_position$ is usually a foreign agent recruited to the Steppes for their expertise in siege warfare." - siege_engineer_build_equipment: "Build Siege Equipment" - siege_engineer_build_equipment_desc: "This character is focusing on building siege equipment for their liege." - siege_engineer_build_equipment_tt: "Every month there's a small chance to gain a [siege_weapon|E] [men_at_arms|E]" - siege_engineer_build_equipment_trigger_tt: "Already have a fully built [siege_weapon|E] [men_at_arms|E]" - siege_engineer_build_equipment_trigger_tt_2: "No room for more [men_at_arms|E]" - - yurtchi_court_position: "Yurtchi" - yurtchi_court_position_fallback: "Quartermaster" - yurtchi_court_position_desc: "A $yurtchi_court_position$ oversees the organization of and the well-being of the clan, as well as ensuring that it is well-equipped for battle." - yurtchi_court_position_fallback_desc: "The $yurtchi_court_position_fallback$ ensures the clan is equipped to move at a moment's notice, as well as equipped for battle." - yurtchi_lean_times: "Embrace Frugality" - yurtchi_lean_times_desc: "This character is undertaking measures to limit the spending of the clan." - yurtchi_prosperous_times: "Commence with Revelry" - yurtchi_prosperous_times_desc: "This character is ensuring the happiness of the clan, even at a heavy cost." - yurtchi_validity_trigger_tt: "[stewardship_i][stewardship|E] is #high 12#! or above" - - cherbi_court_position: "Cherbi" - cherbi_court_position_fallback: "Chief Bodyguard" - cherbi_court_position_desc: "A $cherbi_court_position$ oversees the $bodyguard_court_position_nomadic$, guaranteeing the safety of their liege. As the head of their liege's safety, it is one of the most prestigious positions in the clan." - cherbi_court_position_fallback_desc: "The $cherbi_court_position_fallback$ is in charge of the safety of their liege, an equally prestigious and dangerous position." - cherbi_custom_modifier: "$BULLET$[GetCourtPositionType('bodyguard_court_position').GetName|U] [aptitude|E]: [aptitude_i]" - cherbi_custom_modifier_range: "$cherbi_custom_modifier$#P 1-15#! (based on [aptitude|E])" - cherbi_custom_modifier_terrible: "$cherbi_custom_modifier$#P 1#!" - cherbi_custom_modifier_poor: "$cherbi_custom_modifier$#P 4#!" - cherbi_custom_modifier_average: "$cherbi_custom_modifier$#P 7#!" - cherbi_custom_modifier_good: "$cherbi_custom_modifier$#P 10#!" - cherbi_custom_modifier_excellent: "$cherbi_custom_modifier$#P 15#!" - court_position_bodyguard_cherbi_modifier: "[GetCourtPositionType('cherbi_court_position').GetName|U] [aptitude|E]" - cherbi_double_the_guard: "Double the Guard" - cherbi_double_the_guard_desc: "This character is tasked with the safety of their liege, at #bold any#! cost." - cherbi_validity_trigger_tt: "[prowess_i][prowess|E] is #high 12#! or above" - - yeke_jarquchi_court_position: "Yeke Jarquchi" - yeke_jarquchi_court_position_fallback: "Chief Law Overseer" - yeke_jarquchi_court_position_turkic: "El Ögäsi" - yeke_jarquchi_court_position_desc: "A $yeke_jarquchi_court_position$ oversees the law of the land, the Yassa. As the eyes of their liege, they make certain all follow the rules of the clan." - yeke_jarquchi_court_position_fallback_desc: "The $yeke_jarquchi_court_position_fallback$ is the one ensuring the laws of their liege are followed all throughout the realm." - yeke_jarquchi_court_position_turkic_desc: "The $yeke_jarquchi_court_position_turkic$ is the one ensuring the laws of their liege are followed all throughout the realm." - yeke_jarquchi_custom_modifier: "$BULLET$[obedience_threshold|E]: [obedience_i]" - yeke_jarquchi_custom_modifier_range: "$yeke_jarquchi_custom_modifier$#P -1#! to #P -5#! (based on [aptitude|E])" - yeke_jarquchi_custom_modifier_terrible: "$yeke_jarquchi_custom_modifier$#P -1#!" - yeke_jarquchi_custom_modifier_poor: "$yeke_jarquchi_custom_modifier$#P -2#!" - yeke_jarquchi_custom_modifier_average: "$yeke_jarquchi_custom_modifier$#P -3#!" - yeke_jarquchi_custom_modifier_good: "$yeke_jarquchi_custom_modifier$#P -4#!" - yeke_jarquchi_custom_modifier_excellent: "$yeke_jarquchi_custom_modifier$#P -5#!" - court_position_jarquchi_obedience_modifier: "[GetCourtPositionType('yeke_jarquchi_court_position').GetName|U] [aptitude|E]" - yeke_jarquchi_culture_acceptance: "Blend Cultures" - yeke_jarquchi_culture_acceptance_desc: "This character is ensuring that all who live in the realm will leave in peace, irrelevant of their traditions and customs." - yeke_jarquchi_culture_acceptance_tt: "[cultural_acceptance|E] will be increased by [liege.Custom('GetAptitudeYekeJarquchiLoc')] between [liege.GetCulture.GetName] and other [cultures|E] in the [realm|E] every year #weak (max #V 50#!)#!" - yeke_jarquchi_aptitude: "[ROOT.Char.MakeScope.ScriptValue('yeke_jarquchi_aptitude_tooltip')|P0]" - yeke_jarquchi_missing_aptitude: "#P 2-10#! (based on [aptitude|E])" - yeke_jarquchi_culture_acceptance_trigger_tt: "All [counties|E] in the [realm|E] are [liege.GetCulture.GetName]" - culture_acceptance_desc_yeke_jarquchi: "[liege.GetName] promoted this [culture|E] in [liege.GetHerHis] [realm|E]" - yeke_jarquchi_validity_trigger_tt: "[diplomacy_i][diplomacy|E] is #high 12#! or above" - - foreign_emissary_court_position: "Foreign Emissary" - foreign_emissary_court_position_desc: "A $foreign_emissary_court_position$ is recruited from afar to impress their liege's court with exotic stories, and to act as a diplomat to neighboring leaders." - court_position_different_culture: "They are of a different [culture|E]" - foreign_emissary_culture_acceptance_tt: "[cultural_acceptance|E] will be increased by [liege.Custom('GetAptitudeForeignEmissaryLoc')] between [liege.GetCulture.GetName] and [tributary|E] [cultures|E] every year #weak (max #V 50#!)#!" - foreign_emissary_aptitude: "[ROOT.Char.MakeScope.ScriptValue('foreign_emissary_aptitude_tooltip')|P0]" - foreign_emissary_missing_aptitude: "#P 2-10#! (based on [aptitude|E])" - foreign_emissary_culture_acceptance: "Accommodate Tributaries" - foreign_emissary_culture_acceptance_desc: "This character will make certain that the tributaries will fall in line with their suzerain, with whatever means necessary." - culture_acceptance_desc_foreign_emissary: "[liege.GetName] accomodated [liege.GetHerHis] tributaries of this [culture|E]" - foreign_emissary_culture_acceptance_trigger_tt: "No [tributaries|E] of another [culture|E]" - - keeper_of_the_horses_court_position: "Keeper of the Horses" - keeper_of_the_horses_court_position_desc: "The $keeper_of_the_horses_court_position$ is a prestigious position in charge of their liege's steeds and stables." - -# TGP - court_position_confucian_education_trait: "[GetTrait('confucian_education').GetName( ROOT.Char )]" - - court_physician_celestial_imperial: "Palace Physician" - court_physician_celestial_imperial_desc: "The $court_physician_celestial_imperial$ is responsible for the health and well-being of the [court|E] they are in. They will treat disease and suture wounds to the best of their abilities." - court_physician_celestial: "Master Physician" - court_physician_celestial_desc: "The $court_physician_celestial$ is responsible for the health and well-being of the [court|E] they are in. They will treat disease and suture wounds to the best of their abilities." - court_astrologer_celestial_imperial: "Grand Astrologer" - court_astrologer_celestial_imperial_desc: "The $court_astrologer_celestial_imperial$ searches the skies to predict what fate may be upon us." - court_astrologer_celestial: "Diviner" - court_astrologer_celestial_desc: "The $court_astrologer_celestial$ searches the skies to predict what fate may be upon us." - travel_leader_celestial_imperial: "Clearer of the Way" - travel_leader_celestial_imperial_desc: "The $travel_leader_celestial_imperial$ assists you when traveling and takes charge of all itineraries. They aim to ensure you arrive at your destination safely and on-time." - travel_leader_celestial: "Forward Scout" - travel_leader_celestial_desc: "The $travel_leader_celestial$ assists you when traveling and takes charge of all itineraries. They aim to ensure you arrive at your destination safely and on-time." - antiquarian_celestial: "Keeper of Treasures" - antiquarian_celestial_desc: "The $antiquarian_celestial$ is responsible for the upkeep, care, and procurement of artifacts." - seneschal_celestial: "Chief Administrator" - seneschal_celestial_desc: "The $seneschal_celestial$ serves an important role in the day-to-day life of the royal household, administering the servants and keeping everything running smoothly." - court_tutor_celestial: "Erudite Instructor" - court_tutor_celestial_desc: "The $court_tutor_celestial$ is in charge of the [education|E] of all children at court, and their skill will influence how much they influence the students. Children can still have individual [guardians|E]." - chief_eunuch_celestial_imperial: "Palace Attendant" - chief_eunuch_celestial_imperial_desc: "The $chief_eunuch_celestial_imperial$ is a trusted servant responsible for the eunuchs at court. Not much goes on that they don't hear about, both among the servants and the royals." - chief_eunuch_celestial: "Eunuch Attendant" - chief_eunuch_celestial_desc: "The $chief_eunuch_celestial$ is a trusted servant responsible for the eunuchs at court. Not much goes on that they don't hear about, both among the servants and the royals." - master_of_horse_celestial_imperial: "Prefect of the Stables" - master_of_horse_celestial_imperial_desc: "The $master_of_horse_celestial_imperial$ is responsible for their Liege's majestic steeds and stables. They have their work cut out for them since a well-kept horse is a boon both on the battlefield and on the road." - master_of_horse_celestial: "Stablemaster" - master_of_horse_celestial_desc: "The $master_of_horse_celestial$ is responsible for their Liege's majestic steeds and stables. They have their work cut out for them since a well-kept horse is a boon both on the battlefield and on the road." - master_of_hunt_celestial: "Supervisor of Hunts" - master_of_hunt_celestial_desc: "The $master_of_hunt_celestial$ is responsible for any hunting parties that members of their Liege's court arrange. They are also in charge of the kennels and the dogs within it." - cave_hermit_celestial: "Sagacious Recluse" - cave_hermit_celestial_desc: "The $cave_hermit_celestial$ is someone that will inhabit your castle grounds and entertain your guests with prophecies and riddles. Some say they may be actual mystics." - court_gardener_celestial_imperial: "Chief Gardener" - court_gardener_celestial_imperial_desc: "The $court_gardener_celestial_imperial$ is responsible for the well-being of the gardens belonging to their liege, pouring time and skill into making them truly flourish." - court_gardener_celestial: "Gardener" - court_gardener_celestial_desc: "The $court_gardener_celestial$ is responsible for the well-being of the gardens belonging to their liege, pouring time and skill into making them truly flourish." - chronicler_celestial_imperial: "Grand Scribe" - chronicler_celestial_imperial_desc: "The $chronicler_celestial_imperial$ is tasked with dedicating the deeds of their employer to paper." - chronicler_celestial: "Recorder" - chronicler_celestial_desc: "The $chronicler_celestial$ is tasked with dedicating the deeds of their employer to paper." - champion_celestial_imperial: "Tiger-Brave Gentleman" - champion_celestial_imperial_desc: "A $champion_celestial_imperial$ is a skilled and deadly fighter that can represent their Liege in duels." - champion_celestial: "Tiger-Brave Soldier" - champion_celestial_desc: "A $champion_celestial$ is a skilled and deadly fighter that can represent their Liege in duels." - court_brewmaster_celestial: "Wine Steward" - court_brewmaster_celestial_desc: "The $court_brewmaster_celestial$ is a representative chosen to interact directly with the brewers of the realm, to ensure the liege can get their hands on the best of brews." - lady_in_waiting_celestial_imperial: "Palace Lady" - lady_in_waiting_celestial_imperial_desc: "A $lady_in_waiting_celestial_imperial$ is an assistant and companion to a Queen or Empress, attending to her every need and fulfilling every whim." - lady_in_waiting_celestial: "Chambermaid" - lady_in_waiting_celestial_desc: "A $lady_in_waiting_celestial$ is an assistant and companion to a Queen or Empress, attending to her every need and fulfilling every whim." - royal_architect_celestial: "Master Craftsman" - royal_architect_celestial_desc: "The $royal_architect_celestial$ oversees any prestigious building projects within the realm; not a brick is laid, nor a second spent, without their express permission." - court_poet_celestial: "Poet Laureate" - court_poet_celestial_desc: "The $court_poet_celestial$ is a connoisseur of words and verse, providing their Liege and all at court with entertainment, intellectual stimulation, and emotional experiences." - court_musician_celestial_imperial: "Master of Music" - court_musician_celestial_imperial_desc: "A $court_musician_celestial_imperial$ is an artist who sings and plays instruments to entertain their Liege and the court." - court_musician_celestial: "Musician" - court_musician_celestial_desc: "A $court_musician_celestial$ is an artist who sings and plays instruments to entertain their Liege and the court." - bodyguard_celestial_imperial: "Imperial Guardsman" - bodyguard_celestial_imperial_desc: "A $bodyguard_celestial_imperial$ is the final line of defense against any and all attackers. Where their charge goes they follow, and they will not hesitate to put themselves in the way of any danger that might be lurking out there." - bodyguard_celestial: "Household Guardsman" - bodyguard_celestial_desc: "A $bodyguard_celestial$ is the final line of defense against any and all attackers. Where their charge goes they follow, and they will not hesitate to put themselves in the way of any danger that might be lurking out there." - court_artificer_celestial_imperial: "Palace Artisan" - court_artificer_celestial_imperial_desc: "A $court_artificer_celestial_imperial$ is someone who's proven themselves able to craft great things. While they mostly lull around in your court, the hope is for inspiration to strike once more." - court_artificer_celestial: "Artisan" - court_artificer_celestial_desc: "A $court_artificer_celestial$ is someone who's proven themselves able to craft great things. While they mostly lull around in your court, the hope is for inspiration to strike once more." - - grand_preceptor_court_position: "Grand Preceptor" - grand_preceptor_court_position_desc: "The $grand_preceptor_court_position$'s is the moral pillar of their court, their duty to serve as a beacon of righteousness for all others to admire and emulate." - grand_preceptor_court_position_task_instill_righteousness: "Imbue with Moral Righteousness" - grand_preceptor_court_position_task_instill_righteousness_desc: "The $grand_preceptor_court_position$ will apply themselves to the moral cultivation of their liege." - grand_preceptor_court_position_task_propagate_civic_virtue: "Propagate Civic Virtue" - grand_preceptor_court_position_task_propagate_civic_virtue_desc: "The $grand_preceptor_court_position$ will take a leading role in the propagation of moral virtue among the general population." - grand_preceptor_court_position_task_exalt_imperial_deeds: "Exalt Imperial Deeds" - grand_preceptor_court_position_task_exalt_imperial_deeds_desc: "As $grand_preceptor_court_position$, this character's words carry immense moral authority, and many are those willing to accept their statements as truth." - - grand_preceptor_powerfuL_family_score_desc: "$grand_preceptor_court_position$" - - grand_guardian_court_position: "Grand Guardian" - grand_guardian_court_position_desc: "The $grand_guardian_court_position$ is the sword and shield of the realm, revered for their martial experience and strategic insight." - grand_guardian_court_position_task_guard_the_capital: "Guard the Capital" - grand_guardian_court_position_task_guard_the_capital_desc: "The $grand_guardian_court_position$ will take charge of the protection of the imperial capital's security." - grand_guardian_court_position_task_shield_the_realm: "Shield the Realm" - grand_guardian_court_position_task_shield_the_realm_desc: "The $grand_guardian_court_position$ will apply their formidable strategic skills to the defense of the realm as a whole." - grand_guardian_court_position_task_instill_martial_discipline: "Instill Martial Discipline" - grand_guardian_court_position_task_instill_martial_discipline_desc: "The $grand_guardian_court_position$ will endeavor to instill the accumulated lessons of their distinguished career on those who lack the privilege of experience." - grand_guardian_guard_the_capital_modifier: "Protected by the Grand Guardian" - MODIFIER_DEFINITION_VALUE_GRAND_GUARDIAN_APTITUDE: " \t#weak Increase per $grand_guardian_court_position$ [aptitude|E] level#!" - - grand_guardian_powerfuL_family_score_desc: "$grand_guardian_court_position$" - - grand_mentor_court_position: "Grand Mentor" - grand_mentor_court_position_desc: "The $grand_mentor_court_position$ attends to the edification of the ruling family, and is tasked with the weighty duty of ensuring that the next generation lives up to the august examples of their forebears." - - grand_mentor_court_position_task_edify_heirs: "Instruct Imperial Heirs" - grand_mentor_court_position_task_edify_heirs_desc: "The $grand_mentor_court_position$ will dedicate their days to the diligent cultivation of the next generation." - grand_mentor_edify_heirs_tt: "Every month, members of the ruling [house|E] who are [courtiers|E] or [direct_vassals|E] of the [liege|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E]" - grand_mentor_edify_heirs_fallback: "Every month, members of the ruling [house|E] who are [courtiers|E] or [direct_vassals|E] of the [liege|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E]" - - grand_mentor_court_position_task_teach_liege: "Edify the Emperor" - grand_mentor_court_position_task_teach_liege_desc: "The $grand_mentor_court_position$ will exclusively attend to the edification of their liege." - grand_mentor_teach_liege_tt: "Every month, the [liege|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E]" - grand_mentor_teach_liege_fallback: "Every month, the [liege|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E]" - - grand_mentor_court_position_task_train_officials: "Cultivate Meritorious Officials" - grand_mentor_court_position_task_train_officials_desc: "The $grand_mentor_court_position$ will see to it that the officials of the realm possess skills in equal measure to their wisdom and virtue." - grand_mentor_train_officials_tt: "Every month, a [court_position|E] holder or [direct_vassal|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E], or [merit|E]" - grand_mentor_train_officials_fallback: "Every month, a [court_position|E] holder or [direct_vassal|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E], or [merit|E]" - - grand_mentor_mentoring_title: "Mentoring [target_character.GetFullNameNoTooltip]" - grand_mentor_mentoring_notification_desc: "[ROOT.Char.GetShortUIName|U] have improved [target_character.GetTitledFirstNamePossessive] skills" - - grand_mentor_powerfuL_family_score_desc: "$grand_mentor_court_position$" - - fire_dragon_engineer_court_position: "Fire Dragon Engineer" - fire_dragon_engineer_court_position_desc: "The $fire_dragon_engineer_court_position$ is a master of firearms, furnishing troops with formidable flame-belching instruments of war." - fire_dragon_engineer_court_position_forge_fire_dragons: "Forge Fire Dragons" - fire_dragon_engineer_court_position_forge_fire_dragons_desc: "The $fire_dragon_engineer_court_position$ will focus their energies on the forging of firearms, keeping an abundant arsenal ever at the ready." - fire_dragon_engineer_court_position_command_artillery: "Command Artillery" - fire_dragon_engineer_court_position_command_artillery_desc: "The $fire_dragon_engineer_court_position$ will personally oversee the deployment and employment of their instruments of destruction on the battlefield." - - keeper_of_the_harem_court_position: "Keeper of the Harem" - keeper_of_the_harem_court_position_desc: "The $keeper_of_the_harem_court_position$ occupies a position of no small importance in the imperial harem, supervising everything from the concubines' garments to the auspicious scheduling of imperial intercourse." - - keeper_of_the_harem_court_position_task_maintain_decorum: "Maintain Harem Decorum" - keeper_of_the_harem_court_position_task_maintain_decorum_desc: "The $keeper_of_the_harem_court_position$ will focus on suppressing the venomous intrigues of the harem and shielding it from the untoward attentions of the outside world." - keeper_of_the_harem_maintaining_decorum.tt: "The $keeper_of_the_harem_court_position$ will significantly impede [schemes|E] targeting members of the harem." - - keeper_of_the_harem_court_position_task_attend_to_wellness: "Attend to Concubines' Wellness" - keeper_of_the_harem_court_position_task_attend_to_wellness_desc: "The $keeper_of_the_harem_court_position$ will pay special attention to the health and well-being of the harem, treating the ill and easing their burdens." - keeper_of_the_harem_attend_to_wellness.tt: "The $keeper_of_the_harem_court_position$ will look for and tend to an ill member of the harem every month, alleviating their stress and the symptoms that ail them." - - keeper_of_the_harem_court_position_task_select_palace_beauties: "Select Palace Beauties" - keeper_of_the_harem_court_position_task_select_palace_beauties_desc: "The $keeper_of_the_harem_court_position$ will periodically review the composition of the harem, gracefully retiring the aged and childless while recruiting talented and fair substitutes." - keeper_of_the_harem_select_palace_beauties.tt: "Every year, the $keeper_of_the_harem_court_position$ will potentially retire one aged and childless concubine and recruit one new concubine to the harem." - - court_guru_court_position: "Guru" - court_guru_court_position_desc: "A guru serves as both counselor and sage, advising rulers on earthly concerns and sacred truths." - guru_teach_learning: "Enlighten the Mind" - guru_teach_learning_desc: "The guru shares sacred texts and scholarly wisdom to sharpen their liege's intellect." - guru_teach_diplomacy: "Refine the Tongue" - guru_teach_diplomacy_desc: "The guru instructs in courtly speech, measured silence, and the art of graceful persuasion." - guru_teach_intrigue: "Sharpen the Senses" - guru_teach_intrigue_desc: "Through parables and subtle games, the guru trains the ruler to see hidden motives and deceive with poise." - - court_brahmin_court_position: "Court Brahmin" - court_brahmin_court_position_desc: "A venerable priest found in Hindu and Buddhist courts alike, the Court Brahmin is responsible for performing rituals, overseeing ceremonies, and promoting the legitimacy of the ruler." - court_brahmin_court_position_task_increase_tribute: "Increase Tribute" - court_brahmin_court_position_task_increase_tribute_desc: "This character will diligently tend to amplifying the flow of wealth from tributary to suzerain." - - khlon_glan_court_position: "Khlon Glan" - khlon_glan_court_position_desc: "The Khlon Glan is a high-ranking official, in charge of managing the realm's storehouses and military supplies." - khlon_glan_assist_provisioning: "Develop Capital" - khlon_glan_assist_provisioning_desc: "This character is focusing on improving the Mandala capital." - - favored_minister_court_position: "Favored Minister" - favored_minister_court_position_desc: "The $favored_minister_court_position$ is the chosen favorite [councillor|E] of a [celestial|E] [son_of_heaven|E] and is granted the freedom to run their ministry as they wish." - favored_minister_employee_custom_desc: "[personal_movement_power|E]: [movement_power_i][EmptyScope.ScriptValue('favored_minister_movement_power_bonus_value')|+=0%]" - favored_minister_desc: "[GetCourtPositionType( 'favored_minister_court_position' ).GetName()]" - - keeper_of_the_horses_validity_trigger_tt: "[prowess_i][prowess|E] is #high 12#! or above" - - minister_bureaucrat_court_position: "Department Aide" - minister_bureaucrat_court_position_desc: "Within the upper echelons of the celestial government, a large array of bureaucrats is required. Hand-picked by the head of each department, they ensure everything runs smoothly." - minister_bureaucrat_court_position_mod_desc: "$EFFECT_LIST_BULLET$The Aide improves various [ministry|E] related tasks, such as [great_projects|E] (based on [aptitude|E])" diff --git a/localization/english/replace/decisions_l_english.yml b/localization/english/replace/decisions_l_english.yml deleted file mode 100644 index 2e1af019f..000000000 --- a/localization/english/replace/decisions_l_english.yml +++ /dev/null @@ -1,1807 +0,0 @@ -l_english: - DECISION_ON_COOLDOWN:0 "@warning_icon! #X $DECISION_NAME$ unavailable until [DATE.GetStringLong]#!" - ALREADY_PLANNING_ACTIVITY:0 "You are already planning another [activity|E]" - ALREADY_IN_ACTIVITY_FIRST_NOT:0 "You are currently busy [CHARACTER.Custom('GetActivityName')]" - ALREADY_IN_ACTIVITY_THIRD_NOT:0 "[CHARACTER.GetTitledFirstName] is currently busy [CHARACTER.Custom('GetActivityName')]" - unavailable_activity:0 "participating in [ROOT.Char.GetInvolvedActivity.GetName]" - unavailable_pay_homage:0 "paying homage to your liege" - unavailable_pledge_loyalty_to_liege: "bowing before your liege" - unavailable_meditation:0 "meditating" - unavailable_local_shrine: "visiting local shrine" - unavailable_petition_liege:0 "petitioning your liege" - unavailable_hold_court:0 "holding court" - unavailable_tour_stop:0 "preparing for your liege's [tour|E]" - - GENERIC_CHOOSE_OPTION: "Choose Option" - - start_hunt_decision:0 "Call Hunt" - start_hunt_decision_tooltip:2 "A [GetActivityType('activity_hunt').GetName] will be held" - start_hunt_decision_desc:0 "#F The untamed wilds are calling, and all manner of beasts are awaiting my spear and arrow!#!" - start_hunt_decision_go_on_hunt:1 "You go on a #V Hunt#! in one of the baronies of your realm" - start_hunt_decision_prestige:1 "You may get opportunities to increase your [prestige|E]" - start_hunt_decision_stress_lazy:0 "#N You will not lose [stress|E] since you are [GetTrait('lazy').GetName( GetPlayer )]#!" - start_hunt_decision.tt.servants_prestige.reduced:0 "#N Your lack of [Concept('court_amenities','Servants')|E] to drum out wildlife makes hunting harder and less [prestigious|E] if it goes poorly#!" - start_hunt_decision.tt.servants_prestige.increased:0 "#P Your ample [Concept('court_amenities','Servants')|E] better flush out animals, earning more [prestige|E] if the hunt goes well#!" - start_hunt_decision_master_of_hunt:0 "#P Since you employ a $master_of_hunt_court_position$ your hunt is more likely to end well#!" - start_hunt_decision_confirm:0 "Sound the horn!" - - host_feast_decision:0 "Host Feast" - host_exotic_feast_decision:0 "Host an Exotic Feast" - host_lavish_feast_decision:0 "Host a Lavish Feast" - host_grand_feast_decision:0 "Host a Grand Feast" - host_modest_feast_decision:0 "Host a Modest Feast" - host_feast_decision_tooltip:0 "A [GetActivityType('activity_feast').GetName] will be held" - host_feast_decision_opening_desc:0 "#F Cracking open the casks and inviting guests of honor is not only a duty, but an opportunity to reaffirm bonds of loyalty, and often a great pleasure!#!" - host_feast_decision_desc_vassals:1 "May increase your vassals' [opinion|E] of you" - host_feast_decision_desc_court_musician_opinion:1 "#P Since you employ a $court_musician_court_position$ the opinion gain will be more significant#!" - host_feast_decision_desc_shy:2 "#N You will not lose [stress|E] since you are [GetTrait('shy').GetName( GetPlayer )] or [GetTrait('reclusive').GetName( GetPlayer )]#!" - host_feast_decision_desc_pensive:0 "#N You will not lose [stress|E] since you are [GetTrait('pensive').GetName( GetPlayer )]#!" - host_feast_decision_desc_stress_medium:1 "Your [stress|E] will reduce" - host_feast_decision_desc_stress:1 "Your [stress|E] may reduce" - host_feast_decision_desc_liege_opinion:1 "May increase your liege's [opinion|E] of you" - host_feast_decision_confirm:0 "Send the invitations" - - borrow_from_holy_order_decision:0 "Borrow Gold from Holy Order" - borrow_from_holy_order_decision_tooltip:0 "You will borrow money from an available Holy Order" - borrow_from_holy_order_decision_desc:0 "I am in need of money, and who better to ask for help than the servants of [ROOT.Char.GetFaith.HighGodName]? I can send out letters and hope that I get a response." - borrow_from_holy_order_decision_confirm:0 "Write the inquiries!" - borrow_from_holy_order_decision_effect_tooltip:1 "You borrow [SCOPE.ScriptValue('holy_order_gold_value')|P00] [gold|E][gold_i] from a [holy_order|E]\n\n@warning_icon! The [holy_order|E] will start making demands if you do not repay the loan\n@warning_icon! You cannot borrow more money again until you have paid back this loan" - borrow_from_holy_order_gold_condition:3 "No [CHARACTER.GetFaith.GetAdjective] Holy Order has enough gold" - - escape_from_prison_decision:0 "Escape from Prison" - escape_from_prison_decision_tooltip:0 "Attempt to escape prison" - escape_from_prison_decision_desc:0 "The same walls, the same routine, the same gruel for food – every day is just like the last. This prison is eating away at me, and I will stand it no longer!" - escape_from_prison_decision_success.tt:0 "Your escape attempt succeeds" - escape_from_prison_decision_failure.tt:0 "Your escape attempt fails" - escape_from_prison_decision_failure_outcome.tt:0 "[imprisoner.GetTitledFirstName] might be... displeased" - escape_from_prison_decision_confirm:0 "No bars will hold me!" - escape_from_prison_decision_effect_tooltip:1 "@warning_icon! The chance of success depends on your [prowess|E], [traits|E], and whether you are in the [dungeon|E]" - - tribal_challenge_ruler_decision:0 "Challenge the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip|U]" - tribal_challenge_ruler_decision_desc:0 "[ROOT.Char.GetLiege.GetFirstName] carries the title of [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip] as if it is unquestionably [ROOT.Char.GetLiege.GetHersHis]; as if it is not skill and strength alone that should decide our leader.\n\nI, [ROOT.Char.GetFullNameNoTooltip], question [ROOT.Char.GetLiege.GetHerHis] right to the title, to all of [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTier], and I will be silent no longer!" - tribal_challenge_ruler_decision_tooltip:0 "Challenge the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip|U] for [ROOT.Char.GetLiege.GetHerHis] title and [ROOT.Char.GetLiege.GetHerHis] land" - tribal_challenge_ruler_effect_tooltip:0 "[liege_to_challenge.GetTitledFirstNameNoTooltip] will decide upon the challenge\n" - tribal_challenge_ruler_desc_success:0 "You win the challenge" - tribal_challenge_ruler_desc_failure:0 "You lose the challenge" - recently_took_tribal_challenge_ruler_decision:0 "Has recently challenged someone's rule" - tribal_challenge_ruler_decision_confirm:0 "Challenge [ROOT.Char.GetLiege.GetTitledFirstNameNoTooltip]!" - - gain_weight_decision:0 "Gain Weight" - gain_weight_decision_desc:0 "The fallacies of my body are growing too noticeable – I barely have the strength to make it through the day!\n\nA diet containing, among other things, lots of milk, butter, and dates has been suggested to me, and I think it's time to try it out." - gain_weight_decision_tooltip:0 "You will dedicate yourself to gaining weight" - gain_weight_decision_confirm:0 "Bring the butter!" - - stop_gain_weight_decision:0 "Stop Gaining Weight" - stop_gain_weight_decision_desc:0 "A never ending stream of fatty food has done its work, and I can stomach it no longer. I will abandon my efforts to gain weight." - stop_gain_weight_decision_tooltip:0 "You will no longer attempt to gain weight" - stop_gain_weight_decision_confirm:0 "Stop Gaining Weight" - - lose_weight_decision:0 "Lose Weight" - lose_weight_decision_desc:0 "My body weakens for every day that passes, and my girth weights heavy on me both bodily and mentally.\n\nRunning, warm baths, maybe even a mildly cathartic substance... I will find a way to lose some weight." - lose_weight_decision_tooltip:0 "You will dedicate yourself to losing weight" - lose_weight_decision_confirm:0 "Bring the scammony!" - - stop_lose_weight_decision:0 "Stop Losing Weight" - stop_lose_weight_decision_desc:0 "I have tried every tincture and remedy recommended to me, and to push it further would be excessive. I will abandon my efforts to lose weight." - stop_lose_weight_decision_tooltip:0 "You will no longer attempt to lose weight" - stop_lose_weight_decision_confirm:0 "Stop Losing Weight" - - commit_suicide_decision:1 "Attempt Suicide" - commit_suicide_decision_desc:0 "There is only darkness and pain. People tell me it will get better, but how do they know? And what does that help me in this moment? It is time to shed the trappings of this mortal realm." - commit_suicide_decision_desc_depressed:0 "$commit_suicide_decision_desc$" - commit_suicide_decision_desc_incapable:0 "I survive but do not truly live. My current state forces me to rely on others to do the simplest of tasks. I did not choose this, perhaps it would be easier if I just ended it all..." - commit_suicide_decision_desc_cancer:0 "I feel the sickness spreading within me. What started as a minor inconvenience has now grown into a daily struggle. Death is inevitable. I just want the pain to stop." - commit_suicide_decision_desc_leper:0 "The rot has taken a firm hold of my mortal being. A few of my toes are already gone and the pus oozes from my wounds. How long must I suffer from this horrendous fate?" - commit_suicide_decision_desc_great_pox:0 "The pustules now cover my body, each ulcer larger and more painful than the last. I see nothing but fear and disgust in the eyes of my subjects. It is only going to get worse..." - commit_suicide_decision_desc_lunatic:0 "I cannot escape the constant murmurs of hatred and disappointment. They are telling me to do things I shouldn't. Nothing makes sense, reality contradicts itself. Will only death set me free?" - commit_suicide_decision_desc_parent:0 "There is no moving on. I am trapped by the grief for my lost child. [ROOT.Var('mourning_parent').Char.Custom2('MyCharacterIntroduction', ROOT.Char)|U] meant the world to me. What point is there to living, when life has lost its only source of joy and laughter?" - commit_suicide_decision_desc_soulmate:1 "I can no longer endure the emptiness felt within my soul. Life without you, my beloved [ROOT.Var('mourning_soulmate').Char.GetFirstName], has been nothing more than a burden. If the only way to return to your arms is by departing this world, so be it." - commit_suicide_decision_desc_friend:1 "Life is too bleak if I cannot share it with a true friend. Moments that would've made both [ROOT.Var('mourning_friend').Char.GetFirstName] and me laugh for hours now only fill me with despair. This path of loneliness is not for me." - commit_suicide_decision_desc_demoted:0 "Few have suffered humiliation as I have. I, who used to be at the top, am now forced to grovel like the rest of these fools. Maybe I should take matters into my own hands and go out the way I choose." - commit_suicide_decision_desc_divorce:0 "I spend my days wallowing in regret. What could I have done to prevent this painful parting? How can I restore the love that has been lost? It is hopeless. Without my marriage, I am nothing." - commit_suicide_decision_desc_witch:0 "My fascination with the arcane has led me down a lonely and dangerous path. But my curiosity has come at a terrible cost. I am shunned for my beliefs. I'm afraid they will never accept me for who I am." - commit_suicide_decision_desc_cannibal:0 "What a backwards society we live in. Gorging myself on the exquisite delicacy that is human flesh happens to be the only thing that brings me joy. I do not want to keep living in a world that forbids it!" - commit_suicide_decision_desc_sodomite:0 "Fate has dealt me a cruel hand. Why must I be persecuted for the desires of my heart? I cannot help having been born this way. If they condemn me in life, will I only be accepted in death?" - commit_suicide_decision_desc_deviant:0 "Who are they to judge me? My lustful explorations may have taken me down many surprising paths, but they all lead to intense pleasure. Without these carnal delights, I have nothing to live for." - commit_suicide_decision_desc_criminal:0 "I cannot escape my past. Wherever I go, I feel the eyes of judgment upon me. How could this have happened? Why did I let things go this far? I hope my crimes will be forgiven after I'm gone." - commit_suicide_decision_desc_stressed:0 "Day after day, the pressure builds. Wherever I go, whatever I do, it soon becomes too much. Everything is spiraling out of control. It must end!" - commit_suicide_decision_tooltip:2 "The time has come to depart from this world" - commit_suicide_decision_effect_tooltip:0 "@warning_icon! You will attempt to end your life, are you sure this is what you want?" - commit_suicide_decision_confirm:0 "My time has come" - - pet_dog_decision:0 "Pet [ROOT.Char.Custom('DogStoryName')]" - pet_dog_decision_desc:0 "It is time to take a deep breath and find my trusted four-legged companion [ROOT.Char.Custom('DogStoryName')]. Some people say dogs are base creatures, but no matter how tough life gets I know [ROOT.Char.Custom('DogStorySheHe')] will always be there for me!" - pet_dog_decision_tooltip:0 "Pet your dog" - pet_dog_decision_confirm:0 "Pet your dog" - pet_decision_effect_tooltip:0 "You will lose some [stress|E]" - - pet_cat_decision:0 "Pet [ROOT.Char.Custom('CatStoryName')]" - pet_cat_decision_desc:0 "It is time to take a deep breath and find my trusted four-legged companion [ROOT.Char.Custom('CatStoryName')]. Some people say cats are evil and selfish creatures, but no matter how tough life gets I know [ROOT.Char.Custom('CatStorySheHe')] will always be there for me!" - pet_cat_decision_tooltip:0 "Pet your cat" - pet_cat_decision_confirm:0 "Pet your cat" - - playdate_decision:0 "Meet Peers" - playdate_decision_desc:0 "#F Inviting every small lord and lady in the realm to enjoy themselves in the company of other children is a liberating and fun experience!#!" - host_playdate_decision_desc_vassal_and_courtiers:0 "May increase your vassals and courtiers' [opinion|E] of you" - start_playdate_decision:0 "You meet your peers in [capital_province.GetName]" - playdate_decision_tooltip:0 "You will invite children to [GetActivityType('activity_playdate').GetName]" - playdate_decision_confirm:0 "Send out invitations!" - - repay_loan_decision:0 "Repay Loan" - repay_loan_decision_decision_tooltip:0 "You will pay back what you owe" - repay_loan_decision_decision_desc:0 "To have a debt hanging over me is unbecoming of a [ROOT.Char.GetTitleAsNameNoTooltip] – the time has come to repay the money I owe." - repay_loan_decision_confirm:0 "Send back the money!" - - create_cadet_branch_decision:0 "Create Cadet Branch" - create_cadet_branch_decision_tooltip:1 "You will form a Cadet Branch" - create_cadet_branch_decision_desc:0 "It may be time for my family to abandon the legacy of the House [ROOT.Char.GetHouse.GetNameNoTooltip] and carve its own path in history, with me as the head of this new branch of our great dynasty." - create_cadet_branch_decision_confirm:0 "Create Cadet Branch" - I_CREATE_CADET_BRANCH_DECISION_SUCCESSION_LINE:1 "You are third or closer in the line of succession for one of your [house_head|E]'s [titles|E]" - I_NOT_CREATE_CADET_BRANCH_DECISION_SUCCESSION_LINE:1 "You are #bold not#! third or closer in the line of succession for one of your [house_head|E]'s [titles|E]" - I_CREATE_CADET_BRANCH_DECISION_ANCESTOR_IN_HOUSE:1 "One of your ancestors belong to your current [house|E]" - I_NOT_CREATE_CADET_BRANCH_DECISION_ANCESTOR_IN_HOUSE:2 "None of your living ancestors belong to your current [house|E]" - created_cadet_branch_toast_new_house_desc:2 "A New House" - created_cadet_branch_toast_new_house_other_tt:2 "You are now a member of House [new_house.GetName]" - - take_vow_of_poverty_decision:0 "Take Vow of Poverty" - take_vow_of_poverty_decision_tooltip:1 "You vow to hold no undue riches" - take_vow_of_poverty_decision_desc:0 "Money is the root of all evil. While I cannot feasibly give away everything and remain [ROOT.Char.GetTitleAsNameNoTooltip], I can vow to give a portion of my income away each month." - take_vow_of_poverty_decision_confirm:0 "Take vow of poverty" - - return_rome_decision:0 "Return $c_roma$" - return_rome_decision_tooltip:0 "The Holy Father should be seated in $c_roma$, the title must be returned to him" - return_rome_decision_desc:0 "The Holy Father has been vanquished from his seat in $c_roma$. It is my sacred duty as a Catholic to return this most holy of places to its rightful owner." - return_rome_decision_confirm:0 "Return $c_roma$" - - renounce_vow_of_poverty_decision:0 "Renounce Vow of Poverty" - renounce_vow_of_poverty_decision_tooltip:1 "You will no longer donate a portion of your income" - renounce_vow_of_poverty_decision_desc:0 "There is no getting around the fact that I need a bigger budget to effectively govern my realm. Pragmatism demands the revocation of my vow of poverty." - renounce_vow_of_poverty_decision_confirm:0 "Renounce vow of poverty" - - initiate_consolamentum_decision:1 "Consolamentum: Initiate Endura" - initiate_consolamentum_decision_alternate:0 "Enact Ritual Suicide" - initiate_consolamentum_decision_tooltip:0 "It is time to prepare for the end of this life" - initiate_consolamentum_decision_desc:1 "#F As the end of my life draws near, I should initiate the Endura ritual to cleanse my soul of sin and move on from this world.#!" - initiate_consolamentum_decision_desc_alternate:0 "#F With the end of my life drawing near, I should undergo the holy suicide rituals that will cleanse my soul of sin before moving on from this world.#!" - initiate_consolamentum_decision_confirm:2 "Initiate Ritual Suicide" - - seek_aid_of_the_spirits_decision:0 "Seek Aid of the Spirits" - seek_aid_of_the_spirits_decision_tooltip:0 "Attempt to contact the spirits" - seek_aid_of_the_spirits_decision_desc: "#F Spirits inhabit the world all around us, some helpful, some malevolent, and some indifferent to human lives." - seek_aid_of_the_spirits_decision_desc_landless: "\n\nI can perform a ritual to call upon them to aid me in my endeavors, but there is no telling what the outcome will be...#!" - seek_aid_of_the_spirits_decision_desc_landed: "\n\nI can ask my [ROOT.Char.Custom('MyPriestTitle')] to call upon them to aid me in my endeavors, but there is no telling what the outcome will be...#!" - seek_aid_of_the_spirits_decision_effect.tt:0 "You petition the unseen..." - seek_aid_of_the_spirits_decision_confirm:0 "Seek aid of the spirits" - - select_personal_deity_hinduism_decision:0 "Determine Bhakti" - select_personal_deity_hinduism_decision_tooltip: "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_deity_hinduism_decision_desc:0 "#F Every devout [ROOT.Char.GetFaith.GetAdherentNameNoTooltip] should have bhakti, or a devotion to a specific god or goddess who most strongly resonates with their soul.\n\nI should contemplate the various divine beings and decide which one calls to me the most.#!" - select_personal_deity_hinduism_decision_confirm:0 "Contemplate bhakti" - select_personal_deity_hinduism_decision_tt:0 "You gain a modifier associated with your selected bhakti" - - select_personal_deity_germanic_decision:0 "Determine Personal Deity" - select_personal_deity_germanic_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_deity_germanic_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" - select_personal_deity_germanic_decision_confirm:0 "Dedicate your Worship to a particular God" - select_personal_deity_germanic_decision_tt:1 "You begin to live your life according to the values of" - select_personal_deity_germanic_decision.select_odin:0 "Odin, Glad-of-War, the All-Father" - select_personal_deity_germanic_decision.select_ullr:0 "Ullr, Swiftest on Snow" - select_personal_deity_germanic_decision.select_tyr:0 "Tyr, the One Handed" - select_personal_deity_germanic_decision.select_thor:0 "Thor, Guardian of Man" - select_personal_deity_germanic_decision.select_freyr:0 "Freyr, Bringer of Peace" - - select_personal_deity_folketero_decision:0 "Determine Patron Helgen" - select_personal_deity_folketero_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_deity_folketero_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" - select_personal_deity_folketero_decision_confirm:0 "Dedicate your adoration to a particular Helgen" - select_personal_deity_folketero_decision_tt:1 "You begin to live your life according to the values of" - select_personal_deity_folketero_decision.select_jesus:0 "Jesus, The Warrior and Savior" - select_personal_deity_folketero_decision.select_per:0 "Sankt Per, Judge of the Dead" - select_personal_deity_folketero_decision.select_olaf:0 "Sankt Olaf, Guardian of Rulers" - select_personal_deity_folketero_decision.select_lucia:0 "Sankt Lucia, Heart Warmer" - - select_personal_deity_orthodox_decision:0 "Determine Patron Saint" - select_personal_deity_orthodox_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_deity_orthodox_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" - select_personal_deity_orthodox_decision_confirm:0 "Dedicate your adoration to a particular Saint" - select_personal_deity_orthodox_decision_tt:1 "You begin to live your life according to the values of" - select_personal_deity_orthodox_decision.select_paisos:0 "Saint Paisios the Athonite" - select_personal_deity_orthodox_decision.select_gabriel:0 "Saint Gabriel of Georgia" - select_personal_deity_orthodox_decision.select_adriana:0 "Saint Adriana of Soroca" - select_personal_deity_orthodox_decision.select_palamas:0 "Saint Gregory Palamas" - select_personal_deity_orthodox_decision.select_surgeon:0 "Saint Luke the Surgeon" - select_personal_deity_orthodox_decision.select_lazar:0 "Saint Lazar of Serbia" - select_personal_deity_orthodox_decision.select_olga:0 "Saint Olga of Kyiv" - select_personal_deity_orthodox_decision.select_theotokos:0 "The Blessed Theotokos" - - #N3OW Added: - select_personal_leviathan_union_decision:0 "Determine Leviathan Union" - select_personal_leviathan_union_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_leviathan_union_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention. Though, due to just how many there are, it is best to simply align with a group of similar Leviathans: a Union.\n\nI should contemplate these divine beings and decide which Union calls to me the most.#!" - select_personal_leviathan_union_decision_confirm:0 "Dedicate yourself to a particular Union of Leviathans" - select_personal_leviathan_union_decision_tt:1 "You begin to live your life according to the values of the" - select_personal_leviathan_union_decision.select_nationalisators:0 "Nationalisators, Cabinet of Britannia, Eternal Solars" - select_personal_leviathan_union_decision.select_technosaurs:0 "Technosaurs, Titans of Progress, Revolutionisers of Industry" - select_personal_leviathan_union_decision.select_mechasaurs:0 "Mechasaurs, Shapers of Earth, Builders of Wonders" - select_personal_leviathan_union_decision.select_petrosaurs:0 "Petrosaurs, Surveyors of the Depths, Black and Gold" - select_personal_leviathan_union_decision.select_metallurgicals:0 "Metallurgicals, Knowers of Regulation, Adepts of the Mechanical" - select_personal_leviathan_union_decision.select_nautiluses:0 "Nautiluses, Admirals of the Deep, Pride of Britannia" - select_personal_leviathan_union_decision.select_aerosaurs:0 "Aerosaurs, Knights of the Sky, Breakers of the Blitz" - - meditate_in_seclusion_decision:0 "Meditate in Seclusion" - meditate_in_seclusion_decision_tooltip:0 "Retreat from public life to focus on your inner self" - meditate_in_seclusion_decision_desc:0 "Only through meditation can we come to understand the true nature of the universe.\n\nThough it means neglecting my other responsibilities, by retreating into seclusion for meditation I may learn more about myself and the universe I inhabit." - meditate_in_seclusion_decision_confirm:0 "Meditate in seclusion" - meditate_in_seclusion_tooltip:0 "You might lose [stress|E], gain [traits|E], or even increase your [learning|E] skill" - - give_sky_burial_decision:0 "Give Your [ROOT.Char.Custom2('RelationToMe', ROOT.Var('ancestor_to_bury').Char)|U] a Sky Burial" - give_sky_burial_decision_tooltip:0 "Put your ancestor to rest and gain [piety|E] and [vassal|E] [opinion|E]" - give_sky_burial_decision_desc:0 "#F [ROOT.Var('ancestor_to_bury').Char.Custom2('MyCharacterIntroduction', ROOT.Char)|U] has passed away. Tradition dictates that [ROOT.Var('ancestor_to_bury').Char.GetSheHe] should be given a sky burial, [ROOT.Var('ancestor_to_bury').Char.GetHerHis] remains left for the scavengers to feast upon so that [ROOT.Var('ancestor_to_bury').Char.GetSheHe] may feed the world which once fed [ROOT.Var('ancestor_to_bury').Char.GetHerHim].#!" - give_sky_burial_decision_confirm:0 "Give Sky Burial" - give_sky_burial_vassals:0 "Every Vassal who believes in Sky Burials" - - raise_runestone_decision:0 "Raise a Runestone" - raise_runestone_decision_desc:0 "[ROOT.Var('ancestor_to_bury').Char.Custom2('MyCharacterIntroduction', ROOT.Char)|U] has passed away. I will raise a runestone to honor [ROOT.Var('ancestor_to_bury').Char.GetHerHis] life, and to bring fame to all who bear the name [ROOT.Var('ancestor_to_bury').Char.GetDynasty.GetName]. Future generations will never forget the greatness of [ROOT.Var('ancestor_to_bury').Char.GetFullNameNicknamedNoTooltip]!" - raise_runestone_decision_tooltip:0 "Raise a runestone to honor your [ROOT.Char.Custom2('RelationToMeShort', ROOT.Var('ancestor_to_bury').Char)]" - raise_runestone_decision_warning:1 "@warning_icon! #X The runestone will be destroyed if the [county|e] falls to someone outside of your [dynasty|E]#!" - raise_runestone_decision_confirm:0 "Raise Runestone" - raise_runestone_decision_toast:0 "Raised a Runestone" - raise_runestone_vassals:0 "Every Vassal of your [faith|E]" - - divine_the_stars_decision:0 "Divine the Stars" - divine_the_stars_decision_tooltip:0 "Look to the heavens and see what the future has in store for you" - divine_the_stars_decision_desc:0 "#F Our destinies are written in the stars themselves. By studying them I may gain some insight into what the future holds...#!" - divine_the_stars_decision_confirm:0 "Divine the Stars" - divine_the_starts_effect:0 "You will discover a cosmic insight in the near future" - divine_the_stars_trigger:0 "You are already divining the stars" - divine_the_stars_modifier:0 "You do not already have an astrological modifier" - - create_holy_order_decision:0 "Found Holy Order" - create_holy_order_decision_tooltip:0 "Establish a [holy_order|E] and become its [holy_order_patron|E]" - create_holy_order_decision_desc:0 "#F There can never be too many warriors dedicated to defending the true faith. I will honor [ROOT.Char.GetFaith.WarGodName] by giving those who would serve a home and arms!#!" - create_holy_order_decision_confirm:0 "Found Holy Order" - create_holy_order_decision_effect_message:1 "A [holy_order|E] of your [faith|E] will be founded\n$EFFECT_LIST_BULLET$You become the order's [holy_order_patron|E]\n$EFFECT_LIST_BULLET$You will select a non [county|E] [capital|E] [barony|E] as the order's Headquarters" - destroy_holy_order_warning:0 "@warning_icon! #X Revoking their last lease will destroy the Holy Order!#!" - I_MUST_BE_KING_OR_EMPEROR:1 "You hold a [kingdom|E] or an [empire|E]" - I_AM_NOT_KING_OR_EMPEROR:1 "You must hold a [kingdom|E] or an [empire|E]" - I_HAVE_TWO_CASTLE_COUNTY:2 "You have a [barony|E] with a [city|E] or [castle|E] that can be leased out as the Holy Order's Headquarters" - NOT_I_HAVE_HOLY_ORDER_BARONY_SELECTED:1 "You have #bold not#! selected a Barony" - - cancel_holy_order_lease_decision:0 "Revoke Holy Order Lease" - cancel_holy_order_lease_decision_tooltip:0 "Revoke lease for a [holy_order|E]" - cancel_holy_order_lease_decision_desc:0 "#F The Holy Order stationed in the [barony.GetName] has done good work, but the holding is now needed for other things.#!" - cancel_holy_order_lease_hostile_decision_desc:0 "#F The Holy Order stationed in the [barony.GetName] will no longer be allowed to spread lies and discord – the holding will from now on be used for other, more righteous, things.#!" - cancel_holy_order_lease_decision_confirm:0 "Revoke Lease" - - commission_artifact_decision:0 "Commission Artifact" - commission_artifact_decision_effect:0 "A local artisan with a sponsored [project|E] arrives at your court" - commission_artifact_decision_warning_effect:0 "#weak Local artisans produce lower quality artifacts than [inspired|E] [royal_court|E] guests#![SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), '\n\nArtifacts created with precious materials brought from outside the steppe will be of greater quality', 'blank_line' )]" - commission_artifact_decision_tooltip:0 "Hire a local artisan to create an [artifact|E] for you" - commission_artifact_decision_desc:0 "What is the point of being a [ROOT.Char.GetTitleAsNameNoTooltip] if I don't have nice things to show for it? A new sword would be nice, or maybe a brooch..." - commission_artifact_decision_confirm:0 "Hire A Local Artisan" - commission_artifact_decision_effect_message:0 "" - COMMISSION_ARTIFACT_DECISION_NEXT_STEP_BUTTON:0 "Choose Artifact" - COMMISSION_ARTIFACT_DECISION_SELECT_ARTIFACT_TITLE:0 "Choose a type of [artifact|E]" - commission_artifact_decision.nomad_requirements: "You are a [nomad|E] without access to artifact creation goods" - - commission_legend_artifact_decision: "Commission Legend Artifact" - commission_legend_artifact_decision_effect: "Your $court_position_antiquarian$ or $court_position_chronicler$ will produce a book to commemorate your [legend|E]" - commission_legend_artifact_decision_tooltip: "Commission a book [artifact|E] to commemorate your [legend|E]" - commission_legend_artifact_decision_confirm: "Start the Commission" - commission_legend_artifact_decision_desc: "Memories may be lost to the ages, but books are eternal. I shall ensure that my legend will never be forgotten." - commission_legend_artifact_decision_var_tt: "You must have completed a [legend|E]" - commision_legend_artifact_decision_court_positions_tt: "You have no $court_position_antiquarian$ or $court_position_chronicler$" - commision_legend_artifact_decision_disappearing_tt: "The [legend|E] must be present in your [realm|E]" - - isolate_capital_decision: "Isolate Capital" - isolate_capital_decision_tt: "There must be a [epidemic|E] in your realm" - isolate_capital_decision_tooltip: "Increase the [epidemic_resistance|E] of your [capital|E]" - isolate_capital_decision_desc: "With the plague looming over our capital there is only one possible measure to remedy it: reinforce the walls, close the gates and throw the keys." - isolate_capital_decision_confirm: "$isolate_capital_decision$" - isolate_capital_decision_modifier: "Isolated Capital" - isolate_capital_decision_modifier_desc: "This county has been placed under quarantine to protect it from the plague." - unisolate_capital_decision: "End Capital Isolation" - unisolate_capital_decision_tooltip: "End the isolation measures in your [capital|E], decreasing its [epidemic_resistance|E]" - unisolate_capital_decision_desc: "Whether the plague has abated or not, the impact of isolation is proving too great and the gates must once again be unlocked." - unisolate_capital_decision_confirm: "$unisolate_capital_decision$" - unisolate_capital_decision_tt: "Your capital must currently be in isolation" - - commission_artifact_decision_option_weapon:0 "Weapon\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'primary_armament' )]#!" - commission_artifact_decision_option_kris: "Kris\n#low Subcategory of Weapons\nOwned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'primary_armament' )]#!" - commission_artifact_decision_option_armor:0 "Armor\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'armor' )]#!" - commission_artifact_decision_option_crown:0 "Crown\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'helmet' )]#!" - commission_artifact_decision_option_regalia:0 "Regalia\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'regalia' )]#!" - commission_artifact_decision_option_brooch:0 "Brooch\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'miscellaneous' )]#!" - commission_artifact_decision_option_tapestry:1 "Wall Hanging\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'wall_big' )]#!" - commission_artifact_decision_option_furniture:0 "Furniture\n#low Owned: [Add_int32( ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'sculpture' ), Add_int32( ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'pedestal' ), ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'throne' ) ) )]#!" - commission_artifact_decision_option_book:0 "Book\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'book' )]#!" - - commission_artifact_decision_option_weapon_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'weapon' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'primary_armament', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_kris_desc: "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'weapon' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'primary_armament', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_armor_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'armor' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'armor', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_crown_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'helmet' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'helmet', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_regalia_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'regalia' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'regalia', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_brooch_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'miscellaneous' ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'miscellaneous', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_tapestry_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'wall_big' ), Concatenate( 'Currently Displayed:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'wall_big', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_furniture_desc:0 "[AddTextIf( Or(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'sculpture' ), Or( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'pedestal' ), ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'throne' ) ) ), 'Currently Displayed:\n' )][AddTextIf(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'sculpture' ), Concatenate( ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'sculpture', 'NEWLINE', 'NEWLINE', 'NEWLINE' ), '\n') )][AddTextIf(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'pedestal' ), Concatenate( ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'pedestal', 'NEWLINE', 'NEWLINE', 'NEWLINE' ), '\n') )][AddTextIf(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'throne' ), Concatenate( ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'throne', 'NEWLINE', 'NEWLINE', 'NEWLINE' ), '\n') )]" - commission_artifact_decision_option_book_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'book' ), Concatenate( '\nCurrently Displayed:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'book', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - - commission_weapon_tooltip:1 "#T Weapon#! \n$DESC$" - commission_kris_tooltip: "#T Dagger#! \n$DESC$" - commission_armor_tooltip:1 "#T Armor#! \n$DESC$" - commission_crown_tooltip:1 "#T Crown#! \n$DESC$" - commission_regalia_tooltip:1 "#T Regalia#! \n$DESC$" - commission_brooch_tooltip:1 "#T Brooch#! \n$DESC$" - commission_tapestry_tooltip:2 "#T Wall Hanging#! \n$DESC$" - commission_furniture_tooltip:1 "#T Furniture#! \n$DESC$" - commission_book_tooltip:1 "#T Book#! \n$DESC$" - - go_on_pilgrimage_decision:0 "Go on a Pilgrimage" - go_on_pilgrimage_decision_tooltip:1 "Undertake a [pilgrimage|E] to prove your dedication to [ROOT.Char.GetFaith.PantheonTerm]" - go_on_pilgrimage_decision_desc:0 "#F The holy sites are the places in our world that are closest to [ROOT.Char.GetFaith.PantheonTerm]. To see them for myself is to prove my dedication as a [ROOT.Char.GetFaith.GetAdherentNameNoTooltip].#!" - go_on_pilgrimage_decision_confirm:0 "Prepare for the journey" - pilgrimage_effect_1:0 "You choose a destination among your [faithpossessive|E] [holy_sites|E]" - pilgrimage_effect_2:0 "The further you travel, the more [piety|E] you will gain" - pilgrimage_effect_3:0 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_minimum_cost')])#!" - pilgrimage_effect_4:0 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_medium_extra_cost')])#!" - pilgrimage_effect_5:1 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_long_extra_cost')])#!" - pilgrimage_effect_6:0 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_very_long_extra_cost')])#!" - hajj_exceptionally_long_tt:0 "It is an #V exceptionally long#! pilgrimage from my capital to Mecca" - hajj_very_long_tt:0 "It is a #V very long#! pilgrimage from my capital to Mecca" - hajj_long_tt:0 "It is a #V long#! pilgrimage from my capital to Mecca" - hajj_short_tt:0 "It is a #V short#! pilgrimage from my capital to Mecca" - hajj_distance_info_text:0 "#weak Longer journeys provide more piety, but are more expensive#!" - pilgrimage_illness_warning:0 "@warning_icon! #X It is dangerous to travel while [GetTrait('ill').GetName( GetPlayer )]#!" - - go_on_hajj_decision:0 "Undertake the Hajj" - go_on_hajj_decision_tooltip:0 "Undertake a [pilgrimage|E] to Mecca, to fulfill your duty to Allah" - go_on_hajj_decision_desc:0 "#F The Hajj to Mecca is one of the pillars of my faith. The time has come for me to undertake it, and fulfill my duty as a Muslim.#!" - go_on_hajj_decision_confirm:0 "$go_on_pilgrimage_decision_confirm$" - - reclaim_britannia_decision:0 "Reclaim Britannia" - reclaim_britannia_decision_desc:1 "These lands were once ruled by Celts, and the significance and influence of the culture is once again spreading throughout the lands. As more men and women embrace the Celtic tongue and culture, it is only right to make it official!" - reclaim_britannia_decision_tooltip:0 "[ROOT.Char.GetCulture.GetName] culture will rule" - reclaim_britannia_decision_custom:0 "Cannot have more than 1 vassal with non-Celtic culture" - reclaim_britannia_decision_confirm:1 "Reclaim Britannia" - HAS_NON_CELTIC_POWERFUL_VASSAL:2 "All of your [powerful_vassals|E] have a [culture|E] with a Brythonic or Goidelic [heritage|E]" - - restore_the_danelaw_decision:0 "Restore the Danelaw" - restore_the_danelaw_decision_desc:0 "As the laws of the Danes once ruled these lands they shall once again!" - restore_the_danelaw_decision_tooltip:0 "Reform the Kingdom of the Danelaw" - restore_the_danelaw_decision_confirm:0 "Restore the Danelaw" - - embrace_english_culture_decision:0 "Embrace English Culture" - embrace_english_culture_decision_tooltip:1 "You will give up your [ROOT.Char.GetCulture.GetName] culture" - embrace_english_culture_decision_desc:0 "My vassals, my family, and I have lived side by side with Saxons and Celts, and as our language and customs have mixed with theirs, it is time to embrace the fact that we have become one." - embrace_english_culture_decision_get_innovations:0 "English Culture gets a lot of Norman innovations" - embrace_english_culture_decision_vassals_custom:0 "All vassals in Britannia" - embrace_english_culture_decision_confirm:0 "Embrace English Culture" - decision_embrace_english_culture_get_innovations:1 "The English [culture|E] gains all Norman and Anglo-Saxon [innovations|E]" - MY_CAPITAL_IS_IN_ENGLAND:1 "Your [realm_capital|E] is in England" - HARRYING_ENDED: "The Harrying of the North has ended" - HIGH_PACIFICATION: "The Harrying of the North's [harrying_pacification|E] has been:\n$EFFECT_LIST_BULLET$Higher than [harrying_resistance|E]\n$EFFECT_LIST_BULLET$Over #V 14#! for at least #V 1#! year" - - restore_dumnonia_decision:0 "Restore the Kingdom of Cornwall" - restore_dumnonia_decision_desc:0 "The spirit of ancient Dumnonia has burned in our breasts since Brutus first landed on Britannia's misty shores. It will burn brighter yet." - restore_dumnonia_decision_tooltip:0 "Cornwall becomes a [de_jure|E] [kingdom|E]." - restore_dumnonia_decision_effects_de_jure_tt:0 "If owned, the [duchies|E] of [cornwall_somerset.GetNameNoTier] and [cornwall_gloucester.GetNameNoTier] will each become [de_jure|E] Cornwall." - restore_dumnonia_decision_confirm:0 "Onen hag oll!" - - found_the_empire_of_hindustan_decision:0 "Found the Empire of Hindustan" - found_the_empire_of_hindustan_decision_desc:0 "While Islam arrived in the lands of Hind hundreds of years ago the subcontinent has been dominated by native dynasties. Let us lay the foundation of a new imperial legacy, an Islamic state rooted in the great plains of northern India!" - found_the_empire_of_hindustan_decision_tooltip:0 "Hindustan becomes a [de_jure|E] [empire|E]." - found_empire_of_hindustan_decision_effects_de_jure_tt:0 "Any owned [kingdoms|E] in the [GetTitleByKey('e_rajastan').GetName], [GetTitleByKey('e_bengal').GetName], and [GetTitleByKey('e_deccan').GetName] will become [de_jure|E] Hindustan." - found_the_empire_of_hindustan_decision_confirm:0 "al-sultan zill allah fi arḍih!" - found_the_empire_of_hindustan_decision_effects_vassal_opinion.tt:0 "All direct vassals" - found_the_empire_of_hindustan_opinion:0 "Founded the Empire of $e_hindustan$" - - restore_roman_empire_decision:0 "Restore the Roman Empire" - restore_roman_empire_decision_confirm:0 "I will restore the Empire" - restore_roman_empire_decision_tooltip:0 "The Roman Empire will be restored" - restore_roman_empire_decision_desc:0 "If Rome and other key territories of the old empire could be reclaimed, the Byzantine Empire would win recognition in the eyes of the West as the true and rightful continuation of the Roman State." - restore_roman_empire_decision_tt:0 "Either your Religion is Christian, or Graeco-Roman, or your Culture is Roman" - restore_roman_empire_decision_effect_tooltip:0 "The Roman Empire will be restored and acquire the [de_jure|E] of all currently held Empires." - - restore_european_union_decision:0 "Restore Europa" - restore_european_union_decision_confirm:0 "I will restore $h_europa$" - restore_european_union_decision_tooltip:0 "Europa will be restored" - restore_european_union_decision_desc:0 "Before the Deluge, legends say that all of Europe was united under one flag. By retaking key territories of the old empire, we would win recognition in the eyes of the world as the true and rightful sucessor of the European Empire." - restore_european_union_decision_effect_tooltip:0 "The Empire of Europa will be restored and acquire the [de_jure|E] of all currently held Empires." - - restore_roman_empire_holy_decision:0 "Restore the Roman Empire" - restore_roman_empire_holy_decision_tooltip:0 "The Roman Empire will be restored" - restore_roman_empire_holy_decision_desc:0 "If enough old provinces of the Empire are reclaimed, the Holy Roman Empire would win recognition in the eyes of the East as the true and rightful continuation of the Roman State." - restore_roman_empire_holy_decision_confirm:0 "I will restore the Empire" - - mend_the_great_schism_decision:0 "Mend the Great Schism" - mend_the_great_schism_decision_confirm:0 "One God, one Church!" - mend_the_great_schism_decision_desc:1 "The Great Schism saw the Christian Church divided, but if all five of the Episcopal Sees of the Pentarchy could be restored under the rule of a single Empire under the enlightened leadership of a saintly ruler, there may be a chance to finally reunite Christendom." - mend_the_great_schism_decision_tooltip:0 "I will reunite Christendom" - mend_the_great_schism_decision_effect_tooltip:0 "The [THIS.Char.GetFaith.GetAdjective] Church will mend the Schism and establish itself as the only legitimate branch of Christianity." - every_ecumenical_christian_faith.tt:0 "$EFFECT_LIST_BULLET$ Every Christian [faith|E] with [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName]" - - set_capital_constantinople_decision:0 "Reclaim Constantinople" - set_capital_constantinople_decision_confirm:0 "Restore the true seat of the Empire!" - set_capital_constantinople_decision_desc:0 "Constantinople is the capital of the Eastern Empire and as such she rightfully belongs to me." - set_capital_constantinople_decision_tooltip:0 "Restore Constantinople as the capital of your Empire." - - set_capital_rome_decision:0 "Reclaim Rome" - set_capital_rome_decision_confirm:0 "Restore the true seat of the Empire!" - set_capital_rome_decision_desc:0 "Rome is the ancestral capital of the Roman Empire and as such she rightfully belongs to me." - set_capital_rome_decision_tooltip:0 "Restore Rome as the capital of your Empire." - - establish_iconoclast_patriarchate_decision:0 "Establish Iconoclast Patriarchate" - establish_iconoclast_patriarchate_decision_confirm:0 "For a purer Church!" - establish_iconoclast_patriarchate_decision_desc:0 "Only a pious and influential ruler that holds sway over Constantinople could cleanse the Ecumenical Patriarchate and restore it to a purer form, devoid of idolatry and corruption." - establish_iconoclast_patriarchate_decision_tooltip:0 "Use your influence to re-establish the Iconoclast Patriarchate." - establish_iconoclast_patriarchate_decision_effect_tooltip:0 "The Iconoclast Patriarchate will replace the Ecumenical Patriarchate" - - restore_ecumenical_patriarchate_decision:0 "Restore Ecumenical Patriarchate" - restore_ecumenical_patriarchate_decision_confirm:0 "For the one true Church!" - restore_ecumenical_patriarchate_decision_desc:1 "Only a pious and influential ruler that holds sway over Constantinople will be capable of cleansing the Patriarchate to restore it to a purer form, devoid of barbarity and iconoclasm." - restore_ecumenical_patriarchate_decision_tooltip:0 "Use your influence to re-establish the Ecumenical Patriarchate." - restore_ecumenical_patriarchate_decision_effect_tooltip:0 "The Ecumenical Patriarchate will replace the Iconoclast Patriarchate" - - restore_papacy_decision:0 "Restore the Papacy" - restore_papacy_decision_confirm:0 "The Papacy will be restored" - restore_papacy_decision_desc:0 "If a pious Catholic were to recover the core territories of Saint Peter's patrimony, the Holy See could be restored once more to its rightful place in the Vatican." - restore_papacy_decision_tooltip:0 "Restore the Holy See" - restore_papacy_decision_effect_tooltip:0 "The Papacy will be restored." - - restore_pope_in_rome_decision:0 "Restore Pope in Rome" - restore_pope_in_rome_decision_confirm:0 "Let the Pontiff be welcomed!" - restore_pope_in_rome_decision_desc:0 "It is only right for the heir of Saint Peter to hold the key to the holiest of cities, wherein lays the shrine of the Apostle himself." - restore_pope_in_rome_decision_tooltip:0 "The Papacy will retake office in Rome." - rome_held_by_you_or_vassal_tt:0 "$c_roma$ must be held by you or a [vassal|E]" - - form_switzerland_kingdom_decision:0 "Form the Swiss Confederation" - form_switzerland_kingdom_decision_confirm:0 "Our claims cannot be denied!" - form_switzerland_kingdom_decision_desc:0 "If all the Alpine Cantons are brought together, the Empire will have to recognize their claim as a unified Confederation." - form_switzerland_kingdom_decision_tooltip:0 "The Swiss Confederation will be founded." - form_switzerland_kingdom_decision_effect_tooltip:1 "If you [completely_control|E] the [savoy.GetName], it will become part of [switzerland.GetName]" - - form_austria_kingdom_decision:0 "Form Archduchy of Austria" - form_austria_kingdom_decision_confirm:0 "Form the Archduchy of Austria" - form_austria_kingdom_decision_desc:0 "By gaining enough influence within the Empire, the Austrian Duchy could achieve greater dignity than any other Elector." - form_austria_kingdom_decision_tooltip:0 "The Archduchy of Austria will be formed." - form_austria_kingdom_decision_effect_stretch_goals_tt:0 "If [completely_controlled|E] the [carinthia.GetName], will become [de_jure|E] part of the [austria.GetName]" - form_austria_kingdom_decision_effect_stretch_fail_both_tt:0 "As they are cut off but not [completely_controlled|E], the [krain.GetName] and [istria.GetName] defect [de_jure|E] to the [new_controller.GetName]" - form_austria_kingdom_decision_effect_stretch_fail_krain_tt:0 "As it is cut off but not [completely_controlled|E], the [krain.GetName] defects [de_jure|E] to the [new_controller.GetName]" - form_austria_kingdom_decision_effect_stretch_fail_istria_tt:0 "As it is cut off but not [completely_controlled|E], the [istria.GetName] defects [de_jure|E] to the [new_controller.GetName]" - - dismantle_papacy_decision:0 "Dismantle the Papacy" - dismantle_papacy_decision_confirm:0 "Let the Vatican burn!" - dismantle_papacy_decision_desc:0 "Once the entire Italian peninsula has been brought under [ROOT.Char.GetFaith.GetAdjective] control, we will be able to permanently expunge the Catholic [ROOT.Char.Custom('GetDerogatoryNonbelieverPlural')] from this world." - dismantle_papacy_decision_tooltip:0 "The Papacy will be permanently destroyed." - dismantle_papacy_decision_effect_tooltip:0 "The Papacy will be permanently destroyed" - - reform_carolingian_empire_decision:0 "Restore Carolingian Borders" - reform_carolingian_empire_decision_confirm:0 "For the Empire of the Franks!" - reform_carolingian_empire_decision_desc:0 "The dream of Charlemagne of a united Europe was unraveled by his sons and the pettiness of German Princes, yet it can still come true if the Franks unite under this single purpose." - reform_carolingian_empire_decision_tooltip:0 "The Carolingian Borders are restored." - reform_carolingian_empire_decision_effect_tooltip:0 "The Carolingian Borders are restored" - - unify_burgundy_kingdom_decision:0 "Unify the Burgundies" - unify_burgundy_kingdom_decision_confirm:0 "Let the realm be whole again!" - unify_burgundy_kingdom_decision_desc:0 "Ever since being brought under Frankish heel, the lands of the Burgundians have been fragmented, split by foreign Kings. If all the Burgundies were united under the same banner, they could finally reclaim their place as a sovereign power in Europe." - unify_burgundy_kingdom_decision_tooltip:0 "The Kingdom of Burgundy is restored and reclaims its independence." - unify_burgundy_kingdom_decision_effect_tooltip:0 "The Kingdom of Burgundy is restored and reclaims its independence" - - unify_italian_empire_decision:0 "Unify Italy" - unify_italian_empire_decision_confirm:0 "The peninsula will be unified" - unify_italian_empire_decision_desc:0 "If the squabbling city-states and barbarous realms of Italy are brought once again under Imperial rule, the entire peninsula will regain its dignity and power." - - convert_to_feudalism_decision:0 "Adopt Feudalism" - convert_to_feudalism_decision_desc:0 "As my realm grows, so does the challenge to control it. If [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] is to keep expanding, we must leave the old ways behind and convert to feudalism." - convert_to_feudalism_decision_confirm:0 "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways" - convert_to_feudalism_decision_tooltip:0 "Change [government|E] type by becoming [feudal|E] or [clan|E]" - - convert_to_feudalism_liege_converted_decision:0 "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege" - convert_to_feudalism_liege_converted_decision_desc:1 "As my realm grows, so does the challenge to control it. My liege already follows the [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] system; I could ask [ROOT.Char.GetLiege.GetHerHis] help in restructuring my realm along similar lines." - convert_to_feudalism_liege_converted_decision_confirm:1 "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip|U] Ways" - convert_to_feudalism_liege_converted_decision_tooltip:0 "Change [government|E] type by becoming [feudal|E] or [clan|E]" - - convert_clan_to_feudalism_through_liege_decision: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege" - convert_clan_to_feudalism_through_liege_decision_desc: "My [ROOT.Char.GetGovernment.GetNameNoTooltip] government is outdated compared to the [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] system of my liege; I could ask [ROOT.Char.GetLiege.GetHerHis] help in restructuring my realm along similar lines." - convert_clan_to_feudalism_through_liege_decision_confirm: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip|U] Ways" - convert_clan_to_feudalism_through_liege_decision_tooltip: "Change [government|E] type by becoming [feudal|E]" - - convert_feudalism_to_clan_through_liege_decision: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege" - convert_feudalism_to_clan_through_liege_decision_desc: "My [ROOT.Char.GetGovernment.GetNameNoTooltip] government is outdated compared to the [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] system of my liege; I could ask [ROOT.Char.GetLiege.GetHerHis] help in restructuring my realm along similar lines." - convert_feudalism_to_clan_through_liege_decision_confirm: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip|U] Ways" - convert_feudalism_to_clan_through_liege_decision_tooltip: "Change [government|E] type by becoming [clan|E]" - same_faith_as_liege: "Same [religion|E] as [liege|E] or a [faith_righteous|E] [faith|E]" - same_culture_as_liege: "Same [culture|E] as [liege|E] or [cultural_acceptance|E] #P +90%#!" - - convert_whole_realm_to_feudalism_decision:0 "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways" - convert_whole_realm_to_feudalism_decision_desc:0 "For [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] to keep expanding and developing we must leave the old ways behind and adopt a new method of governance, together." - convert_whole_realm_to_feudalism_decision_confirm:0 "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways" - convert_whole_realm_to_feudalism_decision_tooltip:0 "Change [government|E] type by adopting [feudalism|E]" - - islamic_vassals_will_convert:1 "As I am Islamic, my [tribal|E] vassals will change to [clan|E] government" - other_vassals_will_convert:1 "My [tribal|E] vassals will change to [feudalism|E]" - clan_liege_vassals_will_convert:0 "As my [liege|E] has a [clan_government|E], my [tribal|E] vassals will change to $game_concept_clan$" - feudal_liege_vassals_will_convert:0 "As my [liege|E] has a [feudal_government|E], my [tribal|E] vassals will become $game_concept_feudal$" - all_holding_will_change:1 "All [tribal_holdings|E] in the realm will become [castle_holdings|E]" - all_vassals_will_convert:0 "All your vassals will change to [feudalism|E]" - - unify_italian_empire_decision_tooltip:0 "Sicily and Croatia are brought back under [de_jure|E] Italia." - unify_italian_empire_decision_effect_tooltip:0 "Sicily and Croatia are brought back under [de_jure|E] Italia" - - create_outremer_empire_decision:0 "Form the Outremer Empire" - create_outremer_empire_decision_confirm:0 "Finally, a genuinely holy land!" - create_outremer_empire_decision_desc:0 "Only once the golden cross shines from Ascalon to Omar and the infidels have been truly cast out of the Holy Land will the sacred mission of the Crusades be achieved." - create_outremer_empire_decision_tooltip:0 "The Empire of Outremer will be established." - create_outremer_empire_decision_effect_tooltip:0 "The Empire of Outremer will be established" - outremer_decision_hybrid_tt:0 "You will form a [THIS.Char.GetCulture.GetPrefix]-[hybrid_culture.GetName] [hybrid_culture|E] with the $innovation_men_at_arms$ and $innovation_desert_tactics$ [innovations|E]" - - I_AM_UNDER_OUTREMER_LIEGE:0 "My liege has Outremer [culture|E]" - I_AM_NOT_UNDER_OUTREMER_LIEGE:0 "My liege has #bold not#! Outremer [culture|E]" - I_AM_UNDER_OUTREMER_EMPIRE:0 "My liege does #bold not#! rule the Empire of Outremer" - I_AM_NOT_UNDER_OUTREMER_EMPIRE:0 "My liege rules the Empire of Outremer" - - embrace_celibacy_decision:0 "Embrace Celibacy" - embrace_celibacy_decision_desc:0 "#F A life devoid of carnal pleasures will bring me peace and satisfaction.#!" - embrace_celibacy_decision_tooltip:0 "I become Celibate" - embrace_celibacy_decision_confirm:0 "A new life begins today!" - abandon_celibacy_decision:0 "Abandon Celibacy" - abandon_celibacy_decision_desc:0 "#F I have duties to the realm, and to myself... I can no longer live in celibacy.#!" - abandon_celibacy_decision_tooltip:0 "I stop being Celibate" - abandon_celibacy_decision_confirm:0 "A new life begins today!" - msg_became_celibate:0 "Embrace Celibacy" - msg_stopped_being_celibate:0 "Abandon Celibacy" - - - sale_of_titles_decision:1 "Sell Trivial Titles" - sale_of_titles_decision_desc:0 "#F Selling titles — of purely symbolic importance — to people of more means than pedigree will bolster my treasury.#!" - sale_of_titles_decision_tooltip:0 "Exchange Prestige for Gold" - sale_of_titles_decision_confirm:1 "Draw up Writs of Honor" - sale_of_titles_side_effects_tt:0 "Selling titles yields unpredictable results" - sell_titles_nickname_gained:0 "New Nickname" - - extort_subjects_decision:0 "Extort Subjects" - extort_subjects_decision_desc:0 "#F When I am in need of money, my subjects should be happy to pay their dues! Where would they even be without me, after all?#!" - extort_subjects_decision_tooltip:0 "Ruffle feathers until gold falls out" - extort_subjects_decision_confirm:0 "Now where are my loyal subjects?" - extort_subjects_effect_tt:2 "You will have the opportunity to take gold from someone in your realm" - I_HAVE_NO_VASSALS_OF_COUNT_RANK_OR_HIGHER:0 "You have no vassals of [count|E] rank or higher" - - commission_epic_decision:0 "Commission Epic" - commission_epic_decision_desc:0 "#F My family history contains many tales of great success and honor. If any of those were composed into a single story, it would certainly reflect very well on myself!#!" - COMMISSION_EPIC_ONCE_COMPLETE:0 "Once the Epic is complete:" - COMMISSION_EPIC_POTENTIAL_COST:1 "#F You are likely to get a better result if you have extra money to spend#!" - commission_epic_decision_tooltip:1 "Pay Gold for [prestige|E] and possibly [dynasty_prestige|E]" - commission_epic_decision_confirm:1 "Time to start composing!" - commission_epic_decision_message:0 "Commissioned Family Epic" - - hold_mystical_communion_decision:0 "Hold Mystical Communion" - hold_mystical_communion_decision_desc:0 "#F I will reach for the presence of [ROOT.Char.GetFaith.HighGodName] in transfixed ecstasy.#!" - hold_mystical_communion_decision_tooltip:0 "You are the only one who truly knows" - hold_mystical_communion_decision_confirm:0 "I begin in peace" - hold_mystical_communion_side_effects_tt:0 "There may be unforeseen side effects" - held_mystical_communion_title:0 "Communed With [ROOT.Char.GetFaith.HighGodName]" - - - destroy_sunni_decision_effect_tooltip:0 "The Ash'ari Caliphate will be destroyed" - - restore_sunni_caliphate_decision:0 "Restore the Ash'ari Caliphate" - restore_sunni_caliphate_decision_confirm:0 "I alone will lead the struggle!" - restore_sunni_caliphate_decision_desc:0 "If a righteous ruler reclaims the holy cities from the clutches of the infidels, the Caliphate could be restored and unite the true worshipers of Allah under a single cause." - restore_sunni_caliphate_decision_tooltip:1 "You will become the Ash'ari Caliph" - restore_sunni_caliphate_decision_effect_tooltip:1 "You will become the Ash'ari Caliph" - - embrace_outremer_culture_decision:0 "Embrace Outremer Culture" - embrace_outremer_culture_decision_confirm:0 "We will be the best of both worlds!" - embrace_outremer_culture_decision_desc:0 "The European incursions in the Levant have brought a multitude of strident cultures together. From their clashes, a new Outremer identity is emerging." - embrace_outremer_culture_decision_tooltip:0 "Introduce the Outremer culture to the Court" - embrace_outremer_culture_decision_courtiers_embrace_outremer:3 "All [courtiers|E] of your [dynasty|E] become Outremer" - embrace_outremer_culture_decision_provinces_embrace_outremer:4 "All Middle-Eastern [counties|E] in your [domain|E] with the same [heritage|E] as your own [culture|E] become Outremer" - embrace_outremer_culture_decision_capital_embraces_outremer:3 "Your [realm_capital|E] will become Outremer" - - create_israel_kingdom_decision:0 "Restore Israel" - create_israel_kingdom_decision_confirm:0 "The Exodus will finally end!" - create_israel_kingdom_decision_desc:0 "It is time for the Children of Israel to found a new United Monarchy built around Jerusalem and the Promised Land, so that Jews may once more live together in peace and harmony." - create_israel_kingdom_decision_tooltip:0 "The Kingdom of Israel is restored." - create_israel_kingdom_decision_effect_tooltip:0 "The Kingdom of Israel is restored" - - jewish_restore_high_priesthood_decision:0 "Restore the [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] High Priesthood" - jewish_restore_high_priesthood_decision_confirm:0 "Establish a new religious head" - jewish_restore_high_priesthood_decision_desc:0 "The office of the [ROOT.Char.GetFaith.ReligiousHeadName] — the High Priest of Judaism — has been vacant since the destruction of the Second Temple at the hands of the Romans. Yet, if we are able to retake control of enough of our ancestral holy sites, a new priesthood could be established." - jewish_restore_high_priesthood_decision_tooltip:0 "The [ROOT.Char.GetFaith.GetAdjective] priesthood is re-established." - - restore_high_priesthood_decision_tooltip:0 "The [ROOT.Char.GetFaith.GetAdjective] priesthood is re-established." - restore_high_priesthood_decision_effect_tooltip:0 "The [THIS.Char.GetFaith.GetAdjective] priesthood is re-established" - - zoroastrian_restore_high_priesthood_decision:0 "Restore the [ROOT.Char.GetFaith.AltPriestTermPlural]" - zoroastrian_restore_high_priesthood_decision_confirm:0 "Establish a new religious head" - zoroastrian_restore_high_priesthood_decision_desc:1 "Since the fall of the Sasanian Empire and the advent of Muslim rule, the rightful [ROOT.Char.GetFaith.GetAdjective] priesthood has languished in obscurity. It is time to bring this shame to an end, ignite the sacred fires all across our land, and return the [ROOT.Char.GetFaith.AltPriestTermPlural] back to prominence as the stalwart allies of a rightful [ROOT.Char.GetTitleTierName]." - zoroastrian_restore_high_priesthood_decision_tooltip:0 "The [ROOT.Char.GetFaith.GetAdjective] priesthood is established." - zoroastrian_restore_high_priesthood_decision_effect_tooltip:0 "The [THIS.Char.GetFaith.GetAdjective] priesthood is established" - - become_saoshyant_decision:0 "Become the Saoshyant" - become_saoshyant_decision_confirm:0 "I am the one!" - become_saoshyant_decision_desc:0 "By driving out the Muslims and restoring Zoroastrian rule over the entirety of the Persian Empire, a pious ruler may be recognized to be Zoroaster's prophesied Saoshyant — the chosen savior of the world." - become_saoshyant_decision_tooltip:0 "Become the Saoshyant." - become_saoshyant_decision_effect_tooltip:0 "Become the Saoshyant" - become_saoshyant_decision_decendant_trait_tooltip:0 "Your descendants will gain the [trait|E] [GetTrait('saoshyant_descendant').GetName( GetNullCharacter )|LV]" - - restore_roman_empire_italian_decision:0 "Restore the Roman Empire" - restore_roman_empire_italian_decision_confirm:0 "I will restore the Empire" - restore_roman_empire_italian_decision_desc:0 "Italy is already under Imperial rule once more. The only thing that we have left is to reclaim the historical provinces in order to restore dignity to our new Roman Empire." - restore_roman_empire_italian_decision_tooltip:0 "The Roman Empire is restored" - - dismantle_holy_pretender_decision:0 "Dismantle German Pretenders" - dismantle_holy_pretender_decision_confirm:0 "War to the pretenders!" - dismantle_holy_pretender_decision_desc:0 "Retaking the Italian Peninsula and the Gallic border will allow us to be in a position strong enough to challenge the German pretenders who are wrongfully claiming Imperial dignity." - dismantle_holy_pretender_decision_tooltip:0 "A war to destroy the Holy Roman Empire will begin." - dismantle_holy_pretender_decision_effect_tooltip:0 "A war to destroy the Holy Roman Empire will begin" - - dismantle_byz_pretender_decision:0 "Dismantle Greek Pretenders" - dismantle_byz_pretender_decision_confirm:0 "War to the pretenders!" - dismantle_byz_pretender_decision_desc:0 "Controlling the Italian Peninsula and gaining a foothold in Greece will allow us to be in a position strong enough to challenge the decaying Empire of the Greeks still clinging to a waning shred of Imperial dignity." - dismantle_byz_pretender_decision_tooltip:0 "A war to destroy the Byzantine Empire will begin." - dismantle_byz_pretender_decision_effect_tooltip:0 "A war to destroy the Byzantine Empire will begin" - - form_rum_sultanate_decision:0 "Form the Sultanate of Rum" - form_rum_sultanate_decision_confirm:0 "A new, [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] Rome!" - form_rum_sultanate_decision_desc:0 "By bringing the Roman heartland of Asia Minor under [ROOT.Char.GetFaith.GetAdjective] control, we will create a new, better Rome under the guiding light of [ROOT.Char.GetFaith.HighGodName]." - form_rum_sultanate_decision_tooltip:0 "Establish the independent Sultanate of Rum." - form_rum_sultanate_decision_effect_tooltip:0 "Establish the independent Sultanate of Rum" - - create_armenian_empire_decision:0 "Revive Greater Armenia" - create_armenian_empire_decision_desc:0 "Greece and Persia are not the only lands ever to maintain imperial dignity. There was a time long ago, before Rome had ever seen an emperor, when our monarch was King of Kings. That time may yet come again." - create_armenian_empire_decision_tooltip:0 "Armenia becomes a [de_jure|E] [empire|E]" - create_armenian_empire_decision_effects_de_jure_tt_a:0 "If held, the following [kingdoms|E] will become [de_jure|E] part of [armenian_armenia_empire.GetNameNoTier]:\n[armenian_georgia.GetNameNoTier], [armenian_daylam.GetNameNoTier], [armenian_jazira.GetNameNoTier], [armenian_syria.GetNameNoTier], [armenian_anatolia.GetNameNoTier], [armenian_pontus.GetNameNoTier], [armenian_jerusalem.GetNameNoTier]" - create_armenian_empire_decision_effects_de_jure_tt_b:1 "All [duchies|E] in $custom_greater_armenia$ become [de_jure|E] part of [armenian_armenia.GetNameNoTier], or remain part of their current [kingdom|E] if you hold that title" - create_armenian_empire_decision_confirm:0 "From sea to sea, again." - - declare_bloodline_holy_decision:0 "Consecrate Bloodline" - declare_bloodline_holy_decision_desc:0 "By showing sufficient devotion and gathering the favor of the clergy, I can ensure that my dynasty is forever enshrined as a holy bloodline under divine protection." - declare_bloodline_holy_decision_tooltip:0 "The [ROOT.Char.GetDynasty.GetName] [dynasty|E] will be consecrated" - declare_bloodline_holy_decision_confirm:0 "Perform the final rites" - - build_grand_church_decision:0 "Build a Grand Church" - build_grand_church_decision_desc:0 "There is a plot of land in Barcelona where communion with [ROOT.Char.GetFaith.HighGodName] supposedly flows easier; to build a [ROOT.Char.GetFaith.HouseOfWorship] upon this ground would honor [ROOT.Char.GetFaith.HighGodName] and the Holy Family.\n\nMay the finished building stand as a testament to [ROOT.Char.GetFaith.HighGodNameAlternatePossessive] greatness!" - build_grand_church_decision_tooltip:0 "The foundation for a grand church is laid" - build_grand_church_decision_confirm:0 "We begin construction #EMP at once#!!" - - accept_cannibalism_decision:0 "[ROOT.Char.GetFaith.GetAdjectiveNoTooltip] Cannibalism" - accept_cannibalism_decision_desc:1 "Our creator [ROOT.Char.GetFaith.CreatorName] made us in [ROOT.Char.GetFaith.CreatorHerHis|U] image. By imbibing the reflection of the divine we grow closer to [ROOT.Char.GetFaith.HighGodNameAlternate]." - all_my_family_members:1 "All your [close_family_members|E]" - all_my_intimidated_vassals:1 "All your [intimidated|E] vassals" - accept_cannibalism_decision_confirm:0 "We feast!" - accept_cannibalism_decision_tooltip:1 "The cost to adopt cannibal-friendly doctrines is significantly lowered" - faith_accept_cannibalism:0 "The cost to adopt cannibal-friendly doctrines is significantly lowered" - accept_cannibalism_decision_custom:1 "Your [court_chaplain|E] has to be a [GetTrait('cannibal').GetName( GetPlayer )]" - accept_cannibalism_decision_custom_not:1 "Your [court_chaplain|E] cannot be a [GetTrait('cannibal').GetName( GetPlayer )]" - - found_university_decision:0 "Found University" - found_university_decision_desc:0 "Learned scholars have been congregating within my realm as of late. Many are sought after as teachers, but to pool — and pass on — their knowledge, they need somewhere to gather." - found_university_decision_tooltip:1 "[special_building|E] Slot: [GetBuilding('generic_university').GetName] will be made available" - found_university_decision_confirm:1 "Lay the foundation!" - found_university_decision_custom:0 "In a fitting Barony" - no_built_university:1 "The [holding|E] does not have a [special_building|E]" - no_special_building_slot:1 "The [holding|E] does not already have a [special_building|E] Slot" - decision_found_university_custom:0 "All County Capitals without a [GetBuilding('generic_university').GetName]" - - empower_sicilian_parliament_decision:0 "Empower Sicilian Parliament" - empower_sicilian_parliament_decision_desc:0 "By balancing the representative of Nobility, Clergy and Burghers with the old Roman infrastructure, a new advisory body could be organized, for the benefit of both monarch and subjects." - empower_sicilian_parliament_decision_tooltip:0 "Establish advisory assembly of the Estates" - empower_sicilian_parliament_decision_confirm:0 "Establish a new Parliament" - empower_sicilian_parliament_decision_every_province_custom:1 "Every Sicilian County" - - england_request_laudabiliter_decision:0 "Request Claim on Ireland" - england_request_laudabiliter_decision_desc:0 "If the Holy See sanctions a campaign against the barbarous tribes of Ireland, all of the British Isles could become ours to rule." - england_request_laudabiliter_decision_tooltip:0 "Petition the Papacy" - england_request_laudabiliter_decision_confirm:0 "Petition the Papacy" - england_request_laudabiliter_decision_effects_tooltip:0 "The Papal Bull gives the [house|E] [THIS.Char.GetHouse.GetName] a [casus_belli|E] for all [counties|E] in Ireland" - laudabiliter_decision_effects_tooltip:0 "$england_request_laudabiliter_decision_effects_tooltip$" - embrace_english_culture_vassals_custom:1 "Every $norman$ or $french$ [vassal|E] in de jure England" - embrace_english_culture_counties_custom:1 "Every $anglo_saxon$ [county|e] in de jure England" - - promote_gothic_innovations_decision:0 "Inspire Opus Francigenum" - promote_gothic_innovations_decision_desc:0 "A new age of art and discovery awaits us to drag [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] out of these dark times and make our homeland the pulsating heart of European culture." - promote_gothic_innovations_decision_tooltip:0 "Invest in patronage" - promote_gothic_innovations_decision_confirm:0 "Invest in patronage" - - lunatic_building_decision:0 "Build a Glass Monument" - lunatic_building_decision_desc:0 "I dreamed of a building all made of glass, where the sun warms like a summer's day even in the deepest of winters, and plants can grow year round!" - lunatic_building_decision_tooltip:0 "A [GetBuilding('special_greenhouse_01').GetName] will be built" - lunatic_building_decision_confirm:0 "I will catch the sun!" - - promote_hungarian_settlement_decision:0 "Promote Christian Settlements" - promote_hungarian_settlement_decision_desc:1 "By opening the [ROOT.Char.GetPrimaryTitle.GetName] to traders and settlers from nearby Christian realms, I will be able to speed the development of my country and strengthen our bond with the Universal Church." - promote_hungarian_settlement_decision_tooltip:0 "Welcome new Christian Settlers in [ROOT.Char.GetPrimaryTitle.GetNameNoTooltip]" - promote_hungarian_settlement_decision_ecumenical_christian:0 "Your [faith|E] is a Christian [faith] with [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName]" - promote_hungarian_settlement_decision_confirm:0 "Send out the announcement!" - promote_hungarian_settlement_decision_every_vassal_custom:0 "Every Mogyer Vassal and Courtier" - promote_hungarian_settlement_decision_every_province_custom:1 "Every Mogyer County in the Kingdom of Hungary" - promote_hungarian_settlement_decision_increased_development:0 "Gains #V 1#! [development|E] if currently under 5 [development]" - promote_hungarian_settlement_decision_convert_county:0 "May convert to a nearby Christian [faith|E]" - - revive_magyar_paganism_decision:1 "Revive $magyar_pagan$" - revive_magyar_paganism_decision_desc:1 "[ROOT.Char.GetFaith.GetReligion.GetNameNoTooltip] might have its advantages, but it has caused no end of grief and unrest amongst our subjects. Perhaps it is time to rekindle our connection with the ancient rites..." - revive_magyar_paganism_decision_tooltip:1 "Abandon [ROOT.Char.GetFaith.GetNameNoTooltip] and embrace the traditions of our ancestors" - revive_magyar_paganism_decision_confirm:1 "Renounce [ROOT.Char.GetFaith.GetNameNoTooltip]" - revive_magyar_paganism_decision_scripted_effect.county_conversions.tt:1 "[counties|E] in your [realm|E] that share your [cultural|E] [heritage|E] might convert to $magyar_pagan$" - revive_magyar_paganism_decision.adjust_the_faith.tt:0 "You may swap some of the tenets of $magyar_pagan$" - hungarian_resettlement.every_converted_province:0 "$EFFECT_LIST_BULLET$ All [counties|E] that convert" - - dynasty_of_many_crowns_decision:0 "Dynasty of Many Crowns" - dynasty_of_many_crowns_decision_desc:1 "One day, our dynasty will rule realms across the world. Through marriage and conquest, the [ROOT.Char.GetDynasty.GetBaseNameNoTooltip] name will be known to all." - dynasty_of_many_crowns_decision_confirm:1 "Our legacy shall endure for eternity!" - dynasty_of_many_crowns_decision_tooltip:0 "Bring fame and glory to the [ROOT.Char.GetDynasty.GetBaseName] [dynasty|E]" - - found_witch_coven_decision:0 "Found Witch Coven" - found_witch_coven_decision_desc:0 "Our proud house is united by blood, but the truth divides us. I long for the day when we will no longer live in fear, but be completely open with each other. Our sons and daughter will be raised to embrace their powers and the will of [ROOT.Char.GetFaith.WitchGodName]. May we serve [ROOT.Char.GetFaith.WitchGodHerHim|U] well!" - found_witch_coven_decision_confirm:0 "Found the [ROOT.Char.GetHouse.GetBaseNameNoTooltip] coven" - found_witch_coven_decision_tooltip:0 "Start a new family tradition" - found_witch_coven_decision_effects.children.tt:0 "All children of the [founder.GetHouse.GetBaseName] coven who are educated by a [GetTrait('witch').GetName( GetPlayer )] becomes a Witch" - found_witch_coven_decision_effects.convert.tt:0 "All Witches of the [founder.GetHouse.GetBaseName] coven are more successful when converting others to witchcraft" - found_witch_coven_decision_effects.grand_rite.tt:1 "The [house_head|E] of the [founder.GetHouse.GetBaseName] coven can host a [GetActivityType('activity_witch_ritual').GetName] [activity|E]" - - strengthen_bloodline_decision:0 "Strengthen Bloodline" - strengthen_bloodline_decision_desc:0 "Vigor, beauty and intellect are all proof of a bloodline's strength. A dynasty thus blessed will pass these gifts on from generation to generation." - strengthen_bloodline_decision_confirm:0 "Strengthen bloodline" - strengthen_bloodline_decision_tooltip:0 "Establish a bloodline known for its strength, beauty and intelligence" - - #UNITE THE WESTERN SLAVS - unite_the_western_slavs_decision:1 "Unite the West Slavs" - unite_the_western_slavs_decision_tooltip:1 "Unite the Western Slavs under one ruler" - unite_the_western_slavs_decision_desc:0 "We were one people when we first came to these lands. Over the years we scattered, dividing ourselves into many tribes. With foreign forces lurking at our doorstep, it is time to stand together once more." - unite_the_western_slavs_decision_tt_1:1 "Your Primary Title is the Kingdom of Poland, Pomerania, Sorbia, Bohemia, or Great Moravia" - unite_the_western_slavs_decision_tt_2:1 "You are an Emperor, and you hold the Kingdom of Poland, Pomerania, Sorbia, Bohemia, or Great Moravia" - unite_the_western_slavs_decision_titles_tt:2 "You will gain the $e_west_slavia$ [title|E]" - unite_the_western_slavs_decision_titles_empire_tt:2 "Every West Slavic [kingdom|E] [title|E] will have their territories become [de_jure|E] of your [primary_title|E]" - unite_the_western_slavs_decision_confirm:1 "Unite the West Slavs" - - #UNITE THE SOUTHERN SLAVS - unite_the_southern_slavs_decision:0 "Unite the South Slavs" - unite_the_southern_slavs_decision_tooltip:0 "Unite the Southern Slavs under one ruler" - unite_the_southern_slavs_decision_confirm:0 "Unite the South Slavs" - unite_the_southern_slavs_decision_desc:0 "We were one people when we first came to these lands. Over the years we scattered, dividing ourselves into many tribes.\n\nNow we are surrounded by mighty Empires with strange customs. Due to their influence our own way of life is slowly fading. We cannot let this happen — the time has come to unite once more." - unite_the_southern_slavs_decision_titles_tt:1 "Every South Slavic [kingdom|E] [title|E] you own (except your [primary_title|E]) will be destroyed and their territories will become [de_jure|E] of your Primary Title ([THIS.Char.GetPrimaryTitle.GetNameNoTier])" - - #UNITE ALL THE SLAVS - unite_the_slavs_decision:0 "Unite the Slavs" - unite_the_slavs_decision_tooltip:0 "Unite the Slavic peoples and found the [empire|E] of Slavia" - unite_the_slavs_decision_confirm:0 "Found Slavia" - unite_the_slavs_decision_desc:0 "If all of the Slavic peoples unite, there is no one who can stop us. I will bring about the mightiest empire the world has ever known!" - unite_the_slavs_decision_titles_tt:2 "Every Slavic [kingdom|E] [title|E] will become [de_jure|E] of the [slavia.GetName]" - unite_the_slavs_decision_effects_innovations_tt:1 "All Slavic cultures in your realm will discover up to 3 [innovations|E] from other Slavic cultures" - - #DEFENDERS OF HIGHGOD - defenders_of_highgod_decision:0 "Defenders of [ROOT.Char.GetFaith.HighGodName]" - defenders_of_highgod_decision_desc:1 "Foreign forces are skirting our territories like a pack of hungry wolves. If the ways of old are to survive, I must win the respect of the clans. Together we will raise a glorious war hall in [ROOT.Char.GetFaith.WarGodNamePossessive] honor." - defenders_of_highgod_decision_confirm:0 "Fortify Holy Site" - defenders_of_highgod_decision_tooltip:0 "Win the loyalty of the tribes and unite in defense of [ROOT.Char.GetFaith.GetName]" - - defenders_of_highgod_decision_effects_holy_site_of_choice:0 "A [SCOPE.GetRootScope.Char.GetFaith.GetAdjective] [holy_site|E] you hold" - defenders_of_highgod_decision_effects_holy_warriors_tt:0 "Many [defender_of_highgod.GetFaith.GetAdjective] warriors in your realm become [GetTrait('holy_warrior').GetName( GetPlayer )]s" - - #UNITE THE SPANISH THRONES - unite_the_spanish_thrones_decision:0 "Unite the Spanish Thrones" - unite_the_spanish_thrones_decision_desc:0 "The Spanish Thrones will be united once more, and this time under the banner of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip]." - unite_the_spanish_thrones_decision_confirm:0 "Unite the Thrones" - unite_the_spanish_thrones_decision_tooltip:0 "The Spanish thrones will be united once more" - unite_the_spanish_thrones_decision_titles_tt:1 "Every Spanish [kingdom|E] [title|E] you own (except your [primary_title|E]) will be destroyed and their territories will become [de_jure|E] of your Primary Title ([THIS.Char.GetPrimaryTitle.GetNameNoTier])" - unite_the_spanish_thrones_decision_primary:0 "Your [primary_title|E] is an Iberian [kingdom|E]" - - #UNITE AFRICA - unite_africa_decision:0 "Unite Africa" - unite_africa_decision_tooltip:0 "Bring the African peoples together in the name of [ROOT.Char.GetFaith.HighGodName]" - unite_africa_decision_confirm:0 "Unite Africa" - unite_africa_decision_ancestors_desc:0 "For far too long, our beautiful homelands have been exploited by foreign invaders. The time has come to unite the African peoples and return to the path of our Ancestors." - unite_africa_decision_spirits_desc:0 "For far too long, the spirits of our beautiful homelands have been disrespected by foreign infidels. The time has come to unite the African peoples under [ROOT.Char.GetFaith.HighGodName]." - unite_africa_decision_generic_desc:0 "The peoples of Africa are proud, brave and strong. Yet, so many are misled and worship false gods. The time has come to unite them all under [ROOT.Char.GetFaith.HighGodName]." - every_non_root_faith_vassal_africa:0 "Every non-[THIS.Char.GetFaith.GetAdjective] [vassal|E] or below in Africa" - every_non_root_faith_county_africa:0 "Every non-[THIS.Char.GetFaith.GetAdjective] county in Africa" - every_non_africa_uniter_faith_convert:1 "Converts to [africa_uniter.GetFaith.GetName|V]" - - #AVENGE THE BATTLE OF TOURS - avenge_the_battle_of_tours_decision:0 "Avenge the Battle of Tours" - avenge_the_battle_of_tours_decision_desc:0 "In 732, the Umayyad forces were defeated by the Franks on the road to Tours. Had things gone differently, all of Europe would be under Muslim rule today.\n\nI will avenge our fallen martyrs and make their dream a reality." - avenge_the_battle_of_tours_decision_confirm:0 "Avenge the Battle of Tours" - avenge_the_battle_of_tours_decision_tooltip:0 "March up the Road of the Martyrs and right past wrongs" - every_non_avenger_faith_convert:1 "Converts to [avenger.GetFaith.GetName|V]" - every_non_root_faith_vassal_west_europe:0 "Every non-[THIS.Char.GetFaith.GetAdjective] vassal or below in Western Europe" - every_non_root_faith_county_west_europe:1 "Every non-[THIS.Char.GetFaith.GetAdjective] county in your realm in Western Europe" - - #FORM PORTUGAL - form_portugal_decision:0 "Form Portugal" - form_portugal_decision_desc:0 "Once I am in control of the western coast of the Iberian Peninsula, I can form the Kingdom of Portugal and establish our own unique culture." - portguese_convert_list:3 "Every [THIS.Char.GetCulture.GetHeritage.GetNameNoTooltip] [heritage|E] subject in [THIS.Char.GetUINamePossessive] Portuguese realm" - portguese_convert_list_court:1 "Every [THIS.Char.GetCulture.GetName] [courtier|E]" - portugese_convert_iberian_counties:2 "Every [THIS.Char.GetCulture.GetHeritage.GetNameNoTooltip] [heritage|E] county in the Kingdom of Portugal" - portugese_convert_non_iberian_counties:0 "Every other county in the Kingdom of Portugal" - form_portugal_decision_confirm:0 "Form Portugal" - form_portugal_decision_tooltip:0 "Form the [kingdom|E] of Portugal and establish the Portuguese [culture|E]" - form_portugal_decision_effects_de_jure_tt:1 "[title_d_porto.GetNameNoTier], [title_d_coimbra.GetNameNoTier], [title_d_beja.GetNameNoTier], and [title_d_algarve.GetNameNoTier] become [de_jure|E] part of the #V [title_k_portugal.GetName]#! " - - #FORM CANARIAS - declare_canarias_decision:0 "Consolidate the Canaries" - declare_canarias_decision_desc:0 "Since time immemorial, each of the islands have called themselves a “kingdom”, but now our horizons are broadening and the world is beginning to unfold itself to the Canaries. At last, it is time that these many kingdoms are united under one crown." - declare_canarias_decision_confirm:0 "Consolidate the Canaries" - declare_canarias_decision_tooltip:0 "Form the [kingdom|E] of Canarias" - canarias_must_be_developed_tt:0 "Every [county|E] in [GetTitleByKey('d_canarias').GetNameNoTier] must have at least 10 [development|E]" - canarias_must_be_filled_tt:0 "Every [barony|E] in [GetTitleByKey('d_canarias').GetNameNoTier] must contain a [holding|E]" - government_is_feudal_tt: "Your [government|E] is [GetGovernment('feudal_government').GetNameWithIcon]" - government_is_clan_tt: "Your [government|E] is [GetGovernment('clan_government').GetNameWithIcon]" - government_is_tribal_tt: "Your [government|E] is [GetGovernment('tribal_government').GetNameWithIcon]" - government_is_adventurer_tt: "Your [government|E] is [GetGovernment('landless_adventurer_government').GetNameWithIcon]" - government_is_celestial_tt: "Your [government|E] is [GetGovernment('celestial_government').GetNameWithIcon]" - you_are_an_adventurer_tt: "You are an [GetGovernment('landless_adventurer_government').GetNameWithIcon]" - - - #Form custom kingdom or empire - found_kingdom_decision:1 "Found a New Kingdom" - found_kingdom_decision_desc:0 "I will unite my realm under a new Kingdom title, to belong to my dynasty for all time." - found_kingdom_decision_confirm:0 "Gather the realm" - found_kingdom_decision_tooltip:0 "Found an entirely new Kingdom title" - found_empire_decision:1 "Found a New Empire" - found_empire_decision_desc:0 "I will create an Empire to outshine all others, and to outlast history itself." - found_empire_decision_confirm:0 "Gather the realm" - found_empire_decision_tooltip:0 "Found an entirely new Empire title" - create_new_kingdom:1 "You create a new Kingdom" - create_title_every_held_duchy:2 "Every Duchy title you [hold|E] or [completely_control|E]" - create_custom_kingdom_de_jure_changes:1 "Becomes [de_jure|E] [duchies|E] of your new Kingdom" - create_new_empire:1 "You create a new Empire" - create_title_every_held_kingdom:2 "Every Kingdom title you [hold|E] or [completely_control|E]" - create_custom_empire_de_jure_changes:1 "Becomes [de_jure|E] [kingdoms|E] of your new Empire" - NEW_CREATED_TITLE_NAME:0 "[old_title.GetBaseNameNoTierNoTooltip]" - SPECIAL_CREATED_TITLE_NAME:0 "[special_duchy.GetBaseNameNoTierNoTooltip]" - - #Guest decisions - invite_knights_decision:1 "Invite $knight_culture_player_plural_no_tooltip$" - invite_knights_decision_desc:1 "As the [ROOT.Char.GetTitleAsNameNoTooltip] of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip], I need brave $knight_culture_player_plural_no_tooltip_lowercase$ to defend the realm and conquer new lands. I will send out a herald to let my subjects know I am in search of skilled warriors." - invite_knights_decision.men.tt:1 "At least #P 3#! able-bodied men with #V [SCOPE.ScriptValue('invite_knights_decision_standard_value')|0]#! or more [prowess|E] will arrive as [guests|E] at Court within the coming months" - invite_knights_decision.women.tt:2 "At least #P 3#! able-bodied women with #V [SCOPE.ScriptValue('invite_knights_decision_standard_value')|0]#! or more [prowess|E] will arrive as [guests|E] at Court within the coming months" - invite_knights_decision.warriors.tt:2 "At least #P 3#! warriors with #V [SCOPE.ScriptValue('invite_knights_decision_standard_value')|0]#! or more [prowess|E] will arrive as [guests|E] at Court within the coming months" - invite_knights_decision_confirm:0 "Send the herald" - minor_decisions.0001.t:1 "$knight_culture_player_no_tooltip$ Has Arrived" - minor_decisions.0001.desc:1 "[knight.GetTitledFirstName] heeded my summons and has arrived at court as my guest" - invite_knights_decision_tooltip:1 "$knight_culture_player_plural$ are summoned to visit your court" - - invite_poets_decision: "Invite Poets" - invite_poets_decision_desc: "As the nurturer of the fine arts and a protector of all those who treasure words, it is only fit I gather more poets to join my salon. I will send out a herald to let my subjects know I am in search of skilled wordsmiths." - invite_poets_decision.tt: "At least #P 3#! poets with #V [SCOPE.ScriptValue('invite_poets_decision_standard_value')|0]#! or more [diplomacy|E] will arrive at your Camp within the coming months\n$EFFECT_LIST_BULLET$In some rare cases, extremely capable candidates will arrive" - invite_poets_decision_tooltip: "Poets are summoned to visit your court" - minor_decisions.0004.t: "Poet Has Arrived" - minor_decisions.0004.desc: "[poet.GetTitledFirstName] heard of my summons and has arrived as my guest" - invite_poets_decision_confirm: "$invite_knights_decision_confirm$" - - invite_claimants_decision:0 "Invite Claimants" - invite_claimants_decision_desc:0 "In order to extend my realm, I must have valid claims on foreign land. Luckily for me, there are many claimants out there who would be willing to become my vassals in return for military support." - invite_claimants_decision.tt:0 "The likelihood of [claimants|E] with relevant [claims|E] arriving as [guests|E] at Court is greatly increased for #V 5#! Years" - invite_claimants_decision_confirm:0 "Send the herald" - minor_decisions.0002.t:0 "Claimant Has Arrived" - minor_decisions.0002.desc:0 "[claimant.Custom2('MyCharacterIntroduction', ROOT.Char)|U] heeded my summons and has arrived at court as my guest" - invite_claimants_decision_tooltip:1 "[claimants|E] are summoned to visit your court" - - - scrape_the_barrel_decision:0 "Scrape the Barrel" - scrape_the_barrel_decision_desc:0 "My Royal Court is bereft of skilled individuals to fill the many court positions needed to maintain a thriving [ROOT.Char.GetPrimaryTitle.GetTierAsNameNoTooltip]!\n\nMy household lacks the grandeur it deserves, but perhaps the solution here lies in the most unlikely of places..." - scrape_the_barrel_decision_tooltip:0 "We will recruit a [lowborn|E] to fill a random [court_position|E]" - scrape_the_barrel_decision.tt:0 "$scrape_the_barrel_decision_tooltip$" - scrape_the_barrel_decision_confirm:0 "Start the search!" - minor_decisions.0003.t:0 "Scraping the Barrel" - minor_decisions.0003.desc.opening:0 "My sweep through [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] has dragged [barrel_character.GetName] to see me!" - minor_decisions.0003.desc.diseased:0 "Before me stands a diseased peasant covered in filth, dry vomit, and a look in [barrel_character.GetHerHis] eyes scarce of consciousness." - minor_decisions.0003.desc.physical:0 "What I see before me is a peasant of most unusual appearance, staring at me with shock and awe as if I were [ROOT.Char.GetFaith.HighGodName] [ROOT.Char.GetFaith.HighGodHerselfHimself]. Clearly, the conditions of [barrel_character.GetHerHis] birth has caused [barrel_character.GetHerHim] undue pain and ostracisation from the commoners of [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip]." - minor_decisions.0003.desc.maimed:0 "The [barrel_character.GetWomanMan] appears to have seen more than [barrel_character.GetHerHis] fair share of conflict and cruelty in this world, and wears the reminders of every fist and blade which bashed and cut [barrel_character.GetHerHim] down." - minor_decisions.0003.desc.criminal:0 "This wretch was dragged up from the dungeons; locked up for unspeakable crimes against the crown, hoping for pardon in exchange for [barrel_character.GetHerHis] skills." - minor_decisions.0003.desc.ewan:0 "What I'm forced to look at is a wicked nightmare of a [barrel_character.GetWomanMan], scarcely resembling a human being. The wretched creature is so wrought with disease, malformation, and injury that it is an act of witchcraft that [barrel_character.GetSheHe] is even able to stand!" - minor_decisions.0003.desc.criminal_bridge:0 "\n\nThough [barrel_character.GetSheHe] is a guilty traitor," - minor_decisions.0003.desc.bridge_1:0 "\n\nDespite [barrel_character.GetHerHis] affliction," - minor_decisions.0003.desc.bride_2:0 "it has been brought to my attention that [barrel_character.GetSheHe] is a skilled" - minor_decisions.0003.desc.educated:0 "scholar, somehow educated in the written language in spite of [barrel_character.GetHerHis] low position in life. I feel that [barrel_character.GetNameNoTooltip] would serve the court well in matters of religion, scholarship, or health." - minor_decisions.0003.desc.cunning:0 "conman, making [barrel_character.GetHerHis] fortune by swindling the locals of every penny they can bleed. Their cunning and slight of hand would do well at my side, listening to the many whispers that come about at court and raining justice upon those who wrong the Crown." - minor_decisions.0003.desc.charismatic:1 "diplomat with skills in the [ROOT.Char.GetCulture.GetLanguage.GetNameNoTooltip] language that rivals any noble! [barrel_character.GetHerHis|U] subversive charisma and unusual appearance will undoubtedly catch the interest of any foreign noble visiting my court." - minor_decisions.0003.desc.organised:0 "merchant with an understanding of finance and organisation well above what I would expect of a lowly peasant. Undoubtedly, this [barrel_character.GetWomanMan] is wasted as a lowborn and has been chosen by [ROOT.Char.GetFaith.HighGodName] to elevate to the rank of nobility and serve me at court." - minor_decisions.0003.desc.strong:0 "leader, winning countless skirmishes and leading [barrel_character.GetHerHis] group of rogues from raid to raid. No doubt [barrel_character.GetSheHe] is wasted rolling around in a stew of mud and blood committing petty theft on the countryside and should instead don royal regalia and join my fine court!" - minor_decisions.0003.desc.outro:0 "My council has determined the role which best suits [barrel_character.GetNameNoTooltip], the only question that remains is if I am truly willing to go through with this or not." - minor_decisions.0003.a:0 "Of course! Welcome to nobility, [barrel_character.GetNameNoTooltip]!" - minor_decisions.0003.b:0 "Only the trade of execution befits this #EMP creature#!." - minor_decisions.0003.c:0 "[ROOT.Char.GetFaith.HighGodName], fetch me someone else!" - minor_decisions.0003.d:0 "Uhhh, we're not that desperate yet..." - - #False Conversion decisions - revoke_false_conversion_decision:0 "Reveal True Faith" - revoke_false_conversion_decision.tt:0 "Publicly reconvert to your old [faith|E]" - revoke_false_conversion_decision.desc:0 "#F Though officially I follow the [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] faith, I cannot let go of many of the personal rituals and private beliefs held by my ancestors. Perhaps the old ways truly were better?#!" - revoke_false_conversion_decision.desc.tt:0 "You publicly reconvert to your previous [faith|E]. Your [vassals|E] and [close_family|E] may convert with you" - revoke_false_conversion_decision.desc.tt_landless: "You reconvert to your previous [faith|E]. Your [close_family|E] may convert with you." - revoke_false_conversion_decision.desc.tt_own_faith_counties:0 "If You are [independent|E], [counties|E] within your [realm|E] that have [GetModifier('false_convert_modifier').GetNameWithTooltip] may convert with you, if secretly of your [faith|E]" - revoke_false_conversion_decision_confirm:0 "Make a proclamation" - encourage_confession_of_false_conversions_decision:0 "Amnesty for False Conversions" - encourage_confession_of_false_conversions_decision.tt:0 "Crypto-religionists may reveal their hidden [faith|E]" - encourage_confession_of_false_conversions_decision.desc:0 "#F It is an open secret that there are crypto-religionists in my realm, practicing their faith in hiding. Perhaps an official amnesty could convince them to drop the facade?#!" - encourage_confession_of_false_conversions_decision.desc.tt_pluralist:0 "Crypto-religionists within your realm may reveal themselves, if your [faith|E] [tolerates|E] their secret Faith better than their public one" - encourage_confession_of_false_conversions_decision.desc.tt_paranoia:0 "[characters|E] that are [GetTrait('deceitful').GetName( GetNullCharacter )] or [GetTrait('paranoid').GetName( GetNullCharacter )] will not reveal their secret [faith|E] unless it matches yours" - encourage_confession_of_false_conversions_decision.desc.tt_pluralist_counties:0 "If you are [independent|E], [counties|E] within your [realm|E] that have [GetModifier('false_convert_modifier').GetNameWithTooltip] may convert openly, depending on how hostile you would be to their new [faith|E]" - encourage_confession_of_false_conversions_decision.desc.tt_coreligionist:0 "Crypto-religionists within your realm may reveal themselves, if their private [faith|E] is the same as your public one" - encourage_confession_of_false_conversions_decision_confirm:0 "Make a proclamation" - abandon_crypto_faith_decision: "Abandon Secret Faith" - abandon_crypto_faith_decision.tt: "Stop practicing your old faith in secret" - abandon_crypto_faith_decision.desc: "#F All of these secret sermons and whispered prayers are tiring my patience. Meanwhile, I've grown comfortable with my public life in [ROOT.Char.GetFaith.GetName]. Perhaps it's time to lay my old faith to rest once and for all.#!" - abandon_crypto_faith_decision_confirm: "Abandon #EMP crypto-faith#!" - - #Restore the Holy Roman Empire - restore_holy_roman_empire_decision:0 "Restore the Holy Roman Empire" - restore_holy_roman_empire_decision_desc:0 "The true Empire in the West lies in tatters, the legacy of Charlemagne shattered by cruel fate. It would take a strong and godly ruler to return Germany's imperial dignity." - restore_holy_roman_empire_decision_confirm:0 "Renovatio Romani Imperii!" - restore_holy_roman_empire_decision_tooltip:0 "Revive the Roman Empire in the West" - decision_refound_hre_control_the_electors.tt:0 "You must control or hold the traditional elector titles: the Duchies of $d_ostmark$, $d_ostfalen$, $d_east_franconia$, and $d_bohemia$, as well as the Counties of $c_trier$, $c_mainz$, and $c_cologne$" - decision_refound_hre_own_three_kingdoms.tt:0 "You must control at least three kingdom titles" - restore_holy_roman_empire_decision_effects_de_jure.tt:0 "Any completely controlled kingdoms outside of $e_italy$ will become de jure part of the $e_hre$" - restore_holy_roman_empire_decision_effects_vassal_opinion.tt:0 "All direct vassals" - reformed_holy_roman_empire_opinion:0 "Reformed the $e_hre$" - hre_elector_list_creation_tt:0 "7 Prince-[electors|EU] will be selected from among prominent [de_jure|E] Bishops, Dukes, and Kings of the Holy Roman Empire" - - #Adopt Special Succession decision - adopt_special_succession_decision:0 "Adopt Special Succession Type" - adopt_special_succession_decision_desc:0 "Partition succession makes us weak and divided. Perhaps the realm's magnates would accept a historical alternative..." - adopt_special_succession_decision_confirm:0 "Think on the matter" - adopt_special_succession_decision_tooltip:0 "Replace my partition [succession|E] with a local type of Elective $game_concept_succession$" - adopt_special_succession_decision_effects.tt:1 "You may pick a form of traditional Elective [succession|E] based on your [culture|E]\n$EFFECT_LIST_BULLET$It will be applied to any of your top-[rank|E] [titles|E] using Partition [succession|E]" - implemented_traditional_succession_law_opinion:0 "Implemented Traditional Succession Law" - found_kingdom_decision_advanced_succesion:0 "Does not have the Advanced Succession law" - found_kingdom_decision_elective_succesion:0 "Does not have the Elective Succession law" - - # Establish Norman Culture - establish_norman_culture_decision:0 "Establish Norman Culture" - establish_norman_culture_decision_desc:0 "Our old traditions do not serve us well in our new home. We should look to the locals and see what we can learn from them." - establish_norman_culture_decision_confirm:0 "Normandy Rises!" - establish_norman_culture_decision_tooltip:0 "Merge our Norse and the local French cultures together" - establish_norman_culture_decision_effect.tt:0 "All [old_culture_1.GetName] and [old_culture_2.GetName] counties and characters in northern France become [new_culture.GetName]" - establish_norman_culture_decision_effect.tt.2:0 "[normandy_title.GetName] is renamed to $d_normandy$" - - # Found the Kingdom of Aragon - form_the_kingdom_of_aragon_decision:0 "Found the Kingdom of Aragon" - form_the_kingdom_of_aragon_decision_desc:1 "The children of the great Ebro river have spent centuries being sidelined. By the Romans, by the Visigoths, by the Franks, by the Arabs. As long as they toil for foreign conquerors and distant capitals, their lands are not truly their own, and the people clamor for a local kingdom of their own." - form_the_kingdom_of_aragon_decision_confirm:0 "Our home, our kingdom!" - form_the_kingdom_of_aragon_decision_tooltip:0 "Found the Kingdom of Aragon" - form_the_kingdom_of_aragon_decision.tt.form_aragonese:0 "You will be able to choose whether or not to copy [culture_pillars|E] from [founder_culture.GetName] to [aragonese_culture.GetName]" - form_the_kingdom_of_aragon_decision.tt.drift.d_valencia:0 "If you [completely_control|E] [d_valencia.GetDefinitiveName], it will be [de_jure_drift_drifted|E] into [k_aragon.GetDefinitiveName]." - form_the_kingdom_of_aragon_decision.tt.drift.d_barcelona:0 "If you [completely_control|E] [d_barcelona.GetDefinitiveName], it will be [de_jure_drift_drifted|E] into [k_aragon.GetDefinitiveName]." - form_the_kingdom_of_aragon_decision.tt.drift.d_navarra:0 "If you [completely_control|E] [d_navarra.GetDefinitiveName], it will be [de_jure_drift_drifted|E] into [k_aragon.GetDefinitiveName]." - - # Culture Conversion - convert_to_local_culture_decision:0 "Convert to Local Culture" - convert_to_local_culture_decision_desc:0 "Truth be told, there is little separating my traditions from those of the people in my capital. We observe the same holy days, the same public feasts, and our language has become almost the same." - convert_to_local_culture_decision_confirm:1 "I acknowledge who I am" - convert_to_local_culture_decision_tooltip:0 "Convert to the [culture|E] of your [capital|E]" - converted_culture_msg_title:0 "[converting_character.GetShortUINameNoTooltip|U] Converted [culture|E]" - converted_from_old_culture_to_new_culture_tt:0 "Converted from [old_culture.GetName] to [new_culture.GetName]" - every_old_culture_vassal_holding_new_culture_land:0 "Every [vassal|E] sharing your [culture|E] that has [counties|E] of the new Culture" - every_close_family_member_sharing_your_culture:1 "Every [close_family|E] member sharing your [culture|E]" - every_consort_sharing_your_culture:1 "Every consort sharing your [culture|E]" - - assimilate_local_traditions_decision:0 "Have the Realm Embrace Local Traditions" - assimilate_local_traditions_decision_desc:0 "While adventure will always be in our blood, we acknowledge that we are far from our frigid Scandinavian home. The local traditions suit its people well, they are masters of their land and their gods are strong — we respect that. In time, we will become as them." - assimilate_local_traditions_decision_confirm:0 "We shall adapt" - assimilate_local_traditions_decision_tooltip:0 "Convert yourself and all of your Norse [vassals|E] to the [culture|E] and [faith|E] of your [capital|E]" - every_norse_vassal:0 "Every [vassal|E] sharing your [culture|E] and their [close_family|E]" - non_zealous_convert:0 "Converts to [new_faith.GetName] #weak (if not )#!" - - secede_from_empire_decision:0 "Secede from [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTierNoTooltip]" - secede_from_empire_decision_desc:0 "[ROOT.Char.GetLiege.GetTitledFirstNamePossessive] incompetence has left [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTooltip] unable to protect its subjects from their enemies, both internal and external. Even a new ruler would be hard-pressed to undo all of the damage [ROOT.Char.GetLiege.GetSheHe] has done.\n\nIt is a far wiser course of action for us to split off and form a new realm, living or dying on our own merits instead of being dragged down with the rest of the Empire." - secede_from_empire_decision_tooltip:0 "Let loose and lose some stress" - secede_from_empire_decision_effect_tooltip:0 "Some of your former liege's debt will be canceled" - secede_from_empire_decision_trigger_debt:0 "[CHARACTER.GetTitledFirstName] is more than 25 years in debt" - secede_from_empire_decision_trigger_war:0 "[CHARACTER.GetTitledFirstName] has been fighting the same offensive war for more than 25 years" - secede_from_empire_decision_confirm:0 "Cheers!" - secede_from_empire_decision_notification:0 "[ROOT.Char.GetTitledFirstName] Gained Independence" - secede_from_empire_decision_notification_tt:0 "This happened due to my excessive debt" - secede_from_empire_decision_debug:1 "[ROOT.Char.GetPrimaryTitle.GetName] seceded from [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTooltip] clearing [debt_cleared.GetValue] in debt" - - #DECISIONS TO "USE" YOUR STRESS COPING TRAITS TO LOSE STRESS - stress_loss_drunkard_decision:0 "Indulge in Drink" - stress_loss_drunkard_decision_desc:0 "The camaraderie found in the company of fellow patrons of the drinks, the calm that the fog grants... The time has come to indulge in a drinking binge!" - stress_loss_drunkard_decision_tooltip:0 "Let loose and lose some stress" - stress_loss_drunkard_decision_effect_tooltip:1 "You will lose some [stress|E]" - stress_loss_drunkard_decision_confirm:0 "Cheers!" - - stress_loss_hashishiyah_decision:1 "Consume Hashish Cakes" - stress_loss_hashishiyah_decision_desc:1 "Just a few bites, and the stress seems to flow from my body. My mind begins to fog, and a sense of peace and restfulness overcomes me. There is nothing that is quite as relaxing as good hashish!" - stress_loss_hashishiyah_decision_tooltip:1 "Let your stress melt into a drug-induced haze" - stress_loss_hashishiyah_decision_confirm:1 "Bring me a platter!" - - stress_loss_rakish_decision:0 "Visit a Brothel" - stress_loss_rakish_decision_desc:0 "[ROOT.Char.Custom('AttractionWomanManIndef')|U] on my lap, and everything – and everyone – the brothel has to offer at my beck and call..." - stress_loss_rakish_decision_desc_woman_ending:0 "Nothing relieves the mind like some carnal relief." - stress_loss_rakish_decision_desc_man_ending:0 "Nothing releases the mind like a good release." - stress_loss_rakish_decision_tooltip:0 "Ease your mind by indulging in your desires" - stress_loss_rakish_decision_confirm:0 "Here I come, [ROOT.Char.Custom('AttractionGirlBoyPlural')]!" - - stress_loss_reclusive_decision:0 "Seclude Yourself" - stress_loss_reclusive_decision_desc:1 "To truly center my mind and clear it of thoughts and concerns I have to be left to my own devices. Alone I can focus and heal." - stress_loss_reclusive_decision_tooltip:0 "Seclude yourself to focus your mind" - stress_loss_reclusive_decision_confirm:0 "Goodbye." - - stress_loss_irritable_decision:1 "Lash Out" - stress_loss_irritable_decision_desc:1 "To let go off all this anger and irritation I have been holding in... Oh, there's nothing better than it to clear the mind! Next time an opportunity arises I will not stop myself." - stress_loss_irritable_decision_effect_tooltip:0 "You insult a random vassal" - stress_loss_irritable_decision_effect_courtier_tooltip: "You insult a random [THIS.Char.Custom('GetCourtier')|l]" - stress_loss_irritable_decision_tooltip:0 "Let your mouth run loose to calm your mind" - stress_loss_irritable_decision_confirm:0 "Hey! Hey you!" - - stress_loss_flagellant_decision: "Indulge in Flagellation" - stress_loss_flagellant_exaltation_decision_desc: "Nothing cleanses the mind like the catharsis of pain. The benefit of also feeling closer to [ROOT.Char.GetFaith.HighGodName] is... a... #EMP divine#! happenstance." - stress_loss_exaltation_decision_desc: "The flesh is here to serve as a vessel for a communion with [ROOT.Char.GetFaith.HighGodName]. Let me break the flesh that such a harmony may appear." - stress_loss_flagellant_decision_desc:0 "Nothing cleanses the mind like the catharsis of pain. I will apply the whip to my own back until my mind clears." - stress_loss_flaggelant_decision_effect_tooltip:0 "You will lose stress" #Not actually used atm - stress_loss_flagellant_decision_tooltip:0 "Cleanse your mind with pain" - stress_loss_flagellant_decision_confirm:0 "Ugh–!" - - stress_loss_profligate_decision:0 "Visit the Market" - stress_loss_profligate_decision_desc:0 "Something new, something shiny, something rare... Nothing centers me like a new purchase, and the local market holds many treasures!" - stress_loss_profligate_decision_tooltip:0 "Spend gold to focus your mind" - stress_loss_profligate_decision_confirm:0 "Fill my purse!" - - stress_loss_improvident_decision:0 "Donate to Charity" - stress_loss_improvident_decision_desc:0 "There are many who need my gold more than me. It might not directly solve my own issues, but it lightens the mind to give." - stress_loss_improvident_decision_tooltip:0 "Give to the ones in need to ease your mind" - stress_loss_improvident_decision_confirm:0 "It's for a good cause!" - - stress_loss_contrite_decision:0 "Confess" - stress_loss_contrite_decision_desc:0 "Few things brings such release and freedom as a confession. By voicing my secrets and faults I can calm my mind." - stress_loss_contrite_decision_tooltip:0 "Confess your faults and free your mind" - stress_loss_contrite_decision_expose_random_secret:0 "A random secret of yours will be exposed" - stress_loss_contrite_decision_confirm:0 "I have something to say!" - - stress_loss_comfort_eater_decision:0 "Indulge in Food" - stress_loss_comfort_eater_decision_desc:0 "When everything seems a bit #EMP too much#! I can always count on food to put my mind at ease – a full stomach leads to an empty and calm mind." - stress_loss_comfort_eater_decision_tooltip:0 "Eat to focus your mind" - stress_loss_comfort_eater_decision_confirm:0 "Set the table!" - lackluster_diet_hindrance_desc: "You are on a Lackluster Diet" - - stress_loss_inappetetic_decision:0 "Shun Food" - stress_loss_inappetetic_decision_desc: "I have too much on my plate at it is, even without counting the literal food sitting there! By skipping meals I can focus on the issues that actually matter around here." - stress_loss_inappetetic_decision_tooltip:0 "Avoid food and avoid stress" - stress_loss_inappetetic_decision_confirm:0 "Inform the cook" - - stress_loss_journaller_decision:0 "Write Thoughts Down" - stress_loss_journaller_decision_desc:0 "I will put my thoughts and burdens down in writing. Nothing clears the mind like some ink and paper can!" - stress_loss_journaller_decision_tooltip:0 "Put your thoughts on paper and clear your mind" - stress_loss_journaller_decision_confirm:0 "Bring my journal!" - - stress_loss_confider_decision:0 "Talk to Confidant" - stress_loss_confider_decision_desc:0 "To truly be listened to is a rare treat. Nothing eases the mind like a good conversation with someone you can trust, and it usually makes problems seem much smaller!" - stress_loss_confider_decision_tooltip:0 "Share your burdens with someone else" - stress_loss_confider_decision_confirm:0 "Now listen here..." - - stress_loss_athletic_decision:0 "Work off Some Stress" - stress_loss_athletic_decision_desc:0 "Nothing eases the mind like a raised pulse and a healthy sweat! I will work my body until my mind is more at ease." - stress_loss_athletic_decision_tooltip:0 "A healthy body begets a healthy mind" - stress_loss_athletic_decision_confirm:0 "Let's go!" - - DECISION_COOLDOWN_WARNING:1 "@alert_icon! #alert_trial $DECISION_NAME$ will be unavailable for $COOLDOWN$#!" - - all_courtiers_except_confidant:0 "All [courtiers|E] except confidant" - - found_kingdom_of_bosnia_decision:0 "Found Kingdom of Bosnia" - found_kingdom_of_bosnia_decision_desc:0 "The mountains and forests of central Bosnia flit ceaselessly between lords from the north and south. Perhaps not for much longer..." - found_kingdom_of_bosnia_decision_tooltip:0 "Bosnia becomes a [de_jure|E] [kingdom|E]" - found_kingdom_of_bosnia_decision_confirm:0 "[ROOT.Char.GetLadyLord|U] of all Bosnia!" - - accuse_krstjani_of_heresy_decision:0 "Accuse the $bosnian_church$ of Heresy" - accuse_krstjani_of_heresy_decision_desc:0 "The wild Bosnian highlands have, for years, housed a sect that does not truly belong to East or West, yet both seem content to ignore this growing deviation.\n\nNo longer! We shall have the [ROOT.Char.GetFaith.ReligiousHeadName] formally declare them heretics, and they will have nowhere to hide!" - accuse_krstjani_of_heresy_decision_tooltip:0 "The Christian world shall tolerate these schismatics no longer!" - accuse_krstjani_of_heresy_flavour_effect.tt:0 "You send a letter to the [GetPlayer.GetFaith.ReligiousHeadName], imploring [GetPlayer.GetFaith.GetReligiousHead.GetHerHim] to look into the matter of the $bosnian_church$..." - accuse_krstjani_of_heresy_decision_confirm:0 "First the pen, then the sword!" - cannot_be_atoned_krstjani_leader_flag:0 "You cannot be an atoned $bosnian_church_adherent$!" - - launch_hungarian_migration_decision:0 "Prepare to Cross the Carpathians" - launch_hungarian_migration_decision_desc:0 "Competing tribes on the steppe, especially the marauding Pecheneg warbands that litter our territory, are making life increasingly difficult. Across the Carpathians, however, lie the fertile, wooded valleys and rolling plains of weak Pannonia..." - launch_hungarian_migration_decision_tooltip:0 "Flee the steppe to settle in Pannonia" - launch_hungarian_migration_decision_flavour_effect:0 "You gain the single-use special [hungarian_invasion_casus_belli|E]" - launch_hungarian_migration_decision_confirm:0 "Send riders to each tribe!" - launch_hungarian_migration_decision_before_last_date:0 "The date is 911.1.1 or earlier" - - negotiate_the_danelaw_decision:0 "Negotiate the Danelaw" - negotiate_the_danelaw_decision_desc:0 "Competition for land in $k_england$ is fierce, and no one ruler has yet proved dominant. Yet, there is a path no one has yet tried. Perhaps a Devil's bargain could yet be struck..." - negotiate_the_danelaw_decision_confirm:0 "So power now, unification later?" - negotiate_the_danelaw_decision_tooltip:0 "Consider splitting $k_england$ into two with your most powerful rival" - negotiate_the_danelaw.valid_opponent.tt:0 "You must have a valid opponent to negotiate with" - negotiate_the_danelaw.controlled_duchies.tt:0 "You must [completely_control|E] at least two [duchies|E] within [de_jure|E] $k_england$" - negotiate_the_danelaw.preview.tt:0 "You ponder whether partitioning the realm might prove beneficial..." - negotiate_the_danelaw.clarification.tt:0 "You will be able to back out of this decision before confirming." - - negotiate_the_danelaw_integrate_duchies_decision:0 "Integrate $k_england_adj$ Duchy" - negotiate_the_danelaw_integrate_duchies_decision_desc:0 "This partition of the realm is nonsense! The lands within my borders rightfully belong to me, and I will see that all respect this!" - negotiate_the_danelaw_integrate_duchies_decision_confirm:0 "One realm, one [ROOT.Char.GetTitleAsNameNoTooltip]." - negotiate_the_danelaw_integrate_duchies_decision_tooltip:0 "Integrate duchies that have been [de_jure_partitioned|E]" - negotiate_the_danelaw_integrate_duchies_decision.duchies_within_danelaw.tt:0 "[completely_control|E] at least one [duchy|E] within $k_danelaw_article$$k_danelaw$" - negotiate_the_danelaw_integrate_duchies_decision.duchies_within_england.tt:0 "[completely_control|E] at least one [duchy|E] within $k_england$" - negotiate_the_danelaw_integrate_duchies_decision.danelaw_side.t:0 "$k_england$ integrates Duchies" - negotiate_the_danelaw_integrate_duchies_decision.danelaw_side.desc:0 "De jure territory from $k_danelaw$ has been absorbed directly into $k_england$." - negotiate_the_danelaw_integrate_duchies_decision.england_side.t:0 "$k_danelaw$ integrates Duchies" - negotiate_the_danelaw_integrate_duchies_decision.england_side.desc:0 "De jure territory from $k_england$ has been absorbed directly into $k_danelaw$." - negotiate_the_danelaw_integrate_duchies_decision.inform_minor_players.t:0 "Realm Integrated" - negotiate_the_danelaw_integrate_duchies_decision.inform_minor_players.tt:0 "Part of your realm has been forcibly integrated into a different kingdom" - - formalise_the_daneland_decision:0 "Formalize the Daneland" - formalise_the_daneland_decision_desc:0 "What do our people care for $k_england$? We have so much more than just our own laws: we have our own customs, languages, traditions, our own #EMP culture#!. They have no more a claim to our land than we to theirs." - formalise_the_daneland_decision_confirm:0 "This rivalry ill-becomes us." - formalise_the_daneland_decision_tooltip:0 "Relinquish the struggle for a united $k_england$" - formalise_the_daneland_decision.must_be_after_1100.tt:0 "The date is 1100.1.1 or later" - admiring_birds_decision:0 "Admire Birds" - admiring_birds_decision_tooltip:0 "Spend some time admiring birds." - admiring_birds_decision_desc:0 "#F Birds are magnificent creatures, you can learn so much from observing them, and gain even more if you can pet one!#!" - admiring_birds_decision_confirm:0 "Go for a walk" - deceitful_progress_hostile_schemes_decision:0 "Study the Art of Scheming" - deceitful_progress_hostile_schemes_decision_desc:0 "'I must consider every angle my scheme might turn to. As the spider weaves its web, I should ensure there are many ways my prey could become ensnared. I will spend some time planning my deception carefully." - deceitful_progress_hostile_schemes_decision_tooltip:0 "Refine your [hostile_schemes|E]." - deceitful_progress_hostile_schemes_decision_confirm:0 "A world of schemes await!" - deceitful_progress_hostile_schemes_decision_missing_scheme:0 "You need to have at least #V 1 #! active [hostile_scheme|E]" - deceitful_progress_hostile_schemes_decision_missing_scheme_effect:0 "Your [hostile_schemes|E] will have a better [success_chance|E]" - msg_deceitful_progress_hostile_schemes:0 "Your [hostile_schemes|E] progressed!" - - diligent_development_focus_decision:0 "Develop Capital" - diligent_development_focus_decision_desc:0 "I dream that [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] will one day be the envy of every ruler under the sky. I must endeavor to be the champion who turns it into the jewel of the Earth. All that is needed is for me to put in some more work...\n\nWho needs to sleep, anyway?" - diligent_development_focus_decision_tooltip:0 "Improve the development of your Capital" - diligent_development_focus_decision_confirm:0 "Plan the development" - msg_diligent_development_focus:0 "Your diligent planning is paying off!" - - impatient_rushing_all_schemes_decision:0 "Expedite Schemes" - impatient_rushing_all_schemes_decision_desc:0 "Why should I wait forever when I feel ready? Let's try my chance now!" - impatient_rushing_all_schemes_decision_tooltip:0 "Take your chances by closing your schemes earlier" - impatient_rushing_all_schemes_decision_confirm:0 "It's now or never!" - impatient_rushing_all_schemes_decision_missing_scheme:0 "You need to have at least #V 1 #! active [scheme|E]" - impatient_rushing_all_schemes_decision_missing_scheme_effect:0 "Your active [schemes|E] will progress instantly" - msg_impatient_rushing_all_schemes:0 "Your [schemes|E] are ready!" - found_kingdom_of_livonia_decision:0 "Proclaim Terra Mariana" - found_kingdom_of_livonia_decision_desc:0 "The Balts have, for centuries, been without a Kingdom to call their own. This rugged, untamed land of tribes and disparate pagan beliefs has long been without an identity, but perhaps I will change all that…" - found_kingdom_of_livonia_decision_tooltip:0 "Livonia becomes a [de_jure|E] [kingdom|E]" - found_kingdom_of_livonia_decision_confirm:0 "[ROOT.Char.GetLadyLord|U] of all the Balts!" - - # Introduce a Fashion at Court - introduce_a_new_fashion_at_court_decision:0 "Introduce a New Fashion at Court" - introduce_a_new_fashion_at_court_decision_desc:0 "No court can claim to be as stylish as ours! The court is a battleground of fashion, and it is high time I made my own effort to establish a new vogue among the nobility..." - introduce_a_new_fashion_at_court_decision_tooltip:0 "Attempt to introduce a new fashion at court for [prestige|E]." - introduce_new_fashion_duel_tooltip:0 "A character at court may attempt to duel you in [diplomacy|E] to prevent your style from being implemented." - introduce_a_new_fashion_at_court_decision_confirm:0 "For a new style and class!" - court_already_has_a_fashion_tend_tt:0 "The court already has an ongoing fashion trend." - - court_amenities_interactions.0010.b_turned_down:0 "Everyone loves the new style!" - court_amenities_interactions.0010.t:0 "A New Fashion at Court" - court_amenities_interactions.0010.desc_intro:0 "[actor.GetNameNoTooltip|U] has burst into court, catching the eye of all the lords and ladies of the realm with [actor.GetHerHis] most peculiar garments." - court_amenities_interactions.0010.desc.flag_big_collar:0 "[actor.GetSheHe|U] has donned a garb adorned with a collar which has the circumference of a wagon wheel" - court_amenities_interactions.0010.desc.flag_head_dress:0 "[actor.GetSheHe|U] has taken to wearing a traditional head-dress cocked to one side of [actor.GetHerHis] head in a twisted mockery of [actor.GetCulture.GetName] culture" - court_amenities_interactions.0010.desc.flag_gold_boots:0 "[actor.GetSheHe|U] heavily trod across the great hall of [debate_locale.GetNameNoTierNoTooltip], [actor.GetHerHis] solid metal boots adorned with golden inlays practically splitting the ground with their tremendous weight" - court_amenities_interactions.0010.desc.flag_sleeveless:0 "[actor.GetSheHe|U] has removed the sleeves from [actor.GetHerHis] noble clothing" - court_amenities_interactions.0010.desc.flag_commoner_clothes:0 "[actor.GetSheHe|U] has entered [debate_locale.GetNameNoTierNoTooltip] wearing the clothing of a lowborn peasant" - court_amenities_interactions.0010.desc_outro:0 "and has dared to declare this the latest in fashion of the realm! All the fools at court seem to be falling for it, but should I raise my hand to end this lunacy?" - court_amenities_interactions.0010.a_flag_big_collar:0 ""You look like a bird who swallowed a plate!"" - court_amenities_interactions.0010.a:0 ""What #EMP are#! you wearing?"" - court_amenities_interactions.0010.b:0 "Bite my lip and try not to laugh." - court_amenities_interactions.0010.a.tt_success:0 "You convince the crowd that [actor.GetNamePossessiveNoTooltip] outfit is stupid" - court_amenities_interactions.0010.a.tt_failure:0 "The crowd disagrees with you and thinks [actor.GetNamePossessiveNoTooltip] outfit is the new fashion trend" - court_amenities_interactions.0011.t:0 "Of Fashion and Feuds" - court_amenities_interactions.0011.desc_intro:0 "I strut around my court, proud of my new bold fashion-forward statement," - court_amenities_interactions.0011.desc.flag_big_collar:0 "my garments adorned with an enormous round collar for all to admire." - court_amenities_interactions.0011.desc.flag_head_dress:0 "my usual head-dress cocked to one side of my head, bringing something new and fresh to an otherwise old and drab item of clothing." - court_amenities_interactions.0011.desc.flag_gold_boots:0 "my heavy golden boots shimmering in the light of [debate_locale.GetNameNoTierNoTooltip] hall." - court_amenities_interactions.0011.desc.flag_sleeveless:0 "my new sleeveless garb bearing my arms for all to see!" - court_amenities_interactions.0011.desc.flag_commoner_clothes:0 "questioning why the nobility must dress so differently from commoners when simplicity is so stylish." - court_amenities_interactions.0011.desc_bridge:0 "[recipient.Custom2('MyCharacterIntroduction', ROOT.Char)] cries out at me from across the hall.\n\nWe throw insults back and forth, myself defending what is so obviously good fashion going far above the head of a simple mind." - court_amenities_interactions.0011.desc_won:0 "As the local nobility flock around me, I can consider my fashion statement to be a roaring success!" - court_amenities_interactions.0011.desc_lost:0 "As the nobility of [debate_locale.GetNameNoTierNoTooltip] quickly join [recipient.GetNameNoTooltip] in mocking my outfit, I know my fashion statement to be cruelly unappreciated in its own time." - court_amenities_interactions.0011.a_won:0 "I always know best!" - court_amenities_interactions.0011.a_lost:0 "They just don't #EMP understand#! me!" - court_amenities_interactions.0012.desc_intro:0 ""Well, some of us are followers, and others leaders." [actor.GetNameNoTooltip] stands firm in [actor.GetHerHis] commitment to that ridiculous outfit.\n\nWe spend the next few hours debating the nature of high-fashion, with a small crowd of courtiers watching as I fling insult after insult at this fool." - court_amenities_interactions.0012.desc_won:0 "Before long, many other courtiers begin joining me in mocking [actor.GetNameNoTooltip], and I know my work is done." - court_amenities_interactions.0012.desc_lost:0 "Unfortunately, the crowd did not seem swayed by my arguments and within days, I am the only one in court #EMP not#! dressing like [actor.GetNameNoTooltip]." - court_amenities_interactions.0012.desc_lost.kof:1 "Not only that, but many have taken to referring to [actor.GetHerHim] as the "[actor.GetTitleAsNameNoTooltip] of Fashion."" - court_amenities_interactions.0012.a_lost:0 "I'm surrounded by sycophants and fools!" - court_amenities_interactions.0013.desc:1 "As time goes by, many in [debate_locale.GetNameNoTierNoTooltip] have taken to calling me the [actor.GetTitleAsNameNoTooltip] of Fashion!" - court_amenities_interactions.0013.a:0 "Hail to the [actor.GetTitleAsNameNoTooltip]!" - - commission_epic_artifact_tt:1 "You may receive a Family Epic [artifact|E]" - PETITION_LIEGE_DECISION_SELECT_PETITION_TITLE:0 "Choose a type of [petition_liege|E]" - PAY_HOMAGE_DECISION_SELECT_GIFT_TITLE:0 "Choose a [pay_homage|E] gift" - - convert_to_tribalism_decision:0 "Embrace Tribalism" - convert_to_tribalism_decision_desc:0 "How can I call myself a lord when it doesn't mean anything for my people? If I cannot convert them, there is only one alternative: I need to adopt them." - convert_to_tribalism_decision_confirm:0 "Follow the way of my People" - convert_to_tribalism_decision_tooltip:0 "Abandon your current [government|E] and become [tribal|E]" - recent_conversion_to_tribalism:0 "You have not changed your government to [tribal|E] in the last 5 years" - found_witch_coven_house_member_count_tt:0 "[SCOPE.ScriptValue('found_witch_coven_member_count_value')|0] [adult|E] members of your [house|E] are witches" - found_witch_coven_house_member_percent_tt:0 "[SCOPE.ScriptValue('found_witch_coven_member_percent_display_value')|2]% of [adult|E] members of your [house|E] are witches" - - convert_whole_realm_to_feudalism_west_african_pagan_decision:0 "$convert_whole_realm_to_feudalism_decision$ #weak (West African Pagan)#!" - convert_whole_realm_to_feudalism_west_african_pagan_decision_desc:0 "Good governance is a simple matter of scale. A town may only need elders, but an empire necessitates administrators — our people know this, and we can leverage the learned folk amongst them to provide such." - convert_whole_realm_to_feudalism_west_african_pagan_decision_confirm:0 "$convert_whole_realm_to_feudalism_decision_confirm$" - convert_whole_realm_to_feudalism_west_african_pagan_decision_tooltip:0 "$convert_whole_realm_to_feudalism_decision_tooltip$" - convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.vassal_count:0 "You have at least [EmptyScope.ScriptValue('convert_whole_realm_to_feudalism_west_african_pagan_decision_vassal_count_value')|0] [vassals|E] with a [rank|E] of [count|E] or higher" - convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.wa_capital_development:0 "Your [capital|E] is in [GetGeographicalRegion('world_africa_west').GetName] and has at least [EmptyScope.ScriptValue('convert_whole_realm_to_feudalism_west_african_pagan_decision_wa_capital_development_value')|0] [development|E]" - faith_qualifies_for_west_african_pagan_feudalisation_trigger.tt:0 "Your [faith|E] is [GetFaithDoctrine('west_african_unreformed_faith_doctrine').GetBaseName]" - - appoint_a_righteous_caliph_decision:0 "Appoint a Righteous Caliph" - appoint_a_righteous_caliph_decision_desc:0 "[ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] is a distant, unworthy figure, ill-prepared to lead the Ummah. Being [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetAdjective], [ROOT.Char.GetFaith.GetReligiousHead.GetSheHe] simply doesn't #EMP understand#! many of the subtle truths of [ROOT.Char.GetFaith.GetAdjective] thought.\n\n[ROOT.Char.GetFaith.GetReligiousHead.GetSheHe|U] may not, but #EMP I#! do..." - appoint_a_righteous_caliph_decision_confirm:0 "I am guided by [ROOT.Char.GetFaith.PositiveAfterLife|U]!" - appoint_a_righteous_caliph_decision_tooltip:0 "Lead [ROOT.Char.GetFaith.GetNameNoTooltip] away from the [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetAdjectiveNoTooltip] path" - appoint_a_righteous_caliph_decision.tt.you_become_caliph:0 "You become the new [head_of_faith|E]" - appoint_a_righteous_caliph_decision.need_at_least_ten_same_faith_counties:0 "You have at least [EmptyScope.ScriptValue('appoint_a_righteous_caliph_decision_same_faith_county_count')|0] [CHARACTER.GetFaith.GetAdjective] [counties|E]" - appoint_a_righteous_caliph_decision.cant_be_caliphal_controller:0 "You are not your [head_of_faith|E]'s [liege|E]" - appoint_a_righteous_caliph_decision.no_more_than_x_sinful_traits:0 "You have no more than [EmptyScope.ScriptValue('appoint_a_righteous_caliph_decision_own_max_sins')|0] [sinful|E] [traits|E]" - appoint_a_righteous_caliph_decision.caliph_not_in_diplo_range:0 "Your [head_of_faith|E] is outside [diplomatic_range|E]" - appoint_a_righteous_caliph_decision.control_one_holy_site:0 "You control at least 1 [holy_site|E]" - appoint_a_righteous_caliph_decision.control_two_holy_sites:0 "You control at least 2 [holy_sites|E]" - appoint_a_righteous_caliph_decision.caliph_has_x_or_more_traits_sinful_to_your_faith:0 "Your [head_of_faith|E] has [EmptyScope.ScriptValue('appoint_a_righteous_caliph_decision_hof_min_sins')|0] or more [sinful|E] [traits|E]" - appoint_a_righteous_caliph_decision.has_wishes_to_schism_caliphate_flag:0 "You planned to splinter off further when your [faith|E] was founded" - appoint_a_righteous_caliph_decision_mutazila_variant: "Restore Mu'tazila" - appoint_a_righteous_caliph_decision_general_iranian_variant: "Break with the Caliphate" - appoint_a_righteous_caliph_decision_mutazila_variant_desc: "Since the end of the Mihna, those who stand for the createdness of the Qur'an have been persecuted or neglected by the would-be caliphs. I will take it upon myself to avenge the slights we have suffered, and once again bring Mu'tazila doctrine to the forefront of Islamic thought." - appoint_a_righteous_caliph_decision_general_iranian_variant_desc: "Though Islam was brought to Persia by force, none may now deny our belief in the Oneness of [ROOT.Char.GetFaith.HighGodNameAlternate]. But our ways and the Arab ways have grown apart, and we must break with [ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] once and for all. Henceforth, I will personally lead the [ROOT.Char.GetFaith.GetAdjective]." - - mozarabic_bind_the_faith_to_rome_decision:0 "Bind the Faith to Rome" - mozarabic_bind_the_faith_to_rome_decision_desc:0 "Though [ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] is still our one true Pope, isolation from the will of Christ's Vicar has taken us down strange paths. Gone are the days when the great conclaves of Europe's clergy trod the halls of Toledo.\n\nYet, they do not have to be... if our faith has strayed, could not a strong shepherd yoke it back to the flock?" - mozarabic_bind_the_faith_to_rome_decision_tooltip:0 "Rebind the wayward [ROOT.Char.GetFaith.GetAdjective] [faith|E] to [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetName]" - mozarabic_bind_the_faith_to_rome_decision_confirm:0 "Our place is within greater Christendom." - mozarabic_bind_the_faith_to_rome_decision.tt.hof_and_ecumenism_warning:0 "You will keep [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName], but #X permanently#! keep the [religious_leader.GetFaith.GetReligiousHead.GetFaith.GetAdjective] [head_of_faith|E]" - mozarabic_bind_the_faith_to_rome_decision.path_righteous:0 "If we reform our [faith|E] to be more $doctrine_pluralism_righteous_name$" - mozarabic_bind_the_faith_to_rome_decision.path_fundamentalist:0 "If we reform our [faith|E] to be more $doctrine_pluralism_fundamentalist_name$" - mozarabic_bind_the_faith_to_rome_decision.path_pluralist:0 "If we reform our [faith|E] to be even more $doctrine_pluralism_pluralistic_name$" - mozarabic_fate_county_count.need_at_least_twenty_same_faith_counties:0 "You must hold at least [EmptyScope.ScriptValue('mozarabic_fate_county_count')|0] same-[faith|E] [counties|E]" - mozarabic_bind_the_faith_to_rome_decision.threaten_pope:0 "@warning_icon! #warning You coerce the Pope with a [strong_hook|E], they will dislike that!#!" - - mozarabic_break_with_rome_decision:0 "Break with Rome" - mozarabic_break_with_rome_decision_desc:0 "What does [ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] know of our lives or lands? Rome is a distant temporal overlord, neither caring for nor understanding our spiritual needs.\n\nOnly by liberating ourselves from the shackles of the [ROOT.Char.GetFaith.GetReligiousHeadTitle.GetBaseName] and purging the last of its lies can [ROOT.Char.GetFaith.GetName] achieve perfection." - mozarabic_break_with_rome_decision_tooltip:0 "Lead [ROOT.Char.GetFaith.GetName] to schism away from [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetName]" - mozarabic_break_with_rome_decision_confirm:0 "A just and godly path!" - mozarabic_break_with_rome_decision.tt.hof_and_ecumenism_warning:0 "You will create a [religious_leader.GetFaith.GetName] [head_of_faith|E], but #X permanently#! lose [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName]" - mozarabic_break_with_rome_decision.path_righteous:0 "$mozarabic_bind_the_faith_to_rome_decision.path_righteous$" - mozarabic_break_with_rome_decision.path_fundamentalist:0 "$mozarabic_bind_the_faith_to_rome_decision.path_fundamentalist$" - mozarabic_break_with_rome_decision.path_pluralist:0 "$mozarabic_bind_the_faith_to_rome_decision.path_pluralist$" - - favour_the_countryside_basques_decision:0 "Champion the Faith of the Country Basques" - favour_the_countryside_basques_decision_desc:0 "The people of the Pyrenees are resistant to change. In their isolated mountain valleys and remote hilltop villages, many preserve elements of faiths long dead to the rest of Europe.\n\nAt present, these mountain syncretics and their folk-church are irrelevant. But with the right sponsor..." - favour_the_countryside_basques_decision_tooltip:0 "Support the rural folk beliefs of the Pyrenees" - favour_the_countryside_basques_decision_confirm:0 "Perhaps there's another path?" - favour_the_countryside_basques_decision.have_sinful_piety_level:0 "Your [piety_level|E] is no more than [GetModifier( 'piety_level_0' ).GetNameWithTooltip|L]" - favour_the_countryside_basques_decision.you_have_x_or_more_traits_virtuous_to_basque_paganism:0 "You have [EmptyScope.ScriptValue('favour_the_countryside_basques_decision_basque_pagan_virtues_tally_value')|0] [traits|E] that are [virtuous|E] in the [GetFaithByKey('basque_pagan').GetName] [faith|E]" - favour_the_countryside_basques_decision.completely_control_X_counties_from_old_vasconia:0 "You must [completely_control|E] at least [EmptyScope.ScriptValue('favour_the_countryside_basques_decision_counties_to_control_value')|0] [counties|E] from [GetGeographicalRegion('dlc_fp2_old_vasconia').GetName]" - favour_the_countryside_basques_decision.before_last_date:0 "The date is 1200.1.1 or earlier" - favour_the_countryside_basques_decision.path_default:0 "If you leave the [faith|E] as it is" - favour_the_countryside_basques_decision.path_fundamentalist:0 "If you reform the [faith|E] to be more $doctrine_pluralism_fundamentalist_name$" - favour_the_countryside_basques_decision.tt.spiritual_hof_acquired:0 "A suitable cleric becomes the new [head_of_faith|E]" - favour_the_countryside_basques_decision.path_righteous:0 "If you reform the [faith|E] to be more $doctrine_pluralism_righteous_name$" - favour_the_countryside_basques_decision.tt.temporal_hof_acquired:0 "[religious_leader.GetShortUINameNoTooltip|U] [Select_CString(THIS.Char.IsLocalPlayer, 'become', 'becomes' )] the new [head_of_faith|E]" - favour_the_countryside_basques_decision.path_pluralist:0 "If you reform the [faith|E] to be even more $doctrine_pluralism_pluralistic_name$" - favour_the_countryside_basques_decision.tt.all_neighbouring_islamic_rulers:0 "Every neighboring Islamic [ruler|E]" - fervour_loss_temporal_meddling:0 "Temporal Meddling" - fervour_gain_unexpected_resurgence:0 "Unexpected Resurgence" - fp2_friend_of_the_old_ways_modifier:0 "Friend of the Old Ways" - fp2_friend_of_the_old_ways_modifier_desc:0 "This character has spent a good deal of time and energy on advocating for older beliefs. With some mild revisions." - fp2_champion_of_the_old_ways_modifier:0 "Champion of the Old Ways" - fp2_champion_of_the_old_ways_modifier_desc:0 "This characters is considered a defender of all that is good and holy by their faith." - - eat_cheese_decision:0 "Eat Your Cheese" - eat_cheese_decision_desc:0 "You eat your Aged Cheese." - eat_cheese_decision_tooltip:0 "Your aging cheese is ready to be eaten." - eat_cheese_decision_confirm:0 "Consume the cheese" - eat_cheese_effect_tt:0 "The longer the cheese has aged the more stress you will lose when eating it." - - golden_age_jewish_science_in_iberia_decision:0 "Sponsor Jewish Sciences" - golden_age_jewish_science_in_iberia_decision_desc:0 "Iberia is home to many scholars from around the known world. With a little funding, we could achieve a new era of learning and establish a hub for culture and knowledge-sharing which will reign supreme for decades to come." - golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.a:0 "Your [culture_head|E] approves of you" - golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.b:0 "You are not the current sponsor of the ongoing golden age" - golden_age_jewish_science_in_iberia_decision_tooltip:0 "Fund the start of a new golden age of scientific advancement" - golden_age_jewish_science_in_iberia_decision_confirm:0 "Sponsor" - golden_age_jewish_science_in_iberia_decision.player_notif.t:0 "Golden Age Started" - - build_holy_pilgrim_roads_decision:0 "Build Pilgrim Roads" - build_holy_pilgrim_roads_decision_desc:0 "There can be no pilgrimage without a path to our holy sites, as such, it is imperative that we [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] construct roadways to enable access towards our most sacred sites." - build_holy_pilgrim_roads_decision_tooltip:0 "Build roads to a holy site held by you" - build_holy_pilgrim_roads_decision_confirm:0 "Fund Construction" - build_holy_pilgrim_roads_decision_hardcoded_trigger_text.a:0 "There is a [holy_site|E] in your [realm|E] without a pilgrim roads [modifier|E]" - build_holy_pilgrim_roads_decision_construction_notif.t:0 "Pilgrim Roads Constructed in [chosen_location_for_pilgrim_roads.GetNameNoTierNoTooltip]" - build_holy_pilgrim_roads_decision_construction_notif.desc:2 "Roads have been built all over the [chosen_location_for_pilgrim_roads.GetName] leading to [chosen_holy_site_for_pilgrim_roads.GetNameNoTier], where a [ROOT.Char.GetFaith.GetAdjective] [holy_site|E] awaits future pilgrims." - - not_can_execute_decision:0 "You cannot take this [decision|E] at the moment" - can_execute_decision:0 "You can take this [decision|E] at the moment" - NO_DECISION_OPTIONS_SELECTED:0 "@warning_icon! #X Select an option#!" - revive_taltoism_decision_before_last_date:0 "The date is 1100.1.1 or earlier" - - I_CREATE_CADET_BRANCH_DECISION_IN_ANOTHER_REALM: "You are #bold not#! in the same [realm|E] than your [house_head|E]" - I_NOT_CREATE_CADET_BRANCH_DECISION_IN_ANOTHER_REALM: "You #bold are#! in the same [realm|E] than your [house_head|E]" - - call_for_acclaimed_knight_candidates_decision:0 "Restore Accolades" - call_for_acclaimed_knight_candidates_decision_desc:0 "The martial dignities of my retinue lie dormant. Spread word to the $knight_culture_player_plural_no_tooltip_lowercase$ of the land: the [ROOT.Char.GetTitleAsNameNoTooltip] of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] calls!\n\nWorthy scions for my time-honored stations of honor shall find themselves warmly welcomed." - call_for_acclaimed_knight_candidates_decision_tooltip:0 "Potential [acclaimed_knights|e] appear for each [inactive_accolade|e]" - call_for_acclaimed_knight_candidates_decision_confirm:0 "Send the herald" - call_for_acclaimed_knight_candidates_decision.tt:0 "Eligible candidates for every [inactive_accolade|e] will appear within the next year and become [knights|e]" - - accolade.0013.notification:1 "Acclaimed $knight_culture_player_no_tooltip$ Candidate Arrives" - accolade_call_acclaimed_knight_tooltip:0 "The worthy [chosen_knight.GetUIName] may be appointed as [accolade_in_need.GetName]" - accolade.0013.notification_fail:0 "No Worthy Candidates for Accolade" - accolade_call_acclaimed_knight_fail_notification_tooltip:0 "One of your Accolades will remain Inactive, as no worthy $knight_culture_player_no_tooltip_lowercase$ has come forward" - you_have_empty_accolades:0 "You have at least one [inactive_accolade|e] and no [knights|e] who can be Appointed to it" - break_with_the_old_ways_decision:0 "Break With the Old Ways" - break_with_the_old_ways_decision_desc:0 "The $kabarism_adj$ faith has long been practiced alongside local traditions, but no more. We must reject the old ways and embrace Judaism to the fullest extent." - break_with_the_old_ways_decision_tooltip:0 "A folk religion no more!" - break_with_the_old_ways_decision_confirm:0 "We commit to Judaism!" - CHOOSE_REFORMATION_TYPE: "Select a Reformation" - bwow_no_changes: "Coexistence" - bwow_no_changes_tooltip: "Your faith will largely remain the same" - bwow_no_changes_desc: "We shall maintain our traditions and meld the new ways with the old" - bwow_chosen_people: "Chosen People" - bwow_chosen_people_tooltip: "Your faith will become more righteous and communal" - bwow_chosen_people_desc: "We have been chosen by $judaism_high_god_name$" - bwow_esotericism: "Mysticism" - bwow_esotericism_tooltip: "Your faith will become more righteous and mystical" - bwow_esotericism_desc: "Our pagan roots have come to express themselves as a set of esoteric spiritual practices" - bwow_fundementalist: "Fundamentalism" - bwow_fundementalist_tooltip: "Your faith will become more fundamentalist and warlike" - bwow_fundementalist_desc: "There is one true faith, one true God, and it is our mission to spread belief in Him among all nonbelievers" - - embrace_hebrew_language_decision:0 "Embrace the Hebrew Language" - embrace_hebrew_language_decision_desc:0 "Hebrew has been the liturgical language of the Jewish religion for millennia, but the diaspora has caused us to develop countless languages influenced by our neighbors. Now we have built enough of a community here that we may adopt Hebrew as the common language of our people." - embrace_hebrew_language_decision_tooltip:0 "We will adopt the Hebrew language." - embrace_hebrew_language_decision_confirm:0 "Diaspora no more!" - switch_to_israelite_language_tt:0 "[GetPlayer.GetCulture.GetName] will adopt the $language_israelite_name$ [language|E]" - switch_to_original_language_tt:0 "Your new culture will speak [target_other_culture.GetLanguage.GetNameNoTooltip]." - at_least_10_jewish_counties_tt:0 "You must hold at least 10 Jewish [counties|E] of your [culture|E]" - - DECISION_TOOLTIP_TITLE: "$EFFECT_LIST_BULLET$ [Decision.GetName]" - clear_ground_legendary_shrine_desc: "A held [barony|E] will gain a [GetBuilding('legendary_shrine').GetName] [special_building|E] Slot" - clear_ground_legendary_shrine: "$building_type_legendary_shrine$" - clear_ground_legendary_statue_desc: "A held [barony|E] will gain a [GetBuilding('legendary_statue').GetName] [special_building|E] Slot" - clear_ground_legendary_statue: "$building_type_legendary_statue$" - clear_ground_legendary_palace_desc: "A held [barony|E] will gain a [GetBuilding('legendary_palace').GetName] [special_building|E] Slot" - clear_ground_legendary_palace: "$building_type_legendary_palace$" - clear_ground_legendary_watchtower_desc: "A held [barony|E] will gain a [GetBuilding('legendary_watchtower').GetName] [special_building|E] Slot" - clear_ground_legendary_watchtower: "$building_type_legendary_watchtower$" - clear_ground_legendary_hunting_lodge_desc: "A held [barony|E] will gain a [GetBuilding('legendary_hunting_lodge').GetName] [special_building|E] Slot" - clear_ground_legendary_hunting_lodge: "$building_type_legendary_hunting_lodge$" - clear_ground_legendary_shrine_tooltip: "$clear_ground_legendary_shrine_desc$" - clear_ground_legendary_statue_tooltip: "$clear_ground_legendary_statue_desc$" - clear_ground_legendary_palace_tooltip: "$clear_ground_legendary_palace_desc$" - clear_ground_legendary_watchtower_tooltip: "$clear_ground_legendary_watchtower_desc$" - clear_ground_legendary_hunting_lodge_tooltip: "$clear_ground_legendary_hunting_lodge_desc$" - clear_ground_for_legendary_building: "Clear Ground for a Legendary Building" - clear_ground_for_legendary_building_tooltip: "Unlock a [special_building|E] Slot in one of your Baronies" - clear_ground_for_legendary_building_desc: "The legend is complete and my people inspired. My lands are ripe for a new monument to my legend, but what exactly should be built?" - clear_ground_for_legendary_building_confirm: "Select a Barony" - clear_ground_for_legendary_building_no_barony_tt: "You must hold a [barony|E] which is the capital of its [county|E], is not [leased|E], and does not already have a [special_building|E] Slot#!" - clear_ground_legendary_hunting_lodge_tt: "You must have completed a Mythical or Illustrious [legend|E] about a beast, or have #V 50#! #EMP Venator#! [GetTrait('lifestyle_hunter').GetName( GetNullCharacter )] [trait_level_track_xp|E], or the [GetCultureTradition('tradition_hunters').GetName] or [GetCultureTradition('tradition_ep2_avid_falconers').GetName] [tradition|E]" - clear_ground_legendary_watchtower_tt: "You must have completed a Mythical or Illustrious [legend|E] while having [GetDynastyPerk('ce1_heroic_legacy_5').GetName] [dynasty_perk|E]" - clear_ground_legendary_shrine_tt: "You must have completed a Mythical or Illustrious Holy [legend|E]" - clear_ground_legendary_statue_tt: "You must have completed a Mythical or Illustrious Heroic [legend|E]" - clear_ground_legendary_palace_tt: "You must have completed a Mythical or Illustrious Legitimizing [legend|E]" - can_build_legendary_shrine_tt: "Gain access to the [GetBuilding('legendary_shrine').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_statue_tt: "Gain access to the [GetBuilding('legendary_statue').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_palace_tt: "Gain access to the [GetBuilding('legendary_palace').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_watchtower_tt: "Gain access to the [GetBuilding('legendary_watchtower').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_hunting_lodge_tt: "Gain access to the [GetBuilding('legendary_hunting_lodge').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - CHOOSE_LEGENDARY_BUILDING: "Select Legendary Building" - clear_ground_for_legendary_building.toast: "The grounds are clear" - pick_legendary_barony_decision: "$clear_ground_for_legendary_building$" - pick_legendary_barony_decision_desc: "$clear_ground_for_legendary_building_desc$" - pick_legendary_barony_decision_tooltip: "$clear_ground_for_legendary_building_tooltip$" - pick_legendary_barony_decision_confirm: "Clear the grounds" - clear_ground_for_legendary_building_custom_tt: "You will now choose a held [barony|E] for your legendary [building|E]\n#weak It must be the capital of its [county|E], not be [leased|E], and not already have a [special_building|E] Slot#!" - PICK_LEGENDARY_BARONY_DECISION_LABEL: "Location:" - - isolate_family_decision: "Enter Seclusion" - isolate_family_decision_tooltip: "Make yourself and your [close_family|E] more resistant to [epidemics|E]" - isolate_family_decision_desc: "A great and deadly plague is on the horizon and though many will die, I cannot allow myself or my loved ones to be counted among the dead. We must retreat to the outskirts of the capital in seclusion, safe from the miasma of plague and disease." - isolate_family_decision_confirm: "$isolate_family_decision$" - unisolate_family_decision: "Emerge From Seclusion" - unisolate_family_decision_tooltip: "You and your [close_family_members|E] will stop isolating" - unisolate_family_decision_desc: "I cannot rule from afar any longer, it is imperative that I exit seclusion and return to my rightful place at the capital." - unisolate_family_decision_confirm: "$unisolate_family_decision$" - - isolate_family_disaster_decision: "Seek Shelter" - isolate_family_disaster_decision_tooltip: "Make yourself and your [close_family|E] more resistant to [disasters|E]" - isolate_family_disaster_decision_desc: "A great and deadly disaster is on the horizon and though many will die, I cannot allow myself or my loved ones to be counted among the dead. We must retreat to a safe location in seclusion to protect life and limb." - isolate_family_disaster_decision_confirm: "$isolate_family_disaster_decision$" - unisolate_family_disaster_decision: "Emerge From Shelter" - unisolate_family_disaster_decision_tooltip: "You and your [close_family_members|E] will leave the shelter's safety" - unisolate_family_disaster_decision_desc: "I cannot rule from afar any longer, it is imperative that I exit this shelter and return to my rightful seat." - unisolate_family_disaster_decision_confirm: "$unisolate_family_disaster_decision$" - - travelling_will_break_isolation_tt: "@warning_icon! #warning Choosing to [travel|E] at any point during your isolation will end your isolation#!" - ai_unisolate_cooldown_tt: "[GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'isolating_cooldown_var' ))] remaining until you can Isolate again" - you_are_at_your_capital_tt: "You must currently be inside your capital" - every_close_family_member_at_court: "Every [close_family_member|E] at [court|E]" - isolating_modifier: "Secluded" - isolating_modifier_desc: "This character is isolating themselves, preventing most methods of communication with the outside world and leaving themselves without power or influence.\n\n[infection_chance|E]: #P -75%#!\nRisk of dying from [disasters|E]: #P -75%#!" - epidemic_events.0100.t: "Isolation" - epidemic_events.0100.desc: "Carried far away from the stink of the capital's heart late at night, I and my family may remain distant from the people of the realm until such a time that it is right to emerge.\n\nCommunication will be limited, and my throne will feel empty, but we should remain safe from the death and decay beyond our four modest walls." - epidemic_events.0100.a: "Lock the door." - epidemic_events.0101.t: "Out of the Cage" - epidemic_events.0101.desc: "The sun feels unfamiliar and hostile on my skin, the wind feels cold and violating.\n\nWhen was the last time I took a breath of air as [ROOT.Char.GetFaith.HighGodName|U] made it?" - epidemic_events.0101.a: "How glad I am to be back!" - epidemic_events.0101.b: "Close the door! It's drafty!" - natural_disaster.0110.t: "Isolation" - natural_disaster.0110.desc: "Slipping away from the capital's heart late at night, I and my family may remain distant from the people of the realm in a more secure location until the natural order has restored itself.\n\nCommunication will be limited, and my throne will feel empty, but we should remain safe from nature's wrath." - natural_disaster.0110.a: "Lock the door." - natural_disaster.0111.t: "Out of the Cage" - natural_disaster.0111.desc: "The sun feels unfamiliar and hostile on my skin, the wind feels cold and violating.\n\nWhen was the last time I took a breath of air as [ROOT.Char.GetFaith.HighGodName|U] made it?" - natural_disaster.0111.a: "How glad I am to be back!" - SELECT_ACTION: "Select an action" - - restore_old_vasconia_decision: "Restore Old Vasconia" - restore_old_vasconia_decision_desc: "The Basque's ancient homelands have been pressed by foreign invaders for far too long, it is high time our claim to the lands of our forefathers was made clear to them." - restore_old_vasconia_decision_tooltip: "[GetTitleByKey('k_navarra').GetNameNoTier] becomes the Kingdom of Vasconia." - restore_old_vasconia_decision_effects_de_jure_tt: "If completely controlled, the [duchies|E] of [GetTitleByKey('d_gascogne').GetNameNoTier], [GetTitleByKey('d_armagnac').GetNameNoTier], [GetTitleByKey('d_languedoc').GetNameNoTier], [GetTitleByKey('d_barcelona').GetNameNoTier], [GetTitleByKey('d_aragon').GetNameNoTier], [GetTitleByKey('d_castilla').GetNameNoTier], and [GetTitleByKey('d_cantabria').GetNameNoTier] will each become [de_jure|E] Vasconia" - restore_old_vasconia_decision_confirm:0 "Our lands, returned!" - restore_old_vasconia_decision_navarra_tt: "You hold the [kingdom|E] of [GetTitleByKey('k_navarra').GetNameNoTier], or it does not exist" - restore_old_vasconia_decision_vasconia_tt: "[kingdom|E] of [GetTitleByKey('k_navarra').GetNameNoTier] is renamed #V Vasconia#!" - restore_old_vasconia_decision_vasconia_past_tt: "[kingdom|E] of Navarra is renamed #V Vasconia#!" - restore_old_vasconia_decision_superseded_tt: "Any held [de_jure|E] [kingdoms|E] made redundant by this will be destroyed" - restore_old_vasconia_decision_counties_tt: "At least 4 [realm|E] [counties|E] must have your [culture|E]" - restore_old_vasconia_decision_culture_tt: "Your [culture|E] must be $basque$, or a [divergent_culture|E] with the $heritage_iberian_name$ Heritage" - - recruit_court_position_decision: "Recruit for a Court Position" - recruit_court_position_decision_desc: "A well-functioning [ROOT.Char.Custom('RealmType')] requires the work of many hands. I shall dispatch my servants far and wide to find suitable candidates for the empty positions within my court." - recruit_court_position_decision_tooltip: "Search for a character to fill a [court_position|E] or other necessary role in your [court|E] for a fee\n\n#weak For example, you may hire a [GetCourtPositionType('court_physician_court_position').GetName]#!" - CHOOSE_CHARACTER_ROLE_DECISION_NEXT_STEP_BUTTON: "Choose Position Type" - recruit_court_position_decision_confirm: "Confirm" - find_wet_nurse_decision.tt: "There is no child at court that needs a $wet_nurse_court_position$" - recruit_court_physician_cooldown_tt: "Recruiting a [GetCourtPositionType('court_physician_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_physician_cooldown' ))]" - recruit_travel_leader_cooldown_tt: "Recruiting a [GetCourtPositionType('travel_leader_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_travel_leader_cooldown' ))]" - recruit_wet_nurse_cooldown_tt: "Recruiting a [GetCourtPositionType('wet_nurse_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_wet_nurse_cooldown' ))]" - recruit_charioteer_cooldown_tt: "Recruiting a [GetCourtPositionType('charioteer_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_charioteer_cooldown' ))]" - recruit_bookmaker_cooldown_tt: "Recruiting a [GetCourtPositionType('bookmaker_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_bookmaker_cooldown' ))]" - recruit_court_gardener_cooldown_tt: "Recruiting a [GetCourtPositionType('court_gardener_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_gardener_cooldown' ))]" - recruit_chief_eunuch_cooldown_tt: "Recruiting a [GetCourtPositionType('chief_eunuch_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_eunuch_cooldown' ))]" - recruit_linguist_self_cooldown_tt: "Recruiting a Linguist is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_linguist_self_cooldown' ))]" - recruit_linguist_liege_cooldown_tt: "Recruiting a Linguist is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_linguist_liege_cooldown' ))]" - recruit_court_astrologer_cooldown_tt: "Recruiting a [GetCourtPositionType('court_astrologer_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_astrologer_cooldown' ))]" - recruit_court_position_decision_tt: "You will receive two suitable candidates from which to choose for the selected [court_position|E]" - - recruit_siege_engineer_cooldown_tt: "Recruiting a [GetCourtPositionType('siege_engineer_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_siege_engineer_cooldown' ))]" - recruit_foreign_emissary_cooldown_tt: "Recruiting a [GetCourtPositionType('foreign_emissary_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'foreign_emissary_engineer_cooldown' ))]" - - recruit_court_brahmin_cooldown_tt: "Recruiting a [GetCourtPositionType('court_brahmin_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_brahmin_cooldown' ))]" - recruit_khlon_glan_cooldown_tt: "Recruiting a [GetCourtPositionType('khlon_glan_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_khlon_glan_cooldown' ))]" - - - write_muwashshah_poem_decision: "Write Muwashshah Poem" - write_muwashshah_poem_decision_desc: "With all the great minds I keep around me, writing a new poem in the popular Muwashshah style would be fairly simple. With so many eager to read my works, I have multiple options for its final resting place, too." - write_muwashshah_poem_decision_tooltip: "Pen a new poem to either sell for money, keep for yourself or distribute for free.\n\n$EFFECT_LIST_BULLET$Selling the poem will gain a sum of [gold_i][gold|E]\n$EFFECT_LIST_BULLET$Keeping the poem adds a modifier to the Double-Moon Tome [artifact|E]\n$EFFECT_LIST_BULLET$Distributing the poem will result in extra [prestige_i][prestige|E]" - sell_poem_decision: "Sell Poem" - sell_poem_decision_tooltip: "Sell the poem, bringing in [gold_i][gold|E]" - keep_poem_decision: "Keep Poem" - keep_poem_decision_tooltip: "Keep the poem, modifying your Double-Moon Tome [artifact|E]" - distribute_poem_decision: "Distribute Poem" - distribute_poem_decision_tooltip: "Distribute to the poem to the masses for free, gaining you [prestige_i][prestige|E]" - CHOOSE_POEM_DECISION_NEXT_STEP_BUTTON: "Choose Poem's Fate" - write_muwashshah_poem_decision_confirm: "Get to work" - - rebuke_roman_revanchism_sicily: "Rebuke Roman Revanchism for Sicily" - rebuke_roman_revanchism_sicily_desc: "What claim do these Easterners have to the fair lands of the southern peninsula? They have brought naught but ruin and incompetent bureaucracy to this place, and their ouster can surely only do good." - rebuke_roman_revanchism_sicily_tooltip: "Remove [GetTitleByKey('k_sicily').GetNameNoTier] from [GetTitleByKey('e_byzantium').GetDefinitiveName]" - rebuke_roman_revanchism_sicily_confirm: "Shatter the memory of Justinian!" - rebuke_roman_revanchism_sicily.tt.requirements.lower_tally: "You control at least [EmptyScope.ScriptValue('rebuke_roman_revanchism_sicily_requirements_no_ere_county_value')|V0] [counties|E] within [GetGeographicalRegion('custom_sicily').GetName]" - rebuke_roman_revanchism_sicily.tt.requirements.ere_booted: "[GetTitleByKey('e_byzantium').GetDefinitiveName] controls #V 0#! [counties|E] within [GetGeographicalRegion('custom_sicily').GetName]" - rebuke_roman_revanchism_sicily.tt.requirements.higher_tally: "You control at least [EmptyScope.ScriptValue('rebuke_roman_revanchism_sicily_requirements_some_ere_county_value')|V0] [counties|E] within [GetGeographicalRegion('custom_sicily').GetName]" - rebuke_roman_revanchism_sicily.tt.sicily_has_no_holder: "No [ruler|E] holds [GetTitleByKey('k_sicily').GetNameNoTier]" - rebuke_roman_revanchism_sicily.tt.requirements.ere_cant_be_revanchising: "Either [GetTitleByKey('e_byzantium').GetBaseNameNoTier] has not taken [GetDecisionWithKey('retake_eastern_provinces_decision').GetName] [decision|E] or it does not exist" - rebuke_roman_revanchism_sicily.tt.requirements.ere_not_in_italy: "[GetTitleByKey('e_byzantium').GetDefinitiveName] controls less than [EmptyScope.ScriptValue('rebuke_roman_revanchism_sicily_requirements_no_ere_in_italy_county_value')|V0] [counties|E] within [GetGeographicalRegion('world_europe_south_italy').GetName]" - rebuke_roman_revanchism_sicily.tt.effects.option.1: "If you reunite [GetTitleByKey('k_sicily').GetNameNoTier] with the north" - rebuke_roman_revanchism_sicily.tt.effects.option.2: "If you align [GetTitleByKey('k_sicily').GetNameNoTier] with its Mediterranean neighbors" - rebuke_roman_revanchism_sicily.tt.effects.option.3: "If you choose to annex [GetTitleByKey('k_sicily').GetNameNoTier]" - - roman_restoration.1211.t: "Justinian's Dream Undone" - roman_restoration.1211.desc.intro: "For hundreds of years, the Byzantines have clung to their last holdouts in the Italian Peninsula, sinking bloodied nails into the land and refusing to let go no matter how much we kick at them.\n\nNo more. Today, their control is finally loose enough to be torn free for good, and I shall ensure that all the world knows.\n\n" - roman_restoration.1211.desc.body.emperor_exists: "[emperor.GetTitledFirstNameNicknamed] can fume and rumble all [emperor.GetSheHe] likes — if [emperor.GetSheHe] can even be bothered to note a break-away province far from [emperor.GetHerHis] comfortable palace — but [emperor.GetSheHe] can do nothing to stop me." - roman_restoration.1211.desc.body.emperor_absent: "There is not even an emperor to protest my proclamation. Pathetic." - roman_restoration.1211.desc.outro: "\n\nThe only question is... where do I see fair [GetTitleByKey('k_sicily').GetNameNoTier] as belonging now?" - roman_restoration.1211.a: "We are tied forever to our northern brothers." - roman_restoration.1211.b: "Sicily's destiny lies, as it always has, across the sea." - roman_restoration.1211.c: "Why, with [ROOT.Char.GetPrimaryTitle.GetBaseNameNoTierNoTooltip] of course!" - - roman_restoration.1212.t: "$roman_restoration.1211.t$" - roman_restoration.1212.desc.intro: "After hundreds of years of dogged, determined resistance to barbarian hordes of one stripe or another despoiling the last vestiges of our ancient homeland, [taker.GetTitledFirstName] has finally succeeded where so many others have failed.\n\nThe cur has eliminated the last remnants of Roman control on the western peninsula," - roman_restoration.1212.desc.new_empire.italia: "instead aligning the territory strongly with [GetTitleByKey('e_italy').GetNameNoTier]." - roman_restoration.1212.desc.new_empire.maghreb: "bringing it into the African sphere along with the [GetTitleByKey('e_maghreb').GetNameNoTier]." - roman_restoration.1212.desc.new_empire.own: "absorbing the territory into [taker.GetHerHis] own realm of [taker.GetPrimaryTitle.GetBaseNameNoTier]." - roman_restoration.1212.desc.outro.territory_left: "\n\nThe scattered, scant few outposts we have left offer no real resistance to this travesty." - roman_restoration.1212.desc.outro.no_territory_left: "\n\nWith not so much as a single port in the south to our name, there is nothing we can do to resist this injustice." - roman_restoration.1212.a: "That presumptuous lout!" - - roman_restoration.1213.t: "$roman_restoration.1211.t$" - roman_restoration.1213.desc.intro: "Despite spilling an ocean of blood for their Italian territories through the centuries, [taker.GetTitledFirstNameNicknamed] has finally forced the Romans to admit that [GetTitleByKey('k_sicily').GetNameNoTier] is lost to them.\n\nInstead, the lands now look to" - roman_restoration.1213.desc.new_empire.italia: "the rest of the peninsula for succour." - roman_restoration.1213.desc.new_empire.maghreb: "their African neighbors across the ocean, viewing themselves a part of their ancient cousins across the [GetTitleByKey('e_maghreb').GetNameNoTier]." - roman_restoration.1213.desc.new_empire.own: "[taker.GetHerHis] own [taker.GetPrimaryTitle.GetBaseName] as the #EMP new#! empire." - roman_restoration.1213.desc.body.emperor_exists: "[emperor.GetTitledFirstName] protests about as much as can be expected for the loss of a lesser province, but no more than that." - roman_restoration.1213.desc.body.emperor_absent: "Without even an emperor to voice opposition, Roman Italy dies with a whimper." - roman_restoration.1213.desc.outro.territory_left: "\n\nThe few remaining holdouts of the empire left across the Adriatic now look more endangered than ever." - roman_restoration.1213.desc.outro.no_territory_left: "\n\nWithout so much as a single Roman city remaining in the lost lands, there is simply no one left to mourn the death of Justinian's dream." - roman_restoration.1213.a: "Good riddance!" - roman_restoration.1213.b: "What dark times we live in..." - - # BP3 - local_arbitration_decision: "Local Arbitration" - local_arbitration_decision_desc: "At times it is necessary to meet the local sheriffs and mayors to ensure every step of the hierarchy works as intended. The subjects are sure to appreciate the gesture." - local_arbitration_decision_tooltip: "You work on improving the [county|E] in your current location" - local_arbitration_decision_confirm: "Begin Arbitration" - inside_realm_trigger: "Must be inside your own [realm|E]" - local_arbitration_key: "[GetDecisionWithKey('local_arbitration_decision').GetName]" - local_arbitration_modifier_1: "Inspired Levies" - local_arbitration_modifier_1_desc: "After a local liege visited the province, there has been an increased interest in joining the army and protecting the realm." - local_arbitration_modifier_2: "Hampering Corruption" - local_arbitration_modifier_2_desc: "Particular effort has been taken to ensure that there's no local "extra tax" on the tax." - local_arbitration_modifier_3: "Investing in Development" - local_arbitration_modifier_3_desc: "Time and money has been invested into developing this province, both by the liege and several local landholders." - has_locations_to_map_tt: "Maps can only be made to visited locations that are:\n[points_of_interest|E]\nForeign [kingdom|E] [capital|E]\nIn your own [domain|E]\nAn own [vassal|E] [capital|E]" - draw_up_new_charts_decision: "Create Travel Itinerary" - draw_up_new_charts_decision_key: "[GetDecisionWithKey('draw_up_new_charts_decision').GetName]" - draw_up_new_charts_decision_desc: "The insights I have collected during my travels can be condensed into an itinerary, for others to follow and admire." - draw_up_new_charts_decision_tooltip: "You create an itinerary and a map over a traveled region." - draw_up_new_charts_artifact_tt: "This will produce an [artifact|E], effects will depend on choices you make related to the traveled region." - draw_up_new_charts_decision_confirm: "Draw up Itinerary" - - form_bosporan_kingdom_decision: "Restore the Bosporan Kingdom" - form_bosporan_kingdom_decision_confirm: "Restore Kingdom" - form_bosporan_kingdom_decision_desc: "We will once again be rulers of the Black Sea, capturing its wealth and becoming renowned far beyond our borders." - form_bosporan_kingdom_decision_tooltip: "Restore the borders of the former kingdom of Cimmerian Bosporus." - - bp3_bosporan_kingdom_modifier: "Rulers of the Black Sea" - bp3_bosporan_kingdom_modifier_desc: "This family has gained a significant presence in the Black Sea, and aims at taking control of all its wealth and riches.\n\n" - black_sea_coast_region: "Black Sea" - modifier_bosporan_kingdom_desc: "Increased for every [county|E]" - MODIFIER_DEFINITION_BOSPORAN_KINGDOM: "This modifier is increased for every held [county|E] in the [GetGeographicalRegion('black_sea_coast_region').GetName] [region|E]" - unlocks_black_sea_naval_conquest: "Unlocks the #emp County Expansion#! and #emp Naval County Expansion#! [casus_belli|E] in the [GetGeographicalRegion('black_sea_coast_region').GetName] [region|E] for the duration of the [house|E] [modifier|E]" - bp3_conqueror_black_sea_modifier: "Conqueror of the Black Sea" - bp3_conqueror_black_sea_modifier_desc: "The Black Sea is awaiting the return of its rightful king." - - merge_aquitaine_decision: "[GetTitleByKey('k_france').GetNameNoTierNoTooltip] as One" - merge_aquitaine_decision_alt: "[GetTitleByKey('k_aquitaine').GetNameNoTierNoTooltip] as One" - merge_aquitaine_decision_desc: "The people of [GetTitleByKey('k_france').GetNameNoTierNoTooltip] has been split for too long, squabbling over borders and land." - merge_aquitaine_decision_desc_aquitaine: "The people of [GetTitleByKey('k_aquitaine').GetNameNoTierNoTooltip] has been split for too long, squabbling over borders and land." - merge_aquitaine_decision_desc_outro: "From the Seine in the north to the Pyrenees in the south, they shall all answer to their one true [ROOT.Char.GetTitleAsNameNoTooltip] - #emp me#!." - merge_aquitaine_decision_tooltip: "Gather all the lands of [GetTitleByKey('k_france').GetNameNoTier] and [GetTitleByKey('k_aquitaine').GetNameNoTier] under one [title|E]" - - merge_aquitaine_vassal: "$BULLET$Every [de_jure|E] [vassal|E] in" - merge_aquitaine_decision_vassal_original: "$merge_aquitaine_vassal$ [GetTitleByKey('k_france').GetName]" - merge_aquitaine_decision_vassal_alt: "$merge_aquitaine_vassal$ [GetTitleByKey('k_aquitaine').GetName]" - - merge_aquitaine_opinion: "Gains #p 20#! [opinion|E] of #color_white you#! #weak (-1.20/year) ($rightful_king_opinion$)#!" - - merge_aquitaine_title: "$BULLET$Every [de_jure|E] [duchy|E] in" - merge_aquitaine_decision_tooltip_original: "$merge_aquitaine_title$ [GetTitleByKey('k_aquitaine').GetName]" - merge_aquitaine_decision_tooltip_alt: "$merge_aquitaine_title$ [GetTitleByKey('k_france').GetName]" - - merge_aquitaine_de_jure_title: "becomes [de_jure|E] [liege|E] of this [duchy|E]" - merge_aquitaine_decision_tooltip_2_original: "[GetTitleByKey('k_france').GetName] $merge_aquitaine_de_jure_title$" - merge_aquitaine_decision_tooltip_2_alt: "[GetTitleByKey('k_aquitaine').GetName] $merge_aquitaine_de_jure_title$" - merge_aquitaine_decision_confirm: "It is Time" - - merge_aquitane_culture: "$BULLET$Every non-[GetTitleByKey('k_aquitaine').GetHolder.GetCulture.GetName] [culture|E] in" - merge_aquitane_culture_tooltip_original: "$merge_aquitane_culture$ [GetTitleByKey('k_aquitaine').GetName]" - merge_aquitane_culture_tooltip_alt: "$merge_aquitane_culture$ [GetTitleByKey('k_france').GetName]" - merge_aquitaine_culture_tooltip: "The [cultural_acceptance|E] decreases by #n 25%#!" - - cultural_acceptance_merge_aquitaine: "Forcibly Put Under Liege" - - rightful_king_opinion: "Rightful Liege" - - major_decisions.3200.t: "[rightful_title.GetNameNoTierNoTooltip] as One" - major_decisions.3200.desc: "As the [rightful_liege.Custom('GetQueenKing')|l] of the thrones of [rightful_title.GetNameNoTier] and [destroyed_title.GetNameNoTier], [rightful_liege.GetTitledFirstName] has decided it is time to rule them both from [rightful_liege.GetCapitalLocation.GetTitle.GetNameNoTier].\n\nNo longer shall [rightful_liege.GetHerHis] vassals be seen as two people ruled by one [rightful_liege.Custom('GetQueenKing')|l], but rather as the people of one kingdom." - major_decisions.3200.a: "And so continues the rule of the [rightful_liege.GetCulture.GetNameNoTooltip] tyrant..." - major_decisions.3200.b: "For the betterment of all of [rightful_title.GetNameNoTierNoTooltip]." - - #MPO - mpo_pleasure_dome_decision: "Devise Pleasure Dome" - mpo_pleasure_dome_decision_tooltip: "Unlock a [special_building|E] Slot in one of your Baronies" - mpo_pleasure_dome_tt: "This will unlock a [special_building|E] Slot in one of your Baronies." - mpo_pleasure_dome_decision_desc: "With lands secured and home settled, my thoughts are naturally drawn to ponder what mark I might leave on this earth. What better than a palace of perfect splendor? Where lofty fountains flow with wine and the gardens rill in all their majesty." - mpo_pleasure_dome_decision_confirm: "This palace will carve my name in history!" - mpo_pleasure_dome_no_barony_tt: "You must hold a [barony|E] which is the capital of its [county|E], is not [leased|E], and does not already have a [special_building|E] Slot#!" - mpo_pleasure_dome_not_settled: "You must be settled" - mpo_pleasure_dome_slot_added.toast: "The decision is made" - mpo_add_pleasure_dome_effect_tt: "The selected [holding|E] gains the [GetBuilding('pleasure_dome').GetName] [special_building|E]" - mpo_pleasure_dome_barony_decision_tt_first: "#weak The holding must be the capital of its [county|E], not be [leased|E], not already have a [special_building|E] Slot, and be in the [the_great_steppe|E]#!\n@warning_icon! #weak #color_red You will not be able to change this location at a later time!#!" - mpo_pleasure_dome_barony_decision_tooltip: "Choose a barony for your [special_building|E]!" - mpo_pleasure_dome_decision_steppe_admin: "You have the [GetLaw('meritocratic_bureaucracy_2').GetName] or [GetLaw('meritocratic_bureaucracy_3').GetName] [law|E]" - - mpo_divination_decision: "Consult the Skies" - mpo_divination_decision_tooltip: "Dare to see the future" - mpo_divination_decision_desc: "Consult Tengri about what is most important for you — love, warfare or life." - mpo_divination_decision_confirm: "Cast the knucklebone." - mpo_divination_decision_tt: "You may gain [GetModifier( 'mpo_divination_love_modifier' ).GetNameWithTooltip], [GetModifier( 'mpo_divination_war_modifier' ).GetNameWithTooltip] or [GetModifier( 'mpo_divination_life_modifier' ).GetNameWithTooltip] for #high 5#! years." - mpo_divination_decision_tt_spiritual: "You may gain [GetModifier( 'mpo_divination_love_spiritual_modifier' ).GetNameWithTooltip], [GetModifier( 'mpo_divination_war_spiritual_modifier' ).GetNameWithTooltip] or [GetModifier( 'mpo_divination_life_spiritual_modifier' ).GetNameWithTooltip] for #high 5#! years." - court_astrologer_events.0001.t: "$mpo_divination_decision$" - court_astrologer_events.0001.desc: "My eyes follow [astrologer.GetFirstName] as [astrologer.GetSheHe] places two reeds on the ground, at some distance from each other. [astrologer.GetHerHis|U] lips barely seem to move as [astrologer.GetSheHe] recites incantations, watching the reeds advance to each other, touched by the wind.\n\nOne of them conquers the other — the weight it carries much heavier than its body. The sky has spoken." - court_astrologer_events.0001.a: "Speak to me of love." - court_astrologer_events.0001.a.success: "You will be surrounded by love" - court_astrologer_events.0001.a.success.tt: "You try not to shed a tear" - court_astrologer_events.0001.a.failure: "The sky remains silent" - court_astrologer_events.0001.b: "Speak to me of war." - court_astrologer_events.0001.b.success: "You will win every battle" - court_astrologer_events.0001.c: "Speak to me of life." - court_astrologer_events.0001.c.success: "You will have a prosperous life" - court_astrologer_events.0001.d: "It's not the right time." - mpo_divination_love_modifier: "Loved by Tengri" - mpo_divination_love_modifier_desc: "The skies augured a warm love for this character." - mpo_divination_war_modifier: "Warrior of Tengri" - mpo_divination_war_modifier_desc: "The skies augured a victorious battle for this character." - mpo_divination_life_modifier: "Blessed by Tengri" - mpo_divination_life_modifier_desc: "The skies augured a long life for this character." - - mpo_divination_love_spiritual_modifier: "$mpo_divination_love_modifier$" - mpo_divination_love_spiritual_modifier_desc: "$mpo_divination_love_modifier_desc$\n#weak This modifier is more powerful because of the Spiritual [ethos|E]#!" - mpo_divination_war_spiritual_modifier: "$mpo_divination_war_modifier$" - mpo_divination_war_spiritual_modifier_desc: "$mpo_divination_war_modifier_desc$\n#weak This modifier is more powerful because of the Spiritual [ethos|E]#!" - mpo_divination_life_spiritual_modifier: "$mpo_divination_life_modifier$" - mpo_divination_life_spiritual_modifier_desc: "$mpo_divination_life_modifier_desc$\n#weak This modifier is more powerful because of the Spiritual [ethos|E]#!" - - mpo_decision_fertility_dance: "Call for an Assembly" - mpo_decision_fertility_dance_tooltip: "Call upon your [GetCourtPositionType('court_astrologer_court_position').GetName()] to help you exploit [county_fertility|E]" - mpo_decision_fertility_dance_desc: "Oh, [ROOT.Char.GetFaith.FertilityGodName], bless our lands with your bounty. Let us remember the knowledge of our parents so our herd may prosper." - mpo_decision_fertility_dance_confirm: "Our flock will flourish!" - mpo_decision_fertility_dance_effects_tt: "Your [GetCourtPositionType('court_astrologer_court_position').GetName()] and others will gather to assess the pastureland of [fertility_county.GetName], granting bonuses to its [Concept('county_fertility', 'Fertility')|E]." - mpo_decision_fertility_dance_bonus_tt: "The results of the assembly depend on the [county_fertility|E] of [fertility_county.GetNameNoTier], your [learning|E] [skill|E] and the [learning|E] [skill|E] of your [GetCourtPositionType('court_astrologer_court_position').GetName()]" - - found_duchy_decision: "Found a New Duchy" - found_duchy_decision_desc: "I look at my neighbors, my peers, my so-called equals. I am greater than they are, and it is time for the world to recognize my worth. I will forge a realm so they can all bend the knee to my rightful rule." - found_duchy_decision_tooltip: "I will found a new [duchy|E] to rule the lands of [ROOT.Char.GetPrimaryTitle.GetNameNoTier]" - found_duchy_decision_confirm: "It is my right to rule" - create_new_duchy: "You create a [duchy|E] of [root_scope.GetPrimaryTitle.GetNameNoTierNoTooltip]" - create_custom_duchy_de_jure_changes: "[root_scope.GetPrimaryTitle.GetName]:\n$EFFECT_LIST_BULLET$ Becomes [de_jure|E] [county|E] of your new [duchy|E]" - - expand_duchy_decision: "Expand Duchy" - expand_duchy_decision_desc: "As my realm grows, it is only natural that the core lands of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] grows with it. " - expand_duchy_decision_tooltip: "It is time to expand the grasp of [ROOT.Char.GetPrimaryTitle.GetNameNoTier] to new lands" - expand_duchy_decision_confirm: "It is Time" - expand_duchy_less_than_4: "[duchy_title.GetName] has fewer than #color_white [root_scope_temporary.MakeScope.ScriptValue('expand_duchy_max_size_value')]#! [de_jure|E] [counties|E]" - expand_duchy_capital_tooltip: "[barony.GetProvince.GetCounty.GetName] is the [de_jure|E] [capital|E] of [root_scope_temporary.GetPrimaryTitle.GetName]" - - set_de_jure_capital_decision: "Relocate De Jure Capital" - set_de_jure_capital_decision_desc: "It is time to realize the importance of [ROOT.Char.GetCapitalLocation.GetCounty.GetName] in our realm. It is my home, and it should be paid proper respect far and wide." - set_de_jure_capital_decision_tooltip: "Make [ROOT.Char.GetCapitalLocation.GetCounty.GetName] the [de_jure_capital|E] of [ROOT.Char.GetPrimaryTitle.GetNameNoTier]" - set_de_jure_capital_decision_confirm: "Make it so" - set_de_jure_capital_duchy: "Duchy" - set_de_jure_capital_kingdom: "Kingdom" - set_de_jure_capital_empire: "Empire" - set_duchy_capital_tooltip: "" - set_kingdom_capital_tooltip: "" - set_empire_capital_tooltip: "" - SET_DE_JURE_CAPITAL_CHOOSE_TYPE: "Choose Title Tier" - - set_de_jure_not_de_jure_tooltip: "[current_capital.GetName] is a [de_jure|E] [county|E] of [current_de_jure.GetName]" - set_de_jure_capital_already_done_tooltip: "[current_capital.GetName] is not the [de_jure_capital|E] of [current_de_jure.GetName]" - set_de_jure_capital_hold_current_capital_tooltip: "Current [de_jure_capital|E] of [current_de_jure.GetName] #weak (#color_white [title_check.GetName]#!)#! is a part of the [realm|E]" - set_de_jure_capital_effect_tooltip: "[current_capital_scope.GetName] will be the new [de_jure_capital|E] of [current_de_jure_scope.GetName]" - set_de_jure_capital_warning: "$set_de_jure_capital_effect_tooltip$\n@warning_icon! #color_red Will destroy current [duchy_building|E]#!" - - sacrifice_bear_decision: "Sacrifice Bear" - sacrifice_bear_decision_desc: "As a way to send this spirit back to its ancestors, we should host a ritual where we sacrifice this bear and consume its meat." - sacrifice_bear_decision_tooltip: "Sacrifice a [GetModifier('hunt_captive_beast_modifier').GetNameWithTooltip] you have acquired from a [GetActivityType('activity_hunt').GetName]" - sacrifice_bear_decision_confirm: "Let us acquire its strength" - tgp_has_acquired_bear: "You have a [GetModifier('hunt_captive_beast_modifier').GetNameWithTooltip] from using the #V Corner#! method in a [GetActivityType('activity_hunt').GetName]" - - adopt_han_culture_decision: "Adopt Chinese Culture" - adopt_han_culture_decision_desc: "Our Intermingling with the ways of the Chinese haave allowed us to start adopting their cultural pillars at a rapid pace. Perhaps me and my family can properly convert to their culture." - adopt_han_culture_decision_tooltip: "We will embrace the Han [culture|e]" - adopt_han_culture_decision_confirm: "We shall grow the Chinese culture" - - invite_religious_exiles_decision: "Invite Religious Exiles" - invite_religious_exiles_decision_desc: "Throughout distant lands, exiled faithful wander in search of a place to call home, driven from their birthplaces by persecution.\n\nI could welcome these displaced communities into my realm and let their knowledge enrich the lands — though their arrival will bring their beliefs with them..." - invite_religious_exiles_decision_tooltip: "Invite religious exiles to settle in your [counties|E], increasing [development|E] but changing the [faith|E]." - CHOOSE_EXILES_DECISION_NEXT_STEP_BUTTON: "Invite Exiles" - invite_religious_exiles_decision_confirm: "$CHOOSE_EXILES_DECISION_NEXT_STEP_BUTTON$" - invite_all_exiles: "Welcome All" - invite_same_religion_exiles: "Welcome Same Religion" - invite_same_faith_exiles: "Welcome Same Faith" - invite_all_exiles_tooltip: "Invite exiles of any [faith|E]\n\n$invite_religious_exiles_decision_effect$" - invite_same_religion_exiles_tooltip: "Invite exiles of your [religion|E]\n\n$invite_religious_exiles_decision_effect$" - invite_same_faith_exiles_tooltip: "Invite exiles of your [faith|E]\n\nYou will be approached by a group of exiles, who will ask to settle in your [counties|E], increasing [development|E]." - invite_exiles_req: "There are no exiles of this type within range that you can invite" - invite_religious_exiles_decision_effect: "You will be approached by a group of exiles, who will ask to settle in your [counties|E], increasing [development|E] but changing the [faith|E]." - invite_exiles_anyone_req: "There are no exiles in range to invite" - invite_exiles_same_faith_county_req: "You do not have a [county|E] of your [faith|E]" - #TGP - - CHOOSE_CONFUCIAN_FAITH_TO_CONVERT_TO: "Adopt a Confucian Faith" - convert_to_confucianism: "Adopt Confucianism" - convert_to_confucianism_desc: "To see what is right and not do it is want of courage or of principle.\nAs a true [ROOT.Char.GetCulture.GetName] scholar gentleman I must adopt the ideals and rituals of [GetReligionByKey('confucianism_religion').GetName] in my personal life!" - convert_to_jingxue: "[GetFaithByKey('jingxue').GetName]" - convert_to_daoxue: "[GetFaithByKey('daoxue').GetName]" - jingxue_tooltip: "Adopt [GetFaithByKey('jingxue').GetName] as your personal [faith|E]" - daoxue_tooltip: "Adopt [GetFaithByKey('daoxue').GetName] as your personal [faith|E]" - convert_to_jingxue_via_tradition_desc: "Convert to the [GetFaithByKey('jingxue').GetName] faith." - convert_to_daoxue_via_tradition_desc: "Convert to the [GetFaithByKey('daoxue').GetName] faith." - convert_to_confucianism_confirm: "Convert" - convert_to_confucianism_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetReligionByKey('confucianism_religion').GetName]" - - CHOOSE_TAOIST_FAITH_TO_CONVERT_TO: "Adopt a Taoist Faith" - convert_to_taoism: "Adopt Taoism" - convert_to_taoism_desc: "We have strayed too far from the roots of our ancestors. We must seek the harmony of the Tao, letting the principles of [GetReligionByKey('taoism_religion').GetName] guide every step in our journey is the only way forward." - convert_to_zhengyi: "[GetFaithByKey('zhengyi').GetName]" - convert_to_shangqing: "[GetFaithByKey('shangqing').GetName]" - convert_to_quanzhen: "[GetFaithByKey('quanzhen').GetName]" - zhengyi_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetFaithByKey('zhengyi').GetName]" - shangqing_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetFaithByKey('shangqing').GetName]" - quanzhen_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetFaithByKey('quanzhen').GetName]" - convert_to_zhengyi_via_decision_desc: "Convert to the [GetFaithByKey('zhengyi').GetName] faith." - convert_to_shangqing_via_decision_desc: "Convert to the [GetFaithByKey('shangqing').GetName] faith." - convert_to_quanzhen_via_decision_desc: "Convert to the [GetFaithByKey('quanzhen').GetName] faith." - convert_to_taoism_confirm: "Convert" - convert_to_taoism_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetReligionByKey('taoism_religion').GetName]" - - #Dai Viet - form_dai_viet_empire_decision: "Found the Viet Empire" - form_dai_viet_empire_decision_desc: "One day, the northerners will tremble before the noble people they once dismissed as reliant bandits. I vow to unite them under a single banner." - form_dai_viet_empire_decision_tooltip: "Dai Viet becomes a [de_jure|E] [empire|E]" - form_dai_viet_empire_decision_effects_de_jure_tt_a: "If held, the following [kingdoms|E] will become [de_jure|E] part of [vietnamese_dai_viet_empire.GetName]:\n[vietnamese_viet.GetName], [vietnamese_champa.GetName]" - form_dai_viet_empire_decision_effects_de_jure_tt_b: "If held, the following [duchies|E] will become [de_jure|E] part of [vietnamese_viet.GetName]:\n[vietnamese_d_hai_dong.GetNameNoTier], [vietnamese_d_lam_tay.GetNameNoTier], [vietnamese_d_nghe_an.GetNameNoTier], [vietnamese_hai_dong.GetNameNoTier]" - form_dai_viet_empire_decision_effects_de_jure_tt_c: "If held, the following [duchies|E] will become [de_jure|E] part of [vietnamese_champa.GetName]:\n[vietnamese_d_indrapura.GetNameNoTier], [vietnamese_d_vijaya.GetNameNoTier], [vietnamese_d_baigaur.GetNameNoTier]" - form_dai_viet_empire_decision_confirm: "I am the Southern Emperor!" - dai_viet_empire_house_modifier: "Binders of the Southern Realm" - - tgp_divine_reincarnation_decision: "Divine Reincarnation" - tgp_divine_reincarnation_decision_desc: "The breath of life leaves one body to enter the next one.\n\nA child remembers something they should not know. Memories, clear as rivers, flow endlessly in their mind." - tgp_divine_reincarnation_decision_tooltip: "Bestow the [GetTrait('reincarnation').GetName( GetNullCharacter )] [trait|E] on a [child|E]" - tgp_divine_reincarnation_decision_primary_heir_name: "Primary Heir" - primary_heir_tooltip: "Choose your [primary_heir|E]" - tgp_divine_reincarnation_decision_favorite_child_name: "Favorite Child" - favorite_child_tooltip: "Choose your [favorite_child|E]" - tgp_divine_reincarnation_decision_confirm: "An ancestor returns!" - tgp_divine_reincarnation_decision_primary_heir_tt: "Your [primary_heir|E] must:$tgp_divine_reincarnation_decision_requirements_tt$" - tgp_divine_reincarnation_decision_favorite_child_tt: "Your [favorite_child|E] must:$tgp_divine_reincarnation_decision_requirements_tt$" - tgp_divine_reincarnation_decision_requirements_tt: "\n$BULLET_WITH_TAB$Be a [child|E]\n$BULLET_WITH_TAB$Be of your [faith|E]\n$BULLET_WITH_TAB$Cannot have the [GetTrait('reincarnation').GetName( GetNullCharacter )] [trait|E]\n$BULLET_WITH_TAB$Have a same-gendered dead grandparent or great grandparent" - tgp_divine_reincarnation_decision_favorite_child_valid_tt: "Is your [favorite_child|E]" - tgp_divine_reincarnation_decision_primary_heir_valid_tt: "Is your [primary_heir|E]" - tgp_divine_reincarnation_decision_valid_child_tt: "You need to have a [child|E] that:\n$BULLET_WITH_TAB$Has the same [faith|E] as you\n$BULLET_WITH_TAB$Does not have the [GetTrait('reincarnation').GetName( GetNullCharacter )] [trait|E]\n$BULLET_WITH_TAB$Is either your [primary_heir|E] or [favorite_child|E]\n$BULLET_WITH_TAB$Has a same-gendered dead grandparent or great grandparent" - - tgp_decision_events.0200.t: "The Spirit of [house.GetNameNoTooltip]" - tgp_decision_events.0200.desc: ""[ROOT.Char.GetMotherFather|U]." My [ROOT.Char.Custom2( 'RelationToMeShort', target_child )] [target_child.GetFirstName] tugs at my shirt with a somber expression.\n\n"I have had another dream. The [target_child.GetFaith.DevoteeNeuterPlural] say it's because my body is young, but my mind is old. I dream and dream and I wake up screaming. I'm scared, [ROOT.Char.GetMotherFather]. Do you know who I am?"" - tgp_decision_events.0200.a: "[target_child.GetSheHe|U] is back!" - tgp_decision_events.0200.b: ""You are your own person."" - - #Majapahit - form_majapahit_empire_decision: "Found the Majapahit Empire" - form_majapahit_empire_decision_desc: "Sprung from the isle of Java, my people, with differing secrets in their hearts will chant poems of unity in diversity—being in pieces, yet one in purpose." - form_majapahit_empire_decision_tooltip: "Majapahit Empire becomes a [de_jure|E] [empire|E]" - form_majapahit_empire_decision_effects_de_jure_tt_a: "If held, [javanese_yavakadvipa.GetNameNoTier] will become [de_jure|E] part of [javanese_majapahit_empire.GetName]" - form_majapahit_empire_decision_effects_de_jure_tt_b: "If held, [javanese_palembang.GetNameNoTier] will become [de_jure|E] part of [javanese_yavakadvipa.GetNameNoTier]" - form_majapahit_empire_decision_effects_de_jure_tt_c: "If held, [javanese_madura.GetNameNoTier] will become [de_jure|E] part of [javanese_mataram.GetNameNoTier]" - form_majapahit_empire_decision_requirement_1_tt: "You, your [vassals|E] or [tributaries|E] hold the [GetTitleByKey('d_SUM_palembang').GetName] [title|E]" - form_majapahit_empire_decision_requirement_2_tt: "You, your [vassals|E] or [tributaries|E] hold the [GetTitleByKey('d_JAV_taruma').GetName] [title|E]" - form_majapahit_empire_decision_requirement_3_tt: "You, your [vassals|E] or [tributaries|E] hold the [GetTitleByKey('d_JAV_mataram').GetName] [title|E]" - form_majapahit_empire_decision_requirement_4_tt: "You, your [vassals|E] or [tributaries|E] hold the [GetTitleByKey('c_JAV_madura').GetName] [title|E]" - form_majapahit_empire_decision_confirm: "Until the stars bend, we shall be united" - majapahit_empire_founding_modifier: "Guiding Stars of Java" - majapahit_empire_knight_modifier: "Blessing of Merapi" - majapahit_empire_build_discount_modifier: "Blessing of Dewi Sri" - - #Ryukyu (Ruucuu) - form_ryukyu_empire_decision: "Found a Ryukyuan Empire" - form_ryukyu_empire_decision_desc: "I will bring the Ryukyuan clans together and put an end to their pointless quarrels. By focusing on a brighter future together, we will become an influential and respected power; a force to be reckoned with." - form_ryukyu_empire_decision_tooltip: "Ruucuu becomes a [de_jure|E] [empire|E]" - form_ryukyu_empire_decision_effects_de_jure_tt_a: "If held, [ryukyuan_ruucuu_kingdom.GetName] will become [de_jure|E] part of [ryukyuan_ruucuu_empire.GetName]" - form_ryukyu_empire_decision_effects_de_jure_tt_b: "If held, [ryukyuan_ruucuu_duchy.GetName] will become [de_jure|E] part of [ryukyuan_ruucuu_kingdom.GetName]" - form_ryukyu_empire_decision_confirm: "For the Three Mountains!" - ryukyu_empire_founding_province_modifier: "United Clans" - ryukyu_empire_founding_province_modifier_desc: "By the uniting power of the their mighty ruler, all Ryukyuan clans have come together to pursue common ambitions." - - #Siam - form_siam_kingdom_decision: "Found the Siam Kingdom" - form_siam_kingdom_decision_desc: "After centuries of wandering, I believe my people have finally found a place to call their own, standing strong between the tribes of land and sea. They only need a trusted ruler to help them reach their potential." - form_siam_kingdom_decision_tooltip: "Siam becomes a [de_jure|E] [kingdom|E]" - form_siam_kingdom_decision_effects_de_jure_tt_a: "If held, [sukhotai_duchy.GetNameNoTier] and [muang_sua_duchy.GetNameNoTier] will become [de_jure|E] part of [siam_kingdom.GetName]" - form_siam_kingdom_decision_requirement_1_tt: "You or your [vassals|E] hold the [GetTitleByKey('d_muang_sua').GetName] [title|E]" - form_siam_kingdom_decision_requirement_2_tt: "You or your [vassals|E] hold the [GetTitleByKey('d_sukhothai').GetName] [title|E]" - form_siam_kingdom_decision_confirm: "For the land of the free!" - - create_dar_al_islam_decision: "Establish the Dar al-Islam" - create_dar_al_islam_decision_desc: "Islam has long been a divided and fractured religion. Ever since the death of the great prophet, [GetScriptedCharacterByHistoryID( '33922' ).GetFirstName], war and conflict have often reigned supreme when discontent spread among us. The time has come to unify all Islamic denominations under a common leadership. #EMP Mine#!." - create_dar_al_islam_decision_tt: "Establish [GetTitleByKey('h_dar_al_islam').GetName] as your [primary_title|E]" - create_dar_al_islam_decision_confirm: "$create_dar_al_islam_decision$" - - realm_controls_enough_islamic_counties_desc: "You control [EmptyScope.ScriptValue('dar_al_islam_religion_county_control_value')|V0%] of all [GetReligionByKey('islam_religion').GetAdjective] [counties|E]: [root_scope.MakeScope.ScriptValue('islam_required_county_number_value')|V0] #weak ([root_scope.MakeScope.ScriptValue('islam_controlled_county_number_value')|V0])#!" - - dar_al_islam_subjugation_expanded_desc: "The [house_heads|E] of your [house|E] gain permanent access to the #V Subjugation#! [casus_belli|E] against #EMP all#! [GetReligionByKey('islam_religion').GetAdjective] branches #weak ([GetFaithDoctrine('muhammad_succession_sunni_doctrine').GetBaseName], [GetFaithDoctrine('muhammad_succession_shia_doctrine').GetBaseName], [GetFaithDoctrine('muhammad_succession_muhakkima_doctrine').GetBaseName], and [GetFaithDoctrine('muhammad_succession_zandaqa_doctrine').GetBaseName])#!" - dar_al_islam_become_head_of_faith_desc: "You become the [head_of_faith|E] of all [GetReligionByKey('islam_religion').GetAdjective] [faiths|E] that does not consider [new_hegemon.GetFaith.GetName] [faith_hostile|E] or [faith_evil|E]" - dar_al_islam_muslim_conversion_desc: "[GetReligionByKey('islam_religion').GetAdherentNamePlural] are more likely to accept conversion" - dar_al_islam_faction_desc: "[GetReligionByKey('islam_religion').GetAdherentName] [vassals|E] #bold cannot#! create or join [dissolution_factions|E] against the [ruler|E] of [GetTitleByKey('h_dar_al_islam').GetName]" - dar_al_islam_faction_block_desc: "As a [GetReligionByKey('islam_religion').GetAdherentName] you are unable to create or join this [faction|E] against the [ruler|E] of [GetTitleByKey('h_dar_al_islam').GetName]" - ASK_FOR_CONVERSION_ACTOR_DAR_AL_ISLAM: "[actor.GetShortUIName|U] [CharHaveHas(actor)] the [GetTitleByKey('h_dar_al_islam').GetNameNoTier] [title|E] and [recipient.GetShortUIName|U] is a [GetReligionByKey('islam_religion').GetAdherentName]: $VALUE|=+0$" diff --git a/localization/english/replace/dlc_fp1_regiment_l_english.yml b/localization/english/replace/dlc_fp1_regiment_l_english.yml deleted file mode 100644 index 6d529700d..000000000 --- a/localization/english/replace/dlc_fp1_regiment_l_english.yml +++ /dev/null @@ -1,12 +0,0 @@ -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.#!" diff --git a/localization/english/replace/extra_mottos_l_english.yml b/localization/english/replace/extra_mottos_l_english.yml deleted file mode 100644 index 50d7c6752..000000000 --- a/localization/english/replace/extra_mottos_l_english.yml +++ /dev/null @@ -1,22 +0,0 @@ -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" \ No newline at end of file diff --git a/localization/english/replace/factions_l_english.yml b/localization/english/replace/factions_l_english.yml deleted file mode 100644 index 876fc9621..000000000 --- a/localization/english/replace/factions_l_english.yml +++ /dev/null @@ -1,470 +0,0 @@ -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: $VALUE|+0=$" diff --git a/localization/english/replace/game_concepts_l_english.yml b/localization/english/replace/game_concepts_l_english.yml deleted file mode 100644 index 3f1320be3..000000000 --- a/localization/english/replace/game_concepts_l_english.yml +++ /dev/null @@ -1,2716 +0,0 @@ -l_english: - test_text_to_use_explanation:0 "The word [primary_title|E] is a game concept." - game_concept_vassal:0 "Vassal" - game_concept_vassals:0 "Vassals" - game_concept_vassalage:0 "Vassalage" - game_concept_vassal_possessive:0 "Vassal's" - game_concept_vassals_possessive:0 "Vassals'" - game_concept_direct_vassal:0 "Direct Vassal" - game_concept_direct_vassals:0 "Direct Vassals" - game_concept_direct_vassal_desc:0 "Your $game_concept_direct_vassals$ are the [vassals|E] that serve under you personally. Vassals-of-vassals are #emphasis not#! included." - game_concept_vassalize:0 "Vassalize" - game_concept_vassalization:0 "Vassalization" - game_concept_vassal_desc:1 "A $game_concept_vassal$ is a [ruler|E] who has sworn fealty to another ruler — their [liege|E].\n\nThe $game_concept_vassal$ provides their liege with [levies|E] and [taxes|E] — their [obligations|E] — in exchange for protection.\n\nIf a $game_concept_vassal$'s [opinion|E] of their liege is low, they may join [factions|E], or [scheme|E] to replace their liege with someone else." - game_concept_ruler:0 "Ruler" - game_concept_rulers:0 "Rulers" - game_concept_rulerpossessive:0 "Ruler's" - game_concept_ruler_desc:1 "A $game_concept_ruler$ is a [character|E] who holds at least one [title|E]." - game_concept_title:0 "Title" - game_concept_title_i: "@titles_icon!" - game_concept_titles:0 "Titles" - game_concept_titlepossessive:0 "Title's" - game_concept_title_desc:1 "A $game_concept_title$ is essentially a certificate of land ownership.\n\nThe smallest unit of land on the map is the [barony|E]. Baronies are organized into larger areas called [counties|E]. Counties [de_jure|E] belong to a [duchy|E], duchies to a [kingdom|E], and Kingdoms to an [empire|E].\n\nDuchies, Kingdoms and Empires do not always have a [holder|E], but are Titles that can be [created|E] by a ruler who controls enough of the corresponding territory." - game_concept_holder:0 "Holder" - game_concept_holders:0 "Holders" - game_concept_holder_possessive:0 "Holder's" - game_concept_holders_possessive:0 "Holders'" - game_concept_hold:0 "Hold" - game_concept_holder_desc:1 "A [title|E]'s $game_concept_holder$ is the character who owns the title. [barony|E] and [county|E] titles will always have $game_concept_holders$ once settled, whereas [duchy|E], [kingdom|E] and [empire|E] titles might not have been created yet. As a further caveat, the $game_concept_holder$ of a high-level Title might not actually control any territory within the Title's [de_jure|E] area.\n\nHolding higher-tier Titles allows you to have higher-tier [vassals|E]. For example, Dukes can have Counts as Vassals, and Kings can have Dukes." - game_concept_de_jure:0 "De Jure" - game_concept_de_jure_desc:1 "Most [titles|E] of are considered part of a higher-Tier Title $game_concept_de_jure$ ('by law').\n\nFor example, a [ruler|E] may be [king|E] of England, but their [realm|E] does not yet contain all the lands that are legally considered to be part of England.\n\nThe [holder|E] of a [duchy|E], [kingdom|E], or [empire|E] always has a [casus_belli|E] to seize control of its $game_concept_de_jure$ constituent titles.\n\n[vassals|E] will also decide who their [rightful_liege|E] is based on what Title their [primary_title|E] is De Jure a part of." - game_concept_de_jure_drift:0 "De Jure Drift" - game_concept_de_jure_drift_drifted:0 "Drifted" - game_concept_de_jure_drift_drift:0 "Drift" - game_concept_de_jure_drifting: "De Jure Drifting" - game_concept_de_jure_drift_desc:1 "$game_concept_de_jure_drift_desc_part_1$\n\n$game_concept_de_jure_drift_desc_part_2$" - game_concept_de_jure_drift_desc_part_1:0 "A slow process by which a [title|E]'s [de_jure|E] [liege|E] can change. It occurs naturally when a [duchy|E] or [kingdom|E] is completely controlled by a [ruler|E] who does not hold the territory's de jure liege title.\n\nThis process can be sped up by assigning your [chancellor|E] to the appropriate [councillor_task|E] #weak ($task_integrate_title$)#!. Duchies can only $game_concept_de_jure_drift$ into Kingdoms, and Kingdoms can only Drift into [empires|E].\n\nLetting titles De Jure Drift into your [primary_title|E] is a good way to get rid of the [rightful_liege|E] penalty." - game_concept_de_jure_drift_desc_part_2:0 "#weak Example: The Duchy of $d_northumberland$ is de jure part of $k_england$, but the territory of the duchy is entirely within $k_scotland$. Since the King of $k_scotland$ does not also hold $k_england$, the duchy will start to $game_concept_de_jure_drift$ toward becoming a part of $k_scotland$.#!" - game_concept_primary_title:0 "Primary Title" - game_concept_primary_titles:0 "Primary Titles" - game_concept_primary_title_desc:0 "A [rulerpossessive|E] $game_concept_primary_title$ is their highest-ranked [title|E] that they identify most closely with, determining their Coat of Arms and the name of their [realm|E].\n\nIf you control multiple titles of the same tier, you can choose which one should be your $game_concept_primary_title$." - game_concept_recently_acquired_holding:0 "Recently Acquired Holding" - game_concept_recently_acquired_holdings:0 "Recently Acquired Holdings" - game_concept_recently_acquired_holding_desc:0 "[holdings|E] acquired in the last year that put a ruler above their [domain_limit|E] do not cause penalties to their other holdings, but also provide no [taxes|E] or [levies|E]." - game_concept_domain_size:0 "Domain Size" - game_concept_domain_size_desc:0 "A character's $game_concept_domain_size$ reflects how many [barony|E] and [county|E] [titles|E] they personally hold." - game_concept_levies:0 "Levies" - game_concept_levy:0 "Levy" - game_concept_levies_desc:2 "The bulk of most [armies|E] is made up of $game_concept_levies$.\n\nEach [holding|E] provides a set number of $game_concept_levies$ to their [holder|E]. [vassals|E] in turn provide a part of their $game_concept_levies$ to their [liege|E].\n\n$game_concept_levies$ are made up of mostly poorly-armed fighters #weak (peasant militias, ruffians, local sellswords, destitute nobles, minor landowners, etc.)#! and are considered their own unit type.\n\nA $game_concept_levy$ has [GetDefine('NCombat', 'LEVY_ATTACK')|0] [damage|E] and [GetDefine('NCombat', 'LEVY_TOUGHNESS')|0] [toughness|E]. The other type of [soldiers|E] in the game are [men_at_arms|E] — expensive trained professionals." - game_concept_vassal_obligations:0 "Vassal Obligations" - game_concept_obligations:1 "Obligations" - game_concept_obligation:0 "Obligation" - game_concept_vassal_obligations_desc:4 "$game_concept_vassal_obligations$ define how much [tax|E] and how many [levies|E] a [vassal|E] provides to their [liege|E]. A Vassal's [government_form|E] determines how their $game_concept_obligations$ are modified.\n\n#weak For example, [GetGovernment('feudal_government').GetName] and [GetGovernment('clan_government').GetName] [vassals|E] $game_concept_obligations$ depend on their [vassal_contract|E], while [GetGovernment('administrative_government').GetName] Vassal's depend on their [province_administration|E]." - game_concept_contract:0 "Contract" - game_concept_crown_authority:0 "Ruler Authority" - game_concept_crown_authority_desc:1 "$game_concept_crown_authority$ represents the general power that a [ruler|E] wields over their [vassals|E].\n\nThere are four levels of $game_concept_crown_authority$; [autonomous_vassals|E], [limited|E], [high|E], and [absolute|E]. Increasing $game_concept_crown_authority$ costs an amount of [prestige|E] depending on the level and the ruler's [learning_skill|E].\n\n#weak Vassals dislike higher levels of $game_concept_crown_authority$, and lowering it is the primary goal of [Concept( 'liberty_faction', 'Liberty Factions' )|E].#!" - game_concept_autonomous_vassals:0 "Autonomous Vassals" - game_concept_autonomous_vassals_crown_authority:0 "Autonomous Vassals Ruler Authority" - game_concept_autonomous_vassals_crown_authority_desc:0 "'$game_concept_autonomous_vassals$' is the lowest level of [crown_authority|E]. At this level, [vassals|E] have no [opinion|E] penalty toward their [liege|E], and the liege only has basic power over them." - game_concept_limited:0 "Limited" - game_concept_limited_crown_authority:0 "Limited Ruler Authority" - game_concept_limited_crown_authority_desc:1 "'$game_concept_limited_crown_authority$' is the second to lowest level of [crown_authority|E]. [vassals|E] have a #N -10#! [opinion|E] penalty toward their [liege|E], and the liege may [revoke|E] [titles|E] and [retract|E] a vassal's vassals. The [ruler|E] can change between available Partition [succession_laws|E]." - game_concept_high:0 "High" - game_concept_high_crown_authority:0 "High Ruler Authority" - game_concept_high_crown_authority_desc:2 "$game_concept_high_crown_authority$ is the second to highest level. [vassals|E] have a #N -20#! [opinion|E] penalty toward their [liege|E].\n\nAt this level — in addition to the powers the liege gets at [limited_crown_authority|E] — vassals under the same liege can no longer wage war against each other, the ruler can change between all available [succession_laws|E], and vassals' [titles|E] cannot be inherited by rulers outside the liege's [realm|E].\n\nLastly, refusing title [revocation|E] or vassal [retraction|E] is considered a [crime|E] even if the liege lacks sufficient justification." - game_concept_absolute:0 "Absolute" - game_concept_absolute_crown_authority:0 "Absolute Ruler Authority" - game_concept_absolute_crown_authority_desc:2 "$game_concept_absolute_crown_authority$ is the highest level of [crown_authority|E]. [vassals|E] have a #N -30#! [opinion|E] penalty toward their [liege|E].\n\nAt this level — in addition to the effects of [high|E] and [limited|E] Ruler Authority — the ruler can pick a [designated_heir|E] at a [prestige|E] cost.\n\nFurthermore, vassals cannot declare war even against foreign rulers." - game_concept_tribal_authority:0 "Tribal Authority" - game_concept_tribal_authority_desc:2 "$game_concept_tribal_authority$ represents the general influence that a [tribal|E] [ruler|E] wields over their [vassals|E]. Compared to [crown_authority|E], it offers fewer powers and at later levels.\n\nThere are four levels of $game_concept_tribal_authority$: [disparate_tribes|E], [limited_tribal|E], [high_tribal|E], and [absolute_tribal|E]. Increasing $game_concept_tribal_authority$ costs an amount of [prestige|E] depending on the level and the ruler's [learning_skill|E], but is generally more expensive than increasing ruler authority.\n\n#weak Vassals dislike higher levels of $game_concept_tribal_authority$, and lowering it is the primary goal of any [liberty_faction|E].#!" - game_concept_disparate_tribes:0 "Disparate Tribes" - game_concept_disparate_tribes_tribal_authority:0 "Disparate Tribes Tribal Authority" - game_concept_disparate_tribes_tribal_authority_desc:0 "$game_concept_disparate_tribes$ is the lowest level of [tribal_authority|E]. At this level, [vassals|E] have no [opinion|E] penalty towards their [liege|E], and the liege lacks any power over them other than the ability to demand [levies|E] and [taxes|E]." - game_concept_limited_tribal:0 "Limited" - game_concept_limited_tribal_authority:0 "Limited Tribal Authority" - game_concept_limited_tribal_authority_desc:0 "$game_concept_limited_tribal_authority$ is the second-lowest level of [tribal_authority|E]. [vassals|E] have a #N -10#! [opinion|E] penalty towards their [liege|E], and the liege may now [imprison|E] [characters|E] in their [realm|E]." - game_concept_high_tribal:0 "High" - game_concept_high_tribal_authority:0 "High Tribal Authority" - game_concept_high_tribal_authority_desc:0 "$game_concept_high_tribal_authority$ is the second-highest level of [tribal_authority|E]. [vassals|E] have a #N -20#! [opinion|E] penalty toward their [liege|E].\n\nAt this level, as well as the ability to [imprison|E] [characters|E], the liege may [revoke|E] [titles|E] and [retract|E] a vassal's vassals." - game_concept_absolute_tribal:0 "Absolute" - game_concept_absolute_tribal_authority:0 "Absolute Tribal Authority" - game_concept_absolute_tribal_authority_desc:0 "$game_concept_absolute_tribal_authority$ is the highest level of [tribal_authority|E]. [vassals|E] have a #N -30#! [opinion|E] penalty towards their [liege|E].\n\nAt this level, in addition to the effects of [limited_tribal|E] and [high_tribal_authority|E], rulers can now settle and become [feudal|E].\n\nUnreformed [tribal|E] [GetReligionFamily('rf_pagan').GetName] rulers require this law to reform their [faith|E]." - game_concept_powerful_vassal:0 "Powerful Vassal" - game_concept_powerful_vassal_powerful:0 "Powerful" - game_concept_powerful_vassals:0 "Powerful Vassals" - game_concept_powerful_vassal_possessive:0 "Powerful Vassal's" - game_concept_powerful_vassal_desc:1 "'$game_concept_powerful_vassals$' are the handful of [vassals|E] with the most [soldiers|E] and highest [income|E]. You need to pay careful attention to these vassals, because they expect to hold a seat on your [council|E] and will have significantly lower [opinion|E] of you if they do not.\n\nChanging a [succession_law|E] requires all $game_concept_powerful_vassals$ to either have a positive [opinion|E] of you, be [cowed|E] by you, or be [imprisoned|E]." - game_concept_realm_law:0 "Realm Law" - game_concept_realm_law_desc:0 "Laws that are applied to this character's realm, such as the level of [crown_authority|E] or [tribal_authority|E]." - game_concept_title_law:0 "Title Law" - game_concept_title_laws:0 "Title Laws" - game_concept_title_law_desc:1 "[titles|E] can be given a [title_specific_succession|E] Law that is specific to that Title. This Law will dictate different rules for succession than other titles held by the same character." - game_concept_strong_vassal:0 "Strong Vassal" - game_concept_strong_vassals:0 "Strong Vassals" - game_concept_strong_vassal_desc:0 "A $game_concept_strong_vassal$ is a [vassal|E] who approaches or exceeds their [liege|E] in power, incurring an [opinion|E] penalty. #weak They see their liege as weak and ill-suited to rule the realm.#!" - game_concept_domain_limit:0 "Domain Limit" - game_concept_domain_limit_desc:0 "The $game_concept_domain_limit$ determines how many [holdings|E] you can legally have in your [domain|E]. The $game_concept_domain_limit$ is affected by many things, such as your [stewardship_skill|E], [succession_law|E] and the tier of your [primary_title|E].\n\nAlthough you can go above your $game_concept_domain_limit$, doing so will lower your [income|E] and [vassal|E] [opinions|E]." - game_concept_vassal_limit:0 "Vassal Limit" - game_concept_vassal_limit_desc:2 "The $game_concept_vassal_limit$ determines how many [direct_vassals|E] you can legally have (excluding [barony|E]-tier vassals).\n\nAlthough you can go above your $game_concept_vassal_limit$, doing so will lower the [taxes|E] and [levies|E] your vassals provide, and you may be better off [transferring|E] some vassals to stay below the limit." - game_concept_leasing:0 "Leasing" - game_concept_lease:0 "Lease" - game_concept_leases:0 "Leases" - game_concept_leased:0 "Leased" - game_concept_lessee:0 "Lessee" - game_concept_leasing_desc:1 "Minor [baronies|E] can be $game_concept_leased$ out to [holy_orders|E] or [clergy|E]. Leased baronies provide [taxes|E] and [levies|E] to the [lessee|E] rather than the [holder|E].\n\nA holy order can lease [castle_holdings|E], while clergy can lease [temple_holdings|E].\n\nLeased [holdings|E] are still considered part of the holder's [realm|E]. [county_capitals|E] cannot be leased." - game_concept_succession:0 "Succession" - game_concept_succession_desc:1 "$game_concept_succession$ occurs when a [ruler|E] dies, dividing their [gold|E] and [titles|E] among their [heirs|E] according to the [succession_laws|E].\n\nPlayers will keep playing as their [player_heir|E] even if some titles are lost to other characters.\n\nIf there is no player heir, the game will end.\n\n#weak Some rare circumstances can force a Succession to occur even before a ruler dies, such as losing an [excommunication_war|E]. Legally speaking, however, Rulers may not choose to abdicate on their own.#!" - game_concept_heir:0 "Heir" - game_concept_heirs:0 "Heirs" - game_concept_heir_possessive: "Heir's" - game_concept_heir_desc:3 "An Heir is a Character that stands to inherit one or more [titles|E].\n\nEvery held [title|E] has an $game_concept_heir$, determined by the [succession_laws|E] of its current [holder|E]. When the current Holder of the Title dies, or otherwise triggers a [succession|E], the Title's current $game_concept_heir$ will inherit it.\n\nNote that Titles held by the same [ruler|E] can have different $game_concept_heirs$. Most notably, the [primary_title|E] is inherited by the [primary_heir|E] and players will keep playing as their [player_heir|E]." - game_concept_primary_heir:0 "Primary Heir" - game_concept_primary_heirs:0 "Primary Heirs" - game_concept_primary_heir_possessive: "Primary Heir's" - game_concept_primary_heir_desc:0 "The $game_concept_primary_heir$ is the character who will inherit the [primary_title|E] of a [ruler|E] on [succession|E]. This is usually — but not always — the same character as the [player_heir|E]." - game_concept_player_heir:0 "Player Heir" - game_concept_player_heir_desc:1 "The $game_concept_player_heir$ is the [heir|E] that a player will keep playing as on [succession|E].\n\nThe $game_concept_player_heir$ is usually the same as the [primary_heir|E], but if the [succession_law|E] of your [primary_title|E] dictates that it should go to a character outside of your [dynasty|E], you will instead keep playing as the dynastic heir to your second highest-tier title (or third, fourth, etc.).\n\nThis situation is common when your $game_concept_player_heir$ is voted out under an elective succession law." - game_concept_title_heir:0 "Title Heir" - game_concept_title_heirs:0 "Title Heirs" - game_concept_title_heir_desc:0 "The Title Heir is the [heir|E] to a specific [title|E] with its own [title_succession|E]. They will receive that Title when the current [holder|E] dies." - game_concept_realm_heir:0 "Realm Heir" - game_concept_realm_heirs:0 "Realm Heirs" - game_concept_realm_heir_desc:0 "A Realm Heir is one of the [heirs|E] of a [realm|E], and will receive either all or some of the [titles|E] held by the [ruler|E] of that Realm when that Ruler dies.\n\nA Realm may have one or more Realm Heirs depending on its [succession_law|E]." - game_concept_disinherit:0 "Disinherit" - game_concept_disinherited:0 "Disinherited" - game_concept_disinheriting:0 "Disinheriting" - game_concept_disinherits:0 "Disinherits" - game_concept_disinherit_desc:1 "A [dynast|E] may disinherit a member of their [dynasty|E] at the cost of [dynasty_prestige|E].\n\nThis will remove the dynasty member from any regular [line_of_succession|E] of any titles that are currently held by other dynasty members." - game_concept_council:0 "Council" - game_concept_council_i: "@council_icon!" - game_concept_council_desc:0 "The $game_concept_council$ consists of six [councillors|E] who assist their [ruler|E] in the administration of the [realm|E]. As the heads of their respective departments, they can be assigned various important [councillor_tasks|E]." - game_concept_councillor:0 "Councillor" - game_concept_councillors:0 "Councillors" - game_concept_councillor_desc:2 "Councillors are the primary assistants of any [ruler|E], and make up the [council|E]. There are six positions on the council: [chancellor|E], [marshal|E], [steward|E], [spymaster|E], [court_chaplain|E] (or [realm_priest|E]), and finally your [spouse|E].\n\nEach is in charge of a department that can be given different [councillor_tasks|E] to perform.\n\n[powerful_vassals|E] will be upset if not appointed to one of these positions, meaning you often have to make a choice between placating a powerful vassal or appointing someone who is actually competent.\n\nServing as a Councillor to your [liege|E] gives you a bonus, which increases with the [rank|E] of the Liege." - game_concept_councillor_task:0 "Councillor Task" - game_concept_councillor_tasks:0 "Councillor Tasks" - game_concept_councillor_task_desc:1 "$game_concept_councillor_tasks$ are important jobs that can be given to your [councillors|E]. These tasks can either be general or specifically target a [county|E] or [court|E].\n\nIf you have a [relation|E] with a Councillor, Tasks with a completion time may take more or less time.\n\n#weak Note that councillors are not physically present to perform these tasks, but merely lead the efforts.#!" - game_concept_councillor_task_possible_side_effects:0 "Possible Side Effects" - game_concept_councillor_task_possible_side_effects_desc:2 "A [councillor_task|E] may have unexpected consequences over time. These may be good or bad, with positive effects being more likely the higher the Councillor's relevant [skill|E], and negative effects being more likely the lower the relevant Skill is." - game_concept_chancellor:0 "Chancellor" - game_concept_chancellors:0 "Chancellors" - game_concept_chancellor_desc:0 "The $game_concept_chancellor$ is the [councillor|E] in charge of diplomatic efforts, both inside and outside the [realm|E]." - game_concept_steward:0 "Steward" - game_concept_stewards:0 "Stewards" - game_concept_steward_desc:0 "The $game_concept_steward$ is the [councillor|E] in charge of [domain|E] administration, for example matters of [taxation|E], [culture|E] and [development|E]." - game_concept_marshal:0 "Marshal" - game_concept_marshals:0 "Marshals" - game_concept_marshal_desc:0 "The $game_concept_marshal$ is your chief [commander|E] and the [councillor|E] in charge of military matters in general." - game_concept_spymaster:0 "Spymaster" - game_concept_spymaster_desc:1 "The $game_concept_spymaster$ is your [councillor|E] in charge of matters of intrigue and intelligence. Beware of having a disloyal Spymaster, for they can easily conceal and participate in a [GetScheme('murder').GetTypeName] against you and your close family!" - game_concept_court_chaplain:0 "Court Chaplain" - game_concept_court_chaplains:0 "Court Chaplains" - game_concept_court_chaplain_desc:0 "The $game_concept_court_chaplain$ is the [councillor|E] in charge of religious and spiritual affairs in [faiths|E] with the [GetFaithDoctrine('doctrine_theocracy_lay_clergy').GetBaseName] [doctrine|E].\n\nFaiths with the [GetFaithDoctrine('doctrine_theocracy_temporal').GetBaseName] Doctrine have the far more powerful (and troublesome) [realm_priest|E] instead of a $game_concept_court_chaplain$." - game_concept_realm_priest:0 "Realm Priest" - game_concept_realm_priests:0 "Realm Priests" - game_concept_realm_priest_possessive:0 "Realm Priest's" - game_concept_realm_priest_desc:0 "A $game_concept_realm_priest$ is a [councillor|E] in charge of religious and spiritual affairs in [faiths|E] with the [GetFaithDoctrine('doctrine_theocracy_temporal').GetBaseName] [doctrine|E].\n\nUnlike their [GetFaithDoctrine('doctrine_theocracy_lay_clergy').GetBaseName] equivalent ([court_chaplains|E]), $game_concept_realm_priests$ automatically [lease|E] all [temple_holdings|E] in a [ruler|E]'s [domain|E], and also receive a portion of [taxes|E] and [levies|E] from [vassal|E] $game_concept_realm_priests$.\n\n$game_concept_realm_priests$ provide their [liege|E] with Levies and Taxes if they have a positive Opinion of them. The higher the [opinion|E] of their [liege|E], the more they will provide.\n\n$game_concept_realm_priests$ with a low Opinion of their Liege will not provide them with any Taxes or Levies, and might cause problems." - game_concept_law:0 "Law" - game_concept_laws:0 "Laws" - game_concept_law_i: "@law_icon!" - game_concept_law_desc: "A [realm_possessive|E] Laws are what determine how that Realm is structured.\n\nThe most fundamental of these is the Realm's [crown_authority|E] (or [tribal_authority|E] for [tribes|E], [imperial_bureaucracy|E] for [administrative|E] and [nomadic_authority|E] for [nomads|E]), as those Laws determine how [lieges|E] and [vassals|E] interact on a regular basis.\n\nThough less impactful on the day-to-day life of [rulers|E] in a Realm, [succession_laws|E] and [title_laws|E] are still very important to consider for [succession|E]." - game_concept_succession_law:0 "Succession Law" - game_concept_succession_laws:0 "Succession Laws" - game_concept_succession_law_desc:2 "Every [ruler|E] has a main Succession Law that determines what happens to their [titles|E] on [succession|E].\n\nIn addition, an individual Title can sometimes have its own [title_succession|E] Law that takes precedence over the default one. For example, the Holy Roman Empire might be Elective even though the emperor has Partition as main Succession Law.\n\nYou can only change Succession Law when at the appropriate level of [crown_authority|E]." - game_concept_religious_head_succession_law:0 "Head of Faith Succession Law" - game_concept_religious_head_succession_law_short:0 "Head of Faith Law" - game_concept_religious_head_succession_laws:0 "Head of Faith Succession Law" - game_concept_religious_head_succession_laws_short:0 "Head of Faith Laws" - game_concept_religious_head_succession_law_desc:0 "[rulers|E] who are also [heads_of_faith|E] have an additional realm [succession|E] law, requiring that their [heir|E] be of the same [faith|E] as them. This can never be changed, and $game_concept_head_of_faith$ [titles|E] cannot have separate [title_succession|E]. The only way to remove this type of realm law is for an external force to destroy the [head_of_faith|E] $game_concept_title$." - game_concept_opinion:0 "Opinion" - game_concept_opinions:0 "Opinions" - game_concept_opinion_i:0 "@opinion_icon!" - game_concept_opinion_desc:1 "Every Character has a one-way $game_concept_opinion$ of every other Character, represented by a value ranging from #N -100#! to #P +100#!.\n\nThe Opinion that another character has of you is of crucial importance, for it will drive their behavior!\n\nYou should be especially wary of the Opinions of your [powerful_vassals|E], [spymaster|E] and [spouse|E]." - game_concept_faction:0 "Faction" - game_concept_factions:0 "Factions" - game_concept_faction_desc:0 "A $game_concept_faction$ is a group of [vassals|E] with common political interests. The local population of [counties|E] can also join certain types of Factions, such as the Peasant Faction.\n\nFactions become dangerous once their [faction_discontent|E] reaches a certain point, at which time they will issue an ultimatum.\n\nIf the [liege|E] does not comply, the Faction will rise up in revolt, sparking a [civil_war|E]." - game_concept_faction_discontent:0 "Discontent" - game_concept_discontent:0 "Discontent" - game_concept_faction_discontent_desc:1 "$game_concept_faction_discontent$ is a measure of how close a [faction|E] is to issuing an ultimatum.\n\nIf a Faction's [military_power|E] is at the threshold, Discontent will increase every month. If Military Power is below the threshold, Discontent will decrease. Very powerful Factions will have their Discontent rise quickly." - game_concept_military_power:0 "Military Power" - game_concept_faction_military_power:0 "Faction Military Power" - game_concept_faction_military_power_desc:0 "$game_concept_faction_military_power$ is a measure of the total military strength of a [faction|E] relative to their target.\n\nEach individual faction member adds their full strength to the Faction as long as they remain in the Faction. If the faction target is the [liege|E] of a member, the strength of the member is also subtracted from the relative power of the liege." - game_concept_scheme:0 "Scheme" - game_concept_scheming:0 "Scheming" - game_concept_schemes:0 "Schemes" - game_concept_scheme_desc:3 "A $game_concept_scheme$ is a long-term attempt to affect the world around you. $game_concept_schemes$ can target [characters|e], [titles|e], [cultures|e] and [faiths|e], and come in four types: [personal|e], [scheme_hostile|e], [political|e], and [contract_schemes|e].\n\nYour $game_concept_scheme$'s [success_chance|e] grows over time depending on how proficient you are in the associated [skill|e], and can also be impacted by the [agents|e] you plot your $game_concept_scheme$ with.\n\n#WEAK [secret_schemes|e] are hidden from their target but can be discovered if their [secrecy|e] is low. #!" - game_concept_scheme_countermeasure: "Countermeasure Focus" - game_concept_scheme_countermeasures: "Countermeasure Focuses" - game_concept_scheme_countermeasure_countermeasure: "Countermeasure" - game_concept_scheme_countermeasure_countermeasures: "Countermeasures" - game_concept_scheme_countermeasure_desc: "When you suspect that a [scheme|e] is targeting you, you can do something about it by directing all your defenses against one type of $game_concept_scheme$ at the cost of others.\n\nBecause of this, only one can be active at a time. Strengthening defenses in one area involves drawing attention away from another.\n\nThey can be used to reduce [secrecy|E] or adjust the [success_chance|E] of different groups of $game_concept_schemes$. They may buy you time or shore up your defenses, but come with drawbacks that mean you do not want to have one active at all times." - game_concept_scheme_precaution: "Extra Measure" - game_concept_scheme_precautions: "Extra Measures" - game_concept_scheme_precaution_precaution: "Measure" - game_concept_scheme_precaution_precautions: "Measures" - game_concept_scheme_precaution_desc: "Not every [character|E] can pull off a $game_concept_scheme$ with [skill|E] alone — when the [scheme_target_target|E] is too tough, paying for $game_concept_scheme_precautions$ can help to compensate for one weakness at the expense of another.\n\n#WEAK $game_concept_scheme_precaution_precautions$ are optional: use them tactically.#!" - game_concept_personal_scheme:0 "Personal Scheme" - game_concept_personal_schemes:0 "Personal Schemes" - game_concept_personal:0 "Personal" - game_concept_personal_scheme_desc: "$game_concept_personal_schemes$ are [schemes|E] that aim to induce a status between the [scheme_owner|E] and the [scheme_target|E].\n\nExamples of $game_concept_personal_schemes$ are:\n$BULLET_WITH_TAB$[GetScheme('sway').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('befriend').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('seduce').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('elope').GetTypeName]" - game_concept_scheme_owner:0 "Scheme Owner" - game_concept_schemer:0 "Schemer" - game_concept_scheme_owners:0 "Scheme Owners" - game_concept_scheme_owner_owner: "Owner" - game_concept_scheme_owner_desc:0 "A $game_concept_scheme$'s $game_concept_scheme_owner_owner$ is the [character|E] scheming against the [scheme_target|E].\n\n#WEAK For example, the would-be killer in a [GetScheme('murder').GetTypeName] $game_concept_scheme$.#!" - game_concept_scheme_target:0 "Scheme Target" - game_concept_scheme_targets:0 "Scheme Target's" - game_concept_scheme_target_target:0 "Target" - game_concept_scheme_target_desc:0 "A $game_concept_scheme$'s $game_concept_scheme_target_target$ is the [character|E] being schemed against by the [scheme_owner|E].\n\n#WEAK For example, the potential victim in a [GetScheme('murder').GetTypeName] $game_concept_scheme$.#!" - game_concept_secret_scheme:0 "Secret Scheme" - game_concept_secret_scheme_single:0 "Secret" - game_concept_secret_schemes:0 "Secret Schemes" - game_concept_secret_scheme_desc:0 "A $game_concept_secret_scheme$ is a [scheme|E] that progresses unbeknownst to the [scheme_target|E].\n\nHowever, it can be discovered, causing a reduction in [success_chance|E], and increasing the likelihood that the [scheme_owner|E] is discovered when the Scheme executes.\n\n[agents|E] that are recruited to a $game_concept_secret_scheme$ have a chance of being [agent_discovery_discovered|E]." - game_concept_agent:0 "Agent" - game_concept_agents:0 "Agents" - game_concept_agent_i:0 "@scheme_agent_icon!" - game_concept_agents_desc:3 "An $game_concept_agent$ is a participant in a [scheme|E], who can provide one of three benefits. They can increase [success_chance|e], reduce [scheme_speed_single|e], or improve [secrecy|e]. Only the target's [courtiers|E], [guests|E], and [direct_vassals|E] can be recruited as Agents.\n\nFor [scheme_hostile|E] Schemes, having agents close to the target is very important. For example [councillors|E] or [close_family|E] of the Scheme Target contribute more to $game_concept_scheme_speed_single$ and $game_concept_success_chance$.\n\nBeing an $game_concept_agent$ in a [hostile_scheme|e] is a [crime|E], and $game_concept_agent$ risk being [agent_discovery_discovered|E]." - game_concept_agent_discovery:0 "Agent Discovery" - game_concept_agent_discovery_discovered:0 "Discovered" - game_concept_agent_discovery_desc:1 "Discovered [secret_scheme|E] [agents|E] may be seen as [criminals|E] by their [liege|E], and are likely to be [imprisoned|E] if so." - game_concept_scheme_discovery_chance:0 "Scheme Discovery Chance" - game_concept_scheme_discovery_chance_desc:0 "This number is directly deducted from the [secrecy|E] score of any [secret_scheme|E] against you or your [courtiers|E].\n\n#WEAK $game_concept_secrecy$ is checked when a $game_concept_scheme$ is executed, and at a reduced rate once per month.#!" - game_concept_predicted_scheme_difficulty: "Predicted Scheme Difficulty" - game_concept_predicted_difficulty: "Predicted Difficulty" - game_concept_predicted_scheme_difficulty_desc: "Many factors go into a successful [scheme|E], some of which can not be known until it begins and [agents|E] are recruited.\n\nThough any $game_concept_scheme$ is possible, many can be costly.\n\nThe five levels of difficulty are:\n$EFFECT_LIST_BULLET$$scheme_odds_prediction_level_excellent$ #WEAK — likely to be easy, fast, and silent#!\n$EFFECT_LIST_BULLET$$scheme_odds_prediction_level_high$ #WEAK — minimal effort required#!\n$EFFECT_LIST_BULLET$$scheme_odds_prediction_level_medium$ #WEAK — a few bribes may be needed#!\n$EFFECT_LIST_BULLET$$scheme_odds_prediction_level_low$ #WEAK — success will be expensive#!\n$EFFECT_LIST_BULLET$$scheme_odds_prediction_level_abysmal$ #WEAK — success is unlikely and costly#!" - game_concept_prevented_murder:0 "Prevented Murder" - game_concept_prevented_murder_prevent:0 "Prevent" - game_concept_prevented_murder_desc:2 "Rarely, certain situations in the life of the [scheme_target_target|E] of a [GetScheme('murder').GetTypeName] may cause the [scheme|E] to fail in the final stages of its execution.\n\nThis overrides [success_chance|E].\n\n#WEAK Examples include intervention by a bodyguard, a foodtaster, a shieldmaiden, or a loyal pet.#!" - game_concept_political_scheme: "Political Scheme" - game_concept_political_schemes: "Political Schemes" - game_concept_political: "Political" - game_concept_political_scheme_desc: "[SelectLocalization( HasDlcFeature( 'all_under_heaven' ), 'game_concept_political_scheme_desc_tgp', 'game_concept_political_scheme_desc_default' )]" - game_concept_political_scheme_desc_default: "$game_concept_political_schemes$ includes all [schemes|E] used exclusively by [administrative_governments|E]. They include:\n$BULLET_WITH_TAB$[GetScheme('challenge_status').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('depose').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('expand_power_base').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('generate_claim').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('promote').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('slander').GetTypeName]\n" - game_concept_political_scheme_desc_tgp: "$game_concept_political_schemes$ includes [schemes|E] that are chiefly of a political and bureaucratic nature, commonly used by the [administrative|E] and [mandala_government|E] types.\n\nAdministrative Political Schemes:\n$BULLET_WITH_TAB$[GetScheme('challenge_status').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('depose').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('expand_power_base').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('generate_claim').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('promote').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('slander').GetTypeName]\n\nMandala Political Schemes:\n$BULLET_WITH_TAB$[GetScheme('coerce_tributary').GetTypeName]\n" - game_concept_hostile_scheme:0 "Hostile Scheme" - game_concept_scheme_hostile:0 "Hostile" - game_concept_hostile_schemes:0 "Hostile Schemes" - game_concept_hostile_scheme_desc:5 "$game_concept_hostile_schemes$ are [schemes|E] that aim to cause harm to a [character|E]. Most $game_concept_hostile_schemes$ make use of [secrecy|E].\n\nExamples of $game_concept_hostile_schemes$ are:\n$BULLET_WITH_TAB$[GetScheme('murder').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('abduct').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('claim_throne').GetTypeName]\n$BULLET_WITH_TAB$[GetScheme('fabricate_hook').GetTypeName]" - game_concept_scheme_phase: "Scheme Phase" - game_concept_scheme_phases: "Scheme Phases" - game_concept_scheme_phase_phase: "Phase" - game_concept_scheme_phase_phases: "Phases" - game_concept_scheme_phase_desc: "A $game_concept_scheme_phase_phase$ is the length of time it takes to boost [scheme_success_chance|E] #EMP once#!.\n\nEach $game_concept_scheme_phase_phase$ the $game_concept_scheme$ will gain an [scheme_opportunity_opportunity|e]. The [scheme_speed_single|e] can be shortened by appointing [agents|e], and is increased by the [scheme_resistance|e] of the target." - game_concept_secret:0 "Secret" - game_concept_secrets:0 "Secrets" - game_concept_secret_desc:0 "$game_concept_secrets$ are things that characters do not wish others to know because they are embarrassing, immoral or outright [criminal|E].\n\nSecrets can be discovered through the '$task_find_secrets$' [councillor_task|E] for the [spymaster|E]. Once you know someone's $game_concept_secret$, you can [blackmail|E] the character to gain a [hook|E]." - - -#RANKS/TIERS - game_concept_barony: "Barony" - game_concept_baronies: "Baronies" - game_concept_barons: "Barons" - game_concept_baron: "Baron" - game_concept_barony_desc: "A $game_concept_barony$ is a [title|E] of the lowest [title_tier|E].\n\n$game_concept_baronies$ have the smallest footprint on the map, organized into larger [counties|E].\n\n$game_concept_barony$ $game_concept_titles$ must always have a [holder|E] if they contain a [holding|E]." - game_concept_baron_desc: "A $game_concept_baron$ is a [ruler|E] whose [primary_title|E] is a [barony|E].\n\nTheir [rank|E] is the lowest possible, directly below [counts|E]. As such, they cannot have [vassals|E] and any non-$game_concept_baron$ can be their [liege|E]." - - game_concept_county: "County" - game_concept_counties: "Counties" - game_concept_count: "Count" - game_concept_counts: "Counts" - game_concept_county_desc: "A $game_concept_county$ is a [title|E] one [title_tier|E] below a [duchy|E] and one above a [barony|E].\n\nThe $game_concept_title$ includes the [county_capital|E] in the $game_concept_county$, as well as [de_jure|E] rights to all the [baronies|E] in the $game_concept_county$.\n\n$game_concept_counties$ always have [holders|E] because $game_concept_county_capitals$ cannot be destroyed." - game_concept_count_desc: "A $game_concept_count$ is a [ruler|E] whose [primary_title|E] is a [county|E].\n\nTheir [rank|E] is only above [barons|E] and directly below [dukes|E], and as such they can have $game_concept_barons$ as [vassals|E], and a $game_concept_duke$ or above as their [liege|E]." - - game_concept_duchy: "Duchy" - game_concept_duchies: "Duchies" - game_concept_duke: "Duke" - game_concept_dukes: "Dukes" - game_concept_duchy_desc: "A $game_concept_duchy$ is a [title|E] one [title_tier|E] below a [kingdom|E] and one above a [county|E].\n\nThe [holder|E] of a $game_concept_duchy$ has [de_jure|E] rights to its constituent $game_concept_counties$ and can have [counts|E] as [vassals|E].\n\nDuchies may be dormant and have no current Holder. Such $game_concept_title_succession$ can be created by a [ruler|E] who controls at least half of its $game_concept_counties$." - game_concept_duke_desc: "A $game_concept_duke$ is a [ruler|E] whose [primary_title|E] is a [duchy|E].\n\nTheir [rank|E] is directly above [counts|E] and directly below [kings|E], and as such they can have $game_concept_counts$ as [vassals|E], and a $game_concept_king$ or above as their [liege|E]." - - game_concept_kingdom: "Kingdom" - game_concept_kingdoms: "Kingdoms" - game_concept_king: "King" - game_concept_kings: "Kings" - game_concept_kingdom_desc: "A $game_concept_kingdom$ is a [title|E] one [title_tier|E] below a [empire|E] and one above a [duchy|E].\n\nThe [holder|E] of a $game_concept_kingdom$ has [de_jure|E] rights to its constituent territory.\n\n$game_concept_kingdoms$ may be dormant and have no current $game_concept_holder$. Such $game_concept_titles$ can be created by a [ruler|E] who controls at least half of the [counties|E] within." - game_concept_king_desc: "A $game_concept_king$ is a [ruler|E] whose [primary_title|E] is a [kingdom|E].\n\nTheir [rank|E] is directly above [dukes|E] and directly below [emperors|E], and as such they can have $game_concept_dukes$ and below as [vassals|E], and an $game_concept_emperor$ or above as their [liege|E]." - - game_concept_empire: "Empire" - game_concept_empires: "Empires" - game_concept_emperor: "Emperor" - game_concept_emperors: "Emperors" - game_concept_empire_desc: "An $game_concept_empire$ is a [title|E] one [title_tier|E] below a [hegemony|E] and one above a [kingdom|E].\n\nThe [holder|E] of an Empire has [de_jure|E] rights to its constituent territory and can have [kings|E] as [vassals|E].\n\n$game_concept_empires$ can be dormant and have no current $game_concept_holder$. Such $game_concept_titles$ can be created by a [ruler|E] who controls more than 80% of the [counties|E] within." - game_concept_emperor_desc: "An $game_concept_emperor$ is a [ruler|E] whose [primary_title|E] is an [empire|E].\n\nTheir [rank|E] is directly above [kings|E] and directly below [hegemons|E], and as such they can have $game_concept_kings$ and below as [vassals|E], and only a $game_concept_hegemon$ as their [liege|E]." - - game_concept_hegemony: "Hegemony" - game_concept_hegemonies: "Hegemonies" - game_concept_hegemon: "Hegemon" - game_concept_hegemons: "Hegemons" - game_concept_hegemony_desc: "A $game_concept_hegemony$ is a [title|E] of the highest [title_tier|E].\n\nThe [holder|E] of a $game_concept_hegemony$ has [de_jure|E] rights to its constituent territory and can have [emperors|E] as [vassals|E]." - game_concept_hegemon_desc: "A $game_concept_hegemon$ is a [ruler|E] whose [primary_title|E] is a [hegemony|E].\n\nTheir [rank|E] is the highest possible, directly above [emperors|E]. As such, they can have any non-$game_concept_hegemons$ as their [vassals|E], and they can never have a [liege|E]." - - - game_concept_culture:0 "Culture" - game_concept_cultures:0 "Cultures" - game_concept_culture_possessive: "Culture's" - game_concept_cultural:0 "Cultural" - game_concept_culture_desc:1 "$game_concept_culture$ represents the language and customs of a Character or [county|E].\n\nCharacters of different Cultures will have lower [opinions|E] of each other. This penalty can be reduced by increasing [cultural_acceptance|E]." - game_concept_culture_i: "@culture_icon!" - game_concept_religion:0 "Religion" - game_concept_religions:0 "Religions" - game_concept_religion_desc: "A $game_concept_religion$ can consist of many different denominations, called [faiths|E]. Religions, in turn, belong to one of four larger [religious_families|E]; [GetReligionFamily('rf_abrahamic').GetName], [GetReligionFamily('rf_eastern').GetName], [GetReligionFamily('rf_sinitic').GetName] or [GetReligionFamily('rf_pagan').GetName]." - game_concept_heresy:0 "Heresy" - game_concept_heresies:0 "Heresies" - game_concept_heresy_desc:0 "When the [fervor|E] of a [faith|E] is low, an outbreak of Heresy might occur. When that happens, a [ruler|E] of the low-Fervor Faith will convert to another Faith, becoming a [GetTrait('heresiarch').GetName( GetNullCharacter )]. They will then spread their new Faith to their [counties|E] and [vassals|E].\n\nIf an outbreak is minor, it will stop there. If it is a major outbreak, more rulers in the same area will convert. If you're in that area, you also get the choice to convert, should you so desire." - game_concept_faith:0 "Faith" - game_concept_faiths:0 "Faiths" - game_concept_faithpossessive:0 "Faith's" - game_concept_faith_desc:0 "A Faith is a specific denomination of a larger [religion|E]. All characters and [counties|E] have a Faith just as they have a [culture|E].\n\nEach Faith is defined by a set of [doctrines|E] with far-reaching consequences for its adherents.\n\nEach Faith also has a [fervor|E] value which controls how vulnerable it is to [heresy|E] ([rulers|E] and Counties converting to other Faiths within the same Religion)." - game_concept_tolerance:0 "Tolerance" - game_concept_tolerate:0 "Tolerate" - game_concept_tolerates:0 "Tolerates" - game_concept_fervor:0 "Fervor" - game_concept_fervor_desc:2 "The $game_concept_fervor$ of a [faith|E] ranges from #V 0#! to #V 100%#!. Low $game_concept_fervor$ makes it easier for [rulers|E] to create new faiths of their own and increases the likelihood of [counties|E] and characters converting to other faiths, including [heresies|E]. High $game_concept_fervor$ increases County conversion speed.\n\n$game_concept_fervor$ changes naturally with time. Smaller Faiths tend to have higher Fervor. Larger Faiths tend to have low $game_concept_fervor$.\n\nWaging Great Holy Wars and successful Holy Wars will decrease $game_concept_fervor$. Being the target will increase $game_concept_fervor$. Outbreaks of [heresy|E] will increase $game_concept_fervor$ significantly." - game_concept_doctrine:0 "Doctrine" - game_concept_doctrines:0 "Doctrines" - game_concept_doctrines_desc:1 "Doctrines could be considered religious laws that determine what is acceptable behavior within a [faith|E]." - game_concept_gender_doctrines:0 "Gender Doctrines" - game_concept_gender_doctrines_desc:0 "These [doctrines|E] determine which [gender_laws|E] are available to characters of the [faith|E].\n\nIt also determines certain additional rules, such as what [claims|E] can be inherited, who can be [commanders|E] and [knights|E], and to which of their parents' [house|E] a [bastard|E] will belong.\n\nThe Gender Doctrines are:\n$BULLET_WITH_TAB$Male Dominated\n$BULLET_WITH_TAB$Equal\n$BULLET_WITH_TAB$Female Dominated" - game_concept_realm_capital:0 "Realm Capital" - game_concept_realm_capitals:0 "Realm Capitals" - game_concept_realm_capital_possessive: "Realm Capital's" - game_concept_capital:0 "Capital" - game_concept_capitals: "Capitals" - game_concept_capital_possessive: "Capital's" - game_concept_realm_capital_desc:0 "The $game_concept_realm_capital$ is the [holding|E] where a [ruler|E] and their [court|E] resides. This Holding has a [tax|E] bonus, and is always inherited by the [primary_heir|E].\n\n[occupying|E] the Realm Capital of an enemy in a war gives a significant amount of [war_score|E] and sometimes lets you [imprison|E] members of the enemy's family." - game_concept_county_capital:0 "County Capital" - game_concept_county_capitals:0 "County Capitals" - game_concept_county_capital_desc:0 "The $game_concept_county_capital$ is the main [holding|E] of a [county|E]. This Holding can never be destroyed or [leased|E] out and is always owned by the [ruler|E] who holds the County [title|E].\n\nCounty Capitals allows the construction of an additional [building|E] compared to a lesser Holding." - game_concept_de_jure_capital:0 "De Jure Capital" - game_concept_de_jure_capital_desc:1 "The $game_concept_de_jure_capital$ of a [title|E] is the [county|E] that was its historical capital. You can always choose to move your [realm_capital|E] to your [primary_title|E]'s $game_concept_de_jure_capital$, even if it has already been moved." - game_concept_capital_duchy:0 "Capital Duchy" - game_concept_capital_duchy_desc:1 "The $game_concept_capital_duchy$ Modifier increases the amount of [levies|E] you get out of all [holdings|E] you hold within the same [de_jure|E] [duchy|E] as your [capital|E]. It also gives a bonus to all [stationed|E] [men_at_arms|E]. For this modifier to be active, you need to personally hold the associated Duchy.\n\nThis modifier does not stack with Realm Capital bonus." - game_concept_liege:0 "Liege" - game_concept_lieges:1 "Lieges" - game_concept_liege_possessive:0 "Liege's" - game_concept_liege_desc:0 "A $game_concept_liege$ is a [ruler|E] with at least one [vassal|E]. Lieges may themselves be Vassals to even higher ranked Rulers, and so on." - game_concept_rightful_liege:0 "Rightful Liege" - game_concept_rightful_liege_desc:1 "$game_concept_rightful_liege_desc_part1$\n\n$game_concept_rightful_liege_desc_part2$" - game_concept_rightful_liege_desc_part1:1 "The $game_concept_rightful_liege$ of a [vassal|E] is the [ruler|E] who holds the direct [de_jure|E] [liege|E] [title|E] of the $game_concept_vassal$'s [primary_title|E]. If a $game_concept_vassal$ is not under their $game_concept_rightful_liege$, they will contribute less [taxes|E] and [levies|E] as well as suffer an [opinion|E] penalty towards their $game_concept_liege$. Holding a higher-[title_tier|E] $game_concept_title$ of the same $game_concept_de_jure$ results in lessened penalties.\n\nAn exception to this is [dukes|E] that are part of an [empire|E]'s $game_concept_de_jure$ hierarchy and directly vassalized to their $game_concept_emperor$, which still contribute fully, exactly as if the $game_concept_emperor$ held their $game_concept_de_jure$ [kingdom|E] $game_concept_title$." - game_concept_rightful_liege_desc_part2:0 "#weak Example: The Count of $c_dunbar$ is a direct vassal of the King of $k_england$. Since the King is neither Duke of $d_lothian$, King of $k_scotland$, nor Emperor of $e_britannia$, the Count of $c_dunbar$ only contributes a tiny amount of their taxes and levies.\n\nThe Count of $c_norfolk$ is also a direct vassal of the King of $k_england$. The King does not hold the Duchy of $d_norfolk$, so the Count also contributes reduced taxes and levies. However, because the $k_england$ is the De Jure Kingdom of $c_norfolk$, the Count of $c_norfolk$ still contributes significantly more tax and levies to the King than the Count of $c_dunbar$ does.#!" - game_concept_megaduke_penalty:0 "Overextension" - game_concept_megaduke_penalty_desc:1 "When you have more than [GetDefine('NCharacter', 'MAX_COUNTIES_IN_REALM_AS_DUKE')] [counties|E] in your [realm|E] as a [duke|E], you suffer an $game_concept_megaduke_penalty$ Penalty, reducing your [tax|E] income.\n\nBecoming [king|E] or [emperor|E] [rank|E] removes this penalty." - game_concept_top_liege:0 "Top Liege" - game_concept_top_lieges: "Top Lieges" - game_concept_top_liege_possessive: "Top Liege's" - game_concept_top_liege_desc:0 "The '$game_concept_top_liege$' is the [liege|E] at the top of the [vassal|E] hierarchy.\n\nThey are fully [independent|E] [rulers|E] and answer to no mortal." - game_concept_top_realm:0 "Top Realm" - game_concept_top_realm_desc:0 "The '$game_concept_top_realm$' is the [realm|E] of the [top_liege|E]." - game_concept_domain:0 "Domain" - game_concept_domains:0 "Domains" - game_concept_domain_i: "@domain_icon!" - game_concept_domain_desc:0 "A [ruler|E]'s $game_concept_domain$ is the collection of all [holdings|E] that they personally own.\n\nThe fairly static [domain_limit|E] means that Rulers have to rely on [vassals|E] to increase the size of their [realm|E] beyond a certain point." - game_concept_regiment:0 "Regiment" - game_concept_regiments:0 "Regiments" - game_concept_regiment_desc:1 "A $game_concept_regiment$ is a group of [soldiers|E] of a single type (e.g., archers, footmen, or [levies|E]). Although $game_concept_levies$ are organized into $game_concept_regiments$, the ones of real interest are the [men_at_arms|E]." - game_concept_realm:0 "Realm" - game_concept_realms:0 "Realms" - game_concept_realm_possessive: "Realm's" - game_concept_realm_desc:0 "A $game_concept_realm$ is all the land that a [ruler|E] controls either directly or through [vassals|E] (in contrast to a [domain|E], which is only the [holdings|E] personally owned by a Ruler)." - game_concept_gold:0 "Gold" - game_concept_gold_desc:0 "'Gold' really represents all liquid assets of a Character; their wealth. It can be spent on many things, most notably constructing [buildings|E], paying for [regiments|E], and creating [titles|E]." - game_concept_gold_i:0 "@gold_icon!" - game_concept_income:0 "Income" - game_concept_income_desc:0 "There are many sources of [gold|E], but the two most important ones are [taxation|E] of your own [holdings|E] and of your [vassals|E]." - game_concept_trait:0 "Trait" - game_concept_traits:0 "Traits" - game_concept_trait_desc:0 "A Character's $game_concept_traits$ describe their personality, quirks, deeds and state of being.\n\nTraits can have many effects, but many affect the [skills|E] of a Character.\n\nPersonality traits also greatly affect how characters can be expected to behave. Acting against your own Personality causes [stress|E].\n\nSome Traits are [congenital|E] and can be inherited by offspring." - game_concept_spouse:0 "Spouse" - game_concept_spouses:0 "Spouses" - game_concept_spouse_possessive: "Spouse's" - game_concept_spouse_desc:1 "A $game_concept_spouse$ is a Character's husband or wife; the result of a [marriage|E].\n\nIn order to have legitimate offspring and produce [heirs|E], you should have a Spouse or [concubine|E] (though [bastards|E] can be legitimized).\n\nThe only way of forging an [alliance|E] is through marriage or [betrothal|E]; your own or that of a close relative.\n\nYour (main) Spouse is also a member of your [council|E] and can perform many useful [councillor_tasks|E].\n\n[faith|E] [doctrines|E] determine how many $game_concept_spouses$ you can have and how they can be [divorced|E]." - game_concept_primary_spouse:0 "Primary Spouse" - game_concept_primary_spouse_desc:0 "In [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [faiths|E], [rulers|E] must choose one of their [spouses|E] to be their $game_concept_primary_spouse$. A ruler's $game_concept_primary_spouse$ gains increased [fertility|E] with them, increased [opinion|E] of them, and may serve on their [council|E]." - game_concept_available_spouse:0 "Available Spouse" - game_concept_available_spouse_desc:1 "In order to serve on a ruler's [council|E], a [spouse|E] must be available to carry out the responsibilities of that role.\n\nVarious circumstances can prevent a $game_concept_spouse$ from fulfilling these responsibilities, but several of the most common ones include:\n$BULLET_WITH_TAB$Being the [ruler|E] of their own [realm|E]\n$BULLET_WITH_TAB$Residing in another Ruler's [court|E]\n$BULLET_WITH_TAB$Being [imprisoned|E], either at home or abroad\n$BULLET_WITH_TAB$Having the [GetTrait('incapable').GetName( GetNullCharacter )] [trait|E]\n\nIf an unavailable Spouse becomes available again, they will automatically resume their duties on the Council.\n\nSpouses who are Rulers in their own right can still serve on the Council if they are your [direct_vassals|E], but otherwise will never be considered available." - game_concept_holding:0 "Holding" - game_concept_holdings:0 "Holdings" - game_concept_holding_desc:0 "A $game_concept_holding$ is the central settlement of a [barony|E] or [county_capital|E].\n\nIt provides [taxes|E] and [levies|E] to its [holder|E], depending on its [holding_type|E]. The collection of Holdings personally owned by a [ruler|E] is called a [domain|E]." - game_concept_holding_type:0 "Holding Type" - game_concept_holding_types:0 "Holding Types" - game_concept_holding_type_desc:2 "There are four types of [holdings|E]: [castles|E], [cities|E], [tribes|E], and [temples|E]. Each type allows different types of [buildings|E]. A [ruler|E]'s [government_form|E] determines which types of Holding the Ruler can personally own without penalty. In the case of Temples, the [doctrines|E] of their [faith|E] may also play a role." - game_concept_castle_holding:0 "Castle Holding" - game_concept_castle:0 "Castle" - game_concept_castles:0 "Castles" - game_concept_castle_holdings:0 "Castle Holdings" - game_concept_castle_holding_desc:0 "Castles are the most heavily fortified [holding_type|E] and the standard type for [feudal|E], [clan|E] and [tribal|E] [rulers|E], as well as [holy_orders|E]. They tend to provide more [levies|E] than [taxes|E]." - game_concept_temple_holding:0 "Temple Holding" - game_concept_temple:0 "Temple" - game_concept_temples:0 "Temples" - game_concept_temple_holdings:0 "Temple Holdings" - game_concept_temple_holding_desc:0 "Temples are a [holding_type|E] that can be held by members of the [clergy|E] as [church_property|E] (the [theocratic|E] [government_form|E]). However, in [faiths|E] with the [GetFaithDoctrine('doctrine_theocracy_lay_clergy').GetBaseName] [doctrine|E], anyone can hold Temples without penalty.\n\nTemples provide a fairly even mix of [levies|E] and [taxes|E]." - game_concept_city_holding:0 "City Holding" - game_concept_city:0 "City" - game_concept_cities:0 "Cities" - game_concept_city_holdings:0 "City Holdings" - game_concept_tribal_holding:0 "Tribal Holding" - game_concept_tribal_holdings:0 "Tribal Holdings" - game_concept_tribal_holding_desc:0 "Tribes are poor in [taxes|E] but rich in [levies|E], [prestige|E], and [men_at_arms|E] upgrades. They have limited upgrade potential and, while strong early, quickly dwindle in power the longer time progresses. Only [tribal|E] characters can hold them without penalties.\n\nIf a Tribe exists in a [county|E], no other [holdings|E] can be built. [feudal|E] rulers will have to spend [gold|E] to transform Tribes into [castles|E]." - game_concept_tribe:0 "Tribe" - game_concept_tribes:0 "Tribes" - game_concept_city_holding_desc:1 "Cities are the wealthiest [holding_type|E], favoring [taxes|E] over [levies|E]. They are associated with [republics|E], and holding them as any of the playable [government_forms|E] will always incur a penalty." - game_concept_rally_point:0 "Rally Point" - game_concept_rally_points:0 "Rally Points" - game_concept_rally_point_desc:0 "A $game_concept_rally_point$ is a mustering ground for the [levies|E] and [men_at_arms|E] under your command.\n\nIn times of [war|E], you can call up your [soldiers|E] at a Rally Point to gather an [army|E].\n\nThe Levies assigned to a Rally Point must come from either your own [domain|E] or your [vassals|E]. Rally Points can be reorganized, split and merged as you see fit." - game_concept_piety:0 "Piety" - game_concept_pious:0 "Pious" - game_concept_piety_i:1 "[GetLocalPlayerPietyTextIcon]" - game_concept_piety_desc:1 "$game_concept_piety$ represents the virtue of a Character.\n\nActing piously (according to the [doctrines|E] of their [faith|E]) will increase a Character's Piety, such as going on a [GetActivityType('activity_pilgrimage').GetName].\n\nPiety can be spent on various religious matters depending on [government_form|E], Doctrines, etc.\n\nEach time a Character gains $game_concept_piety$, they also progress towards the next [piety_level|E]." - game_concept_piety_experience:0 "Devotion" - game_concept_piety_experience_desc:0 "Each point of Devotion a character gets increases their progress towards the next [piety_level|E]. When a character gains [piety|E] they also gain an equal amount of Devotion." - game_concept_maximum_piety_level: "Maximum Level of Devotion" - game_concept_maximum_piety_level_desc: "The $game_concept_maximum_piety_level$ represents the highest [piety_level|E] that a [ruler|E] may achieve in their lifetime. By default, this level is [GetModifier( 'piety_level_5' ).GetNameWithTooltip|L].[AddLocalizationIf( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_mandala' ), 'maximum_piety_level_mandala')]" - maximum_piety_level_mandala: "\n\nHowever, when a [mandala|E] [ruler|E] dies in a manner acceptable to their [aspect|E], after reaching [GetModifier( 'piety_level_5' ).GetNameWithTooltip|L], that Ruler's [heir|E] develops the ability to progress to the next Level of Devotion until reaching [GetModifier( 'piety_level_8' ).GetNameWithTooltip|L]." - game_concept_piety_level: "Level of Devotion" - game_concept_piety_levels: "Level(s) of Devotion" - additional_mandala_government_piety_levels: "The [mandala|E] [government|E] can unlock additional Levels of Devotion after [GetModifier( 'piety_level_5' ).GetNameWithTooltip|L] up to, and including, [GetModifier( 'piety_level_8' ).GetNameWithTooltip|L]. To achieve that degree of divinity their Devotion needs to be proven over generations." - game_concept_piety_level_desc: "A Character's $game_concept_piety_level$ is a measure of how virtuous and devout they are, as well as their standing with other members of their [faith|E].\n\nEvery time a Character gains [piety|E], they also progress toward the next Level of Devotion.\n\n[AddLocalizationIf( HasDlcFeature( 'all_under_heaven' ), 'additional_mandala_government_piety_levels' )]\n\nThe Levels are:\n$EFFECT_LIST_BULLET$[GetModifier( 'piety_level_0' ).GetNameWithTooltip|L]\n$EFFECT_LIST_BULLET$[GetModifier( 'piety_level_1' ).GetNameWithTooltip|L]\n$EFFECT_LIST_BULLET$[GetModifier( 'piety_level_2' ).GetNameWithTooltip|L]\n$EFFECT_LIST_BULLET$[GetModifier( 'piety_level_3' ).GetNameWithTooltip|L]\n$EFFECT_LIST_BULLET$[GetModifier( 'piety_level_4' ).GetNameWithTooltip|L]\n$EFFECT_LIST_BULLET$[GetModifier( 'piety_level_5' ).GetNameWithTooltip|L][AddLocalizationIf( HasDlcFeature( 'all_under_heaven' ), 'game_concept_additional_piety_level_desc' )]" - game_concept_additional_piety_level_desc: "\n$EFFECT_LIST_BULLET$[GetModifier( 'piety_level_6' ).GetNameWithTooltip|L]\n$EFFECT_LIST_BULLET$[GetModifier( 'piety_level_7' ).GetNameWithTooltip|L]\n$EFFECT_LIST_BULLET$[GetModifier( 'piety_level_8' ).GetNameWithTooltip|L]" - game_concept_prestige:0 "Prestige" - game_concept_prestigious:0 "Prestigious" - game_concept_prestige_i:0 "@prestige_icon!" - game_concept_prestige_desc:0 "$game_concept_prestige$ represents a Character's fame and social standing.\n\nPrestige can be spent on various worldly matters depending on [government_form|E], [doctrines|E], et cetera.\n\nEvery time a Character gains Prestige, they also progress toward the next [prestige_level|E]." - game_concept_prestige_experience_i: "$game_concept_prestige_i$" - game_concept_prestige_experience:0 "Fame" - game_concept_prestige_experience_desc:0 "Each point of Fame a character gets increases their progress towards the next [prestige_level|E]. When a character gains [prestige|E] they also gain an equal amount of Fame." - game_concept_prestige_level:0 "Level of Fame" - game_concept_prestige_levels:0 "Levels of Fame" - game_concept_prestige_level_desc:2 "A Character's $game_concept_prestige_level$ measures their general reputation, and how well perceived they are by everyone.\n\nEach time a Character gains [prestige|E], they also progress towards the next $game_concept_prestige_level$.\n\nThe Levels are:\n$EFFECT_LIST_BULLET$[GetModifier( 'prestige_level_0' ).GetNameWithTooltip|L]\n$EFFECT_LIST_BULLET$[GetModifier( 'prestige_level_1' ).GetNameWithTooltip|L]\n$EFFECT_LIST_BULLET$[GetModifier( 'prestige_level_2' ).GetNameWithTooltip|L]\n$EFFECT_LIST_BULLET$[GetModifier( 'prestige_level_3' ).GetNameWithTooltip|L]\n$EFFECT_LIST_BULLET$[GetModifier( 'prestige_level_4' ).GetNameWithTooltip|L]\n$EFFECT_LIST_BULLET$[GetModifier( 'prestige_level_5' ).GetNameWithTooltip|L]" - game_concept_dynast:1 "Dynasty Head" - game_concept_dynast_desc: "A $game_concept_dynast$ is the [house_head|E] that heads the entire [dynasty|E] and all of its [houses|E].\n\nThe Dynasty Head wields certain unique powers over the members of the Dynasty, known as [dynast_interactions|E]. The $game_concept_dynast$ also picks [dynasty_perks|E] for the $game_concept_dynasty$.\n\nNormally, the $game_concept_dynast$ is the $game_concept_house_head$ that can have the most [soldiers|E]. If all $game_concept_house_heads$ have the [administrative|E] [government|E], the $game_concept_dynast$ is instead whoever has the highest [powerful_family_rating|E]." - game_concept_dynasty:0 "Dynasty" - game_concept_dynasties:0 "Dynasties" - game_concept_dynastic:0 "Dynastic" - game_concept_dynasty_members:0 "Dynasty Members" - game_concept_dynasty_desc:1 "A $game_concept_dynasty$ is a group of [noble|E] descendants of a [landed|E] ancestor; the founder of the Dynasty. The original [house|E] can split into new ones ([cadet_branches|E]), all still members of the wider Dynasty.\n\nWhen your Character dies, you must have a [player_heir|E], or the game will end (though you can pick another ruler and continue playing in the same world).\n\nMuch like [prestige|E] for characters, dynasties have [dynasty_prestige|E]." - game_concept_dynast_interaction:0 "Dynasty Head Interaction" - game_concept_dynast_interactions:0 "Dynasty Head Interactions" - game_concept_dynast_interaction_desc:0 "Interactions that are uniquely available to the [dynast|E] of a [dynasty|E], against other members of that dynasty.\n\nThey cost [dynasty_prestige|E] to use." - game_concept_dynasty_prestige:0 "Renown" - game_concept_dynasty_prestige_i:0 "@dynasty_prestige_icon!" - game_concept_renown: "$game_concept_dynasty_prestige$" - game_concept_dynasty_prestige_desc:0 "$game_concept_dynasty_prestige$ is much like [prestige|E], but shared by an entire [dynasty|E].\n\nA Dynasty gains $game_concept_dynasty_prestige$ for the following:\n$BULLET_WITH_TAB$ The number of currently living members\n$BULLET_WITH_TAB$ The number of [rulers|E]\n$BULLET_WITH_TAB$ The number of [spouses|E] to other Rulers\nNote that a Ruler will not generate $game_concept_dynasty_prestige$ should they have any [liege|E] of the same Dynasty.\n\nAs with Prestige, $game_concept_dynasty_prestige$ also counts towards increasing your [dynasty_prestige_level|E].\n\n$game_concept_dynasty_prestige$ can be spent by the [dynast|E] in order to unlock [dynasty_perks|E] and influence the members of the Dynasty in various ways.\n\n#weak A Dynasty spread far and wide between several different [realms|E] will generate more $game_concept_dynasty_prestige$ than a Dynasty concentrated within a single Realm.#!" - game_concept_dynasty_prestige_level:0 "Level of Splendor" - game_concept_dynasty_prestige_level_desc:1 "$game_concept_dynasty_prestige_level$ is a measure of how famous a [dynasty|E] is. Level progress is made whenever your Dynasty gains [dynasty_prestige|E]. Characters get an amount of initial [prestige|E] when they are born depending on their $game_concept_dynasty_prestige_level$. Similarly, [spouses|E] gain some Prestige from each other's Dynasty when they [marry|E].\n\nThe levels are:\n$EFFECT_LIST_BULLET$[dynasty_prestige_level_0|E]\n$EFFECT_LIST_BULLET$[dynasty_prestige_level_1|E]\n$EFFECT_LIST_BULLET$[dynasty_prestige_level_2|E]\n$EFFECT_LIST_BULLET$[dynasty_prestige_level_3|E]\n$EFFECT_LIST_BULLET$[dynasty_prestige_level_4|E]\n$EFFECT_LIST_BULLET$[dynasty_prestige_level_5|E]\n$EFFECT_LIST_BULLET$[dynasty_prestige_level_6|E]\n$EFFECT_LIST_BULLET$[dynasty_prestige_level_7|E]\n$EFFECT_LIST_BULLET$[dynasty_prestige_level_8|E]\n$EFFECT_LIST_BULLET$[dynasty_prestige_level_9|E]\n$EFFECT_LIST_BULLET$[dynasty_prestige_level_10|E]" - game_concept_house:0 "House" - game_concept_houses:0 "Houses" - game_concept_house_possessive: "House's" - game_concept_house_desc:1 "A $game_concept_house$ is a branch of members on the bigger tree of a [dynasty|E]. Houses are created by [rulers|E] who no longer wish to answer to their current [house_head|E] and would rather be the Head of a new House.\n\nAlthough Houses have their own names and Coats of Arms, they still share [dynasty_prestige|E], and other members of the Dynasty can still be your [player_heir|E]." - game_concept_house_head:0 "House Head" - game_concept_house_heads:0 "House Heads" - game_concept_house_heads_possessive: "House Head's" - game_concept_house_head_head:0 "Head" - game_concept_house_head_heads: "Heads" - game_concept_house_head_desc: "Every [house|E] within a [dynasty|E] has a $game_concept_house_head$, who wields certain unique powers over the members of the House.\n\nNotably, the $game_concept_house_head$ can legitimize [bastards|E], call the members of the House to [war|E] and demand conversion of [landed|E] members. The $game_concept_house_head$ also gets a [weak_hook|E] on all members of their House that are born while they are in power.\n\nWhen they die, their [primary_heir|E] becomes the new $game_concept_house_head$.\n\n[clan_house_heads|E] have special rules and privileges." - game_concept_clan_house_head: "Clan House Head" - game_concept_clan_house_heads: "Clan House Heads" - game_concept_clan_house_head_head: "$game_concept_house_head_head$" - game_concept_clan_house_head_desc: "A $game_concept_clan_house_head$ is in many ways like a normal [house_head|E], but differs in some notable ways.\n\n$game_concept_clan_house_heads$ do not get a [weak_hook|E] on all the members of their [house|E]. They have more influence over [house_unity|E] than other house members. Additionally, any house member may challenge a $game_concept_clan_house_head$ for superiority to become the $game_concept_house_head$ themself." - game_concept_denounce:0 "Denounce" - game_concept_denouncement:0 "Denouncement" - game_concept_denounce_desc:1 "A [dynast|E] may denounce a member of their [dynasty|E] for a cost of [dynasty_prestige|E].\n\nAny member of the same dynasty (including the Dynasty Head themselves) will gain an [imprisonment_reason|E] against the denounced member." - game_concept_hook:0 "Hook" - game_concept_hooks:0 "Hooks" - game_concept_hooked:0 "Hooked" - game_concept_hook_i:0 "@cs_weak_hook_icon!" - game_concept_hook_desc:1 "A $game_concept_hook$ is a general term for a relationship between characters where one can get the other to do their will.\n\nThere are two types, [weak_hooks|E] and [strong_hooks|E], which are acquired in different ways.\n\n$game_concept_hooks$ can be used to force through many interactions, for example [marriage|E] proposals and [vassal_contract|E] changes." - game_concept_weak_hook:0 "Weak Hook" - game_concept_weak_hooks:0 "Weak Hooks" - game_concept_weak_hook_desc:1 "A $game_concept_weak_hook$ is a fairly common [hook|E] that you might have on a character who owes you a favor, or that you have manipulated to do your will.\n\nWhile there are many interactions where a $game_concept_weak_hook$ can be used, for example in [marriage|E] proposals, they cannot be used to force someone to become your [agent|E] in a [GetScheme('murder').GetTypeName] and do not provide a passive benefit #weak (for that, a [strong_hook|E] is necessary.)#!\n\nEvery child born to a [noble|E] [house|E] also owes the [house_head|E] an initial $game_concept_weak_hook$.\n\nOnce a $game_concept_weak_hook$ is used, it is #emphasis spent.#!" - game_concept_perpetual_hook: "Perpetual Hook" - game_concept_perpetual_hooks: "Perpetual Hooks" - game_concept_perpetual_hook_desc: "A $game_concept_perpetual_hook$ is a [hook|E] that you might have on a character who owes you a favor, or that you have manipulated to do your will.\n\nThey cannot be used to force someone to become your [agent|E] in a [GetScheme('murder').GetTypeName] and do not provide a passive benefit #weak (for that, a [strong_hook|E] is necessary.)#!\n\n$game_concept_perpetual_hooks$ are not spent when used, but instead go on a cooldown before they can be used again.#!" - - game_concept_strong_hook:0 "Strong Hook" - game_concept_strong_hooks:0 "Strong Hooks" - game_concept_strong_hook_i: "@unspent_strong_hook_icon!" - game_concept_strong_hook_desc:2 "A $game_concept_strong_hook$ is a very powerful [hook|E] that you might have on a character who you have [blackmailed|E].\n\n$game_concept_strong_hooks$ are much more powerful than [weak_hooks|E], and can force someone to do terrible deeds for you — such as to become your [agent|E] in a [GetScheme('murder').GetTypeName] #weak (in addition to everything a $game_concept_weak_hook$ can do!)#!\n\nA $game_concept_strong_hook$ also prevents the target from taking any hostile actions towards the holder.\n\n$game_concept_strong_hooks$ are not spent when used, but instead go on a cooldown before they can be used again. The passive effect is not lost when the Hook is used." - game_concept_favor:0 "Favor" - game_concept_favors:0 "Favors" - game_concept_favor_desc:0 "Characters can owe each other $game_concept_favors$, which is considered a type of [hook|E].\n\nFavors can be gained in many ways, but often through various scripted events. Every child born to a [noble|E] [house|E] also owes the [house_head|E] an initial Favor." - game_concept_blackmail:0 "Blackmail" - game_concept_blackmailed:0 "Blackmailed" - game_concept_blackmailing:0 "Blackmailing" - game_concept_blackmail_desc:1 "If you know another Character's [criminal|E] [secret|E], you may use a $game_concept_blackmail$ [character_interaction|E] to potentially gain a [hook|E] on them.\n\nThe strength of this Hook varies with the severity of the Secret, which in turn is often determined by [doctrines|E]." - game_concept_manipulation:0 "Manipulation" - game_concept_manipulation_desc:0 "$game_concept_manipulation$ is a form of [hook|E] where you have managed to manipulate the mind of another character in some way in order to get them to do your will." - game_concept_soldier:0 "Soldier" - game_concept_soldiers:0 "Soldiers" - game_concept_soldier_i:0 "@soldier_icon!" - game_concept_soldiers_desc:0 "$game_concept_soldiers$ is a collective term for the troops in a [regiment|E] or an [army|E], whether they are [levies|E], [men_at_arms|E], or [knights|E].\n\nHaving the most $game_concept_soldiers$ helps win [battles|E] and [sieges|E]." - game_concept_health:0 "Health" - game_concept_healthy: "Healthy" - game_concept_health_desc:1 "$game_concept_health$ measures how likely a Character is to die by [illnesses|E] and old age.\n\nOld characters have a chance to lose health every year, increasing the older they are." - game_concept_child_health: "Child Health" - game_concept_child_health_desc: "Certain [traits|E], such as [GetTrait('measles').GetName( GetNullCharacter )], are especially dangerous to [children|E].\n\nAny penalty to $game_concept_child_health$ stacks with regular penalties to [health|E], even from the same Trait." - game_concept_adult_health: "Adult Health" - game_concept_adult_health_desc: "Certain [traits|E], such as [GetTrait('ill').GetName( GetNullCharacter )], are more dangerous for [adults|E].\n\nAny penalty to $game_concept_adult_health$ stacks with regular penalties to [health|E], even from the same Trait." - game_concept_elderly_health: "Elderly Health" - game_concept_elderly_health_desc: "Certain [traits|E], such as [GetTrait('pneumonic').GetName( GetNullCharacter )], are more dangerous for those of at least [GetDefine( 'NCharacter', 'FEMALE_ELDERLY_AGE' )|V] years of age.\n\nAny penalty to $game_concept_elderly_health$ stacks with regular penalties to [health|E], even from the same Trait." - game_concept_character_death:0 "Character Death" - game_concept_character_death_death:0 "Death" - game_concept_character_death_deaths: "Deaths" - game_concept_character_death_dying:0 "Dying" - game_concept_character_death_die:0 "Die" - game_concept_character_death_dies:0 "Dies" - game_concept_character_death_desc:1 "Death triggers [succession|E], which is important for [rulers|E].\n\nIf a Player Character dies, the player will continue playing as their [player_heir|E] — or be faced with a Game Over, if they have no valid heir." - game_concept_death_natural_causes: "Natural Causes" - game_concept_death_natural_cause: "Natural Cause" - game_concept_death_natural_causes_desc: "Passing on peacefully is the key to dying of $game_concept_death_natural_causes$. For this purpose, old age and chronic diseases are the main ways to leave this world." - game_concept_death_religion: "Religion" - game_concept_death_religious: "Religious" - game_concept_death_religion_desc: "Being passed into the next world by heathens and the sacrilegious dispatching of your mortal coil — martyrdom, crucifixion — remaining true to your faith to the very end, what more genuine way is there to pass on." - game_concept_death_combat: "Combat" - game_concept_death_combat_desc: "Receiving a fatal blow while partaking in a battle, dueling or other martial-related contests, such as Tournaments, are the main ways of passing on in a $game_concept_death_combat$ manner." - game_concept_death_murder: "Murder" - game_concept_death_murder_desc: "Death finally catching up to you by being murdered — a death in deceit. The way you lived; the way you died." - game_concept_fertility:0 "Fertility" - game_concept_fertility_desc:0 "$game_concept_fertility$ measures how able a Character is to produce children." - game_concept_life_expectancy:0 "Life Expectancy" - game_concept_life_expectancy_desc:0 "$game_concept_life_expectancy$ is the number of years a character is expected to live before dying of natural causes.\n\nA high $game_concept_life_expectancy$ will make characters visibly age slower and be able to produce [children|E] for longer." - game_concept_betrothal:0 "Betrothal" - game_concept_betrothals:0 "Betrothals" - game_concept_betrothed:0 "Betrothed" - game_concept_betrothal_desc:1 "[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'game_concept_betrothal_desc_TOTO_DLC', 'game_concept_betrothal_desc_NO_TOTO_DLC' )]" - game_concept_betrothal_desc_NO_TOTO_DLC:0 "A $game_concept_betrothal$ is a promise of a future [marriage|E] that can be made when either party is not yet an [adult|E].\n\nBetrothals can grant [alliances|E] just like Marriages, but can easily be broken. Upon adulthood, the Betrothal can be converted into a proper Marriage." - game_concept_betrothal_desc_TOTO_DLC:0 "A $game_concept_betrothal$ is a promise of a future [marriage|E]. It can be made when either party is not yet an [adult|E], or when a [GetActivityType( 'activity_wedding' ).GetName] is [grand_wedding_promised|E].\n\nBetrothals can grant [alliances|E] just like Marriages. Regular Betrothals can last as long as needed and be easily broken. They can be converted into a proper Marriage upon adulthood, while Grand Wedding Betrothals are converted into a Marriage by completing a [GetActivityType( 'activity_wedding' ).GetName]." - game_concept_marriage:0 "Marriage" - game_concept_marriages:0 "Marriages" - game_concept_marry:0 "Marry" - game_concept_marries:0 "Marries" - game_concept_married:0 "Married" - game_concept_marrying:0 "Marrying" - game_concept_marriage_desc:3 "$game_concept_marriages$ are a union between two [spouses|E], and are (alongside [betrothals|E]) the main way to forge an [alliance|E] with another [ruler|E].\n\n$game_concept_spouses$ may also produce [legitimate|E] children, who can be [bred|E] and raised as suitable [heirs|E].\n\n$game_concept_marriages$ only end when one $game_concept_spouse$ dies or [divorces|E] the other.[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'game_concept_marriage_desc_TOTO_DLC', '' )]" - game_concept_marriage_desc_TOTO_DLC:0 "\n\nHosting a [GetActivityType( 'activity_wedding' ).GetName] greatly increases the acceptance of a Marriage proposal." - game_concept_concubinage:0 "Concubinage" - game_concept_concubine:0 "Concubine" - game_concept_concubines:0 "Concubines" - game_concept_concubine_male:0 "Concubine" - game_concept_concubine_female:0 "Concubine" - game_concept_concubinage_desc:1 "A Concubine is of lesser status than a [spouse|E], allowed in [faiths|E] with the [GetFaithDoctrine('doctrine_concubines').GetBaseName] [doctrine|E].\n\nUnlike [marriage|E], Concubinage does not yield [alliances|E]. Concubines can also be set aside at will, without the complications of a [divorce|E]. The children of Concubines are considered [legitimate|E].\n\nConcubinage is mutually exclusive with [GetFaithDoctrine('doctrine_polygamy').GetBaseName]." - game_concept_bastard:0 "Bastard" - game_concept_bastards:0 "Bastards" - game_concept_bastard_desc:1 "$game_concept_bastards$ are illegitimate children born out of wedlock. As such, they are barred from inheriting [titles|E]. However, their parents can [Concept( 'legitimized', 'legitimize' )|E] their child with the approval of their [house_head|E].\n\nWhich [house|E] a bastard belongs to is determined by the [doctrines|E] of their parents' [faiths|E] when they are born.\n\nIf Bastards are granted Titles or have children of their own, they will found a new [dynasty|E]." - game_concept_legitimized_bastard:0 "Legitimized Bastard" - game_concept_legitimized:0 "Legitimized" - game_concept_legitimized_bastard_desc:0 "A [bastard|E] may be Legitimized, either at birth, or as a [character_interaction|E] later, depending on approval from their [house_head|E].\n\nA Legitimized Bastard has the same right of inheritance as [legitimate|E] children, but the stain of bastardy will follow them throughout their life." - game_concept_bastardy: "Bastardy" - game_concept_bastardy_desc: "$game_concept_bastard_desc$" - game_concept_real_father:0 "Real Father" - game_concept_real_father_desc:0 "A character's real father. For most characters, this is the character widely acknowledged as their father, but for secret bastards, it is someone else." - game_concept_legitimate:0 "Legitimate" - game_concept_legitimate_desc:0 "Children born of [married|E] parents are considered $game_concept_legitimate$, as opposed to [bastards|E] who may not inherit any [titles|E]. The children of [concubines|E] are also considered [legitimate|E], though of slightly lower status." - game_concept_matrilineal:0 "Matrilineal" - game_concept_matrilineally:0 "Matrilineally" - game_concept_matrilineal_desc:0 "In a $game_concept_matrilineal$ [marriage|E], children will be born into their mother's [house|E] instead of their father's." - game_concept_patrilineal:0 "Patrilineal" - game_concept_patrilineal_desc:0 "In a $game_concept_patrilineal$ [marriage|E], children will be born into their father's [house|E]." - game_concept_divorce:0 "Divorce" - game_concept_divorced:0 "Divorced" - game_concept_divorcing:0 "Divorcing" - game_concept_divorces:0 "Divorces" - game_concept_divorce_desc:0 "[married|E] [spouses|E] can arrange a $game_concept_divorce$, although the rules, requirements and consequences depend on the [doctrines|E] of their [faiths|E].\n\n[concubines|E] can simply be set aside at will." - game_concept_stress:0 "Stress" - game_concept_stress_i:0 "@stress_icon!" - game_concept_stress_gain_i:0 "@stress_gain_icon!" - game_concept_stress_loss_i:0 "@stress_loss_icon!" - game_concept_stress_loss: "Stress Loss" - game_concept_stress_critical_i:0 "@stress_critical_icon!" - game_concept_stress_desc:2 "Characters gain Stress when taking actions that conflict with their [personality_traits|E].\n\nCharacters who gain enough Stress will also gain a [stress_level|E], causing various negative effects on their mental health that persist until they manage to reduce their Stress.\n\nA straight-forward way to relieve Stress is to partake in [activities|E] such as a [GetActivityType( 'activity_hunt' ).GetName]." - game_concept_adult:0 "Adult" - game_concept_adults:0 "Adults" - game_concept_adulthood:0 "Adulthood" - game_concept_adult_desc:0 "An $game_concept_adult$ is a character of at least #V 16#! years of age." - game_concept_child:0 "Child" - game_concept_children:0 "Children" - game_concept_child_possessive: "Child's" - game_concept_child_desc:1 "A $game_concept_child$ is a character younger than #V 16#!." - game_concept_eligible_child:0 "Eligible Child" - game_concept_eligible_children:0 "Eligible Children" - game_concept_eligible_child_desc:0 "$game_concept_eligible_children$ are, by law, allowed to inherit their parent's [titles|E].\n\n[bastards|E] are not considered eligible, as well as children of certain genders under specific [gender_laws|E]." - game_concept_alliance:0 "Alliance" - game_concept_alliances:0 "Alliances" - game_concept_allies:0 "Allies" - game_concept_allied:0 "Allied" - game_concept_ally:0 "Ally" - game_concept_ally_i:0 "@alliance_icon!" - game_concept_alliance_desc:2 "An $game_concept_alliance$ is a diplomatic relation between two [rulers|E]. [independent|E] Rulers can call on $game_concept_allies$ to join each others [wars|E].\n\nAlliances are created and maintained through a [marriage|E] or [betrothal|E], as long as the two characters that are wed are closely enough related to the two Rulers. For example, if a [king|E] marries off his daughter to another King's son, the two Kings become $game_concept_allies$.\n\n[lieges|E] can also create $game_concept_alliances$ with their [vassals|E]. The Liege cannot call the Vassal to War, but it prevents them from joining [factions|E]." - game_concept_war:0 "War" - game_concept_wars:0 "Wars" - game_concept_war_desc:0 "Armed conflict is the most straightforward way to expand your [realm|E]. However, declaring $game_concept_war$ requires a justification for doing so, called a [casus_belli|E]. You cannot achieve more with a $game_concept_war$ than the selected casus belli permits.\n\nWars are won by defeating enemy [armies|E] in [battle|E] and [occupying|E] enemy [holdings|E]. Doing so will accrue [war_score|E], eventually forcing the enemy to accept [defeat|E] in the [peace_offer|E].\n\nRegardless of the outcome of a $game_concept_war$, the attacker gains a [truce|E] toward the defender for a time, but the defender is free to declare a new war immediately." - game_concept_civil_war:0 "Civil War" - game_concept_civil_wars:0 "Civil Wars" - game_concept_raid:0 "Raid" - game_concept_raids:0 "Raids" - game_concept_raiding:0 "Raiding" - game_concept_raider:0 "Raider" - game_concept_raiders:0 "Raiders" - game_concept_raided:0 "Raided" - game_concept_raid_desc:0 "[armies|E] can be raised as $game_concept_raiders$ from [rally_points|E]. $game_concept_raiders$ can move into neighboring lands and pillage them for [gold|E].\n\nIn order to $game_concept_raid$, a Raiding Army must stop in a [holding|E] owned by a foreign [ruler|E] and choose to start Raiding — upon doing so they will be stuck Raiding for a some time, after which they will get Gold and pillage the Holding.\n\nGold will be stored on the Army, and only added to the treasury when they arrive home. If you defeat a Raiding Army carrying Gold you will take it, and they will be unable to Raid you for some time.\n\nOnly some Rulers are allowed to $game_concept_raid$, most notably [tribal|E] and [GetGovernment( 'nomad_government' ).GetName] Rulers.\n\nSpecific [raid_intents|E] can be set to obtain different rewards." - game_concept_raid_i: "@raid_icon!" - game_concept_loot: "Loot" - game_concept_loot_desc: "If a [holding|E] is [Concept( 'raid', 'Raided' )|E], [occupied|E] in a [siege|E], or engaged in [trading|E], the attacker or [trader|E] will get an amount of [gold|E] equal to the $game_concept_loot$. The more prosperous a [holding|E] is, the more $game_concept_loot$ it will have.\n\nA Holding which has been Raided, Sieged, or Bartered with recently will not have any Loot." - game_concept_loot_i: "@loot_icon!" - - 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!" - - game_concept_trade: "Trade" - game_concept_trade_i: "@barter_icon!" - 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!" - - game_concept_revolt:0 "Revolt" - game_concept_revolts:0 "Revolts" - game_concept_revolting:0 "Revolting" - game_concept_civil_war_desc:0 "A [war|E] where one or more [vassals|E] and/or [counties|E] rise in revolt against their [liege|E]. They are most commonly the result of a [faction|E] whose demands have not been met.\n\nLosing a $game_concept_civil_war$ often has consequences that are more severe than the original demands of the rebelling faction." - game_concept_casus_belli:0 "Casus Belli" - game_concept_casus_bellis:0 "Casus Bellis" - game_concept_casus_belli_desc:1 "A $game_concept_casus_belli$ ('Cause for War') required to declare [war|E] on another [ruler|E].\n\nThe $game_concept_casus_belli$ specifies what the War is about, usually a specific territory — the [war_target|E]. It is not possible to gain anything more than the $game_concept_casus_belli$ allows, regardless of how soundly the enemy is defeated.\n\nOne of the most important Casus Bellis are [claims|E], whether they come from [succession|E] or the [fabricate_claim|E] Task." - game_concept_war_score:0 "War Score" - game_concept_war_score_desc:1 "A measure of which side is winning in a [war|E]. It goes from #N -100#! to #P 100#!, with e.g. #N -25#! for one side being #P 25#! for the other. At #P 100#! War Score, you can force the other side to accept your [peace_offer|E].\n\nWar Score can be gained by:\n$EFFECT_LIST_BULLET$ Defeating [armies|E] in [battle|E]\n$EFFECT_LIST_BULLET$ [imprisoning|E] the enemy [ruler|E] or their [heirs|E] (not including their [allies|E])\n$EFFECT_LIST_BULLET$ [occupying|E] enemy [holdings|E] (especially within the [war_target|E])\n$EFFECT_LIST_BULLET$ Occupying the enemy's [realm_capital|E]\n$EFFECT_LIST_BULLET$ Controlling all [objectives|E] for an extended period of time" - game_concept_war_target:0 "War Target" - game_concept_war_targets:0 "War Targets" - game_concept_war_target_desc:0 "A region on the map targeted by a [casus_belli|E] in a [war|E]. If the casus belli does not target a specific region, the [realm_capital|E] of the defender is the $game_concept_war_target$.\n\nThe attacking side gains more [war_score|E] by [occupying|E] [holdings|E] within the $game_concept_war_target$. Conversely, the defender will — after an initial grace period — start accruing war score for holding on to all [counties|E] in the $game_concept_war_target$ region." - game_concept_occupation:0 "Occupation" - game_concept_occupations:0 "Occupations" - game_concept_occupy:0 "Occupy" - game_concept_occupying:0 "Occupying" - game_concept_occupied:0 "Occupied" - game_concept_occupation_desc:0 "Occupied [holdings|E] are temporarily under the control of a hostile [ruler|E] during a [war|E]. An [army|E] standing in a [barony|E] with a hostile [fortified_holding|E] will start to [besiege|E] it if the number of [soldiers|E] in the army outnumbers the [garrison|E].\n\nIf the Siege is successful, the Holding is Occupied, which will give [war_score|E] to the Occupying side in the [war|E].\n\nOccupying a Holding does not mean it is now yours! Only territory specified by the [war_target|E] can actually change hands, and only if the Attacker [wins|E]." - game_concept_peace:0 "Peace" - game_concept_peace_offer:0 "Peace Offer" - game_concept_peace_offers:0 "Peace Offers" - game_concept_peace_desc:1 "[wars|E] can end in three types of $game_concept_peace$: [victory|E], [defeat|E], or [white_peace|E].\n\nAt #V 100%#! [war_score|E], the other side cannot refuse a Peace Offer and must accept [defeat|E].\n\nThe effects of $game_concept_victory$ or $game_concept_defeat$ depend entirely on the type of [casus_belli|E] that was used to declare the war and its associated [war_target|E]." - game_concept_victory:0 "Victory" - game_concept_win:0 "Win" - game_concept_wins:0 "Wins" - game_concept_winning:0 "Winning" - game_concept_victory_desc:0 "$game_concept_victory$ is one of three possible [peace_offers|E]. The exact outcome of Victory in a [war|E] depends on the [casus_belli|E].\n\nFor the Attacker, it typically involves the seizure of [titles|E] within the [war_target|E] region.\n\nFor the Defender, Victory usually means the attacker has to pay a large sum of gold as war reparations." - game_concept_defeat:0 "Defeat" - game_concept_defeat_desc:0 "$game_concept_defeat$ is one of three possible [peace_offers|E]. The exact outcome of Defeat in a [war|E] depends on the [casus_belli|E], but defeated Defenders typically lose [titles|E] within the [war_target|E] region, whereas defeated Attackers instead lose things like [gold|E], [prestige|E] and [piety|E]." - game_concept_white_peace:0 "White Peace" - game_concept_white_peace_desc:0 "A $game_concept_white_peace$ is one of three possible [peace_offers|E]. Sometimes, both sides will agree that the [war|E] is no longer worth pursuing.\n\nWith a White Peace, the Attacker typically still loses some [piety|E] or [prestige|E], but far less than with a humiliating [defeat|E]." - game_concept_siege:0 "Siege" - game_concept_sieges:0 "Sieges" - game_concept_besiege:0 "Besiege" - game_concept_besieging:0 "Besieging" - game_concept_besieged:0 "Besieged" - game_concept_siege_desc:0 "Siege is when an [army|E] surrounds a [fortified_holding|E] in order to starve the citizens into submission so that it can be [occupied|E]. A Siege starts automatically once an Army enters the location of a hostile Fortified Holding and stands still — if the Army outnumbers the [garrison|E].\n\nThe besieging Army can [assault|E] the Holding if its walls are Breached." - game_concept_assault:0 "Assault" - game_concept_assaults:0 "Assaults" - game_concept_assaulting:0 "Assaulting" - game_concept_assaulted:0 "Assaulted" - game_concept_assault_desc:0 "An Assault is when a [besieging|E] [army|E] attempts to storm a [fortified_holding|E] at the risk of losing a lot of [soldiers|E]. Assaults can only be attempted if the walls of the Holding have been Breached, which requires that the Army contains [siege_weapons|E]." - game_concept_fort_level:0 "Fort Level" - game_concept_fort_level_i:0 "@fort_icon!" - game_concept_fort_level_desc:0 "Some [holdings|E] are fortified and need to be [besieged|E] and [occupied|E] in order to gain control of the [county|E].\n\nThe $game_concept_fort_level$ of such [fortified_holdings|E] determines how long the Siege can be expected to last.\n\nA high $game_concept_fort_level$ will require [siege_weapons|E] in order to be $game_concept_besieged$ efficiently, although each Siege Weapon is only effective up to a certain Fort Level." - game_concept_garrison:0 "Garrison" - game_concept_garrison_desc:2 "The $game_concept_garrison$ of a [fortified_holding|E] protects it from being [besieged|E] by smaller [armies|E].\n\nThe besieging Army needs to have more [soldiers|E] than the Garrison in order for the Siege to progress.\n\nWhen a [siege|E] is lost, the $game_concept_garrison$ is set to [GetDefine('NDomain', 'HOLDING_MIN_GARRISON_COUNT')|0]. From there, the $game_concept_garrison$ refills every month depending on the [garrison_reinforcement|E] until it reaches its max capacity.\n\nWhen a [siege|E] begins, the manning of the $game_concept_garrison$ affects the required amount of [siege_progress|E]." - game_concept_garrison_reinforcement:0 "Garrison Reinforcement Rate" - game_concept_garrison_reinforcement_desc:0 "The $game_concept_garrison_reinforcement$ of a [fortified_holding|E] defines how fast the [garrison|E] recovers after losing a [siege|E].\n\nEvery month, the [garrison|E] will regain a percentage of its maximal capacity equal to the current rate. It can be increased by upgrading the [holding|E].\n\nDuring a [siege|E] however, the reinforcement is frozen and the rate set to 0." - game_concept_fortified_holding:0 "Fortified Holding" - game_concept_fortified_holdings:0 "Fortified Holdings" - game_concept_fortified_holding_desc:0 "A $game_concept_fortified_holding$ is a [holding|E] with [buildings|E] that increase its [fort_level|E]. [county_capitals|E] are always Fortified.\n\nIn order to fully [occupy|E] a [county|E], all its Fortified Holdings must be Occupied." - game_concept_army:0 "Army" - game_concept_armies:0 "Armies" - game_concept_army_desc:1 "Armies are used to win [wars|E] by engaging in [battle|E] with other armies, and to [besiege|E] and [occupy|E] enemy [fortified_holdings|E]. Armies are raised in [rally_points|E] and primarily consist of [levies|E] and [men_at_arms|E], but can also be bolstered by [mercenaries|E] and [holy_orders|E].\n\nArmies can move across water by spending an amount of [gold|E] to secure transport. They can suffer losses from [attrition|E] if the local [barony|E] is unable to adequately [supply|E] them." - game_concept_holy_order:0 "Holy Order" - game_concept_holy_orders:0 "Holy Orders" - game_concept_holy_order_i: "@government_type_holy_order!" - game_concept_holy_order_desc:1 "$game_concept_holy_orders$ are independent military organizations that work to defend and expand the influence of their [faith|E].\n\nRulers of their Faith may hire them if they are at [war|E] with a [faith_hostile|L] or [faith_evil|L] [faith|E], at a cost of [piety|E]. Once this War ends, they no longer fight for that Ruler.\n\nA $game_concept_holy_order$ may have a [holy_order_patron|E], who does not need to pay to engage their services." - game_concept_holy_order_patron:0 "Holy Order Patron" - game_concept_holy_order_patron_desc:0 "A [holy_order|E]'s $game_concept_holy_order_patron$ is a King or Emperor who shares their [faith|E] and whose [realm|E] contains their Capital.\n\nThe $game_concept_holy_order_patron$ may call upon the support of the $game_concept_holy_order$ against religious enemies for free, instead of paying [piety|E].\n\nNot all $game_concept_holy_orders$ have a $game_concept_holy_order_patron$." - game_concept_mercenary_company:0 "Mercenary Company" - game_concept_mercenaries:0 "Mercenaries" - game_concept_mercenary:0 "Mercenary" - game_concept_mercenary_i: "@government_type_mercenary!" - game_concept_mercenary_company_desc:0 "[mercenaries|E] are [soldiers|E] for hire who fight in exchange for [gold|E]. Mercenary [armies|E] come in various sizes, with different types of [men_at_arms|E] and a number of [knights|E].\n\nMercenaries sign up for #V [GetDefine('NMercenary', 'BASE_HIRE_MONTHS')] month#! contracts that can be extended for another #V [GetDefine('NMercenary', 'BASE_HIRE_MONTHS')] months#! if you are still at [war|E]. Mercenary contracts persist even if their Regiments are dismissed — they can be raised again without further cost.\n\nYou are allowed to go into [debt|E] in order to hire Mercenaries #weak (up to [GetDefine('NMercenary', 'ALLOWED_DEBT_MONTHS')] months)#!." - game_concept_mercenary_contract:0 "Mercenary Contract" - game_concept_mercenary_contracts: "Mercenary Contracts" - game_concept_mercenary_contract_desc:0 "Establishing a [mercenary|E] Contract incurs a one-time cost which allows the use of their troops for #V [GetDefine('NMercenary', 'BASE_HIRE_MONTHS')] months#!." - game_concept_hired_troops:0 "Hired Soldiers" - game_concept_hired_troops_desc:0 "Hired Soldiers are either [mercenaries|E] or [holy_orders|E]." - game_concept_commander:0 "Commander" - game_concept_commanders:0 "Commanders" - game_concept_army_commanders:0 "Army Commanders" - game_concept_commanding:0 "Commanding" - game_concept_army_commander:0 "Army Commander" - game_concept_army_commander_desc:0 "An $game_concept_army_commander$ is a Character in command of an [army|E]. Any of your [courtiers|E] or direct [vassals|E] can potentially be assigned as a Commander (subject to age, [health|E], and [doctrines|E]).\n\nIn [battle|E], the [martial_skill|E] of the Commander heavily influences the [advantage|E]. As long as there is a Commander present, additional [rolls|E] will be made in attempt to increase the $game_concept_advantage$.\n\nIn addition, [commander_traits|E] can provide an Army with many different perks, both in and out of Battle." - game_concept_commander_trait:0 "Commander Trait" - game_concept_commander_traits:0 "Commander Traits" - game_concept_commander_trait_desc:1 "$game_concept_commander_traits$ are special [traits|E] that confer useful perks to characters when acting as [army|E] [commanders|E].\n\nCommander Traits are typically acquired by children raised with the Martial [education_focus|E], but can also be gained through the [martial_lifestyle|E] and other means." - game_concept_battle_advantage:0 "Battle Advantage" - game_concept_advantage:0 "Advantage" - game_concept_battle_advantage_desc:0 "$game_concept_battle_advantage$ makes one side in [battle|E] do more damage. The higher the $game_concept_advantage$, the more damage the [soldiers|E] will do.\n\nBattles often start with one side having a higher Advantage based on [terrain|E] and the [martial_skill|E] and [commander_traits|E] of the [commander|E]. Either side may then gain additional $game_concept_advantage$ from $game_concept_commander$ [rolls|E]." - game_concept_education_trait:0 "Education Trait" - game_concept_education_traits:0 "Education Traits" - game_concept_education_trait_desc:2 "Upon reaching [adulthood|E], every character receives an $game_concept_education_trait$.\n\nThere are five types of Education Traits, each of which directly corresponds a specific [skill|E].\n\nThe quality of the [trait|E] a character receives will depend how well their [childhood_trait|E] matched the [education_focus|E] as well as the relevant Skill of their [guardian|E].\n\nA characters $game_concept_education_trait$ improves how fast they will progress in the corresponding [lifestyle|E]." - game_concept_education_focus:0 "Education Focus" - game_concept_education:0 "Education" - game_concept_educations:0 "Educations" - game_concept_educate:0 "Educate" - game_concept_educated:0 "Educated" - game_concept_education_focus_short:0 "Focus" - game_concept_education_focus_desc:1 "All [children|E] between age #V 6#! and #V 9#! can be given an $game_concept_education_focus$ geared towards one of the five [skills|E].\n\nThe Education ends with an [education_trait|E] upon reaching [adulthood|E].\n\nThe quality of the $game_concept_education_trait$ they receive will depend on how well their [childhood_trait|E] matched their Education Focus as well as the relevant Skill of their [guardian|E].\n\nWhen setting the Education Focus, you can also specify whether or not the child should be raised in the [guardian|E]'s [faith|E] and/or [culture|E]." - game_concept_childhood_trait:0 "Childhood Trait" - game_concept_childhood_trait_desc:0 "Every child gains a Childhood Trait as they are growing up, such as [GetTrait('rowdy').GetName( GetNullCharacter )] or [GetTrait('charming').GetName( GetNullCharacter )].\n\nThe gained trait is indicative of which [education_focus|E] would suit them best." - game_concept_diplomacy:0 "Diplomacy" - game_concept_diplomacy_i:0 "@skill_diplomacy_icon!" - game_concept_diplomacy_skill:0 "Diplomacy Skill" - game_concept_diplomacy_skill_desc:1 "$game_concept_diplomacy$ is a [skill|E] representing a Character's ability to charm, negotiate and persuade.\n\nDiplomacy directly affects the [opinions|E] other characters have of you. It is also used to further Diplomatic [schemes|E].\n\nThe corresponding [lifestyle|E] is the [diplomacy_lifestyle|E]." - game_concept_martial:0 "Martial" - game_concept_martial_i:0 "@skill_martial_icon!" - game_concept_martial_skill:0 "Martial Skill" - game_concept_martial_skill_desc:2 "$game_concept_martial$ [skill|E] indicates how good a Character is at waging [war|E] and leading [armies|E] in [battle|E].\n\nA high Martial Skill is important for [army_commanders|E], since it improves their [advantage|E] in [battle|E].\n\nThe corresponding [lifestyle|E] is the [martial_lifestyle|E]." - game_concept_stewardship:0 "Stewardship" - game_concept_stewardship_i:0 "@skill_stewardship_icon!" - game_concept_stewardship_skill:0 "Stewardship Skill" - game_concept_stewardship_skill_desc:1 "$game_concept_stewardship$ is a [skill|E] that helps [rulers|E] manage their [domains|E]. It directly increases [taxation|E], making it a very useful Skill for all rulers.\n\nThe corresponding [lifestyle|E] is the [stewardship_lifestyle|E]. Every [GetDefine('NDomain', 'STEWARDSHIP_SKILL_FOR_DOMAIN_LIMIT_INCREASE')] points of Stewardship increases the [domain_limit|E] by 1." - game_concept_intrigue:0 "Intrigue" - game_concept_intrigue_i:0 "@skill_intrigue_icon!" - game_concept_intrigue_skill:0 "Intrigue Skill" - game_concept_intrigue_skill_desc:1 "$game_concept_intrigue$ is a [skill|E] representing a Character's ability to understand and manipulate other characters, and to organize elaborate plots.\n\nIt is mainly used to further — and defend against — Intrigue [schemes|E].\n\nThe corresponding [lifestyle|E] is the [intrigue_lifestyle|E]." - game_concept_learning:0 "Learning" - game_concept_learning_i:0 "@skill_learning_icon!" - game_concept_learning_skill:0 "Learning Skill" - game_concept_learning_skill_desc:1 "$game_concept_learning$ is a [skill|E] measuring a Character's literacy and wisdom. The Learning Skill of a [ruler|E] affects the cost of increasing [crown_authority|E], and also yields an amount of monthly [piety|E].\n\nCharacters with high Learning can be expected to have extensive knowledge of all common scholarly endeavors, including theology, philosophy, language and mathematics.\n\nThe corresponding [lifestyle|E] is the [learning_lifestyle|E]." - PROWESS_MUSCLE_INFO:1 "Increasing prowess through natural sources #weak (not through [artifacts|E])#! will increase a Character's muscle mass." - PROWESS_MUSCLE_INFO_PERSONAL:0 "Increasing [prowess|E] will increase your muscle mass" - game_concept_prowess:0 "Prowess" - game_concept_prowess_i:0 "@skill_prowess_icon!" - game_concept_prowess_skill:0 "Prowess Skill" - game_concept_prowess_skill_desc:3 "$game_concept_prowess$ is a [skill|E] that reflects the Character's aptitude in personal combat.\n\nA high Prowess Skill means they are more likely to survive and perform well both as [knights|E] in [battles|E] and in [single_combat_duel_plural|E].\n\nEach point of Prowess gives a Knight:\n$BULLET_WITH_TAB$[damage|E]: #V [GetDefine('NCombat', 'KNIGHT_DAMAGE_PER_PROWESS')]#!\n$BULLET_WITH_TAB$[toughness|E]: #V [GetDefine('NCombat', 'KNIGHT_TOUGHNESS_PER_PROWESS')]#!\n\n$PROWESS_MUSCLE_INFO$" - game_concept_natural_prowess:0 "Natural Prowess" - game_concept_lifestyle:0 "Lifestyle" - game_concept_lifestyles:0 "Lifestyles" - game_concept_lifestyle_desc:2 "[adult|E] [rulers|E] may choose a $game_concept_lifestyle$, which will in turn allow them to select a [focus|E] and start gaining [perks|E].\n\nEach $game_concept_lifestyle$ has its own type of [experience|E], which is used to purchase $game_concept_perks$. For example, Experience in the [intrigue_lifestyle|E] is necessary to gain $game_concept_perks$ such as [GetPerk( 'dreadful_perk' ).GetName( GetNullCharacter )] or [GetPerk( 'like_weed_in_a_garden_perk' ).GetName( GetNullCharacter )].\n\nThe $game_concept_lifestyles$ are:\n$BULLET_WITH_TAB$ [diplomacy_lifestyle|E]\n$BULLET_WITH_TAB$ [stewardship_lifestyle|E]\n$BULLET_WITH_TAB$ [martial_lifestyle|E]\n$BULLET_WITH_TAB$ [intrigue_lifestyle|E]\n$BULLET_WITH_TAB$ [learning_lifestyle|E]\n$BULLET_WITH_TAB$ [wanderer_lifestyle|E]" - game_concept_lifestyle_experience:0 "Lifestyle Experience" - game_concept_experience:0 "Experience" - game_concept_lifestyle_experience_desc:0 "$game_concept_lifestyle_experience$ is accumulated passively by having a [focus|E] selected, or granted by events. There are different types of $game_concept_lifestyle_experience$, one per [lifestyle|E] category.\n\nGaining enough $game_concept_lifestyle_experience$ within a category will award a [perk|E]." - game_concept_focus:0 "Focus" - game_concept_focuses:0 "Focuses" - game_concept_focus_desc:0 "Each [lifestyle|E] contains a number $game_concept_focuses$, one of which must be chosen upon selecting the $game_concept_lifestyle$.\n\n$game_concept_focuses$ provide passive bonuses and influence the types of events that appear. #weak (E.g., having the $intrigue_temptation_focus$ will boost [fertility|E] and increase the chances of Seduction-themed events appearing.)#!\n\nCharacters can switch between $game_concept_focuses$ within the same $game_concept_lifestyle$ without losing the ability to gain experience in that $game_concept_lifestyle$." - game_concept_dynasty_perk:0 "Dynasty Legacy" - game_concept_dynasty_perks:0 "Dynasty Legacies" - game_concept_dynasty_perk_desc:0 "$game_concept_dynasty_perks$ are unlockable boons that provide powerful effects to all members of a [dynasty|E].\n\nThe [dynast|E] unlocks $game_concept_dynasty_perks$ by spending [dynasty_prestige|E], with each Legacy in the same track being progressively more expensive and powerful.\n\n$game_concept_dynasty_perks$ are slow to get, but stay with the Dynasty forever." - game_concept_perk:0 "Perk" - game_concept_perks:0 "Perks" - game_concept_perk_desc:1 "Perks are unlockable boons that provide many useful and interesting effects. They are unlocked by selecting a [focus|E] within a [lifestyle|E] and spending the associated form of [experience|E] #weak (e.g. Intrigue $game_concept_experience$ if you wish to unlock an $game_concept_intrigue_lifestyle$ $game_concept_perk$.)#!" - game_concept_decision:0 "Decision" - game_concept_decisions:0 "Decisions" - game_concept_decide:0 "Decide" - game_concept_decision_desc:1 "A $game_concept_decision$ is a special action that a [character|E] can take at their leisure.\n\nEach decision has its own set effects, which can range from minor Character changes to [empire|e]-shaking impacts.\n\nDecisions that move a Character to a specific location for a period of time are called [activities|E]." - - game_concept_activity:0 "Activity" - game_concept_activities:0 "Activities" - game_concept_activity_desc:3 "An $game_concept_activity$ is a special occasion hosted for a specific purpose, such as going on a [GetActivityType( 'activity_hunt' ).GetName] to relieve [stress|E].\n\nThe [activity_host_short|E] holds the Activity in a specific [location|E], which affects it in various ways, and everyone who attends must [travel|E] there.\n\nEvery attending Character interacts with each other by setting an [intent|E], which they try to pursue during the Activity.[SelectLocalization( HasDlcFeature( 'advanced_activities' ), 'game_concept_activity_desc_GRAND_ACTIVITY_DLC', '' )]" - game_concept_activity_desc_GRAND_ACTIVITY_DLC:0 "\n\nA regular $game_concept_activity$ such as a [GetActivityType( 'activity_feast' ).GetName] or a [GetActivityType( 'activity_hunt' ).GetName] are smaller and less impressive than [grand_activities|E]." - game_concept_activity_option:0 "Activity Option" - game_concept_activity_options:0 "Activity Options" - game_concept_activity_option_desc:0 "All [activities|E] have Options that allow you to customize the planning of your activity. Options have various costs and requirements." - game_concept_activity_type:0 "Activity Type" - game_concept_activity_types:0 "Activity Types" - game_concept_activity_type_desc:0 "Some [activities|E] and [grand_activities|E] have different types corresponding to special variants of the activity.\n\nFor example, when planning a Hunt, you may choose between Standard, Falconry, and Legendary if you fulfill the requirements for that type." - game_concept_activity_phase:1 "Activity Phase" - game_concept_activity_phases:1 "Activity Phases" - game_concept_activity_phase_desc:2 "An action phase of an activity such as a [contest|E] in a [GetActivityType( 'activity_tournament' ).GetName], [stop|E] on a [tour|E], or destination of a [pilgrimage|E] during which events occur." - game_concept_activity_phase_action:0 "Activity Phase Action" - game_concept_activity_phase_action_desc:0 "Every #V 7#! days while in an [activity|E] there is a chance of #EMP something#! happening outside of regular events. These happenings are shown in the top-right corner of the Activity window.\n\nWhat can happen depends on the [activity_type|E], for example: the [activity_host|E] can gain [prestige|E] or [activity_guest|E] [opinion|E] in a [GetActivityType('activity_feast').GetName].\n\nThere is always a chance of nothing happening, this is especially likely before the current [activity_phase|E] is [activity_state_active|E]." - game_concept_activity_state_passive:0 "Passive" - game_concept_activity_state_passive_desc:1 "An [activity|E] is in a passive phase when the host or the guests have all not yet arrived, or when they are between one [stop|E] and the next on a [tour|E]." - game_concept_activity_state_active:0 "Active" - game_concept_activity_state_active_desc:1 "When the host and guests have arrived and are engaged in an [activity|E] it is considered to be active." - game_concept_activity_host:0 "Activity Host" - game_concept_activity_host_possessive: "Activity Host's" - game_concept_activity_host_short:0 "Host" - game_concept_activity_host_desc:0 "The Host of an [activity|E] is the [ruler|E] that started it.\n\nThey choose the [activity_type|E], [location|E], [activity_options|E] and which [activity_guests_short|E] to invite." - game_concept_activity_guest:0 "Activity Guest" - game_concept_activity_guest_short:0 "Guest" - game_concept_activity_guests:0 "Activity Guests" - game_concept_activity_guests_short:0 "Guests" - game_concept_activity_attending:0 "Attending" - game_concept_activity_guest_desc:0 "A Guest at an [activity|E] is any [character|E] invited by the [activity_host|E].\n\nWhile they usually cannot affect the Activity as much as their Host, they can still pursue their [intent|E]." - game_concept_intent:1 "Intent" - game_concept_intents:0 "Intents" - game_concept_intent_desc:0 "An $game_concept_intent$ represents what a character personally seeks to accomplish at an [activity|E]; the host and guests each have their own motives and ends." - - game_concept_location:0 "Location" - game_concept_locations:0 "Locations" - game_concept_location_desc:0 "Every [character|E] has a location indicating where they currently are in the world. To get from one location to another, you must [travel|E]." - - game_concept_feast:0 "$activity_feast$" - game_concept_feast_desc:2 "An [activity|E] where rulers and courtiers in a realm gather to celebrate... one thing or another.\n\nParticipants will lose [stress|E] and increase their [opinion|E] of the host. There may also be any number of other consequences from bringing that many people together.\n\nA [ruler|E] will invite their [liege|E] and their [vassals|E] (along with various [courtiers|E]) to a $activity_feast$." - game_concept_hunt_success_chance:0 "Hunt Success Chance" - game_concept_hunt_success_chance_no_prefix:0 "Success Chance" - game_concept_hunt_success_chance_desc:1 "When setting out on a [GetActivityType('activity_hunt').GetName] there is no guarantee you will corner your quarry. The main factors are:\n$BULLET_WITH_TAB$[GetTrait('lifestyle_hunter').GetName( GetNullCharacter )] [trait_level_track_xp|E]\n$BULLET_WITH_TAB$[GetCourtPositionType('master_of_hunt_court_position').GetName()] [aptitude|E]\n$BULLET_WITH_TAB$[buildings|E], [terrain|E], and [development|E]\n$BULLET_WITH_TAB$Animal [hunt_sightings_no_prefix|E]\n\n$game_concept_hunt_success_chance$ can never be higher than #V 80#!.\n\n#weak Successful hunts end with slaying the quarry, where trophy [artifacts|E] may be gained and great [prestige_i|E][prestige|E] conferred on the hunter.#!" - game_concept_hunt_danger:0 "Hunt Peril" - game_concept_hunt_danger_no_prefix:0 "Peril" - game_concept_hunt_dangerous:0 "Perilous" - game_concept_hunt_danger_desc:1 "The unpredictability of even gentle wild beasts, coupled with the frenzy of the chase, has undone many a mighty warrior.\n\nMore $game_concept_hunt_dangerous$ animals will grant greater [prestige_i|E][prestige|E] to the hunter.\n\nThe remoteness of the wilderness and abundance of opportunity should also not be ignored when choosing guests..." - game_concept_playdate:0 "$activity_playdate$" - game_concept_playdate_desc:0 "An [activity|E] where rulers and courtiers below the age of [EmptyScope.ScriptValue('less_than_two_years_to_adulthood_value')|0V] gather to play and forget the dreariness of the day.\n\nParticipants will lose [stress|E] and increase their [opinion|E] of the host. There may also be any number of other consequences from bringing that many children together.\n\nA [ruler|E] will invite their [liege|E] and their [vassals|E] (along with various [courtiers|E]) to a $activity_playdate$." - game_concept_wedding_ceremony:0 "Ceremony" - game_concept_wedding_ceremony_desc:0 "The [activity_phase|E] in a [GetActivityType('activity_wedding').GetName] in which the [spouses|E] exchange vows and get [married|E]." - game_concept_wedding_banquet:0 "Banquet" - game_concept_wedding_banquet_desc:0 "The [activity_phase|E] in a [GetActivityType('activity_wedding').GetName] in which food and drinks are offered, and the guests enjoy the entertainment and mingle." - game_concept_wedding_night:0 "Wedding Night" - game_concept_wedding_night_desc:0 "The [activity_phase|E] in a [GetActivityType('activity_wedding').GetName] in which the [spouses|E] consummate the wedding, and the guests continue their celebration." - game_concept_grand_wedding_promise:0 "Grand Wedding Promise" - game_concept_grand_wedding_promises:0 "Grand Wedding Promises" - game_concept_grand_wedding_promised:0 "Promised" - game_concept_grand_wedding_promise_desc:0 "A [betrothal|E] with the promise attached that a [GetActivityType('activity_wedding').GetName] will be celebrated for the union of the two characters involved.\n\nThe Grand Wedding Promise will expire after 3 years. Not organizing a [GetActivityType('activity_wedding').GetName] in time or breaking the Betrothal will bear punishing consequences." - game_concept_taxes:0 "Taxes" - game_concept_tax:0 "Tax" - game_concept_taxation:0 "Taxation" - game_concept_taxes_desc:1 "$game_concept_taxes$ are the most important monthly source of [gold|E] [income|E] for [rulers|E].\n\nEvery [holding|E] a ruler has provides them with some [domain_taxes|E] every month. In addition, most [vassals|E] have an [obligation|E] to pay a portion of their own collected Taxes to their [liege|E] in the form of [liege_taxes|E]." - game_concept_dread:0 "Dread" - game_concept_dreadful:0 "Dreadful" - game_concept_dreaded:0 "Dreaded" - game_concept_dread_i: "@dread_icon!" - game_concept_dread_desc:4 "$game_concept_dread$ is a measure of how feared a [ruler|E] is.\n\nRulers increase $game_concept_dread$ by performing cruel and heinous acts such as torturing and executing [prisoners|E].\n\nDread makes it viable to play as a [tyrant|E], because unruly [vassals|E] can become [intimidated|E] or [cowed|E], making them too scared to oppose you.\n\nA character's Dread can range from 0 to 100, except for [nomads|E], who can achieve 150. Over time, their Dread will tend towards their Natural Dread, which is defined by their [personality_traits|E].\n\n#high A Dreadful [ruler] reaps the following benefits:#!\n$BULLET_WITH_TAB$[vassals] are discouraged from joining [factions|E]\n$BULLET_WITH_TAB$[vassals] are discouraged from [scheming|E]\n$BULLET_WITH_TAB$Increases [vassal] acceptance #weak (E.g. Title Revocation)#!\n$BULLET_WITH_TAB$Increases [offer_vassalization|E] acceptance\n$BULLET_WITH_TAB$Makes [electors|E] more likely to vote as you do\n$BULLET_WITH_TAB$Makes vassals unlikely to oppose [law|E] changes\n\n#weak Note that brave and bold [vassals] are less affected by Dread!#!" - game_concept_truce:0 "Truce" - game_concept_truces:0 "Truces" - game_concept_truce_desc:0 "Every [war|E] ends with a $game_concept_truce$; a period when the Attacker may not declare War again on that same [ruler|E] (the Defender is not bound by the Truce).\n\nTruces can be broken, but there is a severe penalty." - game_concept_government:0 "Government" - game_concept_governments:0 "Governments" - game_concept_government_form:0 "Government Form" - game_concept_government_forms:0 "Government Forms" - game_concept_government_desc:3 "A [ruler|E]'s $game_concept_government_form$ determines what kind of [laws|E] they have access to, as well as what [obligations|E] they have to their [liege|E] if they are not [independent|E].\n\nThe Government forms are: [feudal|E], [tribal|E], [clan|E], [theocracy|E], [republic|E], [administrative|E], [GetGovernment( 'nomad_government' ).GetName] and [herder|E]." - game_concept_feudal:0 "Feudal" - game_concept_feudal_government:0 "Feudal Government" - game_concept_feudalism:0 "Feudalism" - game_concept_feudal_i: "@government_type_feudal!" - game_concept_feudal_desc:0 "Under the Feudal [government_form|E], a [liege|E] gives their [vassals|E] [land|E] to govern in exchange for [levies|E] and [taxes|E], regulated by individual [vassal_contract|E] between Vassal and Liege." - game_concept_tribal:0 "Tribal" - game_concept_tribal_government:0 "Tribal Government" - game_concept_tribal_i: "@government_type_tribal!" - game_concept_tribal_desc:0 "Tribal realms have stunted county [development|E], cannot advance past Tribal Era [innovations|E], cannot construct new [holdings|E], and are usually unable to change their [succession_law|E].\n\nHowever, they can make use of [prestige|E] rather than [gold|E] to build their realms and hire [men_at_arms|E], and have access to more [casus_belli|E] compared to [feudal|E] Realms. Non-Tribal armies suffer a [supply_limit|E] penalty in hostile Tribal territory." - - game_concept_clan:0 "Clan" - game_concept_clans: "Clans" - game_concept_clan_government:0 "Clan Government" - game_concept_clan_i: "@government_type_clan!" - game_concept_clan_desc:1 "Clans are a [government_form|E] in which the amount of [levies|E] and [taxes|E] given to a [liege|E] by their [vassals|E] is determined by the [aptitude|E] of said Liege's [tax_collector|E]. Clans also make use of [house_unity|E]." - game_concept_theocracy:0 "Theocracy" - game_concept_theocracies:0 "Theocracies" - game_concept_theocratic:0 "Theocratic" - game_concept_theocratic_government:0 "Theocratic Government" - game_concept_theocracy_government:0 "Theocratic Government" - game_concept_theocracy_i: "@government_type_theocracy!" - game_concept_theocracy_desc:0 "$game_concept_theocracy$ is an unplayable [government_form|E] available for some [faiths|E] depending on [doctrines|E]. They are usually lead by a [head_of_faith|E] or a [landed|E] [realm_priest|E]. A Bishop might also become an [independent|E] Theocratic ruler in their own right." - - game_concept_republic:0 "Republic" - game_concept_republics:0 "Republics" - game_concept_republican:0 "Republican" - game_concept_republic_government:0 "Republican Government" - game_concept_republic_i: "@government_type_republic!" - game_concept_republic_desc:1 "$game_concept_republic_government$ is an unplayable [government_form|E] where an elected citizen rules for life — the $game_concept_government_form$ of burghers and merchants.\n\n$game_concept_republican$ [vassals|E] have static [obligations|E] that cannot be changed, and thus always provide a dependable and predictable amount of [levies|E] and [taxes|E]." - game_concept_skill:0 "Skill" - game_concept_skills:0 "Skills" - game_concept_skills_desc:0 "The Skills of a Character measure how good they are at various things.\n\nThe five main skills are: [diplomacy|E], [martial|E], [stewardship|E], [intrigue|E], [learning|E]." - game_concept_building: "Building" - game_concept_buildings: "Buildings" - game_concept_building_desc: "$game_concept_buildings$ are improvements that can be constructed in [holdings|E].\n\nMany types of Buildings can only be constructed in specific [baronies|E] or in certain [terrain|E].\n\nEach holding has a limited amount of Building slots, so a holding cannot contain all Building types. [county_capitals|E] have access to an additional Building slot.\n\n[duchy_buildings|E] and [special_buildings|E] use their own slots." - game_concept_duchy_building: "Duchy Building" - game_concept_duchy_buildings: "Duchy Buildings" - game_concept_duchy_building_desc: "$game_concept_duchy_buildings$ are powerful [buildings|E] that can only be constructed in the [de_jure_capital|E] of a [duchy|E]. Only one type can be constructed in each Duchy.\n\n$game_concept_duchy_buildings$ are only active if the owner also holds the associated Duchy [title|E].\n\nMany $game_concept_duchy_buildings$ have modifiers that affect all [holdings|E] in the Duchy, making them powerful tools for specializing your [domain|E]." - game_concept_special_building: "Special Building" - game_concept_special_buildings: "Special Buildings" - game_concept_special_building_desc: "$game_concept_special_buildings$ are unique [buildings|E] that are present in a few predetermined places around the world.\n\nExamples include ancient wonders, grand cathedrals, and notable mines. Some are already constructed at the start of the game, while others have to be constructed.\n\n$game_concept_special_buildings$ are usually very powerful, and well worth fighting for." - game_concept_great_building: "Great Building" - game_concept_great_buildings: "Great Buildings" - game_concept_great_building_desc: "$game_concept_great_buildings$ are unique [buildings|E], and are constructed as a result of [great_projects|E]. One famous example is the Great Walls of China.\n\n$game_concept_great_buildings$ are usually very powerful, but their utility is tied to specific conditions." - - game_concept_ruined_building: "Ruined Building" - game_concept_ruined: "Ruined" - game_concept_ruined_building_desc: "A building that has been $game_concept_ruined$ has been shattered, defaced or pillaged for parts by external forces.\n\nThese external forces might be things like:\n$BULLET_WITH_TAB$[natural_disasters|E][AddLocalizationIf( HasDlcFeature( 'all_under_heaven' ), 'game_concept_ruined_buildings_tgp' )]" - game_concept_ruined_buildings_tgp: "\n$BULLET_WITH_TAB$Vengeful [mandala|E] Rulers" - - game_concept_rebuilt_building: "Rebuilt Building" - game_concept_rebuilt: "Rebuilt" - game_concept_rebuilding: "Rebuilding" - game_concept_rebuilt_building_desc: "The act of rebuilding a [ruined|E] building, restoring it to its former glory." - - game_concept_economic_building: "Economic Building" - game_concept_economic_buildings: "Economic Buildings" - game_concept_economic_building_desc: "$game_concept_economic_buildings$ are [buildings|E] whose primary function is to increase their holding's [domain_income|E]." - game_concept_military_building: "Military Building" - game_concept_military_buildings: "Military Buildings" - game_concept_military_building_desc: "$game_concept_military_buildings$ are [buildings|E] whose primary function is to increase the number of [levies|E] they provide to their [holder|E]." - game_concept_fortification_building: "Fortification Building" - game_concept_fortification_buildings: "Fortification Buildings" - game_concept_fortification_building_desc: "$game_concept_fortification_buildings$ are [buildings|E] whose primary function is to either increase their holding's [fort_level|E] or provide bonus [advantage|E] for defenders." - game_concept_pious_building: "Pious Building" - game_concept_pious_buildings: "Pious Buildings" - game_concept_pious_building_desc: "$game_concept_pious_buildings$ are [buildings|E] whose primary function is to increase their holding's [piety|E]." - - game_concept_battle:0 "Battle" - game_concept_battles:0 "Battles" - game_concept_battle_desc:1 "$game_concept_battles$ start when two opposing [armies|E] enter the same [barony|E].\n\nAt the start of a $game_concept_battle$, one side usually starts with [advantage|E] dependent on factors like [terrain|E], [commander|E] and [commander_traits|E].\n\nArmies take [casualties|E] based on the amount of [damage|E] sustained. The $game_concept_battle$ enters its [aftermath|E] when no [soldiers|E] remain for one side.\n\nThe winner of a $game_concept_battle$ is awarded [war_score|E] dependent on the magnitude of the victory." - game_concept_aftermath:0 "Aftermath" - game_concept_aftermath_desc:1 "The $game_concept_aftermath$ phase of a [battle|E] occurs whenever one side has won. The victor will attempt to run down as many [Concept( 'retreat', 'Retreating' )|E] [soldiers|E] as possible.\n\n[men_at_arms|E] with high [pursuit|E] are able to kill more $game_concept_soldiers$ during the $game_concept_aftermath$, while $game_concept_men_at_arms$ with high [screen|E] will protect friendly [soldiers|E]." - game_concept_casualty:0 "Casualty" - game_concept_casualties:0 "Casualties" - game_concept_casualty_desc:0 "[armies|E] will sustain a certain amount of $game_concept_casualties$ during a [battle|E] dependent on the amount of [damage|E] taken.\n\nWhen [soldiers|E] are removed from a $game_concept_battle$, they will be considered to be either [routed_soldiers|E] or [dead_soldiers|E]." - game_concept_retreat:0 "Retreat" - game_concept_retreats:0 "Retreats" - game_concept_retreat_desc:0 "An [army|E] will $game_concept_retreat$ if it loses a [battle|E]. Armies can also be ordered to $game_concept_retreat$ during $game_concept_battles$. While Retreating, the $game_concept_army$ cannot disband or be given new movement orders." - game_concept_illness:0 "Illness" - game_concept_ill:0 "Ill" - game_concept_sick:0 "Sick" - game_concept_sickness:0 "Sickness" - game_concept_illnesses:0 "Illnesses" - game_concept_diseases:0 "Diseases" - game_concept_illness_desc:0 "Illnesses are a kind of negative [traits|E] that lower a Character's [health|E]. Illness Traits can last for varying amounts of time and differ greatly in lethality." - game_concept_medical_treatments:0 "Medical Treatments" - game_concept_medical_treatments_desc:1 "When a character becomes [ill|E] or [GetTrait('wounded_1').GetName( GetNullCharacter )] a Medical Treatment can help them recover faster.\n\nThe one responsible for treating you and your [courtiers|E] is the [GetCourtPositionType('court_physician_court_position').GetName()]. Try to always have one employed if you can afford their salary.\n\nThe more treatments a $court_physician_court_position$ performs, the more their skill will grow, granting them [GetTrait('lifestyle_physician').GetName( GetNullCharacter )] [traits|E]." - game_concept_combat_width:0 "Combat Width" - game_concept_combat_width_desc:1 "$game_concept_combat_width$ indicates how many [soldiers|E] from each side may fight each other concurrently in [battle|E], and may be affected by factors such as [terrain|E].\n\nThis prevents one side from completely overwhelming the other and is determined at the start of the Battle." - game_concept_roll:0 "Roll" - game_concept_rolls:0 "Rolls" - game_concept_combat_roll:0 "Battle Roll" - game_concept_advantage_roll:0 "Advantage Roll" - game_concept_advantage_rolls:0 "Advantage Rolls" - game_concept_combat_roll_desc:0 "[advantage|E] Rolls are made by each [commander|E] during [battle|E]. These are done on a scale from 0-10 and are completely random, but can have a decisive effect on the outcome of the $game_concept_battle$." - game_concept_terrain:0 "Terrain" - game_concept_terrains: "Terrains" - game_concept_terrain_desc:1 "Each [barony|E] has a specific dominant Terrain which can affect things like [supply|E], movement speed of [armies|E], the efficacy of the various types of [men_at_arms|E] [regiments|E] in [battle|E] and the [buildings|E] that can be constructed there.\n\nMany [commander_traits|E] also deal with Terrain." - game_concept_independent_ruler:0 "Independent Ruler" - game_concept_independent_rulers: "Independent Rulers" - game_concept_independent_ruler_desc:0 "$game_concept_independent$ [rulers|E] have no [liege|E] and thus enjoy greater freedom of action (e.g. in declaring [wars|E]).\n\nHowever, unlike [vassals|E] they can also be directly attacked by foreign [rulers|E]." - game_concept_independent:0 "Independent" - game_concept_unlanded:0 "Unlanded" - game_concept_unlanded_desc:0 "$game_concept_unlanded$ Characters have no [holdings|E] in their [domain|E], but can theoretically still be [rulers|E] of a sort. For example, this can be the case for [heads_of_faith|E] and the Grand Masters of [holy_orders|E]." - game_concept_landed:0 "Landed" - game_concept_land:0 "Land" - game_concept_landed_desc:0 "A $game_concept_landed$ Character is a [ruler|E] who owns [holdings|E]. Except in [theocracies|E] and [republics|E], [commoners|E] automatically become [nobles|E] when they are landed, founding a new [dynasty|E]." - game_concept_head_of_faith:0 "Head of Faith" - game_concept_heads_of_faith:0 "Heads of Faith" - game_concept_head_of_faith_desc:0 "A $game_concept_head_of_faith$ is the formal leader of a [faith|E]. The powers and nature of the $game_concept_head_of_faith$ depends on the [doctrines|E] of the Faith.\n\nSome Faiths have a [spiritual_head_of_faith|E] #weak (e.g. the Pope)#!, some a [temporal_head_of_faith|E] #weak (e.g. a Caliph)#!, and some do not have a $game_concept_head_of_faith$ at all." - game_concept_spiritual_head_of_faith:0 "Spiritual Head of Faith" - game_concept_head_of_faith_spiritual:0 "Spiritual" - game_concept_spiritual_head_of_faith_desc:0 "A [GetFaithDoctrine('doctrine_spiritual_head').GetBaseName] [head_of_faith|E] is [theocratic|E] and does not have to be [landed|E] #weak (although they can be)#!.\n\n$game_concept_head_of_faith_spiritual$ $game_concept_heads_of_faith$ usually have access to interactions such as being able to grant [claims|E] or [gold|E].\n\nShould the [doctrines|E] of the [faith|E] allow for [great_holy_wars|E] then they will be [great_holy_war_undirected|E] #weak (e.g. Crusades)#!." - game_concept_temporal_head_of_faith:0 "Temporal Head of Faith" - game_concept_head_of_faith_temporal:0 "Temporal" - game_concept_temporal_head_of_faith_desc:0 "A [GetFaithDoctrine('doctrine_temporal_head').GetBaseName] [head_of_faith|E] acts much like a normal [ruler|E], with the $game_concept_head_of_faith$ [title|E] being destroyed should they lose all their land.\n\nShould the [doctrines|E] of the [faith|E] allow for [great_holy_wars|E] they will be [great_holy_war_directed|E] #weak (e.g. Jihads)#!." - game_concept_routed_soldiers:0 "Routed Casualties" - game_concept_routed_soldiers_desc:1 "In [battle|E], most [casualties|E] are actually $game_concept_routed_soldiers$ and not dead or badly wounded. Unlike [dead_soldiers|E], these [soldiers|E] will live to fight another day and return to the [army|E] after the $game_concept_battle$ is concluded. They can still be ridden down by the winning side during the [aftermath|E] of a $game_concept_battle$, including if the $game_concept_army$ voluntarily [retreats|E]." - game_concept_dead_soldiers:1 "Fatal Casualties" - game_concept_dead_soldiers_desc:0 "During [battle|E], many (but usually not most) [soldiers|E] are killed or too badly wounded to ever fight again. These are permanent [casualties|E] as opposed to merely [routed_soldiers|E]." - game_concept_title_claim:0 "Title Claim" - game_concept_title_claims:0 "Title Claims" - game_concept_claims:0 "Claims" - game_concept_claim:0 "Claim" - game_concept_claimed:0 "Claimed" - game_concept_claim_i:1 "@pressed_claim!" - game_concept_title_claim_desc:0 "A $game_concept_claim$ on a [title|E] represents a legal right to own it and provides a [casus_belli|E] to conquer it through [war|E]. Claims also provide a valid reason to [revoke|E] [titles|E] off [vassal|E] [holders|E].\n\nClaims are usually given to [rulers|E] whenever they lose control of Titles to someone else, but can also be created through the [fabricate_claim_short|E] Task.\n\nFurthermore, each child (even [bastards|E]) of a ruler has an [implicit_claim|E] on all of that ruler's [titles|E]. If they do not inherit that title from the [ruler] when they die, those [implicit_claims] will convert to [pressed_claims|E], which can then be inherited by their own children as [unpressed_claims|E]." - game_concept_pressed_claim:0 "Pressed Claim" - game_concept_pressed_claims:0 "Pressed Claims" - game_concept_pressed_claim_i:1 "@pressed_claim!" - game_concept_pressed:0 "Pressed" - game_concept_pressed_claim_desc:0 "$game_concept_pressed$ [claims|E] are considered legally strong, and are inherited as [unpressed_claims|E] by the children of the [claimant|E]." - game_concept_unpressed_claim:0 "Unpressed Claim" - game_concept_unpressed_claims:0 "Unpressed Claims" - game_concept_unpressed_claim_i:1 "@unpressed_claim!" - game_concept_unpressed:0 "Unpressed" - game_concept_unpressed_claim_desc:0 "$game_concept_unpressed$ [claims|E] are legally tenuous, and are not inherited by the children of the [claimant|E].\n\nHowever, Unpressed Claims become [pressed|E] if they are used in a [casus_belli|E] to declare [war|E] — even if the war ends in a [white_peace|E]." - game_concept_implicit_claim:0 "Implicit Claim" - game_concept_implicit_claims:0 "Implicit Claims" - game_concept_implicit_claim_i:1 "@implicit_claim!" - game_concept_implicit_claim_desc:2 "$game_concept_implicit_claims$ are [claims|E] that are given to [eligible_children|E] on all [titles|E] held by their parents. If a parent loses a [title|E], the child's $game_concept_implicit_claim$ will be removed too." - game_concept_claimant:0 "Claimant" - game_concept_claimants:0 "Claimants" - game_concept_claimant_possessive: "Claimant's" - game_concept_claimant_desc:0 "A $game_concept_claimant$ is a person with one or more [claims|E] to [titles|E]. [ruler|E] Claimants can press these by using the Claim [casus_belli|E] to declare [wars|E].\n\nThis Casus Belli can also be used to press the Claims of [vassals|E] and even [unlanded|E] characters in your [realm|E].\n\nClaimants can also lead [factions|E] — even if they do not reside in your Realm." - game_concept_renounce:0 "Renounce" - game_concept_renounced:0 "Renounced" - game_concept_renounce_desc:0 "[prisoners|E] can be released in return for Renouncing all [claims|E] on [titles|E] within your [realm|E].\n\nHowever, children of the current [holder|E] can never lose their Claims as long as the Holder is still alive." - game_concept_court:0 "Court" - game_concept_courts:0 "Courts" - game_concept_court_desc: "Every [ruler|E] has a $game_concept_court$, consisting of various [unlanded|E] Characters who serve their [liege|E].\n\nUsually, these [courtiers|E] consists of the Ruler's family and a mix of unrelated but potentially useful [nobles|E] and commoners." - game_concept_courtier:0 "Courtier" - game_concept_courtiers:0 "Courtiers" - game_concept_courtier_desc:2 "A $game_concept_courtier$ is an [unlanded|E] character who serves a [ruler|E] in their [court|E].\n\nCourtiers can:\n$BULLET_WITH_TAB$Serve as [councillors|E]\n$BULLET_WITH_TAB$Serve in [court_positions|E]\n$BULLET_WITH_TAB$Serve in [armies|E] as [commanders|E] or [knights|E]\n$BULLET_WITH_TAB$Become their Ruler's [vassal|E] if granted a [title|E]\n$BULLET_WITH_TAB$Let their Ruler press their [claims|E] in [war|E]\n\n#WEAK [adventurers|E] have [followers|E] instead of $game_concept_courtiers$ — they serve the same role, albeit generally smellier and with more mud.#!" - game_concept_court_guest:0 "Court Guest" - game_concept_guest:0 "Guest" - game_concept_guests:0 "Guests" - game_concept_court_guest_desc:0 "[wanderers|E] sometimes show up in [court|E] as Guests. They will only stay for a limited time, but can be recruited as permanent [courtiers|E] by the [ruler|E]." - game_concept_wanderer:0 "Wanderer" - game_concept_wanderers:0 "Wanderers" - game_concept_wanderer_desc:0 "Characters who do not belong to a [court|E] or hold any [titles|e] are called Wanderers. They travel the world, visiting Courts as [guests|E] along the way. Wanderers might become [mercenary|E] Captains, leaders of [holy_orders|E], [clergy|E] members, or [city|E] holders." - - game_concept_court_host:0 "Court Host" - game_concept_court_host_desc:2 "A $game_concept_court_host$ is a [ruler|E] who is not the liege of a character, yet still has them in their [court].\n\nThere are several possible reasons this can occur, such as [wanderers|E] visiting a Ruler or [wards|E] staying in the same Court as their [guardian|E]." - game_concept_host:0 "Host" - game_concept_hosting: "Hosting" - game_concept_noble:0 "Noble" - game_concept_nobles:0 "Nobles" - game_concept_nobleman:0 "Nobleman" - game_concept_noblemen:0 "Noblemen" - game_concept_noblewoman:0 "Noblewoman" - game_concept_noblewomen:0 "Noblewomen" - game_concept_nobility:0 "Nobility" - game_concept_noble_desc:0 "$game_concept_nobles$ are characters who are members of a [dynasty|E]. Characters without a Dynasty are considered lowborn [commoners|E]." - game_concept_commoner:0 "Commoner" - game_concept_lowborn:0 "Lowborn" - game_concept_commoners:0 "Commoners" - game_concept_commoner_desc:0 "A $game_concept_commoner$ or $game_concept_lowborn$ Character is not a member of a [noble|E] [dynasty|E]. They can, however, still be powerful [rulers|E] of [theocracies|E] and [republics|E].\n\nIf a Commoner becomes [landed|E], they immediately become Nobles and found their own [dynasties|E] (except in [republics|E] and [theocracies|E], which are largely run by Commoners)." - game_concept_martial_lifestyle:0 "Martial Lifestyle" - game_concept_martial_lifestyle_i: "@martial_lifestyle_icon!" - game_concept_martial_lifestyle_desc:0 "The $game_concept_martial_lifestyle$ is suitable for Characters who want to improve their [men_at_arms|E] and [knights|E], boost [control|E] in their [domain|E], or increase their chances to win [wars|E]." - game_concept_intrigue_lifestyle:0 "Intrigue Lifestyle" - game_concept_intrigue_lifestyle_i: "@intrigue_lifestyle_icon!" - game_concept_intrigue_lifestyle_desc:0 "The $game_concept_intrigue_lifestyle$ is suitable for Characters who want to succeed in [schemes|E], gain [dread|E], or Seduce others with ease." - game_concept_intrigue_lqwuljxh:0 "Lqwuljxh" - game_concept_intrigue_9_14_20_18_9_7_21_5:0 "9 14 20 18 9 7 21 5" - game_concept_intrigue_rigueint:0 "Rigueint" - game_concept_diplomacy_lifestyle:0 "Diplomacy Lifestyle" - game_concept_diplomacy_lifestyle_i: "@diplomacy_lifestyle_icon!" - game_concept_diplomacy_lifestyle_desc:0 "The $game_concept_diplomacy_lifestyle$ is suitable for Characters who want to gain [claims|E] and [casus_bellis|E], increase their [prestige|E], or gain boons from Family and Friends." - game_concept_stewardship_lifestyle:0 "Stewardship Lifestyle" - game_concept_stewardship_lifestyle_i: "@stewardship_lifestyle_icon!" - game_concept_stewardship_lifestyle_desc:0 "The $game_concept_stewardship_lifestyle$ is suitable for Characters who want to improve their [domain|E], appease their [liege|E] and [vassals|E], or gain a lot of [gold|E]." - game_concept_learning_lifestyle:0 "Learning Lifestyle" - game_concept_learning_lifestyle_i: "@learning_lifestyle_icon!" - game_concept_learning_lifestyle_desc:0 "The $game_concept_learning_lifestyle$ is suitable for Characters who want to live long and healthy lives, gain [piety|E], or gain additional bonuses from their [faith|E]." - game_concept_wanderer_lifestyle: "Wandering Lifestyle" - game_concept_wanderer_lifestyle_desc: "The $game_concept_wanderer_lifestyle$ is suitable for Characters who want to see [points_of_interest|E], or gain additional bonuses from [traveling|E]." - game_concept_crime:0 "Crime" - game_concept_crimes:0 "Crimes" - game_concept_criminal:0 "Criminal" - game_concept_criminals:0 "Criminals" - game_concept_crime_i:0 "@crime_icon!" - game_concept_crime_desc:2 "$game_concept_crimes$ are actions that society views as objectionable enough to be worthy of punishment.\n\nCrimes may be secular (such as a [vassal|E] [revolting|E] against their [liege|E]) or religious (any kind of [shunned|E] behavior that is made illegal by [doctrine|E]). Secular crimes can only be punished by the character(s) who were harmed by the offense, but any [ruler|E] can punish their subjects for religious Crimes.\n\nAll crimes give Rulers a valid reason to [imprison|E] $game_concept_criminals$, and, depending on the severity of the Crime, to [revoke|E] their [titles|E], [banish|E], [torture|E], or [execute|E] them. Each Crime can only be punished by a Ruler once, though some Crimes will give the Criminal a negative [fame_trait|E] that they will carry to their grave.\n\nSometimes characters get away with Crimes, which are then [secrets|E] that can be uncovered by other characters and used for [blackmail|E]." - - game_concept_shunned:0 "Shunned" - game_concept_shunned_desc:1 "Many [faiths|E] have [doctrines|E] which designate certain behaviors as Shunned. Depending on the specific Doctrine, these behaviors may also be considered [criminal|E].\n\nCharacters who are caught practicing behaviors that are Shunned by their Faith lose a [piety_level|E] and gain a corresponding [fame_trait|E]; this Trait will be disliked by everyone whose Faith considers that behavior to be either Shunned or Criminal.\n\nExamples of Shunned behaviors include:\n$EFFECT_LIST_BULLET$[GetTrait('fornicator').GetName( GetNullCharacter )]\n$EFFECT_LIST_BULLET$[GetTrait('adulterer').GetName( GetNullCharacter )]\n$EFFECT_LIST_BULLET$[GetTrait('deviant').GetName( GetNullCharacter )]\n$EFFECT_LIST_BULLET$[GetTrait('sodomite').GetName( GetNullCharacter )]\n$EFFECT_LIST_BULLET$[GetTrait('kinslayer_3').GetName( GetNullCharacter )]\n$EFFECT_LIST_BULLET$[GetTrait('witch').GetName( GetNullCharacter )]" - game_concept_refuse_conversion_crime:0 "Refuse Conversion" - game_concept_refusing_conversion_crime:0 "Refusing Conversion" - game_concept_refused_conversion_crime:0 "Refused Conversion" - game_concept_refuse_conversion_crime_desc:2 "Refusing to convert will be considered a [crime|E] if:\n$EFFECT_LIST_BULLET$The refusing [character|E] is of the same [religion|E] as the $game_concept_character$ making the demand\n$EFFECT_LIST_BULLET$The $game_concept_religion$ has [heresies|E]\n$EFFECT_LIST_BULLET$The [faith|E] of the $game_concept_character$ making the demand is [faith_hostile|E] or more towards the refusing $game_concept_character$'s $game_concept_faith$" - game_concept_prison:0 "Prison" - game_concept_imprisons:0 "Imprisons" - game_concept_imprison:0 "Imprison" - game_concept_imprisoning:0 "Imprisoning" - game_concept_imprisoned:0 "Imprisoned" - game_concept_imprisonment:0 "Imprisonment" - game_concept_prisons:0 "Prisons" - game_concept_prisoner:0 "Prisoner" - game_concept_prisoners:0 "Prisoners" - game_concept_jailor:0 "Jailor" - game_concept_prison_desc: "[landed|E] [rulers|E] can keep other Characters as Prisoners, either in their [dungeon|E] or under simple [house_arrest|E]. In a [camp|E] all Prisoners are kept in the [stockade|E]. Characters risk imprisonment in [battle|E] or at the end of a [siege|E].\n\nCharacters can also arrest anyone inside their own [realm|E], or [camp|E]. However, this is viewed as [tyrannical|E] unless the Character is guilty of a [crime|E].\n\nPrisoners are at your mercy and can be [executed|E], [tortured|E], Ransomed or simply Released." - game_concept_dungeon: "Dungeon" - game_concept_stockade: "Stockade" - game_concept_dungeons: "Dungeons" - game_concept_stockades: "Stockades" - game_concept_dungeon_desc: "[imprisoned|E] Characters kept in the $game_concept_dungeon$ or $game_concept_stockade$ suffer from increasing [stress|E] as well as a [health|E] penalty. In time, they are likely to die from [illness|E] or suffer mental breaks.\n\nFor [landed|E] [rulers|E], [commoners|E] are automatically imprisoned in the Dungeon, but can be moved to [house_arrest|E]." - game_concept_stockade_desc: "$game_concept_dungeon_desc$" - game_concept_house_arrest:0 "House Arrest" - game_concept_house_arrest_desc:0 "$game_concept_house_arrest$ is a lenient form of [prison|E] where Characters suffer from no ill effects except boredom. However, [rulers|E] may throw them into the [dungeon|E], though it lowers the [opinions|E] of the Prisoner's [close_family|E].\n\nCaptured [nobles|E] are automatically put in [house_arrest|E]." - game_concept_tyranny:0 "Tyranny" - game_concept_tyrant:0 "Tyrant" - game_concept_tyrannical:0 "Tyrannical" - game_concept_tyranny_desc:0 "Many actions of a [ruler|E] are considered $game_concept_tyrannical$ — against the law or religious [doctrine|E]. For example, [imprisoning|E] or [revoking|E] [titles|E] off someone who has committed no [crime|E] is considered Tyrannical.\n\nTyranny acts as a blanket [opinion|E] modifier for all characters in the [realm|E]." - game_concept_execute:0 "Execute" - game_concept_executed:0 "Executed" - game_concept_executing:0 "Executing" - game_concept_execution:0 "Execution" - game_concept_executions:0 "Executions" - game_concept_execute_desc:1 "[imprisoned|E] Characters can be $game_concept_executed$. This is considered [tyrannical|E] unless their imprisoner has an [execute_reason|E].\n\nExecutions increase your [dread|E] and are never well received by the [close_family|E] of the unfortunate target." - game_concept_torture:0 "Torture" - game_concept_tortured:0 "Tortured" - game_concept_torturing:0 "Torturing" - game_concept_torture_desc:0 "[imprisoned|E] Characters can be $game_concept_tortured$, damaging their [health|E] or even maiming them in different ways.\n\nTorture can relieve [stress|E] for [GetTrait('callous').GetName( GetNullCharacter )] and [GetTrait('sadistic').GetName( GetNullCharacter )] Characters, but causes Stress for those of a kind nature.\n\nTorturing [rulers|E] can also increase your [dread|E]." - game_concept_banish:0 "Banish" - game_concept_banished:0 "Banished" - game_concept_banishment:0 "Banishment" - game_concept_banishment_desc:1 "[imprisoned|E] Characters can be $game_concept_banished$ from the [realm|E], which is arguably the harshest form of punishment. $game_concept_banished$ [landed|E] Rulers are deposed, while $game_concept_banished$ [courtiers|E] have their assets seized.\n\nBanishment without a reason (e.g. some severe [crime|E]) is considered extremely [tyrannical|E]." - game_concept_revoke:0 "Revoke" - game_concept_revoked:0 "Revoked" - game_concept_revoking:0 "Revoking" - game_concept_revocation:0 "Revocation" - game_concept_revocations:0 "Revocations" - game_concept_revoke_desc:0 "At [limited_crown_authority|E] or higher, [rulers|E] can $game_concept_revoke$ the [titles|E] of their [vassals|E], but unless the Vassal is [imprisoned|E] this is a risky proposition, for the Vassal may refuse and rise up in rebellion.\n\nTitle Revocation is considered [tyrannical|E] unless the Vassal is guilty of a fairly severe [crime|E]." - game_concept_retract:0 "Retract" - game_concept_retracted:0 "Retracted" - game_concept_retracting:0 "Retracting" - game_concept_retraction:0 "Retraction" - game_concept_retractions:0 "Retractions" - game_concept_retract_desc:0 "At [limited_crown_authority|E] or higher, [rulers|E] can $game_concept_retract$ the [vassal|E] of a Vassal, but unless the latter is [imprisoned|E] this is risky, for the Vassal may refuse and rise up in rebellion.\n\nVassal Retraction is considered [tyrannical|E] unless the target is guilty of a fairly severe [crime|E]." - game_concept_transfer:0 "Transfer" - game_concept_transferred:0 "Transferred" - game_concept_transferring:0 "Transferring" - game_concept_transfer_desc:0 "[rulers|E] can $game_concept_transfer$ one of their [vassals|E] to another Vassal, as long as the former is of lower rank than the latter. This is a good way of raising a Vassal's [opinion|E], particularly if the Transferred vassal is [de_jure|E] part of their [realm|E]." - game_concept_men_at_arms:0 "Men-at-Arms" - game_concept_men_at_arms_desc:1 "$game_concept_men_at_arms$ are professional [soldiers|E] superior to [levies|E].\n\nThe player has direct control over the composition and size of their Men-at-Arms [regiments|E].\n\nDifferent types of Men-at-Arms are good or bad in different types of [terrain|E]. Each type also [counters|E] another type.\n\nMen-at-Arms can be [stationed|E] in [holdings|E] to increase their effectiveness." - game_concept_skirmishers:0 "Skirmishers" - game_concept_skirmisher:0 "Skirmisher" - game_concept_skirmishers_desc:0 "Skirmishers are [men_at_arms|E] who are lightly armed and skilled in harassing the enemy.\n\nWhile each kind of Skirmisher is unique, they generally [counter|E] [heavy_infantry|E], and are in turn Countered by [archers|E]." - game_concept_archers:0 "Archers" - game_concept_archer:1 "Archer" - game_concept_archers_desc:0 "Archers are [men_at_arms|E] who fight on foot with ranged weapons.\n\nWhile each kind of Archer is unique, they generally [counter|E] [skirmishers|E], and are in turn Countered by [heavy_cavalry|E] and [light_cavalry|E]." - game_concept_light_cavalry:0 "Light Cavalry" - game_concept_light_cavalry_desc:0 "Light Cavalry are mounted [men_at_arms|E] who excel at scouting and pursuing the enemy.\n\nWhile each kind of Light Cavalry is unique, they generally [counter|E] [archers|E], and are in turn Countered by [spearmen|E].\n\nLight Cavalry are also often strong on flat [terrain|E].\n\nIn comparison with [heavy_cavalry|E], they are usually better at [pursuit|E] and [screen|E]." - game_concept_heavy_cavalry:0 "Heavy Cavalry" - game_concept_heavy_cavalry_desc:0 "Heavy Cavalry are mounted, heavily armored [men_at_arms|E]\n\nWhile each kind of Heavy Cavalry is unique, they generally [counter|E] [archers|E], and are in turn Countered by [spearmen|E].\n\nHeavy Cavalry are also often strong on flat [terrain|E].\n\nIn comparison with [light_cavalry|E], they are usually stronger at raw [damage|E] and [toughness|E]." - game_concept_spearmen:0 "Spearmen" - game_concept_spearmen_desc:0 "Spearmen are [men_at_arms|E] who fight on foot with various polearms.\n\nWhile each kind of Spearman is unique, they generally [counter|E] [heavy_cavalry|E] and [light_cavalry|E], and are in turn Countered by [heavy_infantry|E].\n\nSpearmen are also often strong on hilly and mountainous [terrain|E]." - game_concept_heavy_infantry:0 "Heavy Infantry" - game_concept_heavy_infantry_desc:0 "Heavy Infantry are [men_at_arms|E] who fight on foot, with heavier armor and weapons.\n\nWhile each kind of Heavy Infantry is unique, they generally [counter|E] [spearmen|E], and are in turn Countered by [skirmishers|E]." - game_concept_archer_cavalry:0 "Archer Cavalry" - game_concept_archer_cavalry_desc:0 "$game_concept_archer_cavalry$ are mounted [men_at_arms|E] equipped with ranged weapons.\n\nWhile each kind of $game_concept_archer_cavalry$ is unique, they generally [counter|E] [heavy_infantry|E], and are in turn Countered by [archers|E] equipped with crossbows.\n\n$game_concept_archer_cavalry$ are also often strong on flat [terrain|E], particularly Steppe." - game_concept_camel_cavalry:0 "Camel Cavalry" - game_concept_camel_cavalry_desc:0 "$game_concept_camel_cavalry$ are mounted [men_at_arms|E] that, similar to [light_cavalry|E], excel at scouting and pursuing the enemy.\n\nThey generally [counter|E] $game_concept_light_cavalry$ and are in turn Countered by [spearmen|E].\n\n$game_concept_camel_cavalry$ are often strong in Desert and Dryland [terrain|E]." - game_concept_elephant_cavalry:0 "Elephant Cavalry" - game_concept_elephant_cavalry_desc:0 "$game_concept_elephant_cavalry$ are mounted, often armored [men_at_arms|E].\n\nWhile each kind of $game_concept_elephant_cavalry$ is unique, they are generally a strong [counter|E] to infantry units, and are in turn Countered by [spearmen|E].\n\n$game_concept_elephant_cavalry$ are also often strong in Jungle [terrain|E]." - game_concept_gunpowders: "Handgunners" - game_concept_gunpowder: "Handgunner" - game_concept_gunpowder_desc: "Handgunners are [men_at_arms|E] who are armed with potent gunpowder weapons.\n\nWhile each kind of Handgunner is unique, they generally [counter|E] [heavy_infantry|E], and are in turn Countered by [heavy_cavalry|E] and [light_cavalry|E]." - game_concept_peasant_militia: "Peasant Militia" - game_concept_peasant_militias: "Peasant Militias" - game_concept_peasant_militia_desc: "Peasant Militias are [men_at_arms|E] who are armed with pitchforks and spears.\n\nWhile each kind of Militia is unique, they generally [counter|E] [heavy_cavalry|E] and [light_cavalry|E], and are in turn Countered by [heavy_infantry|E].\n\nPeasant Militias are strong in mountainous and fertile [terrain|E]." - game_concept_special_troops:0 "Special Soldiers" - game_concept_special_troops_desc:0 "$game_concept_special_troops$ are not like regular [armies|E], as they are not raised from a [holding|E]. $game_concept_special_troops$ can be gained through Events, and represent various things such as retinues, ravenous hordes and ambitious peasantry.\n\nNormally they do not cost maintenance, and do not reinforce. Use them wisely if you have them.\n\nSeveral historical [rulers|E] start with $game_concept_special_troops$." - game_concept_line:0 "Line" - game_concept_line_of_succession:0 "Line of Succession" - game_concept_line_of_succession_desc:0 "The Line of Succession is the order in which certain characters stand to inherit certain [titles|E], determined by the [succession_law|E]." - game_concept_counter:0 "Counter" - game_concept_counters:0 "Counters" - game_concept_men_at_arms_counter:0 "Men-at-Arms Counter" - game_concept_men_at_arms_counter_desc:0 "Most [men_at_arms|E] are able to $game_concept_counter$ another type of $game_concept_men_at_arms$.\n\nWhen a [regiment|E] is Countered, its effectiveness during a [battle|E] is decreased. The more a $game_concept_regiment$ is outnumbered by its $game_concept_counter$, the higher the penalty." - game_concept_intimidated:0 "Intimidated" - game_concept_intimidated_i:0 "@intimidated_icon!" - game_concept_intimidated_desc:1 "Characters who greatly fear another character are Intimidated by them. This is usually caused by [dread|E] and/or a cowardly personality.\n\nIntimidated characters are less likely to initiate hostile actions against the character they fear, including joining or starting [factions|E].\n\nCharacters who are even more fearful are marked as [cowed|E]." - game_concept_cowed:1 "Terrified" - game_concept_terrified_i:0 "@terrified_icon!" - game_concept_cowed_desc:2 "Terrified Characters are paralyzed by fear of another character and will rarely take any hostile actions against that character, including starting [factions|E].\n\nCharacters are Terrified or [intimidated|E] by [dread|E] and/or a cowardly personality." - game_concept_provisions: "Provisions" - game_concept_provision: "Provision" - game_concept_provisions_i: "@provisions_icon!" - game_concept_provisions_desc: "$game_concept_provisions$ represent the total amount of food, water, and shelter a [camp|E] can provide.\n\n$game_concept_camps$ lose $game_concept_provisions$ while moving [location|E]. Exactly how much is affected by size of their [men_at_arms|E], the [terrain|E] moved across, and what [officers|E] are currently hired.\n\n$game_concept_camp$ followers running low on $game_concept_provisions$ will start suffering [privation|E] events: starting with [characters|E] quickly losing [opinion|E] of their leader, escalating rapidly to starvation and death.\n\n#WEAK $game_concept_provisions$ can be refilled when stationary by requesting them from [contact_list_contacts|E], taking a [decision|E], or as [task_contract|E] rewards.#!" - game_concept_privation: "Privation" - game_concept_privation_desc: "When a [camp|E] is stationary, they can sustain themselves with bartering food for odd jobs, hunting, foraging, or fishing where allowed and possible, and generally #EMP just#! about treading water on their supply situation.\n\nAs soon as they have to start [traveling|E], they're entirely reliant on their $game_concept_provisions$ to survive, since they cannot both move and obtain sufficient food. As $game_concept_provisions$ run low (then run #EMP out#!), tempers will flare and [followers|E] will starve.\n\nWhen this happens, [characters|E] will begin to leave the $game_concept_camp$, negative [modifiers|E] are increasingly applied, and those who remain will eventually mutiny or die." - game_concept_supply:0 "Supply" - game_concept_supply_state:0 "Supply State" - game_concept_supply_desc:1 "$game_concept_supply$ is the amount of food and equipment an [army|E] carries. Armies will begin losing $game_concept_supply$ when their size goes above the [supply_limit|E] of their current location.\n\nArmies that are running low on $game_concept_supplies$ will suffer an [advantage|E] penalty in [battle|E], and when they run out completely they will begin suffering from [attrition|E].\n\nSupply increases over time as long as the Army remains below the $game_concept_supply_limit$ in friendly territory." - game_concept_supplied:0 "Supplied" - game_concept_supplies:0 "Supplies" - game_concept_supply_limit_mult:0 "Supply Limit Multiplier" - game_concept_supply_limit:0 "Supply Limit" - game_concept_supply_limit_desc:0 "The $game_concept_supply_limit$ dictates the amount of [soldiers|E] you may have in a [barony|E], as determined by the Barony's [terrain|E] and [development|E].\n\nShould your total [army|E] size go above the $game_concept_supply_limit$, your $game_concept_armies$ will lose [supply|E] and eventually suffer from [attrition|E]." - game_concept_attrition:0 "Attrition" - game_concept_attrition_desc:1 "[armies|E] can suffer from $game_concept_attrition$, which is when [soldiers|E] are lost due to desertion, disease or starvation.\n\n$game_concept_attrition$ occurs when an Army is out of [supplies|E], besieging a [fortified_holding|E], or moving from one hostile [county|E] into another if the target location doesn't border a $game_concept_county$ already under control." - game_concept_attrition_i: "@attrition_icon!" - game_concept_objectives:0 "Objectives" - game_concept_objectives_desc:1 "Certain parts of an enemy [realm|E] (usually the [realm_capital|E] and the [holdings|E] in the [war_target|E] region of a [war|E]) are considered $game_concept_objectives$. By [occupying|E] $game_concept_objectives$, you start gaining 'ticking' [war_score|E].\n\nFor the Defender, [war_score|E] starts to tick up (after an initial period of time) if the Attacking side can be prevented from Occupying any $game_concept_objectives$." - game_concept_war_contribution:0 "War Contribution" - game_concept_contribution:0 "Contribution" - game_concept_contribute:0 "Contribute" - game_concept_war_contribution_desc:1 "[rulers|E] who are helping their [allies|E] in a [war|E] gain $game_concept_war_contribution$ depending on the number and size of [battles|E] they fight in, as well as the number of [holdings|E] they manage to [occupy|E].\n\nAfter a war ends, each Contributor is rewarded in relation to their Contribution. The exact spoils depend on the war's [casus_belli|E], but is typically [gold|E], [prestige|E] or [piety|E].\n\nNote that Contribution increases even from losing Battles." - game_concept_scheme_speed: "Scheme Phase Length" - game_concept_scheme_speed_single: "Phase Length" - game_concept_scheme_speed_i: "@scheme_phase_duration_icon!" - game_concept_scheme_speed_desc: "$game_concept_scheme_speed_single$ refers to how many days it takes to complete a single [scheme_phase|e]. Speed is affected by your [skill|E], [agents|E], and your [spymaster|E], as well as by the '$task_support_schemes$' [councillor_task|E] if the Scheme is [scheme_hostile|E].\n\n#WEAK A lower $game_concept_scheme_speed_single$ is beneficial because it will cause a [scheme|e] to progress faster." - game_concept_scheme_resistance:0 "Scheme Resistance" - game_concept_scheme_resistance_single:0 "Resistance" - game_concept_hostile_scheme_resistance:0 "Hostile Scheme Resistance" - game_concept_scheme_resistance_desc:1 "The $game_concept_scheme_resistance$ of a [character|E] slows down $game_concept_schemes$ against them.\n\nThe [scheme_speed|E] of the [scheme_owner|E] is reduced by this value, increasing the time it takes for the $game_concept_scheme$ to gain [scheme_opportunity_opportunities|E].\n\n#WEAK $game_concept_scheme_resistance$ is increased by the corresponding [skill|E] of the [scheme_target|E] and their [spymaster|E], as well as by the '$task_disrupt_schemes$' [councillor_task|E] (if the Scheme is [scheme_hostile|E]).#!" - game_concept_scheme_success_chance:0 "Scheme Success Chance" - game_concept_success_chance:0 "Success Chance" - game_concept_success_chance_i: "@scheme_success_icon!" - game_concept_scheme_success_chance_desc:0 "The $game_concept_success_chance$ of a [scheme|e] determines how likely it is for it to succeed when executed.\n\nA $game_concept_scheme$'s $game_concept_success_chance$ will [scheme_growth_grow|E] over time, and is based on the assigned [agents|e] as well as an associated [skill|e]. $game_concept_success_chance$ is limited by [scheme_potential|e]. No $game_concept_scheme$ can ever exceed a 95% $game_concept_success_chance$, except for [contract_schemes|e].\n\n#WEAK [secret_schemes|e] have a risk of being discovered by target. If that happens your $game_concept_success_chance$ will be heavily reduced. #!" - game_concept_scheme_growth: "Scheme Growth" - game_concept_success_chance_growth_i: "@scheme_success_growth_icon!" - game_concept_scheme_growth_growth: "Growth" - game_concept_scheme_growth_desc: "Every [scheme_phase_phase|E], a $game_concept_scheme$'s [success_chance|E] is increased by this value, until the maximum current [scheme_potential_potential|E] is hit.\n\n#WEAK For instance, if a $game_concept_scheme$ currently has 50% $game_concept_success_chance$, a $game_concept_scheme_potential_potential$ of 54%, and a $game_concept_scheme_growth_growth$ of 3%, then after one $game_concept_scheme_phase_phase$ has gone by, it'll have 53% $game_concept_success_chance$.\n\nSince $game_concept_scheme_growth_growth$ is still capped by $game_concept_scheme_potential_potential$, after the next phase, the $game_concept_scheme$ would only have 54% $game_concept_success_chance$.#!" - game_concept_scheme_growth_grow: "grow" - game_concept_scheme_growth_grow_desc: "$game_concept_scheme_growth_desc$" - game_concept_scheme_potential: "Scheme Potential" - game_concept_scheme_potential_potential: "Potential" - game_concept_success_chance_max_i: "@scheme_success_max_icon!" - game_concept_scheme_potential_desc: "A [scheme|e] has a [success_chance|e], a percentage value that determines its outcome, reached via [scheme_growth|E]. This is limited by $game_concept_scheme_potential$, which serves as the upper bound of a $game_concept_scheme$.\n\n$game_concept_scheme_potential$ can be increased by hiring appropriate [agents|e], but can never exceed 95%, except for [contract_schemes|e].\n\n#WEAK Harmonious $game_concept_agents$ may give further bonus [modifiers|E] via events.\n\nExcess $game_concept_success_chance$ above a $game_concept_scheme$'s $game_concept_scheme_potential_potential$ is lost.#!" - game_concept_secrecy:0 "Secrecy" - game_concept_secrecy_i: "@scheme_secrecy_icon!" - game_concept_secrecy_desc:1 "The $game_concept_secrecy$ of a [hostile_scheme|e] determines how likely it is for it to remain undetected from the [scheme|e] target.\n\nThe $game_concept_secrecy$ of a $game_concept_scheme$ will have an initial immunity period where it is unable to be discovered. After this period, the $game_concept_scheme$ will be at risk of being discovered every month through a [scheme_breach_short|e]. Your [agents|e] can greatly impact how well you are able to keep your $game_concept_scheme$ secret.\n\n#WEAK A $game_concept_scheme$ with a $game_concept_secrecy$ of 80% has a 20% chance to be discovered on execution, and a 2% chance to be discovered each month it continues.#!" - game_concept_secrecy_grace: "Grace" - game_concept_secrecy_grace_desc.boilerplate: "Most $game_concept_schemes$ have a grace period of around ~[EmptyScope.ScriptValue('secrecy_grace_period_value')] months before they can be discovered monthly." - game_concept_secrecy_grace_desc: "$game_concept_secrecy_grace_desc.boilerplate$\n\nAfter the grace period is over, $game_concept_schemes$ may be discovered monthly, causing a [scheme_breach_short|E]. This is at a far reduced rate than when the scheme is executed, but checked significantly more frequently." - game_concept_county_development:0 "Development" - game_concept_development_i:0 "@development_icon!" - game_concept_development:0 "Development" - game_concept_county_development_desc:0 "$game_concept_county_development$ is a measure of the local infrastructure and technological advancement in a [county|E]. \n\nHigher $game_concept_county_development$ increases the [levies|E], [taxes|E], and [supply_limit|E] gained from a $game_concept_county$." - game_concept_county_development_growth:0 "Development Growth" - game_concept_development_growth:0 "Development Growth" - game_concept_county_development_growth_desc:0 "$game_concept_county_development_growth$ measures how far along the [county|E] is towards increasing its [development|E].\n\nAt 100 $game_concept_county_development_growth$, the $game_concept_county_development$ increases by 1." - game_concept_existing_development:0 "Existing Development" - game_concept_existing_development_desc:1 "The [develop_county|E] steward task suffers from diminishing returns. The more [development|E] a [county] already has, the more [development_growth|E] is penalized.\n\nBy default, [counties] reach the maximum [existing_development] penalty at 10 [development|E]. Each [era|E] has an [innovation|E] which significantly increases this limit, going all the way up to 90 [development|E] in the $culture_era_late_medieval$ [era].\n\nInnovations that affect the $game_concept_existing_development$ modifier:\n$EFFECT_LIST_BULLET$ $innovation_development_01$\n$EFFECT_LIST_BULLET$ $innovation_development_02$\n$EFFECT_LIST_BULLET$ $innovation_development_03$\n$EFFECT_LIST_BULLET$ $innovation_development_04$" - game_concept_county_control:0 "County Control" - game_concept_control:0 "Control" - game_concept_control_i:0 "@control_icon!" - game_concept_county_control_desc:0 "$game_concept_county_control$ measures the grip that the government has on the population of a [county|E]. It is crucial especially for collecting [taxes|E] from the [holdings|E].\n\nWhen a County changes hands through [war|E], Control goes down drastically, which is a good reason to vassalize the current [holder|E] instead (if the [casus_belli|E] allows). County Control can also be damaged by [sieges|E] and [Concept( 'peasant_faction', 'Peasant Uprisings' )|E].\n\nLow Control may lead to [county_corruption|E], and the primary way of increasing Control is a [councillor_task|E] available to your [marshal|E]." - game_concept_absolute_control:0 "Absolute Control" - game_concept_absolute_control_short: "Absolute" - game_concept_absolute_control_desc:1 "$game_concept_absolute_control$ is a special state of [control|E] enabled by the $absolute_control_perk_name$ [perk|E], denoting that the ruler has an iron grip over the population.\n\nWhenever $game_concept_control$ is at #V 100#!, it will instead display as '$ABSOLUTE_COUNTY_CONTROL$' and give additional bonuses to [taxes|E] and [levies|E]." - game_concept_county_corruption:0 "County Corruption" - game_concept_county_corruption_desc:0 "While a [county|E] has low [control|E] or its [holder|E] is in [debt|E], the County might acquire $game_concept_county_corruption$. These are various kinds of negative [county_modifiers|E].\n\n$game_concept_county_corruption$ will fade over time, but if the root cause persists ([debt|E] or low [control|E]), it may reappear.\n\nThe $councillor_marshal$'s $task_increase_control$ $game_concept_councillor_task$ can clear out $game_concept_county_corruption$ faster." - game_concept_county_modifier:0 "County Modifier" - game_concept_county_modifiers:0 "County Modifiers" - game_concept_county_modifier_desc:1 "$game_concept_county_modifiers$ are modifiers that affect a [county|E]'s various values.\n\n[baronies|E] can have modifiers of their own, and they can be viewed in the [holdings|E] of the $game_concept_county$." - game_concept_fleet:0 "Fleet" - game_concept_fleets:0 "Fleets" - game_concept_fleet_desc:1 "[armies|E] who move into a Sea Zone will automatically [embark|E] onto a $game_concept_fleet$. [embarking] costs a sum of [gold|E], symbolizing the procurement and construction of ships.\n\nWhile on a $game_concept_fleet$, [armies] will be able to traverse water at a rapid pace, though they will cost #V 25%#! more maintenance and will start losing [supplies|E] after #V [GetDefine('NFleet', 'ATTRITION_AFTER_DAYS')|0]#! days at sea.\n\n$game_concept_fleets$ do not engage each other in [battles|E].\n\nWhen an $game_concept_army$ disembarks, the $game_concept_fleet$ will disappear and the $game_concept_army$ will become [recently_disembarked|E]." - game_concept_domain_income:0 "Domain Income" - game_concept_domain_taxes:0 "Domain Taxes" - game_concept_domain_income_desc:1 "Your $game_concept_domain_income$ consists of the [taxes|E] that you collect from your own [domain|E]. The amount collected depends on the local [control|E] and [development|E] levels." - game_concept_vassal_taxes:0 "Vassal Taxes" - game_concept_vassal_taxes_desc:1 "Your $game_concept_vassal_taxes$ consist of the [taxes|E] that you receive from you [vassals|E]. The amount depends on the each Vassal's [obligations|E].\n\nFrom your Vassals' point of view, these same taxes are called [liege_taxes|E] to distinguish them from any $game_concept_vassal_taxes$ they collect from their own $game_concept_vassals$." - game_concept_tributary_taxes: "Tributary Taxes" - game_concept_tributary_taxes_desc: "Your $game_concept_tributary_taxes$ consist of the [taxes|E] that you receive from your [tributaries|E]. The amount depends on each Tributary's [obligations|E].\n\nFrom your Tributaries' point of view, these same taxes are called [suzerain_taxes|E] to distinguish them from any $game_concept_tributary_taxes$ they collect from their own $game_concept_tributaries$." - game_concept_liege_taxes:0 "Liege Taxes" - game_concept_liege_taxes_desc:1 "Your $game_concept_liege_taxes$ are the [taxes|E] that you must pay to your [liege|E] as part of your [obligations|E]. You do not pay any $game_concept_liege_taxes$ if you are [independent|E].\n\nFrom your Liege's point of view, these same taxes are instead called [vassal_taxes|E] to distinguish them from any taxes they may owe to their own $game_concept_liege$." - game_concept_suzerain_taxes: "Suzerain Taxes" - game_concept_suzerain_taxes_desc: "Your $game_concept_suzerain_taxes$ are the [taxes|E] that you must pay to your [suzerain|E] as part of your [obligations|E].\n\nFrom your Suzerain's point of view, these same taxes are instead called [tributary_taxes|E] to distinguish them from any taxes they may owe to their own $game_concept_suzerain$." - game_concept_usurp_title:0 "Usurp Title" - game_concept_usurp:0 "Usurp" - game_concept_usurped:0 "Usurped" - game_concept_usurpation:0 "Usurpation" - game_concept_usurp_title_desc:1 "A [title|E] held by a foreign [ruler|E] can usually be Usurped if more than #V 50%#! of its [de_jure|E] [counties|E] are within your [realm|E]. This process gives the [title|E] to you, which is particularly important for ensuring you are the [rightful_liege|E] of your [vassals|E].\n\nUsurpation is more difficult if the current holder's [faith|E] is hostile to yours; in this case usurpation is only possible if the holder no longer possesses any of its [de_jure|E] [counties|E] inside his Realm." - game_concept_close_family:0 "Close Family" - game_concept_close_family_members:0 "Close Family Members" - game_concept_close_family_member:0 "Close Family Member" - game_concept_close_family_desc:0 "The Close Family of a character includes:\n$BULLET_WITH_TAB$Parents\n$BULLET_WITH_TAB$Grandparents\n$BULLET_WITH_TAB$Children\n$BULLET_WITH_TAB$Grandchildren\n$BULLET_WITH_TAB$Siblings" - game_concept_extended_family:0 "Extended Family" - game_concept_extended_family_members:0 "Extended Family Members" - game_concept_extended_family_desc:0 "The Extended Family of a character includes:\n$BULLET_WITH_TAB$Cousins\n$BULLET_WITH_TAB$Uncles\n$BULLET_WITH_TAB$Aunts\n$BULLET_WITH_TAB$Nephews\n$BULLET_WITH_TAB$Nieces" - game_concept_family:0 "Family" - game_concept_family_members:0 "Family Members" - game_concept_family_member:0 "Family Member" - game_concept_family_desc:0 "A character's family consists of their [close_family_members|E] and [extended_family_members|E]." - game_concept_kinslayer:0 "Kinslayer" - game_concept_kinslayers:0 "Kinslayers" - game_concept_kinslaying:0 "Kinslaying" - game_concept_kinslaying_desc:0 "A Kinslayer is a Character who is known to have slain a [family_member|E]. Some [faiths|E] view kinslaying as [criminal|E].\n\nThe three Kinslaying traits are:\n$BULLET_WITH_TAB$[GetTrait('kinslayer_3').GetName( GetNullCharacter )] — Given to those who kill [close_family|E]\n$BULLET_WITH_TAB$[GetTrait('kinslayer_2').GetName( GetNullCharacter )] — Given to those who kill [extended_family|E]\n$BULLET_WITH_TAB$[GetTrait('kinslayer_1').GetName( GetNullCharacter )] — Given to those who kill a member of their [dynasty|E]" - game_concept_gender_law:0 "Gender Law" - game_concept_gender_laws:0 "Gender Laws" - game_concept_gender_law_desc:0 "Every [ruler|E] has a main Gender Law that determines who their [titles|E] can pass to on [succession|E]. Gender Laws also affect who can command [armies|E] and the eligibility of having multiple [spouses|E] or [concubines|E].\n\nAvailable Gender Laws depend on the 'View on Gender' [doctrine|E] of the [faith|E]." - game_concept_depose:0 "Depose" - game_concept_deposed:0 "Deposed" - game_concept_depose_desc:0 "[rulers|E] can be Deposed as a result of [faction|E] demands or special events. Their [heirs|E] will inherit their [titles|E] even though the old ruler is still alive." - game_concept_virtue:0 "Virtue" - game_concept_virtues:0 "Virtues" - game_concept_virtuous:0 "Virtuous" - game_concept_virtue_desc:1 "Every [faith|E] considers certain [traits|E] to be Virtuous. Characters with these Traits gain [opinion|E] bonuses from all characters who consider those traits Virtuous, even if they do not share the same Faith. In addition, Characters who have Traits that their own Faith considers Virtuous will gain bonus [piety|E] every month.\n\nExactly what traits are considered to be Virtues varies from Faith to Faith, but is typically determined by a combination of that Faith's [core_tenets|E] and the [religion|E] the Faith belongs to." - game_concept_sin:0 "Sin" - game_concept_sins:0 "Sins" - game_concept_sinful:0 "Sinful" - game_concept_sin_desc:1 "Every [faith|E] considers certain [traits|E] to be Sinful. Characters with these Traits incur [opinion|E] penalties from all characters who consider those traits Sinful, even if they do not share the same Faith. In addition, Characters who have Traits that their own Faith considers Sinful will lose [piety|E] every month.\n\nExactly what traits are considered to be Sins varies from Faith to Faith, but is typically determined by a combination of that Faith's [core_tenets|E] and the [religion|E] the Faith belongs to." - game_concept_excommunicate:0 "Excommunicate" - game_concept_excommunicated:0 "Excommunicated" - game_concept_excommunication:0 "Excommunication" - game_concept_excommunication_desc:0 "Characters who are [GetTrait('excommunicated').GetName( GetNullCharacter )] by their [head_of_faith|E] are seen as [criminals|E] by other characters of their [faith|E].\n\n[independent|E] [rulers|E] who have been [GetTrait('excommunicated').GetName( GetNullCharacter )] may have an [excommunication_war|E] declared on them.\n\nExcommunication can be removed either by asking the [head_of_faith|E] for forgiveness or by switching to a different [faith|E]." - game_concept_legalism:0 "Legalism" - game_concept_legalistic:0 "Legalistic" - game_concept_legalism_desc:1 "A [core_tenet|E] emphasizing legal practice and tradition in theology and devoutness. It affects law costs and [vassal|E] [faction|E] membership based on the number of [sins|E] or [virtues|E] a [ruler|E] has." - game_concept_dynasty_prestige_level_0:0 "Base Origins" - game_concept_dynasty_prestige_level_1:0 "Obscure" - game_concept_dynasty_prestige_level_2:0 "Insignificant" - game_concept_dynasty_prestige_level_3:0 "Noteworthy" - game_concept_dynasty_prestige_level_4:0 "Reputable" - game_concept_dynasty_prestige_level_5:0 "Well-known" - game_concept_dynasty_prestige_level_6:0 "Significant" - game_concept_dynasty_prestige_level_7:0 "Famous" - game_concept_dynasty_prestige_level_8:0 "Glorious" - game_concept_dynasty_prestige_level_9:0 "Fabled" - game_concept_dynasty_prestige_level_10:0 "Legendary" - game_concept_dynasty_prestige_level_0_desc:0 "#T $game_concept_dynasty_prestige_level_0$#!\n[GetDynastyPrestigeLevelEffect('(int32)0')][GetDynastyPrestigeLevelNext('(int32)0')]" - game_concept_dynasty_prestige_level_1_desc:0 "#T $game_concept_dynasty_prestige_level_1$#!\n[GetDynastyPrestigeLevelEffect('(int32)1')][GetDynastyPrestigeLevelNext('(int32)1')]" - game_concept_dynasty_prestige_level_2_desc:0 "#T $game_concept_dynasty_prestige_level_2$#!\n[GetDynastyPrestigeLevelEffect('(int32)2')][GetDynastyPrestigeLevelNext('(int32)2')]" - game_concept_dynasty_prestige_level_3_desc:0 "#T $game_concept_dynasty_prestige_level_3$#!\n[GetDynastyPrestigeLevelEffect('(int32)3')][GetDynastyPrestigeLevelNext('(int32)3')]" - game_concept_dynasty_prestige_level_4_desc:0 "#T $game_concept_dynasty_prestige_level_4$#!\n[GetDynastyPrestigeLevelEffect('(int32)4')][GetDynastyPrestigeLevelNext('(int32)4')]" - game_concept_dynasty_prestige_level_5_desc:0 "#T $game_concept_dynasty_prestige_level_5$#!\n[GetDynastyPrestigeLevelEffect('(int32)5')][GetDynastyPrestigeLevelNext('(int32)5')]" - game_concept_dynasty_prestige_level_6_desc:0 "#T $game_concept_dynasty_prestige_level_6$#!\n[GetDynastyPrestigeLevelEffect('(int32)6')][GetDynastyPrestigeLevelNext('(int32)6')]" - game_concept_dynasty_prestige_level_7_desc:0 "#T $game_concept_dynasty_prestige_level_7$#!\n[GetDynastyPrestigeLevelEffect('(int32)7')][GetDynastyPrestigeLevelNext('(int32)7')]" - game_concept_dynasty_prestige_level_8_desc:0 "#T $game_concept_dynasty_prestige_level_8$#!\n[GetDynastyPrestigeLevelEffect('(int32)8')][GetDynastyPrestigeLevelNext('(int32)8')]" - game_concept_dynasty_prestige_level_9_desc:0 "#T $game_concept_dynasty_prestige_level_9$#!\n[GetDynastyPrestigeLevelEffect('(int32)9')][GetDynastyPrestigeLevelNext('(int32)9')]" - game_concept_dynasty_prestige_level_10_desc:0 "#T $game_concept_dynasty_prestige_level_10$#!\n[GetDynastyPrestigeLevelEffect('(int32)10')]\n\nThis is the highest Level of Splendor." - game_concept_excommunication_war:0 "Excommunication War" - game_concept_excommunicated_ruler:0 "Excommunicated Ruler" - game_concept_excommunicated_ruler_desc:1 "In an Excommunication War, the attackers are fighting to remove an [excommunicated|E] ruler from power.\n\nIf victorious, the attackers will gain a large amount of [piety|E] and the approval of their [head_of_faith|E], while the Excommunicated ruler is forced to abdicate to their [heir|E].\n\nHowever, if the Excommunicated ruler wins, their [head_of_faith|E] is forced to revoke their Excommunication, as they have proven their righteousness on the battlefield." - game_concept_holy_site:0 "Holy Site" - game_concept_holy_sites:0 "Holy Sites" - game_concept_holy_site_desc:1 "A $game_concept_holy_site$ is a [county|E] which contains a place of religious significance to a [faith|E]. $game_concept_holy_sites$ held by a Character of the correct Faith will provide an effect to everyone of that Faith, and can also allow the creation of [special_buildings|E] or [holy_orders|E]. Each Faith has a different set of $game_concept_holy_sites$." - game_concept_cultural_acceptance_i:0 "@cultural_acceptance_icon!" - game_concept_cultural_acceptance:0 "Cultural Acceptance" - game_concept_cultural_acceptance_desc:2 "Cultural Acceptance measures how accepting two [cultures|E] are of each other.\n\nPrimarily, it affects how much [opinion|E] is reduced between Characters of different Cultures. It also affects [county_opinion|E], and the cost of forming a [hybrid_culture|E].\n\nCultural Acceptance can change from many actions, most notably [wars|E], granting and revoking [titles|E], and the [accept_culture|E] [councillor_task|E].\n\nOver time, Acceptance will return to the [cultural_acceptance_baseline|E] if exceeded." - game_concept_cultural_acceptance_baseline:0 "Cultural Acceptance Baseline" - game_concept_cultural_acceptance_baseline_desc:1 "[cultural_acceptance|E] has a baseline which it will decay towards if exceeded. The baseline depends on:\n$EFFECT_LIST_BULLET$Shared [heritage|E]\n$EFFECT_LIST_BULLET$Shared [language|E]\n$EFFECT_LIST_BULLET$Shared [faith|E] and [religion|E], especially if [GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName] or [GetReligionFamily('rf_eastern').GetName]\n$EFFECT_LIST_BULLET$Shared [ethos|E] within the same [region|E]" - game_concept_culture_pillar:0 "Cultural Pillar" - game_concept_culture_pillars:0 "Cultural Pillars" - game_concept_culture_pillar_desc:1 "[SelectLocalization( HasDlcFeature( 'reform_culture' ), 'game_concept_culture_pillar_desc_REFORM_DLC', 'game_concept_culture_pillar_desc_NO_REFORM_DLC' )]" - game_concept_culture_pillar_desc_REFORM_DLC:0 "Pillars are qualities that reflect the origins of a [culture|E].\n\nThere are 5 distinct Cultural Pillars:\n$EFFECT_LIST_BULLET$[ethos|E]\n$EFFECT_LIST_BULLET$[heritage|E]\n$EFFECT_LIST_BULLET$[language|E]\n$EFFECT_LIST_BULLET$[martial_custom|E]\n$EFFECT_LIST_BULLET$Aesthetics\n\nOf these, Ethos, Language and Martial Customs can be changed by the [culture_head|E] through [reformation|E]." - game_concept_culture_pillar_desc_NO_REFORM_DLC:0 "Pillars are unchangeable qualities that reflect the origins of a [culture|E].\n\nThere are 5 distinct Cultural Pillars:\n$EFFECT_LIST_BULLET$[ethos|E]\n$EFFECT_LIST_BULLET$[heritage|E]\n$EFFECT_LIST_BULLET$[language|E]\n$EFFECT_LIST_BULLET$[martial_custom|E]\n$EFFECT_LIST_BULLET$Aesthetics" - game_concept_culture_tradition:0 "Cultural Tradition" - game_concept_culture_traditions:0 "Cultural Traditions" - game_concept_tradition:0 "Tradition" - game_concept_traditions:0 "Traditions" - game_concept_culture_tradition_desc:2 "Traditions represent the practices, habits, values, and ethics of individual [cultures|E].\n\nEach Tradition grants some type of bonus or special ability to [characters|E] or [counties|E] of that Culture.\n\n[SelectLocalization( HasDlcFeature( 'reform_culture' ), 'game_concept_culture_tradition_desc_REFORM_DLC', 'game_concept_culture_tradition_desc_NO_REFORM_DLC' )]\n\n$game_concept_cultures$ can have up to 6 Traditions, but most have fewer." - game_concept_culture_tradition_desc_REFORM_DLC:0 "The [culture_head|E] can establish new Traditions or replace existing ones for a Culture through [reformation|E]." - game_concept_culture_tradition_desc_NO_REFORM_DLC:0 "The [culture_head|E] can establish new Traditions for a Culture, at the cost of [prestige|E]." - - game_concept_ethos:0 "Ethos" - game_concept_ethos_desc:2 "The Ethos of a [culture|E] defines its core values, guiding principles, and general attitude of its members towards life in general.\n\nIn addition, the Ethos greatly affects the cost for a [culture_head|E] establishing new [traditions|E].[SelectLocalization( HasDlcFeature( 'reform_culture' ), 'game_concept_ethos_desc_REFORM_DLC', '' )]" - game_concept_ethos_desc_REFORM_DLC:0 "\n\nThe [culture_head|E] can replace their current $game_concept_ethos$ through [reformation|E]." - game_concept_language:0 "Language" - game_concept_languages:0 "Languages" - game_concept_language_desc:3 "A Language is the [culture_pillar|E] that determines what language the general populace of a [culture|E] speaks. $game_concept_cultures$ which speak the same language gain a permanent bonus to their [cultural_acceptance_baseline|E].\n\nA [character|E] can know one or more Languages. Knowing a language cuts the [cultural_acceptance|E] [opinion|E] penalty in half towards Characters and [counties|E] that speak it. It also discourages [faction_independence|E] and [claimant_factions|E].\n\nCharacters can learn additional languages by using the [GetScheme('learn_language').GetTypeName] [scheme|E]. Characters can comfortably learn languages up to their [language_limit|E]." - game_concept_language_limit:1 "Foreign Language Limit" - game_concept_language_limit_desc:1 "You can only comfortably remember a set amount of [languages|E]. If you exceed this limit, you will either have to forget a Language or suffer from [stress|E].\n\nThe Language spoken by your [culture|E] does not count towards this limit.\n\nThe limit is determined by:\n$EFFECT_LIST_BULLET$Everyone has a Base of #V 1#!\n$EFFECT_LIST_BULLET$Every [EmptyScope.ScriptValue('language_learning_divide_value')|V0] points of [learning_i][learning|E] increases it by #V 1#!\n$EFFECT_LIST_BULLET$The [GetPerk('open_minded_perk').GetName(GetNullCharacter)] [perk|E] increases it by #V 2#!\n$EFFECT_LIST_BULLET$The [GetPerk('smooth_operator_perk').GetName(GetNullCharacter)] [perk|E] increases it by #V 1#!\n$EFFECT_LIST_BULLET$The [GetDynastyPerk('ep1_culture_legacy_1').GetName] [dynasty_perk|E] increases it by #V 1#!" - game_concept_heritage:0 "Heritage" - game_concept_heritage_desc:0 "A Heritage is a [culture_pillar|E] that represents the common ancestry of several [cultures|E].\n\nCultures of the same Heritage generally have high [Concept( 'cultural_acceptance', 'Acceptance' )|E] of one another." - game_concept_martial_custom:0 "Martial Custom" - game_concept_martial_custom_desc:1 "Martial Custom is the [culture_pillar|E] that determines what genders can act as [commanders|E] or [knights|E].\n\nSome [traditions|E] and [doctrines|E] can modify these rules for certain [characters|E]." - game_concept_culture_intermingling:0 "Culture Intermingling" - game_concept_culture_intermingling_desc:1 "The more of two [cultures|E] that coexist in the same [realm|E], the more intermingling will happen and the Cultures will increase their [cultural_acceptance|E]." - game_concept_cultural_head:0 "Cultural Head" - game_concept_culture_head:1 "Culture Head" - game_concept_culture_head_desc:3 "A '$game_concept_culture_head$' is the [ruler|E] who has the most influence over their own [culture|E].\n\nSpecifically, the ruler with largest total number of same-culture [counties|E] within their [realm|E] will become the $game_concept_cultural_head$, regardless of where their [domain|E] is or what other-culture Counties they may possess.[AddLocalizationIf( HasDlcFeature( 'khans_of_the_steppe' ), 'game_concept_culture_head_desc_NOMAD_DLC', )]\n\nThe $game_concept_cultural_head$ can influence which [innovation|E] should be prioritized for discovery by setting the [cultural_fascination|E].\n\n[SelectLocalization( HasDlcFeature( 'reform_culture' ), 'game_concept_culture_head_desc_REFORM_DLC', 'game_concept_culture_head_desc_NO_REFORM_DLC' )]" - game_concept_culture_head_desc_NOMAD_DLC: "\n\n[nomadic|E] [rulers|E], however, will choose their $game_concept_cultural_head$ based on who has the largest [herd|E], regardless of rank. In case of settled rulers being part of the same [culture|E] as nomads, the [military_power|E] will be the deciding factor instead." - game_concept_culture_head_desc_REFORM_DLC:0 "The $game_concept_culture_head$ can also [reform|E] parts of their Culture." - game_concept_culture_head_desc_NO_REFORM_DLC:0 "The $game_concept_culture_head$ can also establish new [traditions|E] for their Culture." - game_concept_county_opinion:0 "Popular Opinion" - game_concept_county_opinion_desc:3 "The general populace of each [county|E] has an [opinion|E] of the [character|E] who holds their $game_concept_county$. If the population is unhappy, they might start or join a [peasant_faction|E] or [popular_faction|E], either of which can soon spread throughout an entire [realm|E].\n\nThe easiest way of controlling $game_concept_county_opinion$ is to ensure that the $game_concept_county$ [holder|E] is of the same [culture|E] and [faith|E] as the population.\n\n$game_concept_county_opinion$ from having a different [faith|E] is modified by both the county's [faith_hostility|E] and its [fervor|E], scaling linearly between 0 and 100 $game_concept_fervor$." - game_concept_core_tenet:1 "Tenet" - game_concept_core_tenet_desc:1 "While [doctrines|E] represent issues a [faith|E] must take a stance on, $game_concept_core_tenets$ represent the Faith's unique quirks and rites." - game_concept_core_tenets:1 "Tenets" - game_concept_holy_war:0 "Holy War" - game_concept_holy_wars:0 "Holy Wars" - game_concept_holy_war_holy:0 "Holy" - game_concept_holy_war_desc:4 "A $game_concept_holy_war$ is a special type of [war|E] waged by a [ruler|E] of one [faith|E] against a Ruler of a different Faith.\n\n$game_concept_holy_war$ are usually quite destructive, with the winner of a Holy War typically seizing all [counties|E] in the targeted area for themselves. However, if attacker's Faith is [GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName] or the defender has [vassals|E] of the attacker's own Faith in the targeted area, some or all Vassal Rulers in the targeted area may simply be transfered to the attacker instead.\n\nUnlike other wars, Rulers of the same Faith as the target may choose to join in their defense without the need of an [alliance|E].\n\nHoly Wars may be allowed or restricted depending on the different [religious_families|E]" - game_concept_great_holy_war:0 "Great Holy War" - game_concept_great_holy_wars:0 "Great Holy Wars" - game_concept_great_holy_war_desc:3 "A $game_concept_great_holy_war$ is a special type of [war|E] that only the [head_of_faith|E] of certain [faiths|E] can declare, with the goal of bringing an entire [kingdom|E] under the rule of their Faith.\n\n$game_concept_great_holy_wars$ target all [rulers|E] of another [religion|E] within a chosen [kingdom|E], forcing them to defend together. If victorious, all [titles|E] within the targeted Kingdom will be seized and divided between the attackers.\n\nDepending on its [doctrines|E], a Faith might have access to [directed_great_holy_wars|E], [undirected_great_holy_wars|E] or no $game_concept_great_holy_wars$ at all:\n$EFFECT_LIST_BULLET$The [GetFaithDoctrine('tenet_armed_pilgrimages').GetBaseName], [GetFaithDoctrine('tenet_struggle_submission').GetBaseName], or [GetFaithDoctrine('tenet_warmonger').GetBaseName] [core_tenets|E] are required to access to Great Holy Wars in general\n$EFFECT_LIST_BULLET$Faiths with a [GetFaithDoctrine('doctrine_temporal_head').GetBaseName] Head only have access to Directed Great Holy Wars\n$EFFECT_LIST_BULLET$Faiths with a [GetFaithDoctrine('doctrine_spiritual_head').GetBaseName] Head only have access to Undirected Great Holy Wars\n$EFFECT_LIST_BULLET$Faiths without a Head of Faith cannot declare any Great Holy Wars, even if they would normally be eligible\n\nSome Faiths have special names for their Great Holy Wars such as 'Crusade' or 'Jihad'. These Great Holy Wars differ in name only, and function as any other Great Holy War." - game_concept_directed_great_holy_war:0 "Directed Great Holy War" - game_concept_directed_great_holy_wars:0 "Directed Great Holy Wars" - game_concept_directed_great_holy_war_desc:0 "A $game_concept_directed_great_holy_war$ is declared by a $doctrine_temporal_head_name$ [head_of_faith|E] with the intention of bringing a [kingdom|E] under their own rule.\n\n[rulers|E] of their [faith|E] might choose to assist the Head of Faith, and may get rewards from doing so. Rewards include [piety|E] and potentially having their [dynasty|E] become [landed|E] within the conquered Kingdom.\n\nRulers of the targeted [religion|E] may choose to defend against this war without the need for an [alliance|E]." - game_concept_undirected_great_holy_war:0 "Undirected Great Holy War" - game_concept_undirected_great_holy_wars:0 "Undirected Great Holy Wars" - game_concept_undirected_great_holy_war_desc:0 "An $game_concept_undirected_great_holy_war$ is declared by a $doctrine_spiritual_head_name$ [head_of_faith|E] with the intention of bringing a [kingdom|E] under the rule of their [faith|E].\n\n$game_concept_undirected_great_holy_wars$ are not started immediately, instead they enter a [preparation_phase|E].\n\nBefore and during the war, rulers of the attacking Faith can choose to donate [gold|E] to the [war_chest|E].\n\nIf victorious, the targeted Kingdom will be taken and given to a character of the attacking Faith. Rewards for the attackers include [piety|E] and potentially having their [dynasty|E] become [landed|E] within the conquered Kingdom." - game_concept_preparation_phase:0 "Preparation Phase" - game_concept_preparation_phase_desc:1 "The $game_concept_preparation_phase$ is the time before an [undirected_great_holy_war|E] is declared.\n\nDuring this time, [rulers|E] of attacking [faith|E] can choose to pledge military support to the war and/or donate to the [war_chest|E].\n\nA timer will count down until the $game_concept_preparation_phase$ ends, whereupon the war will be declared.\n\nRulers of the defending [religions|E] can choose to counter-pledge their military support during this time, giving an overview of the strength of the two sides." - game_concept_war_chest:0 "War Chest" - game_concept_war_chest_desc:1 "The $game_concept_war_chest$ is a collection of [gold|E], [piety|E] and [prestige|E]. The contents are primarily used as rewards for successfully winning [undirected_great_holy_wars|E], where they are divided between the attackers based upon their participation in the [war|E].\n\nA certain portion of what's in the $game_concept_war_chest$ is also divided between the attackers as the War is declared.\n\nIf an [undirected_great_holy_war|E] is defeated, the defenders will divide the Piety and Prestige portion of the $game_concept_war_chest$ between them #weak (the Gold is lost.)#!" - game_concept_crusade:0 "Crusade" - game_concept_great_holy_war_undirected:0 "Undirected" - game_concept_crusades:0 "Crusades" - game_concept_jihad:0 "Jihad" - game_concept_great_holy_war_directed:0 "Directed" - game_concept_jihads:0 "Jihads" - game_concept_title_tier:0 "Tier" - game_concept_title_tiers:0 "Tiers" - game_concept_rank:0 "Rank" - game_concept_title_rank:1 "Rank" - game_concept_title_ranks:0 "Ranks" - game_concept_ranks:0 "Ranks" - game_concept_title_tier_desc: "The land equivalent of Title [rank|E], the $game_concept_title_tier$ determines the position of a [title|E] within the hierarchy of the game.\n\nAll Titles have a Tier, which determines the highest possible Tier of [vassals|E] that the [holder|E] can have.\n\n[hegemony|E] > [empire|E] > [kingdom|E] > [duchy|E] > [county|E] > [barony|E]." - game_concept_title_rank_desc:0 "The personal equivalent of Title [title_tier|E], $game_concept_title_rank$ determines the position of a [ruler|E] within the hierarchy of the game.\n\nAll Title Tiers have an associated Rank, which determines the highest possible Rank of [vassals|E] that the [holder|E] can have.\n\n[hegemon|E] > [emperor|E] > [king|E] > [duke|E] > [count|E] > [baron|E]." - game_concept_clergy:0 "Clergy" - game_concept_clergy_desc:1 "[court_chaplains|E], [realm_priests|E], [theocratic|E] Rulers, and anyone with the [GetTrait('devoted').GetName( GetNullCharacter )] trait are considered members of the Clergy.\n\nThe [doctrines|E] of the [faith|E] determine who can be a member of the Clergy, and whether members of the Clergy can marry, inherit land, etc." - game_concept_church_property:0 "Church Holdings" - game_concept_church_holdings:0 "Church Holdings" - game_concept_church_holding:0 "Church Holding" - game_concept_church: "Church" - game_concept_church_property_desc:0 "Church Holdings are [temples|E] under the control of a [realm_priest|E].\n\nIn [faiths|E] with the [GetFaithDoctrine('doctrine_theocracy_lay_clergy').GetBaseName] [doctrine|E], there are no Church Holdings and [temples|E] can be directly held by secular [rulers|E] without penalty." - - game_concept_temple_citadel: "Temple Citadel" - game_concept_temple_citadels: "Temple Citadels" - game_concept_temple_citadel_holding: "Temple Citadel Holding" - game_concept_temple_citadel_holdings: "Temple Citadel Holdings" - game_concept_temple_citadel_holding_desc: "Temple Citadels are a pragmatic mix of the [castle|E] fortification and the [temple|E] worship — it is the standard [holding_type|E] for [mandala|E] [rulers|E]. They provide an even amount of [levies|E], [piety|E] and [taxes|E]." - - game_concept_embarking:0 "Embarking" - game_concept_embarked:0 "Embarked" - game_concept_embarked_i:0 "@embarked_icon!" - game_concept_embark:0 "Embark" - game_concept_embarkation:0 "Embarkation" - game_concept_embarking_desc:1 "An [army|E] will automatically $game_concept_embark$ onto a [fleet|E] when given a move order into a Sea Zone, or when there is no land path to the targeted [barony|E].\n\n$game_concept_embarking$ costs a sum of [gold|E], symbolizing the procurement and construction of ships. For every #V 100#! men Embarking, a cost of #V [GetDefine('NFleet', 'EMBARK_GOLD_COST_PER_HUNDRED')|0]#! [gold_i] is paid." - game_concept_era:0 "Era" - game_concept_eras:0 "Eras" - game_concept_era_desc:1 "[innovations|E] can only be discovered if the [culture|E] has reached the requisite Era. The next Era can only start past a certain year, and if at least #V 50%#! of the Innovations of the previous Era have been discovered.\n\nRulers with [tribal_government|E] and [nomadic_government|E] can only make use of Tribal Era Innovations." - game_concept_innovation:0 "Innovation" - game_concept_innovations:0 "Innovations" - game_concept_innovation_desc:0 "Innovations are technologies and other advances that benefit all characters of a certain [culture|E]. Innovations are grouped into the [eras|E] when they can be discovered.\n\nThrough contact with neighboring Cultures, each Culture is always [spread|E] to one specific Innovation which will be discovered much quicker.\n\nIn addition, the [culture_head|E] can set another (or the same) Innovation as the [cultural_fascination|E] for an additional boost." - game_concept_cultural_fascination:0 "Cultural Fascination" - game_concept_fascination:0 "Fascination" - game_concept_cultural_fascination_desc:0 "Each Culture is always Fascinated by a specific [innovation|E], which greatly increases the speed of discovery at a rate depending on the [skills|E] of the current [culture_head|E]. Each Innovation benefits from a specific Skill.\n\nThe Cultural Head can change the Cultural Fascination freely." - game_concept_cultural_spread: "Cultural Spread" - game_concept_spread: "Spread" - game_concept_cultural_spread_desc: "Contact with other [cultures|E] that have undiscovered [innovations|E] will cause one of those $game_concept_innovations$ to be discovered more quickly. Among eligible [cultures|E] the one with the highest [cultural_acceptance|E] will be selected to Spread [innovation|E] progress." - game_concept_congenital:0 "Congenital" - game_concept_congenital_trait:0 "Congenital Trait" - game_concept_congenital_traits:0 "Congenital Traits" - game_concept_congenital_desc:0 "Certain [traits|E] are Congenital and can be inherited by offspring. Through proper [breeding|E], it is even possible to reinforce some such Traits.\n\nFor example, if both parents are [GetTrait('intellect_good_1').GetName( GetNullCharacter )], there is a chance that their children will get the even better [GetTrait('intellect_good_2').GetName( GetNullCharacter )] Trait.\n\nBase [skills|E] are not congenital." - game_concept_breeding:0 "Breeding" - game_concept_bred:0 "Bred" - game_concept_breed:0 "Breed" - game_concept_breeding_desc:2 "By arranging [marriages|E] between characters with good [congenital|E] [traits|E], it is possible to breed children with the same Traits. Lucky offspring might even get a reinforced version of such Traits.\n\nHowever, the same is true of bad Congenital Traits like [GetTrait('beauty_bad_2').GetName( GetNullCharacter )].\n\nIt might be tempting to arrange marriages between closely related characters in order to produce better Traits in your children, but this also carries the risk of [inbreeding|E] defects." - game_concept_inbreeding:0 "Inbreeding" - game_concept_inbred:0 "Inbred" - game_concept_inbreeding_desc:1 "The [children|E] of two closely related [characters|E] risk being born with a [congenital|E] defect, the most serious of which is the [GetTrait('inbred').GetName( GetNullCharacter )] [trait|E].\n\nThis is rare in the first generation, but successive $game_concept_inbreeding$ increases the risk.\n\nGenerations of $game_concept_inbreeding$ can, however, also result in the beneficial [GetTrait('pure_blooded').GetName( GetNullCharacter )] $game_concept_trait$, which (if both parents share it) makes offspring immune to birth defects due to all flaws having been [bred|E] out of the bloodline." - game_concept_cadet_branching:0 "Cadet Branching" - game_concept_cadet_branch:0 "Cadet Branch" - game_concept_cadet_branches:0 "Cadet Branches" - game_concept_cadet_branching_desc:0 "[dynasties|E] always have a founding [house|E], but in order to become [house_heads|E] themselves, [house|E] members can choose to create their own new House — a Cadet Branch.\n\nMembers of such offshoot Houses are free to do the same, eventually leading to a tree of Houses within the larger Dynasty." - game_concept_house_head_interaction:0 "House Head Interaction" - game_concept_house_head_interaction_desc:0 "Special [interactions|E] that can be made by a [house_head|E] against members of their [house|E]." - game_concept_demand_conversion:0 "Demand Conversion" - game_concept_demanding_conversion:0 "Demanding Conversion" - game_concept_demand_conversion_desc:1 "[rulers|E] who have a subject of another [faith|E] may Demand Conversion to change their subject's Faith to their own. The Ruler's [learning|E] skill and the subject's [opinion|E] of their liege are major factors in determining if the subject accepts the demand, or [Concept('refuse_conversion_crime','refuses')|E] it." - game_concept_damage:0 "Damage" - game_concept_damage_desc:1 "A [soldier|E]'s Damage determines how many [casualties|E] they can inflict upon the enemy during a [battle|E].\n\nA [levy|E] Soldier does [GetDefine('NCombat', 'LEVY_ATTACK')|0] Damage." - game_concept_toughness:0 "Toughness" - game_concept_toughness_desc:1 "A [soldier|E]'s Toughness determines how much [damage|E] they can take in [battle|E] before they become a [casualty|E].\n\nA [levy|E] Soldier has [GetDefine('NCombat', 'LEVY_TOUGHNESS')|0] Toughness." - game_concept_pursuit:0 "Pursuit" - game_concept_pursuit_desc:1 "A victorious [army|E] increases the amount of [casualties|E] they inflict in the [aftermath|E] of a [battle|E] by their $game_concept_army$'s combined $game_concept_pursuit$ value, converting [routed_soldiers|E] into [dead_soldiers|E]." - game_concept_screen:0 "Screen" - game_concept_screen_desc:0 "A defeated [army|E] reduces the amount of [casualties|E] they take in the [aftermath|E] of a [battle|E] by their Army's combined Screen value." - game_concept_siege_progress:0 "Siege Progress" - game_concept_siege_progress_desc:1 "The $game_concept_siege_progress$ indicates how close a [siege|E] is to being completed and how long the $game_concept_siege$ is expected to last. When Progress is full, the [holding|E] will become [occupied|E].\n\nThe amount of $game_concept_siege_progress$ required is affected by [fort_level|E] and the manning of the [garrison|E].\n\nProgress is gained daily and is affected by Siege Events. It can also be increased by having [siege_weapons|E], or an [army|E] that vastly outnumbers the [garrison|E]." - game_concept_siege_weapon:0 "Siege Weapon" - game_concept_siege_weapons:0 "Siege Weapons" - game_concept_siege_weapon_desc:0 "$game_concept_siege_weapons$ are [men_at_arms|E] that focus entirely on [sieges|E].\n\nThey do not have an impact on [battles|E], but will make a $game_concept_siege$ complete much faster by increasing the [siege_progress|E].\n\nHowever, $game_concept_siege_weapons$ are only effective at besieging [holdings|E] up to a certain [fort_level|E]." - game_concept_completely_controls:0 "Completely Controls" - game_concept_completely_control:0 "Completely Control" - game_concept_completely_controlled:0 "Completely Controlled" - - game_concept_complete_control:0 "Complete Control" - game_concept_complete_control_desc:2 "This condition is fulfilled when all [de_jure|E] vassal [titles|E] of the targeted title are held by either the [ruler|E] or by their [vassals|E] and none of its Counties are [occupied|E] by hostile [armies|E]." - game_concept_complete_control_region:0 "Complete Control" - game_concept_completely_controls_region:0 "Completely Controls" - game_concept_completely_control_region:0 "Completely Control" - game_concept_complete_control_region_desc:0 "This condition is fulfilled when all [counties|E] in the targeted [region|E] are held by either the ruler or by their [vassals|E] and none of its Counties are occupied by hostile armies." - game_concept_region:0 "Region" - game_concept_regions:0 "Region" - game_concept_region_desc:0 "A region constitutes a specific geographical area on the map. Unlike [de_jure|E], regions are never subject to change." - game_concept_recently_disembarked:0 "Recently Disembarked" - game_concept_recently_disembarked_desc:0 "An [army|E] will become '$game_concept_recently_disembarked$' whenever it disembarks after having been at sea. This will cause the $game_concept_army$ to suffer from an [advantage|E] penalty in [battles|E] for a certain duration." - game_concept_diplomatic_range:0 "Diplomatic Range" - game_concept_range:0 "Range" - game_concept_diplomatic_range_desc:0 "You can only interact with characters who are within Diplomatic Range. However, neighboring [realms|E] are always in range." - game_concept_mongol_empire:0 "Mongol Empire" - game_concept_mongol_empire_desc:0 "An [empire|E] [title|E] that can be created by a powerful tribal ruler on the Steppes. It enables the [mongol_invasion_casus_belli|E].\n\nThe title is created by taking the #EMP $become_greatest_of_khans_decision$#! [decision|E]." - game_concept_mongol_invasion_casus_belli:0 "Mongol Invasion Casus Belli" - game_concept_mongol_invasion_casus_belli_desc:0 "A powerful [casus_belli|E] available only to the [ruler|E] of the [mongol_empire|E].\n\nIt can target an entire [kingdom|E] [title|E] at once, and allows for rapid expansion across large swathes of land." - game_concept_hungarian_invasion_casus_belli:0 "$HUNGARIAN_INVASION_CB_NAME$ Casus Belli" - game_concept_hungarian_invasion:0 "$HUNGARIAN_INVASION_CB_NAME$" - game_concept_hungarian_invasion_casus_belli_desc:0 "A powerful [casus_belli|E] that may only be used once per campaign, total, to conquer all territories held by the target within Pannonia.\n\nOn victory, all $mogyer_collective_noun$ in the attacker's [realm|E] will move with them to Pannonia, [counties|E] #EMP and#! [vassals|E], displacing $avar$ $game_concept_counties$. Other vassals outside of Pannonia are abandoned, while $game_concept_counties$ formerly occupied or held by $mogyer_collective_noun$ are left to local petty warlords and rival steppe tribes." - game_concept_pax_romana_invasion_casus_belli: "Pax Romana Casus Belli" - game_concept_pax_romana_invasion_casus_belli_desc: "A powerful [casus_belli|E] available only to the [ruler|E] of the Roman Empire for the purpose of inaugurating a new era of [Glossary( 'Pax Romana', 'PAX_ROMANA_GLOSS' )].\n\nIt can target an entire [empire|E] [title|E] at once, and allows for rapid expansion across large swathes of land." - game_concept_eastern_roman_empire: "Eastern Roman Empire" - game_concept_eastern_roman_empire_desc: "An [empire|E] [title|E] that can be created by the holder of the Roman Empire.\n\nThe title is created by taking the #EMP $split_roman_empire_decision$#! [decision|E]." - game_concept_imperial_expedition_cb: "Imperial Expedition" - game_concept_imperial_expedition_cb_expedition: "Expedition" - game_concept_imperial_expedition_cb_desc: "An extremely powerful [casus_belli|E] usable by [co_emperors|E] in $game_concept_duumvirates$.\n\nAn $game_concept_imperial_expedition_cb$ may be launched against any [realm|E] that either borders the [empire|E] or holds lands that [de_jure|E] belong to the senior emperor.\n\nIt can (and generally will) target #BER all#! [duchies|E] that de facto border the $game_concept_empire$ or $game_concept_de_jure$ belong to it.\n\nFurther, every [governor|E] bordering the defender will be forcibly called to [war|E] as an [ally|E]. Remote $game_concept_governors$ with military [province_administrations|E] may optionally join the conflict.\n\nIf the $game_concept_war$ is won, the $game_concept_co_emperor$ must decide between:\n$EFFECT_LIST_BULLET$Turning the conquered lands over to their senior emperor for [influence|E] and [opinion|E]\n$EFFECT_LIST_BULLET$Keeping the territories for themselves (costing $game_concept_opinion$)\n$EFFECT_LIST_BULLET$Handing over most of them whilst keeping the best [duchy|E] (slightly reduced [influence|E] and [opinion|E])\n$EFFECT_LIST_BULLET$Appointing local interim $game_concept_governors$ who will be indebted to them\n\n#WEAK All rewards scale to the land taken: a large conquest earns #EMP significantly#! more $game_concept_influence$ than a small border war.#!" - game_concept_knight:0 "Knight" - game_concept_knights:0 "Knights" - game_concept_knight_i:0 "@knight_icon!" - game_concept_knights_possessive: "Knight's" - game_concept_knight_desc:4 "A $game_concept_knight$ is a [vassal|E], [courtier|E], or [follower|E] that fights directly in your [army|E].\n\nDuring [battles|E], $game_concept_knights$ use their [prowess_skill|E] to fight more effectively. A high $game_concept_prowess$ means that they will be able to inflict more damage on the enemy, and are more likely to survive or even emerge from $game_concept_battle$ unscathed.\n\n[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'game_concept_knight_desc_TOTO_DLC', 'game_concept_knight_desc_NO_TOTO_DLC' )][SelectLocalization( HasDlcFeature( 'accolades' ), 'game_concept_knight_desc_ACCOLADE_DLC', '' )]#weak Knights can be known by different names depending on [culture] or [faith]. For example, $knight_champion_no_tooltip_plural$, $knight_faris_no_tooltip_plural$ or $knight_baghatur_no_tooltip_plural$.\n\nKnights represent both the character and their retinue of troops.#!" - game_concept_knight_desc_TOTO_DLC:0 "You gain [prestige|E] each time one of your $game_concept_knights$ successfully [contest_qualifies|E] for or wins a [GetActivityType( 'activity_tournament' ).GetName] [contest|E].\n\n" - game_concept_knight_desc_NO_TOTO_DLC:0 "" - game_concept_knight_desc_ACCOLADE_DLC:0 "Knights that are given an [accolade|E] become [acclaimed_knights|E].\n\n" - - - game_concept_knight_effectiveness:0 "Knight Effectiveness" - game_concept_knight_effectiveness_desc:0 "A [ruler|E]'s Knight Effectiveness determines how well their [knights|E] fight in [battle|E].\n\nAt 100%, Knights fight as normal, but at 200% they fight as if their [prowess|E] was doubled." - game_concept_short_reign:0 "Short Reign" - game_concept_short_reign_desc:0 "'Short Reign' is a decaying [opinion|E] penalty that all characters in a [realm|E] get with a new [liege|E].\n\nIn a similar way, subjects get an increasing [long_reign|E] Opinion bonus with Lieges who have ruled over them for a long time." - game_concept_long_reign:0 "Long Reign" - game_concept_long_reign_desc:0 "'Long Reign' is an increasing [opinion|E] bonus that all characters in a [realm|E] get with a [liege|E] who has ruled over them for a long time.\n\nSimilarly, subjects have a decaying [short_reign|E] Opinion penalty with new Lieges." - game_concept_troop_quality:0 "Quality" - game_concept_troop_quality_desc:0 "$game_concept_troop_quality$ gauges the power of an [army|E] relative to its number of [soldiers|E].\n\nAn $game_concept_army$ that only contains [knights|E] and [men_at_arms|E] will be of high $game_concept_troop_quality$ while an $game_concept_army$ containing a large number of [levies|E] will be of lower $game_concept_troop_quality$.\n\nThis means that a smaller $game_concept_army$ with a high $game_concept_troop_quality$ will punch well above their weight — carefully consider both the amount of Soldiers #Emphasis and#! $game_concept_troop_quality$ before engaging the enemy!" - game_concept_religious_family:0 "Religious Family" - game_concept_religious_families:0 "Religious Families" - game_concept_religious_family_desc:0 "A $game_concept_religious_family$ is a group of [religions|E]. The $game_concept_religious_family$ affects how the various Religions, and [faiths|E] therein, view each other.\n\nThe [GetReligionFamily('rf_abrahamic').GetName] Family condones [holy_wars|E] against everyone #weak (including other Abrahamics)#!. Religions are susceptible to [heresy|E].\n\nThe [GetReligionFamily('rf_eastern').GetName] Family only condones Holy Wars against other Religious Families.\n\nThe [GetReligionFamily('rf_pagan').GetName] Family condones Holy Wars against everyone, but Faiths within the Religions must be reformed to access them." - game_concept_debt: "Debt" - game_concept_debt_desc: "Debt is the state of having a negative amount of [gold_i][gold|E]. This typically happens when a [ruler|E] at war hires [mercenaries|E] without having enough Gold to cover the full cost, or when they are at war for too long.\n\n While in Debt you cannot declare new [wars|E], your [men_at_arms|E] do not reinforce, and your enemies will have an [advantage|E] over you in battle. The deeper into debt you fall, the more penalties you will get — fewer [levies|E], reduced [county_opinion|E], and your [vassals|E] will like you less.\n\nIn addition to this, various other minor destabilizing events may occur, such as gaining [county_corruption|E] in your [domain|E] [counties|E]. \n\n#help It is generally a good idea to strike your enemies while they are in Debt, as they will fight with reduced [advantage|E]!#!" - game_concept_treasury_debt: "Treasury Debt" - game_concept_treasury_debt_desc: "Treasury Debt is the state of having a negative amount of [treasury_i][treasury|E]. This typically happens when a [governor|E] at war hires [mercenaries|E] without having enough Treasury to cover the full cost, when they are at war for too long, or if they pay too much in [Concept( 'treasury_budgeting', 'Salaries' )|E] for what they collect from their [vassals|E].\n\n While in Debt you cannot declare new [wars|E], your [men_at_arms|E] that depend on Treasury do not reinforce, and your enemies will have an [advantage|E] over you in battle. The deeper into debt you fall, the more penalties you will get — fewer [levies|E], reduced [county_opinion|E], and your [vassals|E] will like you less.\n\nIn addition to this, various other minor destabilizing events may occur, such as gaining [county_corruption|E] in your [domain|E] [counties|E]. \n\n#help It is generally a good idea to strike your enemies while they are in Debt, as they will fight with reduced [advantage|E]!#!" - game_concept_beneficiary:0 "Beneficiary" - game_concept_beneficiaries:0 "Beneficiaries" - game_concept_beneficiary_desc:1 "Every participant in a [great_holy_war|E] can select a $game_concept_beneficiary$ from their [dynasty|E]. Upon victory, the $game_concept_beneficiary$ will receive lands in the targeted realm proportional to the [war_contribution|E] of their patron ruler.\n\nThe largest contributor can force their Beneficiary to receive the main title being fought over." - game_concept_papal_recipient:0 "Favored Candidate" - game_concept_papal_recipient_desc:1 "If the main target of the [great_holy_war|E] is already held or claimed by a member of the aggressor faith, they will be considered the rightful recipient of the title being fought over, unless the main [Concept( 'war_contribution', 'Contributor' )|E] decides to give precedence to their [beneficiary|E]." - game_concept_end_date:0 "End Date" - game_concept_end_date_desc:0 "1453 AD is the End Date, and upon reaching it the game will end." - - game_concept_realm_size:0 "Realm Size" - game_concept_realm_size_desc:1 "A character's $game_concept_realm_size$ is the number of [counties|E] owned by them and their [vassals|E]." - game_concept_voter_strength:0 "Voter Strength" - game_concept_voting_strength:0 "Voting Strength" - game_concept_voting_power:0 "Voting Power" - game_concept_voter_strength_desc:0 "Voter Strength represents the amount of influence that an Elector carries when voting in an elective [succession_law|E]. This value usually increases depending on a ruler's [rank|E], but other factors may come into play depending on the [titlepossessive|E] law." - game_concept_stress_level:0 "Stress Level" - game_concept_stress_levels:0 "Stress Levels" - game_concept_stressed:0 "Stressed" - game_concept_stress_level_desc:1 "Every 100 [stress|E] a character accumulates also causes them to gain a Stress Level. Stress Levels range from 0 to 3, with each level imposing increasing penalties to a character's [fertility|E] and [health|E].\n\nIn addition, as long as a character has at least 1 Stress Level, they are vulnerable to [mental_breaks|E]." - game_concept_mental_break:0 "Mental Break" - game_concept_mental_breaks:0 "Mental Breaks" - game_concept_mental_break_desc:0 "When [stress|e] overwhelms a character they will experience a Mental Break — a personal crisis in which they feel that they must do something to lower their Stress, no matter the cost.\n\nCharacters suffering from a Mental Break will have several ways that they can deal with the situation, though many of them will have negative consequences.\n\nAt low [stress_levels|E] these consequences are minor and easily managed. As Stress Level increases however, so do these consequences, eventually leading to insanity and even death." - stress_icon_tooltip:0 "$game_concept_mental_break_desc$" - - game_concept_clergy_opinion:0 "Clergy Opinion" - game_concept_clergy_opinion_desc:0 "This type of [opinion|E] only affects [clergy|E] of your own [faith|E]." - - game_concept_secular_opinion:0 "Secular Opinion" - game_concept_secular_opinion_desc:0 "This type of [opinion|E] affects all characters that are #emphasis not#! [clergy|E]." - - game_concept_title_allegiance:0 "Title Allegiance" - game_concept_title_allegiance_desc:0 "[vassals|E] can owe Allegiance to a specific [title|E] rather than the person of their [liege|E]. This can only happen if the Title has its own [succession_law|E]. On [succession|E], such Vassals will become vassals of the new Title [holder|E]." - game_concept_nominate:0 "Nominate" - game_concept_nominate_heir:0 "Nominate Heir" - game_concept_nomination:0 "Nomination" - game_concept_nominations:0 "Nominations" - game_concept_nominate_desc:1 "Under Elective [succession_laws|E], each [elector|E] can Nominate their preferred [title_heir|E]. Valid candidates and Elector voting preferences differ depending on the specific Law." - game_concept_elector:0 "Elector" - game_concept_electors:0 "Electors" - game_concept_elector_desc:1 "Electors are the characters who get to vote on their preferred [title_heir|E] under Elective [succession_laws|E]. The specific Law determines who is considered an Elector." - game_concept_attraction:0 "Attraction" - game_concept_attracted:0 "Attracted" - game_concept_attraction_desc:0 "Attraction is a type of [opinion|E] that only affects characters whose [sexuality|E] matches your gender.\n\nFor example, a [homosexual|E] man would experience this Opinion towards other men, an [asexual|E] character would not experience it towards anyone, and a [heterosexual|E] woman would experience it towards men.\n\nThis type of Opinion stops having an effect for women above [GetDefine('NCharacter', 'FEMALE_ATTRACTION_CUTOFF_AGE')] years of age, and for men above [GetDefine('NCharacter', 'MALE_ATTRACTION_CUTOFF_AGE')] years of age." - game_concept_sexuality:1 "Sexual Orientation" - game_concept_sexuality_desc:1 "A character's sexual orientation determines which other characters they are potentially [attracted|E] to.\n\nSexual orientation has no impact on who they can [marry|E], but may reduce the [fertility|E] of a wedded couple if either spouse fails to match the other's preference.\n\nThe limited sexual orientations modeled in #EMP Crusader Kings III#! include:\n$EFFECT_LIST_BULLET$[heterosexual|E]\n$EFFECT_LIST_BULLET$[homosexual|E]\n$EFFECT_LIST_BULLET$[bisexual|E]\n$EFFECT_LIST_BULLET$[asexual|E]" - sexuality_ho:0 "[homosexual|E]" - game_concept_homosexual:0 "Homosexual" - game_concept_homosexual_desc:2 "In #EMP Crusader Kings III#!, this character is attracted to characters of their own gender." - sexuality_he:0 "[heterosexual|E]" - game_concept_heterosexual:0 "Heterosexual" - game_concept_heterosexual_desc:2 "In #EMP Crusader Kings III#!, this character is attracted to characters of the opposite gender." - sexuality_bi:0 "[bisexual|E]" - game_concept_bisexual:0 "Bisexual" - game_concept_bisexual_desc:2 "In #EMP Crusader Kings III#!, this character is attracted to characters of either the same or opposite gender." - sexuality_as:0 "[asexual|E]" - game_concept_asexual:0 "Asexual" - game_concept_asexual_desc:2 "In #EMP Crusader Kings III#!, this character experiences little or no attraction to other characters regardless of gender." - sexuality_none:0 "#V None#!" - game_concept_title_succession: "Title Succession" - game_concept_title_specific_succession: "Title-Specific" - game_concept_title_succession_desc: "A [title|E] can have its own [succession_law|E], which is different from that of the [holder|E]'s [realm|E].\n\n[kingdoms|E] and [empires|E] are most likely to have a traditional $game_concept_title_succession$.\n\nThe $game_concept_holder$ of the $game_concept_title$ can add or remove Title-Specific Succession Laws, usually at the cost of [prestige|E]\n\n[domiciles|E] also have their own $game_concept_title_succession$, which cannot be removed." - - game_concept_designated_heir:1 "Designated Heir" - game_concept_designated_heir_desc:3 "The $game_concept_designated_heir$ takes priority when deciding who becomes the [realm_heir|E]." - game_concept_incest:0 "Incest" - game_concept_incestuous:0 "Incestuous" - game_concept_incest_desc:0 "Incest refers to sexual activity between close relatives.\nWhat relations are incestuous is determined by the $doctrine_consanguinity_name$ [doctrine|E] of a character's [faith|E]." - - game_concept_relation:0 "Special Relation" - game_concept_relations:0 "Special Relations" - game_concept_relationship:0 "Special Relationship" - game_concept_relation_desc:3 "$game_concept_relations$ are relationships a character has which are not bound by family or [vassalage|E]. These $game_concept_relations$ fall into several different categories, may carry [character_modifiers|E] for the character involved, and determine what things can happen between them.\n\nStandard Relations:\n$EFFECT_LIST_BULLET$ [friend|E]\n$EFFECT_LIST_BULLET$ [lover|E]\n$EFFECT_LIST_BULLET$ [rival|E]\n$EFFECT_LIST_BULLET$ [guardian|E]\n$EFFECT_LIST_BULLET$ [ward|E]\n$EFFECT_LIST_BULLET$ [mentor|E]\n$EFFECT_LIST_BULLET$ [student|E]\n$EFFECT_LIST_BULLET$ [elder|E]\n$EFFECT_LIST_BULLET$ [disciple|E]\n\nUpgraded Relations:\n$EFFECT_LIST_BULLET$ [best_friend|E]\n$EFFECT_LIST_BULLET$ [soulmate|E]\n$EFFECT_LIST_BULLET$ [nemesis|E]\n\nChildhood Relations:\n$EFFECT_LIST_BULLET$ [bully|E]\n$EFFECT_LIST_BULLET$ [victim|E]\n$EFFECT_LIST_BULLET$ [crush|E]" - - game_concept_lover:0 "Lover" - game_concept_lovers:0 "Lovers" - game_concept_lover_possessive:0 "Lover's" - game_concept_lovers_possessive:0 "Lovers'" - game_concept_lover_desc:3 "A $game_concept_lover$ is a $game_concept_relation$ indicating an ongoing amorous and sexual association between two [characters|E].\n\nAs they often take place outside the bonds of [marriage|E] or [concubinage|E], most $game_concept_lover$ $game_concept_relations$ begin as [secrets|E].\n\nIf a man and a woman are $game_concept_lovers$, the woman may become pregnant with the man's child. If they are not $game_concept_married$ (and one is not the $game_concept_concubine$ of the other), the child will be a [bastard|E], secret or otherwise.\n\n$game_concept_lovers$ who are deeply loyal and affectionate might become [soulmates|E]." - game_concept_soulmate:0 "Soulmate" - game_concept_soulmates:0 "Soulmates" - game_concept_soulmate_possessive:0 "Soulmate's" - game_concept_soulmates_possessive:0 "Soulmates'" - game_concept_soulmate_desc:0 "A $game_concept_soulmate$ is a $game_concept_relation$ indicating a deep, profound, romantic love. It is a stronger $game_concept_relation$ than a [lover|E]. A $game_concept_character$ can only have one $game_concept_soulmate$." - - game_concept_friend:0 "Friend" - game_concept_friends:0 "Friends" - game_concept_friendships: "Friendships" - game_concept_friend_possessive:0 "Friend's" - game_concept_friends_possessive:0 "Friends'" - game_concept_friendship:0 "Friendship" - game_concept_friend_desc:2 "A $game_concept_friend$ is a $game_concept_relation$ indicating close friendship and support, and can be had by both [children|E] and [adults|E].\n\n$game_concept_friends$ with a deep connection might become [best_friends|E]." - - game_concept_best_friend:0 "Best Friend" - game_concept_best_friends:0 "Best Friends" - game_concept_best_friend_possessive:0 "Best Friend's" - game_concept_best_friends_possessive:0 "Best Friends'" - game_concept_best_friend_desc:2 "A $game_concept_best_friend$ is a $game_concept_relation$ indicating lifelong dedication and support. It is a stronger $game_concept_relation$ than a [friend|E]. A [character|E] can only have one $game_concept_best_friend$." - - game_concept_rival:0 "Rival" - game_concept_rivals:0 "Rivals" - game_concept_rivalries:0 "Rivalries" - game_concept_rivalry:0 "Rivalry" - game_concept_rival_possessive:0 "Rival's" - game_concept_rivals_possessive:0 "Rivals'" - game_concept_rival_desc:2 "A $game_concept_rival$ is a $game_concept_relation$ indicating life-long resentment, if not hatred.\n\n$game_concept_rivals$ who truly despise each other might become [nemeses|E]." - - game_concept_nemesis:0 "Nemesis" - game_concept_nemeses:0 "Nemeses" - game_concept_nemesis_possessive:0 "Nemesis'" - game_concept_nemeses_possessive:0 "Nemeses'" - game_concept_nemesis_desc:1 "A $game_concept_nemesis$ is a $game_concept_relation$ indicating utter (and mutual) contempt and hatred. It is a stronger $game_concept_relation$ than a [rival|E]. A character can only have one $game_concept_nemesis$." - - game_concept_grudge: "Grudge" - game_concept_grudges: "Grudges" - game_concept_grudge_possessive: "Grudge's" - game_concept_grudges_possessive: "Grudges'" - game_concept_grudge_desc: "A $game_concept_grudge$ is a $game_concept_relation$ indicating unilateral hatred and resentment. The target of a grudge does not return the feelings and may not even know.\n\n#WEAK $game_concept_grudges$ are most commonly formed when one [character|E] does something horrible to another without even realizing they exist — for instance, a king leaving a peasant in their [dungeon|E] for forty years.#!" - - game_concept_guardian:0 "Guardian" - game_concept_guardians:0 "Guardians" - game_concept_guardian_possessive:0 "Guardian's" - game_concept_guardians_possessive:0 "Guardians'" - game_concept_guardianship:1 "Guardianship" - game_concept_guardian_desc:2 "A $game_concept_guardian$ is a [character|E] assigned to [educate|E] a [child|E] (called their [ward|E]).\n\n$game_concept_guardians$ tend to pass on their [personality_traits|E] to their $game_concept_wards$, as well as their [culture|E] and/or [faith|E], if so specified in the $game_concept_education_focus$.\n\nThe $game_concept_guardian$ can reside in a different [court|E]. Entrusting a [close_family_member|E] to the mercy of another [ruler|E] in this way will increase their [opinion|E] of you." - - game_concept_ward:0 "Ward" - game_concept_wards:0 "Wards" - game_concept_ward_possessive:0 "Ward's" - game_concept_wards_possessive:0 "Wards'" - game_concept_ward_desc:0 "A $game_concept_ward$ is a [child|E] being [educated|E] by a [guardian|E]. Each $game_concept_guardian$ can handle up to two $game_concept_wards$." - - game_concept_mentor:0 "Mentor" - game_concept_mentors:0 "Mentors" - game_concept_mentor_possessive:0 "Mentor's" - game_concept_mentors_possessive:0 "Mentors'" - game_concept_mentor_desc:0 "$game_concept_mentors$ are [characters|E] that help to improve the [skills|E] of their [student|E]. They can be gained through events when your [lifestyle|E] [focus|E] is set to a particular $game_concept_skill$." - - game_concept_student:0 "Student" - game_concept_students:0 "Students" - game_concept_student_possessive:0 "Student's" - game_concept_students_possessive:0 "Students'" - game_concept_student_desc:0 "$game_concept_students$ are [characters|E] benefiting from the advice of a [mentor|E], who is helping them to advance one of their [skills|E]. $game_concept_mentors$ are gained through events when your [lifestyle|E] [focus|E] is set to a $game_concept_skill$ they excel at." - - game_concept_bully:0 "Bully" - game_concept_bullies:0 "Bullies" - game_concept_bully_possessive:0 "Bully's" - game_concept_bullies_possessive:0 "Bullies'" - game_concept_bully_desc:0 "A $game_concept_bully$ is a cruel [child|E] who picks on another $game_concept_child$ (their [victim|E]), for fun, profit, or just boredom. Upon reaching [adulthood|E], a $game_concept_bully$ may become a [rival|E], or they may grow out of their childish hate." - - game_concept_victim:0 "Victim" - game_concept_victims:0 "Victims" - game_concept_victim_possessive:0 "Victim's" - game_concept_victims_possessive:0 "Victims'" - game_concept_victim_desc:0 "A $game_concept_victim$ is a [child|E] who is currently being harassed by another $game_concept_child$, often for reasons unclear to anyone but their [bully|E]. Upon reaching [adulthood|E], they may become [rivals|E] with their $game_concept_bully$, or learn to put the struggles of youth behind them." - - game_concept_crush:0 "Crush" - game_concept_crushes:0 "Crushes" - game_concept_crush_possessive:0 "Crush's" - game_concept_crushes_possessive:0 "Crushes'" - game_concept_crush_desc:0 "A $game_concept_crush$ is another [child|E] that this $game_concept_child$ is developing their first (rather painfully-awkward) feelings for. Upon reaching [adulthood|E], if the $game_concept_crush$ is mutual, it may blossom into becoming [lovers|E], or the [character|E] may move on with their life." - - game_concept_blood_brother: "Blood Brother" - game_concept_blood_brothers: "Blood Brothers" - game_concept_blood_brother_possessive: "Best Friend's" - game_concept_blood_brothers_possessive: "Best Friends'" - game_concept_blood_brother_desc: "A $game_concept_blood_brother$ is a special form of [friend|E] and [ally|E]. [characters|E] may only have one $game_concept_blood_brother$: this $game_concept_blood_brother$ becomes a symbolic member of their family (and, thus, must not already be [family|E]). If a $game_concept_blood_brother$'s call to [war|E] is refused, the [relation|E] will break and the two will become [rivals|E].\n\nBlood Brothers, their [children|E], and their Primary Spouses have increased mutual [opinion|E] and may negotiate [alliances|E] with one another.\n\nBlood Brotherhood is available through [nomadic_government|E], the [GetTrait('nomadic_philosophy').GetName( GetNullCharacter )] [trait|E], or via [tradition|E]." - - game_concept_modifier:0 "Modifier" - game_concept_modifiers:0 "Modifiers" - game_concept_modifier_desc:0 "A $game_concept_modifier$ is an effect that changes a value over a longer period of time. It may for example change the value of a character's [skills|E], or the [success_chance|E] of a [scheme|E].\n\nModifiers typically appear for Characters, Schemes or [counties|E]." - - game_concept_character_modifier:0 "Character Modifier" - game_concept_character_modifiers:0 "Character Modifiers" - game_concept_character_modifier_desc:2 "[modifiers|E] held by a Character, affecting their personality, [skills|E], and even [income|E]. Unlike [traits|E], $game_concept_character_modifiers$ tend to represent temporary effects." - - game_concept_critical_failure:0 "Critical Failure" - game_concept_critically_fail:0 "Critically Fail" - game_concept_critical_failure_desc:0 "Some [schemes|E] have the possibility of $game_concept_critical_failure$ during execution.\n\nExact outcomes vary, but include the $game_concept_scheme$ backfiring on the [scheme_owner_owner|E], or preventing them from attempting the same $game_concept_scheme$ against the same [scheme_target_target|E] for some time." - - game_concept_espionage:1 "$task_find_secrets$" - game_concept_espionage_desc:1 "$game_concept_espionage$ is a [councillor_task|E] performed by the [spymaster|E].\n\nIt targets a [ruler|E]'s [court|E], and tries to uncover [secrets|E] about the characters there." - - game_concept_disrupt_schemes:0 "$task_disrupt_schemes$" - game_concept_disrupt_schemes_desc:1 "$game_concept_disrupt_schemes$ is a [councillor_task|E] performed by the [spymaster|E].\n\nIt increases a [ruler|E]'s [scheme_discovery_chance|E] and slows down the hostile $game_concept_spymaster$ actions of other $game_concept_ruler$s, such as [espionage|E]." - - game_concept_increase_control:0 "$task_increase_control$" - game_concept_increase_control_desc:0 "$game_concept_increase_control$ is a [councillor_task|E] performed by the [marshal|E].\n\nIt targets a [county|E], where it increases [control|E], and removes [county_corruption|E] over time." - - game_concept_manage_guards:0 "$task_manage_guards$" - game_concept_manage_guards_desc:0 "$game_concept_increase_control$ is a [councillor_task|E] performed by the [marshal|E].\n\nIt increases [knight_effectiveness|E] and lowers [hostile_scheme|E] [success_chance|E] against the councillor's [liege|E]." - - game_concept_collect_taxes:0 "$task_collect_taxes$" - game_concept_collect_taxes_desc:0 "$game_concept_collect_taxes$ is a [councillor_task|E] performed by the [steward|E].\n\nIt increases all taxes in a character's personal [domain|E]." - - game_concept_promote_culture:0 "$task_promote_culture$" - game_concept_promote_culture_desc:1 "$game_concept_promote_culture$ is a [councillor_task|E] performed by the [steward|E].\n\nIt changes the [culture|E] of a [county|E] to match its ruler's $game_concept_culture$." - - game_concept_accept_culture:0 "$task_accept_culture$" - game_concept_promoting_cultural_acceptance:0 "Promoting Acceptance" - game_concept_accept_culture_desc:0 "$game_concept_accept_culture$ is a [councillor_task|E] performed by the [steward|E].\n\nIt increases the [cultural_acceptance|E] between the target [culture|E] and the [rulerpossessive|E] $game_concept_culture$." - - game_concept_theocratic_vassal:0 "Theocratic Vassal" - game_concept_theocratic_vassals:0 "Theocratic Vassals" - game_concept_theocratic_vassal_desc:0 "Vassals who have the [theocratic_government|E] form.\n\nHow they function is determined by a [faithpossessive|E] [doctrines|E]." - - game_concept_ducal_conquest_casus_belli:0 "Ducal Conquest Casus Belli" - game_concept_ducal_conquest:0 "Ducal Conquest" - game_concept_ducal_conquest_casus_belli_desc:0 "A [casus_belli|E] that allows the seizure of [counties|E] required to create an [uncreated_title|E] of [duchy|E] rank." - - game_concept_vassalize_casus_belli:0 "Forced Vassalization Casus Belli" - game_concept_vassalization_casus_belli:0 "Forced Vassalization" - game_concept_vassalized_casus_belli:0 "Forcefully Vassalized" - game_concept_vassalize_casus_belli_desc:3 "A [casus_belli|E] allowing for the forceful [vassalization|E] of a neighboring independent [ruler|E] of lower rank. Unlocked by the [GetPerk( 'forced_vassalage_perk' ).GetName( GetNullCharacter )] [perk|E].\n\nYou can Vassalize any Ruler that does not have more than #V [EmptyScope.ScriptValue('vassalize_default_size')|0]#! [counties|E] in their [realm|E].\n\nThis limit is increased by #P +[EmptyScope.ScriptValue('vassalize_growth_per_innovation')|0]#! for each of the following innovations:\n$EFFECT_LIST_BULLET$#V $innovation_casus_belli$#!\n$EFFECT_LIST_BULLET$#V $innovation_chronicle_writing$#!\n$EFFECT_LIST_BULLET$#V $innovation_divine_right$#!\n$EFFECT_LIST_BULLET$#V $innovation_rightful_ownership$#!" - - game_concept_title_creation:0 "Title Creation" - game_concept_create:0 "Create" - game_concept_created:0 "Created" - game_concept_create_title:0 "Create Title" - game_concept_created_title:0 "Created Title" - game_concept_uncreated_title:0 "Uncreated Title" - game_concept_title_creation_desc:2 "A [ruler|E] who controls the majority of a not-yet-created [titlepossessive|E] [de_jure|E] land will be able to create its associated Title. Creating a Title costs [gold|E], but gives [prestige|E].\n\nOnly [duchy|E], [kingdom|E] or [empire|E] tier Titles can be created.\n\nThe Issues widget contains a list of all Titles which you can currently create." - - game_concept_foreign_affairs:0 "$task_foreign_affairs$" - game_concept_foreign_affairs_desc:0 "A [councillor_task|E] performed by the [chancellor|E].\nFor an [independent|E] [ruler|E], it increases the opinion other independent rulers have of them. For a vassal, it increases the opinion that other vassals of the same [liege|E] have of them." - - game_concept_domestic_affairs:0 "$task_domestic_affairs$" - game_concept_domestic_affairs_desc:0 "A [councillor_task|E] performed by the [chancellor|E], which increases the opinion [vassals|E] in the [realm|E] have towards the [liege|E]." - - game_concept_bestow_royal_favor:0 "$task_bestow_royal_favor$" - game_concept_bestow_royal_favor_desc:0 "A [councillor_task|E] performed by the [chancellor|E], which increases the opinion a chosen [vassals|E] in the [realm|E] has towards their [liege|E]." - - game_concept_integrate_title: "$task_integrate_title$" - game_concept_integrate_title_desc: "A [councillor_task|E] performed by the [chancellor|E], which accelerates the [de_jure_drift|E] process of a [title|E]." - - game_concept_fabricate_claim:0 "$task_fabricate_claim$" - game_concept_fabricate_claim_short:0 "Fabricate Claim" - game_concept_fabricated_claims_short:0 "Fabricated Claims" - game_concept_fabricating_claims:0 "Fabricating Claims" - game_concept_fabricate_claim_desc:0 "A [councillor_task|E] performed by the [court_chaplain|E].\nTargets a [county|E], and builds progress over time. At 100% Progress, a [claim|E] can be fabricated for a cost of [gold|E]." - - game_concept_religious_relations:0 "$task_religious_relations$" - game_concept_religious_relations_desc:0 "A [councillor_task|E] performed by the [court_chaplain|E].\nIncreases same-[faith|E] [theocratic|E] rulers' opinion of the character, and increases monthly [piety|E] gain." - - game_concept_interaction:0 "Interaction" - game_concept_interactions:0 "Interactions" - game_concept_interacting: "Interacting" - game_concept_character_interaction:0 "Character Interaction" - game_concept_interaction_desc:0 "Actions taken by one character towards another. They can have a wide range of purposes and effects.\n\nSome interactions require the target character's approval, while some can be performed without it.\n\nUsually they are accessed by right-clicking on a character to access the Interaction Menu for the target character, but sometimes they are available through special interfaces." - - game_concept_offer_vassalization:0 "Offer Vassalization" - game_concept_offer_vassalization_interaction:0 "Offer Vassalization Interaction" - game_concept_offer_vassalization_desc:0 "An interaction offering [vassalage|E] to an [independent|E] [ruler|E] of lower [title_rank|E], peacefully adding them to the realm." - - game_concept_extort_subjects_decision:0 "Extort Subjects Decision" - game_concept_extort_subjects:0 "Extort Subjects" - game_concept_extort_subjects_decision_desc:0 "A [decision|E] offering different opportunities to demand extra [gold|E] from subjects, at a different cost..." - - game_concept_sell_titles_decision:0 "Sell Titles Decision" - game_concept_sell_titles:0 "Sell Titles" - game_concept_sell_titles_decision_desc:1 "A [decision|E] allowing for the sale of trivial titles — titles of a purely symbolic importance. Grants [gold|E] in exchange for [prestige|E]." - - game_concept_embrace_celibacy:0 "Embrace Celibacy" - game_concept_embrace_celibacy_decision:0 "Embrace Celibacy Decision" - game_concept_embrace_celibacy_desc:0 "A [decision|E] that allows a character to gain the [GetTrait('celibate').GetName( GetNullCharacter )] [trait|E] at will." - - game_concept_abandon_celibacy:0 "Abandon Celibacy" - game_concept_abandon_celibacy_decision:0 "Abandon Celibacy Decision" - game_concept_abandon_celibacy_desc:0 "A [decision|E] that allows a character to lose the [GetTrait('celibate').GetName( GetNullCharacter )] [trait|E] at will." - - game_concept_convert_county:0 "$task_conversion$" - game_concept_convert_county_desc:0 "A [councillor_task|E] performed by the [court_chaplain|E] which targets a [county|E] of a different faith than the [liege|E].\nProgress increases each month, and at 100%, the majority of the Target County has changed from their previous Faith to the Liege's Faith.\n\nConversion speed is affected by many factors, including the [councillor|E]'s [learning_skill|E] and the [fervor|E] of the two Faiths." - game_concept_convert: "Convert" - game_concept_converted: "Converted" - game_concept_converting: "Converting" - - game_concept_commission_epic:0 "$commission_epic_decision$" - game_concept_commission_epic_decision:0 "$commission_epic_decision$ Decision" - game_concept_commission_epic_desc:0 "A [decision|E] that lets a character trade [gold|E] for an [artifact|E], by commissioning a family epic.\nThe epic will give [dynasty_prestige|E] and can give also give other bonuses depending on your choices." - - game_concept_draw_up_new_charts:0 "$draw_up_new_charts_decision$" - game_concept_draw_up_new_charts_decision:0 "$draw_up_new_charts_decision$ Decision" - game_concept_draw_up_new_charts_desc:0 "A [decision|E] that lets a character trade [gold|E] for an [artifact|E], by commissioning a travel itinerary describing places they have visited.\nThe itinerary [artifact|E] will give different effects depending on where you have been and what choices you make." - - game_concept_local_arbitration:0 "$local_arbitration_decision$" - game_concept_local_arbitration_decision:0 "$local_arbitration_decision$ Decision" - game_concept_local_arbitration_desc:0 "A [decision|E] that lets a character improve a [county|E] in their current location." - - game_concept_exceptional_epic:0 "Exceptional Epic" - game_concept_exceptional_epic_desc:0 "A Family Epic written through the $commission_epic_decision$ Decision has a chance of being an Exceptional Epic, which confers greater bonuses than a normal epic.\n\nThe chance of the Epic being Exceptional can be affected by event choices." - - game_concept_demand_payment:0 "Demand Payment" - game_concept_demand_payment_decision:0 "Demand Payment Interaction" - game_concept_demand_payment_desc:0 "A Diplomatic Interaction that allows a character to demand payment of [gold|E] in exchange for any [hooks|E] they have." - - game_concept_independence_faction:0 "Independence Faction" - game_concept_independence_factions:0 "Independence Factions" - game_concept_faction_independence:0 "Independence" - game_concept_independence_faction_desc:1 "The $game_concept_independence_faction$ seeks independence for all its members. If successful, they will go [independent|E] from their [liege|E]." - - game_concept_liberty_faction:0 "$liberty_faction$" - game_concept_faction_liberty:0 "Liberty" - game_concept_liberty_factions:0 "Liberty Factions" - game_concept_liberty_faction_desc:1 "The $game_concept_liberty_faction$ seeks to lower the [crown_authority|E] and, if applicable, their own [vassal_contracts|E]. If successful, their [liege|E] will be unable to change the Ruler Authority of the [realm|E] for some time." - - game_concept_claimant_faction:0 "$claimant_faction$" - game_concept_claimant_factions:0 "Claimant Factions" - game_concept_claimant_faction_desc:1 "The $game_concept_claimant_faction$ seeks to install a particular [claimant|E] on the throne of a [title|E] held by their [liege|E]. If successful, the Liege will have to relinquish the Title to the Claimant and the [vassal|E] structure will be updated accordingly. All [faction|E] members will gain a [hook|E] on the Claimant." - - game_concept_peasant_faction:0 "$peasant_faction$" - game_concept_peasant_factions:0 "Peasant Factions" - game_concept_peasant_faction_desc:2 "The $game_concept_peasant_faction$ is populated by [counties|E] with low [county_opinion|E]. Unlike other [factions|E], this one will always revolt even if [faction_military_power|E] is low, as peasants are generally both optimistic and illiterate... Successful Peasant Revolts will significantly lower Control in your [realm|E]." - - game_concept_escalated_peasant_faction: "Escalated $peasant_faction$" - game_concept_escalated_peasant_factions: "Escalated Peasant Factions" - game_concept_escalated_peasant_faction_desc: "The $game_concept_escalated_peasant_faction$ is populated by [counties|E] with low [county_opinion|E] that already enforced demands of a [peasant_faction|E] on one of your [vassals|E]. Lead by an infamous leader, the faction is dangerous and capable of breaking away from your [realm|E]." - - game_concept_popular_faction:0 "$populist_faction$" - game_concept_popular_factions:0 "Populist Factions" - game_concept_popular_faction_desc:0 "The $game_concept_popular_faction$ is populated by [counties|E] with low [county_opinion|E] that share a common element, such as [culture|E] or [faith|E]. They seek to break free, and choose a new [ruler|E] based on their Culture or Faith. This type of uprising is typically very dangerous." - - game_concept_buy_claim:0 "$buy_claim_interaction$" - game_concept_buy_claim_interaction:0 "$buy_claim_interaction$ Interaction" - game_concept_buy_claim_desc:2 "An Interaction that allows a character to buy [unpressed_claims|E] in exchange for [piety|E].\n\n$EFFECT_LIST_BULLET$A [vassal|E] may not buy a claim on any [liege|E]'s [title|E], and a Liege may not buy a claim on any Vassal's Title\n$EFFECT_LIST_BULLET$A [king|E] or [emperor|E] may not buy claims on Kingdom Titles, and Emperors may not buy claims on other Empires\n$EFFECT_LIST_BULLET$No one may buy a claim on their [head_of_faith|E]" - - game_concept_develop_county:0 "$task_develop_county$" - game_concept_develop_county_desc:0 "A [councillor_task|E] performed by the [steward|E]. It targets a [county|E], where it speeds up [development_growth|E] and reduces the construction time for [buildings|E]." - - game_concept_convince_dejure:0 "$task_convince_dejure$" - game_concept_convince_dejure_desc:0 "A [councillor_task|E] performed by the [steward|E]. It targets a [de_jure|E] [county|E] of the councillor's [liege|E] that is owned by an [independent|E] [ruler|E]. When the county is persuaded, they will ask their [ruler|E] to release them to their [de_jure|E] [liege|E]." - - game_concept_organize_levies: "$task_organize_levies$" - game_concept_organize_levies_desc: "A [councillor_task|E] performed by the [marshal|E]. It increases [garrison|E] Size and [levy|E] Reinforcement Rate in the [realm|E] of the councillor's [liege|E]." - - game_concept_hostile_army:0 "Hostile" - game_concept_hostile_army_desc:0 "A $game_concept_hostile_army$ [army|E] can be engaged just as if you were at [war|E] with the owner, though no [war_score|E] will be given.\n\nHostility is caused by you having conflicting interests, including:\n$BULLET_WITH_TAB$Enemies of your [liege|E]\n$BULLET_WITH_TAB$[vassals|E] of your enemies\n$BULLET_WITH_TAB$Rulers #emphasis attacking#! the same enemy" - - game_concept_war_leaders:0 "War Leaders" - game_concept_war_leader:0 "War Leader" - game_concept_war_leaders_desc:0 "The primary attacker and the primary defender of a [war|E]. Usually this is the character who instigated the war, and the [top_liege|E] of the character who holds the [war_target|E].\n\nThere are a variety of [casus_belli|E] for many different kinds of war, some with different characters as the $game_concept_war_leaders$." - - game_concept_offensive_war_opinion:0 "Offensive War Opinion" - game_concept_offensive_war_opinion_short:0 "Offensive War" - game_concept_offensive_war_opinion_desc:0 "Being the main attacker in a war will gradually cause your [vassals|E] to dislike you after [GetDefine('NCharacterOpinion', 'OFFENSIVE_WAR_PENALTY_GRACE_PERIOD')] months. [civil_wars|E] and [great_holy_wars|E] are excluded from this. Once no longer in such a war, the penalty will slowly decay." - - game_concept_at_peace_opinion:0 "At Peace Opinion" - game_concept_at_peace_opinion_short:0 "At Peace" - game_concept_at_peace_opinion_desc:1 "Characters who have the [GetFaithDoctrine('tenet_warmonger').GetBaseName] [core_tenet|E] as part of their [faith|E] will have the '$game_concept_at_peace_opinion$' instead of the [offensive_war_opinion|E] penalty.\n\nIf you are at peace for too long, your [vassals|E] will think less of you #weak (if they share your Faith).#!" - - game_concept_character:0 "Character" - game_concept_characters:0 "Characters" - game_concept_character_possessive:0 "Character's" - game_concept_characters_possessive:0 "Characters'" - game_concept_character_desc:0 "Characters are either [noble|E] or [lowborn|E], [landed|E] or [unlanded|E], each with their own set of [skills|E] and [traits|E], goals and aspirations. They come in the form of [rulers|E], [courtiers|E] and [guests|E]. As long as they are within [diplomatic_range|E], they can be interacted with." - - game_concept_highlighted_text:0 "Highlighted Text" - game_concept_highlighted_text_desc:0 "This information is here for you, whenever you are unsure about a game concept.\n\n#TUT You can even move your cursor into #EMP this#! tooltip for even more information! [highlighted_text_example|E]#!" - game_concept_highlighted_text_example:0 "Neat!" - game_concept_highlighted_text_example_desc:0 "Good job!" - - game_concept_detail_zoom:1 "$ZOOM_LEVEL_DETAILS$" - game_concept_detail_zoom_desc:1 "$ZOOM_LEVEL_DETAILS_TOOLTIP$" - game_concept_political_zoom:0 "$ZOOM_LEVEL_POLITICAL$" - game_concept_political_zoom_desc:0 "$ZOOM_LEVEL_POLITICAL_TOOLTIP$" - game_concept_paper_zoom:0 "$ZOOM_LEVEL_PAPER_MAP$" - game_concept_paper_zoom_desc:0 "$ZOOM_LEVEL_PAPER_MAP_TOOLTIP$" - - game_concept_tutorial_education_trait:0 "Education Trait" - game_concept_tutorial_education_trait_i:0 "@tutorial_education_trait_icon!" - game_concept_tutorial_education_trait_desc:0 "Petty King Murchad (your [character|E]) followed a [martial|E] [education|E]. Upon reaching adulthood, he received the trait Skilled Tactician." - - game_concept_organized:0 "Organized" - game_concept_organized_desc:0 "An Organized [faith|E] has a religious hierarchy. Worship and practices are more organized and scriptures are formalized.\n\n[GetFaithDoctrine('unreformed_faith_doctrine').GetBaseName] [GetReligionFamily('rf_pagan').GetName] Faiths can become Organized by reforming, while other Faiths are always considered Organized." - - game_concept_flowery_war:0 "Raid for Captives" - game_concept_flowery_wars:0 "Raids for Captives" - game_concept_flowery_warring:0 "Raiding for Captives" - game_concept_flowery_war_desc:1 "This is a special type of [war|E], started by a [ruler|E] whose [faith|E] practices human sacrifice. The primary goal of $game_concept_flowery_warring$ is to do battle and capture [prisoners|E] for sacrifice, with either side able to get enough [war_score|E] through combat to win without ever having to [siege|E].\n\nAt the end of the $game_concept_war$, if the victor (including the defender) follows a $game_concept_faith$ practicing human sacrifice, then they will take several $game_concept_prisoners$ from the [court|E] of the loser. If both main combatants in a $game_concept_flowery_war$ follow the same faith, then the war is considered sacred, meaning that the loser still receives (reduced) [piety|E] even in defeat.\n\nYou cannot conduct or continue a $game_concept_flowery_war$ if you have any $game_concept_prisoners$ obtained through winning a $game_concept_flowery_war$ in your [dungeon|E]." - - game_concept_partition_share:0 "Partition Share" - game_concept_partition_share_desc:1 "Under any [succession_law|E] with multiple [realm_heirs|E], a [character_possessive|E] $game_concept_partition_share$ is which [titles|E] that particular $game_concept_heir$ will inherit upon [succession|E]. Usually, this means dividing between the children of a [ruler|E], or, rarely, their siblings.\n\nTypically, depending on what type of $game_concept_succession$ is in place, $game_concept_titles$ may be divided evenly between separate [realms|E], evenly within the same $game_concept_realm$, or given mostly to the main $game_concept_heir$ while dividing the remainder evenly between any other $game_concept_heirs$." - - game_concept_banish_reason:0 "Banishment Reason" - game_concept_banish_reasons:0 "Banishment Reasons" - game_concept_banish_reason_desc:0 "A $game_concept_banish_reason$ gives a [liege|E] the opportunity to freely [banish|E] any subject they have in their [dungeon|E]. They are most often gained from the subject being a [criminal|E]." - - game_concept_imprisonment_reason:0 "Imprisonment Reason" - game_concept_imprisonment_reasons:0 "Imprisonment Reasons" - game_concept_imprisonment_reason_desc:0 "A $game_concept_imprisonment_reason$ gives a [liege|E] the opportunity to freely [imprison|E] a subject. They are most often gained from the subject being a [criminal|E]." - - game_concept_revoke_title_reason:0 "Title Revocation Reason" - game_concept_revoke_title_reasons:0 "Title Revocation Reasons" - game_concept_revoke_title_reason_desc:0 "A $game_concept_revoke_title_reason$ gives a [liege|E] the opportunity to freely [revoke|E] a [title|E] from a subject. They are most often gained from the subject being a [criminal|E]." - - game_concept_execute_reason:0 "Execution Reason" - game_concept_execute_reasons:0 "Execution Reasons" - game_concept_execute_reason_desc:1 "A $game_concept_execute_reason$ gives a [liege|E] the opportunity to freely [execute|E] a subject they have in their [dungeon|E]. They are most often gained from the subject being a [criminal|E]." - - game_concept_movement_lock:0 "Movement Lock" - game_concept_movement_locked:0 "Movement Locked" - game_concept_movement_locked_desc:0 "After an [army|E] has completed more than half of a given move order, it will not be possible to change it until they arrive at their destination." - - game_concept_extramarital_sex:0 "Extramarital Sex" - game_concept_extramarital_sex_sleeping_with:0 "sleeping with" - game_concept_extramarital_sex_desc:1 "If they are discovered, two characters engaged in extramarital sex will suffer consequences depending on their [faithpossessive|E] [doctrines|E].\n\n$EFFECT_LIST_BULLET$Each character will become known as either a [GetTrait('fornicator').GetName( GetNullCharacter )] or an [GetTrait('adulterer').GetName( GetNullCharacter )], depending on their own marital status\n$EFFECT_LIST_BULLET$If a man and a woman sleep together, it may result in a [bastard|E] pregnancy\n$EFFECT_LIST_BULLET$If the characters are of the same gender, consequences are determined by their [faithpossessive|E] $doctrine_homosexuality_name$ [doctrine|E]\n$EFFECT_LIST_BULLET$Any sexually transmitted [diseases|E] held by one character may infect the other" - - game_concept_titular_title:0 "Titular Title" - game_concept_titular_title_desc:0 "A $game_concept_titular_title$ is a [title|E] that has no [de_jure|E] land on the map. Non-Titular Titles can become Titular through [de_jure_drift|E].\n\n[mercenary|E], [head_of_faith|E] and [holy_order|E] Titles are often Titular." - - game_concept_pilgrimage:0 "Pilgrimage" - game_concept_pilgrimages:0 "Pilgrimages" - game_concept_pilgrimage_desc:2 "Characters of most [faiths|E] can choose to undertake an [activity|E] to go on a $game_concept_pilgrimage$ to a [holy_site|E]. Each [holy_site|E] has an individual grace period before you can revisit. \n\nSuch a journey may be filled with both opportunity and peril, but upon reaching their destination characters will earn [piety|E] and may receive other rewards." - - game_concept_hajj:0 "Hajj" - game_concept_hajjes:0 "Hajjes" - game_concept_hajj_desc:1 "Characters of most Islamic [faiths|E] can choose to undertake an [activity|E] to go on a $game_concept_hajj$ to Mecca as part of their $game_concept_pilgrimage$ [doctrine|E] once a year.\n\nSuch a journey may be filled with both opportunity and peril, but upon reaching the holy city characters will earn [piety|E] and may receive other rewards." - - game_concept_faith_righteous:0 "Righteous" - game_concept_faith_righteous_desc:0 "This [faith|E] is considered legitimate.\nIntermarriage is common.\n\n#S Effects:\n#![GetHostilityDescription( '(int32)0' )]" - - game_concept_faith_astray:0 "Astray" - game_concept_faith_astray_desc:0 "This [faith|E] differs in a way that is not particularly significant.\nIntermarriage may still happen.\n\n#S Effects:\n#![GetHostilityDescription( '(int32)1' )]" - - game_concept_faith_hostile:0 "Hostile" - game_concept_faith_hostile_desc:0 "This [faith|E] deviates significantly.\nIntermarriage may still happen, [holy_wars|E] can be waged.\n\n#S Effects:\n#![GetHostilityDescription( '(int32)2' )]" - - game_concept_faith_evil:0 "Evil" - game_concept_faith_evil_desc:0 "This [faith|E] is considered anathema.\nIntermarriage rarely happens, [holy_wars|E] can be waged.\n\n#S Effects:\n#![GetHostilityDescription( '(int32)3' )]" - - game_concept_faith_hostility:0 "Faith Hostility" - game_concept_faith_hostility_desc:1 "All [faiths|E] have a relation towards each other $game_concept_faith$ that is determined by how closely related they are.\n\nCloseness is decided by several factors, such as if they share [religion|E], [religious_family|E], or if the Faith has special [doctrines|E].\n\nIf two Faiths are far apart, they are often able to [holy_war|E] each other.\n\nThe following relations exist: [faith_righteous|L], [faith_astray|L], [faith_hostile|L], and [faith_evil|L]." - - game_concept_command_modifier:0 "Command Modifier" - game_concept_command_modifier_desc:0 "This [modifier|E] is only active for [commanders|E].\n\nIf a character with a Command Modifier commands an [army|E], it will get this effect." - game_concept_command_modifier_i:0 "@command_modifier_icon!" - game_concept_command_modifiers: "Command Modifiers" - - #game_concept_pic: "@test_flower!" - - game_concept_nickname:0 "Nickname" - game_concept_epithet:0 "Epithet" - game_concept_cognomen:0 "Cognomen" - game_concept_nicknames:0 "Nicknames" - game_concept_epithets:0 "Epithets" - game_concept_cognomens:0 "Cognomens" - game_concept_nickname_desc:1 "$game_concept_nicknames$, $game_concept_epithets$, and $game_concept_cognomens$ are all secondary names either taken by or attributed to [characters|E] (e.g. Charles 'the Bald'). $game_concept_nicknames$ are purely aesthetic, though the circumstances surrounding their acquisition are often dramatic or noteworthy affairs.\n\nBad $game_concept_nicknames$ will sometimes be overridden by good ones (such as William 'the Bastard' becoming William 'the Conqueror')." - - game_concept_main_phase:0 "Main Phase" - game_concept_main_phase_desc:0 "In the Main Phase of a [battle|E], [soldiers|E] and [knights|E] from the two sides fight each other.\n\nThe Main Phase ends when all troops of one side have become [casualties|E] or one side has decided to [retreat|E].\n\nAfter the Main Phase the combat enters the [aftermath|E]." - - game_concept_personality_trait:0 "Personality Trait" - game_concept_personality_traits:0 "Personality Traits" - game_concept_personality_trait_desc:1 "A $game_concept_personality_trait$ is a [trait|E] that determine a person's world-view and what actions they are most likely to take. They also affect the [opinion|E] others. One might both lose and gain new traits during one's lifetime. Acting against your own Personality causes [stress|E]." - - game_concept_lifestyle_trait:0 "Lifestyle Trait" - game_concept_lifestyle_traits:0 "Lifestyle Traits" - game_concept_lifestyle_trait_desc:1 "A $game_concept_lifestyle_trait$ is the result from picking certain [lifestyle|E] perks, [decisions|E], or [interactions|E].\n\nSome Lifestyle traits are upgradeable as the character improves their mastery of the skill. The levels range between 1-3, and the stars on the trait icon indicate the current level." - - game_concept_physical_trait:0 "Physical Trait" - game_concept_physical_traits:0 "Physical Traits" - game_concept_physical_trait_desc:1 "A $game_concept_physical_trait$ is a descriptor of a physical [trait|E] tied to their appearance or behavior, and the level of intellect a character has. Many physical features affect how [attracted|E] others are to them.\n\nThey are often [congenital|E], thus gained at birth and permanent." - - game_concept_fame_trait:0 "Fame Trait" - game_concept_fame_trait_desc:1 "A $game_concept_fame_trait$ is a special [trait|E] gained from specific circumstances and affects others' [opinion|E] of them. One can gain these traits as the results of accomplishing a positive deed, or when one's dark [secrets|E] are exposed. Others are the result of one's circumstances at birth." - - game_concept_health_trait:0 "Health Trait" - game_concept_health_trait_desc:1 "A $game_concept_health_trait$ is a [trait|E] that directly affects one's physical and mental [health|E], such as [diseases|E]. Temporary traits that affect one's bodily capabilities, such as pregnancies and wounds also falls under this category." - - game_concept_modifier_contribution:0 "Contribution" - game_concept_modifier_contributions:0 "Contributions" - game_concept_modifier_contributes:0 "Contributes" - game_concept_modifier_contribution_desc:0 "A [modifier|E] may change the $game_concept_modifier_contribution$ of your [vassals|E] [obligations|E]. This is not the same as [modifier_base_contribution|E].\n\nIf you have a [vassal] that pays you #V 1#! [gold|E] per month, and you gain a [modifier] that increases $game_concept_modifier_contribution$ by #V 10%#!, then the [vassal] instead pays you #V 1.1#! [gold]." - - game_concept_modifier_base_contribution:0 "Base Contribution" - game_concept_modifier_base_contributions:0 "Base Contributions" - game_concept_modifier_base_contributes:0 "Base Contributes" - game_concept_modifier_base_contribution_desc:0 "A [modifier|E] may change the $game_concept_modifier_base_contribution$ of your [vassals|E] [obligations|E]. This is not the same as [modifier_contribution|E].\n\nIf you have a [vassal] that has a total [income|E] of #V 10#! [gold|E] and pays you #V 1#! [gold] per month, and you gain a [modifier] that increases $game_concept_modifier_base_contribution$ by #V 10%#!, then the [vassal] instead pays you #V 2#! [gold]." - - game_concept_maneuver:0 "Maneuver" - game_concept_maneuver_desc:0 "The $game_concept_maneuver$ phase occurs at the start of a [battle|E] and indicates the time it takes before the [main_phase|E] begins, and [armies|E] engage each other in combat." - - game_concept_combat_phase:0 "Battle Phase" - game_concept_combat_phase_desc:0 "A $game_concept_combat_phase$ is one part of a [battle|E]. Battles have three distinct phases; [maneuver|E], [main_phase|E], and [aftermath|E]." - - game_concept_unreformed_pagan_combat_bonus:1 "Unreformed Pagan Combat Advantage" - game_concept_unreformed_pagan_combat_bonus_desc:1 "[GetFaithDoctrine('unreformed_faith_doctrine').GetBaseName] [GetReligionFamily('rf_pagan').GetName] [faiths|E] get a [battle|E] [advantage|E] in [counties|E] of their faith." - - game_concept_personality:0 "Personality" - game_concept_character_personality:0 "Character Personality" - game_concept_personalities:0 "Personalities" - game_concept_personality_desc:1 "Characters will act towards you and others according to their Personality, which is primarily determined by their [personality_traits|E]." - - game_concept_economical_archetype:0 "Economical Archetype" - game_concept_economical_archetype_desc:0 "A [rulerpossessive|E] Economical Archetype affects how they decide to spend their [gold_i][gold|E]. It is in large part based on their [traits|E].\n\n#low The Economical Archetypes are:#!\n$EFFECT_LIST_BULLET$[ai_warlike_personality|E]\n$EFFECT_LIST_BULLET$[ai_cautious_personality|E]\n$EFFECT_LIST_BULLET$[ai_economical_boom_personality|E]\n$EFFECT_LIST_BULLET$[ai_economical_unpredictable_personality|E]\n$EFFECT_LIST_BULLET$[ai_conqueror_personality|E]" - - game_concept_gift:0 "Gift" - game_concept_gifts:0 "Gifts" - game_concept_send_gift:0 "Send Gift" - game_concept_gift_desc:0 "Sending a Gift to another character will increase their [opinion|E] of you in exchange for [gold|E][gold_i].\n\nThe greedier the recipient, the more Gold you will have to send, and the more Opinion you will get.\n\nThe higher your [diplomacy|E], the more Opinion you will get." - - game_concept_vote_strength:0 "Vote Strength" - - game_concept_valuable_prisoner: "Valuable Prisoner" - game_concept_valuable_prisoners: "Valuable Prisoners" - game_concept_valuable_prisoner_desc:0 "A $game_concept_valuable_prisoner$ is a [prisoner|E] who provides [war_score|E] when captured during a [war|E].\n\nFor a person to be deemed a $game_concept_valuable_prisoner$, they have to be third in line or higher to inherit their war leader's primary title.\n\n$game_concept_valuable_prisoners$ are released when the war ends, unlike [prisoners_of_war|E]." - game_concept_prisoner_of_war:0 "Prisoner of War" - game_concept_prisoners_of_war:0 "Prisoners of War" - game_concept_prisoner_of_war_desc:1 "A $game_concept_prisoner_of_war$ is a [prisoner|E] who's captured during a [war|E], but not of importance to provide the captors with [war_score|E].\n\n[valuable_prisoners|E] are released when the war ends, unlike prisoners of war, but can still be ransomed for release." - - game_concept_single_combat_fight:0 "Single Combat" - game_concept_single_combat_duel:0 "Duel" - game_concept_single_combat_fight_plural:0 "Single Combats" - game_concept_single_combat_duel_plural:0 "Duels" - game_concept_single_combat_fight_sudden_death:0 "Sudden Death" - game_concept_single_combat_fight_desc:0 "In a $game_concept_single_combat_fight$, two [characters|E] fight, either to the [character_death_death|E] or to first blood. Each round, both $game_concept_characters$ select one randomly rolled option from a list, trading blows until one $game_concept_character$ gets a solid strike in, with the options available depending on your [prowess|E] and [traits|E].\n\nSome options may give special effects, and most will increase your [single_combat_success_chance|E] and [single_combat_injury_chance|E]. As $game_concept_single_combat_duel_plural$ go on, they grow more dangerous and uncertain, and it becomes easier to win or hurt yourself. After several rounds, $game_concept_single_combat_duel_plural$ enter sudden death, ending immediately with the higher $game_concept_prowess$ combatant winning.\n\nWhen fighting $game_concept_single_combat_duel_plural$, you may gain temporary [single_combat_prowess_bonus|E] or [single_combat_prowess_malus|E] [character_modifiers|E], increasing or reducing your $game_concept_prowess$ until the $game_concept_single_combat_duel$ ends." - game_concept_single_combat_success_chance:0 "Likelihood of Success" - game_concept_single_combat_success_chance_skill:0 "Duel Success" - game_concept_single_combat_success_chance_desc:0 "When fighting a $game_concept_single_combat_fight$, your $game_concept_single_combat_success_chance$ is how well you are doing in the $game_concept_single_combat_duel$. To win, you must get your $game_concept_single_combat_success_chance$ far above your opponent's.\n\nAs rounds go on, it becomes easier to win, meaning you need less lead over your opponent.\n\nThe counterpart to $game_concept_single_combat_success_chance$ is [single_combat_injury_chance|E]." - game_concept_single_combat_injury_chance:0 "Risk of Injury" - game_concept_single_combat_injury_chance_injure:0 "Injure" - game_concept_single_combat_injury_chance_injury_risk:0 "Injury Risk" - game_concept_single_combat_injury_chance_desc:0 "[characters|E] in $game_concept_single_combat_fight_plural$ run the risk of hurting themselves, either by accidentally opening their guard to their opponent, or simply injuring themselves with their own weapon. As they fight, they also build $game_concept_single_combat_injury_chance$.\n\n$game_concept_single_combat_duel_plural$ that go on longer make it easier to hurt yourself.\n\nThe counterpart to $game_concept_single_combat_injury_chance$ is [single_combat_success_chance|E]." - game_concept_single_combat_prowess_bonus:0 "Duel Edge Bonus" - game_concept_single_combat_prowess_bonus_desc:0 "As [characters|E] $game_concept_single_combat_duel$, they may gain temporary advantage, such as by leveraging [terrain|E] or special [traits|E]. This increases their [prowess|E] for the duration of the current bout, and is lost immediately after.\n\nThe opposite of $game_concept_single_combat_prowess_bonus$ is [single_combat_prowess_malus|E]." - game_concept_single_combat_prowess_malus:1 "Duel Edge Penalty" - game_concept_single_combat_prowess_malus_desc:1 "As [characters|E] $game_concept_single_combat_duel$, they may be afflicted with temporary disadvantage, often due to their opponent severely hurting or intimidating them. This decreases their [prowess|E] for the duration of the current bout, but is regained immediately after.\n\nThe opposite of $game_concept_single_combat_prowess_malus$ is [single_combat_prowess_bonus|E]." - - game_concept_game_over:0 "Game Over" - game_concept_game_over_desc:0 "The game ends when your current lineage dies out.\n\nHowever, even if the game is over for your lineage, you can still choose to play as another [ruler|E] anywhere in the world.\n\nThe game can end in two ways:\n$BULLET_WITH_TAB$You die without [player_heir|E]\n$BULLET_WITH_TAB$You reach the year 1453" - - game_concept_de_jure_partition:0 "De Jure Partition" - game_concept_de_jure_partitioned:0 "De Jure Partitioned" - game_concept_de_jure_partition_desc:0 "[realms|E] that have been $game_concept_de_jure_partitioned$ have been split into two same-[title_tier|E] [titles|E], but can still be reunited easily.\n\nEither $game_concept_title$ can [de_jure_drift_drift|E] [completely_controlled|E] [duchies|E] from the other $game_concept_title$ into its [de_jure|E] instantly via [decision|E].\n\nIf either $game_concept_title$ is ever destroyed or loses the last of its $game_concept_de_jure$ [counties|E], then the remaining $game_concept_title$ absorbs all of its $game_concept_de_jure$." - - game_concept_hybrid_culture:0 "Hybrid Culture" - game_concept_hybrid_cultures:0 "Hybrid Cultures" - game_concept_hybridize:0 "Hybridize" - game_concept_hybridized:0 "Hybridized" - game_concept_hybridizing:0 "Hybridizing" - game_concept_hybridizes:0 "Hybridizes" - game_concept_hybrid_culture_desc:0 "[SelectLocalization( HasDlcFeature( 'hybridize_culture' ), 'game_concept_hybrid_culture_desc_DLC', 'game_concept_hybrid_culture_desc_NO_DLC' )]" - game_concept_hybrid_culture_desc_DLC:1 "A $game_concept_hybrid_culture$ is a [culture|E] that was created by a [ruler|E] as the combination of two existing Cultures.\n\nThe $game_concept_hybrid_culture$ is a mixture of the two original Culture's [traditions|E], [culture_pillars|E], and Aesthetics.\n\nOnly Cultures of different [heritage|E] can form a Hybrid, and the [prestige|E] cost to do so is based on their [cultural_acceptance|E] of each other.\n\nThe higher the Cultural Acceptance, the more [counties|E] will convert when a Hybrid forms. Rulers of a Hybrid culture [promote_culture|E] much faster in Counties of its parent cultures for #V [EmptyScope.ScriptValue('culture_hybrid_cooldown')|0]#! years after it forms.\n\nNew Cultures can also appear as a [divergent_culture|E]." - game_concept_hybrid_culture_desc_NO_DLC:0 "A $game_concept_hybrid_culture$ is a [culture|E] that was formed as the combination of two other Cultures.\n\nNew Cultures can also appear as a [divergent_culture|E]." - game_concept_divergent_culture:0 "Divergent Culture" - game_concept_divergent_cultures:0 "Divergent Cultures" - game_concept_diverge:0 "Diverge" - game_concept_diverges:0 "Diverges" - game_concept_divergent_culture_desc:0 "[SelectLocalization( HasDlcFeature( 'diverge_culture' ), 'game_concept_divergent_culture_desc_DLC', 'game_concept_divergent_culture_desc_NO_DLC' )]" - game_concept_divergent_culture_desc_DLC:1 "A $game_concept_divergent_culture$ is an offshoot of an existing [culture|E], created by a [ruler|E].\n\nThe $game_concept_divergent_culture$ keeps its [heritage|E], but other aspects of the original Culture can be changed.\n\nThe Culture that is diverged from must be at least [EmptyScope.ScriptValue('culture_divergence_cooldown')|0] years old, and the [prestige|E] cost to diverge is based on the creating Ruler's [realm_size|E].\n\nNew Cultures can also appear as a [hybrid_culture|E]." - game_concept_divergent_culture_desc_NO_DLC:0 "A $game_concept_divergent_culture$ is an offshoot of an existing [culture|E].\n\nNew Cultures can also appear as a [hybrid_culture|E]." - - game_concept_winter:0 "Winter Severity" - game_concept_winter_desc:0 "Winter steadily drains [supply|E] over time, making armies lose Supply while standing in a barony affected by Winter. The Supply penalty increases with each severity. Winter has three different severities; [Concept( 'winter_severity_mild', 'Mild' )|E], [Concept( 'winter_severity_normal', 'Normal' )|E], and [Concept( 'winter_severity_harsh', 'Harsh' )|E]." - game_concept_winter_severity_mild:0 "Mild Winter" - game_concept_winter_severity_mild_desc:1 "[GetModifier( 'winter_mild_modifier' ).GetDescWithEffects]" - game_concept_winter_severity_normal:0 "Normal Winter" - game_concept_winter_severity_normal_desc:1 "[GetModifier( 'winter_normal_modifier' ).GetDescWithEffects]" - game_concept_winter_severity_harsh:0 "Harsh Winter" - game_concept_winter_severity_harsh_desc:1 "[GetModifier( 'winter_harsh_modifier' ).GetDescWithEffects]" - - game_concept_deceitful_progress_hostile_schemes_decision:0 "$deceitful_progress_hostile_schemes_decision$ Decision" - game_concept_deceitful_progress_hostile_schemes_decision_desc:1 "A [decision|E] allowing you to improve your [hostile_schemes|E]. Grants [success_chance|E] and [scheme_speed|E] in exchange for [stress|E]." - - game_concept_diligent_development_focus_decision:0 "$diligent_development_focus_decision$ Decision" - game_concept_diligent_development_focus_decision_desc:0 "A [decision|E] allowing you to improve your [capital|E]. Grants [development|E] in exchange for [stress|E]." - - game_concept_impatient_rushing_all_schemes_decision:0 "$impatient_rushing_all_schemes_decision$ Decision" - game_concept_impatient_rushing_all_schemes_decision_desc:0 "A [decision|E] allowing you to accelerate your [scheme|E]. Grants [scheme_opportunity_opportunities|E] in exchange for [stress|E]." - - game_concept_dismiss_strong_hook_interaction:0 "$dismiss_strong_hook_interaction$ Interaction" - game_concept_dismiss_strong_hook_interaction_desc:0 "An [interaction|E] allowing you to dismiss a [hook|E] targeting you in exchange for [prestige|E]." - - game_concept_abandon_hook_interaction:0 "$abandon_hook_interaction$ Interaction" - game_concept_abandon_hook_interaction_desc:0 "An [interaction|E] allowing you to abandon a [hook|E] you have in exchange for losing [stress_loss_i][stress|E]." - - game_concept_force_duel_criminals_interaction:0 "$force_duel_criminals_interaction$ Interaction" - game_concept_force_duel_criminals_interaction_desc:0 "An [interaction|E] allowing you to [single_combat_duel|E] criminals when you are [stressed|E]." - - game_concept_force_duel_anyone_interaction:0 "$force_duel_anyone_interaction$ Interaction" - game_concept_force_duel_anyone_interaction_desc:0 "An [interaction|E] allowing you to [single_combat_duel|E] anyone when you are [stressed|E]." - - game_concept_artifact_rarity:0 "Artifact Rarity" - game_concept_rarity:0 "Rarity" - game_concept_artifact_rarity_desc:0 "Some [artifacts|E] are rarer than others, which is reflected in their Rarity.\n\nThe levels are, from lowest to highest:\n$BULLET_WITH_TAB$Common (never shown since it is the default)\n$BULLET_WITH_TAB$$masterwork$\n$BULLET_WITH_TAB$$famed$\n$BULLET_WITH_TAB$$illustrious$" - - game_concept_promote_other_culture_development_decision:0 "$promote_other_culture_development_decision_name$ Decision" - game_concept_promote_other_culture_development_decision_desc:0 "A [decision|E] that enables you to improve [development|E], [control|E], [building|E] costs, and defensive [advantage|E] in [counties|E] from different [cultures|E] with a [cultural_acceptance|E] of #V 75%#! or more.\n\nTaking the Decision will also increase your [prestige|E] [prestige_i] and [levies|E].\n\nAll Counties in the [realm|E] are affected. The [gold|E] cost scales with the number of affected Counties." - - game_concept_reform:0 "Reform" - game_concept_reformation:0 "Reformation" - game_concept_reformation_desc:0 "The [culture_head|E] is able to change certain parts of their [culture|E] through $game_concept_reformation$. This is a process that takes a long time and can't be stopped once initiated. \n\nThe reformable parts are:\n$BULLET_WITH_TAB$[traditions|E]\n$BULLET_WITH_TAB$[ethos|E]\n$BULLET_WITH_TAB$[martial_custom|E]" - - game_concept_buy_artifact_claim:0 "$buy_artifact_claim_interaction$" - game_concept_buy_artifact_claim_interaction:0 "$buy_artifact_claim_interaction$ Interaction" - game_concept_buy_artifact_claim_desc:0 "An Interaction that allows a character to buy [personal_artifact_claims|E] in exchange for [piety|E] or [prestige|E]." - - game_concept_vassal_contract:0 "Vassal Contract" - game_concept_vassal_contracts:0 "Vassal Contracts" - game_concept_vassal_contract_desc:0 "$game_concept_vassal_contracts$ dictate the [obligations|E] between a [vassal|E] and their [liege|E].\n\nVassals of the [feudal|E], [clan|E], [administrative|E] and [nomadic|E] $game_concept_government_forms$ have access to different [obligations|E], negotiated individually for each Vassal.\n\nAll Vassals pay a percentage of their total [taxes|E] and [levies|E] to their Liege, based on their [obligations|E]. #EMP These [modifier_contributions|E] can in turn be modified by 'fine print' options such as [GetSubjectContractType( 'fortification_rights' ).GetObligationName( 'fortification_rights_granted' )].#!\n\nSome Special Contracts are limited to certain Ranks:\n$EFFECT_LIST_BULLET$[GetSubjectContractType( 'special_contract' ).GetObligationName( 'special_contract_march' )|V] and [GetSubjectContractType( 'special_contract' ).GetObligationName( 'special_contract_scutage' )|V]: [duke|E] and above\n$EFFECT_LIST_BULLET$[GetSubjectContractType( 'special_contract' ).GetObligationName( 'special_contract_palatinate' )|V]: [count|E] and above\n$EFFECT_LIST_BULLET$[GetSubjectContractType( 'special_contract' ).GetObligationName( 'special_contract_castellan' )|V]: [count|E] only\n\n#weak Note, [governor|E] [obligations|E] are also known as [province_administrations|E].#!" - - game_concept_vassal_directive: "Vassal Directive" - game_concept_vassal_directives: "Vassal Directives" - game_concept_directive: "Directive" - game_concept_directives: "Directives" - game_concept_vassal_directive_desc: "As a [liege|E], you can issue Directives to your [vassals|E], influencing their [councillor_tasks|E] and which [buildings|E] they construct.\n\nTo issue a Directive, you need to enable it, such as by having #P 50#! or more [opinion|E] with the Vassal. Advanced [government_forms|E] do not require this." - - game_concept_tributary_contract: "Tributary Contract" - game_concept_tributary_contracts: "Tributary Contracts" - game_concept_tributary_contract_desc: "$game_concept_tributary_contract$ dictate the [obligations|E] between a [tributary|E] and their [suzerain|E].\n\nAll Tributaries have access to different [obligations|E], negotiated individually for each Tributary.\n\nTributaries pay a percentage of their total [taxes|E], [levies|E], [herd|E], [prestige|E] or even [piety|E] to their Suzerain, based on their [obligations|E]." - - game_concept_board_game_match:0 "Match" - game_concept_board_game:0 "Board Game" - game_concept_board_games:0 "Board Games" - game_concept_board_game_game:0 "Game" - game_concept_board_game_match_desc:0 "A board game consists of two players trying their luck and skill against one another in a game of wits and chance. They may be played as friendly matches, or with a wager of some kind.\n\n#weak There are many different [board_game_types|E], though the ways to [board_game_win|E] and play each remain the same. Only the skills used differ.#!" - - game_concept_board_game_winning:0 "Winning" - game_concept_board_game_win:0 "Win" - game_concept_board_game_winning_sudden_death:0 "Sudden Death" - game_concept_board_game_winning_desc:0 "Winning at a $game_concept_board_game$ is accomplished in one of two ways:\n$EFFECT_LIST_BULLET$ Obtaining a dramatic lead in score over your opponent.\n$EFFECT_LIST_BULLET$ Being the defending player if there's no clear winner after round [EmptyScope.ScriptValue('bg_round_cap_value')|0]." - - game_concept_board_game_type:0 "Board Game Type" - game_concept_board_game_types:0 "Board Game Types" - game_concept_board_game_type_counter:1 "counter" - game_concept_board_game_type_counters:0 "counters" - game_concept_board_game_type_desc_guts:0 "When playing a $game_concept_board_game$, different play styles $game_concept_board_game_type_counter$ your opponent. Countering their moves severely reduces the points they gain from them, even if successful. Skilled opponents may note your own skills and deliberately attempt to $game_concept_board_game_type_counter$ #EMP you#!." - game_concept_board_game_type_desc:2 "$game_concept_board_game_type_desc_guts$\n\nAvailable games are:\n$EFFECT_LIST_BULLET$ [board_game_type_chess|E]\n$EFFECT_LIST_BULLET$ [board_game_type_pachisi|E]\n$EFFECT_LIST_BULLET$ [board_game_type_hnefatafl|E]\n$EFFECT_LIST_BULLET$ [board_game_type_tabula|E]\n$EFFECT_LIST_BULLET$ [board_game_type_go|E]\n$EFFECT_LIST_BULLET$ [board_game_type_fidchell|E]" - game_concept_board_game_type_chess:0 "Chess" - game_concept_board_game_type_chess_desc:1 "$game_concept_board_game_type_desc_guts$\n\nIn $game_concept_board_game_type_chess$:\n$EFFECT_LIST_BULLET$ [martial|E] $game_concept_board_game_type_counters$ [learning|E]\n$EFFECT_LIST_BULLET$ [learning|E] $game_concept_board_game_type_counters$ [intrigue|E]\n$EFFECT_LIST_BULLET$ [intrigue|E] $game_concept_board_game_type_counters$ [martial|E]" - game_concept_board_game_type_pachisi:0 "Pachisi" - game_concept_board_game_type_pachisi_desc:1 "$game_concept_board_game_type_desc_guts$\n\nIn $game_concept_board_game_type_pachisi$:\n$EFFECT_LIST_BULLET$ [diplomacy|E] $game_concept_board_game_type_counters$ [intrigue|E]\n$EFFECT_LIST_BULLET$ [intrigue|E] $game_concept_board_game_type_counters$ [stewardship|E]\n$EFFECT_LIST_BULLET$ [stewardship|E] $game_concept_board_game_type_counters$ [diplomacy|E]" - game_concept_board_game_type_hnefatafl:0 "Hnefatafl" - game_concept_board_game_type_hnefatafl_desc:1 "$game_concept_board_game_type_desc_guts$\n\nIn $game_concept_board_game_type_hnefatafl$:\n$EFFECT_LIST_BULLET$ [intrigue|E] $game_concept_board_game_type_counters$ [martial|E]\n$EFFECT_LIST_BULLET$ [martial|E] $game_concept_board_game_type_counters$ [prowess|E]\n$EFFECT_LIST_BULLET$ [prowess|E] $game_concept_board_game_type_counters$ [intrigue|E]" - game_concept_board_game_type_tabula:0 "Tabula" - game_concept_board_game_type_tabula_desc:1 "$game_concept_board_game_type_desc_guts$\n\nIn $game_concept_board_game_type_tabula$:\n$EFFECT_LIST_BULLET$ [intrigue|E] $game_concept_board_game_type_counters$ [learning|E]\n$EFFECT_LIST_BULLET$ [learning|E] $game_concept_board_game_type_counters$ [stewardship|E]\n$EFFECT_LIST_BULLET$ [stewardship|E] $game_concept_board_game_type_counters$ [intrigue|E]" - - game_concept_house_unity: "House Unity" - game_concept_unity: "Unity" - game_concept_house_unity_i: "@dynasty_house_unity!" - game_concept_house_unity_desc: "$game_concept_house_unity$ represents the state of internal relationships within a [clan|E] [house|E], and the attitude members have towards each other.\n\nThere are several [house_unity_levels|E], which provides the members of a House with various benefits and penalties.\n\n$game_concept_house_unity$ changes depending on the actions House members take towards one another. [house_unity_unifying_actions|E] will generally increase $game_concept_house_unity$, while [house_unity_devisive_actions|E] will decrease it. The [house_head|E] generally have a greater degree of influence over their House's $game_concept_unity$." - game_concept_house_unity_level: "House Unity Level" - game_concept_house_unity_levels: "House Unity Levels" - game_concept_house_unity_level_desc: "$game_concept_house_unity_level$ is the current state of [house_unity|E]. Active level changes as Unity increases through [house_unity_unifying_actions|E] or decreases through [house_unity_devisive_actions|E], and each level provides the members of a [house|E] with various benefits and penalties.\n\nThere are five different levels:\n[GetCurrentHouseUnityStagesDescForLocalPlayer]\n\nEach level entails its own [house|E] [succession_law|E]." - - game_concept_house_unity_unifying_actions: "Unifying Actions" - game_concept_house_unity_unifying_actions_desc: "Unifying Actions towards your [house|E] members will increase your [house_unity|E].\n\n[house_heads|E] can use the #V $unity_steer_house_direction_decision$#! [decision|E] and the #V $extoll_virtuousness_interaction$#! [interaction|E] to greatly increase Unity.\n\n#weak Some examples of unifying actions are:$house_unity_increase_examples$#!" - - game_concept_house_unity_devisive_actions: "Divisive Actions" - game_concept_house_unity_devisive_actions_desc: "Divisive Actions towards your [house|E] members will decrease your [house_unity|E].\n\n[house_heads|E] can use the #V $unity_steer_house_direction_decision$#! [decision|E] and the #V $accuse_of_decandence_interaction$#! [interaction|E] to greatly decrease Unity.\n\n#weak Some examples of divisive actions are:$house_unity_decrease_examples$#!" - - game_concept_house_succession_law: "House Succession Law" - game_concept_house_succession_law_desc: "In [GetGovernment('clan_government').GetName] [realms|E] the current [house_unity_level|E] dictates which [succession_law|E] is used.\n\nClans can switch to a $SUCCESSION_LAW_CHANGE_WINDOW_SINGLE_HEIR_LAWS$ Succession Law, which will prevent [house_unity|E] from changing it, but doing so is much harder than normal." - - house_unity_increase_examples: "\n$EFFECT_LIST_BULLET$ $negotiate_alliance_interaction$\n$EFFECT_LIST_BULLET$ $join_war_interaction$\n$EFFECT_LIST_BULLET$ $gift_artifact_interaction$\n$EFFECT_LIST_BULLET$ $pay_ransom_interaction$\n$EFFECT_LIST_BULLET$ $offer_guardianship_interaction$\n$EFFECT_LIST_BULLET$ $send_to_holy_order_interaction$\n$EFFECT_LIST_BULLET$ $restore_inheritance_interaction$\n$EFFECT_LIST_BULLET$ $abandon_hook_interaction$\n$EFFECT_LIST_BULLET$ $stop_attacker_vassal_war_interaction$\n$EFFECT_LIST_BULLET$ $fund_inspiration_interaction$\n$EFFECT_LIST_BULLET$ $propose_best_friendship_interaction$" - house_unity_decrease_examples: "\n$EFFECT_LIST_BULLET$ $revoke_title_interaction$\n$EFFECT_LIST_BULLET$ $declare_war_interaction$\n$EFFECT_LIST_BULLET$ $imprison_interaction$\n$EFFECT_LIST_BULLET$ $move_to_dungeon_interaction$\n$EFFECT_LIST_BULLET$ $force_join_faction_interaction$\n$EFFECT_LIST_BULLET$ $disinherit_interaction$\n$EFFECT_LIST_BULLET$ $denounce_interaction$\n$EFFECT_LIST_BULLET$ $expose_secret_interaction$\n$EFFECT_LIST_BULLET$ $blackmail_interaction$\n$EFFECT_LIST_BULLET$ $break_betrothal_interaction$\n$EFFECT_LIST_BULLET$ $join_independence_faction_interaction$\n$EFFECT_LIST_BULLET$ $sumptuary_law_debate_interaction$\n$EFFECT_LIST_BULLET$ $vassal_claim_liege_title_interaction$" - - game_concept_dreams: "Dreams" - game_concept_dreams_desc: "Characters who follow a faith with the divination tenet may occasionally experience dreams. These dreams can then be divined by a mystic which can have a variety of outcomes, both good and bad." - - game_concept_board_game_type_go:0 "Go" - game_concept_board_game_type_go_desc:0 "$game_concept_board_game_type_desc_guts$\n\nIn $game_concept_board_game_type_go$:\n$EFFECT_LIST_BULLET$ [learning|E] $game_concept_board_game_type_counters$ [martial|E]\n$EFFECT_LIST_BULLET$ [martial|E] $game_concept_board_game_type_counters$ [intrigue|E]\n$EFFECT_LIST_BULLET$ [intrigue|E] $game_concept_board_game_type_counters$ [learning|E]" - game_concept_board_game_type_fidchell:0 "Fidchell" - game_concept_board_game_type_fidchell_desc:0 "$game_concept_board_game_type_desc_guts$\n\nIn $game_concept_board_game_type_fidchell$:\n$EFFECT_LIST_BULLET$ [learning|E] $game_concept_board_game_type_counters$ [prowess|E]\n$EFFECT_LIST_BULLET$ [prowess|E] $game_concept_board_game_type_counters$ [diplomacy|E]\n$EFFECT_LIST_BULLET$ [diplomacy|E] $game_concept_board_game_type_counters$ [learning|E]" - - -#### DIARCHY/REGENCIES - game_concept_strife:0 "Strife" - game_concept_strife_opinion:0 "Strife Opinion" - game_concept_strife_desc:2 "$game_concept_strife$ is an [opinion|E] penalty for fellow [vassals|E].\n\nStrife occurs when a subject of the [liege|E] takes an action against another [vassal|E]. For example, $game_concept_diarch$ uses their [diarch_powers|E], or in [mandate|E] events, as the $game_concept_diarch$ does not have the same authority as their [liege|E]" - - game_concept_diarchy:0 "Power Sharing" - game_concept_diarchies:0 "Power Sharing" - game_concept_share_power: "Share Power" - game_concept_sharing_power:0 "Sharing Power" - game_concept_power_sharing:0 "Power Sharing" - game_concept_diarchy_desc:2 "Power Sharing occurs when a [ruler|E] shares some authority with one of their [vassals|E] or [courtiers|E], who becomes their [diarch|E].\n\nThe Ruler who shares their power may set [mandates|E] for their $game_concept_diarch$, while the $game_concept_diarch$ may use special [diarch_powers|E].\n\nThe [scales_of_power|E] measure whether the Ruler or the $game_concept_diarch$ has the most authority." - - game_concept_diarch:0 "Diarch" - game_concept_diarchs:0 "Diarchs" - game_concept_diarch_possessive:0 "Diarch's" - game_concept_diarchs_possessive:0 "Diarchs'" - game_concept_diarch_desc:3 "The junior partner during [diarchy|E], a $game_concept_diarch$ helps their [liege|E] run the [realm|E].\n\nThe $game_concept_diarch$ has access to [diarch_powers|E], and gain more of these as the [scales_of_power|E] tip in their favor." - - game_concept_regent:0 "Regent" - game_concept_regents:0 "Regents" - game_concept_regent_possessive:0 "Regent's" - game_concept_regents_possessive:0 "Regents'" - game_concept_regent_desc:0 "A Regent is the name for a [diarch|E] during a [regency|E].\n\nA [ruler|E] can designate a Regent before a Regency occurs. Otherwise, the candidate with the highest [regent_succession_score|E] is automatically chosen." - - # For stapling to the bottom of new diarchy types. - variant_diarchs_replace_regents_boilerplate: "#WEAK As a $game_concept_ruler$ can only have one $game_concept_diarch$ at a time, they'll remain in the event that a [regency|E] would occur.#!" - - game_concept_vizier: "Vizier" - game_concept_viziers: "Viziers" - game_concept_vizierate: "Vizierate" - game_concept_vizier_desc: "A $game_concept_vizier$ is a type of [diarch|E] that [clan|E] [rulers|E] may voluntarily appoint to help boost their [income|E]. They have less to [diarch_powers|E] but can be very difficult to remove.\n\n$game_concept_viziers$ grant their [liege|E] bonus [tax_jurisdictions|E] scaling to their [stewardship|E], and increase the [aptitude|E] of [tax_collectors|E] according to how much the [scales_of_power|E] favor them.\n\nCrucially, $game_concept_lieges$ can drain $game_concept_viziers$ of their [gold_i][gold|E] via the $mulct_vizier_interaction$ [interaction|E].\n\n#WEAK Being empowered civil servants, $game_concept_viziers$ are not considered a prestigious position for [nobles|E] despite their influence. Their successor is picked according to [vizier_succession_score|E].#!\n\n$variant_diarchs_replace_regents_boilerplate$" - game_concept_confidant: "$councillor_vizier$" - game_concept_confidant_desc: "$councillor_vizier_desc$" - - game_concept_vizier_succession_score: "Vizier Succession Score" - game_concept_vizier_succession_score_desc: "In a [vizierate|E], the next $game_concept_vizier$ is picked based on which candidate has the highest $game_concept_vizier_succession_score$.\n\nProspective candidates may occasionally try to convince the [ruler|E] to let them replace the incumbent in exchange for [gold|E].\n\n#WEAK This allows only landless and [baron|E]-[title_tier|E] [characters|E], favoring those with strong [diplomacy|E], [stewardship|E], and [intrigue|E], as well as [traits|E] that make for a good civil servant.\n\n[relations|E] with the incumbent $game_concept_vizier$ or the [liege|E]'s [spouses|E], [concubines|E], and [adult|E] landless [children|E] can drastically affect the score.#!" - - game_concept_vizier_extravagance: "Vizier Extravagance" - game_concept_vizier_extravagances: "Vizier Extravagances" - game_concept_vizier_extravagance_extravagance: "Extravagance" - game_concept_vizier_extravagance_extravagances: "Extravagances" - game_concept_vizier_extravagance_desc: "Whilst in office, [viziers|E] will spend their [gold|E] on increasingly ornate $game_concept_vizier_extravagance_extravagance$ [modifiers|E], pampering themselves and the other social elite of their [liege|E]'s [capital|E].\n\nThe $game_concept_liege$ may loot these $game_concept_modifiers$ by using the $mulct_vizier_interaction$ [interaction|E], transforming them into $game_concept_gold$ the $game_concept_vizier$ is forced to transfer.\n\n#WEAK When a $game_concept_vizier$ stops [sharing_power|E], they lose the ability to maintain their extravagant lifestyle, and any remaining $game_concept_modifiers$ are lost.\n\nLooting more and later tiers provides more $game_concept_gold$ — the four tiers of $game_concept_vizier_extravagance_extravagance$ are:\n$EFFECT_LIST_BULLET$ $vizier_extravagance_t1_title$\n$EFFECT_LIST_BULLET$ $vizier_extravagance_t2_title$\n$EFFECT_LIST_BULLET$ $vizier_extravagance_t3_title$\n$EFFECT_LIST_BULLET$ $vizier_extravagance_t4_title$#!" - - game_concept_co_rulership: "Co-Rulership" - game_concept_co_rulerships: "Co-Rulerships" - game_concept_co_ruler: "Co-Ruler" - game_concept_co_rulers: "Co-Rulers" - game_concept_co_rulership_desc: "$game_concept_co_rulers$ are a form of [diarchies|E] where the [diarch|E] is considered to officially and permanently share the rule of the [realm|E].\n\nThey are always the [designated_heir|E] (though may still lose elections), and can only be removed from office by [execution|E] — unless their [liege|E] has an appropriate [culture_tradition|E], in which case they can be maimed instead.\n\nUniquely, when a $game_concept_co_ruler$ executes their $game_concept_liege$ or defeats them in a war, they [usurp|E] their [titles|E]. In [cultures|E] where maiming is an acceptable way to remove a $game_concept_co_ruler$, then the $game_concept_co_ruler$ may also maim their $game_concept_liege$ to $game_concept_usurp$ them.\n\n#WEAK Examples of $game_concept_co_rulerships$ include:\n$EFFECT_LIST_BULLET$[duumvirates|E]\n$EFFECT_LIST_BULLET$[nominal_duumvirates|E]\n$EFFECT_LIST_BULLET$[co_monarchies|E]#!" - - game_concept_duumvirate: "Duumvirate" - game_concept_duumvirates: "Duumvirates" - game_concept_co_emperor: "Co-Emperor" - game_concept_co_emperors: "Co-Emperors" - game_concept_duumvirate_desc: "A $game_concept_duumvirate$ is the rule of one [empire|E] by two [characters|E]. A senior emperor (the [liege|E]), and a junior emperor (the $game_concept_co_emperor$).\n\nThey generate passive [influence|E] for both themselves and their senior emperor. How much exactly scales up every [EmptyScope.ScriptValue('co_emperor_scale_years_in_job_value')|0] years in the job, including any time they spent as [junior_emperor|E].\n\nIn practice, most power still rests in the hands of the $game_concept_liege$ who actually holds the imperial title rather than their [diarch|E], but the $game_concept_co_emperor$ does have access to several powerful ways to affect the [realm|E] & is a cheaper candidate to promote for [administrative|E] positions.\n\nNotably, $game_concept_co_emperors$ can use the [imperial_expedition_cb|E] [casus_belli|E] at higher levels of [scales_of_power|E] swing.\n\n#WEAK $game_concept_co_emperors$ are able to [usurp|E] their senior emperor via ritually maiming them.#!" - - game_concept_nominal_duumvirate: "Nominal Duumvirate" - game_concept_nominal_duumvirates: "Nominal Duumvirates" - game_concept_junior_emperor: "Nominal Co-Emperor" - game_concept_junior_emperors: "Nominal Co-Emperors" - game_concept_nominal_duumvirate_desc: "A $game_concept_duumvirate$ is the rule of one [empire|E] by two [characters|E]. A senior emperor (the [liege|E]), and a junior emperor (the $game_concept_junior_emperor$).\n\nThey are considered to be $game_concept_nominal_duumvirates$ when the junior emperor is a [child|E] who cannot effectively rule, but will transition into being full [duumvirates|E] when they reach adulthood.\n\n$game_concept_junior_emperors$ generate passive [influence|E] for both themselves and their senior emperor. How much exactly scales up every [EmptyScope.ScriptValue('co_emperor_scale_years_in_job_value')|0] years in the job, carrying over when they become a full $game_concept_co_emperor$.\n\n#WEAK Appointing a $game_concept_child$ $game_concept_junior_emperor$ marks them as being trained to one day likely be the senior emperor. The more practice they get, the more training they receive.\n\nThis is represented as additional [skill|E] distributed to them when they become an [adult|E], depending on their [scales_of_power|E] swing.\n\nChildren do not receive [mandate|E] events.#!" - - game_concept_co_monarchy: "Co-Monarchy" - game_concept_co_monarchies: "Co-Monarchies" - game_concept_co_monarch: "Co-Monarch" - game_concept_co_monarchs: "Co-Monarchs" - game_concept_co_monarchy_desc: "$game_concept_co_monarchies$ are a type of [diarchy|E] that provides [feudal|E] rulers with a way to select a [designated_heir|E] even in earlier [eras|E].\n\nThe cost for this is entering into a permanent $game_concept_diarchy$ agreement with them, where they will have easier access to many of the same powers as an [entrenched_regent|E].\n\n#WEAK $game_concept_co_monarchs$ are only available to [kings|E] and [emperors|E].#!" - - game_concept_regency:0 "Regency" - game_concept_regencies:0 "Regencies" - game_concept_regency_possessive:0 "Regency's" - game_concept_regencies_possessive:0 "Regencies'" - game_concept_regency_desc:2 "A Regency is a special form of [diarchy|E] for when the [ruler|E] is not able to rule their [realm|E] on their own.\n\nIt generally occurs if the Ruler is a [child|E], [imprisoned|E], [GetTrait('incapable').GetName( GetNullCharacter )], or attending an [activity|E] outside their Realm.\n\nA $game_concept_regency$ that persists too long may become an [entrenched_regency|E]." - - game_concept_regency_veto:0 "Diarchy Veto" - game_concept_veto:0 "Veto" - game_concept_regency_veto_desc:0 "When a [diarch|E] uses their [diarch_powers|E], their [liege|E] may use their Diarchy Veto to stop them, at the cost of [prestige|E]" - - game_concept_regent_succession_score:0 "Regency Succession Score" - game_concept_regent_succession_score_desc:1 "In a [regency|E], the next [regent|E] is picked based on which candidate has the highest $game_concept_regent_succession_score$.\n\nIf the [ruler|E] of the [realm|E] designates a Regent, they will override the succession order and be chosen instead.\n\n#WEAK This favors [characters|E] related to the $game_concept_ruler$, especially landless [family|E] at their [court|E] and the politically savvy.#!" - - game_concept_diarch_power:0 "Borrowed Power" - game_concept_diarch_powers:0 "Borrowed Powers" - game_concept_diarch_power_power:0 "Power" - game_concept_diarch_power_powers:0 "Powers" - game_concept_diarch_power_possessive:0 "Borrowed Power's" - game_concept_diarch_powers_possessive:0 "Borrowed Powers'" - game_concept_diarch_power_power_possessive:0 "Power's" - game_concept_diarch_power_powers_possessive:0 "Powers'" - game_concept_diarch_power_desc:2 "A [diarch|E] in an active [power_sharing|E] has access to special $game_concept_diarch_powers$.\n\nThese are special [character_interaction|E]s that mimic those their [liege|E] have, or are other abuses of power. Examples include [revoking|E] [titles|E] from fellow [vassals|E], or siphoning away [gold|E] from their Liege.\n\nMany $game_concept_diarch_powers$ give the Liege an opportunity to [veto|E] them." - game_concept_trilateral_interaction: "Trilateral Interaction" - game_concept_trilateral_interactions: "Trilateral Interactions" - game_concept_trilateral_interaction_desc: "$game_concept_trilateral_interactions$ require not only an approval of a recipient, but also of a third party.\n\nAn example would be [diarch_powers|E], where a [liege|E] may use their [regency_veto|E]." - - game_concept_mandate:0 "Mandate" - game_concept_mandates:0 "Mandates" - game_concept_mandate_possessive:0 "Mandate's" - game_concept_mandates_possessive:0 "Mandates'" - game_concept_mandate_desc:2 "$game_concept_mandates$ are useful tasks a [liege|E] can set for their [diarch|E] when [sharing_power|E].\n\nSimilarly to [councillor_tasks|E], the $game_concept_liege$ selects a $game_concept_mandate$ and then slowly receives benefits from it.\n\nWhen a $game_concept_diarch$ does their job well, they both swing the [scales_of_power|E] towards themselves #EMP and#! generate [strife|E] with their fellow [vassals|E].\n\nHow much benefit the $game_concept_liege$ receives depends on their $game_concept_diarch_possessive$ [diarch_aptitude|E] and [diarch_loyalty|E]." - - game_concept_diarch_aptitude:2 "Diarch Aptitude" - game_concept_diarch_aptitude_desc:2 "$game_concept_diarch_aptitude$ governs how well a [diarch|E] achieves each [mandate|E] set by their [liege|E].\n\nBoth [skills|E] and [personality_traits|E] play a role. For instance, a [GetTrait('greedy').GetName(GetNullCharacter)] $game_concept_diarch$ tasked with the '$fill_coffers_mandate$' Mandate may not send as much [gold|E] to their Liege.\n\n#WEAK [diarchs|E] are well-suited to a $game_concept_mandate$ when they have around 40+ $game_concept_aptitude$ for it.#!" - - game_concept_diarch_loyalty:0 "Loyalty" - game_concept_diarch_loyalty_explicit:0 "Diarch Loyalty" - game_concept_diarch_loyal:0 "Loyal" - game_concept_diarch_loyalty_desc:2 "A [diarch|E]'s $game_concept_diarch_loyalty$ decides how likely it is they will abuse their powers, at their [liege|E]'s or the [realm|E]'s expense.\n\n$DIARCHY_WINDOW_VISIBLY_LOYAL$ $game_concept_diarchs$ refrain from using [diarch_powers|E], try to fulfil the [mandate|E] set for them dutifully, and give up their power willingly when asked.\n\n$DIARCHY_WINDOW_VISIBLY_DISLOYAL$ $game_concept_diarchs$ use $game_concept_diarch_powers$ liberally, try to fulfil their $game_concept_mandate$ in order to swing the [scales_of_power|E] in their direction, and may refuse to give up power if the $game_concept_scales_of_power_scales$ are swung heavily enough towards them.\n\n$DIARCHY_WINDOW_UNKNOWN_LOYALTY$ $game_concept_diarchs$ might use $game_concept_diarch_powers$, will generally either split $game_concept_mandate$ benefits with their $game_concept_liege$ or ignore their $game_concept_mandate$ entirely, and might need bribing to give up their office if the $game_concept_scales_of_power$ suit them." - - game_concept_diarch_succession:0 "Succession" - game_concept_diarch_succession_explicit:0 "Diarch Succession" - game_concept_diarch_succession_desc:0 "$game_concept_diarch_succession_explicit$ governs which of a [liege|E]'s direct [vassals|E] or [courtiers|E] is automatically made [diarch|E] when one is needed.\n\nThis happens either because a $game_concept_liege$ begins [diarchy|E] or because the current $game_concept_diarch$ dies or is removed from office.\n\n#weak Different types of $game_concept_power_sharing$ may calculate succession order differently — in a [regency|E], landless [characters|E] with strong personal connections to their $game_concept_liege$ tend to dominate.\n\nSpeaking the $game_concept_liege$'s [language|E] (and [court_language|E], if they have one) is almost always crucial.#!" - - game_concept_scales_of_power:0 "Scales of Power" - game_concept_scales_of_power_scales:0 "Scales" - game_concept_scales_of_power_desc:2 "During [power_sharing|E], the balance of power between the [liege|E] and their [diarch|E] is measured on the $game_concept_scales_of_power$.\n\nAs the $game_concept_scales_of_power_scales$ tip towards the $game_concept_diarch$, they unlock [diarch_powers|E] and may add costs to the Liege's [diarch_affected_actions|E].\n\nAs they tip towards the $game_concept_liege$, it instead makes it easier for the Liege to end the [diarchy|E].\n\nThe $game_concept_scales_of_power_scales$ can be swung by:\n$EFFECT_LIST_BULLET$Using the $swing_scales_currency_interaction$ [character_interaction|E] against the opposing party\n$EFFECT_LIST_BULLET$As the $game_concept_diarch$, serving your $game_concept_liege$ well (however cynically) in [mandate|E] events" - - - game_concept_entrenched_regency:0 "Entrenched Regency" - game_concept_entrenched_regency_entrenched:0 "Entrenched" - game_concept_entrenched_regency_regency:0 "Regency" - game_concept_entrenched_regent:0 "Entrenched Regent" - game_concept_entrenched_regents:0 "Entrenched Regents" - game_concept_entrenched_regency_entrench:0 "Entrench" - game_concept_entrenched_regencies:0 "Entrenched Regencies" - game_concept_entrenched_regency_desc:3 "If a [regency|E] lasts too long, it may become Entrenched, and the [regent|E] becomes even more powerful compared to their [liege|E].\n\nThe benefits the [regent|E] gets from the [scales_of_power|E] become much more powerful.\n\nTo end an $game_concept_entrenched_regency$, the Regent must accept a gift from their Liege, or the Liege must tip the Scales in their favor." - - game_concept_diarch_affected_actions:0 "Mundane Actions" - game_concept_diarch_affected_actions_desc:3 "When the [scales_of_power|E] favor the [diarch|E] during [power_sharing|E], some [interactions|E] the [liege|E] takes may begin to cost [prestige|E].\n\nThe affected actions are:\n$EFFECT_LIST_BULLET$ [revoking|E] a [title|E]\n$EFFECT_LIST_BULLET$ [retracting|E] a [vassal|E]\n$EFFECT_LIST_BULLET$ [imprisoning|E] [characters|E]\n$EFFECT_LIST_BULLET$ [executing|E] $game_concept_characters$ #weak (unless the $game_concept_liege$'s [faith|E] practices some form of human sacrifice)#!" - - - ######## GRAND ACTIVITIES ETC - - game_concept_grand_activity:0 "Grand Activity" - game_concept_grand_activities:0 "Grand Activities" - game_concept_grand_activity_desc:0 "Splendid displays of wealth and magnificence, $game_concept_grand_activities$ are by nature larger and #EMP grander#! than regular [activities|E]. They may have multiple [activity_phases|E] and offer more chances for customization in planning.\n\nTours provide the opportunity to visit multiple [vassals|E] in your [realm|E] while Tournaments offer a variety of [contests|E] to host." - - game_concept_special_guest:0 "Special Guest" - game_concept_special_guests:0 "Special Guests" - game_concept_honorary_guest:0 "Honorary Guest" - game_concept_honorary_guest_desc:0 "$honorary_guest_desc$" - game_concept_special_guest_desc:0 "Special Guests hold a special place of honor at [grand_activities|E]. Honor someone at your [GetActivityType( 'activity_feast' ).GetName] or select a $special_guest_champion$ to represent you at your [GetActivityType( 'activity_tournament' ).GetName]!\n\nThey are more likely to accept your invitation and any activity to which they are invited will not begin until they arrive." - - game_concept_contest:0 "Contest" - game_concept_contests:0 "Contests" - game_concept_contest_desc:3 "A [GetActivityType( 'activity_tournament' ).GetName] is comprised of a series of $game_concept_contests$, selected by the [activity_host|E], where [contest_qualifying|E] [contestants|E] can compete to win [prizes|E] and other rewards.\n\nEach $game_concept_contest$ uses one of four different ways to determine a winner: [contest_category_versus|E], [contest_category_turn|E], [contest_category_team|E], and [contest_category_race|E].\n\nYour chance of winning a $game_concept_contest$ is determined by your [skills|E], [traits|E], preparation, and other factors. Eligibility to enter physical $game_concept_contests$ is determined by health and sex, based on the [culture|E] and [faith|E] of the [activity_host|E]." - game_concept_prize:0 "Prize" - game_concept_prizes:0 "Prizes" - game_concept_prize_desc:4 "$game_concept_prizes$ are [artifacts|E] awarded to the victors of [GetActivityType( 'activity_tournament' ).GetName] [contests|E] with a single winner.\n\nThe quality of the $game_concept_prize$ depends on the options chosen by the [activity_host|E] and the [era|E]." - game_concept_contest_category_team:1 "Teams" - game_concept_contest_category_team_desc:1 "In $game_concept_contest_category_team$ [contests|E], all [contest_qualifying|E] [contestants|E] on the team with the most combined points at the end of the contest receive rewards.\n\n$game_concept_contest_category_team$ Contests:\n$EFFECT_LIST_BULLET$Melee" - game_concept_contest_category_versus:1 "Knock-Out" - game_concept_contest_category_versus_desc:1 "The winner of a $game_concept_contest_category_versus$ [contest|E] is the last one remaining after three [contest_rounds|E] between [contest_qualifying|E] [contestants|E].\n\n$game_concept_contest_category_versus$ Contests:\n$EFFECT_LIST_BULLET$Wrestling\n$EFFECT_LIST_BULLET$Duel\n$EFFECT_LIST_BULLET$Joust\n$EFFECT_LIST_BULLET$Board Games" - game_concept_contest_category_turn:1 "Turns" - game_concept_contest_category_turn_desc:1 "The winner of a $game_concept_contest_category_turn$ [contests|E] is the [contest_qualifying|E] [contestant|E] with the most points at the end of the competition.\n\n$game_concept_contest_category_turn$ Contests:\n$EFFECT_LIST_BULLET$Archery\n$EFFECT_LIST_BULLET$Recital" - game_concept_contest_category_race:0 "Race" - game_concept_contest_category_race_desc:1 "The winner of $game_concept_contest_category_race$ [contests|E] is the [contest_qualifying|E] [contestant|E] whose entered horse has taken first place at the end of the race.\n\n$game_concept_contest_category_race$ Contests:\n$EFFECT_LIST_BULLET$Horse Race" - game_concept_contest_round:0 "Contest Round" - game_concept_contest_rounds:0 "Contest Rounds" - game_concept_contest_round_desc:0 "[contest_category_versus|E] [contests|E] determine a winner by pairing all [contest_qualifying|E] [contestants|E] against each other in knock-out bouts until only one remains.\n\nThere are three rounds: quarter-finals, semi-finals, and the final." - game_concept_contest_qualification:0 "Qualification" - game_concept_contest_qualify:0 "Qualify" - game_concept_contest_qualifier:0 "Qualifier" - game_concept_contest_qualifiers:0 "Qualifiers" - game_concept_contest_qualifying:0 "Qualifying" - game_concept_contest_qualifies:0 "Qualifies" - game_concept_contest_qualification_desc:0 "While a [GetActivityType( 'activity_tournament' ).GetName] will attract many eligible [contestants|E], only a small number will Qualify for each [contest|E], with a chance of winning glory and its [prize|E].\n\nTo guarantee Qualification, your [progress_to_victory|E] must be above the threshold when the Contest begins." - game_concept_contestant:0 "Contestant" - game_concept_contestants:0 "Contestants" - game_concept_contestant_desc:0 "In order to compete in [GetActivityType( 'activity_tournament' ).GetName] [contests|E], you must fulfill its requirements. Board Games allow all characters to compete, while others, like Wrestling, depend on Martial rules.\n\nNon-competing characters will be [spectators|E], and potential [contestants|E] may opt-out of participating if they wish to spectate.\n\nEligibility to enter Contests is determined by gender and health, based on the host's [culture|E] and [religion|E]." - game_concept_spectator:0 "Spectator" - game_concept_spectators:0 "Spectators" - game_concept_spectating:0 "Spectating" - game_concept_spectate:0 "Spectate" - game_concept_spectator_desc:0 "Any character who is not permitted to compete in a [contest|E] will [spectate|E] instead.\n\nIt is also possible to potential [contestants|E] to opt-out instead of competing." - - game_concept_progress_to_victory:0 "Progress to Victory" - game_concept_progress_to_victory_desc:1 "An abstraction of your likelihood to win a given [contest|E] relative to the other contestants, based on your [skills|E], [health|E], and [traits|E]. For example, a [GetTrait('giant').GetName( GetNullCharacter )] with high [prowess|E] has an advantage in physical contests fought on foot, such as Wrestling.\n\nA minimum $game_concept_progress_to_victory$ is required to guarantee [contest_qualification|E] for a [contest|E]. Visit [locales|E] for opportunities to improve your chances and sabotage your opponents.\n\nThe Tournament #V Leaderboard#! displays all contestant's current $game_concept_progress_to_victory$." - game_concept_progress_to_victory_locale_tt:0 "Visit [locales|E] for opportunities to improve your chances or sabotage your opponents'." - - game_concept_contest_aptitude:0 "Contest Aptitude" - game_concept_contest_aptitude_desc:0 "Different [contests|E] require different talents: Foot, Horse, Bow, Wit, or a combination.\n\nYour aptitude is derived from your [skills|E], [health|E], [traits|E], and [GetTrait('tourney_participant').GetName( GetNullCharacter )] [trait_level_track_xp|E].\n\nFor example, a [GetTrait('giant').GetName( GetNullCharacter )] with high [prowess|E] has a natural advantage in a Wrestling contest." - - game_concept_locale:0 "Locales" - game_concept_locales:0 "Locales" - game_concept_locale_desc:3 "You may choose how you explore the [GetActivityType( 'activity_tournament').GetName] while the [contests|E] are being prepared.\n\nEach Locale offers opportunities to socialize with guests, improve [progress_to_victory|E], or sabotage [contestants|E].\n\nIf a Locale is not selected, you will visit one at random after a short period of time." - - game_concept_travel:0 "Travel" - game_concept_travels:0 "Travels" - game_concept_traveling:0 "Traveling" - game_concept_traveled: "Traveled" - game_concept_travel_desc:0 "$game_concept_travel$ is the means by which a [character|E] gets from one [location|E] to another, primarily to attend [activities|E].\n\nThere are numerous ways to plan your journey like choosing a [GetCourtPositionType('travel_leader_court_position').GetName()] to hire, selecting [travel_options|E], and customizing your route. You will meet many interesting characters along your path, but be wary of [travel_danger|E] that may lay in wait." - game_concept_travel_option:0 "Travel Option" - game_concept_travel_options:0 "Travel Options" - game_concept_travel_option_desc:0 "An option you pick when planning your [travel|E] to enhance or modify the journey you are about to set out on." - game_concept_travel_danger:0 "Danger" - game_concept_travel_danger_i: "@travel_danger_icon!" - game_concept_travel_danger_desc:0 "On your [travels|E] you might pass through dangerous lands, for example deserts or swamps, that might impede your journey.\n\nYou can mitigate the risks of Danger by improving your [travel_safety|E]. You do this by investing in [travel_options|E] or by hiring a [GetCourtPositionType('travel_leader_court_position').GetName()].\n\nSeveral [culture_traditions|E] reduce or remove the risks of certain types of Danger." - game_concept_travel_safety:0 "Safety" - game_concept_travel_safety_desc:0 "Having a high Safety value will help you avoid [travel_danger|E] during your [travels|E]. Your Safety is affected by your [skills|E] as well as those of your [GetCourtPositionType('travel_leader_court_position').GetName()].\n\n$min_travel_contribution$" - game_concept_travel_speed:0 "Speed" - game_concept_travel_speed_desc:0 "Having a high Speed while [traveling|E] will enable you to get to your destination faster. Your Speed is affected by your [skills|E] as well as those of your [GetCourtPositionType('travel_leader_court_position').GetName()].\n\n$min_travel_contribution$" - game_concept_entourage:0 "Entourage" - game_concept_entourage_desc:0 "It's dangerous to go alone, so you should bring along some companions in your Entourage. Everyone who [travels|E] with you is part of your Entourage and share in the challenges you may face on your journey.\n\nYour [GetCourtPositionType('travel_leader_court_position').GetName()] is the leader of the Entourage and manages your travel plans.\n\nSome [characters|E] are added to your Entourage by default when planning to travel. [travel_options|E] and [activity_options|E] offer additional ways to add characters." - min_travel_contribution: "A [character_possessive|lE] contribution can never be lower than #HIGH 0#!." - - game_concept_point_of_interest:0 "Point of Interest" - game_concept_points_of_interest: "Points of Interest" - game_concept_point_of_interest_desc:0 "A $game_concept_point_of_interest$ is a location in the world that is worth visiting. When you visit that location for the first time, you will gain the benefits associated with it." - - game_concept_vassal_stance:0 "Vassal Stance" - game_concept_vassal_stances:0 "Vassal Stances" - game_concept_preferred_heir:0 "Preferred Heir" - game_concept_unpreferred_heir:0 "Unpreferred Heir" - game_concept_preferred_heirs:0 "Preferred Heirs" - game_concept_unpreferred_heirs:0 "Unpreferred Heirs" - game_concept_vassal_stance_desc:1 "Every [vassal|E] has a Vassal Stance which affects the [opinion|E] they have with you as their [liege|E], and which [heir|E] they prefer as successor to the [realm|E].\n\nVassals in the same stance will like and dislike the same things. For example; all [GetVassalStance( 'glory_hound' ).GetTextIcon][GetVassalStance( 'glory_hound' ).GetName] Vassals dislike when you lose [wars|E].\n\nEvery Vassal Stance prefers one specific Heir. Upon succession, each preferred Heir will have lower [legitimacy_expectations|E] with the Vassals of that stance.\n\n#low The Vassal Stances are:#!\n$EFFECT_LIST_BULLET$[GetVassalStance( 'courtly' ).GetTextIcon][GetVassalStance( 'courtly' ).GetName]\n$EFFECT_LIST_BULLET$[GetVassalStance( 'parochial' ).GetTextIcon][GetVassalStance( 'parochial' ).GetName]\n$EFFECT_LIST_BULLET$[GetVassalStance( 'glory_hound' ).GetTextIcon][GetVassalStance( 'glory_hound' ).GetName]\n$EFFECT_LIST_BULLET$[GetVassalStance( 'zealot' ).GetTextIcon][GetVassalStance( 'zealot' ).GetName]\n$EFFECT_LIST_BULLET$[GetVassalStance( 'minority' ).GetTextIcon][GetVassalStance( 'minority' ).GetName]\n$EFFECT_LIST_BULLET$[GetVassalStance( 'barons_and_minor_landholders' ).GetTextIcon][GetVassalStance( 'barons_and_minor_landholders' ).GetName]\n$EFFECT_LIST_BULLET$[GetVassalStance( 'belligerent' ).GetTextIcon][GetVassalStance( 'belligerent' ).GetName]" - - game_concept_personality_i:0 "@personality_icon!" - game_concept_warlike_i:0 "@warlike_icon!" - game_concept_unpredictable_i:0 "@unpredictable_icon!" - game_concept_cautious_i:0 "@cautious_icon!" - game_concept_builder_i:0 "@builder_icon!" - game_concept_conqueror_i: "@conqueror_icon!" - game_concept_pious_builder_i: "@pious_builder_icon!" - game_concept_ai_pious_builder_personality: "Pious Builder" - game_concept_ai_pious_builder_personality_desc: "A $game_concept_ai_pious_builder_personality$ wants to invest all of their [gold|E] into increasing their [piety|E].\n\nThey will spend their treasury to fund religious and ceremonial [buildings|E], [great_projects|E], [activities|E] and [decisions|E], and often construct more [pious_buildings|E] and [temple|E]- or [temple_citadel|E] [holdings|E]. They only save up gold if directly threatened, such as by a strong [faction|E].\n\n$game_concept_ai_pious_builder_personality$s are more likely to create and promote holy [legends|E].\n\nZealous [AddLocalizationIf( HasDlcFeature( 'all_under_heaven' ), 'game_concept_ai_pious_builder_personality_desc_or_mandala' )][rulers|E] with a penchant for [virtue|E] and no particular inclination for [war|E], tend to be $game_concept_ai_pious_builder_personality$s.\nCommon Traits include [GetTrait('zealous').GetName( GetNullCharacter )], [GetTrait('forgiving').GetName( GetNullCharacter )], [GetTrait('improvident').GetName( GetNullCharacter )], [GetTrait('humble').GetName( GetNullCharacter )], [GetTrait('patient').GetName( GetNullCharacter )], [GetTrait('diligent').GetName( GetNullCharacter )], and [GetTrait('generous').GetName( GetNullCharacter )]. Rulers with the [GetFocus('learning_theology_focus').GetName] also tend to be $game_concept_ai_pious_builder_personality$s." - game_concept_ai_pious_builder_personality_desc_or_mandala: "or [mandala|E] " - game_concept_ai_warlike_personality:0 "Warlike" - game_concept_ai_warlike_personality_desc: "A $game_concept_ai_warlike_personality$ [ruler|E] wants to be ready to declare [war|E], always. They will save [gold|E] for [war|E] before investing it in developing their [realm|E]. If a $game_concept_ai_warlike_personality$ Ruler is at peace for an extended period of time, they will use the Gold in their war chest to build [buildings|E].\n\n$game_concept_ai_warlike_personality$ rulers are more likely to create and promote heroic [legends|E].\n\nBold and greedy Rulers tend to be Warlike.\nCommon Traits include [GetTrait('wrathful').GetName( GetNullCharacter )], [GetTrait('impatient').GetName( GetNullCharacter )], [GetTrait('sadistic').GetName( GetNullCharacter )], [GetTrait('ambitious').GetName( GetNullCharacter )], [GetTrait('vengeful').GetName( GetNullCharacter )], [GetTrait('irritable').GetName( GetNullCharacter )], and [GetTrait('zealous').GetName( GetNullCharacter )]." - game_concept_ai_cautious_personality:0 "Cautious" - game_concept_ai_cautious_personality_desc: "A $game_concept_ai_cautious_personality$ [ruler|E] wants to be prepared for [war|E] to be declared upon them. They are somewhat averse to declaring offensive [war|E]s, instead preferring a slow buildup. They keep a buffer of [gold|E] to help defend themselves, and invest into [buildings|E] and [men_at_arms|E] to help them feel safe.\n\n$game_concept_ai_cautious_personality$ rulers are less likely to create and promote [legends|E].\n\nReserved and careful Rulers tend to be $game_concept_ai_cautious_personality$.\nCommon Traits include [GetTrait('patient').GetName( GetNullCharacter )], [GetTrait('calm').GetName( GetNullCharacter )], [GetTrait('craven').GetName( GetNullCharacter )], [GetTrait('paranoid').GetName( GetNullCharacter )], and [GetTrait('content').GetName( GetNullCharacter )]. They will never be [GetTrait('fickle').GetName( GetNullCharacter )]." - game_concept_ai_conqueror_personality: "Conqueror" - game_concept_ai_conquerors_personality: "Conquerors" - game_concept_ai_conqueror_personality_desc: "A $game_concept_ai_conqueror_personality$ wants to expand their [realm|E] through [war|E], at any cost. They will invest all of their [gold|E] into the [war_chest|E] or to buy [men_at_arms|E].\n\nThey tend to declare many more [wars|E] than normal, and are rather untrustworthy [allies|E]. They forsake most frivolous pleasures in life, such as hosting or going to [activities|E] and sponsoring [inspirations|E] — to save [gold|E] for crushing their enemies. They will only use Activities to gain enough [prestige|E] and [piety|E] to go to [war|E].\n\nAny non-[ai_cautious_personality|E] [ruler|E] has the potential to become a $game_concept_ai_conqueror_personality$, but normally there are no more than a handful of Rulers worldwide with this archetype." - game_concept_ai_economical_boom_personality:0 "Builder" - game_concept_ai_economical_boom_personality_desc: "A $game_concept_ai_economical_boom_personality$ wants to invest all of their [gold|E] into the [realm|E]. They will empty their treasury to fund [buildings|E] and [men_at_arms|E], and often construct more [economic_buildings|E] and [holdings|E]. They only save up gold if directly threatened, such as by a strong [faction|E].\n\n$game_concept_ai_economical_boom_personality$ rulers are slightly less likely to create and promote [legends|E].\n\nBold Rulers with a propensity for building and no particular inclination for [war|E] tend to be $game_concept_ai_economical_boom_personality$s.\nCommon Traits include [GetTrait('calm').GetName( GetNullCharacter )], [GetTrait('patient').GetName( GetNullCharacter )], [GetTrait('diligent').GetName( GetNullCharacter )], [GetTrait('generous').GetName( GetNullCharacter )], [GetTrait('stubborn').GetName( GetNullCharacter )], and [GetTrait('profligate').GetName( GetNullCharacter )]. Rulers with the [GetFocus('stewardship_domain_focus').GetName] also tend to be $game_concept_ai_economical_boom_personality$s." - game_concept_ai_economical_unpredictable_personality:0 "Unpredictable" - game_concept_ai_economical_unpredictable_personality_desc: "An $game_concept_ai_economical_unpredictable_personality$ [ruler|E] has no [traits|E] pushing them towards any specific Economical Archetype and may decide upon any strategy.\n\nThey can choose to temporarily invest heavily in [buildings|E] like a [ai_economical_boom_personality|E], or to build up their [realm|E] slowly with a buffer of [gold|E]. They go to [war|E] at a regular pace." - - game_concept_trait_level_track:1 "Trait Path" - game_concept_trait_level_track_desc:1 "Some [traits|E] offer several paths, each of which will improve the Trait in different ways.\n\nEarning [trait_level_track_xp|E] is required to move further down a path." - game_concept_trait_level_track_xp:1 "Trait Experience" - game_concept_trait_level_track_xp_desc:1 "Experience is required in order to move further down a [trait_level_track|E] and improve the bonuses the [trait|E] provides. " - - game_concept_hunt_sighting:0 "Hunt Sighting" - game_concept_hunt_sightings:0 "Hunt Sightings" - game_concept_hunt_sighting_no_prefix:0 "Sighting" - game_concept_hunt_sightings_no_prefix:0 "Sightings" - game_concept_hunt_sighting_desc:0 "A $game_concept_hunt_sighting$ is a report of specific prestigious animals spotted in a [county|E], which may be pursued in a [GetActivityType('activity_hunt').GetName] held there.\n\n[GetCourtPositionType('master_of_hunt_court_position').GetName()] [court_position|E] will search for $game_concept_hunt_sightings_no_prefix$." - - - game_concept_stationed_regiment:0 "Stationed Regiment" - game_concept_stationed_regiment_desc:0 "A [men_at_arms|E] [regiment|E] receives bonuses to its effectiveness by being Stationed in a [holding|E].\n\n[buildings|E] can further increase these bonuses — sometimes for any type of Men-at-Arms, but most commonly for one or two. For example, [GetBuilding('stables_01').GetName] provides a bonus to Stationed [light_cavalry|E] and [heavy_cavalry|E].\n\nYou can Station at any time except during [war|E], or if the Holding is [occupied|E]. If a Holding is lost, any Stationed Men-at-Arms will be unstationed." - game_concept_stationed:0 "Stationed" - game_concept_station:0 "Station" - game_concept_station_regiment:0 "Station Regiment" - game_concept_stationed_holding:0 "Stationed Holding" - - game_concept_tour:0 "Tour" - game_concept_tour_desc:0 "A [grand_activity|E] in which a [liege|E] pays a royal visit to a collection of their [vassals|E] to reap rewards such as [gold|E], [dread|E], [opinion|E], [control|E], and [cultural_acceptance|E]." - game_concept_tours:0 "Tours" - game_concept_royal_tour:0 "Royal Tour" - game_concept_royal_tours:0 "Royal Tours" - game_concept_grand_tour:0 "Grand Tour" - game_concept_grand_tours:0 "Grand Tours" - game_concept_culture_festival:0 "Culture Festival" - game_concept_cultural_festival_desc:0 "An [activity_phase|E] during a [royal_tour|E] in which a [vassal|E] is expected to entertain their [liege|E], which often results in an increase in [county_opinion|E] and [cultural_acceptance|E]." - game_concept_cultural_festival:0 "Cultural Festival" - game_concept_cultural_festivals:0 "Cultural Festivals" - game_concept_culture_festivals:0 "Culture Festivals" - game_concept_hosted_dinner:0 "Hosted Dinner" - game_concept_hosted_dinner_desc:0 "An [activity_phase|E] during a [royal_tour|E] in which a [vassal|E] is expected to entertain their [liege|E], which often results in an increase in mutually forming [hooks|E] and [relations|E]." - game_concept_hosted_dinners:0 "Hosted Dinners" - game_concept_host_a_dinner:0 "Host a Dinner" - game_concept_tour_the_grounds:0 "Tour the Grounds" - game_concept_tour_the_grounds_desc:0 "An [activity_phase|E] during a [royal_tour|E] in which a [vassal|E] is visited by their [liege|E], which often results in an increase in [control|E] in their [counties|E]." - game_concept_touring_the_grounds:0 "Touring the Grounds" - game_concept_tour_of_the_grounds:0 "Tour of the Grounds" - game_concept_tour_grounds:0 "Tour Grounds" - game_concept_tour_stop:0 "Tour Stop" - game_concept_tour_stop_desc:0 "An [activity_phase|E] during a [royal_tour|E] in which a liege can either: attend a [hosted_dinner|E], [tour_the_grounds|E] of their [vassal|E], or enjoy a [cultural_festival|E]." - game_concept_stop:0 "Stop" - game_concept_stops:0 "Stops" - game_concept_tour_stops:0 "Tour Stops" - game_concept_tour_success:0 "Tour Success" - game_concept_tour_success_desc:0 "A value which determines which rewards you will get at the end of your [grand_tour|E]. You can gain and lose points by selecting certain options at the start of your tour and making decisions which align with your [tour_type|E]." - game_concept_tour_success_points:0 "Tour Success Points" - game_concept_tour_success_point:0 "Tour Success Point" - game_concept_tour_type:0 "Tour Type" - game_concept_tour_type_desc:0 "An option which determines what kind of [tour|E] you're having and which rewards you gain. Tour types include [majesty_tour|E], [intimidation_tour|E], and [taxation_tour|E]." - game_concept_majesty_tour:0 "Majesty Tour" - game_concept_majesty_tour_desc:0 "A [tour_type|E] in which you attempt to sway your [vassals|E] by increasing their [opinion|E]." - game_concept_intimidation_tour:0 "Intimidation Tour" - game_concept_intimidation_tour_desc:0 "A [tour_type|E] in which you attempt to intimidate your [vassals|E], gaining [dread|E] and forcing them out of [factions|E]." - game_concept_taxation_tour:0 "Taxation Tour" - game_concept_taxation_tour_desc:0 "A [tour_type|E] in which you attempt to extract wealth from your [vassals|E], gaining [gold|E]." - - game_concept_accolade:0 "Accolade" - game_concept_accolades:0 "Accolades" - game_concept_accolade_desc:5 "Accolades are honors given to [knights|E] by their [liege|E].\n\nThe Knight who holds an Accolade becomes an [acclaimed_knight|E].\n\nAs the Acclaimed Knight gains [glory|E], the [accolade_rank|E] of their [accolade_types|E] increases, offering stronger bonuses to their Liege.\n\nWhen Acclaimed Knights die, they are replaced via [accolade_succession|E].\n\n[innovations|e] and higher [title_tiers|e] allow [rulers|E] to have more Accolades simultaneously." - - game_concept_acclaimed_knight:0 "Acclaimed Knight" - game_concept_acclaimed_knights:0 "Acclaimed Knights" - game_concept_acclaimed_knight_desc:1 "The [knight|E] holding an [accolade|E].\n\nTo be an Acclaimed Knight, a Knight must be [unlanded|E] or a [baron|E], with at least [EmptyScope.ScriptValue('accolade_prowess_requirement_value')|0V] or more [prowess|E].\n\nAn Acclaimed Knight must be eligible for two [accolade_types|E]; neither can already belong to another of their [liege|e]'s Acclaimed Knights." - - game_concept_accolade_type:0 "Accolade Attribute" - game_concept_accolade_types:0 "Accolade Attributes" - game_concept_accolade_type_desc:1 "An [accolade|E] has a primary and a secondary Attribute, giving bonuses as the [accolade_rank|E] increases.\n\nEach potential [acclaimed_knight|E] is only eligible for certain Attributes, mostly based on their [traits|E]. On [accolade_succession|E], the new Knight must fulfill the Primary Attribute, but the Secondary can be changed, at the loss of [glory|E]. In addition, if an Attribute gives access to [retinue_maa|E], it will only do so if it is the Primary Attribute. \n\nEvery Accolade must have two unique Attributes. A Liege #high cannot#! duplicate Attributes between Accolades." - - game_concept_accolade_succession:0 "Accolade Succession" - game_concept_accolade_succession_desc:1 "Accolade Succession happens when an [accolade|E]'s [acclaimed_knight|e] dies or becomes invalid for the role.\n\nThe Acclaimed Knight is replaced by their Successor, who must be eligible for the Primary [accolade_type|E]. The secondary Attribute can be changed, at the loss of [glory|E].\n\nIf there are no worthy Successors in the court, the #high $call_for_acclaimed_knight_candidates_decision$#! decision can be used to invite suitable candidates." - - game_concept_accolade_rank:0 "Accolade Rank" - game_concept_accolade_ranks:0 "Accolade Ranks" - game_concept_accolade_rank_short:0 "Rank" - game_concept_accolade_rank_desc:1 "An [accolade|e] has #value 6#! progressive Ranks which unlock bonuses specific to its [accolade_types|e], such as [knight_army_modifiers|e].\n\nGaining [glory|E] unlocks each Rank, while losing Glory can cause them to be lost.\n\nOdd-numbered Ranks are provided by the Accolade's Primary Attribute, and even-numbered Ranks by the Secondary." - - game_concept_inactive_accolade:0 "Inactive Accolade" - game_concept_inactive_accolade_desc:1 "[accolades|E] become Inactive when they are invalidated.\n\nAn Accolade becomes inactive if:\n$EFFECT_LIST_BULLET$The [acclaimed_knight|e] or their [ruler|E] no longer fulfills its [accolade_type|e] requirements\n$EFFECT_LIST_BULLET$The Acclaimed Knight dies or leaves their Ruler's [court|e] without a Successor\n$EFFECT_LIST_BULLET$The [ruler|E] manually retires it" - - game_concept_glory:0 "Glory" - game_concept_glory_desc:1 "An [accolade|E]'s Glory increases its [accolade_rank|E].\n\nGlory is gained by the [acclaimed_knight|E] winning [battles|E], defeating warriors, competing in [GetActivityType( 'activity_tournament' ).GetName] [contests|E], and attending [activities|E].\n\nHowever, the Accolade's Glory is lowered when the Acclaimed Knight is involved in losing battles, on [accolade_succession|e], and when the Accolade becomes an [inactive_accolade|E]." - - game_concept_tax_collector: "Tax Collector" - game_concept_tax_collector_desc: "A $game_concept_tax_collector$ enables [tax_jurisdictions|E] to function.\n\nTheir [aptitude|E] determines the amount of [taxes|E] and [levies|E] they collect for their [liege|E]." - game_concept_tax_collectors: "Tax Collectors" - - game_concept_tax_decree: "Tax Decree" - game_concept_tax_decree_desc: "Each [tax_jurisdiction|E] can have a different $game_concept_tax_decree$, modifying the [taxes|E] and [levies|E] contributed by its [taxpayers|E].\n\n$game_concept_tax_decrees$ will often change the [obligations|E] in return of another penalty or boon." - game_concept_tax_decrees: "Tax Decrees" - - game_concept_tax_jurisdiction: "Tax Jurisdiction" - game_concept_tax_jurisdictions: "Tax Jurisdictions" - game_concept_tax_jurisdiction_desc: "A $game_concept_tax_jurisdiction$ is a group of [taxpayers|E] made up of [clan|E] [vassals|E]. Each $game_concept_tax_jurisdiction$ supports up to #V 12#! $game_concept_taxpayers$.\n\nEach $game_concept_tax_jurisdiction$ can have a [tax_decree|E].\n\nThe number of available $game_concept_tax_jurisdictions$ is determined by [rank|E], [traditions|E], and [innovations|E].\n\nA $game_concept_tax_jurisdiction$ requires a [tax_collector|E] to be appointed." - - game_concept_untaxed_jurisdiction: "Untaxed Jurisdiction" - game_concept_untaxed_jurisdictions: "Untaxed Jurisdictions" - game_concept_untaxed_jurisdiction_short: "Untaxed" - game_concept_untaxed_jurisdiction_desc: "An $game_concept_untaxed_jurisdiction$ is a [tax_jurisdiction|E] with [taxpayers|E], but without a [tax_collector|E]. This means that the assigned $game_concept_taxpayers$ will not give any [taxes|E] or [levies|E] to their [liege|E]." - - game_concept_taxpayer: "Taxpayer" - game_concept_taxpayers: "Taxpayers" - game_concept_taxpayer_desc: "$game_concept_taxpayers$ are [clan|E] [vassals|E] that have been assigned to a [tax_jurisdiction|E], and will contribute monthly [tax|E] Income and [levies|E] as long as a [tax_collector|E] is appointed." - game_concept_taxpayer_i: "@tax_collector_icon!" - - game_concept_unassigned_vassal: "Untaxed Vassals" - game_concept_unassigned_vassals: "Untaxed Vassals" - game_concept_unassigned_vassal_short: "Untaxed" - game_concept_unassigned_vassal_desc: "$game_concept_unassigned_vassals$ are [clan|E] [vassals|E] who are not assigned to a [tax_jurisdiction|E] as [taxpayers|E], and therefore not contributing [taxes|E] or [levies|E].\n\nOnce assigned to a $game_concept_tax_jurisdiction$ with a [tax_collector|E], they will start paying monthly." - - game_concept_retinue_maa:0 "Retinue Men-at-Arms" - game_concept_retinue_maa_desc:0 "Some [accolade_types|E] give access to special [men_at_arms|E]. They are unlocked by having an [acclaimed_knight|E] with progress in relevant [GetTrait('tourney_participant').GetName( GetNullCharacter )] [trait_level_track|E] or a relevant [commander_trait|E].\n\nRetinue $game_concept_men_at_arms$ are restricted to one [regiment|E] and have a limited troop count. They are twice as effective at countering other $game_concept_men_at_arms$ and get increasingly better every era." - - game_concept_knight_army_modifier:0 "Knight Army Modifier" - game_concept_knight_army_modifiers:0 "Knight Army Modifiers" - game_concept_knight_army_modifier_desc:0 "An effect applied to any [army|e] which #high contains#! the pertinent [acclaimed_knight|e].\n\nThe [knight|e] need #high not#! be their Army's [commander|e] for their Knight Army Modifier to apply." - - game_concept_piety_level_impact:0 "Level of Devotion Impact" - game_concept_piety_level_impact_desc:0 "Level of Devotion Impact increases or decreases the [modifiers|E] gained from your current [piety_level|E]." - - game_concept_prestige_level_impact:0 "Level of Fame Impact" - game_concept_prestige_level_impact_desc:0 "Level of Fame Impact increases or decreases the [modifiers|E] gained from your current [prestige_level|E]." - - game_concept_hostage: "Hostage" - game_concept_hostages: "Hostages" - game_concept_hostages_possessive: "Hostage's" - game_concept_hostage_desc: "A [close_family_member|E] of a [ruler|E], sent away from their [home_court|E] as an assurance of peace or submission.\n\nThe reputation of $game_concept_rulers$ who declare [war|E] despite sending or receiving a $game_concept_hostage$ will be dramatically damaged, and $game_concept_wardens$ may freely execute the $game_concept_hostages$ of their enemies.\n\nWell-treated $game_concept_hostages$ are likely to become loyal to their $game_concept_warden$, who may gain a [hook|E], or even become [friends|E] with them.\n\n$game_concept_hostages$ must be landless children, siblings, nieces, nephews, or grandchildren of their $game_concept_home_courts_possessive$ $game_concept_ruler$.\n\n$game_concept_wardens$ have a chance to gain a [perpetual_hook|E] on a child $game_concept_hostage$ when they come of age, based on personality, opinion, and years spent at the $game_concept_wardens$ court." - - game_concept_home_court: "Home Court" - game_concept_home_courts: "Home Courts" - game_concept_home_courts_possessive: "Home Court's" - game_concept_home_court_desc: "A [ruler|E] who is a [close_family_member|E] of a [hostage|E] and has sent them to a [warden|E] as an assurance of peace or submission." - - game_concept_warden: "Warden" - game_concept_wardens: "Wardens" - game_concept_wardens_possessive: "Warden's" - game_concept_warden_desc: "A [ruler|E] who has been sent a [hostage|E] by a foreign [home_court|E] as an assurance of peace or submission.\n\nA [warden|E] will accrue [prestige_i|E][prestige|E] over time for each [hostage|E] in their [court|E]." - - game_concept_goliardic_shenanigans: "Goliardic Shenanigans" - game_concept_goliardic_shenanigans_desc: "A character in [GetActivityType('activity_adult_education').GetName] can get up to all sort of mischief when embracing the life of the student. The consequences of their adventures are unpredictable, and include [skill|E] points, lifestyle and stress [traits|E], lifestyle experience, diseases, and wounds." - - game_concept_adoption: "Adoption" - game_concept_adopt: "Adopt" - game_concept_adopts: "Adopts" - game_concept_adopting: "Adopting" - game_concept_adopted: "Adopted" - game_concept_adoption_desc: "Adoption is the act of bringing another [character|E] into your [house|E] and [dynasty|E]." - - - game_concept_legitimacy: "Legitimacy" - game_concept_legitimacy_desc: "$game_concept_legitimacy$ is the representation of the right to reign of a [ruler|E]. [vassals|E] also generate [legitimacy_expectations|E] that the [liege|E] is supposed to meet.\n\nOnly [rulers|E] have $game_concept_legitimacy$, which is calculated at the moment they become rulers and results in their [initial_legitimacy|E]. A fraction of the $game_concept_legitimacy$ of the previous ruler is also inherited by their [heir|E].\n\n$game_concept_legitimacy$ affects many of the game systems, making [marriage|E] proposals, [vassalization|E] and [alliances|E] more likely to be accepted, and [claims|E] cheaper, as well as swinging the [scales_of_power|E] in a [regency|E].\n\n$game_concept_legitimacy$ typically has 5 [legitimacy_levels|E] and one #weak Illegitimate#! bottom level.[AddLocalizationIf( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_nomadic' ), 'game_concept_legitimacy_desc_nomadic' )][AddLocalizationIf( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_mandala' ), 'game_concept_legitimacy_desc_mandala' )]" - game_concept_legitimacy_i: "[GetLocalPlayerLegitimacyTextIcon]" - game_concept_legitimacy_desc_nomadic: "\n\n[GetGovernment( 'nomad_government' ).GetName] [rulers|E] have a special $game_concept_legitimacy$ type, independent from their [rank|E]." - game_concept_legitimacy_desc_mandala: "\n\n[GetGovernment( 'mandala_government' ).GetName] [rulers|E] have a special $game_concept_legitimacy$ type, independent from their [rank|E] and with additional levels." - - game_concept_legitimacy_level: "Legitimacy Level" - game_concept_legitimacy_level_desc: "$game_concept_legitimacy_levels$ can be gained through various means: winning [wars|E], releasing [valuable_prisoners|E], creating [legends|E], holding [court|E], or attending [activities|E].\n\nThey can, however, also be lost: [epidemics|E] ravaging the [capital|E], losing wars (especially [faction|E] wars), losing [titles|E], or an exposed [hostile_scheme|E] are some of the main ways for $game_concept_legitimacy$ to decrease.[AddLocalizationIf( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_nomadic' ), 'game_concept_legitimacy_level_desc_nomadic' )]" - game_concept_legitimacy_levels: "Legitimacy Levels" - game_concept_legitimacy_gain: "Legitimacy Gain" - game_concept_legitimacy_level_desc_nomadic: "\n\n[GetGovernment( 'nomad_government' ).GetName] rulers gain #V 50%#! more Legitimacy from winning wars, but they also lose double on defeat. They will also gain Legitimacy from [single_combat_duel_plural|E] and marrying noble-born [courtiers|E] of someone of equal or higher [dominance|E]." - - game_concept_expected_legitimacy: "Expected Legitimacy" - game_concept_expected_legitimacy_desc: "The [legitimacy_level|E] that [vassals|E] expect of their [ruler|E], based on their historical relationship. Some factors that lower the Expectations are:\n$BULLET_WITH_TAB$Being the [de_jure|E] [liege|E] of the vassal\n$BULLET_WITH_TAB$Being part of the [close_family|E] of the vassal\n$BULLET_WITH_TAB$Being the [preferred_heir|E] of the vassal\n$BULLET_WITH_TAB$Being the same [dynasty|E] that the vassal has served for longer than #color_white 50#! years\n$BULLET_WITH_TAB$The vassal not being a [powerful_vassal|E]\n\nIf the actual Level is below their Expectations they may become unruly: their [opinion|E] will be lower and they may join [factions|E] against their [liege|E].\n\nExpectations increase with the level of their [primary_title|E], as well as with the [era|E]." - game_concept_legitimacy_expectations: "Legitimacy Expectations" - game_concept_legitimacy_expectations_desc: "$game_concept_expected_legitimacy_desc$" - - game_concept_initial_legitimacy: "Initial Legitimacy" - game_concept_initial_legitimacy_desc: "The $game_concept_legitimacy$ a [character|E] has when they become landed.\n\nIt is calculated based on [dynasty_prestige_level|E], relation to their predecessor, [court_grandeur|E], gender, [bastardy|E], years as a [ruler|E], the [legitimacy|E] [dynasty_perk|E], [diplomacy|E], [virtues|E], [sins|E] and other special [traits|E], like [GetTrait('sayyid').GetName( GetNullCharacter )], [GetTrait('diplomat').GetName( GetNullCharacter )] and [GetTrait('just').GetName( GetNullCharacter )].\n\n[heirs|E] will inherit [GetDefine( 'NCharacter', 'LEGITIMACY_INHERITED' )|V%^] of the previous ruler's $game_concept_legitimacy$ if inheriting a higher [title_tier|E] [title|E]." - - game_concept_court_position_task_short: "Task" - game_concept_court_position_task_short_desc: "$game_concept_court_position_task_desc$" - game_concept_court_position_tasks_short: "Tasks" - game_concept_court_position_tasks_short_desc: "$game_concept_court_position_task_desc$" - game_concept_court_position_task: "Court Position Task" - game_concept_court_position_tasks: "Court Position Tasks" - game_concept_court_position_tasks_desc: "$game_concept_court_position_task_desc$" - game_concept_court_position_task_desc: "Some [court_positions|E] can perform an additional task, often giving more benefits at an extra cost.\n\nOnly one task can be active at a time per [court_position|E]." - - game_concept_fatalities: "Fatalities" - game_concept_fatalities_desc: "[characters|E] that have perished as a direct result of an [epidemic|E] or [natural_disaster|E]." - game_concept_funeral: "Funeral" - game_concept_funeral_desc: "An [activity|E] in which a [host|E] invites various [characters|E] to offer their respect after a recent [character_death|E]. Funerals often result in increases in [legitimacy|E], decreases in [stress|E], and opportunities to show [piety|E]." - game_concept_funerals: "Funerals" - - game_concept_scheme_group_calculating: "Calculating" - game_concept_calculating_schemes: "Calculating Schemes" - game_concept_scheme_group_calculating_desc: "$game_concept_calculating_schemes$ involve premeditated actions, generally with one final incident in which the conspirators strike.\n\nThey are best stymied by armed $game_concept_scheme_countermeasure_countermeasures$ like #V $scheme_countermeasure_type_redouble_guards$#!.\n\nExamples include:\n$EFFECT_LIST_BULLET$[GetScheme('abduct').GetTypeName]\n$EFFECT_LIST_BULLET$[GetScheme('murder').GetTypeName]\n$EFFECT_LIST_BULLET$[GetScheme('overthrow_regent').GetTypeName]\n$EFFECT_LIST_BULLET$[GetScheme('steal_back_artifact').GetTypeName]" - - game_concept_scheme_group_opportunistic: "Opportunistic" - game_concept_opportunistic_schemes: "Opportunistic Schemes" - game_concept_scheme_group_opportunistic_desc: "$game_concept_opportunistic_schemes$ involve impromptu, repeated actions, between [characters|E] meeting up informally.\n\nThey are best thwarted by vigilant $game_concept_scheme_countermeasure_countermeasures$ like #V $scheme_countermeasure_type_strengthen_sentries$#!.\n\nExamples include:\n$EFFECT_LIST_BULLET$[GetScheme('seduce').GetTypeName]\n$EFFECT_LIST_BULLET$[GetScheme('befriend').GetTypeName]\n$EFFECT_LIST_BULLET$[GetScheme('convert_to_witchcraft').GetTypeName]\n$EFFECT_LIST_BULLET$[GetScheme('courting').GetTypeName]\n$EFFECT_LIST_BULLET$[GetScheme('elope').GetTypeName]" - - game_concept_scheme_group_indirect: "Indirect" - game_concept_indirect_schemes: "Indirect Schemes" - game_concept_scheme_group_indirect_desc: "$game_concept_indirect_schemes$ do not generally need to interact with their [scheme_target|E] personally at all.\n\nBecause of this, they cannot be effectively countered, but some $game_concept_scheme_countermeasure_countermeasures$ can make them worse.\n\nExamples include:\n$EFFECT_LIST_BULLET$[GetScheme('claim_throne').GetTypeName]\n$EFFECT_LIST_BULLET$[GetScheme('fabricate_hook').GetTypeName]" - - game_concept_scheme_opportunity: "Scheme Advantage" - game_concept_scheme_opportunities: "Scheme Advantages" - game_concept_scheme_opportunity_opportunity: "Advantage" - game_concept_scheme_opportunity_opportunities: "Advantages" - game_concept_scheme_opportunity_i: "@scheme_opportunity_icon!" - game_concept_scheme_opportunity_desc: "$game_concept_scheme_opportunity_opportunities$ represent progress made towards the goal of a [scheme|e]. They can be spent to convince [agents|e] to join a $game_concept_scheme$, or to execute one with an increased [success_chance|e]." - - game_concept_favorite_child: "Favorite Child" - game_concept_favorite_child_desc: "A $game_concept_favorite_child$ is a direct descendant of the same [dynasty|E] that a Player ruler can choose to favor. They will have a higher [opinion|E] of you and when you die, you can choose to continue your legacy as them, instead of your heir.\n\nYour favorite child can be any children, grandchildren, and great-grandchildren, as long as they are in your dynasty." - - game_concept_scheme_breach_short: "Breach" - game_concept_scheme_breaches_short: "Breaches" - game_concept_scheme_breach: "Scheme Breach" - game_concept_scheme_breaches: "Scheme Breaches" - game_concept_scheme_breach_desc: "A $game_concept_scheme_breach_short$ represents a complication in a [secret_scheme|e]. When a [scheme|e] is breached, its [success_chance|e] is reduced. The penalty to $game_concept_success_chance$ increases for each cumulative $game_concept_scheme_breach_short$. Once a $game_concept_scheme$ reaches #V 5#! $game_concept_scheme_breaches_short$, it will automatically fail.\n\n#WEAK $game_concept_schemes$ also check their $game_concept_secrecy$ when they are finally executed — breaches have no effect on this one way or another.#!" - - game_concept_influence_ward_personality: "Influence Ward's Personality" - game_concept_influence_ward_personality_desc: "An [interaction|E] where one can attempt to influence a [ward|E] to pick up a [personality_trait|E] akin to one's own. " - - game_concept_faction_commitment: "Faction Commitment" - game_concept_faction_commitment_desc: "The likelihood of a [character|E] supporting a [faction|E] against their [liege|E].\n\nIt can be affected by a multitude of reasons, the most common being [personality|E], [opinion|E], and [culture|E]." - - game_concept_state_faith: "State Faith" - game_concept_state_faith_desc: "$game_concept_state_faith$ is the [faith|E] supported and condoned by an [administrative_government|E]. This faith is attached to the [title|E] and not to any one specific [character|E]. It is easier to convert characters in the [realm|E] to the state faith and very difficult to convert them away from it.\n\nOnly the [ruler|E] of an Administrative Realm may change the State Faith, but [governors|E] may freely convert to it." - - game_concept_story_generic_prefix: "The Story of" - game_concept_story_generic_desc_boilerplate: "#WEAK Story content is optional. You may always opt out of it once you start playing." - game_concept_story_content_hereward: "$game_concept_story_generic_prefix$ $bookmark_laamps_hereweard_the_wake$" - game_concept_story_content_hereward_desc: "#tooltip_heading Story Style: Extensive#!\n\nAs Hereward, your exile abroad will prove to be short-lived. With England under the foreign yoke, you will return home to fight for freedom, clear your name, and kill Normans.\n\nA special mechanic will be active for the duration, charting England's resistance to Norman rule, and scripted story events will play during this. Your story will culminate with death: yours, or your enemy's.\n\n$game_concept_story_generic_desc_boilerplate$" - game_concept_story_content_el_cid: "$game_concept_story_generic_prefix$ $bookmark_laamps_el_cid$" - game_concept_story_content_el_cid_desc: "#tooltip_heading Story Style: Light#!\n\nAs El Cid, you will be wrongly cast aside by your liege. In exile, you may opt to stay loyal or find your own path, eventually culminating with a return to court #EMP or#! the ultimate prize — Valencia.\n\n$game_concept_story_generic_desc_boilerplate$" - game_concept_story_content_wallada: "$game_concept_story_generic_prefix$ $bookmark_laamps_wallada_bint_al_mustakfi$" - game_concept_story_content_wallada_desc: "#tooltip_heading Story Style: Moderate#!\n\nAs Wallada, you will level up the bespoke [GetTrait('violet_poet').GetName( GetNullCharacter )] by writing poetry and founding lyrical salons across the world, improving a unique tome as you go.\n\nYour story's conclusion is as dramatic as you choose to make it, but despite being childless, you will be given ways to continue playing.\n\n$game_concept_story_generic_desc_boilerplate$" - game_concept_story_content_hasan: "$game_concept_story_generic_prefix$ $bookmark_laamps_hassan_sabbah$" - game_concept_story_content_hasan_desc: "#tooltip_heading Story Style: Moderate#!\n\nAs Hasan, you will be guided down a path of religious fanaticism, picking a place to bring the light of the True Faith to and converting [counties|E] out from under their [rulers|E].\n\nEventually, your story will culminate with a major religious uprising against your chosen foe.\n\n$game_concept_story_generic_desc_boilerplate$" - - game_concept_harrying_widget_i: "@harrying_widget!" - game_concept_harrying_widget: "@harrying_widget! Harrying of the North" - game_concept_harrying_widget_desc: "Norman rulers and the recently-deposed Anglo-Saxon nobles are locked in a fierce battle for control over England. Such a contest won't end until one or both groups have been wholly removed from power.\n\nAs the situation progresses, actions they and other characters take will govern the [harrying_resistance|E] and [harrying_pacification|E] levels of the region.\n\n#TS Higher #EMP Resistance#! will lead to:#!\n$EFFECT_LIST_BULLET$Lower [cultural_acceptance|E]\n$EFFECT_LIST_BULLET$Lower [county_control|E]\n$EFFECT_LIST_BULLET$A higher chance of [claimant_factions|E] or even a [civil_war|E].\n\n#TS Higher #EMP Pacification#! will lead to:#!\n$EFFECT_LIST_BULLET$Higher [cultural_acceptance|E]\n$EFFECT_LIST_BULLET$Rising [dread|E] for the ruler of England\n$EFFECT_LIST_BULLET$Access to the $embrace_english_culture_decision$ [decision|E]." - - game_concept_harrying_resistance: "Resistance" - game_concept_harrying_resistance_desc: "Resistance measures the ongoing opposition to Norman rule in England from the pre-existing Anglo-Saxon population. Assuming Resistance is #BOL higher#! than [harrying_pacification|E], it bestows effects at the following levels:\n\n#S Resistance above #V 7#!#!\n$EFFECT_LIST_BULLET$Anglo-Saxon/Norman [cultural_acceptance|E]: [EmptyScope.ScriptValue('miniscule_cultural_acceptance_loss')|0V] per month\n\n#S Resistance above #V 10#!#!\n$EFFECT_LIST_BULLET$Anglo-Saxon/Norman [cultural_acceptance|E]: [EmptyScope.ScriptValue('minor_cultural_acceptance_loss')|0V] per month\n$EFFECT_LIST_BULLET$Slightly increased chance of [claimant_factions|E] against the ruler of England\n\n#S Resistance above #V 13#!#!\n$EFFECT_LIST_BULLET$Anglo-Saxon/Norman [cultural_acceptance|E]: [EmptyScope.ScriptValue('medium_cultural_acceptance_loss')|0V] per month\n$EFFECT_LIST_BULLET$Somewhat increased chance of [claimant_factions|E] against the ruler of England\n$EFFECT_LIST_BULLET$[county_control|E] in all [counties|E] reduced by [EmptyScope.ScriptValue('minor_discontent_loss')|0V] every #V 3#! months for every [vassal|E] of England\n\n#S Resistance above #V 16#!#!\n$EFFECT_LIST_BULLET$Anglo-Saxon/Norman [cultural_acceptance|E]: [EmptyScope.ScriptValue('major_cultural_acceptance_loss')|0V] per month\n$EFFECT_LIST_BULLET$Greatly increased chance of [claimant_factions|E] against the ruler of England\n$EFFECT_LIST_BULLET$[county_control|E] in all [counties|E] reduced by [EmptyScope.ScriptValue('medium_discontent_loss')|0V] every #V 3#! months for every [vassal|E] of England" - game_concept_harrying_pacification: "Pacification" - game_concept_harrying_pacification_desc: "Pacification tracks how effective the new Norman rulers of England are at subduing the resentful Anglo-Saxon population. Assuming Pacification is #BOL higher#! than [harrying_resistance|E], it bestows effects at the following levels:\n\n#S Pacification above #V 5#!#!\n$EFFECT_LIST_BULLET$Anglo-Saxon/Norman [cultural_acceptance|E]: +[EmptyScope.ScriptValue('miniscule_cultural_acceptance_gain')|0V] per month\n\n#S Pacification above #V 8#!#!\n$EFFECT_LIST_BULLET$Anglo-Saxon/Norman [cultural_acceptance|E]: +[EmptyScope.ScriptValue('minor_cultural_acceptance_gain')|0V] per month\n$EFFECT_LIST_BULLET$Adds [dread_i]#V 1#! [dread|E] to the ruler of England per month\n\n#S Pacification above #V 11#!#!\n$EFFECT_LIST_BULLET$Anglo-Saxon/Norman [cultural_acceptance|E]: +[EmptyScope.ScriptValue('medium_cultural_acceptance_gain')|0V] per month\n$EFFECT_LIST_BULLET$Adds [dread_i]#V 2#! [dread|E] to the ruler of England per month\n\n#S Pacification above #V 14#!#!\n$EFFECT_LIST_BULLET$Anglo-Saxon/Norman [cultural_acceptance|E]: +[EmptyScope.ScriptValue('major_cultural_acceptance_gain')|0V] per month\n$EFFECT_LIST_BULLET$Adds [dread_i]#V 3#! [dread|E] to the ruler of England per month\n$EFFECT_LIST_BULLET$Enables the #V $embrace_english_culture_decision$#! [decision|E]" - - game_concept_game_rule_extreme_i: "@warning_icon!" - game_concept_game_rule_extreme: "Extreme Game Rule" - game_concept_game_rule_extreme_desc: "This Game Rule makes the game #bold significantly#! more difficult." - - game_concept_game_rule_unique_i: "@alert_icon!" - game_concept_game_rule_unique: "Unique Game Rule" - game_concept_game_rule_unique_desc: "This Game Rule #bold significantly#! alters the gameplay experience." - - ### BP3 - game_concept_swing_scales_of_power: "$swing_scales_currency_interaction$" - game_concept_swing_scales_of_power_interaction: "$game_concept_swing_scales_of_power$" - game_concept_swing_scales_of_power_desc: "At the cost of [prestige|E], [piety|E], or [gold|E], a [liege|E] or a [diarch|E] can move the [scales_of_power|E] in their favor." - - game_concept_destination: "Destination" - game_concept_travel_destination: "Travel Destination" - game_concept_destination_desc: "The Destination is the objective whilst [traveling|E], or one of several objectives. For a [pilgrimage|E] it would be the [holy_site|E] that is Traveled to, whereas for a [tour|E] every single [vassal|E] that is being visited would be considered a Destination." - - game_concept_roaming_longer_length_travel: "Long Hike" - game_concept_roaming_longer_length_travel_desc: "Long Hike is an [activity_option|E] for the [GetActivityType('activity_roaming').GetName] [activity|E]. The character will spend a significantly longer time with the activity, and will be given more opportunities." - - game_concept_inspection_success_chance: "Inspection Success Chance" - game_concept_inspection_success_chance_no_prefix: "Success Chance" - game_concept_inspection_success_chance_desc: "Success is not a given when undertaking an [inspection|E]. The main factors affecting these odds are:\n$BULLET_WITH_TAB$@skill_learning_icon![skills|E]\n$BULLET_WITH_TAB$@control_icon![county_control|E]\n$BULLET_WITH_TAB$@county_icon!Bordering Foreign [realm|E]\n\nInspection Success Chance can never be higher than #bold 95#!." - - game_concept_inspection: "Inspection" - game_concept_inspections: "Inspections" - game_concept_inspection_i: "@activity_inspection!" - game_concept_inspection_desc: "An activity where the [liege|E] travel to a [county|E] in the [realm|E] to oversee the local magnates and nobles.\n\nThey will have opportunities in one of the following focus areas: $rewards_inspection_tt$" - - game_concept_skill_challenges: "Skill Challenges" - game_concept_skill_challenges_no_prefix: "Challenges" - game_concept_skill_challenges_desc: "Skill challenges are moments where a character has a chance to use one of their [skills|E] to affect the outcome of an event. The higher the skill, or skills, the more likely the character will get their will or a beneficial outcome will happen." - - game_concept_hike: "Hike" - game_concept_hike_i: "@activity_hike!" - game_concept_hike_desc: "Set out on a solitary expedition to take a break from the pressure of courtly existence.\n\nAnticipated rewards:\n$activity_roaming_host_desc$" - - game_concept_monument_expedition: "Monument Expedition" - game_concept_monument_expedition_i: "@activity_monument_expedition!" - game_concept_monument_expedition_desc: "An activity where a character chooses to travel to a famous monument or landmark to improve themselves, by delving into its history, knowledge, and mysteries.\n\nAnticipated rewards:\n\t$BULLET_WITH_TAB$[intrigue_i|E][diplomacy_i|E][martial_i|E][learning_i|E][stewardship_i|E] [skill|E] Points\n$BULLET_WITH_TAB$[court_position_i]Excellent-[aptitude|E] [court_positions|E]\n$BULLET_WITH_TAB$[prestige_i|E][prestige|E]" - - game_concept_designated_terrain: "Designated Terrain" - game_concept_designated_terrain_desc: "A [decision|E] unlocked from the [wanderer_lifestyle|E] tree, where you can choose a [terrain|E] group to specialize in. Certain [perks|E] will provide different boons to the terrain group chosen.\n\nTerrain groups one can choose from:\n$BULLET_WITH_TAB$@forest! Forests / @jungle! Jungles / @taiga! Taiga / @wetlands! Wetlands\n$BULLET_WITH_TAB$@mountains! Mountains / @hills! Hills / @desert_mountains! Desert Mountains\n$BULLET_WITH_TAB$@plains! Plains / @steppe! Steppe / @farmlands! Farmlands / @floodplains! Floodplains\n$BULLET_WITH_TAB$@desert! Deserts / @drylands! Drylands / @oasis! Oasis" - - game_concept_master_terrain: "Master Terrain" - game_concept_master_terrain_desc: "A [decision|E] unlocked from the [wanderer_lifestyle|E] tree, where you can choose a [terrain|E] to specialize in, based on the group one chose in [designated_terrain|E].\n\nThis decision will give significant boons for the terrain chosen, giving bonuses such as increased [advantage|E], improved [combat_roll|E], reducing [attrition|E], and increased [prestige|E] and [prestige_experience|E] from [battle|E]." - - game_concept_story_content_temujin: "$game_concept_story_generic_prefix$ $bookmark_nomads_temujin$" - game_concept_story_content_temujin_desc: "#tooltip_heading Story Style: Light#!\n\nAs Temüjin you will seak vengeance against a rival tribe that had imprisoned your spouse, and test the loyalty of your closest vassal and friend — Jamukha.\n\n$game_concept_story_generic_desc_boilerplate$" - game_concept_story_content_jamukha: "$game_concept_story_generic_prefix$ $bookmark_nomads_temujin$" - game_concept_story_content_jamukha_desc: "#tooltip_heading Story Style: Light#!\n\nAs Jamukha you have always lived under the long shadow of Temüjin, but it is time to prove your own might. Will you remain loyal to him, or will you slit his throat in the dark?\n\n$game_concept_story_generic_desc_boilerplate$" - - game_concept_wanua: "Wanua" - game_concept_wanua_government: "Wanua Government" - game_concept_wanua_i: "@government_type_wanua!" - game_concept_wanua_desc: "The $wanua_government_adjective$ [government|E] shares weaknesses with the [GetGovernment('tribal_government').GetNameWithIcon] [government|E], but also have reduced [domain_limit|E] and [vassal_limit|E]. While they use [gold|E] to construct [buildings|E] and recruit [men_at_arms|E], they earn very little Gold from Buildings.\n\nHowever, they can [barter_goods_i][trade|E], [raid|E], and have synergies with the [GetGovernment('mandala_government').GetName] Government as they gain [legitimacy|E] from being a [tributary|E]." - - game_concept_bloc_supremacy_war: "Bloc Supremacy War" - game_concept_bloc_supremacy: "Bloc Supremacy" - game_concept_supremacy: "Supremacy" - game_concept_bloc_supremacy_war_desc: "A $game_concept_bloc_supremacy_war$ is a special type of [war|E] waged between the [leading_houses|E] of two [soryo|E] [house_blocs|E].\n\n#high Unlike other $game_concept_wars$, all members of both $game_concept_blocs$ will join.#!\n\nThe victorious $game_concept_bloc$ will gain [cohesion|E], while the losing $game_concept_bloc$ will lose a third of its $game_concept_cohesion$.\n\nIn addition, any [soryo|E] [member_houses|E] of the losing $game_concept_bloc$ whose [house_head|E] is not [GetTrait('loyal').GetName( GetNullCharacter )], [hooked|E] by, a sub-[vassal|E] of, an [ally|E] of, [friends|E] with, or [cowed|E] of the losing $game_concept_leading_house_possessive$ $game_concept_house_head$, will join the victorious $game_concept_bloc$." - - game_concept_bloc_expansion_war: "Bloc Expansion War" - game_concept_bloc_expansion: "Bloc Expansion" - game_concept_bloc_expansion_war_desc: "A $game_concept_bloc_expansion_war$ is a special type of [war|E] waged by a [bloc|E] member.\n\nIf victorious, the winner may appoint a [ruler|E] to the contested [titles|E], or retain them for themselves.\n\nAppointing a $game_concept_ruler$ in this way will add a [hook|E] on the recipient, add them to the winner's $game_concept_bloc$, and found a new [house|E] if the recipient is not a [house_head|E]." - - game_concept_retirement_age: "$celestial_retirement_law$" - game_concept_retirement_age_desc: "The $celestial_retirement_law$ [law|E] is the age, determined by the [top_liege|E] of the [realm|E], beyond which [governors|E] and [ministers|E] may choose to retire via [decision|E] or be compelled to do so with a [character_interaction|E], on the grounds of their impending decrepitude and diminished capacity to serve." diff --git a/localization/english/replace/game_rules_l_english.yml b/localization/english/replace/game_rules_l_english.yml deleted file mode 100644 index 2c005fca3..000000000 --- a/localization/english/replace/game_rules_l_english.yml +++ /dev/null @@ -1,1139 +0,0 @@ -l_english: - GAME_RULES:0 "Game Rules" - GAME_RULES_HEADER:0 "Game Rules" - GAME_RULE_CATEGORIES:0 "Game Rule Filters" - IRONMAN_LABEL:0 "Ironman" - ENABLE_IRONMAN:0 "Enable" - DISABLE_IRONMAN:0 "Disable" - IRONMAN_ENABLED:0 "Ironman Enabled" - IRONMAN_DISBLED:0 "Ironman Disabled" - IRONMAN_ENABLED_NO_HEADER:1 "#P Enabled#!" - IRONMAN_DISABLED_NO_HEADER:0 "Disabled" - ACHIEVEMENTS_LABEL:0 "Achievements" - ACHIEVEMENTS_EXPLANATION:2 "#indent_newline:2 Achievements are only unlockable if:\n$EFFECT_LIST_BULLET$You play Single Player\n$EFFECT_LIST_BULLET$If you are playing a character made in the Ruler Designer it did not exceed the point limit of $RULER_DESIGNER_POINTS_LIMIT_VALUE$\n$EFFECT_LIST_BULLET$You have not selected any Game Rules that disable Achievements#!" - ACHIEVEMENTS_ENABLED:3 "#T Achievements Available\n#!Achievements can currently be unlocked while playing the game.\n\n$ACHIEVEMENTS_EXPLANATION$" - ACHIEVEMENTS_DISABLED:2 "#T Achievements Not Available#!\nAchievements cannot currently be unlocked while playing the game.\n\n$ACHIEVEMENTS_EXPLANATION$" - ACHIEVEMENTS_ENABLED_NO_HEADER:0 "#P Available#!" - ACHIEVEMENTS_DISABLED_NO_HEADER:0 "#N Not Available#!" - GAME_RULE_BLOCKS_ACHIEVEMENTS:0 "This game rule disables Achievements" - START_IRONMAN_SAVE:0 "Start Ironman" - IRONMAN_PAUSE_MENU_EXPLANATION:0 "Game is saved automatically. Switching Character or playing Multiplayer is not allowed." - GAME_SETUP_IRONMAN_SINGLEPLAYER_ONLY:0 "Ironman can only be played in Single Player" - IRONMAN_PAUSE_MENU_TOOLTIP:0 "#T $IRONMAN_LABEL$ #!\n$IRONMAN_PAUSE_MENU_EXPLANATION$" - ACHIEVEMENT_FILTER_ALL_TOOLTIP:0 "Show the full list of Achievements" - ACHIEVEMENT_FILTER_UNLOCKED_TOOLTIP:0 "Filter the list of Achievements to display unlocked Achievements" - ACHIEVEMENT_FILTER_LOCKED_TOOLTIP:0 "Filter the list of Achievements to display locked Achievements" - ACHIEVEMENT_FILTER_POSSIBLE_TOOLTIP:0 "Filter the list of Achievements to display all Achievements possible in the current playthrough" - - ACHIEVEMENTS_DISABLED_SAVEGAME:1 "@warning_icon! #X Achievements unavailable#!\nAchievements have been disabled for this save game" - ACHIEVEMENTS_WILL_BE_DISABLED_SWITCH_CHARACTER:1 "@warning_icon! #X Switching to a different character or to the observer mode will disable achievements#!" - ACHIEVEMENTS_WILL_BE_DISABLED_OBSERVER_MODE:1 "@warning_icon! #X Playing in observer mode will disable achievements#!" - ACHIEVEMENTS_WILL_BE_DISABLED_MULTIPLAYER:1 "@warning_icon! #X Opening your game to multiplayer will disable achievements#!" - ACHIEVEMENTS_DEBUG_MODE_WARNING:0 "@warning_icon! #X Debug mode is currently active - any console commands or debug actions will disable achievements for the playthrough#!" - - GAME_RULES_PRESET_DROPDOWN_NO_SELECTED_BODY:0 "You have no saved Presets" - GAME_RULES_PRESET_DROPDOWN_NO_SELECTED:0 "Select a saved preset" - SAVE_PRESET_HEADER:0 "Save Preset" - - SAVE_PRESET_SAVE_AS_LABEL:0 "Save preset as:" - DELETE_SELECTED_PRESET_BUTTON_TOOLTIP:0 "Delete selected preset" - DELETE_PRESET_WITH_NAME_BUTTON_TOOLTIP:0 "Delete preset [JominiGameRules.GetPresetSaveName|i]" - SAVE_PRESET_BUTTON_TOOLTIP:0 "Save preset" - OVERWRITE_PRESET_BUTTON_TOOLTIP:0 "Overwrite preset [JominiGameRules.GetPresetSaveName|i]" - - OVERWRITE_GAME_RULES_PRESET_TITLE:0 "Overwrite Rules Preset" - OVERWRITE_GAME_RULES_PRESET_BODY:0 "Are you sure you want to overwrite the preset $PRESET_NAME|i$ ?" - OVERWRITE_GAME_RULES_PRESET_ACCEPT:0 "Overwrite" - DELETE_GAME_RULES_PRESET_TITLE:0 "Delete Rules Preset" - DELETE_GAME_RULES_PRESET_BODY:0 "Are you sure you want to delete the preset $PRESET_NAME|i$ ?" - DELETE_GAME_RULES_PRESET_ACCEPT:0 "Delete" - - GAME_RULES_CATEGORY_DROPDOWN_NONE_SELECTED:0 "Select a category" - game_rule_category_none:0 "All" - - GAME_RULES_PRESET_DIFFICULTY:0 "Difficulty: [GameRuleSetting.GetName]" - - ACHIEVEMENT_FILTER_BUTTON_ALL:0 "All" - ACHIEVEMENT_FILTER_BUTTON_UNLOCKED:0 "Unlocked" - ACHIEVEMENT_FILTER_BUTTON_LOCKED:0 "Locked" - ACHIEVEMENT_FILTER_BUTTON_POSSIBLE:0 "Possible" - ACHIEVEMENT_FILTER_SHOW:0 "Show Achievements:" - - game_rule_category_difficulty:0 "Difficulty" - game_rule_category_titles:0 "Titles & Realm" - game_rule_category_multiplayer:0 "Multiplayer" - game_rule_category_health:0 "Health" - game_rule_category_tweaks:0 "Tweaks" - game_rule_category_flavor:0 "Flavor" - game_rule_category_historicity:0 "Historicity" - game_rule_category_game_modes:0 "Game Modes" - game_rule_category_ai:0 "AI" - game_rule_category_setup:0 "Setup" - game_rule_category_culture:0 "Culture" - game_rule_category_faith:0 "Faith" - - rule_difficulty:0 "Difficulty" - setting_easy_difficulty:1 "#high Easy#!" - setting_easy_difficulty_desc:0 "You will be given bonuses, such as lessening the impact of disease, hostile schemes and stress. It will also be easier to handle Factions." - setting_very_easy_difficulty:1 "#high Very Easy#!" - setting_very_easy_difficulty_desc:0 "You will be given significant bonuses, such as lessening the impact of disease, hostile schemes and stress. It will also be much easier to handle Factions." - setting_hard_difficulty: "#high Hard#!" - setting_hard_difficulty_desc: "AI rulers will receive bonuses, such as less stress and more stable realms. @alert_icon! #alert_trial This will make AI realms much more stable and rich, which will make the game less balanced.#!" - setting_very_hard_difficulty: "#high Very Hard#!" - setting_very_hard_difficulty_desc: "AI rulers will receive significant bonuses, such as less stress and more stable realms. @warning_icon! #X This will make AI realms extremely stable and rich, which will make the game less balanced.#!" - setting_normal_difficulty:0 "Normal" - setting_normal_difficulty_desc:0 "You will play on an even playing field, without any significant bonuses." - - rule_culture_conversion_speed:0 "Culture Conversion Speed" - setting_default_culture_conversion_speed:0 "Default" - setting_default_culture_conversion_speed_desc:0 "Conversion speed is unchanged." - setting_faster_culture_conversion_speed:1 "#high Faster#!" - setting_faster_culture_conversion_speed_desc:0 "The speed is increased, making conversion take roughly half of the time." - setting_significantly_faster_culture_conversion_speed:0 "#high Significantly Faster#!" - setting_significantly_faster_culture_conversion_speed_desc:0 "The speed is significantly increased, making conversion take roughly a quarter of the time." - setting_significantly_slower_culture_conversion_speed:1 "#high Significantly Slower#!" - setting_significantly_slower_culture_conversion_speed_desc:0 "The speed is significantly reduced, making conversion take roughly four times longer." - setting_slower_culture_conversion_speed:1 "#high Slower#!" - setting_slower_culture_conversion_speed_desc:0 "The speed is reduced, making conversion take roughly twice the time." - - GAME_RULE_FASTER_REASON:1 "Game Rule: #P x#![SCOPE.ScriptValue('faster_game_rule_value')|P0]" - GAME_RULE_SIGNIFICANTLY_FASTER_REASON:1 "Game Rule: #P x#![SCOPE.ScriptValue('significantly_faster_game_rule_value')|P0]" - GAME_RULE_SLOWER_REASON:1 "Game Rule: #N x#![SCOPE.ScriptValue('slower_game_rule_value')|N]" - GAME_RULE_SIGNIFICANTLY_SLOWER_REASON:1 "Game Rule: #N x#![SCOPE.ScriptValue('significantly_slower_game_rule_value')|N]" - - rule_faith_conversion_speed:0 "Faith Conversion Speed" - setting_default_faith_conversion_speed:0 "Default" - setting_default_faith_conversion_speed_desc:0 "$setting_default_culture_conversion_speed_desc$" - setting_faster_faith_conversion_speed:0 "#high Faster#!" - setting_faster_faith_conversion_speed_desc:0 "$setting_faster_culture_conversion_speed_desc$" - setting_significantly_faster_faith_conversion_speed:0 "#high Significantly Faster#!" - setting_significantly_faster_faith_conversion_speed_desc:0 "$setting_significantly_faster_culture_conversion_speed_desc$" - setting_significantly_slower_faith_conversion_speed:1 "#high Significantly Slower#!" - setting_significantly_slower_faith_conversion_speed_desc:0 "$setting_significantly_slower_culture_conversion_speed_desc$" - setting_slower_faith_conversion_speed:1 "#high Slower#!" - setting_slower_faith_conversion_speed_desc:0 "$setting_slower_culture_conversion_speed_desc$" - - rule_gender_equality:0 "Gender Equality" - setting_default_gender_equality:0 "Default" - setting_default_gender_equality_desc:0 "Gender rules are determined by Gender Laws and Faith Doctrines." - setting_full_gender_equality:1 "#high Equal#!" - setting_full_gender_equality_desc:0 "All gender-related Doctrines and Laws are set to Equal. The same rules and rights apply to all characters, regardless of gender." - setting_inversed_gender_equality:1 "#high Inverted#!" - setting_inversed_gender_equality_desc:0 "All gender-related Doctrines and Laws are inverted. The rules and rights which applies to men under "Default" now apply to women, and vice versa." - setting_lenient_gender_equality: "#high Lenient#!" - setting_lenient_gender_equality_desc: "Realm and Title laws which are set to Male Only will be changed to Male Preference." - - rule_sexuality_distribution:0 "Sexuality Distribution" - setting_sexuality_distribution_default:1 "Heterosexuality" - setting_sexuality_distribution_default_desc:0 "Heterosexuality is the most common Sexuality, while Homosexuality, Bisexuality, and Asexuality are less common." - setting_sexuality_distribution_equal:1 "#high Equal#!" - setting_sexuality_distribution_equal_desc:0 "All Sexualities in the game are equally common." - setting_sexuality_distribution_most_common_homosexuality:1 "#high Homosexuality#!" - setting_sexuality_distribution_most_common_homosexuality_desc:0 "Homosexuality is the most common Sexuality, while Heterosexuality, Bisexuality and Asexuality are less common." - setting_sexuality_distribution_most_common_bisexuality:1 "#high Bisexuality#!" - setting_sexuality_distribution_most_common_bisexuality_desc:0 "Bisexuality is the most common Sexuality, while Heterosexuality, Homosexuality and Asexuality are less common." - setting_sexuality_distribution_most_common_asexuality:1 "#high Asexuality#!" - setting_sexuality_distribution_most_common_asexuality_desc:0 "Asexuality is the most common Sexuality, while Heterosexuality, Homosexuality and Bisexuality are less common." - - rule_same_sex_relations:0 "Same-Sex Relations" - setting_default_same_sex_relations:0 "Default" - setting_default_same_sex_relations_desc:0 "The view on same-sex relations depend on each Faith's $doctrine_homosexuality_name$ Doctrine." - setting_accepted_same_sex_relations:1 "#high Accepted#!" - setting_accepted_same_sex_relations_desc:0 "Same-sex relations are fully accepted by all Faiths." - - rule_same_sex_marriage:0 "Same-Sex Marriage" - setting_default_same_sex_marriage:0 "Default" - setting_default_same_sex_marriage_desc:0 "Same-sex marriage is not available." - setting_accepted_same_sex_marriage:1 "#high Accepted#!" - setting_accepted_same_sex_marriage_desc:0 "Same-sex marriage and concubinage is available for everyone whose Faith accepts it, and whose culture practices concubinage. To enable for #EMP everyone#! set the $rule_same_sex_relations$ Game Rule to $setting_accepted_same_sex_relations$!" - - rule_adoption: "Adoption" - setting_default_adoption: "Default" - setting_default_adoption_desc: "[adoption|E] is unlocked by the [GetTrait('compassionate').GetName(GetNullCharacter)] [trait|E], certain [culture_traditions|E], being infertile and childless, or being in a same-sex marriage." - setting_no_adoption: "#high Forbidden#!" - setting_no_adoption_desc: "The [adoption|E] [interaction|E] will be disabled under all circumstances." - setting_adoption_always_allowed: "#high Always Allowed#!" - setting_adoption_always_allowed_desc: "The [adoption|E] [interaction|E] will be available to all characters as long as they are unmarried or the dominant partner in their marriage." - - rule_randomized_faiths:0 "Randomized Faiths" - setting_randomized_faiths_off:0 "Off" - setting_randomized_faiths_off_desc:0 "Characters and Counties have historical Faiths." - setting_randomized_faiths_on:1 "[game_rule_unique_i|e] #high On#!" - setting_randomized_faiths_on_desc:0 "Characters and Counties are assigned random Faiths. All Faiths in the game are available." - - rule_faith_acceptance:0 "Faith Acceptance" - setting_default_faith_acceptance:0 "Default" - setting_default_faith_acceptance_desc:0 "A Faith's attitude towards other Faiths is dictated by their doctrines." - setting_full_faith_acceptance:1 "#high Full#!" - setting_full_faith_acceptance_desc:0 "All Faiths have full acceptance towards other Faiths. There are no Opinion penalties for having a different Faith." - - rule_ai_embarkation_cost:0 "AI Embarkation Cost" - setting_regular_embarkation_costs:0 "Default" - setting_regular_embarkation_costs_desc:0 "The AI, much like the player, has to pay [gold_i][gold|E] to [embark|E]." - setting_no_ai_embarkation_costs:0 "#high None#!" - setting_no_ai_embarkation_costs_desc:0 "The AI, unlike the player, doesn't pay [gold_i][gold|E] to [embark|E]." - - rule_domain_limit_tweaks:0 "Domain Limit" - setting_domain_limit_default:0 "Default" - setting_domain_limit_default_desc:0 "The [domain_limit|E] is unchanged for all [rulers|E]." - setting_domain_limit_plus_one:0 "#high +1#!" - setting_domain_limit_plus_one_desc:0 "The [domain_limit|E] is increased by one for all [rulers|E]." - setting_domain_limit_plus_two:0 "#high +2#!" - setting_domain_limit_plus_two_desc:0 "The [domain_limit|E] is increased by two for all [rulers|E]." - setting_domain_limit_plus_three:0 "#high +3#!" - setting_domain_limit_plus_three_desc:0 "The [domain_limit|E] is increased by three for all [rulers|E]." - setting_domain_limit_minus_one:0 "#high -1#!" - setting_domain_limit_minus_one_desc:0 "The [domain_limit|E] is #EMP reduced#! by one for all [rulers|E]." - setting_domain_limit_minus_two:0 "#high -2#!" - setting_domain_limit_minus_two_desc:0 "The [domain_limit|E] is #EMP reduced#! by two for all [rulers|E]." - setting_domain_limit_minus_three:0 "#high -3#!" - setting_domain_limit_minus_three_desc:0 "The [domain_limit|E] is #EMP reduced#! by three for all [rulers|E]." - setting_domain_limit_plus_one_player: "#high +1, player only#!" - setting_domain_limit_plus_one_player_desc: "The [domain_limit|E] is increased by one for players." - setting_domain_limit_plus_two_player: "#high +2, player only#!" - setting_domain_limit_plus_two_player_desc: "The [domain_limit|E] is increased by two for players." - setting_domain_limit_plus_three_player: "#high +3, player only#!" - setting_domain_limit_plus_three_player_desc: "The [domain_limit|E] is increased by three for players." - setting_domain_limit_minus_one_player: "#high -1, player only#!" - setting_domain_limit_minus_one_player_desc: "The [domain_limit|E] is #EMP reduced#! by one for players." - setting_domain_limit_minus_two_player: "#high -2, player only#!" - setting_domain_limit_minus_two_player_desc: "The [domain_limit|E] is #EMP reduced#! by two for players." - setting_domain_limit_minus_three_player: "#high -3, player only#!" - setting_domain_limit_minus_three_player_desc: "The [domain_limit|E] is #EMP reduced#! by three for players." - - rule_random_nickname_frequency:0 "Random Nickname Frequency" - setting_random_nickname_frequency_default:0 "Default" - setting_random_nickname_frequency_default_desc:0 "Random [nicknames|E] appear on rulers at the default frequency." - setting_random_nickname_frequency_halved:0 "#high Halved#!" - setting_random_nickname_frequency_halved_desc:0 "Random [nicknames|E] appear half as often." - setting_random_nickname_frequency_quartered:0 "#high Quartered#!" - setting_random_nickname_frequency_quartered_desc:0 "Random [nicknames|E] appear one fourth as often." - setting_random_nickname_frequency_none:0 "#high Disabled#!" - setting_random_nickname_frequency_none_desc:0 "No random [nicknames|E] will appear." - setting_random_nickname_frequency_doubled:0 "#high Doubled#!" - setting_random_nickname_frequency_doubled_desc:0 "Random [nicknames|E] appear twice as often." - - rule_random_ruler_placement:0 "Random Ruler Placement" - setting_random_ruler_placement_off:0 "Off" - setting_random_ruler_placement_off_desc:0 "Rulers have their historical Titles and Realm." - setting_random_ruler_placement_on:1 "[game_rule_unique_i|e] #high On#!" - setting_random_ruler_placement_on_desc:0 "Rulers are randomly placed on the map. The Realms are largely the same, but Titles are held by different rulers." - setting_random_ruler_placement_on_conversion:1 "[game_rule_unique_i|e] #high On (Conversion) #!" - setting_random_ruler_placement_on_conversion_desc:1 "Rulers are randomly placed on the map. They convert to the historical holder's Faith." - - rule_diplomatic_range:0 "Diplomatic Range" - setting_default_diplomatic_range:0 "Default" - setting_default_diplomatic_range_desc:0 "The diplomatic range is unchanged." - setting_restricted_diplomatic_range:1 "#high Restricted#!" - setting_restricted_diplomatic_range_desc:0 "The diplomatic range is further restricted, making non-local interactions significantly more rare." - setting_unrestricted_diplomatic_range:1 "[game_rule_unique_i|e] #high Unrestricted#!" - setting_unrestricted_diplomatic_range_desc:0 "Diplomatic range is turned off, allowing anyone on the map to interact with anyone else." - - rule_minor_disease_frequency:0 "Minor Diseases" - setting_default_minor_disease_frequency:0 "Default" - setting_default_minor_disease_frequency_desc:0 "Minor diseases will appear as per normal." - setting_fewer_minor_disease_frequency:1 "#high Fewer#!" - setting_fewer_minor_disease_frequency_desc:0 "Minor diseases will appear less often." - - rule_conquerors_frequency: "[conqueror_i] Conquerors: Frequency" - setting_default_conquerors_frequency: "Default" - setting_default_conquerors_frequency_desc: "Every #V 5#! years there is a small chance for [independent|E] [rulers|E] with certain [traits|E] and [personalities|E] to become [conqueror_i] [ai_conquerors_personality|E]." - setting_few_conquerors_frequency: "#high 50% Reduced#!" - setting_few_conquerors_frequency_desc: "Every #V 5#! years there is a small chance for [independent|E] [rulers|E] with certain [traits|E] and [personalities|E] to become [conqueror_i] [ai_conquerors_personality|E]. The chance is reduced by #V 50%#!." - setting_very_few_conquerors_frequency: "#high 90% Reduced#!" - setting_very_few_conquerors_frequency_desc: "Every #V 5#! years there is a small chance for [independent|E] [rulers|E] with certain [traits|E] and [personalities|E] to become [conqueror_i] [ai_conquerors_personality|E]. The chance is reduced by #V 90%#!." - setting_no_conquerors_frequency: "#high None#!" - setting_no_conquerors_frequency_desc: "No [conqueror_i] [ai_conquerors_personality|E] will appear." - setting_many_conquerors_frequency: "#high 100% Increased#!" - setting_many_conquerors_frequency_desc: "Every #V 5#! years there is a small chance for [independent|E] [rulers|E] with certain [traits|E] and [personalities|E] to become [conqueror_i] [ai_conquerors_personality|E]. The chance is increased by #V 100%#!." - setting_strong_few_conquerors_frequency: "#high Reduced: Strong Only#!" - setting_strong_few_conquerors_frequency_desc: "Every #V 5#! years there is a small chance for already-powerful [independent|E] [rulers|E] with a significant [realm_size|E] and certain [traits|E] and [personalities|E] to become [conqueror_i] [ai_conquerors_personality|E]. The chance is reduced by #V 50%#!." - setting_strong_default_conquerors_frequency: "#high Default: Strong Only#!" - setting_strong_default_conquerors_frequency_desc: "Every #V 5#! years there is a small chance for already-powerful [independent|E] [rulers|E] with a significant [realm_size|E] and certain [traits|E] and [personalities|E] to become [conqueror_i] [ai_conquerors_personality|E]." - setting_strong_very_few_conquerors_frequency: "#high 90% Reduced: Strong Only#!" - setting_strong_very_few_conquerors_frequency_desc: "Every #V 5#! years there is a small chance for already-powerful [independent|E] [rulers|E] with a significant [realm_size|E] and certain [traits|E] and [personalities|E] to become [conqueror_i] [ai_conquerors_personality|E]. The chance is reduced by #V 90%#!." - setting_strong_many_conquerors_frequency: "#high 100% Increased: Strong Only#!" - setting_strong_many_conquerors_frequency_desc: "Every #V 5#! years there is a small chance for already-powerful [independent|E] [rulers|E] with a significant [realm_size|E] and certain [traits|E] and [personalities|E] to become [conqueror_i] [ai_conquerors_personality|E]. The chance is increased by #V 100%#!." - - rule_conquerors_bonuses: "[conqueror_i] Conquerors: Bonuses" - setting_default_conquerors_bonuses: "Default" - setting_default_conquerors_bonuses_desc: "[conqueror_i] [ai_conquerors_personality|E] gain the #V [GetTrait('conqueror').GetName( GetNullCharacter )]#! [trait|E]." - setting_no_conquerors_bonuses: "#high None#!" - setting_no_conquerors_bonuses_desc: "[conqueror_i] [ai_conquerors_personality|E] will be much more aggressive, but will gain no special bonuses." - setting_extreme_conquerors_bonuses: "[game_rule_extreme_i|e] #high Extreme#!" - setting_extreme_conquerors_bonuses_desc: "[conqueror_i] [ai_conquerors_personality|E] gain the #V [GetTrait('conqueror').GetName( GetNullCharacter )]#! [trait|E] and [GetModifier('ai_extreme_conqueror_modifier').GetNameWithTooltip] [modifier|E]." - setting_random_conquerors_bonuses: "#high Random#!" - setting_random_conquerors_bonuses_desc: "[conqueror_i] [ai_conquerors_personality|E] gain the #V [GetTrait('conqueror').GetName( GetNullCharacter )]#! [trait|E] and have a #V 5%#! chance of gaining the [GetModifier('ai_extreme_conqueror_modifier').GetNameWithTooltip] [modifier|E]." - setting_reduced_random_conquerors_bonuses: "#high Low Random#!" - setting_reduced_random_conquerors_bonuses_desc: "[conqueror_i] [ai_conquerors_personality|E] gain the #V [GetTrait('conqueror').GetName( GetNullCharacter )]#! [trait|E] and have a #V 0.5%#! chance of gaining the [GetModifier('ai_extreme_conqueror_modifier').GetNameWithTooltip] [modifier|E]." - - rule_conquerors_inheritance: "[conqueror_i] Conquerors: Inheritance" - setting_default_conquerors_inheritance: "#high All Heirs#!" - setting_default_conquerors_inheritance_desc: "The [conqueror_i] [ai_conqueror_personality|E] personality and bonuses will be inherited by all [heirs|E] that end up as [independent|E] [rulers|E] on [succession|E]." - setting_primary_conquerors_inheritance: "Primary Heir" - setting_primary_conquerors_inheritance_desc: "The [conqueror_i] [ai_conqueror_personality|E] personality and bonuses will only be inherited by the [primary_heir|E] on [succession|E]." - setting_no_conquerors_inheritance: "#high No Inheritance#!" - setting_no_conquerors_inheritance_desc: "The [conqueror_i] [ai_conqueror_personality|E] personality will not be inherited." - - rule_de_jure_requirement:0 "De Jure Requirement" - setting_on_de_jure_requirement:1 "#high On#!" - setting_on_de_jure_requirement_desc:0 "Titles with De Jure land will eventually be destroyed if a character holds no De Jure land of the title within their realm." - setting_on_limited_de_jure_requirement:2 "On (Limited)" - setting_on_limited_de_jure_requirement_desc:0 "Titles with De Jure land will eventually be destroyed if a character holds no De Jure land of the title within their realm. The Player's Primary title will never be destroyed." - setting_off_de_jure_requirement:1 "#high Off#!" - setting_off_de_jure_requirement_desc:0 "Titles with De Jure land will never be destroyed." - de_jure_requirement_title:0 "[title_to_destroy.GetName] Forfeit!" - de_jure_requirement_desc:0 "I can no longer claim to be the ruler of [title_to_destroy.GetNameNoTierNoTooltip], because I hold none of its De Jure land." - - rule_empire_obscurity_requirement:0 "Empire Obscurity" - setting_on_empire_obscurity_requirement:0 "On" - setting_on_empire_obscurity_requirement_desc:0 "[de_jure|E] [empires|E] will be destroyed unless the holder controls at least 20% of its De Jure [counties|E]." - setting_off_empire_obscurity_requirement:0 "#high Off#!" - setting_off_empire_obscurity_requirement_desc:0 "[empires|E] will persist regardless of how much [de_jure|E] land the holder controls." - game_rule.4.t:0 "Obscurity of the [falling_empire.GetBaseNameNoTooltip]" - game_rule.4.desc:0 "I cannot deny that my beloved empire, the [falling_empire.GetBaseName], has fallen, and fallen far...\n\nI barely control any of its traditional territories. A mere shadow of itself, my empire is slowly, but surely, fading into obscurity." - game_rule.4.a:0 "I just need more time!" - game_rule.4.b:0 "Farewell, sweet empire..." - - rule_multiplayer_murder_schemes:1 "Multiplayer: Murder Schemes" - setting_default_multiplayer_murder_schemes:0 "Default" - setting_default_multiplayer_murder_schemes_desc:0 "Hostile Schemes can be used against players and their families." - setting_no_players_multiplayer_murder_schemes:1 "#high No Players#!" - setting_no_players_multiplayer_murder_schemes_desc:0 "Players cannot start Hostile Schemes against other players." - setting_no_player_families_multiplayer_murder_schemes:1 "#high No Player Families#!" - setting_no_player_families_multiplayer_murder_schemes_desc:0 "Players cannot start Hostile Schemes against other players or their close family members." - - rule_realm_stability:0 "Realm Stability" - setting_default_realm_stability:0 "Default" - setting_default_realm_stability_desc:1 "The default amount of [factions|E] will arise." - setting_lesser_realm_stability:0 "#high Lesser#!" - setting_lesser_realm_stability_desc:1 "A higher amount of [factions|E] will arise." - setting_higher_realm_stability:0 "#high Higher#!" - setting_higher_realm_stability_desc:1 "A lower amount of [factions|E] will arise." - setting_extreme_realm_stability:0 "#high Extreme#!" - setting_extreme_realm_stability_desc:1 "A extremely low amount of [factions|E] will arise." - setting_default_realm_stability_ai_only_desc:1 "The default amount of [factions|E] will arise." - setting_lesser_realm_stability_ai_only: "#high AI Only: Lesser#!" - setting_lesser_realm_stability_ai_only_desc: "A higher amount of [factions|E] will arise, but only for AI rulers." - setting_higher_realm_stability_ai_only: "#high AI Only: Higher#!" - setting_higher_realm_stability_ai_only_desc: "A lower amount of [factions|E] will arise, but only for AI rulers." - setting_extreme_realm_stability_ai_only: "#high AI Only: Extreme#!" - setting_extreme_realm_stability_ai_only_desc: "A extremely low amount of [factions|E] will arise, but only for AI rulers." - setting_lesser_realm_stability_regular_factions: "#high Lesser Limited#!" - setting_lesser_realm_stability_regular_factions_desc: "A higher amount of [factions|E] will arise. Populist and Peasant Factions are unaffected." - setting_higher_realm_stability_regular_factions: "#high Higher Limited#!" - setting_higher_realm_stability_regular_factions_desc: "A lower amount of [factions|E] will arise. Populist and Peasant Factions are unaffected." - setting_extreme_realm_stability_regular_factions: "#high Extreme Limited#!" - setting_extreme_realm_stability_regular_factions_desc: "A extremely low amount of [factions|E] will arise. Populist and Peasant Factions are unaffected." - setting_lesser_realm_stability_regular_factions_ai_only: "#high AI Only: Lesser Limited#!" - setting_lesser_realm_stability_regular_factions_ai_only_desc: "A higher amount of [factions|E] will arise, but only for AI rulers. Populist and Peasant Factions are unaffected." - setting_higher_realm_stability_regular_factions_ai_only: "#high AI Only: Higher Limited#!" - setting_higher_realm_stability_regular_factions_ai_only_desc: "A lower amount of [factions|E] will arise, but only for AI rulers. Populist and Peasant Factions are unaffected." - setting_extreme_realm_stability_regular_factions_ai_only: "#high AI Only: Extreme Limited#!" - setting_extreme_realm_stability_regular_factions_ai_only_desc: "A extremely low amount of [factions|E] will arise, but only for AI rulers. Populist and Peasant Factions are unaffected." - - rule_custom_kingdoms:0 "Custom Kingdoms" - setting_on_custom_kingdoms:0 "On" - setting_on_custom_kingdoms_desc:0 "The creation of custom non-historical Kingdoms and Empires is allowed." - setting_off_custom_kingdoms:1 "#high Off#!" - setting_off_custom_kingdoms_desc:0 "The creation of custom non-historical Kingdoms and Empires is disallowed." - - rule_casus_belli_costs:0 "Casus Belli Costs" - setting_default_casus_belli_costs:0 "Default" - setting_default_casus_belli_costs_desc:0 "Casus Bellis cost resources to declare, such as Prestige or Piety." - setting_no_cost_casus_belli_costs:1 "#high No Costs#!" - setting_no_cost_casus_belli_costs_desc:0 "Casus Bellis are free to use, without any associated costs." - - rule_end_date:0 "End Date" - setting_1453_end_date:0 "3155" - setting_1453_end_date_desc:0 "The game will end in 3155." - setting_no_end_date_end_date:1 "#high No End Date#!" - setting_no_end_date_end_date_desc:0 "The game will not end at any specific given date." - - rule_disable_achievements:0 "Vanilla Achievements" - setting_achievements_disabled:0 "Default" - setting_achievements_disabled:0 "Steam achievements are disabled." - setting_achievements_enabled:0 "Steam achievements are enabled." - - rule_generate_families:0 "Generate Families" - setting_on_generate_families:0 "On" - setting_on_generate_families_desc:1 "Most landed historical characters with no recorded family will have a spouse and up to three children generated for them. This reduces the risk of an early [game_over|E]." - setting_off_generate_families:1 "#high Off#!" - setting_off_generate_families_desc:1 "Landed historical characters with no recorded family will NOT have a family generated for them. This increases the risk of an early [game_over|E]." - setting_on_generate_families_ai_only:1 "#high On (AI Only)#!" - setting_on_generate_families_ai_only_desc:1 "Most landed historical AI characters with no recorded family will have a spouse and up to three children generated for them. This increases the risk of an early [game_over|E]." - - rule_mongol_invasion:0 "Mongol Invasion" - setting_default_mongol_invasion:0 "Default" - setting_default_mongol_invasion_desc:0 "The Mongols will invade around the year 1200, permanently disabling the $mpo_become_greatest_of_khans_decision$ [decision|E]. If Temüjin dies without forming the Mongol Empire, the Invasion will be delayed at least #high 50 years#!." - setting_never_mongol_invasion:1 "#high Never#!" - setting_never_mongol_invasion_desc:0 "The Mongols will not invade." - setting_random_mongol_invasion:1 "#high Random#!" - setting_random_mongol_invasion_desc:0 "The Mongols will invade at a random date. Thus, the $mpo_become_greatest_of_khans_decision$ [decision|E] for [nomadic|E] rulers can be permanently invalidated at any time!" - - rule_random_harm:0 "Random Harm" - setting_harm_dangerous:0 "Dangerous" - setting_harm_dangerous_desc:0 "Accidents, bad luck, and the mercurial whims of Fate may inflict [character_death_death|E], the [GetTrait('incapable').GetName(GetNullCharacter)] [trait|E], and loss of [health|E] at random." - setting_harm_illusion_of_safety:0 "#high Illusion of Safety#!" - setting_harm_illusion_of_safety_desc:0 "Random [character_death_death|E] or disabling events are much rarer. Till they aren't." - setting_harm_safe:0 "#high Safe#!" - setting_harm_safe_desc:0 "Random harmful events will not kill or cripple [characters|E]. They may still die prematurely in other events, especially if in dangerous situations." - setting_harm_tragic:0 "#high Tragic#!" - setting_harm_tragic_desc:0 "Not only the Good die young — now you can too, with boosted chances of random harm events for everyone!" - setting_harm_spiteful:0 "[game_rule_extreme_i|e] #high Spiteful#!" - setting_harm_spiteful_desc:0 "Fate focuses its cruel wrath on [characters|E] of note: those with high [skills|E], inheritable [traits|E], notable achievements, and so on." - setting_harm_tragically_spiteful:0 "[game_rule_extreme_i|e] #high Tragically Spiteful#!" - setting_harm_tragically_spiteful_desc:0 "Everyone's chance of random harm events is markedly increased, but most especially anyone of #EMP note#!." - - rule_random_harm_target:0 "Random Harm Target" - setting_random_harm_boilerplate:0 "Events that kill, incapacitate, or hurt the [health|E] of [characters|E] at random can happen to" - setting_harm_target_all:0 "Anyone" - setting_harm_target_all_desc:0 "$setting_random_harm_boilerplate$ any $game_concept_character$." - setting_harm_target_player_only:0 "Player Only" - setting_harm_target_player_only_desc:0 "$setting_random_harm_boilerplate$ players only." - setting_harm_target_ai_only:0 "AI Only" - setting_harm_target_ai_only_desc:0 "$setting_random_harm_boilerplate$ the AI only." - - rule_name_of_byzantium: "Name of Byzantium" - setting_default_name_of_byzantium: "$e_byzantium$" - setting_default_name_of_byzantium_desc: "The name of the $e_byzantium$ will be unchanged." - setting_eastern_rome_name_of_byzantium: "#high $e_eastern_roman_empire$#!" - setting_eastern_rome_name_of_byzantium_desc: "The name of the $e_byzantium$ will be changed to the $e_eastern_roman_empire$." - setting_roman_empire_name_of_byzantium: "#high $h_roman_empire$#!" - setting_roman_empire_name_of_byzantium_desc: "The name of the $e_byzantium$ will be changed to the $h_roman_empire$." - setting_romania_name_of_byzantium: "#high $e_romania_empire$#!" - setting_romania_name_of_byzantium_desc: "The name of the $e_byzantium$ will be changed to the $e_romania_empire$." - setting_empire_of_the_greeks_name_of_byzantium: "#high $e_empire_of_the_greeks$#!" - setting_empire_of_the_greeks_name_of_byzantium_desc: "The name of the $e_byzantium$ will be changed to the $e_empire_of_the_greeks$." - setting_rhomaion_name_of_byzantium: "#high $e_rhomaion$#!" - setting_rhomaion_name_of_byzantium_desc: "The name of the $e_byzantium$ will be changed to the $e_rhomaion$." - setting_unholy_roman_empire_name_of_byzantium: "#high $e_unholy_roman_empire$#!" - setting_unholy_roman_empire_name_of_byzantium_desc: "The name of the $e_byzantium$ will be changed to the $e_unholy_roman_empire$." - - rule_exclave_independence:0 "Exclave Independence" - setting_off_exclave_independence:1 "#high Off#!" - setting_off_exclave_independence_desc:0 "Independent Rulers can have exclaves (disconnected land) anywhere in the world." - setting_limited_exclave_independence:1 "#high Limited#!" - setting_limited_exclave_independence_desc:0 "Exclaves of Independent Rulers at peace will be removed on succession unless connected to the Capital area by one County, via a naval path or part of the De Jure territory." - setting_significant_exclave_independence:1 "#high Significant#!" - setting_significant_exclave_independence_desc:0 "Exclaves of Independent Rulers at peace will be removed on succession unless connected via a naval path or part of the De Jure territory." - setting_total_exclave_independence:1 "#high Total#!" - setting_total_exclave_independence_desc:0 "Exclaves of Independent Rulers at peace will be removed on succession unless they are connected via a naval path." - setting_ai_limited_exclave_independence:0 "#high Limited (AI Only)#!" - setting_ai_limited_exclave_independence_desc:0 "Exclaves of Independent AI Rulers at peace will be removed on succession unless connected to the Capital area by one County, via a naval path or part of the De Jure territory." - setting_ai_significant_exclave_independence:1 "Significant (AI Only)" - setting_ai_significant_exclave_independence_desc:0 "Exclaves of Independent AI Rulers at peace will be removed on succession unless connected via a naval path or part of the De Jure territory." - setting_ai_total_exclave_independence:0 "#high Total (AI Only)#!" - setting_ai_total_exclave_independence_desc:0 "Exclaves of Independent AI Rulers at peace will be removed on succession unless they are connected via a naval path." - - rule_regional_heresy:0 "Regional Heresies" - setting_default_regional_heresy:0 "Default" - setting_default_regional_heresy_desc:0 "Heresy outbreaks in certain regions are more likely to be historical heresies, such as Lollardy in England." - setting_strict_regional_heresy:1 "#high Strict#!" - setting_strict_regional_heresy_desc:0 "Heresy outbreaks in certain regions will almost always be historical heresies." - setting_relaxed_regional_heresy:1 "#high Relaxed#!" - setting_relaxed_regional_heresy_desc:0 "Heresy outbreaks do not have regional weighting, encouraging the appearance of more diverse heresies." - - rule_hungarian_migration:0 "Hungarian Migration" - setting_launch_historical:1 "#high Historical#!" - setting_launch_historical_desc:0 "The AI will attempt to start the Hungarian Migration between 890 and 910." - setting_launch_immediate:2 "Immediate" - setting_launch_immediate_desc:0 "The Hungarian Migration will already be active on game start." - setting_launch_random:1 "#high Random#!" - setting_launch_random_desc:0 "The AI will attempt to start the Hungarian Migration any time between 5 years after game start and 910." - setting_launch_off:1 "#high Player-Only#!" - setting_launch_off_desc:0 "The AI will not attempt to start the Hungarian Migration." - - rule_matrilineal_marriages:0 "Matrilineal Marriages" - setting_default_matrilineal_marriages:0 "Default" - setting_default_matrilineal_marriages_desc:0 "AI characters will arrange [matrilineal|E] marriages if they belong to the player's close family, or a [dynasty_prestige_level_4|L] [dynasty|E], or an [GetLaw('equal_law').GetName] realm, or are strong [rulers|E]. [GetFaithDoctrine('doctrine_gender_female_dominated').GetBaseName] realms default to Matrilineal." - setting_matrilineal_marriages_no_player_exception:0 "#high Default (no Player exception)#!" - setting_matrilineal_marriages_no_player_exception_desc:0 "AI characters will arrange [matrilineal|E] marriages if they belong to a [dynasty_prestige_level_4|L] [dynasty|E], or an [GetLaw('equal_law').GetName] realm, or are strong [rulers|E]. [GetFaithDoctrine('doctrine_gender_female_dominated').GetBaseName] realms default to Matrilineal." - setting_matrilineal_marriages_always:0 "#high Always#!" - setting_matrilineal_marriages_always_desc:0 "AI characters will want to arrange [matrilineal|E] marriages for all female [dynasty|E] members. Like with #high $setting_default_matrilineal_marriages$#! rules, [patrilineal|E] marriages still happen if deemed favorable enough." - setting_matrilineal_marriages_female_and_equal:0 "#high Female Dominated & Equal#!" - setting_matrilineal_marriages_female_and_equal_desc:0 "AI characters will only arrange [matrilineal|E] marriages if part of a [GetFaithDoctrine('doctrine_gender_female_dominated').GetBaseName] or [GetLaw('equal_law').GetName] realm. Like with #high $setting_default_matrilineal_marriages$#! rules, [patrilineal|E] marriages still happen if deemed favorable enough." - setting_matrilineal_marriages_never:0 "#high Never#!" - setting_matrilineal_marriages_never_desc:0 "AI characters will never arrange [matrilineal|E] marriages, unless part of a [GetFaithDoctrine('doctrine_gender_female_dominated').GetBaseName] realm." - - rule_dlc_fp1_scandinavian_adventurers:0 "Scandinavian Adventurers" - setting_fp1_scandi_adventurers_rare:0 "Rare" - setting_fp1_scandi_adventurers_rare_desc:0 "Scandinavian adventurers will try to target Russia and the North Sea every 15 years." - setting_fp1_scandi_adventurers_occasional:0 "Occasional" - setting_fp1_scandi_adventurers_occasional_desc:0 "Scandinavian adventurers will try to target Russia and the North Sea every 10 years." - setting_fp1_scandi_adventurers_frequent:0 "Frequent" - setting_fp1_scandi_adventurers_frequent_desc:0 "Scandinavian adventurers will try to target Russia and the North Sea every 5 years." - setting_fp1_scandi_adventurers_apocalyptic:0 "Apocalyptic" - setting_fp1_scandi_adventurers_apocalyptic_desc:1 "Scandinavian adventurers will try to target Russia and the North Sea every year, AI characters do not require specific traits to launch [varangian_adventures|E]." - setting_fp1_scandi_adventurers_off:0 "Off" - setting_fp1_scandi_adventurers_off_desc:0 "Scandinavian adventurers will never try to target Russia or the North Sea." - - rule_hybrid_culture_ai_frequency:0 "Hybrid Culture Frequency" - setting_default_hybrid_culture_ai_frequency:0 "Default" - setting_default_hybrid_culture_ai_frequency_desc:0 "The default amount of [hybrid_cultures|E] will appear." - setting_less_common_hybrid_culture_ai_frequency:0 "#high Less Common#!" - setting_less_common_hybrid_culture_ai_frequency_desc:0 "Fewer [hybrid_cultures|E] will appear." - setting_none_hybrid_culture_ai_frequency:0 "#high None#!" - setting_none_hybrid_culture_ai_frequency_desc:0 "No non-player created [hybrid_cultures|E] will appear." - - rule_hybrid_culture_ai_restrictions:0 "Hybrid Culture Restrictions" - setting_default_hybrid_culture_ai_restrictions:0 "Default" - setting_default_hybrid_culture_ai_restrictions_desc:0 "Non-player created [hybrid_cultures|E] will be significantly restricted #weak (for example, no Hybrids of two existing Hybrid cultures will emerge)#!" - setting_relaxed_hybrid_culture_ai_restrictions:0 "#high Relaxed#!" - setting_relaxed_hybrid_culture_ai_restrictions_desc:0 "To a degree, non-player created [hybrid_cultures|E] can emerge from existing Hybrid cultures." - setting_very_relaxed_hybrid_culture_ai_restrictions:0 "#high Very Relaxed#!" - setting_very_relaxed_hybrid_culture_ai_restrictions_desc:0 "Non-player created [hybrid_cultures|E] only have nominal restrictions." - - rule_divergent_culture_ai_frequency:0 "Divergent Culture Frequency" - setting_default_divergent_culture_ai_frequency:0 "Default" - setting_default_divergent_culture_ai_frequency_desc:0 "The default amount of [divergent_cultures|E] will appear." - setting_less_common_divergent_culture_ai_frequency:0 "#high Less Common#!" - setting_less_common_divergent_culture_ai_frequency_desc:0 "Fewer [divergent_cultures|E] will appear." - setting_none_divergent_culture_ai_frequency:0 "#high None#!" - setting_none_divergent_culture_ai_frequency_desc:0 "No non-player created [divergent_cultures|E] will appear." - setting_relaxed_divergent_culture_ai_frequency:0 "#high Relaxed#!" - setting_relaxed_divergent_culture_ai_frequency_desc:0 "[divergent_cultures|E] will appear more often, with most of the harsher restrictions lifted." - - rule_hybrid_and_divergence_cooldowns:0 "Divergent & Hybrid Culture Cooldowns" - setting_default_hybrid_and_divergence_cooldowns:0 "Default" - setting_default_hybrid_and_divergence_cooldowns_desc:0 "[cultures|E] can only [diverge|E] after having existed for #V 100#! years, and [hybridize|E] after having existed for #V 50#! years." - setting_slower_hybrid_and_divergence_cooldowns:0 "#high Slower#!" - setting_slower_hybrid_and_divergence_cooldowns_desc:0 "[cultures|E] can only [diverge|E] after having existed for #V 200#! years, and [hybridize|E] after having existed for #V 100#! years." - setting_no_hybrid_and_divergence_cooldowns:0 "#high No Cooldowns#!" - setting_no_hybrid_and_divergence_cooldowns_desc:0 "There are no cooldowns for when a [culture|E] is allowed to [diverge|E] or [hybridize|E]." - setting_faster_hybrid_and_divergence_cooldowns:0 "#high Faster#!" - setting_faster_hybrid_and_divergence_cooldowns_desc:0 "[cultures|E] can only [diverge|E] after having existed for #V 50#! years, and [hybridize|E] after having existed for #V 25#! years." - - rule_dissolution_umayyad:0 "Fall of Al-Andalus" - setting_dissolution_unconstrained:1 "No Limitation" - setting_dissolution_unconstrained_desc:0 "The [dissolution_faction|E] can hit the Kingdom of Al-Andalus from the start of the game" - setting_dissolution_after_caliph_death:0 "#high Death of the Caliph#!" - setting_dissolution_after_caliph_death_desc:0 "The [dissolution_faction|E] can only hit the Kingdom of Al-Andalus after the death of Sultan Muhammad $Abd-al-Rahman$" - setting_dissolution_historical_date:0 "#high Historical Timing#!" - setting_dissolution_historical_date_desc:0 "The [dissolution_faction|E] is only activated after the year 1020 for the Kingdom of Al-Andalus" - - rule_dlc_fp3_seljuk_invasion: "Seljuk Invasion" - setting_default_seljuk_invasion: "Default" - setting_default_seljuk_invasion_desc: "The Seljuks will invade some time after the year 945." - setting_never_seljuk_invasion: "#high Never#!" - setting_never_seljuk_invasion_desc: "The Seljuks will not invade." - setting_random_seljuk_invasion: "#high Random#!" - setting_random_seljuk_invasion_desc: "The Seljuks will invade at a random date." - - rule_black_death_occurrence: "Red Death Circumstance" - setting_bd_occurrence_organic: "#high Organic#!" - 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: "Historical" - 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." - setting_bd_occurrence_random: "#high Random#!" - setting_bd_occurrence_random_desc: "The Red Death will originate in a completely random province on the map." - - rule_black_death_frequency: "Red Death Frequency" - setting_bd_frequency_once: "Once" - setting_bd_frequency_once_desc: "The Red Death can only occur once during your playthrough." - setting_bd_frequency_unlimited: "[game_rule_extreme_i|e] #high Unlimited#!" - setting_bd_frequency_unlimited_desc: "The Red Death can appear an unlimited number of times in a campaign." - setting_bd_frequency_never: "#high Never#!" - setting_bd_frequency_never_desc: "The Red Death will never occur." - - rule_other_epidemic_frequency: "Plague Frequency" - setting_epidemic_frequency_normal: "Normal" - setting_epidemic_frequency_normal_desc: "Plagues will appear and spread at a normal rate." - setting_epidemic_frequency_often: "#high Often#!" - setting_epidemic_frequency_often_desc: "Plagues will appear and spread more frequently." - setting_epidemic_frequency_very_often: "#high Very Often#!" - setting_epidemic_frequency_very_often_desc: "Plagues will appear and spread much more frequently." - setting_epidemic_frequency_doomsday: "[game_rule_extreme_i|e] #high Doomsday#!" - setting_epidemic_frequency_doomsday_desc: "The air is thick with miasma, and the rivers run rife with corruption. Pestilence is the very air you breathe and the water you drink. There is no respite from the eternal plague." - setting_epidemic_frequency_rare: "#high Rare#!" - setting_epidemic_frequency_rare_desc: "Plagues will rarely appear and spread with less frequency." - setting_epidemic_frequency_very_rare: "#high Very Rare#!" - setting_epidemic_frequency_very_rare_desc: "Plagues will very rarely appear and spread with much less frequency." - setting_epidemic_frequency_disabled: "#high Disabled#!" - setting_epidemic_frequency_disabled_desc: "Plagues will not appear." - - rule_legend_spread_chance: "Legend Spread Chance" - setting_legend_spread_chance_normal: "Normal" - setting_legend_spread_chance_normal_desc: "Legends will have a normal chance of spreading." - setting_legend_spread_chance_high: "#high High#!" - setting_legend_spread_chance_high_desc: "Legends will have a higher chance of spreading to adjacent provinces." - setting_legend_spread_chance_very_high: "#high Very High#!" - setting_legend_spread_chance_very_high_desc: "Legends will have a much higher chance of spreading to adjacent provinces." - setting_legend_spread_chance_low: "#high Low#!" - setting_legend_spread_chance_low_desc: "Legends will have a lower chance of spreading to adjacent provinces." - setting_legend_spread_chance_very_low: "#high Very Low#!" - setting_legend_spread_chance_very_low_desc: "Legends will have a much lower chance of spreading to adjacent provinces." - - rule_legend_cost: "Legend Cost" - setting_legend_cost_normal: "Normal" - setting_legend_cost_normal_desc: "Legends will cost a normal amount." - setting_legend_cost_high: "#high High#!" - setting_legend_cost_high_desc: "Legends will cost twice as much as normal." - setting_legend_cost_very_high: "#high Very High#!" - setting_legend_cost_very_high_desc: "Legends will cost four times as much as normal." - setting_legend_cost_low: "#high Low#!" - setting_legend_cost_low_desc: "Legends will cost half as much as normal." - setting_legend_cost_very_low: "#high Very Low#!" - setting_legend_cost_very_low_desc: "Legends will cost a quarter as much as normal." - - rule_historical_legends: "Historical Legends" - setting_historical_legends_dynamic: "Dynamic" - setting_historical_legends_dynamic_desc: "Both historical Legend Seeds and Seeds generated by the in game events will appear." - setting_historical_legends_only: "#high Only Historical Legends#!" - setting_historical_legends_only_desc: "The only present Legend Seeds are those generated on game start, and no dynamic legends will appear." - - rule_struggle_iberia: "[iberian_struggle|E]" - setting_struggle_iberia_toggle_on: "Enabled" - setting_struggle_iberia_toggle_on_desc: "Iberia's many lords will begin the game engaged in a [struggle|E], a complex dance of different factors pushing them through [struggle_phase|E]s with variant game rules until someone manages a dramatic conclusion." - setting_struggle_iberia_toggle_off: "#high Disabled#!" - setting_struggle_iberia_toggle_off_desc: "The [struggle|E] is not started when the game begins, meaning Iberia plays like any other normal part of the map." - - rule_struggle_persia: "[persian_struggle|E]" - setting_struggle_persia_toggle_on: "Enabled" - setting_struggle_persia_toggle_on_desc: "In 867, the rulers of Persia, Afghanistan, and Iraq will be embroiled in a climactic [struggle|E] set to decide the fate of the Abassid Caliphate and what remains of the Arabian Empire." - setting_struggle_persia_toggle_off: "#high Disabled#!" - setting_struggle_persia_toggle_off_desc: "The [struggle|E] is not started when the game begins, meaning Persia, Afghanistan, and Iraq play like any other normal part of the map." - - rule_historicity_ruler_of_munster: "True King of $d_munster$" - setting_historicity_ruler_of_munster_classic_murchad: "Classic — Murchad" - setting_historicity_ruler_of_munster_classic_murchad_desc: "The Petty Kingdom of Munster is ruled by King Murchad in 1066, CK's default tutorial character since 2012." - setting_historicity_ruler_of_munster_historical_toirdelbach: "#high Historic — Toirdelbach#!" - setting_historicity_ruler_of_munster_historical_toirdelbach_desc: "The Petty Kingdom of Munster is ruled by King Toirdelbach in 1066, its historical ruler. Selecting Murchad as the player character will result in playing Toirdelbach." - - rule_historicity_norman_conquest: "Outcome of the Norman Conquest" - setting_historicity_norman_conquest_default_random: "Mechanical" - setting_historicity_norman_conquest_default_random_desc: "The outcome of the Conquest is decided purely by game mechanics." - setting_historicity_norman_conquest_determined_harold: "#high Harold Godwin of England#!" - setting_historicity_norman_conquest_determined_harold_desc: "The Conquest will be forcibly won by Harold Godwin, the power-hungry warlord sat atop the English throne." - setting_historicity_norman_conquest_determined_harald: "#high Haraldr Yngling of Norway#!" - setting_historicity_norman_conquest_determined_harald_desc: "The Conquest will be forcibly won by Haraldr Yngling, the last viking king to attempt to claim England by force." - setting_historicity_norman_conquest_determined_william: "#high William of Normandy#!" - setting_historicity_norman_conquest_determined_william_desc: "The Conquest will be forcibly won by William of Normandy, the would-be usurper whose claim rests partially on a blackmailed promise." - setting_historicity_norman_conquest_determined_edgar: "#high Eadgar of Wessex#!" - setting_historicity_norman_conquest_determined_edgar_desc: "The Conquest will conclude with the death of its belligerents and the election of Eadgar the Atheling, great-nephew and chosen heir of the last king." - setting_historicity_norman_conquest_determined_margaret: "#high Margaret of Wessex#!" - setting_historicity_norman_conquest_determined_margaret_desc: "The Conquest will conclude with the death of its belligerents and the shock election of Margaret of Wessex, great-niece of the last king." - setting_historicity_norman_conquest_determined_aelfwine: "#high Aelfwine Knytling#!" - setting_historicity_norman_conquest_determined_aelfwine_desc: "The Conquest will conclude with the death of its belligerents and the shock election of Aelfwine Haraldson, grandson of King Canute the Great — despite his complete lack of interest." - setting_historicity_norman_conquest_determined_svend: "#high Svend of Denmark#!" - setting_historicity_norman_conquest_determined_svend_desc: "The Conquest will conclude with the death of its belligerents and the shock election of King Svend of Denmark, whose family have oft held the kingship." - setting_historicity_norman_conquest_determined_cadoc: "#high Cadoc of Cornwall#!" - setting_historicity_norman_conquest_determined_cadoc_desc: "The Conquest will conclude with the death of its belligerents and the shock election of Earl Cadoc of Cornwall, whose dynasty holds a near-millennium long pedigree of continuous rule in the British Isles." - - rule_historicity_extra_admin_egypt: "Extra [administrative|E] [realms|E] — Egypt" - setting_historicity_extra_admin_egypt_gameplay_not_administrative: "Not Administrative" - setting_historicity_extra_admin_egypt_gameplay_not_administrative_desc: "Egypt will not have an [administrative|E] [government|E] in any start date, in line with expected gameplay." - setting_historicity_extra_admin_egypt_historic_always: "#high Always Administrative#!" - setting_historicity_extra_admin_egypt_historic_always_desc: "Egypt will always start with an [administrative|E] [government|E] to better reflect its historical organisation, though it may not function as well in play." - - rule_historicity_extra_admin_arabia: "Extra [administrative|E] [realms|E] — Arabian Empire" - setting_historicity_extra_admin_arabia_gameplay_not_administrative: "Not Administrative" - setting_historicity_extra_admin_arabia_gameplay_not_administrative_desc: "The Arabian Empire will not have an [administrative|E] [government|E] in any start date, in line with expected gameplay." - setting_historicity_extra_admin_arabia_historic_867: "#high Administrative in 867#!" - setting_historicity_extra_admin_arabia_historic_867_desc: "The Arabian Empire will start with an [administrative|E] [government|E] in 867 to better reflect its historical organisation, though it may not function as well in play." - - rule_historicity_extra_admin_ghana: "Extra [administrative|E] [realms|E] — Ghana" - setting_historicity_extra_admin_ghana_gameplay_not_administrative: "Not Administrative" - setting_historicity_extra_admin_ghana_gameplay_not_administrative_desc: "Ghana will not have an [administrative|E] [government|E] in any start date, in line with expected gameplay." - setting_historicity_extra_admin_ghana_historic_always: "#high Always Administrative#!" - setting_historicity_extra_admin_ghana_historic_always_desc: "Ghana will always start with an [administrative|E] [government|E] to better reflect its historical organisation, though it may not function as well in play." - - rule_historicity_extra_admin_kabulistan: "Extra [administrative|E] [realms|E] — Kabulistan" - setting_historicity_extra_admin_kabulistan_gameplay_not_administrative: "Not Administrative" - setting_historicity_extra_admin_kabulistan_gameplay_not_administrative_desc: "The Ghaznivids will not have an [administrative|E] [government|E] in any start date, in line with expected gameplay." - setting_historicity_extra_admin_kabulistan_historic_always: "#high Always Administrative#!" - setting_historicity_extra_admin_kabulistan_historic_always_desc: "The Ghaznivids will always start with an [administrative|E] [government|E] to better reflect its historical organisation, though it may not function as well in play." - - rule_historicity_extra_admin_persia: "Extra [administrative|E] [realms|E] — Persia" - setting_historicity_extra_admin_persia_gameplay_not_administrative: "Not Administrative" - setting_historicity_extra_admin_persia_gameplay_not_administrative_desc: "Persia will not have an [administrative|E] [government|E] in any start date, in line with expected gameplay." - setting_historicity_extra_admin_persia_historic_1178: "#high Administrative in 1178#!" - setting_historicity_extra_admin_persia_historic_1178_desc: "The Kingdom of Persia will start with an [administrative|E] [government|E] in 1178 to better reflect its historical organisation, though it may not function as well in play." - setting_historicity_extra_admin_persia_alt_historic_always: "#high Always Administrative#!" - setting_historicity_extra_admin_persia_alt_historic_always_desc: "The Empire of Persia & Kingdom of Persia will always start with an [administrative|E] [government|E], which is not reflective of their historical organisation." - - rule_historicity_extra_admin_maghreb: "Extra [administrative|E] [realms|E] — Maghreb" - setting_historicity_extra_admin_maghreb_gameplay_not_administrative: "Not Administrative" - setting_historicity_extra_admin_maghreb_gameplay_not_administrative_desc: "The Maghreb will not have an [administrative|E] [government|E] in any start date, in line with expected gameplay." - setting_historicity_extra_admin_maghreb_historic_post_1066: "#high Administrative post-1066#!" - setting_historicity_extra_admin_maghreb_historic_post_1066_desc: "The Maghreb will start with an [administrative|E] [government|E] in 1066 & 1178 to better reflect its historical organisation, though it may not function as well in play." - setting_historicity_extra_admin_maghreb_alt_historic_always: "#high Always Administrative#!" - setting_historicity_extra_admin_maghreb_alt_historic_always_desc: "The Maghreb will always start with an [administrative|E] [government|E], which is not reflective of its historical organisation in 867." - - rule_historicity_extra_admin_tamilakam: "Extra [administrative|E] [realms|E] — Tamilakam" - setting_historicity_extra_admin_tamilakam_gameplay_not_administrative: "Not Administrative" - setting_historicity_extra_admin_tamilakam_gameplay_not_administrative_desc: "The Cholas will not have an [administrative|E] [government|E] in any start date, in line with expected gameplay." - setting_historicity_extra_admin_tamilakam_historic_1066: "#high Administrative in 1066#!" - setting_historicity_extra_admin_tamilakam_historic_1066_desc: "The Cholas will start with an [administrative|E] [government|E] in 1066 to better reflect their historical organisation, though it may not function as well in play." - setting_historicity_extra_admin_tamilakam_alt_historic_always: "#high Always Administrative#!" - setting_historicity_extra_admin_tamilakam_alt_historic_always_desc: "The Cholas will always start with an [administrative|E] [government|E], which is not consistently reflective of their historical organisation." - - rule_historicity_extra_admin_carolingians: "Extra [administrative|E] [realms|E] — The Carolingians" - setting_historicity_extra_admin_carolingians_gameplay_not_administrative: "Not Administrative" - setting_historicity_extra_admin_carolingians_gameplay_not_administrative_desc: "None of the Carolingian successor states will have [administrative|E] [governments|E] in 867, reflecting that much of the former empire has become feudal within the last generation or two." - setting_historicity_extra_admin_carolingians_alt_historic_all_administrative: "#high All Administrative in 867#!" - setting_historicity_extra_admin_carolingians_alt_historic_all_administrative_desc: "West Francia, Lotharingia, East Francia, and Italy will all start as [administrative|E] [governments|E] in 867, which is not reflective of their historical organisation (but isn't that far off — yet)." - setting_historicity_extra_admin_carolingians_alt_historic_west_francia_administrative: "#high West Francia in 867#!" - setting_historicity_extra_admin_carolingians_alt_historic_west_francia_administrative_desc: "Only West Francia will start as an [administrative|E] [government|E] in 867, which is not reflective of its historical organisation." - setting_historicity_extra_admin_carolingians_alt_historic_lotharingia_administrative: "#high Lotharingia in 867#!" - setting_historicity_extra_admin_carolingians_alt_historic_lotharingia_administrative_desc: "Only Lotharingia will start as an [administrative|E] [government|E] in 867, which is not reflective of its historical organisation." - setting_historicity_extra_admin_carolingians_alt_historic_east_francia_administrative: "#high East Francia in 867#!" - setting_historicity_extra_admin_carolingians_alt_historic_east_francia_administrative_desc: "Only East Francia will start as an [administrative|E] [government|E] in 867, which is not reflective of its historical organisation." - setting_historicity_extra_admin_carolingians_alt_historic_italy_administrative: "#high Italy in 867#!" - setting_historicity_extra_admin_carolingians_alt_historic_italy_administrative_desc: "Only Italy will start as an [administrative|E] [government|E] in 867, which is not reflective of its historical organisation." - - rule_historicity_extra_admin_player_wherever: "Extra [administrative|E] [realms|E] — Players" - setting_historicity_extra_admin_player_wherever_gameplay_not_administrative: "No Special Changes" - setting_historicity_extra_admin_player_wherever_gameplay_not_administrative_desc: "Players will only be [administrative|E] if they select a [realm|E] that already has the appropriate [government|E]." - setting_historicity_extra_admin_player_wherever_alt_historic_always: "#high Always#!" - setting_historicity_extra_admin_player_wherever_alt_historic_always_desc: "Players that begin with at least a [kingdom|E]-[title_tier|E] [realm|E] will automatically convert it to an [administrative|E] [government|E] on game start." - setting_historicity_extra_admin_player_wherever_alt_historic_with_august_trait: "#high With @august_trait_icon!August Trait#!" - setting_historicity_extra_admin_player_wherever_alt_historic_with_august_trait_desc: "Players that have the [GetTrait('august').GetName( GetNullCharacter )] [trait|E] & begin with at least a [kingdom|E]-[title_tier|E] [realm|E] will automatically convert it to an [administrative|E] [government|E] on game start (intended for asynchronous $game_concept_governments$ in multiplayer)." - - rule_title_creation_imperial_power_projection: "Imperial Power Projection" - setting_title_creation_imperial_power_projection_none: "None" - setting_title_creation_imperial_power_projection_none_desc: "[empires|E] may be freely created by any [character|E] who meets their requirements." - setting_title_creation_imperial_power_projection_any_power_advantage: "#high Any Power Advantage#!" - setting_title_creation_imperial_power_projection_any_power_advantage_desc: "Creating an [empire|E] requires a [strong_hook|E] on, [close_family|E] [marriage|E] with, or 50% more troops than #BER every#! bordering $game_concept_empire$-[title_tier|E] [realm|E]." - setting_title_creation_imperial_power_projection_hard_power_only: "#high Hard Power Advantage#!" - setting_title_creation_imperial_power_projection_hard_power_only_desc: "Creating an [empire|E] requires 50% more troops than #BER every#! bordering $game_concept_empire$-[title_tier|E] [realm|E]." - setting_title_creation_imperial_power_projection_soft_power_only: "#high Soft Power Advantage#!" - setting_title_creation_imperial_power_projection_soft_power_only_desc: "Creating an [empire|E] requires a [strong_hook|E] on or [close_family|E] [marriage|E] with #BER every#! bordering $game_concept_empire$-[title_tier|E] [realm|E]." - setting_title_creation_imperial_power_projection_hard_power_only_strict: "#high Strict Hard Power Advantage#!" - setting_title_creation_imperial_power_projection_hard_power_only_strict_desc: "Creating an [empire|E] requires 50% more troops than #BER every#! $game_concept_empire$-[title_tier|E] [realm|E] that borders a [character|E] or shares any [de_jure|E] with them." - setting_title_creation_imperial_power_projection_any_power_strict: "#high Strict Any Power Advantage#!" - setting_title_creation_imperial_power_projection_any_power_strict_desc: "Creating an [empire|E] requires a [strong_hook|E] on, [close_family|E] [marriage|E] with, or 50% more troops than #BER every#! $game_concept_empire$-[title_tier|E] [realm|E] that borders a [character|E] or shares any [de_jure|E] with them." - rule_title_creation_imperial_power_projection_title_creation_trigger.tt.boilerplate: "Due to your #V $rule_title_creation_imperial_power_projection$#! game rule setting, you must" - rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_advantage: "$rule_title_creation_imperial_power_projection_title_creation_trigger.tt.boilerplate$ have at least one of the following with #BER every#! neighboring [empire|E]:\n$EFFECT_LIST_BULLET$ Be married to their [close_family|E]\n$EFFECT_LIST_BULLET$ Have a [strong_hook|E] on their [ruler|E]\n$EFFECT_LIST_BULLET$ Be at least 50% stronger than their total forces" - rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only: "$rule_title_creation_imperial_power_projection_title_creation_trigger.tt.boilerplate$ be at least 50% stronger than #BER every#! neighboring [empire|E]" - rule_title_creation_imperial_power_projection_title_creation_trigger.tt.soft_power_only: "$rule_title_creation_imperial_power_projection_title_creation_trigger.tt.boilerplate$ have at least one of the following with #BER every#! neighboring [empire|E]:\n$EFFECT_LIST_BULLET$ Be married to their [close_family|E]\n$EFFECT_LIST_BULLET$ Have a [strong_hook|E] on their [ruler|E]" - rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only_strict.neighbours: "$rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only$" - rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only_strict.de_jure_sharers: "$rule_title_creation_imperial_power_projection_title_creation_trigger.tt.boilerplate$ be at least 50% stronger than #BER every#! [empire|E] which shares any [de_jure|E] territory in your [realm|E]" - rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_strict.neighbours: "$rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_advantage$" - rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_strict.de_jure_sharers: "$rule_title_creation_imperial_power_projection_title_creation_trigger.tt.boilerplate$ have at least one of the following with #BER every#! [empire|E] which shares any [de_jure|E] territory in your [realm|E]:\n$EFFECT_LIST_BULLET$ Be married to their [close_family|E]\n$EFFECT_LIST_BULLET$ Have a [strong_hook|E] on their [ruler|E]\n$EFFECT_LIST_BULLET$ Be at least 50% stronger than their total forces" - - rule_title_creation_imperial_power_projection_targeting: "Imperial Power Projection Target" - setting_title_creation_imperial_power_projection_targeting_ai_only: "AI Only" - setting_title_creation_imperial_power_projection_targeting_ai_only_desc: "Extra restrictions on the creation of [empire|E]-[title_tier|E] [titles|E] will apply only to the AI." - setting_title_creation_imperial_power_projection_targeting_both: "#high Anyone#!" - setting_title_creation_imperial_power_projection_targeting_both_desc: "Extra restrictions on the creation of [empire|E]-[title_tier|E] [titles|E] will apply only to all [characters|E]." - setting_title_creation_imperial_power_projection_targeting_player_only: "#high Player Only#!" - setting_title_creation_imperial_power_projection_targeting_player_only_desc: "Extra restrictions on the creation of [empire|E]-[title_tier|E] [titles|E] will apply only to players only" - - game_rule.1101.t.boilerplate.battle_1: "The Battle of" - game_rule.1101.t.boilerplate.battle_2: "The Second Battle of" - game_rule.1101.t.boilerplate.location.stamford_bridge: "Stamford Bridge" - game_rule.1101.t.boilerplate.location.forest_of_dean: "the Forest of Dean" - game_rule.1101.t.boilerplate.location.cirencester: "Cirencester" - game_rule.1101.t.boilerplate.location.lands_end: "Land's End" - game_rule.1101.t.boilerplate.location.stonehenge: "Salisbury Plain" - game_rule.1101.t.boilerplate.location.fallback: "[new_location.GetNameNoTooltip]" - - game_rule.1101.desc.opposing_army: "We meet [loser.GetTitledFirstNamePossessive] Viking host" - game_rule.1102.desc.opposing_army: "[winner.GetTitledFirstNamePossessive] Saxons clash with us" - game_rule.1103.desc.opposing_army: "Battle is joined with [loser.GetTitledFirstNamePossessive] Normans" - game_rule.1104.desc.opposing_army: "The Saxons of [winner.GetTitledFirstName] fight us" - game_rule.1111.desc.opposing_army: "[loser.GetFirstNamePossessive] Saxons clash with us" - game_rule.1112.desc.opposing_army: "We meet [winner.GetTitledFirstNamePossessive] Viking host" - game_rule.1113.desc.opposing_army: "Battle is joined with [loser.GetTitledFirstNamePossessive] Normans" - game_rule.1114.desc.opposing_army: "We meet [winner.GetTitledFirstNamePossessive] Viking host" - game_rule.1121.desc.opposing_army: "The Saxons of [loser.GetFullNameNoTooltip] fight us" - game_rule.1122.desc.opposing_army: "Battle is joined with [winner.GetTitledFirstNamePossessive] Normans" - game_rule.1123.desc.opposing_army: "We meet [loser.GetTitledFirstNamePossessive] Viking host" - game_rule.1124.desc.opposing_army: "Battle is joined with [winner.GetTitledFirstNamePossessive] Normans" - game_rule.1131.desc.opposing_army: "$game_rule.1101.desc.opposing_army$" - game_rule.1132.desc.opposing_army: "$game_rule.1102.desc.opposing_army$" - game_rule.1133.desc.opposing_army: "$game_rule.1103.desc.opposing_army$" - game_rule.1134.desc.opposing_army: "$game_rule.1104.desc.opposing_army$" - - - game_rule.1101.desc.stamford_bridge: "at Stamford Bridge, a narrow stone pass barely wide enough for one person to cross at a time," - game_rule.1101.desc.hastings: "at a hill near the town of Hastings," - game_rule.1101.desc.dover: "atop the very White Cliffs of Dover themselves," - game_rule.1101.desc.isle_of_wight: "along the shores of the River Medina on the isolated Isle of Wight," - game_rule.1101.desc.forest_of_dean: "in the darkling woods of the Forest of Dean," - game_rule.1101.desc.london: "outside the very walls of London itself," - # And by Saxon, we mean Wessex: the only Saxons that count. - ## Everyone else sucks. - ### Someone had to say it & I'm not sorry that it was me. - game_rule.1101.desc.winchester: "close to the old Saxon capital of Winchester," - game_rule.1101.desc.york: "near York, the Roman fort-city of Eboracum," - game_rule.1101.desc.lincoln: "near the ancient city of Lincoln," - # Non-zero chance that there was _some_ kind of teaching tradition here by 1066, but it definitely wasn't anything like the university it came to be. - game_rule.1101.desc.oxford: "near the unremarkable town of Oxford," - game_rule.1101.desc.cirencester: "around the walls of old Cirencester," - game_rule.1101.desc.guildford: "along the ridge of the Hog's Back outside Guildford," - game_rule.1101.desc.lindisfarne: "across the shore from the island monastery of Lindisfarne, one of Britain's most sacred spaces," - game_rule.1101.desc.lands_end: "at the foot of Land's End, almost into the vastness of the Atlantic itself," - game_rule.1101.desc.stonehenge: "across the wide Salisbury Plain 'neath the shadow of Stonehenge," - # Destroyed in ~1014, rebuilt post-Conquest. - game_rule.1101.desc.southwark: "near the ruins of London Bridge and the crossing from Southwark," - game_rule.1101.desc.scotland: "in neighboring Scotland's unfriendly soil," - game_rule.1101.desc.wales: "in the hills and valleys of Wales," - game_rule.1101.desc.norway: "in Norway itself," - game_rule.1101.desc.normandy: "in Normandy itself," - game_rule.1101.desc.france: "on French soil," - game_rule.1101.desc.riverside: "across a narrow stone bridge crossing a river in [new_location.GetName]," - game_rule.1101.desc.coastal: "along the coasts of [new_location.GetName]," - game_rule.1101.desc.forest: "in the forests of [new_location.GetName]," - game_rule.1101.desc.plains: "across the plains of [new_location.GetName]," - game_rule.1101.desc.farmlands: "in the lush farmlands of [new_location.GetName]," - game_rule.1101.desc.wetlands: "in the foetid mires of [new_location.GetName]," - game_rule.1101.desc.hills: "in the rolling hills of [new_location.GetName]," - game_rule.1101.desc.fallback: "in an unremarkable field close to [new_location.GetName]," - - game_rule.1101.desc.combat.commander: "and I find myself in the thick of it." - game_rule.1101.desc.combat.not_present: "though I cannot be there to see it in person." - - game_rule.1101.desc.combat.locale.stamford_bridge: "All morning, our troops have pushed back and forth across the bridge, splinter groups fording the River Derwent to battle their foes on the opposite bank every other hour.\n\nIt is... carnage. Naught but screams and dying, punctuated by the crash of bodies hitting the water. The Derwent flows red, and must do for miles yet. Sword held high, I throw myself into a final charge to break the deadlock, sallying across the bridge with my household troops and —" - game_rule.1101.desc.combat.locale.hastings: "The whole world is afire with the crash of metal on wood, the splintering of shields, the baying of horses, the steady staccato #EMP thwip#! of arrows arcing into the sky by the thousands.\n\nEverything is reduced to screaming, blood, and gore. The cries of the wounded and dying, the curses of the vengeful, the gleeful cackling of the victorious riding their adrenaline further into the fray.\n\nDestiny balances on a knife edge, and with a cry of #EMP RALLY!#! I surge my troops forwards." - game_rule.1101.desc.combat.locale.dover: "So close to the perilous edge, both armies maneuver simply to force their foe over the precipice — to limited effect.\n\nThe stench of blood pollutes the air, the din of battle surely carrying miles out to see. An unlucky watcher might even make out the occasional speck of a body tumbling down the chalky escarpment.\n\nThis cannot continue, this #EMP will#! not continue, or we will exhaust ourselves. With a cry, I surge my soldiers forwards, to victory, to —" - game_rule.1101.desc.combat.locale.isle_of_wight: "Far from the mainland, there is nowhere to run, and both armies fight with the desperation of those who understand that they must do-or-die. If you are not driven into the tides of the Medina, then the island is not large enough to hide for long.\n\nSomehow, I have become isolated from my soldiers, just a scant few guards battling through the melee by my side. If I could only turn this to my advantage, if I could only turn the fight but a little —" - game_rule.1101.desc.combat.locale.forest_of_dean: "Beneath these savage trees, in the thickets and groves of this ancient woodland, blood waters the ground most readily, and visibility is poor enough that none can tell how the battle plays.\n\nThe forest seems to suck up sound and life alike, lending our fight an oddly muted quality for the amount of mayhem and death spreading through the ranks. Still, I think, perhaps, things are turning in our favor —" - game_rule.1101.desc.combat.locale.london: "Despite the best attempts of defenders from atop the battlements to sway things one way or the other, both sides are simply grinding away in unceasing stalemate.\n\nThe air reeks of blood, the din of the dying and their killers alike blankets the air, and the miasma of dust and sweat makes it impossible to tell who is winning.\n\nStill, I cannot abandon my troops to this #EMP anarchy#!, and with a cry, I hurl myself once more at the foe. This is our time, we will triumph, we will break them, we will —" - game_rule.1101.desc.combat.locale.cirencester: "$game_rule.1101.desc.combat.locale.london$" - game_rule.1101.desc.combat.locale.guildford: "The winding hill, with neither army quite controlling its peak, makes for a spectacular fight. Long and narrow, both forces push hard to force the other down the opposite ridge, where the advantage of elevation will surely carry them to victory.\n\nYet I know that it is #EMP my#! troops who will carry this, #EMP my#! forces who will taste the sweetness of victory! Forwards, #EMP forwards you dogs!#! Forwards! We are but one solid push from victory, one push from —" - game_rule.1101.desc.combat.locale.lindisfarne: "Sea surf stings the eye, bitter winds fresh from the North Sea tear at cloth and shield, and the cries of the dead and dying carry out to the monastery's weeping monks who wail and tear their cassocks at the carnage before them.\n\nIf I fall here, then let that be because [ROOT.Char.GetFaith.HighGodName] wills it, for otherwise [ROOT.Char.GetFaith.HighGodNameSheHe|U] surely supports my right to England! Forth, my soldiers, forth and bring me my crown! Fight to your uttermost, lest—" - game_rule.1101.desc.combat.locale.lands_end: "Rocky scrubland and short, jagged cliffs here give way to freezing ocean, and the broken terrain renders battle supremely chaotic, more small groups of melee than unified front-against-front clash.\n\nEven so, my banner brings troops to me, and I do my utmost to forge ahead into the scrum. Rally to me! #EMP Rally#! My cry is echoed up and down the line, echoed and echoed till—" - game_rule.1101.desc.combat.locale.stonehenge: "In theory, these wide, flat downs make for an ideal place to make war. Space aplenty for armies to clash, and yet... there is something altogether #EMP eery#! about the place. Something not quite right.\n\nWe fight, and we die, and we bellow our wrath to the high heavens, but something in the air seems to soak up our malice as fast as it comes. Still, I cannot slow, I must lead, I must—" - game_rule.1101.desc.combat.locale.southwark: "With England's wealthiest city so close, there's everything to fight for. Be it homes or loot, glory or piety, both armies smash into one another time and again.\n\nThe south shore of the Thames froths and foams with our blood, but I will not give up, I will #EMP not#! relent.\n\nEngland is mine already, this battle will prove it so, and all it requires is one final #EMP push#! to prove that—" - game_rule.1101.desc.combat.locale.riverside: "With scarcely space for half a dozen soldiers to stand abreast, battle is less a matter of skillful tactics and more brutal attrition, the press of bodies both helping and hindering efforts to drag wounded back from the front.\n\nStill, if we can only punch through the line, only scatter their forces, we'll have made it! Throwing caution to the wind, I fight my way to the very forefront, sword ready and—" - game_rule.1101.desc.combat.random.present.1: "Our armies hurl themselves at one another, and all the world is reduced to splintering shields, screeching metal, and the dying of men and horses.\n\nWar can be brutal, but this is less war, and more mere butchery. Veterans and mercenaries on both sides putting fresh levies squealing to the sword with grim abandon.\n\nUnwilling to let this nightmare continue, I sally forwards, my guard pressed in close behind me, and—" - game_rule.1101.desc.combat.random.present.2: "Our two forces clash and swirl around one another, both sides looking for weakness. We skirmish, then we retreat, only to throw ourselves at each other further along the line.\n\nCasualties are light, at the moment, but there's a heaviness in the air. We all know that this dance cannot continue forever, that true battle must be joined soon.\n\nBetter to control the field than submit to it. Raising my sword high and screaming to [ROOT.Char.GetFaith.WarGodName], I throw myself forwards, all the armies of [ROOT.Char.GetPrimaryTitle.GetDefinitiveName] behind me and—" - game_rule.1101.desc.combat.random.present.3: "The day's light is already dying, wasted slaughtering one another for hour after hour. Sword-arms grow heavy with the wear, minds fog from tiredness, and as the sun begins to dip below the horizon, the battle threatens to end in stalemate.\n\nNo.\n\nI will not allow it. This ends, here, now, with my victory, and I will see it done or may [ROOT.Char.GetFaith.HighGodName] [ROOT.Char.GetFaith.HighGodHerselfHimself|U] strike me #EMP d—#!" - - game_rule.1101.desc.combat.random.absent.1: "For the better part of a day, our armies hurl themselves at one another. First dozens die, then hundreds, the butcher's bill slowly ticking higher and higher with every passing hour as soldiers throw their lives away for my cause.\n\nSurely, surely it will all be worth it. Surely this much death must have some pay off, some recompense for the lives sent kicking and screaming down into [ROOT.Char.GetFaith.DeathDeityNamePossessive] cold embrace." - game_rule.1101.desc.combat.random.absent.2: "The conflict is brutal. The crash of splintered shields and the shrieks of the dying rend the air, all semblance of organisation lost beneath the chaos of a half dozen broken charges and battle lines more entangled than not.\n\nStill, the troops soldier on, fighting for their [ROOT.Char.GetTitleAsNameNoTooltip], fighting to ensure [ROOT.Char.GetHerHis] innate rights and privileges are not trampled upon even if it costs them their lives." - game_rule.1101.desc.combat.random.absent.3: "Lives are cut down in the hundreds, falling as wheat before the scythe, so many threads sliced short beneath the surly scowls of hired killers going about their bloody work.\n\nTheir sacrifice will surely, #EMP surely#! be worth it, a necessary precondition of my upcoming glory. Each is a cobblestone on the path of destiny, laid down in furtherence of a singular goal." - - game_rule.1101.desc.outro.present: "Thought leaves me as the world becomes a blur of hacking and chopping, my householders packed tightly around me as we smash [loser.GetTitledFirstNamePossessive] army. Under my blade, the foe routs." - game_rule.1101.desc.outro.absent: "At long last, the foe's lines shatter and [loser.GetHerHis] forces are put to rout: this day belongs to [winner.GetTitledFirstNameNicknamedNoTooltip]!" - game_rule.1101.a: "England shall see no more of Viking rule!" - - game_rule.1102.desc.outro.alive: "In the end, though, it is all for naught. My forces break, the foe surges into the gap, and with their destruction, my ambitions are utterly quashed." - game_rule.1102.desc.outro.dead: "Pain wells in my chest. No, no, #BER no#!, who could have... where did... the world lurches awkwardly as I tumble to the floor, blood flowering from the wound. Slowly, death takes me." - game_rule.1102.a: "How could this happen!?" - game_rule.1102.b: "I #DIE1 am...#! #DIE2 undone...#!" - - game_rule.1103.desc.outro.present: "$game_rule.1101.desc.outro.present$" - game_rule.1103.desc.outro.absent: "$game_rule.1101.desc.outro.absent$" - game_rule.1103.a: "Victory over that bastard-born pretender!" - - game_rule.1104.desc.outro.alive: "$game_rule.1102.desc.outro.alive$" - game_rule.1104.desc.outro.dead: "$game_rule.1102.desc.outro.dead$" - game_rule.1104.a: "But — the Confessor promised me England!" - game_rule.1104.b: "May rule bring... #DIE1 you...#! #DIE2 misery...#!" - - game_rule.1111.desc.outro.present: "$game_rule.1101.desc.outro.present$" - game_rule.1111.desc.outro.absent: "$game_rule.1101.desc.outro.absent$" - game_rule.1111.a: "Another victory for the sagas!" - - game_rule.1112.desc.outro.alive: "$game_rule.1102.desc.outro.alive$" - game_rule.1112.desc.outro.dead: "$game_rule.1102.desc.outro.dead$" - game_rule.1112.a: "No, no, no, NO, #BER NO#!" - game_rule.1112.b: "Damn... #DIE1 you...#! #DIE2 Tostig...#!" - - game_rule.1113.desc.outro.present: "$game_rule.1101.desc.outro.present$" - game_rule.1113.desc.outro.absent: "$game_rule.1101.desc.outro.absent$" - game_rule.1113.a: "[loser.GetSheHe|U] was no trueborn [loser.Custom('GetDaughterSon')] of the North!" - - game_rule.1114.desc.outro.alive: "$game_rule.1102.desc.outro.alive$" - game_rule.1114.desc.outro.dead: "$game_rule.1102.desc.outro.dead$" - game_rule.1114.a: "[winner.GetSheHe|U] doesn't even have a claim, damn it!" - game_rule.1114.b: "Curse... #DIE1 you#!... #DIE2 Harald...#!" - - game_rule.1121.desc.outro.present: "$game_rule.1101.desc.outro.present$" - game_rule.1121.desc.outro.absent: "$game_rule.1101.desc.outro.absent$" - game_rule.1121.a: "In your place, usurper." - - game_rule.1122.desc.outro.alive: "$game_rule.1102.desc.outro.alive$" - game_rule.1122.desc.outro.dead: "Something whistles down from the sky, aimed, seemingly inexporably, straight for my eye." - game_rule.1122.a: "Damn that thieving bastard!" - game_rule.1122.b: "Arrows! Shield up, volley incoming! Volley inc—" - - game_rule.1123.desc.outro.present: "$game_rule.1101.desc.outro.present$" - game_rule.1123.desc.outro.absent: "$game_rule.1101.desc.outro.absent$" - game_rule.1123.a: "Back to the cold with you northern dogs!" - - game_rule.1124.desc.outro.alive: "$game_rule.1102.desc.outro.alive$" - game_rule.1124.desc.outro.dead: "$game_rule.1102.desc.outro.dead$" - game_rule.1124.a: "My dreams are ash..." - game_rule.1124.b: "Hah, the grandest #DIE1 venture#! #DIE2 awaits...#!" - - game_rule.1131.desc.conquest_finished.die_battlefield: "$game_rule.1102.desc.outro.dead$" - game_rule.1131.desc.conquest_finished.die_home: "When news reaches me that we have won the battle, I feel elation! My heart leaps for joy, twisting, turning, #EMP spasming#!, #BER screaming!#!\n\nWhat is... happening... to me... can't... #DIE1 breath... can't...#!" - game_rule.1131.a: "$game_rule.1101.a$" - game_rule.1131.b: "I was... #DIE1 so...#! #DIE2 close...#!" - - game_rule.1132.desc.outro.alive: "$game_rule.1102.desc.outro.alive$" - game_rule.1132.desc.outro.dead: "$game_rule.1102.desc.outro.dead$" - game_rule.1132.a: "$game_rule.1102.a$" - game_rule.1132.b: "$game_rule.1102.b$" - - game_rule.1133.desc.conquest_finished.die_battlefield: "$game_rule.1102.desc.outro.dead$" - game_rule.1133.desc.conquest_finished.die_home: "$game_rule.1131.desc.conquest_finished.die_home$" - game_rule.1133.a: "$game_rule.1103.a$" - game_rule.1133.b: "$game_rule.1131.b$" - - game_rule.1134.desc.outro.alive: "$game_rule.1102.desc.outro.alive$" - game_rule.1134.desc.outro.dead: "$game_rule.1102.desc.outro.dead$" - game_rule.1134.a: "$game_rule.1104.a$" - game_rule.1134.b: "$game_rule.1104.b$" - - game_rule.1141.t: "The Witengamot Elects: [elect.GetFirstNameNoTooltip] of [elect.GetHouse.GetNameNoTooltip]" - game_rule.1141.intro.battlefield: "[winner.GetTitledFirstName] has perished on the battlefield, killed fighting the would-be usurper [loser.GetTitledFirstNameNicknamed].\n\n" - game_rule.1141.intro.home: "[winner.GetTitledFirstName] has died unexpectedly, claimed by a heart attack upon receipt of the good news of [loser.GetTitledFirstNameNicknamedPossessive] defeat.\n\n" - game_rule.1141.choice.margaret: "By some confused miracle, the Witengamot has agreed on #EMP me#! as a compromise candidate, jilting the expected heir [jiltee.GetFullNameNoTooltip]. The great earls clearly believe they can control me, thinking me some puppet for their ambitions.\n\nI am nothing of the sort, but I welcome this unexpected shunting into power — I am, after all, my father's firstborn." - game_rule.1141.choice.edgar: "In a fit of competence not seen in English politics in many, many years, the Witengamot has seen fit to recognize that #EMP I#! am [GetScriptedCharacterByHistoryID( '114' ).GetTitledFirstNameNicknamedPossessive] legitimate heir and appointed me to rule the realm, jilting the expected heir [jiltee.GetFullNameNoTooltip].\n\nI cannot say what I have done to earn [ROOT.Char.GetFaith.FateGodNamePossessive] favor so, but I am supremely glad to have done so." - game_rule.1141.choice.svend: "Sick of the death and destruction wrought by every other claimant, the Witengamot has — sensibly for once — turned to #EMP me#! as the next most natural candidate to bring order, jilting the expected heir [jiltee.GetFullNameNoTooltip].\n\nOnce more, Denmark shall take its natural place governing over England." - game_rule.1141.choice.aelfwine: "Possessed by some arcane madness, the Witengamot has begged #EMP me#! to come home and rule my father and grandfather's kingdom, jilting the expected heir [jiltee.GetFullNameNoTooltip].\n\nI... I had no ambition for this. I did not want it. I distanced myself from power as best I could, but it is clear that there is no escaping [elect.GetFaith.HighGodNamePossessive] will that I return to the lands I had happily left forever." - game_rule.1141.choice.cadoc: "Bickering, as usual, the Witengamot came to a curious decision. Unwilling to stomach another foreign king and suspicious of each other, they have chosen #EMP me#! to rule England, clearly thinking me a weak puppet they can mould to their will.\n\nPerhaps they are right, perhaps not, I can only welcome this unexpected opportunity to prove myself!" - game_rule.1141.a.margaret: "The first Queen of England!" - game_rule.1141.a.edgar: "My birthright, returned!" - game_rule.1141.a.svend: "I always knew it'd end this way." - game_rule.1141.a.aelfwine: "I never asked for this!" - # Geddit geddit GEDDIT d'you geddit - game_rule.1141.a.cadoc: "Even five hundred years from now, they shall know my name!" - - game_rule.1142.t: "$game_rule.1141.t$" - game_rule.1142.intro.battlefield: "[winner.Custom2('MyCharacterIntroduction', ROOT.Char)|U] has perished on the battlefield, killed fighting the would-be usurper [loser.GetTitledFirstNameNicknamed].\n\n" - game_rule.1142.intro.home: "[winner.Custom2('MyCharacterIntroduction', ROOT.Char)|U] has died unexpectedly, claimed by a heart attack upon receipt of the good news of [loser.GetTitledFirstNameNicknamedPossessive] defeat.\n\n" - game_rule.1142.choice.preamble: "Against all odds, in [winner.GetHerHis] place, the Witengamot has chosen to elect [elect.GetFirstName] of [elect.GetHouse.GetName] —" - game_rule.1142.choice.margaret: "[GetScriptedCharacterByHistoryID( '114' ).GetTitledFirstNameNicknamedPossessive] great-niece and daughter of the wanderer [GetScriptedCharacterByHistoryID( '110' ).GetTitledFirstNameNicknamed]" - game_rule.1142.choice.edgar: "[GetScriptedCharacterByHistoryID( '114' ).GetTitledFirstNameNicknamedPossessive] great-nephew, the chosen heir before [winner.GetFirstNameNoTooltip] seized power, and son of the wanderer [GetScriptedCharacterByHistoryID( '110' ).GetTitledFirstNameNicknamed]" - game_rule.1142.choice.svend: "[GetScriptedCharacterByHistoryID( '101505' ).GetTitledFirstNameNicknamedPossessive] grandson and [elect.GetTitleAsNameNoTooltip] of [elect.GetPrimaryTitle.GetBaseNameNoTier], who elected to sit out the initial stages of the conflict" - game_rule.1142.choice.aelfwine: "grandson of [GetScriptedCharacterByHistoryID( '101510' ).GetTitledFirstNameNicknamed], who has been in self-imposed exile as a poor churchman in Occitania" - game_rule.1142.choice.cadoc: "a Cornish noble of some unutterable line or other" - game_rule.1142.outro: "— as the kingdom's new ruler rather than #EMP me#!.\n\nIt seems England has slipped immediately from my grasp." - game_rule.1142.a: "This is outrageous, the throne is mine!" - game_rule.1142.b: "The will of the council is adamant." - game_rule.1142.c: "So close to reigning, yet so far..." - - rule_historicity_frankokratia: "Chance of Frankokratia" - setting_historicity_frankokratia_default: "Balanced" - setting_historicity_frankokratia_default_desc: "The Splintered Crusade, diverting Catholics to attack Byzantium, is immediately possible from the 1178 start date. If using an earlier start, this can happen only #EMP after#! the first Catholic [crusade|E]." - setting_historicity_frankokratia_blocked: "None" - setting_historicity_frankokratia_blocked_desc: "Catholic Crusaders will not be diverted to attack the Byzantine Empire." - setting_historicity_frankokratia_fourth_crusade: "Fourth Crusade" - setting_historicity_frankokratia_fourth_crusade_desc: "From earlier start dates, at least 3 Catholic [crusades|E] must happen before the Splintered Crusade. From 1178, Catholics may attack Byzantium only #EMP after#! 1 [crusade|E]." - - setting_historicity_frankokratia_high: "High" - setting_historicity_frankokratia_high_desc: "Any Catholic [crusade|E] can become a Splintered Crusade, breaking apart to launch a war against Byzantium." - - rule_ai_laamp_numbers: "[adventurer_i] Max Amount of Landless [adventurers|E]" - ai_laamp_numbers_desc: "The game will rarely spawn more than" - ai_laamp_numbers_warning: "Historical adventurers and special event adventurers might still occur in addition to this." - setting_ai_laamp_numbers_200: "200" - setting_ai_laamp_numbers_200_desc: "$ai_laamp_numbers_desc$ 200 adventurers at once. $ai_laamp_numbers_warning$" - setting_ai_laamp_numbers_150: "150" - setting_ai_laamp_numbers_150_desc: "$ai_laamp_numbers_desc$ 150 adventurers at once. $ai_laamp_numbers_warning$" - setting_ai_laamp_numbers_100: "100" - setting_ai_laamp_numbers_100_desc: "$ai_laamp_numbers_desc$ 100 adventurers at once. $ai_laamp_numbers_warning$" - setting_ai_laamp_numbers_50: "50" - setting_ai_laamp_numbers_50_desc: "$ai_laamp_numbers_desc$ 50 adventurers at once. $ai_laamp_numbers_warning$" - setting_ai_laamp_numbers_25: "25" - setting_ai_laamp_numbers_25_desc: "$ai_laamp_numbers_desc$ 25 adventurers at once. $ai_laamp_numbers_warning$" - - rule_advantage_damage_effect: "Impact of [advantage|E]" - setting_advantage_damage_effect_1: "1" - setting_advantage_damage_effect_1_desc: "Each point of [advantage|E] you have over your opponent in [battles|E] will increase [damage|E] by #V 1%#!" - setting_advantage_damage_effect_2: "2" - setting_advantage_damage_effect_2_desc: "Each point of [advantage|E] you have over your opponent in [battles|E] will increase [damage|E] by #V 2%#!" - setting_advantage_damage_effect_5: "5" - setting_advantage_damage_effect_5_desc: "Each point of [advantage|E] you have over your opponent in [battles|E] will increase [damage|E] by #V 5%#!" - setting_advantage_damage_effect_7: "7" - setting_advantage_damage_effect_7_desc: "Each point of [advantage|E] you have over your opponent in [battles|E] will increase [damage|E] by #V 7%#!" - setting_advantage_damage_effect_10: "10" - setting_advantage_damage_effect_10_desc: "Each point of [advantage|E] you have over your opponent in [battles|E] will increase [damage|E] by #V 10%#!" - - rule_custom_duchies: "Custom Duchies" - setting_on_custom_duchies: "On" - setting_on_custom_duchies_player: "Player Only" - setting_off_custom_duchies: "Off" - setting_on_custom_duchies_desc: "The creation of custom non-historical Duchies, and the ability to integrate Counties into them is allowed." - setting_on_custom_duchies_player_desc: "The creation of custom non-historical Duchies, and the ability to integrate Counties into them is allowed for players only." - setting_off_custom_duchies_desc: "The creation of custom non-historical Duchies, and the ability to integrate Counties into them is disallowed." - - rule_situation_the_great_steppe: "[the_great_steppe|E]" - setting_situation_the_great_steppe_toggle_on: "Enabled" - setting_situation_the_great_steppe_toggle_on_desc: "The [GetGovernment( 'nomad_government' ).GetName] rulers of the Great Steppe will be involved in a [situation|E] with its own [steppe_seasons|E] and struggle to become the [gurkhan|E]." - setting_situation_the_great_steppe_toggle_off: "#high Disabled#!" - setting_situation_the_great_steppe_toggle_off_desc: "[the_great_steppe|E] [situation|E] is not enabled when the game begins, meaning that the Steppe plays like any other normal part of the map." - - rule_sami_nomad_region: "Extra Nomadic Region: Sápmi & Karelia" - setting_sami_nomad_region_off: "Default" - setting_sami_nomad_region_off_desc: "The Sápmi region is unchanged." - setting_sami_nomad_region_on: "#high Nomadic#!" - setting_sami_nomad_region_on_desc: "The Sápmi region uses Nomadic mechanics, designed for Steppe Nomads. This rule will not have any effect unless you own the #V $DLC020_CE2$#! Expansion." - - rule_tibet_nomad_region: "Extra Nomadic Region: Tibet" - setting_tibet_nomad_region_off: "Default" - setting_tibet_nomad_region_off_desc: "The Tibetan region is unchanged." - setting_tibet_nomad_region_on: "#high Nomadic#!" - setting_tibet_nomad_region_on_desc: "The Tibetan region uses Nomadic mechanics, designed for Steppe Nomads. This rule will not have any effect unless you own the #V $DLC020_CE2$#! Expansion." - - situation_game_rule_extra_nomads_tibet: "Changthang" - situation_game_rule_extra_nomads_tibet_desc: "[SITUATION.GetType.GetDesc]" - situation_type_game_rule_extra_nomads_tibet: "Changthang" - situation_type_game_rule_extra_nomads_tibet_desc: "Where yaks follow the wind and the sky bends low." - game_rule_extra_nomads_tibet_sub_region_eastern_plateau: "Eastern Plateau" - game_rule_extra_nomads_tibet_sub_region_western_plateau: "Western Plateau" - game_rule_extra_nomads_tibet_sub_region_river_valley: "River Valley" - game_rule_extra_nomads_tibet_participant_group_nomad_rulers_capital: "Nomadic Rulers in the Region" - game_rule_extra_nomads_tibet_participant_group_nomad_rulers_capital_desc: "$the_great_steppe_participant_group_nomad_rulers_capital_desc$" - game_rule_extra_nomads_tibet_participant_group_nomad_rulers_realm: "Nomadic Rulers Partially in the Region" - game_rule_extra_nomads_tibet_participant_group_nomad_rulers_realm_desc: "$the_great_steppe_participant_group_nomad_rulers_realm_desc$" - game_rule_extra_nomads_tibet_participant_group_herders: "Herders" - game_rule_extra_nomads_tibet_participant_group_herders_desc: "$the_great_steppe_participant_group_herders_desc$" - game_rule_extra_nomads_tibet_nomad_rulers_capital: "[steppe_season|E] #weak (Rulers in the Region)#!" - game_rule_extra_nomads_tibet_nomad_rulers_realm: "[steppe_season|E] #weak (Partially in the Region)#!" - game_rule_extra_nomads_tibet_participant_group_settled_rulers: "$the_great_steppe_participant_group_settled_rulers$" - game_rule_extra_nomads_tibet_participant_group_settled_rulers_desc: "$the_great_steppe_participant_group_settled_rulers_desc$" - game_rule_extra_nomads_tibet_settled_rulers: "[steppe_season|E] #weak (Settled Rulers)#!" - game_rule_extra_nomads_tibet_herders: "[steppe_season|E] #weak (Herders)#!" - game_rule_extra_nomads_tibet_situation_steppe_abundant_grazing_season_situation_phase: "$situation_steppe_abundant_grazing_season$" - game_rule_extra_nomads_tibet_situation_steppe_severe_drought_season_situation_phase: "$situation_steppe_severe_drought_season$" - game_rule_extra_nomads_tibet_situation_steppe_white_zud_season_situation_phase: "$situation_steppe_white_zud_season$" - game_rule_extra_nomads_tibet_situation_steppe_cold_zud_season_situation_phase: "$situation_steppe_cold_zud_season$" - game_rule_extra_nomads_tibet_situation_steppe_warm_nights_season_situation_phase: "$situation_steppe_warm_nights_season$" - game_rule_extra_nomads_tibet_situation_steppe_sky_blessing_season_situation_phase: "$situation_steppe_sky_blessing_season$" - game_rule_extra_nomads_tibet_situation_steppe_havsarsan_zud_season_situation_phase: "$situation_steppe_havsarsan_zud_season$" - - situation_game_rule_extra_nomads_sami: "The Taiga and Tundra" - situation_game_rule_extra_nomads_sami_desc: "[SITUATION.GetType.GetDesc]" - situation_type_game_rule_extra_nomads_sami: "The Taiga and Tundra" - situation_type_game_rule_extra_nomads_sami_desc: "The homeland of the Sami and Karelian people." - game_rule_extra_nomads_sami_sub_region_sami_land: "Sápmi" - game_rule_extra_nomads_sami_sub_region_karelian_land: "Karelia" - game_rule_extra_nomads_sami_participant_group_nomad_rulers_capital: "Nomadic Rulers in the Region" - game_rule_extra_nomads_sami_participant_group_nomad_rulers_capital_desc: "$the_great_steppe_participant_group_nomad_rulers_capital_desc$" - game_rule_extra_nomads_sami_participant_group_nomad_rulers_realm: "Nomadic Rulers Partially in the Region" - game_rule_extra_nomads_sami_participant_group_nomad_rulers_realm_desc: "$the_great_steppe_participant_group_nomad_rulers_realm_desc$" - game_rule_extra_nomads_sami_participant_group_herders: "Herders" - game_rule_extra_nomads_sami_participant_group_herders_desc: "$the_great_steppe_participant_group_herders_desc$" - game_rule_extra_nomads_sami_nomad_rulers_capital: "[steppe_season|E] #weak (Rulers in the Region)#!" - game_rule_extra_nomads_sami_nomad_rulers_realm: "[steppe_season|E] #weak (Partially in the Region)#!" - game_rule_extra_nomads_sami_participant_group_settled_rulers: "$the_great_steppe_participant_group_settled_rulers$" - game_rule_extra_nomads_sami_participant_group_settled_rulers_desc: "$the_great_steppe_participant_group_settled_rulers_desc$" - game_rule_extra_nomads_sami_settled_rulers: "[steppe_season|E] #weak (Settled Rulers)#!" - game_rule_extra_nomads_sami_herders: "[steppe_season|E] #weak (Herders)#!" - game_rule_extra_nomads_sami_situation_steppe_abundant_grazing_season_situation_phase: "$situation_steppe_abundant_grazing_season$" - game_rule_extra_nomads_sami_situation_steppe_severe_drought_season_situation_phase: "$situation_steppe_severe_drought_season$" - game_rule_extra_nomads_sami_situation_steppe_white_zud_season_situation_phase: "$situation_steppe_white_zud_season$" - game_rule_extra_nomads_sami_situation_steppe_cold_zud_season_situation_phase: "$situation_steppe_cold_zud_season$" - game_rule_extra_nomads_sami_situation_steppe_warm_nights_season_situation_phase: "$situation_steppe_warm_nights_season$" - game_rule_extra_nomads_sami_situation_steppe_sky_blessing_season_situation_phase: "$situation_steppe_sky_blessing_season$" - game_rule_extra_nomads_sami_situation_steppe_havsarsan_zud_season_situation_phase: "$situation_steppe_havsarsan_zud_season$" - - rule_arabia_nomad_region: "Extra Nomadic Region: Arabia" - setting_arabia_nomad_region_off: "Default" - setting_arabia_nomad_region_off_desc: "The Arabian region is unchanged." - setting_arabia_nomad_region_on: "#high Nomadic#!" - setting_arabia_nomad_region_on_desc: "The Arabian region uses Nomadic mechanics, designed for Steppe Nomads. This rule will not have any effect unless you own the #V $DLC020_CE2$#! Expansion." - - situation_game_rule_extra_nomads_arabs: "Al-Bādiya" - situation_game_rule_extra_nomads_arabs_desc: "[SITUATION.GetType.GetDesc]" - situation_type_game_rule_extra_nomads_arabs: "Al-Bādiya" - situation_type_game_rule_extra_nomads_arabs_desc: "The open country, the wide expanses where Bedouins traditionally roam." - game_rule_extra_nomads_arabs_sub_region_arabia_nomads: "The Arabian Desert" - game_rule_extra_nomads_arabs_sub_region_egypt_nomads: "Egypt" - game_rule_extra_nomads_arabs_participant_group_nomad_rulers_capital: "Nomadic Rulers in the Region" - game_rule_extra_nomads_arabs_participant_group_nomad_rulers_capital_desc: "$the_great_steppe_participant_group_nomad_rulers_capital_desc$" - game_rule_extra_nomads_arabs_participant_group_nomad_rulers_realm: "Nomadic Rulers Partially in the Region" - game_rule_extra_nomads_arabs_participant_group_nomad_rulers_realm_desc: "$the_great_steppe_participant_group_nomad_rulers_realm_desc$" - game_rule_extra_nomads_arabs_participant_group_herders: "Herders" - game_rule_extra_nomads_arabs_participant_group_herders_desc: "$the_great_steppe_participant_group_herders_desc$" - game_rule_extra_nomads_arabs_nomad_rulers_capital: "[steppe_season|E] #weak (Rulers in the Region)#!" - game_rule_extra_nomads_arabs_nomad_rulers_realm: "[steppe_season|E] #weak (Partially in the Region)#!" - game_rule_extra_nomads_arabs_settled_rulers: "[steppe_season|E] #weak (Settled Rulers)#!" - game_rule_extra_nomads_arabs_herders: "[steppe_season|E] #weak (Herders)#!" - game_rule_extra_nomads_arabs_participant_group_settled_rulers: "$the_great_steppe_participant_group_settled_rulers$" - game_rule_extra_nomads_arabs_participant_group_settled_rulers_desc: "$the_great_steppe_participant_group_settled_rulers_desc$" - game_rule_extra_nomads_arabs_situation_steppe_abundant_grazing_season_situation_phase: "$situation_steppe_abundant_grazing_season$" - game_rule_extra_nomads_arabs_situation_steppe_severe_drought_season_situation_phase: "$situation_steppe_severe_drought_season$" - game_rule_extra_nomads_arabs_situation_steppe_white_zud_season_situation_phase: "$situation_steppe_white_zud_season$" - game_rule_extra_nomads_arabs_situation_steppe_cold_zud_season_situation_phase: "$situation_steppe_cold_zud_season$" - game_rule_extra_nomads_arabs_situation_steppe_warm_nights_season_situation_phase: "$situation_steppe_warm_nights_season$" - game_rule_extra_nomads_arabs_situation_steppe_sky_blessing_season_situation_phase: "$situation_steppe_sky_blessing_season$" - game_rule_extra_nomads_arabs_situation_steppe_havsarsan_zud_season_situation_phase: "$situation_steppe_havsarsan_zud_season$" - - rule_sahel_nomad_region: "Extra Nomadic Region: Sahel" - setting_sahel_nomad_region_off: "Default" - setting_sahel_nomad_region_off_desc: "The Sahel region is unchanged." - setting_sahel_nomad_region_on: "#high Nomadic#!" - setting_sahel_nomad_region_on_desc: "The Sahel region uses Nomadic mechanics, designed for Steppe Nomads. This rule will not have any effect unless you own the #V $DLC020_CE2$#! Expansion." - - situation_game_rule_extra_nomads_sahel: "Tiniri" - situation_game_rule_extra_nomads_sahel_desc: "[SITUATION.GetType.GetDesc]" - situation_type_game_rule_extra_nomads_sahel: "Tiniri" - situation_type_game_rule_extra_nomads_sahel_desc: "The Maghreb and Saharan regions inhabited by Berbers." - game_rule_extra_nomads_sahel_sub_region_north_africa_nomads: "North Africa" - game_rule_extra_nomads_sahel_sub_region_sahel_nomads: "Sahel" - game_rule_extra_nomads_sahel_sub_region_sahara_nomads: "Sahara" - game_rule_extra_nomads_sahel_participant_group_nomad_rulers_capital: "Nomadic Rulers in the Region" - game_rule_extra_nomads_sahel_participant_group_nomad_rulers_capital_desc: "$the_great_steppe_participant_group_nomad_rulers_capital_desc$" - game_rule_extra_nomads_sahel_participant_group_nomad_rulers_realm: "Nomadic Rulers Partially in the Region" - game_rule_extra_nomads_sahel_participant_group_nomad_rulers_realm_desc: "$the_great_steppe_participant_group_nomad_rulers_realm_desc$" - game_rule_extra_nomads_sahel_participant_group_herders: "Herders" - game_rule_extra_nomads_sahel_participant_group_herders_desc: "$the_great_steppe_participant_group_herders_desc$" - game_rule_extra_nomads_sahel_nomad_rulers_capital: "[steppe_season|E] #weak (Rulers in the Region)#!" - game_rule_extra_nomads_sahel_nomad_rulers_realm: "[steppe_season|E] #weak (Partially in the Region)#!" - game_rule_extra_nomads_sahel_settled_rulers: "[steppe_season|E] #weak (Settled Rulers)#!" - game_rule_extra_nomads_sahel_herders: "[steppe_season|E] #weak (Herders)#!" - game_rule_extra_nomads_sahel_participant_group_settled_rulers: "$the_great_steppe_participant_group_settled_rulers$" - game_rule_extra_nomads_sahel_participant_group_settled_rulers_desc: "$the_great_steppe_participant_group_settled_rulers_desc$" - game_rule_extra_nomads_sahel_situation_steppe_abundant_grazing_season_situation_phase: "$situation_steppe_abundant_grazing_season$" - game_rule_extra_nomads_sahel_situation_steppe_severe_drought_season_situation_phase: "$situation_steppe_severe_drought_season$" - game_rule_extra_nomads_sahel_situation_steppe_white_zud_season_situation_phase: "$situation_steppe_white_zud_season$" - game_rule_extra_nomads_sahel_situation_steppe_cold_zud_season_situation_phase: "$situation_steppe_cold_zud_season$" - game_rule_extra_nomads_sahel_situation_steppe_warm_nights_season_situation_phase: "$situation_steppe_warm_nights_season$" - game_rule_extra_nomads_sahel_situation_steppe_sky_blessing_season_situation_phase: "$situation_steppe_sky_blessing_season$" - game_rule_extra_nomads_sahel_situation_steppe_havsarsan_zud_season_situation_phase: "$situation_steppe_havsarsan_zud_season$" - - rule_horn_of_africa_nomad_region: "Extra Nomadic Region: Horn of Africa" - setting_horn_of_africa_nomad_region_off: "Default" - setting_horn_of_africa_nomad_region_off_desc: "The Horn of Africa region is unchanged." - setting_horn_of_africa_nomad_region_on: "#high Nomadic#!" - setting_horn_of_africa_nomad_region_on_desc: "The Horn of Africa region uses Nomadic mechanics, designed for Steppe Nomads. This rule will not have any effect unless you own the #V $DLC020_CE2$#! Expansion." - - situation_game_rule_extra_nomads_horn: "Bilād as-Sūmāl" - situation_game_rule_extra_nomads_horn_desc: "[SITUATION.GetType.GetDesc]" - situation_type_game_rule_extra_nomads_horn: "Bilād as-Sūmāl" - situation_type_game_rule_extra_nomads_horn_desc: "The parched plains, the boundless horizon — where Somali herders follow their flocks beneath the burning sun." - game_rule_extra_nomads_horn_sub_region_horn_nomads: "Horn of Africa" - game_rule_extra_nomads_horn_sub_region_nubia_nomads: "Nubia" - game_rule_extra_nomads_horn_participant_group_nomad_rulers_capital: "Nomadic Rulers in the Region" - game_rule_extra_nomads_horn_participant_group_nomad_rulers_capital_desc: "$the_great_steppe_participant_group_nomad_rulers_capital_desc$" - game_rule_extra_nomads_horn_participant_group_nomad_rulers_realm: "Nomadic Rulers Partially in the Region" - game_rule_extra_nomads_horn_participant_group_nomad_rulers_realm_desc: "$the_great_steppe_participant_group_nomad_rulers_realm_desc$" - game_rule_extra_nomads_horn_participant_group_herders: "Herders" - game_rule_extra_nomads_horn_participant_group_herders_desc: "$the_great_steppe_participant_group_herders_desc$" - game_rule_extra_nomads_horn_nomad_rulers_capital: "[steppe_season|E] #weak (Rulers in the Region)#!" - game_rule_extra_nomads_horn_herders: "[steppe_season|E] #weak (Herders)#!" - game_rule_extra_nomads_horn_nomad_rulers_realm: "[steppe_season|E] #weak (Partially in the Region)#!" - game_rule_extra_nomads_horn_settled_rulers: "[steppe_season|E] #weak (Settled Rulers)#!" - game_rule_extra_nomads_horn_participant_group_settled_rulers: "$the_great_steppe_participant_group_settled_rulers$" - game_rule_extra_nomads_horn_participant_group_settled_rulers_desc: "$the_great_steppe_participant_group_settled_rulers_desc$" - game_rule_extra_nomads_horn_situation_steppe_abundant_grazing_season_situation_phase: "$situation_steppe_abundant_grazing_season$" - game_rule_extra_nomads_horn_situation_steppe_severe_drought_season_situation_phase: "$situation_steppe_severe_drought_season$" - game_rule_extra_nomads_horn_situation_steppe_white_zud_season_situation_phase: "$situation_steppe_white_zud_season$" - game_rule_extra_nomads_horn_situation_steppe_cold_zud_season_situation_phase: "$situation_steppe_cold_zud_season$" - game_rule_extra_nomads_horn_situation_steppe_warm_nights_season_situation_phase: "$situation_steppe_warm_nights_season$" - game_rule_extra_nomads_horn_situation_steppe_sky_blessing_season_situation_phase: "$situation_steppe_sky_blessing_season$" - game_rule_extra_nomads_horn_situation_steppe_havsarsan_zud_season_situation_phase: "$situation_steppe_havsarsan_zud_season$" - - _sub_region_ERROR_FLAG_INDEX: "a place outside the [situation|E]" - - rule_coronation_laws: "Coronation Laws" - setting_coronation_laws_on: "Default" - setting_coronation_laws_no_imperial_uncrowned: "#high Crowned Imperial Accession#!" - setting_coronation_laws_no_imperial_uncrowned_desc: "[kings|E] will not become [GetLaw('uncrowned').GetName] when they ascend to [emperor|E]-[title_tier|E]." - setting_coronation_laws_off: "#high No Coronation Laws#!" - setting_coronation_laws_on_desc: "The [GetLaw('uncrowned').GetName] [law|E] will damage [legitimacy|E] and [opinion|E] for [kings|E] and [emperors|E] until they hold a [coronation|E]." - setting_coronation_laws_off_desc: "High-[title_tier|E] [rulers|E] do not have the [GetLaw('uncrowned').GetName] [law|E], and are not required to hold [coronations|E]. AI will hold [coronations|E] less frequently. This makes the game easier." - - rule_silk_road_starting_innovations: "Starting [silk_road_innovations|E]" - setting_silk_road_starting_innovations_preset: "Preset" - setting_silk_road_starting_innovations_preset_desc: "Starting [silk_road_innovations|E] will be the same preset selection in each bookmark." - setting_silk_road_starting_innovations_random: "Random" - setting_silk_road_starting_innovations_random_desc: "Starting [silk_road_innovations|E] will be randomly selected from possibilities of the [era|E]." diff --git a/localization/english/replace/government_l_english.yml b/localization/english/replace/government_l_english.yml deleted file mode 100644 index fea2ab346..000000000 --- a/localization/english/replace/government_l_english.yml +++ /dev/null @@ -1,979 +0,0 @@ -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]" diff --git a/localization/english/replace/barter_window_l_english.yml b/localization/english/replace/gui/barter_window_l_english.yml similarity index 100% rename from localization/english/replace/barter_window_l_english.yml rename to localization/english/replace/gui/barter_window_l_english.yml diff --git a/localization/english/replace/holding_view_l_english.yml b/localization/english/replace/holding_view_l_english.yml deleted file mode 100644 index 2f73a62a6..000000000 --- a/localization/english/replace/holding_view_l_english.yml +++ /dev/null @@ -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$" diff --git a/localization/english/replace/holdings_l_english.yml b/localization/english/replace/holdings_l_english.yml deleted file mode 100644 index 813ae8505..000000000 --- a/localization/english/replace/holdings_l_english.yml +++ /dev/null @@ -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$" diff --git a/localization/english/replace/laws_l_english.yml b/localization/english/replace/laws_l_english.yml deleted file mode 100644 index ef9eff09c..000000000 --- a/localization/english/replace/laws_l_english.yml +++ /dev/null @@ -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]" diff --git a/localization/english/replace/mapicons_l_english.yml b/localization/english/replace/mapicons_l_english.yml deleted file mode 100644 index 8b855c297..000000000 --- a/localization/english/replace/mapicons_l_english.yml +++ /dev/null @@ -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#!" diff --git a/localization/english/replace/mercenaries_l_english.yml b/localization/english/replace/mercenaries_l_english.yml deleted file mode 100644 index 481ecdfd3..000000000 --- a/localization/english/replace/mercenaries_l_english.yml +++ /dev/null @@ -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 " diff --git a/localization/english/replace/message_filters_l_english.yml b/localization/english/replace/message_filters_l_english.yml deleted file mode 100644 index 018e160fb..000000000 --- a/localization/english/replace/message_filters_l_english.yml +++ /dev/null @@ -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]" diff --git a/localization/english/replace/messages_l_english.yml b/localization/english/replace/messages_l_english.yml deleted file mode 100644 index e6dfd010f..000000000 --- a/localization/english/replace/messages_l_english.yml +++ /dev/null @@ -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." diff --git a/localization/english/replace/militaryview_l_english.yml b/localization/english/replace/militaryview_l_english.yml deleted file mode 100644 index 24b41beb3..000000000 --- a/localization/english/replace/militaryview_l_english.yml +++ /dev/null @@ -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' )]" diff --git a/localization/english/replace/mottos_l_english.yml b/localization/english/replace/mottos_l_english.yml deleted file mode 100644 index 0aa9b8650..000000000 --- a/localization/english/replace/mottos_l_english.yml +++ /dev/null @@ -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." diff --git a/localization/english/replace/rally_point_window_l_english.yml b/localization/english/replace/rally_point_window_l_english.yml deleted file mode 100644 index 7da803a4a..000000000 --- a/localization/english/replace/rally_point_window_l_english.yml +++ /dev/null @@ -1,37 +0,0 @@ -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.#!" diff --git a/localization/english/replace/regiment_l_english.yml b/localization/english/replace/regiment_l_english.yml deleted file mode 100644 index 3d850551d..000000000 --- a/localization/english/replace/regiment_l_english.yml +++ /dev/null @@ -1,349 +0,0 @@ -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.#!" diff --git a/localization/english/replace/succession_laws_l_english.yml b/localization/english/replace/succession_laws_l_english.yml deleted file mode 100644 index 096d7af16..000000000 --- a/localization/english/replace/succession_laws_l_english.yml +++ /dev/null @@ -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." diff --git a/localization/english/replace/terrains_l_english.yml b/localization/english/replace/terrains_l_english.yml deleted file mode 100644 index c75bc1b16..000000000 --- a/localization/english/replace/terrains_l_english.yml +++ /dev/null @@ -1,51 +0,0 @@ -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" - diff --git a/localization/english/replace/NEOW_Domicile_l_english.yml b/localization/english/replace/zz_NEOW_Domicile_l_english.yml similarity index 100% rename from localization/english/replace/NEOW_Domicile_l_english.yml rename to localization/english/replace/zz_NEOW_Domicile_l_english.yml diff --git a/localization/english/replace/auxiliary_regiment_l_english.yml b/localization/english/replace/zz_NEOW_auxiliary_regiment_l_english.yml similarity index 100% rename from localization/english/replace/auxiliary_regiment_l_english.yml rename to localization/english/replace/zz_NEOW_auxiliary_regiment_l_english.yml diff --git a/localization/english/replace/NEOW_buildings_l_english.yml b/localization/english/replace/zz_NEOW_buildings_l_english.yml similarity index 96% rename from localization/english/replace/NEOW_buildings_l_english.yml rename to localization/english/replace/zz_NEOW_buildings_l_english.yml index ae16cde78..200cde308 100644 --- a/localization/english/replace/NEOW_buildings_l_english.yml +++ b/localization/english/replace/zz_NEOW_buildings_l_english.yml @@ -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." \ No newline at end of file + 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 "$building_type_pyramids_02_desc$" \ No newline at end of file diff --git a/localization/english/replace/NEOW_cosmetic_titles_l_english.yml b/localization/english/replace/zz_NEOW_cosmetic_titles_l_english.yml similarity index 100% rename from localization/english/replace/NEOW_cosmetic_titles_l_english.yml rename to localization/english/replace/zz_NEOW_cosmetic_titles_l_english.yml diff --git a/localization/english/replace/zz_NEOW_council_stuff_l_english.yml b/localization/english/replace/zz_NEOW_council_stuff_l_english.yml new file mode 100644 index 000000000..2d02486cf --- /dev/null +++ b/localization/english/replace/zz_NEOW_council_stuff_l_english.yml @@ -0,0 +1,27 @@ +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" \ No newline at end of file diff --git a/localization/english/replace/NEOW_culture_creation_names_l_english.yml b/localization/english/replace/zz_NEOW_culture_creation_names_l_english.yml similarity index 100% rename from localization/english/replace/NEOW_culture_creation_names_l_english.yml rename to localization/english/replace/zz_NEOW_culture_creation_names_l_english.yml diff --git a/localization/english/replace/NEOW_death_reasons_l_english.yml b/localization/english/replace/zz_NEOW_death_reasons_l_english.yml similarity index 100% rename from localization/english/replace/NEOW_death_reasons_l_english.yml rename to localization/english/replace/zz_NEOW_death_reasons_l_english.yml diff --git a/localization/english/replace/zz_NEOW_decisions_l_english.yml b/localization/english/replace/zz_NEOW_decisions_l_english.yml index 6daa2a6e1..3229b3ed3 100644 --- a/localization/english/replace/zz_NEOW_decisions_l_english.yml +++ b/localization/english/replace/zz_NEOW_decisions_l_english.yml @@ -1,377 +1,4 @@ l_english: - DECISION_ON_COOLDOWN:0 "@warning_icon! #X $DECISION_NAME$ unavailable until [DATE.GetStringLong]#!" - ALREADY_PLANNING_ACTIVITY:0 "You are already planning another [activity|E]" - ALREADY_IN_ACTIVITY_FIRST_NOT:0 "You are currently busy [CHARACTER.Custom('GetActivityName')]" - ALREADY_IN_ACTIVITY_THIRD_NOT:0 "[CHARACTER.GetSheHe|U] is currently busy [CHARACTER.Custom('GetActivityName')]" - unavailable_activity:0 "participating in [ROOT.Char.GetInvolvedActivity.GetName]" - unavailable_pay_homage:0 "paying homage to your liege" - unavailable_meditation:0 "meditating" - unavailable_petition_liege:0 "petitioning your liege" - unavailable_hold_court:0 "holding court" - unavailable_tour_stop:0 "preparing for your liege's [tour|E]" - - GENERIC_CHOOSE_OPTION: "Choose Option" - - start_hunt_decision:0 "Call Hunt" - start_hunt_decision_tooltip:2 "A [GetActivityType('activity_hunt').GetName] will be held" - start_hunt_decision_desc:0 "#F The untamed wilds are calling, and all manner of beasts are awaiting my spear and arrow!#!" - start_hunt_decision_go_on_hunt:1 "You go on a #V Hunt#! in one of the baronies of your realm" - start_hunt_decision_prestige:1 "You may get opportunities to increase your [prestige|E]" - start_hunt_decision_stress_lazy:0 "#N You will not lose [stress|E] since you are [GetTrait('lazy').GetName( GetPlayer )]#!" - start_hunt_decision.tt.servants_prestige.reduced:0 "#N Your lack of [Concept('court_amenities','Servants')|E] to drum out wildlife makes hunting harder and less [prestigious|E] if it goes poorly#!" - start_hunt_decision.tt.servants_prestige.increased:0 "#P Your ample [Concept('court_amenities','Servants')|E] better flush out animals, earning more [prestige|E] if the hunt goes well#!" - start_hunt_decision_master_of_hunt:0 "#P Since you employ a $master_of_hunt_court_position$ your hunt is more likely to end well#!" - start_hunt_decision_confirm:0 "Sound the horn!" - - host_feast_decision:0 "Host Feast" - host_exotic_feast_decision:0 "Host an Exotic Feast" - host_lavish_feast_decision:0 "Host a Lavish Feast" - host_grand_feast_decision:0 "Host a Grand Feast" - host_modest_feast_decision:0 "Host a Modest Feast" - host_feast_decision_tooltip:0 "A [GetActivityType('activity_feast').GetName] will be held" - host_feast_decision_opening_desc:0 "#F Cracking open the casks and inviting guests of honor is not only a duty, but an opportunity to reaffirm bonds of loyalty, and often a great pleasure!#!" - host_feast_decision_desc_vassals:1 "May increase your vassals' [opinion|E] of you" - host_feast_decision_desc_court_musician_opinion:1 "#P Since you employ a $court_musician_court_position$ the opinion gain will be more significant#!" - host_feast_decision_desc_shy:2 "#N You will not lose [stress|E] since you are [GetTrait('shy').GetName( GetPlayer )] or [GetTrait('reclusive').GetName( GetPlayer )]#!" - host_feast_decision_desc_pensive:0 "#N You will not lose [stress|E] since you are [GetTrait('pensive').GetName( GetPlayer )]#!" - host_feast_decision_desc_stress_medium:1 "Your [stress|E] will reduce" - host_feast_decision_desc_stress:1 "Your [stress|E] may reduce" - host_feast_decision_desc_liege_opinion:1 "May increase your liege's [opinion|E] of you" - host_feast_decision_confirm:0 "Send the invitations" - - borrow_from_holy_order_decision:0 "Borrow Gold from Holy Order" - borrow_from_holy_order_decision_tooltip:0 "You will borrow money from an available Holy Order" - borrow_from_holy_order_decision_desc:0 "I am in need of money, and who better to ask for help than the servants of [ROOT.Char.GetFaith.HighGodName]? I can send out letters and hope that I get a response." - borrow_from_holy_order_decision_confirm:0 "Write the inquiries!" - borrow_from_holy_order_decision_effect_tooltip:1 "You borrow [SCOPE.ScriptValue('holy_order_gold_value')|P00] [gold|E][gold_i] from a [holy_order|E]\n\n@warning_icon! The [holy_order|E] will start making demands if you do not repay the loan\n@warning_icon! You cannot borrow more money again until you have paid back this loan" - borrow_from_holy_order_gold_condition:3 "No [CHARACTER.GetFaith.GetAdjective] Holy Order has enough gold" - - escape_from_prison_decision:0 "Escape from Prison" - escape_from_prison_decision_tooltip:0 "Attempt to escape prison" - escape_from_prison_decision_desc:0 "The same walls, the same routine, the same gruel for food – every day is just like the last. This prison is eating away at me, and I will stand it no longer!" - escape_from_prison_decision_success.tt:0 "Your escape attempt succeeds" - escape_from_prison_decision_failure.tt:0 "Your escape attempt fails" - escape_from_prison_decision_failure_outcome.tt:0 "[imprisoner.GetTitledFirstName] might be... displeased" - escape_from_prison_decision_confirm:0 "No bars will hold me!" - escape_from_prison_decision_effect_tooltip:1 "@warning_icon! The chance of success depends on your [prowess|E], [traits|E], and whether you are in the [dungeon|E]" - - tribal_challenge_ruler_decision:0 "Challenge the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip|U]" - tribal_challenge_ruler_decision_desc:0 "[ROOT.Char.GetLiege.GetFirstName] carries the title of [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip] as if it is unquestionably [ROOT.Char.GetLiege.GetHersHis]; as if it is not skill and strength alone that should decide our leader.\n\nI, [ROOT.Char.GetFullNameNoTooltip], question [ROOT.Char.GetLiege.GetHerHis] right to the title, to all of [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTier], and I will be silent no longer!" - tribal_challenge_ruler_decision_tooltip:0 "Challenge the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip|U] for [ROOT.Char.GetLiege.GetHerHis] title and [ROOT.Char.GetLiege.GetHerHis] land" - tribal_challenge_ruler_effect_tooltip:0 "[liege_to_challenge.GetTitledFirstNameNoTooltip] will decide upon the challenge\n" - tribal_challenge_ruler_desc_success:0 "You win the challenge" - tribal_challenge_ruler_desc_failure:0 "You lose the challenge" - recently_took_tribal_challenge_ruler_decision:0 "Has recently challenged someone's rule" - tribal_challenge_ruler_decision_confirm:0 "Challenge [ROOT.Char.GetLiege.GetTitledFirstNameNoTooltip]!" - - gain_weight_decision:0 "Gain Weight" - gain_weight_decision_desc:0 "The fallacies of my body are growing too noticeable – I barely have the strength to make it through the day!\n\nA diet containing, among other things, lots of milk, butter, and dates has been suggested to me, and I think it's time to try it out." - gain_weight_decision_tooltip:0 "You will dedicate yourself to gaining weight" - gain_weight_decision_confirm:0 "Bring the butter!" - - stop_gain_weight_decision:0 "Stop Gaining Weight" - stop_gain_weight_decision_desc:0 "A never ending stream of fatty food has done its work, and I can stomach it no longer. I will abandon my efforts to gain weight." - stop_gain_weight_decision_tooltip:0 "You will no longer attempt to gain weight" - stop_gain_weight_decision_confirm:0 "Stop Gaining Weight" - - lose_weight_decision:0 "Lose Weight" - lose_weight_decision_desc:0 "My body weakens for every day that passes, and my girth weights heavy on me both bodily and mentally.\n\nRunning, warm baths, maybe even a mildly cathartic substance... I will find a way to lose some weight." - lose_weight_decision_tooltip:0 "You will dedicate yourself to losing weight" - lose_weight_decision_confirm:0 "Bring the scammony!" - - stop_lose_weight_decision:0 "Stop Losing Weight" - stop_lose_weight_decision_desc:0 "I have tried every tincture and remedy recommended to me, and to push it further would be excessive. I will abandon my efforts to lose weight." - stop_lose_weight_decision_tooltip:0 "You will no longer attempt to lose weight" - stop_lose_weight_decision_confirm:0 "Stop Losing Weight" - - commit_suicide_decision:1 "Attempt Suicide" - commit_suicide_decision_desc:0 "There is only darkness and pain. People tell me it will get better, but how do they know? And what does that help me in this moment? It is time to shed the trappings of this mortal realm." - commit_suicide_decision_desc_depressed:0 "$commit_suicide_decision_desc$" - commit_suicide_decision_desc_incapable:0 "I survive but do not truly live. My current state forces me to rely on others to do the simplest of tasks. I did not choose this, perhaps it would be easier if I just ended it all..." - commit_suicide_decision_desc_cancer:0 "I feel the sickness spreading within me. What started as a minor inconvenience has now grown into a daily struggle. Death is inevitable. I just want the pain to stop." - commit_suicide_decision_desc_leper:0 "The rot has taken a firm hold of my mortal being. A few of my toes are already gone and the pus oozes from my wounds. How long must I suffer from this horrendous fate?" - commit_suicide_decision_desc_great_pox:0 "The pustules now cover my body, each ulcer larger and more painful than the last. I see nothing but fear and disgust in the eyes of my subjects. It is only going to get worse..." - commit_suicide_decision_desc_lunatic:0 "I cannot escape the constant murmurs of hatred and disappointment. They are telling me to do things I shouldn't. Nothing makes sense, reality contradicts itself. Will only death set me free?" - commit_suicide_decision_desc_parent:0 "There is no moving on. I am trapped by the grief for my lost child. [ROOT.Var('mourning_parent').Char.Custom2('MyCharacterIntroduction', ROOT.Char)|U] meant the world to me. What point is there to living, when life has lost its only source of joy and laughter?" - commit_suicide_decision_desc_soulmate:1 "I can no longer endure the emptiness felt within my soul. Life without you, my beloved [ROOT.Var('mourning_soulmate').Char.GetFirstName], has been nothing more than a burden. If the only way to return to your arms is by departing this world, so be it." - commit_suicide_decision_desc_friend:1 "Life is too bleak if I cannot share it with a true friend. Moments that would've made both [ROOT.Var('mourning_friend').Char.GetFirstName] and me laugh for hours now only fill me with despair. This path of loneliness is not for me." - commit_suicide_decision_desc_demoted:0 "Few have suffered humiliation as I have. I, who used to be at the top, am now forced to grovel like the rest of these fools. Maybe I should take matters into my own hands and go out the way I choose." - commit_suicide_decision_desc_divorce:0 "I spend my days wallowing in regret. What could I have done to prevent this painful parting? How can I restore the love that has been lost? It is hopeless. Without my marriage, I am nothing." - commit_suicide_decision_desc_witch:0 "My fascination with the arcane has led me down a lonely and dangerous path. But my curiosity has come at a terrible cost. I am shunned for my beliefs. I'm afraid they will never accept me for who I am." - commit_suicide_decision_desc_cannibal:0 "What a backwards society we live in. Gorging myself on the exquisite delicacy that is human flesh happens to be the only thing that brings me joy. I do not want to keep living in a world that forbids it!" - commit_suicide_decision_desc_sodomite:0 "Fate has dealt me a cruel hand. Why must I be persecuted for the desires of my heart? I cannot help having been born this way. If they condemn me in life, will I only be accepted in death?" - commit_suicide_decision_desc_deviant:0 "Who are they to judge me? My lustful explorations may have taken me down many surprising paths, but they all lead to intense pleasure. Without these carnal delights, I have nothing to live for." - commit_suicide_decision_desc_criminal:0 "I cannot escape my past. Wherever I go, I feel the eyes of judgment upon me. How could this have happened? Why did I let things go this far? I hope my crimes will be forgiven after I'm gone." - commit_suicide_decision_desc_stressed:0 "Day after day, the pressure builds. Wherever I go, whatever I do, it soon becomes too much. Everything is spiraling out of control. It must end!" - commit_suicide_decision_tooltip:2 "The time has come to depart from this world" - commit_suicide_decision_effect_tooltip:0 "@warning_icon! You will attempt to end your life, are you sure this is what you want?" - commit_suicide_decision_confirm:0 "My time has come" - - pet_dog_decision:0 "Pet [ROOT.Char.Custom('DogStoryName')]" - pet_dog_decision_desc:0 "It is time to take a deep breath and find my trusted four-legged companion [ROOT.Char.Custom('DogStoryName')]. Some people say dogs are base creatures, but no matter how tough life gets I know [ROOT.Char.Custom('DogStorySheHe')] will always be there for me!" - pet_dog_decision_tooltip:0 "Pet your dog" - pet_dog_decision_confirm:0 "Pet your dog" - pet_decision_effect_tooltip:0 "You will lose some [stress|E]" - - pet_cat_decision:0 "Pet [ROOT.Char.Custom('CatStoryName')]" - pet_cat_decision_desc:0 "It is time to take a deep breath and find my trusted four-legged companion [ROOT.Char.Custom('CatStoryName')]. Some people say cats are evil and selfish creatures, but no matter how tough life gets I know [ROOT.Char.Custom('CatStorySheHe')] will always be there for me!" - pet_cat_decision_tooltip:0 "Pet your cat" - pet_cat_decision_confirm:0 "Pet your cat" - - playdate_decision:0 "Meet Peers" - playdate_decision_desc:0 "#F Inviting every small lord and lady in the realm to enjoy themselves in the company of other children is a liberating and fun experience!#!" - host_playdate_decision_desc_vassal_and_courtiers:0 "May increase your vassals and courtiers' [opinion|E] of you" - start_playdate_decision:0 "You meet your peers in [capital_province.GetName]" - playdate_decision_tooltip:0 "You will invite children to [GetActivityType('activity_playdate').GetName]" - playdate_decision_confirm:0 "Send out invitations!" - - repay_loan_decision:0 "Repay Loan" - repay_loan_decision_decision_tooltip:0 "You will pay back what you owe" - repay_loan_decision_decision_desc:0 "To have a debt hanging over me is unbecoming of a [ROOT.Char.GetTitleAsNameNoTooltip] – the time has come to repay the money I owe." - repay_loan_decision_confirm:0 "Send back the money!" - - create_cadet_branch_decision:0 "Create Cadet Branch" - create_cadet_branch_decision_tooltip:1 "You will form a Cadet Branch" - create_cadet_branch_decision_desc:0 "It may be time for my family to abandon the legacy of the House [ROOT.Char.GetHouse.GetNameNoTooltip] and carve its own path in history, with me as the head of this new branch of our great dynasty." - create_cadet_branch_decision_confirm:0 "Create Cadet Branch" - I_CREATE_CADET_BRANCH_DECISION_SUCCESSION_LINE:1 "You are third or closer in the line of succession for one of your [house_head|E]'s [titles|E]" - I_NOT_CREATE_CADET_BRANCH_DECISION_SUCCESSION_LINE:1 "You are #bold not#! third or closer in the line of succession for one of your [house_head|E]'s [titles|E]" - I_CREATE_CADET_BRANCH_DECISION_ANCESTOR_IN_HOUSE:1 "One of your ancestors belong to your current [house|E]" - I_NOT_CREATE_CADET_BRANCH_DECISION_ANCESTOR_IN_HOUSE:2 "None of your living ancestors belong to your current [house|E]" - created_cadet_branch_toast_new_house_desc:2 "A New House" - created_cadet_branch_toast_new_house_other_tt:2 "You are now a member of House [new_house.GetName]" - - take_vow_of_poverty_decision:0 "Take Vow of Poverty" - take_vow_of_poverty_decision_tooltip:1 "You vow to hold no undue riches" - take_vow_of_poverty_decision_desc:0 "Money is the root of all evil. While I cannot feasibly give away everything and remain [ROOT.Char.GetTitleAsNameNoTooltip], I can vow to give a portion of my income away each month." - take_vow_of_poverty_decision_confirm:0 "Take vow of poverty" - - return_rome_decision:0 "Return $c_roma$" - return_rome_decision_tooltip:0 "The Holy Father should be seated in $c_roma$, the title must be returned to him" - return_rome_decision_desc:0 "The Holy Father has been vanquished from his seat in $c_roma$. It is my sacred duty as a Catholic to return this most holy of places to its rightful owner." - return_rome_decision_confirm:0 "Return $c_roma$" - - renounce_vow_of_poverty_decision:0 "Renounce Vow of Poverty" - renounce_vow_of_poverty_decision_tooltip:1 "You will no longer donate a portion of your income" - renounce_vow_of_poverty_decision_desc:0 "There is no getting around the fact that I need a bigger budget to effectively govern my realm. Pragmatism demands the revocation of my vow of poverty." - renounce_vow_of_poverty_decision_confirm:0 "Renounce vow of poverty" - - initiate_consolamentum_decision:1 "Consolamentum: Initiate Endura" - initiate_consolamentum_decision_alternate:0 "Enact Ritual Suicide" - initiate_consolamentum_decision_tooltip:0 "It is time to prepare for the end of this life" - initiate_consolamentum_decision_desc:1 "#F As the end of my life draws near, I should initiate the Endura ritual to cleanse my soul of sin and move on from this world.#!" - initiate_consolamentum_decision_desc_alternate:0 "#F With the end of my life drawing near, I should undergo the holy suicide rituals that will cleanse my soul of sin before moving on from this world.#!" - initiate_consolamentum_decision_confirm:2 "Initiate Ritual Suicide" - - seek_aid_of_the_spirits_decision:0 "Seek Aid of the Spirits" - seek_aid_of_the_spirits_decision_tooltip:0 "Attempt to contact the spirits" - seek_aid_of_the_spirits_decision_desc: "#F Spirits inhabit the world all around us, some helpful, some malevolent, and some indifferent to human lives." - seek_aid_of_the_spirits_decision_desc_landless: "\n\nI can perform a ritual to call upon them to aid me in my endeavors, but there is no telling what the outcome will be...#!" - seek_aid_of_the_spirits_decision_desc_landed: "\n\nI can ask my [ROOT.Char.Custom('MyPriestTitle')] to call upon them to aid me in my endeavors, but there is no telling what the outcome will be...#!" - seek_aid_of_the_spirits_decision_effect.tt:0 "You petition the unseen..." - seek_aid_of_the_spirits_decision_confirm:0 "Seek aid of the spirits" - - select_personal_deity_hinduism_decision:0 "Determine Bhakti" - select_personal_deity_hinduism_decision_tooltip:0 "Think about the [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_deity_hinduism_decision_desc:0 "#F Every devout [ROOT.Char.GetFaith.GetAdherentNameNoTooltip] should have bhakti, or a devotion to a specific god or goddess who most strongly resonates with their soul.\n\nI should contemplate the various divine beings and decide which one calls to me the most.#!" - select_personal_deity_hinduism_decision_confirm:0 "Contemplate bhakti" - select_personal_deity_hinduism_decision_tt:0 "You gain a modifier associated with your selected bhakti" - - select_personal_deity_germanic_decision:0 "Determine Personal Deity" - select_personal_deity_germanic_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_deity_germanic_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" - select_personal_deity_germanic_decision_confirm:0 "Dedicate your Worship to a particular God" - select_personal_deity_germanic_decision_tt:1 "You begin to live your life according to the values of" - select_personal_deity_germanic_decision.select_odin:0 "Odin, Glad-of-War, the All-Father" - select_personal_deity_germanic_decision.select_ullr:0 "Ullr, Swiftest on Snow" - select_personal_deity_germanic_decision.select_tyr:0 "Tyr, the One Handed" - select_personal_deity_germanic_decision.select_thor:0 "Thor, Guardian of Man" - select_personal_deity_germanic_decision.select_freyr:0 "Freyr, Bringer of Peace" - - - #N3OW Added: - select_personal_leviathan_union_decision:0 "Determine Leviathan Union" - select_personal_leviathan_union_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_leviathan_union_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention. Though, due to just how many there are, it is best to simply align with a group of similar Leviathans: a Union.\n\nI should contemplate these divine beings and decide which Union calls to me the most.#!" - select_personal_leviathan_union_decision_confirm:0 "Dedicate yourself to a particular Union of Leviathans" - select_personal_leviathan_union_decision_tt:1 "You begin to live your life according to the values of the" - select_personal_leviathan_union_decision.select_nationalisators:0 "Nationalisators, Cabinet of Britannia, Eternal Solars" - select_personal_leviathan_union_decision.select_technosaurs:0 "Technosaurs, Titans of Progress, Revolutionisers of Industry" - select_personal_leviathan_union_decision.select_mechasaurs:0 "Mechasaurs, Shapers of Earth, Builders of Wonders" - select_personal_leviathan_union_decision.select_petrosaurs:0 "Petrosaurs, Surveyors of the Depths, Black and Gold" - select_personal_leviathan_union_decision.select_metallurgicals:0 "Metallurgicals, Knowers of Regulation, Adepts of the Mechanical" - select_personal_leviathan_union_decision.select_nautiluses:0 "Nautiluses, Admirals of the Deep, Pride of Britannia" - select_personal_leviathan_union_decision.select_aerosaurs:0 "Aerosaurs, Knights of the Sky, Breakers of the Blitz" - - meditate_in_seclusion_decision:0 "Meditate in Seclusion" - meditate_in_seclusion_decision_tooltip:0 "Retreat from public life to focus on your inner self" - meditate_in_seclusion_decision_desc:0 "Only through meditation can we come to understand the true nature of the universe.\n\nThough it means neglecting my other responsibilities, by retreating into seclusion for meditation I may learn more about myself and the universe I inhabit." - meditate_in_seclusion_decision_confirm:0 "Meditate in seclusion" - meditate_in_seclusion_tooltip:0 "You might lose [stress|E], gain [traits|E], or even increase your [learning|E] skill" - - give_sky_burial_decision:0 "Give Your [ROOT.Char.Custom2('RelationToMe', ROOT.Var('ancestor_to_bury').Char)|U] a Sky Burial" - give_sky_burial_decision_tooltip:0 "Put your ancestor to rest and gain [piety|E] and [vassal|E] [opinion|E]" - give_sky_burial_decision_desc:0 "#F [ROOT.Var('ancestor_to_bury').Char.Custom2('MyCharacterIntroduction', ROOT.Char)|U] has passed away. Tradition dictates that [ROOT.Var('ancestor_to_bury').Char.GetSheHe] should be given a sky burial, [ROOT.Var('ancestor_to_bury').Char.GetHerHis] remains left for the scavengers to feast upon so that [ROOT.Var('ancestor_to_bury').Char.GetSheHe] may feed the world which once fed [ROOT.Var('ancestor_to_bury').Char.GetHerHim].#!" - give_sky_burial_decision_confirm:0 "Give Sky Burial" - give_sky_burial_vassals:0 "Every Vassal who believes in Sky Burials" - - raise_runestone_decision:0 "Raise a Runestone" - raise_runestone_decision_desc:0 "[ROOT.Var('ancestor_to_bury').Char.Custom2('MyCharacterIntroduction', ROOT.Char)|U] has passed away. I will raise a runestone to honor [ROOT.Var('ancestor_to_bury').Char.GetHerHis] life, and to bring fame to all who bear the name [ROOT.Var('ancestor_to_bury').Char.GetDynasty.GetName]. Future generations will never forget the greatness of [ROOT.Var('ancestor_to_bury').Char.GetFullNameNicknamedNoTooltip]!" - raise_runestone_decision_tooltip:0 "Raise a runestone to honor your [ROOT.Char.Custom2('RelationToMeShort', ROOT.Var('ancestor_to_bury').Char)]" - raise_runestone_decision_warning:1 "@warning_icon! #X The runestone will be destroyed if the [county|e] falls to someone outside of your [dynasty|E]#!" - raise_runestone_decision_confirm:0 "Raise Runestone" - raise_runestone_decision_toast:0 "Raised a Runestone" - raise_runestone_vassals:0 "Every Vassal of your [faith|E]" - - divine_the_stars_decision:0 "Divine the Stars" - divine_the_stars_decision_tooltip:0 "Look to the heavens and see what the future has in store for you" - divine_the_stars_decision_desc:0 "#F Our destinies are written in the stars themselves. By studying them I may gain some insight into what the future holds...#!" - divine_the_stars_decision_confirm:0 "Divine the Stars" - divine_the_starts_effect:0 "You will discover a cosmic insight in the near future" - divine_the_stars_trigger:0 "You are already divining the stars" - divine_the_stars_modifier:0 "You do not already have an astrological modifier" - - create_holy_order_decision:0 "Found Holy Order" - create_holy_order_decision_tooltip:0 "Establish a [holy_order|E] and become its [holy_order_patron|E]" - create_holy_order_decision_desc:0 "#F There can never be too many warriors dedicated to defending the true faith. I will honor [ROOT.Char.GetFaith.WarGodName] by giving those who would serve a home and arms!#!" - create_holy_order_decision_confirm:0 "Found Holy Order" - create_holy_order_decision_effect_message:1 "A [holy_order|E] of your [faith|E] will be founded\n$EFFECT_LIST_BULLET$You become the order's [holy_order_patron|E]\n$EFFECT_LIST_BULLET$You will select a non [county|E] [capital|E] [barony|E] as the order's Headquarters" - destroy_holy_order_warning:0 "@warning_icon! #X Revoking their last lease will destroy the Holy Order!#!" - I_MUST_BE_KING_OR_EMPEROR:1 "You hold a [kingdom|E] or an [empire|E]" - I_AM_NOT_KING_OR_EMPEROR:1 "You must hold a [kingdom|E] or an [empire|E]" - I_HAVE_TWO_CASTLE_COUNTY:2 "You have a [barony|E] with a [city|E] or [castle|E] that can be leased out as the Holy Order's Headquarters" - NOT_I_HAVE_HOLY_ORDER_BARONY_SELECTED:1 "You have #bold not#! selected a Barony" - - cancel_holy_order_lease_decision:0 "Revoke Holy Order Lease" - cancel_holy_order_lease_decision_tooltip:0 "Revoke lease for a [holy_order|E]" - cancel_holy_order_lease_decision_desc:0 "#F The Holy Order stationed in the [barony.GetName] has done good work, but the holding is now needed for other things.#!" - cancel_holy_order_lease_hostile_decision_desc:0 "#F The Holy Order stationed in the [barony.GetName] will no longer be allowed to spread lies and discord – the holding will from now on be used for other, more righteous, things.#!" - cancel_holy_order_lease_decision_confirm:0 "Revoke Lease" - - commission_artifact_decision:0 "Commission Artifact" - commission_artifact_decision_effect:0 "A local artisan with a sponsored [project|E] arrives at your court" - commission_artifact_decision_warning_effect:0 "#weak Local artisans produce lower quality artifacts than [inspired|E] [royal_court|E] guests#!" - commission_artifact_decision_tooltip:0 "Hire a local artisan to create an [artifact|E] for you" - commission_artifact_decision_desc:0 "What is the point of being a [ROOT.Char.GetTitleAsNameNoTooltip] if I don't have nice things to show for it? A new sword would be nice, or maybe a brooch..." - commission_artifact_decision_confirm:0 "Hire A Local Artisan" - commission_artifact_decision_effect_message:0 "" - COMMISSION_ARTIFACT_DECISION_NEXT_STEP_BUTTON:0 "Choose Artifact" - COMMISSION_ARTIFACT_DECISION_SELECT_ARTIFACT_TITLE:0 "Choose a type of [artifact|E]" - - commission_legend_artifact_decision: "Commission Legend Artifact" - commission_legend_artifact_decision_effect: "Your $court_position_antiquarian$ or $court_position_chronicler$ will produce a book to commemorate your [legend|E]" - commission_legend_artifact_decision_tooltip: "Commission a book [artifact|E] to commemorate your [legend|E]" - commission_legend_artifact_decision_confirm: "Start the Commission" - commission_legend_artifact_decision_desc: "Memories may be lost to the ages, but books are eternal. I shall ensure that my legend will never be forgotten." - commission_legend_artifact_decision_var_tt: "You must have completed a [legend|E]" - commision_legend_artifact_decision_court_positions_tt: "You have no $court_position_antiquarian$ or $court_position_chronicler$" - commision_legend_artifact_decision_disappearing_tt: "The [legend|E] must be present in your [realm|E]" - - isolate_capital_decision: "Isolate Capital" - isolate_capital_decision_tt: "There must be a [epidemic|E] in your realm" - isolate_capital_decision_tooltip: "Increase the [epidemic_resistance|E] of your [capital|E]" - isolate_capital_decision_desc: "With the plague looming over our capital there is only one possible measure to remedy it: reinforce the walls, close the gates and throw the keys." - isolate_capital_decision_confirm: "$isolate_capital_decision$" - isolate_capital_decision_modifier: "Isolated Capital" - isolate_capital_decision_modifier_desc: "This county has been placed under quarantine to protect it from the plague." - unisolate_capital_decision: "End Capital Isolation" - unisolate_capital_decision_tooltip: "End the isolation measures in your [capital|E], decreasing its [epidemic_resistance|E]" - unisolate_capital_decision_desc: "Whether the plague has abated or not, the impact of isolation is proving too great and the gates must once again be unlocked." - unisolate_capital_decision_confirm: "$unisolate_capital_decision$" - unisolate_capital_decision_tt: "Your capital must currently be in isolation" - - commission_artifact_decision_option_weapon:0 "Weapon\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'primary_armament' )]#!" - commission_artifact_decision_option_armor:0 "Armor\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'armor' )]#!" - commission_artifact_decision_option_crown:0 "Crown\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'helmet' )]#!" - commission_artifact_decision_option_regalia:0 "Regalia\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'regalia' )]#!" - commission_artifact_decision_option_brooch:0 "Brooch\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'miscellaneous' )]#!" - commission_artifact_decision_option_tapestry:1 "Wall Hanging\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'wall_big' )]#!" - commission_artifact_decision_option_furniture:0 "Furniture\n#low Owned: [Add_int32( ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'sculpture' ), Add_int32( ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'pedestal' ), ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'throne' ) ) )]#!" - commission_artifact_decision_option_book:0 "Book\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'book' )]#!" - - commission_artifact_decision_option_weapon_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'weapon' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'primary_armament', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_armor_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'armor' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'armor', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_crown_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'helmet' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'helmet', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_regalia_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'regalia' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'regalia', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_brooch_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'miscellaneous' ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'miscellaneous', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_tapestry_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'wall_big' ), Concatenate( 'Currently Displayed:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'wall_big', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_furniture_desc:0 "[AddTextIf( Or(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'sculpture' ), Or( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'pedestal' ), ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'throne' ) ) ), 'Currently Displayed:\n' )][AddTextIf(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'sculpture' ), Concatenate( ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'sculpture', 'NEWLINE', 'NEWLINE', 'NEWLINE' ), '\n') )][AddTextIf(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'pedestal' ), Concatenate( ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'pedestal', 'NEWLINE', 'NEWLINE', 'NEWLINE' ), '\n') )][AddTextIf(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'throne' ), Concatenate( ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'throne', 'NEWLINE', 'NEWLINE', 'NEWLINE' ), '\n') )]" - commission_artifact_decision_option_book_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'book' ), Concatenate( '\nCurrently Displayed:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'book', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - - commission_weapon_tooltip:1 "#T Weapon#! \n$DESC$" - commission_armor_tooltip:1 "#T Armor#! \n$DESC$" - commission_crown_tooltip:1 "#T Crown#! \n$DESC$" - commission_regalia_tooltip:1 "#T Regalia#! \n$DESC$" - commission_brooch_tooltip:1 "#T Brooch#! \n$DESC$" - commission_tapestry_tooltip:2 "#T Wall Hanging#! \n$DESC$" - commission_furniture_tooltip:1 "#T Furniture#! \n$DESC$" - commission_book_tooltip:1 "#T Book#! \n$DESC$" - - go_on_pilgrimage_decision:0 "Go on a Pilgrimage" - go_on_pilgrimage_decision_tooltip:1 "Undertake a [pilgrimage|E] to prove your dedication to [ROOT.Char.GetFaith.PantheonTerm]" - go_on_pilgrimage_decision_desc:0 "#F The holy sites are the places in our world that are closest to [ROOT.Char.GetFaith.PantheonTerm]. To see them for myself is to prove my dedication as a [ROOT.Char.GetFaith.GetAdherentNameNoTooltip].#!" - go_on_pilgrimage_decision_confirm:0 "Prepare for the journey" - pilgrimage_effect_1:0 "You choose a destination among your [faithpossessive|E] [holy_sites|E]" - pilgrimage_effect_2:0 "The further you travel, the more [piety|E] you will gain" - pilgrimage_effect_3:0 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_minimum_cost')])#!" - pilgrimage_effect_4:0 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_medium_extra_cost')])#!" - pilgrimage_effect_5:1 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_long_extra_cost')])#!" - pilgrimage_effect_6:0 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_very_long_extra_cost')])#!" - hajj_exceptionally_long_tt:0 "It is an #V exceptionally long#! pilgrimage from my capital to Mecca" - hajj_very_long_tt:0 "It is a #V very long#! pilgrimage from my capital to Mecca" - hajj_long_tt:0 "It is a #V long#! pilgrimage from my capital to Mecca" - hajj_short_tt:0 "It is a #V short#! pilgrimage from my capital to Mecca" - hajj_distance_info_text:0 "#weak Longer journeys provide more piety, but are more expensive#!" - pilgrimage_illness_warning:0 "@warning_icon! #X It is dangerous to travel while [GetTrait('ill').GetName( GetPlayer )]#!" - - go_on_hajj_decision:0 "Undertake the Hajj" - go_on_hajj_decision_tooltip:0 "Undertake a [pilgrimage|E] to Mecca, to fulfill your duty to Allah" - go_on_hajj_decision_desc:0 "#F The Hajj to Mecca is one of the pillars of my faith. The time has come for me to undertake it, and fulfill my duty as a Muslim.#!" - go_on_hajj_decision_confirm:0 "$go_on_pilgrimage_decision_confirm$" - - reclaim_britannia_decision:0 "Reclaim Britannia" - reclaim_britannia_decision_desc:1 "These lands were once ruled by Celts, and the significance and influence of the culture is once again spreading throughout the lands. As more men and women embrace the Celtic tongue and culture, it is only right to make it official!" - reclaim_britannia_decision_tooltip:0 "[ROOT.Char.GetCulture.GetName] culture will rule" - reclaim_britannia_decision_custom:0 "Cannot have more than 1 vassal with non-Celtic culture" - reclaim_britannia_decision_confirm:1 "Reclaim Britannia" - HAS_NON_CELTIC_POWERFUL_VASSAL:2 "All of your [powerful_vassals|E] have a [culture|E] with a Brythonic or Goidelic [heritage|E]" - - restore_the_danelaw_decision:0 "Restore the Danelaw" - restore_the_danelaw_decision_desc:0 "As the laws of the Danes once ruled these lands they shall once again!" - restore_the_danelaw_decision_tooltip:0 "Reform the Kingdom of the Danelaw" - restore_the_danelaw_decision_confirm:0 "Restore the Danelaw" - - embrace_english_culture_decision:0 "Embrace English Culture" - embrace_english_culture_decision_tooltip:1 "You will give up your [ROOT.Char.GetCulture.GetName] culture" - embrace_english_culture_decision_desc:0 "My vassals, my family, and I have lived side by side with Saxons and Celts, and as our language and customs have mixed with theirs, it is time to embrace the fact that we have become one." - embrace_english_culture_decision_get_innovations:0 "#D English Culture gets a lot of Norman innovations#!" - embrace_english_culture_decision_vassals_custom:0 "All vassals in Britannia" - embrace_english_culture_decision_confirm:0 "Embrace English Culture" - decision_embrace_english_culture_get_innovations:1 "The English [culture|E] gains all Norman and Anglo-Saxon [innovations|E]" - MY_CAPITAL_IS_IN_ENGLAND:1 "Your [realm_capital|E] is in England" - HARRYING_ENDED: "The Harrying of the North has ended" - HIGH_PACIFICATION: "The Harrying of the North's [harrying_pacification|E] has been:\n$EFFECT_LIST_BULLET$Higher than [harrying_resistance|E]\n$EFFECT_LIST_BULLET$Over #V 14#! for at least #V 1#! year" - - restore_dumnonia_decision:0 "Restore the Kingdom of Cornwall" - restore_dumnonia_decision_desc:0 "The spirit of ancient Dumnonia has burned in our breasts since Brutus first landed on Britannia's misty shores. It will burn brighter yet." - restore_dumnonia_decision_tooltip:0 "Cornwall becomes a [de_jure|E] [kingdom|E]." - restore_dumnonia_decision_effects_de_jure_tt:0 "If owned, the [duchies|E] of [cornwall_somerset.GetNameNoTier] and [cornwall_gloucester.GetNameNoTier] will each become [de_jure|E] Cornwall." - restore_dumnonia_decision_confirm:0 "Onen hag oll!" - - found_the_empire_of_hindustan_decision:0 "Found the Empire of Hindustan" - found_the_empire_of_hindustan_decision_desc:0 "While Islam arrived in the lands of Hind hundreds of years ago the subcontinent has been dominated by native dynasties. Let us lay the foundation of a new imperial legacy, an Islamic state rooted in the great plains of northern India!" - found_the_empire_of_hindustan_decision_tooltip:0 "Hindustan becomes a [de_jure|E] [empire|E]." - found_empire_of_hindustan_decision_effects_de_jure_tt:0 "Any owned [kingdoms|E] in the [GetTitleByKey('e_rajastan').GetName], [GetTitleByKey('e_bengal').GetName], and [GetTitleByKey('e_deccan').GetName] will become [de_jure|E] Hindustan." - found_the_empire_of_hindustan_decision_confirm:0 "al-sultan zill allah fi arḍih!" - found_the_empire_of_hindustan_decision_effects_vassal_opinion.tt:0 "All direct vassals" - found_the_empire_of_hindustan_opinion:0 "Founded the Empire of $e_hindustan$" - - restore_roman_empire_decision:0 "Restore the Roman Empire" - restore_roman_empire_decision_confirm:0 "I will restore the Empire" - restore_roman_empire_decision_tooltip:0 "The Roman Empire will be restored" - restore_roman_empire_decision_desc:0 "If Rome and other key territories of the old empire could be reclaimed, the Byzantine Empire would win recognition in the eyes of the West as the true and rightful continuation of the Roman State." - restore_roman_empire_decision_tt:0 "Either your Religion is Christian, or Graeco-Roman, or your Culture is Roman" - restore_roman_empire_decision_effect_tooltip:0 "The Roman Empire will be restored and acquire the [de_jure|E] of all currently held Empires." restore_european_union_decision:0 "Restore Europa" restore_european_union_decision_confirm:0 "I will restore Europa" @@ -379,1193 +6,6 @@ restore_european_union_decision_desc:0 "Before the Deluge, legends say that all of Europe was united under one flag. By retaking key territories of the old empire, we would win recognition in the eyes of the world as the true and rightful sucessor of the European Empire." restore_european_union_decision_effect_tooltip:0 "The Empire of Europa will be restored and acquire the [de_jure|E] of all currently held Empires." - restore_roman_empire_holy_decision:0 "Restore the Roman Empire" - restore_roman_empire_holy_decision_tooltip:0 "The Roman Empire will be restored" - restore_roman_empire_holy_decision_desc:0 "If enough old provinces of the Empire are reclaimed, the Holy Roman Empire would win recognition in the eyes of the East as the true and rightful continuation of the Roman State." - restore_roman_empire_holy_decision_confirm:0 "I will restore the Empire" - - mend_the_great_schism_decision:0 "Mend the Great Schism" - mend_the_great_schism_decision_confirm:0 "One God, one Church!" - mend_the_great_schism_decision_desc:1 "The Great Schism saw the Christian Church divided, but if all five of the Episcopal Sees of the Pentarchy could be restored under the rule of a single Empire under the enlightened leadership of a saintly ruler, there may be a chance to finally reunite Christendom." - mend_the_great_schism_decision_tooltip:0 "I will reunite Christendom" - mend_the_great_schism_decision_effect_tooltip:0 "The [THIS.Char.GetFaith.GetAdjective] Church will mend the Schism and establish itself as the only legitimate branch of Christianity." - every_ecumenical_christian_faith.tt:0 "$EFFECT_LIST_BULLET$ Every Christian [faith|E] with [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName]" - - set_capital_constantinople_decision:0 "Reclaim Constantinople" - set_capital_constantinople_decision_confirm:0 "Restore the true seat of the Empire!" - set_capital_constantinople_decision_desc:0 "Constantinople is the capital of the Eastern Empire and as such she rightfully belongs to me." - set_capital_constantinople_decision_tooltip:0 "Restore Constantinople as the capital of your Empire." - - set_capital_rome_decision:0 "Reclaim Rome" - set_capital_rome_decision_confirm:0 "Restore the true seat of the Empire!" - set_capital_rome_decision_desc:0 "Rome is the ancestral capital of the Roman Empire and as such she rightfully belongs to me." - set_capital_rome_decision_tooltip:0 "Restore Rome as the capital of your Empire." - - establish_iconoclast_patriarchate_decision:0 "Establish Iconoclast Patriarchate" - establish_iconoclast_patriarchate_decision_confirm:0 "For a purer Church!" - establish_iconoclast_patriarchate_decision_desc:0 "Only a pious and influential ruler that holds sway over Constantinople could cleanse the Ecumenical Patriarchate and restore it to a purer form, devoid of idolatry and corruption." - establish_iconoclast_patriarchate_decision_tooltip:0 "Use your influence to re-establish the Iconoclast Patriarchate." - establish_iconoclast_patriarchate_decision_effect_tooltip:0 "The Iconoclast Patriarchate will replace the Ecumenical Patriarchate" - - restore_ecumenical_patriarchate_decision:0 "Restore Ecumenical Patriarchate" - restore_ecumenical_patriarchate_decision_confirm:0 "For the one true Church!" - restore_ecumenical_patriarchate_decision_desc:1 "Only a pious and influential ruler that holds sway over Constantinople will be capable of cleansing the Patriarchate to restore it to a purer form, devoid of barbarity and iconoclasm." - restore_ecumenical_patriarchate_decision_tooltip:0 "Use your influence to re-establish the Ecumenical Patriarchate." - restore_ecumenical_patriarchate_decision_effect_tooltip:0 "The Ecumenical Patriarchate will replace the Iconoclast Patriarchate" - - restore_papacy_decision:0 "Restore the Papacy" - restore_papacy_decision_confirm:0 "The Papacy will be restored" - restore_papacy_decision_desc:0 "If a pious Catholic were to recover the core territories of Saint Peter's patrimony, the Holy See could be restored once more to its rightful place in the Vatican." - restore_papacy_decision_tooltip:0 "Restore the Holy See" - restore_papacy_decision_effect_tooltip:0 "The Papacy will be restored." - - restore_pope_in_rome_decision:0 "Restore Pope in Rome" - restore_pope_in_rome_decision_confirm:0 "Let the Pontiff be welcomed!" - restore_pope_in_rome_decision_desc:0 "It is only right for the heir of Saint Peter to hold the key to the holiest of cities, wherein lays the shrine of the Apostle himself." - restore_pope_in_rome_decision_tooltip:0 "The Papacy will retake office in Rome." - rome_held_by_you_or_vassal_tt:0 "$c_roma$ must be held by you or a [vassal|E]" - - form_switzerland_kingdom_decision:0 "Form the Swiss Confederation" - form_switzerland_kingdom_decision_confirm:0 "Our claims cannot be denied!" - form_switzerland_kingdom_decision_desc:0 "If all the Alpine Cantons are brought together, the Empire will have to recognize their claim as a unified Confederation." - form_switzerland_kingdom_decision_tooltip:0 "The Swiss Confederation will be founded." - form_switzerland_kingdom_decision_effect_tooltip:1 "If you [completely_control|E] the [savoy.GetName], it will become part of [switzerland.GetName]" - - form_austria_kingdom_decision:0 "Form Archduchy of Austria" - form_austria_kingdom_decision_confirm:0 "Form the Archduchy of Austria" - form_austria_kingdom_decision_desc:0 "By gaining enough influence within the Empire, the Austrian Duchy could achieve greater dignity than any other Elector." - form_austria_kingdom_decision_tooltip:0 "The Archduchy of Austria will be formed." - form_austria_kingdom_decision_effect_stretch_goals_tt:0 "If [completely_controlled|E] the [carinthia.GetName], will become [de_jure|E] part of the [austria.GetName]" - form_austria_kingdom_decision_effect_stretch_fail_both_tt:0 "As they are cut off but not [completely_controlled|E], the [krain.GetName] and [istria.GetName] defect [de_jure|E] to the [new_controller.GetName]" - form_austria_kingdom_decision_effect_stretch_fail_krain_tt:0 "As it is cut off but not [completely_controlled|E], the [krain.GetName] defects [de_jure|E] to the [new_controller.GetName]" - form_austria_kingdom_decision_effect_stretch_fail_istria_tt:0 "As it is cut off but not [completely_controlled|E], the [istria.GetName] defects [de_jure|E] to the [new_controller.GetName]" - - dismantle_papacy_decision:0 "Dismantle the Papacy" - dismantle_papacy_decision_confirm:0 "Let the Vatican burn!" - dismantle_papacy_decision_desc:0 "Once the entire Italian peninsula has been brought under [ROOT.Char.GetFaith.GetAdjective] control, we will be able to permanently expunge the Catholic heathens from this world." - dismantle_papacy_decision_tooltip:0 "The Papacy will be permanently destroyed." - dismantle_papacy_decision_effect_tooltip:0 "The Papacy will be permanently destroyed" - - reform_carolingian_empire_decision:0 "Restore Carolingian Borders" - reform_carolingian_empire_decision_confirm:0 "For the Empire of the Franks!" - reform_carolingian_empire_decision_desc:0 "The dream of Charlemagne of a united Europe was unraveled by his sons and the pettiness of German Princes, yet it can still come true if the Franks unite under this single purpose." - reform_carolingian_empire_decision_tooltip:0 "The Carolingian Borders are restored." - reform_carolingian_empire_decision_effect_tooltip:0 "The Carolingian Borders are restored" - - unify_burgundy_kingdom_decision:0 "Unify the Burgundies" - unify_burgundy_kingdom_decision_confirm:0 "Let the realm be whole again!" - unify_burgundy_kingdom_decision_desc:0 "Ever since being brought under Frankish heel, the lands of the Burgundians have been fragmented, split by foreign Kings. If all the Burgundies were united under the same banner, they could finally reclaim their place as a sovereign power in Europe." - unify_burgundy_kingdom_decision_tooltip:0 "The Kingdom of Burgundy is restored and reclaims its independence." - unify_burgundy_kingdom_decision_effect_tooltip:0 "The Kingdom of Burgundy is restored and reclaims its independence" - - unify_italian_empire_decision:0 "Unify Italy" - unify_italian_empire_decision_confirm:0 "The peninsula will be unified" - unify_italian_empire_decision_desc:0 "If the squabbling city-states and barbarous realms of Italy are brought once again under Imperial rule, the entire peninsula will regain its dignity and power." - - convert_to_feudalism_decision:0 "Adopt Feudalism" - convert_to_feudalism_decision_desc:0 "As my realm grows, so does the challenge to control it. If [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] is to keep expanding, we must leave the old ways behind and convert to feudalism." - convert_to_feudalism_decision_confirm:0 "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways" - convert_to_feudalism_decision_tooltip:0 "Change [government|E] type by becoming [feudal|E] or [clan|E]" - - convert_to_feudalism_liege_converted_decision:0 "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege" - convert_to_feudalism_liege_converted_decision_desc:1 "As my realm grows, so does the challenge to control it. My liege already follows the [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] system; I could ask [ROOT.Char.GetLiege.GetHerHis] help in restructuring my realm along similar lines." - convert_to_feudalism_liege_converted_decision_confirm:1 "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip|U] Ways" - convert_to_feudalism_liege_converted_decision_tooltip:0 "Change [government|E] type by becoming [feudal|E] or [clan|E]" - - convert_clan_to_feudalism_through_liege_decision: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege" - convert_clan_to_feudalism_through_liege_decision_desc: "My [ROOT.Char.GetGovernment.GetNameNoTooltip] government is outdated compared to the [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] system of my liege; I could ask [ROOT.Char.GetLiege.GetHerHis] help in restructuring my realm along similar lines." - convert_clan_to_feudalism_through_liege_decision_confirm: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip|U] Ways" - convert_clan_to_feudalism_through_liege_decision_tooltip: "Change [government|E] type by becoming [feudal|E]" - - convert_feudalism_to_clan_through_liege_decision: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege" - convert_feudalism_to_clan_through_liege_decision_desc: "My [ROOT.Char.GetGovernment.GetNameNoTooltip] government is outdated compared to the [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] system of my liege; I could ask [ROOT.Char.GetLiege.GetHerHis] help in restructuring my realm along similar lines." - convert_feudalism_to_clan_through_liege_decision_confirm: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip|U] Ways" - convert_feudalism_to_clan_through_liege_decision_tooltip: "Change [government|E] type by becoming [clan|E]" - same_faith_as_liege: "Same [religion|E] as [liege|E] or a [faith_righteous|E] [faith|E]" - same_culture_as_liege: "Same [culture|E] as [liege|E] or [cultural_acceptance|E] #P +90%#!" - - convert_whole_realm_to_feudalism_decision:0 "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways" - convert_whole_realm_to_feudalism_decision_desc:0 "For [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] to keep expanding and developing we must leave the old ways behind and adopt a new method of governance, together." - convert_whole_realm_to_feudalism_decision_confirm:0 "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways" - convert_whole_realm_to_feudalism_decision_tooltip:0 "Change [government|E] type by adopting [feudalism|E]" - - islamic_vassals_will_convert:1 "As I am Islamic, my [tribal|E] vassals will change to [clan|E] government" - other_vassals_will_convert:1 "My [tribal|E] vassals will change to [feudalism|E]" - clan_liege_vassals_will_convert:0 "As my [liege|E] has a [clan_government|E], my [tribal|E] vassals will change to $game_concept_clan$" - feudal_liege_vassals_will_convert:0 "As my [liege|E] has a [feudal_government|E], my [tribal|E] vassals will become $game_concept_feudal$" - all_holding_will_change:1 "All [tribal_holdings|E] in the realm will become [castle_holdings|E]" - all_vassals_will_convert:0 "All your vassals will change to [feudalism|E]" - - unify_italian_empire_decision_tooltip:0 "Sicily and Croatia are brought back under [de_jure|E] Italia." - unify_italian_empire_decision_effect_tooltip:0 "Sicily and Croatia are brought back under [de_jure|E] Italia" - - create_outremer_empire_decision:0 "Form the Outremer Empire" - create_outremer_empire_decision_confirm:0 "Finally, a genuinely holy land!" - create_outremer_empire_decision_desc:0 "Only once the golden cross shines from Ascalon to Omar and the infidels have been truly cast out of the Holy Land will the sacred mission of the Crusades be achieved." - create_outremer_empire_decision_tooltip:0 "The Empire of Outremer will be established." - create_outremer_empire_decision_effect_tooltip:0 "The Empire of Outremer will be established" - outremer_decision_hybrid_tt:0 "You will form a [THIS.Char.GetCulture.GetPrefix]-[hybrid_culture.GetName] [hybrid_culture|E] with the $innovation_men_at_arms$ and $innovation_desert_tactics$ [innovations|E]" - - I_AM_UNDER_OUTREMER_LIEGE:0 "My liege has Outremer [culture|E]" - I_AM_NOT_UNDER_OUTREMER_LIEGE:0 "My liege has #bold not#! Outremer [culture|E]" - I_AM_UNDER_OUTREMER_EMPIRE:0 "My liege does #bold not#! rule the Empire of Outremer" - I_AM_NOT_UNDER_OUTREMER_EMPIRE:0 "My liege rules the Empire of Outremer" - - embrace_celibacy_decision:0 "Embrace Celibacy" - embrace_celibacy_decision_desc:0 "#F A life devoid of carnal pleasures will bring me peace and satisfaction.#!" - embrace_celibacy_decision_tooltip:0 "I become Celibate" - embrace_celibacy_decision_confirm:0 "A new life begins today!" - abandon_celibacy_decision:0 "Abandon Celibacy" - abandon_celibacy_decision_desc:0 "#F I have duties to the realm, and to myself... I can no longer live in celibacy.#!" - abandon_celibacy_decision_tooltip:0 "I stop being Celibate" - abandon_celibacy_decision_confirm:0 "A new life begins today!" - msg_became_celibate:0 "Embrace Celibacy" - msg_stopped_being_celibate:0 "Abandon Celibacy" - - - sale_of_titles_decision:1 "Sell Trivial Titles" - sale_of_titles_decision_desc:0 "#F Selling titles — of purely symbolic importance — to people of more means than pedigree will bolster my treasury.#!" - sale_of_titles_decision_tooltip:0 "Exchange Prestige for Gold" - sale_of_titles_decision_confirm:1 "Draw up Writs of Honor" - sale_of_titles_side_effects_tt:0 "Selling titles yields unpredictable results" - sell_titles_nickname_gained:0 "New Nickname" - - extort_subjects_decision:0 "Extort Subjects" - extort_subjects_decision_desc:0 "#F When I am in need of money, my subjects should be happy to pay their dues! Where would they even be without me, after all?#!" - extort_subjects_decision_tooltip:0 "Ruffle feathers until gold falls out" - extort_subjects_decision_confirm:0 "Now where are my loyal subjects?" - extort_subjects_effect_tt:2 "You will have the opportunity to take gold from someone in your realm" - I_HAVE_NO_VASSALS_OF_COUNT_RANK_OR_HIGHER:0 "You have no vassals of [count|E] rank or higher" - - commission_epic_decision:0 "Commission Epic" - commission_epic_decision_desc:0 "#F My family history contains many tales of great success and honor. If any of those were composed into a single story, it would certainly reflect very well on myself!#!" - COMMISSION_EPIC_ONCE_COMPLETE:0 "Once the Epic is complete:" - COMMISSION_EPIC_POTENTIAL_COST:1 "#F You are likely to get a better result if you have extra money to spend#!" - commission_epic_decision_tooltip:1 "Pay Gold for [prestige|E] and possibly [dynasty_prestige|E]" - commission_epic_decision_confirm:1 "Time to start composing!" - commission_epic_decision_message:0 "Commissioned Family Epic" - - hold_mystical_communion_decision:0 "Hold Mystical Communion" - hold_mystical_communion_decision_desc:0 "#F I will reach for the presence of [ROOT.Char.GetFaith.HighGodName] in transfixed ecstasy.#!" - hold_mystical_communion_decision_tooltip:0 "You are the only one who truly knows" - hold_mystical_communion_decision_confirm:0 "I begin in peace" - hold_mystical_communion_side_effects_tt:0 "There may be unforeseen side effects" - held_mystical_communion_title:0 "Communed With [ROOT.Char.GetFaith.HighGodName]" - - - destroy_sunni_decision_effect_tooltip:0 "The Ash'ari Caliphate will be destroyed" - - restore_sunni_caliphate_decision:0 "Restore the Ash'ari Caliphate" - restore_sunni_caliphate_decision_confirm:0 "I alone will lead the struggle!" - restore_sunni_caliphate_decision_desc:0 "If a righteous ruler reclaims the holy cities from the clutches of the infidels, the Caliphate could be restored and unite the true worshipers of Allah under a single cause." - restore_sunni_caliphate_decision_tooltip:1 "You will become the Ash'ari Caliph" - restore_sunni_caliphate_decision_effect_tooltip:1 "You will become the Ash'ari Caliph" - - embrace_outremer_culture_decision:0 "Embrace Outremer Culture" - embrace_outremer_culture_decision_confirm:0 "We will be the best of both worlds!" - embrace_outremer_culture_decision_desc:0 "The European incursions in the Levant have brought a multitude of strident cultures together. From their clashes, a new Outremer identity is emerging." - embrace_outremer_culture_decision_tooltip:0 "Introduce the Outremer culture to the Court" - embrace_outremer_culture_decision_courtiers_embrace_outremer:3 "All [courtiers|E] of your [dynasty|E] become Outremer" - embrace_outremer_culture_decision_provinces_embrace_outremer:4 "All Middle-Eastern [counties|E] in your [domain|E] with the same [heritage|E] as your own [culture|E] become Outremer" - embrace_outremer_culture_decision_capital_embraces_outremer:3 "Your [realm_capital|E] will become Outremer" - - create_israel_kingdom_decision:0 "Restore Israel" - create_israel_kingdom_decision_confirm:0 "The Exodus will finally end!" - create_israel_kingdom_decision_desc:0 "It is time for the Children of Israel to found a new United Monarchy built around Jerusalem and the Promised Land, so that Jews may once more live together in peace and harmony." - create_israel_kingdom_decision_tooltip:0 "The Kingdom of Israel is restored." - create_israel_kingdom_decision_effect_tooltip:0 "The Kingdom of Israel is restored" - - jewish_restore_high_priesthood_decision:0 "Restore the [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] High Priesthood" - jewish_restore_high_priesthood_decision_confirm:0 "Establish a new religious head" - jewish_restore_high_priesthood_decision_desc:0 "The office of the [ROOT.Char.GetFaith.ReligiousHeadName] — the High Priest of Judaism — has been vacant since the destruction of the Second Temple at the hands of the Romans. Yet, if we are able to retake control of enough of our ancestral holy sites, a new priesthood could be established." - jewish_restore_high_priesthood_decision_tooltip:0 "The [ROOT.Char.GetFaith.GetAdjective] priesthood is re-established." - - restore_high_priesthood_decision_tooltip:0 "The [ROOT.Char.GetFaith.GetAdjective] priesthood is re-established." - restore_high_priesthood_decision_effect_tooltip:0 "The [THIS.Char.GetFaith.GetAdjective] priesthood is re-established" - - zoroastrian_restore_high_priesthood_decision:0 "Restore the [ROOT.Char.GetFaith.AltPriestTermPlural]" - zoroastrian_restore_high_priesthood_decision_confirm:0 "Establish a new religious head" - zoroastrian_restore_high_priesthood_decision_desc:1 "Since the fall of the Sasanian Empire and the advent of Muslim rule, the rightful [ROOT.Char.GetFaith.GetAdjective] priesthood has languished in obscurity. It is time to bring this shame to an end, ignite the sacred fires all across our land, and return the [ROOT.Char.GetFaith.AltPriestTermPlural] back to prominence as the stalwart allies of a rightful [ROOT.Char.GetTitleTierName]." - zoroastrian_restore_high_priesthood_decision_tooltip:0 "The [ROOT.Char.GetFaith.GetAdjective] priesthood is established." - zoroastrian_restore_high_priesthood_decision_effect_tooltip:0 "The [THIS.Char.GetFaith.GetAdjective] priesthood is established" - - become_saoshyant_decision:0 "Become the Saoshyant" - become_saoshyant_decision_confirm:0 "I am the one!" - become_saoshyant_decision_desc:0 "By driving out the Muslims and restoring Zoroastrian rule over the entirety of the Persian Empire, a pious ruler may be recognized to be Zoroaster's prophesied Saoshyant — the chosen savior of the world." - become_saoshyant_decision_tooltip:0 "Become the Saoshyant." - become_saoshyant_decision_effect_tooltip:0 "Become the Saoshyant" - become_saoshyant_decision_decendant_trait_tooltip:0 "Your descendants will gain the [trait|E] [GetTrait('saoshyant_descendant').GetName( GetNullCharacter )|LV]" - - restore_roman_empire_italian_decision:0 "Restore the Roman Empire" - restore_roman_empire_italian_decision_confirm:0 "I will restore the Empire" - restore_roman_empire_italian_decision_desc:0 "Italy is already under Imperial rule once more. The only thing that we have left is to reclaim the historical provinces in order to restore dignity to our new Roman Empire." - restore_roman_empire_italian_decision_tooltip:0 "The Roman Empire is restored" - - dismantle_holy_pretender_decision:0 "Dismantle German Pretenders" - dismantle_holy_pretender_decision_confirm:0 "War to the pretenders!" - dismantle_holy_pretender_decision_desc:0 "Retaking the Italian Peninsula and the Gallic border will allow us to be in a position strong enough to challenge the German pretenders who are wrongfully claiming Imperial dignity." - dismantle_holy_pretender_decision_tooltip:0 "A war to destroy the Holy Roman Empire will begin." - dismantle_holy_pretender_decision_effect_tooltip:0 "A war to destroy the Holy Roman Empire will begin" - - dismantle_byz_pretender_decision:0 "Dismantle Greek Pretenders" - dismantle_byz_pretender_decision_confirm:0 "War to the pretenders!" - dismantle_byz_pretender_decision_desc:0 "Controlling the Italian Peninsula and gaining a foothold in Greece will allow us to be in a position strong enough to challenge the decaying Empire of the Greeks still clinging to a waning shred of Imperial dignity." - dismantle_byz_pretender_decision_tooltip:0 "A war to destroy the Byzantine Empire will begin." - dismantle_byz_pretender_decision_effect_tooltip:0 "A war to destroy the Byzantine Empire will begin" - - form_rum_sultanate_decision:0 "Form the Sultanate of Rum" - form_rum_sultanate_decision_confirm:0 "A new, [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] Rome!" - form_rum_sultanate_decision_desc:0 "By bringing the Roman heartland of Asia Minor under [ROOT.Char.GetFaith.GetAdjective] control, we will create a new, better Rome under the guiding light of [ROOT.Char.GetFaith.HighGodName]." - form_rum_sultanate_decision_tooltip:0 "Establish the independent Sultanate of Rum." - form_rum_sultanate_decision_effect_tooltip:0 "Establish the independent Sultanate of Rum" - - create_armenian_empire_decision:0 "Revive Greater Armenia" - create_armenian_empire_decision_desc:0 "Greece and Persia are not the only lands ever to maintain imperial dignity. There was a time long ago, before Rome had ever seen an emperor, when our monarch was King of Kings. That time may yet come again." - create_armenian_empire_decision_tooltip:0 "Armenia becomes a [de_jure|E] [empire|E]" - create_armenian_empire_decision_effects_de_jure_tt_a:0 "If held, the following [kingdoms|E] will become [de_jure|E] part of [armenian_armenia_empire.GetNameNoTier]:\n[armenian_georgia.GetNameNoTier], [armenian_daylam.GetNameNoTier], [armenian_jazira.GetNameNoTier], [armenian_syria.GetNameNoTier], [armenian_anatolia.GetNameNoTier], [armenian_pontus.GetNameNoTier], [armenian_jerusalem.GetNameNoTier]" - create_armenian_empire_decision_effects_de_jure_tt_b:1 "All [duchies|E] in $custom_greater_armenia$ become [de_jure|E] part of [armenian_armenia.GetNameNoTier], or remain part of their current [kingdom|E] if you hold that title" - create_armenian_empire_decision_confirm:0 "From sea to sea, again." - - declare_bloodline_holy_decision:0 "Consecrate Bloodline" - declare_bloodline_holy_decision_desc:0 "By showing sufficient devotion and gathering the favor of the clergy, I can ensure that my dynasty is forever enshrined as a holy bloodline under divine protection." - declare_bloodline_holy_decision_tooltip:0 "The [ROOT.Char.GetDynasty.GetName] [dynasty|E] will be consecrated" - declare_bloodline_holy_decision_confirm:0 "Perform the final rites" - - build_grand_church_decision:0 "Build a Grand Church" - build_grand_church_decision_desc:0 "There is a plot of land in Barcelona where communion with [ROOT.Char.GetFaith.HighGodName] supposedly flows easier; to build a [ROOT.Char.GetFaith.HouseOfWorship] upon this ground would honor [ROOT.Char.GetFaith.HighGodName] and the Holy Family.\n\nMay the finished building stand as a testament to [ROOT.Char.GetFaith.HighGodNameAlternatePossessive] greatness!" - build_grand_church_decision_tooltip:0 "The foundation for a grand church is laid" - build_grand_church_decision_confirm:0 "We begin construction #EMP at once#!!" - - accept_cannibalism_decision:0 "[ROOT.Char.GetFaith.GetAdjectiveNoTooltip] Cannibalism" - accept_cannibalism_decision_desc:1 "Our creator [ROOT.Char.GetFaith.CreatorName] made us in [ROOT.Char.GetFaith.CreatorHerHis|U] image. By imbibing the reflection of the divine we grow closer to [ROOT.Char.GetFaith.HighGodNameAlternate]." - all_my_family_members:1 "All your [close_family_members|E]" - all_my_intimidated_vassals:1 "All your [intimidated|E] vassals" - accept_cannibalism_decision_confirm:0 "We feast!" - accept_cannibalism_decision_tooltip:1 "The cost to adopt cannibal-friendly doctrines is significantly lowered" - faith_accept_cannibalism:0 "The cost to adopt cannibal-friendly doctrines is significantly lowered" - accept_cannibalism_decision_custom:1 "Your [court_chaplain|E] has to be a [GetTrait('cannibal').GetName( GetPlayer )]" - accept_cannibalism_decision_custom_not:1 "Your [court_chaplain|E] cannot be a [GetTrait('cannibal').GetName( GetPlayer )]" - - found_university_decision:0 "Found University" - found_university_decision_desc:0 "Learned scholars have been congregating within my realm as of late. Many are sought after as teachers, but to pool — and pass on — their knowledge, they need somewhere to gather." - found_university_decision_tooltip:1 "[special_building|E] Slot: [GetBuilding('generic_university').GetName] will be made available" - found_university_decision_confirm:1 "Lay the foundation!" - found_university_decision_custom:0 "In a fitting Barony" - no_built_university:1 "The [holding|E] does not have a [special_building|E]" - no_special_building_slot:1 "The [holding|E] does not already have a [special_building|E] Slot" - decision_found_university_custom:0 "All County Capitals without a [GetBuilding('generic_university').GetName]" - - empower_sicilian_parliament_decision:0 "Empower Sicilian Parliament" - empower_sicilian_parliament_decision_desc:0 "By balancing the representative of Nobility, Clergy and Burghers with the old Roman infrastructure, a new advisory body could be organized, for the benefit of both monarch and subjects." - empower_sicilian_parliament_decision_tooltip:0 "Establish advisory assembly of the Estates" - empower_sicilian_parliament_decision_confirm:0 "Establish a new Parliament" - empower_sicilian_parliament_decision_every_province_custom:1 "Every Sicilian County" - - england_request_laudabiliter_decision:0 "Request Claim on Ireland" - england_request_laudabiliter_decision_desc:0 "If the Holy See sanctions a campaign against the barbarous tribes of Ireland, all of the British Isles could become ours to rule." - england_request_laudabiliter_decision_tooltip:0 "Petition the Papacy" - england_request_laudabiliter_decision_confirm:0 "Petition the Papacy" - england_request_laudabiliter_decision_effects_tooltip:0 "The Papal Bull gives the [house|E] [THIS.Char.GetHouse.GetName] a [casus_belli|E] for all [counties|E] in Ireland" - laudabiliter_decision_effects_tooltip:0 "$england_request_laudabiliter_decision_effects_tooltip$" - embrace_english_culture_vassals_custom:1 "Every $norman$ or $french$ [vassal|E] in de jure England" - embrace_english_culture_counties_custom:1 "Every $anglo_saxon$ [county|e] in de jure England" - - promote_gothic_innovations_decision:0 "Inspire Opus Francigenum" - promote_gothic_innovations_decision_desc:0 "A new age of art and discovery awaits us to drag [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] out of these dark times and make our homeland the pulsating heart of European culture." - promote_gothic_innovations_decision_tooltip:0 "Invest in patronage" - promote_gothic_innovations_decision_confirm:0 "Invest in patronage" - - lunatic_building_decision:0 "Build a Glass Monument" - lunatic_building_decision_desc:0 "I dreamed of a building all made of glass, where the sun warms like a summer's day even in the deepest of winters, and plants can grow year round!" - lunatic_building_decision_tooltip:0 "A [GetBuilding('special_greenhouse_01').GetName] will be built" - lunatic_building_decision_confirm:0 "I will catch the sun!" - - promote_hungarian_settlement_decision:0 "Promote Christian Settlements" - promote_hungarian_settlement_decision_desc:1 "By opening the [ROOT.Char.GetPrimaryTitle.GetName] to traders and settlers from nearby Christian realms, I will be able to speed the development of my country and strengthen our bond with the Universal Church." - promote_hungarian_settlement_decision_tooltip:0 "Welcome new Christian Settlers in [ROOT.Char.GetPrimaryTitle.GetNameNoTooltip]" - promote_hungarian_settlement_decision_ecumenical_christian:0 "Your [faith|E] is a Christian [faith] with [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName]" - promote_hungarian_settlement_decision_confirm:0 "Send out the announcement!" - promote_hungarian_settlement_decision_every_vassal_custom:0 "Every Mogyer Vassal and Courtier" - promote_hungarian_settlement_decision_every_province_custom:1 "Every Mogyer County in the Kingdom of Hungary" - promote_hungarian_settlement_decision_increased_development:0 "Gains #V 1#! [development|E] if currently under 5 [development]" - promote_hungarian_settlement_decision_convert_county:0 "May convert to a nearby Christian [faith|E]" - - revive_magyar_paganism_decision:1 "Revive $magyar_pagan$" - revive_magyar_paganism_decision_desc:1 "[ROOT.Char.GetFaith.GetReligion.GetNameNoTooltip] might have its advantages, but it has caused no end of grief and unrest amongst our subjects. Perhaps it is time to rekindle our connection with the ancient rites..." - revive_magyar_paganism_decision_tooltip:1 "Abandon [ROOT.Char.GetFaith.GetNameNoTooltip] and embrace the traditions of our ancestors" - revive_magyar_paganism_decision_confirm:1 "Renounce [ROOT.Char.GetFaith.GetNameNoTooltip]" - revive_magyar_paganism_decision_scripted_effect.county_conversions.tt:1 "[counties|E] in your [realm|E] that share your [cultural|E] [heritage|E] might convert to $magyar_pagan$" - revive_magyar_paganism_decision.adjust_the_faith.tt:0 "You may swap some of the tenets of $magyar_pagan$" - hungarian_resettlement.every_converted_province:0 "$EFFECT_LIST_BULLET$ All [counties|E] that convert" - - dynasty_of_many_crowns_decision:0 "Dynasty of Many Crowns" - dynasty_of_many_crowns_decision_desc:1 "One day, our dynasty will rule realms across the world. Through marriage and conquest, the [ROOT.Char.GetDynasty.GetBaseNameNoTooltip] name will be known to all." - dynasty_of_many_crowns_decision_confirm:1 "Our legacy shall endure for eternity!" - dynasty_of_many_crowns_decision_tooltip:0 "Bring fame and glory to the [ROOT.Char.GetDynasty.GetBaseName] [dynasty|E]" - - found_witch_coven_decision:0 "Found Witch Coven" - found_witch_coven_decision_desc:0 "Our proud house is united by blood, but the truth divides us. I long for the day when we will no longer live in fear, but be completely open with each other. Our sons and daughter will be raised to embrace their powers and the will of [ROOT.Char.GetFaith.WitchGodName]. May we serve [ROOT.Char.GetFaith.WitchGodHerHim|U] well!" - found_witch_coven_decision_confirm:0 "Found the [ROOT.Char.GetHouse.GetBaseNameNoTooltip] coven" - found_witch_coven_decision_tooltip:0 "Start a new family tradition" - found_witch_coven_decision_effects.children.tt:0 "All children of the [founder.GetHouse.GetBaseName] coven who are educated by a [GetTrait('witch').GetName( GetPlayer )] becomes a Witch" - found_witch_coven_decision_effects.convert.tt:0 "All Witches of the [founder.GetHouse.GetBaseName] coven are more successful when converting others to witchcraft" - found_witch_coven_decision_effects.grand_rite.tt:1 "The [house_head|E] of the [founder.GetHouse.GetBaseName] coven can host a [GetActivityType('activity_witch_ritual').GetName] [activity|E]" - - strengthen_bloodline_decision:0 "Strengthen Bloodline" - strengthen_bloodline_decision_desc:0 "Vigor, beauty and intellect are all proof of a bloodline's strength. A dynasty thus blessed will pass these gifts on from generation to generation." - strengthen_bloodline_decision_confirm:0 "Strengthen bloodline" - strengthen_bloodline_decision_tooltip:0 "Establish a bloodline known for its strength, beauty and intelligence" - - #UNITE THE WESTERN SLAVS - unite_the_western_slavs_decision:1 "Unite the West Slavs" - unite_the_western_slavs_decision_tooltip:1 "Unite the Western Slavs under one ruler" - unite_the_western_slavs_decision_desc:0 "We were one people when we first came to these lands. Over the years we scattered, dividing ourselves into many tribes. With foreign forces lurking at our doorstep, it is time to stand together once more." - unite_the_western_slavs_decision_tt_1:1 "Your Primary Title is the Kingdom of Poland, Pomerania, Sorbia, Bohemia, or Great Moravia" - unite_the_western_slavs_decision_tt_2:1 "You are an Emperor, and you hold the Kingdom of Poland, Pomerania, Sorbia, Bohemia, or Great Moravia" - unite_the_western_slavs_decision_titles_tt:2 "You will gain the $e_west_slavia$ [title|E]" - unite_the_western_slavs_decision_titles_empire_tt:2 "Every West Slavic [kingdom|E] [title|E] will have their territories become [de_jure|E] of your [primary_title|E]" - unite_the_western_slavs_decision_confirm:1 "Unite the West Slavs" - - #UNITE THE SOUTHERN SLAVS - unite_the_southern_slavs_decision:0 "Unite the South Slavs" - unite_the_southern_slavs_decision_tooltip:0 "Unite the Southern Slavs under one ruler" - unite_the_southern_slavs_decision_confirm:0 "Unite the South Slavs" - unite_the_southern_slavs_decision_desc:0 "We were one people when we first came to these lands. Over the years we scattered, dividing ourselves into many tribes.\n\nNow we are surrounded by mighty Empires with strange customs. Due to their influence our own way of life is slowly fading. We cannot let this happen — the time has come to unite once more." - unite_the_southern_slavs_decision_titles_tt:1 "Every South Slavic [kingdom|E] [title|E] you own (except your [primary_title|E]) will be destroyed and their territories will become [de_jure|E] of your Primary Title ([THIS.Char.GetPrimaryTitle.GetNameNoTier])" - - #UNITE ALL THE SLAVS - unite_the_slavs_decision:0 "Unite the Slavs" - unite_the_slavs_decision_tooltip:0 "Unite the Slavic peoples and found the [empire|E] of Slavia" - unite_the_slavs_decision_confirm:0 "Found Slavia" - unite_the_slavs_decision_desc:0 "If all of the Slavic peoples unite, there is no one who can stop us. I will bring about the mightiest empire the world has ever known!" - unite_the_slavs_decision_titles_tt:2 "Every Slavic [kingdom|E] [title|E] will become [de_jure|E] of the [slavia.GetName]" - unite_the_slavs_decision_effects_innovations_tt:1 "All Slavic cultures in your realm will discover up to 3 [innovations|E] from other Slavic cultures" - - #DEFENDERS OF HIGHGOD - defenders_of_highgod_decision:0 "Defenders of [ROOT.Char.GetFaith.HighGodName]" - defenders_of_highgod_decision_desc:1 "Foreign forces are skirting our territories like a pack of hungry wolves. If the ways of old are to survive, I must win the respect of the clans. Together we will raise a glorious war hall in [ROOT.Char.GetFaith.WarGodNamePossessive] honor." - defenders_of_highgod_decision_confirm:0 "Fortify Holy Site" - defenders_of_highgod_decision_tooltip:0 "Win the loyalty of the tribes and unite in defense of [ROOT.Char.GetFaith.GetName]" - - defenders_of_highgod_decision_effects_holy_site_of_choice:0 "A [SCOPE.GetRootScope.Char.GetFaith.GetAdjective] [holy_site|E] you hold" - defenders_of_highgod_decision_effects_holy_warriors_tt:0 "Many [defender_of_highgod.GetFaith.GetAdjective] warriors in your realm become [GetTrait('holy_warrior').GetName( GetPlayer )]s" - - #UNITE THE SPANISH THRONES - unite_the_spanish_thrones_decision:0 "Unite the Spanish Thrones" - unite_the_spanish_thrones_decision_desc:0 "The Spanish Thrones will be united once more, and this time under the banner of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip]." - unite_the_spanish_thrones_decision_confirm:0 "Unite the Thrones" - unite_the_spanish_thrones_decision_tooltip:0 "The Spanish thrones will be united once more" - unite_the_spanish_thrones_decision_titles_tt:1 "Every Spanish [kingdom|E] [title|E] you own (except your [primary_title|E]) will be destroyed and their territories will become [de_jure|E] of your Primary Title ([THIS.Char.GetPrimaryTitle.GetNameNoTier])" - unite_the_spanish_thrones_decision_primary:0 "Your [primary_title|E] is an Iberian [kingdom|E]" - - #UNITE AFRICA - unite_africa_decision:0 "Unite Africa" - unite_africa_decision_tooltip:0 "Bring the African peoples together in the name of [ROOT.Char.GetFaith.HighGodName]" - unite_africa_decision_confirm:0 "Unite Africa" - unite_africa_decision_ancestors_desc:0 "For far too long, our beautiful homelands have been exploited by foreign invaders. The time has come to unite the African peoples and return to the path of our Ancestors." - unite_africa_decision_spirits_desc:0 "For far too long, the spirits of our beautiful homelands have been disrespected by foreign infidels. The time has come to unite the African peoples under [ROOT.Char.GetFaith.HighGodName]." - unite_africa_decision_generic_desc:0 "The peoples of Africa are proud, brave and strong. Yet, so many are misled and worship false gods. The time has come to unite them all under [ROOT.Char.GetFaith.HighGodName]." - every_non_root_faith_vassal_africa:0 "Every non-[THIS.Char.GetFaith.GetAdjective] [vassal|E] or below in Africa" - every_non_root_faith_county_africa:0 "Every non-[THIS.Char.GetFaith.GetAdjective] county in Africa" - every_non_africa_uniter_faith_convert:1 "Converts to [africa_uniter.GetFaith.GetName|V]" - - #AVENGE THE BATTLE OF TOURS - avenge_the_battle_of_tours_decision:0 "Avenge the Battle of Tours" - avenge_the_battle_of_tours_decision_desc:0 "In 732, the Umayyad forces were defeated by the Franks on the road to Tours. Had things gone differently, all of Europe would be under Muslim rule today.\n\nI will avenge our fallen martyrs and make their dream a reality." - avenge_the_battle_of_tours_decision_confirm:0 "Avenge the Battle of Tours" - avenge_the_battle_of_tours_decision_tooltip:0 "March up the Road of the Martyrs and right past wrongs" - every_non_avenger_faith_convert:1 "Converts to [avenger.GetFaith.GetName|V]" - every_non_root_faith_vassal_west_europe:0 "Every non-[THIS.Char.GetFaith.GetAdjective] vassal or below in Western Europe" - every_non_root_faith_county_west_europe:1 "Every non-[THIS.Char.GetFaith.GetAdjective] county in your realm in Western Europe" - - #FORM PORTUGAL - form_portugal_decision:0 "Form Portugal" - form_portugal_decision_desc:0 "Once I am in control of the western coast of the Iberian Peninsula, I can form the Kingdom of Portugal and establish our own unique culture." - portguese_convert_list:3 "Every [THIS.Char.GetCulture.GetHeritage.GetNameNoTooltip] [heritage|E] subject in [THIS.Char.GetUINamePossessive] Portuguese realm" - portguese_convert_list_court:1 "Every [THIS.Char.GetCulture.GetName] [courtier|E]" - portugese_convert_iberian_counties:2 "Every [THIS.Char.GetCulture.GetHeritage.GetNameNoTooltip] [heritage|E] county in the Kingdom of Portugal" - portugese_convert_non_iberian_counties:0 "Every other county in the Kingdom of Portugal" - form_portugal_decision_confirm:0 "Form Portugal" - form_portugal_decision_tooltip:0 "Form the [kingdom|E] of Portugal and establish the Portuguese [culture|E]" - form_portugal_decision_effects_de_jure_tt:1 "[title_d_porto.GetNameNoTier], [title_d_coimbra.GetNameNoTier], [title_d_beja.GetNameNoTier], and [title_d_algarve.GetNameNoTier] become [de_jure|E] part of the #V [title_k_portugal.GetName]#! " - - #FORM CANARIAS - declare_canarias_decision:0 "Consolidate the Canaries" - declare_canarias_decision_desc:0 "Since time immemorial, each of the islands have called themselves a “kingdom”, but now our horizons are broadening and the world is beginning to unfold itself to the Canaries. At last, it is time that these many kingdoms are united under one crown." - declare_canarias_decision_confirm:0 "Consolidate the Canaries" - declare_canarias_decision_tooltip:0 "Form the [kingdom|E] of Canarias" - canarias_must_be_developed_tt:0 "Every [county|E] in [GetTitleByKey('d_canarias').GetNameNoTier] must have at least 10 [development|E]" - canarias_must_be_filled_tt:0 "Every [barony|E] in [GetTitleByKey('d_canarias').GetNameNoTier] must contain a [holding|E]" - government_is_feudal_tt: "Your [government|E] is [GetGovernment('feudal_government').GetNameWithIcon]" - government_is_clan_tt: "Your [government|E] is [GetGovernment('clan_government').GetNameWithIcon]" - government_is_tribal_tt: "Your [government|E] is [GetGovernment('tribal_government').GetNameWithIcon]" - government_is_adventurer_tt: "Your [government|E] is [GetGovernment('landless_adventurer_government').GetNameWithIcon]" - you_are_an_adventurer_tt: "You are an [GetGovernment('landless_adventurer_government').GetNameWithIcon]" - - - #Form custom kingdom or empire - found_kingdom_decision:1 "Found a New Kingdom" - found_kingdom_decision_desc:0 "I will unite my realm under a new Kingdom title, to belong to my dynasty for all time." - found_kingdom_decision_confirm:0 "Gather the realm" - found_kingdom_decision_tooltip:0 "Found an entirely new Kingdom title" - found_empire_decision:1 "Found a New Empire" - found_empire_decision_desc:0 "I will create an Empire to outshine all others, and to outlast history itself." - found_empire_decision_confirm:0 "Gather the realm" - found_empire_decision_tooltip:0 "Found an entirely new Empire title" - create_new_kingdom:1 "You create a new Kingdom" - create_title_every_held_duchy:2 "Every Duchy title you [hold|E] or [completely_control|E]" - create_custom_kingdom_de_jure_changes:1 "Becomes [de_jure|E] [duchies|E] of your new Kingdom" - create_new_empire:1 "You create a new Empire" - create_title_every_held_kingdom:2 "Every Kingdom title you [hold|E] or [completely_control|E]" - create_custom_empire_de_jure_changes:1 "Becomes [de_jure|E] [kingdoms|E] of your new Empire" - NEW_CREATED_TITLE_NAME:0 "[old_title.GetBaseNameNoTierNoTooltip]" - SPECIAL_CREATED_TITLE_NAME:0 "[special_duchy.GetBaseNameNoTierNoTooltip]" - - #Guest decisions - invite_knights_decision:1 "Invite $knight_culture_player_plural_no_tooltip$" - invite_knights_decision_desc:1 "As the [ROOT.Char.GetTitleAsNameNoTooltip] of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip], I need brave $knight_culture_player_plural_no_tooltip_lowercase$ to defend the realm and conquer new lands. I will send out a herald to let my subjects know I am in search of skilled warriors." - invite_knights_decision.men.tt:1 "At least #P 3#! able-bodied men with #V [SCOPE.ScriptValue('invite_knights_decision_standard_value')|0]#! or more [prowess|E] will arrive as [guests|E] at Court within the coming months" - invite_knights_decision.women.tt:2 "At least #P 3#! able-bodied women with #V [SCOPE.ScriptValue('invite_knights_decision_standard_value')|0]#! or more [prowess|E] will arrive as [guests|E] at Court within the coming months" - invite_knights_decision.warriors.tt:2 "At least #P 3#! warriors with #V [SCOPE.ScriptValue('invite_knights_decision_standard_value')|0]#! or more [prowess|E] will arrive as [guests|E] at Court within the coming months" - invite_knights_decision_confirm:0 "Send the herald" - minor_decisions.0001.t:1 "$knight_culture_player_no_tooltip$ Has Arrived" - minor_decisions.0001.desc:1 "[knight.GetTitledFirstName] heeded my summons and has arrived at court as my guest" - invite_knights_decision_tooltip:1 "$knight_culture_player_plural$ are summoned to visit your court" - - invite_poets_decision: "Invite Poets" - invite_poets_decision_desc: "As the nurturer of the fine arts and a protector of all those who treasure words, it is only fit I gather more poets to join my salon. I will send out a herald to let my subjects know I am in search of skilled wordsmiths." - invite_poets_decision.tt: "At least #P 3#! poets with #V [SCOPE.ScriptValue('invite_poets_decision_standard_value')|0]#! or more [diplomacy|E] will arrive at your Camp within the coming months\n$EFFECT_LIST_BULLET$In some rare cases, extremely capable candidates will arrive" - invite_poets_decision_tooltip: "Poets are summoned to visit your court" - minor_decisions.0004.t: "Poet Has Arrived" - minor_decisions.0004.desc: "[poet.GetTitledFirstName] heard of my summons and has arrived as my guest" - invite_poets_decision_confirm: "$invite_knights_decision_confirm$" - - invite_claimants_decision:0 "Invite Claimants" - invite_claimants_decision_desc:0 "In order to extend my realm, I must have valid claims on foreign land. Luckily for me, there are many claimants out there who would be willing to become my vassals in return for military support." - invite_claimants_decision.tt:0 "The likelihood of [claimants|E] with relevant [claims|E] arriving as [guests|E] at Court is greatly increased for #V 5#! Years" - invite_claimants_decision_confirm:0 "Send the herald" - minor_decisions.0002.t:0 "Claimant Has Arrived" - minor_decisions.0002.desc:0 "[claimant.Custom2('MyCharacterIntroduction', ROOT.Char)|U] heeded my summons and has arrived at court as my guest" - invite_claimants_decision_tooltip:1 "[claimants|E] are summoned to visit your court" - - - scrape_the_barrel_decision:0 "Scrape the Barrel" - scrape_the_barrel_decision_desc:0 "My Royal Court is bereft of skilled individuals to fill the many court positions needed to maintain a thriving [ROOT.Char.GetPrimaryTitle.GetTierAsNameNoTooltip]!\n\nMy household lacks the grandeur it deserves, but perhaps the solution here lies in the most unlikely of places..." - scrape_the_barrel_decision_tooltip:0 "We will recruit a [lowborn|E] to fill a random [court_position|E]" - scrape_the_barrel_decision.tt:0 "$scrape_the_barrel_decision_tooltip$" - scrape_the_barrel_decision_confirm:0 "Start the search!" - minor_decisions.0003.t:0 "Scraping the Barrel" - minor_decisions.0003.desc.opening:0 "My sweep through [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] has dragged [barrel_character.GetName] to see me!" - minor_decisions.0003.desc.diseased:0 "Before me stands a diseased peasant covered in filth, dry vomit, and a look in [barrel_character.GetHerHis] eyes scarce of consciousness." - minor_decisions.0003.desc.physical:0 "What I see before me is a peasant of most unusual appearance, staring at me with shock and awe as if I were [ROOT.Char.GetFaith.HighGodName] [ROOT.Char.GetFaith.HighGodHerselfHimself]. Clearly, the conditions of [barrel_character.GetHerHis] birth has caused [barrel_character.GetHerHim] undue pain and ostracisation from the commoners of [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip]." - minor_decisions.0003.desc.maimed:0 "The [barrel_character.GetWomanMan] appears to have seen more than [barrel_character.GetHerHis] fair share of conflict and cruelty in this world, and wears the reminders of every fist and blade which bashed and cut [barrel_character.GetHerHim] down." - minor_decisions.0003.desc.criminal:0 "This wretch was dragged up from the dungeons; locked up for unspeakable crimes against the crown, hoping for pardon in exchange for [barrel_character.GetHerHis] skills." - minor_decisions.0003.desc.ewan:0 "What I’m forced to look at is a wicked nightmare of a [barrel_character.GetWomanMan], scarcely resembling a human being. The wretched creature is so wrought with disease, malformation, and injury that it is an act of witchcraft that [barrel_character.GetSheHe] is even able to stand!" - minor_decisions.0003.desc.criminal_bridge:0 "\n\nThough [barrel_character.GetSheHe] is a guilty traitor," - minor_decisions.0003.desc.bridge_1:0 "\n\nDespite [barrel_character.GetHerHis] affliction," - minor_decisions.0003.desc.bride_2:0 "it has been brought to my attention that [barrel_character.GetSheHe] is a skilled" - minor_decisions.0003.desc.educated:0 "scholar, somehow educated in the written language in spite of [barrel_character.GetHerHis] low position in life. I feel that [barrel_character.GetNameNoTooltip] would serve the court well in matters of religion, scholarship, or health." - minor_decisions.0003.desc.cunning:0 "conman, making [barrel_character.GetHerHis] fortune by swindling the locals of every penny they can bleed. Their cunning and slight of hand would do well at my side, listening to the many whispers that come about at court and raining justice upon those who wrong the Crown." - minor_decisions.0003.desc.charismatic:1 "diplomat with skills in the [ROOT.Char.GetCulture.GetLanguage.GetNameNoTooltip] language that rivals any noble! [barrel_character.GetHerHis|U] subversive charisma and unusual appearance will undoubtedly catch the interest of any foreign noble visiting my court." - minor_decisions.0003.desc.organised:0 "merchant with an understanding of finance and organisation well above what I would expect of a lowly peasant. Undoubtedly, this [barrel_character.GetWomanMan] is wasted as a lowborn and has been chosen by [ROOT.Char.GetFaith.HighGodName] to elevate to the rank of nobility and serve me at court." - minor_decisions.0003.desc.strong:0 "leader, winning countless skirmishes and leading [barrel_character.GetHerHis] group of rogues from raid to raid. No doubt [barrel_character.GetSheHe] is wasted rolling around in a stew of mud and blood committing petty theft on the countryside and should instead don royal regalia and join my fine court!" - minor_decisions.0003.desc.outro:0 "My council has determined the role which best suits [barrel_character.GetNameNoTooltip], the only question that remains is if I am truly willing to go through with this or not." - minor_decisions.0003.a:0 "Of course! Welcome to nobility, [barrel_character.GetNameNoTooltip]!" - minor_decisions.0003.b:0 "Only the trade of execution befits this #EMP creature#!." - minor_decisions.0003.c:0 "[ROOT.Char.GetFaith.HighGodName], fetch me someone else!" - minor_decisions.0003.d:0 "Uhhh, we're not that desperate yet..." - - #False Conversion decisions - revoke_false_conversion_decision:0 "Reveal True Faith" - revoke_false_conversion_decision.tt:0 "Publicly reconvert to your old [faith|E]" - revoke_false_conversion_decision.desc:0 "#F Though officially I follow the [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] faith, I cannot let go of many of the personal rituals and private beliefs held by my ancestors. Perhaps the old ways truly were better?#!" - revoke_false_conversion_decision.desc.tt:0 "You publicly reconvert to your previous [faith|E]. Your [vassals|E] and [close_family|E] may convert with you" - revoke_false_conversion_decision.desc.tt_landless: "You reconvert to your previous [faith|E]. Your [close_family|E] may convert with you." - revoke_false_conversion_decision.desc.tt_own_faith_counties:0 "If You are [independent|E], [counties|E] within your [realm|E] that have [GetModifier('false_convert_modifier').GetNameWithTooltip] may convert with you, if secretly of your [faith|E]" - revoke_false_conversion_decision_confirm:0 "Make a proclamation" - encourage_confession_of_false_conversions_decision:0 "Amnesty for False Conversions" - encourage_confession_of_false_conversions_decision.tt:0 "Crypto-religionists may reveal their hidden [faith|E]" - encourage_confession_of_false_conversions_decision.desc:0 "#F It is an open secret that there are crypto-religionists in my realm, practicing their faith in hiding. Perhaps an official amnesty could convince them to drop the facade?#!" - encourage_confession_of_false_conversions_decision.desc.tt_pluralist:0 "Crypto-religionists within your realm may reveal themselves, if your [faith|E] [tolerates|E] their secret Faith better than their public one" - encourage_confession_of_false_conversions_decision.desc.tt_paranoia:0 "[characters|E] that are [GetTrait('deceitful').GetName( GetNullCharacter )] or [GetTrait('paranoid').GetName( GetNullCharacter )] will not reveal their secret [faith|E] unless it matches yours" - encourage_confession_of_false_conversions_decision.desc.tt_pluralist_counties:0 "If you are [independent|E], [counties|E] within your [realm|E] that have [GetModifier('false_convert_modifier').GetNameWithTooltip] may convert openly, depending on how hostile you would be to their new [faith|E]" - encourage_confession_of_false_conversions_decision.desc.tt_coreligionist:0 "Crypto-religionists within your realm may reveal themselves, if their private [faith|E] is the same as your public one" - encourage_confession_of_false_conversions_decision_confirm:0 "Make a proclamation" - abandon_crypto_faith_decision: "Abandon Secret Faith" - abandon_crypto_faith_decision.tt: "Stop practicing your old faith in secret" - abandon_crypto_faith_decision.desc: "#F All of these secret sermons and whispered prayers are tiring my patience. Meanwhile, I've grown comfortable with my public life in [ROOT.Char.GetFaith.GetName]. Perhaps it's time to lay my old faith to rest once and for all.#!" - abandon_crypto_faith_decision_confirm: "Abandon #EMP crypto-faith#!" - - #Restore the Holy Roman Empire - restore_holy_roman_empire_decision:0 "Restore the Holy Roman Empire" - restore_holy_roman_empire_decision_desc:0 "The true Empire in the West lies in tatters, the legacy of Charlemagne shattered by cruel fate. It would take a strong and godly ruler to return Germany's imperial dignity." - restore_holy_roman_empire_decision_confirm:0 "Renovatio Romani Imperii!" - restore_holy_roman_empire_decision_tooltip:0 "Revive the Roman Empire in the West" - decision_refound_hre_control_the_electors.tt:0 "You must control or hold the traditional elector titles: the Duchies of $d_ostmark$, $d_ostfalen$, $d_east_franconia$, and $d_bohemia$, as well as the Counties of $c_trier$, $c_mainz$, and $c_cologne$" - decision_refound_hre_own_three_kingdoms.tt:0 "You must control at least three kingdom titles" - restore_holy_roman_empire_decision_effects_de_jure.tt:0 "Any completely controlled kingdoms outside of $e_italy$ will become de jure part of the $e_hre$" - restore_holy_roman_empire_decision_effects_vassal_opinion.tt:0 "All direct vassals" - reformed_holy_roman_empire_opinion:0 "Reformed the $e_hre$" - hre_elector_list_creation_tt:0 "7 Prince-[electors|EU] will be selected from among prominent [de_jure|E] Bishops, Dukes, and Kings of the Holy Roman Empire" - - #Adopt Special Succession decision - adopt_special_succession_decision:0 "Adopt Special Succession Type" - adopt_special_succession_decision_desc:0 "Partition succession makes us weak and divided. Perhaps the realm's magnates would accept a historical alternative..." - adopt_special_succession_decision_confirm:0 "Think on the matter" - adopt_special_succession_decision_tooltip:0 "Replace my partition [succession|E] with a local type of Elective $game_concept_succession$" - adopt_special_succession_decision_effects.tt:1 "You may pick a form of traditional Elective [succession|E] based on your [culture|E]\n$EFFECT_LIST_BULLET$It will be applied to any of your top-[rank|E] [titles|E] using Partition [succession|E]" - implemented_traditional_succession_law_opinion:0 "Implemented Traditional Succession Law" - found_kingdom_decision_advanced_succesion:0 "Does not have the Advanced Succession law" - found_kingdom_decision_elective_succesion:0 "Does not have the Elective Succession law" - - # Establish Norman Culture - establish_norman_culture_decision:0 "Establish Norman Culture" - establish_norman_culture_decision_desc:0 "Our old traditions do not serve us well in our new home. We should look to the locals and see what we can learn from them." - establish_norman_culture_decision_confirm:0 "Normandy Rises!" - establish_norman_culture_decision_tooltip:0 "Merge our Norse and the local French cultures together" - establish_norman_culture_decision_effect.tt:0 "All [old_culture_1.GetName] and [old_culture_2.GetName] counties and characters in northern France become [new_culture.GetName]" - establish_norman_culture_decision_effect.tt.2:0 "[normandy_title.GetName] is renamed to $d_normandy$" - - # Found the Kingdom of Aragon - form_the_kingdom_of_aragon_decision:0 "Found the Kingdom of Aragon" - form_the_kingdom_of_aragon_decision_desc:1 "The children of the great Ebro river have spent centuries being sidelined. By the Romans, by the Visigoths, by the Franks, by the Arabs. As long as they toil for foreign conquerors and distant capitals, their lands are not truly their own, and the people clamor for a local kingdom of their own." - form_the_kingdom_of_aragon_decision_confirm:0 "Our home, our kingdom!" - form_the_kingdom_of_aragon_decision_tooltip:0 "Found the Kingdom of Aragon" - form_the_kingdom_of_aragon_decision.tt.form_aragonese:0 "You will be able to choose whether or not to copy [culture_pillars|E] from [founder_culture.GetName] to [aragonese_culture.GetName]" - form_the_kingdom_of_aragon_decision.tt.drift.d_valencia:0 "If you [completely_control|E] [d_valencia.GetDefinitiveName], it will be [de_jure_drift_drifted|E] into [k_aragon.GetDefinitiveName]." - form_the_kingdom_of_aragon_decision.tt.drift.d_barcelona:0 "If you [completely_control|E] [d_barcelona.GetDefinitiveName], it will be [de_jure_drift_drifted|E] into [k_aragon.GetDefinitiveName]." - form_the_kingdom_of_aragon_decision.tt.drift.d_navarra:0 "If you [completely_control|E] [d_navarra.GetDefinitiveName], it will be [de_jure_drift_drifted|E] into [k_aragon.GetDefinitiveName]." - - # Culture Conversion - convert_to_local_culture_decision:0 "Convert to Local Culture" - convert_to_local_culture_decision_desc:0 "Truth be told, there is little separating my traditions from those of the people in my capital. We observe the same holy days, the same public feasts, and our language has become almost the same." - convert_to_local_culture_decision_confirm:1 "I acknowledge who I am" - convert_to_local_culture_decision_tooltip:0 "Convert to the [culture|E] of your [capital|E]" - converted_culture_msg_title:0 "[converting_character.GetShortUINameNoTooltip|U] Converted [culture|E]" - converted_from_old_culture_to_new_culture_tt:0 "Converted from [old_culture.GetName] to [new_culture.GetName]" - every_old_culture_vassal_holding_new_culture_land:0 "Every [vassal|E] sharing your [culture|E] that has [counties|E] of the new Culture" - every_close_family_member_sharing_your_culture:1 "Every [close_family|E] member sharing your [culture|E]" - every_consort_sharing_your_culture:1 "Every consort sharing your [culture|E]" - - assimilate_local_traditions_decision:0 "Have the Realm Embrace Local Traditions" - assimilate_local_traditions_decision_desc:0 "While adventure will always be in our blood, we acknowledge that we are far from our frigid Scandinavian home. The local traditions suit its people well, they are masters of their land and their gods are strong — we respect that. In time, we will become as them." - assimilate_local_traditions_decision_confirm:0 "We shall adapt" - assimilate_local_traditions_decision_tooltip:0 "Convert yourself and all of your Norse [vassals|E] to the [culture|E] and [faith|E] of your [capital|E]" - every_norse_vassal:0 "Every [vassal|E] sharing your [culture|E] and their [close_family|E]" - non_zealous_convert:0 "Converts to [new_faith.GetName] #weak (if not )#!" - - secede_from_empire_decision:0 "Secede from [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTierNoTooltip]" - secede_from_empire_decision_desc:0 "[ROOT.Char.GetLiege.GetTitledFirstNamePossessive] incompetence has left [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTooltip] unable to protect its subjects from their enemies, both internal and external. Even a new ruler would be hard-pressed to undo all of the damage [ROOT.Char.GetLiege.GetSheHe] has done.\n\nIt is a far wiser course of action for us to split off and form a new realm, living or dying on our own merits instead of being dragged down with the rest of the Empire." - secede_from_empire_decision_tooltip:0 "Let loose and lose some stress" - secede_from_empire_decision_effect_tooltip:0 "Some of your former liege's debt will be canceled" - secede_from_empire_decision_trigger_debt:0 "[CHARACTER.GetTitledFirstName] is more than 25 years in debt" - secede_from_empire_decision_trigger_war:0 "[CHARACTER.GetTitledFirstName] has been fighting the same offensive war for more than 25 years" - secede_from_empire_decision_confirm:0 "Cheers!" - secede_from_empire_decision_notification:0 "[ROOT.Char.GetTitledFirstName] Gained Independence" - secede_from_empire_decision_notification_tt:0 "This happened due to my excessive debt" - secede_from_empire_decision_debug:1 "[ROOT.Char.GetPrimaryTitle.GetName] seceded from [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTooltip] clearing [debt_cleared.GetValue] in debt" - - #DECISIONS TO "USE" YOUR STRESS COPING TRAITS TO LOSE STRESS - stress_loss_drunkard_decision:0 "Indulge in Drink" - stress_loss_drunkard_decision_desc:0 "The camaraderie found in the company of fellow patrons of the drinks, the calm that the fog grants... The time has come to indulge in a drinking binge!" - stress_loss_drunkard_decision_tooltip:0 "Let loose and lose some stress" - stress_loss_drunkard_decision_effect_tooltip:1 "You will lose some [stress|E]" - stress_loss_drunkard_decision_confirm:0 "Cheers!" - - stress_loss_hashishiyah_decision:1 "Consume Hashish Cakes" - stress_loss_hashishiyah_decision_desc:1 "Just a few bites, and the stress seems to flow from my body. My mind begins to fog, and a sense of peace and restfulness overcomes me. There is nothing that is quite as relaxing as good hashish!" - stress_loss_hashishiyah_decision_tooltip:1 "Let your stress melt into a drug-induced haze" - stress_loss_hashishiyah_decision_confirm:1 "Bring me a platter!" - - stress_loss_rakish_decision:0 "Visit a Brothel" - stress_loss_rakish_decision_desc:0 "[ROOT.Char.Custom('AttractionWomanManIndef')|U] on my lap, and everything – and everyone – the brothel has to offer at my beck and call..." - stress_loss_rakish_decision_desc_woman_ending:0 "Nothing relieves the mind like some carnal relief." - stress_loss_rakish_decision_desc_man_ending:0 "Nothing releases the mind like a good release." - stress_loss_rakish_decision_tooltip:0 "Ease your mind by indulging in your desires" - stress_loss_rakish_decision_confirm:0 "Here I come, [ROOT.Char.Custom('AttractionGirlBoyPlural')]!" - - stress_loss_reclusive_decision:0 "Seclude Yourself" - stress_loss_reclusive_decision_desc:1 "To truly center my mind and clear it of thoughts and concerns I have to be left to my own devices. Alone I can focus and heal." - stress_loss_reclusive_decision_tooltip:0 "Seclude yourself to focus your mind" - stress_loss_reclusive_decision_confirm:0 "Goodbye." - - stress_loss_irritable_decision:1 "Lash Out" - stress_loss_irritable_decision_desc:1 "To let go off all this anger and irritation I have been holding in... Oh, there's nothing better than it to clear the mind! Next time an opportunity arises I will not stop myself." - stress_loss_irritable_decision_effect_tooltip:0 "You insult a random vassal" - stress_loss_irritable_decision_effect_courtier_tooltip: "You insult a random [THIS.Char.Custom('GetCourtier')|l]" - stress_loss_irritable_decision_tooltip:0 "Let your mouth run loose to calm your mind" - stress_loss_irritable_decision_confirm:0 "Hey! Hey you!" - - stress_loss_flagellant_decision:0 "Flagellate" - stress_loss_flagellant_decision_desc:0 "Nothing cleanses the mind like the catharsis of pain. I will apply the whip to my own back until my mind clears." - stress_loss_flaggelant_decision_effect_tooltip:0 "You will lose stress" - stress_loss_flagellant_decision_tooltip:0 "Cleanse your mind with pain" - stress_loss_flagellant_decision_confirm:0 "Ugh–!" - - stress_loss_profligate_decision:0 "Visit the Market" - stress_loss_profligate_decision_desc:0 "Something new, something shiny, something rare... Nothing centers me like a new purchase, and the local market holds many treasures!" - stress_loss_profligate_decision_tooltip:0 "Spend gold to focus your mind" - stress_loss_profligate_decision_confirm:0 "Fill my purse!" - - stress_loss_improvident_decision:0 "Donate to Charity" - stress_loss_improvident_decision_desc:0 "There are many who need my gold more than me. It might not directly solve my own issues, but it lightens the mind to give." - stress_loss_improvident_decision_tooltip:0 "Give to the ones in need to ease your mind" - stress_loss_improvident_decision_confirm:0 "It's for a good cause!" - - stress_loss_contrite_decision:0 "Confess" - stress_loss_contrite_decision_desc:0 "Few things brings such release and freedom as a confession. By voicing my secrets and faults I can calm my mind." - stress_loss_contrite_decision_tooltip:0 "Confess your faults and free your mind" - stress_loss_contrite_decision_expose_random_secret:0 "A random secret of yours will be exposed" - stress_loss_contrite_decision_confirm:0 "I have something to say!" - - stress_loss_comfort_eater_decision:0 "Indulge in Food" - stress_loss_comfort_eater_decision_desc:0 "When everything seems a bit #EMP too much#! I can always count on food to put my mind at ease – a full stomach leads to an empty and calm mind." - stress_loss_comfort_eater_decision_tooltip:0 "Eat to focus your mind" - stress_loss_comfort_eater_decision_confirm:0 "Set the table!" - lackluster_diet_hindrance_desc: "You are on a Lackluster Diet" - - stress_loss_inappetetic_decision:0 "Shun Food" - stress_loss_inappetetic_decision_desc: "I have too much on my plate at it is, even without counting the literal food sitting there! By skipping meals I can focus on the issues that actually matter around here." - stress_loss_inappetetic_decision_tooltip:0 "Avoid food and avoid stress" - stress_loss_inappetetic_decision_confirm:0 "Inform the cook" - - stress_loss_journaller_decision:0 "Write Thoughts Down" - stress_loss_journaller_decision_desc:0 "I will put my thoughts and burdens down in writing. Nothing clears the mind like some ink and paper can!" - stress_loss_journaller_decision_tooltip:0 "Put your thoughts on paper and clear your mind" - stress_loss_journaller_decision_confirm:0 "Bring my journal!" - - stress_loss_confider_decision:0 "Talk to Confidant" - stress_loss_confider_decision_desc:0 "To truly be listened to is a rare treat. Nothing eases the mind like a good conversation with someone you can trust, and it usually makes problems seem much smaller!" - stress_loss_confider_decision_tooltip:0 "Share your burdens with someone else" - stress_loss_confider_decision_confirm:0 "Now listen here..." - - stress_loss_athletic_decision:0 "Work off Some Stress" - stress_loss_athletic_decision_desc:0 "Nothing eases the mind like a raised pulse and a healthy sweat! I will work my body until my mind is more at ease." - stress_loss_athletic_decision_tooltip:0 "A healthy body begets a healthy mind" - stress_loss_athletic_decision_confirm:0 "Let's go!" - - DECISION_COOLDOWN_WARNING:1 "@alert_icon! #alert_trial $DECISION_NAME$ will be unavailable for $COOLDOWN$#!" - - all_courtiers_except_confidant:0 "All [courtiers|E] except confidant" - - found_kingdom_of_bosnia_decision:0 "Found Kingdom of Bosnia" - found_kingdom_of_bosnia_decision_desc:0 "The mountains and forests of central Bosnia flit ceaselessly between lords from the north and south. Perhaps not for much longer..." - found_kingdom_of_bosnia_decision_tooltip:0 "Bosnia becomes a [de_jure|E] [kingdom|E]" - found_kingdom_of_bosnia_decision_confirm:0 "[ROOT.Char.GetLadyLord|U] of all Bosnia!" - - accuse_krstjani_of_heresy_decision:0 "Accuse the $bosnian_church$ of Heresy" - accuse_krstjani_of_heresy_decision_desc:0 "The wild Bosnian highlands have, for years, housed a sect that does not truly belong to East or West, yet both seem content to ignore this growing deviation.\n\nNo longer! We shall have the [ROOT.Char.GetFaith.ReligiousHeadName] formally declare them heretics, and they will have nowhere to hide!" - accuse_krstjani_of_heresy_decision_tooltip:0 "The Christian world shall tolerate these schismatics no longer!" - accuse_krstjani_of_heresy_flavour_effect.tt:0 "You send a letter to the [GetPlayer.GetFaith.ReligiousHeadName], imploring [GetPlayer.GetFaith.GetReligiousHead.GetHerHim] to look into the matter of the $bosnian_church$..." - accuse_krstjani_of_heresy_decision_confirm:0 "First the pen, then the sword!" - cannot_be_atoned_krstjani_leader_flag:0 "You cannot be an atoned $bosnian_church_adherent$!" - - launch_hungarian_migration_decision:0 "Prepare to Cross the Carpathians" - launch_hungarian_migration_decision_desc:0 "Competing tribes on the steppe, especially the marauding Pecheneg warbands that litter our territory, are making life increasingly difficult. Across the Carpathians, however, lie the fertile, wooded valleys and rolling plains of weak Pannonia..." - launch_hungarian_migration_decision_tooltip:0 "Flee the steppe to settle in Pannonia" - launch_hungarian_migration_decision_flavour_effect:0 "You gain the single-use special [hungarian_invasion_casus_belli|E]" - launch_hungarian_migration_decision_confirm:0 "Send riders to each tribe!" - launch_hungarian_migration_decision_before_last_date:0 "The date is 911.1.1 or earlier" - - negotiate_the_danelaw_decision:0 "Negotiate the Danelaw" - negotiate_the_danelaw_decision_desc:0 "Competition for land in $k_england$ is fierce, and no one ruler has yet proved dominant. Yet, there is a path no one has yet tried. Perhaps a Devil's bargain could yet be struck..." - negotiate_the_danelaw_decision_confirm:0 "So power now, unification later?" - negotiate_the_danelaw_decision_tooltip:0 "Consider splitting $k_england$ into two with your most powerful rival" - negotiate_the_danelaw.valid_opponent.tt:0 "You must have a valid opponent to negotiate with" - negotiate_the_danelaw.controlled_duchies.tt:0 "You must [completely_control|E] at least two [duchies|E] within [de_jure|E] $k_england$" - negotiate_the_danelaw.preview.tt:0 "You ponder whether partitioning the realm might prove beneficial..." - negotiate_the_danelaw.clarification.tt:0 "You will be able to back out of this decision before confirming." - - negotiate_the_danelaw_integrate_duchies_decision:0 "Integrate $k_england_adj$ Duchy" - negotiate_the_danelaw_integrate_duchies_decision_desc:0 "This partition of the realm is nonsense! The lands within my borders rightfully belong to me, and I will see that all respect this!" - negotiate_the_danelaw_integrate_duchies_decision_confirm:0 "One realm, one [ROOT.Char.GetTitleAsNameNoTooltip]." - negotiate_the_danelaw_integrate_duchies_decision_tooltip:0 "Integrate duchies that have been [de_jure_partitioned|E]" - negotiate_the_danelaw_integrate_duchies_decision.duchies_within_danelaw.tt:0 "[completely_control|E] at least one [duchy|E] within $k_danelaw_article$$k_danelaw$" - negotiate_the_danelaw_integrate_duchies_decision.duchies_within_england.tt:0 "[completely_control|E] at least one [duchy|E] within $k_england$" - negotiate_the_danelaw_integrate_duchies_decision.danelaw_side.t:0 "$k_england$ integrates Duchies" - negotiate_the_danelaw_integrate_duchies_decision.danelaw_side.desc:0 "De jure territory from $k_danelaw$ has been absorbed directly into $k_england$." - negotiate_the_danelaw_integrate_duchies_decision.england_side.t:0 "$k_danelaw$ integrates Duchies" - negotiate_the_danelaw_integrate_duchies_decision.england_side.desc:0 "De jure territory from $k_england$ has been absorbed directly into $k_danelaw$." - negotiate_the_danelaw_integrate_duchies_decision.inform_minor_players.t:0 "Realm Integrated" - negotiate_the_danelaw_integrate_duchies_decision.inform_minor_players.tt:0 "Part of your realm has been forcibly integrated into a different kingdom" - - formalise_the_daneland_decision:0 "Formalize the Daneland" - formalise_the_daneland_decision_desc:0 "What do our people care for $k_england$? We have so much more than just our own laws: we have our own customs, languages, traditions, our own #EMP culture#!. They have no more a claim to our land than we to theirs." - formalise_the_daneland_decision_confirm:0 "This rivalry ill-becomes us." - formalise_the_daneland_decision_tooltip:0 "Relinquish the struggle for a united $k_england$" - formalise_the_daneland_decision.must_be_after_1100.tt:0 "The date is 1100.1.1 or later" - admiring_birds_decision:0 "Admire Birds" - admiring_birds_decision_tooltip:0 "Spend some time admiring birds." - admiring_birds_decision_desc:0 "#F Birds are magnificent creatures, you can learn so much from observing them, and gain even more if you can pet one!#!" - admiring_birds_decision_confirm:0 "Go for a walk" - deceitful_progress_hostile_schemes_decision:0 "Study the Art of Scheming" - deceitful_progress_hostile_schemes_decision_desc:0 "'I must consider every angle my scheme might turn to. As the spider weaves its web, I should ensure there are many ways my prey could become ensnared. I will spend some time planning my deception carefully." - deceitful_progress_hostile_schemes_decision_tooltip:0 "Refine your [hostile_schemes|E]." - deceitful_progress_hostile_schemes_decision_confirm:0 "A world of schemes await!" - deceitful_progress_hostile_schemes_decision_missing_scheme:0 "You need to have at least #V 1 #! active [hostile_scheme|E]" - deceitful_progress_hostile_schemes_decision_missing_scheme_effect:0 "Your [hostile_schemes|E] will have a better [success_chance|E]" - msg_deceitful_progress_hostile_schemes:0 "Your [hostile_schemes|E] progressed!" - - diligent_development_focus_decision:0 "Develop Capital" - diligent_development_focus_decision_desc:0 "I dream that [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] will one day be the envy of every ruler under the sky. I must endeavor to be the champion who turns it into the jewel of the Earth. All that is needed is for me to put in some more work...\n\nWho needs to sleep, anyway?" - diligent_development_focus_decision_tooltip:0 "Improve the development of your Capital" - diligent_development_focus_decision_confirm:0 "Plan the development" - msg_diligent_development_focus:0 "Your diligent planning is paying off!" - - impatient_rushing_all_schemes_decision:0 "Expedite Schemes" - impatient_rushing_all_schemes_decision_desc:0 "Why should I wait forever when I feel ready? Let's try my chance now!" - impatient_rushing_all_schemes_decision_tooltip:0 "Take your chances by closing your schemes earlier" - impatient_rushing_all_schemes_decision_confirm:0 "It's now or never!" - impatient_rushing_all_schemes_decision_missing_scheme:0 "You need to have at least #V 1 #! active [scheme|E]" - impatient_rushing_all_schemes_decision_missing_scheme_effect:0 "Your active [schemes|E] will progress instantly" - msg_impatient_rushing_all_schemes:0 "Your [schemes|E] are ready!" - found_kingdom_of_livonia_decision:0 "Proclaim Terra Mariana" - found_kingdom_of_livonia_decision_desc:0 "The Balts have, for centuries, been without a Kingdom to call their own. This rugged, untamed land of tribes and disparate pagan beliefs has long been without an identity, but perhaps I will change all that…" - found_kingdom_of_livonia_decision_tooltip:0 "Livonia becomes a [de_jure|E] [kingdom|E]" - found_kingdom_of_livonia_decision_confirm:0 "[ROOT.Char.GetLadyLord|U] of all the Balts!" - - # Introduce a Fashion at Court - introduce_a_new_fashion_at_court_decision:0 "Introduce a New Fashion at Court" - introduce_a_new_fashion_at_court_decision_desc:0 "No court can claim to be as stylish as ours! The court is a battleground of fashion, and it is high time I made my own effort to establish a new vogue among the nobility..." - introduce_a_new_fashion_at_court_decision_tooltip:0 "Attempt to introduce a new fashion at court for [prestige|E]." - introduce_new_fashion_duel_tooltip:0 "A character at court may attempt to duel you in [diplomacy|E] to prevent your style from being implemented." - introduce_a_new_fashion_at_court_decision_confirm:0 "For a new style and class!" - court_already_has_a_fashion_tend_tt:0 "The court already has an ongoing fashion trend." - - court_amenities_interactions.0010.b_turned_down:0 "Everyone loves the new style!" - court_amenities_interactions.0010.t:0 "A New Fashion at Court" - court_amenities_interactions.0010.desc_intro:0 "[actor.GetNameNoTooltip|U] has burst into court, catching the eye of all the lords and ladies of the realm with [actor.GetHerHis] most peculiar garments." - court_amenities_interactions.0010.desc.flag_big_collar:0 "[actor.GetSheHe|U] has donned a garb adorned with a collar which has the circumference of a wagon wheel" - court_amenities_interactions.0010.desc.flag_head_dress:0 "[actor.GetSheHe|U] has taken to wearing a traditional head-dress cocked to one side of [actor.GetHerHis] head in a twisted mockery of [actor.GetCulture.GetName] culture" - court_amenities_interactions.0010.desc.flag_gold_boots:0 "[actor.GetSheHe|U] heavily trod across the great hall of [debate_locale.GetNameNoTierNoTooltip], [actor.GetHerHis] solid metal boots adorned with golden inlays practically splitting the ground with their tremendous weight" - court_amenities_interactions.0010.desc.flag_sleeveless:0 "[actor.GetSheHe|U] has removed the sleeves from [actor.GetHerHis] noble clothing" - court_amenities_interactions.0010.desc.flag_commoner_clothes:0 "[actor.GetSheHe|U] has entered [debate_locale.GetNameNoTierNoTooltip] wearing the clothing of a lowborn peasant" - court_amenities_interactions.0010.desc_outro:0 "and has dared to declare this the latest in fashion of the realm! All the fools at court seem to be falling for it, but should I raise my hand to end this lunacy?" - court_amenities_interactions.0010.a_flag_big_collar:0 ""You look like a bird who swallowed a plate!"" - court_amenities_interactions.0010.a:0 ""What #EMP are#! you wearing?"" - court_amenities_interactions.0010.b:0 "Bite my lip and try not to laugh." - court_amenities_interactions.0010.a.tt_success:0 "You convince the crowd that [actor.GetNamePossessiveNoTooltip] outfit is stupid" - court_amenities_interactions.0010.a.tt_failure:0 "The crowd disagrees with you and thinks [actor.GetNamePossessiveNoTooltip] outfit is the new fashion trend" - court_amenities_interactions.0011.t:0 "Of Fashion and Feuds" - court_amenities_interactions.0011.desc_intro:0 "I strut around my court, proud of my new bold fashion-forward statement," - court_amenities_interactions.0011.desc.flag_big_collar:0 "my garments adorned with an enormous round collar for all to admire." - court_amenities_interactions.0011.desc.flag_head_dress:0 "my usual head-dress cocked to one side of my head, bringing something new and fresh to an otherwise old and drab item of clothing." - court_amenities_interactions.0011.desc.flag_gold_boots:0 "my heavy golden boots shimmering in the light of [debate_locale.GetNameNoTierNoTooltip] hall." - court_amenities_interactions.0011.desc.flag_sleeveless:0 "my new sleeveless garb bearing my arms for all to see!" - court_amenities_interactions.0011.desc.flag_commoner_clothes:0 "questioning why the nobility must dress so differently from commoners when simplicity is so stylish." - court_amenities_interactions.0011.desc_bridge:0 "[recipient.Custom2('MyCharacterIntroduction', ROOT.Char)] cries out at me from across the hall.\n\nWe throw insults back and forth, myself defending what is so obviously good fashion going far above the head of a simple mind." - court_amenities_interactions.0011.desc_won:0 "As the local nobility flock around me, I can consider my fashion statement to be a roaring success!" - court_amenities_interactions.0011.desc_lost:0 "As the nobility of [debate_locale.GetNameNoTierNoTooltip] quickly join [recipient.GetNameNoTooltip] in mocking my outfit, I know my fashion statement to be cruelly unappreciated in its own time." - court_amenities_interactions.0011.a_won:0 "I always know best!" - court_amenities_interactions.0011.a_lost:0 "They just don't #EMP understand#! me!" - court_amenities_interactions.0012.desc_intro:0 ""Well, some of us are followers, and others leaders." [actor.GetNameNoTooltip] stands firm in [actor.GetHerHis] commitment to that ridiculous outfit.\n\nWe spend the next few hours debating the nature of high-fashion, with a small crowd of courtiers watching as I fling insult after insult at this fool." - court_amenities_interactions.0012.desc_won:0 "Before long, many other courtiers begin joining me in mocking [actor.GetNameNoTooltip], and I know my work is done." - court_amenities_interactions.0012.desc_lost:0 "Unfortunately, the crowd did not seem swayed by my arguments and within days, I am the only one in court #EMP not#! dressing like [actor.GetNameNoTooltip]." - court_amenities_interactions.0012.desc_lost.kof:1 "Not only that, but many have taken to referring to [actor.GetHerHim] as the "[actor.GetTitleAsNameNoTooltip] of Fashion."" - court_amenities_interactions.0012.a_lost:0 "I'm surrounded by sycophants and fools!" - court_amenities_interactions.0013.desc:1 "As time goes by, many in [debate_locale.GetNameNoTierNoTooltip] have taken to calling me the [actor.GetTitleAsNameNoTooltip] of Fashion!" - court_amenities_interactions.0013.a:0 "Hail to the [actor.GetTitleAsNameNoTooltip]!" - - commission_epic_artifact_tt:1 "You may receive a Family Epic [artifact|E]" - PETITION_LIEGE_DECISION_SELECT_PETITION_TITLE:0 "Choose a type of [petition_liege|E]" - PAY_HOMAGE_DECISION_SELECT_GIFT_TITLE:0 "Choose a [pay_homage|E] gift" - - convert_to_tribalism_decision:0 "Embrace Tribalism" - convert_to_tribalism_decision_desc:0 "How can I call myself a lord when it doesn't mean anything for my people? If I cannot convert them, there is only one alternative: I need to adopt them." - convert_to_tribalism_decision_confirm:0 "Follow the way of my People" - convert_to_tribalism_decision_tooltip:0 "Abandon your current [government|E] and become [tribal|E]" - recent_conversion_to_tribalism:0 "You have not changed your government to [tribal|E] in the last 5 years" - found_witch_coven_house_member_count_tt:0 "[SCOPE.ScriptValue('found_witch_coven_member_count_value')|0] [adult|E] members of your [house|E] are witches" - found_witch_coven_house_member_percent_tt:0 "[SCOPE.ScriptValue('found_witch_coven_member_percent_display_value')|2]% of [adult|E] members of your [house|E] are witches" - - convert_whole_realm_to_feudalism_west_african_pagan_decision:0 "$convert_whole_realm_to_feudalism_decision$ #weak (West African Pagan)#!" - convert_whole_realm_to_feudalism_west_african_pagan_decision_desc:0 "Good governance is a simple matter of scale. A town may only need elders, but an empire necessitates administrators — our people know this, and we can leverage the learned folk amongst them to provide such." - convert_whole_realm_to_feudalism_west_african_pagan_decision_confirm:0 "$convert_whole_realm_to_feudalism_decision_confirm$" - convert_whole_realm_to_feudalism_west_african_pagan_decision_tooltip:0 "$convert_whole_realm_to_feudalism_decision_tooltip$" - convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.vassal_count:0 "You have at least [EmptyScope.ScriptValue('convert_whole_realm_to_feudalism_west_african_pagan_decision_vassal_count_value')|0] [vassals|E] with a [rank|E] of [count|E] or higher" - convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.wa_capital_development:0 "Your [capital|E] is in [GetGeographicalRegion('world_africa_west').GetName] and has at least [EmptyScope.ScriptValue('convert_whole_realm_to_feudalism_west_african_pagan_decision_wa_capital_development_value')|0] [development|E]" - faith_qualifies_for_west_african_pagan_feudalisation_trigger.tt:0 "Your [faith|E] is [GetFaithDoctrine('west_african_unreformed_faith_doctrine').GetBaseName]" - - appoint_a_righteous_caliph_decision:0 "Appoint a Righteous Caliph" - appoint_a_righteous_caliph_decision_desc:0 "[ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] is a distant, unworthy figure, ill-prepared to lead the Ummah. Being [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetAdjective], [ROOT.Char.GetFaith.GetReligiousHead.GetSheHe] simply doesn't #EMP understand#! many of the subtle truths of [ROOT.Char.GetFaith.GetAdjective] thought.\n\n[ROOT.Char.GetFaith.GetReligiousHead.GetSheHe|U] may not, but #EMP I#! do..." - appoint_a_righteous_caliph_decision_confirm:0 "I am guided by [ROOT.Char.GetFaith.PositiveAfterLife|U]!" - appoint_a_righteous_caliph_decision_tooltip:0 "Lead [ROOT.Char.GetFaith.GetNameNoTooltip] away from the [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetAdjectiveNoTooltip] path" - appoint_a_righteous_caliph_decision.tt.you_become_caliph:0 "You become the new [head_of_faith|E]" - appoint_a_righteous_caliph_decision.need_at_least_ten_same_faith_counties:0 "You have at least [EmptyScope.ScriptValue('appoint_a_righteous_caliph_decision_same_faith_county_count')|0] [CHARACTER.GetFaith.GetAdjective] [counties|E]" - appoint_a_righteous_caliph_decision.cant_be_caliphal_controller:0 "You are not your [head_of_faith|E]'s [liege|E]" - appoint_a_righteous_caliph_decision.no_more_than_x_sinful_traits:0 "You have no more than [EmptyScope.ScriptValue('appoint_a_righteous_caliph_decision_own_max_sins')|0] [sinful|E] [traits|E]" - appoint_a_righteous_caliph_decision.caliph_not_in_diplo_range:0 "Your [head_of_faith|E] is outside [diplomatic_range|E]" - appoint_a_righteous_caliph_decision.control_one_holy_site:0 "You control at least 1 [holy_site|E]" - appoint_a_righteous_caliph_decision.control_two_holy_sites:0 "You control at least 2 [holy_sites|E]" - appoint_a_righteous_caliph_decision.caliph_has_x_or_more_traits_sinful_to_your_faith:0 "Your [head_of_faith|E] has [EmptyScope.ScriptValue('appoint_a_righteous_caliph_decision_hof_min_sins')|0] or more [sinful|E] [traits|E]" - appoint_a_righteous_caliph_decision.has_wishes_to_schism_caliphate_flag:0 "You planned to splinter off further when your [faith|E] was founded" - appoint_a_righteous_caliph_decision_mutazila_variant: "Restore Mu'tazila" - appoint_a_righteous_caliph_decision_general_iranian_variant: "Break with the Caliphate" - appoint_a_righteous_caliph_decision_mutazila_variant_desc: "Since the end of the Mihna, those who stand for the createdness of the Qur'an have been persecuted or neglected by the would-be caliphs. I will take it upon myself to avenge the slights we have suffered, and once again bring Mu'tazila doctrine to the forefront of Islamic thought." - appoint_a_righteous_caliph_decision_general_iranian_variant_desc: "Though Islam was brought to Persia by force, none may now deny our belief in the Oneness of [ROOT.Char.GetFaith.HighGodNameAlternate]. But our ways and the Arab ways have grown apart, and we must break with [ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] once and for all. Henceforth, I will personally lead the [ROOT.Char.GetFaith.GetAdjective]." - - mozarabic_bind_the_faith_to_rome_decision:0 "Bind the Faith to Rome" - mozarabic_bind_the_faith_to_rome_decision_desc:0 "Though [ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] is still our one true Pope, isolation from the will of Christ's Vicar has taken us down strange paths. Gone are the days when the great conclaves of Europe's clergy trod the halls of Toledo.\n\nYet, they do not have to be... if our faith has strayed, could not a strong shepherd yoke it back to the flock?" - mozarabic_bind_the_faith_to_rome_decision_tooltip:0 "Rebind the wayward [ROOT.Char.GetFaith.GetAdjective] [faith|E] to [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetName]" - mozarabic_bind_the_faith_to_rome_decision_confirm:0 "Our place is within greater Christendom." - mozarabic_bind_the_faith_to_rome_decision.tt.hof_and_ecumenism_warning:0 "You will keep [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName], but #X permanently#! keep the [religious_leader.GetFaith.GetReligiousHead.GetFaith.GetAdjective] [head_of_faith|E]" - mozarabic_bind_the_faith_to_rome_decision.path_righteous:0 "If we reform our [faith|E] to be more $doctrine_pluralism_righteous_name$" - mozarabic_bind_the_faith_to_rome_decision.path_fundamentalist:0 "If we reform our [faith|E] to be more $doctrine_pluralism_fundamentalist_name$" - mozarabic_bind_the_faith_to_rome_decision.path_pluralist:0 "If we reform our [faith|E] to be even more $doctrine_pluralism_pluralistic_name$" - mozarabic_fate_county_count.need_at_least_twenty_same_faith_counties:0 "You must hold at least [EmptyScope.ScriptValue('mozarabic_fate_county_count')|0] same-[faith|E] [counties|E]" - mozarabic_bind_the_faith_to_rome_decision.threaten_pope:0 "@warning_icon! #warning You coerce the Pope with a [strong_hook|E], they will dislike that!#!" - - mozarabic_break_with_rome_decision:0 "Break with Rome" - mozarabic_break_with_rome_decision_desc:0 "What does [ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] know of our lives or lands? Rome is a distant temporal overlord, neither caring for nor understanding our spiritual needs.\n\nOnly by liberating ourselves from the shackles of the [ROOT.Char.GetFaith.GetReligiousHeadTitle.GetBaseName] and purging the last of its lies can [ROOT.Char.GetFaith.GetName] achieve perfection." - mozarabic_break_with_rome_decision_tooltip:0 "Lead [ROOT.Char.GetFaith.GetName] to schism away from [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetName]" - mozarabic_break_with_rome_decision_confirm:0 "A just and godly path!" - mozarabic_break_with_rome_decision.tt.hof_and_ecumenism_warning:0 "You will create a [religious_leader.GetFaith.GetName] [head_of_faith|E], but #X permanently#! lose [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName]" - mozarabic_break_with_rome_decision.path_righteous:0 "$mozarabic_bind_the_faith_to_rome_decision.path_righteous$" - mozarabic_break_with_rome_decision.path_fundamentalist:0 "$mozarabic_bind_the_faith_to_rome_decision.path_fundamentalist$" - mozarabic_break_with_rome_decision.path_pluralist:0 "$mozarabic_bind_the_faith_to_rome_decision.path_pluralist$" - - favour_the_countryside_basques_decision:0 "Champion the Faith of the Country Basques" - favour_the_countryside_basques_decision_desc:0 "The people of the Pyrenees are resistant to change. In their isolated mountain valleys and remote hilltop villages, many preserve elements of faiths long dead to the rest of Europe.\n\nAt present, these mountain syncretics and their folk-church are irrelevant. But with the right sponsor..." - favour_the_countryside_basques_decision_tooltip:0 "Support the rural folk beliefs of the Pyrenees" - favour_the_countryside_basques_decision_confirm:0 "Perhaps there's another path?" - favour_the_countryside_basques_decision.have_sinful_piety_level:0 "Your [piety_level|E] is no more than [GetModifier( 'piety_level_0' ).GetNameWithTooltip|L]" - favour_the_countryside_basques_decision.you_have_x_or_more_traits_virtuous_to_basque_paganism:0 "You have [EmptyScope.ScriptValue('favour_the_countryside_basques_decision_basque_pagan_virtues_tally_value')|0] [traits|E] that are [virtuous|E] in the [GetFaithByKey('basque_pagan').GetName] [faith|E]" - favour_the_countryside_basques_decision.completely_control_X_counties_from_old_vasconia:0 "You must [completely_control|E] at least [EmptyScope.ScriptValue('favour_the_countryside_basques_decision_counties_to_control_value')|0] [counties|E] from [GetGeographicalRegion('dlc_fp2_old_vasconia').GetName]" - favour_the_countryside_basques_decision.before_last_date:0 "The date is 1200.1.1 or earlier" - favour_the_countryside_basques_decision.path_default:0 "If you leave the [faith|E] as it is" - favour_the_countryside_basques_decision.path_fundamentalist:0 "If you reform the [faith|E] to be more $doctrine_pluralism_fundamentalist_name$" - favour_the_countryside_basques_decision.tt.spiritual_hof_acquired:0 "A suitable cleric becomes the new [head_of_faith|E]" - favour_the_countryside_basques_decision.path_righteous:0 "If you reform the [faith|E] to be more $doctrine_pluralism_righteous_name$" - favour_the_countryside_basques_decision.tt.temporal_hof_acquired:0 "[religious_leader.GetShortUINameNoTooltip|U] [Select_CString(THIS.Char.IsLocalPlayer, 'become', 'becomes' )] the new [head_of_faith|E]" - favour_the_countryside_basques_decision.path_pluralist:0 "If you reform the [faith|E] to be even more $doctrine_pluralism_pluralistic_name$" - favour_the_countryside_basques_decision.tt.all_neighbouring_islamic_rulers:0 "Every neighboring Islamic [ruler|E]" - fervour_loss_temporal_meddling:0 "Temporal Meddling" - fervour_gain_unexpected_resurgence:0 "Unexpected Resurgence" - fp2_friend_of_the_old_ways_modifier:0 "Friend of the Old Ways" - fp2_friend_of_the_old_ways_modifier_desc:0 "This character has spent a good deal of time and energy on advocating for older beliefs. With some mild revisions." - fp2_champion_of_the_old_ways_modifier:0 "Champion of the Old Ways" - fp2_champion_of_the_old_ways_modifier_desc:0 "This characters is considered a defender of all that is good and holy by their faith." - - eat_cheese_decision:0 "Eat Your Cheese" - eat_cheese_decision_desc:0 "You eat your Aged Cheese." - eat_cheese_decision_tooltip:0 "Your aging cheese is ready to be eaten." - eat_cheese_decision_confirm:0 "Consume the cheese" - eat_cheese_effect_tt:0 "The longer the cheese has aged the more stress you will lose when eating it." - - golden_age_jewish_science_in_iberia_decision:0 "Sponsor Jewish Sciences" - golden_age_jewish_science_in_iberia_decision_desc:0 "Iberia is home to many scholars from around the known world. With a little funding, we could achieve a new era of learning and establish a hub for culture and knowledge-sharing which will reign supreme for decades to come." - golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.a:0 "Your [culture_head|E] approves of you" - golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.b:0 "You are not the current sponsor of the ongoing golden age" - golden_age_jewish_science_in_iberia_decision_tooltip:0 "Fund the start of a new golden age of scientific advancement" - golden_age_jewish_science_in_iberia_decision_confirm:0 "Sponsor" - golden_age_jewish_science_in_iberia_decision.player_notif.t:0 "Golden Age Started" - - build_holy_pilgrim_roads_decision:0 "Build Pilgrim Roads" - build_holy_pilgrim_roads_decision_desc:0 "There can be no pilgrimage without a path to our holy sites, as such, it is imperative that we [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] construct roadways to enable access towards our most sacred sites." - build_holy_pilgrim_roads_decision_tooltip:0 "Build roads to a holy site held by you" - build_holy_pilgrim_roads_decision_confirm:0 "Fund Construction" - build_holy_pilgrim_roads_decision_hardcoded_trigger_text.a:0 "There is a [holy_site|E] in your [realm|E] without a pilgrim roads [modifier|E]" - build_holy_pilgrim_roads_decision_construction_notif.t:0 "Pilgrim Roads Constructed in [chosen_location_for_pilgrim_roads.GetNameNoTierNoTooltip]" - build_holy_pilgrim_roads_decision_construction_notif.desc:2 "Roads have been built all over the [chosen_location_for_pilgrim_roads.GetName] leading to [chosen_holy_site_for_pilgrim_roads.GetNameNoTier], where a [ROOT.Char.GetFaith.GetAdjective] [holy_site|E] awaits future pilgrims." - - not_can_execute_decision:0 "You cannot take this [decision|E] at the moment" - can_execute_decision:0 "You can take this [decision|E] at the moment" - NO_DECISION_OPTIONS_SELECTED:0 "@warning_icon! #X Select an option#!" - revive_taltoism_decision_before_last_date:0 "The date is 1100.1.1 or earlier" - - I_CREATE_CADET_BRANCH_DECISION_IN_ANOTHER_REALM: "You are #bold not#! in the same [realm|E] than your [house_head|E]" - I_NOT_CREATE_CADET_BRANCH_DECISION_IN_ANOTHER_REALM: "You #bold are#! in the same [realm|E] than your [house_head|E]" - - call_for_acclaimed_knight_candidates_decision:0 "Restore Accolades" - call_for_acclaimed_knight_candidates_decision_desc:0 "The martial dignities of my retinue lie dormant. Spread word to the $knight_culture_player_plural_no_tooltip_lowercase$ of the land: the [ROOT.Char.GetTitleAsNameNoTooltip] of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] calls!\n\nWorthy scions for my time-honored stations of honor shall find themselves warmly welcomed." - call_for_acclaimed_knight_candidates_decision_tooltip:0 "Potential [acclaimed_knights|e] appear for each [inactive_accolade|e]" - call_for_acclaimed_knight_candidates_decision_confirm:0 "Send the herald" - call_for_acclaimed_knight_candidates_decision.tt:0 "Eligible candidates for every [inactive_accolade|e] will appear within the next year and become [knights|e]" - - accolade.0013.notification:1 "Acclaimed $knight_culture_player_no_tooltip$ Candidate Arrives" - accolade_call_acclaimed_knight_tooltip:0 "The worthy [chosen_knight.GetUIName] may be appointed as [accolade_in_need.GetName]" - accolade.0013.notification_fail:0 "No Worthy Candidates for Accolade" - accolade_call_acclaimed_knight_fail_notification_tooltip:0 "One of your Accolades will remain Inactive, as no worthy $knight_culture_player_no_tooltip_lowercase$ has come forward" - you_have_empty_accolades:0 "You have at least one [inactive_accolade|e] and no [knights|e] who can be Appointed to it" - break_with_the_old_ways_decision:0 "Break With the Old Ways" - break_with_the_old_ways_decision_desc:0 "The $kabarism_adj$ faith has long been practiced alongside local traditions, but no more. We must reject the old ways and embrace Judaism to the fullest extent." - break_with_the_old_ways_decision_tooltip:0 "A folk religion no more!" - break_with_the_old_ways_decision_confirm:0 "We commit to Judaism!" - CHOOSE_REFORMATION_TYPE: "Select a Reformation" - bwow_no_changes: "Coexistence" - bwow_no_changes_tooltip: "Your faith will largely remain the same" - bwow_no_changes_desc: "We shall maintain our traditions and meld the new ways with the old" - bwow_chosen_people: "Chosen People" - bwow_chosen_people_tooltip: "Your faith will become more righteous and communal" - bwow_chosen_people_desc: "We have been chosen by $judaism_high_god_name$" - bwow_esotericism: "Mysticism" - bwow_esotericism_tooltip: "Your faith will become more righteous and mystical" - bwow_esotericism_desc: "Our pagan roots have come to express themselves as a set of esoteric spiritual practices" - bwow_fundementalist: "Fundamentalism" - bwow_fundementalist_tooltip: "Your faith will become more fundamentalist and warlike" - bwow_fundementalist_desc: "There is one true faith, one true God, and it is our mission to spread belief in Him among all nonbelievers" - - embrace_hebrew_language_decision:0 "Embrace the Hebrew Language" - embrace_hebrew_language_decision_desc:0 "Hebrew has been the liturgical language of the Jewish religion for millennia, but the diaspora has caused us to develop countless languages influenced by our neighbors. Now we have built enough of a community here that we may adopt Hebrew as the common language of our people." - embrace_hebrew_language_decision_tooltip:0 "We will adopt the Hebrew language." - embrace_hebrew_language_decision_confirm:0 "Diaspora no more!" - switch_to_israelite_language_tt:0 "[GetPlayer.GetCulture.GetName] will adopt the $language_israelite_name$ [language|E]" - switch_to_original_language_tt:0 "Your new culture will speak [target_other_culture.GetLanguage.GetNameNoTooltip]." - at_least_10_jewish_counties_tt:0 "You must hold at least 10 Jewish [counties|E] of your [culture|E]" - - DECISION_TOOLTIP_TITLE: "$EFFECT_LIST_BULLET$ [Decision.GetName]" - clear_ground_legendary_shrine_desc: "A held [barony|E] will gain a [GetBuilding('legendary_shrine').GetName] [special_building|E] Slot" - clear_ground_legendary_shrine: "$building_type_legendary_shrine$" - clear_ground_legendary_statue_desc: "A held [barony|E] will gain a [GetBuilding('legendary_statue').GetName] [special_building|E] Slot" - clear_ground_legendary_statue: "$building_type_legendary_statue$" - clear_ground_legendary_palace_desc: "A held [barony|E] will gain a [GetBuilding('legendary_palace').GetName] [special_building|E] Slot" - clear_ground_legendary_palace: "$building_type_legendary_palace$" - clear_ground_legendary_watchtower_desc: "A held [barony|E] will gain a [GetBuilding('legendary_watchtower').GetName] [special_building|E] Slot" - clear_ground_legendary_watchtower: "$building_type_legendary_watchtower$" - clear_ground_legendary_hunting_lodge_desc: "A held [barony|E] will gain a [GetBuilding('legendary_hunting_lodge').GetName] [special_building|E] Slot" - clear_ground_legendary_hunting_lodge: "$building_type_legendary_hunting_lodge$" - clear_ground_legendary_shrine_tooltip: "$clear_ground_legendary_shrine_desc$" - clear_ground_legendary_statue_tooltip: "$clear_ground_legendary_statue_desc$" - clear_ground_legendary_palace_tooltip: "$clear_ground_legendary_palace_desc$" - clear_ground_legendary_watchtower_tooltip: "$clear_ground_legendary_watchtower_desc$" - clear_ground_legendary_hunting_lodge_tooltip: "$clear_ground_legendary_hunting_lodge_desc$" - clear_ground_for_legendary_building: "Clear Ground for a Legendary Building" - clear_ground_for_legendary_building_tooltip: "Unlock a [special_building|E] Slot in one of your Baronies" - clear_ground_for_legendary_building_desc: "The legend is complete and my people inspired. My lands are ripe for a new monument to my legend, but what exactly should be built?" - clear_ground_for_legendary_building_confirm: "Select a Barony" - clear_ground_for_legendary_building_no_barony_tt: "You must hold a [barony|E] which is the capital of its [county|E], is not [leased|E], and does not already have a [special_building|E] Slot#!" - clear_ground_legendary_hunting_lodge_tt: "You must have completed a Mythical or Illustrious [legend|E] about a beast, or have #V 50#! #EMP Venator#! [GetTrait('lifestyle_hunter').GetName( GetNullCharacter )] [trait_level_track_xp|E], or the [GetCultureTradition('tradition_hunters').GetName] or [GetCultureTradition('tradition_ep2_avid_falconers').GetName] [tradition|E]" - clear_ground_legendary_watchtower_tt: "You must have completed a Mythical or Illustrious [legend|E] while having [GetDynastyPerk('ce1_heroic_legacy_5').GetName] [dynasty_perk|E]" - clear_ground_legendary_shrine_tt: "You must have completed a Mythical or Illustrious Holy [legend|E]" - clear_ground_legendary_statue_tt: "You must have completed a Mythical or Illustrious Heroic [legend|E]" - clear_ground_legendary_palace_tt: "You must have completed a Mythical or Illustrious Legitimizing [legend|E]" - can_build_legendary_shrine_tt: "Gain access to the [GetBuilding('legendary_shrine').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_statue_tt: "Gain access to the [GetBuilding('legendary_statue').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_palace_tt: "Gain access to the [GetBuilding('legendary_palace').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_watchtower_tt: "Gain access to the [GetBuilding('legendary_watchtower').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_hunting_lodge_tt: "Gain access to the [GetBuilding('legendary_hunting_lodge').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - CHOOSE_LEGENDARY_BUILDING: "Select Legendary Building" - clear_ground_for_legendary_building.toast: "The grounds are clear" - pick_legendary_barony_decision: "$clear_ground_for_legendary_building$" - pick_legendary_barony_decision_desc: "$clear_ground_for_legendary_building_desc$" - pick_legendary_barony_decision_tooltip: "$clear_ground_for_legendary_building_tooltip$" - pick_legendary_barony_decision_confirm: "Clear the grounds" - clear_ground_for_legendary_building_custom_tt: "You will now choose a held [barony|E] for your legendary [building|E]\n#weak It must be the capital of its [county|E], not be [leased|E], and not already have a [special_building|E] Slot#!" - PICK_LEGENDARY_BARONY_DECISION_LABEL: "Location:" - - - isolate_family_decision: "Enter Seclusion" - isolate_family_decision_tooltip: "Make yourself and your [close_family|E] more resistant to [epidemics|E]" - isolate_family_decision_desc: "A great and deadly plague is on the horizon and though many will die, I cannot allow myself or my loved ones to be counted among the dead. We must retreat to the outskirts of the capital in seclusion, safe from the miasma of plague and disease." - isolate_family_decision_confirm: "$isolate_family_decision$" - unisolate_family_decision: "Emerge From Seclusion" - unisolate_family_decision_tooltip: "You and your [close_family_members|E] will stop isolating" - unisolate_family_decision_desc: "I cannot rule from afar any longer, it is imperative that I exit seclusion and return to my rightful place at the capital." - unisolate_family_decision_confirm: "$unisolate_family_decision$" - travelling_will_break_isolation_tt: "@warning_icon! #warning Choosing to [travel|E] at any point during your isolation will end your isolation#!" - ai_unisolate_cooldown_tt: "[GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'isolating_cooldown_var' ))] remaining until you can Isolate again" - you_are_at_your_capital_tt: "You must currently be inside your capital" - every_close_family_member_at_court: "Every [close_family_member|E] at [court|E]" - isolating_modifier: "Secluded" - isolating_modifier_desc: "This character is isolating themselves, preventing most methods of communication with the outside world and leaving themselves without power or influence.\n\n[infection_chance|E]: #P -75%#!" - epidemic_events.0100.t: "Isolation" - epidemic_events.0100.desc: "Carried far away from the stink of the capital's heart late at night, I and my family may remain distant from the people of the realm until such a time that it is right to emerge.\n\nCommunication will be limited, and my throne will feel empty, but we should remain safe from the death and decay beyond our four modest walls." - epidemic_events.0100.a: "Lock the door." - epidemic_events.0101.t: "Out of the Cage" - epidemic_events.0101.desc: "The sun feels unfamiliar and hostile on my skin, the wind feels cold and violating.\n\nWhen was the last time I took a breath of air as [ROOT.Char.GetFaith.HighGodName|U] made it?" - epidemic_events.0101.a: "How glad I am to be back!" - epidemic_events.0101.b: "Close the door! It's drafty!" - - SELECT_ACTION: "Select an action" - - restore_old_vasconia_decision: "Restore Old Vasconia" - restore_old_vasconia_decision_desc: "The Basque's ancient homelands have been pressed by foreign invaders for far too long, it is high time our claim to the lands of our forefathers was made clear to them." - restore_old_vasconia_decision_tooltip: "[GetTitleByKey('k_navarra').GetNameNoTier] becomes the Kingdom of Vasconia." - restore_old_vasconia_decision_effects_de_jure_tt: "If completely controlled, the [duchies|E] of [GetTitleByKey('d_gascogne').GetNameNoTier], [GetTitleByKey('d_armagnac').GetNameNoTier], [GetTitleByKey('d_languedoc').GetNameNoTier], [GetTitleByKey('d_barcelona').GetNameNoTier], [GetTitleByKey('d_aragon').GetNameNoTier], [GetTitleByKey('d_castilla').GetNameNoTier], and [GetTitleByKey('d_cantabria').GetNameNoTier] will each become [de_jure|E] Vasconia" - restore_old_vasconia_decision_confirm:0 "Our lands, returned!" - restore_old_vasconia_decision_navarra_tt: "You hold the [kingdom|E] of [GetTitleByKey('k_navarra').GetNameNoTier], or it does not exist" - restore_old_vasconia_decision_vasconia_tt: "[kingdom|E] of [GetTitleByKey('k_navarra').GetNameNoTier] is renamed #V Vasconia#!" - restore_old_vasconia_decision_vasconia_past_tt: "[kingdom|E] of Navarra is renamed #V Vasconia#!" - restore_old_vasconia_decision_superseded_tt: "Any held [de_jure|E] [kingdoms|E] made redundant by this will be destroyed" - restore_old_vasconia_decision_counties_tt: "At least 4 [realm|E] [counties|E] must have your [culture|E]" - restore_old_vasconia_decision_culture_tt: "Your [culture|E] must be $basque$, or a [divergent_culture|E] with the $heritage_iberian_name$ Heritage" - - recruit_court_position_decision: "Recruit for a Court Position" - recruit_court_position_decision_desc: "A well-functioning [ROOT.Char.Custom('RealmType')] requires the work of many hands. I shall dispatch my servants far and wide to find suitable candidates for the empty positions within my court." - recruit_court_position_decision_tooltip: "Search for a character to fill a [court_position|E] or other necessary role in your [court|E] for a fee\n\n#weak For example, you may hire a [GetCourtPositionType('court_physician_court_position').GetName]#!" - CHOOSE_CHARACTER_ROLE_DECISION_NEXT_STEP_BUTTON: "Choose Position Type" - recruit_court_position_decision_confirm: "Confirm" - find_wet_nurse_decision.tt: "There is no child at court that needs a $wet_nurse_court_position$" - recruit_court_physician_cooldown_tt: "Recruiting a [GetCourtPositionType('court_physician_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_physician_cooldown' ))]" - recruit_travel_leader_cooldown_tt: "Recruiting a [GetCourtPositionType('travel_leader_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_travel_leader_cooldown' ))]" - recruit_wet_nurse_cooldown_tt: "Recruiting a [GetCourtPositionType('wet_nurse_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_wet_nurse_cooldown' ))]" - recruit_charioteer_cooldown_tt: "Recruiting a [GetCourtPositionType('charioteer_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_charioteer_cooldown' ))]" - recruit_bookmaker_cooldown_tt: "Recruiting a [GetCourtPositionType('bookmaker_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_bookmaker_cooldown' ))]" - recruit_court_gardener_cooldown_tt: "Recruiting a [GetCourtPositionType('court_gardener_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_gardener_cooldown' ))]" - recruit_chief_eunuch_cooldown_tt: "Recruiting a [GetCourtPositionType('chief_eunuch_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_eunuch_cooldown' ))]" - recruit_linguist_self_cooldown_tt: "Recruiting a Linguist is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_linguist_self_cooldown' ))]" - recruit_linguist_liege_cooldown_tt: "Recruiting a Linguist is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_linguist_liege_cooldown' ))]" - recruit_court_position_decision_tt: "You will receive two suitable candidates from which to choose for the selected [court_position|E]" - - write_muwashshah_poem_decision: "Write Muwashshah Poem" - write_muwashshah_poem_decision_desc: "With all the great minds I keep around me, writing a new poem in the popular Muwashshah style would be fairly simple. With so many eager to read my works, I have multiple options for its final resting place, too." - write_muwashshah_poem_decision_tooltip: "Pen a new poem to either sell for money, keep for yourself or distribute for free.\n\n$EFFECT_LIST_BULLET$Selling the poem will gain a sum of [gold_i][gold|E]\n$EFFECT_LIST_BULLET$Keeping the poem adds a modifier to the Double-Moon Tome [artifact|E]\n$EFFECT_LIST_BULLET$Distributing the poem will result in extra [prestige_i][prestige|E]" - sell_poem_decision: "Sell Poem" - sell_poem_decision_tooltip: "Sell the poem, bringing in [gold_i][gold|E]" - keep_poem_decision: "Keep Poem" - keep_poem_decision_tooltip: "Keep the poem, modifying your Double-Moon Tome [artifact|E]" - distribute_poem_decision: "Distribute Poem" - distribute_poem_decision_tooltip: "Distribute to the poem to the masses for free, gaining you [prestige_i][prestige|E]" - CHOOSE_POEM_DECISION_NEXT_STEP_BUTTON: "Choose Poem's Fate" - write_muwashshah_poem_decision_confirm: "Get to work" - - rebuke_roman_revanchism_sicily: "Rebuke Roman Revanchism for Sicily" - rebuke_roman_revanchism_sicily_desc: "What claim do these Easterners have to the fair lands of the southern peninsula? They have brought naught but ruin and incompetent bureaucracy to this place, and their ouster can surely only do good." - rebuke_roman_revanchism_sicily_tooltip: "Remove [GetTitleByKey('k_sicily').GetNameNoTier] from [GetTitleByKey('e_byzantium').GetDefinitiveName]" - rebuke_roman_revanchism_sicily_confirm: "Shatter the memory of Justinian!" - rebuke_roman_revanchism_sicily.tt.requirements.lower_tally: "You control at least [EmptyScope.ScriptValue('rebuke_roman_revanchism_sicily_requirements_no_ere_county_value')|V0] [counties|E] within [GetGeographicalRegion('custom_sicily').GetName]" - rebuke_roman_revanchism_sicily.tt.requirements.ere_booted: "[GetTitleByKey('e_byzantium').GetDefinitiveName] controls #V 0#! [counties|E] within [GetGeographicalRegion('custom_sicily').GetName]" - rebuke_roman_revanchism_sicily.tt.requirements.higher_tally: "You control at least [EmptyScope.ScriptValue('rebuke_roman_revanchism_sicily_requirements_some_ere_county_value')|V0] [counties|E] within [GetGeographicalRegion('custom_sicily').GetName]" - rebuke_roman_revanchism_sicily.tt.sicily_has_no_holder: "No [ruler|E] holds [GetTitleByKey('k_sicily').GetNameNoTier]" - rebuke_roman_revanchism_sicily.tt.requirements.ere_cant_be_revanchising: "Either [GetTitleByKey('e_byzantium').GetBaseNameNoTier] has not taken [GetDecisionWithKey('retake_eastern_provinces_decision').GetName] [decision|E] or it does not exist" - rebuke_roman_revanchism_sicily.tt.requirements.ere_not_in_italy: "[GetTitleByKey('e_byzantium').GetDefinitiveName] controls less than [EmptyScope.ScriptValue('rebuke_roman_revanchism_sicily_requirements_no_ere_in_italy_county_value')|V0] [counties|E] within [GetGeographicalRegion('world_europe_south_italy').GetName]" - rebuke_roman_revanchism_sicily.tt.effects.option.1: "If you reunite [GetTitleByKey('k_sicily').GetNameNoTier] with the north" - rebuke_roman_revanchism_sicily.tt.effects.option.2: "If you align [GetTitleByKey('k_sicily').GetNameNoTier] with its Mediterranean neighbors" - rebuke_roman_revanchism_sicily.tt.effects.option.3: "If you choose to annex [GetTitleByKey('k_sicily').GetNameNoTier]" - - roman_restoration.1211.t: "Justinian's Dream Undone" - roman_restoration.1211.desc.intro: "For hundreds of years, the Byzantines have clung to their last holdouts in the Italian Peninsula, sinking bloodied nails into the land and refusing to let go no matter how much we kick at them.\n\nNo more. Today, their control is finally loose enough to be torn free for good, and I shall ensure that all the world knows.\n\n" - roman_restoration.1211.desc.body.emperor_exists: "[emperor.GetTitledFirstNameNicknamed] can fume and rumble all [emperor.GetSheHe] likes — if [emperor.GetSheHe] can even be bothered to note a break-away province far from [emperor.GetHerHis] comfortable palace — but [emperor.GetSheHe] can do nothing to stop me." - roman_restoration.1211.desc.body.emperor_absent: "There is not even an emperor to protest my proclamation. Pathetic." - roman_restoration.1211.desc.outro: "\n\nThe only question is... where do I see fair [GetTitleByKey('k_sicily').GetNameNoTier] as belonging now?" - roman_restoration.1211.a: "We are tied forever to our northern brothers." - roman_restoration.1211.b: "Sicily's destiny lies, as it always has, across the sea." - roman_restoration.1211.c: "Why, with [ROOT.Char.GetPrimaryTitle.GetBaseNameNoTierNoTooltip] of course!" - - roman_restoration.1212.t: "$roman_restoration.1211.t$" - roman_restoration.1212.desc.intro: "After hundreds of years of dogged, determined resistance to barbarian hordes of one stripe or another despoiling the last vestiges of our ancient homeland, [taker.GetTitledFirstName] has finally succeeded where so many others have failed.\n\nThe cur has eliminated the last remnants of Roman control on the western peninsula," - roman_restoration.1212.desc.new_empire.italia: "instead aligning the territory strongly with [GetTitleByKey('e_italy').GetNameNoTier]." - roman_restoration.1212.desc.new_empire.maghreb: "bringing it into the African sphere along with the [GetTitleByKey('e_maghreb').GetNameNoTier]." - roman_restoration.1212.desc.new_empire.own: "absorbing the territory into [taker.GetHerHis] own realm of [taker.GetPrimaryTitle.GetBaseNameNoTier]." - roman_restoration.1212.desc.outro.territory_left: "\n\nThe scattered, scant few outposts we have left offer no real resistance to this travesty." - roman_restoration.1212.desc.outro.no_territory_left: "\n\nWith not so much as a single port in the south to our name, there is nothing we can do to resist this injustice." - roman_restoration.1212.a: "That presumptuous lout!" - - roman_restoration.1213.t: "$roman_restoration.1211.t$" - roman_restoration.1213.desc.intro: "Despite spilling an ocean of blood for their Italian territories through the centuries, [taker.GetTitledFirstNameNicknamed] has finally forced the Romans to admit that [GetTitleByKey('k_sicily').GetNameNoTier] is lost to them.\n\nInstead, the lands now look to" - roman_restoration.1213.desc.new_empire.italia: "the rest of the peninsula for succour." - roman_restoration.1213.desc.new_empire.maghreb: "their African neighbors across the ocean, viewing themselves a part of their ancient cousins across the [GetTitleByKey('e_maghreb').GetNameNoTier]." - roman_restoration.1213.desc.new_empire.own: "[taker.GetHerHis] own [taker.GetPrimaryTitle.GetBaseName] as the #EMP new#! empire." - roman_restoration.1213.desc.body.emperor_exists: "[emperor.GetTitledFirstName] protests about as much as can be expected for the loss of a lesser province, but no more than that." - roman_restoration.1213.desc.body.emperor_absent: "Without even an emperor to voice opposition, Roman Italy dies with a whimper." - roman_restoration.1213.desc.outro.territory_left: "\n\nThe few remaining holdouts of the empire left across the Adriatic now look more endangered than ever." - roman_restoration.1213.desc.outro.no_territory_left: "\n\nWithout so much as a single Roman city remaining in the lost lands, there is simply no one left to mourn the death of Justinian's dream." - roman_restoration.1213.a: "Good riddance!" - roman_restoration.1213.b: "What dark times we live in..." - - # BP3 - local_arbitration_decision: "Local Arbitration" - local_arbitration_decision_desc: "At times it is necessary to meet the local sheriffs and mayors to ensure every step of the hierarchy works as intended. The subjects are sure to appreciate the gesture." - local_arbitration_decision_tooltip: "You work on improving the [county|E] in your current location" - local_arbitration_decision_confirm: "Begin Arbitration" - inside_realm_trigger: "Must be inside your own [realm|E]" - local_arbitration_key: "[GetDecisionWithKey('local_arbitration_decision').GetName]" - local_arbitration_modifier_1: "Inspired Levies" - local_arbitration_modifier_1_desc: "After a local liege visited the province, there has been an increased interest in joining the army and protecting the realm." - local_arbitration_modifier_2: "Hampering Corruption" - local_arbitration_modifier_2_desc: "Particular effort has been taken to ensure that there's no local "extra tax" on the tax." - local_arbitration_modifier_3: "Investing in Development" - local_arbitration_modifier_3_desc: "Time and money has been invested into developing this province, both by the liege and several local landholders." - has_locations_to_map_tt: "Maps can only be made to visited locations that are:\n[points_of_interest|E]\nForeign [kingdom|E] [capital|E]\nIn your own [domain|E]\nAn own [vassal|E] [capital|E]" - draw_up_new_charts_decision: "Create Travel Itinerary" - draw_up_new_charts_decision_key: "[GetDecisionWithKey('draw_up_new_charts_decision').GetName]" - draw_up_new_charts_decision_desc: "The insights I have collected during my travels can be condensed into an itinerary, for others to follow and admire." - draw_up_new_charts_decision_tooltip: "You create an itinerary and a map over a traveled region." - draw_up_new_charts_artifact_tt: "This will produce an [artifact|E], effects will depend on choices you make related to the traveled region." - draw_up_new_charts_decision_confirm: "Draw up Itinerary" - - form_bosporan_kingdom_decision: "Restore the Bosporan Kingdom" - form_bosporan_kingdom_decision_confirm: "Restore Kingdom" - form_bosporan_kingdom_decision_desc: "We will once again be rulers of the Black Sea, capturing its wealth and becoming renowned far beyond our borders." - form_bosporan_kingdom_decision_tooltip: "Restore the borders of the former kingdom of Cimmerian Bosporus." - - bp3_bosporan_kingdom_modifier: "Rulers of the Black Sea" - bp3_bosporan_kingdom_modifier_desc: "This family has gained a significant presence in the Black Sea, and aims at taking control of all its wealth and riches.\n\n" - black_sea_coast_region: "Black Sea" - modifier_bosporan_kingdom_desc: "Increased for every [county|E]" - MODIFIER_DEFINITION_BOSPORAN_KINGDOM: "This modifier is increased for every held [county|E] in the [GetGeographicalRegion('black_sea_coast_region').GetName] [region|E]" - unlocks_black_sea_naval_conquest: "Unlocks the #emp County Expansion#! and #emp Naval County Expansion#! [casus_belli|E] in the [GetGeographicalRegion('black_sea_coast_region').GetName] [region|E] for the duration of the [house|E] [modifier|E]" - bp3_conqueror_black_sea_modifier: "Conqueror of the Black Sea" - bp3_conqueror_black_sea_modifier_desc: "The Black Sea is awaiting the return of its rightful king." - - merge_aquitaine_decision: "[GetTitleByKey('k_france').GetNameNoTierNoTooltip] as One" - merge_aquitaine_decision_alt: "[GetTitleByKey('k_aquitaine').GetNameNoTierNoTooltip] as One" - merge_aquitaine_decision_desc: "The people of [GetTitleByKey('k_france').GetNameNoTierNoTooltip] has been split for too long, squabbling over borders and land." - merge_aquitaine_decision_desc_aquitaine: "The people of [GetTitleByKey('k_aquitaine').GetNameNoTierNoTooltip] has been split for too long, squabbling over borders and land." - merge_aquitaine_decision_desc_outro: "From the Seine in the north to the Pyrenees in the south, they shall all answer to their one true [ROOT.Char.GetTitleAsNameNoTooltip] - #emp me#!." - merge_aquitaine_decision_tooltip: "Gather all the lands of [GetTitleByKey('k_france').GetNameNoTier] and [GetTitleByKey('k_aquitaine').GetNameNoTier] under one [title|E]" - - merge_aquitaine_vassal: "$BULLET$Every [de_jure|E] [vassal|E] in" - merge_aquitaine_decision_vassal_original: "$merge_aquitaine_vassal$ [GetTitleByKey('k_france').GetName]" - merge_aquitaine_decision_vassal_alt: "$merge_aquitaine_vassal$ [GetTitleByKey('k_aquitaine').GetName]" - - merge_aquitaine_opinion: "Gains #p 20#! [opinion|E] of #color_white you#! #weak (-1.20/year) ($rightful_king_opinion$)#!" - - merge_aquitaine_title: "$BULLET$Every [de_jure|E] [duchy|E] in" - merge_aquitaine_decision_tooltip_original: "$merge_aquitaine_title$ [GetTitleByKey('k_aquitaine').GetName]" - merge_aquitaine_decision_tooltip_alt: "$merge_aquitaine_title$ [GetTitleByKey('k_france').GetName]" - - merge_aquitaine_de_jure_title: "becomes [de_jure|E] [liege|E] of this [duchy|E]" - merge_aquitaine_decision_tooltip_2_original: "[GetTitleByKey('k_france').GetName] $merge_aquitaine_de_jure_title$" - merge_aquitaine_decision_tooltip_2_alt: "[GetTitleByKey('k_aquitaine').GetName] $merge_aquitaine_de_jure_title$" - merge_aquitaine_decision_confirm: "It is Time" - - merge_aquitane_culture: "$BULLET$Every non-[GetTitleByKey('k_aquitaine').GetHolder.GetCulture.GetName] [culture|E] in" - merge_aquitane_culture_tooltip_original: "$merge_aquitane_culture$ [GetTitleByKey('k_aquitaine').GetName]" - merge_aquitane_culture_tooltip_alt: "$merge_aquitane_culture$ [GetTitleByKey('k_france').GetName]" - merge_aquitaine_culture_tooltip: "The [cultural_acceptance|E] decreases by #n 25%#!" - - cultural_acceptance_merge_aquitaine: "Forcibly Put Under Liege" - - rightful_king_opinion: "Rightful Liege" - - major_decisions.3200.t: "[rightful_title.GetNameNoTierNoTooltip] as One" - major_decisions.3200.desc: "As the [rightful_liege.Custom('GetQueenKing')|l] of the thrones of [rightful_title.GetNameNoTier] and [destroyed_title.GetNameNoTier], [rightful_liege.GetTitledFirstName] has decided it is time to rule them both from [rightful_liege.GetCapitalLocation.GetTitle.GetNameNoTier].\n\nNo longer shall [rightful_liege.GetHerHis] vassals be seen as two people ruled by one [rightful_liege.Custom('GetQueenKing')|l], but rather as the people of one kingdom." - major_decisions.3200.a: "And so continues the rule of the [rightful_liege.GetCulture.GetNameNoTooltip] tyrant..." - major_decisions.3200.b: "For the betterment of all of [rightful_title.GetNameNoTierNoTooltip]." - - found_duchy_decision: "Found a New Duchy" - found_duchy_decision_desc: "I look at my neighbors, my peers, my so-called equals. I am greater than they are, and it is time for the world to recognize my worth. I will forge a realm so they can all bend the knee to my rightful rule." - found_duchy_decision_tooltip: "I will found a new [duchy|E] to rule the lands of [ROOT.Char.GetPrimaryTitle.GetNameNoTier]" - found_duchy_decision_confirm: "It is my right to rule" - create_new_duchy: "You create a [duchy|E] of [root_scope.GetPrimaryTitle.GetNameNoTierNoTooltip]" - create_custom_duchy_de_jure_changes: "[root_scope.GetPrimaryTitle.GetName]:\n$EFFECT_LIST_BULLET$ Becomes [de_jure|E] [county|E] of your new [duchy|E]" - - expand_duchy_decision: "Expand Duchy" - expand_duchy_decision_desc: "As my realm grows, it is only natural that the core lands of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] grows with it. " - expand_duchy_decision_tooltip: "It is time to expand the grasp of [ROOT.Char.GetPrimaryTitle.GetNameNoTier] to new lands" - expand_duchy_decision_confirm: "It is Time" - expand_duchy_less_than_4: "[duchy_title.GetName] has fewer than #color_white [root_scope_temporary.MakeScope.ScriptValue('expand_duchy_max_size_value')]#! [de_jure|E] [counties|E]" - expand_duchy_capital_tooltip: "[barony.GetProvince.GetCounty.GetName] is the [de_jure|E] [capital|E] of [root_scope_temporary.GetPrimaryTitle.GetName]" - - set_de_jure_capital_decision: "Relocate De Jure Capital" - set_de_jure_capital_decision_desc: "It is time to realize the importance of [ROOT.Char.GetCapitalLocation.GetCounty.GetName] in our realm. It is my home, and it should be paid proper respect far and wide." - set_de_jure_capital_decision_tooltip: "Make [ROOT.Char.GetCapitalLocation.GetCounty.GetName] the [de_jure_capital|E] of [ROOT.Char.GetPrimaryTitle.GetNameNoTier]" - set_de_jure_capital_decision_confirm: "Make it so" - set_de_jure_capital_duchy: "Duchy" - set_de_jure_capital_kingdom: "Kingdom" - set_de_jure_capital_empire: "Empire" - set_duchy_capital_tooltip: "" - set_kingdom_capital_tooltip: "" - set_empire_capital_tooltip: "" - SET_DE_JURE_CAPITAL_CHOOSE_TYPE: "Choose Title Tier" - - set_de_jure_not_de_jure_tooltip: "[current_capital.GetName] is a [de_jure|E] [county|E] of [current_de_jure.GetName]" - set_de_jure_capital_already_done_tooltip: "[current_capital.GetName] is not the [de_jure_capital|E] of [current_de_jure.GetName]" - set_de_jure_capital_hold_current_capital_tooltip: "Current [de_jure_capital|E] of [current_de_jure.GetName] #weak (#color_white [title_check.GetName]#!)#! is a part of the [realm|E]" - set_de_jure_capital_effect_tooltip: "[current_capital_scope.GetName] will be the new [de_jure_capital|E] of [current_de_jure_scope.GetName]" - set_de_jure_capital_warning: "$set_de_jure_capital_effect_tooltip$\n@warning_icon! #color_red Will destroy current [duchy_building|E]#!" - reforge_crown_wenceslas_decision: "Reforge the Crown of St. Wenceslas" reforge_crown_wenceslas_decision_desc: "Reforge the Crown of St. Wenceslas, which has been dismantled and ashamed for far too long." reforge_crown_wenceslas_decision_tooltip: "Reforge the Crown of St. Wenceslas" @@ -1777,3 +217,41 @@ claim_lusignan_inheritance_decision_desc:0 "Long before the [Concept('neow_the_event','Event')|E], the Frankish kings of Cyprus bore more than the crown of their island. The Lusignan inheritance joined Cyprus to the royal claim of Jerusalem, and in time the crown of Cilicia was added to the same royal claim. Those mainland crowns eventually survived only as titles, but their memory did not die with the old world.\n\nIf Cyprus could secure once more these kingdoms, we may proclaim that Jerusalem and Cilicia are no longer half-forgotten claims but the lands of a greater Cypriot realm." claim_lusignan_inheritance_decision_tooltip:0 "Assert the old Cypriot claims to Jerusalem and Cilicia" claim_lusignan_inheritance_decision_confirm:0 "Three crowns, one realm." + + select_personal_deity_folketero_decision:0 "Determine Patron Helgen" + select_personal_deity_folketero_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" + select_personal_deity_folketero_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" + select_personal_deity_folketero_decision_confirm:0 "Dedicate your adoration to a particular Helgen" + select_personal_deity_folketero_decision_tt:1 "You begin to live your life according to the values of" + select_personal_deity_folketero_decision.select_jesus:0 "Jesus, The Warrior and Savior" + select_personal_deity_folketero_decision.select_per:0 "Sankt Per, Judge of the Dead" + select_personal_deity_folketero_decision.select_olaf:0 "Sankt Olaf, Guardian of Rulers" + select_personal_deity_folketero_decision.select_lucia:0 "Sankt Lucia, Heart Warmer" + + select_personal_deity_orthodox_decision:0 "Determine Patron Saint" + select_personal_deity_orthodox_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" + select_personal_deity_orthodox_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" + select_personal_deity_orthodox_decision_confirm:0 "Dedicate your adoration to a particular Saint" + select_personal_deity_orthodox_decision_tt:1 "You begin to live your life according to the values of" + select_personal_deity_orthodox_decision.select_paisos:0 "Saint Paisios the Athonite" + select_personal_deity_orthodox_decision.select_gabriel:0 "Saint Gabriel of Georgia" + select_personal_deity_orthodox_decision.select_adriana:0 "Saint Adriana of Soroca" + select_personal_deity_orthodox_decision.select_palamas:0 "Saint Gregory Palamas" + select_personal_deity_orthodox_decision.select_surgeon:0 "Saint Luke the Surgeon" + select_personal_deity_orthodox_decision.select_lazar:0 "Saint Lazar of Serbia" + select_personal_deity_orthodox_decision.select_olga:0 "Saint Olga of Kyiv" + select_personal_deity_orthodox_decision.select_theotokos:0 "The Blessed Theotokos" + + #N3OW Added: + select_personal_leviathan_union_decision:0 "Determine Leviathan Union" + select_personal_leviathan_union_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" + select_personal_leviathan_union_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention. Though, due to just how many there are, it is best to simply align with a group of similar Leviathans: a Union.\n\nI should contemplate these divine beings and decide which Union calls to me the most.#!" + select_personal_leviathan_union_decision_confirm:0 "Dedicate yourself to a particular Union of Leviathans" + select_personal_leviathan_union_decision_tt:1 "You begin to live your life according to the values of the" + select_personal_leviathan_union_decision.select_nationalisators:0 "Nationalisators, Cabinet of Britannia, Eternal Solars" + select_personal_leviathan_union_decision.select_technosaurs:0 "Technosaurs, Titans of Progress, Revolutionisers of Industry" + select_personal_leviathan_union_decision.select_mechasaurs:0 "Mechasaurs, Shapers of Earth, Builders of Wonders" + select_personal_leviathan_union_decision.select_petrosaurs:0 "Petrosaurs, Surveyors of the Depths, Black and Gold" + select_personal_leviathan_union_decision.select_metallurgicals:0 "Metallurgicals, Knowers of Regulation, Adepts of the Mechanical" + select_personal_leviathan_union_decision.select_nautiluses:0 "Nautiluses, Admirals of the Deep, Pride of Britannia" + select_personal_leviathan_union_decision.select_aerosaurs:0 "Aerosaurs, Knights of the Sky, Breakers of the Blitz" diff --git a/localization/english/replace/NEOW_flavor_modifiers_l_english.yml b/localization/english/replace/zz_NEOW_flavor_modifiers_l_english.yml similarity index 100% rename from localization/english/replace/NEOW_flavor_modifiers_l_english.yml rename to localization/english/replace/zz_NEOW_flavor_modifiers_l_english.yml diff --git a/localization/english/replace/zz_NEOW_game_rules_l_english.yml b/localization/english/replace/zz_NEOW_game_rules_l_english.yml new file mode 100644 index 000000000..8293e87e0 --- /dev/null +++ b/localization/english/replace/zz_NEOW_game_rules_l_english.yml @@ -0,0 +1,17 @@ +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." \ No newline at end of file diff --git a/localization/english/replace/NEOW_holy_orders_l_english.yml b/localization/english/replace/zz_NEOW_holy_orders_l_english.yml similarity index 100% rename from localization/english/replace/NEOW_holy_orders_l_english.yml rename to localization/english/replace/zz_NEOW_holy_orders_l_english.yml diff --git a/localization/english/replace/zz_NEOW_mercenaries_l_english.yml b/localization/english/replace/zz_NEOW_mercenaries_l_english.yml new file mode 100644 index 000000000..4f43377a5 --- /dev/null +++ b/localization/english/replace/zz_NEOW_mercenaries_l_english.yml @@ -0,0 +1,14 @@ +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 " \ No newline at end of file diff --git a/localization/english/replace/NEOW_mottos_l_english.yml b/localization/english/replace/zz_NEOW_mottos_l_english.yml similarity index 63% rename from localization/english/replace/NEOW_mottos_l_english.yml rename to localization/english/replace/zz_NEOW_mottos_l_english.yml index 39037aa0b..b17424b41 100644 --- a/localization/english/replace/NEOW_mottos_l_english.yml +++ b/localization/english/replace/zz_NEOW_mottos_l_english.yml @@ -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!" \ No newline at end of file + 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" \ No newline at end of file diff --git a/localization/english/replace/NEOW_nicknames_l_english.yml b/localization/english/replace/zz_NEOW_nicknames_l_english.yml similarity index 100% rename from localization/english/replace/NEOW_nicknames_l_english.yml rename to localization/english/replace/zz_NEOW_nicknames_l_english.yml diff --git a/localization/english/replace/prepublic_loc_l_english.yml b/localization/english/replace/zz_NEOW_peasant_republic_loc_l_english.yml similarity index 97% rename from localization/english/replace/prepublic_loc_l_english.yml rename to localization/english/replace/zz_NEOW_peasant_republic_loc_l_english.yml index 3d35d77b2..fb60c816a 100644 --- a/localization/english/replace/prepublic_loc_l_english.yml +++ b/localization/english/replace/zz_NEOW_peasant_republic_loc_l_english.yml @@ -48,6 +48,8 @@ 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" diff --git a/localization/english/replace/zz_NEOW_regiment_l_english.yml b/localization/english/replace/zz_NEOW_regiment_l_english.yml index b1c8a740b..e4e95f2a1 100644 --- a/localization/english/replace/zz_NEOW_regiment_l_english.yml +++ b/localization/english/replace/zz_NEOW_regiment_l_english.yml @@ -76,3 +76,7 @@ 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" \ No newline at end of file diff --git a/localization/english/replace/NEOW_succession_laws_l_english.yml b/localization/english/replace/zz_NEOW_succession_laws_l_english.yml similarity index 100% rename from localization/english/replace/NEOW_succession_laws_l_english.yml rename to localization/english/replace/zz_NEOW_succession_laws_l_english.yml diff --git a/localization/english/replace/zz_NEOW_terrain_l_english.yml b/localization/english/replace/zz_NEOW_terrain_l_english.yml new file mode 100644 index 000000000..95c4c037e --- /dev/null +++ b/localization/english/replace/zz_NEOW_terrain_l_english.yml @@ -0,0 +1,8 @@ +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 "$terrain_tells$" \ No newline at end of file diff --git a/localization/english/replace/zz_NEOW_trading_l_english.yml b/localization/english/replace/zz_NEOW_trading_l_english.yml new file mode 100644 index 000000000..7ba3f5807 --- /dev/null +++ b/localization/english/replace/zz_NEOW_trading_l_english.yml @@ -0,0 +1,72 @@ +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]" \ No newline at end of file diff --git a/localization/english/replace/urepublic_loc_l_english.yml b/localization/english/replace/zz_NEOW_urban_republic_loc_l_english.yml similarity index 100% rename from localization/english/replace/urepublic_loc_l_english.yml rename to localization/english/replace/zz_NEOW_urban_republic_loc_l_english.yml diff --git a/localization/english/units_l_english.yml b/localization/english/units_l_english.yml deleted file mode 100644 index 5cca7b45d..000000000 --- a/localization/english/units_l_english.yml +++ /dev/null @@ -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" -