This commit is contained in:
edwardtheelbowhigh 2025-02-21 23:10:28 +00:00
commit 5668ff281e
40 changed files with 63741 additions and 125 deletions

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LocalGuildsLoc = {
type = character
text = {
trigger = {
scope:local_guild_scope = 1
}
localization_key = LocalGuildsMillers
}
text = {
trigger = {
scope:local_guild_scope = 2
}
localization_key = LocalGuildsBakers
}
text = {
trigger = {
scope:local_guild_scope = 3
}
localization_key = LocalGuildsFishmongers
}
text = {
trigger = {
scope:local_guild_scope = 4
}
localization_key = LocalGuildsShoemakers
}
text = {
trigger = {
scope:local_guild_scope = 5
}
localization_key = LocalGuildsTanners
}
text = {
trigger = {
scope:local_guild_scope = 6
}
localization_key = LocalGuildsTailors
}
text = {
trigger = {
scope:local_guild_scope = 7
}
localization_key = LocalGuildsWeavers
}
text = {
trigger = {
scope:local_guild_scope = 8
}
localization_key = LocalGuildsSkinners
}
text = {
trigger = {
scope:local_guild_scope = 9
}
localization_key = LocalGuildsButchers
}
text = {
trigger = {
scope:local_guild_scope = 10
}
localization_key = LocalGuildsFurriers
}
text = {
trigger = {
scope:local_guild_scope = 11
}
localization_key = LocalGuildsVintners
}
text = {
trigger = {
scope:local_guild_scope = 12
}
localization_key = LocalGuildsCarpenters
}
text = {
trigger = {
scope:local_guild_scope = 13
}
localization_key = LocalGuildsMasons
}
text = {
trigger = {
scope:local_guild_scope = 14
}
localization_key = LocalGuildsMiners
}
text = {
trigger = {
scope:local_guild_scope = 15
}
localization_key = LocalGuildsBlacksmiths
}
text = {
trigger = {
scope:local_guild_scope = 16
}
localization_key = LocalGuildsSaddlers
}
text = {
trigger = {
scope:local_guild_scope = 17
}
localization_key = LocalGuildsMerchants
}
text = {
trigger = {
scope:local_guild_scope = 18
}
localization_key = LocalGuildsPhysicians
}
text = {
trigger = {
scope:local_guild_scope = 19
}
localization_key = LocalGuildsPharmacists
}
text = {
trigger = {
scope:local_guild_scope = 20
}
localization_key = LocalGuildsToolmakers
}
}
DistantLandsLoc = {
type = character
# Europe
text = {
trigger = {
has_variable = dreams_of_distant_lands_europe
var:dreams_of_distant_lands_europe = 1
}
localization_key = DistantLandsEurope1
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_europe
var:dreams_of_distant_lands_europe = 2
}
localization_key = DistantLandsEurope2
}
# Africa
text = {
trigger = {
has_variable = dreams_of_distant_lands_africa
var:dreams_of_distant_lands_africa = 1
}
localization_key = DistantLandsAfrica1
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_africa
var:dreams_of_distant_lands_africa = 2
}
localization_key = DistantLandsAfrica2
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_africa
var:dreams_of_distant_lands_africa = 3
}
localization_key = DistantLandsAfrica3
}
# Asia
text = {
trigger = {
has_variable = dreams_of_distant_lands_middle_east
var:dreams_of_distant_lands_middle_east = 1
}
localization_key = DistantLandsAsia1
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_middle_east
var:dreams_of_distant_lands_middle_east = 2
}
localization_key = DistantLandsAsia2
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_middle_east
var:dreams_of_distant_lands_middle_east = 3
}
localization_key = DistantLandsAsia3
}
# India
text = {
trigger = {
has_variable = dreams_of_distant_lands_india
var:dreams_of_distant_lands_india = 1
}
localization_key = DistantLandsIndia1
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_india
var:dreams_of_distant_lands_india = 2
}
localization_key = DistantLandsIndia2
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_india
var:dreams_of_distant_lands_india = 3
}
localization_key = DistantLandsIndia3
}
# Tibet
text = {
trigger = {
has_variable = dreams_of_distant_lands_tibet
var:dreams_of_distant_lands_tibet = 1
}
localization_key = DistantLandsTibet1
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_tibet
var:dreams_of_distant_lands_tibet = 2
}
localization_key = DistantLandsTibet2
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_tibet
var:dreams_of_distant_lands_tibet = 3
}
localization_key = DistantLandsTibet3
}
# Steppe
text = {
trigger = {
has_variable = dreams_of_distant_lands_steppe
var:dreams_of_distant_lands_steppe = 1
}
localization_key = DistantLandsSteppe1
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_steppe
var:dreams_of_distant_lands_steppe = 2
}
localization_key = DistantLandsSteppe2
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_steppe
var:dreams_of_distant_lands_steppe = 3
}
localization_key = DistantLandsSteppe3
}
}
DistantLandsPluralTypeLoc = {
type = character
parent = DistantLandsLoc
suffix = _plural
}
DistantLandsGroupTypeLoc = {
type = character
parent = DistantLandsLoc
suffix = _group
}
DistantLandsActivityTypeLoc = {
type = character
parent = DistantLandsLoc
suffix = _activity
}
DistantLandsDescriptionTypeLoc = {
type = character
parent = DistantLandsLoc
suffix = _description
}
DistantLandsTerrainTypeLoc = {
type = character
parent = DistantLandsLoc
suffix = _terrain
}
DistantLandsRegionLoc = {
type = character
text = {
trigger = {
has_variable = dreams_of_distant_lands_europe
}
localization_key = DistantLandsRegionEurope
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_africa
}
localization_key = DistantLandsRegionAfrica
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_middle_east
}
localization_key = DistantLandsRegionAsia
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_india
}
localization_key = DistantLandsRegionIndia
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_tibet
}
localization_key = DistantLandsRegionTibet
}
text = {
trigger = {
has_variable = dreams_of_distant_lands_steppe
}
localization_key = DistantLandsRegionSteppe
}
}
RiverNameLoc = {
type = province
text = {
trigger = {
OR = {
this = province:6027
this = province:6026
this = province:6028
this = province:6029
this = province:6125
}
}
localization_key = RiverNameTheNile
}
text = {
localization_key = RiverNameNotTheNile
}
}

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CouncilPosition = {
type = character
text = {
trigger = {
has_council_position = councillor_chancellor
}
fallback = yes
localization_key = councillor_chancellor
}
text = {
trigger = {
has_council_position = councillor_marshal
}
localization_key = councillor_marshal
}
text = {
trigger = {
has_council_position = councillor_steward
}
localization_key = councillor_steward
}
text = {
trigger = {
has_council_position = councillor_spymaster
}
localization_key = councillor_spymaster
}
text = {
trigger = {
has_council_position = councillor_court_chaplain
}
localization_key = councillor_court_chaplain
}
}
councillor_flavor_prop = {
type = character
text = {
trigger = { has_council_position = councillor_chancellor }
localization_key = councillor_prop_scroll
}
text = {
trigger = { has_council_position = councillor_marshal }
localization_key = councillor_prop_sword
}
text = {
trigger = { has_council_position = councillor_steward }
localization_key = councillor_prop_purse
}
text = {
trigger = { always = yes }
fallback = yes
localization_key = councillor_prop_robe
}
}

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RandomPrivateObject = {
type = character
random_valid = yes
text = {
localization_key = private_object_finest_leather_shoes
}
text = {
localization_key = private_object_favorite_embroidered_cloak
}
text = {
localization_key = private_object_ceremonial_sword
}
text = {
localization_key = private_object_chamberpot
}
text = {
trigger = {
NOT = { government_has_flag = government_is_tribal }
}
localization_key = private_object_royal_scepter
}
text = {
trigger = {
NOT = { government_has_flag = government_is_tribal }
}
localization_key = private_object_coronation_crown
}
text = {
trigger = {
NOT = { government_has_flag = government_is_tribal }
}
localization_key = private_object_official_signet
}
text = {
trigger = {
NOR = {
has_trait = humble
has_trait = generous
has_trait = zealous
}
}
localization_key = private_object_gilded_religious_text
}
text = {
trigger = {
NOT = {
has_trait = cynical
}
}
localization_key = private_object_precious_silver_religioussymbol
}
text = {
trigger = {
exists = father
father = {
any_parent = {
is_male = yes
even_if_dead = yes
}
}
}
localization_key = private_object_grandfathers_paternal_portrait
}
text = {
trigger = {
exists = mother
mother = {
any_parent = {
is_male = yes
even_if_dead = yes
}
}
}
localization_key = private_object_grandfathers_maternal_portrait
}
text = {
trigger = {
exists = father
father = {
any_parent = {
is_female = yes
even_if_dead = yes
}
}
}
localization_key = private_object_grandmother_paternal_portrait
}
text = {
trigger = {
exists = mother
mother = {
any_parent = {
is_female = yes
even_if_dead = yes
}
}
}
localization_key = private_object_grandmother_maternal_portrait
}
text = {
trigger = {
is_female = yes
}
localization_key = private_object_precious_jewelry
}
text = {
trigger = {
is_female = yes
}
localization_key = private_object_hairbrush
}
text = {
trigger = {
is_female = yes
}
localization_key = private_object_formal_gown
}
text = {
trigger = {
government_allows = administrative
}
localization_key = private_object_wooden_staff
}
text = {
trigger = {
government_allows = administrative
}
localization_key = private_object_golden_staff
}
text = {
trigger = {
government_allows = administrative
}
localization_key = private_object_gilded_staff
}
}
ChildhoodTraitActivity = {
type = character
random_valid = yes
#train a new minion
text = {
trigger = {
has_trait = charming
}
localization_key = childhood_trait_activity_bossy
}
#make a new friend
text = {
trigger = {
has_trait = charming
}
localization_key = childhood_trait_activity_charming
fallback = yes
}
#learn something new
text = {
trigger = {
has_trait = curious
}
localization_key = childhood_trait_activity_curious
}
#get some time alone
text = {
trigger = {
has_trait = pensive
}
localization_key = childhood_trait_activity_pensive
}
#be the life of the party
text = {
trigger = {
has_trait = rowdy
}
localization_key = childhood_trait_activity_rowdy
}
}

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#As a tribe, if I reform, what government will I get?
GetTribalReformGovernment = {
type = character
text = {
trigger = { ep3_is_clan_inclined_trigger = yes }
localization_key = tribal_reform_clan
}
text = {
trigger = { ep3_is_clan_inclined_trigger = no }
localization_key = tribal_reform_feudal
}
}
#What type of authority do I use?
GetGovernmentAuthority = {
type = character
text = {
trigger = { government_has_flag = government_is_administrative }
localization_key = government_authority_administrative
}
text = {
trigger = { government_has_flag = government_is_tribal }
localization_key = government_authority_tribe
}
text = {
trigger = { always = no }
localization_key = government_authority_crown
fallback = yes
}
}
GetChamber = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = tent
}
text = {
trigger = { always = no }
localization_key = chamber
fallback = yes
}
}
GetChamberPlural = {
type = character
parent = GetChamber
suffix = _plural
}
GetChambersOrTent = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = tent
}
text = {
trigger = { always = no }
localization_key = chamber_plural
fallback = yes
}
}
GetRoom = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = tent
}
text = {
trigger = { always = no }
localization_key = room
fallback = yes
}
}
GetRoomPlural = {
type = character
parent = GetRoom
suffix = _plural
}
GetCourtyard = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = camp
}
text = {
trigger = { always = no }
localization_key = courtyard_location
fallback = yes
}
}
## Court
GetCourt = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = camp
}
text = {
trigger = { always = no }
localization_key = court
fallback = yes
}
}
GetCourtConcept = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = CAMP
}
text = {
trigger = { always = no }
localization_key = COURT_CONCEPT
fallback = yes
}
}
GetCourtierGendered = {
type = character
text = {
trigger = {
liege ?= { is_landless_adventurer = yes }
is_female = yes
}
localization_key = follower_female
}
text = {
trigger = {
liege ?= { is_landless_adventurer = yes }
is_male = yes
}
localization_key = follower_male
}
text = {
trigger = {
liege ?= { is_landless_adventurer = no }
is_female = yes
}
localization_key = relation_courtier_female
}
text = {
trigger = {
liege ?= { is_landless_adventurer = no }
is_male = yes
}
localization_key = relation_courtier_male
}
}
GetCourtier = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = follower
}
text = {
trigger = { always = no }
localization_key = courtier
fallback = yes
}
}
GetCourtierPlural = {
type = character
parent = GetCourtier
suffix = _plural
}
GetCourtierConcept = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = FOLLOWER
}
text = {
trigger = { always = no }
localization_key = COURTIER
fallback = yes
}
}
GetCourtierConceptPlural = {
type = character
parent = GetCourtierConcept
suffix = _PLURAL
}
GetSubject = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = follower
}
text = {
trigger = { always = no }
localization_key = subject
fallback = yes
}
}
GetSubjectPlural = {
type = character
parent = GetSubject
suffix = _plural
}
GetSuccessionHeirMotion = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = succession_heir_leader
}
text = {
trigger = { always = no }
localization_key = succession_heir_throne
fallback = yes
}
}
GetDungeon = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = stockade
}
text = {
trigger = { always = no }
localization_key = dungeon
fallback = yes
}
}
GetDungeonPlural = {
type = character
parent = GetDungeon
suffix = _plural
}
GetDungeonConcept = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = STOCKADE_CONCEPT
}
text = {
trigger = { always = no }
localization_key = DUNGEON_CONCEPT
fallback = yes
}
}
GetDungeonConceptPlural = {
type = character
parent = GetDungeonConcept
suffix = _plural
}
GetRealmOrDomicile = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = game_concept_camp
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_governor = yes
}
trigger_else = {
liege ?= { is_governor = yes }
}
}
localization_key = game_concept_estate
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_administrative = yes
}
trigger_else = {
liege ?= { is_landless_administrative = yes }
}
}
localization_key = game_concept_governorship
}
text = {
trigger = { always = no }
localization_key = realm
fallback = yes
}
}
GetRealmOrDomicileTooltip = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = ADVENTURER
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_administrative = yes
}
trigger_else = {
liege ?= { is_landless_administrative = yes }
}
}
localization_key = NOBLE_FAMILY
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
primary_title = { is_holy_order = yes }
}
trigger_else = {
liege.primary_title ?= { is_holy_order = yes }
}
}
localization_key = CV_REALM_TYPE_HOLY_ORDER
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
primary_title = { is_mercenary_company = yes }
}
trigger_else = {
liege.primary_title ?= { is_mercenary_company = yes }
}
}
localization_key = CV_REALM_TYPE_MERCENARY
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
this = faith.religious_head
is_landed = no
}
trigger_else = { liege ?= faith.religious_head }
}
localization_key = CV_REALM_TYPE_HOF
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
this = faith.religious_head
is_landed = yes
}
trigger_else = { liege ?= faith.religious_head }
}
localization_key = CV_REALM_TYPE_HOF_LANDED
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_governor = yes
}
trigger_else = {
liege ?= { is_governor = yes }
}
}
localization_key = GOVERNORSHIP_TOOLTIP
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_independent_ruler = no
}
trigger_else = {
liege ?= { is_independent_ruler = no }
}
}
localization_key = VASSAL_TOOLTIP
}
text = {
trigger = { always = no }
localization_key = REALM_TOOLTIP
fallback = yes
}
}
GetRealmOrDomicileConcept = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = CAMP
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_administrative = yes
}
trigger_else = {
liege ?= { is_landless_administrative = yes }
}
}
localization_key = ESTATE
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_governor = yes
}
trigger_else = {
liege ?= { is_governor = yes }
}
}
localization_key = GOVERNORSHIP
}
text = {
trigger = { always = no }
localization_key = activity_filter_realm
fallback = yes
}
}
GetCourtPositionPlural = {
type = character
text = {
trigger = { is_landed = no }
localization_key = game_concept_officers
}
text = {
trigger = { always = no }
localization_key = game_concept_court_positions
fallback = yes
}
}
GetCourtPositionConceptPlural = {
type = character
text = {
trigger = { is_landed = no }
localization_key = OFFICER_PLURAL
}
text = {
trigger = { always = no }
localization_key = COURT_POSITION_PLURAL
fallback = yes
}
}
GetCourtOrOfficerPositionConceptPlural = {
type = character
text = {
trigger = { is_landed = no }
localization_key = officer_positions
}
text = {
trigger = { always = no }
localization_key = COURT_POSITION_PLURAL
fallback = yes
}
}
GetCourtOwnerConcept = {
type = character
text = {
trigger = { is_landed = no }
localization_key = ADVENTURER
}
text = {
trigger = { always = no }
localization_key = LIEGE
fallback = yes
}
}
GetCourtOwner = {
type = character
text = {
trigger = { is_landless_adventurer = yes }
localization_key = court_owner_adventurer
}
text = {
trigger = { always = no }
localization_key = court_owner_liege
fallback = yes
}
}
GetValidKnightsHeader = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = KNIGHTS_SUBHEADER_LANDLESS_ADVENTURER
}
text = {
trigger = { always = no }
localization_key = KNIGHTS_SUBHEADER
fallback = yes
}
}
GetDoor = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_adventurer = yes
}
trigger_else = {
liege ?= { is_landless_adventurer = yes }
}
}
localization_key = tent_flap
}
text = {
trigger = { always = no }
localization_key = door
fallback = yes
}
}
GetHuntDesc = {
type = character
text = {
trigger = {
is_landless_adventurer = yes
}
localization_key = activity_hunt_desc_adventurer
}
text = {
trigger = { always = no }
localization_key = activity_hunt_desc_regular
fallback = yes
}
}
GetHuntMasterDesc = {
type = character
text = {
trigger = {
is_landless_adventurer = yes
}
localization_key = activity_huntmaster_desc_adventurer
}
text = {
trigger = { always = no }
localization_key = activity_huntmaster_desc_regular
fallback = yes
}
}
GetHuntMasterTooltipDesc = {
type = character
text = {
trigger = {
is_landless_adventurer = yes
}
localization_key = activity_huntmaster_tooltip_desc_adventurer
}
text = {
trigger = { always = no }
localization_key = activity_huntmaster_tooltip_desc_regular
fallback = yes
}
}
GetServants = {
type = character
text = {
trigger = {
is_landless_adventurer = yes
}
localization_key = followers_adventurer
}
text = {
trigger = { always = no }
localization_key = servants_desc_regular
fallback = yes
}
}
GetFollowerOrVassal = {
type = character
text = {
trigger = {
is_landless_adventurer = yes
}
localization_key = follower
}
text = {
trigger = { always = no }
localization_key = vassal
fallback = yes
}
}
GetFollowerOrVassalPlural = {
type = character
parent = GetFollowerOrVassal
suffix = _plural
}
GetGameKeepers = {
type = character
text = {
trigger = {
is_landless_adventurer = yes
}
localization_key = flushers_adventurer
}
text = {
trigger = { always = no }
localization_key = gamekeepers_regular
fallback = yes
}
}
GetDoorPlural = {
type = character
parent = GetDoor
suffix = _plural
}
GetGovernmentIcon = {
type = character
text = {
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = holy_order_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
primary_title ?= { is_holy_order = yes }
}
trigger_else = {
liege.primary_title ?= { is_holy_order = yes }
}
}
}
localization_key = holy_order_icon_concept
}
text = {
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = mercenary_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
primary_title = { is_mercenary_company = yes }
}
trigger_else = {
liege.primary_title ?= { is_mercenary_company = yes }
}
}
}
localization_key = mercenary_icon_concept
}
text = {
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = landless_adventurer_government
}
trigger_else = {
trigger_if = {
limit = {
is_ruler = yes
}
government_has_flag = government_is_landless_adventurer
}
trigger_else = {
liege ?= { government_has_flag = government_is_landless_adventurer }
}
}
}
localization_key = adventurer_icon_concept
}
text = {
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = tribal_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_tribal
}
trigger_else = {
liege ?= { government_has_flag = government_is_tribal }
}
}
}
localization_key = tribal_icon_concept
}
text = {
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = clan_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_clan
}
trigger_else = {
liege ?= { government_has_flag = government_is_clan }
}
}
}
localization_key = clan_icon_concept
}
text = {
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = administrative_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_administrative
}
trigger_else = {
liege ?= { government_has_flag = government_is_administrative }
}
}
}
localization_key = administrative_icon_concept
}
text = {
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = republic_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_special_republic
}
trigger_else = {
liege ?= { government_has_flag = government_is_special_republic }
}
}
}
localization_key = republic_icon_concept
}
text = {
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = theocracy_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_theocracy
}
trigger_else = {
liege ?= { government_has_flag = government_is_theocracy }
}
}
}
localization_key = theocracy_icon_concept
}
text = {
trigger = { always = no }
localization_key = feudal_icon_concept
fallback = yes
}
}

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GetRevokeTitleName = {
type = character
text = {
localization_key = revoke_governorship_interaction
trigger = {
government_allows = administrative
}
}
text = {
localization_key = revoke_title_interaction
fallback = yes
}
}
OfferCouncilPosition = {
type = character
text = {
localization_key = liege_offer_council_position_liked
trigger = {
opinion = {
value >= 30
target = scope:second
}
}
}
text = {
localization_key = liege_offer_council_position_disliked
trigger = {
opinion = {
value < -30
target = scope:second
}
}
}
text = {
localization_key = liege_offer_council_position_powerful
trigger = {
scope:second = {
is_powerful_vassal_of = root
}
}
}
text = {
localization_key = liege_offer_council_position_fallback
fallback = yes
}
}
IncorrectLineality = {
type = character
text = {
localization_key = IncorrectLineality_Matrilineal
trigger = { is_male = yes }
}
text = {
localization_key = IncorrectLineality_Patrilineal
trigger = { is_female = yes }
}
}
ImprisonCharacterDeclineSummary = {
type = character
text = {
localization_key = imprison_decline_summary_war
trigger = {
is_playable_character = yes
primary_title.tier > tier_barony
}
}
text = {
localization_key = imprison_decline_summary_no_court
trigger = {
is_playable_character = yes
primary_title.tier = tier_barony
}
}
text = {
localization_key = imprison_decline_summary_cannot_fire_court_chaplain
trigger = {
has_council_position = councillor_court_chaplain
NOT = { can_be_fired_from_council_trigger = { COURT_OWNER = root.liege } }
}
}
text = {
localization_key = imprison_decline_summary_cannot_fire_HoF
trigger = {
exists = root.liege
root.liege = { exists = faith.religious_head }
root.liege.faith.religious_head = { this = root }
}
}
text = {
localization_key = imprison_decline_summary_no_war_your_courtier
trigger = { host = { is_local_player = yes } }
}
text = {
localization_key = imprison_decline_summary_no_war
fallback = yes
}
}
RevokeTitleDeclineSummary = {
type = character
text = {
localization_key = general_rebellion_decline_summary_auto_accept
trigger = { #Auto-accept
OR = {
highest_held_title_tier = tier_barony
is_imprisoned_by = scope:second
}
}
}
text = {
localization_key = general_rebellion_decline_summary_warning
fallback = yes
}
}

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GetRegionalArcherMAA = {
type = character
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_archers_of_the_nile } }
localization_key = archers_of_the_nile
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_bush_hunter } }
localization_key = bush_hunter
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_metsanvartija } }
localization_key = metsanvartija
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_longbowmen } }
localization_key = longbowmen
}
text = {
trigger = { culture = { has_innovation = innovation_repeating_crossbow } } #Chu-ko-nu Archers
localization_key = chu_ko_nu
}
text = {
trigger = { culture = { has_innovation = innovation_bamboo_bows } } #Paiks
localization_key = paiks
}
text = {
trigger = { always = no }
fallback = yes
localization_key = bowmen
}
}
GetRegionalInfantryMAA = {
type = character
random_valid = yes
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_ayyar } }
localization_key = ayyar
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_mubarizun } }
localization_key = mubarizun
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_druzhina } }
localization_key = druzhina
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_khandayat } }
localization_key = khandayat
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_garudas } }
localization_key = garudas
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_palace_guards } }
localization_key = palace_guards
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_huscarls } }
localization_key = huscarl
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_mountaineer } }
localization_key = mountaineer
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_zbrojnosh } }
localization_key = zbrojnosh
}
text = {
trigger = { culture = { has_innovation = innovation_sarawit } } #Sarawit - Later Era MAA
localization_key = sarawit
}
text = {
trigger = { culture = { has_innovation = innovation_legionnaires } } #Praetorian
localization_key = praetorian
}
text = {
trigger = { culture = { has_innovation = innovation_rectilinear_schiltron } } #Schiltron - Later Era MAA
localization_key = schiltron
}
text = {
trigger = { culture = { has_innovation = innovation_pike_columns } } #Picchieri - Later Era MAA
localization_key = picchieri
}
text = {
trigger = { culture = { has_innovation = innovation_zweihanders } } #Later Era MAA
localization_key = landsknecht
}
text = {
trigger = { always = no }
fallback = yes
localization_key = infantry
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_skoutatoi } }
localization_key = skoutatoi
}
}
GetRegionalCavalryMAA = {
type = character
random_valid = yes
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_mulaththamun } }
localization_key = mulaththamun
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_hussar } } #Konni
localization_key = hussar
}
text = {
trigger = { culture = { has_innovation = innovation_desert_tactics } } #Chasseur
localization_key = chasseur
}
text = {
trigger = { culture = { has_innovation = innovation_caballeros } } #Caballero
localization_key = caballero
}
text = {
trigger = { culture = { has_innovation = innovation_hobbies } } #Hobelar
localization_key = hobelar
}
text = {
trigger = { culture = { has_innovation = innovation_sahel_horsemen } } #Sahel Horsemen
localization_key = sahel_horsemen
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_cataphract } }
localization_key = cataphract
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_monaspa } }
localization_key = monaspa
}
text = {
trigger = { culture = { has_innovation = innovation_valets } } #Gendarme - Later Era MAA
localization_key = gendarme
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_ayrudzi } }
localization_key = ayrudzi
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_conrois } }
localization_key = conrois
}
text = {
trigger = { always = no }
fallback = yes
localization_key = cavalry
}
}
GetRegionalSkirmisherMAA = {
type = character
random_valid = yes
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_horn_warrior } }
localization_key = horn_warrior
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_shomer } }
localization_key = shomer
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_abudrar } }
localization_key = abudrar
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_guinea_warrior } }
localization_key = guinea_warrior
}
text = {
trigger = { culture = { has_innovation = innovation_adaptive_militia } } #Goedendag - Later Era MAA
localization_key = goedendag
}
text = {
trigger = { culture = { has_cultural_parameter = unlock_maa_akritai } }
localization_key = akritai
}
text = {
trigger = { always = no }
fallback = yes
localization_key = light_footmen
}
}
GetRandomEmployedMAA = {
type = character
text = {
trigger = {
number_maa_regiments_of_base_type = {
type = elephant_cavalry
value > 0
}
}
localization_key = elephant_cavalry_lowercase
}
text = {
trigger = {
number_maa_regiments_of_base_type = {
type = camel_cavalry
value > 0
}
}
localization_key = camel_cavalry_lowercase
}
text = {
trigger = {
number_maa_regiments_of_base_type = {
type = heavy_cavalry
value > 0
}
}
localization_key = light_cavalry_lowercase
}
text = {
trigger = {
number_maa_regiments_of_base_type = {
type = archer_cavalry
value > 0
}
}
localization_key = horse_archers_lowercase
}
text = {
trigger = {
number_maa_regiments_of_base_type = {
type = pikemen
value > 0
}
}
localization_key = pikemen_lowercase
}
text = {
trigger = {
number_maa_regiments_of_base_type = {
type = heavy_infantry
value > 0
}
}
localization_key = heavy_infantry_lowercase
}
text = {
trigger = {
number_maa_regiments_of_base_type = {
type = light_cavalry
value > 0
}
}
localization_key = heavy_cavalry_lowercase
}
text = {
trigger = {
number_maa_regiments_of_base_type = {
type = archers
value > 0
}
}
localization_key = archers_lowercase
}
text = {
trigger = {
number_maa_regiments_of_base_type = {
type = skirmishers
value > 0
}
}
localization_key = skirmishers_lowercase
}
text = {
localization_key = levies_lowercase
}
}

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#CommanderTraitBeingTaught - The name of the Commander Trait being taught by a given instance of the Learning Commander Trait chain.
#CommanderTraitSkillDescription - Used as a generic description in-text to describe what a potential teacher wants to teach you.
CommanderTraitBeingTaught = {
type = character
text = {
trigger = {
var:commander_trait_being_taught = flag:logistician
}
localization_key = trait_logistician_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:military_engineer
}
localization_key = trait_military_engineer_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:aggressive_attacker
}
localization_key = trait_aggressive_attacker_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:unyielding_defender
}
localization_key = trait_unyielding_defender_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:forder
}
localization_key = trait_forder_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:flexible_leader
}
localization_key = trait_flexible_leader_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:desert_warrior
}
localization_key = trait_desert_warrior_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:winter_soldier
}
localization_key = trait_winter_soldier_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:jungle_stalker
}
localization_key = trait_jungle_stalker_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:reaver
}
localization_key = trait_reaver_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:reckless
}
localization_key = trait_reckless_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:holy_warrior
}
localization_key = trait_holy_warrior_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:open_terrain_expert
}
localization_key = open_terrain_expert_skill_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:rough_terrain_expert
}
localization_key = rough_terrain_expert_skill_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:forest_fighter
}
localization_key = forest_fighter_skill_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:cautious_leader
}
localization_key = cautious_leader_skill_tooltip
}
text = {
trigger = {
var:commander_trait_being_taught = flag:organizer
}
localization_key = organizer_skill_tooltip
}
}
CommanderTraitBeingTaughtNoTooltip = {
type = character
text = {
trigger = {
var:commander_trait_being_taught = flag:logistician
}
localization_key = trait_logistician
}
text = {
trigger = {
var:commander_trait_being_taught = flag:military_engineer
}
localization_key = trait_military_engineer
}
text = {
trigger = {
var:commander_trait_being_taught = flag:aggressive_attacker
}
localization_key = trait_aggressive_attacker
}
text = {
trigger = {
var:commander_trait_being_taught = flag:unyielding_defender
}
localization_key = trait_unyielding_defender
}
text = {
trigger = {
var:commander_trait_being_taught = flag:forder
}
localization_key = trait_forder
}
text = {
trigger = {
var:commander_trait_being_taught = flag:flexible_leader
}
localization_key = trait_flexible_leader
}
text = {
trigger = {
var:commander_trait_being_taught = flag:desert_warrior
}
localization_key = trait_desert_warrior
}
text = {
trigger = {
var:commander_trait_being_taught = flag:winter_soldier
}
localization_key = trait_winter_soldier
}
text = {
trigger = {
var:commander_trait_being_taught = flag:jungle_stalker
}
localization_key = trait_jungle_stalker
}
text = {
trigger = {
var:commander_trait_being_taught = flag:reaver
}
localization_key = trait_reaver
}
text = {
trigger = {
var:commander_trait_being_taught = flag:reckless
}
localization_key = trait_reckless
}
text = {
trigger = {
var:commander_trait_being_taught = flag:holy_warrior
}
localization_key = trait_holy_warrior
}
}
CommanderTraitSkillDescription = {
type = character
text = {
trigger = {
var:commander_trait_being_taught = flag:logistician
}
localization_key = logistician_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:military_engineer
}
localization_key = military_engineer_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:aggressive_attacker
}
localization_key = aggressive_attacker_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:unyielding_defender
}
localization_key = unyielding_defender_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:forder
}
localization_key = forder_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:flexible_leader
}
localization_key = flexible_leader_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:desert_warrior
}
localization_key = desert_warrior_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:winter_soldier
}
localization_key = winter_soldier_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:jungle_stalker
}
localization_key = jungle_stalker_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:reaver
}
localization_key = reaver_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:reckless
}
localization_key = reckless_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:holy_warrior
}
localization_key = holy_warrior_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:open_terrain_expert
}
localization_key = open_terrain_expert_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:rough_terrain_expert
}
localization_key = rough_terrain_expert_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:forest_fighter
}
localization_key = forest_fighter_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:cautious_leader
}
localization_key = cautious_leader_skill_desc
}
text = {
trigger = {
var:commander_trait_being_taught = flag:organizer
}
localization_key = organizer_skill_desc
}
}
WarhorseStoryName = {
type = character
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:tencendur
}
}
localization_key = warhorse_name_tencendur
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:bucephalus
}
}
localization_key = warhorse_name_bucephalus
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:seianian
}
}
localization_key = warhorse_name_seianian
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:zuljanah
}
}
localization_key = warhorse_name_zuljanah
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:red_hare
}
}
localization_key = warhorse_name_red_hare
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:veillantif
}
}
localization_key = warhorse_name_veillantif
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:incitatus
}
}
localization_key = warhorse_name_incitatus
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:llamrei
}
}
localization_key = warhorse_name_llamrei
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:sleipnir
}
}
localization_key = warhorse_name_sleipnir
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:uchchaihshravas
}
}
localization_key = warhorse_name_uchchaihshravas
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:dadhi_kra
}
}
localization_key = warhorse_name_dadhi_kra
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:devadatta
}
}
localization_key = warhorse_name_devadatta
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:keshi
}
}
localization_key = warhorse_name_keshi
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:kanthaka
}
}
localization_key = warhorse_name_kanthaka
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:haizum
}
}
localization_key = warhorse_name_haizum
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:buraq
}
}
localization_key = warhorse_name_buraq
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:burko
}
}
localization_key = warhorse_name_burko
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:aranjagaan
}
}
localization_key = warhorse_name_aranjagaan
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:balius
}
}
localization_key = warhorse_name_balius
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:xanthos
}
}
localization_key = warhorse_name_xanthos
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:boreas
}
}
localization_key = warhorse_name_boreas
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:prancer
}
}
localization_key = warhorse_name_prancer
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:charger
}
}
localization_key = warhorse_name_charger
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:abbot
}
}
localization_key = warhorse_name_abbot
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:story_cycle_horse_name = flag:glitterhoof
}
}
localization_key = warhorse_name_glitterhoof
}
}
HorseMareStallion = {
type = character
text = {
trigger = {
is_female = yes
}
localization_key = horse_gender_mare
}
text = {
trigger = {
is_male = yes
}
localization_key = horse_gender_stallion
}
}
#For horse story
HorseStoryHerHis = {
type = character
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:horse_gender = flag:female
}
}
localization_key = horse_gender_her
}
text = {
trigger = { always = no }
fallback = yes
localization_key = horse_gender_his
}
}
HorseStoryHerHim = {
type = character
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:horse_gender = flag:female
}
}
localization_key = horse_gender_her
}
text = {
trigger = { always = no }
fallback = yes
localization_key = horse_gender_him
}
}
HorseStorySheHe = {
type = character
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:horse_gender = flag:female
}
}
localization_key = horse_gender_she
}
text = {
trigger = { always = no }
fallback = yes
localization_key = horse_gender_he
}
}
HorseStoryMareStallion = {
type = character
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:horse_gender = flag:female
}
}
localization_key = horse_gender_mare
}
text = {
trigger = { always = no }
fallback = yes
localization_key = horse_gender_stallion
}
}
HorseStoryOppositeMareStallion = {
type = character
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_martial_lifestyle_warhorse
var:horse_gender = flag:male
}
}
localization_key = horse_gender_mare
}
text = {
trigger = { always = no }
fallback = yes
localization_key = horse_gender_stallion
}
}

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rich_presence_flavor_status = {
type = character
text = { # Barbershop
trigger = {
is_game_view_open = barbershop
}
localization_key = rich_presence_barbershop
}
text = { # Ergotism
trigger = {
has_trait = ergotism
}
localization_key = rich_presence_epidemic_ergotism
}
text = { # Bubonic Plague
trigger = {
has_trait = bubonic_plague
}
localization_key = rich_presence_epidemic_bubonic_plague
}
text = { # Epidemic
trigger = {
any_sub_realm_county = {
any_county_province = {
any_province_epidemic = {
count >= 1
outbreak_intensity >= major
}
}
}
}
localization_key = rich_presence_epidemic
}
text = { # Consumption
trigger = {
has_trait = consumption
}
localization_key = rich_presence_epidemic_consumption
}
text = { # Typhus
trigger = {
has_trait = typhus
}
localization_key = rich_presence_epidemic_typhus
}
text = { # Smallpox
trigger = {
has_trait = smallpox
}
localization_key = rich_presence_epidemic_smallpox
}
text = { # Dysentery
trigger = {
has_trait = dysentery
}
localization_key = rich_presence_epidemic_dysentery
}
text = { # Seljuk Invasion
trigger = {
any_character_war = {
using_cb = fp3_seljuk_invasion_cb
}
}
localization_key = rich_presence_fp3_seljuk_invasion_cb
}
text = { # Legend
trigger = {
any_sub_realm_county = {
title_province = {
any_province_legend = {
legend_protagonist = root
}
}
}
}
localization_key = rich_presence_legend
}
text = { # Great Holy War
trigger = {
is_in_ongoing_great_holy_war = yes
}
localization_key = rich_presence_ghw
}
text = { # War Against Liege
trigger = {
is_at_war_with_liege = yes
}
localization_key = rich_presence_liege_war
}
text = { # Civil War
trigger = {
is_in_civil_war = yes
}
localization_key = rich_presence_civil_war
}
text = { # Attacker in War
trigger = {
is_at_war_as_attacker = yes
}
localization_key = rich_presence_war_attacker
}
text = { # Defender in War
trigger = {
is_at_war_as_defender = yes
}
localization_key = rich_presence_war_defender
}
text = { # Raiding
trigger = {
commanding_army ?= {
is_army_in_raid = yes
}
}
localization_key = rich_presence_raiding
}
text = { # Imprisoned
trigger = {
is_imprisoned = yes
}
localization_key = rich_presence_prison
}
text = { # Activity - Chariot
trigger = {
involved_activity ?= {
has_activity_type = activity_chariot_race
}
}
localization_key = rich_presence_chariot
}
text = { # Activity - Pilgrimage
trigger = {
involved_activity ?= {
has_activity_type = activity_pilgrimage
}
}
localization_key = rich_presence_pilgrimage
}
text = { # Activity - Tour
trigger = {
involved_activity ?= {
root = activity_host
has_activity_type = activity_tour
}
}
localization_key = rich_presence_tour
}
text = { # Holding Court
trigger = {
has_character_flag = holding_court_character_flag
}
localization_key = rich_presence_holding_court
}
text = { # Hosting Activity
trigger = {
involved_activity ?= {
root = activity_host
OR = {
has_multiple_players = yes
is_murder_activity_trigger = no
}
}
}
localization_key = rich_presence_hosting_activity
}
text = { # Murder Activity
trigger = {
has_multiple_players = no
involved_activity ?= {
root = activity_host
is_murder_activity_trigger = yes
}
}
localization_key = rich_presence_hosting_murder_activity
}
text = { # Attending Activity
trigger = {
involved_activity ?= {
not = { root = activity_host }
}
}
localization_key = rich_presence_attending_activity
}
text = { # Stress Level 3
trigger = {
stress_level >= 3
}
localization_key = rich_presence_stress_3
}
text = { # Stress Level 2
trigger = {
stress_level >= 2
}
localization_key = rich_presence_stress_2
}
text = { # Intrigue Scheme
setup_scope = {
random_scheme = {
limit = { intrigue_scheme_trigger = yes }
save_scope_as = scheme
}
}
trigger = {
exists = scope:scheme
has_multiple_players = no
}
localization_key = rich_presence_intrigue_scheme
}
text = { # Diplomacy Scheme
setup_scope = {
random_scheme = {
limit = { diplomacy_scheme_trigger = yes }
save_scope_as = scheme
}
}
trigger = {
exists = scope:scheme
}
localization_key = rich_presence_diplomacy_scheme
}
text = { # Dying of Illness
setup_scope = {
random_character_trait = {
limit = {
is_debilitating_illness_trait = yes
}
save_scope_as = trait
}
}
trigger = {
exists = scope:trait
health <= death_chance_dying_health
}
localization_key = rich_presence_dying_illness_trait
}
text = { # Dying
trigger = {
health <= death_chance_dying_health
}
localization_key = rich_presence_dying
}
text = { # Age 90+
trigger = {
age >= 90
}
localization_key = rich_presence_very_old
}
text = { # Suspicious Caliph
trigger = {
has_character_modifier = fp3_struggle_caliph_super_suspicious_modifier
}
localization_key = rich_presence_caliph_super_suspicious
}
text = { # Post-Iranian Struggle - Rebuilding
trigger = {
house ?= { has_house_modifier = fp3_house_modifier_rebuilding_efforts }
}
localization_key = rich_presence_house_modifier_rebuilding_efforts
}
text = { # Post-Iranian Struggle - New Frontiers
trigger = {
house ?= { has_house_modifier = fp3_house_modifier_frontier_ambitions }
}
localization_key = rich_presence_house_modifier_frontier_ambitions
}
text = { # Post-Iranian Struggle - Destroyed Caliphate
trigger = {
house ?= { has_house_modifier = fp3_house_modifier_destroyed_the_caliphate }
}
localization_key = rich_presence_house_modifier_destroyed_the_caliphate
}
text = { # Iranian Struggle Ending - Strengthening Caliphate
trigger = {
any_realm_county = {
any_county_province = { geographical_region = world_persian_empire }
}
global_var:fp3_struggle_ending ?= flag:fp3_struggle_strengthen_caliphate_ending
}
localization_key = rich_presence_fp3_struggle_strengthen_caliphate_ending
}
text = { # Iranian Struggle Ending - Rekindle Iran
trigger = {
any_realm_county = {
any_county_province = { geographical_region = world_persian_empire }
}
global_var:fp3_struggle_ending ?= flag:fp3_struggle_rekindle_iran_ending
}
localization_key = rich_presence_fp3_struggle_rekindle_iran_ending
}
text = { # Kinslayer
trigger = {
has_trait = kinslayer
}
localization_key = rich_presence_kinslayer
}
text = { # Cannibal
trigger = {
has_trait = cannibal
}
localization_key = rich_presence_cannibal
}
text = { # Religious Head
trigger = {
faith.religious_head ?= {
this = root
}
}
localization_key = rich_presence_religion_head
}
text = { # Roman Empire
trigger = {
has_title = title:e_roman_empire
}
localization_key = rich_presence_rome
}
text = { # Incest
trigger = {
any_spouse = {
is_close_family_of = root
}
}
localization_key = rich_presence_loves_family_too_much
}
text = { # Torturer
trigger = {
has_trait = torturer
}
localization_key = rich_presence_torturer
}
text = { # Seducer
trigger = {
has_trait = seducer
}
localization_key = rich_presence_seduction
}
text = { # Nemeses
trigger = {
num_of_relation_nemesis > 0
}
localization_key = rich_presence_enemies
}
text = { # Councillor
trigger = {
is_councillor = yes
}
localization_key = rich_presence_councillor
}
text = { # Dog
trigger = {
has_named_dog_trigger = yes
}
localization_key = rich_presence_dog
}
text = { # Cat
trigger = {
has_named_cat_trigger = yes
}
localization_key = rich_presence_cat
}
text = { # House Feud
setup_scope = {
random_owned_story = {
limit = {
story_type = story_cycle_house_feud
has_variable = house_feud_house
}
var:house_feud_house = {
save_scope_as = house
}
}
}
trigger = {
exists = scope:house
}
localization_key = rich_presence_house_feud
}
text = { # Diarch
trigger = {
is_diarch = yes
}
localization_key = rich_presence_diarch
}
text = { # Iranian Struggle - Struggle Detractor
trigger = {
has_trait = fp3_struggle_detractor
}
localization_key = rich_presence_fp3_struggle_detractor
}
text = { # Iranian Struggle - Struggle Supporter
trigger = {
has_trait = fp3_struggle_supporter
}
localization_key = rich_presence_fp3_struggle_supporter
}
text = { # Iberian Struggle - Involved
trigger = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
localization_key = rich_presence_fp2_struggle_involvement
}
text = { # Iranian Struggle - Involved
trigger = {
any_character_struggle = {
involvement = involved
is_struggle_type = persian_struggle
}
}
localization_key = rich_presence_fp3_struggle_involvement
}
text = { # Poet
trigger = {
has_trait = poet
}
localization_key = rich_presence_poet
}
text = { # Drunkard
trigger = {
has_trait = drunkard
}
localization_key = rich_presence_drinking
}
text = { # Tax Collector - Minimum
trigger = {
government_has_flag = government_is_clan
OR = {
any_tax_collector = { count = 0 }
any_tax_collector = {
tax_slot = {
any_tax_slot_vassal = {
count = 0
}
}
}
}
}
localization_key = rich_presence_fp3_tax_collectors_min
}
text = { # Tax Collector - Maximum
trigger = {
government_has_flag = government_is_clan
any_tax_collector = {
count = all
tax_slot = {
OR = {
is_active_obligation = jizya_special_rights_tax_collector
is_active_obligation = deqhan_special_rights_tax_collector
is_active_obligation = strict_taxation_tax_collector
}
}
}
}
localization_key = rich_presence_fp3_tax_collectors_max
}
text = { # House Unity - Harmonious
trigger = {
house ?= { has_house_unity_stage = harmonious }
this = house.house_head
}
localization_key = rich_presence_house_unity_harmonious
}
text = { # House Unity - Antagonistic
trigger = {
house ?= { has_house_unity_stage = antagonistic }
this = house.house_head
}
localization_key = rich_presence_house_unity_antagonistic
}
text = { # Admin Government - Scheming
trigger = {
is_independent_ruler = no
government_allows = administrative
highest_held_title_tier >= tier_duchy
liege = { government_allows = administrative }
any_scheme = {
intrigue_scheme_trigger = yes
}
}
localization_key = rich_presence_admin_scheming
}
text = { # Admin Government
trigger = {
is_independent_ruler = no
government_allows = administrative
highest_held_title_tier >= tier_duchy
liege = { government_allows = administrative }
}
localization_key = rich_presence_admin
}
text = { # Landless Ruler - Camping
trigger = {
has_government = landless_adventurer_government
is_travelling = no
}
localization_key = rich_presence_landless_camp
}
text = { # Landless Ruler - Travelling
trigger = {
has_government = landless_adventurer_government
is_travelling = yes
}
localization_key = rich_presence_landless_travel
}
text = { # Sayyid
trigger = {
has_trait = sayyid
}
localization_key = rich_presence_sayyid
}
text = { # Gluttonous
trigger = {
has_trait = gluttonous
}
localization_key = rich_presence_gluttonous
}
text = { # Content
trigger = {
has_trait = content
}
localization_key = rich_presence_content
}
text = { # Craven
trigger = {
has_trait = craven
}
localization_key = rich_presence_craven
}
text = { # Paranoid
trigger = {
has_trait = paranoid
}
localization_key = rich_presence_paranoid
}
text = { # Greedy
trigger = {
has_trait = greedy
}
localization_key = rich_presence_greedy
}
text = { # Horrible Stewardship
trigger = {
stewardship <= low_skill_rating
}
localization_key = rich_presence_ruling_poorly
}
text = { # Gold 1000+
trigger = {
gold >= 1000
}
localization_key = rich_presence_hoarding_gold
}
text = { # Fallback
localization_key = rich_presence_default
fallback = yes
}
}

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HoldingNoHoldingTerrainRoaming = {
type = province
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = no_holding_roaming
trigger = {
has_holding = no
NOR = {
terrain = farmlands
terrain = taiga
terrain = steppe
}
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = holding_roaming
fallback = yes
}
}
HoldingNoHoldingTerrainRoamingTooltip = {
type = province
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = no_holding_roaming_tooltip
trigger = {
has_holding = no
NOR = {
terrain = farmlands
terrain = taiga
terrain = steppe
}
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = holding_roaming_tooltip
fallback = yes
}
}
RoamingIntroTerrainSnippet = {
type = province
random_valid = yes
### Forest, Jungle, or Taiga ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_forest
trigger = {
roaming_activity_intro_base_three_trigger = {
TERRAIN = forest
TERRAIN_2 = taiga
TERRAIN_3 = jungle
}
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_forest_2
trigger = {
roaming_activity_intro_base_three_trigger = {
TERRAIN = forest
TERRAIN_2 = taiga
TERRAIN_3 = jungle
}
}
}
### Forest or Taiga Winter ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_forest_winter
trigger = {
roaming_activity_intro_winter_two_trigger = {
TERRAIN = forest
TERRAIN_2 = taiga
}
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_forest_winter_2
trigger = {
roaming_activity_intro_winter_two_trigger = {
TERRAIN = forest
TERRAIN_2 = taiga
}
}
}
### Forest or Jungle Monsoon ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_forest_monsoon
trigger = {
roaming_activity_intro_monsoon_two_trigger = {
TERRAIN = forest
TERRAIN_2 = jungle
}
}
}
### Mountain ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_mountain
trigger = {
roaming_activity_intro_base_trigger = { TERRAIN = mountains }
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_mountain_2
trigger = {
roaming_activity_intro_base_trigger = { TERRAIN = mountains }
}
}
### Mountain Winter ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_mountain_winter
trigger = {
roaming_activity_intro_winter_trigger = { TERRAIN = mountains }
}
}
### Mountain Monsoon ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_mountain_monsoon
trigger = {
roaming_activity_intro_monsoon_trigger = { TERRAIN = mountains }
}
}
### Hills ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_hills
trigger = {
roaming_activity_intro_base_trigger = { TERRAIN = hills }
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_hills_2
trigger = {
roaming_activity_intro_base_trigger = { TERRAIN = hills }
}
}
### Hills Winter ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_hills_winter
trigger = {
roaming_activity_intro_winter_trigger = { TERRAIN = hills }
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_hills_winter_2
trigger = {
roaming_activity_intro_winter_trigger = { TERRAIN = hills }
}
}
### Hills Monsoon ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_hills_monsoon
trigger = {
roaming_activity_intro_monsoon_trigger = { TERRAIN = hills }
}
}
### Plains or Steppe ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_plains
trigger = {
roaming_activity_intro_base_two_trigger = {
TERRAIN = plains
TERRAIN_2 = steppe
}
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_plains_2
trigger = {
roaming_activity_intro_base_two_trigger = {
TERRAIN = plains
TERRAIN_2 = steppe
}
}
}
### Plains or Steppe Winter ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_plains_winter
trigger = {
roaming_activity_intro_winter_two_trigger = {
TERRAIN = plains
TERRAIN_2 = steppe
}
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_plains_winter_2
trigger = {
roaming_activity_intro_winter_two_trigger = {
TERRAIN = plains
TERRAIN_2 = steppe
}
}
}
### Plains Monsoon ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_plains_monsoon
trigger = {
roaming_activity_intro_monsoon_trigger = { TERRAIN = plains }
}
}
### Farmlands or Floodplains ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_farmlands
trigger = {
roaming_activity_intro_base_two_trigger = {
TERRAIN = farmlands
TERRAIN_2 = floodplains
}
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_farmlands_2
trigger = {
roaming_activity_intro_base_two_trigger = {
TERRAIN = farmlands
TERRAIN_2 = floodplains
}
}
}
### Farmlands Winter ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_farmlands_winter
trigger = {
roaming_activity_intro_winter_trigger = { TERRAIN = farmlands }
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_farmlands_winter_2
trigger = {
roaming_activity_intro_winter_trigger = { TERRAIN = farmlands }
}
}
### Farmlands or Floodplains Monsoon ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_farmlands_monsoon
trigger = {
roaming_activity_intro_monsoon_two_trigger = {
TERRAIN = farmlands
TERRAIN_2 = floodplains
}
}
}
### Desert or Drylands ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_desert
trigger = {
roaming_activity_intro_base_two_trigger = {
TERRAIN = desert
TERRAIN_2 = drylands
}
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_desert_2
trigger = {
roaming_activity_intro_base_two_trigger = {
TERRAIN = desert
TERRAIN_2 = drylands
}
}
}
### Desert or Drylands Monsoon ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_desert_monsoon
trigger = {
roaming_activity_intro_monsoon_two_trigger = {
TERRAIN = desert
TERRAIN_2 = drylands
}
}
}
### Desert Mountains ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_desert_mountains
trigger = {
roaming_activity_intro_base_trigger = { TERRAIN = desert_mountains }
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_desert_mountains_2
trigger = {
roaming_activity_intro_base_trigger = { TERRAIN = desert_mountains }
}
}
### Desert Mountains Monsoon ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_desert_mountains_monsoon
trigger = {
roaming_activity_intro_monsoon_trigger = { TERRAIN = desert_mountains }
}
}
### Oasis ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_oasis
trigger = {
roaming_activity_intro_base_trigger = { TERRAIN = oasis }
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_oasis_2
trigger = {
roaming_activity_intro_base_trigger = { TERRAIN = oasis }
}
}
### Oasis Monsoon ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_oasis_monsoon
trigger = {
roaming_activity_intro_monsoon_trigger = { TERRAIN = oasis }
}
}
### Wetlands ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_wetlands
trigger = {
roaming_activity_intro_base_trigger = { TERRAIN = wetlands }
}
}
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_wetlands_2
trigger = {
roaming_activity_intro_base_trigger = { TERRAIN = wetlands }
}
}
### Wetlands Monsoon ###
text = {
setup_scope = { save_scope_as = ThisLocation }
localization_key = roaming_intro_terrain_snippet_wetlands_monsoon
trigger = {
roaming_activity_intro_monsoon_trigger = { TERRAIN = wetlands }
}
}
}
RoamingIntroSecondHalf = {
type = province
### Generic
text = {
localization_key = roaming_intro_second_half_generic
fallback = yes
trigger = {
roaming_activity_winter_trigger = no
roaming_activity_monsoon_trigger = no
}
}
### Winter
text = {
localization_key = roaming_intro_second_half_winter
trigger = {
roaming_activity_winter_trigger = yes
}
}
### Monsoon
text = {
localization_key = roaming_intro_second_half_monsoon
trigger = {
roaming_activity_monsoon_trigger = yes
}
}
}
RoamingOutroStressLoss = {
type = character
random_valid = yes
# Weak
text = {
localization_key = roaming_outro_snippet_stress_loss_weak
trigger = {
has_character_flag = roaming_weak_stress_loss
}
}
text = {
localization_key = roaming_outro_snippet_stress_loss_weak_2
trigger = {
has_character_flag = roaming_weak_stress_loss
}
}
text = {
localization_key = roaming_outro_snippet_stress_loss_weak_3
trigger = {
has_character_flag = roaming_weak_stress_loss
}
}
# Medium
text = {
localization_key = roaming_outro_snippet_stress_loss_medium
trigger = {
has_character_flag = roaming_medium_stress_loss
}
}
text = {
localization_key = roaming_outro_snippet_stress_loss_medium_2
trigger = {
has_character_flag = roaming_medium_stress_loss
}
}
text = {
localization_key = roaming_outro_snippet_stress_loss_medium_3
trigger = {
has_character_flag = roaming_medium_stress_loss
}
}
# Strong
text = {
localization_key = roaming_outro_snippet_stress_loss_strong
trigger = {
has_character_flag = roaming_strong_stress_loss
}
}
text = {
localization_key = roaming_outro_snippet_stress_loss_strong_2
trigger = {
has_character_flag = roaming_strong_stress_loss
}
}
text = {
localization_key = roaming_outro_snippet_stress_loss_strong_3
trigger = {
has_character_flag = roaming_strong_stress_loss
}
}
# Very Strong
text = {
localization_key = roaming_outro_snippet_stress_loss_very_strong
trigger = {
has_character_flag = roaming_very_strong_stress_loss
}
}
text = {
localization_key = roaming_outro_snippet_stress_loss_very_strong_2
trigger = {
has_character_flag = roaming_very_strong_stress_loss
}
}
text = {
localization_key = roaming_outro_snippet_stress_loss_very_strong_3
trigger = {
has_character_flag = roaming_very_strong_stress_loss
}
}
}
RoamingOutroReturningHome = {
type = character
random_valid = yes
text = { localization_key = roaming_outro_snippet_returning_home }
text = { localization_key = roaming_outro_snippet_returning_home_2 }
text = { localization_key = roaming_outro_snippet_returning_home_3 }
text = { localization_key = roaming_outro_snippet_returning_home_4 }
}
RoamingLegendaryBeastProvinceWeather = {
type = province
text = {
localization_key = LegendaryBeastProvinceWeatherSnow
trigger = {
has_winter_trigger = yes
}
}
text = {
localization_key = LegendaryBeastProvinceWeatherRain
trigger = {
tropical_seasons_region_trigger = yes
middle_of_year_season_trigger = yes
}
}
text = {
localization_key = LegendaryBeastProvinceWeatherFog
}
}
RoamingGraveVariants = {
type = province
text = {
trigger = {
religion = religion:christianity_religion
}
localization_key = roaming_grave_variant_cross
}
text = {
trigger = {
geographical_region = world_europe_north
}
localization_key = roaming_grave_variant_burial_mound
}
text = {
localization_key = roaming_grave_variant_stone
}
}

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my_title = {
type = character
text = {
localization_key = empress_lower_case
trigger = {
is_female = yes
highest_held_title_tier >= 5
}
}
text = {
localization_key = emperor_lower_case
trigger = {
is_male = yes
highest_held_title_tier >= 5
}
}
text = {
localization_key = queen_lower_case
trigger = {
is_female = yes
highest_held_title_tier >= 4
}
}
text = {
localization_key = king_lower_case
trigger = {
is_male = yes
highest_held_title_tier >= 4
}
}
text = {
localization_key = duchess_lower_case
trigger = {
is_female = yes
highest_held_title_tier >= 3
}
}
text = {
localization_key = duke_lower_case
trigger = {
is_male = yes
highest_held_title_tier >= 3
}
}
text = {
localization_key = countess_lower_case
trigger = {
is_female = yes
highest_held_title_tier >= 2
}
}
text = {
localization_key = count_lower_case
trigger = {
is_male = yes
highest_held_title_tier >= 2
}
}
text = {
localization_key = baroness_lower_case
trigger = {
is_female = yes
highest_held_title_tier >= 1
}
}
text = {
localization_key = baron_lower_case
trigger = {
is_male = yes
highest_held_title_tier >= 1
}
}
text = {
localization_key = lady_lower_case
trigger = {
is_female = yes
}
}
text = {
localization_key = sir_lower_case
trigger = {
is_male = yes
}
}
}
RealmType = {
type = character
text = {
localization_key = kingdom_lower_case
trigger = {
highest_held_title_tier >= 4
}
}
text = {
localization_key = duchy_lower_case
trigger = {
highest_held_title_tier >= 3
}
}
text = {
localization_key = county_lower_case
trigger = {
highest_held_title_tier >= 2
}
}
text = {
localization_key = barony_lower_case
trigger = {
highest_held_title_tier >= 1
}
}
}
using_my_title = {
type = character
text = {
localization_key = emperor_lower_case
trigger = {
highest_held_title_tier >= 5
scope:second = { is_female = no }
}
}
text = {
localization_key = empress_lower_case
trigger = {
highest_held_title_tier >= 5
scope:second = { is_female = yes }
}
}
text = {
localization_key = king_lower_case
trigger = {
highest_held_title_tier >= 4
scope:second = { is_female = no }
}
}
text = {
localization_key = queen_lower_case
trigger = {
highest_held_title_tier >= 4
scope:second = { is_female = yes }
}
}
text = {
localization_key = duke_lower_case
trigger = {
highest_held_title_tier >= 3
scope:second = { is_female = no }
}
}
text = {
localization_key = duchess_lower_case
trigger = {
highest_held_title_tier >= 3
scope:second = { is_female = yes }
}
}
text = {
localization_key = count_lower_case
trigger = {
highest_held_title_tier >= 2
scope:second = { is_female = no }
}
}
text = {
localization_key = countess_lower_case
trigger = {
highest_held_title_tier >= 2
scope:second = { is_female = yes }
}
}
text = {
localization_key = baron_lower_case
trigger = {
highest_held_title_tier >= 1
scope:second = { is_female = no }
}
}
text = {
localization_key = baroness_lower_case
trigger = {
highest_held_title_tier >= 1
scope:second = { is_female = yes }
}
}
}
DuchessDuke = {
type = character
text = {
trigger = { is_female = yes }
localization_key = duchess_lower_case
}
text = {
trigger = { is_male = yes }
localization_key = duke_lower_case
}
}
NunMonk = {
type = character
text = {
trigger = { is_female = yes }
localization_key = faith_devotee_female
}
text = {
trigger = { is_male = yes }
localization_key = faith_devotee_male
}
text = {
trigger = { always = yes }
localization_key = faith_devotee_fallback
}
}

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powerful_vassals_loc = {
type = character
text = {
localization_key = kings
trigger = {
any_vassal = {
highest_held_title_tier >= 4
count > 1
}
}
}
text = {
localization_key = dukes
trigger = {
any_vassal = {
highest_held_title_tier >= 3
count > 1
}
}
}
text = {
localization_key = counts
trigger = {
any_vassal = {
highest_held_title_tier >= 2
count > 1
}
}
}
text = {
localization_key = barons
trigger = {
any_vassal = {
highest_held_title_tier >= 1
count > 1
}
}
}
text = {
localization_key = courtier_plural
trigger = {
is_landed = yes
NOT = {
any_vassal = {
highest_held_title_tier >= 1
count > 1
}
}
}
}
text = {
localization_key = followers
trigger = {
is_landed = no
NOT = {
any_vassal = {
highest_held_title_tier >= 1
count > 1
}
}
}
}
}
vassal_directive_icon = {
type = character
text = {
localization_key = no_directive_icon
trigger = {
NOR = {
has_character_flag = vassal_directive_improve_development
has_character_flag = vassal_directive_train_commanders
has_character_flag = vassal_directive_build_maa
has_character_flag = vassal_directive_convert_faith
has_character_flag = vassal_directive_convert_culture
has_character_flag = vassal_directive_improve_cultural_acceptance
has_character_flag = vassal_directive_building_focus_fortification
has_character_flag = vassal_directive_building_focus_military
has_character_flag = vassal_directive_building_focus_economy
}
}
}
text = {
localization_key = directive_refusal_icon
trigger = {
OR = {
has_character_flag = vassal_directive_improve_development
has_character_flag = vassal_directive_train_commanders
has_character_flag = vassal_directive_build_maa
has_character_flag = vassal_directive_convert_faith
has_character_flag = vassal_directive_convert_culture
has_character_flag = vassal_directive_improve_cultural_acceptance
has_character_flag = vassal_directive_building_focus_fortification
has_character_flag = vassal_directive_building_focus_military
has_character_flag = vassal_directive_building_focus_economy
}
save_temporary_scope_as = vassal_scope
NOT = { vassal_is_valid_and_follows_directive_trigger = { VASSAL = scope:vassal_scope LIEGE = scope:vassal_scope.liege } }
}
}
text = {
localization_key = improve_development_icon
trigger = {
has_character_flag = vassal_directive_improve_development
}
}
text = {
localization_key = train_commanders_icon
trigger = {
has_character_flag = vassal_directive_train_commanders
}
}
text = {
localization_key = build_maa_icon
trigger = {
has_character_flag = vassal_directive_build_maa
}
}
text = {
localization_key = convert_faith_icon
trigger = {
has_character_flag = vassal_directive_convert_faith
}
}
text = {
localization_key = convert_culture_icon
trigger = {
has_character_flag = vassal_directive_convert_culture
}
}
text = {
localization_key = improve_cultural_acceptance_icon
trigger = {
has_character_flag = vassal_directive_improve_cultural_acceptance
}
}
text = {
localization_key = building_focus_fortification_icon
trigger = {
has_character_flag = vassal_directive_building_focus_fortification
}
}
text = {
localization_key = building_focus_military_icon
trigger = {
has_character_flag = vassal_directive_building_focus_military
}
}
text = {
localization_key = building_focus_economy_icon
trigger = {
has_character_flag = vassal_directive_building_focus_economy
}
}
text = {
localization_key = blank_line
trigger = {
always = no
}
fallback = yes
}
}
vassal_directive_text = {
type = character
text = {
localization_key = no_directive_text
trigger = {
NOR = {
has_character_flag = vassal_directive_improve_development
has_character_flag = vassal_directive_train_commanders
has_character_flag = vassal_directive_build_maa
has_character_flag = vassal_directive_convert_faith
has_character_flag = vassal_directive_convert_culture
has_character_flag = vassal_directive_improve_cultural_acceptance
has_character_flag = vassal_directive_building_focus_fortification
has_character_flag = vassal_directive_building_focus_military
has_character_flag = vassal_directive_building_focus_economy
}
}
}
text = {
localization_key = refusing_directive_text
trigger = {
OR = {
has_character_flag = vassal_directive_improve_development
has_character_flag = vassal_directive_train_commanders
has_character_flag = vassal_directive_build_maa
has_character_flag = vassal_directive_convert_faith
has_character_flag = vassal_directive_convert_culture
has_character_flag = vassal_directive_improve_cultural_acceptance
has_character_flag = vassal_directive_building_focus_fortification
has_character_flag = vassal_directive_building_focus_military
has_character_flag = vassal_directive_building_focus_economy
}
save_temporary_scope_as = vassal_scope
NOT = { vassal_is_valid_and_follows_directive_trigger = { VASSAL = scope:vassal_scope LIEGE = scope:vassal_scope.liege } }
}
}
text = {
localization_key = improve_development_text
trigger = {
has_character_flag = vassal_directive_improve_development
}
}
text = {
localization_key = train_commanders_text
trigger = {
has_character_flag = vassal_directive_train_commanders
}
}
text = {
localization_key = build_maa_text
trigger = {
has_character_flag = vassal_directive_build_maa
}
}
text = {
localization_key = convert_faith_text
trigger = {
has_character_flag = vassal_directive_convert_faith
}
}
text = {
localization_key = convert_culture_text
trigger = {
has_character_flag = vassal_directive_convert_culture
}
}
text = {
localization_key = improve_cultural_acceptance_text
trigger = {
has_character_flag = vassal_directive_improve_cultural_acceptance
}
}
text = {
localization_key = building_focus_fortification_text
trigger = {
has_character_flag = vassal_directive_building_focus_fortification
}
}
text = {
localization_key = building_focus_military_text
trigger = {
has_character_flag = vassal_directive_building_focus_military
}
}
text = {
localization_key = building_focus_economy_text
trigger = {
has_character_flag = vassal_directive_building_focus_economy
}
}
text = {
localization_key = blank_line
trigger = {
always = no
}
fallback = yes
}
}

View file

@ -0,0 +1,847 @@

#The loc string has a concept in this version of the custom loc
LocalHoldingTypeConcept = {
type = character
text = {
trigger = {
location = { has_holding = no }
}
localization_key = local_holding_type_concept_no_holding
}
text = {
trigger = {
location = { has_holding_type = tribal_holding }
}
localization_key = local_holding_type_concept_tribal_holding
}
#Christian
text = {
trigger = {
location = {
faith = { religion_tag = christianity_religion }
has_holding_type = church_holding
}
}
localization_key = local_holding_type_concept_church_holding
}
text = {
trigger = {
location = {
NOT = {
faith = { religion_tag = christianity_religion }
}
has_holding_type = church_holding
}
}
localization_key = local_holding_type_concept_temple_holding
}
text = {
trigger = {
location = { has_holding_type = castle_holding }
}
localization_key = local_holding_type_concept_castle_holding
}
text = {
trigger = {
location = { has_holding_type = city_holding }
}
localization_key = local_holding_type_concept_city_holding
}
}
LocalHoldingType = {
type = character
text = {
trigger = {
location = { has_holding = no }
}
localization_key = local_holding_type_no_holding
}
text = {
trigger = {
location = { has_holding_type = tribal_holding }
}
localization_key = local_holding_type_tribal_holding
}
#Christian
text = {
trigger = {
location = {
faith = { religion_tag = christianity_religion }
has_holding_type = church_holding
}
}
localization_key = local_holding_type_church_holding
}
text = {
trigger = {
location = {
NOT = {
faith = { religion_tag = christianity_religion }
}
has_holding_type = church_holding
}
}
localization_key = local_holding_type_temple_holding
}
text = {
trigger = {
location = { has_holding_type = castle_holding }
}
localization_key = local_holding_type_castle_holding
}
text = {
trigger = {
location = { has_holding_type = city_holding }
}
localization_key = local_holding_type_city_holding
}
}
LocalHoldingTypeCapitalized = {
type = character
text = {
trigger = {
location = { has_holding = no }
}
localization_key = local_holding_type_capitalized_no_holding
}
text = {
trigger = {
location = { has_holding_type = tribal_holding }
}
localization_key = local_holding_type_capitalized_tribal_holding
}
#Christian
text = {
trigger = {
location = {
faith = { religion_tag = christianity_religion }
has_holding_type = church_holding
}
}
localization_key = local_holding_type_capitalized_church_holding
}
text = {
trigger = {
location = {
NOT = {
faith = { religion_tag = christianity_religion }
}
has_holding_type = church_holding
}
}
localization_key = local_holding_type_capitalized_temple_holding
}
text = {
trigger = {
location = { has_holding_type = castle_holding }
}
localization_key = local_holding_type_capitalized_castle_holding
}
text = {
trigger = {
location = { has_holding_type = city_holding }
}
localization_key = local_holding_type_capitalized_city_holding
}
}
SettlementCity = {
type = character
text = {
trigger = {
location = {
OR = {
has_holding = no
has_holding_type = tribal_holding
}
}
location.county.culture = {
has_cultural_tradition = tradition_horse_lords
}
}
localization_key = is_encampment
}
text = {
trigger = {
location = {
OR = {
has_holding = no
has_holding_type = tribal_holding
}
}
}
localization_key = is_settlement
}
text = {
trigger = {
location = {
OR = {
has_holding_type = church_holding
has_holding_type = castle_holding
has_holding_type = city_holding
}
}
location.county = {
development_level < 20
NOT = {
culture = {
has_cultural_tradition = tradition_horse_lords
}
}
}
}
localization_key = is_town
}
text = {
trigger = {
location = {
OR = {
has_holding_type = church_holding
has_holding_type = castle_holding
has_holding_type = city_holding
}
}
location.county = {
development_level >= 20
}
}
localization_key = is_city
}
}
#Used in the Town Crier event [ ep3_laamp_decision_event.1025 ] in the Visit Settlement decision for LAAMPs
TownCrierDescOptionA = {
type = character
random_valid = yes
#Legendary desc is handled in another loc string
#Treasure Map Contract desc
text = {
trigger = { var:1025_first_contract_desc ?= flag:treasure_map_contract }
localization_key = ep3_laamp_decision_event.1025.desc_treasure_map
}
#Transport Contract desc
text = {
trigger = { var:1025_first_contract_desc ?= flag:transport_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_transport_contracts
}
#Criminal Contract desc
text = {
trigger = { var:1025_first_contract_desc ?= flag:criminal_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_criminal_contracts
}
#Justicar Contract desc
text = {
trigger = { var:1025_first_contract_desc ?= flag:justicar_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_justicar_contracts
}
#Hireling Contract desc
text = {
trigger = { var:1025_first_contract_desc ?= flag:hireling_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_hireling_contracts
}
#Diplomacy Contract desc
text = {
trigger = { var:1025_first_contract_desc ?= flag:diplomacy_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_diplomacy_contracts
}
#Stewardship Contract desc
text = {
trigger = { var:1025_first_contract_desc ?= flag:stewardship_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_stewardship_contracts
}
#Learning Contract desc
text = {
trigger = { var:1025_first_contract_desc ?= flag:learning_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_learning_contracts
}
#Intrigue Contract desc
text = {
trigger = { var:1025_first_contract_desc ?= flag:intrigue_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_intrigue_contracts
}
}
TownCrierDescOptionB = {
type = character
random_valid = yes
#Legendary desc is handled in another loc string
#Treasure Map Contract desc
text = {
trigger = { var:1025_second_contract_desc ?= flag:treasure_map_contract }
localization_key = ep3_laamp_decision_event.1025.desc_treasure_map
}
#Transport Contract desc
text = {
trigger = { var:1025_second_contract_desc ?= flag:transport_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_transport_contracts
}
#Criminal Contract desc
text = {
trigger = { var:1025_second_contract_desc ?= flag:criminal_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_criminal_contracts
}
#Justicar Contract desc
text = {
trigger = { var:1025_second_contract_desc ?= flag:justicar_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_justicar_contracts
}
#Hireling Contract desc
text = {
trigger = { var:1025_second_contract_desc ?= flag:hireling_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_hireling_contracts
}
#Diplomacy Contract desc
text = {
trigger = { var:1025_second_contract_desc ?= flag:diplomacy_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_diplomacy_contracts
}
#Stewardship Contract desc
text = {
trigger = { var:1025_second_contract_desc ?= flag:stewardship_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_stewardship_contracts
}
#Learning Contract desc
text = {
trigger = { var:1025_second_contract_desc ?= flag:learning_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_learning_contracts
}
#Intrigue Contract desc
text = {
trigger = { var:1025_second_contract_desc ?= flag:intrigue_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_intrigue_contracts
}
}
TownCrierDescOptionC = {
type = character
random_valid = yes
#Legendary desc is handled in another loc string
#Treasure Map Contract option
text = {
trigger = { var:1025_third_contract_desc ?= flag:treasure_map_contract }
localization_key = ep3_laamp_decision_event.1025.desc_treasure_map
}
#Transport Contract desc
text = {
trigger = { var:1025_third_contract_desc ?= flag:transport_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_transport_contracts
}
#Criminal Contract desc
text = {
trigger = { var:1025_third_contract_desc ?= flag:criminal_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_criminal_contracts
}
#Justicar Contract desc
text = {
trigger = { var:1025_third_contract_desc ?= flag:justicar_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_justicar_contracts
}
#Hireling Contract desc
text = {
trigger = { var:1025_third_contract_desc ?= flag:hireling_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_hireling_contracts
}
#Diplomacy Contract desc
text = {
trigger = { var:1025_third_contract_desc ?= flag:diplomacy_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_diplomacy_contracts
}
#Stewardship Contract desc
text = {
trigger = { var:1025_third_contract_desc ?= flag:stewardship_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_stewardship_contracts
}
#Learning Contract desc
text = {
trigger = { var:1025_third_contract_desc ?= flag:learning_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_learning_contracts
}
#Intrigue Contract desc
text = {
trigger = { var:1025_third_contract_desc ?= flag:intrigue_contracts }
localization_key = ep3_laamp_decision_event.1025.desc_intrigue_contracts
}
}
#The event options of the same event
TownCrierOptionA = {
type = character
random_valid = yes
#Legendary Contract option
text = {
trigger = { var:1025_first_contract_desc ?= flag:legendary_contract }
localization_key = ep3_laamp_decision_event.1025.option.legendary
}
#Treasure Map Contract option
text = {
trigger = { var:1025_first_contract_desc ?= flag:treasure_map_contract }
localization_key = ep3_laamp_decision_event.1025.option.treasure_map
}
#Transport Contract option
text = {
trigger = { var:1025_first_contract_desc ?= flag:transport_contracts }
localization_key = ep3_laamp_decision_event.1025.option.transport_contracts
}
#Criminal Contract option
text = {
trigger = { var:1025_first_contract_desc ?= flag:criminal_contracts }
localization_key = ep3_laamp_decision_event.1025.option.criminal_contracts
}
#Justicar Contract option
text = {
trigger = { var:1025_first_contract_desc ?= flag:justicar_contracts }
localization_key = ep3_laamp_decision_event.1025.option.justicar_contracts
}
#Hireling Contract option
text = {
trigger = { var:1025_first_contract_desc ?= flag:hireling_contracts }
localization_key = ep3_laamp_decision_event.1025.option.hireling_contracts
}
#Diplomacy Contract option
text = {
trigger = { var:1025_first_contract_desc ?= flag:diplomacy_contracts }
localization_key = ep3_laamp_decision_event.1025.option.diplomacy_contracts
}
#Stewardship Contract option
text = {
trigger = { var:1025_first_contract_desc ?= flag:stewardship_contracts }
localization_key = ep3_laamp_decision_event.1025.option.stewardship_contracts
}
#Learning Contract option
text = {
trigger = { var:1025_first_contract_desc ?= flag:learning_contracts }
localization_key = ep3_laamp_decision_event.1025.option.learning_contracts
}
#Intrigue Contract option
text = {
trigger = { var:1025_first_contract_desc ?= flag:intrigue_contracts }
localization_key = ep3_laamp_decision_event.1025.option.intrigue_contracts
}
}
TownCrierOptionB = {
type = character
random_valid = yes
#Legendary Contract
text = {
trigger = { var:1025_second_contract_desc ?= flag:legendary_contract }
localization_key = ep3_laamp_decision_event.1025.option.legendary
}
#Treasure Map Contract option
text = {
trigger = { var:1025_second_contract_desc ?= flag:treasure_map_contract }
localization_key = ep3_laamp_decision_event.1025.option.treasure_map
}
#Transport Contract option
text = {
trigger = { var:1025_second_contract_desc ?= flag:transport_contracts }
localization_key = ep3_laamp_decision_event.1025.option.transport_contracts
}
#Criminal Contract option
text = {
trigger = { var:1025_second_contract_desc ?= flag:criminal_contracts }
localization_key = ep3_laamp_decision_event.1025.option.criminal_contracts
}
#Justicar Contract option
text = {
trigger = { var:1025_second_contract_desc ?= flag:justicar_contracts }
localization_key = ep3_laamp_decision_event.1025.option.justicar_contracts
}
#Hireling Contract option
text = {
trigger = { var:1025_second_contract_desc ?= flag:hireling_contracts }
localization_key = ep3_laamp_decision_event.1025.option.hireling_contracts
}
#Diplomacy Contract option
text = {
trigger = { var:1025_second_contract_desc ?= flag:diplomacy_contracts }
localization_key = ep3_laamp_decision_event.1025.option.diplomacy_contracts
}
#Stewardship Contract option
text = {
trigger = { var:1025_second_contract_desc ?= flag:stewardship_contracts }
localization_key = ep3_laamp_decision_event.1025.option.stewardship_contracts
}
#Learning Contract option
text = {
trigger = { var:1025_second_contract_desc ?= flag:learning_contracts }
localization_key = ep3_laamp_decision_event.1025.option.learning_contracts
}
#Intrigue Contract option
text = {
trigger = { var:1025_second_contract_desc ?= flag:intrigue_contracts }
localization_key = ep3_laamp_decision_event.1025.option.intrigue_contracts
}
}
TownCrierOptionC = {
type = character
random_valid = yes
#Legendary Contract
text = {
trigger = { var:1025_third_contract_desc ?= flag:legendary_contract }
localization_key = ep3_laamp_decision_event.1025.option.legendary
}
#Treasure Map Contract option
text = {
trigger = { var:1025_third_contract_desc ?= flag:treasure_map_contract }
localization_key = ep3_laamp_decision_event.1025.option.treasure_map
}
#Transport Contract option
text = {
trigger = { var:1025_third_contract_desc ?= flag:transport_contracts }
localization_key = ep3_laamp_decision_event.1025.option.transport_contracts
}
#Criminal Contract option
text = {
trigger = { var:1025_third_contract_desc ?= flag:criminal_contracts }
localization_key = ep3_laamp_decision_event.1025.option.criminal_contracts
}
#Justicar Contract option
text = {
trigger = { var:1025_third_contract_desc ?= flag:justicar_contracts }
localization_key = ep3_laamp_decision_event.1025.option.justicar_contracts
}
#Hireling Contract option
text = {
trigger = { var:1025_third_contract_desc ?= flag:hireling_contracts }
localization_key = ep3_laamp_decision_event.1025.option.hireling_contracts
}
#Diplomacy Contract option
text = {
trigger = { var:1025_third_contract_desc ?= flag:diplomacy_contracts }
localization_key = ep3_laamp_decision_event.1025.option.diplomacy_contracts
}
#Stewardship Contract option
text = {
trigger = { var:1025_third_contract_desc ?= flag:stewardship_contracts }
localization_key = ep3_laamp_decision_event.1025.option.stewardship_contracts
}
#Learning Contract option
text = {
trigger = { var:1025_third_contract_desc ?= flag:learning_contracts }
localization_key = ep3_laamp_decision_event.1025.option.learning_contracts
}
#Intrigue Contract option
text = {
trigger = { var:1025_third_contract_desc ?= flag:intrigue_contracts }
localization_key = ep3_laamp_decision_event.1025.option.intrigue_contracts
}
}
GetBuildingDwelling = {
type = character
text = {
trigger = {
location = {
has_holding_type = tribal_holding
is_nomadic_location_trigger = yes
}
}
localization_key = is_dwelling
}
text = {
localization_key = is_building
}
}
GetTavernDwelling = {
type = character
text = {
trigger = {
location = {
has_holding_type = tribal_holding
is_nomadic_location_trigger = yes
}
}
localization_key = is_dwelling
}
text = {
localization_key = is_tavern
}
}
GetTaverngoersTribespeople = {
type = character
text = {
trigger = {
location = {
has_holding_type = tribal_holding
is_nomadic_location_trigger = yes
}
}
localization_key = is_tribespeople
}
text = {
localization_key = is_taverngoers
}
}
GetRoomTent = {
type = character
text = {
trigger = {
location = {
has_holding_type = tribal_holding
is_nomadic_location_trigger = yes
}
}
localization_key = is_tent
}
text = {
localization_key = is_room
}
}
GetDoorTentflap = {
type = character
text = {
trigger = {
location = {
has_holding_type = tribal_holding
is_nomadic_location_trigger = yes
}
}
localization_key = is_tentflap
}
text = {
localization_key = is_door
}
}
GetCrookedhousesDelapidatedtents = {
type = character
text = {
trigger = {
location = {
has_holding_type = tribal_holding
is_nomadic_location_trigger = yes
}
}
localization_key = is_delapitated_tents
}
text = {
localization_key = is_crooked_houses
}
}
GetTowncrierElder = {
type = character
text = {
trigger = {
location = {
has_holding_type = tribal_holding
is_nomadic_location_trigger = yes
}
}
localization_key = is_elder
}
text = {
localization_key = is_town_crier
}
}
GetTowncrierElderCapitalized = {
type = character
text = {
trigger = {
location = {
has_holding_type = tribal_holding
is_nomadic_location_trigger = yes
}
}
localization_key = is_capitalized_elder
}
text = {
localization_key = is_capitalized_town_crier
}
}
GetMainsquareCommons = {
type = character
text = {
trigger = {
location = {
has_holding_type = tribal_holding
is_nomadic_location_trigger = yes
}
}
localization_key = is_commons
}
text = {
localization_key = is_main_square
}
}
GetMainsquareCommonsCapitalized = {
type = character
text = {
trigger = {
location = {
has_holding_type = tribal_holding
is_nomadic_location_trigger = yes
}
}
localization_key = is_capitalized_commons
}
text = {
localization_key = is_capitalized_main_square
}
}
GetCeilingCanopy = {
type = character
text = {
trigger = {
location = {
has_holding_type = tribal_holding
is_nomadic_location_trigger = yes
}
}
localization_key = is_canopy
}
text = {
localization_key = is_ceiling
}
}
GetTribalTradegoods = {
type = character
text = {
trigger = {
location = { geographical_region = world_europe_north }
}
localization_key = northern_tradegoods
}
text = {
trigger = {
location = { geographical_region = world_india }
}
localization_key = indian_tradegoods
}
text = {
trigger = {
location = { geographical_region = world_africa }
}
localization_key = african_tradegoods
}
text = {
trigger = {
location = { geographical_region = world_steppe }
}
localization_key = steppe_tradegoods
}
#Fallback
text = {
trigger = {
location = {
NOR = {
geographical_region = world_europe_north
geographical_region = world_india
geographical_region = world_africa
geographical_region = world_steppe
}
}
}
localization_key = generic_tradegoods
}
}
GetTreesScaffolding = {
type = character
text = {
trigger = { is_snowy_rural_scandinavia_location_trigger = yes }
localization_key = is_trees
}
text = {
localization_key = is_scaffolding
}
}
GetSquareCommons = {
type = character
text = {
trigger = {
location = {
has_holding_type = tribal_holding
is_nomadic_location_trigger = yes
}
}
localization_key = is_commons
}
text = {
localization_key = is_square
}
}

View file

@ -0,0 +1,524 @@

WarDeclaredOpening = {
type = war
text = {
trigger = {
root.primary_attacker = {
opinion = {
target = root.primary_defender
value <= -10
}
}
}
localization_key = war_declared_opening.negative
}
text = {
trigger = {
always = no
}
fallback = yes
localization_key = war_declared_opening.neutral
}
}
WarDeclaredFlavor = {
type = war
text = { # Used when one or more Deviant Lovers manage to get into a war with each other.
trigger = {
root.primary_attacker = {
has_relation_lover = root.primary_defender
}
OR = {
root.primary_attacker = {
is_deviant_trigger = yes
}
root.primary_defender = {
is_deviant_trigger = yes
}
}
}
localization_key = war_declared_flavor.naughty
}
text = { # Used when Zealous characters are attacking a religious enemy. Also used for excommunication wars.
trigger = {
OR = {
root.primary_attacker = {
# Attacker must be Zealous
OR = {
has_trait = zealous
ai_zeal >= medium_positive_zeal
}
# Defender must belong to a Hostile/Evil Faith, OR must be Sinful in the eyes of the Attacker's Faith.
OR = {
faith = {
faith_hostility_level = {
target = root.primary_defender.faith
value >= faith_hostile_level
}
}
root.primary_defender = {
num_sinful_traits = {
faith = root.primary_attacker.faith
value >= 1
}
}
}
# Attacker must also personally dislike the defender, because this text is quite insult-y.
opinion = {
target = root.primary_defender
value <= 20
}
}
# If an excommunication war, use this regardless of attacker/defender's traits.
root = {
using_cb = excommunication_war
}
}
}
localization_key = war_declared_flavor.zealous
}
text = { # Used by Greedy characters when declaring a war of conquest.
trigger = {
root.primary_attacker = {
OR = {
has_trait = greedy
has_trait = ambitious
}
}
root = {
OR = {
using_conquest_cb_trigger = yes
using_de_jure_cb_trigger = yes
}
}
}
localization_key = war_declared_flavor.greedy
}
text = { # Generic DoW text for all holy wars.
trigger = {
root = {
using_holy_war_cb_trigger = yes
}
}
localization_key = war_declared_flavor.holy_war
}
text = { # Generic DoW text for all De Jure (and Claimant) wars.
trigger = {
root = {
using_de_jure_cb_trigger = yes
}
}
localization_key = war_declared_flavor.dejure
}
text = { # Used by Arrogant characters when attempting to vassalize/subjugate another character.
trigger = {
root = {
using_hierarchical_cb_trigger = yes
}
root.primary_attacker = {
has_trait = arrogant
# Attacker must also personally dislike the defender, because this text is quite insult-y.
opinion = {
target = root.primary_defender
value <= 20
}
}
}
localization_key = war_declared_flavor.subjugation.arrogant
}
text = { # Tribal characters have special text for declaring conquest or subjugation wars.
trigger = {
root.primary_attacker = {
government_has_flag = government_is_tribal
}
root = {
OR = {
using_conquest_cb_trigger = yes
using_hierarchical_cb_trigger = yes
}
}
}
localization_key = war_declared_flavor.subjugation.tribal
}
text = { # Other characters have a standard subjugation CB DoW.
trigger = {
root = {
using_hierarchical_cb_trigger = yes
}
}
localization_key = war_declared_flavor.subjugation
}
text = { # Other characters have a standard subjugation CB DoW.
trigger = {
root = {
using_conquest_cb_trigger = yes
}
}
localization_key = war_declared_flavor.conquest
}
text = {
trigger = {
root = {
using_cb = populist_war
}
}
localization_key = war_declared_flavor.populist
}
text = {
trigger = {
root = {
using_cb = peasant_war
}
}
localization_key = war_declared_flavor.peasant
}
text = {
trigger = {
root = {
using_cb = independence_faction_war
}
}
localization_key = war_declared_flavor.independence
}
text = {
trigger = {
root = {
using_cb = liberty_faction_war
}
}
localization_key = war_declared_flavor.liberty
}
text = {
trigger = {
root = {
using_cb = claimant_faction_war
}
}
localization_key = war_declared_flavor.claimant
}
#TIT-17244: will not appear without this.
text = {
trigger = {
AND = {
exists = scope:recipient
scope:recipient = { exists = scope:war_for_retraction_flavour }
}
}
localization_key = war_declared_flavor.retraction_refused
}
#TIT-17244: will not appear without this.
text = {
trigger = {
AND = {
exists = scope:recipient
scope:recipient = { exists = scope:war_for_revocation_flavour }
}
}
localization_key = war_declared_flavor.revocation_refused
}
#TIT-17244: will not appear without this.
text = {
trigger = {
AND = {
exists = scope:recipient
scope:recipient = { exists = scope:war_for_imprisonment_flavour }
}
}
localization_key = war_declared_flavor.revocation_refused
}
text = { # Fallback DoW text. Ideallty we should never reach this point, but it's here if we need it.
trigger = {
always = no
}
fallback = yes
localization_key = war_declared_flavor.fallback
}
}
#Custom loc for various prison uses
ZealousDoW = {
type = character
text = {
trigger = {
root.faith = {
OR = {
religion_tag = christianity_religion
religion_tag = islam_religion
religion_tag = west_african_roog_religion
}
}
}
localization_key =war_declared_flavor.zealous.mercifulgod
}
text = {
trigger = {
root.faith = {
has_doctrine_parameter = reincarnation_resistance_to_conversion
}
}
localization_key = war_declared_flavor.zealous.reincarnation
}
text = {
trigger = {
always = no
}
fallback = yes
localization_key = war_declared_flavor.zealous.fallback
}
}
GetMilitaryStrengthColoredCurrentSituation = {
type = character
text = {
localization_key = military_strength_green_current_situation
trigger = {
scope:second.current_military_strength < root.fifty_percent_of_current_military_strength
}
}
text = {
localization_key = military_strength_red_current_situation
trigger = {
scope:second.current_military_strength >= root.current_military_strength
}
}
text = {
localization_key = military_strength_gray_current_situation
}
}
WarCasusBelliShort = {
type = war
text = {
trigger = {
OR = {
using_cb = claim_cb
using_cb = claimant_faction_war
using_cb = norman_conquest_cb
using_cb = norwegian_invasion_cb
}
}
localization_key = war_memory_cb_claim
}
text = {
trigger = {
OR = {
using_cb = county_conquest_cb
using_cb = duchy_conquest_cb
using_cb = county_struggle_cb
using_cb = fp2_mediterranean_conquest_cb
using_cb = hungarian_migration_cb
using_cb = sons_of_lothbrok_invasion_cb
}
}
localization_key = war_memory_cb_conquest
}
text = {
trigger = {
OR = {
using_cb = minor_religious_war
using_cb = religious_war
using_cb = major_religious_war
}
}
localization_key = war_memory_cb_holy_war
}
text = {
trigger = {
OR = {
using_cb = de_jure_cb
using_cb = individual_county_de_jure_cb
using_cb = individual_duchy_de_jure_cb
}
}
localization_key = war_memory_cb_de_jure
}
text = {
trigger = {
OR = {
using_cb = invasion_war
using_cb = clan_invasion_war
using_cb = mongol_invasion_war
using_cb = mongol_realm_invasion_war
using_cb = ep3_laamp_adventurer_county_invasion
using_cb = ep3_laamp_adventurer_duchy_invasion
using_cb = ep3_laamp_adventurer_kingdom_invasion
using_cb = ep3_laamp_adventurer_empire_invasion
}
}
localization_key = war_memory_cb_invasion
}
text = {
trigger = {
OR = {
using_cb = undirected_great_holy_war
using_cb = directed_great_holy_war
}
}
localization_key = war_memory_cb_invasion
}
text = {
trigger = {
OR = {
using_cb = independence_war
using_cb = independence_faction_war
}
}
localization_key = war_memory_cb_ghw
}
text = {
trigger = {
OR = {
using_cb = independence_war
using_cb = independence_faction_war
}
}
localization_key = war_memory_cb_independence
}
text = {
trigger = {
OR = {
using_cb = artifact_war
using_cb = reclaim_relic_artifact_war
}
}
localization_key = war_memory_cb_artifact
}
text = {
trigger = { using_cb = liberty_faction_war }
localization_key = war_memory_cb_liberty
}
text = {
trigger = { using_cb = depose_war }
localization_key = war_memory_cb_depose
}
text = {
trigger = { using_cb = refused_liege_demand_war }
localization_key = war_memory_cb_tyranny
}
text = {
trigger = { using_cb = nation_fracturing_faction_war }
localization_key = war_memory_cb_fracture
}
text = {
trigger = { using_cb = ducal_conquest_cb }
localization_key = war_memory_cb_ducal_conquest
}
text = {
trigger = { using_cb = imperial_reconquest_cb }
localization_key = war_memory_cb_imperial_reconquest
}
text = {
trigger = { using_cb = dismantle_holy_pretender_cb }
localization_key = war_memory_cb_holy_pretender
}
text = {
trigger = { using_cb = dismantle_byz_pretender_cb }
localization_key = war_memory_cb_byz_pretender
}
text = {
trigger = { using_cb = excommunication_war }
localization_key = war_memory_cb_excommunicate
}
text = {
trigger = { using_cb = flowery_war_cb }
localization_key = war_memory_cb_flower
}
text = {
trigger = { using_cb = tribal_subjugation_cb }
localization_key = war_memory_cb_subjugation
}
text = {
trigger = {
using_cb = vassalization_cb
using_cb = diarch_vassalisation_cb
}
localization_key = war_memory_cb_vassalization
}
text = {
trigger = {
OR = {
using_cb = fp1_varangian_adventurer_conquest
using_cb = fp1_scandi_adventurer_conquest
}
}
localization_key = war_memory_cb_varangian
}
text = {
trigger = { using_cb = fp2_border_raid }
localization_key = war_memory_cb_border
}
text = {
trigger = { using_cb = fp2_expel_interloper }
localization_key = war_memory_cb_expel
}
text = {
trigger = { using_cb = diarch_vassalisation_cb }
localization_key = war_memory_cb_vassalization
}
text = {
trigger = { using_cb = remove_regent_cb }
localization_key = war_memory_cb_regent
}
text = {
trigger = { always = no }
fallback = yes
localization_key = war_memory_cb_fallback
}
}

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YearlyEvent0001GetDescriptor = {
type = character
text = {
trigger = {
opinion = {
target = scope:second
value > 20
}
}
localization_key = yearly.0001.pos_descriptor
}
text = {
trigger = {
opinion = {
target = scope:second
value <= 20
}
}
fallback = yes
localization_key = yearly.0001.no_descriptor
}
}
YearlyEvent0001Skill = {
type = character
text = {
trigger = {
var:yearly_0001_skill = flag:diplomacy
}
localization_key = yearly.0001.diplomacy
}
text = {
trigger = {
var:yearly_0001_skill = flag:martial
}
localization_key = yearly.0001.martial
}
text = {
trigger = {
var:yearly_0001_skill = flag:stewardship
}
localization_key = yearly.0001.stewardship
}
text = {
trigger = {
var:yearly_0001_skill = flag:intrigue
}
localization_key = yearly.0001.intrigue
}
text = {
trigger = {
var:yearly_0001_skill = flag:learning
}
localization_key = yearly.0001.learning
}
}
YearlyEvent0001SkillShort = {
type = character
text = {
trigger = {
var:yearly_0001_skill = flag:diplomacy
}
localization_key = yearly.0001.diplomacy_short
}
text = {
trigger = {
var:yearly_0001_skill = flag:martial
}
localization_key = yearly.0001.martial_short
}
text = {
trigger = {
var:yearly_0001_skill = flag:stewardship
}
localization_key = yearly.0001.stewardship_short
}
text = {
trigger = {
var:yearly_0001_skill = flag:intrigue
}
localization_key = yearly.0001.intrigue_short
}
text = {
trigger = {
var:yearly_0001_skill = flag:learning
}
localization_key = yearly.0001.learning_short
}
}

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@ -0,0 +1,687 @@
GetRandomRoom = {
type = character
random_valid = yes
text = {
localization_key = room_library
trigger = {
trigger_if = {
limit = { has_variable = random_location }
var:random_location = 0
}
trigger_else = { always = yes }
}
}
text = {
localization_key = room_garden
trigger = {
trigger_if = {
limit = { has_variable = random_location }
var:random_location = 1
}
trigger_else = { always = yes }
}
}
text = {
localization_key = room_corridor
trigger = {
trigger_if = {
limit = { has_variable = random_location }
var:random_location = 2
}
trigger_else = { always = yes }
}
}
text = {
localization_key = room_council_chamber
trigger = {
trigger_if = {
limit = { has_variable = random_location }
var:random_location = 3
}
trigger_else = { always = yes }
}
}
text = {
localization_key = room_throne_room
trigger = {
trigger_if = {
limit = { has_variable = random_location }
var:random_location = 4
}
trigger_else = { always = yes }
}
}
text = {
localization_key = room_command_tent
trigger = {
trigger_if = {
limit = { has_variable = random_location }
var:random_location = 5
}
trigger_else = { always = no }
}
}
}
#Takes two character scopes
PartnerOpinionDescription = {
type = character
#High
text = {
trigger = {
opinion = {
target = scope:second
value >= 50
}
}
localization_key = partner_opinion_high
}
#Low
text = {
trigger = {
opinion = {
target = scope:second
value < 50
}
}
localization_key = partner_opinion_low
}
}
#Is filtered through PartnerOpinionDescription
PartnerOpinionHighDescription = {
type = character
random_valid = yes
#Darling
text = {
localization_key = partner_opinion_desc_darling
}
#Precious
text = {
localization_key = partner_opinion_desc_precious
}
#Sweet
text = {
localization_key = partner_opinion_desc_sweet
}
#Lovely
text = {
localization_key = partner_opinion_desc_lovely
}
}
#Is filtered through PartnerOpinionDescription
PartnerOpinionLowDescription = {
type = character
random_valid = yes
#Esteemed
text = {
localization_key = partner_opinion_desc_esteemed
}
#Imposing
text = {
localization_key = partner_opinion_desc_imposing
}
#Respectable
text = {
localization_key = partner_opinion_desc_respectable
}
}
RandomJewelry = {
type = character
random_valid = yes
#Torc
text = {
localization_key = random_jewelry_torc
}
#Pendant
text = {
localization_key = random_jewelry_pendant
}
#Ring
text = {
localization_key = random_jewelry_ring
}
#Medallion
text = {
localization_key = random_jewelry_medallion
}
#Bracelet
text = {
localization_key = random_jewelry_bracelet
}
#Bangle
text = {
localization_key = random_jewelry_bangle
}
#Brooch
text = {
localization_key = random_jewelry_brooch
}
}
RandomPositiveLookAdjective = {
type = character
random_valid = yes
#Magnificent
text = {
localization_key = random_positive_look_magnificent
}
#Stupendous
text = {
localization_key = random_positive_look_stupendous
}
#Marvelous
text = {
localization_key = random_positive_look_marvelous
}
#Exquisite
text = {
localization_key = random_positive_look_exquisite
}
#Delightful
text = {
localization_key = random_positive_look_delightful
}
#Terrific
text = {
localization_key = random_positive_look_terrific
}
#Splendid
text = {
localization_key = random_positive_look_splendid
}
#Stunning
text = {
localization_key = random_positive_look_stunning
}
#Enchanting
text = {
localization_key = random_positive_look_enchanting
}
#Wonderful
text = {
localization_key = random_positive_look_wonderful
}
}
MurderMemoryEnding = {
type = character
random_valid = yes
text = {
localization_key = murder_memory_ending_revenge
}
text = {
localization_key = murder_memory_ending_justice
}
text = {
localization_key = murder_memory_ending_sleep
}
text = {
localization_key = murder_memory_ending_sow
}
}
GetFamilyFeudLongFlavor = {
type = story
text = {
localization_key = house_feud_head_rivalry_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = head_rivalry }
}
}
text = {
localization_key = house_feud_family_rivalry_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = family_rivalry }
}
}
text = {
localization_key = house_feud_head_killed_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = head_killed }
}
}
text = {
localization_key = house_feud_family_killed_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = family_killed }
}
}
text = {
localization_key = house_feud_head_imprisoned_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = head_imprisoned }
}
}
text = {
localization_key = house_feud_family_imprisoned_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = family_imprisoned }
}
}
text = {
localization_key = house_feud_head_tortured_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = head_tortured }
}
}
text = {
localization_key = house_feud_family_tortured_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = family_tortured }
}
}
text = {
localization_key = house_feud_head_castrated_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = head_castrated }
}
}
text = {
localization_key = house_feud_family_castrated_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = family_castrated }
}
}
text = {
localization_key = house_feud_head_blinded_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = head_blinded }
}
}
text = {
localization_key = house_feud_family_blinded_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = family_blinded }
}
}
text = {
localization_key = house_feud_head_cuckolded_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = head_cuckolded }
}
}
text = {
localization_key = house_feud_family_cuckolded_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = family_cuckolded }
}
}
text = {
localization_key = house_feud_competing_claim_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = competing_claim }
}
}
text = {
localization_key = house_feud_inherited_rivalry_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = inherited_rivalry }
}
}
text = {
localization_key = house_feud_reciprocated_rivalry_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = reciprocated_rivalry }
}
}
text = {
localization_key = house_feud_head_broken_grand_wedding_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = head_broke_gw_betrothal }
}
}
text = {
localization_key = house_feud_family_broken_grand_wedding_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = family_broke_gw_betrothal }
}
}
text = {
localization_key = house_feud_murder_feast_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = murder_feast }
}
}
text = {
localization_key = house_feud_bloody_wedding_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = bloody_wedding }
}
}
text = {
localization_key = house_feud_raid_estate_flavor
trigger = {
house_feud_story_flag_trigger = { VARIABLE = house_feud_reason FLAG = raid_estate }
}
}
}
GetFamilyFeudBalance = {
type = character
text = {
localization_key = house_feud_balance_terrible
trigger = {
house.house_head = {
any_owned_story = {
story_type = story_cycle_house_feud
house_feud_balance_value <= -3
}
}
}
}
text = {
localization_key = house_feud_balance_bad
trigger = {
house.house_head = {
any_owned_story = {
story_type = story_cycle_house_feud
house_feud_balance_value > -3
house_feud_balance_value < -0.5
}
}
}
}
text = {
localization_key = house_feud_balance_even
trigger = {
house.house_head = {
any_owned_story = {
story_type = story_cycle_house_feud
house_feud_balance_value >= -0.5
house_feud_balance_value <= 0.5
}
}
}
}
text = {
localization_key = house_feud_balance_good
trigger = {
house.house_head = {
any_owned_story = {
story_type = story_cycle_house_feud
house_feud_balance_value > 0.5
house_feud_balance_value < 3
}
}
}
}
text = {
localization_key = house_feud_balance_excellent
trigger = {
house.house_head = {
any_owned_story = {
story_type = story_cycle_house_feud
house_feud_balance_value >= 3
}
}
}
}
}
GetFamilyFeudShortFlavor = {
type = story
text = {
localization_key = house_feud_flavor_char_attacker
trigger = {
var:house_feud_attacker = { is_local_player = yes }
OR = {
var:house_feud_reason = flag:competing_claim
var:house_feud_reason = flag:inherited_rivalry
var:house_feud_reason = flag:reciprocated_rivalry
}
}
}
text = {
localization_key = house_feud_flavor_char_victim
trigger = {
var:house_feud_victim = { is_local_player = yes }
OR = {
var:house_feud_reason = flag:competing_claim
var:house_feud_reason = flag:inherited_rivalry
var:house_feud_reason = flag:reciprocated_rivalry
var:house_feud_reason = flag:family_broke_gw_betrothal
var:house_feud_reason = flag:head_broke_gw_betrothal
}
}
}
text = {
localization_key = house_feud_flavor_char
trigger = {
OR = {
var:house_feud_reason = flag:competing_claim
var:house_feud_reason = flag:inherited_rivalry
var:house_feud_reason = flag:reciprocated_rivalry
var:house_feud_reason = flag:family_broke_gw_betrothal
var:house_feud_reason = flag:head_broke_gw_betrothal
}
}
}
text = {
localization_key = house_feud_verb_char_attacker
trigger = {
var:house_feud_attacker = { is_local_player = yes }
NOR = {
var:house_feud_reason = flag:competing_claim
var:house_feud_reason = flag:inherited_rivalry
var:house_feud_reason = flag:reciprocated_rivalry
}
}
}
text = {
localization_key = house_feud_verb_char_victim
trigger = {
var:house_feud_victim = { is_local_player = yes }
NOR = {
var:house_feud_reason = flag:competing_claim
var:house_feud_reason = flag:inherited_rivalry
var:house_feud_reason = flag:reciprocated_rivalry
}
}
}
text = {
localization_key = house_feud_verb_char
trigger = {
NOR = {
var:house_feud_reason = flag:competing_claim
var:house_feud_reason = flag:inherited_rivalry
var:house_feud_reason = flag:reciprocated_rivalry
}
}
}
}
GetFamilyFeudVictimFlavor = {
type = story
text = {
localization_key = house_feud_flavor_victim
trigger = {
OR = {
var:house_feud_reason = flag:competing_claim
var:house_feud_reason = flag:inherited_rivalry
var:house_feud_reason = flag:reciprocated_rivalry
}
}
}
text = {
localization_key = house_feud_verb_victim
trigger = {
NOR = {
var:house_feud_reason = flag:competing_claim
var:house_feud_reason = flag:inherited_rivalry
var:house_feud_reason = flag:reciprocated_rivalry
}
}
}
}
GetFamilyFeudShort = {
type = story
text = {
localization_key = house_feud_hatred
trigger = { var:house_feud_reason = flag:head_rivalry }
}
text = {
localization_key = house_feud_killing
trigger = {
OR = {
var:house_feud_reason = flag:head_killed
var:house_feud_reason = flag:family_killed
}
}
}
text = {
localization_key = house_feud_imprisonment
trigger = {
OR = {
var:house_feud_reason = flag:head_imprisoned
var:house_feud_reason = flag:family_imprisoned
}
}
}
text = {
localization_key = house_feud_torturing
trigger = {
OR = {
var:house_feud_reason = flag:head_tortured
var:house_feud_reason = flag:family_tortured
}
}
}
text = {
localization_key = house_feud_blinding
trigger = {
OR = {
var:house_feud_reason = flag:head_blinded
var:house_feud_reason = flag:family_blinded
}
}
}
text = {
localization_key = house_feud_castration
trigger = {
OR = {
var:house_feud_reason = flag:head_castrated
var:house_feud_reason = flag:family_castrated
}
}
}
text = {
localization_key = house_feud_cuckoldry
trigger = {
OR = {
var:house_feud_reason = flag:head_cuckolded
var:house_feud_reason = flag:family_cuckolded
}
}
}
text = {
localization_key = house_feud_competing
trigger = { var:house_feud_reason = flag:competing_claim }
}
text = {
localization_key = house_feud_inherited
trigger = { var:house_feud_reason = flag:inherited_rivalry }
}
text = {
localization_key = house_feud_reciprocated
trigger = { var:house_feud_reason = flag:reciprocated_rivalry }
}
text = {
localization_key = house_feud_betrothal
trigger = {
OR = {
var:house_feud_reason = flag:family_broke_gw_betrothal
var:house_feud_reason = flag:head_broke_gw_betrothal
}
}
}
text = {
localization_key = house_feud_murder_feast
trigger = { var:house_feud_reason = flag:murder_feast }
}
text = {
localization_key = house_feud_bloody_wedding
trigger = { var:house_feud_reason = flag:bloody_wedding }
}
text = {
localization_key = house_feud_raid_estate
trigger = { var:house_feud_reason = flag:raid_estate }
}
text = {
localization_key = house_feud_fallback
trigger = { always = no }
fallback = yes
}
}
GetLaughType = {
type = character
random_valid = yes
text = {
localization_key = laugh_type_baha
}
text = {
localization_key = laugh_type_hehe
}
text = {
localization_key = laugh_type_heh
}
text = {
localization_key = laugh_type_hoho
}
text = {
localization_key = laugh_type_haha
}
text = {
localization_key = laugh_type_hah
}
text = {
localization_key = laugh_type_haw
}
text = {
localization_key = laugh_type_cackle
}
text = {
localization_key = laugh_type_wheeze
}
text = {
localization_key = laugh_type_wheeze_long
}
text = {
localization_key = laugh_type_snort
}
}

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GetPrettyAdjective = {
type = character
random_valid = yes
text = {
trigger = { is_female = yes }
localization_key = pretty
}
text = {
trigger = { is_female = yes }
localization_key = comely
}
text = {
trigger = { is_female = yes }
localization_key = radiant
}
text = {
trigger = { is_female = no }
localization_key = handsome
}
text = {
trigger = { is_female = no }
localization_key = striking
}
text = {
trigger = { is_female = no }
localization_key = fetching
}
text = {
localization_key = winsome
}
text = {
localization_key = fair
}
}
GetSheHeOpposite = {
type = character
random_valid = yes
text = {
trigger = { is_female = yes }
localization_key = CHARACTER_SHEHE_HE
}
text = {
trigger = { is_male = yes }
localization_key = CHARACTER_SHEHE_SHE
}
}
GetHerHisOpposite = {
type = character
random_valid = yes
text = {
trigger = { is_female = yes }
localization_key = CHARACTER_HERHIS_HIS
}
text = {
trigger = { is_male = yes }
localization_key = CHARACTER_HERHIS_HER
}
}
GetRandomWomanMan = {
type = character
random_valid = yes
text = { localization_key = CHARACTER_WOMAN }
text = { localization_key = CHARACTER_MAN }
}
GetWomanManOpposite = {
type = character
random_valid = yes
text = {
trigger = { is_female = yes }
localization_key = CHARACTER_MAN
}
text = {
trigger = { is_male = yes }
localization_key = CHARACTER_WOMAN
}
}
EruditeTopic = {
type = character
random_valid = yes
text = {
trigger = { faith.religion = religion:christianity_religion }
localization_key = boethius_wheel
}
text = {
trigger = { location = { geographical_region = world_europe } }
localization_key = aristotle_logic
}
text = {
trigger = { location = { geographical_region = world_india } }
localization_key = indian_logic
}
text = {
trigger = { faith.religion = religion:christianity_religion }
localization_key = advanced_math_computus
}
text = {
trigger = { faith.religion = religion:islam_religion }
localization_key = advanced_math_problem
}
text = {
trigger = { location = { geographical_region = world_india } }
localization_key = advanced_math_trigonometry
}
text = {
trigger = {
OR = {
location = { geographical_region = world_europe }
faith.religion = religion:islam_religion
}
}
localization_key = classical_vs_arabic_medicine
}
text = {
trigger = { location = { geographical_region = world_india } }
localization_key = indian_medicine
}
text = {
localization_key = classical_vs_modern_warfare
}
text = {
localization_key = astrology_topic
}
text = {
trigger = {
faith.religion = religion:islam_religion
current_date > 1150.1.1
}
localization_key = quran_exegesis
}
text = {
trigger = { faith.religion = religion:islam_religion }
localization_key = basri_vs_kufi
}
text = {
localization_key = reason_vs_faith
}
text = {
trigger = { faith.religion = religion:christianity_religion }
localization_key = jewish_christian_debate
}
text = {
trigger = { culture = { has_cultural_pillar = heritage_byzantine } }
localization_key = debating_mythological_characters
}
text = {
localization_key = geometrical_shapes
}
}
GetDiplomacyBuilding = {
type = character
random_valid = yes
text = {
localization_key = building_city_02
fallback = yes
}
}
GetMartialBuilding = {
type = character
random_valid = yes
text = {
trigger = {
OR = {
government_has_flag = government_is_tribal
liege ?= { government_has_flag = government_is_tribal }
}
}
localization_key = building_type_war_camps_01
}
text = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
liege ?= { government_has_flag = government_is_tribal }
}
}
localization_key = building_type_curtain_walls_01
}
text = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
liege ?= { government_has_flag = government_is_tribal }
}
}
localization_key = building_type_hill_forts_01
}
text = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
liege ?= { government_has_flag = government_is_tribal }
}
}
localization_key = building_type_watchtowers_01
}
text = {
trigger = { has_culture = culture:italian }
localization_key = building_type_the_colosseum_01
}
text = {
trigger = { has_culture = culture:anglo_saxon }
localization_key = building_type_the_tower_of_london_01
}
text = {
trigger = { has_culture = culture:levantine }
localization_key = building_type_citadel_of_aleppo_01
}
}
GetStewardshipBuilding = {
type = character
random_valid = yes
text = {
localization_key = building_type_farm_estates_01
fallback = yes
}
}
GetIntrigueBuilding = {
type = character
random_valid = yes
text = {
localization_key = building_type_market_villages_01
fallback = yes
}
text = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
liege ?= { government_has_flag = government_is_tribal }
}
}
localization_key = building_castle_02
}
text = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
liege ?= { government_has_flag = government_is_tribal }
}
}
localization_key = building_type_common_tradeport_01
}
text = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
liege ?= { government_has_flag = government_is_tribal }
}
}
localization_key = building_city_04
}
}
GetLearningBuilding = {
type = character
random_valid = yes
text = {
localization_key = building_type_temple_01
fallback = yes
}
text = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
liege ?= { government_has_flag = government_is_tribal }
}
}
localization_key = building_type_generic_university
}
text = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
liege ?= { government_has_flag = government_is_tribal }
}
}
localization_key = building_type_monastic_schools_01
}
text = {
trigger = {
OR = {
has_culture = culture:afghan
has_faith = faith:mahayana
}
}
localization_key = building_type_buddhas_of_bamian_01
}
text = {
trigger = {
OR = {
has_culture = culture:levantine
has_faith = faith:ashari
}
}
localization_key = building_type_petra_01
}
text = {
trigger = {
OR = {
has_culture = culture:french
has_faith = faith:catholic
}
}
localization_key = building_type_notre_dame_01
}
text = {
trigger = {
OR = {
has_culture = culture:greek
has_faith = faith:orthodox
}
}
localization_key = building_type_hagia_sophia_01
}
text = {
trigger = {
OR = {
has_culture = culture:bedouin
has_faith = faith:ashari
}
}
localization_key = building_type_holy_site_great_mosque_of_mecca_01
}
text = {
trigger = {
OR = {
has_culture = culture:franconian
has_faith = faith:catholic
}
}
localization_key = building_type_holy_site_cologne_cathedral_01
}
text = {
trigger = {
OR = {
has_culture = culture:anglo_saxon
has_faith = faith:catholic
}
}
localization_key = building_type_holy_site_canterbury_cathedral_01
}
}
#For rock story
RockStoryName = {
type = character
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:custom
}
}
localization_key = rock_name
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_cliff
}
}
localization_key = rock_name_cliff
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_sandy
}
}
localization_key = rock_name_sandy
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_rocky
}
}
localization_key = rock_name_rocky
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_crag
}
}
localization_key = rock_name_crag
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_flint
}
}
localization_key = rock_name_flint
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_gritty
}
}
localization_key = rock_name_gritty
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_rubble
}
}
localization_key = rock_name_rubble
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_tuff
}
}
localization_key = rock_name_tuff
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_rosetta
}
}
localization_key = rock_name_rosetta
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_chip
}
}
localization_key = rock_name_chip
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_fluffy
}
}
localization_key = rock_name_fluffy
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_sten
}
}
localization_key = rock_name_sten
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_ariadne
}
}
localization_key = rock_name_ariadne
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_dwayne
}
}
localization_key = rock_name_dwayne
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_potapczyk
}
}
localization_key = rock_name_potapczyk
}
text = {
trigger = {
AND = {
exists = var:story_cycle_rock_name
var:story_cycle_rock_name = flag:rock_name_gemma
}
}
localization_key = rock_name_gemma
}
}
RockStoryNamePossessive = {
type = character
text = {
localization_key = rock_name_possessive
}
}
RockStoryHerHis = {
type = character
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_gender = flag:female
}
}
localization_key = rock_gender_her
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_gender = flag:male
}
}
localization_key = rock_gender_his
}
}
RockStoryHerHim = {
type = character
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_gender = flag:female
}
}
localization_key = rock_gender_her
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_gender = flag:male
}
}
localization_key = rock_gender_him
}
}
RockStorySheHe = {
type = character
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_gender = flag:female
}
}
localization_key = rock_gender_she
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_gender = flag:male
}
}
localization_key = rock_gender_he
}
}
RockStoryHerselfHimself = {
type = character
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_gender = flag:female
}
}
localization_key = rock_gender_herself
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_gender = flag:male
}
}
localization_key = rock_gender_himself
}
}
RockStoryFemaleMale = {
type = character
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_gender = flag:female
}
}
localization_key = rock_gender_female
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_gender = flag:male
}
}
localization_key = rock_gender_male
}
}
RockColor = {
type = character
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_color = flag:brown
}
}
localization_key = fur_color_brown
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_color = flag:gray
}
}
localization_key = fur_color_gray
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_color = flag:black
}
}
localization_key = fur_color_black
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_color = flag:white
}
}
localization_key = fur_color_white
}
text = {
trigger = {
any_owned_story = {
story_type = story_cycle_pet_rock
var:rock_color = flag:sandy
}
}
localization_key = fur_color_sandy
}
}

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####################################
# RUSSIAN CUSTOM LOCALISATION #
# By Loktionov Alexander #
####################################
get_region_flower_type_plural_RU_Gen = {
log_loc_errors = no
parent = get_region_flower_type_plural
suffix = "_RU_Gen"
}
GetBuildingDwelling_RU_Dat_Pl = {
log_loc_errors = no
parent = GetBuildingDwelling
suffix = "_RU_Dat_Pl"
}
GetCatholicSaint_RU_Dat = {
log_loc_errors = no
parent = GetCatholicSaint
suffix = "_RU_Dat"
}
GetChamber_RU_Gen = {
log_loc_errors = no
parent = GetChamber
suffix = "_RU_Gen"
}
GetChamber_RU_Inst = {
log_loc_errors = no
parent = GetChamber
suffix = "_RU_Inst"
}
GetChamber_RU_Prep = {
log_loc_errors = no
parent = GetChamber
suffix = "_RU_Prep"
}
GetChamber_RU_Acc = {
log_loc_errors = no
parent = GetChamber
suffix = "_RU_Acc"
}
GetCourt_RU_Gen = {
log_loc_errors = no
parent = GetCourt
suffix = "_RU_Gen"
}
GetCourt_RU_Dat = {
log_loc_errors = no
parent = GetCourt
suffix = "_RU_Dat"
}
GetCourt_RU_Acc = {
log_loc_errors = no
parent = GetCourt
suffix = "_RU_Acc"
}
GetCourt_RU_Inst = {
log_loc_errors = no
parent = GetCourt
suffix = "_RU_Inst"
}
GetCourt_Ru_Prep = {
log_loc_errors = no
parent = GetCourt
suffix = "_Ru_Prep"
}
GetCourt_RU_Where = {
log_loc_errors = no
parent = GetCourt
suffix = "_RU_Where"
}
GetCourt_RU_WhereTo = {
log_loc_errors = no
parent = GetCourt
suffix = "_RU_WhereTo"
}
GetCourt_RU_WhereFrom = {
log_loc_errors = no
parent = GetCourt
suffix = "_RU_WhereFrom"
}
GetCourtyard_RU_Gen = {
log_loc_errors = no
parent = GetCourtyard
suffix = "_RU_Gen"
}
GetCourtyard_RU_Dat = {
log_loc_errors = no
parent = GetCourtyard
suffix = "_RU_Dat"
}
GetCourtyard_RU_Inst = {
log_loc_errors = no
parent = GetCourtyard
suffix = "_RU_Inst"
}
GetCourtyard_Ru_Prep = {
log_loc_errors = no
parent = GetCourtyard
suffix = "_Ru_Prep"
}
GetCourtyard_RU_Where = {
log_loc_errors = no
parent = GetCourtyard
suffix = "_RU_Where"
}
GetCourtyard_RU_WhereTo = {
log_loc_errors = no
parent = GetCourtyard
suffix = "_RU_WhereTo"
}
GetCourtyard_RU_WhereFrom = {
log_loc_errors = no
parent = GetCourtyard
suffix = "_RU_WhereFrom"
}
GetCourtierPlural_RU_Gen = {
log_loc_errors = no
parent = GetCourtierPlural
suffix = "_RU_Gen"
}
GetCourtierPlural_RU_Dat = {
log_loc_errors = no
parent = GetCourtierPlural
suffix = "_RU_Dat"
}
GetCourtierPlural_RU_Acc = {
log_loc_errors = no
parent = GetCourtierPlural
suffix = "_RU_Acc"
}
GetCourtierPlural_RU_Inst = {
log_loc_errors = no
parent = GetCourtierPlural
suffix = "_RU_Inst"
}
GetCourtierPlural_RU_Prep = {
log_loc_errors = no
parent = GetCourtierPlural
suffix = "_RU_Prep"
}
GetDoor_RU_Acc = {
log_loc_errors = no
parent = GetDoor
suffix = "_RU_Acc"
}
GetDungeon_RU_Gen = {
log_loc_errors = no
parent = GetDungeon
suffix = "_RU_Gen"
}
GetDungeon_RU_Acc = {
log_loc_errors = no
parent = GetDungeon
suffix = "_RU_Acc"
}
GetExpensiveMeal_RU_Acc = {
log_loc_errors = no
parent = GetExpensiveMeal
suffix = "_RU_Acc"
}
GetExpensiveMealAlt_RU_Acc = {
log_loc_errors = no
parent = GetExpensiveMealAlt
suffix = "_RU_Acc"
}
GetMainsquareCommons_RU_Gen = {
log_loc_errors = no
parent = GetMainsquareCommons
suffix = "_RU_Gen"
}
GetMainsquareCommons_RU_Dat = {
log_loc_errors = no
parent = GetMainsquareCommons
suffix = "_RU_Dat"
}
GetMainsquareCommons_RU_Acc = {
log_loc_errors = no
parent = GetMainsquareCommons
suffix = "_RU_Acc"
}
GetMainsquareCommons_RU_Prep = {
log_loc_errors = no
parent = GetMainsquareCommons
suffix = "_RU_Prep"
}
GetProvinceConcept_RU_Prep = {
log_loc_errors = no
parent = GetProvinceConcept
suffix = "_RU_Prep"
}
GetRealmOrDomicile_RU_Gen = {
log_loc_errors = no
parent = GetRealmOrDomicile
suffix = "_RU_Gen"
}
GetRealmOrDomicile_RU_Acc = {
log_loc_errors = no
parent = GetRealmOrDomicile
suffix = "_RU_Acc"
}
GetRealmOrDomicile_RU_Prep = {
log_loc_errors = no
parent = GetRealmOrDomicile
suffix = "_RU_Prep"
}
GetRoom_RU_Gen = {
log_loc_errors = no
parent = GetRoom
suffix = "_RU_Gen"
}
GetRoom_RU_Dat = {
log_loc_errors = no
parent = GetRoom
suffix = "_RU_Dat"
}
GetRoom_RU_Acc = {
log_loc_errors = no
parent = GetRoom
suffix = "_RU_Acc"
}
GetRoom_RU_Inst = {
log_loc_errors = no
parent = GetRoom
suffix = "_RU_Inst"
}
GetRoom_RU_Prep = {
log_loc_errors = no
parent = GetRoom
suffix = "_RU_Prep"
}
GetRoomTent_RU_Gen = {
log_loc_errors = no
parent = GetRoomTent
suffix = "_RU_Gen"
}
GetRoomTent_RU_Prep = {
log_loc_errors = no
parent = GetRoomTent
suffix = "_RU_Prep"
}
GetSchemeContract_RU_Gen = {
log_loc_errors = no
parent = GetSchemeContract
suffix = "_RU_Gen"
}
GetSchemeContract_RU_Dat = {
log_loc_errors = no
parent = GetSchemeContract
suffix = "_RU_Dat"
}
GetSchemeContract_RU_Acc = {
log_loc_errors = no
parent = GetSchemeContract
suffix = "_RU_Acc"
}
GetSchemeContract_RU_Inst = {
log_loc_errors = no
parent = GetSchemeContract
suffix = "_RU_Inst"
}
GetSchemeContract_RU_Prep = {
log_loc_errors = no
parent = GetSchemeContract
suffix = "_RU_Prep"
}
GetSchemeType_RU_Gen = {
log_loc_errors = no
parent = GetSchemeType
suffix = "_RU_Gen"
}
GetSchemeType_RU_Prep = {
log_loc_errors = no
parent = GetSchemeType
suffix = "_RU_Prep"
}
GetServants_RU_Gen = {
log_loc_errors = no
parent = GetServants
suffix = "_RU_Gen"
}
GetServants_RU_Dat = {
log_loc_errors = no
parent = GetServants
suffix = "_RU_Dat"
}
GetServants_RU_Acc = {
log_loc_errors = no
parent = GetServants
suffix = "_RU_Acc"
}
GetServants_RU_Inst = {
log_loc_errors = no
parent = GetServants
suffix = "_RU_Inst"
}
GetServants_RU_Prep = {
log_loc_errors = no
parent = GetServants
suffix = "_RU_Prep"
}
GetSquareCommons_RU_Gen = {
log_loc_errors = no
parent = GetSquareCommons
suffix = "_RU_Gen"
}
GetSquareCommons_RU_Prep = {
log_loc_errors = no
parent = GetSquareCommons
suffix = "_RU_Prep"
}
GetTavernDwelling_RU_Acc = {
log_loc_errors = no
parent = GetTavernDwelling
suffix = "_RU_Acc"
}
GetTavernDwelling_RU_Prep = {
log_loc_errors = no
parent = GetTavernDwelling
suffix = "_RU_Prep"
}
GetTaverngoersTribespeople_RU_Gen = {
log_loc_errors = no
parent = GetTaverngoersTribespeople
suffix = "_RU_Gen"
}
GetTaverngoersTribespeople_RU_Inst = {
log_loc_errors = no
parent = GetTaverngoersTribespeople
suffix = "_RU_Inst"
}
GetTowncrierElder_RU_Gen = {
log_loc_errors = no
parent = GetTowncrierElder
suffix = "_RU_Gen"
}
GetTowncrierElder_RU_Dat = {
log_loc_errors = no
parent = GetTowncrierElder
suffix = "_RU_Dat"
}
GetTreesScaffolding_RU_Prep = {
log_loc_errors = no
parent = GetTreesScaffolding
suffix = "_RU_Prep"
}
KnightCultureNoTooltip_RU_Gen = {
log_loc_errors = no
parent = KnightCultureNoTooltip
suffix = "_RU_Gen"
}
LocalHoldingType_RU_Gen = {
log_loc_errors = no
parent = LocalHoldingType
suffix = "_RU_Gen"
}
RegionalFarmAnimalPlural_RU_Gen = {
log_loc_errors = no
parent = RegionalFarmAnimalPlural
suffix = "_RU_Gen"
}
ResidenceBuilding_RU_Prep = {
log_loc_errors = no
parent = ResidenceBuilding
suffix = "_RU_Prep"
}
ResidenceBuilding_RU_Gen = {
log_loc_errors = no
parent = ResidenceBuilding
suffix = "_RU_Gen"
}
ResidenceBuilding_RU_Acc = {
log_loc_errors = no
parent = ResidenceBuilding
suffix = "_RU_Acc"
}
SettlementCity_RU_Gen = {
log_loc_errors = no
parent = SettlementCity
suffix = "_RU_Gen"
}
GetCourtier_RU_Acc = {
log_loc_errors = no
parent = GetCourtier
suffix = "_RU_Acc"
}
GetCourtierConcept_RU_Acc = {
log_loc_errors = no
parent = GetCourtierConcept
suffix = "_RU_Acc"
}
GetCourtConcept_RU_Where = {
log_loc_errors = no
parent = GetCourtConcept
suffix = "_RU_Where"
}
GetRealmOrDomicile_RU_Inst = {
log_loc_errors = no
parent = GetRealmOrDomicile
suffix = "_RU_Inst"
}
GetContractOrIssue_RU_Gen = {
log_loc_errors = no
parent = GetContractOrIssue
suffix = "_RU_Gen"
}
GetCourtOwnerConcept_RU_Gen = {
log_loc_errors = no
parent = GetCourtOwnerConcept
suffix = "_RU_Gen"
}
GetAdventurerType_RU_Gen = {
log_loc_errors = no
parent = GetAdventurerType
suffix = "_RU_Gen"
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -46,21 +46,21 @@ republic_government = {
required_county_holdings = { city_holding castle_holding church_holding }
government_rules = {
create_cadet_branches = yes
rulers_should_have_dynasty = yes
legitimacy = yes
inherit_from_dynastic_government = no
landless_playable = yes
}
domicile_type = estate
ai = {
arrange_marriage = no
use_goals = no
use_scripted_guis = no
perform_religious_reformation = no
use_legends = no
use_legends = yes
}
vassal_contract = { republic_government_obligations }
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_republic
flag = government_is_special_republic
color = hsv{ 0.00 1.00 0.98 }
}

View file

@ -3728,7 +3728,7 @@ e_britannia = {
k_brittany = {
color = { 197 215 217 }
capital = c_vannes # Vannes
capital = c_nantes
cultural_names = {
name_list_brittannic = cn_brytanna
@ -3757,6 +3757,70 @@ e_britannia = {
capital = c_vannes # Vannes
c_french_leon = {
color = { 156 168 170 }
b_brest = {
province = 2157
color = { 69 97 97 }
}
b_treguier = {
province = 2161
color = { 81 133 133 }
}
}
c_finistere = {
color = { 182 185 152 }
b_st_pol_de_leon = {
province = 2158
color = { 69 97 97 }
cultural_names = {
name_list_breton = cn_kastell_paol
}
}
b_quimper = {
province = 2156
color = { 120 161 161 }
cultural_names = {
name_list_breton = cn_kemper
}
}
}
c_penthievre = {
color = { 181 203 181 }
b_saint_brieuc = {
province = 2162
color = { 81 133 133 }
cultural_names = {
name_list_breton = cn_saint_brieg
}
}
b_saint_malo = {
province = 2164
color = { 81 133 133 }
cultural_names = {
name_list_breton = cn_sant_malou
}
}
b_cornouailles = {
province = 2159
color = { 120 161 161 }
}
}
c_vannes = {
color = { 181 188 168 }
@ -3780,103 +3844,31 @@ e_britannia = {
color = { 145 170 171 }
}
}
c_nantes = {
color = { 150 172 166 }
b_nantes = {
province = 2152
color = { 131 145 145 }
cultural_names = {
name_list_breton = cn_naoned
}
}
b_rais = {
province = 2151
color = { 131 145 145 }
}
b_guerande = {
province = 2153
color = { 131 145 145 }
}
b_chateaubriant = {
province = 2166
color = { 131 145 145 }
}
}
c_cornouaille = {
color = { 155 184 168 }
b_quimper = {
province = 2156
color = { 120 161 161 }
cultural_names = {
name_list_breton = cn_kemper
}
}
b_lorient = {
province = 2155
color = { 120 161 161 }
}
b_cornouailles = {
province = 2159
color = { 120 161 161 }
}
}
c_french_leon = {
color = { 182 185 152 }
}
d_upper_brittany = {
color = { 185 190 178 }
b_brest = {
province = 2157
capital = c_nantes
color = { 69 97 97 }
c_reze = {
color = { 170 169 172 }
b_rais = {
province = 2151
color = { 131 145 145 }
}
b_st_pol_de_leon = {
province = 2158
b_saint_brevin_les_pins = {
province = 9741
color = { 69 97 97 }
cultural_names = {
name_list_breton = cn_kastell_paol
}
}
}
c_penthievre = {
color = { 181 203 181 }
b_saint_brieuc = {
province = 2162
color = { 81 133 133 }
cultural_names = {
name_list_breton = cn_saint_brieg
}
}
b_treguier = {
province = 2161
color = { 81 133 133 }
}
b_saint_malo = {
province = 2164
color = { 81 133 133 }
cultural_names = {
name_list_breton = cn_sant_malou
}
color = { 131 145 145 }
}
}
c_rennes = {
@ -3896,6 +3888,34 @@ e_britannia = {
color = { 137 199 199 }
}
b_fougeres = {
province = 9740
color = { 137 199 199 }
}
}
c_nantes = {
color = { 150 172 166 }
b_nantes = {
province = 2152
color = { 131 145 145 }
cultural_names = {
name_list_breton = cn_naoned
}
}
b_guerande = {
province = 2153
color = { 131 145 145 }
}
b_chateaubriant = {
province = 2166
color = { 131 145 145 }
}
}
}
}

View file

@ -580,7 +580,7 @@
can_have_city_succession_law_trigger = yes
}
should_start_with = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
}
succession = {
order_of_succession = generate

View file

@ -20,7 +20,7 @@
administrative_themes = {
display_mode = radiobutton
is_shown = {
scope:vassal.primary_title.tier >= tier_duchy
scope:vassal.primary_title.tier >= tier_county
}
obligation_levels = {
admin_theme_balanced = {
@ -89,9 +89,9 @@ administrative_themes = {
tax_factor = 0.5
vassal_modifier = {
city_holding_build_speed = -0.15
city_holding_build_gold_cost = -0.15
development_growth_factor = 0.2
build_gold_cost = -0.1
build_speed = -0.1
men_at_arms_title_limit = -2
men_at_arms_title_cap = -2
}
@ -143,6 +143,9 @@ administrative_themes = {
levies_factor = 0.75
vassal_modifier = {
levy_size = 0.1
castle_holding_build_speed = -0.15
castle_holding_build_gold_cost = -0.15
development_growth_factor = -0.25
monthly_county_control_growth_factor = 0.1
maa_damage_mult = 0.1