Merge branch 'current-patch-bugfixing-dev'

This commit is contained in:
Fishedotjpg 2026-03-16 00:43:27 +00:00
commit 82c37ca618
12 changed files with 1052 additions and 946 deletions

View file

@ -661,7 +661,6 @@ peasantrepublic_government = {
always_use_patronym = yes always_use_patronym = yes
rulers_should_have_dynasty = yes rulers_should_have_dynasty = yes
landless_playable = yes landless_playable = yes
legitimacy = yes
barter = yes barter = yes
mercenary = yes mercenary = yes
use_as_base_on_landed = yes use_as_base_on_landed = yes
@ -733,6 +732,7 @@ peasantrepublic_government = {
government_locked_to_elective government_locked_to_elective
government_allows_nomad_domicile_titles government_allows_nomad_domicile_titles
gov_uses_non_crown_coa gov_uses_non_crown_coa
government_uses_crown_authority
} }
mechanic_type = feudal mechanic_type = feudal
@ -751,7 +751,6 @@ urbanrepublic_government = {
always_use_patronym = yes always_use_patronym = yes
rulers_should_have_dynasty = yes rulers_should_have_dynasty = yes
landless_playable = yes landless_playable = yes
legitimacy = yes
barter = yes barter = yes
mercenary = yes mercenary = yes
use_as_base_on_landed = yes use_as_base_on_landed = yes
@ -817,6 +816,7 @@ urbanrepublic_government = {
government_locked_to_elective government_locked_to_elective
government_allows_nomad_domicile_titles government_allows_nomad_domicile_titles
gov_uses_non_crown_coa gov_uses_non_crown_coa
government_uses_crown_authority
} }
mechanic_type = feudal mechanic_type = feudal

View file

@ -1,925 +0,0 @@
######################
# Legitimacy
######################
count_legitimacy = {
is_valid = {
OR = {
highest_held_title_tier = tier_county
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
NOR = {
government_allows = administrative
government_has_flag = government_is_nomadic
government_has_flag = government_is_mandala
}
}
ai_expected_level = default_ai_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
modifier = {
short_reign_duration_mult = 0.25
monthly_dynasty_prestige = -0.1
county_opinion_add = -10
}
flag = reduced_marriage_acceptance
flag = increased_claim_cb_cost
flag = reduced_alliance_acceptance
flag = reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = increased_factions
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = -0.1
}
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = -0.25
}
flag = reduced_claim_cb_cost
flag = increased_marriage_acceptance
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
short_reign_duration_mult = -0.5
county_opinion_add = 10
}
flag = increased_marriage_acceptance
flag = increased_alliance_acceptance
flag = very_reduced_claim_cb_cost
flag = reduced_factions
flag = reduced_swing_scales_cost
flag = reduced_title_creation_cost
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
modifier = {
short_reign_duration_mult = -0.75
monthly_dynasty_prestige = 0.25
county_opinion_add = 20
}
flag = very_increased_marriage_acceptance
flag = very_increased_alliance_acceptance
flag = extra_reduced_claim_cb_cost
flag = very_reduced_factions
flag = very_reduced_swing_scales_cost
flag = very_reduced_title_creation_cost
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
short_reign_duration_mult = -1
monthly_dynasty_prestige = 0.5
county_opinion_add = 30
}
flag = extra_increased_marriage_acceptance
flag = extra_increased_alliance_acceptance
flag = extra_reduced_claim_cb_cost
flag = extra_reduced_factions
flag = extra_swing_scales_cost
flag = extra_reduced_title_creation_cost
}
}
duke_legitimacy = {
is_valid = {
highest_held_title_tier = tier_duchy
NOR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
NOR = {
government_allows = administrative
government_has_flag = government_is_nomadic
government_has_flag = government_is_mandala
}
}
ai_expected_level = default_ai_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
modifier = {
short_reign_duration_mult = 0.5
monthly_dynasty_prestige = -0.1
county_opinion_add = -10
}
flag = very_reduced_marriage_acceptance
flag = very_increased_claim_cb_cost
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = very_increased_factions
flag = very_increased_swing_scales_cost
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = 0.1
county_opinion_add = -5
}
flag = reduced_marriage_acceptance
flag = increased_claim_cb_cost
flag = reduced_alliance_acceptance
flag = reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = increased_factions
flag = increased_swing_scales_cost
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = -0.15
}
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
short_reign_duration_mult = -0.35
}
flag = increased_marriage_acceptance
flag = reduced_claim_cb_cost
flag = increased_alliance_acceptance
flag = increased_vassalization_acceptance
flag = increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_swing_scales_cost
flag = reduced_title_creation_cost
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
modifier = {
short_reign_duration_mult = -0.65
county_opinion_add = 10
}
flag = very_increased_marriage_acceptance
flag = very_reduced_claim_cb_cost
flag = very_increased_alliance_acceptance
flag = very_increased_vassalization_acceptance
flag = very_increased_tributarization_acceptance
flag = very_reduced_factions
flag = very_reduced_swing_scales_cost
flag = very_reduced_title_creation_cost
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
short_reign_duration_mult = -1
monthly_dynasty_prestige = 0.25
county_opinion_add = 20
}
flag = extra_increased_marriage_acceptance
flag = extra_reduced_claim_cb_cost
flag = extra_increased_alliance_acceptance
flag = extra_increased_vassalization_acceptance
flag = extra_increased_tributarization_acceptance
flag = extra_reduced_factions
flag = extra_reduced_swing_scales_cost
flag = extra_reduced_title_creation_cost
}
}
king_legitimacy = {
is_valid = {
highest_held_title_tier = tier_kingdom
NOR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
OR = {
NOT = { government_allows = administrative }
top_liege = this
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_mandala
}
}
ai_expected_level = default_ai_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
modifier = {
short_reign_duration_mult = 0.75
monthly_dynasty_prestige = -0.2
county_opinion_add = -20
}
flag = very_reduced_marriage_acceptance
flag = very_increased_claim_cb_cost
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = very_increased_factions
flag = very_increased_swing_scales_cost
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = 0.5
monthly_dynasty_prestige = -0.1
county_opinion_add = -10
}
flag = reduced_marriage_acceptance
flag = increased_claim_cb_cost
flag = reduced_alliance_acceptance
flag = reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = increased_factions
flag = increased_swing_scales_cost
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = 0.25
}
flag = reduced_marriage_acceptance
flag = reduced_vassalization_acceptance
flag = increased_claim_cb_cost
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
short_reign_duration_mult = -0.10
}
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
modifier = {
short_reign_duration_mult = -0.25
}
flag = increased_marriage_acceptance
flag = reduced_claim_cb_cost
flag = increased_alliance_acceptance
flag = increased_vassalization_acceptance
flag = increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_swing_scales_cost
flag = reduced_title_creation_cost
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
short_reign_duration_mult = -0.5
county_opinion_add = 10
monthly_dynasty_prestige = 0.25
}
flag = very_increased_marriage_acceptance
flag = very_reduced_claim_cb_cost
flag = very_increased_alliance_acceptance
flag = very_increased_vassalization_acceptance
flag = very_increased_tributarization_acceptance
flag = very_reduced_factions
flag = very_reduced_swing_scales_cost
flag = very_reduced_title_creation_cost
}
}
emperor_legitimacy = {
is_valid = {
highest_held_title_tier = tier_empire
NOR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_mandala
}
}
ai_expected_level = default_ai_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
modifier = {
short_reign_duration_mult = 1
monthly_dynasty_prestige = -0.3
county_opinion_add = -30
}
flag = massively_reduced_marriage_acceptance
flag = massively_increased_claim_cb_cost
flag = massively_reduced_vassalization_acceptance
flag = massively_reduced_tributarization_acceptance
flag = massively_reduced_alliance_acceptance
flag = massively_increased_factions
flag = massively_increased_swing_scales_cost
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = 0.65
monthly_dynasty_prestige = -0.2
county_opinion_add = -20
}
flag = very_reduced_marriage_acceptance
flag = very_increased_claim_cb_cost
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = very_reduced_tributarization_acceptance
flag = very_increased_factions
flag = very_increased_swing_scales_cost
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = 0.35
monthly_dynasty_prestige = -0.1
county_opinion_add = -10
}
flag = reduced_marriage_acceptance
flag = reduced_alliance_acceptance
flag = increased_claim_cb_cost
flag = reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = increased_factions
flag = increased_swing_scales_cost
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
short_reign_duration_mult = 0.15
}
flag = reduced_marriage_acceptance
flag = reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = increased_claim_cb_cost
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
modifier = {
short_reign_duration_mult = -0.1
}
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
short_reign_duration_mult = -0.25
county_opinion_add = 10
}
flag = increased_marriage_acceptance
flag = reduced_claim_cb_cost
flag = increased_alliance_acceptance
flag = increased_vassalization_acceptance
flag = increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_title_creation_cost
flag = reduced_swing_scales_cost
}
}
hegemon_legitimacy = {
is_valid = {
highest_held_title_tier = tier_hegemony
NOR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
NOT = { government_has_flag = government_is_mandala }
NAND = {
has_tgp_dlc_trigger = yes
has_title = title:h_china
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_mandala
}
}
ai_expected_level = default_ai_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
modifier = {
short_reign_duration_mult = 1.25
monthly_dynasty_prestige = -0.4
county_opinion_add = -40
}
flag = massively_reduced_marriage_acceptance
flag = massively_increased_claim_cb_cost
flag = massively_reduced_vassalization_acceptance
flag = massively_reduced_tributarization_acceptance
flag = massively_reduced_alliance_acceptance
flag = massively_increased_factions
flag = massively_increased_swing_scales_cost
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = 0.75
monthly_dynasty_prestige = -0.3
county_opinion_add = -30
}
flag = very_reduced_marriage_acceptance
flag = very_increased_claim_cb_cost
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = very_reduced_tributarization_acceptance
flag = very_increased_factions
flag = very_increased_swing_scales_cost
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = 0.5
monthly_dynasty_prestige = -0.2
county_opinion_add = -20
}
flag = reduced_marriage_acceptance
flag = reduced_alliance_acceptance
flag = increased_claim_cb_cost
flag = reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = increased_factions
flag = increased_swing_scales_cost
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
short_reign_duration_mult = 0.2
}
flag = reduced_marriage_acceptance
flag = reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = increased_claim_cb_cost
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
short_reign_duration_mult = -0.25
county_opinion_add = 10
}
flag = increased_marriage_acceptance
flag = reduced_claim_cb_cost
flag = increased_alliance_acceptance
flag = increased_vassalization_acceptance
flag = increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_title_creation_cost
flag = reduced_swing_scales_cost
}
}
mandate_legitimacy = {
is_valid = {
highest_held_title_tier = tier_hegemony
NOR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
has_tgp_dlc_trigger = yes
has_title = title:h_china
}
# must be equal to the dynastic_cycle_legitimacy_expectation script value and not dependent on vassal scopes
ai_expected_level = dynastic_cycle_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = mandate_legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
on_level_entered = {
situation:dynastic_cycle ?= {
if = {
limit = {
situation_top_has_catalyst = catalyst_hegemon_lost_mandate_of_heaven
months_from_game_start > 0 # We check this to avoid potentially triggering this immediately on game start
}
trigger_situation_catalyst = catalyst_hegemon_lost_mandate_of_heaven
}
}
}
on_level_entered_desc = {
desc = legitimacy_on_entered_lost_mandate
}
modifier = {
short_reign_duration_mult = 1.25
monthly_dynasty_prestige = -0.4
county_opinion_add = -40
}
flag = massively_reduced_marriage_acceptance
flag = massively_increased_claim_cb_cost
flag = massively_reduced_vassalization_acceptance
flag = massively_reduced_tributarization_acceptance
flag = massively_reduced_alliance_acceptance
flag = massively_increased_factions
flag = massively_increased_swing_scales_cost
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = 0.75
monthly_dynasty_prestige = -0.3
county_opinion_add = -30
}
flag = very_reduced_marriage_acceptance
flag = very_increased_claim_cb_cost
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = very_reduced_tributarization_acceptance
flag = very_increased_factions
flag = very_increased_swing_scales_cost
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = 0.5
monthly_dynasty_prestige = -0.2
county_opinion_add = -20
}
flag = reduced_marriage_acceptance
flag = reduced_alliance_acceptance
flag = increased_claim_cb_cost
flag = reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = increased_factions
flag = increased_swing_scales_cost
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
short_reign_duration_mult = 0.2
}
flag = reduced_marriage_acceptance
flag = reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = increased_claim_cb_cost
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
short_reign_duration_mult = -0.25
county_opinion_add = 10
}
flag = reduced_claim_cb_cost
flag = increased_marriage_acceptance
flag = increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_title_creation_cost
flag = reduced_swing_scales_cost
}
level = {
threshold = legitimacy_level_7 # 1650-6600
modifier = {
tributary_opinion = 20
county_opinion_add = 20
monthly_dynasty_prestige = 0.15
}
flag = very_reduced_claim_cb_cost
flag = very_increased_marriage_acceptance
flag = extra_increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_title_creation_cost
flag = reduced_swing_scales_cost
}
level = {
threshold = legitimacy_level_8
modifier = {
tributary_opinion = 30
county_opinion_add = 25
monthly_dynasty_prestige = 0.25
}
flag = very_reduced_claim_cb_cost
flag = very_increased_marriage_acceptance
flag = extra_increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_title_creation_cost
flag = reduced_swing_scales_cost
}
}
nomadic_legitimacy = {
is_valid = {
has_mpo_dlc_trigger = yes
NOR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
government_has_flag = government_is_nomadic
}
ai_expected_level = default_ai_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
modifier = {
short_reign_duration_mult = 0.75
county_opinion_add = -10
herd_gain_mult = -0.05
dread_baseline_add = -30
}
flag = very_reduced_marriage_acceptance
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = very_reduced_tributarization_acceptance
flag = very_reduced_confederation_acceptance
flag = reduced_obedience_acceptance
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = 0.5
county_opinion_add = -5
dread_baseline_add = -15
}
flag = reduced_marriage_acceptance
flag = reduced_alliance_acceptance
flag = reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = reduced_confederation_acceptance
flag = reduced_obedience_acceptance
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = 0.25
dread_baseline_add = -5
}
flag = reduced_marriage_acceptance
flag = reduced_vassalization_acceptance
flag = reduced_obedience_acceptance
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
tributary_opinion = 5
herd_gain_mult = 0.05
}
flag = increased_obedience_acceptance
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
modifier = {
tributary_opinion = 10
herd_gain_mult = 0.15
}
flag = increased_marriage_acceptance
flag = increased_alliance_acceptance
flag = increased_vassalization_acceptance
flag = increased_tributarization_acceptance
flag = increased_confederation_acceptance
flag = reduced_factions
flag = reduced_swing_scales_cost
flag = increased_obedience_acceptance
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
tributary_opinion = 15
county_opinion_add = 10
monthly_dynasty_prestige = 0.25
herd_gain_mult = 0.30
}
flag = very_increased_marriage_acceptance
flag = very_increased_alliance_acceptance
flag = very_increased_vassalization_acceptance
flag = very_increased_tributarization_acceptance
flag = very_increased_confederation_acceptance
flag = very_reduced_factions
flag = very_reduced_swing_scales_cost
flag = increased_obedience_acceptance
}
}
mandala_legitimacy = {
is_valid = {
has_tgp_dlc_trigger = yes
NOR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
government_has_flag = government_is_mandala
}
ai_expected_level = default_ai_mandala_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = mandala_legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = mandala_legitimacy_level_1
modifier = {
short_reign_duration_mult = 0.75
county_opinion_add = -10
monthly_piety_gain_mult = -0.05
}
flag = massively_increased_claim_cb_cost
flag = massively_reduced_marriage_acceptance
flag = massively_reduced_alliance_acceptance
flag = massively_reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = very_increased_factions
}
# Gap of at least 200
level = {
threshold = mandala_legitimacy_level_2 # 200-800
modifier = {
short_reign_duration_mult = 0.5
county_opinion_add = -5
}
flag = very_increased_claim_cb_cost
flag = very_reduced_marriage_acceptance
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = increased_factions
}
# Gap of at least 220
level = {
threshold = mandala_legitimacy_level_3 # 420-1680
modifier = {
short_reign_duration_mult = 0.25
}
flag = increased_claim_cb_cost
flag = reduced_marriage_acceptance
flag = reduced_alliance_acceptance
flag = reduced_vassalization_acceptance
flag = increased_factions
}
# Gap of at least 220
level = {
threshold = mandala_legitimacy_level_4 # 640-2560
modifier = {
tributary_opinion = 5
monthly_piety_gain_mult = 0.05
}
flag = reduced_vassalization_acceptance
}
# Gap of at least 270
level = {
threshold = mandala_legitimacy_level_5 # 910-3640
modifier = {
tributary_opinion = 10
monthly_piety_gain_mult = 0.15
}
flag = reduced_claim_cb_cost
flag = increased_marriage_acceptance
flag = increased_alliance_acceptance
flag = increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_swing_scales_cost
}
# Gap of at least 330
level = {
threshold = mandala_legitimacy_level_6 # 1240-4960
modifier = {
tributary_opinion = 15
county_opinion_add = 10
monthly_piety_gain_mult = 0.2
monthly_dynasty_prestige = 0.15
}
flag = reduced_claim_cb_cost
flag = increased_marriage_acceptance
flag = increased_alliance_acceptance
flag = very_increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_swing_scales_cost
}
# Gap of at least 550
level = {
threshold = mandala_legitimacy_level_7 # 1650-6600
modifier = {
tributary_opinion = 20
county_opinion_add = 20
monthly_piety_gain_mult = 0.3
monthly_dynasty_prestige = 0.15
}
flag = very_reduced_claim_cb_cost
flag = very_increased_marriage_acceptance
flag = very_increased_alliance_acceptance
flag = extra_increased_tributarization_acceptance
flag = very_reduced_factions
flag = very_reduced_swing_scales_cost
}
# Gap of at least 550
level = {
threshold = mandala_legitimacy_level_8 # 2200-8800
modifier = {
tributary_opinion = 30
county_opinion_add = 25
monthly_piety_gain_mult = 0.35
monthly_dynasty_prestige = 0.25
faith_conversion_piety_cost_mult = -0.15
}
flag = very_reduced_claim_cb_cost
flag = very_increased_marriage_acceptance
flag = very_increased_alliance_acceptance
flag = increased_vassalization_acceptance
flag = extra_increased_tributarization_acceptance
flag = very_reduced_factions
flag = very_reduced_swing_scales_cost
}
# Gap of at least 700
level = {
threshold = mandala_legitimacy_level_9 # 3000-12000
modifier = {
tributary_opinion = 35
county_opinion_add = 35
monthly_piety_gain_mult = 0.4
monthly_dynasty_prestige = 0.3
faith_conversion_piety_cost_mult = -0.3
}
flag = extra_reduced_claim_cb_cost
flag = extra_increased_marriage_acceptance
flag = extra_increased_alliance_acceptance
flag = very_increased_vassalization_acceptance
flag = extra_increased_tributarization_acceptance
flag = extra_reduced_factions
flag = extra_reduced_swing_scales_cost
}
}

View file

@ -197,6 +197,39 @@ on_title_gain = {
# COUNTY-TIER TITLES # # COUNTY-TIER TITLES #
###################### ######################
if = {
limit = {
OR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
scope:title = {
is_nomad_title = no
title_tier = county
scope:title.title_province = {
NOR = {
has_holding_type = monotown_holding
has_holding_type = city_holding
}
}
}
}
scope:title = {
limit = {
is_nomad_title = no
title_tier = county
scope:title.title_province = {
NOR = {
has_holding_type = monotown_holding
has_holding_type = city_holding
}
}
}
scope:title.title_province = {
set_holding_type = city_holding
}
}
}
if = { if = {
limit = { limit = {
OR = { OR = {
@ -2915,6 +2948,39 @@ on_title_gain_inheritance = {
diarchy.0113 diarchy.0113
} }
effect = { effect = {
if = {
limit = {
OR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
scope:title = {
is_nomad_title = no
title_tier = county
scope:title.title_province = {
NOR = {
has_holding_type = monotown_holding
has_holding_type = city_holding
}
}
}
}
scope:title = {
limit = {
is_nomad_title = no
title_tier = county
scope:title.title_province = {
NOR = {
has_holding_type = monotown_holding
has_holding_type = city_holding
}
}
}
scope:title.title_province = {
set_holding_type = city_holding
}
}
}
if = { if = {
limit = { limit = {
OR = { OR = {
@ -3082,6 +3148,39 @@ on_title_gain_usurpation = {
events = { events = {
} }
effect = { effect = {
if = {
limit = {
OR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
scope:title = {
is_nomad_title = no
title_tier = county
scope:title.title_province = {
NOR = {
has_holding_type = monotown_holding
has_holding_type = city_holding
}
}
}
}
scope:title = {
limit = {
is_nomad_title = no
title_tier = county
scope:title.title_province = {
NOR = {
has_holding_type = monotown_holding
has_holding_type = city_holding
}
}
}
scope:title.title_province = {
set_holding_type = city_holding
}
}
}
if = { if = {
limit = { limit = {
OR = { OR = {

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@ -189,7 +189,7 @@
task_increase_control_force_vassal_partition:0 "\n$EFFECT_LIST_BULLET$#P Force Partition for Vassal#!" task_increase_control_force_vassal_partition:0 "\n$EFFECT_LIST_BULLET$#P Force Partition for Vassal#!"
task_increase_control_lose_vassal_opinion:0 "\n$EFFECT_LIST_BULLET$#N Lowered Vassal Opinion#!" task_increase_control_lose_vassal_opinion:0 "\n$EFFECT_LIST_BULLET$#N Lowered Vassal Opinion#!"
task_increase_control_worsen_contract:1 "\n$EFFECT_LIST_BULLET$#N Worsened [vassal_contract|E]#!" task_increase_control_worsen_contract:1 "\n$EFFECT_LIST_BULLET$#N Worsened [vassal_contract|E]#!"
task_increase_control_loss_of_crown_authority:0 "\n$EFFECT_LIST_BULLET$#N Loss of Crown Authority#!" task_increase_control_loss_of_crown_authority:0 "\n$EFFECT_LIST_BULLET$#N Loss of Ruler Authority#!"
task_domestic_affairs_notification_tooltip:0 "From $task_domestic_affairs$" task_domestic_affairs_notification_tooltip:0 "From $task_domestic_affairs$"
task_manage_guards:0 "Manage Royal Guards" task_manage_guards:0 "Manage Royal Guards"

View file

@ -0,0 +1,470 @@
l_english:
FACTION_DISCONTENT_POWER_ABOVE_THRESHOLD:0 "[faction_military_power|E] above threshold: #V $VALUE|0=-$#!"
FACTION_DISCONTENT_POWER_BELOW_THRESHOLD:0 "[faction_military_power|E] is below threshold: #V $VALUE|0=-$#!"
FACTION_POWER_HARD_RULE:0 "[GetPerk( 'hard_rule_perk' ).GetName( GetPlayer )]: #V +$VALUE|0$#!"
FACTION_POWER_INTERNAL_ISSUES:0 "Existing Factions: #V $VALUE|0$#!"
FACTION_DEMAND_ACCEPT:0 "I guess I have no choice..."
FACTION_DEMAND_REFUSE:0 "I will not be threatened!"
FACTION_DEMAND_ACCEPTED_OPT:0 "A wise decision"
FACTION_DEMAND_REFUSED_OPT:0 "Then war it is!"
faction_demand.2004.opt_tt:1 "I join the war against [faction_target.GetShortUIName]"
FACTION_DEMAND_SEND_DEMAND_NOTIFICATION_OPT:0 "Send the ultimatum!"
FACTION_IMPRISONMENT_RETALIATION_WARNING:2 "#high Imprisoning [recipient.GetShortUIName] may incite the [retaliating_faction.GetName] to revolt!#!"
faction_demand.9001.t:1 "[retaliating_faction.GetNameNoTooltip] Retaliates"
FACTION_FAILED_IMPRISONMENT_RETALIATION:1 "[actor.GetShortUIName] has unjustly attempted to imprison [recipient.GetShortUIName], who is one of my fellow faction members."
FACTION_SUCCESSFUL_IMPRISONMENT_RETALIATION:1 "[actor.GetShortUIName] has unjustly imprisoned [recipient.GetShortUIName], who was one of my fellow faction members."
FACTION_IMPRISONMENT_RETALIATION_END:0 "\n\nSuch a brazen attack on the [retaliating_faction.GetName] can only been seen as an act of war, and unless we defend ourselves now we will surely be picked off one by one!"
FACTION_IMPRISONMENT_RETALIATION_OPT:0 "To war!"
# Independence Faction
independence_faction:0 "$game_concept_independence_faction$"
independence_faction_desc:0 "Members of the Independence [faction|E] seek independence from their [liege|E].\n\n#S Ultimatum#!\nAll Faction Members become [independent|E]\n[liege|E] loses [prestige|E]"
independence_faction_short_effect_desc:0 "Wants Independence from their [liege|E]"
nation_fracturing_faction:1 "Dissolution Faction"
nation_fracturing_faction_desc:1 "Members of the $nation_fracturing_faction$ [faction|E] seek to destroy the realm of their [liege|E].\n\n#S Ultimatum#!\nAll Faction Members become [independent|E]\n[liege|E] loses their [primary_title|E] and other [titles|E] of the same [title_tier|E]"
nation_fracturing_faction_short_effect_desc:0 "Wants to destroy the Realm of their [liege|E]"
liege_primary_title_dissolution:0 "You are now independent!"
liege_primary_title_dissolution_desc:0 "Your liege lost their [primary_title|E] due to a $nation_fracturing_faction$ [faction|E]"
FACTION_DEMAND_COLLAPSE:1 "[faction_target.GetPrimaryTitle.GetNameNoTier] Dissolution Demand"
FACTION_DEMAND_COLLAPSE_DESC:1 "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nIt is time for you to recognize that you are not able to maintain the unity of [faction_target.GetPrimaryTitle.GetNameNoTier]. It's time to end your rule or of any others: the region needs more freedom. Accept our demands or face our swords on the battlefield!"
FACTION_DEMAND_COLLAPSE_ACCEPTED:1 "Dissolution Demands Accepted"
FACTION_DEMAND_COLLAPSE_ACCEPTED_DESC:1 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour misguided demands will only serve to weaken us all. Regardless, to spare the realm from futile bloodshed I am forced to accept your request for independence."
FACTION_DEMAND_COLLAPSE_REFUSED:1 "Dissolution Demands Refused"
FACTION_DEMAND_COLLAPSE_REFUSED_DESC:0 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour shameful attempt at blackmail has not succeeded. No matter how many corrupted souls you have enticed to help carry out your plan I will not give in without a fight. I'd rather die defending what is rightfully mine!"
FACTION_DEMAND_COLLAPSE_SEND_DEMAND_NOTIFICATION:1 "End of [faction_target.GetPrimaryTitle.GetNameNoTier]!"
FACTION_DEMAND_COLLAPSE_SEND_DEMAND_NOTIFICATION_DESC:0 "The moment has come! The unified voices of the [faction.GetName] agree that [faction_target.GetName] has lost any right of rule [faction_target.GetSheHe] might once have had. We shall be given our independence or take it by force!"
faction_demand.1002.tt:1 "[faction_target.GetPrimaryTitle.GetNameNoTier] is destroyed."
FACTION_DEMAND_INDEPENDENCE:0 "Independence Demand"
FACTION_DEMAND_INDEPENDENCE_DESC:0 "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nIt is time for you to recognize the full independence of [faction_leader.GetPrimaryTitle.GetNameNoTier] and the other states in the [faction.GetName]. Accept our demands or face our swords on the battlefield!"
FACTION_DEMAND_INDEPENDENCE_ACCEPTED:0 "Independence Demands Accepted"
FACTION_DEMAND_INDEPENDENCE_ACCEPTED_DESC:1 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour misguided demands will only serve to weaken us all. Regardless, to spare the realm from futile bloodshed I am forced to accept your request for independence."
FACTION_DEMAND_INDEPENDENCE_REFUSED:0 "Independence Demands Refused"
FACTION_DEMAND_INDEPENDENCE_REFUSED_DESC:0 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour shameful attempt at blackmail has not succeeded. No matter how many corrupted souls you have enticed to help carry out your plan I will not give in without a fight. I'd rather die defending what is rightfully mine!"
FACTION_DEMAND_INDEPENDENCE_SEND_DEMAND_NOTIFICATION:0 "Independence!"
FACTION_DEMAND_INDEPENDENCE_SEND_DEMAND_NOTIFICATION_DESC:0 "The moment has come! The unified voices of the [faction.GetName] agree that [faction_target.GetName] has lost any right of rule [faction_target.GetSheHe] might once have had. We shall be given our independence or take it by force!"
faction_demand.0002.tt:0 "All Faction Members Gain Independence!"
FACTION_DEMAND_BRIBE_CO_EMPEROR: "Surely a gift of office can yet force their cooperation?"
FACTION_DEMAND_BRIBE_CO_EMPEROR_REASON: "[faction_leader.GetShortUIName|U] must be the [faction|E] [claimant|E] #weak ([faction.GetSpecialCharacter.GetTitledFirstName])#!"
faction_demand.0000.faction_leader_accepts: "If their leader accepts your offer"
faction_demand.0000.faction_leader_rejects: "If their leader rejects your offer"
faction_demand.0000.enter_co_rule_avoiding_worst_effects: "[faction_target.GetShortUIName|U] appoint[_s(faction_target)] [faction_leader.GetShortUIName] as [CharYourHerHis(faction_target)] [co_emperor|E], avoiding the worst of the [faction.GetName]'s consequences"
faction_demand.0000.truce_from_co_rule: "[faction_target.GetShortUIName|U] gain[_s(faction_target)] a [EmptyScope.ScriptValue('faction_counter_offer_appointed_co_emperor_value')] year [truce|E] with every [faction|E] member"
ep3_truce_appointed_faction_leader_coruler: "Truce after Faction Leader elevated to Co-Emperor"
FACTION_DEMAND_COUNTER_OFFER_CORULE: "Faction Counter-Offer"
FACTION_DEMAND_COUNTER_OFFER_CORULE_DESC: "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour demands have merit — perhaps even showing errors in my own judgement. Lower your arms and join me as my Co-[faction_target.GetTitleAsNameNoTooltip], and we shall rule [faction_target.GetPrimaryTitle.GetDefinitiveName] together!"
FACTION_DEMAND_COUNTER_OFFER_CORULE_ACCEPT: "An offer I cannot refuse..."
FACTION_DEMAND_COUNTER_OFFER_CORULE_REJECT: "Bah, naught but a poisoned chalice!"
faction_demand.0000.offer_accepted: "Counter Offer Accepted"
faction_demand.0000.enter_co_emperorship: "[faction_leader.GetFirstName] becomes your [co_emperor|E]"
faction_demand.0000.offer_rejected: "Counter Offer Rejected"
FACTION_DEMAND_COUNTER_OFFER_CORULE_MEMBER_NOTIFICATION: "Faction Leader Elevated"
FACTION_DEMAND_COUNTER_OFFER_CORULE_MEMBER_NOTIFICATION_DESC: "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nI am pleased to report that [faction_target.GetTitledFirstName] has come around to our way of thinking. [faction_target.GetSheHe|U] has appointed #EMP me#! as Co-[faction_target.GetTitleAsNameNoTooltip], and I have agreed that we shall lay down our swords. Effective immediately."
FACTION_DEMAND_COUNTER_OFFER_MEMBER_NOTIFICATION.A: "We were so close..."
FACTION_DEMAND_COUNTER_OFFER_MEMBER_NOTIFICATION.B: "That selfish fool!"
# Peasant Faction
peasant_faction:0 "Peasant Faction"
peasant_faction_desc:0 "The Peasant [faction|E] wants freedom for the people from foreign or infidel rule, and will strive to replace a liege who does not share the [culture|E] and [faith|E] of the commoners in the [counties|E]."
peasant_faction_short_effect_desc:0 "Wants lower [county_control|E]"
peasant_faction_every_county:0 "Every [faction|E] [county|E]"
peasant_faction_spawn_county_levies:0 "Raises a [new_title.GetAdjective] [army|E] proportional to its [levies|E]"
FACTION_DEMAND_PEASANT:1 "To the [ROOT.Char.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.GetTitledFirstName]"
FACTION_DEMAND_PEASANT_DESC:0 "We have been burdened with your oppressive laws for far too long. No more! We are done paying you taxes.\n\nOnce your coffers dry up and your larders are empty, you will wish you had treated us more fairly."
FACTION_DEMAND_PEASANT_ACCEPT:0 "I guess I could grant a tax lien..."
FACTION_DEMAND_PEASANT_REFUSE:0 "Never! A peasant's lot is to serve their lord!"
FACTION_PEASANT_NAME:0 "Peasant Rabble"
FACTION_PEASANT_TITLE_NAME:0 "Peasant Revolt"
# Nomadic Faction
nomadic_faction: "Nomadic Faction"
nomadic_faction_desc: "The Nomadic [faction|E] wants to be ruled by a [GetGovernment( 'nomad_government' ).GetName] [ruler|E] whos [yurt|E] shares their [culture|E] and [faith|E]."
nomadic_faction_short_effect_desc: "Wants to establish new [GetGovernment( 'nomad_government' ).GetName] [realms|E]"
FACTION_DEMAND_NOMADIC: "To the [ROOT.Char.Custom2('InsultAdjective', SCOPE.sC('peasant_leader'))] [ROOT.Char.GetTitledFirstName]"
FACTION_DEMAND_NOMADIC_DESC: "We will no longer bow beneath your yoke of oppression! We, the proud [GetGovernment( 'nomad_government' ).GetName] [peasant_leader.GetCulture.GetCollectiveNoun], were born to roam free beneath these endless skies.\n\nWith [peasant_leader.GetFaith.WarGodName] guiding our riders, we shall break from your pathetic rule and reclaim our place on the open steppe!"
FACTION_DEMAND_NOMADIC_ACCEPT_GRANT_INDEPENDENCE: "Fine! My realm has no place for your unwashed herds."
FACTION_DEMAND_NOMADIC_VASSAL_DESC: "We will no longer tolerate your vile oppression of the proud [peasant_leader.GetCulture.GetName] [peasant_leader.GetFaith.GetAdherentNamePlural]. Born to roam free beneath these open skies, we reject your tyranny — our time is at hand!\n\nWe shall cast off your rule and that of your liege, [faction_target.GetTitledFirstName], once and for all!!"
FACTION_DEMAND_NOMADIC_VASSAL_JOIN_WAR: "Then I shall meet you on the field of battle, #EMP vagabond#!!"
# Populist Faction
populist_faction:0 "Populist Faction"
populist_faction_desc:1 "The Populist [faction|E] wants freedom from foreign or infidel rule, and will seek independence from a liege who does not share their [culture|E] or [faith|E]."
populist_faction_short_effect_desc:0 "Wants Independence from their [liege|E]"
populist_faction_short_effect_desc_admin: "Wants the [state_faith|E] to match their own"
FACTION_DEMAND_POPULIST:0 "To the [ROOT.Char.Custom2('InsultAdjective', SCOPE.sC('peasant_leader'))] [ROOT.Char.GetTitledFirstName]"
FACTION_DEMAND_POPULIST_DESC_ADMIN: "We shall not permit any further oppression from your [ROOT.Char.Custom2('GetUnbelieverTermAdjective', peasant_leader)] rule. [peasant_leader.GetFaith.GetName|U] must be recognized as the preeminent faith of the [ROOT.Char.GetPrimaryTitle.GetName]!\n\nGive our faith the rightful status it deserves, or prepare to face the wrath of our many faithful!"
FACTION_DEMAND_POPULIST_DESC_CULTURE:0 "We will not stand for the foreign oppression of [peasant_leader.GetCulture.GetName] traditions any longer. Our time is now at hand!\n\nGive us the right to rule ourselves as we see fit, or face the combined wrath of all my countrymen!"
FACTION_DEMAND_POPULIST_DESC_FAITH:0 "We will not stand for your vile oppression of faithful [peasant_leader.GetFaith.GetAdherentNamePlural] any longer. Our time is now at hand!\n\nWith [peasant_leader.GetFaith.WarGodName] guiding us, we will rise up and free ourselves from your [ROOT.Char.Custom2('GetUnbelieverTermAdjective', peasant_leader)] rule!"
FACTION_DEMAND_POPULIST_DESC:0 "We will not stand for your vile oppression of good [peasant_leader.GetCulture.GetName] [peasant_leader.GetFaith.GetAdherentNamePlural] any longer. Our time is now at hand!\n\nWith [peasant_leader.GetFaith.WarGodName] guiding us, we will rise up and free ourselves from your [ROOT.Char.Custom2('GetUnbelieverTermAdjective', peasant_leader)] rule!"
FACTION_DEMAND_POPULIST_ACCEPT_CONVERT:0 "Now hold on... what if I adopted your ways instead?"
FACTION_DEMAND_POPULIST_ACCEPT_CONVERT_STATE_FAITH: "[peasant_leader.GetFaith.GetNameNoTooltip|U] shall be accorded this honor."
FACTION_DEMAND_POPULIST_ACCEPT_GRANT_INDEPENDENCE:0 "Fine, I have no need of such quarrelsome subjects!"
FACTION_DEMAND_POPULIST_ACCEPT_GRANT_INDEPENCE_TT:0 "#N This will leave you landless!#!"
FACTION_DEMAND_POPULIST_REFUSE:0 "You want freedom? You shall have it in death!"
FACTION_DEMAND_POPULIST_REFUSE_ADMIN: "Such changes are not yours to make, insolent [peasant_leader.Custom2('InsultNoun', ROOT.Char)]!"
FACTION_DEMAND_POPULIST_REFUSE_TT:0 "#high [peasant_leader.GetTitledFirstName]#! and the #high [faction.GetName]#! declares [war|E] on you"
FACTION_POPULIST_REVOLT_TITLE_NAME:0 "the Populist Uprising"
FACTION_NOMADIC_REVOLT_TITLE_NAME: "the Nomadic Revolt"
FACTION_POPULIST_CREATED_TITLE_NAME:0 "the [founder_culture.GetCollectiveNounNoTooltip]"
FACTION_DEMAND_POPULIST_VASSAL_DESC_SAME_CULTURE_AND_FAITH:0 "You may share our traditions and our beliefs, but we cannot tolerate you or the [faction_target.Custom2('InsultAdjective', SCOPE.sC('peasant_leader'))] [faction_target.GetTitledFirstName] any longer!\n\nEither stand aside, or aid us in gaining the freedom we rightly deserve!"
FACTION_DEMAND_POPULIST_VASSAL_DESC_CULTURE:0 "We will not stand for the foreign oppression of [peasant_leader.GetCulture.GetName] traditions any longer. Our time is now at hand!\n\nWe will demand nothing less than total freedom from your liege, [faction_target.GetTitledFirstName]!"
FACTION_DEMAND_POPULIST_VASSAL_DESC_FAITH:0 "We will not stand for your vile oppression of faithful [peasant_leader.GetFaith.GetAdherentNamePlural] any longer. Our time is now at hand!\n\nWith [peasant_leader.GetFaith.WarGodName] guiding us, we will rise up and free ourselves from the rule your liege, [faction_target.GetTitledFirstName]!"
FACTION_DEMAND_POPULIST_VASSAL_DESC:0 "We will not stand for your vile oppression of good [peasant_leader.GetCulture.GetName] [peasant_leader.GetFaith.GetAdherentNamePlural] any longer. Our time is now at hand!\n\nWe will free ourselves from your rule and the tyranny of your liege, [faction_target.GetTitledFirstName]!"
FACTION_DEMAND_POPULIST_VASSAL_JOIN_REBELS:0 "Let me join your cause!"
FACTION_DEMAND_POPULIST_VASSAL_CONVERTS:0 "Wait! What if I adopted your ways and #EMP help#! you?"
FACTION_DEMAND_POPULIST_VASSAL_CONVERTS_TT:0 "You will aid the rebels against your [liege|E]"
FACTION_DEMAND_POPULIST_VASSAL_JOIN_WAR:0 "Then I shall meet you on the field of battle, #EMP traitor#!!"
FACTION_DEMAND_POPULIST_VASSAL_JOIN_WAR_BLOCK_TT:0 "You cannot join the war because you are already at war with another participant"
FACTION_DEMAND_POPULIST_VASSAL_JOIN_WAR_BLOCK_TT_2:0 "You cannot join the war as that would put you at war with an ally in a different war"
FACTION_DEMAND_POPULIST_VASSAL_JOIN_WAR_TT:0 "You will aid your [liege|E] against the rebels"
FACTION_DEMAND_POPULIST_VASSAL_TAKE_NO_SIDE:0 "I would rather not get involved..."
FACTION_DEMAND_POPULIST_VASSAL_TAKE_NO_SIDE_TT_A:0 "You do not join the #high [populist_war.GetName]#!"
FACTION_DEMAND_POPULIST_VASSAL_TAKE_NO_SIDE_TT_B:0 "#N You will lose a part of your realm if your liege surrender to their demands!#!"
POPULIST_FACTION_INDEPENDENCE_TITLE:0 "Gained Independence"
POPULIST_FACTION_INDEPENDENCE_DESC:0 "You gained independence from [faction_target.GetTitledFirstName] as a result of the [popular_faction|E]"
VASSAL_JOINS_LIEGE_TOOLTIP:0 "#high [vassal_to_join_liege.GetTitledFirstName]#! joins the war on your side as a Defender"
VASSAL_JOINS_REBELS_TOOLTIP:0 "#high [vassal_to_join_rebels.GetTitledFirstName]#! joins the war on the rebel side as an Attacker"
populist_faction_same_culture_faith_as_liege:0 "Cannot be of the same [culture|E] and [faith|E] as your [liege|E]"
# Liberty Faction
liberty_faction:0 "Liberty Faction"
liberty_faction_desc:0 "The Liberty [faction|E] seeks to lower [crown_authority|E], [tribal_authority|E], or [imperial_bureaucracy|E], but members are otherwise loyal to the [realm|E]."
liberty_faction_desc_admin: "The Liberty [faction|E] seeks to lower [imperial_bureaucracy|E], but members are otherwise loyal to the [realm|E]."
liberty_faction_desc_tribal: "The Liberty [faction|E] seeks to lower [tribal_authority|E], but members are otherwise loyal to the [realm|E]."
liberty_faction_desc_feudal: "The Liberty [faction|E] seeks to lower [crown_authority|E], but members are otherwise loyal to the [realm|E]."
liberty_faction_short_effect_desc:0 "Wants to lower [crown_authority|E]"
liberty_faction_short_effect_desc_admin: "Wants to lower [imperial_bureaucracy|E]"
liberty_faction_short_effect_desc_tribal: "Wants to lower [tribal_authority|E]"
FACTION_DISCONTENT_CA_1:0 "Limited Ruler Authority: #V $VALUE|0$%#!"
FACTION_DISCONTENT_CA_2:0 "High Ruler Authority: #V $VALUE|0$%#!"
FACTION_DISCONTENT_CA_3:0 "Absolute Ruler Authority: #V $VALUE|0$%#!"
FACTION_DEMAND_LIBERTY:0 "Liberty Demand"
FACTION_DEMAND_LIBERTY_DESC:0 "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nIt is time for you to recognize the ancient and inalienable rights of your vassals! Accept the demands of the [faction.GetName] or face our swords on the battlefield!"
FACTION_DEMAND_LIBERTY_ACCEPTED:0 "Liberty Demands Accepted"
FACTION_DEMAND_LIBERTY_ACCEPTED_DESC:0 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour selfish notions of 'liberty' will weaken the Realm as a whole. However, to avoid needless bloodshed I will accept your demands."
faction_demand.0102.tt:0 "Your Liege's [crown_authority|E] is Lowered!"
FACTION_DEMAND_LIBERTY_REFUSED:0 "Liberty Demands Refused"
FACTION_DEMAND_LIBERTY_REFUSED_DESC:0 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour ridiculous attempt at intimidation will never succeed. I am the [faction_target.GetTitleAsNameNoTooltip]! You miserable bunch of traitors shall learn your place on the battlefield!"
FACTION_DEMAND_LIBERTY_SEND_DEMAND_NOTIFICATION:0 "Liberty or Death!"
FACTION_DEMAND_LIBERTY_SEND_DEMAND_NOTIFICATION_DESC:0 "The moment has come! The lords of the [faction.GetName] agree that [faction_target.GetName] is a despot who must yield [faction_target.GetHerHis] tyrannic authority over us... at sword point, if need be."
# Claimant faction
claimant_faction:0 "Claimant Faction"
claimant_faction_desc:0 "Members of the claimant [faction|E] supports a pretender targeting a title belonging to their [liege|E]."
claimant_faction_short_effect_desc:0 "Wants [ROOT.Faction.GetSpecialTitle.GetDefinitiveName|l]"
FACTION_DEMAND_CLAIMANT:0 "Claimant Demand"
FACTION_DEMAND_CLAIMANT_DESC:0 "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nThe right to rule [faction_targeted_title.GetNameNoTier] belongs to [faction_claimant.GetName] by divine right, and we have gathered the support required to make it so. Accept this fact peacefully or we will make you do so by force!"
FACTION_DEMAND_CLAIMANT_DESC_ME:0 "The right to rule [faction_targeted_title.GetNameNoTier] belongs to me by divine right, and I finally have the means to make it so. Accept this fact peacefully or I will make you do so by force!"
FACTION_DEMAND_CLAIMANT_ACCEPTED:0 "Claimant Demands Accepted"
FACTION_DEMAND_CLAIMANT_ACCEPTED_DESC:0 "It is clear to me that you would see the realm burn before giving up this foolish venture. For the good of the [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetBaseNameNoTierNoTooltip] I must accept your demands, but know that a great injustice was done here today. This will not stand!"
FACTION_DEMAND_CLAIMANT_REFUSED:0 "Claimant Demands Refused"
FACTION_DEMAND_CLAIMANT_REFUSED_DESC:1 "[faction_claimant.GetShortUINamePossessive|U] claim on my title is no more real than the stories we tell children at night. No matter how many misguided fools you have gathered to help carry out your scheme I will not bend to such a collection of dung. I'd rather die than see my birthright fall to someone so low!"
FACTION_DEMAND_CLAIMANT_SEND_DEMAND_NOTIFICATION:0 "A Rightful Claim!"
FACTION_DEMAND_CLAIMANT_SEND_DEMAND_NOTIFICATION_DESC:1 "The moment has come! All who support [faction_claimant.GetName] as the rightful ruler of [faction_targeted_title.GetNameNoTier] will now rise as one and make sure that [faction_claimant.GetSheHe] can take [faction_claimant.GetHerHis] rightful place on the throne. We shall see it done, by sword and fire if we must!"
FACTION_CLAIMANT_INVITE:1 "[faction_invite_from.Custom2('AppropriateGreeting', ROOT.Char)]"
FACTION_CLAIMANT_INVITE_DESC:0 "[faction_target.GetName] occupies a throne that should rightly be yours! I am willing to support your claim with word and sword, and I am sure others in the realm will also champion this rightful cause. All you need to do is accept."
FACTION_CLAIMANT_INVITE_ACCEPT:0 "Finally!"
FACTION_CLAIMANT_INVITE_REFUSE:0 "It is not right..."
FACTION_CLAIMANT_INVITE_ACCEPTED:1 "[faction_claimant.Custom2('AppropriateGreeting', ROOT.Char)]"
FACTION_CLAIMANT_INVITE_ACCEPTED_DESC:0 "Finally! [faction_target.GetName] is nothing more than a jester acting a [faction_target.GetTitleAsNameNoTooltip], and I am sure the realm will rise to my cause. Those who aid me will not be forgotten."
FACTION_CLAIMANT_INVITE_ACCEPTED_OPT:0 "It is only a matter of time..."
FACTION_CLAIMANT_INVITE_REFUSED:1 "[faction_claimant.Custom2('AppropriateGreeting', ROOT.Char)]"
FACTION_CLAIMANT_INVITE_REFUSED_ALLY_DESC:0 "My claim is just, this I know. But my alliance to [faction_target.GetTitledFirstName] prevents me from going to war. I will be with you in spirit."
FACTION_CLAIMANT_INVITE_REFUSED_HOOK_DESC:0 "While my claim is just I... just can't join you. [faction_target.GetTitledFirstName] has this... #emphasis 'undeniable charm'#! that prevents me from ever lifting my hand against [faction_target.GetHerHim]. Yes, that's it. I wish you luck."
FACTION_CLAIMANT_INVITE_REFUSED_PREDICAMENT_DESC:1 "While I am glad to see the realm rise against the false [faction_target.GetTitledFirstName] my current predicament prevents me from joining you in this righteous endeavor. If you succeed, I will be in your debt."
FACTION_CLAIMANT_INVITE_REFUSED_CHILD_DESC:1 "I am happy that you too think that [faction_target.GetTitledFirstName] is a real meanie, and that I would be a much better ruler than [faction_target.GetHerHim]!\n\nI am busy playing with my new toys right now... but if you win I promise that I'll share them with you!"
FACTION_CLAIMANT_INVITE_REFUSED_INSIGNIFICANT_DESC:0 "Finally! [faction_target.GetName] is nothing more than a jester acting a [faction_target.GetTitleAsNameNoTooltip], and I am sure the realm will rise to my cause.\n\nDue to my current lowly status, I cannot aid you. But know this #emphasis when#! you are victorious, I will see you rewarded handsomely!"
FACTION_CLAIMANT_INVITE_REFUSED_DESC:1 "While I appreciate your enthusiasm for my claim, I cannot help but feel that this endeavor is doomed to fail. I will not give you my support as a result, but if you somehow manage to succeed anyway I will accept my place on the throne."
FACTION_CLAIMANT_INVITE_REFUSED_OPT:0 "Unfortunate."
FACTION_CLAIMANT_EVERY_FACTION_MEMBER:0 "Every Faction Member"
FACTION_CLAMAINT_DYNAMIC_NAME:0 "Install [ROOT.Faction.GetSpecialCharacter.GetTitledFirstName] on the [ROOT.Faction.GetSpecialTitle.GetAdjective] Throne"
FACTION_POPULIST_DYNAMIC_NAME:0 "[ROOT.Var('faction_culture').Culture.GetNameNoTooltip] [ROOT.Var('faction_faith').Faith.GetAdjectiveNoTooltip] Populists"
FACTION_ESCALATED_PEASANT_DYNAMIC_NAME:0 "[ROOT.Faction.GetSpecialCharacter.Custom('GetTurbanRebellionColor')] [ROOT.Faction.GetSpecialCharacter.Custom('RegionalPeasantHeadgearPlural')|U] Rebellion"
FACTION_NOMAD_DYNAMIC_NAME: "[ROOT.Var('faction_culture').Culture.GetNameNoTooltip] [ROOT.Var('faction_faith').Faith.GetAdjectiveNoTooltip] Nomads"
WARNING_I_HAVE_ALREADY_JOINED_A_FACTION:1 "@warning_icon! #X You have already joined a [faction|E]#!"
WARNING_I_AM_ALREADY_AT_WAR_WITH_TARGET:1 "@warning_icon! #X You are already at war with [faction_target.GetTitledFirstName]#!"
WARNING_I_AM_AT_WAR_WITH_FACTION_LEADER:1 "@warning_icon! #X You are at war with [faction_invite_from.GetTitledFirstName]#!"
WARNING_INVITE_CANNOT_JOIN:0 "@warning_icon! #X [faction_invite_from.GetTitledFirstName] can't join the faction#!"
# FACTION JOIN/CREATE REASONS
FACTION_REASON_AI_PERSONALITY:0 "\n[personality|E]: $RESULT|0+=$"
FACTION_REASON_DIFFICULTY_HARD: "Hard Difficulty: $VALUE|0+=$"
FACTION_REASON_DIFFICULTY_VERY_HARD: "Very Hard Difficulty: $VALUE|0+=$"
FACTION_REASON_DIFFICULTY_EASY:0 "Easy Difficulty: $VALUE|0+=$"
FACTION_REASON_DIFFICULTY_VERY_EASY:0 "Very Easy Difficulty: $VALUE|0+=$"
FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER:0 "Lesser Realm Stability Game Rule: $VALUE|0+=$"
FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER:0 "Higher Realm Stability Game Rule: $VALUE|0+=$"
FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME:0 "Extreme Realm Stability Game Rule: $VALUE|0+=$"
FACTION_REASON_CAPITAL_COUNTY:0 "[liege|E]'s [realm_capital|E]: $VALUE|0+=$"
FACTION_REASON_GLORY_LEGACY_4:0 "[GetDynastyPerk('glory_legacy_4').GetName]: $VALUE|0+=$"
FACTION_REASON_COUNTY_OPINION:0 "Low [county_opinion|E]: $VALUE|0+=$"
FACTION_REASON_TARGET_FRIEND_LOVER:0 "[relation|E] with [liege|E]: $VALUE|0+=$"
FACTION_REASON_POWER_HALFWAY_THRESHOLD:0 "Strong [faction_military_power|E]: $FACTOR|0%+=$"
FACTION_REASON_POWER_PUSHING_THRESHOLD:0 "Formidable [faction_military_power|E]: $FACTOR|0%+=$"
FACTION_REASON_POWER_THRESHOLD:0 "Overwhelming [faction_military_power|E]: $FACTOR|0%+=$"
FACTION_REASON_POWERFUL_VASSAL:0 "[powerful_vassal|E]: $FACTOR|0%+=$"
FACTION_REASON_NEIGHBORS:0 "Neighbors in same [faction|E]: $FACTOR|^%+=$"
FACTION_REASON_CULTURAL_REASONS:0 "Cultural reasons: $VALUE|0+=$"
FACTION_REASON_LEGITIMACY_LEGACY_4: "[GetDynastyPerk('ce1_legitimacy_legacy_4').GetName]: $VALUE|0+=$"
#common_faction_modifiers
FACTION_REASON_GAME_START_DUCHY:0 "1 years from Game start: $VALUE|0+=$"
FACTION_REASON_GAME_START_KINGDOM:0 "5 years from Game start: $VALUE|0+=$"
FACTION_REASON_GAME_START_EMPIRE:0 "10 years from Game start: $VALUE|0+=$"
FACTION_REASON_LIEGE_DEBT:0 "[liege|E] is in [debt|E]: $VALUE|0+=$"
REASON_DEBT:0 "Is in [debt|E]: $VALUE|0+=$"
FACTION_REASON_PLURALISM_ASTRAY:0 "[GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName] [faith|E]: $VALUE|0+=$"
FACTION_REASON_PLURALISM_HOSTILE:0 "[GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName] [faith|E]: $VALUE|0+=$"
FACTION_REASON_PLURALISM_EVIL:0 "[GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName] [faith|E]: $VALUE|0+=$"
FACTION_REASON_LEGALISM_VIRTUES:0 "[GetFaithDoctrine('tenet_legalism').GetBaseName]: [liege|E] is [virtuous|E]: $VALUE|0+=$"
FACTION_REASON_LEGALISM_SINS:0 "[GetFaithDoctrine('tenet_legalism').GetBaseName]: [liege|E] is [sinful|E]: $VALUE|0+=$"
FACTION_REASON_INTIMIDATED:0 "[intimidated|E]: $VALUE|0+=$"
FACTION_REASON_TERRIFIED:0 "[cowed|E]: $VALUE|0+=$"
#independence_faction_modifiers
FACTION_REASON_ELECTOR:0 "[elector|E]: $VALUE|0+=$"
FACTION_REASON_RIGHTFUL:0 "Outside [liege|E] [de_jure|E]: $VALUE|0+=$"
FACTION_REASON_KING:0 "[kings|E] desire independence: $VALUE|0+=$"
FACTION_REASON_COUNT:0 "[counts|E] want to stay as [vassals|E]: $VALUE|0+=$"
FACTION_REASON_PERK_TOE_THE_LINE:0 "[GetPerk('toe_the_line_perk').GetName(GetPlayer)]: $VALUE|0+=$"
FACTION_REASON_INNOVATION_STEM_DUCHIES:0 "$innovation_stem_duchies$: $VALUE|0+=$"
FACTION_REASON_CULTURE_ACCEPTANCE:0 "Low [cultural_acceptance|E]: $VALUE|0+=$"
FACTION_REASON_DIFFERENT_CULTURE: "Different [culture|E]: $VALUE|0+=$"
FACTION_REASON_PREFER_DISSOLUTION_FACTION:0 "Prefers $nation_fracturing_faction$: $VALUE|0+=$"
FACTION_REASON_NEW_VASSAL:0 "New [vassal|E]: $VALUE|0+=$"
#peasant_faction_new
FACTION_REASON_PREFER_POPULIST_FACTION:0 "Prefers $populist_faction$: $VALUE|0+=$"
FACTION_REASON_PREFER_ESCALATED_FACTION:0 "Prefers $escalated_peasant_faction$: $VALUE|0+=$"
FACTION_REASON_RULING_CASTE:0 "[GetCultureTradition('tradition_ruling_caste').GetName]: $VALUE|0+=$"
FACTION_REASON_AT_WAR_WITH_TARGET:0 "Already revolting against [liege|E]: $VALUE|0+=$"
FACTION_REASON_DISLIKE_NON_NOMADS: "Wants a [GetGovernment( 'nomad_government' ).GetName] [ruler|E]: $VALUE|0+=$"
#liberty_faction_modifiers
FACTION_REASON_CROWN_AUTHORITY_1:0 "$crown_authority_1$: $VALUE|0+=$"
FACTION_REASON_CROWN_AUTHORITY_2:0 "$crown_authority_2$: $VALUE|0+=$"
FACTION_REASON_CROWN_AUTHORITY_3:0 "$crown_authority_3$: $VALUE|0+=$"
#claimant_faction
FACTION_REASON_CLAIMANT_COUNTY_SHARED_CULTURE:0 "[claimant|E]'s [culture|E] is [county|E]'s Culture: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_COUNTY_SHARED_HERITAGE:0 "[claimant|E]'s [heritage|E] is [county|E]'s Heritage: $VALUE|0+=$"
FACTION_REASON_LIKE_CLAIMANT_FAITH:0 "Prefers [claimant|E]'s [faith|E]: $VALUE|0+=$"
FACTION_REASON_ADULT_CLAIMANT_CHILD_RULER:0 "[claimant|E] is an [adult|E] and [liege|E] is just a [child|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_KINDNESS:0 "[claimant|E] has a magnanimous [personality|E]: $VALUE|0+=$"
#claimant_faction_modifiers
FACTION_REASON_CLAIMANT_GENDER:0 "[claimant|E]'s Gender: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_GENDER_VS_TARGET:0 "[liege|E]'s Gender: $VALUE|0+=$"
FACTION_REASON_POWERFUL_LIKES_CLAIMANT_MORE:0 "[powerful_vassal|E] has higher [opinion|E] of [claimant|E]: $VALUE|0+=$"
FACTION_REASON_LIKES_LIEGE_UNLESS_CULTURE:0 "Higher [opinion|E] of [liege|E] than [claimant|E]: $VALUE|0+=$"
FACTION_REASON_LIKE_CLAIMANT_MORE_THAN_LIEGE:0 "Higher [opinion|E] of [claimant|E]: $VALUE|0+=$"
FACTION_REASON_LIKES_LIEGE:0 "Further [opinion|E] of [liege|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_TOO_OLD:0 "[claimant|E] is too old: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_TOO_YOUNG:0 "[claimant|E] is a [child|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMAINT_DYING:0 "[claimant|E]'s [health|E] is poor: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_LOW_LEGITIMACY: "[claimant|E]'s [legitimacy|E] is too low: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_RARE_PRODUCE_HEIR:0 "[claimant|E] is unlikely to produce an [heir|E]: $VALUE|0+=$"
FACTION_REASON_INFIRM:0 "[claimant|E] is [GetTrait('infirm').GetName( GetNullCharacter )]: $VALUE|0+=$"
FACTION_REASON_MEMBER_IS_CLAIMANT:0 "I am the [claimant|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_FRIEND_LOVER:0 "[relation|E] with [claimant|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_SUPER_FRIEND_LOVER:0 "Very [relation|E] with [claimant|E]: $VALUE|0+=$"
FACTION_REASON_TARGET_IS_CHILD:0 "[liege|E] is a [child|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMAINT_SAME_FAITH:0 "Shares [faith|E] with [claimant|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_FAITH_ASTRAY:0 "[claimant|E]'s [faith|E] is [faith_astray|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_FAITH_HOSTILE:0 "[claimant|E]'s [faith|E] is [faith_hostile|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_FAITH_EVIL:0 "[claimant|E]'s [faith|E] is [faith_evil|E]: $VALUE|0+=$"
FACTION_REASON_LOW_TIER_TARGET_TITLE:0 "Target [title|E] is lower [title_tier|E] than [liege|E]'s [primary_title|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_IS_RIGHTFUL_LIEGE:0 "[claimant|E] is [rightful_liege|E]: $VALUE|0+=$"
FACTION_REASON_TITLE_DEJURE_ABOVE:0 "[primary_title|E] is not [de_jure|E] vassal of target [title|E]: $VALUE|0+=$"
FACTION_REASON_PREFER_INDEPENDENCE_FACTION:0 "Prefers $independence_faction$: $VALUE|0+=$"
FACTION_REASON_LIEGE_IS_UNPREFERRED_HEIR: "[liege|E] was [unpreferred_heir|E]: $VALUE|0+=$"
FACTION_REASON_LIEGE_IS_PREFERRED_HEIR: "[liege|E] was [preferred_heir|E]: $VALUE|0+=$"
FACTION_REASON_BETTER_CROWN_AUTHORITY:0 "[claimant|E] has lower [crown_authority|E]: $VALUE|0+=$"
FACTION_REASON_LOWER_COURT_GRANDEUR:0 "[liege|E] is below [court_grandeur_expectations|E]: $VALUE|0+=$"
FACTION_REASON_BYZANTINE:0 "[GetCultureTradition('tradition_byzantine_succession').GetName]: $FACTOR|0%+=$"
FACTION_REASON_CLAIMANT_DISGRUNTLED_VASSALS: "[liege|E] has the [GetModifier('ep3_disgruntled_vassals_modifier').GetName][modifier|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANT_LIFE_THREATENED: "[liege|E] has the [GetModifier('ep3_life_threatened_modifier').GetName][modifier|E]: $VALUE|0+=$"
#nation_fracturing_faction_modifiers
FACTION_REASON_SHORT_REIGN:0 "[liege|E] recently gained [primary_title|E]: $VALUE|0+=$"
FACTION_REASON_CLAIMANTS_OF_MY_CULTURE:0 "[claimants|E] of my [culture|E] for [liege|E]'s [primary_title|E] exist: $VALUE|0+=$"
FACTION_REASON_DE_JURE_VASSAL: "Part of the [de_jure|E] [liege|E]'s [primary_title|E]: $VALUE|0+=$"
FACTION_REASON_CULTURAL_ACCEPTANCE:0 "[cultural_acceptance|E]: $VALUE|0+=$"
FACTION_REASON_TARGET_NOT_FULL_CONTROL:0 "[liege|E] does not control their entire [de_jure] area: $VALUE|0+=$"
FACTION_REASON_RECENT_LOST_WAR:0 "[liege|E] recently lost [war|E]: $VALUE|0+=$"
FACTION_REASON_TRIBAL_CLAN:0 "[liege|E] has [GetGovernment( 'tribal_government' ).GetName], [GetGovernment( 'nomad_government' ).GetName], or [GetGovernment( 'clan_government' ).GetName] [government|E]: $VALUE|0+=$"
FACTION_REASON_STRUGGLE_PHASE:0 "Current [struggle_phase|E]: $VALUE|0+=$"
FACTION_REASON_ELECTIVE_PRIMARY:0 "[liege|E]'s [primary_title|E] has Elective [succession_law|E]: $VALUE|0+=$"
FACTION_REASON_BYZANTINE_RELIGION:0 "Same [religion|E] as Byzantine [liege|E]: $VALUE|0+=$"
FACTION_REASON_PERSIAN_STRUGGLE: "Part of the [persian_struggle|E]: $VALUE|0+=$"
FACTION_REASON_FRENCH_VASSAL: "Same [heritage|E] as French [liege|E]: $VALUE|0+=$"
FACTION_REASON_ANGLOSAXON: "West-Germanic [heritage|E]: $VALUE|0+=$"
FACTION_REASON_NORMAN: "Frankish [heritage|E]: $VALUE|0+=$"
FACTION_REASON_BRYTHONIC: "Brythonic [heritage|E]: $VALUE|0+=$"
FACTION_REASON_LOW_CROWN_AUTHORITY: "Low [crown_authority|E]: $VALUE|0+=$"
#populist_faction
FACTION_REASON_POWER_MINIMAL:0 "Weak [faction_military_power|E]: $FACTOR|0%+=$"
FACTION_REASON_FACTION_LEADER:0 "I am the [faction|E] leader: $VALUE|0+=$"
FACTION_REASON_REGENT_CULTURAL_REASONS:0 "[regent_possessive|E] [culture|E]: $VALUE|0+=$"
FACTION_REASON_REGENT_FAITH_REASONS:0 "[regent_possessive|E] [faith|E]: $VALUE|0+=$"
#struggle faction modifiers
FACTION_FP3_STRUGGLE_FRICTION: "Ongoing [struggle|E]: $VALUE|0+=$"
FACTION_FP3_STRUGGLE_FRICTION_CALIPHAL: "[struggle|E] position on [liege|E]: $VALUE|0+=$"
FACTION_REASON_unity_more_likely_claimant_factions: "$competitive$ [house_unity_level|E]: $VALUE|0+=$"
FACTION_REASON_unity_significantly_more_likely_claimant_factions: "$antagonistic$ [house_unity_level|E]: $VALUE|0+=$"
FACTION_REASON_unity_less_likely_claimant_factions: "$friendly$ [house_unity_level|E]: $VALUE|0+=$"
FACTION_REASON_unity_significantly_less_likely_claimant_factions: "$harmonious$ [house_unity_level|E]: $VALUE|0+=$"
#legitimacy
FACTION_REASON_LOW_LEGITIMACY: "[liege_possessive|E] low [legitimacy|E]: $VALUE|0+=$"
FACTION_REASON_HIGH_LEGITIMACY: "[liege_possessive|E] high [legitimacy|E]: $VALUE|0+=$"
FACTION_REASON_HOUSE_HOSTILITY: "[GetCultureTradition('tradition_ep3_indomitable_azatani').GetName]: $FACTOR|^%+=$"
# Duty Focus
FACTION_REASON_duty_focus: "[liege_possessive|E] Duty [focus|E]: $VALUE|0+=$"
# Court Position Task
FACTION_REASON_court_position_task: "[liege_possessive|E] [court_position_task|E]: $VALUE|0+=$"
#Nomads
MPO_OBEDIENT_NOMAD: "[obedient|E]: $VALUE|0+=$"
MPO_NON_OBEDIENT_NOMAD: "#bold Not #![obedient|E]: $VALUE|0+=$"
#Harrying of the North
FACTION_REASON_HARRYING_RESISTANCE: "Harrying of the North Resistance: $VALUE|1+=$"
FACTION_REASON_HARRYING_PACIFICATION: "Harrying of the North Pacification: $VALUE|1+=$"
FACTION_REASON_HARRYING_ANGLO_SAXON: "Claimant is Anglo-Saxon: $VALUE|0+=$"
# Claimant
FACTION_REASON_SIDE_WITH_EXISTING: "Preferable [claimant|E] [faction|E]: $VALUE|0+=$"
# Admin
FACTION_REASON_ADMIN_SHORT_REIGN_REASON: "Liege's Reign Length: $VALUE|+0=$"
FACTION_REASON_ADMIN_EXISTING_STRONGER_FACTION_OF_SAME_TYPE_REASON: "Existing stronger [faction|E] of same type: $FACTOR|0%+=$"
FACTION_REASON_ADMIN_CLAIMANT_STATE_FAITH: "[claimant|E] follows [state_faith|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_NOT_STATE_FAITH: "[claimant|E] doesn't follow [state_faith|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_RELATIVE_SKILL: "Liege and [claimant|E] Relative [skill|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_POOR_SKILL: "Liege's Poor [skill|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_DEVIANT_AND_CRIMINAL: "Liege is [GetTrait('deviant').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_INCESTUOUS_AND_CRIMINAL: "Liege is [GetTrait('incestuous').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_SODOMITE_AND_CRIMINAL: "Liege is [GetTrait('sodomite').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_CANNIBAL_AND_CRIMINAL: "Liege is [GetTrait('cannibal').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_KINSLAYER_1_AND_CRIMINAL: "Liege is [GetTrait('kinslayer_1').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_KINSLAYER_2_AND_CRIMINAL: "Liege is [GetTrait('kinslayer_2').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_KINSLAYER_3_AND_CRIMINAL: "Liege is [GetTrait('kinslayer_3').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_WITCH_AND_CRIMINAL: "Liege is [GetTrait('witch').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_ADULTERER_AND_CRIMINAL: "Liege is [GetTrait('adulterer').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_LIEGE_FORNICATOR_AND_CRIMINAL: "Liege is [GetTrait('fornicator').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_DEVIANT_AND_CRIMINAL: "[claimant|E] is [GetTrait('deviant').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_INCESTUOUS_AND_CRIMINAL: "[claimant|E] is [GetTrait('incestuous').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_SODOMITE_AND_CRIMINAL: "[claimant|E] is [GetTrait('sodomite').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_CANNIBAL_AND_CRIMINAL: "[claimant|E] is [GetTrait('cannibal').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_KINSLAYER_1_AND_CRIMINAL: "[claimant|E] is [GetTrait('kinslayer_1').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_KINSLAYER_2_AND_CRIMINAL: "[claimant|E] is [GetTrait('kinslayer_2').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_KINSLAYER_3_AND_CRIMINAL: "[claimant|E] is [GetTrait('kinslayer_3').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_WITCH_AND_CRIMINAL: "[claimant|E] is [GetTrait('witch').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_ADULTERER_AND_CRIMINAL: "[claimant|E] is [GetTrait('adulterer').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_FORNICATOR_AND_CRIMINAL: "[claimant|E] is [GetTrait('fornicator').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$"
FACTION_REASON_ADMIN_COURTLY: "[claimant_possessive|E] appeal to [GetVassalStance( 'courtly' ).GetTextIcon][GetVassalStance( 'courtly' ).GetName]: $VALUE|+0=$"
FACTION_REASON_ADMIN_GLORY_HOUND: "[claimant_possessive|E] appeal to [GetVassalStance( 'glory_hound' ).GetTextIcon][GetVassalStance( 'glory_hound' ).GetName]: $VALUE|+0=$"
FACTION_REASON_ADMIN_PAROCHIAL: "[claimant_possessive|E] appeal to [GetVassalStance( 'parochial' ).GetTextIcon][GetVassalStance( 'parochial' ).GetName]: $VALUE|+0=$"
FACTION_REASON_ADMIN_ZEALOT: "[claimant_possessive|E] appeal to [GetVassalStance( 'zealot' ).GetTextIcon][GetVassalStance( 'zealot' ).GetName]: $VALUE|+0=$"
FACTION_REASON_ADMIN_MINORITY: "[claimant_possessive|E] appeal to [GetVassalStance( 'minority' ).GetTextIcon][GetVassalStance( 'minority' ).GetName]: $VALUE|+0=$"
FACTION_REASON_CLAIMANT_PARENT: "Parent of [claimant|E]: $VALUE|+0=$"
FACTION_REASON_CLAIMANT_CLOSE_FAMILY: "[close_family|E] of [claimant|E]: $VALUE|+0=$"
FACTION_REASON_CLAIMANT_CLOSE_FAMILY_SPOUSE: "[close_family|E] of [claimant_possessive|E] [spouse|E]: $VALUE|+0=$"
FACTION_REASON_CLAIMANT_EXTENDED_FAMILY: "[extended_family|E] of [claimant|E]: $VALUE|+0=$"
FACTION_REASON_CLAIMANT_DYNASTY: "Same [dynasty||E] as [claimant|E]: $VALUE|+0=$"
FACTION_REASON_CLAIMANT_HOUSE: "Same [house|E] as [claimant|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_POWERFUL_FAMILY: "[claimant_possessive|E] [noble_family|E] is [powerful|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_DOMINANT_FAMILY: "[claimant_possessive|E] [noble_family|E] is [dominant|E]: $VALUE|+0=$"
FACTION_REASON_ADMIN_BORN_IN_PURPLE: "[claimant|E] is [GetTrait('born_in_the_purple')]: $VALUE|+0=$"
FACTION_REASON_ADMIN_CLAIMANT_CO_EMPEROR: "[claimant|E] is [co_emperor|E]: $FACTOR|0%+=$"
FACTION_REASON_ADMIN_CLAIMANT_JUNIOR_EMPEROR: "[claimant|E] is [junior_emperor|E]: $FACTOR|0%+=$"
FACTION_REASON_CLAIMANT_PRIMARY_HEIR: "[claimant|E] is my [heir|E]: $VALUE|+0=$"
FACTION_REASON_ADMINISTRATIVE: "[administrative|E] [vassal|E]: $VALUE|+0=$"
FACTION_REASON_NOMADIC: "[GetGovernment( 'nomad_government' ).GetName]: $VALUE|+0=$"
FACTION_REASON_DYNASTIC_CYCLE_INSTABILITY: "[dynastic_cycle|E] is in [GetSituationType('dynastic_cycle').GetPhaseType('situation_dynastic_cycle_phase_instability').GetName]: $VALUE|+0=$"
FACTION_REASON_ESCALATED_TO_LIEGE: "[holder|E] folded to a [peasant_faction|E]: $VALUE|+0=$"
FACTION_DEMAND_CEREMONIAL_CLAIMANT: "Ceremonial Claimant Demand"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_DESC: "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nNone can deny that [faction_claimant.GetName], not [faction_targeted_title.GetHolder.GetFirstName], is the rightful sovereign of [faction_targeted_title.GetNameNoTier].\n\nAccept this fact peacefully or we will make you do so by force!"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_DESC_ME: "[faction_targeted_title.GetDefinitiveName|U] belongs to me by divine right, and I finally have the means to make it so. Accept this fact peacefully or I will make you do so by force!"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_ACCEPTED: "Ceremonial Claimant Demands Accepted"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_ACCEPTED_DESC: "It is clear to me that you would see the realm burn before giving up this foolish venture. For the good of the realm I must accept your demands, but know that a great injustice was done here today. This will not stand!"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_REFUSED: "Ceremonial Claimant Demands Refused"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_REFUSED_DESC: "Your support for [faction_claimant.GetShortUINamePossessive|U] claim to [faction_targeted_title.GetDefinitiveName|l] is an affront to the dignity of our rightful [faction_targeted_title.GetHolder.GetTitleAsName]!\n\nYour treachery and dishonor will soon find divine judgment, foul traitor!"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_SEND_DEMAND_NOTIFICATION: "A Rightful Claim!"
FACTION_DEMAND_CEREMONIAL_CLAIMANT_SEND_DEMAND_NOTIFICATION_DESC: "The moment has come! All who support [faction_claimant.GetName] as the rightful [faction_targeted_title.GetHolder.GetTitleAsName] will now rise as one and make sure that [faction_claimant.GetSheHe] can take [faction_claimant.GetHerHis] rightful place on [faction_targeted_title.GetDefinitiveName|l]. We shall see it done, by sword and fire if we must!"
FACTION_CEREMONIAL_CLAIMANT_INVITE: "[faction_invite_from.Custom2('AppropriateGreeting', ROOT.Char)]"
FACTION_CEREMONIAL_CLAIMANT_INVITE_DESC: "[faction_target.GetName] occupies a throne that should rightly be yours! I am willing to support your claim with word and sword, and I am sure others in the realm will also champion this rightful cause. All you need to do is accept."
FACTION_CEREMONIAL_CLAIMANT_INVITE_ACCEPT: "Finally!"
FACTION_CEREMONIAL_CLAIMANT_INVITE_REFUSE: "It is not right..."
FACTION_CEREMONIAL_CLAIMANT_INVITE_ACCEPTED: "[faction_claimant.Custom2('AppropriateGreeting', ROOT.Char)]"
FACTION_CEREMONIAL_CLAIMANT_INVITE_ACCEPTED_DESC: "Finally! [faction_target.GetName] is nothing more than a jester acting a [faction_target.GetTitleAsNameNoTooltip], and I am sure the realm will rise to my cause. Those who aid me will not be forgotten."
FACTION_CEREMONIAL_CLAIMANT_INVITE_ACCEPTED_OPT: "It is only a matter of time..."
# Imperial Policy
FACTION_DEMAND_IMPERIAL_POLICY: "Imperial Policy"
FACTION_DEMAND_IMPERIAL_POLICY_DESC: "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nThe loyal subjects of the realm have endured your misguided policies for too long. The [faction.GetName] demands you assent to a new direction for [ROOT.Char.GetPrimaryTitle.GetBaseNameNoTierNoTooltip], or we shall force one upon you!"
FACTION_DEMAND_IMPERIAL_POLICY_ACCEPTED: "Imperial Policy Demands Accepted"
FACTION_DEMAND_IMPERIAL_POLICY_ACCEPTED_DESC: "It is clear to me that you would see the realm burn before giving up this foolish venture. For the good of [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetBaseNameNoTierNoTooltip] I must accept your demands, but know that a great injustice was done here today. This will not stand!"
FACTION_DEMAND_IMPERIAL_POLICY_REFUSED: "Imperial Policy Demands Refused"
FACTION_DEMAND_IMPERIAL_POLICY_REFUSED_DESC: "Your arrogant and petulant disregard for the sound policies of my government only prove how ill-fit you are to make such decisions!\n\nYour treachery and dishonor will soon find divine judgement, foul traitor!"
FACTION_DEMAND_IMPERIAL_POLICY_SEND_DEMAND_NOTIFICATION: "Turning the Ship"
FACTION_DEMAND_IMPERIAL_POLICY_SEND_DEMAND_NOTIFICATION_DESC: "The moment has come! All who support aborting [faction_target.GetTitledFirstNamePossessive] misguided policies will now rise as one and make sure that the realm is steered in a new direction. We shall see it done, by sword and fire if we must!"
faction_demand.0222.tt: "[THIS.Char.GetShortUIName|U] will select a new [imperial_policy|E]"
imperial_policy_faction_war: "Imperial Policy Faction"
IMPERIAL_POLICY_WAR_NAME: "Imperial Policy War"
imperial_policy_war_victory_desc: "[attacker.GetShortUIName|U] will select a new [imperial_policy|E]"
imperial_policy_war_white_peace_end_desc: "[defender.GetShortUIName|U] gets a truce and a [revoke_title_reason|E] against all rebelling vassals."
imperial_policy_war_defeat_end_desc: "[defender.GetShortUIName|U] imprisons every rebellious vassal and gains a [revoke_title_reason|E] against each of them."
faction_demand.0227.t: "Imperial Policy Faction: Drafting Legislation"
faction_demand.0227.desc: "With [faction_target.GetTitledFirstNamePossessive] hand forced, we can at last enact a policy beneficial to our interests — the interests of #EMP all#! [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetBaseNameNoTierNoTooltip]...\n\nMany suggestions and requests have been submitted, and it falls to me as leader of the faction to decide on the best course."
faction_demand.0227.a: "$defense_mobilization_law_subname$."
faction_demand.0227.b: "$disarmament_law_subname$."
faction_demand.0227.c: "$isolation_law_subname$."
faction_demand.0227.e: "$imperial_expansion_law_subname$."
faction_demand.0227.f: "$manor_reform_law_subname$."
faction_demand.0227.g: "$bandit_crackdown_law_subname$."
faction_demand.0227.i: "There are many possibilities to consider..."
faction_demand.0227.i.tt: "Consider other [imperial_policies|E]"
FACTION_REASON_DESIRES_SORYO_POLICY: "Desires aggressive [imperial_policy|E]: $VALUE|0+=$"
FACTION_REASON_ANTI_POLICY: "Friction with current [imperial_policy|E]: $VALUE|0+=$"
FACTION_REASON_DESIRES_RITSURYO_POLICY: "Desires passive [imperial_policy|E]: $VALUE|0+=$"
escalated_peasant_faction: "Escalated Peasant Faction"
escalated_peasant_faction_desc: "The [escalated_peasant_faction|E] wants freedom from unjust rule, and will seek independence from their liege."
escalated_peasant_faction_short_effect_desc: "Wants Independence from their [liege|E]"
county_and_leader_join_faction_against_top_liege: "All [counties|E] will join an [escalated_peasant_faction|E] against [defender.GetTopLiege.GetName]"
peasant_leader_army_name: "[ROOT.Char.GetFirstNamePossessive] [ROOT.Char.Custom('GetTurbanRebellionColor')|U] [ROOT.Char.Custom('RegionalPeasantHeadgearPlural')|U]"
peasant_leader_title_name: "[ROOT.Char.Custom('GetTurbanRebellionColor')|U] [ROOT.Char.Custom('RegionalPeasantHeadgearPlural')|U] Rebellion"
peasant_troops_name: "[ROOT.Char.GetCurrentLocation.GetName] Militia"
border_war_increased_peasant_discontent: "[GetLaw('top_liege_not_redirected_to_border_wars_law').GetName]: $VALUE|0+=$"
instability_increased_peasant_discontent: "[dynastic_cycle_era_type_unstable|E]: $VALUE|0+=$"
trait_track_peasant_leader: "Notoriety"
trait_track_peasant_leader_desc: "Infamous and feared among the nobles, revered and idolized in the folk tales."
can_join_escalated_peasant_faction_tt: "You have a [GetTrait('peasant_leader').GetName( GetNullCharacter )] [trait|E] or your [domicile|E] has a [GetDomicileBuilding('east_asian_peasant_quarters_03').GetName] or higher [domicile_building_upgrade|E] of the [GetDomicileBuilding('east_asian_estate_main_01').GetName] [domicile_building|E]"
FACTION_REASON_DETRACTOR: "[coronation_detractor|E]: $VALUE|+0=$"
FACTION_REASON_POPULIST_PEASANT_MORE_LIKELY: "Empowered [faction|E] due to local [faith|E]: $VALUE|0+=$"
LEADER_CANNOT_LEAVE_FACTION_OF_THIS_TYPE: "@warning_icon! #X Leader of this faction type can't leave it#!"
FACTION_REASON_SAME_HOUSE_LEADER: "Same [house|E] as [faction|E] Leader: $VALUE|+0=$"
FACTION_REASON_SAME_DYNASTY_LEADER: "Same [dynasty|E] as [faction|E] Leader: $VALUE|+0=$"
FACTION_REASON_SAME_HOUSE_TARGET: "Same [house|E] as [faction|E] Target: $VALUE|+0=$"
FACTION_REASON_SAME_DYNASTY_TARGET: "Same [dynasty|E] as [faction|E] Target: $VALUE|+0=$"
FACTION_REASON_BLOC_HEAD_IS_LEADER: "[house_bloc|E] Leader's [faction] is [faction|E] Leader: $VALUE|+0=$"

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@ -51,22 +51,22 @@
game_concept_obligation:0 "Obligation" game_concept_obligation:0 "Obligation"
game_concept_vassal_obligations_desc:4 "$game_concept_vassal_obligations$ define how much [tax|E] and how many [levies|E] a [vassal|E] provides to their [liege|E]. A Vassal's [government_form|E] determines how their $game_concept_obligations$ are modified.\n\n#weak For example, [GetGovernment('feudal_government').GetName] and [GetGovernment('clan_government').GetName] [vassals|E] $game_concept_obligations$ depend on their [vassal_contract|E], while [GetGovernment('administrative_government').GetName] Vassal's depend on their [province_administration|E]." game_concept_vassal_obligations_desc:4 "$game_concept_vassal_obligations$ define how much [tax|E] and how many [levies|E] a [vassal|E] provides to their [liege|E]. A Vassal's [government_form|E] determines how their $game_concept_obligations$ are modified.\n\n#weak For example, [GetGovernment('feudal_government').GetName] and [GetGovernment('clan_government').GetName] [vassals|E] $game_concept_obligations$ depend on their [vassal_contract|E], while [GetGovernment('administrative_government').GetName] Vassal's depend on their [province_administration|E]."
game_concept_contract:0 "Contract" game_concept_contract:0 "Contract"
game_concept_crown_authority:0 "Crown Authority" game_concept_crown_authority:0 "Ruler Authority"
game_concept_crown_authority_desc:1 "$game_concept_crown_authority$ represents the general power that a [ruler|E] wields over their [vassals|E].\n\nThere are four levels of $game_concept_crown_authority$; [autonomous_vassals|E], [limited|E], [high|E], and [absolute|E]. Increasing $game_concept_crown_authority$ costs an amount of [prestige|E] depending on the level and the ruler's [learning_skill|E].\n\n#weak Vassals dislike higher levels of $game_concept_crown_authority$, and lowering it is the primary goal of [Concept( 'liberty_faction', 'Liberty Factions' )|E].#!" game_concept_crown_authority_desc:1 "$game_concept_crown_authority$ represents the general power that a [ruler|E] wields over their [vassals|E].\n\nThere are four levels of $game_concept_crown_authority$; [autonomous_vassals|E], [limited|E], [high|E], and [absolute|E]. Increasing $game_concept_crown_authority$ costs an amount of [prestige|E] depending on the level and the ruler's [learning_skill|E].\n\n#weak Vassals dislike higher levels of $game_concept_crown_authority$, and lowering it is the primary goal of [Concept( 'liberty_faction', 'Liberty Factions' )|E].#!"
game_concept_autonomous_vassals:0 "Autonomous Vassals" game_concept_autonomous_vassals:0 "Autonomous Vassals"
game_concept_autonomous_vassals_crown_authority:0 "Autonomous Vassals Crown Authority" game_concept_autonomous_vassals_crown_authority:0 "Autonomous Vassals Ruler Authority"
game_concept_autonomous_vassals_crown_authority_desc:0 "'$game_concept_autonomous_vassals$' is the lowest level of [crown_authority|E]. At this level, [vassals|E] have no [opinion|E] penalty toward their [liege|E], and the liege only has basic power over them." game_concept_autonomous_vassals_crown_authority_desc:0 "'$game_concept_autonomous_vassals$' is the lowest level of [crown_authority|E]. At this level, [vassals|E] have no [opinion|E] penalty toward their [liege|E], and the liege only has basic power over them."
game_concept_limited:0 "Limited" game_concept_limited:0 "Limited"
game_concept_limited_crown_authority:0 "Limited Crown Authority" game_concept_limited_crown_authority:0 "Limited Ruler Authority"
game_concept_limited_crown_authority_desc:1 "'$game_concept_limited_crown_authority$' is the second to lowest level of [crown_authority|E]. [vassals|E] have a #N -10#! [opinion|E] penalty toward their [liege|E], and the liege may [revoke|E] [titles|E] and [retract|E] a vassal's vassals. The [ruler|E] can change between available Partition [succession_laws|E]." game_concept_limited_crown_authority_desc:1 "'$game_concept_limited_crown_authority$' is the second to lowest level of [crown_authority|E]. [vassals|E] have a #N -10#! [opinion|E] penalty toward their [liege|E], and the liege may [revoke|E] [titles|E] and [retract|E] a vassal's vassals. The [ruler|E] can change between available Partition [succession_laws|E]."
game_concept_high:0 "High" game_concept_high:0 "High"
game_concept_high_crown_authority:0 "High Crown Authority" game_concept_high_crown_authority:0 "High Ruler Authority"
game_concept_high_crown_authority_desc:2 "$game_concept_high_crown_authority$ is the second to highest level. [vassals|E] have a #N -20#! [opinion|E] penalty toward their [liege|E].\n\nAt this level — in addition to the powers the liege gets at [limited_crown_authority|E] — vassals under the same liege can no longer wage war against each other, the ruler can change between all available [succession_laws|E], and vassals' [titles|E] cannot be inherited by rulers outside the liege's [realm|E].\n\nLastly, refusing title [revocation|E] or vassal [retraction|E] is considered a [crime|E] even if the liege lacks sufficient justification." game_concept_high_crown_authority_desc:2 "$game_concept_high_crown_authority$ is the second to highest level. [vassals|E] have a #N -20#! [opinion|E] penalty toward their [liege|E].\n\nAt this level — in addition to the powers the liege gets at [limited_crown_authority|E] — vassals under the same liege can no longer wage war against each other, the ruler can change between all available [succession_laws|E], and vassals' [titles|E] cannot be inherited by rulers outside the liege's [realm|E].\n\nLastly, refusing title [revocation|E] or vassal [retraction|E] is considered a [crime|E] even if the liege lacks sufficient justification."
game_concept_absolute:0 "Absolute" game_concept_absolute:0 "Absolute"
game_concept_absolute_crown_authority:0 "Absolute Crown Authority" game_concept_absolute_crown_authority:0 "Absolute Ruler Authority"
game_concept_absolute_crown_authority_desc:2 "$game_concept_absolute_crown_authority$ is the highest level of [crown_authority|E]. [vassals|E] have a #N -30#! [opinion|E] penalty toward their [liege|E].\n\nAt this level — in addition to the effects of [high|E] and [limited|E] Crown Authority — the ruler can pick a [designated_heir|E] at a [prestige|E] cost.\n\nFurthermore, vassals cannot declare war even against foreign rulers." game_concept_absolute_crown_authority_desc:2 "$game_concept_absolute_crown_authority$ is the highest level of [crown_authority|E]. [vassals|E] have a #N -30#! [opinion|E] penalty toward their [liege|E].\n\nAt this level — in addition to the effects of [high|E] and [limited|E] Ruler Authority — the ruler can pick a [designated_heir|E] at a [prestige|E] cost.\n\nFurthermore, vassals cannot declare war even against foreign rulers."
game_concept_tribal_authority:0 "Tribal Authority" game_concept_tribal_authority:0 "Tribal Authority"
game_concept_tribal_authority_desc:2 "$game_concept_tribal_authority$ represents the general influence that a [tribal|E] [ruler|E] wields over their [vassals|E]. Compared to [crown_authority|E], it offers fewer powers and at later levels.\n\nThere are four levels of $game_concept_tribal_authority$: [disparate_tribes|E], [limited_tribal|E], [high_tribal|E], and [absolute_tribal|E]. Increasing $game_concept_tribal_authority$ costs an amount of [prestige|E] depending on the level and the ruler's [learning_skill|E], but is generally more expensive than increasing crown authority.\n\n#weak Vassals dislike higher levels of $game_concept_tribal_authority$, and lowering it is the primary goal of any [liberty_faction|E].#!" game_concept_tribal_authority_desc:2 "$game_concept_tribal_authority$ represents the general influence that a [tribal|E] [ruler|E] wields over their [vassals|E]. Compared to [crown_authority|E], it offers fewer powers and at later levels.\n\nThere are four levels of $game_concept_tribal_authority$: [disparate_tribes|E], [limited_tribal|E], [high_tribal|E], and [absolute_tribal|E]. Increasing $game_concept_tribal_authority$ costs an amount of [prestige|E] depending on the level and the ruler's [learning_skill|E], but is generally more expensive than increasing ruler authority.\n\n#weak Vassals dislike higher levels of $game_concept_tribal_authority$, and lowering it is the primary goal of any [liberty_faction|E].#!"
game_concept_disparate_tribes:0 "Disparate Tribes" game_concept_disparate_tribes:0 "Disparate Tribes"
game_concept_disparate_tribes_tribal_authority:0 "Disparate Tribes Tribal Authority" game_concept_disparate_tribes_tribal_authority:0 "Disparate Tribes Tribal Authority"
game_concept_disparate_tribes_tribal_authority_desc:0 "$game_concept_disparate_tribes$ is the lowest level of [tribal_authority|E]. At this level, [vassals|E] have no [opinion|E] penalty towards their [liege|E], and the liege lacks any power over them other than the ability to demand [levies|E] and [taxes|E]." game_concept_disparate_tribes_tribal_authority_desc:0 "$game_concept_disparate_tribes$ is the lowest level of [tribal_authority|E]. At this level, [vassals|E] have no [opinion|E] penalty towards their [liege|E], and the liege lacks any power over them other than the ability to demand [levies|E] and [taxes|E]."
@ -1804,7 +1804,7 @@
game_concept_liberty_faction:0 "$liberty_faction$" game_concept_liberty_faction:0 "$liberty_faction$"
game_concept_faction_liberty:0 "Liberty" game_concept_faction_liberty:0 "Liberty"
game_concept_liberty_factions:0 "Liberty Factions" game_concept_liberty_factions:0 "Liberty Factions"
game_concept_liberty_faction_desc:1 "The $game_concept_liberty_faction$ seeks to lower the [crown_authority|E] and, if applicable, their own [vassal_contracts|E]. If successful, their [liege|E] will be unable to change the Crown Authority of the [realm|E] for some time." game_concept_liberty_faction_desc:1 "The $game_concept_liberty_faction$ seeks to lower the [crown_authority|E] and, if applicable, their own [vassal_contracts|E]. If successful, their [liege|E] will be unable to change the Ruler Authority of the [realm|E] for some time."
game_concept_claimant_faction:0 "$claimant_faction$" game_concept_claimant_faction:0 "$claimant_faction$"
game_concept_claimant_factions:0 "Claimant Factions" game_concept_claimant_factions:0 "Claimant Factions"

View file

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