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Fishedotjpg 2026-03-04 01:35:56 +00:00
parent 1172118323
commit 8c45f13cf8
14 changed files with 130 additions and 131 deletions

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game_concept_raid_desc:0 "[armies|E] can be raised as $game_concept_raiders$ from [rally_points|E]. $game_concept_raiders$ can move into neighboring lands and pillage them for [gold|E].\n\nIn order to $game_concept_raid$, a Raiding Army must stop in a [holding|E] owned by a foreign [ruler|E] and choose to start Raiding — upon doing so they will be stuck Raiding for a some time, after which they will get Gold and pillage the Holding.\n\nGold will be stored on the Army, and only added to the treasury when they arrive home. If you defeat a Raiding Army carrying Gold you will take it, and they will be unable to Raid you for some time.\n\nOnly some Rulers are allowed to $game_concept_raid$, most notably [tribal|E] and [GetGovernment( 'nomad_government' ).GetName] Rulers.\n\nSpecific [raid_intents|E] can be set to obtain different rewards."
game_concept_raid_i: "@raid_icon!"
game_concept_loot: "Loot"
game_concept_loot_desc: "If a [holding|E] is [Concept( 'raid', 'Raided' )|E], [occupied|E] in a [siege|E], or engaged in [bartering|E], the attacker or [barterer|E] will get an amount of [gold|E] equal to the $game_concept_loot$. The more prosperous a [holding|E] is, the more $game_concept_loot$ it will have.\n\nA Holding which has been Raided, Sieged, or Bartered with recently will not have any Loot."
game_concept_loot_desc: "If a [holding|E] is [Concept( 'raid', 'Raided' )|E], [occupied|E] in a [siege|E], or engaged in [trading|E], the attacker or [trader|E] will get an amount of [gold|E] equal to the $game_concept_loot$. The more prosperous a [holding|E] is, the more $game_concept_loot$ it will have.\n\nA Holding which has been Raided, Sieged, or Bartered with recently will not have any Loot."
game_concept_loot_i: "@loot_icon!"
game_concept_barter: "Trade"
game_concept_barter_i: "@barter_icon!"
game_concept_barter_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can raise [barterers|E] to gain [gold|E] through peaceful means. Trading works similarly to [raiding|E], with some key differences — it is not a [hostile_army|E] action, and you need [barter_goods|E].\n\nYou need #V 2#! Trade Goods to gain #V 1#! [loot|E] from a [holding|E]. If you have too little, nothing will happen.\n\nBartering is a friendly action, and the targeted holding will gain [GetModifier('recently_bartered_modifier').GetNameWithTooltip] upon completion. Unlike Raiding, you can freely Barter in the lands of your [tributaries|E] and [suzerain|E]."
game_concept_barter_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can raise [traders|E] to gain [gold|E] through peaceful means. Trading works similarly to [raiding|E], with some key differences — it is not a [hostile_army|E] action, and you need [trade_goods|E].\n\nYou need #V 2#! Trade Goods to gain #V 1#! [loot|E] from a [holding|E]. If you have too little, nothing will happen.\n\nBartering is a friendly action, and the targeted holding will gain [GetModifier('recently_bartered_modifier').GetNameWithTooltip] upon completion. Unlike Raiding, you can freely Barter in the lands of your [tributaries|E] and [suzerain|E]."
game_concept_bartering: "Trading"
game_concept_bartered: "Traded"
game_concept_barterer: "Trader"
game_concept_barterers: "Traders"
game_concept_barters: "Traders"
game_concept_barterer_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can [barter|E] by raising their [armies|E] as $game_concept_barterers$. They work similarly to [raiders|E], except that they will not be [hostile_army|E] to the [holder|E] of the targeted [holding|E].\n\nRaiding Armies of other Rulers can fight Barterers and steal their [loot|E]."
game_concept_barterer_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can [trade|E] by raising their [armies|E] as $game_concept_barterers$. They work similarly to [raiders|E], except that they will not be [hostile_army|E] to the [holder|E] of the targeted [holding|E].\n\nRaiding Armies of other Rulers can fight Barterers and steal their [loot|E]."
game_concept_barter_goods: "Trade Goods"
game_concept_barter_goods_desc: "Trade Goods — represent various types of wares used to [barter|E] and upkeep [armies|E] by [GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E]."
game_concept_barter_goods_desc: "Trade Goods — represent various types of wares used to [trade|E] and upkeep [armies|E] by [GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E]."
game_concept_barter_goods_i: "@barter_goods_icon!"
game_concept_revolt:0 "Revolt"
@ -2688,7 +2688,7 @@
game_concept_wanua: "Wanua"
game_concept_wanua_government: "Wanua Government"
game_concept_wanua_i: "@government_type_wanua!"
game_concept_wanua_desc: "The $wanua_government_adjective$ [government|E] shares weaknesses with the [GetGovernment('tribal_government').GetNameWithIcon] [government|E], but also have reduced [domain_limit|E] and [vassal_limit|E]. While they use [gold|E] to construct [buildings|E] and recruit [men_at_arms|E], they earn very little Gold from Buildings.\n\nHowever, they can [barter_goods_i][barter|E], [raid|E], and have synergies with the [GetGovernment('mandala_government').GetName] Government as they gain [legitimacy|E] from being a [tributary|E]."
game_concept_wanua_desc: "The $wanua_government_adjective$ [government|E] shares weaknesses with the [GetGovernment('tribal_government').GetNameWithIcon] [government|E], but also have reduced [domain_limit|E] and [vassal_limit|E]. While they use [gold|E] to construct [buildings|E] and recruit [men_at_arms|E], they earn very little Gold from Buildings.\n\nHowever, they can [barter_goods_i][trade|E], [raid|E], and have synergies with the [GetGovernment('mandala_government').GetName] Government as they gain [legitimacy|E] from being a [tributary|E]."
game_concept_bloc_supremacy_war: "Bloc Supremacy War"
game_concept_bloc_supremacy: "Bloc Supremacy"