From 97c8961f8f1d1fe312a7f4d778d8e6ed9b038b19 Mon Sep 17 00:00:00 2001 From: trashmasteruni Date: Wed, 7 Oct 2026 21:06:22 +0200 Subject: [PATCH] fixing vanilla loc files pt III --- .../english/replace/council_l_english.yml | 422 ---- .../replace/council_tasks_l_english.yml | 751 ------- .../replace/court_positions_2_l_english.yml | 177 -- .../replace/court_positions_l_english.yml | 1087 ---------- .../english/replace/decisions_l_english.yml | 1807 ----------------- .../replace/dlc_fp1_regiment_l_english.yml | 12 - .../replace/extra_mottos_l_english.yml | 22 - .../english/replace/factions_l_english.yml | 470 ----- .../replace/holding_view_l_english.yml | 289 --- .../english/replace/holdings_l_english.yml | 75 - .../english/replace/laws_l_english.yml | 462 ----- .../english/replace/mapicons_l_english.yml | 49 - .../replace/militaryview_l_english.yml | 195 -- .../english/replace/mottos_l_english.yml | 768 ------- .../replace/rally_point_window_l_english.yml | 37 - .../english/replace/regiment_l_english.yml | 349 ---- .../replace/succession_laws_l_english.yml | 307 --- .../english/replace/terrains_l_english.yml | 51 - ... zz_NEOW_auxiliary_regiment_l_english.yml} | 0 .../zz_NEOW_council_stuff_l_english.yml | 27 + .../replace/zz_NEOW_decisions_l_english.yml | 1598 +-------------- .../replace/zz_NEOW_mottos_l_english.yml | 24 +- ...z_NEOW_peasant_republic_loc_l_english.yml} | 2 + .../replace/zz_NEOW_regiment_l_english.yml | 4 + .../replace/zz_NEOW_terrain_l_english.yml | 8 + ... zz_NEOW_urban_republic_loc_l_english.yml} | 0 26 files changed, 102 insertions(+), 8891 deletions(-) delete mode 100644 localization/english/replace/council_l_english.yml delete mode 100644 localization/english/replace/council_tasks_l_english.yml delete mode 100644 localization/english/replace/court_positions_2_l_english.yml delete mode 100644 localization/english/replace/court_positions_l_english.yml delete mode 100644 localization/english/replace/decisions_l_english.yml delete mode 100644 localization/english/replace/dlc_fp1_regiment_l_english.yml delete mode 100644 localization/english/replace/extra_mottos_l_english.yml delete mode 100644 localization/english/replace/factions_l_english.yml delete mode 100644 localization/english/replace/holding_view_l_english.yml delete mode 100644 localization/english/replace/holdings_l_english.yml delete mode 100644 localization/english/replace/laws_l_english.yml delete mode 100644 localization/english/replace/mapicons_l_english.yml delete mode 100644 localization/english/replace/militaryview_l_english.yml delete mode 100644 localization/english/replace/mottos_l_english.yml delete mode 100644 localization/english/replace/rally_point_window_l_english.yml delete mode 100644 localization/english/replace/regiment_l_english.yml delete mode 100644 localization/english/replace/succession_laws_l_english.yml delete mode 100644 localization/english/replace/terrains_l_english.yml rename localization/english/replace/{auxiliary_regiment_l_english.yml => zz_NEOW_auxiliary_regiment_l_english.yml} (100%) create mode 100644 localization/english/replace/zz_NEOW_council_stuff_l_english.yml rename localization/english/replace/{prepublic_loc_l_english.yml => zz_NEOW_peasant_republic_loc_l_english.yml} (97%) create mode 100644 localization/english/replace/zz_NEOW_terrain_l_english.yml rename localization/english/replace/{urepublic_loc_l_english.yml => zz_NEOW_urban_republic_loc_l_english.yml} (100%) diff --git a/localization/english/replace/council_l_english.yml b/localization/english/replace/council_l_english.yml deleted file mode 100644 index 24f98aac4..000000000 --- a/localization/english/replace/council_l_english.yml +++ /dev/null @@ -1,422 +0,0 @@ -l_english: - - COUNCIL_SAME_CHARACTER:0 "[CHARACTER.GetShortUIName|U] cannot be Councillor and Council owner at the same time." - COUNCIL_NOT_LIEGE:0 "[CHARACTER.GetShortUIName|U] must be the liege of [TARGET_CHARACTER.GetShortUIName] to assign it as Councillor." - COUNCIL_NOT_VALID_POSITION:0 "[CHARACTER.GetShortUIName|U] cannot have a $NAME$ councillor in the council." - COUNCIL_NOT_VALID_CHARACTER:1 "The $NAME$ position is not valid for [CHARACTER.GetShortUIName]." - COUNCIL_NOT_VALID_TASK:0 "Trying to assign an invalid task" - COUNCIL_POSITION_FILLED:1 "[CHARACTER.GetShortUINamePossessive] Council already has a $NAME$" - COUNCIL_CANT_TAKE_NO_POSITION:1 "[CHARACTER.GetShortUIName|U] cannot take [TARGET_CHARACTER.GetShortUINamePossessive] Council position because [TARGET_CHARACTER.GetSheHe] is not on the Council." - COUNCIL_CANT_SWAP_NO_POSITION:1 "[CHARACTER.GetShortUIName|U] cannot swap Council positions with [TARGET_CHARACTER.GetShortUIName] because [TARGET_CHARACTER_2.GetShortUIName] is not on the Council." - COUNCIL_CANT_SWAP_EQUAL:0 "[TARGET_CHARACTER.GetShortUIName|U] and [TARGET_CHARACTER_2.GetShortUIName] cannot swap Council positions because they have the same position already." - COUNCIL_CANT_FIRE_NO_COUNCILLOR:1 "[CHARACTER.GetShortUIName|U] cannot fire [TARGET_CHARACTER.GetShortUIName] from the Council because [TARGET_CHARACTER.GetSheHe] does not have this Council position." - COUNCIL_NOT_LIEGE_TASK:1 "[CHARACTER.GetShortUIName|U] must be the liege of [TARGET_CHARACTER.GetShortUIName] to be able to assign [TARGET_CHARACTER.GetHerHim] a task." - COUNCIL_CANT_TASK_COUNCILLOR:1 "[CHARACTER.GetShortUIName|U] cannot give a task to [TARGET_CHARACTER.GetShortUIName] because [TARGET_CHARACTER.GetSheHe] does not have a Council position." - COUNCIL_CANT_TAKE_TASK_COUNCIL_TYPE:0 "[CHARACTER.GetShortUINamePossessive] current $ACTUAL_POS$ council position is not the $REQUIRED_POS$ required for the $TASK_NAME$ task." - COUNCIL_CANT_TAKE_TASK_CHARACTER:0 "[CHARACTER.GetShortUIName|U] does not fit the requirements to perform the $TASK_NAME$ task." - COUNCIL_CANT_CANCEL_TASK_COUNCILLOR:0 "[CHARACTER.GetShortUIName|U] cannot cancel a task of [TARGET_CHARACTER.GetShortUIName] because does not have a Council position." - COUNCIL_CANT_CANCEL_NO_RUNING:0 "[CHARACTER.GetShortUIName|U] is not running any task." - START_COUNCIL_TASK_TITLE:0 "#T $TASK$#!" - COUNCILLOR_NO_CHARACTER_IN_POSITION:0 "No $POSITION$" - START_COUNCIL_TASK_SEND_COUNTY:1 "Send your [COUNCIL_TASK.GetPositionName] to [COUNCIL_TASK_TYPE.GetName] on [COUNTY.GetTitle.GetName]" - START_COUNCIL_TASK_SEND_COURT:1 "Send your [COUNCIL_TASK.GetPositionName] to [COUNCIL_TASK_TYPE.GetName] on [TARGET.GetShortUINamePossessive] court" - START_COUNCIL_TASK_ABORTED:1 "\n@warning_icon! #X Your [COUNCIL_TASK.GetPositionNamePossesive] current Task ('[COUNCIL_TASK.GetTaskType.GetName]') will be aborted.#!" - COUNCILLOR_TASK_ALREADY_IN_PROCESS:0 "The task is already being executed" - COUNCILLOR_TIMEOUT_FIRE:1 "@warning_icon! #X The [councillor|E] cannot be fired until [DATE.GetString]#!" - COUNCILLOR_TIMEOUT_REASSIGN:0 "@warning_icon! #X The [councillor|E] cannot be reassigned until [DATE.GetString]#!" - COUNCILLOR_ALREADY_CHANGED:1 "@warning_icon! #X The [councillor|E] has already been fired or assigned once#!" - COUNCILLOR_CAN_CHANGE_ONCE:0 "@warning_icon! #X Once appointed as [COUNCIL_POSITION_TYPE.GetName|V], [CHARACTER.GetShortUIName] cannot be fired or assigned another position#!" - COUNCILLOR_CLICK_TO_HIRE:1 "Click to appoint a [ActiveCouncilTask.GetPositionName|E]" - COUNCILLOR_BLANK_LIEGE:0 "Your [liege|E] has no [ActiveCouncilTask.GetPositionName|E]" - COUNCILLOR_MISSING_SPOUSE:0 "You have no [available_spouse|E]" - COUNCILLOR_LIEGE_MISSING_SPOUSE:2 "[CouncilWindow.GetCharacter.GetShortUIName] has no [available_spouse|E]" - COUNCILLOR_WILL_BE_ASSIGNED:0 "The [councillor|E] is about to be assigned" - COUNCILLOR_MISSING_VIZIER: "You have no [vizier|E] or [spouse|E]" - COUNCILLOR_LIEGE_MISSING_VIZIER: "[CouncilWindow.GetCharacter.GetShortUIName] has no [vizier|E] or [spouse|E]" - COUNCILLOR_MISSING_CHANCELLOR: "You have no [chancellor|E]" - COUNCILLOR_MISSING_MARSHAL: "You have no [marshal|E]" - COUNCILLOR_MISSING_STEWARD: "You have no [steward|E]" - COUNCILLOR_MISSING_SPYMASTER: "You have no [spymaster|E]" - COUNCILLOR_MISSING_COURT_CHAPLAIN: "You have no [court_chaplain|E]" - - learn_on_the_job_modifier:0 "$learn_on_the_job_perk_name$" - - councillor_coregent:0 "Coregent" - councillor_coregent_possessive:0 "Coregent's" - councillor_chancellor:0 "Chancellor" - councillor_chancellor_possessive:0 "Chancellor's" - councillor_chancellor_desc: "$game_concept_chancellor_desc$" - councillor_steward:0 "Steward" - councillor_steward_possessive:0 "Steward's" - councillor_steward_desc: "$game_concept_steward_desc$" - councillor_marshal:0 "Marshal" - councillor_marshal_possessive:0 "Marshal's" - councillor_marshal_desc: "$game_concept_marshal_desc$" - councillor_spymaster:0 "Spymaster" - councillor_spymaster_possessive:0 "Spymaster's" - councillor_spymaster_desc: "$game_concept_spymaster_desc$" - councillor_court_chaplain:0 "Court Chaplain" - councillor_court_chaplain_possessive:0 "Court Chaplain's" - councillor_court_chaplain_desc: "$game_concept_court_chaplain_desc$" - councillor_vizier: "Confidant" - councillor_vizier_desc: "As a [clan_government|E] Ruler you can decide to assign either your [vizier|E] or any of your [spouses|E] as your Confidant. Whoever you choose will support you in your daily tasks." - councillor_vizier_possessive: "Confidant's" - councillor_kurultai: "Kurultai Member" - councillor_kurultai_possessive: "Kurultai Member's" - councillor_kurultai_1: "$councillor_kurultai$" - councillor_kurultai_1_possessive: "$councillor_kurultai_possessive$" - councillor_kurultai_1_desc: "$game_concept_kurultai_desc$" - councillor_kurultai_2: "$councillor_kurultai$" - councillor_kurultai_2_possessive: "$councillor_kurultai_possessive$" - councillor_kurultai_2_desc: "$game_concept_kurultai_desc$" - councillor_kurultai_3: "$councillor_kurultai$" - councillor_kurultai_3_possessive: "$councillor_kurultai_possessive$" - councillor_kurultai_3_desc: "$game_concept_kurultai_desc$" - councillor_kurultai_4: "$councillor_kurultai$" - councillor_kurultai_4_possessive: "$councillor_kurultai_possessive$" - councillor_kurultai_4_desc: "$game_concept_kurultai_desc$" - -#Flavor localization for Court Chaplains, sorted by Religion. - -#Fallback - councillor_court_chaplain_theocrat_county:1 "Suffragan Bishop" - councillor_court_chaplain_theocrat_county_female: "Suffragan Bishopess" - councillor_court_chaplain_theocrat_county_possessive:1 "Suffragan Bishop's" - councillor_court_chaplain_theocrat_county_female_possessive: "Suffragan Bishopess'" - councillor_court_chaplain_theocrat_duchy:1 "Bishop" - councillor_court_chaplain_theocrat_duchy_female: "Bishopess" - councillor_court_chaplain_theocrat_duchy_possessive:1 "Bishop's" - councillor_court_chaplain_theocrat_duchy_female_possessive: "Bishopess'" - councillor_court_chaplain_theocrat_kingdom:1 "Archbishop" - councillor_court_chaplain_theocrat_kingdom_female: "Archbishopess" - councillor_court_chaplain_theocrat_kingdom_possessive:1 "Archbishop's" - councillor_court_chaplain_theocrat_kingdom_female_possessive: "Archbishopess'" - councillor_court_chaplain_theocrat_empire:0 "Patriarch" - councillor_court_chaplain_theocrat_empire_female:0 "Matriarch" - councillor_court_chaplain_theocrat_empire_possessive:0 "Patriarch's" - councillor_court_chaplain_theocrat_empire_female_possessive:0 "Matriarch's" - -#Christian - councillor_court_chaplain_christian_county:1 "Suffragan Bishop" - councillor_court_chaplain_christian_county_female: "Suffragan Bishopess" - councillor_court_chaplain_christian_county_possessive:1 "Suffragan Bishop's" - councillor_court_chaplain_christian_county_female_possessive: "Suffragan Bishopess'" - councillor_court_chaplain_christian_duchy:1 "Bishop" - councillor_court_chaplain_christian_duchy_female: "Bishopess" - councillor_court_chaplain_christian_duchy_possessive:1 "Bishop's" - councillor_court_chaplain_christian_duchy_female_possessive: "Bishopess'" - councillor_court_chaplain_christian_kingdom:1 "Archbishop" - councillor_court_chaplain_christian_kingdom_female: "Archbishopess" - councillor_court_chaplain_christian_kingdom_possessive:1 "Archbishop's" - councillor_court_chaplain_christian_kingdom_female_possessive: "Archbishopess'" - councillor_court_chaplain_christian_empire:0 "Patriarch" - councillor_court_chaplain_christian_empire_female:0 "Matriarch" - councillor_court_chaplain_christian_empire_possessive:0 "Patriarch's" - councillor_court_chaplain_christian_empire_female_possessive:0 "Matriarch's" - councillor_court_chaplain_catholic_county: "Court Chaplain" - councillor_court_chaplain_catholic_county_possessive: "Court Chaplain's" - councillor_court_chaplain_catholic_duchy: "Bishop" - councillor_court_chaplain_catholic_duchy_female: "Bishopess" - councillor_court_chaplain_catholic_duchy_possessive: "Bishop's" - councillor_court_chaplain_catholic_duchy_female_possessive: "Bishopess'" - councillor_court_chaplain_catholic_clerical_region: "Archbishop" - councillor_court_chaplain_catholic_clerical_region_female: "Archbishopess" - councillor_court_chaplain_catholic_clerical_region_possessive: "Archbishop's" - councillor_court_chaplain_catholic_clerical_region_female_possessive: "Archbishopess'" - - #Orthodox - councillor_court_chaplain_orthodox_county:1 "Priest" - councillor_court_chaplain_orthodox_county_female: "Priestess" - councillor_court_chaplain_orthodox_county_possessive:1 "Priest's" - councillor_court_chaplain_orthodox_county_female_possessive: "Priestess'" - councillor_court_chaplain_orthodox_duchy:1 "Episcopus" - councillor_court_chaplain_orthodox_duchy_female: "Episcopa" - councillor_court_chaplain_orthodox_duchy_possessive:1 "Episcopus'" - councillor_court_chaplain_orthodox_duchy_female_possessive: "Episcopa's" - councillor_court_chaplain_orthodox_clerical_region_archbishop: "Archbishop" - councillor_court_chaplain_orthodox_clerical_region_archbishop_female: "Archbishop" - councillor_court_chaplain_orthodox_clerical_region_archbishop_possessive: "Archbishop's" - councillor_court_chaplain_orthodox_clerical_region_archbishop_female_possessive: "Archbishop's" - councillor_court_chaplain_orthodox_clerical_region_exarch: "Exarch" - councillor_court_chaplain_orthodox_clerical_region_exarch_female: "Exarch" - councillor_court_chaplain_orthodox_clerical_region_exarch_possessive: "Exarch's" - councillor_court_chaplain_orthodox_clerical_region_exarch_female_possessive: "Exarch's" - councillor_court_chaplain_orthodox_clerical_region: "Metropolitan" - councillor_court_chaplain_orthodox_clerical_region_possessive: "Metropolitan's" - councillor_court_chaplain_orthodox_clerical_region_holy_site: "Patriarch" - councillor_court_chaplain_orthodox_clerical_region_holy_site_female: "Matriarch" - councillor_court_chaplain_orthodox_clerical_region_holy_site_possessive: "Patriarch's" - councillor_court_chaplain_orthodox_clerical_region_holy_site_female_possessive: "Matriarch's" - councillor_court_chaplain_orthodox_kingdom:0 "Patriarch" - councillor_court_chaplain_orthodox_kingdom_female:0 "Matriarch" - councillor_court_chaplain_orthodox_kingdom_possessive:0 "Patriarch's" - councillor_court_chaplain_orthodox_kingdom_female_possessive:0 "Matriarch's" - councillor_court_chaplain_orthodox_empire:0 "Patriarch" - councillor_court_chaplain_orthodox_empire_female:0 "Matriarch" - councillor_court_chaplain_orthodox_empire_possessive:0 "Patriarch's" - councillor_court_chaplain_orthodox_empire_female_possessive:0 "Matriarch's" - -#Islam - councillor_court_chaplain_islam_county:0 "Court Imam" - councillor_court_chaplain_islam_county_possessive:0 "Court Imam's" - councillor_court_chaplain_islam_duchy:0 "Mufti" - councillor_court_chaplain_islam_duchy_possessive:0 "Mufti's" - councillor_court_chaplain_islam_kingdom:0 "Allamah" - councillor_court_chaplain_islam_kingdom_possessive:0 "Allamah's" - councillor_court_chaplain_islam_empire:0 "Grand Allamah" - councillor_court_chaplain_islam_empire_possessive:0 "Grand Allamah's" - -#Shia - councillor_court_chaplain_ismaili_county:0 "Qadi" - councillor_court_chaplain_ismaili_county_possessive:0 "Qadi's" - councillor_court_chaplain_ismaili_kingdom:0 "Ayatollah" - councillor_court_chaplain_ismaili_kingdom_possessive:0 "Ayatollah's" - councillor_court_chaplain_ismaili_empire:0 "Grand Ayatollah" - councillor_court_chaplain_ismaili_empire_possessive:0 "Grand Ayatollah's" - -# Yazidi - councillor_court_chaplain_yazidi_county:0 "Peshimam" - councillor_court_chaplain_yazidi_county_possessive:0 "Peshimam's" - councillor_court_chaplain_yazidi_duchy:0 "Pîr" - councillor_court_chaplain_yazidi_duchy_possessive:0 "Pîr's" - councillor_court_chaplain_yazidi_kingdom:0 "Sheikh" - councillor_court_chaplain_yazidi_kingdom_possessive:0 "Sheikh's" - councillor_court_chaplain_yazidi_empire:0 "Baba Sheikh" - councillor_court_chaplain_yazidi_empire_possessive:0 "Baba Sheikh's" - -# Bon (Upadhyaya/Upadhyayani) (Purohit) (Banchenpo) - councillor_court_chaplain_bon_religion_kingdom:0 "Banchenpo" - councillor_court_chaplain_bon_religion_kingdom_possessive:0 "Banchenpo's" - -# Buddhism/Hinduism/Jainism (Upadhyaya/Upadhyayani) (Purohit) (Rajpurohit) (Marajpurohit) - councillor_court_chaplain_buddhism_religion_county:0 "Upadhyaya" - councillor_court_chaplain_buddhism_religion_county_female:0 "Upadhyayani" - councillor_court_chaplain_buddhism_religion_county_possessive:0 "Upadhyaya's" - councillor_court_chaplain_buddhism_religion_county_female_possessive:0 "Upadhyayani's" - councillor_court_chaplain_buddhism_religion_duchy:0 "Purohit" - councillor_court_chaplain_buddhism_religion_duchy_possessive:0 "Purohit's" - councillor_court_chaplain_buddhism_religion_kingdom:0 "Rajpurohit" - councillor_court_chaplain_buddhism_religion_kingdom_possessive:0 "Rajpurohit's" - councillor_court_chaplain_buddhism_religion_empire:0 "Marajpurohit" - councillor_court_chaplain_buddhism_religion_empire_possessive:0 "Marajpurohit's" - -# Dualism (Didaskalos) (Ecclesiarch) (Patriarch/Matriarch) - councillor_court_chaplain_dualism_religion_county:0 "Didaskalos" - councillor_court_chaplain_dualism_religion_county_female:0 "Didaskalos" - councillor_court_chaplain_dualism_religion_county_possessive:0 "Didaskalos'" - councillor_court_chaplain_dualism_religion_county_female_possessive:0 "Didaskalos'" - -# Germanic (Godi) (Hofgodi) (Riksgodi) (Kjarrgodi) - councillor_court_chaplain_germanic_religion_county:0 "Godi" - councillor_court_chaplain_germanic_religion_county_female:0 "Gydja" - councillor_court_chaplain_germanic_religion_county_possessive:0 "Godi's" - councillor_court_chaplain_germanic_religion_county_female_possessive:0 "Gydja's" - councillor_court_chaplain_germanic_religion_duchy:0 "Hofgoði" - councillor_court_chaplain_germanic_religion_duchy_possessive:0 "Hofgoði's" - councillor_court_chaplain_germanic_religion_kingdom:0 "Riksgoði" - councillor_court_chaplain_germanic_religion_kingdom_possessive:0 "Riksgoði's" - councillor_court_chaplain_germanic_religion_empire:0 "Kjárrgoði" - councillor_court_chaplain_germanic_religion_empire_possessive:0 "Kjárrgoði's" - -# Hellenism (Augur/Seeress) (Flamen/Vestal) (Pontifex) (Oracle/Sybil) - councillor_court_chaplain_hellenism_religion_county:0 "Flamen" - councillor_court_chaplain_hellenism_religion_county_female:0 "Vestal" - councillor_court_chaplain_hellenism_religion_county_possessive:0 "Flamen's" - councillor_court_chaplain_hellenism_religion_county_female_possessive:0 "Vestal's" - councillor_court_chaplain_hellenism_religion_duchy:0 "Pontifex" - councillor_court_chaplain_hellenism_religion_duchy_possessive:0 "Pontifex's" - councillor_court_chaplain_hellenism_religion_kingdom:0 "Oracle" - councillor_court_chaplain_hellenism_religion_kingdom_female:0 "Sybil" - councillor_court_chaplain_hellenism_religion_kingdom_possessive:0 "Oracle's" - councillor_court_chaplain_hellenism_religion_kingdom_female_possessive:0 "Sybil's" - -# Judaism (Court Rabbi) (Kohen) (Rabban) (Nasi) (Gadol) - councillor_court_chaplain_judaism_religion_county:0 "Kohen" - councillor_court_chaplain_judaism_religion_county_possessive:0 "Kohen's" - councillor_court_chaplain_judaism_religion_duchy:0 "Rabban" - councillor_court_chaplain_judaism_religion_duchy_possessive:0 "Rabban's" - councillor_court_chaplain_judaism_religion_kingdom:0 "Nasi" - councillor_court_chaplain_judaism_religion_kingdom_possessive:0 "Nasi's" - councillor_court_chaplain_judaism_religion_empire:0 "Gadol" - councillor_court_chaplain_judaism_religion_empire_possessive:0 "Gadol's" - -# Magyarism (Court Shaman) (Táltos) (High Táltos) (Grand Táltos) - councillor_court_chaplain_magyarism_religion_county:0 "Táltos" - councillor_court_chaplain_magyarism_religion_county_possessive:0 "Táltos'" - -# Paganism (Court Shaman) (Shaman) (High Shaman) - councillor_court_chaplain_paganism_religion_county:0 "Court Shaman" - councillor_court_chaplain_paganism_religion_county_possessive:0 "Court Shaman's" - councillor_court_chaplain_paganism_religion_duchy:1 "Shaman" - councillor_court_chaplain_paganism_religion_duchy_possessive:1 "Shaman's" - councillor_court_chaplain_paganism_religion_kingdom:1 "High Shaman" - councillor_court_chaplain_paganism_religion_kingdom_female:1 "$councillor_court_chaplain_paganism_religion_kingdom$" - councillor_court_chaplain_paganism_religion_kingdom_possessive:1 "High Shaman's" - councillor_court_chaplain_paganism_religion_kingdom_female_possessive:1 "$councillor_court_chaplain_paganism_religion_kingdom_possessive$" - -# Baltic (Court Seer) (Vaidilė/Vaidilutė) - councillor_court_chaplain_baltic_religion_county:0 "Court Seer" - councillor_court_chaplain_baltic_religion_county_female:0 "Court Seeress" - councillor_court_chaplain_baltic_religion_county_possessive:0 "Court Seer's" - councillor_court_chaplain_baltic_religion_county_female_possessive:0 "Court Seeress'" - councillor_court_chaplain_baltic_religion_duchy:0 "Vaidilė" - councillor_court_chaplain_baltic_religion_duchy_female:0 "Vaidilutė" - councillor_court_chaplain_baltic_religion_duchy_possessive:0 "Vaidilė's" - councillor_court_chaplain_baltic_religion_duchy_female_possessive:0 "Vaidilutė" - -# Slavic (Court Seer) (Zhrets/Zhritsa) (Volkhv/Vedunya) (Grand Diviner) - councillor_court_chaplain_slavic_religion_duchy:0 "Zhrets" - councillor_court_chaplain_slavic_religion_duchy_female:0 "Zhritsa" - councillor_court_chaplain_slavic_religion_duchy_possessive:0 "Zhrets'" - councillor_court_chaplain_slavic_religion_duchy_female_possessive:0 "Zhritsa's" - councillor_court_chaplain_slavic_religion_kingdom:0 "Volkhv" - councillor_court_chaplain_slavic_religion_kingdom_female:0 "Vedunya" - councillor_court_chaplain_slavic_religion_kingdom_possessive:0 "Volkhv's" - councillor_court_chaplain_slavic_religion_kingdom_female_possessive:0 "Vedunya's" - -# Finno-Ugric (Court Seer) (Noaidi) (High Noaidi) (Grand Diviner) - councillor_court_chaplain_finno_ugric_religion_duchy:0 "Noaidi" - councillor_court_chaplain_finno_ugric_religion_duchy_possessive:0 "Noaidi's" - -# Taoism (Libationer) - councillor_court_chaplain_taoism_religion_county:0 "Court Priest" - councillor_court_chaplain_taoism_religion_county_female:0 "Court Priestess" - councillor_court_chaplain_taoism_religion_county_possessive:0 "Court Priest's" - councillor_court_chaplain_taoism_religion_county_female_possessive:0 "Court Priestess'" - councillor_court_chaplain_taoism_religion_duchy:0 "Libationer" - councillor_court_chaplain_taoism_religion_duchy_possessive:0 "Libationer's" - councillor_court_chaplain_taoism_religion_kingdom:0 "High Libationer" - councillor_court_chaplain_taoism_religion_kingdom_possessive:0 "High Libationer's" - -# Tengrism (Shaman) - councillor_court_chaplain_tengrism_religion_duchy:0 "Shaman" - councillor_court_chaplain_tengrism_religion_duchy_possessive:0 "Shaman's" - councillor_court_chaplain_tengrism_religion_kingdom:0 "High Shaman" - councillor_court_chaplain_tengrism_religion_kingdom_possessive:0 "High Shaman's" - -# West African (Shaman) - councillor_court_chaplain_west_african_religion_duchy:0 "Hogon" - councillor_court_chaplain_west_african_religion_duchy_possessive:0 "Hogon's" - -# West African Bori (Shaman) - councillor_court_chaplain_west_african_bori_religion_duchy:0 "Adjingi" - councillor_court_chaplain_west_african_bori_religion_duchy_female:0 "Magadja" - councillor_court_chaplain_west_african_bori_religion_duchy_possessive:0 "Adjingi's" - councillor_court_chaplain_west_african_bori_religion_duchy_female_possessive:0 "Magadja's" - -# West African Roog (Shaman) - councillor_court_chaplain_west_african_roog_religion_duchy:0 "Saltigue" - councillor_court_chaplain_west_african_roog_religion_duchy_possessive:0 "Saltigue's" - -# Zoroastrianism (Mobed) - councillor_court_chaplain_zoroastrianism_religion_county:0 "Herbad" - councillor_court_chaplain_zoroastrianism_religion_county_possessive:0 "Herbad's" - councillor_court_chaplain_zoroastrianism_religion_duchy:0 "Mobed" - councillor_court_chaplain_zoroastrianism_religion_duchy_female:0 "Mobedyar" - councillor_court_chaplain_zoroastrianism_religion_duchy_possessive:0 "Mobed's" - councillor_court_chaplain_zoroastrianism_religion_duchy_female_possessive:0 "Mobedyar's" - councillor_court_chaplain_zoroastrianism_religion_kingdom:0 "Dastur" - councillor_court_chaplain_zoroastrianism_religion_kingdom_female:0 "Dastuyar" - councillor_court_chaplain_zoroastrianism_religion_kingdom_possessive:0 "Dastur's" - councillor_court_chaplain_zoroastrianism_religion_kingdom_female_possessive:0 "Dastuyar's" - -# Zunism (Court Seer) (Diviner) (Grand Diviner) - councillor_court_chaplain_zunism_religion_duchy:0 "Diviner" - councillor_court_chaplain_zunism_religion_duchy_possessive:0 "Diviner's" - councillor_court_chaplain_zunism_religion_kingdom:0 "Grand Diviner" - councillor_court_chaplain_zunism_religion_kingdom_possessive:0 "Grand Diviner's" - -# Mandala Government - councillor_court_chaplain_mandala_government: "Chief Priest" - councillor_court_chaplain_mandala_government_possessive: "Chief Priest's" - councillor_court_chaplain_mandala_government_female: "Chief Priestess" - councillor_court_chaplain_mandala_government_female_possessive: "Chief Priestess'" - -# Celestial Government - councillor_chancellor_celestial_government_imperial: "Grand Chancellor" - councillor_chancellor_celestial_government_imperial_possessive: "Grand Chancellor's" - councillor_marshal_celestial_government_imperial: "General-in-Chief" - councillor_marshal_celestial_government_imperial_possessive: "General-in-Chief's" - councillor_steward_celestial_government_imperial: "Minister of Revenue" - councillor_steward_celestial_government_imperial_possessive: "Minister of Revenue's" - councillor_spymaster_celestial_government_imperial: "Imperial Censor" - councillor_spymaster_celestial_government_imperial_possessive: "Imperial Censor's" - councillor_court_chaplain_celestial_government_imperial: "Minister of Rites" - councillor_court_chaplain_celestial_government_imperial_possessive: "Minister of Rites'" - - councillor_chancellor_non_celestial_government_imperial: "$councillor_chancellor_celestial_government_imperial$" - councillor_chancellor_non_celestial_government_imperial_possessive: "$councillor_chancellor_celestial_government_imperial_possessive$" - councillor_steward_non_celestial_government_imperial: "Grand Treasurer" - councillor_steward_non_celestial_government_imperial_possessive: "Grand Treasurer's" - councillor_marshal_non_celestial_government_imperial: "Grand General" - councillor_marshal_non_celestial_government_imperial_possessive: "Grand General's" - councillor_spymaster_non_celestial_government_imperial: "Grand Censor" - councillor_spymaster_non_celestial_government_imperial_possessive: "Grand Censor's" - - councillor_chancellor_celestial_government_non_imperial: "Chief Secretary" - councillor_chancellor_celestial_government_non_imperial_possessive: "Chief Secretary's" - councillor_marshal_celestial_government_non_imperial: "Army Supervisor" - councillor_marshal_celestial_government_non_imperial_possessive: "Army Supervisor's" - councillor_steward_celestial_government_non_imperial: "Fiscal Commissioner" - councillor_steward_celestial_government_non_imperial_possessive: "Fiscal Commissioner's" - councillor_spymaster_celestial_government_non_imperial: "Investigating Censor" - councillor_spymaster_celestial_government_non_imperial_possessive: "Investigating Censor's" - councillor_court_chaplain_celestial_government_non_imperial: "Ritualist" - councillor_court_chaplain_celestial_government_non_imperial_possessive: "Ritualist's" - councillor_court_chaplain_buddhist_chinese: "Héshàng" - councillor_court_chaplain_buddhist_chinese_possessive: "Héshàng's" - councillor_court_chaplain_daoist_chinese: "Taozhang" - councillor_court_chaplain_daoist_chinese_possessive: "Taozhang's" - councillor_court_chaplain_confucian_chinese: "Lisheng" - councillor_court_chaplain_confucian_chinese_possessive: "Lisheng's" - councillor_court_chaplain_buddhist_tibetan: "Banchenpo " - councillor_court_chaplain_buddhist_tibetan_possessive: "Banchenpo's" - councillor_chancellor_celestial_family_head: "Private Secretary" - councillor_chancellor_celestial_family_head_possessive: "Private Secretary's" - councillor_marshal_celestial_family_head: "Guard Captain" - councillor_marshal_celestial_family_head_possessive: "Guard Captain's" - councillor_steward_celestial_family_head: "Estate Manager" - councillor_steward_celestial_family_head_possessive: "Estate Manager's" - councillor_spymaster_celestial_family_head: "Observer" - councillor_spymaster_celestial_family_head_possessive: "Observer's" - -#Flavor localizaton for Spouse Councilor, sorted by Cultures/Governments. - councillor_spouse:0 "Spouse" - councillor_spouse_desc: "$game_concept_spouse_desc$" - councillor_spouse_prince_consort:0 "Prince Consort" - councillor_spouse_husband:0 "Husband" - councillor_spouse_empress:0 "Empress" - councillor_spouse_queen:0 "Queen" - councillor_spouse_duchess:0 "Duchess" - councillor_spouse_countess:0 "Countess" - councillor_spouse_baroness:0 "Baroness" - - councillor_spouse_emperor:0 "Emperor" - councillor_spouse_king:0 "King" - councillor_spouse_duke:0 "Duke" - councillor_spouse_count:0 "Count" - councillor_spouse_baron:0 "Baron" - councillor_spouse_consort: "Consort" - - councillor_spouse_possessive:0 "Spouse's" - councillor_spouse_prince_consort_possessive:0 "Prince Consort's" - councillor_spouse_husband_possessive:0 "Husband's" - councillor_spouse_empress_possessive:0 "Empress'" - councillor_spouse_queen_possessive:0 "Queen's" - councillor_spouse_duchess_possessive:0 "Duchess'" - councillor_spouse_countess_possessive:0 "Countess'" - councillor_spouse_baroness_possessive:0 "Baroness'" - - councillor_spouse_emperor_possessive:0 "Emperor's" - councillor_spouse_king_possessive:0 "King's" - councillor_spouse_duke_possessive:0 "Duke's" - councillor_spouse_count_possessive:0 "Count's" - councillor_spouse_baron_possessive:0 "Baron's" - - councillor_leaving_court_message_title:0 "Councillor Left Court" - councillor_leaving_court_marriage_notification:0 "Your [council_task.GetPositionName], [councillor.GetShortUINameNoTooltip|U], left [councillor.GetHerHis] position and your [old_employer.Custom('GetCourtConcept')] as a result of [councillor.GetHerHis] [marriage|E] to a [landed|E] spouse. #weak ([councillor.GetPrimarySpouse.GetShortUIName|U])#!" - councillor_leaving_court_landed_notification:0 "Your [council_task.GetPositionName], [councillor.GetShortUINameNoTooltip|U], left [councillor.GetHerHis] position and your [old_employer.Custom('GetCourtConcept')] after gaining a [title|E]. #weak ([councillor.GetPrimaryTitle.GetBaseName|V])#!" - councillor_leaving_court_generic_fallback_notification:0 "Your [old_employer.Custom2('RelationToMeShort', councillor)], [councillor.GetShortUINameNoTooltip|U], has left [councillor.GetHerHis] [council|E] position and your [old_employer.Custom('GetCourtConcept')]." - - councillor_court_chaplain_shintoism_religion: "Court Priest" - councillor_court_chaplain_shintoism_religion_possessive: "Court Priest's" diff --git a/localization/english/replace/council_tasks_l_english.yml b/localization/english/replace/council_tasks_l_english.yml deleted file mode 100644 index 255051f28..000000000 --- a/localization/english/replace/council_tasks_l_english.yml +++ /dev/null @@ -1,751 +0,0 @@ -l_english: - ACTIVE_COUNCIL_TASK_TT:2 "My [ActiveCouncilTask.GetPositionType.GetNameForPlayer] [ActiveCouncilTask.GetCouncillor.GetFirstName|V] is assigned to [ActiveCouncilTask.GetTaskType.GetName|V]" - ACTIVE_COUNCIL_TASK_FROZEN_TT:1 "#T [ActiveCouncilTask.GetTaskType.GetName|V] #!\n@warning_icon! #X Assign a character to this council position to continue progressing the task#!" - POTENTIAL_COUNCIL_TASK_TT:2 "[ActiveCouncilTask.GetCouncillor.GetUIName] will be assigned to [ActiveCouncilTask.GetTaskType.GetName|V]" - COUNCIL_TASK_TT:0 "#T [ActiveCouncilTask.GetTaskType.GetName]#!\n[SelectLocalization( GuiPotentialCouncilTask.IsActive, 'ACTIVE_COUNCIL_TASK_TT', 'POTENTIAL_COUNCIL_TASK_TT' )]" - COUNCIL_TASK_MAP_TT:0 "#T [ActiveCouncilTask.GetTaskType.GetName]#!\n$ACTIVE_COUNCIL_TASK_TT$" - council_task_possible_side_effects:1 "\n\n[councillor_task_possible_side_effects|E] #weak — [councillor.Custom('GetCouncillorKurultaiMember')] Skill#!" - task_generic_notification_tooltip:0 "From a [councillor_task|E]" - COUNCILLOR_IS_YOUR_FRIEND:1 "[councillor.GetCouncilTitle] [councillor.GetShortUIName] is your [friend|E]" - COUNCILLOR_IS_YOUR_BEST_FRIEND:1 "[councillor.GetCouncilTitle] [councillor.GetShortUIName] is your [best_friend|E]" - COUNCILLOR_IS_YOUR_RIVAL:1 "[councillor.GetCouncilTitle] [councillor.GetShortUIName] is your [rival|E]" - COUNCILLOR_IS_YOUR_NEMESIS:1 "[councillor.GetCouncilTitle] [councillor.GetShortUIName] is your [nemesis|E]" - - -#Council task tooltips. - task_diplomacy_bad_unskilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('diplomacy_skill_level')] diplomacy skill caused this problem." - task_martial_bad_unskilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('martial_skill_level')] martial skill caused this problem." - task_stewardship_bad_unskilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('stewardship_skill_level')] stewardship skill caused this problem." - task_intrigue_bad_unskilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('intrigue_skill_level')] intrigue skill caused this problem." - task_learning_bad_unskilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('learning_skill_level')] learning skill caused this problem." - - task_diplomacy_bad_skilled_notification_tooltip:0 "This problem happened in spite of your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('diplomacy_skill_level')] diplomacy skill." - task_martial_bad_skilled_notification_tooltip:0 "This problem happened in spite of your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('martial_skill_level')] martial skill." - task_stewardship_bad_skilled_notification_tooltip:0 "This problem happened in spite of your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('stewardship_skill_level')] stewardship skill." - task_intrigue_bad_skilled_notification_tooltip:0 "This problem happened in spite of your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('intrigue_skill_level')] intrigue skill." - task_learning_bad_skilled_notification_tooltip:0 "This problem happened in spite of your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('learning_skill_level')] learning skill." - - task_diplomacy_good_unskilled_notification_tooltip:0 "This happened despite your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('diplomacy_skill_level')] diplomacy skill." - task_martial_good_unskilled_notification_tooltip:0 "This happened despite your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('martial_skill_level')] martial skill." - task_stewardship_good_unskilled_notification_tooltip:0 "This happened despite your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('stewardship_skill_level')] stewardship skill." - task_intrigue_good_unskilled_notification_tooltip:0 "This happened despite your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('intrigue_skill_level')] intrigue skill." - task_learning_good_unskilled_notification_tooltip:0 "This happened despite your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('learning_skill_level')] learning skill." - - task_diplomacy_good_skilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('diplomacy_skill_level')] diplomacy skill led to this windfall." - task_martial_good_skilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('martial_skill_level')] martial skill led to this windfall." - task_stewardship_good_skilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('stewardship_skill_level')] stewardship skill led to this windfall." - task_intrigue_good_skilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('intrigue_skill_level')] intrigue skill led to this windfall." - task_learning_good_skilled_notification_tooltip:0 "Your [active_councillor.GetCouncilTitlePossessive] [active_councillor.Custom('learning_skill_level')] learning skill led to this windfall." - - task_martial_good_acclaimed_knight_notification_tooltip:0 "This happened because of a glorious [acclaimed_knight]." - - -#spouse - spouse_task_diplomacy_good_skilled_notification_tooltip:0 "Your spouse's [councillor.Custom('diplomacy_skill_level')] diplomacy skill led to this windfall." - spouse_task_diplomacy_good_unskilled_notification_tooltip:0 "This happened despite your spouse's [councillor.Custom('diplomacy_skill_level')] diplomacy skill." - spouse_task_martial_good_unskilled_notification_tooltip:0 "This happened despite your spouse's [councillor.Custom('martial_skill_level')] martial skill." - spouse_task_martial_good_skilled_notification_tooltip:0 "Your spouse's [councillor.Custom('martial_skill_level')] martial skill led to this windfall." - spouse_task_stewardship_good_skilled_notification_tooltip:0 "Your spouse's [councillor.Custom('stewardship_skill_level')] stewardship skill led to this windfall." - spouse_task_stewardship_good_unskilled_notification_tooltip:0 "This happened despite your spouse's [councillor.Custom('stewardship_skill_level')] stewardship skill." - spouse_task_intrigue_good_unskilled_notification_tooltip:0 "This happened despite your spouse's [councillor.Custom('intrigue_skill_level')] intrigue skill." - spouse_task_intrigue_good_skilled_notification_tooltip:0 "Your spouse's [councillor.Custom('intrigue_skill_level')] intrigue skill led to this windfall." - spouse_task_learning_good_unskilled_notification_tooltip:0 "This happened despite your spouse's [councillor.Custom('learning_skill_level')] learning skill." - spouse_task_learning_good_skilled_notification_tooltip:1 "Your spouse's [councillor.Custom('learning_skill_level')] learning skill led to this windfall." - -#chancellor - task_foreign_affairs:0 "Foreign Affairs" - - task_foreign_affairs_modifier_desc:0 "[councillor.GetModifierDescForTask('task_foreign_affairs')]" - task_foreign_affairs_prestige_effect_desc:2 "[prestige|E]: [prestige_i|E]#P +[SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_total')]#!/month\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_base')]#!" - task_foreign_affairs_effect_desc_adaptive_traditions_bonus_prestige:0 "\n$TAB$[GetPerk('adaptive_traditions_perk').GetName(GetPlayer)]: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_perk_bonus_modifier')|P]" - task_foreign_affairs_effect_desc_bureaucrats_bonus_prestige:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_erudition_modifier')|P]" - task_foreign_affairs_effect_desc_family_business_bonus_prestige:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_family_business_modifier')|P]" - task_foreign_affairs_effect_desc_consulted_house_bonus_prestige: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_consulted_house_modifier')|P]" - task_foreign_affairs_independent_effect_desc:1 "\n\nIndependent Ruler Opinion:\n$TAB$Increases by #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_monthly_increase')|P]/month up to #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max')|1P] (Currently: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_independent_opinion_scale')|1]#!)\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_base')]#!" - task_foreign_affairs_emperor_effect_desc:0 "\n\nEmperors of the Realm:" - task_foreign_affairs_king_effect_desc:0 "\n\nOther Kings of the Realm:" - task_foreign_affairs_duke_effect_desc:0 "\n\nOther Dukes of the Realm:" - task_foreign_affairs_count_effect_desc:0 "\n\nOther Counts of the Realm:" - task_foreign_affairs_fallback_effect_desc:0 "\n\nFellow Vassal Opinion:" - task_foreign_affairs_not_independent_effect_desc:0 "\n$TAB$Increases by #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_monthly_increase')|P]/month up to: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max')|1P]\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_base')]#!" - task_foreign_affairs_effect_desc_adaptive_traditions_bonus_opinion:0 "\n$TAB$[GetPerk('adaptive_traditions_perk').GetName(GetPlayer)]: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_perk_bonus_modifier')|P]" - task_foreign_affairs_effect_desc_bureaucrats_bonus_opinion:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_erudition_modifier')|P]" - task_foreign_affairs_effect_desc_family_business_bonus_opinion:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_family_business_modifier')|P]" - task_foreign_affairs_effect_desc_consulted_house_bonus_opinion: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_consulted_house_modifier')|P]" - task_foreign_affairs_effect_desc_court_fashion_bonus_opinion: "\n$TAB$$court_fashion_foreign_modifier$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_court_fashion_modifier')|P]" - task_foreign_affairs_shorten_truce:0 "\n$EFFECT_LIST_BULLET$#P Shorten Truce#!" - task_foreign_affairs_enemy_claim:0 "\n$EFFECT_LIST_BULLET$#N Enemy Claim#!" - task_foreign_shorten_enemy_truce:0 "\n$EFFECT_LIST_BULLET$#N Shorten Enemy Truce#!" - task_foreign_neighbor_opinion_loss:0 "\n$EFFECT_LIST_BULLET$#N Neighbor Opinion Loss#!" - task_foreign_affairs_notification_tooltip:0 "From $task_foreign_affairs$" - - task_domestic_affairs:0 "Domestic Affairs" - task_domestic_affairs_direct_effect_desc:0 "[direct_vassal|E] Opinion: #P [opinion_i]+[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_scale')|1]#!\n(Increases by #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_monthly_increase')|2P]/month up to #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_max')|0P])\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_i][diplomacy_skill|E]: #P [opinion_i]+[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_base')|2]#!" - task_domestic_affairs_parochial_effect_desc:0 "\n\n[GetVassalStance( 'parochial' ).GetTextIcon][GetVassalStance( 'parochial' ).GetName] [vassal|E] Opinion: #P [opinion_i]+[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_scale')|1]#!\n(Increases by #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_monthly_increase')|2P]/month up to #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_max')|0P])\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_i][diplomacy_skill|E]: #P [opinion_i]+[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_base')|2]#!" - task_domestic_affairs_bureaucrats_bonus_desc:3 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_erudition_bonus')|2]#!" - task_domestic_affairs_family_business_bonus_desc:1 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_family_business_bonus')|2]#!" - task_domestic_affairs_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_consulted_house_bonus')|2]#!" - task_domestic_affairs_chains_of_loyalty_bonus_desc:0 "\n$TAB$[GetPerk('chains_of_loyalty_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_chains_of_loyalty_bonus')|2]#!" - - task_domestic_affairs_tyranny_effect_desc:1 "\n\n[tyranny|E] Loss: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_total')|P0]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_i][diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_base')|P0]%#!" - task_domestic_affairs_tyranny_bureaucrats_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_erudition_bonus')|P0]%#!" - task_domestic_affairs_tyranny_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_family_business_bonus')|P0]%#!" - task_domestic_affairs_tyranny_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_consulted_house_bonus')|P0]%#!" - task_domestic_affairs_tyranny_chains_of_loyalty_bonus_desc:0 "\n$TAB$[GetPerk('chains_of_loyalty_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_chains_of_loyalty_bonus')|P0]%#!" - - SCALED_COUNCILLOR_DIPLOMACY_VALUE:2 "[councillor.GetCouncilTitle] [councillor.GetShortUINamePossessive] Diplomacy Skill" - BASE_DRIFT_SPEED:0 "Base drift: $VALUE|=+1$" - - task_integrate_title:0 "Integrate Title" - task_integrate_title_VALUE_NAME:1 "[de_jure_drift|E]" - task_integrate_title_effect_desc:1 "#S At 100%:#!\n$TAB$The target title becomes [de_jure|E] part of your [primary_title|E]" - task_integrate_title_nobles_support_integration:0 "\n$EFFECT_LIST_BULLET$#P Nobles Support Integration#!" - task_integrate_title_culture_supports_integration:0 "\n$EFFECT_LIST_BULLET$#P Culture Supports Integration#!" - task_integrate_title_nobles_resist_integration:0 "\n$EFFECT_LIST_BULLET$#N Nobles Resist Integration#!" - task_integrate_title_culture_resists_integration:0 "\n$EFFECT_LIST_BULLET$#N Culture Resists Integration#!" - task_integrate_title_notification_tooltip:0 "From $task_integrate_title$" - INTEGRATE_TITLE_DYNASTY_PERK_BONUS_VALUE:1 "[GetDynastyPerk('erudition_legacy_5').GetName]" - PASSIVE_INTEGRATION_PROGRESS_VALUE:0 "Passive integration" - - task_bestow_royal_favor:0 "Bestow Royal Favor" - task_bestow_royal_favor_prestige_effect_desc:0 "[prestige|E]: [prestige_i|E]#P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_prestige_total')]#!/month\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_prestige_gain_base')]#!" - task_bestoy_royal_favor_effect_desc_bureaucrats_bonus_prestige: "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('chancellor_bestow_favor_prestige_gain_erudition_modifier')|P]" - task_bestoy_royal_favor_effect_desc_family_business_bonus_prestige: "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('chancellor_bestow_favor_prestige_gain_family_business_modifier')|P]" - task_bestoy_royal_favor_effect_desc_consulted_house_bonus_prestige: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('chancellor_bestow_favor_prestige_gain_consulted_house_modifier')|P]" - task_bestow_royal_favor_opinion_effect_desc:0 "\n\n[vassal|E] Prestige increases by [prestige_i|E]#P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_prestige_gain_base_vassal')|P]#!/month\n\n[vassal|E] Opinion increases by #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_increase_per_success')|P] up to #P 100#! (in total)\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_increase_per_success_base')]#!\n$TAB$Your [court_grandeur|E]: #P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_increase_per_success_grandeur')]#!" - task_bestoy_royal_favor_effect_desc_bureaucrats_bonus_opinion: "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_gain_erudition_bonus')|P]" - task_bestoy_royal_favor_effect_desc_family_business_bonus_opinion: "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_gain_family_business_bonus')|P]" - task_bestoy_royal_favor_effect_desc_consulted_house_bonus_opinion: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_gain_consulted_house_bonus')|P]" - task_bestow_royal_favor_target_message:0 "[councillor_liege.GetShortUIName] is bestowing [councillor_liege.GetHerHis] royal favor upon you" - task_bestow_royal_favor_target_cancel_message:0 "[councillor_liege.GetShortUIName] is no longer bestowing [councillor_liege.GetHerHis] royal favor upon you" - - -#marshal - task_organize_levies:1 "Organize Army" - task_organize_levies_maintenance_modifier:0 "$task_organize_levies$" - task_organize_levies_effect_desc:6 "[garrison|E] Size and [levy|E] Reinforcement Rate: #P +[SCOPE.ScriptValue('marshal_organize_levies_modifier_total')]%#!\n$TAB$Base: #P +[SCOPE.ScriptValue('marshal_organize_levies_base')]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_organize_levies_skill_base')]%#!" - task_organize_levies_erudition_bonus:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('marshal_organize_levies_erudition_bonus')]%#!" - task_organize_levies_family_business_bonus:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('marshal_organize_levies_family_business_bonus')|1]%#!" - task_organize_levies_consulted_house_bonus: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('marshal_organize_levies_consulted_house_bonus')|1]%#!" - task_organize_levies_maintenance_effect_desc:0 "\n\nRaised [army|E] Maintenance: [gold_i]#P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_total')|1P]%#!\n$TAB$Base: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_base')|1P]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_skill_base')|1P]%#!" - task_organize_levies_maintenance_erudition_bonus_desc:1 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_erudition_bonus')|1]%#!" - task_organize_levies_maintenance_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_family_business_bonus')|1]%#!" - task_organize_levies_maintenance_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_consulted_house_bonus')|1]%#!" - task_train_commanders_acclaimed_knight_levy_captaincy:0 "\n$EFFECT_LIST_BULLET$#P [acclaimed_knight] Prepares Levies#!" - task_organize_levies_well_organized_service:0 "\n$EFFECT_LIST_BULLET$#P Well-organized Service#!" - task_organize_levies_increased_military_presence:0 "\n$EFFECT_LIST_BULLET$#P Increased Military Presence#!" - task_organize_levies_levy_desertion:0 "\n$EFFECT_LIST_BULLET$#N Levy Desertion#!" - task_organize_levies_unused_farmland:0 "\n$EFFECT_LIST_BULLET$#N Unused Farmland#!" - task_organize_levies_insufficient_guards:0 "\n$EFFECT_LIST_BULLET$#N Insufficient Guards#!" - task_organize_levies_notification_tooltip:0 "From $task_organize_levies$" - - task_suppress_crime:0 "Suppress Crime" - task_supress_crime_effect_desc:0 "#S At #V 100%#!#!:\n$TAB$Remove County Corruption\nProgress: #P +#![SCOPE.ScriptValue('task_supress_crime_progress')|P]#P %#!/month\n\nMakes County immune to County Corruption" - task_suppress_crime_gain_opinion:0 "\n$EFFECT_LIST_BULLET$#P Increase County Opinion#!" - task_suppress_crime_lose_opinion:0 "\n$EFFECT_LIST_BULLET$#N Lose County Opinion#!" - marshal_supress_crime_modifier:0 "Suppressing Crime" - marshal_supress_crime_modifier_desc:0 "#F This County is immune to County Corruption#!" - task_suppress_crime_notification_tooltip:0 "From $task_suppress_crime$" - - task_train_commanders:0 "Train Commanders" - task_train_commanders_modifier:0 "$task_train_commanders$" - task_train_commanders_effect_desc:3 "\n\n#P [SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_value')|1P]%#! chance of improving or finding a new [commander|E] or [knight|E] each month\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_value_base')|1P]%#!" - task_train_commanders_maa_boost_effect_desc:0 "[knight_effectiveness|E], [men_at_arms|E]' [damage|E] and [toughness|E]:\n$TAB$Increases by #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_monthly_increase')|1]%#!/month up to #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_max')|1]%#! (Currently: #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_scale')|1]%#!)\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_base')|1]%#!" - task_train_commanders_commander_erudition_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_erudition_bonus')|P]%#!" - task_train_commanders_commander_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_family_business_bonus')|P]%#!" - task_train_commanders_commander_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_consulted_house_bonus')|P]%#!" - task_train_commanders_acclaimed_knight_drills_hastiludes:0 "\n$EFFECT_LIST_BULLET$#P [acclaimed_knight] Drills [GetTrait('tourney_participant').GetNameNoTooltip( GetNullCharacter )]#!" - task_train_commanders_commander_learns_from_commander:1 "\n$EFFECT_LIST_BULLET$#P Commander Gains [commander_trait]#!" - task_train_commanders_knight_improved:0 "\n$EFFECT_LIST_BULLET$#P [knight] Improved#!" - task_train_commanders_commander_wounded:0 "\n$EFFECT_LIST_BULLET$#N Commander Wounded#!" - task_train_commanders_commander_maimed:0 "\n$EFFECT_LIST_BULLET$#N Commander Maimed#!" - task_train_commanders_commander_killed:0 "\n$EFFECT_LIST_BULLET$#N Commander Killed#!" - task_train_commanders_notification_tooltip:0 "From $task_train_commanders$" - task_boost_maa_modifier:0 "From $task_train_commanders$" - task_boost_knights_modifier:0 "From $task_train_commanders$" - - - task_increase_control_VALUE_NAME:0 "[county_control|E]" - task_increase_control:0 "Increase Control in County" - task_increase_control_effect_desc:1 "Chance of removing County Corruption: [SCOPE.ScriptValue('marshal_remove_county_corruption_chance')|P]#P %#!/month\n$TAB$Councillor: #P +#![SCOPE.ScriptValue('marshal_councillor_county_corruption_value')|P]\n$TAB$County Control: #P +#![SCOPE.ScriptValue('marshal_county_county_corruption_value')|P]\n\nWhile Control is being increased, the County will not acquire Corruption" - marshal_increase_control_modifier:0 "$task_increase_control$" - marshal_increase_control_friend_bonus_modifier:0 "[friend|E] is performing $task_increase_control$" - marshal_increase_control_monthly_increase_best_friend_bonus:0 "[best_friend|E] is performing $task_increase_control$" - marshal_increase_control_rival_bonus_modifier:0 "[rival|E] is performing $task_increase_control$" - marshal_increase_control_nemesis_bonus_modifier:0 "[nemesis|E] is performing $task_increase_control$" - marshal_increase_control_perk_bonus_modifier:0 "$strict_organization_perk_name$" - marshal_increase_control_erudition_bonus_modifier:1 "[GetDynastyPerk('erudition_legacy_5').GetName]" - task_increase_control_acclaimed_knight_subdues_peasantry:0 "\n$EFFECT_LIST_BULLET$#P [acclaimed_knight] Subdues Local Peasantry#!" - task_increase_control_increase_opinion:0 "\n$EFFECT_LIST_BULLET$#P Increase County Opinion#!" - task_increase_control_baron_opinion_increase:0 "\n$EFFECT_LIST_BULLET$#P Baron Opinion Increase#!" - task_increase_control_lose_opinion:0 "\n$EFFECT_LIST_BULLET$#N Lose County Opinion#!" - task_increase_control_lose_control:0 "\n$EFFECT_LIST_BULLET$#N Loss of Control#!" - task_increase_control_baron_opinion_loss:0 "\n$EFFECT_LIST_BULLET$#N Baron Opinion Loss#!" - task_increase_control_corruption_notification:1 "Your [councillor.GetCouncilTitle] has removed County Corruption in [county.GetNameNoTier]" - task_increase_control_notification_tooltip:0 "From $task_increase_control$" - task_increase_control_improved_vassal_opinion:0 "\n$EFFECT_LIST_BULLET$#P Increase Vassal Opinion#!" - task_increase_control_improve_vassal_contract:1 "\n$EFFECT_LIST_BULLET$#P Improve [vassal_contract|E]#!" - task_increase_control_end_internal_war:0 "\n$EFFECT_LIST_BULLET$#P End Internal War#!" - task_increase_control_force_vassal_partition:0 "\n$EFFECT_LIST_BULLET$#P Force Partition for Vassal#!" - task_increase_control_lose_vassal_opinion:0 "\n$EFFECT_LIST_BULLET$#N Lowered Vassal Opinion#!" - task_increase_control_worsen_contract:1 "\n$EFFECT_LIST_BULLET$#N Worsened [vassal_contract|E]#!" - task_increase_control_loss_of_crown_authority:0 "\n$EFFECT_LIST_BULLET$#N Loss of Ruler Authority#!" - task_domestic_affairs_notification_tooltip:0 "From $task_domestic_affairs$" - - task_manage_guards:0 "Manage Royal Guards" - task_manage_guards_knights_desc:1 "[knight_effectiveness|E]: #P +[SCOPE.ScriptValue('marshal_overtime_boost_scale')|1]%#!\nIncreases by #P +[SCOPE.ScriptValue('marshal_overtime_boost_monthly_increase')]%#!/month up to #P +[SCOPE.ScriptValue('marshal_overtime_boost_max')]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_overtime_boost_base')|2]#!" - task_manage_guards_erudition_bonus_knights: "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('marshal_manage_guards_max_erudition_bonus')|P]%#!" - task_manage_guards_family_business_bonus_knights: "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('marshal_manage_guards_max_family_business_bonus')|P]%#!" - task_manage_guards_consulted_house_bonus_knights: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('marshal_manage_guards_max_consulted_house_bonus')|P]%#!" - task_manage_guards_scheme_desc:1 "\n\nEnemy [hostile_scheme|E] [success_chance|E]: #P [SCOPE.ScriptValue('marshal_overtime_decrease_scale')|1]#!%\nDecreases by #P [SCOPE.ScriptValue('marshal_overtime_decrease_monthly_increase')]%#!/month up to #P [SCOPE.ScriptValue('marshal_overtime_decrease_max')]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P [SCOPE.ScriptValue('marshal_overtime_decrease_base')|2]#!" - task_manage_guards_erudition_bonus_scheme: "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P -[SCOPE.ScriptValue('marshal_manage_guards_max_erudition_bonus')|P]%#!" - task_manage_guards_family_business_bonus_scheme: "\n$TAB$$tradition_family_entrepreneurship_name$: #P -[SCOPE.ScriptValue('marshal_manage_guards_max_family_business_bonus')|P]%#!" - task_manage_guards_consulted_house_bonus_scheme: "\n$TAB$$unity_consulted_house_member_desc$: #P -[SCOPE.ScriptValue('marshal_manage_guards_max_consulted_house_bonus')|P]%#!" - task_manage_guards_knight_modifier:0 "Manage Royal Guards: Knight Effectiveness" - task_manage_guards_scheme_modifier:0 "Manage Royal Guards: Enemy Hostile Scheme Success Chance" - task_manage_guards_knight_improved:0 "\n$EFFECT_LIST_BULLET$#P Knight Improved#!" - task_manage_guards_scheme_disrupted:0 "\n$EFFECT_LIST_BULLET$#P Hostile Scheme Disrupted#!" - task_manage_guards_knight_wounded:0 "\n$EFFECT_LIST_BULLET$#N Knight Wounded#!" - task_manage_guards_disorganized:0 "\n$EFFECT_LIST_BULLET$#N Disorganized Royal Guards#!" - task_manage_guards_notification_tooltip:0 "From $task_manage_guards$" - - SCALED_COUNCILLOR_MARTIAL_VALUE:2 "[councillor.GetCouncilTitle] [councillor.GetShortUIName]'s [martial_skill|E]" - INCREASE_CONTROL_BASE:0 "Base" - INCREASE_CONTROL_PERK_BONUS_VALUE:1 "$strict_organization_perk_name$" - strict_organization_perk:0 "$strict_organization_perk_name$" - - -#spymaster - task_disrupt_schemes:0 "Disrupt Schemes" - task_disrupt_schemes_effect_desc:0 "[councillor.GetModifierDescForTask('task_disrupt_schemes')]" - task_disrupt_schemes_hostile_scheme_disrupted:0 "\n$EFFECT_LIST_BULLET$#P Hostile Scheme Disrupted#!" - task_disrupt_schemes_secret_revealed:0 "\n$EFFECT_LIST_BULLET$#N Your Secret Revealed#!" - task_disrupt_schemes_courtier_secret_revealed:0 "\n$EFFECT_LIST_BULLET$#N Courtier's Secret Revealed#!" - task_disrupt_schemes_modifier:0 "Disrupt Schemes" - task_disrupt_schemes_modifier_desc:0 "This character's Spymaster is rooting out conspiracies and treachery at court." - task_disrupt_schemes_court_of_shadows_modifier:0 "Court of Shadows" - task_disrupt_schemes_court_of_shadows_modifier_desc:0 "This character is guiding their Spymaster in ways of confounding the enemies that might encroach at their court." - task_disrupt_schemes_notification_tooltip:0 "From $task_disrupt_schemes$" - task_disrupt_schemes_hostile_scheme_resistance_base:3 "[hostile_scheme_resistance|E]: @scheme_phase_duration_icon!#P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_modifier_final_scale')|1] days#!\n$TAB$Base: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_hostile_scheme_resistance_base')|1] days#!\n$TAB$[intrigue_i] [councillor|E]'s [intrigue|E]: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_modifier_base_scale')|1] days#!" - task_disrupt_schemes_hostile_scheme_resistance_perk_bonus:0 "\n$TAB$[GetPerk('court_of_shadows_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_court_of_shadows_modifier_scale')|1] days#!" - task_disrupt_schemes_hostile_scheme_resistance_legacy_bonus:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_erudition_legacy_5_modifier_scale')|P1] days#!" - task_disrupt_schemes_hostile_scheme_resistance_family_business_bonus:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_family_business_modifier_scale')|P1] days#!" - task_disrupt_schemes_hostile_scheme_resistance_consulted_house_bonus: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_consulted_house_modifier_scale')|P]%#!" - task_disrupt_schemes_discovery_chance_base:2 "\n[scheme_discovery_chance|E]: @exposed_icon!#P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_total_modifier')|1%/]#!\n$TAB$[intrigue_i] [councillor|E]'s [intrigue|E]: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_scheme_discovery_modifier')|1%/]#!" - task_disrupt_schemes_discovery_chance_perk_bonus:0 "\n$TAB$[GetPerk('court_of_shadows_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_court_of_shadows_scheme_discovery_modifier_scale')|1%/]#!" - task_disrupt_schemes_discovery_chance_legacy_bonus:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_erudition_legacy_5_discovery_modifier_scale')|P1%/]#!" - task_disrupt_schemes_discovery_chance_family_business_bonus:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_family_business_discovery_modifier_scale')|P1%/]#!" - task_disrupt_schemes_discovery_chance_consulted_house_bonus: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('spymaster_disrupt_schemes_consulted_house_modifier_scale')|P]%#!" - - task_support_schemes:0 "Support Schemes" - task_support_schemes_effect_desc:0 "[councillor.GetModifierDescForTask('task_support_schemes')]" - task_support_schemes_base_desc:3 "[hostile_scheme|E] [scheme_speed_single|E]: @scheme_phase_duration_icon!#P [SCOPE.ScriptValue('spymaster_espionage_modifier_final_scale')|0]#!\n$TAB$[intrigue_i] [councillor|E]'s [intrigue|E]: #P [SCOPE.ScriptValue('spymaster_espionage_modifier_base_scale')|0] days#!" - task_support_schemes_legacy_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P [SCOPE.ScriptValue('spymaster_espionage_legacy_bonus')|P1]#!" - task_support_schemes_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P [SCOPE.ScriptValue('spymaster_espionage_family_business_bonus')|P1]#!" - task_support_schemes_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P [SCOPE.ScriptValue('spymaster_espionage_consulted_house_bonus')|P]%#!" - spymaster_espionage_court_type_bonus_desc:0 "\n$TAB$$court_intrigue$: #P [SCOPE.ScriptValue('spymaster_espionage_court_type_bonus')|P1]#!" - task_support_schemes_success_chance_base_desc:2 "\n[hostile_scheme|E] [success_chance|E]: @scheme_success_icon!#P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_total')|P1%/]#!\n$TAB$Base: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_base')|P1%/]#!\n$TAB$[intrigue_i] [councillor|E]'s [intrigue|E]: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_modifier_base_scale')|P1%/]#!" - task_support_schemes_success_chance_legacy_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_legacy_bonus')|P1]#!" - task_support_schemes_success_chance_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_family_business_bonus')|P1]#!" - task_support_schemes_success_chance_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_consulted_house_bonus')|P]%#!" - spymaster_espionage_success_chance_court_type_bonus_desc:0 "\n$TAB$$court_intrigue$: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_court_type_bonus')|P1]#!" - task_support_schemes_modifier:0 "Spymaster — Espionage" - task_support_schemes_modifier_desc:0 "This person's Spymaster is advancing their agenda with various schemes and ploys." - task_support_schemes_learn_secret:0 "\n$EFFECT_LIST_BULLET$#P Secret Discovered#!" - task_support_schemes_lose_piety:0 "\n$EFFECT_LIST_BULLET$#N Loss of Piety#!" - task_support_schemes_lose_prestige:0 "\n$EFFECT_LIST_BULLET$#N Loss of Prestige#!" - task_support_schemes_fail_scheme:0 "\n$EFFECT_LIST_BULLET$#N Scheme Failure#!" - task_support_schemes_notification_tooltip:0 "From $task_support_schemes$" - - task_find_secrets:0 "Find Secrets" - task_find_secrets_effect_desc:1 "If any [secrets|E] exist at court:\n$TAB$[SCOPE.ScriptValue('spymaster_find_secrets_secret_discovery_chance')|P]#P %#! chance of learning a [secret|E]" - task_find_secrets_vassal_intimidation:0 "\nChance of intimidating vassal" - task_find_secrets_opinion_loss:0 "\n$EFFECT_LIST_BULLET$#N $task_find_secrets$ Discovered#!" - task_find_secrets_notification_tooltip:0 "From $task_find_secrets$" - - SCALED_COUNCILLOR_INTRIGUE_VALUE:2 "[councillor.GetCouncilTitle] [councillor.GetShortUINamePossessive] Intrigue Skill" - SPYMASTER_PROGRESS_BASE:0 "Base" - ESPIONAGE_PERK_BONUS_VALUE:1 "[GetPerk('digging_for_dirt_perk').GetName(GetPlayer)]" - TARGET_SPYMASTER_disrupt_schemes:1 "Target's Spymaster is Disrupting Schemes" - TARGET_IS_LIEGE_penalty:0 "Target is your Liege or above" - - -#steward - task_collect_taxes:0 "Collect Taxes" - task_collect_taxes_effect_desc:3 "[domain|E] Taxes: [gold_i]#P +[SCOPE.ScriptValue('steward_collect_taxes_scale_tooltip_total')|2]%#!\n$TAB$[councillor.GetCouncilTitle] [councillor.GetShortUIName] [stewardship_skill|E]: #P +[SCOPE.ScriptValue('steward_collect_taxes_scale_base')|1]%#!" - task_collect_taxes_tax_man_bonus_desc:2 "\n$TAB$[GetPerk('tax_man_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('steward_collect_taxes_perk_bonus_scale')|2]%#!" - task_collect_taxes_erudition_bonus_desc:2 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('steward_collect_taxes_erudition_bonus_scale')|2]%#!" - task_collect_taxes_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('steward_collect_taxes_family_business_bonus_scale')|2]%#!" - task_collect_taxes_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('steward_collect_taxes_consulted_house_bonus_scale')|P]%#!" - task_collect_taxes_innovation_double_entry_bookkeeping_bonus_desc: "\n$TAB$$innovation_double_entry_bookkeeping$: #P +10%#!" - task_collect_taxes_extra_taxes:0 "\n$EFFECT_LIST_BULLET$#P Extra Taxes#!" - task_collect_taxes_county_corruption:0 "\n$EFFECT_LIST_BULLET$#N County Corruption#!" - task_collect_taxes_notification_tooltip:0 "From $task_collect_taxes$" - - task_develop_county:0 "Increase Development in County" - task_develop_county_VALUE_NAME:0 "[development_growth|E]" - task_develop_county_minister_of_works_VALUE_NAME: "$task_develop_county_VALUE_NAME$" - task_develop_county_complete_effect_desc:1 "#S At #V 100%#!#!:\n$TAB$Increase [development|E] by #P 1#!" - task_develop_county_effect_desc:1 "\n[councillor.GetModifierDescForTask('task_develop_county')]" - steward_develop_county_modifier:0 "Developing County" - steward_develop_county_modifier_skill_desc:0 "$steward_develop_county_modifier$ — Steward Skill" - steward_develop_county_modifier_desc:0 "The development of this County is being overseen by a Steward" - steward_develop_county_perk_bonus_modifier:0 "$planned_cultivation_perk_name$" - steward_develop_county_development_increase_message:1 "Your [councillor.GetCouncilTitle] has increased the Development in [county.GetNameNoTier]" - task_develop_county_efficient_taxation:0 "\n$EFFECT_LIST_BULLET$#P Efficient Taxation#!" - task_develop_county_increased_control:0 "\n$EFFECT_LIST_BULLET$#P Increased Control#!" - task_develop_county_slow_construction:0 "\n$EFFECT_LIST_BULLET$#N Slow Construction#!" - task_develop_county_loss_of_opinion:0 "\n$EFFECT_LIST_BULLET$#N Loss of Opinion#!" - task_develop_county_loss_of_control:0 "\n$EFFECT_LIST_BULLET$#N Loss of Control#!" - task_develop_county_notification_tooltip:0 "From $task_develop_county$" - STEWARD_CURRENT_DEVELOPMENT_PENALTY:1 "[existing_development|E]" - STEWARD_COUNTY_SPEED_MODIFIERS:1 "Development Growth modifiers" - MARSHAL_COUNTY_SPEED_MODIFIERS:1 "Control Growth modifiers" - MARSHAL_COUNTY_SPEED_OTHER:0 "From other [county|E] modifiers" - MARSHAL_INCREASE_CONTROL_LOCAL_COUNTY_MODIFIERS:0 "Local [county|E] [modifiers|E]" - STEWARD_COUNTY_SPEED_OTHER:0 "From other [county|E] modifiers" - steward_develop_county_friend_modifier:0 "[friend|E] performing $task_develop_county$" - steward_develop_county_best_friend_modifier:0 "[best_friend|E] performing $task_develop_county$" - steward_develop_county_rival_modifier:0 "[rival|E] performing $task_develop_county$" - steward_develop_county_nemesis_modifier:0 "[nemesis|E] performing $task_develop_county$" - steward_develop_county_current_development_modifier:0 "[existing_development|E]" - steward_develop_county_erudition_bonus_modifier:0 "[GetDynastyPerk('erudition_legacy_5').GetName]" - - task_promote_culture:0 "Promote Culture" - task_promote_culture_effect_desc:1 "#S At #V 100%#!#!:\n$TAB$The [county|E] changes [culture|E] to [councillor_liege.GetCulture.GetName]" - task_promote_culture_acceptance_effect_desc:1 "\n$TAB$The [cultural_acceptance|E] between the [county.GetProvince.GetCounty.GetCulture.GetCollectiveNoun] and the [councillor_liege.GetCulture.GetCollectiveNoun] decreases by [SCOPE.ScriptValue('culture_conversion_acceptance_impact')|N^/%]" - task_promote_culture_improve_county_opinion:0 "\n$EFFECT_LIST_BULLET$#P Improve County Opinion#!" - task_promote_culture_increased_taxes:0 "\n$EFFECT_LIST_BULLET$#P Increased Taxes#!" - task_promote_culture_increased_levies:0 "\n$EFFECT_LIST_BULLET$#P Increased Levies#!" - task_promote_culture_resistance_to_settlers:0 "\n$EFFECT_LIST_BULLET$#N Resistance to Settlers#!" - task_promote_culture_resistance_to_administration:0 "\n$EFFECT_LIST_BULLET$#N Loss of County Opinion#!" - task_promote_culture_notification_tooltip:0 "From $task_promote_culture$" - cultural_acceptance_loss_promote_culture:0 "[councillor_liege.GetCulture.GetName] culture promoted in [county.GetName]" - - task_convince_dejure:0 "Convince De Jure Territory" - task_convince_dejure_effect_desc:0 "#S At #V 100%#!#!:\n$TAB$The target [county|E] requires its [ruler|E] to hand it over to its [de_jure|E] liege" - steward_convince_dejure_potential_county_tt:0 "You are the [de_jure|E] liege but not the current [ruler|E] of the target [county|E]" - steward_convince_dejure_potential_county_tt_2:0 "If the task fails, it cannot be tried on the same county for 10 years" - task_convince_dejure_gain_prestige:0 "\n$EFFECT_LIST_BULLET$#P Prestige Gain#!" - task_convince_dejure_diplomatic_blunder:0 "\n$EFFECT_LIST_BULLET$#N Diplomatic Blunder#!" - task_convince_dejure_lose_prestige:0 "\n$EFFECT_LIST_BULLET$#N Prestige Loss#!" - task_convince_dejure_notification_tooltip:0 "From $task_convince_dejure$" - steward_convince_dejure_cg_bonus_desc:0 "Your [court_grandeur_level|E]" - steward_convince_dejure_cg_malus_desc:0 "[county.GetHolder.GetTopLiege.GetShortUINamePossessive] [court_grandeur_level|E]" - - SCALED_COUNCILLOR_STEWARDSHIP_VALUE:2 "[councillor.GetCouncilTitle] [councillor.GetShortUINamePossessive] [stewardship_skill|E]" - STEWARD_PROGRESS_BASE:0 "Base" - DEVELOP_COUNTY_PERK_BONUS_VALUE:1 "$planned_cultivation_perk_name$" - STEWARD_PROMOTE_CULTURE_COMMUNAL_IDENTITY_BONUS_MODIFIER:2 "[councillor_liege.GetFaith.GetName] — Communal Identity" - STEWARD_PROMOTE_CULTURE_EASIER_TO_CONVERT_CULTURE_IN_SAME_FAITH_MOUNTAINS_BONUS:0 "[councillor_liege.GetFaith.GetName] — [GetFaithDoctrine('tenet_cthonic_redoubts').GetBaseName] in Mountains" - COURT_CHAPLAIN_CONVERSION_HARDER_TO_CONVERT_FAITH_AWAY_IN_HILLS_FORESTS_MALUS_MODIFIER:0 "[councillor_liege.GetFaith.GetName] — [GetFaithDoctrine('against_all_odds').GetBaseName] in Hills and Forests" - STEWARD_PROMOTE_CULTURE_INNOVATION_BONUS_EAST_SETTLING:1 "[councillor_liege.GetCulture.GetName] — Ostsiedlung" - STEWARD_PROMOTE_CULTURE_LOCAL_TRADITIONS_RESPECTED:1 "Local Traditions Respected" - STEWARD_PROMOTE_CULTURE_SHUUBIYYA:0 "Shu'ubiyya" - STEWARD_PROMOTE_CULTURE_DEVELOPMENT_PENALTY:1 "From [development|E]" - STEWARD_PROMOTE_CULTURE_LOW_CONTROL_PENALTY:0 "Low County Control Penalty" - STEWARD_PROMOTE_CULTURE_MEDIUM_CONTROL_PENALTY:0 "Medium County Control Penalty" - STEWARD_PROMOTE_CULTURE_HIGH_CONTROL_PENALTY:0 "High County Control Penalty" - STEWARD_PROMOTE_CULTURE_HIGH_CONTROL_BONUS:0 "Total County Control Bonus" - STEWARD_PROMOTE_CULTURE_ABSOLUTE_CONTROL_BONUS:0 "Absolute County Control Bonus" - STEWARD_PROMOTE_CULTURE_HIGH_TERRAIN_PENALTY:0 "Extreme Terrain Penalty" - STEWARD_PROMOTE_CULTURE_LOW_TERRAIN_PENALTY:0 "Difficult Terrain Penalty" - STEWARD_PROMOTE_CULTURE_LOW_FERVOUR_BONUS:0 "Low County Faith Fervour Bonus" - STEWARD_PROMOTE_FAITH_MEDIUM_FERVOUR_PENALTY:0 "Medium County Faith Fervour Penalty" - STEWARD_CONVERT_FAITH_HIGH_FERVOUR_PENALTY:0 "High County Faith Fervour Penalty" - STEWARD_CONVERT_FAITH_ZEALOT_FERVOUR_PENALTY:0 "Zealous County Faith Fervour Penalty" - STEWARD_PROMOTE_CULTURE_LOCAL_TRADITIONS_RESPECTED:1 "Local Traditions Respected" - STEWARD_PROMOTE_CULTURE_SHUUBIYYA:0 "Shu'ubiyya" - STEWARD_PROMOTE_CULTURE_DEVELOPMENT_PENALTY:1 "From [development|E]" - DEVELOP_COUNTY_TRIBAL_PENALTY_VALUE:1 "Tribal Government" - steward_develop_county_tribal_penalty_modifier:0 "Tribal Government" - STEWARD_PROMOTE_CULTURE_RECLAIMING_BRITANNIA:0 "Reclaim Britannia" - STEWARD_PROMOTE_CULTURE_ALLOWED_NOMAD_SETTLEMENT:0 "Nomads Settling Here" - STEWARD_PROMOTE_CULTURE_HYBRID_VS_PARENTS_BONUS_MODIFIER:1 "Newly-formed [hybrid_culture|E] converting a parent [culture|E]" - STEWARD_PROMOTE_CULTURE_DIVERGENT_VS_PARENTS_BONUS_MODIFIER:0 "Newly-formed [divergent_culture|E] converting its parent [culture|E]" - STEWARD_PROMOTE_CULTURE_LOCAL_COUNTY_MODIFIERS:0 "Local [county|E] [modifiers|E]" - COUNCILLOR_SAME_CULTURE_AS_TARGET:0 "Same [culture|E]" - - COUNCIL_TASK_FABRICATE_CLAIM:0 "Fabricate Claim" - COUNCIL_TASK_FABRICATING_CLAIM:0 "Fabricating Claim: [ActiveCouncilTask.GetProgress|1/%]" -#Court Chaplain - task_fabricate_claim:0 "Fabricate Claim on County" - task_fabricate_claim_effect_desc:1 "#S At #V 100%#!#!:\n$TAB$Opportunity to get an [unpressed_claim|E]" - task_fabricate_claim_duchy_claim:0 "\n$EFFECT_LIST_BULLET$#P Claim on Duchy#!" - task_fabricate_claim_vassal_opinion_loss:0 "\n$EFFECT_LIST_BULLET$#N Vassal Opinion Loss#!" - task_fabricate_claim_piety_loss:0 "\n$EFFECT_LIST_BULLET$#N Loss of Piety#!" - task_fabricate_claim_upset_target:0 "\n$EFFECT_LIST_BULLET$#N Upset Target#!" - task_fabricate_claim_notification_tooltip:0 "From $task_fabricate_claim$" - task_fabricate_claim_desc_not_adjacent:0 "\n$TAB$Claiming not adjacent county — multiplied by: #N $BREAKDOWN_MULTIPLICATION_PREFIX$#![SCOPE.ScriptValue('court_chaplain_fabricate_claim_not_adjacent_penalty')|-1]" - - task_conversion:0 "Convert Faith in County" - task_conversion_effect_desc:1 "#S At #V 100%#!#!:\n$TAB$The [county|E] will change [faith|E] to[councillor.GetFaith.GetTextIcon][councillor.GetFaith.GetName]" - task_conversion_china_effect_desc: "#S At #V 100%#!#!:\n$TAB$The [county|E] will change [faith|E] to [councillor.GetLiege.GetFaith.GetTextIcon][councillor.GetLiege.GetFaith.GetName]" - task_conversion_development_loss_desc: "\n#indent_newline:4 $TAB$The [county|E] will lose [development_i]#N 1#! [development|E], plus[development_i]#N 1#! per #V 10#! existing Development#!" - task_conversion_opinion_gain:0 "\n$EFFECT_LIST_BULLET$#P Increase County Opinion#!" - task_conversion_development_gain:0 "\n$EFFECT_LIST_BULLET$#P Increase County Development#!" - task_conversion_levy_gain:0 "\n$EFFECT_LIST_BULLET$#P Increase County Levies#!" - task_conversion_resistance_to_conversion:0 "\n$EFFECT_LIST_BULLET$#N Resistance to Conversion#!" - task_conversion_opinion_loss:0 "\n$EFFECT_LIST_BULLET$#N Loss of County Opinion#!" - task_conversion_notification_tooltip:0 "From $task_conversion$" - task_conversion.tt.forbidden.due_to_struggle_phase:0 "You cannot use [convert_county|E] within this [struggle|E] [struggle_region_region|E] in this [struggle_phase_phase|E]" - - task_religious_relations:0 "Religious Relations" - task_religious_relations_piety_effect_desc:2 "[piety|E]: @piety_icon!#P +[SCOPE.ScriptValue('court_chaplain_religious_relations_total_piety_gain')]#!/month\n$TAB$[councillor.GetCouncilTitle] [councillor.GetShortUINamePossessive] [learning_skill|E]: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_modifier')]#!" - task_religious_relations_effect_desc_perk_bonus_piety:1 "\n$TAB$[GetPerk('clerical_justifications_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_perk_bonus_modifier')]#!" - task_religious_relations_effect_desc_legacy_bonus_piety:1 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_erudition_legacy_5_bonus_modifier')]#!" - task_religious_relations_effect_desc_family_business_bonus_piety:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_family_business_bonus_modifier')]#!" - task_religious_relations_effect_desc_consulted_house_bonus_piety: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_consulted_house_bonus_modifier')|P]%#!" - - task_religious_relations_effect_desc_perk_bonus_opinion:0 "\n$TAB$[GetPerk('clerical_justifications_perk').GetName(GetPlayer)]: #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_max_perk_modifier')|P]" - task_religious_relations_effect_desc_legacy_bonus_opinion:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_max_erudition_modifier')|P]" - task_religious_relations_effect_desc_family_business_bonus_opinion:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_max_family_business_modifier')|P]" - task_religious_relations_effect_desc_consulted_house_bonus_opinion: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_max_consulted_house_modifier')|P]" - task_religious_relations_effect_desc_opinion:2 "\n\n[councillor.GetFaith.GetAdjective] [theocratic|E] Ruler Opinion: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_modifier')|1P]#!\n(Increases by #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_monthly_increase')|P]/month up to #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_max')|1P])\n$TAB$[councillor.GetCouncilTitle] [councillor.GetShortUINamePossessive] [learning_skill|E]: #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_opinion_base')|P]" - task_religious_relations_effect_no_hof_layman_clergy_desc_opinion:1 "\n\n[councillor.GetFaith.GetAdjective] Same Faith Opinion: #P +[SCOPE.ScriptValue('court_chaplain_religious_relations_no_hof_opinion_modifier')|1P]#!\n(Increases by #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_no_hof_monthly_increase')|P]/month up to #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_no_hof_opinion_max')|1P])\n$TAB$[councillor.GetCouncilTitle] [councillor.GetShortUINamePossessive] [learning_skill|E]: #P +#![SCOPE.ScriptValue('court_chaplain_religious_relations_no_hof_opinion_base')|P]" - task_religious_relations_opinion_gain:0 "\n$EFFECT_LIST_BULLET$#P Increase Vassal Opinion#!" - task_religious_relations_piety_loss:0 "\n$EFFECT_LIST_BULLET$#N Loss of Piety#!" - task_religious_relations_opinion_loss:0 "\n$EFFECT_LIST_BULLET$#N Loss of Vassal Opinion#!" - court_chaplain_religious_relations_modifier_desc:0 "This person's Court Chaplain is working to improve their religious standing" - task_religious_relations_notification_tooltip:0 "From $task_religious_relations$" - - ERUDITION_DYNASTY_PERK_BONUS_VALUE:0 "[GetDynastyPerk('erudition_legacy_5').GetName]" - FAMILY_BUSINESS_BONUS_VALUE:0 "$tradition_family_entrepreneurship_name$" - CONSULTED_HOUSE_BONUS_VALUE: "$unity_consulted_house_member_desc$" - CUSTOMS_DYNASTY_PERK_BONUS_VALUE:0 "[GetDynastyPerk('ep1_culture_legacy_2').GetName]" - KHVARENAH_DYNASTY_PERK_BONUS_VALUE: "[GetDynastyPerk('fp3_khvarenah_legacy_4').GetName]" - - SCALED_COUNCILLOR_LEARNING_VALUE:2 "[councillor.GetCouncilTitleFirstNamePossessive] [learning|E]" - COURT_CHAPLAIN_PROGRESS_BASE:0 "Base" - CONVERSION_PERK_BONUS_VALUE:1 "[GetPerk('zealous_proselytizer_perk').GetName(GetPlayer)]" - CONVERSION_DYNASTY_PERK_BONUS_VALUE:1 "[GetDynastyPerk('erudition_legacy_5').GetName]" - FABRICATE_CLAIM_PERK_BONUS_VALUE:1 "[GetPerk('accomplished_forger_perk').GetName(GetPlayer)]" - FABRICATE_CLAIM_DYNASTY_PERK_BONUS_VALUE:1 "[GetDynastyPerk('erudition_legacy_5').GetName]" - FABRICATE_CLAIM_LANGUAGE_SCHOLARS_BONUS:0 "From number of known [languages|E]" - FABRICATE_CLAIM_ANY_STRUGGLE_BONUS: "Ongoing [struggle|E]" - COURT_CHAPLAIN_CONVERSION_FERVOR_IMPACT:1 "Fervor ([councillor.GetFaith.GetName] vs. [county.GetProvince.GetCounty.GetFaith.GetName])" - COURT_CHAPLAIN_CONVERSION_UNREFORMED_FAITH_PENALTY:3 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('unreformed_faith_doctrine').GetBaseName]" - COURT_CHAPLAIN_CONVERSION_FUNDAMENTALIST_FAITH_BONUS:3 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('doctrine_pluralism_fundamentalist').GetBaseName]" - COURT_CHAPLAIN_CONVERSION_PLURALISTIC_FAITH_PENALTY:3 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName]" - COURT_CHAPLAIN_CONVERSION_FALSE_CONVERSION_MODIFIER:2 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_false_conversion_sanction').GetBaseName]" - COURT_CHAPLAIN_CONVERSION_REINCARNATION_MODIFIER:2 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_reincarnation').GetBaseName]" - COURT_CHAPLAIN_CONVERSION_DHARMIC_PACIFISM_MODIFIER:0 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_dharmic_pacifism').GetBaseName]" - COURT_CHAPLAIN_CONVERSION_ADAPTIVE_MODIFIER:2 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_adaptive').GetBaseName]" - COURT_CHAPLAIN_CONVERSION_PURE_LAND_MODIFIER: "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_pure_land').GetBaseName]" - COURT_CHAPLAIN_CONVERSION_PASTORAL_ISOLATION_MODIFIER:0 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_pastoral_isolation').GetBaseName]" - COURT_CHAPLAIN_CONVERSION_MENDICANT_PREACHERS_MODIFIER:2 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('tenet_mendicant_preachers').GetBaseName]" - COURT_CHAPLAIN_CONVERSION_COMMUNAL_IDENTITY_BONUS_MODIFIER:3 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('tenet_communal_identity').GetBaseName]" - COURT_CHAPLAIN_CONVERSION_COMMUNAL_IDENTITY_PENALTY_MODIFIER:3 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('tenet_communal_identity').GetBaseName]" - COURT_CHAPLAIN_CONVERSION_EASIER_TO_CONVERT_FAITH_IN_MOUNTAINS_BONUS_MODIFIER:0 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('tenet_cthonic_redoubts').GetBaseName] in Mountains" - COURT_CHAPLAIN_CONVERSION_HARDER_TO_CONVERT_FAITH_AWAY_IN_MOUNTAINS_MALUS_MODIFIER:1 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_cthonic_redoubts').GetBaseName] in Mountains" - COURT_CHAPLAIN_CONVERSION_GHW_TENET_NO_HOF_MODIFIER:0 "[ROOT.Char.Custom('ghw_from_which_tenet')] — Faith Controlled $game_concept_holy_sites$" - COURT_CHAPLAIN_CONVERSION_SYNCRETIC_WITH_RELIGION_MODIFIER:0 "Syncretized with [faith|E]" - COURT_CHAPLAIN_CONVERSION_LOCAL_COUNTY_MODIFIERS:0 "Local [county|E] [modifiers|E]" - COURT_CHAPLAIN_CONVERSION_LIEGE_IS_DEFIANT_HIGH_MONARCH:0 "[liege|E] is Defiant High Monarch" - COUNCILLOR_LIEGE_MODIFIERS_BONUS: "Councillor's [liege|E] [modifiers|E]" - fp2_lyonese_monk_faith_conversion_task_desc:0 "[GetFaithByKey('adoptionist').GetAdherentName] converting other $christianity_religion_adherent_plural$" - ep3_convert_county_to_state_faith: "[councillor.GetFaith.GetName] is the [state_faith|E]" - minimum_conversion:0 "Minimum #low (0.10)#!" - - COURT_CHAPLAIN_CONVERSION_HOLY_SITE_JERUSALEM:1 "Holy Site — Jerusalem" - COURT_CHAPLAIN_CONVERSION_HOLY_SITE_KERALA:1 "Holy Site — Kerala" - COURT_CHAPLAIN_CONVERSION_HOLY_SITE_IONA:1 "Holy Site — Iona" - COURT_CHAPLAIN_CONVERSION_HOLY_SITE_CORDOBA:1 "Holy Site — Cordoba" - COURT_CHAPLAIN_CONVERSION_HOLY_SITE_GENEVA:1 "Holy Site — Geneva" - - COURT_CHAPLAIN_CONVERSION_HOLY_SITE_VISOKI:1 "Hostile Holy Site — Visoki" - COURT_CHAPLAIN_CONVERSION_HOLY_SITE_WADI_EL_MILK:0 "Hostile Holy Site — Wadi el-Milk" - - COURT_CHAPLAIN_CONVERSION_LIEGE_IS_SAVIOR:1 "Liege is Savior" - COURT_CHAPLAIN_CONVERSION_LIEGE_IS_DIVINE_BLOOD:1 "Liege has Divine Blood" - COURT_CHAPLAIN_CONVERSION_LEARNING_THEOLOGY:1 "Liege has encouraged conversion" - - COURT_CHAPLAIN_FABRICATE_CLAIM_INNOVATION_BONUS_LAND_GRANTS:1 "Liege's Culture — Land Grants" - COURT_CHAPLAIN_FABRICATE_CLAIM_NOT_ADJACENT:1 "Claiming non-adjacent County" - COURT_CHAPLAIN_FABRICATE_CLAIM_VASSAL_COUNTY:0 "Claiming Vassal's County" - COURT_CHAPLAIN_FABRICATE_CLAIM_HERETIC_BONUS:0 "The [holder|E] is of a different [faith|E]" - - #Spouse Councillor - task_spouse_default:0 "Assist Ruler" - task_spouse_default_effect_desc:0 "[councillor.GetShortUINameNoTooltip] helps you run the Realm in general\n\n[councillor.GetHerHis|U] support gives you:\n[councillor.GetModifierDescForTask('task_spouse_default')]" - task_court_politics:0 "Court Politics" - task_court_politics_effect_desc:1 "[councillor.GetShortUINameNoTooltip] focuses on your court and those closest to you\n\n[councillor.GetHerHis|U] support gives you:\n[councillor.GetModifierDescForTask('task_court_politics')]" - task_chivalry:0 "Chivalry" - task_chivalry_effect_desc:1 "[councillor.GetShortUINameNoTooltip] focuses on your soldiers and your commanders\n\n[councillor.GetHerHis|U] support gives you:\n[councillor.GetModifierDescForTask('task_chivalry')]" - task_court_intrigue:0 "Court Intrigue" - task_court_intrigue_effect_desc:0 "[councillor.GetShortUINameNoTooltip] focuses on rumors and whispers at court\n\n[councillor.GetHerHis|U] support gives you:\n[councillor.GetModifierDescForTask('task_court_intrigue')]" - task_manage_domain:0 "Manage Domain" - task_manage_domain_effect_desc:1 "[councillor.GetShortUINameNoTooltip] focuses on your domain and your personal holdings\n\n[councillor.GetHerHis|U] support gives you:\n[councillor.GetModifierDescForTask('task_manage_domain')]" - task_patronage:0 "Patronage" - task_patronage_effect_desc:0 "[councillor.GetShortUINameNoTooltip] focuses on matters of culture, religion and education\n\n[councillor.GetHerHis|U] support gives you:\n[councillor.GetModifierDescForTask('task_patronage')]" - councillor_spouse_background.0001.diplomacy_notification:0 "With experience, [councillor.GetShortUINamePossessive] skill at diplomacy has increased." - councillor_spouse_background.0001.martial_notification:0 "With experience, [councillor.GetShortUINamePossessive] understanding of warfare has increased." - councillor_spouse_background.0001.stewardship_notification:0 "With experience, [councillor.GetShortUINamePossessive] administrative abilities have increased." - councillor_spouse_background.0001.intrigue_notification:0 "With experience, [councillor.GetShortUINamePossessive] intrigue skills have increased." - councillor_spouse_background.0001.learning_notification:0 "With experience, [councillor.GetShortUINamePossessive] scholarly understanding has increased." - - COUNCIL_TASK_NOT_IN_DOMAIN:0 "Not part of your [domain|E]" - COUNCIL_TASK_NOT_IN_REALM:0 "Not part of your [realm|E]" - SCHEME_NOT_IN_REALM: "Not part of your [realm|E]: $VALUE|0$" - COUNCIL_TASK_NOT_BORDERING_REALM:0 "Not bordering your [realm|E]" - COUNCILLOR_LIEGE_IS_INDEPENDENT:0 "Independent [ruler|E]" - - councillor_spouse_background.0001.title:0 "Spouse's Skills" - erudition_legacy_5:0 "[GetDynastyPerk('erudition_legacy_5').GetName]" - - task_accept_culture:0 "Promote Cultural Acceptance" - task_accept_culture_desc:0 "[cultural_acceptance|E] between the [county.GetProvince.GetCounty.GetCulture.GetName] and [councillor_liege.GetCulture.GetName] [cultures|E]: [SCOPE.ScriptValue( 'task_accept_culture_progress' )|+=2]/year" - task_accept_culture_base_desc:0 "[cultural_acceptance|E] gain: [SCOPE.ScriptValue( 'task_accept_culture_progress' )|+=2]/year" - task_accept_culture_base_value_desc:0 "\n$TAB$[councillor.GetCouncilTitle] [councillor.GetShortUIName]: #P [SCOPE.ScriptValue('task_accept_culture_total_base_value')|+=2]#!" - task_accept_culture_independent_desc:0 "\n$TAB$[independent_ruler|E]: #P [SCOPE.ScriptValue('steward_accept_culture_yearly_increase_independent_bonus')|+=2]#!" - task_accept_culture_court_type_desc:0 "\n$TAB$$court_administrative$: #P [SCOPE.ScriptValue('steward_accept_culture_court_type_bonus')|+=2]#!" - task_accept_culture_same_culture_desc:0 "\n$TAB$Councillor's culture: #P [SCOPE.ScriptValue('steward_accept_culture_yearly_increase_same_culture_bonus')|+=2]#!" - task_accept_culture_erudition_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('steward_accept_culture_erudition_bonus_yearly_increase')|2]#!" - task_accept_culture_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('steward_accept_culture_family_business_bonus_yearly_increase')|2]#!" - task_accept_culture_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('steward_accept_culture_family_business_bonus_yearly_increase')|P]" - task_accept_culture_customs_bonus_desc:0 "\n$TAB$[GetDynastyPerk('ep1_culture_legacy_2').GetName]: #P +[SCOPE.ScriptValue('steward_accept_culture_customs_bonus_yearly_increase')|2]#!" - task_accept_culture_other_desc:0 "\nOther factors may apply to total acceptance gain" - task_accept_culture_notification_tooltip:0 "From $task_accept_culture$" - task_accept_culture_acceptance_gain:0 "Increased cultural understanding due to the efforts of [councillor.GetShortUIName]" - task_accept_culture_increased_development_growth:0 "\n$EFFECT_LIST_BULLET$#P Increased Development Growth#!" - task_accept_culture_increased_opinion:0 "\n$EFFECT_LIST_BULLET$#P Increased Opinion#!" - task_accept_culture_acceptance_boost:0 "\n$EFFECT_LIST_BULLET$#P Cultural Acceptance Boost#!" - task_accept_culture_reduced_tax_income:0 "\n$EFFECT_LIST_BULLET$#N Reduced Tax Income#!" - task_accept_culture_loss_of_control:0 "$task_develop_county_loss_of_control$" - task_accept_culture_reduced_development_growth:0 "\n$EFFECT_LIST_BULLET$#N Reduced Development Growth#!" - - SPYMASTER_FIND_SECRETS_CHARACTER_MODIFIERS:0 "[character|E] [modifier|E]" - - #Vizier Councillor - task_vizier_default: "Assist Ruler" - task_vizier_default_effect_desc: "$task_spouse_default_effect_desc$" - task_vizier_court_politics: "$task_court_politics$" - task_vizier_court_politics_effect_desc: "$task_court_politics_effect_desc$" - task_vizier_chivalry: "$task_chivalry$" - task_vizier_chivalry_effect_desc: "$task_chivalry_effect_desc$" - task_vizier_court_intrigue: "$task_court_intrigue$" - task_vizier_court_intrigue_effect_desc: "$task_court_intrigue_effect_desc$" - task_vizier_manage_domain: "$task_manage_domain$" - task_vizier_manage_domain_effect_desc: "$task_manage_domain_effect_desc$" - task_vizier_patronage: "$task_patronage$" - task_vizier_patronage_effect_desc: "$task_patronage_effect_desc$" - - liege_converting_county_title: "Liege Converting [county.GetNameNoTierNoTooltip|V]" - liege_converting_county_desc: "[councillor_liege.GetShortUINamePossessive] [councillor.GetCouncilTitle] is [converting|E] the [county.GetName] to [councillor_liege.GetFaith.GetName] #weak ([old_faith.GetAdjective])#!" - liege_stopped_converting_county_title: "Liege Conversion Halted" - liege_stopped_converting_county_desc: "[councillor_liege.GetShortUINamePossessive] [councillor.GetCouncilTitle] has stopped [converting|E] the [county.GetName] to [councillor_liege.GetFaith.GetName] #weak ([old_faith.GetAdjective])#!" - liege_converted_county_title: "Liege Converted [county.GetNameNoTierNoTooltip|V]" - liege_converted_county_desc: "[councillor_liege.GetShortUINamePossessive] [councillor.GetCouncilTitle] has [converted|E] the [county.GetName] to [councillor_liege.GetFaith.GetName] #weak ([old_faith.GetAdjective])#!" - - # Kurultai - task_kurultai_default_1: "Support Herders" - task_kurultai_default_2: "$task_kurultai_default_1$" - task_kurultai_default_3: "$task_kurultai_default_1$" - task_kurultai_default_4: "$task_kurultai_default_1$" - task_kurultai_default_modifier: "$task_kurultai_default_1$ #weak (Kurultai Councillor Task)#!" - task_kurultai_default_effect_desc: "#weak Increased by [kurultai|E] Member's [diplomacy_i][diplomacy|E] (#color_white [councillor.MakeScope.ScriptValue('kurultai_manage_herd_skill_tooltip')]#!)#!\n" - task_kurultai_default_herd_gain_desc: "[herd|E] Gain and Capacity: #P [herd_i]+[SCOPE.ScriptValue('kurultai_manage_herd_final_value')|1]%#!\n$TAB$Base: #P [herd_i]+[SCOPE.ScriptValue('kurultai_manage_herd_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_i][diplomacy_skill|E]: #P [herd_i]+[SCOPE.ScriptValue('kurultai_manage_herd_skill_value')|1]%#!" - task_kurultai_default_gain_herd: "\n$EFFECT_LIST_BULLET$#P Increase Herd Size#!" - task_kurultai_default_bonus_army: "\n$EFFECT_LIST_BULLET$#P Gain Horde Rider Army#!" - task_kurultai_default_lose_herd: "\n$EFFECT_LIST_BULLET$#N Decrease Herd Size#!" - task_kurultai_default_lose_control: "\n$EFFECT_LIST_BULLET$#N Loss of Control#!" - - task_kurultai_fertility_1: "Manage Fertility" - task_kurultai_fertility_2: "$task_kurultai_fertility_1$" - task_kurultai_fertility_3: "$task_kurultai_fertility_1$" - task_kurultai_fertility_4: "$task_kurultai_fertility_1$" - task_kurultai_fertility_1_VALUE_NAME: "[county_fertility|E]" - task_kurultai_fertility_2_VALUE_NAME: "$task_kurultai_fertility_1_VALUE_NAME$" - task_kurultai_fertility_3_VALUE_NAME: "$task_kurultai_fertility_1_VALUE_NAME$" - task_kurultai_fertility_4_VALUE_NAME: "$task_kurultai_fertility_1_VALUE_NAME$" - task_kurultai_use_fertility: "This [county|E] does not have [fertility|E]" - task_kurultai_fertility_only_one_target: "Another [kurultai|E] member is already managing the [fertility|E] of this [county|E]" - task_kurultai_exploited_only_one_target: "Another [kurultai|E] member is already exploiting this [county|E]" - task_kurultai_fertility_modifier: "$task_kurultai_fertility_1$ #weak (Kurultai Councillor Task)#!" - task_kurultai_fertility_effect_desc: "#weak Increased by [kurultai|E] Member's [stewardship_i][stewardship|E] (#color_white [councillor.MakeScope.ScriptValue('kurultai_increased_fertility_skill_tooltip')]#!)#!\n" - task_kurultai_fertility_gain_desc: "[county_fertility|E] Growth: #P [county_fertility_i|E]+[SCOPE.ScriptValue('kurultai_increased_fertility_final_value')|1]%#!\n$TAB$Base: #P [county_fertility_i|E]+[SCOPE.ScriptValue('kurultai_increased_fertility_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [stewardship_i][stewardship_skill|E]: #P [county_fertility_i|E]+[SCOPE.ScriptValue('kurultai_increased_fertility_skill_value')|1]%#!" - task_kurultai_fertility_increase_fertility: "\n$EFFECT_LIST_BULLET$#P Increase Fertility#!" - task_kurultai_fertility_county_opinion: "\n$EFFECT_LIST_BULLET$#P Increase County Opinion#!" - task_kurultai_fertility_reduce_fertility: "\n$EFFECT_LIST_BULLET$#N Reduce Fertility#!" - task_kurultai_fertility_lose_prestige: "\n$EFFECT_LIST_BULLET$#N Prestige Loss#!" - - task_kurultai_control_1: "Increase Control" - task_kurultai_control_2: "$task_kurultai_control_1$" - task_kurultai_control_3: "$task_kurultai_control_1$" - task_kurultai_control_4: "$task_kurultai_control_1$" - task_kurultai_control_1_VALUE_NAME: "[county_control|E]" - task_kurultai_control_2_VALUE_NAME: "$task_kurultai_control_1_VALUE_NAME$" - task_kurultai_control_3_VALUE_NAME: "$task_kurultai_control_1_VALUE_NAME$" - task_kurultai_control_4_VALUE_NAME: "$task_kurultai_control_1_VALUE_NAME$" - potential_county_control_task_only_one_target: "Another [kurultai|E] member is already increasing the [county_control|E] of this [county|E]" - - task_kurultai_control_effect_desc: "#weak Increased by [kurultai|E] Member's [martial_i][martial|E] (#color_white [councillor.MakeScope.ScriptValue('kurultai_increase_control_skill_tooltip')]#!)#!\n" - task_kurultai_increase_control_effect_desc: "Chance of removing County Corruption: [SCOPE.ScriptValue('marshal_remove_county_corruption_chance')|P]#P %#!/month\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_i][martial_skill|E]: #P +#![SCOPE.ScriptValue('marshal_councillor_county_corruption_value')|P]\n$TAB$County Control: #P +#![SCOPE.ScriptValue('marshal_county_county_corruption_value')|P]\n\nWhile Control is being increased, the County will not acquire Corruption" - - task_kurultai_court_astrologer_1: "Aid $court_astrologer_court_position$" - task_kurultai_court_astrologer_2: "$task_kurultai_court_astrologer_1$" - task_kurultai_court_astrologer_3: "$task_kurultai_court_astrologer_1$" - task_kurultai_court_astrologer_4: "$task_kurultai_court_astrologer_1$" - - task_kurultai_court_astrologer_zealous_proselytizer_bonus_desc: "\n$TAB$[GetPerk('zealous_proselytizer_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('kurultai_court_astrologer_piety_final_value')|2]#!" - task_kurultai_court_astrologer_effect_desc: "#weak Increased by [councillor.GetCouncilTitlePossessive] [learning_i][learning|E] (#color_white [councillor.MakeScope.ScriptValue('kurultai_court_astrologer_skill_tooltip')]#!)#!\n" - task_kurultai_court_astrologer_piety_desc: "Monthly [piety|E] Gain: #P [piety_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_piety_final_value')|1]%#!\n$TAB$Base: #P [piety_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_piety_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [learning_i][learning_skill|E]: #P [piety_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_piety_skill_value')|1]%#!\n" - task_kurultai_court_astrologer_aptitude_desc: "[GetCourtPositionType('court_astrologer_court_position').GetName()] [aptitude|E]: #P [aptitude_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_aptitude_final_value')|1]#!\n$TAB$Base: #P [aptitude_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_aptitude_base_value')|1]#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [learning_i][learning_skill|E]: #P [aptitude_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_aptitude_skill_value')|1]#!" - - task_kurultai_astrologer_increase_piety: "\n$EFFECT_LIST_BULLET$#P Gain Piety#!" - task_kurultai_astrologer_increase_opinion: "\n$EFFECT_LIST_BULLET$#P Gain $court_astrologer_court_position$ Opinion#!" - task_kurultai_astrologer_reduce_piety: "\n$EFFECT_LIST_BULLET$#N Lose Piety#!" - task_kurultai_astrologer_reduce_opinion: "\n$EFFECT_LIST_BULLET$#N Lose $court_astrologer_court_position$ Opinion#!" - - task_kurultai_court_astrologer_modifier: "$task_kurultai_court_astrologer_1$ #weak (Kurultai Councillor Task)#!" - - task_kurultai_domestic_affairs_1: "Domestic Affairs" - task_kurultai_domestic_affairs_2: "$task_kurultai_domestic_affairs_1$" - task_kurultai_domestic_affairs_3: "$task_kurultai_domestic_affairs_1$" - task_kurultai_domestic_affairs_4: "$task_kurultai_domestic_affairs_1$" - - task_kurultai_domestic_affairs_effect_desc: "$task_kurultai_default_effect_desc$" - task_kurultai_domestic_affairs_only_one_target: "Can only have one [kurultai|E] member perform the #color_white $task_kurultai_domestic_affairs_1$#! task at once" - - task_kurultai_exploit_area_1: "Exploit Lands" - task_kurultai_exploit_area_2: "$task_kurultai_exploit_area_1$" - task_kurultai_exploit_area_3: "$task_kurultai_exploit_area_1$" - task_kurultai_exploit_area_4: "$task_kurultai_exploit_area_1$" - - task_kurultai_exploit_area_1_VALUE_NAME: "[county_fertility|E]" - task_kurultai_exploit_area_2_VALUE_NAME: "$task_kurultai_exploit_area_1_VALUE_NAME$" - task_kurultai_exploit_area_3_VALUE_NAME: "$task_kurultai_exploit_area_1_VALUE_NAME$" - task_kurultai_exploit_area_4_VALUE_NAME: "$task_kurultai_exploit_area_1_VALUE_NAME$" - - task_kurultai_exploit_modifier: "$task_kurultai_exploit_area_1$ #weak (Kurultai Councillor Task)#!" - task_kurultai_exploit_effect_desc: "$task_kurultai_fertility_effect_desc$" - task_kurultai_exploit_fertility_desc: "[county_fertility|E]: #N [county_fertility_i]-[SCOPE.ScriptValue('kurultai_exploit_area_fertility_final_value')|1]#!\n$TAB$Base: #N [county_fertility_i]-[SCOPE.ScriptValue('kurultai_exploit_area_fertility_base_value')|1]#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [stewardship_i][stewardship_skill|E]: #P [county_fertility_i]+[SCOPE.ScriptValue('kurultai_exploit_area_fertility_skill_value')|1]#!" - task_kurultai_exploit_income_desc: "\n[herd|E] [income|E]: #P [gold_i]+[SCOPE.ScriptValue('kurultai_exploit_area_income_final_value')|2]%#!\n$TAB$Base: #P [gold_i]+[SCOPE.ScriptValue('kurultai_exploit_area_income_base_value')|2]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [stewardship_i][stewardship_skill|E]: #P [gold_i]+[SCOPE.ScriptValue('kurultai_exploit_area_income_skill_value')|2]%#!" - - task_kurultai_exploit_gain_gold: "\n$EFFECT_LIST_BULLET$#P Gain Gold#!" - task_kurultai_exploit_gain_dread: "\n$EFFECT_LIST_BULLET$#P Gain Dread#!" - task_kurultai_exploit_reduce_fertility: "\n$EFFECT_LIST_BULLET$#N Reduce Fertility#!" - task_kurultai_exploit_lose_county_opinion: "\n$EFFECT_LIST_BULLET$#N Lose County Opinion#!" - - task_kurultai_raider_1: "Organize Raiders" - task_kurultai_raider_2: "$task_kurultai_raider_1$" - task_kurultai_raider_3: "$task_kurultai_raider_1$" - task_kurultai_raider_4: "$task_kurultai_raider_1$" - task_kurultai_raider_modifier: "$task_kurultai_raider_1$ #weak (Kurultai Councillor Task)#!" - - task_kurultai_raiders_only_one_target: "Can only have one [kurultai|E] member perform the #color_white $task_kurultai_raider_1$#! task at once" - - task_kurultai_raider_loot_desc: "Max [loot|E]: #P [loot_i]+[SCOPE.ScriptValue('kurultai_organize_raiders_loot_final_value')|1]%#!\n$TAB$Base: #P [loot_i]+[SCOPE.ScriptValue('kurultai_organize_raiders_loot_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_i][martial_skill|E]: #P [loot_i]+[SCOPE.ScriptValue('kurultai_organize_raiders_loot_skill_value')|1]%#!" - task_kurultai_raider_attrition_desc: "\nHostile County [attrition|E] while [raiding|E]: #P [attrition_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_loot_final_value')|1]%#!\n$TAB$Base: #P [attrition_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_loot_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_i][martial_skill|E]: #P [attrition_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_loot_skill_value')|1]%#!" - task_kurultai_raider_raiding_desc: "\n[raid|E] Speed & Movement Speed while Raiding: #P [raid_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_raid_final_value')|1]%#!\n$TAB$Base: #P [raid_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_raid_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_i][martial_skill|E]: #P [raid_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_raid_skill_value')|1]%#!" - - task_kurultai_raiders_gain_prestige: "\n$EFFECT_LIST_BULLET$#P Gain Prestige#!" - task_kurultai_raiders_gain_dread: "\n$EFFECT_LIST_BULLET$#P Gain Dread#!" - task_kurultai_raiders_lose_prestige: "\n$EFFECT_LIST_BULLET$#N Lose Prestige#!" - task_kurultai_raiders_lose_dread: "\n$EFFECT_LIST_BULLET$#N Lose Dread#!" - - task_kurultai_culture_1: "Explore Cultures" - task_kurultai_culture_2: "$task_kurultai_culture_1$" - task_kurultai_culture_3: "$task_kurultai_culture_1$" - task_kurultai_culture_4: "$task_kurultai_culture_1$" - task_kurultai_culture_only_one_target: "Can only have one [kurultai|E] member perform the #color_white $task_kurultai_culture_1$#! task at once" - task_kurultai_culture_cooldown_effect_desc:0 "[culture|E] [reformation|E] Cooldown & Cost: #P [culture_i]-[SCOPE.ScriptValue('kurultai_culture_final_value')|2]%#!\n(Increases by #P -[SCOPE.ScriptValue('kurultai_culture_monthly_increase')|2]%#!/month up to #P -[SCOPE.ScriptValue('kurultai_culture_max_value')|0]%#!)\n$TAB$Base: #P [culture_i]-[SCOPE.ScriptValue('kurultai_culture_base_monthly_increase')|2]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [learning_i][learning_skill|E]: #P [culture_i]-[SCOPE.ScriptValue('kurultai_culture_skill_monthly_increase')|2]%#!" - task_kurultai_culture_hybridization_effect_desc:0 "\n[culture|E] [hybridizing|E] Threshold: #P [cultural_acceptance_i]-[SCOPE.ScriptValue('kurultai_culture_final_value')|2]%#!\n(Increases by #P -[SCOPE.ScriptValue('kurultai_culture_monthly_increase')|2]%#!/month up to #P -[SCOPE.ScriptValue('kurultai_culture_max_value')|0]%#!)\n$TAB$Base: #P [cultural_acceptance_i]-[SCOPE.ScriptValue('kurultai_culture_base_monthly_increase')|2]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [learning_i][learning_skill|E]: #P [cultural_acceptance_i]-[SCOPE.ScriptValue('kurultai_culture_skill_monthly_increase')|2]%#!" - - task_kurultai_cultures_increase_acceptance: "\n$EFFECT_LIST_BULLET$#P Gain Cultural Acceptance#!" - task_kurultai_cultures_increase_opinion: "\n$EFFECT_LIST_BULLET$#P Gain Different Culture Opinion#!" - task_kurultai_cultures_decrease_acceptance: "\n$EFFECT_LIST_BULLET$#N Lose Cultural Acceptance#!" - task_kurultai_cultures_decrease_opinion: "\n$EFFECT_LIST_BULLET$#N Lose Different Culture Opinion#!" - - # Kurultai Task Tooltips - kurultai_task.1001.notification: "Thriving Herds" - kurultai_task.1001.desc: "Thanks to the hard work of [councillor.GetShortUIName], our herds are thriving." - - kurultai_task.1006.notification: "Recruiting Horde" - kurultai_task.1006.desc: "A small group of herders who have been driven out of their lands have pledged their loyalty to our tribe." - kurultai_herder_army: "Herder Horde" - - kurultai_task.1051.notification: "Declining Herds" - kurultai_task.1051.desc: "Despite [councillor.GetShortUINamePossessive] hard work, we have seen a decline among our herds." - - kurultai_task.1056.notification: "Declining Control" - kurultai_task.1056.desc: "[councillor.GetShortUINamePossessive] attempts at improving our herds have caused disruptions and conflict among our people." - - kurultai_task.1101.notification: "Flourishing Fertility" - kurultai_task.1101.desc: "[county.GetDefinitiveName] is flourishing thanks to [councillor.GetShortUIName]." - - kurultai_task.1106.notification: "Popular Rule" - kurultai_task.1106.desc: "[councillor.GetShortUINamePossessive] work in [county.GetDefinitiveName] have had an unexpected windfall." - - kurultai_task.1151.notification: "Declining Fertility" - kurultai_task.1151.desc: "[councillor.GetShortUIName] have managed to mishandle our herds in [county.GetDefinitiveName], causing the fertility to wane in the area." - - kurultai_task.1156.notification: "Unpopular Rule" - kurultai_task.1156.desc: "[councillor.GetShortUINamePossessive] handling of [county.GetNameNoTier] has proven incredibly unpopular, and it reflects on my rule as [ROOT.Char.GetTitleAsNameNoTooltip]." - - kurultai_task.1201.notification: "Faithful Rule" - kurultai_task.1201.desc: "My people have been impressed by the work [astrologer.GetShortUIName] and [councillor.GetShortUIName] are doing on my behalf." - - kurultai_task.1206.notification: "Friendly $court_astrologer_court_position$" - kurultai_task.1206.desc: "My [kurultai|E] [councillor.GetShortUIName] has been building a closer bond with [astrologer.GetShortUIName] on my behalf." - - kurultai_task.1251.notification: "Shameful Rule" - kurultai_task.1251.desc: "My people are calling out [astrologer.GetShortUIName] and [councillor.GetShortUIName] for their abuse of their positions." - - kurultai_task.1256.notification: "Furious $court_astrologer_court_position$" - kurultai_task.1256.desc: "My [kurultai|E] [councillor.GetShortUIName] is constantly at odds with my $court_astrologer_court_position$ [astrologer.GetShortUIName]." - - kurultai_task.1301.notification: "Unexpected Findings" - kurultai_task.1301.desc: "[councillor.GetShortUIName] has managed to gather more gold than expected in [county.GetNameNoTier]." - - kurultai_task.1306.notification: "Building a Reputation" - kurultai_task.1306.desc: "I have gained a reputation as a dreadful ruler after assigning [councillor.GetShortUIName] to exploit [county.GetNameNoTier]." - - kurultai_task.1351.notification: "Exploited Lands" - kurultai_task.1351.desc: "[councillor.GetShortUINamePossessive] attempts at making the most out of [county.GetNameNoTier] have had unexpected, but not unsurprising side-effects." - - kurultai_task.1356.notification: "Exploited People" - kurultai_task.1356.desc: "[councillor.GetShortUIName] work has had disastrous effects on the local tribes living in [county.GetNameNoTier]." - - kurultai_task.1401.notification: "Impressive Raiders" - kurultai_task.1401.desc: "Our raiders are feared far and wide thanks to [councillor.GetShortUIName] drilling them hard." - - kurultai_task.1406.notification: "Dreadful Raiders" - kurultai_task.1406.desc: "Our raiders strike fear into the heart of enemies far and wide, both inside and outside our borders." - - kurultai_task.1451.notification: "Unimpressive Raiders" - kurultai_task.1451.desc: "Somehow, my raiders seem even less impressive now than when [councillor.GetShortUIName] started working with them." - - kurultai_task.1456.notification: "Pitiful Raiders" - kurultai_task.1456.desc: "Beggars, drunkards, and weaklings. [councillor.GetShortUIName], give me back my raiders!" - - kurultai_task.1501.notification: "Building Cultural Relations" - kurultai_task.1501.desc: "$task_accept_culture_acceptance_gain$" - - kurultai_task.1506.notification: "Cultural Bonds" - kurultai_task.1506.desc: "Due to the endeavors of [councillor.GetShortUIName], foreigners are feeling welcome at court." - - kurultai_task.1551.notification: "Wanining Cultural Relations" - kurultai_task.1551.desc: "[councillor.GetShortUINamePossessive] efforts have only managed to worsen cultural bonds." - - kurultai_task.1556.notification: "Broken Bonds" - kurultai_task.1556.desc: "Despite the endeavors of [councillor.GetShortUIName], foreigners are feeling unwelcome at court." - - # Kurultai Modifiers - kurultai_task_increase_county_opinion_modifier: "Popular Rule" - kurultai_task_increase_county_opinion_modifier_desc: "The people have been appeased and are happy with their liege, for now." - - kurultai_task_decrease_county_opinion_modifier: "Exploited People" - kurultai_task_decrease_county_opinion_modifier_desc: "The people in this area have been exploited by and lost faith in their liege." - - kurultai_task_increase_culture_opinion_modifier: "Cultural Bonds" - kurultai_task_increase_culture_opinion_modifier_desc: "Foreigners are feeling welcome at this character's court." - - kurultai_task_decrease_culture_opinion_modifier: "Broken Bonds" - kurultai_task_decrease_culture_opinion_modifier_desc: "Foreigners are feeling unwelcome at this character's court." - - steward_promote_culture_beth_nahrain: "$task_promote_culture$ of Beth Nahrain" - - # TGP - - STEWARD_PROMOTE_CULTURE_DEFIANT_AMBUSHERS: "[county.GetProvince.GetCounty.GetCulture.GetName] [culture_traditions|E]" diff --git a/localization/english/replace/court_positions_2_l_english.yml b/localization/english/replace/court_positions_2_l_english.yml deleted file mode 100644 index 31792f162..000000000 --- a/localization/english/replace/court_positions_2_l_english.yml +++ /dev/null @@ -1,177 +0,0 @@ -l_english: - master_of_hunt_court_position_task_dangerous_game: "Track Dangerous Game" - master_of_hunt_court_position_task_dangerous_game_desc: "Your $master_of_hunt_court_position$ will track down dangerous game, such as wolves or bears, that would yield a lot of prestige to hunt." - master_of_hunt_court_position_task_dangerous_game_tt: "Every year your $master_of_hunt_court_position$ has a chance of [hunt_sighting_no_prefix|E] dangerous game for you to[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName]\n$master_of_hunt_court_position_task_generic_tt$" - - master_of_hunt_court_position_task_regular_game: "Track Regular Game" - master_of_hunt_court_position_task_regular_game_desc: "Your $master_of_hunt_court_position$ will track down regular game, such as foxes or deer, that would yield an average amount of prestige to hunt." - master_of_hunt_court_position_task_regular_game_tt: "Every year your $master_of_hunt_court_position$ has a chance of [hunt_sighting_no_prefix|E] regular game for you to[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName]\n$master_of_hunt_court_position_task_generic_tt$" - - master_of_hunt_court_position_task_legendary_game: "Track Legendary Game" - master_of_hunt_court_position_task_legendary_game_desc: "Your $master_of_hunt_court_position$ will attempt to track down legendary beasts that would yield an enormous of prestige to hunt." - master_of_hunt_court_position_task_legendary_game_tt: "Every year your $master_of_hunt_court_position$ has a small chance of [hunt_sighting_no_prefix|E] legendary game for you to[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName]\n$master_of_hunt_court_position_task_generic_tt$" - - master_of_hunt_court_position_task_generic_tt: "The frequency of [hunt_sightings_no_prefix|E] increases with [aptitude|E] #weak (max one Sighting every 3 years)#!" - - court_jester_court_position_task_entertain_court: "Entertain Courtiers" - court_jester_court_position_task_entertain_court_desc: "Your $court_jester_court_position$ will spend their time entertaining your courtiers with jokes, stories, and acrobatics." - court_jester_court_position_task_entertain_court_tt: "Every year the $court_jester_court_position$ has a chance to reduce the [stress_loss_i] [stress|E] of a random [courtier|E] #weak (preferring those close to you, such as your [children|E])#!\nIf their [aptitude|E] is at least $aptitude_good$, up to two [courtiers|E] can be targeted every year" - foreign_emissary_court_position_task_entertain_court_tt: "Every year the $foreign_emissary_court_position$ has a chance to reduce the [stress_loss_i] [stress|E] of a random [courtier|E] #weak (preferring those close to you, such as your [children|E])#!\nIf their [aptitude|E] is at least $aptitude_good$, up to two [courtiers|E] can be targeted every year" - - court_jester_court_position_task_fuel_the_rumour_mill: "Fuel the Rumor Mill" - court_jester_court_position_task_fuel_the_rumour_mill_desc: "This character will spend their time spreading nonsensical rumors and misleading stories to slow down enemy schemes." - court_jester_court_position_task_fuel_the_rumour_mill_tt: "Every year the $court_jester_court_position$ has a chance to reduce the [stress_loss_i] [stress|E] of a random [courtier|E] #weak (preferring those close to you, such as your [children|E])#!" - - court_jester_court_position_task_abuse_the_jester: "Abuse the Jester" - court_jester_court_position_task_abuse_the_jester_desc: "Your $court_jester_court_position$ will spend their time being abused and humiliated." - court_jester_court_position_task_abuse_the_jester_tt: "Every year the $court_jester_court_position$ has a chance to reduce the [stress_loss_i] [stress|E] of a random [courtier|E] #weak (preferring those close to you, such as your [children|E])#!" - - court_artificer_court_position_task_martial: "Create Weapons, Armor, & go Adventuring" - court_artificer_court_position_task_martial_desc: "Your $court_artificer_court_position$ will gather inspiration to make swords, shields, armor, and go adventuring for the martially-inclined ruler." - court_artificer_court_position_task_martial_tt: "Every year the $court_artificer_court_position$ has a chance to gain a #V Weapon#!, #V Armor#!, or #V Adventure#! [inspiration|E] #weak (preferring [artifacts|E] you do not already have)#!\n$court_artificer_court_position_task_improved_chances_tt$" - - court_artificer_court_position_task_learning: "Create Books & Tapestries" - court_artificer_court_position_task_learning_desc: "Your $court_artificer_court_position$ will gather inspiration to make books, tapestries, or archemical concoctions to please the learned ruler." - court_artificer_court_position_task_learning_tt: "Every year the $court_artificer_court_position$ has a chance to gain a #V Book#!, #V Weaver#!, or #V Alchemy#! [inspiration|E] #weak (preferring [artifacts|E] you do not already have)#!\n$court_artificer_court_position_task_improved_chances_tt$" - - court_artificer_court_position_task_stewardship: "Create Crowns & Sculptures" - court_artificer_court_position_task_stewardship_desc: "Your $court_artificer_court_position$ will gather inspiration to make regalia, crowns, thrones, and other artifacts for the stewardly ruler." - court_artificer_court_position_task_stewardship_tt: "Every year the $court_artificer_court_position$ has a chance to gain a #V Smith#! or #V Artisan#! [inspiration|E]\n$court_artificer_court_position_task_improved_chances_tt$" - - court_artificer_court_position_task_improved_chances_tt: "Using this task drastically increases the chance of gaining an [inspiration|E]" - - must_have_an_equipped_illustrious_court_artifact: "You do #bold not#! have an equipped #V Illustrious#! [court_artifact|E]" - must_have_upgradeable_artifact_tt: "You do #bold not#! have an equipped [artifact|E] that can be upgraded" - - antiquarian_court_position_task_scout_for_artifacts: "Search for Rare Artifacts" - antiquarian_court_position_task_scout_for_artifacts_desc: "Your $antiquarian_court_position$ will scour ancient tomes and investigate loose rumors, searching for those who might be able to bring something spectacular back to court." - antiquarian_court_position_task_scout_for_artifacts_tt: "Every year the $antiquarian_court_position$ has a chance to give someone at [court|E] an Adventure [inspiration|E] #weak (Chance increases with [aptitude|E])#!" - antiquarian_inspired_adventurer_message: "$antiquarian_court_position$ Inspires Adventure!" - antiquarian_inspired_adventurer_effect: "Your [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('adventure_target'))] [adventure_target.GetFirstName] gained an #V Adventure#! [inspiration|E]" - - antiquarian_court_position_task_improve_artifacts: "Improve Artifacts" - antiquarian_court_position_task_improve_artifacts_desc: "Your $antiquarian_court_position$ will improve and polish artifacts so that they are as impressive and effective as they can possibly be." - antiquarian_court_position_task_improve_artifacts_tt: "Every year the $antiquarian_court_position$ has a chance to improve an equipped [artifact|E]\nThe chance of improvement #weak (#bold not#! the quality)#! increases with [aptitude|E]\nCommon [artifacts|E] can be improved once, Masterworks twice, and so on" - antiquarian_improved_artifact_message: "[artifact_target.GetName] Improved!" - - artifact_prowess_1_modifier: "Prowess" - artifact_knight_effectiveness_1_modifier: "Knight Effectiveness" - artifact_glory_hound_levy_contribution_mult_1_modifier: "Glory Hound Levy Contribution" - artifact_enemy_hard_casualty_modifier_1_modifier: "Enemy Hard Casualty Modifier" - artifact_plains_advantage_1_modifier: "Plains Advantage" - artifact_farmlands_advantage_1_modifier: "Farmlands Advantage" - artifact_hills_advantage_1_modifier: "Hills Advantage" - artifact_mountains_advantage_1_modifier: "Mountains Advantage" - artifact_desert_advantage_1_modifier: "Desert Advantage" - artifact_desert_mountains_advantage_1_modifier: "Desert Mountain Advantage" - artifact_oasis_advantage_1_modifier: "Oasis Advantage" - artifact_jungle_advantage_1_modifier: "Jungle Advantage" - artifact_forest_advantage_1_modifier: "Forest Advantage" - artifact_taiga_advantage_1_modifier: "Taiga Advantage" - artifact_wetlands_advantage_1_modifier: "Wetlands Advantage" - artifact_steppe_advantage_1_modifier: "Steppe Advantage" - artifact_floodplains_advantage_1_modifier: "Floodplains Advantage" - artifact_drylands_advantage_1_modifier: "Drylands Advantage" - artifact_controlled_province_advantage_1_modifier: "Controlled Territory Defender Advantage" - artifact_hard_casualty_modifier_1_modifier: "Hard Casualty Modifier" - artifact_monthly_minor_prestige_1_modifier: "Monthly Prestige" - artifact_monthly_prestige_1_modifier: "Monthly Prestige" - artifact_monthly_piety_1_modifier: "Monthly Piety" - artifact_monthly_prestige_add_1_modifier: "Monthly Renown" - artifact_short_reign_duration_mult_1_modifier: "Short Reign Reduction" - artifact_short_reign_duration_mult_3_modifier: "$artifact_short_reign_duration_mult_1_modifier$" - artifact_monthly_tyranny_1_modifier: "Monthly Tyranny Reduction" - artifact_happy_powerful_vassal_tax_contribution_mult_1_modifier: "Powerful Vassal Councillor Tax Contribution" - artifact_courtly_tax_contribution_mult_1_modifier: "Courtly Tax Contribution" - artifact_courtly_vassal_opinion_1_modifier: "Courtly Opinion" - artifact_powerful_vassal_opinion_1_modifier: "Powerful Vassal Opinion" - artifact_parochial_vassal_opinion_1_modifier: "Parochial Opinion" - artifact_parochial_tax_contribution_mult_1_modifier: "Parochial Tax Contribution" - artifact_courtier_and_guest_opinion_1_modifier: "Courtier and Guest Opinion" - artifact_men_at_arms_maintenance_1_modifier: "Men-at-Arms Maintenance Reduction" - artifact_build_gold_cost_1_modifier: "Build Cost Reduction" - artifact_domain_tax_mult_1_modifier: "Domain Taxes" - artifact_zealot_vassal_opinion_1_modifier: "Zealot Opinion" - artifact_zealot_tax_contribution_mult_1_modifier: "Zealot Tax Contribution" - artifact_belligerent_tax_contribution_mult_1_modifier: "Belligerent Tax Contribution" - artifact_court_grandeur_baseline_add_1_modifier: "Court Grandeur" - artifact_development_growth_1_modifier: "Development Growth" - artifact_glory_hound_vassal_opinion_1_modifier: "Glory Hound Opinion" - artifact_belligerent_vassal_opinion_1_modifier: "Belligerent Opinion" - artifact_vassal_limit_1_modifier: "Vassal Limit" - artifact_owned_scheme_secrecy_add_1_modifier: "Scheme Secrecy" - artifact_hostile_scheme_phase_duration_add_1_modifier: "Hostile Scheme Speed" - artifact_personal_scheme_phase_duration_add_1_modifier: "Personal Scheme Speed" - artifact_learn_language_scheme_phase_duration_add_1_modifier: "Learn Language Scheme Speed" - artifact_monthly_lifestyle_xp_minor_modifier: "Monthly Lifestyle Experience" - artifact_monthly_lifestyle_xp_miniscule_modifier: "Monthly Lifestyle Experience" - artifact_glory_hound_tax_contribution_mult_1_modifier: "Glory Hound Tax Contribution" - artifact_mercenary_hire_cost_mult_1_modifier: "Mercenary Hire Cost" - artifact_fertility_growth_1_modifier: "Fertility Growth" - artifact_herd_gain_1_modifier: "Herd Gain" - artifact_herd_conversion_1_modifier: "Herd Conversion" - artifact_health_gain_2_modifier: "Improved Health" - artifact_dread_baseline_add_2_modifier: "Dread" - artifact_pursue_efficiency_2_modifier: "Pursue Efficiency" - artifact_controlled_province_advantage_5_modifier: "Controlled Province Advantage" - artifact_negate_health_penalty_add_2_modifier: "Negate Health Penalty" - artifact_scheme_resistance_add_3_modifier: "Scheme Resistance" - - antiquarian_court_position_task_exibit_artifacts: "Exibit Illustrious Artifacts" - antiquarian_court_position_task_exibit_artifacts_desc: "Your $antiquarian_court_position$ will exibit your illustrious artifacts to the public, showing everyone that you are in possession of something truly unique." - - court_musician_court_position_task_bolster_legitimacy: "Bolster Legitimacy" - court_musician_court_position_task_bolster_legitimacy_desc: "This character will strengthen your right to rule through song and dance." - - cupbearer_court_position_task_flatter_dignitaries: "Flatter Dignitaries" - cupbearer_court_position_task_flatter_dignitaries_desc: "This character will make sure that the cups of those you care for the most runneth over with vigor." - - cupbearer_court_position_task_collect_tallage: "Collect Tallage" - cupbearer_court_position_task_collect_tallage_desc: "Your $cupbearer_court_position$ will collect extra taxes from vassal socialites and revelers, the feasts must not run out of food and drink, after all!" - cupbearer_court_position_task_collect_tallage_tt: "You do not have any [GetVassalStance( 'courtly' ).GetName] [vassals|E]" - high_almoner_court_position_task_appease_zealots_tt: "You do not have any [GetVassalStance( 'zealot' ).GetName] [vassals|E]" - - chief_qadi_court_position_task_public_alms: "Lead Public Sadaqah" - chief_qadi_court_position_task_public_alms_desc: "Your $chief_qadi_court_position$ will divide alms to the poor and destitute of your domain in your name." - - high_almoner_court_position_task_appease_zealots: "Appease Zealots" - high_almoner_court_position_task_appease_zealots_desc: "This character will drum up your name in the eyes of the pious vassals of the realm." - - food_taster_court_position_task_brew_poisons: "Brew Poisons" - food_taster_court_position_task_brew_poisons_desc: "This character will spend their time behind the scenes, concocting poisons for use in schemes." - - food_taster_court_position_task_ear_to_the_ground: "Keep an Ear to the Ground" - food_taster_court_position_task_ear_to_the_ground_desc: "This character will spend their time hiding behind curtains, listening intently for rumors and gossip." - - court_poet_court_position_task_create_poetry: "Write Poetry" - court_poet_court_position_task_create_poetry_desc: "Your $court_poet_court_position$ will spend their time penning and reciting beautiful poems about you, your realm, and your achievements." - court_poet_court_position_task_create_poetry_tt: "Every year the $court_poet_court_position$ will write a poem, giving you a [modifier|E] improving either your [legitimacy|E], [piety|E], [advantage|E], or [attraction|E] for three years #weak (Effect increases with [aptitude|E])#!" - court_poet_court_position_task_japanese_legacy_addendum: "Each finished Poem will provide a one time increase of [bloc_cohesion|E]" - court_poet_poetry_desc: "[court_poet_from_task.Custom('GeneratePoem_Outro_Rhyming')]" - court_poet_poetry_title: "[court_poet_from_task.Custom('GeneratePoem_Title')|U]" - - court_poet_romance_aptitude_1_modifier: "Court Poet: Poetry about Romance" - court_poet_romance_aptitude_2_modifier: "$court_poet_romance_aptitude_1_modifier$" - court_poet_romance_aptitude_3_modifier: "$court_poet_romance_aptitude_1_modifier$" - court_poet_romance_aptitude_4_modifier: "$court_poet_romance_aptitude_1_modifier$" - court_poet_romance_aptitude_5_modifier: "$court_poet_romance_aptitude_1_modifier$" - - court_poet_mourning_aptitude_1_modifier: "Court Poet: Poetry about Mourning" - court_poet_mourning_aptitude_2_modifier: "$court_poet_mourning_aptitude_1_modifier$" - court_poet_mourning_aptitude_3_modifier: "$court_poet_mourning_aptitude_1_modifier$" - court_poet_mourning_aptitude_4_modifier: "$court_poet_mourning_aptitude_1_modifier$" - court_poet_mourning_aptitude_5_modifier: "$court_poet_mourning_aptitude_1_modifier$" - - court_poet_legacy_aptitude_1_modifier: "Court Poet: Poetry about Legacy" - court_poet_legacy_aptitude_2_modifier: "$court_poet_legacy_aptitude_1_modifier$" - court_poet_legacy_aptitude_3_modifier: "$court_poet_legacy_aptitude_1_modifier$" - court_poet_legacy_aptitude_4_modifier: "$court_poet_legacy_aptitude_1_modifier$" - court_poet_legacy_aptitude_5_modifier: "$court_poet_legacy_aptitude_1_modifier$" - - court_poet_strife_aptitude_1_modifier: "Court Poet: Poetry about Strife" - court_poet_strife_aptitude_2_modifier: "$court_poet_strife_aptitude_1_modifier$" - court_poet_strife_aptitude_3_modifier: "$court_poet_strife_aptitude_1_modifier$" - court_poet_strife_aptitude_4_modifier: "$court_poet_strife_aptitude_1_modifier$" - court_poet_strife_aptitude_5_modifier: "$court_poet_strife_aptitude_1_modifier$" - - drinks_alcohol: "They drink alcohol" diff --git a/localization/english/replace/court_positions_l_english.yml b/localization/english/replace/court_positions_l_english.yml deleted file mode 100644 index b0f885608..000000000 --- a/localization/english/replace/court_positions_l_english.yml +++ /dev/null @@ -1,1087 +0,0 @@ -l_english: - APPOINT_COURT_POSITION_VIEW_replace_character_header: "Replace [AppointCourtPositionView.GetCourtPositionToReplace.GetEmployee.GetShortUINameNoTooltip] as [AppointCourtPositionView.GetPositionName]" - APPOINT_COURT_POSITION_VIEW_select_character_header: "Appoint [AppointCourtPositionView.GetPositionName]" - APPOINT_COURT_POSITION_VIEW_EMPLOYER_SALARY: "Salary: [CourtPositionType.GetEmployerSalaryTextFor( Character.Self )|V]" - APPOINT_COURT_POSITION_VIEW_EMPLOYEE_SALARY: "Salary: [CourtPositionType.GetEmployeeSalaryTextFor( Character.Self )|V]" - APPOINT_COURT_POSITION_VIEW_salary_per_travel:0 "Salary when a travel starts: [Character.GetTravelLeaderCost|U]" - APPOINT_COURT_POSITION_VIEW_header:2 "Appoint Court Position" - APPOINT_COURT_POSITION_VIEW_back_button:1 "Back" - APPOINT_COURT_POSITION_VIEW_appoint_button:1 "Appoint" - APPOINT_COURT_POSITION_VIEW_appoint_button_no_eligible_courtiers_tooltip:0 "@warning_icon! #X No one in your court is eligible for this [court_positions|E]#!" - APPOINT_COURT_POSITION_VIEW_search_for_position_button:1 "Search for candidate" - APPOINT_COURT_POSITION_VIEW_search_for_position_button_tooltip:0 "Start a search to find a candidate for this [court_position|E]." - APPOINT_COURT_POSITION_VIEW_appoint_courtier_or_vassal_button:2 "Appoint" - APPOINT_COURT_POSITION_VIEW_REVOKE_CONSEQUENCES_HEADER:0 "@warning_icon! Revoking this court position will:" - APPOINT_COURT_POSITION_VIEW_REVOKE_COST:0 "• Cost you $COST$." - APPOINT_COURT_POSITION_VIEW_COURTIER_SORT_APTITUDE:0 "Aptitude" - APPOINT_COURT_POSITION_VIEW_COURTIER_SORT_TRAVEL_SPEED:0 "Travel Speed" - APPOINT_COURT_POSITION_VIEW_COURTIER_SORT_TRAVEL_SAFETY:0 "Travel Safety" - APPOINT_COURT_POSITION_VIEW_NO_SELECTED_COURTIER:0 "Select a character to fill the role" - APPOINT_COURT_POSITION_VIEW_CANNOT_AFFORD:1 "@warning_icon! #X Hiring this position will make your expenses higher than your income, causing you to lose $RESOURCES$ every month.#!" - APPOINT_COURT_POSITION_VIEW_REVOKE_CONSEQUENCE_FOR_APPOINTMENT:0 "#T If you choose to revoke this position later it will: #!" - APPOINT_COURT_POSITION_VIEW_REVOKE_CONSEQUENCE_FOR_APPOINTMENT_TOOLTIP:0 "#X [AppointCourtPositionView.AppointingRevokeText] #!" - APPOINT_COURT_POSITION_VIEW_REPLACE_CURRENTLY_APPOINTED:0 "Currently appointed [CourtPosition.GetNameNoTooltip]" - APPOINT_COURT_POSITION_VIEW_REPLACE_FIRE_CURRENT_HOLDER:0 "Fire" - APPOINT_COURT_POSITION_VIEW_REPLACE_CURRENT_SALARY:0 "Monthly Salary: #L [CourtPosition.GetEmployerSalaryText]#!" - APPOINT_COURT_POSITION_VIEW_REPLACE_CONSEQUENCE_FOR_REVOKE:0 "#T Revoking this position will: #!" - APPOINT_COURT_POSITION_VIEW_REPLACE_CONSEQUENCE_FOR_REVOKE_TOOLTIP:0 "#X [AppointCourtPositionView.ReplaceRevokeText] #!" - APPOINT_COURT_POSITION_VIEW_APTITUDE: "[aptitude|e]: [AppointCourtPositionView.GetAptitudeTextFor(Character.Self)]" - APPOINT_COURT_POSITION_VIEW_OPINION_BONUS:0 "[opinion|e] with [AppointCourtPositionView.GetSelectedCharacter.GetShortUINameNoTooltip]: [AppointCourtPositionView.GetOpinionBonusForSelectedEmployee|=+]" - - COURT_POSITION_NAME: "[CourtPosition.GetNameNoTooltip]" - COURT_POSITION_FOR_EMPLOYER:1 "For [CourtPosition.GetEmployer.GetUINameNoTooltip]" - - COURT_WINDOW_COURT_POSITIONS:0 "[CourtWindow.GetCourtOwner.Custom('GetCourtPositionPlural')|U]" - COURT_POSITION_REPLACE:0 "#T Replace [Character.GetShortUINameNoTooltip]#!" - COURT_POSITION_REVOKE:0 "#T Fire [Character.GetShortUINameNoTooltip]#!" - COURT_POSITION_POWERFUL_AGENT: "@alert_icon! #alert_trial Powerful [agent|E] in [hostile_schemes|E] against their $game_concept_liege$#!" - COURT_POSITION_OPINION_BONUS:0 "[opinion|e] Bonus: [CourtPosition.GetOpinionBonus|=+]" - COURT_POSITION_TOGGLE_AUTOMATION: "#T Toggle Automation #!\n$COURT_POSITION_AUTOMATION_CURRENT$\n#I Click to toggle automation options#!" - COURT_POSITION_AUTOMATION_DISABLE_TOOLTIP: "#T Current Automation #!\n$COURT_POSITION_AUTOMATION_CURRENT$\n#I Click to disable automation#!" - COURT_POSITION_AUTOMATION_CURRENT: "When vacated:\n[Select_CString( CourtPositionType.HasAutomationNone( GetPlayer.Self ), '@check_icon!', '@small_dot!')] No automation\n[Select_CString( CourtPositionType.HasAutomationShowEvent( GetPlayer.Self ), '@check_icon!', '@small_dot!' )] Suggest best candidates in event\n#indent_newline:5 [Select_CString( CourtPositionType.HasAutomationAssignBest( GetPlayer.Self ), '@check_icon!', '@small_dot!')] Auto-assign highest [aptitude|e] candidate, if available#!\n#indent_newline:5 [Select_CString( CourtPositionType.HasAutomationAssignBestOrEvent( GetPlayer.Self ), '@check_icon!', '@small_dot!')] Auto-assign highest [aptitude|e] candidate, or notify with event#!" - - COURT_POSITIONS_WINDOW_EMPTY_POSITION_NO_ADD_TT:1 "[SelectLocalization( Not( CourtPositionType.CanHirePosition( Character.Self ) ), 'COURT_POSITIONS_WINDOW_EMPTY_POSITION_YOU_DONT_MEET_REQUIREMENTS', '' )]\n[SelectLocalization( Not( CourtPositionType.HasValidCourtiersForCharacter( Character.Self ) ), 'COURT_POSITIONS_WINDOW_EMPTY_POSITION_NO_ELIGIBLE_COURTIERS', '' )]" - - COURT_POSITIONS_WINDOW_GROUP_HEADER: "$NAME$" - COURT_POSITIONS_WINDOW_GROUP_DENIED: "Unavailable Potential Court Positions" - COURT_POSITIONS_WINDOW_MONTHLY_SALARY: "Monthly Salaries:" - COURT_POSITIONS_WINDOW_MONTHLY_SALARY_YOUR: "Your Salary:" - COURT_POSITIONS_WINDOW_EMPLOYER_SALARY_SHORT: "#L [CourtPosition.GetEmployerSalaryTextShort]#!" - COURT_POSITIONS_WINDOW_EMPLOYEE_SALARY_SHORT: "#L [CourtPosition.GetEmployeeSalaryTextShort]#!" - COURT_POSITIONS_WINDOW_POSITION_AI_SHORT: "Pos AI: [CourtPositionItem.GetPositionAiScore|0]" - COURT_POSITIONS_WINDOW_BEST_CANDIDATE_AI_SHORT: "Can AI: [CourtPositionItem.GetBestCandidateAiScore|0]" - COURT_POSITIONS_WINDOW_POSITION_DENIED: "@warning_icon! #X You do not fulfill all the requirements#!\n$REASONS$" - COURT_POSITIONS_WINDOW_YOUR_POSITIONS: "Your Held Positions:" - - COURT_POSITIONS_WINDOW_EMPTY_POSITION_HEADER:0 "Vacant [CourtPositionsWindow.CourtOwner.Custom('GetCourtOrOfficerPositionConceptPlural')] in your [CourtPositionsWindow.CourtOwner.Custom('GetRealmOrDomicileConcept')]" - COURT_POSITIONS_WINDOW_EMPTY_POSITION_EFFECTS_VARY:0 "Effects vary based on [aptitude|e]:" - COURT_POSITIONS_WINDOW_EMPTY_POSITION_YOU_DONT_MEET_REQUIREMENTS:0 "@warning_icon! #X You do not fulfill the requirements to hire this [court_position|e]#!" - COURT_POSITIONS_WINDOW_EMPTY_POSITION_YOU_DONT_MEET_REQUIREMENTS_TT:0 "#T $COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT$#!\n[CourtPositionType.GetLiegeRequirementDescriptionText]" - COURT_POSITIONS_WINDOW_EMPTY_POSITION_NO_ELIGIBLE_COURTIERS:0 "@warning_icon! #X No courtiers meet the [court_position|e] requirements#!" - COURT_POSITIONS_WINDOW_EMPTY_POSITION_NO_ELIGIBLE_COURTIERS_TT:0 "#T $COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT$#!\n[CourtPositionType.GetEmployeeRequirementDescriptionText]" - COURT_POSITIONS_WINDOW_FILTER_ALL:0 "All" - COURT_POSITIONS_WINDOW_FILTER_TAB_ALL_NUM_HIRES:0 "[CourtPositionsWindow.NumHiredPositions]/[CourtPositionsWindow.MaxNumAvailablePositions]" - COURT_POSITIONS_WINDOW_FILTER_TAB_CATEGORY_NUM_HIRES:0 "[CourtPositionsWindow.NumHiredInCategory(CourtPositionCategory.Self)]/[CourtPositionsWindow.MaxNumHirableInCategory(CourtPositionCategory.Self)]" - - COURT_POSITIONS_COURT_VIEW_appoint_court_position_button:2 "Appoint Court Position" - COURT_POSITIONS_COURT_VIEW_appoint_court_position_button_tooltip:1 "#T Appoint Court Position#!\n\nAppoint a [vassal|E] or a member of your court to a [court_position|E]." - COURT_POSITIONS_COURT_VIEW_positions_in_your_court:2 "[CourtPositionsWindow.CourtOwner.Custom('GetCourtOrOfficerPositionConceptPlural')] in your [CourtPositionsWindow.CourtOwner.Custom('GetRealmOrDomicileConcept')]" - COURT_POSITIONS_COURT_VIEW_salaries_gained:1 "Monthly Income from your Salary:" - COURT_POSITIONS_COURT_VIEW_salaries_paid:2 "Monthly Salaries paid:" - COURT_POSITIONS_SALARY_FOR:0 "$EMPLOYEE$ ($COURT_POSITION$)" - COURT_POSITIONS_INCOME:0 "Income from [court_positions|E]" - COURT_POSITIONS_EXPENSES:0 "Expenses to [court_positions|E]" - COURT_POSITIONS_SALARIES_PAID:0 "Salaries paid" - COURT_POSITIONS_SALARIES_GAINED:0 "Salaries earned" - COURT_POSITION_TYPE_SCALING_MODIFIER_DESCRIPTION:1 "$MODIFIER$: $RANGED_MODIFIER$ (based on [aptitude|E])" - - COURT_POSITIONS_your_positions_in_liege_court:2 "Your [court_positions|E] at your [liege|e]'s Court" - COURT_POSITIONS_no_positions_with_liege:2 "You have no [court_positions|E] at your [liege|e]'s Court" - COURT_POSITIONS_no_positions_in_your_court:1 "You have not employed any [court_position|E] in your court." - COURT_POSITIONS_cannot_hire_more_positions:2 "You cannot hire any [court_positions|E]." - COURT_POSITIONS_cannot_hire_more_positions_in_category:2 "You cannot hire any [court_positions|E] in this category." - - COURT_POSITIONS_revoke_confirm_header:2 "Confirm Revoke [GetPlayer.Custom('GetCourtPositionConcept')]" - COURT_POSITIONS_revoke_confirm_accept:1 "Revoke" - COURT_POSITIONS_revoke_position_cost:1 "Doing this will cost you $COSTS$" - COURT_POSITIONS_revoke_position_cost_cannot_afford:1 "Doing this will cost you $COSTS$. You cannot afford this and it will put you at a deficit" - COURT_POSITIONS_revoke_position_confirmation:1 "[CHARACTER.GetShortUINameNoTooltip]'s $COURT_POSITION$ position will be revoked." - COURT_POSITIONS_revoke_position_confirmation_with_cost:1 "[CHARACTER.GetShortUINameNoTooltip]'s $COURT_POSITION$ position will be revoked. $COSTS$" - COURT_POSITIONS_revoke_position_confirmation_with_effect:1 "[CHARACTER.GetShortUINameNoTooltip]'s $COURT_POSITION$ position will be revoked. Doing this will have the following effect:\n$EFFECT$" - COURT_POSITIONS_revoke_position_confirmation_with_cost_and_effect:1 "[CHARACTER.GetShortUINameNoTooltip]'s $COURT_POSITION$ position will be revoked. $COSTS$, and have the following effect:\n$EFFECT$" - - COURT_POSITIONS_replace_confirm_header:2 "Confirm Replace [court_position|E]" - COURT_POSITIONS_replace_confirm_accept:1 "Replace" - COURT_POSITIONS_replace_position_confirmation:1 "[CHARACTER.GetShortUINameNoTooltip] will be replaced by [TARGET_CHARACTER.GetShortUINameNoTooltip] as $COURT_POSITION$." - COURT_POSITIONS_replace_position_confirmation_with_cost:1 "[CHARACTER.GetShortUINameNoTooltip] will be replaced by [TARGET_CHARACTER.GetShortUINameNoTooltip] as $COURT_POSITION$. $COSTS$" - COURT_POSITIONS_replace_position_confirmation_with_effect:1 "[CHARACTER.GetShortUINameNoTooltip] will be replaced by [TARGET_CHARACTER.GetShortUINameNoTooltip] as $COURT_POSITION$. Doing this will have the following effect:\n$EFFECT$" - COURT_POSITIONS_replace_position_confirmation_with_cost_and_effect:1 "[CHARACTER.GetShortUINameNoTooltip] will be replaced by [TARGET_CHARACTER.GetShortUINameNoTooltip] as $COURT_POSITION$. $COSTS$, and have the following effect:\n$EFFECT$" - - COURT_POSITIONS_category_day_to_day:0 "Day-to-day" - COURT_POSITIONS_category_honorary:0 "Honorary" - COURT_POSITIONS_category_personal_servants:0 "Personal Servants" - COURT_POSITIONS_category_frivolous:0 "Frivolous" - COURT_POSITIONS_category_fighters:0 "Fighters" - COURT_POSITIONS_months_of_service:1 "Months of service: $MONTHS$" - COURT_POSITIONS_years_of_service:1 "Years of service: $YEARS$" - - COURT_POSITION_TOOLTIP_EFFECT_ON_YOUR_LIEGE:0 "Effect on your [liege|e]:" - COURT_POSITION_TOOLTIP_EFFECT_ON_LIEGE: "Effect on [liege|e]:" - COURT_POSITION_TOOLTIP_EFFECT_ON_LIEGE_WITH_HEADING: "#S $COURT_POSITION_TOOLTIP_EFFECT_ON_LIEGE$#!#indent_newline:2 \n[CourtPositionType.GetEmployerModifierDescription]#!" - - - COURT_POSITION_TOOLTIP_SCALED_EFFECT_ON_LIEGE:0 "Effect on [liege|e], based on employee's [aptitude|e]:" - COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT:0 "[liege|e] requirements:" - COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT_NESTED: "#TOOLTIP:COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT_NESTED_TT #L Liege Requirements#!#!" - COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT_NESTED_TT: "[CourtPositionType.GetLiegeRequirementDescriptionText]" - COURT_POSITION_TOOLTIP_EFFECT_ON_YOU:0 "Effect on you:" - COURT_POSITION_TOOLTIP_EFFECT_ON_EMPLOYEE:1 "Effect on [CourtPosition.GetNameNoTooltip]:" - COURT_POSITION_TOOLTIP_EFFECT_ON_HOLDER: "Effect on holder:" - COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT:1 "[CourtPositionType.GetNameNoTooltip] requirements:" - COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT_NESTED: "#TOOLTIP:COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT_NESTED_TT #L [CourtPositionType.GetNameNoTooltip] Requirements#!#!" - COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT_NESTED_TT: "[CourtPositionType.GetEmployeeRequirementDescriptionText]" - COURT_POSITION_TOOLTIP_SALARY: "Salary: [CourtPosition.GetSalaryText]" - COURT_POSITION_TOOLTIP_SALARIES_GOLD_PAID: "[gold_i][gold|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_GOLD_EARNED: "[gold_i][gold|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_PRESTIGE_PAID: "[prestige_i][prestige|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_PRESTIGE_EARNED: "[prestige_i][prestige|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_PIETY_PAID: "[piety_i][piety|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_PIETY_EARNED: "[piety_i][piety|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_DYNASTY_PRESTIGE_PAID: "[dynasty_prestige_i][dynasty_prestige|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_DYNASTY_PRESTIGE_EARNED: "[dynasty_prestige_i][dynasty_prestige|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_INFLUENCE_PAID: "[influence_i][influence|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_INFLUENCE_EARNED: "[influence_i][influence|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_HERD_PAID: "[herd_i][herd|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_HERD_EARNED: "[herd_i][herd|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_TREASURY_PAID: "[treasury_i][treasury|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_TREASURY_EARNED: "[treasury_i][treasury|E] Salaries Earned" - COURT_POSITION_TOOLTIP_SALARIES_MERIT_PAID: "[merit_i][merit|E] Salaries Paid" - COURT_POSITION_TOOLTIP_SALARIES_MERIT_EARNED: "[merit_i][merit|E] Salaries Earned" - COURT_POSITION_TOOLTIP_REVOKE_COST:1 "• Cost you: [CourtPosition.GetRevokeCostText]" - COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER:0 "Revoking this [SelectLocalization( IsLandlessAdventurer( GetPlayer ), 'COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER.CAMP_OFFICER', 'COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER.COURT_POSITION')] will cause:" - COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER.COURT_POSITION: "[court_position|E]" - COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER.CAMP_OFFICER: "[officer|E]" - COURT_POSITION_TYPE_TOOLTIP_EFFECT_ON_EMPLOYEE: "Effect on [CourtPositionType.GetNameNoTooltip]:" - COURT_POSITION_TYPE_TOOLTIP_EFFECT_ON_EMPLOYEE_WITH_HEADING: "#S $COURT_POSITION_TYPE_TOOLTIP_EFFECT_ON_EMPLOYEE$#!#indent_newline:2 \n[CourtPositionType.GetEmployeeModifierDescription]#!" - - COURT_POSITION_TYPE_TOOLTIP_EMPLOYER_SALARY: "Salary: [CourtPositionType.GetEmployerSalaryTextFor( GetPlayer )|V]" - COURT_POSITION_TYPE_TOOLTIP_EMPLOYEE_SALARY: "Salary: [CourtPositionType.GetEmployeeSalaryTextFor( GetPlayer )|V]" - COURT_POSITION_TYPE_TOOLTIP_REVOKE_COST: "Revocation cost: [CourtPositionType.GetRevokeCostText|V]" - - COURT_POSITION_SALARY_BREAKDOWN_BASE:0 "Base Salary" - - COURT_POSITION_TASK_COST_BREAKDOWN_BASE: "[court_position_task_short|E] Cost" - COURT_POSITION_TASK: "[court_position_task_short|E]" - COURT_POSITION_TASK_HEADER: "#T [CourtPositionTaskType.GetName]#!" - COURT_POSITION_TASK_CLICK_TT: "[SelectLocalization( CourtPosition.IsActiveTask( CourtPositionTaskType.Self ), 'ACTIVE_COURT_POSITION_TASK_CLICK_TT', 'POTENTIAL_COURT_POSITION_TASK_CLICK_TT' )]" - ACTIVE_COURT_POSITION_TASK_CLICK_TT: "Click to deactivate [CourtPositionTaskType.GetName]" - POTENTIAL_COURT_POSITION_TASK_CLICK_TT: "Click to activate [CourtPositionTaskType.GetName]" - ACTIVE_COURT_POSITION_TASK_TT: "My [CourtPosition.GetPositionType.GetNameNoTooltip] will stop performing the [CourtPositionTaskType.GetName|V] [court_position_task_short|e]." - POTENTIAL_COURT_POSITION_TASK_TT: "My [CourtPosition.GetPositionType.GetNameNoTooltip] will actively perform the [CourtPositionTaskType.GetName|V] [court_position_task_short|e]." - COURT_POSITION_NO_ACTIVE_TASK: "#weak Regular duties #!" - COURT_POSITION_NO_ACTIVE_TASK_DESCRIPTION: "#T Regular duties#!\nThe [CourtPosition.GetNameNoTooltip] will perform only their regular duties." - COURT_POSITION_NO_ACTIVE_TASK_COST: "@gold_icon! #weak 0 #!" - - COURT_POSITION_TASK_EFFECTS_HEADER: "#S Effects#!\n" - COURT_POSITION_TASK_EMPLOYER_EFFECTS: "#S Effect on [liege|E]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerModifierDescription( CourtPosition.Self )]#!" - COURT_POSITION_TASK_EMPLOYER_COURT_EFFECTS: "#S Effect on [liege|E]'s [court|E]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerCourtModifierDescription( CourtPosition.Self )]#!" - COURT_POSITION_TASK_EMPLOYEE_EFFECTS: "#S Effect on [CourtPositionType.GetName]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployeeModifierDescription]#!" - COURT_POSITION_TASK_START_EFFECTS: "#S When started:#!#indent_newline:2 \n[CourtPositionTaskType.GetOnStartEffectDesc( CourtPosition.Self )]#!" - COURT_POSITION_TASK_END_EFFECTS: "#S When stopped:#!#indent_newline:2 \n[CourtPositionTaskType.GetOnEndEffectDesc( CourtPosition.Self )]#!" - COURT_POSITION_TASK_COST: "#S Cost (per month):#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerCostText( CourtPosition.GetEmployer.Self )]#!" - - COURT_POSITION_TASK_HINT: "Potential [court_position_tasks_short|E]:" - COURT_POSITION_TASK_GENERIC_TT: "My [CourtPositionType.GetNameNoTooltip] will actively perform the [CourtPositionTaskType.GetName|V] [court_position_task_short|e]." - COURT_POSITION_TASK_EMPLOYER_GENERIC_EFFECTS: "#S Effect on [liege|E]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerModifierGenericDescription]#!" - COURT_POSITION_TASK_EMPLOYER_COURT_GENERIC_EFFECTS: "#S Effect on [liege|E]'s [court|E]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerCourtModifierGenericDescription]#!" - COURT_POSITION_TASK_START_GENERIC_EFFECTS: "#S When started:#!#indent_newline:2 \n[CourtPositionTaskType.GetOnStartEffectGenericDesc]#!" - COURT_POSITION_TASK_END_GENERIC_EFFECTS: "#S When stopped:#!#indent_newline:2 \n[CourtPositionTaskType.GetOnEndEffectGenericDesc]#!" - COURT_POSITION_TASK_GENERIC_COST: "#S Cost (per month):#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerCostText( GetPlayer )]#!" - - COURT_POSITION_TYPE_EMPLOYER_COURT_EFFECTS: "#S Effect on [GetPlayer.Custom('GetCourtiersTypeConcept')|U]:#!#indent_newline:2 \n[CourtPositionType.GetEmployerCourtModifierDescription]#!" - COURT_POSITION_EMPLOYER_COURT_EFFECTS: "#S Effects on [Character.Custom('GetCourtOwnerConcept')]'s [Character.Custom('GetRealmOrDomicileConcept')]:#!#indent_newline:2 \n[CourtPosition.GetEmployerCourtBonuses]#!" - COURT_POSITION_APPOINT_EMPLOYER_COURT_EFFECTS: "#S Effects on [GetPlayer.Custom('GetCourtOwnerConcept')]'s [GetPlayer.Custom('GetRealmOrDomicileConcept')]:#!#indent_newline:2 \n[AppointCourtPositionView.GetLiegeCourtModifierForPositionType( AppointCourtPositionView.GetSelectedCharacter.Self )]#!" - - physician_treat_epidemic: "Control Plagues" - physician_treat_epidemic_desc: "This character is tasked with increasing the [epidemic_resistance|E] of every [barony|E] owned by their [liege|E]." - physician_guard_family: "Advanced Research" - physician_guard_family_desc: "This character is tasked with assisting their [liege|E]'s learning." - physician_improve_self: "Improve Skills" - physician_improve_self_desc: "This character is focusing on improving their skills as a physician." - physician_improve_self_tt: "Every month this character has a chance of gaining [GetTrait('lifestyle_physician').GetName( root_scope )] [trait_level_track_xp|E] or [learning_i][learning_skill|E]" - physician_improve_self_fallback_tt: "Every month this character has a chance of gaining [GetTrait('lifestyle_physician').GetName( GetNullCharacter )] [trait_level_track_xp|E] or [learning_i][learning_skill|E]" - high_almoner_attend_poor: "Divine Charity" - high_almoner_attend_poor_desc: "This character is tasked with arranging charity in your name." - chronicler_promote_legend_realm: "Extol Domestic Legend" - chronicler_promote_legend_realm_desc: "This character is tasked with glorifying their [liege|E]'s [legend|E], amplifying its spread." - culture_era_late_medieval_salary_mod:0 "#V $culture_era_late_medieval$#! [era|E]" - culture_era_high_medieval_salary_mod:0 "#V $culture_era_high_medieval$#! [era|E]" - culture_era_early_medieval_salary_mod:0 "#V $culture_era_early_medieval$#! [era|E]" - esteemed_hospitality_salary_mod:0 "#V $tradition_esteemed_hospitality_name$#! [tradition|E]" - empire_salary_mod:0 "[emperor|E]" - tribal_salary_mod:0 "[tribal|E]" - nomad_salary_mod: "[nomad|E]" - small_realm_salary_mod:0 "Significant [realm_size|E] #low (30+)#!" - medium_realm_salary_mod:0 "Large [realm_size|E] #low (60+)#!" - large_realm_salary_mod:0 "Very Large [realm_size|E] #low (90+)#!" - enormous_realm_salary_mod:0 "Enormous [realm_size|E] #low (120+)#!" - holds_court_position_opinion:0 "$POSITION$: $VALUE|=+$" - - COURT_POSITION_APTITUDE_TOOLTIP_HEADER:0 "Aptitude" - COURT_POSITION_aptitude_description_position:1 "[aptitude|e]: [CourtPosition.GetAptitudeText|V]" - COURT_POSITION_aptitude_breakdown:0 "[CHARACTER.GetShortUINameNoTooltip]'s [aptitude|e] as a $COURT_POSITION$ is affected by:" - COURT_POSITION_aptitude_character_possessive:0 "[Character.GetShortUINameNoTooltip]'s [aptitude|e]:" - - court_position_skill_learning:0 "[learning|E] Skill" - court_position_skill_martial:0 "[martial|E] Skill" - court_position_skill_prowess:0 "[prowess|E] Skill" - court_position_skill_diplomacy:0 "[diplomacy|E] Skill" - court_position_skill_stewardship:0 "[stewardship|E] Skill" - court_position_skill_intrigue:0 "[intrigue|E] Skill" - court_position_skill_all: "Sum of all [skills|E]" - court_position_languages:0 "Known [languages|E]" - court_position_landed_penalty:0 "Busy ruling" - court_position_imprisoned_penalty: "Imprisoned" - court_position_skill_health_good:0 "Excellent [health|E]" - court_position_skill_health:0 "Good [health|E]" - court_position_skill_health_low:0 "Low [health|E]" - court_position_physician_3_trait:1 "$court_position_physician_1_trait$" - court_position_physician_2_trait:1 "$court_position_physician_1_trait$" - court_position_physician_1_trait:1 "[GetTrait('lifestyle_physician').GetName( ROOT.Char )]" - court_position_mystic_3_trait:1 "$court_position_mystic_1_trait$" - court_position_mystic_2_trait:1 "$court_position_mystic_1_trait$" - court_position_mystic_1_trait:1 "[GetTrait('lifestyle_mystic').GetName( ROOT.Char )]" - court_position_hunter_3_trait:1 "$court_position_hunter_1_trait$" - court_position_hunter_2_trait:1 "$court_position_hunter_1_trait$" - court_position_hunter_1_trait:1 "[GetTrait('lifestyle_hunter').GetName( ROOT.Char )]" - court_position_reveler_3_trait:0 "$court_position_reveler_1_trait$" - court_position_reveler_2_trait:0 "$court_position_reveler_1_trait$" - court_position_reveler_1_trait:0 "[GetTrait('lifestyle_reveler').GetName( ROOT.Char )]" - court_position_intellect_good_3_trait:0 "[GetTrait('intellect_good_3').GetName( ROOT.Char )]" - court_position_intellect_good_2_trait:0 "[GetTrait('intellect_good_2').GetName( ROOT.Char )]" - court_position_intellect_good_1_trait:0 "[GetTrait('intellect_good_1').GetName( ROOT.Char )]" - court_position_physique_good_3_trait: "[GetTrait('physique_good_3').GetName( ROOT.Char )]" - court_position_physique_good_2_trait: "[GetTrait('physique_good_2').GetName( ROOT.Char )]" - court_position_physique_good_1_trait: "[GetTrait('physique_good_1').GetName( ROOT.Char )]" - court_position_strong_trait: "[GetTrait('strong').GetName( ROOT.Char )]" - court_position_loyal_trait: "[GetTrait('loyal').GetName( ROOT.Char )]" - court_position_patient_trait:0 "[GetTrait('patient').GetName( ROOT.Char )]" - court_position_calm_trait: "[GetTrait('calm').GetName( ROOT.Char )]" - court_position_impatient_trait:0 "[GetTrait('impatient').GetName( ROOT.Char )]" - court_position_generous_trait:0 "[GetTrait('generous').GetName( ROOT.Char )]" - court_position_greedy_trait:0 "[GetTrait('greedy').GetName( ROOT.Char )]" - court_position_profligate_trait:0 "[GetTrait('profligate').GetName( ROOT.Char )]" - court_position_scholar_trait:0 "[GetTrait('scholar').GetName( ROOT.Char )]" - court_position_shrewd_trait:0 "[GetTrait('shrewd').GetName( ROOT.Char )]" - court_position_theologian_trait: "[GetTrait('theologian').GetName( ROOT.Char )]" - court_position_architect_trait:0 "[GetTrait('architect').GetName( ROOT.Char )]" - court_position_architect_study_experience:0 "Has studied books on architecture" - court_position_gregarious_trait:0 "[GetTrait('gregarious').GetName( ROOT.Char )]" - court_position_diplomat_trait:0 "[GetTrait('diplomat').GetName( ROOT.Char )]" - court_position_poet_trait:0 "[GetTrait('lifestyle_poet').GetName( ROOT.Char )]" - court_position_no_poet_trait: "Does #bold not#! have the [GetTrait('lifestyle_poet').GetName( ROOT.Char )] [trait|E]" - court_position_blademaster_3_trait:1 "$court_position_blademaster_1_trait$" - court_position_blademaster_2_trait:1 "$court_position_blademaster_1_trait$" - court_position_blademaster_1_trait:1 "[GetTrait('lifestyle_blademaster').GetName( ROOT.Char )]" - court_position_shieldmaiden_trait:0 "[GetTrait('shieldmaiden').GetName( ROOT.Char )]" - court_position_brave_trait:0 "[GetTrait('brave').GetName( ROOT.Char )]" - court_position_craven_trait:0 "[GetTrait('craven').GetName( ROOT.Char )]" - court_position_blind_trait:0 "[GetTrait('blind').GetName( ROOT.Char )]" - court_position_infirm_trait:0 "[GetTrait('infirm').GetName( ROOT.Char )]" - court_position_maimed_trait:0 "[GetTrait('maimed').GetName( ROOT.Char )]" - court_position_wounded_3_trait:0 "[GetTrait('wounded_3').GetName( ROOT.Char )]" - court_position_wounded_2_trait:0 "[GetTrait('wounded_2').GetName( ROOT.Char )]" - court_position_administrator_trait:0 "[GetTrait('administrator').GetName( ROOT.Char )]" - court_position_family_first_trait: "[GetTrait('family_first').GetName( ROOT.Char )]" - court_position_shy_trait:0 "[GetTrait('shy').GetName( ROOT.Char )]" - court_position_gluttonous_trait:0 "[GetTrait('gluttonous').GetName( ROOT.Char )]" - court_position_comfort_eater_trait:0 "[GetTrait('comfort_eater').GetName( ROOT.Char )]" - court_position_inappetetic_trait:0 "[GetTrait('inappetetic').GetName( ROOT.Char )]" - court_position_torturer_trait:0 "[GetTrait('torturer').GetName( ROOT.Char )]" - court_position_sadistic_trait:0 "[GetTrait('sadistic').GetName( ROOT.Char )]" - court_position_callous_trait: "[GetTrait('callous').GetName( ROOT.Char )]" - court_position_fickle_trait: "[GetTrait('fickle').GetName( ROOT.Char )]" - court_position_clergy_trait:0 "Is part of the [clergy|E]" - court_position_completed_inspiration:0 "Has completed an [inspiration|E]" - court_position_high_skills_trait:0 "Very skilled" - court_position_gardener_trait:0 "[GetTrait('lifestyle_gardener').GetName( ROOT.Char )]" - court_position_herbalist_trait:0 "[GetTrait('lifestyle_herbalist').GetName( ROOT.Char )]" - court_position_overseer_trait:0 "[GetTrait('overseer').GetName( ROOT.Char )]" - court_position_organizer_trait: "[GetTrait('organizer').GetName( ROOT.Char )]" - court_position_gallant_trait:0 "[GetTrait('gallant').GetName( ROOT.Char )]" - court_position_tradition_music_theory:0 "$tradition_music_theory_name$ [culture_tradition|E]" - court_position_just_trait:0 "[GetTrait('just').GetName( ROOT.Char )]" - court_position_arbitrary_trait:0 "[GetTrait('arbitrary').GetName( ROOT.Char )]" - court_position_temperate_trait:0 "[GetTrait('temperate').GetName( ROOT.Char )]" - court_position_tradition_culinary_art:0 "$tradition_culinary_art_name$ [culture_tradition|E]" - court_position_compassionate_trait:0 "[GetTrait('compassionate').GetName( ROOT.Char )]" - court_position_avaricious_trait:0 "[GetTrait('avaricious').GetName( ROOT.Char )]" - court_position_schemer_trait: "[GetTrait('schemer').GetName( ROOT.Char )]" - court_position_trusting_trait:0 "[GetTrait('trusting').GetName( ROOT.Char )]" - court_position_deceitful_trait:0 "[GetTrait('deceitful').GetName( ROOT.Char )]" - court_position_honest_trait:0 "[GetTrait('honest').GetName( ROOT.Char )]" - court_position_stubborn_trait:0 "[GetTrait('stubborn').GetName( ROOT.Char )]" - court_position_paranoid_trait:0 "[GetTrait('paranoid').GetName( ROOT.Char )]" - court_position_reclusive_trait:0 "[GetTrait('reclusive').GetName( ROOT.Char )]" - court_position_athletic_trait:0 "[GetTrait('athletic').GetName( ROOT.Char )]" - court_position_zealous_trait: "[GetTrait('zealous').GetName( ROOT.Char )]" - court_position_murderer_trait: "[GetTrait('murderer').GetName( ROOT.Char )]" - court_position_order_member_trait: "[GetTrait('order_member').GetName( ROOT.Char )]" - court_position_faith_warrior_trait: "[GetTrait('faith_warrior').GetName( ROOT.Char )]" - court_position_diligent_trait:0 "[GetTrait('diligent').GetName( ROOT.Char )]" - court_position_lazy_trait:0 "[GetTrait('lazy').GetName( ROOT.Char )]" - court_position_reveler_trait: "[GetTrait('lifestyle_reveler').GetName( ROOT.Char )]" - court_position_flagellant_trait: "[GetTrait('flagellant').GetName( ROOT.Char )]" - court_position_seducer_trait: "[GetTrait('seducer').GetName( ROOT.Char )]" - court_position_improvident_trait: "[GetTrait('improvident').GetName( ROOT.Char )]" - court_position_strategist_trait: "[GetTrait('strategist').GetName( ROOT.Char )]" - court_position_logistician_trait:0 "[GetTrait('logistician').GetName( ROOT.Char )]" - court_position_forder_trait:0 "[GetTrait('forder').GetName( ROOT.Char )]" - court_position_lots_of_travel:0 "Travel Experience" - court_position_pilgrim_trait:0 "[GetTrait('pilgrim').GetName( ROOT.Char )]" - court_position_hajjaj_trait:0 "[GetTrait('hajjaj').GetName( ROOT.Char )]" - court_position_adventurer_trait:0 "[GetTrait('adventurer').GetName( ROOT.Char )]" - court_position_clubfooted_trait:0 "[GetTrait('clubfooted').GetName( ROOT.Char )]" - court_position_incapable_trait:0 "[GetTrait('incapable').GetName( ROOT.Char )]" - court_position_flexible_leader_trait:0 "[GetTrait('flexible_leader').GetName( ROOT.Char )]" - court_position_forest_fighter_trait:0 "[GetTrait('forest_fighter').GetName( ROOT.Char )]" - court_position_open_terrain_expert_trait:0 "[GetTrait('open_terrain_expert').GetName( ROOT.Char )]" - court_position_rough_terrain_expert_trait:0 "[GetTrait('rough_terrain_expert').GetName( ROOT.Char )]" - court_position_desert_warrior_trait:0 "[GetTrait('desert_warrior').GetName( ROOT.Char )]" - court_position_jungle_stalker_trait:0 "[GetTrait('jungle_stalker').GetName( ROOT.Char )]" - court_position_winter_soldier_trait:0 "[GetTrait('winter_soldier').GetName( ROOT.Char )]" - court_position_commander_traits: "Has any [commander_trait|E]" - court_position_whole_of_body_trait:0 "[GetTrait('whole_of_body').GetName( ROOT.Char )]" - court_position_traveler_trait:0 "[GetTrait('lifestyle_traveler').GetName( ROOT.Char )]" - court_position_traveler_trait_experienced:0 "[GetTrait('lifestyle_traveler').GetName( ROOT.Char )]" - court_position_traveler_trait_experienced_danger:0 "[GetTrait('lifestyle_traveler').GetName( ROOT.Char )]" - court_position_humble_trait: "[GetTrait('humble').GetName( ROOT.Char )]" - court_position_arrogant_trait: "[GetTrait('arrogant').GetName( ROOT.Char )]" - court_position_wrathful_trait: "[GetTrait('wrathful').GetName( ROOT.Char )]" - court_position_reaver_trait: "[GetTrait('reaver').GetName( ROOT.Char )]" - court_position_military_engineer_trait: "[GetTrait('military_engineer').GetName( ROOT.Char )]" - court_position_aggressive_attacker_trait: "[GetTrait('aggressive_attacker').GetName( ROOT.Char )]" - court_position_unyielding_defender_trait: "[GetTrait('unyielding_defender').GetName( ROOT.Char )]" - court_position_reckless_trait: "[GetTrait('reckless').GetName( ROOT.Char )]" - court_position_holy_warrior_trait: "[GetTrait('holy_warrior').GetName( ROOT.Char )]" - court_position_cautious_leader_trait: "[GetTrait('cautious_leader').GetName( ROOT.Char )]" - court_position_ambitious_trait: "[GetTrait('ambitious').GetName( ROOT.Char )]" - court_position_beastmaster_modifier:0 "$ep2_beastmaster_modifier$" - court_position_speed:0 "[travel_speed|E] Contribution" - court_position_safety:0 "[travel_safety|E] Contribution" - court_position_soulmate: "Is your [soulmate|E]" - court_position_best_friend: "Is your [best_friend|E]" - court_position_friend: "Is your [friend|E]" - court_position_improved_by_camp_fire_capering_fools: "[GetDomicileBuilding('camp_fire_capering_fools').GetName]" - seneschal_improve_court_aptitude_desc: "[GetCourtPositionType('seneschal_court_position').GetName()] Organizing Court" - yeke_jarquchi_improve_court_aptitude_desc: "[GetCourtPositionType('yeke_jarquchi_court_position').GetName()] Organizing Court" - court_position_merit_level: "[merit_level|E]" - court_position_disciples: "[disciples|E]" - court_position_your_disciple: "Your [disciple|E]" - court_position_tgp_dynasty_legacy: "[GetDynastyPerk( 'tgp_chinese_legacy_5' ).GetName]" - court_position_surveyor_trait: "[GetTrait('lifestyle_surveyor').GetName( ROOT.Char )]" - - court_position_poet_is_advancement: "Member of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey( 'advancement_movement' ).GetName]" - court_position_liege_is_advancement: "Liege is a member of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey( 'advancement_movement' ).GetName]" - court_position_tradition_poetry:0 "$tradition_poetry_name$ [culture_tradition|E]" - court_position_tradition_horse_lords:0 "$tradition_horse_lords_name$ [culture_tradition|E]" - court_position_tradition_caravaneers:0 "$tradition_caravaneers_name$ [culture_tradition|E]" - court_position_tradition_saharan_nomads:0 "$tradition_saharan_nomads_name$ [culture_tradition|E]" - court_position_tradition_desert_nomads:0 "$tradition_desert_nomads_name$ [culture_tradition|E]" - - court_physician_court_position:0 "Personal Physician" - - court_physician_tradition_bonus:0 "From [culture_tradition|E]" - court_physician_court_position_desc:1 "The $court_physician_court_position$ is responsible for the health and well-being of the [court|E] they are in. They will treat disease and suture wounds to the best of their abilities." - court_physician_employer_custom_effect_description:4 "$BULLET$Performs [medical_treatments|E]" - court_physician_not_employed_or_away_tt: "You do not have a [GetCourtPositionType('court_physician_court_position').GetName()], or they are not with you" - - hire_physician_decision:0 "Search for Physician" - hire_physician_decision_tooltip:3 "Your servants will suggest a number of suitable candidates for the position of [GetCourtPositionType('court_physician_court_position').GetName()]" - hire_physician_decision_desc: "A $court_physician_court_position$ is essential to care for the sick and wounded at my [ROOT.Char.Custom('GetCourtLower')]. I will ask my servants to bring forth a number of suitable candidates." - hire_physician_decision_effect_tooltip:4 "You will be presented with a group of [GetCourtPositionType('court_physician_court_position').GetName()] candidates and may hire one of them for a fee and a monthly salary of [gold_i][SCOPE.ScriptValue('court_position_physician_salary')]" - hire_physician_decision_confirm:0 "Start the search" - - antiquarian_employer_custom_effect_description: "[SelectLocalization( HasDlcFeature( 'court_artifacts' ), 'antiquarian_employer_custom_effect_reforge_description', '' )]$BULLET$Unlocks the #V $commission_artifact_decision$#! [decision|E]\n$BULLET$Protects [artifacts|E] during [sieges|E] and [raids|E]" - antiquarian_employer_custom_effect_reforge_description: "$BULLET$Enables you to [reforge|E] [artifacts|E]\n" - - chief_eunuch_court_position:1 "Chief Eunuch" - chief_eunuch_court_position_desc:1 "The $chief_eunuch_court_position$ is a trusted servant responsible for the eunuchs at court. Not much goes on that they don't hear about, both among the servants and the royals." - keeper_of_swans_court_position:0 "Keeper of the Swans" - keeper_of_swans_court_position_desc:1 "The $keeper_of_swans_court_position$ is in charge of the royal swans. Keeping count on the number of feathered marvels that their Liege lays claim to and providing them care; this position comes with grave responsibilities." - - master_of_horse_court_position:0 "Master of the Horse" - master_of_horse_court_position_desc:1 "The $master_of_horse_court_position$ is responsible for their Liege's majestic steeds and stables. They have their work cut out for them since a well-kept horse is a boon both on the battlefield and on the road." - master_of_horse_oversee_breeding: "Oversee Breeding" - master_of_horse_oversee_breeding_desc: "This character is tasked with overseeing the breeding of the royal stables." - master_of_horse_mightiest_warhorse: "Warhorse Grooming" - master_of_horse_mightiest_warhorse_desc: "Only the best of steeds is worthy of a warlike ruler." - - court_jester_court_position:0 "Court Jester" - court_jester_employer_custom_effect_description:1 "$BULLET$Unlocks the #V $jester_entertainment_decision$#! [decision|E]" - court_jester_court_position_desc:1 "A $court_jester_court_position$ – a fool – is there to entertain both their Liege and any guests visiting the court. While a clever turn of phrase can be appreciated from time to time a nasty fall always wins laughter." - master_of_hunt_court_position:0 "Master of the Hunt" - master_of_hunt_court_position_nomadic: "Master of the Chase" - master_of_hunt_employer_custom_effect_description:4 "$BULLET$[GetActivityType('activity_hunt').GetName] [hunt_success_chance_no_prefix|E] increases with [aptitude|E]" - master_of_hunt_employee_custom_effect_description: "Increased [hunt_success_chance_no_prefix|E] in [GetActivityType('activity_hunt').GetName]" - master_of_hunt_court_position_desc:1 "The $master_of_hunt_court_position$ is responsible for any hunting parties that members of their Liege's court arrange. They are also in charge of the kennels and the dogs within it." - master_of_hunt_court_position_nomadic_desc: "The $master_of_hunt_court_position_nomadic$ is responsible for great hunting parties, and ensuring a successful hunt for their liege." - high_almoner_court_position:0 "High Almoner" - high_almoner_court_position_desc:1 "The $high_almoner_court_position$ is in charge of distributing alms to the deserving poor and other subjects in need." - cupbearer_court_position:0 "Cup-Bearer" - cupbearer_employer_custom_effect_description:3 "$BULLET$Chance of stopping Poison [GetScheme('murder').GetTypeName] [schemes|E]#!" - cupbearer_court_position_desc:1 "A $cupbearer_court_position$ is responsible for pouring drinks at the royal table and to make sure that no one's cup ever runs dry." - - seneschal_court_position:0 "Seneschal" - seneschal_court_position_desc:1 "The $seneschal_court_position$ serves an important role in the day-to-day life of the royal household, administering the servants and keeping everything running smoothly." - seneschal_improve_court: "Organize Court" - seneschal_improve_court_desc: "This character is organizing the court, to ensure everyone are doing their job." - seneschal_improve_court_task_tt: "@aptitude:4:color_green![aptitude|E] of other [court_positions|E]: #p +[SCOPE.ScriptValue('seneschal_improve_court_value')|0]#!" - seneschal_improve_court_task_fallback_tt: "@aptitude:4:color_green![aptitude|E] of other [court_positions|E]: #p +2/+10#!" - seneschal_improve_domain: "Manage Domain" - seneschal_improve_domain_desc: "This character is tasked with handling the realm of their liege." - seneschal_handling_estate: "Handle the Estate" - seneschal_handling_estate_desc: "This character is tasked with taking care of their liege's estate." - - antiquarian_court_position:0 "Antiquarian" - antiquarian_court_position_desc:2 "The $antiquarian_court_position$ is responsible for the upkeep, care, and procurement of artifacts." - - court_tutor_court_position:0 "Tutor" - court_tutor_court_position_desc:1 "The $court_tutor_court_position$ is in charge of the [education|E] of all children at court, and their skill will influence how much they influence the students. Children can still have individual [guardians|E]." - court_tutor_employer_custom_effect_description:3 "$BULLET$Acts as [guardian|E] for [children|E] without one\n$BULLET$Unlocks the #V $make_child_learn_language_interaction$#! [interaction|E]" - court_tutor_improve_others: "Teach Court" - court_tutor_improve_others_desc: "This character is tasked with assisting the rest of the court." - court_tutor_improve_others_title: "Taught by [ROOT.Char.GetName]" - court_tutor_improve_others_notification_desc: "[target_character.GetShortUIName|U] [CharHaveHas( target_character )] improved [CharYourHerHis( target_character )] skills with the help of [ROOT.Char.GetShortUIName]" - court_tutor_improve_others_fallback_tt: "[liege|E], liege's [heir|E], or other [court_position|E] holders at [court|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E] or [traits|E] every month" - court_tutor_teach_kids: "Educate Children" - court_tutor_teach_kids_desc: "This character is going above and beyond in their duty to educate the children of the court." - court_tutor_teach_kids_title: "Tutor Educates Child" - court_tutor_teach_kids_notification_desc: "Your [court_owner.Custom2('RelationToMeShort', SCOPE.sC('child') )] has been taught by [court_tutor_scope.GetShortUIName]" - court_tutor_teach_kids_notification_desc_you: "You have been taught by [court_tutor_scope.GetShortUIName]" - court_tutor_teach_kids_tt: "[children|E] at [court|E] have a chance to have one of their [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E] increased by #p +1#! or #p +2#! every year" - - royal_architect_court_position:0 "Royal Architect" - royal_architect_court_position_desc:1 "The $royal_architect_court_position$ oversees any prestigious building projects within the realm; not a brick is laid, nor a second spent, without their express permission." - royal_architect_fortify_lands: "Fortify Lands" - royal_architect_fortify_lands_desc: "This character is tasked with ensuring the safety of their liege's lands and people." - royal_architect_public_works: "Public Works" - royal_architect_public_works_desc: "This character is tasked with managing the development of the capital city." - - court_poet_court_position:0 "Court Poet" - court_poet_employer_custom_effect_description:2 "$BULLET$May randomly become [inspired|E]" - court_poet_court_position_desc:1 "The $court_poet_court_position$ is a connoisseur of words and verse, providing their Liege and all at court with entertainment, intellectual stimulation, and emotional experiences." - poet_inspired_message:0 "Inspiration Strikes!" - poet_inspired_effect:0 "Your [GetCourtPositionType('court_poet_court_position').GetName()] [inspired_poet.GetFirstName] gained an [inspiration|E]" - courtier_inspired_message: "$poet_inspired_message$" - courtier_inspired_effect: "Your [courtier|E] [inspired_courtier.GetFirstName] gained an @inspiration_icon![inspiration|E]" - court_poet_skald: "Court Skald" - - bodyguard_court_position:0 "Bodyguard" - bodyguard_court_position_nomadic: "Kheshig" - bodyguard_employer_custom_effect_description:3 "$BULLET$Has a chance to prevent Assassination [GetScheme('murder').GetTypeName] [schemes|E]#!\n#indent_newline:3 $BULLET$Reduces your risk to die or be captured in [battles|E] you're both fighting in#!#!" - stooge_employer_custom_effect_description: "$BULLET$Unlocks special options in events\n#indent_newline:3 $BULLET$Unlocks the $humiliate_the_stooge_decision$ [decision|E]#!#!" - bodyguard_court_position_desc:1 "A $bodyguard_court_position$ is the final line of defense against any and all attackers. Where their charge goes they follow, and they will not hesitate to put themselves in the way of any danger that might be lurking out there." - bodyguard_court_position_nomadic_desc: "A $bodyguard_court_position_nomadic$ has the honor of defending their liege, both during battle and at peace. Split into a day guard and a night guard, they are ready to put their life on the line at all times." - - champion_court_position:1 "Personal Champion" - champion_employer_custom_effect_description:3 "$BULLET$Can take your place in some [single_combat_duel_plural|E]\n[AddLocalizationIf( HasDlcFeature( 'tours_and_tournaments' ), 'champion_employer_custom_effect_description_TOTO_DLC' )]" - champion_employer_custom_effect_description_TOTO_DLC:1 "$BULLET$Earns you [prestige|E] when competing in a [GetActivityType( 'activity_tournament' ).GetName]" - champion_court_position_desc:1 "A $champion_court_position$ is a skilled and deadly fighter that can represent their Liege in duels." - champion_compete_task: "Compete in Name" - champion_compete_task_desc: "This character is actively taking part in local tournaments around the realm in their liege's name." - champion_exercise_ruler: "Exercise with Ruler" - champion_exercise_ruler_desc: "This character is tasked with ensuring their liege is healthy and in shape." - champion_exercise_ruler_fallback_tt: "[liege|E] may gain [prowess_i][prowess_skill|E] every month" - champion_exercise_ruler_title: "Exercise with [ROOT.Char.GetShortUIName]" - champion_exercise_ruler_notification_desc: "[liege.GetShortUIName|U] [CharHaveHas( liege )] been taught by [ROOT.Char.GetShortUIName]" - champion_improve_self: "Improve Skills" - champion_improve_self_desc: "This character is focusing on improving their skills as a personal champion." - champion_improve_self_fallback_tt: "Every month this character has a chance of gaining [GetTrait('tourney_participant').GetName( GetNullCharacter )] [trait_level_track_xp|E] or [prowess_i][prowess_skill|E]" - - court_musician_court_position:0 "Court Musician" - court_musician_employer_custom_effect_description:2 "$BULLET$Increases [opinion|E] gain when hosting a [GetActivityType('activity_feast').GetName]" - court_musician_court_position_desc:1 "A $court_musician_court_position$ is an artist who sings and plays instruments to entertain their Liege and the court." - food_taster_court_position:0 "Food Taster" - food_taster_employer_custom_effect_description:3 "$BULLET$Chance of stopping Poison [GetScheme('murder').GetTypeName] [schemes|E]#!" - food_taster_court_position_desc:1 "A $food_taster_court_position$ has the solemn duty to ensure that their Liege's plate never is touched by poison, and if some nefarious powder or liquid nevertheless makes it into the meal... Well, that's why the food taster has to taste the food before the meal begins." - lady_in_waiting_court_position:0 "Lady-in-waiting" - lady_in_waiting_court_position_desc:1 "A $lady_in_waiting_court_position$ is an assistant and companion to a Queen or Empress, attending to her every need and fulfilling every whim." - - executioner_court_position:0 "Executioner" - executioner_employer_custom_effect_description:2 "$BULLET$Can publicly [execute|E] [prisoners|E] for increased [control|E] and [county_opinion|E]\n@warning_icon! #X The character's crimes are forgiven#!" - executioner_court_position_desc:1 "Executioners are criminals who, in exchange for their freedom, have to execute any and all enemies to the throne. Some would call it an honor, some a burden." - executioner_terrify_court: "Terrify Court" - executioner_terrify_court_desc: "This character is paraded around in court to ensure that everyone knows that they are only one step away from the chopping block." - - garuda_court_position:0 "Garuda" - garuda_employer_custom_effect_description:1 "$BULLET$Reduces your risk to die or be captured in battles you're both fighting in" - garuda_court_position_desc:0 "This knight has sworn to fulfill the will of his liege or die trying. Just as the mythological $garuda_court_position$ bird bore the weight of Vishnu, the $garuda_court_position$ warriors bear the sovereignty of the monarch." - court_gardener_court_position:0 "Court Gardener" - court_gardener_court_position_desc:0 "The $court_gardener_court_position$ is responsible for the well-being of the gardens belonging to their liege, pouring time and skill into making them truly flourish." - chief_qadi_court_position:0 "Chief Qadi" - chief_qadi_court_position_desc:0 "The $chief_qadi_court_position$ is the ultimate judge of the realm, responsible for applying Islamic law in various disputes and legal matters." - cultural_emissary_court_position:0 "Cultural Emissary" - cultural_emissary_court_position_desc:0 "The purpose of the $cultural_emissary_court_position$ is to promote understanding between different cultures by way of celebration and reverence." - court_artificer_court_position:0 "Court Artificer" - court_artificer_court_position_desc:0 "A $court_artificer_court_position$ is someone who's proven themselves able to craft great things. While they mostly lull around in your court, the hope is for inspiration to strike once more." - court_artificer_employer_custom_effect_description:2 "$BULLET$Has a chance to become [inspired|E] again (based on [aptitude|E])\n@alert_icon! #alert_trial Will leave the [court|E] if fired#!" - court_artificer_inspired_effect:0 "Your [GetCourtPositionType('court_artificer_court_position').GetName()] [artificer.GetFirstName] gained an [inspiration|E]" - has_an_inspiration:0 "Has an active [inspiration|E]" - has_a_completed_inspiration:0 "Has previously completed an [inspiration|E]" - COURT_POSITIONS_YOUR_SALARY:0 "$COURT_POSITION$" - does_not_have_a_full_time_job:0 "Is #bold not#! already employed in a full time [court_position|E] or as a [councillor|E]" - none_does_not_have_a_full_time_job: "They are #bold not#! already employed as a [councillor|E], camp [officer|E], or in a full time [court_position|E]" - IS_NOT_APPLICABLE_DIARCH_COURT_POSITION: "They are #bold not#! currently [sharing_power|E] or in a [line_of_succession|E] to [share_power|E]" - IS_NOT_GONE_ADVENTURING: "They have #bold not#! gone adventuring" - none_has_no_particular_noble_roots_trigger: "They are [lowborn|E] or of an insignificant [dynasty|E]" - faith_allows_recruitment_court_position: "They are #bold not#! [clergy|E], or their [liege|E]'s faith allows recruitment of [clergy|E]" - is_imprisoned_court_position_executioner: "They are imprisoned and #bold not#! currently employed as an [GetCourtPositionType('executioner_court_position').GetName()]" - faith_allows_master_assassin: "Their [faith|E]:\n$BULLET$Has the [GetFaithDoctrine('tenet_fp3_fedayeen').GetBaseName] [core_tenet|E]\n$BULLET$Does #bold not#! have the [GetFaithDoctrine('tenet_pacifism').GetBaseName] [core_tenet|E] or the [GetFaithDoctrine('tenet_dharmic_pacifism').GetBaseName] [core_tenet|E]" - is_not_a_ceremonial_liege_trigger: "They are #bold not#! a [ceremonial_liege|E]" - - clan_tax_collector_court_position: "Tax Collector" - clan_tax_collector_court_position_desc: "The $clan_tax_collector_court_position$ is tasked with organizing and collecting taxes, making sure that [clan|E] [vassals|E] pay their due diligence." - court_position_khvarenah_legacy_4: "Employer's [dynasty|E] has [GetDynastyPerk( 'fp3_khvarenah_legacy_4' ).GetName]" - court_position_khvarenah_legacy_1: "[dynasty|E] has [GetDynastyPerk( 'fp3_khvarenah_legacy_1' ).GetName]" - court_position_innovation_mural_sextant: "[dynasty|E] has $fp3_innovation_mural_sextant$" - capable_magistrates_modifier: "Capable Magistrates" - opinion_of_liege: "Opinion of [liege|E]" - - cave_hermit_court_position:0 "Garden Hermit" - cave_hermit_court_position_desc:0 "The $cave_hermit_court_position$ is someone that will inhabit your castle grounds and entertain your guests with prophecies and riddles. Some say they may be actual mystics." - cave_hermit_court_position_tt:0 "You've found a #V [GetCourtPositionType( 'cave_hermit_court_position' ).GetName()]#! during your [travels|E]" - - travel_leader_court_position:0 "Caravan Master" - travel_leader_court_position_desc:0 "The $travel_leader_court_position$ assists you when traveling and takes charge of all itineraries. They aim to ensure you arrive at your destination safely and on-time." - - hire_travel_leader_decision:0 "Search for $travel_leader_court_position$" - hire_travel_leader_decision_tooltip:0 "Your servants will suggest a number of suitable candidates for the position of [GetCourtPositionType('travel_leader_court_position').GetName()]" - travel_leader_court_position_custom_desc: "$EFFECT_LIST_BULLET$Provides @travel_safety_icon![travel_safety|E] and @travel_speed_icon![travel_speed|E] during [travels|E]" - hire_travel_leader_decision_desc:0 "A good $travel_leader_court_position$ is the key to a successful journey. I will request for a number of suitable candidates to be suggested." - hire_travel_leader_decision_confirm:0 "Start the search" - caravan_master_prepare_travels: "Stock Up for Travels" - caravan_master_prepare_travels_desc: "This character is tasked with preparing for their liege's next journey." - caravan_master_prepare_travels_tt: "@travel_safety_icon![travel_safety|E] and @travel_speed_icon![travel_speed|E] will be increased by #P +[SCOPE.ScriptValue('caravan_master_prepare_travels_current_value')]#! next time you [travel|E] #weak (This value is increased by #P +[SCOPE.ScriptValue('caravan_master_prepare_travels_change_value')]#! every month, up to #P +[SCOPE.ScriptValue('caravan_master_prepare_travels_max_value')]#!)#!" - caravan_master_prepare_travels_fallback_tt: "@travel_safety_icon![travel_safety|E] and @travel_speed_icon![travel_speed|E] will be increased by #P +[SCOPE.ScriptValue('caravan_master_prepare_travels_current_value_employer')]#! next time you [travel|E] #weak (The value is increased by #P +0.3/+2#! every month, up to #P +3/+20#!)#!" - prepare_travels_modifier: "Prepared Journey" - prepare_travels_modifier_desc: "A caravan master prepared for this travel ahead of time." - prepare_travels_modifier_scale_desc: "\t#weak Increased by Caravan Master Court Position Task#!" - MODIFIER_DEFINITION_PREPARE_TRAVELS_VALUE: "\n#emp Multiplier:#! #bold $MULTIPLIER|0$#!" - caravan_master_prepare_armies: "Prepare Armies" - caravan_master_prepare_armies_desc: "This character is tasked with preparing the armies for their forays into foreign realms." - caravan_master_improve_self: "Improve Skills" - caravan_master_improve_self_desc: "This character is focusing on improving their skills as a caravan master." - caravan_master_improve_self_tt: "Every month this character has a chance of gaining [GetTrait('lifestyle_traveler').GetName( root_scope )] [trait_level_track_xp|E], [martial_i][martial_skill|E], or [stewardship_i][stewardship_skill|E]" - caravan_master_improve_self_fallback_tt: "Every month this character has a chance of gaining [GetTrait('lifestyle_traveler').GetName( GetNullCharacter )] [trait_level_track_xp|E], [martial_i][martial_skill|E], or [stewardship_i][stewardship_skill|E]" - - wet_nurse_court_position: "Wet Nurse" - wet_nurse_court_position_desc: "A $wet_nurse_court_position$ is a caretaker of your [children|E] and child [hostages|E]." - wet_nurse_employer_custom_effect_description: "$BULLET$[influence_ward_personality|E] Acceptance: #P +10#!\n$BULLET$Reduces chance for [children|E] to contract [illnesses|E]\n$BULLET$Possibility for [child|E] development events" - find_wet_nurse_decision: "Search for $wet_nurse_court_position$" - find_wet_nurse_decision_desc: "A $wet_nurse_court_position$ is a symbol of the court's wealth and prosperity: a woman tasked with nursing children, shielding them from disease, and minding their development. A hale and healthful candidate is essential." - find_wet_nurse_decision_tooltip: "Your servants will suggest a number of suitable candidates for the position of [GetCourtPositionType('wet_nurse_court_position').GetName()]" - find_wet_nurse_decision_confirm: "Start the search" - court_position_has_child: "Has a child" - wet_nurse_age_tt: "They are under the age of #V 46#!" - wet_nurse_instill_virtue: "Instill Virtue" - wet_nurse_instill_virtue_desc: "This character is teaching kids at court what kind of behavior is expected from them." - wet_nurse_instill_virtue_notification_desc: "[ROOT.Char.GetShortUIName] taught [child_character.GetShortUIName] how to behave like a proper [notification_character.GetFaith.GetAdherentName]" - wet_nurse_instill_virtue_fallback_tt: "[children|E] at [court|E] may gain a [virtuous|E] [trait|E] every month" - wet_nurse_promote_relationships: "Promote Friendship" - wet_nurse_promote_relationships_desc: "This character is tasked with ensuring a healthy environment where the children at court can thrive." - wet_nurse_promote_relationships_fallback_tt: "[children|E] at [court|E] may gain [opinion_i][opinion|E] with one another, become [friends|E], or stop being [bullies|E]" - wet_nurse_promote_competition: "Encourage Competition" - wet_nurse_promote_competition_desc: "This character is tasked with ensuring the best have the chance to thrive — even at the cost of the other children if need be." - wet_nurse_promote_competition_fallback_tt: "[children|E] at [court|E] may gain [intrigue_i][intrigue_skill|E] or [prowess_i][prowess_skill|E], but at the cost of [opinion_i][opinion|E] with other children" - - ALL_COURT_POSITIONS_FILTER: "All positions" - COURT_POSITION_HAS_TASKS_FILTER: "Positions with tasks" - - chronicler_court_position: "Court Chronicler" - chronicler_court_position_nomadic_tribal: "Storyteller" - court_position_chronicler: "[GetCourtPositionType('chronicler_court_position').GetName()]" - chronicler_court_position_desc: "The $chronicler_court_position$ is tasked with dedicating the deeds of their employer to paper." - chronicler_court_position_nomadic_tribal_desc: "A $chronicler_court_position_nomadic_tribal$ has the honor of sharing their liege's greatest exploits and tales far and wide." - chronicler_generate_seeds: "Search for Legends" - chronicler_generate_seeds_desc: "Your $chronicler_court_position$ will search the records to find reasons to immortalize you as a legend." - yearly_legend_seed_tt: "Every year you will have a random chance to gain a [legend_seed|E]. Higher levels of [aptitude|E] will increase the chances of this occurring." - chronicler_espouse_legend: "Commend Legend Abroad" - chronicler_espouse_legend_desc: "This character will travel your realm and beyond to convince [vassals|E] and neighboring [rulers|E] to make your legend their [promoted_legend|E]" - yearly_legend_spread_tt: "Every year, one of your [vassals|E] or neighboring [rulers|E] may make your legend their [promoted_legend|E]. Higher levels of [aptitude|E] will increase the chances of this occurring." - - court_position_tourney_participant_trait: "$tourney_participant_horse$" - charioteer_court_position: "Champion Charioteer" - charioteer_court_position_desc: "The $charioteer_court_position$ is a professional chariot racer, sponsored by their employer." - charioteer_employer_custom_effect_description: "$BULLET$Placing 3rd or higher during a [GetActivityType( 'activity_chariot_race' ).GetName] grants [influence|E]" - - bookmaker_court_position: "Bookmaker" - bookmaker_court_position_desc: "The $bookmaker_court_position$ is a professional bookkeeper for handling gambling at [GetActivityType( 'activity_chariot_race' ).GetName]." - bookmaker_employer_custom_effect_description: "$BULLET$Reduces the cost of hosting a [GetActivityType( 'activity_chariot_race' ).GetName] (based on [aptitude|E])\n$BULLET$Provides [gold|E] from bets placed during a [GetActivityType( 'activity_chariot_race' ).GetName]" - - bookmaker_cook_the_books: "Cook the Books" - bookmaker_cook_the_books_desc: "This character will ensure that betting outcomes at a [GetActivityType('activity_chariot_race').GetName] are always in your favor" - bookmaker_cook_the_books.tt: "During the next [GetActivityType('activity_chariot_race').GetName] that you host, your [GetCourtPositionType('bookmaker_court_position').GetName()] will employ some creative arithmetic to lower the amount of [gold|E] paid out for successful wagers — meaning more for the crown." - - bookmaker_distribute_bribes: "Distribute Bribes" - bookmaker_distribute_bribes_desc: "This character will distribute bribes discreetly on your behalf, increasing your influence across the realm." - - charioteer_training: "Chariot Training" - charioteer_training_desc: "This character will train day and night to improve their skills as a charioteer, and gain valuable experience." - charioteer_training_tt: "$charioteer_court_position$ will gain experience in their #high Charioteer#! [trait|E] over time" - - court_position_fickle: "[GetTrait('fickle').GetName( ROOT.Char )]" - court_position_varangian_trait: "[GetTrait('varangian').GetName( ROOT.Char )]" - court_position_fp1_coastal_warriors: "Their [culture|E] has the [GetCultureTradition('tradition_fp1_coastal_warriors').GetName] [tradition|E]" - court_position_hird: "Their [culture|E] has the [GetCultureTradition('tradition_hird').GetName] [tradition|E]" - court_position_fp1_performative_honour: "Their [culture|E] has the [GetCultureTradition('tradition_fp1_performative_honour').GetName] [tradition|E]" - - akolouthos_court_position:0 "Akolouthos" - akolouthos_employer_custom_effect_description: "$BULLET$Increases [GetTrait('varangian').GetName( GetNullCharacter )] [GetCourtPositionType('bodyguard_court_position').GetName()] [aptitude|E] (based on [aptitude|E])\n$BULLET$More eligible [courtiers|E] gain the [GetTrait('varangian').GetName( GetNullCharacter )] and [GetTrait('loyal').GetName( GetNullCharacter )] [traits|E]\n$BULLET$More Varangians will appear\n@warning_icon! #X The Varangians will claim some [gold_i] Gold after the Basileus's death.#!" - akolouthos_court_position_desc: "The $akolouthos_court_position$ commands much of the Byzantine imperial guard, including the famed Varangians, who are most willing to die honorably for their master." - akolouthos_founded_varangians_trigger_tt: "You have founded the Varangians" - - court_position_akolouthos_bonus: "[GetCourtPositionType('akolouthos_court_position').GetName()]" - - court_brewmaster_court_position: "Court Brewmaster" - court_brewmaster_court_position_desc: "The $court_brewmaster_court_position$ is a representative chosen to interact directly with the brewers of the realm, to ensure the liege can get their hands on the best of brews." - court_brewmaster_employer_custom_effect_description: "$BULLET$[GetActivityType( 'activity_feast' ).GetName] costs reduced by #positive_value @gold_icon!-5%#! to #positive_value @gold_icon!-25%#! (based on [aptitude|E])\n$BULLET$[GetActivityType( 'activity_feast' ).GetName] rewards increased by #positive_value +5%#! to #positive_value +25%#! (based on [aptitude|E])" - court_brewmaster_requirement_tt: "A [barony|E] in your [domain|E] has a #color_white [GetBuilding('breweries_01').GetName]#! [building|E] or one of its upgrades" - court_brewmaster_popular_opinion: "Empty the Cellars" - court_brewmaster_popular_opinion_desc: "Increase production across the realm so we can regularly share some of our better brews with our people." - court_brewmaster_court_opinion: "Share with the Court" - court_brewmaster_court_opinion_desc: "Bring out some of the best brews so the court can see what we have." - court_brewmaster_experimental_brew: "Experimental Brew" - court_brewmaster_experimental_brew_desc: "The brewmaster has put together something truly unique and memorable, though... Not necessarily good." - court_brewmaster_experimental_brew_tt: "You gain an #color_yellow Experimental Brew#! for #color_white 6 months#!\n#color_yellow Experimental Brew#! will be changed every #color_white 6 months#!" - court_brewmaster_explanation: "[GetCourtPositionType('court_brewmaster_court_position').GetName]" - court_brewmaster_task_cooldown: "This task cannot be initiated until #color_white [GetCurrentDateWithDiff( GetVarTimeRemaining( liege.MakeScope, 'experimental_brew_cooldown') )]#!" - - court_position_palace_politics: "[GetCultureTradition('tradition_ep3_palace_politics').GetName]" - court_position_north_germanic: "Their culture is of $heritage_north_germanic_name$ [heritage|E]" - court_position_west_germanic: "Their culture is of $heritage_west_germanic_name$ [heritage|E]" - court_position_not_same_culture_heritage: "Different [heritage|E] from [liege|E]'s [culture|E]" - court_position_not_same_culture_language: "Different [language|E] from [liege|E]'s [culture|E]" - - eparch_court_position: "Eparch" - eparch_court_position_desc: "The Eparch is the main administrator and ultimate authority of the capital, second only to the reigning monarch." - eparch_appease_populace: "Appease Populace" - eparch_appease_populace_desc: "The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will attend to the needs of the citizens of the capital." - eparch_support_troops: "Support Troops" - eparch_support_troops_desc: "The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will oversee the organization of the local garrisons and ensure an effective command." - eparch_enforce_public_order: "Enforce Public Order" - eparch_enforce_public_order_desc: "The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will have soldiers patrol the streets to keep the peace and secure public order no matter the cost." - eparch_development: "Develop Capital" - eparch_development_desc: "The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will put the city's administrators to good use to develop and improve the city." - eparch_base_desc: "$EFFECT_LIST_BULLET$[governor_efficiency|E]" - eparch_base_family_desc: "$EFFECT_LIST_BULLET$[governor_efficiency|E] for owners of [estates|E] located in the [capital|E]" - eparch_terrible_desc: "$eparch_base_desc$: #P +2%#!\n$eparch_base_family_desc$: #P +1%#!" - eparch_poor_desc: "$eparch_base_desc$: #P +4%#!\n$eparch_base_family_desc$: #P +2%#!" - eparch_average_desc: "$eparch_base_desc$: #P +6%#!\n$eparch_base_family_desc$: #P +3%#!" - eparch_good_desc: "$eparch_base_desc$: #P +8%#!\n$eparch_base_family_desc$: #P +4%#!" - eparch_excellent_desc: "$eparch_base_desc$: #P +10%#!\n$eparch_base_family_desc$: #P +5%#!" - eparch_range_desc: "$eparch_base_desc$: #P +2%#! to #P +10%#! (based on [aptitude|E])\n$eparch_base_family_desc$: #P +1%#! to #P +5%#! (based on [aptitude|E])" - eparch_distance_trigger_desc: "Governs a [GetPlayer.Custom( 'GetProvinceConcept' )] close to the [capital|E]" - eparch_custom_effect_desc: "$EFFECT_LIST_BULLET$The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will oversee the capital's administration" - eparch_capital_has_grain_dole_desc: "The [capital|E] has [GetModifier('panem_et_circenses_county_modifier').GetNameWithTooltip]" - eparch_capital_bureau: "[GetBuilding('capital_bureau_02').GetTypeName] [building|E] line" - -#CAMP OFFICERS - landless_government_tt: "You are an [adventurer|E]" - camp_with_following_buildings_tt: "You have a [camp|E] with one of the following [buildings|E]:" - officer_positions: "[officer|E] positions" - second_camp_officer: "Second" - second_camp_officer_desc: "A $second_camp_officer$ is the most trusted officer at domicile, aiding the leader as next-in-command. They are responsible for orders and organization in the leader's absence." - second_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('camp_main_01').GetName]" - - quartermaster_camp_officer: "Storekeeper" - quartermaster_camp_officer_desc: "The $quartermaster_camp_officer$ is responsible for ensuring the domicile is well fed and watered. They manage, safeguard, and distribute the provisions as needed." - quartermaster_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('supply_tent_01').GetName]" - - armorer_camp_officer: "Armorer" - armorer_camp_officer_desc: "The $armorer_camp_officer$ is a smith who specializes in helmets and maile. They are responsible for making and mending the garb of the men-at-arms and horses." - armorer_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('supply_tent_smithy').GetName]" - - chief_forager_camp_officer: "Chief Forager" - chief_forager_camp_officer_desc: "The $chief_forager_camp_officer$ is tasked with supplementing the domicile's provisions. They are responsible for organizing parties to gather fare from the local area." - chief_forager_camp_officer_employer_custom_effect_description: "$BULLET$May aid in Gather Provisions [decisions|E]" - chief_forager_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('supply_tent_reserve_provisions').GetName]" - - master_thief_camp_officer: "Master Thief" - master_thief_camp_officer_desc: "The $master_thief_camp_officer$ is a rogue tasked with the varied and morally dubious arts of burglary. They may ensure access to objects otherwise out of reach." - master_thief_camp_officer_employer_custom_effect_description: "$BULLET$Unlocks $steal_back_artifact$ [interaction|E]" - master_thief_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('supply_tent_subdued_gear').GetName]" - - head_porter_camp_officer: "Head Porter" - head_porter_camp_officer_desc: "The $head_porter_camp_officer$ is in charge of transporting the domicile and all its provisions. They ensure everything arrives at the next destination in one piece." - head_porter_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_01').GetName]" - - head_groom_camp_officer: "Head Groom" - head_groom_camp_officer_desc: "The $head_groom_camp_officer$ is charged with the livery of the domicile's horses and beasts of burden. They are responsible for the animal's provender, care, and tack." - head_groom_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_ample_steeds').GetName]" - - huntperson_camp_officer: "Huntsman" - huntperson_camp_officer_desc: "The $huntperson_camp_officer$ is an acolyte in the ways of the horn, hound, and bow. They are responsible for planning and leading the domicile's hunting expeditions." - huntperson_camp_officer_employer_custom_effect_description: "$BULLET$[GetActivityType('activity_hunt').GetName] [hunt_success_chance_no_prefix|E] increases with [aptitude|E]\n$BULLET$Improves [martial|E] [education|E] outcomes for all [children|E] in your domicile\n$BULLET$May aid in Gather Provisions [decisions|E]" - huntperson_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_trackers').GetName]" - - kennelperson_camp_officer: "Kenneler" - kennelperson_camp_officer_desc: "The $kennelperson_camp_officer$ is tasked with the care and training of the domicile's pack of hounds. They keep the dogs healthy and well fed — most of the time." - kennelperson_camp_officer_employer_custom_effect_description: "$BULLET$Enables Toss to Dogs [execution|E] [prisoners|E] method" - kennelperson_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_kennel').GetName]" - - chief_engineer_camp_officer: "Chief Engineer" - chief_engineer_camp_officer_desc: "The $chief_engineer_camp_officer$ is responsible for all tasks requiring a knowledge of mechanisms and machinery. They build and repair siege weapons, and instruct the men in their use." - chief_engineer_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_siege_engineers').GetName]" - - witness_camp_officer: "Witness" - witness_camp_officer_desc: "The $witness_camp_officer$ has the solemn task of recording the deeds and rightful claims of the domicile's leader. They attest to the great deeds and struggles of the domicile." - witness_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_proof_of_claims').GetName]" - - person_haggler_camp_officer: "Man-Haggler" - person_haggler_camp_officer_desc: "The $person_haggler_camp_officer$ is responsible for valuable prisoners, and extracting the greatest possible profit from them. They look to the captives, and handle the ransom negotiations." - person_haggler_camp_officer_employer_custom_effect_description: "$BULLET$[gold|E] gain from ransoming [prisoners|E]: [gold_i]#P +7%#! to [gold_i]#P +33%#! (based on [aptitude|E])\n$BULLET$[gold|E] to pay to ransom your [followers|E]: [gold_i]#P -9%#! to [gold_i]#P -33%#! (based on [aptitude|E])" - person_haggler_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_ransom_cages').GetName]" - - person_haggler_aptitude_effect_1: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +7%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -9%#!" - person_haggler_aptitude_effect_2: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +13%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -17%#!" - person_haggler_aptitude_effect_3: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +20%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -23%#!" - person_haggler_aptitude_effect_4: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +27%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -29%#!" - person_haggler_aptitude_effect_5: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +33%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -33%#!" - - camp_cook_camp_officer: "Chief Cook" - camp_cook_camp_officer_desc: "The $camp_cook_camp_officer$ rustles up hearty grub, keeping the domicile well fed and in good spirits. They are also responsible for preparing the officers' meals." - camp_cook_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('mess_tent_01').GetName]" - - master_bard_camp_officer: "Master Bard" - master_bard_camp_officer_desc: "The $master_bard_camp_officer$ entertains the domicile and its officers with ballads and tall tales. Their efforts may also go some way to immortalizing an adventurer's grand deeds." - master_bard_camp_officer_employer_custom_effect_description: "$BULLET$Unlocks $send_poem_interaction$ [interaction|E]" - master_bard_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('camp_fire_trailing_musicians').GetName]" - - stooge_camp_officer: "Stooge" - stooge_camp_officer_desc: "The $stooge_camp_officer$ is the involuntary focus of the domicile's irritation and cruel humor. Their maltreatment is a great source of morale and the origin of many risible fireside yarns." - master_of_arms_camp_officer: "Master of Arms" - master_of_arms_camp_officer_desc: "The $master_of_arms_camp_officer$ is tasked with keeping the fighting men in line, both at domicile and on the battlefield. They are responsible for discipline and training." - master_of_arms_employer_custom_effect_description: "$BULLET$Unlocks $train_for_tournament_decision_name$ [decision|E]#!" - master_of_arms_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_01').GetName]" - - light_cavalry_captain_camp_officer: "Light Cavalry Captain" - light_cavalry_captain_camp_officer_desc: "The $light_cavalry_captain_camp_officer$ is commander of the domicile's swiftest horsemen. They are responsible for the contingent's leadership, training, and tactics." - light_cavalry_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_horse_run').GetName]" - - camelry_captain_camp_officer: "Camelry Captain" - camelry_captain_camp_officer_desc: "The $camelry_captain_camp_officer$ commands the domicile's camel-riders. They are responsible for the contingent's leadership, training, and tactics." - camelry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_camel_run').GetName]" - - elephantry_captain_camp_officer: "Elephantry Captain" - elephantry_captain_camp_officer_desc: "The $elephantry_captain_camp_officer$ commands the domicile's mahouts. They are responsible for the contingent's leadership, training, and tactics." - elephantry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_elephantry_reserve').GetName]" - - heavy_cavalry_captain_camp_officer: "Heavy Cavalry Captain" - heavy_cavalry_captain_camp_officer_desc: "The $heavy_cavalry_captain_camp_officer$ commands the domicile's armored chargers. They are responsible for the contingent's leadership, training, and tactics." - heavy_cavalry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_nightly_barding_drills').GetName]" - - horse_archer_captain_camp_officer: "Horse Archer Captain" - horse_archer_captain_camp_officer_desc: "The $horse_archer_captain_camp_officer$ commands the domicile's mounted skirmishers. They are responsible for the contingent's leadership, training, and tactics." - horse_archer_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_life_in_the_saddle').GetName]" - - archer_captain_camp_officer: "Archer Captain" - archer_captain_camp_officer_desc: "The $archer_captain_camp_officer$ commands the domicile's bowmen. They are responsible for the contingent's leadership, training, and tactics." - archer_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_the_stump').GetName]" - - heavy_infantry_captain_camp_officer: "Heavy Infantry Captain" - heavy_infantry_captain_camp_officer_desc: "The $heavy_infantry_captain_camp_officer$ commands the domicile's armored battle-line. They are responsible for the contingent's leadership, training, and tactics." - heavy_infantry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_personal_bouts').GetName]" - - light_infantry_captain_camp_officer: "Light Infantry Captain" - light_infantry_captain_camp_officer_desc: "The $light_infantry_captain_camp_officer$ commands the domicile's skirmishers. They are responsible for the contingent's leadership, training, and tactics." - light_infantry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_training_circle').GetName]" - - pike_captain_camp_officer: "Pike Captain" - pike_captain_camp_officer_desc: "The $pike_captain_camp_officer$ commands of the spear lines. They are responsible for the contingent's leadership, training, and tactics." - pike_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_mock_battle_drills').GetName]" - - master_of_spoils_camp_officer: "Master of Spoils" - master_of_spoils_camp_officer_desc: "The $master_of_spoils_camp_officer$ is responsible for the collection and distribution of the domicile's booty. They ensure the spoils of war are properly divided between the men." - master_of_spoils_camp_officer_employer_custom_effect_description: "$BULLET$Increases [gold_i][gold|E], [prestige_i][prestige|E], and [piety_i][piety|E] gain from winning [battles|E] and [sieges|E] (based on [aptitude|E])\n$BULLET$Increases the chance of stealing an [artifact|E] after a [siege|E] (based on [aptitude|E])" - master_of_spoils_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_lockwagon').GetName]" - - court_position_eunuch_trait: "[GetTrait('eunuch_1').GetName( ROOT.Char )]" - court_position_beardless_eunuch_trait: "[GetTrait('beardless_eunuch').GetName( ROOT.Char )]" - court_position_eunuch_falsetto: "[GetTrait('beardless_eunuch').GetName( ROOT.Char )]'s Falsetto" - court_position_traveling_friend: "Traveling comrade holds another [court_position|E]" - camp_priest_camp_officer: "domicile Priest" - camp_priest_camp_officer_desc: "The $camp_priest_camp_officer$ offers spiritual support to the domicile." - camp_priest_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_shrine').GetName]" - - laureate_camp_officer: "Laureate" - laureate_camp_officer_desc: "The $laureate_camp_officer$ is a live-in verse writer for all occasions. Their work is known far and wide, and brings in plenty of eager poets to learn at their feet." - laureate_camp_officer_employer_custom_effect_description: "$master_bard_camp_officer_employer_custom_effect_description$\n$BULLET$Enables the Invite Poets [decision|E]" - - court_position_bodyguard_modifier: "[GetPerk('praetorian_guard_perk').GetName( GetNullCharacter )]" - court_position_bodyguard_liege_modifier: "Employer has [GetPerk('praetorian_guard_perk').GetName( GetNullCharacter )]" - - # BP3 - court_position_travel_companion_modifier: "[GetPerk('travel_companion_perk').GetName( GetNullCharacter )]" - court_position_travel_companion_liege_modifier: "Employer has [GetPerk('travel_companion_perk').GetName( GetNullCharacter )]" - gracious_host_impeccable_guest_perk_bonus: "[GetPerk('gracious_host_impeccable_guest_perk').GetName( GetNullCharacter )]" - - # MPO - court_astrologer_court_position: "Meteorologist" - court_astrologer_court_position_desc: "The $court_astrologer_court_position$ searches the skies to predict what fate may be upon us." - court_astrologer_employer_custom_effect_description: "$BULLET$Enables the #EMP $mpo_divination_decision$#! [decision|E]#!\n$BULLET$Enables the #EMP $mpo_decision_fertility_dance$#! [decision|E]#!" - court_position_mongolic: "Their culture is of $heritage_mongolic_name$ [heritage|E]" - court_position_turkic: "Their culture is of $heritage_turkic_name$ [heritage|E]" - court_position_nomadic: "Their government is [GetGovernment( 'nomad_government' ).GetName]" - court_position_not_kurultai: "They are not a [kurultai_member|E]" - court_astrologer_guide_shepherds: "Guide Shepherds" - court_astrologer_guide_shepherds_desc: "This character is aiding the herders and shepherds of the realm to find the best grazing lands." - court_astrologer_guide_shepherds_tt: "[GetGovernment( 'herder_government' ).GetName] [vassals|E] or [tributaries|E] may gain the [GetTrait('lifestyle_seasoned_pastor').GetName(GetNullCharacter)] [trait|E] or [county_fertility|E]" - court_astrologer_guide_shepherds_trigger_tt: "No [GetGovernment( 'herder_government' ).GetName] [vassals|E]" - court_astrologer_handling_weather: "Oversee Preparations" - court_astrologer_handling_weather_desc: "This character is tasked with ensuring the best outcome for the season, either by utilizing the effects of the good weather or mitigating the effects of the bad weather." - court_astrologer_handling_weather_tt: "Effect due to [liege.GetCapitalLocation.GetCounty.GetSubRegionInSituation( tooltip_season ).GetCurrentPhase.GetName|V] in [liege.GetCapitalLocation.GetName|V]:\n\t$BULLET$" - court_astrologer_handling_weather_trigger_tt: "Your [capital|E] is outside of a Migration [situation|E]" - court_astrologer_handling_weather_abundant_grazing: "$court_astrologer_handling_weather_tt$$MOD_HERD_GAIN$: #P +15%#!" - court_astrologer_handling_weather_everlasting_summer: "$court_astrologer_handling_weather_tt$[vassal|E] [opinion|E]: #P +10#!" - court_astrologer_handling_weather_blue_sky: "$court_astrologer_handling_weather_tt$[piety|E]: [piety_i]#P +3.0#!/month" - court_astrologer_handling_weather_white_zud: "$court_astrologer_handling_weather_tt$$MOD_MONTHLY_COUNTY_FERTILITY_GROWTH$: #P +20%#!" - court_astrologer_handling_weather_cold_zud: "$court_astrologer_handling_weather_tt$$MOD_MONTHLY_COUNTY_FERTILITY_GROWTH$: #P +0.25#!" - court_astrologer_handling_weather_severe_drought: "$court_astrologer_handling_weather_tt$$MOD_MONTHLY_COUNTY_FERTILITY_DECLINE$: #P -30%#!" - court_astrologer_handling_weather_havsarsan_zud: "$court_astrologer_handling_weather_tt$$game_concept_domicile_travel_speed$: #P +33%#!" - court_astrologer_abundant_grazing_modifier: "$court_astrologer_handling_weather$: $situation_steppe_abundant_grazing_season$" - court_astrologer_warm_nights_modifier: "$court_astrologer_handling_weather$: $situation_steppe_warm_nights_season$" - court_astrologer_sky_blessing_modifier: "$court_astrologer_handling_weather$: $situation_steppe_sky_blessing_season$" - court_astrologer_white_zud_modifier: "$court_astrologer_handling_weather$: $situation_steppe_white_zud_season$" - court_astrologer_cold_zud_modifier: "$court_astrologer_handling_weather$: $situation_steppe_cold_zud_season$" - court_astrologer_severe_drought_modifier: "$court_astrologer_handling_weather$: $situation_steppe_severe_drought_season$" - court_astrologer_havsarsan_zud_modifier: "$court_astrologer_handling_weather$: $situation_steppe_havsarsan_zud_season$" - - boyan_court_position: "Noyan" - boyan_court_position_fallback: "General" - boyan_court_position_desc: "A $boyan_court_position$ is one of the leading generals in their liege's armies, ensuring success in battle." - boyan_court_position_fallback_desc: "The $boyan_court_position_fallback$ is in charge of segments of their liege's armies, ensuring success in battle." - boyan_impress_vassals: "Cow Vassals" - boyan_impress_vassals_desc: "This character is tasked with putting vassals back in line." - boyan_impress_vassals_tt: "[vassal|E] [faction_commitment|E]: #P -20#!" - boyan_prepare_raids: "Prepare Raids" - boyan_prepare_raids_desc: "This character is preparing their liege's armies to raid far away realms." - boyan_validity_trigger_tt: "[martial_i][martial|E] is #high 12#! or above" - - siege_engineer_court_position: "Siege Engineer" - siege_engineer_court_position_desc: "A $siege_engineer_court_position$ is usually a foreign agent recruited to the Steppes for their expertise in siege warfare." - siege_engineer_build_equipment: "Build Siege Equipment" - siege_engineer_build_equipment_desc: "This character is focusing on building siege equipment for their liege." - siege_engineer_build_equipment_tt: "Every month there's a small chance to gain a [siege_weapon|E] [men_at_arms|E]" - siege_engineer_build_equipment_trigger_tt: "Already have a fully built [siege_weapon|E] [men_at_arms|E]" - siege_engineer_build_equipment_trigger_tt_2: "No room for more [men_at_arms|E]" - - yurtchi_court_position: "Yurtchi" - yurtchi_court_position_fallback: "Quartermaster" - yurtchi_court_position_desc: "A $yurtchi_court_position$ oversees the organization of and the well-being of the clan, as well as ensuring that it is well-equipped for battle." - yurtchi_court_position_fallback_desc: "The $yurtchi_court_position_fallback$ ensures the clan is equipped to move at a moment's notice, as well as equipped for battle." - yurtchi_lean_times: "Embrace Frugality" - yurtchi_lean_times_desc: "This character is undertaking measures to limit the spending of the clan." - yurtchi_prosperous_times: "Commence with Revelry" - yurtchi_prosperous_times_desc: "This character is ensuring the happiness of the clan, even at a heavy cost." - yurtchi_validity_trigger_tt: "[stewardship_i][stewardship|E] is #high 12#! or above" - - cherbi_court_position: "Cherbi" - cherbi_court_position_fallback: "Chief Bodyguard" - cherbi_court_position_desc: "A $cherbi_court_position$ oversees the $bodyguard_court_position_nomadic$, guaranteeing the safety of their liege. As the head of their liege's safety, it is one of the most prestigious positions in the clan." - cherbi_court_position_fallback_desc: "The $cherbi_court_position_fallback$ is in charge of the safety of their liege, an equally prestigious and dangerous position." - cherbi_custom_modifier: "$BULLET$[GetCourtPositionType('bodyguard_court_position').GetName|U] [aptitude|E]: [aptitude_i]" - cherbi_custom_modifier_range: "$cherbi_custom_modifier$#P 1-15#! (based on [aptitude|E])" - cherbi_custom_modifier_terrible: "$cherbi_custom_modifier$#P 1#!" - cherbi_custom_modifier_poor: "$cherbi_custom_modifier$#P 4#!" - cherbi_custom_modifier_average: "$cherbi_custom_modifier$#P 7#!" - cherbi_custom_modifier_good: "$cherbi_custom_modifier$#P 10#!" - cherbi_custom_modifier_excellent: "$cherbi_custom_modifier$#P 15#!" - court_position_bodyguard_cherbi_modifier: "[GetCourtPositionType('cherbi_court_position').GetName|U] [aptitude|E]" - cherbi_double_the_guard: "Double the Guard" - cherbi_double_the_guard_desc: "This character is tasked with the safety of their liege, at #bold any#! cost." - cherbi_validity_trigger_tt: "[prowess_i][prowess|E] is #high 12#! or above" - - yeke_jarquchi_court_position: "Yeke Jarquchi" - yeke_jarquchi_court_position_fallback: "Chief Law Overseer" - yeke_jarquchi_court_position_turkic: "El Ögäsi" - yeke_jarquchi_court_position_desc: "A $yeke_jarquchi_court_position$ oversees the law of the land, the Yassa. As the eyes of their liege, they make certain all follow the rules of the clan." - yeke_jarquchi_court_position_fallback_desc: "The $yeke_jarquchi_court_position_fallback$ is the one ensuring the laws of their liege are followed all throughout the realm." - yeke_jarquchi_court_position_turkic_desc: "The $yeke_jarquchi_court_position_turkic$ is the one ensuring the laws of their liege are followed all throughout the realm." - yeke_jarquchi_custom_modifier: "$BULLET$[obedience_threshold|E]: [obedience_i]" - yeke_jarquchi_custom_modifier_range: "$yeke_jarquchi_custom_modifier$#P -1#! to #P -5#! (based on [aptitude|E])" - yeke_jarquchi_custom_modifier_terrible: "$yeke_jarquchi_custom_modifier$#P -1#!" - yeke_jarquchi_custom_modifier_poor: "$yeke_jarquchi_custom_modifier$#P -2#!" - yeke_jarquchi_custom_modifier_average: "$yeke_jarquchi_custom_modifier$#P -3#!" - yeke_jarquchi_custom_modifier_good: "$yeke_jarquchi_custom_modifier$#P -4#!" - yeke_jarquchi_custom_modifier_excellent: "$yeke_jarquchi_custom_modifier$#P -5#!" - court_position_jarquchi_obedience_modifier: "[GetCourtPositionType('yeke_jarquchi_court_position').GetName|U] [aptitude|E]" - yeke_jarquchi_culture_acceptance: "Blend Cultures" - yeke_jarquchi_culture_acceptance_desc: "This character is ensuring that all who live in the realm will leave in peace, irrelevant of their traditions and customs." - yeke_jarquchi_culture_acceptance_tt: "[cultural_acceptance|E] will be increased by [liege.Custom('GetAptitudeYekeJarquchiLoc')] between [liege.GetCulture.GetName] and other [cultures|E] in the [realm|E] every year #weak (max #V 50#!)#!" - yeke_jarquchi_aptitude: "[ROOT.Char.MakeScope.ScriptValue('yeke_jarquchi_aptitude_tooltip')|P0]" - yeke_jarquchi_missing_aptitude: "#P 2-10#! (based on [aptitude|E])" - yeke_jarquchi_culture_acceptance_trigger_tt: "All [counties|E] in the [realm|E] are [liege.GetCulture.GetName]" - culture_acceptance_desc_yeke_jarquchi: "[liege.GetName] promoted this [culture|E] in [liege.GetHerHis] [realm|E]" - yeke_jarquchi_validity_trigger_tt: "[diplomacy_i][diplomacy|E] is #high 12#! or above" - - foreign_emissary_court_position: "Foreign Emissary" - foreign_emissary_court_position_desc: "A $foreign_emissary_court_position$ is recruited from afar to impress their liege's court with exotic stories, and to act as a diplomat to neighboring leaders." - court_position_different_culture: "They are of a different [culture|E]" - foreign_emissary_culture_acceptance_tt: "[cultural_acceptance|E] will be increased by [liege.Custom('GetAptitudeForeignEmissaryLoc')] between [liege.GetCulture.GetName] and [tributary|E] [cultures|E] every year #weak (max #V 50#!)#!" - foreign_emissary_aptitude: "[ROOT.Char.MakeScope.ScriptValue('foreign_emissary_aptitude_tooltip')|P0]" - foreign_emissary_missing_aptitude: "#P 2-10#! (based on [aptitude|E])" - foreign_emissary_culture_acceptance: "Accommodate Tributaries" - foreign_emissary_culture_acceptance_desc: "This character will make certain that the tributaries will fall in line with their suzerain, with whatever means necessary." - culture_acceptance_desc_foreign_emissary: "[liege.GetName] accomodated [liege.GetHerHis] tributaries of this [culture|E]" - foreign_emissary_culture_acceptance_trigger_tt: "No [tributaries|E] of another [culture|E]" - - keeper_of_the_horses_court_position: "Keeper of the Horses" - keeper_of_the_horses_court_position_desc: "The $keeper_of_the_horses_court_position$ is a prestigious position in charge of their liege's steeds and stables." - -# TGP - court_position_confucian_education_trait: "[GetTrait('confucian_education').GetName( ROOT.Char )]" - - court_physician_celestial_imperial: "Palace Physician" - court_physician_celestial_imperial_desc: "The $court_physician_celestial_imperial$ is responsible for the health and well-being of the [court|E] they are in. They will treat disease and suture wounds to the best of their abilities." - court_physician_celestial: "Master Physician" - court_physician_celestial_desc: "The $court_physician_celestial$ is responsible for the health and well-being of the [court|E] they are in. They will treat disease and suture wounds to the best of their abilities." - court_astrologer_celestial_imperial: "Grand Astrologer" - court_astrologer_celestial_imperial_desc: "The $court_astrologer_celestial_imperial$ searches the skies to predict what fate may be upon us." - court_astrologer_celestial: "Diviner" - court_astrologer_celestial_desc: "The $court_astrologer_celestial$ searches the skies to predict what fate may be upon us." - travel_leader_celestial_imperial: "Clearer of the Way" - travel_leader_celestial_imperial_desc: "The $travel_leader_celestial_imperial$ assists you when traveling and takes charge of all itineraries. They aim to ensure you arrive at your destination safely and on-time." - travel_leader_celestial: "Forward Scout" - travel_leader_celestial_desc: "The $travel_leader_celestial$ assists you when traveling and takes charge of all itineraries. They aim to ensure you arrive at your destination safely and on-time." - antiquarian_celestial: "Keeper of Treasures" - antiquarian_celestial_desc: "The $antiquarian_celestial$ is responsible for the upkeep, care, and procurement of artifacts." - seneschal_celestial: "Chief Administrator" - seneschal_celestial_desc: "The $seneschal_celestial$ serves an important role in the day-to-day life of the royal household, administering the servants and keeping everything running smoothly." - court_tutor_celestial: "Erudite Instructor" - court_tutor_celestial_desc: "The $court_tutor_celestial$ is in charge of the [education|E] of all children at court, and their skill will influence how much they influence the students. Children can still have individual [guardians|E]." - chief_eunuch_celestial_imperial: "Palace Attendant" - chief_eunuch_celestial_imperial_desc: "The $chief_eunuch_celestial_imperial$ is a trusted servant responsible for the eunuchs at court. Not much goes on that they don't hear about, both among the servants and the royals." - chief_eunuch_celestial: "Eunuch Attendant" - chief_eunuch_celestial_desc: "The $chief_eunuch_celestial$ is a trusted servant responsible for the eunuchs at court. Not much goes on that they don't hear about, both among the servants and the royals." - master_of_horse_celestial_imperial: "Prefect of the Stables" - master_of_horse_celestial_imperial_desc: "The $master_of_horse_celestial_imperial$ is responsible for their Liege's majestic steeds and stables. They have their work cut out for them since a well-kept horse is a boon both on the battlefield and on the road." - master_of_horse_celestial: "Stablemaster" - master_of_horse_celestial_desc: "The $master_of_horse_celestial$ is responsible for their Liege's majestic steeds and stables. They have their work cut out for them since a well-kept horse is a boon both on the battlefield and on the road." - master_of_hunt_celestial: "Supervisor of Hunts" - master_of_hunt_celestial_desc: "The $master_of_hunt_celestial$ is responsible for any hunting parties that members of their Liege's court arrange. They are also in charge of the kennels and the dogs within it." - cave_hermit_celestial: "Sagacious Recluse" - cave_hermit_celestial_desc: "The $cave_hermit_celestial$ is someone that will inhabit your castle grounds and entertain your guests with prophecies and riddles. Some say they may be actual mystics." - court_gardener_celestial_imperial: "Chief Gardener" - court_gardener_celestial_imperial_desc: "The $court_gardener_celestial_imperial$ is responsible for the well-being of the gardens belonging to their liege, pouring time and skill into making them truly flourish." - court_gardener_celestial: "Gardener" - court_gardener_celestial_desc: "The $court_gardener_celestial$ is responsible for the well-being of the gardens belonging to their liege, pouring time and skill into making them truly flourish." - chronicler_celestial_imperial: "Grand Scribe" - chronicler_celestial_imperial_desc: "The $chronicler_celestial_imperial$ is tasked with dedicating the deeds of their employer to paper." - chronicler_celestial: "Recorder" - chronicler_celestial_desc: "The $chronicler_celestial$ is tasked with dedicating the deeds of their employer to paper." - champion_celestial_imperial: "Tiger-Brave Gentleman" - champion_celestial_imperial_desc: "A $champion_celestial_imperial$ is a skilled and deadly fighter that can represent their Liege in duels." - champion_celestial: "Tiger-Brave Soldier" - champion_celestial_desc: "A $champion_celestial$ is a skilled and deadly fighter that can represent their Liege in duels." - court_brewmaster_celestial: "Wine Steward" - court_brewmaster_celestial_desc: "The $court_brewmaster_celestial$ is a representative chosen to interact directly with the brewers of the realm, to ensure the liege can get their hands on the best of brews." - lady_in_waiting_celestial_imperial: "Palace Lady" - lady_in_waiting_celestial_imperial_desc: "A $lady_in_waiting_celestial_imperial$ is an assistant and companion to a Queen or Empress, attending to her every need and fulfilling every whim." - lady_in_waiting_celestial: "Chambermaid" - lady_in_waiting_celestial_desc: "A $lady_in_waiting_celestial$ is an assistant and companion to a Queen or Empress, attending to her every need and fulfilling every whim." - royal_architect_celestial: "Master Craftsman" - royal_architect_celestial_desc: "The $royal_architect_celestial$ oversees any prestigious building projects within the realm; not a brick is laid, nor a second spent, without their express permission." - court_poet_celestial: "Poet Laureate" - court_poet_celestial_desc: "The $court_poet_celestial$ is a connoisseur of words and verse, providing their Liege and all at court with entertainment, intellectual stimulation, and emotional experiences." - court_musician_celestial_imperial: "Master of Music" - court_musician_celestial_imperial_desc: "A $court_musician_celestial_imperial$ is an artist who sings and plays instruments to entertain their Liege and the court." - court_musician_celestial: "Musician" - court_musician_celestial_desc: "A $court_musician_celestial$ is an artist who sings and plays instruments to entertain their Liege and the court." - bodyguard_celestial_imperial: "Imperial Guardsman" - bodyguard_celestial_imperial_desc: "A $bodyguard_celestial_imperial$ is the final line of defense against any and all attackers. Where their charge goes they follow, and they will not hesitate to put themselves in the way of any danger that might be lurking out there." - bodyguard_celestial: "Household Guardsman" - bodyguard_celestial_desc: "A $bodyguard_celestial$ is the final line of defense against any and all attackers. Where their charge goes they follow, and they will not hesitate to put themselves in the way of any danger that might be lurking out there." - court_artificer_celestial_imperial: "Palace Artisan" - court_artificer_celestial_imperial_desc: "A $court_artificer_celestial_imperial$ is someone who's proven themselves able to craft great things. While they mostly lull around in your court, the hope is for inspiration to strike once more." - court_artificer_celestial: "Artisan" - court_artificer_celestial_desc: "A $court_artificer_celestial$ is someone who's proven themselves able to craft great things. While they mostly lull around in your court, the hope is for inspiration to strike once more." - - grand_preceptor_court_position: "Grand Preceptor" - grand_preceptor_court_position_desc: "The $grand_preceptor_court_position$'s is the moral pillar of their court, their duty to serve as a beacon of righteousness for all others to admire and emulate." - grand_preceptor_court_position_task_instill_righteousness: "Imbue with Moral Righteousness" - grand_preceptor_court_position_task_instill_righteousness_desc: "The $grand_preceptor_court_position$ will apply themselves to the moral cultivation of their liege." - grand_preceptor_court_position_task_propagate_civic_virtue: "Propagate Civic Virtue" - grand_preceptor_court_position_task_propagate_civic_virtue_desc: "The $grand_preceptor_court_position$ will take a leading role in the propagation of moral virtue among the general population." - grand_preceptor_court_position_task_exalt_imperial_deeds: "Exalt Imperial Deeds" - grand_preceptor_court_position_task_exalt_imperial_deeds_desc: "As $grand_preceptor_court_position$, this character's words carry immense moral authority, and many are those willing to accept their statements as truth." - - grand_preceptor_powerfuL_family_score_desc: "$grand_preceptor_court_position$" - - grand_guardian_court_position: "Grand Guardian" - grand_guardian_court_position_desc: "The $grand_guardian_court_position$ is the sword and shield of the realm, revered for their martial experience and strategic insight." - grand_guardian_court_position_task_guard_the_capital: "Guard the Capital" - grand_guardian_court_position_task_guard_the_capital_desc: "The $grand_guardian_court_position$ will take charge of the protection of the imperial capital's security." - grand_guardian_court_position_task_shield_the_realm: "Shield the Realm" - grand_guardian_court_position_task_shield_the_realm_desc: "The $grand_guardian_court_position$ will apply their formidable strategic skills to the defense of the realm as a whole." - grand_guardian_court_position_task_instill_martial_discipline: "Instill Martial Discipline" - grand_guardian_court_position_task_instill_martial_discipline_desc: "The $grand_guardian_court_position$ will endeavor to instill the accumulated lessons of their distinguished career on those who lack the privilege of experience." - grand_guardian_guard_the_capital_modifier: "Protected by the Grand Guardian" - MODIFIER_DEFINITION_VALUE_GRAND_GUARDIAN_APTITUDE: " \t#weak Increase per $grand_guardian_court_position$ [aptitude|E] level#!" - - grand_guardian_powerfuL_family_score_desc: "$grand_guardian_court_position$" - - grand_mentor_court_position: "Grand Mentor" - grand_mentor_court_position_desc: "The $grand_mentor_court_position$ attends to the edification of the ruling family, and is tasked with the weighty duty of ensuring that the next generation lives up to the august examples of their forebears." - - grand_mentor_court_position_task_edify_heirs: "Instruct Imperial Heirs" - grand_mentor_court_position_task_edify_heirs_desc: "The $grand_mentor_court_position$ will dedicate their days to the diligent cultivation of the next generation." - grand_mentor_edify_heirs_tt: "Every month, members of the ruling [house|E] who are [courtiers|E] or [direct_vassals|E] of the [liege|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E]" - grand_mentor_edify_heirs_fallback: "Every month, members of the ruling [house|E] who are [courtiers|E] or [direct_vassals|E] of the [liege|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E]" - - grand_mentor_court_position_task_teach_liege: "Edify the Emperor" - grand_mentor_court_position_task_teach_liege_desc: "The $grand_mentor_court_position$ will exclusively attend to the edification of their liege." - grand_mentor_teach_liege_tt: "Every month, the [liege|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E]" - grand_mentor_teach_liege_fallback: "Every month, the [liege|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E]" - - grand_mentor_court_position_task_train_officials: "Cultivate Meritorious Officials" - grand_mentor_court_position_task_train_officials_desc: "The $grand_mentor_court_position$ will see to it that the officials of the realm possess skills in equal measure to their wisdom and virtue." - grand_mentor_train_officials_tt: "Every month, a [court_position|E] holder or [direct_vassal|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E], or [merit|E]" - grand_mentor_train_officials_fallback: "Every month, a [court_position|E] holder or [direct_vassal|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E], or [merit|E]" - - grand_mentor_mentoring_title: "Mentoring [target_character.GetFullNameNoTooltip]" - grand_mentor_mentoring_notification_desc: "[ROOT.Char.GetShortUIName|U] have improved [target_character.GetTitledFirstNamePossessive] skills" - - grand_mentor_powerfuL_family_score_desc: "$grand_mentor_court_position$" - - fire_dragon_engineer_court_position: "Fire Dragon Engineer" - fire_dragon_engineer_court_position_desc: "The $fire_dragon_engineer_court_position$ is a master of firearms, furnishing troops with formidable flame-belching instruments of war." - fire_dragon_engineer_court_position_forge_fire_dragons: "Forge Fire Dragons" - fire_dragon_engineer_court_position_forge_fire_dragons_desc: "The $fire_dragon_engineer_court_position$ will focus their energies on the forging of firearms, keeping an abundant arsenal ever at the ready." - fire_dragon_engineer_court_position_command_artillery: "Command Artillery" - fire_dragon_engineer_court_position_command_artillery_desc: "The $fire_dragon_engineer_court_position$ will personally oversee the deployment and employment of their instruments of destruction on the battlefield." - - keeper_of_the_harem_court_position: "Keeper of the Harem" - keeper_of_the_harem_court_position_desc: "The $keeper_of_the_harem_court_position$ occupies a position of no small importance in the imperial harem, supervising everything from the concubines' garments to the auspicious scheduling of imperial intercourse." - - keeper_of_the_harem_court_position_task_maintain_decorum: "Maintain Harem Decorum" - keeper_of_the_harem_court_position_task_maintain_decorum_desc: "The $keeper_of_the_harem_court_position$ will focus on suppressing the venomous intrigues of the harem and shielding it from the untoward attentions of the outside world." - keeper_of_the_harem_maintaining_decorum.tt: "The $keeper_of_the_harem_court_position$ will significantly impede [schemes|E] targeting members of the harem." - - keeper_of_the_harem_court_position_task_attend_to_wellness: "Attend to Concubines' Wellness" - keeper_of_the_harem_court_position_task_attend_to_wellness_desc: "The $keeper_of_the_harem_court_position$ will pay special attention to the health and well-being of the harem, treating the ill and easing their burdens." - keeper_of_the_harem_attend_to_wellness.tt: "The $keeper_of_the_harem_court_position$ will look for and tend to an ill member of the harem every month, alleviating their stress and the symptoms that ail them." - - keeper_of_the_harem_court_position_task_select_palace_beauties: "Select Palace Beauties" - keeper_of_the_harem_court_position_task_select_palace_beauties_desc: "The $keeper_of_the_harem_court_position$ will periodically review the composition of the harem, gracefully retiring the aged and childless while recruiting talented and fair substitutes." - keeper_of_the_harem_select_palace_beauties.tt: "Every year, the $keeper_of_the_harem_court_position$ will potentially retire one aged and childless concubine and recruit one new concubine to the harem." - - court_guru_court_position: "Guru" - court_guru_court_position_desc: "A guru serves as both counselor and sage, advising rulers on earthly concerns and sacred truths." - guru_teach_learning: "Enlighten the Mind" - guru_teach_learning_desc: "The guru shares sacred texts and scholarly wisdom to sharpen their liege's intellect." - guru_teach_diplomacy: "Refine the Tongue" - guru_teach_diplomacy_desc: "The guru instructs in courtly speech, measured silence, and the art of graceful persuasion." - guru_teach_intrigue: "Sharpen the Senses" - guru_teach_intrigue_desc: "Through parables and subtle games, the guru trains the ruler to see hidden motives and deceive with poise." - - court_brahmin_court_position: "Court Brahmin" - court_brahmin_court_position_desc: "A venerable priest found in Hindu and Buddhist courts alike, the Court Brahmin is responsible for performing rituals, overseeing ceremonies, and promoting the legitimacy of the ruler." - court_brahmin_court_position_task_increase_tribute: "Increase Tribute" - court_brahmin_court_position_task_increase_tribute_desc: "This character will diligently tend to amplifying the flow of wealth from tributary to suzerain." - - khlon_glan_court_position: "Khlon Glan" - khlon_glan_court_position_desc: "The Khlon Glan is a high-ranking official, in charge of managing the realm's storehouses and military supplies." - khlon_glan_assist_provisioning: "Develop Capital" - khlon_glan_assist_provisioning_desc: "This character is focusing on improving the Mandala capital." - - favored_minister_court_position: "Favored Minister" - favored_minister_court_position_desc: "The $favored_minister_court_position$ is the chosen favorite [councillor|E] of a [celestial|E] [son_of_heaven|E] and is granted the freedom to run their ministry as they wish." - favored_minister_employee_custom_desc: "[personal_movement_power|E]: [movement_power_i][EmptyScope.ScriptValue('favored_minister_movement_power_bonus_value')|+=0%]" - favored_minister_desc: "[GetCourtPositionType( 'favored_minister_court_position' ).GetName()]" - - keeper_of_the_horses_validity_trigger_tt: "[prowess_i][prowess|E] is #high 12#! or above" - - minister_bureaucrat_court_position: "Department Aide" - minister_bureaucrat_court_position_desc: "Within the upper echelons of the celestial government, a large array of bureaucrats is required. Hand-picked by the head of each department, they ensure everything runs smoothly." - minister_bureaucrat_court_position_mod_desc: "$EFFECT_LIST_BULLET$The Aide improves various [ministry|E] related tasks, such as [great_projects|E] (based on [aptitude|E])" diff --git a/localization/english/replace/decisions_l_english.yml b/localization/english/replace/decisions_l_english.yml deleted file mode 100644 index 2e1af019f..000000000 --- a/localization/english/replace/decisions_l_english.yml +++ /dev/null @@ -1,1807 +0,0 @@ -l_english: - DECISION_ON_COOLDOWN:0 "@warning_icon! #X $DECISION_NAME$ unavailable until [DATE.GetStringLong]#!" - ALREADY_PLANNING_ACTIVITY:0 "You are already planning another [activity|E]" - ALREADY_IN_ACTIVITY_FIRST_NOT:0 "You are currently busy [CHARACTER.Custom('GetActivityName')]" - ALREADY_IN_ACTIVITY_THIRD_NOT:0 "[CHARACTER.GetTitledFirstName] is currently busy [CHARACTER.Custom('GetActivityName')]" - unavailable_activity:0 "participating in [ROOT.Char.GetInvolvedActivity.GetName]" - unavailable_pay_homage:0 "paying homage to your liege" - unavailable_pledge_loyalty_to_liege: "bowing before your liege" - unavailable_meditation:0 "meditating" - unavailable_local_shrine: "visiting local shrine" - unavailable_petition_liege:0 "petitioning your liege" - unavailable_hold_court:0 "holding court" - unavailable_tour_stop:0 "preparing for your liege's [tour|E]" - - GENERIC_CHOOSE_OPTION: "Choose Option" - - start_hunt_decision:0 "Call Hunt" - start_hunt_decision_tooltip:2 "A [GetActivityType('activity_hunt').GetName] will be held" - start_hunt_decision_desc:0 "#F The untamed wilds are calling, and all manner of beasts are awaiting my spear and arrow!#!" - start_hunt_decision_go_on_hunt:1 "You go on a #V Hunt#! in one of the baronies of your realm" - start_hunt_decision_prestige:1 "You may get opportunities to increase your [prestige|E]" - start_hunt_decision_stress_lazy:0 "#N You will not lose [stress|E] since you are [GetTrait('lazy').GetName( GetPlayer )]#!" - start_hunt_decision.tt.servants_prestige.reduced:0 "#N Your lack of [Concept('court_amenities','Servants')|E] to drum out wildlife makes hunting harder and less [prestigious|E] if it goes poorly#!" - start_hunt_decision.tt.servants_prestige.increased:0 "#P Your ample [Concept('court_amenities','Servants')|E] better flush out animals, earning more [prestige|E] if the hunt goes well#!" - start_hunt_decision_master_of_hunt:0 "#P Since you employ a $master_of_hunt_court_position$ your hunt is more likely to end well#!" - start_hunt_decision_confirm:0 "Sound the horn!" - - host_feast_decision:0 "Host Feast" - host_exotic_feast_decision:0 "Host an Exotic Feast" - host_lavish_feast_decision:0 "Host a Lavish Feast" - host_grand_feast_decision:0 "Host a Grand Feast" - host_modest_feast_decision:0 "Host a Modest Feast" - host_feast_decision_tooltip:0 "A [GetActivityType('activity_feast').GetName] will be held" - host_feast_decision_opening_desc:0 "#F Cracking open the casks and inviting guests of honor is not only a duty, but an opportunity to reaffirm bonds of loyalty, and often a great pleasure!#!" - host_feast_decision_desc_vassals:1 "May increase your vassals' [opinion|E] of you" - host_feast_decision_desc_court_musician_opinion:1 "#P Since you employ a $court_musician_court_position$ the opinion gain will be more significant#!" - host_feast_decision_desc_shy:2 "#N You will not lose [stress|E] since you are [GetTrait('shy').GetName( GetPlayer )] or [GetTrait('reclusive').GetName( GetPlayer )]#!" - host_feast_decision_desc_pensive:0 "#N You will not lose [stress|E] since you are [GetTrait('pensive').GetName( GetPlayer )]#!" - host_feast_decision_desc_stress_medium:1 "Your [stress|E] will reduce" - host_feast_decision_desc_stress:1 "Your [stress|E] may reduce" - host_feast_decision_desc_liege_opinion:1 "May increase your liege's [opinion|E] of you" - host_feast_decision_confirm:0 "Send the invitations" - - borrow_from_holy_order_decision:0 "Borrow Gold from Holy Order" - borrow_from_holy_order_decision_tooltip:0 "You will borrow money from an available Holy Order" - borrow_from_holy_order_decision_desc:0 "I am in need of money, and who better to ask for help than the servants of [ROOT.Char.GetFaith.HighGodName]? I can send out letters and hope that I get a response." - borrow_from_holy_order_decision_confirm:0 "Write the inquiries!" - borrow_from_holy_order_decision_effect_tooltip:1 "You borrow [SCOPE.ScriptValue('holy_order_gold_value')|P00] [gold|E][gold_i] from a [holy_order|E]\n\n@warning_icon! The [holy_order|E] will start making demands if you do not repay the loan\n@warning_icon! You cannot borrow more money again until you have paid back this loan" - borrow_from_holy_order_gold_condition:3 "No [CHARACTER.GetFaith.GetAdjective] Holy Order has enough gold" - - escape_from_prison_decision:0 "Escape from Prison" - escape_from_prison_decision_tooltip:0 "Attempt to escape prison" - escape_from_prison_decision_desc:0 "The same walls, the same routine, the same gruel for food – every day is just like the last. This prison is eating away at me, and I will stand it no longer!" - escape_from_prison_decision_success.tt:0 "Your escape attempt succeeds" - escape_from_prison_decision_failure.tt:0 "Your escape attempt fails" - escape_from_prison_decision_failure_outcome.tt:0 "[imprisoner.GetTitledFirstName] might be... displeased" - escape_from_prison_decision_confirm:0 "No bars will hold me!" - escape_from_prison_decision_effect_tooltip:1 "@warning_icon! The chance of success depends on your [prowess|E], [traits|E], and whether you are in the [dungeon|E]" - - tribal_challenge_ruler_decision:0 "Challenge the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip|U]" - tribal_challenge_ruler_decision_desc:0 "[ROOT.Char.GetLiege.GetFirstName] carries the title of [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip] as if it is unquestionably [ROOT.Char.GetLiege.GetHersHis]; as if it is not skill and strength alone that should decide our leader.\n\nI, [ROOT.Char.GetFullNameNoTooltip], question [ROOT.Char.GetLiege.GetHerHis] right to the title, to all of [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTier], and I will be silent no longer!" - tribal_challenge_ruler_decision_tooltip:0 "Challenge the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip|U] for [ROOT.Char.GetLiege.GetHerHis] title and [ROOT.Char.GetLiege.GetHerHis] land" - tribal_challenge_ruler_effect_tooltip:0 "[liege_to_challenge.GetTitledFirstNameNoTooltip] will decide upon the challenge\n" - tribal_challenge_ruler_desc_success:0 "You win the challenge" - tribal_challenge_ruler_desc_failure:0 "You lose the challenge" - recently_took_tribal_challenge_ruler_decision:0 "Has recently challenged someone's rule" - tribal_challenge_ruler_decision_confirm:0 "Challenge [ROOT.Char.GetLiege.GetTitledFirstNameNoTooltip]!" - - gain_weight_decision:0 "Gain Weight" - gain_weight_decision_desc:0 "The fallacies of my body are growing too noticeable – I barely have the strength to make it through the day!\n\nA diet containing, among other things, lots of milk, butter, and dates has been suggested to me, and I think it's time to try it out." - gain_weight_decision_tooltip:0 "You will dedicate yourself to gaining weight" - gain_weight_decision_confirm:0 "Bring the butter!" - - stop_gain_weight_decision:0 "Stop Gaining Weight" - stop_gain_weight_decision_desc:0 "A never ending stream of fatty food has done its work, and I can stomach it no longer. I will abandon my efforts to gain weight." - stop_gain_weight_decision_tooltip:0 "You will no longer attempt to gain weight" - stop_gain_weight_decision_confirm:0 "Stop Gaining Weight" - - lose_weight_decision:0 "Lose Weight" - lose_weight_decision_desc:0 "My body weakens for every day that passes, and my girth weights heavy on me both bodily and mentally.\n\nRunning, warm baths, maybe even a mildly cathartic substance... I will find a way to lose some weight." - lose_weight_decision_tooltip:0 "You will dedicate yourself to losing weight" - lose_weight_decision_confirm:0 "Bring the scammony!" - - stop_lose_weight_decision:0 "Stop Losing Weight" - stop_lose_weight_decision_desc:0 "I have tried every tincture and remedy recommended to me, and to push it further would be excessive. I will abandon my efforts to lose weight." - stop_lose_weight_decision_tooltip:0 "You will no longer attempt to lose weight" - stop_lose_weight_decision_confirm:0 "Stop Losing Weight" - - commit_suicide_decision:1 "Attempt Suicide" - commit_suicide_decision_desc:0 "There is only darkness and pain. People tell me it will get better, but how do they know? And what does that help me in this moment? It is time to shed the trappings of this mortal realm." - commit_suicide_decision_desc_depressed:0 "$commit_suicide_decision_desc$" - commit_suicide_decision_desc_incapable:0 "I survive but do not truly live. My current state forces me to rely on others to do the simplest of tasks. I did not choose this, perhaps it would be easier if I just ended it all..." - commit_suicide_decision_desc_cancer:0 "I feel the sickness spreading within me. What started as a minor inconvenience has now grown into a daily struggle. Death is inevitable. I just want the pain to stop." - commit_suicide_decision_desc_leper:0 "The rot has taken a firm hold of my mortal being. A few of my toes are already gone and the pus oozes from my wounds. How long must I suffer from this horrendous fate?" - commit_suicide_decision_desc_great_pox:0 "The pustules now cover my body, each ulcer larger and more painful than the last. I see nothing but fear and disgust in the eyes of my subjects. It is only going to get worse..." - commit_suicide_decision_desc_lunatic:0 "I cannot escape the constant murmurs of hatred and disappointment. They are telling me to do things I shouldn't. Nothing makes sense, reality contradicts itself. Will only death set me free?" - commit_suicide_decision_desc_parent:0 "There is no moving on. I am trapped by the grief for my lost child. [ROOT.Var('mourning_parent').Char.Custom2('MyCharacterIntroduction', ROOT.Char)|U] meant the world to me. What point is there to living, when life has lost its only source of joy and laughter?" - commit_suicide_decision_desc_soulmate:1 "I can no longer endure the emptiness felt within my soul. Life without you, my beloved [ROOT.Var('mourning_soulmate').Char.GetFirstName], has been nothing more than a burden. If the only way to return to your arms is by departing this world, so be it." - commit_suicide_decision_desc_friend:1 "Life is too bleak if I cannot share it with a true friend. Moments that would've made both [ROOT.Var('mourning_friend').Char.GetFirstName] and me laugh for hours now only fill me with despair. This path of loneliness is not for me." - commit_suicide_decision_desc_demoted:0 "Few have suffered humiliation as I have. I, who used to be at the top, am now forced to grovel like the rest of these fools. Maybe I should take matters into my own hands and go out the way I choose." - commit_suicide_decision_desc_divorce:0 "I spend my days wallowing in regret. What could I have done to prevent this painful parting? How can I restore the love that has been lost? It is hopeless. Without my marriage, I am nothing." - commit_suicide_decision_desc_witch:0 "My fascination with the arcane has led me down a lonely and dangerous path. But my curiosity has come at a terrible cost. I am shunned for my beliefs. I'm afraid they will never accept me for who I am." - commit_suicide_decision_desc_cannibal:0 "What a backwards society we live in. Gorging myself on the exquisite delicacy that is human flesh happens to be the only thing that brings me joy. I do not want to keep living in a world that forbids it!" - commit_suicide_decision_desc_sodomite:0 "Fate has dealt me a cruel hand. Why must I be persecuted for the desires of my heart? I cannot help having been born this way. If they condemn me in life, will I only be accepted in death?" - commit_suicide_decision_desc_deviant:0 "Who are they to judge me? My lustful explorations may have taken me down many surprising paths, but they all lead to intense pleasure. Without these carnal delights, I have nothing to live for." - commit_suicide_decision_desc_criminal:0 "I cannot escape my past. Wherever I go, I feel the eyes of judgment upon me. How could this have happened? Why did I let things go this far? I hope my crimes will be forgiven after I'm gone." - commit_suicide_decision_desc_stressed:0 "Day after day, the pressure builds. Wherever I go, whatever I do, it soon becomes too much. Everything is spiraling out of control. It must end!" - commit_suicide_decision_tooltip:2 "The time has come to depart from this world" - commit_suicide_decision_effect_tooltip:0 "@warning_icon! You will attempt to end your life, are you sure this is what you want?" - commit_suicide_decision_confirm:0 "My time has come" - - pet_dog_decision:0 "Pet [ROOT.Char.Custom('DogStoryName')]" - pet_dog_decision_desc:0 "It is time to take a deep breath and find my trusted four-legged companion [ROOT.Char.Custom('DogStoryName')]. Some people say dogs are base creatures, but no matter how tough life gets I know [ROOT.Char.Custom('DogStorySheHe')] will always be there for me!" - pet_dog_decision_tooltip:0 "Pet your dog" - pet_dog_decision_confirm:0 "Pet your dog" - pet_decision_effect_tooltip:0 "You will lose some [stress|E]" - - pet_cat_decision:0 "Pet [ROOT.Char.Custom('CatStoryName')]" - pet_cat_decision_desc:0 "It is time to take a deep breath and find my trusted four-legged companion [ROOT.Char.Custom('CatStoryName')]. Some people say cats are evil and selfish creatures, but no matter how tough life gets I know [ROOT.Char.Custom('CatStorySheHe')] will always be there for me!" - pet_cat_decision_tooltip:0 "Pet your cat" - pet_cat_decision_confirm:0 "Pet your cat" - - playdate_decision:0 "Meet Peers" - playdate_decision_desc:0 "#F Inviting every small lord and lady in the realm to enjoy themselves in the company of other children is a liberating and fun experience!#!" - host_playdate_decision_desc_vassal_and_courtiers:0 "May increase your vassals and courtiers' [opinion|E] of you" - start_playdate_decision:0 "You meet your peers in [capital_province.GetName]" - playdate_decision_tooltip:0 "You will invite children to [GetActivityType('activity_playdate').GetName]" - playdate_decision_confirm:0 "Send out invitations!" - - repay_loan_decision:0 "Repay Loan" - repay_loan_decision_decision_tooltip:0 "You will pay back what you owe" - repay_loan_decision_decision_desc:0 "To have a debt hanging over me is unbecoming of a [ROOT.Char.GetTitleAsNameNoTooltip] – the time has come to repay the money I owe." - repay_loan_decision_confirm:0 "Send back the money!" - - create_cadet_branch_decision:0 "Create Cadet Branch" - create_cadet_branch_decision_tooltip:1 "You will form a Cadet Branch" - create_cadet_branch_decision_desc:0 "It may be time for my family to abandon the legacy of the House [ROOT.Char.GetHouse.GetNameNoTooltip] and carve its own path in history, with me as the head of this new branch of our great dynasty." - create_cadet_branch_decision_confirm:0 "Create Cadet Branch" - I_CREATE_CADET_BRANCH_DECISION_SUCCESSION_LINE:1 "You are third or closer in the line of succession for one of your [house_head|E]'s [titles|E]" - I_NOT_CREATE_CADET_BRANCH_DECISION_SUCCESSION_LINE:1 "You are #bold not#! third or closer in the line of succession for one of your [house_head|E]'s [titles|E]" - I_CREATE_CADET_BRANCH_DECISION_ANCESTOR_IN_HOUSE:1 "One of your ancestors belong to your current [house|E]" - I_NOT_CREATE_CADET_BRANCH_DECISION_ANCESTOR_IN_HOUSE:2 "None of your living ancestors belong to your current [house|E]" - created_cadet_branch_toast_new_house_desc:2 "A New House" - created_cadet_branch_toast_new_house_other_tt:2 "You are now a member of House [new_house.GetName]" - - take_vow_of_poverty_decision:0 "Take Vow of Poverty" - take_vow_of_poverty_decision_tooltip:1 "You vow to hold no undue riches" - take_vow_of_poverty_decision_desc:0 "Money is the root of all evil. While I cannot feasibly give away everything and remain [ROOT.Char.GetTitleAsNameNoTooltip], I can vow to give a portion of my income away each month." - take_vow_of_poverty_decision_confirm:0 "Take vow of poverty" - - return_rome_decision:0 "Return $c_roma$" - return_rome_decision_tooltip:0 "The Holy Father should be seated in $c_roma$, the title must be returned to him" - return_rome_decision_desc:0 "The Holy Father has been vanquished from his seat in $c_roma$. It is my sacred duty as a Catholic to return this most holy of places to its rightful owner." - return_rome_decision_confirm:0 "Return $c_roma$" - - renounce_vow_of_poverty_decision:0 "Renounce Vow of Poverty" - renounce_vow_of_poverty_decision_tooltip:1 "You will no longer donate a portion of your income" - renounce_vow_of_poverty_decision_desc:0 "There is no getting around the fact that I need a bigger budget to effectively govern my realm. Pragmatism demands the revocation of my vow of poverty." - renounce_vow_of_poverty_decision_confirm:0 "Renounce vow of poverty" - - initiate_consolamentum_decision:1 "Consolamentum: Initiate Endura" - initiate_consolamentum_decision_alternate:0 "Enact Ritual Suicide" - initiate_consolamentum_decision_tooltip:0 "It is time to prepare for the end of this life" - initiate_consolamentum_decision_desc:1 "#F As the end of my life draws near, I should initiate the Endura ritual to cleanse my soul of sin and move on from this world.#!" - initiate_consolamentum_decision_desc_alternate:0 "#F With the end of my life drawing near, I should undergo the holy suicide rituals that will cleanse my soul of sin before moving on from this world.#!" - initiate_consolamentum_decision_confirm:2 "Initiate Ritual Suicide" - - seek_aid_of_the_spirits_decision:0 "Seek Aid of the Spirits" - seek_aid_of_the_spirits_decision_tooltip:0 "Attempt to contact the spirits" - seek_aid_of_the_spirits_decision_desc: "#F Spirits inhabit the world all around us, some helpful, some malevolent, and some indifferent to human lives." - seek_aid_of_the_spirits_decision_desc_landless: "\n\nI can perform a ritual to call upon them to aid me in my endeavors, but there is no telling what the outcome will be...#!" - seek_aid_of_the_spirits_decision_desc_landed: "\n\nI can ask my [ROOT.Char.Custom('MyPriestTitle')] to call upon them to aid me in my endeavors, but there is no telling what the outcome will be...#!" - seek_aid_of_the_spirits_decision_effect.tt:0 "You petition the unseen..." - seek_aid_of_the_spirits_decision_confirm:0 "Seek aid of the spirits" - - select_personal_deity_hinduism_decision:0 "Determine Bhakti" - select_personal_deity_hinduism_decision_tooltip: "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_deity_hinduism_decision_desc:0 "#F Every devout [ROOT.Char.GetFaith.GetAdherentNameNoTooltip] should have bhakti, or a devotion to a specific god or goddess who most strongly resonates with their soul.\n\nI should contemplate the various divine beings and decide which one calls to me the most.#!" - select_personal_deity_hinduism_decision_confirm:0 "Contemplate bhakti" - select_personal_deity_hinduism_decision_tt:0 "You gain a modifier associated with your selected bhakti" - - select_personal_deity_germanic_decision:0 "Determine Personal Deity" - select_personal_deity_germanic_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_deity_germanic_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" - select_personal_deity_germanic_decision_confirm:0 "Dedicate your Worship to a particular God" - select_personal_deity_germanic_decision_tt:1 "You begin to live your life according to the values of" - select_personal_deity_germanic_decision.select_odin:0 "Odin, Glad-of-War, the All-Father" - select_personal_deity_germanic_decision.select_ullr:0 "Ullr, Swiftest on Snow" - select_personal_deity_germanic_decision.select_tyr:0 "Tyr, the One Handed" - select_personal_deity_germanic_decision.select_thor:0 "Thor, Guardian of Man" - select_personal_deity_germanic_decision.select_freyr:0 "Freyr, Bringer of Peace" - - select_personal_deity_folketero_decision:0 "Determine Patron Helgen" - select_personal_deity_folketero_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_deity_folketero_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" - select_personal_deity_folketero_decision_confirm:0 "Dedicate your adoration to a particular Helgen" - select_personal_deity_folketero_decision_tt:1 "You begin to live your life according to the values of" - select_personal_deity_folketero_decision.select_jesus:0 "Jesus, The Warrior and Savior" - select_personal_deity_folketero_decision.select_per:0 "Sankt Per, Judge of the Dead" - select_personal_deity_folketero_decision.select_olaf:0 "Sankt Olaf, Guardian of Rulers" - select_personal_deity_folketero_decision.select_lucia:0 "Sankt Lucia, Heart Warmer" - - select_personal_deity_orthodox_decision:0 "Determine Patron Saint" - select_personal_deity_orthodox_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_deity_orthodox_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" - select_personal_deity_orthodox_decision_confirm:0 "Dedicate your adoration to a particular Saint" - select_personal_deity_orthodox_decision_tt:1 "You begin to live your life according to the values of" - select_personal_deity_orthodox_decision.select_paisos:0 "Saint Paisios the Athonite" - select_personal_deity_orthodox_decision.select_gabriel:0 "Saint Gabriel of Georgia" - select_personal_deity_orthodox_decision.select_adriana:0 "Saint Adriana of Soroca" - select_personal_deity_orthodox_decision.select_palamas:0 "Saint Gregory Palamas" - select_personal_deity_orthodox_decision.select_surgeon:0 "Saint Luke the Surgeon" - select_personal_deity_orthodox_decision.select_lazar:0 "Saint Lazar of Serbia" - select_personal_deity_orthodox_decision.select_olga:0 "Saint Olga of Kyiv" - select_personal_deity_orthodox_decision.select_theotokos:0 "The Blessed Theotokos" - - #N3OW Added: - select_personal_leviathan_union_decision:0 "Determine Leviathan Union" - select_personal_leviathan_union_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_leviathan_union_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention. Though, due to just how many there are, it is best to simply align with a group of similar Leviathans: a Union.\n\nI should contemplate these divine beings and decide which Union calls to me the most.#!" - select_personal_leviathan_union_decision_confirm:0 "Dedicate yourself to a particular Union of Leviathans" - select_personal_leviathan_union_decision_tt:1 "You begin to live your life according to the values of the" - select_personal_leviathan_union_decision.select_nationalisators:0 "Nationalisators, Cabinet of Britannia, Eternal Solars" - select_personal_leviathan_union_decision.select_technosaurs:0 "Technosaurs, Titans of Progress, Revolutionisers of Industry" - select_personal_leviathan_union_decision.select_mechasaurs:0 "Mechasaurs, Shapers of Earth, Builders of Wonders" - select_personal_leviathan_union_decision.select_petrosaurs:0 "Petrosaurs, Surveyors of the Depths, Black and Gold" - select_personal_leviathan_union_decision.select_metallurgicals:0 "Metallurgicals, Knowers of Regulation, Adepts of the Mechanical" - select_personal_leviathan_union_decision.select_nautiluses:0 "Nautiluses, Admirals of the Deep, Pride of Britannia" - select_personal_leviathan_union_decision.select_aerosaurs:0 "Aerosaurs, Knights of the Sky, Breakers of the Blitz" - - meditate_in_seclusion_decision:0 "Meditate in Seclusion" - meditate_in_seclusion_decision_tooltip:0 "Retreat from public life to focus on your inner self" - meditate_in_seclusion_decision_desc:0 "Only through meditation can we come to understand the true nature of the universe.\n\nThough it means neglecting my other responsibilities, by retreating into seclusion for meditation I may learn more about myself and the universe I inhabit." - meditate_in_seclusion_decision_confirm:0 "Meditate in seclusion" - meditate_in_seclusion_tooltip:0 "You might lose [stress|E], gain [traits|E], or even increase your [learning|E] skill" - - give_sky_burial_decision:0 "Give Your [ROOT.Char.Custom2('RelationToMe', ROOT.Var('ancestor_to_bury').Char)|U] a Sky Burial" - give_sky_burial_decision_tooltip:0 "Put your ancestor to rest and gain [piety|E] and [vassal|E] [opinion|E]" - give_sky_burial_decision_desc:0 "#F [ROOT.Var('ancestor_to_bury').Char.Custom2('MyCharacterIntroduction', ROOT.Char)|U] has passed away. Tradition dictates that [ROOT.Var('ancestor_to_bury').Char.GetSheHe] should be given a sky burial, [ROOT.Var('ancestor_to_bury').Char.GetHerHis] remains left for the scavengers to feast upon so that [ROOT.Var('ancestor_to_bury').Char.GetSheHe] may feed the world which once fed [ROOT.Var('ancestor_to_bury').Char.GetHerHim].#!" - give_sky_burial_decision_confirm:0 "Give Sky Burial" - give_sky_burial_vassals:0 "Every Vassal who believes in Sky Burials" - - raise_runestone_decision:0 "Raise a Runestone" - raise_runestone_decision_desc:0 "[ROOT.Var('ancestor_to_bury').Char.Custom2('MyCharacterIntroduction', ROOT.Char)|U] has passed away. I will raise a runestone to honor [ROOT.Var('ancestor_to_bury').Char.GetHerHis] life, and to bring fame to all who bear the name [ROOT.Var('ancestor_to_bury').Char.GetDynasty.GetName]. Future generations will never forget the greatness of [ROOT.Var('ancestor_to_bury').Char.GetFullNameNicknamedNoTooltip]!" - raise_runestone_decision_tooltip:0 "Raise a runestone to honor your [ROOT.Char.Custom2('RelationToMeShort', ROOT.Var('ancestor_to_bury').Char)]" - raise_runestone_decision_warning:1 "@warning_icon! #X The runestone will be destroyed if the [county|e] falls to someone outside of your [dynasty|E]#!" - raise_runestone_decision_confirm:0 "Raise Runestone" - raise_runestone_decision_toast:0 "Raised a Runestone" - raise_runestone_vassals:0 "Every Vassal of your [faith|E]" - - divine_the_stars_decision:0 "Divine the Stars" - divine_the_stars_decision_tooltip:0 "Look to the heavens and see what the future has in store for you" - divine_the_stars_decision_desc:0 "#F Our destinies are written in the stars themselves. By studying them I may gain some insight into what the future holds...#!" - divine_the_stars_decision_confirm:0 "Divine the Stars" - divine_the_starts_effect:0 "You will discover a cosmic insight in the near future" - divine_the_stars_trigger:0 "You are already divining the stars" - divine_the_stars_modifier:0 "You do not already have an astrological modifier" - - create_holy_order_decision:0 "Found Holy Order" - create_holy_order_decision_tooltip:0 "Establish a [holy_order|E] and become its [holy_order_patron|E]" - create_holy_order_decision_desc:0 "#F There can never be too many warriors dedicated to defending the true faith. I will honor [ROOT.Char.GetFaith.WarGodName] by giving those who would serve a home and arms!#!" - create_holy_order_decision_confirm:0 "Found Holy Order" - create_holy_order_decision_effect_message:1 "A [holy_order|E] of your [faith|E] will be founded\n$EFFECT_LIST_BULLET$You become the order's [holy_order_patron|E]\n$EFFECT_LIST_BULLET$You will select a non [county|E] [capital|E] [barony|E] as the order's Headquarters" - destroy_holy_order_warning:0 "@warning_icon! #X Revoking their last lease will destroy the Holy Order!#!" - I_MUST_BE_KING_OR_EMPEROR:1 "You hold a [kingdom|E] or an [empire|E]" - I_AM_NOT_KING_OR_EMPEROR:1 "You must hold a [kingdom|E] or an [empire|E]" - I_HAVE_TWO_CASTLE_COUNTY:2 "You have a [barony|E] with a [city|E] or [castle|E] that can be leased out as the Holy Order's Headquarters" - NOT_I_HAVE_HOLY_ORDER_BARONY_SELECTED:1 "You have #bold not#! selected a Barony" - - cancel_holy_order_lease_decision:0 "Revoke Holy Order Lease" - cancel_holy_order_lease_decision_tooltip:0 "Revoke lease for a [holy_order|E]" - cancel_holy_order_lease_decision_desc:0 "#F The Holy Order stationed in the [barony.GetName] has done good work, but the holding is now needed for other things.#!" - cancel_holy_order_lease_hostile_decision_desc:0 "#F The Holy Order stationed in the [barony.GetName] will no longer be allowed to spread lies and discord – the holding will from now on be used for other, more righteous, things.#!" - cancel_holy_order_lease_decision_confirm:0 "Revoke Lease" - - commission_artifact_decision:0 "Commission Artifact" - commission_artifact_decision_effect:0 "A local artisan with a sponsored [project|E] arrives at your court" - commission_artifact_decision_warning_effect:0 "#weak Local artisans produce lower quality artifacts than [inspired|E] [royal_court|E] guests#![SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), '\n\nArtifacts created with precious materials brought from outside the steppe will be of greater quality', 'blank_line' )]" - commission_artifact_decision_tooltip:0 "Hire a local artisan to create an [artifact|E] for you" - commission_artifact_decision_desc:0 "What is the point of being a [ROOT.Char.GetTitleAsNameNoTooltip] if I don't have nice things to show for it? A new sword would be nice, or maybe a brooch..." - commission_artifact_decision_confirm:0 "Hire A Local Artisan" - commission_artifact_decision_effect_message:0 "" - COMMISSION_ARTIFACT_DECISION_NEXT_STEP_BUTTON:0 "Choose Artifact" - COMMISSION_ARTIFACT_DECISION_SELECT_ARTIFACT_TITLE:0 "Choose a type of [artifact|E]" - commission_artifact_decision.nomad_requirements: "You are a [nomad|E] without access to artifact creation goods" - - commission_legend_artifact_decision: "Commission Legend Artifact" - commission_legend_artifact_decision_effect: "Your $court_position_antiquarian$ or $court_position_chronicler$ will produce a book to commemorate your [legend|E]" - commission_legend_artifact_decision_tooltip: "Commission a book [artifact|E] to commemorate your [legend|E]" - commission_legend_artifact_decision_confirm: "Start the Commission" - commission_legend_artifact_decision_desc: "Memories may be lost to the ages, but books are eternal. I shall ensure that my legend will never be forgotten." - commission_legend_artifact_decision_var_tt: "You must have completed a [legend|E]" - commision_legend_artifact_decision_court_positions_tt: "You have no $court_position_antiquarian$ or $court_position_chronicler$" - commision_legend_artifact_decision_disappearing_tt: "The [legend|E] must be present in your [realm|E]" - - isolate_capital_decision: "Isolate Capital" - isolate_capital_decision_tt: "There must be a [epidemic|E] in your realm" - isolate_capital_decision_tooltip: "Increase the [epidemic_resistance|E] of your [capital|E]" - isolate_capital_decision_desc: "With the plague looming over our capital there is only one possible measure to remedy it: reinforce the walls, close the gates and throw the keys." - isolate_capital_decision_confirm: "$isolate_capital_decision$" - isolate_capital_decision_modifier: "Isolated Capital" - isolate_capital_decision_modifier_desc: "This county has been placed under quarantine to protect it from the plague." - unisolate_capital_decision: "End Capital Isolation" - unisolate_capital_decision_tooltip: "End the isolation measures in your [capital|E], decreasing its [epidemic_resistance|E]" - unisolate_capital_decision_desc: "Whether the plague has abated or not, the impact of isolation is proving too great and the gates must once again be unlocked." - unisolate_capital_decision_confirm: "$unisolate_capital_decision$" - unisolate_capital_decision_tt: "Your capital must currently be in isolation" - - commission_artifact_decision_option_weapon:0 "Weapon\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'primary_armament' )]#!" - commission_artifact_decision_option_kris: "Kris\n#low Subcategory of Weapons\nOwned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'primary_armament' )]#!" - commission_artifact_decision_option_armor:0 "Armor\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'armor' )]#!" - commission_artifact_decision_option_crown:0 "Crown\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'helmet' )]#!" - commission_artifact_decision_option_regalia:0 "Regalia\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'regalia' )]#!" - commission_artifact_decision_option_brooch:0 "Brooch\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'miscellaneous' )]#!" - commission_artifact_decision_option_tapestry:1 "Wall Hanging\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'wall_big' )]#!" - commission_artifact_decision_option_furniture:0 "Furniture\n#low Owned: [Add_int32( ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'sculpture' ), Add_int32( ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'pedestal' ), ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'throne' ) ) )]#!" - commission_artifact_decision_option_book:0 "Book\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'book' )]#!" - - commission_artifact_decision_option_weapon_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'weapon' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'primary_armament', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_kris_desc: "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'weapon' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'primary_armament', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_armor_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'armor' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'armor', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_crown_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'helmet' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'helmet', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_regalia_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'regalia' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'regalia', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_brooch_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'miscellaneous' ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'miscellaneous', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_tapestry_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'wall_big' ), Concatenate( 'Currently Displayed:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'wall_big', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_furniture_desc:0 "[AddTextIf( Or(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'sculpture' ), Or( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'pedestal' ), ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'throne' ) ) ), 'Currently Displayed:\n' )][AddTextIf(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'sculpture' ), Concatenate( ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'sculpture', 'NEWLINE', 'NEWLINE', 'NEWLINE' ), '\n') )][AddTextIf(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'pedestal' ), Concatenate( ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'pedestal', 'NEWLINE', 'NEWLINE', 'NEWLINE' ), '\n') )][AddTextIf(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'throne' ), Concatenate( ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'throne', 'NEWLINE', 'NEWLINE', 'NEWLINE' ), '\n') )]" - commission_artifact_decision_option_book_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'book' ), Concatenate( '\nCurrently Displayed:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'book', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - - commission_weapon_tooltip:1 "#T Weapon#! \n$DESC$" - commission_kris_tooltip: "#T Dagger#! \n$DESC$" - commission_armor_tooltip:1 "#T Armor#! \n$DESC$" - commission_crown_tooltip:1 "#T Crown#! \n$DESC$" - commission_regalia_tooltip:1 "#T Regalia#! \n$DESC$" - commission_brooch_tooltip:1 "#T Brooch#! \n$DESC$" - commission_tapestry_tooltip:2 "#T Wall Hanging#! \n$DESC$" - commission_furniture_tooltip:1 "#T Furniture#! \n$DESC$" - commission_book_tooltip:1 "#T Book#! \n$DESC$" - - go_on_pilgrimage_decision:0 "Go on a Pilgrimage" - go_on_pilgrimage_decision_tooltip:1 "Undertake a [pilgrimage|E] to prove your dedication to [ROOT.Char.GetFaith.PantheonTerm]" - go_on_pilgrimage_decision_desc:0 "#F The holy sites are the places in our world that are closest to [ROOT.Char.GetFaith.PantheonTerm]. To see them for myself is to prove my dedication as a [ROOT.Char.GetFaith.GetAdherentNameNoTooltip].#!" - go_on_pilgrimage_decision_confirm:0 "Prepare for the journey" - pilgrimage_effect_1:0 "You choose a destination among your [faithpossessive|E] [holy_sites|E]" - pilgrimage_effect_2:0 "The further you travel, the more [piety|E] you will gain" - pilgrimage_effect_3:0 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_minimum_cost')])#!" - pilgrimage_effect_4:0 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_medium_extra_cost')])#!" - pilgrimage_effect_5:1 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_long_extra_cost')])#!" - pilgrimage_effect_6:0 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_very_long_extra_cost')])#!" - hajj_exceptionally_long_tt:0 "It is an #V exceptionally long#! pilgrimage from my capital to Mecca" - hajj_very_long_tt:0 "It is a #V very long#! pilgrimage from my capital to Mecca" - hajj_long_tt:0 "It is a #V long#! pilgrimage from my capital to Mecca" - hajj_short_tt:0 "It is a #V short#! pilgrimage from my capital to Mecca" - hajj_distance_info_text:0 "#weak Longer journeys provide more piety, but are more expensive#!" - pilgrimage_illness_warning:0 "@warning_icon! #X It is dangerous to travel while [GetTrait('ill').GetName( GetPlayer )]#!" - - go_on_hajj_decision:0 "Undertake the Hajj" - go_on_hajj_decision_tooltip:0 "Undertake a [pilgrimage|E] to Mecca, to fulfill your duty to Allah" - go_on_hajj_decision_desc:0 "#F The Hajj to Mecca is one of the pillars of my faith. The time has come for me to undertake it, and fulfill my duty as a Muslim.#!" - go_on_hajj_decision_confirm:0 "$go_on_pilgrimage_decision_confirm$" - - reclaim_britannia_decision:0 "Reclaim Britannia" - reclaim_britannia_decision_desc:1 "These lands were once ruled by Celts, and the significance and influence of the culture is once again spreading throughout the lands. As more men and women embrace the Celtic tongue and culture, it is only right to make it official!" - reclaim_britannia_decision_tooltip:0 "[ROOT.Char.GetCulture.GetName] culture will rule" - reclaim_britannia_decision_custom:0 "Cannot have more than 1 vassal with non-Celtic culture" - reclaim_britannia_decision_confirm:1 "Reclaim Britannia" - HAS_NON_CELTIC_POWERFUL_VASSAL:2 "All of your [powerful_vassals|E] have a [culture|E] with a Brythonic or Goidelic [heritage|E]" - - restore_the_danelaw_decision:0 "Restore the Danelaw" - restore_the_danelaw_decision_desc:0 "As the laws of the Danes once ruled these lands they shall once again!" - restore_the_danelaw_decision_tooltip:0 "Reform the Kingdom of the Danelaw" - restore_the_danelaw_decision_confirm:0 "Restore the Danelaw" - - embrace_english_culture_decision:0 "Embrace English Culture" - embrace_english_culture_decision_tooltip:1 "You will give up your [ROOT.Char.GetCulture.GetName] culture" - embrace_english_culture_decision_desc:0 "My vassals, my family, and I have lived side by side with Saxons and Celts, and as our language and customs have mixed with theirs, it is time to embrace the fact that we have become one." - embrace_english_culture_decision_get_innovations:0 "English Culture gets a lot of Norman innovations" - embrace_english_culture_decision_vassals_custom:0 "All vassals in Britannia" - embrace_english_culture_decision_confirm:0 "Embrace English Culture" - decision_embrace_english_culture_get_innovations:1 "The English [culture|E] gains all Norman and Anglo-Saxon [innovations|E]" - MY_CAPITAL_IS_IN_ENGLAND:1 "Your [realm_capital|E] is in England" - HARRYING_ENDED: "The Harrying of the North has ended" - HIGH_PACIFICATION: "The Harrying of the North's [harrying_pacification|E] has been:\n$EFFECT_LIST_BULLET$Higher than [harrying_resistance|E]\n$EFFECT_LIST_BULLET$Over #V 14#! for at least #V 1#! year" - - restore_dumnonia_decision:0 "Restore the Kingdom of Cornwall" - restore_dumnonia_decision_desc:0 "The spirit of ancient Dumnonia has burned in our breasts since Brutus first landed on Britannia's misty shores. It will burn brighter yet." - restore_dumnonia_decision_tooltip:0 "Cornwall becomes a [de_jure|E] [kingdom|E]." - restore_dumnonia_decision_effects_de_jure_tt:0 "If owned, the [duchies|E] of [cornwall_somerset.GetNameNoTier] and [cornwall_gloucester.GetNameNoTier] will each become [de_jure|E] Cornwall." - restore_dumnonia_decision_confirm:0 "Onen hag oll!" - - found_the_empire_of_hindustan_decision:0 "Found the Empire of Hindustan" - found_the_empire_of_hindustan_decision_desc:0 "While Islam arrived in the lands of Hind hundreds of years ago the subcontinent has been dominated by native dynasties. Let us lay the foundation of a new imperial legacy, an Islamic state rooted in the great plains of northern India!" - found_the_empire_of_hindustan_decision_tooltip:0 "Hindustan becomes a [de_jure|E] [empire|E]." - found_empire_of_hindustan_decision_effects_de_jure_tt:0 "Any owned [kingdoms|E] in the [GetTitleByKey('e_rajastan').GetName], [GetTitleByKey('e_bengal').GetName], and [GetTitleByKey('e_deccan').GetName] will become [de_jure|E] Hindustan." - found_the_empire_of_hindustan_decision_confirm:0 "al-sultan zill allah fi arḍih!" - found_the_empire_of_hindustan_decision_effects_vassal_opinion.tt:0 "All direct vassals" - found_the_empire_of_hindustan_opinion:0 "Founded the Empire of $e_hindustan$" - - restore_roman_empire_decision:0 "Restore the Roman Empire" - restore_roman_empire_decision_confirm:0 "I will restore the Empire" - restore_roman_empire_decision_tooltip:0 "The Roman Empire will be restored" - restore_roman_empire_decision_desc:0 "If Rome and other key territories of the old empire could be reclaimed, the Byzantine Empire would win recognition in the eyes of the West as the true and rightful continuation of the Roman State." - restore_roman_empire_decision_tt:0 "Either your Religion is Christian, or Graeco-Roman, or your Culture is Roman" - restore_roman_empire_decision_effect_tooltip:0 "The Roman Empire will be restored and acquire the [de_jure|E] of all currently held Empires." - - restore_european_union_decision:0 "Restore Europa" - restore_european_union_decision_confirm:0 "I will restore $h_europa$" - restore_european_union_decision_tooltip:0 "Europa will be restored" - restore_european_union_decision_desc:0 "Before the Deluge, legends say that all of Europe was united under one flag. By retaking key territories of the old empire, we would win recognition in the eyes of the world as the true and rightful sucessor of the European Empire." - restore_european_union_decision_effect_tooltip:0 "The Empire of Europa will be restored and acquire the [de_jure|E] of all currently held Empires." - - restore_roman_empire_holy_decision:0 "Restore the Roman Empire" - restore_roman_empire_holy_decision_tooltip:0 "The Roman Empire will be restored" - restore_roman_empire_holy_decision_desc:0 "If enough old provinces of the Empire are reclaimed, the Holy Roman Empire would win recognition in the eyes of the East as the true and rightful continuation of the Roman State." - restore_roman_empire_holy_decision_confirm:0 "I will restore the Empire" - - mend_the_great_schism_decision:0 "Mend the Great Schism" - mend_the_great_schism_decision_confirm:0 "One God, one Church!" - mend_the_great_schism_decision_desc:1 "The Great Schism saw the Christian Church divided, but if all five of the Episcopal Sees of the Pentarchy could be restored under the rule of a single Empire under the enlightened leadership of a saintly ruler, there may be a chance to finally reunite Christendom." - mend_the_great_schism_decision_tooltip:0 "I will reunite Christendom" - mend_the_great_schism_decision_effect_tooltip:0 "The [THIS.Char.GetFaith.GetAdjective] Church will mend the Schism and establish itself as the only legitimate branch of Christianity." - every_ecumenical_christian_faith.tt:0 "$EFFECT_LIST_BULLET$ Every Christian [faith|E] with [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName]" - - set_capital_constantinople_decision:0 "Reclaim Constantinople" - set_capital_constantinople_decision_confirm:0 "Restore the true seat of the Empire!" - set_capital_constantinople_decision_desc:0 "Constantinople is the capital of the Eastern Empire and as such she rightfully belongs to me." - set_capital_constantinople_decision_tooltip:0 "Restore Constantinople as the capital of your Empire." - - set_capital_rome_decision:0 "Reclaim Rome" - set_capital_rome_decision_confirm:0 "Restore the true seat of the Empire!" - set_capital_rome_decision_desc:0 "Rome is the ancestral capital of the Roman Empire and as such she rightfully belongs to me." - set_capital_rome_decision_tooltip:0 "Restore Rome as the capital of your Empire." - - establish_iconoclast_patriarchate_decision:0 "Establish Iconoclast Patriarchate" - establish_iconoclast_patriarchate_decision_confirm:0 "For a purer Church!" - establish_iconoclast_patriarchate_decision_desc:0 "Only a pious and influential ruler that holds sway over Constantinople could cleanse the Ecumenical Patriarchate and restore it to a purer form, devoid of idolatry and corruption." - establish_iconoclast_patriarchate_decision_tooltip:0 "Use your influence to re-establish the Iconoclast Patriarchate." - establish_iconoclast_patriarchate_decision_effect_tooltip:0 "The Iconoclast Patriarchate will replace the Ecumenical Patriarchate" - - restore_ecumenical_patriarchate_decision:0 "Restore Ecumenical Patriarchate" - restore_ecumenical_patriarchate_decision_confirm:0 "For the one true Church!" - restore_ecumenical_patriarchate_decision_desc:1 "Only a pious and influential ruler that holds sway over Constantinople will be capable of cleansing the Patriarchate to restore it to a purer form, devoid of barbarity and iconoclasm." - restore_ecumenical_patriarchate_decision_tooltip:0 "Use your influence to re-establish the Ecumenical Patriarchate." - restore_ecumenical_patriarchate_decision_effect_tooltip:0 "The Ecumenical Patriarchate will replace the Iconoclast Patriarchate" - - restore_papacy_decision:0 "Restore the Papacy" - restore_papacy_decision_confirm:0 "The Papacy will be restored" - restore_papacy_decision_desc:0 "If a pious Catholic were to recover the core territories of Saint Peter's patrimony, the Holy See could be restored once more to its rightful place in the Vatican." - restore_papacy_decision_tooltip:0 "Restore the Holy See" - restore_papacy_decision_effect_tooltip:0 "The Papacy will be restored." - - restore_pope_in_rome_decision:0 "Restore Pope in Rome" - restore_pope_in_rome_decision_confirm:0 "Let the Pontiff be welcomed!" - restore_pope_in_rome_decision_desc:0 "It is only right for the heir of Saint Peter to hold the key to the holiest of cities, wherein lays the shrine of the Apostle himself." - restore_pope_in_rome_decision_tooltip:0 "The Papacy will retake office in Rome." - rome_held_by_you_or_vassal_tt:0 "$c_roma$ must be held by you or a [vassal|E]" - - form_switzerland_kingdom_decision:0 "Form the Swiss Confederation" - form_switzerland_kingdom_decision_confirm:0 "Our claims cannot be denied!" - form_switzerland_kingdom_decision_desc:0 "If all the Alpine Cantons are brought together, the Empire will have to recognize their claim as a unified Confederation." - form_switzerland_kingdom_decision_tooltip:0 "The Swiss Confederation will be founded." - form_switzerland_kingdom_decision_effect_tooltip:1 "If you [completely_control|E] the [savoy.GetName], it will become part of [switzerland.GetName]" - - form_austria_kingdom_decision:0 "Form Archduchy of Austria" - form_austria_kingdom_decision_confirm:0 "Form the Archduchy of Austria" - form_austria_kingdom_decision_desc:0 "By gaining enough influence within the Empire, the Austrian Duchy could achieve greater dignity than any other Elector." - form_austria_kingdom_decision_tooltip:0 "The Archduchy of Austria will be formed." - form_austria_kingdom_decision_effect_stretch_goals_tt:0 "If [completely_controlled|E] the [carinthia.GetName], will become [de_jure|E] part of the [austria.GetName]" - form_austria_kingdom_decision_effect_stretch_fail_both_tt:0 "As they are cut off but not [completely_controlled|E], the [krain.GetName] and [istria.GetName] defect [de_jure|E] to the [new_controller.GetName]" - form_austria_kingdom_decision_effect_stretch_fail_krain_tt:0 "As it is cut off but not [completely_controlled|E], the [krain.GetName] defects [de_jure|E] to the [new_controller.GetName]" - form_austria_kingdom_decision_effect_stretch_fail_istria_tt:0 "As it is cut off but not [completely_controlled|E], the [istria.GetName] defects [de_jure|E] to the [new_controller.GetName]" - - dismantle_papacy_decision:0 "Dismantle the Papacy" - dismantle_papacy_decision_confirm:0 "Let the Vatican burn!" - dismantle_papacy_decision_desc:0 "Once the entire Italian peninsula has been brought under [ROOT.Char.GetFaith.GetAdjective] control, we will be able to permanently expunge the Catholic [ROOT.Char.Custom('GetDerogatoryNonbelieverPlural')] from this world." - dismantle_papacy_decision_tooltip:0 "The Papacy will be permanently destroyed." - dismantle_papacy_decision_effect_tooltip:0 "The Papacy will be permanently destroyed" - - reform_carolingian_empire_decision:0 "Restore Carolingian Borders" - reform_carolingian_empire_decision_confirm:0 "For the Empire of the Franks!" - reform_carolingian_empire_decision_desc:0 "The dream of Charlemagne of a united Europe was unraveled by his sons and the pettiness of German Princes, yet it can still come true if the Franks unite under this single purpose." - reform_carolingian_empire_decision_tooltip:0 "The Carolingian Borders are restored." - reform_carolingian_empire_decision_effect_tooltip:0 "The Carolingian Borders are restored" - - unify_burgundy_kingdom_decision:0 "Unify the Burgundies" - unify_burgundy_kingdom_decision_confirm:0 "Let the realm be whole again!" - unify_burgundy_kingdom_decision_desc:0 "Ever since being brought under Frankish heel, the lands of the Burgundians have been fragmented, split by foreign Kings. If all the Burgundies were united under the same banner, they could finally reclaim their place as a sovereign power in Europe." - unify_burgundy_kingdom_decision_tooltip:0 "The Kingdom of Burgundy is restored and reclaims its independence." - unify_burgundy_kingdom_decision_effect_tooltip:0 "The Kingdom of Burgundy is restored and reclaims its independence" - - unify_italian_empire_decision:0 "Unify Italy" - unify_italian_empire_decision_confirm:0 "The peninsula will be unified" - unify_italian_empire_decision_desc:0 "If the squabbling city-states and barbarous realms of Italy are brought once again under Imperial rule, the entire peninsula will regain its dignity and power." - - convert_to_feudalism_decision:0 "Adopt Feudalism" - convert_to_feudalism_decision_desc:0 "As my realm grows, so does the challenge to control it. If [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] is to keep expanding, we must leave the old ways behind and convert to feudalism." - convert_to_feudalism_decision_confirm:0 "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways" - convert_to_feudalism_decision_tooltip:0 "Change [government|E] type by becoming [feudal|E] or [clan|E]" - - convert_to_feudalism_liege_converted_decision:0 "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege" - convert_to_feudalism_liege_converted_decision_desc:1 "As my realm grows, so does the challenge to control it. My liege already follows the [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] system; I could ask [ROOT.Char.GetLiege.GetHerHis] help in restructuring my realm along similar lines." - convert_to_feudalism_liege_converted_decision_confirm:1 "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip|U] Ways" - convert_to_feudalism_liege_converted_decision_tooltip:0 "Change [government|E] type by becoming [feudal|E] or [clan|E]" - - convert_clan_to_feudalism_through_liege_decision: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege" - convert_clan_to_feudalism_through_liege_decision_desc: "My [ROOT.Char.GetGovernment.GetNameNoTooltip] government is outdated compared to the [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] system of my liege; I could ask [ROOT.Char.GetLiege.GetHerHis] help in restructuring my realm along similar lines." - convert_clan_to_feudalism_through_liege_decision_confirm: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip|U] Ways" - convert_clan_to_feudalism_through_liege_decision_tooltip: "Change [government|E] type by becoming [feudal|E]" - - convert_feudalism_to_clan_through_liege_decision: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege" - convert_feudalism_to_clan_through_liege_decision_desc: "My [ROOT.Char.GetGovernment.GetNameNoTooltip] government is outdated compared to the [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] system of my liege; I could ask [ROOT.Char.GetLiege.GetHerHis] help in restructuring my realm along similar lines." - convert_feudalism_to_clan_through_liege_decision_confirm: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip|U] Ways" - convert_feudalism_to_clan_through_liege_decision_tooltip: "Change [government|E] type by becoming [clan|E]" - same_faith_as_liege: "Same [religion|E] as [liege|E] or a [faith_righteous|E] [faith|E]" - same_culture_as_liege: "Same [culture|E] as [liege|E] or [cultural_acceptance|E] #P +90%#!" - - convert_whole_realm_to_feudalism_decision:0 "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways" - convert_whole_realm_to_feudalism_decision_desc:0 "For [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] to keep expanding and developing we must leave the old ways behind and adopt a new method of governance, together." - convert_whole_realm_to_feudalism_decision_confirm:0 "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways" - convert_whole_realm_to_feudalism_decision_tooltip:0 "Change [government|E] type by adopting [feudalism|E]" - - islamic_vassals_will_convert:1 "As I am Islamic, my [tribal|E] vassals will change to [clan|E] government" - other_vassals_will_convert:1 "My [tribal|E] vassals will change to [feudalism|E]" - clan_liege_vassals_will_convert:0 "As my [liege|E] has a [clan_government|E], my [tribal|E] vassals will change to $game_concept_clan$" - feudal_liege_vassals_will_convert:0 "As my [liege|E] has a [feudal_government|E], my [tribal|E] vassals will become $game_concept_feudal$" - all_holding_will_change:1 "All [tribal_holdings|E] in the realm will become [castle_holdings|E]" - all_vassals_will_convert:0 "All your vassals will change to [feudalism|E]" - - unify_italian_empire_decision_tooltip:0 "Sicily and Croatia are brought back under [de_jure|E] Italia." - unify_italian_empire_decision_effect_tooltip:0 "Sicily and Croatia are brought back under [de_jure|E] Italia" - - create_outremer_empire_decision:0 "Form the Outremer Empire" - create_outremer_empire_decision_confirm:0 "Finally, a genuinely holy land!" - create_outremer_empire_decision_desc:0 "Only once the golden cross shines from Ascalon to Omar and the infidels have been truly cast out of the Holy Land will the sacred mission of the Crusades be achieved." - create_outremer_empire_decision_tooltip:0 "The Empire of Outremer will be established." - create_outremer_empire_decision_effect_tooltip:0 "The Empire of Outremer will be established" - outremer_decision_hybrid_tt:0 "You will form a [THIS.Char.GetCulture.GetPrefix]-[hybrid_culture.GetName] [hybrid_culture|E] with the $innovation_men_at_arms$ and $innovation_desert_tactics$ [innovations|E]" - - I_AM_UNDER_OUTREMER_LIEGE:0 "My liege has Outremer [culture|E]" - I_AM_NOT_UNDER_OUTREMER_LIEGE:0 "My liege has #bold not#! Outremer [culture|E]" - I_AM_UNDER_OUTREMER_EMPIRE:0 "My liege does #bold not#! rule the Empire of Outremer" - I_AM_NOT_UNDER_OUTREMER_EMPIRE:0 "My liege rules the Empire of Outremer" - - embrace_celibacy_decision:0 "Embrace Celibacy" - embrace_celibacy_decision_desc:0 "#F A life devoid of carnal pleasures will bring me peace and satisfaction.#!" - embrace_celibacy_decision_tooltip:0 "I become Celibate" - embrace_celibacy_decision_confirm:0 "A new life begins today!" - abandon_celibacy_decision:0 "Abandon Celibacy" - abandon_celibacy_decision_desc:0 "#F I have duties to the realm, and to myself... I can no longer live in celibacy.#!" - abandon_celibacy_decision_tooltip:0 "I stop being Celibate" - abandon_celibacy_decision_confirm:0 "A new life begins today!" - msg_became_celibate:0 "Embrace Celibacy" - msg_stopped_being_celibate:0 "Abandon Celibacy" - - - sale_of_titles_decision:1 "Sell Trivial Titles" - sale_of_titles_decision_desc:0 "#F Selling titles — of purely symbolic importance — to people of more means than pedigree will bolster my treasury.#!" - sale_of_titles_decision_tooltip:0 "Exchange Prestige for Gold" - sale_of_titles_decision_confirm:1 "Draw up Writs of Honor" - sale_of_titles_side_effects_tt:0 "Selling titles yields unpredictable results" - sell_titles_nickname_gained:0 "New Nickname" - - extort_subjects_decision:0 "Extort Subjects" - extort_subjects_decision_desc:0 "#F When I am in need of money, my subjects should be happy to pay their dues! Where would they even be without me, after all?#!" - extort_subjects_decision_tooltip:0 "Ruffle feathers until gold falls out" - extort_subjects_decision_confirm:0 "Now where are my loyal subjects?" - extort_subjects_effect_tt:2 "You will have the opportunity to take gold from someone in your realm" - I_HAVE_NO_VASSALS_OF_COUNT_RANK_OR_HIGHER:0 "You have no vassals of [count|E] rank or higher" - - commission_epic_decision:0 "Commission Epic" - commission_epic_decision_desc:0 "#F My family history contains many tales of great success and honor. If any of those were composed into a single story, it would certainly reflect very well on myself!#!" - COMMISSION_EPIC_ONCE_COMPLETE:0 "Once the Epic is complete:" - COMMISSION_EPIC_POTENTIAL_COST:1 "#F You are likely to get a better result if you have extra money to spend#!" - commission_epic_decision_tooltip:1 "Pay Gold for [prestige|E] and possibly [dynasty_prestige|E]" - commission_epic_decision_confirm:1 "Time to start composing!" - commission_epic_decision_message:0 "Commissioned Family Epic" - - hold_mystical_communion_decision:0 "Hold Mystical Communion" - hold_mystical_communion_decision_desc:0 "#F I will reach for the presence of [ROOT.Char.GetFaith.HighGodName] in transfixed ecstasy.#!" - hold_mystical_communion_decision_tooltip:0 "You are the only one who truly knows" - hold_mystical_communion_decision_confirm:0 "I begin in peace" - hold_mystical_communion_side_effects_tt:0 "There may be unforeseen side effects" - held_mystical_communion_title:0 "Communed With [ROOT.Char.GetFaith.HighGodName]" - - - destroy_sunni_decision_effect_tooltip:0 "The Ash'ari Caliphate will be destroyed" - - restore_sunni_caliphate_decision:0 "Restore the Ash'ari Caliphate" - restore_sunni_caliphate_decision_confirm:0 "I alone will lead the struggle!" - restore_sunni_caliphate_decision_desc:0 "If a righteous ruler reclaims the holy cities from the clutches of the infidels, the Caliphate could be restored and unite the true worshipers of Allah under a single cause." - restore_sunni_caliphate_decision_tooltip:1 "You will become the Ash'ari Caliph" - restore_sunni_caliphate_decision_effect_tooltip:1 "You will become the Ash'ari Caliph" - - embrace_outremer_culture_decision:0 "Embrace Outremer Culture" - embrace_outremer_culture_decision_confirm:0 "We will be the best of both worlds!" - embrace_outremer_culture_decision_desc:0 "The European incursions in the Levant have brought a multitude of strident cultures together. From their clashes, a new Outremer identity is emerging." - embrace_outremer_culture_decision_tooltip:0 "Introduce the Outremer culture to the Court" - embrace_outremer_culture_decision_courtiers_embrace_outremer:3 "All [courtiers|E] of your [dynasty|E] become Outremer" - embrace_outremer_culture_decision_provinces_embrace_outremer:4 "All Middle-Eastern [counties|E] in your [domain|E] with the same [heritage|E] as your own [culture|E] become Outremer" - embrace_outremer_culture_decision_capital_embraces_outremer:3 "Your [realm_capital|E] will become Outremer" - - create_israel_kingdom_decision:0 "Restore Israel" - create_israel_kingdom_decision_confirm:0 "The Exodus will finally end!" - create_israel_kingdom_decision_desc:0 "It is time for the Children of Israel to found a new United Monarchy built around Jerusalem and the Promised Land, so that Jews may once more live together in peace and harmony." - create_israel_kingdom_decision_tooltip:0 "The Kingdom of Israel is restored." - create_israel_kingdom_decision_effect_tooltip:0 "The Kingdom of Israel is restored" - - jewish_restore_high_priesthood_decision:0 "Restore the [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] High Priesthood" - jewish_restore_high_priesthood_decision_confirm:0 "Establish a new religious head" - jewish_restore_high_priesthood_decision_desc:0 "The office of the [ROOT.Char.GetFaith.ReligiousHeadName] — the High Priest of Judaism — has been vacant since the destruction of the Second Temple at the hands of the Romans. Yet, if we are able to retake control of enough of our ancestral holy sites, a new priesthood could be established." - jewish_restore_high_priesthood_decision_tooltip:0 "The [ROOT.Char.GetFaith.GetAdjective] priesthood is re-established." - - restore_high_priesthood_decision_tooltip:0 "The [ROOT.Char.GetFaith.GetAdjective] priesthood is re-established." - restore_high_priesthood_decision_effect_tooltip:0 "The [THIS.Char.GetFaith.GetAdjective] priesthood is re-established" - - zoroastrian_restore_high_priesthood_decision:0 "Restore the [ROOT.Char.GetFaith.AltPriestTermPlural]" - zoroastrian_restore_high_priesthood_decision_confirm:0 "Establish a new religious head" - zoroastrian_restore_high_priesthood_decision_desc:1 "Since the fall of the Sasanian Empire and the advent of Muslim rule, the rightful [ROOT.Char.GetFaith.GetAdjective] priesthood has languished in obscurity. It is time to bring this shame to an end, ignite the sacred fires all across our land, and return the [ROOT.Char.GetFaith.AltPriestTermPlural] back to prominence as the stalwart allies of a rightful [ROOT.Char.GetTitleTierName]." - zoroastrian_restore_high_priesthood_decision_tooltip:0 "The [ROOT.Char.GetFaith.GetAdjective] priesthood is established." - zoroastrian_restore_high_priesthood_decision_effect_tooltip:0 "The [THIS.Char.GetFaith.GetAdjective] priesthood is established" - - become_saoshyant_decision:0 "Become the Saoshyant" - become_saoshyant_decision_confirm:0 "I am the one!" - become_saoshyant_decision_desc:0 "By driving out the Muslims and restoring Zoroastrian rule over the entirety of the Persian Empire, a pious ruler may be recognized to be Zoroaster's prophesied Saoshyant — the chosen savior of the world." - become_saoshyant_decision_tooltip:0 "Become the Saoshyant." - become_saoshyant_decision_effect_tooltip:0 "Become the Saoshyant" - become_saoshyant_decision_decendant_trait_tooltip:0 "Your descendants will gain the [trait|E] [GetTrait('saoshyant_descendant').GetName( GetNullCharacter )|LV]" - - restore_roman_empire_italian_decision:0 "Restore the Roman Empire" - restore_roman_empire_italian_decision_confirm:0 "I will restore the Empire" - restore_roman_empire_italian_decision_desc:0 "Italy is already under Imperial rule once more. The only thing that we have left is to reclaim the historical provinces in order to restore dignity to our new Roman Empire." - restore_roman_empire_italian_decision_tooltip:0 "The Roman Empire is restored" - - dismantle_holy_pretender_decision:0 "Dismantle German Pretenders" - dismantle_holy_pretender_decision_confirm:0 "War to the pretenders!" - dismantle_holy_pretender_decision_desc:0 "Retaking the Italian Peninsula and the Gallic border will allow us to be in a position strong enough to challenge the German pretenders who are wrongfully claiming Imperial dignity." - dismantle_holy_pretender_decision_tooltip:0 "A war to destroy the Holy Roman Empire will begin." - dismantle_holy_pretender_decision_effect_tooltip:0 "A war to destroy the Holy Roman Empire will begin" - - dismantle_byz_pretender_decision:0 "Dismantle Greek Pretenders" - dismantle_byz_pretender_decision_confirm:0 "War to the pretenders!" - dismantle_byz_pretender_decision_desc:0 "Controlling the Italian Peninsula and gaining a foothold in Greece will allow us to be in a position strong enough to challenge the decaying Empire of the Greeks still clinging to a waning shred of Imperial dignity." - dismantle_byz_pretender_decision_tooltip:0 "A war to destroy the Byzantine Empire will begin." - dismantle_byz_pretender_decision_effect_tooltip:0 "A war to destroy the Byzantine Empire will begin" - - form_rum_sultanate_decision:0 "Form the Sultanate of Rum" - form_rum_sultanate_decision_confirm:0 "A new, [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] Rome!" - form_rum_sultanate_decision_desc:0 "By bringing the Roman heartland of Asia Minor under [ROOT.Char.GetFaith.GetAdjective] control, we will create a new, better Rome under the guiding light of [ROOT.Char.GetFaith.HighGodName]." - form_rum_sultanate_decision_tooltip:0 "Establish the independent Sultanate of Rum." - form_rum_sultanate_decision_effect_tooltip:0 "Establish the independent Sultanate of Rum" - - create_armenian_empire_decision:0 "Revive Greater Armenia" - create_armenian_empire_decision_desc:0 "Greece and Persia are not the only lands ever to maintain imperial dignity. There was a time long ago, before Rome had ever seen an emperor, when our monarch was King of Kings. That time may yet come again." - create_armenian_empire_decision_tooltip:0 "Armenia becomes a [de_jure|E] [empire|E]" - create_armenian_empire_decision_effects_de_jure_tt_a:0 "If held, the following [kingdoms|E] will become [de_jure|E] part of [armenian_armenia_empire.GetNameNoTier]:\n[armenian_georgia.GetNameNoTier], [armenian_daylam.GetNameNoTier], [armenian_jazira.GetNameNoTier], [armenian_syria.GetNameNoTier], [armenian_anatolia.GetNameNoTier], [armenian_pontus.GetNameNoTier], [armenian_jerusalem.GetNameNoTier]" - create_armenian_empire_decision_effects_de_jure_tt_b:1 "All [duchies|E] in $custom_greater_armenia$ become [de_jure|E] part of [armenian_armenia.GetNameNoTier], or remain part of their current [kingdom|E] if you hold that title" - create_armenian_empire_decision_confirm:0 "From sea to sea, again." - - declare_bloodline_holy_decision:0 "Consecrate Bloodline" - declare_bloodline_holy_decision_desc:0 "By showing sufficient devotion and gathering the favor of the clergy, I can ensure that my dynasty is forever enshrined as a holy bloodline under divine protection." - declare_bloodline_holy_decision_tooltip:0 "The [ROOT.Char.GetDynasty.GetName] [dynasty|E] will be consecrated" - declare_bloodline_holy_decision_confirm:0 "Perform the final rites" - - build_grand_church_decision:0 "Build a Grand Church" - build_grand_church_decision_desc:0 "There is a plot of land in Barcelona where communion with [ROOT.Char.GetFaith.HighGodName] supposedly flows easier; to build a [ROOT.Char.GetFaith.HouseOfWorship] upon this ground would honor [ROOT.Char.GetFaith.HighGodName] and the Holy Family.\n\nMay the finished building stand as a testament to [ROOT.Char.GetFaith.HighGodNameAlternatePossessive] greatness!" - build_grand_church_decision_tooltip:0 "The foundation for a grand church is laid" - build_grand_church_decision_confirm:0 "We begin construction #EMP at once#!!" - - accept_cannibalism_decision:0 "[ROOT.Char.GetFaith.GetAdjectiveNoTooltip] Cannibalism" - accept_cannibalism_decision_desc:1 "Our creator [ROOT.Char.GetFaith.CreatorName] made us in [ROOT.Char.GetFaith.CreatorHerHis|U] image. By imbibing the reflection of the divine we grow closer to [ROOT.Char.GetFaith.HighGodNameAlternate]." - all_my_family_members:1 "All your [close_family_members|E]" - all_my_intimidated_vassals:1 "All your [intimidated|E] vassals" - accept_cannibalism_decision_confirm:0 "We feast!" - accept_cannibalism_decision_tooltip:1 "The cost to adopt cannibal-friendly doctrines is significantly lowered" - faith_accept_cannibalism:0 "The cost to adopt cannibal-friendly doctrines is significantly lowered" - accept_cannibalism_decision_custom:1 "Your [court_chaplain|E] has to be a [GetTrait('cannibal').GetName( GetPlayer )]" - accept_cannibalism_decision_custom_not:1 "Your [court_chaplain|E] cannot be a [GetTrait('cannibal').GetName( GetPlayer )]" - - found_university_decision:0 "Found University" - found_university_decision_desc:0 "Learned scholars have been congregating within my realm as of late. Many are sought after as teachers, but to pool — and pass on — their knowledge, they need somewhere to gather." - found_university_decision_tooltip:1 "[special_building|E] Slot: [GetBuilding('generic_university').GetName] will be made available" - found_university_decision_confirm:1 "Lay the foundation!" - found_university_decision_custom:0 "In a fitting Barony" - no_built_university:1 "The [holding|E] does not have a [special_building|E]" - no_special_building_slot:1 "The [holding|E] does not already have a [special_building|E] Slot" - decision_found_university_custom:0 "All County Capitals without a [GetBuilding('generic_university').GetName]" - - empower_sicilian_parliament_decision:0 "Empower Sicilian Parliament" - empower_sicilian_parliament_decision_desc:0 "By balancing the representative of Nobility, Clergy and Burghers with the old Roman infrastructure, a new advisory body could be organized, for the benefit of both monarch and subjects." - empower_sicilian_parliament_decision_tooltip:0 "Establish advisory assembly of the Estates" - empower_sicilian_parliament_decision_confirm:0 "Establish a new Parliament" - empower_sicilian_parliament_decision_every_province_custom:1 "Every Sicilian County" - - england_request_laudabiliter_decision:0 "Request Claim on Ireland" - england_request_laudabiliter_decision_desc:0 "If the Holy See sanctions a campaign against the barbarous tribes of Ireland, all of the British Isles could become ours to rule." - england_request_laudabiliter_decision_tooltip:0 "Petition the Papacy" - england_request_laudabiliter_decision_confirm:0 "Petition the Papacy" - england_request_laudabiliter_decision_effects_tooltip:0 "The Papal Bull gives the [house|E] [THIS.Char.GetHouse.GetName] a [casus_belli|E] for all [counties|E] in Ireland" - laudabiliter_decision_effects_tooltip:0 "$england_request_laudabiliter_decision_effects_tooltip$" - embrace_english_culture_vassals_custom:1 "Every $norman$ or $french$ [vassal|E] in de jure England" - embrace_english_culture_counties_custom:1 "Every $anglo_saxon$ [county|e] in de jure England" - - promote_gothic_innovations_decision:0 "Inspire Opus Francigenum" - promote_gothic_innovations_decision_desc:0 "A new age of art and discovery awaits us to drag [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] out of these dark times and make our homeland the pulsating heart of European culture." - promote_gothic_innovations_decision_tooltip:0 "Invest in patronage" - promote_gothic_innovations_decision_confirm:0 "Invest in patronage" - - lunatic_building_decision:0 "Build a Glass Monument" - lunatic_building_decision_desc:0 "I dreamed of a building all made of glass, where the sun warms like a summer's day even in the deepest of winters, and plants can grow year round!" - lunatic_building_decision_tooltip:0 "A [GetBuilding('special_greenhouse_01').GetName] will be built" - lunatic_building_decision_confirm:0 "I will catch the sun!" - - promote_hungarian_settlement_decision:0 "Promote Christian Settlements" - promote_hungarian_settlement_decision_desc:1 "By opening the [ROOT.Char.GetPrimaryTitle.GetName] to traders and settlers from nearby Christian realms, I will be able to speed the development of my country and strengthen our bond with the Universal Church." - promote_hungarian_settlement_decision_tooltip:0 "Welcome new Christian Settlers in [ROOT.Char.GetPrimaryTitle.GetNameNoTooltip]" - promote_hungarian_settlement_decision_ecumenical_christian:0 "Your [faith|E] is a Christian [faith] with [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName]" - promote_hungarian_settlement_decision_confirm:0 "Send out the announcement!" - promote_hungarian_settlement_decision_every_vassal_custom:0 "Every Mogyer Vassal and Courtier" - promote_hungarian_settlement_decision_every_province_custom:1 "Every Mogyer County in the Kingdom of Hungary" - promote_hungarian_settlement_decision_increased_development:0 "Gains #V 1#! [development|E] if currently under 5 [development]" - promote_hungarian_settlement_decision_convert_county:0 "May convert to a nearby Christian [faith|E]" - - revive_magyar_paganism_decision:1 "Revive $magyar_pagan$" - revive_magyar_paganism_decision_desc:1 "[ROOT.Char.GetFaith.GetReligion.GetNameNoTooltip] might have its advantages, but it has caused no end of grief and unrest amongst our subjects. Perhaps it is time to rekindle our connection with the ancient rites..." - revive_magyar_paganism_decision_tooltip:1 "Abandon [ROOT.Char.GetFaith.GetNameNoTooltip] and embrace the traditions of our ancestors" - revive_magyar_paganism_decision_confirm:1 "Renounce [ROOT.Char.GetFaith.GetNameNoTooltip]" - revive_magyar_paganism_decision_scripted_effect.county_conversions.tt:1 "[counties|E] in your [realm|E] that share your [cultural|E] [heritage|E] might convert to $magyar_pagan$" - revive_magyar_paganism_decision.adjust_the_faith.tt:0 "You may swap some of the tenets of $magyar_pagan$" - hungarian_resettlement.every_converted_province:0 "$EFFECT_LIST_BULLET$ All [counties|E] that convert" - - dynasty_of_many_crowns_decision:0 "Dynasty of Many Crowns" - dynasty_of_many_crowns_decision_desc:1 "One day, our dynasty will rule realms across the world. Through marriage and conquest, the [ROOT.Char.GetDynasty.GetBaseNameNoTooltip] name will be known to all." - dynasty_of_many_crowns_decision_confirm:1 "Our legacy shall endure for eternity!" - dynasty_of_many_crowns_decision_tooltip:0 "Bring fame and glory to the [ROOT.Char.GetDynasty.GetBaseName] [dynasty|E]" - - found_witch_coven_decision:0 "Found Witch Coven" - found_witch_coven_decision_desc:0 "Our proud house is united by blood, but the truth divides us. I long for the day when we will no longer live in fear, but be completely open with each other. Our sons and daughter will be raised to embrace their powers and the will of [ROOT.Char.GetFaith.WitchGodName]. May we serve [ROOT.Char.GetFaith.WitchGodHerHim|U] well!" - found_witch_coven_decision_confirm:0 "Found the [ROOT.Char.GetHouse.GetBaseNameNoTooltip] coven" - found_witch_coven_decision_tooltip:0 "Start a new family tradition" - found_witch_coven_decision_effects.children.tt:0 "All children of the [founder.GetHouse.GetBaseName] coven who are educated by a [GetTrait('witch').GetName( GetPlayer )] becomes a Witch" - found_witch_coven_decision_effects.convert.tt:0 "All Witches of the [founder.GetHouse.GetBaseName] coven are more successful when converting others to witchcraft" - found_witch_coven_decision_effects.grand_rite.tt:1 "The [house_head|E] of the [founder.GetHouse.GetBaseName] coven can host a [GetActivityType('activity_witch_ritual').GetName] [activity|E]" - - strengthen_bloodline_decision:0 "Strengthen Bloodline" - strengthen_bloodline_decision_desc:0 "Vigor, beauty and intellect are all proof of a bloodline's strength. A dynasty thus blessed will pass these gifts on from generation to generation." - strengthen_bloodline_decision_confirm:0 "Strengthen bloodline" - strengthen_bloodline_decision_tooltip:0 "Establish a bloodline known for its strength, beauty and intelligence" - - #UNITE THE WESTERN SLAVS - unite_the_western_slavs_decision:1 "Unite the West Slavs" - unite_the_western_slavs_decision_tooltip:1 "Unite the Western Slavs under one ruler" - unite_the_western_slavs_decision_desc:0 "We were one people when we first came to these lands. Over the years we scattered, dividing ourselves into many tribes. With foreign forces lurking at our doorstep, it is time to stand together once more." - unite_the_western_slavs_decision_tt_1:1 "Your Primary Title is the Kingdom of Poland, Pomerania, Sorbia, Bohemia, or Great Moravia" - unite_the_western_slavs_decision_tt_2:1 "You are an Emperor, and you hold the Kingdom of Poland, Pomerania, Sorbia, Bohemia, or Great Moravia" - unite_the_western_slavs_decision_titles_tt:2 "You will gain the $e_west_slavia$ [title|E]" - unite_the_western_slavs_decision_titles_empire_tt:2 "Every West Slavic [kingdom|E] [title|E] will have their territories become [de_jure|E] of your [primary_title|E]" - unite_the_western_slavs_decision_confirm:1 "Unite the West Slavs" - - #UNITE THE SOUTHERN SLAVS - unite_the_southern_slavs_decision:0 "Unite the South Slavs" - unite_the_southern_slavs_decision_tooltip:0 "Unite the Southern Slavs under one ruler" - unite_the_southern_slavs_decision_confirm:0 "Unite the South Slavs" - unite_the_southern_slavs_decision_desc:0 "We were one people when we first came to these lands. Over the years we scattered, dividing ourselves into many tribes.\n\nNow we are surrounded by mighty Empires with strange customs. Due to their influence our own way of life is slowly fading. We cannot let this happen — the time has come to unite once more." - unite_the_southern_slavs_decision_titles_tt:1 "Every South Slavic [kingdom|E] [title|E] you own (except your [primary_title|E]) will be destroyed and their territories will become [de_jure|E] of your Primary Title ([THIS.Char.GetPrimaryTitle.GetNameNoTier])" - - #UNITE ALL THE SLAVS - unite_the_slavs_decision:0 "Unite the Slavs" - unite_the_slavs_decision_tooltip:0 "Unite the Slavic peoples and found the [empire|E] of Slavia" - unite_the_slavs_decision_confirm:0 "Found Slavia" - unite_the_slavs_decision_desc:0 "If all of the Slavic peoples unite, there is no one who can stop us. I will bring about the mightiest empire the world has ever known!" - unite_the_slavs_decision_titles_tt:2 "Every Slavic [kingdom|E] [title|E] will become [de_jure|E] of the [slavia.GetName]" - unite_the_slavs_decision_effects_innovations_tt:1 "All Slavic cultures in your realm will discover up to 3 [innovations|E] from other Slavic cultures" - - #DEFENDERS OF HIGHGOD - defenders_of_highgod_decision:0 "Defenders of [ROOT.Char.GetFaith.HighGodName]" - defenders_of_highgod_decision_desc:1 "Foreign forces are skirting our territories like a pack of hungry wolves. If the ways of old are to survive, I must win the respect of the clans. Together we will raise a glorious war hall in [ROOT.Char.GetFaith.WarGodNamePossessive] honor." - defenders_of_highgod_decision_confirm:0 "Fortify Holy Site" - defenders_of_highgod_decision_tooltip:0 "Win the loyalty of the tribes and unite in defense of [ROOT.Char.GetFaith.GetName]" - - defenders_of_highgod_decision_effects_holy_site_of_choice:0 "A [SCOPE.GetRootScope.Char.GetFaith.GetAdjective] [holy_site|E] you hold" - defenders_of_highgod_decision_effects_holy_warriors_tt:0 "Many [defender_of_highgod.GetFaith.GetAdjective] warriors in your realm become [GetTrait('holy_warrior').GetName( GetPlayer )]s" - - #UNITE THE SPANISH THRONES - unite_the_spanish_thrones_decision:0 "Unite the Spanish Thrones" - unite_the_spanish_thrones_decision_desc:0 "The Spanish Thrones will be united once more, and this time under the banner of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip]." - unite_the_spanish_thrones_decision_confirm:0 "Unite the Thrones" - unite_the_spanish_thrones_decision_tooltip:0 "The Spanish thrones will be united once more" - unite_the_spanish_thrones_decision_titles_tt:1 "Every Spanish [kingdom|E] [title|E] you own (except your [primary_title|E]) will be destroyed and their territories will become [de_jure|E] of your Primary Title ([THIS.Char.GetPrimaryTitle.GetNameNoTier])" - unite_the_spanish_thrones_decision_primary:0 "Your [primary_title|E] is an Iberian [kingdom|E]" - - #UNITE AFRICA - unite_africa_decision:0 "Unite Africa" - unite_africa_decision_tooltip:0 "Bring the African peoples together in the name of [ROOT.Char.GetFaith.HighGodName]" - unite_africa_decision_confirm:0 "Unite Africa" - unite_africa_decision_ancestors_desc:0 "For far too long, our beautiful homelands have been exploited by foreign invaders. The time has come to unite the African peoples and return to the path of our Ancestors." - unite_africa_decision_spirits_desc:0 "For far too long, the spirits of our beautiful homelands have been disrespected by foreign infidels. The time has come to unite the African peoples under [ROOT.Char.GetFaith.HighGodName]." - unite_africa_decision_generic_desc:0 "The peoples of Africa are proud, brave and strong. Yet, so many are misled and worship false gods. The time has come to unite them all under [ROOT.Char.GetFaith.HighGodName]." - every_non_root_faith_vassal_africa:0 "Every non-[THIS.Char.GetFaith.GetAdjective] [vassal|E] or below in Africa" - every_non_root_faith_county_africa:0 "Every non-[THIS.Char.GetFaith.GetAdjective] county in Africa" - every_non_africa_uniter_faith_convert:1 "Converts to [africa_uniter.GetFaith.GetName|V]" - - #AVENGE THE BATTLE OF TOURS - avenge_the_battle_of_tours_decision:0 "Avenge the Battle of Tours" - avenge_the_battle_of_tours_decision_desc:0 "In 732, the Umayyad forces were defeated by the Franks on the road to Tours. Had things gone differently, all of Europe would be under Muslim rule today.\n\nI will avenge our fallen martyrs and make their dream a reality." - avenge_the_battle_of_tours_decision_confirm:0 "Avenge the Battle of Tours" - avenge_the_battle_of_tours_decision_tooltip:0 "March up the Road of the Martyrs and right past wrongs" - every_non_avenger_faith_convert:1 "Converts to [avenger.GetFaith.GetName|V]" - every_non_root_faith_vassal_west_europe:0 "Every non-[THIS.Char.GetFaith.GetAdjective] vassal or below in Western Europe" - every_non_root_faith_county_west_europe:1 "Every non-[THIS.Char.GetFaith.GetAdjective] county in your realm in Western Europe" - - #FORM PORTUGAL - form_portugal_decision:0 "Form Portugal" - form_portugal_decision_desc:0 "Once I am in control of the western coast of the Iberian Peninsula, I can form the Kingdom of Portugal and establish our own unique culture." - portguese_convert_list:3 "Every [THIS.Char.GetCulture.GetHeritage.GetNameNoTooltip] [heritage|E] subject in [THIS.Char.GetUINamePossessive] Portuguese realm" - portguese_convert_list_court:1 "Every [THIS.Char.GetCulture.GetName] [courtier|E]" - portugese_convert_iberian_counties:2 "Every [THIS.Char.GetCulture.GetHeritage.GetNameNoTooltip] [heritage|E] county in the Kingdom of Portugal" - portugese_convert_non_iberian_counties:0 "Every other county in the Kingdom of Portugal" - form_portugal_decision_confirm:0 "Form Portugal" - form_portugal_decision_tooltip:0 "Form the [kingdom|E] of Portugal and establish the Portuguese [culture|E]" - form_portugal_decision_effects_de_jure_tt:1 "[title_d_porto.GetNameNoTier], [title_d_coimbra.GetNameNoTier], [title_d_beja.GetNameNoTier], and [title_d_algarve.GetNameNoTier] become [de_jure|E] part of the #V [title_k_portugal.GetName]#! " - - #FORM CANARIAS - declare_canarias_decision:0 "Consolidate the Canaries" - declare_canarias_decision_desc:0 "Since time immemorial, each of the islands have called themselves a “kingdom”, but now our horizons are broadening and the world is beginning to unfold itself to the Canaries. At last, it is time that these many kingdoms are united under one crown." - declare_canarias_decision_confirm:0 "Consolidate the Canaries" - declare_canarias_decision_tooltip:0 "Form the [kingdom|E] of Canarias" - canarias_must_be_developed_tt:0 "Every [county|E] in [GetTitleByKey('d_canarias').GetNameNoTier] must have at least 10 [development|E]" - canarias_must_be_filled_tt:0 "Every [barony|E] in [GetTitleByKey('d_canarias').GetNameNoTier] must contain a [holding|E]" - government_is_feudal_tt: "Your [government|E] is [GetGovernment('feudal_government').GetNameWithIcon]" - government_is_clan_tt: "Your [government|E] is [GetGovernment('clan_government').GetNameWithIcon]" - government_is_tribal_tt: "Your [government|E] is [GetGovernment('tribal_government').GetNameWithIcon]" - government_is_adventurer_tt: "Your [government|E] is [GetGovernment('landless_adventurer_government').GetNameWithIcon]" - government_is_celestial_tt: "Your [government|E] is [GetGovernment('celestial_government').GetNameWithIcon]" - you_are_an_adventurer_tt: "You are an [GetGovernment('landless_adventurer_government').GetNameWithIcon]" - - - #Form custom kingdom or empire - found_kingdom_decision:1 "Found a New Kingdom" - found_kingdom_decision_desc:0 "I will unite my realm under a new Kingdom title, to belong to my dynasty for all time." - found_kingdom_decision_confirm:0 "Gather the realm" - found_kingdom_decision_tooltip:0 "Found an entirely new Kingdom title" - found_empire_decision:1 "Found a New Empire" - found_empire_decision_desc:0 "I will create an Empire to outshine all others, and to outlast history itself." - found_empire_decision_confirm:0 "Gather the realm" - found_empire_decision_tooltip:0 "Found an entirely new Empire title" - create_new_kingdom:1 "You create a new Kingdom" - create_title_every_held_duchy:2 "Every Duchy title you [hold|E] or [completely_control|E]" - create_custom_kingdom_de_jure_changes:1 "Becomes [de_jure|E] [duchies|E] of your new Kingdom" - create_new_empire:1 "You create a new Empire" - create_title_every_held_kingdom:2 "Every Kingdom title you [hold|E] or [completely_control|E]" - create_custom_empire_de_jure_changes:1 "Becomes [de_jure|E] [kingdoms|E] of your new Empire" - NEW_CREATED_TITLE_NAME:0 "[old_title.GetBaseNameNoTierNoTooltip]" - SPECIAL_CREATED_TITLE_NAME:0 "[special_duchy.GetBaseNameNoTierNoTooltip]" - - #Guest decisions - invite_knights_decision:1 "Invite $knight_culture_player_plural_no_tooltip$" - invite_knights_decision_desc:1 "As the [ROOT.Char.GetTitleAsNameNoTooltip] of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip], I need brave $knight_culture_player_plural_no_tooltip_lowercase$ to defend the realm and conquer new lands. I will send out a herald to let my subjects know I am in search of skilled warriors." - invite_knights_decision.men.tt:1 "At least #P 3#! able-bodied men with #V [SCOPE.ScriptValue('invite_knights_decision_standard_value')|0]#! or more [prowess|E] will arrive as [guests|E] at Court within the coming months" - invite_knights_decision.women.tt:2 "At least #P 3#! able-bodied women with #V [SCOPE.ScriptValue('invite_knights_decision_standard_value')|0]#! or more [prowess|E] will arrive as [guests|E] at Court within the coming months" - invite_knights_decision.warriors.tt:2 "At least #P 3#! warriors with #V [SCOPE.ScriptValue('invite_knights_decision_standard_value')|0]#! or more [prowess|E] will arrive as [guests|E] at Court within the coming months" - invite_knights_decision_confirm:0 "Send the herald" - minor_decisions.0001.t:1 "$knight_culture_player_no_tooltip$ Has Arrived" - minor_decisions.0001.desc:1 "[knight.GetTitledFirstName] heeded my summons and has arrived at court as my guest" - invite_knights_decision_tooltip:1 "$knight_culture_player_plural$ are summoned to visit your court" - - invite_poets_decision: "Invite Poets" - invite_poets_decision_desc: "As the nurturer of the fine arts and a protector of all those who treasure words, it is only fit I gather more poets to join my salon. I will send out a herald to let my subjects know I am in search of skilled wordsmiths." - invite_poets_decision.tt: "At least #P 3#! poets with #V [SCOPE.ScriptValue('invite_poets_decision_standard_value')|0]#! or more [diplomacy|E] will arrive at your Camp within the coming months\n$EFFECT_LIST_BULLET$In some rare cases, extremely capable candidates will arrive" - invite_poets_decision_tooltip: "Poets are summoned to visit your court" - minor_decisions.0004.t: "Poet Has Arrived" - minor_decisions.0004.desc: "[poet.GetTitledFirstName] heard of my summons and has arrived as my guest" - invite_poets_decision_confirm: "$invite_knights_decision_confirm$" - - invite_claimants_decision:0 "Invite Claimants" - invite_claimants_decision_desc:0 "In order to extend my realm, I must have valid claims on foreign land. Luckily for me, there are many claimants out there who would be willing to become my vassals in return for military support." - invite_claimants_decision.tt:0 "The likelihood of [claimants|E] with relevant [claims|E] arriving as [guests|E] at Court is greatly increased for #V 5#! Years" - invite_claimants_decision_confirm:0 "Send the herald" - minor_decisions.0002.t:0 "Claimant Has Arrived" - minor_decisions.0002.desc:0 "[claimant.Custom2('MyCharacterIntroduction', ROOT.Char)|U] heeded my summons and has arrived at court as my guest" - invite_claimants_decision_tooltip:1 "[claimants|E] are summoned to visit your court" - - - scrape_the_barrel_decision:0 "Scrape the Barrel" - scrape_the_barrel_decision_desc:0 "My Royal Court is bereft of skilled individuals to fill the many court positions needed to maintain a thriving [ROOT.Char.GetPrimaryTitle.GetTierAsNameNoTooltip]!\n\nMy household lacks the grandeur it deserves, but perhaps the solution here lies in the most unlikely of places..." - scrape_the_barrel_decision_tooltip:0 "We will recruit a [lowborn|E] to fill a random [court_position|E]" - scrape_the_barrel_decision.tt:0 "$scrape_the_barrel_decision_tooltip$" - scrape_the_barrel_decision_confirm:0 "Start the search!" - minor_decisions.0003.t:0 "Scraping the Barrel" - minor_decisions.0003.desc.opening:0 "My sweep through [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] has dragged [barrel_character.GetName] to see me!" - minor_decisions.0003.desc.diseased:0 "Before me stands a diseased peasant covered in filth, dry vomit, and a look in [barrel_character.GetHerHis] eyes scarce of consciousness." - minor_decisions.0003.desc.physical:0 "What I see before me is a peasant of most unusual appearance, staring at me with shock and awe as if I were [ROOT.Char.GetFaith.HighGodName] [ROOT.Char.GetFaith.HighGodHerselfHimself]. Clearly, the conditions of [barrel_character.GetHerHis] birth has caused [barrel_character.GetHerHim] undue pain and ostracisation from the commoners of [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip]." - minor_decisions.0003.desc.maimed:0 "The [barrel_character.GetWomanMan] appears to have seen more than [barrel_character.GetHerHis] fair share of conflict and cruelty in this world, and wears the reminders of every fist and blade which bashed and cut [barrel_character.GetHerHim] down." - minor_decisions.0003.desc.criminal:0 "This wretch was dragged up from the dungeons; locked up for unspeakable crimes against the crown, hoping for pardon in exchange for [barrel_character.GetHerHis] skills." - minor_decisions.0003.desc.ewan:0 "What I'm forced to look at is a wicked nightmare of a [barrel_character.GetWomanMan], scarcely resembling a human being. The wretched creature is so wrought with disease, malformation, and injury that it is an act of witchcraft that [barrel_character.GetSheHe] is even able to stand!" - minor_decisions.0003.desc.criminal_bridge:0 "\n\nThough [barrel_character.GetSheHe] is a guilty traitor," - minor_decisions.0003.desc.bridge_1:0 "\n\nDespite [barrel_character.GetHerHis] affliction," - minor_decisions.0003.desc.bride_2:0 "it has been brought to my attention that [barrel_character.GetSheHe] is a skilled" - minor_decisions.0003.desc.educated:0 "scholar, somehow educated in the written language in spite of [barrel_character.GetHerHis] low position in life. I feel that [barrel_character.GetNameNoTooltip] would serve the court well in matters of religion, scholarship, or health." - minor_decisions.0003.desc.cunning:0 "conman, making [barrel_character.GetHerHis] fortune by swindling the locals of every penny they can bleed. Their cunning and slight of hand would do well at my side, listening to the many whispers that come about at court and raining justice upon those who wrong the Crown." - minor_decisions.0003.desc.charismatic:1 "diplomat with skills in the [ROOT.Char.GetCulture.GetLanguage.GetNameNoTooltip] language that rivals any noble! [barrel_character.GetHerHis|U] subversive charisma and unusual appearance will undoubtedly catch the interest of any foreign noble visiting my court." - minor_decisions.0003.desc.organised:0 "merchant with an understanding of finance and organisation well above what I would expect of a lowly peasant. Undoubtedly, this [barrel_character.GetWomanMan] is wasted as a lowborn and has been chosen by [ROOT.Char.GetFaith.HighGodName] to elevate to the rank of nobility and serve me at court." - minor_decisions.0003.desc.strong:0 "leader, winning countless skirmishes and leading [barrel_character.GetHerHis] group of rogues from raid to raid. No doubt [barrel_character.GetSheHe] is wasted rolling around in a stew of mud and blood committing petty theft on the countryside and should instead don royal regalia and join my fine court!" - minor_decisions.0003.desc.outro:0 "My council has determined the role which best suits [barrel_character.GetNameNoTooltip], the only question that remains is if I am truly willing to go through with this or not." - minor_decisions.0003.a:0 "Of course! Welcome to nobility, [barrel_character.GetNameNoTooltip]!" - minor_decisions.0003.b:0 "Only the trade of execution befits this #EMP creature#!." - minor_decisions.0003.c:0 "[ROOT.Char.GetFaith.HighGodName], fetch me someone else!" - minor_decisions.0003.d:0 "Uhhh, we're not that desperate yet..." - - #False Conversion decisions - revoke_false_conversion_decision:0 "Reveal True Faith" - revoke_false_conversion_decision.tt:0 "Publicly reconvert to your old [faith|E]" - revoke_false_conversion_decision.desc:0 "#F Though officially I follow the [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] faith, I cannot let go of many of the personal rituals and private beliefs held by my ancestors. Perhaps the old ways truly were better?#!" - revoke_false_conversion_decision.desc.tt:0 "You publicly reconvert to your previous [faith|E]. Your [vassals|E] and [close_family|E] may convert with you" - revoke_false_conversion_decision.desc.tt_landless: "You reconvert to your previous [faith|E]. Your [close_family|E] may convert with you." - revoke_false_conversion_decision.desc.tt_own_faith_counties:0 "If You are [independent|E], [counties|E] within your [realm|E] that have [GetModifier('false_convert_modifier').GetNameWithTooltip] may convert with you, if secretly of your [faith|E]" - revoke_false_conversion_decision_confirm:0 "Make a proclamation" - encourage_confession_of_false_conversions_decision:0 "Amnesty for False Conversions" - encourage_confession_of_false_conversions_decision.tt:0 "Crypto-religionists may reveal their hidden [faith|E]" - encourage_confession_of_false_conversions_decision.desc:0 "#F It is an open secret that there are crypto-religionists in my realm, practicing their faith in hiding. Perhaps an official amnesty could convince them to drop the facade?#!" - encourage_confession_of_false_conversions_decision.desc.tt_pluralist:0 "Crypto-religionists within your realm may reveal themselves, if your [faith|E] [tolerates|E] their secret Faith better than their public one" - encourage_confession_of_false_conversions_decision.desc.tt_paranoia:0 "[characters|E] that are [GetTrait('deceitful').GetName( GetNullCharacter )] or [GetTrait('paranoid').GetName( GetNullCharacter )] will not reveal their secret [faith|E] unless it matches yours" - encourage_confession_of_false_conversions_decision.desc.tt_pluralist_counties:0 "If you are [independent|E], [counties|E] within your [realm|E] that have [GetModifier('false_convert_modifier').GetNameWithTooltip] may convert openly, depending on how hostile you would be to their new [faith|E]" - encourage_confession_of_false_conversions_decision.desc.tt_coreligionist:0 "Crypto-religionists within your realm may reveal themselves, if their private [faith|E] is the same as your public one" - encourage_confession_of_false_conversions_decision_confirm:0 "Make a proclamation" - abandon_crypto_faith_decision: "Abandon Secret Faith" - abandon_crypto_faith_decision.tt: "Stop practicing your old faith in secret" - abandon_crypto_faith_decision.desc: "#F All of these secret sermons and whispered prayers are tiring my patience. Meanwhile, I've grown comfortable with my public life in [ROOT.Char.GetFaith.GetName]. Perhaps it's time to lay my old faith to rest once and for all.#!" - abandon_crypto_faith_decision_confirm: "Abandon #EMP crypto-faith#!" - - #Restore the Holy Roman Empire - restore_holy_roman_empire_decision:0 "Restore the Holy Roman Empire" - restore_holy_roman_empire_decision_desc:0 "The true Empire in the West lies in tatters, the legacy of Charlemagne shattered by cruel fate. It would take a strong and godly ruler to return Germany's imperial dignity." - restore_holy_roman_empire_decision_confirm:0 "Renovatio Romani Imperii!" - restore_holy_roman_empire_decision_tooltip:0 "Revive the Roman Empire in the West" - decision_refound_hre_control_the_electors.tt:0 "You must control or hold the traditional elector titles: the Duchies of $d_ostmark$, $d_ostfalen$, $d_east_franconia$, and $d_bohemia$, as well as the Counties of $c_trier$, $c_mainz$, and $c_cologne$" - decision_refound_hre_own_three_kingdoms.tt:0 "You must control at least three kingdom titles" - restore_holy_roman_empire_decision_effects_de_jure.tt:0 "Any completely controlled kingdoms outside of $e_italy$ will become de jure part of the $e_hre$" - restore_holy_roman_empire_decision_effects_vassal_opinion.tt:0 "All direct vassals" - reformed_holy_roman_empire_opinion:0 "Reformed the $e_hre$" - hre_elector_list_creation_tt:0 "7 Prince-[electors|EU] will be selected from among prominent [de_jure|E] Bishops, Dukes, and Kings of the Holy Roman Empire" - - #Adopt Special Succession decision - adopt_special_succession_decision:0 "Adopt Special Succession Type" - adopt_special_succession_decision_desc:0 "Partition succession makes us weak and divided. Perhaps the realm's magnates would accept a historical alternative..." - adopt_special_succession_decision_confirm:0 "Think on the matter" - adopt_special_succession_decision_tooltip:0 "Replace my partition [succession|E] with a local type of Elective $game_concept_succession$" - adopt_special_succession_decision_effects.tt:1 "You may pick a form of traditional Elective [succession|E] based on your [culture|E]\n$EFFECT_LIST_BULLET$It will be applied to any of your top-[rank|E] [titles|E] using Partition [succession|E]" - implemented_traditional_succession_law_opinion:0 "Implemented Traditional Succession Law" - found_kingdom_decision_advanced_succesion:0 "Does not have the Advanced Succession law" - found_kingdom_decision_elective_succesion:0 "Does not have the Elective Succession law" - - # Establish Norman Culture - establish_norman_culture_decision:0 "Establish Norman Culture" - establish_norman_culture_decision_desc:0 "Our old traditions do not serve us well in our new home. We should look to the locals and see what we can learn from them." - establish_norman_culture_decision_confirm:0 "Normandy Rises!" - establish_norman_culture_decision_tooltip:0 "Merge our Norse and the local French cultures together" - establish_norman_culture_decision_effect.tt:0 "All [old_culture_1.GetName] and [old_culture_2.GetName] counties and characters in northern France become [new_culture.GetName]" - establish_norman_culture_decision_effect.tt.2:0 "[normandy_title.GetName] is renamed to $d_normandy$" - - # Found the Kingdom of Aragon - form_the_kingdom_of_aragon_decision:0 "Found the Kingdom of Aragon" - form_the_kingdom_of_aragon_decision_desc:1 "The children of the great Ebro river have spent centuries being sidelined. By the Romans, by the Visigoths, by the Franks, by the Arabs. As long as they toil for foreign conquerors and distant capitals, their lands are not truly their own, and the people clamor for a local kingdom of their own." - form_the_kingdom_of_aragon_decision_confirm:0 "Our home, our kingdom!" - form_the_kingdom_of_aragon_decision_tooltip:0 "Found the Kingdom of Aragon" - form_the_kingdom_of_aragon_decision.tt.form_aragonese:0 "You will be able to choose whether or not to copy [culture_pillars|E] from [founder_culture.GetName] to [aragonese_culture.GetName]" - form_the_kingdom_of_aragon_decision.tt.drift.d_valencia:0 "If you [completely_control|E] [d_valencia.GetDefinitiveName], it will be [de_jure_drift_drifted|E] into [k_aragon.GetDefinitiveName]." - form_the_kingdom_of_aragon_decision.tt.drift.d_barcelona:0 "If you [completely_control|E] [d_barcelona.GetDefinitiveName], it will be [de_jure_drift_drifted|E] into [k_aragon.GetDefinitiveName]." - form_the_kingdom_of_aragon_decision.tt.drift.d_navarra:0 "If you [completely_control|E] [d_navarra.GetDefinitiveName], it will be [de_jure_drift_drifted|E] into [k_aragon.GetDefinitiveName]." - - # Culture Conversion - convert_to_local_culture_decision:0 "Convert to Local Culture" - convert_to_local_culture_decision_desc:0 "Truth be told, there is little separating my traditions from those of the people in my capital. We observe the same holy days, the same public feasts, and our language has become almost the same." - convert_to_local_culture_decision_confirm:1 "I acknowledge who I am" - convert_to_local_culture_decision_tooltip:0 "Convert to the [culture|E] of your [capital|E]" - converted_culture_msg_title:0 "[converting_character.GetShortUINameNoTooltip|U] Converted [culture|E]" - converted_from_old_culture_to_new_culture_tt:0 "Converted from [old_culture.GetName] to [new_culture.GetName]" - every_old_culture_vassal_holding_new_culture_land:0 "Every [vassal|E] sharing your [culture|E] that has [counties|E] of the new Culture" - every_close_family_member_sharing_your_culture:1 "Every [close_family|E] member sharing your [culture|E]" - every_consort_sharing_your_culture:1 "Every consort sharing your [culture|E]" - - assimilate_local_traditions_decision:0 "Have the Realm Embrace Local Traditions" - assimilate_local_traditions_decision_desc:0 "While adventure will always be in our blood, we acknowledge that we are far from our frigid Scandinavian home. The local traditions suit its people well, they are masters of their land and their gods are strong — we respect that. In time, we will become as them." - assimilate_local_traditions_decision_confirm:0 "We shall adapt" - assimilate_local_traditions_decision_tooltip:0 "Convert yourself and all of your Norse [vassals|E] to the [culture|E] and [faith|E] of your [capital|E]" - every_norse_vassal:0 "Every [vassal|E] sharing your [culture|E] and their [close_family|E]" - non_zealous_convert:0 "Converts to [new_faith.GetName] #weak (if not )#!" - - secede_from_empire_decision:0 "Secede from [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTierNoTooltip]" - secede_from_empire_decision_desc:0 "[ROOT.Char.GetLiege.GetTitledFirstNamePossessive] incompetence has left [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTooltip] unable to protect its subjects from their enemies, both internal and external. Even a new ruler would be hard-pressed to undo all of the damage [ROOT.Char.GetLiege.GetSheHe] has done.\n\nIt is a far wiser course of action for us to split off and form a new realm, living or dying on our own merits instead of being dragged down with the rest of the Empire." - secede_from_empire_decision_tooltip:0 "Let loose and lose some stress" - secede_from_empire_decision_effect_tooltip:0 "Some of your former liege's debt will be canceled" - secede_from_empire_decision_trigger_debt:0 "[CHARACTER.GetTitledFirstName] is more than 25 years in debt" - secede_from_empire_decision_trigger_war:0 "[CHARACTER.GetTitledFirstName] has been fighting the same offensive war for more than 25 years" - secede_from_empire_decision_confirm:0 "Cheers!" - secede_from_empire_decision_notification:0 "[ROOT.Char.GetTitledFirstName] Gained Independence" - secede_from_empire_decision_notification_tt:0 "This happened due to my excessive debt" - secede_from_empire_decision_debug:1 "[ROOT.Char.GetPrimaryTitle.GetName] seceded from [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTooltip] clearing [debt_cleared.GetValue] in debt" - - #DECISIONS TO "USE" YOUR STRESS COPING TRAITS TO LOSE STRESS - stress_loss_drunkard_decision:0 "Indulge in Drink" - stress_loss_drunkard_decision_desc:0 "The camaraderie found in the company of fellow patrons of the drinks, the calm that the fog grants... The time has come to indulge in a drinking binge!" - stress_loss_drunkard_decision_tooltip:0 "Let loose and lose some stress" - stress_loss_drunkard_decision_effect_tooltip:1 "You will lose some [stress|E]" - stress_loss_drunkard_decision_confirm:0 "Cheers!" - - stress_loss_hashishiyah_decision:1 "Consume Hashish Cakes" - stress_loss_hashishiyah_decision_desc:1 "Just a few bites, and the stress seems to flow from my body. My mind begins to fog, and a sense of peace and restfulness overcomes me. There is nothing that is quite as relaxing as good hashish!" - stress_loss_hashishiyah_decision_tooltip:1 "Let your stress melt into a drug-induced haze" - stress_loss_hashishiyah_decision_confirm:1 "Bring me a platter!" - - stress_loss_rakish_decision:0 "Visit a Brothel" - stress_loss_rakish_decision_desc:0 "[ROOT.Char.Custom('AttractionWomanManIndef')|U] on my lap, and everything – and everyone – the brothel has to offer at my beck and call..." - stress_loss_rakish_decision_desc_woman_ending:0 "Nothing relieves the mind like some carnal relief." - stress_loss_rakish_decision_desc_man_ending:0 "Nothing releases the mind like a good release." - stress_loss_rakish_decision_tooltip:0 "Ease your mind by indulging in your desires" - stress_loss_rakish_decision_confirm:0 "Here I come, [ROOT.Char.Custom('AttractionGirlBoyPlural')]!" - - stress_loss_reclusive_decision:0 "Seclude Yourself" - stress_loss_reclusive_decision_desc:1 "To truly center my mind and clear it of thoughts and concerns I have to be left to my own devices. Alone I can focus and heal." - stress_loss_reclusive_decision_tooltip:0 "Seclude yourself to focus your mind" - stress_loss_reclusive_decision_confirm:0 "Goodbye." - - stress_loss_irritable_decision:1 "Lash Out" - stress_loss_irritable_decision_desc:1 "To let go off all this anger and irritation I have been holding in... Oh, there's nothing better than it to clear the mind! Next time an opportunity arises I will not stop myself." - stress_loss_irritable_decision_effect_tooltip:0 "You insult a random vassal" - stress_loss_irritable_decision_effect_courtier_tooltip: "You insult a random [THIS.Char.Custom('GetCourtier')|l]" - stress_loss_irritable_decision_tooltip:0 "Let your mouth run loose to calm your mind" - stress_loss_irritable_decision_confirm:0 "Hey! Hey you!" - - stress_loss_flagellant_decision: "Indulge in Flagellation" - stress_loss_flagellant_exaltation_decision_desc: "Nothing cleanses the mind like the catharsis of pain. The benefit of also feeling closer to [ROOT.Char.GetFaith.HighGodName] is... a... #EMP divine#! happenstance." - stress_loss_exaltation_decision_desc: "The flesh is here to serve as a vessel for a communion with [ROOT.Char.GetFaith.HighGodName]. Let me break the flesh that such a harmony may appear." - stress_loss_flagellant_decision_desc:0 "Nothing cleanses the mind like the catharsis of pain. I will apply the whip to my own back until my mind clears." - stress_loss_flaggelant_decision_effect_tooltip:0 "You will lose stress" #Not actually used atm - stress_loss_flagellant_decision_tooltip:0 "Cleanse your mind with pain" - stress_loss_flagellant_decision_confirm:0 "Ugh–!" - - stress_loss_profligate_decision:0 "Visit the Market" - stress_loss_profligate_decision_desc:0 "Something new, something shiny, something rare... Nothing centers me like a new purchase, and the local market holds many treasures!" - stress_loss_profligate_decision_tooltip:0 "Spend gold to focus your mind" - stress_loss_profligate_decision_confirm:0 "Fill my purse!" - - stress_loss_improvident_decision:0 "Donate to Charity" - stress_loss_improvident_decision_desc:0 "There are many who need my gold more than me. It might not directly solve my own issues, but it lightens the mind to give." - stress_loss_improvident_decision_tooltip:0 "Give to the ones in need to ease your mind" - stress_loss_improvident_decision_confirm:0 "It's for a good cause!" - - stress_loss_contrite_decision:0 "Confess" - stress_loss_contrite_decision_desc:0 "Few things brings such release and freedom as a confession. By voicing my secrets and faults I can calm my mind." - stress_loss_contrite_decision_tooltip:0 "Confess your faults and free your mind" - stress_loss_contrite_decision_expose_random_secret:0 "A random secret of yours will be exposed" - stress_loss_contrite_decision_confirm:0 "I have something to say!" - - stress_loss_comfort_eater_decision:0 "Indulge in Food" - stress_loss_comfort_eater_decision_desc:0 "When everything seems a bit #EMP too much#! I can always count on food to put my mind at ease – a full stomach leads to an empty and calm mind." - stress_loss_comfort_eater_decision_tooltip:0 "Eat to focus your mind" - stress_loss_comfort_eater_decision_confirm:0 "Set the table!" - lackluster_diet_hindrance_desc: "You are on a Lackluster Diet" - - stress_loss_inappetetic_decision:0 "Shun Food" - stress_loss_inappetetic_decision_desc: "I have too much on my plate at it is, even without counting the literal food sitting there! By skipping meals I can focus on the issues that actually matter around here." - stress_loss_inappetetic_decision_tooltip:0 "Avoid food and avoid stress" - stress_loss_inappetetic_decision_confirm:0 "Inform the cook" - - stress_loss_journaller_decision:0 "Write Thoughts Down" - stress_loss_journaller_decision_desc:0 "I will put my thoughts and burdens down in writing. Nothing clears the mind like some ink and paper can!" - stress_loss_journaller_decision_tooltip:0 "Put your thoughts on paper and clear your mind" - stress_loss_journaller_decision_confirm:0 "Bring my journal!" - - stress_loss_confider_decision:0 "Talk to Confidant" - stress_loss_confider_decision_desc:0 "To truly be listened to is a rare treat. Nothing eases the mind like a good conversation with someone you can trust, and it usually makes problems seem much smaller!" - stress_loss_confider_decision_tooltip:0 "Share your burdens with someone else" - stress_loss_confider_decision_confirm:0 "Now listen here..." - - stress_loss_athletic_decision:0 "Work off Some Stress" - stress_loss_athletic_decision_desc:0 "Nothing eases the mind like a raised pulse and a healthy sweat! I will work my body until my mind is more at ease." - stress_loss_athletic_decision_tooltip:0 "A healthy body begets a healthy mind" - stress_loss_athletic_decision_confirm:0 "Let's go!" - - DECISION_COOLDOWN_WARNING:1 "@alert_icon! #alert_trial $DECISION_NAME$ will be unavailable for $COOLDOWN$#!" - - all_courtiers_except_confidant:0 "All [courtiers|E] except confidant" - - found_kingdom_of_bosnia_decision:0 "Found Kingdom of Bosnia" - found_kingdom_of_bosnia_decision_desc:0 "The mountains and forests of central Bosnia flit ceaselessly between lords from the north and south. Perhaps not for much longer..." - found_kingdom_of_bosnia_decision_tooltip:0 "Bosnia becomes a [de_jure|E] [kingdom|E]" - found_kingdom_of_bosnia_decision_confirm:0 "[ROOT.Char.GetLadyLord|U] of all Bosnia!" - - accuse_krstjani_of_heresy_decision:0 "Accuse the $bosnian_church$ of Heresy" - accuse_krstjani_of_heresy_decision_desc:0 "The wild Bosnian highlands have, for years, housed a sect that does not truly belong to East or West, yet both seem content to ignore this growing deviation.\n\nNo longer! We shall have the [ROOT.Char.GetFaith.ReligiousHeadName] formally declare them heretics, and they will have nowhere to hide!" - accuse_krstjani_of_heresy_decision_tooltip:0 "The Christian world shall tolerate these schismatics no longer!" - accuse_krstjani_of_heresy_flavour_effect.tt:0 "You send a letter to the [GetPlayer.GetFaith.ReligiousHeadName], imploring [GetPlayer.GetFaith.GetReligiousHead.GetHerHim] to look into the matter of the $bosnian_church$..." - accuse_krstjani_of_heresy_decision_confirm:0 "First the pen, then the sword!" - cannot_be_atoned_krstjani_leader_flag:0 "You cannot be an atoned $bosnian_church_adherent$!" - - launch_hungarian_migration_decision:0 "Prepare to Cross the Carpathians" - launch_hungarian_migration_decision_desc:0 "Competing tribes on the steppe, especially the marauding Pecheneg warbands that litter our territory, are making life increasingly difficult. Across the Carpathians, however, lie the fertile, wooded valleys and rolling plains of weak Pannonia..." - launch_hungarian_migration_decision_tooltip:0 "Flee the steppe to settle in Pannonia" - launch_hungarian_migration_decision_flavour_effect:0 "You gain the single-use special [hungarian_invasion_casus_belli|E]" - launch_hungarian_migration_decision_confirm:0 "Send riders to each tribe!" - launch_hungarian_migration_decision_before_last_date:0 "The date is 911.1.1 or earlier" - - negotiate_the_danelaw_decision:0 "Negotiate the Danelaw" - negotiate_the_danelaw_decision_desc:0 "Competition for land in $k_england$ is fierce, and no one ruler has yet proved dominant. Yet, there is a path no one has yet tried. Perhaps a Devil's bargain could yet be struck..." - negotiate_the_danelaw_decision_confirm:0 "So power now, unification later?" - negotiate_the_danelaw_decision_tooltip:0 "Consider splitting $k_england$ into two with your most powerful rival" - negotiate_the_danelaw.valid_opponent.tt:0 "You must have a valid opponent to negotiate with" - negotiate_the_danelaw.controlled_duchies.tt:0 "You must [completely_control|E] at least two [duchies|E] within [de_jure|E] $k_england$" - negotiate_the_danelaw.preview.tt:0 "You ponder whether partitioning the realm might prove beneficial..." - negotiate_the_danelaw.clarification.tt:0 "You will be able to back out of this decision before confirming." - - negotiate_the_danelaw_integrate_duchies_decision:0 "Integrate $k_england_adj$ Duchy" - negotiate_the_danelaw_integrate_duchies_decision_desc:0 "This partition of the realm is nonsense! The lands within my borders rightfully belong to me, and I will see that all respect this!" - negotiate_the_danelaw_integrate_duchies_decision_confirm:0 "One realm, one [ROOT.Char.GetTitleAsNameNoTooltip]." - negotiate_the_danelaw_integrate_duchies_decision_tooltip:0 "Integrate duchies that have been [de_jure_partitioned|E]" - negotiate_the_danelaw_integrate_duchies_decision.duchies_within_danelaw.tt:0 "[completely_control|E] at least one [duchy|E] within $k_danelaw_article$$k_danelaw$" - negotiate_the_danelaw_integrate_duchies_decision.duchies_within_england.tt:0 "[completely_control|E] at least one [duchy|E] within $k_england$" - negotiate_the_danelaw_integrate_duchies_decision.danelaw_side.t:0 "$k_england$ integrates Duchies" - negotiate_the_danelaw_integrate_duchies_decision.danelaw_side.desc:0 "De jure territory from $k_danelaw$ has been absorbed directly into $k_england$." - negotiate_the_danelaw_integrate_duchies_decision.england_side.t:0 "$k_danelaw$ integrates Duchies" - negotiate_the_danelaw_integrate_duchies_decision.england_side.desc:0 "De jure territory from $k_england$ has been absorbed directly into $k_danelaw$." - negotiate_the_danelaw_integrate_duchies_decision.inform_minor_players.t:0 "Realm Integrated" - negotiate_the_danelaw_integrate_duchies_decision.inform_minor_players.tt:0 "Part of your realm has been forcibly integrated into a different kingdom" - - formalise_the_daneland_decision:0 "Formalize the Daneland" - formalise_the_daneland_decision_desc:0 "What do our people care for $k_england$? We have so much more than just our own laws: we have our own customs, languages, traditions, our own #EMP culture#!. They have no more a claim to our land than we to theirs." - formalise_the_daneland_decision_confirm:0 "This rivalry ill-becomes us." - formalise_the_daneland_decision_tooltip:0 "Relinquish the struggle for a united $k_england$" - formalise_the_daneland_decision.must_be_after_1100.tt:0 "The date is 1100.1.1 or later" - admiring_birds_decision:0 "Admire Birds" - admiring_birds_decision_tooltip:0 "Spend some time admiring birds." - admiring_birds_decision_desc:0 "#F Birds are magnificent creatures, you can learn so much from observing them, and gain even more if you can pet one!#!" - admiring_birds_decision_confirm:0 "Go for a walk" - deceitful_progress_hostile_schemes_decision:0 "Study the Art of Scheming" - deceitful_progress_hostile_schemes_decision_desc:0 "'I must consider every angle my scheme might turn to. As the spider weaves its web, I should ensure there are many ways my prey could become ensnared. I will spend some time planning my deception carefully." - deceitful_progress_hostile_schemes_decision_tooltip:0 "Refine your [hostile_schemes|E]." - deceitful_progress_hostile_schemes_decision_confirm:0 "A world of schemes await!" - deceitful_progress_hostile_schemes_decision_missing_scheme:0 "You need to have at least #V 1 #! active [hostile_scheme|E]" - deceitful_progress_hostile_schemes_decision_missing_scheme_effect:0 "Your [hostile_schemes|E] will have a better [success_chance|E]" - msg_deceitful_progress_hostile_schemes:0 "Your [hostile_schemes|E] progressed!" - - diligent_development_focus_decision:0 "Develop Capital" - diligent_development_focus_decision_desc:0 "I dream that [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] will one day be the envy of every ruler under the sky. I must endeavor to be the champion who turns it into the jewel of the Earth. All that is needed is for me to put in some more work...\n\nWho needs to sleep, anyway?" - diligent_development_focus_decision_tooltip:0 "Improve the development of your Capital" - diligent_development_focus_decision_confirm:0 "Plan the development" - msg_diligent_development_focus:0 "Your diligent planning is paying off!" - - impatient_rushing_all_schemes_decision:0 "Expedite Schemes" - impatient_rushing_all_schemes_decision_desc:0 "Why should I wait forever when I feel ready? Let's try my chance now!" - impatient_rushing_all_schemes_decision_tooltip:0 "Take your chances by closing your schemes earlier" - impatient_rushing_all_schemes_decision_confirm:0 "It's now or never!" - impatient_rushing_all_schemes_decision_missing_scheme:0 "You need to have at least #V 1 #! active [scheme|E]" - impatient_rushing_all_schemes_decision_missing_scheme_effect:0 "Your active [schemes|E] will progress instantly" - msg_impatient_rushing_all_schemes:0 "Your [schemes|E] are ready!" - found_kingdom_of_livonia_decision:0 "Proclaim Terra Mariana" - found_kingdom_of_livonia_decision_desc:0 "The Balts have, for centuries, been without a Kingdom to call their own. This rugged, untamed land of tribes and disparate pagan beliefs has long been without an identity, but perhaps I will change all that…" - found_kingdom_of_livonia_decision_tooltip:0 "Livonia becomes a [de_jure|E] [kingdom|E]" - found_kingdom_of_livonia_decision_confirm:0 "[ROOT.Char.GetLadyLord|U] of all the Balts!" - - # Introduce a Fashion at Court - introduce_a_new_fashion_at_court_decision:0 "Introduce a New Fashion at Court" - introduce_a_new_fashion_at_court_decision_desc:0 "No court can claim to be as stylish as ours! The court is a battleground of fashion, and it is high time I made my own effort to establish a new vogue among the nobility..." - introduce_a_new_fashion_at_court_decision_tooltip:0 "Attempt to introduce a new fashion at court for [prestige|E]." - introduce_new_fashion_duel_tooltip:0 "A character at court may attempt to duel you in [diplomacy|E] to prevent your style from being implemented." - introduce_a_new_fashion_at_court_decision_confirm:0 "For a new style and class!" - court_already_has_a_fashion_tend_tt:0 "The court already has an ongoing fashion trend." - - court_amenities_interactions.0010.b_turned_down:0 "Everyone loves the new style!" - court_amenities_interactions.0010.t:0 "A New Fashion at Court" - court_amenities_interactions.0010.desc_intro:0 "[actor.GetNameNoTooltip|U] has burst into court, catching the eye of all the lords and ladies of the realm with [actor.GetHerHis] most peculiar garments." - court_amenities_interactions.0010.desc.flag_big_collar:0 "[actor.GetSheHe|U] has donned a garb adorned with a collar which has the circumference of a wagon wheel" - court_amenities_interactions.0010.desc.flag_head_dress:0 "[actor.GetSheHe|U] has taken to wearing a traditional head-dress cocked to one side of [actor.GetHerHis] head in a twisted mockery of [actor.GetCulture.GetName] culture" - court_amenities_interactions.0010.desc.flag_gold_boots:0 "[actor.GetSheHe|U] heavily trod across the great hall of [debate_locale.GetNameNoTierNoTooltip], [actor.GetHerHis] solid metal boots adorned with golden inlays practically splitting the ground with their tremendous weight" - court_amenities_interactions.0010.desc.flag_sleeveless:0 "[actor.GetSheHe|U] has removed the sleeves from [actor.GetHerHis] noble clothing" - court_amenities_interactions.0010.desc.flag_commoner_clothes:0 "[actor.GetSheHe|U] has entered [debate_locale.GetNameNoTierNoTooltip] wearing the clothing of a lowborn peasant" - court_amenities_interactions.0010.desc_outro:0 "and has dared to declare this the latest in fashion of the realm! All the fools at court seem to be falling for it, but should I raise my hand to end this lunacy?" - court_amenities_interactions.0010.a_flag_big_collar:0 ""You look like a bird who swallowed a plate!"" - court_amenities_interactions.0010.a:0 ""What #EMP are#! you wearing?"" - court_amenities_interactions.0010.b:0 "Bite my lip and try not to laugh." - court_amenities_interactions.0010.a.tt_success:0 "You convince the crowd that [actor.GetNamePossessiveNoTooltip] outfit is stupid" - court_amenities_interactions.0010.a.tt_failure:0 "The crowd disagrees with you and thinks [actor.GetNamePossessiveNoTooltip] outfit is the new fashion trend" - court_amenities_interactions.0011.t:0 "Of Fashion and Feuds" - court_amenities_interactions.0011.desc_intro:0 "I strut around my court, proud of my new bold fashion-forward statement," - court_amenities_interactions.0011.desc.flag_big_collar:0 "my garments adorned with an enormous round collar for all to admire." - court_amenities_interactions.0011.desc.flag_head_dress:0 "my usual head-dress cocked to one side of my head, bringing something new and fresh to an otherwise old and drab item of clothing." - court_amenities_interactions.0011.desc.flag_gold_boots:0 "my heavy golden boots shimmering in the light of [debate_locale.GetNameNoTierNoTooltip] hall." - court_amenities_interactions.0011.desc.flag_sleeveless:0 "my new sleeveless garb bearing my arms for all to see!" - court_amenities_interactions.0011.desc.flag_commoner_clothes:0 "questioning why the nobility must dress so differently from commoners when simplicity is so stylish." - court_amenities_interactions.0011.desc_bridge:0 "[recipient.Custom2('MyCharacterIntroduction', ROOT.Char)] cries out at me from across the hall.\n\nWe throw insults back and forth, myself defending what is so obviously good fashion going far above the head of a simple mind." - court_amenities_interactions.0011.desc_won:0 "As the local nobility flock around me, I can consider my fashion statement to be a roaring success!" - court_amenities_interactions.0011.desc_lost:0 "As the nobility of [debate_locale.GetNameNoTierNoTooltip] quickly join [recipient.GetNameNoTooltip] in mocking my outfit, I know my fashion statement to be cruelly unappreciated in its own time." - court_amenities_interactions.0011.a_won:0 "I always know best!" - court_amenities_interactions.0011.a_lost:0 "They just don't #EMP understand#! me!" - court_amenities_interactions.0012.desc_intro:0 ""Well, some of us are followers, and others leaders." [actor.GetNameNoTooltip] stands firm in [actor.GetHerHis] commitment to that ridiculous outfit.\n\nWe spend the next few hours debating the nature of high-fashion, with a small crowd of courtiers watching as I fling insult after insult at this fool." - court_amenities_interactions.0012.desc_won:0 "Before long, many other courtiers begin joining me in mocking [actor.GetNameNoTooltip], and I know my work is done." - court_amenities_interactions.0012.desc_lost:0 "Unfortunately, the crowd did not seem swayed by my arguments and within days, I am the only one in court #EMP not#! dressing like [actor.GetNameNoTooltip]." - court_amenities_interactions.0012.desc_lost.kof:1 "Not only that, but many have taken to referring to [actor.GetHerHim] as the "[actor.GetTitleAsNameNoTooltip] of Fashion."" - court_amenities_interactions.0012.a_lost:0 "I'm surrounded by sycophants and fools!" - court_amenities_interactions.0013.desc:1 "As time goes by, many in [debate_locale.GetNameNoTierNoTooltip] have taken to calling me the [actor.GetTitleAsNameNoTooltip] of Fashion!" - court_amenities_interactions.0013.a:0 "Hail to the [actor.GetTitleAsNameNoTooltip]!" - - commission_epic_artifact_tt:1 "You may receive a Family Epic [artifact|E]" - PETITION_LIEGE_DECISION_SELECT_PETITION_TITLE:0 "Choose a type of [petition_liege|E]" - PAY_HOMAGE_DECISION_SELECT_GIFT_TITLE:0 "Choose a [pay_homage|E] gift" - - convert_to_tribalism_decision:0 "Embrace Tribalism" - convert_to_tribalism_decision_desc:0 "How can I call myself a lord when it doesn't mean anything for my people? If I cannot convert them, there is only one alternative: I need to adopt them." - convert_to_tribalism_decision_confirm:0 "Follow the way of my People" - convert_to_tribalism_decision_tooltip:0 "Abandon your current [government|E] and become [tribal|E]" - recent_conversion_to_tribalism:0 "You have not changed your government to [tribal|E] in the last 5 years" - found_witch_coven_house_member_count_tt:0 "[SCOPE.ScriptValue('found_witch_coven_member_count_value')|0] [adult|E] members of your [house|E] are witches" - found_witch_coven_house_member_percent_tt:0 "[SCOPE.ScriptValue('found_witch_coven_member_percent_display_value')|2]% of [adult|E] members of your [house|E] are witches" - - convert_whole_realm_to_feudalism_west_african_pagan_decision:0 "$convert_whole_realm_to_feudalism_decision$ #weak (West African Pagan)#!" - convert_whole_realm_to_feudalism_west_african_pagan_decision_desc:0 "Good governance is a simple matter of scale. A town may only need elders, but an empire necessitates administrators — our people know this, and we can leverage the learned folk amongst them to provide such." - convert_whole_realm_to_feudalism_west_african_pagan_decision_confirm:0 "$convert_whole_realm_to_feudalism_decision_confirm$" - convert_whole_realm_to_feudalism_west_african_pagan_decision_tooltip:0 "$convert_whole_realm_to_feudalism_decision_tooltip$" - convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.vassal_count:0 "You have at least [EmptyScope.ScriptValue('convert_whole_realm_to_feudalism_west_african_pagan_decision_vassal_count_value')|0] [vassals|E] with a [rank|E] of [count|E] or higher" - convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.wa_capital_development:0 "Your [capital|E] is in [GetGeographicalRegion('world_africa_west').GetName] and has at least [EmptyScope.ScriptValue('convert_whole_realm_to_feudalism_west_african_pagan_decision_wa_capital_development_value')|0] [development|E]" - faith_qualifies_for_west_african_pagan_feudalisation_trigger.tt:0 "Your [faith|E] is [GetFaithDoctrine('west_african_unreformed_faith_doctrine').GetBaseName]" - - appoint_a_righteous_caliph_decision:0 "Appoint a Righteous Caliph" - appoint_a_righteous_caliph_decision_desc:0 "[ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] is a distant, unworthy figure, ill-prepared to lead the Ummah. Being [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetAdjective], [ROOT.Char.GetFaith.GetReligiousHead.GetSheHe] simply doesn't #EMP understand#! many of the subtle truths of [ROOT.Char.GetFaith.GetAdjective] thought.\n\n[ROOT.Char.GetFaith.GetReligiousHead.GetSheHe|U] may not, but #EMP I#! do..." - appoint_a_righteous_caliph_decision_confirm:0 "I am guided by [ROOT.Char.GetFaith.PositiveAfterLife|U]!" - appoint_a_righteous_caliph_decision_tooltip:0 "Lead [ROOT.Char.GetFaith.GetNameNoTooltip] away from the [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetAdjectiveNoTooltip] path" - appoint_a_righteous_caliph_decision.tt.you_become_caliph:0 "You become the new [head_of_faith|E]" - appoint_a_righteous_caliph_decision.need_at_least_ten_same_faith_counties:0 "You have at least [EmptyScope.ScriptValue('appoint_a_righteous_caliph_decision_same_faith_county_count')|0] [CHARACTER.GetFaith.GetAdjective] [counties|E]" - appoint_a_righteous_caliph_decision.cant_be_caliphal_controller:0 "You are not your [head_of_faith|E]'s [liege|E]" - appoint_a_righteous_caliph_decision.no_more_than_x_sinful_traits:0 "You have no more than [EmptyScope.ScriptValue('appoint_a_righteous_caliph_decision_own_max_sins')|0] [sinful|E] [traits|E]" - appoint_a_righteous_caliph_decision.caliph_not_in_diplo_range:0 "Your [head_of_faith|E] is outside [diplomatic_range|E]" - appoint_a_righteous_caliph_decision.control_one_holy_site:0 "You control at least 1 [holy_site|E]" - appoint_a_righteous_caliph_decision.control_two_holy_sites:0 "You control at least 2 [holy_sites|E]" - appoint_a_righteous_caliph_decision.caliph_has_x_or_more_traits_sinful_to_your_faith:0 "Your [head_of_faith|E] has [EmptyScope.ScriptValue('appoint_a_righteous_caliph_decision_hof_min_sins')|0] or more [sinful|E] [traits|E]" - appoint_a_righteous_caliph_decision.has_wishes_to_schism_caliphate_flag:0 "You planned to splinter off further when your [faith|E] was founded" - appoint_a_righteous_caliph_decision_mutazila_variant: "Restore Mu'tazila" - appoint_a_righteous_caliph_decision_general_iranian_variant: "Break with the Caliphate" - appoint_a_righteous_caliph_decision_mutazila_variant_desc: "Since the end of the Mihna, those who stand for the createdness of the Qur'an have been persecuted or neglected by the would-be caliphs. I will take it upon myself to avenge the slights we have suffered, and once again bring Mu'tazila doctrine to the forefront of Islamic thought." - appoint_a_righteous_caliph_decision_general_iranian_variant_desc: "Though Islam was brought to Persia by force, none may now deny our belief in the Oneness of [ROOT.Char.GetFaith.HighGodNameAlternate]. But our ways and the Arab ways have grown apart, and we must break with [ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] once and for all. Henceforth, I will personally lead the [ROOT.Char.GetFaith.GetAdjective]." - - mozarabic_bind_the_faith_to_rome_decision:0 "Bind the Faith to Rome" - mozarabic_bind_the_faith_to_rome_decision_desc:0 "Though [ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] is still our one true Pope, isolation from the will of Christ's Vicar has taken us down strange paths. Gone are the days when the great conclaves of Europe's clergy trod the halls of Toledo.\n\nYet, they do not have to be... if our faith has strayed, could not a strong shepherd yoke it back to the flock?" - mozarabic_bind_the_faith_to_rome_decision_tooltip:0 "Rebind the wayward [ROOT.Char.GetFaith.GetAdjective] [faith|E] to [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetName]" - mozarabic_bind_the_faith_to_rome_decision_confirm:0 "Our place is within greater Christendom." - mozarabic_bind_the_faith_to_rome_decision.tt.hof_and_ecumenism_warning:0 "You will keep [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName], but #X permanently#! keep the [religious_leader.GetFaith.GetReligiousHead.GetFaith.GetAdjective] [head_of_faith|E]" - mozarabic_bind_the_faith_to_rome_decision.path_righteous:0 "If we reform our [faith|E] to be more $doctrine_pluralism_righteous_name$" - mozarabic_bind_the_faith_to_rome_decision.path_fundamentalist:0 "If we reform our [faith|E] to be more $doctrine_pluralism_fundamentalist_name$" - mozarabic_bind_the_faith_to_rome_decision.path_pluralist:0 "If we reform our [faith|E] to be even more $doctrine_pluralism_pluralistic_name$" - mozarabic_fate_county_count.need_at_least_twenty_same_faith_counties:0 "You must hold at least [EmptyScope.ScriptValue('mozarabic_fate_county_count')|0] same-[faith|E] [counties|E]" - mozarabic_bind_the_faith_to_rome_decision.threaten_pope:0 "@warning_icon! #warning You coerce the Pope with a [strong_hook|E], they will dislike that!#!" - - mozarabic_break_with_rome_decision:0 "Break with Rome" - mozarabic_break_with_rome_decision_desc:0 "What does [ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] know of our lives or lands? Rome is a distant temporal overlord, neither caring for nor understanding our spiritual needs.\n\nOnly by liberating ourselves from the shackles of the [ROOT.Char.GetFaith.GetReligiousHeadTitle.GetBaseName] and purging the last of its lies can [ROOT.Char.GetFaith.GetName] achieve perfection." - mozarabic_break_with_rome_decision_tooltip:0 "Lead [ROOT.Char.GetFaith.GetName] to schism away from [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetName]" - mozarabic_break_with_rome_decision_confirm:0 "A just and godly path!" - mozarabic_break_with_rome_decision.tt.hof_and_ecumenism_warning:0 "You will create a [religious_leader.GetFaith.GetName] [head_of_faith|E], but #X permanently#! lose [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName]" - mozarabic_break_with_rome_decision.path_righteous:0 "$mozarabic_bind_the_faith_to_rome_decision.path_righteous$" - mozarabic_break_with_rome_decision.path_fundamentalist:0 "$mozarabic_bind_the_faith_to_rome_decision.path_fundamentalist$" - mozarabic_break_with_rome_decision.path_pluralist:0 "$mozarabic_bind_the_faith_to_rome_decision.path_pluralist$" - - favour_the_countryside_basques_decision:0 "Champion the Faith of the Country Basques" - favour_the_countryside_basques_decision_desc:0 "The people of the Pyrenees are resistant to change. In their isolated mountain valleys and remote hilltop villages, many preserve elements of faiths long dead to the rest of Europe.\n\nAt present, these mountain syncretics and their folk-church are irrelevant. But with the right sponsor..." - favour_the_countryside_basques_decision_tooltip:0 "Support the rural folk beliefs of the Pyrenees" - favour_the_countryside_basques_decision_confirm:0 "Perhaps there's another path?" - favour_the_countryside_basques_decision.have_sinful_piety_level:0 "Your [piety_level|E] is no more than [GetModifier( 'piety_level_0' ).GetNameWithTooltip|L]" - favour_the_countryside_basques_decision.you_have_x_or_more_traits_virtuous_to_basque_paganism:0 "You have [EmptyScope.ScriptValue('favour_the_countryside_basques_decision_basque_pagan_virtues_tally_value')|0] [traits|E] that are [virtuous|E] in the [GetFaithByKey('basque_pagan').GetName] [faith|E]" - favour_the_countryside_basques_decision.completely_control_X_counties_from_old_vasconia:0 "You must [completely_control|E] at least [EmptyScope.ScriptValue('favour_the_countryside_basques_decision_counties_to_control_value')|0] [counties|E] from [GetGeographicalRegion('dlc_fp2_old_vasconia').GetName]" - favour_the_countryside_basques_decision.before_last_date:0 "The date is 1200.1.1 or earlier" - favour_the_countryside_basques_decision.path_default:0 "If you leave the [faith|E] as it is" - favour_the_countryside_basques_decision.path_fundamentalist:0 "If you reform the [faith|E] to be more $doctrine_pluralism_fundamentalist_name$" - favour_the_countryside_basques_decision.tt.spiritual_hof_acquired:0 "A suitable cleric becomes the new [head_of_faith|E]" - favour_the_countryside_basques_decision.path_righteous:0 "If you reform the [faith|E] to be more $doctrine_pluralism_righteous_name$" - favour_the_countryside_basques_decision.tt.temporal_hof_acquired:0 "[religious_leader.GetShortUINameNoTooltip|U] [Select_CString(THIS.Char.IsLocalPlayer, 'become', 'becomes' )] the new [head_of_faith|E]" - favour_the_countryside_basques_decision.path_pluralist:0 "If you reform the [faith|E] to be even more $doctrine_pluralism_pluralistic_name$" - favour_the_countryside_basques_decision.tt.all_neighbouring_islamic_rulers:0 "Every neighboring Islamic [ruler|E]" - fervour_loss_temporal_meddling:0 "Temporal Meddling" - fervour_gain_unexpected_resurgence:0 "Unexpected Resurgence" - fp2_friend_of_the_old_ways_modifier:0 "Friend of the Old Ways" - fp2_friend_of_the_old_ways_modifier_desc:0 "This character has spent a good deal of time and energy on advocating for older beliefs. With some mild revisions." - fp2_champion_of_the_old_ways_modifier:0 "Champion of the Old Ways" - fp2_champion_of_the_old_ways_modifier_desc:0 "This characters is considered a defender of all that is good and holy by their faith." - - eat_cheese_decision:0 "Eat Your Cheese" - eat_cheese_decision_desc:0 "You eat your Aged Cheese." - eat_cheese_decision_tooltip:0 "Your aging cheese is ready to be eaten." - eat_cheese_decision_confirm:0 "Consume the cheese" - eat_cheese_effect_tt:0 "The longer the cheese has aged the more stress you will lose when eating it." - - golden_age_jewish_science_in_iberia_decision:0 "Sponsor Jewish Sciences" - golden_age_jewish_science_in_iberia_decision_desc:0 "Iberia is home to many scholars from around the known world. With a little funding, we could achieve a new era of learning and establish a hub for culture and knowledge-sharing which will reign supreme for decades to come." - golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.a:0 "Your [culture_head|E] approves of you" - golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.b:0 "You are not the current sponsor of the ongoing golden age" - golden_age_jewish_science_in_iberia_decision_tooltip:0 "Fund the start of a new golden age of scientific advancement" - golden_age_jewish_science_in_iberia_decision_confirm:0 "Sponsor" - golden_age_jewish_science_in_iberia_decision.player_notif.t:0 "Golden Age Started" - - build_holy_pilgrim_roads_decision:0 "Build Pilgrim Roads" - build_holy_pilgrim_roads_decision_desc:0 "There can be no pilgrimage without a path to our holy sites, as such, it is imperative that we [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] construct roadways to enable access towards our most sacred sites." - build_holy_pilgrim_roads_decision_tooltip:0 "Build roads to a holy site held by you" - build_holy_pilgrim_roads_decision_confirm:0 "Fund Construction" - build_holy_pilgrim_roads_decision_hardcoded_trigger_text.a:0 "There is a [holy_site|E] in your [realm|E] without a pilgrim roads [modifier|E]" - build_holy_pilgrim_roads_decision_construction_notif.t:0 "Pilgrim Roads Constructed in [chosen_location_for_pilgrim_roads.GetNameNoTierNoTooltip]" - build_holy_pilgrim_roads_decision_construction_notif.desc:2 "Roads have been built all over the [chosen_location_for_pilgrim_roads.GetName] leading to [chosen_holy_site_for_pilgrim_roads.GetNameNoTier], where a [ROOT.Char.GetFaith.GetAdjective] [holy_site|E] awaits future pilgrims." - - not_can_execute_decision:0 "You cannot take this [decision|E] at the moment" - can_execute_decision:0 "You can take this [decision|E] at the moment" - NO_DECISION_OPTIONS_SELECTED:0 "@warning_icon! #X Select an option#!" - revive_taltoism_decision_before_last_date:0 "The date is 1100.1.1 or earlier" - - I_CREATE_CADET_BRANCH_DECISION_IN_ANOTHER_REALM: "You are #bold not#! in the same [realm|E] than your [house_head|E]" - I_NOT_CREATE_CADET_BRANCH_DECISION_IN_ANOTHER_REALM: "You #bold are#! in the same [realm|E] than your [house_head|E]" - - call_for_acclaimed_knight_candidates_decision:0 "Restore Accolades" - call_for_acclaimed_knight_candidates_decision_desc:0 "The martial dignities of my retinue lie dormant. Spread word to the $knight_culture_player_plural_no_tooltip_lowercase$ of the land: the [ROOT.Char.GetTitleAsNameNoTooltip] of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] calls!\n\nWorthy scions for my time-honored stations of honor shall find themselves warmly welcomed." - call_for_acclaimed_knight_candidates_decision_tooltip:0 "Potential [acclaimed_knights|e] appear for each [inactive_accolade|e]" - call_for_acclaimed_knight_candidates_decision_confirm:0 "Send the herald" - call_for_acclaimed_knight_candidates_decision.tt:0 "Eligible candidates for every [inactive_accolade|e] will appear within the next year and become [knights|e]" - - accolade.0013.notification:1 "Acclaimed $knight_culture_player_no_tooltip$ Candidate Arrives" - accolade_call_acclaimed_knight_tooltip:0 "The worthy [chosen_knight.GetUIName] may be appointed as [accolade_in_need.GetName]" - accolade.0013.notification_fail:0 "No Worthy Candidates for Accolade" - accolade_call_acclaimed_knight_fail_notification_tooltip:0 "One of your Accolades will remain Inactive, as no worthy $knight_culture_player_no_tooltip_lowercase$ has come forward" - you_have_empty_accolades:0 "You have at least one [inactive_accolade|e] and no [knights|e] who can be Appointed to it" - break_with_the_old_ways_decision:0 "Break With the Old Ways" - break_with_the_old_ways_decision_desc:0 "The $kabarism_adj$ faith has long been practiced alongside local traditions, but no more. We must reject the old ways and embrace Judaism to the fullest extent." - break_with_the_old_ways_decision_tooltip:0 "A folk religion no more!" - break_with_the_old_ways_decision_confirm:0 "We commit to Judaism!" - CHOOSE_REFORMATION_TYPE: "Select a Reformation" - bwow_no_changes: "Coexistence" - bwow_no_changes_tooltip: "Your faith will largely remain the same" - bwow_no_changes_desc: "We shall maintain our traditions and meld the new ways with the old" - bwow_chosen_people: "Chosen People" - bwow_chosen_people_tooltip: "Your faith will become more righteous and communal" - bwow_chosen_people_desc: "We have been chosen by $judaism_high_god_name$" - bwow_esotericism: "Mysticism" - bwow_esotericism_tooltip: "Your faith will become more righteous and mystical" - bwow_esotericism_desc: "Our pagan roots have come to express themselves as a set of esoteric spiritual practices" - bwow_fundementalist: "Fundamentalism" - bwow_fundementalist_tooltip: "Your faith will become more fundamentalist and warlike" - bwow_fundementalist_desc: "There is one true faith, one true God, and it is our mission to spread belief in Him among all nonbelievers" - - embrace_hebrew_language_decision:0 "Embrace the Hebrew Language" - embrace_hebrew_language_decision_desc:0 "Hebrew has been the liturgical language of the Jewish religion for millennia, but the diaspora has caused us to develop countless languages influenced by our neighbors. Now we have built enough of a community here that we may adopt Hebrew as the common language of our people." - embrace_hebrew_language_decision_tooltip:0 "We will adopt the Hebrew language." - embrace_hebrew_language_decision_confirm:0 "Diaspora no more!" - switch_to_israelite_language_tt:0 "[GetPlayer.GetCulture.GetName] will adopt the $language_israelite_name$ [language|E]" - switch_to_original_language_tt:0 "Your new culture will speak [target_other_culture.GetLanguage.GetNameNoTooltip]." - at_least_10_jewish_counties_tt:0 "You must hold at least 10 Jewish [counties|E] of your [culture|E]" - - DECISION_TOOLTIP_TITLE: "$EFFECT_LIST_BULLET$ [Decision.GetName]" - clear_ground_legendary_shrine_desc: "A held [barony|E] will gain a [GetBuilding('legendary_shrine').GetName] [special_building|E] Slot" - clear_ground_legendary_shrine: "$building_type_legendary_shrine$" - clear_ground_legendary_statue_desc: "A held [barony|E] will gain a [GetBuilding('legendary_statue').GetName] [special_building|E] Slot" - clear_ground_legendary_statue: "$building_type_legendary_statue$" - clear_ground_legendary_palace_desc: "A held [barony|E] will gain a [GetBuilding('legendary_palace').GetName] [special_building|E] Slot" - clear_ground_legendary_palace: "$building_type_legendary_palace$" - clear_ground_legendary_watchtower_desc: "A held [barony|E] will gain a [GetBuilding('legendary_watchtower').GetName] [special_building|E] Slot" - clear_ground_legendary_watchtower: "$building_type_legendary_watchtower$" - clear_ground_legendary_hunting_lodge_desc: "A held [barony|E] will gain a [GetBuilding('legendary_hunting_lodge').GetName] [special_building|E] Slot" - clear_ground_legendary_hunting_lodge: "$building_type_legendary_hunting_lodge$" - clear_ground_legendary_shrine_tooltip: "$clear_ground_legendary_shrine_desc$" - clear_ground_legendary_statue_tooltip: "$clear_ground_legendary_statue_desc$" - clear_ground_legendary_palace_tooltip: "$clear_ground_legendary_palace_desc$" - clear_ground_legendary_watchtower_tooltip: "$clear_ground_legendary_watchtower_desc$" - clear_ground_legendary_hunting_lodge_tooltip: "$clear_ground_legendary_hunting_lodge_desc$" - clear_ground_for_legendary_building: "Clear Ground for a Legendary Building" - clear_ground_for_legendary_building_tooltip: "Unlock a [special_building|E] Slot in one of your Baronies" - clear_ground_for_legendary_building_desc: "The legend is complete and my people inspired. My lands are ripe for a new monument to my legend, but what exactly should be built?" - clear_ground_for_legendary_building_confirm: "Select a Barony" - clear_ground_for_legendary_building_no_barony_tt: "You must hold a [barony|E] which is the capital of its [county|E], is not [leased|E], and does not already have a [special_building|E] Slot#!" - clear_ground_legendary_hunting_lodge_tt: "You must have completed a Mythical or Illustrious [legend|E] about a beast, or have #V 50#! #EMP Venator#! [GetTrait('lifestyle_hunter').GetName( GetNullCharacter )] [trait_level_track_xp|E], or the [GetCultureTradition('tradition_hunters').GetName] or [GetCultureTradition('tradition_ep2_avid_falconers').GetName] [tradition|E]" - clear_ground_legendary_watchtower_tt: "You must have completed a Mythical or Illustrious [legend|E] while having [GetDynastyPerk('ce1_heroic_legacy_5').GetName] [dynasty_perk|E]" - clear_ground_legendary_shrine_tt: "You must have completed a Mythical or Illustrious Holy [legend|E]" - clear_ground_legendary_statue_tt: "You must have completed a Mythical or Illustrious Heroic [legend|E]" - clear_ground_legendary_palace_tt: "You must have completed a Mythical or Illustrious Legitimizing [legend|E]" - can_build_legendary_shrine_tt: "Gain access to the [GetBuilding('legendary_shrine').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_statue_tt: "Gain access to the [GetBuilding('legendary_statue').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_palace_tt: "Gain access to the [GetBuilding('legendary_palace').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_watchtower_tt: "Gain access to the [GetBuilding('legendary_watchtower').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_hunting_lodge_tt: "Gain access to the [GetBuilding('legendary_hunting_lodge').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - CHOOSE_LEGENDARY_BUILDING: "Select Legendary Building" - clear_ground_for_legendary_building.toast: "The grounds are clear" - pick_legendary_barony_decision: "$clear_ground_for_legendary_building$" - pick_legendary_barony_decision_desc: "$clear_ground_for_legendary_building_desc$" - pick_legendary_barony_decision_tooltip: "$clear_ground_for_legendary_building_tooltip$" - pick_legendary_barony_decision_confirm: "Clear the grounds" - clear_ground_for_legendary_building_custom_tt: "You will now choose a held [barony|E] for your legendary [building|E]\n#weak It must be the capital of its [county|E], not be [leased|E], and not already have a [special_building|E] Slot#!" - PICK_LEGENDARY_BARONY_DECISION_LABEL: "Location:" - - isolate_family_decision: "Enter Seclusion" - isolate_family_decision_tooltip: "Make yourself and your [close_family|E] more resistant to [epidemics|E]" - isolate_family_decision_desc: "A great and deadly plague is on the horizon and though many will die, I cannot allow myself or my loved ones to be counted among the dead. We must retreat to the outskirts of the capital in seclusion, safe from the miasma of plague and disease." - isolate_family_decision_confirm: "$isolate_family_decision$" - unisolate_family_decision: "Emerge From Seclusion" - unisolate_family_decision_tooltip: "You and your [close_family_members|E] will stop isolating" - unisolate_family_decision_desc: "I cannot rule from afar any longer, it is imperative that I exit seclusion and return to my rightful place at the capital." - unisolate_family_decision_confirm: "$unisolate_family_decision$" - - isolate_family_disaster_decision: "Seek Shelter" - isolate_family_disaster_decision_tooltip: "Make yourself and your [close_family|E] more resistant to [disasters|E]" - isolate_family_disaster_decision_desc: "A great and deadly disaster is on the horizon and though many will die, I cannot allow myself or my loved ones to be counted among the dead. We must retreat to a safe location in seclusion to protect life and limb." - isolate_family_disaster_decision_confirm: "$isolate_family_disaster_decision$" - unisolate_family_disaster_decision: "Emerge From Shelter" - unisolate_family_disaster_decision_tooltip: "You and your [close_family_members|E] will leave the shelter's safety" - unisolate_family_disaster_decision_desc: "I cannot rule from afar any longer, it is imperative that I exit this shelter and return to my rightful seat." - unisolate_family_disaster_decision_confirm: "$unisolate_family_disaster_decision$" - - travelling_will_break_isolation_tt: "@warning_icon! #warning Choosing to [travel|E] at any point during your isolation will end your isolation#!" - ai_unisolate_cooldown_tt: "[GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'isolating_cooldown_var' ))] remaining until you can Isolate again" - you_are_at_your_capital_tt: "You must currently be inside your capital" - every_close_family_member_at_court: "Every [close_family_member|E] at [court|E]" - isolating_modifier: "Secluded" - isolating_modifier_desc: "This character is isolating themselves, preventing most methods of communication with the outside world and leaving themselves without power or influence.\n\n[infection_chance|E]: #P -75%#!\nRisk of dying from [disasters|E]: #P -75%#!" - epidemic_events.0100.t: "Isolation" - epidemic_events.0100.desc: "Carried far away from the stink of the capital's heart late at night, I and my family may remain distant from the people of the realm until such a time that it is right to emerge.\n\nCommunication will be limited, and my throne will feel empty, but we should remain safe from the death and decay beyond our four modest walls." - epidemic_events.0100.a: "Lock the door." - epidemic_events.0101.t: "Out of the Cage" - epidemic_events.0101.desc: "The sun feels unfamiliar and hostile on my skin, the wind feels cold and violating.\n\nWhen was the last time I took a breath of air as [ROOT.Char.GetFaith.HighGodName|U] made it?" - epidemic_events.0101.a: "How glad I am to be back!" - epidemic_events.0101.b: "Close the door! It's drafty!" - natural_disaster.0110.t: "Isolation" - natural_disaster.0110.desc: "Slipping away from the capital's heart late at night, I and my family may remain distant from the people of the realm in a more secure location until the natural order has restored itself.\n\nCommunication will be limited, and my throne will feel empty, but we should remain safe from nature's wrath." - natural_disaster.0110.a: "Lock the door." - natural_disaster.0111.t: "Out of the Cage" - natural_disaster.0111.desc: "The sun feels unfamiliar and hostile on my skin, the wind feels cold and violating.\n\nWhen was the last time I took a breath of air as [ROOT.Char.GetFaith.HighGodName|U] made it?" - natural_disaster.0111.a: "How glad I am to be back!" - SELECT_ACTION: "Select an action" - - restore_old_vasconia_decision: "Restore Old Vasconia" - restore_old_vasconia_decision_desc: "The Basque's ancient homelands have been pressed by foreign invaders for far too long, it is high time our claim to the lands of our forefathers was made clear to them." - restore_old_vasconia_decision_tooltip: "[GetTitleByKey('k_navarra').GetNameNoTier] becomes the Kingdom of Vasconia." - restore_old_vasconia_decision_effects_de_jure_tt: "If completely controlled, the [duchies|E] of [GetTitleByKey('d_gascogne').GetNameNoTier], [GetTitleByKey('d_armagnac').GetNameNoTier], [GetTitleByKey('d_languedoc').GetNameNoTier], [GetTitleByKey('d_barcelona').GetNameNoTier], [GetTitleByKey('d_aragon').GetNameNoTier], [GetTitleByKey('d_castilla').GetNameNoTier], and [GetTitleByKey('d_cantabria').GetNameNoTier] will each become [de_jure|E] Vasconia" - restore_old_vasconia_decision_confirm:0 "Our lands, returned!" - restore_old_vasconia_decision_navarra_tt: "You hold the [kingdom|E] of [GetTitleByKey('k_navarra').GetNameNoTier], or it does not exist" - restore_old_vasconia_decision_vasconia_tt: "[kingdom|E] of [GetTitleByKey('k_navarra').GetNameNoTier] is renamed #V Vasconia#!" - restore_old_vasconia_decision_vasconia_past_tt: "[kingdom|E] of Navarra is renamed #V Vasconia#!" - restore_old_vasconia_decision_superseded_tt: "Any held [de_jure|E] [kingdoms|E] made redundant by this will be destroyed" - restore_old_vasconia_decision_counties_tt: "At least 4 [realm|E] [counties|E] must have your [culture|E]" - restore_old_vasconia_decision_culture_tt: "Your [culture|E] must be $basque$, or a [divergent_culture|E] with the $heritage_iberian_name$ Heritage" - - recruit_court_position_decision: "Recruit for a Court Position" - recruit_court_position_decision_desc: "A well-functioning [ROOT.Char.Custom('RealmType')] requires the work of many hands. I shall dispatch my servants far and wide to find suitable candidates for the empty positions within my court." - recruit_court_position_decision_tooltip: "Search for a character to fill a [court_position|E] or other necessary role in your [court|E] for a fee\n\n#weak For example, you may hire a [GetCourtPositionType('court_physician_court_position').GetName]#!" - CHOOSE_CHARACTER_ROLE_DECISION_NEXT_STEP_BUTTON: "Choose Position Type" - recruit_court_position_decision_confirm: "Confirm" - find_wet_nurse_decision.tt: "There is no child at court that needs a $wet_nurse_court_position$" - recruit_court_physician_cooldown_tt: "Recruiting a [GetCourtPositionType('court_physician_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_physician_cooldown' ))]" - recruit_travel_leader_cooldown_tt: "Recruiting a [GetCourtPositionType('travel_leader_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_travel_leader_cooldown' ))]" - recruit_wet_nurse_cooldown_tt: "Recruiting a [GetCourtPositionType('wet_nurse_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_wet_nurse_cooldown' ))]" - recruit_charioteer_cooldown_tt: "Recruiting a [GetCourtPositionType('charioteer_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_charioteer_cooldown' ))]" - recruit_bookmaker_cooldown_tt: "Recruiting a [GetCourtPositionType('bookmaker_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_bookmaker_cooldown' ))]" - recruit_court_gardener_cooldown_tt: "Recruiting a [GetCourtPositionType('court_gardener_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_gardener_cooldown' ))]" - recruit_chief_eunuch_cooldown_tt: "Recruiting a [GetCourtPositionType('chief_eunuch_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_eunuch_cooldown' ))]" - recruit_linguist_self_cooldown_tt: "Recruiting a Linguist is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_linguist_self_cooldown' ))]" - recruit_linguist_liege_cooldown_tt: "Recruiting a Linguist is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_linguist_liege_cooldown' ))]" - recruit_court_astrologer_cooldown_tt: "Recruiting a [GetCourtPositionType('court_astrologer_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_astrologer_cooldown' ))]" - recruit_court_position_decision_tt: "You will receive two suitable candidates from which to choose for the selected [court_position|E]" - - recruit_siege_engineer_cooldown_tt: "Recruiting a [GetCourtPositionType('siege_engineer_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_siege_engineer_cooldown' ))]" - recruit_foreign_emissary_cooldown_tt: "Recruiting a [GetCourtPositionType('foreign_emissary_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'foreign_emissary_engineer_cooldown' ))]" - - recruit_court_brahmin_cooldown_tt: "Recruiting a [GetCourtPositionType('court_brahmin_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_brahmin_cooldown' ))]" - recruit_khlon_glan_cooldown_tt: "Recruiting a [GetCourtPositionType('khlon_glan_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_khlon_glan_cooldown' ))]" - - - write_muwashshah_poem_decision: "Write Muwashshah Poem" - write_muwashshah_poem_decision_desc: "With all the great minds I keep around me, writing a new poem in the popular Muwashshah style would be fairly simple. With so many eager to read my works, I have multiple options for its final resting place, too." - write_muwashshah_poem_decision_tooltip: "Pen a new poem to either sell for money, keep for yourself or distribute for free.\n\n$EFFECT_LIST_BULLET$Selling the poem will gain a sum of [gold_i][gold|E]\n$EFFECT_LIST_BULLET$Keeping the poem adds a modifier to the Double-Moon Tome [artifact|E]\n$EFFECT_LIST_BULLET$Distributing the poem will result in extra [prestige_i][prestige|E]" - sell_poem_decision: "Sell Poem" - sell_poem_decision_tooltip: "Sell the poem, bringing in [gold_i][gold|E]" - keep_poem_decision: "Keep Poem" - keep_poem_decision_tooltip: "Keep the poem, modifying your Double-Moon Tome [artifact|E]" - distribute_poem_decision: "Distribute Poem" - distribute_poem_decision_tooltip: "Distribute to the poem to the masses for free, gaining you [prestige_i][prestige|E]" - CHOOSE_POEM_DECISION_NEXT_STEP_BUTTON: "Choose Poem's Fate" - write_muwashshah_poem_decision_confirm: "Get to work" - - rebuke_roman_revanchism_sicily: "Rebuke Roman Revanchism for Sicily" - rebuke_roman_revanchism_sicily_desc: "What claim do these Easterners have to the fair lands of the southern peninsula? They have brought naught but ruin and incompetent bureaucracy to this place, and their ouster can surely only do good." - rebuke_roman_revanchism_sicily_tooltip: "Remove [GetTitleByKey('k_sicily').GetNameNoTier] from [GetTitleByKey('e_byzantium').GetDefinitiveName]" - rebuke_roman_revanchism_sicily_confirm: "Shatter the memory of Justinian!" - rebuke_roman_revanchism_sicily.tt.requirements.lower_tally: "You control at least [EmptyScope.ScriptValue('rebuke_roman_revanchism_sicily_requirements_no_ere_county_value')|V0] [counties|E] within [GetGeographicalRegion('custom_sicily').GetName]" - rebuke_roman_revanchism_sicily.tt.requirements.ere_booted: "[GetTitleByKey('e_byzantium').GetDefinitiveName] controls #V 0#! [counties|E] within [GetGeographicalRegion('custom_sicily').GetName]" - rebuke_roman_revanchism_sicily.tt.requirements.higher_tally: "You control at least [EmptyScope.ScriptValue('rebuke_roman_revanchism_sicily_requirements_some_ere_county_value')|V0] [counties|E] within [GetGeographicalRegion('custom_sicily').GetName]" - rebuke_roman_revanchism_sicily.tt.sicily_has_no_holder: "No [ruler|E] holds [GetTitleByKey('k_sicily').GetNameNoTier]" - rebuke_roman_revanchism_sicily.tt.requirements.ere_cant_be_revanchising: "Either [GetTitleByKey('e_byzantium').GetBaseNameNoTier] has not taken [GetDecisionWithKey('retake_eastern_provinces_decision').GetName] [decision|E] or it does not exist" - rebuke_roman_revanchism_sicily.tt.requirements.ere_not_in_italy: "[GetTitleByKey('e_byzantium').GetDefinitiveName] controls less than [EmptyScope.ScriptValue('rebuke_roman_revanchism_sicily_requirements_no_ere_in_italy_county_value')|V0] [counties|E] within [GetGeographicalRegion('world_europe_south_italy').GetName]" - rebuke_roman_revanchism_sicily.tt.effects.option.1: "If you reunite [GetTitleByKey('k_sicily').GetNameNoTier] with the north" - rebuke_roman_revanchism_sicily.tt.effects.option.2: "If you align [GetTitleByKey('k_sicily').GetNameNoTier] with its Mediterranean neighbors" - rebuke_roman_revanchism_sicily.tt.effects.option.3: "If you choose to annex [GetTitleByKey('k_sicily').GetNameNoTier]" - - roman_restoration.1211.t: "Justinian's Dream Undone" - roman_restoration.1211.desc.intro: "For hundreds of years, the Byzantines have clung to their last holdouts in the Italian Peninsula, sinking bloodied nails into the land and refusing to let go no matter how much we kick at them.\n\nNo more. Today, their control is finally loose enough to be torn free for good, and I shall ensure that all the world knows.\n\n" - roman_restoration.1211.desc.body.emperor_exists: "[emperor.GetTitledFirstNameNicknamed] can fume and rumble all [emperor.GetSheHe] likes — if [emperor.GetSheHe] can even be bothered to note a break-away province far from [emperor.GetHerHis] comfortable palace — but [emperor.GetSheHe] can do nothing to stop me." - roman_restoration.1211.desc.body.emperor_absent: "There is not even an emperor to protest my proclamation. Pathetic." - roman_restoration.1211.desc.outro: "\n\nThe only question is... where do I see fair [GetTitleByKey('k_sicily').GetNameNoTier] as belonging now?" - roman_restoration.1211.a: "We are tied forever to our northern brothers." - roman_restoration.1211.b: "Sicily's destiny lies, as it always has, across the sea." - roman_restoration.1211.c: "Why, with [ROOT.Char.GetPrimaryTitle.GetBaseNameNoTierNoTooltip] of course!" - - roman_restoration.1212.t: "$roman_restoration.1211.t$" - roman_restoration.1212.desc.intro: "After hundreds of years of dogged, determined resistance to barbarian hordes of one stripe or another despoiling the last vestiges of our ancient homeland, [taker.GetTitledFirstName] has finally succeeded where so many others have failed.\n\nThe cur has eliminated the last remnants of Roman control on the western peninsula," - roman_restoration.1212.desc.new_empire.italia: "instead aligning the territory strongly with [GetTitleByKey('e_italy').GetNameNoTier]." - roman_restoration.1212.desc.new_empire.maghreb: "bringing it into the African sphere along with the [GetTitleByKey('e_maghreb').GetNameNoTier]." - roman_restoration.1212.desc.new_empire.own: "absorbing the territory into [taker.GetHerHis] own realm of [taker.GetPrimaryTitle.GetBaseNameNoTier]." - roman_restoration.1212.desc.outro.territory_left: "\n\nThe scattered, scant few outposts we have left offer no real resistance to this travesty." - roman_restoration.1212.desc.outro.no_territory_left: "\n\nWith not so much as a single port in the south to our name, there is nothing we can do to resist this injustice." - roman_restoration.1212.a: "That presumptuous lout!" - - roman_restoration.1213.t: "$roman_restoration.1211.t$" - roman_restoration.1213.desc.intro: "Despite spilling an ocean of blood for their Italian territories through the centuries, [taker.GetTitledFirstNameNicknamed] has finally forced the Romans to admit that [GetTitleByKey('k_sicily').GetNameNoTier] is lost to them.\n\nInstead, the lands now look to" - roman_restoration.1213.desc.new_empire.italia: "the rest of the peninsula for succour." - roman_restoration.1213.desc.new_empire.maghreb: "their African neighbors across the ocean, viewing themselves a part of their ancient cousins across the [GetTitleByKey('e_maghreb').GetNameNoTier]." - roman_restoration.1213.desc.new_empire.own: "[taker.GetHerHis] own [taker.GetPrimaryTitle.GetBaseName] as the #EMP new#! empire." - roman_restoration.1213.desc.body.emperor_exists: "[emperor.GetTitledFirstName] protests about as much as can be expected for the loss of a lesser province, but no more than that." - roman_restoration.1213.desc.body.emperor_absent: "Without even an emperor to voice opposition, Roman Italy dies with a whimper." - roman_restoration.1213.desc.outro.territory_left: "\n\nThe few remaining holdouts of the empire left across the Adriatic now look more endangered than ever." - roman_restoration.1213.desc.outro.no_territory_left: "\n\nWithout so much as a single Roman city remaining in the lost lands, there is simply no one left to mourn the death of Justinian's dream." - roman_restoration.1213.a: "Good riddance!" - roman_restoration.1213.b: "What dark times we live in..." - - # BP3 - local_arbitration_decision: "Local Arbitration" - local_arbitration_decision_desc: "At times it is necessary to meet the local sheriffs and mayors to ensure every step of the hierarchy works as intended. The subjects are sure to appreciate the gesture." - local_arbitration_decision_tooltip: "You work on improving the [county|E] in your current location" - local_arbitration_decision_confirm: "Begin Arbitration" - inside_realm_trigger: "Must be inside your own [realm|E]" - local_arbitration_key: "[GetDecisionWithKey('local_arbitration_decision').GetName]" - local_arbitration_modifier_1: "Inspired Levies" - local_arbitration_modifier_1_desc: "After a local liege visited the province, there has been an increased interest in joining the army and protecting the realm." - local_arbitration_modifier_2: "Hampering Corruption" - local_arbitration_modifier_2_desc: "Particular effort has been taken to ensure that there's no local "extra tax" on the tax." - local_arbitration_modifier_3: "Investing in Development" - local_arbitration_modifier_3_desc: "Time and money has been invested into developing this province, both by the liege and several local landholders." - has_locations_to_map_tt: "Maps can only be made to visited locations that are:\n[points_of_interest|E]\nForeign [kingdom|E] [capital|E]\nIn your own [domain|E]\nAn own [vassal|E] [capital|E]" - draw_up_new_charts_decision: "Create Travel Itinerary" - draw_up_new_charts_decision_key: "[GetDecisionWithKey('draw_up_new_charts_decision').GetName]" - draw_up_new_charts_decision_desc: "The insights I have collected during my travels can be condensed into an itinerary, for others to follow and admire." - draw_up_new_charts_decision_tooltip: "You create an itinerary and a map over a traveled region." - draw_up_new_charts_artifact_tt: "This will produce an [artifact|E], effects will depend on choices you make related to the traveled region." - draw_up_new_charts_decision_confirm: "Draw up Itinerary" - - form_bosporan_kingdom_decision: "Restore the Bosporan Kingdom" - form_bosporan_kingdom_decision_confirm: "Restore Kingdom" - form_bosporan_kingdom_decision_desc: "We will once again be rulers of the Black Sea, capturing its wealth and becoming renowned far beyond our borders." - form_bosporan_kingdom_decision_tooltip: "Restore the borders of the former kingdom of Cimmerian Bosporus." - - bp3_bosporan_kingdom_modifier: "Rulers of the Black Sea" - bp3_bosporan_kingdom_modifier_desc: "This family has gained a significant presence in the Black Sea, and aims at taking control of all its wealth and riches.\n\n" - black_sea_coast_region: "Black Sea" - modifier_bosporan_kingdom_desc: "Increased for every [county|E]" - MODIFIER_DEFINITION_BOSPORAN_KINGDOM: "This modifier is increased for every held [county|E] in the [GetGeographicalRegion('black_sea_coast_region').GetName] [region|E]" - unlocks_black_sea_naval_conquest: "Unlocks the #emp County Expansion#! and #emp Naval County Expansion#! [casus_belli|E] in the [GetGeographicalRegion('black_sea_coast_region').GetName] [region|E] for the duration of the [house|E] [modifier|E]" - bp3_conqueror_black_sea_modifier: "Conqueror of the Black Sea" - bp3_conqueror_black_sea_modifier_desc: "The Black Sea is awaiting the return of its rightful king." - - merge_aquitaine_decision: "[GetTitleByKey('k_france').GetNameNoTierNoTooltip] as One" - merge_aquitaine_decision_alt: "[GetTitleByKey('k_aquitaine').GetNameNoTierNoTooltip] as One" - merge_aquitaine_decision_desc: "The people of [GetTitleByKey('k_france').GetNameNoTierNoTooltip] has been split for too long, squabbling over borders and land." - merge_aquitaine_decision_desc_aquitaine: "The people of [GetTitleByKey('k_aquitaine').GetNameNoTierNoTooltip] has been split for too long, squabbling over borders and land." - merge_aquitaine_decision_desc_outro: "From the Seine in the north to the Pyrenees in the south, they shall all answer to their one true [ROOT.Char.GetTitleAsNameNoTooltip] - #emp me#!." - merge_aquitaine_decision_tooltip: "Gather all the lands of [GetTitleByKey('k_france').GetNameNoTier] and [GetTitleByKey('k_aquitaine').GetNameNoTier] under one [title|E]" - - merge_aquitaine_vassal: "$BULLET$Every [de_jure|E] [vassal|E] in" - merge_aquitaine_decision_vassal_original: "$merge_aquitaine_vassal$ [GetTitleByKey('k_france').GetName]" - merge_aquitaine_decision_vassal_alt: "$merge_aquitaine_vassal$ [GetTitleByKey('k_aquitaine').GetName]" - - merge_aquitaine_opinion: "Gains #p 20#! [opinion|E] of #color_white you#! #weak (-1.20/year) ($rightful_king_opinion$)#!" - - merge_aquitaine_title: "$BULLET$Every [de_jure|E] [duchy|E] in" - merge_aquitaine_decision_tooltip_original: "$merge_aquitaine_title$ [GetTitleByKey('k_aquitaine').GetName]" - merge_aquitaine_decision_tooltip_alt: "$merge_aquitaine_title$ [GetTitleByKey('k_france').GetName]" - - merge_aquitaine_de_jure_title: "becomes [de_jure|E] [liege|E] of this [duchy|E]" - merge_aquitaine_decision_tooltip_2_original: "[GetTitleByKey('k_france').GetName] $merge_aquitaine_de_jure_title$" - merge_aquitaine_decision_tooltip_2_alt: "[GetTitleByKey('k_aquitaine').GetName] $merge_aquitaine_de_jure_title$" - merge_aquitaine_decision_confirm: "It is Time" - - merge_aquitane_culture: "$BULLET$Every non-[GetTitleByKey('k_aquitaine').GetHolder.GetCulture.GetName] [culture|E] in" - merge_aquitane_culture_tooltip_original: "$merge_aquitane_culture$ [GetTitleByKey('k_aquitaine').GetName]" - merge_aquitane_culture_tooltip_alt: "$merge_aquitane_culture$ [GetTitleByKey('k_france').GetName]" - merge_aquitaine_culture_tooltip: "The [cultural_acceptance|E] decreases by #n 25%#!" - - cultural_acceptance_merge_aquitaine: "Forcibly Put Under Liege" - - rightful_king_opinion: "Rightful Liege" - - major_decisions.3200.t: "[rightful_title.GetNameNoTierNoTooltip] as One" - major_decisions.3200.desc: "As the [rightful_liege.Custom('GetQueenKing')|l] of the thrones of [rightful_title.GetNameNoTier] and [destroyed_title.GetNameNoTier], [rightful_liege.GetTitledFirstName] has decided it is time to rule them both from [rightful_liege.GetCapitalLocation.GetTitle.GetNameNoTier].\n\nNo longer shall [rightful_liege.GetHerHis] vassals be seen as two people ruled by one [rightful_liege.Custom('GetQueenKing')|l], but rather as the people of one kingdom." - major_decisions.3200.a: "And so continues the rule of the [rightful_liege.GetCulture.GetNameNoTooltip] tyrant..." - major_decisions.3200.b: "For the betterment of all of [rightful_title.GetNameNoTierNoTooltip]." - - #MPO - mpo_pleasure_dome_decision: "Devise Pleasure Dome" - mpo_pleasure_dome_decision_tooltip: "Unlock a [special_building|E] Slot in one of your Baronies" - mpo_pleasure_dome_tt: "This will unlock a [special_building|E] Slot in one of your Baronies." - mpo_pleasure_dome_decision_desc: "With lands secured and home settled, my thoughts are naturally drawn to ponder what mark I might leave on this earth. What better than a palace of perfect splendor? Where lofty fountains flow with wine and the gardens rill in all their majesty." - mpo_pleasure_dome_decision_confirm: "This palace will carve my name in history!" - mpo_pleasure_dome_no_barony_tt: "You must hold a [barony|E] which is the capital of its [county|E], is not [leased|E], and does not already have a [special_building|E] Slot#!" - mpo_pleasure_dome_not_settled: "You must be settled" - mpo_pleasure_dome_slot_added.toast: "The decision is made" - mpo_add_pleasure_dome_effect_tt: "The selected [holding|E] gains the [GetBuilding('pleasure_dome').GetName] [special_building|E]" - mpo_pleasure_dome_barony_decision_tt_first: "#weak The holding must be the capital of its [county|E], not be [leased|E], not already have a [special_building|E] Slot, and be in the [the_great_steppe|E]#!\n@warning_icon! #weak #color_red You will not be able to change this location at a later time!#!" - mpo_pleasure_dome_barony_decision_tooltip: "Choose a barony for your [special_building|E]!" - mpo_pleasure_dome_decision_steppe_admin: "You have the [GetLaw('meritocratic_bureaucracy_2').GetName] or [GetLaw('meritocratic_bureaucracy_3').GetName] [law|E]" - - mpo_divination_decision: "Consult the Skies" - mpo_divination_decision_tooltip: "Dare to see the future" - mpo_divination_decision_desc: "Consult Tengri about what is most important for you — love, warfare or life." - mpo_divination_decision_confirm: "Cast the knucklebone." - mpo_divination_decision_tt: "You may gain [GetModifier( 'mpo_divination_love_modifier' ).GetNameWithTooltip], [GetModifier( 'mpo_divination_war_modifier' ).GetNameWithTooltip] or [GetModifier( 'mpo_divination_life_modifier' ).GetNameWithTooltip] for #high 5#! years." - mpo_divination_decision_tt_spiritual: "You may gain [GetModifier( 'mpo_divination_love_spiritual_modifier' ).GetNameWithTooltip], [GetModifier( 'mpo_divination_war_spiritual_modifier' ).GetNameWithTooltip] or [GetModifier( 'mpo_divination_life_spiritual_modifier' ).GetNameWithTooltip] for #high 5#! years." - court_astrologer_events.0001.t: "$mpo_divination_decision$" - court_astrologer_events.0001.desc: "My eyes follow [astrologer.GetFirstName] as [astrologer.GetSheHe] places two reeds on the ground, at some distance from each other. [astrologer.GetHerHis|U] lips barely seem to move as [astrologer.GetSheHe] recites incantations, watching the reeds advance to each other, touched by the wind.\n\nOne of them conquers the other — the weight it carries much heavier than its body. The sky has spoken." - court_astrologer_events.0001.a: "Speak to me of love." - court_astrologer_events.0001.a.success: "You will be surrounded by love" - court_astrologer_events.0001.a.success.tt: "You try not to shed a tear" - court_astrologer_events.0001.a.failure: "The sky remains silent" - court_astrologer_events.0001.b: "Speak to me of war." - court_astrologer_events.0001.b.success: "You will win every battle" - court_astrologer_events.0001.c: "Speak to me of life." - court_astrologer_events.0001.c.success: "You will have a prosperous life" - court_astrologer_events.0001.d: "It's not the right time." - mpo_divination_love_modifier: "Loved by Tengri" - mpo_divination_love_modifier_desc: "The skies augured a warm love for this character." - mpo_divination_war_modifier: "Warrior of Tengri" - mpo_divination_war_modifier_desc: "The skies augured a victorious battle for this character." - mpo_divination_life_modifier: "Blessed by Tengri" - mpo_divination_life_modifier_desc: "The skies augured a long life for this character." - - mpo_divination_love_spiritual_modifier: "$mpo_divination_love_modifier$" - mpo_divination_love_spiritual_modifier_desc: "$mpo_divination_love_modifier_desc$\n#weak This modifier is more powerful because of the Spiritual [ethos|E]#!" - mpo_divination_war_spiritual_modifier: "$mpo_divination_war_modifier$" - mpo_divination_war_spiritual_modifier_desc: "$mpo_divination_war_modifier_desc$\n#weak This modifier is more powerful because of the Spiritual [ethos|E]#!" - mpo_divination_life_spiritual_modifier: "$mpo_divination_life_modifier$" - mpo_divination_life_spiritual_modifier_desc: "$mpo_divination_life_modifier_desc$\n#weak This modifier is more powerful because of the Spiritual [ethos|E]#!" - - mpo_decision_fertility_dance: "Call for an Assembly" - mpo_decision_fertility_dance_tooltip: "Call upon your [GetCourtPositionType('court_astrologer_court_position').GetName()] to help you exploit [county_fertility|E]" - mpo_decision_fertility_dance_desc: "Oh, [ROOT.Char.GetFaith.FertilityGodName], bless our lands with your bounty. Let us remember the knowledge of our parents so our herd may prosper." - mpo_decision_fertility_dance_confirm: "Our flock will flourish!" - mpo_decision_fertility_dance_effects_tt: "Your [GetCourtPositionType('court_astrologer_court_position').GetName()] and others will gather to assess the pastureland of [fertility_county.GetName], granting bonuses to its [Concept('county_fertility', 'Fertility')|E]." - mpo_decision_fertility_dance_bonus_tt: "The results of the assembly depend on the [county_fertility|E] of [fertility_county.GetNameNoTier], your [learning|E] [skill|E] and the [learning|E] [skill|E] of your [GetCourtPositionType('court_astrologer_court_position').GetName()]" - - found_duchy_decision: "Found a New Duchy" - found_duchy_decision_desc: "I look at my neighbors, my peers, my so-called equals. I am greater than they are, and it is time for the world to recognize my worth. I will forge a realm so they can all bend the knee to my rightful rule." - found_duchy_decision_tooltip: "I will found a new [duchy|E] to rule the lands of [ROOT.Char.GetPrimaryTitle.GetNameNoTier]" - found_duchy_decision_confirm: "It is my right to rule" - create_new_duchy: "You create a [duchy|E] of [root_scope.GetPrimaryTitle.GetNameNoTierNoTooltip]" - create_custom_duchy_de_jure_changes: "[root_scope.GetPrimaryTitle.GetName]:\n$EFFECT_LIST_BULLET$ Becomes [de_jure|E] [county|E] of your new [duchy|E]" - - expand_duchy_decision: "Expand Duchy" - expand_duchy_decision_desc: "As my realm grows, it is only natural that the core lands of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] grows with it. " - expand_duchy_decision_tooltip: "It is time to expand the grasp of [ROOT.Char.GetPrimaryTitle.GetNameNoTier] to new lands" - expand_duchy_decision_confirm: "It is Time" - expand_duchy_less_than_4: "[duchy_title.GetName] has fewer than #color_white [root_scope_temporary.MakeScope.ScriptValue('expand_duchy_max_size_value')]#! [de_jure|E] [counties|E]" - expand_duchy_capital_tooltip: "[barony.GetProvince.GetCounty.GetName] is the [de_jure|E] [capital|E] of [root_scope_temporary.GetPrimaryTitle.GetName]" - - set_de_jure_capital_decision: "Relocate De Jure Capital" - set_de_jure_capital_decision_desc: "It is time to realize the importance of [ROOT.Char.GetCapitalLocation.GetCounty.GetName] in our realm. It is my home, and it should be paid proper respect far and wide." - set_de_jure_capital_decision_tooltip: "Make [ROOT.Char.GetCapitalLocation.GetCounty.GetName] the [de_jure_capital|E] of [ROOT.Char.GetPrimaryTitle.GetNameNoTier]" - set_de_jure_capital_decision_confirm: "Make it so" - set_de_jure_capital_duchy: "Duchy" - set_de_jure_capital_kingdom: "Kingdom" - set_de_jure_capital_empire: "Empire" - set_duchy_capital_tooltip: "" - set_kingdom_capital_tooltip: "" - set_empire_capital_tooltip: "" - SET_DE_JURE_CAPITAL_CHOOSE_TYPE: "Choose Title Tier" - - set_de_jure_not_de_jure_tooltip: "[current_capital.GetName] is a [de_jure|E] [county|E] of [current_de_jure.GetName]" - set_de_jure_capital_already_done_tooltip: "[current_capital.GetName] is not the [de_jure_capital|E] of [current_de_jure.GetName]" - set_de_jure_capital_hold_current_capital_tooltip: "Current [de_jure_capital|E] of [current_de_jure.GetName] #weak (#color_white [title_check.GetName]#!)#! is a part of the [realm|E]" - set_de_jure_capital_effect_tooltip: "[current_capital_scope.GetName] will be the new [de_jure_capital|E] of [current_de_jure_scope.GetName]" - set_de_jure_capital_warning: "$set_de_jure_capital_effect_tooltip$\n@warning_icon! #color_red Will destroy current [duchy_building|E]#!" - - sacrifice_bear_decision: "Sacrifice Bear" - sacrifice_bear_decision_desc: "As a way to send this spirit back to its ancestors, we should host a ritual where we sacrifice this bear and consume its meat." - sacrifice_bear_decision_tooltip: "Sacrifice a [GetModifier('hunt_captive_beast_modifier').GetNameWithTooltip] you have acquired from a [GetActivityType('activity_hunt').GetName]" - sacrifice_bear_decision_confirm: "Let us acquire its strength" - tgp_has_acquired_bear: "You have a [GetModifier('hunt_captive_beast_modifier').GetNameWithTooltip] from using the #V Corner#! method in a [GetActivityType('activity_hunt').GetName]" - - adopt_han_culture_decision: "Adopt Chinese Culture" - adopt_han_culture_decision_desc: "Our Intermingling with the ways of the Chinese haave allowed us to start adopting their cultural pillars at a rapid pace. Perhaps me and my family can properly convert to their culture." - adopt_han_culture_decision_tooltip: "We will embrace the Han [culture|e]" - adopt_han_culture_decision_confirm: "We shall grow the Chinese culture" - - invite_religious_exiles_decision: "Invite Religious Exiles" - invite_religious_exiles_decision_desc: "Throughout distant lands, exiled faithful wander in search of a place to call home, driven from their birthplaces by persecution.\n\nI could welcome these displaced communities into my realm and let their knowledge enrich the lands — though their arrival will bring their beliefs with them..." - invite_religious_exiles_decision_tooltip: "Invite religious exiles to settle in your [counties|E], increasing [development|E] but changing the [faith|E]." - CHOOSE_EXILES_DECISION_NEXT_STEP_BUTTON: "Invite Exiles" - invite_religious_exiles_decision_confirm: "$CHOOSE_EXILES_DECISION_NEXT_STEP_BUTTON$" - invite_all_exiles: "Welcome All" - invite_same_religion_exiles: "Welcome Same Religion" - invite_same_faith_exiles: "Welcome Same Faith" - invite_all_exiles_tooltip: "Invite exiles of any [faith|E]\n\n$invite_religious_exiles_decision_effect$" - invite_same_religion_exiles_tooltip: "Invite exiles of your [religion|E]\n\n$invite_religious_exiles_decision_effect$" - invite_same_faith_exiles_tooltip: "Invite exiles of your [faith|E]\n\nYou will be approached by a group of exiles, who will ask to settle in your [counties|E], increasing [development|E]." - invite_exiles_req: "There are no exiles of this type within range that you can invite" - invite_religious_exiles_decision_effect: "You will be approached by a group of exiles, who will ask to settle in your [counties|E], increasing [development|E] but changing the [faith|E]." - invite_exiles_anyone_req: "There are no exiles in range to invite" - invite_exiles_same_faith_county_req: "You do not have a [county|E] of your [faith|E]" - #TGP - - CHOOSE_CONFUCIAN_FAITH_TO_CONVERT_TO: "Adopt a Confucian Faith" - convert_to_confucianism: "Adopt Confucianism" - convert_to_confucianism_desc: "To see what is right and not do it is want of courage or of principle.\nAs a true [ROOT.Char.GetCulture.GetName] scholar gentleman I must adopt the ideals and rituals of [GetReligionByKey('confucianism_religion').GetName] in my personal life!" - convert_to_jingxue: "[GetFaithByKey('jingxue').GetName]" - convert_to_daoxue: "[GetFaithByKey('daoxue').GetName]" - jingxue_tooltip: "Adopt [GetFaithByKey('jingxue').GetName] as your personal [faith|E]" - daoxue_tooltip: "Adopt [GetFaithByKey('daoxue').GetName] as your personal [faith|E]" - convert_to_jingxue_via_tradition_desc: "Convert to the [GetFaithByKey('jingxue').GetName] faith." - convert_to_daoxue_via_tradition_desc: "Convert to the [GetFaithByKey('daoxue').GetName] faith." - convert_to_confucianism_confirm: "Convert" - convert_to_confucianism_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetReligionByKey('confucianism_religion').GetName]" - - CHOOSE_TAOIST_FAITH_TO_CONVERT_TO: "Adopt a Taoist Faith" - convert_to_taoism: "Adopt Taoism" - convert_to_taoism_desc: "We have strayed too far from the roots of our ancestors. We must seek the harmony of the Tao, letting the principles of [GetReligionByKey('taoism_religion').GetName] guide every step in our journey is the only way forward." - convert_to_zhengyi: "[GetFaithByKey('zhengyi').GetName]" - convert_to_shangqing: "[GetFaithByKey('shangqing').GetName]" - convert_to_quanzhen: "[GetFaithByKey('quanzhen').GetName]" - zhengyi_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetFaithByKey('zhengyi').GetName]" - shangqing_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetFaithByKey('shangqing').GetName]" - quanzhen_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetFaithByKey('quanzhen').GetName]" - convert_to_zhengyi_via_decision_desc: "Convert to the [GetFaithByKey('zhengyi').GetName] faith." - convert_to_shangqing_via_decision_desc: "Convert to the [GetFaithByKey('shangqing').GetName] faith." - convert_to_quanzhen_via_decision_desc: "Convert to the [GetFaithByKey('quanzhen').GetName] faith." - convert_to_taoism_confirm: "Convert" - convert_to_taoism_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetReligionByKey('taoism_religion').GetName]" - - #Dai Viet - form_dai_viet_empire_decision: "Found the Viet Empire" - form_dai_viet_empire_decision_desc: "One day, the northerners will tremble before the noble people they once dismissed as reliant bandits. I vow to unite them under a single banner." - form_dai_viet_empire_decision_tooltip: "Dai Viet becomes a [de_jure|E] [empire|E]" - form_dai_viet_empire_decision_effects_de_jure_tt_a: "If held, the following [kingdoms|E] will become [de_jure|E] part of [vietnamese_dai_viet_empire.GetName]:\n[vietnamese_viet.GetName], [vietnamese_champa.GetName]" - form_dai_viet_empire_decision_effects_de_jure_tt_b: "If held, the following [duchies|E] will become [de_jure|E] part of [vietnamese_viet.GetName]:\n[vietnamese_d_hai_dong.GetNameNoTier], [vietnamese_d_lam_tay.GetNameNoTier], [vietnamese_d_nghe_an.GetNameNoTier], [vietnamese_hai_dong.GetNameNoTier]" - form_dai_viet_empire_decision_effects_de_jure_tt_c: "If held, the following [duchies|E] will become [de_jure|E] part of [vietnamese_champa.GetName]:\n[vietnamese_d_indrapura.GetNameNoTier], [vietnamese_d_vijaya.GetNameNoTier], [vietnamese_d_baigaur.GetNameNoTier]" - form_dai_viet_empire_decision_confirm: "I am the Southern Emperor!" - dai_viet_empire_house_modifier: "Binders of the Southern Realm" - - tgp_divine_reincarnation_decision: "Divine Reincarnation" - tgp_divine_reincarnation_decision_desc: "The breath of life leaves one body to enter the next one.\n\nA child remembers something they should not know. Memories, clear as rivers, flow endlessly in their mind." - tgp_divine_reincarnation_decision_tooltip: "Bestow the [GetTrait('reincarnation').GetName( GetNullCharacter )] [trait|E] on a [child|E]" - tgp_divine_reincarnation_decision_primary_heir_name: "Primary Heir" - primary_heir_tooltip: "Choose your [primary_heir|E]" - tgp_divine_reincarnation_decision_favorite_child_name: "Favorite Child" - favorite_child_tooltip: "Choose your [favorite_child|E]" - tgp_divine_reincarnation_decision_confirm: "An ancestor returns!" - tgp_divine_reincarnation_decision_primary_heir_tt: "Your [primary_heir|E] must:$tgp_divine_reincarnation_decision_requirements_tt$" - tgp_divine_reincarnation_decision_favorite_child_tt: "Your [favorite_child|E] must:$tgp_divine_reincarnation_decision_requirements_tt$" - tgp_divine_reincarnation_decision_requirements_tt: "\n$BULLET_WITH_TAB$Be a [child|E]\n$BULLET_WITH_TAB$Be of your [faith|E]\n$BULLET_WITH_TAB$Cannot have the [GetTrait('reincarnation').GetName( GetNullCharacter )] [trait|E]\n$BULLET_WITH_TAB$Have a same-gendered dead grandparent or great grandparent" - tgp_divine_reincarnation_decision_favorite_child_valid_tt: "Is your [favorite_child|E]" - tgp_divine_reincarnation_decision_primary_heir_valid_tt: "Is your [primary_heir|E]" - tgp_divine_reincarnation_decision_valid_child_tt: "You need to have a [child|E] that:\n$BULLET_WITH_TAB$Has the same [faith|E] as you\n$BULLET_WITH_TAB$Does not have the [GetTrait('reincarnation').GetName( GetNullCharacter )] [trait|E]\n$BULLET_WITH_TAB$Is either your [primary_heir|E] or [favorite_child|E]\n$BULLET_WITH_TAB$Has a same-gendered dead grandparent or great grandparent" - - tgp_decision_events.0200.t: "The Spirit of [house.GetNameNoTooltip]" - tgp_decision_events.0200.desc: ""[ROOT.Char.GetMotherFather|U]." My [ROOT.Char.Custom2( 'RelationToMeShort', target_child )] [target_child.GetFirstName] tugs at my shirt with a somber expression.\n\n"I have had another dream. The [target_child.GetFaith.DevoteeNeuterPlural] say it's because my body is young, but my mind is old. I dream and dream and I wake up screaming. I'm scared, [ROOT.Char.GetMotherFather]. Do you know who I am?"" - tgp_decision_events.0200.a: "[target_child.GetSheHe|U] is back!" - tgp_decision_events.0200.b: ""You are your own person."" - - #Majapahit - form_majapahit_empire_decision: "Found the Majapahit Empire" - form_majapahit_empire_decision_desc: "Sprung from the isle of Java, my people, with differing secrets in their hearts will chant poems of unity in diversity—being in pieces, yet one in purpose." - form_majapahit_empire_decision_tooltip: "Majapahit Empire becomes a [de_jure|E] [empire|E]" - form_majapahit_empire_decision_effects_de_jure_tt_a: "If held, [javanese_yavakadvipa.GetNameNoTier] will become [de_jure|E] part of [javanese_majapahit_empire.GetName]" - form_majapahit_empire_decision_effects_de_jure_tt_b: "If held, [javanese_palembang.GetNameNoTier] will become [de_jure|E] part of [javanese_yavakadvipa.GetNameNoTier]" - form_majapahit_empire_decision_effects_de_jure_tt_c: "If held, [javanese_madura.GetNameNoTier] will become [de_jure|E] part of [javanese_mataram.GetNameNoTier]" - form_majapahit_empire_decision_requirement_1_tt: "You, your [vassals|E] or [tributaries|E] hold the [GetTitleByKey('d_SUM_palembang').GetName] [title|E]" - form_majapahit_empire_decision_requirement_2_tt: "You, your [vassals|E] or [tributaries|E] hold the [GetTitleByKey('d_JAV_taruma').GetName] [title|E]" - form_majapahit_empire_decision_requirement_3_tt: "You, your [vassals|E] or [tributaries|E] hold the [GetTitleByKey('d_JAV_mataram').GetName] [title|E]" - form_majapahit_empire_decision_requirement_4_tt: "You, your [vassals|E] or [tributaries|E] hold the [GetTitleByKey('c_JAV_madura').GetName] [title|E]" - form_majapahit_empire_decision_confirm: "Until the stars bend, we shall be united" - majapahit_empire_founding_modifier: "Guiding Stars of Java" - majapahit_empire_knight_modifier: "Blessing of Merapi" - majapahit_empire_build_discount_modifier: "Blessing of Dewi Sri" - - #Ryukyu (Ruucuu) - form_ryukyu_empire_decision: "Found a Ryukyuan Empire" - form_ryukyu_empire_decision_desc: "I will bring the Ryukyuan clans together and put an end to their pointless quarrels. By focusing on a brighter future together, we will become an influential and respected power; a force to be reckoned with." - form_ryukyu_empire_decision_tooltip: "Ruucuu becomes a [de_jure|E] [empire|E]" - form_ryukyu_empire_decision_effects_de_jure_tt_a: "If held, [ryukyuan_ruucuu_kingdom.GetName] will become [de_jure|E] part of [ryukyuan_ruucuu_empire.GetName]" - form_ryukyu_empire_decision_effects_de_jure_tt_b: "If held, [ryukyuan_ruucuu_duchy.GetName] will become [de_jure|E] part of [ryukyuan_ruucuu_kingdom.GetName]" - form_ryukyu_empire_decision_confirm: "For the Three Mountains!" - ryukyu_empire_founding_province_modifier: "United Clans" - ryukyu_empire_founding_province_modifier_desc: "By the uniting power of the their mighty ruler, all Ryukyuan clans have come together to pursue common ambitions." - - #Siam - form_siam_kingdom_decision: "Found the Siam Kingdom" - form_siam_kingdom_decision_desc: "After centuries of wandering, I believe my people have finally found a place to call their own, standing strong between the tribes of land and sea. They only need a trusted ruler to help them reach their potential." - form_siam_kingdom_decision_tooltip: "Siam becomes a [de_jure|E] [kingdom|E]" - form_siam_kingdom_decision_effects_de_jure_tt_a: "If held, [sukhotai_duchy.GetNameNoTier] and [muang_sua_duchy.GetNameNoTier] will become [de_jure|E] part of [siam_kingdom.GetName]" - form_siam_kingdom_decision_requirement_1_tt: "You or your [vassals|E] hold the [GetTitleByKey('d_muang_sua').GetName] [title|E]" - form_siam_kingdom_decision_requirement_2_tt: "You or your [vassals|E] hold the [GetTitleByKey('d_sukhothai').GetName] [title|E]" - form_siam_kingdom_decision_confirm: "For the land of the free!" - - create_dar_al_islam_decision: "Establish the Dar al-Islam" - create_dar_al_islam_decision_desc: "Islam has long been a divided and fractured religion. Ever since the death of the great prophet, [GetScriptedCharacterByHistoryID( '33922' ).GetFirstName], war and conflict have often reigned supreme when discontent spread among us. The time has come to unify all Islamic denominations under a common leadership. #EMP Mine#!." - create_dar_al_islam_decision_tt: "Establish [GetTitleByKey('h_dar_al_islam').GetName] as your [primary_title|E]" - create_dar_al_islam_decision_confirm: "$create_dar_al_islam_decision$" - - realm_controls_enough_islamic_counties_desc: "You control [EmptyScope.ScriptValue('dar_al_islam_religion_county_control_value')|V0%] of all [GetReligionByKey('islam_religion').GetAdjective] [counties|E]: [root_scope.MakeScope.ScriptValue('islam_required_county_number_value')|V0] #weak ([root_scope.MakeScope.ScriptValue('islam_controlled_county_number_value')|V0])#!" - - dar_al_islam_subjugation_expanded_desc: "The [house_heads|E] of your [house|E] gain permanent access to the #V Subjugation#! [casus_belli|E] against #EMP all#! [GetReligionByKey('islam_religion').GetAdjective] branches #weak ([GetFaithDoctrine('muhammad_succession_sunni_doctrine').GetBaseName], [GetFaithDoctrine('muhammad_succession_shia_doctrine').GetBaseName], [GetFaithDoctrine('muhammad_succession_muhakkima_doctrine').GetBaseName], and [GetFaithDoctrine('muhammad_succession_zandaqa_doctrine').GetBaseName])#!" - dar_al_islam_become_head_of_faith_desc: "You become the [head_of_faith|E] of all [GetReligionByKey('islam_religion').GetAdjective] [faiths|E] that does not consider [new_hegemon.GetFaith.GetName] [faith_hostile|E] or [faith_evil|E]" - dar_al_islam_muslim_conversion_desc: "[GetReligionByKey('islam_religion').GetAdherentNamePlural] are more likely to accept conversion" - dar_al_islam_faction_desc: "[GetReligionByKey('islam_religion').GetAdherentName] [vassals|E] #bold cannot#! create or join [dissolution_factions|E] against the [ruler|E] of [GetTitleByKey('h_dar_al_islam').GetName]" - dar_al_islam_faction_block_desc: "As a [GetReligionByKey('islam_religion').GetAdherentName] you are unable to create or join this [faction|E] against the [ruler|E] of [GetTitleByKey('h_dar_al_islam').GetName]" - ASK_FOR_CONVERSION_ACTOR_DAR_AL_ISLAM: "[actor.GetShortUIName|U] [CharHaveHas(actor)] the [GetTitleByKey('h_dar_al_islam').GetNameNoTier] [title|E] and [recipient.GetShortUIName|U] is a [GetReligionByKey('islam_religion').GetAdherentName]: $VALUE|=+0$" diff --git a/localization/english/replace/dlc_fp1_regiment_l_english.yml b/localization/english/replace/dlc_fp1_regiment_l_english.yml deleted file mode 100644 index 6d529700d..000000000 --- a/localization/english/replace/dlc_fp1_regiment_l_english.yml +++ /dev/null @@ -1,12 +0,0 @@ -l_english: - # Cultural MaA - bondi:0 "Bondí" - vigmen:0 "Vigmen" - varangian_veterans:0 "Sea Raiders" - jomsviking_pirates:0 "Jomsviking Pirates" - - # MaA Flavour - bondi_flavor:0 "#F The Bondí are part of a class of free landholders, often competent sailors, that use longships to trade or to go viking. They fight using spears and shields.#!" - vigmen_flavor:0 "#F Warriors in the front present an impenetrable wall of shields to protect archers in the rear. This tactic deters skirmishers while allowing a steady advance.#!" - varangian_veterans_flavor:0 "#F Explorers, adventurers, warriors, and mercenaries from all around the far-flung Nordic colonies. Some have even served in the Varangian Guard.#!" - jomsviking_pirates_flavor:0 "#F Some of the most notorious reavers ever to ply the Baltic, the Jomsvikings excel at injecting chaos into battle, drawing it out before excelling in the aftermath.#!" diff --git a/localization/english/replace/extra_mottos_l_english.yml b/localization/english/replace/extra_mottos_l_english.yml deleted file mode 100644 index 50d7c6752..000000000 --- a/localization/english/replace/extra_mottos_l_english.yml +++ /dev/null @@ -1,22 +0,0 @@ -l_english: - motto_we_swear_by_x_theomach:0 "We Swear by $1$" - motto_with_x_and_y_theomach:0 "With $1$ and $2$" - motto_we_tell_tales_of_x_theomach:0 "We Tell Tales of $1$" - motto_x_is_our_y_theomach:0 "$1$ is our $2$" - motto_x_guides_us_theomach:0 "$1$ Guides Us" - motto_house_was_forged_by_x_theomach:0 "House [CHARACTER.GetHouse.GetBaseNameNoTooltip] was Forged by $1$" - motto_founder_shares_x_theomach:0 "[CHARACTER.GetFirstName] Shares $1$" - - # Theomach-specific - #motto_thors_strength:0 "Thor's Strength" - motto_anaxandros_strength:0 "Anáxandros' Strength" - motto_ares_strength:0 "Ares' Strength" - #motto_tyrs_prowess:0 "Tyr's Prowess" - motto_anaxandros_prowess:0 "Anáxandros' Prowess" - motto_ares_prowess:0 "Ares' Prowess" - motto_athenas_prowess:0 "Athena's Prowess" - #motto_tyrs_bravery:0 "Tyr's Bravery" - motto_ares_bravery:0 "Ares' Bravery" - motto_anaxandros_bravery:0 "Anáxandros' Bravery" - #motto_mimirs_knowledge:0 "Mimir's Knowledge" - motto_athenas_knowledge:0 "Athena's Knowledge" \ No newline at end of file diff --git a/localization/english/replace/factions_l_english.yml b/localization/english/replace/factions_l_english.yml deleted file mode 100644 index 876fc9621..000000000 --- a/localization/english/replace/factions_l_english.yml +++ /dev/null @@ -1,470 +0,0 @@ -l_english: - FACTION_DISCONTENT_POWER_ABOVE_THRESHOLD:0 "[faction_military_power|E] above threshold: #V $VALUE|0=-$#!" - FACTION_DISCONTENT_POWER_BELOW_THRESHOLD:0 "[faction_military_power|E] is below threshold: #V $VALUE|0=-$#!" - FACTION_POWER_HARD_RULE:0 "[GetPerk( 'hard_rule_perk' ).GetName( GetPlayer )]: #V +$VALUE|0$#!" - FACTION_POWER_INTERNAL_ISSUES:0 "Existing Factions: #V $VALUE|0$#!" - FACTION_DEMAND_ACCEPT:0 "I guess I have no choice..." - FACTION_DEMAND_REFUSE:0 "I will not be threatened!" - FACTION_DEMAND_ACCEPTED_OPT:0 "A wise decision" - FACTION_DEMAND_REFUSED_OPT:0 "Then war it is!" - faction_demand.2004.opt_tt:1 "I join the war against [faction_target.GetShortUIName]" - FACTION_DEMAND_SEND_DEMAND_NOTIFICATION_OPT:0 "Send the ultimatum!" - FACTION_IMPRISONMENT_RETALIATION_WARNING:2 "#high Imprisoning [recipient.GetShortUIName] may incite the [retaliating_faction.GetName] to revolt!#!" - faction_demand.9001.t:1 "[retaliating_faction.GetNameNoTooltip] Retaliates" - FACTION_FAILED_IMPRISONMENT_RETALIATION:1 "[actor.GetShortUIName] has unjustly attempted to imprison [recipient.GetShortUIName], who is one of my fellow faction members." - FACTION_SUCCESSFUL_IMPRISONMENT_RETALIATION:1 "[actor.GetShortUIName] has unjustly imprisoned [recipient.GetShortUIName], who was one of my fellow faction members." - FACTION_IMPRISONMENT_RETALIATION_END:0 "\n\nSuch a brazen attack on the [retaliating_faction.GetName] can only been seen as an act of war, and unless we defend ourselves now we will surely be picked off one by one!" - FACTION_IMPRISONMENT_RETALIATION_OPT:0 "To war!" - - # Independence Faction - independence_faction:0 "$game_concept_independence_faction$" - independence_faction_desc:0 "Members of the Independence [faction|E] seek independence from their [liege|E].\n\n#S Ultimatum#!\nAll Faction Members become [independent|E]\n[liege|E] loses [prestige|E]" - independence_faction_short_effect_desc:0 "Wants Independence from their [liege|E]" - - nation_fracturing_faction:1 "Dissolution Faction" - nation_fracturing_faction_desc:1 "Members of the $nation_fracturing_faction$ [faction|E] seek to destroy the realm of their [liege|E].\n\n#S Ultimatum#!\nAll Faction Members become [independent|E]\n[liege|E] loses their [primary_title|E] and other [titles|E] of the same [title_tier|E]" - nation_fracturing_faction_short_effect_desc:0 "Wants to destroy the Realm of their [liege|E]" - liege_primary_title_dissolution:0 "You are now independent!" - liege_primary_title_dissolution_desc:0 "Your liege lost their [primary_title|E] due to a $nation_fracturing_faction$ [faction|E]" - - FACTION_DEMAND_COLLAPSE:1 "[faction_target.GetPrimaryTitle.GetNameNoTier] Dissolution Demand" - FACTION_DEMAND_COLLAPSE_DESC:1 "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nIt is time for you to recognize that you are not able to maintain the unity of [faction_target.GetPrimaryTitle.GetNameNoTier]. It's time to end your rule or of any others: the region needs more freedom. Accept our demands or face our swords on the battlefield!" - FACTION_DEMAND_COLLAPSE_ACCEPTED:1 "Dissolution Demands Accepted" - FACTION_DEMAND_COLLAPSE_ACCEPTED_DESC:1 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour misguided demands will only serve to weaken us all. Regardless, to spare the realm from futile bloodshed I am forced to accept your request for independence." - FACTION_DEMAND_COLLAPSE_REFUSED:1 "Dissolution Demands Refused" - FACTION_DEMAND_COLLAPSE_REFUSED_DESC:0 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour shameful attempt at blackmail has not succeeded. No matter how many corrupted souls you have enticed to help carry out your plan I will not give in without a fight. I'd rather die defending what is rightfully mine!" - FACTION_DEMAND_COLLAPSE_SEND_DEMAND_NOTIFICATION:1 "End of [faction_target.GetPrimaryTitle.GetNameNoTier]!" - FACTION_DEMAND_COLLAPSE_SEND_DEMAND_NOTIFICATION_DESC:0 "The moment has come! The unified voices of the [faction.GetName] agree that [faction_target.GetName] has lost any right of rule [faction_target.GetSheHe] might once have had. We shall be given our independence or take it by force!" - faction_demand.1002.tt:1 "[faction_target.GetPrimaryTitle.GetNameNoTier] is destroyed." - - FACTION_DEMAND_INDEPENDENCE:0 "Independence Demand" - FACTION_DEMAND_INDEPENDENCE_DESC:0 "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nIt is time for you to recognize the full independence of [faction_leader.GetPrimaryTitle.GetNameNoTier] and the other states in the [faction.GetName]. Accept our demands or face our swords on the battlefield!" - FACTION_DEMAND_INDEPENDENCE_ACCEPTED:0 "Independence Demands Accepted" - FACTION_DEMAND_INDEPENDENCE_ACCEPTED_DESC:1 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour misguided demands will only serve to weaken us all. Regardless, to spare the realm from futile bloodshed I am forced to accept your request for independence." - FACTION_DEMAND_INDEPENDENCE_REFUSED:0 "Independence Demands Refused" - FACTION_DEMAND_INDEPENDENCE_REFUSED_DESC:0 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour shameful attempt at blackmail has not succeeded. No matter how many corrupted souls you have enticed to help carry out your plan I will not give in without a fight. I'd rather die defending what is rightfully mine!" - FACTION_DEMAND_INDEPENDENCE_SEND_DEMAND_NOTIFICATION:0 "Independence!" - FACTION_DEMAND_INDEPENDENCE_SEND_DEMAND_NOTIFICATION_DESC:0 "The moment has come! The unified voices of the [faction.GetName] agree that [faction_target.GetName] has lost any right of rule [faction_target.GetSheHe] might once have had. We shall be given our independence or take it by force!" - faction_demand.0002.tt:0 "All Faction Members Gain Independence!" - - FACTION_DEMAND_BRIBE_CO_EMPEROR: "Surely a gift of office can yet force their cooperation?" - FACTION_DEMAND_BRIBE_CO_EMPEROR_REASON: "[faction_leader.GetShortUIName|U] must be the [faction|E] [claimant|E] #weak ([faction.GetSpecialCharacter.GetTitledFirstName])#!" - faction_demand.0000.faction_leader_accepts: "If their leader accepts your offer" - faction_demand.0000.faction_leader_rejects: "If their leader rejects your offer" - faction_demand.0000.enter_co_rule_avoiding_worst_effects: "[faction_target.GetShortUIName|U] appoint[_s(faction_target)] [faction_leader.GetShortUIName] as [CharYourHerHis(faction_target)] [co_emperor|E], avoiding the worst of the [faction.GetName]'s consequences" - faction_demand.0000.truce_from_co_rule: "[faction_target.GetShortUIName|U] gain[_s(faction_target)] a [EmptyScope.ScriptValue('faction_counter_offer_appointed_co_emperor_value')] year [truce|E] with every [faction|E] member" - ep3_truce_appointed_faction_leader_coruler: "Truce after Faction Leader elevated to Co-Emperor" - - FACTION_DEMAND_COUNTER_OFFER_CORULE: "Faction Counter-Offer" - FACTION_DEMAND_COUNTER_OFFER_CORULE_DESC: "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour demands have merit — perhaps even showing errors in my own judgement. Lower your arms and join me as my Co-[faction_target.GetTitleAsNameNoTooltip], and we shall rule [faction_target.GetPrimaryTitle.GetDefinitiveName] together!" - FACTION_DEMAND_COUNTER_OFFER_CORULE_ACCEPT: "An offer I cannot refuse..." - FACTION_DEMAND_COUNTER_OFFER_CORULE_REJECT: "Bah, naught but a poisoned chalice!" - faction_demand.0000.offer_accepted: "Counter Offer Accepted" - faction_demand.0000.enter_co_emperorship: "[faction_leader.GetFirstName] becomes your [co_emperor|E]" - faction_demand.0000.offer_rejected: "Counter Offer Rejected" - - FACTION_DEMAND_COUNTER_OFFER_CORULE_MEMBER_NOTIFICATION: "Faction Leader Elevated" - FACTION_DEMAND_COUNTER_OFFER_CORULE_MEMBER_NOTIFICATION_DESC: "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nI am pleased to report that [faction_target.GetTitledFirstName] has come around to our way of thinking. [faction_target.GetSheHe|U] has appointed #EMP me#! as Co-[faction_target.GetTitleAsNameNoTooltip], and I have agreed that we shall lay down our swords. Effective immediately." - FACTION_DEMAND_COUNTER_OFFER_MEMBER_NOTIFICATION.A: "We were so close..." - FACTION_DEMAND_COUNTER_OFFER_MEMBER_NOTIFICATION.B: "That selfish fool!" - - # Peasant Faction - peasant_faction:0 "Peasant Faction" - peasant_faction_desc:0 "The Peasant [faction|E] wants freedom for the people from foreign or infidel rule, and will strive to replace a liege who does not share the [culture|E] and [faith|E] of the commoners in the [counties|E]." - peasant_faction_short_effect_desc:0 "Wants lower [county_control|E]" - peasant_faction_every_county:0 "Every [faction|E] [county|E]" - peasant_faction_spawn_county_levies:0 "Raises a [new_title.GetAdjective] [army|E] proportional to its [levies|E]" - FACTION_DEMAND_PEASANT:1 "To the [ROOT.Char.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.GetTitledFirstName]" - FACTION_DEMAND_PEASANT_DESC:0 "We have been burdened with your oppressive laws for far too long. No more! We are done paying you taxes.\n\nOnce your coffers dry up and your larders are empty, you will wish you had treated us more fairly." - FACTION_DEMAND_PEASANT_ACCEPT:0 "I guess I could grant a tax lien..." - FACTION_DEMAND_PEASANT_REFUSE:0 "Never! A peasant's lot is to serve their lord!" - FACTION_PEASANT_NAME:0 "Peasant Rabble" - FACTION_PEASANT_TITLE_NAME:0 "Peasant Revolt" - - # Nomadic Faction - nomadic_faction: "Nomadic Faction" - nomadic_faction_desc: "The Nomadic [faction|E] wants to be ruled by a [GetGovernment( 'nomad_government' ).GetName] [ruler|E] whos [yurt|E] shares their [culture|E] and [faith|E]." - nomadic_faction_short_effect_desc: "Wants to establish new [GetGovernment( 'nomad_government' ).GetName] [realms|E]" - FACTION_DEMAND_NOMADIC: "To the [ROOT.Char.Custom2('InsultAdjective', SCOPE.sC('peasant_leader'))] [ROOT.Char.GetTitledFirstName]" - FACTION_DEMAND_NOMADIC_DESC: "We will no longer bow beneath your yoke of oppression! We, the proud [GetGovernment( 'nomad_government' ).GetName] [peasant_leader.GetCulture.GetCollectiveNoun], were born to roam free beneath these endless skies.\n\nWith [peasant_leader.GetFaith.WarGodName] guiding our riders, we shall break from your pathetic rule and reclaim our place on the open steppe!" - FACTION_DEMAND_NOMADIC_ACCEPT_GRANT_INDEPENDENCE: "Fine! My realm has no place for your unwashed herds." - FACTION_DEMAND_NOMADIC_VASSAL_DESC: "We will no longer tolerate your vile oppression of the proud [peasant_leader.GetCulture.GetName] [peasant_leader.GetFaith.GetAdherentNamePlural]. Born to roam free beneath these open skies, we reject your tyranny — our time is at hand!\n\nWe shall cast off your rule and that of your liege, [faction_target.GetTitledFirstName], once and for all!!" - FACTION_DEMAND_NOMADIC_VASSAL_JOIN_WAR: "Then I shall meet you on the field of battle, #EMP vagabond#!!" - - # Populist Faction - populist_faction:0 "Populist Faction" - populist_faction_desc:1 "The Populist [faction|E] wants freedom from foreign or infidel rule, and will seek independence from a liege who does not share their [culture|E] or [faith|E]." - populist_faction_short_effect_desc:0 "Wants Independence from their [liege|E]" - populist_faction_short_effect_desc_admin: "Wants the [state_faith|E] to match their own" - FACTION_DEMAND_POPULIST:0 "To the [ROOT.Char.Custom2('InsultAdjective', SCOPE.sC('peasant_leader'))] [ROOT.Char.GetTitledFirstName]" - FACTION_DEMAND_POPULIST_DESC_ADMIN: "We shall not permit any further oppression from your [ROOT.Char.Custom2('GetUnbelieverTermAdjective', peasant_leader)] rule. [peasant_leader.GetFaith.GetName|U] must be recognized as the preeminent faith of the [ROOT.Char.GetPrimaryTitle.GetName]!\n\nGive our faith the rightful status it deserves, or prepare to face the wrath of our many faithful!" - FACTION_DEMAND_POPULIST_DESC_CULTURE:0 "We will not stand for the foreign oppression of [peasant_leader.GetCulture.GetName] traditions any longer. Our time is now at hand!\n\nGive us the right to rule ourselves as we see fit, or face the combined wrath of all my countrymen!" - FACTION_DEMAND_POPULIST_DESC_FAITH:0 "We will not stand for your vile oppression of faithful [peasant_leader.GetFaith.GetAdherentNamePlural] any longer. Our time is now at hand!\n\nWith [peasant_leader.GetFaith.WarGodName] guiding us, we will rise up and free ourselves from your [ROOT.Char.Custom2('GetUnbelieverTermAdjective', peasant_leader)] rule!" - FACTION_DEMAND_POPULIST_DESC:0 "We will not stand for your vile oppression of good [peasant_leader.GetCulture.GetName] [peasant_leader.GetFaith.GetAdherentNamePlural] any longer. Our time is now at hand!\n\nWith [peasant_leader.GetFaith.WarGodName] guiding us, we will rise up and free ourselves from your [ROOT.Char.Custom2('GetUnbelieverTermAdjective', peasant_leader)] rule!" - FACTION_DEMAND_POPULIST_ACCEPT_CONVERT:0 "Now hold on... what if I adopted your ways instead?" - FACTION_DEMAND_POPULIST_ACCEPT_CONVERT_STATE_FAITH: "[peasant_leader.GetFaith.GetNameNoTooltip|U] shall be accorded this honor." - FACTION_DEMAND_POPULIST_ACCEPT_GRANT_INDEPENDENCE:0 "Fine, I have no need of such quarrelsome subjects!" - FACTION_DEMAND_POPULIST_ACCEPT_GRANT_INDEPENCE_TT:0 "#N This will leave you landless!#!" - FACTION_DEMAND_POPULIST_REFUSE:0 "You want freedom? You shall have it in death!" - FACTION_DEMAND_POPULIST_REFUSE_ADMIN: "Such changes are not yours to make, insolent [peasant_leader.Custom2('InsultNoun', ROOT.Char)]!" - FACTION_DEMAND_POPULIST_REFUSE_TT:0 "#high [peasant_leader.GetTitledFirstName]#! and the #high [faction.GetName]#! declares [war|E] on you" - FACTION_POPULIST_REVOLT_TITLE_NAME:0 "the Populist Uprising" - FACTION_NOMADIC_REVOLT_TITLE_NAME: "the Nomadic Revolt" - FACTION_POPULIST_CREATED_TITLE_NAME:0 "the [founder_culture.GetCollectiveNounNoTooltip]" - FACTION_DEMAND_POPULIST_VASSAL_DESC_SAME_CULTURE_AND_FAITH:0 "You may share our traditions and our beliefs, but we cannot tolerate you or the [faction_target.Custom2('InsultAdjective', SCOPE.sC('peasant_leader'))] [faction_target.GetTitledFirstName] any longer!\n\nEither stand aside, or aid us in gaining the freedom we rightly deserve!" - FACTION_DEMAND_POPULIST_VASSAL_DESC_CULTURE:0 "We will not stand for the foreign oppression of [peasant_leader.GetCulture.GetName] traditions any longer. Our time is now at hand!\n\nWe will demand nothing less than total freedom from your liege, [faction_target.GetTitledFirstName]!" - FACTION_DEMAND_POPULIST_VASSAL_DESC_FAITH:0 "We will not stand for your vile oppression of faithful [peasant_leader.GetFaith.GetAdherentNamePlural] any longer. Our time is now at hand!\n\nWith [peasant_leader.GetFaith.WarGodName] guiding us, we will rise up and free ourselves from the rule your liege, [faction_target.GetTitledFirstName]!" - FACTION_DEMAND_POPULIST_VASSAL_DESC:0 "We will not stand for your vile oppression of good [peasant_leader.GetCulture.GetName] [peasant_leader.GetFaith.GetAdherentNamePlural] any longer. Our time is now at hand!\n\nWe will free ourselves from your rule and the tyranny of your liege, [faction_target.GetTitledFirstName]!" - FACTION_DEMAND_POPULIST_VASSAL_JOIN_REBELS:0 "Let me join your cause!" - FACTION_DEMAND_POPULIST_VASSAL_CONVERTS:0 "Wait! What if I adopted your ways and #EMP help#! you?" - FACTION_DEMAND_POPULIST_VASSAL_CONVERTS_TT:0 "You will aid the rebels against your [liege|E]" - FACTION_DEMAND_POPULIST_VASSAL_JOIN_WAR:0 "Then I shall meet you on the field of battle, #EMP traitor#!!" - FACTION_DEMAND_POPULIST_VASSAL_JOIN_WAR_BLOCK_TT:0 "You cannot join the war because you are already at war with another participant" - FACTION_DEMAND_POPULIST_VASSAL_JOIN_WAR_BLOCK_TT_2:0 "You cannot join the war as that would put you at war with an ally in a different war" - FACTION_DEMAND_POPULIST_VASSAL_JOIN_WAR_TT:0 "You will aid your [liege|E] against the rebels" - FACTION_DEMAND_POPULIST_VASSAL_TAKE_NO_SIDE:0 "I would rather not get involved..." - FACTION_DEMAND_POPULIST_VASSAL_TAKE_NO_SIDE_TT_A:0 "You do not join the #high [populist_war.GetName]#!" - FACTION_DEMAND_POPULIST_VASSAL_TAKE_NO_SIDE_TT_B:0 "#N You will lose a part of your realm if your liege surrender to their demands!#!" - POPULIST_FACTION_INDEPENDENCE_TITLE:0 "Gained Independence" - POPULIST_FACTION_INDEPENDENCE_DESC:0 "You gained independence from [faction_target.GetTitledFirstName] as a result of the [popular_faction|E]" - VASSAL_JOINS_LIEGE_TOOLTIP:0 "#high [vassal_to_join_liege.GetTitledFirstName]#! joins the war on your side as a Defender" - VASSAL_JOINS_REBELS_TOOLTIP:0 "#high [vassal_to_join_rebels.GetTitledFirstName]#! joins the war on the rebel side as an Attacker" - populist_faction_same_culture_faith_as_liege:0 "Cannot be of the same [culture|E] and [faith|E] as your [liege|E]" - - # Liberty Faction - liberty_faction:0 "Liberty Faction" - liberty_faction_desc:0 "The Liberty [faction|E] seeks to lower [crown_authority|E], [tribal_authority|E], or [imperial_bureaucracy|E], but members are otherwise loyal to the [realm|E]." - liberty_faction_desc_admin: "The Liberty [faction|E] seeks to lower [imperial_bureaucracy|E], but members are otherwise loyal to the [realm|E]." - liberty_faction_desc_tribal: "The Liberty [faction|E] seeks to lower [tribal_authority|E], but members are otherwise loyal to the [realm|E]." - liberty_faction_desc_feudal: "The Liberty [faction|E] seeks to lower [crown_authority|E], but members are otherwise loyal to the [realm|E]." - liberty_faction_short_effect_desc:0 "Wants to lower [crown_authority|E]" - liberty_faction_short_effect_desc_admin: "Wants to lower [imperial_bureaucracy|E]" - liberty_faction_short_effect_desc_tribal: "Wants to lower [tribal_authority|E]" - FACTION_DISCONTENT_CA_1:0 "Limited Ruler Authority: #V $VALUE|0$%#!" - FACTION_DISCONTENT_CA_2:0 "High Ruler Authority: #V $VALUE|0$%#!" - FACTION_DISCONTENT_CA_3:0 "Absolute Ruler Authority: #V $VALUE|0$%#!" - FACTION_DEMAND_LIBERTY:0 "Liberty Demand" - FACTION_DEMAND_LIBERTY_DESC:0 "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nIt is time for you to recognize the ancient and inalienable rights of your vassals! Accept the demands of the [faction.GetName] or face our swords on the battlefield!" - FACTION_DEMAND_LIBERTY_ACCEPTED:0 "Liberty Demands Accepted" - FACTION_DEMAND_LIBERTY_ACCEPTED_DESC:0 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour selfish notions of 'liberty' will weaken the Realm as a whole. However, to avoid needless bloodshed I will accept your demands." - faction_demand.0102.tt:0 "Your Liege's [crown_authority|E] is Lowered!" - FACTION_DEMAND_LIBERTY_REFUSED:0 "Liberty Demands Refused" - FACTION_DEMAND_LIBERTY_REFUSED_DESC:0 "[faction_target.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nYour ridiculous attempt at intimidation will never succeed. I am the [faction_target.GetTitleAsNameNoTooltip]! You miserable bunch of traitors shall learn your place on the battlefield!" - FACTION_DEMAND_LIBERTY_SEND_DEMAND_NOTIFICATION:0 "Liberty or Death!" - FACTION_DEMAND_LIBERTY_SEND_DEMAND_NOTIFICATION_DESC:0 "The moment has come! The lords of the [faction.GetName] agree that [faction_target.GetName] is a despot who must yield [faction_target.GetHerHis] tyrannic authority over us... at sword point, if need be." - - # Claimant faction - claimant_faction:0 "Claimant Faction" - claimant_faction_desc:0 "Members of the claimant [faction|E] supports a pretender targeting a title belonging to their [liege|E]." - claimant_faction_short_effect_desc:0 "Wants [ROOT.Faction.GetSpecialTitle.GetDefinitiveName|l]" - FACTION_DEMAND_CLAIMANT:0 "Claimant Demand" - FACTION_DEMAND_CLAIMANT_DESC:0 "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nThe right to rule [faction_targeted_title.GetNameNoTier] belongs to [faction_claimant.GetName] by divine right, and we have gathered the support required to make it so. Accept this fact peacefully or we will make you do so by force!" - FACTION_DEMAND_CLAIMANT_DESC_ME:0 "The right to rule [faction_targeted_title.GetNameNoTier] belongs to me by divine right, and I finally have the means to make it so. Accept this fact peacefully or I will make you do so by force!" - FACTION_DEMAND_CLAIMANT_ACCEPTED:0 "Claimant Demands Accepted" - FACTION_DEMAND_CLAIMANT_ACCEPTED_DESC:0 "It is clear to me that you would see the realm burn before giving up this foolish venture. For the good of the [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetBaseNameNoTierNoTooltip] I must accept your demands, but know that a great injustice was done here today. This will not stand!" - FACTION_DEMAND_CLAIMANT_REFUSED:0 "Claimant Demands Refused" - FACTION_DEMAND_CLAIMANT_REFUSED_DESC:1 "[faction_claimant.GetShortUINamePossessive|U] claim on my title is no more real than the stories we tell children at night. No matter how many misguided fools you have gathered to help carry out your scheme I will not bend to such a collection of dung. I'd rather die than see my birthright fall to someone so low!" - FACTION_DEMAND_CLAIMANT_SEND_DEMAND_NOTIFICATION:0 "A Rightful Claim!" - FACTION_DEMAND_CLAIMANT_SEND_DEMAND_NOTIFICATION_DESC:1 "The moment has come! All who support [faction_claimant.GetName] as the rightful ruler of [faction_targeted_title.GetNameNoTier] will now rise as one and make sure that [faction_claimant.GetSheHe] can take [faction_claimant.GetHerHis] rightful place on the throne. We shall see it done, by sword and fire if we must!" - FACTION_CLAIMANT_INVITE:1 "[faction_invite_from.Custom2('AppropriateGreeting', ROOT.Char)]" - FACTION_CLAIMANT_INVITE_DESC:0 "[faction_target.GetName] occupies a throne that should rightly be yours! I am willing to support your claim with word and sword, and I am sure others in the realm will also champion this rightful cause. All you need to do is accept." - FACTION_CLAIMANT_INVITE_ACCEPT:0 "Finally!" - FACTION_CLAIMANT_INVITE_REFUSE:0 "It is not right..." - FACTION_CLAIMANT_INVITE_ACCEPTED:1 "[faction_claimant.Custom2('AppropriateGreeting', ROOT.Char)]" - FACTION_CLAIMANT_INVITE_ACCEPTED_DESC:0 "Finally! [faction_target.GetName] is nothing more than a jester acting a [faction_target.GetTitleAsNameNoTooltip], and I am sure the realm will rise to my cause. Those who aid me will not be forgotten." - FACTION_CLAIMANT_INVITE_ACCEPTED_OPT:0 "It is only a matter of time..." - - FACTION_CLAIMANT_INVITE_REFUSED:1 "[faction_claimant.Custom2('AppropriateGreeting', ROOT.Char)]" - FACTION_CLAIMANT_INVITE_REFUSED_ALLY_DESC:0 "My claim is just, this I know. But my alliance to [faction_target.GetTitledFirstName] prevents me from going to war. I will be with you in spirit." - FACTION_CLAIMANT_INVITE_REFUSED_HOOK_DESC:0 "While my claim is just I... just can't join you. [faction_target.GetTitledFirstName] has this... #emphasis 'undeniable charm'#! that prevents me from ever lifting my hand against [faction_target.GetHerHim]. Yes, that's it. I wish you luck." - FACTION_CLAIMANT_INVITE_REFUSED_PREDICAMENT_DESC:1 "While I am glad to see the realm rise against the false [faction_target.GetTitledFirstName] my current predicament prevents me from joining you in this righteous endeavor. If you succeed, I will be in your debt." - FACTION_CLAIMANT_INVITE_REFUSED_CHILD_DESC:1 "I am happy that you too think that [faction_target.GetTitledFirstName] is a real meanie, and that I would be a much better ruler than [faction_target.GetHerHim]!\n\nI am busy playing with my new toys right now... but if you win I promise that I'll share them with you!" - FACTION_CLAIMANT_INVITE_REFUSED_INSIGNIFICANT_DESC:0 "Finally! [faction_target.GetName] is nothing more than a jester acting a [faction_target.GetTitleAsNameNoTooltip], and I am sure the realm will rise to my cause.\n\nDue to my current lowly status, I cannot aid you. But know this – #emphasis when#! you are victorious, I will see you rewarded handsomely!" - FACTION_CLAIMANT_INVITE_REFUSED_DESC:1 "While I appreciate your enthusiasm for my claim, I cannot help but feel that this endeavor is doomed to fail. I will not give you my support as a result, but if you somehow manage to succeed anyway I will accept my place on the throne." - FACTION_CLAIMANT_INVITE_REFUSED_OPT:0 "Unfortunate." - FACTION_CLAIMANT_EVERY_FACTION_MEMBER:0 "Every Faction Member" - FACTION_CLAMAINT_DYNAMIC_NAME:0 "Install [ROOT.Faction.GetSpecialCharacter.GetTitledFirstName] on the [ROOT.Faction.GetSpecialTitle.GetAdjective] Throne" - FACTION_POPULIST_DYNAMIC_NAME:0 "[ROOT.Var('faction_culture').Culture.GetNameNoTooltip] [ROOT.Var('faction_faith').Faith.GetAdjectiveNoTooltip] Populists" - FACTION_ESCALATED_PEASANT_DYNAMIC_NAME:0 "[ROOT.Faction.GetSpecialCharacter.Custom('GetTurbanRebellionColor')] [ROOT.Faction.GetSpecialCharacter.Custom('RegionalPeasantHeadgearPlural')|U] Rebellion" - - FACTION_NOMAD_DYNAMIC_NAME: "[ROOT.Var('faction_culture').Culture.GetNameNoTooltip] [ROOT.Var('faction_faith').Faith.GetAdjectiveNoTooltip] Nomads" - - WARNING_I_HAVE_ALREADY_JOINED_A_FACTION:1 "@warning_icon! #X You have already joined a [faction|E]#!" - WARNING_I_AM_ALREADY_AT_WAR_WITH_TARGET:1 "@warning_icon! #X You are already at war with [faction_target.GetTitledFirstName]#!" - WARNING_I_AM_AT_WAR_WITH_FACTION_LEADER:1 "@warning_icon! #X You are at war with [faction_invite_from.GetTitledFirstName]#!" - WARNING_INVITE_CANNOT_JOIN:0 "@warning_icon! #X [faction_invite_from.GetTitledFirstName] can't join the faction#!" - -# FACTION JOIN/CREATE REASONS - FACTION_REASON_AI_PERSONALITY:0 "\n[personality|E]: $RESULT|0+=$" - FACTION_REASON_DIFFICULTY_HARD: "Hard Difficulty: $VALUE|0+=$" - FACTION_REASON_DIFFICULTY_VERY_HARD: "Very Hard Difficulty: $VALUE|0+=$" - FACTION_REASON_DIFFICULTY_EASY:0 "Easy Difficulty: $VALUE|0+=$" - FACTION_REASON_DIFFICULTY_VERY_EASY:0 "Very Easy Difficulty: $VALUE|0+=$" - FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER:0 "Lesser Realm Stability Game Rule: $VALUE|0+=$" - FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER:0 "Higher Realm Stability Game Rule: $VALUE|0+=$" - FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME:0 "Extreme Realm Stability Game Rule: $VALUE|0+=$" - FACTION_REASON_CAPITAL_COUNTY:0 "[liege|E]'s [realm_capital|E]: $VALUE|0+=$" - FACTION_REASON_GLORY_LEGACY_4:0 "[GetDynastyPerk('glory_legacy_4').GetName]: $VALUE|0+=$" - FACTION_REASON_COUNTY_OPINION:0 "Low [county_opinion|E]: $VALUE|0+=$" - FACTION_REASON_TARGET_FRIEND_LOVER:0 "[relation|E] with [liege|E]: $VALUE|0+=$" - FACTION_REASON_POWER_HALFWAY_THRESHOLD:0 "Strong [faction_military_power|E]: $FACTOR|0%+=$" - FACTION_REASON_POWER_PUSHING_THRESHOLD:0 "Formidable [faction_military_power|E]: $FACTOR|0%+=$" - FACTION_REASON_POWER_THRESHOLD:0 "Overwhelming [faction_military_power|E]: $FACTOR|0%+=$" - FACTION_REASON_POWERFUL_VASSAL:0 "[powerful_vassal|E]: $FACTOR|0%+=$" - FACTION_REASON_NEIGHBORS:0 "Neighbors in same [faction|E]: $FACTOR|^%+=$" - FACTION_REASON_CULTURAL_REASONS:0 "Cultural reasons: $VALUE|0+=$" - FACTION_REASON_LEGITIMACY_LEGACY_4: "[GetDynastyPerk('ce1_legitimacy_legacy_4').GetName]: $VALUE|0+=$" - -#common_faction_modifiers - FACTION_REASON_GAME_START_DUCHY:0 "1 years from Game start: $VALUE|0+=$" - FACTION_REASON_GAME_START_KINGDOM:0 "5 years from Game start: $VALUE|0+=$" - FACTION_REASON_GAME_START_EMPIRE:0 "10 years from Game start: $VALUE|0+=$" - FACTION_REASON_LIEGE_DEBT:0 "[liege|E] is in [debt|E]: $VALUE|0+=$" - REASON_DEBT:0 "Is in [debt|E]: $VALUE|0+=$" - FACTION_REASON_PLURALISM_ASTRAY:0 "[GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName] [faith|E]: $VALUE|0+=$" - FACTION_REASON_PLURALISM_HOSTILE:0 "[GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName] [faith|E]: $VALUE|0+=$" - FACTION_REASON_PLURALISM_EVIL:0 "[GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName] [faith|E]: $VALUE|0+=$" - FACTION_REASON_LEGALISM_VIRTUES:0 "[GetFaithDoctrine('tenet_legalism').GetBaseName]: [liege|E] is [virtuous|E]: $VALUE|0+=$" - FACTION_REASON_LEGALISM_SINS:0 "[GetFaithDoctrine('tenet_legalism').GetBaseName]: [liege|E] is [sinful|E]: $VALUE|0+=$" - FACTION_REASON_INTIMIDATED:0 "[intimidated|E]: $VALUE|0+=$" - FACTION_REASON_TERRIFIED:0 "[cowed|E]: $VALUE|0+=$" - -#independence_faction_modifiers - FACTION_REASON_ELECTOR:0 "[elector|E]: $VALUE|0+=$" - FACTION_REASON_RIGHTFUL:0 "Outside [liege|E] [de_jure|E]: $VALUE|0+=$" - FACTION_REASON_KING:0 "[kings|E] desire independence: $VALUE|0+=$" - FACTION_REASON_COUNT:0 "[counts|E] want to stay as [vassals|E]: $VALUE|0+=$" - FACTION_REASON_PERK_TOE_THE_LINE:0 "[GetPerk('toe_the_line_perk').GetName(GetPlayer)]: $VALUE|0+=$" - FACTION_REASON_INNOVATION_STEM_DUCHIES:0 "$innovation_stem_duchies$: $VALUE|0+=$" - FACTION_REASON_CULTURE_ACCEPTANCE:0 "Low [cultural_acceptance|E]: $VALUE|0+=$" - FACTION_REASON_DIFFERENT_CULTURE: "Different [culture|E]: $VALUE|0+=$" - FACTION_REASON_PREFER_DISSOLUTION_FACTION:0 "Prefers $nation_fracturing_faction$: $VALUE|0+=$" - FACTION_REASON_NEW_VASSAL:0 "New [vassal|E]: $VALUE|0+=$" - -#peasant_faction_new - FACTION_REASON_PREFER_POPULIST_FACTION:0 "Prefers $populist_faction$: $VALUE|0+=$" - FACTION_REASON_PREFER_ESCALATED_FACTION:0 "Prefers $escalated_peasant_faction$: $VALUE|0+=$" - FACTION_REASON_RULING_CASTE:0 "[GetCultureTradition('tradition_ruling_caste').GetName]: $VALUE|0+=$" - FACTION_REASON_AT_WAR_WITH_TARGET:0 "Already revolting against [liege|E]: $VALUE|0+=$" - - FACTION_REASON_DISLIKE_NON_NOMADS: "Wants a [GetGovernment( 'nomad_government' ).GetName] [ruler|E]: $VALUE|0+=$" - -#liberty_faction_modifiers - FACTION_REASON_CROWN_AUTHORITY_1:0 "$crown_authority_1$: $VALUE|0+=$" - FACTION_REASON_CROWN_AUTHORITY_2:0 "$crown_authority_2$: $VALUE|0+=$" - FACTION_REASON_CROWN_AUTHORITY_3:0 "$crown_authority_3$: $VALUE|0+=$" - -#claimant_faction - FACTION_REASON_CLAIMANT_COUNTY_SHARED_CULTURE:0 "[claimant|E]'s [culture|E] is [county|E]'s Culture: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_COUNTY_SHARED_HERITAGE:0 "[claimant|E]'s [heritage|E] is [county|E]'s Heritage: $VALUE|0+=$" - FACTION_REASON_LIKE_CLAIMANT_FAITH:0 "Prefers [claimant|E]'s [faith|E]: $VALUE|0+=$" - FACTION_REASON_ADULT_CLAIMANT_CHILD_RULER:0 "[claimant|E] is an [adult|E] and [liege|E] is just a [child|E]: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_KINDNESS:0 "[claimant|E] has a magnanimous [personality|E]: $VALUE|0+=$" - -#claimant_faction_modifiers - FACTION_REASON_CLAIMANT_GENDER:0 "[claimant|E]'s Gender: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_GENDER_VS_TARGET:0 "[liege|E]'s Gender: $VALUE|0+=$" - FACTION_REASON_POWERFUL_LIKES_CLAIMANT_MORE:0 "[powerful_vassal|E] has higher [opinion|E] of [claimant|E]: $VALUE|0+=$" - FACTION_REASON_LIKES_LIEGE_UNLESS_CULTURE:0 "Higher [opinion|E] of [liege|E] than [claimant|E]: $VALUE|0+=$" - FACTION_REASON_LIKE_CLAIMANT_MORE_THAN_LIEGE:0 "Higher [opinion|E] of [claimant|E]: $VALUE|0+=$" - FACTION_REASON_LIKES_LIEGE:0 "Further [opinion|E] of [liege|E]: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_TOO_OLD:0 "[claimant|E] is too old: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_TOO_YOUNG:0 "[claimant|E] is a [child|E]: $VALUE|0+=$" - FACTION_REASON_CLAIMAINT_DYING:0 "[claimant|E]'s [health|E] is poor: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_LOW_LEGITIMACY: "[claimant|E]'s [legitimacy|E] is too low: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_RARE_PRODUCE_HEIR:0 "[claimant|E] is unlikely to produce an [heir|E]: $VALUE|0+=$" - FACTION_REASON_INFIRM:0 "[claimant|E] is [GetTrait('infirm').GetName( GetNullCharacter )]: $VALUE|0+=$" - FACTION_REASON_MEMBER_IS_CLAIMANT:0 "I am the [claimant|E]: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_FRIEND_LOVER:0 "[relation|E] with [claimant|E]: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_SUPER_FRIEND_LOVER:0 "Very [relation|E] with [claimant|E]: $VALUE|0+=$" - FACTION_REASON_TARGET_IS_CHILD:0 "[liege|E] is a [child|E]: $VALUE|0+=$" - FACTION_REASON_CLAIMAINT_SAME_FAITH:0 "Shares [faith|E] with [claimant|E]: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_FAITH_ASTRAY:0 "[claimant|E]'s [faith|E] is [faith_astray|E]: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_FAITH_HOSTILE:0 "[claimant|E]'s [faith|E] is [faith_hostile|E]: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_FAITH_EVIL:0 "[claimant|E]'s [faith|E] is [faith_evil|E]: $VALUE|0+=$" - FACTION_REASON_LOW_TIER_TARGET_TITLE:0 "Target [title|E] is lower [title_tier|E] than [liege|E]'s [primary_title|E]: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_IS_RIGHTFUL_LIEGE:0 "[claimant|E] is [rightful_liege|E]: $VALUE|0+=$" - FACTION_REASON_TITLE_DEJURE_ABOVE:0 "[primary_title|E] is not [de_jure|E] vassal of target [title|E]: $VALUE|0+=$" - FACTION_REASON_PREFER_INDEPENDENCE_FACTION:0 "Prefers $independence_faction$: $VALUE|0+=$" - FACTION_REASON_LIEGE_IS_UNPREFERRED_HEIR: "[liege|E] was [unpreferred_heir|E]: $VALUE|0+=$" - FACTION_REASON_LIEGE_IS_PREFERRED_HEIR: "[liege|E] was [preferred_heir|E]: $VALUE|0+=$" - FACTION_REASON_BETTER_CROWN_AUTHORITY:0 "[claimant|E] has lower [crown_authority|E]: $VALUE|0+=$" - FACTION_REASON_LOWER_COURT_GRANDEUR:0 "[liege|E] is below [court_grandeur_expectations|E]: $VALUE|0+=$" - FACTION_REASON_BYZANTINE:0 "[GetCultureTradition('tradition_byzantine_succession').GetName]: $FACTOR|0%+=$" - FACTION_REASON_CLAIMANT_DISGRUNTLED_VASSALS: "[liege|E] has the [GetModifier('ep3_disgruntled_vassals_modifier').GetName][modifier|E]: $VALUE|0+=$" - FACTION_REASON_CLAIMANT_LIFE_THREATENED: "[liege|E] has the [GetModifier('ep3_life_threatened_modifier').GetName][modifier|E]: $VALUE|0+=$" - -#nation_fracturing_faction_modifiers - FACTION_REASON_SHORT_REIGN:0 "[liege|E] recently gained [primary_title|E]: $VALUE|0+=$" - FACTION_REASON_CLAIMANTS_OF_MY_CULTURE:0 "[claimants|E] of my [culture|E] for [liege|E]'s [primary_title|E] exist: $VALUE|0+=$" - FACTION_REASON_DE_JURE_VASSAL: "Part of the [de_jure|E] [liege|E]'s [primary_title|E]: $VALUE|0+=$" - FACTION_REASON_CULTURAL_ACCEPTANCE:0 "[cultural_acceptance|E]: $VALUE|0+=$" - FACTION_REASON_TARGET_NOT_FULL_CONTROL:0 "[liege|E] does not control their entire [de_jure] area: $VALUE|0+=$" - FACTION_REASON_RECENT_LOST_WAR:0 "[liege|E] recently lost [war|E]: $VALUE|0+=$" - FACTION_REASON_TRIBAL_CLAN:0 "[liege|E] has [GetGovernment( 'tribal_government' ).GetName], [GetGovernment( 'nomad_government' ).GetName], or [GetGovernment( 'clan_government' ).GetName] [government|E]: $VALUE|0+=$" - FACTION_REASON_STRUGGLE_PHASE:0 "Current [struggle_phase|E]: $VALUE|0+=$" - FACTION_REASON_ELECTIVE_PRIMARY:0 "[liege|E]'s [primary_title|E] has Elective [succession_law|E]: $VALUE|0+=$" - FACTION_REASON_BYZANTINE_RELIGION:0 "Same [religion|E] as Byzantine [liege|E]: $VALUE|0+=$" - FACTION_REASON_PERSIAN_STRUGGLE: "Part of the [persian_struggle|E]: $VALUE|0+=$" - FACTION_REASON_FRENCH_VASSAL: "Same [heritage|E] as French [liege|E]: $VALUE|0+=$" - FACTION_REASON_ANGLOSAXON: "West-Germanic [heritage|E]: $VALUE|0+=$" - FACTION_REASON_NORMAN: "Frankish [heritage|E]: $VALUE|0+=$" - FACTION_REASON_BRYTHONIC: "Brythonic [heritage|E]: $VALUE|0+=$" - FACTION_REASON_LOW_CROWN_AUTHORITY: "Low [crown_authority|E]: $VALUE|0+=$" - -#populist_faction - FACTION_REASON_POWER_MINIMAL:0 "Weak [faction_military_power|E]: $FACTOR|0%+=$" - FACTION_REASON_FACTION_LEADER:0 "I am the [faction|E] leader: $VALUE|0+=$" - - FACTION_REASON_REGENT_CULTURAL_REASONS:0 "[regent_possessive|E] [culture|E]: $VALUE|0+=$" - FACTION_REASON_REGENT_FAITH_REASONS:0 "[regent_possessive|E] [faith|E]: $VALUE|0+=$" - -#struggle faction modifiers - FACTION_FP3_STRUGGLE_FRICTION: "Ongoing [struggle|E]: $VALUE|0+=$" - FACTION_FP3_STRUGGLE_FRICTION_CALIPHAL: "[struggle|E] position on [liege|E]: $VALUE|0+=$" - FACTION_REASON_unity_more_likely_claimant_factions: "$competitive$ [house_unity_level|E]: $VALUE|0+=$" - FACTION_REASON_unity_significantly_more_likely_claimant_factions: "$antagonistic$ [house_unity_level|E]: $VALUE|0+=$" - FACTION_REASON_unity_less_likely_claimant_factions: "$friendly$ [house_unity_level|E]: $VALUE|0+=$" - FACTION_REASON_unity_significantly_less_likely_claimant_factions: "$harmonious$ [house_unity_level|E]: $VALUE|0+=$" - - #legitimacy - FACTION_REASON_LOW_LEGITIMACY: "[liege_possessive|E] low [legitimacy|E]: $VALUE|0+=$" - FACTION_REASON_HIGH_LEGITIMACY: "[liege_possessive|E] high [legitimacy|E]: $VALUE|0+=$" - - FACTION_REASON_HOUSE_HOSTILITY: "[GetCultureTradition('tradition_ep3_indomitable_azatani').GetName]: $FACTOR|^%+=$" - - # Duty Focus - FACTION_REASON_duty_focus: "[liege_possessive|E] Duty [focus|E]: $VALUE|0+=$" - - # Court Position Task - FACTION_REASON_court_position_task: "[liege_possessive|E] [court_position_task|E]: $VALUE|0+=$" - - #Nomads - MPO_OBEDIENT_NOMAD: "[obedient|E]: $VALUE|0+=$" - MPO_NON_OBEDIENT_NOMAD: "#bold Not #![obedient|E]: $VALUE|0+=$" - - #Harrying of the North - FACTION_REASON_HARRYING_RESISTANCE: "Harrying of the North Resistance: $VALUE|1+=$" - FACTION_REASON_HARRYING_PACIFICATION: "Harrying of the North Pacification: $VALUE|1+=$" - FACTION_REASON_HARRYING_ANGLO_SAXON: "Claimant is Anglo-Saxon: $VALUE|0+=$" - - # Claimant - FACTION_REASON_SIDE_WITH_EXISTING: "Preferable [claimant|E] [faction|E]: $VALUE|0+=$" - - # Admin - FACTION_REASON_ADMIN_SHORT_REIGN_REASON: "Liege's Reign Length: $VALUE|+0=$" - FACTION_REASON_ADMIN_EXISTING_STRONGER_FACTION_OF_SAME_TYPE_REASON: "Existing stronger [faction|E] of same type: $FACTOR|0%+=$" - FACTION_REASON_ADMIN_CLAIMANT_STATE_FAITH: "[claimant|E] follows [state_faith|E]: $VALUE|+0=$" - FACTION_REASON_ADMIN_CLAIMANT_NOT_STATE_FAITH: "[claimant|E] doesn't follow [state_faith|E]: $VALUE|+0=$" - FACTION_REASON_ADMIN_RELATIVE_SKILL: "Liege and [claimant|E] Relative [skill|E]: $VALUE|+0=$" - FACTION_REASON_ADMIN_LIEGE_POOR_SKILL: "Liege's Poor [skill|E]: $VALUE|+0=$" - FACTION_REASON_ADMIN_LIEGE_DEVIANT_AND_CRIMINAL: "Liege is [GetTrait('deviant').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_LIEGE_INCESTUOUS_AND_CRIMINAL: "Liege is [GetTrait('incestuous').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_LIEGE_SODOMITE_AND_CRIMINAL: "Liege is [GetTrait('sodomite').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_LIEGE_CANNIBAL_AND_CRIMINAL: "Liege is [GetTrait('cannibal').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_LIEGE_KINSLAYER_1_AND_CRIMINAL: "Liege is [GetTrait('kinslayer_1').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_LIEGE_KINSLAYER_2_AND_CRIMINAL: "Liege is [GetTrait('kinslayer_2').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_LIEGE_KINSLAYER_3_AND_CRIMINAL: "Liege is [GetTrait('kinslayer_3').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_LIEGE_WITCH_AND_CRIMINAL: "Liege is [GetTrait('witch').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_LIEGE_ADULTERER_AND_CRIMINAL: "Liege is [GetTrait('adulterer').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_LIEGE_FORNICATOR_AND_CRIMINAL: "Liege is [GetTrait('fornicator').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_CLAIMANT_DEVIANT_AND_CRIMINAL: "[claimant|E] is [GetTrait('deviant').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_CLAIMANT_INCESTUOUS_AND_CRIMINAL: "[claimant|E] is [GetTrait('incestuous').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_CLAIMANT_SODOMITE_AND_CRIMINAL: "[claimant|E] is [GetTrait('sodomite').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_CLAIMANT_CANNIBAL_AND_CRIMINAL: "[claimant|E] is [GetTrait('cannibal').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_CLAIMANT_KINSLAYER_1_AND_CRIMINAL: "[claimant|E] is [GetTrait('kinslayer_1').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_CLAIMANT_KINSLAYER_2_AND_CRIMINAL: "[claimant|E] is [GetTrait('kinslayer_2').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_CLAIMANT_KINSLAYER_3_AND_CRIMINAL: "[claimant|E] is [GetTrait('kinslayer_3').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_CLAIMANT_WITCH_AND_CRIMINAL: "[claimant|E] is [GetTrait('witch').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_CLAIMANT_ADULTERER_AND_CRIMINAL: "[claimant|E] is [GetTrait('adulterer').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_CLAIMANT_FORNICATOR_AND_CRIMINAL: "[claimant|E] is [GetTrait('fornicator').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!: $VALUE|+0=$" - FACTION_REASON_ADMIN_COURTLY: "[claimant_possessive|E] appeal to [GetVassalStance( 'courtly' ).GetTextIcon][GetVassalStance( 'courtly' ).GetName]: $VALUE|+0=$" - FACTION_REASON_ADMIN_GLORY_HOUND: "[claimant_possessive|E] appeal to [GetVassalStance( 'glory_hound' ).GetTextIcon][GetVassalStance( 'glory_hound' ).GetName]: $VALUE|+0=$" - FACTION_REASON_ADMIN_PAROCHIAL: "[claimant_possessive|E] appeal to [GetVassalStance( 'parochial' ).GetTextIcon][GetVassalStance( 'parochial' ).GetName]: $VALUE|+0=$" - FACTION_REASON_ADMIN_ZEALOT: "[claimant_possessive|E] appeal to [GetVassalStance( 'zealot' ).GetTextIcon][GetVassalStance( 'zealot' ).GetName]: $VALUE|+0=$" - FACTION_REASON_ADMIN_MINORITY: "[claimant_possessive|E] appeal to [GetVassalStance( 'minority' ).GetTextIcon][GetVassalStance( 'minority' ).GetName]: $VALUE|+0=$" - FACTION_REASON_CLAIMANT_PARENT: "Parent of [claimant|E]: $VALUE|+0=$" - FACTION_REASON_CLAIMANT_CLOSE_FAMILY: "[close_family|E] of [claimant|E]: $VALUE|+0=$" - FACTION_REASON_CLAIMANT_CLOSE_FAMILY_SPOUSE: "[close_family|E] of [claimant_possessive|E] [spouse|E]: $VALUE|+0=$" - FACTION_REASON_CLAIMANT_EXTENDED_FAMILY: "[extended_family|E] of [claimant|E]: $VALUE|+0=$" - FACTION_REASON_CLAIMANT_DYNASTY: "Same [dynasty||E] as [claimant|E]: $VALUE|+0=$" - FACTION_REASON_CLAIMANT_HOUSE: "Same [house|E] as [claimant|E]: $VALUE|+0=$" - FACTION_REASON_ADMIN_POWERFUL_FAMILY: "[claimant_possessive|E] [noble_family|E] is [powerful|E]: $VALUE|+0=$" - FACTION_REASON_ADMIN_DOMINANT_FAMILY: "[claimant_possessive|E] [noble_family|E] is [dominant|E]: $VALUE|+0=$" - FACTION_REASON_ADMIN_BORN_IN_PURPLE: "[claimant|E] is [GetTrait('born_in_the_purple')]: $VALUE|+0=$" - FACTION_REASON_ADMIN_CLAIMANT_CO_EMPEROR: "[claimant|E] is [co_emperor|E]: $FACTOR|0%+=$" - FACTION_REASON_ADMIN_CLAIMANT_JUNIOR_EMPEROR: "[claimant|E] is [junior_emperor|E]: $FACTOR|0%+=$" - FACTION_REASON_CLAIMANT_PRIMARY_HEIR: "[claimant|E] is my [heir|E]: $VALUE|+0=$" - FACTION_REASON_ADMINISTRATIVE: "[administrative|E] [vassal|E]: $VALUE|+0=$" - FACTION_REASON_NOMADIC: "[GetGovernment( 'nomad_government' ).GetName]: $VALUE|+0=$" - FACTION_REASON_DYNASTIC_CYCLE_INSTABILITY: "[dynastic_cycle|E] is in [GetSituationType('dynastic_cycle').GetPhaseType('situation_dynastic_cycle_phase_instability').GetName]: $VALUE|+0=$" - FACTION_REASON_ESCALATED_TO_LIEGE: "[holder|E] folded to a [peasant_faction|E]: $VALUE|+0=$" - FACTION_DEMAND_CEREMONIAL_CLAIMANT: "Ceremonial Claimant Demand" - FACTION_DEMAND_CEREMONIAL_CLAIMANT_DESC: "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nNone can deny that [faction_claimant.GetName], not [faction_targeted_title.GetHolder.GetFirstName], is the rightful sovereign of [faction_targeted_title.GetNameNoTier].\n\nAccept this fact peacefully or we will make you do so by force!" - FACTION_DEMAND_CEREMONIAL_CLAIMANT_DESC_ME: "[faction_targeted_title.GetDefinitiveName|U] belongs to me by divine right, and I finally have the means to make it so. Accept this fact peacefully or I will make you do so by force!" - FACTION_DEMAND_CEREMONIAL_CLAIMANT_ACCEPTED: "Ceremonial Claimant Demands Accepted" - FACTION_DEMAND_CEREMONIAL_CLAIMANT_ACCEPTED_DESC: "It is clear to me that you would see the realm burn before giving up this foolish venture. For the good of the realm I must accept your demands, but know that a great injustice was done here today. This will not stand!" - FACTION_DEMAND_CEREMONIAL_CLAIMANT_REFUSED: "Ceremonial Claimant Demands Refused" - FACTION_DEMAND_CEREMONIAL_CLAIMANT_REFUSED_DESC: "Your support for [faction_claimant.GetShortUINamePossessive|U] claim to [faction_targeted_title.GetDefinitiveName|l] is an affront to the dignity of our rightful [faction_targeted_title.GetHolder.GetTitleAsName]!\n\nYour treachery and dishonor will soon find divine judgment, foul traitor!" - FACTION_DEMAND_CEREMONIAL_CLAIMANT_SEND_DEMAND_NOTIFICATION: "A Rightful Claim!" - FACTION_DEMAND_CEREMONIAL_CLAIMANT_SEND_DEMAND_NOTIFICATION_DESC: "The moment has come! All who support [faction_claimant.GetName] as the rightful [faction_targeted_title.GetHolder.GetTitleAsName] will now rise as one and make sure that [faction_claimant.GetSheHe] can take [faction_claimant.GetHerHis] rightful place on [faction_targeted_title.GetDefinitiveName|l]. We shall see it done, by sword and fire if we must!" - FACTION_CEREMONIAL_CLAIMANT_INVITE: "[faction_invite_from.Custom2('AppropriateGreeting', ROOT.Char)]" - FACTION_CEREMONIAL_CLAIMANT_INVITE_DESC: "[faction_target.GetName] occupies a throne that should rightly be yours! I am willing to support your claim with word and sword, and I am sure others in the realm will also champion this rightful cause. All you need to do is accept." - FACTION_CEREMONIAL_CLAIMANT_INVITE_ACCEPT: "Finally!" - FACTION_CEREMONIAL_CLAIMANT_INVITE_REFUSE: "It is not right..." - FACTION_CEREMONIAL_CLAIMANT_INVITE_ACCEPTED: "[faction_claimant.Custom2('AppropriateGreeting', ROOT.Char)]" - FACTION_CEREMONIAL_CLAIMANT_INVITE_ACCEPTED_DESC: "Finally! [faction_target.GetName] is nothing more than a jester acting a [faction_target.GetTitleAsNameNoTooltip], and I am sure the realm will rise to my cause. Those who aid me will not be forgotten." - FACTION_CEREMONIAL_CLAIMANT_INVITE_ACCEPTED_OPT: "It is only a matter of time..." - - # Imperial Policy - FACTION_DEMAND_IMPERIAL_POLICY: "Imperial Policy" - FACTION_DEMAND_IMPERIAL_POLICY_DESC: "[faction_leader.Custom2('AppropriateGreetingNegative', ROOT.Char)]\n\nThe loyal subjects of the realm have endured your misguided policies for too long. The [faction.GetName] demands you assent to a new direction for [ROOT.Char.GetPrimaryTitle.GetBaseNameNoTierNoTooltip], or we shall force one upon you!" - FACTION_DEMAND_IMPERIAL_POLICY_ACCEPTED: "Imperial Policy Demands Accepted" - FACTION_DEMAND_IMPERIAL_POLICY_ACCEPTED_DESC: "It is clear to me that you would see the realm burn before giving up this foolish venture. For the good of [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetBaseNameNoTierNoTooltip] I must accept your demands, but know that a great injustice was done here today. This will not stand!" - FACTION_DEMAND_IMPERIAL_POLICY_REFUSED: "Imperial Policy Demands Refused" - FACTION_DEMAND_IMPERIAL_POLICY_REFUSED_DESC: "Your arrogant and petulant disregard for the sound policies of my government only prove how ill-fit you are to make such decisions!\n\nYour treachery and dishonor will soon find divine judgement, foul traitor!" - FACTION_DEMAND_IMPERIAL_POLICY_SEND_DEMAND_NOTIFICATION: "Turning the Ship" - FACTION_DEMAND_IMPERIAL_POLICY_SEND_DEMAND_NOTIFICATION_DESC: "The moment has come! All who support aborting [faction_target.GetTitledFirstNamePossessive] misguided policies will now rise as one and make sure that the realm is steered in a new direction. We shall see it done, by sword and fire if we must!" - faction_demand.0222.tt: "[THIS.Char.GetShortUIName|U] will select a new [imperial_policy|E]" - imperial_policy_faction_war: "Imperial Policy Faction" - IMPERIAL_POLICY_WAR_NAME: "Imperial Policy War" - imperial_policy_war_victory_desc: "[attacker.GetShortUIName|U] will select a new [imperial_policy|E]" - imperial_policy_war_white_peace_end_desc: "[defender.GetShortUIName|U] gets a truce and a [revoke_title_reason|E] against all rebelling vassals." - imperial_policy_war_defeat_end_desc: "[defender.GetShortUIName|U] imprisons every rebellious vassal and gains a [revoke_title_reason|E] against each of them." - faction_demand.0227.t: "Imperial Policy Faction: Drafting Legislation" - faction_demand.0227.desc: "With [faction_target.GetTitledFirstNamePossessive] hand forced, we can at last enact a policy beneficial to our interests — the interests of #EMP all#! [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetBaseNameNoTierNoTooltip]...\n\nMany suggestions and requests have been submitted, and it falls to me as leader of the faction to decide on the best course." - faction_demand.0227.a: "$defense_mobilization_law_subname$." - faction_demand.0227.b: "$disarmament_law_subname$." - faction_demand.0227.c: "$isolation_law_subname$." - faction_demand.0227.e: "$imperial_expansion_law_subname$." - faction_demand.0227.f: "$manor_reform_law_subname$." - faction_demand.0227.g: "$bandit_crackdown_law_subname$." - faction_demand.0227.i: "There are many possibilities to consider..." - faction_demand.0227.i.tt: "Consider other [imperial_policies|E]" - FACTION_REASON_DESIRES_SORYO_POLICY: "Desires aggressive [imperial_policy|E]: $VALUE|0+=$" - FACTION_REASON_ANTI_POLICY: "Friction with current [imperial_policy|E]: $VALUE|0+=$" - FACTION_REASON_DESIRES_RITSURYO_POLICY: "Desires passive [imperial_policy|E]: $VALUE|0+=$" - - escalated_peasant_faction: "Escalated Peasant Faction" - escalated_peasant_faction_desc: "The [escalated_peasant_faction|E] wants freedom from unjust rule, and will seek independence from their liege." - escalated_peasant_faction_short_effect_desc: "Wants Independence from their [liege|E]" - county_and_leader_join_faction_against_top_liege: "All [counties|E] will join an [escalated_peasant_faction|E] against [defender.GetTopLiege.GetName]" - peasant_leader_army_name: "[ROOT.Char.GetFirstNamePossessive] [ROOT.Char.Custom('GetTurbanRebellionColor')|U] [ROOT.Char.Custom('RegionalPeasantHeadgearPlural')|U]" - peasant_leader_title_name: "[ROOT.Char.Custom('GetTurbanRebellionColor')|U] [ROOT.Char.Custom('RegionalPeasantHeadgearPlural')|U] Rebellion" - peasant_troops_name: "[ROOT.Char.GetCurrentLocation.GetName] Militia" - border_war_increased_peasant_discontent: "[GetLaw('top_liege_not_redirected_to_border_wars_law').GetName]: $VALUE|0+=$" - instability_increased_peasant_discontent: "[dynastic_cycle_era_type_unstable|E]: $VALUE|0+=$" - trait_track_peasant_leader: "Notoriety" - trait_track_peasant_leader_desc: "Infamous and feared among the nobles, revered and idolized in the folk tales." - can_join_escalated_peasant_faction_tt: "You have a [GetTrait('peasant_leader').GetName( GetNullCharacter )] [trait|E] or your [domicile|E] has a [GetDomicileBuilding('east_asian_peasant_quarters_03').GetName] or higher [domicile_building_upgrade|E] of the [GetDomicileBuilding('east_asian_estate_main_01').GetName] [domicile_building|E]" - - FACTION_REASON_DETRACTOR: "[coronation_detractor|E]: $VALUE|+0=$" - - FACTION_REASON_POPULIST_PEASANT_MORE_LIKELY: "Empowered [faction|E] due to local [faith|E]: $VALUE|0+=$" - LEADER_CANNOT_LEAVE_FACTION_OF_THIS_TYPE: "@warning_icon! #X Leader of this faction type can't leave it#!" - - FACTION_REASON_SAME_HOUSE_LEADER: "Same [house|E] as [faction|E] Leader: $VALUE|+0=$" - FACTION_REASON_SAME_DYNASTY_LEADER: "Same [dynasty|E] as [faction|E] Leader: $VALUE|+0=$" - FACTION_REASON_SAME_HOUSE_TARGET: "Same [house|E] as [faction|E] Target: $VALUE|+0=$" - FACTION_REASON_SAME_DYNASTY_TARGET: "Same [dynasty|E] as [faction|E] Target: $VALUE|+0=$" - FACTION_REASON_BLOC_HEAD_IS_LEADER: "[house_bloc|E] Leader's [faction] is [faction|E] Leader: $VALUE|+0=$" diff --git a/localization/english/replace/holding_view_l_english.yml b/localization/english/replace/holding_view_l_english.yml deleted file mode 100644 index 2f73a62a6..000000000 --- a/localization/english/replace/holding_view_l_english.yml +++ /dev/null @@ -1,289 +0,0 @@ -l_english: - HOLDING_TAX:0 "[tax|E]:" - HOLDING_TAX_VALUE: "@gold_icon! [Holding.GetIncome|2=]" - HOLDING_BARTER_GOODS: "[barter_goods|E]:" - HOLDING_BARTER_GOODS_VALUE: "@barter_goods_icon! [HoldingView.GetHolding.GetBarterGoodsIncome|1=]" - HOLDING_LOOT: "[loot|E]" - HOLDING_LOOT_VALUE: "@loot_icon! [Holding.GetProvince.GetLoot|0V]" - HOLDING_FORT_LEVEL: "[fort_level|E]" - HOLDING_GARRISON: "[garrison|E]:" - HOLDING_EMPTY:0 "No [holding|E]" - HOLDING_CONSTRUCTING:0 "Constructing [HOLDING_TYPE.GetName] [holding|E]" - COUNTY_OCCUPANT:0 "County Occupant" - CONSTRUCT: "Construct" - CONSTRUCT_COST: "Construct Cost" - UPGRADE: "Upgrade" - UPGRADE_DOMICILE: "Upgrade to Level [DomicileBuilding.GetTierNumber]" - UPGRADE_COST: "Upgrade Cost" - CURRENT_BUILDING:0 "Current Building" - CV_BUILDING_LEVEL_AND_NAME:1 "Level I: #high [Building.GetNameNoTooltip]#!" - BUILDING_TYPE_REGULAR: "[building|E]" - BUILDING_TYPE_SPECIAL: "[special_building|E]" - BUILDING_TYPE_GREAT: "[great_building|E]" - BUILDING_TYPE_DUCHY: "[duchy_building|E]" - CONSTRUCT_HOLDING_TITLE:2 "#T Construct [holding|E]#!" - CANT_CONSTRUCT_HOLDING_NO_AVAILABLE:0 "#X @warning_icon! No available [holdings|E] to construct#!" - CONSTRUCT_BUILDING:0 "Construct New $TYPE$" - CONSTRUCT_BUILDING_TITLE:0 "#T Construct New $TYPE$#!" - CONSTRUCT_HOLDING_TYPE_TITLE:0 "#T Construct #V $NAME$#!#!" - CONSTRUCT_BUILDING_TYPE_TITLE:0 "#T Construct #V $NAME$#!#!" - REPLACE_BUILDING_TYPE_TITLE:0 "#T Replacing #V $CURRENT_NAME$#! with #V $REPLACEMENT_NAME$#!#!" - CONSTRUCT_BUILDING_INFO_TITLE:0 "#T $NAME$#!" - CONSTRUCT_BUILDINGS_DETAILS:0 "Preview" - CONSTRUCT_BUILDINGS_DETAILS_TT:0 "#T Building Preview\n#!Show the effects and costs for the upgrades of this [building|E]" - UPGRADE_BUILDING:0 "Upgrade $TYPE$" - CANCEL_CONSTRUCTION:1 "Cancel $TYPE$ Construction" - UPGRADE_HOLDING_TITLE:0 "Upgrade the [holding|E]" - CONSTRUCT_BUILDING_ALREADY_CONSTRUCTING:0 "@warning_icon! #X Another [building|E] is already under construction in this [holding|E]#!" - CONSTRUCT_BUILDING_INVALID_SLOT:0 "@warning_icon! #X This is not a valid slot for a new [building|E]#!" - CONSTRUCT_BUILDING_NONE_POTENTIAL:0 "@warning_icon! #X You do not have any available [buildings|E] for this slot#!" - BUILDING_DEFAULT_TITLE_PREFIX_ALSO_CONSTRUCTING:1 "\n\n#T Current Building:\n[BUILDING.GetNameNoTooltip]\n#!" - BUILDING_DEFAULT_TITLE:2 "#T [BUILDING.GetNameNoTooltip]#! #weak ([BUILDING.GetTypeName])#!\n$TYPE$\n\n" - BUILDING_EFFECT_AND_DESC_TOOLTIP:4 "[BUILDING.GetEffectDescriptionAtProvince( CHARACTER.Self, PROVINCE.Self )]\n\n[BUILDING.GetDescription]" - BUILDING_EFFECT_AND_DESC_DISABLED_TOOLTIP:4 "[BUILDING.GetEffectDescriptionAtProvince( CHARACTER.Self, PROVINCE.Self )]\n\n$DISABLED$\n\n[BUILDING.GetDescription]" - CONSTRUCTING_BUILDING_DESC:4 "[BUILDING.GetEffectDescriptionAtProvince( CHARACTER.Self, PROVINCE.Self )]\n\n$TIME$\n\n[BUILDING.GetDescription]" - CONSTRUCTING_BUILDING_TIME_LEFT:0 "$DAYS$ left" - CONSTRUCT_HOLDING_PRIMARY:1 "The first stage of this [holding|E] is the $NAME|V$" - HOLDING_NOT_THE_COUNTY_HOLDER:1 "@warning_icon! #X Only the [holder|E] of this [county|E] or their [liege|E] is able to construct a new [holding|E]#!" - BUILDING_NOT_THE_BARONY_HOLDER:1 "@warning_icon! #X Only the [holder|E] of this [holding|E] or their [liege|E] is able to construct a new [building|E]#!" - BUILDING_NOT_THE_DIRECT_BARONY_HOLDER_CANCEL: "@warning_icon! #X Only the [holder|E] of this [holding|E] is able to cancel [buildings|E]#!" - BUILDING_NOT_THE_DIRECT_BARONY_HOLDER_OR_LIEGE_REPLACE: "@warning_icon! #X Only the [holder|E] or de facto [liege|E] of this [holding|E] is able to replace [buildings|E]#!" - BUILDING_NOT_THE_BARONY_LESSEE:1 "@warning_icon! #X Only the [lessee|E] or the de facto [liege|E] of this [holding|E] is able to construct a new [building|E]#!" - HOLDING_VIEW_ALREADY_HAS_PRIMARY:0 "@warning_icon! #X This Barony already contains a [holding|E]#!" - HOLDING_VIEW_MISSING_PRIMARY:0 "@warning_icon! #X This Barony does not have a [holding|E] yet#!" - HOLDING_VIEW_MUST_BUILD_OTHER_HOLDING_FIRST:0 "@warning_icon! #X A $MISSING_HOLDING|V$ must first be constructed in this [county|E]#!" - HAS_BUILDING_TYPE:0 "@warning_icon! #X This [holding|E] already contains $TYPE$#!" - ALREADY_CONSTRUCTED:0 "@warning_icon! #X $NAME$ has already been constructed#!" - PREVIOUS_NOT_CONSTRUCTED:1 "@warning_icon! #X $PREVIOUS_NAME$ must be constructed first#!" - HOLDING_TAXES_TOOLTIP_HEADER:0 "#T Tax#!" - HOLDING_INCOME_TOOLTIP_HEADER:0 "#T Loot#!" - HOLDING_INCOME_TOOLTIP_TOTAL:0 "Total [loot|E]" - HOLDING_BARTER_INCOME_TOOLTIP_HEADER: "#T Loot#!" - HOLDING_BARTER_INCOME_TOOLTIP_TOTAL: "Total [loot|E]" - BARTER_TT_MONTHLY_LOOT: "Monthly [loot|E]" - HOLDING_TAXES_TOOLTIP_PLAYER:0 "My income" - HOLDING_TAXES_TOOLTIP_TOTAL:0 "Total [tax|E]" - HOLDING_LEVIES_TOOLTIP_HEADER:0 "#T Levies#!" - HOLDING_LEVIES_TOOLTIP_PLAYER:0 "My [levies|E]" - HOLDING_LEVIES_TOOLTIP_TOTAL:0 "Total [levies|E]" - HOLDING_IN_DOMAIN_LIMIT_GRACE_PERIOD_TOOLTIP:0 "@warning_icon! #X Due to being above your [domain_limit|E], this [recently_acquired_holding|E] will not give any [taxes|E] or [levies|E]#!" - HOLDING_OCCUPIED:0 "[occupied|E] by [CHARACTER.GetShortUIName]" - INVALID_CONSTRUCTION:0 "@warning_icon! #X Invalid construction#!" - DISABLED_BUILDING:1 "@warning_icon! #X Building Disabled because:#!\n$DESC$" - BUILDING_WILL_REENABLE:0 "@warning_icon! Building currently disabled, but will reenable next month" - BUILDING_DISABLED_BY_GRACE_PERIOD:0 "@warning_icon! Holding disabled to avoid the penalties of being above the [domain_limit|E]. Will re-enable in [DATE.GetTimeDiffFromNowNoDays] or when no longer above the Domain Limit" - ABORT_CONSTRUCTION:0 "#T Abort construction#!" - CANT_BE_CONSTRUCTED:0 "@warning_icon! #X Cannot be constructed#!" - SUPPLY_LIMIT:0 "[supply_limit|E]:" - TOP_LIEGE:0 "Top Liege" - CREATE_NEW_HOLDING_BUTTON:0 "Construct new Holding" - CREATE_NEW_HOLDING_HEADING:0 "Construct new [holding|E]" - BUILDING_GOLD_COST:0 "[gold_i] $VALUE|0$" - BUILDING_PIETY_COST:0 "[piety_i] $VALUE|0$" - BUILDING_PRESTIGE_COST:0 "[prestige_i] $VALUE|0$" - BUILDING_TIME:1 "Time" - BUILDING_LEVIES:2 "[levies|E]: @soldier_icon!$VALUE|+=$" - BUILDING_GARRISON:2 "[garrison|E]: @garrison_icon!$VALUE|+=$" - BUILDING_GARRISON_REINFORCEMENT_FACTOR:1 "[garrison_reinforcement|E]: @garrison_icon!$VALUE|+=0%$" - ALREADY_CONSTRUCTING:0 "@warning_icon! #X Already constructing in this Barony#!" - ABORT_BUILDING_CONFIRM_TITLE:0 "Abort Construction" - ABORT_BUILDING_CONFIRM:0 "Aborting this construction will refund the cost, and allow another building to be constructed here." - ABORT_BUILDING_CONFIRM_ACCEPT:0 "Abort" - ABORT_HOLDING_CONFIRM:0 "Aborting this construction will refund the cost, and allow another holding to be constructed here." - CANCEL_HOLDING_CONSTRUCTION:0 "Abort [HoldingView.GetHolding.GetConstructingHoldingType.GetName] Construction" - CANCEL_HOLDING_CONSTRUCTION_TOOLTIP:1 "Cancel [HoldingView.GetHolding.GetConstructingHoldingType.GetName] construction in [HoldingView.GetProvince.GetTitle.GetNameNoTierNoTooltip], and refund the cost." - REPLACE_BUILDING:0 "Replace $TYPE$" - REPLACE_BUILDING_BUTTON:0 "Replace" - REPLACE_BUILDING_PROMPT:0 "#X Replacing this building will destroy the existing building. The cost of the building is not refunded.#!" - NO_POTENTIAL_BUILDINGS_WARNING:0 "#X No available buildings to construct in this slot at this time#!" - SET_COUNTY_CAPITAL_CONFIRM_TITLE:0 "Move [county_capital|E]" - SET_COUNTY_CAPITAL_CONFIRM:0 "[TITLE.GetName] will be the new $game_concept_county_capital$.\n\nSome Buildings in [TITLE_2.GetName] may become inactive." - SET_REALM_CAPITAL_CONFIRM_TITLE:0 "Move [realm_capital|E]" - SET_REALM_CAPITAL_CONFIRM:0 "[TITLE.GetName] will be the new $game_concept_realm_capital$.\n\nSome Buildings in [TITLE_2.GetName] may become inactive." - SET_COUNTY_AND_REALM_CAPITAL_CONFIRM:0 "[TITLE.GetName] will be the new $game_concept_county_capital$ and [realm_capital|E].\n\nSome Buildings in [TITLE_2.GetName] may become inactive." - SET_CAPITAL_CONFIRM_ACCEPT:0 "Move" - BUILDING_PROVINCE_MODIFIER:0 "#T Holding:#!" - BUILDING_COUNTY_MODIFIER:0 "#T County:#!" - BUILDING_CHARACTER_MODIFIER:0 "#T Owner:#!" - HOLDING_VIEW_WRONG_HOLDING_TYPE: "#T Wrong type of [holding|E]#!\n[Holding.GetType.GetName|V] holdings cannot be effectively held by characters with [Character.GetGovernment.GetName|V] governments and will provide no [taxes|E] or [levies|E]. [SelectLocalization( Holding.GetType.HasParameter('no_domain_limit_if_disabled'), 'HOLDING_DOES_NOT_COUNT_TOWARD_DOMAIN_LIMIT', '' )]" - HOLDING_DOES_NOT_COUNT_TOWARD_DOMAIN_LIMIT: "\n\n#P This [holding|E] does not county toward [domain_limit|E].#!" - HOLDING_SELECTION_VIEW_WRONG_HOLDING_TYPE: "#T Wrong type of [holding|E]#!\nAs a [GetPlayer.GetGovernment.GetName|V] [ruler|E] you may not personally hold [HoldingTypeItem.GetHoldingType.GetName|V] Holdings. [HoldingTypeItem.GetWrongHoldingCharacterInfo]" - YOUR_HOLDING_TEXT:1 "Your [HOLDING.GetType.GetConceptName] [holding|E]" - NOT_MY_HOLDING_TEXT:1 "[HOLDING.GetType.GetConceptName] [holding|E]" - ABSOLUTE_COUNTY_CONTROL: "Absolute" - COUNTY_CONTROL_VALUE_DISPLAY:0 "$VALUE|0$" - COUNTY_CONTROL_OUT_OF_MAX:0 "$VALUE|0$/$MAX|0$" - COUNTY_CONTROL_OUT_OF_MAX_ABSOLUTE: "[absolute_control_short|E]" - COUNTY_CONTROL_TOOLTIP_HEADER: "County Control: [County.GetControlLevelOutOfMax]" - COUNTY_CONTROL_NO_EFFECTS: "No current effects, but if Control drops below 100, [levies|E] and [taxes|E] in the county will be reduced" - COUNTY_CONTROL_NO_EFFECTS_HERD: "No current effects, but if Control drops below 100, monthly [herd|E] gain in the county will be reduced" - COUNTY_CONTROL_LEVIES_MULT: "@soldier_icon! [levies|E] in the county are changed by $MULT|%+0=$" - COUNTY_CONTROL_TAX_MULT: "@gold_icon! [taxes|E] in the county are changed by $MULT|%+0=$" - COUNTY_CONTROL_HERD_MULT: "[herd_i]Monthly [herd|E] gain is changed by $MULT|%+0=$" - COUNTY_CONTROL_FERTILITY_MULT: "[county_fertility_i]Monthly [county_fertility|E] is changed by $MULT|%+0=$" - COUNTY_CONTROL_CHANGE_MONTHLY: "([ValueBreakdown.GetValue])" - COUNTY_DEVELOPMENT_TOOLTIP_HEADER: "Development: [County.GetDevelopmentLevel]/100" - COUNTY_DEVELOPMENT_LEVIES_MULT:1 "[levies|E] increased by $MULT|%+1$" - COUNTY_DEVELOPMENT_TAX_MULT:0 "[taxes|E] increased by $MULT|%+0$" - COUNTY_DEVELOPMENT_SUPPLY_BONUS:0 "[supply_limit|E] increased by $VALUE|=+0$ " - COUNTY_DEVELOPMENT_IGNORED_DESC:4 "[development|E] is ignored (except for its effect on the [supply_limit|E]) because the owner of the [county|E] has a [GovernmentType.GetNameWithIcon|V] government" - COUNTY_DEVELOPMENT_NO_EFFECTS:0 "#weak No Effects#!" - COUNTY_DEVELOPMENT_PROGRESS_MONTHLY_TOOLTIP_HEADER: "[County.GetDevelopmentProgressOutOfMax]" - COUNTY_CULTURE_ACCEPTANCE_DIFF_CULTURE: "([Culture.GetAcceptance( GetPlayer.GetCulture )|%/0])" - COUNTY_OPINION_TOOLTIP:1 "Popular Opinion of [County.GetCount.GetUIName]" - - ############################################################################# - ### County Fertility - COUNTY_FERTILITY_TOOLTIP_HEADER: "[county_fertility|E]: [County.GetCountyFertility|V1]/#V 100#!" - COUNTY_FERTILITY_DESC: "$game_concept_county_fertility_desc$" - BASE_COUNTY_FERTILITY: "Starting County Fertility: [County.GetBaseCountyFertility|V0]" - BASE_COUNTY_FERTILITY_TOOLTIP: "$BASE_COUNTY_FERTILITY$" - BASE_COUNTY_FERTILITY_TOOLTIP_DESC: "Base [county_fertility|E] is calculated from the average Fertility of its constituent [baronies|E]." - BASE_COUNTY_FERTILITY_PROVINCE_ENTRY: "@county_fertility_icon![Province.GetTerrain.GetCountyFertilityValue|V0] [Province.GetNameNoTooltip] #WEAK ([Province.GetTerrain.GetNameNoTooltip])#!" - PROJECTED_COUNTY_FERTILITY_EQUILIBRIUM: "[fertility_equilibrium|E]: [County.CalcProjectedFertilityEquilibrium|V0]" - COUNTY_FERTILITY_PROGRESS: "Monthly Change" - MONTHLY_COUNTY_FERTILITY_GROWTH: "Growth" - MONTHLY_COUNTY_FERTILITY_DECLINE: "Consumption" - MONTHLY_COUNTY_FERTILITY_ADJUSTMENT: "#D Adjustment#!" - - # The three strings below are used for modifiers added by code, do not remove - HERDER_HOLDER: "Held by a Herder" - NOMAD_HOLDER: "Held by a Nomadic Ruler" - NOMAD_HOLDER_CAPITAL: "[realm_capital|E] of a Nomadic Ruler" - - HOLDING_COUNTY_FERTILITY: "@county_fertility_icon! [Holding.GetProvince.GetCounty.GetCountyFertility|V1]" - HOLDING_COUNTY_HERD: "@herd_icon! [Holding.GetProvince.GetCounty.GetHerdFromCounty|=0]" - - DOMAIN_FERTILITY_VALUES: "$CURRENT|V0$/$MAX|0$" - DOMAIN_FERTILITY_TOOLTIP_HEADER: "[domain_fertility|E]: [Character.GetDomainFertility]" - CURRENT_COUNTY_FERTILITY: "[county_fertility_i] #HIGH [County.GetCountyFertility|V1]#!/100" - CURRENT_COUNTY_FERTILITY_CHANGE: "[ValueBreakdown.GetValue|L]/month" - DOMAIN_FERTILITY_TOOLTIP_UNLANDED: "@warning_icon! #X You do not have [domain_fertility|E] while you are [unlanded|E]#!\n#I [migrate|E] to continue growing your [herd|E]#!" - - DOMAIN_FERTILITY_TOOLTIP: "#T [domain_fertility|E]: $CURRENT|V0$/$MAX|0$#!" - COUNTY_FERTILITY_TOOLTIP_ENTRY: "[COUNTY.GetName]: $CURRENT|V0$/$MAX|0$ [equilibrium|E]: [COUNTY.CalcProjectedFertilityEquilibrium|0]" - - ############################################################################# - - COUNTY_NOT_YOUR_CULTURE:0 "@warning_icon! #X County is not of your [culture|E] #!" - COUNTY_NOT_YOUR_FAITH:0 "@warning_icon! #X County is not of your [faith|E] #!" - COUNTY_IN_FACTION_TOOLTIP:0 "#T In [HoldingView.GetAllFactionNames|V] faction against me!#!\n#I Click to show [factions|E]#! " - COUNTY_CAPITAL_TOOLTIP:0 "#T $game_concept_county_capital$#!\n$game_concept_county_capital_desc$" - SET_COUNTY_CAPITAL_TOOLTIP:0 "#T Move [county_capital|E] here#!\nMake [HoldingView.GetProvince.GetTitle.GetNameNoTierNoTooltip|V] the new $game_concept_county_capital$" - SET_REALM_CAPITAL_TOOLTIP_TITLE:0 "#T Move [realm_capital|E] here#!" - SET_REALM_CAPITAL_TOOLTIP_DESC:0 "Make [TITLE.GetNameNoTierNoTooltip|V] the new $game_concept_realm_capital$" - SET_REALM_CAPITAL_PREFERRED_CAPITAL:0 "It is the [de_jure] capital of [TITLE.GetNameNoTierNoTooltip|V], making this move allowed even if the capital has previously moved" - REALM_CAPITAL_TOOLTIP:0 "#T $game_concept_realm_capital$#!\n$game_concept_realm_capital_desc$" - CANT_SET_REALM_CAPITAL_COUNTY_CAPITAL:0 "#X Only a [county_capital|E] can become [realm_capital|E]#!" - CANT_SET_REALM_CAPITAL_HOLDER:0 "#X I'm not the holder of this land#!" - CANT_SET_REALM_CAPITAL_ALREADY:1 "#X This is already your [realm_capital|E]#!" - CANT_SET_REALM_CAPITAL_MOVED:1 "#X You have already moved your [realm_capital|E] once#!" - CANT_SET_REALM_CAPITAL_IN_WAR:1 "#X You cannot change your [realm_capital|E] while at [war|E]#!" - CANT_SET_REALM_CAPITAL_WHILE_TRAVELING: "#X You cannot change your [realm_capital|E] while [traveling|E]#!" - CANT_SET_REALM_CAPITAL_DISABLED_HOLDING: "#X You cannot move your [realm_capital|E] to a disabled [holding|E]#!" - GOVERNMENT_TYPE_PREVENTS_MOVING_REALM_CAPITAL: "#X [GOVERNMENT_TYPE.GetName] [government|E] prevents you from moving your [realm_capital|E]#!" - CHURCH_PROPERTY_TOOLTIP:2 "#T [church_property|E]#!\n[lessee|E]: [Title.GetLessee.GetUIName]\n[holder|E]: [Title.GetHolder.GetUIName]" - HOLDING_VIEW_NO_HOLDER_EFFECTS_FROM_BUILDINGS:0 "$NO_EFFECTS$" - HOLDING_TERRAIN_TOOLTIP:0 "#T [Terrain.GetNameNoTooltip]#!\n[Terrain.GetEffects]" - HOLDING_TERRAIN_TOTAL_TOOLTIP: "#T [Province.GetTerrain.GetNameNoTooltip]#!\n[Province.GetTerrainTooltipFor(GetPlayer)]" - HOLDING_UNDER_SIEGE:0 "#T @warning_icon! Holding Under [siege|E]#!\n#I Click to view#!" - HOLDING_VIEW_UNDER_OCCUPATION:0 "@warning_icon! #X The Holding is under occupation.#!" - HOLDING_VIEW_ENEMY_OR_HOSTILE_UNITS:0 "@warning_icon! #X There are enemy or hostile armies in the Holding.#!" - HOLDING_VIEW_UNDER_SIEGE:0 "@warning_icon! #X Holding Under [siege|E]#!" - HOLDING_VIEW_NOMAD_HERDER_GOVERNMENT: "@warning_icon! #X [CHARACTER.GetGovernment.GetName] Characters may not construct new [holdings|E] or [buildings|E].#!" - CONSTRUCTING_BUILDING_TITLE:2 "#T #high Constructing:#! [BUILDING.GetNameNoTooltip]#! #weak ([BUILDING.GetTypeName])#!\n\n" - HOLDING_LEVY_SIZE:1 "@soldier_icon! [Holding.GetMaxLevySize|0]" - HOLDING_VIEW_NEXT:0 "Next holding" - HOLDING_VIEW_PREVIOUS:0 "Previous holding" - HOLDING_VIEW_CONSTRUCT_OR_UPGRADE:0 "[Select_CString(EqualTo_int32(GUITrackItem.GetNextBuilding.GetLevel,'(int32)1'), 'Construct', 'Upgrade to')] [GUITrackItem.GetNextBuilding.GetNameNoTooltip]" - HOLDING_VIEW_UPGRADE_TO_NEXT:0 "Upgrade to [GUITrackItem.GetNextBuilding.GetNameNoTooltip]" - HOLDING_VIEW_IN_PROGRESS:1 "Constructing [GUITrackItem.GetConstructingBuilding.GetNameNoTooltip] (finishing [GUITrackItem.GetConstructionEndDate])" - HOLDING_TAB_CAPITAL_TOOLTIP:0 "This is the [county_capital|E]\n" - HOLDING_TAB_TOOLTIP:0 "#T [GUICountyHolding.GetHolding.GetNameNoTooltip]\n#![SelectLocalization( GUICountyHolding.GetHolding.GetProvince.GetTitle.IsCountyCapital, 'HOLDING_TAB_CAPITAL_TOOLTIP' , '' )|E]#I Click to select#!" - COUNCIL_TASKS:0 "Council Tasks" - HOLDING_VIEW_HOLDER:2 "Holder:" - HOLDING_VIEW_COUNTY_HOLDER:0 "[county|E] Holder:" - HOLDING_VIEW_LESSEE:0 "Lessee:" - HOLDING_VIEW_NO_COUNTY_MODIFIERS:0 "No County Modifiers" - BUILDING_EFFECT_PROVINCE_HEADER:0 "#low This Holding:#!" - BUILDING_EFFECT_COUNTY_HEADER:0 "#low This County:#!" - BUILDING_EFFECT_CHARACTER_HEADER:1 "#low Holder of this Holding:#!" - BUILDING_EFFECT_COUNTY_HOLDER_CHARACTER_HEADER:0 "#low Holder of this County:#!" - BUILDING_EFFECT_DUCHY_CAPITAL_HEADER:2 "#low All Holdings in this Duchy:#!" - BUILDING_CONSTRUCTION_COMPLETE_EFFECT_HEADER:0 "#low On Construction Completed:#!\n" - BUILDING_UPGRADE_VIA_GREAT_PROJECT: "#v This will allow you to plan the \"$ProjectName$\" [great_project|E]#!" - CONSTRUCT_BUILDING_PLAN_EXPANSION: "Plan Expansion" - CONSTRUCT_BUILDING_SEE_UPGRADE_PROJECT: "View Great Project" - REBUILD_GREAT_BUILDING_BUTTON: "Rebuild" - - RAID_TT_NO_LOOT_RAIDED: "@warning_icon! #X No available loot due to recently being raided#!" - BARTER_TT_NO_LOOT_RAIDED: "@warning_icon! #X No available loot due to recent trading#!" - HOLDING_VIEW_YOUR_COUNTY:0 "Your [county|E]" - HOLDING_VIEW_TOP_REALM_COUNTY:0 "[county|E] in same [realm|E] as you" - HOLDING_VIEW_FOREIGN_COUNTY:0 "[county|E] in [Character.GetTopLiege.GetPrimaryTitle.GetNameNoTooltip]" - COUNTY_OCCUPIER_TOOLTIP:0 "#T [occupied|E] by [Character.GetShortUIName]\n#!While occupied:\n$BULLET_WITH_TAB$[levies|E] cannot be raised or reinforced\n$BULLET_WITH_TAB$[taxes|E] cannot be collected\n$BULLET_WITH_TAB$[development|E] and [control|E] does not increase\n\n$COA_REALM_TOOLTIP_GUI_CLICK_INFO$" - VASSAL_POSSESSIVE:0 "vassal's" - HOLDING_VIEW_BUILDING_IN_VASSAL:0 "Constructing in your Vassal's [holding|E]" - CULTURE_COUNTY_WINDOW:0 "[Culture.GetNameNoTooltip]" - HOLDING_VIEW_ALREADY_CONSTRUCTING_HOLDING:0 "@warning_icon! #X You are already constructing a $HOLDING|V$ in this [county|E]#!" - HOLDING_SELECTION_VIEW_WRONG_HOLDING_TYPE_INFO_DEFAULT:0 "You will have to grant the Holding to someone after construction" - HOLDING_SELECTION_VIEW_WRONG_HOLDING_TYPE_INFO_THEOCRATIC:0 "The temple will be leased to your [realm_priest|E] after construction" - HOLDING_VIEW_CAN_UPGRADE_BUILDING:0 "#help You can upgrade this [holding|E], click to view details and begin construction! #!" - HOLDING_VIEW_CAN_NOT_UPGRADE_BUILDING:0 "#help You cannot currently upgrade this [holding|E], click to view details and possible future upgrades. #!" - TT_MONTHS_OF_RAID_LOOT_MULT: "Months of [loot|E]" - TT_MONTHLY_LOOT: "Monthly [loot|E]" - BUILDNING_MODIFIER_FROM_CULTURE:0 "$BUILDING_NAME$ #weak (from culture)#!" - CLICK_TO_VIEW_HOLDING: "#I Click to view [holding|E]#!" - DISABLED_LEGEND_PROVINCE_MODIFIERS: "@alert_icon! [barony|E] and [county|E] modifiers are disabled. [barony|E] must be inside the realm of promoter or owner of the [legend|E]" - HOLDING_VIEW_EPIDEMIC_RESISTANCE: "[epidemic_res|E]:" - HOLDING_VIEW_EPIDEMIC_RESISTANCE_VALUE: "@epidemic_icon! [Province.GetEpidemicResistance]" - HOLDING_VIEW_COUNTY_FERTILITY_LABEL: "[county_fertility|E]: @county_fertility_icon!" - HOLDING_VIEW_COUNTY_FERTILITY_VALUE: "[County.GetCountyFertility|1]" - HOLDING_VIEW_HERD_FROM_COUNTY_LABEL: "Monthly [herd|E]: @herd_icon!" - HOLDING_VIEW_HERD_FROM_COUNTY_VALUE: "[County.GetHerdFromCounty|=+0]" - DOMAIN_SUB_ENTRY_FERTILITY: "Base ([county_fertility_i][county_fertility|E])" - DOMAIN_SUB_ENTRY_CONTROL_MULT: "[control_i][county_control|E]" - DOMAIN_SUB_ENTRY_NON_NOMAD_HOLDING_MALUS: "[holding|E] is not Nomadic or Herder" - HOLDING_VIEW_STEPPE_SEASON_LABEL: "[steppe_season|E]:" - HOLDING_VIEW_CONTROL_LABEL: "[control|E]:" - HOLDING_VIEW_DEVELOPMENT_LABEL: "[development|E]:" - HOLDING_VIEW_COUNTY_OPINION_LABEL: "[county_opinion|E]:" - HOLDING_VIEW_CULTURE_LABEL: "[culture|E]:" - HOLDING_VIEW_FAITH_LABEL: "[faith|E]:" - -ABANDON_LANDS_TITLE: "Abandon" -ABANDON_LANDS_BUTTON_HOLDING_VIEW_TOOLTIP: "#T Abandon#!\nAbandon this [holding|E] to a [herder|E]." -CREATE_HERDER_CONFIRMATION_TITLE: "Abandon Lands" -CREATE_HERDER_CONFIRMATION_TEXT: "Relinquish your claim to [TITLE.GetName] and give the land to a [herder|E]." -CREATE_HERDER_CONFIRMATION_ACCEPT: "Accept" -ABANDON_LANDS_NOT_HOLDER: "@warning_icon!#X [CHARACTER.GetShortUIName] are not the [holder|E] of [PROVINCE.GetName]#!" -ABANDON_LANDS_NOT_NOMAD_HOLDING: "@warning_icon!#X [PROVINCE.GetName] is not a [nomadic_holding|E]#!" -ABANDON_LANDS_DOES_NOT_CONTROL_PROVINCE: "@warning_icon!#X [CHARACTER.GetShortUIName] do not completely control [PROVINCE.GetName]#!" - -RAZE_HOLDING_TOOLTIP: "#T Raze [Province.GetNameNoTooltip]#!\nRaze the [holding|E] and [buildings|E] in [Province.GetName]. [buildings] will be downgraded one level at a time until they are destroyed. The [holding] will then change to the primary type for your [government|E]." -RAZE_HOLDING_CONFIRMATION_TITLE: "Raze [Province.GetNameNoTooltip]" -RAZE_HOLDING_CONFIRMATION_TEXT: "@alert_icon! #alert_trial Razing a [holding|E] will destroy [buildings|E]. When there are no Buildings left, the Holding will be converted into a [nomadic_holding|E]#!\n\n" -RAZE_HOLDING_CONFIRMATION_ACCEPT: "Raze" -RAZE_HOLDING_NEW_HOLDING_TYPE: "$EFFECT_LIST_BULLET$The [holding|E] in [Province.GetName] changes from #HIGH [HOLDING_TYPE.GetName]#! to #HIGH [TARGET_HOLDING_TYPE.GetName]#!" -RAZE_HOLDING_DESTROY_HOLDING: "$EFFECT_LIST_BULLET$The [HOLDING_TYPE.GetName] [holding|E] in [Province.GetName] is destroyed" -RAZE_HOLDING_DOWNGRADE_BUILDING: "$EFFECT_LIST_BULLET$[BUILDING.GetName] is downgraded to [TARGET_BUILDING.GetName]" -RAZE_HOLDING_DESTROY_BUILDING: "$EFFECT_LIST_BULLET$[BUILDING.GetName] is destroyed" -RAZE_HOLDING_NO_PRIMARY_BUILDING: "@warning_icon! #X [Province.GetName] has no [buildings|E]#!" -RAZE_HOLDING_HOLDING_OF_CORRECT_TYPE: "@warning_icon! #X The [holding|E] is the correct type for your [government|E]#!" -RAZE_HOLDING_COOLDOWN: "@warning_icon! #X Razing [Province.GetName] is on cooldown until [Date.GetString]" -RAZE_HOLDING_DOES_NOT_CONTROL_HOLDING: "@warning_icon! #X You do not completely control [Province.GetName]" -province_razed_toast_title: "[province.GetNameNoTooltip] Razed" - - REBUILDING_BUILDING_TITLE: "#T #high Rebuilding:#! [Building.GetNameNoTooltip]#! #weak ([Building.GetTypeName])#!\n\n" - RUINED_BUILDING_TITLE: "#T #high Ruined:#! [Building.GetNameNoTooltip]#! #weak ([Building.GetTypeName])#!\n\n" - BUILDING_EFFECT_AND_DESC_RUINED_TOOLTIP: "[Building.GetEffectDescriptionAtProvince( Character.Self, Province.Self )]\n\n$RUINED$\n\n[Building.GetDescription]" - RUINED_BUILDING: "@warning_icon! #X Building lies in ruins and must be [rebuilt|El]#!\nCost to Rebuild: [Building.GetRebuildCostDescription( Character.Self )]" - REBUILD_GREAT_BUILDING_TIME: "$MOD_TIME_PREFIX$$DAYS$" - GREAT_BUILDING_RUINED: "@warning_icon! #X $TYPE$ is [ruined|El]#!" - - REBUILD_GREAT_BUILDING_TOOLTIP: "#T Rebuild [Building.GetNameNoTooltip]#!\nRebuild the [Building.GetName] [great_building|E] in [Province.GetName].\n\n" - REBUILD_GREAT_BUILDING_CONFIRMATION_TITLE: "Rebuild [great_building]" - REBUILD_GREAT_BUILDING_CONFIRMATION_TEXT: "Spend resources to rebuild a [great_building|E] and restore it to glory.\n\n" - REBUILD_GREAT_BUILDING_EFFECT: "$EFFECT_LIST_BULLET$[BUILDING.GetName] is rebuilt in [PROVINCE.GetName]" - REBUILD_GREAT_BUILDING_CONFIRMATION_ACCEPT: "Rebuild" - REBUILD_GREAT_BUILDING_CANNOT_AFFORD: "@warning_icon! #X Cannot afford: #! $COST$" diff --git a/localization/english/replace/holdings_l_english.yml b/localization/english/replace/holdings_l_english.yml deleted file mode 100644 index 813ae8505..000000000 --- a/localization/english/replace/holdings_l_english.yml +++ /dev/null @@ -1,75 +0,0 @@ -l_english: - castle_holding:0 "Castle" - city_holding:0 "City" - church_holding:1 "Temple" - tribal_holding:0 "Tribe" - nomad_holding: "Nomadic Settlement" - herder_holding: "Herder Camp" - temple_citadel_holding: "Temple Citadel" - - city_holding_concept_key:0 "[city|E]" - church_holding_concept_key:0 "[temple|E]" - castle_holding_concept_key:0 "[castle|E]" - tribal_holding_concept_key:0 "[tribe|E]" - nomad_holding_concept_key: "[nomadic_holding|E]" - herder_holding_concept_key: "[herder_holding|E]" - temple_citadel_holding_concept_key: "[temple_citadel|E]" - - GARRISON_TOOLTIP:1 "#T [garrison|E]: $CURRENT_VALUE|V$/$MAX_VALUE|V$#!" - BUILDING_VALUE: "$BUILDING$" - DOMAIN_LIMIT_OVERRUN_LEVY_PENALTY:0 "@warning_icon! #X Reduced by $VALUE|-%0$ due to being above [domain_limit|E]#!" - DOMAIN_LIMIT_GRACE_PERIOD_LEVY_PENALTY:0 "@warning_icon! #X Due to being above [domain_limit|E], newly acquired holdings provide no levies#! $EXPIRES$" - COUNTY_CONTROL_LEVY_PENALTY:0 "@warning_icon! #X Reduced by $VALUE|%0$ due to low [county_control|E]#!" - FURTHER_COUNTY_CONTROL_LEVY_PENALTY:0 "@warning_icon! #X Further reduced by $VALUE|%0$ due to low [county_control|E]#!" - ABSOLUTE_COUNTY_CONTROL_LEVY_BONUS:0 "[absolute_control|E]: $VALUE|%0+=$" - COUNTY_CONTROL_TAX_PENALTY:0 "@warning_icon! #X Reduced by $VALUE|%0$ due to low [county_control|E]#!" - FURTHER_COUNTY_CONTROL_TAX_PENALTY:0 "@warning_icon! #X Further reduced by $VALUE|%0$ due to low [county_control|E]#!" - ABSOLUTE_COUNTY_CONTROL_TAX_BONUS:0 "[absolute_control|E]: $VALUE|%0+=$" - DOMAIN_LIMIT_OVERRUN_TAX_PENALTY:0 "@warning_icon! #X Reduced by $VALUE|%0$ due to being above [domain_limit|E]#!" - DOMAIN_LIMIT_GRACE_PERIOD_TAX_PENALTY:0 "@warning_icon! #X Due to being above [domain_limit|E], newly acquired holdings provide no tax#! $EXPIRES$" - DOMAIN_LIMIT_OVERRUN_BARTER_GOODS_PENALTY: "@warning_icon! #X Reduced by $VALUE|%0$ due to being above [domain_limit|E]#!" - DOMAIN_LIMIT_GRACE_PERIOD_BARTER_GOODS_PENALTY: "@warning_icon! #X Due to being above [domain_limit|E], newly acquired holdings provide no tax#! $EXPIRES$" - DOMAIN_LIMIT_GRACE_PERIOD_EXPIRES:0 "(expires [DATE.GetString|V])" - DOMAIN_LIMIT_GRACE_PERIOD_EXPIRES_UNKNOWN:0 "(expiration date unknown)" - VASSAL_LIMIT_OVERRUN_PENALTY:0 "@warning_icon! #X Above [vassal_limit|E]#!" - - GOVERNMENT_WRONG_HOLDING_TYPE:0 "@warning_icon! #X Due to being the wrong holding type for [CHARACTER.GetShortUIName], the holding produces no levies or taxes#!" - SUPPLY_LIMIT_TOOLTIP:0 "#T [supply_limit|E]: $VALUE|V$#!" - BASE_SUPPLY:0 "Base Supply" - SUPPLY_FROM_DEVELOPMENT:0 "[development|E]" - SUPPLY_MULT_SAME_SUB_REALM:0 "Own [realm|E]" - SUPPLY_MULT_SAME_REALM:0 "Own [top_realm|E]" - SUPPLY_MULT_SAME_SUB_REALM_ALLY:0 "Allied [realm|E]" - SUPPLY_MULT_SAME_REALM_ALLY:0 "Allied [top_realm|E]" - COUNTY_HOLDING_MODIFIER_INCOME:0 "Income from $TYPE|V$ holdings in the [county|E]" - COUNTY_DEVELOPMENT_TAX_MOD: "From [county_development|E]" - COUNTY_DEVELOPMENT_LEVY_MOD: "From [county_development|E]" - COUNTY_GOVERNOR_EFFICIENCY_MOD: "Modified by $VALUE|+%0=$ from [governor_efficiency|E]" - SUPPLY_MINIMUM:0 "Minimum Supply" - SUPPLY_MULT_SITUATION: "[situation|E]" - SUPPLY_ADD_SITUATION: "[situation|E]" - - HOLDING_TT_CONSTRUCTING:1 "Constructing [BUILDING.GetName|V] (finishing [DATE.GetString])" - HOLDING_TT_CONSTRUCTING_HOLDING:0 "Constructing $BUILDING|V$ (finishing [DATE.GetString])" - HOLDING_TT_UNDER_SIEGE:0 "Under [siege|E] by [CHARACTER.GetPrimaryTitle.GetName]" - HOLDING_TT_OCCUPIED:0 "[occupied|E] by [CHARACTER.GetPrimaryTitle.GetName]" - HOLDING_TT_FORT:0 "[fort_level|E]: @fort_icon! $VALUE|V$" - HOLDING_TT_GARRISON:2 "[garrison|E]: @garrison_icon! [HOLDING.GetCurrentGarrisonSize]/[HOLDING.GetMaxGarrisonSize|0]" - HOLDING_TT_GARRISON_BASE:0 "Base" - HOLDING_TT_GARRISON_REINFORCEMENT:0 "#T [garrison_reinforcement|E]#!" - HOLDING_TT_GARRISON_UNDER_SIEGE:0 "#N [siege|E]#!" - HOLDING_TT_GARRISON_UNDER_SIEGE_DESC:1 "@warning_icon! #X The [holding|E] is under [siege|E]#!" - HOLDING_TT_TAX:0 "[tax|E]: @gold_icon! [HOLDING.GetIncome|1V]" - HOLDING_TT_LEVIES:0 "[levies|E]: @soldier_icon! [HOLDING.GetMaxLevySize|0]" - HOLDING_TT_TITLE:0 "[title|E]: [Holding.GetProvince.GetTitle.GetName]" - HOLDING_TT_LEASED:0 "[lessee|E]: [Holding.GetProvince.GetTitle.GetLessee.GetUIName]" - HOLDING_TT_HOLDER:1 "[holder|E]: [Holding.GetProvince.GetTitle.GetHolder.GetUIName]" - HOLDING_TT_TYPE:1 "[holding_type|E]: [Holding.GetType.GetConceptName]" - HOLDING_TT_TERRAIN:0 "[terrain|E]: [Holding.GetProvince.GetTerrain.GetNameNoTooltip]" - HOLDING_TT_SUPPLY_TT:0 "#T [supply_limit|E]: [Holding.GetProvince.GetSupplyLimitFor( GetPlayer )]\n#![Holding.GetProvince.GetSupplyLimitDescFor( GetPlayer )]" - HOLDING_TT_SUPPLY:0 "[supply_limit|E]: #tooltip:HOLDING_TT_SUPPLY_TT [Holding.GetProvince.GetSupplyLimitFor( GetPlayer )]#!" - HOLDING_TT_EMPTY:0 "No Holding\nControlled by: [Holding.GetProvince.GetTitle.GetDeJureLiege.GetHolder.GetUIName]" - HOLDING_TT_COUNTY_FERTILITY: "[county_fertility|E]: @county_fertility_icon! [Holding.GetProvince.GetCounty.GetCountyFertility|V1]" - HOLDING_TT_COUNTY_HERD: "Monthly [herd|E]: @herd_icon! [Holding.GetProvince.GetCounty.GetHerdFromCounty|=+0]" - HOLDING_CLICK_TOOLTIP:0 "#I Click to select#!" - HOLDING_TT_BARTER_GOODS: "#T Trade Goods#!\nMy income: $VALUE|1V$" diff --git a/localization/english/replace/laws_l_english.yml b/localization/english/replace/laws_l_english.yml deleted file mode 100644 index ef9eff09c..000000000 --- a/localization/english/replace/laws_l_english.yml +++ /dev/null @@ -1,462 +0,0 @@ -l_english: - - PASS_LAW_TOOLTIP_TITLE: "[SelectLocalization( GuiLaw.IsEnacted, Law.GetNameNoTooltip, Law.GetPassLawPhrase)]" - PASS_LAW_TITLE_DEFAULT: "[AddLocalizationIf( Not(Law.GetLawGroup.HasFlag( 'realm_no_pass' ) ), 'Pass ' )][Law.GetNameNoTooltip]" - - ADD_LAW_CONFIRMATION_TITLE: "[Law.GetAddLawConfirmationTitle]" - ADD_LAW_CONFIRMATION_TITLE_DEFAULT: "Pass [Law.GetNameNoTooltip] Law" - - ADD_LAW_CONFIRMATION_ACCEPT: "[Law.GetAddLawConfirmationButtonText]" - ADD_LAW_CONFIRMATION_ACCEPT_DEFAULT: "Pass Law" - - ADVENTURER_LAW_SELECTED: "We are [Law.GetNameNoTooltip]!" - LAW_TOOLTIP_TITLE:1 "[Law.GetNameNoTooltip]" - LAW_TOOLTIP_SUBTITLE:0 "#weak [Law.GetSubName]#!" - ADD_LAW_CONFIRMATION_TEXT:0 "$EFFECTS$" - ADD_LAW_CONFIRMATION_COST:0 "Cost: $COST$" - LAW_ENACT_EFFECT_HEADER:0 "#S When this law is passed:#!" - LAW_PROVIDES_EFFECTS:0 "" - LAW_PROVIDES_PREVIOUS_EFFECTS:1 "#S From previous Levels#!" - ALREADY_HAS_THIS_LAW:1 "#high Current Law#!" - CLICK_TO_PASS_LAW: "\n#I Click to [SelectLocalization( IsLandlessAdventurer( GetPlayer ), 'become', 'pass' )] [Law.GetNameNoTooltip|V]#!" - LAW_COST:1 "\n#S Cost:#! [GuiLaw.GetShortCostString|L]" - LAW_TITLE_ALLEGIANCE_OPINION:0 "$EFFECT_LIST_BULLET$Vassals Swearing [title_allegiance|E] [opinion|E]: $VALUE|+=$" - LAW_CANT_BE_ON_ANY_TITLE: "[Law.GetName] can not be applied to titles[Select_CString( InDebugMode, '#D (no trigger)#!', '')]" - LAW_CANT_BE_ON_SPECIFIC_TITLE: "[Title.GetName] can not have [Law.GetName]" - - crown_authority:0 "[crown_authority|E]" - crown_authority_0:0 "Autonomous Vassals" - crown_authority_0_effects_not_in_prev:0 "#weak Vassals provide [levies|E] and [taxes|E], but are otherwise free to do as they wish#!" - crown_authority_1:0 "Limited Ruler Authority" - crown_authority_1_effects:1 "$EFFECT_LIST_BULLET$#indent_newline:3 Can establish [tributaries|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between available Partition [succession_laws|E]#!\n$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted" - crown_authority_2:0 "High Ruler Authority" - crown_authority_2_effects:3 "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!" - crown_authority_3:0 "Absolute Ruler Authority" - crown_authority_3_effects:1 "$EFFECT_LIST_BULLET$#indent_newline:3 [vassals|E] cannot wage any [war|E] unless they use a [hook|E] on their [liege|E]#!\n$EFFECT_LIST_BULLET$Rulers can designate their [heir|E]" - I_LACK_LAW_ALLOWING_TITLE_REVOCATION_TRIBAL:1 "You do not have [GetLaw('tribal_authority_2').GetName] [tribal_authority|E] or better" - I_LACK_LAW_ALLOWING_VASSAL_RETRACTION_TRIBAL:1 "You do not have [GetLaw('tribal_authority_2').GetName] [tribal_authority|E] or better" - I_LACK_LAW_ALLOWING_TITLE_REVOCATION_CROWN:1 "You do not have [GetLaw('crown_authority_1').GetName] [crown_authority|E] or better" - I_LACK_LAW_ALLOWING_TITLE_REVOCATION_SORYO: "You do not have [GetLaw('japanese_bureaucracy_1').GetName] [crown_authority|E] or better" - I_LACK_LAW_ALLOWING_VASSAL_RETRACTION_CROWN:1 "You do not have [GetLaw('crown_authority_1').GetName] [crown_authority|E] or better" - I_LACK_LAW_ALLOWING_TITLE_REVOCATION_ADMIN: "You do not have [GetLaw('imperial_bureaucracy_1').GetName] [imperial_bureaucracy|E] or better" - I_LACK_LAW_ALLOWING_VASSAL_RETRACTION_ADMIN: "You do not have [GetLaw('imperial_bureaucracy_1').GetName] [imperial_bureaucracy|E] or better" - I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE:2 "[SelectLocalization( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_japan_feudal' ), 'I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_JAPANESE_FEUDAL', 'I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_FEUDAL' )]" - I_LACK_TRIBAL_LAW_ALLOWING_SUCCESSION_LAW_CHANGE:0 "You do not have [GetLaw('tribal_authority_1').GetName] [tribal_authority|E]" - I_LACK_ADMIN_LAW_ALLOWING_SUCCESSION_LAW_CHANGE: "You do not have [GetLaw('imperial_bureaucracy_2').GetName] [imperial_bureaucracy|E] or better" - I_LACK_LAW_ALLOWING_PARTITION_SUCCESSION_LAW_CHANGE:1 "[SelectLocalization( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_japan_feudal' ), 'I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_JAPANESE_FEUDAL', 'I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_FEUDAL' )]" - I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_FEUDAL: "You do not have [GetLaw('crown_authority_2').GetName] [crown_authority|E] or better" - I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_JAPANESE_FEUDAL: "You do not have [GetLaw('japanese_bureaucracy_2').GetName] [crown_authority|E] or better" - I_LACK_ADMIN_ALLOWING_DESIGNATE_HEIR: "You do not hold a [noble_family|E] [title|e]" - I_LACK_CROWN_AUTHORITY_DESIGNATE_HEIR: "You do not have [GetLaw( 'crown_authority_3' ).GetName] [crown_authority|E]" - I_LACK_LAW_ALLOWING_DESIGNATE_HEIR: "You do not have a law that permits you to designate an heir" - MY_DYNASTY_MEMBER_LEADS_THE_ELECTION:1 "A member of your [dynasty|E] ([CHARACTER.GetPrimaryTitle.GetHeir.GetShortUIName|V]) is leading the election for your [primary_title|E]" - I_HAVE_POWERFUL_VASSAL_WITH_NEGATIVE_OPINION:2 "You have one or more [powerful_vassals|E] who have a negative opinion of you and are blocking all [succession_law|E] changes" - designate_heir:0 "Designate as Heir" - CROWN_AUTHORITY_IS_ON_COOLDOWN:2 "You recently changed Ruler Authority.\n @alert_icon! #alert_trial Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'crown_authority_cooldown') )]#!" - TRIBAL_AUTHORITY_IS_ON_COOLDOWN:2 "You recently changed Tribal Authority\n @alert_icon! #alert_trial Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'tribal_authority_cooldown') )]#!" - tribal_authority:0 "[tribal_authority|E]" - tribal_authority_0:0 "Disparate Tribes" - tribal_authority_0_effects_not_in_prev:1 "$EFFECT_LIST_BULLET$#indent_newline:3 [characters|E] #N cannot#! be [imprisoned|E]#!\n\n#weak Vassals provide [levies|E] and [taxes|E], but are otherwise free to do as they wish.#!" - tribal_authority_1:0 "Limited Tribal Authority" - tribal_authority_1_effects:0 "$EFFECT_LIST_BULLET$ Can establish [tributaries|E]\n$EFFECT_LIST_BULLET$ [characters|E] can be [imprisoned|E]\n$EFFECT_LIST_BULLET$#indent_newline:3 [tribal|E] rulers with non-$game_concept_tribal$ [Concept('liege','Lieges')|E] may settle, becoming [feudal|E] or [clan|E]#!" - tribal_authority_2:0 "High Tribal Authority" - tribal_authority_2_effects:0 "$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted" - tribal_authority_3:0 "Absolute Tribal Authority" - tribal_authority_3_effects:0 "$EFFECT_LIST_BULLET$#indent_newline:3 [independent|E] [tribal|E] rulers may settle, becoming [feudal|E] or [clan|E]#!" - - camp_purpose: "Camp Purpose" - camp_purpose_pass_phrase: "Become [Law.GetNameNoTooltip]" - camp_purpose_confirmation_button_text: "Change Purpose" - camp_purpose_mercenaries: "Swords-for-Hire" - camp_purpose_mercenaries_effects: "$EFFECT_LIST_BULLET$Finds more [mercenary_task_contracts|E]\n$EFFECT_LIST_BULLET$Finds more [prowess|E] and [martial|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_siege_engineers').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_lockwagon').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_perimeter_palisade').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_perimeter_ditch').GetName]#!\n$EFFECT_LIST_BULLET$Can access certain special [officers|E]:\n$BULLET_WITH_TAB$[GetCourtPositionType('chief_engineer_camp_officer').GetName()] #weak (Unlocked via $baggage_train_siege_engineers_domicile_building$)#!\n$BULLET_WITH_TAB$[GetCourtPositionType('master_of_spoils_camp_officer').GetName()] #weak (Unlocked via $proving_grounds_lockwagon_domicile_building$)#!\n\n#WEAK Mercenaries earn their coin first and foremost by the sword. Usually legally, but when times are tough and all you have is an axe...#!" - camp_purpose_wanderers: "Wanderers" - camp_purpose_wanderers_effects: "$EFFECT_LIST_BULLET$Equal chance to find [task_contracts|E] of any type\n$EFFECT_LIST_BULLET$May change to any other $camp_purpose$ without paying hefty [prestige|E]\n\n#WEAK The open road offers a freedom quite unlike any other: why sully that with a needless niche?#!" - camp_purpose_scholars: "Scholars" - camp_purpose_scholars_effects: "$EFFECT_LIST_BULLET$Finds more [learning|E] and [stewardship|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Finds slightly more [diplomacy|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('barber_tent_reference_corpus').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('barber_tent_morticians_tools').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_siege_engineers').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_scribes').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_ascetics').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_fire_nightly_debates').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_martial_study').GetName]#!\n$EFFECT_LIST_BULLET$Can access certain special [officers|E]:\n$BULLET_WITH_TAB$[GetCourtPositionType('chief_engineer_camp_officer').GetName()] #weak (Unlocked via $baggage_train_siege_engineers_domicile_building$)#!\n\n#WEAK A book kept in one library is restless, an idea held in only one mind is wasted.#!" - camp_purpose_explorers: "Explorers" - camp_purpose_explorers_effects: "$EFFECT_LIST_BULLET$Finds more [transport_task_contracts|E]\n$EFFECT_LIST_BULLET$Finds more [diplomacy|E] and [intrigue|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Finds slightly more [martial|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('supply_tent_reserve_provisions').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('supply_tent_reserve_water').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('supply_tent_climbing_gear').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_fire_local_hangers_on').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_perimeter_extra_watch').GetName]#!\n\n#WEAK There's always another hill, another mountain, another culture, another language, awaiting just over that horizon...#!" - camp_purpose_brigands: "Freebooters" - camp_purpose_brigands_effects: "$EFFECT_LIST_BULLET$Finds more [criminal_task_contracts|E] of all kinds\n$EFFECT_LIST_BULLET$Finds more [prowess|E] and [intrigue|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('supply_tent_subdued_gear').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('barber_tent_morticians_tools').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_ransom_cages').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_negotiators').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_fire_juicy_rumors').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_lockwagon').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_the_stick_game').GetName]#!\n$EFFECT_LIST_BULLET$Can access certain special [officers|E]:\n$BULLET_WITH_TAB$[GetCourtPositionType('master_thief_camp_officer').GetName()] #weak (Unlocked via $supply_tent_subdued_gear_domicile_building$)#!\n$BULLET_WITH_TAB$[GetCourtPositionType('person_haggler_camp_officer').GetName()] #weak (Unlocked via $baggage_train_ransom_cages_domicile_building$)#!\n$BULLET_WITH_TAB$[GetCourtPositionType('master_of_spoils_camp_officer').GetName()] #weak (Unlocked via $proving_grounds_lockwagon_domicile_building$)#!\n\n#WEAK "Brigand" is such an ugly term — there's nothing wrong with being decisive and practical, especially if you can turn a tidy profit at the same time.#!" - camp_purpose_legitimists: "Legitimists" - camp_purpose_legitimists_effects: "$EFFECT_LIST_BULLET$Equal chance to find [task_contracts|E] of any type\n$EFFECT_LIST_BULLET$Can use $request_laamp_legitimist_support$ Interaction on Kings and Emperors\n$EFFECT_LIST_BULLET$Can use $claim_cb$ [casus_belli|E]\n$EFFECT_LIST_BULLET$Finds unique $laamp_legitimist_support_contract$ [task_contract|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_fire_future_dreams').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_bodyguard_drills').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_martial_study').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_lockwagon').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_scribes').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_proof_of_claims').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_ransom_cages').GetName]#!\n$EFFECT_LIST_BULLET$Can access certain special [officers|E]:\n$BULLET_WITH_TAB$[GetCourtPositionType('witness_camp_officer').GetName()] #weak (Unlocked via $baggage_train_proof_of_claims_domicile_building$)#!\n$BULLET_WITH_TAB$[GetCourtPositionType('master_of_spoils_camp_officer').GetName()] #weak (Unlocked via $proving_grounds_lockwagon_domicile_building$)#!\n\n#WEAK A claim, they call it. A mere claim. It's not just a claim, it's a letter of debt, a statement of intent, and a sure marker of the reclamation yet to come.#!" - ep3_can_have_legitimists_camp_purpose_trigger.tt.explanation: "You must have a [pressed_claim|E] on at least one [kingdom|E]-[title_tier|E] [title|E]" - - imperial_bureaucracy: "[imperial_bureaucracy|E]" - imperial_bureaucracy_0: "Decentralized Realm" - imperial_bureaucracy_0_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!" - imperial_bureaucracy_1: "Limited Administration" - imperial_bureaucracy_1_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Can establish [tributaries|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between available Partition [succession_laws|E]#!\n$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted" - imperial_bureaucracy_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!" - imperial_bureaucracy_2: "Centralized Bureaucracy" - imperial_bureaucracy_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$#high $demand_admin_interaction$#! cost is reduced" - imperial_bureaucracy_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_value')|+0%]#!#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage any [war|E] unless they use a [hook|E] on their [liege|E]#!" - imperial_bureaucracy_3: "Absolute Autocracy" - imperial_bureaucracy_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_high_value')|+0%]#!#!" - imperial_bureaucracy_3_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] can never declare [war|E]#!" - IMPERIAL_BUREAUCRACY_IS_ON_COOLDOWN: "You recently changed [imperial_bureaucracy|E]\n @alert_icon! #alert_trial Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'imperial_bureaucracy_cooldown') )]#!" - imperial_bureaucracy_pending_law_change: "#alert_trial Your [liege|E] recently adopted this [law|E] and you will soon adopt it automatically#!" - admin_all_vassal_wars_banned: "The [laws|E] of your [liege|E] prevents you from declaring [war|E]" - - province_war_law: "[provincial|E] [war|E] Declaration" - province_war_law_singular: "$province_war_law$" - province_war_law_0: "War Declaration Allowed" - province_war_law_0_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can wage external [wars|E]#!" - province_war_law_1: "War Declaration Restricted" - province_war_law_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Only [governors|E] with [GetSubjectContractType( 'administrative_themes' ).GetObligationNameShort( 'admin_theme_frontier' )] and [GetSubjectContractType( 'administrative_themes' ).GetObligationNameShort( 'admin_theme_naval' )] [province_administration|E] can wage external [wars|E]#!" - province_war_law_2: "War Declaration Approval" - province_war_law_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Only [governors|E] with [GetSubjectContractType( 'administrative_themes' ).GetObligationNameShort( 'admin_theme_frontier' )] and [GetSubjectContractType( 'administrative_themes' ).GetObligationNameShort( 'admin_theme_naval' )] [province_administration|E] can wage external [wars|E] but must request permission to do so#!" - province_war_law_3: "War Declaration Banned" - province_war_law_3_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] #bold cannot#! wage external [wars|E]#!" - - province_border_law: "[provincial|E] Border Policy" - province_border_law_singular: "$province_border_law$" - province_border_law_0: "Tentative Border Policy" - province_border_law_0_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] are free to use the [GetScheme('dispute_border').GetTypeName] and [GetScheme('subsume_province').GetTypeName] [schemes|E]#!" - province_border_law_1: "Limited Border Policy" - province_border_law_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can use the [GetScheme('dispute_border').GetTypeName] and [GetScheme('subsume_province').GetTypeName] [schemes|E] only if they belong to a [powerful|E] or [dominant_family|E]#!" - province_border_law_2: "Fixed Border Policy" - province_border_law_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] #bold cannot#! use the [GetScheme('dispute_border').GetTypeName] and [GetScheme('subsume_province').GetTypeName] [schemes|E]#!" - - have_bureaucracy_1_or_higher: "Your [imperial_bureaucracy|E] is #bold not#! at #high [GetLaw('imperial_bureaucracy_1').GetName]#! or better" - have_bureaucracy_2_or_higher: "Your [imperial_bureaucracy|E] is #bold not#! at #high [GetLaw('imperial_bureaucracy_2').GetName]#! or better" - have_bureaucracy_3: "Your [imperial_bureaucracy|E] is #bold not#! at #high [GetLaw('imperial_bureaucracy_3').GetName]#!" - admin_law_cooldown_desc: "A [law|E] was changed recently - [laws] can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( GetPlayer.MakeScope, 'admin_law_cooldown') )]" - admin_vassal_wars_permission_only_desc: "You must ask your [liege|E] for permission to declare [war|E]" - admin_vassal_border_limit_desc: "The [laws|E] of your [liege|E] prevents you from using this [scheme|E]" - - # Nomadic - nomadic_authority: "[nomadic_authority|E]" - nomadic_authority_1: "Unruly Nomads" - nomadic_authority_1_pass_phrase: "Change your [dominance|E] to Weak" - nomadic_authority_confirmation_button_text: "Change Dominance" - nomadic_authority_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$[characters|E] #N cannot#! be [imprisoned|E]#!\n$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$Can establish [tributaries|E]\n$EFFECT_LIST_BULLET$[migration|E] can only target [de_jure|E] [county|E] [titles|E]" - nomadic_authority_2: "Limited Dominance" - nomadic_authority_2_pass_phrase: "Change your [dominance|E] to Limited" - nomadic_authority_2_effects: "$EFFECT_LIST_BULLET$[characters|E] can be [imprisoned|E]\n$EFFECT_LIST_BULLET$[migration|E] can target [de_jure|E] [duchy|E] [titles|E]\n$EFFECT_LIST_BULLET$Can use the #V $step_away_from_the_steppe_decision$#! [decision|E]\n$EFFECT_LIST_BULLET$Can recruit [GetMaA('nomad_lancers').GetName] as [men_at_arms|E]\n$EFFECT_LIST_BULLET$Can recruit [GetMaA('cataphract_archers').GetName] as [men_at_arms|E], if your [culture|E] has the #high $tradition_mpo_iron_cavalry_name$#! [tradition|E]\n$EFFECT_LIST_BULLET$Can construct [GetDomicileBuilding('yurt_main_03').GetName] [yurt_building|E]" - nomadic_authority_3: "High Dominance" - nomadic_authority_3_pass_phrase: "Change your [dominance|E] to High" - nomadic_authority_3_effects: "$EFFECT_LIST_BULLET$[vassals|E] can be retracted\n$EFFECT_LIST_BULLET$[migration|E] can target [de_jure|E] [kingdom|E] [titles|E]\n$EFFECT_LIST_BULLET$Can construct [GetDomicileBuilding('yurt_main_04').GetName] [yurt_building|E]\n$EFFECT_LIST_BULLET$Can use the #V $settle_people_decision$#! [decision|E]\n$EFFECT_LIST_BULLET$Can use the #V $settle_the_steppe_decision$#! [decision|E] for [GetGovernment( 'tribal_government' ).GetName]\n$EFFECT_LIST_BULLET$[independent|E] [GetGovernment( 'nomad_government' ).GetName] rulers get access to the #high $MPO_NOMAD_INVASION_CB_NAME$#! [casus_belli|E]" - nomadic_authority_4: "Absolute Dominance" - nomadic_authority_4_pass_phrase: "Change your [dominance|E] to Absolute" - nomadic_authority_4_effects: "$EFFECT_LIST_BULLET$[migration|E] can target [de_jure|E] [empire|E] [titles|E]\n$EFFECT_LIST_BULLET$Can use the #high $mpo_establish_paiza_system_decision$#! [decision|E]\n$EFFECT_LIST_BULLET$Can use the #V $settle_the_steppe_decision$#! [decision|E] for [GetGovernment( 'feudal_government' ).GetName] or [GetGovernment( 'clan_government' ).GetName]\n$EFFECT_LIST_BULLET$Can construct [GetDomicileBuilding('yurt_main_05').GetName] [yurt_building|E]" - nomadic_authority_5: "Unrestricted Dominance" - nomadic_authority_5_pass_phrase: "Change your [dominance|E] to Unrestricted" - nomadic_authority_5_effects: "$EFFECT_LIST_BULLET$May use the #high $mpo_become_greatest_of_khans_decision$#! [decision|E], unlocking the [GetTrait('greatest_of_khans').GetName( GetNullCharacter )] [trait|E] and the means to conquer the world!\n$EFFECT_LIST_BULLET$The [GetTrait('greatest_of_khans').GetName( GetNullCharacter )] may change [government|E] type with the #high $mpo_gok_world_conquest_decision$#! [decision|E]" - NOMADIC_AUTHORITY_IS_ON_COOLDOWN: "You recently changed [nomadic_authority|E]\n @alert_icon! #alert_trial Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'nomadic_authority_cooldown') )]#!" - NOMADIC_AUTHORITY_5_GREATEST_KHAN_REQUIREMENT: "There is already a [GetGovernment( 'nomad_government' ).GetName] [ruler|E] with [unrestricted_nomadic|E] [nomadic_authority|E]: [CHARACTER.GetName]" - nomadic_authority_5_greatest_khan: "$NOMADIC_AUTHORITY_5_GREATEST_KHAN_REQUIREMENT$" - nomadic_authority_5_gurkhan: "$NOMADIC_AUTHORITY_5_GURKHAN_REQUIREMENT$" - NOMADIC_AUTHORITY_5_GURKHAN_REQUIREMENT: "You are #bold not#! the [gurkhan|E]" - - NOMADIC_AUTHORITY_LEVEL_4: "You do #bold NOT#! have the [GetLaw('nomadic_authority_3').GetName] or [GetLaw('nomadic_authority_5').GetName] Laws" - nomadic_authority_4_level_requirement: "$NOMADIC_AUTHORITY_LEVEL_4$" - NOMADIC_AUTHORITY_LEVEL_2: "You do #bold NOT#! have the [GetLaw('nomadic_authority_1').GetName] or [GetLaw('nomadic_authority_3').GetName] Laws" - nomadic_authority_2_level_requirement: "$NOMADIC_AUTHORITY_LEVEL_2$" - NOMADIC_AUTHORITY_LEVEL_3: "You do #bold NOT#! have the [GetLaw('nomadic_authority_2').GetName] or [GetLaw('nomadic_authority_4').GetName] Laws" - nomadic_authority_3_level_requirement: "$NOMADIC_AUTHORITY_LEVEL_3$" - - # Mandala - mandala_decree: "Devaraja Decree" - mandala_rule_effects: "#S Always Active:#!\n$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$Rulers can designate their [heir|E]" - mandala_decree_none: "No Decree" - mandala_decree_none_effects: "#weak $NO_EFFECTS$...#!\n\n$mandala_rule_effects$\n\n#WEAK I decree...#!" - devaraja_aspect_does_not_allow_this_decree: "#alert_trial Your current [mandala_aspect|E] does not allow this decree#!" - mandala_decree_prosperity: "Prosperity Decree" - mandala_decree_prosperity_effects: "$EFFECT_LIST_BULLET$$mandala_decree_flag_more_prone_to_accept_exact_tribute$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_gain_devotion_when_winning_defensive_wars$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_lose_devotion_when_losing_wars$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_can_use_piety_to_reassert_tributary$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_tributaries_less_likely_to_break_free$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_subjects_appear_more_economical$\n\n$mandala_rule_effects$\n\n#WEAK A prosperous realm is a strong realm.#!" - mandala_decree_expansion: "Expansion Decree" - mandala_decree_expansion_effects: "$EFFECT_LIST_BULLET$$mandala_decree_flag_gain_piety_when_winning_offensive_wars$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_lose_devotion_when_losing_wars$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_can_call_tributaries_for_piety$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_piety_for_sieging_temple_complexes$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_subjects_appear_more_warlike$\n\n$mandala_rule_effects$\n\n#WEAK More is always more.#!" - mandala_decree_reverence: "Reverence Decree" - mandala_decree_reverence_effects: "$EFFECT_LIST_BULLET$$mandala_decree_flag_cheaper_pilgrimages$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_piety_from_converting_subjects$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_vassals_more_inclined_to_convert$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_easier_to_mandalize_vassals$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_can_mandalize_tributaries$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_tributaries_more_likely_to_contribute$\n\n$mandala_rule_effects$\n\n#WEAK Let us look to the heavens.#!" - - mandala_decree_flag_tributaries_more_likely_to_contribute: "[vassals|E] and [tributaries|E] are more inclined to help fund $building_type_mandala_capital_01$ [great_projects|E]" - mandala_decree_flag_easier_to_mandalize_vassals: "[vassals|E] are more likely to accept adopting [mandala|E] governance" - mandala_decree_flag_can_mandalize_tributaries: "[tributaries|E] can be invited to adopt [mandala|E] governance" - mandala_decree_flag_piety_for_sieging_temple_complexes: "A siege of a $building_type_mandala_capital_01$ yields [piety|E]" - mandala_decree_flag_can_call_tributaries_for_piety: "Can call [tributaries|E] into wars for a [piety|E] cost" - mandala_decree_flag_can_use_piety_to_reassert_tributary: "Can spend [piety|E] to #high $reassert_tributary_interaction$#!" - mandala_decree_flag_tributaries_less_likely_to_break_free: "[tributaries|E] are more loyal" - mandala_decree_flag_more_prone_to_accept_exact_tribute: "[tributaries|E] are more accepting towards #high $exact_tribute_interaction$#!" - mandala_decree_flag_increased_tributarization_acceptance: "$increased_tributarization_acceptance$" - mandala_decree_flag_slightly_reduced_tributarization_acceptance: "$slightly_reduced_tributarization_acceptance$" - mandala_decree_flag_increased_vassalization_acceptance: "$increased_vassalization_acceptance$" - mandala_decree_flag_reduced_vassalization_acceptance: "$reduced_vassalization_acceptance$" - mandala_decree_flag_gain_piety_when_winning_offensive_wars: "Successful Offensive [wars|E] generate [piety|E]" - mandala_decree_flag_lose_devotion_when_losing_wars: "Losing [wars|E] cost [piety_experience|E]" - mandala_decree_flag_gain_devotion_when_winning_defensive_wars: "Successful Defensive [wars|E] generate [piety_experience|E]" - mandala_decree_flag_cheaper_pilgrimages: "The act of going on [pilgrimages|E] costs less" - mandala_decree_flag_cheaper_pilgrimages_desc: "Mandala Reverence Decree" - mandala_decree_flag_piety_from_converting_subjects: "[converting|E] [subjects|E] generate [piety|E]" - mandala_decree_flag_vassals_more_inclined_to_convert: "[vassals|E] are more inclined to [convert|E] to your [faith|E]" - #mandala_decree_flag_may_ignore_tribute_mission_grace: "May use #high $exact_tribute_interaction$#! regardless of if the [tributary|E] is on cooldown" - mandala_decree_flag_subjects_appear_more_warlike: "[subjects|E] are more inclined to [warlike_i] [ai_warlike_personality|E] actions" - mandala_decree_flag_subjects_appear_more_economical: "[subjects|E] are more inclined to [builder_i] [ai_economical_boom_personality|E] actions" - mandala_decree_flag_subjects_appear_more_pious: "[subjects|E] are more inclined to [pious_builder_i] [ai_pious_builder_personality|E] actions" - - # Celestial bureaucracy - celestial_bureaucracy: "[celestial_bureaucracy|E]" - celestial_bureaucracy_0: "Autonomous Provinces" - celestial_bureaucracy_0_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!" - celestial_bureaucracy_1: "Limited Civil Service" - celestial_bureaucracy_1_effects: "$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted" - celestial_bureaucracy_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!" - celestial_bureaucracy_2: "Centralized Ministries" - celestial_bureaucracy_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$#high $demand_admin_interaction$#! cost is reduced" - celestial_bureaucracy_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage any [war|E] unless they use a [hook|E] on their [liege|E]#!" - celestial_bureaucracy_3: "Divine Mandate" - celestial_bureaucracy_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] can never declare [war|E]#!" - - CELESTIAL_BUREAUCRACY_IS_ON_COOLDOWN: "You recently changed [celestial_bureaucracy|E]. Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'imperial_bureaucracy_cooldown') )]" - have_celestial_bureaucracy_1_or_higher: "Your [celestial_bureaucracy|E] is #bold not#! at #high [GetLaw('celestial_bureaucracy_1').GetName]#! or better" - have_celestial_bureaucracy_2_or_higher: "Your [celestial_bureaucracy|E] is #bold not#! at #high [GetLaw('celestial_bureaucracy_2').GetName]#! or better" - have_celestial_bureaucracy_3: "Your [celestial_bureaucracy|E] is #bold not#! at #high [GetLaw('celestial_bureaucracy_3').GetName]#!" - - # Celestial Army - celestial_army_liege_law: "[army|E] Command Structure" - celestial_army_liege_law_singular: "$celestial_army_liege_law$" - celestial_army_liege_law_0: "Autonomous Command" - celestial_army_liege_law_0_subname: "All Governors have personal military authority" - celestial_army_liege_law_0_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can keep Personal [men_at_arms|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Military [governors|E] can keep only a limited number of [title_men_at_arms|E]#!" - celestial_army_liege_law_1: "Regional Command" - celestial_army_liege_law_1_subname: "Military matters are handled by regional armies" - celestial_army_liege_law_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_value')|+0%]#!#!" - celestial_army_liege_law_1_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can keep less Personal [men_at_arms|E] and #bold slightly#! more [title_men_at_arms|E]#!" - celestial_army_liege_law_2: "Imperial Command" - celestial_army_liege_law_2_subname: "Military command is centralized and regulated" - celestial_army_liege_law_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can keep no Personal [men_at_arms|E] and more [title_men_at_arms|E]#!" - celestial_army_liege_law_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_high_value')|+0%]#!#!" - celestial_army_liege_law_3: "Grand Expansionist Command" - celestial_army_liege_law_3_subname: "Military command is highly prioritized and centralized" - celestial_army_liege_law_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can keep no Personal [men_at_arms|E] and #bold significantly#! more [title_men_at_arms|E]#!" - celestial_army_liege_law_3_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_very_high_value')|+0%]#!#!" - celestial_army_vassal_law: "$celestial_army_liege_law$" - celestial_army_vassal_law_singular: "$celestial_army_liege_law$" - celestial_army_vassal_law_0: "$celestial_army_liege_law_0$" - celestial_army_vassal_law_0_subname: "$celestial_army_liege_law_0_subname$" - celestial_army_vassal_law_0_effects_not_in_prev: "$celestial_army_liege_law_0_effects_not_in_prev$" - celestial_army_vassal_law_1: "$celestial_army_liege_law_1$" - celestial_army_vassal_law_1_subname: "$celestial_army_liege_law_1_subname$" - celestial_army_vassal_law_1_effects_not_in_prev: "$celestial_army_liege_law_1_effects_not_in_prev$" - celestial_army_vassal_law_2: "$celestial_army_liege_law_2$" - celestial_army_vassal_law_2_subname: "$celestial_army_liege_law_2_subname$" - celestial_army_vassal_law_2_effects_not_in_prev: "$celestial_army_liege_law_2_effects_not_in_prev$" - celestial_army_vassal_law_3: "$celestial_army_liege_law_3$" - celestial_army_vassal_law_3_subname: "$celestial_army_liege_law_3_subname$" - celestial_army_vassal_law_3_effects_not_in_prev: "$celestial_army_liege_law_3_effects_not_in_prev$" - celestial_retirement_law: "Retirement Age" - celestial_retirement_law_singular: "$celestial_retirement_law$" - celestial_retirement_law_5: "No Set Retirement" - celestial_retirement_law_5_effects_not_in_prev: "$EFFECT_LIST_BULLET$There is no official Retirement Age" - celestial_retirement_law_0: "Very Early Retirement" - celestial_retirement_law_0_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_0_value')|V0]\n$celestial_retirement_effect_desc$" - celestial_retirement_law_1: "Early Retirement" - celestial_retirement_law_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_1_value')|V0]\n$celestial_retirement_effect_desc$" - celestial_retirement_law_2: "Standard Retirement" - celestial_retirement_law_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_2_value')|V0]\n$celestial_retirement_effect_desc$" - celestial_retirement_law_3: "Late Retirement" - celestial_retirement_law_3_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_3_value')|V0]\n$celestial_retirement_effect_desc$" - celestial_retirement_law_4: "Overdue Retirement" - celestial_retirement_law_4_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_4_value')|V0]\n$celestial_retirement_effect_desc$" - #celestial_retirement_effect_desc: "$EFFECT_LIST_BULLET$#indent_newline:3 Retiring [governors|E] above the Retirement Age cost less [influence_i|E][influence|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Retiring [governors|E] above the Retirement Age costs [treasury_i][treasury|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] above the Retirement Age have reduced [candidate_score|E]#!" - celestial_retirement_effect_desc: "\nEffects on [governors|E] when above the Retirement Age:\n$EFFECT_LIST_BULLET$#indent_newline:3 Retiring [governors|E] cost less [influence_i|E][influence|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Retiring [governors|E] costs [treasury_i][treasury|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [candidate_score|E] is reduced#!\n$EFFECT_LIST_BULLET$Gain access to [GetDecisionWithKey('renounce_noble_family_title_decision').GetName] [decision|E]" - celestial_salary_law: "Government Salary Rate" - - budget_allocation_salary_law: "Salary Budget Allocation" - budget_allocation_salary_law_singular: "$budget_allocation_salary_law$" - budget_allocation_salary_0: "$budget_allocation_salary_law$ 0%" - budget_allocation_salary_5: "$budget_allocation_salary_law$ 5%" - budget_allocation_salary_10: "$budget_allocation_salary_law$ 10%" - budget_allocation_salary_15: "$budget_allocation_salary_law$ 15%" - budget_allocation_salary_20: "$budget_allocation_salary_law$ 20%" - budget_allocation_salary_25: "$budget_allocation_salary_law$ 25%" - budget_allocation_salary_30: "$budget_allocation_salary_law$ 30%" - budget_allocation_salary_35: "$budget_allocation_salary_law$ 35%" - budget_allocation_salary_40: "$budget_allocation_salary_law$ 40%" - budget_allocation_salary_45: "$budget_allocation_salary_law$ 45%" - budget_allocation_salary_50: "$budget_allocation_salary_law$ 50%" - budget_allocation_salary_55: "$budget_allocation_salary_law$ 55%" - budget_allocation_salary_60: "$budget_allocation_salary_law$ 60%" - budget_allocation_salary_65: "$budget_allocation_salary_law$ 65%" - budget_allocation_salary_70: "$budget_allocation_salary_law$ 70%" - budget_allocation_salary_75: "$budget_allocation_salary_law$ 75%" - budget_allocation_salary_80: "$budget_allocation_salary_law$ 80%" - budget_allocation_salary_85: "$budget_allocation_salary_law$ 85%" - budget_allocation_salary_90: "$budget_allocation_salary_law$ 90%" - budget_allocation_salary_95: "$budget_allocation_salary_law$ 95%" - budget_allocation_salary_100: "$budget_allocation_salary_law$ 100%" - budget_allocation_salary_0_short: "0%" - budget_allocation_salary_5_short: "5%" - budget_allocation_salary_10_short: "10%" - budget_allocation_salary_15_short: "15%" - budget_allocation_salary_20_short: "20%" - budget_allocation_salary_25_short: "25%" - budget_allocation_salary_30_short: "30%" - budget_allocation_salary_35_short: "35%" - budget_allocation_salary_40_short: "40%" - budget_allocation_salary_45_short: "45%" - budget_allocation_salary_50_short: "50%" - budget_allocation_salary_55_short: "55%" - budget_allocation_salary_60_short: "60%" - budget_allocation_salary_65_short: "65%" - budget_allocation_salary_70_short: "70%" - budget_allocation_salary_75_short: "75%" - budget_allocation_salary_80_short: "80%" - budget_allocation_salary_85_short: "85%" - budget_allocation_salary_90_short: "90%" - budget_allocation_salary_95_short: "95%" - budget_allocation_salary_100_short: "100%" - budget_allocation_ministry_law: "Ministry Budget Allocation" - budget_allocation_ministry_law_singular: "$budget_allocation_ministry_law$" - budget_allocation_ministry_0: "$budget_allocation_ministry_law$ 0%" - budget_allocation_ministry_5: "$budget_allocation_ministry_law$ 5%" - budget_allocation_ministry_10: "$budget_allocation_ministry_law$ 10%" - budget_allocation_ministry_15: "$budget_allocation_ministry_law$ 15%" - budget_allocation_ministry_20: "$budget_allocation_ministry_law$ 20%" - budget_allocation_ministry_25: "$budget_allocation_ministry_law$ 25%" - budget_allocation_ministry_30: "$budget_allocation_ministry_law$ 30%" - budget_allocation_ministry_35: "$budget_allocation_ministry_law$ 35%" - budget_allocation_ministry_40: "$budget_allocation_ministry_law$ 40%" - budget_allocation_ministry_45: "$budget_allocation_ministry_law$ 45%" - budget_allocation_ministry_50: "$budget_allocation_ministry_law$ 50%" - budget_allocation_ministry_55: "$budget_allocation_ministry_law$ 55%" - budget_allocation_ministry_60: "$budget_allocation_ministry_law$ 60%" - budget_allocation_ministry_65: "$budget_allocation_ministry_law$ 65%" - budget_allocation_ministry_70: "$budget_allocation_ministry_law$ 70%" - budget_allocation_ministry_75: "$budget_allocation_ministry_law$ 75%" - budget_allocation_ministry_80: "$budget_allocation_ministry_law$ 80%" - budget_allocation_ministry_85: "$budget_allocation_ministry_law$ 85%" - budget_allocation_ministry_90: "$budget_allocation_ministry_law$ 90%" - budget_allocation_ministry_95: "$budget_allocation_ministry_law$ 95%" - budget_allocation_ministry_100: "$budget_allocation_ministry_law$ 100%" - budget_allocation_ministry_0_short: "0%" - budget_allocation_ministry_5_short: "5%" - budget_allocation_ministry_10_short: "10%" - budget_allocation_ministry_15_short: "15%" - budget_allocation_ministry_20_short: "20%" - budget_allocation_ministry_25_short: "25%" - budget_allocation_ministry_30_short: "30%" - budget_allocation_ministry_35_short: "35%" - budget_allocation_ministry_40_short: "40%" - budget_allocation_ministry_45_short: "45%" - budget_allocation_ministry_50_short: "50%" - budget_allocation_ministry_55_short: "55%" - budget_allocation_ministry_60_short: "60%" - budget_allocation_ministry_65_short: "65%" - budget_allocation_ministry_70_short: "70%" - budget_allocation_ministry_75_short: "75%" - budget_allocation_ministry_80_short: "80%" - budget_allocation_ministry_85_short: "85%" - budget_allocation_ministry_90_short: "90%" - budget_allocation_ministry_95_short: "95%" - budget_allocation_ministry_100_short: "100%" - budget_allocation_military_law: "Military Budget Allocation" - budget_allocation_military_law_singular: "$budget_allocation_military_law$" - budget_allocation_military_0: "$budget_allocation_military_law$ 0%" - budget_allocation_military_5: "$budget_allocation_military_law$ 5%" - budget_allocation_military_10: "$budget_allocation_military_law$ 10%" - budget_allocation_military_15: "$budget_allocation_military_law$ 15%" - budget_allocation_military_20: "$budget_allocation_military_law$ 20%" - budget_allocation_military_25: "$budget_allocation_military_law$ 25%" - budget_allocation_military_30: "$budget_allocation_military_law$ 30%" - budget_allocation_military_35: "$budget_allocation_military_law$ 35%" - budget_allocation_military_40: "$budget_allocation_military_law$ 40%" - budget_allocation_military_45: "$budget_allocation_military_law$ 45%" - budget_allocation_military_50: "$budget_allocation_military_law$ 50%" - budget_allocation_military_55: "$budget_allocation_military_law$ 55%" - budget_allocation_military_60: "$budget_allocation_military_law$ 60%" - budget_allocation_military_65: "$budget_allocation_military_law$ 65%" - budget_allocation_military_70: "$budget_allocation_military_law$ 70%" - budget_allocation_military_75: "$budget_allocation_military_law$ 75%" - budget_allocation_military_80: "$budget_allocation_military_law$ 80%" - budget_allocation_military_85: "$budget_allocation_military_law$ 85%" - budget_allocation_military_90: "$budget_allocation_military_law$ 90%" - budget_allocation_military_95: "$budget_allocation_military_law$ 95%" - budget_allocation_military_100: "$budget_allocation_military_law$ 100%" - budget_allocation_military_0_short: "0%" - budget_allocation_military_5_short: "5%" - budget_allocation_military_10_short: "10%" - budget_allocation_military_15_short: "15%" - budget_allocation_military_20_short: "20%" - budget_allocation_military_25_short: "25%" - budget_allocation_military_30_short: "30%" - budget_allocation_military_35_short: "35%" - budget_allocation_military_40_short: "40%" - budget_allocation_military_45_short: "45%" - budget_allocation_military_50_short: "50%" - budget_allocation_military_55_short: "55%" - budget_allocation_military_60_short: "60%" - budget_allocation_military_65_short: "65%" - budget_allocation_military_70_short: "70%" - budget_allocation_military_75_short: "75%" - budget_allocation_military_80_short: "80%" - budget_allocation_military_85_short: "85%" - budget_allocation_military_90_short: "90%" - budget_allocation_military_95_short: "95%" - budget_allocation_military_100_short: "100%" - # Confucian bureaucracy - meritocratic_bureaucracy: "[celestial_bureaucracy|E]" - meritocratic_bureaucracy_0: "Autonomous Provinces" - meritocratic_bureaucracy_0_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!" - meritocratic_bureaucracy_1: "Limited Civil Service" - meritocratic_bureaucracy_1_effects: "$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted" - meritocratic_bureaucracy_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!" - meritocratic_bureaucracy_2: "Centralized Ministries" - meritocratic_bureaucracy_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$#high $demand_admin_interaction$#! cost is reduced" - meritocratic_bureaucracy_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage any [war|E] unless they use a [hook|E] on their [liege|E]#!" - meritocratic_bureaucracy_3: "Divine Mandate" - meritocratic_bureaucracy_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] can never declare [war|E]#!" - - CONFUCIAN_BUREAUCRACY_IS_ON_COOLDOWN: "You recently changed [meritocratic_bureaucracy|E]. Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'imperia l_bureaucracy_cooldown') )]" - # Japanese bureauracy - japanese_bureaucracy: "[japanese_bureaucracy|E]" - japanese_bureaucracy_0: "Autonomous Governors" - japanese_bureaucracy_0_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!\n$EFFECT_LIST_BULLET$Rulers can designate their [heir|E]" - japanese_bureaucracy_1: "Limited Oversight" - japanese_bureaucracy_1_effects: "$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted" - japanese_bureaucracy_2: "Powerful Ministries" - japanese_bureaucracy_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$#high $demand_admin_interaction$#! cost is reduced" - japanese_bureaucracy_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!" - japanese_bureaucracy_3: "Centralized Governance" - japanese_bureaucracy_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] can never declare [war|E]#!" - - JAPANESE_BUREAUCRACY_IS_ON_COOLDOWN: "You recently changed [japanese_bureaucracy|E]. Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'imperial_bureaucracy_cooldown') )]" - border_wars_laws: "Border Wars Policy" - border_wars_laws_singular: "$border_wars_laws$" - top_liege_redirected_to_border_wars_law: "Guaranteed Protection" - top_liege_redirected_to_border_wars_law_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 [top_liege|E] will always be the defending [war_leader|E] in [wars|E] for any [title|E] in their [realm|E]#!" - top_liege_not_redirected_to_border_wars_law: "Conditional Join" - top_liege_not_redirected_to_border_wars_law_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 All [title|E] [holders|E] within the [realm|E] can be targeted by [wars|E] declared by other [rulers|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [top_liege|E] will #N #bold not#!#! be involved in those wars on declaration#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [top_liege|E] can still join the war as an ally using #V $join_vassal_war_interaction$#! [interaction|E]\n\n#weak Top Liege is more likely to join:\n$EFFECT_LIST_BULLET$#indent_newline:3 Contested titles are kingdom or higher tier#!\n$EFFECT_LIST_BULLET$#indent_newline:3 War targets multiple titles#!\n$EFFECT_LIST_BULLET$#indent_newline:3 War lasts more than 5 years#!\n$EFFECT_LIST_BULLET$#indent_newline:3 If the defender is weaker than the attacker#!\nTop Liege will #bold not#! join:\n$EFFECT_LIST_BULLET$#indent_newline:3 During the 1st year of the war#!\n$EFFECT_LIST_BULLET$#indent_newline:3 When already at war#!\n$EFFECT_LIST_BULLET$#indent_newline:3 When in debt#!\n$EFFECT_LIST_BULLET$#indent_newline:3 If the defender is stronger than the attacker#!" - top_liege_not_redirected_to_border_wars_law_effects_not_in_prev: "\n\n@alert_icon! This law is enacted automatically if the [top_liege_possessive|E]:\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_hegemony$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_realm_size_tt$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_antagonistic_house$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_defender_in_civil_war$#!" - border_wars_laws_triggers: "At least one of these:\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_hegemony$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_realm_size$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_antagonistic_house$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_defender_in_civil_war$#!" - border_wars_laws_hegemony: "Highest held Title is [hegemony|E] [rank|E]" - border_wars_laws_realm_size_tt: "[realm_size|E] is [EmptyScope.ScriptValue('border_war_sized_realm_value')|V0] or more" - border_wars_laws_realm_size: "$border_wars_laws_realm_size_tt$ #weak ($VALUE|V0$)#!" - border_wars_laws_antagonistic_house: "[house_unity|E] is @dynasty_house_unity_antagonistic! $antagonistic$" - border_wars_laws_defender_in_civil_war: "Defending [war_leader|E] in a [civil_war|E]" - - grand_secretariat_laws: "Grand Secretariat Control" - grand_secretariat_laws_singular: "$grand_secretariat_laws$" - grand_chancellor_law: "$councillor_chancellor_celestial_government_imperial$" - grand_chancellor_law_effects: "$EFFECT_LIST_BULLET$ Set [SelectLocalization( GetPlayer.IsValid, 'grand_chancellor_law_title_name', '$e_minister_chancellor|q$' )] [title_succession|E] as the [grand_secretariat|E] [succession|E]\n$EFFECT_LIST_BULLET$ Designate [SelectLocalization( GetPlayer.IsValid, 'grand_chancellor_law_title_name_holder', '$councillor_chancellor_celestial_government_imperial|q$' )] as the [grand_secretariat_director|E]" - grand_marshal_law: "$minister_grand_marshal$" - grand_marshal_law_effects: "$EFFECT_LIST_BULLET$ Set [SelectLocalization( GetPlayer.IsValid, 'grand_marshal_law_title_name', '$e_minister_grand_marshal|q$' )] [title_succession|E] as the [grand_secretariat|E] [succession|E]\n$EFFECT_LIST_BULLET$ Designate [SelectLocalization( GetPlayer.IsValid, 'grand_marshal_law_title_name', '$minister_grand_marshal|q$' )] as the [grand_secretariat_director|E]" - grand_chancellor_law_title_name: "[GetTitleByKey('e_minister_chancellor').GetName]" - grand_chancellor_law_title_name_holder: "[GetTitleByKey('e_minister_chancellor').GetHolder.GetShortUIName]" - grand_marshal_law_title_name: "[GetTitleByKey('e_minister_grand_marshal').GetName]" - grand_marshal_law_title_name_holder: "[GetTitleByKey('e_minister_grand_marshal').GetHolder.GetShortUIName]" - - grand_censor_law: "$councillor_spymaster_celestial_government_imperial$" - grand_censor_law_effects: "$EFFECT_LIST_BULLET$ Set [SelectLocalization( GetPlayer.IsValid, 'grand_censor_law_title_name', '$e_minister_censor|q$' )] [title_succession|E] as the [grand_secretariat|E] [succession|E]\n$EFFECT_LIST_BULLET$ Designate [SelectLocalization( GetPlayer.IsValid, 'grand_censor_law_title_name_holder', '$councillor_spymaster_celestial_government_imperial|q$' )] as the [grand_secretariat_director|E]" - grand_censor_law_title_name: "[GetTitleByKey('e_minister_censor').GetName]" - grand_censor_law_title_name_holder: "[GetTitleByKey('e_minister_censor').GetHolder.GetShortUIName]" - candidate_score_laws: "Candidate Score Focus" - candidate_score_laws_singular: "$candidate_score_laws$" - candidate_score_merit_law: "Merit" - candidate_score_merit_law_effects: "$EFFECT_LIST_BULLET$ [prestige_level|E] and [dynasty_prestige_level|E] have #bold no#! impact on [candidate_score|E]" - candidate_score_prestige_law: "Family" - candidate_score_prestige_law_effects: "$EFFECT_LIST_BULLET$ [prestige_level|E] and [dynasty_prestige_level|E] have major impact on [candidate_score|E]" - conservative_powerful_families_tt: "[house_heads|E] of at least [CHARACTER.MakeScope.ScriptValue('needed_conservative_powerful_families_value')] [powerful_families|E] have to be members of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey('conservative_movement').GetName] #weak (currently: $VALUE|0$)#!" - conservative_ministers_tt: "At least [CHARACTER.MakeScope.ScriptValue('needed_conservative_ministers_value')] [ministers|E] have to be members of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey('conservative_movement').GetName] #weak (currently: $VALUE|0$)#!" - not_conservative_powerful_families_tt: "[house_heads|E] of at least [CHARACTER.MakeScope.ScriptValue('needed_conservative_powerful_families_value')] [powerful_families|E] #bold cannot#! be members of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey('conservative_movement').GetName] #weak (currently: $VALUE|0$)#!" - not_conservative_ministers_tt: "At least [CHARACTER.MakeScope.ScriptValue('needed_conservative_ministers_value')] [ministers|E] #bold cannot#! be members of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey('conservative_movement').GetName] #weak (currently: $VALUE|0$)#!" - - can_have_single_heir_succession_law_trigger_merit_or_japan_tt: "One of these:\n$BULLET_WITH_TAB$Your [culture|E] has the $innovation_primogeniture$ [innovation|E]\n$BULLET_WITH_TAB$You are an [independent|E] [ruler|E]\n$BULLET_WITH_TAB$You are the [ceremonial_liege|E]" diff --git a/localization/english/replace/mapicons_l_english.yml b/localization/english/replace/mapicons_l_english.yml deleted file mode 100644 index 8b855c297..000000000 --- a/localization/english/replace/mapicons_l_english.yml +++ /dev/null @@ -1,49 +0,0 @@ -l_english: - ATTRITION_ICON_TITLE:1 "#T Army is going to take [attrition|E]#!" - ARMY_EMBARKED_PENALTY:0 "[embarked|E]: @advantage_icon!$EFFECT|0+=$ ($DAYS_LEFT$ days)" - ARMY_RECENTLY_DISEMBARKED_PENALTY:1 "[recently_disembarked|E]: @advantage_icon!$EFFECT|0+=$ ($DAYS_LEFT$ days)" - MAP_ICON_RECENTLY_DISEMBARKED_TOOLTIP:0 "#T Recently Disembarked#!\nWill be considered [recently_disembarked|E] for [UnitItem.GetArmy.GetDisembarkPenaltyDays] more days" - COMMANDER_IS_LEADER:0 "#underline #TOOLTIP:COMMANDER_IS_LEADER_TOOLTIP Commanded by Ruler#!#!" - COMMANDER_IS_LEADER_TOOLTIP:0 "#T Commanded by Ruler#!\n[Character.GetName] commands this army, giving the following bonuses:\n[GetLeadingTroopsBonus]" - POTENTIAL_COMMANDER_IS_LEADER_TOOLTIP:1 "#T Ruler#!\nBeing [commander|E] of your own [army|E] would give:\n[GetLeadingTroopsBonus]" - RP_TOOLTIP_CLICK:1 "#T [RallyPoint.GetName]#!\n$CLICK_TO_VIEW$" - ARMY_TOOLTIP_IS_GATHERING:1 "Gathering ([Army.GetGatheringDaysLeft] days)" - ARMY_TOOLTIP_IS_MOVEMENT_LOCKED:1 "[movement_locked|E]" - UNIT_ITEMS:1 "([UnitMapIcon.GetShownCount])" - RAID_ARMY_TOOLTIP: "#T Raider#!\nThis Army is on a [raid|E].\nIt is carrying [loot_i][Army.GetRaidLoot|V0]." - ARMY_AT_LOOT_CAP:1 "Cannot carry any more [loot|E]" - ARMY_AT_LOOT_CAP_TOOLTIP: "#T At Loot Cap#!\nThis army is carrying [loot_i][Army.GetRaidLoot|V0] and cannot [raid|E] more before returning home." - ARMY_RETREATING: "In [retreat|E]" - ARMY_IS_AUTOMATED: "Army is automated" - ARMY_IS_ALLY: "Allied Army" - MAP_RAID_TOOLTIP:0 "#T Ongoing Raid#!\nEstimated completion: [Raid.GetEta.GetString].\nResulting [loot|E]: [loot_i][Raid.GetProvince.GetLoot|0V].\n\n#I Click to view Raid.#!" - RECENTLY_RAIDED_TOOLTIP:0 "#T Recently Raided#!\nThis holding was recently raided and cannot be raided again until [Province.GetEndOfRecentlyLooted.GetString]" - MAP_PIN_BARTER_GOODS_NEEDED: "@barter_goods_icon! [DetailedBarterIcon.GetProvince.GetBarterGoodsNeeded|0V]" - MAP_PIN_BARTER_LOOT_RECEIVED: "@loot_icon![DetailedBarterIcon.GetProvince.GetLoot|0V]" - MAP_BARTER_TOOLTIP: "#T Ongoing Trade Mission#!\nEstimated completion: [BarterMission.GetEta.GetString].\nResulting [loot|E]: [loot_i][BarterMission.GetProvince.GetLoot|0V].\n\n#I Click to view Trade.#!" - BARTER_ARMY_TOOLTIP: "#T Traders#!\nThis Caravan is on a [trade|E] Mission.\nIt is carrying [loot_i][Army.GetBarterLoot|V0] [loot|E]." - RECENTLY_BARTERED_TOOLTIP: "#T Recently Traded#!\nThis holding was recently Traded with and cannot be Traded with again until [Province.GetEndOfRecentlyLooted.GetString]" - ARMY_LOOT_INFO:0 "[loot|E]: [loot_i][Army.GetRaidLoot|V0]/[Army.GetLootCap|0]" - MAP_ICON_EMBARK_COST:0 "[GetPlayer.GetTreasuryOrGoldPrefix][FleetPredictionMapIcon.GetEmbarkCost|V0][Select_CString(FleetPredictionMapIcon.IsCostOverOwned, '@warning_icon!', '')]" - MAP_ICON_UNIQUE_BUILDING_CAN_BUILD:1 "#I You can construct this Building#!\n\n" - MAP_ICON_UNIQUE_BUILDING_CANT_BUILD:2 "#X @warning_icon! You cannot construct this Building#!\n\n" - MAP_ICON_UNIQUE_BUILDING_CANT_USE:2 "#X @warning_icon! You cannot use this Building#!\n\n" - MAP_ICON_UNIQUE_BUILDING: "#T [UniqueBuildingIcon.GetBuildingType.GetNameNoTooltip]#!\n[UniqueBuildingIcon.GetBuildingType.GetDescription]\n\n[SelectLocalization( And( Not( UniqueBuildingIcon.IsBuilt ), UniqueBuildingIcon.CanConstruct ), 'MAP_ICON_UNIQUE_BUILDING_CAN_BUILD', '' )][SelectLocalization( And( Not( UniqueBuildingIcon.IsBuilt), Not( UniqueBuildingIcon.CanConstruct ) ), 'MAP_ICON_UNIQUE_BUILDING_CANT_BUILD', '' )][SelectLocalization( And( UniqueBuildingIcon.IsBuilt, Not( UniqueBuildingIcon.IsEnabled ) ), 'MAP_ICON_UNIQUE_BUILDING_CANT_USE', '' )]#T Effect:#!\n[UniqueBuildingIcon.GetEffect]" - MAP_ICON_GREAT_BUILDING: "#T [Building.GetNameNoTooltip]#!\n[Building.GetDescription]\n\n[SelectLocalization( And( Not( GreatBuildingIcon.IsBuilt ), GreatBuildingIcon.CanConstruct ), 'MAP_ICON_UNIQUE_BUILDING_CAN_BUILD', '' )][SelectLocalization( And( Not( GreatBuildingIcon.IsBuilt), Not( GreatBuildingIcon.CanConstruct ) ), 'MAP_ICON_UNIQUE_BUILDING_CANT_BUILD', '' )][SelectLocalization( And( GreatBuildingIcon.IsBuilt, Not( GreatBuildingIcon.IsEnabled ) ), 'MAP_ICON_UNIQUE_BUILDING_CANT_USE', '' )]\n[GreatBuildingIcon.GetEffect]" - MAP_ICON_PROVISIONS_LOW_TT: "#X [provisions|E] run low past this point — [privation|E] events will occur!#!" - MAP_ICON_PROVISIONS_CRITICAL_TT: "#XB [provisions|E] run out past this point — extreme [privation|E] events will occur!#!" - MAP_ICON_LANDLESS_RULERS_COUNT: "+[Subtract_int32( LandlessRulersMapIcon.GetValidDomicilesCount, '(int32)1')]" - MAP_ICON_GREAT_PROJECTS_COUNT: "+[Subtract_int32( GetDataModelSize( GreatProjectMapIcon.GetProjects ), '(int32)1')]" - MAP_ICON_DETAILED_RAID_LOOT: "@loot_icon![DetailedRaidIcon.GetProvince.GetLoot|0V]" - MAP_ICON_DETAILED_RAID_TT: "#T [DetailedRaidIcon.GetProvince.GetNameNoTooltip]#!\nLoot: [loot_i] [DetailedRaidIcon.GetLoot|0]" - MAP_ICON_DETAILED_RAID_LOOT_POTENTIAL_TT: "#T Potential Raid#!\n Resulting [loot|E]: [loot_i][DetailedRaidIcon.GetLoot|0]\n\n$MAP_ICON_DETAILED_RAID_LOOT_HOLD_ALT_TT$" - MAP_ICON_DETAILED_RAID_LOOT_ONGOING_TT: "#T Ongoing Raid#!\nEstimated completion: [DetailedRaidIcon.GetRaid.GetEta.GetString].\nResulting [loot|E]: [loot_i][DetailedRaidIcon.GetProvince.GetLoot|0V].\n\n#I Click to view [raid|e].#!\n$MAP_ICON_DETAILED_RAID_LOOT_HOLD_ALT_TT$" - MAP_ICON_DETAILED_RAID_LOOT_HOLD_ALT_TT: "#I Hold Alt to display all holdings with loot you can [raid|e].#!" - - MAP_ICON_DETAILED_BARTER_TT: "#T [DetailedBarterIcon.GetProvince.GetNameNoTooltip]#!\nLoot: [loot_i] [DetailedBarterIcon.GetLoot|0]" - MAP_ICON_BARTER_WARNING: "[SelectLocalization( LessThan_CFixedPoint( GetPlayer.GetCurrency('barter_goods'), DetailedBarterIcon.GetProvince.GetBarterGoodsNeeded ), 'MAP_ICON_DETAILED_BARTER_INSUFFICIENT_GOODS', '')]" - MAP_ICON_DETAILED_BARTER_INSUFFICIENT_GOODS: "@warning_icon! #X Insufficient [barter_goods] to [barter] here#!\n" - MAP_ICON_DETAILED_BARTER_LOOT_POTENTIAL_TT: "#T Potential Trade Mission#!\nResulting [loot|E]: [loot_i][DetailedBarterIcon.GetLoot|0V]\nRequired [trade_goods|E]: [barter_goods_i][DetailedBarterIcon.GetProvince.GetBarterGoodsNeeded|0V]\n$MAP_ICON_BARTER_WARNING$\n$MAP_ICON_DETAILED_BARTER_LOOT_HOLD_ALT_TT$" - MAP_ICON_DETAILED_BARTER_LOOT_ONGOING_TT: "#T Ongoing Trade Mission#!\nEstimated completion: [DetailedBarterIcon.GetBarter.GetEta.GetString]\nResulting [loot|E]: [loot_i][DetailedBarterIcon.GetProvince.GetLoot|0V]\nRequired [trade_goods|E]: [barter_goods_i][DetailedBarterIcon.GetProvince.GetBarterGoodsNeeded|0V]\n$MAP_ICON_BARTER_WARNING$\n#I Click to view [trade|E].#!\n$MAP_ICON_DETAILED_BARTER_LOOT_HOLD_ALT_TT$" - MAP_ICON_DETAILED_BARTER_LOOT_HOLD_ALT_TT: "#I Hold Alt to display all holdings with loot in which you can [trade|E].#!" - MAP_ICON_ACTIVITY_DISABLED: "[Activity.GetInvolvementText( Character.Self, 'hud' )]\n\n#X @warning_icon! Activity has already started, you will not arrive on time or you were not invited#!" diff --git a/localization/english/replace/militaryview_l_english.yml b/localization/english/replace/militaryview_l_english.yml deleted file mode 100644 index 24b41beb3..000000000 --- a/localization/english/replace/militaryview_l_english.yml +++ /dev/null @@ -1,195 +0,0 @@ -l_english: - MILITARY:0 "Military" - CREATE_BANNER:0 "Create Rally Point" - SOLDIERS_INFO:0 "$CURRENT$/$MAX$" - DISBAND_ALL_ARMIES:0 "#T Disband all [armies|E] #!" - DISBAND_ALL_ARMIES_ARMIES_INFO:0 "$DISBANDED$ Armies will be disbanded" - DISBAND_ALL_ARMIES_GATHERING_ARMIES_INFO:1 "$DISBANDED$ of $TOTAL$ gathering Armies will be disbanded" - DISBAND_NO_ARMIES:0 "$DISBAND_ALL_ARMIES$\n@warning_icon! #X No armies can be disbanded#!" - DISBAND_NO_DISBANDABLE_ARMIES:0 "@warning_icon! #X No armies can be disbanded#!" - DISBAND_ALL_CONFIRM_TITLE:0 "Disband all Armies" - DISBAND_ALL_CONFIRM:0 "All raised and gathering [armies|E] will be disbanded." - DISBAND_ALL_CONFIRM_ACCEPT:0 "Disband All" - LEVIES_LABEL:1 "[levies|E]" - LEVIES_MAX:0 "$RAISE_MAX|V$" - LEVIES_NOT_MAX:0 "$CURRENT|V$/$RAISE_MAX|V$" - LEVIES_TOOLTIP:0 "#T Unraised [levies|E]: $CURRENT|0V$/$RAISE_MAX|0V$#!" - LEVIES_AFFECTED_BY_COUNTIES_HEADER:0 "#T The number of [rally_point|E] [levies|E] is lowered#!" - LEVIES_AFFECTED_BY_COUNTY_CONTROL:0 "@warning_icon! #X The [rally_point|E] has counties with lowered [county_control]#!" - FROM_DOMAIN:0 "From [domain|E]" - FROM_VASSALS:0 "From [vassals|E]" - FROM_BISHOPS:0 "From [realm_priest|E]" - BANNER_MEN_AT_ARMS_LABEL:0 "[men_at_arms|E]:" - ADVENTURER_CAP_HINT: "Upgrade your [camp|E] to increase the Limit" - BANNER_MEN_AT_ARMS:0 "$UNRAISED|0V$" - BANNER_MEN_AT_ARMS_NOT_MAX:0 "$UNRAISED|0$/$RAISE_MAX|0$" - BANNER_MEN_AT_ARMS_TOOLTIP:0 "#T Unraised [men_at_arms|E]: $UNRAISED|0V$/$RAISE_MAX|0V$#!" - BANNER_KNIGHTS_LABEL:1 "$knight_culture_player_plural$:" - BANNER_TROOPS_TAB:0 "Your Armies" - BANNER_KNIGHTS_TAB:1 "$knight_culture_player_plural_no_tooltip$" - RAISE_BANNER_TT_TITLE:0 "#T Raise Army at [rally_point|E]#!" - RAISE_BANNER_TT_NO_SOLDIERS:0 "@warning_icon! #X No [soldiers|E] to raise#!" - RAISE_BANNER_TT_LEVIES:0 "$UNRAISED|0V$ out of $RAISE_MAX|0V$ [levies|E] can be raised" - RAISE_BANNER_TT_MAA:0 "$UNRAISED|0V$ out of $RAISE_MAX|0V$ [men_at_arms|E] can be raised" - MEN_AT_ARMS_CURRENT_MAX_TOOLTIP:1 "[MEN_AT_ARMS_TYPE.GetName]: $CURRENT|0V$/$MAX|0V$." - CREATE_MAA_BUTTON_COST:0 "Create ($COST$)" - CREATE_MAA_COST:0 "Creation Cost: $COST$" - NAMED_MAINTENANCE_MAA:0 "$NAME$: $COST$" - MAINTENANCE_MAA:1 "$MAA_UNRAISED_MAINTENANCE_TEXT$: $VALUE$/month" - REINFORCEMENT_MAA:1 "$MAA_FULL_MAINTENANCE_TEXT$: $VALUE$/month" - STACK_SIZE_MAA:0 "Regiment size: $VALUE|V$" - ADVENTURER_MAINTENANCE_INFO: "[SelectLocalization( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_nomadic' ), 'ADVENTURER_MAINTENANCE_INFO_NOMADIC', 'ADVENTURER_MAINTENANCE_INFO_ADVENTURER' )]" - ADVENTURER_MAINTENANCE_INFO_ADVENTURER: "[adventurers|E] can only reinforce [men_at_arms|E] by using #V $refill_maa_interaction$#!, #V $reinforce_soldiers_interaction$#!, or via [adventurer_siege_replenishment|E] during [war|E]" - ADVENTURER_MAINTENANCE_INFO_NOMADIC: "[nomads|E] can only reinforce their [men_at_arms|E] by using #V $refill_maa_interaction$#! and paying a cost of [herd|E] or [gold|E]." - CONDITIONAL_MAINTENANCE_INFO: "Your [government|E] can $conditional_maa_refill_rule$" - MONTHLY_MAINTENANCE_LABEL:0 "Monthly Maintenance:" - MONTHLY_MAX_MAINTENANCE_LABEL:0 "#weak Max:#!" - MONTHLY_MAX_MAINTENANCE_TT:0 "#T Maximum Military Maintenance#!\nThis is the predicted military expense when you have all forces raised and at full strength.\n@warning_icon! #X Having [armies|E] on [fleets|E] can make actual maintenance higher.#!\n\nWith your current [gold|E] and [income|E], you can have all of your troops raised for [MilitaryView.GetAllRaisedTimeGold] before going bankrupt." - MONTHLY_MAX_MAINTENANCE_VIEW: "([MilitaryView.GetAllRaisedTimeGold])" - MONTHLY_MAX_MAINTENANCE_TREASURY_VIEW: "([MilitaryView.GetAllRaisedTimeTreasury])" - MONTHLY_REINFORCEMENT_COST_LABEL:1 "Monthly Reinforcement" - MV_MORE_THAN_FIVE_YEARS:1 "> #V 5 years#!" - MEN_AT_ARMS_LABEL:0 "Men-at-Arms:" - TOTAL_MAINTENANCE_COST:0 "$VALUE$" - TOTAL_REINFORCEMENT_COST_MAA:0 "$VALUE|1$" - ADD_MEN_AT_ARMS_LABEL:0 "Create Men-at-Arms Regiment" - MAA_COUNT_AND_CAP:0 "$CURRENT|V$/$MAX|V$" - MAA_COUNT_AND_CAP_ABOVE_CAP:0 "$CURRENT|N$/$MAX|V$" - MAA_COUNT_ABOVE_CAP:0 "$VALUE|V$ [men_at_arms|E] over cap limit" - HIRE_TROOPS:0 "Hire Soldiers" - MV_SHOW_MAA:0 "Show [men_at_arms|E]" - MV_UNRAISED_MAA:1 "Unraised" - TT_IMPERIAL_ARMIES:0 "#T Army of [Title.GetNameNoTierNoTooltip] #!\n#I Click to view details#!" - TT_MAINTENANCE_TITLE:0 "#T Maintenance: $VALUE$/month#!" - TT_MAINTENANCE_RAISED_ARMIES:1 "Raised armies: @gold_icon!$VALUE|1$/month" - TT_MAINTENANCE_MAA:1 "[men_at_arms|E]: $VALUE$/month" - TT_MAINTENANCE_NO:0 "#weak No maintenance costs#!" - TT_REINFORCING_MAA_YES_TITLE:0 "#T Reinforcing [men_at_arms|E]#!" - TT_REINFORCING_MAA_FULL_STRENGTH:0 "[men_at_arms|E] at full strength" - TT_REINFORCING_MAA_FULL_STRENGTH_TIME:0 "$TIME|V$ months to reach full strength" - TT_REINFORCING_MAA_NOT_TITLE:0 "#T Not reinforcing [men_at_arms|E]#!" - TT_REINFORCING_MAA_CLICK_STOP:0 "\n#I Click to stop reinforcing#!" - TT_REINFORCING_MAA_CLICK_START:0 "\n#I Click to start reinforcing#!" - MAINTENANCE_COST_PART:0 "Maintenance: $VALUE$/month" - REINFORCEMENT_COST_PART:0 "Reinforcement: $VALUE$/month" - TOTAL_MAA_COST:0 "[Regiment.GetTotalCostString]" - TOTAL_MAA_COST_TOOLTIP:0 "#T Maintenance: [Regiment.GetTotalCostString]/month#!#D 2 decimal pls#!\n#D Reinforcing#!" - TT_CAP_TITLE:0 "#T [men_at_arms|E] Regiment Limit: $MAX|V$#!" - TT_CAP_ABOVE:0 "@warning_icon! #X Above limit: Paying $VALUE|-%0$ extra!#!" - TT_CAP_REGIMENT_COUNT:0 "Regiments: $VALUE|V$" - TT_CAP_REGIMENT_CURRENT:0 "Current: $CURRENT|V$" - TT_CAP_REGIMENT_CAP:0 "Limit" - TT_CAP_TIER_REASON:0 "You are a $TIER$" - TT_RAISE_ALL_MAA_INFO:1 "[men_at_arms|E], [special_troops|E], [mercenaries|E], and [holy_orders|E] will be raised at the [rally_point|E] closest to your [realm_capital|E]." - TT_RAISE_ALL:2 "#T Raise all Armies#!\n[levies|E] will be raised at their closest [rally_point|E].\n\n$TT_RAISE_ALL_MAA_INFO$" - TT_RAISE_ALL_RAIDERS: "#T Raise all Men as Raiders#!\nRaise all Men, and they will equip themselves to be [raiders|E] " - TT_RAISE_ALL_BARTERERS: "#T Raise all Men as Traders#!\nRaise all Men, and they will equip themselves to be [barterers|E] " - TT_RAISE_ALL_MEN_AT_ARMS:0 "#T Raise all Men-at-Arms#!\n[men_at_arms|E] will be raised at the [rally_point|E] closest to your [realm_capital|E]." - TT_RAISE_ALL_LEVIES:0 "Unraised [levies|E]: $UNRAISED|0V$/$RAISE_MAX|0V$" - TT_RAISE_ALL_MAA:0 "Unraised [men_at_arms|E]: $UNRAISED|0V$/$RAISE_MAX|0V$" - TT_HIRE_TROOPS:0 "#T Hire Soldiers#!\nShow Soldiers available for hire" - TT_MAA_RAISED:0 "#T [men_at_arms|E] raised#!" - TT_MAA_UNRAISED:0 "#T [men_at_arms|E] unraised#!" - TT_MAA_ENTRY_BUTTON:0 "#T Manage [regiment|E]#!" - TT_CANT_RAISE_AT_WAR:0 "@warning_icon! #X Cannot raise regiments while at peace!#!" - TT_MERCENARIES_HIREABLE_RULER:0 "#T [Character.GetShortUINameNoTooltip] #!\n#I Click to view details#!" - MEN_AT_ARMS_TYPE_NAME:1 "Type: #high [MenAtArmsType.GetBaseTypeName]#!" - MILITARY_VIEW_BANNERS:0 "[rally_points|E]" - MILITARY_VIEW_EVENT_TROOPS:0 "[special_troops|E]" - MILITARY_VIEW_EVENT_TROOPS_ASSOCIATED_WAR:0 "Will stand down when the [War.GetName] ends" - MILITARY_VIEW_EVENT_TROOPS_RAISE:0 "Raise" - MILITARY_VIEW_EVENT_TROOPS_RAISE_TT:0 "#T Raise [MilitaryViewEventTroop.GetName]\n#!A new [army|E] with [soldier_i][MilitaryViewEventTroop.GetNumberOfRaisableSoldiers|V] [soldiers|E] will be raised in [MilitaryViewEventTroop.GetRaiseProvinceName|V]" - MILITARY_VIEW_EVENT_TROOPS_NOT_INHERITABLE:0 "Will stand down on [succession|E]" - MILITARY_VIEW_EVENT_TROOPS_INHERITABLE:0 "Will be inherited on [succession|E]" - MILITARY_VIEW_HIRED_TROOPS:1 "[mercenaries|E] and [holy_orders|E]" - HIRED_TROOPS_STRENGTH:0 "Strength" - HIRED_TROOPS_REGIMENTS:0 "Regiments" - BD_LEVIES_MAINTENANCE:0 "[levies|E]" - BD_MAA_MAINTENANCE:0 "[men_at_arms|E]" - BD_ARMY_EMBARKED:0 "@embarked_icon! Embarked" - BD_ARMY_RAID_DISCOUNT: "[raid|E] [army|E]" - BD_ARMY_BARTER_DISCOUNT: "[barter|E] Caravan" - MV_EMBARKED_TT:0 "#T [embarked|E] [armies|E]\n#!Extra maintenance is paid due to one or more armies being Embarked." - BD_ARMY_MAINTENANCE_NAME:0 "[ARMY.GetName] [Select_CString(ARMY.IsEmbarked,'@embarked_icon!','')]" - BD_UNRAISED_MAA_MAINTENANCE:0 "Unraised [men_at_arms|E]" - BD_UNRAISED_MAA_MAINTENANCE_BASE:0 "Unraised [men_at_arms|E]" - BD_UNCONTROLLED_MAA_MAINTENANCE:0 "Reassigned [men_at_arms|E]" - BD_UNCONTROLLED_MAA_MAINTENANCE_BASE:0 "Reassigned [men_at_arms|E]" - BD_RAISED_MAA_MAINTENANCE:0 "Raised [men_at_arms|E]" - BD_RAISED_MAA_MAINTENANCE_BASE:0 "Raised [men_at_arms|E]" - BD_MAA_MAINTENANCE_BASE:0 "Maintenance" - MV_RALLY_POINTS:0 "[rally_points|E]:" - MV_ADD_RALLY_POINT:0 "#I Click to add a new [rally_point|E]#!" - MV_RALLY_POINT_NUMBER_INFO:0 "$CURRENT|V$/$MAX|V$" - MV_REMOVE_RALLY_POINT:1 "#T Remove Rally Point#!\nThe [armies|E] can be raised at the next closest [rally_point|E]." - MV_TOTAL_SOLDIERS:0 "Total Soldiers" - MV_UNRAISED_SOLDIERS:0 "Unraised Soldiers" - MV_KNIGHTS:1 "$knight_culture_player_plural$" - MV_KNIGHTS_AND_ACCOLADES:0 "$knight_culture_player_plural$ and [accolades|E]" - MV_MANAGE_KNIGHTS:1 "#low Click to Manage...#!" - MV_MERCENARIES:0 "Mercenaries" - MV_HOLY_ORDERS:0 "Holy Orders" - MV_LEVIES_TOOLTIP:1 "#T Show your [levies|E]#!" - MV_KNIGHTS_TOOLTIP:1 "#T Show and Manage your $knight_culture_player_plural$#!" - MV_LEVY_MAINTENANCE:0 "[gold_i][MilitaryView.GetLevyGoldExpense|1]" - MV_LEVY_MAINTENANCE_TOOLTIP:0 "#T Maintenance: [gold_i][MilitaryView.GetLevyGoldExpense|2]/month#!\n[MilitaryView.GetNumberOfRaisedLevies|0] [levies|E] raised" - MV_LEVY_MAINTENANCE_TREASURY: "[treasury_i][MilitaryView.GetLevyTreasuryExpense|1]" - MV_LEVY_MAINTENANCE_TREASURY_TOOLTIP: "#T Maintenance: [treasury_i][MilitaryView.GetLevyTreasuryExpense|2]/month#!\n[MilitaryView.GetNumberOfRaisedLevies|0] [levies|E] raised" - MV_LEVY_MAINTENANCE_BARTER_GOODS: "[barter_goods_i][MilitaryView.GetLevyBarterGoodsExpense|1]" - MV_LEVY_MAINTENANCE_BARTER_GOODS_TOOLTIP: "#T Maintenance: [barter_goods_i][MilitaryView.GetLevyBarterGoodsExpense|2]/month#!\n[MilitaryView.GetNumberOfRaisedLevies|0] [levies|E] raised" - KV_HEADER:1 "$knight_culture_player_plural_no_tooltip$" - KV_HEADER_ACCOLADES:0 "$knight_culture_player_plural_no_tooltip$ and Accolades" - BREAKDOWN_LEVY_MAINTENANCE:0 "[levies|E]" - BREAKDOWN_MAA_MAINTENANCE:0 "[men_at_arms|E]" - MV_RALLY_POINT_TT:0 "#T [RallyPointItem.GetRallyPoint.GetName]\n#!\n$CLICK_TO_SELECT$" - MV_MEN_AT_ARMS_LABEL: "[men_at_arms|E]:" - MV_MEN_AT_ARMS_NONE:0 " None" - MV_REGIMENT_START_SIZE:2 "Will start with 5 Soldiers (and reinforce to [MenAtArmsType.GetStackSize])" - MV_REGIMENT_START_SIZE_ADVENTURER: "Will start with 5 Soldiers (out of [MenAtArmsType.GetStackSize])" - MV_CREATE_REGIMENT_MAX_SIZE_TT:1 "#T Soldiers per Size: [MenAtArmsType.GetStackSize]\n#!At Size 1, this [regiment|E] will have [MenAtArmsType.GetStackSize] [soldiers|E]. Each time you increase the Size of the Regiment, [MenAtArmsType.GetStackSize] more Soldiers will be added." - MV_CREATE_REGIMENT_SIZE:1 "[MenAtArmsType.GetStackSize] (Size 1)" - MV_KNIGHTS_TT:0 "#T $knight_culture_player_plural$\n#!#I Click to [Select_CString( MilitaryView.AreKnightsShown, 'hide the list', 'show a list' )] of your available $knight_culture_player_plural$#!" - MV_LEVY_TT:0 "#T [levies|E]\n#!#I Click to [Select_CString( MilitaryView.AreLeviesShown, 'hide', 'show' )] details for your levies#!" - STRENGTH_COMPARISON_TOTAL_STRENGTH:0 "@soldier_icon! [GuiMilitaryStrength.GetTargetTotal|0]" - STRENGTH_COMPARISON_ALLIES:1 "[ally_i|E] [GuiMilitaryStrength.GetTargetAlliesCount]" - - MV_ARMIES_SELECTION_PERSONAL: "Your armies" - MV_ARMIES_SELECTION_IMPERIAL: "[GetPlayer.Custom('GetProvincialArmiesConceptNoTooltip')]" - MV_MERCENARIES_SELECTION_MERCENARIES: "Mercenaries" - MV_MERCENARIES_SELECTION_HIREABLE_RULERS: "Special Mercenaries" - MV_MERCENARIES_NO_HIREABLE_RULERS_IN_RANGE: "There are no hireable [adventurers|E] (or similar) within your [realm|e]" - MV_MERCENARIES_HIREABLE_RULER_STATUS: "[HiredTroopItem.GetHirableRulerStatus]" - MV_MERCENARIES_STATUS_AVAILABLE: "#I Available" - MV_MERCENARIES_STATUS_COMMANDED: "#I Commanded by you" - MV_RETURN_CONTROLLED: "Return Controlled Troops" - MV_RETURN_CONTROLLED_TT: "#T $MV_RETURN_CONTROLLED$#![AddLocalizationIf( Not( MilitaryView.CanReturnControlledMaA ), 'MV_RETURN_CONTROLLED_TT_NO_TROOPS' )]" - MV_RETURN_CONTROLLED_TT_NO_TROOPS: "\n@warning_icon! #X You are not commanding any additional [GetPlayer.Custom('GetProvincialArmiesConcept')]#!" - MV_RETURN_REASSIGNED: "Return Reassigned Troops" - MV_RETURN_REASSIGNED_TT: "#T $MV_RETURN_REASSIGNED$#![AddLocalizationIf( Not( MilitaryView.CanReturnReassignedMaA ), 'MV_RETURN_REASSIGNED_TT_NO_TROOPS' )]" - MV_RETURN_REASSIGNED_TT_NO_TROOPS: "\n@warning_icon! #X There are no [GetPlayer.Custom('GetProvincialArmiesConcept')] assigned to other [GetPlayer.Custom('GetProvincePluralConcept')]#!" - MV_ADMIN_ARMY_NAME: "[Title.GetNameNoTierNoTooltip]" - MV_ADMIN_ARMY_ARMIES_YOU_COMMAND: "Armies you command" - MV_ADMIN_ARMY_ARMIES_IN_OTHER_GOVERNORSHIPS: "Armies in other [GetPlayer.Custom('GetProvincePluralConceptNoTooltip')]" - MV_ADMIN_ARMY_ARMIES_REALM_STRENGTH: "Total Military Strength:" - MV_ADMIN_ARMY_ARMIES_REALM_STRENGTH_NUM: "$MAX$" - MV_ADMIN_ARMY_ARMIES_NAME: "[Title.GetNameNoTooltip]" - MV_ADMIN_ARMY_ARMIES_LOANED_LABEL: "#high Loaned: #!" - MV_ADMIN_ARMY_HIRE_DIRECTLY: "Armies you can hire directly" - MV_ADMIN_ARMY_ASK_EMPEROR: "Request additional #HIGH $game_concept_men_at_arms$#! from your [top_liege|E]" - MV_ADMIN_ARMY_NO_CONTROLLED_TITLES: "Not commanding any additional [GetPlayer.Custom('GetProvincialArmiesConcept')]" - MV_ADMIN_ARMY_NO_UNCONTROLLED_TITLES: "No available [title_men_at_arms|E] for you to control" - MV_NO_MAA_FOR_TITLE: "No [title_men_at_arms|E] for this #HIGH Title#!" - MV_NO_MAA_FOR_TITLE_YET: "No [title_men_at_arms|E] has been created for this #HIGH Title#!" - - NOMAD_RIDERS_LABEL: "[GetMaA('nomadic_riders').GetName]" - UPGRADE_HORDE_REGIMENT_LABEL: "Upgrade Horde Regiment" - UPGRADE_HORDE_TOOLTIP: "#T Upgrade a Horde [regiment|E]#!\n#weak You will pay [gold|E] to convert your [horde|E] into [men_at_arms|E]#!" - MV_REGIMENT_START_SIZE_NOMAD: "Will start at full strength ([MenAtArmsType.GetStackSize])" - - RECRUIT_FROM_SUBJECTS_LABEL: "Recruit from Subjects" - RECRUIT_FROM_SUBJECTS_TOOLTIP: "#T Recruit from Subjects#!\n#weak You will pay [gold|E] to recruit a type of [men_at_arms|E] that your [subject|E] has access to, but you don't#!" - RECRUIT_FROM_SUBJECTS_ICON: "@recruit_from_subjects_icon!" - - CELESTIAL_REQUEST_MILITARY_AID_NAME: "$celestial_request_military_aid_interaction$" - MY_PROVINCIAL_ARMIES_TITLE: "Your [GetPlayer.Custom( 'GetProvincialArmiesConcept' )]" - REALM_PROVINCIAL_ARMIES_TITLE: "All [GetPlayer.Custom( 'GetProvincialArmiesConcept' )]" diff --git a/localization/english/replace/mottos_l_english.yml b/localization/english/replace/mottos_l_english.yml deleted file mode 100644 index 0aa9b8650..000000000 --- a/localization/english/replace/mottos_l_english.yml +++ /dev/null @@ -1,768 +0,0 @@ -l_english: - motto_by_x_and_y:0 "By $1$ and $2$" - motto_x_y_and_z:0 "$1$, $2$, and $3$" - motto_x_under_y_king:0 "$1$ Under $2$ [CHARACTER.Custom('QueenKing')]" - motto_x_through_god:0 "$1$ Through [CHARACTER.Custom('GetAppropriateGodname')]" - motto_dare_to_be_x:0 "Dare to be $1$" - motto_be_x:0 "Be $1$" - motto_single_noun:0 "$1$" - motto_remember_the_death_of_founder:0 "Remember the Death of [CHARACTER.GetFirstName]" - motto_god_x_me:0 "[CHARACTER.Custom('GetAppropriateGodname')|U] $1$ Me" - motto_in_my_x_god_y_me:0 "In My $1$, [CHARACTER.Custom('GetAppropriateGodname')|U] $2$ Me" - motto_i_x:0 "I $1$" - motto_x_me:0 "$1$ Me" - motto_x_y_z:0 "$1$, $2$, $3$" - motto_x_is_y:0 "$1$ is $2$" - motto_god_and_my_x:0 "[CHARACTER.Custom('GetAppropriateGodname')|U] and my $1$" - motto_by_god_and_x:0 "By [CHARACTER.Custom('GetAppropriateGodname')] and $1$" - motto_x_through_y:0 "$1$ Through $2$" - motto_x_as_y:0 "$1$ as $2$" - motto_x_not_y:0 "$1$ not $2$" - motto_x_falls_before_y:0 "$1|U$ Falls Before $2$" - motto_x_with_y_in_hand:0 "$1$ With $2$ in Hand" - motto_son_of_x:0 "[CHARACTER.Custom('GetDaughterSon')|U] of $1$" - motto_x_over_y:0 "$1$ Over $2$" - motto_the_ancient_x_is_ours:0 "The Ancient $1$ is Ours" - motto_may_god_x_y_knight:0 "May [CHARACTER.Custom('GetAppropriateGodname')] $1$ $2$ Knight" - motto_may_x_join_my_coa:0 "May $1$ Join my Coat of Arms" - motto_until_our_x_engulfs_the_world:0 "Until Our $1$ Engulfs the World" - motto_x_without_y:0 "$1$ Without $2$" - motto_no_x:0 "No $1$" - motto_never_x_always_y:0 "Never $1$, Always $2$" - motto_through_x_mind_y:0 "Through $1$ Mind, $2$" - motto_the_x_mind_knows_y:0 "The $1$ Mind Knows $2$" - motto_with_x_I_seek_y:0 "With $1$, I Seek $2$" - motto_for_our_foes_x_for_our_friends_y:0 "For our Foes, $1$ – For our Friends, $2$" - motto_the_spirit_of_x_grants_us_y:0 "The Spirit of $1$ Grants Us $2$" - motto_break_your_x_upon_our_y:0 "Break Your $1$ Upon Our $2$" - motto_by_the_x_and_the_y:0 "By $1$ and $2$" - motto_with_the_x_i_y_z:0 "With $1$ I $2$ the $3$" - motto_we_swear_by_x:0 "We Swear by $1$" - motto_we_carve_runes_of_x:0 "We Carve Runes of $1$" - motto_with_x_and_y:0 "With $1$ and $2$" - motto_we_tell_tales_of_x:0 "We Tell Tales of $1$" - motto_x_is_our_y:0 "$1$ is our $2$" - motto_x_guides_us:0 "$1$ Guides Us" - motto_house_was_forged_by_x:0 "House [CHARACTER.GetHouse.GetBaseNameNoTooltip] was Forged by $1$" - motto_founder_shares_x:0 "[CHARACTER.GetFirstName] Shares $1$" - - # Unique Pool (too cool to skip, but no good to randomize) - motto_unique_pool:0 "$1$" - motto_thus_should_law_be_followed:0 "Thus Should Law Be Followed" - motto_from_near_and_far:0 "From Near and Far" - motto_above_all:0 "Above All" - motto_childhood_games:0 "Childhood Games Heralds Great [CHARACTER.GetWomenMen|U]" - motto_take_up_arms:0 "[CHARACTER.GetSheHe|U] Who Has Lost Everything Still Can Take Up Arms" - motto_ancestors:0 "We Too are Ancestors" - motto_teaching:0 "Teaching is Always in Fashion" - motto_eagle_fly:0 "The Eagle Does Not a Fly Hunt" - motto_nothing_scares:0 "Nothing Scares Me" - motto_one_after_another:0 "One After Another" - motto_go_and_die:0 "Go Where You Want, Die Where You Must" - motto_mourn_rejoice:0 "Often Mourning, Seldom Rejoicing" - motto_trust_them:0 "Trust Them" # I really don't. This is a real motto though! - motto_disarmed_man:0 "None Shall Freely Attack a Disarmed Man" - motto_drink_your_blood:0 "Drink Your Blood, [CHARACTER.Custom('GetDaughterSon')|U] of [CHARACTER.GetHouse.GetBaseNameNoTooltip]" - motto_from_great_men:0 "From Great [CHARACTER.GetWomenMen|U] Come the Strong and Good" - motto_this_sigil:0 "By This Sigil You Shall Prevail" - motto_from_all_my_heart:0 "From All My Heart" - motto_regret_past:0 "Without Regret for the Past nor Fear of the Future" - motto_do_what_you_must:0 "Do What You Must" - motto_good_life:0 "We Come From a Good Life" - motto_more_than_silver:0 "Trust From a [CHARACTER.GetHouse.GetBaseNameNoTooltip] is Worth More than Silver" - motto_without_fear:0 "Without Fear!" - motto_break_bend:0 "Rather Break than Bend" - motto_always_a_house:0 "Always a [CHARACTER.GetHouse.GetBaseNameNoTooltip]" - motto_firm_as_horn:0 "Firm as Horn" - motto_i_die_where_my_heart_belongs:0 "I Die Where My Heart Belongs" - motto_iron_gold:0 "By Iron, Not Gold" - motto_hold_fast:0 "Hold Fast" - motto_handsome_enough:0 "Good and Handsome Enough" - - # Various specific godly things - motto_various_godly_things:0 "$1$" - motto_christ_protects_us:0 "Christ Protects Us" - motto_christs_promises:0 "So We Can be Worthy of Christ's Promises" - motto_suffer_by_god:0 "One Must Suffer, by the Will of God" - motto_not_vain:0 "Faith in God is Not Vain" - motto_all_through_god:0 "All Through God" - motto_eartly_realm:0 "Heaven, Not the Earthly Realm" - motto_praise_be_to_god:0 "Praise be to God" - motto_cross_salvation:0 "In the Cross is Salvation" - motto_salvation_through_christ:0 "Salvation Through Christ" - motto_help_o_god:0 "Help, O God!" - motto_sing_of_heavenly_things:0 "We Sing of Heavenly Things" - - # Immaterial Nouns - motto_goodness:0 "Goodness" - motto_honor:0 "Honor" - motto_truth:0 "Truth" - motto_triumph:0 "Triumph" - motto_valor:0 "Valor" - motto_strength:0 "Strength" - motto_courage:0 "Courage" - motto_might:0 "Might" - motto_boldness:0 "Boldness" - motto_victory:0 "Victory" - motto_conquest:0 "Conquest" - motto_wisdom:0 "Wisdom" - motto_vigilance:0 "Vigilance" - motto_peace:0 "Peace" - motto_friendship:0 "Friendship" - motto_family:0 "Family" - motto_union:0 "Union" - motto_deception:0 "Deception" - motto_pleasure:0 "Pleasure" - motto_dread:0 "Dread" - motto_adversity:0 "Adversity" - motto_bribery:0 "Bribery" - motto_fear:0 "Fear" - motto_delight:0 "Delight" - motto_death:0 "Death" - motto_perseverance:0 "Perseverance" - motto_faith:0 "Faith" - motto_salvation:0 "Salvation" - motto_trust:0 "Trust" - motto_piety:0 "Piety" - motto_devotion:0 "Devotion" - motto_forgiveness:0 "Forgiveness" - motto_innocence:0 "Innocence" - motto_learning:0 "Learning" - motto_prayer:0 "Prayer" - motto_hope:0 "Hope" - motto_love:0 "Love" - motto_safety:0 "Safety" - motto_loyalty:0 "Loyalty" - motto_fidelity:0 "Fidelity" - motto_nobility:0 "Nobility" - motto_labour:0 "Labor" - motto_fortune:0 "Fortune" - motto_industry:0 "Industry" - motto_prosperity:0 "Prosperity" - motto_defence:0 "Defense" - motto_endurance:0 "Endurance" - motto_liberty:0 "Liberty" - motto_virtue:0 "Virtue" - motto_splendour:0 "Splendor" - motto_respect:0 "Respect" - motto_bravery:0 "Bravery" - motto_renown:0 "Renown" - motto_right:0 "Right" - motto_enlightenment:0 "Enlightenment" - motto_compassion:0 "Compassion" - motto_inspiration:0 "Inspiration" - - motto_harmony: "Harmony" - motto_filial_piety: "Filial Piety" - motto_balance: "Balance" - motto_purity: "Purity" - motto_emptiness: "Emptiness" - motto_destiny: "Destiny" - motto_discipline: "Discipline" - motto_merit: "Merit" - motto_rebirth: "Rebirth" - motto_grace: "Grace" - motto_mandate: "Mandate" - motto_sincerity: "Sincerity" - motto_justice: "Justice" - motto_order: "Order" - motto_law: "Law" - motto_insight: "Insight" - - # Immaterial Adjectives - motto_honorable:0 "Honorable" - motto_truthful:0 "Truthful" - motto_triumphant:0 "Triumphant" - motto_valorous:0 "Valorous" - motto_strong:0 "Strong" - motto_courageous:0 "Courageous" - motto_mighty:0 "Mighty" - motto_bold:0 "Bold" - motto_victorious:0 "Victorious" - motto_wise:0 "Wise" - motto_vigilant:0 "Vigilant" - motto_peaceful:0 "Peaceful" - motto_good:0 "Good" - motto_dreadful:0 "Dreadful" - motto_persevering:0 "Persevering" - motto_faithful:0 "Faithful" - motto_pious:0 "Pious" - motto_devoted:0 "Devoted" - motto_forgiving:0 "Forgiving" - motto_learned:0 "Learned" - motto_loving:0 "Loving" - motto_loyal:0 "Loyal" - motto_noble:0 "Noble" - motto_industrious:0 "Industrious" - motto_stalwart:0 "Stalwart" - motto_virtuous:0 "Virtuous" - motto_cunning:0 "Cunning" - motto_brave:0 "Brave" - motto_calm:0 "Calm" - - motto_harmonious: "Harmonious" - motto_filial: "Filial" - motto_disciplined: "Disciplined" - motto_pure: "Pure" - motto_graceful: "Graceful" - motto_enlightened: "Enlightened" - motto_balanced: "Balanced" - motto_sincere: "Sincere" - motto_meritorious: "Meritorious" - motto_steadfast: "Steadfast" - motto_tranquil: "Tranquil" - - # the Immaterial Adjectives - motto_the_honorable:0 "the Honorable" - motto_the_truthful:0 "the Truthful" - motto_the_triumphant:0 "the Triumphant" - motto_the_valorous:0 "the Valorous" - motto_the_strong:0 "the Strong" - motto_the_courageous:0 "the Courageous" - motto_the_mighty:0 "the Mighty" - motto_the_bold:0 "the Bold" - motto_the_victorious:0 "the Victorious" - motto_the_wise:0 "the Wise" - motto_the_vigilant:0 "the Vigilant" - motto_the_peaceful:0 "the Peaceful" - motto_the_good:0 "the Good" - motto_the_dreadful:0 "the Dreadful" - motto_the_persevering:0 "the Persevering" - motto_the_faithful:0 "the Faithful" - motto_the_pious:0 "the Pious" - motto_the_devoted:0 "the Devoted" - motto_the_forgiving:0 "the Forgiving" - motto_the_learned:0 "the Learned" - motto_the_loving:0 "the Loving" - motto_the_loyal:0 "the Loyal" - motto_the_noble:0 "the Noble" - motto_the_industrious:0 "the Industrious" - motto_the_stalwart:0 "the Stalwart" - motto_the_virtuous:0 "the Virtuous" - motto_the_cunning:0 "the Cunning" - motto_the_brave:0 "the Brave" - motto_the_calm:0 "the Calm" - - motto_the_harmonious: "the Harmonious" - motto_the_filial: "the Filial" - motto_the_disciplined: "the Disciplined" - motto_the_pure: "the Pure" - motto_the_graceful: "the Graceful" - motto_the_enlightened: "the Enlightened" - motto_the_balanced: "the Balanced" - motto_the_sincere: "the Sincere" - motto_the_meritorious: "the Meritorious" - motto_the_steadfast: "the Steadfast" - motto_the_tranquil: "the Tranquil" - - # Immaterial Adjectives + a or an - motto_an_honorable:0 "an Honorable" - motto_a_truthful:0 "a Truthful" - motto_a_triumphant:0 "a Triumphant" - motto_a_valorous:0 "a Valorous" - motto_a_strong:0 "a Strong" - motto_a_courageous:0 "a Courageous" - motto_a_mighty:0 "a Mighty" - motto_a_bold:0 "a Bold" - motto_a_victorious:0 "a Victorious" - motto_a_wise:0 "a Wise" - motto_a_vigilant:0 "a Vigilant" - motto_a_peaceful:0 "a Peaceful" - motto_a_good:0 "a Good" - motto_a_dreadful:0 "a Dreadful" - motto_a_persevering:0 "a Persevering" - motto_a_faithful:0 "a Faithful" - motto_a_pious:0 "a Pious" - motto_a_devoted:0 "a Devoted" - motto_a_forgiving:0 "a Forgiving" - motto_a_learned:0 "a Learned" - motto_a_loving:0 "a Loving" - motto_a_loyal:0 "a Loyal" - motto_a_noble:0 "a Noble" - motto_an_industrious:0 "an Industrious" - motto_a_stalwart:0 "a Stalwart" - motto_a_virtuous:0 "a Virtuous" - motto_a_cunning:0 "a Cunning" - motto_a_brave:0 "a Brave" - motto_a_calm:0 "a Calm" - - motto_a_harmonious: "a Harmonious" - motto_a_filial: "a Filial" - motto_a_disciplined: "a Disciplined" - motto_a_pure: "a Pure" - motto_a_graceful: "a Graceful" - motto_an_enlightened: "an Enlightened" - motto_a_balanced: "a Balanced" - motto_a_sincere: "a Sincere" - motto_a_meritorious: "a Meritorious" - motto_a_steadfast: "a Steadfast" - motto_a_tranquil: "a Tranquil" - - # Noble Act - motto_defend:0 "Defend" - motto_protect:0 "Protect" - motto_avenge:0 "Avenge" - motto_help:0 "Help" - motto_keep:0 "Keep" - motto_watch_over:0 "Watch Over" - motto_shield:0 "Shield" - motto_guard:0 "Guard" - motto_bless:0 "Bless" - motto_support:0 "Support" - motto_assist:0 "Assist" - motto_heal:0 "Heal" - motto_rule:0 "Rule" - motto_govern:0 "Govern" - motto_befriend:0 "Befriend" - motto_teach:0 "Teach" - motto_stand_by:0 "Stand By" - motto_guide:0 "Guide" - motto_aid:0 "Aid" - motto_inspire:0 "Inspire" - motto_champion:0 "Champion" - motto_command:0 "Command" - motto_sway:0 "Sway" - motto_repay:0 "Repay" - motto_serve:0 "Serve" - motto_will:0 "Will" - motto_prepare:0 "Prepare" - motto_respect_verb:0 "Respect" - motto_honor_verb:0 "Honor" - motto_trust_verb:0 "Trust" - - motto_harmonize: "Harmonize" - motto_meditate: "Meditate" - motto_revere: "Revere" - motto_endure: "Endure" - motto_cleanse: "Cleanse" - motto_enlighten: "Enlighten" - motto_pacify: "Pacify" - motto_restore: "Restore" - motto_transcend: "Transcend" - - # Weapon - motto_sword_word:0 "Sword" - motto_axe:0 "Axe" - motto_spear:0 "Spear" - motto_bow:0 "Bow" - motto_lance:0 "Lance" - motto_hammer:0 "Hammer" - - # the Weapon - motto_the_sword_word:0 "the Sword" - motto_the_axe:0 "the Axe" - motto_the_spear:0 "the Spear" - motto_the_bow:0 "the Bow" - motto_the_lance:0 "the Lance" - motto_the_hammer:0 "the Hammer" - motto_the_pen:0 "the Pen" - - # Appropriate Godname - motto_god:0 "God" - motto_the_perfected_ones:0 "the Perfected Ones" - motto_the_divine:0 "the Divine" - motto_the_gods:0 "the Gods" - motto_custom_loc_god:0 "[CHARACTER.GetFaith.HighGodName]" - - # Creature - motto_wolf:0 "Wolf" - motto_bear:0 "Bear" - motto_eagle:0 "Eagle" - motto_unicorn:0 "Unicorn" - motto_dragon:0 "Dragon" - motto_giant_snail:0 "Giant Snail" - motto_lion:0 "Lion" - motto_fox:0 "Fox" - motto_tiger:0 "Tiger" - motto_elephant:0 "Elephant" - motto_hound:0 "Hound" - motto_horse:0 "Horse" - motto_ox:0 "Ox" - motto_boar:0 "Boar" - motto_leopard:0 "Leopard" - motto_gazelle:0 "Gazelle" - motto_hippopotamus:0 "Hippopotamus" - motto_reindeer:0 "Reindeer" - - # the Creature - motto_the_wolf:0 "the Wolf" - motto_the_bear:0 "the Bear" - motto_the_eagle:0 "the Eagle" - motto_the_unicorn:0 "the Unicorn" - motto_the_dragon:0 "the Dragon" - motto_the_giant_snail:0 "the Giant Snail" - motto_the_lion:0 "the Lion" - motto_the_fox:0 "the Fox" - motto_the_tiger:0 "the Tiger" - motto_the_elephant:0 "the Elephant" - motto_the_hound:0 "the Hound" - motto_the_horse:0 "the Horse" - motto_the_ox:0 "the Ox" - motto_the_boar:0 "the Boar" - motto_the_leopard:0 "the Leopard" - motto_the_gazelle:0 "the Gazelle" - motto_the_hippopotamus:0 "the Hippopotamus" - motto_the_reindeer:0 "the Reindeer" - - # Annoying Action Verb - motto_irritate:0 "Irritate" - motto_irk:0 "Irk" - motto_vex:0 "Vex" - motto_bother:0 "Bother" - motto_rile:0 "Rile" - motto_pester:0 "Pester" - motto_challenge:0 "Challenge" - motto_defy:0 "Defy" - motto_mock:0 "Mock" - motto_face:0 "Face" - - # Negative Nouns - motto_envy:0 "Envy" - motto_doubt:0 "Doubt" - motto_malice:0 "Malice" - motto_wanting:0 "Wanting" - motto_wanting_adjective:0 "Wanting" - motto_cruelty:0 "Cruelty" - motto_greed:0 "Greed" - motto_wrath:0 "Wrath" - - motto_shame: "Shame" - motto_attachment: "Attachment" - motto_delusion: "Delusion" - motto_ignorance: "Ignorance" - motto_defilement: "Defilement" - motto_dishonor: "Dishonor" - motto_decay: "Decay" - motto_hubris: "Hubris" - motto_confusion: "Confusion" - motto_regret: "Regret" - motto_chaos: "Chaos" - - # Negative Adjectives - motto_envious:0 "Envious" - motto_doubtful:0 "Doubtful" - motto_malicious:0 "Malicious" - motto_cruel:0 "Cruel" - motto_greedy:0 "Greedy" - motto_wrathful:0 "Wrathful" - motto_fearful:0 "Fearful" - - motto_ashamed: "Ashamed" - motto_attached: "Attached" - motto_deluded: "Deluded" - motto_ignorant: "Ignorant" - motto_defiled: "Defiled" - motto_dishonored: "Dishonored" - motto_decaying: "Decaying" - motto_hubristic: "Hubristic" - motto_confused: "Confused" - motto_regretful: "Regretful" - - - # Norse-specific - # motto_odins_wisdom:0 "Odin's Wisdom" - motto_allfathers_wisdom:0 "the Allfathers's Wisdom" - motto_yulefathers_wisdom:0 "the Yulefathers's Wisdom" - motto_the_emperors_wisdom:0 "the Emperor's Wisdom" - #motto_odins_brilliance:0 "Odin's Brilliance" - motto_odins_brilliance:0 "Odin's Brilliance" - #motto_odins_frenzy:0 "Odin's Frenzy" - motto_odins_frenzy:0 "Odin's Frenzy" - #motto_odins_sorcery:0 "Odin's Sorcery" - motto_odins_sorcery:0 "Odin's Sorcery" - #motto_odins_eye:0 "Odin's One Eye" - motto_odins_eye:0 "Odin's One Eye" - #motto_odins_ravens:0 "Odin's Ravens" - motto_odins_ravens:0 "Odin's Ravens" - #motto_friggs_wisdom:0 "Frigg's Wisdom" - motto_friggs_wisdom:0 "Frigg's Wisdom" - #motto_friggs_loins:0 "Frigg's Bounteous Loins" - motto_friggs_loins:0 "Frigg's Bounteous Loins" - #motto_thors_strength:0 "Thor's Strength" - motto_jesus_strength:0 "Jesus' Strength" - #motto_thors_thunder:0 "Thor's Thunder" - motto_jesus_thunder:0 "Jesus' Thunder" - #motto_tyrs_prowess:0 "Tyr's Prowess" - motto_jesus_prowess:0 "Jesus' Prowess" - #motto_tyrs_bravery:0 "Tyr's Bravery" - motto_jesus_bravery:0 "Jesus' Bravery" - #motto_baldurs_light:0 "Baldr's Light" - motto_baldrs_light:0 "Baldr's Light" - motto_saint_elmos_fire:0 "Saint Elmo's Fire" - motto_the_lions_light:0 "the Lion's Light" - #motto_baldurs_purity:0 "Baldr's Purity" - motto_baldrs_purity:0 "Baldr's Purity" - #motto_baldurs_fairness:0 "Baldr's Fairness" - motto_baldrs_fairness:0 "Baldr's Fairness" - #motto_baldurs_wisdom:0 "Baldr's Wisdom" - motto_baldrs_wisdom:0 "Baldr's Wisdom" - #motto_baldurs_justice:0 "Baldr's Justice" - motto_baldrs_justice:0 "Baldr's Justice" - #motto_lokis_cunning:0 "Loki's Cunning" - motto_mephistos_cunning:0 "Mephisto's Cunning" - #motto_lokis_deceit:0 "Loki's Deceit" - motto_mephistos_deceit:0 "Mephisto's deceit" - #motto_heimdalls_sight:0 "Heimdall's Sight" - motto_heimdalls_sight:0 "Heimdall's Sight" - #motto_heimdalls_vigilance:0 "Heimdall's Vigilance" - motto_heimdalls_vigilance:0 "Heimdall's Vigilance" - #motto_freys_virility:0 "Frey's Virility" - motto_freys_virility:0 "Frey's Virility" - #motto_freys_wealth:0 "Frey's Wealth" - motto_freys_wealth:0 "Frey's Wealth" - #motto_freys_harvests:0 "Frey's Bountiful Harvests" - motto_freys_harvests:0 "Frey's Bountiful Harvests" - #motto_freys_peace:0 "Frey's Peace" - motto_sankta_lucias_peace:0 "Sankta Lucia's Peace" - #motto_freyas_love:0 "Freya's Love" - motto_sankta_lucias_love:0 "Sankta Lucia's Love" - #motto_freyas_beauty:0 "Freya's Beauty" - motto_freyas_beauty:0 "Freya's Beauty" - #motto_freyas_pleasure:0 "Freya's Pleasure" - motto_freyas_witchcraft:0 "Freya's Witchcraft" - #motto_freyas_witchcraft:0 "Freya's Witchcraft" - motto_freyas_witchcraft:0 "Freya's Witchcraft" - #motto_freyas_cats:0 "Freya's Cats" - motto_freyas_cats:0 "Freya's Cats" - #motto_freyas_prophecy:0 "Freya's Prophecy" - motto_freyas_prophecy:0 "Freya's Prophecy" - #motto_vidars_vengeance:0 "Vidar's Vengeance"' - motto_vidars_vengeance:0 "Vidar's Vengeance" - #motto_vidars_silence:0 "Vidar's Silence" - motto_vidars_silence:0 "Vidar's Silence" - #motto_bragis_poetry:0 "Bragi's Poetry" - motto_bragis_poetry:0 "Bragi's Poetry" - #motto_bragis_music:0 "Bragi's Music" - motto_bragis_music:0 "Bragi's Music" - #motto_hels_darkness:0 "Hel's Darkness" - motto_hels_darkness:0 "Hel's Darkness" - #motto_njords_seas:0 "Njord's Rich Seas" - motto_the_ladys_seas:0 "the Lady's Rich Seas" - #motto_njords_wealth:0 "Njord's Wealth" - motto_njords_wealth:0 "Njord's Wealth" - #motto_mimirs_knowledge:0 "Mimir's Knowledge" - motto_fausts_knowledge:0 "Fausts's Knowledge" - #motto_hodurs_trustiness:0 "Hodur's Trustiness" - motto_hodurs_trustiness:0 "Hodur's Trustiness" - #motto_ratatoskrs_two_front_teeth:0 "Ratatoskr's Two Front Teeth" - motto_ratatoskrs_two_front_teeth:0 "Ratatoskr's Two Front Teeth" - - # Scripted - dynn_Briain_motto:0 "The Strong Hand From Above" - dynn_Habsburg_motto:0 "A.E.I.O.U." - dynn_Canossa_motto:0 "When the Dog Will End His Bone, House Canossa Will End" - dynn_Hauteville_motto:0 "God's Hand Made Wonders, God's Hand Made Me" - dynn_Renart_motto:0 "Cunning as the Fox" - dynn_Tengil_motto:0 "All makt åt Tengil, vår befriare!" - #Paraphrasing Alfred the Great: - dynn_Wessex_motto:0 "What punishments may befall us when we do not cherish or transmit learning?" - dynn_normandie_motto: "Let the Lightning of Thy Glory Flash" - - # EP4 New - - # Abstract Place - motto_insert_heart: "the Heart" - motto_insert_will: "the Will" - motto_insert_soul: "the Soul" - motto_insert_way: "the Way" - motto_insert_mind: "the Mind" - motto_insert_family: "the Family" - motto_insert_people: "the People" - motto_insert_body: "the Body" - motto_insert_rule: "the Rule" - motto_insert_reward: "the Reward" - motto_insert_flesh: "the Flesh" - - # Mottos - motto_from_noun_noun: "From $1$, $2$" - motto_the_noun_of_noun: "The $1$ of $2$" - motto_bound_unbroken: "Bound by $1$, Unbroken in $2$" - motto_let_noun_burn_let_negative_noun_fade: "Let $1$ Burn Bright, Let $2$ Fade" - motto_through_noun_legacy: "Through $1$, $2$" - motto_tree_endure: "Like the $1$, We $2$" - motto_born_from_living_land_crowned_by_noun: "Born from $1$, Crowned by $2$" - motto_with_noun_noun: "With $1$, $2$" - motto_heaven_favors_adjective: "Heaven Favors $1$" - motto_noun_shapes_dynastic_fate: "$1$ Shapes $2$" - motto_let_noun_temper_negative_noun: "Let $1$ Temper $2$" - motto_when_the_negative_noun_breaks_noun_rises: "When the $1$ Breaks, $2$ Rises" - motto_in_stillness_noun: "In $1$, $2$" - motto_adjective_weapon_for_adjective: "$1|U$ $2$ for $3$" - motto_let_noun_reside_in_place: "Let $1$ Reside in $2$" - motto_remember_the_noun_of_founder: "Praise the $1$ of [CHARACTER.GetFirstName]" - motto_cultivate_noun_and_noun_will_follow: "Cultivate $1$ and $2$ Will Follow" - motto_noun_is_the_foundation_of_place: "$1|U$ is the Foundation of $2$" - motto_begin_with_noun: "Begin with $1$" - motto_study_noun_to_govern_the_place: "Study $1$ to Govern $2$" - motto_x_is_the_root_of_y: "$1$ is the Root of $2$" - motto_when_x_is_absent_y_remains: "When $1$ is Absent, $2$ Remains" - motto_the_sage_x_without_y: "The $1$ Endures Without $2$" - motto_where_x_grows_y_may_follow: "Where $1$ Grows, $2$ May Follow" - motto_x_is_a_flame_y_is_ash: "$1$ is a Flame, $2$ the Ash" - motto_x_is_still_like_y: "$1|U$ is Still Like $2$" - - # Inserts - motto_insert_eternal_peace: "Eternal Peace" - motto_insert_rightful_dominion: "Rightful Dominion" - motto_insert_glorious_purpose: "Glorious Purpose" - motto_insert_divine_favor: "Divine Favor" - motto_insert_deathless_name: "Deathless Name" - motto_insert_undying_truth: "Undying Truth" - motto_insert_shining_lineage: "Shining Lineage" - motto_insert_eternal_renown: "Eternal Renown" - motto_insert_banyan_spirit: "Ancient Banyan" - motto_insert_flowering_bodhi: "Flowering Bodhi" - motto_insert_jade_rooted_fig: "Jade-Rooted Fig" - motto_insert_ancestral_trunk: "Ancestral Trunk" - motto_insert_grow_in_silence: "Grow in Silence" - motto_insert_weather_all_storms: "Weather All Storms" - motto_insert_resist_the_axe: "Resist the Axe" - motto_insert_keep_our_name: "Keep Our Name" - motto_insert_fertile_jungle: "Fertile Jungle" - motto_insert_whispering_soil: "Whispering Soil" - motto_insert_ancient_river: "Ancient River" - motto_insert_flame_touched_isle: "Flame-Touched Isle" - motto_insert_eternal_mandate: "Mandate" - motto_insert_chosen_legacy: "Legacy" - motto_insert_celestial_rise: "Celestial Rise" - motto_insert_proper_rule: "Proper Rule" - motto_insert_deep_breath: "Deep Breaths" - motto_insert_winter_pond: "Winter Ponds" - motto_insert_drawn_bow: "Fated Arrows" - motto_insert_morning_frost: "Morning Frost" - motto_insert_autumn_water: "Autumn Water" - motto_insert_winter_moon: "Winter Moonshine" - motto_insert_spring_rain: "Spring Rain" - - - # Scripted (Easter Egg) - dynn_Oltner_motto:0 "Hungry Like the Duck" - dynn_Anward_motto:0 "Words Can Bring Down Empires" - dynn_Tisander_motto:0 "We may Forgive, but never Forget" - dynn_BjO_rk_motto:0 "More is More" - dynn_Potapczyk_motto:1 "Whomst Queried" - dynn_Carlberg_motto:0 "Happy Little Accidents" - dynn_Horler_motto:0 "Technically an Artist" - dynn_Cowhig_Croft_motto:0 "We Are an Ocean of Calm" - dynn_Clohessy_motto:0 "Yesterday Ended, Eternal Tomorrow" - dynn_Ilwham_motto:0 "By Wine and Facts" - dynn_Andersson_motto:0 "Oderint dum Metuant" - dynn_Thimren_motto:0 "Lonely Flower Blooms" - dynn_Bjarnehed_motto:0 "..." - dynn_Vilberg_motto:0 "Advance in All Directions" - dynn_Olbers_motto:0 "Acceptable" - dynn_Depre_motto:0 "From the Ashes a Fire Shall be Woken" - dynn_Lane_motto:0 "We Choose Violence" - dynn_Tiger_motto:0 "Enjoy the Silence" - dynn_Frostwhisper_motto:0 "We are Immortal until we Die" - dynn_Schlegel_motto:0 "To My Sole Desire" - dynn_Lundh_motto:1 "Confidimus in Capris" - dynn_wickerstrom_motto:0 "The sea of the North is my sea" - dynn_Brock_motto:0 "I Hope to Speed" - dynn_Sorokin_motto:0 "The Book Written in the Stars" - dynn_Meredith_motto:0 "Veni, Vidi, Castratavi Illegitimos" - dynn_Carrick_motto:0 "Get it over with!" - dynn_Riggott_motto:0 "Non Commendatae" - dynn_Anna_Johansson_motto:0 "Everything is Terrible" - dynn_Majewski_motto:0 "The Lion Would Never Ally with the Wolf" - dynn_Kacprzak_motto:0 "Their Bodies Covered by Iron, their Souls by Faith" - dynn_Leirnes_motto:0 "Will is the Power" - dynn_Jonsson_motto:0 "The Quickest way to a Man's Heart is Through his Guts" - dynn_du_welz_motto:0 "Honor over Honors" - dynn_Bialecki_motto:0 "As the Phoenix" - dynn_Mauffrey_motto:0 "C'est pas faux" - dynn_Stadler_motto:0 "In Lust We Trust" - dynn_Lohman_motto:0 "All Fools are not yet Dead" - dynn_Daniel_Moore_motto:0 "Less is Moore" - dynn_Byczynski_motto:0 "Whether you Think you can, or Think you can't, you're Right" - dynn_Gardener_motto:0 "Glory through Preparation" - dynn_Johanneson_motto:0 "Live Like an Angel, Die Like a Devil" - dynn_Boestad_motto:0 "Sun Sees You" - dynn_Wadensten_motto:0 "Art Conquers All" - dynn_Andreas_Olsson_motto:0 "One More for the Road" - dynn_Savazzi_motto:0 "Casa Accogliente, Spada Tagliente" - dynn_lohmander_motto:0 "Heaven Cannot Brook Two Suns, Nor Earth Two Masters" - dynn_Ismael_Serrano_motto:0 "Ezagutza Boterea Da" - dynn_Rowe_motto:0 "Together we Prosper" - dynn_Riedinger_motto:0 "Bravery in the Face of your Enemies, Inspire your People and Protect the ones you Love" - dynn_Wendel_motto:0 "Saevitas Wendelicus" - dynn_Daflos_motto:0 "Forward!" - dynn_Collin_motto:0 "I do Happy Little Accidents" - dynn_Harris_motto:0 "Holders of Quill and Sword" - dynn_Cywinski_motto:0 "The Bigger, the Stronger" - dynn_Kaltsogiannis_motto:0 "Once more, as years and time go by, once more they shall be ours" - dynn_Springmountain_motto:1 "The $dynn_Springmountain$ Clan is Naught to Trifle With" - dynn_CederslA_tt_motto:0 "Plentiful shall the bowl of fruit be" - dynn_Borg_motto:0 "You only regret what you didn't attempt" - dynn_Belfort_motto:0 "We are all leaders" - dynn_Welch_motto:0 "World be my Footstool!" - dynn_Holmgren_motto:0 "If you have nothing meaningful to say, then stay silent" - dynn_Baldassi_motto:0 "Facere aut non Facere" - dynn_blomberg_motto:0 "Upwards Lies our Salvation" - dynn_Parkin_motto:0 "Amyclis ipsis taciturnior" - dynn_Bochenek_motto:0 "You're getting Bread" - dynn_Opara_motto:0 "A Mass for thee a Feast for me!" - dynn_Mierzwa_motto:0 "Don't be who you would hate to meet" - dynn_Lechnata_motto:0 "Remain Watchful of thy Shadow" - dynn_Poreba_motto:0 "Choose Wisely" - dynn_Windahl_motto:0 "Perun has taught me all" - dynn_McCallum_motto:0 "He has attempted difficult things" - dynn_Deneche_motto:0 "Question Everything, know Nothing" - dynn_Johansson_3_motto:0 "Veni, vidi, bibi" - dynn_Beaumont_vanity_motto:0 "O' woe, what's this?" - dynn_andriamasinavalona_motto:0 "The border of my rice fields is the sea" - dynn_Shefket_vanity_motto:0 "In Vino Veritas" - dynn_Strom_motto: "Wish you were Beer" - - dynn_brantevik_vanity_motto:0 "Those who dwell among the beauties and mysteries of the earth are never alone or weary of life" - - - dynn_Cortell_vanity_motto:0 "Family is unity, unity is fortitude" - dynn_Arvidsson_Radestig_motto:0 "Valhalla Can Wait" - dynn_Newcombe_motto:0 "Words Words Words" - dynn_Zenko_motto:0 "Within innocence lies betrayal" - dynn_Runge_Moller_motto:0 "Where the Ducks Turn" - dynn_Bragalini_motto:0 "Nothing will be forgotten" - dynn_Wickman_motto:0 "Live like a bear, die a wolf" - dynn_Astrup_Hallkvist_motto:0 "Swords, not Words" - dynn_Voleau_motto:0 "When it's not one, it's the other" - dynn_Berg_Hulthen_vanity_motto:0 "It's fine" - dynn_Stokic_motto:1 "Whilom, the ear attentive outweighs the mouth loquacious." - dynn_markovic_motto: "Life is short, eat dessert first... and second." - - dynn_Uhl_motto:0 "I lean on my spear and drink" - dynn_Cantalini_motto:0 "We've Made a Huge Mistake" - dynn_Melosso_motto:0 "Life will get better, but it will never be good" - dynn_Kowalczyk_motto:0 "Any choice is right, so long as it's willed. That's the truth." - dynn_Jorstedt_motto:0 "If you do not like what is being said, change the conversation" - dynn_Pazos_motto:0 "Nescit Cedere" - dynn_Matsdotter_motto:0 "Zephyrus est Optimus" - dynn_Ribeiro_motto: "Life is as it is, not as you will it" - dynn_Granholm_motto: "Orsa company promises nothing definite" - dynn_Bean_motto:0 "You Speak First" - dynn_Hedberg_motto:0 "We're always better together" - dynn_Versekys_motto:0 "To hell with it!" - dynn_Drake_motto:1 "Aquila Non Captat Muscas" - dynn_Husen_motto:0 "Keep your head up and trot along" - dynn_Lopez_motto: "No Mead For Me, Please!" - dynn_verdugo_motto: "We are closer than we know" - dynn_Velasquez_motto: "Every turd has its flies" - dynn_Passoni_motto: "Always Eat and Feast" - dynn_Mannetje_motto: "Cras Est Alius Dies" - dynn_Le_Jensen_motto: "Try hard, go far, in the end it will matter" - dynn_bure_motto: "Virtue is true honour" - dynn_Atasoy_motto: "All that is Serpentine does not Slither" - dynn_tolman_motto: "It tolls for thee" - dynn_lilja_motto: "Did I Ask?" - dynn_gottfredsson_motto: "If You Have to Ask, Please Don't" - dynn_freddi_motto: "For the rising sun and the moon" - dynn_albarn_motto: "Help I Can't Think" - dynn_dzediti_motto: "Better Dead Than Designer" - dynn_Frostewarn_motto: "Together, Against the Storm, Steadfast and True" - dynn_collinder_motto: "Only a fool Subscribes to Moronic Minds" - - dynn_Yamato_motto: "Harmony is to be Valued" - dynn_Minamoto_Seiwa_motto: "Namu Hachiman Daibosatsu" - dynn_Taira_Kanmu_motto: "Pray for Rebirth in Paradise" - dynn_Fujiwara_motto: "Like a Never-Waning Full Moon" - dynn_tosunyan_motto: "Everything will pass." diff --git a/localization/english/replace/rally_point_window_l_english.yml b/localization/english/replace/rally_point_window_l_english.yml deleted file mode 100644 index 7da803a4a..000000000 --- a/localization/english/replace/rally_point_window_l_english.yml +++ /dev/null @@ -1,37 +0,0 @@ -l_english: - RP_RAISE:0 "Raise Local Army" - RP_RAISE_RAID:0 "Raise Local Raiders" - RP_RAISE_MEN_AT_ARMS:0 "Raise All Men-at-Arms Here" - RP_RAISE_ALL:0 "Raise All Here" - RP_RAISE_PROMPT:0 "#T Raise Army and all Soldiers assigned to this Rally Point here#!" - RP_RAISE_ALL_PROMPT:0 "#T Raise all Armies and all Soldiers here#!" - RP_TOOLTIP_HEADER:0 "#T $NAME$#!" - RP_RAISE_RAID_TOOLTIP:0 "#T Raise Raider Army#!\n[GetPlayer.GetStartRaidBlockers]\n[raid|E] armies cost [GetDefine('NArmy', 'RAID_ARMY_COST_MULT')|%P0] of normal armies' cost to maintain.\nRaid armies cannot reinforce." - RP_NO_RAISABLE_TROOPS_ASSIGNED:0 "#X No unraised Soldiers assigned to this [rally_point|E]#!" - RP_NO_RAISABLE_TROOPS_ALL:0 "#X No unraised Soldiers available#!" - RP_NO_RAISABLE_TROOPS_MEN_AT_ARMS:0 "#X No unraised Men-at-Arms available#!" - RP_LOCAL_LEVIES_LABEL:0 "Local [levies|E]" - RP_LOCAL_LEVIES_TOOLTIP:0 "#T Local [levies|E]#!\nUnraised: [RallyPointWindow.GetUnraisedLocalLevies|V]\nAlive: [RallyPointWindow.GetAliveLocalLevies|V]\nTotal: [RallyPointWindow.GetTotalLocalLevies|V]" - RP_ALL_SOLDIERS_LABEL:0 "All [soldiers|E]" - RP_KNIGHTS_ENTRY:1 "[knight_i]$knight_culture_player_plural$: [GetPlayer.GetKnightCount|V]" - RP_KNIGHTS_TOOLTIP:1 "#T $knight_culture_player_plural$: [knight_i][GetPlayer.GetKnightCount|V]#!\n[GetPlayer.GetUnraisedKnightBreakdown]" - RP_LEVIES_ENTRY:0 "[levies|E]: [ArmyComposition.GetMaxNumberOfLevies|V]" - RP_MAA_ENTRY:0 "[men_at_arms|E]: [ArmyComposition.GetMaxNumberOfMAA|V]" - RP_TIME_TO_RAISE:0 "Time to raise: $VALUE|V$" - RP_TIME_TO_RAISE_DELAY:1 "The time to raise includes a delay of $VALUE$ due to [soldiers|E] returning home from recently disbanding" - RP_RAISE_TOOLTIP_HEADER: "#T $RP_RAISE$#!" - RP_RAISE_TOOLTIP_DESC: "Raise all [armies|E] that are the closest to this particular [rally_point|E].\n#weak If you only have one Rally Point, all Armies will be raised here.#!" - RP_RAISE_MEN_AT_ARMS_TOOLTIP_HEADER: "#T $RP_RAISE$#!" - RP_RAISE_MEN_AT_ARMS_TOOLTIP_DESC: "Raise all [men_at_arms|E] here" - RP_RAISE_RAID_TOOLTIP_HEADER: "#T $RP_RAISE_RAID$#!" - RP_RAISE_RAID_TOOLTIP_DESC: "Raise all [armies|E] that are the closest to this particular [rally_point|E] as [raiders|E].\n#weak If you only have one Rally Point, all Armies will be raised here.#!" - RP_RAISE_ALL_TOOLTIP_HEADER: "#T $RP_RAISE_ALL$#!" - RP_RAISE_ALL_TOOLTIP_DESC: "Raise #emphasis all#! your [armies|E] here, regardless of which [rally_point|E] is the closest" - RP_MOVE_RALLY_POINT:1 "#T Move Rally Point\n#! #I Alternatively, right-click on the map directly#!" - RP_CANNOT_MOVE_RALLY_POINT: "#X Landless characters cannot move their [rally_point|E]#!" - RP_RAISE_BLOCK_AT_WAR:0 "@warning_icon! #X You cannot raise [raiders|E] while at [war|E]#!" - - RP_RAISE_BARTER: "Raise Local Traders" - RP_RAISE_BARTER_TOOLTIP: "#T Raise Traders#!\n[GetPlayer.GetStartBarterBlockers]\nTraders cost [GetDefine('NArmy', 'BARTER_ARMY_COST_MULT')|%P0] of normal armies' cost to maintain.\nTraders cannot reinforce." - RP_RAISE_BARTER_TOOLTIP_HEADER: "#T $RP_RAISE_BARTER$#!" - RP_RAISE_BARTER_TOOLTIP_DESC: "Raise all [armies|E] that are the closest to this particular [rally_point|E] as [traders|E].\n#weak If you only have one Rally Point, all Armies will be raised here.#!" diff --git a/localization/english/replace/regiment_l_english.yml b/localization/english/replace/regiment_l_english.yml deleted file mode 100644 index 3d850551d..000000000 --- a/localization/english/replace/regiment_l_english.yml +++ /dev/null @@ -1,349 +0,0 @@ -l_english: - #Reasons - - MAA_TOUGHNESS:0 "$EFFECT_LIST_BULLET$[toughness|E]: $VALUE|0V$" - MAA_DAMAGE:0 "$EFFECT_LIST_BULLET$[damage|E]: $VALUE|0V$" - MAA_SIEGE_VALUE:0 "$EFFECT_LIST_BULLET$[siege_progress|E]: $VALUE|1=V$/day" - MAA_SIEGE_TIER:1 "$EFFECT_LIST_BULLET$Siege Tier: $VALUE|0V$" - MAA_PURSUIT:0 "$EFFECT_LIST_BULLET$[pursuit|E]: $VALUE|0V$" - MAA_SCREEN:0 "$EFFECT_LIST_BULLET$[screen|E]: $VALUE|0V$" - MAA_TOUGHNESS_DIFF:0 "$EFFECT_LIST_BULLET$[toughness|E]: $VALUE|0+=$" - MAA_DAMAGE_DIFF:0 "$EFFECT_LIST_BULLET$[damage|E]: $VALUE|0+=$" - MAA_SIEGE_VALUE_DIFF:0 "$EFFECT_LIST_BULLET$[siege_progress|E]: $VALUE|1=V$/day" - MAA_SIEGE_TIER_DIFF:1 "$EFFECT_LIST_BULLET$Siege Tier: $VALUE|0V$" - MAA_PURSUIT_DIFF:0 "$EFFECT_LIST_BULLET$[pursuit|E]: $VALUE|0+=$" - MAA_SCREEN_DIFF:0 "$EFFECT_LIST_BULLET$[screen|E]: $VALUE|0+=$" - MAA_COUNTERS_EFFECT:0 "$EFFECT_LIST_BULLET$Counters $TYPE|V$" - MAA_COUNTERS_EFFECT_SHORT:0 "$TYPE|V$" - MAA_COUNTERS_LABEL:1 "[MenAtArmsType.GetNameNoTooltip] [counters|E] these Types:\n[MenAtArmsType.GetCountersString]" - MAA_COUNTER_SHORT_LIST:1 "$LIST$" - MAA_COUNTER_NONE:0 "#weak None#!" - MAA_TERRAIN_EFFECT_FORMAT:0 "$EFFECT_LIST_BULLET$In $TERRAIN_TYPE|V$: $LIST$" - MAA_TERRAIN_EFFECT_DAMAGE:1 "$VALUE|+=0$ [damage|E]" - MAA_TERRAIN_EFFECT_TOUGHNESS:1 "$VALUE|+=0$ [toughness|E]" - MAA_TERRAIN_EFFECT_PURSUIT:1 "$VALUE|+=0$ [pursuit|E]" - MAA_TERRAIN_EFFECT_SCREEN:1 "$VALUE|+=0$ [screen|E]" - MAA_TERRAIN_EFFECT_SIEGE_VALUE:0 "$VALUE|+=0$/day [siege_progress|E]" - MAA_HOLDING_EFFECT_FORMAT: "$EFFECT_LIST_BULLET$In $HOLDING_TYPE|V$: $LIST$" - MAA_HOLDING_EFFECT_DAMAGE: "$VALUE|+=0$ [damage|E]" - MAA_HOLDING_EFFECT_TOUGHNESS: "$VALUE|+=0$ [toughness|E]" - MAA_HOLDING_EFFECT_PURSUIT: "$VALUE|+=0$ [pursuit|E]" - MAA_HOLDING_EFFECT_SCREEN: "$VALUE|+=0$ [screen|E]" - MAA_HOLDING_EFFECT_SIEGE_VALUE: "$VALUE|+=0$/day [siege_progress|E]" - MAA_DOES_NOT_FIGHT_IN_MAIN_PHASE:0 "Siege Weapons do not attack in combat" - MEN_AT_ARMS_TYPE_TOOLTIP_CREATION_COST: "Creation cost: [MenAtArmsType.GetCostString(GetPlayer)]" - TITLE_MEN_AT_ARMS_TYPE_TOOLTIP_CREATION_COST: "Creation cost: [MenAtArmsType.GetTitleRegimentCostString(GetPlayer)]" - SIEGE_TIER_MAX_FORT_LEVEL:0 "$EFFECT_LIST_BULLET$Max [fort_level|E]: $VALUE|V$" - SIEGE_TIER_BEATS_ALL_FORTS:0 "$EFFECT_LIST_BULLET$Beats all [fort_level|E]" - REGIMENT_TERRAIN_MODIFIER_TOOLTIP:0 "#T In [RegimentTerrainModifier.GetTerrain.GetName]#!\n[RegimentTerrainModifier.GetEffectString]" - REGIMENT_TERRAIN_BONUS_HEADER:0 "[terrain|E] Effects:" - REGIMENT_TERRAIN_BONUS_NONE:0 "#weak No terrain effects#!" - REGIMENT_HOLDING_BONUS_HEADER: "[holding_type|E] Effects:" - REGIMENT_HOLDING_MODIFIER_TOOLTIP: "#T In [RegimentHoldingModifier.GetHolding.GetName]#!\n[RegimentHoldingModifier.GetEffectString]" - REGIMENT_WINTER_EFFECT_HEADER:0 "Winter Effects:" - - REGIMENT_DAMAGE_TT:3 "#T [damage|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'damage' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'damage' )]" - REGIMENT_TOUGHNESS_TT:3 "#T [toughness|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'toughness' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'toughness' )]" - REGIMENT_PURSUIT_TT:3 "#T [pursuit|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'pursuit' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'pursuit' )]" - REGIMENT_SCREEN_TT:3 "#T [screen|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'screen' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'screen' )]" - REGIMENT_SIEGE:3 "#V +[MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'siege_value' )|1V]#!/day" - REGIMENT_SIEGE_TT:3 "#T [siege_progress|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'siege_value' )|1V]/day#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'siege_value' )]" - - REGIMENT_PROVINCE_DAMAGE:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'damage' )|1=+^]" - REGIMENT_PROVINCE_TOUGHNESS:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'toughness' )|1=+^]" - REGIMENT_PROVINCE_PURSUIT:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'pursuit' )|1=+^]" - REGIMENT_PROVINCE_SCREEN:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'screen' )|1=+^]" - REGIMENT_PROVINCE_SIEGE:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'siege_value' )|2=+^]/day" - REGIMENT_PROVINCE_DAMAGE_TT:0 "#T Additional [damage|E]: $REGIMENT_PROVINCE_DAMAGE$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'damage' )]" - REGIMENT_PROVINCE_TOUGHNESS_TT:0 "#T Additional [toughness|E]: $REGIMENT_PROVINCE_TOUGHNESS$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'toughness' )]" - REGIMENT_PROVINCE_PURSUIT_TT:0 "#T Additional [pursuit|E]: $REGIMENT_PROVINCE_PURSUIT$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'pursuit' )]" - REGIMENT_PROVINCE_SCREEN_TT:0 "#T Additional [screen|E]: $REGIMENT_PROVINCE_SCREEN$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'screen' )]" - REGIMENT_PROVINCE_SIEGE_TT:0 "#T Additional [siege_progress|E]: $REGIMENT_PROVINCE_SIEGE$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'siege_value' )]" - REGIMENT_ORIGIN_LOCATION:0 "[stationed|E] in: [Province.GetBaronyNameExplicitly]" - REGIMENT_NO_ORIGIN_LOCATION:0 "@warning_icon! #X Not [stationed|E] in any [holding|E]#!" - OPEN_MAA_ORIGIN_SELECT_VIEW:0 "#T Change [stationed_holding|E]#!" - CLEAR_MAA_ORIGIN:0 "#I Right-click to remove stationed holding#!" - SELECT_MEN_AT_ARMS_LOCATION:0 "[station_regiment|E]" - SELECT_REGIMENT_ORIGIN_INVALID_REGIMENT:0 "@warning_icon! #X Invalid [regiment|E]#!" - SELECT_REGIMENT_ORIGIN_INVALID_MAA:0 "@warning_icon! #X [regiment|E] is #bold not#! [men_at_arms|E]#!" - SELECT_REGIMENT_ORIGIN_RAISED_REGIMENT:0 "@warning_icon! #X [regiment|E] is raised#!" - SELECT_REGIMENT_ORIGIN_RAISING_REGIMENT:0 "@warning_icon! #X [regiment|E] is being raised#!" - SELECT_REGIMENT_ORIGIN_INVALID_PROVINCE:0 "@warning_icon! #X Invalid [holding|E]#!" - SELECT_REGIMENT_ORIGIN_ALREADY_AT_PROVINCE:0 "@warning_icon! #X [REGIMENT.GetNameNoTooltip] is already [stationed|E] in [PROVINCE.GetBaronyNameExplicitlyNoTooltip]#!" - SELECT_REGIMENT_ORIGIN_PROVINCE_NOT_OWNED:0 "@warning_icon! #X [PROVINCE.GetBaronyNameExplicitlyNoTooltip] is #bold not#! in your [domain|E]#!" - SELECT_REGIMENT_ORIGIN_PROVINCE_OCCUPIED:0 "@warning_icon! #X [PROVINCE.GetBaronyNameExplicitlyNoTooltip] is [occupied|E] by [PROVINCE.GetController.GetShortUIName]#!" - REGIMENT_ORIGIN_LOCATION_MAP:0 "Stationed in: [Province.GetBaronyNameExplicitlyNoTooltip]" - REGIMENT_ORIGIN_NEW_LOCATION_MAP:0 "Station in: [Province.GetBaronyNameExplicitlyNoTooltip]" - REPLACE_MAA_ORIGIN_TITLE:0 "Replace [stationed_regiment|E]" - REPLACE_MAA_ORIGIN_BODY:0 "Replace the [stationed|E] [Province.GetMaaOriginHere.GetName] in [Province.GetBaronyNameExplicitly] with [Regiment.GetName]" - REPLACE_MAA_ORIGIN_ACCEPT:0 "Replace" - VIEW_MAA_ORIGIN_TT:0 "#T View [stationed_regiment|E]#!" - SHOW_MAA_ORIGIN_TT:0 "#T [stationed_regiment|E]#!\n[Province.GetTitle.GetHolder.GetShortUIName|U] [Province.GetTitle.GetHolder.LocalPlayerString( 'have', 'has' )] [stationed|E] a [regiment|E] of [Province.GetMaaOriginHere.GetName] #weak ([Province.GetMaaOriginHere.GetMAAType.GetBaseTypeName])#! in this [holding|E]." - MAA_UNSTATIONED:0 "Unstationed" - - REGIMENT_SIEGE_MAX_FORT_LEVEL:1 "Effective up to [fort_level|E] #high [MenAtArmsType.GetMaxFortLevel]#!" - REGIMENT_STAT_ENTRY:0 "$KEY$: $VALUE|+=0$" - REGIMENT_ORIGIN_STAT_ENTRY_ADD:0 "From [stationed_holding|E]: $VALUE|+=0$" - REGIMENT_ORIGIN_STAT_ENTRY_MULT:0 "From [stationed_holding|E]: $VALUE|+=%0$" - BASE_VALUE_SIEGE:0 "Base: $VALUE|V1$" - REGIMENT_WINTER_NORMAL_MODIFIER_TOOLTIP:2 "#T In Normal Winter#!\n[MenAtArmsType.GetWinterNormalModifier.GetEffectString]" - REGIMENT_WINTER_HARSH_MODIFIER_TOOLTIP:2 "#T In Harsh Winter#!\n[MenAtArmsType.GetWinterHarshModifier.GetEffectString]" - - TRANSFER_TITLE_MAA_NOT_TITLE_MAA: "@warning_icon! Only title [men_at_arms|E] regiments can be transferred between titles." - TRANSFER_TITLE_MAA_NOT_ADMINISTRATIVE: "@warning_icon! [TITLE.GetNameNoTooltip] is #bold not#! under a [GetGovernment( 'administrative_government' ).GetName]" - TRANSFER_TITLE_MAA_ALREADY_CONTROLS_MAA: "@warning_icon! [TITLE.GetName] already controls one or more of the target men-at-arms regiments." - TRANSFER_TITLE_MAA_ALREADY_OWNS_MAA: "@warning_icon! [TITLE.GetName] already controls one or more of the target men-at-arms regiments." - - #MaA types - skirmishers:2 "[skirmishers|E]" - archers:2 "[archers|E]" - light_cavalry:2 "[light_cavalry|E]" - heavy_cavalry:2 "[heavy_cavalry|E]" - pikemen:2 "[spearmen|E]" - heavy_infantry:2 "[heavy_infantry|E]" - archer_cavalry:0 "[archer_cavalry|E]" - camel_cavalry:0 "[camel_cavalry|E]" - elephant_cavalry:0 "[elephant_cavalry|E]" - gunpowder: "[gunpowder|E]" - peasant_militia: "[peasant_militia|E]" - - #Base MaA - light_footmen:0 "Light Footmen" - bowmen:0 "Bowmen" - light_horsemen:0 "Light Horsemen" - pikemen_unit:0 "Pikemen" - armored_footmen:0 "Armored Footmen" - armored_horsemen:0 "Armored Horsemen" - crossbowmen:0 "Crossbowmen" - handgunners: "Handgunners" - pikemen_militia: "Pikemen Militia" - - #Siege MaA - siege_weapon:2 "[siege_weapons|E]" - onager:0 "Onagers" - mangonel:0 "Mangonels" - trebuchet:0 "Trebuchets" - bombard:0 "Bombards" - - #TGP Siege MaA - ballista: "Siege Crossbows" - cloud_ladder: "Cloud Ladders" - siege_tower: "Mobile Towers" - cannon: "Fire Dragon Engines" - - #Regional MaA - war_elephant:0 "War Elephants" - camel_rider:0 "Camel Riders" - - #Cultural MaA - huscarl:0 "Huscarls" - landsknecht:0 "Landsknechts" - longbowmen:0 "Longbowmen" - goedendag:0 "Goedendag Militia" - gendarme:0 "Gendarmes" - chasseur:0 "Chasseurs" - picchieri:0 "Picchieri" - praetorian:1 "Palatini" - caballero:0 "Caballeros" - cataphract:0 "Kataphraktoi" - monaspa:0 "Monaspa" - hobelar:0 "Hobelars" - schiltron:0 "Schiltron" - metsanvartija:0 "Metsänvartija" - horse_archers:0 "Horse Archers" - mubarizun:0 "Mubarizun" - ayyar:0 "Ayyar" - druzhina:0 "Druzhina" - hussar:1 "Konni" - horn_warrior:0 "Horn Warriors" - bush_hunter:0 "Bush Hunters" - shomer:0 "Shomer" - khandayat:0 "Khandayat" - garudas:1 "Lenkas" - mountaineer:0 "Mountaineers" - sahel_horsemen:0 "Sahel Horsemen" - guinea_warrior:0 "Guinean Uplanders" - sarawit:0 "Sarawit" - abudrar:0 "Abudrar" - zbrojnosh:0 "Brigada" - palace_guards:0 "Palace Guards" - shenbigong:0 "Shenbigong" # 神臂弓 - mulaththamun:0 "Mulathamūn" - archers_of_the_nile:0 "Nile Archers" - paiks:0 "Paiks" - guanch_vaulter:0 "Vaulter Infantry" - ayrudzi: "Ayrudzi" - conrois: "Conrois" - akritai: "Akritai" - ballistrai: "Ballistrai" - skoutatoi: "Skoutatoi" - varangian_guards: "Varangian Guards" - handpicked_faithful: "Handpicked Faithful" - fire_lancers: "Fire Lancers" - gakgung_archers: "Gakgung Archers" - ballista_elephant: "Ballista Elephants" - pesilat_warriors: "Pesilat Warriors" - samurai: "Samurai" - japanese_horse_archers: "Mounted Samurai" - emishi_horse_archers: "Emishi Riders" - warrior_monks: "Warrior Monks" - zhanmadao_infantry: "Zhanmadao Infantry" - tiefutu: "Tiefutu" - black_armor_cavalry: "Black-Armored Cavalry" - burenjia: "Burenjia Infantry" - rocket_carts: "Rocket Carts" - ordo_riders_horse_archers: "Ordo Riders" - #Special MaA - house_guard:0 "House Guard" - house_guard_flavor:0 "#F This elite regiment is in the service of a specific Dynasty. The warriors are hand-picked from the most loyal subjects.#!" - - #MaA Descriptions - bowmen_flavor:1 "#F Professional archers fill the air with arrows, devastating the foremost enemy troops.#!" - light_footmen_flavor:1 "#F Veteran skirmishers are invaluable harriers, disrupting enemy flanks and chipping away at morale.#!" - light_horsemen_flavor:0 "#F Light and swift, these horsemen are excellent at flanking, and devastating when pursuing routing enemies.#!" - armored_footmen_flavor:1 "#F Heavily armed and well-trained, these troops specialize in smashing massed infantry.#!" - pikemen_unit_flavor:0 "#F Long pikes allow these regiments to form walls of spikes that can stop a cavalry charge dead.#!" - armored_horsemen_flavor:0 "#F Heavily armed and armored, these horsemen dominate warfare in the open plains.#!" - crossbowmen_flavor:0 "#F Though slow to reload, crossbows are easy to use and fire bolts which can pierce through most armor at a good range.#!" - handgunners_flavor: "#F Expensive and explosive in equal measure, these crude firearms are incredibly effective weapons.#!\n#help Enabled by the [GetBuilding('powder_magazine_01').GetName].#!" - fire_lancers_flavor: "#F Using experimental formulas, men armed with strange polearms are able to rain fire down upon terrified enemies.#!\n#help Enabled by the [GetBuilding('powder_magazine_01').GetName].#!" - gakgung_archers_flavor: "#F Equipped with powerful reflex bows and thumb rings to strengthen their draw, these archers can fire arrows over an incredible range." - pesilat_warriors_flavor: "#F Although they are often armed with a #italic kris#!, a #italic golok#!, or a myriad array of other melee weapons, silat practitioners are equally well-versed in unarmed combat.#!" - samurai_flavor: "#F #italic Bushi#! retainers attend to the needs of nobility and the highest levels of society, armed with a sword and protected with lacquered leather or metal armor.#!" - zhanmadao_infantry_flavor: "#F Equipped with enormous two-handed swords, these soldiers are trained to use their blades to counter cavalry with a dazzling array of thrusts, slashes, and feints.#!" - - black_armor_cavalry_flavor: "#F An elite imperial guard unit known for its dark, oxidized iron armor.#!" - tiefutu_flavor: "#F Known as Iron Pagodas, these heavily armed cavalrymen were introduced to China by the Jurchen Jin dynasty. Pairing skilled horsemanship with heavy armor, they are a fierce enemy on any battlefield.#!" - burenjia_flavor: "#F Deployed in great numbers, in tight formations, this infantry is the backbone of Imperial armies. Composed of up to 1000 lamellar pieces, their heavy armor allows them to stand against almost any invader.#!" - rocket_carts_flavor: "#F A handful of men can hit the enemy with the force of a hundred archers with a single spark of flame, although it might be worth keeping an eye on the kind of men who would willing work with this sort of device.#!" - ordo_riders_horse_archers_flavor: "#F The steppe has created some hardened warriors, serving their khan and collecting tributes from various neighbors. These riders, organized in an Ordo, create the backbone of any elite nomadic force.#!" - - onager_flavor:0 "#F These small torsion catapults can tear down enemy fortifications by hurling stone projectiles over a distance.#!" - mangonel_flavor:0 "#F The traction-powered mangonel is easier to operate than the onager while also boasting a faster rate-of-fire.#!" - trebuchet_flavor:0 "#F The counterweight trebuchet can hurl large projectiles with much greater force than mangonels or onagers.#!" - bombard_flavor:0 "#F No longer constrained by the limits of levers and pulleys, these cannons can blast through fortifications with ease.#!" - - ballista_flavor: "#F Large crossbows mounted on a wheeled platform that can launch steel-tipped bolts to impressive distances.#!" - cloud_ladder_flavor: "#F A hinged folding ladder with a simple pulling mechanism to unfold once within reach of the enemy walls.#!" - siege_tower_flavor: "#F A large wooden tower on wheels that can be pushed up to enemy walls, offering more protection and stability than siege ladders.#!" - cannon_flavor: "#F These relatively small but deadly guns were propped up at the muzzle end and pinned to the ground to deaden the recoil.#!" - - war_elephant_flavor:0 "#F A charging elephant is almost impossible to stop, making them excellent shock troops.#!" - ballista_elephant_flavor: "#F A charging elephant is alarming enough, but a charging elephant equipped with a powerful ballista on its back is sure to unnerve even the most battle-hardened foes.#!" - camel_rider_flavor:0 "#F Better suited to desert warfare than traditional cavalry, these riders dominate the sands.#!" - - huscarl_flavor:1 "#F Germanic Huscarls are masters of using shield walls to block incoming volleys of arrows.#!" - landsknecht_flavor:1 "#F German Landsknechts can use their massive zweihanders to tear through the massed ranks of enemy spearmen.#!" - longbowmen_flavor:2 "#F Though they require a lifetime to properly master, the longbows of England and Wales are powerful enough to pierce plate and can loose volleys at an almost-unequaled rate.#!" - goedendag_flavor:0 "#F The Flemish goedendag is a spiked club which can be braced against cavalry charges.#!" - gendarme_flavor:0 "#F French Gendarmes are the shining pinnacle of heavy cavalry, inspiring awe around the world.#!" - chasseur_flavor:0 "#F Outremer knights have mastered both European horsemenship and Levantine desert tactics.#!" - picchieri_flavor:0 "#F The mobile formations used by Latin Picchieri make them more deadly than traditional pikemen.#!" - praetorian_flavor:1 "#F The best of the best, Palatini are elite Roman soldiers who serve the Emperor directly.#!" - caballero_flavor:0 "#F Unlike most cavalry, Iberian Caballeros are at home both on flat plains and in rough hilly terrain.#!" - cataphract_flavor:0 "#F Armored in coats of iron, Greek cataphracts can break almost any defensive line with their charge.#!" - monaspa_flavor:0 "#F Formed from the core of the bodyguards of the Georgian kings the Monaspa are a fearsome heavy cavalry force that is well at home in the undulating terrain of the Caucasus.#!" - hobelar_flavor:0 "#F Fast and agile, Celtic Hobelars can easily raid the forests and hills other cavalry avoid.#!" - schiltron_flavor:0 "#F The incredible discipline of Scottish pikemen lets them easily break enemy charges, even on open plains.#!" - metsanvartija_flavor:0 "#F Uralic Metsänvartija can ambush invaders with a hail of arrows before melting back into the trees.#!" - horse_archers_flavor:0 "#F Horse archers are used by nomadic tribes to unleash hails of arrows while being almost impossible to catch.#!" - ayyar_flavor:0 "#F Young and eager, members of the Ayyar fighting clubs serve as willing and able soldiers ready to be called upon at a moment's notice.#!" - mubarizun_flavor:0 "#F Trained in both formation fighting and single combat, Arabic Mubarizun can crush most other infantry in battle.#!" - druzhina_flavor:0 "#F Russian Druzhina are skilled bodyguards who have devoted themselves to protecting their allies.#!" - hussar_flavor:1 "#F Masters of raiding, the infamous $hussar$ light cavalry of Eastern Europe can make short work of a fleeing enemy army.#!" - horn_warrior_flavor:0 "#F Practiced in mountainous warfare, warriors from the Horn of Africa are not to be underestimated.#!" - bush_hunter_flavor:0 "#F These West African archers turn the difficult terrain of the bush to their advantage.#!" - shomer_flavor:0 "#F Devoted to protecting their kin, Jewish shomer are adept at covering for their fellows in battle.#!" - khandayat_flavor:0 "#F Indian Khandayats are master swordsmen who can easily cut down both men and horse alike.#!" - garudas_flavor:0 "#F Garuda Warriors are famous for their loyalty, and for fighting to the death. Once a Garuda warrior fall his entire retinue of Lenka warriors are expected to die with him.#!" - mountaineer_flavor:0 "#F Intense training at high altitudes makes Tibetan soldiers the undisputed champions of their domain.#!" - sahel_horsemen_flavor:0 "#F Sahel Riders are mounted warriors who use light quilted armor and javelins to devastate their enemies#!" - guinea_warrior_flavor:0 "#F Warriors of the uplands of Guinea move fast, and their javelins are precise and deadly.#!" - sarawit_flavor:0 "#F The Sarawit is a well-trained army at home in the Ethiopian highlands.#!" - zbrojnosh_flavor:0 "#F At home in the hills and forests of Central Europe, the Brigada is feared far and wide.#!" - abudrar_flavor:0 "#F The Abudrar mountaineers know every gorge and wadi of their homeland.#!" - palace_guards_flavor:0 "#F Usually standing guard and keeping the peace, these versatile warriors can form the backbone of any army.#!" - shenbigong_flavor:1 "#F These elite crossbowmen are armed with the mighty Shenbigong, the "Divine Arm Bow". Each bolt loosed can punch through armor and formations with unnerving accuracy.#!" - mulaththamun_flavor:0 "#F These riders have honed their skills during a lifetime in close connection with the desert and cover their faces with the Litham veil, protecting them from the sand and from recognition by the enemy.#!" - archers_of_the_nile_flavor:0 "#F For thousands of years the Nubians have protected their homeland by mastering the bow from a young age, fighting off the raids from surrounding desert peoples and invaders alike.#!" - paiks_flavor:0 "#F Footmen have been the mainstay of Indian armies for centuries, and no weapon is as common as the simple bamboo bow which many Indian commoners practice through hunting from young age.#!" - guanch_vaulter_flavor:0 "#F Armed with long vaulting poles, these nimble warriors are able to navigate craggy and mountainous terrain with ease and can even vault over some fortifications.#!" - ayrudzi_flavor: "#F Fast-riding and clever in their use of harsh terrain, yet clad in solid armor, these fierce nobles can serve as both harassing cavalry and a formidable vanguard.#!" - conrois_flavor: "#F Spurring hard with lances couched, these reckless Norman horsemen plunge into any weakness to be found in enemy formations, eager to snatch victory through shock and terror.#!" - akritai_flavor: "#F Veteran rural conscripts, defenders of the rocky passes, who use careful timing and local knowledge to harass even the mightiest of hosts.#!" - ballistrai_flavor: "#F Spear-sized bolts soar from these torsion-based machines into besieged settlements and enemy formations alike, causing fear and disorder.#!" - skoutatoi_flavor: "#F The tall #EMP skouton#! shields these infantry array against the foe is their namesake. Yet their chief virtue in battle is discipline, which affords them good order in both advance and retreat.#!" - varangian_guards_flavor: "#F These famed axe-wielding Germanic mercenaries are the unwavering core of the imperial host.\n\n@warning_icon! #X They will claim some [gold|E] after the Basileus's death.#!" - handpicked_faithful_flavor: "#F Individually outstanding in valor, loyalty, and talent, these fighters are ready to lay down their lives to protect their leader.#!" - emishi_horse_archers_flavor: "#F Forced to defend themselves from stronger threats, Emishi horse archers are masters of hit-and-run tactics, raiding, and ambushes.#!" - japanese_horse_archers_flavor: "#F Adopting the techniques of the northern Emishi but using heavier armor, samurai take to the saddle, yumi in hand, and harry their foes with arrows." - warrior_monks_flavor: "#F Defending the faithful and serving their patrons, these monks' lives of devotion give plentiful time for training, and strong convictions.#!" - pikemen_militia_flavor: "#F Ready to fight for their land and dignity. Pushed to the brink of desperation, they will target any noble landlord to take what's due.#!" - - #Religious MaA - teutonic_knights:1 "Order Knights" - teutonic_knights_flavor:1 "#F Heavily armored and zealous knights, specializing in massed infantry battles in addition to their heavy cavalry charges.#!" - - skirmishers_lowercase:0 "skirmishers" - light_cavalry_lowercase:0 "light horsemen" - heavy_cavalry_lowercase:0 "heavy horsemen" - archers_lowercase:0 "archers" - pikemen_lowercase:0 "pikemen" - heavy_infantry_lowercase:0 "armored footmen" - elephant_cavalry_lowercase:0 "war elephants" - camel_cavalry_lowercase:0 "camel cavalry" - horse_archers_lowercase:0 "horse archers" - levies_lowercase:0 "levies" - gunpowder_lowercase: "handgunners" - - # Accolade MaA - accolade_maa_archers:0 "Retinue Archers" - accolade_maa_archers_flavor:1 "[retinue_maa|E]\n#F These elite archers are no rabble of poachers: they are relentlessly drilled to rain arrows accurately and at great speed.#!" - accolade_maa_skirmishers:0 "Retinue Skirmishers" - accolade_maa_skirmishers_flavor:1 "[retinue_maa|E]\n#F A mix of lightly-equipped elite warriors and seasoned mercenary raiders, feared for their skill at ambushes and unconventional warfare.#!" - accolade_maa_pikes:0 "Retinue Pikemen" - accolade_maa_pikes_flavor:1 "[retinue_maa|E]\n#F Bedecked in fine armor and bearing long pikes, these infantrymen form the unbreakable core of their liege's army.#!" - accolade_maa_outriders:0 "Retinue Outriders" - accolade_maa_outriders_flavor:1 "[retinue_maa|E]\n#F Atop swift steeds, these elite horsemen can outrun any foe and strike always where least expected and least welcome.#!" - accolade_maa_vanguards:0 "Retinue Vanguard" - accolade_maa_vanguards_flavor:1 "[retinue_maa|E]\n#F Afforded pride of place in the thick of the fight, these disciplined and resplendent heavy infantry are a force few foes can withstand.#!" - accolade_maa_lancers:0 "Retinue Lancers" - accolade_maa_lancers_flavor:1 "[retinue_maa|E]\n#F Coursing into the fray with thunderous clamor and true nobility, the serried ranks of these horsemen inspire a terrible awe on any battlefield.#!" - accolade_maa_crossbowers:0 "Retinue Crossbowmen" - accolade_maa_crossbowers_flavor:1 "[retinue_maa|E]\n#F Knight or knave: any can be pierced through by the carefully-placed iron bolts of these highly-trained crossbow-wielders.#!" - accolade_maa_cameliers:0 "Retinue Camel Riders" - accolade_maa_cameliers_flavor:1 "[retinue_maa|E]\n#F Feared across the Middle East and North Africa, the world boasts scarce-few such skilled camelry.#!" - accolade_maa_elephantiers:0 "Retinue War Elephants" - accolade_maa_elephantiers_flavor:1 "[retinue_maa|E]\n#F From towering howdahs, these beasts' skilled mahouts prove the only thing harder to stop than a charging elephant is another, #EMP larger#! elephant.#!" - accolade_maa_horse_archers:0 "Retinue Horse Archers" - accolade_maa_horse_archers_flavor:1 "[retinue_maa|E]\n#F Common steppe riders possess a lifetime of skill: these veteran horsemen, yet more. To stand against them is pain; to chase after them is death.#!" - accolade_maa_handgunners: "Retinue Handgunners" - accolade_maa_handgunners_flavor: "[retinue_maa|E]\n#F Steadily advancing through the gunpowder smoke, these highly drilled handgunners can shatter the enemy ranks with their master-crafted guns.#!" - - #MPO - nomadic_riders: "Free Riders" - nomadic_riders_flavor: "#F Born on a saddle, $nomadic_riders$ are trained from birth to ride into battle.#!" - kheshig: "Kheshig" - kheshig_flavor: "#F The elite guard of a nomadic ruler, the $kheshig$ guarantee the safety of their liege, day and night. The #EMP khorchin#!, their battle division, extends this guard onto the field of battle.#!" - nomadic_horde: "[horde|E]" - - steppe_raiders: "Steppe Raiders" - steppe_raiders_flavor: "#F Though outfitted as scouts, these outriders rarely hesitate to charge isolated enemies and wreak swift violence on the unwary.#!" - - torch_bearers: "Torch-Bearers" - torch_bearers_flavor: "#F On the boundless steppe, there's no need for siege towers or catapults — just a blazing torch and a swift horse, enough to set every yurt aflame.#!" - -heavy_horse_archers: "Heavy Horse Archers" -heavy_horse_archers_flavor: "#F Armored riders carrying strong bows. As each leads a string of fine horses, these nomads can fight tirelessly on the open field.#!" - -nomad_lancers: "Nomad Lancers" -nomad_lancers_flavor: "#F Hook-bearing lances and horsehair banners rise above this gleaming battle-line of elite, ferocious nomadic cavalry.#!" - -mangudai: "Mangudai" -mangudai_flavor: "#F Brave volunteer riders — 'those already dead' — are the very first to crash into the enemy and, by their ruin, draw the foe into reckless disorder.#!" - -cataphract_archers: "Cataphract Archers" -cataphract_archers_flavor: "#F Arrows and blades ping harmlessly off the lamellar coats of these horsemen and their steeds. Meanwhile, their bows deal death and misery.#!" - -maturkan_warriors: "Maturkan Warriors" -maturkan_warriors_flavor: "#F These war-princes are the defenders of the cold taiga, and fight well where horses and raiding-parties can scarcely go.#!" diff --git a/localization/english/replace/succession_laws_l_english.yml b/localization/english/replace/succession_laws_l_english.yml deleted file mode 100644 index 096d7af16..000000000 --- a/localization/english/replace/succession_laws_l_english.yml +++ /dev/null @@ -1,307 +0,0 @@ -l_english: - succession_order_laws:0 "[succession_laws|E]" - succession_order_laws_singular:0 "[succession_law|E]" - partition_succession_law:1 "Partition" - partition_succession_law_subname:0 "All Children Inherit Equally" - partition_succession_law_effects:1 "\n#V Under $partition_succession_law$ [succession], your [titles] will be divided equally between your children.#!\n\n#weak $partition_base_desc$#!" - partition_base_desc:2 "#weak Upon succession, all [titles|E] held by the late [ruler|E] will be divided amongst their [eligible_children|E], with the [player_heir|E] always being given the [primary_title|E], [realm_capital|E] and any direct [de_jure|E] titles associated with it.\n\nYounger children will be given Titles starting with those of the same [rank|E] as the Primary Title; if none are available they will be given lower-ranking Titles. Your Player Heir cannot be preemptively granted Titles they do not stand to inherit.\n#!" - high_partition_succession_law:1 "High Partition" - high_partition_succession_law_subname:0 "All Children Inherit" - high_partition_succession_law_effects:2 "\n#V Under $high_partition_succession_law$ [succession], the lion's share of [titles] will go to your [player_heir] – the rest will be divided between your children.#!\n\n#weak $partition_base_desc$\nThe Player Heir will #emp always#! inherit at least half of the late Ruler's Titles.\n#!" - confederate_partition_succession_law:1 "Confederate Partition" - confederate_partition_succession_law_subname:0 "All Children Inherit Equally" - confederate_partition_succession_law_effects:2 "\n#V Under $confederate_partition_succession_law$, your [titles] will be divided equally between your children. New [titles] may be created for younger [realm_heirs].#!\n\n#weak $partition_base_desc$\nYounger children will have Titles created for them, if enough land is held.\n\n#!#X Tribal rulers are locked to this succession type.#!\n" - single_heir_succession_law:4 "Primogeniture" - single_heir_succession_law_subname:0 "Oldest Child Inherits" - single_heir_succession_law_effects:1 "\n#V Under $single_heir_succession_law$ [succession], your oldest child inherits all your [titles].#!\n\n#weak Upon succession, all of the late Ruler's [titles|e] will be given to the [player_heir|E], which is their oldest [eligible_child|E]. Younger children will receive nothing.\n#!" - single_heir_succession_law_youngest:4 "Ultimogeniture" - single_heir_succession_law_youngest_subname:0 "Youngest Child Inherits" - single_heir_succession_law_youngest_effects:1 "\n#V Under $single_heir_succession_law_youngest$ [succession], your youngest child inherits all your [titles].#!\n\n#weak Upon succession, all of the late Ruler's [titles|e] will be given to the [player_heir|E], which is their youngest [eligible_child|E]. Older children will receive nothing.\n#!" - single_heir_dynasty_house:1 "House Seniority" - single_heir_dynasty_house_subname:0 "Oldest [house] Member Inherits" - single_heir_dynasty_house_effects:1 "\n#V Under $single_heir_dynasty_house$ [succession], the oldest member of your [house] will inherit all your titles.#!\n\n#weak Upon succession, all of the late Ruler's [titles|e] will be given to the oldest eligible member of their [house|E]. Your children will not be given anything, unless one of them happens to be the oldest House member.\n#!" - same_faith_theocratic_succession_law:0 "Same Faith" - same_faith_theocratic_succession_law_effects:0 "Only characters of the same [faith|E] as the current [ruler|E] can inherit." - same_faith_only_law:0 "$same_faith_theocratic_succession_law$" - same_faith_only_law_effects:0 "$same_faith_theocratic_succession_law_effects$" - bishop_theocratic_succession_law:1 "Theocratic" - bishop_theocratic_succession_law_effects:0 "Upon succession all of the [realm_priest_possessive|E] [titles|e] will be given to their successor. The doctrines of their [faith|E] determine who this successor will be." - temporal_head_of_faith_succession_law:0 "Temporal Theocratic" - temporal_head_of_faith_succession_law_effects:0 "The [temporal_head_of_faith|E] [title|E] will be given to the [player_heir|E] of the current [head_of_faith|E]." - succession_laws_must_not_be_temporal:0 "Must not be a [temporal_head_of_faith|E] [title|E]." - holy_order_succession_law:1 "Holy Order" - holy_order_succession_law_effects:0 "Upon succession all of the Grandmaster's [titles|e] will be given to their successor, who is generally the [knight|E] with the highest [martial|E] skill." - mercenary_company_succession_law:1 "Mercenary Company" - mercenary_company_succession_law_effects:0 "Upon succession all of the Captain's [titles|e] will be given to their successor, who is generally the [knight|E] with the highest [martial|E] skill." - city_succession_law:1 "Republican" - city_succession_law_effects:0 "Upon succession all of the ruler's [titles|e] will be given to their successor." - herder_succession_law: "Herder Succession" - herder_succession_law_effects: "Upon succession all of the ruler's [titles|e] will be given to their successor." - succession_rel_head:0 "[religious_head_succession_law_short|E]" - succession_rel_head_singular:0 "[religious_head_succession_law_short|E]" - succession_faith:0 "[faith|E] [succession|E]" - succession_faith_singular:0 "[faith|E] [succession|E]" - succession_gender_laws:0 "[gender_laws|E]" - succession_gender_laws_singular:0 "[gender_law|E]" - same_faith_succession_law:0 "$same_faith_theocratic_succession_law$" - same_faith_succession_law_effects:0 "$same_faith_theocratic_succession_law_effects$" - male_only_law:0 "Male Only" - male_preference_law:0 "Male Preference" - equal_law:0 "Equal" - female_preference_law:0 "Female Preference" - female_only_law:0 "Female Only" - male_only_law_subname:0 "Agnatic" - male_preference_law_subname:0 "Agnatic-Cognatic" - equal_law_subname:0 "Cognatic" - female_preference_law_subname:0 "Enatic-Cognatic" - female_only_law_subname:0 "Enatic" - male_only_law_effects:0 "$EFFECT_LIST_BULLET$Women are disqualified from inheritance\n$EFFECT_LIST_BULLET$Women cannot inherit [claims|E]\n$EFFECT_LIST_BULLET$Male [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]" - male_preference_law_effects:0 "$EFFECT_LIST_BULLET$Men take precedence over women in succession\n$EFFECT_LIST_BULLET$Male [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]" - equal_law_effects:3 "$EFFECT_LIST_BULLET$Men and women are equal in succession\n$EFFECT_LIST_BULLET$All [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]" - female_preference_law_effects:2 "$EFFECT_LIST_BULLET$Women take precedence over men in succession\n$EFFECT_LIST_BULLET$Female [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]" - female_only_law_effects:2 "$EFFECT_LIST_BULLET$Men are disqualified from inheritance\n$EFFECT_LIST_BULLET$Men cannot inherit [claims|E]\n$EFFECT_LIST_BULLET$Female [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]" - SUCCESSION_FORM_NAME: "[Character.GetActiveLawInGroupWithFlag('succession_gender_laws').GetName] [Character.GetActiveLawInGroupWithFlag('succession_order_laws').GetName]" - feudal_elective_succession_law:0 "Feudal Elective" - princely_elective_succession_law:0 "Princely Elective" - feudal_elective_succession_law_effects:1 "The [ruler|E] and all direct [de_jure|E] [vassals|E] of one or two [ranks|E] below the [title|E] can nominate a [title_heir|E] from among themselves and the [close_family|E] of the ruler." - princely_elective_succession_law_effects:1 "The Emperor and the seven Prince–Electors can nominate a [title_heir|E] from among themselves, any [legitimate|E] children and siblings of the [ruler|E], as well as any other major [de_jure|E] [vassal|E] of the Empire. If an historical elector [title|E] is held by infidels or does not exist, another [de_jure|E] vassal will take its place. This [succession_law|E] places a significant importance on [faith|E] and [piety|E].\n\nThe Electoral titles for this realm are the Counties of Cologne, Mainz and Trier, and the Duchies of Bohemia, East Franconia, Ostfalen and Ostmark." - gaelic_elective_succession_law:0 "Tanistry Elective" - gaelic_elective_succession_law_effects:2 "The [ruler|E] and all [vassals|E] above the [rank|E] of [baron|E] and one or two ranks below the [title|E] can nominate a [title_heir|E] — the Tanist — from among the members of the ruler's [dynasty|E]. Vassals will tend to favor older, distant relatives over [close_family|E]." - saxon_elective_succession_law:1 "Peasant Elective" - saxon_elective_succession_law_subname:0 "Farmer's Elective" - saxon_elective_succession_law_effects:1 "The [ruler|E] and all direct, adult [de_jure|E] vassals of one or two [ranks|E] below the [title|E] can nominate a [title_heir|E] from the most [powerful_vassal|E] amongst them, the ruler's [legitimate|E] children, and any other valid [claimant|E]." - scandinavian_elective_succession_law:1 "Scandinavian Elective" - scandinavian_elective_succession_law_subname:0 "Thing" - scandinavian_elective_succession_law_effects:2 "The [ruler|E] and all [de_jure|E] [vassals|E] (except Barons) can nominate a [title_heir|E] amongst the ruler's [extended_family|E] and any available [claimants|E]. [voting_power|E] in this [succession_law|E] is influenced by the [elector|E]'s total [domain|E] [county_development|E] and [capital|E] [county_opinion|E]." - - feudal_elective_candidates:0 "Close Family, Claimants, and Electors" - feudal_elective_candidates_tooltip:1 "In order to be a valid Candidate under Feudal Elective, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate [close_family|E] member of the current ruler, who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a valid Feudal [elector|E] to the title" - feudal_elective_electors:0 "Ruler and Vassals" - feudal_elective_electors_tooltip:0 "In order to be a valid [elector|E] under Feudal Elective, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a [de_jure|E] vassal of the title\n$EFFECT_LIST_BULLET$Be a direct vassal of the title\n$EFFECT_LIST_BULLET$Be only one or two [ranks|E] below the title" - - princely_elective_candidates:0 "$feudal_elective_candidates$" - princely_elective_candidates_tooltip:1 "In order to be a valid Candidate under Princely Elective, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate [close_family|E] member of the current ruler, who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a valid Feudal [elector|E] to the title" - princely_elective_electors:0 "Prince-Electors" - princely_elective_electors_tooltip:1 "In addition to the [SuccessionElectionWindow.GetTitle.GetHolder.GetTitleAsNameNoTooltip], holders of the following [titles|E] are favored as [electors|E] under [SuccessionElectionWindow.GetSuccessionLaw.GetName]:[SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector1')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector2')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector3')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector4')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector5')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector6')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector7')]\n\nIf any of the above are not created, not held by a [de_jure|E] Imperial [vassal|E], already held by another Elector, or the holder's [faith|E] differs from the Emperor's, another De Jure title held by a direct Imperial vassal or [independent_ruler|E] will be selected based on these criteria:\n$EFFECT_LIST_BULLET$Rulers of Emperor's [faith|E] and [culture|E] are favored\n$EFFECT_LIST_BULLET$[theocratic|E] and [feudal|E] rulers are favored" - - gaelic_elective_candidates:0 "Dynasty Members" - gaelic_elective_candidates_tooltip:1 "All legitimate members of the current ruler's [dynasty|E] who are not in line to inherit a Theocracy or Republic are valid candidates under Tanistry. Children of a candidate cannot be nominated." - gaelic_elective_electors:0 "$feudal_elective_electors$" - gaelic_elective_electors_tooltip:0 "In order to be a valid [elector|E] under Tanistry, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a [de_jure|E] vassal of the title\n$EFFECT_LIST_BULLET$Be only one or two [ranks|E] below the title" - - saxon_elective_candidates:0 "Children, Claimants, and Vassals" - saxon_elective_candidates_tooltip:1 "In order to be a valid Candidate under the Witenagemot, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate child of the current ruler, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [powerful_vassal_powerful|E] [de_jure] Feudal Vassal of the title" - saxon_elective_electors:0 "$feudal_elective_electors$" - saxon_elective_electors_tooltip:0 "In order to be a valid [elector|E] under the Witenagemot, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a [de_jure|E] vassal of the title\n$EFFECT_LIST_BULLET$Be a direct vassal of the title\n$EFFECT_LIST_BULLET$Be Adult\n$EFFECT_LIST_BULLET$NOT be Incapable" - - scandinavian_elective_candidates:0 "Extended Family and Claimants" - scandinavian_elective_candidates_tooltip:1 "In order to be a valid Candidate under the Thing, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate member of the ruler's [extended_family|E], who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic" - scandinavian_elective_electors:0 "$feudal_elective_electors$" - scandinavian_elective_electors_tooltip:0 "In order to be a valid [elector|E] under the Thing, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a direct vassal of the title\n$EFFECT_LIST_BULLET$NOT be a Baron" - - succession_laws_must_have_organised_government_tooltip:0 "[SelectLocalization( HasDlcFeature( 'all_under_heaven' ), 'succession_laws_must_have_organised_government_tooltip_auh_tooltip', 'succession_laws_must_have_organised_government_tooltip_base_game_tooltip' )]" - succession_laws_must_have_organised_government_tooltip_auh_tooltip: "I do not have a [feudal|E], [clan|E] or [japan_feudal|E] [government|E]" - succession_laws_must_have_organised_government_tooltip_base_game_tooltip: "I do not have a [feudal|E] or [clan|E] [government|E]" - succession_laws_must_not_be_forced_partition:0 "I am not forced to Partition [succession|E] by my [vassal_contract|E]" - succession_laws_must_have_valid_tanistry_culture:1 "You do #bold not#! have either the $goidelic_group$ or $brythonic_group$ [heritage|E]." - number_of_election_votes:0 "Number of election votes" - - get_hre_elector_1:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_1').GetLandedTitle.GetName]" - get_hre_elector_2:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_2').GetLandedTitle.GetName]" - get_hre_elector_3:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_3').GetLandedTitle.GetName]" - get_hre_elector_4:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_4').GetLandedTitle.GetName]" - get_hre_elector_5:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_5').GetLandedTitle.GetName]" - get_hre_elector_6:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_6').GetLandedTitle.GetName]" - get_hre_elector_7:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_7').GetLandedTitle.GetName]" - - #FP3 addition: - - tribal_elective_succession_law: "Tribal Elective" - tribal_elective_succession_law_subname: "Jirga" - tribal_elective_succession_law_effects: "The [ruler|E] and all [de_jure|E] [vassals|E] that are either [house_heads|E] or adults with [piety_level|E] 2 or higher can nominate a [title_heir|E] amongst the ruler's [extended_family|E], [direct_vassals|E] and any available [claimants|E]. [voting_power|E] in this [succession_law|E] is influenced by the [elector|E]'s total [domain|E] [county_development|E] and [capital|E] [county_opinion|E]." - - tribal_elective_candidates: "Extended Family, Vassals and Claimants" - tribal_elective_candidates_tooltip: "In order to be a valid Candidate under the Jirga, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate member of the ruler's [dynasty|E], who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a [direct_vassal|E] of the title" - tribal_elective_electors: "$feudal_elective_electors$" - tribal_elective_electors_tooltip: "In order to be a valid [elector|E] under the Jirga, a character must be a [de_jure|E] vassal of the title and be #italic either#! of the following:\n$EFFECT_LIST_BULLET$a [house_head|E]\n$EFFECT_LIST_BULLET$an adult with [piety_level|E] 2 or higher" - - - clan_antagonistic_partition_succession_law: "Antagonistic Succession" - clan_antagonistic_partition_succession_law_subname: "All Children Inherit Equally" - clan_antagonistic_partition_succession_law_effects: "\n#V Under $clan_antagonistic_partition_succession_law$, your [titles] will be divided equally between your children.#!\n\n[vassals|E] from your [house|E] gain a [claim|E] on your [primary_title|E]#!\n\n#weak $partition_base_desc$#!" - - clan_competitive_partition_succession_law: "Competitive Succession" - clan_competitive_partition_succession_law_subname: "All Children Inherit Equally" - clan_competitive_partition_succession_law_effects: "\n#V Under $clan_competitive_partition_succession_law$, your [titles] will be divided equally between your children.#!\n\n[vassals|E] from your [house|E] gain a [claim|E] on your [primary_title|E]\n\n#weak $partition_base_desc$#!" - - clan_impassive_partition_succession_law: "Impassive Succession" - clan_impassive_partition_succession_law_subname: "All Children Inherit" - clan_impassive_partition_succession_law_effects: "\n#V Under $clan_impassive_partition_succession_law$, your [player_heir] is guaranteed to receive a certain portion of your [titles] – the rest will be divided between your remaining children.#!\n\n#weak $partition_base_desc$\n#!The Player Heir will #emp always#! inherit at least a quarter of the late Ruler's Titles.\n#!" - - clan_friendly_partition_succession_law: "Friendly Succession" - clan_friendly_partition_succession_law_subname: "All Children Inherit" - clan_friendly_partition_succession_law_effects: "\n#V Under $clan_friendly_partition_succession_law$, your [player_heir] is guaranteed to receive a certain portion of your [titles] – the rest will be divided between your remaining children.#!\n\n#weak $partition_base_desc$\n#!The Player Heir will #emp always#! inherit at least half of the late Ruler's Titles.\n#!" - - clan_harmonious_partition_succession_law: "Harmonious Succession" - clan_harmonious_partition_succession_law_subname: "All Children Inherit" - clan_harmonious_partition_succession_law_effects: "\n#V Under $clan_harmonious_partition_succession_law$, your [player_heir] is guaranteed to receive a certain portion of your [titles] – the rest will be divided between your remaining children.#!\n\n#weak $partition_base_desc$\n#!The Player Heir will #emp always#! inherit at least three quarters of the late Ruler's Titles.\n#!" - - SUCCESSION_TITLE_LAW_WARNING: "@alert_icon! Any Title with special [title_succession|E] will take precedence over your Realm [succession_law|E]" - - #EP3: - noble_family_succession_law: "Noble Family Succession" - noble_family_succession_law_subname: "[player_heir|E] inherits" - noble_family_succession_law_effects: "The Noble Family [title|E] along with its [domicile|E] will be given to the [player_heir|E]." - - # Appointment Succession Law - appointment_succession_law: "Appointment Succession" - appointment_succession_law_subname: "Candidate with the Highest Score Inherits" - appointment_succession_law_effects: "\n#V A type of [appointment_succession_law|E]. Under $appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the Candidate with the highest [candidate_score|E].\n\nAny [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means from [scheming|E] to spending [influence|E].\n#!" - - # Acclamation Succession Law (Byzantium, EP3) - acclamation_succession_law: "Acclamation Succession" - acclamation_succession_law_subname: "$appointment_succession_law_subname$" - acclamation_succession_law_effects: "\n#V A type of [appointment_succession_law|E]. Under $acclamation_succession_law$, the [empire|E] [title|E] and its associated [holdings|E] will be inherited by the Candidate with the highest [candidate_score|E].\n\nThe pool of candidates includes the [house_heads|E] of the [realm|E]'s [noble_families|E], [governors|E], and their family members.\n#!" - # Descs used in calculating the candidate scores - sum_of_skills_desc: "[skills|E]" - infant_candidate_desc: "Infant" - adolescent_candidate_desc: "Adolescent" - child_candidate_desc: "Child" - geriatric_candidate_desc: "Geriatric" - councillor_position_desc: "Imperial [councillor|E]" - court_position_succession_desc: "Imperial [court_position|E]" - councillor_position_governor_desc: "[title.GetHolder.GetTitledFirstNamePossessive] [councillor|E]" - court_position_succession_governor_desc: "Holds [title.GetHolder.GetTitledFirstNamePossessive] [court_position|E]" - accepted_faith_succession_desc: "[faith|E] considered Accepted by [state_faith|E]" - astray_faith_succession_desc: "[faith|E] considered Astray by [state_faith|E]" - hostile_faith_succession_desc: "[faith|E] considered Hostile by [state_faith|E]" - evil_faith_sucession_desc: "[faith|E] considered Evil by [state_faith|E]" - title_claim_desc: "Has a Strong [claim|E]" - county_holder_opinion_desc: "Own [capital|E]'s [county_opinion|E]" - duchy_tier_desc: "[duchy|E]-[title_tier|E]" - kingdom_tier_desc: "[kingdom|E]-[title_tier|E]" - lowborn_desc_succession: "Lowborn" - negative_trait_succession: "Negative [traits|E]" - of_local_culture_succession_desc: "Is of local [culture|E]" - not_of_local_culture_succession_desc: "Is NOT of local [culture|E]" - accepted_foreign_culture: "Integrated [culture|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]" - mediocre_cultural_acceptance: "Mild [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]" - poor_cultural_acceptance: "Low [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]" - terrible_cultural_acceptance: "Very Low [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]" - no_cultural_acceptance: "No [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]" - eldest_imperial_son_desc: "Eldest Imperial Son" - eldest_imperial_daughter_desc: "Eldest Imperial Daughter" - eldest_imperial_child_desc: "Eldest Imperial Child" - imperial_close_family_desc: "[close_family|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]" - imperial_close_extended_family_desc: "[extended_family|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]" - imperial_same_house_desc: "Same [house|E] as the [ROOT.Char.GetTopLiege.GetTitleAsName]" - spouse_of_emperor_desc: "[spouse|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]" - imperial_friend_desc: "[friend|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]" - imperial_best_friend_desc: "[best_friend|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]" - imperial_guardian_desc: "[guardian|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]" - imperial_co_emperor_desc: "Incumbent [co_emperor|E]" - imperial_diarch_desc: "[ROOT.Char.GetTopLiege.GetDiarchTitle] [scales_of_power|E]" - governor_friend_desc: "Current [holder|E] is [friend|E]" - governor_best_friend_desc: "Current [holder|E] is [best_friend|E]" - governor_elder_desc: "Current [holder|E] is [elder|E]" - governor_disciple_desc: "Current [holder|E] is [disciple|E]" - governor_diarch_desc: "[diarch|E] of [title|e]" - ceremonial_liege_desc: "[ceremonial_liege|E]" - title_weak_claim_desc: "Has a Weak [claim|E]" - extended_family_holder_desc: "[extended_family|E] of current [holder|E]" - close_family_married_to_holder_desc: "[close_family|E] of current [holder_possessive|E] [spouse|E]" - close_family_holder_desc: "[close_family|E] of current [holder|E]" - grandparent_holder_desc: "Grandchild of current [holder|E]" - parent_holder_desc: "Child of current [holder|E]" - sibling_holder_desc: "Sibling of current [holder|E]" - deviant_and_criminal_desc: "[GetTrait('deviant').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!" - incestuous_and_criminal_desc: "[GetTrait('incestuous').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!" - sodomite_and_criminal_desc: "[GetTrait('sodomite').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!" - cannibal_and_criminal_desc: "[GetTrait('cannibal').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!" - kinslayer_1_and_criminal_desc: "[GetTrait('kinslayer_1').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!" - kinslayer_2_and_criminal_desc: "[GetTrait('kinslayer_2').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!" - kinslayer_3_and_criminal_desc: "[GetTrait('kinslayer_3').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!" - witch_and_criminal_desc: "[GetTrait('witch').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!" - adulterer_and_criminal_desc: "[GetTrait('adulterer').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!" - fornicator_and_criminal_desc: "[GetTrait('fornicator').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!" - unsound_mind_desc: "Is of unsound mind" - admin_renounced_throne: "Renounced aspirations for the throne" - appointment_male_preference_desc: "[GetLaw('male_preference_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_non_preferred_gender_penalty_value')|0%])#!" - appointment_male_only_desc: "[GetLaw('male_only_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_opposite_gender_penalty_value')|0%])#!" - appointment_female_preference_desc: "[GetLaw('female_preference_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_non_preferred_gender_penalty_value')|0%])#!" - appointment_female_only_desc: "[GetLaw('female_only_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_opposite_gender_penalty_value')|0%])#!" - appointment_is_top_liege: "Is the [ROOT.Char.GetTitleAsName]" - popular_opinion_in_capital_desc: "[county_opinion|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetCounty.GetTitle.GetNameNoTier]" - - landless_adventurer_succession_law: "Camp Succession" - landless_adventurer_succession_law_subname: "Oldest Child Inherits" - landless_adventurer_succession_law_effects: "#high Under $landless_adventurer_succession_law$ the Camp [title|E] will be given to your oldest [child|E] (or next closest relative) who is also your [courtier|E] who does not hold any [titles|E]. If none are available, the [follower|E] with highest prowess inherits.#!" - -#MPO - single_heir_succession_kurultai_law: "Kurultai" - single_heir_succession_kurultai_subname: "Oldest Child Inherits" - single_heir_succession_kurultai_law_effects: "Under the Kurultai succession the [council|E] plays an important role in decision who will be next in line. If there are disagreeing voices among the [kurultai|E], it will lead to a Chaotic Succession.\n\nUnder a Chaotic Succession the line is unclear, and the [heir|E] will experience some negative effects at the start of their rule.\n\nIf all the Kurultai fall in line, the realm will experience a Stable Succession where the [heir|E] will take the throne with the support of all their most powerful supporters." - - law_of_the_land_succession_law: "Law of the Land Succession" - law_of_the_land_succession_law_subname: "[holding_type] Dictates Successor" - law_of_the_land_succession_law_effects: "This [county|E] requires a specific [government|E] to inherit based on the [holding_type|E] of the capital [barony|E]. It will be given to a character in the [realm|E]'s [line_of_succession|E] that fulfills this condition.\n\nIf no one fulfills the requirement, a local character will inherit the [title|E] and become [independent|E]." - succession_law_changed: "Title Succession Law Changed" - - confederation_elective_succession_law: "Confederation Elective" - confederation_elective_succession_law_subname: "[vassals] Hold the Real Power" - confederation_elective_candidates: "Close Family, Grandchildren and Vassals" - confederation_elective_candidates_tooltip: "In order to be a valid Candidate under Feudal Elective, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate [close_family|E] member of the current ruler\n$EFFECT_LIST_BULLET$Be a [vassal|E]" - confederation_elective_succession_law_effects: "The [ruler|E] and all direct [vassals|E] can nominate a [title_heir|E] from among themselves and the [close_family|E] of the ruler. [voting_strength|E] is primarily determined by [prestige_level|E], [piety_level|E], and number of [count|E]-[title_tier|E] [vassals|E]." - confederation_elective_electors: "$feudal_elective_electors$" - confederation_elective_electors_tooltip: "In order to be a valid [elector|E] under Confederation Elective, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be [count|E]-[rank|E] or higher\n$EFFECT_LIST_BULLET$Be a direct [vassal|E] of the [title|E]\n$EFFECT_LIST_BULLET$Have Tribal or Nomadic [government|E]\n$EFFECT_LIST_BULLET$Not have the [GetTrait('incapable').GetName( GetNullCharacter )] [trait|E]\n$EFFECT_LIST_BULLET$Not be at [war|E] with the [title|E] holder" - - - #TGP - mandala_succession_law: "Mandala Succession" - mandala_succession_law_subname: "Mandala Succession" - mandala_succession_law_effects: "#high The $mandala_succession_law$ allows your oldest child to inherit your [titles|E].\n\nUpon succession the new ruler will have to pass [mandala_trials|E] to keep control of the entire realm and its [tributaries|E]#!.\n\n" - - celestial_appointment_succession_law: "Celestial Appointment Succession" - celestial_appointment_succession_law_subname: "Candidate with the Highest Score Inherits" - celestial_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E]. Under $celestial_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means, such as having a significant [merit_level|E] or spending [influence|E].#!\n\n" - celestial_military_appointment_succession_law: "Celestial Commander Succession" - celestial_military_appointment_succession_law_subname: "Candidate with the highest [martial|E] capabilities inherits" - celestial_military_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E]. Under $celestial_military_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a military [governorship|E] by having a good [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!\n\n" - merit_level_desc: "[merit_level|E]" - merit_level_too_low_ministry_desc: "Below [titlepossessive|E] expected [merit_level|E] (#V 2#!)" - merit_level_too_low_empire_desc: "Below [titlepossessive|E] expected [merit_level|E] ([EmptyScope.ScriptValue('merit_level_expected_empire_value')|0])" - merit_level_too_low_kingdom_desc: "Below [titlepossessive|E] expected [merit_level|E] ([EmptyScope.ScriptValue('merit_level_expected_kingdom_value')|0])" - merit_level_too_low_duchy_desc: "Below [titlepossessive|E] expected [merit_level|E] ([EmptyScope.ScriptValue('merit_level_expected_duchy_value')|0])" - marshal_governor_desc: "[title.GetHolder.GetTitledFirstNamePossessive] [marshal|E]" - has_trait_education_martial_1: "[GetTrait('education_martial_1').GetName( GetNullCharacter )]" - has_trait_education_martial_2: "[GetTrait('education_martial_2').GetName( GetNullCharacter )]" - has_trait_education_martial_3: "[GetTrait('education_martial_3').GetName( GetNullCharacter )]" - has_trait_education_martial_4: "[GetTrait('education_martial_4').GetName( GetNullCharacter )]" - has_trait_education_martial_5: "[GetTrait('education_martial_5').GetName( GetNullCharacter )]" - number_of_commander_traits_desc: "Number of [commander_traits|E]" - has_warfare_legacy_track_desc: "$warfare_legacy_track_name$ [Concept( 'dynasty_perk', 'Legacy Track' )|E] #weak (+10/Legacy)#!" - cannot_be_commander: "Is #bold not#! allowed to be a [commander|E]" - governor_of_same_or_higher_tier_desc: "Is a [governor|E] of the same or higher [rank|E]" - celestial_appointment_allowed_desc: "Your [GetPlayer.Custom('GetProvinceAdministrationConcept')] is #bold not#! a civilian [governorship|E]" - celestial_military_appointment_allowed_desc: "Your [GetPlayer.Custom('GetProvinceAdministrationConcept')] is #bold not#! a military [governorship|E]" - - celestial_ministry_appointment_succession_law: "Minister Appointment" - celestial_ministry_appointment_succession_law_subname: "Candidate with the Highest Score Inherits" - celestial_ministry_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E]. $celestial_appointment_succession_law$ is the succcession for Ministry [titles|E]. They are highly valued positions reserved for those of the highest [merit_levels|E]. [movements|E], [merit|E], and [influence|E] play a major role in increasing a candidate's [candidate_score|E].#!" - celestial_ministry_appointment_cannot_remove_desc: "This [title|E] can #bold not#! have its [succession_law|E] removed" - - celestial_grand_marshal_appointment_succession_law: "Grand Marshal Appointment" - celestial_grand_marshal_appointment_succession_law_subname: "$celestial_military_appointment_succession_law_subname$" - celestial_grand_marshal_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E] only used by the [minister_grand_marshal|E], a position reserved for commanders of the highest [merit_levels|E]. Under $celestial_grand_marshal_appointment_succession_law$, the [title|E] will be inherited by the candidate with highest [candidate_score|E]. Score is primarily affected by [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!" - - meritocratic_appointment_succession_law: "Meritocratic Appointment Succession" - meritocratic_appointment_succession_law_subname: "$celestial_appointment_succession_law_subname$" - meritocratic_appointment_succession_law_effects: "\n#high A type of [appointment_succession_law|E]. Under $meritocratic_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means, such as having a significant [merit_level|E] or spending [influence|E].#!\n\n" - meritocratic_military_appointment_succession_law: "Meritocratic Commander Succession" - meritocratic_military_appointment_succession_law_subname: "$celestial_military_appointment_succession_law_subname$" - meritocratic_military_appointment_succession_law_effects: "\n#high A type of [appointment_succession_law|E]. Under $meritocratic_military_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a military [governorship|E] by having a good [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!\n\n" - - # Meritocratic Acclamation Succession Law (Korea, TGP) - meritocratic_regency_succession_law: "Meritocratic Regency Succession" - meritocratic_regency_succession_law_subname: "$appointment_succession_law_subname$" - meritocratic_regency_succession_law_effects: "Under $meritocratic_regency_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest score. The pool of candidates includes the realm's [noble_families|E], [governors|E], and their family members." diff --git a/localization/english/replace/terrains_l_english.yml b/localization/english/replace/terrains_l_english.yml deleted file mode 100644 index c75bc1b16..000000000 --- a/localization/english/replace/terrains_l_english.yml +++ /dev/null @@ -1,51 +0,0 @@ -l_english: - plains:0 "Plains" - hills:0 "Hills" - combat_hills:0 "Defending in Hills" - travel_danger_type_tells:0 "Tells" - travel_danger_type_tells_desc:0 "Anything could be hiding among these tells." - terrain_tells:0 "tells" - terrain_tells_plural:0 "$terrain_tells$" - mountains:0 "Mountains" - combat_mountain:0 "Defending in Mountains" - desert:0 "Desert" - desert_mountains:0 "Desert Mountains" - combat_desert_mountains:0 "Defending in Desert Mountains" - jungle:0 "Jungle" - combat_jungle:0 "Defending in Jungle" - forest:0 "Forest" - combat_forest:0 "Defending in Forest" - oasis:0 "Oasis" - taiga:0 "Taiga" - combat_taiga:0 "Defending in Taiga" - wetlands:0 "Wetlands" - combat_wetlands:0 "Defending in Wetlands" - steppe:0 "Steppe" - farmlands:0 "Farmlands" - floodplains:0 "Floodplains" - drylands:0 "Drylands" - winter:0 "Winter" - sea:0 "Sea" - coastal_sea:0 "Coastal Sea" - tells:0 "Tells" - combat_tells:0 "Defending in Tells" - terraced_hills: "Terraced Hills" - combat_terraced_hills: "Defending in $terraced_hills$" - TERRAIN_DESCRIPTION:0 "[Terrain.GetEffects]" - TERRAIN_PROVINCE_MODIFIER_HEADER:0 "#S [county|E] Effects:#!" - TERRAIN_COUNTY_CAPITAL_MODIFIER_HEADER: "#S [county_capital|E] Effects:#!" - TERRAIN_MOVEMENT_SPEED:0 "Movement Speed: $VALUE|%0V$" - TERRAIN_COMBAT_WIDTH:0 "[combat_width|E]: $VALUE|%0V$" - TERRAIN_ATTACKER_MODIFIER:0 "Attacker [advantage|E]: $VALUE|=+0$" - TERRAIN_DEFENDER_MODIFIER:0 "Defender [advantage|E]: $VALUE|=+0$" - TERRAIN_MILITARY_EFFECTS_HEADER:0 "#S Military Effects:#!" - TERRRAIN_MILITARY_ATTACKER_MODIFIER:0 "#S Attacker Modifier:#!" - TERRRAIN_MILITARY_DEFENDER_MODIFIER:0 "#S Defender Modifier:#!" - TERRAIN_MILD_WINTER:0 "Mild $winter$" - TERRAIN_NORMAL_WINTER:0 "Normal $winter$" - TERRAIN_HARSH_WINTER:0 "Harsh $winter$" - TERRAIN_TRAVEL_EFFECTS_HEADER:0 "#S Travel Effects:#!" - TERRAIN_DANGER:1 "[travel_danger|E]: $VALUE|=-0$" - TERRAIN_PROVISIONS_BASE_COST: "Base Cost" - TERRAIN_PROVISIONS_COST: "[provisions|E] Cost" - diff --git a/localization/english/replace/auxiliary_regiment_l_english.yml b/localization/english/replace/zz_NEOW_auxiliary_regiment_l_english.yml similarity index 100% rename from localization/english/replace/auxiliary_regiment_l_english.yml rename to localization/english/replace/zz_NEOW_auxiliary_regiment_l_english.yml diff --git a/localization/english/replace/zz_NEOW_council_stuff_l_english.yml b/localization/english/replace/zz_NEOW_council_stuff_l_english.yml new file mode 100644 index 000000000..2d02486cf --- /dev/null +++ b/localization/english/replace/zz_NEOW_council_stuff_l_english.yml @@ -0,0 +1,27 @@ +l_english: + + councillor_court_chaplain_orthodox_clerical_region_archbishop: "Archbishop" + councillor_court_chaplain_orthodox_clerical_region_archbishop_female: "Archbishop" + councillor_court_chaplain_orthodox_clerical_region_archbishop_possessive: "Archbishop's" + councillor_court_chaplain_orthodox_clerical_region_archbishop_female_possessive: "Archbishop's" + councillor_court_chaplain_orthodox_clerical_region_exarch: "Exarch" + councillor_court_chaplain_orthodox_clerical_region_exarch_female: "Exarch" + councillor_court_chaplain_orthodox_clerical_region_exarch_possessive: "Exarch's" + councillor_court_chaplain_orthodox_clerical_region_exarch_female_possessive: "Exarch's" + + COURT_CHAPLAIN_CONVERSION_HARDER_TO_CONVERT_FAITH_AWAY_IN_HILLS_FORESTS_MALUS_MODIFIER:0 "[councillor_liege.GetFaith.GetName] — [GetFaithDoctrine('against_all_odds').GetBaseName] in Hills and Forests" + + STEWARD_PROMOTE_CULTURE_LOW_CONTROL_PENALTY:0 "Low County Control Penalty" + STEWARD_PROMOTE_CULTURE_MEDIUM_CONTROL_PENALTY:0 "Medium County Control Penalty" + STEWARD_PROMOTE_CULTURE_HIGH_CONTROL_PENALTY:0 "High County Control Penalty" + STEWARD_PROMOTE_CULTURE_HIGH_CONTROL_BONUS:0 "Total County Control Bonus" + STEWARD_PROMOTE_CULTURE_ABSOLUTE_CONTROL_BONUS:0 "Absolute County Control Bonus" + STEWARD_PROMOTE_CULTURE_HIGH_TERRAIN_PENALTY:0 "Extreme Terrain Penalty" + STEWARD_PROMOTE_CULTURE_LOW_TERRAIN_PENALTY:0 "Difficult Terrain Penalty" + STEWARD_PROMOTE_CULTURE_LOW_FERVOUR_BONUS:0 "Low County Faith Fervour Bonus" + STEWARD_PROMOTE_FAITH_MEDIUM_FERVOUR_PENALTY:0 "Medium County Faith Fervour Penalty" + STEWARD_CONVERT_FAITH_HIGH_FERVOUR_PENALTY:0 "High County Faith Fervour Penalty" + STEWARD_CONVERT_FAITH_ZEALOT_FERVOUR_PENALTY:0 "Zealous County Faith Fervour Penalty" + + COURT_CHAPLAIN_CONVERSION_HOLY_SITE_GENEVA:1 "Holy Site — Geneva" + court_astrologer_court_position: "Meteorologist" \ No newline at end of file diff --git a/localization/english/replace/zz_NEOW_decisions_l_english.yml b/localization/english/replace/zz_NEOW_decisions_l_english.yml index 6daa2a6e1..3229b3ed3 100644 --- a/localization/english/replace/zz_NEOW_decisions_l_english.yml +++ b/localization/english/replace/zz_NEOW_decisions_l_english.yml @@ -1,377 +1,4 @@ l_english: - DECISION_ON_COOLDOWN:0 "@warning_icon! #X $DECISION_NAME$ unavailable until [DATE.GetStringLong]#!" - ALREADY_PLANNING_ACTIVITY:0 "You are already planning another [activity|E]" - ALREADY_IN_ACTIVITY_FIRST_NOT:0 "You are currently busy [CHARACTER.Custom('GetActivityName')]" - ALREADY_IN_ACTIVITY_THIRD_NOT:0 "[CHARACTER.GetSheHe|U] is currently busy [CHARACTER.Custom('GetActivityName')]" - unavailable_activity:0 "participating in [ROOT.Char.GetInvolvedActivity.GetName]" - unavailable_pay_homage:0 "paying homage to your liege" - unavailable_meditation:0 "meditating" - unavailable_petition_liege:0 "petitioning your liege" - unavailable_hold_court:0 "holding court" - unavailable_tour_stop:0 "preparing for your liege's [tour|E]" - - GENERIC_CHOOSE_OPTION: "Choose Option" - - start_hunt_decision:0 "Call Hunt" - start_hunt_decision_tooltip:2 "A [GetActivityType('activity_hunt').GetName] will be held" - start_hunt_decision_desc:0 "#F The untamed wilds are calling, and all manner of beasts are awaiting my spear and arrow!#!" - start_hunt_decision_go_on_hunt:1 "You go on a #V Hunt#! in one of the baronies of your realm" - start_hunt_decision_prestige:1 "You may get opportunities to increase your [prestige|E]" - start_hunt_decision_stress_lazy:0 "#N You will not lose [stress|E] since you are [GetTrait('lazy').GetName( GetPlayer )]#!" - start_hunt_decision.tt.servants_prestige.reduced:0 "#N Your lack of [Concept('court_amenities','Servants')|E] to drum out wildlife makes hunting harder and less [prestigious|E] if it goes poorly#!" - start_hunt_decision.tt.servants_prestige.increased:0 "#P Your ample [Concept('court_amenities','Servants')|E] better flush out animals, earning more [prestige|E] if the hunt goes well#!" - start_hunt_decision_master_of_hunt:0 "#P Since you employ a $master_of_hunt_court_position$ your hunt is more likely to end well#!" - start_hunt_decision_confirm:0 "Sound the horn!" - - host_feast_decision:0 "Host Feast" - host_exotic_feast_decision:0 "Host an Exotic Feast" - host_lavish_feast_decision:0 "Host a Lavish Feast" - host_grand_feast_decision:0 "Host a Grand Feast" - host_modest_feast_decision:0 "Host a Modest Feast" - host_feast_decision_tooltip:0 "A [GetActivityType('activity_feast').GetName] will be held" - host_feast_decision_opening_desc:0 "#F Cracking open the casks and inviting guests of honor is not only a duty, but an opportunity to reaffirm bonds of loyalty, and often a great pleasure!#!" - host_feast_decision_desc_vassals:1 "May increase your vassals' [opinion|E] of you" - host_feast_decision_desc_court_musician_opinion:1 "#P Since you employ a $court_musician_court_position$ the opinion gain will be more significant#!" - host_feast_decision_desc_shy:2 "#N You will not lose [stress|E] since you are [GetTrait('shy').GetName( GetPlayer )] or [GetTrait('reclusive').GetName( GetPlayer )]#!" - host_feast_decision_desc_pensive:0 "#N You will not lose [stress|E] since you are [GetTrait('pensive').GetName( GetPlayer )]#!" - host_feast_decision_desc_stress_medium:1 "Your [stress|E] will reduce" - host_feast_decision_desc_stress:1 "Your [stress|E] may reduce" - host_feast_decision_desc_liege_opinion:1 "May increase your liege's [opinion|E] of you" - host_feast_decision_confirm:0 "Send the invitations" - - borrow_from_holy_order_decision:0 "Borrow Gold from Holy Order" - borrow_from_holy_order_decision_tooltip:0 "You will borrow money from an available Holy Order" - borrow_from_holy_order_decision_desc:0 "I am in need of money, and who better to ask for help than the servants of [ROOT.Char.GetFaith.HighGodName]? I can send out letters and hope that I get a response." - borrow_from_holy_order_decision_confirm:0 "Write the inquiries!" - borrow_from_holy_order_decision_effect_tooltip:1 "You borrow [SCOPE.ScriptValue('holy_order_gold_value')|P00] [gold|E][gold_i] from a [holy_order|E]\n\n@warning_icon! The [holy_order|E] will start making demands if you do not repay the loan\n@warning_icon! You cannot borrow more money again until you have paid back this loan" - borrow_from_holy_order_gold_condition:3 "No [CHARACTER.GetFaith.GetAdjective] Holy Order has enough gold" - - escape_from_prison_decision:0 "Escape from Prison" - escape_from_prison_decision_tooltip:0 "Attempt to escape prison" - escape_from_prison_decision_desc:0 "The same walls, the same routine, the same gruel for food – every day is just like the last. This prison is eating away at me, and I will stand it no longer!" - escape_from_prison_decision_success.tt:0 "Your escape attempt succeeds" - escape_from_prison_decision_failure.tt:0 "Your escape attempt fails" - escape_from_prison_decision_failure_outcome.tt:0 "[imprisoner.GetTitledFirstName] might be... displeased" - escape_from_prison_decision_confirm:0 "No bars will hold me!" - escape_from_prison_decision_effect_tooltip:1 "@warning_icon! The chance of success depends on your [prowess|E], [traits|E], and whether you are in the [dungeon|E]" - - tribal_challenge_ruler_decision:0 "Challenge the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip|U]" - tribal_challenge_ruler_decision_desc:0 "[ROOT.Char.GetLiege.GetFirstName] carries the title of [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip] as if it is unquestionably [ROOT.Char.GetLiege.GetHersHis]; as if it is not skill and strength alone that should decide our leader.\n\nI, [ROOT.Char.GetFullNameNoTooltip], question [ROOT.Char.GetLiege.GetHerHis] right to the title, to all of [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTier], and I will be silent no longer!" - tribal_challenge_ruler_decision_tooltip:0 "Challenge the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip|U] for [ROOT.Char.GetLiege.GetHerHis] title and [ROOT.Char.GetLiege.GetHerHis] land" - tribal_challenge_ruler_effect_tooltip:0 "[liege_to_challenge.GetTitledFirstNameNoTooltip] will decide upon the challenge\n" - tribal_challenge_ruler_desc_success:0 "You win the challenge" - tribal_challenge_ruler_desc_failure:0 "You lose the challenge" - recently_took_tribal_challenge_ruler_decision:0 "Has recently challenged someone's rule" - tribal_challenge_ruler_decision_confirm:0 "Challenge [ROOT.Char.GetLiege.GetTitledFirstNameNoTooltip]!" - - gain_weight_decision:0 "Gain Weight" - gain_weight_decision_desc:0 "The fallacies of my body are growing too noticeable – I barely have the strength to make it through the day!\n\nA diet containing, among other things, lots of milk, butter, and dates has been suggested to me, and I think it's time to try it out." - gain_weight_decision_tooltip:0 "You will dedicate yourself to gaining weight" - gain_weight_decision_confirm:0 "Bring the butter!" - - stop_gain_weight_decision:0 "Stop Gaining Weight" - stop_gain_weight_decision_desc:0 "A never ending stream of fatty food has done its work, and I can stomach it no longer. I will abandon my efforts to gain weight." - stop_gain_weight_decision_tooltip:0 "You will no longer attempt to gain weight" - stop_gain_weight_decision_confirm:0 "Stop Gaining Weight" - - lose_weight_decision:0 "Lose Weight" - lose_weight_decision_desc:0 "My body weakens for every day that passes, and my girth weights heavy on me both bodily and mentally.\n\nRunning, warm baths, maybe even a mildly cathartic substance... I will find a way to lose some weight." - lose_weight_decision_tooltip:0 "You will dedicate yourself to losing weight" - lose_weight_decision_confirm:0 "Bring the scammony!" - - stop_lose_weight_decision:0 "Stop Losing Weight" - stop_lose_weight_decision_desc:0 "I have tried every tincture and remedy recommended to me, and to push it further would be excessive. I will abandon my efforts to lose weight." - stop_lose_weight_decision_tooltip:0 "You will no longer attempt to lose weight" - stop_lose_weight_decision_confirm:0 "Stop Losing Weight" - - commit_suicide_decision:1 "Attempt Suicide" - commit_suicide_decision_desc:0 "There is only darkness and pain. People tell me it will get better, but how do they know? And what does that help me in this moment? It is time to shed the trappings of this mortal realm." - commit_suicide_decision_desc_depressed:0 "$commit_suicide_decision_desc$" - commit_suicide_decision_desc_incapable:0 "I survive but do not truly live. My current state forces me to rely on others to do the simplest of tasks. I did not choose this, perhaps it would be easier if I just ended it all..." - commit_suicide_decision_desc_cancer:0 "I feel the sickness spreading within me. What started as a minor inconvenience has now grown into a daily struggle. Death is inevitable. I just want the pain to stop." - commit_suicide_decision_desc_leper:0 "The rot has taken a firm hold of my mortal being. A few of my toes are already gone and the pus oozes from my wounds. How long must I suffer from this horrendous fate?" - commit_suicide_decision_desc_great_pox:0 "The pustules now cover my body, each ulcer larger and more painful than the last. I see nothing but fear and disgust in the eyes of my subjects. It is only going to get worse..." - commit_suicide_decision_desc_lunatic:0 "I cannot escape the constant murmurs of hatred and disappointment. They are telling me to do things I shouldn't. Nothing makes sense, reality contradicts itself. Will only death set me free?" - commit_suicide_decision_desc_parent:0 "There is no moving on. I am trapped by the grief for my lost child. [ROOT.Var('mourning_parent').Char.Custom2('MyCharacterIntroduction', ROOT.Char)|U] meant the world to me. What point is there to living, when life has lost its only source of joy and laughter?" - commit_suicide_decision_desc_soulmate:1 "I can no longer endure the emptiness felt within my soul. Life without you, my beloved [ROOT.Var('mourning_soulmate').Char.GetFirstName], has been nothing more than a burden. If the only way to return to your arms is by departing this world, so be it." - commit_suicide_decision_desc_friend:1 "Life is too bleak if I cannot share it with a true friend. Moments that would've made both [ROOT.Var('mourning_friend').Char.GetFirstName] and me laugh for hours now only fill me with despair. This path of loneliness is not for me." - commit_suicide_decision_desc_demoted:0 "Few have suffered humiliation as I have. I, who used to be at the top, am now forced to grovel like the rest of these fools. Maybe I should take matters into my own hands and go out the way I choose." - commit_suicide_decision_desc_divorce:0 "I spend my days wallowing in regret. What could I have done to prevent this painful parting? How can I restore the love that has been lost? It is hopeless. Without my marriage, I am nothing." - commit_suicide_decision_desc_witch:0 "My fascination with the arcane has led me down a lonely and dangerous path. But my curiosity has come at a terrible cost. I am shunned for my beliefs. I'm afraid they will never accept me for who I am." - commit_suicide_decision_desc_cannibal:0 "What a backwards society we live in. Gorging myself on the exquisite delicacy that is human flesh happens to be the only thing that brings me joy. I do not want to keep living in a world that forbids it!" - commit_suicide_decision_desc_sodomite:0 "Fate has dealt me a cruel hand. Why must I be persecuted for the desires of my heart? I cannot help having been born this way. If they condemn me in life, will I only be accepted in death?" - commit_suicide_decision_desc_deviant:0 "Who are they to judge me? My lustful explorations may have taken me down many surprising paths, but they all lead to intense pleasure. Without these carnal delights, I have nothing to live for." - commit_suicide_decision_desc_criminal:0 "I cannot escape my past. Wherever I go, I feel the eyes of judgment upon me. How could this have happened? Why did I let things go this far? I hope my crimes will be forgiven after I'm gone." - commit_suicide_decision_desc_stressed:0 "Day after day, the pressure builds. Wherever I go, whatever I do, it soon becomes too much. Everything is spiraling out of control. It must end!" - commit_suicide_decision_tooltip:2 "The time has come to depart from this world" - commit_suicide_decision_effect_tooltip:0 "@warning_icon! You will attempt to end your life, are you sure this is what you want?" - commit_suicide_decision_confirm:0 "My time has come" - - pet_dog_decision:0 "Pet [ROOT.Char.Custom('DogStoryName')]" - pet_dog_decision_desc:0 "It is time to take a deep breath and find my trusted four-legged companion [ROOT.Char.Custom('DogStoryName')]. Some people say dogs are base creatures, but no matter how tough life gets I know [ROOT.Char.Custom('DogStorySheHe')] will always be there for me!" - pet_dog_decision_tooltip:0 "Pet your dog" - pet_dog_decision_confirm:0 "Pet your dog" - pet_decision_effect_tooltip:0 "You will lose some [stress|E]" - - pet_cat_decision:0 "Pet [ROOT.Char.Custom('CatStoryName')]" - pet_cat_decision_desc:0 "It is time to take a deep breath and find my trusted four-legged companion [ROOT.Char.Custom('CatStoryName')]. Some people say cats are evil and selfish creatures, but no matter how tough life gets I know [ROOT.Char.Custom('CatStorySheHe')] will always be there for me!" - pet_cat_decision_tooltip:0 "Pet your cat" - pet_cat_decision_confirm:0 "Pet your cat" - - playdate_decision:0 "Meet Peers" - playdate_decision_desc:0 "#F Inviting every small lord and lady in the realm to enjoy themselves in the company of other children is a liberating and fun experience!#!" - host_playdate_decision_desc_vassal_and_courtiers:0 "May increase your vassals and courtiers' [opinion|E] of you" - start_playdate_decision:0 "You meet your peers in [capital_province.GetName]" - playdate_decision_tooltip:0 "You will invite children to [GetActivityType('activity_playdate').GetName]" - playdate_decision_confirm:0 "Send out invitations!" - - repay_loan_decision:0 "Repay Loan" - repay_loan_decision_decision_tooltip:0 "You will pay back what you owe" - repay_loan_decision_decision_desc:0 "To have a debt hanging over me is unbecoming of a [ROOT.Char.GetTitleAsNameNoTooltip] – the time has come to repay the money I owe." - repay_loan_decision_confirm:0 "Send back the money!" - - create_cadet_branch_decision:0 "Create Cadet Branch" - create_cadet_branch_decision_tooltip:1 "You will form a Cadet Branch" - create_cadet_branch_decision_desc:0 "It may be time for my family to abandon the legacy of the House [ROOT.Char.GetHouse.GetNameNoTooltip] and carve its own path in history, with me as the head of this new branch of our great dynasty." - create_cadet_branch_decision_confirm:0 "Create Cadet Branch" - I_CREATE_CADET_BRANCH_DECISION_SUCCESSION_LINE:1 "You are third or closer in the line of succession for one of your [house_head|E]'s [titles|E]" - I_NOT_CREATE_CADET_BRANCH_DECISION_SUCCESSION_LINE:1 "You are #bold not#! third or closer in the line of succession for one of your [house_head|E]'s [titles|E]" - I_CREATE_CADET_BRANCH_DECISION_ANCESTOR_IN_HOUSE:1 "One of your ancestors belong to your current [house|E]" - I_NOT_CREATE_CADET_BRANCH_DECISION_ANCESTOR_IN_HOUSE:2 "None of your living ancestors belong to your current [house|E]" - created_cadet_branch_toast_new_house_desc:2 "A New House" - created_cadet_branch_toast_new_house_other_tt:2 "You are now a member of House [new_house.GetName]" - - take_vow_of_poverty_decision:0 "Take Vow of Poverty" - take_vow_of_poverty_decision_tooltip:1 "You vow to hold no undue riches" - take_vow_of_poverty_decision_desc:0 "Money is the root of all evil. While I cannot feasibly give away everything and remain [ROOT.Char.GetTitleAsNameNoTooltip], I can vow to give a portion of my income away each month." - take_vow_of_poverty_decision_confirm:0 "Take vow of poverty" - - return_rome_decision:0 "Return $c_roma$" - return_rome_decision_tooltip:0 "The Holy Father should be seated in $c_roma$, the title must be returned to him" - return_rome_decision_desc:0 "The Holy Father has been vanquished from his seat in $c_roma$. It is my sacred duty as a Catholic to return this most holy of places to its rightful owner." - return_rome_decision_confirm:0 "Return $c_roma$" - - renounce_vow_of_poverty_decision:0 "Renounce Vow of Poverty" - renounce_vow_of_poverty_decision_tooltip:1 "You will no longer donate a portion of your income" - renounce_vow_of_poverty_decision_desc:0 "There is no getting around the fact that I need a bigger budget to effectively govern my realm. Pragmatism demands the revocation of my vow of poverty." - renounce_vow_of_poverty_decision_confirm:0 "Renounce vow of poverty" - - initiate_consolamentum_decision:1 "Consolamentum: Initiate Endura" - initiate_consolamentum_decision_alternate:0 "Enact Ritual Suicide" - initiate_consolamentum_decision_tooltip:0 "It is time to prepare for the end of this life" - initiate_consolamentum_decision_desc:1 "#F As the end of my life draws near, I should initiate the Endura ritual to cleanse my soul of sin and move on from this world.#!" - initiate_consolamentum_decision_desc_alternate:0 "#F With the end of my life drawing near, I should undergo the holy suicide rituals that will cleanse my soul of sin before moving on from this world.#!" - initiate_consolamentum_decision_confirm:2 "Initiate Ritual Suicide" - - seek_aid_of_the_spirits_decision:0 "Seek Aid of the Spirits" - seek_aid_of_the_spirits_decision_tooltip:0 "Attempt to contact the spirits" - seek_aid_of_the_spirits_decision_desc: "#F Spirits inhabit the world all around us, some helpful, some malevolent, and some indifferent to human lives." - seek_aid_of_the_spirits_decision_desc_landless: "\n\nI can perform a ritual to call upon them to aid me in my endeavors, but there is no telling what the outcome will be...#!" - seek_aid_of_the_spirits_decision_desc_landed: "\n\nI can ask my [ROOT.Char.Custom('MyPriestTitle')] to call upon them to aid me in my endeavors, but there is no telling what the outcome will be...#!" - seek_aid_of_the_spirits_decision_effect.tt:0 "You petition the unseen..." - seek_aid_of_the_spirits_decision_confirm:0 "Seek aid of the spirits" - - select_personal_deity_hinduism_decision:0 "Determine Bhakti" - select_personal_deity_hinduism_decision_tooltip:0 "Think about the [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_deity_hinduism_decision_desc:0 "#F Every devout [ROOT.Char.GetFaith.GetAdherentNameNoTooltip] should have bhakti, or a devotion to a specific god or goddess who most strongly resonates with their soul.\n\nI should contemplate the various divine beings and decide which one calls to me the most.#!" - select_personal_deity_hinduism_decision_confirm:0 "Contemplate bhakti" - select_personal_deity_hinduism_decision_tt:0 "You gain a modifier associated with your selected bhakti" - - select_personal_deity_germanic_decision:0 "Determine Personal Deity" - select_personal_deity_germanic_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_deity_germanic_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" - select_personal_deity_germanic_decision_confirm:0 "Dedicate your Worship to a particular God" - select_personal_deity_germanic_decision_tt:1 "You begin to live your life according to the values of" - select_personal_deity_germanic_decision.select_odin:0 "Odin, Glad-of-War, the All-Father" - select_personal_deity_germanic_decision.select_ullr:0 "Ullr, Swiftest on Snow" - select_personal_deity_germanic_decision.select_tyr:0 "Tyr, the One Handed" - select_personal_deity_germanic_decision.select_thor:0 "Thor, Guardian of Man" - select_personal_deity_germanic_decision.select_freyr:0 "Freyr, Bringer of Peace" - - - #N3OW Added: - select_personal_leviathan_union_decision:0 "Determine Leviathan Union" - select_personal_leviathan_union_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" - select_personal_leviathan_union_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention. Though, due to just how many there are, it is best to simply align with a group of similar Leviathans: a Union.\n\nI should contemplate these divine beings and decide which Union calls to me the most.#!" - select_personal_leviathan_union_decision_confirm:0 "Dedicate yourself to a particular Union of Leviathans" - select_personal_leviathan_union_decision_tt:1 "You begin to live your life according to the values of the" - select_personal_leviathan_union_decision.select_nationalisators:0 "Nationalisators, Cabinet of Britannia, Eternal Solars" - select_personal_leviathan_union_decision.select_technosaurs:0 "Technosaurs, Titans of Progress, Revolutionisers of Industry" - select_personal_leviathan_union_decision.select_mechasaurs:0 "Mechasaurs, Shapers of Earth, Builders of Wonders" - select_personal_leviathan_union_decision.select_petrosaurs:0 "Petrosaurs, Surveyors of the Depths, Black and Gold" - select_personal_leviathan_union_decision.select_metallurgicals:0 "Metallurgicals, Knowers of Regulation, Adepts of the Mechanical" - select_personal_leviathan_union_decision.select_nautiluses:0 "Nautiluses, Admirals of the Deep, Pride of Britannia" - select_personal_leviathan_union_decision.select_aerosaurs:0 "Aerosaurs, Knights of the Sky, Breakers of the Blitz" - - meditate_in_seclusion_decision:0 "Meditate in Seclusion" - meditate_in_seclusion_decision_tooltip:0 "Retreat from public life to focus on your inner self" - meditate_in_seclusion_decision_desc:0 "Only through meditation can we come to understand the true nature of the universe.\n\nThough it means neglecting my other responsibilities, by retreating into seclusion for meditation I may learn more about myself and the universe I inhabit." - meditate_in_seclusion_decision_confirm:0 "Meditate in seclusion" - meditate_in_seclusion_tooltip:0 "You might lose [stress|E], gain [traits|E], or even increase your [learning|E] skill" - - give_sky_burial_decision:0 "Give Your [ROOT.Char.Custom2('RelationToMe', ROOT.Var('ancestor_to_bury').Char)|U] a Sky Burial" - give_sky_burial_decision_tooltip:0 "Put your ancestor to rest and gain [piety|E] and [vassal|E] [opinion|E]" - give_sky_burial_decision_desc:0 "#F [ROOT.Var('ancestor_to_bury').Char.Custom2('MyCharacterIntroduction', ROOT.Char)|U] has passed away. Tradition dictates that [ROOT.Var('ancestor_to_bury').Char.GetSheHe] should be given a sky burial, [ROOT.Var('ancestor_to_bury').Char.GetHerHis] remains left for the scavengers to feast upon so that [ROOT.Var('ancestor_to_bury').Char.GetSheHe] may feed the world which once fed [ROOT.Var('ancestor_to_bury').Char.GetHerHim].#!" - give_sky_burial_decision_confirm:0 "Give Sky Burial" - give_sky_burial_vassals:0 "Every Vassal who believes in Sky Burials" - - raise_runestone_decision:0 "Raise a Runestone" - raise_runestone_decision_desc:0 "[ROOT.Var('ancestor_to_bury').Char.Custom2('MyCharacterIntroduction', ROOT.Char)|U] has passed away. I will raise a runestone to honor [ROOT.Var('ancestor_to_bury').Char.GetHerHis] life, and to bring fame to all who bear the name [ROOT.Var('ancestor_to_bury').Char.GetDynasty.GetName]. Future generations will never forget the greatness of [ROOT.Var('ancestor_to_bury').Char.GetFullNameNicknamedNoTooltip]!" - raise_runestone_decision_tooltip:0 "Raise a runestone to honor your [ROOT.Char.Custom2('RelationToMeShort', ROOT.Var('ancestor_to_bury').Char)]" - raise_runestone_decision_warning:1 "@warning_icon! #X The runestone will be destroyed if the [county|e] falls to someone outside of your [dynasty|E]#!" - raise_runestone_decision_confirm:0 "Raise Runestone" - raise_runestone_decision_toast:0 "Raised a Runestone" - raise_runestone_vassals:0 "Every Vassal of your [faith|E]" - - divine_the_stars_decision:0 "Divine the Stars" - divine_the_stars_decision_tooltip:0 "Look to the heavens and see what the future has in store for you" - divine_the_stars_decision_desc:0 "#F Our destinies are written in the stars themselves. By studying them I may gain some insight into what the future holds...#!" - divine_the_stars_decision_confirm:0 "Divine the Stars" - divine_the_starts_effect:0 "You will discover a cosmic insight in the near future" - divine_the_stars_trigger:0 "You are already divining the stars" - divine_the_stars_modifier:0 "You do not already have an astrological modifier" - - create_holy_order_decision:0 "Found Holy Order" - create_holy_order_decision_tooltip:0 "Establish a [holy_order|E] and become its [holy_order_patron|E]" - create_holy_order_decision_desc:0 "#F There can never be too many warriors dedicated to defending the true faith. I will honor [ROOT.Char.GetFaith.WarGodName] by giving those who would serve a home and arms!#!" - create_holy_order_decision_confirm:0 "Found Holy Order" - create_holy_order_decision_effect_message:1 "A [holy_order|E] of your [faith|E] will be founded\n$EFFECT_LIST_BULLET$You become the order's [holy_order_patron|E]\n$EFFECT_LIST_BULLET$You will select a non [county|E] [capital|E] [barony|E] as the order's Headquarters" - destroy_holy_order_warning:0 "@warning_icon! #X Revoking their last lease will destroy the Holy Order!#!" - I_MUST_BE_KING_OR_EMPEROR:1 "You hold a [kingdom|E] or an [empire|E]" - I_AM_NOT_KING_OR_EMPEROR:1 "You must hold a [kingdom|E] or an [empire|E]" - I_HAVE_TWO_CASTLE_COUNTY:2 "You have a [barony|E] with a [city|E] or [castle|E] that can be leased out as the Holy Order's Headquarters" - NOT_I_HAVE_HOLY_ORDER_BARONY_SELECTED:1 "You have #bold not#! selected a Barony" - - cancel_holy_order_lease_decision:0 "Revoke Holy Order Lease" - cancel_holy_order_lease_decision_tooltip:0 "Revoke lease for a [holy_order|E]" - cancel_holy_order_lease_decision_desc:0 "#F The Holy Order stationed in the [barony.GetName] has done good work, but the holding is now needed for other things.#!" - cancel_holy_order_lease_hostile_decision_desc:0 "#F The Holy Order stationed in the [barony.GetName] will no longer be allowed to spread lies and discord – the holding will from now on be used for other, more righteous, things.#!" - cancel_holy_order_lease_decision_confirm:0 "Revoke Lease" - - commission_artifact_decision:0 "Commission Artifact" - commission_artifact_decision_effect:0 "A local artisan with a sponsored [project|E] arrives at your court" - commission_artifact_decision_warning_effect:0 "#weak Local artisans produce lower quality artifacts than [inspired|E] [royal_court|E] guests#!" - commission_artifact_decision_tooltip:0 "Hire a local artisan to create an [artifact|E] for you" - commission_artifact_decision_desc:0 "What is the point of being a [ROOT.Char.GetTitleAsNameNoTooltip] if I don't have nice things to show for it? A new sword would be nice, or maybe a brooch..." - commission_artifact_decision_confirm:0 "Hire A Local Artisan" - commission_artifact_decision_effect_message:0 "" - COMMISSION_ARTIFACT_DECISION_NEXT_STEP_BUTTON:0 "Choose Artifact" - COMMISSION_ARTIFACT_DECISION_SELECT_ARTIFACT_TITLE:0 "Choose a type of [artifact|E]" - - commission_legend_artifact_decision: "Commission Legend Artifact" - commission_legend_artifact_decision_effect: "Your $court_position_antiquarian$ or $court_position_chronicler$ will produce a book to commemorate your [legend|E]" - commission_legend_artifact_decision_tooltip: "Commission a book [artifact|E] to commemorate your [legend|E]" - commission_legend_artifact_decision_confirm: "Start the Commission" - commission_legend_artifact_decision_desc: "Memories may be lost to the ages, but books are eternal. I shall ensure that my legend will never be forgotten." - commission_legend_artifact_decision_var_tt: "You must have completed a [legend|E]" - commision_legend_artifact_decision_court_positions_tt: "You have no $court_position_antiquarian$ or $court_position_chronicler$" - commision_legend_artifact_decision_disappearing_tt: "The [legend|E] must be present in your [realm|E]" - - isolate_capital_decision: "Isolate Capital" - isolate_capital_decision_tt: "There must be a [epidemic|E] in your realm" - isolate_capital_decision_tooltip: "Increase the [epidemic_resistance|E] of your [capital|E]" - isolate_capital_decision_desc: "With the plague looming over our capital there is only one possible measure to remedy it: reinforce the walls, close the gates and throw the keys." - isolate_capital_decision_confirm: "$isolate_capital_decision$" - isolate_capital_decision_modifier: "Isolated Capital" - isolate_capital_decision_modifier_desc: "This county has been placed under quarantine to protect it from the plague." - unisolate_capital_decision: "End Capital Isolation" - unisolate_capital_decision_tooltip: "End the isolation measures in your [capital|E], decreasing its [epidemic_resistance|E]" - unisolate_capital_decision_desc: "Whether the plague has abated or not, the impact of isolation is proving too great and the gates must once again be unlocked." - unisolate_capital_decision_confirm: "$unisolate_capital_decision$" - unisolate_capital_decision_tt: "Your capital must currently be in isolation" - - commission_artifact_decision_option_weapon:0 "Weapon\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'primary_armament' )]#!" - commission_artifact_decision_option_armor:0 "Armor\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'armor' )]#!" - commission_artifact_decision_option_crown:0 "Crown\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'helmet' )]#!" - commission_artifact_decision_option_regalia:0 "Regalia\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'regalia' )]#!" - commission_artifact_decision_option_brooch:0 "Brooch\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'miscellaneous' )]#!" - commission_artifact_decision_option_tapestry:1 "Wall Hanging\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'wall_big' )]#!" - commission_artifact_decision_option_furniture:0 "Furniture\n#low Owned: [Add_int32( ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'sculpture' ), Add_int32( ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'pedestal' ), ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'throne' ) ) )]#!" - commission_artifact_decision_option_book:0 "Book\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'book' )]#!" - - commission_artifact_decision_option_weapon_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'weapon' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'primary_armament', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_armor_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'armor' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'armor', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_crown_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'helmet' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'helmet', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_regalia_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'regalia' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'regalia', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_brooch_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'miscellaneous' ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'miscellaneous', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_tapestry_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'wall_big' ), Concatenate( 'Currently Displayed:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'wall_big', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - commission_artifact_decision_option_furniture_desc:0 "[AddTextIf( Or(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'sculpture' ), Or( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'pedestal' ), ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'throne' ) ) ), 'Currently Displayed:\n' )][AddTextIf(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'sculpture' ), Concatenate( ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'sculpture', 'NEWLINE', 'NEWLINE', 'NEWLINE' ), '\n') )][AddTextIf(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'pedestal' ), Concatenate( ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'pedestal', 'NEWLINE', 'NEWLINE', 'NEWLINE' ), '\n') )][AddTextIf(ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'throne' ), Concatenate( ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'throne', 'NEWLINE', 'NEWLINE', 'NEWLINE' ), '\n') )]" - commission_artifact_decision_option_book_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'book' ), Concatenate( '\nCurrently Displayed:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'book', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]" - - commission_weapon_tooltip:1 "#T Weapon#! \n$DESC$" - commission_armor_tooltip:1 "#T Armor#! \n$DESC$" - commission_crown_tooltip:1 "#T Crown#! \n$DESC$" - commission_regalia_tooltip:1 "#T Regalia#! \n$DESC$" - commission_brooch_tooltip:1 "#T Brooch#! \n$DESC$" - commission_tapestry_tooltip:2 "#T Wall Hanging#! \n$DESC$" - commission_furniture_tooltip:1 "#T Furniture#! \n$DESC$" - commission_book_tooltip:1 "#T Book#! \n$DESC$" - - go_on_pilgrimage_decision:0 "Go on a Pilgrimage" - go_on_pilgrimage_decision_tooltip:1 "Undertake a [pilgrimage|E] to prove your dedication to [ROOT.Char.GetFaith.PantheonTerm]" - go_on_pilgrimage_decision_desc:0 "#F The holy sites are the places in our world that are closest to [ROOT.Char.GetFaith.PantheonTerm]. To see them for myself is to prove my dedication as a [ROOT.Char.GetFaith.GetAdherentNameNoTooltip].#!" - go_on_pilgrimage_decision_confirm:0 "Prepare for the journey" - pilgrimage_effect_1:0 "You choose a destination among your [faithpossessive|E] [holy_sites|E]" - pilgrimage_effect_2:0 "The further you travel, the more [piety|E] you will gain" - pilgrimage_effect_3:0 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_minimum_cost')])#!" - pilgrimage_effect_4:0 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_medium_extra_cost')])#!" - pilgrimage_effect_5:1 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_long_extra_cost')])#!" - pilgrimage_effect_6:0 "Longer journeys are more expensive #weak (Minimum cost: @gold_icon! [SCOPE.ScriptValue('pilgrimage_very_long_extra_cost')])#!" - hajj_exceptionally_long_tt:0 "It is an #V exceptionally long#! pilgrimage from my capital to Mecca" - hajj_very_long_tt:0 "It is a #V very long#! pilgrimage from my capital to Mecca" - hajj_long_tt:0 "It is a #V long#! pilgrimage from my capital to Mecca" - hajj_short_tt:0 "It is a #V short#! pilgrimage from my capital to Mecca" - hajj_distance_info_text:0 "#weak Longer journeys provide more piety, but are more expensive#!" - pilgrimage_illness_warning:0 "@warning_icon! #X It is dangerous to travel while [GetTrait('ill').GetName( GetPlayer )]#!" - - go_on_hajj_decision:0 "Undertake the Hajj" - go_on_hajj_decision_tooltip:0 "Undertake a [pilgrimage|E] to Mecca, to fulfill your duty to Allah" - go_on_hajj_decision_desc:0 "#F The Hajj to Mecca is one of the pillars of my faith. The time has come for me to undertake it, and fulfill my duty as a Muslim.#!" - go_on_hajj_decision_confirm:0 "$go_on_pilgrimage_decision_confirm$" - - reclaim_britannia_decision:0 "Reclaim Britannia" - reclaim_britannia_decision_desc:1 "These lands were once ruled by Celts, and the significance and influence of the culture is once again spreading throughout the lands. As more men and women embrace the Celtic tongue and culture, it is only right to make it official!" - reclaim_britannia_decision_tooltip:0 "[ROOT.Char.GetCulture.GetName] culture will rule" - reclaim_britannia_decision_custom:0 "Cannot have more than 1 vassal with non-Celtic culture" - reclaim_britannia_decision_confirm:1 "Reclaim Britannia" - HAS_NON_CELTIC_POWERFUL_VASSAL:2 "All of your [powerful_vassals|E] have a [culture|E] with a Brythonic or Goidelic [heritage|E]" - - restore_the_danelaw_decision:0 "Restore the Danelaw" - restore_the_danelaw_decision_desc:0 "As the laws of the Danes once ruled these lands they shall once again!" - restore_the_danelaw_decision_tooltip:0 "Reform the Kingdom of the Danelaw" - restore_the_danelaw_decision_confirm:0 "Restore the Danelaw" - - embrace_english_culture_decision:0 "Embrace English Culture" - embrace_english_culture_decision_tooltip:1 "You will give up your [ROOT.Char.GetCulture.GetName] culture" - embrace_english_culture_decision_desc:0 "My vassals, my family, and I have lived side by side with Saxons and Celts, and as our language and customs have mixed with theirs, it is time to embrace the fact that we have become one." - embrace_english_culture_decision_get_innovations:0 "#D English Culture gets a lot of Norman innovations#!" - embrace_english_culture_decision_vassals_custom:0 "All vassals in Britannia" - embrace_english_culture_decision_confirm:0 "Embrace English Culture" - decision_embrace_english_culture_get_innovations:1 "The English [culture|E] gains all Norman and Anglo-Saxon [innovations|E]" - MY_CAPITAL_IS_IN_ENGLAND:1 "Your [realm_capital|E] is in England" - HARRYING_ENDED: "The Harrying of the North has ended" - HIGH_PACIFICATION: "The Harrying of the North's [harrying_pacification|E] has been:\n$EFFECT_LIST_BULLET$Higher than [harrying_resistance|E]\n$EFFECT_LIST_BULLET$Over #V 14#! for at least #V 1#! year" - - restore_dumnonia_decision:0 "Restore the Kingdom of Cornwall" - restore_dumnonia_decision_desc:0 "The spirit of ancient Dumnonia has burned in our breasts since Brutus first landed on Britannia's misty shores. It will burn brighter yet." - restore_dumnonia_decision_tooltip:0 "Cornwall becomes a [de_jure|E] [kingdom|E]." - restore_dumnonia_decision_effects_de_jure_tt:0 "If owned, the [duchies|E] of [cornwall_somerset.GetNameNoTier] and [cornwall_gloucester.GetNameNoTier] will each become [de_jure|E] Cornwall." - restore_dumnonia_decision_confirm:0 "Onen hag oll!" - - found_the_empire_of_hindustan_decision:0 "Found the Empire of Hindustan" - found_the_empire_of_hindustan_decision_desc:0 "While Islam arrived in the lands of Hind hundreds of years ago the subcontinent has been dominated by native dynasties. Let us lay the foundation of a new imperial legacy, an Islamic state rooted in the great plains of northern India!" - found_the_empire_of_hindustan_decision_tooltip:0 "Hindustan becomes a [de_jure|E] [empire|E]." - found_empire_of_hindustan_decision_effects_de_jure_tt:0 "Any owned [kingdoms|E] in the [GetTitleByKey('e_rajastan').GetName], [GetTitleByKey('e_bengal').GetName], and [GetTitleByKey('e_deccan').GetName] will become [de_jure|E] Hindustan." - found_the_empire_of_hindustan_decision_confirm:0 "al-sultan zill allah fi arḍih!" - found_the_empire_of_hindustan_decision_effects_vassal_opinion.tt:0 "All direct vassals" - found_the_empire_of_hindustan_opinion:0 "Founded the Empire of $e_hindustan$" - - restore_roman_empire_decision:0 "Restore the Roman Empire" - restore_roman_empire_decision_confirm:0 "I will restore the Empire" - restore_roman_empire_decision_tooltip:0 "The Roman Empire will be restored" - restore_roman_empire_decision_desc:0 "If Rome and other key territories of the old empire could be reclaimed, the Byzantine Empire would win recognition in the eyes of the West as the true and rightful continuation of the Roman State." - restore_roman_empire_decision_tt:0 "Either your Religion is Christian, or Graeco-Roman, or your Culture is Roman" - restore_roman_empire_decision_effect_tooltip:0 "The Roman Empire will be restored and acquire the [de_jure|E] of all currently held Empires." restore_european_union_decision:0 "Restore Europa" restore_european_union_decision_confirm:0 "I will restore Europa" @@ -379,1193 +6,6 @@ restore_european_union_decision_desc:0 "Before the Deluge, legends say that all of Europe was united under one flag. By retaking key territories of the old empire, we would win recognition in the eyes of the world as the true and rightful sucessor of the European Empire." restore_european_union_decision_effect_tooltip:0 "The Empire of Europa will be restored and acquire the [de_jure|E] of all currently held Empires." - restore_roman_empire_holy_decision:0 "Restore the Roman Empire" - restore_roman_empire_holy_decision_tooltip:0 "The Roman Empire will be restored" - restore_roman_empire_holy_decision_desc:0 "If enough old provinces of the Empire are reclaimed, the Holy Roman Empire would win recognition in the eyes of the East as the true and rightful continuation of the Roman State." - restore_roman_empire_holy_decision_confirm:0 "I will restore the Empire" - - mend_the_great_schism_decision:0 "Mend the Great Schism" - mend_the_great_schism_decision_confirm:0 "One God, one Church!" - mend_the_great_schism_decision_desc:1 "The Great Schism saw the Christian Church divided, but if all five of the Episcopal Sees of the Pentarchy could be restored under the rule of a single Empire under the enlightened leadership of a saintly ruler, there may be a chance to finally reunite Christendom." - mend_the_great_schism_decision_tooltip:0 "I will reunite Christendom" - mend_the_great_schism_decision_effect_tooltip:0 "The [THIS.Char.GetFaith.GetAdjective] Church will mend the Schism and establish itself as the only legitimate branch of Christianity." - every_ecumenical_christian_faith.tt:0 "$EFFECT_LIST_BULLET$ Every Christian [faith|E] with [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName]" - - set_capital_constantinople_decision:0 "Reclaim Constantinople" - set_capital_constantinople_decision_confirm:0 "Restore the true seat of the Empire!" - set_capital_constantinople_decision_desc:0 "Constantinople is the capital of the Eastern Empire and as such she rightfully belongs to me." - set_capital_constantinople_decision_tooltip:0 "Restore Constantinople as the capital of your Empire." - - set_capital_rome_decision:0 "Reclaim Rome" - set_capital_rome_decision_confirm:0 "Restore the true seat of the Empire!" - set_capital_rome_decision_desc:0 "Rome is the ancestral capital of the Roman Empire and as such she rightfully belongs to me." - set_capital_rome_decision_tooltip:0 "Restore Rome as the capital of your Empire." - - establish_iconoclast_patriarchate_decision:0 "Establish Iconoclast Patriarchate" - establish_iconoclast_patriarchate_decision_confirm:0 "For a purer Church!" - establish_iconoclast_patriarchate_decision_desc:0 "Only a pious and influential ruler that holds sway over Constantinople could cleanse the Ecumenical Patriarchate and restore it to a purer form, devoid of idolatry and corruption." - establish_iconoclast_patriarchate_decision_tooltip:0 "Use your influence to re-establish the Iconoclast Patriarchate." - establish_iconoclast_patriarchate_decision_effect_tooltip:0 "The Iconoclast Patriarchate will replace the Ecumenical Patriarchate" - - restore_ecumenical_patriarchate_decision:0 "Restore Ecumenical Patriarchate" - restore_ecumenical_patriarchate_decision_confirm:0 "For the one true Church!" - restore_ecumenical_patriarchate_decision_desc:1 "Only a pious and influential ruler that holds sway over Constantinople will be capable of cleansing the Patriarchate to restore it to a purer form, devoid of barbarity and iconoclasm." - restore_ecumenical_patriarchate_decision_tooltip:0 "Use your influence to re-establish the Ecumenical Patriarchate." - restore_ecumenical_patriarchate_decision_effect_tooltip:0 "The Ecumenical Patriarchate will replace the Iconoclast Patriarchate" - - restore_papacy_decision:0 "Restore the Papacy" - restore_papacy_decision_confirm:0 "The Papacy will be restored" - restore_papacy_decision_desc:0 "If a pious Catholic were to recover the core territories of Saint Peter's patrimony, the Holy See could be restored once more to its rightful place in the Vatican." - restore_papacy_decision_tooltip:0 "Restore the Holy See" - restore_papacy_decision_effect_tooltip:0 "The Papacy will be restored." - - restore_pope_in_rome_decision:0 "Restore Pope in Rome" - restore_pope_in_rome_decision_confirm:0 "Let the Pontiff be welcomed!" - restore_pope_in_rome_decision_desc:0 "It is only right for the heir of Saint Peter to hold the key to the holiest of cities, wherein lays the shrine of the Apostle himself." - restore_pope_in_rome_decision_tooltip:0 "The Papacy will retake office in Rome." - rome_held_by_you_or_vassal_tt:0 "$c_roma$ must be held by you or a [vassal|E]" - - form_switzerland_kingdom_decision:0 "Form the Swiss Confederation" - form_switzerland_kingdom_decision_confirm:0 "Our claims cannot be denied!" - form_switzerland_kingdom_decision_desc:0 "If all the Alpine Cantons are brought together, the Empire will have to recognize their claim as a unified Confederation." - form_switzerland_kingdom_decision_tooltip:0 "The Swiss Confederation will be founded." - form_switzerland_kingdom_decision_effect_tooltip:1 "If you [completely_control|E] the [savoy.GetName], it will become part of [switzerland.GetName]" - - form_austria_kingdom_decision:0 "Form Archduchy of Austria" - form_austria_kingdom_decision_confirm:0 "Form the Archduchy of Austria" - form_austria_kingdom_decision_desc:0 "By gaining enough influence within the Empire, the Austrian Duchy could achieve greater dignity than any other Elector." - form_austria_kingdom_decision_tooltip:0 "The Archduchy of Austria will be formed." - form_austria_kingdom_decision_effect_stretch_goals_tt:0 "If [completely_controlled|E] the [carinthia.GetName], will become [de_jure|E] part of the [austria.GetName]" - form_austria_kingdom_decision_effect_stretch_fail_both_tt:0 "As they are cut off but not [completely_controlled|E], the [krain.GetName] and [istria.GetName] defect [de_jure|E] to the [new_controller.GetName]" - form_austria_kingdom_decision_effect_stretch_fail_krain_tt:0 "As it is cut off but not [completely_controlled|E], the [krain.GetName] defects [de_jure|E] to the [new_controller.GetName]" - form_austria_kingdom_decision_effect_stretch_fail_istria_tt:0 "As it is cut off but not [completely_controlled|E], the [istria.GetName] defects [de_jure|E] to the [new_controller.GetName]" - - dismantle_papacy_decision:0 "Dismantle the Papacy" - dismantle_papacy_decision_confirm:0 "Let the Vatican burn!" - dismantle_papacy_decision_desc:0 "Once the entire Italian peninsula has been brought under [ROOT.Char.GetFaith.GetAdjective] control, we will be able to permanently expunge the Catholic heathens from this world." - dismantle_papacy_decision_tooltip:0 "The Papacy will be permanently destroyed." - dismantle_papacy_decision_effect_tooltip:0 "The Papacy will be permanently destroyed" - - reform_carolingian_empire_decision:0 "Restore Carolingian Borders" - reform_carolingian_empire_decision_confirm:0 "For the Empire of the Franks!" - reform_carolingian_empire_decision_desc:0 "The dream of Charlemagne of a united Europe was unraveled by his sons and the pettiness of German Princes, yet it can still come true if the Franks unite under this single purpose." - reform_carolingian_empire_decision_tooltip:0 "The Carolingian Borders are restored." - reform_carolingian_empire_decision_effect_tooltip:0 "The Carolingian Borders are restored" - - unify_burgundy_kingdom_decision:0 "Unify the Burgundies" - unify_burgundy_kingdom_decision_confirm:0 "Let the realm be whole again!" - unify_burgundy_kingdom_decision_desc:0 "Ever since being brought under Frankish heel, the lands of the Burgundians have been fragmented, split by foreign Kings. If all the Burgundies were united under the same banner, they could finally reclaim their place as a sovereign power in Europe." - unify_burgundy_kingdom_decision_tooltip:0 "The Kingdom of Burgundy is restored and reclaims its independence." - unify_burgundy_kingdom_decision_effect_tooltip:0 "The Kingdom of Burgundy is restored and reclaims its independence" - - unify_italian_empire_decision:0 "Unify Italy" - unify_italian_empire_decision_confirm:0 "The peninsula will be unified" - unify_italian_empire_decision_desc:0 "If the squabbling city-states and barbarous realms of Italy are brought once again under Imperial rule, the entire peninsula will regain its dignity and power." - - convert_to_feudalism_decision:0 "Adopt Feudalism" - convert_to_feudalism_decision_desc:0 "As my realm grows, so does the challenge to control it. If [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] is to keep expanding, we must leave the old ways behind and convert to feudalism." - convert_to_feudalism_decision_confirm:0 "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways" - convert_to_feudalism_decision_tooltip:0 "Change [government|E] type by becoming [feudal|E] or [clan|E]" - - convert_to_feudalism_liege_converted_decision:0 "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege" - convert_to_feudalism_liege_converted_decision_desc:1 "As my realm grows, so does the challenge to control it. My liege already follows the [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] system; I could ask [ROOT.Char.GetLiege.GetHerHis] help in restructuring my realm along similar lines." - convert_to_feudalism_liege_converted_decision_confirm:1 "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip|U] Ways" - convert_to_feudalism_liege_converted_decision_tooltip:0 "Change [government|E] type by becoming [feudal|E] or [clan|E]" - - convert_clan_to_feudalism_through_liege_decision: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege" - convert_clan_to_feudalism_through_liege_decision_desc: "My [ROOT.Char.GetGovernment.GetNameNoTooltip] government is outdated compared to the [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] system of my liege; I could ask [ROOT.Char.GetLiege.GetHerHis] help in restructuring my realm along similar lines." - convert_clan_to_feudalism_through_liege_decision_confirm: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip|U] Ways" - convert_clan_to_feudalism_through_liege_decision_tooltip: "Change [government|E] type by becoming [feudal|E]" - - convert_feudalism_to_clan_through_liege_decision: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege" - convert_feudalism_to_clan_through_liege_decision_desc: "My [ROOT.Char.GetGovernment.GetNameNoTooltip] government is outdated compared to the [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] system of my liege; I could ask [ROOT.Char.GetLiege.GetHerHis] help in restructuring my realm along similar lines." - convert_feudalism_to_clan_through_liege_decision_confirm: "Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip|U] Ways" - convert_feudalism_to_clan_through_liege_decision_tooltip: "Change [government|E] type by becoming [clan|E]" - same_faith_as_liege: "Same [religion|E] as [liege|E] or a [faith_righteous|E] [faith|E]" - same_culture_as_liege: "Same [culture|E] as [liege|E] or [cultural_acceptance|E] #P +90%#!" - - convert_whole_realm_to_feudalism_decision:0 "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways" - convert_whole_realm_to_feudalism_decision_desc:0 "For [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] to keep expanding and developing we must leave the old ways behind and adopt a new method of governance, together." - convert_whole_realm_to_feudalism_decision_confirm:0 "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways" - convert_whole_realm_to_feudalism_decision_tooltip:0 "Change [government|E] type by adopting [feudalism|E]" - - islamic_vassals_will_convert:1 "As I am Islamic, my [tribal|E] vassals will change to [clan|E] government" - other_vassals_will_convert:1 "My [tribal|E] vassals will change to [feudalism|E]" - clan_liege_vassals_will_convert:0 "As my [liege|E] has a [clan_government|E], my [tribal|E] vassals will change to $game_concept_clan$" - feudal_liege_vassals_will_convert:0 "As my [liege|E] has a [feudal_government|E], my [tribal|E] vassals will become $game_concept_feudal$" - all_holding_will_change:1 "All [tribal_holdings|E] in the realm will become [castle_holdings|E]" - all_vassals_will_convert:0 "All your vassals will change to [feudalism|E]" - - unify_italian_empire_decision_tooltip:0 "Sicily and Croatia are brought back under [de_jure|E] Italia." - unify_italian_empire_decision_effect_tooltip:0 "Sicily and Croatia are brought back under [de_jure|E] Italia" - - create_outremer_empire_decision:0 "Form the Outremer Empire" - create_outremer_empire_decision_confirm:0 "Finally, a genuinely holy land!" - create_outremer_empire_decision_desc:0 "Only once the golden cross shines from Ascalon to Omar and the infidels have been truly cast out of the Holy Land will the sacred mission of the Crusades be achieved." - create_outremer_empire_decision_tooltip:0 "The Empire of Outremer will be established." - create_outremer_empire_decision_effect_tooltip:0 "The Empire of Outremer will be established" - outremer_decision_hybrid_tt:0 "You will form a [THIS.Char.GetCulture.GetPrefix]-[hybrid_culture.GetName] [hybrid_culture|E] with the $innovation_men_at_arms$ and $innovation_desert_tactics$ [innovations|E]" - - I_AM_UNDER_OUTREMER_LIEGE:0 "My liege has Outremer [culture|E]" - I_AM_NOT_UNDER_OUTREMER_LIEGE:0 "My liege has #bold not#! Outremer [culture|E]" - I_AM_UNDER_OUTREMER_EMPIRE:0 "My liege does #bold not#! rule the Empire of Outremer" - I_AM_NOT_UNDER_OUTREMER_EMPIRE:0 "My liege rules the Empire of Outremer" - - embrace_celibacy_decision:0 "Embrace Celibacy" - embrace_celibacy_decision_desc:0 "#F A life devoid of carnal pleasures will bring me peace and satisfaction.#!" - embrace_celibacy_decision_tooltip:0 "I become Celibate" - embrace_celibacy_decision_confirm:0 "A new life begins today!" - abandon_celibacy_decision:0 "Abandon Celibacy" - abandon_celibacy_decision_desc:0 "#F I have duties to the realm, and to myself... I can no longer live in celibacy.#!" - abandon_celibacy_decision_tooltip:0 "I stop being Celibate" - abandon_celibacy_decision_confirm:0 "A new life begins today!" - msg_became_celibate:0 "Embrace Celibacy" - msg_stopped_being_celibate:0 "Abandon Celibacy" - - - sale_of_titles_decision:1 "Sell Trivial Titles" - sale_of_titles_decision_desc:0 "#F Selling titles — of purely symbolic importance — to people of more means than pedigree will bolster my treasury.#!" - sale_of_titles_decision_tooltip:0 "Exchange Prestige for Gold" - sale_of_titles_decision_confirm:1 "Draw up Writs of Honor" - sale_of_titles_side_effects_tt:0 "Selling titles yields unpredictable results" - sell_titles_nickname_gained:0 "New Nickname" - - extort_subjects_decision:0 "Extort Subjects" - extort_subjects_decision_desc:0 "#F When I am in need of money, my subjects should be happy to pay their dues! Where would they even be without me, after all?#!" - extort_subjects_decision_tooltip:0 "Ruffle feathers until gold falls out" - extort_subjects_decision_confirm:0 "Now where are my loyal subjects?" - extort_subjects_effect_tt:2 "You will have the opportunity to take gold from someone in your realm" - I_HAVE_NO_VASSALS_OF_COUNT_RANK_OR_HIGHER:0 "You have no vassals of [count|E] rank or higher" - - commission_epic_decision:0 "Commission Epic" - commission_epic_decision_desc:0 "#F My family history contains many tales of great success and honor. If any of those were composed into a single story, it would certainly reflect very well on myself!#!" - COMMISSION_EPIC_ONCE_COMPLETE:0 "Once the Epic is complete:" - COMMISSION_EPIC_POTENTIAL_COST:1 "#F You are likely to get a better result if you have extra money to spend#!" - commission_epic_decision_tooltip:1 "Pay Gold for [prestige|E] and possibly [dynasty_prestige|E]" - commission_epic_decision_confirm:1 "Time to start composing!" - commission_epic_decision_message:0 "Commissioned Family Epic" - - hold_mystical_communion_decision:0 "Hold Mystical Communion" - hold_mystical_communion_decision_desc:0 "#F I will reach for the presence of [ROOT.Char.GetFaith.HighGodName] in transfixed ecstasy.#!" - hold_mystical_communion_decision_tooltip:0 "You are the only one who truly knows" - hold_mystical_communion_decision_confirm:0 "I begin in peace" - hold_mystical_communion_side_effects_tt:0 "There may be unforeseen side effects" - held_mystical_communion_title:0 "Communed With [ROOT.Char.GetFaith.HighGodName]" - - - destroy_sunni_decision_effect_tooltip:0 "The Ash'ari Caliphate will be destroyed" - - restore_sunni_caliphate_decision:0 "Restore the Ash'ari Caliphate" - restore_sunni_caliphate_decision_confirm:0 "I alone will lead the struggle!" - restore_sunni_caliphate_decision_desc:0 "If a righteous ruler reclaims the holy cities from the clutches of the infidels, the Caliphate could be restored and unite the true worshipers of Allah under a single cause." - restore_sunni_caliphate_decision_tooltip:1 "You will become the Ash'ari Caliph" - restore_sunni_caliphate_decision_effect_tooltip:1 "You will become the Ash'ari Caliph" - - embrace_outremer_culture_decision:0 "Embrace Outremer Culture" - embrace_outremer_culture_decision_confirm:0 "We will be the best of both worlds!" - embrace_outremer_culture_decision_desc:0 "The European incursions in the Levant have brought a multitude of strident cultures together. From their clashes, a new Outremer identity is emerging." - embrace_outremer_culture_decision_tooltip:0 "Introduce the Outremer culture to the Court" - embrace_outremer_culture_decision_courtiers_embrace_outremer:3 "All [courtiers|E] of your [dynasty|E] become Outremer" - embrace_outremer_culture_decision_provinces_embrace_outremer:4 "All Middle-Eastern [counties|E] in your [domain|E] with the same [heritage|E] as your own [culture|E] become Outremer" - embrace_outremer_culture_decision_capital_embraces_outremer:3 "Your [realm_capital|E] will become Outremer" - - create_israel_kingdom_decision:0 "Restore Israel" - create_israel_kingdom_decision_confirm:0 "The Exodus will finally end!" - create_israel_kingdom_decision_desc:0 "It is time for the Children of Israel to found a new United Monarchy built around Jerusalem and the Promised Land, so that Jews may once more live together in peace and harmony." - create_israel_kingdom_decision_tooltip:0 "The Kingdom of Israel is restored." - create_israel_kingdom_decision_effect_tooltip:0 "The Kingdom of Israel is restored" - - jewish_restore_high_priesthood_decision:0 "Restore the [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] High Priesthood" - jewish_restore_high_priesthood_decision_confirm:0 "Establish a new religious head" - jewish_restore_high_priesthood_decision_desc:0 "The office of the [ROOT.Char.GetFaith.ReligiousHeadName] — the High Priest of Judaism — has been vacant since the destruction of the Second Temple at the hands of the Romans. Yet, if we are able to retake control of enough of our ancestral holy sites, a new priesthood could be established." - jewish_restore_high_priesthood_decision_tooltip:0 "The [ROOT.Char.GetFaith.GetAdjective] priesthood is re-established." - - restore_high_priesthood_decision_tooltip:0 "The [ROOT.Char.GetFaith.GetAdjective] priesthood is re-established." - restore_high_priesthood_decision_effect_tooltip:0 "The [THIS.Char.GetFaith.GetAdjective] priesthood is re-established" - - zoroastrian_restore_high_priesthood_decision:0 "Restore the [ROOT.Char.GetFaith.AltPriestTermPlural]" - zoroastrian_restore_high_priesthood_decision_confirm:0 "Establish a new religious head" - zoroastrian_restore_high_priesthood_decision_desc:1 "Since the fall of the Sasanian Empire and the advent of Muslim rule, the rightful [ROOT.Char.GetFaith.GetAdjective] priesthood has languished in obscurity. It is time to bring this shame to an end, ignite the sacred fires all across our land, and return the [ROOT.Char.GetFaith.AltPriestTermPlural] back to prominence as the stalwart allies of a rightful [ROOT.Char.GetTitleTierName]." - zoroastrian_restore_high_priesthood_decision_tooltip:0 "The [ROOT.Char.GetFaith.GetAdjective] priesthood is established." - zoroastrian_restore_high_priesthood_decision_effect_tooltip:0 "The [THIS.Char.GetFaith.GetAdjective] priesthood is established" - - become_saoshyant_decision:0 "Become the Saoshyant" - become_saoshyant_decision_confirm:0 "I am the one!" - become_saoshyant_decision_desc:0 "By driving out the Muslims and restoring Zoroastrian rule over the entirety of the Persian Empire, a pious ruler may be recognized to be Zoroaster's prophesied Saoshyant — the chosen savior of the world." - become_saoshyant_decision_tooltip:0 "Become the Saoshyant." - become_saoshyant_decision_effect_tooltip:0 "Become the Saoshyant" - become_saoshyant_decision_decendant_trait_tooltip:0 "Your descendants will gain the [trait|E] [GetTrait('saoshyant_descendant').GetName( GetNullCharacter )|LV]" - - restore_roman_empire_italian_decision:0 "Restore the Roman Empire" - restore_roman_empire_italian_decision_confirm:0 "I will restore the Empire" - restore_roman_empire_italian_decision_desc:0 "Italy is already under Imperial rule once more. The only thing that we have left is to reclaim the historical provinces in order to restore dignity to our new Roman Empire." - restore_roman_empire_italian_decision_tooltip:0 "The Roman Empire is restored" - - dismantle_holy_pretender_decision:0 "Dismantle German Pretenders" - dismantle_holy_pretender_decision_confirm:0 "War to the pretenders!" - dismantle_holy_pretender_decision_desc:0 "Retaking the Italian Peninsula and the Gallic border will allow us to be in a position strong enough to challenge the German pretenders who are wrongfully claiming Imperial dignity." - dismantle_holy_pretender_decision_tooltip:0 "A war to destroy the Holy Roman Empire will begin." - dismantle_holy_pretender_decision_effect_tooltip:0 "A war to destroy the Holy Roman Empire will begin" - - dismantle_byz_pretender_decision:0 "Dismantle Greek Pretenders" - dismantle_byz_pretender_decision_confirm:0 "War to the pretenders!" - dismantle_byz_pretender_decision_desc:0 "Controlling the Italian Peninsula and gaining a foothold in Greece will allow us to be in a position strong enough to challenge the decaying Empire of the Greeks still clinging to a waning shred of Imperial dignity." - dismantle_byz_pretender_decision_tooltip:0 "A war to destroy the Byzantine Empire will begin." - dismantle_byz_pretender_decision_effect_tooltip:0 "A war to destroy the Byzantine Empire will begin" - - form_rum_sultanate_decision:0 "Form the Sultanate of Rum" - form_rum_sultanate_decision_confirm:0 "A new, [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] Rome!" - form_rum_sultanate_decision_desc:0 "By bringing the Roman heartland of Asia Minor under [ROOT.Char.GetFaith.GetAdjective] control, we will create a new, better Rome under the guiding light of [ROOT.Char.GetFaith.HighGodName]." - form_rum_sultanate_decision_tooltip:0 "Establish the independent Sultanate of Rum." - form_rum_sultanate_decision_effect_tooltip:0 "Establish the independent Sultanate of Rum" - - create_armenian_empire_decision:0 "Revive Greater Armenia" - create_armenian_empire_decision_desc:0 "Greece and Persia are not the only lands ever to maintain imperial dignity. There was a time long ago, before Rome had ever seen an emperor, when our monarch was King of Kings. That time may yet come again." - create_armenian_empire_decision_tooltip:0 "Armenia becomes a [de_jure|E] [empire|E]" - create_armenian_empire_decision_effects_de_jure_tt_a:0 "If held, the following [kingdoms|E] will become [de_jure|E] part of [armenian_armenia_empire.GetNameNoTier]:\n[armenian_georgia.GetNameNoTier], [armenian_daylam.GetNameNoTier], [armenian_jazira.GetNameNoTier], [armenian_syria.GetNameNoTier], [armenian_anatolia.GetNameNoTier], [armenian_pontus.GetNameNoTier], [armenian_jerusalem.GetNameNoTier]" - create_armenian_empire_decision_effects_de_jure_tt_b:1 "All [duchies|E] in $custom_greater_armenia$ become [de_jure|E] part of [armenian_armenia.GetNameNoTier], or remain part of their current [kingdom|E] if you hold that title" - create_armenian_empire_decision_confirm:0 "From sea to sea, again." - - declare_bloodline_holy_decision:0 "Consecrate Bloodline" - declare_bloodline_holy_decision_desc:0 "By showing sufficient devotion and gathering the favor of the clergy, I can ensure that my dynasty is forever enshrined as a holy bloodline under divine protection." - declare_bloodline_holy_decision_tooltip:0 "The [ROOT.Char.GetDynasty.GetName] [dynasty|E] will be consecrated" - declare_bloodline_holy_decision_confirm:0 "Perform the final rites" - - build_grand_church_decision:0 "Build a Grand Church" - build_grand_church_decision_desc:0 "There is a plot of land in Barcelona where communion with [ROOT.Char.GetFaith.HighGodName] supposedly flows easier; to build a [ROOT.Char.GetFaith.HouseOfWorship] upon this ground would honor [ROOT.Char.GetFaith.HighGodName] and the Holy Family.\n\nMay the finished building stand as a testament to [ROOT.Char.GetFaith.HighGodNameAlternatePossessive] greatness!" - build_grand_church_decision_tooltip:0 "The foundation for a grand church is laid" - build_grand_church_decision_confirm:0 "We begin construction #EMP at once#!!" - - accept_cannibalism_decision:0 "[ROOT.Char.GetFaith.GetAdjectiveNoTooltip] Cannibalism" - accept_cannibalism_decision_desc:1 "Our creator [ROOT.Char.GetFaith.CreatorName] made us in [ROOT.Char.GetFaith.CreatorHerHis|U] image. By imbibing the reflection of the divine we grow closer to [ROOT.Char.GetFaith.HighGodNameAlternate]." - all_my_family_members:1 "All your [close_family_members|E]" - all_my_intimidated_vassals:1 "All your [intimidated|E] vassals" - accept_cannibalism_decision_confirm:0 "We feast!" - accept_cannibalism_decision_tooltip:1 "The cost to adopt cannibal-friendly doctrines is significantly lowered" - faith_accept_cannibalism:0 "The cost to adopt cannibal-friendly doctrines is significantly lowered" - accept_cannibalism_decision_custom:1 "Your [court_chaplain|E] has to be a [GetTrait('cannibal').GetName( GetPlayer )]" - accept_cannibalism_decision_custom_not:1 "Your [court_chaplain|E] cannot be a [GetTrait('cannibal').GetName( GetPlayer )]" - - found_university_decision:0 "Found University" - found_university_decision_desc:0 "Learned scholars have been congregating within my realm as of late. Many are sought after as teachers, but to pool — and pass on — their knowledge, they need somewhere to gather." - found_university_decision_tooltip:1 "[special_building|E] Slot: [GetBuilding('generic_university').GetName] will be made available" - found_university_decision_confirm:1 "Lay the foundation!" - found_university_decision_custom:0 "In a fitting Barony" - no_built_university:1 "The [holding|E] does not have a [special_building|E]" - no_special_building_slot:1 "The [holding|E] does not already have a [special_building|E] Slot" - decision_found_university_custom:0 "All County Capitals without a [GetBuilding('generic_university').GetName]" - - empower_sicilian_parliament_decision:0 "Empower Sicilian Parliament" - empower_sicilian_parliament_decision_desc:0 "By balancing the representative of Nobility, Clergy and Burghers with the old Roman infrastructure, a new advisory body could be organized, for the benefit of both monarch and subjects." - empower_sicilian_parliament_decision_tooltip:0 "Establish advisory assembly of the Estates" - empower_sicilian_parliament_decision_confirm:0 "Establish a new Parliament" - empower_sicilian_parliament_decision_every_province_custom:1 "Every Sicilian County" - - england_request_laudabiliter_decision:0 "Request Claim on Ireland" - england_request_laudabiliter_decision_desc:0 "If the Holy See sanctions a campaign against the barbarous tribes of Ireland, all of the British Isles could become ours to rule." - england_request_laudabiliter_decision_tooltip:0 "Petition the Papacy" - england_request_laudabiliter_decision_confirm:0 "Petition the Papacy" - england_request_laudabiliter_decision_effects_tooltip:0 "The Papal Bull gives the [house|E] [THIS.Char.GetHouse.GetName] a [casus_belli|E] for all [counties|E] in Ireland" - laudabiliter_decision_effects_tooltip:0 "$england_request_laudabiliter_decision_effects_tooltip$" - embrace_english_culture_vassals_custom:1 "Every $norman$ or $french$ [vassal|E] in de jure England" - embrace_english_culture_counties_custom:1 "Every $anglo_saxon$ [county|e] in de jure England" - - promote_gothic_innovations_decision:0 "Inspire Opus Francigenum" - promote_gothic_innovations_decision_desc:0 "A new age of art and discovery awaits us to drag [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] out of these dark times and make our homeland the pulsating heart of European culture." - promote_gothic_innovations_decision_tooltip:0 "Invest in patronage" - promote_gothic_innovations_decision_confirm:0 "Invest in patronage" - - lunatic_building_decision:0 "Build a Glass Monument" - lunatic_building_decision_desc:0 "I dreamed of a building all made of glass, where the sun warms like a summer's day even in the deepest of winters, and plants can grow year round!" - lunatic_building_decision_tooltip:0 "A [GetBuilding('special_greenhouse_01').GetName] will be built" - lunatic_building_decision_confirm:0 "I will catch the sun!" - - promote_hungarian_settlement_decision:0 "Promote Christian Settlements" - promote_hungarian_settlement_decision_desc:1 "By opening the [ROOT.Char.GetPrimaryTitle.GetName] to traders and settlers from nearby Christian realms, I will be able to speed the development of my country and strengthen our bond with the Universal Church." - promote_hungarian_settlement_decision_tooltip:0 "Welcome new Christian Settlers in [ROOT.Char.GetPrimaryTitle.GetNameNoTooltip]" - promote_hungarian_settlement_decision_ecumenical_christian:0 "Your [faith|E] is a Christian [faith] with [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName]" - promote_hungarian_settlement_decision_confirm:0 "Send out the announcement!" - promote_hungarian_settlement_decision_every_vassal_custom:0 "Every Mogyer Vassal and Courtier" - promote_hungarian_settlement_decision_every_province_custom:1 "Every Mogyer County in the Kingdom of Hungary" - promote_hungarian_settlement_decision_increased_development:0 "Gains #V 1#! [development|E] if currently under 5 [development]" - promote_hungarian_settlement_decision_convert_county:0 "May convert to a nearby Christian [faith|E]" - - revive_magyar_paganism_decision:1 "Revive $magyar_pagan$" - revive_magyar_paganism_decision_desc:1 "[ROOT.Char.GetFaith.GetReligion.GetNameNoTooltip] might have its advantages, but it has caused no end of grief and unrest amongst our subjects. Perhaps it is time to rekindle our connection with the ancient rites..." - revive_magyar_paganism_decision_tooltip:1 "Abandon [ROOT.Char.GetFaith.GetNameNoTooltip] and embrace the traditions of our ancestors" - revive_magyar_paganism_decision_confirm:1 "Renounce [ROOT.Char.GetFaith.GetNameNoTooltip]" - revive_magyar_paganism_decision_scripted_effect.county_conversions.tt:1 "[counties|E] in your [realm|E] that share your [cultural|E] [heritage|E] might convert to $magyar_pagan$" - revive_magyar_paganism_decision.adjust_the_faith.tt:0 "You may swap some of the tenets of $magyar_pagan$" - hungarian_resettlement.every_converted_province:0 "$EFFECT_LIST_BULLET$ All [counties|E] that convert" - - dynasty_of_many_crowns_decision:0 "Dynasty of Many Crowns" - dynasty_of_many_crowns_decision_desc:1 "One day, our dynasty will rule realms across the world. Through marriage and conquest, the [ROOT.Char.GetDynasty.GetBaseNameNoTooltip] name will be known to all." - dynasty_of_many_crowns_decision_confirm:1 "Our legacy shall endure for eternity!" - dynasty_of_many_crowns_decision_tooltip:0 "Bring fame and glory to the [ROOT.Char.GetDynasty.GetBaseName] [dynasty|E]" - - found_witch_coven_decision:0 "Found Witch Coven" - found_witch_coven_decision_desc:0 "Our proud house is united by blood, but the truth divides us. I long for the day when we will no longer live in fear, but be completely open with each other. Our sons and daughter will be raised to embrace their powers and the will of [ROOT.Char.GetFaith.WitchGodName]. May we serve [ROOT.Char.GetFaith.WitchGodHerHim|U] well!" - found_witch_coven_decision_confirm:0 "Found the [ROOT.Char.GetHouse.GetBaseNameNoTooltip] coven" - found_witch_coven_decision_tooltip:0 "Start a new family tradition" - found_witch_coven_decision_effects.children.tt:0 "All children of the [founder.GetHouse.GetBaseName] coven who are educated by a [GetTrait('witch').GetName( GetPlayer )] becomes a Witch" - found_witch_coven_decision_effects.convert.tt:0 "All Witches of the [founder.GetHouse.GetBaseName] coven are more successful when converting others to witchcraft" - found_witch_coven_decision_effects.grand_rite.tt:1 "The [house_head|E] of the [founder.GetHouse.GetBaseName] coven can host a [GetActivityType('activity_witch_ritual').GetName] [activity|E]" - - strengthen_bloodline_decision:0 "Strengthen Bloodline" - strengthen_bloodline_decision_desc:0 "Vigor, beauty and intellect are all proof of a bloodline's strength. A dynasty thus blessed will pass these gifts on from generation to generation." - strengthen_bloodline_decision_confirm:0 "Strengthen bloodline" - strengthen_bloodline_decision_tooltip:0 "Establish a bloodline known for its strength, beauty and intelligence" - - #UNITE THE WESTERN SLAVS - unite_the_western_slavs_decision:1 "Unite the West Slavs" - unite_the_western_slavs_decision_tooltip:1 "Unite the Western Slavs under one ruler" - unite_the_western_slavs_decision_desc:0 "We were one people when we first came to these lands. Over the years we scattered, dividing ourselves into many tribes. With foreign forces lurking at our doorstep, it is time to stand together once more." - unite_the_western_slavs_decision_tt_1:1 "Your Primary Title is the Kingdom of Poland, Pomerania, Sorbia, Bohemia, or Great Moravia" - unite_the_western_slavs_decision_tt_2:1 "You are an Emperor, and you hold the Kingdom of Poland, Pomerania, Sorbia, Bohemia, or Great Moravia" - unite_the_western_slavs_decision_titles_tt:2 "You will gain the $e_west_slavia$ [title|E]" - unite_the_western_slavs_decision_titles_empire_tt:2 "Every West Slavic [kingdom|E] [title|E] will have their territories become [de_jure|E] of your [primary_title|E]" - unite_the_western_slavs_decision_confirm:1 "Unite the West Slavs" - - #UNITE THE SOUTHERN SLAVS - unite_the_southern_slavs_decision:0 "Unite the South Slavs" - unite_the_southern_slavs_decision_tooltip:0 "Unite the Southern Slavs under one ruler" - unite_the_southern_slavs_decision_confirm:0 "Unite the South Slavs" - unite_the_southern_slavs_decision_desc:0 "We were one people when we first came to these lands. Over the years we scattered, dividing ourselves into many tribes.\n\nNow we are surrounded by mighty Empires with strange customs. Due to their influence our own way of life is slowly fading. We cannot let this happen — the time has come to unite once more." - unite_the_southern_slavs_decision_titles_tt:1 "Every South Slavic [kingdom|E] [title|E] you own (except your [primary_title|E]) will be destroyed and their territories will become [de_jure|E] of your Primary Title ([THIS.Char.GetPrimaryTitle.GetNameNoTier])" - - #UNITE ALL THE SLAVS - unite_the_slavs_decision:0 "Unite the Slavs" - unite_the_slavs_decision_tooltip:0 "Unite the Slavic peoples and found the [empire|E] of Slavia" - unite_the_slavs_decision_confirm:0 "Found Slavia" - unite_the_slavs_decision_desc:0 "If all of the Slavic peoples unite, there is no one who can stop us. I will bring about the mightiest empire the world has ever known!" - unite_the_slavs_decision_titles_tt:2 "Every Slavic [kingdom|E] [title|E] will become [de_jure|E] of the [slavia.GetName]" - unite_the_slavs_decision_effects_innovations_tt:1 "All Slavic cultures in your realm will discover up to 3 [innovations|E] from other Slavic cultures" - - #DEFENDERS OF HIGHGOD - defenders_of_highgod_decision:0 "Defenders of [ROOT.Char.GetFaith.HighGodName]" - defenders_of_highgod_decision_desc:1 "Foreign forces are skirting our territories like a pack of hungry wolves. If the ways of old are to survive, I must win the respect of the clans. Together we will raise a glorious war hall in [ROOT.Char.GetFaith.WarGodNamePossessive] honor." - defenders_of_highgod_decision_confirm:0 "Fortify Holy Site" - defenders_of_highgod_decision_tooltip:0 "Win the loyalty of the tribes and unite in defense of [ROOT.Char.GetFaith.GetName]" - - defenders_of_highgod_decision_effects_holy_site_of_choice:0 "A [SCOPE.GetRootScope.Char.GetFaith.GetAdjective] [holy_site|E] you hold" - defenders_of_highgod_decision_effects_holy_warriors_tt:0 "Many [defender_of_highgod.GetFaith.GetAdjective] warriors in your realm become [GetTrait('holy_warrior').GetName( GetPlayer )]s" - - #UNITE THE SPANISH THRONES - unite_the_spanish_thrones_decision:0 "Unite the Spanish Thrones" - unite_the_spanish_thrones_decision_desc:0 "The Spanish Thrones will be united once more, and this time under the banner of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip]." - unite_the_spanish_thrones_decision_confirm:0 "Unite the Thrones" - unite_the_spanish_thrones_decision_tooltip:0 "The Spanish thrones will be united once more" - unite_the_spanish_thrones_decision_titles_tt:1 "Every Spanish [kingdom|E] [title|E] you own (except your [primary_title|E]) will be destroyed and their territories will become [de_jure|E] of your Primary Title ([THIS.Char.GetPrimaryTitle.GetNameNoTier])" - unite_the_spanish_thrones_decision_primary:0 "Your [primary_title|E] is an Iberian [kingdom|E]" - - #UNITE AFRICA - unite_africa_decision:0 "Unite Africa" - unite_africa_decision_tooltip:0 "Bring the African peoples together in the name of [ROOT.Char.GetFaith.HighGodName]" - unite_africa_decision_confirm:0 "Unite Africa" - unite_africa_decision_ancestors_desc:0 "For far too long, our beautiful homelands have been exploited by foreign invaders. The time has come to unite the African peoples and return to the path of our Ancestors." - unite_africa_decision_spirits_desc:0 "For far too long, the spirits of our beautiful homelands have been disrespected by foreign infidels. The time has come to unite the African peoples under [ROOT.Char.GetFaith.HighGodName]." - unite_africa_decision_generic_desc:0 "The peoples of Africa are proud, brave and strong. Yet, so many are misled and worship false gods. The time has come to unite them all under [ROOT.Char.GetFaith.HighGodName]." - every_non_root_faith_vassal_africa:0 "Every non-[THIS.Char.GetFaith.GetAdjective] [vassal|E] or below in Africa" - every_non_root_faith_county_africa:0 "Every non-[THIS.Char.GetFaith.GetAdjective] county in Africa" - every_non_africa_uniter_faith_convert:1 "Converts to [africa_uniter.GetFaith.GetName|V]" - - #AVENGE THE BATTLE OF TOURS - avenge_the_battle_of_tours_decision:0 "Avenge the Battle of Tours" - avenge_the_battle_of_tours_decision_desc:0 "In 732, the Umayyad forces were defeated by the Franks on the road to Tours. Had things gone differently, all of Europe would be under Muslim rule today.\n\nI will avenge our fallen martyrs and make their dream a reality." - avenge_the_battle_of_tours_decision_confirm:0 "Avenge the Battle of Tours" - avenge_the_battle_of_tours_decision_tooltip:0 "March up the Road of the Martyrs and right past wrongs" - every_non_avenger_faith_convert:1 "Converts to [avenger.GetFaith.GetName|V]" - every_non_root_faith_vassal_west_europe:0 "Every non-[THIS.Char.GetFaith.GetAdjective] vassal or below in Western Europe" - every_non_root_faith_county_west_europe:1 "Every non-[THIS.Char.GetFaith.GetAdjective] county in your realm in Western Europe" - - #FORM PORTUGAL - form_portugal_decision:0 "Form Portugal" - form_portugal_decision_desc:0 "Once I am in control of the western coast of the Iberian Peninsula, I can form the Kingdom of Portugal and establish our own unique culture." - portguese_convert_list:3 "Every [THIS.Char.GetCulture.GetHeritage.GetNameNoTooltip] [heritage|E] subject in [THIS.Char.GetUINamePossessive] Portuguese realm" - portguese_convert_list_court:1 "Every [THIS.Char.GetCulture.GetName] [courtier|E]" - portugese_convert_iberian_counties:2 "Every [THIS.Char.GetCulture.GetHeritage.GetNameNoTooltip] [heritage|E] county in the Kingdom of Portugal" - portugese_convert_non_iberian_counties:0 "Every other county in the Kingdom of Portugal" - form_portugal_decision_confirm:0 "Form Portugal" - form_portugal_decision_tooltip:0 "Form the [kingdom|E] of Portugal and establish the Portuguese [culture|E]" - form_portugal_decision_effects_de_jure_tt:1 "[title_d_porto.GetNameNoTier], [title_d_coimbra.GetNameNoTier], [title_d_beja.GetNameNoTier], and [title_d_algarve.GetNameNoTier] become [de_jure|E] part of the #V [title_k_portugal.GetName]#! " - - #FORM CANARIAS - declare_canarias_decision:0 "Consolidate the Canaries" - declare_canarias_decision_desc:0 "Since time immemorial, each of the islands have called themselves a “kingdom”, but now our horizons are broadening and the world is beginning to unfold itself to the Canaries. At last, it is time that these many kingdoms are united under one crown." - declare_canarias_decision_confirm:0 "Consolidate the Canaries" - declare_canarias_decision_tooltip:0 "Form the [kingdom|E] of Canarias" - canarias_must_be_developed_tt:0 "Every [county|E] in [GetTitleByKey('d_canarias').GetNameNoTier] must have at least 10 [development|E]" - canarias_must_be_filled_tt:0 "Every [barony|E] in [GetTitleByKey('d_canarias').GetNameNoTier] must contain a [holding|E]" - government_is_feudal_tt: "Your [government|E] is [GetGovernment('feudal_government').GetNameWithIcon]" - government_is_clan_tt: "Your [government|E] is [GetGovernment('clan_government').GetNameWithIcon]" - government_is_tribal_tt: "Your [government|E] is [GetGovernment('tribal_government').GetNameWithIcon]" - government_is_adventurer_tt: "Your [government|E] is [GetGovernment('landless_adventurer_government').GetNameWithIcon]" - you_are_an_adventurer_tt: "You are an [GetGovernment('landless_adventurer_government').GetNameWithIcon]" - - - #Form custom kingdom or empire - found_kingdom_decision:1 "Found a New Kingdom" - found_kingdom_decision_desc:0 "I will unite my realm under a new Kingdom title, to belong to my dynasty for all time." - found_kingdom_decision_confirm:0 "Gather the realm" - found_kingdom_decision_tooltip:0 "Found an entirely new Kingdom title" - found_empire_decision:1 "Found a New Empire" - found_empire_decision_desc:0 "I will create an Empire to outshine all others, and to outlast history itself." - found_empire_decision_confirm:0 "Gather the realm" - found_empire_decision_tooltip:0 "Found an entirely new Empire title" - create_new_kingdom:1 "You create a new Kingdom" - create_title_every_held_duchy:2 "Every Duchy title you [hold|E] or [completely_control|E]" - create_custom_kingdom_de_jure_changes:1 "Becomes [de_jure|E] [duchies|E] of your new Kingdom" - create_new_empire:1 "You create a new Empire" - create_title_every_held_kingdom:2 "Every Kingdom title you [hold|E] or [completely_control|E]" - create_custom_empire_de_jure_changes:1 "Becomes [de_jure|E] [kingdoms|E] of your new Empire" - NEW_CREATED_TITLE_NAME:0 "[old_title.GetBaseNameNoTierNoTooltip]" - SPECIAL_CREATED_TITLE_NAME:0 "[special_duchy.GetBaseNameNoTierNoTooltip]" - - #Guest decisions - invite_knights_decision:1 "Invite $knight_culture_player_plural_no_tooltip$" - invite_knights_decision_desc:1 "As the [ROOT.Char.GetTitleAsNameNoTooltip] of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip], I need brave $knight_culture_player_plural_no_tooltip_lowercase$ to defend the realm and conquer new lands. I will send out a herald to let my subjects know I am in search of skilled warriors." - invite_knights_decision.men.tt:1 "At least #P 3#! able-bodied men with #V [SCOPE.ScriptValue('invite_knights_decision_standard_value')|0]#! or more [prowess|E] will arrive as [guests|E] at Court within the coming months" - invite_knights_decision.women.tt:2 "At least #P 3#! able-bodied women with #V [SCOPE.ScriptValue('invite_knights_decision_standard_value')|0]#! or more [prowess|E] will arrive as [guests|E] at Court within the coming months" - invite_knights_decision.warriors.tt:2 "At least #P 3#! warriors with #V [SCOPE.ScriptValue('invite_knights_decision_standard_value')|0]#! or more [prowess|E] will arrive as [guests|E] at Court within the coming months" - invite_knights_decision_confirm:0 "Send the herald" - minor_decisions.0001.t:1 "$knight_culture_player_no_tooltip$ Has Arrived" - minor_decisions.0001.desc:1 "[knight.GetTitledFirstName] heeded my summons and has arrived at court as my guest" - invite_knights_decision_tooltip:1 "$knight_culture_player_plural$ are summoned to visit your court" - - invite_poets_decision: "Invite Poets" - invite_poets_decision_desc: "As the nurturer of the fine arts and a protector of all those who treasure words, it is only fit I gather more poets to join my salon. I will send out a herald to let my subjects know I am in search of skilled wordsmiths." - invite_poets_decision.tt: "At least #P 3#! poets with #V [SCOPE.ScriptValue('invite_poets_decision_standard_value')|0]#! or more [diplomacy|E] will arrive at your Camp within the coming months\n$EFFECT_LIST_BULLET$In some rare cases, extremely capable candidates will arrive" - invite_poets_decision_tooltip: "Poets are summoned to visit your court" - minor_decisions.0004.t: "Poet Has Arrived" - minor_decisions.0004.desc: "[poet.GetTitledFirstName] heard of my summons and has arrived as my guest" - invite_poets_decision_confirm: "$invite_knights_decision_confirm$" - - invite_claimants_decision:0 "Invite Claimants" - invite_claimants_decision_desc:0 "In order to extend my realm, I must have valid claims on foreign land. Luckily for me, there are many claimants out there who would be willing to become my vassals in return for military support." - invite_claimants_decision.tt:0 "The likelihood of [claimants|E] with relevant [claims|E] arriving as [guests|E] at Court is greatly increased for #V 5#! Years" - invite_claimants_decision_confirm:0 "Send the herald" - minor_decisions.0002.t:0 "Claimant Has Arrived" - minor_decisions.0002.desc:0 "[claimant.Custom2('MyCharacterIntroduction', ROOT.Char)|U] heeded my summons and has arrived at court as my guest" - invite_claimants_decision_tooltip:1 "[claimants|E] are summoned to visit your court" - - - scrape_the_barrel_decision:0 "Scrape the Barrel" - scrape_the_barrel_decision_desc:0 "My Royal Court is bereft of skilled individuals to fill the many court positions needed to maintain a thriving [ROOT.Char.GetPrimaryTitle.GetTierAsNameNoTooltip]!\n\nMy household lacks the grandeur it deserves, but perhaps the solution here lies in the most unlikely of places..." - scrape_the_barrel_decision_tooltip:0 "We will recruit a [lowborn|E] to fill a random [court_position|E]" - scrape_the_barrel_decision.tt:0 "$scrape_the_barrel_decision_tooltip$" - scrape_the_barrel_decision_confirm:0 "Start the search!" - minor_decisions.0003.t:0 "Scraping the Barrel" - minor_decisions.0003.desc.opening:0 "My sweep through [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] has dragged [barrel_character.GetName] to see me!" - minor_decisions.0003.desc.diseased:0 "Before me stands a diseased peasant covered in filth, dry vomit, and a look in [barrel_character.GetHerHis] eyes scarce of consciousness." - minor_decisions.0003.desc.physical:0 "What I see before me is a peasant of most unusual appearance, staring at me with shock and awe as if I were [ROOT.Char.GetFaith.HighGodName] [ROOT.Char.GetFaith.HighGodHerselfHimself]. Clearly, the conditions of [barrel_character.GetHerHis] birth has caused [barrel_character.GetHerHim] undue pain and ostracisation from the commoners of [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip]." - minor_decisions.0003.desc.maimed:0 "The [barrel_character.GetWomanMan] appears to have seen more than [barrel_character.GetHerHis] fair share of conflict and cruelty in this world, and wears the reminders of every fist and blade which bashed and cut [barrel_character.GetHerHim] down." - minor_decisions.0003.desc.criminal:0 "This wretch was dragged up from the dungeons; locked up for unspeakable crimes against the crown, hoping for pardon in exchange for [barrel_character.GetHerHis] skills." - minor_decisions.0003.desc.ewan:0 "What I’m forced to look at is a wicked nightmare of a [barrel_character.GetWomanMan], scarcely resembling a human being. The wretched creature is so wrought with disease, malformation, and injury that it is an act of witchcraft that [barrel_character.GetSheHe] is even able to stand!" - minor_decisions.0003.desc.criminal_bridge:0 "\n\nThough [barrel_character.GetSheHe] is a guilty traitor," - minor_decisions.0003.desc.bridge_1:0 "\n\nDespite [barrel_character.GetHerHis] affliction," - minor_decisions.0003.desc.bride_2:0 "it has been brought to my attention that [barrel_character.GetSheHe] is a skilled" - minor_decisions.0003.desc.educated:0 "scholar, somehow educated in the written language in spite of [barrel_character.GetHerHis] low position in life. I feel that [barrel_character.GetNameNoTooltip] would serve the court well in matters of religion, scholarship, or health." - minor_decisions.0003.desc.cunning:0 "conman, making [barrel_character.GetHerHis] fortune by swindling the locals of every penny they can bleed. Their cunning and slight of hand would do well at my side, listening to the many whispers that come about at court and raining justice upon those who wrong the Crown." - minor_decisions.0003.desc.charismatic:1 "diplomat with skills in the [ROOT.Char.GetCulture.GetLanguage.GetNameNoTooltip] language that rivals any noble! [barrel_character.GetHerHis|U] subversive charisma and unusual appearance will undoubtedly catch the interest of any foreign noble visiting my court." - minor_decisions.0003.desc.organised:0 "merchant with an understanding of finance and organisation well above what I would expect of a lowly peasant. Undoubtedly, this [barrel_character.GetWomanMan] is wasted as a lowborn and has been chosen by [ROOT.Char.GetFaith.HighGodName] to elevate to the rank of nobility and serve me at court." - minor_decisions.0003.desc.strong:0 "leader, winning countless skirmishes and leading [barrel_character.GetHerHis] group of rogues from raid to raid. No doubt [barrel_character.GetSheHe] is wasted rolling around in a stew of mud and blood committing petty theft on the countryside and should instead don royal regalia and join my fine court!" - minor_decisions.0003.desc.outro:0 "My council has determined the role which best suits [barrel_character.GetNameNoTooltip], the only question that remains is if I am truly willing to go through with this or not." - minor_decisions.0003.a:0 "Of course! Welcome to nobility, [barrel_character.GetNameNoTooltip]!" - minor_decisions.0003.b:0 "Only the trade of execution befits this #EMP creature#!." - minor_decisions.0003.c:0 "[ROOT.Char.GetFaith.HighGodName], fetch me someone else!" - minor_decisions.0003.d:0 "Uhhh, we're not that desperate yet..." - - #False Conversion decisions - revoke_false_conversion_decision:0 "Reveal True Faith" - revoke_false_conversion_decision.tt:0 "Publicly reconvert to your old [faith|E]" - revoke_false_conversion_decision.desc:0 "#F Though officially I follow the [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] faith, I cannot let go of many of the personal rituals and private beliefs held by my ancestors. Perhaps the old ways truly were better?#!" - revoke_false_conversion_decision.desc.tt:0 "You publicly reconvert to your previous [faith|E]. Your [vassals|E] and [close_family|E] may convert with you" - revoke_false_conversion_decision.desc.tt_landless: "You reconvert to your previous [faith|E]. Your [close_family|E] may convert with you." - revoke_false_conversion_decision.desc.tt_own_faith_counties:0 "If You are [independent|E], [counties|E] within your [realm|E] that have [GetModifier('false_convert_modifier').GetNameWithTooltip] may convert with you, if secretly of your [faith|E]" - revoke_false_conversion_decision_confirm:0 "Make a proclamation" - encourage_confession_of_false_conversions_decision:0 "Amnesty for False Conversions" - encourage_confession_of_false_conversions_decision.tt:0 "Crypto-religionists may reveal their hidden [faith|E]" - encourage_confession_of_false_conversions_decision.desc:0 "#F It is an open secret that there are crypto-religionists in my realm, practicing their faith in hiding. Perhaps an official amnesty could convince them to drop the facade?#!" - encourage_confession_of_false_conversions_decision.desc.tt_pluralist:0 "Crypto-religionists within your realm may reveal themselves, if your [faith|E] [tolerates|E] their secret Faith better than their public one" - encourage_confession_of_false_conversions_decision.desc.tt_paranoia:0 "[characters|E] that are [GetTrait('deceitful').GetName( GetNullCharacter )] or [GetTrait('paranoid').GetName( GetNullCharacter )] will not reveal their secret [faith|E] unless it matches yours" - encourage_confession_of_false_conversions_decision.desc.tt_pluralist_counties:0 "If you are [independent|E], [counties|E] within your [realm|E] that have [GetModifier('false_convert_modifier').GetNameWithTooltip] may convert openly, depending on how hostile you would be to their new [faith|E]" - encourage_confession_of_false_conversions_decision.desc.tt_coreligionist:0 "Crypto-religionists within your realm may reveal themselves, if their private [faith|E] is the same as your public one" - encourage_confession_of_false_conversions_decision_confirm:0 "Make a proclamation" - abandon_crypto_faith_decision: "Abandon Secret Faith" - abandon_crypto_faith_decision.tt: "Stop practicing your old faith in secret" - abandon_crypto_faith_decision.desc: "#F All of these secret sermons and whispered prayers are tiring my patience. Meanwhile, I've grown comfortable with my public life in [ROOT.Char.GetFaith.GetName]. Perhaps it's time to lay my old faith to rest once and for all.#!" - abandon_crypto_faith_decision_confirm: "Abandon #EMP crypto-faith#!" - - #Restore the Holy Roman Empire - restore_holy_roman_empire_decision:0 "Restore the Holy Roman Empire" - restore_holy_roman_empire_decision_desc:0 "The true Empire in the West lies in tatters, the legacy of Charlemagne shattered by cruel fate. It would take a strong and godly ruler to return Germany's imperial dignity." - restore_holy_roman_empire_decision_confirm:0 "Renovatio Romani Imperii!" - restore_holy_roman_empire_decision_tooltip:0 "Revive the Roman Empire in the West" - decision_refound_hre_control_the_electors.tt:0 "You must control or hold the traditional elector titles: the Duchies of $d_ostmark$, $d_ostfalen$, $d_east_franconia$, and $d_bohemia$, as well as the Counties of $c_trier$, $c_mainz$, and $c_cologne$" - decision_refound_hre_own_three_kingdoms.tt:0 "You must control at least three kingdom titles" - restore_holy_roman_empire_decision_effects_de_jure.tt:0 "Any completely controlled kingdoms outside of $e_italy$ will become de jure part of the $e_hre$" - restore_holy_roman_empire_decision_effects_vassal_opinion.tt:0 "All direct vassals" - reformed_holy_roman_empire_opinion:0 "Reformed the $e_hre$" - hre_elector_list_creation_tt:0 "7 Prince-[electors|EU] will be selected from among prominent [de_jure|E] Bishops, Dukes, and Kings of the Holy Roman Empire" - - #Adopt Special Succession decision - adopt_special_succession_decision:0 "Adopt Special Succession Type" - adopt_special_succession_decision_desc:0 "Partition succession makes us weak and divided. Perhaps the realm's magnates would accept a historical alternative..." - adopt_special_succession_decision_confirm:0 "Think on the matter" - adopt_special_succession_decision_tooltip:0 "Replace my partition [succession|E] with a local type of Elective $game_concept_succession$" - adopt_special_succession_decision_effects.tt:1 "You may pick a form of traditional Elective [succession|E] based on your [culture|E]\n$EFFECT_LIST_BULLET$It will be applied to any of your top-[rank|E] [titles|E] using Partition [succession|E]" - implemented_traditional_succession_law_opinion:0 "Implemented Traditional Succession Law" - found_kingdom_decision_advanced_succesion:0 "Does not have the Advanced Succession law" - found_kingdom_decision_elective_succesion:0 "Does not have the Elective Succession law" - - # Establish Norman Culture - establish_norman_culture_decision:0 "Establish Norman Culture" - establish_norman_culture_decision_desc:0 "Our old traditions do not serve us well in our new home. We should look to the locals and see what we can learn from them." - establish_norman_culture_decision_confirm:0 "Normandy Rises!" - establish_norman_culture_decision_tooltip:0 "Merge our Norse and the local French cultures together" - establish_norman_culture_decision_effect.tt:0 "All [old_culture_1.GetName] and [old_culture_2.GetName] counties and characters in northern France become [new_culture.GetName]" - establish_norman_culture_decision_effect.tt.2:0 "[normandy_title.GetName] is renamed to $d_normandy$" - - # Found the Kingdom of Aragon - form_the_kingdom_of_aragon_decision:0 "Found the Kingdom of Aragon" - form_the_kingdom_of_aragon_decision_desc:1 "The children of the great Ebro river have spent centuries being sidelined. By the Romans, by the Visigoths, by the Franks, by the Arabs. As long as they toil for foreign conquerors and distant capitals, their lands are not truly their own, and the people clamor for a local kingdom of their own." - form_the_kingdom_of_aragon_decision_confirm:0 "Our home, our kingdom!" - form_the_kingdom_of_aragon_decision_tooltip:0 "Found the Kingdom of Aragon" - form_the_kingdom_of_aragon_decision.tt.form_aragonese:0 "You will be able to choose whether or not to copy [culture_pillars|E] from [founder_culture.GetName] to [aragonese_culture.GetName]" - form_the_kingdom_of_aragon_decision.tt.drift.d_valencia:0 "If you [completely_control|E] [d_valencia.GetDefinitiveName], it will be [de_jure_drift_drifted|E] into [k_aragon.GetDefinitiveName]." - form_the_kingdom_of_aragon_decision.tt.drift.d_barcelona:0 "If you [completely_control|E] [d_barcelona.GetDefinitiveName], it will be [de_jure_drift_drifted|E] into [k_aragon.GetDefinitiveName]." - form_the_kingdom_of_aragon_decision.tt.drift.d_navarra:0 "If you [completely_control|E] [d_navarra.GetDefinitiveName], it will be [de_jure_drift_drifted|E] into [k_aragon.GetDefinitiveName]." - - # Culture Conversion - convert_to_local_culture_decision:0 "Convert to Local Culture" - convert_to_local_culture_decision_desc:0 "Truth be told, there is little separating my traditions from those of the people in my capital. We observe the same holy days, the same public feasts, and our language has become almost the same." - convert_to_local_culture_decision_confirm:1 "I acknowledge who I am" - convert_to_local_culture_decision_tooltip:0 "Convert to the [culture|E] of your [capital|E]" - converted_culture_msg_title:0 "[converting_character.GetShortUINameNoTooltip|U] Converted [culture|E]" - converted_from_old_culture_to_new_culture_tt:0 "Converted from [old_culture.GetName] to [new_culture.GetName]" - every_old_culture_vassal_holding_new_culture_land:0 "Every [vassal|E] sharing your [culture|E] that has [counties|E] of the new Culture" - every_close_family_member_sharing_your_culture:1 "Every [close_family|E] member sharing your [culture|E]" - every_consort_sharing_your_culture:1 "Every consort sharing your [culture|E]" - - assimilate_local_traditions_decision:0 "Have the Realm Embrace Local Traditions" - assimilate_local_traditions_decision_desc:0 "While adventure will always be in our blood, we acknowledge that we are far from our frigid Scandinavian home. The local traditions suit its people well, they are masters of their land and their gods are strong — we respect that. In time, we will become as them." - assimilate_local_traditions_decision_confirm:0 "We shall adapt" - assimilate_local_traditions_decision_tooltip:0 "Convert yourself and all of your Norse [vassals|E] to the [culture|E] and [faith|E] of your [capital|E]" - every_norse_vassal:0 "Every [vassal|E] sharing your [culture|E] and their [close_family|E]" - non_zealous_convert:0 "Converts to [new_faith.GetName] #weak (if not )#!" - - secede_from_empire_decision:0 "Secede from [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTierNoTooltip]" - secede_from_empire_decision_desc:0 "[ROOT.Char.GetLiege.GetTitledFirstNamePossessive] incompetence has left [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTooltip] unable to protect its subjects from their enemies, both internal and external. Even a new ruler would be hard-pressed to undo all of the damage [ROOT.Char.GetLiege.GetSheHe] has done.\n\nIt is a far wiser course of action for us to split off and form a new realm, living or dying on our own merits instead of being dragged down with the rest of the Empire." - secede_from_empire_decision_tooltip:0 "Let loose and lose some stress" - secede_from_empire_decision_effect_tooltip:0 "Some of your former liege's debt will be canceled" - secede_from_empire_decision_trigger_debt:0 "[CHARACTER.GetTitledFirstName] is more than 25 years in debt" - secede_from_empire_decision_trigger_war:0 "[CHARACTER.GetTitledFirstName] has been fighting the same offensive war for more than 25 years" - secede_from_empire_decision_confirm:0 "Cheers!" - secede_from_empire_decision_notification:0 "[ROOT.Char.GetTitledFirstName] Gained Independence" - secede_from_empire_decision_notification_tt:0 "This happened due to my excessive debt" - secede_from_empire_decision_debug:1 "[ROOT.Char.GetPrimaryTitle.GetName] seceded from [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTooltip] clearing [debt_cleared.GetValue] in debt" - - #DECISIONS TO "USE" YOUR STRESS COPING TRAITS TO LOSE STRESS - stress_loss_drunkard_decision:0 "Indulge in Drink" - stress_loss_drunkard_decision_desc:0 "The camaraderie found in the company of fellow patrons of the drinks, the calm that the fog grants... The time has come to indulge in a drinking binge!" - stress_loss_drunkard_decision_tooltip:0 "Let loose and lose some stress" - stress_loss_drunkard_decision_effect_tooltip:1 "You will lose some [stress|E]" - stress_loss_drunkard_decision_confirm:0 "Cheers!" - - stress_loss_hashishiyah_decision:1 "Consume Hashish Cakes" - stress_loss_hashishiyah_decision_desc:1 "Just a few bites, and the stress seems to flow from my body. My mind begins to fog, and a sense of peace and restfulness overcomes me. There is nothing that is quite as relaxing as good hashish!" - stress_loss_hashishiyah_decision_tooltip:1 "Let your stress melt into a drug-induced haze" - stress_loss_hashishiyah_decision_confirm:1 "Bring me a platter!" - - stress_loss_rakish_decision:0 "Visit a Brothel" - stress_loss_rakish_decision_desc:0 "[ROOT.Char.Custom('AttractionWomanManIndef')|U] on my lap, and everything – and everyone – the brothel has to offer at my beck and call..." - stress_loss_rakish_decision_desc_woman_ending:0 "Nothing relieves the mind like some carnal relief." - stress_loss_rakish_decision_desc_man_ending:0 "Nothing releases the mind like a good release." - stress_loss_rakish_decision_tooltip:0 "Ease your mind by indulging in your desires" - stress_loss_rakish_decision_confirm:0 "Here I come, [ROOT.Char.Custom('AttractionGirlBoyPlural')]!" - - stress_loss_reclusive_decision:0 "Seclude Yourself" - stress_loss_reclusive_decision_desc:1 "To truly center my mind and clear it of thoughts and concerns I have to be left to my own devices. Alone I can focus and heal." - stress_loss_reclusive_decision_tooltip:0 "Seclude yourself to focus your mind" - stress_loss_reclusive_decision_confirm:0 "Goodbye." - - stress_loss_irritable_decision:1 "Lash Out" - stress_loss_irritable_decision_desc:1 "To let go off all this anger and irritation I have been holding in... Oh, there's nothing better than it to clear the mind! Next time an opportunity arises I will not stop myself." - stress_loss_irritable_decision_effect_tooltip:0 "You insult a random vassal" - stress_loss_irritable_decision_effect_courtier_tooltip: "You insult a random [THIS.Char.Custom('GetCourtier')|l]" - stress_loss_irritable_decision_tooltip:0 "Let your mouth run loose to calm your mind" - stress_loss_irritable_decision_confirm:0 "Hey! Hey you!" - - stress_loss_flagellant_decision:0 "Flagellate" - stress_loss_flagellant_decision_desc:0 "Nothing cleanses the mind like the catharsis of pain. I will apply the whip to my own back until my mind clears." - stress_loss_flaggelant_decision_effect_tooltip:0 "You will lose stress" - stress_loss_flagellant_decision_tooltip:0 "Cleanse your mind with pain" - stress_loss_flagellant_decision_confirm:0 "Ugh–!" - - stress_loss_profligate_decision:0 "Visit the Market" - stress_loss_profligate_decision_desc:0 "Something new, something shiny, something rare... Nothing centers me like a new purchase, and the local market holds many treasures!" - stress_loss_profligate_decision_tooltip:0 "Spend gold to focus your mind" - stress_loss_profligate_decision_confirm:0 "Fill my purse!" - - stress_loss_improvident_decision:0 "Donate to Charity" - stress_loss_improvident_decision_desc:0 "There are many who need my gold more than me. It might not directly solve my own issues, but it lightens the mind to give." - stress_loss_improvident_decision_tooltip:0 "Give to the ones in need to ease your mind" - stress_loss_improvident_decision_confirm:0 "It's for a good cause!" - - stress_loss_contrite_decision:0 "Confess" - stress_loss_contrite_decision_desc:0 "Few things brings such release and freedom as a confession. By voicing my secrets and faults I can calm my mind." - stress_loss_contrite_decision_tooltip:0 "Confess your faults and free your mind" - stress_loss_contrite_decision_expose_random_secret:0 "A random secret of yours will be exposed" - stress_loss_contrite_decision_confirm:0 "I have something to say!" - - stress_loss_comfort_eater_decision:0 "Indulge in Food" - stress_loss_comfort_eater_decision_desc:0 "When everything seems a bit #EMP too much#! I can always count on food to put my mind at ease – a full stomach leads to an empty and calm mind." - stress_loss_comfort_eater_decision_tooltip:0 "Eat to focus your mind" - stress_loss_comfort_eater_decision_confirm:0 "Set the table!" - lackluster_diet_hindrance_desc: "You are on a Lackluster Diet" - - stress_loss_inappetetic_decision:0 "Shun Food" - stress_loss_inappetetic_decision_desc: "I have too much on my plate at it is, even without counting the literal food sitting there! By skipping meals I can focus on the issues that actually matter around here." - stress_loss_inappetetic_decision_tooltip:0 "Avoid food and avoid stress" - stress_loss_inappetetic_decision_confirm:0 "Inform the cook" - - stress_loss_journaller_decision:0 "Write Thoughts Down" - stress_loss_journaller_decision_desc:0 "I will put my thoughts and burdens down in writing. Nothing clears the mind like some ink and paper can!" - stress_loss_journaller_decision_tooltip:0 "Put your thoughts on paper and clear your mind" - stress_loss_journaller_decision_confirm:0 "Bring my journal!" - - stress_loss_confider_decision:0 "Talk to Confidant" - stress_loss_confider_decision_desc:0 "To truly be listened to is a rare treat. Nothing eases the mind like a good conversation with someone you can trust, and it usually makes problems seem much smaller!" - stress_loss_confider_decision_tooltip:0 "Share your burdens with someone else" - stress_loss_confider_decision_confirm:0 "Now listen here..." - - stress_loss_athletic_decision:0 "Work off Some Stress" - stress_loss_athletic_decision_desc:0 "Nothing eases the mind like a raised pulse and a healthy sweat! I will work my body until my mind is more at ease." - stress_loss_athletic_decision_tooltip:0 "A healthy body begets a healthy mind" - stress_loss_athletic_decision_confirm:0 "Let's go!" - - DECISION_COOLDOWN_WARNING:1 "@alert_icon! #alert_trial $DECISION_NAME$ will be unavailable for $COOLDOWN$#!" - - all_courtiers_except_confidant:0 "All [courtiers|E] except confidant" - - found_kingdom_of_bosnia_decision:0 "Found Kingdom of Bosnia" - found_kingdom_of_bosnia_decision_desc:0 "The mountains and forests of central Bosnia flit ceaselessly between lords from the north and south. Perhaps not for much longer..." - found_kingdom_of_bosnia_decision_tooltip:0 "Bosnia becomes a [de_jure|E] [kingdom|E]" - found_kingdom_of_bosnia_decision_confirm:0 "[ROOT.Char.GetLadyLord|U] of all Bosnia!" - - accuse_krstjani_of_heresy_decision:0 "Accuse the $bosnian_church$ of Heresy" - accuse_krstjani_of_heresy_decision_desc:0 "The wild Bosnian highlands have, for years, housed a sect that does not truly belong to East or West, yet both seem content to ignore this growing deviation.\n\nNo longer! We shall have the [ROOT.Char.GetFaith.ReligiousHeadName] formally declare them heretics, and they will have nowhere to hide!" - accuse_krstjani_of_heresy_decision_tooltip:0 "The Christian world shall tolerate these schismatics no longer!" - accuse_krstjani_of_heresy_flavour_effect.tt:0 "You send a letter to the [GetPlayer.GetFaith.ReligiousHeadName], imploring [GetPlayer.GetFaith.GetReligiousHead.GetHerHim] to look into the matter of the $bosnian_church$..." - accuse_krstjani_of_heresy_decision_confirm:0 "First the pen, then the sword!" - cannot_be_atoned_krstjani_leader_flag:0 "You cannot be an atoned $bosnian_church_adherent$!" - - launch_hungarian_migration_decision:0 "Prepare to Cross the Carpathians" - launch_hungarian_migration_decision_desc:0 "Competing tribes on the steppe, especially the marauding Pecheneg warbands that litter our territory, are making life increasingly difficult. Across the Carpathians, however, lie the fertile, wooded valleys and rolling plains of weak Pannonia..." - launch_hungarian_migration_decision_tooltip:0 "Flee the steppe to settle in Pannonia" - launch_hungarian_migration_decision_flavour_effect:0 "You gain the single-use special [hungarian_invasion_casus_belli|E]" - launch_hungarian_migration_decision_confirm:0 "Send riders to each tribe!" - launch_hungarian_migration_decision_before_last_date:0 "The date is 911.1.1 or earlier" - - negotiate_the_danelaw_decision:0 "Negotiate the Danelaw" - negotiate_the_danelaw_decision_desc:0 "Competition for land in $k_england$ is fierce, and no one ruler has yet proved dominant. Yet, there is a path no one has yet tried. Perhaps a Devil's bargain could yet be struck..." - negotiate_the_danelaw_decision_confirm:0 "So power now, unification later?" - negotiate_the_danelaw_decision_tooltip:0 "Consider splitting $k_england$ into two with your most powerful rival" - negotiate_the_danelaw.valid_opponent.tt:0 "You must have a valid opponent to negotiate with" - negotiate_the_danelaw.controlled_duchies.tt:0 "You must [completely_control|E] at least two [duchies|E] within [de_jure|E] $k_england$" - negotiate_the_danelaw.preview.tt:0 "You ponder whether partitioning the realm might prove beneficial..." - negotiate_the_danelaw.clarification.tt:0 "You will be able to back out of this decision before confirming." - - negotiate_the_danelaw_integrate_duchies_decision:0 "Integrate $k_england_adj$ Duchy" - negotiate_the_danelaw_integrate_duchies_decision_desc:0 "This partition of the realm is nonsense! The lands within my borders rightfully belong to me, and I will see that all respect this!" - negotiate_the_danelaw_integrate_duchies_decision_confirm:0 "One realm, one [ROOT.Char.GetTitleAsNameNoTooltip]." - negotiate_the_danelaw_integrate_duchies_decision_tooltip:0 "Integrate duchies that have been [de_jure_partitioned|E]" - negotiate_the_danelaw_integrate_duchies_decision.duchies_within_danelaw.tt:0 "[completely_control|E] at least one [duchy|E] within $k_danelaw_article$$k_danelaw$" - negotiate_the_danelaw_integrate_duchies_decision.duchies_within_england.tt:0 "[completely_control|E] at least one [duchy|E] within $k_england$" - negotiate_the_danelaw_integrate_duchies_decision.danelaw_side.t:0 "$k_england$ integrates Duchies" - negotiate_the_danelaw_integrate_duchies_decision.danelaw_side.desc:0 "De jure territory from $k_danelaw$ has been absorbed directly into $k_england$." - negotiate_the_danelaw_integrate_duchies_decision.england_side.t:0 "$k_danelaw$ integrates Duchies" - negotiate_the_danelaw_integrate_duchies_decision.england_side.desc:0 "De jure territory from $k_england$ has been absorbed directly into $k_danelaw$." - negotiate_the_danelaw_integrate_duchies_decision.inform_minor_players.t:0 "Realm Integrated" - negotiate_the_danelaw_integrate_duchies_decision.inform_minor_players.tt:0 "Part of your realm has been forcibly integrated into a different kingdom" - - formalise_the_daneland_decision:0 "Formalize the Daneland" - formalise_the_daneland_decision_desc:0 "What do our people care for $k_england$? We have so much more than just our own laws: we have our own customs, languages, traditions, our own #EMP culture#!. They have no more a claim to our land than we to theirs." - formalise_the_daneland_decision_confirm:0 "This rivalry ill-becomes us." - formalise_the_daneland_decision_tooltip:0 "Relinquish the struggle for a united $k_england$" - formalise_the_daneland_decision.must_be_after_1100.tt:0 "The date is 1100.1.1 or later" - admiring_birds_decision:0 "Admire Birds" - admiring_birds_decision_tooltip:0 "Spend some time admiring birds." - admiring_birds_decision_desc:0 "#F Birds are magnificent creatures, you can learn so much from observing them, and gain even more if you can pet one!#!" - admiring_birds_decision_confirm:0 "Go for a walk" - deceitful_progress_hostile_schemes_decision:0 "Study the Art of Scheming" - deceitful_progress_hostile_schemes_decision_desc:0 "'I must consider every angle my scheme might turn to. As the spider weaves its web, I should ensure there are many ways my prey could become ensnared. I will spend some time planning my deception carefully." - deceitful_progress_hostile_schemes_decision_tooltip:0 "Refine your [hostile_schemes|E]." - deceitful_progress_hostile_schemes_decision_confirm:0 "A world of schemes await!" - deceitful_progress_hostile_schemes_decision_missing_scheme:0 "You need to have at least #V 1 #! active [hostile_scheme|E]" - deceitful_progress_hostile_schemes_decision_missing_scheme_effect:0 "Your [hostile_schemes|E] will have a better [success_chance|E]" - msg_deceitful_progress_hostile_schemes:0 "Your [hostile_schemes|E] progressed!" - - diligent_development_focus_decision:0 "Develop Capital" - diligent_development_focus_decision_desc:0 "I dream that [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] will one day be the envy of every ruler under the sky. I must endeavor to be the champion who turns it into the jewel of the Earth. All that is needed is for me to put in some more work...\n\nWho needs to sleep, anyway?" - diligent_development_focus_decision_tooltip:0 "Improve the development of your Capital" - diligent_development_focus_decision_confirm:0 "Plan the development" - msg_diligent_development_focus:0 "Your diligent planning is paying off!" - - impatient_rushing_all_schemes_decision:0 "Expedite Schemes" - impatient_rushing_all_schemes_decision_desc:0 "Why should I wait forever when I feel ready? Let's try my chance now!" - impatient_rushing_all_schemes_decision_tooltip:0 "Take your chances by closing your schemes earlier" - impatient_rushing_all_schemes_decision_confirm:0 "It's now or never!" - impatient_rushing_all_schemes_decision_missing_scheme:0 "You need to have at least #V 1 #! active [scheme|E]" - impatient_rushing_all_schemes_decision_missing_scheme_effect:0 "Your active [schemes|E] will progress instantly" - msg_impatient_rushing_all_schemes:0 "Your [schemes|E] are ready!" - found_kingdom_of_livonia_decision:0 "Proclaim Terra Mariana" - found_kingdom_of_livonia_decision_desc:0 "The Balts have, for centuries, been without a Kingdom to call their own. This rugged, untamed land of tribes and disparate pagan beliefs has long been without an identity, but perhaps I will change all that…" - found_kingdom_of_livonia_decision_tooltip:0 "Livonia becomes a [de_jure|E] [kingdom|E]" - found_kingdom_of_livonia_decision_confirm:0 "[ROOT.Char.GetLadyLord|U] of all the Balts!" - - # Introduce a Fashion at Court - introduce_a_new_fashion_at_court_decision:0 "Introduce a New Fashion at Court" - introduce_a_new_fashion_at_court_decision_desc:0 "No court can claim to be as stylish as ours! The court is a battleground of fashion, and it is high time I made my own effort to establish a new vogue among the nobility..." - introduce_a_new_fashion_at_court_decision_tooltip:0 "Attempt to introduce a new fashion at court for [prestige|E]." - introduce_new_fashion_duel_tooltip:0 "A character at court may attempt to duel you in [diplomacy|E] to prevent your style from being implemented." - introduce_a_new_fashion_at_court_decision_confirm:0 "For a new style and class!" - court_already_has_a_fashion_tend_tt:0 "The court already has an ongoing fashion trend." - - court_amenities_interactions.0010.b_turned_down:0 "Everyone loves the new style!" - court_amenities_interactions.0010.t:0 "A New Fashion at Court" - court_amenities_interactions.0010.desc_intro:0 "[actor.GetNameNoTooltip|U] has burst into court, catching the eye of all the lords and ladies of the realm with [actor.GetHerHis] most peculiar garments." - court_amenities_interactions.0010.desc.flag_big_collar:0 "[actor.GetSheHe|U] has donned a garb adorned with a collar which has the circumference of a wagon wheel" - court_amenities_interactions.0010.desc.flag_head_dress:0 "[actor.GetSheHe|U] has taken to wearing a traditional head-dress cocked to one side of [actor.GetHerHis] head in a twisted mockery of [actor.GetCulture.GetName] culture" - court_amenities_interactions.0010.desc.flag_gold_boots:0 "[actor.GetSheHe|U] heavily trod across the great hall of [debate_locale.GetNameNoTierNoTooltip], [actor.GetHerHis] solid metal boots adorned with golden inlays practically splitting the ground with their tremendous weight" - court_amenities_interactions.0010.desc.flag_sleeveless:0 "[actor.GetSheHe|U] has removed the sleeves from [actor.GetHerHis] noble clothing" - court_amenities_interactions.0010.desc.flag_commoner_clothes:0 "[actor.GetSheHe|U] has entered [debate_locale.GetNameNoTierNoTooltip] wearing the clothing of a lowborn peasant" - court_amenities_interactions.0010.desc_outro:0 "and has dared to declare this the latest in fashion of the realm! All the fools at court seem to be falling for it, but should I raise my hand to end this lunacy?" - court_amenities_interactions.0010.a_flag_big_collar:0 ""You look like a bird who swallowed a plate!"" - court_amenities_interactions.0010.a:0 ""What #EMP are#! you wearing?"" - court_amenities_interactions.0010.b:0 "Bite my lip and try not to laugh." - court_amenities_interactions.0010.a.tt_success:0 "You convince the crowd that [actor.GetNamePossessiveNoTooltip] outfit is stupid" - court_amenities_interactions.0010.a.tt_failure:0 "The crowd disagrees with you and thinks [actor.GetNamePossessiveNoTooltip] outfit is the new fashion trend" - court_amenities_interactions.0011.t:0 "Of Fashion and Feuds" - court_amenities_interactions.0011.desc_intro:0 "I strut around my court, proud of my new bold fashion-forward statement," - court_amenities_interactions.0011.desc.flag_big_collar:0 "my garments adorned with an enormous round collar for all to admire." - court_amenities_interactions.0011.desc.flag_head_dress:0 "my usual head-dress cocked to one side of my head, bringing something new and fresh to an otherwise old and drab item of clothing." - court_amenities_interactions.0011.desc.flag_gold_boots:0 "my heavy golden boots shimmering in the light of [debate_locale.GetNameNoTierNoTooltip] hall." - court_amenities_interactions.0011.desc.flag_sleeveless:0 "my new sleeveless garb bearing my arms for all to see!" - court_amenities_interactions.0011.desc.flag_commoner_clothes:0 "questioning why the nobility must dress so differently from commoners when simplicity is so stylish." - court_amenities_interactions.0011.desc_bridge:0 "[recipient.Custom2('MyCharacterIntroduction', ROOT.Char)] cries out at me from across the hall.\n\nWe throw insults back and forth, myself defending what is so obviously good fashion going far above the head of a simple mind." - court_amenities_interactions.0011.desc_won:0 "As the local nobility flock around me, I can consider my fashion statement to be a roaring success!" - court_amenities_interactions.0011.desc_lost:0 "As the nobility of [debate_locale.GetNameNoTierNoTooltip] quickly join [recipient.GetNameNoTooltip] in mocking my outfit, I know my fashion statement to be cruelly unappreciated in its own time." - court_amenities_interactions.0011.a_won:0 "I always know best!" - court_amenities_interactions.0011.a_lost:0 "They just don't #EMP understand#! me!" - court_amenities_interactions.0012.desc_intro:0 ""Well, some of us are followers, and others leaders." [actor.GetNameNoTooltip] stands firm in [actor.GetHerHis] commitment to that ridiculous outfit.\n\nWe spend the next few hours debating the nature of high-fashion, with a small crowd of courtiers watching as I fling insult after insult at this fool." - court_amenities_interactions.0012.desc_won:0 "Before long, many other courtiers begin joining me in mocking [actor.GetNameNoTooltip], and I know my work is done." - court_amenities_interactions.0012.desc_lost:0 "Unfortunately, the crowd did not seem swayed by my arguments and within days, I am the only one in court #EMP not#! dressing like [actor.GetNameNoTooltip]." - court_amenities_interactions.0012.desc_lost.kof:1 "Not only that, but many have taken to referring to [actor.GetHerHim] as the "[actor.GetTitleAsNameNoTooltip] of Fashion."" - court_amenities_interactions.0012.a_lost:0 "I'm surrounded by sycophants and fools!" - court_amenities_interactions.0013.desc:1 "As time goes by, many in [debate_locale.GetNameNoTierNoTooltip] have taken to calling me the [actor.GetTitleAsNameNoTooltip] of Fashion!" - court_amenities_interactions.0013.a:0 "Hail to the [actor.GetTitleAsNameNoTooltip]!" - - commission_epic_artifact_tt:1 "You may receive a Family Epic [artifact|E]" - PETITION_LIEGE_DECISION_SELECT_PETITION_TITLE:0 "Choose a type of [petition_liege|E]" - PAY_HOMAGE_DECISION_SELECT_GIFT_TITLE:0 "Choose a [pay_homage|E] gift" - - convert_to_tribalism_decision:0 "Embrace Tribalism" - convert_to_tribalism_decision_desc:0 "How can I call myself a lord when it doesn't mean anything for my people? If I cannot convert them, there is only one alternative: I need to adopt them." - convert_to_tribalism_decision_confirm:0 "Follow the way of my People" - convert_to_tribalism_decision_tooltip:0 "Abandon your current [government|E] and become [tribal|E]" - recent_conversion_to_tribalism:0 "You have not changed your government to [tribal|E] in the last 5 years" - found_witch_coven_house_member_count_tt:0 "[SCOPE.ScriptValue('found_witch_coven_member_count_value')|0] [adult|E] members of your [house|E] are witches" - found_witch_coven_house_member_percent_tt:0 "[SCOPE.ScriptValue('found_witch_coven_member_percent_display_value')|2]% of [adult|E] members of your [house|E] are witches" - - convert_whole_realm_to_feudalism_west_african_pagan_decision:0 "$convert_whole_realm_to_feudalism_decision$ #weak (West African Pagan)#!" - convert_whole_realm_to_feudalism_west_african_pagan_decision_desc:0 "Good governance is a simple matter of scale. A town may only need elders, but an empire necessitates administrators — our people know this, and we can leverage the learned folk amongst them to provide such." - convert_whole_realm_to_feudalism_west_african_pagan_decision_confirm:0 "$convert_whole_realm_to_feudalism_decision_confirm$" - convert_whole_realm_to_feudalism_west_african_pagan_decision_tooltip:0 "$convert_whole_realm_to_feudalism_decision_tooltip$" - convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.vassal_count:0 "You have at least [EmptyScope.ScriptValue('convert_whole_realm_to_feudalism_west_african_pagan_decision_vassal_count_value')|0] [vassals|E] with a [rank|E] of [count|E] or higher" - convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.wa_capital_development:0 "Your [capital|E] is in [GetGeographicalRegion('world_africa_west').GetName] and has at least [EmptyScope.ScriptValue('convert_whole_realm_to_feudalism_west_african_pagan_decision_wa_capital_development_value')|0] [development|E]" - faith_qualifies_for_west_african_pagan_feudalisation_trigger.tt:0 "Your [faith|E] is [GetFaithDoctrine('west_african_unreformed_faith_doctrine').GetBaseName]" - - appoint_a_righteous_caliph_decision:0 "Appoint a Righteous Caliph" - appoint_a_righteous_caliph_decision_desc:0 "[ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] is a distant, unworthy figure, ill-prepared to lead the Ummah. Being [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetAdjective], [ROOT.Char.GetFaith.GetReligiousHead.GetSheHe] simply doesn't #EMP understand#! many of the subtle truths of [ROOT.Char.GetFaith.GetAdjective] thought.\n\n[ROOT.Char.GetFaith.GetReligiousHead.GetSheHe|U] may not, but #EMP I#! do..." - appoint_a_righteous_caliph_decision_confirm:0 "I am guided by [ROOT.Char.GetFaith.PositiveAfterLife|U]!" - appoint_a_righteous_caliph_decision_tooltip:0 "Lead [ROOT.Char.GetFaith.GetNameNoTooltip] away from the [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetAdjectiveNoTooltip] path" - appoint_a_righteous_caliph_decision.tt.you_become_caliph:0 "You become the new [head_of_faith|E]" - appoint_a_righteous_caliph_decision.need_at_least_ten_same_faith_counties:0 "You have at least [EmptyScope.ScriptValue('appoint_a_righteous_caliph_decision_same_faith_county_count')|0] [CHARACTER.GetFaith.GetAdjective] [counties|E]" - appoint_a_righteous_caliph_decision.cant_be_caliphal_controller:0 "You are not your [head_of_faith|E]'s [liege|E]" - appoint_a_righteous_caliph_decision.no_more_than_x_sinful_traits:0 "You have no more than [EmptyScope.ScriptValue('appoint_a_righteous_caliph_decision_own_max_sins')|0] [sinful|E] [traits|E]" - appoint_a_righteous_caliph_decision.caliph_not_in_diplo_range:0 "Your [head_of_faith|E] is outside [diplomatic_range|E]" - appoint_a_righteous_caliph_decision.control_one_holy_site:0 "You control at least 1 [holy_site|E]" - appoint_a_righteous_caliph_decision.control_two_holy_sites:0 "You control at least 2 [holy_sites|E]" - appoint_a_righteous_caliph_decision.caliph_has_x_or_more_traits_sinful_to_your_faith:0 "Your [head_of_faith|E] has [EmptyScope.ScriptValue('appoint_a_righteous_caliph_decision_hof_min_sins')|0] or more [sinful|E] [traits|E]" - appoint_a_righteous_caliph_decision.has_wishes_to_schism_caliphate_flag:0 "You planned to splinter off further when your [faith|E] was founded" - appoint_a_righteous_caliph_decision_mutazila_variant: "Restore Mu'tazila" - appoint_a_righteous_caliph_decision_general_iranian_variant: "Break with the Caliphate" - appoint_a_righteous_caliph_decision_mutazila_variant_desc: "Since the end of the Mihna, those who stand for the createdness of the Qur'an have been persecuted or neglected by the would-be caliphs. I will take it upon myself to avenge the slights we have suffered, and once again bring Mu'tazila doctrine to the forefront of Islamic thought." - appoint_a_righteous_caliph_decision_general_iranian_variant_desc: "Though Islam was brought to Persia by force, none may now deny our belief in the Oneness of [ROOT.Char.GetFaith.HighGodNameAlternate]. But our ways and the Arab ways have grown apart, and we must break with [ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] once and for all. Henceforth, I will personally lead the [ROOT.Char.GetFaith.GetAdjective]." - - mozarabic_bind_the_faith_to_rome_decision:0 "Bind the Faith to Rome" - mozarabic_bind_the_faith_to_rome_decision_desc:0 "Though [ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] is still our one true Pope, isolation from the will of Christ's Vicar has taken us down strange paths. Gone are the days when the great conclaves of Europe's clergy trod the halls of Toledo.\n\nYet, they do not have to be... if our faith has strayed, could not a strong shepherd yoke it back to the flock?" - mozarabic_bind_the_faith_to_rome_decision_tooltip:0 "Rebind the wayward [ROOT.Char.GetFaith.GetAdjective] [faith|E] to [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetName]" - mozarabic_bind_the_faith_to_rome_decision_confirm:0 "Our place is within greater Christendom." - mozarabic_bind_the_faith_to_rome_decision.tt.hof_and_ecumenism_warning:0 "You will keep [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName], but #X permanently#! keep the [religious_leader.GetFaith.GetReligiousHead.GetFaith.GetAdjective] [head_of_faith|E]" - mozarabic_bind_the_faith_to_rome_decision.path_righteous:0 "If we reform our [faith|E] to be more $doctrine_pluralism_righteous_name$" - mozarabic_bind_the_faith_to_rome_decision.path_fundamentalist:0 "If we reform our [faith|E] to be more $doctrine_pluralism_fundamentalist_name$" - mozarabic_bind_the_faith_to_rome_decision.path_pluralist:0 "If we reform our [faith|E] to be even more $doctrine_pluralism_pluralistic_name$" - mozarabic_fate_county_count.need_at_least_twenty_same_faith_counties:0 "You must hold at least [EmptyScope.ScriptValue('mozarabic_fate_county_count')|0] same-[faith|E] [counties|E]" - mozarabic_bind_the_faith_to_rome_decision.threaten_pope:0 "@warning_icon! #warning You coerce the Pope with a [strong_hook|E], they will dislike that!#!" - - mozarabic_break_with_rome_decision:0 "Break with Rome" - mozarabic_break_with_rome_decision_desc:0 "What does [ROOT.Char.GetFaith.GetReligiousHead.GetTitledFirstName] know of our lives or lands? Rome is a distant temporal overlord, neither caring for nor understanding our spiritual needs.\n\nOnly by liberating ourselves from the shackles of the [ROOT.Char.GetFaith.GetReligiousHeadTitle.GetBaseName] and purging the last of its lies can [ROOT.Char.GetFaith.GetName] achieve perfection." - mozarabic_break_with_rome_decision_tooltip:0 "Lead [ROOT.Char.GetFaith.GetName] to schism away from [ROOT.Char.GetFaith.GetReligiousHead.GetFaith.GetName]" - mozarabic_break_with_rome_decision_confirm:0 "A just and godly path!" - mozarabic_break_with_rome_decision.tt.hof_and_ecumenism_warning:0 "You will create a [religious_leader.GetFaith.GetName] [head_of_faith|E], but #X permanently#! lose [GetFaithDoctrine('special_doctrine_ecumenical_christian').GetBaseName]" - mozarabic_break_with_rome_decision.path_righteous:0 "$mozarabic_bind_the_faith_to_rome_decision.path_righteous$" - mozarabic_break_with_rome_decision.path_fundamentalist:0 "$mozarabic_bind_the_faith_to_rome_decision.path_fundamentalist$" - mozarabic_break_with_rome_decision.path_pluralist:0 "$mozarabic_bind_the_faith_to_rome_decision.path_pluralist$" - - favour_the_countryside_basques_decision:0 "Champion the Faith of the Country Basques" - favour_the_countryside_basques_decision_desc:0 "The people of the Pyrenees are resistant to change. In their isolated mountain valleys and remote hilltop villages, many preserve elements of faiths long dead to the rest of Europe.\n\nAt present, these mountain syncretics and their folk-church are irrelevant. But with the right sponsor..." - favour_the_countryside_basques_decision_tooltip:0 "Support the rural folk beliefs of the Pyrenees" - favour_the_countryside_basques_decision_confirm:0 "Perhaps there's another path?" - favour_the_countryside_basques_decision.have_sinful_piety_level:0 "Your [piety_level|E] is no more than [GetModifier( 'piety_level_0' ).GetNameWithTooltip|L]" - favour_the_countryside_basques_decision.you_have_x_or_more_traits_virtuous_to_basque_paganism:0 "You have [EmptyScope.ScriptValue('favour_the_countryside_basques_decision_basque_pagan_virtues_tally_value')|0] [traits|E] that are [virtuous|E] in the [GetFaithByKey('basque_pagan').GetName] [faith|E]" - favour_the_countryside_basques_decision.completely_control_X_counties_from_old_vasconia:0 "You must [completely_control|E] at least [EmptyScope.ScriptValue('favour_the_countryside_basques_decision_counties_to_control_value')|0] [counties|E] from [GetGeographicalRegion('dlc_fp2_old_vasconia').GetName]" - favour_the_countryside_basques_decision.before_last_date:0 "The date is 1200.1.1 or earlier" - favour_the_countryside_basques_decision.path_default:0 "If you leave the [faith|E] as it is" - favour_the_countryside_basques_decision.path_fundamentalist:0 "If you reform the [faith|E] to be more $doctrine_pluralism_fundamentalist_name$" - favour_the_countryside_basques_decision.tt.spiritual_hof_acquired:0 "A suitable cleric becomes the new [head_of_faith|E]" - favour_the_countryside_basques_decision.path_righteous:0 "If you reform the [faith|E] to be more $doctrine_pluralism_righteous_name$" - favour_the_countryside_basques_decision.tt.temporal_hof_acquired:0 "[religious_leader.GetShortUINameNoTooltip|U] [Select_CString(THIS.Char.IsLocalPlayer, 'become', 'becomes' )] the new [head_of_faith|E]" - favour_the_countryside_basques_decision.path_pluralist:0 "If you reform the [faith|E] to be even more $doctrine_pluralism_pluralistic_name$" - favour_the_countryside_basques_decision.tt.all_neighbouring_islamic_rulers:0 "Every neighboring Islamic [ruler|E]" - fervour_loss_temporal_meddling:0 "Temporal Meddling" - fervour_gain_unexpected_resurgence:0 "Unexpected Resurgence" - fp2_friend_of_the_old_ways_modifier:0 "Friend of the Old Ways" - fp2_friend_of_the_old_ways_modifier_desc:0 "This character has spent a good deal of time and energy on advocating for older beliefs. With some mild revisions." - fp2_champion_of_the_old_ways_modifier:0 "Champion of the Old Ways" - fp2_champion_of_the_old_ways_modifier_desc:0 "This characters is considered a defender of all that is good and holy by their faith." - - eat_cheese_decision:0 "Eat Your Cheese" - eat_cheese_decision_desc:0 "You eat your Aged Cheese." - eat_cheese_decision_tooltip:0 "Your aging cheese is ready to be eaten." - eat_cheese_decision_confirm:0 "Consume the cheese" - eat_cheese_effect_tt:0 "The longer the cheese has aged the more stress you will lose when eating it." - - golden_age_jewish_science_in_iberia_decision:0 "Sponsor Jewish Sciences" - golden_age_jewish_science_in_iberia_decision_desc:0 "Iberia is home to many scholars from around the known world. With a little funding, we could achieve a new era of learning and establish a hub for culture and knowledge-sharing which will reign supreme for decades to come." - golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.a:0 "Your [culture_head|E] approves of you" - golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.b:0 "You are not the current sponsor of the ongoing golden age" - golden_age_jewish_science_in_iberia_decision_tooltip:0 "Fund the start of a new golden age of scientific advancement" - golden_age_jewish_science_in_iberia_decision_confirm:0 "Sponsor" - golden_age_jewish_science_in_iberia_decision.player_notif.t:0 "Golden Age Started" - - build_holy_pilgrim_roads_decision:0 "Build Pilgrim Roads" - build_holy_pilgrim_roads_decision_desc:0 "There can be no pilgrimage without a path to our holy sites, as such, it is imperative that we [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] construct roadways to enable access towards our most sacred sites." - build_holy_pilgrim_roads_decision_tooltip:0 "Build roads to a holy site held by you" - build_holy_pilgrim_roads_decision_confirm:0 "Fund Construction" - build_holy_pilgrim_roads_decision_hardcoded_trigger_text.a:0 "There is a [holy_site|E] in your [realm|E] without a pilgrim roads [modifier|E]" - build_holy_pilgrim_roads_decision_construction_notif.t:0 "Pilgrim Roads Constructed in [chosen_location_for_pilgrim_roads.GetNameNoTierNoTooltip]" - build_holy_pilgrim_roads_decision_construction_notif.desc:2 "Roads have been built all over the [chosen_location_for_pilgrim_roads.GetName] leading to [chosen_holy_site_for_pilgrim_roads.GetNameNoTier], where a [ROOT.Char.GetFaith.GetAdjective] [holy_site|E] awaits future pilgrims." - - not_can_execute_decision:0 "You cannot take this [decision|E] at the moment" - can_execute_decision:0 "You can take this [decision|E] at the moment" - NO_DECISION_OPTIONS_SELECTED:0 "@warning_icon! #X Select an option#!" - revive_taltoism_decision_before_last_date:0 "The date is 1100.1.1 or earlier" - - I_CREATE_CADET_BRANCH_DECISION_IN_ANOTHER_REALM: "You are #bold not#! in the same [realm|E] than your [house_head|E]" - I_NOT_CREATE_CADET_BRANCH_DECISION_IN_ANOTHER_REALM: "You #bold are#! in the same [realm|E] than your [house_head|E]" - - call_for_acclaimed_knight_candidates_decision:0 "Restore Accolades" - call_for_acclaimed_knight_candidates_decision_desc:0 "The martial dignities of my retinue lie dormant. Spread word to the $knight_culture_player_plural_no_tooltip_lowercase$ of the land: the [ROOT.Char.GetTitleAsNameNoTooltip] of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] calls!\n\nWorthy scions for my time-honored stations of honor shall find themselves warmly welcomed." - call_for_acclaimed_knight_candidates_decision_tooltip:0 "Potential [acclaimed_knights|e] appear for each [inactive_accolade|e]" - call_for_acclaimed_knight_candidates_decision_confirm:0 "Send the herald" - call_for_acclaimed_knight_candidates_decision.tt:0 "Eligible candidates for every [inactive_accolade|e] will appear within the next year and become [knights|e]" - - accolade.0013.notification:1 "Acclaimed $knight_culture_player_no_tooltip$ Candidate Arrives" - accolade_call_acclaimed_knight_tooltip:0 "The worthy [chosen_knight.GetUIName] may be appointed as [accolade_in_need.GetName]" - accolade.0013.notification_fail:0 "No Worthy Candidates for Accolade" - accolade_call_acclaimed_knight_fail_notification_tooltip:0 "One of your Accolades will remain Inactive, as no worthy $knight_culture_player_no_tooltip_lowercase$ has come forward" - you_have_empty_accolades:0 "You have at least one [inactive_accolade|e] and no [knights|e] who can be Appointed to it" - break_with_the_old_ways_decision:0 "Break With the Old Ways" - break_with_the_old_ways_decision_desc:0 "The $kabarism_adj$ faith has long been practiced alongside local traditions, but no more. We must reject the old ways and embrace Judaism to the fullest extent." - break_with_the_old_ways_decision_tooltip:0 "A folk religion no more!" - break_with_the_old_ways_decision_confirm:0 "We commit to Judaism!" - CHOOSE_REFORMATION_TYPE: "Select a Reformation" - bwow_no_changes: "Coexistence" - bwow_no_changes_tooltip: "Your faith will largely remain the same" - bwow_no_changes_desc: "We shall maintain our traditions and meld the new ways with the old" - bwow_chosen_people: "Chosen People" - bwow_chosen_people_tooltip: "Your faith will become more righteous and communal" - bwow_chosen_people_desc: "We have been chosen by $judaism_high_god_name$" - bwow_esotericism: "Mysticism" - bwow_esotericism_tooltip: "Your faith will become more righteous and mystical" - bwow_esotericism_desc: "Our pagan roots have come to express themselves as a set of esoteric spiritual practices" - bwow_fundementalist: "Fundamentalism" - bwow_fundementalist_tooltip: "Your faith will become more fundamentalist and warlike" - bwow_fundementalist_desc: "There is one true faith, one true God, and it is our mission to spread belief in Him among all nonbelievers" - - embrace_hebrew_language_decision:0 "Embrace the Hebrew Language" - embrace_hebrew_language_decision_desc:0 "Hebrew has been the liturgical language of the Jewish religion for millennia, but the diaspora has caused us to develop countless languages influenced by our neighbors. Now we have built enough of a community here that we may adopt Hebrew as the common language of our people." - embrace_hebrew_language_decision_tooltip:0 "We will adopt the Hebrew language." - embrace_hebrew_language_decision_confirm:0 "Diaspora no more!" - switch_to_israelite_language_tt:0 "[GetPlayer.GetCulture.GetName] will adopt the $language_israelite_name$ [language|E]" - switch_to_original_language_tt:0 "Your new culture will speak [target_other_culture.GetLanguage.GetNameNoTooltip]." - at_least_10_jewish_counties_tt:0 "You must hold at least 10 Jewish [counties|E] of your [culture|E]" - - DECISION_TOOLTIP_TITLE: "$EFFECT_LIST_BULLET$ [Decision.GetName]" - clear_ground_legendary_shrine_desc: "A held [barony|E] will gain a [GetBuilding('legendary_shrine').GetName] [special_building|E] Slot" - clear_ground_legendary_shrine: "$building_type_legendary_shrine$" - clear_ground_legendary_statue_desc: "A held [barony|E] will gain a [GetBuilding('legendary_statue').GetName] [special_building|E] Slot" - clear_ground_legendary_statue: "$building_type_legendary_statue$" - clear_ground_legendary_palace_desc: "A held [barony|E] will gain a [GetBuilding('legendary_palace').GetName] [special_building|E] Slot" - clear_ground_legendary_palace: "$building_type_legendary_palace$" - clear_ground_legendary_watchtower_desc: "A held [barony|E] will gain a [GetBuilding('legendary_watchtower').GetName] [special_building|E] Slot" - clear_ground_legendary_watchtower: "$building_type_legendary_watchtower$" - clear_ground_legendary_hunting_lodge_desc: "A held [barony|E] will gain a [GetBuilding('legendary_hunting_lodge').GetName] [special_building|E] Slot" - clear_ground_legendary_hunting_lodge: "$building_type_legendary_hunting_lodge$" - clear_ground_legendary_shrine_tooltip: "$clear_ground_legendary_shrine_desc$" - clear_ground_legendary_statue_tooltip: "$clear_ground_legendary_statue_desc$" - clear_ground_legendary_palace_tooltip: "$clear_ground_legendary_palace_desc$" - clear_ground_legendary_watchtower_tooltip: "$clear_ground_legendary_watchtower_desc$" - clear_ground_legendary_hunting_lodge_tooltip: "$clear_ground_legendary_hunting_lodge_desc$" - clear_ground_for_legendary_building: "Clear Ground for a Legendary Building" - clear_ground_for_legendary_building_tooltip: "Unlock a [special_building|E] Slot in one of your Baronies" - clear_ground_for_legendary_building_desc: "The legend is complete and my people inspired. My lands are ripe for a new monument to my legend, but what exactly should be built?" - clear_ground_for_legendary_building_confirm: "Select a Barony" - clear_ground_for_legendary_building_no_barony_tt: "You must hold a [barony|E] which is the capital of its [county|E], is not [leased|E], and does not already have a [special_building|E] Slot#!" - clear_ground_legendary_hunting_lodge_tt: "You must have completed a Mythical or Illustrious [legend|E] about a beast, or have #V 50#! #EMP Venator#! [GetTrait('lifestyle_hunter').GetName( GetNullCharacter )] [trait_level_track_xp|E], or the [GetCultureTradition('tradition_hunters').GetName] or [GetCultureTradition('tradition_ep2_avid_falconers').GetName] [tradition|E]" - clear_ground_legendary_watchtower_tt: "You must have completed a Mythical or Illustrious [legend|E] while having [GetDynastyPerk('ce1_heroic_legacy_5').GetName] [dynasty_perk|E]" - clear_ground_legendary_shrine_tt: "You must have completed a Mythical or Illustrious Holy [legend|E]" - clear_ground_legendary_statue_tt: "You must have completed a Mythical or Illustrious Heroic [legend|E]" - clear_ground_legendary_palace_tt: "You must have completed a Mythical or Illustrious Legitimizing [legend|E]" - can_build_legendary_shrine_tt: "Gain access to the [GetBuilding('legendary_shrine').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_statue_tt: "Gain access to the [GetBuilding('legendary_statue').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_palace_tt: "Gain access to the [GetBuilding('legendary_palace').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_watchtower_tt: "Gain access to the [GetBuilding('legendary_watchtower').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - can_build_legendary_hunting_lodge_tt: "Gain access to the [GetBuilding('legendary_hunting_lodge').GetName] option in the #EMP $clear_ground_for_legendary_building$#! [decision|E]" - CHOOSE_LEGENDARY_BUILDING: "Select Legendary Building" - clear_ground_for_legendary_building.toast: "The grounds are clear" - pick_legendary_barony_decision: "$clear_ground_for_legendary_building$" - pick_legendary_barony_decision_desc: "$clear_ground_for_legendary_building_desc$" - pick_legendary_barony_decision_tooltip: "$clear_ground_for_legendary_building_tooltip$" - pick_legendary_barony_decision_confirm: "Clear the grounds" - clear_ground_for_legendary_building_custom_tt: "You will now choose a held [barony|E] for your legendary [building|E]\n#weak It must be the capital of its [county|E], not be [leased|E], and not already have a [special_building|E] Slot#!" - PICK_LEGENDARY_BARONY_DECISION_LABEL: "Location:" - - - isolate_family_decision: "Enter Seclusion" - isolate_family_decision_tooltip: "Make yourself and your [close_family|E] more resistant to [epidemics|E]" - isolate_family_decision_desc: "A great and deadly plague is on the horizon and though many will die, I cannot allow myself or my loved ones to be counted among the dead. We must retreat to the outskirts of the capital in seclusion, safe from the miasma of plague and disease." - isolate_family_decision_confirm: "$isolate_family_decision$" - unisolate_family_decision: "Emerge From Seclusion" - unisolate_family_decision_tooltip: "You and your [close_family_members|E] will stop isolating" - unisolate_family_decision_desc: "I cannot rule from afar any longer, it is imperative that I exit seclusion and return to my rightful place at the capital." - unisolate_family_decision_confirm: "$unisolate_family_decision$" - travelling_will_break_isolation_tt: "@warning_icon! #warning Choosing to [travel|E] at any point during your isolation will end your isolation#!" - ai_unisolate_cooldown_tt: "[GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'isolating_cooldown_var' ))] remaining until you can Isolate again" - you_are_at_your_capital_tt: "You must currently be inside your capital" - every_close_family_member_at_court: "Every [close_family_member|E] at [court|E]" - isolating_modifier: "Secluded" - isolating_modifier_desc: "This character is isolating themselves, preventing most methods of communication with the outside world and leaving themselves without power or influence.\n\n[infection_chance|E]: #P -75%#!" - epidemic_events.0100.t: "Isolation" - epidemic_events.0100.desc: "Carried far away from the stink of the capital's heart late at night, I and my family may remain distant from the people of the realm until such a time that it is right to emerge.\n\nCommunication will be limited, and my throne will feel empty, but we should remain safe from the death and decay beyond our four modest walls." - epidemic_events.0100.a: "Lock the door." - epidemic_events.0101.t: "Out of the Cage" - epidemic_events.0101.desc: "The sun feels unfamiliar and hostile on my skin, the wind feels cold and violating.\n\nWhen was the last time I took a breath of air as [ROOT.Char.GetFaith.HighGodName|U] made it?" - epidemic_events.0101.a: "How glad I am to be back!" - epidemic_events.0101.b: "Close the door! It's drafty!" - - SELECT_ACTION: "Select an action" - - restore_old_vasconia_decision: "Restore Old Vasconia" - restore_old_vasconia_decision_desc: "The Basque's ancient homelands have been pressed by foreign invaders for far too long, it is high time our claim to the lands of our forefathers was made clear to them." - restore_old_vasconia_decision_tooltip: "[GetTitleByKey('k_navarra').GetNameNoTier] becomes the Kingdom of Vasconia." - restore_old_vasconia_decision_effects_de_jure_tt: "If completely controlled, the [duchies|E] of [GetTitleByKey('d_gascogne').GetNameNoTier], [GetTitleByKey('d_armagnac').GetNameNoTier], [GetTitleByKey('d_languedoc').GetNameNoTier], [GetTitleByKey('d_barcelona').GetNameNoTier], [GetTitleByKey('d_aragon').GetNameNoTier], [GetTitleByKey('d_castilla').GetNameNoTier], and [GetTitleByKey('d_cantabria').GetNameNoTier] will each become [de_jure|E] Vasconia" - restore_old_vasconia_decision_confirm:0 "Our lands, returned!" - restore_old_vasconia_decision_navarra_tt: "You hold the [kingdom|E] of [GetTitleByKey('k_navarra').GetNameNoTier], or it does not exist" - restore_old_vasconia_decision_vasconia_tt: "[kingdom|E] of [GetTitleByKey('k_navarra').GetNameNoTier] is renamed #V Vasconia#!" - restore_old_vasconia_decision_vasconia_past_tt: "[kingdom|E] of Navarra is renamed #V Vasconia#!" - restore_old_vasconia_decision_superseded_tt: "Any held [de_jure|E] [kingdoms|E] made redundant by this will be destroyed" - restore_old_vasconia_decision_counties_tt: "At least 4 [realm|E] [counties|E] must have your [culture|E]" - restore_old_vasconia_decision_culture_tt: "Your [culture|E] must be $basque$, or a [divergent_culture|E] with the $heritage_iberian_name$ Heritage" - - recruit_court_position_decision: "Recruit for a Court Position" - recruit_court_position_decision_desc: "A well-functioning [ROOT.Char.Custom('RealmType')] requires the work of many hands. I shall dispatch my servants far and wide to find suitable candidates for the empty positions within my court." - recruit_court_position_decision_tooltip: "Search for a character to fill a [court_position|E] or other necessary role in your [court|E] for a fee\n\n#weak For example, you may hire a [GetCourtPositionType('court_physician_court_position').GetName]#!" - CHOOSE_CHARACTER_ROLE_DECISION_NEXT_STEP_BUTTON: "Choose Position Type" - recruit_court_position_decision_confirm: "Confirm" - find_wet_nurse_decision.tt: "There is no child at court that needs a $wet_nurse_court_position$" - recruit_court_physician_cooldown_tt: "Recruiting a [GetCourtPositionType('court_physician_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_physician_cooldown' ))]" - recruit_travel_leader_cooldown_tt: "Recruiting a [GetCourtPositionType('travel_leader_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_travel_leader_cooldown' ))]" - recruit_wet_nurse_cooldown_tt: "Recruiting a [GetCourtPositionType('wet_nurse_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_wet_nurse_cooldown' ))]" - recruit_charioteer_cooldown_tt: "Recruiting a [GetCourtPositionType('charioteer_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_charioteer_cooldown' ))]" - recruit_bookmaker_cooldown_tt: "Recruiting a [GetCourtPositionType('bookmaker_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_bookmaker_cooldown' ))]" - recruit_court_gardener_cooldown_tt: "Recruiting a [GetCourtPositionType('court_gardener_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_gardener_cooldown' ))]" - recruit_chief_eunuch_cooldown_tt: "Recruiting a [GetCourtPositionType('chief_eunuch_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_eunuch_cooldown' ))]" - recruit_linguist_self_cooldown_tt: "Recruiting a Linguist is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_linguist_self_cooldown' ))]" - recruit_linguist_liege_cooldown_tt: "Recruiting a Linguist is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_linguist_liege_cooldown' ))]" - recruit_court_position_decision_tt: "You will receive two suitable candidates from which to choose for the selected [court_position|E]" - - write_muwashshah_poem_decision: "Write Muwashshah Poem" - write_muwashshah_poem_decision_desc: "With all the great minds I keep around me, writing a new poem in the popular Muwashshah style would be fairly simple. With so many eager to read my works, I have multiple options for its final resting place, too." - write_muwashshah_poem_decision_tooltip: "Pen a new poem to either sell for money, keep for yourself or distribute for free.\n\n$EFFECT_LIST_BULLET$Selling the poem will gain a sum of [gold_i][gold|E]\n$EFFECT_LIST_BULLET$Keeping the poem adds a modifier to the Double-Moon Tome [artifact|E]\n$EFFECT_LIST_BULLET$Distributing the poem will result in extra [prestige_i][prestige|E]" - sell_poem_decision: "Sell Poem" - sell_poem_decision_tooltip: "Sell the poem, bringing in [gold_i][gold|E]" - keep_poem_decision: "Keep Poem" - keep_poem_decision_tooltip: "Keep the poem, modifying your Double-Moon Tome [artifact|E]" - distribute_poem_decision: "Distribute Poem" - distribute_poem_decision_tooltip: "Distribute to the poem to the masses for free, gaining you [prestige_i][prestige|E]" - CHOOSE_POEM_DECISION_NEXT_STEP_BUTTON: "Choose Poem's Fate" - write_muwashshah_poem_decision_confirm: "Get to work" - - rebuke_roman_revanchism_sicily: "Rebuke Roman Revanchism for Sicily" - rebuke_roman_revanchism_sicily_desc: "What claim do these Easterners have to the fair lands of the southern peninsula? They have brought naught but ruin and incompetent bureaucracy to this place, and their ouster can surely only do good." - rebuke_roman_revanchism_sicily_tooltip: "Remove [GetTitleByKey('k_sicily').GetNameNoTier] from [GetTitleByKey('e_byzantium').GetDefinitiveName]" - rebuke_roman_revanchism_sicily_confirm: "Shatter the memory of Justinian!" - rebuke_roman_revanchism_sicily.tt.requirements.lower_tally: "You control at least [EmptyScope.ScriptValue('rebuke_roman_revanchism_sicily_requirements_no_ere_county_value')|V0] [counties|E] within [GetGeographicalRegion('custom_sicily').GetName]" - rebuke_roman_revanchism_sicily.tt.requirements.ere_booted: "[GetTitleByKey('e_byzantium').GetDefinitiveName] controls #V 0#! [counties|E] within [GetGeographicalRegion('custom_sicily').GetName]" - rebuke_roman_revanchism_sicily.tt.requirements.higher_tally: "You control at least [EmptyScope.ScriptValue('rebuke_roman_revanchism_sicily_requirements_some_ere_county_value')|V0] [counties|E] within [GetGeographicalRegion('custom_sicily').GetName]" - rebuke_roman_revanchism_sicily.tt.sicily_has_no_holder: "No [ruler|E] holds [GetTitleByKey('k_sicily').GetNameNoTier]" - rebuke_roman_revanchism_sicily.tt.requirements.ere_cant_be_revanchising: "Either [GetTitleByKey('e_byzantium').GetBaseNameNoTier] has not taken [GetDecisionWithKey('retake_eastern_provinces_decision').GetName] [decision|E] or it does not exist" - rebuke_roman_revanchism_sicily.tt.requirements.ere_not_in_italy: "[GetTitleByKey('e_byzantium').GetDefinitiveName] controls less than [EmptyScope.ScriptValue('rebuke_roman_revanchism_sicily_requirements_no_ere_in_italy_county_value')|V0] [counties|E] within [GetGeographicalRegion('world_europe_south_italy').GetName]" - rebuke_roman_revanchism_sicily.tt.effects.option.1: "If you reunite [GetTitleByKey('k_sicily').GetNameNoTier] with the north" - rebuke_roman_revanchism_sicily.tt.effects.option.2: "If you align [GetTitleByKey('k_sicily').GetNameNoTier] with its Mediterranean neighbors" - rebuke_roman_revanchism_sicily.tt.effects.option.3: "If you choose to annex [GetTitleByKey('k_sicily').GetNameNoTier]" - - roman_restoration.1211.t: "Justinian's Dream Undone" - roman_restoration.1211.desc.intro: "For hundreds of years, the Byzantines have clung to their last holdouts in the Italian Peninsula, sinking bloodied nails into the land and refusing to let go no matter how much we kick at them.\n\nNo more. Today, their control is finally loose enough to be torn free for good, and I shall ensure that all the world knows.\n\n" - roman_restoration.1211.desc.body.emperor_exists: "[emperor.GetTitledFirstNameNicknamed] can fume and rumble all [emperor.GetSheHe] likes — if [emperor.GetSheHe] can even be bothered to note a break-away province far from [emperor.GetHerHis] comfortable palace — but [emperor.GetSheHe] can do nothing to stop me." - roman_restoration.1211.desc.body.emperor_absent: "There is not even an emperor to protest my proclamation. Pathetic." - roman_restoration.1211.desc.outro: "\n\nThe only question is... where do I see fair [GetTitleByKey('k_sicily').GetNameNoTier] as belonging now?" - roman_restoration.1211.a: "We are tied forever to our northern brothers." - roman_restoration.1211.b: "Sicily's destiny lies, as it always has, across the sea." - roman_restoration.1211.c: "Why, with [ROOT.Char.GetPrimaryTitle.GetBaseNameNoTierNoTooltip] of course!" - - roman_restoration.1212.t: "$roman_restoration.1211.t$" - roman_restoration.1212.desc.intro: "After hundreds of years of dogged, determined resistance to barbarian hordes of one stripe or another despoiling the last vestiges of our ancient homeland, [taker.GetTitledFirstName] has finally succeeded where so many others have failed.\n\nThe cur has eliminated the last remnants of Roman control on the western peninsula," - roman_restoration.1212.desc.new_empire.italia: "instead aligning the territory strongly with [GetTitleByKey('e_italy').GetNameNoTier]." - roman_restoration.1212.desc.new_empire.maghreb: "bringing it into the African sphere along with the [GetTitleByKey('e_maghreb').GetNameNoTier]." - roman_restoration.1212.desc.new_empire.own: "absorbing the territory into [taker.GetHerHis] own realm of [taker.GetPrimaryTitle.GetBaseNameNoTier]." - roman_restoration.1212.desc.outro.territory_left: "\n\nThe scattered, scant few outposts we have left offer no real resistance to this travesty." - roman_restoration.1212.desc.outro.no_territory_left: "\n\nWith not so much as a single port in the south to our name, there is nothing we can do to resist this injustice." - roman_restoration.1212.a: "That presumptuous lout!" - - roman_restoration.1213.t: "$roman_restoration.1211.t$" - roman_restoration.1213.desc.intro: "Despite spilling an ocean of blood for their Italian territories through the centuries, [taker.GetTitledFirstNameNicknamed] has finally forced the Romans to admit that [GetTitleByKey('k_sicily').GetNameNoTier] is lost to them.\n\nInstead, the lands now look to" - roman_restoration.1213.desc.new_empire.italia: "the rest of the peninsula for succour." - roman_restoration.1213.desc.new_empire.maghreb: "their African neighbors across the ocean, viewing themselves a part of their ancient cousins across the [GetTitleByKey('e_maghreb').GetNameNoTier]." - roman_restoration.1213.desc.new_empire.own: "[taker.GetHerHis] own [taker.GetPrimaryTitle.GetBaseName] as the #EMP new#! empire." - roman_restoration.1213.desc.body.emperor_exists: "[emperor.GetTitledFirstName] protests about as much as can be expected for the loss of a lesser province, but no more than that." - roman_restoration.1213.desc.body.emperor_absent: "Without even an emperor to voice opposition, Roman Italy dies with a whimper." - roman_restoration.1213.desc.outro.territory_left: "\n\nThe few remaining holdouts of the empire left across the Adriatic now look more endangered than ever." - roman_restoration.1213.desc.outro.no_territory_left: "\n\nWithout so much as a single Roman city remaining in the lost lands, there is simply no one left to mourn the death of Justinian's dream." - roman_restoration.1213.a: "Good riddance!" - roman_restoration.1213.b: "What dark times we live in..." - - # BP3 - local_arbitration_decision: "Local Arbitration" - local_arbitration_decision_desc: "At times it is necessary to meet the local sheriffs and mayors to ensure every step of the hierarchy works as intended. The subjects are sure to appreciate the gesture." - local_arbitration_decision_tooltip: "You work on improving the [county|E] in your current location" - local_arbitration_decision_confirm: "Begin Arbitration" - inside_realm_trigger: "Must be inside your own [realm|E]" - local_arbitration_key: "[GetDecisionWithKey('local_arbitration_decision').GetName]" - local_arbitration_modifier_1: "Inspired Levies" - local_arbitration_modifier_1_desc: "After a local liege visited the province, there has been an increased interest in joining the army and protecting the realm." - local_arbitration_modifier_2: "Hampering Corruption" - local_arbitration_modifier_2_desc: "Particular effort has been taken to ensure that there's no local "extra tax" on the tax." - local_arbitration_modifier_3: "Investing in Development" - local_arbitration_modifier_3_desc: "Time and money has been invested into developing this province, both by the liege and several local landholders." - has_locations_to_map_tt: "Maps can only be made to visited locations that are:\n[points_of_interest|E]\nForeign [kingdom|E] [capital|E]\nIn your own [domain|E]\nAn own [vassal|E] [capital|E]" - draw_up_new_charts_decision: "Create Travel Itinerary" - draw_up_new_charts_decision_key: "[GetDecisionWithKey('draw_up_new_charts_decision').GetName]" - draw_up_new_charts_decision_desc: "The insights I have collected during my travels can be condensed into an itinerary, for others to follow and admire." - draw_up_new_charts_decision_tooltip: "You create an itinerary and a map over a traveled region." - draw_up_new_charts_artifact_tt: "This will produce an [artifact|E], effects will depend on choices you make related to the traveled region." - draw_up_new_charts_decision_confirm: "Draw up Itinerary" - - form_bosporan_kingdom_decision: "Restore the Bosporan Kingdom" - form_bosporan_kingdom_decision_confirm: "Restore Kingdom" - form_bosporan_kingdom_decision_desc: "We will once again be rulers of the Black Sea, capturing its wealth and becoming renowned far beyond our borders." - form_bosporan_kingdom_decision_tooltip: "Restore the borders of the former kingdom of Cimmerian Bosporus." - - bp3_bosporan_kingdom_modifier: "Rulers of the Black Sea" - bp3_bosporan_kingdom_modifier_desc: "This family has gained a significant presence in the Black Sea, and aims at taking control of all its wealth and riches.\n\n" - black_sea_coast_region: "Black Sea" - modifier_bosporan_kingdom_desc: "Increased for every [county|E]" - MODIFIER_DEFINITION_BOSPORAN_KINGDOM: "This modifier is increased for every held [county|E] in the [GetGeographicalRegion('black_sea_coast_region').GetName] [region|E]" - unlocks_black_sea_naval_conquest: "Unlocks the #emp County Expansion#! and #emp Naval County Expansion#! [casus_belli|E] in the [GetGeographicalRegion('black_sea_coast_region').GetName] [region|E] for the duration of the [house|E] [modifier|E]" - bp3_conqueror_black_sea_modifier: "Conqueror of the Black Sea" - bp3_conqueror_black_sea_modifier_desc: "The Black Sea is awaiting the return of its rightful king." - - merge_aquitaine_decision: "[GetTitleByKey('k_france').GetNameNoTierNoTooltip] as One" - merge_aquitaine_decision_alt: "[GetTitleByKey('k_aquitaine').GetNameNoTierNoTooltip] as One" - merge_aquitaine_decision_desc: "The people of [GetTitleByKey('k_france').GetNameNoTierNoTooltip] has been split for too long, squabbling over borders and land." - merge_aquitaine_decision_desc_aquitaine: "The people of [GetTitleByKey('k_aquitaine').GetNameNoTierNoTooltip] has been split for too long, squabbling over borders and land." - merge_aquitaine_decision_desc_outro: "From the Seine in the north to the Pyrenees in the south, they shall all answer to their one true [ROOT.Char.GetTitleAsNameNoTooltip] - #emp me#!." - merge_aquitaine_decision_tooltip: "Gather all the lands of [GetTitleByKey('k_france').GetNameNoTier] and [GetTitleByKey('k_aquitaine').GetNameNoTier] under one [title|E]" - - merge_aquitaine_vassal: "$BULLET$Every [de_jure|E] [vassal|E] in" - merge_aquitaine_decision_vassal_original: "$merge_aquitaine_vassal$ [GetTitleByKey('k_france').GetName]" - merge_aquitaine_decision_vassal_alt: "$merge_aquitaine_vassal$ [GetTitleByKey('k_aquitaine').GetName]" - - merge_aquitaine_opinion: "Gains #p 20#! [opinion|E] of #color_white you#! #weak (-1.20/year) ($rightful_king_opinion$)#!" - - merge_aquitaine_title: "$BULLET$Every [de_jure|E] [duchy|E] in" - merge_aquitaine_decision_tooltip_original: "$merge_aquitaine_title$ [GetTitleByKey('k_aquitaine').GetName]" - merge_aquitaine_decision_tooltip_alt: "$merge_aquitaine_title$ [GetTitleByKey('k_france').GetName]" - - merge_aquitaine_de_jure_title: "becomes [de_jure|E] [liege|E] of this [duchy|E]" - merge_aquitaine_decision_tooltip_2_original: "[GetTitleByKey('k_france').GetName] $merge_aquitaine_de_jure_title$" - merge_aquitaine_decision_tooltip_2_alt: "[GetTitleByKey('k_aquitaine').GetName] $merge_aquitaine_de_jure_title$" - merge_aquitaine_decision_confirm: "It is Time" - - merge_aquitane_culture: "$BULLET$Every non-[GetTitleByKey('k_aquitaine').GetHolder.GetCulture.GetName] [culture|E] in" - merge_aquitane_culture_tooltip_original: "$merge_aquitane_culture$ [GetTitleByKey('k_aquitaine').GetName]" - merge_aquitane_culture_tooltip_alt: "$merge_aquitane_culture$ [GetTitleByKey('k_france').GetName]" - merge_aquitaine_culture_tooltip: "The [cultural_acceptance|E] decreases by #n 25%#!" - - cultural_acceptance_merge_aquitaine: "Forcibly Put Under Liege" - - rightful_king_opinion: "Rightful Liege" - - major_decisions.3200.t: "[rightful_title.GetNameNoTierNoTooltip] as One" - major_decisions.3200.desc: "As the [rightful_liege.Custom('GetQueenKing')|l] of the thrones of [rightful_title.GetNameNoTier] and [destroyed_title.GetNameNoTier], [rightful_liege.GetTitledFirstName] has decided it is time to rule them both from [rightful_liege.GetCapitalLocation.GetTitle.GetNameNoTier].\n\nNo longer shall [rightful_liege.GetHerHis] vassals be seen as two people ruled by one [rightful_liege.Custom('GetQueenKing')|l], but rather as the people of one kingdom." - major_decisions.3200.a: "And so continues the rule of the [rightful_liege.GetCulture.GetNameNoTooltip] tyrant..." - major_decisions.3200.b: "For the betterment of all of [rightful_title.GetNameNoTierNoTooltip]." - - found_duchy_decision: "Found a New Duchy" - found_duchy_decision_desc: "I look at my neighbors, my peers, my so-called equals. I am greater than they are, and it is time for the world to recognize my worth. I will forge a realm so they can all bend the knee to my rightful rule." - found_duchy_decision_tooltip: "I will found a new [duchy|E] to rule the lands of [ROOT.Char.GetPrimaryTitle.GetNameNoTier]" - found_duchy_decision_confirm: "It is my right to rule" - create_new_duchy: "You create a [duchy|E] of [root_scope.GetPrimaryTitle.GetNameNoTierNoTooltip]" - create_custom_duchy_de_jure_changes: "[root_scope.GetPrimaryTitle.GetName]:\n$EFFECT_LIST_BULLET$ Becomes [de_jure|E] [county|E] of your new [duchy|E]" - - expand_duchy_decision: "Expand Duchy" - expand_duchy_decision_desc: "As my realm grows, it is only natural that the core lands of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] grows with it. " - expand_duchy_decision_tooltip: "It is time to expand the grasp of [ROOT.Char.GetPrimaryTitle.GetNameNoTier] to new lands" - expand_duchy_decision_confirm: "It is Time" - expand_duchy_less_than_4: "[duchy_title.GetName] has fewer than #color_white [root_scope_temporary.MakeScope.ScriptValue('expand_duchy_max_size_value')]#! [de_jure|E] [counties|E]" - expand_duchy_capital_tooltip: "[barony.GetProvince.GetCounty.GetName] is the [de_jure|E] [capital|E] of [root_scope_temporary.GetPrimaryTitle.GetName]" - - set_de_jure_capital_decision: "Relocate De Jure Capital" - set_de_jure_capital_decision_desc: "It is time to realize the importance of [ROOT.Char.GetCapitalLocation.GetCounty.GetName] in our realm. It is my home, and it should be paid proper respect far and wide." - set_de_jure_capital_decision_tooltip: "Make [ROOT.Char.GetCapitalLocation.GetCounty.GetName] the [de_jure_capital|E] of [ROOT.Char.GetPrimaryTitle.GetNameNoTier]" - set_de_jure_capital_decision_confirm: "Make it so" - set_de_jure_capital_duchy: "Duchy" - set_de_jure_capital_kingdom: "Kingdom" - set_de_jure_capital_empire: "Empire" - set_duchy_capital_tooltip: "" - set_kingdom_capital_tooltip: "" - set_empire_capital_tooltip: "" - SET_DE_JURE_CAPITAL_CHOOSE_TYPE: "Choose Title Tier" - - set_de_jure_not_de_jure_tooltip: "[current_capital.GetName] is a [de_jure|E] [county|E] of [current_de_jure.GetName]" - set_de_jure_capital_already_done_tooltip: "[current_capital.GetName] is not the [de_jure_capital|E] of [current_de_jure.GetName]" - set_de_jure_capital_hold_current_capital_tooltip: "Current [de_jure_capital|E] of [current_de_jure.GetName] #weak (#color_white [title_check.GetName]#!)#! is a part of the [realm|E]" - set_de_jure_capital_effect_tooltip: "[current_capital_scope.GetName] will be the new [de_jure_capital|E] of [current_de_jure_scope.GetName]" - set_de_jure_capital_warning: "$set_de_jure_capital_effect_tooltip$\n@warning_icon! #color_red Will destroy current [duchy_building|E]#!" - reforge_crown_wenceslas_decision: "Reforge the Crown of St. Wenceslas" reforge_crown_wenceslas_decision_desc: "Reforge the Crown of St. Wenceslas, which has been dismantled and ashamed for far too long." reforge_crown_wenceslas_decision_tooltip: "Reforge the Crown of St. Wenceslas" @@ -1777,3 +217,41 @@ claim_lusignan_inheritance_decision_desc:0 "Long before the [Concept('neow_the_event','Event')|E], the Frankish kings of Cyprus bore more than the crown of their island. The Lusignan inheritance joined Cyprus to the royal claim of Jerusalem, and in time the crown of Cilicia was added to the same royal claim. Those mainland crowns eventually survived only as titles, but their memory did not die with the old world.\n\nIf Cyprus could secure once more these kingdoms, we may proclaim that Jerusalem and Cilicia are no longer half-forgotten claims but the lands of a greater Cypriot realm." claim_lusignan_inheritance_decision_tooltip:0 "Assert the old Cypriot claims to Jerusalem and Cilicia" claim_lusignan_inheritance_decision_confirm:0 "Three crowns, one realm." + + select_personal_deity_folketero_decision:0 "Determine Patron Helgen" + select_personal_deity_folketero_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" + select_personal_deity_folketero_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" + select_personal_deity_folketero_decision_confirm:0 "Dedicate your adoration to a particular Helgen" + select_personal_deity_folketero_decision_tt:1 "You begin to live your life according to the values of" + select_personal_deity_folketero_decision.select_jesus:0 "Jesus, The Warrior and Savior" + select_personal_deity_folketero_decision.select_per:0 "Sankt Per, Judge of the Dead" + select_personal_deity_folketero_decision.select_olaf:0 "Sankt Olaf, Guardian of Rulers" + select_personal_deity_folketero_decision.select_lucia:0 "Sankt Lucia, Heart Warmer" + + select_personal_deity_orthodox_decision:0 "Determine Patron Saint" + select_personal_deity_orthodox_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" + select_personal_deity_orthodox_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" + select_personal_deity_orthodox_decision_confirm:0 "Dedicate your adoration to a particular Saint" + select_personal_deity_orthodox_decision_tt:1 "You begin to live your life according to the values of" + select_personal_deity_orthodox_decision.select_paisos:0 "Saint Paisios the Athonite" + select_personal_deity_orthodox_decision.select_gabriel:0 "Saint Gabriel of Georgia" + select_personal_deity_orthodox_decision.select_adriana:0 "Saint Adriana of Soroca" + select_personal_deity_orthodox_decision.select_palamas:0 "Saint Gregory Palamas" + select_personal_deity_orthodox_decision.select_surgeon:0 "Saint Luke the Surgeon" + select_personal_deity_orthodox_decision.select_lazar:0 "Saint Lazar of Serbia" + select_personal_deity_orthodox_decision.select_olga:0 "Saint Olga of Kyiv" + select_personal_deity_orthodox_decision.select_theotokos:0 "The Blessed Theotokos" + + #N3OW Added: + select_personal_leviathan_union_decision:0 "Determine Leviathan Union" + select_personal_leviathan_union_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" + select_personal_leviathan_union_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention. Though, due to just how many there are, it is best to simply align with a group of similar Leviathans: a Union.\n\nI should contemplate these divine beings and decide which Union calls to me the most.#!" + select_personal_leviathan_union_decision_confirm:0 "Dedicate yourself to a particular Union of Leviathans" + select_personal_leviathan_union_decision_tt:1 "You begin to live your life according to the values of the" + select_personal_leviathan_union_decision.select_nationalisators:0 "Nationalisators, Cabinet of Britannia, Eternal Solars" + select_personal_leviathan_union_decision.select_technosaurs:0 "Technosaurs, Titans of Progress, Revolutionisers of Industry" + select_personal_leviathan_union_decision.select_mechasaurs:0 "Mechasaurs, Shapers of Earth, Builders of Wonders" + select_personal_leviathan_union_decision.select_petrosaurs:0 "Petrosaurs, Surveyors of the Depths, Black and Gold" + select_personal_leviathan_union_decision.select_metallurgicals:0 "Metallurgicals, Knowers of Regulation, Adepts of the Mechanical" + select_personal_leviathan_union_decision.select_nautiluses:0 "Nautiluses, Admirals of the Deep, Pride of Britannia" + select_personal_leviathan_union_decision.select_aerosaurs:0 "Aerosaurs, Knights of the Sky, Breakers of the Blitz" diff --git a/localization/english/replace/zz_NEOW_mottos_l_english.yml b/localization/english/replace/zz_NEOW_mottos_l_english.yml index 39037aa0b..b17424b41 100644 --- a/localization/english/replace/zz_NEOW_mottos_l_english.yml +++ b/localization/english/replace/zz_NEOW_mottos_l_english.yml @@ -29,4 +29,26 @@ dynn_rosenkranz_motto:0 "The world is as eternal as God." dynn_pulya_motto:0 "Idleness — is a toy of Devil, so is." dynn_eidelsteinn_motoo:0 "Enough bearing this!" - dynn_henriksen_motto:0 "All or nothing!" \ No newline at end of file + dynn_henriksen_motto:0 "All or nothing!" + + motto_we_swear_by_x_theomach:0 "We Swear by $1$" + motto_with_x_and_y_theomach:0 "With $1$ and $2$" + motto_we_tell_tales_of_x_theomach:0 "We Tell Tales of $1$" + motto_x_is_our_y_theomach:0 "$1$ is our $2$" + motto_x_guides_us_theomach:0 "$1$ Guides Us" + motto_house_was_forged_by_x_theomach:0 "House [CHARACTER.GetHouse.GetBaseNameNoTooltip] was Forged by $1$" + motto_founder_shares_x_theomach:0 "[CHARACTER.GetFirstName] Shares $1$" + + # Theomach-specific + #motto_thors_strength:0 "Thor's Strength" + motto_anaxandros_strength:0 "Anáxandros' Strength" + motto_ares_strength:0 "Ares' Strength" + #motto_tyrs_prowess:0 "Tyr's Prowess" + motto_anaxandros_prowess:0 "Anáxandros' Prowess" + motto_ares_prowess:0 "Ares' Prowess" + motto_athenas_prowess:0 "Athena's Prowess" + #motto_tyrs_bravery:0 "Tyr's Bravery" + motto_ares_bravery:0 "Ares' Bravery" + motto_anaxandros_bravery:0 "Anáxandros' Bravery" + #motto_mimirs_knowledge:0 "Mimir's Knowledge" + motto_athenas_knowledge:0 "Athena's Knowledge" \ No newline at end of file diff --git a/localization/english/replace/prepublic_loc_l_english.yml b/localization/english/replace/zz_NEOW_peasant_republic_loc_l_english.yml similarity index 97% rename from localization/english/replace/prepublic_loc_l_english.yml rename to localization/english/replace/zz_NEOW_peasant_republic_loc_l_english.yml index 3d35d77b2..fb60c816a 100644 --- a/localization/english/replace/prepublic_loc_l_english.yml +++ b/localization/english/replace/zz_NEOW_peasant_republic_loc_l_english.yml @@ -48,6 +48,8 @@ farmstead_domicile_type_tooltip: "[farmstead_i|E][farmstead|E]" farmstead: "Farmstead" farmstead_BUILDINGS: "[farmstead_i|E][farmstead|E]" + saxon_elective_succession_law:1 "Peasant Elective" + saxon_elective_succession_law_subname:0 "Farmer's Elective" saxon_elective_succession_law:1 "Peasant Elective" saxon_elective_succession_law_subname:0 "Farmer's Elective" diff --git a/localization/english/replace/zz_NEOW_regiment_l_english.yml b/localization/english/replace/zz_NEOW_regiment_l_english.yml index b1c8a740b..e4e95f2a1 100644 --- a/localization/english/replace/zz_NEOW_regiment_l_english.yml +++ b/localization/english/replace/zz_NEOW_regiment_l_english.yml @@ -76,3 +76,7 @@ spahis:0 "Spahis" spahis_flavor:1 "#F Spahis are range cavalry, hard to pinned. Supremely well adapted to the hot and mountainous terrain of north Africa and Senegal, they are valuable troops in all manners of terrain.#!" + zbrojnosh:0 "Brigada" + zbrojnosh_flavor:0 "#F At home in the hills and forests of Central Europe, the Brigada is feared far and wide.#!" + nomadic_riders: "Free Riders" + varangian_veterans:0 "Sea Raiders" \ No newline at end of file diff --git a/localization/english/replace/zz_NEOW_terrain_l_english.yml b/localization/english/replace/zz_NEOW_terrain_l_english.yml new file mode 100644 index 000000000..95c4c037e --- /dev/null +++ b/localization/english/replace/zz_NEOW_terrain_l_english.yml @@ -0,0 +1,8 @@ +l_english: + + tells:0 "Tells" + combat_tells:0 "Defending in Tells" + travel_danger_type_tells:0 "Tells" + travel_danger_type_tells_desc:0 "Anything could be hiding among these tells." + terrain_tells:0 "tells" + terrain_tells_plural:0 "$terrain_tells$" \ No newline at end of file diff --git a/localization/english/replace/urepublic_loc_l_english.yml b/localization/english/replace/zz_NEOW_urban_republic_loc_l_english.yml similarity index 100% rename from localization/english/replace/urepublic_loc_l_english.yml rename to localization/english/replace/zz_NEOW_urban_republic_loc_l_english.yml