Merge branch 'Minority-Community-Branch'
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a51a548e46
111 changed files with 194170 additions and 1017 deletions
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localization/english/replace/NEOW_Domicile_l_english.yml
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localization/english/replace/NEOW_Domicile_l_english.yml
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l_english:
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landless_minority_government: "Minority Community Leader"
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landless_minority_government_with_icon: "@government_type_landless_minority! $landless_minority_government$"
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landless_minority_government_adjective: "Minority Community"
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landless_minority_government_realm: "Minority Community"
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landless_minority_government_desc: "\n$game_concept_minority_government_desc$"
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conditional_maa_refill_rule: "only [reinforce_soldiers|E] troops"
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mercenary_rule: "be hired to serve as [mercenaries|E] by [landed|E] [rulers|E]"
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adult_rulers_only: "#N May only be ruled by [adults|E]#!"
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game_concept_minority_government: "Minority Community Leader"
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game_concept_minority_government_desc: "A $Minority Community Leader$ is an [unlanded|E] [character|E] who leads a [minority_community|E]."
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game_concept_minority_community: "Minority Community"
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game_concept_minority_community_desc: "Minority Communities are ethnic, religious or linguistic groups who form a distinctive shared identity, often forming enclaves in urban or rural areas in the region they inhabit, which differ significantly from the surrounding majority population. These communities are not tied to land, able to move to elsewhere once a generation."
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minority_community_main_01_domicile_building: "Minority Community"
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minority_community_main_01_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
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minority_community_main_02_domicile_building: "Minority Community"
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minority_community_main_02_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
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minority_community_main_03_domicile_building: "Minority Community"
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minority_community_main_03_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
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minority_community_main_04_domicile_building: "Minority Community"
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minority_community_main_04_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
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minority_community_main_05_domicile_building: "Minority Community"
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minority_community_main_05_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
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government_is_landless_minority: "Has access to a [minority_community_i|E][minority_community|E]"
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government_devassalises: "Will cease to be a vassal upon the succession of a new Community Leader"
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minority_community_icon_concept: "[minority_community_i|E]"
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game_concept_minority_community_i: "@government_type_landless_minority!"
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duchy_landless_minority_community: "Community"
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duke_landless_minority_community_male_minority_community: "Master"
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duke_landless_minority_community_female_minority_community: "Mistress"
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spouse_landless_minority_community_male: "Master"
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spouse_landless_minority_community_holder_female: "Mistress"
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d_laamp_test_jewish:0 "$ashkenazi$ Community of the $dynn_britannia_kohn$'s"
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d_laamp_test_jewish_adj:0 "Jewish"
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d_laamp_test_jewish_article:0 "The "
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minority_community_domicile_title: "[CHARACTER.GetFirstNamePossessiveNoTooltip] [minority_community_i|E][minority_community|E]"
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minority_community_type: "[minority_community_i|E][minority_community|E]"
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minority_community_type_tooltip: "[minority_community_i|E][minority_community|E]"
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minority_community_domicile_type: "[minority_community_i|E][minority_community|E]"
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minority_community_domicile_type_possessive: "Community's"
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minority_community_domicile_type_tooltip: "[minority_community_i|E][minority_community|E]"
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MINORITY_COMMUNITY: "[minority_community_i|E][minority_community|E]"
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MINORITY_COMMUNITY_BUILDINGS: "[minority_community_i|E][minority_community_buildings|E]"
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minority_community_move_desc: "#T Move Minority Community#!\nMove your [minority_community_i|E][minority_community|E] to another [barony|E] within the [realm|E].\n@alert_icon! #alert_trial You will be unable to move it again for [EmptyScope.ScriptValue('estate_move_cooldown_value')|V0] days#!\n\n#S Cost:\n#![GetCostString( DOMICILE_TYPE.GetMoveCost( Character.Self ) )]\n\n#P Click to move your $minority_community_type$#!"
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MINORITY_COMMUNITY_CONCEPT: "[minority_community_i|E][minority_community|E]"
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domicile_minority_community: "the [CHARACTER.GetCulture.GetNameNoTooltip] $Community$ of the [CHARACTER.GetHouse.GetNameNoTooltip]'s"
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government_is_barterer: "Enables [barter_goods_i][trading|E]"
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ep3_laamps.1030.t: "On the Move Again"
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ep3_laamps.1030.desc: "My people no longer feel secure in this realm, as such we are leaving to ensure our safety.\n\nI am joined by my family and people, with varying degrees of enthusiasm for their new lives on the road.\n\n"
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ep3_laamps.1030.heir: "In my stead, my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('laamp_inheritor'))] and heir, [laamp_inheritor.GetFirstName], has assumed my titles as the [laamp_inheritor.GetTitleAsNameNoTooltip] of [laamp_inheritor.GetPrimaryTitle.GetNameNoTierNoTooltip]."
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ep3_laamps.1030.liege: "Any lands I ruled have been given to my erstwhile liege."
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ep3_laamps.1030.new: "Any lands I ruled have been given to a local knight."
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ep3_laamps.1030.a: "Well, what we are we waiting for?"
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ep3_laamps.1032.opening: "On the Move Again"
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ep3_laamps.1032.desc: "My people no longer feel secure in this realm, as such we are leaving. Good Day my Liege."
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ep3_laamps.1032.a: "A bold move, some might call foolish."
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become_landless_minority_decision: "Become Minority Community"
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become_landless_minority_decision_desc: "My people no longer feel secure in this realm, as such we are leaving to ensure our safety."
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become_landless_minority_decision_tooltip: "Abandon your [landed|E] [realm|E] and establish an [minority_community_i|E][minority_community|E]"
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become_landless_minority_decision_confirm: "On the Move Again"
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become_landless_minority_decision_hof_tt: "You must not be a [head_of_faith|E]"
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become_landless_minority_decision_tier_tt: "You must be a [count|E] or [duke|E]"
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become_landless_minority_decision_domain_size_tt: "Your [domain|E] must be no larger than #V 3#! [counties|E]"
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become_landless_minority_decision_title_scope_tt: "#negative_value All your [landed|E] [titles|E] and [vassals|E] pass to [THIS.Char.GetName]#!"
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become_landless_minority_decision_title_created_tt: "#negative_value All your [landed|E] [titles|E] pass to a new local [ruler|E]#!"
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minority_name: "[new_landless_minority.GetCulture.GetName] Community of the [new_landless_minority.GetDynasty.GetName]'s"
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laamp_become_minority_tt: "#mixed_value #BER [THIS.Char.GetShortUIName|U] will establish an $Minority Community$"
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landless_can_be_vassalised:: "Can be vassalised but not converted by landed powers and serve on their councils."
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headmans_croft_01_domicile_building: "Headman's Croft"
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headmans_croft_01_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own."
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headmans_croft_02_domicile_building: "Headman's Croft"
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headmans_croft_02_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own."
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headmans_croft_03_domicile_building: "Headman's Croft"
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headmans_croft_03_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own."
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headmans_croft_04_domicile_building: "Headman's Croft"
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headmans_croft_04_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own."
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village_training_yard_01_domicile_building: "Village Training Yard"
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village_training_yard_01_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat."
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village_training_yard_02_domicile_building: "Village Training Yard"
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village_training_yard_02_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat."
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village_training_yard_03_domicile_building: "Village Training Yard"
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village_training_yard_03_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat."
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village_training_yard_04_domicile_building: "Village Training Yard"
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village_training_yard_04_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat."
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contracts_office_01_domicile_building: "Contracts Office"
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contracts_office_01_domicile_building_desc: "An Office for Managing any contracts members of our community are hired for."
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contracts_office_02_domicile_building: "Contracts Office"
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contracts_office_02_domicile_building_desc: "An Office for Managing any contracts members of our community are hired for."
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contracts_office_03_domicile_building: "Contracts Office"
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contracts_office_03_domicile_building_desc: "An Office for Managing any contracts members of our community are hired for."
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contracts_office_04_domicile_building: "Contracts Office"
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contracts_office_04_domicile_building_desc: "An Office for Managing any contracts members of our community are hired for."
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local_criminal_contacts_01_domicile_building: "Local Criminal Contracts"
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local_criminal_contacts_01_domicile_building_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element."
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local_criminal_contacts_02_domicile_building: "Local Criminal Contracts"
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local_criminal_contacts_02_domicile_building_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element."
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local_criminal_contacts_03_domicile_building: "Local Criminal Contracts"
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local_criminal_contacts_03_domicile_building_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element."
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local_criminal_contacts_04_domicile_building: "Local Criminal Contracts"
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local_criminal_contacts_04_domicile_building_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element."
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minority_comm_library_01_domicile_building: "Library"
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minority_comm_library_01_domicile_building_desc: "A small library containing what few records and books our community owns."
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minority_comm_library_02_domicile_building: "Library"
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minority_comm_library_02_domicile_building_desc: "A small library containing what few records and books our community owns."
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minority_comm_library_education_03_domicile_building: "School"
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minority_comm_library_education_03_domicile_building_desc: "A small school for teaching the members of our village basic common knowledge before they learn a trade."
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minority_comm_library_education_04_domicile_building: "School"
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minority_comm_library_education_04_domicile_building_desc: "A small school for teaching the members of our village basic common knowledge before they learn a trade."
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communal_baths_01_domicile_building: "Communal Bathouse"
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communal_baths_01_domicile_building_desc: "A communal bath so that our community may stay clean and healthy."
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communal_baths_02_domicile_building: "Communal Bathouse"
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communal_baths_02_domicile_building_desc: "A communal bath so that our community may stay clean and healthy."
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communal_baths_03_domicile_building: "Communal Bathouse"
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communal_baths_03_domicile_building_desc: "A communal bath so that our community may stay clean and healthy."
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communal_baths_04_domicile_building: "Communal Bathouse"
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communal_baths_04_domicile_building_desc: "A communal bath so that our community may stay clean and healthy."
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guest_house_01_domicile_building: "Guest House"
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guest_house_01_domicile_building_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
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guest_house_02_domicile_building: "Guest House"
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guest_house_02_domicile_building_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
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guest_house_03_domicile_building: "Guest House"
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guest_house_03_domicile_building_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
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guest_house_04_domicile_building: "Guest House"
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guest_house_04_domicile_building_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
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guest_house_05_domicile_building: "Guest House"
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guest_house_05_domicile_building_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
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guest_house_06_domicile_building: "Guest House"
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guest_house_06_domicile_building_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
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village_cage_01_domicile_building: "Village Cage"
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village_cage_01_domicile_building_desc: "A locked building to imprison troublemakers and prisoners."
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village_cage_02_domicile_building: "Village Cage"
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village_cage_02_domicile_building_desc: "A locked building to imprison troublemakers and prisoners."
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village_cage_03_domicile_building: "Village Cage"
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village_cage_03_domicile_building_desc: "A locked building to imprison troublemakers and prisoners."
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village_cage_04_domicile_building: "Village Cage"
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village_cage_04_domicile_building_desc: "A locked building to imprison troublemakers and prisoners."
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minority_comm_temple_small_01_domicile_building: "Small Temple"
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minority_comm_temple_small_01_domicile_building_desc: "A small temple in which we give praise to our god"
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minority_comm_temple_small_02_domicile_building: "Small Temple"
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minority_comm_temple_small_02_domicile_building_desc: "A small temple in which we give praise to our god"
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minority_comm_temple_small_03_domicile_building: "Small Temple"
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minority_comm_temple_small_03_domicile_building_desc: "A small temple in which we give praise to our god"
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minority_comm_temple_large_04_domicile_building: "Large Temple"
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minority_comm_temple_large_04_domicile_building_desc: "A large temple in which we give praise to our god"
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minority_comm_temple_large_05_domicile_building: "Large Temple"
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minority_comm_temple_large_05_domicile_building_desc: "A large temple in which we give praise to our god"
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minority_comm_temple_large_06_domicile_building: "Large Temple"
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minority_comm_temple_large_06_domicile_building_desc: "A large temple in which we give praise to our god"
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militia_barracks_01_domicile_building: "Militia Barracks"
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militia_barracks_01_domicile_building_desc: "A structure in which the local militia train and store their weapons in case of attack."
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militia_barracks_02_domicile_building: "Militia Barracks"
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militia_barracks_02_domicile_building_desc: "A structure in which the local militia train and store their weapons in case of attack."
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militia_barracks_03_domicile_building: "Militia Barracks"
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militia_barracks_03_domicile_building_desc: "A structure in which the local militia train and store their weapons in case of attack."
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militia_barracks_04_domicile_building: "Militia Barracks"
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militia_barracks_04_domicile_building_desc: "A structure in which the local militia train and store their weapons in case of attack."
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militia_barracks_05_domicile_building: "Militia Barracks"
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militia_barracks_05_domicile_building_desc: "A structure in which the local militia train and store their weapons in case of attack."
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militia_barracks_06_domicile_building: "Militia Barracks"
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militia_barracks_06_domicile_building_desc: "A structure in which the local militia train and store their weapons in case of attack."
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village_watch_01_domicile_building: "Village Watch"
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village_watch_01_domicile_building_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
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village_watch_02_domicile_building: "Village Watch"
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village_watch_02_domicile_building_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
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village_watch_03_domicile_building: "Village Watch"
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village_watch_03_domicile_building_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
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village_watch_04_domicile_building: "Village Watch"
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village_watch_04_domicile_building_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
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village_watch_05_domicile_building: "Village Watch"
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village_watch_05_domicile_building_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
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village_watch_06_domicile_building: "Village Watch"
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village_watch_06_domicile_building_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
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communal_gardens_01_domicile_building: "Communal Gardens"
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communal_gardens_01_domicile_building_desc: "Communal Gardens in which vegetables and herbs are grown for village use."
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communal_gardens_02_domicile_building: "Communal Gardens"
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communal_gardens_02_domicile_building_desc: "Communal Gardens in which vegetables and herbs are grown for village use."
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communal_gardens_03_domicile_building: "Communal Gardens"
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communal_gardens_03_domicile_building_desc: "Communal Gardens in which vegetables and herbs are grown for village use."
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communal_gardens_leisure_04_domicile_building: "Flower Fields"
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communal_gardens_leisure_04_domicile_building_desc: "There can be something so comforting about a field of flowers."
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communal_gardens_leisure_05_domicile_building: "Flower Fields"
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communal_gardens_leisure_05_domicile_building_desc: "There can be something so comforting about a field of flowers."
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communal_gardens_leisure_06_domicile_building: "Flower Fields"
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communal_gardens_leisure_06_domicile_building_desc: "There can be something so comforting about a field of flowers."
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communal_gardens_fruit_04_domicile_building: "Fruit Orchard
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communal_gardens_fruit_04_domicile_building_desc: "A few apples or pears can add a lot to a village's diet."
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communal_gardens_fruit_05_domicile_building: "Fruit Orchard
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communal_gardens_fruit_05_domicile_building_desc: "A few apples or pears can add a lot to a village's diet."
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communal_gardens_fruit_06_domicile_building: "Fruit Orchard
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communal_gardens_fruit_06_domicile_building_desc: "A few apples or pears can add a lot to a village's diet."
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village_stable_01_domicile_building: "Village Stable"
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village_stable_01_domicile_building_desc: "A small stable to house a few horses for distant travel or agricultural purposes."
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village_stable_02_domicile_building: "Village Stable"
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village_stable_02_domicile_building_desc: "A small stable to house a few horses for distant travel or agricultural purposes."
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village_stable_03_domicile_building: "Village Stable"
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village_stable_03_domicile_building_desc: "A small stable to house a few horses for distant travel or agricultural purposes."
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village_stable_grand_04_domicile_building: "Large Village Stable"
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village_stable_grand_04_domicile_building_desc: "A Large stable to house a few horses for distant travel or agricultural purposes."
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village_stable_grand_05_domicile_building: "Large Village Stable"
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village_stable_grand_05_domicile_building_desc: "A Large stable to house a few horses for distant travel or agricultural purposes."
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village_stable_grand_06_domicile_building: "Large Village Stable"
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village_stable_grand_06_domicile_building_desc: "A Large stable to house a few horses for distant travel or agricultural purposes."
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village_stable_kennel_04_domicile_building: "Kennel"
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village_stable_kennel_04_domicile_building_desc: "A kennel to raise hounds for assisting hunters and guarding homes."
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village_stable_kennel_05_domicile_building: "Kennel"
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||||
village_stable_kennel_05_domicile_building_desc: "A kennel to raise hounds for assisting hunters and guarding homes."
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village_stable_kennel_06_domicile_building: "Kennel"
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village_stable_kennel_06_domicile_building_desc: "A kennel to raise hounds for assisting hunters and guarding homes."
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||||
village_workshop_01_domicile_building: "Village Workshop"
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||||
village_workshop_01_domicile_building_desc: "A workshop in which a few tradesmen ply their trades for the benefit of the village."
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village_workshop_02_domicile_building: "Village Workshop"
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||||
village_workshop_02_domicile_building_desc: "A workshop in which a few tradesmen ply their trades for the benefit of the village."
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||||
village_workshop_carpenter_03_domicile_building: "Village Carpentry Workshop"
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||||
village_workshop_carpenter_03_domicile_building_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village."
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||||
village_workshop_carpenter_04_domicile_building: "Village Carpentry Workshop"
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||||
village_workshop_carpenter_04_domicile_building_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village."
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||||
village_workshop_carpenter_05_domicile_building: "Village Carpentry Workshop"
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||||
village_workshop_carpenter_05_domicile_building_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village."
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||||
village_workshop_carpenter_06_domicile_building: "Village Carpentry Workshop"
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||||
village_workshop_carpenter_06_domicile_building_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village."
|
||||
village_workshop_mason_03_domicile_building: "Village Masonry Workshop"
|
||||
village_workshop_mason_03_domicile_building_desc: "A workshop in which a few masons ply their trade for the benefit of the village."
|
||||
village_workshop_mason_04_domicile_building: "Village Masonry Workshop"
|
||||
village_workshop_mason_04_domicile_building_desc: "A workshop in which a few masons ply their trade for the benefit of the village."
|
||||
village_workshop_mason_05_domicile_building: "Village Masonry Workshop"
|
||||
village_workshop_mason_05_domicile_building_desc: "A workshop in which a few masons ply their trade for the benefit of the village."
|
||||
village_workshop_mason_06_domicile_building: "Village Masonry Workshop"
|
||||
village_workshop_mason_06_domicile_building_desc: "A workshop in which a few masons ply their trade for the benefit of the village."
|
||||
village_workshop_textile_03_domicile_building: "Village Weavers Workshop"
|
||||
village_workshop_textile_03_domicile_building_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
|
||||
village_workshop_textile_04_domicile_building: "Village Weavers Workshop"
|
||||
village_workshop_textile_04_domicile_building_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
|
||||
village_workshop_textile_05_domicile_building: "Village Weavers Workshop"
|
||||
village_workshop_textile_05_domicile_building_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
|
||||
village_workshop_textile_06_domicile_building: "Village Weavers Workshop"
|
||||
village_workshop_textile_06_domicile_building_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
|
||||
village_storage_01_domicile_building: "Village Storehouse"
|
||||
village_storage_01_domicile_building_desc: "A small storehouse where food and goods are stored for protection from the elements"
|
||||
village_storage_02_domicile_building: "Village Storehouse"
|
||||
village_storage_02_domicile_building_desc: "A small storehouse where food and goods are stored for protection from the elements"
|
||||
village_storage_warehouse_03_domicile_building: "Village Warehouse"
|
||||
village_storage_warehouse_03_domicile_building_desc:: "A warehouse in which goods are stored for protection from the elements"
|
||||
village_storage_warehouse_04_domicile_building: "Village Warehouse"
|
||||
village_storage_warehouse_04_domicile_building_desc:: "A warehouse in which goods are stored for protection from the elements"
|
||||
village_storage_granary_03_domicile_building: "Village Granary"
|
||||
village_storage_granary_03_domicile_building_desc:: "A granary in which food is stored for protection from the elements"
|
||||
village_storage_granary_04_domicile_building: "Village Granary"
|
||||
village_storage_granary_04_domicile_building_desc:: "A granary in which food is stored for protection from the elements"
|
||||
village_market_01_domicile_building: "Village Market
|
||||
village_market_01_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
|
||||
village_market_02_domicile_building: "Village Market
|
||||
village_market_02_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
|
||||
village_market_03_domicile_building: "Village Market
|
||||
village_market_03_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
|
||||
village_market_04_domicile_building: "Village Market
|
||||
village_market_04_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
|
||||
village_market_05_domicile_building: "Village Market
|
||||
village_market_05_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
|
||||
village_market_06_domicile_building: "Village Market
|
||||
village_market_06_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
|
||||
village_grazing_land_01_domicile_building: "Village Pastures"
|
||||
village_grazing_land_01_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
|
||||
village_grazing_land_02_domicile_building: "Village Pastures"
|
||||
village_grazing_land_02_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
|
||||
village_grazing_land_03_domicile_building: "Village Pastures"
|
||||
village_grazing_land_03_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
|
||||
village_grazing_land_04_domicile_building: "Village Pastures"
|
||||
village_grazing_land_04_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
|
||||
village_grazing_land_05_domicile_building: "Village Pastures"
|
||||
village_grazing_land_05_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
|
||||
village_grazing_land_06_domicile_building: "Village Pastures"
|
||||
village_grazing_land_06_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
|
||||
village_grain_fields_01_domicile_building: "Spelt Fields"
|
||||
village_grain_fields_01_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."
|
||||
village_grain_fields_02_domicile_building: "Spelt Fields"
|
||||
village_grain_fields_02_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."
|
||||
village_grain_fields_03_domicile_building: "Spelt Fields"
|
||||
village_grain_fields_03_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."
|
||||
village_grain_fields_04_domicile_building: "Spelt Fields"
|
||||
village_grain_fields_04_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."
|
||||
village_grain_fields_05_domicile_building: "Spelt Fields"
|
||||
village_grain_fields_05_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."
|
||||
village_grain_fields_06_domicile_building: "Spelt Fields"
|
||||
village_grain_fields_06_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."
|
||||
village_rice_field_01_domicile_building: "Rice Fields"
|
||||
village_rice_fields_01_domicile_building_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
|
||||
village_rice_field_02_domicile_building: "Rice Fields"
|
||||
village_rice_fields_02_domicile_building_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
|
||||
village_rice_field_03_domicile_building: "Rice Fields"
|
||||
village_rice_fields_03_domicile_building_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
|
||||
village_rice_field_04_domicile_building: "Rice Fields"
|
||||
village_rice_fields_04_domicile_building_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
|
||||
village_rice_field_05_domicile_building: "Rice Fields"
|
||||
village_rice_fields_05_domicile_building_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
|
||||
village_rice_field_06_domicile_building: "Rice Fields"
|
||||
village_rice_fields_06_domicile_building_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
|
||||
community_baggage_train_01_domicile_building: "Communities Baggage Train"
|
||||
community_baggage_train_01_domicile_building_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
|
||||
community_baggage_train_02_domicile_building: "Communities Baggage Train"
|
||||
community_baggage_train_02_domicile_building_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
|
||||
community_baggage_train_03_domicile_building: "Communities Baggage Train"
|
||||
community_baggage_train_03_domicile_building_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
|
||||
community_baggage_train_04_domicile_building: "Communities Baggage Train"
|
||||
community_baggage_train_04_domicile_building_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
|
||||
community_baggage_train_05_domicile_building: "Communities Baggage Train"
|
||||
community_baggage_train_05_domicile_building_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
|
||||
community_baggage_train_06_domicile_building: "Communities Baggage Train"
|
||||
community_baggage_train_06_domicile_building_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
|
||||
community_baggage_train_ample_steeds: "Ample Steeds"
|
||||
community_baggage_train_ample_steeds_desc: "Horses are kept ready incase flight becomes necessary."
|
||||
domicile_building_parameter_minority_comm_contributes_provisions: "This building chain will contribute [provisions_i][provisions|E] to your community yearly"
|
||||
domicile_building_parameter_can_recruit_militia: "This building chain allows the recruitment of [peasant_militia|E] MAAs"
|
||||
|
|
@ -0,0 +1,43 @@
|
|||
l_english:
|
||||
ARMY_AUTOMATION_FEATURE_NAME: "Automated Armies"
|
||||
AOV_HEADING: "$ARMY_AUTOMATION_FEATURE_NAME$ Settings"
|
||||
AOV_APPLY: "$BARBERSHOP_APPLY$"
|
||||
AOV_SET_TO_DEFAULT: "$CHARACTER_RESET_FILTERS$"
|
||||
AOV_SET_TO_DEFAULT_TT: "[AddLocalizationIf( ArmyAutomationOptionsView.AreDisplayedSettingsDefault, 'AOV_SET_TO_DEFAULT_TT_CONTENT' )]"
|
||||
AOV_SET_TO_DEFAULT_TT_CONTENT: "@warning_icon! #X Settings are already default#!"
|
||||
AOV_COMPANION_OFF_WARNING: "@alert_icon! These settings have no effect while $ARMY_AUTOMATION_FEATURE_NAME$ is disabled"
|
||||
AOV_AUTOMATED: "Automated"
|
||||
AOV_MANUAL: "Manual"
|
||||
AOV_OPT_COMMANDERS: "Assign Commanders"
|
||||
AOV_OPT_COMMANDERS_NOT_PLAYERS: "Limited"
|
||||
AOV_OPT_COMMANDERS_NOT_PLAYERS_TT: "#T Limited $game_concept_commander$ Assignment\n#![commanders|E] are assigned automatically to your [armies|E], but you are never assigned as $game_concept_commander$"
|
||||
AOV_OPT_COMMANDERS_AUTOMATED_TT: "#T Automated $game_concept_commander$ Assignment\n#![commanders|E] are assigned automatically to your [armies|E]"
|
||||
AOV_OPT_COMMANDERS_MANUAL_TT: "#T Manual $game_concept_commander$ Assignment\n#!You must manually assign [commanders|E] to your [armies|E]"
|
||||
AOV_OPT_WAR_STANCE: "War Stance"
|
||||
AOV_OPT_WAR_STANCE_DEFAULT: "Adaptive"
|
||||
AOV_OPT_WAR_STANCE_DEFAULT_TT: "#T Adaptive Stance\n#!Your [armies|E] will act offensively or defensively depending on the situation"
|
||||
AOV_OPT_WAR_STANCE_OFFENSIVE: "Offensive"
|
||||
AOV_OPT_WAR_STANCE_OFFENSIVE_TT: "#T Offensive Stance\n#!Your [armies|E] will always act offensively"
|
||||
AOV_OPT_WAR_STANCE_DEFENSIVE: "Defensive"
|
||||
AOV_OPT_WAR_STANCE_DEFENSIVE_TT: "#T Defensive Stance\n#!Your [armies|E] will always act defensively"
|
||||
AOV_OPT_RAIDING: "Raiding"
|
||||
AOV_OPT_RAIDING_AUTOMATED_TT: "#T Automated Raiding\n#!Your [raider|E] [armies|E] will raise and go on $game_concept_raids$ on their own"
|
||||
AOV_OPT_RAIDING_MANUAL_TT: "#T Manual Trading\n#!You control and raise your own [trader|E] Caravans"
|
||||
AOV_OPT_BARTERING: "Trading"
|
||||
AOV_OPT_BARTERING_AUTOMATED_TT: "#T Automated Trading\n#!Your [trader|E] Caravans will raise and go on $game_concept_barter$ Missions on their own"
|
||||
AOV_OPT_BARTERING_MANUAL_TT: "#T Manual Trading\n#!You control and raise your own [trader|E] Caravans"
|
||||
AOV_OPT_HIRING: "Hiring Troops"
|
||||
AOV_OPT_HIRING_FULL: "Hire and Extend"
|
||||
AOV_OPT_HIRING_FULL_TT: "#T Automated Hiring\n#![mercenaries|E], [holy_orders|E] and [provincial_armies|E] will be paid for automatically, and [mercenary_contracts|E] will be extended if needed for the war effort"
|
||||
AOV_OPT_HIRING_EXTEND: "Only Extend"
|
||||
AOV_OPT_HIRING_EXTEND_TT: "#T Automated Extending of Mercenary Contracts\n#![mercenary_contracts|E] will be extended if needed for the war effort"
|
||||
AOV_OPT_HIRING_MANUAL_TT: "#T Manual Hiring\n#!You must manually pay for [mercenaries|E], [holy_orders|E] and [provincial_armies|E]"
|
||||
|
||||
MV_AUTOMATION_TOGGLE_TT: "[SelectLocalization( GetPlayer.HasCompanionAI, 'MV_AUTOMATION_TOGGLE_TT_ON', 'MV_AUTOMATION_TOGGLE_TT_OFF' )]"
|
||||
MV_AUTOMATION_TOGGLE_TT_ON: "#T $ARMY_AUTOMATION_FEATURE_NAME$: #V Enabled#!\n#!$MV_AUTOMATION_TOGGLE_TT_DESC$\n\n#I Click to disable automation#!"
|
||||
MV_AUTOMATION_TOGGLE_TT_OFF: "#T $ARMY_AUTOMATION_FEATURE_NAME$: #V Disabled#!\n#!$MV_AUTOMATION_TOGGLE_TT_DESC$\n\n#I Click to enable automation#!"
|
||||
MV_AUTOMATION_TOGGLE_TT_DESC: "[SelectLocalization(GetPlayer.HasDefaultCompanionAISettings, 'MV_AUTOMATION_TOGGLE_TT_DEFAULT_DESC' , 'MV_AUTOMATION_TOGGLE_TT_CUSTOM_DESC')]"
|
||||
MV_AUTOMATION_TOGGLE_TT_DEFAULT_DESC: "If enabled, your [armies|E] are raised and fight the enemy on their own, and assign their own [commanders|E].\n\nYou are still responsible for buying [men_at_arms|E], hiring [mercenaries|E] and going on [raids|E].\n\n#help Automated Armies are intended for players unfamiliar with warfare, or otherwise want to focus their attention elsewhere. If you are an experienced player, we recommend that you control your armies yourself.#!"
|
||||
MV_AUTOMATION_TOGGLE_TT_CUSTOM_DESC: "If enabled, your [armies|E] act on their own, but are limited by the settings you have chosen."
|
||||
|
||||
MV_AUTOMATION_SETTINGS_TT: "#T Open $AOV_HEADING$\n#!Change the default behavior for $ARMY_AUTOMATION_FEATURE_NAME$"
|
||||
234
localization/english/replace/armyview_l_english.yml
Normal file
234
localization/english/replace/armyview_l_english.yml
Normal file
|
|
@ -0,0 +1,234 @@
|
|||
l_english:
|
||||
ARMY_HEADER:0 "Army"
|
||||
SPLIT_ARMY_IN_HALF:0 "#T Split in half#!\nSplit this army into two roughly equal [armies|E]"
|
||||
SPLIT_ARMY_IN_HALF_DISABLED:0 "\n$DESC$"
|
||||
SPLIT_ARMY_CUSTOM:1 "#T Split off new Army#!\nDetach [regiments|E] from this [army|E] in order to create a new one"
|
||||
SPLIT_ARMY_CUSTOM_TWO:1 "#T Reorganize#!\nReorganize the regiments of two [armies|E]"
|
||||
SPLIT_ARMY_CUSTOM_DISABLED_TOO_MANY_SELECTED:0 "@warning_icon! #X Cannot reorganize more than two [armies|E]#!"
|
||||
SPLIT_ARMY_CUSTOM_DISABLED_TOO_FEW_SELECTED:0 "@warning_icon! #X Need two [armies|E] selected to reorganize#!"
|
||||
CANNOT_REORGANIZE_DIFFERENT_LOCATION:0 "@warning_icon! #X Cannot reorganize [armies|E] in two different locations#!"
|
||||
MERGE_ARMY:0 "#T Merge [armies|E]#!\nCombine all selected armies into one"
|
||||
MERGE_UNIT:0 "#T Merge [armies|E] and [fleets|E]#!\nCombine all selected armies and fleets into one"
|
||||
DESELECT:0 "Deselect (not implemented)"
|
||||
ATTACH_TO:0 "#T Attach to...#!\n#D (not implemented)#!"
|
||||
SELECTED_ARMY:0 "Selected army (not implemented)"
|
||||
FORTIFICATION_TOOLTIP:1 "#T [fort_level|E]: $VALUE|V0$/$MAX_VALUE|0$#!"
|
||||
FORTIFICATION_INCREASE_TOOLTIP:0 "$INCREASE|=+$ per day"
|
||||
FORTIFICATION_DAYS_TOOLTIP:0 "Will start to fortify its position in $DAYS|V$ days"
|
||||
FORTIFICATION_NOT_ALLOWED:0 "Cannot fortify while moving"
|
||||
FORTIFICATION_ADVANTAGE_TOOLTIP:0 "Will give $ADVANTAGE|0V$ [advantage|E] in [battle|E]"
|
||||
FORTIFICATION_SIEGE_ADVANTAGE_TOOLTIP:0 "Will give $ADVANTAGE|0V$ [advantage|E] in [battle|E] due to ongoing siege."
|
||||
ARMY_VIEW_FORTIFICATION_VALUE:0 "$VALUE$"
|
||||
SELECT:0 "Select"
|
||||
DISBAND:0 "Disband"
|
||||
SELECT_TOOLTIP:0 "#T Select [army|E]#!\n"
|
||||
DISBAND_TOOLTIP:0 "#T Disband [army|E]#!\n[ArmyReorgWindow.CanDisbandTooltip]"
|
||||
DISBAND_ARMY:0 "#T Disband [army|E]#! "
|
||||
CANNOT_DISBAND_WHILE_IN_COMBAT:0 "@warning_icon! #X Cannot disband while in [battle|E]#!"
|
||||
CANNOT_DISBAND_WHILE_IN_RETREAT:0 "@warning_icon! #X Cannot disband while in [retreat|E]#!"
|
||||
CANNOT_DISBAND_WHILE_ARMY_EMBARKED:0 "@warning_icon! #X Cannot disband while [embarked|E]#!"
|
||||
CANNOT_DISBAND_NOT_FRIENDLY_AREA:0 "@warning_icon! #X Can disband only in a friendly area#!"
|
||||
CANNOT_DISBAND_HOSTILE_AREA:0 "@warning_icon! #X Can disband only in a non-hostile area#!"
|
||||
CANNOT_DISBAND_ENEMY_OR_HOSTILE_ARMIES_AROUND:0 "@warning_icon! #X Cannot disband while enemy or hostile [armies|E] are around#!"
|
||||
CANNOT_DISBAND_WAR_LEADER: "@warning_icon! #X Cannot disband as a [war_leader|E]#!"
|
||||
DISBAND_ARMY_DISABLED:0 "\n$DESC$"
|
||||
DISBAND_ARMY_CONFIRM_TITLE:0 "Disband Army"
|
||||
DISBAND_ARMY_CONFIRM_ACCEPT:0 "Disband"
|
||||
DISBAND_ARMY_CONFIRM:0 "$COUNT|V$ [soldiers|E] will stand down and return home."
|
||||
DISBAND_GATHERING_ARMY:1 "Disband Gathering Army"
|
||||
DISBAND_GATHERING_ARMY_DISABLED:0 "\n$DESC$"
|
||||
STOP_GATHERING:0 "Stop Gathering"
|
||||
DISBAND_RETURN_HOME_TIME:1 "@warning_icon! #X [soldiers|E] will take up to $TIME$ to return home, making it take longer to raise them again.#!"
|
||||
CANNOT_SPLIT_ARMY_NOT_OWNER:0 "@warning_icon! #X Cannot split Army belonging to someone else#!"
|
||||
CANNOT_SPLIT_ARMY_WHILE_IN_COMBAT:0 "@warning_icon! #X Cannot split Army while in [battle|E]#!"
|
||||
CANNOT_SPLIT_ARMY_WHILE_MOVEMENT_LOCKED:0 "@warning_icon! #X Cannot split Army while movement is locked#!"
|
||||
CANNOT_SPLIT_ARMY_CUSTOM_WHILE_MOVING:0 "@warning_icon! #X Cannot reorganize Army while moving#!"
|
||||
CANNOT_SPLIT_ARMY_WHILE_RETREATING:0 "@warning_icon! #X Cannot split Army while in [retreat|E]#!"
|
||||
CANNOT_MERGE_WHILE_IN_COMBAT:0 "@warning_icon! #X Cannot merge while in [battle|E]#!"
|
||||
CANNOT_MERGE_RAID_ARMY:0 "@warning_icon! #X Cannot merge [raid|E] armies outside own territory#!"
|
||||
CANNOT_SPLIT_RAID_ARMY:0 "@warning_icon! #X Cannot split [raid|E] armies outside own territory#!"
|
||||
CANNOT_MERGE_WHILE_RETREATING:0 "@warning_icon! #X Cannot merge while retreating#!"
|
||||
CANNOT_MERGE_WHILE_MOVEMENT_LOCKED:0 "@warning_icon! #X Cannot merge while movement is locked#!"
|
||||
CANNOT_MERGE_NAVAL_AND_LAND:0 "@warning_icon! #X Cannot merge [fleets|E] with unembarked [armies|E]#!"
|
||||
CANNOT_MERGE_NO_ARMIES:0 "@warning_icon! #X No selected [armies|E] that can be merged#!"
|
||||
CANNOT_MERGE_NO_UNITS:0 "@warning_icon! #X No selected [armies|E] or [fleets|E] that can be merged#!"
|
||||
CANNOT_SPLIT_ARMY_FEW_REGIMENTS:0 "@warning_icon! #X Not enough Regiments in [army|E]#!"
|
||||
CANNOT_SPLIT_ARMY_EMBARKED:0 "@warning_icon! #X Cannot split embarked [armies|E]#!"
|
||||
CANNOT_SPLIT_SIEGE_SPLIT_NOT_FOUND:0 "@warning_icon! #X The [army|E] cannot be split in two for this [siege|E]#!"
|
||||
CANNOT_SPLIT_NO_HIRED_OR_EVENT_TROOPS:0 "@warning_icon! #X No Hired or [special_troops|E] in the Army#!"
|
||||
CANNOT_SPLIT_ONLY_HIRED_OR_EVENT_TROOPS:0 "@warning_icon! #X Only Hired and [special_troops|E] are present in the Army#!"
|
||||
SELECT_COMMANDER_HEADER:1 "#T Select new [commander|E]#!"
|
||||
SUPPLY_STATE_TOOLTIP:1 "#T [supplies|E]: $SUPPLY|V$/$FULL_SUPPLY|V0$#!\n$STATE|V$"
|
||||
SUPPLY_STATE_POSITIVE:0 "#P +$CHANGE$#! Supplies/month"
|
||||
SUPPLY_STATE_NEGATIVE:0 "#N -$CHANGE$#! Supplies/month"
|
||||
SUPPLY_STATE_INCREASE:0 "#weak Will improve to $NEW_STATE$ in $DAYS$ days#!"
|
||||
SUPPLY_STATE_DECREASE:0 "#weak Will decline to $NEW_STATE$ in $DAYS$ days#!"
|
||||
SUPPLY_STATE_NO_CHANGE_THIS_YEAR:1 "#weak Will not change within the next year#!"
|
||||
SUPPLY_STATE_EFFECTS:0 "Effects of $STATE|V$:"
|
||||
SUPPLY_STATE_ATTRITION:0 "[attrition|E]: $VALUE|%-$"
|
||||
SUPPLY_STATE_COMBAT_EFFECT:1 "$GENERIC_COMBAT_EFFECT$"
|
||||
GENERIC_COMBAT_EFFECT:0 "[advantage|E]: $VALUE|0V$"
|
||||
SUPPLY_STATE_0:0 "Well Supplied"
|
||||
SUPPLY_STATE_1:0 "Undersupplied"
|
||||
SUPPLY_STATE_2:0 "Starving"
|
||||
SUPPLY_STATE_EVENT_TROOPS_IGNORING_SUPPLY:0 "$COUNT$ Soldiers in this army are not using supply"
|
||||
SUPPLY_STATE_NO_LOSS_PERIOD:1 "Because it has been raised recently, the [army|E] will not use supply until [DATE.GetStringShort|V]"
|
||||
SUPPLY_STATE_GATHERING:0 "The [army|E] will not use supply until it has gathered"
|
||||
ARMY_NUMBER_OF_MEN:1 "$MAX_MEN|0$"
|
||||
ARMY_NUMBER_OF_MEN_NOT_MAX:0 "$LIVING|0V$/$MAX_MEN|0V$"
|
||||
ARMY_NUMBER_OF_LEVIES:0 "[levies|E]: $MAX_MEN|0V$"
|
||||
ARMY_NUMBER_OF_LEVIES_NOT_MAX:0 "[levies|E]: $LIVING|0V$/$MAX_MEN|0V$"
|
||||
ARMY_NUMBER_OF_LEVIES_TOOLTIP:0 "#T [levies|E]: $LIVING|0V$/$MAX_MEN|0V$#!"
|
||||
ARMY_NUMBER_OF_MAA:0 "[men_at_arms|E]: $MAX_MEN|0V$"
|
||||
ARMY_NUMBER_OF_MAA_NOT_MAX:0 "[men_at_arms|E]: $LIVING|0V$/$MAX_MEN|0V$"
|
||||
ARMY_NUMBER_OF_MAA_TOOLTIP:0 "#T [men_at_arms|E]: $LIVING|0V$/$MAX_MEN|0V$#!"
|
||||
ARMY_NUMBER_OF_KNIGHTS:1 "[knight_i]$knight_culture_player_plural$: $NUM|0V$"
|
||||
ARMY_NUMBER_OF_KNIGHTS_TOOLTIP:1 "#T $knight_culture_player_plural$: [knight_i]$NUM|0V$#!\nEffectiveness: $EFFECTIVENESS|V%0$"
|
||||
ARMY_EVENT_TROOPS_ASSOCIATED_WAR:0 "$COUNT$ [special_troops|E] will stand down when the [WAR.GetName] ends"
|
||||
ARMY_ALL_ARMIES_MORE:0 "\nAnd $COUNT$ more"
|
||||
ARMY_SUPPLY_COMMANDER_BREAKDOWN:0 "#indent_newline:3 \n[CHARACTER.GetModifierDescription( 'supply_capacity_mult' )]\n[CHARACTER.GetModifierDescription( 'supply_capacity_add' )]#!"
|
||||
ARMY_SUPPLY_CAPACITY_INCREASED_BY_COMMANDER:0 "Supply capacity increased by [CHARACTER.GetName]:$ARMY_SUPPLY_COMMANDER_BREAKDOWN$\n"
|
||||
ARMY_SUPPLY_CAPACITY_LOWERED_BY_COMMANDER:0 "Supply capacity decreased by [CHARACTER.GetName]:$ARMY_SUPPLY_COMMANDER_BREAKDOWN$\n"
|
||||
FLEET_EMBARKING:0 "[embarking|E]: $TIME_LEFT$ left"
|
||||
FLEET_EMBARKED:0 "[embarked|E]"
|
||||
SHOW_SIEGE:0 "Go to the [siege|E]"
|
||||
SPLIT_ARMY_FOR_SIEGE:1 "#T Station Besiegers\n#!Leave enough [soldiers|E] in this [army|E] to continue the [siege|E]"
|
||||
SPLIT_ARMY_DISABLED:0 "\n$DESC$"
|
||||
SPLIT_ARMY_FOR_SIEGE_NOT_ENOUGH_SOLDIERS:0 "@warning_icon! #X Not Enough soldiers to split off#!"
|
||||
SPLIT_ARMY_FOR_SIEGE_TOO_MANY_SOLDIERS:2 "@warning_icon! #X Other Armies at this Holding have enough Soldiers to continue the Siege#!"
|
||||
BESIEGING:0 "Besieging"
|
||||
ARMY_COMPOSITION_ENTRY_MAX:0 "$TYPE$: $MAX|0V$"
|
||||
ARMY_COMPOSITION_ENTRY_REINFORCE:0 "($REINFORCE|0V=$/month)"
|
||||
ARMY_COMPOSITION_ENTRY:1 "$TYPE$: $COUNT|0V$/$MAX|0V$$REINFORCE_INFO$"
|
||||
KNIGHT_REGIMENTS:1 "@knight_icon![CHARACTER.Custom('KnightCulturePlural')]"
|
||||
LEVIES_REGIMENTS:1 "@soldier_icon![levies|e]"
|
||||
MAA_REGIMENTS_ICON:1 "@$ICONKEY$_icon!$NAME$"
|
||||
ARMY_TOTAL_SOLDIERS:0 "#T Total Soldiers: $CURRENT|0V$/$MAX|0V$#!"
|
||||
ARMY_RAISED_SOLDIERS:0 "#T Raised Soldiers: $CURRENT|0V$/$MAX|0V$#!"
|
||||
ARMY_UNRAISED_SOLDIERS:0 "#T Unraised Soldiers: $CURRENT|0V$/$MAX|0V$#!"
|
||||
SPLIT_OFF_HIRED_AND_EVENT_TROOPS:0 "#T Split off [hired_troops|E] and [special_troops|E]#!\nSplit off an [army|E] containing all [hired_troops|E] and [special_troops|E] of this [army|E]."
|
||||
ARMY_VIEW_ARMY_HAS_EVENT_TROOPS:1 "#T [special_troops|E]\n#![ArmyWindow.BuildEventTroopList]"
|
||||
LEVIES_ARMY_REGIMENT_NAME:0 "Levies"
|
||||
TT_REORG_SOLDIERS:0 "#T Soldiers: [RegimentReorgEntry.GetSoldierCount]#!\nMaximum: [RegimentReorgEntry.GetMaxSoldierCount]"
|
||||
TT_REORG_EVENT_TROOPS:0 "#T [special_troops|E]: [RegimentReorgEntry.GetEventTroopName]#!"
|
||||
TT_REORG_LEVIES:0 "#T [levies|E]\n#![soldiers|E]: [soldier_i][RegimentReorgEntry.GetSoldierCount]/[RegimentReorgEntry.GetMaxSoldierCount]\nFrom your [domain|E]\n\n$REORG_INSTRUCTION$"
|
||||
TT_REORG_VASSAL_LEVIES:0 "#T [levies|E]\n#![soldiers|E]: [soldier_i][RegimentReorgEntry.GetSoldierCount]/[RegimentReorgEntry.GetMaxSoldierCount]\nFrom [vassal|E] [RegimentReorgEntry.GetRegiment.GetFromVassal.GetUIName]\n\n$REORG_INSTRUCTION$"
|
||||
REORG_INSTRUCTION:0 "#I Click to move to other Army#!"
|
||||
REORG_EMPTY_LIST:0 "#weak Move Regiments here to create a new Army#!"
|
||||
ARMY_REORG_LEFT_MAINTENANCE:0 "[ArmyReorgWindow.GetLeftMaintenance]/month"
|
||||
ARMY_REORG_RIGHT_MAINTENANCE:0 "[ArmyReorgWindow.GetRightMaintenance]/month"
|
||||
ARMY_TBA_NAME:0 "New Army"
|
||||
KNIGHT_REGIMENT_NAME:1 "[CHARACTER.GetShortUINameNoTooltip]"
|
||||
ARMY_SELECT_THIS_ONLY:0 "#T Select This [army|E] Only#!"
|
||||
GATHERING_DAYS_LEFT:0 "Days Left: [Army.GetGatheringDaysLeft|V]"
|
||||
ARMY_VIEW_NEXT:0 "Next army"
|
||||
ARMY_VIEW_PREVIOUS:0 "Previous army"
|
||||
ARMY_VIEW_CREATE_NEW:0 "Create new army"
|
||||
ARMY_VIEW_LEVIES:0 "Levies"
|
||||
ARMY_VIEW_LEVIES_TOOLTIP:0 "#T Levies#!"
|
||||
ARMY_VIEW_MAA:0 "Men-at-Arms"
|
||||
ARMY_VIEW_KNIGHTS:1 "$knight_culture_player_plural_no_tooltip$"
|
||||
START_RAIDING:0 "#T Start Raiding#!\nThis unit will now be able to take the [raid|E] action outside your realm"
|
||||
END_RAIDING:0 "#T Stop being a Raiding Army#!\nThis [army|E] will stop being a Raiding Army, and can reinforce again"
|
||||
START_RAID:0 "#T Start Raid#!"
|
||||
RAID_ACTION_INFO:0 "Will take about [PROVINCE.GetLootTime( ARMY.Self )|V] days.\nWill loot [gold_i|E][PROVINCE.GetLoot|0V]."
|
||||
START_RAID_ALREADY_RAIDING:0 "@warning_icon! #X Already [raiding|E] this Holding#!"
|
||||
START_RAID_NOT_A_RAID_ARMY:0 "@warning_icon! #X Not a [raid|E] Army#!"
|
||||
START_RAID_LOOT_CAP:0 "@warning_icon! #X Cannot carry more [raid|E] Loot#!"
|
||||
START_RAID_NOT_OWN_REALM:0 "@warning_icon! #X Cannot [raid|E] inside your own [realm|E]#!"
|
||||
START_RAID_ALLY:0 "@warning_icon! #X Cannot [raid|E] your ally [CHARACTER.GetShortUIName]#!"
|
||||
START_RAID_TRUCE:0 "@warning_icon! #X Cannot [raid|E] [CHARACTER.GetShortUIName]#! while you have a truce agreement"
|
||||
START_RAID_IMMUNE:0 "@warning_icon! #X Cannot raid someone who has recently defeated one of your [raids|E]. Immunity will end on [DATE.GetString|V]#!"
|
||||
START_RAID_SAME_CONFEDERATION: "@warning_icon! #X Cannot raid someone who is also part of [CONFEDERATION.GetName]#!"
|
||||
START_RAID_OWN_TRIBUTARY: "@warning_icon! #X Cannot raid your own [tributary|E]#!"
|
||||
START_RAID_OWN_SUZERAIN: "@warning_icon! #X Cannot raid your own [suzerain|E]#!"
|
||||
START_RAID_NO_HOLDING:0 "@warning_icon! #X No [holding|E] here to [raid|E]#!"
|
||||
START_RAID_MOVING:0 "@warning_icon! #X Cannot [raid|E] while moving#!"
|
||||
START_RAID_IN_COMBAT:0 "@warning_icon! #X Cannot [raid|E] while in combat#!"
|
||||
START_RAID_SMALLER_THAN_GARRISON:0 "@warning_icon! #X [raid|E] Army is smaller than the [garrison|E] ($VALUE|0$ men)#!"
|
||||
START_RAID_TOO_FEW_MEN:0 "@warning_icon! #X [raid|E] Army is too small to raid (need at least $VALUE|0$ men)#!"
|
||||
START_RAID_RECENTLY_LOOTED:0 "@warning_icon! #X The Holding has been looted recently. Can be looted again on [DATE.GetString|V]#!"
|
||||
RAID_PROVINCE_TOOLTIP_RECENTLY_LOOTED:0 "The Holding has been looted recently. Can be looted again on [DATE.GetString|V]"
|
||||
RAID_PROVINCE_TOOLTIP_LOOT:0 "Raid [loot|E]: [gold_i]$VALUE|0V$"
|
||||
START_RAID_ALREADY_BEING_LOOTED:0 "@warning_icon! #X The Holding is already being looted by [ARMY.GetName]#!"
|
||||
START_RAID_UNDER_SIEGE:0 "@warning_icon! #X Cannot [raid|E] a Holding that is under [siege|E]#!"
|
||||
TOGGLE_RAID_IN_COMBAT:0 "@warning_icon! #X Cannot toggle [raiding|E] while in combat#!"
|
||||
TOGGLE_RAID_RETREATING:0 "@warning_icon! #X Cannot toggle [raiding|E] while retreating#!"
|
||||
TOGGLE_RAID_ONLY_OWN_TERRITORY:0 "@warning_icon! #X Cannot toggle [raiding|E] outside own territory#!"
|
||||
TOGGLE_RAID_CANNOT_RAID:0 "@warning_icon! #X Unable to [raid|E]#!"
|
||||
TOGGLE_RAID_MERCENARY:0 "@warning_icon! #X Mercenaries cannot [raid|E]#!"
|
||||
ARMY_RAID_LOOT_TOOLTIP: "#T Raid Loot#!\nThis [army|E] is carrying [loot_i][Army.GetRaidLoot|0V] [loot|E].\nIt can carry at most [loot_i][Army.GetLootCap|0V] [loot|E] due to the size of the army."
|
||||
|
||||
START_BARTERING: "#T Start Trading#!\nThis unit will now be able to take the [trade|E] action outside your realm"
|
||||
END_BARTERING: "#T Stop being a Trader Caravan#!\nThis [army|E] will stop being a Trader Caravan, and can reinforce again"
|
||||
START_BARTER: "#T Start Trade#!"
|
||||
BARTER_ACTION_INFO: "Bartering will take about [PROVINCE.GetLootTime( ARMY.Self )|V] days.\nThe Caravan will receive [loot_i|E][PROVINCE.GetLoot|0V]."
|
||||
START_BARTER_INSUFFICIENT_BARTER_GOODS: "@warning_icon! #X Insufficient [trade_goods|E] to start [trading|E]#!"
|
||||
START_BARTER_ALREADY_BARTERING: "@warning_icon! #X Already [trading|E] with this Holding#!"
|
||||
START_BARTER_NOT_A_BARTER_ARMY: "@warning_icon! #X Not a [trade|E] Army#!"
|
||||
START_BARTER_LOOT_CAP: "@warning_icon! #X Cannot carry more [trade|E] Loot#!"
|
||||
START_BARTER_NOT_OWN_REALM: "@warning_icon! #X Cannot [trade|E] inside your own [realm|E]#!"
|
||||
START_BARTER_NO_HOLDING: "@warning_icon! #X No [holding|E] here with which to [trade|E]#!"
|
||||
START_BARTER_MOVING: "@warning_icon! #X Cannot [trade|E] while moving#!"
|
||||
START_BARTER_IN_COMBAT: "@warning_icon! #X Cannot [trade|E] while in combat#!"
|
||||
START_BARTER_RECENTLY_LOOTED: "@warning_icon! #X The Holding has been looted or traded with recently. Can be traded with again on [DATE.GetString|V]#!"
|
||||
BARTER_PROVINCE_TOOLTIP_RECENTLY_LOOTED: "The Holding has been looted or traded with recently. Can be traded with again on [DATE.GetString|V]"
|
||||
BARTER_PROVINCE_TOOLTIP_LOOT: "[loot|E]: [loot_i]$VALUE|0V$"
|
||||
START_BARTER_ALREADY_BEING_LOOTED: "@warning_icon! #X The Holding is already being looted by [ARMY.GetName]#!"
|
||||
START_BARTER_UNDER_SIEGE: "@warning_icon! #X Cannot [trade|E] a Holding that is under [siege|E]#!"
|
||||
TOGGLE_BARTER_IN_COMBAT: "@warning_icon! #X Cannot toggle [trading|E] while in combat#!"
|
||||
TOGGLE_BARTER_RETREATING: "@warning_icon! #X Cannot toggle [trading|E] while retreating#!"
|
||||
TOGGLE_BARTER_ONLY_OWN_TERRITORY: "@warning_icon! #X Cannot toggle [trading|E] outside own territory#!"
|
||||
TOGGLE_BARTER_CANNOT_BARTER: "@warning_icon! #X Unable to [trade|E]#!"
|
||||
TOGGLE_BARTER_MERCENARY: "@warning_icon! #X Mercenaries cannot [trade|E]#!"
|
||||
ARMY_BARTER_LOOT_TOOLTIP: "#T Loot#!\nThis Caravan is carrying [loot_i][Army.GetBarterLoot|0V] [loot|E].\nIt can carry at most [loot_i][Army.GetLootCap|0V] [loot|E] due to its size."
|
||||
|
||||
CHANGE_COMMANDER_IN_RETREAT:0 "@warning_icon! #X Army is retreating#!"
|
||||
TOGGLE_LOOTER_STANCE:2 "#T [Select_CString( Army.HasLooterStance, 'Always', 'Never' )] Raid#!\n[SelectLocalization( Army.HasLooterStance, 'TOGGLE_LOOTER_STANCE_DESC_ON', 'TOGGLE_LOOTER_STANCE_DESC_OFF' )]"
|
||||
TOGGLE_LOOTER_STANCE_DESC_ON:0 "This [army|E] will automatically [raid|E] any viable [holding|E] that it stops in"
|
||||
TOGGLE_LOOTER_STANCE_DESC_OFF:0 "This [army|E] does not automatically [raid|E] [holdings|E] that it stops in"
|
||||
ARMY_ATTRITION_TT:0 "#T Monthly [attrition|E]: [Army.GetArmyAttritionPercentage|%-0] ([soldier_i] [Army.GetArmyAttrition|+]/month)\n#![Army.GetArmyAttritionBreakdownPercentage][Select_CString( EqualTo_CFixedPoint(Army.GetArmyAttritionPercentage, '(CFixedPoint)0'), '#weak No Attrition#!', '' )]"
|
||||
ATTRITION_SIEGE:0 "Besieging"
|
||||
ATTRITION_RAID:0 "Raiding"
|
||||
AV_ALWAYS_RAID:0 "Always Raid"
|
||||
ATTRITION_SUPPLY:0 "Lack of Supplies"
|
||||
ATTRITION_TOTAL:0 "[attrition|E]"
|
||||
ARMY_VIEW_TROOP_TT:0 "[TroopItem.BuildTroopItemTooltip( Army.Self )]"
|
||||
TROOP_LEVY:0 "[levies|E]"
|
||||
TROOP_LIST_LEVIES:0 "#T [levies|E]: $TOTAL$/$MAX$#!"
|
||||
TROOP_KNIGHTS:0 "#T $knight_culture_player_plural$: $TOTAL$#!"
|
||||
TROOP_LIST_KNIGHT:1 "[CHARACTER.GetShortUIName|U]: [CHARACTER.GetSkill( 'prowess' )] [prowess_i|E]"
|
||||
TROOP_LIST_MAA_MULTIPLE_PERSONAL: "[CHARACTER.GetShortUINamePossessive|U] [ARMY_REGIMENT.GetRegiment.GetName]: [ARMY_REGIMENT.GetCount]/[ARMY_REGIMENT.GetMax]"
|
||||
TROOP_LIST_MAA_MULTIPLE_TITLE: "[ARMY_REGIMENT.GetRegiment.GetName] of the [TITLE.GetBaseName]: [ARMY_REGIMENT.GetCount]/[ARMY_REGIMENT.GetMax]"
|
||||
TROOP_LIST_MAA_MULTIPLE: "[ARMY_REGIMENT.GetRegiment.GetName]: [ARMY_REGIMENT.GetCount]/[ARMY_REGIMENT.GetMax]"
|
||||
TROOP_LIST_MAA_HEADER: "#T [MEN_AT_ARMS_TYPE.GetBaseTypeName]: $TOTAL$/$MAX$#!"
|
||||
ARMY_TOOLTIP_ATTRITION: "[attrition|E]: [Army.GetArmyAttritionPercentage|%0-]/month"
|
||||
ARMY_TOOLTIP_COMMANDER: "[commander|E]: [Character.GetShortUIName|U]"
|
||||
ARMY_TOOLTIP_COMMANDER_ADVANTAGE: "[Character.GetCommanderAdvantage]"
|
||||
ARMY_TOOLTIP_NO_COMMANDER:0 "No [commander|E]"
|
||||
ARMY_REORGANIZATION:0 "Army Reorganization"
|
||||
ATTACH_TO_UNIT_HEADER:0 "#T Attach to [army|E]#!"
|
||||
ATTACH_TO_UNIT:0 "Attach to follow [TARGET_ARMY.GetName]"
|
||||
CANNOT_ATTACH_UNIT_TO_SELF:0 "@warning_icon! #X Cannot attach an [army|E] to itself#!"
|
||||
CANNOT_ATTACH_UNIT_TO_OWN_UNITS:0 "@warning_icon! #X Cannot attach to another [army|E] you own#!"
|
||||
ALREADY_ATTACHED_TO_UNIT:0 "@warning_icon! #X Already attached to the [ARMY.GetName]#!"
|
||||
UNIT_IS_ALREADY_ATTACHED_TO_US:0 "@warning_icon! #X Cannot attach to the [ARMY.GetName] as it is attached to us#!"
|
||||
NOT_A_FRIENDLY_UNIT:0 "@warning_icon! #X Cannot attach to hostile or neutral [armies|E]#!"
|
||||
DETACH_FROM_UNIT_HEADER:0 "#T Detatch from [army|E]#!"
|
||||
DETACH_FROM_UNIT:0 "Detatch from following [TARGET_ARMY.GetName]"
|
||||
NOT_ATTACHED_TO_ANY_UNIT:0 "@warning_icon! #X Not attached to another [army|E]#!"
|
||||
ATTACHED_ARMY_NAME:0 "Following:\n[Army.GetName]"
|
||||
ATTACH_TO_ARMY_WINDOW_HEADER:0 "Attach to Army"
|
||||
ATTACH_TO_ARMY_WINDOW_TEXT:0 "Select an [army|E] in [ArmyWindow.GetArmy.GetLocation.GetName] for [ArmyWindow.GetArmy.GetName] to follow."
|
||||
TOGGLE_ATTACH_TO_UNIT_WINDOW:0 "Attach to Army"
|
||||
ATTACH_TO_UNIT_WINDOW_TEXT:0 "Attach to [AttachToArmyWindow.GetSelectedArmy.GetName]"
|
||||
ATTACH:1 "Attach"
|
||||
ARMY_UNIT_COOLTIP_NAME: "[UnitItem.GetArmy.GetNameNoTooltip]"
|
||||
RAID_INTENT_SELECTION_HEADER: "Change $game_concept_raid_intent$"
|
||||
RAID_INTENT_SELECTION_TEXT: "Select your [raid_intent|E]"
|
||||
RAID_CHANGE_INTENT_TOOLTIP: "#T [RaidIntent.GetName]#!\n[RaidIntent.GetDescription][AddParagraph( RaidIntentSelectionWindow.GetCanPickIntentDesc( RaidIntent.Self ) )]"
|
||||
RAID_SINGLE_INTENT_TOOLTIP: "#T [RaidIntent.GetName]#!\n[RaidIntent.GetDescription]"
|
||||
RAID_OPEN_INTENT_WINDOW: "$RAID_SINGLE_INTENT_TOOLTIP$\n\n#I Click to change [raid_intent|E]#!"
|
||||
RAID_OPEN_INTENT_WINDOW_DISABLED: "$RAID_SINGLE_INTENT_TOOLTIP$\n\n#X Cannot change [raid_intent|E] during active events!#!"
|
||||
RAID_CHANGE_INTENT_TT: "#T Change $game_concept_raid_intent$#!"
|
||||
INVALID_RAID_INTENT: "@warning_icon! #X Invalid [raid_intent|E]#!"
|
||||
20
localization/english/replace/barter_window_l_english.yml
Normal file
20
localization/english/replace/barter_window_l_english.yml
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
l_english:
|
||||
BW_TT_BARTERING_REALM_TOOLTIP: "#T Trader: [Character.GetPrimaryTitle.GetName|V]#!\n#I Click to view#!"
|
||||
BW_TT_BARTEREE_REALM_TOOLTIP: "#T Traderee: [Character.GetPrimaryTitle.GetName|V]#!\n#I Click to view#!"
|
||||
BW_TT_OPEN_ARMY_WINDOW: "#T Select all your [trading|E] [armies|E]"
|
||||
BW_TIME_LEFT: "[BarterMission.GetEta.GetTimeDiffFromNow|V] left"
|
||||
BW_TIME_LEFT_TT: "#T Time Left\n#!The Trade Mission will finish on [BarterMission.GetEta.GetString]"
|
||||
BARTER_PROGRESS_TOOLTIP: "#T Trade Progress: [BarterMission.GetProgress|0]/[BarterMission.GetProgressNeeded|0]#!\n[BarterMission.GetBarterProgressTooltip]"
|
||||
BARTER_BLOCKED_BY_COMBAT: "@warning_icon! #X Trading Caravan is in a [battle|E]#!"
|
||||
BARTER_TROOPS_TOOLTIP: "#T Number of Soldiers#!\n[trading|E] Caravan: [BarterMission.GetAttackerMen|V]\n[garrison|E]: [BarterMission.GetDefenderMen|V]\nDaily progress: [BarterMission.GetDailyProgressPercent|%1V]"
|
||||
HOLDING_BARTER_GOODS_NEEDED: "[trade_goods|E]"
|
||||
HOLDING_BARTER_GOODS_NEEDED_VALUE: "[barter_goods_i] [Province.GetBarterGoodsNeeded|-0]"
|
||||
BARTER_WINDOW_TT_DAILY_PROGRESS: "Daily progress"
|
||||
BW_TT_BASE_PROGRESS: "Base"
|
||||
BW_TT_MEN_PROGRESS: "Trading [soldiers|E]"
|
||||
|
||||
BARTER_GOODS_MONTHLY_INCOME: "Monthly [trade_goods|E]"
|
||||
DOMAIN_BARTER_GOODS_INCOME_HOLDING: "[TITLE.GetName]"
|
||||
BARTER_GOODS_MONTHLY_EXPENSES: "Monthly Expenses"
|
||||
|
||||
BARTER_WINDOW_DESC: "#weak [BarterMission.GetArmy.GetOwner.GetShortUINamePossessive|U] [trade|E] Caravan trades [Province.GetBarterGoodsNeeded|0V] [trade_goods|E] for [Province.GetLoot|0V] [loot|E] in [Province.GetName]. [Province.GetNameNoTooltip] will gain [StaticModifier.GetNameWithTooltip] for 5 years.#!"
|
||||
|
|
@ -2715,5 +2715,3 @@
|
|||
building_type_mount_baekdu_01_desc: "The lofty peak of Mount Baekdu is said to be the origin of all the mountains of the Korean peninsula, and its heights are a sacred place among the region's many faiths and peoples."
|
||||
building_mount_baekdu_01: "$building_type_mount_baekdu_01$"
|
||||
building_mount_baekdu_01_desc: "$building_type_mount_baekdu_01_desc$"
|
||||
|
||||
|
||||
|
|
|
|||
177
localization/english/replace/court_positions_2_l_english.yml
Normal file
177
localization/english/replace/court_positions_2_l_english.yml
Normal file
|
|
@ -0,0 +1,177 @@
|
|||
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"
|
||||
1087
localization/english/replace/court_positions_l_english.yml
Normal file
1087
localization/english/replace/court_positions_l_english.yml
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -0,0 +1,563 @@
|
|||
l_english:
|
||||
governor_tax_scheme: "Collect Taxes"
|
||||
governor_tax_scheme_desc_general: "In a Collect Taxes [scheme|E], you attempt to gather intelligence about missing taxes, and make the suspected village pay up."
|
||||
governor_tax_scheme_desc: "Taxes are carefully collected and noted down for every district and village, making it possible to see when taxes have been, in fact, paid as required. And, more importantly, when payments are #EMP missing#!."
|
||||
governor_tax_scheme_action: "Collect Taxes in"
|
||||
governor_tax_scheme_invalidated_title: "$governor_tax_scheme$ Scheme Invalidated"
|
||||
msg_governance_contract_appear.t: "New Governance Issue"
|
||||
msg_governance_contract_appear.desc: "A [new_governance_issue.GetType.GetName|V] [governance_issue|E] has appeared in [target_province.GetName], within the [target_province.GetCounty.GetTitle.GetName]"
|
||||
task_contract_governance_desc_title: "My judgment as an Official is needed!"
|
||||
|
||||
overdue_taxes_contract: "Overdue Taxes"
|
||||
overdue_taxes_desc: "Whether by conspiracy, deprivation or sheer negligence, a village in this region has failed to send the share of their produce owed as taxes."
|
||||
overdue_taxes_desc_title: "$task_contract_governance_desc_title$"
|
||||
hoarding_mayor_contract: "Hoarding Mayor"
|
||||
hoarding_mayor_desc: "The mayor of this barony is gathering, and hoarding, a lot more gold than one would expect. The mayor may not be sending enough taxes upwards, or perhaps isn't investing enough into the city itself."
|
||||
hoarding_mayor_desc_title: "$task_contract_governance_desc_title$"
|
||||
bountiful_harvest_contract: "Bountiful Harvest"
|
||||
bountiful_harvest_desc: "Reports of wondrous plenty, of tall crops and verdant fields, come in from across the [GetPlayer.Custom('GetProvinceConceptNoTooltip')]. Such a significant boon ought to be put to good use. Leave not the crops to spoil!"
|
||||
bountiful_harvest_desc_title: "$task_contract_governance_desc_title$"
|
||||
rampant_bandits_contract: "Rampant Bandits"
|
||||
rampant_bandits_desc: "Outlaws and unruly nomads beset this region of your [GetPlayer.Custom('GetProvinceConceptNoTooltip')]. For locals to be safe, for traders to move freely: they need to be dealt with."
|
||||
rampant_bandits_desc_title: "$task_contract_governance_desc_title$"
|
||||
|
||||
governor_contract_event.1000.t: "Overdue Taxes"
|
||||
governor_contract_event.1000.desc: "My clerks insist that a village in [tax_destination.GetName] is significantly behind with their taxes.\n\nIt would be a serious neglect of my duty to ignore the matter. The ledgers make it clear: taxes #EMP are#! missing. Shipments were never sent.\n\nAt the moment, the cause of these omissions is unknown. This matter may be one for officials... or one for soldiers."
|
||||
governor_contract_event.1000.a: "Let's launch an investigation!"
|
||||
governor_contract_event.1001.desc: "My entourage struggles along an ill-maintained country path, amidst scattered [ROOT.Char.GetCurrentLocation.Custom('get_region_flower_type_plural')] and the occasional [ROOT.Char.Custom('RegionalFarmAnimal')]... my destination, the tax-owing village, really is quite rustic and #EMP quite#! unremarkable — despite being not a day's journey from [tax_destination.GetName] proper.\n\nA few of the locals, dressed in their distinctive traditional garb, have gathered at the village center. I am welcomed peaceably, though without warmth.\n\nI must consider how to approach my investigation."
|
||||
governor_contract_event.1001.a: "An inquisitive method will serve me best."
|
||||
governor_contract_event.1001.b: "Let's look around and see what comes to light."
|
||||
governor_contract_event.1001.a_tt: "Travel to [tax_destination.GetName] and investigate the issue"
|
||||
governor_contract_event.1001.success: "Your investigation is a success"
|
||||
governor_contract_event.1001.failure: "Your investigation is a failure"
|
||||
governor_contract_event.1001.a.success: "I persuade the villagers to talk"
|
||||
governor_contract_event.1001.a.failure: "I am unable to learn anything from the villagers"
|
||||
governor_contract_event.1001.b.success: "I inspect the village and learn what I need"
|
||||
governor_contract_event.1001.b.failure: "I am unable to learn what I need from the village"
|
||||
governor_contract_event.1003.t: "Overdue Taxes: Success"
|
||||
governor_contract_event.1003.desc_diplomacy: "Speaking with the villagers proved unexpectedly fruitful!\n\nHeads of kin were eager to list the members of their families, and gladly extolled the productivity of their plots. Some even #EMP boasted#! of their livestock! Farmers led me about their fields, explaining how much they could expect to gain from the harvest."
|
||||
governor_contract_event.1003.desc_stewardship: "Taking careful stock of every [ROOT.Char.Custom('RegionalFarmAnimal')], every stalk of barley, every homespun blanket and clay pot has yielded a good estimate of the taxes these serfs #EMP ought#! to pay."
|
||||
governor_contract_event.1003.desc_outro: "\n\nSome unexplained oversight, unintentional or intentional, seems the cause of this village's failure to pay their dues. But one task remains: deciding how best to remedy the situation..."
|
||||
governor_contract_event.1003.a: "Gather what produce we can, and sell half to better-develop the area."
|
||||
governor_contract_event.1003.b: "They shall pay in full. And not a #EMP single#! kernel less."
|
||||
governor_contract_event.1003.c: "These decent people need pay only in part."
|
||||
governor_contract_event.1003.d: "Stationing a garrison here will encourage proper payment."
|
||||
governor_contract_event.1003.e: "Let's assign an administrator to oversee the village."
|
||||
governor_contract_event.1003.f: "A tax relief might help these people flourish?"
|
||||
governor_contract_event.1004.t: "Overdue Taxes: Failure"
|
||||
governor_contract_event.1004.desc: "Though I peer into cellars and granaries, though I ride about the fields, cajole with village leaders... there is no sign of withheld wealth anywhere in this hamlet. The villagers, by all appearances, are truly, utterly poor and unable to provide what they owe.\n\nWithout evidence that I have been cheated, little remains for me to do here. My ledgers must simply absorb the loss."
|
||||
governor_contract_event.1004.a: "#EMP Tarnation!#!"
|
||||
|
||||
governor_contract_event.1010.t: "Hoarding Mayor"
|
||||
governor_contract_event.1010.desc: "I have received a number of reports that [hoarding_mayor.GetTitledFirstName], who is overseeing [mayor_destination.GetName], is keeping the vast majority of the city's taxes for [hoarding_mayor.GetHerselfHimself].\n\nWhile it is expected that a mayor may indeed keep any leftover taxes, the amounts reported are #EMP excessive#!. They easily border on the corrupt. And, to worsen the matter: [hoarding_mayor.GetHerHis] actions reflects quite poorly upon #EMP me#!!"
|
||||
governor_contract_event.1010.a: "I shall have to resolve this in person."
|
||||
governor_contract_event.1010.a_tt: "Travel to [mayor_destination.GetName] and speak to the mayor"
|
||||
governor_contract_event.1012.a_tt: "You start traveling again"
|
||||
governor_contract_event.1011.desc_intro: "I waste little time upon my arrival in [mayor_destination.GetName] and ride swiftly for the mayor's residence. I barge in, unannounced, and I am at once rewarded by my spectacle.\n\n"
|
||||
governor_contract_event.1011.desc_upset: "[hoarding_mayor.GetFirstName] stares at me, for a short moment dumbfounded, before recovering [hoarding_mayor.GetHerselfHimself]. As [hoarding_mayor.GetSheHe] listens to my accusations, a scowl spreads on the minister's face.\n\n"Such vile allegations! I could..." [hoarding_mayor.GetFirstNameNoTooltip] pauses and takes a deep breath. "Fine. How do you suggest we proceed?""
|
||||
governor_contract_event.1011.desc_fear: "Startled, [hoarding_mayor.GetFirstName] spills [hoarding_mayor.GetHerHis] drink all over [hoarding_mayor.GetHerselfHimself] — clearly taken aback at my mere presence! [hoarding_mayor.GetHerHis|U] face grows paler and paler as I outline my accusations.\n\n"Wait! Please! Surely, this is but a misunderstanding. We can make things right, can we not?""
|
||||
governor_contract_event.1011.desc_worried: "[hoarding_mayor.GetFirstName] turns and gapes at me, speechless. [hoarding_mayor.GetSheHe|U] steadies [hoarding_mayor.GetHerselfHimself] with a hand on the table as I berate [hoarding_mayor.GetHerHim], hurling accusation after accusation.\n\n"I... I am sure there is a misunderstanding, but I will of course help you resolve the situation! In any manner you see fit!""
|
||||
governor_contract_event.1011.a: "Invest in the city. I will take care of any remaining coin."
|
||||
governor_contract_event.1011.b: "You will give #EMP all#! excess coin to me."
|
||||
governor_contract_event.1011.c: "Use it well. Invest in local infrastructure."
|
||||
governor_contract_event.1011.d: "Give it back to the people by arranging festivities."
|
||||
governor_contract_event.1011.e: "I'm afraid only a harsh punishment will do."
|
||||
governor_contract_event.1011.f: "I could let this go... but do not forget it."
|
||||
governor_contract_event.1012.t: "Governance Issue: Cancel Travel"
|
||||
governor_contract_event.1012.desc: "I will not be able to do much about the current issue without traveling to its location. I am expected to handle this sort of problem directly, but perhaps I need to look the other way and focus my attention on more urgent matters..."
|
||||
governor_contract_event.1012.a: "On second thought, let's go!"
|
||||
governor_contract_event.1012.b: "I have more important matters to deal with."
|
||||
|
||||
governor_contract_event.1020.t: "Bountiful Harvest"
|
||||
governor_contract_event.1020.desc: "[ROOT.Char.GetFaith.FertilityGodName] has been kind to us! In many of [ROOT.Char.GetPrimaryTitle.GetNameNoTierPossessive] villages, seemingly endless sheaves of grain are collected from fields well-watered by steady rains. And such [ROOT.Char.Custom('RegionalRootVegetablePlural')]! A significantly larger yield than last harvest is joyfully anticipated.\n\nThis is, of course, very good news. I must organize an extraordinary workforce and see to the logistics as soon as possible.\n\nNow, where shall my wagons carry these great heaps of [ROOT.Char.Custom('GetSeason')] produce...?"
|
||||
governor_contract_event.1020.a: "Have it distributed equally across the province."
|
||||
governor_contract_event.1020.b: "Distribute it alongside the regular grain."
|
||||
governor_contract_event.1020.c: "The provincial capital must benefit."
|
||||
governor_contract_event.1020.d: "Let's donate it to charity and those in need."
|
||||
governor_contract_event.1020.e: "Fill the granaries and sell the excess."
|
||||
governor_contract_event.1020.f: "Move #EMP all#! of it to my estate."
|
||||
harvest_claim_it_yourself_estate_tt: "Amount is increased by #P +[EmptyScope.ScriptValue('estate_granary_gold_bonus_value')|+0%]#! due to the [GetDomicileBuilding('storage_granary_03').GetName] in your [estate|E]"
|
||||
|
||||
governor_contract_event.1030.t: "Rampant Bandits"
|
||||
governor_contract_event.1030.desc: "I read the report again. #EMP Bandits#!, to whom my law-abiding taxpayers are but fat sheep for the shearing!\n\nAnd indeed, the rough outlaws have put my people to the blade... villages terrorized, caravans lost.\n\nA particularly nasty group of the cutthroats have established a firm foothold in the [task_contract_location.GetProvince.GetTerrain.GetNameNoTooltip|l] near [bandit_destination.GetName]. Until they are flushed out, the region will remain uncontrollable."
|
||||
governor_contract_event.1030.a: "Gather a contingent of soldiers. We leave at once!"
|
||||
governor_contract_event.1030.b: "They will be dealt with in time..."
|
||||
governor_contract_event.1031.desc: "The denizens of [bandit_destination.GetName] gladly lead us right to the mouth of the [ROOT.Char.Custom('RegionalFerociousAnimal')]'s den... the encampment of outlaws lies just beyond, obscured by brush and broken terrain.\n\nFrom what I hear, I judge these foes to be nomadic warriors: tough folk living on the fringes of settled society, so flush on the wealth of my land that they've turned their raiding foray into an extended stay.\n\nThe foe is not yet alerted to my posse's presence. We have the opportunity to strike however I see fit."
|
||||
governor_contract_event.1031.a: "Charge! We'll take them by surprise!"
|
||||
governor_contract_event.1031.b: "Let's lay out a tactic before we attack."
|
||||
governor_contract_event.1031.c: "Luring them into a trap could save us a lot of trouble."
|
||||
governor_contract_event.1031.success: "You succeed and defeat the bandits"
|
||||
governor_contract_event.1031.failure: "You fail and the bandits escape"
|
||||
governor_contract_event.1031.b.success: "Your tactic is a triumph"
|
||||
governor_contract_event.1031.b.failure: "Your choice of tactics leaves a lot to be desired"
|
||||
governor_contract_event.1031.c.success: "Your trap is flawless"
|
||||
governor_contract_event.1031.c.failure: "Your trap outsmarts no one"
|
||||
governor_contract_event.1032.desc_tactical: "My undisciplined foe cannot hope to stand before well-trained troops! Their projectiles streak now not towards unguarded peasant flesh; they thud harmlessly into the shields of our battle-line. The criminals break off to flee, but riders on our flanks cut off all retreat.\n\nI gaze upon the dead. I consider the captured survivors."
|
||||
governor_contract_event.1032.desc_trap: "Mine is a most cunning trap.\n\nA half-naked young soldier, with a stolen dinner in hand, races back towards us; the outlaws, the #EMP halfwits#!, chase right after! We leap from hiding — howling, the terrified foe recognize their mistake — and we fall upon them! Moments from death, the nomads surrender to my troops.\n\nThis group of criminals is rendered harmless, helpless."
|
||||
governor_contract_event.1032.desc_charge: "A thunderous charge is an unpleasant surprise for any enemy, but the garbled screams of my criminous foes speak to how #EMP truly#! unprepared they are!\n\nThe hand-to-hand fighting between my heavily-armed troops and the half-dressed warriors staggering to their mounts lasts but a few moments. The surviving nomads are then neatly lined up in front of me."
|
||||
governor_contract_event.1032.desc_outro: "\n\nThey are at my mercy."
|
||||
governor_contract_event.1032.a: "Return the stolen goods; put the criminals to work."
|
||||
governor_contract_event.1032.b: "Pardon their crimes."
|
||||
governor_contract_event.1032.c: "How about earning honest coin for a living?"
|
||||
governor_contract_event.1032.d: "They'll have to pay a fine."
|
||||
governor_contract_event.1032.e: "Hang them."
|
||||
governor_contract_event.1032.f: "Confiscate anything of value and have them imprisoned."
|
||||
governor_contract_event.1033.desc: "[ROOT.Char.Custom('CulturalCurse')|U]!\n\nMy soldiers' attack was given away by frightened birds; we came at our foe as swiftly as we could, but the clever nomads were on their horses and spurring hard almost instantly!\n\nA few of the fleeing brigands were caught and struck dead... but far too few to dissuade the rest from further robbery and raiding.\n\nExhausted, we must head home."
|
||||
governor_contract_event.1033.a: "Let's forget this incident."
|
||||
governor_contract_event.1038.desc: "These bandits are unlikely to depart peaceably. The people of [bandit_destination.GetName] could suffer their attacks for quite some time, unless I interfere.\n\nBesides, as an appointed official, their safety is my responsibility."
|
||||
governor_contract_event.1038.a: "I have to protect these people!"
|
||||
governor_contract_event.1038.b: "The people will have to fend for themselves."
|
||||
governor_contract_event.1038.a_tt: "Travel to [bandit_destination.GetName] and deal with the bandits"
|
||||
|
||||
discontent_soldiers: "Discontent Soldiers"
|
||||
discontent_soldiers_contract: "$discontent_soldiers$"
|
||||
discontent_soldiers_desc: "Discontentment spreads through your troops. Guards mutter at their posts. Minor officers care little for discipline."
|
||||
discontent_soldiers_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2000.t: "$discontent_soldiers$"
|
||||
governor_contract_event.2000.desc: "The tidings from my outposts, from the provincial troops under my command, are all in agreement: discontent grows among the soldiers. Their deployments are too long, their pay too low, the local whores too ugly, the encampments too rough...\n\nFor those living in a military camp, the causes to complain are always many, but even with a small intervention I could hope to improve their spirits... it would certainly go a long way to increase my popularity, and the safety of my position."
|
||||
governor_contract_event.2000.a: "I'll grant every senior officer a land plot."
|
||||
governor_contract_event.2000.b: "They don't have it as bad as [other_gov.GetTitledFirstNamePossessiveNoTooltip] troops!"
|
||||
governor_contract_event.2000.c: "They have earned some time off."
|
||||
governor_contract_event.2000.d: "They shall be punished for their insubordination!"
|
||||
governor_contract_event.2000.e: "More money will make them happy."
|
||||
ep3_settled_troops_province_modifier: "Settled Troops"
|
||||
ep3_settled_troops_province_modifier_desc: "The officers of the troops stationed in this province have received local plots of land to settle."
|
||||
ep3_longer_breaks_province_modifier: "Troops on Break"
|
||||
ep3_longer_breaks_province_modifier_desc: "The troops stationed in this province have been granted longer breaks to increase morale."
|
||||
ep3_better_paid_soldiers_modifier: "Incentivized Troops"
|
||||
ep3_better_paid_soldiers_modifier_desc: "This character is known for paying their troops more than needed, and happy troops are effective troops."
|
||||
|
||||
inept_mayor: "Inept Mayor"
|
||||
inept_mayor_contract: "$inept_mayor$"
|
||||
inept_mayor_desc: "This key official has proven almost wholly incompetent. Local nobles, the common mob, and even your own ministers grow increasingly dissatisfied."
|
||||
inept_mayor_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2010.t: "$inept_mayor$"
|
||||
governor_contract_event.2010.desc: "I pore over the litany of complaints sent from [mayor_destination.GetName], noting accusations against "that [inept_mayor.Custom2('InsultNoun', ROOT.Char)], [inept_mayor.GetFirstName]"; how, with "[inept_mayor.Custom2('InsultAdjective', ROOT.Char)] criminality," [inept_mayor.GetSheHe] has allegedly drained the [inept_mayor.GetPrimaryTitle.GetTierAsNameNoTooltip|l] of funds.\n\nThere is, indeed, something deeply #EMP wrong#! with the city's contability: wealth seems to disappear from the balance inexplicably, the numbers of state-paid officials change day by day, and the documentation on land ownership is littered with inconsistencies."
|
||||
governor_contract_event.2010.a: "I should pay [mayor_destination.GetNameNoTooltip] a visit."
|
||||
governor_contract_event.2011.desc_intro: "When I reach [mayor_destination.GetName], I hurry into the offices of the local mayor, [inept_mayor.GetFirstName]. Seemingly taken by surprise, the bureaucrat quickly shoos [inept_mayor.GetHerHis] servants away. Ledgers are clutched in their arms.\n\n"I've come to verify your administration's contability," I state, solemnly frowning."
|
||||
governor_contract_event.2011.desc_fear: "\n\n"Is it about, uh, that consignment of grain?" stutters the mayor. "The silk import? Yes, my contacts are a little unorthodox, but they've been pardoned for their crimes! Well... #EMP most of them.#! I'll undo these orders, my [ROOT.Char.GetTitleAsName], all of them; you needn't worry!""
|
||||
governor_contract_event.2011.desc_upset: "\n\n"My [ROOT.Char.GetTitleAsName], surely you cannot doubt my utter devotion to my position? My well-tested competence?!" The mayor puffs [inept_mayor.GetHerselfHimself] up, sizing me up for a confrontation.\n\nBut I am [inept_mayor.GetHerHis] superior."
|
||||
governor_contract_event.2011.desc_worried: "\n\n"Troublesome news, my [ROOT.Char.GetTitleAsName]?" [inept_mayor.GetFirstNameNoTooltip] chuckles unconvincingly, "The local grandees have swollen tongues and vivid imaginations; best to simply avoid the noisier ones...""
|
||||
governor_contract_event.2011.a: "Show me the ledgers."
|
||||
governor_contract_event.2011.b: "You are unworthy of your post."
|
||||
governor_contract_event.2011.c: "I am calling in my experts from the capital."
|
||||
governor_contract_event.2011.d: "You'll personally pay for all losses!"
|
||||
ep3_mismanaged_administration_modifier: "Incompetence in Administration"
|
||||
ep3_mismanaged_administration_modifier_desc: "One of the main centers in this county is so deeply mismanaged that the whole area is suffering."
|
||||
|
||||
prov_investment: "Provincial Investment"
|
||||
prov_investment_contract: "$prov_investment$"
|
||||
prov_investment_desc: "An opportunity has presented itself for you to invest in the capital of your governorship."
|
||||
prov_investment_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2020.t: "$prov_investment$"
|
||||
governor_contract_event.2020.desc: "How good it feels when diligent governorship meets fine results!\n\nThe treasury of [ongoing_destination.GetName] is filled to the brim, and I have been tasked by the central administration with reinvesting the surplus locally."
|
||||
governor_contract_event.2020.a: "Infrastructure is the key to success."
|
||||
governor_contract_event.2020.b: "Doing the work of [ROOT.Char.GetFaith.HighGodName] on earth is a privilege."
|
||||
governor_contract_event.2020.c: "Let's erect a grand statue in [emperor.GetTitledFirstNamePossessiveNoTooltip] name!"
|
||||
governor_contract_event.2020.c_tt: "Unfortunately, that implies #EMP reappropriating#! construction materials from all over the area..."
|
||||
governor_contract_event.2020.d: "The local traders could use the extra help."
|
||||
governor_contract_event.2020.e: "Our brave soldiers deserve better!"
|
||||
governor_contract_event.2020.f: "Food for the people is the solution!"
|
||||
governor_contract_event.2021.t: "$prov_investment$: Success"
|
||||
governor_contract_event.2021.desc_infrastructure: "The busiest thoroughfares in [task_contract_location.GetNameNoTier] are the first to be renewed. My hired laborers toil and, with exemplary pay on offer, progress is swift."
|
||||
governor_contract_event.2021.desc_church: "The plans for [task_contract_location.GetNameNoTierPossessive] new [ROOT.Char.GetFaith.HouseOfWorship] are an immaculate image of divine inspiration, though — compared to the great holy places of the world — ours is but a humble site. Let the faithful be gathered together!"
|
||||
governor_contract_event.2021.desc_monument: "The visage of [emperor.GetFaith.WealthGodName], one of [emperor.GetTitledFirstNamePossessive] chief patrons, is lovingly — and quite flatteringly — recreated by my artisans. The great sovereign's name is inscribed below... as is mine."
|
||||
governor_contract_event.2021.desc_traders: "Goods come flooding in! Commerce thrives, fed merely by my pronouncement of relief on a few key tariffs. Now, to clear stinking livestock from that unused end of the local forum..."
|
||||
governor_contract_event.2021.desc_military: "The sounds of celebratory revelry drift up from the barracks; with the wealth I've heaped upon them, the loyalty and fighting fitness of my troops is most assured! My captains lead the rest in chanting out my name."
|
||||
governor_contract_event.2021.desc_food: "Even the lowest of beggars in [task_contract_location.GetNameNoTier] sleeps with a full stomach tonight. My distribution of grain has bright-faced families hoisting sheaves up to the rafters; all the region smells of fresh-baked bread."
|
||||
governor_contract_event.2021.desc: "\n\nThis choice of investment proved sagacious. With but early results on display, I am already praised and feted by the people under my care."
|
||||
governor_contract_event.2021.a: "A job well done."
|
||||
governor_contract_event.2022.t: "$prov_investment$: Failure"
|
||||
governor_contract_event.2022.desc_monument: "I have informed the capital's administration of my newest monument, the jewel-ornamented statue of ostentatious grandeur... and I've heard nothing in return. [emperor.GetTitledFirstName] does not deign to honor me for my act of fealty, if indeed [emperor.GetSheHe] knows of it at all."
|
||||
governor_contract_event.2022.desc_traders: "With my adjustment of taxes and tariffs, traders crow in delight at new profits... but we see no increase in revenue. What's more, local artisans and laborers complain of my administration: in the face of newly-cheapened imports, they struggle to offload their goods."
|
||||
governor_contract_event.2022.desc_military: "The troops were not quite #EMP level-headed#! with regards to their sudden bonus in salary... with wild abandon, they threw their pay into an orgy of unsavory revels.\n\nNow, beloved captains face criminal charges, soldiers bear wounds from brawling with the locals, and for all I am somehow held to blame"
|
||||
governor_contract_event.2022.desc: "\n\nThis, sadly, has not played out as I expected. And my province's surplus is lost."
|
||||
governor_contract_event.2022.a: "Unfortunate."
|
||||
governor_contract_event.2020.success: "The investment is a success"
|
||||
governor_contract_event.2020.failure: "The investment is a failure"
|
||||
ep3_contract_infrastructure_modifier: "Developing Infrastructure"
|
||||
ep3_contract_infrastructure_modifier_desc: "Roads, messenger stations, water provision, and all a county needs to grow."
|
||||
ep3_food_distribution_modifier: "Food Distribution"
|
||||
ep3_food_distribution_modifier_desc: "A surplus of money in the local government has been used to import cheap food for the wider populace."
|
||||
ep3_invested_military_modifier: "Improved Military"
|
||||
ep3_invested_military_modifier_desc: "A significant amount of gold has been invested into the troops stationed in this county."
|
||||
|
||||
raiding_peasants: "Raiding Peasants"
|
||||
raiding_peasants_contract: "$raiding_peasants$"
|
||||
raiding_peasants_desc: "A self-organized band of peasants has been raiding our lands from across the border."
|
||||
raiding_peasants_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2030.t: "$raiding_peasants$"
|
||||
governor_contract_event.2030.desc: "Concerning news have come from [ongoing_destination.GetName].\n\nApparently, a group of local peasants has taken up arms and, in unruly gangs, ventured beyond our borders into [neighbor.GetCulture.GetNameNoTooltip] territory.\n\nThe practice itself is unlikely to cause diplomatic concerns, but military actions — and the possession of weapons — are a prerogative of the army. Any violation of the law, therefore, must be investigated."
|
||||
governor_contract_event.2030.a: "I need to see it for myself."
|
||||
governor_contract_event.2030.a.tt: "You travel to [ongoing_destination.GetNameNoTooltip]"
|
||||
governor_contract_event.2031.desc: "When I reach [ongoing_destination.GetName], my information prove to be correct. It doesn't take my guards long to round up a considerable group of locals, all in possession of unauthorized weapons.\n\n"We need them to defend ourselves and our families!" they protest. "Those [neighbor.GetCulture.GetNameNoTooltip] scoundrels can't be trusted! They need to learn to stay well away from us!""
|
||||
governor_contract_event.2031.a: "You shall all work for me — legally."
|
||||
governor_contract_event.2031.b: "Banditry is punished with death."
|
||||
governor_contract_event.2031.c: "Do you need any #EMP unofficial#! help?"
|
||||
governor_contract_event.2031.d: "You are supposed to be working your fields."
|
||||
governor_contract_event.2031.e: "Give me all the gold you raided and you can go!"
|
||||
ep3_peasant_border_raids_modifier: "Peasants' Border Raids"
|
||||
ep3_peasant_border_raids_modifier_desc: "The local peasants have armed themselves and are actively protecting their borders."
|
||||
ep3_peasant_workers_modifier: "Back to the Fields"
|
||||
ep3_peasant_workers_modifier_desc: "The local militia has been disbanded and the peasants sent back to the fields."
|
||||
|
||||
wild_predators: "Predatory Beasts"
|
||||
wild_predators_contract: "$wild_predators$"
|
||||
wild_predators_desc: "Wild beasts eat the animals of a local game preserve and harry the locals. Sightings are oft reported near their villages; bloody incidents in their paddocks."
|
||||
wild_predators_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2040.t: "$wild_predators$"
|
||||
governor_contract_event.2040.desc: "The news from [ongoing_destination.GetName] is dire, and fearfully told.\n\nLocal wildlife are becoming scarcer and scarcer, their numbers collapsing due to a growing [ROOT.Char.Custom('RegionalFerociousAnimal')] presence. These fiends, made braver by their mounting numbers, are not content with depopulating the wilderness, but can now be seen lurking around my people's settlements.\n\nLivestock and children are closely watched, but still... the outskirts of [ongoing_destination.GetName] are not safe."
|
||||
governor_contract_event.2040.a: "I need to do something."
|
||||
governor_contract_event.2041.desc: "My arrival in [ongoing_destination.GetName] is amidst tragedy and worry. Locals mutter that — in the safety of an enclosure — a prize [ROOT.Char.Custom('RegionalFarmAnimal')] was recently torn apart by an enormous [ROOT.Char.Custom('RegionalFerociousAnimal')].\n\nA quick ride about the region proves this information reliable; wild game is rare to see, and the signs of [ROOT.Char.Custom('RegionalFerociousAnimal')] attacks are everywhere.\n\nThey say an infant is missing. They say tiny, shattered bones were found."
|
||||
governor_contract_event.2041.a: "I know just the right professionals."
|
||||
governor_contract_event.2041.a.tt: "You send in expert poisoners to selectively kill the out-of-control predators with bait"
|
||||
governor_contract_event.2041.b: "I shall hunt the creatures myself!"
|
||||
governor_contract_event.2041.c: "We need more hunters."
|
||||
governor_contract_event.2041.d: "The local peasants can handle it."
|
||||
governor_contract_event.2041.e: "I've always wanted an exotic pet..."
|
||||
governor_contract_event.2041.e.tt: "Send your guards to capture as many animals as they can"
|
||||
governor_contract_event.2041.f: "Just import and release more prey!"
|
||||
governor_contract_event.2041.b.success: "The great hunt goes well"
|
||||
governor_contract_event.2041.b.fail: "Your hunting party descends into chaos"
|
||||
governor_contract_event.2041.c.success: "Many trappers come to claim the beasts"
|
||||
governor_contract_event.2041.c.fail: "Few take interest in stalking a [ROOT.Char.Custom('RegionalFerociousAnimal')]"
|
||||
governor_contract_event.2041.d.success: "Local bushcraft prevails"
|
||||
governor_contract_event.2041.d.fail: "The peasants are but fodder"
|
||||
governor_contract_event.2041.e.success: "Every last [ROOT.Char.Custom('RegionalFerociousAnimal')] is caged"
|
||||
governor_contract_event.2041.e.fail: "Your pens remain empty"
|
||||
|
||||
governor_contract_event.2042.desc: "Victory!\n\n[ongoing_destination.GetName] is free of the wilderness's terrors, purged of its [ROOT.Char.Custom('RegionalFerociousAnimal')] problem — my determined intervention has delivered the commoners from fear!\n\nIn the [ongoing_destination.GetTerrain.GetNameNoTooltip|l] where I stand, [ROOT.Char.GetFaith.HighGodNamePossessive] innocent grazing creatures, his skittish plant-eaters, will soon range freely once again."
|
||||
governor_contract_event.2042.a: "I take full credit for this success."
|
||||
governor_contract_event.2043.desc: "Gnashing teeth, claws like spear-heads, great slobbering maws just behind — blind with terror, we flee the [ongoing_destination.GetTerrain.GetNameNoTooltip|l] of [ongoing_destination.GetName], hardly escaping with our lives!\n\nThe [ROOT.Char.Custom('RegionalFerociousAnimal')] menace here is truly unstoppable. Perhaps it is, even, the wild servants of [ROOT.Char.GetFaith.DevilName] who haunt this hamlet?\n\n[ROOT.Char.Custom('CulturalCurse')|U]! I can only depart, leaving the locals to be terrorized by the creatures..."
|
||||
governor_contract_event.2043.a: "I can only hope they start eating #EMP each other...#!"
|
||||
ep3_abundant_game_modifier: "Abundant Game"
|
||||
ep3_abundant_game_modifier_desc: "Game is abundant in this area, making Hunts more successful."
|
||||
ep3_wild_predators_modifier: "$wild_predators$"
|
||||
ep3_wild_predators_modifier_desc: "An abundance of wild predators prowls in these lands, killing peasants and game alike."
|
||||
ep3_ferocious_pets_modifier: "Ferocious Pets"
|
||||
ep3_ferocious_pets_modifier_desc: "This character has developed an expensive taste for ferocious pets."
|
||||
|
||||
evil_presence: "An Evil Presence"
|
||||
evil_presence_contract: "$evil_presence$"
|
||||
evil_presence_desc: "Terrified commoners claim to be persecuted by an evil presence. Unable to comfort this beleaguered flock, local clerics request your intervention."
|
||||
evil_presence_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2050.t: "$evil_presence$"
|
||||
governor_contract_event.2050.desc: "The local [ongoing_destination.GetCounty.GetFaith.PriestNeuterPlural] of [ongoing_destination.GetName] write to me, panicky, snatching at my attention with dire warnings of violence-to-come.\n\nThe local populace is in a frenzy over a series of suspicious events: ill omens, such as"
|
||||
governor_contract_event.2051.desc_a: "spoiled fish,"
|
||||
governor_contract_event.2051.desc_b: "fevers,"
|
||||
governor_contract_event.2051.desc_c: "fighting spouses,"
|
||||
governor_contract_event.2051.desc_d: "children waking up screaming in the night,"
|
||||
governor_contract_event.2051.desc_e: "mass headaches,"
|
||||
governor_contract_event.2051.desc_f: "failed hunts,"
|
||||
governor_contract_event.2051.desc_g: "sick cows,"
|
||||
governor_contract_event.2051.desc_h: "ruined production,"
|
||||
governor_contract_event.2051.desc_i: "ruined fields,"
|
||||
governor_contract_event.2051.desc_l: "and weird apparitions of dogs."
|
||||
governor_contract_event.2051.desc_m: "and weird apparitions of horses."
|
||||
governor_contract_event.2051.desc_n: "and weird apparitions of eagles."
|
||||
governor_contract_event.2051.desc_o: "and weird apparitions of cats."
|
||||
governor_contract_event.2051.desc_p: "and weird apparitions of frogs."
|
||||
governor_contract_event.2051.desc_q: "and weird apparitions of snakes."
|
||||
governor_contract_event.2051.desc_end: "\n\nThe people are terrified that a devil — or some other unnameable evil — has taken up residence amidst them."
|
||||
governor_contract_event.2050.a: "I suppose an investigation is required."
|
||||
governor_contract_event.2051.desc: "The good people of [ongoing_destination.GetName] are out of their minds with terror.\n\nPanic and paranoia run high. At shabby tenements and the local magistrate's [ROOT.Char.Custom('ResidenceBuilding')] alike, my entourage is met with barred doors, accusations against friends and kin of the most horrible practices, and honest citizens who see monsters in every shadow. Productive activities are practically suspended.\n\nOne way or another, this state of affairs must be ended. Without any faith in [ongoing_destination.GetCounty.GetFaith.HighGodNamePossessive] protection... the threads of this society can hardly fray any further."
|
||||
governor_contract_event.2051.a: "I'll request an official exorcist from the capital."
|
||||
governor_contract_event.2051.b: "Bring in a renowned [ROOT.Char.GetFaith.PriestNeuter] for an exorcism."
|
||||
governor_contract_event.2051.c: "There must be an evil sorcerer!"
|
||||
governor_contract_event.2051.d: "What do your elders suggest?"
|
||||
governor_contract_event.2051.e: "You are just seeing things. Nonsense."
|
||||
ep3_church_investigation_modifier: "Church Investigation"
|
||||
ep3_church_investigation_modifier_desc: "The Church has gotten involved in an investigation on potential users of demonic magic."
|
||||
ep3_rationalist_gov_modifier: "Rationalist"
|
||||
ep3_rationalist_gov_modifier_desc: "This character has a reputation for valuing reason above religion, a somewhat unpopular opinion."
|
||||
ep3_local_practices_modifier: "Traditional Practices Upheld"
|
||||
ep3_local_practices_modifier_desc: "The local governor has openly supported the traditional practices — some call them superstitions — to deal with devils."
|
||||
|
||||
miraculous_healing: "Miraculous Healing"
|
||||
miraculous_healing_contract: "$miraculous_healing$"
|
||||
miraculous_healing_desc: "A local invalid receives many donations of relics and valuables, and each time claims to be restored to health by divine grace. Almsgivers grow increasingly ill-amused."
|
||||
miraculous_healing_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2060.t: "$miraculous_healing$"
|
||||
governor_contract_event.2060.desc: "An interesting case, and a most unusual individual, are brought before me for judgment.\n\nThis [scammer.GetWomanMan], [scammer.GetName], is accused of being a false invalid: a huckster who makes a living hoodwinking the faithful. [scammer.GetSheHe|U] [scammer.Custom('quirk_pos_present')], charmingly, as the donated relics are laid out before me.\n\nWitnesses attest to seeing this "blind" man by the stoop of their [ROOT.Char.GetFaith.HouseOfWorshipPlural], appealing to their good natures; [scammer.GetSheHe] warms the hearts of congregations by being miraculously healed, again and again... but only after receiving coins or holy items."
|
||||
governor_contract_event.2060.a: "This scammer will be punished in an exemplary way."
|
||||
governor_contract_event.2060.b: "I could use someone with your #EMP creativity#!."
|
||||
governor_contract_event.2060.c: "Hand the relics back, and I can forget this ever happened."
|
||||
governor_contract_event.2060.d: "A solid fine is an adequate punishment."
|
||||
governor_contract_event.2060.e: "The only possible penance is prison."
|
||||
governor_contract_event.2060.f: "[ROOT.Char.GetFaith.HighGodName] works in mysterious ways."
|
||||
|
||||
buried_treasure: "Buried Treasure"
|
||||
buried_treasure_contract: "$buried_treasure$"
|
||||
buried_treasure_desc: "A local peasant has found a hoard of buried gold, and a dispute has risen as to who it belongs to."
|
||||
buried_treasure_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2070.t: "$buried_treasure$"
|
||||
governor_contract_event.2070.desc: "The elders of a small community near [ongoing_destination.GetName] have contacted me to make a decision about a rare event.\n\nA peasant family has unearthed a substantial hoard of gold coins while working the fields! Their neighbors promptly broke into factions: some believe that the gold should go to the finders, while others argue for the windfall be shared by the whole village.\n\nThe word of a higher authority could slake the greed of these simple folk, and spare them descending into petty violence."
|
||||
governor_contract_event.2070.a: "A most curious occurrence indeed!"
|
||||
governor_contract_event.2071.desc: "Upon reaching [ongoing_destination.GetName], I am introduced to the chief treasure-finding peasant — a [peasant.GetWomanMan] named [peasant.GetFirstName] — and the treasure itself.\n\n"
|
||||
governor_contract_event.2071.desc.byz: "It is an ancient-looking chest filled to the brim with golden [Glossary( 'aurei', 'AUREUS_GLOSS')], all coined under the same emperor. To make an educated guess, this could be the treasury of some ancient legion; perhaps, even a year's worth of pay."
|
||||
governor_contract_event.2071.desc.fallback: "It is a modest-looking chest filled to the brim with an assortment of golden coins minted throughout the region in different periods. My guess would be that the peasant has come across a buried stash from some long-dead crew of outlaws."
|
||||
governor_contract_event.2071.desc.end: "\n\n[peasant.GetFirstNameNoTooltip] — and seemingly every serf of [peasant.GetHerHis] community — watches expectantly, breathlessly: "What's to be done with the treasure, wise [ROOT.Char.GetTitleAsName]?""
|
||||
governor_contract_event.2071.a: "Reinvest the gold in your own community."
|
||||
governor_contract_event.2071.b: "All special gains must be taxed. #EMP Heavily.#!"
|
||||
governor_contract_event.2071.c: "What's found on public land belongs to the realm."
|
||||
governor_contract_event.2071.d: "The treasure is legally yours to do as you please."
|
||||
governor_contract_event.2071.e: "This treasure belongs to the whole community."
|
||||
AUREUS_GLOSS: "The aureus was a gold coin regularly issued from the Late Roman Republic up to the early 4th century AD, when it was replaced by the solidus. Originally, an aureus was worth 25 silver denarii but, due to the Late Empire's rampaging inflation, the new solidus was worth a whole 275000 denarii!"
|
||||
ep3_treasure_invest_modifier: "Treasure Invested"
|
||||
ep3_treasure_invest_modifier_desc: "A hoard of gold has been transformed into local investments, to the benefit of the whole county."
|
||||
ep3_treasure_distributed_modifier: "Treasure Distributed"
|
||||
ep3_treasure_distributed_modifier_desc: "The local populace enjoys some prosperity from the redistribution of an uncovered treasure."
|
||||
|
||||
public_land: "Public Land"
|
||||
public_land_contract: "$public_land$"
|
||||
public_land_desc: "With blatant disregard for the traditional rights of the commoners, a local magnate is illegally hoarding lands."
|
||||
public_land_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2080.t: "$public_land$"
|
||||
governor_contract_event.2080.desc: "According to the reports from [ongoing_destination.GetName], a local magnate, [magnate.GetTitledFirstName], has been using every trick in the book to increase the extension of the lands [magnate.GetSheHe] owns directly.\n\nClearly, not all such methods are legal, and some are plainly #EMP distasteful#!."
|
||||
governor_contract_event.2080.a: "I should intervene."
|
||||
governor_contract_event.2081.desc: "Upon my arrival in [ongoing_destination.GetName], I'm immediately received by [magnate.GetTitledFirstName] in [magnate.GetHerHis] manse.\n\n"Let's not speak of frivolities," I open sternly. "A good plenty of irregularities and illegal deals emerge when one considers closers your recent land acquisitions."\n\n[magnate.GetFirstNameNoTooltip] is sheepish, but unrepentant. "#EMP My good friend#!, you know how these things are... there is such bureaucracy, and the unschooled peasants are so very ignorant and slow to grasp the law. One wishes sometimes to swiftly see their business through! Can you blame me for this?""
|
||||
governor_contract_event.2081.a: "The land shall be divided among small landowners."
|
||||
governor_contract_event.2081.b: "$ep3_land_confiscate_modifier_desc$"
|
||||
governor_contract_event.2081.c: "I could forget the accident for the right #EMP donation#!..."
|
||||
governor_contract_event.2081.d: "Let's pretend this never happened, #EMP friend#!!"
|
||||
governor_contract_event.2081.e: "Keep the land, but let the locals cultivate it."
|
||||
ep3_lands_reinstated_modifier: "Small Landowners"
|
||||
ep3_lands_reinstated_modifier_desc: "The presence of small landowners has been reinstated in the area."
|
||||
ep3_land_confiscate_modifier: "Confiscated Lands"
|
||||
ep3_land_confiscate_modifier_desc: "This is the perfect spot to expand my estate!"
|
||||
|
||||
mad_prophet: "The Mad Prophet"
|
||||
mad_prophet_contract: "$mad_prophet$"
|
||||
mad_prophet_desc: "A self-declared prophet is terrorizing a whole county with their doomsday predictions."
|
||||
mad_prophet_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2090.t: "$mad_prophet$"
|
||||
governor_contract_event.2090.desc: "I have received troublesome news from [ongoing_destination.GetName].\n\nApparently, the [ongoing_destination.GetTitle.GetTierAsNameNoTooltip|l] is in turmoil because some self-declared prophet has been spreading panic with outrageous predictions about the imminence of the End of Days.\n\nThey are most likely just the ravings of a lunatic, but when these ravings compromise public security and order, it is my duty to intervene."
|
||||
governor_contract_event.2090.a: "I need to investigate the situation."
|
||||
governor_contract_event.2091.desc: ""#EMP THE END IS NIGH! REPENT! REPENT NOW OR BE SMITED!#!"\n\nWhen I arrive in [ongoing_destination.GetName], I easily find the prophet. Pushing through awed and bemused serfs, I trace the sound of screeching to its source.\n\nA [prophet.GetWomanMan] in rags berates the uneasy and terrified crowd with divinely-inspired ire. [prophet.GetNamePossessive] words make real their suspicions of the unknown; [prophet.GetSheHe] speaks to their fear of chaos, their dread of [prophet.GetFaith.NegativeAfterLife], and our common belief in the end of all things."
|
||||
governor_contract_event.2091.a: "Everything is under control!"
|
||||
governor_contract_event.2091.a.tt: "Your authority, skilled rhetorics, and calming presence manage to get the crowd under control."
|
||||
governor_contract_event.2091.b: "We must shut [prophet.GetHerHim] up."
|
||||
governor_contract_event.2091.c: "Guards, arrest the troublemaker."
|
||||
governor_contract_event.2091.d: "You are wrong, [prophet.GetFirstNameNoTooltip], and I'll prove it to you!"
|
||||
governor_contract_event.2091.e: "Only prayer can save us."
|
||||
governor_contract_event.2091.e.tt: "You organize a great religious procession."
|
||||
governor_contract_event.2091.f: "The local clergy can handle this."
|
||||
governor_contract_event.2092.desc_persecute: "I'm glad to observe that my guards have succeeded in dispersing the crowd and putting an end to this whole nonsense.\n\nThe citizens of [ongoing_destination.GetName] can rest assured that they live in a civilized, devoted, and strong empire, immune to superstitions and safe from disorders!"
|
||||
governor_contract_event.2092.desc_debate: ""... And this proves conclusively that the end is #EMP not#! near at all, and that [ROOT.Char.GetFaith.HighGodNamePossessive] wrath is #EMP not#! upon us."\n\nThe prophet is left speechless at my cultured disquisition; the crowd claps, appreciating a good religious debate, before heading back home."
|
||||
governor_contract_event.2092.a: "I love a job well done!"
|
||||
governor_contract_event.2093.desc_persecute: "Unfortunately, sending the guards in was not the right choice.\n\nThe terrified populace crowded around the prophet to protect [prophet.GetHerHim], and many — both soldiers and civilians — got hurt in the ensuing brawl.\n\nThe trouble-making prophet managed to slip away from the chaos, and disappear without a trace."
|
||||
governor_contract_event.2093.desc_debate: ""So, by the nature of [ROOT.Char.GetFaith.HighGodName]... No — the word is #EMP essence#!, right? Or is it energy? Anyway, what is cannot not be. Or something..."\n\nI don't need to see the confusion on the faces of the people in front of me, nor to hear the chuckles from my adversary to know that I only made a fool of myself.\n\nI'm sure the locals will manage the issue by themselves. I'm leaving."
|
||||
governor_contract_event.2093.a: "A shameful display."
|
||||
ep3_religiously_pacified_modifier: "Religiously Pacified"
|
||||
ep3_religiously_pacified_modifier_desc: "The local population's faith and trust in the institutions have been strengthened by their effective intervention against a budding doom cult."
|
||||
ep3_doom_repressed_modifier: "Prophet's Cult Persecuted"
|
||||
ep3_doom_repressed_modifier_desc: "A doom cult led by a mad prophet has been eradicated by force."
|
||||
ep3_religious_debate_modifier: "Won Religious Debate"
|
||||
ep3_religious_debate_modifier_desc: "This character shone in a religious debate against a mad prophet, showing to the people the wrong in their ways."
|
||||
|
||||
titles_sale: "Titles for Sale"
|
||||
titles_sale_contract: "$titles_sale$"
|
||||
titles_sale_desc: "A cleric is reported to be selling religious titles and offices to the highest bidder. A highly illegal practice."
|
||||
titles_sale_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2100.t: "$titles_sale$"
|
||||
governor_contract_event.2100.desc: "The case I'm asked to judge today is quite delicate: a local [priest.GetFaith.PriestNeuter] has been caught offering religious titles and offices to the unqualified children of local notables.\n\nThe [priest.GetWomanMan], [priest.GetName], fills [priest.GetHerHis] purse at [priest.GetFaith.HighGodNamePossessive] and [priest.GetHerHis] superiors' expense.\n\nThe practice is — obviously — very illegal. Because of the religious nature of the crime itself and of the parties involved, it is also rather controversial. There is great risk that, by my necessary intervention in their affairs, the clergy will be displeased."
|
||||
governor_contract_event.2100.a: "The gold should be donated to religious institutions."
|
||||
governor_contract_event.2100.b: "The illegally-acquired gold is hereby confiscated."
|
||||
governor_contract_event.2100.c: "Repent! And return the money to your buyers."
|
||||
governor_contract_event.2100.d: "I could use a favor from someone like you..."
|
||||
ep3_repayed_church_titles_modifier: "Repurposed Gold"
|
||||
ep3_repayed_church_titles_modifier_desc: "The gold accumulated through the illegal sale of religious offices has been put to good use by its legitimate religious owners."
|
||||
|
||||
hungry_times: "Hungry Times"
|
||||
hungry_times_contract: "$hungry_times$"
|
||||
hungry_times_desc: "A recent pestilence has caused a famine, which has pushed some locals to #EMP desperate#! measures to surive."
|
||||
hungry_times_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2110.t: "$hungry_times$"
|
||||
governor_contract_event.2110.desc: "The news from [ongoing_destination.GetName] is particularly troubling.\n\nThe government's measures to aid the area after a recent pestilence were seemingly inadequate; a famine has struck the local settlements. Some denizens were driven to desperate, abhorrent practices to survive."
|
||||
governor_contract_event.2110.desc_murder: "\n\nAccording to this report, several peasants have been caught killing and butchering their fellow humans to consume their flesh!"
|
||||
governor_contract_event.2110.desc_cannibal: "\n\nAccording to this report, several peasants have been caught consuming the flesh of their fellow humans who died from starvation!"
|
||||
governor_contract_event.2110.desc_animal: "\n\nAccording to this report, several peasants have been caught killing and consuming religiously unclean animals, thus attracting the ire of the local clergy."
|
||||
governor_contract_event.2110.a: "I need to hear more about this."
|
||||
governor_contract_event.2111.desc: "When I reach [ongoing_destination.GetName], the accused await in chains, their eyes downcast, their garments rent and bloodied.\n\nThe defendants, led by [cannibal.GetFirstName], chained and trembling, with their eyes downcast, are roared at by a great, skeletal-faced crowd. Bony fists are shaken; thin voices roar for an exemplary punishment.\n\nI am shown the evidence... split femurs and rotten, severed heads. Something horrible happened here; it was truly an abomination before [ROOT.Char.GetFaith.HighGodName]."
|
||||
governor_contract_event.2111.a: "I should have never left this community alone."
|
||||
governor_contract_event.2111.b: "The most desperate of crimes call for the greatest forgiveness."
|
||||
governor_contract_event.2111.c: "The culprits shall pay. So says the law."
|
||||
governor_contract_event.2111.d: "The whole community is tainted by this abomination!"
|
||||
governor_contract_event.2111.e: "Such heinous crimes deserve my undivided attention."
|
||||
ep3_rebuild_effort_modifier: "Concerted Rebuilding Effort"
|
||||
ep3_rebuild_effort_modifier_desc: "The local governor is focusing on rebuilding this area after it was hit hard by an epidemic."
|
||||
ep3_tight_control_modifier: "Tight Control"
|
||||
ep3_tight_control_modifier_desc: "Some #EMP unfortunate#! episodes in this county forced the governor to put it all under special observation."
|
||||
|
||||
wartime_measures: "Wartime Measures"
|
||||
wartime_measures_contract: "$wartime_measures$"
|
||||
wartime_measures_desc: "My liege is at war. An official request has just reached me from the capital: provide all possible support to passing troops."
|
||||
wartime_measures_desc_title: "$task_contract_governance_desc_title$"
|
||||
governor_contract_event.2120.t: "$wartime_measures$"
|
||||
governor_contract_event.2120.desc: "An official-looking letter, bearing the sigil of the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip] [ROOT.Char.GetLiege.GetHerselfHimself], awaits in my office today:\n\n"The invincible armies of our [ROOT.Char.GetLiege.GetPrimaryTitle.GetBaseNameNoTier] march against the deplorable foe. And should friendly troops cross into the lands assigned to your governorship, you stand ordered to provide all appropriate comfort and support.\n\nIn these times of hardship, the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip] most appreciates the sacrifices of [ROOT.Char.GetLiege.GetHerHis] [ROOT.Char.GetLiege.GetCulture.GetName] subjects.""
|
||||
governor_contract_event.2120.a: "Naturally, we shall offer our complete support!"
|
||||
governor_contract_event.2120.b: "Our supplies are at the [ROOT.Char.GetLiege.GetTitleAsNamePossessiveNoTooltip] service."
|
||||
governor_contract_event.2120.c: "We shall arrange lodgings for the troops."
|
||||
governor_contract_event.2120.d: "I'm sure some gold will help."
|
||||
governor_contract_event.2120.e: "Our lookouts will support the military effort."
|
||||
governor_contract_event.2120.f: "It's more important to support our people through the war."
|
||||
ep3_war_support_modifier: "War Support"
|
||||
ep3_war_support_modifier_desc: "No effort has been spared in this county to support the liege's wars."
|
||||
ep3_war_supplies_modifier: "War Supplies"
|
||||
ep3_war_supplies_modifier_desc: "This county is directing all resources to support transiting troops."
|
||||
ep3_war_lodgings_modifier: "War Lodgings"
|
||||
ep3_war_lodgings_modifier_desc: "This county is ensuring allied troops are well taken care of."
|
||||
ep3_war_lookout_modifier: "War Lookouts"
|
||||
ep3_war_lookout_modifier_desc: "An organized system of lookouts protects this county."
|
||||
ep3_war_compensations_modifier: "War Compensations"
|
||||
ep3_war_compensations_modifier_desc: "This county is receiving specific support to keep thriving despite any ongoing war."
|
||||
|
||||
admin_contract_invalidated_title: "[GetPlayer.Custom('GetContractOrIssue')] Invalidated"
|
||||
admin_contract_invalidated_desc: "Ongoing [governance_issue|E] has been invalidated"
|
||||
|
||||
governor_scheme_success_chance_desc: "Successfully completing this [contract_scheme|E] will result in you being rewarded for your efforts."
|
||||
governor_trait_desc: "[GetTrait('governor').GetName( GetNullCharacter )] [trait|E]: $VALUE|=+0$"
|
||||
governor_trait_desc_short: "[GetTrait('governor').GetName( GetNullCharacter )] [trait|E]"
|
||||
governor_trait_with_character_desc: "[GetTrait('governor').GetName( ROOT.Char )] [trait|E]: $VALUE|=+0$"
|
||||
administrator_trait_desc: "[GetTrait('administrator').GetName( GetNullCharacter )] [trait|E]: $VALUE|=+0$"
|
||||
overseer_trait_desc: "[GetTrait('overseer').GetName( GetNullCharacter )] [trait|E]: $VALUE|=+0$"
|
||||
|
||||
ep3_governance_tax_relief: "Tax Relief"
|
||||
ep3_governance_tax_relief_desc: "This county has been granted a tax relief by the region's governor, much to the satisfaction of the local populace."
|
||||
ep3_governance_stationed_troops: "Reinforced Garrison"
|
||||
ep3_governance_stationed_troops_desc: "On order of the governor, this holding has a reinforced garrison to ensure a productive environment."
|
||||
ep3_governance_festivities: "Arranged Festivities"
|
||||
ep3_governance_festivities_desc: "A local official has been #EMP persuaded#! to host a number of fairs and festivals."
|
||||
ep3_governance_infrastructure: "Improved Infrastructure"
|
||||
ep3_governance_infrastructure_desc: "A local official has spent a lot of funds to improve the area's infrastructure."
|
||||
ep3_governance_harvest: "Grain Distribution"
|
||||
ep3_governance_harvest_desc: "This county is benefiting from grain being distributed to the people, at the behest of the local governor."
|
||||
ep3_governance_great_harvest: "Great Grain Distribution"
|
||||
ep3_governance_great_harvest_desc: "This county is benefiting from a significant distribution of grain, organized by the local governor."
|
||||
ep3_governance_mercenary_troops: "Mercenary Troops"
|
||||
ep3_governance_mercenary_troops_desc: "This character has recruited a number of former bandits as mercenaries, despite what others may think."
|
||||
ep3_governance_workforce: "Conscripted Workforce"
|
||||
ep3_governance_workforce_desc: "This county has large numbers of people drafted into a workforce serving the community."
|
||||
ep3_governance_rampant_bandits: "Rampant Bandits"
|
||||
ep3_governance_rampant_bandits_desc: "This county is plagued by bandits; violent attackers against travelers and merchants are commonplace."
|
||||
|
||||
SCHEME_TIER_DIFFICULTY: "[task_contract_tier|E]: $VALUE|+=0$"
|
||||
admin_contract_success_tt_trait: "You may gain the [GetTrait('governor').GetName( GetNullCharacter )] [trait|E]"
|
||||
admin_contract_success_tt_xp: "[trait_level_track_xp|E] in the [GetTrait('governor').GetName( GetNullCharacter )] [trait|E]"
|
||||
admin_contract_success_tt_rewards: "You may choose between an assortment of rewards, including:#indent_newline:3 \n$EFFECT_LIST_BULLET$$admin_contract_success_tt_xp$\n$EFFECT_LIST_BULLET$[gold_i|E][gold|E]\n$EFFECT_LIST_BULLET$[influence_i|E][influence|E]\n$EFFECT_LIST_BULLET$[prestige_i|E][prestige|E]\n$EFFECT_LIST_BULLET$[piety_i|E][piety|E]\n$EFFECT_LIST_BULLET$Improvements to your [counties|E] or [holdings|E][AddLocalizationIf( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_has_merit' ), 'admin_contract_merit_bullet' )]#!"
|
||||
admin_contract_merit_bullet: "\n$EFFECT_LIST_BULLET$[merit_i|E][merit|E]"
|
||||
admin_contract_failure_tt: "You may suffer minor penalties, such as losing [prestige_i|E][prestige|E] or [influence_i|E][influence|E]"
|
||||
has_active_governance_issue: "You already have an ongoing [governance_issue|E]"
|
||||
|
||||
task_contract_reward_effect_taxes_governor_desc: "Potential Outcome:"
|
||||
task_contract_reward_effect_taxes_paid_in_full_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_taxes_paid_partially_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_taxes_station_troops_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_taxes_assign_administrator_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_taxes_lower_taxes_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_governor_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_claim_gold_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_invest_in_buildings_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_hold_festivities_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_reprimand_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_hook_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_harvest_governor_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_harvest_distribute_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_harvest_capital_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_harvest_charity_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_harvest_sell_excess_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_harvest_claim_it_yourself_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_bandit_governor_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_bandit_pardon_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_bandit_recruit_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_bandit_payment_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_bandit_execute_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_bandit_gold_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_soldiers_land_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_soldiers_rival_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_soldiers_break_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_soldiers_punish_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_soldiers_pay_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_in_govt_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_in_fire_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_in_help_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_mayor_in_punish_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_invest_infrastructure_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_invest_monument_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_invest_traders_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_invest_military_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_invest_food_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_invest_church_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_peasant_enroll_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_peasant_punish_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_peasant_encourage_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_peasant_work_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_peasant_take_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_predators_poisoners_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_predators_hunt_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_predators_hunters_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_predators_locals_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_predators_capture_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_predators_preys_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_presence_official_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_presence_exorcize_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_presence_sorcerer_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_presence_local_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_presence_rationalize_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_healing_example_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_healing_hire_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_healing_relic_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_healing_fine_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_healing_imprison_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_healing_faith_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_treasure_invest_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_treasure_tax_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_treasure_commandeer_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_treasure_acknowledge_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_treasure_distribute_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_land_reinstate_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_land_confiscate_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_land_bribe_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_land_favor_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_land_people_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_prophet_reassure_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_prophet_persecute_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_prophet_arrest_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_prophet_debate_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_prophet_ceremonies_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_prophet_clergy_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_titles_repay_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_titles_commandeer_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_titles_back_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_titles_bribe_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_hungry_support_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_hungry_amnesty_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_hungry_punish_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_hungry_persecute_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_hungry_control_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_wartime_support_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_wartime_supplies_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_wartime_lodgings_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_wartime_gold_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_wartime_lookouts_desc: "$label_success_standard$"
|
||||
task_contract_reward_effect_wartime_compensations_desc: "$label_success_standard$"
|
||||
|
||||
admin_request_choose_opportunity: "This situation allows you to choose an outcome"
|
||||
overdue_taxes_request: "Solve the situation potentially using your [diplomacy|E] or [stewardship|E]"
|
||||
hoarding_mayor_request: "$admin_request_choose_opportunity$"
|
||||
bountiful_harvest_request: "$admin_request_choose_opportunity$"
|
||||
rampant_bandits_request: "Solve the situation potentially using your [martial|E] or [intrigue|E]"
|
||||
discontent_soldiers_request: "$admin_request_choose_opportunity$"
|
||||
inept_mayor_request: "$admin_request_choose_opportunity$"
|
||||
prov_investment_request: "Solve the situation potentially using your [martial|E], [stewardship|E] or [intrigue|E]"
|
||||
raiding_peasants_request: "$admin_request_choose_opportunity$"
|
||||
wild_predators_request: "Solve the situation potentially using your [martial|E], [stewardship|E] or [prowess|E]"
|
||||
evil_presence_request: "$admin_request_choose_opportunity$"
|
||||
miraculous_healing_request: "$admin_request_choose_opportunity$"
|
||||
buried_treasure_request: "$admin_request_choose_opportunity$"
|
||||
public_land_request: "$admin_request_choose_opportunity$"
|
||||
mad_prophet_request: "Solve the situation potentially using your [martial|E] or [learning|E]"
|
||||
titles_sale_request: "$admin_request_choose_opportunity$"
|
||||
hungry_times_request: "$admin_request_choose_opportunity$"
|
||||
wartime_measures_request: "Solve the situation potentially using your [martial|E] or [stewardship|E]"
|
||||
task_contract_location_not_in_realm: "You are not the [GetPlayer.Custom('GetGovernorConcept')] of [task_contract_possessive|E] location"
|
||||
|
|
@ -28,6 +28,7 @@
|
|||
dynn_leroux:0 "Leroux"
|
||||
dynn_belpois:0 "Belpois"
|
||||
dynn_giry:0 "Giry"
|
||||
dynn_britannia_kohn:0 "Kohn"
|
||||
dynn_eiffel:0 "Eiffel"
|
||||
dynn_spatstony:0 "Spatstony"
|
||||
dynn_millardet:0 "Millardet"
|
||||
|
|
|
|||
2703
localization/english/replace/game_concepts_l_english.yml
Normal file
2703
localization/english/replace/game_concepts_l_english.yml
Normal file
File diff suppressed because it is too large
Load diff
978
localization/english/replace/government_l_english.yml
Normal file
978
localization/english/replace/government_l_english.yml
Normal file
|
|
@ -0,0 +1,978 @@
|
|||
l_english:
|
||||
feudal_government:0 "Feudal"
|
||||
feudal_government_with_icon: "@government_type_feudal! $feudal_government$"
|
||||
feudal_government_adjective:0 "Feudal"
|
||||
feudal_government_realm:0 "Feudal Realm"
|
||||
feudal_government_vassals_label:1 "Feudal [obligations|E] are based on each [vassal|E]'s [vassal_contract|E]"
|
||||
feudal_government_desc:1 "\n$game_concept_feudal_desc$\n\n#F Feudalism was the dominant government form in Europe between the 9th and the 15th century. The feudal system is based on the relationship between the landholder and those who provide services and labor in order to live there. The rulers who hold the land appoint vassals which are given fiefs to govern. In return, the vassals provide their liege with [soldiers|E] and [taxes|E].#!"
|
||||
feudal_government_obligations:0 "[GetGovernment( 'feudal_government' ).GetName] [obligations|E]"
|
||||
feudal_obligation_low:3 "Low $feudal_government_obligations$"
|
||||
feudal_obligation_low_short:0 "Low"
|
||||
feudal_obligation_normal:3 "Normal $feudal_government_obligations$"
|
||||
feudal_obligation_normal_short:0 "Normal"
|
||||
feudal_obligation_high:3 "High $feudal_government_obligations$"
|
||||
feudal_obligation_high_short:0 "High"
|
||||
can_wage_wars:0 "Can Wage Wars"
|
||||
wage_war_realm_law:0 "Wars According to Realm Law"
|
||||
wage_war_realm_law_short:0 "Realm"
|
||||
wage_war_allowed_internal:0 "Internal Wars Allowed"
|
||||
wage_war_allowed_internal_short:0 "Internal"
|
||||
wage_war_allowed_external:0 "External Wars Allowed"
|
||||
wage_war_allowed_external_short:0 "External"
|
||||
wage_war_disallowed:0 "Vassal Wars Disallowed"
|
||||
wage_war_disallowed_short:0 "Disallowed"
|
||||
scutage:0 "Scutage"
|
||||
scutage_enabled_short:0 "Enabled"
|
||||
scutage_enabled:0 "$scutage$ $scutage_enabled_short$"
|
||||
scutage_disabled_short:0 "Disabled"
|
||||
scutage_disabled:1 "$scutage$ $scutage_disabled_short$"
|
||||
scutage_levies_overwrite_postfix:0 " #weak (overwrites)#!"
|
||||
feudal_government_taxes:2 "[GetGovernment( 'feudal_government' ).GetNameNoTooltip] [taxes|U]"
|
||||
feudal_tax_exempt:0 "[tax|E] Exempt"
|
||||
feudal_tax_exempt_short:0 "Exempt"
|
||||
feudal_tax_low:0 "Low $game_concept_taxes$"
|
||||
feudal_tax_low_short:0 "Low"
|
||||
feudal_tax_normal:0 "Normal $game_concept_taxes$"
|
||||
feudal_tax_normal_short:0 "Normal"
|
||||
feudal_tax_high:0 "High $game_concept_taxes$"
|
||||
feudal_tax_high_short:0 "High"
|
||||
feudal_tax_extortionate:0 "Extortionate $game_concept_taxes$"
|
||||
feudal_tax_extortionate_short:0 "Extortionate"
|
||||
nomad_government_taxes: "[GetGovernment( 'nomad_government' ).GetNameNoTooltip] [taxes|U]"
|
||||
nomad_tax_exempt: "[tax|E] Exempt"
|
||||
nomad_tax_exempt_short: "Exempt"
|
||||
nomad_tax_low: "Low $game_concept_taxes$"
|
||||
nomad_tax_low_short: "Low"
|
||||
nomad_tax_normal: "Medium $game_concept_taxes$"
|
||||
nomad_tax_normal_short: "Medium"
|
||||
nomad_tax_high: "High $game_concept_taxes$"
|
||||
nomad_tax_high_short: "High"
|
||||
nomad_tax_extortionate: "Extortionate $game_concept_taxes$"
|
||||
nomad_tax_extortionate_short: "Extortionate"
|
||||
feudal_government_levies:2 "[GetGovernment( 'feudal_government' ).GetNameNoTooltip] [levies|U]"
|
||||
feudal_levies_exempt:0 "No Contribution"
|
||||
feudal_levies_exempt_short:0 "None"
|
||||
feudal_levies_low:0 "Low $game_concept_levy$ Contribution"
|
||||
feudal_levies_low_short:0 "Low"
|
||||
feudal_levies_normal:0 "Normal $game_concept_levy$ Contribution"
|
||||
feudal_levies_normal_short:0 "Normal"
|
||||
feudal_levies_high:0 "High $game_concept_levy$ Contribution"
|
||||
feudal_levies_high_short:0 "High"
|
||||
feudal_levies_extortionate:0 "Massive $game_concept_levy$ Contribution"
|
||||
feudal_levies_extortionate_short:0 "Massive"
|
||||
feudal_vassal: "Feudal"
|
||||
feudal_vassal_desc: "$game_concept_feudal_desc$"
|
||||
|
||||
feudal_government_prestige: "[GetGovernment( 'feudal_government' ).GetNameNoTooltip] [prestige|U]"
|
||||
feudal_prestige_none: "No Contribution"
|
||||
feudal_prestige_none_short: "None"
|
||||
feudal_prestige_normal: "Some $game_concept_prestige$ Contribution"
|
||||
feudal_prestige_normal_short: "Low"
|
||||
feudal_prestige_high: "High $game_concept_prestige$ Contribution"
|
||||
feudal_prestige_high_short: "High"
|
||||
nomad_government_prestige: "[GetGovernment( 'nomad_government' ).GetNameNoTooltip] [prestige|U]"
|
||||
nomad_prestige_none: "No Contribution"
|
||||
nomad_prestige_none_short: "None"
|
||||
nomad_prestige_normal: "Some $game_concept_prestige$ Contribution"
|
||||
nomad_prestige_normal_short: "Low"
|
||||
nomad_prestige_high: "High $game_concept_prestige$ Contribution"
|
||||
nomad_prestige_high_short: "High"
|
||||
|
||||
special_contract:3 "#color_black [Concept( 'vassal_contract', 'Special Contract' )|BU]#!"
|
||||
special_contract_none:0 "No Special Contract"
|
||||
special_contract_scutage:0 "Scutage Contract"
|
||||
special_contract_scutage_desc:1 "#flavor While subject to a $special_contract_scutage$, the [vassal|E] will pay #high [EmptyScope.ScriptValue('scutage_contract_tax_tooltip')|0]%#! more [tax|E] than what their $feudal_government_taxes$ [obligation|E] dictates, while at the same time providing #high [EmptyScope.ScriptValue('scutage_contract_levies_tooltip')|0]%#! fewer [levies|E] than what their $feudal_government_levies$ [obligation|E] dictates.#!"
|
||||
special_contract_march:0 "March Contract"
|
||||
special_contract_march_desc:2 "#flavor While subject to a $special_contract_march$, the [vassal|E] will receive bonuses to their [levies] and defensive capabilities, but provide #high [EmptyScope.ScriptValue('march_contract_taxes_tooltip')|0]%#! less [tax|E] than what their $feudal_government_taxes$ [obligation|E] dictates.#!"
|
||||
special_contract_march_border_trigger: "[vassal.GetName] does not border a foreign [realm|E]"
|
||||
special_contract_palatinate:0 "Palatinate Contract"
|
||||
special_contract_palatinate_desc:2 "#flavor While subject to a $special_contract_palatinate$, the [vassal|E] enjoys many privileges within the realm, which increases their standing and gives them more political clout. $special_contract_palatinate_short$ [vassals|E] increase their [liege|E]'s [prestige|E] but provide #high [EmptyScope.ScriptValue('palatinate_contract_taxes_tooltip')|0]%#! less [tax|E] and [levies|E] than what their $feudal_government_taxes$ and $feudal_government_levies$ [obligations|E] dictate.#!"
|
||||
special_contract_castellan: "Castellan Contract"
|
||||
special_contract_castellan_desc: "#flavor While subject to a $special_contract_castellan$, the [vassal|E] will receive bonuses to their [levies] and defensive capabilities. They provide #high [EmptyScope.ScriptValue('march_contract_taxes_tooltip')|0]%#! less [tax|E], but #high [EmptyScope.ScriptValue('castellan_contract_levies_tooltip')|0]%#! more [levy|E] than what their $feudal_government_taxes$ [obligation|E] dictates.#!"
|
||||
special_contract_none_short:0 "None"
|
||||
special_contract_scutage_short:0 "Scutage"
|
||||
special_contract_march_short:0 "March"
|
||||
special_contract_palatinate_short:0 "Palatinate"
|
||||
special_contract_castellan_short: "Castellan"
|
||||
|
||||
religious_rights:0 "Religious Rights"
|
||||
religious_rights_none:0 "Religiously Unprotected"
|
||||
religious_rights_none_short:0 "Unprotected"
|
||||
religious_rights_protected:0 "Religiously Protected"
|
||||
religious_rights_protected_desc:3 "#emphasis #bold [vassal|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] cannot [demand_conversion|E] of the [vassal|E]\nThe [liege|E] cannot use [convert_county|E] in the [vassals|E]' lands\n$EFFECT_LIST_BULLET$ The [liege|E] cannot use [faith|E] as a reason to avoid [tyranny|E] when revoking titles\n\n#flavor The [vassal|E] is granted a special protected status, with the realm officially recognizing their right to practice their own [faith|E].#!"
|
||||
religious_rights_protected_short:0 "Protected"
|
||||
|
||||
fortification_rights:0 "Fortification Rights"
|
||||
fortification_rights_none:0 "No $fortification_rights$"
|
||||
fortification_rights_none_short:0 "None"
|
||||
fortification_rights_granted:0 "$fortification_rights$ Granted"
|
||||
fortification_rights_granted_desc:0 "#flavor The [vassal] is granted the right to construct new castles and fortifications with the support of their [liege]. This support, in practice, means that the [vassal] pays #high [EmptyScope.ScriptValue('fortification_rights_contract_taxes_tooltip')|0]%#! less [tax] than what their $feudal_government_taxes$ [obligation] dictates.#!"
|
||||
fortification_rights_granted_short:0 "Granted"
|
||||
|
||||
succession_rights:0 "Succession Rights"
|
||||
succession_rights_default:0 "Default $succession_rights$"
|
||||
succession_rights_default_short:0 "Default"
|
||||
succession_rights_forced_partition:0 "Forced Partition"
|
||||
succession_rights_forced_partition_desc:0 "#emphasis #bold [vassal|E] Restrictions:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] cannot have any [succession_law|E] beyond Partition\n$EFFECT_LIST_BULLET$ The [vassal|E] switches their [succession_law|E] to Partition\n$EFFECT_LIST_BULLET$ The [vassal|E] pays #high [EmptyScope.ScriptValue('succession_rights_contract_law_cost_tooltip')|0]%#! more [prestige|E] to change [laws|E]\n\n#flavor The [vassal|E] is forced to never have any other form of succession but Partition for their [realm|E]. The administrative hurdle of this also increases the [vassals] [law] costs by #high [EmptyScope.ScriptValue('succession_rights_contract_law_cost_tooltip')|0]%.#!#!"
|
||||
succession_rights_forced_partition_short:0 "Forced Partition"
|
||||
|
||||
coinage_rights:0 "Coinage Rights"
|
||||
coinage_rights_none:0 "No $coinage_rights$"
|
||||
coinage_rights_none_short:0 "None"
|
||||
coinage_rights_granted:0 "$coinage_rights$ Granted"
|
||||
coinage_rights_granted_desc:0 "#flavor The [vassal] is granted the right to mint and use new coins, bolstering their [development|E] at the expense of that of their [liege].#!"
|
||||
coinage_rights_granted_short:0 "Granted"
|
||||
|
||||
war_declaration_rights:0 "War Declaration"
|
||||
war_declaration_rights_default:0 "Default $war_declaration_rights$"
|
||||
war_declaration_rights_default_short:0 "Default"
|
||||
war_declaration_rights_allowed:0 "Sanctioned $war_declaration_rights$"
|
||||
war_declaration_rights_allowed_desc:1 "#emphasis #bold [vassal|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] can declare [war|E] regardless of the [liege|E]'s [crown_authority|E]\n$EFFECT_LIST_BULLET$ The [vassal|E] pays #high [EmptyScope.ScriptValue('war_declaration_rights_allowed_cost_reduction_tooltip')|0]%#! less for [casus_bellis|E] within the [realm|E]\n\n#flavor The [vassal] does not have to spend a [hook] if their [lieges] [crown_authority] prevents them from waging war. This special treatment also makes it easier for the [vassal] to declare wars inside the [realm|E], reducing the cost by #high [EmptyScope.ScriptValue('war_declaration_rights_allowed_cost_reduction_tooltip')|0]%#!.#!"
|
||||
war_declaration_rights_allowed_short:0 "Sanctioned"
|
||||
|
||||
council_rights:0 "Council Rights"
|
||||
council_rights_none:0 "No $council_rights$"
|
||||
council_rights_none_desc:0 "#flavor The [vassal] is not granted any out-of-the-ordinary privileges when it comes to the [council].#!"
|
||||
council_rights_none_short:0 "None"
|
||||
council_rights_guaranteed:0 "$council_rights$ Guaranteed"
|
||||
council_rights_guaranteed_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The #high $force_onto_council$#! [interaction|E] can be used at will\n\n#flavor The [vassal] is granted special [council] privileges, and will expect a permanent seat on the [council]. Granting this privilege to too many [vassals] will eventually upset the [powerful_vassals] of the [realm|E].#!"
|
||||
council_rights_guaranteed_short:0 "Guaranteed"
|
||||
|
||||
title_revocation_rights:0 "Title Revocation"
|
||||
title_revocation_rights_default:0 "Default $title_revocation_rights$"
|
||||
title_revocation_rights_default_short:0 "Default"
|
||||
title_revocation_rights_protected:0 "Protected $title_revocation_rights$"
|
||||
title_revocation_rights_protected_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] cannot revoke the [vassals_possessive|E] [titles|E]\n\n#flavor The [vassal] is guaranteed ownership of their [titles], preventing the [liege|E] from revoking them – regardless of the [liege|E] having a [revoke_title_reason] or not.#!"
|
||||
title_revocation_rights_protected_short:0 "Protected"
|
||||
|
||||
clan_government:0 "Clan"
|
||||
clan_government_with_icon: "@government_type_clan! $clan_government$"
|
||||
clan_government_adjective:0 "Clan"
|
||||
clan_government_realm:0 "Clan"
|
||||
clan_government_desc:0 "\n$game_concept_clan_desc$\n\n#F The clan is united by kinship — either by blood or a shared relation with a symbolic ancestor. A clan leader relies heavily on the support of the clan. United, they are a strength to be reckoned with, but a discontent clan withers from within.#!"
|
||||
clan_government_vassals_label:1 "Clan [obligations|E] are based on [opinion|E]"
|
||||
clan_government_obligations:0 "From [opinion|E]"
|
||||
clan_government_tax_contribution_postfix:0 " (max [FixedPointToProgressbarValue(EmptyScope.ScriptValue('clan_government_tax_max_possible'))|1V])"
|
||||
clan_government_levies_contribution_postfix:0 " (max [FixedPointToProgressbarValue(EmptyScope.ScriptValue('clan_government_levies_max_possible'))|1V])"
|
||||
clan_government_unclamped_contribution_label:0 "Based on [opinion|E] of me"
|
||||
clan_government_min_contribution_label:0 "[crown_authority|E] minimum"
|
||||
clan_vassal: "Clan"
|
||||
clan_vassal_desc: "$game_concept_clan_desc$"
|
||||
|
||||
republic_government:0 "Republic"
|
||||
republic_government_with_icon: "@government_type_republic! $republic_government$"
|
||||
republic_government_adjective:0 "Republic"
|
||||
republic_government_realm:0 "Republic"
|
||||
republic_government_desc:0 "\n$game_concept_republic_desc$\n\n#F Towns are ruled by the privileged citizens of the burgher class, among whom one is chosen as mayor. While the mayor has significant influence, they depend on popularity to be re-elected.#!"
|
||||
republic_government_vassals_label:1 "Republic [obligations|E] are the same for all Republican [vassals|E]"
|
||||
republic_government_obligations:1 "Republic [obligations|E]"
|
||||
republican_vassals_pay_more_parameter:0 "From [liege|E] [culture_traditions|E]"
|
||||
republic_vassal: "Republic"
|
||||
republic_vassal_desc: "$game_concept_republic_desc$"
|
||||
|
||||
tribal_government:0 "Tribal"
|
||||
tribal_government_with_icon: "@government_type_tribal! $tribal_government$"
|
||||
tribal_government_adjective:0 "Tribal"
|
||||
tribal_government_realm:0 "Tribe"
|
||||
tribal_government_desc:0 "\n$game_concept_tribal_desc$\n\n#F In the tribe, strength means everything. A tribal leader depends on respect and renown rather than coin to develop their realm and bolster their armies.#!"
|
||||
|
||||
tribal_government_obligations:0 "From [liege|E] [prestige_level|E]"
|
||||
tribal_government_vassals_label:1 "Tribal [obligations|E] are based on [prestige_level|E] of [liege|E]"
|
||||
tribal_liege_inefficiency_plus_perk:0 "[liege|E] is [tribal|E] and has [GetPerk( 'detailed_ledgers_perk' ).GetName( GetPlayer )]"
|
||||
tribal_liege_inefficiency:0 "[liege|E] is [tribal|E]"
|
||||
has_detailed_ledgers_perk:0 "[liege|E] has [GetPerk( 'detailed_ledgers_perk' ).GetName( GetPlayer )]"
|
||||
tribal_vassal: "Tribal"
|
||||
tribal_vassal_desc: "$game_concept_tribal_desc$"
|
||||
|
||||
theocracy_government:0 "Theocracy"
|
||||
theocracy_government_with_icon: "@government_type_theocracy! $theocracy_government$"
|
||||
theocracy_government_adjective:0 "Theocratic"
|
||||
theocracy_government_realm:0 "Theocracy"
|
||||
theocracy_government_desc:1 "\n$game_concept_theocracy_desc$\n\n#F In a theocratic government, all authority belongs to a religious institution. It is ruled by a priest or priestess who carries out the will of the divine on Earth.#!"
|
||||
theocracy_government_vassals_label:1 "Theocratic [obligations|E] are based on [piety_level|E] of [liege|E]"
|
||||
theocracy_government_obligations:1 "Theocratic [obligations|E]"
|
||||
theocracy_government_vassal_contribution_wrong_faith:0 "@warning_icon! #X [liege|E] is of wrong [faith|E]#!"
|
||||
theocracy_government_vassal_contribution_piety_level:0 "[liege|E] is [GetPietyLevelName(liege.GetPietyLevel)|L]"
|
||||
theocracy_vassal: "Theocracy"
|
||||
theocracy_vassal_desc: "$game_concept_theocracy_desc$"
|
||||
|
||||
holy_order_government:0 "Holy Order"
|
||||
holy_order_government_with_icon: "@government_type_holy_order! $holy_order_government$"
|
||||
holy_order_government_desc:0 "\nThe holy warriors of the orders have dedicated their life to fighting infidels and serving their faith. They may hold castles given to them by pious landholders. The order leader is chosen within the order ranks."
|
||||
holy_order_government_adjective:0 "Holy Order"
|
||||
holy_order_government_realm:0 "Holy Order"
|
||||
|
||||
mercenary_government:0 "Mercenary Company"
|
||||
mercenary_government_with_icon: "@government_type_mercenary! $mercenary_government$"
|
||||
mercenary_government_realm:0 "Mercenary Company"
|
||||
mercenary_government_desc:1 "\nMercenary companies roam the lands in search of employment, and take up arms for the highest bidder. Loyalty is essential to a good reputation, but it only lasts until the end of their contract. The mercenary leader is chosen from within the company's ranks."
|
||||
mercenary_government_adjective:0 "Mercenary Company"
|
||||
|
||||
default_tributary_levies: "[tributary|E] [levies|U]"
|
||||
tributary_levies_exempt: "None [levies|e]"
|
||||
tributary_levies_exempt_short: "None"
|
||||
tributary_levies_low: "Low [levies|e]"
|
||||
tributary_levies_low_short: "Low"
|
||||
tributary_levies_high: "High [levies|e]"
|
||||
tributary_levies_high_short: "High"
|
||||
default_tributary_taxes: "[tributary|E] [taxes|U]"
|
||||
tributary_tax_none: "No [taxes|E]"
|
||||
tributary_tax_none_short: "None"
|
||||
tributary_tax_low: "Low [taxes|E]"
|
||||
tributary_tax_low_short: "Low"
|
||||
tributary_tax_high: "High [taxes|E]"
|
||||
tributary_tax_high_short: "High"
|
||||
default_tributary_prestige: "[tributary|E] [prestige|U]"
|
||||
|
||||
create_cadet_branches_trigger:0 "Creation of [cadet_branches|E]"
|
||||
create_cadet_branches_rule:0 "Create [cadet_branches|E]"
|
||||
GOVERNMENT_RULE_INFO:1 "$EFFECT_LIST_BULLET$ Can $RULE|V$"
|
||||
GOVERNMENT_HOLDING_INFO:1 "$EFFECT_LIST_BULLET$ Can hold [HOLDING_TYPE.GetName|V] [holdings|E]"
|
||||
GOVERNMENT_CLAN_NOT_ALLIED:0 "No [alliance|E] as Clan [vassal|E]"
|
||||
GOVERNMENT_CLAN_NOT_ALLIED_POWERFUL:0 "No [alliance|E] as powerful Clan [vassal|E]"
|
||||
government_can_raid_rule:1 "#indent_newline:3 [government|E] allows the [raiding|E] of foreign [counties|E] for [loot|E]#!"
|
||||
government_can_use_subject_men_at_arms: "Can recruit [men_at_arms|E] from [vassals|E] and [tributaries|E]"
|
||||
may_elevate_co_monarch: "#indent_newline:3 Allows [rulers|E] of at least [kingdom|E]-[title_tier|E] to elevate a [co_monarch|E] from amongst their adult [children|E]#!"
|
||||
government_is_feudal:0 "Uses [vassal_contracts|E]"
|
||||
government_is_republic:0 "Is unplayable"
|
||||
government_is_theocracy:0 "Is unplayable"
|
||||
government_is_clan:0 "Uses [tax_jurisdictions|E]"
|
||||
government_is_tribal: "Is a Tribal-type [government|E]"
|
||||
government_is_wanua: "Enables [barter_goods_i][bartering|E]"
|
||||
use_prestige_to_buy_maa: "Uses [prestige|E] to buy [men_at_arms|E]"
|
||||
government_is_mercenary:0 "Is unplayable"
|
||||
government_is_holy_order:0 "Is unplayable"
|
||||
government_is_landless_adventurer: "Has access to a [camp|E]"
|
||||
government_is_administrative: "Has access to an [estate|E]"
|
||||
government_is_nomadic: "Has [herd|E]"
|
||||
government_is_herder: "Is unplayable"
|
||||
government_is_celestial: "Has access to an [estate|E] and [top_liege|E] has [mandate_of_heaven|E]"
|
||||
government_is_mandala: "Uses the [mandala|E] #V [GetBuilding('mandala_capital_01').GetTypeName]#! [great_project|E] and [great_building|E]"
|
||||
government_is_japan_feudal: "$government_is_japan_administrative$"
|
||||
government_is_japan_administrative: "Has access to [manor|E], [blocs|E], and [house_aspirations|E]"
|
||||
government_is_meritocratic: "Has access to an [estate|E] and uses [merit|E]"
|
||||
government_is_steppe_admin: "Has access to an [estate|E] and uses [merit|E] and [obedience|E]"
|
||||
government_has_influence: "Uses [influence_i|E][influence|E]"
|
||||
government_has_merit: "Uses [merit_i|E][merit|E]"
|
||||
government_has_treasury: "Uses [treasury_i|E][treasury|E]"
|
||||
government_has_title_men_at_arms: "Allows recruitment of [title_men_at_arms|E]"
|
||||
government_has_powerful_families: "Enables [noble_families|E]"
|
||||
may_appoint_viziers: "May appoint [viziers|E]"
|
||||
government_ignores_rightful_liege_penalties: "Ignores penalties from not being rightful liege"
|
||||
block_same_government_type_vassal_courts: "Vassals with this rule cannot have Royal Courts if their top liege also has the rule"
|
||||
|
||||
government_is_bureaucratic: "Is [government_bureaucratic_type|E]"
|
||||
|
||||
government_is_not_republic_or_admin_desc: "[government|E] is #bold not#! [GetGovernment('republic_government').GetName] or [GetGovernment('administrative_government').GetName]"
|
||||
|
||||
CHARACTER_WINDOW_MILITARY_STRENGTH_TOOLTIP: "[CharacterWindow.GetMilitaryStrengthTooltip][AddLocalizationIf(Not(StringIsEmpty(CharacterWindow.GetMenAtArmsSubjectRecruitmentPotentialTooltip)),'MAA_SUBJECT_ACCESS_POTENTIAL')]"
|
||||
SUBJECT_MAA_HINT: "You could recruit @[MenAtArmsType.GetIconKey]_icon![Nbsp][MenAtArmsType.GetName] from the following [realms|E] if they were your [tributary|E] or [vassal|E]:#indent_newline:2 \n$BREAKDOWN$#!"
|
||||
SUBJECT_MAA_HINT_ENTRY: "[CHARACTER.GetPrimaryTitle.GetBaseNameNoTier] ([CHARACTER.GetShortUIName])"
|
||||
MAA_SUBJECT_ACCESS_POTENTIAL: "\n\n#EMP Would provide access to new [men_at_arms|E] if they were your [tributary|E] or [vassal|E]:#! #indent_newline:2 \n[CharacterWindow.GetMenAtArmsSubjectRecruitmentPotentialTooltip]#!"
|
||||
MAA_SUBJECT_ACCESS_POTENTIAL_ENTRY: "@[MEN_AT_ARMS_TYPE.GetIconKey]_icon![Nbsp][MEN_AT_ARMS_TYPE.GetName]"
|
||||
|
||||
SUPPLY_MULT_DIFERENT_GOVERNMENT:0 "[GOVERNMENT_TYPE.GetAdjective] Lands"
|
||||
|
||||
CONTRACT_LIEGE_SIGNATURE:0 "The [SelectLocalization( SubjectContract.IsTributary, 'CONTRACT_LIEGE_SIGNATURE_SUZERAIN_TYPE', 'CONTRACT_LIEGE_SIGNATURE_LIEGE_TYPE' )],\n[SubjectContract.GetLiege.GetTitledFirstNameNoTooltip]\nof House [SubjectContract.GetLiege.GetHouse.GetBaseNameNoTooltip]"
|
||||
CONTRACT_LIEGE_SIGNATURE_LIEGE_TYPE: "Liege"
|
||||
CONTRACT_LIEGE_SIGNATURE_SUZERAIN_TYPE: "Suzerain"
|
||||
CONTRACT_VASSAL_SIGNATURE:0 "The [SelectLocalization( SubjectContract.IsTributary, 'CONTRACT_VASSAL_SIGNATURE_TRIBUTARY_TYPE', 'CONTRACT_VASSAL_SIGNATURE_VASSAL_TYPE' )],\n[SubjectContract.GetSubject.GetTitledFirstNameNoTooltip]\nof House [SubjectContract.GetSubject.GetHouse.GetBaseNameNoTooltip]"
|
||||
CONTRACT_VASSAL_SIGNATURE_VASSAL_TYPE: "Vassal"
|
||||
CONTRACT_VASSAL_SIGNATURE_TRIBUTARY_TYPE: "Tributary"
|
||||
|
||||
marriage_favor_rights:0 "Marriage Favor"
|
||||
marriage_favor_rights_default:0 "Default $marriage_favor_rights$"
|
||||
marriage_favor_rights_default_short:0 "Default"
|
||||
marriage_favor_rights_granted:0 "Granted $marriage_favor_rights$"
|
||||
marriage_favor_rights_granted_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] commits to marry their close family to seal an alliance before marrying them to anyone else\n\n#flavor The [vassal|E] is among the favorite of the [liege|E], and should be able to seal an alliance through marriage.#!"
|
||||
marriage_favor_rights_granted_short:0 "Granted"
|
||||
|
||||
antagonistic: "Antagonistic"
|
||||
antagonistic_desc: "Few things can spur people like rivalries or jealousy. One better watch your back in this house, or you may find someone attempting to put a knife in it."
|
||||
competitive: "Competitive"
|
||||
competitive_desc: "Competition in the family can be a healthy thing. It pushes the members in this house to best one another, may it be on the battlefield, or in an attempt to secure the throne..."
|
||||
impassive: "Impassive"
|
||||
impassive_desc: "Why spend time and energy to care what the rest of the family is up to? These house members tend to mostly care for themselves first and foremost."
|
||||
friendly: "Friendly"
|
||||
friendly_desc: "They may perhaps not always see eye to eye, but the members of this house are always on friendly terms."
|
||||
harmonious: "Harmonious"
|
||||
harmonious_desc: "A house in perfect harmony. The members of this house do what they can to stand united and lend each other aid at all times."
|
||||
antagonistic_house_approves_war_victory: "All of [attacker.GetShortUINamePossessive] [house|E] [vassals|E] gain #P 10#! [opinion|E] of [attacker.GetShortUIName] for #V 10 years#! #weak (Impressed by Offensive Victory)#!"
|
||||
antagonistic_house_approves_war_victory_defensive: "All of [defender.GetShortUINamePossessive] [house|E] [vassals|E] gain #P 15#! [opinion|E] of [defender.GetShortUIName] for #V 10 years#! #weak (Impressed by Defensive Victory)#!"
|
||||
antagonistic_house_disapproves_war_white_peace: "All of [attacker.GetShortUINamePossessive] [house|E] [vassals|E] lose #N 10#! [opinion|E] of [attacker.GetShortUIName] for #V 10 years#! #weak (Finds White Peace Weak)#!"
|
||||
antagonistic_house_disapproves_war_white_peace_defender: "All of [defender.GetShortUINamePossessive] [house|E] [vassals|E] lose #N 10#! [opinion|E] of [defender.GetShortUIName] for #V 10 years#! #weak (Finds White Peace Weak)#!"
|
||||
antagonistic_house_disapproves_war_defeat: "All of [attacker.GetShortUINamePossessive] [house|E] [vassals|E] lose #N 20#! [opinion|E] of [attacker.GetShortUIName] for #V 10 years#! #weak (Embarrassed by Defeat)#!"
|
||||
antagonistic_house_disapproves_war_defeat_defender: "All of [defender.GetShortUINamePossessive] [house|E] [vassals|E] lose #N 20#! [opinion|E] of [defender.GetShortUIName] for #V 10 years#! #weak (Embarrassed by Defeat)#!"
|
||||
|
||||
house_unity_parameter_unity_antagonistic_cb_cost: "[casus_belli|E] Cost: @war_icon!#P [EmptyScope.ScriptValue('unity_antagonistic_cb_cost_display_value')|0]%#!"
|
||||
house_unity_parameter_unity_competitive_cb_cost: "[casus_belli|E] Cost: @war_icon!#P [EmptyScope.ScriptValue('unity_competitive_cb_cost_display_value')|0]%#!"
|
||||
house_unity_parameter_unity_friendly_cb_cost: "[casus_belli|E] Cost: @war_icon!#N +[EmptyScope.ScriptValue('unity_friendly_cb_cost_display_value')|0]%#!"
|
||||
house_unity_parameter_unity_harmonious_cb_cost: "[casus_belli|E] Cost: @war_icon!#N +[EmptyScope.ScriptValue('unity_harmonious_cb_cost_display_value')|0]%#!"
|
||||
house_unity_parameter_unity_less_likely_factions: "[house|E] [vassals|E] are #P less likely#! to create [factions|E]"
|
||||
house_unity_parameter_unity_significantly_less_likely_factions: "[house|E] [vassals|E] are #P significantly less likely#! to create [factions|E]"
|
||||
CB_UNITY_COST: "Your [house_unity|E]"
|
||||
house_unity_parameter_unity_multiple_invasions: "[rulers|E] may use the [GetCasusBelliType('invasion_war').GetName] [casus_belli|E] once every [EmptyScope.ScriptValue('unity_antagonistic_invasion_cooldown_value')|V0]#! years"
|
||||
house_unity_parameter_unity_unlimited_invasions: "[rulers|E] have unlimited access to the [GetCasusBelliType('invasion_war').GetName] [casus_belli|E], which replaces any regular Invasion Casus Belli"
|
||||
house_unity_parameter_unity_lower_prestige_requirements: "All [casus_bellis|E] that require a specific [prestige_level|E] require one less"
|
||||
house_unity_parameter_unity_war_opinion: "[victory|E], [white_peace|E] and [defeat|E] have various effects on [house|E] [vassal|E] [opinion|E]"
|
||||
house_unity_parameter_unity_disable_invasions: "[rulers|E] cannot use the Invasion [casus_belli|E]"
|
||||
house_unity_parameter_unity_more_likely_claimant_factions: "[house|E] [vassals|E] are #N more likely#! to create [claimant_factions|E]"
|
||||
house_unity_parameter_unity_significantly_more_likely_claimant_factions: "[house|E] [vassals|E] are #N significantly more likely#! to create [claimant_factions|E]"
|
||||
house_unity_parameter_vassal_house_members_more_upset_without_alliance: "The 'No [alliance|E]' [opinion|E] penalty is higher for same-[house|E] [vassals|E]"
|
||||
house_unity_parameter_unity_unlock_fabricate_hooks: "[house|E] members can use the [GetScheme('fabricate_hook').GetTypeName] [scheme|E] against each other"
|
||||
house_unity_parameter_unity_unlock_befriend_scheme: "[house|E] members can [GetScheme('befriend').GetTypeName] each other"
|
||||
house_unity_parameter_unity_can_challenge_house_head: "[house|E] members may challenge their [house_head|E] in order to take their place"
|
||||
house_unity_parameter_unity_can_create_cadet_branches: "[independent|E] [house|E] members may create [cadet_branches|E]"
|
||||
house_unity_parameter_unity_enable_border_wars: "[independent|E] [house|E] members' #V [GetLawGroup('border_wars_laws').GetName]#! is locked to [GetLaw('top_liege_not_redirected_to_border_wars_law').GetName] [title_law|E]"
|
||||
house_unity_can_create_cadet_branches_tt: "[house_unity|E] is @dynasty_house_unity_antagonistic! $antagonistic$"
|
||||
|
||||
house_unity_parameter_unity_succession_clan_antagonistic_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_antagonistic_partition_succession_law').GetName]"
|
||||
house_unity_parameter_unity_succession_clan_competitive_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_competitive_partition_succession_law').GetName]"
|
||||
house_unity_parameter_unity_succession_clan_impassive_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_impassive_partition_succession_law').GetName]"
|
||||
house_unity_parameter_unity_succession_clan_friendly_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_friendly_partition_succession_law').GetName]"
|
||||
house_unity_parameter_unity_succession_clan_harmonious_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_harmonious_partition_succession_law').GetName]"
|
||||
|
||||
house_unity_parameter_unity_has_liberate_house_members_cb: "Unlocks [fp3_free_house_member_cb|E] [casus_belli|E]"
|
||||
unity_has_liberate_house_members_cb_name: "[fp3_free_house_member_cb|E]"
|
||||
|
||||
house_unity_parameter_unity_has_unify_house_cb: "Unlocks [fp3_unify_house_cb|E] [casus_belli|E]"
|
||||
unity_has_unify_house_cb_name: "[fp3_unify_house_cb|E]"
|
||||
|
||||
HAS_HOUSE_UNITY_STAGE_GLOBAL: "[house_unity|E] is @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
|
||||
I_HAVE_HOUSE_UNITY_STAGE_GLOBAL: "My [house_unity|E] is @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
|
||||
THEY_HAVE_HOUSE_UNITY_STAGE_GLOBAL: "[house|E] [DYNASTY_HOUSE.GetBaseName|V] [house_unity|E] is @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
|
||||
NOT_HAS_HOUSE_UNITY_STAGE_GLOBAL: "[house_unity|E] is #bold not#! @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
|
||||
NOT_I_HAVE_HOUSE_UNITY_STAGE_GLOBAL: "My [house_unity|E] is #bold not#! @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
|
||||
NOT_THEY_HAVE_HOUSE_UNITY_STAGE_GLOBAL: "[house|E] [DYNASTY_HOUSE.GetBaseName|V] [house_unity|E] is #bold not#! @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
|
||||
|
||||
active_unity_level_description_tt: "#weak This is due to your active [house_unity_level|E]#!"
|
||||
|
||||
ADD_UNITY_VALUE_GLOBAL: "[house|E] [DynastyHouse.GetBaseName|V] [house_unity|E] changes by $VALUE|=+0$ @dynasty_house_unity!"
|
||||
AI_HOUSE_UNITY: "Your [house_unity|E]: $VALUE|=+0$"
|
||||
|
||||
unity_reinforce_army_decision: "Reinforce Army with Loyal Officers"
|
||||
unity_reinforce_army_decision_desc: "An army is only as strong as the officers leading it. By requesting skilled soldiers from the members of my house, I gain access to soldiers with plenty of experience. Soldiers I can promote into leading positions within my army to bolster the troops effectiveness. All members contributes to our house for the greater good, and everyone benefits!"
|
||||
unity_reinforce_army_decision_tooltip: "Request the members of your house to send you capable officers"
|
||||
unity_reinforce_army_decision_confirm: "Send the orders."
|
||||
|
||||
unity_establish_network_decision: "Enforce Intrigue Network"
|
||||
unity_establish_network_decision_desc: "The members of my house are each cunning in their own way. With my leadership, we can form a web of intrigue to catch even the slyest outsiders."
|
||||
unity_establish_network_decision_tooltip: "Enlist your house members in protecting against and executing hostile schemes"
|
||||
unity_establish_network_decision_confirm: "Send and burn the edict"
|
||||
|
||||
unity_improve_taxation_decision: "Improve Taxation"
|
||||
unity_improve_taxation_decision_desc: "My house have a great many members efficient in collecting taxes and managing a realm. By sharing ideas and capable people, we can all benefit from an increased income."
|
||||
unity_improve_taxation_decision_tooltip: "Work alongside your house members to improve the taxation and income of the realm"
|
||||
unity_improve_taxation_decision_confirm: "Let's organize a meeting"
|
||||
|
||||
unity_search_for_administrators_decision: "Search for Tax Collectors"
|
||||
unity_search_for_administrators_decision_desc: "Taxes are the backbone of any realm. Taking the time to search for skilled administrators and former soldiers, to employ as tax collectors, would be well worth the effort."
|
||||
unity_search_for_administrators_decision_tooltip: "Search for competent administrators and soldiers to strengthen my ranks of tax collectors"
|
||||
unity_search_for_administrators_decision_confirm: "Order the search"
|
||||
search_administors_decision.tt: "Up to three [characters|E] of various skill will join your [court|E]"
|
||||
unity_search_for_administrators_decision.msg.t: "Administrator Has Arrived"
|
||||
unity_search_for_administrators_decision.msg.desc: "A new administrator, named [new_administrator.GetName], has arrived at your court and is ready for employment."
|
||||
|
||||
unity_send_bailiffs_decision: "Send Bailiffs"
|
||||
unity_send_bailiffs_decision_desc: "I can take advantage of my house members' cooperative attitude by sending my bailiffs to them, exacting my orders to maintain peace through the realm."
|
||||
unity_send_bailiffs_decision_tooltip: "Cooperate with your house members to increase control through the realm"
|
||||
unity_send_bailiffs_decision_confirm: "Send for the bailiffs"
|
||||
|
||||
unity_placate_vassals_decision: "Placate Vassals"
|
||||
unity_placate_vassals_decision_desc: "Even a harmonious household faces its trials. By exerting my influence as house head, I may smooth over these social wrinkles before they start forming cracks."
|
||||
unity_placate_vassals_decision_tooltip: "Remind your house members of your authority as their liege"
|
||||
unity_placate_vassals_decision_confirm: "Placate vassals"
|
||||
|
||||
unity_organize_house_for_war_decision: "Organize House Members for War"
|
||||
unity_organize_house_for_war_decision_desc: "Improving a realm requires dedication and, more often than not, a great deal of conquests. By issuing specific edicts and guiding our house members, I can make them more willing to wage war and conquer new lands."
|
||||
unity_organize_house_for_war_decision_tooltip: "Guide the members of your house to more frequently wage war"
|
||||
unity_organize_house_for_war_decision_confirm: "Promote war and conflict!"
|
||||
|
||||
unity_encourage_house_economy_decision: "Encourage House to Improve the Economy"
|
||||
unity_encourage_house_economy_decision_desc: "A realm is only as capable as the land it is built upon. I should make sure that all members within the house are able to spend the necessary funds to build us a stronger realm."
|
||||
unity_encourage_house_economy_decision_tooltip: "Guide the members of your house to focus on the economy"
|
||||
unity_encourage_house_economy_decision_confirm: "Encourage a stronger economy!"
|
||||
|
||||
unity_promote_development_decision: "Promote Development"
|
||||
unity_promote_development_decision_desc: "Our culture has a long history of excellent administration skills. There are many skilled overseers and supervisors employed within our house. We can use this to our advantage and further develop the realm."
|
||||
unity_promote_development_decision_tooltip: "Promote your house members to develop and enhance the realm"
|
||||
unity_promote_development_decision_confirm: "Promote development"
|
||||
|
||||
unity_improve_logistics_decision: "Demand Shared Army Logistics"
|
||||
unity_improve_logistics_decision_desc: "Wars are decided by a multitude of different factors. Good logistics and supplies are just as important as having capable soldiers. I can enforce new policies within our house and demand everyone to share supplies and equipment, greatly increasing the capabilites of the army."
|
||||
unity_improve_logistics_decision_tooltip: "Demand your house members to share logistics and supply to better accomodate the needs of the army"
|
||||
unity_improve_logistics_decision_confirm: "Demand shared logistics"
|
||||
|
||||
unity_steer_house_direction_decision: "Steer House Unity"
|
||||
unity_steer_house_direction_decision_desc: "As house head, my word carries a great deal of weight among the members of my house. With careful words and actions, I can nudge my fellow members to behave in certain ways, as to greatly affect our combined unity."
|
||||
unity_steer_house_direction_decision_confirm: "$unity_steer_house_direction_decision$"
|
||||
unity_steer_house_direction_decision_tooltip: "Choose a direction in which to steer your [house_unity|E]"
|
||||
unity_steer_house_direction_decision_second_tooltip: "$DESC$\n"
|
||||
CHOOSE_UNITY_DIRECTION: "Choose Direction"
|
||||
STEER_HOUSE_UNITY_SELECT_DIRECTION_TITLE: "Choose [unity|E] Direction"
|
||||
steer_unity_towards_harmonious_desc: "Use your position as [house_head|E] and steer your [house_unity|E] towards #V $harmonious$#!"
|
||||
steer_unity_towards_harmonious_name: "Steer House towards #V $harmonious$#!\n#low Increases [house_unity|E]#!"
|
||||
steer_unity_towards_harmonious_tooltip: "$unity_steer_house_direction_decision_second_tooltip$"
|
||||
steer_unity_towards_harmonious_tt: "#X Your [house|E] already has the #V $harmonious$#! [house_unity_level|E]#!"
|
||||
steer_unity_towards_harmonious_passive_gain_tt: "[house_unity|E] #P increases#! yearly for the next #V 10#! years"
|
||||
steer_unity_towards_harmonious_toast: "[ROOT.Char.GetShortUINameNoTooltip|U] steered [house_unity|E] towards $harmonious$"
|
||||
steer_unity_towards_antagonistic_desc: "Use your position as [house_head|E] and steer your [house_unity|E] towards #V $antagonistic$#!"
|
||||
steer_unity_towards_antagonistic_name: "Steer House towards #V $antagonistic$#!\n#low Decreases [house_unity|E]#!"
|
||||
steer_unity_towards_antagonistic_tooltip: "$unity_steer_house_direction_decision_second_tooltip$"
|
||||
steer_unity_towards_antagonistic_tt: "#X Your [house|E] already has the #V $antagonistic$#! [house_unity_level|E]#!"
|
||||
steer_unity_towards_antagonistic_passive_loss_tt: "[house_unity|E] #N decreases#! yearly for the next #V 10#! years"
|
||||
steer_unity_towards_antagonistic_toast: "[ROOT.Char.GetShortUINameNoTooltip|U] steered [house_unity|E] towards $antagonistic$"
|
||||
steer_unity_notification_title: "[house_head|E] changed [unity|E]"
|
||||
|
||||
unity_consult_house_decision: "Consult House Members"
|
||||
unity_consult_house_decision_desc: "A unified council is one that can act swiftly and securely. With only a little back and forth, I can ensure that my house members are more effective in their roles as councillors."
|
||||
unity_consult_house_decision.tt_house_council_bonus: "Base progress and [skill|E] impact on [councillor_tasks|E] is increased by #P +10%#! for [house|E] members serving on your [council|E]"
|
||||
unity_consult_house_decision.tt_no_unity_change: "Assigning [house|E] members to your [council|E] and firing them no longer affects [house_unity|E]"
|
||||
unity_consult_house_decision.tt_lifetime: "This will remain active until your character dies"
|
||||
unity_consult_house_decision.tt_cooldown: "You have already consulted your [house|E] members"
|
||||
unity_consult_house_decision_tooltip: "Guide your house members to become more efficient councillors"
|
||||
unity_consult_house_decision_confirm: "Consult house members"
|
||||
unity_consulted_house_member_desc: "Consulted House Member"
|
||||
|
||||
unity_establish_futuwaa_lodges_decision: "Establish Futuwaa Lodges"
|
||||
unity_establish_futuwaa_lodges_decision_desc_intro: "The young"
|
||||
unity_establish_futuwaa_lodges_decision_desc_outro: "of [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip], lacking suitable outlets for their energies, are roaming the capital in makeshift gangs. I could instead establish #italic futuwaa#! lodges throughout the capital to instill martial prowess and morals in their idle time."
|
||||
unity_establish_futuwaa_lodges_decision.tt_intro: "All unmarried young"
|
||||
unity_establish_futuwaa_lodges_decision.tt_outro: "living in your [capital|E] have a chance of increasing their [martial|E] and [prowess|E] [skills|E] , and of gaining a [virtuous|E] [trait|E], for the next 20 years"
|
||||
unity_establish_futuwaa_lodges_decision.tt_people: "$unity_establish_futuwaa_lodges_decision.tt_intro$ $people$ $unity_establish_futuwaa_lodges_decision.tt_outro$"
|
||||
unity_establish_futuwaa_lodges_decision.tt_women: "$unity_establish_futuwaa_lodges_decision.tt_intro$ $women$ $unity_establish_futuwaa_lodges_decision.tt_outro$"
|
||||
unity_establish_futuwaa_lodges_decision.tt_men: "$unity_establish_futuwaa_lodges_decision.tt_intro$ $loc_men$ $unity_establish_futuwaa_lodges_decision.tt_outro$"
|
||||
unity_establish_futuwaa_lodges_decision.tt_num_intro: "Currently, #V [SCOPE.ScriptValue('number_of_futuwaa_members')]#!"
|
||||
unity_establish_futuwaa_lodges_decision.tt_num_outro: "in your capital would benefit from this decision"
|
||||
unity_establish_futuwaa_lodges_decision.tt_num_people: "$unity_establish_futuwaa_lodges_decision.tt_num_intro$ youths $unity_establish_futuwaa_lodges_decision.tt_num_outro$"
|
||||
unity_establish_futuwaa_lodges_decision.tt_num_women: "$unity_establish_futuwaa_lodges_decision.tt_num_intro$ young women $unity_establish_futuwaa_lodges_decision.tt_num_outro$"
|
||||
unity_establish_futuwaa_lodges_decision.tt_num_men: "$unity_establish_futuwaa_lodges_decision.tt_num_intro$ young men $unity_establish_futuwaa_lodges_decision.tt_num_outro$"
|
||||
unity_establish_futuwaa_lodges_decision_tooltip: "Promote virtues and prowess in your capital's youth"
|
||||
unity_establish_futuwaa_lodges_decision_confirm: "Sponsor the lodges"
|
||||
|
||||
unity_educate_youth_in_madrasas_decision.t_intro: "Educate Youth in"
|
||||
unity_educate_youth_in_madrasas_decision.t_madrasas: "Madrasas"
|
||||
unity_educate_youth_in_madrasas_decision.t_houses_of_worship: "[ROOT.Char.GetFaith.HouseOfWorshipPlural|U]"
|
||||
unity_educate_youth_in_madrasas_decision_desc_intro: "Peace in the realm has left the young"
|
||||
unity_educate_youth_in_madrasas_decision_desc_outro: "of [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] inert and aimless. I could instead establish schools in the [ROOT.Char.GetFaith.HouseOfWorshipPlural] to teach these youths philosophy and medicine in their idle time."
|
||||
unity_educate_youth_in_madrasas_decision.tt_intro: "All young"
|
||||
unity_educate_youth_in_madrasas_decision.tt_outro: "living in your [capital|E] have a chance of increasing their [learning|E] [skill|E] and gaining [GetTrait('lifestyle_physician').GetName(GetNullCharacter)] [experience|E] for the next 20 years"
|
||||
unity_educate_youth_in_madrasas_decision.tt_people: "$unity_educate_youth_in_madrasas_decision.tt_intro$ $people$ $unity_educate_youth_in_madrasas_decision.tt_outro$"
|
||||
unity_educate_youth_in_madrasas_decision.tt_women: "$unity_educate_youth_in_madrasas_decision.tt_intro$ $women$ $unity_educate_youth_in_madrasas_decision.tt_outro$"
|
||||
unity_educate_youth_in_madrasas_decision.tt_men: "$unity_educate_youth_in_madrasas_decision.tt_intro$ $loc_men$ $unity_educate_youth_in_madrasas_decision.tt_outro$"
|
||||
unity_educate_youth_in_madrasas_decision.tt_num_intro: "Currently, #V [SCOPE.ScriptValue('number_of_madrasa_pupils')]#!"
|
||||
unity_educate_youth_in_madrasas_decision.tt_num_outro: "in your capital would benefit from this decision"
|
||||
unity_educate_youth_in_madrasas_decision.tt_num_people: "$unity_educate_youth_in_madrasas_decision.tt_num_intro$ youths $unity_educate_youth_in_madrasas_decision.tt_num_outro$"
|
||||
unity_educate_youth_in_madrasas_decision.tt_num_women: "$unity_educate_youth_in_madrasas_decision.tt_num_intro$ young women $unity_educate_youth_in_madrasas_decision.tt_num_outro$"
|
||||
unity_educate_youth_in_madrasas_decision.tt_num_men: "$unity_educate_youth_in_madrasas_decision.tt_num_intro$ young men $unity_educate_youth_in_madrasas_decision.tt_num_outro$"
|
||||
unity_educate_youth_in_madrasas_decision_tooltip: "Educate your capital's youth in philosophy and medicine"
|
||||
unity_educate_youth_in_madrasas_decision_confirm: "Inform the [ROOT.Char.GetFaith.PriestNeuterPlural]"
|
||||
|
||||
default_tax_collector: "Basic Taxes"
|
||||
default_tax_collector_desc: "Base [obligations|E] apply, based on the [aptitude|E] of the assigned [tax_collector|E]"
|
||||
default_tax_collector_flavor_desc: "A standard tax. Taxpayers pay no more, and no less, than what they are expected to."
|
||||
|
||||
jizya_special_rights_tax_collector: "Jizya Status"
|
||||
jizya_special_rights_tax_collector_desc: "#emphasis #bold [vassal|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] cannot [demand_conversion|E] of the [vassal|E]\nThe [liege|E] cannot use [convert_county|E] in the [vassals|E]' lands\n$EFFECT_LIST_BULLET$ The [liege|E] cannot use [faith|E] as a reason to avoid [tyranny|E] when revoking titles\n$EFFECT_LIST_BULLET$ The [liege|E] cannot revoke the [vassals_possessive|E] [titles|E]\n\n#flavor The [vassal|E] is guaranteed ownership of their [titles], preventing the [liege|E] from revoking them – regardless of the $game_concept_liege$ having a [revoke_title_reason|E] or not.\n\nThe $game_concept_vassal$ is also granted a special protected status, with the realm officially recognizing their right to practice their own [faith|E].#!"
|
||||
jizya_special_rights_tax_collector_flavor_desc: "Jizya is a special tax assigned to #italic dhimmis#!, religious minorities, in return for the privilege to practice their errant faith in peace."
|
||||
unlock_jizya_contract_name: "[GetFaithDoctrine('tenet_tax_nonbelievers').GetBaseName] [core_tenet|E]"
|
||||
|
||||
jizya_special_rights:0 "$jizya_special_rights_tax_collector$"
|
||||
jizya_special_rights_default:0 "Default $jizya_special_rights$"
|
||||
jizya_special_rights_default_short:0 "Default"
|
||||
jizya_special_rights_granted:0 "Enforced $jizya_special_rights$"
|
||||
jizya_special_rights_granted_desc:0 "$jizya_special_rights_tax_collector_desc$"
|
||||
jizya_special_rights_granted_short:0 "Granted"
|
||||
|
||||
|
||||
iqta_special_rights_tax_collector: "Iqta Grant"
|
||||
iqta_special_rights_tax_collector_desc: "The [vassal|E] has lower obligations but helps contributing [men_at_arms|E] to the [liege|E]."
|
||||
iqta_special_rights_tax_collector_flavor_desc: "Iqta is a tax farming system where local magnates are given wide authority to collect taxes on behalf of the state."
|
||||
|
||||
|
||||
ghazi_special_rights_tax_collector: "Ghazi Status"
|
||||
ghazi_special_rights_tax_collector_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] pays less [piety|E] to use [holy_war|E] [casus_bellis|E] but more [prestige_i][prestige|E] for any other [casus_bellis|E]\n$EFFECT_LIST_BULLET$ Enables [raiding|E]\n\n#flavor The [vassal|E] is chosen as a warrior of the [faith|E] by the [liege|E], charged with carrying the borders outwards through [holy_war|E].#!"
|
||||
ghazi_special_rights_tax_collector_flavor_desc: "Warriors of the faith and the frontier, the Ghazi collect income from plunder and brigandage, and wage a never-ending war against the religious enemies of the state."
|
||||
|
||||
|
||||
deqhan_special_rights_tax_collector: "Dehqan"
|
||||
deqhan_special_rights_tax_collector_flavor_desc: "Persian magnates within an ancient, decentralized tax collection system, the deqhans closely manage their lands to promote productivity - and their own prestige."
|
||||
|
||||
maguh_special_rights_tax_collector: "Maguh Status"
|
||||
maguh_special_rights_tax_collector_flavor_desc: "An old Sassanian form of district administration, the maguh promote local development in exchange for reduced taxes to the state."
|
||||
|
||||
muqata_special_rights_tax_collector: "Muqata Status"
|
||||
muqata_special_rights_tax_collector_flavor_desc: "Muqata is a tax system where distant lands are given greater autonomy and are taxed less, to promote stability and long-term development."
|
||||
|
||||
strict_taxation_tax_collector: "Zakat"
|
||||
strict_taxation_tax_collector_flavor_desc: "Zakat is a luxury tax, usually enforced upon the wealthy as a means to provide additional income for the state and to help those in need."
|
||||
|
||||
clan_tax_slot: "Tax Jurisdiction"
|
||||
|
||||
has_house_unity_parameter: "Has the $PARAMETER_NAME$"
|
||||
not_has_house_unity_parameter: "Doesn't have access to $PARAMETER_NAME$"
|
||||
|
||||
# Administrative
|
||||
administrative_government: "Administrative"
|
||||
administrative_government_with_icon: "@government_type_administrative! $administrative_government$"
|
||||
administrative_government_adjective: "Administrative"
|
||||
administrative_government_realm: "Administrative Realm"
|
||||
administrative_government_desc: "\n$game_concept_administrative_desc$\n\n#F Administrative is a highly centralized government, where power mainly resides within the capital. Birthright, while still important, is not as prominent as in a feudal realm. With enough skill and ambition anyone, even from the most humble of origin, may rise up to become an influential governor or make a play for the throne and become emperor.#!"
|
||||
administrative_government_vassals_label: "[administrative|E] [obligations|E] are based on [GetPlayer.Custom('GetProvinceAdministrationConcept')]"
|
||||
administrative_obligations: "Administrative Obligations"
|
||||
administrative_themes: "Available Administration Types"
|
||||
admin_theme_balanced: "@balanced_administration! Balanced Administration"
|
||||
admin_theme_balanced_short: "@balanced_administration! Balanced"
|
||||
admin_theme_balanced_text_icon: "@balanced_administration!"
|
||||
admin_theme_balanced_desc: "#flavor A well balanced administration seeks moderation to ensure equal attention in all areas of governance.#!"
|
||||
admin_theme_military: "@military_administration! Military Administration"
|
||||
admin_theme_military_short: "@military_administration! Military"
|
||||
admin_theme_military_text_icon: "@military_administration!"
|
||||
admin_theme_military_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [martial|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!"
|
||||
admin_theme_military_desc: "#flavor A military administration puts all energy on recruiting and training formidable troops for the imperial army.#!"
|
||||
admin_theme_civilian: "@civilian_administration! Civilian Administration"
|
||||
admin_theme_civilian_short: "@civilian_administration! Civilian"
|
||||
admin_theme_civilian_text_icon: "@civilian_administration!"
|
||||
admin_theme_civilian_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [stewardship|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n[influence|E] gained from constructing [buildings|E] in held [counties|E] is increased"
|
||||
admin_theme_civilian_desc: "#flavor Exempt from military service, a civilian administration focuses on improving the economy and well-being of the citizens.#!"
|
||||
admin_theme_frontier: "@frontier_administration! Frontier Administration"
|
||||
admin_theme_frontier_short: "@frontier_administration! Frontier"
|
||||
admin_theme_frontier_text_icon: "@frontier_administration!"
|
||||
admin_theme_frontier_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [prowess|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $EXPANSION_DUCHY_CB_NAME$#! [casus_belli|E]\n$EFFECT_LIST_BULLET$ Enables [raiding|E]"
|
||||
admin_theme_frontier_desc: "#flavor One cannot leave the borders undefended. A frontier administration will ensure the realm's defenses and stand ready to repel any potential invaders.#!"
|
||||
admin_theme_imperial: "@imperial_administration! Imperial Administration"
|
||||
admin_theme_imperial_short: "@imperial_administration! Imperial"
|
||||
admin_theme_imperial_text_icon: "@imperial_administration!"
|
||||
admin_theme_imperial_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [prestige_level|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_currency_level_increase_value')|+0%/] for each level#!#!\n$EFFECT_LIST_BULLET$ Increases [powerful_family|E] Rating\nCannot have appointment revoked without a [revoke_title_reason|E]"
|
||||
admin_theme_imperial_desc: "#flavor An imperial administration provides a significant level of autonomy and freedom from many regular responsibilities. It is the most prestigious administration one can have.#!"
|
||||
admin_theme_naval: "@naval_administration! Naval Administration"
|
||||
admin_theme_naval_short: "@naval_administration! Naval"
|
||||
admin_theme_naval_text_icon: "@naval_administration!"
|
||||
admin_theme_naval_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] for every controlled #high [GetBuilding('common_tradeport_01').GetTypeName]#!#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_building_increase_value')|+0%/] for each [GetBuilding('common_tradeport_01').GetTypeName]#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $NAVAL_EXPANSION_DUCHY_CB_NAME$#! [casus_belli|E]"
|
||||
admin_theme_naval_desc: "#flavor The navy is the backbone of any expansive realm. With a dedicated naval administration, safety and efficiency at sea will be highly increased.#!"
|
||||
ADMINISTRATIVE_CONTRACT: "[Character.Custom( 'GetProvinceConceptNoTooltip' )] Administration"
|
||||
admin_theme_frontier_valid_desc: "The [vassal.Custom( 'GetProvinceConceptNoTooltip' )] must border another [realm|E]"
|
||||
admin_theme_imperial_valid_desc: "Only one [vassal.Custom( 'GetProvinceConceptNoTooltip' )] can have this administration active"
|
||||
admin_theme_naval_valid_desc: "The [vassal.Custom( 'GetProvinceConceptNoTooltip' )] must be Coastal"
|
||||
admin_contract_forbids_revocation_desc: "You cannot revoke [titles|E] or Appointments from a [vassal|E] governing with the [GetSubjectContractType( 'administrative_themes' ).GetObligationName( 'admin_theme_imperial' )] unless you have a [revoke_title_reason|E]"
|
||||
admin_vassal: "Administrative"
|
||||
admin_vassal_desc: "$game_concept_administrative_desc$"
|
||||
|
||||
# Landless Adventurer Camps
|
||||
landless_adventurer_government: "Adventurer"
|
||||
landless_adventurer_government_with_icon: "@government_type_adventurer! $landless_adventurer_government$"
|
||||
landless_adventurer_government_adjective: "Adventurer"
|
||||
landless_adventurer_government_realm: "Adventurer Camp"
|
||||
landless_adventurer_government_desc: "\n$game_concept_adventurer_desc$"
|
||||
conditional_maa_refill_rule: "only [reinforce_soldiers|E] troops"
|
||||
adventurer_rule: "only earn [gold|E] and [prestige|E] by undertaking [task_contracts|E]"
|
||||
mercenary_rule: "be hired to serve as [mercenaries|E] by [landed|E] [rulers|E]"
|
||||
adult_rulers_only: "#N May only be ruled by [adults|E]#!"
|
||||
|
||||
# Nomads
|
||||
nomad_government: "Nomadic"
|
||||
nomad_government_with_icon: "@government_type_nomad! $nomad_government$"
|
||||
nomad_government_adjective: "Nomadic"
|
||||
nomad_government_realm: "Nomadic Land"
|
||||
nomad_government_desc: "\n$game_concept_nomadic_desc$\n\n#F For nomads, moving is their way of life. Ensuring that the herd can grow is their primary concern. Every ruler is only as strong as the strength of their people.#!"
|
||||
NOMAD_CONTRACT: "Nomadic Contract"
|
||||
nomad_vassal: "Nomadic"
|
||||
nomad_vassal_desc: "Under the Nomadic [government_form|E], a [nomad|E] offers some [herd|E] to their [liege|E] in exchange for land and protection. The specifics are regulated by the [vassal_contract|E] between Vassal and Liege."
|
||||
government_can_use_tributary_men_at_arms: "Can #V recruit#! [men_at_arms|E] from [tributaries|E]"
|
||||
ignores_faith_marriage_penalties: "#indent_newline:3 Ignores [faith|E] when arranging [marriages|E] with [GetGovernment( 'nomad_government' ).GetName] or [GetGovernment( 'herder_government' ).GetName] [rulers|E] or their [tributaries|E]#!"
|
||||
is_nomad_title: "Is [GetGovernment( 'nomad_government' ).GetName] Camp [title|E]"
|
||||
can_start_war_with_raised_troops: "Can start [wars|E] with raised [armies|E]"
|
||||
movement_speed_from_government: "$MOD_MOVEMENT_SPEED$: #P +10%#!"
|
||||
land_raiding_movement_speed_from_government: "$MOD_MOVEMENT_SPEED_LAND_RAIDING$: #P +10%#!"
|
||||
no_hostile_attrition_in_steppe: "#indent_newline:3 No #V Hostile County#! [attrition|E] while [raiding|E] in [the_great_steppe|E]#!"
|
||||
can_raze_holdings: "Can Raze [holdings|E] for [gold|E]"
|
||||
|
||||
nomad_government_herd: "[herd|U] Tithes"
|
||||
herd_tax_exempt: "$game_concept_herd$ Exempt"
|
||||
herd_tax_exempt_short: "Exempt"
|
||||
herd_tax_low: "Low $game_concept_herd$"
|
||||
herd_tax_low_short: "Low"
|
||||
herd_tax_normal: "Normal $game_concept_herd$"
|
||||
herd_tax_normal_short: "Normal"
|
||||
herd_tax_high: "High $game_concept_herd$"
|
||||
herd_tax_high_short: "High"
|
||||
herd_tax_extortionate: "Extortionate $game_concept_herd$"
|
||||
herd_tax_extortionate_short: "Extortionate"
|
||||
prestige_transfer_none: "No $game_concept_prestige$ Transfer"
|
||||
prestige_transfer_none_short: "None"
|
||||
prestige_transfer_normal: "Low $game_concept_prestige$ Transfer"
|
||||
prestige_transfer_normal_short: "Low"
|
||||
prestige_transfer_high: "High $game_concept_prestige$ Transfer"
|
||||
prestige_transfer_high_short: "High"
|
||||
|
||||
mandala_government_piety: "[mandala|U] $game_concept_piety$"
|
||||
mandala_piety_low: "Low $game_concept_piety$ Contribution"
|
||||
mandala_piety_low_short: "Low"
|
||||
mandala_piety_normal: "Normal $game_concept_piety$ Contribution"
|
||||
mandala_piety_normal_short: "Normal"
|
||||
mandala_piety_high: "High $game_concept_piety$ Contribution"
|
||||
mandala_piety_high_short: "High"
|
||||
|
||||
mandala_government_taxes: "[mandala|U] Taxes"
|
||||
mandala_tax_exempt: "Tax Exempt"
|
||||
mandala_tax_exempt_short: "Exempt"
|
||||
mandala_tax_low: "Low Taxes"
|
||||
mandala_tax_low_short: "Low"
|
||||
mandala_tax_normal: "Normal Taxes"
|
||||
mandala_tax_normal_short: "Normal"
|
||||
mandala_tax_high: "High Taxes"
|
||||
mandala_tax_high_short: "High"
|
||||
mandala_tax_extortionate: "Extortionate Taxes"
|
||||
mandala_tax_extortionate_short: "Extortionate"
|
||||
|
||||
mandala_government_levies: "[mandala|U] $game_concept_levies$"
|
||||
mandala_levies_exempt: "No Contribution"
|
||||
mandala_levies_exempt_short: "None"
|
||||
mandala_levies_low: "Low $game_concept_levy$ Contribution"
|
||||
mandala_levies_low_short: "Low"
|
||||
mandala_levies_medium: "Medium $game_concept_levy$ Contribution"
|
||||
mandala_levies_medium_short: "Medium"
|
||||
mandala_levies_high: "High $game_concept_levy$ Contribution"
|
||||
mandala_levies_high_short: "High"
|
||||
mandala_levies_extortionate: "Massive $game_concept_levy$ Contribution"
|
||||
mandala_levies_extortionate_short: "Massive"
|
||||
|
||||
mandala_government_prestige: "[mandala|U] $game_concept_prestige$"
|
||||
mandala_prestige_low: "Low $game_concept_prestige$ Contribution"
|
||||
mandala_prestige_low_short: "Low"
|
||||
mandala_prestige_normal: "Normal $game_concept_prestige$ Contribution"
|
||||
mandala_prestige_normal_short: "Normal"
|
||||
mandala_prestige_high: "High $game_concept_prestige$ Contribution"
|
||||
mandala_prestige_high_short: "High"
|
||||
|
||||
kurultai_rights: "Kurultai Rights"
|
||||
kurultai_rights_none: "No $kurultai_rights$"
|
||||
kurultai_rights_none_desc: "#flavor The [vassal] is not granted any out-of-the-ordinary privileges when it comes to the [kurultai|E].#!"
|
||||
kurultai_rights_none_short: "None"
|
||||
kurultai_rights_guaranteed: "$kurultai_rights$ Guaranteed"
|
||||
kurultai_rights_guaranteed_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The #high $force_onto_council$#! [interaction|E] can be used at will\n\n#flavor The [vassal] is granted special [kurultai|E] privileges, and will expect a permanent seat on the [kurultai|E]. Granting this privilege to too many [vassals] will eventually upset the [powerful_vassals] of the [realm|E].#!"
|
||||
kurultai_rights_guaranteed_short: "Guaranteed"
|
||||
|
||||
liege_war_participation_obligation: "Liege War Support"
|
||||
liege_war_participation_obligation_none: "No $liege_war_participation_obligation$"
|
||||
liege_war_participation_obligation_none_desc: "#flavor The [liege|E] will not join the [vassal|E]'s wars.#!"
|
||||
liege_war_participation_obligation_none_short: "None"
|
||||
liege_war_participation_obligation_forced: "Forced $liege_war_participation_obligation$"
|
||||
liege_war_participation_obligation_forced_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] can use the $call_ally_interaction$ [interaction|E] on the [liege|E]\n\n.#flavor Refusal will result in [prestige|E] loss for the [liege|E] and the [vassal|E] will stop being [obedient|E] if they were so before.#!"
|
||||
liege_war_participation_obligation_forced_short: "Forced"
|
||||
|
||||
suzerain_war_participation_guarantee: "Suzerain Guarantee"
|
||||
suzerain_war_participation_guarantee_none: "No $suzerain_war_participation_guarantee$"
|
||||
suzerain_war_participation_guarantee_none_desc: "#flavor The [suzerain|E] cannot be called into the [tributary|E]'s defensive wars, but may still offer to do so.#!"
|
||||
suzerain_war_participation_guarantee_none_short: "None"
|
||||
suzerain_war_participation_guarantee_available: "$suzerain_war_participation_guarantee$"
|
||||
suzerain_war_participation_guarantee_available_desc: "#emphasis #bold [tributary|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ If attacked, the [tributary|E] can use the $call_ally_interaction$ [interaction|E] on the [suzerain|E].\n\n#flavor Refusal will result in [prestige|E] loss for the [suzerain|E] and the [tributary|E] will be released.#!"
|
||||
suzerain_war_participation_guarantee_available_short: "Guaranteed"
|
||||
suzerain_war_participation_guarantee_tt: "[recipient.GetShortUIName] does #bold not#! have [GetSubjectContractType( 'suzerain_war_participation_guarantee' ).GetObligationName( 'suzerain_war_participation_guarantee_available' )] [tributary_contract|E] Privilege"
|
||||
|
||||
mandala_suzerain_war_participation_guarantee: "$suzerain_war_participation_guarantee$"
|
||||
mandala_suzerain_war_participation_guarantee_none: "$suzerain_war_participation_guarantee_none$"
|
||||
mandala_suzerain_war_participation_guarantee_none_desc: "$suzerain_war_participation_guarantee_none_desc$"
|
||||
mandala_suzerain_war_participation_guarantee_none_short: "$suzerain_war_participation_guarantee_none_short$"
|
||||
mandala_suzerain_war_participation_guarantee_available: "$suzerain_war_participation_guarantee_available$"
|
||||
mandala_suzerain_war_participation_guarantee_available_desc: "$suzerain_war_participation_guarantee_available_desc$"
|
||||
mandala_suzerain_war_participation_guarantee_available_short: "$suzerain_war_participation_guarantee_available_short$"
|
||||
|
||||
tributary_war_participation_obligation: "Tributary War Support"
|
||||
tributary_war_participation_obligation_none: "No $tributary_war_participation_obligation$"
|
||||
tributary_war_participation_obligation_none_desc: "#flavor The [tributary|E] will not automatically join the [suzerain|E]'s wars, but may still offer to do so.#!"
|
||||
tributary_war_participation_obligation_none_short: "None"
|
||||
tributary_war_participation_obligation_forced: "Forced $tributary_war_participation_obligation$"
|
||||
tributary_war_participation_obligation_forced_desc: "#emphasis #bold [suzerain|E] Privilege:#!#!\nThe [tributary|E] will automatically be called into the [suzerain|E]'s wars."
|
||||
tributary_war_participation_obligation_forced_short: "Forced"
|
||||
|
||||
# Raiding rights
|
||||
raiding_rights: "Raiding Privileges"
|
||||
raiding_rights_none: "No $raiding_rights$"
|
||||
raiding_rights_none_desc: "#flavor The [vassal|E] cannot raid any other fellow vassals.#!"
|
||||
raiding_rights_none_short: "None"
|
||||
raiding_rights_granted: "$raiding_rights$ Granted"
|
||||
raiding_rights_granted_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] is allowed to raid other fellow vassals\n\n#flavor The restrictions on raiding fellow [vassals|E] are lifted and the vassal can target any other peer vassal.#!"
|
||||
raiding_rights_granted_short: "Granted"
|
||||
|
||||
CB_CONFEDERATION_VASSALS: "Attacking a fellow [confederation|E] member"
|
||||
|
||||
# Herders
|
||||
herder_government: "Herder"
|
||||
herder_government_with_icon: "@government_type_herder! $herder_government$"
|
||||
herder_government_adjective: "Herder"
|
||||
herder_government_realm: "Pastureland"
|
||||
herder_government_desc: "\n$game_concept_herder_desc$\n\n#F Herders do not concern themselves with any aspects of rulership. They tend to their flock, and just their flock.#!"
|
||||
herder_vassal: "Herder"
|
||||
herder_vassal_desc: "$game_concept_herder_desc$"
|
||||
herder_government_vassals_label: "Herder [obligations|E] cannot be adjusted"
|
||||
|
||||
nomad_government_vassals_label: "Nomad [obligations|E] are based on each [vassal|E]'s [vassal_contract|E]"
|
||||
|
||||
# Mandala
|
||||
mandala_government: "Mandala"
|
||||
mandala_government_with_icon: "@government_type_mandala! $mandala_government$"
|
||||
mandala_government_adjective: "Mandala"
|
||||
mandala_government_realm: "Mandala Realm"
|
||||
mandala_government_vassals_label: "Mandala [obligations|E] are based on each [vassal|E]'s [vassal_contract|E]"
|
||||
mandala_government_desc: "\n$game_concept_mandala_desc$\n\n#F The petals of the Mandala government may wither and die, but at the core stands the divine right, manifested in the Devaraja. An ambitious enough ruler can make the Mandala last, #EMP eternally#!. #!"
|
||||
mandala_vassal: "Mandala"
|
||||
mandala_vassal_desc: "$game_concept_mandala_desc$"
|
||||
liege_piety_level_desc: "Your [piety_level|E] is [GetPietyLevelName(liege.GetPietyLevel)|L]"
|
||||
suzerain_piety_level_desc: "Your [piety_level|E] is [GetPietyLevelName(suzerain.GetPietyLevel)|L]"
|
||||
has_coerce_tributary_scheme: "May use the [GetScheme('coerce_tributary').GetTypeName] [scheme|E]"
|
||||
additional_piety_from_religious_buildings: "Gains additional [piety|E] from constructing [pious_buildings|E] and [temple_citadels|E]"
|
||||
can_perform_ritual_contracts: "Realm provinces and [subjects|E] occasionally spawn [mandala_rituals|E]"
|
||||
uses_mandala_aspects: "Uses [mandala_aspects|E]"
|
||||
uses_mandala_decrees: "Uses [mandala_decrees|E]"
|
||||
devaraja_blessings_msg: "Devaraja Blessings Shine Upon You"
|
||||
devaraja_divinity_msg: "Your Devaraja Followers Adore You"
|
||||
|
||||
# Celestial
|
||||
celestial_obligations: "Celestial Obligations"
|
||||
celestial_provinces: "$administrative_themes$"
|
||||
celestial_province_standard: "@celestial_standard_administration! Standard Administration"
|
||||
celestial_province_standard_short: "Standard"
|
||||
celestial_province_standard_text_icon: "@celestial_standard_administration!"
|
||||
celestial_province_standard_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nUses [GetLaw('celestial_appointment_succession_law').GetName]"
|
||||
celestial_province_standard_desc: "#low A civil type that attends to the everyday needs of the government and the local inhabitants#!"
|
||||
celestial_province_industrial: "@celestial_industrial_administration! Industrial Administration"
|
||||
celestial_province_industrial_short: "Industrial"
|
||||
celestial_province_industrial_text_icon: "@celestial_industrial_administration!"
|
||||
celestial_province_industrial_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nUses [GetLaw('celestial_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_industrial_max_value')|V0]#!"
|
||||
celestial_province_industrial_desc: "#low A civil administration that focuses on improving the area's productivity and long-term development.#!"
|
||||
celestial_province_industrial_amount_desc: "$celestial_province_industrial_short$ limit reached"
|
||||
celestial_province_metropolitan: "@celestial_metropolitan_administration! Metropolitan Administration"
|
||||
celestial_province_metropolitan_short: "Metropolitan"
|
||||
celestial_province_metropolitan_text_icon: "@celestial_metropolitan_administration!"
|
||||
celestial_province_metropolitan_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [diplomacy|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n$EFFECT_LIST_BULLET$ Uses [GetLaw('celestial_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_metropolitan_max_value')|V0]#!"
|
||||
celestial_province_metropolitan_desc: "#low An efficient civil administration applied to larger urban areas. It greatly emphasizes on efficient use of taxes and making cities prosper.#!"
|
||||
celestial_province_metropolitan_amount_desc: "$celestial_province_metropolitan_short$ limit reached"
|
||||
celestial_province_military: "@celestial_military_administration! Military Administration"
|
||||
celestial_province_military_short: "Military"
|
||||
celestial_province_military_text_icon: "@celestial_military_administration!"
|
||||
celestial_province_military_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Can recruit [GetMaA('zhanmadao_infantry').GetName]\n$EFFECT_LIST_BULLET$ Uses [GetLaw('celestial_military_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_military_max_value')|V0] at this tier#!"
|
||||
celestial_province_military_desc: "#low A military administration that enables the mustering of troops. Providing the realm with the means of protecting itself, or expanding its borders when necessary.#!"
|
||||
celestial_province_military_amount_desc: "$celestial_province_military_short$ limit reached"
|
||||
celestial_province_protectorate: "@celestial_protectorate_administration! Protectorate Administration"
|
||||
celestial_province_protectorate_short: "Protectorate"
|
||||
celestial_province_protectorate_text_icon: "@celestial_protectorate_administration!"
|
||||
celestial_province_protectorate_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [martial|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n$EFFECT_LIST_BULLET$ Can recruit [GetMaA('zhanmadao_infantry').GetName]\n$EFFECT_LIST_BULLET$ Uses [GetLaw('celestial_military_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_protectorate_max_value')|V0]#!"
|
||||
celestial_province_protectorate_desc: "#low A greatly improved military administration. A protectorate will significantly bolster our military might!#!"
|
||||
celestial_province_protectorate_amount_desc: "$celestial_province_protectorate_short$ limit reached"
|
||||
celestial_province_de_jure_desc: "Is #bold not#! a [de_jure|E] [title|E]"
|
||||
celestial_province_metropolitan_name_desc: "[GetSubjectContractType( 'celestial_provinces' ).GetObligationName( 'celestial_province_metropolitan' )]"
|
||||
celestial_province_protectorate_name_desc: "[GetSubjectContractType( 'celestial_provinces' ).GetObligationName( 'celestial_province_protectorate' )]"
|
||||
celestial_government_vassals_label: "[celestial|E] [obligations|E] are based on [GetPlayer.Custom('GetProvinceAdministrationConcept')]"
|
||||
celestial_ministry_obligations: "[ministry_obligations|E]"
|
||||
celestial_minister_none: "None"
|
||||
celestial_minister_none_short: "$celestial_minister_none$"
|
||||
celestial_minister_civil: "Ministry Obligations"
|
||||
celestial_minister_civil_short: "Ministry"
|
||||
celestial_minister_military: "Grand Marshal Obligations"
|
||||
celestial_minister_military_short: "Grand Marshal"
|
||||
liege_is_not_civilian_desc: "[liege.GetShortUIName|U] [CharAreIs( liege )] #bold not#! a [civilian_governor|E]"
|
||||
liege_is_not_military_desc: "[liege.GetShortUIName|U] [CharAreIs( liege )] #bold not#! a [military_governor|E]"
|
||||
|
||||
# Maritime Tribal
|
||||
wanua_government: "Wanua"
|
||||
wanua_government_with_icon: "@government_type_wanua! $wanua_government$"
|
||||
wanua_government_adjective: "Wanua"
|
||||
wanua_government_realm: "Wanua Realm"
|
||||
wanua_government_desc: "\n$game_concept_wanua_desc$\n\n#F From their coastal settlements, [Glossary( 'Wanua', 'WANUA_GLOSS' )] rulers are able to cross the seas to barter and raid far more effectively than their continental $tribal_government_adjective$ counterparts.#!"
|
||||
WANUA_GLOSS: "A collection of small villages and rural communities in Maritime Southeast Asia is often called a #italic Wanua#!, #italic Banwa#!, #italic Manua#!, and many other linguistic variants of the Malayic root word."
|
||||
|
||||
wanua_government_obligations: "$tribal_government_obligations$"
|
||||
wanua_government_vassals_label: "$wanua_government_adjective$ [obligations|E] are based on [prestige_level|E] of [liege|E]"
|
||||
wanua_liege_inefficiency_plus_perk: "[liege|E] is [wanua|E] and has [GetPerk( 'detailed_ledgers_perk' ).GetName( GetPlayer )]"
|
||||
wanua_liege_inefficiency: "[liege|E] is [wanua|E]"
|
||||
wanua_vassal: "$wanua_government_adjective$"
|
||||
wanua_vassal_desc: "$game_concept_wanua_desc$"
|
||||
government_enables_trade_ports: "#indent_newline:3 Allows the #V $building_type_common_tradeport_01$#! line of [buildings|E] to be constructed in coastal [wanua|E] [holdings|E]#!"
|
||||
government_enables_river_travel: "#indent_newline:3 $unlocks_sailable_major_rivers$#!"
|
||||
government_enables_naval_raiding: "#indent_newline:3 $unlocks_naval_raiding$#!"
|
||||
|
||||
celestial_treasury: "[treasury_vassal_development|E]"
|
||||
celestial_treasury_very_low: "Very Low $game_concept_treasury_vassal_development$"
|
||||
celestial_treasury_very_low_short: "Very Low"
|
||||
celestial_treasury_low: "Low $game_concept_treasury_vassal_development$"
|
||||
celestial_treasury_low_short: "Low"
|
||||
celestial_treasury_medium: "Medium $game_concept_treasury_vassal_development$"
|
||||
celestial_treasury_medium_short: "Medium"
|
||||
celestial_treasury_high: "High $game_concept_treasury_vassal_development$"
|
||||
celestial_treasury_high_short: "High"
|
||||
celestial_treasury_very_high: "Very High $game_concept_treasury_vassal_development$"
|
||||
celestial_treasury_very_high_short: "Very High"
|
||||
|
||||
celestial_salary: "[governor_salary|E]"
|
||||
celestial_salary_very_low: "Meager Salary"
|
||||
celestial_salary_very_low_short: "Meager"
|
||||
celestial_salary_low: "Modest Salary"
|
||||
celestial_salary_low_short: "Modest"
|
||||
celestial_salary_medium: "Average Salary"
|
||||
celestial_salary_medium_short: "Average"
|
||||
celestial_salary_high: "Generous Salary"
|
||||
celestial_salary_high_short: "Generous"
|
||||
celestial_salary_very_high: "Extravagant Salary"
|
||||
celestial_salary_very_high_short: "Extravagant"
|
||||
|
||||
salary: "$celestial_salary$"
|
||||
salary_very_low: "$celestial_salary_very_low$"
|
||||
salary_very_low_short: "$celestial_salary_very_low$"
|
||||
salary_low: "$celestial_salary_low$"
|
||||
salary_low_short: "$celestial_salary_low_short$"
|
||||
salary_medium: "$celestial_salary_medium$"
|
||||
salary_medium_short: "$celestial_salary_medium_short$"
|
||||
salary_high: "$celestial_salary_high$"
|
||||
salary_high_short: "$celestial_salary_high_short$"
|
||||
salary_very_high: "$celestial_salary_very_high$"
|
||||
salary_very_high_short: "$celestial_salary_very_high_short$"
|
||||
|
||||
treasury_very_low: "$celestial_treasury_very_low$"
|
||||
treasury_very_low_short: "$celestial_treasury_very_low_short$"
|
||||
treasury_low: "$celestial_treasury_low$"
|
||||
treasury_low_short: "$celestial_treasury_low_short$"
|
||||
treasury_medium: "$celestial_treasury_medium$"
|
||||
treasury_medium_short: "$celestial_treasury_medium_short$"
|
||||
treasury_high: "$celestial_treasury_high$"
|
||||
treasury_high_short: "$celestial_treasury_high_short$"
|
||||
treasury_very_high: "$celestial_treasury_very_high$"
|
||||
treasury_very_high_short: "$celestial_treasury_very_high_short$"
|
||||
|
||||
celestial_ministry_budget: "Ministry Budget"
|
||||
celestial_ministry_budget_low: "Low Budget"
|
||||
celestial_ministry_budget_low_short: "Low"
|
||||
celestial_ministry_budget_medium: "Medium Budget"
|
||||
celestial_ministry_budget_medium_short: "Medium"
|
||||
celestial_ministry_budget_high: "High Budget"
|
||||
celestial_ministry_budget_high_short: "High"
|
||||
|
||||
tributary_celestial: "Celestial Tributary"
|
||||
tributaries_celestial: "Celestial Tributaries"
|
||||
tributary_celestial_desc: "A Celestial [tributary|E] provides their [suzerain|E] with [gold|E] and [prestige|E] on a regular basis. In exchange, they will derive [legitimacy|E] from their [suzerain|E], who will also refrain from [raiding|E] or making war [war|E] upon them.\n\n$tributaries_celestial$ with high @imperial_grace_icon! [imperial_grace|E] may be granted a [seal_of_investiture|E] from their $game_concept_suzerain$, conferring additional benefits."
|
||||
tributary_hegemonic: "Hegemonic Tributary"
|
||||
tributaries_hegemonic: "Hegemonic Tributaries"
|
||||
tributary_hegemonic_desc: "A Hegemonic [tributary|E] provides their [suzerain|E] with [gold|E] and [prestige|E] on a regular basis. In exchange, they will derive [legitimacy|E] from their [suzerain|E], who will also refrain from [raiding|E] or making war [war|E] upon them."
|
||||
|
||||
celestial_tribute_gold: "[gold|U]"
|
||||
celestial_tributary_tax_none: "No [taxes|E]"
|
||||
celestial_tributary_tax_none_short: "None"
|
||||
celestial_tributary_tax_low: "Low [taxes|E]"
|
||||
celestial_tributary_tax_low_short: "Low"
|
||||
celestial_tributary_tax_normal: "Medium [taxes|E]"
|
||||
celestial_tributary_tax_normal_short: "Medium"
|
||||
celestial_tributary_tax_high: "High [taxes|E]"
|
||||
celestial_tributary_tax_high_short: "High"
|
||||
|
||||
celestial_tribute_prestige: "[prestige|U]"
|
||||
celestial_prestige_transfer_none: "No $game_concept_prestige$ Transfer"
|
||||
celestial_prestige_transfer_none_short: "None"
|
||||
celestial_prestige_transfer_low: "Low $game_concept_prestige$ Transfer"
|
||||
celestial_prestige_transfer_low_short: "Low"
|
||||
celestial_prestige_transfer_normal: "Medium $game_concept_prestige$ Transfer"
|
||||
celestial_prestige_transfer_normal_short: "Medium"
|
||||
celestial_prestige_transfer_high: "High $game_concept_prestige$ Transfer"
|
||||
celestial_prestige_transfer_high_short: "High"
|
||||
|
||||
hegemonic_tribute_gold: "[gold|U]"
|
||||
hegemonic_tributary_tax_none: "No [taxes|E]"
|
||||
hegemonic_tributary_tax_none_short: "None"
|
||||
hegemonic_tributary_tax_low: "Low [taxes|E]"
|
||||
hegemonic_tributary_tax_low_short: "Low"
|
||||
hegemonic_tributary_tax_normal: "Medium [taxes|E]"
|
||||
hegemonic_tributary_tax_normal_short: "Medium"
|
||||
hegemonic_tributary_tax_high: "High [taxes|E]"
|
||||
hegemonic_tributary_tax_high_short: "High"
|
||||
|
||||
hegemonic_tribute_prestige: "[prestige|U]"
|
||||
hegemonic_prestige_transfer_none: "No $game_concept_prestige$ Transfer"
|
||||
hegemonic_prestige_transfer_none_short: "None"
|
||||
hegemonic_prestige_transfer_low: "Low $game_concept_prestige$ Transfer"
|
||||
hegemonic_prestige_transfer_low_short: "Low"
|
||||
hegemonic_prestige_transfer_normal: "Medium $game_concept_prestige$ Transfer"
|
||||
hegemonic_prestige_transfer_normal_short: "Medium"
|
||||
hegemonic_prestige_transfer_high: "High $game_concept_prestige$ Transfer"
|
||||
hegemonic_prestige_transfer_high_short: "High"
|
||||
|
||||
celestial_salary_rank: "Salary Rank"
|
||||
celestial_salary_rank_none: "None"
|
||||
celestial_salary_rank_none_short: "None"
|
||||
celestial_salary_rank_county: "[county|E] [title_tier|E]: Prefecture"
|
||||
celestial_salary_rank_county_short: "Prefecture"
|
||||
celestial_salary_rank_duchy: "[duchy|E] [title_tier|E]: Province"
|
||||
celestial_salary_rank_duchy_short: "Province"
|
||||
celestial_salary_rank_kingdom: "[kingdom|E] [title_tier|E]: Circuit"
|
||||
celestial_salary_rank_kingdom_short: "Circuit"
|
||||
celestial_salary_rank_empire: "[empire|E] [title_tier|E]: Great Circuit"
|
||||
celestial_salary_rank_empire_short: "Great Circuit"
|
||||
celestial_salary_rank_minister: "[empire|E] [title_tier|E]: Minister"
|
||||
celestial_salary_rank_minister_short: "Minister"
|
||||
|
||||
administrative_salary_rank: "$celestial_salary_rank$"
|
||||
administrative_salary_rank_none: "$celestial_salary_rank_none$"
|
||||
administrative_salary_rank_none_short: "$celestial_salary_rank_none_short$"
|
||||
administrative_salary_rank_duchy: "[duchy|E] [title_tier|E]: Theme"
|
||||
administrative_salary_rank_duchy_short: "Theme"
|
||||
administrative_salary_rank_kingdom: "[kingdom|E] [title_tier|E]: Catepan"
|
||||
administrative_salary_rank_kingdom_short: "Catepan"
|
||||
administrative_salary_rank_empire: "[empire|E] [title_tier|E]: Great Catepan"
|
||||
administrative_salary_rank_empire_short: "Great Catepan"
|
||||
|
||||
celestial_tributary_investiture_privilege_trade: "Trade Privileges"
|
||||
investiture_trade_yes_short: "Market Access"
|
||||
investiture_trade_yes: "Access to Imperial Markets"
|
||||
investiture_trade_yes_desc: "#emphasis #bold [tributary|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ Annual [development_growth|E] (up to [EmptyScope.ScriptValue('celestial_investiture_trade_bonus_max')|v0]) in [tributary_possessive|E] [capital|E] [province|E]\n\n#flavor Access to [GetTitleByKey('h_china').GetDefinitiveNamePossessive] bustling markets benefits the prosperity of its privileged [tributaries|E]. The impact increases with the difference in [development|E] between the $game_concept_capitals$ and the amount of [imperial_grace|E] a privileged $game_concept_tributary$ has accrued.#!"
|
||||
investiture_trade_no: "Sealed off from Imperial Markets"
|
||||
msg_tributary_capital_province_development_growth_title: "Successful Trade Mission"
|
||||
msg_tributary_capital_province_development_growth_desc: "Bustling trade with imperial markets in [GetTitleByKey('h_china').GetDefinitiveName] has improved [development|E] in [ROOT.Char.GetCapitalLocation.GetName]."
|
||||
|
||||
celestial_tributary_investiture_privilege_marriage: "Familial Privileges"
|
||||
investiture_marriage_yes_short: "Family Access"
|
||||
investiture_marriage_yes: "Invited into the Imperial Family"
|
||||
investiture_marriage_yes_desc: "#emphasis #bold [tributary|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ Increased [marriage|E] Acceptance with [GetTitleByKey('h_china').GetDefinitiveNamePossessive] ruling [dynasty|E]\n$EFFECT_LIST_BULLET$ Nullified [marriage|E] Acceptance penalties from #BOLD $tradition_cultural_primacy_name$#!\n\n#flavor The imperial family of [GetTitleByKey('h_china').GetDefinitiveName] is often impenetrable to outsiders. A formal invitation into the family yields an Acceptance bonus relative to [imperial_grace|E], and removes the usual penalties that apply to outsiders.#!"
|
||||
investiture_marriage_no: "Closed out of the Imperial Family"
|
||||
INCREASED_MARRIAGE_ACCEPTANCE_INVESTITURE_MARRIAGE_REASON: "[tributary|E] has $celestial_tributary_investiture_privilege_marriage$: $VALUE|=+0$"
|
||||
|
||||
celestial_tributary_investiture_privilege_politics: "Palace Privileges"
|
||||
investiture_politics_yes_short: "Palace Access"
|
||||
investiture_politics_yes: "Access to the Imperial Palace"
|
||||
investiture_politics_yes_desc: "#emphasis #bold [tributary|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ Becomes an active participant in the [dynastic_cycle|E]\n$EFFECT_LIST_BULLET$ Gains [movement_power|E] relative to [imperial_grace|E]\n\n#flavor While most [tributaries|E] of [GetTitleByKey('h_china').GetDefinitiveName] are expected only to observe the celestial order, a rare few may be granted a voice in its turning. Access to the imperial palace involves the privileged $game_concept_tributary$ in the $game_concept_dynastic_cycle$, letting them join a [movement|E] and influence its [situation_dynastic_cycle_phase|E].#!"
|
||||
investiture_politics_no: "Shuttered from the Imperial Palace"
|
||||
|
||||
TRIBUTARY_GAIN_LEGITIMACY: "Tributary gains @legitimacy_icon! per [suzerain|E] [radiance|e] [CHARACTER.GetRadianceValueNoTooltip|V0]/[GetDefine( 'NMandala', 'MAX_RADIANCE' )|V0]"
|
||||
|
||||
wanua_obligations: "$tribal_government_obligations$"
|
||||
barter_goods_obligations: "[barter_goods|E]"
|
||||
barter_goods_low: "Low [barter_goods|E]"
|
||||
barter_goods_low_short: "Low"
|
||||
barter_goods_medium: "Medium [barter_goods|E]"
|
||||
barter_goods_medium_short: "Medium"
|
||||
barter_goods_high: "High [barter_goods|E]"
|
||||
barter_goods_high_short: "High"
|
||||
|
||||
# Meritocratic
|
||||
meritocratic_treasury: "$celestial_treasury$"
|
||||
meritocratic_salary: "$celestial_salary$"
|
||||
meritocratic_salary_rank: "$celestial_salary_rank$"
|
||||
meritocratic_salary_rank_none: "$celestial_salary_rank_none$"
|
||||
meritocratic_salary_rank_none_short: "$celestial_salary_rank_none_short$"
|
||||
meritocratic_salary_rank_county: "$celestial_salary_rank_county$"
|
||||
meritocratic_salary_rank_county_short: "$celestial_salary_rank_county_short$"
|
||||
meritocratic_salary_rank_duchy: "$celestial_salary_rank_duchy$"
|
||||
meritocratic_salary_rank_duchy_short: "$celestial_salary_rank_duchy_short$"
|
||||
meritocratic_salary_rank_kingdom: "$celestial_salary_rank_kingdom$"
|
||||
meritocratic_salary_rank_kingdom_short: "$celestial_salary_rank_kingdom_short$"
|
||||
meritocratic_salary_rank_empire: "$celestial_salary_rank_empire$"
|
||||
meritocratic_salary_rank_empire_short: "$celestial_salary_rank_empire_short$"
|
||||
|
||||
meritocratic_government_vassals_label: "[meritocratic|E] [obligations|E] are based on [GetPlayer.Custom('GetProvinceAdministrationConcept')]"
|
||||
|
||||
appointment_title_value.county_income: "Every held [county|E] income"
|
||||
appointment_title_value.counties: "Every held [county|E]"
|
||||
appointment_title_value.maa_size: "[title_men_at_arms|E] size"
|
||||
appointment_title_value.neighboring_enemy_counties: "Every neighboring enemy [county|E]"
|
||||
appointment_title_value.protectorate: "[GetSubjectContractType( 'celestial_provinces' ).GetObligationName( 'celestial_province_protectorate' )]"
|
||||
appointment_title_value.capital_income: "[capital_possessive|E] income"
|
||||
appointment_title_value.diarch: "[grand_secretariat_director|E]"
|
||||
appointment_title_value.minister: "[minister|E] [title|E]"
|
||||
appointment_title_value.distance_to_capital: "Distance to [capital|E]"
|
||||
289
localization/english/replace/holding_view_l_english.yml
Normal file
289
localization/english/replace/holding_view_l_english.yml
Normal file
|
|
@ -0,0 +1,289 @@
|
|||
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: #! $COST$"
|
||||
75
localization/english/replace/holdings_l_english.yml
Normal file
75
localization/english/replace/holdings_l_english.yml
Normal file
|
|
@ -0,0 +1,75 @@
|
|||
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: $VALUE|1V$"
|
||||
49
localization/english/replace/mapicons_l_english.yml
Normal file
49
localization/english/replace/mapicons_l_english.yml
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
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 Barterer#!\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#!"
|
||||
403
localization/english/replace/message_filters_l_english.yml
Normal file
403
localization/english/replace/message_filters_l_english.yml
Normal file
|
|
@ -0,0 +1,403 @@
|
|||
l_english:
|
||||
message_filter: "Message Filter"
|
||||
message_filter_generic_interface_message_good: "@catch_all_icon! Generic Good Messages"
|
||||
message_filter_generic_interface_message_good_desc: "A positive effect belonging to no distinct category"
|
||||
message_filter_generic_interface_message_bad: "@catch_all_icon! Generic Bad Messages"
|
||||
message_filter_generic_interface_message_bad_desc: "A negative effect belonging to no distinct category"
|
||||
message_filter_generic_interface_message_neutral: "@catch_all_icon! Generic Neutral Messages"
|
||||
message_filter_generic_interface_message_neutral_desc: "A neutral effect belonging to no distinct category"
|
||||
# CHARACTER
|
||||
message_filter_heir_change: "@heir_icon! New Heir"
|
||||
message_filter_heir_change_desc: "Your [player_heir|E] changes"
|
||||
message_filter_character_level_change: "@prestige_level_5_icon! Level of Fame /[GetLocalPlayerPietyTextIcon]Devotion"
|
||||
message_filter_character_level_change_desc: "Your [prestige_level|E] or [piety_level|E] changes"
|
||||
message_filter_character_lifestyle: "@lifestyle_icon! Lifestyle Perks"
|
||||
message_filter_character_lifestyle_desc: "You gain a [lifestyle|E] [perk|E]"
|
||||
message_filter_character_nickname: "@nickname_icon! Nickname"
|
||||
message_filter_character_nickname_desc: "You gain or lose a [nickname|E]"
|
||||
message_filter_character_stress: "@stress_icon! Stress"
|
||||
message_filter_character_stress_desc: "You gain or lose [stress|E]"
|
||||
message_filter_secondary_character_stress: "@stress_icon! Courtier Stress"
|
||||
message_filter_secondary_character_stress_desc: "A Courtier gains or loses [stress|E]"
|
||||
message_filter_character_trait: "@personality_icon! Traits"
|
||||
message_filter_character_trait_desc: "You gain or lose a [trait|E]"
|
||||
message_filter_relationship_gained: "@friend_icon! Relationships"
|
||||
message_filter_relationship_gained_desc: "You begin or end a [relationship|E] with another character"
|
||||
message_filter_character_health: "@health_icon! Health"
|
||||
message_filter_character_health_desc: "Your [health|E] changes"
|
||||
# FAMILY
|
||||
message_filter_child_born: "@child_icon! Child Born"
|
||||
message_filter_child_born_desc: "You father or give birth to a [child|E]"
|
||||
message_filter_grandchild_born: "@child_icon! Grandchild Born"
|
||||
message_filter_grandchild_born_desc: "Your [child|E] fathers or gives birth to their own child"
|
||||
message_filter_child_language: "@child_icon! Child Languages"
|
||||
message_filter_child_language_desc: "Progress of [children|E] learning [languages|E]"
|
||||
message_filter_known_pregnancy: "@child_icon! Spouse Pregnancy"
|
||||
message_filter_known_pregnancy_desc: "Your [spouse|E] falls pregnant"
|
||||
message_filter_family_became_concubine: "@concubine_icon! Close Family Becomes Concubine"
|
||||
message_filter_family_became_concubine_desc: "A [close_family|E] member is taken as a [concubine|E]"
|
||||
message_filter_court_contracted_epidemic: "@epidemic_icon! Court Contraction"
|
||||
message_filter_court_contracted_epidemic_desc: "A [courtier|E] contracts a [epidemic|E]"
|
||||
message_filter_court_recover_epidemic: "@epidemic_icon! Court Recovery"
|
||||
message_filter_court_recover_epidemic_desc: "A [courtier|E] recovers from a [epidemic|E]"
|
||||
# COUNCIL
|
||||
message_filter_councillor_ongoing: "@council_icon! Councillor Side Effects"
|
||||
message_filter_councillor_ongoing_desc: "Effects of [councillor|E] [councillor_task_possible_side_effects|E]"
|
||||
message_filter_council_task: "@council_icon! Councillor Tasks"
|
||||
message_filter_council_task_desc: "The progress of an ongoing [councillor_task|E] changes"
|
||||
message_filter_councillor: "@council_icon! Councillor Changes"
|
||||
message_filter_councillor_desc: "One of your [councillors|E] is appointed or leaves"
|
||||
message_filter_councillor_liege: "@council_icon! Held Council Seats"
|
||||
message_filter_councillor_liege_desc: "You are appointed or removed from your [liege_possessive|E] [council|E]"
|
||||
# COURT
|
||||
message_filter_courtier_arrived: "@guest_icon! Guest Arrives"
|
||||
message_filter_courtier_arrived_desc: "A [guest|E] arrives at your [court|E]"
|
||||
message_filter_courtier_arrived_notable: "@guest_icon! Notable Guests"
|
||||
message_filter_courtier_arrived_notable_desc: "A noteworthy [guest|E] arrives at your [court|E]"
|
||||
message_filter_courtier_leaving: "@guest_icon! Guest Leaves"
|
||||
message_filter_courtier_leaving_desc: "A [guest|E] leaves your [court|E]"
|
||||
message_filter_courtier_child_of_age: "@child_icon! Courtier Coming of Age"
|
||||
message_filter_courtier_child_of_age_desc: "A non-[dynasty|E] member [child|E] comes of age in your [court|E]"
|
||||
message_filter_courtier_court_trait: "@royal_court_icon! Court Type Traits"
|
||||
message_filter_courtier_court_trait_desc: "A [courtier|E] gains a [court_type_trait|E]"
|
||||
message_filter_court_amenity: "@royal_court_icon! Amenities"
|
||||
message_filter_court_amenity_desc: "Your [court_amenities|E] change"
|
||||
message_filter_court_language: "@royal_court_icon! Language"
|
||||
message_filter_court_language_desc: "Your [court_language|E] changes, or is adopted or replaced by another [realm|E]"
|
||||
message_filter_court_grandeur: "@royal_court_icon! Grandeur"
|
||||
message_filter_court_grandeur_desc: "Your [court_grandeur|E] changes"
|
||||
message_filter_court_position_held: "@jester_icon! Held Positions"
|
||||
message_filter_court_position_held_desc: "You gain or lose a [court_position|E]"
|
||||
message_filter_court_position: "@jester_icon! Positions"
|
||||
message_filter_court_position_desc: "A hired [court_position|E] employee changes"
|
||||
message_filter_court_inspiration: "@inspiration_icon! Inspirations"
|
||||
message_filter_court_inspiration_desc: "A member of your [court|E] gains an [inspiration|E]"
|
||||
# HOOK
|
||||
message_filter_hook_on_me: "@weak_hook_icon! Hooks on Me"
|
||||
message_filter_hook_on_me_desc: "Another character gains or loses a [hook|E] on me"
|
||||
message_filter_hook_on_other: "@weak_hook_icon! Hooks on Others"
|
||||
message_filter_hook_on_other_desc: "I gain or lose a [hook|E] on another character"
|
||||
# MARRIAGE
|
||||
message_filter_marriage_ended: "@marriage_icon! Marriage Ends"
|
||||
message_filter_marriage_ended_desc: "Your [marriage|E] or [betrothal|E] ends"
|
||||
message_filter_marriage_ended_heir: "@marriage_icon! Heir's Marriage Ends"
|
||||
message_filter_marriage_ended_heir_desc: "Your [primary_heir_possessive|E] [marriage|E] or [betrothal|E] ends"
|
||||
message_filter_marriage_started: "@marriage_icon! Marriage Starts"
|
||||
message_filter_marriage_started_desc: "You [marry|E] another character"
|
||||
message_filter_family_marriage_started: "@marriage_icon! Close Family Marriage"
|
||||
message_filter_family_marriage_started_desc: "A [close_family|E] member [marries|E]"
|
||||
# DYNASTY
|
||||
message_filter_dynasty_cadet_created: "@dynasty_icon_alt! Cadet Branches"
|
||||
message_filter_dynasty_cadet_created_desc: "A [cadet_branch|E] of your [dynasty|E] is created"
|
||||
message_filter_dynasty_head_change: "@dynasty_icon_alt! New Dynasty Head"
|
||||
message_filter_dynasty_head_change_desc: "Your [dynast|E] changes"
|
||||
message_filter_dynasty_perk: "@dynasty_perk_icon! Legacy Perks"
|
||||
message_filter_dynasty_perk_desc: "Your [dynasty|E] gains or loses a [dynasty_perk|E]"
|
||||
message_filter_dynasty_prestige: "@dynasty_prestige_icon_5! Level of Splendor"
|
||||
message_filter_dynasty_prestige_desc: "Your [dynasty|E] gains or loses a [dynasty_prestige_level|E]"
|
||||
message_filter_house_feud_status: "@dynasty_icon! House Feud"
|
||||
message_filter_house_feud_status_desc: "Updates on the status of ongoing [house_feuds|E]"
|
||||
message_filter_house_head_change: "@dynasty_icon! House Head"
|
||||
message_filter_house_head_change_desc: "Your [house_head|E] changes"
|
||||
message_filter_house_unity_change: "@dynasty_house_unity! Unity Change"
|
||||
message_filter_house_unity_change_desc: "Your [house_unity|E] increases or decreases"
|
||||
message_filter_house_unity_stage: "@dynasty_house_unity! Unity Level"
|
||||
message_filter_house_unity_stage_desc: "Your [house_unity_level|E] changes"
|
||||
message_filter_dynasty_child_of_age: "@dynasty_icon_alt! Coming of Age"
|
||||
message_filter_dynasty_child_of_age_desc: "A [child|E] of your [dynasty|E] comes of age in your [court|E]"
|
||||
# DEATH
|
||||
message_filter_death_family: "@death_icon! Close Family"
|
||||
message_filter_death_family_desc: "A [close_family|E] member dies"
|
||||
message_filter_death_councillor: "@death_icon! Councillor"
|
||||
message_filter_death_councillor_desc: "A [councillor|E] dies"
|
||||
message_filter_death_prisoner: "@death_icon! Prisoner"
|
||||
message_filter_death_prisoner_desc: "A [prisoner|E] dies"
|
||||
message_filter_death_relation: "@death_icon! Relation"
|
||||
message_filter_death_relation_desc: "A [relation|E] dies"
|
||||
message_filter_death_notable: "@death_icon! Notable"
|
||||
message_filter_death_notable_desc: "An otherwise relevant or note-worthy character dies"
|
||||
# FACTION
|
||||
message_filter_faction: "@faction_icon! Factions"
|
||||
message_filter_faction_desc: "Your status as the leader or target of a [faction|E] changes"
|
||||
message_filter_faction_liege: "@faction_icon! Liege Factions"
|
||||
message_filter_faction_liege_desc: "A [faction|E] is created against your [liege|E]"
|
||||
# DIARCH
|
||||
message_filter_diarch: "@declare_regent_icon! Diarch Actions"
|
||||
message_filter_diarch_desc: "You gain or lose a [diarch|E], or they take an action"
|
||||
# DOMAIN
|
||||
message_filter_building_started: "@domain_icon! Building Started"
|
||||
message_filter_building_started_desc: "Construction of a [building|E] starts in your [domain|E] or [domicile|E]"
|
||||
message_filter_building_completed: "@domain_icon! Building Completed"
|
||||
message_filter_building_completed_desc: "A [building|E] is completed in your [domain|E] or [domicile|E]"
|
||||
message_filter_county_corruption: "@county_corruption_icon! County Corruption"
|
||||
message_filter_county_corruption_desc: "A held [county|E] gains or loses [county_corruption|E]"
|
||||
# CULTURE
|
||||
message_filter_culture_conversion_notable: "@culture_icon! Notable Conversion"
|
||||
message_filter_culture_conversion_notable_desc: "A relevant or note-worthy character changes [culture|E]"
|
||||
message_filter_culture_era: "@culture_icon! Eras"
|
||||
message_filter_culture_era_desc: "Your [culture|E] enters a new [era|E]"
|
||||
message_filter_culture_head: "@culture_icon! New Culture Head"
|
||||
message_filter_culture_head_desc: "Your [culture_head|E] changes"
|
||||
message_filter_culture_innovation: "@culture_icon! Innovations"
|
||||
message_filter_culture_innovation_desc: "Your [culture|E] learns of a new [innovation|E]"
|
||||
message_filter_culture_traditions: "@culture_icon! Traditions"
|
||||
message_filter_culture_traditions_desc: "Your [culture_possessive|E] [traditions|E] change"
|
||||
message_filter_culture_hybridized_nearby: "@culture_icon! Hybridization and Divergence"
|
||||
message_filter_culture_hybridized_nearby_desc: "A nearby [ruler|E] forms a [hybridizes|E] or [diverges|E] their [culture|E]"
|
||||
# TITLE
|
||||
message_filter_title_gained: "@titles_icon! Gained"
|
||||
message_filter_title_gained_desc: "You gain a [title|E]"
|
||||
message_filter_title_lost: "@titles_icon! Lost"
|
||||
message_filter_title_lost_desc: "You lose a [title|E]"
|
||||
message_filter_title_primary_changed: "@titles_icon! New Primary"
|
||||
message_filter_title_primary_changed_desc: "Your [primary_title|E] changes"
|
||||
message_filter_title_rank_changed: "@titles_icon! New Rank"
|
||||
message_filter_title_rank_changed_desc: "Your [rank|E] changes"
|
||||
message_filter_appointed_to_title: "@titles_icon! New Appointment"
|
||||
message_filter_appointed_to_title_desc: "You receive a new [governorship|E]"
|
||||
# DOMICILE
|
||||
message_filter_domicile_moved: "@government_type_adventurer! Domicile Moves"
|
||||
message_filter_domicile_moved_desc: "Your [domicile|E] moves to another [barony|E]"
|
||||
# LEGITIMACY
|
||||
message_filter_legitimacy_change: "[GetLocalPlayerLegitimacyTextIcon] Legitimacy"
|
||||
message_filter_legitimacy_change_desc: "Your [legitimacy|E] changes"
|
||||
# VASSAL
|
||||
message_filter_independence_gained: "@independence_icon! Independence Gained"
|
||||
message_filter_independence_gained_desc: "You become an [independent_ruler|E]"
|
||||
message_filter_liege_changed: "@liege_icon! Liege Changes"
|
||||
message_filter_liege_changed_desc: "Your [liege|E] changes"
|
||||
message_filter_vassal_contract_changed: "@icon_contract_modification_single! Vassal Contracts"
|
||||
message_filter_vassal_contract_changed_desc: "A [vassal_contract|E] with your [liege|E] or [vassal|E] changes"
|
||||
# LAW
|
||||
message_filter_law_changed: "@law_icon! Laws"
|
||||
message_filter_law_changed_desc: "An [law|E] is enacted or changed"
|
||||
message_filter_law_liege: "@law_icon! Liege's Laws"
|
||||
message_filter_law_liege_desc: "Your [liege|E] enacts a [law|E]"
|
||||
message_filter_government_changed: "@law_icon! Government Type"
|
||||
message_filter_government_changed_desc: "Your form of [government|E] changes"
|
||||
# WAR
|
||||
message_filter_war_participation: "@war_icon! War Participation"
|
||||
message_filter_war_participation_desc: "You join or leave a [war|E]"
|
||||
message_filter_war_participation_ally: "@war_icon! Ally War Participation"
|
||||
message_filter_war_participation_ally_desc: "An [ally|E] joins or leaves an ongoing [war|E]"
|
||||
message_filter_war_participation_enemy: "@war_icon! Enemy War Participation"
|
||||
message_filter_war_participation_enemy_desc: "An Enemy joins or leaves an ongoing [war|E]"
|
||||
message_filter_war_declared: "@war_icon! War Declared"
|
||||
message_filter_war_declared_desc: "You declare a [war|E]"
|
||||
message_filter_war_declared_liege: "@war_icon! Liege Declares War"
|
||||
message_filter_war_declared_liege_desc: "Your [liege|E] declares a [war|E]"
|
||||
message_filter_war_target: "@war_icon! War Targets You"
|
||||
message_filter_war_target_desc: "A [war|E] is declared against you"
|
||||
message_filter_war_target_liege: "@war_icon! War Targets Liege"
|
||||
message_filter_war_target_liege_desc: "A [war|E] is declared against your [liege|E]"
|
||||
message_filter_war_ended: "@retreat_icon! War Ends"
|
||||
message_filter_war_ended_desc: "One of your ongoing [wars|E] ends"
|
||||
message_filter_war_ended_liege: "@retreat_icon! Liege's War Ends"
|
||||
message_filter_war_ended_liege_desc: "One of your [liege_possessive|E] ongoing [wars|E] ends"
|
||||
message_filter_war_ended_neighbor: "@retreat_icon! Neighbor's War Ends"
|
||||
message_filter_war_ended_neighbor_desc: "A neighboring [rulerpossessive|E] ongoing [war|E] ends"
|
||||
# ALLIANCES
|
||||
message_filter_alliance_formed: "@alliance_icon! Alliance Formed"
|
||||
message_filter_alliance_formed_desc: "You enter an [alliance|E]"
|
||||
message_filter_alliance_broken: "@alliance_icon! Alliance Broken"
|
||||
message_filter_alliance_broken_desc: "One of your [alliances|E] is broken"
|
||||
message_filter_confederation: "@confederation_icon! Confederations"
|
||||
message_filter_confederation_desc: "Members join or leave your [confederation|E]"
|
||||
# COMBAT
|
||||
message_filter_combat_casualties: "@command_modifier_icon! Battle Casualties"
|
||||
message_filter_combat_casualties_desc: "A character is slain in [battle|E] or [siege|E]"
|
||||
message_filter_combat_prisoners: "@command_modifier_icon! Battle Captives"
|
||||
message_filter_combat_prisoners_desc: "A [prisoner_of_war|E] is taken in a [battle|E] or [siege|E]"
|
||||
# RAID
|
||||
message_filter_raid_completed: "@raid_icon! Raid Completed"
|
||||
message_filter_raid_completed_desc: "Your [army|E] successfully [raids|E] a [holding|E]"
|
||||
message_filter_raid_lost: "@raid_icon! Hostile Raid"
|
||||
message_filter_raid_lost_desc: "One of your [holdings|E] is [raided|E]"
|
||||
# BARTER
|
||||
message_filter_barter_completed: "@barter_icon! Trade Completed"
|
||||
message_filter_barter_completed_desc: "Your Caravan successfully [trades|E] a [holding|E]"
|
||||
message_filter_barter_loot_delivered: "@barter_icon! Trade Loot Delivered"
|
||||
message_filter_barter_loot_delivered_desc: "[loot|E] is returned by [traders|E]"
|
||||
message_filter_barter_aborted: "@barter_icon! Trade Mission Aborted"
|
||||
message_filter_barter_aborted_desc: "A [trade|E] mission is aborted"
|
||||
message_filter_barter_loot_lost: "@barter_icon! Trade Loot Lost"
|
||||
message_filter_barter_loot_lost_desc: "[traders|E] lost [loot|E]"
|
||||
message_filter_barter_loot_won: "@barter_icon! Trade Loot Won"
|
||||
message_filter_barter_loot_won_desc: "[traders|E] won [loot|E]"
|
||||
# SIEGE
|
||||
message_filter_siege_won: "@onager_icon! Siege Completed"
|
||||
message_filter_siege_won_desc: "Your [army|E] successfully [sieges|E] a [holding|E]"
|
||||
message_filter_siege_won_loot: "@onager_icon! Siege Loot"
|
||||
message_filter_siege_won_loot_desc: "You gain [loot|E] from a successful [siege|E]"
|
||||
message_filter_siege_started_enemy: "@onager_icon! Hostile Siege Starts"
|
||||
message_filter_siege_started_enemy_desc: "An enemy [army|E] starts a [siege|E] of your [holding|E]"
|
||||
message_filter_siege_won_enemy: "@onager_icon! Hostile Siege Ends"
|
||||
message_filter_siege_won_enemy_desc: "An enemy [army|E] completes a [siege|E] of your [holding|E]"
|
||||
# TROOPS
|
||||
message_filter_war_troops_gained: "@soldier_icon! Soldiers Gained"
|
||||
message_filter_war_troops_gained_desc: "You gain [special_troops|E]"
|
||||
message_filter_war_troops_dismissed: "@soldier_icon! Soldiers Disbanded"
|
||||
message_filter_war_troops_dismissed_desc: "Your [special_troops|E], hired [mercenary_company|E], or hired [holy_order|E] stand down"
|
||||
message_filter_war_enemy_troops: "@soldier_icon! Enemy Soldiers Gained"
|
||||
message_filter_war_enemy_troops_desc: "An enemy gains [special_troops|E] or enlists a [mercenary_company|E] or [holy_order|E]"
|
||||
# ARTIFACT
|
||||
message_filter_artifact_claim: "@artifact_icon! Artifact Claims"
|
||||
message_filter_artifact_claim_desc: "You gain or lose an [artifact_claim|E]"
|
||||
message_filter_artifact_ownership: "@artifact_icon! Artifact Ownership"
|
||||
message_filter_artifact_ownership_desc: "You gain or lose an [artifact|E]"
|
||||
# MULTIPLAYER
|
||||
message_filter_multiplayer: "@catch_all_icon! Multiplayer"
|
||||
message_filter_multiplayer_desc: "A Player changes character"
|
||||
# RELIGIOUS
|
||||
message_filter_faith_excommunication: "@excommunication_icon! Excommunication"
|
||||
message_filter_faith_excommunication_desc: "A [ruler|E] of your [faith|E] is [excommunicated|E]"
|
||||
message_filter_head_of_faith_changed: "@religious_icon! New Head of Faith"
|
||||
message_filter_head_of_faith_changed_desc: "Your [head_of_faith|E] changes"
|
||||
message_filter_realm_priest_endorsement: "@bishop_icon! Realm Priest Endorsement"
|
||||
message_filter_realm_priest_endorsement_desc: "Your [realm_priest_possessive|E] endorsement of you changes"
|
||||
message_filter_liege_converting_holding: "@conversion_icon! Liege Converting County"
|
||||
message_filter_liege_converting_holding_desc: "Your [liege|E] starts converting the [faith|E] of your [domain|E]"
|
||||
# EPIDEMIC
|
||||
message_filter_epidemic_outbreak: "@epidemic_icon! Outbreaks"
|
||||
message_filter_epidemic_outbreak_desc: "A new [epidemic|E] appears in the [realm|E]"
|
||||
message_filter_epidemic_spread: "@epidemic_icon! Spreading"
|
||||
message_filter_epidemic_spread_desc: "A [epidemic|E] spreads in the [realm|E]"
|
||||
# SCHEME
|
||||
message_filter_scheme_agent: "@scheme_icon! Agents"
|
||||
message_filter_scheme_agent_desc: "An [agent|E] joins or leaves one of your [schemes|E]"
|
||||
message_filter_scheme_ended: "@scheme_icon! Scheme Ends"
|
||||
message_filter_scheme_ended_desc: "One of your [schemes|E] ends"
|
||||
message_filter_scheme_progress: "@scheme_icon! Progress"
|
||||
message_filter_scheme_progress_desc: "One of your [schemes|E] progresses"
|
||||
message_filter_scheme_opportunity_threshold: "@scheme_opportunity_icon! Scheme Advantages"
|
||||
message_filter_scheme_opportunity_threshold_desc: "When an [scheme_opportunity_opportunity|e] threshold is met for an ongoing [scheme|E]"
|
||||
message_filter_countermeasure_change: "@scheme_icon! Target Countermeasures"
|
||||
message_filter_countermeasure_change_desc: "A [scheme|E] target changes their [scheme_countermeasure_countermeasures|E]"
|
||||
message_filter_scheme_completion: "@scheme_icon! Scheme Phase Completes"
|
||||
message_filter_scheme_completion_desc: "A [scheme|E] completes a [scheme_phase|E]"
|
||||
# SECRET
|
||||
message_filter_secret_discovered: "@secret_icon! Secret Discovered"
|
||||
message_filter_secret_discovered_desc: "You discover a [secret|E]"
|
||||
message_filter_secret_exposed: "@secret_icon! Secret Exposed"
|
||||
message_filter_secret_exposed_desc: "One of your [secrets|E] is @exposed_icon!Exposed"
|
||||
# STRUGGLE
|
||||
message_filter_struggle_catalyst: "@struggle_icon! Catalysts"
|
||||
message_filter_struggle_catalyst_desc: "A [struggle_catalyst|E] is activated"
|
||||
message_filter_struggle_phase: "@struggle_icon! New Phase"
|
||||
message_filter_struggle_phase_desc: "A [struggle_phase|E] changes"
|
||||
# LEGEND
|
||||
message_filter_legend_promoter: "@legend_icon! Promotion"
|
||||
message_filter_legend_promoter_desc: "Another character starts or stops promoting your [legend|E]"
|
||||
message_filter_legend_seed: "@legend_icon! New Seeds"
|
||||
message_filter_legend_seed_desc: "You gain a [legend_seed|E]"
|
||||
# ACCOLADES
|
||||
message_filter_accolade_activity: "@accolade_icon! Activation"
|
||||
message_filter_accolade_activity_desc: "An owned [accolade|E] is activated or deactivated"
|
||||
message_filter_accolade_rank: "@accolade_icon! New Rank"
|
||||
message_filter_accolade_rank_desc: "An owned [accolade|E] changes Rank"
|
||||
message_filter_accolade_succession: "@accolade_icon! Knight Succession"
|
||||
message_filter_accolade_succession_desc: "Your [acclaimed_knight|E] changes"
|
||||
# ACTIVITY
|
||||
message_filter_tournament_arrival: "@tournament_icon! Ruler Arrival"
|
||||
message_filter_tournament_arrival_desc: "A notable [ruler|E] arrives as an [activity_guest|E] at your [GetActivityType( 'activity_tournament' ).GetName]"
|
||||
message_filter_tournament_knight_arrives: "@tournament_icon! New Knights"
|
||||
message_filter_tournament_knight_arrives_desc: "A notable [knight|E] arrives as an [activity_guest|E] at your [GetActivityType( 'activity_tournament' ).GetName]"
|
||||
message_filter_tournament_qualification: "@tournament_icon! Qualification"
|
||||
message_filter_tournament_qualification_desc: "Your [contest_qualification|E] for a [GetActivityType( 'activity_tournament' ).GetName] [contest|E] changes"
|
||||
message_filter_tournament_qualification_champion: "@tournament_icon! Champion Qualification"
|
||||
message_filter_tournament_qualification_champion_desc: "Your Champion's [contest_qualification|E] for a [GetActivityType( 'activity_tournament' ).GetName] [contest|E] changes"
|
||||
message_filter_tournament_qualification_knight: "@tournament_icon! Knight Qualification"
|
||||
message_filter_tournament_qualification_knight_desc: "Your [knights_possessive|E] [contest_qualification|E] for a [GetActivityType( 'activity_tournament' ).GetName] [contest|E] changes"
|
||||
# HOLY ORDER
|
||||
message_filter_holy_order_founded: "@holy_order_icon! Faith Foundation"
|
||||
message_filter_holy_order_founded_desc: "A [holy_order|E] of your [faith|E] is founded"
|
||||
message_filter_holy_order_founded_enemy: "@holy_order_icon! Nearby Foundation"
|
||||
message_filter_holy_order_founded_enemy_desc: "A [holy_order|E] of another [faith|E] is founded nearby"
|
||||
message_filter_holy_order_destroyed: "@holy_order_icon! Faith Disbandment"
|
||||
message_filter_holy_order_destroyed_desc: "A [holy_order|E] of your [faith|E] is disbanded"
|
||||
message_filter_holy_order_hired: "@holy_order_icon! Order Hired"
|
||||
message_filter_holy_order_hired_desc: "A [holy_order|E] of which you are the [holy_order_patron|E] is hired"
|
||||
message_filter_holy_order_patronage: "@holy_order_icon! Patronage"
|
||||
message_filter_holy_order_patronage_desc: "The status of a [holy_order|E] of which you are the [holy_order_patron|E] changes"
|
||||
# LAAMP
|
||||
message_filter_laamp_nearby: "@government_type_adventurer! Nearby Adventurers"
|
||||
message_filter_laamp_nearby_desc: "An [adventurer|E] appears or is [landed|E] nearby"
|
||||
message_filter_laamp_contracts: "@task_contract_icon! Contract Issued"
|
||||
message_filter_laamp_contracts_desc: "A new [task_contract|E] appears"
|
||||
message_filter_laamp_follower_event: "@followers_icon! Life at Camp"
|
||||
message_filter_laamp_follower_event_desc: "Something of note happens to one of your [followers|E]."
|
||||
# MPO
|
||||
message_filter_migration_into_realm: "@government_type_nomad! Migration into your Realm"
|
||||
message_filter_migration_into_realm_desc: "A [nomad|E] [migrates|E] into your [realm|E], or your [suzerain_possessive|E] Realm"
|
||||
message_filter_migration_into_neighbour: "@government_type_nomad! Migration into a Neighboring Realm"
|
||||
message_filter_migration_into_neighbour_desc: "A [nomad|E] [migrates|E] into a neighboring [realm|E]"
|
||||
message_filter_tributaries_breaking_free: "@government_type_nomad! Tributaries Breaking Free"
|
||||
message_filter_tributaries_breaking_free_desc: "[tributaries|E] cease paying tribute to a [nomad|E] [ruler|E]"
|
||||
message_filter_yurt_yearly_benefits: "@government_type_nomad! Yurt Domicile Yearly Effect"
|
||||
message_filter_yurt_yearly_benefits_desc: "One of yearly [domicile_buildings|E] effects has been triggered"
|
||||
message_filter_mpo_de_jure_shifting: "@government_type_nomad! Nomadic De Jure Shifts"
|
||||
message_filter_mpo_de_jure_shifting_desc: "Your [de_jure|E] shifts due to having a [title|E] fully within your [realm|E] or [tributaries|E]"
|
||||
message_filter_gok_gained_vassal: "@government_type_nomad! Offer Submission or Ruin Acceptance"
|
||||
message_filter_gok_gained_vassal_desc: "The Greatest of Khans gains a new [vassal|E] through acceptance of the $mpo_offer_submission_or_ruin$ [interaction|E]"
|
||||
message_filter_war_target_tributary: "@tributary_icon! War Targets Tributary"
|
||||
message_filter_war_target_tributary_desc: "A [war|E] is declared against your [tributary|E]"
|
||||
message_filter_war_target_vassal: "@war_icon! War Targets Vassal"
|
||||
message_filter_war_target_vassal_desc: "A [war|E] is declared against your [vassal|E]"
|
||||
message_filter_war_target_suzerain: "@tributary_icon! War Targets Suzerain"
|
||||
message_filter_war_target_suzerain_desc: "A [war|E] is declared against your [suzerain|E]"
|
||||
message_filter_tributary_war: "@tributary_icon! Tributary Broken due to War"
|
||||
message_filter_tributary_war_desc: "Your [tributary|E] breaks free due to a [war|E]"
|
||||
message_filter_raid_intent_invalidated: "@raid_icon! Raid Intent Invalidated"
|
||||
message_filter_raid_intent_invalidated_desc: "Your [raid_intent|E] invalidates"
|
||||
|
||||
# ADMIN
|
||||
message_filter_governance_contracts: "@catch_all_icon!Governance Issue Appears"
|
||||
message_filter_governance_contracts_desc: "A [governance_issue|E] appears within the land you govern"
|
||||
message_filter_governor_notification: "@governor_efficiency! Governor Notifications"
|
||||
message_filter_governor_notification_desc: "Various types of notifications when playing as a [governor|E] in an [administrative|E] [realm|E]"
|
||||
message_filter_admin_border_change: "@governor_efficiency! Administrative Borders"
|
||||
message_filter_admin_border_change_desc: "The [governorship|E] borders within your [administrative|E] [top_realm|E] change"
|
||||
message_filter_appointment_candidacy: "@titles_icon! Appointment Candidacy"
|
||||
message_filter_appointment_candidacy_desc: "Your Appointment Candidacy for a [title|E] with the Acclamation [succession_law|E] changes"
|
||||
message_filter_candidate_title_gained: "@titles_icon! Candidate Gains Title"
|
||||
message_filter_candidate_title_gained_desc: "A support or opposed candidate gains an [administrative|E] [title|E]"
|
||||
message_filter_candidate_title_lost: "@titles_icon! Candidate Loses Title"
|
||||
message_filter_candidate_title_lost_desc: "A [ruler|E] whose appointment was supported or opposed loses an [administrative|E] [title|E]"
|
||||
message_filter_provincial_army_assignment: "@titles_icon! Provincial Army Assignment"
|
||||
message_filter_provincial_army_assignment_desc: "[provincial|E] [army|E] assignments"
|
||||
message_filter_admin_provincial_army_requests: "@soldier_icon! Request Provincial Army"
|
||||
message_filter_admin_provincial_army_requests_desc: "The request for a [provincial_army|E] is approved or denied"
|
||||
message_filter_admin_new_powerful_family: "@dynasty_icon! New Powerful Family"
|
||||
message_filter_admin_new_powerful_family_desc: "A [noble_family|E] in the realm becomes [powerful|E] or [dominant|E]"
|
||||
message_filter_admin_new_noble_family: "@dynasty_icon! New Noble Family"
|
||||
message_filter_admin_new_noble_family_desc: "A new [noble_family|E] is established in the realm"
|
||||
# SITUATIONS
|
||||
message_filter_great_steppe: "@county_fertility_icon! The Great Steppe"
|
||||
message_filter_great_steppe_desc: "Changes and developments pertaining to [the_great_steppe|E]"
|
||||
message_filter_silk_road: "@silk_road_icon! The Silk Road"
|
||||
message_filter_silk_road_desc: "Changes and developments pertaining to the [silk_road|E]"
|
||||
# HOUSE RELATION
|
||||
message_filter_house_relation_changed: "@dynasty_icon! House Relation Changes"
|
||||
message_filter_house_relation_changed_desc: "A [house_relation|E] is formed or changes"
|
||||
# NATURAL DISASTER
|
||||
message_filter_natural_disaster_started: "@disaster! Natural Disaster Starts"
|
||||
message_filter_natural_disaster_started_desc: "A [natural_disaster|E] strikes"
|
||||
message_filter_natural_disaster_army_damaged: "@soldier_icon! Disasters Damages Army"
|
||||
message_filter_natural_disaster_army_damaged_desc: "Your [army|E] is damaged by a [natural_disaster|E]"
|
||||
# MANDALA
|
||||
message_filter_mandala_aspect: "@mandala_aspect_icon! Mandala Aspect"
|
||||
message_filter_mandala_aspect_desc: "Notifications relating to your [mandala_aspect|E] "
|
||||
message_filter_mandala_contract: "@government_type_mandala! Mandala Contract"
|
||||
message_filter_mandala_contract_desc: "A [mandala|E] [vassal_contract|E] requires your attention"
|
||||
# GREAT PROJECT
|
||||
message_filter_great_project: "@great_project_icon! Great Project Updated"
|
||||
message_filter_great_project_desc: "A [great_project|E] you may be interested in is planned, completes or is canceled"
|
||||
# REQUIRED
|
||||
message_filter_event_outcome: "@catch_all_icon! Event Outcomes"
|
||||
message_filter_event_outcome_desc: "Outcomes of events received and actions taken"
|
||||
# CUSTOM
|
||||
message_filter_custom_message: "@secret_icon! Custom Message"
|
||||
message_filter_custom_message_desc: "Messages you write to yourself"
|
||||
# TRIBUTARY
|
||||
message_filter_tributary: "@tributary_icon! $CONTRACT_VASSAL_SIGNATURE_TRIBUTARY_TYPE$"
|
||||
message_filter_tributary_desc: "Changes and developments pertaining to your [tributaries|E]"
|
||||
633
localization/english/replace/messages_l_english.yml
Normal file
633
localization/english/replace/messages_l_english.yml
Normal file
|
|
@ -0,0 +1,633 @@
|
|||
l_english:
|
||||
MESSAGE_CLICK_TOOLTIP:1 "[SelectLocalization(FeedMessageItem.IsExpanded,'MESSAGE_CLICK_TO_HIDE','MESSAGE_CLICK_TO_SHOW')]\n$MESSAGE_CLICK_TO_DISMISS$"
|
||||
MESSAGE_CLICK_TO_HIDE:0 "#I Click to hide.#!"
|
||||
MESSAGE_CLICK_TO_SHOW:0 "#I Click to show.#!"
|
||||
MESSAGE_CLICK_TO_DISMISS:0 "#I Right-click to dismiss.#!"
|
||||
MESSAGES_IN_QUEUE:0 "[MessageFeedHandler.GetNumberOfQueuedMessages] more messages"
|
||||
FEED_MESSAGE_GOTO_TOOLTIP:0 "#T Go to [PlayerMessageItem.GetGotoProvince.GetName].#!"
|
||||
MESSAGE_CLEAR_ALL_TOOLTIP:1 "#I Click to dismiss. \nRight-click to dismiss all.#!"
|
||||
|
||||
msg_marriage:1 "Marriage: Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )] #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! and #high [RIGHT_CHARACTER.GetFirstNameNoTooltip]#!"
|
||||
msg_marriage_desc:1 "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )], [LEFT_CHARACTER.GetShortUINameNotMe], married your [GetPlayer.Custom2('RelationToMeShort', RIGHT_CHARACTER.Self )], [RIGHT_CHARACTER.GetUINameNotMe]"
|
||||
msg_building_done:1 "#high [BUILDING.GetNameNoTooltip]#! Constructed"
|
||||
msg_building_done_desc:1 "[BUILDING.GetName] [building|E] constructed in [PROVINCE.GetBaronyNameExplicitly]"
|
||||
msg_new_heir:0 "New Heir"
|
||||
msg_new_heir_desc:2 "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )], [LEFT_CHARACTER.GetShortUIName], is your new [player_heir|E]"
|
||||
msg_new_heir_newborn:0 "New Heir"
|
||||
msg_new_heir_newborn_desc:2 "Your newborn [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )], [LEFT_CHARACTER.GetShortUIName], is your new [player_heir|E]"
|
||||
msg_new_heir_old_heir_dead:0 "New Heir"
|
||||
msg_new_heir_old_heir_dead_desc:2 "With the death of [RIGHT_CHARACTER.GetShortUIName], your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )], [LEFT_CHARACTER.GetShortUIName], is now your [player_heir|E]"
|
||||
msg_no_new_heir:0 "No heir"
|
||||
msg_no_new_heir_desc:2 "[LEFT_CHARACTER.GetUINameNoTooltip] is no longer your [player_heir|E]"
|
||||
msg_no_new_heir_old_heir_dead:0 "No heir"
|
||||
msg_no_new_heir_old_heir_dead_desc:2 "With the death of [LEFT_CHARACTER.GetUINameNoTooltip], you have no [player_heir|E]"
|
||||
msg_inherited_single_title:0 "Inheritance: [LEFT_TITLE.GetNameNoTooltip]"
|
||||
msg_inherited_single_title_desc:1 "You inherited the [LEFT_TITLE.GetName] from [CHARACTER.GetUINameNoTooltip] ($LAW$)"
|
||||
msg_inherited_titles:0 "$msg_inherited_single_title$"
|
||||
msg_inherited_titles_desc:1 "You inherited the [LEFT_TITLE.GetName] and #V $VALUE$#! other titles from [CHARACTER.GetShortUIName] ($LAW$)"
|
||||
msg_realm_law_changed:0 "Realm Law Changed"
|
||||
msg_realm_law_changed_desc:0 "As [LEFT_CHARACTER.GetTitleTierName|V] your [realm|E] [laws|E] are now $SUCCESSION_LAWS|V$"
|
||||
msg_lost_single_title:0 "Title Lost"
|
||||
msg_lost_single_title_desc:0 "You lost the [LEFT_TITLE.GetBaseName] to [CHARACTER.GetShortUIName]"
|
||||
msg_lost_titles:0 "Titles Lost"
|
||||
msg_lost_titles_desc:0 "You lost the [LEFT_TITLE.GetBaseName] and $VALUE$ other titles to [CHARACTER.GetShortUIName]"
|
||||
msg_siege_started:1 "[PROVINCE.GetNameNoTooltip|U] Under Siege"
|
||||
msg_siege_started_desc:1 "[PROVINCE.GetName|U] is under [siege|E] by [PROVINCE.GetSiege.GetSiegingRealmCharacter.GetUIName]!"
|
||||
msg_siege_won:0 "Siege Won"
|
||||
msg_siege_won_desc:1 "You now control [PROVINCE.GetName]"
|
||||
msg_siege_loot:0 "Siege Won"
|
||||
msg_siege_loot_desc:1 "You now control [PROVINCE.GetName]\nYou got [gold_i]$VALUE|V0$ from occupying [PROVINCE.GetName]"
|
||||
msg_siege_piety: "Enemy Mandala Capital Sieged"
|
||||
msg_scheme_opportunity_threshold_1_desc: "Your [scheme.GetName|V] [scheme|E] has [scheme_opportunity_i|E][EmptyScope.ScriptValue('multi_ending_scheme_charge_to_advance_threshold_t1_value')|P0] [scheme_opportunities|E]"
|
||||
msg_scheme_opportunity_threshold_2_desc: "Your [scheme.GetName|V] [scheme|E] has [scheme_opportunity_i|E][EmptyScope.ScriptValue('multi_ending_scheme_charge_to_advance_threshold_t2_value')|P0] [scheme_opportunities|E]"
|
||||
msg_scheme_opportunity_threshold_3_desc: "Your [scheme.GetName|V] [scheme|E] has [scheme_opportunity_i|E][EmptyScope.ScriptValue('multi_ending_scheme_charge_to_advance_threshold_t3_value')|P0] [scheme_opportunities|E]"
|
||||
msg_scheme_opportunity_threshold_4_desc: "Your [scheme.GetName|V] [scheme|E] has [scheme_opportunity_i|E][EmptyScope.ScriptValue('multi_ending_scheme_charge_to_advance_threshold_t4_value')|P0] [scheme_opportunities|E]"
|
||||
msg_scheme_abandoned:0 "Scheme Abandoned"
|
||||
msg_scheme_abandoned_desc:0 "$SCHEME_NAME|V$ on [CHARACTER.GetUINameNoTooltip] has been abandoned"
|
||||
msg_agent_joined_my_scheme_1: "Agent Joined Scheme: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_agent_joined_my_scheme: "Agents Joined Scheme"
|
||||
msg_agent_joined_my_scheme_desc_1: "[LEFT_CHARACTER.GetShortUIName] joined as an [agent|E] in your [scheme|E] to [SCHEME.GetFullActionName]"
|
||||
msg_agent_joined_my_scheme_desc_2: "[LEFT_CHARACTER.GetShortUIName] and [RIGHT_CHARACTER.GetShortUIName] joined as [agents|E] in your [scheme|E] to [SCHEME.GetFullActionName]"
|
||||
msg_agent_joined_my_scheme_desc: "[LEFT_CHARACTER.GetShortUIName], [RIGHT_CHARACTER.GetShortUIName], as well as other $msg_agent_joined_my_scheme_others_desc$, joined in your [scheme|E] to [SCHEME.GetFullActionName]"
|
||||
msg_agent_joined_my_scheme_others_desc: "#tooltip:message_consolidation_names #L agents #!#!"
|
||||
msg_agent_removed_my_scheme:0 "Agent Removed from Scheme"
|
||||
msg_agent_removed_my_scheme_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] is no longer an agent in your [scheme|E] to [SCHEME.GetFullActionName]"
|
||||
msg_2_agents_removed_my_scheme:0 "Agents Removed from Scheme"
|
||||
msg_2_agents_removed_my_scheme_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] and [RIGHT_CHARACTER.GetUINameNoTooltip] are no longer part of your [scheme|E] to [SCHEME.GetFullActionName]"
|
||||
msg_multiple_agents_removed_my_scheme:0 "Agents Removed from Scheme"
|
||||
msg_multiple_agents_removed_my_scheme_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] and $OTHER|V$ other [agents|E] are no longer part of your [scheme|E] to [SCHEME.GetFullActionName]"
|
||||
msg_scheme_froze_title:0 "Your scheme has been frozen"
|
||||
msg_scheme_pulse_effect: "Pulse Effect"
|
||||
msg_scheme_pulse_effect_desc: "$EFFECT$"
|
||||
msg_scheme_froze_desc:0 "Your [scheme|E] to [SCHEME.GetFullActionName] has been frozen because $REASON$"
|
||||
msg_scheme_froze_until_desc:0 "Your [scheme|E] to [SCHEME.GetFullActionName] has been frozen until [DATE.GetString|V] because $REASON$"
|
||||
msg_council_task_finished_location:0 "$TASK_NAME|D$: Task Finished"
|
||||
msg_council_task_finished_location_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] finished [LEFT_CHARACTER.GetHerHis] $TASK_NAME|D$ [councillor_task|E] in $TASK_LOCATION|D$"
|
||||
msg_council_task_finished:0 "$TASK_NAME|D$: Task Finished"
|
||||
msg_council_task_finished_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] finished [LEFT_CHARACTER.GetHerHis] $TASK_NAME|D$ [councillor_task|E]"
|
||||
msg_alliance:1 "Alliance Formed: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_alliance_desc:0 "[alliance|E] formed with [LEFT_CHARACTER.GetUINameNoTooltip]"
|
||||
msg_broken_alliance:1 "Alliance Broken: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_broken_alliance_desc:0 "The [alliance|E] with [LEFT_CHARACTER.GetUINameNoTooltip] has been broken"
|
||||
msg_expired_alliance:1 "Alliance Expired: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_expired_alliance_desc:1 "My [alliance|E] with [LEFT_CHARACTER.GetUINameNoTooltip] has ended since [SECONDARY_ACTOR.GetUIName] and [SECONDARY_RECIPIENT.GetUIName] are no longer [married|E] or [betrothed|E]"
|
||||
msg_expired_alliance_ally_death_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] has died"
|
||||
msg_alliance_became_landed:1 "Alliance Formed: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_alliance_became_landed_desc:0 "[alliance|E] formed with [LEFT_CHARACTER.GetUINameNoTooltip] because [LEFT_CHARACTER.GetSheHe] is now a [ruler|E]"
|
||||
msg_alliance_became_unlanded:1 "Alliance Invalid: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_alliance_became_unlanded_desc:1 "You no longer have an [alliance|E] with [LEFT_CHARACTER.GetUINameNoTooltip] because [LEFT_CHARACTER.GetSheHe] is no longer a [ruler|E]"
|
||||
msg_i_am_not_powerful_vassal:0 "Powerful Vassal"
|
||||
msg_i_am_not_powerful_vassal_desc:1 "You are no longer considered a [powerful_vassal|E] of [LEFT_CHARACTER.GetUINameNoTooltip]"
|
||||
msg_war_ally_joined:1 "Ally Joins War: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_war_ally_joined_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] joined the [WAR.GetName|V] [war|E]"
|
||||
msg_war_ally_joined_multiple:0 "Allies Join War"
|
||||
msg_war_ally_joined_multiple_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] and $VALUE|V$ other [rulers|E] joined the [WAR.GetName|V] [war|E]"
|
||||
msg_war_enemy_joined:1 "Enemy Ally Joins War: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_war_enemy_joined_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] joined [WAR.GetName|V] [war|E]"
|
||||
msg_war_enemy_joined_multiple:1 "Enemy Allies Join War"
|
||||
msg_war_enemy_joined_multiple_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] and $VALUE|V$ other [rulers|E] joined the [WAR.GetName|V] [war|E]"
|
||||
msg_war_player_joined:1 "You Joined a War"
|
||||
msg_war_player_joined_desc:1 "You have joined the [WAR.GetName|V] [war|E]"
|
||||
msg_war_ally_replaced:1 "Ally Joins War: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_war_ally_replaced_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] replaced [RIGHT_CHARACTER.GetUINameNoTooltip] in the [WAR.GetName|V] [war|E]"
|
||||
msg_war_enemy_replaced:1 "Enemy Ally Joins War: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_war_enemy_replaced_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] replaced [RIGHT_CHARACTER.GetUINameNoTooltip] in the [WAR.GetName|V] [war|E]"
|
||||
msg_war_player_replaced:1 "You Joined a War"
|
||||
msg_war_player_replaced_desc:2 "You replaced [RIGHT_CHARACTER.GetUINameNoTooltip] in the [WAR.GetName|V]"
|
||||
msg_war_enemy_transferred:1 "New War Target: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_war_enemy_transferred_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] is now the target of the [WAR.GetName|V]"
|
||||
msg_war_player_transferred:1 "New War: [WAR.GetActiveCB.GetAttacker.GetShortUINameNoTooltip]"
|
||||
msg_war_player_transferred_desc:2 "You are the new target of the [WAR.GetName|V] [war|E]"
|
||||
msg_war_ally_transferred:0 "$msg_war_enemy_transferred$"
|
||||
msg_war_ally_transferred_desc:0 "$msg_war_enemy_transferred_desc$"
|
||||
msg_war_ally_removed:1 "Ally Left War: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_war_ally_removed_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] left the [WAR.GetName|V] [war|E]"
|
||||
msg_war_ally_removed_multiple:1 "Ally Left War: [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_war_ally_removed_multiple_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] and $VALUE|V$ other [rulers|E] left the [WAR.GetName|V]"
|
||||
msg_war_enemy_removed:0 "Enemies Left War"
|
||||
msg_war_enemy_removed_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] left the [WAR.GetName|V] [war|E]"
|
||||
msg_war_enemy_removed_multiple:0 "Enemies Left War"
|
||||
msg_war_enemy_removed_multiple_desc:1 "[LEFT_CHARACTER.GetUINameNoTooltip] and $VALUE|V$ other [rulers|E] left the [WAR.GetName|V] [war|E]"
|
||||
msg_war_player_removed:1 "You Left War"
|
||||
msg_war_player_removed_desc:1 "You left the [WAR.GetName|V] [war|E]"
|
||||
msg_invalidation_of_council_task:0 "Task Aborted"
|
||||
msg_invalidation_of_council_task_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip] can no longer continue with [ACTIVE_COUNCIL_TASK.GetName]"
|
||||
msg_troops_disbanding_civil_war:0 "Desertion"
|
||||
msg_troops_disbanding_civil_war_desc:0 "$AMOUNT$ levies from [LEFT_CHARACTER.GetShortUINameNoTooltip] are disbanding due to civil war"
|
||||
msg_war_declared_on_liege:0 "War Declared on Liege!"
|
||||
msg_war_declared_on_liege_desc:1 "Your [liege|E], [LEFT_CHARACTER.GetShortUIName|U], is being attacked by [RIGHT_CHARACTER.GetShortUIName]"
|
||||
msg_war_declared_by_liege:0 "Liege Goes to War!"
|
||||
msg_war_declared_by_liege_desc:1 "Your [liege|E], [LEFT_CHARACTER.GetShortUIName|U], has declared [war|E] on [RIGHT_CHARACTER.GetShortUIName]"
|
||||
msg_war_declared_on_me:0 "War Declared!"
|
||||
msg_war_declared_on_me_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] has declared [war|E] on you!"
|
||||
msg_liege_war_ended_attacker_win:0 "Liege's War Ends"
|
||||
msg_liege_war_ended_defender_win:0 "Liege's War Ends"
|
||||
msg_liege_war_ended_white_peace:0 "Liege's War Ends"
|
||||
msg_liege_war_ended_invalid:0 "Liege's War Ends"
|
||||
msg_liege_war_ended_invalid_desc:0 "[LEFT_CHARACTER.GetShortUINamePossessive] [war|E] with [RIGHT_CHARACTER.GetShortUIName] has ended"
|
||||
msg_war_declared_on_tributary: "War Declared on Tributary!"
|
||||
msg_war_declared_on_tributary_desc: "Your [tributary|E], [LEFT_CHARACTER.GetShortUIName|U], is being attacked by [RIGHT_CHARACTER.GetShortUIName]"
|
||||
msg_tributary_declared_war_on_tributary: "War Declared Among Tributaries"
|
||||
msg_war_declared_on_vassal: "War Declared on Vassal!"
|
||||
msg_war_declared_on_vassal_desc: "Your [vassal|E], [LEFT_CHARACTER.GetShortUIName|U], is being attacked by [RIGHT_CHARACTER.GetShortUIName]"
|
||||
msg_war_declared_on_suzerain: "War Declared on Suzerain!"
|
||||
msg_war_declared_on_suzerain_desc: "Your [suzerain|E], [LEFT_CHARACTER.GetShortUIName|U], is being attacked by [RIGHT_CHARACTER.GetShortUIName]"
|
||||
|
||||
msg_domicile_moved.title: "Camp Moved to [CHARACTER.GetCurrentLocation.GetBaronyNameExplicitlyNoTooltip]"
|
||||
msg_domicile_moved.desc: "Your [camp|E] has moved to [CHARACTER.GetCurrentLocation.GetBaronyNameExplicitly]"
|
||||
msg_domicile_building_started.title: "#high [CHARACTER.GetDomicile.GetBuildingUnderConstruction.GetName]#! Started"
|
||||
msg_domicile_building_started.desc: "[CHARACTER.GetDomicile.GetBuildingUnderConstruction.GetName] [domicile_building|E] is under construction in [CHARACTER.GetDomicile.GetType.GetTitleText( CHARACTER.Self )]"
|
||||
msg_domicile_building_cancelled.title: "#high [CHARACTER.GetDomicile.GetBuildingUnderConstruction.GetNameNoTooltip]#! Canceled"
|
||||
msg_domicile_building_cancelled.desc: "[CHARACTER.GetDomicile.GetBuildingUnderConstruction.GetName] [domicile_building|E] under construction in [CHARACTER.GetDomicile.GetType.GetTitleText( CHARACTER.Self )] has been canceled"
|
||||
msg_domicile_building_completed.title: "#high [CHARACTER.GetDomicile.GetBuildingUnderConstruction.GetNameNoTooltip]#! Completed"
|
||||
msg_domicile_building_completed.desc: "The [CHARACTER.GetDomicile.GetBuildingUnderConstruction.GetName] [domicile_building|E] has finished constructing in your [CHARACTER.GetDomicile.GetType.GetTitleText( CHARACTER.Self )]"
|
||||
|
||||
event_message_title:0 "$TITLE$"
|
||||
event_message_text:0 "$DESCRIPTION$"
|
||||
event_message_text_and_effect:1 "$DESCRIPTION_AND_EFFECT$"
|
||||
event_message_effect_and_text:0 "$EFFECT$\n\n$DESCRIPTION$"
|
||||
event_message_effect:0 "$EFFECT$"
|
||||
blank_line:0 ""
|
||||
|
||||
send_interface_message_tooltip:0 "#T From an Event#!"
|
||||
msg_gain_trait:0 "Trait Gained"
|
||||
msg_gain_trait_desc:1 "You gained the [TRAIT.GetName( CHARACTER.Self )|L] [trait|E]"
|
||||
msg_lose_trait:0 "Trait Lost"
|
||||
msg_lose_trait_desc:1 "You lost the [TRAIT.GetName( CHARACTER.Self )|L] [trait|E]"
|
||||
msg_gain_nickname:0 "New Nickname"
|
||||
msg_gain_nickname_desc:1 "You are now known as [CHARACTER.GetNickname|V]"
|
||||
msg_lost_nickname:0 "Lost Nickname"
|
||||
msg_lost_nickname_desc:0 "You are no longer known as [CHARACTER.GetNickname|V]"
|
||||
msg_title_rank_up:0 "Rank Gained"
|
||||
msg_title_rank_up_desc:0 "You are now a mighty [CHARACTER.GetTitleTierName|V]"
|
||||
msg_title_rank_down:0 "Rank Lost"
|
||||
msg_title_rank_down_desc:1 "You are now a mere [CHARACTER.GetTitleTierName|V]"
|
||||
msg_change_primary:0 "Primary Title Changed"
|
||||
msg_change_primary_desc:0 "Your [primary_title|E] is now [TITLE.GetNameNoTier]"
|
||||
msg_disbanded_faction_target_died:0 "Faction Disbanded"
|
||||
msg_disbanded_faction_target_died_desc:0 "The [FACTION.GetName] [faction|E] target [CHARACTER.GetUINameNoTooltip] died, and has disbanded"
|
||||
msg_removed_from_faction_not_valid:0 "Faction Abandoned"
|
||||
msg_removed_from_faction_not_valid_desc:1 "You had to leave the [FACTION.GetName] [faction|E] against [CHARACTER.GetUINameNoTooltip].\n$REASONS$"
|
||||
msg_removed_from_faction_not_valid_leader:0 "Faction Disbanded"
|
||||
msg_removed_from_faction_not_valid_leader_desc:0 "The [FACTION.GetName] [faction|E] against [CHARACTER.GetUINameNoTooltip] doesn't have a valid leader, and has disbanded"
|
||||
msg_removed_from_faction_not_liege:0 "Left Faction"
|
||||
msg_removed_from_faction_not_liege_desc:1 "[CHARACTER.GetUINameNoTooltip] is no longer your [liege|E], so you have left the [FACTION.GetName] [faction|E] against [CHARACTER.GetHerHim]"
|
||||
msg_faction_against_liege_or_me_created:2 "Faction Targets [RIGHT_CHARACTER.GetShortUINameNoTooltip|U]!"
|
||||
msg_faction_against_liege_or_me_created_desc:1 "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )], [LEFT_CHARACTER.GetShortUIName], created the [FACTION.GetName] [faction|E] against [RIGHT_CHARACTER.GetShortUIName]"
|
||||
msg_county_faction_against_liege_or_me_created_desc:2 "The [LEFT_TITLE.GetName] has given rise to the [FACTION.GetName] [faction|E], targeting [RIGHT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_faction_against_me_disbanded:1 "Hostile Faction Disbanded!"
|
||||
msg_faction_against_me_disbanded_desc:2 "The [FACTION.GetName] [faction|E] that targeted you has disbanded"
|
||||
msg_my_faction_disbanded:0 "Faction Disbanded"
|
||||
msg_my_faction_disbanded_desc:0 "The [FACTION.GetName] [faction|E] has disbanded"
|
||||
msg_liege_passed_law: "Liege Passes Law"
|
||||
msg_liege_passed_law_desc: "Your [liege|E], [GetPlayer.GetLiege.GetShortUIName], has passed the [LAW.GetName] [law|E]"
|
||||
msg_liege_passed_title_law: "New Title Law"
|
||||
msg_liege_passed_title_law_desc: "Your [liege|E], [GetPlayer.GetLiege.GetShortUIName], has passed the [LAW.GetName] [title_law|E] for the [TITLE.GetName]"
|
||||
msg_liege_changed_budget_law: "Liege Changes Budget Allocation"
|
||||
msg_liege_changed_budget_law_desc: "Your [liege|E], [GetPlayer.GetLiege.GetShortUIName], has changed the [LAW.GetLawGroup.GetName] [law|E] from [OLD_LAW.GetShortName] to [LAW.GetShortName]"
|
||||
msg_liege_removed_title_law: "Title Law Removed"
|
||||
msg_liege_removed_title_law_desc: "Your [liege|E], [GetPlayer.GetLiege.GetShortUIName], has revoked the [LAW.GetName] [title_law|E] for the [TITLE.GetName]"
|
||||
msg_law_invalidated_no_new_law:0 "Law Removed"
|
||||
msg_law_invalidated_no_new_law_desc:0 "Your [LAW.GetName] [law|E] is no longer valid and has been removed"
|
||||
msg_law_invalidated:0 "Law Replaced"
|
||||
msg_law_invalidated_desc:0 "Your [LAW.GetName] [law|E] is no longer valid, and was replaced by [TARGET_LAW.GetName]"
|
||||
msg_faction_local_not_leader_anymore:0 "New Faction Leader"
|
||||
msg_faction_local_not_leader_anymore_desc:1 "[LEFT_CHARACTER.GetShortUINameNoTooltip] has replaced you as the leader of the [FACTION.GetName] [faction|E]"
|
||||
msg_faction_local_becomes_leader:0 "New Faction Leader"
|
||||
msg_faction_local_becomes_leader_desc:1 "You are now the leader of the [FACTION.GetName] [faction|E] against [CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_faction_forced_to_join:0 "Forced To Join Faction"
|
||||
msg_faction_forced_to_join_desc:1 "[RIGHT_CHARACTER.GetShortUINameNoTooltip] used [RIGHT_CHARACTER.GetHerHis] [hook|E] on you to force you to join the [FACTION.GetName] [faction|E] against [LEFT_CHARACTER.GetShortUINameNoTooltip]"
|
||||
msg_faction_grows: "Faction Grows"
|
||||
msg_faction_grows_desc: "[LEFT_CHARACTER.GetShortUINamePossessiveNoTooltip] peasants are getting ambitious and are joining the [FACTION.GetName] [faction|E] targeting me."
|
||||
msg_betrothal_invalidated:0 "Betrothal Invalid"
|
||||
msg_betrothal_invalidated_desc:1 "Your new [faith|E] dictates that you may no longer be [betrothed|E] to [LEFT_CHARACTER.GetShortUIName]"
|
||||
msg_betrothal_invalidated_player_heir:0 "[player_heir|E] $msg_betrothal_invalidated$"
|
||||
msg_betrothal_invalidated_player_heir_desc:0 "[LEFT_CHARACTER.GetShortUINamePossessive] new [faith|E] dictates that [LEFT_CHARACTER.GetSheHe] may no longer be [betrothed|E] to [RIGHT_CHARACTER.GetShortUIName]"
|
||||
msg_break_betrothal:0 "Betrothal Broken"
|
||||
msg_break_betrothal_desc:0 "Your [betrothal|E] to [LEFT_CHARACTER.GetShortUIName] has been broken"
|
||||
msg_break_betrothal_player_heir:0 "[player_heir|E] $msg_break_betrothal$"
|
||||
msg_break_betrothal_player_heir_desc:0 "[LEFT_CHARACTER.GetShortUINamePossessive] [betrothal|E] to [RIGHT_CHARACTER.GetShortUIName] has been broken"
|
||||
msg_spouse_invalidated:0 "Spouse Invalid"
|
||||
msg_spouse_invalidated_desc:3 "Your [faith|E] or [culture_possessive|E] values mean that [LEFT_CHARACTER.GetShortUIName] is no longer your [spouse|E]"
|
||||
msg_divorce:0 "Divorce"
|
||||
msg_divorce_desc:0 "You were [divorced|E] from [LEFT_CHARACTER.GetShortUIName] – [LEFT_CHARACTER.GetSheHe] is no longer your [spouse|E]"
|
||||
msg_spouse_invalidated_player_heir:0 "[player_heir|E] $msg_spouse_invalidated$"
|
||||
msg_spouse_invalidated_player_heir_desc:0 "[LEFT_CHARACTER.GetShortUINamePossessive] new [faithpossessive|E] beliefs mean that [RIGHT_CHARACTER.GetShortUIName] is no longer [LEFT_CHARACTER.GetHerHis] [spouse|E]"
|
||||
msg_divorce_player_heir:0 "[player_heir|E] $msg_divorce$"
|
||||
msg_divorce_player_heir_desc:1 "[LEFT_CHARACTER.GetShortUIName] has gotten [divorced|E] from [RIGHT_CHARACTER.GetShortUIName] – [RIGHT_CHARACTER.GetSheHe] is no longer [LEFT_CHARACTER.GetHerHis] [spouse|E]"
|
||||
msg_betrothal_fulfilled:0 "Betrothal Fulfilled"
|
||||
msg_betrothal_fulfilled_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] and [RIGHT_CHARACTER.GetShortUIName] are now [married|E]"
|
||||
msg_marriage_forced:0 "Forced Marriage"
|
||||
msg_marriage_forced_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] and [RIGHT_CHARACTER.GetShortUIName] have [married|E] due to a [strong_hook|E]"
|
||||
msg_consort_invalidated:0 "Consort Invalid"
|
||||
msg_consort_invalidated_desc:2 "Your [faith|E] or [culture_possessive|E] values mean that [LEFT_CHARACTER.GetShortUIName] is no longer your consort"
|
||||
msg_war_casus_belli_changed:0 "Casus Belli Changed"
|
||||
msg_war_casus_belli_changed_desc:0 "[WAR.GetName] is using a new [casus_belli|E]"
|
||||
msg_cadet_branch_created:0 "Cadet Branch"
|
||||
msg_cadet_branch_created_desc:1 "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )] [LEFT_CHARACTER.GetShortUIName] created the [cadet_branch|E] $NAME|V$"
|
||||
msg_i_became_head_of_house:0 "Became House Head"
|
||||
msg_i_became_head_of_house_desc:1 "You became the new [house_head|E] of [house|E] $NAME|V$"
|
||||
msg_i_not_head_of_house_anymore:0 "House Head Changed"
|
||||
msg_i_not_head_of_house_anymore_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] replaced you as [house_head|E] of [house|E] $NAME|V$"
|
||||
msg_became_head_of_house:0 "House Head Changed"
|
||||
msg_became_head_of_house_desc:1 "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )] [LEFT_CHARACTER.GetShortUIName] became the new [house_head|E] of [house|E] $NAME|V$"
|
||||
msg_i_became_dynast:1 "Became Dynasty Head"
|
||||
msg_i_became_dynast_desc:1 "You became the new [dynast|E] of the $NAME|V$ [dynasty|E]"
|
||||
msg_i_not_dynast_anymore:1 "Dynasty Head Changed"
|
||||
msg_i_not_dynast_anymore_desc:1 "[LEFT_CHARACTER.GetShortUIName|U] replaced you as [dynast|E] of the $NAME|V$ dynasty"
|
||||
msg_became_dynast:1 "Dynasty Head Changed"
|
||||
msg_became_dynast_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] became the new [dynast|E] of the $NAME|V$ dynasty"
|
||||
msg_i_became_head_of_faith:0 "Head of Faith Changed"
|
||||
msg_i_became_head_of_faith_desc:0 "You became the new [FAITH.ReligiousHeadName] of [FAITH.GetName]"
|
||||
msg_i_became_head_of_multiple_faiths:0 "$msg_i_became_head_of_faith$"
|
||||
msg_i_became_head_of_multiple_faiths_desc:0 "$msg_i_became_head_of_faith_desc$ and $NUM_OTHER_FAITHS|V$ other faiths"
|
||||
msg_i_not_head_of_faith_anymore:0 "Head of Faith Changed"
|
||||
msg_i_not_head_of_faith_anymore_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] replaced you as the [FAITH.ReligiousHeadName] of [FAITH.GetName]"
|
||||
msg_i_not_head_of_multiple_faiths_anymore:0 "$msg_i_not_head_of_faith_anymore$"
|
||||
msg_i_not_head_of_multiple_faiths_anymore_desc:0 "$msg_i_not_head_of_faith_anymore_desc$ and $NUM_OTHER_FAITHS|V$ other faiths"
|
||||
msg_new_fascination_selected:0 "New [cultural_fascination|E]"
|
||||
msg_new_fascination_selected_desc:2 "Your [culture|E] is now [Concept( 'fascination', 'Fascinated' )|E] by the $NAME|V$ [innovation|E]"
|
||||
msg_innovation_discovered:0 "Innovation Discovered"
|
||||
msg_innovation_discovered_desc:3 "Your [culture|E] has discovered the $NAME|V$ [innovation|E]!"
|
||||
msg_fascination_discovered:0 "Fascination Discovered"
|
||||
msg_fascination_discovered_desc:3 "Your [culture|E] has discovered its $NAME|V$ [fascination|E]!\nA new [innovation|E] can be selected."
|
||||
msg_era_discovered:0 "New Cultural Era"
|
||||
msg_era_discovered_desc:2 "Your [culture|E] has entered the $NAME|N$ [era|E].\nNew [innovations|E] are available!"
|
||||
msg_first_era_discovered:0 "New Cultural Era"
|
||||
msg_first_era_discovered_desc:0 "[CULTURE.GetName] has entered the $NAME|V$ [era|E]"
|
||||
msg_no_longer_culture_head:0 "Culture Head Changed"
|
||||
msg_no_longer_culture_head_desc:1 "[LEFT_CHARACTER.GetShortUIName|U] took your place as [culture_head|E] of the [CULTURE.GetName] [culture|E]"
|
||||
msg_become_culture_head:0 "Became Culture Head"
|
||||
msg_become_culture_head_desc:1 "You became the [culture_head|E] of [CULTURE.GetName] culture!"
|
||||
msg_new_theocracy_lesse:0 "New $game_concept_realm_priest$"
|
||||
msg_new_theocracy_lesee_approve_desc:1 "Your [realm_priest|E], [LEFT_CHARACTER.GetShortUIName|U], endorses you #weak ([church_property|E])#!"
|
||||
msg_new_theocracy_lesee_disapprove_desc:1 "Your [realm_priest|E], [LEFT_CHARACTER.GetShortUIName|U], does not endorse you #weak ([church_property|E])#!"
|
||||
msg_mercenary_company_dismissed:0 "Mercenaries Dismissed"
|
||||
msg_mercenary_company_dismissed_desc:0 "Your contract with the [LEFT_TITLE.GetNameNoTooltip] [mercenary_company|E] has run out, and the soldiers have been dismissed"
|
||||
msg_holy_order_dismissed:0 "Holy Order Dismissed"
|
||||
msg_holy_order_dismissed_desc:0 "The [LEFT_TITLE.GetNameNoTooltip] [holy_order|E] has been dismissed"
|
||||
msg_fired_from_council:0 "Fired From Council"
|
||||
msg_fired_from_council_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] has fired you from [LEFT_CHARACTER.GetHerHis] [council|E]"
|
||||
msg_council_swap_position:0 "New Council Position"
|
||||
msg_council_swap_position_desc:2 "You're now a $POSITION_NAME$ on [LEFT_CHARACTER.GetShortUINamePossessive] [council|E]"
|
||||
msg_left_council_position:0 "Councillor Left Court"
|
||||
msg_left_council_position_desc:0 "[LEFT_CHARACTER.GetShortUIName|U] left [LEFT_CHARACTER.GetHerHis] position as your $POSITION_NAME$"
|
||||
msg_peace_armies_disbanded:0 "At Peace"
|
||||
msg_peace_armies_disbanded_desc:1 "You're finally at peace, therefore all your armies have been disbanded"
|
||||
msg_invalidate_war_title:1 "The [war.GetName] has ended: it was no longer valid to continue."
|
||||
msg_tributary_contract_broken_due_to_war_title: "Tributary Contract Broken"
|
||||
msg_tributary_contract_broken_due_to_war_text: "Your [tributary_contract|E] has broken due to [war|E]"
|
||||
msg_claim_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any of the claimed Counties."
|
||||
msg_claim_war_invalidated_claimant_unavailable_dead_message:1 "The [war.GetName] has ended: [claimant.GetShortUIName] died, and thus [claimant.GetHerHis] claim can no longer be used by [attacker.GetShortUIName]."
|
||||
msg_claim_war_invalidated_claimant_unavailable_not_vassal_message:1 "The [war.GetName] has ended: [claimant.GetShortUIName] is not a vassal or courtier of [attacker.GetShortUIName] and thus [claimant.GetHerHis] claim can no longer be used."
|
||||
msg_claim_war_invalidated_claimant_is_now_a_minister_message: "The [war.GetName] has ended: having become a [minister|E], [claimant.GetShortUINamePossessive] [claim|E] is no longer relevant."
|
||||
msg_de_jure_duchy_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any land in the targeted duchy."
|
||||
msg_de_jure_county_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] the County."
|
||||
msg_de_jure_duchy_war_invalidated_liege_war_message:1 "The [war.GetName] has ended: [Select_CString( attacker.IsLocalPlayer, 'You', attacker.GetShortUIName )] have joined [Select_CString( attacker.IsLocalPlayer, 'your', attacker.GetHerHis )] liege's war against [Select_CString( defender.IsLocalPlayer, 'you', defender.GetShortUIName )]."
|
||||
msg_de_jure_all_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any de jure claimed land."
|
||||
msg_religious_war_invalidation_region_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any land in the target region."
|
||||
msg_religious_war_invalidated_hostility_level_message:1 "The [war.GetName] has ended: [attacker.GetShortUIName] cannot $game_concept_holy_war$ the [defender.GetFaith.GetAdjective] [faith|E]."
|
||||
msg_invasion_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any land in the target region."
|
||||
msg_mongol_invasion_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any land in the target region."
|
||||
msg_county_conquest_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] the County."
|
||||
msg_duchy_conquest_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] no longer [Select_CString( defender.IsLocalPlayer, 'control', 'controls' )] any land in the target region."
|
||||
msg_vassalization_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] can no longer be vassalized."
|
||||
msg_make_tributary_war_invalidated_message: "The [war.GetName] has ended: [defender.GetShortUIName] can no longer be made into a tributary."
|
||||
msg_subjugation_war_invalidated_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] can no longer be subjugated."
|
||||
msg_excommunication_war_invalidation_trait_message:1 "The [war.GetName] has ended: [defender.GetShortUIName] is no longer Excommunicated."
|
||||
msg_raid_war_invalidated_message:0 "The [war.GetName] has ended: [defender.GetTitledFirstName] can no longer be raided"
|
||||
msg_free_house_member_war_invalidated_message: "The [war.GetName] has ended: [defender.GetTitledFirstName] no longer has any imprisoned members of [house|E] [attacker.GetHouse.GetBaseNameNoTooltip] "
|
||||
msg_unify_house_war_invalidated_message: "The [war.GetName] has ended: [defender.GetTitledFirstName] no longer has any vassals of [house|E] [attacker.GetHouse.GetBaseNameNoTooltip] "
|
||||
msg_laamp_raid_contract_war_invalidated_message: "The [war.GetName] has ended: [attacker.GetShortUINamePossessive] [GetTaskContractType('laamp_raid_contract').GetName] [task_contract|E] is no longer valid."
|
||||
|
||||
msg_my_hook_replaced:0 "Hook Replaced"
|
||||
msg_my_hook_replaced_desc:1 "Your [hook|E] on [LEFT_CHARACTER.GetShortUIName] has been replaced with a [HOOK.GetName] Hook"
|
||||
msg_my_hook_added:0 "Hook Gained"
|
||||
msg_my_hook_added_desc:1 "You have gained a [HOOK.GetName] [hook|E] on [LEFT_CHARACTER.GetShortUIName]"
|
||||
msg_hook_on_me_replaced:1 "Hook on You Replaced"
|
||||
msg_hook_on_me_replaced_desc:1 "[LEFT_CHARACTER.GetShortUINamePossessive] [hook|E] on you has been replaced with a [HOOK.GetName] Hook"
|
||||
msg_hook_on_me_added:1 "Hook on You Gained"
|
||||
msg_hook_on_me_added_replaced:1 "Hook on You Gained"
|
||||
msg_hook_on_me_added_desc:1 "[LEFT_CHARACTER.GetShortUIName|U] has gained a [HOOK.GetName] [hook|E] on you"
|
||||
msg_hook_on_me_expired:1 "Hook on You Expired"
|
||||
msg_hook_on_me_expired_desc:1 "[LEFT_CHARACTER.GetShortUINamePossessive] $HOOK_NAME$ [hook|E] on you has expired"
|
||||
msg_my_hook_expired:0 "Hook Expired"
|
||||
msg_my_hook_expired_desc:1 "Your [hook|E] on [LEFT_CHARACTER.GetShortUIName] has expired"
|
||||
|
||||
death_notification_title:1 "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )|U] #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
|
||||
lover_death_notification_title:0 "Your Lover #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
|
||||
friend_death_notification_title:0 "Your Friend #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
|
||||
councillor_death_notification_title:0 "Your Councillor #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
|
||||
elder_death_notification_title: "Your Elder #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
|
||||
prisoner_death_notification_title: "Your Prisoner #high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
|
||||
notable_death_notification_title: "#high [LEFT_CHARACTER.GetFirstNameNoTooltip]#! Died"
|
||||
|
||||
msg_perk_point_added:1 "[LIFESTYLE.GetNameNoTooltip] Perk Available"
|
||||
msg_perk_point_added_desc:1 "You can unlock a new Perk for the [LIFESTYLE.GetName] Lifestyle"
|
||||
msg_focus_invalidated:1 "Lifestyle Focus Invalidated"
|
||||
msg_focus_invalidated_desc:0 "The [FOCUS.GetName] has been invalidated"
|
||||
msg_dynasty_perk_added:0 "Dynasty Legacy Added"
|
||||
msg_dynasty_perk_added_desc:1 "Your [dynasty|E] has unlocked the [DYNASTY_PERK.GetName] [dynasty_perk|E]"
|
||||
msg_dynasty_perk_removed:0 "Dynasty Legacy Removed"
|
||||
msg_dynasty_perk_removed_desc:0 "Your [dynasty|E] has lost the [DYNASTY_PERK.GetName] [dynasty_perk|E]"
|
||||
msg_vassal_feudalised:0 "Vassal has become Feudal"
|
||||
msg_vassal_feudalised_desc:1 "Your vassal, [ROOT.Char.GetShortUIName], has given up [ROOT.Char.GetHerHis] tribal ways and become feudal"
|
||||
msg_dynasty_prestige_level_increase:1 "[dynasty_prestige_level|E] Increased"
|
||||
msg_dynasty_prestige_level_increase_desc:1 "The [LEFT_CHARACTER.GetDynasty.GetBaseName] dynasty is known far and wide."
|
||||
msg_dynasty_prestige_level_dencrease:1 "Lost [dynasty_prestige_level|E]"
|
||||
msg_dynasty_prestige_level_dencrease_desc:2 "The [LEFT_CHARACTER.GetDynasty.GetBaseName] dynasty has fallen into disrepute"
|
||||
piety_level_gain.message:0 "Gained [piety_level|E]"
|
||||
piety_level_gain.desc:0 "You are known for dedication to your faith"
|
||||
piety_level_gain.mandala.desc: "Your divinity grows"
|
||||
piety_level_loss.message:0 "Lost [piety_level|E]"
|
||||
piety_level_loss.desc:0 "Your sinful acts come at a cost"
|
||||
prestige_level_gain.message:0 "Gained [prestige_level|E]"
|
||||
prestige_level_gain.desc:0 "Your glory is widely known"
|
||||
prestige_level_loss.message:0 "Lost [prestige_level|E]"
|
||||
prestige_level_loss.desc:0 "Your dishonor comes at a cost"
|
||||
influence_level_gain.message: "Gained [influence_level|E]"
|
||||
influence_level_gain.desc: "Your network of connections spreads"
|
||||
influence_level_loss.message: "Lost [influence_level|E]"
|
||||
influence_level_loss.desc: "Your well of favors has run dry"
|
||||
merit_level_gain.message: "Gained [merit_level|E]"
|
||||
merit_level_gain.desc: "You are continuing on the proper Path."
|
||||
merit_level_loss.message: "Lost [merit_level|E]"
|
||||
merit_level_loss.desc: "You have cast you and your family's name into disrepute."
|
||||
stress_level_reduced.message:1 "Reduced [stress_level|E]"
|
||||
stress_level_reduced.text:0 "You are no longer as overwhelmed by [stress|E]"
|
||||
msg_holy_order_patronage_lost:0 "[holy_order|E] Patronage Lost"
|
||||
msg_holy_order_patronage_lost_desc:0 "You have lost the patronage of the [LEFT_TITLE.GetName] [holy_order|E]"
|
||||
msg_holy_order_patronage_gained:0 "[holy_order|E] Patronage Gained"
|
||||
msg_holy_order_patronage_gained_desc:0 "You have gained the patronage of the [LEFT_TITLE.GetName] [holy_order|E]"
|
||||
msg_murder_scheme_agent_join_title:0 "Agent joined Murder Scheme"
|
||||
msg_murder_scheme_agent_join_message:1 "[agent.GetTitledFirstName] joined your scheme to kill [target.GetTitledFirstName]."
|
||||
msg_murder_scheme_agent_leave_title:0 "Agent left Murder Scheme"
|
||||
msg_murder_scheme_agent_leave_message:1 "[agent.GetTitledFirstName] left your scheme to kill [target.GetTitledFirstName]."
|
||||
|
||||
mongols_sieged_county.t:0 "[county.GetName] Razed by the Horde"
|
||||
|
||||
msg_vassal_contract_level_invalidated:0 "Obligation Invalidated"
|
||||
msg_vassal_contract_level_invalidated_desc:0 "[LEFT_CHARACTER.GetUINameNoTooltip|U] and $message_consolidation_others_obligations$ have had some of their [obligations|E] invalidated"
|
||||
message_consolidation_others_obligations: "#tooltip:message_consolidation_names #L Other Vassals#!#!"
|
||||
msg_vassal_contract_level_invalidated_desc_1: "[RIGHT_CHARACTER.GetUINamePossessiveNoTooltip|U] $OBLIGATION_TYPE_0|V$ [obligation|E] has been invalidated"
|
||||
msg_vassal_contract_2_levels_invalidated:0 "Obligations Invalidated"
|
||||
msg_vassal_contract_2_levels_invalidated_desc:0 "[RIGHT_CHARACTER.GetUINamePossessiveNoTooltip] $OBLIGATION_TYPE_0|V$ and $OBLIGATION_TYPE_1|V$ [obligations|E] have been invalidated"
|
||||
msg_vassal_contract_multiple_levels_invalidated:0 "Obligations Invalidated"
|
||||
msg_vassal_contract_multiple_levels_invalidated_desc:0 "[RIGHT_CHARACTER.GetUINamePossessiveNoTooltip] $OBLIGATION_TYPE_0|V$ and $OBLIGATION_TYPE_1|V$ and $COUNT|V$ other [obligations|E] have been invalidated"
|
||||
|
||||
msg_force_vote_in_succession_election_message:1 "You force [recipient.GetTitledFirstName] to vote for the same candidate as you for the next [GetDefine('NCharacter', 'FORCED_SUCCESSION_ELECTION_YEARS')] years."
|
||||
msg_recruited_guest_to_court_interaction_title:0 "Recruited Guest to your [actor.Custom('GetCourt')]"
|
||||
msg_recruited_guest_to_court_interaction_message:0 "[recipient.GetTitledFirstName] is now a member of your [actor.Custom('GetCourtConcept')]."
|
||||
msg_kicked_courtier_from_court_interaction_title:0 "Dismissed Courtier"
|
||||
msg_courtier_left_court_interaction_title:0 "Courtier Left"
|
||||
msg_hired_court_physician_interaction_title: "$court_physician_court_position$ Hired"
|
||||
msg_hired_court_physician_interaction_message:1 "[recipient.GetTitledFirstName] is now your [GetCourtPositionType('court_physician_court_position').GetName()]."
|
||||
msg_fired_court_physician_interaction_title: "$court_physician_court_position$ Fired"
|
||||
msg_fired_court_physician_interaction_message:1 "You fired [recipient.GetTitledFirstName] from the position as [GetCourtPositionType('court_physician_court_position').GetName()]."
|
||||
|
||||
msg_concubine_taken_title:2 "Taken a Concubine"
|
||||
msg_concubine_accepted_title:1 "Accepted [secondary_actor.GetShortUIName] as my concubine"
|
||||
msg_concubine_dismissed_title:2 "Dismissed Concubine"
|
||||
msg_concubine_offered_title: "Made [secondary_recipient.GetTitledFirstName] [recipient.GetTitledFirstNamePossessive] concubine"
|
||||
msg_concubine_offered_reversed_title: "[secondary_actor.GetTitledFirstName] is now your Concubine!"
|
||||
msg_concubine_offered_invalidated_title: "Could Not Offer Concubine"
|
||||
msg_concubine_offered_invalidated_recipient_title: "Could Not Accept Concubine"
|
||||
msg_concubine_offered_invalidated_consort: "[secondary_recipient.GetTitledFirstName] is [spouse.GetShortUINamePossessive] consort and therefore cannot become [recipient.GetShortUINamePossessive] concubine"
|
||||
msg_concubine_offered_invalidated_betrothed: "[secondary_recipient.GetTitledFirstName] is betrothed to [spouse.GetShortUIName] and therefore cannot become [recipient.GetShortUINamePossessive] concubine"
|
||||
msg_concubine_offer_rejected_title: "Concubine Rejected"
|
||||
msg_concubine_offer_rejected: "[recipient.GetTitledFirstName] rejected [secondary_recipient.GetTitledFirstName] as [recipient.GetHerHis] concubine"
|
||||
msg_close_family_member_taken_as_concubine_title: "[secondary_recipient.GetTitledFirstName] Taken as Concubine"
|
||||
msg_close_family_member_offered_as_concubine_title: "[secondary_actor.GetTitledFirstName] Taken as Concubine"
|
||||
|
||||
msg_move_prisoner_to_dungeon:0 "Prisoner moved to Dungeon"
|
||||
msg_move_prisoner_to_house_arrest:0 "Prisoner moved to House Arrest"
|
||||
msg_execute_prisoner:0 "Prisoner Executed"
|
||||
msg_execute_prisoner_desc:0 "[recipient.GetTitledFirstName] [recipient.GetDeathReason]"
|
||||
|
||||
msg_artifact_gained_title:0 "Inheritance: [artifact_inherited.GetNameNoTooltip]"
|
||||
msg_artifact_gained_desc:0 "You inherited [artifact_inherited.GetNameNoTooltip] from [old_owner.GetUIName]!"
|
||||
|
||||
msg_rival_dethroned:0 "Your rival [actor.GetTitledFirstName] lost a Title"
|
||||
msg_rival_dethroned_desc:0 "Your [rival|E] [actor.GetTitledFirstName] lost the [title.GetBaseName]"
|
||||
|
||||
msg_court_position_gained:0 "Appointed [COURT_POSITION_TYPE.GetNameNoTooltip]"
|
||||
msg_court_position_gained_desc:0 "You have been appointed [LEFT_CHARACTER.GetShortUINamePossessive] [COURT_POSITION_TYPE.GetNameNoTooltip]"
|
||||
msg_court_position_removed:0 "[COURT_POSITION_TYPE.GetNameNoTooltip] Position Revoked"
|
||||
msg_court_position_removed_desc:0 "[LEFT_CHARACTER.GetShortUIName] is no longer employing you as [COURT_POSITION_TYPE.GetNameNoTooltip]"
|
||||
msg_court_position_invalidated_employee:1 "[COURT_POSITION_TYPE.GetNameNoTooltip] Position Lost"
|
||||
msg_court_position_invalidated_employee_desc:0 "[LEFT_CHARACTER.GetShortUIName] can no longer employ you as [COURT_POSITION_TYPE.GetNameNoTooltip]"
|
||||
msg_court_position_invalidated_employer:1 "[COURT_POSITION_TYPE.GetNameNoTooltip] Position Vacated"
|
||||
msg_court_position_invalidated_employer_desc:0 "[LEFT_CHARACTER.GetShortUIName] is no longer your [COURT_POSITION_TYPE.GetNameNoTooltip]"
|
||||
msg_court_position_invalidated_and_replaced_employer: "[COURT_POSITION_TYPE.GetNameNoTooltip] Replaced"
|
||||
msg_court_position_invalidated_and_replaced_employer_desc: "[LEFT_CHARACTER.GetShortUIName] is no longer your [COURT_POSITION_TYPE.GetNameNoTooltip]. [LEFT_CHARACTER.GetSheHe|U] was replaced by [RIGHT_CHARACTER.GetShortUIName] (Aptitude: #glow_color:{0,0,0,1} [RIGHT_CHARACTER.GetHeldCourtPositionByType( COURT_POSITION_TYPE.Self ).GetAptitudeText]#!)"
|
||||
|
||||
msg_becomes_obese:1 "Became Obese"
|
||||
msg_becomes_obese_desc:0 "You have become [GetModifier( 'obese_modifier' ).GetNameWithTooltip]"
|
||||
msg_becomes_malnourished:0 "Became Malnourished"
|
||||
msg_becomes_malnourished_desc:0 "You have become [GetModifier( 'malnourished_modifier' ).GetNameWithTooltip]"
|
||||
msg_stops_being_obese:1 "No Longer Obese"
|
||||
msg_stops_being_obese_desc:0 "You are no longer [GetModifier( 'obese_modifier' ).GetNameWithTooltip]"
|
||||
msg_stops_being_malnourished:0 "No Longer Malnourished"
|
||||
msg_stops_being_malnourished_desc:0 "You are no longer [GetModifier( 'malnourished_modifier' ).GetNameWithTooltip]"
|
||||
|
||||
msg_event_timeout:0 "Event timed out: $EVENT_NAME$"
|
||||
msg_event_timeout_desc:0 "$EVENT_TIMEOUT_EFFECTS$"
|
||||
msg_event_timeout_tt:0 "$EVENT_TIMEOUT_EFFECTS$"
|
||||
msg_letter_event_timeout:0 "Event from [CHARACTER.GetShortUIName] timed out"
|
||||
msg_letter_event_timeout_desc:0 "$EVENT_TIMEOUT_EFFECTS$"
|
||||
msg_letter_event_timeout_tt:0 "$EVENT_TIMEOUT_EFFECTS$"
|
||||
msg_court_amenity_setting_invalidated:0 "Court Amenity setting invalidated"
|
||||
msg_court_amenity_setting_invalidated_desc:0 "Court Amenity setting $INVALID_SETTING$ was invalidated and has been replaced with $DEFAULT_SETTING$."
|
||||
|
||||
msg_catalyst_triggered:1 "$STRUGGLE_NAME$: $game_concept_struggle_catalyst_catalyst$ Triggered"
|
||||
msg_catalyst_triggered_desc:2 "A [struggle_catalyst|E] has been triggered by [CHARACTER.GetTitledFirstName]: $CATALYST_INFO$\n\nProgress towards $STRUGGLE_PHASE$ [struggle_phase_phase|E]: $CATALYST_VALUE|+=$"
|
||||
msg_catalyst_triggered_tt:1 "$msg_catalyst_triggered_desc$"
|
||||
msg_catalyst_triggered_no_character:0 "$msg_catalyst_triggered$"
|
||||
msg_catalyst_triggered_no_character_desc:0 "A [struggle_catalyst|E] has been triggered: $CATALYST_INFO$\n\nProgress towards $STRUGGLE_PHASE$ [struggle_phase_phase|E]: $CATALYST_VALUE|+=$"
|
||||
msg_catalyst_triggered_no_character_tt:0 "$msg_catalyst_triggered_no_character_desc$"
|
||||
msg_player_character_changed:0 "$PLAYER_CHANGED_CHARACTER_TITLE_SWITCH$"
|
||||
msg_player_character_changed_desc:0 "$PLAYER_CHANGED_CHARACTER_TEXT_SWITCH$"
|
||||
msg_player_character_changed_tt:0 "$msg_player_character_changed_desc$"
|
||||
msg_player_new_character:0 "$PLAYER_CHANGED_CHARACTER_TITLE_JOIN$"
|
||||
msg_player_new_character_desc:0 "$PLAYER_CHANGED_CHARACTER_TEXT_JOIN$"
|
||||
msg_player_new_character_tt:0 "$msg_player_new_character_desc$"
|
||||
msg_player_new_observer:0 "$PLAYER_CHANGED_CHARACTER_TITLE_OBSERVER$"
|
||||
msg_player_new_observer_desc:0 "$PLAYER_CHANGED_CHARACTER_TEXT_OBSERVER$"
|
||||
msg_player_new_observer_tt:0 "$msg_player_new_observer_desc$"
|
||||
|
||||
msg_struggle_phase_end:1 "$STRUGGLE_PHASE$ Phase Is In Transition"
|
||||
msg_struggle_phase_end_desc:0 "@$STRUGGLE_PHASE_ICON$! $STRUGGLE_PHASE$ is transitioning into @$STRUGGLE_PHASE_ICON_NEXT$! $STRUGGLE_PHASE_NEXT$.\n\n $STRUGGLE_PHASE_NEXT$ will start in $DAYS_UNTIL_TRANSITION$ days."
|
||||
msg_struggle_phase_end_tt:2 "$msg_struggle_phase_transitioned_tt$"
|
||||
msg_struggle_phase_transitioned:1 "Phase Transitioned"
|
||||
msg_struggle_phase_transitioned_desc:0 "The $STRUGGLE_NAME$ [struggle|E] has transitioned to the @$STRUGGLE_PHASE_ICON$! $STRUGGLE_PHASE$ [struggle_phase_phase|E]."
|
||||
msg_struggle_phase_transitioned_tt:0 "$msg_struggle_phase_transitioned_desc$"
|
||||
|
||||
msg_set_relation_friend_title:1 "@friend_icon! Made a Friend"
|
||||
msg_set_relation_friend_desc:0 "[GetRelation( 'friend' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
|
||||
msg_set_relation_best_friend_title:1 "@best_friend_icon! Became Best Friends"
|
||||
msg_set_relation_best_friend_desc:0 "[GetRelation( 'best_friend' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
|
||||
|
||||
msg_set_relation_rival_title:1 "@rival_icon! Gained a Rival"
|
||||
msg_set_relation_rival_desc:0 "[GetRelation( 'rival' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
|
||||
msg_set_relation_nemesis_title:1 "@nemesis_icon! Gained Nemesis"
|
||||
msg_set_relation_nemesis_desc:0 "[GetRelation( 'nemesis' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
|
||||
msg_set_relation_grudge_title: "@grudge_icon! Started Holding a Grudge"
|
||||
msg_set_relation_grudge_desc: "[GetRelation( 'grudge' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
|
||||
|
||||
msg_set_relation_lover_title:1 "@lover_icon! Gained a Lover"
|
||||
msg_set_relation_lover_desc:0 "[GetRelation( 'lover' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
|
||||
msg_set_relation_soulmate_title:1 "@soulmate_icon! Found Soulmate"
|
||||
msg_set_relation_soulmate_desc:0 "[GetRelation( 'soulmate' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
|
||||
|
||||
msg_set_relation_blood_brother_title: "@blood_brother_icon! Became Blood Brothers"
|
||||
msg_set_relation_blood_brother_desc: "[GetRelation( 'blood_brother' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
|
||||
|
||||
msg_set_relation_disciple_title:1 "Became Disciple"
|
||||
msg_set_relation_disciple_desc:0 "[GetRelation( 'disciple' ).GetReasonFor( LEFT_CHARACTER.Self, RIGHT_CHARACTER.Self )]"
|
||||
msg_set_relation_elder_title:1 "Became Elder"
|
||||
msg_set_relation_elder_desc:0 "You will now support each other."
|
||||
|
||||
msg_house_unity_change_stage: "House Unity Level Changed"
|
||||
msg_house_unity_change_stage_desc: "Your [house_unity|E] has changed Level to $HOUSE_UNITY_STAGE_NAME|U$"
|
||||
msg_house_unity_change_stage_tt: "$msg_house_unity_change_stage_desc$"
|
||||
|
||||
|
||||
msg_start_diarchy_title:0 "[LEFT_CHARACTER.GetDiarchyTypeNameNoTooltip] Begins"
|
||||
msg_start_diarchy_effect:0 "I began [sharing_power|E] in [LEFT_CHARACTER.GetDiarchy.GetDiarch.Custom('GetDiarchyArticle')] [LEFT_CHARACTER.GetDiarchyTypeName] with my [LEFT_CHARACTER.Custom2('RelationToMeShort', RIGHT_CHARACTER.Self)], [RIGHT_CHARACTER.GetShortUIName]"
|
||||
msg_inherit_diarchy_title:0 "[LEFT_CHARACTER.GetDiarchy.GetDiarch.Custom('GetDiarchyArticle')|U] [LEFT_CHARACTER.GetDiarchyTypeNameNoTooltip] Inherited"
|
||||
on_entered_diarchy.notification.vassal.t:0 "Liege Entered [ROOT.Char.GetDiarchyTypeNameNoTooltip]"
|
||||
on_entered_diarchy.notification.vassal.t.higher_liege:0 "Higher Liege Entered [ROOT.Char.GetDiarchyTypeNameNoTooltip]"
|
||||
on_entered_diarchy.notification.vassal.desc:1 "[ROOT.Char.GetShortUIName|U] is now [sharing_power|E] in [ROOT.Char.GetDiarchy.GetDiarch.Custom('GetDiarchyArticle')] [ROOT.Char.GetDiarchyTypeName] with [ROOT.Char.GetHerHisMy] [ROOT.Char.Custom2('RelationToMeShort', ROOT.Char.GetDiarchy.GetDiarch.Self)], [ROOT.Char.GetDiarchy.GetDiarch.GetShortUIName]"
|
||||
on_entered_diarchy.notification.vassal.desc.outro.child:0 "due to being a [child|E]"
|
||||
on_entered_diarchy.notification.vassal.desc.outro.incapable:0 "due to being [GetTrait('incapable').GetName(GetNullCharacter)]"
|
||||
on_entered_diarchy.notification.vassal.desc.outro.imprisonment:0 "due to being [imprisoned|E] abroad"
|
||||
on_entered_diarchy.notification.vassal.desc.outro.travel:0 "due to [traveling|E] abroad"
|
||||
|
||||
msg_end_diarchy_title:0 "$game_concept_diarchy$ Ended"
|
||||
msg_end_diarchy_effect:0 "I'm no longer [sharing_power|E] with my [LEFT_CHARACTER.Custom2('RelationToMeShort', RIGHT_CHARACTER.Self)], [RIGHT_CHARACTER.GetShortUIName]"
|
||||
on_left_diarchy.notification.vassal.t:0 "Liege's $game_concept_diarchy$ Ended"
|
||||
on_left_diarchy.notification.vassal.desc:0 "[ROOT.Char.GetShortUIName|U] is no longer [sharing_power|E] with [ROOT.Char.GetHerHisMy] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('old_diarch'))], [old_diarch.GetShortUIName]"
|
||||
|
||||
msg_change_diarchy_type_title:0 "My $game_concept_diarchy$ Type Changed"
|
||||
msg_change_diarchy_type_effect:0 "My $OLD_TYPE$ changed into $NEW_TYPE$"
|
||||
|
||||
on_diarch_change.notification.liege.boilerplate.t:1 "My [liege.GetDiarchTitle] has Changed"
|
||||
on_diarch_change.notification.vassal.boilerplate.t:1 "Your Liege's [liege.GetDiarchTitle] has Changed"
|
||||
on_diarch_change.notification.liege.death.t:0 "$on_diarch_change.notification.liege.boilerplate.t$"
|
||||
on_diarch_change.notification.liege.death.desc:1 "[old_diarch.GetShortUINamePossessive|U] recent [character_death_death|E] leaves [diarch.GetShortUIName] as your new [liege.GetDiarchTitle]."
|
||||
on_diarch_change.notification.vassal.death.t:0 "$on_diarch_change.notification.vassal.boilerplate.t$"
|
||||
on_diarch_change.notification.vassal.death.desc:1 "[old_diarch.GetShortUINamePossessive|U] recent [character_death_death|E] has left [diarch.GetShortUIName] as the next [liege.GetDiarchTitle] of [liege.GetPrimaryTitle.GetName]."
|
||||
on_diarch_change.notification.liege.deposition.t:0 "$on_diarch_change.notification.liege.boilerplate.t$"
|
||||
on_diarch_change.notification.liege.deposition.desc:1 "[old_diarch.GetShortUIName|U] has been forcibly deposed, leaving [diarch.GetShortUIName] as your new [liege.GetDiarchTitle]."
|
||||
on_diarch_change.notification.vassal.deposition.t:0 "$on_diarch_change.notification.vassal.boilerplate.t$"
|
||||
on_diarch_change.notification.vassal.deposition.desc:1 "[old_diarch.GetShortUIName|U] [Select_CString( old_diarch.IsLocalPlayer, 'have', 'has' )] been forcibly deposed, leaving [diarch.GetShortUIName] as the next [liege.GetDiarchTitle] of [liege.GetPrimaryTitle.GetName]."
|
||||
on_diarch_change.notification.liege.invalidation.t:0 "$on_diarch_change.notification.liege.boilerplate.t$"
|
||||
on_diarch_change.notification.liege.invalidation.desc:1 "[old_diarch.GetShortUIName|U] is no longer valid to continue [old_diarch.GetHerHis] duties, leaving [diarch.GetShortUIName] as your new [liege.GetDiarchTitle]."
|
||||
on_diarch_change.notification.vassal.invalidation.t:0 "$on_diarch_change.notification.vassal.boilerplate.t$"
|
||||
on_diarch_change.notification.vassal.invalidation.desc:1 "[old_diarch.GetShortUIName|U] [Select_CString( old_diarch.IsLocalPlayer, 'are', 'is' )] no longer valid to continue [CharMyHerHis(old_diarch)] duties, leaving [diarch.GetShortUIName] as the next [liege.GetDiarchTitle] of [liege.GetPrimaryTitle.GetName]."
|
||||
on_diarch_change.notification.liege.inheritance.t:0 "$on_diarch_change.notification.liege.boilerplate.t$"
|
||||
on_diarch_change.notification.liege.inheritance.desc:0 "I inherited a bigger realm, so [diarch.GetShortUIName] is now my new [liege.GetDiarchTitle]"
|
||||
on_diarch_change.notification.vassal.inheritance.t:0 "$on_diarch_change.notification.vassal.boilerplate.t$"
|
||||
on_diarch_change.notification.vassal.inheritance.desc:0 "Due to inheritance I am now [liege.GetDiarchTitle] to [liege.GetShortUIName]"
|
||||
on_diarch_change.notification.liege.fallback.t:0 "$on_diarch_change.notification.liege.boilerplate.t$"
|
||||
on_diarch_change.notification.liege.fallback.desc:1 "[old_diarch.GetShortUIName|U] is replaced by [diarch.GetShortUIName] as your new [liege.GetDiarchTitle]."
|
||||
on_diarch_change.notification.vassal.fallback.t:0 "$on_diarch_change.notification.vassal.boilerplate.t$"
|
||||
on_diarch_change.notification.vassal.fallback.desc:1 "[old_diarch.GetShortUIName|U] [Select_CString( old_diarch.IsLocalPlayer, 'are', 'is' )] replaced by [diarch.GetShortUIName] as your liege's new [liege.GetDiarchTitle]."
|
||||
msg_diarchy_more_power_title:0 "[LEFT_CHARACTER.GetLiege.GetDiarchTitle] is now more powerful"
|
||||
msg_diarchy_more_power_effect:0 "[scales_of_power|E] swing has reached a new level and more [diarch_powers|E] are available to the [LEFT_CHARACTER.GetLiege.GetDiarchTitle]"
|
||||
msg_diarchy_less_power_title:0 "[LEFT_CHARACTER.GetLiege.GetDiarchTitle] is now less powerful"
|
||||
msg_diarchy_less_power_effect:1 "[scales_of_power|E] swing has dropped to a lower level and the [LEFT_CHARACTER.GetLiege.GetDiarchTitle] has fewer [diarch_powers|E]"
|
||||
grand_wedding_cancelled_by_regency_title:0 "Grand Wedding Canceled"
|
||||
grand_wedding_cancelled_by_regency_desc:0 "[diarch.GetTitledFirstName] became [diarch.GetLiege.GetTitledFirstNamePossessive] [regent|E] and can no longer attend [diarch.GetHerHis] [GetActivityType('activity_wedding').GetName] with [betrothed.GetTitledFirstName]"
|
||||
msg_legend_promoter_join: "Legend Promoter Joins"
|
||||
msg_legend_promoter_join_desc: "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )] [LEFT_CHARACTER.GetUINameNoTooltip] has started [Concept( 'promoted_legend', 'Promoting' )|E] your [legend|E], [GetPlayer.GetPromotedLegend.GetName]."
|
||||
msg_legend_promoter_leave: "Legend Promoter Leaves"
|
||||
msg_legend_promoter_leave_desc: "Your [GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self )] [LEFT_CHARACTER.GetUINameNoTooltip] has stopped [Concept( 'promoted_legend', 'Promoting' )|E] your [legend|E], [GetPlayer.GetPromotedLegend.GetName]."
|
||||
msg_promoted_legend_unowned: "Promoted Legend Unowned"
|
||||
msg_promoted_legend_unowned_desc: "Your [promoted_legend|E] [Legend.GetName] is no longer owned by anyone"
|
||||
msg_promoted_legend_completed: "Promoted Legend Completed"
|
||||
msg_promoted_legend_completed_desc: "Your [promoted_legend|E] [Legend.GetName] has been completed"
|
||||
msg_legend_library_added: "Legend added to Library"
|
||||
msg_legend_library_added_desc: "[Legend.GetName] was added to your [legend_library|E]."
|
||||
message_consolidation_names: "#T Others#!\n[PlayerMessageItem.GetConsolidationNames]"
|
||||
message_consolidation_others: "#tooltip:message_consolidation_names #L [Subtract_int32( PlayerMessageItem.GetConsolidationCount, '(int32)2' )|V] [Select_CString( GreaterThan_int32( PlayerMessageItem.GetConsolidationCount, '(int32)3' ), 'others', 'other' )] #!#!"
|
||||
|
||||
msg_raid_completed_title: "Raided [RIGHT_TITLE.GetNameNoTierNoTooltip]"
|
||||
msg_raid_completed_desc: "You [raided|E] the [RIGHT_TITLE.GetName] ([RIGHT_TITLE.GetHolder.GetShortUIName])"
|
||||
msg_raid_lost_title: "[RIGHT_TITLE.GetNameNoTierNoTooltip] Raided"
|
||||
msg_raid_lost_desc: "[LEFT_CHARACTER.GetUIName] has [raided|E] the [RIGHT_TITLE.GetName] #weak ([RIGHT_TITLE.GetHolder.GetTitledFirstName])#!"
|
||||
msg_raid_intent_invalidated_title: "[raiding_army.GetRaidIntent.GetName] invalidated!"
|
||||
msg_raid_intent_invalidated_desc: "[raiding_army.GetRaidIntent.GetName] was invalidated, as this intent is no longer available to [LEFT_CHARACTER.GetName]"
|
||||
|
||||
msg_barter_completed_barterer_title: "Traded in [county.GetNameNoTierNoTooltip]"
|
||||
msg_barter_completed_holder_title: "[barterer.GetPrimaryTitle.GetNameNoTierNoTooltip] Traded with You"
|
||||
msg_barter_completed_barterer_desc: "You [traded|E] with [county.GetHolder.GetShortUIName]"
|
||||
msg_barter_completed_holder_desc: "[barterer.GetShortUIName] [traded|E] with you in [barony.GetName]"
|
||||
msg_barter_loot_delivered_title: "Loot Delivered"
|
||||
msg_barter_loot_delivered_desc: "Your [trading|E] Caravan has returned with [loot|E]"
|
||||
msg_barter_loot_lost_title: "Loot Lost"
|
||||
msg_barter_loot_lost_desc: "Your [trading|E] Caravan lost [loot_i][barter_loot.GetValue]"
|
||||
msg_barter_loot_won_title: "Loot Won"
|
||||
msg_barter_loot_won_desc: "Your [army|E] claimed [loot_i][barter_loot.GetValue] from a [trading|E] Caravan"
|
||||
msg_barter_aborted_title: "Trade Aborted"
|
||||
msg_barter_aborted_desc: "[trade|E] aborted in [barony.GetName] due to insufficient [trade_goods|E]"
|
||||
|
||||
msg_great_project_planned_title: "[GreatProject.GetNameNoTooltip] is Being Planned"
|
||||
msg_great_project_planned_desc: "[GreatProject.GetName] is being planned in [GreatProject.GetLocation.GetName].\nIt needs [GreatProject.GetRequiredContributionCount|V] [great_project_contributions|E] to start."
|
||||
msg_great_project_started_title: "[GreatProject.GetNameNoTooltip] Started"
|
||||
msg_great_project_started_desc: "[GreatProject.GetName] got enough [great_project_contributions|E] to start progress.\nIt will be completed in [GreatProject.GetConstructionEndDate.GetTimeToDate|V]."
|
||||
msg_great_project_aborted_title: "[GreatProject.GetNameNoTooltip] was Abandoned"
|
||||
msg_great_project_aborted_desc: "The [GreatProject.GetType.GetName] [great_project|E] based in [GreatProject.GetLocation.GetName] is no longer available for contributions."
|
||||
msg_great_project_completed_title: "[GreatProject.GetNameNoTooltip] Completed"
|
||||
msg_great_project_completed_desc: "[GreatProject.GetName] has been successfully completed in [GreatProject.GetOwner.GetCapitalLocation.GetName]"
|
||||
|
||||
msg_known_pregnancy: "[LEFT_CHARACTER.GetTitledFirstNameNoTooltip] Falls Pregnant"
|
||||
|
||||
msg_government_changed: "Government Changed"
|
||||
|
||||
msg_poem_sold_title: "Muwashshah Poem Sold"
|
||||
msg_poem_kept_title: "Muwashshah Poem Kept"
|
||||
msg_poem_kept_message: "[double_moon_book.GetName] receives a random Modifier"
|
||||
msg_poem_distributed_title: "Muwashshah Poem Distributed"
|
||||
|
||||
msg_contract_completion_reward: "[GetPlayer.Custom('GetContractOrIssue')] Completed"
|
||||
msg_contract_completion_reward_desc: "$REWARD_TYPE$"
|
||||
|
||||
msg_governor_candidate_promoted_leading: "[GetPlayer.Custom2('RelationToMeShort', LEFT_CHARACTER.Self)|U] [CharAreIs(LEFT_CHARACTER)] in Line for [TITLE.GetNameNoTierNoTooltip|V]"
|
||||
msg_governor_candidate_promoted_leading_desc: "[LEFT_CHARACTER.GetShortUIName|U] passed [RIGHT_CHARACTER.GetShortUIName] as the next-in-line for the [TITLE.GetName]"
|
||||
msg_governor_candidate_demoted_leading: "[GetPlayer.Custom2('RelationToMeShort', RIGHT_CHARACTER.Self)|U] [CharAreIs(RIGHT_CHARACTER)] Losing [TITLE.GetNameNoTierNoTooltip|V]"
|
||||
msg_governor_candidate_demoted_leading_desc: "[LEFT_CHARACTER.GetShortUIName|U] [CharHaveHas(LEFT_CHARACTER)] passed [RIGHT_CHARACTER.GetShortUIName] as the next-in-line for the [TITLE.GetName]"
|
||||
msg_provincial_army_reassigned: "[TITLE.GetAdjectiveNoTooltip|V] Army Reassigned"
|
||||
msg_provincial_army_reassigned_desc: "[LEFT_CHARACTER.GetShortUINameNotMe] has reassigned the [provincial|E] [army|E] of [TITLE.GetNameNoTier] to the [RIGHT_TITLE.GetName]"
|
||||
|
||||
msg_admin_title_gained_house.tt: "House Member Gains Appointment"
|
||||
msg_admin_title_gained_investor.tt: "Supported Candidate Gains Appointment"
|
||||
msg_admin_title_gained_foe.tt: "Opposed Candidate Gains Appointment"
|
||||
msg_admin_title_gained.desc: "Your [GetPlayer.Custom2('RelationToMeShort', SCOPE.sC('title_gainer'))], [title_gainer.GetShortUIName|U], now governs the [title.GetName]"
|
||||
|
||||
msg_admin_title_lost_house.tt: "House Member Lost Appointment"
|
||||
msg_admin_title_lost_investor.tt: "Supported Holder Lost Appointment"
|
||||
msg_admin_title_lost_foe.tt: "Opposed Holder Lost Appointment"
|
||||
msg_admin_title_lost.desc: "Your [GetPlayer.Custom2('RelationToMeShort', SCOPE.sC('title_loser'))], [title_loser.GetShortUIName|U], no longer governs the [title.GetName]"
|
||||
|
||||
msg_estate_damaged.title: "$game_concept_estate$ Damaged"
|
||||
msg_estate_damaged.desc: "Your [estate|E] was damaged and one or more [estate_buildings|E] lost a level or was destroyed.\n\nThe [estate|E] was relocated to [new_estate_location.GetName]."
|
||||
|
||||
msg_admin_provincial_army_request_accepted.title: "Request for Troops Accepted"
|
||||
msg_admin_provincial_army_request_denied.title: "Request for Troops Denied"
|
||||
msg_admin_provincial_army_request_denied.desc: "[recipient.GetShortUIName|U] denied your request for troops"
|
||||
|
||||
msg_courtier_child_of_age_title: "Courtier Comes of Age"
|
||||
msg_dynasty_child_of_age_title: "Dynastic Child Comes of Age"
|
||||
msg_dynasty_child_of_age_desc: "Your [relative.Custom2('RelationToMeShort', SCOPE.sC('educated_child'))], [educated_child.GetShortUIName|U], has come of age in your [relative.Custom('GetCourt')|l]"
|
||||
|
||||
#msg_mandala_temple_completed_01.title: "$building_type_mandala_capital_01$ Completed"
|
||||
#msg_mandala_temple_completed_02up.title: "$building_type_mandala_capital_01$ Expanded"
|
||||
#msg_mandala_temple_completed_01.desc: "The $building_type_mandala_capital_01$ [great_project|E] in [province.GetName] has been completed"
|
||||
#msg_mandala_temple_completed_02up.desc: "The $building_type_mandala_capital_01$ [great_project|E] in [province.GetName] has been expanded"
|
||||
|
||||
msg_appointed_to_title: "Appointed to Title"
|
||||
msg_appointed_to_title_desc: "As the top Candidate, you have been appointed as [governor|E] of [RIGHT_TITLE.GetDefinitiveName]"
|
||||
|
||||
msg_tributary_invalidated_title: "Tributary Invalidated"
|
||||
msg_tributary_invalidated_desc: "The tributary contract between [LEFT_CHARACTER.GetName] and [RIGHT_CHARACTER.GetName] is no longer valid."
|
||||
195
localization/english/replace/militaryview_l_english.yml
Normal file
195
localization/english/replace/militaryview_l_english.yml
Normal file
|
|
@ -0,0 +1,195 @@
|
|||
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' )]"
|
||||
|
|
@ -551,14 +551,14 @@
|
|||
MOD_HAPPY_POWERFUL_VASSAL_PRESTIGE_CONTRIBUTION_MULT: "[powerful_vassal|E] [councillor|E] [prestige|E] [modifier_contribution|E]"
|
||||
MOD_HAPPY_POWERFUL_VASSAL_PIETY_CONTRIBUTION_ADD: "[powerful_vassal|E] [councillor|E] [piety|E] [modifier_base_contribution|E]"
|
||||
MOD_HAPPY_POWERFUL_VASSAL_PIETY_CONTRIBUTION_MULT: "[powerful_vassal|E] [councillor|E] [piety|E] [modifier_contribution|E]"
|
||||
MOD_VASSAL_BARTER_GOODS_CONTRIBUTION_ADD: "[vassal|E] [barter_goods|E] [modifier_base_contribution|E]"
|
||||
MOD_VASSAL_BARTER_GOODS_CONTRIBUTION_MULT: "[vassal|E] [barter_goods|E] [modifier_contribution|E]"
|
||||
MOD_INTIMIDATED_VASSAL_BARTER_GOODS_CONTRIBUTION_ADD: "[intimidated|E] [vassal|E] [barter_goods|E] [modifier_base_contribution|E]"
|
||||
MOD_INTIMIDATED_VASSAL_BARTER_GOODS_CONTRIBUTION_MULT: "[intimidated|E] [vassal|E] [barter_goods|E] [modifier_contribution|E]"
|
||||
MOD_COWED_VASSAL_BARTER_GOODS_CONTRIBUTION_ADD: "[cowed|E] [vassal|E] [barter_goods|E] [modifier_base_contribution|E]"
|
||||
MOD_COWED_VASSAL_BARTER_GOODS_CONTRIBUTION_MULT: "[cowed|E] [vassal|E] [barter_goods|E] [modifier_contribution|E]"
|
||||
MOD_HAPPY_POWERFUL_VASSAL_BARTER_GOODS_CONTRIBUTION_ADD: "[powerful_vassal|E] [councillor|E] [barter_goods|E] [modifier_base_contribution|E]"
|
||||
MOD_HAPPY_POWERFUL_VASSAL_BARTER_GOODS_CONTRIBUTION_MULT: "[powerful_vassal|E] [councillor|E] [barter_goods|E] [modifier_contribution|E]"
|
||||
MOD_VASSAL_BARTER_GOODS_CONTRIBUTION_ADD: "[vassal|E] [trade_goods|E] [modifier_base_contribution|E]"
|
||||
MOD_VASSAL_BARTER_GOODS_CONTRIBUTION_MULT: "[vassal|E] [trade_goods|E] [modifier_contribution|E]"
|
||||
MOD_INTIMIDATED_VASSAL_BARTER_GOODS_CONTRIBUTION_ADD: "[intimidated|E] [vassal|E] [trade_goods|E] [modifier_base_contribution|E]"
|
||||
MOD_INTIMIDATED_VASSAL_BARTER_GOODS_CONTRIBUTION_MULT: "[intimidated|E] [vassal|E] [trade_goods|E] [modifier_contribution|E]"
|
||||
MOD_COWED_VASSAL_BARTER_GOODS_CONTRIBUTION_ADD: "[cowed|E] [vassal|E] [trade_goods|E] [modifier_base_contribution|E]"
|
||||
MOD_COWED_VASSAL_BARTER_GOODS_CONTRIBUTION_MULT: "[cowed|E] [vassal|E] [trade_goods|E] [modifier_contribution|E]"
|
||||
MOD_HAPPY_POWERFUL_VASSAL_BARTER_GOODS_CONTRIBUTION_ADD: "[powerful_vassal|E] [councillor|E] [trade_goods|E] [modifier_base_contribution|E]"
|
||||
MOD_HAPPY_POWERFUL_VASSAL_BARTER_GOODS_CONTRIBUTION_MULT: "[powerful_vassal|E] [councillor|E] [trade_goods|E] [modifier_contribution|E]"
|
||||
republic_government_tax_contribution_add:1 "[republican|E] [vassal|E] [tax|E] [modifier_base_contribution|E]"
|
||||
republic_government_tax_contribution_mult:1 "[republican|E] [vassal|E] [tax|E] [modifier_contribution|E]"
|
||||
meritocratic_government_tax_contribution_add: "[meritocratic|E] [vassal|E] [tax|E] [modifier_base_contribution|E]"
|
||||
|
|
@ -1408,8 +1408,8 @@
|
|||
recently_looted_modifier:0 "Recently Looted"
|
||||
recently_looted_modifier_desc:0 "This [holding|E] has been recently looted by a [raid|E] or [siege|E] and cannot be looted until this modifier expires."
|
||||
|
||||
recently_bartered_modifier: "Recently Bartered"
|
||||
recently_bartered_modifier_desc: "A party of [GetGovernment( 'wanua_government' ).GetName] sailors have recently [bartered|E] with this [holding|E] and it cannot be looted or bartered in until this modifier expires."
|
||||
recently_bartered_modifier: "Recently Traded"
|
||||
recently_bartered_modifier_desc: "A party of traders have recently [traded|E] with this [holding|E] and it cannot be looted or traded in until this modifier expires."
|
||||
|
||||
shattered_defenses_modifier: "Shattered Defenses"
|
||||
shattered_defenses_modifier_desc: "This [holding|E] has recently had its defenses shattered by violent raiders."
|
||||
|
|
@ -1646,22 +1646,22 @@
|
|||
drylands_provisions_use_mult: "[GetTerrain( 'drylands' ).GetName] [provisions|E] Use"
|
||||
terraced_hills_provisions_use_mult: "[GetTerrain( 'terraced_hills' ).GetName] [provisions|E] Use"
|
||||
|
||||
plains_barter_goods_mult: "[GetTerrain( 'plains' ).GetName] [barter_goods|E]"
|
||||
farmlands_barter_goods_mult: "[GetTerrain( 'farmlands' ).GetName] [barter_goods|E]"
|
||||
hills_barter_goods_mult: "[GetTerrain( 'hills' ).GetName] [barter_goods|E]"
|
||||
tells_barter_goods_mult: "[GetTerrain( 'tells' ).GetName] [barter_goods|E]"
|
||||
mountains_barter_goods_mult: "[GetTerrain( 'mountains' ).GetName] [barter_goods|E]"
|
||||
oasis_barter_goods_mult: "[GetTerrain( 'oasis' ).GetName] [barter_goods|E]"
|
||||
jungle_barter_goods_mult: "[GetTerrain( 'jungle' ).GetName] [barter_goods|E]"
|
||||
forest_barter_goods_mult: "[GetTerrain( 'forest' ).GetName] [barter_goods|E]"
|
||||
taiga_barter_goods_mult: "[GetTerrain( 'taiga' ).GetName] [barter_goods|E]"
|
||||
wetlands_barter_goods_mult: "[GetTerrain( 'wetlands' ).GetName] [barter_goods|E]"
|
||||
steppe_barter_goods_mult: "[GetTerrain( 'steppe' ).GetName] [barter_goods|E]"
|
||||
floodplains_barter_goods_mult: "[GetTerrain( 'floodplains' ).GetName] [barter_goods|E]"
|
||||
desert_barter_goods_mult: "[GetTerrain( 'desert' ).GetName] [barter_goods|E]"
|
||||
desert_mountains_barter_goods_mult: "[GetTerrain( 'desert_mountains' ).GetName] [barter_goods|E]"
|
||||
drylands_barter_goods_mult: "[GetTerrain( 'drylands' ).GetName] [barter_goods|E]"
|
||||
terraced_hills_barter_goods_mult: "[GetTerrain( 'terraced_hills' ).GetName] [barter_goods|E]"
|
||||
plains_barter_goods_mult: "[GetTerrain( 'plains' ).GetName] [trade_goods|E]"
|
||||
farmlands_barter_goods_mult: "[GetTerrain( 'farmlands' ).GetName] [trade_goods|E]"
|
||||
hills_barter_goods_mult: "[GetTerrain( 'hills' ).GetName] [trade_goods|E]"
|
||||
tells_barter_goods_mult: "[GetTerrain( 'tells' ).GetName] [trade_goods|E]"
|
||||
mountains_barter_goods_mult: "[GetTerrain( 'mountains' ).GetName] [trade_goods|E]"
|
||||
oasis_barter_goods_mult: "[GetTerrain( 'oasis' ).GetName] [trade_goods|E]"
|
||||
jungle_barter_goods_mult: "[GetTerrain( 'jungle' ).GetName] [trade_goods|E]"
|
||||
forest_barter_goods_mult: "[GetTerrain( 'forest' ).GetName] [trade_goods|E]"
|
||||
taiga_barter_goods_mult: "[GetTerrain( 'taiga' ).GetName] [trade_goods|E]"
|
||||
wetlands_barter_goods_mult: "[GetTerrain( 'wetlands' ).GetName] [trade_goods|E]"
|
||||
steppe_barter_goods_mult: "[GetTerrain( 'steppe' ).GetName] [trade_goods|E]"
|
||||
floodplains_barter_goods_mult: "[GetTerrain( 'floodplains' ).GetName] [trade_goods|E]"
|
||||
desert_barter_goods_mult: "[GetTerrain( 'desert' ).GetName] [trade_goods|E]"
|
||||
desert_mountains_barter_goods_mult: "[GetTerrain( 'desert_mountains' ).GetName] [trade_goods|E]"
|
||||
drylands_barter_goods_mult: "[GetTerrain( 'drylands' ).GetName] [trade_goods|E]"
|
||||
terraced_hills_barter_goods_mult: "[GetTerrain( 'terraced_hills' ).GetName] [trade_goods|E]"
|
||||
|
||||
# BP3
|
||||
black_sea_coast_region_development_growth: "$MOD_MONTHLY_DEVELOPMENT_GROWTH_FACTOR$ in the [GetGeographicalRegion('black_sea_coast_region').GetName] [region|E]"
|
||||
|
|
@ -2049,29 +2049,29 @@
|
|||
subject_salary_income_merit_hegemony_mult: "$subject_salary_income_merit_hegemony_add$"
|
||||
|
||||
# Dynamic modifiers subject salary Barter Goods
|
||||
subject_salary_expense_barter_goods_add: "[subject|E] [barter_goods|E] $subject_salary_expense$"
|
||||
subject_salary_expense_barter_goods_add: "[subject|E] [trade_goods|E] $subject_salary_expense$"
|
||||
subject_salary_expense_barter_goods_mult: "$subject_salary_expense_barter_goods_add$"
|
||||
subject_salary_expense_barter_goods_county_add: "[county|E] [subject|E] [barter_goods|E] $subject_salary_expense$"
|
||||
subject_salary_expense_barter_goods_county_add: "[county|E] [subject|E] [trade_goods|E] $subject_salary_expense$"
|
||||
subject_salary_expense_barter_goods_county_mult: "$subject_salary_expense_barter_goods_county_add$"
|
||||
subject_salary_expense_barter_goods_duchy_add: "[duchy|E] [subject|E] [barter_goods|E] $subject_salary_expense$"
|
||||
subject_salary_expense_barter_goods_duchy_add: "[duchy|E] [subject|E] [trade_goods|E] $subject_salary_expense$"
|
||||
subject_salary_expense_barter_goods_duchy_mult: "$subject_salary_expense_barter_goods_duchy_add$"
|
||||
subject_salary_expense_barter_goods_kingdom_add: "[kingdom|E] [subject|E] [barter_goods|E] $subject_salary_expense$"
|
||||
subject_salary_expense_barter_goods_kingdom_add: "[kingdom|E] [subject|E] [trade_goods|E] $subject_salary_expense$"
|
||||
subject_salary_expense_barter_goods_kingdom_mult: "$subject_salary_expense_barter_goods_kingdom_add$"
|
||||
subject_salary_expense_barter_goods_empire_add: "[empire|E] [subject|E] [barter_goods|E] $subject_salary_expense$"
|
||||
subject_salary_expense_barter_goods_empire_add: "[empire|E] [subject|E] [trade_goods|E] $subject_salary_expense$"
|
||||
subject_salary_expense_barter_goods_empire_mult: "$subject_salary_expense_barter_goods_empire_add$"
|
||||
subject_salary_expense_barter_goods_hegemony_add: "[hegemony|E] [subject|E] [barter_goods|E] $subject_salary_expense$"
|
||||
subject_salary_expense_barter_goods_hegemony_add: "[hegemony|E] [subject|E] [trade_goods|E] $subject_salary_expense$"
|
||||
subject_salary_expense_barter_goods_hegemony_mult: "$subject_salary_expense_barter_goods_hegemony_add$"
|
||||
subject_salary_income_barter_goods_add: "[subject|E] [barter_goods|E] $subject_salary_income$"
|
||||
subject_salary_income_barter_goods_add: "[subject|E] [trade_goods|E] $subject_salary_income$"
|
||||
subject_salary_income_barter_goods_mult: "$subject_salary_income_barter_goods_add$"
|
||||
subject_salary_income_barter_goods_county_add: "[county|E] [subject|E] [barter_goods|E] $subject_salary_income$"
|
||||
subject_salary_income_barter_goods_county_add: "[county|E] [subject|E] [trade_goods|E] $subject_salary_income$"
|
||||
subject_salary_income_barter_goods_county_mult: "$subject_salary_income_barter_goods_county_add$"
|
||||
subject_salary_income_barter_goods_duchy_add: "[duchy|E] [subject|E] [barter_goods|E] $subject_salary_income$"
|
||||
subject_salary_income_barter_goods_duchy_add: "[duchy|E] [subject|E] [trade_goods|E] $subject_salary_income$"
|
||||
subject_salary_income_barter_goods_duchy_mult: "$subject_salary_income_barter_goods_duchy_add$"
|
||||
subject_salary_income_barter_goods_kingdom_add: "[kingdom|E] [subject|E] [barter_goods|E] $subject_salary_income$"
|
||||
subject_salary_income_barter_goods_kingdom_add: "[kingdom|E] [subject|E] [trade_goods|E] $subject_salary_income$"
|
||||
subject_salary_income_barter_goods_kingdom_mult: "$subject_salary_income_barter_goods_kingdom_add$"
|
||||
subject_salary_income_barter_goods_empire_add: "[empire|E] [subject|E] [barter_goods|E] $subject_salary_income$"
|
||||
subject_salary_income_barter_goods_empire_add: "[empire|E] [subject|E] [trade_goods|E] $subject_salary_income$"
|
||||
subject_salary_income_barter_goods_empire_mult: "$subject_salary_income_barter_goods_empire_add$"
|
||||
subject_salary_income_barter_goods_hegemony_add: "[hegemony|E] [subject|E] [barter_goods|E] $subject_salary_income$"
|
||||
subject_salary_income_barter_goods_hegemony_add: "[hegemony|E] [subject|E] [trade_goods|E] $subject_salary_income$"
|
||||
subject_salary_income_barter_goods_hegemony_mult: "$subject_salary_income_barter_goods_hegemony_add$"
|
||||
|
||||
# dynamic experience levels
|
||||
|
|
@ -2098,10 +2098,10 @@
|
|||
MOD_MONTHLY_INCOME_PER_PIETY_LEVEL_ADD: "$MOD_MONTHLY_INCOME_MULT$ per [piety_level|E]"
|
||||
|
||||
MOD_MONTHLY_BARTER_GOODS_PREFIX: "[barter_goods_i]"
|
||||
MOD_MONTHLY_BARTER_GOODS: "[barter_goods|E]"
|
||||
MOD_MONTHLY_BARTER_GOODS_MULT: "Monthly [barter_goods|E]"
|
||||
MOD_MONTHLY_WAR_BARTER_GOODS_INCOME_ADD: "[barter_goods|E] [income|E] while at [war|E]"
|
||||
MOD_MONTHLY_WAR_BARTER_GOODS_INCOME_MULT: "Monthly [barter_goods|E] [income|E] while at [war|E]"
|
||||
MOD_MONTHLY_BARTER_GOODS: "[trade_goods|E]"
|
||||
MOD_MONTHLY_BARTER_GOODS_MULT: "Monthly [trade_goods|E]"
|
||||
MOD_MONTHLY_WAR_BARTER_GOODS_INCOME_ADD: "[trade_goods|E] [income|E] while at [war|E]"
|
||||
MOD_MONTHLY_WAR_BARTER_GOODS_INCOME_MULT: "Monthly [trade_goods|E] [income|E] while at [war|E]"
|
||||
|
||||
celestial_movement_power_promote_scheme_phase_duration_add: "[GetScheme('celestial_movement_power_promote').GetTypeName] [scheme_speed_single|E]"
|
||||
study_confucian_classics_scheme_phase_duration_add: "[GetScheme('study_confucian_classics').GetTypeName] [scheme_speed_single|E]"
|
||||
|
|
|
|||
2098
localization/english/replace/modifiers_l_english.yml
Normal file
2098
localization/english/replace/modifiers_l_english.yml
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -0,0 +1,37 @@
|
|||
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.#!"
|
||||
52
localization/english/replace/units_l_english.yml
Normal file
52
localization/english/replace/units_l_english.yml
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
l_english:
|
||||
UNIT_TYPE_MY:0 "your"
|
||||
UNIT_TYPE_ALLY:0 "ally"
|
||||
UNIT_TYPE_ENEMY:0 "enemy"
|
||||
UNIT_TYPE_HOSTILE:0 "hostile"
|
||||
UNIT_TYPE_NEUTRAL:0 "neutral"
|
||||
UNIT_TYPE_UNKNOWN:0 "unknown"
|
||||
ARMY_TYPE_RAIDERS: "[raid|E] [army|E]"
|
||||
ARMY_TYPE_BARTERERS: "[trade|E] Mission"
|
||||
ARMY_TYPE_DEFAULT: "[army|E]"
|
||||
UNIT_COUNT_SOLDIERS:0 "[soldiers|E]: $VALUE|0V$"
|
||||
UNIT_COUNT_LEVIES:0 " [levies|E]: $VALUE|0V$"
|
||||
UNIT_COUNT_KNIGHTS:1 " [knight_i]$knight_culture_player_plural$: $VALUE|0V$"
|
||||
UNIT_TAB_MAA:1 " @$ICONKEY$_icon!$NAME$: $VALUE|0V$"
|
||||
UNIT_MAA_WITH_MAX:1 "@$ICONKEY$_icon!$NAME$: $VALUE|0V$/$MAX|V0$"
|
||||
ARMY_QUALITY_LEVEL_1:0 "@army_quality_icon_1! Low [troop_quality|E]"
|
||||
ARMY_QUALITY_LEVEL_2:0 "@army_quality_icon_2! Decent [troop_quality|E]"
|
||||
ARMY_QUALITY_LEVEL_3:0 "@army_quality_icon_3! High [troop_quality|E]"
|
||||
ARMY_QUALITY_LEVEL_4:0 "@army_quality_icon_4! Superior [troop_quality|E]"
|
||||
ARMY_QUALITY_LEVEL_5:0 "@army_quality_icon_5! Elite [troop_quality|E]"
|
||||
UNIT_SUPPLY_STATE_POSITIVE:0 "@supply_icon!$STATE|V$ ($CURRENT|+0$) $VALUE|+=$/month"
|
||||
UNIT_SUPPLY_STATE_NEGATIVE:0 "@supply_icon!$STATE|V$ ($CURRENT|+0$) @supply_trend_negative_icon!$VALUE|+=$/month"
|
||||
UNIT_NEUTRAL_COMBAT_PREDICTION:1 "In a fight on neutral [terrain|E], if you attack with your selected [armies|E], $PREDICTION$"
|
||||
UNIT_TOOLTIP_NO_COMMANDER:0 "No [commander|E]"
|
||||
UNIT_TOOLTIP_COMMANDER:0 "[commander|E]: [CHARACTER.GetUIName|U] (@skill_martial_icon![CHARACTER.GetSkill( 'martial' )|V])"
|
||||
UNIT_TOOLTIP_COMMANDER_TRAIT:0 "$TRAIT$"
|
||||
UNIT_TERRAIN_TOOLTIP_SUPPLY_GOOD:0 " $KEY$: #V $MEN|0$/$SUPPLY|0$#!"
|
||||
UNIT_TERRAIN_TOOLTIP_SUPPLY_BAD:0 " $KEY$: #N $MEN|0$/$SUPPLY|0$#!"
|
||||
UNIT_TERRAIN_TOOLTIP_LOCAL_SUPPLY_GOOD:1 "Local $KEY$: #V $MEN|0$/$SUPPLY|0$#!"
|
||||
UNIT_TERRAIN_TOOLTIP_LOCAL_SUPPLY_BAD:1 "Local $KEY$: #N $MEN|0$/$SUPPLY|0$#!"
|
||||
UNIT_TERRAIN_TOOLTIP_COUNTY_ATTRITION:0 " Hostile County: $PERC|%0-$"
|
||||
KNIGHT_BREAKDOWN_ENTRY:0 "[CHARACTER.GetShortUIName|U]: [CHARACTER.GetSkill( 'prowess' )] [prowess|E]"
|
||||
UNIT_STATE_REGULAR:0 "Standing still"
|
||||
UNIT_STATE_COMBAT:0 "In Combat"
|
||||
UNIT_STATE_SIEGING:0 "Besieging"
|
||||
UNIT_STATE_EMBARKED:0 "Embarked"
|
||||
UNIT_STATE_GATHERING:0 "Gathering: $VALUE$ left"
|
||||
UNIT_STATE_MOVING:0 "Moving"
|
||||
UNIT_STATE_RAIDING:0 "Raiding"
|
||||
UNIT_STATE_BARTERING: "Trading"
|
||||
UNIT_STATE_RETREATING:0 "Retreating to [PROVINCE.GetName]"
|
||||
ARMY_STATUS_ICON_TOOLTIP:0 "$DESC$"
|
||||
KNIGHT_IN_THIS_ARMY_TOOLTIP:2 "Is a $knight_culture_player$ in this [army|E]"
|
||||
KNIGHT_IN_ARMY_TOOLTIP:1 "[knight_i]Is a $knight_culture_player$ in an [army|E]"
|
||||
UNIT_HOSTILE:0 "This [army|E] is [hostile_army|E]"
|
||||
SUPPLY_BREAKDOWN_FRIENDLY_TERRITORY:0 "In friendly territory"
|
||||
SUPPLY_BREAKDOWN_LIMIT:0 "Over [supply_limit|E]"
|
||||
SUPPLY_BREAKDOWN_COMMANDER:0 "[commander|E] ([CHARACTER.GetShortUIName])"
|
||||
SUPPLY_LOSS_AT_SEA:0 "At Sea"
|
||||
SUPPLY_BREAKDOWN_PENALTY:0 "Supply penalty"
|
||||
SUPPLY_BREAKDOWN_BONUS:0 "Supply bonus"
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue