diff --git a/localization/dlc/tgp/dlc_tgp_japan_government_l_english.yml b/localization/dlc/tgp/dlc_tgp_japan_government_l_english.yml new file mode 100644 index 000000000..5c38661c8 --- /dev/null +++ b/localization/dlc/tgp/dlc_tgp_japan_government_l_english.yml @@ -0,0 +1,166 @@ +l_english: + # Ceremonial Liege/Regent in personal relation summary + # Appointment Succession Law + japanese_appointment_succession_law: "$japan_administrative_government$ Appointment Succession" + japanese_appointment_succession_law_subname: "Candidate with the Highest Score Inherits" + japanese_appointment_succession_law_effects: "\nA type of [appointment_succession_law|E]. Under $japanese_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest score. Any [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means from [scheming|E] to spending [influence|E]." + japanese_military_appointment_succession_law: "$japan_administrative_government$ Military Succession" + japanese_military_appointment_succession_law_subname: "Candidate with the Highest Score Inherits" + japanese_military_appointment_succession_law_effects: "\nA type of [appointment_succession_law|E]. Under $japanese_military_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a military [governorship|E] by having a good [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!" + # Kampaku Acclamation Succession Law (Japan, TGP) + japanese_regency_succession_law: "Japanese Regency Succession" + japanese_regency_succession_law_subname: "$appointment_succession_law_subname$" + japanese_regency_succession_law_effects: "Under $japanese_regency_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest score. The pool of candidates includes the realm's [noble_families|E], [governors|E], and their family members.\n\nIf the [japanese_emperor|E] is chosen as the next [ceremonial_regent|E], they will be given the choice of either abdicating as [tenno|E] or attempting to re-establish direct rule!" + + japanese_kampaku_house_past_kampaku_desc: "Previous [ROOT.Char.GetDynasty.GetName] #weak [ceremonial_regents|E] #weak ([ROOT.Char.MakeScope.ScriptValue('japanese_kampaku_house_past_kampaku_value')|0])#!" + japanese_kampaku_house_imperial_parent_desc: "[ROOT.Char.GetHouse.GetBaseName] with [ceremonial_house|E] parents #weak ([ROOT.Char.MakeScope.ScriptValue('japanese_kampaku_house_imperial_parent_value')|0])#!" + japanese_kampaku_house_imperial_child_desc: "[ceremonial_house|E] with [ROOT.Char.GetHouse.GetBaseName] parents #weak ([ROOT.Char.MakeScope.ScriptValue('japanese_kampaku_house_imperial_child_value')|0])#!" + japanese_kampaku_imperial_spouse_desc: "[ROOT.Char.GetHouse.GetBaseName] [spouses|E] of [ceremonial_liege|E] #weak ([ROOT.Char.MakeScope.ScriptValue('japanese_kampaku_imperial_spouse_value')|0])#!" + japanese_kampaku_house_imperial_spouse_desc: "[ceremonial_house|E] with [ROOT.Char.GetHouse.GetBaseName] [spouses|E] #weak ([ROOT.Char.MakeScope.ScriptValue('japanese_kampaku_house_imperial_spouse_value')|0])#!" + japanese_kampaku_dynasty_splendor_desc: "[ROOT.Char.GetDynasty.GetName] [dynasty_prestige_level|E] ([dynasty|E])" + japanese_kampaku_house_governorship_desc: "[ROOT.Char.GetHouse.GetBaseName] [governorships|E] #weak ([ROOT.Char.MakeScope.ScriptValue('japanese_kampaku_house_governorship_value')|0])#!" + ceremonial_liege_opinion_desc: "[ceremonial_liege|E] [opinion|E]" + japanese_kampaku_house_devoted_desc: "[GetTrait('devoted').GetName( GetNullCharacter )] [ROOT.Char.GetHouse.GetBaseName] members #weak ([ROOT.Char.MakeScope.ScriptValue('japanese_kampaku_house_devoted_value')|0])#!" + ceremonial_house_member_desc: "[ceremonial_house|E] Member" + ceremonial_house_heir_desc: "[ceremonial_house|E] [heir|E]" + ceremonial_house_non_heir_desc: "Non-inheriting [ceremonial_house|E]" + japanese_kampaku_devoted_desc: "Is a [GetTrait('devoted').GetName( GetNullCharacter )]" + japanese_kampaku_domicile_capital_desc: "[ROOT.Char.GetHouse.GetBaseName] [manor|E] in [capital|E]" + japanese_kampaku_age_desc: "Age" + japanese_kampaku_house_bloc_size_desc: "Size of Lead [bloc|E]" + japanese_kampaku_house_bloc_size_heir_desc: "Size of Predecessor's [bloc|E]" + + game_concept_regent_family: "Regent Family" + game_concept_regent_family_desc: "The $game_concept_regent_family$ is the top [house|E] in an [realm|E] with a [ceremonial_regent|E]." + + game_concept_house_bloc: "House Bloc" + game_concept_house_blocs: "House Blocs" + game_concept_house_bloc_possessive: "House Bloc's" + game_concept_bloc: "Bloc" + game_concept_blocs: "Blocs" + game_concept_bloc_possessive: "Bloc's" + game_concept_house_bloc_desc: "A $game_concept_house_bloc$ is an defensive alliance of [houses|E] within a [realm|E]. Any [member_house|E] who is attacked will be defended by all other $game_concept_member_houses$.\n\n[house_heads|E] decide whether to become [bloc_member_houses|E], with all ruling members of their House in the Realm following them.\n\nBlocs always have a [leading_house|E], whose $game_concept_house_head$ may expel other members, is the favored [ceremonial_regent|E] of all members, and whose [house_aspiration|E] determines the bonuses granted by higher levels of [cohesion|E].\n\nOnly $game_concept_leading_house_possessive$ $game_concept_house_head$ may create [factions|E] against the [top_liege|E], and all $game_concept_bloc_member_houses$ members will join all [factions|E] they create." + + game_concept_bloc_cohesion: "Bloc Cohesion" + game_concept_cohesion: "Cohesion" + game_concept_bloc_cohesion_desc: "$game_concept_cohesion$ measures the unity of a [house_bloc|E], with higher levels granting increasing benefits to members of [bloc_member_houses|E], based on the [leading_house_possessive|E] [house_aspiration|E].\n\nThe main source is [house_relations|E] between $game_concept_bloc_member_houses$, which can affect $game_concept_cohesion$ positively and negatively. Additionally, the Bloc's overall size or mismatched $game_concept_house_aspirations$ or [government|E] of members can reduce $game_concept_cohesion$.\n\nMaintaining a level of $game_concept_bloc_cohesion$ will bestow various bonuses on [member_houses|E], based on the Aspiration of the $game_concept_leading_house$.\n\nUpon reaching #V 0#! $game_concept_cohesion$ a $game_concept_house_bloc$ will automatically dissolve." + game_concept_bloc_cohesion_tt: "#T @bloc_cohesion! $game_concept_bloc_cohesion$#!\n\n$game_concept_bloc_cohesion_desc$" + + game_concept_bloc_member_house: "Bloc Member House" + game_concept_bloc_member_houses: "Bloc Member Houses" + game_concept_bloc_house: "Bloc House" + game_concept_bloc_houses: "Bloc Houses" + game_concept_member_house: "Member House" + game_concept_member_houses: "Member Houses" + game_concept_bloc_member_house_desc: "A $game_concept_bloc_member_house$ is any [house|E] that has joined a [house_bloc|E], including its [leading_house|E]." + + game_concept_aligned_bloc_member_house: "Aligned Bloc Member House" + game_concept_aligned_bloc_member_houses: "Aligned Bloc Member Houses" + game_concept_aligned_bloc_house: "Aligned Bloc House" + game_concept_aligned_bloc_houses: "Aligned Bloc Houses" + game_concept_aligned_bloc_member_house_desc: "A $game_concept_aligned_bloc_member_house$ is a [house|E] that has joined a [house_bloc|E], and has the same [house_aspirations|E] as the [leading_house|E]." + + game_concept_divergent_bloc_member_house: "Divergent Bloc Member House" + game_concept_divergent_bloc_member_houses: "Divergent Bloc Member Houses" + game_concept_divergent_bloc_house: "Divergent Bloc House" + game_concept_divergent_bloc_houses: "Divergent Bloc Houses" + game_concept_divergent_bloc_member_house_desc: "A $game_concept_divergent_bloc_member_house$ is a [house|E] that has joined a [house_bloc|E], but a different [house_aspirations|E] as the [leading_house|E]." + + game_concept_bloc_member_ruler: "Bloc Member Ruler" + game_concept_bloc_member_rulers: "Bloc Member Rulers" + game_concept_bloc_ruler: "Bloc Ruler" + game_concept_bloc_rulers: "Bloc Rulers" + game_concept_bloc_member_ruler_desc: "A $game_concept_bloc_member_ruler$ is a [ruler|E] who is a member of a [house_bloc|E]." + + game_concept_leading_house: "Leading House" + game_concept_leading_houses: "Leading Houses" + game_concept_leading_house_possessive: "Leading House's" + game_concept_house_bloc_leadership: "House Bloc Leadership" + game_concept_bloc_leadership: "Bloc Leadership" + game_concept_leading_house_desc: "A $game_concept_leading_house$ is a [house|E] that is the agreed leader of a [house_bloc|E]." + game_concept_bloc_leader: "Bloc Leader" + + JAPANESE_HOUSE_HEAD_ALLIANCE_REASON: "[noble_family|E] [house_head|E]: $VALUE|=+0$" + + japan_offensive_wars_ban_tt: "[rulers|E] in [GetTitleByKey('e_japan').GetBaseNameNoTier] cannot declare external [wars|E] unless the [imperial_policy|E] is [GetLaw('imperial_expansion_law').GetName]" + + ceremonial_liege_line_cannot_be_governor_trigger: "[governorships|E] may not be given to the [ceremonial_liege|E] or those in their direct [line_of_succession|E]" + ceremonial_liege_cannot_be_governor_trigger: "[governorships|E] may not be given to the [ceremonial_liege|E]" + ceremonial_liege_house_can_not_be_ruler_trigger: "The [ceremonial_liege|E] is the only member of the [ceremonial_house|E] who may become [ruler|E] via [influence_i|E][influence|E]" + ceremonial_liege_only_heir_can_be_ruler_trigger: "The [ceremonial_liege_possessive|E] [player_heir|E] is the only member of the [ceremonial_house|E] who may become [ruler|E] via [influence_i|E][influence|E]" + tgp_blocked_ceremonial_title_revocation_trigger: "The [title|E] of the [ceremonial_liege|E] cannot be revoked!" + tgp_blocked_ruler_against_ceremonial_action_trigger: "This action may not be taken against the [ceremonial_liege|E]" + tgp_blocked_ceremonial_house_matrilineal_marriage_trigger: "The [ceremonial_liege|E] would not accept this" + + tgp_is_ceremonial_liege_tt: "[THIS.Char.GetShortUIName|U] [CharAreIs(THIS.Char)] the [ceremonial_liege|E]" + tgp_has_ceremonial_liege_title_tt: "[THIS.Char.GetShortUIName|U] [CharHaveHas(THIS.Char)] the [ceremonial_liege|E] [title|E] #weak ([THIS.Char.GetTopLiege.GetPrimaryTitle.MakeScope.Var('administrative_ui_special_title').Title.GetDefinitiveName|V])#!" + tgp_has_ceremonial_liege_title_no_title_tt: "[THIS.Char.GetShortUIName|U] [CharHaveHas(THIS.Char)] the [ceremonial_liege|E] [title|E]" + tgp_is_in_ceremonial_house_tt: "[THIS.Char.GetShortUIName|U] [CharAreIs( THIS.Char )] a member of the [ceremonial_house|E] #weak ([THIS.Char.GetTopLiege.GetPrimaryTitle.MakeScope.Var('administrative_ui_special_title').Title.GetHolder.GetHouse.GetName|V])#!" + tgp_realm_has_ceremonial_liege_tt: "[THIS.Char.GetTopLiege.GetPrimaryTitle.GetDefinitiveName|U] has a [ceremonial_liege|E]" + tgp_ceremonial_liege_coronation_trigger: "Only an [independent|E] [ceremonial_liege|E] can be crowned in their [realm|E]" + + influence_candidacy_interaction_desc_japan: "Spend [influence|E] to promote or undermine a character's candidacy for [recipient.GetTopLiege.Custom('GetGovernorConcept')] or [ceremonial_regent|E]" + request_appointment_support_desc_japan: "Ask [recipient.GetShortUINameNoTooltip] to promote you or a [house|E] member in becoming a future [actor.GetTopLiege.Custom('GetGovernorConcept')] or [ceremonial_regent|E]" + demand_admin_interaction_desc_japan: "Ask [recipient.GetShortUIName|U] to abandon [recipient.GetGovernment.GetAdjective] [government|E] and become a [GetGovernment('japan_administrative_government').GetName] [governor|E]" + + # Imperial Policy Japan + defense_mobilization_law_valid_trigger: "At least #V 1#! [de_jure|E] [county|E] of [THIS.Char.GetCapitalLocation.GetTitle.GetDeJureLiege.GetDeJureLiege.GetDeJureLiege.GetDeJureLiege.GetDefinitiveName] must be held by another [realm|E], or the [top_liege|E] must be leading a defensive [war|E] against another $game_concept_realm$" + imperial_expansion_internal_peace_trigger: "The [realm|E] needs to be at [peace|E]" + shogunate_law_required: "Requires [feudal_government|E]" + + CEREMONIAL_HOUSE_MARRYING_DOWN_REASON: "Marrying [ceremonial_house|E] [dynasty_prestige_level|E] Impact: $VALUE|=+0$" + CEREMONIAL_HOUSE_MARRYING_NON_HOUSE_HEAD: "[ceremonial_house|E] marrying non-[noble_family|E] Head: $VALUE|=+0$" + CEREMONIAL_HOUSE_SECONDARY_SPOUSE_HEAD: "[ceremonial_house|E] reluctance to be secondary [spouse|E]: $VALUE|=+0$" + CEREMONIAL_HOUSE_PETITION_REASON: "$petition_ceremonial_liege_decision$: $VALUE|=+0$" + + government_is_japanese: "Is [ritsuryo|E] or [soryo|E]" + + japan_feudal_vassal: "$game_concept_soryo$" + japan_feudal_vassal_desc: "$game_concept_soryo_government_desc$" + + japan_administrative_obligations: "$japan_administrative_government$ Obligations" + japan_administrative_provinces: "$administrative_themes$" + japan_administrative_vassal: "$japan_administrative_government$" + japan_administrative_vassal_desc: "$game_concept_ritsuryo_government_desc$" + japan_administrative_province_standard: "@japan_administrative_standard_administration! Standard Administration" + japan_administrative_province_standard_short: "@japan_administrative_standard_administration! Standard" + japan_administrative_province_standard_text_icon: "@japan_administrative_standard_administration!" + japan_administrative_province_standard_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nUses [GetLaw('japanese_appointment_succession_law').GetName]" + japan_administrative_province_standard_desc: "#low A civil type that attends to the everyday needs of the government and the local inhabitants#!" + japan_administrative_province_trade: "@japan_administrative_trade_administration! Industrial Administration" + japan_administrative_province_trade_short: "@japan_administrative_trade_administration! Industrial" + japan_administrative_province_trade_text_icon: "@japan_administrative_trade_administration!" + japan_administrative_province_trade_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nUses [GetLaw('japanese_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('japan_administrative_province_trade_max_value')|V0]#!" + japan_administrative_province_trade_desc: "#low A civil administration that focuses on maritime commerce and long-term development.#!" + japan_administrative_province_trade_amount_desc: "$japan_administrative_province_trade_short$ limit reached" + japan_administrative_province_military: "@japan_administrative_military_administration! Military Administration" + japan_administrative_province_military_short: "@japan_administrative_military_administration! Military" + japan_administrative_province_military_text_icon: "@japan_administrative_military_administration!" + japan_administrative_province_military_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Uses [GetLaw('japanese_military_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('japan_administrative_province_military_max_value')|V0]#!" + japan_administrative_province_military_desc: "#low A military administration focused on fortification and recruitment. Providing the realm with the means of protecting itself, or expanding its borders when necessary.#!" + japan_administrative_province_military_amount_desc: "$japan_administrative_province_military_short$ limit reached" + should_hold_a_lower_tier_governorship_first: "No held [governorship|E] of prior [title_rank|E]" + + soryo_or_bushido_trigger: "[THIS.Char.GetShortUIName|U] [CharHaveHas(THIS.Char)] [GetGovernment('japan_feudal_government').GetName] [government|E] or the [GetCultureTradition('tradition_tgp_bushido').GetName] [tradition|E]" + challenge_house_head_japanese_admin: "Due to not having [GetGovernment('japan_feudal_government').GetName] [government|E] or the [GetCultureTradition('tradition_tgp_bushido').GetName] [tradition|E]:" + + BLOC_MEMBER_CALL_TO_ARMS_REASON: "War is against my [bloc|E] member: $VALUE|=+0$" + cannot_transfer_bloc_leader_as_vassal_tt: "[house_heads|E] of [leading_houses|E] of [blocs|E] cannot be transferred as [vassals|E]" + + + japan_government_japan_kingdom_restriction_tt: "[GetGovernment('japan_administrative_government').GetName] and [GetGovernment('japan_feudal_government').GetName] [rulers|E] can only create [kingdoms|E] in Japan if they are [independent|E] or hold a [kingdom|E] [title|E] without holding [GetTitleByKey('e_japan').GetBaseNameNoTier]" + + japan_government_japan_duchy_restriction_tt: "[GetGovernment('japan_feudal_government').GetName] [counts|E] and [GetGovernment('japan_administrative_government').GetName] [governments|E] cannot usually create [de_jure|E] [duchies|E] on the islands of Japan\n#HELP [GetGovernment('japan_feudal_government').GetName] [rulers|E] may bypass this using the [GetDecisionWithKey('tgp_japan_assert_regional_dominion_government_decision').GetName|V] [decision|E]" + + tgp_bloc_change_cohesion_install_bloc_member_tt: "[attacker.GetShortUIName|U] won [attacker.GetHerHisYour] [bloc_expansion_war|E] for the [target_title.GetBaseName]" + tgp_bloc_change_cohesion_bloc_war_victory_tt: "The [winner.GetConfederation.GetName|V] proved its [supremacy|E] over the [icon.GetConfederation.GetName|V]" + tgp_bloc_change_cohesion_bloc_war_defeat_tt: "The [loser.GetConfederation.GetName|V] was forced to accept the [supremacy|E] of the [icon.GetConfederation.GetName|V]" + tgp_bloc_change_cohesion_leader_aspiration_tt: "[house_head|E] changed the [house.GetBaseName] [aspiration|E]" + tgp_bloc_change_cohesion_court_poet_tt: "[court_poet_from_task.GetEmployer.GetShortUINamePossessive|U] [GetCourtPositionType('court_poet_court_position').GetName()], [court_poet_from_task.GetShortUIName], inspired unity" + tgp_bloc_change_cohesion_festival_tt: "[icon.GetShortUIName|U] fostered unity at a [GetActivityType( 'activity_festival').GetName]" + msg_bloc_cohesion_increased: "Bloc Cohesion Improved" + msg_bloc_cohesion_decreased: "Bloc Cohesion Damaged" + + japan_castle_construction_trigger_tt: "[GetGovernment('japan_administrative_government').GetName] [government|E] may only build or upgrade [castle|E] [holdings|E] while the [GetLaw('disarmament_law').GetName] [imperial_policy|E] is active" + + tenno_duchy_creation_tt: "[duchy|E] and [kingdom|E] [titles|E] may be created on the islands of Japan"