This commit is contained in:
edwardtheelbowhigh 2025-12-06 20:51:48 +00:00
commit aea3a66b08
3 changed files with 3081 additions and 11 deletions

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@ -2,10 +2,12 @@
DECISION_ON_COOLDOWN:0 "@warning_icon! #X $DECISION_NAME$ unavailable until [DATE.GetStringLong]#!"
ALREADY_PLANNING_ACTIVITY:0 "You are already planning another [activity|E]"
ALREADY_IN_ACTIVITY_FIRST_NOT:0 "You are currently busy [CHARACTER.Custom('GetActivityName')]"
ALREADY_IN_ACTIVITY_THIRD_NOT:0 "[CHARACTER.GetSheHe|U] is currently busy [CHARACTER.Custom('GetActivityName')]"
ALREADY_IN_ACTIVITY_THIRD_NOT:0 "[CHARACTER.GetTitledFirstName] is currently busy [CHARACTER.Custom('GetActivityName')]"
unavailable_activity:0 "participating in [ROOT.Char.GetInvolvedActivity.GetName]"
unavailable_pay_homage:0 "paying homage to your liege"
unavailable_pledge_loyalty_to_liege: "bowing before your liege"
unavailable_meditation:0 "meditating"
unavailable_local_shrine: "visiting local shrine"
unavailable_petition_liege:0 "petitioning your liege"
unavailable_hold_court:0 "holding court"
unavailable_tour_stop:0 "preparing for your liege's [tour|E]"
@ -172,7 +174,7 @@
seek_aid_of_the_spirits_decision_confirm:0 "Seek aid of the spirits"
select_personal_deity_hinduism_decision:0 "Determine Bhakti"
select_personal_deity_hinduism_decision_tooltip:0 "Think about the [ROOT.Char.GetFaith.PantheonTerm]"
select_personal_deity_hinduism_decision_tooltip: "Think about [ROOT.Char.GetFaith.PantheonTerm]"
select_personal_deity_hinduism_decision_desc:0 "#F Every devout [ROOT.Char.GetFaith.GetAdherentNameNoTooltip] should have bhakti, or a devotion to a specific god or goddess who most strongly resonates with their soul.\n\nI should contemplate the various divine beings and decide which one calls to me the most.#!"
select_personal_deity_hinduism_decision_confirm:0 "Contemplate bhakti"
select_personal_deity_hinduism_decision_tt:0 "You gain a modifier associated with your selected bhakti"
@ -250,13 +252,14 @@
commission_artifact_decision:0 "Commission Artifact"
commission_artifact_decision_effect:0 "A local artisan with a sponsored [project|E] arrives at your court"
commission_artifact_decision_warning_effect:0 "#weak Local artisans produce lower quality artifacts than [inspired|E] [royal_court|E] guests#!"
commission_artifact_decision_warning_effect:0 "#weak Local artisans produce lower quality artifacts than [inspired|E] [royal_court|E] guests#![SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), '\n\nArtifacts created with precious materials brought from outside the steppe will be of greater quality', 'blank_line' )]"
commission_artifact_decision_tooltip:0 "Hire a local artisan to create an [artifact|E] for you"
commission_artifact_decision_desc:0 "What is the point of being a [ROOT.Char.GetTitleAsNameNoTooltip] if I don't have nice things to show for it? A new sword would be nice, or maybe a brooch..."
commission_artifact_decision_confirm:0 "Hire A Local Artisan"
commission_artifact_decision_effect_message:0 ""
COMMISSION_ARTIFACT_DECISION_NEXT_STEP_BUTTON:0 "Choose Artifact"
COMMISSION_ARTIFACT_DECISION_SELECT_ARTIFACT_TITLE:0 "Choose a type of [artifact|E]"
commission_artifact_decision.nomad_requirements: "You are a [nomad|E] without access to artifact creation goods"
commission_legend_artifact_decision: "Commission Legend Artifact"
commission_legend_artifact_decision_effect: "Your $court_position_antiquarian$ or $court_position_chronicler$ will produce a book to commemorate your [legend|E]"
@ -281,6 +284,7 @@
unisolate_capital_decision_tt: "Your capital must currently be in isolation"
commission_artifact_decision_option_weapon:0 "Weapon\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'primary_armament' )]#!"
commission_artifact_decision_option_kris: "Kris\n#low Subcategory of Weapons\nOwned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'primary_armament' )]#!"
commission_artifact_decision_option_armor:0 "Armor\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'armor' )]#!"
commission_artifact_decision_option_crown:0 "Crown\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'helmet' )]#!"
commission_artifact_decision_option_regalia:0 "Regalia\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'regalia' )]#!"
@ -290,6 +294,7 @@
commission_artifact_decision_option_book:0 "Book\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'book' )]#!"
commission_artifact_decision_option_weapon_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'weapon' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'primary_armament', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]"
commission_artifact_decision_option_kris_desc: "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'weapon' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'primary_armament', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]"
commission_artifact_decision_option_armor_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'armor' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'armor', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]"
commission_artifact_decision_option_crown_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'helmet' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'helmet', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]"
commission_artifact_decision_option_regalia_desc:0 "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'regalia' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'regalia', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]"
@ -299,6 +304,7 @@
commission_artifact_decision_option_book_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'book' ), Concatenate( '\nCurrently Displayed:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'book', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]"
commission_weapon_tooltip:1 "#T Weapon#! \n$DESC$"
commission_kris_tooltip: "#T Dagger#! \n$DESC$"
commission_armor_tooltip:1 "#T Armor#! \n$DESC$"
commission_crown_tooltip:1 "#T Crown#! \n$DESC$"
commission_regalia_tooltip:1 "#T Regalia#! \n$DESC$"
@ -344,7 +350,7 @@
embrace_english_culture_decision:0 "Embrace English Culture"
embrace_english_culture_decision_tooltip:1 "You will give up your [ROOT.Char.GetCulture.GetName] culture"
embrace_english_culture_decision_desc:0 "My vassals, my family, and I have lived side by side with Saxons and Celts, and as our language and customs have mixed with theirs, it is time to embrace the fact that we have become one."
embrace_english_culture_decision_get_innovations:0 "#D English Culture gets a lot of Norman innovations#!"
embrace_english_culture_decision_get_innovations:0 "English Culture gets a lot of Norman innovations"
embrace_english_culture_decision_vassals_custom:0 "All vassals in Britannia"
embrace_english_culture_decision_confirm:0 "Embrace English Culture"
decision_embrace_english_culture_get_innovations:1 "The English [culture|E] gains all Norman and Anglo-Saxon [innovations|E]"
@ -442,7 +448,7 @@
dismantle_papacy_decision:0 "Dismantle the Papacy"
dismantle_papacy_decision_confirm:0 "Let the Vatican burn!"
dismantle_papacy_decision_desc:0 "Once the entire Italian peninsula has been brought under [ROOT.Char.GetFaith.GetAdjective] control, we will be able to permanently expunge the Catholic heathens from this world."
dismantle_papacy_decision_desc:0 "Once the entire Italian peninsula has been brought under [ROOT.Char.GetFaith.GetAdjective] control, we will be able to permanently expunge the Catholic [ROOT.Char.Custom('GetDerogatoryNonbelieverPlural')] from this world."
dismantle_papacy_decision_tooltip:0 "The Papacy will be permanently destroyed."
dismantle_papacy_decision_effect_tooltip:0 "The Papacy will be permanently destroyed"
@ -800,6 +806,7 @@
government_is_clan_tt: "Your [government|E] is [GetGovernment('clan_government').GetNameWithIcon]"
government_is_tribal_tt: "Your [government|E] is [GetGovernment('tribal_government').GetNameWithIcon]"
government_is_adventurer_tt: "Your [government|E] is [GetGovernment('landless_adventurer_government').GetNameWithIcon]"
government_is_celestial_tt: "Your [government|E] is [GetGovernment('celestial_government').GetNameWithIcon]"
you_are_an_adventurer_tt: "You are an [GetGovernment('landless_adventurer_government').GetNameWithIcon]"
@ -860,7 +867,7 @@
minor_decisions.0003.desc.physical:0 "What I see before me is a peasant of most unusual appearance, staring at me with shock and awe as if I were [ROOT.Char.GetFaith.HighGodName] [ROOT.Char.GetFaith.HighGodHerselfHimself]. Clearly, the conditions of [barrel_character.GetHerHis] birth has caused [barrel_character.GetHerHim] undue pain and ostracisation from the commoners of [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip]."
minor_decisions.0003.desc.maimed:0 "The [barrel_character.GetWomanMan] appears to have seen more than [barrel_character.GetHerHis] fair share of conflict and cruelty in this world, and wears the reminders of every fist and blade which bashed and cut [barrel_character.GetHerHim] down."
minor_decisions.0003.desc.criminal:0 "This wretch was dragged up from the dungeons; locked up for unspeakable crimes against the crown, hoping for pardon in exchange for [barrel_character.GetHerHis] skills."
minor_decisions.0003.desc.ewan:0 "What Im forced to look at is a wicked nightmare of a [barrel_character.GetWomanMan], scarcely resembling a human being. The wretched creature is so wrought with disease, malformation, and injury that it is an act of witchcraft that [barrel_character.GetSheHe] is even able to stand!"
minor_decisions.0003.desc.ewan:0 "What I'm forced to look at is a wicked nightmare of a [barrel_character.GetWomanMan], scarcely resembling a human being. The wretched creature is so wrought with disease, malformation, and injury that it is an act of witchcraft that [barrel_character.GetSheHe] is even able to stand!"
minor_decisions.0003.desc.criminal_bridge:0 "\n\nThough [barrel_character.GetSheHe] is a guilty traitor,"
minor_decisions.0003.desc.bridge_1:0 "\n\nDespite [barrel_character.GetHerHis] affliction,"
minor_decisions.0003.desc.bride_2:0 "it has been brought to my attention that [barrel_character.GetSheHe] is a skilled"
@ -996,9 +1003,11 @@
stress_loss_irritable_decision_tooltip:0 "Let your mouth run loose to calm your mind"
stress_loss_irritable_decision_confirm:0 "Hey! Hey you!"
stress_loss_flagellant_decision:0 "Flagellate"
stress_loss_flagellant_decision: "Indulge in Flagellation"
stress_loss_flagellant_exaltation_decision_desc: "Nothing cleanses the mind like the catharsis of pain. The benefit of also feeling closer to [ROOT.Char.GetFaith.HighGodName] is... a... #EMP divine#! happenstance."
stress_loss_exaltation_decision_desc: "The flesh is here to serve as a vessel for a communion with [ROOT.Char.GetFaith.HighGodName]. Let me break the flesh that such a harmony may appear."
stress_loss_flagellant_decision_desc:0 "Nothing cleanses the mind like the catharsis of pain. I will apply the whip to my own back until my mind clears."
stress_loss_flaggelant_decision_effect_tooltip:0 "You will lose stress"
stress_loss_flaggelant_decision_effect_tooltip:0 "You will lose stress" #Not actually used atm
stress_loss_flagellant_decision_tooltip:0 "Cleanse your mind with pain"
stress_loss_flagellant_decision_confirm:0 "Ugh!"
@ -1352,7 +1361,6 @@
pick_legendary_barony_decision_confirm: "Clear the grounds"
clear_ground_for_legendary_building_custom_tt: "You will now choose a held [barony|E] for your legendary [building|E]\n#weak It must be the capital of its [county|E], not be [leased|E], and not already have a [special_building|E] Slot#!"
PICK_LEGENDARY_BARONY_DECISION_LABEL: "Location:"
isolate_family_decision: "Enter Seclusion"
isolate_family_decision_tooltip: "Make yourself and your [close_family|E] more resistant to [epidemics|E]"
@ -1362,12 +1370,22 @@
unisolate_family_decision_tooltip: "You and your [close_family_members|E] will stop isolating"
unisolate_family_decision_desc: "I cannot rule from afar any longer, it is imperative that I exit seclusion and return to my rightful place at the capital."
unisolate_family_decision_confirm: "$unisolate_family_decision$"
isolate_family_disaster_decision: "Seek Shelter"
isolate_family_disaster_decision_tooltip: "Make yourself and your [close_family|E] more resistant to [disasters|E]"
isolate_family_disaster_decision_desc: "A great and deadly disaster is on the horizon and though many will die, I cannot allow myself or my loved ones to be counted among the dead. We must retreat to a safe location in seclusion to protect life and limb."
isolate_family_disaster_decision_confirm: "$isolate_family_disaster_decision$"
unisolate_family_disaster_decision: "Emerge From Shelter"
unisolate_family_disaster_decision_tooltip: "You and your [close_family_members|E] will leave the shelter's safety"
unisolate_family_disaster_decision_desc: "I cannot rule from afar any longer, it is imperative that I exit this shelter and return to my rightful seat."
unisolate_family_disaster_decision_confirm: "$unisolate_family_disaster_decision$"
travelling_will_break_isolation_tt: "@warning_icon! #warning Choosing to [travel|E] at any point during your isolation will end your isolation#!"
ai_unisolate_cooldown_tt: "[GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'isolating_cooldown_var' ))] remaining until you can Isolate again"
you_are_at_your_capital_tt: "You must currently be inside your capital"
every_close_family_member_at_court: "Every [close_family_member|E] at [court|E]"
isolating_modifier: "Secluded"
isolating_modifier_desc: "This character is isolating themselves, preventing most methods of communication with the outside world and leaving themselves without power or influence.\n\n[infection_chance|E]: #P -75%#!"
isolating_modifier_desc: "This character is isolating themselves, preventing most methods of communication with the outside world and leaving themselves without power or influence.\n\n[infection_chance|E]: #P -75%#!\nRisk of dying from [disasters|E]: #P -75%#!"
epidemic_events.0100.t: "Isolation"
epidemic_events.0100.desc: "Carried far away from the stink of the capital's heart late at night, I and my family may remain distant from the people of the realm until such a time that it is right to emerge.\n\nCommunication will be limited, and my throne will feel empty, but we should remain safe from the death and decay beyond our four modest walls."
epidemic_events.0100.a: "Lock the door."
@ -1375,7 +1393,12 @@
epidemic_events.0101.desc: "The sun feels unfamiliar and hostile on my skin, the wind feels cold and violating.\n\nWhen was the last time I took a breath of air as [ROOT.Char.GetFaith.HighGodName|U] made it?"
epidemic_events.0101.a: "How glad I am to be back!"
epidemic_events.0101.b: "Close the door! It's drafty!"
natural_disaster.0110.t: "Isolation"
natural_disaster.0110.desc: "Slipping away from the capital's heart late at night, I and my family may remain distant from the people of the realm in a more secure location until the natural order has restored itself.\n\nCommunication will be limited, and my throne will feel empty, but we should remain safe from nature's wrath."
natural_disaster.0110.a: "Lock the door."
natural_disaster.0111.t: "Out of the Cage"
natural_disaster.0111.desc: "The sun feels unfamiliar and hostile on my skin, the wind feels cold and violating.\n\nWhen was the last time I took a breath of air as [ROOT.Char.GetFaith.HighGodName|U] made it?"
natural_disaster.0111.a: "How glad I am to be back!"
SELECT_ACTION: "Select an action"
restore_old_vasconia_decision: "Restore Old Vasconia"
@ -1405,8 +1428,16 @@
recruit_chief_eunuch_cooldown_tt: "Recruiting a [GetCourtPositionType('chief_eunuch_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_eunuch_cooldown' ))]"
recruit_linguist_self_cooldown_tt: "Recruiting a Linguist is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_linguist_self_cooldown' ))]"
recruit_linguist_liege_cooldown_tt: "Recruiting a Linguist is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_linguist_liege_cooldown' ))]"
recruit_court_astrologer_cooldown_tt: "Recruiting a [GetCourtPositionType('court_astrologer_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_astrologer_cooldown' ))]"
recruit_court_position_decision_tt: "You will receive two suitable candidates from which to choose for the selected [court_position|E]"
recruit_siege_engineer_cooldown_tt: "Recruiting a [GetCourtPositionType('siege_engineer_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_siege_engineer_cooldown' ))]"
recruit_foreign_emissary_cooldown_tt: "Recruiting a [GetCourtPositionType('foreign_emissary_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'foreign_emissary_engineer_cooldown' ))]"
recruit_court_brahmin_cooldown_tt: "Recruiting a [GetCourtPositionType('court_brahmin_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_court_brahmin_cooldown' ))]"
recruit_khlon_glan_cooldown_tt: "Recruiting a [GetCourtPositionType('khlon_glan_court_position').GetName] is on cooldown for [GetGameTimeDifferenceForDiffDays( THIS.VarRemaining( 'recruit_khlon_glan_cooldown' ))]"
write_muwashshah_poem_decision: "Write Muwashshah Poem"
write_muwashshah_poem_decision_desc: "With all the great minds I keep around me, writing a new poem in the popular Muwashshah style would be fairly simple. With so many eager to read my works, I have multiple options for its final resting place, too."
write_muwashshah_poem_decision_tooltip: "Pen a new poem to either sell for money, keep for yourself or distribute for free.\n\n$EFFECT_LIST_BULLET$Selling the poem will gain a sum of [gold_i][gold|E]\n$EFFECT_LIST_BULLET$Keeping the poem adds a modifier to the Double-Moon Tome [artifact|E]\n$EFFECT_LIST_BULLET$Distributing the poem will result in extra [prestige_i][prestige|E]"
@ -1534,6 +1565,58 @@
major_decisions.3200.a: "And so continues the rule of the [rightful_liege.GetCulture.GetNameNoTooltip] tyrant..."
major_decisions.3200.b: "For the betterment of all of [rightful_title.GetNameNoTierNoTooltip]."
#MPO
mpo_pleasure_dome_decision: "Devise Pleasure Dome"
mpo_pleasure_dome_decision_tooltip: "Unlock a [special_building|E] Slot in one of your Baronies"
mpo_pleasure_dome_tt: "This will unlock a [special_building|E] Slot in one of your Baronies."
mpo_pleasure_dome_decision_desc: "With lands secured and home settled, my thoughts are naturally drawn to ponder what mark I might leave on this earth. What better than a palace of perfect splendor? Where lofty fountains flow with wine and the gardens rill in all their majesty."
mpo_pleasure_dome_decision_confirm: "This palace will carve my name in history!"
mpo_pleasure_dome_no_barony_tt: "You must hold a [barony|E] which is the capital of its [county|E], is not [leased|E], and does not already have a [special_building|E] Slot#!"
mpo_pleasure_dome_not_settled: "You must be settled"
mpo_pleasure_dome_slot_added.toast: "The decision is made"
mpo_add_pleasure_dome_effect_tt: "The selected [holding|E] gains the [GetBuilding('pleasure_dome').GetName] [special_building|E]"
mpo_pleasure_dome_barony_decision_tt_first: "#weak The holding must be the capital of its [county|E], not be [leased|E], not already have a [special_building|E] Slot, and be in the [the_great_steppe|E]#!\n@warning_icon! #weak #color_red You will not be able to change this location at a later time!#!"
mpo_pleasure_dome_barony_decision_tooltip: "Choose a barony for your [special_building|E]!"
mpo_pleasure_dome_decision_steppe_admin: "You have the [GetLaw('meritocratic_bureaucracy_2').GetName] or [GetLaw('meritocratic_bureaucracy_3').GetName] [law|E]"
mpo_divination_decision: "Consult the Skies"
mpo_divination_decision_tooltip: "Dare to see the future"
mpo_divination_decision_desc: "Consult Tengri about what is most important for you — love, warfare or life."
mpo_divination_decision_confirm: "Cast the knucklebone."
mpo_divination_decision_tt: "You may gain [GetModifier( 'mpo_divination_love_modifier' ).GetNameWithTooltip], [GetModifier( 'mpo_divination_war_modifier' ).GetNameWithTooltip] or [GetModifier( 'mpo_divination_life_modifier' ).GetNameWithTooltip] for #high 5#! years."
mpo_divination_decision_tt_spiritual: "You may gain [GetModifier( 'mpo_divination_love_spiritual_modifier' ).GetNameWithTooltip], [GetModifier( 'mpo_divination_war_spiritual_modifier' ).GetNameWithTooltip] or [GetModifier( 'mpo_divination_life_spiritual_modifier' ).GetNameWithTooltip] for #high 5#! years."
court_astrologer_events.0001.t: "$mpo_divination_decision$"
court_astrologer_events.0001.desc: "My eyes follow [astrologer.GetFirstName] as [astrologer.GetSheHe] places two reeds on the ground, at some distance from each other. [astrologer.GetHerHis|U] lips barely seem to move as [astrologer.GetSheHe] recites incantations, watching the reeds advance to each other, touched by the wind.\n\nOne of them conquers the other — the weight it carries much heavier than its body. The sky has spoken."
court_astrologer_events.0001.a: "Speak to me of love."
court_astrologer_events.0001.a.success: "You will be surrounded by love"
court_astrologer_events.0001.a.success.tt: "You try not to shed a tear"
court_astrologer_events.0001.a.failure: "The sky remains silent"
court_astrologer_events.0001.b: "Speak to me of war."
court_astrologer_events.0001.b.success: "You will win every battle"
court_astrologer_events.0001.c: "Speak to me of life."
court_astrologer_events.0001.c.success: "You will have a prosperous life"
court_astrologer_events.0001.d: "It's not the right time."
mpo_divination_love_modifier: "Loved by Tengri"
mpo_divination_love_modifier_desc: "The skies augured a warm love for this character."
mpo_divination_war_modifier: "Warrior of Tengri"
mpo_divination_war_modifier_desc: "The skies augured a victorious battle for this character."
mpo_divination_life_modifier: "Blessed by Tengri"
mpo_divination_life_modifier_desc: "The skies augured a long life for this character."
mpo_divination_love_spiritual_modifier: "$mpo_divination_love_modifier$"
mpo_divination_love_spiritual_modifier_desc: "$mpo_divination_love_modifier_desc$\n#weak This modifier is more powerful because of the Spiritual [ethos|E]#!"
mpo_divination_war_spiritual_modifier: "$mpo_divination_war_modifier$"
mpo_divination_war_spiritual_modifier_desc: "$mpo_divination_war_modifier_desc$\n#weak This modifier is more powerful because of the Spiritual [ethos|E]#!"
mpo_divination_life_spiritual_modifier: "$mpo_divination_life_modifier$"
mpo_divination_life_spiritual_modifier_desc: "$mpo_divination_life_modifier_desc$\n#weak This modifier is more powerful because of the Spiritual [ethos|E]#!"
mpo_decision_fertility_dance: "Call for an Assembly"
mpo_decision_fertility_dance_tooltip: "Call upon your [GetCourtPositionType('court_astrologer_court_position').GetName()] to help you exploit [county_fertility|E]"
mpo_decision_fertility_dance_desc: "Oh, [ROOT.Char.GetFaith.FertilityGodName], bless our lands with your bounty. Let us remember the knowledge of our parents so our herd may prosper."
mpo_decision_fertility_dance_confirm: "Our flock will flourish!"
mpo_decision_fertility_dance_effects_tt: "Your [GetCourtPositionType('court_astrologer_court_position').GetName()] and others will gather to assess the pastureland of [fertility_county.GetName], granting bonuses to its [Concept('county_fertility', 'Fertility')|E]."
mpo_decision_fertility_dance_bonus_tt: "The results of the assembly depend on the [county_fertility|E] of [fertility_county.GetNameNoTier], your [learning|E] [skill|E] and the [learning|E] [skill|E] of your [GetCourtPositionType('court_astrologer_court_position').GetName()]"
found_duchy_decision: "Found a New Duchy"
found_duchy_decision_desc: "I look at my neighbors, my peers, my so-called equals. I am greater than they are, and it is time for the world to recognize my worth. I will forge a realm so they can all bend the knee to my rightful rule."
found_duchy_decision_tooltip: "I will found a new [duchy|E] to rule the lands of [ROOT.Char.GetPrimaryTitle.GetNameNoTier]"
@ -1565,3 +1648,137 @@
set_de_jure_capital_hold_current_capital_tooltip: "Current [de_jure_capital|E] of [current_de_jure.GetName] #weak (#color_white [title_check.GetName]#!)#! is a part of the [realm|E]"
set_de_jure_capital_effect_tooltip: "[current_capital_scope.GetName] will be the new [de_jure_capital|E] of [current_de_jure_scope.GetName]"
set_de_jure_capital_warning: "$set_de_jure_capital_effect_tooltip$\n@warning_icon! #color_red Will destroy current [duchy_building|E]#!"
sacrifice_bear_decision: "Sacrifice Bear"
sacrifice_bear_decision_desc: "As a way to send this spirit back to its ancestors, we should host a ritual where we sacrifice this bear and consume its meat."
sacrifice_bear_decision_tooltip: "Sacrifice a [GetModifier('hunt_captive_beast_modifier').GetNameWithTooltip] you have acquired from a [GetActivityType('activity_hunt').GetName]"
sacrifice_bear_decision_confirm: "Let us acquire its strength"
tgp_has_acquired_bear: "You have a [GetModifier('hunt_captive_beast_modifier').GetNameWithTooltip] from using the #V Corner#! method in a [GetActivityType('activity_hunt').GetName]"
adopt_han_culture_decision: "Adopt Chinese Culture"
adopt_han_culture_decision_desc: "Our Intermingling with the ways of the Chinese haave allowed us to start adopting their cultural pillars at a rapid pace. Perhaps me and my family can properly convert to their culture."
adopt_han_culture_decision_tooltip: "We will embrace the Han [culture|e]"
adopt_han_culture_decision_confirm: "We shall grow the Chinese culture"
invite_religious_exiles_decision: "Invite Religious Exiles"
invite_religious_exiles_decision_desc: "Throughout distant lands, exiled faithful wander in search of a place to call home, driven from their birthplaces by persecution.\n\nI could welcome these displaced communities into my realm and let their knowledge enrich the lands — though their arrival will bring their beliefs with them..."
invite_religious_exiles_decision_tooltip: "Invite religious exiles to settle in your [counties|E], increasing [development|E] but changing the [faith|E]."
CHOOSE_EXILES_DECISION_NEXT_STEP_BUTTON: "Invite Exiles"
invite_religious_exiles_decision_confirm: "$CHOOSE_EXILES_DECISION_NEXT_STEP_BUTTON$"
invite_all_exiles: "Welcome All"
invite_same_religion_exiles: "Welcome Same Religion"
invite_same_faith_exiles: "Welcome Same Faith"
invite_all_exiles_tooltip: "Invite exiles of any [faith|E]\n\n$invite_religious_exiles_decision_effect$"
invite_same_religion_exiles_tooltip: "Invite exiles of your [religion|E]\n\n$invite_religious_exiles_decision_effect$"
invite_same_faith_exiles_tooltip: "Invite exiles of your [faith|E]\n\nYou will be approached by a group of exiles, who will ask to settle in your [counties|E], increasing [development|E]."
invite_exiles_req: "There are no exiles of this type within range that you can invite"
invite_religious_exiles_decision_effect: "You will be approached by a group of exiles, who will ask to settle in your [counties|E], increasing [development|E] but changing the [faith|E]."
invite_exiles_anyone_req: "There are no exiles in range to invite"
invite_exiles_same_faith_county_req: "You do not have a [county|E] of your [faith|E]"
#TGP
CHOOSE_CONFUCIAN_FAITH_TO_CONVERT_TO: "Adopt a Confucian Faith"
convert_to_confucianism: "Adopt Confucianism"
convert_to_confucianism_desc: "To see what is right and not do it is want of courage or of principle.\nAs a true [ROOT.Char.GetCulture.GetName] scholar gentleman I must adopt the ideals and rituals of [GetReligionByKey('confucianism_religion').GetName] in my personal life!"
convert_to_jingxue: "[GetFaithByKey('jingxue').GetName]"
convert_to_daoxue: "[GetFaithByKey('daoxue').GetName]"
jingxue_tooltip: "Adopt [GetFaithByKey('jingxue').GetName] as your personal [faith|E]"
daoxue_tooltip: "Adopt [GetFaithByKey('daoxue').GetName] as your personal [faith|E]"
convert_to_jingxue_via_tradition_desc: "Convert to the [GetFaithByKey('jingxue').GetName] faith."
convert_to_daoxue_via_tradition_desc: "Convert to the [GetFaithByKey('daoxue').GetName] faith."
convert_to_confucianism_confirm: "Convert"
convert_to_confucianism_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetReligionByKey('confucianism_religion').GetName]"
CHOOSE_TAOIST_FAITH_TO_CONVERT_TO: "Adopt a Taoist Faith"
convert_to_taoism: "Adopt Taoism"
convert_to_taoism_desc: "We have strayed too far from the roots of our ancestors. We must seek the harmony of the Tao, letting the principles of [GetReligionByKey('taoism_religion').GetName] guide every step in our journey is the only way forward."
convert_to_zhengyi: "[GetFaithByKey('zhengyi').GetName]"
convert_to_shangqing: "[GetFaithByKey('shangqing').GetName]"
convert_to_quanzhen: "[GetFaithByKey('quanzhen').GetName]"
zhengyi_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetFaithByKey('zhengyi').GetName]"
shangqing_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetFaithByKey('shangqing').GetName]"
quanzhen_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetFaithByKey('quanzhen').GetName]"
convert_to_zhengyi_via_decision_desc: "Convert to the [GetFaithByKey('zhengyi').GetName] faith."
convert_to_shangqing_via_decision_desc: "Convert to the [GetFaithByKey('shangqing').GetName] faith."
convert_to_quanzhen_via_decision_desc: "Convert to the [GetFaithByKey('quanzhen').GetName] faith."
convert_to_taoism_confirm: "Convert"
convert_to_taoism_tooltip: "Opens the [faith|E] Conversion View, allowing you to preview how much [piety|E] it would cost to convert to [GetReligionByKey('taoism_religion').GetName]"
#Dai Viet
form_dai_viet_empire_decision: "Found the Viet Empire"
form_dai_viet_empire_decision_desc: "One day, the northerners will tremble before the noble people they once dismissed as reliant bandits. I vow to unite them under a single banner."
form_dai_viet_empire_decision_tooltip: "Dai Viet becomes a [de_jure|E] [empire|E]"
form_dai_viet_empire_decision_effects_de_jure_tt_a: "If held, the following [kingdoms|E] will become [de_jure|E] part of [vietnamese_dai_viet_empire.GetName]:\n[vietnamese_viet.GetName], [vietnamese_champa.GetName]"
form_dai_viet_empire_decision_effects_de_jure_tt_b: "If held, the following [duchies|E] will become [de_jure|E] part of [vietnamese_viet.GetName]:\n[vietnamese_d_hai_dong.GetNameNoTier], [vietnamese_d_lam_tay.GetNameNoTier], [vietnamese_d_nghe_an.GetNameNoTier], [vietnamese_hai_dong.GetNameNoTier]"
form_dai_viet_empire_decision_effects_de_jure_tt_c: "If held, the following [duchies|E] will become [de_jure|E] part of [vietnamese_champa.GetName]:\n[vietnamese_d_indrapura.GetNameNoTier], [vietnamese_d_vijaya.GetNameNoTier], [vietnamese_d_baigaur.GetNameNoTier]"
form_dai_viet_empire_decision_confirm: "I am the Southern Emperor!"
dai_viet_empire_house_modifier: "Binders of the Southern Realm"
tgp_divine_reincarnation_decision: "Divine Reincarnation"
tgp_divine_reincarnation_decision_desc: "The breath of life leaves one body to enter the next one.\n\nA child remembers something they should not know. Memories, clear as rivers, flow endlessly in their mind."
tgp_divine_reincarnation_decision_tooltip: "Bestow the [GetTrait('reincarnation').GetName( GetNullCharacter )] [trait|E] on a [child|E]"
tgp_divine_reincarnation_decision_primary_heir_name: "Primary Heir"
primary_heir_tooltip: "Choose your [primary_heir|E]"
tgp_divine_reincarnation_decision_favorite_child_name: "Favorite Child"
favorite_child_tooltip: "Choose your [favorite_child|E]"
tgp_divine_reincarnation_decision_confirm: "An ancestor returns!"
tgp_divine_reincarnation_decision_primary_heir_tt: "Your [primary_heir|E] must:$tgp_divine_reincarnation_decision_requirements_tt$"
tgp_divine_reincarnation_decision_favorite_child_tt: "Your [favorite_child|E] must:$tgp_divine_reincarnation_decision_requirements_tt$"
tgp_divine_reincarnation_decision_requirements_tt: "\n$BULLET_WITH_TAB$Be a [child|E]\n$BULLET_WITH_TAB$Be of your [faith|E]\n$BULLET_WITH_TAB$Cannot have the [GetTrait('reincarnation').GetName( GetNullCharacter )] [trait|E]\n$BULLET_WITH_TAB$Have a same-gendered dead grandparent or great grandparent"
tgp_divine_reincarnation_decision_favorite_child_valid_tt: "Is your [favorite_child|E]"
tgp_divine_reincarnation_decision_primary_heir_valid_tt: "Is your [primary_heir|E]"
tgp_divine_reincarnation_decision_valid_child_tt: "You need to have a [child|E] that:\n$BULLET_WITH_TAB$Has the same [faith|E] as you\n$BULLET_WITH_TAB$Does not have the [GetTrait('reincarnation').GetName( GetNullCharacter )] [trait|E]\n$BULLET_WITH_TAB$Is either your [primary_heir|E] or [favorite_child|E]\n$BULLET_WITH_TAB$Has a same-gendered dead grandparent or great grandparent"
tgp_decision_events.0200.t: "The Spirit of [house.GetNameNoTooltip]"
tgp_decision_events.0200.desc: ""[ROOT.Char.GetMotherFather|U]." My [ROOT.Char.Custom2( 'RelationToMeShort', target_child )] [target_child.GetFirstName] tugs at my shirt with a somber expression.\n\n"I have had another dream. The [target_child.GetFaith.DevoteeNeuterPlural] say it's because my body is young, but my mind is old. I dream and dream and I wake up screaming. I'm scared, [ROOT.Char.GetMotherFather]. Do you know who I am?""
tgp_decision_events.0200.a: "[target_child.GetSheHe|U] is back!"
tgp_decision_events.0200.b: ""You are your own person.""
#Majapahit
form_majapahit_empire_decision: "Found the Majapahit Empire"
form_majapahit_empire_decision_desc: "Sprung from the isle of Java, my people, with differing secrets in their hearts will chant poems of unity in diversity—being in pieces, yet one in purpose."
form_majapahit_empire_decision_tooltip: "Majapahit Empire becomes a [de_jure|E] [empire|E]"
form_majapahit_empire_decision_effects_de_jure_tt_a: "If held, [javanese_yavakadvipa.GetNameNoTier] will become [de_jure|E] part of [javanese_majapahit_empire.GetName]"
form_majapahit_empire_decision_effects_de_jure_tt_b: "If held, [javanese_palembang.GetNameNoTier] will become [de_jure|E] part of [javanese_yavakadvipa.GetNameNoTier]"
form_majapahit_empire_decision_effects_de_jure_tt_c: "If held, [javanese_madura.GetNameNoTier] will become [de_jure|E] part of [javanese_mataram.GetNameNoTier]"
form_majapahit_empire_decision_requirement_1_tt: "You, your [vassals|E] or [tributaries|E] hold the [GetTitleByKey('d_SUM_palembang').GetName] [title|E]"
form_majapahit_empire_decision_requirement_2_tt: "You, your [vassals|E] or [tributaries|E] hold the [GetTitleByKey('d_JAV_taruma').GetName] [title|E]"
form_majapahit_empire_decision_requirement_3_tt: "You, your [vassals|E] or [tributaries|E] hold the [GetTitleByKey('d_JAV_mataram').GetName] [title|E]"
form_majapahit_empire_decision_requirement_4_tt: "You, your [vassals|E] or [tributaries|E] hold the [GetTitleByKey('c_JAV_madura').GetName] [title|E]"
form_majapahit_empire_decision_confirm: "Until the stars bend, we shall be united"
majapahit_empire_founding_modifier: "Guiding Stars of Java"
majapahit_empire_knight_modifier: "Blessing of Merapi"
majapahit_empire_build_discount_modifier: "Blessing of Dewi Sri"
#Ryukyu (Ruucuu)
form_ryukyu_empire_decision: "Found a Ryukyuan Empire"
form_ryukyu_empire_decision_desc: "I will bring the Ryukyuan clans together and put an end to their pointless quarrels. By focusing on a brighter future together, we will become an influential and respected power; a force to be reckoned with."
form_ryukyu_empire_decision_tooltip: "Ruucuu becomes a [de_jure|E] [empire|E]"
form_ryukyu_empire_decision_effects_de_jure_tt_a: "If held, [ryukyuan_ruucuu_kingdom.GetName] will become [de_jure|E] part of [ryukyuan_ruucuu_empire.GetName]"
form_ryukyu_empire_decision_effects_de_jure_tt_b: "If held, [ryukyuan_ruucuu_duchy.GetName] will become [de_jure|E] part of [ryukyuan_ruucuu_kingdom.GetName]"
form_ryukyu_empire_decision_confirm: "For the Three Mountains!"
ryukyu_empire_founding_province_modifier: "United Clans"
ryukyu_empire_founding_province_modifier_desc: "By the uniting power of the their mighty ruler, all Ryukyuan clans have come together to pursue common ambitions."
#Siam
form_siam_kingdom_decision: "Found the Siam Kingdom"
form_siam_kingdom_decision_desc: "After centuries of wandering, I believe my people have finally found a place to call their own, standing strong between the tribes of land and sea. They only need a trusted ruler to help them reach their potential."
form_siam_kingdom_decision_tooltip: "Siam becomes a [de_jure|E] [kingdom|E]"
form_siam_kingdom_decision_effects_de_jure_tt_a: "If held, [sukhotai_duchy.GetNameNoTier] and [muang_sua_duchy.GetNameNoTier] will become [de_jure|E] part of [siam_kingdom.GetName]"
form_siam_kingdom_decision_requirement_1_tt: "You or your [vassals|E] hold the [GetTitleByKey('d_muang_sua').GetName] [title|E]"
form_siam_kingdom_decision_requirement_2_tt: "You or your [vassals|E] hold the [GetTitleByKey('d_sukhothai').GetName] [title|E]"
form_siam_kingdom_decision_confirm: "For the land of the free!"
create_dar_al_islam_decision: "Establish the Dar al-Islam"
create_dar_al_islam_decision_desc: "Islam has long been a divided and fractured religion. Ever since the death of the great prophet, [GetScriptedCharacterByHistoryID( '33922' ).GetFirstName], war and conflict have often reigned supreme when discontent spread among us. The time has come to unify all Islamic denominations under a common leadership. #EMP Mine#!."
create_dar_al_islam_decision_tt: "Establish [GetTitleByKey('h_dar_al_islam').GetName] as your [primary_title|E]"
create_dar_al_islam_decision_confirm: "$create_dar_al_islam_decision$"
realm_controls_enough_islamic_counties_desc: "You control [EmptyScope.ScriptValue('dar_al_islam_religion_county_control_value')|V0%] of all [GetReligionByKey('islam_religion').GetAdjective] [counties|E]: [root_scope.MakeScope.ScriptValue('islam_required_county_number_value')|V0] #weak ([root_scope.MakeScope.ScriptValue('islam_controlled_county_number_value')|V0])#!"
dar_al_islam_subjugation_expanded_desc: "The [house_heads|E] of your [house|E] gain permanent access to the #V Subjugation#! [casus_belli|E] against #EMP all#! [GetReligionByKey('islam_religion').GetAdjective] branches #weak ([GetFaithDoctrine('muhammad_succession_sunni_doctrine').GetBaseName], [GetFaithDoctrine('muhammad_succession_shia_doctrine').GetBaseName], [GetFaithDoctrine('muhammad_succession_muhakkima_doctrine').GetBaseName], and [GetFaithDoctrine('muhammad_succession_zandaqa_doctrine').GetBaseName])#!"
dar_al_islam_become_head_of_faith_desc: "You become the [head_of_faith|E] of all [GetReligionByKey('islam_religion').GetAdjective] [faiths|E] that does not consider [new_hegemon.GetFaith.GetName] [faith_hostile|E] or [faith_evil|E]"
dar_al_islam_muslim_conversion_desc: "[GetReligionByKey('islam_religion').GetAdherentNamePlural] are more likely to accept conversion"
dar_al_islam_faction_desc: "[GetReligionByKey('islam_religion').GetAdherentName] [vassals|E] #bold cannot#! create or join [dissolution_factions|E] against the [ruler|E] of [GetTitleByKey('h_dar_al_islam').GetName]"
dar_al_islam_faction_block_desc: "As a [GetReligionByKey('islam_religion').GetAdherentName] you are unable to create or join this [faction|E] against the [ruler|E] of [GetTitleByKey('h_dar_al_islam').GetName]"
ASK_FOR_CONVERSION_ACTOR_DAR_AL_ISLAM: "[actor.GetShortUIName|U] [CharHaveHas(actor)] the [GetTitleByKey('h_dar_al_islam').GetNameNoTier] [title|E] and [recipient.GetShortUIName|U] is a [GetReligionByKey('islam_religion').GetAdherentName]: $VALUE|=+0$"

View file

@ -0,0 +1,47 @@
l_english:
plains:0 "Plains"
hills:0 "Hills"
combat_hills:0 "Defending in Hills"
mountains:0 "Mountains"
combat_mountain:0 "Defending in Mountains"
desert:0 "Desert"
desert_mountains:0 "Desert Mountains"
combat_desert_mountains:0 "Defending in Desert Mountains"
jungle:0 "Jungle"
combat_jungle:0 "Defending in Jungle"
forest:0 "Forest"
combat_forest:0 "Defending in Forest"
oasis:0 "Oasis"
taiga:0 "Taiga"
combat_taiga:0 "Defending in Taiga"
wetlands:0 "Wetlands"
combat_wetlands:0 "Defending in Wetlands"
steppe:0 "Steppe"
farmlands:0 "Farmlands"
floodplains:0 "Floodplains"
drylands:0 "Drylands"
winter:0 "Winter"
sea:0 "Sea"
coastal_sea:0 "Coastal Sea"
tells:0 "Tells"
combat_tells:0 "Defending in Tells"
terraced_hills: "Terraced Hills"
combat_terraced_hills: "Defending in $terraced_hills$"
TERRAIN_DESCRIPTION:0 "[Terrain.GetEffects]"
TERRAIN_PROVINCE_MODIFIER_HEADER:0 "#S [county|E] Effects:#!"
TERRAIN_COUNTY_CAPITAL_MODIFIER_HEADER: "#S [county_capital|E] Effects:#!"
TERRAIN_MOVEMENT_SPEED:0 "Movement Speed: $VALUE|%0V$"
TERRAIN_COMBAT_WIDTH:0 "[combat_width|E]: $VALUE|%0V$"
TERRAIN_ATTACKER_MODIFIER:0 "Attacker [advantage|E]: $VALUE|=+0$"
TERRAIN_DEFENDER_MODIFIER:0 "Defender [advantage|E]: $VALUE|=+0$"
TERRAIN_MILITARY_EFFECTS_HEADER:0 "#S Military Effects:#!"
TERRRAIN_MILITARY_ATTACKER_MODIFIER:0 "#S Attacker Modifier:#!"
TERRRAIN_MILITARY_DEFENDER_MODIFIER:0 "#S Defender Modifier:#!"
TERRAIN_MILD_WINTER:0 "Mild $winter$"
TERRAIN_NORMAL_WINTER:0 "Normal $winter$"
TERRAIN_HARSH_WINTER:0 "Harsh $winter$"
TERRAIN_TRAVEL_EFFECTS_HEADER:0 "#S Travel Effects:#!"
TERRAIN_DANGER:1 "[travel_danger|E]: $VALUE|=-0$"
TERRAIN_PROVISIONS_BASE_COST: "Base Cost"
TERRAIN_PROVISIONS_COST: "[provisions|E] Cost"