relocalisation
This commit is contained in:
parent
b3eb4c105e
commit
c65aa668b3
19 changed files with 5129 additions and 11 deletions
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l_english:
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ARMY_AUTOMATION_FEATURE_NAME: "Automated Armies"
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AOV_HEADING: "$ARMY_AUTOMATION_FEATURE_NAME$ Settings"
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AOV_APPLY: "$BARBERSHOP_APPLY$"
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AOV_SET_TO_DEFAULT: "$CHARACTER_RESET_FILTERS$"
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AOV_SET_TO_DEFAULT_TT: "[AddLocalizationIf( ArmyAutomationOptionsView.AreDisplayedSettingsDefault, 'AOV_SET_TO_DEFAULT_TT_CONTENT' )]"
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AOV_SET_TO_DEFAULT_TT_CONTENT: "@warning_icon! #X Settings are already default#!"
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AOV_COMPANION_OFF_WARNING: "@alert_icon! These settings have no effect while $ARMY_AUTOMATION_FEATURE_NAME$ is disabled"
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AOV_AUTOMATED: "Automated"
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AOV_MANUAL: "Manual"
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AOV_OPT_COMMANDERS: "Assign Commanders"
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AOV_OPT_COMMANDERS_NOT_PLAYERS: "Limited"
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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 $game_concept_commander$"
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AOV_OPT_COMMANDERS_AUTOMATED_TT: "#T Automated $game_concept_commander$ Assignment\n#![commanders|E] are assigned automatically to your [armies|E]"
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AOV_OPT_COMMANDERS_MANUAL_TT: "#T Manual $game_concept_commander$ Assignment\n#!You must manually assign [commanders|E] to your [armies|E]"
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AOV_OPT_WAR_STANCE: "War Stance"
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AOV_OPT_WAR_STANCE_DEFAULT: "Adaptive"
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AOV_OPT_WAR_STANCE_DEFAULT_TT: "#T Adaptive Stance\n#!Your [armies|E] will act offensively or defensively depending on the situation"
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AOV_OPT_WAR_STANCE_OFFENSIVE: "Offensive"
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AOV_OPT_WAR_STANCE_OFFENSIVE_TT: "#T Offensive Stance\n#!Your [armies|E] will always act offensively"
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AOV_OPT_WAR_STANCE_DEFENSIVE: "Defensive"
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AOV_OPT_WAR_STANCE_DEFENSIVE_TT: "#T Defensive Stance\n#!Your [armies|E] will always act defensively"
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AOV_OPT_RAIDING: "Raiding"
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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"
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AOV_OPT_RAIDING_MANUAL_TT: "#T Manual Trading\n#!You control and raise your own [barterer|E] Caravans"
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AOV_OPT_BARTERING: "Trading"
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AOV_OPT_BARTERING_AUTOMATED_TT: "#T Automated Trading\n#!Your [barterer|E] Caravans will raise and go on $game_concept_barter$ Missions on their own"
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AOV_OPT_BARTERING_MANUAL_TT: "#T Manual Trading\n#!You control and raise your own [barterer|E] Caravans"
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AOV_OPT_HIRING: "Hiring Troops"
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AOV_OPT_HIRING_FULL: "Hire and Extend"
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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"
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AOV_OPT_HIRING_EXTEND: "Only Extend"
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AOV_OPT_HIRING_EXTEND_TT: "#T Automated Extending of Mercenary Contracts\n#![mercenary_contracts|E] will be extended if needed for the war effort"
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AOV_OPT_HIRING_MANUAL_TT: "#T Manual Hiring\n#!You must manually pay for [mercenaries|E], [holy_orders|E] and [provincial_armies|E]"
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MV_AUTOMATION_TOGGLE_TT: "[SelectLocalization( GetPlayer.HasCompanionAI, 'MV_AUTOMATION_TOGGLE_TT_ON', 'MV_AUTOMATION_TOGGLE_TT_OFF' )]"
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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#!"
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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#!"
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MV_AUTOMATION_TOGGLE_TT_DESC: "[SelectLocalization(GetPlayer.HasDefaultCompanionAISettings, 'MV_AUTOMATION_TOGGLE_TT_DEFAULT_DESC' , 'MV_AUTOMATION_TOGGLE_TT_CUSTOM_DESC')]"
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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.#!"
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MV_AUTOMATION_TOGGLE_TT_CUSTOM_DESC: "If enabled, your [armies|E] act on their own, but are limited by the settings you have chosen."
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MV_AUTOMATION_SETTINGS_TT: "#T Open $AOV_HEADING$\n#!Change the default behavior for $ARMY_AUTOMATION_FEATURE_NAME$"
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234
localization/english/replace/armyview_l_english.yml
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234
localization/english/replace/armyview_l_english.yml
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l_english:
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ARMY_HEADER:0 "Army"
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SPLIT_ARMY_IN_HALF:0 "#T Split in half#!\nSplit this army into two roughly equal [armies|E]"
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SPLIT_ARMY_IN_HALF_DISABLED:0 "\n$DESC$"
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SPLIT_ARMY_CUSTOM:1 "#T Split off new Army#!\nDetach [regiments|E] from this [army|E] in order to create a new one"
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SPLIT_ARMY_CUSTOM_TWO:1 "#T Reorganize#!\nReorganize the regiments of two [armies|E]"
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SPLIT_ARMY_CUSTOM_DISABLED_TOO_MANY_SELECTED:0 "@warning_icon! #X Cannot reorganize more than two [armies|E]#!"
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SPLIT_ARMY_CUSTOM_DISABLED_TOO_FEW_SELECTED:0 "@warning_icon! #X Need two [armies|E] selected to reorganize#!"
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CANNOT_REORGANIZE_DIFFERENT_LOCATION:0 "@warning_icon! #X Cannot reorganize [armies|E] in two different locations#!"
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MERGE_ARMY:0 "#T Merge [armies|E]#!\nCombine all selected armies into one"
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MERGE_UNIT:0 "#T Merge [armies|E] and [fleets|E]#!\nCombine all selected armies and fleets into one"
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DESELECT:0 "Deselect (not implemented)"
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ATTACH_TO:0 "#T Attach to...#!\n#D (not implemented)#!"
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SELECTED_ARMY:0 "Selected army (not implemented)"
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FORTIFICATION_TOOLTIP:1 "#T [fort_level|E]: $VALUE|V0$/$MAX_VALUE|0$#!"
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FORTIFICATION_INCREASE_TOOLTIP:0 "$INCREASE|=+$ per day"
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FORTIFICATION_DAYS_TOOLTIP:0 "Will start to fortify its position in $DAYS|V$ days"
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FORTIFICATION_NOT_ALLOWED:0 "Cannot fortify while moving"
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FORTIFICATION_ADVANTAGE_TOOLTIP:0 "Will give $ADVANTAGE|0V$ [advantage|E] in [battle|E]"
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FORTIFICATION_SIEGE_ADVANTAGE_TOOLTIP:0 "Will give $ADVANTAGE|0V$ [advantage|E] in [battle|E] due to ongoing siege."
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ARMY_VIEW_FORTIFICATION_VALUE:0 "$VALUE$"
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SELECT:0 "Select"
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DISBAND:0 "Disband"
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SELECT_TOOLTIP:0 "#T Select [army|E]#!\n"
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DISBAND_TOOLTIP:0 "#T Disband [army|E]#!\n[ArmyReorgWindow.CanDisbandTooltip]"
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DISBAND_ARMY:0 "#T Disband [army|E]#! "
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CANNOT_DISBAND_WHILE_IN_COMBAT:0 "@warning_icon! #X Cannot disband while in [battle|E]#!"
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CANNOT_DISBAND_WHILE_IN_RETREAT:0 "@warning_icon! #X Cannot disband while in [retreat|E]#!"
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CANNOT_DISBAND_WHILE_ARMY_EMBARKED:0 "@warning_icon! #X Cannot disband while [embarked|E]#!"
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CANNOT_DISBAND_NOT_FRIENDLY_AREA:0 "@warning_icon! #X Can disband only in a friendly area#!"
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CANNOT_DISBAND_HOSTILE_AREA:0 "@warning_icon! #X Can disband only in a non-hostile area#!"
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CANNOT_DISBAND_ENEMY_OR_HOSTILE_ARMIES_AROUND:0 "@warning_icon! #X Cannot disband while enemy or hostile [armies|E] are around#!"
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CANNOT_DISBAND_WAR_LEADER: "@warning_icon! #X Cannot disband as a [war_leader|E]#!"
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DISBAND_ARMY_DISABLED:0 "\n$DESC$"
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DISBAND_ARMY_CONFIRM_TITLE:0 "Disband Army"
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DISBAND_ARMY_CONFIRM_ACCEPT:0 "Disband"
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DISBAND_ARMY_CONFIRM:0 "$COUNT|V$ [soldiers|E] will stand down and return home."
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DISBAND_GATHERING_ARMY:1 "Disband Gathering Army"
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DISBAND_GATHERING_ARMY_DISABLED:0 "\n$DESC$"
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STOP_GATHERING:0 "Stop Gathering"
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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.#!"
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CANNOT_SPLIT_ARMY_NOT_OWNER:0 "@warning_icon! #X Cannot split Army belonging to someone else#!"
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CANNOT_SPLIT_ARMY_WHILE_IN_COMBAT:0 "@warning_icon! #X Cannot split Army while in [battle|E]#!"
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CANNOT_SPLIT_ARMY_WHILE_MOVEMENT_LOCKED:0 "@warning_icon! #X Cannot split Army while movement is locked#!"
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CANNOT_SPLIT_ARMY_CUSTOM_WHILE_MOVING:0 "@warning_icon! #X Cannot reorganize Army while moving#!"
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CANNOT_SPLIT_ARMY_WHILE_RETREATING:0 "@warning_icon! #X Cannot split Army while in [retreat|E]#!"
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CANNOT_MERGE_WHILE_IN_COMBAT:0 "@warning_icon! #X Cannot merge while in [battle|E]#!"
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CANNOT_MERGE_RAID_ARMY:0 "@warning_icon! #X Cannot merge [raid|E] armies outside own territory#!"
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CANNOT_SPLIT_RAID_ARMY:0 "@warning_icon! #X Cannot split [raid|E] armies outside own territory#!"
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CANNOT_MERGE_WHILE_RETREATING:0 "@warning_icon! #X Cannot merge while retreating#!"
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CANNOT_MERGE_WHILE_MOVEMENT_LOCKED:0 "@warning_icon! #X Cannot merge while movement is locked#!"
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CANNOT_MERGE_NAVAL_AND_LAND:0 "@warning_icon! #X Cannot merge [fleets|E] with unembarked [armies|E]#!"
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CANNOT_MERGE_NO_ARMIES:0 "@warning_icon! #X No selected [armies|E] that can be merged#!"
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CANNOT_MERGE_NO_UNITS:0 "@warning_icon! #X No selected [armies|E] or [fleets|E] that can be merged#!"
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CANNOT_SPLIT_ARMY_FEW_REGIMENTS:0 "@warning_icon! #X Not enough Regiments in [army|E]#!"
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CANNOT_SPLIT_ARMY_EMBARKED:0 "@warning_icon! #X Cannot split embarked [armies|E]#!"
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CANNOT_SPLIT_SIEGE_SPLIT_NOT_FOUND:0 "@warning_icon! #X The [army|E] cannot be split in two for this [siege|E]#!"
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CANNOT_SPLIT_NO_HIRED_OR_EVENT_TROOPS:0 "@warning_icon! #X No Hired or [special_troops|E] in the Army#!"
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CANNOT_SPLIT_ONLY_HIRED_OR_EVENT_TROOPS:0 "@warning_icon! #X Only Hired and [special_troops|E] are present in the Army#!"
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SELECT_COMMANDER_HEADER:1 "#T Select new [commander|E]#!"
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SUPPLY_STATE_TOOLTIP:1 "#T [supplies|E]: $SUPPLY|V$/$FULL_SUPPLY|V0$#!\n$STATE|V$"
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SUPPLY_STATE_POSITIVE:0 "#P +$CHANGE$#! Supplies/month"
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SUPPLY_STATE_NEGATIVE:0 "#N -$CHANGE$#! Supplies/month"
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SUPPLY_STATE_INCREASE:0 "#weak Will improve to $NEW_STATE$ in $DAYS$ days#!"
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SUPPLY_STATE_DECREASE:0 "#weak Will decline to $NEW_STATE$ in $DAYS$ days#!"
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SUPPLY_STATE_NO_CHANGE_THIS_YEAR:1 "#weak Will not change within the next year#!"
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SUPPLY_STATE_EFFECTS:0 "Effects of $STATE|V$:"
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SUPPLY_STATE_ATTRITION:0 "[attrition|E]: $VALUE|%-$"
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SUPPLY_STATE_COMBAT_EFFECT:1 "$GENERIC_COMBAT_EFFECT$"
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GENERIC_COMBAT_EFFECT:0 "[advantage|E]: $VALUE|0V$"
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SUPPLY_STATE_0:0 "Well Supplied"
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SUPPLY_STATE_1:0 "Undersupplied"
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SUPPLY_STATE_2:0 "Starving"
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SUPPLY_STATE_EVENT_TROOPS_IGNORING_SUPPLY:0 "$COUNT$ Soldiers in this army are not using supply"
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SUPPLY_STATE_NO_LOSS_PERIOD:1 "Because it has been raised recently, the [army|E] will not use supply until [DATE.GetStringShort|V]"
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SUPPLY_STATE_GATHERING:0 "The [army|E] will not use supply until it has gathered"
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ARMY_NUMBER_OF_MEN:1 "$MAX_MEN|0$"
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ARMY_NUMBER_OF_MEN_NOT_MAX:0 "$LIVING|0V$/$MAX_MEN|0V$"
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ARMY_NUMBER_OF_LEVIES:0 "[levies|E]: $MAX_MEN|0V$"
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ARMY_NUMBER_OF_LEVIES_NOT_MAX:0 "[levies|E]: $LIVING|0V$/$MAX_MEN|0V$"
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ARMY_NUMBER_OF_LEVIES_TOOLTIP:0 "#T [levies|E]: $LIVING|0V$/$MAX_MEN|0V$#!"
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ARMY_NUMBER_OF_MAA:0 "[men_at_arms|E]: $MAX_MEN|0V$"
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ARMY_NUMBER_OF_MAA_NOT_MAX:0 "[men_at_arms|E]: $LIVING|0V$/$MAX_MEN|0V$"
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ARMY_NUMBER_OF_MAA_TOOLTIP:0 "#T [men_at_arms|E]: $LIVING|0V$/$MAX_MEN|0V$#!"
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ARMY_NUMBER_OF_KNIGHTS:1 "[knight_i]$knight_culture_player_plural$: $NUM|0V$"
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ARMY_NUMBER_OF_KNIGHTS_TOOLTIP:1 "#T $knight_culture_player_plural$: [knight_i]$NUM|0V$#!\nEffectiveness: $EFFECTIVENESS|V%0$"
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ARMY_EVENT_TROOPS_ASSOCIATED_WAR:0 "$COUNT$ [special_troops|E] will stand down when the [WAR.GetName] ends"
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ARMY_ALL_ARMIES_MORE:0 "\nAnd $COUNT$ more"
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ARMY_SUPPLY_COMMANDER_BREAKDOWN:0 "#indent_newline:3 \n[CHARACTER.GetModifierDescription( 'supply_capacity_mult' )]\n[CHARACTER.GetModifierDescription( 'supply_capacity_add' )]#!"
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ARMY_SUPPLY_CAPACITY_INCREASED_BY_COMMANDER:0 "Supply capacity increased by [CHARACTER.GetName]:$ARMY_SUPPLY_COMMANDER_BREAKDOWN$\n"
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ARMY_SUPPLY_CAPACITY_LOWERED_BY_COMMANDER:0 "Supply capacity decreased by [CHARACTER.GetName]:$ARMY_SUPPLY_COMMANDER_BREAKDOWN$\n"
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FLEET_EMBARKING:0 "[embarking|E]: $TIME_LEFT$ left"
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FLEET_EMBARKED:0 "[embarked|E]"
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SHOW_SIEGE:0 "Go to the [siege|E]"
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SPLIT_ARMY_FOR_SIEGE:1 "#T Station Besiegers\n#!Leave enough [soldiers|E] in this [army|E] to continue the [siege|E]"
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SPLIT_ARMY_DISABLED:0 "\n$DESC$"
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SPLIT_ARMY_FOR_SIEGE_NOT_ENOUGH_SOLDIERS:0 "@warning_icon! #X Not Enough soldiers to split off#!"
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SPLIT_ARMY_FOR_SIEGE_TOO_MANY_SOLDIERS:2 "@warning_icon! #X Other Armies at this Holding have enough Soldiers to continue the Siege#!"
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BESIEGING:0 "Besieging"
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ARMY_COMPOSITION_ENTRY_MAX:0 "$TYPE$: $MAX|0V$"
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ARMY_COMPOSITION_ENTRY_REINFORCE:0 "($REINFORCE|0V=$/month)"
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ARMY_COMPOSITION_ENTRY:1 "$TYPE$: $COUNT|0V$/$MAX|0V$$REINFORCE_INFO$"
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KNIGHT_REGIMENTS:1 "@knight_icon![CHARACTER.Custom('KnightCulturePlural')]"
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LEVIES_REGIMENTS:1 "@soldier_icon![levies|e]"
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MAA_REGIMENTS_ICON:1 "@$ICONKEY$_icon!$NAME$"
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ARMY_TOTAL_SOLDIERS:0 "#T Total Soldiers: $CURRENT|0V$/$MAX|0V$#!"
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ARMY_RAISED_SOLDIERS:0 "#T Raised Soldiers: $CURRENT|0V$/$MAX|0V$#!"
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ARMY_UNRAISED_SOLDIERS:0 "#T Unraised Soldiers: $CURRENT|0V$/$MAX|0V$#!"
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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]."
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ARMY_VIEW_ARMY_HAS_EVENT_TROOPS:1 "#T [special_troops|E]\n#![ArmyWindow.BuildEventTroopList]"
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LEVIES_ARMY_REGIMENT_NAME:0 "Levies"
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TT_REORG_SOLDIERS:0 "#T Soldiers: [RegimentReorgEntry.GetSoldierCount]#!\nMaximum: [RegimentReorgEntry.GetMaxSoldierCount]"
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TT_REORG_EVENT_TROOPS:0 "#T [special_troops|E]: [RegimentReorgEntry.GetEventTroopName]#!"
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TT_REORG_LEVIES:0 "#T [levies|E]\n#![soldiers|E]: [soldier_i][RegimentReorgEntry.GetSoldierCount]/[RegimentReorgEntry.GetMaxSoldierCount]\nFrom your [domain|E]\n\n$REORG_INSTRUCTION$"
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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$"
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REORG_INSTRUCTION:0 "#I Click to move to other Army#!"
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REORG_EMPTY_LIST:0 "#weak Move Regiments here to create a new Army#!"
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ARMY_REORG_LEFT_MAINTENANCE:0 "[ArmyReorgWindow.GetLeftMaintenance]/month"
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ARMY_REORG_RIGHT_MAINTENANCE:0 "[ArmyReorgWindow.GetRightMaintenance]/month"
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ARMY_TBA_NAME:0 "New Army"
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KNIGHT_REGIMENT_NAME:1 "[CHARACTER.GetShortUINameNoTooltip]"
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ARMY_SELECT_THIS_ONLY:0 "#T Select This [army|E] Only#!"
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GATHERING_DAYS_LEFT:0 "Days Left: [Army.GetGatheringDaysLeft|V]"
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ARMY_VIEW_NEXT:0 "Next army"
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ARMY_VIEW_PREVIOUS:0 "Previous army"
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ARMY_VIEW_CREATE_NEW:0 "Create new army"
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ARMY_VIEW_LEVIES:0 "Levies"
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ARMY_VIEW_LEVIES_TOOLTIP:0 "#T Levies#!"
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ARMY_VIEW_MAA:0 "Men-at-Arms"
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ARMY_VIEW_KNIGHTS:1 "$knight_culture_player_plural_no_tooltip$"
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START_RAIDING:0 "#T Start Raiding#!\nThis unit will now be able to take the [raid|E] action outside your realm"
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END_RAIDING:0 "#T Stop being a Raiding Army#!\nThis [army|E] will stop being a Raiding Army, and can reinforce again"
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START_RAID:0 "#T Start Raid#!"
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RAID_ACTION_INFO:0 "Will take about [PROVINCE.GetLootTime( ARMY.Self )|V] days.\nWill loot [gold_i|E][PROVINCE.GetLoot|0V]."
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START_RAID_ALREADY_RAIDING:0 "@warning_icon! #X Already [raiding|E] this Holding#!"
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START_RAID_NOT_A_RAID_ARMY:0 "@warning_icon! #X Not a [raid|E] Army#!"
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START_RAID_LOOT_CAP:0 "@warning_icon! #X Cannot carry more [raid|E] Loot#!"
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START_RAID_NOT_OWN_REALM:0 "@warning_icon! #X Cannot [raid|E] inside your own [realm|E]#!"
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START_RAID_ALLY:0 "@warning_icon! #X Cannot [raid|E] your ally [CHARACTER.GetShortUIName]#!"
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START_RAID_TRUCE:0 "@warning_icon! #X Cannot [raid|E] [CHARACTER.GetShortUIName]#! while you have a truce agreement"
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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]#!"
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START_RAID_SAME_CONFEDERATION: "@warning_icon! #X Cannot raid someone who is also part of [CONFEDERATION.GetName]#!"
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START_RAID_OWN_TRIBUTARY: "@warning_icon! #X Cannot raid your own [tributary|E]#!"
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START_RAID_OWN_SUZERAIN: "@warning_icon! #X Cannot raid your own [suzerain|E]#!"
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START_RAID_NO_HOLDING:0 "@warning_icon! #X No [holding|E] here to [raid|E]#!"
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START_RAID_MOVING:0 "@warning_icon! #X Cannot [raid|E] while moving#!"
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START_RAID_IN_COMBAT:0 "@warning_icon! #X Cannot [raid|E] while in combat#!"
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START_RAID_SMALLER_THAN_GARRISON:0 "@warning_icon! #X [raid|E] Army is smaller than the [garrison|E] ($VALUE|0$ men)#!"
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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 [barter|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 [barter_goods|E] to start [bartering|E]#!"
|
||||
START_BARTER_ALREADY_BARTERING: "@warning_icon! #X Already [bartering|E] with this Holding#!"
|
||||
START_BARTER_NOT_A_BARTER_ARMY: "@warning_icon! #X Not a [barter|E] Army#!"
|
||||
START_BARTER_LOOT_CAP: "@warning_icon! #X Cannot carry more [barter|E] Loot#!"
|
||||
START_BARTER_NOT_OWN_REALM: "@warning_icon! #X Cannot [barter|E] inside your own [realm|E]#!"
|
||||
START_BARTER_NO_HOLDING: "@warning_icon! #X No [holding|E] here with which to [barter|E]#!"
|
||||
START_BARTER_MOVING: "@warning_icon! #X Cannot [barter|E] while moving#!"
|
||||
START_BARTER_IN_COMBAT: "@warning_icon! #X Cannot [barter|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 [barter|E] a Holding that is under [siege|E]#!"
|
||||
TOGGLE_BARTER_IN_COMBAT: "@warning_icon! #X Cannot toggle [bartering|E] while in combat#!"
|
||||
TOGGLE_BARTER_RETREATING: "@warning_icon! #X Cannot toggle [bartering|E] while retreating#!"
|
||||
TOGGLE_BARTER_ONLY_OWN_TERRITORY: "@warning_icon! #X Cannot toggle [bartering|E] outside own territory#!"
|
||||
TOGGLE_BARTER_CANNOT_BARTER: "@warning_icon! #X Unable to [barter|E]#!"
|
||||
TOGGLE_BARTER_MERCENARY: "@warning_icon! #X Mercenaries cannot [barter|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 [bartering|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[bartering|E] Caravan: [BarterMission.GetAttackerMen|V]\n[garrison|E]: [BarterMission.GetDefenderMen|V]\nDaily progress: [BarterMission.GetDailyProgressPercent|%1V]"
|
||||
HOLDING_BARTER_GOODS_NEEDED: "[barter_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 [barter_goods|E]"
|
||||
DOMAIN_BARTER_GOODS_INCOME_HOLDING: "[TITLE.GetName]"
|
||||
BARTER_GOODS_MONTHLY_EXPENSES: "Monthly Expenses"
|
||||
|
||||
BARTER_WINDOW_DESC: "#weak [BarterMission.GetArmy.GetOwner.GetShortUINamePossessive|U] [barter|E] Caravan trades [Province.GetBarterGoodsNeeded|0V] [barter_goods|E] for [Province.GetLoot|0V] [loot|E] in [Province.GetName]. [Province.GetNameNoTooltip] will gain [StaticModifier.GetNameWithTooltip] for 5 years.#!"
|
||||
|
|
@ -601,17 +601,17 @@
|
|||
game_concept_loot_desc: "If a [holding|E] is [Concept( 'raid', 'Raided' )|E], [occupied|E] in a [siege|E], or engaged in [bartering|E], the attacker or [barterer|E] will get an amount of [gold|E] equal to the $game_concept_loot$. The more prosperous a [holding|E] is, the more $game_concept_loot$ it will have.\n\nA Holding which has been Raided, Sieged, or Bartered with recently will not have any Loot."
|
||||
game_concept_loot_i: "@loot_icon!"
|
||||
|
||||
game_concept_barter: "Barter"
|
||||
game_concept_barter: "Trade"
|
||||
game_concept_barter_i: "@barter_icon!"
|
||||
game_concept_barter_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can raise [barterers|E] to gain [gold|E] through peaceful means. Bartering works similarly to [raiding|E], with some key differences — it is not a [hostile_army|E] action, and you need [barter_goods|E].\n\nYou need #V 2#! Barter Goods to gain #V 1#! [loot|E] from a [holding|E]. If you have too little, nothing will happen.\n\nBartering is a friendly action, and the targeted holding will gain [GetModifier('recently_bartered_modifier').GetNameWithTooltip] upon completion. Unlike Raiding, you can freely Barter in the lands of your [tributaries|E] and [suzerain|E]."
|
||||
game_concept_bartering: "Bartering"
|
||||
game_concept_bartered: "Bartered"
|
||||
game_concept_barterer: "Barterer"
|
||||
game_concept_barterers: "Barterers"
|
||||
game_concept_barters: "Barters"
|
||||
game_concept_barter_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can raise [barterers|E] to gain [gold|E] through peaceful means. Trading works similarly to [raiding|E], with some key differences — it is not a [hostile_army|E] action, and you need [barter_goods|E].\n\nYou need #V 2#! Trade Goods to gain #V 1#! [loot|E] from a [holding|E]. If you have too little, nothing will happen.\n\nBartering is a friendly action, and the targeted holding will gain [GetModifier('recently_bartered_modifier').GetNameWithTooltip] upon completion. Unlike Raiding, you can freely Barter in the lands of your [tributaries|E] and [suzerain|E]."
|
||||
game_concept_bartering: "Trading"
|
||||
game_concept_bartered: "Traded"
|
||||
game_concept_barterer: "Trader"
|
||||
game_concept_barterers: "Traders"
|
||||
game_concept_barters: "Traders"
|
||||
game_concept_barterer_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can [barter|E] by raising their [armies|E] as $game_concept_barterers$. They work similarly to [raiders|E], except that they will not be [hostile_army|E] to the [holder|E] of the targeted [holding|E].\n\nRaiding Armies of other Rulers can fight Barterers and steal their [loot|E]."
|
||||
game_concept_barter_goods: "Barter Goods"
|
||||
game_concept_barter_goods_desc: "Barter Goods — represent various types of wares used to [barter|E] and upkeep [armies|E] by [GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E]."
|
||||
game_concept_barter_goods: "Trade Goods"
|
||||
game_concept_barter_goods_desc: "Trade Goods — represent various types of wares used to [barter|E] and upkeep [armies|E] by [GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E]."
|
||||
game_concept_barter_goods_i: "@barter_goods_icon!"
|
||||
|
||||
game_concept_revolt:0 "Revolt"
|
||||
|
|
|
|||
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 [barter|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 [barter_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 [barter_goods|E]: [barter_goods_i][DetailedBarterIcon.GetProvince.GetBarterGoodsNeeded|0V]\n$MAP_ICON_BARTER_WARNING$\n#I Click to view [barter|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 [barter|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 [barters|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 [barterers|E]"
|
||||
message_filter_barter_aborted: "@barter_icon! Trade Mission Aborted"
|
||||
message_filter_barter_aborted_desc: "A [barter|E] mission is aborted"
|
||||
message_filter_barter_loot_lost: "@barter_icon! Trade Loot Lost"
|
||||
message_filter_barter_loot_lost_desc: "[barterers|E] lost [loot|E]"
|
||||
message_filter_barter_loot_won: "@barter_icon! Trade Loot Won"
|
||||
message_filter_barter_loot_won_desc: "[barterers|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 [bartered|E] with [county.GetHolder.GetShortUIName]"
|
||||
msg_barter_completed_holder_desc: "[barterer.GetShortUIName] [bartered|E] with you in [barony.GetName]"
|
||||
msg_barter_loot_delivered_title: "Loot Delivered"
|
||||
msg_barter_loot_delivered_desc: "Your [bartering|E] Caravan has returned with [loot|E]"
|
||||
msg_barter_loot_lost_title: "Loot Lost"
|
||||
msg_barter_loot_lost_desc: "Your [bartering|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 [bartering|E] Caravan"
|
||||
msg_barter_aborted_title: "Trade Aborted"
|
||||
msg_barter_aborted_desc: "[barter|E] aborted in [barony.GetName] due to insufficient [barter_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' )]"
|
||||
|
|
@ -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 [bartered|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."
|
||||
|
|
|
|||
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 [barterers|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: "[barter|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