buildings for minorities

This commit is contained in:
Fishedotjpg 2026-03-02 00:44:10 +00:00
parent 7d67966aed
commit eaf7341a2b
9 changed files with 10449 additions and 462 deletions

View file

@ -549,6 +549,7 @@ NGovernment = {
"holy_order_government"
"administrative_government"
"landless_adventurer_government"
"landless_minority_government"
"nomad_government"
"herder_government"
"celestial_government"

View file

@ -466,7 +466,7 @@ camp_main_04 = {
supply_tent_01 = {
internal_slots = 1
construction_time = @camp_building_main_slot_construction_duration_t1
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
cost = { gold = supply_tent_01_domicile_building_gold_cost_value }
refund = {
@ -513,7 +513,7 @@ supply_tent_01 = {
}
supply_tent_02 = {
construction_time = @camp_building_main_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_01
internal_slots = 2
@ -563,7 +563,7 @@ supply_tent_02 = {
}
supply_tent_03 = {
construction_time = @camp_building_main_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_02
internal_slots = 3
@ -614,7 +614,7 @@ supply_tent_03 = {
}
supply_tent_04 = {
construction_time = @camp_building_main_slot_construction_duration_t4
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_03
internal_slots = 4
@ -666,7 +666,7 @@ supply_tent_04 = {
}
supply_tent_05 = {
construction_time = @camp_building_main_slot_construction_duration_t5
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_04
internal_slots = 5
@ -719,7 +719,7 @@ supply_tent_05 = {
}
supply_tent_06 = {
construction_time = @camp_building_main_slot_construction_duration_t6
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_05
internal_slots = 6
@ -775,7 +775,7 @@ supply_tent_06 = {
supply_tent_sutler = { # Sutler
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_sutler_domicile_building_gold_cost_value }
@ -829,7 +829,7 @@ supply_tent_sutler = { # Sutler
supply_tent_mender = { # Mender
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_mender_domicile_building_gold_cost_value }
@ -884,7 +884,7 @@ supply_tent_mender = { # Mender
supply_tent_smithy = { # Smithy
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_smithy_domicile_building_gold_cost_value }
@ -952,7 +952,7 @@ supply_tent_smithy = { # Smithy
supply_tent_arsenal = { # Arsenal
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_arsenal_domicile_building_gold_cost_value }
@ -1009,7 +1009,7 @@ supply_tent_arsenal = { # Arsenal
supply_tent_reserve_provisions = { # Reserve Provisions
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_reserve_provisions_domicile_building_gold_cost_value }
@ -1077,7 +1077,7 @@ supply_tent_reserve_provisions = { # Reserve Provisions
supply_tent_reserve_water = { # Reserve Water
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_reserve_water_domicile_building_gold_cost_value }
@ -1144,7 +1144,7 @@ supply_tent_reserve_water = { # Reserve Water
supply_tent_climbing_gear = { # Climbing Gear
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_climbing_gear_domicile_building_gold_cost_value }
@ -1208,7 +1208,7 @@ supply_tent_climbing_gear = { # Climbing Gear
supply_tent_subdued_gear = { # Subdued Gear
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_subdued_gear_domicile_building_gold_cost_value }
@ -1889,7 +1889,7 @@ barber_tent_morticians_tools = { # Mortician's Tools
baggage_train_01 = {
internal_slots = 1
construction_time = @camp_building_main_slot_construction_duration_t1
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
cost = { gold = baggage_train_01_domicile_building_gold_cost_value }
refund = {
@ -1939,7 +1939,7 @@ baggage_train_01 = {
}
baggage_train_02 = {
construction_time = @camp_building_main_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_01
internal_slots = 2
@ -1992,7 +1992,7 @@ baggage_train_02 = {
}
baggage_train_03 = {
construction_time = @camp_building_main_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_02
internal_slots = 3
@ -2046,7 +2046,7 @@ baggage_train_03 = {
}
baggage_train_04 = {
construction_time = @camp_building_main_slot_construction_duration_t4
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_03
internal_slots = 4
@ -2101,7 +2101,7 @@ baggage_train_04 = {
}
baggage_train_05 = {
construction_time = @camp_building_main_slot_construction_duration_t5
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_04
internal_slots = 5
@ -2157,7 +2157,7 @@ baggage_train_05 = {
}
baggage_train_06 = {
construction_time = @camp_building_main_slot_construction_duration_t6
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_05
internal_slots = 6
@ -2216,7 +2216,7 @@ baggage_train_06 = {
baggage_train_ample_steeds = { # Ample Steeds
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_ample_steeds_domicile_building_gold_cost_value }
@ -2283,7 +2283,7 @@ baggage_train_ample_steeds = { # Ample Steeds
baggage_train_porters = { # Porters
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_porters_domicile_building_gold_cost_value }
@ -2347,7 +2347,7 @@ baggage_train_porters = { # Porters
baggage_train_trackers = { # Trackers
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_trackers_domicile_building_gold_cost_value }
@ -2410,7 +2410,7 @@ baggage_train_trackers = { # Trackers
baggage_train_kennel = { # Kennel
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_kennel_domicile_building_gold_cost_value }
@ -2467,7 +2467,7 @@ baggage_train_kennel = { # Kennel
baggage_train_siege_engineers = { # Siege Engineers
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_siege_engineers_domicile_building_gold_cost_value }
@ -2530,7 +2530,7 @@ baggage_train_siege_engineers = { # Siege Engineers
baggage_train_shrine = { # Shrine
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_shrine_domicile_building_gold_cost_value }
@ -2598,7 +2598,7 @@ baggage_train_shrine = { # Shrine
baggage_train_scribes = { # Scribes
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_scribes_domicile_building_gold_cost_value }
@ -2661,7 +2661,7 @@ baggage_train_scribes = { # Scribes
baggage_train_bartering_grounds = { # Bartering Grounds
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_bartering_grounds_domicile_building_gold_cost_value }
@ -2718,7 +2718,7 @@ baggage_train_bartering_grounds = { # Bartering Grounds
baggage_train_proof_of_claims = { # Proof of Claims
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_proof_of_claims_domicile_building_gold_cost_value }
@ -2844,7 +2844,7 @@ baggage_train_ransom_cages = { # Ransom Cages
baggage_train_negotiators = { # Negotiators
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_negotiators_domicile_building_gold_cost_value }
@ -4423,7 +4423,7 @@ camp_fire_juicy_rumors = { # Juicy Rumors
proving_grounds_01 = {
internal_slots = 1
construction_time = @camp_building_main_slot_construction_duration_t1
allowed_domicile_types = { camp minority_community }
allowed_domicile_types = { camp }
cost = { gold = proving_grounds_01_domicile_building_gold_cost_value }
refund = {
@ -4469,7 +4469,7 @@ proving_grounds_01 = {
}
proving_grounds_02 = {
construction_time = @camp_building_main_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
internal_slots = 2
@ -4518,7 +4518,7 @@ proving_grounds_02 = {
}
proving_grounds_03 = {
construction_time = @camp_building_main_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_02
internal_slots = 3
@ -4567,7 +4567,7 @@ proving_grounds_03 = {
}
proving_grounds_04 = {
construction_time = @camp_building_main_slot_construction_duration_t4
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_03
internal_slots = 4
@ -4619,7 +4619,7 @@ proving_grounds_04 = {
}
proving_grounds_05 = {
construction_time = @camp_building_main_slot_construction_duration_t5
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_04
internal_slots = 5
@ -4670,7 +4670,7 @@ proving_grounds_05 = {
}
proving_grounds_06 = {
construction_time = @camp_building_main_slot_construction_duration_t6
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_05
internal_slots = 6
@ -4725,7 +4725,7 @@ proving_grounds_06 = {
proving_grounds_horse_run = { # Horse Run
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_horse_run_domicile_building_gold_cost_value }
@ -4790,7 +4790,7 @@ proving_grounds_horse_run = { # Horse Run
proving_grounds_camel_run = { # Camel Run
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_camel_run_domicile_building_gold_cost_value }
@ -4859,7 +4859,7 @@ proving_grounds_camel_run = { # Camel Run
proving_grounds_elephantry_reserve = { # Elephantry Reserve
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_elephantry_reserve_domicile_building_gold_cost_value }
@ -4922,7 +4922,7 @@ proving_grounds_elephantry_reserve = { # Elephantry Reserve
proving_grounds_nightly_barding_drills = { # Nightly Barding Drills
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value }
@ -4987,7 +4987,7 @@ proving_grounds_nightly_barding_drills = { # Nightly Barding Drills
proving_grounds_life_in_the_saddle = { # Life in the Saddle
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value }
@ -5065,7 +5065,7 @@ proving_grounds_life_in_the_saddle = { # Life in the Saddle
proving_grounds_the_stump = { # The Stump
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_the_stump_domicile_building_gold_cost_value }
@ -5130,7 +5130,7 @@ proving_grounds_the_stump = { # The Stump
proving_grounds_personal_bouts = { # Personal Bouts
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_personal_bouts_domicile_building_gold_cost_value }
@ -5196,7 +5196,7 @@ proving_grounds_personal_bouts = { # Personal Bouts
proving_grounds_training_circle = { # Training Circle
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_training_circle_domicile_building_gold_cost_value }
@ -5262,7 +5262,7 @@ proving_grounds_training_circle = { # Training Circle
proving_grounds_mock_battle_drills = { # Mock Battle Drills
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_mock_battle_drills_domicile_building_gold_cost_value }
@ -5327,7 +5327,7 @@ proving_grounds_mock_battle_drills = { # Mock Battle Drills
proving_grounds_lockwagon = { # Lockwagon
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_lockwagon_domicile_building_gold_cost_value }
@ -5392,7 +5392,7 @@ proving_grounds_lockwagon = { # Lockwagon
proving_grounds_martial_study = { # Martial Study
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_martial_study_domicile_building_gold_cost_value }
@ -5454,7 +5454,7 @@ proving_grounds_martial_study = { # Martial Study
proving_grounds_the_stick_game = { # The Stick Game
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_the_stick_game_domicile_building_gold_cost_value }
@ -5514,7 +5514,7 @@ proving_grounds_the_stick_game = { # The Stick Game
proving_grounds_bodyguard_drills = { # Bodyguard Drills
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp minority_community}
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value }

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@ -1103,152 +1103,69 @@ minority_community = {
}
}
### MOUNTAIN SNOW BACKGROUND
domicile_asset = {
trigger = {
domicile_location = {
terrain = mountains
OR = {
has_province_modifier = winter_normal_modifier
has_province_modifier = winter_harsh_modifier
}
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
background = "gfx/interface/window_domiciles/camp_terrain_snow_mountains_bg.dds"
foreground = "gfx/interface/window_domiciles/camp_terrain_snow_mountains_fg.dds"
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands"
background = "gfx/interface/window_domiciles/estate_background_steppe_terrain.dds"
foreground = "gfx/interface/window_domiciles/estate_background_steppe_terrain_foreground.dds"
ambience = "event:/DLC/CE2/Ambience/2D/Domicile/ce2_amb_2d_domicile_yurt"
}
### SNOW BACKGROUND
domicile_asset = {
trigger = {
domicile_location = {
OR = {
has_province_modifier = winter_normal_modifier
has_province_modifier = winter_harsh_modifier
}
}
}
background = "gfx/interface/window_domiciles/camp_terrain_snow_bg.dds"
foreground = "gfx/interface/window_domiciles/camp_terrain_snow_fg.dds"
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands"
}
### JUNGLE BACKGROUND
domicile_asset = {
trigger = {
domicile_location = {
terrain = jungle
}
}
background = "gfx/interface/window_domiciles/camp_terrain_jungle_bg.dds"
foreground = "gfx/interface/window_domiciles/camp_terrain_jungle_fg.dds"
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_wetlands"
}
### DESERT BACKGROUND
domicile_asset = {
trigger = {
domicile_location = {
OR = {
terrain = desert
terrain = desert_mountains
terrain = oasis
}
}
}
background = "gfx/interface/window_domiciles/camp_terrain_dry_bg.dds"
foreground = "gfx/interface/window_domiciles/camp_terrain_dry_fg.dds"
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_dry_lands"
}
### ASIAN BACKGROUND
domicile_asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
background = "gfx/interface/window_domiciles/camp_terrain_asian_bg.dds"
foreground = "gfx/interface/window_domiciles/camp_terrain_asian_fg.dds"
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_green_lands"
}
### GREEN BACKGROUND
domicile_asset = {
trigger = {
domicile_location = {
OR = {
terrain = hills
terrain = plains
terrain = forest
terrain = farmlands
terrain = terraced_hills
}
}
}
background = "gfx/interface/window_domiciles/camp_terrain_green_bg.dds"
foreground = "gfx/interface/window_domiciles/camp_terrain_green_fg.dds"
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_green_lands"
}
### ROUGH BACKGROUND
domicile_asset = {
trigger = {
domicile_location = {
OR = {
terrain = taiga
terrain = steppe
terrain = drylands
terrain = mountains
}
}
}
background = "gfx/interface/window_domiciles/camp_terrain_rough_bg.dds"
foreground = "gfx/interface/window_domiciles/camp_terrain_rough_fg.dds"
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands"
}
### WETLANDS BACKGROUND
domicile_asset = {
trigger = {
domicile_location = {
OR = {
terrain = jungle
terrain = wetlands
terrain = floodplains
}
}
}
background = "gfx/interface/window_domiciles/camp_terrain_green_bg.dds"
foreground = "gfx/interface/window_domiciles/camp_terrain_green_fg.dds"
background = "gfx/interface/window_domiciles/estate_background_jungle_terrain.dds"
foreground = "gfx/interface/window_domiciles/estate_background_jungle_terrain_foreground.dds"
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_wetlands"
}
domicile_asset = {
trigger = {
domicile_location.culture = {
has_graphical_mena_culture_group_trigger = yes
domicile_location = {
OR = {
terrain = drylands
terrain = desert
terrain = desert_mountains
terrain = oasis
terrain = steppe
}
}
}
background = "gfx/interface/window_domiciles/camp_terrain_dry_bg.dds"
foreground = "gfx/interface/window_domiciles/camp_terrain_dry_fg.dds"
background = "gfx/interface/window_domiciles/estate_background_dry_terrain.dds"
foreground = "gfx/interface/window_domiciles/estate_background_dry_terrain_foreground.dds"
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_dry_lands"
}
domicile_asset = {
trigger = {
domicile_location.culture = {
has_graphical_western_culture_group_trigger = yes
domicile_location = {
OR = {
terrain = tells
terrain = hills
terrain = mountains
terrain = terraced_hills
}
}
}
background = "gfx/interface/window_domiciles/camp_terrain_rough_bg.dds"
foreground = "gfx/interface/window_domiciles/camp_terrain_rough_fg.dds"
background = "gfx/interface/window_domiciles/estate_background_rough_terrain.dds"
foreground = "gfx/interface/window_domiciles/estate_background_rough_terrain_foreground.dds"
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands"
}
domicile_asset = {
background = "gfx/interface/window_domiciles/estate_background_green_terrain.dds"
foreground = "gfx/interface/window_domiciles/estate_background_green_terrain_foreground.dds"
ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_green_lands"
}
}

View file

@ -389,19 +389,24 @@ NEOW_militia = {
camel_cavalry = 1
}
can_recruit = {
militia_raise_limit_existing_militia_units < militia_raise_limit_existing_militia_buildings
OR = {
has_trait = education_martial_1
has_trait = education_martial_2
has_trait = education_martial_3
has_trait = education_martial_4
has_trait = education_martial_5
has_trait = peasant_leader
has_trait = heresiarch
has_trait = populist_leader
has_lifestyle = martial_lifestyle
has_martial_lifestyle_trait_trigger = yes
cp:councillor_marshal = { martial = 13 }
AND = {
militia_raise_limit_existing_militia_units < militia_raise_limit_existing_militia_buildings
OR = {
has_trait = education_martial_1
has_trait = education_martial_2
has_trait = education_martial_3
has_trait = education_martial_4
has_trait = education_martial_5
has_trait = peasant_leader
has_trait = heresiarch
has_trait = populist_leader
has_lifestyle = martial_lifestyle
has_martial_lifestyle_trait_trigger = yes
cp:councillor_marshal = { martial = 13 }
}
}
can_recruit_militia = yes
}
}
@ -614,10 +619,10 @@ toxic_gas_slingers = {
airships = {
type = airship
damage = 300
damage = 250
toughness = 100
pursuit = 0
screen = 300
screen = 250
siege_value = 0.5

View file

@ -267,17 +267,8 @@ building_paddy_fields_requirement_terrain = {
text = building_paddy_fields_requirement_terrain_tt
OR = {
terrain = terraced_hills
AND = {
terrain = floodplains
OR = {
geographical_region = graphical_east_asia
geographical_region = custom_viet_lands
}
}
AND = {
terrain = wetlands
county.culture = { has_cultural_parameter = champa_rice_wet_land_paddies }
}
terrain = floodplains
terrain = wetlands
AND = {
OR = {
terrain = hills
@ -289,6 +280,20 @@ building_paddy_fields_requirement_terrain = {
}
}
building_potato_fields_requirement_terrain = {
custom_tooltip = {
text = building_potato_fields_requirement_terrain_tt
OR = {
terrain = farmlands
terrain = hills
terrain = tells
terrain = plains
terrain = steppe
terrain = mountains
}
}
}
building_cereal_fields_requirement_terrain = {
OR = {
terrain = farmlands

View file

@ -0,0 +1,311 @@
l_english:
landless_minority_government: "Minority Community Leader"
landless_minority_government_with_icon: "@government_type_landless_minority! $landless_minority_government$"
landless_minority_government_adjective: "Minority Community"
landless_minority_government_realm: "Minority Community"
landless_minority_government_desc: "\n$game_concept_minority_government_desc$"
conditional_maa_refill_rule: "only [reinforce_soldiers|E] troops"
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]#!"
game_concept_minority_government: "Minority Community Leader"
game_concept_minority_government_desc: "A $Minority Community Leader$ is an [unlanded|E] [character|E] who leads a [minority_community_i|E]$Minority Community$."
game_concept_minority_community: "Minority Community"
game_concept_minority_community_desc: "Minority Communities are ethnic, religious or linguistic groups who form a distinctive shared identity, often forming enclaves in urban or rural areas in the region they inhabit, which differ significantly from the surrounding majority population. These communities are not tied to land, able to move to elsewhere once a generation."
minority_community_main_01_domicile_building: "Minority Community"
minority_community_main_01_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
minority_community_main_02_domicile_building: "Minority Community"
minority_community_main_02_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
minority_community_main_03_domicile_building: "Minority Community"
minority_community_main_03_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
minority_community_main_04_domicile_building: "Minority Community"
minority_community_main_04_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
minority_community_main_05_domicile_building: "Minority Community"
minority_community_main_05_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
government_is_landless_minority: "Has access to a [minority_community_i|E]$Minority Community$"
minority_community_icon_concept: "[minority_community_i|E]"
game_concept_minority_community_i: "@government_type_landless_minority!"
duchy_landless_minority_community: "Community"
duke_landless_minority_community_male_minority_community: "Master"
duke_landless_minority_community_female_minority_community: "Mistress"
spouse_landless_minority_community_male: "Master"
spouse_landless_minority_community_holder_female: "Mistress"
d_laamp_test_jewish:0 "$ashkenazi$ Community of the $dynn_britannia_kohn$'s"
d_laamp_test_jewish_adj:0 "Jewish"
d_laamp_test_jewish_article:0 "The "
minority_community_domicile_title: "[CHARACTER.GetFirstNamePossessiveNoTooltip] $game_concept_minority_community$"
minority_community_type: "$game_concept_minority_community$"
minority_community_type_tooltip: "$MINORITY_COMMUNITY$"
minority_community_domicile_type: "$game_concept_minority_community$"
minority_community_domicile_type_possessive: "Community's"
minority_community_domicile_type_tooltip: "$MINORITY_COMMUNITY$"
MINORITY_COMMUNITY: "[game_concept_minority_community|E]"
MINORITY_COMMUNITY_BUILDINGS: "[minority_community_buildings|E]"
minority_community_move_desc: "#T Move $minority_community_type$#!\nMove your [game_concept_minority_community|E] to another [barony|E] within the [realm|E].\n@alert_icon! #alert_trial You will be unable to move it again for [EmptyScope.ScriptValue('estate_move_cooldown_value')|V0] days#!\n\n#S Cost:\n#![GetCostString( DOMICILE_TYPE.GetMoveCost( Character.Self ) )]\n\n#P Click to move your $minority_community_type$#!"
MINORITY_COMMUNITY_CONCEPT: "$Minority Community$"
domicile_minority_community: "the [CHARACTER.GetCulture.GetNameNoTooltip] $Community$ of the [CHARACTER.GetHouse.GetNameNoTooltip]'s"
ep3_laamps.1030.t: "On the Move Again"
ep3_laamps.1030.desc: "My people no longer feel secure in this realm, as such we are leaving to ensure our safety.\n\nI am joined by my family and people, with varying degrees of enthusiasm for their new lives on the road.\n\n"
ep3_laamps.1030.heir: "In my stead, my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('laamp_inheritor'))] and heir, [laamp_inheritor.GetFirstName], has assumed my titles as the [laamp_inheritor.GetTitleAsNameNoTooltip] of [laamp_inheritor.GetPrimaryTitle.GetNameNoTierNoTooltip]."
ep3_laamps.1030.liege: "Any lands I ruled have been given to my erstwhile liege."
ep3_laamps.1030.new: "Any lands I ruled have been given to a local knight."
ep3_laamps.1030.a: "Well, what we are we waiting for?"
ep3_laamps.1032.opening: "On the Move Again"
ep3_laamps.1032.desc: "My people no longer feel secure in this realm, as such we are leaving. Good Day my Liege."
ep3_laamps.1032.a: "A bold move, some might call foolish."
become_landless_minority_decision: "Become Minority Community"
become_landless_minority_decision_desc: "My people no longer feel secure in this realm, as such we are leaving to ensure our safety."
become_landless_minority_decision_tooltip: "Abandon your [landed|E] [realm|E] and establish an [minority_community_i|E]$Minority Community$"
become_landless_minority_decision_confirm: "On the Move Again"
become_landless_minority_decision_hof_tt: "You must not be a [head_of_faith|E]"
become_landless_minority_decision_tier_tt: "You must be a [count|E] or [duke|E]"
become_landless_minority_decision_domain_size_tt: "Your [domain|E] must be no larger than #V 3#! [counties|E]"
become_landless_minority_decision_title_scope_tt: "#negative_value All your [landed|E] [titles|E] and [vassals|E] pass to [THIS.Char.GetName]#!"
become_landless_minority_decision_title_created_tt: "#negative_value All your [landed|E] [titles|E] pass to a new local [ruler|E]#!"
minority_name: "[new_landless_minority.GetCulture.GetName] Community of the [new_landless_minority.GetDynasty.GetName]'s"
laamp_become_minority_tt: "#mixed_value #BER [THIS.Char.GetShortUIName|U] will establish an $Minority Community$"
landless_can_be_vassalised:: "Can be vassalised but not converted by landed powers and serve on their councils."
headmans_croft_01_domicile_building: "Headman's Croft"
headmans_croft_01_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own."
headmans_croft_02_domicile_building: "Headman's Croft"
headmans_croft_02_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own."
headmans_croft_03_domicile_building: "Headman's Croft"
headmans_croft_03_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own."
headmans_croft_04_domicile_building: "Headman's Croft"
headmans_croft_04_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own."
village_training_yard_01_domicile_building: "Village Training Yard"
village_training_yard_01_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat."
village_training_yard_02_domicile_building: "Village Training Yard"
village_training_yard_02_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat."
village_training_yard_03_domicile_building: "Village Training Yard"
village_training_yard_03_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat."
village_training_yard_04_domicile_building: "Village Training Yard"
village_training_yard_04_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat."
contracts_office_01: "Contracts Office"
contracts_office_01_desc: "An Office for Managing any contracts members of our community are hired for."
contracts_office_02: "Contracts Office"
contracts_office_02_desc: "An Office for Managing any contracts members of our community are hired for."
contracts_office_03: "Contracts Office"
contracts_office_03_desc: "An Office for Managing any contracts members of our community are hired for."
contracts_office_04: "Contracts Office"
contracts_office_04_desc: "An Office for Managing any contracts members of our community are hired for."
local_criminal_contacts_01: "Local Criminal Contracts"
local_criminal_contacts_01_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element."
local_criminal_contacts_02: "Local Criminal Contracts"
local_criminal_contacts_02_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element."
local_criminal_contacts_03: "Local Criminal Contracts"
local_criminal_contacts_03_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element."
local_criminal_contacts_04: "Local Criminal Contracts"
local_criminal_contacts_04_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element."
minority_comm_library_01: "Library"
minority_comm_library_01_desc: "A small library containing what few records and books our community owns."
minority_comm_library_02: "Library"
minority_comm_library_02_desc: "A small library containing what few records and books our community owns."
minority_comm_library_education_03: "School"
minority_comm_library_education_03_desc: "A small school for teaching the members of our village basic common knowledge before they learn a trade."
minority_comm_library_education_04: "School"
minority_comm_library_education_04_desc: "A small school for teaching the members of our village basic common knowledge before they learn a trade."
communal_baths_01: "Communal Bathouse"
communal_baths_01_desc: "A communal bath so that our community may stay clean and healthy."
communal_baths_02: "Communal Bathouse"
communal_baths_02_desc: "A communal bath so that our community may stay clean and healthy."
communal_baths_03: "Communal Bathouse"
communal_baths_03_desc: "A communal bath so that our community may stay clean and healthy."
communal_baths_04: "Communal Bathouse"
communal_baths_04_desc: "A communal bath so that our community may stay clean and healthy."
guest_house_01: "Guest House"
guest_house_01_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
guest_house_02: "Guest House"
guest_house_02_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
guest_house_03: "Guest House"
guest_house_03_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
guest_house_04: "Guest House"
guest_house_04_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
guest_house_05: "Guest House"
guest_house_05_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
guest_house_06: "Guest House"
guest_house_06_desc: "A guest house for any visitors or travellers to reside it, we treat them well."
village_cage_01: "Village Cage"
village_cage_01_desc: "A locked building to imprison troublemakers and prisoners."
village_cage_02: "Village Cage"
village_cage_02_desc: "A locked building to imprison troublemakers and prisoners."
village_cage_03: "Village Cage"
village_cage_03_desc: "A locked building to imprison troublemakers and prisoners."
village_cage_04: "Village Cage"
village_cage_04_desc: "A locked building to imprison troublemakers and prisoners."
minority_comm_temple_small_01: "Small Temple"
minority_comm_temple_small_01_desc: "A small temple in which we give praise to our god"
minority_comm_temple_small_02: "Small Temple"
minority_comm_temple_small_02_desc: "A small temple in which we give praise to our god"
minority_comm_temple_small_03: "Small Temple"
minority_comm_temple_small_03_desc: "A small temple in which we give praise to our god"
minority_comm_temple_large_04: "Large Temple"
minority_comm_temple_large_04_desc: "A large temple in which we give praise to our god"
minority_comm_temple_large_05: "Large Temple"
minority_comm_temple_large_05_desc: "A large temple in which we give praise to our god"
minority_comm_temple_large_06: "Large Temple"
minority_comm_temple_large_06_desc: "A large temple in which we give praise to our god"
militia_barracks_01: "Militia Barracks"
militia_barracks_01_desc: "A structure in which the local militia train and store their weapons in case of attack."
militia_barracks_02: "Militia Barracks"
militia_barracks_02_desc: "A structure in which the local militia train and store their weapons in case of attack."
militia_barracks_03: "Militia Barracks"
militia_barracks_03_desc: "A structure in which the local militia train and store their weapons in case of attack."
militia_barracks_04: "Militia Barracks"
militia_barracks_04_desc: "A structure in which the local militia train and store their weapons in case of attack."
militia_barracks_05: "Militia Barracks"
militia_barracks_05_desc: "A structure in which the local militia train and store their weapons in case of attack."
militia_barracks_06: "Militia Barracks"
militia_barracks_06_desc: "A structure in which the local militia train and store their weapons in case of attack."
village_watch_01: "Village Watch"
village_watch_01_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
village_watch_02: "Village Watch"
village_watch_02_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
village_watch_03: "Village Watch"
village_watch_03_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
village_watch_04: "Village Watch"
village_watch_04_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
village_watch_05: "Village Watch"
village_watch_05_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
village_watch_06: "Village Watch"
village_watch_06_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted."
communal_gardens_01: "Communal Gardens"
communal_gardens_01_desc: "Communal Gardens in which vegetables and herbs are grown for village use."
communal_gardens_02: "Communal Gardens"
communal_gardens_02_desc: "Communal Gardens in which vegetables and herbs are grown for village use."
communal_gardens_03: "Communal Gardens"
communal_gardens_03_desc: "Communal Gardens in which vegetables and herbs are grown for village use."
communal_gardens_leisure_04: "Flower Fields"
communal_gardens_leisure_04_desc: "There can be something so comforting about a field of flowers."
communal_gardens_leisure_05: "Flower Fields"
communal_gardens_leisure_05_desc: "There can be something so comforting about a field of flowers."
communal_gardens_leisure_06: "Flower Fields"
communal_gardens_leisure_06_desc: "There can be something so comforting about a field of flowers."
communal_gardens_fruit_04: "Fruit Orchard
communal_gardens_fruit_04_desc: "A few apples or pears can add a lot to a village's diet."
communal_gardens_fruit_05: "Fruit Orchard
communal_gardens_fruit_05_desc: "A few apples or pears can add a lot to a village's diet."
communal_gardens_fruit_06: "Fruit Orchard
communal_gardens_fruit_06_desc: "A few apples or pears can add a lot to a village's diet."
village_stable_01: "Village Stable"
village_stable_01_desc: "A small stable to house a few horses for distant travel or agricultural purposes."
village_stable_02: "Village Stable"
village_stable_02_desc: "A small stable to house a few horses for distant travel or agricultural purposes."
village_stable_03: "Village Stable"
village_stable_03_desc: "A small stable to house a few horses for distant travel or agricultural purposes."
village_stable_grand_04: "Large Village Stable"
village_stable_grand_04_desc: "A Large stable to house a few horses for distant travel or agricultural purposes."
village_stable_grand_05: "Large Village Stable"
village_stable_grand_05_desc: "A Large stable to house a few horses for distant travel or agricultural purposes."
village_stable_grand_06: "Large Village Stable"
village_stable_grand_06_desc: "A Large stable to house a few horses for distant travel or agricultural purposes."
village_stable_kennel_04: "Kennel"
village_stable_kennel_04_desc: "A kennel to raise hounds for assisting hunters and guarding homes."
village_stable_kennel_05: "Kennel"
village_stable_kennel_05_desc: "A kennel to raise hounds for assisting hunters and guarding homes."
village_stable_kennel_06: "Kennel"
village_stable_kennel_06_desc: "A kennel to raise hounds for assisting hunters and guarding homes."
village_workshop_01: "Village Workshop"
village_workshop_01_desc: "A workshop in which a few tradesmen ply their trades for the benefit of the village."
village_workshop_02: "Village Workshop"
village_workshop_02_desc: "A workshop in which a few tradesmen ply their trades for the benefit of the village."
village_workshop_carpenter_03: "Village Carpentry Workshop"
village_workshop_carpenter_03_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village."
village_workshop_carpenter_04: "Village Carpentry Workshop"
village_workshop_carpenter_04_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village."
village_workshop_carpenter_05: "Village Carpentry Workshop"
village_workshop_carpenter_05_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village."
village_workshop_carpenter_06: "Village Carpentry Workshop"
village_workshop_carpenter_06_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village."
village_workshop_mason_03: "Village Masonry Workshop"
village_workshop_mason_03_desc: "A workshop in which a few masons ply their trade for the benefit of the village."
village_workshop_mason_04: "Village Masonry Workshop"
village_workshop_mason_04_desc: "A workshop in which a few masons ply their trade for the benefit of the village."
village_workshop_mason_05: "Village Masonry Workshop"
village_workshop_mason_05_desc: "A workshop in which a few masons ply their trade for the benefit of the village."
village_workshop_mason_06: "Village Masonry Workshop"
village_workshop_mason_06_desc: "A workshop in which a few masons ply their trade for the benefit of the village."
village_workshop_textile_03: "Village Weavers Workshop"
village_workshop_textile_03_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
village_workshop_textile_04: "Village Weavers Workshop"
village_workshop_textile_04_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
village_workshop_textile_05: "Village Weavers Workshop"
village_workshop_textile_05_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
village_workshop_textile_06: "Village Weavers Workshop"
village_workshop_textile_06_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
village_storage_01: "Village Storehouse"
village_storage_01_desc: "A small storehouse where food and goods are stored for protection from the elements"
village_storage_02: "Village Storehouse"
village_storage_02_desc: "A small storehouse where food and goods are stored for protection from the elements"
village_storage_warehouse_03: "Village Warehouse"
village_storage_warehouse_03_desc:: "A warehouse in which goods are stored for protection from the elements"
village_storage_warehouse_04: "Village Warehouse"
village_storage_warehouse_04_desc:: "A warehouse in which goods are stored for protection from the elements"
village_storage_granary_03: "Village Granary"
village_storage_granary_03_desc:: "A granary in which food is stored for protection from the elements"
village_storage_granary_04: "Village Granary"
village_storage_granary_04_desc:: "A granary in which food is stored for protection from the elements"
village_market_01: "Village Market
village_market_01_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
village_market_02: "Village Market
village_market_02_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
village_market_03: "Village Market
village_market_03_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
village_market_04: "Village Market
village_market_04_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
village_market_05: "Village Market
village_market_05_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
village_market_06: "Village Market
village_market_06_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
village_grazing_land_01: "Village Pastures"
village_grazing_land_01_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
village_grazing_land_02: "Village Pastures"
village_grazing_land_02_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
village_grazing_land_03: "Village Pastures"
village_grazing_land_03_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
village_grazing_land_04: "Village Pastures"
village_grazing_land_04_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
village_grazing_land_05: "Village Pastures"
village_grazing_land_05_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
village_grazing_land_06: "Village Pastures"
village_grazing_land_06_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
village_grain_fields_01: "Spelt Fields"
village_grain_fields_01_desc: "Open fields of spelt used to produce the universal staple, bread."
village_grain_fields_02: "Spelt Fields"
village_grain_fields_02_desc: "Open fields of spelt used to produce the universal staple, bread."
village_grain_fields_03: "Spelt Fields"
village_grain_fields_03_desc: "Open fields of spelt used to produce the universal staple, bread."
village_grain_fields_04: "Spelt Fields"
village_grain_fields_04_desc: "Open fields of spelt used to produce the universal staple, bread."
village_grain_fields_05: "Spelt Fields"
village_grain_fields_05_desc: "Open fields of spelt used to produce the universal staple, bread."
village_grain_fields_06: "Spelt Fields"
village_grain_fields_06_desc: "Open fields of spelt used to produce the universal staple, bread."
village_rice_field_01: "Rice Fields"
village_rice_fields_01_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
village_rice_field_02: "Rice Fields"
village_rice_fields_02_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
village_rice_field_03: "Rice Fields"
village_rice_fields_03_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
village_rice_field_04: "Rice Fields"
village_rice_fields_04_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
village_rice_field_05: "Rice Fields"
village_rice_fields_05_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
village_rice_field_06: "Rice Fields"
village_rice_fields_06_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now."
community_baggage_train_01: "Communities Baggage Train"
community_baggage_train_01_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
community_baggage_train_02: "Communities Baggage Train"
community_baggage_train_02_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
community_baggage_train_03: "Communities Baggage Train"
community_baggage_train_03_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
community_baggage_train_04: "Communities Baggage Train"
community_baggage_train_04_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
community_baggage_train_05: "Communities Baggage Train"
community_baggage_train_05_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
community_baggage_train_06: "Communities Baggage Train"
community_baggage_train_06_desc: "The Baggage train is upkept incase they are no longer wanted in their locality."
community_baggage_train_ample_steeds: "Ample Steeds"
community_baggage_train_ample_steeds_desc: "Horses are kept ready incase flight becomes necessary."

View file

@ -2745,70 +2745,3 @@
building_type_mount_baekdu_01_desc: "The lofty peak of Mount Baekdu is said to be the origin of all the mountains of the Korean peninsula, and its heights are a sacred place among the region's many faiths and peoples."
building_mount_baekdu_01: "$building_type_mount_baekdu_01$"
building_mount_baekdu_01_desc: "$building_type_mount_baekdu_01_desc$"
landless_minority_government: "Minority Community Leader"
landless_minority_government_with_icon: "@government_type_landless_minority! $landless_minority_government$"
landless_minority_government_adjective: "Minority Community"
landless_minority_government_realm: "Minority Community"
landless_minority_government_desc: "\n$game_concept_minority_government_desc$"
conditional_maa_refill_rule: "only [reinforce_soldiers|E] troops"
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]#!"
game_concept_minority_government: "Minority Community Leader"
game_concept_minority_government_desc: "A $Minority Community Leader$ is an [unlanded|E] [character|E] who leads a [minority_community_i|E]$Minority Community$."
game_concept_minority_community: "Minority Community"
game_concept_minority_community_desc: "Minority Communities are ethnic, religious or linguistic groups who form a distinctive shared identity, often forming enclaves in urban or rural areas in the region they inhabit, which differ significantly from the surrounding majority population. These communities are not tied to land, able to move to elsewhere once a generation."
minority_community_main_01_domicile_building: "Minority Community"
minority_community_main_01_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
minority_community_main_02_domicile_building: "Minority Community"
minority_community_main_02_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
minority_community_main_03_domicile_building: "Minority Community"
minority_community_main_03_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
minority_community_main_04_domicile_building: "Minority Community"
minority_community_main_04_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
minority_community_main_05_domicile_building: "Minority Community"
minority_community_main_05_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
government_is_landless_minority: "Has access to a [minority_community_i|E]$Minority Community$"
minority_community_icon_concept: "[minority_community_i|E]"
game_concept_minority_community_i: "@government_type_landless_minority!"
duchy_landless_minority_community: "Community"
duke_landless_minority_community_male_minority_community: "Master"
duke_landless_minority_community_female_minority_community: "Mistress"
spouse_landless_minority_community_male: "Master"
spouse_landless_minority_community_holder_female: "Mistress"
d_laamp_test_jewish:0 "$ashkenazi$ Community of the $dynn_britannia_kohn$'s"
d_laamp_test_jewish_adj:0 "Jewish"
d_laamp_test_jewish_article:0 "The "
minority_community_domicile_title: "[CHARACTER.GetFirstNamePossessiveNoTooltip] $game_concept_minority_community$"
minority_community_type: "$game_concept_minority_community$"
minority_community_type_tooltip: "$MINORITY_COMMUNITY$"
minority_community_domicile_type: "$game_concept_minority_community$"
minority_community_domicile_type_possessive: "Community's"
minority_community_domicile_type_tooltip: "$MINORITY_COMMUNITY$"
MINORITY_COMMUNITY: "[game_concept_minority_community|E]"
MINORITY_COMMUNITY_BUILDINGS: "[minority_community_buildings|E]"
minority_community_move_desc: "#T Move $minority_community_type$#!\nMove your [game_concept_minority_community|E] to another [barony|E] within the [realm|E].\n@alert_icon! #alert_trial You will be unable to move it again for [EmptyScope.ScriptValue('estate_move_cooldown_value')|V0] days#!\n\n#S Cost:\n#![GetCostString( DOMICILE_TYPE.GetMoveCost( Character.Self ) )]\n\n#P Click to move your $minority_community_type$#!"
MINORITY_COMMUNITY_CONCEPT: "$Minority Community$"
domicile_minority_community: "the [CHARACTER.GetCulture.GetNameNoTooltip] $Community$ of the [CHARACTER.GetHouse.GetNameNoTooltip]'s"
ep3_laamps.1030.t: "On the Move Again"
ep3_laamps.1030.desc: "My people no longer feel secure in this realm, as such we are leaving to ensure our safety.\n\nI am joined by my family and people, with varying degrees of enthusiasm for their new lives on the road.\n\n"
ep3_laamps.1030.heir: "In my stead, my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('laamp_inheritor'))] and heir, [laamp_inheritor.GetFirstName], has assumed my titles as the [laamp_inheritor.GetTitleAsNameNoTooltip] of [laamp_inheritor.GetPrimaryTitle.GetNameNoTierNoTooltip]."
ep3_laamps.1030.liege: "Any lands I ruled have been given to my erstwhile liege."
ep3_laamps.1030.new: "Any lands I ruled have been given to a local knight."
ep3_laamps.1030.a: "Well, what we are we waiting for?"
ep3_laamps.1032.opening: "On the Move Again"
ep3_laamps.1032.desc: "My people no longer feel secure in this realm, as such we are leaving. Good Day my Liege."
ep3_laamps.1032.a: "A bold move, some might call foolish."
become_landless_minority_decision: "Become Minority Community"
become_landless_minority_decision_desc: "My people no longer feel secure in this realm, as such we are leaving to ensure our safety."
become_landless_minority_decision_tooltip: "Abandon your [landed|E] [realm|E] and establish an [minority_community_i|E]$Minority Community$"
become_landless_minority_decision_confirm: "On the Move Again"
become_landless_minority_decision_hof_tt: "You must not be a [head_of_faith|E]"
become_landless_minority_decision_tier_tt: "You must be a [count|E] or [duke|E]"
become_landless_minority_decision_domain_size_tt: "Your [domain|E] must be no larger than #V 3#! [counties|E]"
become_landless_minority_decision_title_scope_tt: "#negative_value All your [landed|E] [titles|E] and [vassals|E] pass to [THIS.Char.GetName]#!"
become_landless_minority_decision_title_created_tt: "#negative_value All your [landed|E] [titles|E] pass to a new local [ruler|E]#!"
minority_name: "[new_landless_minority.GetCulture.GetName] Community of the [new_landless_minority.GetDynasty.GetName]'s"
laamp_become_minority_tt: "#mixed_value #BER [THIS.Char.GetShortUIName|U] will establish an $Minority Community$"
landless_can_be_vassalised:: "Can be vassalised but not converted by landed powers and serve on their councils."