buildings for minorities
This commit is contained in:
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7d67966aed
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9 changed files with 10449 additions and 462 deletions
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@ -549,6 +549,7 @@ NGovernment = {
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"holy_order_government"
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"administrative_government"
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"landless_adventurer_government"
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"landless_minority_government"
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"nomad_government"
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"herder_government"
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"celestial_government"
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@ -466,7 +466,7 @@ camp_main_04 = {
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supply_tent_01 = {
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internal_slots = 1
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construction_time = @camp_building_main_slot_construction_duration_t1
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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cost = { gold = supply_tent_01_domicile_building_gold_cost_value }
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refund = {
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@ -513,7 +513,7 @@ supply_tent_01 = {
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}
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supply_tent_02 = {
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construction_time = @camp_building_main_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_01
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internal_slots = 2
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@ -563,7 +563,7 @@ supply_tent_02 = {
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}
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supply_tent_03 = {
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construction_time = @camp_building_main_slot_construction_duration_t3
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_02
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internal_slots = 3
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@ -614,7 +614,7 @@ supply_tent_03 = {
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}
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supply_tent_04 = {
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construction_time = @camp_building_main_slot_construction_duration_t4
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_03
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internal_slots = 4
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@ -666,7 +666,7 @@ supply_tent_04 = {
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}
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supply_tent_05 = {
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construction_time = @camp_building_main_slot_construction_duration_t5
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_04
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internal_slots = 5
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@ -719,7 +719,7 @@ supply_tent_05 = {
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}
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supply_tent_06 = {
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construction_time = @camp_building_main_slot_construction_duration_t6
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_05
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internal_slots = 6
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@ -775,7 +775,7 @@ supply_tent_06 = {
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supply_tent_sutler = { # Sutler
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t1
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_01
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cost = { gold = supply_tent_sutler_domicile_building_gold_cost_value }
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@ -829,7 +829,7 @@ supply_tent_sutler = { # Sutler
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supply_tent_mender = { # Mender
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t1
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_01
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cost = { gold = supply_tent_mender_domicile_building_gold_cost_value }
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@ -884,7 +884,7 @@ supply_tent_mender = { # Mender
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supply_tent_smithy = { # Smithy
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_01
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cost = { gold = supply_tent_smithy_domicile_building_gold_cost_value }
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@ -952,7 +952,7 @@ supply_tent_smithy = { # Smithy
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supply_tent_arsenal = { # Arsenal
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t3
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_01
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cost = { gold = supply_tent_arsenal_domicile_building_gold_cost_value }
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@ -1009,7 +1009,7 @@ supply_tent_arsenal = { # Arsenal
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supply_tent_reserve_provisions = { # Reserve Provisions
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_01
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cost = { gold = supply_tent_reserve_provisions_domicile_building_gold_cost_value }
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@ -1077,7 +1077,7 @@ supply_tent_reserve_provisions = { # Reserve Provisions
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supply_tent_reserve_water = { # Reserve Water
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_01
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cost = { gold = supply_tent_reserve_water_domicile_building_gold_cost_value }
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@ -1144,7 +1144,7 @@ supply_tent_reserve_water = { # Reserve Water
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supply_tent_climbing_gear = { # Climbing Gear
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t1
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_01
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cost = { gold = supply_tent_climbing_gear_domicile_building_gold_cost_value }
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@ -1208,7 +1208,7 @@ supply_tent_climbing_gear = { # Climbing Gear
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supply_tent_subdued_gear = { # Subdued Gear
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = supply_tent_01
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cost = { gold = supply_tent_subdued_gear_domicile_building_gold_cost_value }
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@ -1889,7 +1889,7 @@ barber_tent_morticians_tools = { # Mortician's Tools
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baggage_train_01 = {
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internal_slots = 1
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construction_time = @camp_building_main_slot_construction_duration_t1
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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cost = { gold = baggage_train_01_domicile_building_gold_cost_value }
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refund = {
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@ -1939,7 +1939,7 @@ baggage_train_01 = {
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}
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baggage_train_02 = {
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construction_time = @camp_building_main_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_01
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internal_slots = 2
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@ -1992,7 +1992,7 @@ baggage_train_02 = {
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}
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baggage_train_03 = {
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construction_time = @camp_building_main_slot_construction_duration_t3
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_02
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internal_slots = 3
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@ -2046,7 +2046,7 @@ baggage_train_03 = {
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}
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baggage_train_04 = {
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construction_time = @camp_building_main_slot_construction_duration_t4
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_03
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internal_slots = 4
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@ -2101,7 +2101,7 @@ baggage_train_04 = {
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}
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baggage_train_05 = {
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construction_time = @camp_building_main_slot_construction_duration_t5
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_04
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internal_slots = 5
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@ -2157,7 +2157,7 @@ baggage_train_05 = {
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}
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baggage_train_06 = {
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construction_time = @camp_building_main_slot_construction_duration_t6
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_05
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internal_slots = 6
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@ -2216,7 +2216,7 @@ baggage_train_06 = {
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baggage_train_ample_steeds = { # Ample Steeds
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_01
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cost = { gold = baggage_train_ample_steeds_domicile_building_gold_cost_value }
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@ -2283,7 +2283,7 @@ baggage_train_ample_steeds = { # Ample Steeds
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baggage_train_porters = { # Porters
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t1
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_01
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cost = { gold = baggage_train_porters_domicile_building_gold_cost_value }
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@ -2347,7 +2347,7 @@ baggage_train_porters = { # Porters
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baggage_train_trackers = { # Trackers
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_01
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cost = { gold = baggage_train_trackers_domicile_building_gold_cost_value }
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@ -2410,7 +2410,7 @@ baggage_train_trackers = { # Trackers
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baggage_train_kennel = { # Kennel
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_01
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cost = { gold = baggage_train_kennel_domicile_building_gold_cost_value }
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@ -2467,7 +2467,7 @@ baggage_train_kennel = { # Kennel
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baggage_train_siege_engineers = { # Siege Engineers
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t3
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_01
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cost = { gold = baggage_train_siege_engineers_domicile_building_gold_cost_value }
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@ -2530,7 +2530,7 @@ baggage_train_siege_engineers = { # Siege Engineers
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baggage_train_shrine = { # Shrine
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_01
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cost = { gold = baggage_train_shrine_domicile_building_gold_cost_value }
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@ -2598,7 +2598,7 @@ baggage_train_shrine = { # Shrine
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baggage_train_scribes = { # Scribes
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_01
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cost = { gold = baggage_train_scribes_domicile_building_gold_cost_value }
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@ -2661,7 +2661,7 @@ baggage_train_scribes = { # Scribes
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baggage_train_bartering_grounds = { # Bartering Grounds
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t1
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_01
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cost = { gold = baggage_train_bartering_grounds_domicile_building_gold_cost_value }
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@ -2718,7 +2718,7 @@ baggage_train_bartering_grounds = { # Bartering Grounds
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baggage_train_proof_of_claims = { # Proof of Claims
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t3
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_01
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cost = { gold = baggage_train_proof_of_claims_domicile_building_gold_cost_value }
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@ -2844,7 +2844,7 @@ baggage_train_ransom_cages = { # Ransom Cages
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baggage_train_negotiators = { # Negotiators
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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previous_building = baggage_train_01
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cost = { gold = baggage_train_negotiators_domicile_building_gold_cost_value }
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@ -4423,7 +4423,7 @@ camp_fire_juicy_rumors = { # Juicy Rumors
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proving_grounds_01 = {
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internal_slots = 1
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construction_time = @camp_building_main_slot_construction_duration_t1
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allowed_domicile_types = { camp minority_community }
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allowed_domicile_types = { camp }
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cost = { gold = proving_grounds_01_domicile_building_gold_cost_value }
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refund = {
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@ -4469,7 +4469,7 @@ proving_grounds_01 = {
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}
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proving_grounds_02 = {
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construction_time = @camp_building_main_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community}
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allowed_domicile_types = { camp}
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previous_building = proving_grounds_01
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internal_slots = 2
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@ -4518,7 +4518,7 @@ proving_grounds_02 = {
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}
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proving_grounds_03 = {
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construction_time = @camp_building_main_slot_construction_duration_t3
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allowed_domicile_types = { camp minority_community}
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allowed_domicile_types = { camp}
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previous_building = proving_grounds_02
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internal_slots = 3
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@ -4567,7 +4567,7 @@ proving_grounds_03 = {
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}
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proving_grounds_04 = {
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construction_time = @camp_building_main_slot_construction_duration_t4
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allowed_domicile_types = { camp minority_community}
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allowed_domicile_types = { camp}
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previous_building = proving_grounds_03
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internal_slots = 4
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@ -4619,7 +4619,7 @@ proving_grounds_04 = {
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}
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proving_grounds_05 = {
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construction_time = @camp_building_main_slot_construction_duration_t5
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allowed_domicile_types = { camp minority_community}
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allowed_domicile_types = { camp}
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previous_building = proving_grounds_04
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internal_slots = 5
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@ -4670,7 +4670,7 @@ proving_grounds_05 = {
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}
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proving_grounds_06 = {
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construction_time = @camp_building_main_slot_construction_duration_t6
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allowed_domicile_types = { camp minority_community}
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allowed_domicile_types = { camp}
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previous_building = proving_grounds_05
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internal_slots = 6
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@ -4725,7 +4725,7 @@ proving_grounds_06 = {
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proving_grounds_horse_run = { # Horse Run
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community}
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allowed_domicile_types = { camp}
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previous_building = proving_grounds_01
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cost = { gold = proving_grounds_horse_run_domicile_building_gold_cost_value }
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@ -4790,7 +4790,7 @@ proving_grounds_horse_run = { # Horse Run
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proving_grounds_camel_run = { # Camel Run
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t2
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allowed_domicile_types = { camp minority_community}
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allowed_domicile_types = { camp}
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previous_building = proving_grounds_01
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cost = { gold = proving_grounds_camel_run_domicile_building_gold_cost_value }
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@ -4859,7 +4859,7 @@ proving_grounds_camel_run = { # Camel Run
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proving_grounds_elephantry_reserve = { # Elephantry Reserve
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t3
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allowed_domicile_types = { camp minority_community}
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allowed_domicile_types = { camp}
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previous_building = proving_grounds_01
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cost = { gold = proving_grounds_elephantry_reserve_domicile_building_gold_cost_value }
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@ -4922,7 +4922,7 @@ proving_grounds_elephantry_reserve = { # Elephantry Reserve
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proving_grounds_nightly_barding_drills = { # Nightly Barding Drills
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t3
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allowed_domicile_types = { camp minority_community}
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allowed_domicile_types = { camp}
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previous_building = proving_grounds_01
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cost = { gold = proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value }
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@ -4987,7 +4987,7 @@ proving_grounds_nightly_barding_drills = { # Nightly Barding Drills
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proving_grounds_life_in_the_saddle = { # Life in the Saddle
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slot_type = internal
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construction_time = @camp_building_internal_slot_construction_duration_t3
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allowed_domicile_types = { camp minority_community}
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allowed_domicile_types = { camp}
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previous_building = proving_grounds_01
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cost = { gold = proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value }
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@ -5065,7 +5065,7 @@ proving_grounds_life_in_the_saddle = { # Life in the Saddle
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proving_grounds_the_stump = { # The Stump
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slot_type = internal
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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 }
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
|
@ -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"
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
311
localization/english/replace/NEOW_Domicile_l_english.yml
Normal file
311
localization/english/replace/NEOW_Domicile_l_english.yml
Normal 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."
|
||||
|
|
@ -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."
|
||||
Loading…
Add table
Add a link
Reference in a new issue