Merge branch 'farmer-republic-Branch' into next-version-dev

This commit is contained in:
Fishedotjpg 2026-03-10 01:12:40 +00:00
commit f04690ea70
153 changed files with 61840 additions and 197 deletions

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@ -248,17 +248,17 @@
village_workshop_textile_05_domicile_building_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
village_workshop_textile_06_domicile_building: "Village Weavers Workshop"
village_workshop_textile_06_domicile_building_desc: "A workshop in which a few weavers ply their trade for the benefit of the village."
village_storage_01_domicile_building: "Village Storehouse"
village_storage_01_domicile_building: "Storehouse"
village_storage_01_domicile_building_desc: "A small storehouse where food and goods are stored for protection from the elements"
village_storage_02_domicile_building: "Village Storehouse"
village_storage_02_domicile_building: "Storehouse"
village_storage_02_domicile_building_desc: "A small storehouse where food and goods are stored for protection from the elements"
village_storage_warehouse_03_domicile_building: "Village Warehouse"
village_storage_warehouse_03_domicile_building: "Warehouse"
village_storage_warehouse_03_domicile_building_desc:: "A warehouse in which goods are stored for protection from the elements"
village_storage_warehouse_04_domicile_building: "Village Warehouse"
village_storage_warehouse_04_domicile_building: "Warehouse"
village_storage_warehouse_04_domicile_building_desc:: "A warehouse in which goods are stored for protection from the elements"
village_storage_granary_03_domicile_building: "Village Granary"
village_storage_granary_03_domicile_building: "Granary"
village_storage_granary_03_domicile_building_desc:: "A granary in which food is stored for protection from the elements"
village_storage_granary_04_domicile_building: "Village Granary"
village_storage_granary_04_domicile_building: "Granary"
village_storage_granary_04_domicile_building_desc:: "A granary in which food is stored for protection from the elements"
village_market_01_domicile_building: "Village Market"
village_market_01_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
@ -272,17 +272,17 @@
village_market_05_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
village_market_06_domicile_building: "Village Market"
village_market_06_domicile_building_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village"
village_grazing_land_01_domicile_building: "Village Pastures"
village_grazing_land_01_domicile_building: "Pastures"
village_grazing_land_01_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
village_grazing_land_02_domicile_building: "Village Pastures"
village_grazing_land_02_domicile_building: "Pastures"
village_grazing_land_02_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
village_grazing_land_03_domicile_building: "Village Pastures"
village_grazing_land_03_domicile_building: "Pastures"
village_grazing_land_03_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
village_grazing_land_04_domicile_building: "Village Pastures"
village_grazing_land_04_domicile_building: "Pastures"
village_grazing_land_04_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
village_grazing_land_05_domicile_building: "Village Pastures"
village_grazing_land_05_domicile_building: "Pastures"
village_grazing_land_05_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
village_grazing_land_06_domicile_building: "Village Pastures"
village_grazing_land_06_domicile_building: "Pastures"
village_grazing_land_06_domicile_building_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community."
village_grain_fields_01_domicile_building: "Spelt Fields"
village_grain_fields_01_domicile_building_desc: "Open fields of spelt used to produce the universal staple, bread."

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@ -31,5 +31,5 @@
bookmark_WE_tirrenia_bollani_albertu_desc:0 "For centuries, Sardinia was an isolated land of pagan tribes existing on the outskirts of Catholic society. It was not until a papal bull in 2434 authorised the establishment of the Archontate of Tyrrhenia that the Church finally got a foothold on the island. Today, Albertu stands as the heir of a long line of Sardinian Archons, and the ruler of his very own Mediterranean thalassocracy. As the first line of defense against both the Sevillians in the west and the Muslims in the south, the fate of the entire Catholic Church lies firmly on his shoulders.\n\n#bold Can the great archon lead his people to glory, and dominate the whole of the Mediterranean Sea?#!"
bookmark_WE_munster_colburgha_micheal:0 "Mícheál"
bookmark_WE_munster_colburgha_micheal_subheading:0 "The Rebel King"
bookmark_WE_munster_colburgha_micheal_desc:0 "The entirety of Mícheál Colbrugha's life has been marked by rebellion. His leadership against the British governors in the Irish Uprising has earned him a reputation as a controversial, yet undoubtedly important ruler. To the British, he is a lowly terrorist that must be put down. However, to the Irish, he is a liberator and a leader, and the other rebel lords of Ireland unanimously agreed to elect him their High King. For the first time in centuries, the Irish have a united, independent realm of their own, free from British oppression.\n\n#bold Can the rebel king guide the Emerald Isle to unforeseen prosperity, or will the British Empire return to crush his experiment?#!"
bookmark_WE_munster_colburgha_micheal_subheading:0 "The Rebel Judge"
bookmark_WE_munster_colburgha_micheal_desc:0 "The entirety of Mícheál Colbrugha's life has been marked by rebellion. His leadership against the British governors in the Irish Uprising has earned him a reputation as a controversial, yet undoubtedly important ruler. To the British, he is a lowly terrorist that must be put down. However, to the Irish, he is a liberator and a leader, and the other rebel lords of Ireland unanimously agreed to elect him their first High Judge. For the first time in centuries, the Irish have a united, independent realm of their own, free from British oppression.\n\n#bold Can the rebel king guide the Emerald Isle to unforeseen prosperity, or will the British Empire return to crush his experiment?#!"

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@ -0,0 +1,18 @@
l_english:
mpo_nomad_legacy_track_name: "Nomadic"
mpo_nomad_legacy_track_desc: "For the whole world is ours to take"
mpo_nomad_legacy_1_name: "Steppe Lords"
mpo_nomad_legacy_2_name: "Scorched Earth"
mpo_nomad_legacy_2_effect_raid_intent_global: "Unlocks the #EMP $raze_intent$#! [raid_intent|E]"
mpo_nomad_legacy_3_name: "The Secret History"
mpo_nomad_legacy_3_effect_peace_acceptance_global: "[peace|E] acceptance: #positive_value 10#!"
mpo_nomad_legacy_4_name: "The Punishment of God"
mpo_nomad_legacy_4_effect_kheshig_maa_global: "Unlocks the [GetMaA('kheshig').GetName] [men_at_arms|E]"
mpo_nomad_legacy_5_name: "Peace of the Great Khan"
mpo_nomad_legacy_5_effect_pax_mongolica_global: "Unlocks [GetDecisionWithKey('mpo_pax_mongolica_decision').GetName] [decision|E]"

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@ -0,0 +1,197 @@
l_english:
game_concept_nomadic_government: "Nomadic Government"
game_concept_nomadic: "Nomadic"
game_concept_nomadic_desc: "Nomadic [rulers|E] graze [county_fertility|E] to grow their [herd|E]. They can use Herd as [horde|E], which can be upgraded to [men_at_arms|E]. They have a [yurt|E].\n\nNomads can [migrate|E] to find more fertile lands, though large nomadic [realms|E] can grow their herd through [tributaries|E] or by reaching a high [fertility_equilibrium|E].\n\nNomads have a higher maximum [dread|E]."
game_concept_nomad_i: "@government_type_nomad!"
game_concept_nomads: "Nomads"
game_concept_nomads_desc: "$game_concept_nomadic_desc$"
game_concept_nomad: "Nomad"
game_concept_nomad_desc: "$game_concept_nomadic_desc$"
game_concept_confederation_government: "Confederation Government"
game_concept_confederation: "Confederation"
game_concept_confederations: "Confederations"
game_concept_confederation_desc: "A relation that binds [tribal|E] or [nomadic|E] [rulers|E] in mutual defense, similar to an [alliance|E]. Formed through the #high $call_for_confederation_decision$#! [decision|E], a confederation requires its members to join each other's Defensive [wars|E]. Confederations are visible in the Diplomacy tab.\n\nFellow [confederates|E] also may not attack or [raid|E] one another. They are restricted from high levels of [tribal_authority|E] and [nomadic_authority|E], and may not create new [titles|E].\n\n[confederates|E] may use the #high $leave_confederation_decision$#! [decision|E] or [migrate|E] to become [independent|E]. If a confederation is left with only one member, it is destroyed."
game_concept_confederate: "Confederate"
game_concept_confederates: "Confederates"
game_concept_confederate_desc: "A [ruler|E] who is in a [confederation|E]. They will automatically join the Defensive [wars|E] of their fellow Confederates, and are restricted from attacking or [raiding|E] them."
game_concept_county_fertility: "County Fertility"
game_concept_county_fertility_desc: "$game_concept_county_fertility$ exists in [counties|E] located within the [the_great_steppe|E].\n\nA County's Fertility represents the quality of its pastures.\n\nFertility stabilizes around the [fertility_equilibrium|E], allowing Nomadic Rulers with a large [domain_limit|E] to sustain their Herd growth. Fertility is affected by the [steppe_seasons|E] and slowly replenished by [herders|E].\n\nWhen a [realm|E]'s fertility is low, it is a sign to [migrate|E].\n\n[county_control|E] slows down the rate at which Fertility grows by a percentage equal to the current control."
game_concept_county_fertility_i: "@county_fertility_icon!"
game_concept_fertility_equilibrium: "Fertility Equilibrium"
game_concept_fertility_equilibrium_desc: "Fertility Equilibrium is a prediction of how fertile the [county|E] will become over a longer time. It is a value toward which [county_fertility|E] will arrive over time.\n\nIf the current [county_fertility|E] is below the Equilibrium, it will grow, and decline if it's above it.\n\nThe Fertility Equilibrium and the speed of change are mostly dependent on the ratio of Growth and Consumption modifiers for the [county|E]. If both Growth and Consumption are relatively small, any change will have a much greater effect on the Equilibrium."
game_concept_equilibrium: "Equilibrium"
game_concept_domain_fertility: "Domain Fertility"
game_concept_domain_fertility_desc: "Domain Fertility is the total [county_fertility|E] of all your held [counties|E]."
game_concept_seasonal_prediction: "Seasonal Prediction"
game_concept_seasonal_prediction_desc: "A skillful $court_position_court_astrologer$ can predict the next [steppe_season|E] in a region, offering helpful information to their liege in order to plan their next moves."
game_concept_kurultai: "Kurultai"
game_concept_kurultais: "Kurultais"
game_concept_kurultai_member: "Kurultai Member"
game_concept_kurultai_members: "Kurultai Members"
game_concept_kurultai_desc: "The Kurultai replaces the [council|E] for the [nomadic_government|E]. The Kurultai members are among the elite of the realm, and should either be appeased or forced into [obedience|E] to assure a smooth [succession|E].\n\nAfter the event of a chaotic succession, they may steal some [herd|E], abandon their new [liege|E], they will gain a [claim|E] on the [realm|E] [title|E]."
game_concept_kurultai_1_desc: "$game_concept_kurultai_desc$"
game_concept_kurultai_2_desc: "$game_concept_kurultai_desc$"
game_concept_kurultai_3_desc: "$game_concept_kurultai_desc$"
game_concept_kurultai_4_desc: "$game_concept_kurultai_desc$"
game_concept_herd: "Herd"
game_concept_herd_desc: "$game_concept_herd$ represents a [GetGovernment( 'nomad_government' ).GetName] [ruler|E]'s people and flock of animals like horses, sheep, and goats.\n\nIt can be obtained through holding [counties|E] with high [county_fertility|E], [vassals|E], or [tributaries|E]. Cultural [traditions|E], [dynasty_perks|E], [legitimacy|E], and certain [yurt|E] [yurt_buildings|E] can offer bonuses to $game_concept_herd$ gain.\n\nA fraction of the Herd gets converted into [horde|E] when a ruler raises their [armies|E], and they can then be turned into [men_at_arms|E] at a reduced cost. Once these armies are disbanded, the remaining horde will convert back into herd.\n\nHerd provides a small trickle of [gold|E], and can also be used as a currency for taking certain [decisions|E] or increasing [migration|E] acceptance."
game_concept_herd_i: "@herd_icon!"
game_concept_horde: "Free Rider Horde"
game_concept_horde_desc: "The $game_concept_horde$ is the representation of a herding [ruler|E]'s military strength. It is obtained as a fraction of their [herd|E], and it only appears when the [ruler|E] raises their [armies|E].\n\nThey are converted into [GetMaA('nomadic_riders').GetName] that can be upgraded to other [men_at_arms|E] by paying a [gold|E] cost.\n\nCertain Cultural [traditions|E], [dynasty|E] legacy perks and [yurt_buildings|E] can increase the conversion rate."
game_concept_herder: "Herder"
game_concept_herder_desc: "Herder realms are removed from all aspects of rulership. They do not command [armies|E], own [buildings|E], create [alliances|E], or declare [wars|E]. When [nomads|E] [migrate|E] a [holding|E], herders will slowly replenish the local [county_fertility|E] by virtue of their smaller flock.\n\nThey are intimidated by proper [nomad|E] [rulers|E] and will immediately surrender their land when challenged."
game_concept_herder_i: "@government_type_herder!"
game_concept_herders: "Herders"
game_concept_herders_desc: "$game_concept_herder_desc$"
game_concept_nomadic_holding: "Nomadic Settlement"
game_concept_nomadic_holding_desc: "$game_concept_nomadic_holdings$ represent the existence of a [yurt|E] on the map. They are a [holding_type|E] used by [GetGovernment( 'nomad_government' ).GetName] [rulers|E] and provide small amounts of [county_control|E] and [county_opinion|E]."
game_concept_nomadic_holdings: "Nomadic Settlement"
game_concept_nomadic_holdings_desc: "$game_concept_nomadic_holding_desc$"
game_concept_herder_holding: "Herder Settlement"
game_concept_herder_holding_desc: "A $game_concept_herder_holding$ is the smallest of the [holding_types|E]. They represent the presence of [herders|E] in the area, and provide bonuses to the [county_fertility|E]."
game_concept_nomadic_authority: "Dominance"
game_concept_nomadic_authority_desc: "$game_concept_nomadic_authority$ represents the projected power of a [GetGovernment( 'nomad_government' ).GetName] [ruler|E]. It can be increased by [herd|E] size and will unlock additional [migration|E] options.\n\nThere are five different levels of $game_concept_nomadic_authority$: [unruly_nomadic|E], [limited_nomadic|E], [high_nomadic|E], [absolute_nomadic|E] and [unrestricted_nomadic|E].\n\n#weak The last level can only ever be obtained by one ruler per playthrough.#!"
game_concept_dominance: "$game_concept_nomadic_authority$"
game_concept_unruly_nomadic: "Unruly Nomads"
game_concept_unruly_nomadic_desc: "$game_concept_unruly_nomadic$ is the lowest level of [nomadic_authority|E]. At this level, [migration|E] can only target [de_jure|E] [county|E] [titles|E] within the [the_great_steppe|E] and [characters|E] cannot be [imprisoned|E]."
game_concept_limited_nomadic: "Limited"
game_concept_limited_nomadic_desc: "$game_concept_limited_nomadic$ is the second-lowest level of [nomadic_authority|E]. [migration|E] can target [de_jure|E] [duchy|E] [titles|E] within the [the_great_steppe|E], [titles|E] can be revoked and the liege may now [imprison|E] [characters|E] in their [realm|E].\n\nCan use the #V $step_away_from_the_steppe_decision$#! [decision|E]"
game_concept_high_nomadic: "High"
game_concept_high_nomadic_desc: "$game_concept_high_nomadic$ is the middle level of [nomadic_authority|E]. At this level [migration|E] can target [de_jure|E] [kingdom|E] [titles|E] within the [the_great_steppe|E] and the liege can [retract|E] a [vassal|E]'s vassals."
game_concept_absolute_nomadic: "Absolute"
game_concept_absolute_nomadic_desc: "$game_concept_absolute_nomadic$ is the second-highest level of [nomadic_authority|E]. At this level [migration|E] can target [de_jure|E] [empire|E] [titles|E] within the [the_great_steppe|E].\n\n[independent|E] [rulers|E] may settle outside of the steppe using the #high $settle_the_steppe_decision$#! [decision|E]"
game_concept_unrestricted_nomadic: "Unrestricted"
game_concept_unrestricted_nomadic_desc: "$game_concept_unrestricted_nomadic$ is the highest level of [nomadic_authority|E]. This level can only be obtained by one [character|E] in the entire game, and they will become the [GetTrait('greatest_of_khans').GetName( GetNullCharacter )].\n\n[independent|E] [rulers|E] may use the #high $mpo_become_greatest_of_khans_decision$#! and #high $mpo_gok_world_conquest_decision$#! [decisions|E]"
game_concept_the_great_steppe: "The Eurasian Climate"
game_concept_the_great_steppe_desc: "$game_concept_the_great_steppe$ represents the climate conditions of Eurasia.\n\nThe different [steppe_seasons|E] depict these both positive and adverse events, offering opportunities for special actions only available during that time, and modifying the [county_fertility|E] of each region.\n\nOnly [GetGovernment( 'nomad_government' ).GetName] and [herder|E] [rulers|E] take part in this [situation|E] and the [gurkhan|E] represents the most powerful ruler in the entire region."
game_concept_suzerain: "Suzerain"
game_concept_suzerain_desc: "A $game_concept_suzerain$ is a [ruler|E] with at least one [tributary|E]. Suzerains may themselves be Tributaries to another [ruler|E], but they must never be [vassals|E]."
game_concept_suzerains: "Suzerains"
game_concept_suzerains_desc: "$game_concept_suzerain_desc$"
game_concept_suzerain_possessive: "Suzerain's"
game_concept_tributary: "Tributary"
game_concept_tributary_desc: "A $game_concept_tributary$ is a [ruler|E] who has reached an agreement with another ruler, their [suzerain|E].\n\nThe $game_concept_tributary$ provides a periodic tribute in the form of [herd|E], [taxes|E], [prestige|E] or even [piety|E] (depending on their type) and, in exchange, gains a [truce|E] with the $game_concept_suzerain$.\n\nTributaries are a looser form of subject that cannot join [factions|E], but can break free if their requirements aren't met.\n\nIf the Suzerain is no longer [landed|E] nor [migrating|E], the Tributaries will break free after a short amount of time."
game_concept_tributaries: "Tributaries"
game_concept_tributary_possessive: "Tributary's"
game_concept_tributaries_desc: "$game_concept_tributary_desc$"
game_concept_subject: "Subject"
game_concept_subject_desc: "A $game_concept_subject$ is any [ruler|E] that has sworn loyalty to another ruler. They can be of various types, like [vassals|E] or [tributaries|E], each with their own specifications."
game_concept_subjects: "Subjects"
game_concept_subjects_desc: "$game_concept_subject_desc$"
game_concept_steppe_season: "Eurasian Season"
game_concept_steppe_season_desc: "A $game_concept_steppe_season$ represents the current climate of [the_great_steppe|E], and the effects that this has on [county_fertility|E], as well as the actions that are available to involved [situation|E] [rulers|E]."
game_concept_steppe_seasons: "Eurasian Seasons"
game_concept_steppe_seasons_desc: "$game_concept_steppe_season_desc$"
game_concept_situation: "Situation"
game_concept_situation_situations: "Situations"
game_concept_situation_desc: "$game_concept_situation_situations$ are medium to long term affairs that involve characters within a geographical [situation_sub_region|E], switching between different [situation_phases|E]."
game_concept_situation_phase: "Situation Phase"
game_concept_situation_phase_desc: "Each $game_concept_situation_phase$ has its own modifiers and conditions that affect the involved characters.\n\nSome $game_concept_situation_phases$ are triggered by specific conditions, while others simply follow the passage of time."
game_concept_situation_phases: "Situation Phases"
game_concept_situation_phases_desc: "$game_concept_situation_phase_desc$"
game_concept_situation_sub_region: "Situation Region"
game_concept_situation_sub_regions: "Situation Regions"
game_concept_situation_sub_region_desc: "[situation_situations|E] may have more than one region, each of them with independent [situation_phases|E]."
game_concept_situation_sub_regions_desc: "$game_concept_situation_sub_region_desc$"
game_concept_situation_participant_group: "Participant Group"
game_concept_situation_participant_groups: "Participant Groups"
game_concept_situation_participant_group_desc: "Participant Groups within a [situation|E] are a collection of characters that share the same effects during each [situation_phase|E]."
game_concept_situation_catalyst: "Situation Catalyst"
game_concept_situation_catalyst_catalyst: "Catalyst"
game_concept_situation_catalyst_catalysts: "Catalysts"
game_concept_situation_catalyst_desc:2 "Certain [situation_situations|E] transition between [situation_phases|E] when a $game_concept_situation_catalyst$ occurs.\n\nA list of which $game_concept_situation_catalyst$ are important in each $game_concept_situation_phase$ can be found in the $game_concept_situation$ window."
game_concept_migration: "Migration"
game_concept_migration_desc: "$game_concept_migration$ is essential to [nomads|E]. When the [county_fertility|E] in their [realms|E] is low they will often move in search of greener pastures.\n\nMigration can only target [de_jure|E] [titles|E] and the accessible [title_tiers|E] are limited by a [ruler|E]'s [nomadic_authority|E].\n\nA proposal will be sent to the Nomad with the biggest [herd|E] in the desired area, and they can decide whether to leave their lands willingly, or to go to war to defend them.\n\n[herders|E] will always leave their lands, as they do not have the means to defend themselves."
game_concept_migrate: "Migrate"
game_concept_migrate_desc: "$game_concept_migration_desc$"
game_concept_migrates: "Migrates"
game_concept_migrated: "Migrated"
game_concept_migrating: "Migrating"
game_concept_raid_intent: "Raid Intent"
game_concept_raid_intent_desc: "A $game_concept_raid_intent$ may modify the types of rewards obtained from a [raid|E] or an army's movement speed or [loot|E] capacity. Apart from the regular raiding for [gold|E] and [prestige|E], there are alternatives like attempting to destroy [buildings|E], or increasing the chance of [imprisoning|E] [characters|E]."
game_concept_raid_intents: "Raid Intents"
game_concept_raid_intents_desc: "$game_concept_raid_intent_desc$"
game_concept_gurkhan: "Gurkhan"
game_concept_gurkhan_desc: "The biggest threat of [the_great_steppe|E]. The $game_concept_gurkhan$ is that [GetGovernment( 'nomad_government' ).GetName] [ruler|E] with the biggest [herd|E] in the entire region, marking them as a powerful ally or a dreadful enemy.\n\nOnly the $game_concept_gurkhan$ may reach the highest level of [nomadic_authority|E], allowing them to become the [GetTrait('greatest_of_khans').GetName( GetNullCharacter )] and marking them as a target."
game_concept_yurt: "Nomadic Capital"
game_concept_yurt_desc: "$game_concept_yurts$ are moving sets of tents, livestock, people and horses. They can go from just a few sheep to a roaring horde.\n\n[GetGovernment( 'nomad_government' ).GetName] [rulers|E] have a $game_concept_yurt$ that they grow through [yurt_buildings|E] and take with them when they [migrate|E]. They cannot construct regular [buildings|E] in [holdings|E].\n\nThe $game_concept_yurt$ has a [faith|E] and [culture|E] representing the majority of the migrating people, which can be different from that of the [ruler|E].\n\nTheir whole [court|E] travel with them, as well as their [family|E], [kurultai|E] and [knights|E]."
game_concept_yurts: "Nomadic Capitals"
game_concept_yurts_desc: "$game_concept_yurt_desc$"
game_concept_yurt_buildings: "Yurt Buildings"
game_concept_yurt_buildings_desc: "$game_concept_yurt_buildings$ are unique improvements to the $game_concept_yurt$.\n\nMechanically, they are [domicile_buildings|E] — though many represent social customs or simply areas of focus for the $game_concept_nomad$ tribe, rather than being literal structures.\n\nThe bonuses they can confer include:\n$EFFECT_LIST_BULLET$ Unlocking [court_positions|E] and Nomadic [decisions|E] and [character_interaction|E]s\n$EFFECT_LIST_BULLET$ Various bonuses to [herd|E] and [county_fertility|E], including [terrain|E] specializations\n$EFFECT_LIST_BULLET$ Unlocking and improving Nomadic [men_at_arms|E] and boosting the strength of [horde|E]\n$EFFECT_LIST_BULLET$ Unique nomadic [culture_tradition|E] bonuses\n$EFFECT_LIST_BULLET$ Ways to manage your [vassals|E] and [tributaries|E], as well as influence [characters|E] at your court.\n$EFFECT_LIST_BULLET$ [kurultai|E] and [obedience|E] bonuses."
game_concept_yurt_building: "Yurt Building"
game_concept_yurt_building_desc: "$game_concept_yurt_buildings_desc$"
game_concept_obedience: "Obedience"
game_concept_obedience_desc: "In [GetGovernment( 'nomad_government' ).GetName] [realms|E], obedience determines the loyalty of a [character|E] to their [liege|E], [suzerain|E] or owner of their [court|E]. Characters can only be obedient to one [ruler|E] at a time.\n\nObedient characters are less likely to participate in [hostile_schemes|E], join [wars|E] or join [factions|E] against their liege. They will always support their liege's preferences during [succession|E] and won't press their [claims|E] on them. Non-obedient [tributaries|E] may try to break free.\n\nWhen a character's score surpasses the [obedience_threshold|E] they become obedient."
game_concept_obedient: "Obedient"
game_concept_obedience_i: "@obedience_icon!"
game_concept_obedient_desc: "$game_concept_obedience_desc$"
obedience_value: "[obedience|E]:"
obedience_threshold_value: "[obedience_threshold|E]:"
game_concept_disobedient: "Disobedient"
game_concept_disobedience_i: "@disobedience_icon!"
game_concept_disobedient_desc: "$game_concept_obedience_desc$"
game_concept_obedience_threshold: "Obedience Threshold"
game_concept_obedience_threshold_desc: "The $game_concept_obedience_threshold$ is the score that [characters|E] need to achieve in order to be considered [obedient|E].\n\nThe threshold is affected by a series of factors: if they are [close_family|E] of the [overlord|E], if they are the [primary_heir|E], their [friendship|E] or [rivalry|E], their [traits|E] and whether you employ them or not in your [kurultai|E] or [court|E]. [children|E] are more likely to be obedient than adults.\n\n[GetGovernment( 'nomad_government' ).GetName] [rulers|E] can use the #EMP $mpo_desperate_stance_decision$#! [decision|E] to make everyone obedient, the #EMP $impose_obedience_intent$#! [intent|E] during a [GetActivityType( 'activity_hunt').GetName] to target one character and the #EMP $mpo_demand_obedience_interaction$#! [character_interaction|E] if they have high enough [dread|E]."
game_concept_overlord: "Overlord"
game_concept_overlord_desc: "An $game_concept_overlord$ is a [ruler|E] to whom another ruler has pledged obedience, either as a [vassal|E] or as a [tributary|E]. Both [suzerains|E] and [lieges|E] are overlords."
game_concept_overlord_possessive: "Overlord's"
game_concept_settlement_issue: "Settlement Issue"
game_concept_settlement_issue_desc: "Settlement Issues are tasks given to a [nomad|E] [ruler|E] after finishing a [migration|E] to new lands. They give the opportunity to handle conflicts and increase the local [county_control|E] in the new [domain|E].\n\nThese issues will continue to happen for the first years after a ruler has migrated, as long as the county has low county control."
game_concept_settlement_issue_tier: "Settlement Issue Tier"
game_concept_settlement_issue_tier_desc: "Every [settlement_issue|E] has a Settlement Issue Tier, which reflects the overall rewards of an Issue when successfully solved. Solving an Issue with with a higher tier will typical in more rewards in addition to the [county_control|E]."
game_concept_unmanaged_holdings: "Unmanaged Holdings"
game_concept_unmanaged_holding: "Unmanaged Holding"
game_concept_unmanaged_holdings_desc: "These are disabled [holdings|E] that do not count toward your [domain_limit|E]."
game_concept_nerge: "Nerge"
game_concept_nerge_outcome: "Nerge Outcome"
game_concept_nerge_desc: "The Nerge is a special type of [GetActivityType('activity_hunt').GetName] that can be undertaken by [GetGovernment( 'nomad_government' ).GetName] [rulers|E]. Instead of hunting a single animal, it is a large scale hunt where hundreds, if not thousands, of animals are slaughtered.\n\nInstead of using the regular [hunt_success_chance|E], it instead tracks a Nerge Outcome score based on how many animals are killed, which decides the kind of rewards the [activity_host_short|E] and [activity_guests_short|E] will get.\n\nA successful Nerge will usually reward:\n$BULLET_WITH_TAB$[legitimacy_i][legitimacy|E]\n$BULLET_WITH_TAB$[prestige_i][prestige|E]\n$BULLET_WITH_TAB$[dread_i][dread|E]\n$BULLET_WITH_TAB$[gold_i][gold|E]\nAnd in some cases it may reward:\n$BULLET_WITH_TAB$[martial_i][martial|E]\n$BULLET_WITH_TAB$[command_modifier_i][commander_trait|E] or [trait_level_track_xp|E]"
game_concept_dominate_title: "Dominate Title"
game_concept_domination_war: "Domination War"
game_concept_dominate_title_desc: "[nomads|E] who want to gain a [title|E] of a higher [title_tier|E] without [migrating|E] have the alternative of fighting the local inhabitants of an area over a title, as long as they have the right [dominance|E] level.\n\nIf there is someone holding the title in question, they will begin a war against that target, to usurp the title from them. If there isn't anyone holding the title in question, they will instead fight every single non-[tributary|E], non-[ally|E] in the [de_jure|E] area of the title.\n\nOn a victory, the aggressor will gain the title in question, and all defenders will become their Tributary. On a loss, the aggressor will pay [gold_i][gold|E] to the defender, and lose a significant amount of [dread_i][dread|E].\n\nIf the [decision|E] taker holds the whole De Jure area, they will simply gain the title immediately, as there are no defenders to be fought."
game_concept_expand_dominance: "Expand Dominance"
game_concept_dominance_expansion: "Dominance Expansion"
game_concept_expand_dominance_desc: "A special war for [GetGovernment( 'nomad_government' ).GetName] [rulers|E] for either an area within their [de_jure|E] lands, or to expand their [de_jure|E] area to new frontiers.\n\nAll Nomadic Rulers of a [duchy|E] [title_tier|E] or higher can start the war within their De Jure. On a victory they will attempt to either [vassalize|E] the defender or force them to become a [tributary|E], or conquer their lands altogether if they hold land outside of the target lands of the war.\n\nTo expand their dominion to foreign lands, a Nomadic Ruler has to be of a [kingdom|E] Tier or higher. On a victory they will still attempt to Vassalize, Tributarize, or conquer the lands, but the lands will also immediately shift De Jure to the primary title of the Nomadic ruler."
game_concept_paiza: "Paiza"
game_concept_paiza_desc: "Paiza, or a gerege, is a small metal tablet issued by powerful [characters|E] in the [the_great_steppe|E], which extends the Khans' power to the carrier.\n\nMechanically, they are [artifacts|E] that a powerful [GetGovernment( 'nomad_government' ).GetName] ruler issues to their favorites via the #V$mpo_interaction_grant_paiza$#! [character_interaction|E].\nAfter taking the #V $mpo_establish_paiza_system_decision$#! [decision|E], you get access to #V $mpo_call_for_merchants_decision$#! [decision|E] that allows you to engage in trade with settled people, improved by the various [internal_upgrades|E] to the [GetDomicileBuilding('trade_yurt_01').GetName] [yurt_buildings|E]\n\nHowever, [characters|E] carrying Paiza [artifacts|E] bearing the name of a living [gurkhan|E] have access to #V $mpo_abuse_authority_paiza_decision$#! [decision|E] and #V $mpo_interaction_leverage_khan_authority$#! [character_interaction|E]\n\n#weak By the power of Eternal Heaven. By the protection of the Imperial Good Fortune. An edict of the Khan; any person whosoever who does not respect it shall be punished, shall die.#!"

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l_english:
court_astrologer_events.0002.t: "Look at Your Neighbor"
court_astrologer_events.0002.desc.intro: "[astrologer.GetShortUIName] approaches me as the sun dies over the mountains. [astrologer.GetSheHe|U] [astrologer.Custom('quirk_pos_present')] as [astrologer.GetSheHe] gets closer, surveying the land.\n\n"
court_astrologer_events.0002.desc.bad: ""[astrologer.GetFaith.HighGodName] takes no pity on us, [ROOT.GetCharacter.Custom('GetMongolHonorific')] [ROOT.Char.GetTitleAsNameNoTooltip]. The grass suffers, dried like an old corpse.""
court_astrologer_events.0002.desc.meh: ""Even with [astrologer.GetFaith.HighGodNamePossessive] blessing our herd still struggles," [astrologer.GetSheHe] says, pointing at some pacing horses."
court_astrologer_events.0002.desc.outro: "\n\n"The neighboring land of [target_realm.GetName] is much more fertile. You must convince [target_realm_owner.GetTitledFirstName] to make way for our people.""
court_astrologer_events.0002.a: ""I trust your word.""
court_astrologer_events.0002.a.tt: "If you #EMP peacefully#! [migrate|E] to the [target_realm.GetName] in the next #V 5#! years you will get [GetModifier('astrologer_desired_area_modifier').GetNameWithTooltip] on arrival"
court_astrologer_events.0002.b: ""You speak pious words.""
court_astrologer_events.0002.c: ""Only the weak flee.""

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l_english:
building_type_nomadic_camp_01: "Nomadic Settlement"
building_type_nomadic_camp_01_desc: "A cluster of yurts breaks the monotony of the steppe. Everything here can be packed and moved to a new and more fertile location."
building_nomadic_camp_01: "$building_type_nomadic_camp_01$"
building_nomadic_camp_01_desc: "$building_type_nomadic_camp_01_desc$"
building_type_herder_camp_01: "Herder Pens"
building_type_herder_camp_01_desc: "A couple of small yurts clench anxiously, surrounded by a makeshift wall made out of dirt and animal feces that shields the herd from the harsh wind and serves as a fuel source for the fire."
building_herder_camp_01: "$building_type_herder_camp_01$"
building_herder_camp_01_desc: "$building_type_herder_camp_01_desc$"

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l_english:
interrogate_interaction: "Interrogate"
interrogate_interaction_desc: "Ask [recipient.GetShortUIName|U] what [recipient.GetSheHe] knows about the mysterious letter"
interrogate_interaction_tt: "You may find out information about the mysterious letter"
interrogate_interaction_recipient_tt: "Will need to offer an explanation"
action_can_interrogate: "@icon_scheme_challenge_status! Can $interrogate_interaction$"
action_can_interrogate_label: "@icon_scheme_challenge_status! You can $interrogate_interaction$ [recipient.GetShortUIName]"
action_can_interrogate_desc: "Ask about the mysterious letter."
action_can_interrogate_click: "#I Click to view#!"
action_can_interrogate_combined_group_name: "$action_can_interrogate$"
action_can_interrogate_combined_group_label: "$action_can_interrogate_label$"
action_can_interrogate_combined_label: "$action_can_interrogate_label$"
action_can_interrogate_combined_group_description: "$action_can_interrogate_desc$"

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l_english:
call_for_confederation_decision: "Call for Confederation"
call_for_confederation_decision_desc: "Against the great powers who scorn the weak — the [ROOT.Char.GetCulture.GetName] who fights alone will die alone.\n\nI must seek out those who love my people, and would swear a sacred oath to fight together unto death."
call_for_confederation_decision_tooltip: "Begin inviting other [rulers|E] into a [confederation|E]"
call_for_confederation_decision_confirm: "Who will stand with us?"
enables_offer_confederation_tt: "Enables the #high $offer_confederation_interaction$#! [character_interaction|E]"
offer_confederation_members_tt: "May be used on [independent|E] [duke|E] or [count|E]-[rank|E] [rulers|E] to add them to a shared [confederation|E]"
confederation_join_defensive_wars_tt: "[confederates|E] will always join each other's Defensive [wars|E]"
confederation_raiding_attacking_tt: "[confederates|E] may not [raid|E] or declare [war|E] on each other"
call_for_confederation_decision_gurkhan: "Is the [gurkhan|E]"
one_or_more_confederates_tt: "At least 1 valid [ruler|E] has accepted #high $offer_confederation_interaction$#! from you"
offer_confederation_5_year_warning_tt: "#alert_trial @alert_icon! You have #high 5 years#! to form a [confederation|E]#!"
confederation_restrictions_tribe_warning_tt: "#alert_trial @alert_icon! Belonging to a [confederation|E] restricts your [tribal_authority|E] and prevents creating new [titles|E]#!"
confederation_restrictions_warning_tt: "#alert_trial @alert_icon! Belonging to a [confederation|E] restricts [nomadic_authority|E] and prevents creating new [titles|E]#!"
FELLOW_CONFEDERATION_MEMBERS_MARRIAGE_BONUS: "Fellow [confederates|E]: $VALUE|=+0$"
confederation_migrating_leaving_warning_tt: "#alert_trial @alert_icon! After a few years, [confederates|E] may leave their [confederation|E] or [migrate|E] away#!"
confederation_leaving_warning_tt: "#alert_trial @alert_icon! [confederates|E] may leave their [confederation|E] at any time#!"
recently_took_leave_confederation_decision_tt: "You have not used #high $leave_confederation_decision$#! within the last #high 5 years#!"
CONFEDERATION_CULTURE_NAME: "[confederation_offerer.GetCulture.GetNameNoTooltip|U] Confederation"
CONFEDERATION_CULTURE_NAME_ADJ: "[confederation_offerer.GetCulture.GetNameNoTooltip|U]"
CONFEDERATION_DUCHY_NAME: "[capital_duchy.GetBaseNameNoTierNoTooltip|U] Confederation"
CONFEDERATION_DUCHY_NAME_ADJ: "[capital_duchy.GetAdjectiveNoTooltip|U]"
article_CONFEDERATION_CULTURE_NAME: "the "
new_confederation_created_tt: "You created the [new_confederation.GetName]"
joined_confederation_tt: "You joined the [confederation.GetName]"
superior_max_military_strength_tt: "Has at least double your Military Strength"
confederation_threat_tt: "Any Neighboring [ruler|E], Neighboring [ruler|E]'s [suzerain|E] or [ruler|E] in the same [de_jure|E] [kingdom|E] as your [capital|E]:\n$EFFECT_LIST_BULLET$$superior_max_military_strength_tt$\n$EFFECT_LIST_BULLET$Is #bold not#! [allied|E] to #high you#!\n$EFFECT_LIST_BULLET$At least one of these:\n $EFFECT_LIST_BULLET$Highest held Title is greater or equal to Kingdom [rank|E]\n $EFFECT_LIST_BULLET$$considers_faith_evil_tt$\n $EFFECT_LIST_BULLET$Has the Trait: [GetTrait('conqueror').GetName( GetNullCharacter )]\n $EFFECT_LIST_BULLET$Has the Trait: [GetTrait('greatest_of_khans').GetName( GetNullCharacter )]"
considers_faith_evil_tt: "Considers your [faith|E] to be [faith_evil|E]"
mpo_decisions_events.0001.t: "Rallying the Tribes"
mpo_decisions_events.0001.desc: "At the whim of [ROOT.Char.GetFaith.HighGodName], my [ROOT.Char.GetPrimaryTitle.GetTierAsName] can be broken like the shaft of a single arrow! For my modest tribe shares the land of [home_kingdom.GetNameNoTier] with such warbands as [threat.GetTitledFirstNamePossessive] fearsome [threat.GetCulture.GetCollectiveNoun].\n\nBut — if my people's arrows were bound with those of friends and kin? Could an enemy grip so easily shatter us?\n\n#EMP Brothers, sisters — name no master, but a voice for the tribes! A voice to scorn [threat.GetTitledFirstNameNoTooltip], and all the world!#!"
mpo_decisions_events.0001.a: "I must seek the willing."
mpo_decisions_events.0001.b: "#EMP Bah! Cowardice!#!"
every_confederation_member: "Every fellow [confederate|E]"
confederation_offerer_tt: "Your [liege|E]'s [primary_title|E] is a [confederation|E]"
#But do the wolves circling the fire-light not hunt as a pack? Do they not fight as brothers?
#EMP Let us live and die as one!#!
leave_confederation_decision: "Abandon Confederation"
leave_confederation_decision_desc: "I have stood in defense of my fellow confederates long enough. Now, I will stand alone. And if the confederation cannot survive without me — it deserves oblivion!"
leave_confederation_decision_confirm: "[ROOT.Char.GetFaith.HighGodName] protects. I will not."
leave_confederation_decision_tooltip: "Leave your [confederation|E] and forsake the support of your [confederates|E]"
confederaton_blocks_faction: "A [confederation|E]'s [vassals|E] cannot create this [faction|E]"
mpo_confederation_member_modifier: "Confederation Grazing"
mpo_confederation_member_modifier_desc: "By sharing in the grazing lands of confederates and lesser tributaries, strain on home pastures is lightened."
confederation_modifier_tt: "[confederates|E] gain [GetModifier('mpo_confederation_member_modifier').GetNameWithTooltip] and some [county_fertility|E]"
confederates_lose_opinion_tt: "Every [confederate|E] loses #N 20#! [opinion|E] of #high you#!"
mpo_decisions_events.0002.t: "Forsaking Confederation"
mpo_decisions_events.0002.desc: "The word sent out travels swift, and soon the voices of the [confederation.GetName] cry out in fear — [ROOT.Char.GetName] is finished with them!\n\n"
mpo_decisions_events.0002.desc_confederation_survives: "Whose strength can these weaklings rely on now? Whose mercy? #EMP Whose peace?#! The confederation can only fall into chaos.\n\nProsperity will belong to [ROOT.Char.GetPrimaryTitle.GetNameNoTier] alone."
mpo_decisions_events.0002.desc_confederation_done: "With only [other_confederate.GetTitledFirstName] still holding to the oaths... the confederation is no more. Peace? Prosperity? Those belong, now, only to the strong."
mpo_decisions_events.0002.a: "I am all my people need."
mpo_decisions_events.0003.t: "The Confederation's Loss"
mpo_decisions_events.0003.desc: "A heavy foreboding is cast over my people, for [leaver.GetTitledFirstName] has forsaken [leaver.GetHerHis] promise to stand by us. [leaver.GetSheHe|U] has abandoned our confederation. We will ride no more with [leaver.GetPrimaryTitle.GetNameNoTier] against the great and mighty.\n\n"
mpo_decisions_events.0003.desc_confederation_survives: "The [confederation.GetName] is weakened by this. But we still stand."
mpo_decisions_events.0003.desc_confederation_done: "As I #EMP alone#! remain loyal to my oaths, my confederation no longer has meaning. It is no more."
mpo_decisions_events.0003.a: "Traitor!"
leaver_left_confederation_tt: "[leaver.GetShortUIName] left the [confederation.GetName]"
leaver_destroyed_confederation_tt: "[leaver.GetShortUIName] disbanded your [confederation|E]"
custom.every_non_de_jure_vassal: "Every non-[de_jure|E] [vassal|E]"
confederation_may_still_leave_tt: "#alert_trial @alert_icon! [leaver.GetShortUIName] may refuse your offer and become [independent|E]"
confederation_if_leaver_accepts_tt: "If your offer is accepted:"
confederation_if_leaver_refuses_tt: "If your offer is refused:"
not_friends_with_player_heir_tt: "Is #bold not#! [friends|E] with your [player_heir|E]"
not_bad_relation_with_player_heir_tt: "Has #bold no#! negative [relationship|E] with your [player_heir|E]"
nomadic_government_or_philosophy_tt: "Has [nomadic_government|E] or the [GetTrait('nomadic_philosophy').GetName( GetNullCharacter )] [trait|E]"
player_heir_num_friends_tt: "Your [player_heir|E] has less than #high 3#! [friends|E]"
choose_heir_friend_tt: "Choose a [vassal|E] or [ally|E] to potentially become your [player_heir|E]'s [friend|E]"
heir_friend_obedient_tt: "If a [vassal|E], they may become [obedient|E]"
heir_friend_ally_tt: "If an [ally|E], they may become [blood_brothers|E] with your [player_heir|E]"
mpo_valid_heir_friend_tt: "Any of your [direct_vassals|E], [allies|E], or [relations|E]:\n$EFFECT_LIST_BULLET$Is at least #V 12#! years old\n$EFFECT_LIST_BULLET$Has at least #V 50#! [opinion|E] of you\n$EFFECT_LIST_BULLET$Is #bold not#! at [war|E] with you\n$EFFECT_LIST_BULLET$$not_friends_with_player_heir_tt$\n$EFFECT_LIST_BULLET$Is #bold not#! [blood_brothers|E] with your [player_heir|E]\n$EFFECT_LIST_BULLET$$not_bad_relation_with_player_heir_tt$\n$EFFECT_LIST_BULLET$Is #bold not#! imprisoned\n$EFFECT_LIST_BULLET$Is #bold not#! incapable\n$EFFECT_LIST_BULLET$$nomadic_government_or_philosophy_tt$\n$EFFECT_LIST_BULLET$Highest held Title is greater or equal to County [rank|E]\n$EFFECT_LIST_BULLET$Must be either your [ally|E], [friend|E], [soulmate|E], [blood_brother|E] or [obedient|E] [vassal|E]"
mpo_decision_introduce_heir: "Introduce Heir"
introduce_heir_decision_desc: "If my successor is to master [ROOT.Char.GetPlayerHeir.GetHerHis] destiny, [ROOT.Char.GetPlayerHeir.GetSheHe] will need honorable friends. I must make [ROOT.Char.GetPlayerHeir.GetHerHis] face known, have [ROOT.Char.GetPlayerHeir.GetHerHis] voice heard within the silk-draped homes of the mighty.\n\nMarked with doom is the [ROOT.Char.GetPlayerHeir.GetWomanMan] who stands alone under the sky."
introduce_heir_decision_tooltip: "Have your [player_heir|E] become [friends|E] with one of your [vassals|E], [allies|E] or [relations|E]"
mpo_decision_introduce_heir_confirm: "#EMP [ROOT.Char.GetPlayerHeir.GetTitledFirstNameNoTooltip], saddle your horse!#!"
mpo_decisions_events.0020.t: "Introduce Heir"
mpo_decisions_events.0020.desc: "The blood of my blood, my [ROOT.Char.Custom2('RelationToMeShort', loc_heir)] [heir.GetFirstName], must one day demand the loyalty of all the [ROOT.Char.GetHouse.GetName], and many other peoples. Without strong friends to back [heir.GetHerHim], my heir's voice may go unheeded.\n\nAs we mount our horses, I count those who are faithful to me."
mpo_decisions_events.0020.desc_multiple: "The [target_1.Custom('ComplimentAdjective')] [target_1.GetTitledFirstName] will surely give [heir.GetFirstNameNoTooltip] a seat by [target_1.GetHerHis] fire, but who must [heir.GetSheHe] #EMP most#! impress...?"
mpo_decisions_events.0020.desc_one: "They are few, and there is but one alone who I truly trust..."
mpo_decisions_events.0020.a: "My [ROOT.Char.Custom2('RelationToMeShort', target_1)], [target_1.GetFirstNameNoTooltip] of [target_1.GetPrimaryTitle.GetNameNoTierNoTooltip]."
mpo_decisions_events.0020.b: "My [ROOT.Char.Custom2('RelationToMeShort', target_2)], [target_2.GetFirstNameNoTooltip] of [target_2.GetPrimaryTitle.GetNameNoTierNoTooltip]."
mpo_decisions_events.0020.c: "My [ROOT.Char.Custom2('RelationToMeShort', target_3)], [target_3.GetFirstNameNoTooltip] of [target_3.GetPrimaryTitle.GetNameNoTierNoTooltip]."
mpo_decisions_events.0020.d: "My [ROOT.Char.Custom2('RelationToMeShort', target_4)], [target_4.GetFirstNameNoTooltip] of [target_4.GetPrimaryTitle.GetNameNoTierNoTooltip]."
mpo_decisions_events.0020.e: "My [ROOT.Char.Custom2('RelationToMeShort', target_5)], [target_5.GetFirstNameNoTooltip] of [target_5.GetPrimaryTitle.GetNameNoTierNoTooltip]."
mpo_decisions_events.0020.f: "Bah, forget this."
#Option unlocks
heir_friend_1_common_trait_tt: "#P Shares 1 [trait|E] with [heir.GetFirstName]#!"
heir_friend_2_common_trait_tt: "#P Shares 2 [traits|E] with [heir.GetFirstName]#!"
heir_friend_3_common_trait_tt: "#P Shares 3 [traits|E] with [heir.GetFirstName]#!"
heir_friend_4_common_trait_tt: "#P Shares 4 [traits|E] with [heir.GetFirstName]#!"
heir_friend_5_common_trait_tt: "#P Shares 5 [traits|E] with [heir.GetFirstName]#!"
heir_friend_6_or_more_common_trait_tt: "#P Shares 6 or more [traits|E] with [heir.GetFirstName]#!"
heir_friend_lifestyle_tt: "#P Shares a pastime [trait|E] with [heir.GetFirstName]#!"
heir_friend_sports_tt: "#P Shares a [GetTrait('tourney_participant').GetName( GetNullCharacter )] [trait|E] focus with [heir.GetFirstName]#!"
heir_friend_blood_brother_tt: "#P Is your [blood_brother|E]#!"
heir_friend_positive_relation_tt: "#P Has a positive [relation|E] with you#!"
heir_friend_house_tt: "#P Is a member of [heir.GetFirstNamePossessive] [house|E]#!"
heir_friend_culture_tt: "#P Has high [cultural_acceptance|E] of [heir.GetFirstNamePossessive] [culture|E]#!"
#Bonuses
heir_friend_roots_ally_tt: "#P Is [allied|E] to you#!"
heir_friend_likes_heir_tt: "#P Likes [heir.GetFirstName]#!"
heir_friend_similar_age_tt: "#P Similar age to [heir.GetFirstNamePossessive]#!"
#Maluses
heir_friend_dislikes_heir_tt: "#N Dislikes [heir.GetFirstName]#!"
heir_friend_hates_heir_tt: "#N Strongly dislikes [heir.GetFirstName]#!"
heir_friend_cant_communicate_tt: "#N Shares no [language|E] with [heir.GetFirstName]#!"
heir_friend_different_age_tt: "#N Very different age from [heir.GetFirstNamePossessive]#!"
heir_friend_high_tier_tt: "#N Is a high-[title_tier|E] [ruler|E]#!"
heir_friend_very_high_tier_tt: "#N Is a very high-[title_tier|E] [ruler|E]#!"
heir_friend_side_effects_tt: "@alert_icon! #alert_trial If you fail, you will incur a positive, but unpredictable, outcome#!"
friend_heir_target_vassal_tt: "You attempt to make [friendship_target.GetHerHim] [friends|E] with [heir.GetFirstName]"
friend_heir_target_vassal_obedient_tt: "May become [obedient|E]"
friend_heir_target_ally_tt: "You attempt to make [friendship_target.GetHerHim] a [friend|E] or [blood_brother|E] of [heir.GetFirstName]"
friend_heir_success_factors_tt: "#weak Factors affecting success:#!"
friendship_setup_fail_tt: "An unforeseen positive outcome"
mpo_decisions_events.0021.t: "The Custom of Greeting"
mpo_decisions_events.0021.desc_intro: "As [friendship_target.GetSheHe] arranges the food and drink of welcome,"
mpo_decisions_events.0021.desc_warm: "my [ROOT.Char.Custom2('RelationToMe', friendship_target)] [friendship_target.GetTitledFirstName] seems to wonder what to do with us. [friendship_target.GetSheHe|U] presents us with the day's catch. We speak of great hunts past. My [ROOT.Char.Custom2('RelationToMe', loc_heir)] has little to say, and smiles quietly."
mpo_decisions_events.0021.desc_cold: "my [ROOT.Char.Custom2('RelationToMe', friendship_target)] [friendship_target.GetTitledFirstName] is gray and impassive as an old cairn. And though my [ROOT.Char.Custom2('RelationToMeShort', loc_heir)] knows my will, [heir.GetFirstName] simply [heir.Custom('quirk_pos_present')], and then quietly savors the warmth of the fire."
mpo_decisions_events.0021.desc: "\n\nIt is I who must herd these two horses into the same corral, who must forge a trust that outlasts my living flesh..."
mpo_decisions_events.0021.a.success: "You help [friendship_target.GetFirstNameNoTooltip] see [heir.GetFirstNamePossessiveNoTooltip] noblest qualities"
mpo_decisions_events.0021.a: "Only my words can bind them together."
mpo_decisions_events.0021.a.flavor: "Rely on your mastery of diplomacy."
mpo_decisions_events.0021.a.fail: "Your presence overshadows [heir.GetFirstNamePossessiveNoTooltip]"
mpo_decisions_events.0021.b: ""Like you, [heir.GetFirstNameNoTooltip] is a [lifestyle_trait.GetNameNoTooltip( loc_heir )|l]!""
mpo_decisions_events.0021.b.flavor: "Rely on a commonality between your heir and your [ROOT.Char.Custom2('RelationToMeShort', friendship_target)]: each is a [lifestyle_trait.GetNameNoTooltip( loc_heir )|l]."
mpo_decisions_events.0021.b.success: "[heir.GetFirstNameNoTooltip] and [friendship_target.GetFirstNameNoTooltip] enjoy their shared pastime"
mpo_decisions_events.0021.b.fail: "They squabble and fall out"
mpo_decisions_events.0021.c: "Both are skilled in traditional sport."
mpo_decisions_events.0021.c.flavor: "Rely on the [GetTrait('tourney_participant').GetName( GetNullCharacter )] experience that the two share."
mpo_decisions_events.0021.c.success: "Friendship is forged in competition"
mpo_decisions_events.0021.c.fail: "[heir.GetFirstNameNoTooltip] and [friendship_target.GetFirstNameNoTooltip] treat one another too roughly"
mpo_decisions_events.0021.d: "The two are so very alike."
mpo_decisions_events.0021.d.flavor: "Rely on the traits that the two have in common."
mpo_decisions_events.0021.d.success: "[heir.GetFirstNameNoTooltip] and [friendship_target.GetFirstNameNoTooltip] bond over shared traits"
mpo_decisions_events.0021.d.fail: "Their similarities do not stir them"
mpo_decisions_events.0021.e: ""We share precious ties, and they #EMP must#! last.""
mpo_decisions_events.0021.e.flavor: "Rely on any cultural, familial and personal bonds between you and [friendship_target.GetTitledFirstNameNoTooltip]."
mpo_decisions_events.0021.e.success: "You easily expound on kinship with [friendship_target.GetFirstNameNoTooltip]"
mpo_decisions_events.0021.e.fail: "[heir.GetFirstNameNoTooltip] sees only a friendly stranger"
mpo_decisions_events.0021.f: "Gifts will lift their spirits..."
mpo_decisions_events.0021.f.flavor: "Rely on the bliss of wealth."
heir_friend_will_not_become_friends_tt: "[heir.GetFirstNameNoTooltip] and [friendship_target.GetFirstNameNoTooltip] have not become [friends|E]"
mpo_heir_friend_if_accept_tt: "If [friendship_target.GetShortUIName] accepts:"
mpo_heir_friend_if_do_not_accept_tt: ""If [friendship_target.GetShortUIName] does not accept:""
mpo_decisions_events.0022.t: "Visitors from [root_scope.GetCapitalLocation.GetNameNoTooltip]"
mpo_decisions_events.0022.desc_intro: "My [ROOT.Char.Custom2('RelationToMeShort', root_scope)], [root_scope.GetName], has come to [ROOT.Char.GetCapitalLocation.GetName]. [heir.GetFirstName], [root_scope.GetHerHis] [heir.Custom('ComplimentAdjective')] heir, embraces me.\n\nAs I wrap the lambskin [Glossary( 'khatag', 'KHATAG_GLOSS' )] around my ring finger and offer its end in greeting,"
KHATAG_GLOSS: "A ceremonial scarf of silk or lambskin that signifies respect, used as a gift, a token of welcome, and an offering in sacred places. The #G khatag#! originated in Tibet, but was adopted by both Buddhists and practitioners of Tengrism in the Eurasian steppe."
mpo_decisions_events.0022.desc_personal_charm: "[root_scope.GetFirstNameNoTooltip] speaks nobly of his [root_scope.Custom2('RelationToMe', loc_heir)]: "A true [heir.GetCulture.GetName]! A [heir.GetWomanMan] marked by destiny! I have told [heir.GetFirstNameNoTooltip] of your [friendship_target.Custom('ComplimentAdjective')] rule. [heir.GetSheHe|U] wishes to know you better, even, than I.""
mpo_decisions_events.0022.desc_lifestyle: "[heir.GetFirstNameNoTooltip] says: "One [lifestyle_trait.GetNameNoTooltip( loc_heir )|l] greets another! Together, we will speak of power and kinship — and do what we truly love.""
mpo_decisions_events.0022.desc_sports: "[heir.GetFirstNameNoTooltip] invites me to the open field. "You and I are masters of the same sport! While we talk of kinship and of power, let us hone the skills of a [ROOT.Char.GetCulture.GetName]!""
mpo_decisions_events.0022.desc_shared_traits: "[root_scope.GetFirstNameNoTooltip] laughs. "[heir.GetFirstNameNoTooltip] is truly your reflection in water! [heir.GetSheHe|U] behaves just the same. I tell [heir.GetHerHim], always: it's you who's alike to him, who would understand him best, support him most!""
mpo_decisions_events.0022.desc_kinship: "[heir.GetFirstNameNoTooltip] grips my shoulder tight.\n\n"To my [heir.Custom2('RelationToMeShort', root_scope)], you are the loyal horse that refuses to stray. But will you stay by us in the years to come? Will you find me when [root_scope.GetHerHis] body lies cold?""
mpo_decisions_events.0022.desc_gift: "[root_scope.GetFirstNameNoTooltip] presents myself and [heir.GetFirstNameNoTooltip] with cashmere-lined [Glossary( 'deels', 'DEEL_GLOSS' )] and the bridles of two white horses. "As you are alike in prosperity," [root_scope.GetSheHe] says, "let you two be alike in friendship. For only in friendship can prosperity grow.""
DEEL_GLOSS: "The folded tunic that is the traditional form of dress for the peoples of the steppe, worn by both men and women."
mpo_decisions_events.0022.desc_outro: "\n\nMy two visitors go on, telling of how [heir.GetFirstNameNoTooltip] will one day lead the [root_scope.GetHouse.GetName]... and of the place of honor I will enjoy in [heir.GetHerHis] [root_scope.Custom('ResidenceBuilding')|l]."
mpo_decisions_events.0022.a: ""#EMP Away, words!#! Our bond will be made in blood.""
mpo_decisions_events.0022.b: ""For [heir.GetSheHe] who is promised, I gladly obey my [root_scope.GetTitleAsNameNoTooltip]!""
mpo_decisions_events.0022.c: ""May you return often, to sit by my fire.""
mpo_decisions_events.0022.d: "We will have an enlightening evening of talk. Little else."
cultural_acceptance_friendly_visit: "Amicable visits between nobles"
mpo_decisions_events.0023.t: "Beyond the Customs"
mpo_decisions_events.0023.desc: "The last embers glow.\n\nWe have supped and talked late into the night, rousing sleepy children with our laughter and frighting them with our throat-singing. I hardly need sing — or speak — as [friendship_target.GetTitledFirstName] and [heir.GetFirstName] chatter of the day's revels, and dream of those yet to come.\n\nI have brought two noble souls into friendship this night."
mpo_decisions_events.0023.desc_fail: "The last embers glow.\n\nStill, the laughter is gentle; the words pleasant, but they wing away lightly like little birds. Despite all my coaxing, the [friendship_target.Custom('ComplimentAdjective')] heart of [friendship_target.GetFirstName] seems hidden away from my heir.\n\nI can hope only that, when I am but bones and dust, they might then forge some friendship."
mpo_decisions_events.0023.desc_accidental_friend: "Perhaps my [ROOT.Char.Custom2('RelationToMeShort', accidental_friend)], who [friendship_target.GetTitledFirstName] #EMP does#! seem utterly taken with, will bring [heir.GetFirstName] into that same fold!"
mpo_decisions_events.0023.a: "A faithful supporter for [heir.GetFirstNameNoTooltip]."
mpo_decisions_events.0023.a_fail: "A disappointment, but still the night is cheerful."
EVENT_WINDOW_OPTION_AVAILABLE_HASTILUDER: "This option is available due to [GetTrait('tourney_participant').GetName( GetNullCharacter )] experience"
study_commander_trait_decision: "Master the Art of Command"
study_commander_trait_decision_desc: "The people of [ROOT.Char.GetPrimaryTitle.GetNameNoTier] are a reflection of their leader. I cannot sit by idly while my denizens die for my land, and my commanders fail to learn from their mistakes. I must take the reigns, and guide them to greatness."
study_commander_trait_decision_tooltip: "Gain [stress|E] in exchange for a chance to earn a [commander_trait|E]"
study_commander_trait_decision_confirm: "To Victory!"
study_commander_trait_decision_effect: "You will embark on a [Concept('stress','stressful')|E] journey for a chance to earn a [commander_trait|E]"
mpo_decisions_events.0200.t: "To $study_commander_trait_decision$"
mpo_decisions_events.0200.desc: "I head to the armory, selecting a fine blade from the rack. I observe soldiers, their movements, their drunkenness, and their lack of discipline. Before I can be disgusted, I must learn to lead them. Why would a man bother to follow the law, if the law does not follow him?\n\nAs I take my leave, I notice [commander_trait_mentor.GetName] watching me from afar. [commander_trait_mentor.GetSheHe|U] is a formidable warrior, despite being surrounded by the weak in this armory. Perhaps [commander_trait_mentor.GetSheHe] could teach me a thing or two."
mpo_decisions_events.0200.desc_my_mentor: "[commander_trait_mentor.GetSheHe|U] has helped me in this endeavor before, so I could seek [commander_trait_mentor.GetHerHim] out again."
mpo_decisions_events.0200.desc_mentor: "[commander_trait_mentor.GetSheHe|U] has helped others in this endeavor before, so [commander_trait_mentor.GetSheHe] has a good reputation."
mpo_decisions_events.0200.mentor: "Looks like [commander_trait_mentor.GetSheHe] will earn a new protégé."
mpo_decisions_events.0200.my_mentor: "We meet again, [commander_trait_mentor.GetTitledFirstName]."
mpo_decisions_events.0200.mentor_flavor: "You enlist the help of [commander_trait_mentor.GetNameNoTooltip] in your quest to become a better commander."
mpo_decisions_events.0200.mentor_traits: "Because of [commander_trait_mentor.GetNamePossessive] [commander_traits|E]:"
study_commander_trait_bonus: "Because of your [traits|E]:"
mpo_decisions_events.0200.a: "I must do this alone."
mpo_decisions_events.0200.alone: "Your journey will be somewhat #bold unpredictable#! and #bold unguided#!"
mpo_decisions_events.0200.martial: "My tactical mind is sharp, and will suffice."
mpo_decisions_events.0200.martial_flavor: "The path to victory is a lonely one, but you will be #bold guided#! by your knowledge of warfare."
mpo_decisions_events.0200.learning: "I prefer to learn from the annals of history and the wisdom of scholars."
mpo_decisions_events.0200.learning_flavor: "You will be #bold guided#! by the wisdom of the battles before, and writings of the great commanders."
mpo_decisions_events.0200.intrigue: "I will outmaneuver my enemies, and outwit my foes."
mpo_decisions_events.0200.intrigue_flavor: "You will be #bold guided#! by your skulduggery, fueled by the whispers of court and war."
mpo_decisions_events.0201.t: "The Trials of Command"
mpo_decisions_events.0201.desc_intro: "Now that I have begun my training in earnest, I must investigate what my strengths and weaknesses are. I am aware that often I am [ROOT.Char.Custom('DescriptorNegativeStandalone')], but I cannot let that sin be my undoing.\n\nI must focus on my weakest point."
mpo_decisions_events.0201.desc_mentor: "\n\n"Every fight will differ, [ROOT.Char.GetFirstName]." [commander_trait_mentor.GetNameNoTooltip] says, "You must be prepared for anything, and everything. The enemy will not wait for you to be ready. What is your weakness in battle? Tell me.""
mpo_decisions_events.0201.martial_1: "In a field, I am one of many. But alone, I am weak."
study_commander_trait_option_mentor_desc: "You are up against [commander_trait_mentor.GetNameNoTooltip]"
study_commander_trait_option_success: "You learn much from your trial"
study_commander_trait_option_success_ok: "You advance in your training"
study_commander_trait_option_fail: "You aren't getting the hang of things"
study_commander_trait_option_fail_ok: "You are no closer to mastering the art of command"
mpo_decisions_events.0201.martial_1_mentor_success: "You beat [commander_trait_mentor.GetNameNoTooltip] in a duel"
mpo_decisions_events.0201.martial_1_mentor_fail: "[commander_trait_mentor.GetNameNoTooltip] bests you"
mpo_decisions_events.0201.martial_1_flavor: "Your weakness is inability to fight alone"
mpo_decisions_events.0201.martial_1_tt: "In an attempt to hone in on your dueling skills, and spar with a soldier in the barracks"
mpo_decisions_events.0201.martial_1_success: "You best your opponent"
mpo_decisions_events.0201.martial_1_fail: "The soldier defeats you"
mpo_decisions_events.0201.martial_2: "I must learn to fight with others."
mpo_decisions_events.0201.martial_2_flavor: "Your weakness is inability to fight with others"
mpo_decisions_events.0201.martial_2_tt: "You gather a group of soldiers to practice formations in the courtyard"
mpo_decisions_events.0201.martial_2_success: "You lead an impenetrable defense"
mpo_decisions_events.0201.martial_2_fail: "Your soldiers are disorganized and easily defeated"
mpo_decisions_events.0201.learning_1: "Knowing the enemy is half the battle, navigating the field is the other."
mpo_decisions_events.0201.learning_1_flavor: "Your weakness lies in lack of knowledge pertaining to the landscape"
mpo_decisions_events.0201.learning_1_tt: "You scour the lands, looking for the best place to set up a position."
mpo_decisions_events.0201.learning_1_mentor: "[commander_trait_mentor.GetNameNoTooltip] assists you with your survey"
mpo_decisions_events.0201.learning_1_success: "You find the perfect spot for ambushes and defenses alike"
mpo_decisions_events.0201.learning_1_fail: "You become lost in the wilderness"
mpo_decisions_events.0201.learning_2: "Weapons give the greatest advantage, if you can use them."
mpo_decisions_events.0201.learning_2_flavor: "You wish to improve your knowledge of weapon and siege machines"
mpo_decisions_events.0201.learning_2_tt: "You study the advances in weaponry, and how they can be used to your advantage"
mpo_decisions_events.0201.learning_2_mentor: "[commander_trait_mentor.GetNameNoTooltip] explains the intricacies of the weapons"
mpo_decisions_events.0201.learning_2_success: "You are able to wield weapons more effectively, and might even improve the ones you have"
mpo_decisions_events.0201.learning_2_fail: "The changes in history are too much for you to grasp"
mpo_decisions_events.0201.intrigue_1_flavor: "You wish to improve your ability to rally, or manipulate your enemies and allies"
mpo_decisions_events.0201.intrigue_1: "I must get into the minds of others."
mpo_decisions_events.0201.intrigue_1_tt: "You gather a group of peasants, and try to convince them to do your bidding"
mpo_decisions_events.0201.intrigue_1_mentor: "[commander_trait_mentor.GetNameNoTooltip] gives you advice on manipulation"
mpo_decisions_events.0201.intrigue_1_success: "The crowd is convinced, despite their initial reluctance"
mpo_decisions_events.0201.intrigue_1_fail: "No one seems to listen to what you say"
mpo_decisions_events.0201.intrigue_2: "Sometimes, the best way to win is to not fight at all."
mpo_decisions_events.0201.intrigue_2_flavor: "You wish to improve your ability to avoid conflict"
mpo_decisions_events.0201.intrigue_2_tt: "You try to convince a mob to lay down their arms"
mpo_decisions_events.0201.intrigue_2_success: "The mob agrees to your terms, and you avoid a fight"
mpo_decisions_events.0201.intrigue_2_fail: "The mob is only angered further by your words"
mpo_decisions_events.0201.none_1: "No one will follow one who allows them to starve."
mpo_decisions_events.0201.none_1_flavor: "You wish to learn how to ration supplies more effectively"
mpo_decisions_events.0201.none_1_tt: "You speculate on the best way to feed your soldiers"
mpo_decisions_events.0201.none_1_success: "Food is plentiful, and your soldiers are well-fed"
mpo_decisions_events.0201.none_1_fail: "Your plan backfires, and your soldiers are left hungry"
mpo_decisions_events.0201.none_2: "Being strong is the first step."
mpo_decisions_events.0201.none_2_flavor: "You wish to improve your physical strength"
mpo_decisions_events.0202.t: "Unexpected Developments"
mpo_decisions_events.0202.desc_battlefield: "Upon returning from the battlefield,"
mpo_decisions_events.0202.desc_study: "Upon returning from my studies,"
mpo_decisions_events.0202.desc_terrain: "Upon returning from my travel,"
mpo_decisions_events.0202.desc_town: "Upon returning from the town,"
mpo_decisions_events.0202.desc: "I am greeted by [situation_alerter.GetName]. [situation_alerter.GetSheHe|U] begins to discuss a recent event that [situation_alerter.GetSheHe] believes will be of interest to me."
mpo_decisions_events.0202.desc_1_intro: "[situation_alerter.GetSheHe|U] describes a place not too far from here.\n\n"And a group of bandits have taken up residence there," [situation_alerter.GetSheHe] states. "Because of the"
mpo_decisions_events.0202.desc_1_outro: "The standing army had no chance!" [situation_alerter.GetSheHe] exclaims."
mpo_decisions_events.0202.desc_2: "[situation_alerter.GetSheHe|U] tells me of a fortress under siege, and in the matter on how the defenders quickly lost ground. "One payload from the trebuchet, and the walls crumbled," [situation_alerter.GetSheHe] says excitedly. "No wonder the Lord there was so quick to surrender, he could not have held out for long.""
mpo_decisions_events.0202.desc_3: "[situation_alerter.GetSheHe|U] tells me of a group of disgruntled officers and soldiers who have turned traitor, creating a plot to undermine and overthrow their commander. "And at the dead of night stabbed!" [situation_alerter.GetSheHe] says, "The commander never saw it coming.""
mpo_decisions_events.0202.desc_outro: "\n\n[situation_alerter.GetFirstNameNoTooltip] clears [situation_alerter.GetHerHis] throat, "So, what would you have done?""
mpo_decisions_events.0202.martial_situation_1: "I would have learned the landscape, and use it to my advantage."
mpo_decisions_events.0202.martial_situation_1_flavor: "You tell [situation_alerter.GetFirstNameNoTooltip] about how important it is to know the land you're fighting on"
mpo_decisions_events.0202.learning_situation_1: "Where did the bandits come from?"
mpo_decisions_events.0202.learning_situation_1_flavor: "You explain to [situation_alerter.GetFirstNameNoTooltip] learning about the enemy is the first step to defeating them"
mpo_decisions_events.0202.success: "[situation_alerter.GetFirstNameNoTooltip] nods in agreement"
mpo_decisions_events.0202.fail: "[situation_alerter.GetFirstNameNoTooltip] looks at me with a raised eyebrow"
mpo_decisions_events.0202.intrigue_situation_1: "Bandits? I would have used their greed against them."
mpo_decisions_events.0202.intrigue_situation_1_flavor: "You show [situation_alerter.GetFirstNameNoTooltip] how to exploit an enemy's weakness"
mpo_decisions_events.0202.none_situation_1: "They would have never breached my defenses!"
mpo_decisions_events.0202.none_situation_1_flavor: "You explain to [situation_alerter.GetFirstNameNoTooltip] that the best way to defeat an enemy is to be prepared"
mpo_decisions_events.0202.martial_situation_2: "Why cower behind your walls? Destroy the damned thing!"
mpo_decisions_events.0202.martial_situation_2_flavor: "You explain to [situation_alerter.GetFirstNameNoTooltip] that you would have destroyed the siege equipment by force"
mpo_decisions_events.0202.learning_situation_2: "For every weapon, there is a counter."
mpo_decisions_events.0202.learning_situation_2_flavor: "You suggest studying the designs of the siege weapons, looking for a weakness or even an innovation"
mpo_decisions_events.0202.intrigue_situation_2: "If the power lies in their weapons, take it from them"
mpo_decisions_events.0202.intrigue_situation_2_flavor: "You suggest to [situation_alerter.GetFirstNameNoTooltip] that you would have sabotaged the siege equipment"
mpo_decisions_events.0202.none_situation_2: "Evacuate the civilians, and let the walls fall."
mpo_decisions_events.0202.none_situation_2_flavor: "You explain to [situation_alerter.GetFirstNameNoTooltip] that you would have saved the people, and let the enemy have the fortress"
mpo_decisions_events.0202.martial_situation_3: "Gather the loyal, and bring the fight to them!"
mpo_decisions_events.0202.martial_situation_3_flavor: "You explain to [situation_alerter.GetFirstNameNoTooltip] that you would have wasted no time in stopping the traitors"
mpo_decisions_events.0202.learning_situation_3: "Learn their plan, and make sure it fails."
mpo_decisions_events.0202.learning_situation_3_flavor: "You suggest to [situation_alerter.GetFirstNameNoTooltip] that you would have dissected the enemy's plan, and found a way to stop it from afar"
mpo_decisions_events.0202.intrigue_situation_3: "Feign alliance with the traitors, and break them from within."
mpo_decisions_events.0202.intrigue_situation_3_flavor: "You suggest to [situation_alerter.GetFirstNameNoTooltip] that you would have infiltrated the traitors, and sabotaged their plans"
mpo_decisions_events.0202.none_situation_3: "Let all know of the cowards' plans!"
mpo_decisions_events.0202.none_situation_3_flavor: "You explain to [situation_alerter.GetFirstNameNoTooltip] that you would have exposed the traitors, and let the people decide their fate"
mpo_decisions_events.0203.t: "The Quiet Moments"
mpo_decisions_events.0203.desc_intro: "My mind drifts away from the battlefield, and I find myself in a quiet place. I am alone, and the only sound is the rustling of the leaves in the wind outside."
mpo_decisions_events.0203.desc: "Blood is shed in these battles, and countless lives are lost. But it is not in vain, nor is it with enjoyment. In this time I must recall the faces of those who have fallen, and the names of those who have survived.\n\nWho am I doing this for, and why?"
mpo_decisions_events.0203.desc_mentor: "[commander_trait_mentor.GetNameNoTooltip] sits nearby, and gazes at me with intent. "I see you are troubled," [commander_trait_mentor.GetSheHe] says. "But you must ask yourself, who are you fighting for, and why?""
mpo_decisions_events.0203.a: "To ensure [heir_person.GetName] may rule as I have."
mpo_decisions_events.0203.b: "So I can return to my [ROOT.Char.Custom2('RelationToMeShort', love_person)], [love_person.GetFirstName]."
mpo_decisions_events.0203.c: "To slay my enemies."
mpo_decisions_events.0203.c_rival: "Myself, so I will live to revel in [hate_person.GetNamePossessive] death."
mpo_decisions_events.0203.d: "For the glory of [ROOT.Char.GetPrimaryTitle.GetNameNoTier]!"
mpo_decisions_events.0203.d_landless: "For the people that I lead."
mpo_decisions_events.0203.e: "To honor [ROOT.Char.GetFaith.HighGodName]!"
mpo_decisions_events.0203.sentiment: "Because [target_person.GetFirstName] returns the sentiment:"
mpo_decisions_events.0203.dread: "Because of your [dread|E]:"
mpo_decisions_events.0203.prestige: "Because of your [prestige_level|E]:"
mpo_decisions_events.0203.piety: "Because of your [piety_level|E]:"
mpo_decisions_events.0204.t: "A New Path"
mpo_decisions_events.0204.desc: "Some time has passed since I began training, and I think I am now ready to bear the fruit of my labor. It is time to test my mettle, and see if I have truly become a master of the art of command."
mpo_decisions_events.0204.desc_mentor: "Of course, I am glad to have received [commander_trait_mentor.GetNamePossessive] guidance."
mpo_decisions_events.0204.a: "To victory!"
mpo_decisions_events.0204.a_success: "You #p gain#! a random [commander_trait|E]"
mpo_decisions_events.0204.a_success_desc: "You may try for another in #V 10#! years"
mpo_decisions_events.0204.a_fail: "You #n fail#! to gain a [commander_trait|E]"
mpo_decisions_events.0204.a_fail_desc: "You may retry in #V 5#! years"
# Loc
study_commander_trait_current_success_chance: "Your current success chance is [GetPlayer.MakeScope.Char.Custom('GetStudyCommanderTraitSuccessChance')]"
study_commander_trait_current_success_chance_debug: "$study_commander_trait_current_success_chance$ #EMP ([GetPlayer.MakeScope.ScriptValue('study_commander_trait_success_chance_value')])#!"
study_commander_trait_current_success_chance_increase: "Your chance to earn a [commander_trait|E] #P increases#!"
study_commander_trait_current_success_chance_increase_great: "$study_commander_trait_current_success_chance_increase$ #P;bold greatly#!"
study_commander_trait_current_success_chance_increase_monumental: "$study_commander_trait_current_success_chance_increase$ #P;bold monumentally#!"
study_commander_trait_current_success_chance_decrease: "Your chance to earn a [commander_trait|E] #N decreases#!"
study_commander_trait_current_success_chance_decrease_great: "$study_commander_trait_current_success_chance_decrease$ #N;bold greatly#!"
study_commander_trait_current_success_chance_none: "Your chance to earn a [commander_trait|E] #bold doesn't change#!"
study_commander_success_chance_very_good: "#p;bold Very $study_commander_success_chance_good$#!"
study_commander_success_chance_good: "#p Good#!"
study_commander_success_chance_fair: "#color_yellow Fair#!"
study_commander_success_chance_poor: "#n Poor#!"
study_commander_success_chance_very_poor: "#n;bold Very $study_commander_success_chance_poor$#!"
study_commander_success_chance_none: "#n;bold None#!"
study_commander_trait_weight_tooltip_pos: "You are #p more likely#! to receive the [weighted_trait.GetName(GetNullCharacter)] [trait|E]"
study_commander_trait_weight_tooltip_neg: "You are #n less likely#! to receive the [weighted_trait.GetName(GetNullCharacter)] [trait|E]"
terrain_disadvantage_difficult: "— the area difficult to maneuver for the soldiers."
terrain_disadvantage_foliage: "— the dense foliage made it impossible to see."
terrain_disadvantage_heavy_rain: "— the heavy rain bogged down the soldiers."
terrain_disadvantage_sand: "— the sand dunes made the trek nearly impossible."
terrain_disadvantage_heat: "— the heat was unbearable, and the soldiers were exhausted."
terrain_disadvantage_freeze: "— the cold killed off many of the soldiers."
terrain_disadvantage_hike: "— the hike was long and arduous for the soldiers."
terrain_disadvantage_endless_field: "— the endless field made it impossible to find the bandits in time."
terrain_desert_mountains: "desert mountains"
mpo_decisions_events.0300.t: "The Ritual of the Land"
mpo_decisions_events.0300.desc: "[shaman.GetTitledFirstName] seeks to the sky, chanting verses detailing [shaman.GetHerHis] devotion to [shaman.GetFaith.FertilityGodName].\n\n"Let us now remember how those that came before us took good care of this land," [shaman.GetSheHe] says, inviting others to share advice.\n\n"What did our grandfathers learn about the newborn lamb? What did our great-aunts say about the soil?""
mpo_decisions_events.0300.tt: "The assembly in [fertility_county.GetName] has begun."
mpo_decisions_events.0300.a: "[shaman.GetFaith.FertilityGodName], help us remember."
mpo_decisions_events.0300.b: "I will join [shaman.GetNameNoTooltip] in [shaman.GetHerHis] reflections."
mpo_decisions_events.0300.b_tt: "The results of the assembly will be #V more effective#!"
mpo_fertility_dance_county_modifier: "Fertility Assembly"
mpo_fertility_dance_county_modifier_desc: "A great gathering happened in this county, and everyone shared their knowledge as pastoralists."
friend_heir_may_become_blood_brother: "May become [heir.GetShortUINamePossessive] [blood_brother|E]"
friend_heir_may_become_obedient: "May become [obedient|E]"
mpo_pax_mongolica_decision: "$mpo_nomad_legacy_5_name$"
mpo_pax_mongolica_decision_desc: "The splendor of our dynasty shines over the Great Steppe. Cities will flourish there where ashes were left.\n\nOutposts will be established that sing of the compassion of the Khan of Khans."
mpo_pax_mongolica_decision_confirm: "No time to waste"
mpo_pax_mongolica_decision_tooltip: "Help build the cities of the Great Steppe"
pax_mongolica_ruler_modifier: "$mpo_nomad_legacy_5_name$"
pax_mongolica_ruler_modifier_desc: "This character has ensured that the cities of the Great Steppe are well-connected."
pax_mongolica_every_county_in_steppe_tt: "Every realm [county|E] in [the_great_steppe|E] held by a member of your [dynasty|E]:"
mpo_decisions_events.0400.t: "The Peace of the Land"
mpo_decisions_events.0400.desc: ""...Spices from the far east!", "Authentic pepper, collected from a dragon's lair!", "The finest silk, the richest colors!"\n\nMerchants shout and wave at everyone willing to listen, showing off their wares with insistent enthusiasm.\n\n"It's been like this everywhere, great [ROOT.Char.GetTitleAsNameNoTooltip]," [courtier.GetTitledFirstName] offers a deep bow as [courtier.GetHerHis] greeting. "The whole world is now under the wing of the [ROOT.Char.GetDynasty.GetBaseNameNoTooltip] dynasty. People come to your cities, attracted by their prosperity.""
mpo_decisions_events.0400.a: "Keep the gates open."
mpo_desperate_stance_decision: "Desperate Times"
mpo_desperate_stance_decision_desc: "The land is barren. Calves die in their mothers' wombs, unseen by the sun. Horses, as thin as twigs, collapse with sickening cracks.\n\nThere is only one way: and it's out."
mpo_desperate_stance_decision_confirm: "Rally the people"
mpo_desperate_stance_decision_tooltip: "Unite your people in a last desperate stance"
mpo_desperate_stance_decision_tt: "[the_great_steppe|E] has the $situation_steppe_havsarsan_zud_season$ [steppe_season|E]"
mpo_decisions_events.0500.t: "Desperate Measures"
mpo_decisions_events.0500.desc: "Layers of ice cover the withering grass, the cattle's snouts are now raw from trying to reach it.\n\nMy [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('courtier'))|U] [courtier.GetShortUIName|U] approaches me, [courtier.GetHerHis] body shrunk down to the size of a doll:\n\n"[ROOT.GetCharacter.Custom('GetMongolHonorific')|U] [ROOT.Char.GetTitleAsNameNoTooltip], your people die with each rising sun, please deliver us from this empty hell.""
mpo_decisions_events.0500.a: "Follow me!"
mpo_desperate_stance_invasion_cb_enable_var_tt: "You will be able to use the $invasion_war$ [casus_belli|E]"
expand_the_steppe_decision_generic: "Expand the Steppes"
expand_the_steppe_decision_desc: "We grew strong in our homeland, but conquests and adventures have taken us farther and farther away from our old pastures and hunting grounds, and towards lands filled with settled peoples and sedentary customs.\n\nWe should introduce our way of life to these new and strange lands."
expand_the_steppe_decision_tooltip: "Add new regions to [the_great_steppe|E]"
custom_eastern_balkans_tooltip: "Eastern Balkans"
ghw_region_anatolia_tooltip: "Anatolia"
ghw_region_northern_russia_tooltip: "Northern Russia"
ghw_region_southern_russia_tooltip: "Southern Russia"
custom_hungary_tooltip: "Pannonian Basin"
ghw_region_poland_tooltip: "Poland"
ghw_region_baltic_tooltip: "The Baltic"
dlc_mpo_steppe_caucasus_expansion_tooltip: "Caucasus"
dlc_mpo_steppe_persia_expansion_tooltip: "Persia"
dlc_mpo_steppe_siberia_further_expansion_tooltip: "Northern Siberia"
world_transoxiana_tooltip: "Transoxiana"
world_khorasan_tooltip: "Khorasan"
world_steppe_tarim_tooltip: "Tarim Basin"
expand_the_steppe_decision_notification_toast: "[ROOT.Char.GetShortUINameNoTooltip|U] expanded [the_great_steppe|E]"
expand_the_steppe_decision_confirm: "The sky knows no limits!"
custom_eastern_balkans_expand_steppe_tt: "No [realm|E] lands in the [GetGeographicalRegion('custom_eastern_balkans').GetName]"
custom_northern_russia_expand_steppe_tt: "No [realm|E] lands in [GetGeographicalRegion('ghw_region_northern_russia').GetName]"
custom_southern_russia_expand_steppe_tt: "No [realm|E] lands in [GetGeographicalRegion('ghw_region_southern_russia').GetName]"
custom_hungary_expand_steppe_tt: "No [realm|E] lands in [GetGeographicalRegion('custom_hungary').GetName]"
custom_poland_expand_steppe_tt: "No [realm|E] lands in [GetGeographicalRegion('ghw_region_poland').GetName]"
custom_baltics_expand_steppe_tt: "No [realm|E] lands in the [GetGeographicalRegion('ghw_region_baltic').GetName]"
custom_caucasus_expand_steppe_tt: "No [realm|E] lands in the [GetGeographicalRegion('dlc_mpo_steppe_caucasus_expansion').GetName]"
custom_anatolia_expand_steppe_tt: "No [realm|E] lands in [GetGeographicalRegion('ghw_region_anatolia').GetName]"
custom_transoxiana_expand_steppe_tt: "No [realm|E] lands in [GetGeographicalRegion('world_transoxiana').GetName]"
custom_khorasan_expand_steppe_tt: "No [realm|E] lands in [GetGeographicalRegion('world_khorasan').GetName]"
custom_persia_expand_steppe_tt: "No [realm|E] lands in [GetGeographicalRegion('dlc_mpo_steppe_persia_expansion').GetName]"
custom_siberia_expand_steppe_tt: "No [realm|E] lands in [GetGeographicalRegion('dlc_mpo_steppe_siberia_further_expansion').GetName]"
custom_tarim_expand_steppe_tt: "No [realm|E] lands in the [GetGeographicalRegion('world_steppe_tarim').GetName]"
develop_fertility_decision: "Manage Pasturage"
develop_fertility_decision_desc: "No [ROOT.Char.GetTitleAsNameNoTooltip] can rule without [ROOT.Char.GetHerHis] horde. I must oversee the movements of my grazing animals, so that the horde of [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] does not begin to dwindle.\n\nGather the shepherds, their herds, and let us move to greener lands. I will stand with them, as hard work cannot escape me."
develop_fertility_decision_tooltip: "Increase the [county_fertility|E] of your Capital"
develop_fertility_decision_confirm: "To the fields!"
msg_develop_fertility: "Your hard work is paying off!"
develop_fertility_modifier: "Managed Pastures"
develop_fertility_modifier_desc: "This character is working to increase the fertility of their realm."
mpo_decisions_events_0500_effect_vassal_tt: "Every [vassal|E] becomes [obedient|E] to you"
mpo_decisions_events_0500_effect_courtier_tt: "Every [courtier|E] becomes [obedient|E] to you"
proselytize_to_your_people_decision: "Spread [ROOT.Char.GetFaith.GetNameNoTooltip] to your People"
proselytize_to_your_people_decision_desc: "I am a [ROOT.Char.GetFaith.GetAdherentName], but my people are [ROOT.Char.GetDomicile.GetFaith.GetAdjective]. To these [ROOT.Char.GetDomicile.GetCulture.GetCollectiveNoun] I lead, I must pass the fire of my beliefs. A [ROOT.Char.GetFaith.ReligiousSymbol] on each chest! A prayer to [ROOT.Char.GetFaith.WarGodName] guiding every sword!"
proselytize_to_your_people_decision_tooltip: "Change the [faith|E] of your [yurt|E]"
proselytize_to_your_people_decision_confirm: "May [ROOT.Char.GetFaith.FertilityGodName] bless the skies!"
adopt_domicile_faith_decision: "Convert to [ROOT.Char.GetDomicile.GetFaith.GetNameNoTooltip] through your People"
adopt_domicile_faith_decision_desc: "The [ROOT.Char.GetDomicile.GetCulture.GetCollectiveNoun] that I rule adhere to the [ROOT.Char.GetDomicile.GetFaith.GetAdjective] faith. I will show that I am a worthy [ROOT.Char.GetTitleAsNameNoTooltip] by adopting it."
adopt_domicile_faith_decision_tooltip: "Convert to the [faith|E] of your [yurt|E]"
adopt_domicile_faith_decision_confirm: "May [ROOT.Char.GetDomicile.GetFaith.WarGodName] guide my arrows!"
embrace_tengriism_decision: "Embrace $tengri_pagan$"
embrace_tengriism_decision_desc: "The blue sky beckons me — the great steppe lies beneath its endless expanse, and [GetFaithByKey('tengri_pagan').HighGodName] [GetFaithByKey('tengri_pagan').HighGodHerselfHimself] calls my name on the wind. Once more, my people and I must embrace the ways of our ancestors."
embrace_tengriism_decision_tooltip: "Convert yourself and your [yurt|E] to the [GetFaithByKey('tengri_pagan').GetAdjective] [faith|E]"
embrace_tengriism_decision_confirm: "As [GetFaithByKey('tengri_pagan').CreatorName] made it, so it shall be."
not_of_a_steppe_faith_tt: "You are already following a [GetFaithByKey('tengri_pagan').GetReligion.GetAdjective] [faith|E]"
adopt_domicile_culture_decision: "Adopt [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] Traditions"
adopt_domicile_culture_decision_desc: "I am a stranger to my own people, the [ROOT.Char.GetDomicile.GetCulture.GetCollectiveNoun] that I rule have traditions different from my own. By adopting [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] ways I will earn their respect."
adopt_domicile_culture_decision_tooltip: "Convert to the [culture|E] of your [yurt|E]"
adopt_domicile_culture_decision_confirm: "We are [ROOT.Char.GetDomicile.GetCulture.GetCollectiveNounNoTooltip]."
blend_traditions_decision: "Blend [ROOT.Char.GetCulture.GetNameNoTooltip] and [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] Traditions"
blend_traditions_decision_desc: "I am [ROOT.Char.GetCulture.GetName] while my people are [ROOT.Char.GetDomicile.GetCulture.GetCollectiveNoun]. I have traditions that serve me well — but [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] tradition is rich and well-suited for a life on the steppe. I will promote our customs side-by-side until we emerge as one."
blend_traditions_decision_tooltip: "Create a [hybrid_culture|E] between [ROOT.Char.GetCulture.GetNameNoTooltip] and [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip], with a random set of [traditions|E] taken from both [cultures|E]"
blend_traditions_decision_confirm: "Our future is [ROOT.Char.GetCulture.GetNameNoTooltip] #EMP and#! [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip]."
random_traditions_tt: "The [hybrid_culture|E] will have random [culture_pillars|E] and [traditions|E], and will always share the [heritage|E] of your [yurt|E]"
not_a_hybrid_or_old_culture_tt: "Your [culture|E] must not be a [hybrid_culture|E], or have existed for at least #V 50#! years"
domicile_not_a_hybrid_or_old_culture_tt: "Your [yurts|E] [culture|E] must not be a [hybrid_culture|E], or have existed for at least #V 50#! years"
enforce_traditions_decision: "Promote [ROOT.Char.GetCulture.GetNameNoTooltip] Traditions"
enforce_traditions_decision_desc: "I have come to rule over [ROOT.Char.GetDomicile.GetCulture.GetCollectiveNoun], a worthy people in their own right — but with traditions weaker than the [ROOT.Char.GetCulture.GetName]! I must promote my way of life, my traditions, in order for my people to prosper."
enforce_traditions_decision_tooltip: "Change the [culture|E] of your [yurt|E]"
enforce_traditions_decision_confirm: "[ROOT.Char.GetCulture.GetNameNoTooltip] tradition leads us forward."
same_heritage_or_steppe_heritage_tt: "Your [heritage|E] is not [GetCulturePillar('heritage_mongolic').GetName], [GetCulturePillar('heritage_turkic').GetName], [GetCulturePillar('heritage_ugro_permian').GetName], or the same as the culture of your [yurt|E]"
mpo_invite_herders_decision: "Invite Shepherds"
mpo_invite_herders_decision_desc: "A barren land is as good as an infertile horse. I will invite shepherds versed in the art of husbandry to temporarily look after it."
mpo_invite_herders_decision_tt: "#P 3#! able-bodied [characters|E] with the [GetTrait('lifestyle_seasoned_pastor').GetName( GetNullCharacter )] [trait|E] will arrive as [guests|E] at Court within the coming months"
mpo_invite_herders_decision_confirm: "Make it known!"
mpo_invite_herders_decision_tooltip: "[GetTrait('lifestyle_seasoned_pastor').GetName( GetNullCharacter )] [characters|E] are summoned to visit your court"
mpo_decisions_events.0060.t: "Shepherd Has Arrived"
mpo_decisions_events.0060.desc: "[herder.GetTitledFirstName] heeded my summons and has arrived at court as my guest"
recruit_from_nomadic_capital_decision: "Recruit [ROOT.Char.Custom('GetCourtierTypePlural')|U] from $game_concept_yurt$"
recruit_from_nomadic_capital_decision_desc: "From across the rolling steppe, under the endless sky, the loyal [ROOT.Char.GetDomicile.GetFaith.GetAdjective] [ROOT.Char.GetDomicile.GetCulture.GetCollectiveNoun] gather at my summons. I call upon the bravest riders, the keenest hunters, and the sharpest minds to step forward in service."
CHOOSE_NOMAD_COURTIER_DECISION_NEXT_STEP_BUTTON: "Choose Type to Recruit"
recruit_from_nomadic_capital_decision_tooltip: "You recruit #V 3#! [GetPlayer.GetDomicile.GetFaith.GetAdjective] [GetPlayer.GetDomicile.GetCulture.GetName] [characters|E] from your [yurt|E] as [GetPlayer.Custom('GetCourtiersTypeConcept')|U]"
recruit_from_nomadic_capital_decision_confirm: "Recruit [GetPlayer.Custom('GetCourtierTypePlural')|U]"
recruit_hunters_decision: "Recruit Hunters"
recruit_brides_decision: "Find Eligible Brides"
recruit_husbands_decision: "Seek Worthy Husbands"
recruit_shepherds_decision: "Recruit Shepherds"
recruit_commanders_decision: "Recruit Commanders"
recruit_knights_decision: "Recruit [GetPlayer.Custom('KnightCulturePluralNoTooltip')]"
recruit_hunters_decision_tooltip: "Recruit three [GetPlayer.Custom('GetCourtiersTypeConcept')|U] with the [GetTrait('lifestyle_hunter').GetName( GetNullCharacter )] [trait|E]"
recruit_brides_decision_tooltip: "Find three women that are eligible to be [married|E]"
recruit_husbands_decision_tooltip: "Find three men that are eligible to be [married|E]"
recruit_shepherds_decision_tooltip: "Recruit three [GetPlayer.Custom('GetCourtiersTypeConcept')|U] with the [GetTrait('lifestyle_seasoned_pastor').GetName( GetNullCharacter )] [trait|E]"
recruit_commanders_decision_tooltip: "Recruit three characters with random [commander_traits|E]"
recruit_knights_decision_tooltip: "Recruit three characters with good [prowess|E]"
faith_dominant_gender_male_or_equal_tt: "Your [faith|E] is not [GetFaithDoctrine('doctrine_gender_male_dominated').GetBaseName] or [GetFaithDoctrine('doctrine_gender_equal').GetBaseName]"
faith_dominant_gender_female_or_equal_tt: "Your [faith|E] is not [GetFaithDoctrine('doctrine_gender_female_dominated').GetBaseName] or [GetFaithDoctrine('doctrine_gender_equal').GetBaseName]"
nomad_character_recruited.t: "Recruited #V [new_commander.GetFirstNameNicknamedNoTooltip]#!"
summon_fair_courtiers_decision: "Summon Fair Courtiers"
summon_fair_courtiers_decision_desc: "My Pleasure Dome is too cold and empty, the walls weep from loneliness. I shall send my envoys across the land, in search of worthy visitors!"
CHOOSE_SUMMON_FAIR_COURTIERS_DECISION_NEXT_STEP_BUTTON: "Choose who to summon"
summon_fair_courtiers_decision_tooltip: "You summon #V 3#! [GetTrait('beauty_good_1').GetName( GetNullCharacter )], [GetTrait('beauty_good_2').GetName( GetNullCharacter )] or [GetTrait('beauty_good_3').GetName( GetNullCharacter )] [GetPlayer.Custom('GetCourtiersTypeConcept')|U]"
summon_fair_courtiers_decision_confirm: "Recruit [GetPlayer.Custom('GetCourtiersTypeConcept')|U]"
summon_maidens_decision: "Summon Fair Maidens"
call_men_decision: "Call for Charming Men"
summon_maidens_decision_tooltip: "Find three women"
call_men_decision_tooltip: "Find three men"
confederation_kingdom_decision_vassal_req: "You have at least #V 5#! [confederates|E]"
confederation_kingdom_decision_vassal_opinion_req: "All of the [confederates|E] have at least #P 25#! [opinion|E] of you"
confederation_kingdom_decision_vassal_prestige_level_req: "No other [confederate|E] has the same or higher [prestige_i][prestige_level|E]"
confederation_kingdom_decision_vassal_wars_req: "There are [confederates|E] at [war|E]"
confederation_kingdom_creation_tt: "You get a [kingdom|E]-[title_tier|E] [title|E] and all [confederates|E] become your [vassals|E]\n@alert_icon!#alert_trial The Kingdom will have no [de_jure|E] lands#!"
confederation_succession_tt: "Your [kingdom|E] gets the [GetLaw('confederation_elective_succession_law').GetName] [succession_law|E]"
nomadic_government_tt: "Your [government|E] is [GetGovernment( 'nomad_government' ).GetName]"
mpo_decisions_events.0070.t: "Eyes for the Skies"
mpo_decisions_events.0070.desc: "My tribesmen have sought out the [great_court_astrologer_option.Custom('GetDaughterSon')]s of shamans, found hermits in their holes, strangers with sacred words on their lips, exiles wandering the wastes — all in search of my new $court_astrologer_court_position$.\n\nThe holy persons are brought to me. Each tells tales of my destiny, and speaks of the signs that stir in nature."
mpo_decisions_events.0070.a: "[great_court_astrologer_option.GetFirstNameNoTooltip] sees the days to come."
mpo_decisions_events.0070.b: "[good_court_astrologer_option.GetFirstNameNoTooltip] will do."
mpo_decisions_events.0070.c: "I sense no insight here."
invite_a_stargazer_decision: "Search for $court_astrologer_court_position$"
invite_a_stargazer_decision_tooltip: "Your retainers will present suitable candidates for the position of [GetCourtPositionType('court_astrologer_court_position').GetName()]"
mpo_decisions_events.0070.a.aptitude: "[great_court_astrologer_option.GetFirstNamePossessiveNoTooltip] [aptitude|E] is [great_court_astrologer_option.GetCourtPositionAptitude( GetCourtPositionType( 'court_astrologer_court_position' ) )]"
mpo_decisions_events.0070.b.aptitude: "[good_court_astrologer_option.GetFirstNamePossessiveNoTooltip] [aptitude|E] is [good_court_astrologer_option.GetCourtPositionAptitude( GetCourtPositionType( 'court_astrologer_court_position' ) )]"
invite_a_stargazer_decision_desc: "I seek wise counsel guided by the heavens, the spirits, and the changing face of nature."
adopt_nomadic_ways_decision: "Adopt the Nomadic Ways"
adopt_nomadic_ways_decision_desc: "I have trodden many paths and seen the world far and wide. Life on the move is what my heart yearns for, and it is time to lead those who will follow me."
adopt_nomadic_ways_decision_tooltip: "Adopt the [GetGovernment( 'nomad_government' ).GetName] [government|E]"
adopt_nomadic_ways_decision_confirm: "May this land serve us well."
adopt_nomadic_ways_decision_herder_tt: "Your [camp|E] is located in a [county|E] held by a [herder|E]"
adopt_nomadic_ways_decision_culture_tt: "You [hybridize|E] with the local [culture|E]"
adopt_nomadic_ways_decision_culture_tt_past: "You [hybridize|E] with the [herder.GetCulture.GetName] [culture|E]"
adopt_nomadic_ways_decision_title_tt: "You gain the local [county|E] [title|E]"
adopt_nomadic_ways_decision_herd_tt: "#V 25%#! of your [provisions|E] are converted into [herd|E]"
mpo_decisions_events.0120.t: "The Way of the Nomad"
mpo_decisions_events.0120.desc.intro: "The time has come for me to turn my camp into something more: a moving settlement marching across the steppe with the turn of the seasons.\n\n"I hope that these lands serve you well," the shepherd that led people before us welcomes us into [herder.GetHerHis] tent."
mpo_decisions_events.0120.desc.subject: "\n\n"[nomad.GetTitledFirstName] is my overlord," [herder.GetSheHe] continues in a warning tone, "And tribute is what [nomad.GetSheHe] demands.""
mpo_decisions_events.0120.a: ""These were [nomad.GetHerHis] lands after all.""
mpo_decisions_events.0120.b: ""I am not here to be subject to anyone.""
mpo_decisions_events.0120.c: ""There's no reason for you to leave.""
mpo_decisions_events.0120.d: ""We will take it from here.""
invite_a_siege_engineer_decision: "Search for a Siege Engineer"
invite_a_siege_engineer_decision_tooltip: "Your servants will suggest a number of suitable candidates for the position of [GetCourtPositionType('siege_engineer_court_position').GetName()]"
invite_a_siege_engineer_decision_desc: "It is time for me to find someone who can shatter my enemies' walls."
mpo_decisions_events.0080.t: "Expertise from Afar"
mpo_decisions_events.0080.desc: "I have sent out missives far and wide, looking for someone who can aid me with engineering expertise. Though seemingly an impossible task at first, two candidates finally show up in my camp.\n\n[great_siege_engineer_option.GetFirstName] is the better option of the two, from what I can tell, but much more expensive than [good_siege_engineer_option.GetFirstName]. In either case, I will finally obtain someone who can aid my armies where we come up short."
mpo_decisions_events.0080.a: "[great_siege_engineer_option.GetFirstNameNoTooltip] knows the job."
mpo_decisions_events.0080.b: "[good_siege_engineer_option.GetFirstNameNoTooltip] will do."
mpo_decisions_events.0080.c: "I don't care for either of them."
mpo_decisions_events.0080.a.aptitude: "[great_siege_engineer_option.GetFirstNamePossessiveNoTooltip] [aptitude|E] is [great_siege_engineer_option.GetCourtPositionAptitude( GetCourtPositionType( 'siege_engineer_court_position' ) )]"
mpo_decisions_events.0080.b.aptitude: "[good_siege_engineer_option.GetFirstNamePossessiveNoTooltip] [aptitude|E] is [good_siege_engineer_option.GetCourtPositionAptitude( GetCourtPositionType( 'siege_engineer_court_position' ) )]"
invite_a_foreign_emissary_decision: "Search for a Foreign Emissary"
invite_a_foreign_emissary_decision_tooltip: "Your servants will suggest a number of suitable candidates for the position of [GetCourtPositionType('foreign_emissary_court_position').GetName()]"
invite_a_foreign_emissary_decision_desc: "I require someone to entertain my court with exotic tales and stories."
mpo_decisions_events.0090.t: "A Tale or Three"
mpo_decisions_events.0090.desc: "I sink back in my chair and feel drowsiness take me as I hear [courtier.GetFirstName] recount the same story for the fifteenth time. I need someone, #emp anyone#!, who can tell me about something new.\n\nAfter dispatching messages through passing traders, two individuals finally show up in [ROOT.Char.GetCapitalLocation.GetName]. They both tell tales of exotic lands, towering mountains, and endless wastes."
mpo_decisions_events.0090.a: "[great_foreign_emissary_option.GetFirstNameNoTooltip] has a lot of stories to tell."
mpo_decisions_events.0090.b: "[good_foreign_emissary_option.GetFirstNameNoTooltip] seems likeable."
mpo_decisions_events.0090.c: "They are both lacking."
mpo_decisions_events.0090.a.aptitude: "[great_foreign_emissary_option.GetFirstNamePossessiveNoTooltip] [aptitude|E] is [great_foreign_emissary_option.GetCourtPositionAptitude( GetCourtPositionType( 'foreign_emissary_court_position' ) )]"
mpo_decisions_events.0090.b.aptitude: "[good_foreign_emissary_option.GetFirstNamePossessiveNoTooltip] [aptitude|E] is [good_foreign_emissary_option.GetCourtPositionAptitude( GetCourtPositionType( 'foreign_emissary_court_position' ) )]"
nomad_higher_tier_title_decision: "[ROOT.Char.Custom('GetDominateTitleLoc')]"
nomad_higher_tier_title_decision_title: "Dominate [ROOT.Char.GetPrimaryTitle.GetDeJureLiege.GetBaseNameNoTierNoTooltip]"
nomad_higher_tier_title_decision_desc: "It is time to prove my dominance over the area, and subjugate those who live here. All will be trampled under our hooves, as we take what is rightfully ours."
nomad_higher_tier_title_decision_tooltip: "Attempt to gain a higher [title_tier|E] [title|E]"
nomad_higher_tier_title_decision_confirm: "They will fall before me"
nomad_higher_tier_title_decision_low_dominance: "Your [dominance|E] is too low"
TITLE_VIEW_CREATE_TITLE_NOMAD: "Dominate Title"
nomad_higher_tier_title_decision_custom_tooltip: "Gain a Higher [title_tier|E] [title|E]"
nomad_higher_tier_title_tooltip_desc: "#T Dominate [Title.GetNameNoTooltip]#!\nTo create a higher [title_tier|E] [title|E], [nomads|E] need to use the [dominate_title|E] [decision|E]"
domination_war_holder_custom_tooltip: "Start a [domination_war|E] against [main_defender.GetShortUIName] over [title_scope.GetName]#weak (@soldier_icon![main_defender.MakeScope.ScriptValue('dominate_title_current_ally_strength')|N0])#!"
domination_war_no_holder_custom_tooltip: "Start a [domination_war|E] against [main_defender.GetShortUIName] over [title_scope.GetName]\n\t$BULLET$Every non-[tributary|E] and non-[ally|E] [de_jure|E] [county|E] [holder|E] of [title_scope.GetName] will join [main_defender.GetShortUIName] as a defender #weak (@soldier_icon![root_scope.MakeScope.ScriptValue('dominate_title_current_enemy_strength')|N0])#!"
every_defender: "Every Defender"
crushed_opponent_opinion: "Powerful Enemy"
dominate_title_trigger_dominance_4: "Need at least a [dominance|E] of [GetLaw('nomadic_authority_4').GetName]"
dominate_title_trigger_dominance_3: "Need at least a [dominance|E] of [GetLaw('nomadic_authority_3').GetName]"
dominate_title_trigger_dominance_2: "Need at least a [dominance|E] of [GetLaw('nomadic_authority_2').GetName]"
mpo_become_greatest_of_khans_decision: "Become the Greatest of All Khans"
mpo_become_greatest_of_khans_decision_desc: "Call the clans! Proclaim that the world is yours, O Khan of Khans, and that — though khans and chieftains rise to deny you — you will become [ROOT.Char.GetLadyLord|U] of all under the Sky."
mpo_become_greatest_of_khans_decision_tooltip: "Proclaim that you are [GetTrait('greatest_of_khans').GetName( GetNullCharacter )] and begin your conquering of the world — but first, you will have to claim victory in a $mpo_great_war_of_defiance_cb$"
mpo_become_greatest_of_khans_decision_genghis_warning: "\n\n#EMP Be warned!#! The signs tell that a mighty Son of Heaven, the prophesied Mongol, will one day make this claim. And, once he has conquered, no horse-lord will ever match his glory!"
mpo_become_greatest_of_khans_decision_confirm: "#EMP Sound the drums of war!#!"
greatest_of_khans_obedience_req_tt: "All of your [nomadic|E] [powerful_vassals|E] are [obedient|E] to #high you#!"
greatest_of_khans_tributary_req: "Your [realm_size|E] (including all [tributaries|E]) is #high [EmptyScope.ScriptValue('mpo_greatest_of_khans_target_counties_tributaries')]#! or more #italic (#high [temp_gok_tributaries]#!)#!"
greatest_of_khans_disable_warning_tt: "No other [ruler|E], living or dead, has ever become [GetTrait('greatest_of_khans').GetName( GetNullCharacter )]"
greatest_of_khans_will_disable_warning_tt: "@alert_icon! #alert_trial The #high $mpo_become_greatest_of_khans_decision$#! [decision|E] will become unavailable - for everyone, forever!#!"
greatest_of_khans_vassal_culture_req_tt: "You have #high 5#! or more [cultures|E] represented by [GetGovernment( 'nomad_government' ).GetName] [vassals|E] or [GetGovernment( 'nomad_government' ).GetName] [tributaries|E] of at least [duke|E]-[title_tier|E]"
greatest_of_khans_nickname_tt: "You may choose a [nickname|E] like '#high $nick_dort_yonlug_khagan$#!', '#high $nick_yekhe_khagan$#!' or '#high $nick_genghis_khan$#!'"
GREATEST_OF_KHANS_TITLE_DOMICILE_NAME: "[ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] Empire"
GREATEST_OF_KHANS_TITLE_DOMICILE_NAME_ADJ: "[ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip]"
GREATEST_OF_KHANS_TITLE_NAME: "[ROOT.Char.GetCulture.GetNameNoTooltip] Empire"
GREATEST_OF_KHANS_TITLE_NAME_ADJ: "[ROOT.Char.GetCulture.GetNameNoTooltip]"
mpo_gok_war_of_submission_will_happen_tt: "@warning_icon! #X A #bold $mpo_great_war_of_defiance_cb$#! will begin, pitting you against the strongest nearby [ruler|E] and [nomads|E] in and near your [situation_sub_region|E]"
mpo_gok_obedient_vassals_join_war_tt: "Your [obedient|E] [nomad|E] [vassals|E] will aid you in this [war|E]"
mpo_gok_cravens_wont_fight_tt: "Some fearful neighboring [rulers|E] will become your [tributaries|E] rather than fight"
mpo_gok_war_of_submission_victory_tt: "\n#high #bold If you win the $mpo_great_war_of_defiance_cb$:#!#!"
mpo_gok_war_of_submission_vassals_tt: "All defeated [nomads|E] become your [obedient|E] [vassals|E]"
mpo_gok_war_of_submission_truces_tt: "All other [truces|E] with you are removed"
temujin_jamukha_gok_requirement: "[GetScriptedCharacterByHistoryID( 'mpo_mongol_1' ).GetShortUIName] does not walk this earth"
mpo_gok_war_of_submission_defeat_tt: "\n#high #bold If you lose the $mpo_great_war_of_defiance_cb$:#!#!"
mpo_gok_war_of_submission_defeat_imprisonment_tt: "You are [imprisoned|E] by your enemies and may be [executed|E]"
mpo_gok_war_of_submission_defeat_lose_titles_tt: "You lose all [landed|E] [titles|E], [vassals|E] and [tributaries|E]"
mpo_gok_war_of_submission_defeat_lose_herd_tt: "You lose most of your [herd|E], [prestige|E], and [gold|E]"
mpo_gok_war_of_submission_defeat_lose_legitimacy_tt: "You lose #high 2#! [legitimacy_levels|E]"
in_great_steppe_tt: "You are a participant in [the_great_steppe|E] [situation|E]"
greatest_of_khans_war_ongoing_tt: "No other [ruler|E] is already fighting a #high $mpo_great_war_of_defiance_cb$#!"
become_nomadic_decision: "Become Nomadic"
become_nomadic_decision_desc: "The earth beneath our feet has anchored us for generations, but the steppe does not favor those who stand still. We have watched the riders of the open plains — how they roam where they will, unburdened by walls, their wealth carried with them like the wind itself.\n\nNow, we cast off the weight of the settled life."
become_nomadic_decision_tooltip: "Adopt the [GetGovernment( 'nomad_government' ).GetNameWithIcon] [government|E]"
become_nomadic_decision_confirm: "No home but the yurt."
settle_the_steppe_decision: "Settle the Steppe"
settle_the_steppe_decision_desc: "The steppe has fed our flocks, carried our riders, and scattered our enemies to the wind. But now we lay stones where hooves once thundered. No longer shall we chase the horizon — for we will make the horizon come to us.\n\nWe remain children of the steppe. But we will grow roots in its soil, raise walls in its wind, and turn the campfire into a hearth."
settle_the_steppe_decision_tooltip: "Settle your [ROOT.Char.GetDomicile.GetFaith.GetAdjective] [ROOT.Char.GetDomicile.GetCulture.GetCollectiveNoun] as [GetGovernment('tribal_government').GetName], [GetGovernment('feudal_government').GetName], or [GetGovernment('clan_government').GetName], abandoning your [GetGovernment( 'nomad_government' ).GetName] ways."
settle_the_steppe_decision_confirm: "A new era calls upon us."
CHOOSE_GOVERNMENT_NEXT_STEP_BUTTON: "Choose government."
become_tribal_decision: "Become Tribal"
become_feudal_decision: "Become Feudal"
become_clan_decision: "Become Clan"
become_tribal_decision_tooltip: "Become [GetGovernment('tribal_government').GetNameWithIcon]"
become_feudal_decision_tooltip: "Become [GetGovernment('feudal_government').GetNameWithIcon]"
become_clan_decision_tooltip: "Become [GetGovernment('clan_government').GetNameWithIcon]"
nomad_holdings_convert_tt: "All of your [holdings|E] will change to new [holding_types|E]"
nomad_vassals_convert_tt: "[GetGovernment('nomad_government').GetName] [vassals|E] will change [government|E] to your chosen one"
buildings_based_on_herd_tt: "Your lands will get [buildings|E] based on your current [herd|E]"
development_based_on_herd_tt: "Your lands will get [development|E] based on your current [herd|E]"
settle_people_decision: "Move into Conquered Lands"
settle_people_decision_desc: "These lands were not born to us, but they bend to our will all the same. Their cities bear foreign names, their soil tilled by hands not our own — but no longer.\n\nWe take what we have won and drive stakes into the earth. Let them call us conquerors — we will become kings."
settle_people_decision_tooltip: "Move your [ROOT.Char.GetDomicile.GetFaith.GetAdjective] [ROOT.Char.GetDomicile.GetCulture.GetCollectiveNoun] into conquered lands, abandoning your [GetGovernment( 'nomad_government' ).GetName] ways."
settle_people_decision_confirm: "Our new homelands beckon!"
settle_people_decision_culture_shift: "The [nomad_settling_down.GetDomicile.GetCulture.GetName] [culture|E] and [nomad_settling_down.GetDomicile.GetFaith.GetAdjective] [faith|E] will spread in your lands #weak (the larger your [herd|E], the more [counties|E] will convert)#!"
settle_people_decision_usurp_until_domain_limit: "If possible, you will [revoke|E] enough [counties|E] to fill your [domain_limit|E]"
SETTLED_NOMAD_KINGDOM_NAME: "[nomad_settling_down.GetCulture.GetNameNoTooltip] [nomad_duchy_for_name.GetBaseNameNoTierNoTooltip]"
SETTLED_NOMAD_KINGDOM_NAME_ADJ: "[nomad_settling_down.GetCulture.GetNameNoTooltip]"
step_away_from_the_steppe_decision: "Forsake Nomadism"
step_away_from_the_steppe_decision_desc: "Life on horseback can be so exhausting. Have you seen what it's like in the towns? A soft bed within solid walls... no more saddle sores, no need to constantly be on the move... sometimes, it's tempting to get off the saddle and lay down on a mattress."
step_away_from_the_steppe_decision_tooltip: "Is it time to abandon the [GetGovernment( 'nomad_government' ).GetName] life?"
step_away_from_the_steppe_decision_confirm: "Off the saddle and onto a throne"
step_away_from_the_steppe_decision_vassal_loss: "Every [nomadic|e] and [herder|e] vassal, and #italic all#! [tributaries|e], will become independent"
step_away_from_the_steppe_decision_vassal_convert: "Every [nomadic|e] and [herder|e] vassal with a non-Nomadic [capital|E] will change to a settled [government|E]"
forsook_nomadic_life_opinion: "Forsook Nomadic Life"
step_away_from_the_steppe_decision_holding_tt: "You hold at least one [county|E] with a non [nomadic_holding|E] or [herder_holding|E]"
become_greatest_of_khans_decision_enable_gok_invasion_cb: "You may use the #high $mpo_gok_onslaught_cb$#! [casus_belli|E]"
become_greatest_of_khans_decision_gain_gok_empire: "You gain a new [empire|E] [title|E] with special qualities"
become_greatest_of_khans_decision_gok_armies_tt: "You gain thousands of [special_troops|E]"
aspiring_great_khan_modifier: "Dreams of the Supreme Destiny"
aspiring_great_khan_modifier_desc: "Tenacious resolve drives this character's peerless ambition. To be in their company is to believe in them."
gok_enable_offer_submission_or_ruin_tt: "You may use the #high $mpo_offer_submission_or_ruin$#! [interaction|E]"
gain_gok_dynasty_modifier_tt: "Your [dynasty|E] gains [GetModifier('gok_house_modifier').GetNameWithTooltip]"
gok_title_trigger: "You have the [title|E] created by the [GetTrait('greatest_of_khans').GetName( GetNullCharacter )]"
gok_world_conquest_tributary_req: "Your [realm_size|E] (including all [tributaries|E]) is #high [EmptyScope.ScriptValue('mpo_gok_world_conquest_target_counties_tributaries')]#! or more #italic (#high [temp_gok_tributaries]#!)#!"
gok_choose_government_switch_tt: "You may choose to adopt [feudal|E], [clan|E] or [administrative|E] [government|E]"
gok_choose_government_switch_no_admin_tt: "You may choose to adopt [feudal|E] or [clan|E] [government|E]"
gok_remain_nomadic_tt: "You may choose to remain [nomadic|E], spread [nomadic|E] [government|E] in your [realm|E], and #X purge#! non-[nomadic|E] [counties|E]"
gain_5th_lvl_education_martial_tt: "You gain #high [GetTrait('education_martial_5').GetName( GetNullCharacter )]#!"
gain_5th_lvl_education_diplomacy_tt: "You gain #high [GetTrait('education_diplomacy_5').GetName( GetNullCharacter )]#!"
gain_5th_lvl_education_stewardship_tt: "You gain #high [GetTrait('education_stewardship_5').GetName( GetNullCharacter )]#!"
gain_5th_lvl_education_intrigue_tt: "You gain #high [GetTrait('education_intrigue_5').GetName( GetNullCharacter )]#!"
gain_5th_lvl_education_learning_tt: "You gain #high [GetTrait('education_learning_5').GetName( GetNullCharacter )]#!"
mpo_gok_world_conquest_decision: "Reform the Great Khaganate"
mpo_gok_world_conquest_decision_desc: "[ROOT.Char.GetPrimaryTitle.GetName] stretches farther than our great lands of grass, than the salt-seas, than the dreams of any nomad have ever reached.\n\nAll this was won on horseback. All can be kept, can be ruled... only from the throne. From there, like [ROOT.Char.GetFaith.CreatorName], I must gaze out and see the makings of a new universe: one of [ROOT.Char.GetPrimaryTitle.GetAdjectiveNoTooltip] laws, of new wisdoms, and the [ROOT.Char.GetTitleAsNamePossessiveNoTooltip] eternal rule."
mpo_gok_world_conquest_decision_tooltip: "Establish your [dynasty|E]'s lasting place as mighty sovereigns: adopt a new form of [government|E] or claim all your [realm|E] for [nomads|E] alone."
mpo_gok_world_conquest_decision_confirm: "Assemble the wisest minds of my [ROOT.Char.GetPrimaryTitle.GetTierAsNameNoTooltip]."
gok_gov_switch_options_tt: "\n#high #bold If you change your Government:#!"
gok_1_innovation_gain: "You receive an [innovation|E] from an advanced subject [culture|E]"
gok_2_innovation_gain: "You receive [innovations|E] from #high 2#! advanced subject [cultures|E]"
gok_3_innovation_gain: "You receive [innovations|E] from #high 3#! advanced subject [cultures|E]"
gok_de_jure_kingdom_gain_tt: "[kingdoms|E] you [completely_control|E] become [de_jure|E] parts of [gok.GetPrimaryTitle.GetName]"
gok_reform_invalides_gok_stuff_tt: "#X @warning_icon! #high $mpo_offer_submission_or_ruin$#! and #high $mpo_gok_onslaught_cb$#! are disabled#!"
gok_gov_if_super_nomadic_tt: "\n#high #bold If you raze all that is not Nomad:#!#!"
gok_super_nomad_dread_and_gold_tt: "You gain significant @dread_icon![dread|E] and @gold_icon![gold|E]"
gok_lose_succession_protection_tt: "#X @warning_icon! You lose your immunity to #high $chaotic_succession_disobedient_kurultai_none$#! during [succession|E]"
chaotic_succession_protection_tt: "The ruling [dynasty|E]'s recent manifestation as [GetTrait('greatest_of_khans').GetName( GetNullCharacter )] protects them from #high $chaotic_succession_disobedient_kurultai_none$#! during [succession|E]"
gok_protected_from_chaotic_succession_tt: "[gok_title.GetName] is protected from #high $chaotic_succession_disobedient_kurultai_none$#! during [succession|E]"
gok_avoid_timing_out_tt: "You will complete the [GetTrait('greatest_of_khans').GetName( GetNullCharacter )]' conquests and avoid a humiliating loss of @legitimacy_icon![legitimacy|E] and [nomadic_authority|E]"
gok_reform_never_available_again_tt: "#alert_trial @alert_icon! This must be taken before #high [gok_empire_crumble_date|0]#! and can only be taken once — ever!#!"
gok_mongols_disable_warning_tt: "Genghis Khan has not yet arisen"
greatest_of_khans_prevents_mongol_invasion_tt: "The #high Mongol Invasion#! can no longer happen"
confederation_kingdom_decision: "Elevate Confederation"
confederation_kingdom_decision_desc: "What was once a bond of necessity — warriors sworn to stand together against the storm — must now become something greater. Let the leaders of warbands become lords, the chieftains become vassals, and the confederation stand as one under a single banner."
confederation_kingdom_decision_tooltip: "Disband the [confederation|E] and form a new [kingdom|E] with the [confederates|E]"
confederation_kingdom_decision_confirm: "With me as its [ROOT.Char.Custom('get_queen_king')|U]!"
mpo_decisions_events.0004.t: "The Birth of a [new_king_ruler.GetPrimaryTitle.GetTierAsNameNoTooltip|U]"
mpo_decisions_events.0004.desc: "Once, we ruled by our own will, our warbands answering to none other. Now, we kneel — not as a broken [ROOT.Char.GetWomenMen], but as vassals.\n\nWhat was once a gathering of equals has become a [new_king_ruler.GetPrimaryTitle.GetTierAsName], and our blades are being sworn to [new_king_ruler.GetTitledFirstNameNicknamed] — the first among equals...\n\nThis [new_king_ruler.GetPrimaryTitle.GetTierAsName] may endure, or may it fall as all things do."
mpo_decisions_events.0004.a: "$mpo_decisions_events.0005.a$"
mpo_decisions_events.0004.b: "I will have no part of this."
mpo_decisions_events.0005.t: "$mpo_decisions_events.0004.t$"
mpo_decisions_events.0005.desc: "Once, we were warbands bound by need, our unity as fleeting as the seasons. Now, we stand as one.\n\nThe warriors who rode at my side now kneel before my throne.\n\nLet them sing my name together at my great table — the [new_king_ruler.GetPrimaryTitle.GetTierAsName] is born, and I am its sovereign."
mpo_decisions_events.0005.a: "May we prosper, together!"
confederate_king_modifier: "First King of the Confederation"
confederate_king_modifier_desc: "This character forged a kingdom out of a [confederation|E]"
confederate_vassal_modifier: "Vassal of the First King"
confederate_vassal_modifier_desc: "This character was part of a [confederation|E] that was elevated into a [kingdom|E]"
confederate_lands_modifier: "Confederate Lands"
confederate_lands_modifier_desc: "These lands are reaping benefits from a [confederation|E] that was elevated into a [kingdom|E]"
confederation_king_modifier_tt: "You get [GetModifier('confederate_king_modifier').GetNameWithTooltip] for #high 15 years#!"
confederation_vassal_modifier_tt: "All [vassals|E] get [GetModifier('confederate_vassal_modifier').GetNameWithTooltip]"
confederation_county_modifier_tt: "All [counties|E] get [GetModifier('confederate_lands_modifier').GetNameWithTooltip] for #V 30#! years"
chaotic_succession_protection_title_law_tt: "The [GetLaw('confederation_elective_succession_law').GetName] [law|E] protects them from #high $chaotic_succession_disobedient_kurultai_none$#! during [succession|E]"
ACH_DOMINATE_TITLE_GAIN_WARNING: "You gain the [GetLaw('uncrowned').GetName] [law_i][law|E] until you hold a [coronation|E]"

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l_english:
mpo_events_anna.0001.t: "Train Them Young"
mpo_events_anna.0001.desc: "My [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('pushy_adult'))] [pushy_adult.GetFirstName] and I are observing my [child.Custom('GetDaughterSon')] [child.GetFirstName], as [child.GetSheHe] skips happily across the encampment with a few rocks at hand, ready to be played with. [pushy_adult.GetFirstNameNoTooltip] eagerly turns to me with a huge smile.\n\n"Don't you think it is time for [child.GetFirstNameNoTooltip] to learn how to ride a horse instead of playing childish games? I've prepared a most gentle colt and some rope that should keep [child.GetHerHim] safe during [child.GetHerHis] first ride.""
mpo_events_anna.0001.a: "Put [child.GetFirstNameNoTooltip] on a horse by themselves."
mpo_events_anna.0001.a.tt: "I tie [child.GetFirstNameNoTooltip] to a horse with the rope."
mpo_events_anna.0001.a.toast.good: "[child.GetFirstNameNoTooltip] learns to ride"
mpo_events_anna.0001.a.toast.neutral: "[child.GetFirstNameNoTooltip] doesn't learn how to ride"
mpo_events_anna.0001.a.toast.bad: "[child.GetFirstNameNoTooltip] falls from the horse"
mpo_events_anna.0001.b: "Ride with [child.GetFirstNameNoTooltip] to make them learn."
mpo_events_anna.0001.c: ""[child.GetFirstNameNoTooltip] will understand how in due time.""
mpo_events_anna.0005.t: "Stories from the Past"
mpo_events_anna.0005.desc: "As the night falls, the stars shine brightly from the darkest corners of the sky. A campfire is flickering among the yurts, an inviting scene for the gathered crowd.\n\n[storyteller.GetFirstName], our storyteller for the evening looks among the excited crowd, seemingly searching for something, or #EMP someone#!.\n\nOur eyes meet, and [storyteller.GetFirstNameNoTooltip] takes a sudden leap forward in my direction and the group staggers back, slightly rattled from the jump. A finger is slowly being raised by [storyteller.GetHerHim], eventually pointing at me. "It is now your turn to choose a tale of yonder to be retold!""
mpo_events_anna.0005.a: ""Tell us about something fantastical.""
mpo_events_anna.0005.a.tt: "Untameable horses with wings to fly, animals talking with humans and fearsome weather controlled by deities."
mpo_events_anna.0005.b: ""Perhaps a few laughs to cheer us up?""
mpo_events_anna.0005.b.tt: "Mischievous deeds by older men, misunderstood requests and races gone in a completely unexpected direction."
mpo_events_anna.0005.c: ""Legends of heroism!""
mpo_events_anna.0005.c.tt: "Glorious battles, camaraderie and legendary warriors bringing fear to their enemies."
mpo_events_anna.0010.t: "Whistle Like an Arrow"
mpo_events_anna.0010.desc: "In the distance, I can see some of our camp's horses grazing peacefully. I would really like to know them better, but getting their attention has proven difficult. I've tried gesturing, pacing back and forth and screaming — only to be met with silence.\n\nFrustrated with my futile attempts, I turn my heel and head back to camp, only to bump head first into [whistler.GetFirstName].\n\n"We'll have to teach you some new tricks to call upon your steed. Follow my lead.""
mpo_events_anna.0010.a: "Listen to the instructions carefully."
mpo_events_anna.0010.a.tt.learning: "[whistler.GetFirstNamePossessive] [learning skill|E] will increase your chance to succeed"
mpo_events_anna.0010.a.tt.success: "You successfully make a whistling sound"
mpo_events_anna.0010.a.tt.failure: "You do not understand [whistler.GetFirstNamePossessiveNoTooltip] instructions"
mpo_events_anna.0010.b: ""I learn when I feel like it!""
mpo_events_anna.0015.t: "A Morsel of Meat"
mpo_events_anna.0015.desc: "Faint bestial cries and whimpers echo across the hills. Curious, I approach to take a closer look.\n\nThere is an abandoned fawn stuck in a [Glossary( 'khogste', 'KHOGSTE_GLOSS' )], desperately trying to pull their leg out while calling out for its mothers comfort — but to no avail.\n\nWhile it isn't ours to take, we must do all we can to survive the strenuous journey ahead."
mpo_events_anna.0015.a: "Steal the prey to resupply."
mpo_events_anna.0015.b: "Lie about it being my trap to begin with."
mpo_events_anna.0015.c: "Release the animal to have a chance to grow up."
mpo_events_anna.0015.d: "It isn't mine to take."
KHOGSTE_GLOSS: "A foot trap which was buried and anchored into the ground, made out of various types of rock."
mpo_events_anna.0020.t: "Race Against Time"
mpo_events_anna.0020.desc: "Thundering hooves hurry across the fields, heading straight for us. A silhouette of a [messenger.GetWomanMan] on horseback appears, doing [messenger.GetHerHis] utmost to not fall off [messenger.GetHerHis] steed, struggling to hold on.\n\n[messenger.GetSheHe|U] abruptly stops in front of us, slowly descending [messenger.GetHerHis] horse, noticeably struggling. A grievous wound is seen across [messenger.GetHerHis] back, it is a miracle that [messenger.GetSheHe] is still standing.\n\n“Y-you m-m-u-st delive-er… p-p-le-ase…” are the last words [messenger.GetSheHe] manages to muster while painfully pointing to the horizon, with an encrypted message at hand, before closing [messenger.GetHerHis] eyes and collapsing to rest… "
mpo_events_anna.0020.war_impact.tt: "The outcome of your choice #EMP might#! affect others elsewhere"
mpo_events_anna.0020.a: "Treat [messenger.GetHerHis] wounds, quickly!"
mpo_events_anna.0020.a.toast.good: "You successfully treat the messenger"
mpo_events_anna.0020.a.toast.bad: "You don't treat the messengers wounds"
mpo_events_anna.0020.b: "Take on [messenger.GetHerHis] dying wish to deliver the message yourself."
mpo_events_anna.0020.b.toast.good: "You successfully deliver the message to the next person"
mpo_events_anna.0020.b.toast.bad: "You are lost, not able to deliver the message further"
mpo_events_anna.0020.c: "I don't know this person and if [messenger.GetSheHe] could be trusted."
mpo_events_anna.0020.c_flavor: "#EMP Pillage [messenger.GetHerHis] corpse, it isn't like [messenger.GetSheHe] will need this any longer#!"
mpo_events_anna.0025.t: "Familiar Tunes"
mpo_events_anna.0025.desc: "Songs can make us feel more connected as a people for centuries long after they were written. Others can inspire, or bring us solace and sought after respite during hardships. Some are there to invigorate our spirits to keep on fighting. Such songs are hardly forgotten, and they are part of our heritage.\n\nAn encounter with a singer sitting on top of a rock has reminded me of these things, as I am being seduced by their performance."
mpo_events_anna.0025.a: "Try to mimic and sing along."
mpo_events_anna.0025.a.toast.success: "You successfully sing along with [throat_singer.GetFirstName]"
mpo_events_anna.0025.a.toast.failure: "Your rhythm and pitch is a bit off"
mpo_events_anna.0025.b: "Listen in and enjoy."

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l_english:
mpo_events_tova.0001.t: "A Cold Reception"
mpo_events_tova.0001.desc: "Not long after my return, I notice [demanding_relation.GetTitledFirstName] trails after me with an expectant look on [demanding_relation.GetHerHis] face. We have not seen each other in a while, as [demanding_relation.GetSheHe] remained in court during my latest journey, but it is clear that [demanding_relation.GetSheHe] wishes for more than my company. \n\n[demanding_relation.GetSheHe|U] peers up at me with bright eyes and asks, "Did you bring me something from your trip?" \n\nI fumble over my pockets but find nothing except a [ROOT.Char.Custom('RandomWeirdObject')]. I have no memory of how it got there."
mpo_events_tova.0001.a: "Let me tell you about my travels instead."
mpo_events_tova.0001.a.tt.failure: "You fail to impress [demanding_relation.GetTitledFirstName]."
mpo_events_tova.0001.a.tt.success: "You impress [demanding_relation.GetTitledFirstName]."
mpo_events_tova.0001.b: "I will go to the market and buy you something."
mpo_events_tova.0001.b.equipped_tt: "Purchased [wanderer_toy.GetName] for [demanding_relation.GetTitledFirstName]."
gifted_toy_name: "Toy Horse"
gifted_toy_desc: "A wooden toy horse, exquisitely carved."
mpo_events_tova.0001.c: "Am I willing to lie to a child?"
mpo_events_tova.0001.c.tt.failure: "[demanding_relation.GetTitledFirstName] is not easily deceived"
mpo_events_tova.0001.c.tt.success: "You convince [demanding_relation.GetTitledFirstName] that the item is special"
mpo_events_tova.0002.t: "Distant Chords"
DynamicIntroLanded: "As I wander my halls"
DynamicIntroWanderer: "As I walk through camp"
mpo_events_tova.0002.desc: "[ROOT.Char.Custom('DynamicIntroLoc')], I hear the faint trickle of music from the courtyard. \n\nThe chords flow into a harmonious chorus, which stops me in my tracks and strikes me with a deep nostalgia. I do not need to hear the lyrics to know that this song is about homesickness. \n\nFollowing the sound, I am met with my [ROOT.Char.Custom2('RelationToMe', SCOPE.sC('musician'))], [musician.GetTitledFirstName]. [musician.GetSheHe|U] has traveled some distance from home, and is playing [musician.GetHerHis] song as if to reminiscence about where [musician.GetSheHe] came from. \n\nIndeed, if I close my eyes, I can picture [journey_province.GetName]'s [journey_province.Custom('TerrainInspirationLoc')]."
mpo_events_tova.0002.a: "I should visit this place someday."
mpo_events_tova.0002.a.tt: "You may gain extra [wanderer_lifestyle|E] Experience if you visit [journey_province.GetName] in a [GetActivityType('activity_journey').GetName]."
mpo_events_tova.0002.b: "I shall use my love of music to recruit [musician.GetHerHim]."
mpo_events_tova.0002.b.flavor: "Surely a cluster is preferable over a solitary chord?"
mpo_events_tova.0002.b.tt.success: "You successfully convince [musician.GetTitledFirstName] to join you"
mpo_events_tova.0002.b.tt.failure: "You fail to convince [musician.GetTitledFirstName] to join you"
cultural_acceptance_enjoyed_music: "The [cultural_acceptance|E] between the [journey_province.GetCounty.GetCulture.GetCollectiveNoun] and the [journey_provice.GetCounty.GetCulture.GetCollectiveNoun] increases by [minor_cultural_acceptance_gain]."
mpo_events_tova.0002.c: "Sit for a while and enjoy the music."
mpo_events_tova.0003.t: "A Jest Too Far"
mpo_events_tova.0003.desc: "The ominous caw of a carrion call greets me as I clear the forest edge, where I am met with the sight of empty nooses swaying slightly from the [unruly_province.Custom('GetRandomRegionalWood')] branches. Three men in chains kneel below the nooses. One of them looks almost like [unruly_province_owner.GetTitledFirstName]. \n\n"These lowly curs mocked the rightful rule of our [unruly_province_owner.GetTitleTierName]!" cries the executioner. "They are peasant rebels posing as actors, and their campaign of slander will end in their deaths." \n\n"Please help us," one of the accused call out to me."
mpo_events_tova.0003.a: ""Actually, the actors are mine and I want them back.""
mpo_events_tova.0003.a.tt: "Recruit the actors by convincing the executioner that they are your subjects and only you can decide about their fate."
mpo_events_tova.0003.a.tt.success: "You convince the executioner that the actors and their fate belong to you"
mpo_events_tova.0003.a.tt.failure: "Your deceit is caught and [unruly_province_owner.GetTitledFirstName] hears about your actions"
mpo_events_tova.0003.b: ""This punishment does not fit the crime.""
mpo_events_tova.0003.b.tt: "Convince the executioner to spare the prisoners' lives."
mpo_events_tova.0003.b.tt.success: "You convince the executioner to release the prisoners"
mpo_events_tova.0003.b.tt.failure: "You fail to convince the executioner and [unruly_province_owner.GetTitledFirstName] disapproves of your meddling"
mpo_events_tova.0003.c: "I have places to be. Let's move on."
mpo_events_tova.0003.c.tt: "They should be rightly punished for their wicked ways!"
mpo_events_tova.0004.t: "Rank Disloyalty"
mpo_events_tova.0004.desc: "The evening gloom is dispelled by the light from a crackling fire, where a group of my stationed soldiers share a meal together. \n\n"Even if I close my eyes and pinch my nose, I struggle to get this slop down. I can't stomach much more of this gruel, or pilfer through rotten grains for my daily meals!" \n\nSo speaks the man who appear to be the group's leader, judging by the cheer and hearty shoulder slaps he receives from the others."
mpo_events_tova.0004.a: "Stricter rations will teach them discipline."
mpo_events_tova.0004.a.flavor: "Hopefully the discontented soldiers do not take any drastic measures..."
mpo_events_tova.0004.a.tt: "You sell a portion of the army provisions."
mpo_events_tova.0004.b: "I will have the leader's head."
mpo_events_tova.0004.b.tt: "The young upstart is slain on the spot."
mpo_events_tova.0004.c: "I will pay for better provisions."
mpo_events_tova.0005.t: "Happy Soldiers"
mpo_events_tova.0005.desc: "A pillar of smoke rises ahead, and even from some distance I can smell a pleasant and gamey roast. Following the scent, I catch a group of my stationed soldiers enjoying no less than three quails. \n\n"I could get used to this life," the loudest of the bunch proclaims. "The calm and quiet does the soul good, and everywhere we go the farmers have food to spare. We are lucky to live in such peaceful times, and serve a [ROOT.Char.GetTitleTierName] who is good to [ROOT.Char.GetHerHis] people.""
mpo_events_tova.0005.a: "Whip the lazy bums into shape."
mpo_events_tova.0005.b: "Discipline them for not being vigilant."
mpo_events_tova.0005.c: "Take their happiness and kind words to heart."
mpo_events_tova.0006.t: "Just Desserts"
mpo_events_tova.0006.desc: "Solemn news, my liege: Your soldiers have raided and burned granaries in [maa_province.GetCounty.GetName]. They raved about their empty stomachs and made treasonous claims that you, my liege, forced them to steal and plunder for their daily bread. \n\nSome have fled into the wilderness of the countryside, those who did not were slain on the spot by those loyal to you. Hunger makes men desperate, it seems."
mpo_events_tova.0006.a: "Those curs!"
mpo_special_flavor_events.0001.t: "The Steppe of Endless Water"
mpo_special_flavor_events.0001.desc: "I heard tales about the sea. About its beauty and its terror and how it eclipses even the steppe in both. Today, I see the great water myself for the first time.\n\nAnd finally I understand the gleam in raconteurs' eyes while they scrambled for words to describe the endless water. I sit down and stare into the horizon, where the familiar clear sky of Tengri gently touches the blue water.\n\nI feel salty mist softly caressing my face. The serene rhythm of waves fills my ears. The tranquility of the sea is overwhelming, if only for a moment."
mpo_special_flavor_events.0001.a: "Such majesty..."
mpo_special_flavor_events.0001.b: "I think I will stay here for a while"
mpo_events_tova.0025.t: "Knucklebone Shooting"
mpo_events_tova.0025.desc: "I hear the familiar song of contest and #EMP — CRACK!#! — of bone tokens struck against their wooden target, long before my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('challenger_anda'))] [challenger_anda.GetTitledFirstName] approaches me with a yet more common glint of challenge in [challenger_anda.GetHerHis] eye.\n\n"What do you say? Let's team up for a round of [Glossary( 'shagai', 'SHAGAI_GLOSS')]!""
mpo_events_tova.0025.a: "Let us outsmart our opponents."
mpo_events_tova.0025.a.tt.success: "You win the game using excellent tactics"
mpo_events_tova.0025.a.tt.failure: "Your mind proved dull"
mpo_events_tova.0025.b: "I will crush our opponents' tokens!"
mpo_events_tova.0025.b.tt.success: "You won the game using your brawn"
mpo_events_tova.0025.b.tt.failure: "Your brawn proved feeble"
mpo_events_tova.0025.c: "Not today, friend."
mpo_sharp_wits_modifier: "Sharp Wits"
mpo_sharp_wits_modifier.desc: "This character sharpens their senses and wits through tactical feats in knucklebone-shooting."
mpo_thunder_knuckles_modifier: "Thunder Knuckles"
mpo_thunder_knuckles_modifier.desc: "This character throws knucklebones with with force alike a mighty thunderclap."
mpo_events_tova.0030.t: "A Sublime Vision"
mpo_events_tova.0030.desc: "The sun barely colors the horizon when my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('visionary'))] [visionary.GetTitledFirstName] rushes to my side, cheeks painted in a flush and eyes alight.\n\n"My [ROOT.Char.GetTitleTierName], I must share a vision that came to me in my dreams!" [visionary.GetSheHe] cries. "I saw "
mpo_events_tova.0030.desc_red: "a red ox with bells on its horns, throwing its head from side to side. It bellowed "
mpo_events_tova.0030.desc_white: "a white leopard jumping from the clouds and gouging deep lines in the sand. It growled "
mpo_events_tova.0030.desc_green: "a green rooster running on the rays of the sun and shaking its wings. It crowed "
mpo_events_tova.0030.desc_outro: "that the great [ROOT.Char.GetTitledFirstNameNoTooltip] is destined to rule over both heaven and the earth!""
mpo_events_tova.0030.a: "You are truly blessed with special talents!"
mpo_events_tova.0030.b: "The heavens must favor me and my deeds."
mpo_events_tova.0030.c: "A fine story."
mpo_heavens_favor_modifier: "Heaven's Favor"
mpo_heavens_favor_modifier.desc: "This character is emboldened by fortuitous visions."
mpo_heavens_favor_martial_modifier: "$mpo_heavens_favor_modifier$"
mpo_heavens_favor_martial_modifier.desc: "$mpo_heavens_favor_modifier.desc$"
mpo_heavens_favor_diplo_modifier: "$mpo_heavens_favor_modifier$"
mpo_heavens_favor_diplo_modifier.desc: "$mpo_heavens_favor_modifier.desc$"
mpo_events_tova.0035.t: "The Man From the Mountain"
mpo_events_tova.0035.desc: "My [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('distressed_anda'))] [distressed_anda.GetTitledFirstName] slaps the felt flap out of the way as he barges into my yurt. His breast heaves with pent-up frustration. \n\n"Now hear this!" he exclaims. "[pregnant_woman.GetTitledFirstName] is with child and I am certain it is not mine."\n\n"When confronted, she tells me she dreamed that a bear came down from a great mountain, and the beast turned into smoke in the shape of a man, then the smoke settled over her stomach. The next morning, she felt the first signs of pregnancy.""
mpo_events_tova.0035.a: "Rejoice! The heavens sent you a child."
mpo_events_tova.0035.a.tt: "The child may be born with a remarkable skill."
mpo_events_tova.0035.b: "She feeds you nothing but lies."
mpo_events_tova.0035.c: "That is the funniest thing I ever heard!"
mpo_events_tova.0045.t: "A Treasured Friend"
mpo_events_tova.0045.desc: ""My [ROOT.Char.GetTitleAsName], although our friendship is tougher than a sheep's neck, I wish to give you a gift as a token of my unwavering loyalty," my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('generous_anda'))] [generous_anda.GetTitledFirstName] tells me, as we share the warmth of the campfire.\n\n"
mpo_events_tova.0045.desc_knucklebone: "He reaches into his pocket and withdraws a pouch, which opens to reveal a copper-weighted [Glossary( 'shagai', 'SHAGAI_GLOSS')] token. Then, he continues, "I have won many contests with this knucklebone, and I am sure it will bring you good fortune.""
mpo_events_tova.0045.desc_herd: "He gestures towards the sheep's pastures in the distance and continues, "I brought a herd of sheep that I won over a game of [Glossary( 'shagai', 'SHAGAI_GLOSS')]. May it nurture and sustain you and your family.""
mpo_events_tova.0045.desc_axe: "He reveals a battle-axe, finely polished and no doubt equally sharp. Then, he continues, "I got this weapon during our latest battle fought together, wrangling it from the cold dead grasp of a fallen enemy.""
mpo_events_tova.0045.a: "Thank you for the generous offering."
mpo_events_tova.0045.a.equipped_tt: "Received [gift.GetName]."
mpo_events_tova.0045.b: "Your friendship is the only gift I need."
gifted_bone_name: "Copper-Weighted knucklebone"
gifted_bone_desc: "A sheep's knuckle inlaid with copper for use in knucklebone shooting games."
gifted_axe_name: "Axe of Conquest"
gifted_axe_desc: "A battle-axe, perfectly balanced."

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l_english:
mpo_bb_events.0001.t: "A Friendly Scuffle"
mpo_bb_events.0001.desc: "Over the horizon, I spot a lone rider approaching. It's my blood brother and dear [my_blood_brother.Custom2('RelationToMe', ROOT.Char )] [my_blood_brother.GetTitledFirstName]! \n\n[my_blood_brother.GetSheHe|U] dismounts and faces me with a serious expression on [my_blood_brother.GetHerHis] face. \n\n[my_blood_brother.GetSheHe|U] assumes a low position with [my_blood_brother.GetHerHis] arms stretched out. This is undoubtedly a challenge to wrestle.\n\n"What do you say to a little competition [ROOT.Char.GetFirstNameNoTooltip]?""
mpo_bb_events.0001.a: "#italics I will show you the strength of [ROOT.Char.GetPrimaryTitle.GetNameNoTooltip] #!!"
mpo_bb_events.0001.b: "Reach out for an embrace instead."
mpo_bb_events.0001.c: "Sweep [my_blood_brother.GetHerHis] legs from under them!"
mpo_bb_events.0001.a.tt_success: "You win"
mpo_bb_events.0001.a.tt_failure: "You lose"

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l_english:
feast_type_tsagaan_sar: "Tsagaan Sar"
feast_type_tsagaan_sar_desc: "$EFFECT_LIST_BULLET$ The Final Toast is a time to receive gifts, like [herd|E] and [gold|E]\n$EFFECT_LIST_BULLET$ Events will provide occasions to gain [opinion|E]\n$EFFECT_LIST_BULLET$ Certain options will allow for [stress|E] loss\n\n#weak A new White Moon rises - and we rejoice!#!"
feast_type_tsagaan_sar_valid_tt: "You have hosted a Tsagaan Sar [GetActivityType('activity_feast').GetName] in the past 5 years"
feast_type_tsagaan_sar_valid_tt_time: "A Tsagaan Sar can only be hosted from January to March"
# Events
feast_tsagaan_sar_events.0001.t: "The Night Ahead"
feast_tsagaan_sar_events.0001.desc: "Horses gather outside the camp's yurts, their riders offering them a last caress as they head off to mingle. The youth frolic about, playing games of tag and tricks on their elders. All are dressed in a glowing white, their tunics freshly sown, as new as the year.\n\nWhile [ROOT.Char.Custom('GetWomenOrMenBasedOnFaith')] tumble and wrestle, there is a peace in the air: their petty fights and gambles strengthen their brotherhood. The [ROOT.Char.Custom('GetWomenOrMenBasedOnFaithOpposite')] prepare the feast tables, and the smell of mutton reaches me.\n\nThis Feast will be one to remember — as long as I pay attention to..."
feast_tsagaan_sar_events.0001.a: "...the trunks of coin I will receive."
feast_tsagaan_sar_events.0001.a_tt: "You will be more likely to receive [gold|E] from guests"
feast_tsagaan_sar_events.0001.b: "...any trinkets I receive, and the stories they tell."
feast_tsagaan_sar_events.0001.b_tt: "You will be more likely to receive [artifacts|E] from guests"
feast_tsagaan_sar_events.0001.c: "...the guests. It wouldn't be much without them."
feast_tsagaan_sar_events.0001.c_tt: "You will be more likely to receive a [hook|E] from guests"
feast_tsagaan_sar_events.0001.d: "...the blessings of [ROOT.Char.GetFaith.HighGodName] in this new year."
feast_tsagaan_sar_events.0001.d_tt: "You will be more likely to receive [piety|E] from guests"
feast_tsagaan_sar_events.0001.e: "...the food!"
feast_tsagaan_sar_events.0001.f: "...the celebration!"
feast_tsagaan_sar_events.0001_none: "None of your [activity_guests|E] were able to gift something to you this year"
feast_tsagaan_sar_events.0001_tt: "#V [gifters_list_size]#! guests #p will#! gift something to you"
feast_tsagaan_sar_events.0002.t: "Gift Preparation"
feast_tsagaan_sar_events.0002.desc: "The festivities have begun, and while I am grateful to [host.GetName] for [host.GetHerHis] invitation, I ponder the gift I must give [host.GetHerHim]. This is beyond a matter of tradition: it is one of honor.\n\nI observe other nobles bringing chests of foreign coin, and peasants small sacks of valuables. Others trot on horses, and tend to them in preparation for meeting their new owner. A few guests grant a intangible offering, speaking precious oaths of fidelity.\n\nBut the question arises, what can I give up for my [ROOT.Char.Custom2('RelationToMe', SCOPE.sC('host'))], [host.GetFirstNameNoTooltip]?"
feast_tsagaan_sar_events.0002.desc_again: "Once again, I must think of how to show my respect to [host.GetName]. I could very well resist, hoping [host.GetSheHe] doesn't care, or better yet, doesn't notice.\n\nTime is not on my side; as this could be my last chance to put together something for [host.GetHerHim]."
feast_tsagaan_sar_events.0002.nothing_arrogant: "My presence is enough for [host.GetHerHim]."
feast_tsagaan_sar_events.0002.nothing_fickle: "Maybe I can decide later?"
feast_tsagaan_sar_events.0002.nothing: "It seems there is nothing I can give..."
feast_tsagaan_sar_events.0002.herd_1: "A few sheep will do [host.GetHerHim] well."
feast_tsagaan_sar_events.0002.herd_2: "I have a horse to spare..."
feast_tsagaan_sar_events.0002.herd_3: "Bovines or sheep, what to choose?"
feast_tsagaan_sar_events.0002.herd_4: "My flock could be suitable after all."
feast_tsagaan_sar_events.0002.herd_tt: "You will choose how much [herd_i] [herd|E] to give [host.GetName]"
feast_tsagaan_sar_events.0002.gold_1: "I suppose I can set aside some coin for [host.GetHerHim]."
feast_tsagaan_sar_events.0002.gold_2: "A satchel of gold will suffice!"
feast_tsagaan_sar_events.0002.gold_3: "I don't mind sharing my riches with [host.GetFirstNameNoTooltip]!"
feast_tsagaan_sar_events.0002.gold_tt: "You will choose how much [gold_i] [gold|E] to give [host.GetName]"
feast_tsagaan_sar_events.0002.artifact: "I can part with one of my items."
feast_tsagaan_sar_events.0002.artifact_tt: "You will choose an [artifact|E] to give [host.GetName]"
feast_tsagaan_sar_events.0002.loyalty: "My loyalty is the greatest gift of all."
feast_tsagaan_sar_events.0002.prestige: "I will speak well of [host.GetHerHim]!"
feast_tsagaan_sar_events.0002.prestige_tt: "You will spread word of [host.GetFirstNamePossessiveNoTooltip] majesty, granting [host.GetHerHim] some of your [prestige_i] [prestige|E]"
feast_tsagaan_sar_events.0002.blessing: "[host.GetFaith.HighGodName] will bless [host.GetHerHim], I'll make sure of it."
feast_tsagaan_sar_events.0002.blessing_tt: "You will bestow blessings onto [host.GetFirstNameNoTooltip], granting [host.GetHerHim] some of your [piety_i] [piety|E]"
feast_tsagaan_sar_events.0002.nothing_important: "@warning_icon! #warning Because you are important to [host.GetFirstNameNoTooltip], [host.GetSheHe] will be offended by this.#!"
feast_tsagaan_sar_events.0002.nothing_tt: "Because you have nothing to offer [host.GetFirstNameNoTooltip], [host.GetSheHe] won't mind."
feast_tsagaan_sar_events.0002.nothing_unimportant: "@warning_icon! #warning Although you are not important to [host.GetFirstNameNoTooltip], [host.GetSheHe] might be offended by your lack of gift.#!"
feast_tsagaan_sar_events.0003.herd: "My flock will be a formidable gift for [host.GetName]. [host.GetHerHis|U] people will flourish, as they migrate throughout the steppe and fight battles atop my horses. But still, there is a question of, how much will I spare?"
feast_tsagaan_sar_events.0003.gold: "Coin is valuable everywhere, and I'm sure [host.GetName] can agree. My coffers are not bottomless, however, and [host.GetFirstNameNoTooltip] can only have so much."
feast_tsagaan_sar_events.0003.prestige: "[host.GetName] is known by [host.GetHerHis] people to be [host.Custom('ComplimentAdjective')], and I wish to spread that sentiment."
feast_tsagaan_sar_events.0003.piety: "[host.GetFaith.HighGodName] will look upon [host.GetName] in high favor, but to do so, I must look to [host.GetFaith.PositiveAfterLife] and tell [host.GetFaith.HighGodName] about [host.GetFirstNamePossessiveNoTooltip] good deeds."
feast_tsagaan_sar_events.0003.minor.herd: "A horse should be fine."
feast_tsagaan_sar_events.0003.minor.herd_2: "A sheep or two, perhaps."
feast_tsagaan_sar_events.0003.medium.herd: "Some herds of cattle should be enough."
feast_tsagaan_sar_events.0003.medium.herd_2: "One band of horses, enough for [host.GetHerHis] family."
feast_tsagaan_sar_events.0003.major.herd: "[host.GetFirstNameNoTooltip] will have enough herd for miles!"
feast_tsagaan_sar_events.0003.minor.gold: "I'll throw a few coins [host.GetHerHis] way."
feast_tsagaan_sar_events.0003.minor.gold_2: "A small satchel, indeed."
feast_tsagaan_sar_events.0003.medium.gold: "A chest for the [host.GetTitleAsNameNoTooltip]!"
feast_tsagaan_sar_events.0003.medium.gold_2: "[host.GetSheHe|U] deserves more than a handful."
feast_tsagaan_sar_events.0003.major.gold: "May [host.GetFirstNamePossessiveNoTooltip] treasury overflow!"
feast_tsagaan_sar_events.0003.minor.prestige: "My people shall know of [host.GetFirstNameNoTooltip]."
feast_tsagaan_sar_events.0003.medium.prestige: "I'll sing songs about [host.GetHerHim]!"
feast_tsagaan_sar_events.0003.major.prestige: "[host.GetFirstNamePossessiveNoTooltip] name will echo through earth and [ROOT.Char.GetFaith.PositiveAfterLife] alike!"
feast_tsagaan_sar_events.0003.minor.piety: "I know [host.GetFirstNameNoTooltip] is a true [host.GetFaith.GetAdherentName]!"
feast_tsagaan_sar_events.0003.medium.piety: "With my prayers, [host.GetFirstNameNoTooltip] is bound for [host.GetFaith.PositiveAfterLife]."
feast_tsagaan_sar_events.0003.major.piety: "[host.GetFirstNamePossessiveNoTooltip] name will be known to all [host.GetFaith.GetAdherentNamePlural]!"
feast_tsagaan_sar_events.0002.choose: "Maybe I should choose something else."
feast_tsagaan_sar_events.0002.choose_tt: "You will choose a different gift for [host.GetName]"
feast_tsagaan_sar_events.0002.none: "Actually, I won't give [host.GetFirstNameNoTooltip] anything."
feast_tsagaan_sar_events.0004.desc: "Luckily, my inventory is not empty, and [host.GetTitledFirstName] could find use in one of my items.\n\nThere is a question of which one [host.GetSheHe] would appreciate, however, or I could choose the one least useful to me.."
feast_tsagaan_sar_events.0004.a: "[artifact_1.GetName] it is!"
feast_tsagaan_sar_events.0004.b: "I didn't need [artifact_2.GetName] anyways..."
feast_tsagaan_sar_events.0004.c: "[host.GetSheHe|U] could take [artifact_3.GetName] off my hands!"
feast_tsagaan_sar_events.0100.t: "Mishandled Gift"
feast_tsagaan_sar_events.0100.desc: "A courtier of [host.GetName], [gift_collector.GetName], approaches me. "Hello, [ROOT.Char.Custom('ComplimentAdjective')] [host.GetTitleAsNameNoTooltip]. We have not yet received your offering to [host.GetTitledFirstNameNoTooltip]," [gift_collector.GetFirstNameNoTooltip] states. "Don't tell me you have shown up empty-handed!" [gift_collector.GetSheHe] jests.\n\n"What on earth are you saying?" I reply. "I've already given [ROOT.Char.Custom('GetTsagaanSarGiftDesc')], is that not enough for the likes of [host.GetFirstNameNoTooltip]?" [gift_collector.GetFirstNameNoTooltip] sighs, "Perhaps it was not accounted for?""
feast_tsagaan_sar_events.0100.a: "I'll choose another gift for [host.GetHerHim]."
feast_tsagaan_sar_events.0100.b: "I can spare a little more, I suppose..."
feast_tsagaan_sar_events.0100.c: "Looks like [host.GetSheHe] isn't getting anything this time around!"
feast_tsagaan_sar_events.0100.c_paranoid: "Lost, you say? I don't buy it."
feast_tsagaan_sar_events.0101.t: "A Glorious Mare"
feast_tsagaan_sar_events.0101.desc: "From across the field, I spot a magnificent horse, her coat as white as the moon. She is a beauty, rivaling even the prettiest of maidens with her long, flowing mane and eyes bright as the stars.\n\nThe rider, [horse_haver.GetName], notices my gawking. "I see you have a good eye," [horse_haver.GetFirstNameNoTooltip] says. "You take her for a short ride if you wish, but be careful. She is a wild one.""
feast_tsagaan_sar_events.0101.a: "I'll take you up on that offer."
feast_tsagaan_sar_events.0101.b: "I'm interested in a more #EMP permanent#! arrangement."
feast_tsagaan_sar_events.0101.b.success: "[horse_haver.GetFirstNameNoTooltip] agrees to sell you the horse"
feast_tsagaan_sar_events.0101.b.failure: "[horse_haver.GetFirstNameNoTooltip] doesn't want to part with the mare"
feast_tsagaan_sar_events.0101.b.duel: "You ask [horse_haver.GetFirstNameNoTooltip] to purchase the horse"
feast_tsagaan_sar_events.0101.c: "Sure, just a 'short' ride."
feast_tsagaan_sar_events.0101.c.duel: "You attempt to steal the horse on your ride"
feast_tsagaan_sar_events.0101.c.success: "You ride out of [horse_haver.GetFirstNamePossessiveNoTooltip] sight"
feast_tsagaan_sar_events.0101.c.failure: "[horse_haver.GetFirstNameNoTooltip] catches up to you"
rival_stole_my_horse: "[CHARACTER.GetShortUIName|U] stole [TARGET_CHARACTER.GetShortUINamePossessive|U] beloved horse."
rival_stole_my_horse_corresponding: "[TARGET_CHARACTER.GetShortUIName|U] stole [CHARACTER.GetShortUINamePossessive|U] beloved horse."
feast_tsagaan_sar_events.0200.t: "A Game of Shagai"
feast_tsagaan_sar_events.0200.desc: ""Greetings, [ROOT.Char.GetFirstNameNoTooltip]!" [gambler.GetName] calls out. "I see you have a moment to spare. Would you join me in a game of [Glossary( 'Shagai', 'SHAGAI_GLOSS' )]?" [gambler.GetSheHe] asks, pouring a few anklebones into [gambler.GetHerHis] hand.\n\n[gambler.GetSheHe|U] sits cross-legged on the ground, gesturing for me to follow suit. [gambler.GetFirstNameNoTooltip] reminds me of the rules, and we take turns tossing the bones."
ts_wager: "You wager [gold_i]"
feast_tsagaan_sar_events.0200.a: "Where's the fun without risk?"
feast_tsagaan_sar_events.0200.a_tt: "$ts_wager$#V [GetPlayer.MakeScope.ScriptValue('medium_gold_value')]#!"
feast_tsagaan_sar_events.0200.b_tt: "$ts_wager$#V [GetPlayer.MakeScope.ScriptValue('minor_gold_value')]#!"
feast_tsagaan_sar_events.0200.c_tt: "$ts_wager$#V [GetPlayer.MakeScope.ScriptValue('tiny_gold_value')]#!"
feast_tsagaan_sar_events.0200.b: "I can do a little more than a small sum."
feast_tsagaan_sar_events.0200.c: "I'll wager a small fraction of my wealth."
feast_tsagaan_sar_events.0200.d_content: "I have no need to gamble."
feast_tsagaan_sar_events.0200.d: "No, but thank you."
feast_tsagaan_sar_events.0200_lose: "You lose the game"
feast_tsagaan_sar_events.0200_win: "You win the game"
friend_played_party_games: "[CHARACTER.GetShortUIName|U] bonded with [TARGET_CHARACTER.GetShortUIName] over games of chance."
friend_played_party_games_corresponding: "[TARGET_CHARACTER.GetShortUIName|U] bonded with [CHARACTER.GetShortUIName] over games of chance."
SHAGAI_GLOSS: "#bold Shagai#! is a fortune-telling game played with the anklebones of sheep or goats. The bones are rolled as if they were dice, and they will land on one of four sides: horse, sheep, camel, or goat. The horse and camel are considered lucky, while the sheep and goat are not."
feast_tsagaan_sar_events.0210.t: "Shepherd's Wisdom"
feast_tsagaan_sar_events.0210.desc: "Families are gathered around fires, tables, sharing food and stories. I am sat next to a knowledgeable shepherd, [herder.GetName]. [herder.GetSheHe|U] leans in to me, pointing towards a large flock of sheep in the distance. "Those are mine," [herder.GetFirstNameNoTooltip] says. "A gift for the [ROOT.Char.GetInvolvedActivity.GetHost.GetTitleAsNameNoTooltip] this year."\n\nI gaze at the sheep, observing their calmness, in awe of their teeming numbers. Perhaps I should ask [herder.GetFirstNameNoTooltip] for advice on how to handle my own flock."
feast_tsagaan_sar_events.0210.a: "Ask [herder.GetHerHim] how [herder.GetSheHe] maintains such a large flock."
feast_tsagaan_sar_events.0210.tt: "You pay [herder.GetFirstNameNoTooltip] for advice"
feast_tsagaan_sar_events.0210.b: "Inquire about clever herding methods."
feast_tsagaan_sar_events.0210.c: "I don't need advice."
feast_tsagaan_sar_events.0220.t: "A Rival's Reunion"
feast_tsagaan_sar_events.0220.desc: "I come face to face with [old_rival.GetName], [old_rival.Custom2('InsultAdjectiveArticle', ROOT.Char)] creature. "Ah... I see you're here, [ROOT.Char.GetFirstNameNoTooltip]. I hope you have not forgotten our past, and the wrongs you have done me." [old_rival.GetFirstNameNoTooltip] sneers.\n\nI can feel the tension in [old_rival.GetHerHis] words, but [old_rival.GetSheHe] continues calmly, "In light of the new year, I ask we put our transgressions behind us.""
feast_tsagaan_sar_events.0220.a: "I agree, peace is the best way forward."
feast_tsagaan_sar_events.0220.b: "Oh, we can do #EMP much more#! than that."
feast_tsagaan_sar_events.0220.b_flavor: "A spark of passion ignites, concealed by the tension of the past."
feast_tsagaan_sar_events.0220_win: "[old_rival.GetSheHe|U] returns your feelings"
feast_tsagaan_sar_events.0220_lose: "[old_rival.GetSheHe|U] is repelled"
feast_tsagaan_sar_events.0220.c: "Why not take amnesty a step further?"
feast_tsagaan_sar_events.0220.d_vengeful: "Not for as long as you live!"
feast_tsagaan_sar_events.0220.d: "No, I don't think so."
friend_feast_rivalry: "[CHARACTER.GetShortUIName|U] and [TARGET_CHARACTER.GetShortUIName] became friends after putting their rivalry aside during a feast."
feast_tsagaan_sar_events.0230.t: "Voice of the Moon"
feast_tsagaan_sar_events.0230.desc_intro: "A swarm of guests gravitate towards a yurt in the distance, with talk of a performance amongst the crowd. I follow the commotion, and watch as all eyes turn to [throat_singer.GetName]. [throat_singer.GetSheHe|U] erupts in song, singing of [throat_singer.Custom('GetRandomThroatSingingTheme')].\n\nThe sound resembles"
feast_tsagaan_sar_events.0230.desc_sygyt: "a clear, high-pitched whistle, like the wind blowing through the trees."
feast_tsagaan_sar_events.0230.desc_hoomei: "a buzzing wind, brewing into a storm or following a current left behind by a bird in flight."
feast_tsagaan_sar_events.0230.desc_kargyraa: "a deep, guttural growl, like the rumble of a storm or the growl of a bear."
feast_tsagaan_sar_events.0230.desc_outro: "[observer.GetName] turns to me and whispers, "[throat_singer.GetHerHis|U] [throat_singer.Custom('GetThroatSingingStyle')] is quite impressive, don't you think?"\n\nI watch as [throat_singer.GetSheHe] finishes the first tune, and the crowd applauds."
feast_tsagaan_sar_events.0230.a: "[throat_singer.GetFirstNameNoTooltip] is quite talented."
feast_tsagaan_sar_events.0230.b: "[throat_singer.GetSheHe|U] could improve..."
feast_tsagaan_sar_events.0230.b_tt: "You boo [throat_singer.GetFirstNamePossessiveNoTooltip] performance, causing [throat_singer.GetHerHim] embarrassment"
feast_tsagaan_sar_events.0230.c: "Perhaps I'll join [throat_singer.GetHerHim] in song."
feast_tsagaan_sar_events.0230.d: "Ah, I too wish to sing in [throat_singer.Custom('GetThroatSingingStyle')|U]!"
feast_tsagaan_sar_events.0230.d.duel: "You attempt to mimic [throat_singer.GetHerHis] style"
feast_tsagaan_sar_events.0230.d.success: "Your attempt is a success"
feast_tsagaan_sar_events.0230.d_tt: "You learn the [throat_singer.Custom('GetThroatSingingStyle')|U] throat singing style"
feast_tsagaan_sar_events.0230.d.failure: "Your attempt is a failure, but you learn a bit anyway"
feast_tsagaan_sar_events.0240.t: "A Gift of Song"
feast_tsagaan_sar_events.0240.desc: "Enjoying a night of drinking and laughter with my [ROOT.Char.Custom2('RelationToMe', SCOPE.sC('audience'))], [audience.GetFirstName], [audience.GetSheHe] brings up the topic of throat singing. I briefly mention my own experience, and [audience.GetSheHe] smiles brightly.\n\n"You can sing in [ROOT.Char.Custom('GetThroatSingingStyle')]?" [audience.GetFirstNameNoTooltip] asks. "I'd appreciate a song!""
feast_tsagaan_sar_events.0240.a: "Consider it your present, then."
feast_tsagaan_sar_events.0240.duel: "You perform for [audience.GetFirstNameNoTooltip]"
feast_tsagaan_sar_events.0240.duel_new: "You perform for [audience.GetFirstNameNoTooltip], in a new style"
feast_tsagaan_sar_events.0240.success: "[audience.GetSheHe|U] is captivated by your talent"
feast_tsagaan_sar_events.0240.ok: "Your performance somewhat impresses [audience.GetFirstNameNoTooltip]"
feast_tsagaan_sar_events.0240.sygyt: "I've been meaning to try out a song in [Glossary( 'sygyt', 'SYGYT_GLOSS' )]..."
feast_tsagaan_sar_events.0240.hoomei: "What about a tune in [Glossary( 'hoomei', 'HOOMEI_GLOSS' )] ?"
feast_tsagaan_sar_events.0240.kargyraa: "Actually, I'd like to sing in [Glossary( 'kargyraa', 'KARGYRAA_GLOSS' )]."
feast_tsagaan_sar_events.0240.d_shy: "I shouldn't have said anything."
feast_tsagaan_sar_events.0240.d: "I'm not much of a performer."
feast_tsagaan_sar_events.0240.success_sygyt_tt: "You forget your previous style, and learn the sygyt throat singing style"
feast_tsagaan_sar_events.0240.success_hoomei_tt: "You forget your previous style, and learn the hoomei throat singing style"
feast_tsagaan_sar_events.0240.success_kargyraa_tt: "You forget your previous style, and learn the kargyraa throat singing style"
SYGYT_GLOSS: "#bold Sygyt#! is a style of throat singing that often resembles a whistle or flute. Being clear and high-pitched, it is used to mimic the sound of the breeze or the chirping of birds."
HOOMEI_GLOSS: "The most popular style of throat singing, #bold Hoomei#! or #bold Khoomei#! can be described as a buzzing sound, often sung in the mid-range of the singer."
KARGYRAA_GLOSS: "The deep, almost guttural style of throat singing is known as #bold Kargyraa#!. Using the singer's false vocal cords, it has been compared to the sound of a growling animal or the rumble of thunder."
friend_throat_singing: "[CHARACTER.GetShortUIName|U] and [TARGET_CHARACTER.GetShortUIName] bonded over a throat singing performance."
rival_throat_singing: "[CHARACTER.GetShortUIName|U] insulted [TARGET_CHARACTER.GetShortUINamePossessive|U] throat singing."
rival_throat_singing_corresponding: "[TARGET_CHARACTER.GetShortUIName|U] insulted [CHARACTER.GetShortUINamePossessive|U] throat singing."
feast_tsagaan_sar_events.0250.t: "The Riders of [ROOT.Char.GetInvolvedActivity.GetCurrentPhase.GetLocation.GetName]"
feast_tsagaan_sar_events.0250.desc: "A herder brings in a band of horses, their coats shining in the moonlight. Guests gather around, admiring the animals, [horse_rider_1.GetName] excitedly rushes to mount a horse, with [horse_rider_2.GetName] following suit.\n\n"It's me against you, [horse_rider_1.GetFirstNameNoTooltip]!" [horse_rider_2.GetFirstNameNoTooltip] calls out. [horse_rider_1.GetFirstNameNoTooltip] chuckles in response. "Let us not be hasty, [horse_rider_2.GetFirstNameNoTooltip]. We must save our energy for the race!"\n\n[horse_rider_2.GetFirstNameNoTooltip] nods in agreement. "Would anyone else like to join us? Or perhaps place a bet?" [horse_rider_2.GetSheHe|U] asks."
feast_tsagaan_sar_events.0250.a: "[horse_rider_1.GetFirstNameNoTooltip] will win!"
feast_tsagaan_sar_events.0250.a_tt: "You bet on [horse_rider_1.GetFirstNameNoTooltip] to win the race"
feast_tsagaan_sar_events.0250.b: "[horse_rider_2.GetFirstNameNoTooltip] looks like a strong contender."
feast_tsagaan_sar_events.0250.b_tt: "You bet on [horse_rider_2.GetFirstNameNoTooltip] to win the race"
feast_tsagaan_sar_events.0250.c: "I can best both of you!"
feast_tsagaan_sar_events.0250.c_tt: "You join in on the race"
feast_tsagaan_sar_events.0250.d: "I'll just watch."
feast_tsagaan_sar_events.0250.after_tt: "The race begins..."
feast_tsagaan_sar_events.0251.desc_intro: "The riders are ready, and the crowd is eager to see the results. [horse_rider_1.GetName] and [horse_rider_2.GetName] are prepared, and the other guests are ready to spectate."
feast_tsagaan_sar_events.0251.desc_watch: "I climb onto a nearby horse and slowly trot to a hill, securing a better view of the race trail. They are off, and the guests cheer as they gallop through the [ROOT.Char.GetCurrentLocation.Custom('GetTerrainType')]."
feast_tsagaan_sar_events.0251.desc_race: "As I mount my horse, [horse_rider_1.GetFirstNameNoTooltip] and [horse_rider_2.GetFirstNameNoTooltip] shoot me a side eye. "You're joining us?" [horse_rider_1.GetFirstNameNoTooltip] asks. "I am," I reply, and we're off, racing through the [ROOT.Char.GetCurrentLocation.Custom('GetTerrainType')].\n\nWe ride at an even pace, and I quickly ponder how I can gain the upper hand."
feast_tsagaan_sar_events.0251.a: "What fine riders!"
feast_tsagaan_sar_events.0251.b: "A little bump to [horse_rider_1.GetFirstNameNoTooltip] should do the trick."
feast_tsagaan_sar_events.0251.b.duel: "You attempt to knock [horse_rider_1.GetFirstNameNoTooltip] off [horse_rider_1.GetHerHis] horse"
feast_tsagaan_sar_events.0251.b_tt: "#p [horse_rider_1.GetFirstNameNoTooltip] is knocked out of the race#!"
feast_tsagaan_sar_events.0251.c: "[horse_rider_2.GetFirstNameNoTooltip] looks like trouble..."
feast_tsagaan_sar_events.0251.c.duel: "You attempt to knock [horse_rider_2.GetFirstNameNoTooltip] off [horse_rider_2.GetHerHis] horse"
feast_tsagaan_sar_events.0251.c_tt: "#p [horse_rider_2.GetFirstNameNoTooltip] is knocked out of the race#!"
feast_tsagaan_sar_events.0251.success: "You successfully sabotage the rider"
feast_tsagaan_sar_events.0251.failure: "You fail to harm the rider"
feast_tsagaan_sar_events.0251.lose: "#n You are knocked out of the race#!"
feast_tsagaan_sar_events.0251.d: "I'll just my pace."
feast_tsagaan_sar_events.0251.d.knocked_out_1: "[horse_rider_1.GetFirstNameNoTooltip] can't keep up"
feast_tsagaan_sar_events.0251.d.knocked_out_2: "[horse_rider_2.GetFirstNameNoTooltip] falls behind"
feast_tsagaan_sar_events.0251.d.knocked_out_3: "Your pace is too slow"
feast_tsagaan_sar_events.0251.after_tt: "The race continues..."
feast_tsagaan_sar_events.0251.d_title: "Someone is knocked out of the race!"
rival_cheated_horse_race: "[CHARACTER.GetShortUIName|U] cheated in a horse race against [TARGET_CHARACTER.GetShortUINamePossessive|U]."
rival_cheated_horse_race_corresponding: "[TARGET_CHARACTER.GetShortUIName|U] cheated in a horse race against [CHARACTER.GetShortUINamePossessive|U]."
feast_tsagaan_sar_events.0252.desc_knocked: "I watch the two riders pass me by, and I can't help but feel a little envious. I should have been the one to win, but I could not match their speed."
feast_tsagaan_sar_events.0252.desc_knocked_1: "I glance behind as [horse_rider_1.GetFirstNameNoTooltip] falls to the ground, and only [horse_rider_2.GetFirstNameNoTooltip] remains. We are neck and neck, and the guests cheer in excitement."
feast_tsagaan_sar_events.0252.desc_knocked_2: "I glance behind [horse_rider_2.GetFirstNameNoTooltip] falls to the ground, and only [horse_rider_1.GetFirstNameNoTooltip] remains. We are neck and neck, and the guests cheer in excitement."
feast_tsagaan_sar_events.0252.desc_watch: "[horse_rider_1.GetFirstNameNoTooltip] and [horse_rider_2.GetFirstNameNoTooltip] are neck and neck, and the crowd is on the edge of their seats. The riders are close to the finish line, and the guests are cheering them on."
feast_tsagaan_sar_events.0252.a: "Surely [final_opponent.GetFirstNameNoTooltip] won't mind if I win..."
feast_tsagaan_sar_events.0252.a.duel: "You attempt to outmaneuver [final_opponent.GetFirstNameNoTooltip]"
feast_tsagaan_sar_events.0252.success: "You bamboozle [final_opponent.GetFirstNameNoTooltip]"
feast_tsagaan_sar_events.0252.failure: "[final_opponent.GetFirstNameNoTooltip] catches on to your plan"
feast_tsagaan_sar_events.0252.b: "Lets see how this ends..."
feast_tsagaan_sar_events.0252.c: "One more push!"
feast_tsagaan_sar_events.0252.after_tt: "The race concludes"
feast_tsagaan_sar_events.0253.desc_lost: "[rider_winner.GetName] swiftly turns [rider_winner.GetHerHis] horse, and I am left in the dust. I observe as [rider_winner.GetSheHe] crosses the finish line, and the crowd erupts in excitement."
feast_tsagaan_sar_events.0253.desc_won: "I make a final effort, and my horse soars ahead of [rider_winner.GetName]. I cross the finish line, and the crowd erupts in excitement."
feast_tsagaan_sar_events.0253.desc_watch: "[horse_rider_1.GetName] and [horse_rider_2.GetName] slowly accelerate, and the winner is unclear. Suddenly, [rider_winner.GetFirstNameNoTooltip] pulls ahead, and crosses the finish line first. The crowd erupts in excitement."
feast_tsagaan_sar_events.0253.a: "What a show!"
feast_tsagaan_sar_events.0253.winner: "I'm the best!"
feast_tsagaan_sar_events.0253.b: "Impressive, [rider_winner.GetFirstNameNoTooltip]."
feast_tsagaan_sar_events.0253.c: "I deserve a win next time."
feast_tsagaan_sar_events.0253.d: "I could use a rider like you, [rider_winner.GetFirstNameNoTooltip]."
feast_tsagaan_sar_events.0253.bet_tt: "You won your bet"
feast_tsagaan_sar_events.0260.t: "[drip_haver.GetFirstNamePossessiveNoTooltip] Grand Ensemble"
feast_tsagaan_sar_events.0260.desc: "I spot [drip_haver.GetName] from afar, and find myself gazing at [drip_haver.GetHerHis] eloquent garments. [drip_haver.GetSheHe|U] is adorned in a beautiful white, silk [Glossary( 'deel', 'DEEL_GLOSS' )], decorated with soft feathers.\n\n[drip_haver.GetFirstNameNoTooltip] approaches me, and [drip_haver.GetSheHe] drunkenly smiles. "Ah, [ROOT.Char.GetFirstNameNoTooltip]! I hope you have peace in your heart this evening." I nod in agreement, and ponder what to say next."
feast_tsagaan_sar_events.0260.a: "Compliment [drip_haver.GetHerHim] on [drip_haver.GetHerHis] attire."
feast_tsagaan_sar_events.0260.b_shy: "Walk away awkwardly."
feast_tsagaan_sar_events.0260.b: "Take your leave."
friend_tsagaan_sar_compliment: "[CHARACTER.GetShortUIName|U] and [TARGET_CHARACTER.GetShortUIName] became friends after [CHARACTER.GetShortUIName|U] complimented [TARGET_CHARACTER.GetShortUINamePossessive|U] attire."
feast_tsagaan_sar_events.0270.t: "Challenge of the Cup"
feast_tsagaan_sar_events.0270.desc: "[drinker.GetName] waddles up to me, a cup of [Glossary( 'airag', 'AIRAG_GLOSS' )] in hand. [drinker.GetSheHe|U] grins, and raises the cup in a toast. "To you, [ROOT.Char.GetFirstNameNoTooltip]!" [drinker.GetFirstNameNoTooltip] exclaims.\n\nI take the cup, and raise it to my lips. The airag is strong, and I can feel the effects almost immediately. "I bet I can drink more than you," [drinker.GetFirstNameNoTooltip] challenges."
AIRAG_GLOSS: "#bold Airag#! or #bold Kumis#! is a traditional Mongolian and Turkic beverage made from fermented mare's milk."
feast_tsagaan_sar_events.0270.win: "You drink much more than [drinker.GetFirstNameNoTooltip]"
feast_tsagaan_sar_events.0270.win_price: "You drink more than [drinker.GetFirstNameNoTooltip], for a price"
feast_tsagaan_sar_events.0270.lose: "[drinker.GetFirstNameNoTooltip] shows you up"
feast_tsagaan_sar_events.0270.a: "You're on, [drinker.GetFirstNameNoTooltip]!"
feast_tsagaan_sar_events.0270.b: "I've had enough to drink tonight."
feast_tsagaan_sar_events.0270.b_paranoid: "Wait... what did you just give me?"
feast_tsagaan_sar_events.0280.t: "The Elder's Wisdom"
feast_tsagaan_sar_events.0280.desc: "In a quiet moment, I spot [elder.GetName] sitting alone, drifting off into thought. I gently touch [elder.GetHerHis] shoulder to see if [elder.GetSheHe] is still awake, and [elder.GetSheHe] jolts up, startled.\n\n"Ah, [ROOT.Char.GetFirstNameNoTooltip]," [elder.GetFirstNameNoTooltip] chuckles. "I apologize. I have been to many of these celebrations, and still I overfill my cup. I hope you are enjoying yourself." I properly bow, sit next to [elder.GetHerHim], and we share a moment of silence. [elder.GetSheHe|U] grasps my hand, and begins to speak.\n\n"I see you are a person of great potential, [ROOT.Char.GetFirstNameNoTooltip]. Ask me how to handle any affair, and I will answer to the best of my ability.""
feast_tsagaan_sar_events.0280.a: "Tell me of my family."
feast_tsagaan_sar_events.0280.a_grow: "[elder.GetSheHe|U] suggests you grow your family"
feast_tsagaan_sar_events.0280.a_strength: "[elder.GetSheHe|U] suggests you strengthen the bonds of your family"
feast_tsagaan_sar_events.0280.b: "Tell me of war."
feast_tsagaan_sar_events.0280.b_defense: "[elder.GetSheHe|U] suggests you focus on defending your land"
feast_tsagaan_sar_events.0280.b_attack: "[elder.GetSheHe|U] suggests you focus on conquering your enemies"
feast_tsagaan_sar_events.0280.c: "Tell me of my flock."
feast_tsagaan_sar_events.0280.c_tend: "[elder.GetSheHe|U] suggests you tend to your flock"
feast_tsagaan_sar_events.0280.c_migrate: "[elder.GetSheHe|U] suggests you migrate them"
feast_tsagaan_sar_events.0280.d: "I simply wish to enjoy your company."
feast_tsagaan_sar_events.0290.t: "Year of the [ROOT.Char.Custom('GetLunarNewYearAnimal')|U]"
feast_tsagaan_sar_events.0290.desc: "The night has been long, with sounds of laughter and clinking cups filling the air. [wise_guy.GetName] gathers around the yurt to make a toast. "Brothers and sisters!" [wise_guy.GetSheHe|U] yells.\n\n"As the new moon rises we revere the power of the [ROOT.Char.Custom('GetLunarNewYearAnimal')], and the blessings it brings. May we [ROOT.Char.Custom('GetLunarNewYearAnimalToastDesc')]." [wise_guy.GetFirstNameNoTooltip] raises [wise_guy.GetHerHis] cup, and the guests follow suit, cheering in unison."
feast_tsagaan_sar_events.0290.a: "To the [ROOT.Char.Custom('GetLunarNewYearAnimal')]!"
feast_tsagaan_sar_events.0290.b: "Wow, [wise_guy.GetFirstNameNoTooltip] is quite knowledgeable."
feast_tsagaan_sar_events.0300.t: "A Helping Hand"
feast_tsagaan_sar_events.0300.desc: "The evening is winding down, and I find myself in a quiet corner of the yurt. [cleaner.GetName] hums quietly as [cleaner.GetSheHe] hastily tidies up the area, picking up every scrap and crumb left behind. Though my guests are welcome to enjoy themselves without the need for work, [cleaner.GetFirstNameNoTooltip] has took it upon [cleaner.GetHerHim]self to clean up after them, keeping the space for the new year fresh."
feast_tsagaan_sar_events.0300.a: "Thank you for your hard work, [cleaner.GetFirstNameNoTooltip]."
feast_tsagaan_sar_events.0300.a_tt: "You show your gratitude to [cleaner.GetFirstNameNoTooltip]"
feast_tsagaan_sar_events.0300.b: "Oops, looks like you missed a spot."
feast_tsagaan_sar_events.0300.b_tt: "You purposely make a mess for [cleaner.GetFirstNameNoTooltip] to clean up"
feast_tsagaan_sar_events.0300.c: "Ah, that's nice."
feast_tsagaan_sar_events.0310.t: "Reckless Confessions"
feast_tsagaan_sar_events.0310.desc: ""A present for [ROOT.Char.GetFirstName]? Ha! I'd rather be eaten alive by crows," [bragger.GetName] boasts to [bragger_friend.GetName]. "Shh!" [bragger_friend.GetFirstNameNoTooltip] hisses, glancing in my direction. "You never know who might be listening."\n\nBut [bragger_friend.GetFirstNamePossessiveNoTooltip] plea is too late, and I've heard enough [bragger.GetHerHis] brazen words to know [bragger.GetFirstNameNoTooltip] hasn't presented me with a gift for this year."
feast_tsagaan_sar_events.0310.a: "You have no place in my home."
feast_tsagaan_sar_events.0310.b: "An offering is required to stay."
feast_tsagaan_sar_events.0310.b.duel: "You attempt to take a gift from [bragger.GetFirstNameNoTooltip]"
feast_tsagaan_sar_events.0310.b.success: "[bragger.GetFirstNameNoTooltip] relents and chooses a gift"
feast_tsagaan_sar_events.0310.b.failure: "[bragger.GetFirstNameNoTooltip] refuses to give you a gift"
feast_tsagaan_sar_events.0310.c: "I'll ignore [bragger.GetHerHis] words, this time."
feast_tsagaan_sar_events.0320.t: "Honoring the Elders"
feast_tsagaan_sar_events.0320.desc: "As time passes, wisdom grows. There are those who've survived many moons, passing down their stories of conquest and life lessons. Their bodies are frail, their senses fading, but their minds are sharp, and their words have meaning.\n\nAs their time on earth dwindles, it cannot hurt to show some respect with an offering."
feast_tsagaan_sar_events.0320.a: "Shower them with gifts!"
feast_tsagaan_sar_events.0320.a_tt: "Every [activity_guest|E] older than #V 50#!:\n$EFFECT_LIST_BULLET$Gains #p 10#! [opinion|E] of #V you#!"
feast_tsagaan_sar_events.0320.b: "They are honored enough."
feast_tsagaan_sar_events.0010.t: "The Tsagaan Sar"
feast_tsagaan_sar_events.0010.desc: ""[ROOT.Char.GetTitleAsNameNoTooltip]," [gift_collector.GetName] calls out. "It is time to collect the offerings from the guests. I hope you are ready to receive them." [gift_collector.GetFirstNameNoTooltip] gestures towards the entrance of the yurt, where a line of guests are waiting to present their gifts.\n\nI nod in agreement, and prepare myself for the rest of the night."
feast_tsagaan_sar_events.0010.a: "Bring out the gifts!"
feast_tsagaan_sar_events.0010.a_tt: "In total, you received:\n$EFFECT_LIST_BULLET$ [gold_i] #V [GetPlayer.MakeScope.Var('feast_gold_total').GetValue]#! [gold|E]\n$EFFECT_LIST_BULLET$ [herd_i] #V [GetPlayer.MakeScope.Var('feast_herd_total').GetValue]#! [herd|E]\n$EFFECT_LIST_BULLET$ [piety_i] #V [GetPlayer.MakeScope.Var('feast_piety_total').GetValue]#! [piety|E] \n$EFFECT_LIST_BULLET$ [prestige_i] #V [GetPlayer.MakeScope.Var('feast_prestige_total').GetValue]#! [prestige|E]"
tsagaan_sar_gift_title: "Tsagaan Sar Gift"
tsagaan_sar_gift_received: "Gift Received"
# Modifiers
stole_my_courtier_opinion: "Stole My Courtier"
mpo_throatsinging_practice_modifier: "Throat Singing Practice"
mpo_throatsinging_practice_modifier_desc: "This character has been practicing throat singing, and is honing in their skills."
mpo_throatsinging_great_practice_modifier: "Great Throat Singing Practice"
mpo_throatsinging_great_practice_modifier_desc: "This character has been practicing throat singing, and is mastering their skills."
mpo_throatsinging_duet_modifier: "Twin Voices"
mpo_throatsinging_duet_modifier_desc: "This character has been performed throat singing with a partner, and had excellent harmony."
mpo_throatsinging_good_performance_modifier: "Impressive Performance"
mpo_throatsinging_good_performance_modifier_desc: "This character has recently performed throat singing, and did well with the audience."
mpo_throatsinging_great_performance_modifier: "Masterful Performance"
mpo_throatsinging_great_performance_modifier_desc: "This character has recently performed throat singing, and left the audience in awe."
mpo_big_herd_modifier: "Ever Growing Herd"
mpo_big_herd_modifier_desc: "This character's herd is being tended to by a skilled shepherd, and is growing in size."
mpo_efficent_herd_modifier: "Efficient Herding"
mpo_efficent_herd_modifier_desc: "This character has learned efficient herding methods from a skilled shepherd."
mpo_horse_ride_modifier: "Majestic Horse Ride"
mpo_horse_ride_modifier_desc: "This character has recently ridden a majestic horse, and is feeling quite good about it."
mpo_appreciate_fashion_modifier: "Appreciating Finer Things"
mpo_appreciate_fashion_modifier_desc: "This character has been taken aback by the fashion of another, and has been incorporating it into their own court."
mpo_queasy_modifier: "Queasy"
mpo_queasy_modifier_desc: "This character had a little bit too much too drink recently."
mpo_elder_family_grow_modifier: "Elder's Advice: Growth"
mpo_elder_family_grow_modifier_desc: "This character has been advised by an elder to grow their family."
mpo_elder_family_strength_modifier: "Elder's Advice: Strength"
mpo_elder_family_strength_modifier_desc: "This character has been advised by an elder to strengthen their family bonds."
mpo_elder_war_defense_modifier: "Elder's Advice: Defense"
mpo_elder_war_defense_modifier_desc: "This character has been advised by an elder to defend their lands."
mpo_elder_war_attack_modifier: "Elder's Advice: Conquest"
mpo_elder_war_attack_modifier_desc: "This character has been advised by an elder to attack their enemies."
mpo_elder_flock_migrate_modifier: "Elder's Advice: Migration"
mpo_elder_flock_migrate_modifier_desc: "This character has been advised by an elder to migrate their flock.\n\nMigration Acceptance: #p +5#!"
mpo_elder_flock_tend_modifier: "Elder's Advice: Tend"
mpo_elder_flock_tend_modifier_desc: "This character has been advised by an elder to tend to their flock."
mpo_lunar_new_year_monkey_modifier: "Tsagaan Sar: Monkey"
mpo_lunar_new_year_monkey_modifier_desc: "This character has celebrated the New Year, and has been blessed by the Monkey."
mpo_lunar_new_year_rooster_modifier: "Tsagaan Sar: Rooster"
mpo_lunar_new_year_rooster_modifier_desc: "This character has celebrated the New Year, and has been blessed by the Rooster."
mpo_lunar_new_year_dog_modifier: "Tsagaan Sar: Dog"
mpo_lunar_new_year_dog_modifier_desc: "This character has celebrated the New Year, and has been blessed by the Dog."
mpo_lunar_new_year_pig_modifier: "Tsagaan Sar: Pig"
mpo_lunar_new_year_pig_modifier_desc: "This character has celebrated the New Year, and has been blessed by the Pig."
mpo_lunar_new_year_rat_modifier: "Tsagaan Sar: Rat"
mpo_lunar_new_year_rat_modifier_desc: "This character has celebrated the New Year, and has been blessed by the Rat."
mpo_lunar_new_year_ox_modifier: "Tsagaan Sar: Ox"
mpo_lunar_new_year_ox_modifier_desc: "This character has celebrated the New Year, and has been blessed by the Ox."
mpo_lunar_new_year_tiger_modifier: "Tsagaan Sar: Tiger"
mpo_lunar_new_year_tiger_modifier_desc: "This character has celebrated the New Year, and has been blessed by the Tiger."
mpo_lunar_new_year_rabbit_modifier: "Tsagaan Sar: Rabbit"
mpo_lunar_new_year_rabbit_modifier_desc: "This character has celebrated the New Year, and has been blessed by the Rabbit."
mpo_lunar_new_year_dragon_modifier: "Tsagaan Sar: Dragon"
mpo_lunar_new_year_dragon_modifier_desc: "This character has celebrated the New Year, and has been blessed by the Dragon."
mpo_lunar_new_year_snake_modifier: "Tsagaan Sar: Snake"
mpo_lunar_new_year_snake_modifier_desc: "This character has celebrated the New Year, and has been blessed by the Snake."
mpo_lunar_new_year_horse_modifier: "Tsagaan Sar: Horse"
mpo_lunar_new_year_horse_modifier_desc: "This character has celebrated the New Year, and has been blessed by the Horse."
mpo_lunar_new_year_sheep_modifier: "Tsagaan Sar: Sheep"
mpo_lunar_new_year_sheep_modifier_desc: "This character has celebrated the New Year, and has been blessed by the Sheep."
# Custom Loc
gift_some_coin: "some coin"
gift_satchel_gold: "a satchel of gold"
gift_handful_gold: "a few handfuls of gold"
gift_small_chest_gold: "a small chest of gold"
gift_canister_gold: "a canister full of coins"
gift_coffer_gold: "a coffer filled with gold"
gift_basket_gold: "a basket of gold"
gift_barrel_gold: "a barrel of coins"
gift_some_flock: "some of my flock"
gift_horse: "a horse"
gift_sheep: "a sheep"
gift_cattle: "a cow"
gift_horse_plural: "a small band of horses"
gift_sheep_plural: "a herd of sheep"
gift_cattle_plural: "a herd of cattle"
gift_small_herd: "a small herd of sheep and cattle"
gift_herd: "a herd of sheep and cattle"
gift_large_herd: "a grand herd of sheep and cattle"
gift_large_flock: "a large flock"
gift_large_flock_2: "a grand flock of horses and sheep"
gift_prayer: "my time and my prayers"
gift_astrologer_prayer: "word to my astrologer to pray for [ROOT.Char.GetInvolvedActivity.GetHost.GetHerHim]"
gift_word: "effort into spreading [ROOT.Char.GetInvolvedActivity.GetHost.GetHerHis] legacy"
gift_generic: "a gift"
gift_generic_2: "an offering"
throat_singing_theme_realm: "their land, [ROOT.Char.GetPrimaryTitle.GetNameNoTier], and its people"
throat_singing_theme_nature: "the beauty of the steppe, the mountains, and the rivers"
throat_singing_theme_love: "the love between two souls, and the bond of family"
throat_singing_theme_war: "the battles they've fought, and the warriors who have fallen"
throat_singing_theme_hunting: "a bountiful hunt, and the animals they've slain"
throat_singing_theme_horse: "a magical horse, who grants blessings to its rider"
throat_singing_theme_spiritual: "[ROOT.Char.GetFaith.PositiveAfterLife]"
throat_singing_theme_orphan: "an orphan, and his journey to find his family"
throat_singing_style_sygyt: "[Glossary( 'sygyt', 'SYGYT_GLOSS' )]"
throat_singing_style_hoomei: "[Glossary( 'hoomei', 'HOOMEI_GLOSS' )]"
throat_singing_style_kargyraa: "[Glossary( 'kargyraa', 'KARGYRAA_GLOSS' )]"
lunar_new_year_animal_monkey: "monkey"
lunar_new_year_animal_rooster: "rooster"
lunar_new_year_animal_dog: "dog"
lunar_new_year_animal_pig: "pig"
lunar_new_year_animal_rat: "rat"
lunar_new_year_animal_ox: "ox"
lunar_new_year_animal_tiger: "tiger"
lunar_new_year_animal_rabbit: "rabbit"
lunar_new_year_animal_dragon: "dragon"
lunar_new_year_animal_snake: "snake"
lunar_new_year_animal_horse: "horse"
lunar_new_year_animal_sheep: "sheep"
lunar_new_year_animal_monkey_desc: "be as clever as it is, and as quick to adapt"
lunar_new_year_animal_rooster_desc: "hold our heads in pride, and persevere as it does"
lunar_new_year_animal_dog_desc: "be a friend and lover to all, and protect those we care for"
lunar_new_year_animal_pig_desc: "live a life of discipline, and enjoy the fruits of our labor"
lunar_new_year_animal_rat_desc: "be keen and resourceful, and always find a way to survive"
lunar_new_year_animal_ox_desc: "stay warm and patient, and manage our riches wisely"
lunar_new_year_animal_tiger_desc: "become emboldened and fierce, while maintaining our vigor"
lunar_new_year_animal_rabbit_desc: "commune with others, and help maintain a lasting peace"
lunar_new_year_animal_dragon_desc: "build our strength, and make educated decisions"
lunar_new_year_animal_snake_desc: "stay calm in the face of danger, and be respected by those we lead"
lunar_new_year_animal_horse_desc: "be open to roam any realm, as the horse is to any rider"
lunar_new_year_animal_sheep_desc: "soften your heart like the wool of a sheep, and provide for your flock"

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l_english:
mpo_flavor_events_settled.0001.t: "The Approaching Storm"
mpo_flavor_events_settled.0001.desc: "The cold wind cuts my cheeks like shards of glass. The weather has been unusually cold lately.\n\nA horse's braying catches my attention just when I turn to go back inside. Its rider can barely hold the reins.\n\n"Help..." [nomad.GetSheHe] mutters, about to collapse. "The great winter has come. My people die, trying to flee the steppe.""
mpo_flavor_events_settled.0001.aa: ""Away from here!""
mpo_flavor_events_settled.0001.a: ""Let them come!""
mpo_flavor_events_settled.0001.b: ""We must prepare for these nomads.""
mpo_flavor_events_settled.0001.c: ""You can rest now.""
mpo_settled_preparations_war_county_modifier: "War Preparations"
mpo_settled_preparations_war_county_modifier_desc: "This character is preparing for an imminent nomadic invasion by reinforcing their armies."
mpo_settled_preparations_building_county_modifier: "Land Preparations"
mpo_settled_preparations_building_county_modifier_desc: "This character is preparing for an imminent nomadic invasion by making sure their counties are ready."
mpo_flavor_events_settled.0001.tt: "@alert_icon! #alert_trial [nomads|E] may try to take over our lands#!"
mpo_flavor_events_settled.0010.t: "The Horse Lord"
mpo_flavor_events_settled.0010.desc: "#Emp "Ksk! Ksk!"#! A strange [nomad.GetWomanMan] taps the side of [nomad.GetHerHis] horse to calm it down, then advances towards me.\n\n"Greetings, honorable [ROOT.Char.GetTitleAsNameNoTooltip], I am an envoy of the great [nomad_lord.GetTitledFirstName]. My [nomad_lord.GetLadyLord] has sent me to propose a truce between our people.""
mpo_flavor_events_settled.0010.a: ""Please, accept my tribute.""
mpo_flavor_events_settled.0010.b: ""I'm sure we can reach an understanding.""
mpo_flavor_events_settled.0010.b_perk_tt: "Your [GetPerk('defensive_measures_perk').GetName( GetNullCharacter )] [perk|E] allows you to negotiate a better price"
mpo_flavor_events_settled.0010.c: "#EMP Spit on the ground.#!"
mpo_flavor_events_settled.0010.d: ""Send my respects to your [nomad_lord.GetLadyLord].""

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l_english:
offer_confederation_interaction: "Offer Confederation"
offer_confederation_interaction_desc: "Ask [recipient.GetShortUINameNoTooltip] to join with you in a [confederation|E]."
forming_confederation_tt: "You have not taken the $call_for_confederation_decision$ [decision|E]"
make_blood_brother_desc: "Ask [recipient.GetShortUINameNoTooltip] to become your [blood_brother|E]."
confederation_leadership: "Offer [liege|E] status in the [confederation|E]"
CONFEDERATION_LEADERSHIP_OFFERED: "Offered [confederation|E] [liege|E] [title|E]: $VALUE|+0=$"
confederation_membership: "#EMP Join us!#!"
TRADE_PRESTIGE_FOR_BETTER_AI_ACCEPTANCE: "Impress with [prestige_i][prestige|E]"
TRADE_PRESTIGE_FOR_BETTER_AI_ACCEPTANCE_ICON: "Impress with [piety_i][piety|E]"
TRADE_HERD_FOR_BETTER_AI_ACCEPTANCE_CONFEDERATION: "Gift with [herd_i][herd|E]"
is_nomadic_or_tribal_tt: "[government|E] must be [tribal|E] or [GetGovernment( 'nomad_government' ).GetName]"
low_authority_tt: "[THIS.Char.GetShortUIName] has a higher [dominance|E] than [GetLaw('nomadic_authority_2').GetName]"
no_raiding_hostility_tt: "Must not be #EMP Hostile#! due to recent [raiding|E]"
already_accepted_confederation_root_tt: "Has already accepted #high $offer_confederation_interaction$#! from #high you#!"
already_accepted_confederation_other_tt: "Has accepted #high $offer_confederation_interaction$#! from another [ruler|E] within the last #high 5 years#!"
SAME_CULTURE_REASON: "You are both [ROOT.Char.GetCulture.GetCollectiveNoun]: $VALUE|+0=$"
RELATED_CULTURES_REASON: "[recipient.GetShortUINamePossessiveNoTooltip] [culture|E] is related to yours: $VALUE|+0=$"
DIFFERENT_CULTURE_REASON: "[recipient.GetShortUINamePossessiveNoTooltip] [culture|E] is unrelated to yours: $VALUE|+0=$"
offer_vassalization_interaction_aibehavior_house_tt: "[recipient.GetSheHe|U] belongs to your [house|E]: $VALUE|=+0$"
PRESTIGE_INTERACTION_ACCEPTANCE_SEND_OPTION: "Spending [prestige_i][prestige|E]: $VALUE|=+0$"
PIETY_INTERACTION_ACCEPTANCE_SEND_OPTION: "Spending [piety_i][piety|E]: $VALUE|=+0$"
HERD_INTERACTION_ACCEPTANCE_SEND_OPTION: "Spending [herd_i][herd|E]: $VALUE|=+0$"
NO_FRIGHTENING_NEIGHBOR_REASON: "Has no neighboring [ruler|E] worth confederating against: $VALUE|=+0$"
TERRIFYING_NEIGHBOR_REASON: "Terrified by a neighboring [ruler|E]: $VALUE|=+0$"
NO_SHARED_CONFEDERATION_FOE_REASON: "Has no threat to confederate against: $VALUE|=+0$"
TOO_MANY_CONFEDERATION_VASSALS_REASON: "The [confederation|E]'s number of members: $VALUE|=+0$"
CONFEDERATION_CULTURE_REASON: "[recipient.GetShortUINameNoTooltip] rules a [confederation|E] and shares your [culture|E]: $VALUE|=+0$"
ANOTHER_CULTURE_CONFEDERATION_REASON: "A [confederation|E] of [recipient.GetShortUINamePossessiveNoTooltip] [culture|E] exists: $VALUE|=+0$"
LIEGE_LOW_LEGITIMACY_REASON: "Your [top_liege|E]'s low [legitimacy|E]: $VALUE|=+0$"
LIEGE_HIGH_LEGITIMACY_REASON: "Your [top_liege|E]'s high [legitimacy|E]: $VALUE|=+0$"
LIEGE_INTIMIDATED_REASON: "[intimidated_i][intimidated|E] by your [top_liege|E]: $VALUE|=+0$"
LIEGE_COWED_REASON: "[terrified_i][cowed|E] of your [top_liege|E]: $VALUE|=+0$"
CONFEDERATION_ETHOS_REASON: "[recipient.GetShortUINamePossessive] Cultural [ethos|E]: $VALUE|=+0$"
CONFEDERATION_HERDER_REASON: "[recipient.GetShortUIName] is a [herder|E]: $VALUE|=+0$"
VASSAL_OR_TRIBUTARY_REASON: "[recipient.GetShortUIName] is your [vassal|E] or [tributary|E]: $VALUE|=+0$"
NOMADIC_AUTHORITY_REASON: "[nomadic_authority|E] will be reduced: $VALUE|=+0$"
TRIBAL_AUTHORITY_REASON: "[tribal_authority|E] will be reduced: $VALUE|=+0$"
CONFEDERATION_MEMBER_REASON: "[recipient.GetShortUIName] belongs to a [confederation|E]: $VALUE|=+0$"
JUST_SETTLED_REASON: "[recipient.GetShortUIName] is a [tributary|E] and settled less than #V 3#! years ago: $VALUE|=+0$"
LEFT_YOUR_CONFEDERATION_REASON: "Recently left your [confederation|E]: $VALUE|=+0$"
confederation_interaction_aibehavior_claimant_tt: "[recipient.GetSheHe|U] is a [claimant|E] to your [confederation|E]: $VALUE|=+0$"
confederation_offerer_illegitimate_tt: "Your [confederation|E] has an illegitimate [ruler|E]: $VALUE|=+0$"
offer_confederation_offerer_rival_tt: "[recipient.GetSheHe|U] is your [top_liege|E]'s [rival|E]: $VALUE|=+0$"
offer_confederation_offerer_nemesis_tt: "[recipient.GetSheHe|U] is your [top_liege|E]'s [nemesis|E]: $VALUE|=+0$"
offer_confederation_offerer_vassal_opinion_tt: "[opinion|E] of your [realm|E]'s [powerful_vassals|E]: $VALUE|=+0$ #weak (max +20)#!"
offer_confederation_independence_war_tt: "[recipient.GetSheHe|U] fought for Independence from you: $VALUE|=+0$"
offer_confederation_independence_war_reverse_tt: "You took your Independence from [recipient.GetHerHim]: $VALUE|=+0$"
bankrupt_reason_liege: "Your [top_liege|E] is Bankrupt: $VALUE|+=0$"
OFFER_CONFEDERATION_INTERACTION_NOTIFICATION: "To foil the hunters of this land, should we lean wolves not band together?"
unlock_leave_confederation_interaction_tt: "May use the #high $leave_confederation_decision$#! [decision|E]"
confederation_defensive_wars_tt: "Will automatically join the [confederation|E]'s Defensive [wars|E]"
FORCED_TO_JOIN_WAR_REASON: "[recipient.GetShortUINameNoTooltip] will be forced into [war|E]: $VALUE|=+0$"
TAKING_OVER_DEFENSIVE_WAR_REASON: "Your [confederates|E] will join [recipient.GetShortUINamePossessiveNoTooltip] Defensive [war|E]: $VALUE|=+0$"
confederates_joining_recipient_war_tt: "Your [confederates|E] join [recipient.GetShortUINamePossessive] [war|E] as Defenders"
confederation_legitimacy_loss_war_tt: "#weak Loses [legitimacy|E] due to [recipient.GetShortUINamePossessive] military assistance"
create_confederation_tt: "Forms a [confederation|E] with [recipient.GetShortUIName]"
create_confederation_recipient_tt: "Forms a [confederation|E] with [actor.GetShortUIName]"
join_confederation_recipient_tt: "Joins the [confederation.GetName]"
recipient_joined_confederation_tt: "[recipient.GetShortUIName] joined the [confederation.GetName]"
actor_joined_confederation_tt: "[actor.GetShortUIName] joined the [confederation.GetName]"
mpo_interactions_events.0002.t: "The [confederation.GetName]"
mpo_interactions_events.0002.desc: "With [other_confederate.GetTitledFirstNamePossessive] [other_confederate.GetCulture.GetCollectiveNoun] and the warriors of [ROOT.Char.GetPrimaryTitle.GetBaseNameNoTier] surrounding us, we mingle blood and promise confederation.\n\n"We will be many, [other_confederate.Custom('SisterBrother')], watching over these lands!" cries [other_confederate.GetFirstNameNoTooltip], gripping me close. "Fighting as wolves of the same pack. One no better — no hungrier — than any other!"\n\n"
mpo_interactions_events.0002.desc_new: "The [new_confederation.GetName] is born."
mpo_interactions_events.0002.desc_joining: "And so, I join the [confederation.GetName]. My promises belong to every one of its whelpish wolves."
mpo_interactions_events.0002.a: "Live or die, side by side!"
msg_broken_confederation_migration: "Confederate Migrated: [actor.GetShortUINameNoTooltip]"
msg_broken_confederation_migration_desc: "[actor.GetUIName] has departed these lands and left your [confederation|E]"
msg_broken_confederation_migration_root: "Migrated from Confederation"
msg_broken_confederation_migration_root_desc: "Due to your [migration|E], you no longer belong to the [confederation_left.GetName]"
msg_broken_confederation_no_migrate: "Confederate Lost: [left_confederation.GetShortUINameNoTooltip]"
msg_broken_confederation_desc_no_migrate: "[left_confederation.GetUIName] has abandoned your [confederation|E]"
msg_broken_confederation_no_migrate_root: "Left Confederation"
msg_broken_confederation_desc_no_migrate_root: "You are no longer a member of the [confederation.GetName]"
msg_joined_confederation: "New Confederate: [joiner.GetShortUINameNoTooltip]"
msg_joined_confederation_desc: "[joiner.GetUIName] has joined the [confederation.GetName]"
mpo_interactions_events.0003.opening: "My [ROOT.Char.Custom('SisterBrother')], my noble protector,"
mpo_interactions_events.0003.desc: "I will honor the ways of the [confederation.GetName]. Together, we stand!\n\nA sword swung at your neck meets only my blade. An arrow loosed at your heart comes no swifter than my shield."
mpo_interactions_events.0003.a: "[recipient.GetSheHe|U] is with us."
mpo_interactions_events.0004.opening: "To the cowardly rat, [ROOT.Char.GetTitledFirstName],"
mpo_interactions_events.0004.desc: "Does the thought of belonging to a swarm give you comfort, little creature? When you could be plucked from the earth and swallowed by a great eagle at any moment?\n\n"
mpo_interactions_events.0004.desc_join: "Skitter away, rat. We have no need of you."
mpo_interactions_events.0004.desc_offer: "No, I will not belong to any pitiful confederation."
mpo_interactions_events.0004.a: "A rat is clever. You are not."
RECENTLY_LEFT_CONFEDERATION_REASON: "Left your [confederation|E] recently: $VALUE|=+0$"
nomad_vassal_modify_vassal_contract_interaction: "Request Contract Change"
nomad_vassal_modify_vassal_contract_interaction_send: "Request Change"
nomad_vassal_modify_vassal_contract_interaction_desc: "Renegotiate your [vassal_contract|E] with [secondary_recipient.GetShortUINameNoTooltip]"
nomad_vassal_modify_vassal_contract_interaction_extra_icon: "$hook_extra_icon$"
nomad_liege_modify_vassal_contract_interaction: "Modify $game_concept_vassal_contract$"
nomad_liege_modify_vassal_contract_interaction_desc: "Renegotiate [recipient.GetShortUINamePossessiveNoTooltip] [vassal_contract|E]"
nomad_liege_modify_vassal_contract_interaction_extra_icon: "$hook_extra_icon$"
nomad_contract_request_remove_war_obligation_without_hook_desc: "You can #bold not#! rescind Tributary War Support obligation without a [hook|E], or without also rescinding your [suzerain_possessive|E] Guarantee"
nomad_contract_request_add_guarantee_without_hook_desc: "You can #bold not#! gain your [suzerain_possessive|E] Guarantee without a [hook|E], or without also taking on a Tributary War Support obligation"
nomad_vassal_force_obligation_change_desc: "[recipient.GetShortUIName] is forced to accept"
subject_modify_tributary_contract_interaction: "Request Contract Change"
subject_modify_tributary_contract_interaction_send: "Request Change"
subject_modify_tributary_contract_interaction_desc: "Renegotiate your [tributary_contract|E] with [recipient.GetShortUINameNoTooltip]"
suzerain_modify_tributary_contract_interaction: "Impose Contract Change"
suzerain_modify_tributary_contract_interaction_send: "Impose Change"
suzerain_modify_tributary_contract_interaction_desc: "Revise your [tributary_contract|E] with [recipient.GetShortUINameNoTooltip]"
suzerain_modify_tributary_contract_interaction_extra_icon: "$hook_extra_icon$"
nomad_tributary_force_obligation_change_desc: "[recipient.GetShortUIName] is forced to accept"
vassal_modify_contract_cooldown_desc: "The [vassal_contract|E] can only be changed once every [EmptyScope.ScriptValue('vassal_modify_contract_cooldown_value')|V0] years - Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( recipient.MakeScope, 'vassal_modify_contract_cooldown') )|V]"
tributary_modify_contract_cooldown_desc: "The [tributary_contract|E] can only be changed once every [EmptyScope.ScriptValue('vassal_modify_contract_cooldown_value')|V0] years - Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( recipient.MakeScope, 'vassal_modify_contract_cooldown') )|V]"
nomad_contract_request_cooldown_desc: "You can #bold not#! make another request until [GetCurrentDateWithDiff( GetVarTimeRemaining( actor.MakeScope, 'nomad_contract_request_cooldown') )|V]"
tributary_settled: "Settled Tributary"
tributary_settled_desc: "A settled [tributary|E] provides their [suzerain|E] with [gold|E], [levies|E], and [prestige|E] on a regular basis.\n\n$tributary_common_desc$"
tributary_nomadic: "Nomadic Tributary"
tributary_nomadic_desc: "A nomadic [tributary|E] provides their [suzerain|E] with [herd|E] and [prestige|E] on a regular basis.\n\n$tributary_common_desc$"
tributary_steppe: "Steppe Tributary"
tributary_steppe_desc: "A steppe [tributary|E] provides their [suzerain|E] with [gold|E] and [prestige|E] on a regular basis.\n\n$tributary_common_desc$"
tributary_subjugated: "Subjugated Tributary"
tributary_subjugated_desc: "A Subjugated [tributary|E] provides their [suzerain|E] with [gold|E] and [prestige|E] on a regular basis. The [tributary_contract|E] breaks when the [suzerain|E] dies.\n\n$tributary_common_desc$"
tributary_common_desc: "In exchange their [suzerain|E] will refrain from [raiding|E] them or make [war|E] upon them. If the Tributary is attacked, their Suzerain may even come to their aid."
mpo_interaction_grant_paiza: "Grant Paiza"
mpo_interaction_grant_paiza_desc: "Grant [recipient.GetShortUIName] a Paiza [artifact|E] and make [recipient.GetHerHim] [obedient|E] to you, if possible"
mpo_character_interaction_gurkhan: "You are #bold not#! the [gurkhan|E]"
mpo_character_interaction_obedient: "[recipient.GetShortUIName] is already [obedient|E] to you"
mpo_character_interaction_established_paiza_system: "You have #bold not#! taken the $mpo_establish_paiza_system_decision$ [decision|E]"
mpo_interaction_ask_for_paiza: "Ask for Paiza"
mpo_interaction_ask_for_paiza_desc: "Makes you [obedient|E] and grants you a Paiza artifact"
mpo_interaction_leverage_khan_authority: "Leverage Khan Authority"
mpo_interaction_leverage_khan_authority_desc: "Take [herd|E] and [gold|E] from [recipient.GetShortUIName], and make [recipient.GetHerHim] [obedient|E], if possible.\n@alert_icon! The [gurkhan|E] might react to this abuse of authority."
mpo_decisions_events.paiza_granted: "Paiza granted"
REMOVE_COST_BEFRIEND_SCHEME: "Removes the @prestige_icon![prestige|E] cost from the [GetScheme('befriend').GetTypeName] [scheme|E]"
I_HAVE_FREE_BEFRIEND_SCHEME: "Removes the @prestige_icon![prestige|E] cost from the [GetScheme('befriend').GetTypeName] [scheme|E]"
THEY_HAVE_FREE_BEFRIEND_SCHEME: "[CHARACTER.GetShortUIName|U] does not pay @prestige_icon![prestige|E] using the [GetScheme('befriend').GetTypeName] [scheme|E]"
action_low_fertility: "Low [domain|E] [county_fertility|E]"
action_low_fertility_label: "The [county_fertility|E] of your [domain|E] is low"
action_low_fertility_desc: "The [county_fertility|E] of your [domain|E] is low. If it reaches #V 0#!, your [herd|E] will stop growing.\n\n#help You can migrate to find better lands.#!"
action_low_fertility_click: "#I Click to start the Migration#!"
action_chaotic_succession: "Chaotic [succession|E]"
action_chaotic_succession_label: "@warning_icon! You are facing a Chaotic Succession"
action_chaotic_succession_desc: "Some members of your [kurultai|E] are not [obedient|E] and will not respect your choice of [heir|E].\n\n#help You can use the #EMP $mpo_demand_obedience_interaction$#! [character_interaction|E] or the #EMP $impose_obedience_intent$#! [intent|E] during a [GetActivityType( 'activity_hunt').GetName] to quickly increase their obedience."
action_chaotic_succession_click: "#I Click to inspect the succession"
mpo_ask_for_herd_interaction: "Demand Herd"
mpo_ask_for_herd_interaction_desc: "If [recipient.GetShortUINameNoTooltip] is [intimidated|E] by you, this action will have lesser [opinion|E] penalties."
ask_for_herd_opinion: "Herd Tribute"
ASK_FOR_HERD_MORE_HERD_REASON: "Asking for more herd: $VALUE|+=0$"
ASK_FOR_HERD_MORE_HERD: "Request more [herd|E]"
HERDER_REASON: "Recipient is a [herder|E]: $VALUE|+0=$"
ask_for_herd_toast: "[herd|E] delivered"
ask_for_herd_not_enough_herd: "[CHARACTER.GetShortUIName|U] does not have enough [herd|E]"
ask_for_herd_dread_effect_tt: "Because [recipient.GetShortUINameNoTooltip] is [intimidated|E] by you, the [opinion|E] modifiers are smaller:"
ask_for_herd_abundant_grazing_tt: "Because the [steppe_season|E] is $situation_steppe_abundant_grazing_season$ you receive additional [herd|E]: @herd_icon![recipient.GetDomicile.MakeScope.ScriptValue('ask_for_herd_half_value')|0V]"
ask_for_herd_diplomacy_yurt_unlock: "Your [yurt|E] does not have the $diplomacy_yurt_02_domicile_building$ [yurt_building|E] second upgrade"
action_demand_tributary_label: "@tributary_icon! You can demand that [recipient.GetShortUIName|U] become your [tributary|E]"
action_demand_tributary_combined_group_label: "@tributary_icon! You can Demand $game_concept_tributaries$"
action_demand_tributary_combined_group_name: "@tributary_icon! You can Demand a $game_concept_tributary$"
action_demand_tributary_combined_group_description: "You have realms on your perimeter ready to pay [Concept('tributary','tribute')|E] to you."
action_demand_tributary_combined_label: "[recipient.GetNameNoTooltip|U]"
action_demand_tributary_desc: "$game_concept_tributary_desc$"
action_demand_tributary_click: "#I Click to make your Demand#!"
action_demand_tributary: "Demand [recipient.GetShortUIName|U] as a [tributary|E]"
action_demand_tributary_combined_unimportant: "$action_demand_tributary_unimportant$"
action_demand_tributary_unimportant: "@warning_icon! #X Low acceptance chance#!"
action_pacify_tributary_label: "Your [tributary|E] [recipient.GetShortUIName|U] might $cease_paying_tribute_interaction$"
action_pacify_tributary_combined_group_label: "@tributary_icon! $game_concept_tributaries$ might $cease_paying_tribute_interaction$"
action_pacify_tributary_combined_group_name: "@tributary_icon! $game_concept_disobedient$ $game_concept_tributaries$"
action_pacify_tributary_combined_group_description: "You have [tributaries|E] who might $cease_paying_tribute_interaction$."
action_pacify_tributary_combined_label: "[recipient.GetShortUINameNoTooltip|U]: [recipient.GetSubjectContract.GetCeasePayingTributeChanceLabel] risk"
action_pacify_tributary_desc: "$game_concept_obedience_desc$"
action_pacify_tributary_click: "#I Click to $mpo_negotiate_obedience_interaction$#!"
action_pacify_tributary: "Negotiate [recipient.GetShortUINamePossessive|U] [obedience|E]"
action_can_demand_herd_label: "@herd_icon! You can demand [herd|E] from [recipient.GetShortUIName|U]"
action_can_demand_herd_combined_group_label: "@herd_icon! You can demand Herd"
action_can_demand_herd_combined_group_name: "@herd_icon! You can demand Herd"
action_can_demand_herd_combined_group_description: "You have vassals and tributaries that are willing to part with their [herd|E] and give it to you"
action_can_demand_herd_combined_label: "From [recipient.GetNameNoTooltip|U]"
action_can_demand_herd_desc: "$mpo_ask_for_herd_interaction_desc$"
action_can_demand_herd_click: "Demand"
action_can_demand_herd: "You can demand [herd|E] from [recipient.GetShortUIName|U]"
ask_for_herd_county_depleted_modifier: "County Fertility Depleted"
ask_for_herd_herder_recipient_tt: "Because you Demand [herd|E] from a [herder|E]:"
ask_for_herd_county_depleted_modifier_desc: "This county herders have been forcefully parted from their herd. Without the pasturing animals, the natural cycles of fertility have been interrupted.\nFires from lightning strikes burn the uneaten grass to ash; without the hooves stamping and aerating the soil grows barren; without the four hooved fertilizer distribution system this land is doomed and has #EMP very #!lean years ahead."
mpo_demand_obedience_interaction: "Demand Obedience"
mpo_demand_obedience_interaction_desc: "Force [recipient.GetShortUINameNoTooltip] to become [obedient|E] to you"
mpo_demand_obedience_interaction_toast: "[recipient.GetShortUIName] Bows to You"
already_obedient_tt: "[recipient.GetShortUIName] is already [obedient|E] to you"
DEMAND_OBEDIENCE_INTERACTION_DISLOYAL_ACCEPTANCE: "[recipient.GetSheHe|U] is Disloyal: $VALUE|=+0$"
DEMAND_OBEDIENCE_INTERACTION_HERD_ACCEPTANCE: "[recipient.GetSheHe|U] has a larger [herd|E] than you: $VALUE|=+0$"
DEMAND_OBEDIENCE_INTERACTION_MILITARY_MIGHT_ACCEPTANCE: "[recipient.GetSheHe|U] has a more powerful [army|E] than you: $VALUE|=+0$"
DEMAND_OBEDIENCE_INTERACTION_CONTENT_ACCEPTANCE: "[recipient.GetSheHe|U] is Content: $VALUE|=+0$"
DEMAND_OBEDIENCE_INTERACTION_DOMINANCE_ACCEPTANCE: "Your [nomadic_authority|E]: $VALUE|=+0$"
DEMAND_OBEDIENCE_INTERACTION_LEGITIMACY_ACCEPTANCE: "Your [legitimacy|E]: $VALUE|=+0$"
DEMAND_OBEDIENCE_INTERACTION_ZUD_ACCEPTANCE: "The current [steppe_season|E] forces characters to stick together: $VALUE|=+0$"
obedience_opinion: "Sworn Obedience"
obedience_value_close_family: "Close [family|E]"
obedience_value_spouse: "[spouse|E]"
obedience_value_heir: "[primary_heir|E]"
obedience_value_loyalty_and_respect: "[GetPerk('loyalty_and_respect_perk').GetName( GetNullCharacter )] [perk|E]"
obedience_value_honored_to_serve: "[GetPerk('honored_to_serve_perk').GetName( GetNullCharacter )] [perk|E]"
obedience_conqueror_trait: "[GetTrait('conqueror').GetName( ROOT.Char )]"
obedience_greatest_of_khans: "[GetTrait('greatest_of_khans').GetName( ROOT.Char )]"
obedience_greatest_of_khans_descendant: "$the_great_khan_modifier$ [modifier|E]"
obedience_value_suzerain_guarantee: "[GetSubjectContractType( 'suzerain_war_participation_guarantee' ).GetName]"
obedience_value_tributary_war_obligation: "[GetSubjectContractType( 'tributary_war_participation_obligation_forced' ).GetName] without [GetSubjectContractType( 'suzerain_war_participation_guarantee' ).GetName] or [blood_brother|E]"
obedience_value_heir_not_preferred: "Not [primary_heir|E]"
obedience_value_child: "[overlord|E]'s child"
obedience_value_extended_family: "Extended [family|E]"
obedience_value_concubine: "[concubine|E]"
obedience_value_paiza: "[paiza|E]"
obedience_value_not_good_relationship: "No positive [relationship|E]"
obedience_value_blood_brother: "[blood_brother|E]"
obedience_value_best_friend: "[best_friend|E]"
obedience_value_no_court_position: "No [court_position|E]"
obedience_value_no_kurultai: "No [kurultai|E]"
obedience_value_friend: "[friend|E]"
obedience_value_ward: "[ward|E]"
obedience_value_guardian: "[guardian|E]"
obedience_value_rival: "[rival|E]"
obedience_value_nemesis: "[nemesis|E]"
not_obedient_humiliation_var_tt: "Lost $humiliation_cb$"
obedience_value_forced_opinion: "Has sworn obedience"
obedience_value_councillor: "Part of the [kurultai|E]"
obedience_value_court_astrologer: "[GetCourtPositionType('court_astrologer_court_position').GetName()]"
obedience_value_yeke_jarquchi: "[GetCourtPositionType('yeke_jarquchi_court_position').GetName()]"
obedience_value_court_position: "Employed at [court|E]"
obedience_value_child_courtier: "Child [courtier|E]"
obedience_value_child_vassal: "Child [vassal|E]"
obedience_value_truce: "[truce|E]"
obedience_value_reason: "[obedience|E]: $VALUE|0+=$"
obedience_value_opinion: "[opinion|E]"
obedience_value_low_prowess: "Lower [prowess|E] than [ROOT.Char.GetHerHim]"
obedience_value_low_dread: "Lower [dread|E] than [ROOT.Char.GetHerHim]"
obedience_value_high_dread: "Higher [dread|E] than [ROOT.Char.GetHerHim]"
obedience_value_insignificant_dread: "Insignificant [dread|E]"
obedience_value_low_legitimacy: "Low [legitimacy|E]"
obedience_value_high_legitimacy: "High [legitimacy|E]"
obedience_value_herder: "[herder|E]"
obedience_value_herd_size: "Has a larger [herd|E]"
obedience_value_military_might: "Has a stronger [army|E]"
cease_tribute_higher_dominance_reason: "Higher [dominance|E] than [ROOT.Char.GetSuzerain.GetShortUIName|U]: $VALUE|=+0$"
cease_tribute_showed_weakness_in_war_reason: "[overlord|E] showed weakness in [war|E]: $VALUE|=+0$"
cease_tribute_defended_me_in_war_reason: "[ROOT.Char.GetSuzerain.GetShortUIName|U] came to [ROOT.Char.GetShortUINamePossessive|U] defense in [war|E]: $VALUE|=+0$"
cease_tribute_had_chaotic_kurultai_succession_reason: "[overlord|E] had a Chaotic [kurultai|E] [succession|E]: $VALUE|=+0$"
mpo_give_land_to_herder_interaction: "Offer Pastureland"
mpo_give_land_to_herder_interaction_desc: "Offer some land to a [herder|E] to replenish its [county_fertility|E]"
HERDER_INTERACTION_ARBITRARY_ACCEPTANCE: "[recipient.GetSheHe|U] is Arbitrary: $VALUE|=+0$"
HERDER_INTERACTION_LAZY_ACCEPTANCE: "[recipient.GetSheHe|U] is Lazy: $VALUE|=+0$"
mpo_retrieve_land_from_herder_interaction: "Demand Pastureland"
mpo_retrieve_land_from_herder_interaction_desc: "Demand the land of a neighboring [herder|E]"
mpo_retrieve_land_from_herder_interaction_neighbour_tt: "Not bordering your [realm|E]"
mpo_retrieve_land_from_herder_independent_tt: "[recipient.GetShortUIName] is #bold not#! [independent|E], your [tributary|E] or [vassal|E]"
refill_maa_nomad_interaction: "Refill Men-at-Arms"
refill_maa_nomad_interaction_desc: "[nomads|E] lack the reliable manpower sources of settled [rulers|E], and must [reinforce_soldiers|E] to fill [men_at_arms|E] [regiments|E] and replace losses."
reinforce_soldiers_option_herd: "[herd_i]Recruit with Herd"
refill_maa_herd_tt: "[men_at_arms|E] [regiments|E] gain [THIS.Char.MakeScope.ScriptValue('replenishable_troops_max_herd_tt_value')|0P] [soldiers|E]\n#alert_trial $BULLET_WITH_TAB$Not enough Herd, regiments will be partially reinforced!#!"
refill_maa_herd_full_tt: "[men_at_arms|E] [regiments|E] gain [THIS.Char.MakeScope.ScriptValue('replenishable_troops_max_herd_tt_value')|0P] [soldiers|E]$refill_maa_regiments_fully_reinforced_tt$"
refill_maa_herd_cost_tt: "Loses [herd_i][THIS.Char.MakeScope.ScriptValue('replenishable_troops_payed_herd_tt_value')|0N]"
martial_skill_discount_tt: "Your [martial_i][martial_skill|E] affects the cost by: [THIS.Char.MakeScope.ScriptValue('martial_discount_herd_refill_value_tt')|0-=%]"
influence_child_commander_interaction: "Ward's Martial Drill"
influence_child_commander_interaction_desc: "Pass a [commander_trait|E] on to your [ward|E]"
influence_child_commander_interaction_trait_limit: "[CHARACTER.GetShortUINameNoTooltip] already has a [commander_trait|E]"
influence_child_commander_interaction_all_same_traits: "[CHARACTER.GetShortUINameNoTooltip] already has all the same [commander_traits|E]"
guardian_influenced_commander: "Child's Martial Drill"
guardian_influenced_commander_desc: "[actor.GetShortUINameNoTooltip] drilled the [target_trait.GetName(recipient)] trait into your child, [recipient.GetShortUINameNoTooltip]."
guardian_influenced_commander_fail: "Failed to Teach Commander Trait"
guardian_influenced_commander_fail_desc: "[actor.GetShortUINameNoTooltip] tried to drill the [target_trait.GetName(actor)] trait into your child, [recipient.GetShortUINameNoTooltip], but failed."
mpo_interactions_events.0101.t: "$influence_child_commander_interaction$: [target_trait.GetNameNoTooltip(GetPlayer)] — Success"
mpo_interactions_events.0101.desc_intro: "[recipient.GetName] looks bored after looking at the military tactics on the maps for hours by now. I get up and throw [recipient.GetHerHim] a sparring sword and shout:\n\n"Let's go outside, first direct hit to the body wins!"\n\n"
mpo_interactions_events.0101.logistician: "I pull out the training sword, ready to fight. [recipient.GetFirstNameNoTooltip] grabs [recipient.GetHersHis] and immediately gets down to business. Striking fiercely, but precisely. We fight for a long while, but with no clear winner in sight the exhaustion gets better of us both.\n\n"Let's rest, we can resume it tomorrow.""
mpo_interactions_events.0101.desc_logistician: "$mpo_interactions_events.0101.logistician$ I initiate a break, but [recipient.GetSheHe|U] gets upset and reaches into [recipient.GetHersHis] sack.\n\n"No, we can keep going!" exclaims and hands me a piece of [recipient.Custom('GetLocalStreetFood')]."
mpo_interactions_events.0101.military_engineer: "We trade blows evenly, but none of them are hitting the targets. Eventually, [recipient.GetFirstNameNoTooltip] creates a larger distance between us and drops to the ground.\n\n"Did you get hurt?" I start to worry"
mpo_interactions_events.0101.desc_military_engineer: "$mpo_interactions_events.0101.military_engineer$, but then a rock swings by my head.\n\n"Almost got you!" [recipient.GetSheHe|U] yells while reloading a small sling."
mpo_interactions_events.0101.aggressive_attacker: "I immediately rush [recipient.GetHerHim] and relentlessly beat down [recipient.GetHerHis] sword.\n\n"Remember that during a battle it's either you or them. Use all the force you have and then some!""
mpo_interactions_events.0101.desc_aggressive_attacker: "$mpo_interactions_events.0101.aggressive_attacker$\n\nBefore I can finish the sentence [recipient.GetFirstNameNoTooltip] jumps at me. [recipient.GetHerHis|U] heavy strikes sends the splinters flying, breaking my sword. With nothing left to defend with I have to yield."
mpo_interactions_events.0101.desc_unyielding_defender: "$mpo_interactions_events.0101.aggressive_attacker$\n\n[recipient.GetFirstNameNoTooltip] does not waiver. Each hit is met with a parry or block, I can't reach [recipient.GetHerHim] at all."
mpo_interactions_events.0101.forder: "We go down to the river to start the bout. After a few strikes I get pushed into the water. I hop on a few hummocks to find a firm ground."
mpo_interactions_events.0101.desc_forder: "$mpo_interactions_events.0101.forder$\n\n"You are too slow, old [ROOT.Char.GetWomanMan]!" [recipient.GetFirstNameNoTooltip] appears in front of me and strikes me down into the water."
mpo_interactions_events.0101.flexible_leader: ""Work your feet, keep the stance, look for openings, don't get distracted!" I lunge forward hoping to catch [recipient.GetHerHim] confused by my ramblings."
mpo_interactions_events.0101.desc_flexible_leader: "$mpo_interactions_events.0101.flexible_leader$ However, [recipient.GetFirstNameNoTooltip] dodges it and counters me, finishing the bout before it even started."
mpo_interactions_events.0101.desert_warrior: "We circle around each other waiting for an opening. When I see one I instantly attack. [recipient.GetFirstNameNoTooltip] waits till the last moment to throw a handful of"
mpo_interactions_events.0101.desc_desert_warrior: "$mpo_interactions_events.0101.desert_warrior$ sand into my face, blinding me. I miss, and leave a wide opening for [recipient.GetHerHim] to win the duel."
mpo_interactions_events.0101.jungle_stalker: "[recipient.GetFirstNameNoTooltip] runs out first, hides in the jungle. I try to find [recipient.GetHerHim] but the deeper I go the darker and thicker the forest becomes."
mpo_interactions_events.0101.desc_jungle_stalker: "$mpo_interactions_events.0101.jungle_stalker$\n\n"I got you!" [recipient.GetFirstNameNoTooltip] jumps down at me from one of the trees, catching me off guard and winning the duel."
mpo_interactions_events.0101.reaver: "As a warm up we exchange few quick blows."
mpo_interactions_events.0101.desc_reaver: "$mpo_interactions_events.0101.reaver$ [recipient.GetFirstNameNoTooltip] pulls me into a clinch. We wrestle until [recipient.GetSheHe] backs down suddenly.\n\n"I believe this is yours?" [recipient.GetSheHe|U] smirks while trying on #EMP my#! ring."
mpo_interactions_events.0101.reckless: "We immediately start fighting. Swing, miss; thrust, dodge; kick, hit! [recipient.GetFirstNameNoTooltip] tumbles down into a river. [recipient.GetSheHe|U] shakes off the water and yells:\n\n"I hate you!" and tries to rush me.\n\n"No, don't do it!""
mpo_interactions_events.0101.desc_reckless: "$mpo_interactions_events.0101.reckless$ I try to get out of the way, but I overestimated [recipient.GetHerHis] speed. [recipient.GetSheHe] bashes head first into me."
mpo_interactions_events.0101.holy_warrior: "Before the fight starts I pray:\n\n"Dear [ROOT.Char.GetFaith.WarGodName]! Guide my hands, so that my strikes are fast and fierce.""
mpo_interactions_events.0101.desc_holy_warrior: "$mpo_interactions_events.0101.holy_warrior$\n\n"Give me strength to have mercy on my foes!" [recipient.GetFirstNameNoTooltip] ends and takes up an immaculate stance."
mpo_interactions_events.0101.terrain_expert: "We enter a nearby groove. The fight drags on for a while, as we can't reach each other between the branches. Eventually,"
mpo_interactions_events.0101.desc_open_terrain_expert: "$mpo_interactions_events.0101.terrain_expert$\n\n[recipient.GetFirstNameNoTooltip] spots a clearing behind me.\n\n"Now, I got you!" [recipient.GetSheHe|U] exclaims and pushes me into the open. With the wide field [recipient.GetHerHis] movement is too fast and unpredictable. [recipient.GetSheHe|U] lands an easy hit on me."
mpo_interactions_events.0101.rough_terrain_expert: "$mpo_interactions_events.0101.terrain_expert$"
mpo_interactions_events.0101.desc_rough_terrain_expert: "$mpo_interactions_events.0101.rough_terrain_expert$\n\n[recipient.GetFirstNameNoTooltip] spots a patch of rough ground behind me.\n\n"Now, I got you!" [recipient.GetSheHe|U] exclaims and pushes me into the rocks. Within the rocky hills [recipient.GetHerHis] movement is too fast and unpredictable. [recipient.GetSheHe|U] lands an easy hit on me."
mpo_interactions_events.0101.forest_fighter: "$mpo_interactions_events.0101.terrain_expert$ [recipient.GetFirstNameNoTooltip] gets up on one of the trees.\n\n"Catch this!" [recipient.GetSheHe|U] breaks a branch and throws it at me. I dodge, but it's already too late. I feel [recipient.GetHerHis] sword hitting my leg."
mpo_interactions_events.0101.desc_forest_fighter: "$mpo_interactions_events.0101.forest_fighter$"
mpo_interactions_events.0101.desc_cautious_leader: "I try a few swings, step ups and jabs. [recipient.GetFirstNameNoTooltip] has no openings. I stomp and yell, trying to intimidate [recipient.GetHerHim]. [recipient.GetSheHe|U] keeps up the guard no matter what.\n\n"Enough of it!" I lose my temper and rush [recipient.GetHerHim], but this was the moment [recipient.GetSheHe] was waiting for! Noticing the opening, [recipient.GetSheHe] strikes me, winning the duel."
mpo_interactions_events.0101.organizer: "We grab the training swords and go at it. For hours."
mpo_interactions_events.0101.desc_organizer: "$mpo_interactions_events.0101.organizer$ I start to get tired, but [recipient.GetHerHis] moves are still swift and precise. I cannot keep up anymore. With my last breath I try a thrust, but [recipient.GetSheHe] brushes it off and counters it as if we just started the drill. I yield."
mpo_interactions_events.0101.winter_soldier: "$mpo_interactions_events.0101.desert_warrior$"
mpo_interactions_events.0101.desc_winter_soldier: "$mpo_interactions_events.0101.winter_soldier$ snow into my face. Distracted, I leave a wide opening for [recipient.GetHerHim] to hit and win the duel."
mpo_interactions_events.0101.a: ""You'll be a great commander one day!""
mpo_interactions_events.0101.a.flavor: "[recipient.GetFirstNameNoTooltip] seems to already know the gist of the [target_trait.GetNameNoTooltip(GetPlayer)] spirit."
mpo_interactions_events.0102.t: "$influence_child_commander_interaction$: [target_trait.GetNameNoTooltip(GetPlayer)] — Failure"
mpo_interactions_events.0102.desc_intro: "$mpo_interactions_events.0101.desc_intro$"
mpo_interactions_events.0102.desc_logistician: "$mpo_interactions_events.0101.logistician$ [recipient.GetSheHe|U] initiates a break, but I reach into my sack and hand [recipient.GetHerHim] a piece of [ROOT.Char.Custom('GetLocalStreetFood')].\n\n"No, we can keep going!""
mpo_interactions_events.0102.desc_military_engineer: "$mpo_interactions_events.0101.military_engineer$ as I hear a faint whine.\n\n"I wanted to pull my slingshot on you, b-but..." [recipient.GetSheHe|U] bursts out crying and show [recipient.GetHerHis] fingers tangled in the sling."
mpo_interactions_events.0102.desc_aggressive_attacker: "$mpo_interactions_events.0101.aggressive_attacker$\n\n[recipient.GetFirstNameNoTooltip] starts waving the sword in front of [recipient.GetHerHim] and runs at me with [recipient.GetHerHis] eyes closed. I run past [recipient.GetHerHim] and land a hit"
mpo_interactions_events.0102.desc_unyielding_defender: "$mpo_interactions_events.0101.aggressive_attacker$\n\n[recipient.GetFirstNameNoTooltip] breaks after just a couple more hits. [recipient.GetSheHe|U] drops the sword and opens up for a hard swing. I barely manage to #EMP not#! hit with full force."
mpo_interactions_events.0102.desc_forder: "$mpo_interactions_events.0101.forder$ [recipient.GetFirstNameNoTooltip] tries to catch me, but the stones are too slippery. [recipient.GetSheHe|U] falls right under my feet, so I land an easy hit on [recipient.GetHerHim]!"
mpo_interactions_events.0102.desc_flexible_leader: "$mpo_interactions_events.0101.flexible_leader$ [recipient.GetSheHe|U] wasn't even ready to parry me and I land a clean hit easily."
mpo_interactions_events.0102.desc_desert_warrior: "$mpo_interactions_events.0101.desert_warrior$ sand, but I deflect it with my shield right back at [recipient.GetHerHim]. Blinded, [recipient.GetSheHe] is defenseless, I hit and win with ease."
mpo_interactions_events.0102.desc_jungle_stalker: "$mpo_interactions_events.0101.jungle_stalker$\n\n"A-ah! Snake!" [recipient.GetFirstNameNoTooltip] falls down from one of the trees, tumbling down right to my feet handing me an easy win."
mpo_interactions_events.0102.desc_reaver: "$mpo_interactions_events.0101.reaver$ I pull [recipient.GetFirstNameNoTooltip] into a clinch. We wrestle until I manage to slip a ring off [recipient.GetHerHis] finger.\n\n"You have to be careful, because next time it might be your whole hand!""
mpo_interactions_events.0102.desc_reckless: "$mpo_interactions_events.0101.reckless$ I get out of the way making [recipient.GetHerHim] lose balance. [recipient.GetSheHe|U] slips and tumbles down again."
mpo_interactions_events.0102.desc_holy_warrior: "$mpo_interactions_events.0101.holy_warrior$\n\n"Less talking, more fighting!" [recipient.GetFirstNameNoTooltip] interrupts and attacks me.\n\n"[ROOT.Char.GetFaith.HighGodName] forgive me!" I whisper and knock out [recipient.GetFirstNameNoTooltip] with a single strike."
mpo_interactions_events.0102.desc_open_terrain_expert: "$mpo_interactions_events.0101.terrain_expert$\n\nI spot a clearing behind [recipient.GetFirstNameNoTooltip].\n\nI push [recipient.GetHerHim] into the open. With the wide flat field advantage my movement is too fast and unpredictable. [recipient.GetSheHe|U] has nowhere to hide and I land an easy hit."
mpo_interactions_events.0102.desc_rough_terrain_expert: "$mpo_interactions_events.0101.rough_terrain_expert$\n\nI spot a patch of rough ground behind [recipient.GetFirstNameNoTooltip].\n\nI push [recipient.GetHerHim] into the rocky hills. With the jagged field advantage my movement is too fast and unpredictable. [recipient.GetSheHe|U] has nowhere to hide and I land an easy hit."
mpo_interactions_events.0102.desc_forest_fighter: "$mpo_interactions_events.0101.forest_fighter$ I get up on one of the trees.\n\n"Catch this!" I shout as I break a branch and throw it at [recipient.GetHerHim]. [recipient.GetSheHe|U] dodges it, but it's already too late. I fly right behind it and make an easy hit on [recipient.GetHerHis] body."
mpo_interactions_events.0102.desc_cautious_leader: "[recipient.GetSheHe|U] tries a few swings, step ups and jabs. I leave no openings. [recipient.GetSheHe|U] stomps and yells, trying to intimidate me. But I do not waver.\n\n"Enough of it!" [recipient.GetSheHe|U] loses [recipient.GetHerHis] temper and rushes me, but this was the moment I was waiting for! Noticing the opening, I strike, winning the duel."
mpo_interactions_events.0102.desc_organizer: "$mpo_interactions_events.0101.organizer$ I notice [recipient.GetHerHis] heavy breathing, moves slowing down and strikes missing. [recipient.GetSheHe|U] cannot keep up anymore. With [recipient.GetHerHis] last breath [recipient.GetSheHe] tries to thrust, but I simply move out of the way. [recipient.GetSheHe|U] collapses from exhaustion."
mpo_interactions_events.0102.desc_winter_soldier: "$mpo_interactions_events.0101.winter_soldier$ snow, but I dodge it. Leaving [recipient.GetHerHim] defenseless, I hit and win with ease."
mpo_interactions_events.0102.a: ""Maybe next time.""
mpo_interactions_events.0102.a.flavor: "Your drill proves there is still a long way ahead of [recipient.GetFirstNameNoTooltip]."
mpo_interactions_events.0102.b: ""We will repeat the drill until you win!"
mpo_interactions_events.0102.b.flavor: "With enough #EMP perseverance#! [recipient.GetFirstNameNoTooltip] can achieve anything you set for [recipient.GetHerHim]."
#BLOOD BROTHER INTERACTION
mpo_make_blood_brother: "Swear Blood Brotherhood"
mpo_make_blood_brother_desc: "Make [recipient.GetShortUINameNoTooltip] become your [blood_brother|e]"
make_blood_brother_interaction.tt.actor_has_blood_brother: "You already #EMP have#! a blood brother!"
make_blood_brother_interaction.tt.recipient_has_blood_brother: "[recipient.GetShortUIName] already #EMP has#! a blood brother"
make_blood_brother_interaction.tt.already_blood_brothers: "You are already blood brothers."
make_blood_brother_at_war_with_recipient_ally: "You are at war with an ally of [recipient.GetShortUIName]"
make_blood_brother_at_war_with_actor_ally: "[recipient.GetShortUIName] is at war with your ally"
BLOOD_BROTHER_MEMORIES: "A shared past binds us."
BLOOD_BROTHER_MEMORY_TRIGGER: "You and the recipient must be positive figures in each other's significant memories."
BLOOD_BROTHER_WAR_ALLIES_TRIGGER: "You and the recipient must have been on the same side of a war within the last #high 10 years#!"
BLOOD_BROTHER_WAR_ALLIES: "We have stood together in war."
BLOOD_BROTHER_NORMAL: "We feel a strong kinship."
BLOOD_BROTHER_COMMON_ENEMY: "A common foe unites us."
BLOOD_BROTHER_COMMON_ENEMY_TRIGGER: "To have a common foe, you and the recipient must each fulfill one of these conditions:\n $EFFECT_LIST_BULLET$The foe is a rival\n$EFFECT_LIST_BULLET$ The foe is a primary war enemy\n$EFFECT_LIST_BULLET$ The foe is in a hostile faction\n$EFFECT_LIST_BULLET$ The foe is targeted by your faction\n$EFFECT_LIST_BULLET$ The foe's House is in a feud against yours\n$EFFECT_LIST_BULLET$ You have a claim on one of the foe's titles (that your blood brother doesn't also claim)\n$EFFECT_LIST_BULLET$ The foe has a claim on one of your titles (that your blood brother doesn't also claim)"
BLOOD_BROTHER_COMMON_ENEMY_VALUE: "$BLOOD_BROTHER_COMMON_ENEMY$: $VALUE|=+0$"
BLOOD_BROTHER_MEMORIES_VALUE: "$BLOOD_BROTHER_MEMORIES$: $VALUE|=+0$"
BLOOD_BROTHER_WAR_ALLIES_VALUE: "$BLOOD_BROTHER_WAR_ALLIES_VALUE$: $VALUE|=+0$"
BLOOD_BROTHERHOOD_OPINION_TRAIT_TRUSTING: "[GetTrait('trusting').GetName(recipient.Self)] approves of becoming [blood_brothers|E]: $VALUE|=+0$"
BLOOD_BROTHERHOOD_OPINION_TRAIT_SHY: "[GetTrait('shy').GetName(recipient.Self)] approves of becoming [blood_brothers|E]: $VALUE|=+0$"
BLOOD_BROTHERHOOD_OPINION_TRAIT_ARBITRAY: "[GetTrait('arbitrary').GetName(recipient.Self)] approves of becoming [blood_brothers|E]: $VALUE|=+0$"
BLOOD_BROTHERHOOD_OPINION_TRAIT_GREGARIOUS: "[GetTrait('gregarious').GetName(recipient.Self)] approves of becoming [blood_brothers|E]: $VALUE|=+0$"
BLOOD_BROTHERHOOD_OPINION_TRAIT_JUST: "[GetTrait('just').GetName(recipient.Self)] approves of becoming [blood_brothers|E]: $VALUE|=+0$"
BLOOD_BROTHERHOOD_OPINION_TRAIT_LOYAL: "[GetTrait('loyal').GetName(recipient.Self)] approves of becoming [blood_brothers|E]: $VALUE|=+0$"
RECIPIENT_AT_WAR_REASON: "[recipient.GetShortUIName] is at war: $VALUE|=+0$"
RECIPIENT_AT_DEFENSIVE_WAR_REASON: "[recipient.GetShortUIName]is in a defensive war: $VALUE|=+0$"
BLOOD_BROTHER_ETHOS_REASON: "[recipient.GetShortUINamePossessive] Cultural [ethos|E]: $VALUE|=+0$"
BLOOD_BROTHER_GENDER_REASON: "You are not the same gender: $VALUE|=+0$"
BLOOD_BROTHER_TRUCE_REASON: "You have a truce through marriage: $VALUE|=+0$"
BLOOD_BROTHER_AUGUST_REASON: "$blood_brother_august_modifier$: $VALUE|=+0$"
BLOOD_BROTHER_WARRIOR_REASON: "$blood_brother_warrior_modifier$: $VALUE|=+0$"
BLOOD_BROTHER_CLEVER_REASON: "$blood_brother_clever_modifier$: $VALUE|=+0$"
BLOOD_BROTHER_LOVING_REASON: "$blood_brother_loving_modifier$: $VALUE|=+0$"
BROKE_BLOOD_BROTHERHOOD_REASON: "You abandoned a Blood Brotherhood: $VALUE|=+0$"
blood_brother_interaction_aibehavior_power_tt:1 "Difference in your Military Strength: $VALUE|=+0$ #weak (max +50)#!"
BLOOD_BROTHER_RECIPIENT_MUCH_WEAKER_REASON: "[recipient.GetShortUIName|U] is much weaker than [actor.GetShortUINameNoTooltip|U]: $VALUE|=+0$"
BLOOD_BROTHER_RECIPIENT_SOMEWHAT_WEAKER_REASON: "[recipient.GetShortUIName|U] is somewhat weaker than [actor.GetShortUINameNoTooltip|U]: $VALUE|=+0$"
BLOOD_BROTHER_RECIPIENT_SLIGHTLY_WEAKER_REASON: "[recipient.GetShortUIName|U] is roughly equal in strength to [actor.GetShortUINameNoTooltip|U]: $VALUE|=+0$"
BLOOD_BROTHER_ACTOR_SLIGHTLY_WEAKER_REASON: "[actor.GetShortUIName|U] are roughly equal in strength to [recipient.GetShortUINameNoTooltip|U]: $VALUE|=+0$"
BLOOD_BROTHER_ACTOR_SOMEWHAT_WEAKER_REASON: "[actor.GetShortUIName|U] are somewhat weaker than [recipient.GetShortUINameNoTooltip|U]: $VALUE|=+0$"
BLOOD_BROTHER_ACTOR_MUCH_WEAKER_REASON: "[actor.GetShortUIName|U] are much weaker than [recipient.GetShortUINameNoTooltip|U]: $VALUE|=+0$"
blood_brother_alliance_actor_alliance_tt: "Becomes [recipient.GetShortUINamePossessive] [ally|E]"
blood_brother_actor_gains_hook_tt: "Gets a [strong_hook|E] #EMP (Blood Brother)#! on [recipient.GetShortUIName]"
blood_brother_alliance_recipient_alliance_tt: "Becomes [actor.GetShortUINamePossessive] [ally|E]"
blood_brother_recipient_gains_hook_tt: "Gets a [strong_hook|E] #EMP (Blood Brother)#! on [actor.GetShortUIName]"
blood_brother_alliance_actor_alliance_past_tt: "[recipient.GetShortUINamePossessive] became your [ally|E]"
blood_brother_actor_gains_hook_past_tt: "You got a [strong_hook|E] #EMP (Blood Brother)#! on [recipient.GetShortUIName]"
blood_brother_alliance_recipient_alliance_past_tt: "[actor.GetShortUINamePossessive] became your [ally|E]"
blood_brother_recipient_gains_hook_past_tt: "You got a [strong_hook|E] #EMP (Blood Brother)#! on [actor.GetShortUIName]"
blood_brother_actor_recipient_hook_past_tt: "[recipient.GetShortUIName] got a [strong_hook|E] #EMP (Blood Brother)#! on you"
blood_brother_recipient_actor_hook_past_tt: "[actor.GetShortUIName] ots a [strong_hook|E] #EMP (Blood Brother)#! on you"
blood_brother_foe_modifier_tt: "May choose [GetModifier('blood_brother_foe_modifier').GetNameWithTooltip]"
blood_brother_august_modifier_tt: "May choose [GetModifier('blood_brother_august_modifier').GetNameWithTooltip]"
blood_brother_august_nomadic_modifier_tt: "May choose [GetModifier('blood_brother_august_nomadic_modifier').GetNameWithTooltip]"
blood_brother_warrior_modifier_tt: "May choose [GetModifier('blood_brother_warrior_modifier').GetNameWithTooltip]"
blood_brother_clever_modifier_tt: "May choose [GetModifier('blood_brother_clever_modifier').GetNameWithTooltip]"
blood_brother_clever_nomadic_modifier_tt: "May choose [GetModifier('blood_brother_clever_nomadic_modifier').GetNameWithTooltip]"
blood_brother_loving_modifier_tt: "May choose [GetModifier('blood_brother_loving_modifier').GetNameWithTooltip]"
make_blood_brother_interaction.decline.actor.tt: "[recipient.GetTitledFirstNameNoTooltip] rejects your oath"
make_blood_brother_interaction.decline.recipient.tt: "[actor.GetTitledFirstNameNoTooltip] has been spurned"
MAKE_BLOOD_BROTHER_NOTIFICATION:0 "[recipient.Custom('RegionalFerociousAnimal')|U] of the [recipient.GetCulture.GetCollectiveNoun] — I would swear myself your [actor.Custom('SisterBrother')], the blood of your blood.\n\nThrough hailstorm, through the dark of night: always, my [recipient.Custom('SisterBrother')], I will ride to your defense, and #EMP and never desert you!#! Will you spill your blood and swear the same?"
blood_brother_modifier_lasts_tt: "#EMP This [modifier|E] lasts as long as you remain [blood_brothers|E]"
blood_brother_foe_modifier: "Belligerent Blood Brotherhood"
blood_brother_foe_modifier_desc: "This character and their sworn kin are united against common foes, devoted to their annihilation."
blood_brother_august_nomadic_modifier: "$blood_brother_august_modifier$"
blood_brother_august_nomadic_modifier_desc: "$blood_brother_august_modifier_desc$"
blood_brother_august_modifier: "August Blood Brother"
blood_brother_august_modifier_desc: "The blood oath made by this character came with the promise of being raised upon high."
blood_brother_warrior_modifier: "Warlike Blood Brother"
blood_brother_warrior_modifier_desc: "A dread warrior stands by this character in sworn kinship."
blood_brother_clever_nomadic_modifier: "$blood_brother_clever_modifier$"
blood_brother_clever_nomadic_modifier_desc: "$blood_brother_clever_modifier_desc$"
blood_brother_clever_modifier: "Clever Blood Brother"
blood_brother_clever_modifier_desc: "This character is guided by the wise counsel of their sworn comrade."
blood_brother_loving_modifier: "Caring Blood Brother"
blood_brother_loving_modifier_desc: "A good, generous heart strengthens the bond between this character and their sworn kin."
mpo_interactions_events.0006.t: "Blood of My Blood"
mpo_interactions_events.0006.desc_intro: "[blood_bro.GetFirstName] slices into the meat of [blood_bro.GetHerHis] hand, saying: "When we"
mpo_interactions_events.0006.desc_anda: "become [Glossary( 'anda', 'ANDA_GLOSS' )],"
mpo_interactions_events.0006.desc_no_anda: "speak these words"
mpo_interactions_events.0006.desc: "our lives become one! [ROOT.Char.Custom('SisterBrother')|U] — I pledge to love you forever, and guard you well."\n\nI swear the same oath, inflict the wound, and bind my blood with my new [blood_bro.Custom('SisterBrother')]'s.\n\nOur pact sealed, we trade fine gifts, eat well, and share a single fur for the night's slumber. We dream of"
mpo_interactions_events.0006.desc_shared_foe: "woe to our enemies, of grief and ruin for [shared_foe.GetTitledFirstName]!"
mpo_interactions_events.0006.desc_memories: "bright days past."
mpo_interactions_events.0006.desc_war_allies: "battles won, and our war-horns crying out."
mpo_interactions_events.0006.desc_outro: "the battles to come."
ANDA_GLOSS: "The Mongolic term for blood brother. The most notable to hold #G anda#! status were Genghis Khan and Jamukha: with a trade of knucklebones, they swore their oath as children, and later renewed the bond as young adults."
mpo_interactions_events.0006.a: "We will see our foes suffer."
mpo_interactions_events.0006.a.flavor: "And our shared enemy, [shared_foe.GetTitledFirstNameNoTooltip], #EMP suffer most of all!#!"
mpo_interactions_events.0006.b: "All know my [blood_bro.Custom('SisterBrother')]'s high station..."
mpo_interactions_events.0006.c: "My [blood_bro.Custom('SisterBrother')], fearsome as a wolf!"
mpo_interactions_events.0006.d: "Always, I'll heed my [blood_bro.Custom('SisterBrother')]'s wisdom."
mpo_interactions_events.0006.e: "I trust in my [blood_bro.Custom('SisterBrother')]'s noble heart."
mpo_interactions_events.0006.f: "My [blood_bro.Custom('SisterBrother')]. Blood of my blood."
blood_brother_foe_modifier_cb_reduction: "You get #P -75%#! [casus_belli|E] cost against [shared_foe.GetShortUIName]"
CB_BLOOD_BROTHER_FOE: "Sworn foe of your [blood_brother|E]"
broke_blood_brotherhood_modifier: "Abandoned Blood Brotherhood"
broke_blood_brotherhood_modifier_desc: "This character ignored their oath, spurned their duty, and lost a sworn kinship."
broke_blood_brotherhood_modifier_acceptance_tt: "#low Swear Blood Brotherhood acceptance is reduced#!"
### FEUDALIZE NOMADIC HOLDING
mpo_feudalize_nomadic_land_modifier: "Nomadic Land"
mpo_feudalize_nomadic_land_modifier_desc: "This land has only recently been settled, and is still struggling with its nomadic legacy."
action_upgrade_nomadic_holding_type_combined_group_label: "@building_icon! Should Feudalize Nomadic Holdings"
action_upgrade_nomadic_holding_type_combined_label: "[landed_title.Custom('GetTierIcon')] [landed_title.GetNameNoTooltip]"
action_upgrade_nomadic_holding_type: "@building_icon! Should Feudalize [nomadic_holding|E]"
action_upgrade_nomadic_holding_type_combined_group_name: "@building_icon! Should Feudalize [nomadic_holdings|E]"
action_upgrade_nomadic_holding_type_combined_group_description: "As a non-[GetGovernment( 'nomad_government' ).GetName] [character|E], [nomadic_holdings|E] give you neither [levies|E] nor [taxes|E]. You should reform the $game_concept_holding$, making it a [castle|E].$action_upgrade_nomadic_holding_type_HELP$"
action_upgrade_nomadic_holding_type_label: "@building_icon! You should feudalize [landed_title.Custom('GetTierIcon')][landed_title.GetDefinitiveNameNoTooltip]"
action_upgrade_nomadic_holding_type_desc: "$action_upgrade_nomadic_holding_type_combined_group_description$"
action_upgrade_nomadic_holding_type_click: "#I Click to select the $game_concept_holding$#!"
action_upgrade_nomadic_holding_type_HELP: "\n\n#help #!"
action_upgrade_herder_holding_type_combined_group_label: "@building_icon! Should Feudalize Herder Holdings"
action_upgrade_herder_holding_type_combined_label: "[landed_title.Custom('GetTierIcon')] [landed_title.GetNameNoTooltip]"
action_upgrade_herder_holding_type: "@building_icon! Should Feudalize [herder|E] [holding|E]"
action_upgrade_herder_holding_type_combined_group_name: "@building_icon! Should Feudalize [herder|E] [holdings|E]"
action_upgrade_herder_holding_type_combined_group_description: "As a non-[herder|E] [character|E], [herder|E] [holdings|E] give you neither [levies|E] nor [taxes|E]. You should reform the $game_concept_holding$, making it a [castle|E].$action_upgrade_herder_holding_type_HELP$"
action_upgrade_herder_holding_type_label: "@building_icon! You should feudalize [landed_title.Custom('GetTierIcon')][landed_title.GetDefinitiveNameNoTooltip]"
action_upgrade_herder_holding_type_desc: "$action_upgrade_herder_holding_type_combined_group_description$"
action_upgrade_herder_holding_type_click: "#I Click to select the $game_concept_holding$#!"
action_upgrade_herder_holding_type_HELP: "\n\n#help #!" #TODO MPO
action_losing_tributaries_label: "@tributary_icon! Losing Tributaries"
action_losing_tributaries: "$action_losing_tributaries_label$"
action_losing_tributaries_desc: "A [GetGovernment( 'nomad_government' ).GetName] [ruler|E] who is neither [landed|E] nor [migrating|E] to any [land|E] will lose their [tributaries|E] after a couple of months."
action_losing_tributaries_click: "#weak Consider [migrating|E] to new lands near your [tributaries|E] so they will continue providing you [tribute|E]#!"
tributaries_breaking_free_message_title: "Losing Tributaries"
tributaries_breaking_free_message_player_title: "Breaking Free"
msg_mpo_de_jure_shifting: "[de_jure|E] Shift"
# Switch from Vassal to Tributary
mpo_vassal_to_tributary_interaction: "Pledge Tribute"
mpo_vassal_to_tributary_interaction_desc: "Become a [tributary|E] of [recipient.GetShortUIName]"
VASSAL_TO_TRIBUTARY_HIGHER_OBLIGATIONS: "Offer a bigger @tributary_icon![Concept('tributary','tribute')|E]"
AI_HIGHER_OBLIGATIONS_REASON: "[actor.GetShortUIName|U] promised higher [obligations|E]: $VALUE|=+0$"
action_switch_to_tributary: "$action_switch_to_tributary_label$"
action_switch_to_tributary_label: "Vassals Cannot [migrate|E]"
action_switch_to_tributary_desc: "[GetGovernment( 'nomad_government' ).GetName] [vassals|E] cannot freely [migrate|E], and instead follow their [liege|E] in their migrations."
action_switch_to_tributary_click: "#weak You can increase your [liege|E]'s [opinion|E] of you and become a [tributary|E] to migrate freely#!"
mpo_interactions_events.0010.opening: "To my former vassal, [ROOT.Char.GetTitledFirstName]"
mpo_interactions_events.0010.desc: "I too understand the call of the land, and it will not be me who will deprive a fellow man from riding the wind."
mpo_interactions_events.0010.a: "So it shall be."
mpo_interactions_events.0011.opening: "To the treacherous, [ROOT.Char.GetTitledFirstName]"
mpo_interactions_events.0011.desc: "Why do you so wish to abandon me? Are my lands not fertile enough? Is my heart too bland?\n\nYou are me servile vassal, and so you shall remain."
mpo_interactions_events.0011.a: "Understood."
mpo_gift_herd_interaction: "Send a Gift of Herd"
mpo_gift_herd_interaction_desc: "Send a gift of [herd|E] to increase [recipient.GetShortUINamePossessiveNoTooltip] [opinion|E] of [actor.GetShortUIName]"
SEND_GIFT_HERD_PROPOSAL: "I send you the finest of my herd. Please accept this offering of friendship!"
SEND_GIFT_HERD_ACCEPT: "I glady receive them!"
SEND_GIFT_HERD_REJECT: "I will have them sent back"
ALREADY_SENT_GIFT_HERD_WARNING: "@warning_icon! #X You have already sent a gift of Herd to [recipient.GetShortUIName], sending another one will #underline override#! the existing [opinion|E] modifier!#!"
mpo_interactions_events.0020.desc: "Have these pied sheep and these brown ewes, as a symbol of my friendship. Herd them well and eat their bowels when the time is right."
mpo_interactions_events.0020.a: "They'll be looked after."
HERD_REASON: "Herd is Good: $VALUE|=+0$"
mpo_negotiate_obedience_interaction: "Negotiate Obedience"
mpo_negotiate_obedience_interaction_desc: "Offer [gold|E] or [herd|E], or utilise a [hook|E] to make a [character|E] [obedient|E]"
OFFER_GOLD_FOR_BETTER_AI_ACCEPTANCE: "Bribe with [gold_i][GetPlayer.MakeScope.ScriptValue('medium_gold_value')|0V] [gold|E]"
OFFER_HERD_FOR_BETTER_AI_ACCEPTANCE: "Bribe with [herd_i][AddLocalizationIf( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_nomadic' ), 'nomad_herd_for_better_ai_acceptance_desc')] [herd|E]"
nomad_herd_for_better_ai_acceptance_desc: "[GetPlayer.GetDomicile.MakeScope.ScriptValue('medium_herd_value')|0V]"
mpo_interaction_not_neighbouring_tt: "Must be a $RELATION_NEIGHBORING_RULER$ #weak (excluding disconnected [tributaries|E])#!"
mpo_offer_submission_or_ruin: "Offer Submission or Ruin"
mpo_offer_submission_or_ruin_desc: "Give [recipient.GetShortUINameNoTooltip] a choice: become your [vassal|E] and face you in a devastating [war|E] of subjugation"
CONTRACT_SEND_ARMY_REASON: "Demand [special_troops|E]: $VALUE|=+0$"
CONTRACT_SEND_SIEGE_WEAPONS_REASON: "Demand [siege_weapons|E]: $VALUE|=+0$"
CONTRACT_SEND_TRIBUTE_REASON: "Demand Payments: $VALUE|=+0$"
CONTRACT_MERCIFUL_KHAN_REASON: "You are Merciful: $VALUE|=+0$"
send_army: "Demand [special_troops|E]"
send_siege_weapons: "Demand [siege_weapons|E]"
send_tribute: "Demand Payments"
lenient_obligations: "Be Merciful"
gok_normal_obligations: "Be Lenient"
high_obligations_herds: "[vassal_contract|E] starts with [GetSubjectContractType( 'nomad_government_herd' ).GetObligationName( 'herd_tax_high' )]"
normal_obligations_herds: "[vassal_contract|E] starts with [GetSubjectContractType( 'nomad_government_herd' ).GetObligationName( 'herd_tax_normal' )]"
low_obligations_herds: "[vassal_contract|E] starts with [GetSubjectContractType( 'nomad_government_herd' ).GetObligationName( 'herd_tax_low' )]"
gok_siege_army_gain_tt: "An army of [special_troops|E] equipped with [siege_weapons|E] is raised from [army_giver.GetShortUINamePossessive] [realm|E]"
gok_quality_army_gain_tt: "An army of battle-ready, possibly unique, [special_troops|E] is raised from [army_giver.GetShortUINamePossessive] [realm|E]"
not_recently_offered_submission: "[army_giver.GetShortUIName] accepted submission within the last #high 3 years#!"
KING_SUZERAIN_REASON: "[tributary|E] of a King: $VALUE|=+0$"
STRONG_SUZERAIN_REASON: "[tributary|E] of a strong [ruler|E]: $VALUE|=+0$"
interaction_nonnomad_vs_nomad: "You are Khan of all [nomads|E]: $VALUE|=+0$"
HAS_MULTIPLE_WARS_REASON: "You are distracted by multiple [wars|E]: $VALUE|=+0$"
WAGED_KHANS_TERROR_WARS_REASON: "Your victories with the $mpo_gok_onslaught_cb$ [casus_belli|E]: $VALUE|=+0$"
ALREADY_TRIBUTARY_REASON: "Already your [tributary|E] or sub-[tributary|E]: $VALUE|=+0$"
GOK_PREFER_SUBMISSION: "You should use #high $submit_to_the_great_khan_decision$#! [decision|E]: $VALUE|=+0$"
GOK_SUBJECT_TITLE_NAME: "Lesser [old_title.GetBaseNameNoTierNoTooltip]"
GOK_SUBJECT_TITLE_NAME_ADJ: "Lesser [old_title.GetAdjectiveNoTooltip]"
OFFER_SUBMISSION_OR_RUIN_INTERACTION_NOTIFICATION: "Grovel at the feet of the mighty [actor.GetTitleAsName] and know peace. Refuse and have the death of a hundred thousand blows."
truce_on_recipient_tt: "You have a [truce|E] with this [ruler|E]"
gok_on_victory_tt: "#bold #high On Victory:#!#!"
gok_ruin_additional_destruction_tt: "[characters|E], [holdings|E], [buildings|E] and [development|E] are #X ruthlessly scourged#! in taken [counties|E] and [gok_victim.GetShortUINamePossessive] [capital|E] [duchy|E]"
gok_gain_herd_tt: "Gains @herd_icon![herd|E] from ransacked [counties|E]"
gok_gain_gold_tt: "Gains @gold_icon![gold|E] from ransacked [counties|E]"
gok_gain_dread_tt: "Gains @dread_icon![dread|E]"
action_upgrade_dominance: "Increase Your [nomadic_authority|E]"
action_upgrade_dominance_desc: "You can increase your [nomadic_authority|E].\n\n#help By increasing your [nomadic_authority|E] you will unlock better [migration|E] targets, increase your [domain|E] and [vassal|E] limits and get access to special [casus_belli|E], [decisions|E], [men_at_arms|E], [yurt_buildings|E] and more.#!"
action_upgrade_dominance_click: "#I Click to increase your [nomadic_authority|E]#!"
gok_cb_event_troops_quality_tt: "Gains an army of battle-ready, possibly unique, [special_troops|E], sized according to [gok_victim.GetShortUINamePossessive] [realm|E]"
gok_cb_event_troops_siege_tt: "Gains an army of [special_troops|E] and [siege_weapons|E], sized according to [gok_victim.GetShortUINamePossessive] [realm|E]"
make_blood_brother_interaction_intergender_req: "[blood_brothers|E] of opposite gender must both be [rulers|E]"
join_confederation_neighboring_foe_tt: "A nearby [ruler|E] threatens the [confederation|E]: $VALUE|=+0$"
join_confederation_abandoned_confederation_tt: "You abandoned the [confederation|E]: $VALUE|=+0$"
JOINING_CONFEDERATION_WAR_REASON: "You will join the [confederation|E]'s defensive war: $VALUE|=+0$"
join_confederation_interaction: "Join Confederation"
join_confederation_interaction_desc: "Request membership in [recipient.GetShortUINamePossessiveNoTooltip] [confederation|E]."
join_confederation_loyal_tt: "[GetTrait('loyal').GetName( ROOT.Char )]: $VALUE|=+0$"
join_confederation_disloyal_tt: "[GetTrait('disloyal').GetName( ROOT.Char )]: $VALUE|=+0$"
join_confederation_dishonorable_tt: "Your personality: $VALUE|=+0$"
mpo_interactions_events.0030.opening: "Noble-hearted [actor.GetFirstName],"
mpo_interactions_events.0030.desc: "Swear to honor the ways of the [confederation.GetName]. Swear to fight for us until your body breaks, until your warriors are all bones and ash.\n\nGive your oath, and we will protect one another from the evils of this world."
mpo_interactions_events.0030.a: "When you call, I will be your guardian."

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l_english:
jamukha_choose_blood_brother_tt: "[jamukha.GetShortUIName] will decide whether to go through with becoming [blood_brothers|E]"
jamukha_warhorse_tt: "#high You#! will give [jamukha.GetShortUIName] a [GetModifier('horse_story_modifier').GetNameWithTooltip]"
temujin_warhorse_tt: "[jamukha.GetShortUIName] will give you a [GetModifier('horse_story_modifier').GetNameWithTooltip]"
temujin_warhorse_jamukha_tt: "#high You#! give [temujin.GetShortUIName] a [GetModifier('horse_story_modifier').GetNameWithTooltip]"
jamukha_warhorse_jamukha_tt: "[temujin.GetShortUIName] gives you a [GetModifier('horse_story_modifier').GetNameWithTooltip]"
blood_brother_gains_hook_tt: "Gets a [strong_hook|E] #EMP (Blood Brother)#! on #high you#!"
blood_brother_gains_hook_other_tt: "#high You#! get a [strong_hook|E] #EMP (Blood Brother)#! on [blood_bro.GetShortUIName]"
mpo_jamukha_flavor.0001.t: "Years of Brotherhood"
mpo_jamukha_flavor.0001.desc: "[temujin.GetTitledFirstName] and I sit by the fire. Our peoples are united around us in one great camp.\n\nYears have passed since I first offered friendship to him, the young warrior abandoned by his father's clan. We cast knucklebones on the ice of the Onon River. We swore to always be friends.\n\nWe were children then. We have since warred together, and our friendship has grown. Now, as men, we know the words to become [Glossary( 'anda', 'ANDA_GLOSS' )] for life."
mpo_jamukha_flavor.0001.a: "I will give [temujin.GetFirstNameNoTooltip] my pledge of brotherhood."
mpo_jamukha_flavor.0001.a.tt: "And we will exchange worthy gifts."
mpo_jamukha_flavor.0001.b: "I am here to argue for power. Not for love."
mpo_nerge_promised_feast_failed: "False Promises of Flesh"
mpo_nerge_promised_feast_failed_desc: "To noble hunters, this character promised a mountain of good meat. And did not deliver."
jamukha_temujin_response_warning_tt: "@warning_icon! #X [temujin.GetShortUIName] may damage your @prestige_icon![prestige|E] and @dread_icon![dread|E]#!"
negotiate_togrul_alliance_effect_tooltip: "[jamukha.GetShortUIName] and [togrul.GetShortUIName] enter a mutual [alliance|E]"
mpo_jamukha_flavor.0010.t: "Insults No Mongol Can Bear"
mpo_jamukha_flavor.0010.desc: "I have driven my people, for some time now, alongside [temujin.GetTitledFirstNamePossessive], loyal to his whims, constant despite my troubled mind.\n\nWomen whisper poison in [temujin.GetFirstNamePossessiveNoTooltip] ear. His night guards eye me darkly as I approach his yurt. How long can I take these slights?\n\n"
mpo_jamukha_flavor.0010.desc_togrul: "And the powerful [togrul.GetName] has promised [togrul.GetHerHis] protection, should I cast away [temujin.GetFirstNamePossessiveNoTooltip]..."
mpo_jamukha_flavor.0020.t: "Men With Bloody Dreams"
mpo_jamukha_flavor.0020.desc: "I rode by night to [temujin.GetTitledFirstNamePossessive] camp, burning with anger and shame. Destiny — dark thoughts beyond the firelight of my mind — compelled me.\n\nWhen [temujin.GetFirstNameNoTooltip] and I were small, we picked apart the corpse of a marmot. Its meat has sat in my gut, like poison, all these years. Our words of friendship burn my mind, peel my face, when I recall them. #EMP How#! could I swear myself to the man fated with rule of all Mongols — #EMP my#! destiny? With my child's promises, I gave myself a traitor's life.\n\n#EMP "I will destroy you!"#! I scream, as [temujin.GetFirstNameNoTooltip] sneers. #EMP "I, [ROOT.Char.GetFirstName], am Khan of the [ROOT.Char.GetDomicile.GetCulture.GetCollectiveNoun]!"#!"
mpo_jamukha_flavor.0010.a: "I must seek out my destiny. Without [temujin.GetFirstNameNoTooltip]."
mpo_jamukha_flavor.0010.b: "My word binds me, like a sword on [temujin.GetFirstNamePossessiveNoTooltip] belt."
jamukha_chose_loyalty_modifier: "Chose Loyalty to Temujin"
jamukha_chose_loyalty_modifier_desc: "Jamukha has proven themselves as a noble and true friend, even at the cost of his own ego."
jamukha_temujin_no_more_positive_tt: "@alert_icon! #X All positive [relations|E] between #high you#! and [temujin.GetShortUIName] have been destroyed"
jamukha_temujin_rivals_tt: "[temujin.GetShortUIName] has become your [rival|E]"
jamukha_gain_from_defectors_tt: "#weak @herd_icon![herd|E] and @prestige_icon![prestige|E] gain are due to Mongols massing for war"
temujin_gain_from_defectors_tt: "$jamukha_gain_from_defectors_tt$"
mpo_jamukha_flavor.0020.a: "#EMP "You foul cur, who was once my brother!"#!"
mpo_jamukha_flavor.0020.b: ""Your death will be a piteous one, [temujin.GetFirstNameNoTooltip]...""
mpo_jamukha_flavor.0020.c: ""On the field of battle, #EMP your destiny will be mine!#!""
mpo_jamukha_flavor.0020.b_murder: "You gain a #P #EMP massive#!#! bonus to [GetScheme('murder').GetTypeName] [schemes|E] targeting [temujin.GetShortUIName]"
mpo_jamukha_flavor.0020.a_war_win: "Winning an #high offensive#! [war|E] against [temujin.GetShortUIName] will grant additional @legitimacy_icon![legitimacy|E] and @prestige_icon![prestige|E]"

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l_english:
migration_events.0001.t: "A Place to Call Home"
migration_events.0001.desc.intro: "The cloudless sky is about to turn red as we arrive in [ROOT.Char.GetCurrentLocation.GetName]. The color of a fresh wound.\n\n"
migration_events.0001.desc.drought: "The cracked land welcomes us with a sickly color. The drought has not been gentle here.\n\n"
migration_events.0001.desc.white_zud: "Tender snow crunches under the hoofs of our horses. The layer is so thick that it covers all the grass.\n\n"
migration_events.0001.desc.havsarsan_zud: "Rain, snow, heavy winds. The weather is not as welcoming to us as we would have hoped.\n\n"
migration_events.0001.desc.blessing: "Rays of sun bathe the blossoming flowers that cover the fields for as far as we can see. I tilt my head back and let myself enjoy some of its warmth.\n\n"
migration_events.0001.desc.tributary: ""These lands pay diligent tribute to [overlord.GetTitledFirstName]", [recipient.GetTitledFirstName] warns us. "I do not expect [overlord.GetSheHe] will tolerate otherwise."\n\n"
migration_events.0001.desc.nomad: ""Take care of the land," [recipient.GetTitledFirstName] meets us at the entrance of the settlement, though most of the people have already left.\n\n"
migration_events.0001.desc.herder: "[recipient.GetTitledFirstName] guides [recipient.GetHerHis] small flock with some difficulty, disappearing into the distance.\n\n"
migration_events.0001.desc.nomad_obedient: ""My [ROOT.GetCharacter.Custom('GetMongolHonorific')] [ROOT.Char.GetTitleAsNameNoTooltip]," [recipient.GetTitledFirstName] meets us at the entrance of the settlement, "It is with great honor that I offer my lands to you.\n\n""
migration_events.0001.desc.nomad_angry: "[recipient.GetTitledFirstName] is at the tail of the retinue leaving the camp. "Good luck," [recipient.GetSheHe] dryly says before joining them.\n\n"
migration_events.0001.desc.good: "The smell of fresh pasture is as promising as I would have hoped. We will be fine."
migration_events.0001.desc.bad: "Dry, yellowish pasture dies as the sun bleeds. It will not be easy, but an easy life never made a valuable warrior."
migration_events.0001.desc.meh: "The pasture quality is not as good as I would have liked. Few things in life are."
migration_events.0001.aaa: "I shall respect the customs of this land."
migration_events.0001.aa: "I bow to no one."
migration_events.0001.aa.cb_tt: "Gets a #EMP $retaliation_cb$#! [casus_belli|E] on you for #V 5#! years"
migration_events.0001.a: "Finally, we've arrived at the right place."
migration_events.0001.a.tt: "This option is available because you followed the desires of your [GetCourtPositionType('court_astrologer_court_position').GetName()]"
migration_events.0001.b: "Let's put up the tents."
astrologer_desired_area_modifier: "Desired Migration"
astrologer_desired_area_modifier_desc: "Thanks to following the desires of their $court_astrologer_court_position$, this character's people are determined to ensure the best possible care of their new pastures."
msg_tributary_toast: "Offer of Tribute"
msg_tributary_toast_tt: "[new_tributary.GetShortUIName] has moved to the lands occupied by one of your [tributaries|E] and bowed to you"
msg_tributary_toast_bad: "Refusal of Tribute"
msg_tributary_toast_bad_tt: "[new_tributary.GetShortUIName] has moved to the lands occupied by one of your [tributaries|E]\nYou gain a $retaliation_cb$ [casus_belli|E] on [new_tributary.GetHerHim] for #V 5#! years"
migration_events.0002.t: "Migration: Taken Land"
migration_events.0002.desc.intro: "Blood flows down my elbow, staining the soil. We have won these new lands and our tents will soon be up.\n\n"
migration_events.0002.desc: "However, the previous ruler used to pay tribute to [overlord.GetTitledFirstName], and [overlord.GetSheHe] will not accept anything different from us."
migration_events.0002.desc.high_dominance: "It is said [overlord.GetTitledFirstName] is the overlord of these lands, as [recipient.GetTitledFirstName] was paying [overlord.GetHerHim] tribute regularly. We are as strong as [overlord.GetSheHe] is, why should we fall at [overlord.GetHerHis] feet and beg for protection?"
migration_events.0002.a: "It is only fair."
migration_events.0002.b: "I have won my land!"
migration_events.0002.b.alt: "Hah, let [overlord.GetHerHim] come if [overlord.GetSheHe] wants my gold."
migration_events.1000.t: "A Green Spot"
migration_events.1000.desc: "The horses of my tribe pant and chuff, eager to taste of the local grass. Here, in [ROOT.Char.GetCurrentLocation.GetTitle.GetNameNoTier], it grows thick and green on the ground. Here, the wealthy locals"
migration_events.1000.desc.ruler_present: "answer to [local_ruler.GetFirstName], a petty [local_ruler.GetCulture.GetName] [local_ruler.GetTitleAsNameNoTooltip]."
migration_events.1000.desc.ruler_away: "owe loyalty to the [local_ruler.GetCulture.GetName] [local_ruler.GetTitledFirstName], though [local_ruler.GetHerHis] riders are nowhere to be seen."
migration_events.1000.desc_outro: "\n\nWe are greeted warmly, offered milk and meat... but, by quivering voices, my [ROOT.Char.GetCulture.GetCollectiveNoun] are urged to move along."
migration_events.1000.a: "Marmots, sable... good pelts to be had here."
migration_events.1000.a.flavor: "You hunt some of the local wildlife."
migration_events.1000.b: ""#EMP Gifts! Tribute!#! Or we fall upon you like wolves!""
migration_events.1000.b.flavor: "You extort the prosperous locals and ransack their camp."
migration_events.1000.c: "My herd will graze here a while."
migration_events.1000.d: "I give thanks, and mount my horse."
custom.every_consort: "Every [spouse|E] and [concubine|E]"
nomadic_comforts_modifier: "Nomadic Travel Comforts"
nomadic_comforts_modifier_desc: "This rare nomad chooses comfortable safety over the saddle."
migration_events.1010.t: "Why Trot When You Can Ride?"
migration_events.1010.desc: "From the great yurt-upon-wheels that, beneath horsetail banners, marks the heart of our column, my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('spouse'))|l] [spouse.GetFirstName] comes.\n\n"Does the mighty ox weep when one [ROOT.Char.GetWomanMan]'s weight is added to his load?" she asks. "No? Perhaps, then, you would come and sit with your family...?"\n\nMy home is pulled by many such oxen. And there are warm cushions within. But my fellow riders look on in judgement."
migration_events.1010.a: "My body needs the rest."
migration_events.1010.b: ""My beloved... there may be a #EMP bumpy trail#! ahead.""
migration_events.1010.c: ""I ride at the head of my [ROOT.Char.Custom('KnightCulturePluralNoTooltipLowercase')]. Always.""
migration_events.1010.d: "I will step aboard."
migration_events.1010.d.flavor: "After hours of riding... a [ROOT.Char.GetWomanMan] does long for the lurching, jolting comforts of home."
migration_events.1020.t: "A Master for Shepherds"
migration_events.1020.desc: ""[ROOT.Char.GetCurrentLocation.GetTitle.GetNameNoTier], they call this place!" spits my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('aspirant'))|l], [aspirant.GetFirstName]. "Its flocks of sheep... who protects them? A dog, and some little [herder.GetWomanMan] called [herder.GetTitledFirstName]!"\n\n"A few horses, a few good riders — #EMP [herder.GetFirstNamePossessiveNoTooltip] neck between my fingers#! — and the [ROOT.Char.GetCurrentLocation.GetTerrain.GetNameNoTooltip|l] could be mine!"\n\n[aspirant.GetFirstNameNoTooltip] eyes some passing goats covetously... and awaits [aspirant.GetHerHis] [aspirant.Custom2('RelationToMeShort', SCOPE.sC('root_scope'))|l]'s blessing."
migration_events.1020.a: ""You will owe me tribute, [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('aspirant'))|l].""
migration_events.1020.b: ""Go, and wield the power of the [ROOT.Char.GetHouse.GetNameNoTooltip]!""
migration_events.1020.b.flavor: "You see that your [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('aspirant'))|l] is well-established here."
migration_events.1020.c: ""Take a small following, and bid your kin farewell.""
migration_events.1020.d: ""Remain with your people, [aspirant.GetFirstNameNoTooltip].""
migration_events.1030.t: "A Barren Trail"
migration_events.1030.desc: "Onward we drive the great masses of my horses, cattle, goats and sheep. If we were to pass good pasture, the animals could rest and eat... but open land, where the grass is not shorn low, is scarce in [location_county.GetNameNoTier].\n\nWe allow my best horses to graze what grass there is. The rest grow weak with hunger."
migration_events.1030.a: "The local ruler #EMP will#! let us use [local_ruler.GetHerHis] best lands."
migration_events.1030.b: "I could trade away the weakest animals..."
migration_events.1030.b.flavor: "Your offerings look like death, but [local_ruler.GetNameNoTooltip] can still be convinced to buy."
migration_events.1030.c: "If they will die... then best they be eaten."
migration_events.1030.c.flavor: "Slaughter the livestock and hold a feast for your people."
migration_events.1030.d: "We must search this land for good pasture."
migration_events.1030.d.success: "You lead your herds to full bellies"
migration_events.1030.d.failure: "You find nothing, and the animals starve"
migration_events.1040.t: "Welcomed in [ROOT.Char.GetCurrentLocation.GetTitle.GetNameNoTierNoTooltip]"
migration_events.1040.desc: "Giving warm greetings, the local ruler — [local_ruler.GetName] — approaches. My [ROOT.Char.GetCulture.GetCollectiveNoun] and their animals stream past us.\n\n"[ROOT.Char.GetTitleAsName], would you sit by my knee and share a warm meal?" [local_ruler.GetFirstNameNoTooltip] asks, as is custom towards travelers.\n\n[local_ruler.GetHerHis|U] attendants present me with gifts:"
migration_events.1040.furs: "ornaments carved in antler, furs, and a spirited young gelding."
migration_events.1040.camels: "cool water from a local spring, and a line of tall camels."
migration_events.1040.wool: "fine wool cloaks, a gaggle of sheep, and a goat tall as a stallion."
migration_events.1040.horses: "bridles of fine leather and a pair of strong horses."
migration_events.1040.a: ""#EMP This#! is all...? This is all you give me...?""
migration_events.1040.b: "With joy, I trade gift for gift."
migration_events.1040.c: "There is no time for you, little [local_ruler.GetTitleAsNameNoTooltip]."
migration_events.1040.d: "I will eat."
mpo_refusing_diplomatic_stops_modifier: "Spurning Diplomatic Stops"
mpo_refusing_diplomatic_stops_modifier_desc: "This nomad drives their people ever-on, past friendly locals and their customary niceties."
cultural_acceptance_meal_of_hospitality: "Hospitality towards migrators and travelers"
migration_raiding_effect_tt: "[holdings|E] you [migrate|E] through will provide @gold_icon![gold|E] and @herd_icon![herd|E], but you will lose [opinion|E] and [cultural_acceptance|E] with their [holder|E]"
migration_raiding_effect_no_culture_tt: "[holdings|E] you [migrate|E] through will provide @gold_icon![gold|E] and @herd_icon![herd|E], but you will lose [opinion|E] with their [holder|E]"
cultural_acceptance_recompense_for_raiding: "Reparations for violence"
cultural_acceptance_raiding_migrators: "Raiding and despoiling migrators"
migration_events.1051_title: "Migratory Raiding"
migration_events.1051_tooltip: "Your people ransack [raided_settlement.GetName]."
migration_events.1050.t: "Passing Like Fire"
migration_events.1050.desc: "My people's outriders, spread far beyond our herds and wagons, prowl the passing lands like panthers.\n\n"The locals loosed the first arrow at us!" reports my chief outrider, [warrior.GetFirstName], "but with fire and sword, we made them rue it! We bring you all the spoils of their camp — and this [newly_created_artifact.GetName]!""
migration_events.1050.a: "[warrior.GetFirstNamePossessiveNoTooltip] ferocity deserves reward."
migration_events.1050.b: ""#EMP Fall upon every home we pass, my warriors!#!""
migration_events.1050.c: "Return the spoils, and beg their master's forgiveness."
migration_events.1050.d: "Distribute the loot among my warriors."
migration_events.1050.e: "I claim the spoils of [ROOT.Char.GetCurrentLocation.GetTitle.GetNameNoTierNoTooltip]."
migration_events.1060.t: "Slow as the Sheep"
migration_events.1060.desc_desert: "The animals of my herd thirst, but along our way through [root_location.GetName], there is precious little water. We limp along slowly under the blazing sun."
migration_events.1060.desc_forest: "The trees in [root_location.GetName] stand close as foot-warriors, and the undergrowth is thicker still. Brambles tear at the wool of my sheep. We force my herd along a narrow path."
migration_events.1060.desc_wetlands: "Our way through [root_location.GetName] is as through the tract of a gut: all stinking, clinging mud and pools of foul water. My animals stumble wetly along, crying out in sadness. Time and again, my people must free them from the morass."
migration_events.1060.desc_hilly: "Our way through [root_location.GetName] winds up steep slopes, down into narrow defiles, and exhausts both man and beast. My herders put their shoulders to unwilling cattle, holler and haul, but still the exhausted creatures will hardly climb."
migration_events.1060.desc_winter: "White snow suffocates the land in [root_location.GetName], and our way through is made only by kicking and trudging through the cold. The animals of my herd press together for warmth, and are slowed by their hunger."
migration_events.1060.desc: "\n\nMy [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('warrior'))|l] [warrior.GetFirstName] has no patience for this miserable pace.\n\n"Let me gather the youngest riders!" [warrior.GetSheHe] pleads. "We'd gallop to [destination.GetNameNoTier], and make ready for your arrival. This drudgery, this shoving along of oxen and goats, is beneath your warriors!""
migration_events.1060.a: "I will find a kinder, swifter route."
mpo_migration_events.1060.a.success: "You lead your people to a gentler path"
mpo_migration_events.1060.a.failure: "An exhausting and foolish detour"
migration_events.1060.b: ""Go, scout our new home! Prepare it well.""
migration_events.1060.c: ""Stay, and aid the weak. They need your strength.""
mpo_migration_prepared_home_modifier: "Well-Prepared New Home"
mpo_migration_prepared_home_modifier_desc: "The finest spots for nomadic settlements have been found, and cleared of local obstructions."
mpo_migrating_without_labor_modifier: "Migration Lacking Labor"
mpo_migrating_without_labor_modifier_desc: "This character moves their hosts through the land without the aid of their people's younger warriors."
mpo_found_paths_for_herds_modifier: "Gentle Paths for the Herds"
mpo_found_paths_for_herds_modifier_desc: "This wise leader guides their animals with keen discretion and an understanding for the land."

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l_english:
MIGRATION_BUTTON: "Migrate"
MIGRATION_WINDOW_HEADER: "Migration"
MIGRATION_WINDOW_DOMAIN_FERTILITY: "[county_fertility|E] in #high [Title.GetName]#! ([Title.GetAverageFertility|V%/0])"
MIGRATION_WINDOW_CAPITAL_SUBREGION_LOCATION: "Located in [County.GetSubRegionInSituation( Situation.Self ).GetName]"
MIGRATION_WINDOW_INVOLVED_CHARACTERS: "[rulers|E] in your selected Migration Target"
MIGRATION_WINDOW_OTHER_EFFECTS_LABEL: "#V Effects #!"
MIGRATION_WINDOW_STEPPE_SEASON_LABEL: "[steppe_season|E]:"
MIGRATION_WINDOW_TOTAL_HERD: "Total Herd Size: [herd_i]#V [MigrationWindow.GetTotalHerd]#!"
MIGRATION_WINDOW_TIER_SELECTOR: "Selected target [title_tier|E]#!"
MIGRATION_WINDOW_CURRENT_TIER: "[MigrationWindow.GetTitleTier|U]"
MIGRATION_WINDOW_DEJURE_DUCHY_BLOCKED: "@warning_icon! #X You need at least [GetLaw('nomadic_authority_2').GetName]#!"
MIGRATION_WINDOW_DEJURE_KINGDOM_BLOCKED: "@warning_icon! #X You need at least [GetLaw('nomadic_authority_3').GetName]#!"
MIGRATION_WINDOW_DEJURE_EMPIRE_BLOCKED: "@warning_icon! #X You need at least [GetLaw('nomadic_authority_4').GetName]#!"
MIGRATION_COLOR_SELECTOR_REALMS: "Show [realms|E]"
MIGRATION_COLOR_SELECTOR_FERTILITY: "Show [fertility|E]"
MIGRATION_WINDOW_NOMAD_INFO: "The strongest Ruler will make the decision if your Migration will be accepted or not."
MIGRATION_WINDOW_ALL_NOMADS_BUTTON: "View all Rulers #weak ([MigrationWindow.GetInvolvedCharacterList.GetTotalNumber])#!"
MIGRATION_INVOLVED_CHARACTERS_HEADER: "Involved Characters"
MIGRATE_HUD_BUTTON: "#T Migration#!\n\nAs a [GetGovernment( 'nomad_government' ).GetName] [ruler|E] you should [migrate|E] if your [domain_fertility|E] is low.\n\n[realms|E] with a large [domain|E] and high [dominance|E] no longer need to Migrate, as their [fertility_equilibrium|E] will be high enough to support growth.\n\n#I Click to plan a [migration|E]#!"
DISABLED_MIGRATE_HUD_BUTTON: "#X Only [independent_rulers|E] can migrate#!"
NO_MIGRATION_SITUATION: "@warning_icon! #X You are not involved in a [situation|E] with [migration|E]#!"
mpo_the_great_steppe_HUD_BUTTON: "The Eurasian Climate"
the_great_steppe_sub_region_world_europe: "Europe"
MIGRATION_WINDOW_DESTINATION_SELECTION_HEADER: "Select Destination To Migrate"
MIGRATION_WINDOW_UNSELECT_TOOLTIP: "Clear selected migration target"
MIGRATION_WINDOW_OUTSIDE_SITUATION: "#X Can't migrate outside [SITUATION.GetNameNoTooltip]#!"
MIGRATION_OWN_REALM: "#X Can't migrate inside your own realm#!"
MIGRATION_WINDOW_BLOCKED_AGGRESSION: "#X Can't migrate to [TITLE.GetNameNoTooltip]#!"
MIGRATION_TOP_LIEGE: "#X You can't attack [CHARACTER.GetNameNoTooltip]#!"
MIGRATION_ENTIRE_DUCHY: "#X You must be able to attack all rulers who hold land in [TITLE.GetNameNoTooltip]#!"
MIGRATION_TOO_FAR_AWAY: "#X Can't migrate to [TITLE.GetNameNoTooltip]\nTarget must be within migration range or adjacent to your realm#!"
MIGRATION_EXISTING_MIGRATION: "#X Can't migrate to [TITLE.GetNameNoTooltip]\nAnother ruler has already negotiated a peaceful migration there#!"
MIGRATION_WINDOW_DOMAIN_TITLE: "#T [TITLE.GetNameNoTooltip]#!"
MIGRATION_WINDOW_DOMAIN_DUCHY: "Within [TITLE.GetNameNoTooltip] ([SITUATION.GetNameNoTooltip])"
MIGRATION_WINDOW_DOMAIN_COUNTY_FERTILITY: "Fertility: $FERTILITY|0$/$MAX_FERTILITY|0$"
MIGRATION_WINDOW_DOMAIN_DUCHY_FERTILITY: "Average fertility: $FERTILITY|0%/$"
MIGRATION_WINDOW_NEW_TARGET: "[TITLE.GetNameNoTooltip] ([SITUATION.GetNameNoTooltip])"
MIGRATION_WINDOW_SELECT_DOMAIN: "#I Click to select [TITLE.GetNameNoTooltip] as your migration target#!"
MIGRATION_DOMAIN_COUNTIES_HEADER: "Counties within this area:"
MIGRATION_DOMAIN_COUNTY_ENTRY: "$EFFECT_LIST_BULLET$[TITLE.GetNameNoTooltip|U]"
MIGRATION_WINDOW_CHARACTER_MILITARY_STRENGTH: "$MILITARY_STRENGTH$ [soldier_i] #V [Character.GetMilitaryStrengthText]#!"
MIGRATION_WINDOW_CHARACTER_COMBINED_MILITARY_STRENGTH: "$COMBINED_MILITARY_STRENGTH$ [soldier_i] #V [MigrationWindow.GetCombinedMilitaryStrength]#!"
HERD_SORT: "Herd"
nomad_title_name: "The [holder.GetHouse.GetNameNoTooltip] Nomadic Camp"
nomad_title_name_only_holder_scope: "The [CHARACTER.GetHouse.GetNameNoTooltip] Nomadic Camp"
task_contract_reward_effect_control_desc: "[control_i] [county_control|E]:"
task_contract_reward_effect_herd_desc: "[herd_i] [herd|E]:"
task_contract_reward_effect_fertility_desc: "[county_fertility_i] [county_fertility|E]:"
task_contract_reward_effect_gold_desc: "[gold_i] [gold|E]:"
task_contract_reward_effect_opinion_desc: "[opinion_i] [opinion|E]:"
task_contract_reward_effect_piety_desc: "[piety_i] [piety|E]:"
task_contract_reward_effect_legitimacy_desc: "[legitimacy_i] [legitimacy|E]:"
nomadic_migration_contract_request: "This [GetPlayer.Custom('GetContractOrIssueGameConcept')] requires you to respond to unease in [TaskContract.GetLocation.GetName]"
migration_contract_county_ownership_text: "This [county|E] is no longer part of our [realm|E]"
migration_contract_county_text: "This [county|E] is no longer suffering from low [county_control|E]"
migration_contract_county_alt_text: "This [county|E] is no longer struggling with this issue"
ongoing_settlement_contract: "Ongoing Settlement Contract"
# Contract 1
nomadic_migration_contract_1_contract: "$nomadic_migration_contract_1_desc_title$"
nomadic_migration_contract_1_desc_title: "Disagreeable Herders"
nomadic_migration_contract_1_desc: "After settling down in [TaskContract.GetLocation.GetName], we have had several conflicts with a group of local herders according to [TaskContract.GetEmployer.GetName]. Their provocations have gone on for too long — it is time to put an end to this unrest."
nomadic_migration_contract_1_request: "$nomadic_migration_contract_request$"
mpo_contract_events.0005.t: "$nomadic_migration_contract_1_desc_title$"
mpo_contract_events.0005.desc: "It takes only moments after meeting one of the herders in Karakorum to uncover the heart of the issue. [herder_character.GetName] claims [herder_character.GetHerHis] community has lived in these lands for generations, yet only now are they facing food shortages since our arrival in the area.\n\nWhile they refuse to abandon their ancestral homeland, a display of authority might persuade them otherwise — unless, of course, we wish to find some way to turn their presence to our advantage."
mpo_contract_events.0005.a: "Join me, we will be stronger together."
mpo_contract_events.0005.a.impressed: "We come to an agreement"
mpo_contract_events.0005.a.unimpressed: "They are unimpressed by our arguments"
mpo_contract_events.0005.b: "Work for me, I will handle your food problems."
mpo_contract_events.0005.c: "Run them out of #emp our#! lands."
# Contract 2
nomadic_migration_contract_2_contract: "$nomadic_migration_contract_2_desc_title$"
nomadic_migration_contract_2_desc_title: "The Wild Herd"
nomadic_migration_contract_2_desc: "A wild herd has been running rampant through the fields around [TaskContract.GetLocation.GetName]. Our own flocks will suffer as long as these beasts are left alone."
nomadic_migration_contract_2_request: "$nomadic_migration_contract_request$"
mpo_si_slaughtered_for_a_feast: "Feasting Well"
mpo_si_slaughtered_for_a_feast_desc: "This character has brought home a veritable feast for their people."
migration_contract_2_herd_reward_tt: "#V You#! gain [herd_i] #P [SCOPE.ScriptValue('miniscule_herd_value_static')]-[SCOPE.ScriptValue('minor_herd_value_static')]#! [herd|E]"
mpo_contract_events.0015.t: "$nomadic_migration_contract_2_desc_title$"
mpo_contract_events.0015.desc: "Even from afar the grazing beasts is a sight to behold. They have voraciously fed on the land, leaving little room for our own flocks to thrive and expand.\n\nOur terrorized shepherds have asked us to handle them before it leaves our own herd starving and dying."
mpo_contract_events.0015.a: "I will capture some of these for our own flocks."
mpo_contract_events.0015.a.successful: "You capture a large part of the wild herd"
mpo_contract_events.0015.a.failure: "You capture a small part of the wild herd"
mpo_contract_events.0015.b: "Slaughter them, and prepare a small feast."
mpo_contract_events.0015.c: "They will make us a small fortune."
# Contract 3
nomadic_migration_contract_3_contract: "$nomadic_migration_contract_3_desc_title$"
nomadic_migration_contract_3_desc_title: "Contentious Grazelands"
nomadic_migration_contract_3_desc: "There has been an ongoing conflict between my [TaskContract.GetTaker.Custom('KnightCulturePluralNoTooltip')] over the best grazelands around [TaskContract.GetLocation.GetName], slowly festering until pride has put them deeply at odds with one another."
nomadic_migration_contract_3_request: "$nomadic_migration_contract_request$"
mpo_contract_events.0025.t: "$nomadic_migration_contract_3_desc_title$"
mpo_contract_events.0025.desc: "After we migrated to [task_contract.GetLocation.GetName], there has been an ongoing contention between [task_contract.GetEmployer.GetFirstName] and [knight_2.GetFirstName] about grazelands nearby.\n\nThough a small headache at first, it has festered and now pride does not allow either side to back down from the conflict. I should intervene before it worsens even further, and affects morale at camp."
mpo_contract_events.0025.a: "[task_contract.GetEmployer.GetFirstNameNoTooltip] is right, the land is [task_contract.GetEmployer.GetHersHis]."
mpo_contract_events.0025.b: "Actually, [knight_2.GetFirstNameNoTooltip] makes the better case."
mpo_contract_events.0025.c: "My own flock will thrive in those lands."
# Contract 4
nomadic_migration_contract_4_contract: "$nomadic_migration_contract_4_desc_title$"
nomadic_migration_contract_4_desc_title: "A Lack of Tools"
nomadic_migration_contract_4_desc: "The migration to [TaskContract.GetLocation.GetName] has taken a toll on our stock of materials and tools. Without replenishments, it will surely affect our tribe soon."
nomadic_migration_contract_4_request: "$nomadic_migration_contract_request$"
mpo_contract_events.0035.t: "$nomadic_migration_contract_4_desc_title$"
mpo_contract_events.0035.desc: "The latest migration to [task_contract.GetLocation.GetName] have taken a toll on my people, and they are lacking in many basic tools they use every day. It is slowing down even the most simple of tasks.\n\nWithout a trader who can bring us the wares we need, my people will continue to suffer."
mpo_contract_events.0035.a: "Our traders will handle it."
mpo_contract_events.0035.b: "We will find a trader to obtain the tools."
mpo_contract_events.0035.c: "My name is known far and wide, someone will handle it."
mpo_contract_events.0035.d: "The people will have to do without."
EVENT_WINDOW_OPTION_AVAILABLE_TRADE_YURT: "This option is available due to [GetDomicileBuilding('trade_yurt_01').GetName]"
mpo_si_lacking_tools: "Lacking Tools"
mpo_si_lacking_tools_desc: "This character's people don't have the tools to take care of their clan properly."
mpo_si_lacking_tools_2: "$mpo_si_lacking_tools$"
mpo_si_lacking_tools_2_desc: "$mpo_si_lacking_tools_desc$"
mpo_si_lacking_tools_3: "$mpo_si_lacking_tools$"
mpo_si_lacking_tools_3_desc: "$mpo_si_lacking_tools_desc$"
# Contract 5
nomadic_migration_contract_5_contract: "$nomadic_migration_contract_5_desc_title$"
nomadic_migration_contract_5_desc_title: "Fragmentation of the Tribe"
nomadic_migration_contract_5_desc: "Disconnected from the rest of the people under my leadership, the tribe in [TaskContract.GetLocation.GetName] have demanded a local chieftain."
nomadic_migration_contract_5_request: "$nomadic_migration_contract_request$"
mpo_contract_events.0045.t: "$nomadic_migration_contract_5_desc_title$"
mpo_contract_events.0045.desc: "The [task_contract.GetLocation.GetName] tribe have, even before we migrated to the area, often been a bit out of touch with the rest of [ROOT.Char.GetPrimaryTitle.GetName]. Now, more than ever, it seems that they want greater independence and a proper chieftain of their own.\n\nWhen I arrive, it is a [new_chieftain.GetWomanMan] named [new_chieftain.GetFirstName] who seems to be their representative. [new_chieftain.GetSheHe|U] seems like a reasonable [new_chieftain.GetWomanMan], willing to swear obedience to me as long as [new_chieftain.GetHerHis] people are allowed to live their own way."
mpo_contract_events.0045.a: "We can talk this out."
mpo_contract_events.0045.a.successful: "I convinced them"
mpo_contract_events.0045.a.failure: "They remain unconvinced"
mpo_contract_events.0045.b: "[new_chieftain.GetFirstNameNoTooltip] is it? Let [new_chieftain.GetHerHim] rule them then."
mpo_contract_events.0045.b.tt: "[task_contract.GetLocation.GetName] may become a [divergent_culture|E] of [task_contract.GetLocation.GetCulture.GetName]"
mpo_contract_events.0045.c: "A small gift will remind them of all that I do for them."
mpo_contract_events.0045.d: "They will get used to it."
mpo_si_accepting_cultures: "Accepting Fragmentation"
mpo_si_accepting_cultures_desc: "This character has accepted tribes fragmenting from their own tribe."
# Contract 6
nomadic_migration_contract_6_contract: "$nomadic_migration_contract_6_desc_title$"
nomadic_migration_contract_6_desc_title: "Poisonous Lands"
nomadic_migration_contract_6_desc: "The lands around [TaskContract.GetLocation.GetName] seems to have had a debilitating effect on our local herd, who has come down with some kind of sickness after settling in."
nomadic_migration_contract_6_request: "$nomadic_migration_contract_request$"
mpo_contract_events.0055.t: "$nomadic_migration_contract_6_desc_title$"
mpo_contract_events.0055.desc: "Our herd has grown weak, their once steady gait now uncertain. As I observe the herd, I can see several members simply lying around without the energy to move at all.\n\nAs long as this weakness continues to spread, all of our herd in [task_contract.GetLocation.GetName] is at risk of being infected. What would become of our tribe if that were to happen?"
mpo_contract_events.0055.a: "They will pull through, I will make sure of it."
mpo_contract_events.0055.a.successful: "The herd recovers"
mpo_contract_events.0055.a.failure: "The herd worsens"
mpo_contract_events.0055.b: "I will send out the word to find someone to help them."
mpo_contract_events.0055.c: "Slaughter them, before it spreads even further."
mpo_si_slaughtered_animals: "Stocked Meat"
mpo_si_slaughtered_animals_desc: "This character has stocked a lot of meat.\n#emp Removed next time you host a [GetActivityType('activity_feast').GetName]#!\n\n[GetActivityType('activity_feast').GetName] Cost: #P [gold_i]-50%#!"
# Contract 7
nomadic_migration_contract_7_contract: "$nomadic_migration_contract_7_desc_title$"
nomadic_migration_contract_7_desc_title: "Troublesome Neighbors"
nomadic_migration_contract_7_desc: "Riders from a neighboring tribe are rampaging shamelessly through [TaskContract.GetLocation.GetName], bringing with them a large flock of beasts."
nomadic_migration_contract_7_request: "$nomadic_migration_contract_request$"
mpo_contract_events.0065.t: "$nomadic_migration_contract_7_desc_title$"
mpo_contract_events.0065.desc: "Though they are few, the riders from [neighbor_leader.GetPrimaryTitle.GetBaseName] are boldly riding through [task_contract.GetLocation.GetName] with a large flock of beasts under the leadership. It seems they have been tracking down a lost herd when we settled down in the area.\n\nWhile this land may have seemed empty upon their arrival, I cannot allow them to simply pass through my domain.\n\n#bold These lands are for my herd, and my herd alone.#!"
mpo_contract_events.0065.a: "We will let them leave peacefully, but at a cost."
mpo_contract_events.0065.a.successful: "They pay the cost"
mpo_contract_events.0065.a.failure: "We are unable to hinder them"
mpo_contract_events.0065.b: "These are #emp our#! lands, and those are #emp our#! herds."
mpo_contract_events.0065.c: "Leave them be."
# Contract 8
nomadic_migration_contract_8_contract: "$nomadic_migration_contract_8_desc_title$"
nomadic_migration_contract_8_desc_title: "The Leftovers"
nomadic_migration_contract_8_desc: "Seemingly we have come upon the remains of a previous group of people in the area. There's a flock of beasts as well as broken yurts around our new camp in [TaskContract.GetLocation.GetName]."
nomadic_migration_contract_8_request: "$nomadic_migration_contract_request$"
mpo_contract_events.0075.t: "$nomadic_migration_contract_8_desc_title$"
mpo_contract_events.0075.desc: "As I pass through the [barony_location.Custom('HoldingNoHoldingTerrainRoaming')], I come across the semi-tame flock that has been observed several times. Even when approaching them, it's clear that they have interacted with people before.\n\nIf they are left to themselves, they will continue to graze in lands that could have been for our herd. Should I bring them back to [ROOT.Char.GetCapitalLocation.GetName], or handle them in other ways? What is the best solution for my people?"
mpo_contract_events.0075.a: "They will make a great addition to our flocks."
mpo_contract_events.0075.b: "Run them out of [task_contract.GetLocation.GetNameNoTooltip]."
mpo_contract_events.0075.c: "Slaughter the beasts."
# Contract 9
nomadic_migration_contract_9_contract: "$nomadic_migration_contract_9_desc_title$"
nomadic_migration_contract_9_desc_title: "Drawing Lines"
nomadic_migration_contract_9_desc: "After settling down in [TaskContract.GetLocation.GetName] there's been disagreements over some of the best grazelands nearby. [TaskContract.GetEmployer.GetName] has unsuccessfully been trying to mediate the situation between the tribes."
nomadic_migration_contract_9_request: "$nomadic_migration_contract_request$"
mpo_contract_events.0085.t: "$nomadic_migration_contract_9_desc_title$"
mpo_contract_events.0085.desc: "[task_contract.GetEmployer.GetName] has explained the situation to me at length. It seems after we migrated to the area, the tribe in [other_county.GetName] was the first to take control of the grazelands, but the area is a lot closer to [task_contract.GetLocation.GetName].\n\nThough [task_contract.GetEmployer.GetSheHe] has tried to mediate, [task_contract.GetEmployer.GetNamePossessiveNoTooltip] attempts came up short. In either case, one of the two sides will end up disappointed, but a decision has to be made sooner rather than later."
mpo_contract_events.0085.a: "The grazelands will go to [task_contract.GetLocation.GetNameNoTooltip]."
mpo_contract_events.0085.b: "It belongs to [other_county.GetNameNoTooltip]."
mpo_si_spurned_tribe: "Spurned Tribe"
# Contract 10
nomadic_migration_contract_10_contract: "$nomadic_migration_contract_10_desc_title$"
nomadic_migration_contract_10_desc_title: "The Old Tribe"
nomadic_migration_contract_10_desc: "Our camp in [TaskContract.GetLocation.GetName] has been approached by small communities who lived in the area before we migrated here."
nomadic_migration_contract_10_request: "$nomadic_migration_contract_request$"
mpo_contract_events.0095.t: "$nomadic_migration_contract_10_desc_title$"
mpo_contract_events.0095.desc: "My camp has been approached by [new_chieftain.GetName], a leader of only a handful of people. [new_chieftain.GetHerHis|U] dialect is foreign, but [new_chieftain.GetSheHe] speaks with confidence and pride about [new_chieftain.GetHerHis] people and their hardships.\n\n#emp "[ROOT.Char.GetTitleAsNameNoTooltip], if you can find space for us among your yurts, we will offer up our flock and I will serve you personally. If not... There's not much else left for us in these lands."#!"
mpo_contract_events.0095.a: "We will take them in."
mpo_contract_events.0095.b: "They don't belong here, get rid of them."
mpo_si_old_tribe: "Foreign Tribe"
herd_starvation_title: "Herd Starves!"
herd_starvation_custom_tooltip: "@alert_icon! #alert_trial If you do not [migrate|E] to new lands, you will lose [herd|E] every #V 3#! years#!"
msg_migration_into_realm_title: "Migration Displacement"
msg_migration_into_realm_desc: "[actor.GetUIName|U] has [migrated|E] into your [target_title.GetBaseName] #weak ([target_title.GetName])#!"
msg_migration_into_realm_tributary_title: "Migration Displaces Tributary"
msg_migration_into_realm_tributary_desc: "[actor.GetUIName|U] has [migrated|E] into the [target_title.GetBaseName] #weak ([target_title.GetName])#!, displacing your [tributary|E], [old_holder.GetShortUIName|U]"
msg_migration_into_realm_fellow_tributary_title: "Migration Displaces Fellow Tributary"
msg_migration_into_realm_fellow_tributary_desc: "[actor.GetUIName|U] has [migrated|E] into the [target_title.GetBaseName] #weak ([target_title.GetName])#!, displacing your fellow [tributary|E], [old_holder.GetShortUIName|U]"
msg_migration_into_realm_vassal_title: "Migration Displaces Vassal"
msg_migration_into_realm_vassal_desc: "[actor.GetUIName|U] has [migrated|E] into the [target_title.GetBaseName] #weak ([target_title.GetName])#!, displacing your [vassal|E], [old_holder.GetShortUIName|U]"
msg_migration_into_realm_fellow_vassal_title: "Migration Displaces Fellow Vassal"
msg_migration_into_realm_fellow_vassal_desc: "[actor.GetUIName|U] has [migrated|E] into the [target_title.GetBaseName] #weak ([target_title.GetName])#!, displacing your fellow [vassal|E], [old_holder.GetShortUIName|U]"
msg_migration_into_suzerain_title: "Migration Displaces Suzerain"
msg_migration_into_suzerain_desc: "[actor.GetUIName|U] has [migrated|E] into the [target_title.GetBaseName] #weak ([target_title.GetName])#!, displacing your [suzerain|E], [old_holder.GetShortUIName]"
msg_migration_into_liege_title: "Migration Displaces Liege"
msg_migration_into_liege_desc: "[actor.GetUIName|U] has [migrated|E] into the [target_title.GetBaseName] #weak ([target_title.GetName])#!, displacing your [liege|E], [old_holder.GetShortUIName]"
msg_migration_into_neighbour_title: "Migration into Neighboring Realm"
msg_migration_into_neighbour_desc: "[actor.GetUIName|U] has [migrated|E] into the [target_title.GetBaseName] #weak ([target_title.GetName])#!, taking it from [old_holder.GetTopLiege.GetShortUIName]"

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l_english:
mpo_migration_travel_events.0001.t: "[ruler.GetFirstNamePossessiveNoTooltip] 'Gift'"
mpo_migration_travel_events.0001.desc: "A [messenger.GetWomanMan] herding sheep approaches, saying "Greetings, [ROOT.Char.GetTitledFirstNameNoTooltip]."\n\n"My [ruler.GetTitleAsNameNoTooltip], [ruler.GetFirstName], and I watch as your herd dwindle by the day. Please, take this small flock as a gift. All [ruler.GetTitleAsNameNoTooltip] asks is a small favor in return.""
mpo_migration_travel_events.0001.a: "I humbly accept [ruler.GetHerHis] gift."
mpo_migration_travel_events.0001.b: "Tell [ruler.GetFirstNameNoTooltip] that I am not interested."
mpo_migration_travel_events.0010.t: "An Overbearing Herd"
mpo_migration_travel_events.0010.desc: ""[ROOT.Char.GetTitleAsNameNoTooltip], you cannot dare to take such a massive herd across the steppe!" [messenger.GetFirstName] exclaims. "Our shepherds have already struggled for so long, surely you do not need this much!"\n\n[messenger.GetFirstNameNoTooltip] regains [messenger.GetHerHis] composure. "Instead, I implore you to grant some of your animals to one of your subjects, if only to ease the tension in our flocks. [vassal_1.GetTitledFirstName] serves you well, but [vassal_2.GetTitledFirstName] may appreciate the gesture from [vassal_2.GetHerHis] new ruler.""
mpo_migration_travel_events.0010.a: "[vassal_1.GetFirstNameNoTooltip] may have some, as a parting gift."
mpo_migration_travel_events.0010.b: "Invest in [vassal_2.GetFirstNamePossessiveNoTooltip] lands instead."
mpo_migration_travel_events.0010.c: "Leave the excess animals behind."
mpo_migration_travel_events.0010.d: "This is my herd, and I will take it with me."
no_longer_herd_limit_tt: "You are no longer above your [herd|E] limit."
nomad_keep_herd_modifier: "Stagnant Herd"
nomad_keep_herd_modifier_desc: "This character's herd has grown to be quite large, and will have trouble expanding at the same pace."
mpo_migration_travel_events.0020.t: "Barren Lands"
mpo_migration_travel_events.0020.desc: "As our herd moves onward, scouts bring troubling news. The grasses in [target_title.GetNameNoTier], the place where we intend to settle, are sparse, and the land seems almost inhabitable."
mpo_migration_travel_events.0020.a: "Nonetheless, [target_title.GetNameNoTierNoTooltip] will be our home."
mpo_migration_travel_events.0020.b: "Turn back! We cannot survive there!"
mpo_migration_travel_events.0020.c: "Culling our numbers may help us survive."
mpo_migration_travel_events.0020.d: "[ROOT.Char.GetFaith.FertilityGodName], please help us!"
mpo_migration_travel_events.0020.d_tt: "You ask [astrologer.GetFirstName] to pray for fertility."
mpo_migration_travel_events.0020.win: "[astrologer.GetFirstNamePossessiveNoTooltip] prayers have been answered!"
mpo_migration_travel_events.0020.lose: "[astrologer.GetFirstNamePossessiveNoTooltip] words prove futile"
mpo_migration_travel_events.0030.t: "$travel_danger_prefix$ A Blight Upon the Herd"
mpo_migration_travel_events.0030.desc: "My [ROOT.Char.Custom2('RelationToMe', SCOPE.sC('messenger'))|l] rides to me upon a frail horse, [messenger.GetHerHis] face twisted in worry.\n\n"My [ROOT.Char.GetTitleAsNameNoTooltip], our flock has fallen ill. The animals are dying, and the sickness spreads by the day. Please help us, or we will have nothing left!" [messenger.GetFirstName] pleads.\n\nAs I receive [messenger.GetHerHis] plea, I see sickly animals in the distance, and watch as [messenger.GetFirstNamePossessiveNoTooltip] horse snorts erratically."
mpo_migration_travel_events.0030.a: "Kill any sick animals to prevent the spread."
mpo_migration_travel_events.0030.b: "Maybe a local shepherd knows of this ailment."
mpo_migration_travel_events.0030.b_good: "The shepherd's treatment proves invaluable"
mpo_migration_travel_events.0030.b_bad: "The shepherd's treatment hardly helps"
mpo_migration_travel_events.0030.c: "We must wait for nature take its course."
mpo_migration_travel_events.0030.c_none: "The sickness is contained"
mpo_migration_travel_events.0030.c_medium: "The sickness passes with little loss"
mpo_migration_travel_events.0030.c_massive: "The sickness devastates the herd"
mpo_migration_travel_events.0030.c_major: "The herd is weakened by the sickness"
nomad_weak_herd_modifier: "Weakened Herd"
nomad_weak_herd_modifier_desc: "This character's herd has been weakened by sickness."
nomad_slow_horses_modifier: "Slow Horses"
mpo_migration_travel_events.0040.t: "The Raging River"
mpo_migration_travel_events.0040.desc: "A rush of water startles my horse as we approach the river nearing [county.GetNameNoTier]. The water, as it seems, is much too high to cross, and the smallest of our flock may be swept away by the current.\n\nThere seems to be no easy way around, and the herd grows restless."
mpo_migration_travel_events.0040.a: "We will trample these waters!"
mpo_migration_travel_events.0040.a_tt: "You drive the herd through the river"
mpo_migration_travel_events.0040.win: "The herd crosses the river safely"
mpo_migration_travel_events.0040.lose: "You lose some animals to the current"
mpo_migration_travel_events.0040.b: "Rafts will float us to safety."
mpo_migration_travel_events.0040.b_flavor: "You build rafts to help the herd cross."
mpo_migration_travel_events.0040.c: "Is there a ford nearby?"
mpo_migration_travel_events.0040.c_christian: "If [ROOT.Char.GetFaith.HighGodName] can split the sea, surely [ROOT.Char.GetFaith.HighGodSheHe] can help us cross."
mpo_migration_travel_events.0050.t: "Love on the Steppe"
mpo_migration_travel_events.0050.desc: "My [ROOT.Char.Custom2('RelationToMe', SCOPE.sC('courtier'))|l], [courtier.GetFirstName] has been seen away from the herd more often than not. As we prepare to depart for the next destination, [courtier.GetSheHe] approaches, [courtier.GetHerHis] eyes filled with longing.\n\n"[ROOT.Char.GetTitleAsNameNoTooltip], I have found my match here," [courtier.GetFirstNameNoTooltip] confesses. "I wish to leave the herd and stay with [local.GetHerHim], my [local.GetFirstName]. Please, let me go.""
mpo_migration_travel_events.0050.a: "Go where your heart desires, [courtier.GetFirstNameNoTooltip]."
mpo_migration_travel_events.0050.b: "Leave your [ROOT.Char.GetTitleAsNameNoTooltip] in the name of love? Hah!"
mpo_migration_travel_events.0050.c: "Redirect your feelings to me, [courtier.GetFirstNameNoTooltip]."
mpo_migration_travel_events.0050.c_tt: "You try to seduce [courtier.GetFirstNameNoTooltip]"
mpo_migration_travel_events.0050.win: "[courtier.GetFirstNameNoTooltip] falls for your charms"
mpo_migration_travel_events.0050.lose: "[courtier.GetFirstNameNoTooltip] leaves anyways"
mpo_migration_travel_events.0050.d: "How could you fall for another!?"
mpo_migration_travel_events.0060.t: "$travel_danger_prefix$ Wild Hooves"
mpo_migration_travel_events.0060.desc: "Panic spreads through the camp, as a horse breaks free from its tether, almost knocking [courtier.GetFirstName] off its back. It has gone mad from the journey, or was perhaps provoked, and runs wild, disregarding anyone attempting to soothe it.\n\n[courtier.GetFirstNameNoTooltip] shrieks as [courtier.GetSheHe] realizes [courtier.GetSheHe] is no longer in control of the beast, and is closer to slipping off with each buck."
mpo_migration_travel_events.0060.a: "Put it down, quickly!"
mpo_migration_travel_events.0060.a_tt: "You sacrifice the horse to save [courtier.GetFirstNameNoTooltip] and the others"
mpo_migration_travel_events.0060.a_bad: "The horse dies"
mpo_migration_travel_events.0060.a_bad_tt: "@death_icon!#n A courtier dies#!"
mpo_migration_travel_events.0060.win: "The horse is put calmed without further incident"
mpo_migration_travel_events.0060.b: "I can handle this. Stand back!"
mpo_migration_travel_events.0060.tt: "You attempt to calm the horse"
mpo_migration_travel_events.0060.lose: "The horse charges"
mpo_migration_travel_events.0060.c: "Let's hope [courtier.GetFirstNameNoTooltip] is the only causality..."
mpo_migration_travel_events.0060.herd: "The horse tramples some of the herd"
mpo_migration_travel_events.0060.people: "The horse tramples more of the entourage"
mpo_migration_travel_events.0060.people_tt: "#n A few more possibly fall victim to the horse#!"

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l_english:
mpo_storyteller_fantastical_creatures_modifier: "Fantastical Creatures"
mpo_storyteller_fantastical_creatures_modifier_desc: "This character has been told about the many beasts to be wary of across the steppe."
mpo_storyteller_humorous_tales_modifier: "Humorous Tales"
mpo_storyteller_humorous_tales_modifier_desc: "This character has heard silly stories that would make anyone laugh."
mpo_storyteller_heroic_triumphs_modifier: "Heroic Triumphs"
mpo_storyteller_heroic_triumphs_modifier_desc: "This character has been inspired with a fighting spirit after hearing tales about indomitable warriors and battles alike."
mpo_whistling_is_difficult_modifier: "Shrilling"
mpo_whistling_is_difficult_modifier_desc: "This character has attempted to learn how to whistle without much success."
mpo_sufficient_liar_modifier: "All Planned For"
mpo_sufficient_liar_modifier_desc: "This character successfully lied to their entourage about being the owner of a trap to withstand starvation."
mpo_trapped_fawn_modifier: "The Circle of Life"
mpo_trapped_fawn_modifier_desc: "This character let a fawn out of a trap, in hopes of it contributing to the future of the deer population."
mpo_messenger_positive_liege_modifier: "Message From the Frontlines"
mpo_messenger_positive_liege_modifier_desc: "This character received an urgent message from one of their subordinates to make preparations."
mpo_messenger_negative_liege_modifier: "Fumbling in the Dark"
mpo_messenger_negative_liege_modifier_desc: "This character never received a vital message, leaving them unprepared."
mpo_inspiring_tunes_modifier: "Inspiring Tunes"
mpo_inspiring_tunes_modifier_desc: "This character was inspired by nostalgic tunes about their heritage."

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l_english:
hunt_type_nerge: "Nerge"
hunt_type_nerge_desc: "$BULLET$ Hunt hundreds of animals to show prowess and strength\n$BULLET$ Gain [legitimacy_i][legitimacy|E], [gold_i][gold|E], [dread_i][dread|E], and [prestige_i][prestige|E] based on outcome\n$BULLET$ May gain [martial_i][martial|E], [command_modifier_i][commander_traits|E], or [trait_level_track_xp|E]\n$hunt_type_nerge_flavor$"
hunt_type_nerge_flavor: "#weak The Nerge is a a great hunt where hundreds, if not thousands, of animals are slaughtered. It is an opportunity for the [GetPlayer.GetTitleAsNameNoTooltip] to impress both vassals and tributaries with [GetPlayer.GetHerHis] strength.#!"
activity_window_character_master_of_chase: "Master of the Chase"
activity_hunt_conclusion_nerge_desc_failed: "It was a failed hunt, an embarrassment to all involved."
activity_hunt_conclusion_nerge_desc_standard: "It was a successful hunt, one to be remembered for the year to come. This will be enough to sustain our people for a while yet."
activity_hunt_conclusion_nerge_desc_excellent: "It was an excellent hunt, one to be remembered for years to come. We bring home meat to all, and the time for festivities are upon us."
activity_hunt_location_nerge_recently_visited_tt: "A [county|E] can only sustain one [nerge|E] every #V 30#! years"
activity_hunt_special_type_title: "[ActivityWindow.GetActivity.GetSpecialOption.GetOption.GetName] Outcome"
activity_hunt_special_type_desc: "#T Nerge#!\n[ActivityWindow.GetActivity.GetSpecialOption.GetOption.GetDescription]"
NERGE_WINDOW_SPECIAL_PROGRESS_TOOLTIP: "Outcome Score: [ActivityWindow.GetSpecialProgressValue|0^V]"
### All the values for the following entries can be found in 04_ep2_hunt_values.txt
activity_hunt_special_type_bar_segment_tt_0: "#TS $mpo_nerge.0110.t$#!\n$activity_hunt_special_type_bar_segment_tt_0_host$\n$activity_hunt_special_type_bar_segment_tt_0_flavor$"
activity_hunt_special_type_bar_segment_tt_0_host: "$BULLET$You lose [dread_i][GetPlayer.MakeScope.ScriptValue('unimpressive_nerge_dread_value')|N0] [dread|E]"
activity_hunt_special_type_bar_segment_tt_0_flavor: "#weak A weak ruler leads to a weak hunt. An embarrassment to everyone involved.#!"
activity_hunt_special_type_bar_segment_tt_1: "#TS $mpo_nerge.0115.t$#!\n$activity_hunt_special_type_bar_segment_tt_1_host$\n$activity_hunt_special_type_bar_segment_tt_1_guest$\n$activity_hunt_special_type_bar_segment_tt_1_flavor$"
activity_hunt_special_type_bar_segment_tt_1_host: "$BULLET$You gain [legitimacy_i][GetPlayer.MakeScope.ScriptValue('regular_nerge_legitimacy_value')|P0] [legitimacy|E]\n$BULLET$You gain [prestige_i][GetPlayer.MakeScope.ScriptValue('regular_nerge_prestige_value')|P0] [prestige|E]\n$BULLET$You gain [gold_i][GetPlayer.MakeScope.ScriptValue('regular_nerge_gold_value')|P0] [gold|E]\n$BULLET$You gain [dread_i][GetPlayer.MakeScope.ScriptValue('regular_nerge_dread_value')|P0] [dread|E]"
activity_hunt_special_type_bar_segment_tt_1_guest: "$BULLET$Every participant gains [prestige_i][GetPlayer.MakeScope.ScriptValue('regular_nerge_guest_prestige_value')|P0] [prestige|E]"
activity_hunt_special_type_bar_segment_tt_1_flavor: "#weak A successful hunt which will provide enough meat for the people to survive through the lean season.#!"
activity_hunt_special_type_bar_segment_tt_2: "#TS $mpo_nerge.0120.t$#!\n$activity_hunt_special_type_bar_segment_tt_2_host$\n$activity_hunt_special_type_bar_segment_tt_2_guest$\n$activity_hunt_special_type_bar_segment_tt_2_flavor$"
activity_hunt_special_type_bar_segment_tt_2_host: "$BULLET$You gain [legitimacy_i][GetPlayer.MakeScope.ScriptValue('impressive_nerge_legitimacy_value')|P0] [legitimacy|E]\n$BULLET$You gain [prestige_i][GetPlayer.MakeScope.ScriptValue('impressive_nerge_prestige_value')|P0] [prestige|E]\n$BULLET$You gain [gold_i][GetPlayer.MakeScope.ScriptValue('impressive_nerge_gold_value')|P0] [gold|E]\n$BULLET$You gain [dread_i][GetPlayer.MakeScope.ScriptValue('impressive_nerge_dread_value')|P0] [dread|E]\n$BULLET$You may gain a [command_modifier_i][commander_trait|E] or [trait_level_track_xp|E]"
activity_hunt_special_type_bar_segment_tt_2_guest: "$BULLET$Every participant gains [prestige_i][GetPlayer.MakeScope.ScriptValue('impressive_nerge_guest_prestige_value')|P0] [prestige|E]"
activity_hunt_special_type_bar_segment_tt_2_flavor: "#weak A highly successful hunt which will provide more than enough meat for everyone.#!"
activity_hunt_special_type_bar_segment_tt_3: "#TS $mpo_nerge.0125.t$#!\n$activity_hunt_special_type_bar_segment_tt_3_host$\n$activity_hunt_special_type_bar_segment_tt_3_guest$\n$activity_hunt_special_type_bar_segment_tt_3_flavor$"
activity_hunt_special_type_bar_segment_tt_3_host: "$BULLET$You gain [legitimacy_i][GetPlayer.MakeScope.ScriptValue('great_nerge_legitimacy_value')|P0] [legitimacy|E]\n$BULLET$You gain [prestige_i][GetPlayer.MakeScope.ScriptValue('great_nerge_prestige_value')|P0] [prestige|E]\n$BULLET$You gain [gold_i][GetPlayer.MakeScope.ScriptValue('great_nerge_gold_value')|P0] [gold|E]\n$BULLET$You gain [dread_i][GetPlayer.MakeScope.ScriptValue('great_nerge_dread_value')|P0] [dread|E]\n$BULLET$You may gain a [command_modifier_i][commander_trait|E] or [trait_level_track_xp|E]"
activity_hunt_special_type_bar_segment_tt_3_guest: "$BULLET$Every participant gains [prestige_i][GetPlayer.MakeScope.ScriptValue('great_nerge_guest_prestige_value')|P0] [prestige|E]\n$BULLET$Every participant may gain a [command_modifier_i][commander_trait|E] or [trait_level_track_xp|E]"
activity_hunt_special_type_bar_segment_tt_3_flavor: "#weak A great hunt which will be remembered by everyone involved for its brutal efficiency and the large amount of animals slaughtered for the occassion.#!"
activity_hunt_special_type_bar_segment_tt_4: "#TS $mpo_nerge.0130.t$#!\n$activity_hunt_special_type_bar_segment_tt_4_host$\n$activity_hunt_special_type_bar_segment_tt_4_guest$\n$activity_hunt_special_type_bar_segment_tt_4_flavor$"
activity_hunt_special_type_bar_segment_tt_4_host: "$BULLET$You gain [legitimacy_i][GetPlayer.MakeScope.ScriptValue('fantastic_nerge_legitimacy_value')|P0] [legitimacy|E]\n$BULLET$You gain [prestige_i][GetPlayer.MakeScope.ScriptValue('fantastic_nerge_prestige_value')|P0] [prestige|E]\n$BULLET$You gain [gold_i][GetPlayer.MakeScope.ScriptValue('fantastic_nerge_gold_value')|P0] [gold|E]\n$BULLET$You gain [dread_i][GetPlayer.MakeScope.ScriptValue('fantastic_nerge_dread_value')|P0] [dread|E]\n$BULLET$You gain [martial_i][GetPlayer.MakeScope.ScriptValue('fantastic_nerge_martial_value')|P0] [martial|E]\n$BULLET$You may gain a [command_modifier_i][commander_trait|E] or [trait_level_track_xp|E]"
activity_hunt_special_type_bar_segment_tt_4_guest: "$BULLET$Every participant gains [prestige_i][GetPlayer.MakeScope.ScriptValue('fantastic_nerge_guest_prestige_value')|P0] [prestige|E]\n$BULLET$Every participant gains [martial_i][GetPlayer.MakeScope.ScriptValue('fantastic_nerge_guest_martial_value')|P0] [martial|E]\n$BULLET$Every participant may gain a [command_modifier_i][commander_trait|E] or [trait_level_track_xp|E]"
activity_hunt_special_type_bar_segment_tt_4_flavor: "#weak A brutal slaughter of every animal in the vicinity. Songs will be sung about the great hunt for generations to come.#!"
every_nerge_character: "Every other [character|E] attending the Nerge"
nerge_commander_trait_tt: "May gain a [command_modifier_i][commander_trait|E] or [trait_level_track_xp|E]"
finished_nerge_unimpressive_title: "$mpo_nerge.0110.t$"
finished_nerge_regular_title: "$mpo_nerge.0115.t$"
finished_nerge_impressive_title: "$mpo_nerge.0120.t$"
finished_nerge_great_title: "$mpo_nerge.0125.t$"
finished_nerge_fantastic_title: "$mpo_nerge.0130.t$"
nerge_outcome_boost_tiny: "Your [nerge_outcome|E] becomes #P slightly more successful#!"
nerge_outcome_boost_small: "Your [nerge_outcome|E] becomes #P somewhat more successful#!"
nerge_outcome_boost_medium: "Your [nerge_outcome|E] becomes #P more successful#!"
nerge_outcome_boost_large: "Your [nerge_outcome|E] becomes #P significantly more successful#!"
successful_nerge_intent: "Succeed"
successful_nerge_intent_desc: "Look for any opportunity to ensure the success of the Nerge.\n#emp Will increase [nerge_outcome|E] gain#!"
dreadful_nerge_intent: "Dreadful"
dreadful_nerge_intent_desc: "Look for any opportunity to make a gruesome impression on the other Nerge members.\n#emp Will look for opportunities to gain extra [dread_i][dread|E]#!"
### APAs ###
hunt_successful_kill_title: "[hunter.GetShortUINameNoTooltip|U] Killed Several Beasts"
hunt_very_successful_kill_title: "[hunter.GetShortUINameNoTooltip|U] Killed a Dozen Beasts"
hunt_worked_together_title: "[hunter.GetShortUINameNoTooltip|U] and [hunter_2.GetShortUINameNoTooltip] Worked Together"
hunt_failed_kill_title: "[hunter.GetShortUINameNoTooltip|U] Accidentally Let An Animal Flee"
hunt_failed_several_kills_title: "[hunter.GetShortUINameNoTooltip|U] Accidentally Let Several Animals Flee"
hunt_successful_maneuver_title: "[hunter.GetShortUINameNoTooltip|U] Led a Successful Maneuver"
hunt_learned_maneuver_title: "[hunter.GetShortUINameNoTooltip|U] Learned how the Handle the Terrain"
hunt_prowess_mastery_title: "[hunter.GetShortUINameNoTooltip|U] Killed a Dangerous Beast"
hunt_martial_mastery_title: "[hunter.GetShortUINameNoTooltip|U] Led a Contingent of Riders to Take Down a Dangerous Beast"
hunt_make_example_title: "[root_scope.GetShortUINameNoTooltip] Made an Example of Some Riders After They Let an Animal Flee"
### Events ###
mpo_nerge.0010.t: "The Great Nerge Begins"
mpo_nerge.0010.desc.intro: "Horse riders are lined up behind me, in a column stretching out to the left and right. They are all awaiting the signal to start, for their [ROOT.Char.GetTitleAsNameNoTooltip] to begin the great hunt.\n\n"
mpo_nerge.0010.desc.intro.master_of_hunt: "Horse riders are lined up behind me, in a column stretching out to the left and right. "My [ROOT.Char.GetTitleAsNameNoTooltip], they are all awaiting the signal to begin." [master_of_hunt.GetFirstName] tells me, as [master_of_hunt.GetSheHe] leans a bit closer. "The preparations are done."\n\n"
mpo_nerge.0010.desc.outro: "I nock an arrow, lift my bow, and let the arrow fly. With a pained scream, I see a plump goat fall twitching to the ground. Panicked bleating follows as chaos spreads among the beasts, followed by the rhytmic thumps of hooves as the riders sets out on the hunt."
mpo_nerge.0010.desc.outro.alt.moh: "I give [master_of_hunt.GetHerHim] a nod, and [master_of_hunt.GetSheHe] lifts [master_of_hunt.GetHerHis] nocked bow. It sings as [master_of_hunt.GetSheHe] lets the arrow fly, followed by an animal scream. The hunt is on."
mpo_nerge.0010.desc.outro.alt: "I give one of my riders a nod, and [ROOT.Char.GetSheHe] lifts [ROOT.Char.GetHerHis] nocked bow. It sings as [ROOT.Char.GetSheHe] lets the arrow fly, followed by an animal scream. The hunt is on."
mpo_nerge.0010.a: "Show me the strength of [ROOT.Char.GetPrimaryTitle.GetNameNoTooltip]!"
mpo_nerge.0015.t: "$mpo_nerge.0010.t$"
mpo_nerge.0015.desc: "After a long wait, we finally all line up. After a bit of back and forth, finally, [host.GetTitledFirstName] lifts [host.GetHerHis] bow up, to kill the first animal. A pained scream is followed by panicked bleating, as the animals goes wild.\n\nThe moment we hear the scream, several riders sets out immediately. They are all trying to prove themselves, to themselves, to each other, and to the [host.GetTitleAsNameNoTooltip]."
mpo_nerge.0015.a: "And yet I will be the best hunter here!"
mpo_nerge.0110.t: "Failed Nerge"
mpo_nerge.0110.desc: "Despite our best attempts, the hunt has been a depressing sight. A couple of beasts have fallen, but not nearly as many as we had planned or hoped for.\n\nMy fellow riders look at my with despondent eyes, the shame as heavy on them as it is on me. How can we possibly show our faces in [ROOT.Char.GetCapitalLocation.GetName] after this?"
mpo_nerge.0110.a: "What an embarrassment..."
mpo_nerge.0115.t: "Successful Nerge"
mpo_nerge.0115.desc: "As we finally finish up the Nerge, we look at all the slaughtered animals we have managed to hunt. It's quite the sight, as we start sifting through and butcher the animals before they spoil.\n\nThere's a good mood as we do our work, everyone pleased with the results of the hunt itself."
mpo_nerge.0115.a: "The meat will last us through the season."
mpo_nerge.0120.t: "Worthy Nerge"
mpo_nerge.0120.desc: "It was quite the successful hunt, as dozens upon dozens of animals now lie dead at our feet. Thankfully there's more than enough people to go through them all, so we can butcher them and bring home all the excess meat we have gained.\n\nThe smell of blood and sweat hangs heavy in the air, and yet, everyone are happily sharing their best stories from the hunt with one another."
mpo_nerge.0120.a: "This meat will last us through several seasons."
mpo_nerge.0125.t: "Great Nerge"
mpo_nerge.0125.desc: "Our hunt was a grand success, and I slowly make my way through the small hills of the slaughtered animals. It is an impressive sight, to be certain, and everyone is busily butchering the beasts.\n\nI hear several hunters boasting about their kills, each one telling a more far-fetched story than the last. There's certain to be enough meat to last us for many feasts to come."
mpo_nerge.0125.a: "What an achievement!"
mpo_nerge.0130.t: "Excellent Nerge"
mpo_nerge.0130.desc: "A sea of flesh and blood stains the ground, and the stench of blood lies thick in the air. Despite it all, there's only merriment to be found among all the hunters who are happily moving between all the slaughtered beasts.\n\nThe attendants and the other members of the hunt are all busy butchering the animals, yet I cannot quite move away from the sight of it all. How will we bring all of this meat home?"
mpo_nerge.0130.a: "Our people will remember this Nerge."
mpo_nerge.1000.t: "[ROOT.Char.Custom('EagleStoryNamePossessive')|U] Signal"
mpo_nerge.1000.desc: "My eagle, [ROOT.Char.Custom('EagleStoryName')], has flown past our hunting party, scouting for prey. [ROOT.Char.Custom('EagleStorySheHe')|U] returns to my arm to perch, bearing the pelt of [ROOT.Char.Custom('GetAnimalArticle')] [ROOT.Char.Custom('GetAnimalType')].\n\n[ROOT.Char.Custom('EagleStorySheHe')|U] offering could guide our hunt, or could be the result of a lucky find."
mpo_nerge.1000.a: "[ROOT.Char.Custom('EagleStoryName')], guide us to the [activity.Custom('GetAnimalPlural')]!"
mpo_nerge.1000.a.tt.success: "[ROOT.Char.Custom('EagleStoryNamePossessive')|U] find leads to more [activity.Custom('GetAnimalPlural')]"
mpo_nerge.1000.a.tt.failure: "There are no [activity.Custom('GetAnimalPlural')] to be found"
mpo_nerge.1000.b: "My finest riders can search for this [ROOT.Char.Custom('GetAnimalType')]..."
mpo_nerge.1000.b.tt.success: "The riders find some [activity.Custom('GetAnimalPlural')]"
mpo_nerge.1000.c: "A good catch, but there are better things to be found."
mpo_nerge.1005.t: "A Voice of Doubt"
mpo_nerge.1005.desc: "Hundreds of wild beasts have been slain, their carcasses and blood staining the ground. But despite this imminent success, some are not satisfied with our spoils.\n\n"I thought we came to witness power." [dissenter.GetFirstName] says, [dissenter.GetHerHis] voice carrying over the din of the hunt. "We must do more. If I would have shot the first arrow, we'd have enough meat to last us a dozen winters!"\n\n[dissenter.GetFirstNameNoTooltip] looks at me, [dissenter.GetHerHis] eyes burning with a fierce light. "Don't you agree, [ROOT.Char.GetTitleAsNameNoTooltip]?""
mpo_nerge.1005.a: "Very well, I will show you power."
mpo_nerge.1005.a.tt: "You lead a small band of riders to hunt more [activity.Custom('GetAnimalPlural')]"
mpo_nerge.1005.a.tt.success: "Your plan is successful"
mpo_nerge.1005.a.tt.failure: "Your riders fail to catch any prey"
mpo_nerge.1005.b: "Prove your worth, [dissenter.GetFirstNameNoTooltip]!"
mpo_nerge.1005.b.tt: "[dissenter.GetFirstNameNoTooltip] leads a small band of riders"
mpo_nerge.1005.c: "My goal is not to impress you."
mpo_nerge.1005.b.tt.success: "[dissenter.GetFirstNameNoTooltip] manages to catch some [activity.Custom('GetAnimalPlural')]"
mpo_nerge.1005.b.tt.failure: "[dissenter.GetFirstNameNoTooltip] embarrasses [dissenter.GetHerHim]self"
mpo_nerge.1010.t: "Breaking the Circle"
mpo_nerge.1010.desc: "With each hunter in their proper position, our riders close in on a pack of [activity.Custom('GetAnimalPlural')]. Some scout out the beasts by trotting slightly ahead of our formation, while others are ready to strike.\n\nFoolishly, [chaser.GetFirstName] runs at the head, causing some of the [activity.Custom('GetAnimalPlural')] to scatter. [chaser.GetHerHis|U] attempts to corral them back are in vain, and the beasts try to flee from our grasp."
mpo_nerge.1010.a: "Leave [chaser.GetHerHim] to the [activity.Custom('GetAnimalPlural')]!"
mpo_nerge.1010.a.tt.death: "[chaser.GetFirstNameNoTooltip] is trampled by the [activity.Custom('GetAnimalPlural')]"
mpo_nerge.1010.a.tt.injury: "[chaser.GetFirstNameNoTooltip] is injured by the [activity.Custom('GetAnimalPlural')]"
mpo_nerge.1010.b: "Regroup, and collect what we can from their remains."
mpo_nerge.1010.b.tt.success: "You manage to catch a lot of escaping [activity.Custom('GetAnimalPlural')]"
mpo_nerge.1010.b.tt.failure: "Only a few [activity.Custom('GetAnimalPlural')] were left behind"
mpo_nerge.1010.c: "[chaser.GetSheHe|U] is still one of us, this mistake is only human."
mpo_nerge.1010.c_obedience: "As long as [chaser.GetSheHe] bows to me, [chaser.GetSheHe] will be forgiven."
mpo_nerge.1015.t: "Steppe Stampede"
mpo_nerge.1015.desc: ""[GetPlayer.GetTitleAsNameNoTooltip]! The [activity.Custom('GetAnimalPlural')] have broken free from the cordon!" [hunter_1.GetFirstName] cries, with [hunter_2.GetFirstName] following close behind.\n\nOver the horizon, dozens of [activity.Custom('GetAnimalPlural')] charge towards the riders and the camp. It is apparent that the hunt has gone awry, but retreat is not an option."
mpo_nerge.1015.a: "This is our chance, slaughter them all!"
mpo_nerge.1015.a.tt.success: "The [activity.Custom('GetAnimalPlural')] are trampled"
mpo_nerge.1015.a.tt.failure: "The beasts injure several riders"
mpo_nerge.1015.b: "Let them through, but pick off the stragglers."
mpo_nerge.1015.c: "It is natural for them to flee, let them return to the wild."
mpo_nerge.1015.d: "[hunter_1.GetFirstNameNoTooltip] and [hunter_2.GetFirstNameNoTooltip] will pay for the losses."
mpo_nerge.1020.t: "Scattered Prey"
mpo_nerge.1020.desc: ""Though solid proof of our progress, I worry that we will leave too few [activity.Custom('GetAnimalPlural')] alive," [master_of_hunt.GetFirstName] explains. "I do not wish to leave the land barren."\n\nWe've managed slay enough [activity.Custom('GetAnimal')] to feed us for many moons, but the hunt has become tedious as their numbers dwindle. [master_of_hunt.GetFirstNameNoTooltip] has directed the riders to search for more enclaves, but the [activity.Custom('GetAnimalPlural')] are becoming few and far between."
mpo_nerge.1020.a: "Take what we need, and let the rest go."
mpo_nerge.1020.a.tt: "Some [activity.Custom('GetAnimalPlural')] are left to repopulate"
mpo_nerge.1020.b: "To relent is weakness. We must hunt!"
mpo_nerge.1020.c: "Observe these [activity.Custom('GetAnimalPlural')] — let us find the weakest."
mpo_nerge.1020.c.tt: "You attempt to only slay the least viable [activity.Custom('GetAnimalPlural')]"
mpo_nerge.1020.c.tt.success: "The [activity.Custom('GetAnimalPlural')] remains unharmed"
mpo_nerge.1020.c.tt.failure: "Hardly any [activity.Custom('GetAnimalPlural')] remain"
mpo_nerge_overhunting_modifier: "Overhunting"
mpo_nerge_overhunting_modifier_desc: "This county has been overhunted, and it will be harder to sustain life here."
mpo_nerge.1025.t: "The Greatest Hunter"
mpo_nerge.1025.desc: "Dozens of [activity.Custom('GetAnimalPlural')] have been slain thus far, and the biggest one fell to an unknown arrow. Before anyone can inspect the beast, [hunter_1.GetFirstName] trots forward to claim glory of the kill. [hunter_2.GetFirstName] follows, and the two begin to quarrel over who deserves the honor.\n\n"It is clear as day that my arrow struck the beast!" [hunter_1.GetFirstName] exclaims. "You were too far behind to have even hit it!"\n\n[hunter_2.GetFirstName] scoffs. The tension between the two grows, and their argument distracts from the task at hand..."
mpo_nerge.1025.a: "The glory does not matter, we will all share in the spoils."
mpo_nerge.1025.a.flavor: "What a perfect entrée for a feast!"
mpo_nerge.1025.a.tt: "If you do #bold not#! host a [GetActivityType('activity_feast').GetName] before a year is up, you will lose [prestige|E] and [opinion|E]"
mpo_nerge.1025.b: "This is easiest decided with a test of strength."
mpo_nerge.1025.b.tt: "The hunters resolve their dispute with a fight"
mpo_nerge.1025.b.tt.hunter_1: "[hunter_1.GetFirstNameNoTooltip] wins the fight"
mpo_nerge.1025.b.tt.hunter_2: "[hunter_2.GetFirstNameNoTooltip] wins the fight"
mpo_nerge.1025.c: "You fools! It was my arrow that struck the beast!"
mpo_nerge.1025.c.tt: "You attempt to claim the kill for yourself"
mpo_nerge.1025.c.tt.success: "The other hunters side with you"
mpo_nerge.1025.c.tt.failure: "No one believes your claim"
mpo_nerge.1025.d: "I saw it, [intent_target.GetFirstNameNoTooltip] struck the beast!"
mpo_nerge_feast_discount: "Prepared Meat"
mpo_nerge_feast_discount_desc: "This character has prepared meat from a recent Nerge, and can host a feast for less.\n[GetActivityType('activity_feast').GetTextIcon][GetActivityType('activity_feast').GetName] Cost: -#P 50%#!"
mpo_nerge_promised_feast_fail: "Broken Promises"
mpo_nerge_promised_feast_fail_desc: "This character recently made a promise to someone, and failed to deliver."
mpo_nerge.1026.t: "Broken Promises"
mpo_nerge.1026.desc: "I had promised hunters a feast with the spoils of our Nerge, but ultimately, the meat has gone to waste.\n\nIt is better to not make promises than to break them, and the hunters are not pleased with my failure to deliver."
mpo_nerge.1026.a: "..."
mpo_nerge.1030.t: "A Rare Sight"
mpo_nerge.1030.desc: "A ways from the main hunting cohort, [master_of_hunt.GetFirstName] tells me of a beautiful white [ROOT.Char.Custom('GetRegionalDeerType')] that has been spotted. "It was unlike anything I have ever seen," [master_of_hunt.GetSheHe] says, [master_of_hunt.GetHerHis] eyes wide. "It was not alone, however. There were smaller ones with it, all as white as snow."\n\nI have hunted wolves, deer, and wild cats, but to slay such a creature might bring me great renown."
mpo_nerge.1030.a: "It will be mine!"
mpo_nerge.1030.a.tt.success: "The [ROOT.Char.Custom('GetRegionalDeerType')] falls to your arrow"
mpo_nerge.1030.a.tt.failure: "The [ROOT.Char.Custom('GetRegionalDeerType')] escapes"
mpo_nerge.1030.b: "We should track the [ROOT.Char.Custom('GetRegionalDeerType')], but do not harm it."
mpo_nerge.1030.b.tt.success: "You gain insights on the [ROOT.Char.Custom('GetRegionalDeerType')]"
mpo_nerge.1030.b.tt.failure: "The [ROOT.Char.Custom('GetRegionalDeerType')] escapes, but remains unharmed"
mpo_nerge.1030.b.tt.effect: "[county.GetName] will gain a [GetModifier('hunt_sighting_legendary_modifier').GetNameWithTooltip] within 2 years"
mpo_nerge.1030.c: "We're here for the hunt, not to sightsee."
mpo_nerge.1030.d: "Why are you trying to entrap me?"
mpo_nerge.1031.t: "Conservation pays off"
mpo_nerge.1035.t: "Tactics of the Chase"
mpo_nerge.1035.desc: "The rush of the hunt has died down, and many hunters return to camp to discuss their plans, while the rest observe the [activity.Custom('GetAnimalPlural')] from a distance.\n\n"We must be gruesome! Ruthless, as we are to our foes!" [hunter_1.GetFirstName] exclaims. [hunter_2.GetFirstName] nodding in agreement adds, "But there will be no strength in numbers if we do not work together." Before another argument can break out, [hunter_3.GetFirstName] steps in to offer [hunter_3.GetHerHis] own advice. "We can stick to tradition," [hunter_3.GetFirstNameNoTooltip] asserts. "But with patience. Watch the animals, close in on them slowly, and strike when they least expect it."\n\nIn the midst of their chatter, they turn to me, awaiting my opinion."
mpo_nerge.1035.a: "Strike hard and fast!"
mpo_nerge.1035.a.tt: "This method is #bold dangerous#!, but will yield better results."
mpo_nerge.1035.b: "Split into groups, and coordinate."
mpo_nerge.1035.b.tt: "This method will have the #bold less yield#!, but raise other hunters opinion towards you, or even make them [obedient|E]."
mpo_nerge.1035.c: "An ambush is in order."
mpo_nerge.1035.c.tt: "This method is relatively #bold safe#!, but will won't yield very much."
mpo_nerge.1035.d: "Let our bows decide the outcome."
mpo_nerge.1035.tt.success: "The plan is successful"
mpo_nerge.1035.tt.failure: "The plan fails"
mpo_nerge_investigation: "Animal Observation"
mpo_nerge_investigation_desc: "This character observed animals during a hunt, and uses this knowledge to manage their herd."
mpo_nerge.1040.t: "Forgotten"
mpo_nerge.1040.desc: ""Wait!" [hunter.GetTitledFirstName] abruptly dismounts [hunter.GetHerHis] horse, kneeling on the ground. "I thought I saw... here!"\n\n"Must have belonged to less fortunate hunters," [hunter.GetSheHe] snarkily remarks, presenting a bloodstained bow, the wood chipped."
mpo_nerge.1040.a: ""Give it to your [ROOT.Char.GetTitleAsNameNoTooltip].""
mpo_nerge.1040.b: ""If it's in my lands it belongs to me.""
mpo_nerge.1040.c: ""You can keep it.""
mpo_nerge.1040.c.tt: "[hunter.GetShortUIName] keeps the [newly_created_artifact.GetName]"
mpo_nerge.1040.d: ""Get back on your horse!""
mpo_nerge.1050.t: "A Show of Force"
mpo_nerge.1050.desc: ""A rogue [ROOT.Char.Custom('GetAnimalTypeMismanaged')]," [hunter.GetTitledFirstName] announces in a hushed voice. "One arrow directly to its heart and it'll be ours, [ROOT.Char.GetTitleAsNameNoTooltip]."\n\n[hunter_2.GetTitledFirstName] nods and draws [hunter_2.GetHerHis] bow, awaiting my instructions."
mpo_nerge.1050.a: ""[hunter.GetFirstNameNoTooltip], my [hunter.Custom('SisterBrother')], we move as one!""
mpo_nerge.1050.a.tt.success: "The animal falls at your feet"
mpo_nerge.1050.a.tt.failure: "The animal escapes"
mpo_nerge.1050.b: ""Leave it to me.""
mpo_nerge.1050.b.tt.success: "You kill the animal"
mpo_nerge.1050.b.tt.failure: "You are humiliated"
mpo_nerge.1050.c: ""Aim well.""
mpo_nerge.1050.c.tt.success: "The animal dies"
mpo_nerge.1050.c.tt.failure: "The animal dodges the arrows"
mpo_nerge.1050.d: ""Don't let it be a distraction!""
mpo_nerge.1060.t: "A Delicious Distraction"
mpo_nerge.1060.desc: ""Look!" [hunter.GetTitledFirstName] points at a group of wild [ROOT.Char.Custom('RegionalEdibleAnimalPlural')], hidden on a path to the left. "Let's hunt them down! My belly rumbles in anticipation!""
mpo_nerge.1060.a: ""I have never seen a more obvious trap.""
mpo_nerge.1060.b: ""A chance to show my prowess!""
mpo_nerge.1060.b.tt.success: "The animals perish by your hand"
mpo_nerge.1060.b.tt.failure: "You embarrass yourself"
mpo_nerge.1060.c: ""Get as many as you can!""
mpo_nerge.1060.c.tt.success: "You hunt an impressive number"
mpo_nerge.1060.c.tt.failure: "You barely get anything"
mpo_nerge.1060.c.tt_feast: "Your next [GetActivityType('activity_feast').GetName] will be #high free#!"
mpo_nerge.1060.d: ""No use following a stranded pack.""
nerge_evaded_trap_modifier: "Evaded Trap"
nerge_evaded_trap_modifier_desc: "This character thinks that they correctly identified a trap during a nerge."
mpo_nerge_1060_free_feast_desc: "Nerge event"

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@ -0,0 +1,228 @@
l_english:
mpo_nomad_events.1000.t: "A Rescued Head"
mpo_nomad_events.1000.army_camp: "Survivors of the bloody fight at [beheaded_warrior_location.GetName] join my host, whipping their horses to their last breath. From one's saddle-strings swings a dripping head — bearing the deathly face of"
mpo_nomad_events.1000.capital: "Survivors of the bloody fight at [beheaded_warrior_location.GetName] send word from the killing-grounds, and with the tidings... the dripping head of"
mpo_nomad_events.1000.family: "[beheaded_warrior.GetFirstName], my [ROOT.Char.Custom2('RelationToMe', SCOPE.sC('beheaded_warrior'))]."
mpo_nomad_events.1000.vassal: "[beheaded_warrior.GetName], my once-mighty subordinate."
mpo_nomad_events.1000.councillor: "[beheaded_warrior.GetName], my trusted councilor."
mpo_nomad_events.1000.generic_knight: "[beheaded_warrior.GetName], my honored [ROOT.Char.Custom('KnightCultureNoTooltip')|l]."
mpo_nomad_events.1000.desc: "\n\n"[beheaded_warrior.GetSheHe|U] died a warrior, fighting into the heart of [beheaded_warrior_foe.GetTitledFirstNamePossessive] warband until [beheaded_warrior.GetHerHis] head was struck from [beheaded_warrior.GetHerHis] shoulders! For love of [beheaded_warrior.GetHerHim], our riders recovered what they could."\n\nA cruel end... but our wise elders say the head of a noble warrior retains some of [beheaded_warrior.GetHerHis] vigor and destiny."
mpo_nomad_events.1000.a: "I will honor this great [beheaded_warrior.GetWomanMan]'s head."
mpo_nomad_events.1000.a.flavor: "[beheaded_warrior.GetTitledFirstNameNoTooltip] is to be placed on a white felt carpet, where my household will present [beheaded_warrior.GetHerHim] with ceremonial drinks and perform rites."
mpo_nomad_events.1000.b: "[beheaded_warrior.GetFirstNameNoTooltip] belongs with [beheaded_warrior.GetHerHis] people."
mpo_nomad_events.1000.c: "Have my [ROOT.Char.Custom('KnightCulturePluralNoTooltip')|l] revere their fallen comrade."
mpo_nomad_events.1000.d: "Put [beheaded_warrior.GetFirstNameNoTooltip] in the ground."
mpo_warriors_grave_modifier: "Beheaded Warrior's Grave"
mpo_warriors_grave_modifier_desc: "Sliced from its body in battle, a head distorted with war-cries is buried in this land's soil. This grave is oft-visited by families whose loved ones have ridden to war."
mpo_noble_warriors_grave_modifier: "Beheaded Noble's Grave"
mpo_noble_warriors_grave_modifier_desc: "Sliced from its body in battle, a head of high repute is buried in this land's soil. Its grave is a sacred place, well-known and oft-visited."
beheaded_accolade_successor_tt: "A fitting successor for [beheaded_warrior_accolade.GetName] will join your [court|E]"
custom.every_beheaded_family: "Every [close_family_member|E] of [beheaded_warrior.GetShortUIName]"
warriors_head_artifact: "[beheaded_warrior.GetTitledFirstNamePossessiveNoTooltip|U] Venerated Head"
kin_head_artifact_desc: "The decayed, unrecognizable face of [beheaded_warrior.GetFirstName], a beloved scion of House [beheaded_warrior.GetHouse.GetName], who was slain by [beheaded_warrior_foe.GetNamePossessive] forces in [beheaded_warrior_location.GetName]."
accolade_head_artifact_desc: "The gruesome remains of [beheaded_warrior.GetFirstName], a renowned [ROOT.Char.Custom('KnightCultureNoTooltip')|l] known as '[beheaded_warrior_accolade.GetName].' [beheaded_warrior_foe.GetNamePossessive|U] warriors claim the honor of felling [beheaded_warrior.GetHerHim] on the battlefield of [beheaded_warrior_location.GetName]."
warriors_head_artifact_desc: "The hacked-off head of the valiant [ROOT.Char.Custom('KnightCultureNoTooltip')|l] [beheaded_warrior.GetFirstName], who fell battling [beheaded_warrior_foe.GetNamePossessive] host in [beheaded_warrior_location.GetName]. Treated with reverence by fellow warriors, despite its foul smell."
keep_warrior_head_tt: "You keep [head_artifact.GetName]"
gain_illustrious_victim_head_artifact_tt: "Can keep [victim.GetFirstNamePossessive] head as a $illustrious$ [inventory_artifact|E]"
gain_famed_victim_head_artifact_tt: "Can keep [victim.GetFirstNamePossessive] head as a $famed$ [inventory_artifact|E]"
send_head_for_warscore_tt: "Sending [victim.GetFirstNamePossessive] head to [victim.GetHerHis] [heir|E] may increase their [peace|E] Acceptance towards #high you#!"
send_head_for_vassalization_tt: "Sending [victim.GetFirstNamePossessive] head to [victim.GetHerHis] [heir|E] may increase [vassalization|E] Acceptance"
send_head_for_hook_tt: "Sending [victim.GetFirstNamePossessive] head to [victim.GetHerHis] [heir|E] may provide a [weak_hook|E]"
send_head_for_prestige_tt: "May gain [prestige|E] by sending [victim.GetFirstNamePossessive] head to [victim.GetHerHis] [heir|E]"
send_head_for_obedience_tt: "Sending [victim.GetFirstNamePossessive] head to [victim.GetHerHis] [heir|E] may make them [obedient|E]"
headless_heir_rises_to_challenge_tt: "#N If the Recipient boldly swears revenge:#!"
mpo_nomad_events.1011.t: "Decapitation"
mpo_nomad_events.1011.desc_execution_spite: "[victim.GetName] spits curses and, even while the blade takes [victim.GetHerHis] head, glares up at me."
mpo_nomad_events.1011.desc_execution_beg: "[victim.GetName] gibbers and pleads for [victim.GetHerHis] life. Then, with one heavy blow, [victim.GetHerHis] head is cleaved from [victim.GetHerHis] shoulders."
mpo_nomad_events.1011.desc_execution_pray: "Still muttering prayers, [victim.GetName] is forced to [victim.GetHerHis] knees. Then, a single heavy blow separates [victim.GetHerHis] head from [victim.GetHerHis] shoulders."
mpo_nomad_events.1011.desc_bad_execution: "Not with a single clean blow, but with many rough strikes is [victim.GetNamePossessive] head hacked from [victim.GetHerHis] miserable body."
mpo_nomad_events.1011.desc: "\n\nI meet the [victim.GetCulture.GetName] ruler's eyes as they wildly roll their last, as [victim.GetHerHis] blood seeps into the dirt."
mpo_nomad_events.1011.desc_send_head: "\n\nIf [victim.GetFirstNamePossessiveNoTooltip] successor, [headless_heir.GetTitledFirstName], were to share this grim sight — [headless_heir.GetSheHe] might just learn to fear my power, my wolfish will..."
mpo_nomad_events.1011.desc_cant_send: "[victim.GetFirtNameNoTooltip] is a spent gobbet of meat, a meal for carrion..."
mpo_nomad_events.1011.desc_keep_head: "\n\n...or perhaps this famed head belongs with [ROOT.Char.GetSheHe] who took it."
mpo_nomad_events.1011.a: "Let no one forget this beheaded [victim.GetTitleAsNameNoTooltip]."
mpo_nomad_events.1011.a.flavor: "And that it was #EMP I#! who ended [victim.GetHerHis] glorious life!"
mpo_nomad_events.1011.b: "Send this 'gift' to [headless_heir.GetTitledFirstNameNoTooltip]."
mpo_nomad_events.1011.b.success: "Your cruel insult cows [headless_heir.GetTitledFirstNameNoTooltip]"
mpo_nomad_events.1011.b.fail: "[headless_heir.GetTitledFirstNameNoTooltip] boldly swears revenge"
mpo_nomad_events.1011.b.flavor: "The new master of [victim.GetPrimaryTitle.GetNameNoTierNoTooltip] must know the only end for my enemies! #EMP [headless_heir.GetSheHe|U] will look it in the eye!#!"
mpo_nomad_events.1011.c: "Leave [victim.GetFirstNameNoTooltip] for the vultures."
headless_heir_high_tier_warning_tt: "@alert_icon! #alert_trial Warning: [headless_heir.GetShortUIName] does not fear you!#!"
headless_heir_ignores_challenge_tt: "#P If the Recipient shrinks from this insult:#!"
mpo_nomad_events.1012.t: "The [victim.GetTitleAsNameNoTooltip] Returns"
mpo_nomad_events.1012.desc: "I deign to let old blood drip on my shoes, to grip cold skin in my fingers — for the severed head of [victim.GetName] has been returned to me.\n\n"An insult! A humiliation!" sound the cries in my ears, as children weep. My [ROOT.Char.Custom('KnightCulturePluralNoTooltip')|l] rattle their swords and swear revenge.\n\nBut was this ruined head sent only to strike fear in my heart? Or... does [executioner.GetTitledFirstName] hunger for my hatred?"
mpo_nomad_events.1012.a: "Honoring [victim.GetFirstNamePossessiveNoTooltip] remains matters most."
mpo_nomad_events.1012.a_flavor: "This 'insult' allows us to wash, decorate, and offer prayers before [victim.GetTitledFirstNamePossessiveNoTooltip] noble head."
mpo_nomad_events.1012.b: "#EMP This insult will be avenged!#!"
mpo_nomad_events.1012.b_flavor: "I have been sent the bloody face of war. The deathly voice of [victim.GetFirstName] calls for [executioner.GetTitledFirstNamePossessive] blood!"
mpo_nomad_events.1012.c: "I must back down, or face this fate..."
peace_acceptance_head_scare_tt: "[headless_heir.GetShortUINamePossessive] [peace|E] Acceptance towards #high you#!: #P +30#! for #high 20 years#!"
COWED_BY_SEVERED_HEAD_MODIFIER: "Cowed by predecessor's beheading: $VALUE|+=0$"
severed_head_revenge_modifier: "Seeking revenge for predecessor's beheading: $VALUE|+=0$"
severed_head_cb_revenge_tt: "[casus_belli|E] cost against #high [executioner.GetShortUIName]#!: #P -75%#!"
severed_head_vassalization_tt: "[headless_heir.GetShortUINamePossessive|U] [offer_vassalization|E] $ep3_laamps.0010.connector$ #high $demand_tributary_interaction$#! Acceptance towards [executioner.GetShortUIName]: #P +200#! for #high 20 years#!"
mpo_nomad_events.1013: "Killer of [victim.GetTitledFirstNameNoTooltip],"
mpo_nomad_events.1013.desc_takes_it_sedentary: "A savage threat mars my [headless_heir.Custom('ResidenceBuilding')|l] — the ripped-off head of a noble magnate, my own forebear.\n\nPlease, horse-lord! In [headless_heir.GetPrimaryTitle.GetNameNoTier], we rarely deal in such horrors, and have little taste for them. I would rather treat with you amicably than be so viciously reduced."
mpo_nomad_events.1013.desc_takes_it: "[victim.GetHerHis|U] [victim.GetCulture.GetCollectiveNoun] had hoped to look upon [victim.GetHerHim] once again. Now, [victim.GetHerHis] head sits in blood and their hearts are black with the unnatural sight.\n\nPlease, allow [victim.GetFirstName] to have peace in [headless_heir.GetFaith.PositiveAfterLife]. Spare us your mighty wrath!"
mpo_nomad_events.1013.desc_angeee: "By sending the head of [victim.GetPrimaryTitle.GetNameNoTierPossessive] master, you have sent me the bloody face of war; you have sent gray lips still screaming for vengeance.\n\nI will see your living body rot. I will fell you like an old tree.\n\nI will lay [victim.GetFirstNamePossessive] head among your bones."
mpo_nomad_events.1013.a.cowed: "Like a lamb, the [headless_heir.GetTitleAsNameNoTooltip] bleats and moans!"
mpo_nomad_events.1013.a.revenge: "And so... [headless_heir.GetFirstNameNoTooltip] swears revenge."
executed_head_artifact: "[victim.GetTitledFirstNamePossessiveNoTooltip|U] Regal Head"
executed_head_emperor_artifact_desc: "Still wearing a crown, with its gray lips and horse hair-augmented brows sewn into an imperious expression, the cut-off head of the [victim.GetTitleAsNameNoTooltip] of [victim.GetPrimaryTitle.GetNameNoTier] inspires awe and terror.\n\nIf such a mighty sovereign could face such a terrible fate, what horrors await for all the rest?"
executed_head_king_artifact_desc: "The last remnant of [victim.GetName], preserved and decorated as befits [victim.GetHerHis] rank in life. A testament to the ruthless will of its keeper."
nomad_defected_invite_desc: "You exiled this character within the last 5 years"
nomad_defector_wont_come_back_tt: "You cannot use #high Invite to Court#! on [rowdy_boy.GetShortUIName] for #high 5 years#!"
nomad_defector_family_tt: "[rowdy_boy.GetShortUINamePossessive] family members leave your court"
nomad_defector_family_wont_come_back_tt: "You cannot use #high Invite to Court#! on these exiles for #high 5 years#!"
nomad_defector_gain_all_courtiers_tt: "Gains some of your unemployed [courtiers|E]"
mpo_nomad_events.1020.t: "Hungriest Among the Brood"
mpo_nomad_events.1020.desc: "My [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('rowdy_boy'))] [rowdy_boy.GetFirstName] has been restless of late.\n\n"Gnawing the bones of your meal! Sucking sour curds in the shade of your yurt! Is that #EMP my#! life?" [rowdy_boy.GetSheHe] spits. "I am ready to lead, [rowdy_boy.Custom2('RelationToMeShort', SCOPE.sC('root_scope'))]! And there are those among your [ROOT.Char.GetDomicile.GetCulture.GetName] host who would follow me."\n\nThis proud [rowdy_boy.GetHouse.GetName] warrior that I keep as a powerless pet... bares [rowdy_boy.GetHerHis] fangs."
mpo_nomad_events.1020.a: ""Be silent, [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('rowdy_boy'))]. Know your place.""
mpo_nomad_events.1020.b: ""None may challenge me and #EMP live!#!""
mpo_nomad_events.1020_duel_tt: "#V Duel#! [rowdy_boy.GetFirstName].\n@death_icon! #X This duel is to the death!#!\nIf you win, you will gain @skill_prowess_icon![prowess|E], @dread_icon![dread|E], @prestige_icon![prestige|E] and @stress_icon![stress|E]. If you lose, [rowdy_boy.GetShortUIName] will take over your [titles|E] as [primary_heir|E].\n\nYour [prowess|E]: [prowess_i]#V [root_scope.GetProwess]#!\n[rowdy_boy.GetFirstNamePossessive] [prowess|E]: [prowess_i]#V [rowdy_boy.GetProwess]#!"
mpo_nomad_events.1020.c: ""I have pastureland to spare.""
mpo_nomad_events.1020.c.flavor: "Let the upstart have [rowdy_boy.GetHerHis] own herds... under my domination."
mpo_nomad_events.1020.d: ""Ride far, and do honor to your name!""
mpo_nomad_events.1020.d.flavor: "[rowdy_boy.GetFirstNameNoTooltip] will have all [rowdy_boy.GetSheHe] needs to establish [rowdy_boy.GetHerselfHimself]."
mpo_nomad_events.1020.e: ""Will you not stay, if your [rowdy_boy.Custom2('RelationToMeShort', SCOPE.sC('root_scope'))] wishes it?""
mpo_nomad_events.1020.e.success: "[rowdy_boy.GetFirstNameNoTooltip] agrees to remain and serve"
mpo_nomad_events.1020.e.failure: "[rowdy_boy.GetFirstNameNoTooltip] and [rowdy_boy.GetHerHis] supporters slink off"
mpo_nomad_events.1020.f: ""You are banished, [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('rowdy_boy'))]! Begone!""
mpo_nomad_events.1020.f.flavor: "The wild and lonely path of freedom awaits!"
attacked_family_opinion: "Attacked my Family Member"
mpo_nomad_events.1022.t: "Death of an Upstart"
mpo_nomad_events.1022.desc: "Like the panther that leaps heedlessly from a cliff, like the falcon that dives at its own shadow, like the he-camel who snaps at the heels of its colt... I have been consumed by wrath.\n\nAt the end of our duel of honor, [rowdy_boy.GetFirstName] my own [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('rowdy_boy'))] lies dead.\n\nAs the pounding drums of my rightful anger subside, I begin to hear the sounds of mourning. My people weep at the proof of my power."
mpo_nomad_events.1022.a: "I have done what a [ROOT.Char.GetTitleAsNameNoTooltip] must."
mpo_quelled_family_dissent_modifier: "Slew Dissenting Kin"
mpo_quelled_family_dissent_modifier_desc: "A family member who challenged this character's fearsome authority... did not survive long."
mpo_nomad_events.1030.t: "Education in the Three"
mpo_nomad_events.1030.desc: "As I consider the warrior skills of my [ROOT.Char.Custom('KnightCulturePluralNoTooltip')|l], my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('child'))] [child.GetFirstName] is brought to me.\n\n"[child.Custom2('RelationToMeShort', SCOPE.sC('root_scope'))|U]," the child asks, "which is chief among the three"
mpo_nomad_events.1030.desc_mongolic: "[Glossary( 'nadaam', 'NADAAM_GLOSS')]?"\n\nMy [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('child'))] may pledge [child.GetHerselfHimself] to the brutal test of [Glossary( 'bökh', 'BOKH_GLOSS')],"
mpo_nomad_events.1030.desc_non_mongolic: "great sports?"\n\nMy [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('child'))] may pledge [child.GetHerselfHimself] to the brutal test of wrestling,"
mpo_nomad_events.1030.desc.outro: "to the subtle art of the bow... or perhaps [child.GetSheHe] should master the horse-craft that guides our herds and brings our raiders swiftly home?""
NADAAM_GLOSS: "The #bold Erin Gurban Naadam#! or 'three manly games' are the principal sports practiced by Mongolic peoples since the Neolithic era, and the principal spectacles of festivals and competitions. These are: composite bow archery, wrestling and long-distance horse racing."
BOKH_GLOSS: "The ancient, traditional style of Mongolic wrestling, where the principal aim is to drag your opponent's upper body to the ground. Some styles permit techniques like the grabbing and kicking of legs, but in the main it is a test of raw strength and immovability, and it can last for hours."
mpo_nomad_events.1030.a: "Leave me to my training!"
mpo_nomad_events.1030.a.flavor: "Striving until you gasp and ache is all that matters!"
mpo_nomad_events.1030.b: "Prove you can stand firm as a mountain."
mpo_nomad_events.1030.c: "You will win supper with your arrows."
mpo_nomad_events.1030.c.flavor: "A marmot is far wilier than any of our range's targets... but at least it's a larger mark."
mpo_nomad_events.1030.d: "Earn the trust of a steed, [child.Custom('GirlBoy')]."
mpo_nomad_events.1030.d.flavor: "And upon your obedient horse, you may sing out and join in the long races."
is_nomadic_tt: "You have [nomadic_government|E]"
capital_county_not_in_steppe_tt: "Your [capital|E] is not in [the_great_steppe|E] zone"
higher_prestige_cost_because_pagan_tt: "@warning_icon! #X @prestige_icon![prestige|E] cost is quadrupled because your [faith|E] is [GetFaithDoctrine('unreformed_faith_doctrine').GetBaseName]"
nomad_domicile_buildings_converted: "[former_nomad.GetShortUINamePossessive|U] [domicile|E] [buildings|E] are exchanged for [gold_i][gold|E]"
nomad_settling_gain_kingdom_counties_tt: "Is [revoked|E], if held by a different-[culture|E] [vassal|E]"
mpo_nomad_events.1040.t: "A Home Beyond the Steppe"
mpo_nomad_events.1040.desc: "#EMP Out, [defender.GetTitledFirstName]! Out, [expelled_culture.GetCollectiveNoun]!#! With your fat children on your shoulders, with your wealth scattered after you, flee the [ROOT.Char.GetCulture.GetName] rider and [dummy_soldier.GetHerHis] arrows!\n\n[target.GetBaseNameNoTierNoTooltip] is left to my people. No longer are we blown like dust across the plains! Here, settled lives are ours: the labors of remaining locals and our own commoners serve our comforts.\n\nIn [ROOT.Char.GetCapitalLocation.GetName], in the opulent [ROOT.Char.Custom('ResidenceBuilding')] that rules over its [ROOT.Char.GetCapitalLocation.GetTerrain.GetNameNoTooltip|l], my war-weary body will rest... as my mind begins to ponder"
mpo_nomad_events.1040.desc_tribal: "where a settled [ROOT.Char.GetTitleAsNameNoTooltip] finds strength."
mpo_nomad_events.1040.desc_clan: "a [ROOT.Char.GetTitleAsNamePossessiveNoTooltip] noble clan, and [ROOT.Char.GetHerHis] many taxes."
mpo_nomad_events.1040.desc_feudal: "the laws of a feudal [ROOT.Char.GetTitleAsNameNoTooltip]."
mpo_nomad_events.1040.a: "Here ends my people's wandering."
overrunning_set_primary_title_tt: "[primary_title.GetBaseName] became your [primary_title|E]"
overrunning_set_capital_tt: "[capital_county.GetName] became your [capital|E] [county|E]"
overrunning_vassal_1_tt: "[vassal_1.GetTitledFirstName] gained [vassal_1_title.GetName]"
overrunning_vassal_2_tt: "[vassal_2.GetTitledFirstName] gained [vassal_2_title.GetName]"
overrunning_vassal_3_tt: "[vassal_3.GetTitledFirstName] gained [vassal_3_title.GetName]"
overrunning_vassal_4_tt: "[vassal_4.GetTitledFirstName] gained [vassal_4_title.GetName]"
overrunning_vassal_5_tt: "[vassal_5.GetTitledFirstName] gained [vassal_5_title.GetName]"
overrunning_move_capital_tt: "A taken [county|E] becomes your [capital|E]"
overrunning_vassals_gain_titles_tt: "[counties|E] and [duchies|E] are distributed among [vassals|E] who are [obedient|E], same-[culture|E] or approve of [attacker.GetShortUIName]"
overrunning_convert_capital_duchy_tt: "[attacker.GetShortUINamePossessive|U] [capital|E] is converted to [attacker.GetShortUINamePossessive] [culture|E] and [faith|E]"
overrunning_convert_dukes_capitals_tt: "[dukes|E]' [capitals|E] are converted to their [culture|E] and [faith|E]"
overrunning_convert_tribal_counties_tt: "Additional [tribal|E] [counties|E] convert to their new [holder|E]'s [culture|E] and [faith|E]"
FORMER_NOMAD_KINGDOM_NAME: "[attacker.GetCulture.GetNameNoTooltip] [target.GetBaseNameNoTierNoTooltip]"
FORMER_NOMAD_KINGDOM_NAME_ADJ: "[attacker.GetCulture.GetNameNoTooltip]"
former_nomad_army_name: "Loyal [army_getter.GetCulture.GetNameNoTooltip] Semi-Nomads"
gold_army_for_herd_tt: "[former_nomad.GetShortUINamePossessive|U] [herd_i][herd|E] and [horde|E] are exchanged for @gold_icon![gold|E] and [special_troops|E]"
attackers_counties_lose_development: "Taken [counties|E] lose @development_icon![development|E]"
overrunning_gain_titular_kingdom_tt: "You gain a [kingdom|E]-[title_tier|E] [titular_title|E]"
overrunning_war_white_peace_desc_attacker: "You lose some [GetLocalPlayerLegitimacyTextIcon][legitimacy|E] and @dread_icon![dread|E]."
overrunning_war_white_peace_desc: "[attacker.GetShortUIName|U] loses some [attacker.GetLegitimacyType.GetTextIcon][legitimacy|E] and @dread_icon![dread|E]."
overrunning_war_surrender_desc_attacker: "You lose significant [GetLocalPlayerLegitimacyTextIcon][legitimacy|E] and @dread_icon![dread|E]."
overrunning_war_surrender_desc: "[attacker.GetShortUIName|U] loses significant [attacker.GetLegitimacyType.GetTextIcon][legitimacy|E] and @dread_icon![dread|E]."
herder_county_loses_fertility_tt: "[herder.GetShortUINamePossessive] [capital|E] loses [EmptyScope.ScriptValue('medium_county_fertility_loss')|N0] [county_fertility|E]"
neighbor_herders_lose_fertility_tt: ""
custom.every_neighboring_herder: "Every [herder|E] [county|E] neighboring your [domain|E]"
capital_county_loses_fertility_tt: "Loses [EmptyScope.ScriptValue('medium_county_fertility_loss')|N0] [county_fertility|E]"
mpo_nomad_events.1050.t: "Wider Grazelands"
mpo_nomad_events.1050.desc: "[herder.GetTitledFirstName], a shabby [herder.GetWomanMan] stinking of goats' piss, professes [herder.GetHerselfHimself] the minder of [herder_county.GetNameNoTierPossessive] nearby [herder.GetCapitalLocation.GetTerrain.GetNameNoTooltip|l].\n\n"Your [ROOT.Char.GetPrimaryTitle.GetAdjective] herders ignore the traditional bounds!" [herder.GetSheHe] says. "I move my flock to new ground, and the soil is barren! The wind carries the cackling of your riders, and the sounds of their fat horses!"\n\n"Can we not honestly share the land, [ROOT.Char.GetTitleAsName]?""
mpo_nomad_events.1050.a: "To me, traditional bounds mean #EMP nothing#!."
mpo_nomad_events.1050.b: ""Lend me your honest tongue, and your courage!""
mpo_nomad_events.1050.b.flavor: "I will make an honored rider of this putrid, loud-mouthed goatherd!"
mpo_nomad_events.1050.c: ""I will ruin those who wronged you.""
mpo_nomad_events.1050.c.flavor: "For it seems my herd has grown beyond my control..."
mpo_nomad_events.1050.d: ""#EMP Flee before my animals, goatherd!#!""
mpo_nomad_events.1060.t: "Bartering with Sheep"
mpo_nomad_events.1060.desc: "Just beyond my pastureland huddles the settlement of [neighbor_province.GetName], a place resounding with clanging hammers, the groan of wheels, the chatter of teeming [county_culture.GetName] crowds.\n\nWe visit to trade animals for refined goods. The soft-bellied merchants eye us with suspicion and fear.\n\n"Look, weapons worked in [neighbor.Custom('RegionalWeaponMetal')]! Fine [neighbor.Custom('RegionalFabric')] garb!" crow my companions. "And coins of precious metal!""
mpo_nomad_events.1060.a: "You think #EMP that's#! what a silver coin is worth...?"
mpo_nomad_events.1060.a.flavor: "These settled weaklings will soon learn that we 'savages' are not so easily swindled..."
mpo_nomad_events.1060.b: ""Snatch it all up! #EMP And ride hard!#!""
mpo_nomad_events.1060.b.flavor: "A true [ROOT.Char.Custom('GetDaughterSon')] of the steppe does not treat with the weak!"
mpo_nomad_events.1060.b.success: "Your posse escapes with the taken goods"
mpo_nomad_events.1060.b.failure: "You ditch your loot to narrowly escape"
mpo_nomad_events.1060.c: ""Bring furs, yogurt, fine horses!""
mpo_nomad_events.1060.c.flavor: "Trading our goods with [neighbor.GetTopLiege.GetPrimaryTitle.GetAdjectiveNoTooltip] settlements can only benefit us."
nomad_trading_mastery_modifier: "Trading Magnate"
nomad_trading_mastery_modifier_desc: "This nomad understands well the true value of foreign coins and luxury goods. Better even, perhaps, than their purveyors. "
nomad_trading_partners_modifier: "Sedentary Trading Agreements"
nomad_trading_partners_modifier_desc: "This nomad actively engages in the trading of pastoral animal products for tools, luxuries and coin."
mpo_nomad_events.1070.t: "Strayed in the Night"
mpo_nomad_events.1070.desc_intro: "I waken, with horse-breath in my mouth.\n\n"
mpo_nomad_events.1070.desc_has_horse: "As my steed [ROOT.Char.Custom('WarhorseStoryName')]"
mpo_nomad_events.1070.desc_new_horse: "As an unfamiliar steed"
mpo_nomad_events.1070.desc: "nuzzles me, the wind moans across the [ROOT.Char.GetCurrentLocation.GetTerrain.GetNameNoTooltip|l]. We two are alone in the wild.\n\nMy mind is a smooth stone — what #EMP happened#! between last dusk and this cold dawn? Have my people... abandoned me? No! Memories come,"
mpo_nomad_events.1070.desc_spiritual: "carrying the whispers of spirits, telling of the holy trance that roused me from bed, took me to a lone horse standing in moonlight..."
mpo_nomad_events.1070.desc_mental_thing: "howling my own mad midnight curses: though my kin tried to calm me, I could not be among them. I went into the night with just this quiet horse..."
mpo_nomad_events.1070.desc_new_drunk: "bearing heavy bowls of [Glossary( 'kumis', 'KUMIS_GLOSS')], hoof-beats, and the feeling of a dark mane pressed against my cheek..."
mpo_nomad_events.1070.a: "You are a loyal beast, aren't you?"
begin_warhorse_story_tt: "This horse becomes your beloved favorite"
mpo_nomad_events.1070.b: "Never again! I swear it, horse: #EMP never again!#!"
mpo_nomad_events.1070.c: "[ROOT.Char.GetFaith.HighGodNamePossessive] will brought me to this holy place."
mpo_nomad_events.1070.c.flavor: "I need not panic. There are natural forces here I am friend to, and they will lead me home."
mpo_nomad_events.1070.d: "Homeward! A nomad is never lost."
mpo_nomad_events.1070.d.flavor: "Even when his skull aches so sorely [ROOT.Char.GetSheHe] can hardly see..."
mpo_nomad_events.1070.d.success: "You retrace your horse's tracks"
mpo_nomad_events.1070.d.failure: "You do not find home before night returns"
mpo_nomad_events.1070.e: "Surely, horse, you recall the way back..."
nomad_alone_in_adversity_modifier: "Trusts in Horses"
nomad_alone_in_adversity_modifier_desc: "When in a terrible situation, this nomad trusts nothing more than the survival instinct and the speed of horses."

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l_english:
GetMongolHonorific_dreaded: "dreaded"
GetMongolHonorific_dreadful: "dreadful"
GetMongolHonorific_mighty: "mighty"
GetMongolHonorific_fearsome: "fearsome"
GetMongolHonorific_frightful: "frightful"
nomad_events.ill_advised.header: "Ill-Advised"
nomad_events.0001.t: "$nomad_events.ill_advised.header$?"
nomad_events.0001.desc: "A heavy and noisy treading interrupts the silence of the night.\n\n"You surely must see it too, [ROOT.Char.Custom('FormOfAddressForLiege')]," my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('jealous_courtier'))|l] [jealous_courtier.GetFirstName] rebukes as [jealous_courtier.GetSheHe] enters my ger, "[achmach_scope.GetTitledFirstName] excels a bit too much at his work. [achmach_scope.GetSheHe|U] talks a bit too much, gets a bit too much support, comes and goes a bit too often. Everything always seems to go [achmach_scope.GetHerHis] way."\n\n[jealous_courtier.GetFirstNamePossessiveNoTooltip] eyes narrow, "Could it not be, my [ROOT.GetCharacter.Custom('GetMongolHonorific')] [ROOT.Char.GetTitleAsNameNoTooltip], that [achmach_scope.GetSheHe] is using some... dark arts to get what [achmach_scope.GetSheHe] wants?""
nomad_events.0001.a: "[achmach_scope.GetSheHe|U] is out."
nomad_events.0001.b: "The words of a jealous rival."
achmach_firing_tt: "@alert_icon! [achmach_scope.GetShortUIName] cannot be hired again for 5 years#!"
nomad_events.0002.t: "$nomad_events.ill_advised.header$: Questions"
nomad_events.0002.desc.calm: ""Be honest, [ROOT.GetCharacter.Custom('GetMongolHonorific')] [ROOT.Char.GetTitleAsNameNoTooltip]," [achmach_scope.GetTitledFirstName] insists, lowering [achmach_scope.GetHerHis] voice until it's almost indistinguishable from the crackling fire. "Could I have done something differently? How did I fail you?""
nomad_events.0002.desc.angry: ""My [achmach_scope.Custom('EyeEyes')] cannot believe that our dreaded [ROOT.Char.GetTitleAsNameNoTooltip] has been fooled so." [achmach_scope.GetTitledFirstNameNoTooltip] rattles, turning [achmach_scope.GetHerHis] face away from the fire. "If your ruling presence will listen to rumors, I hope it's sure of which ones are true.""
nomad_events.0002.desc.fallback: ""I will not ask why, my dreaded [ROOT.Char.GetTitleAsNameNoTooltip], I was moved away from your side, but I will warn you about something," [achmach_scope.GetTitledFirstNameNoTooltip] turns to me after drinking [achmach_scope.GetHerHis] [Glossary( 'kumis', 'KUMIS_GLOSS')]."
nomad_events.0002.desc.outro: "\n\n"Just ponder for an instant, and wonder... is there a reason for [jealous_courtier.GetTitledFirstName] to have spoken ill of me? Perhaps someone is trying to keep you from those who look after you the most.""
nomad_events.0002.a: ""I regret pushing you away from my side.""
nomad_events.0002.b: ""I have made my decision.""
nomad_events.0003.t: "$nomad_events.ill_advised.header$: Where There Is Smoke"
nomad_events.0003.desc.intro: "The firepit is almost all ash at this point of the night. Drunken conversations get quieter and quieter before getting loud again. My [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('jealous_courtier_2'))|l] [jealous_courtier_2.GetFirstName] approaches me with little subtlety.\n\n"
nomad_events.0003.desc.rehired: ""Your kindness is too great, [ROOT.GetCharacter.Custom('GetMongolHonorific')] one. [achmach_scope.GetTitledFirstName] must have clearly used powerful demons to have tricked you so.""
nomad_events.0003.desc.not_rehired: ""Even after pushing [achmach_scope.GetTitledFirstName] from your side, I fear that [achmach_scope.GetHerHis] machinations have not stopped.""
nomad_events.0003.desc.outro: "\n\n"The pains inflicted by [achmach_scope.GetHerHim] seem never ending!" [jealous_courtier_2.GetSheHe] loudly sighs. "There is no doubt that [achmach_scope.GetSheHe] whispers forbidden incantations and dangerous spells, for all of our [dummy_attracted_gender.GetWomenMen] have fled to [achmach_scope.GetHerHis] arms!""
nomad_events.0003.a: "I can definitely see why..."
nomad_events.0003.b: "This is over."
nomad_events.0003.c: "#EMP Ha, ha, ha!#!"
nomad_events_0003_b_tt: "Your fickle nature is poorly perceived"
mpo_assertion_modifier: "Protective Leader"
mpo_assertion_modifier_desc: "This character asserted themselves over a flirtatious advisor."
nomad_events_0003_a_tt: "Your [scheme|E] starts with a higher progress and the [GetModifier('extra_success_chance_modifier').GetNameWithTooltip] [modifier|E]"
nomad_events.0004.opening: "To the most merciful [ROOT.Char.GetTitleAsNameNoTooltip],"
nomad_events.0004.desc: "I beg you please to accept this humble gift that with great effort I have collected.\n\nThanks for your great trust in me."
nomad_events.0004.a: "What a nice detail."
nomad_events.0005.desc: "Vultures will come to strip you naked.\n\nBeware."
nomad_events.0005.a: "What is this...?"
nomad_events_0005_tt: "You can now use the $interrogate_interaction$ [character_interaction|E] on [achmach_scope.GetShortUIName], [jealous_courtier.GetShortUIName] and [jealous_courtier_2.GetShortUIName]"
nomad_events_0005_tt_only_one: "You can now use the $interrogate_interaction$ [character_interaction|E] on [achmach_scope.GetShortUIName] and [jealous_courtier.GetShortUIName] to discover the meaning of the mysterious letter"
nomad_events.0006.t: "$nomad_events.ill_advised.header$: Interrogations"
nomad_events.0006.desc.achmach: "[recipient.GetTitledFirstNamePossessive] tent is so dark that it makes it hard to see without squinting. [recipient.GetFirstNameNoTooltip] rests on a [ROOT.Char.Custom('GetSimpleColor')] cushion.\n\n"Ah, [ROOT.GetCharacter.Custom('GetMongolHonorific')] one, why is it that you bless me so?""
nomad_events.0006.desc.courtier: "[recipient.GetTitledFirstName] rests on [recipient.GetHerHis] bed, peacefully sipping on some [Glossary( 'boal', 'BOL_GLOSS')].\n\n"[ROOT.GetCharacter.Custom('GetMongolHonorific')|U] one!" [recipient.GetSheHe] gets up immediately when I enter, and hands me [recipient.GetHerHis] own bowl: "Please, I must inquire why have you have visited me.""
nomad_events.0006.desc.courtier_2: "[recipient.GetTitledFirstName] [recipient.Custom('quirk_pos_present')] as I enter [recipient.GetHerHis] tent. The smell of fresh grass is still present in [recipient.GetHerHis] clothes.\n\n"My [ROOT.GetCharacter.Custom('GetMongolHonorific')] [ROOT.GetCharacter.GetLadyLord]! Please do tell, how may I serve you?""
nomad_events.0006.desc.calm: "\n\nI hand [recipient.GetHerHim] the message, waiting for an explanation."
nomad_events.0006.desc.fallback: "\n\nI throw the message at [recipient.GetHerHis] feet, demanding an explanation."
nomad_events.0006.desc.achmach_outro: "\n\n"Ah, I see that my message has reached you. I have warned you before, fearsome one. I can starve the dogs until they cannot walk any longer, so they may not bite their master.""
nomad_events.0006.desc.courtier_outro: "\n\n"Surely, you cannot believe that that refers to me, my [ROOT.Char.GetTitleAsNameNoTooltip]. I have but merely tried to protect you!""
nomad_events.0006.desc.courtier_outro_2: "\n\n[recipient.GetFirstNameNoTooltip] nervously scratches [recipient.GetHerHis] neck before insisting: "I have nothing to do with that.""
nomad_events.0006.a: "I will extract the truth from you like milk from a mare."
nomad_events.0006.b: "The letter was clearly about black magic."
nomad_events.0006.c: "Why are you looking so nervous?"
nomad_events.0006.d: "Turn my enemies into carrion."
nomad_events.0006.e: "You are not to be trusted."
nomad_events.0006.f: "I believe it does not refer to you."
bol: "bol"
BOL_GLOSS: "A fermented beverage made from honey, similar to mead."
nomad_events_0006_d_tt: "All your [GetScheme('murder').GetTypeName] [schemes|E] will have a higher [success_chance|E] as long as [achmach_scope.GetShortUIName] is your [councillor|E]"
nomad_events_0006_c_success_info: "You find out why the uneasiness"
nomad_events.0006.c.success: "[recipient.GetShortUIName] confesses"
nomad_events_0006_c_success_loyal: "They were merely jealous"
nomad_events_0006_c_success_disloyal: "They witnessed a dark ritual"
nomad_events.0006.c.failure: "[recipient.GetShortUINamePossessive] intentions remain unclear"
ACHMACH_MURDER_BONUS: "A skilled councillor's promise"
nomad_events.0007.t: "$nomad_events.ill_advised.header$: A Broken Antler"
nomad_events.0007.desc.imprisoned: "Not many approach the prisoners. The lack of a fire pit makes them shiver. But when I get closer I notice that [achmach_scope.GetTitledFirstName] is nowhere to be seen."
nomad_events.0007.desc.fallback: "I see [achmach_scope.GetTitledFirstName] excuse [achmach_scope.GetHerselfHimself] from the drinking and fighting, much earlier than usual. [achmach_scope.GetSheHe|U] walks past [achmach_scope.GetHerHis] tent, and towards the wilderness."
nomad_events.0007.desc.outro: "\n\nA sudden crack makes it easy to follow [achmach_scope.GetHerHis] steps and I find [achmach_scope.GetHerHim] crouching on the ground, [achmach_scope.GetHerHis] long shadow hovering over some tools.\n\n[achmach_scope.GetSheHe|U] breaks antlers like feeble twigs, their splinters flying out in every direction."
nomad_events.0007.aa: "I knew it! [achmach_scope.GetSheHe|U] is against me! Everyone is!"
nomad_events.0007.a: "#EMP Ha!#! I've seen this a million times."
nomad_events.0007.b: "What are you #EMP actually#! doing?"
nomad_events.0007.b.success: "You are certain of [achmach_scope.GetShortUINamePossessive] intentions"
nomad_events.0007.b.failure: "[achmach_scope.GetShortUINamePossessive] intentions remain uncertain to you"
nomad_events.0007.c: "Tell me the truth. #EMP Immediately.#!"
nomad_events_0007_b_success_info: "You will discover the true nature of the ritual"
nomad_events.0008_0009.desc.intro: "Smoke comes out, pale as corpse flesh. [achmach_scope.GetTitledFirstName] musters an incantation, then louder, [achmach_scope.GetSheHe] states:\n\n"
nomad_events.0008.t: "$nomad_events.ill_advised.header$: The Favor of Heaven"
nomad_events.0008.desc: "$nomad_events.0008_0009.desc.intro$"May the favor of [achmach_scope.GetFaith.HighGodName] protect the [ROOT.GetCharacter.Custom('GetMongolHonorific')] [ROOT.Char.GetTitleAsNameNoTooltip], [ROOT.Char.Custom('FormOfAddressForLiege')]. May [ROOT.Char.GetHerHis] enemies fall to the ground like the rock from the high mountain."\n\n[achmach_scope.GetSheHe|U] turns around and sees me, [ROOT.Char.Custom2('QuirkPPPosOrNeg', SCOPE.sC('achmach_scope'))], "[ROOT.GetCharacter.Custom('GetMongolHonorific')|U] one, the sky will protect you now," [achmach_scope.GetSheHe] explains, handing me an amulet made of antlers."
nomad_events.0008.a: "That [achmach_scope.GetFaith.HighGodName] you speak of... tell me more of them."
nomad_events.0008.b: "I shall always wear this."
nomad_events.0008.c: "This is some impressive work! Please, focus on it."
magic_amulet: "Protective Amulet"
magic_amulet_desc: "A shattered antler, wet with blood. The tines have been burned off."
nomad_events_0008_b_tt: "Gives access to the $pray_to_protective_amulet_decision$ [decision|E] as long as the [newly_created_artifact.GetName] [artifact|E] in equipped."
pray_to_protective_amulet_decision: "Pray to $magic_amulet$"
pray_to_protective_amulet_decision_desc: "An amulet consecrated to protective ends."
pray_to_protective_amulet_decision_confirm: "Pray."
pray_to_protective_amulet_decision_tooltip: "Lose [stress|E] through prayer"
pray_to_protective_amulet_decision_valid_tt: "The $magic_amulet$ [artifact|E] must be equipped"
pray_to_protective_amulet_decision_toast: "The Prayer Calms You"
nomad_events.0009.t: "$nomad_events.ill_advised.header$: Blood on the Bone"
nomad_events.0009.desc: "$nomad_events.0008_0009.desc.intro$"May the wrath of [achmach_scope.GetFaith.HighGodName] fall upon the unworthy [ROOT.Char.GetTitledFirstNameNoTooltip]. May [ROOT.Char.GetHerHis] life be short and full of pain."\n\n[achmach_scope.GetSheHe|U] turns around and sees me, [achmach_scope.GetHerHis] hands immediately clutching the amulet over [achmach_scope.GetHerHis] chest for protection."
nomad_events.0009.a: "I'll crack your head open!"
nomad_events.0009.b_imprisoned: "What do you have there?"
nomad_events.0009.b: "To the dust with you! And give me that."
nomad_events.0009.c: "This is the #EMP last#! time they catch me off guard."
mpo_eyes_everywhere_modifier: "Eyes Everywhere"
mpo_eyes_everywhere_modifier_desc: "This character has decided to put all their efforts into stopping schemes targetting them."
nomad_events.0010.t: "$nomad_events.ill_advised.header$: A Knife in the Dark"
nomad_events.0010.desc.intro: "I dream of the endless sky, clouds swirling, disappearing, rain, and endless thunder. I feel a drop of water down my chest and the cold wakes me up.\n\n"
nomad_events.0010.desc.loyal: "A hooded figure is standing on top of me, a knife to my neck.\n\n"Get down!" [achmach_scope.GetTitledFirstName] pushes them away from me, and they grunt when their back hits the wall."
nomad_events.0010.desc.disloyal: "[achmach_scope.GetTitledFirstName] is standing on top of me, a knife to my neck. I push [achmach_scope.GetHerHim] down but [achmach_scope.GetSheHe] gets up almost immediately."
nomad_events.0010.aaa: "You have no idea who you're messing with..."
nomad_events.0010.aa: "I am #EMP out#!!"
nomad_events_0010_aa_tt: "You run with all your might"
nomad_events.0010.a: "[achmach_scope.GetShortUIName], get [assassin.GetHerHim]!"
nomad_events.0010.a.success: "[achmach_scope.GetShortUIName] kills the assassin"
nomad_events.0010.a.failure: "The assassin wounds [achmach_scope.GetShortUIName]"
nomad_events.0010.b: "Guards! Guards!"
nomad_events.0010.b.success: "Your guards were waiting just outside"
nomad_events.0010.b.failure: "Your guards were slacking off"
nomad_events.0010.c_imprisoned: "Go back to your hole!"
nomad_events.0010.c: "I'll have you pay for this!"
nomad_events.0010.c.success: "You win the fight"
nomad_events.0010.c.failure: "[dueling_enemy.GetShortUIName] wounds you"
mpo_imprisoned_assassin_modifier: "Imprisoned Enemies"
mpo_imprisoned_assassin_modifier_desc: "This character managed to imprison their murderer."
nomad_events.0100.t: "Not My Flock"
nomad_events.0100.desc: ""Can you believe this, [ROOT.Char.GetTitleAsNameNoTooltip]!?" [vassal_1.GetTitledFirstName] trots in my direction. "That [vassal_2.Custom2('InsultAdjective', SCOPE.sC('vassal_1'))] [vassal_2.GetFirstName] stole some of my animals during the night, sneaking into the enclosure like a worm through a crevice."\n\n"I demand all that have been taken are returned, or I shall seize them myself.""
nomad_events.0100.aa: ""I think those were mine.""
nomad_events.0100.a: ""[vassal_2.GetTitledFirstNameNoTooltip] will have to return the herd.""
nomad_events.0100.b: ""I do not believe these accusations.""
nomad_events.0100.c: ""Do you bother your [ROOT.Char.GetTitleAsNameNoTooltip] with this nonsense?""
friend_supported_in_herd_dispute: "[CHARACTER.GetShortUIName|U] supported [TARGET_CHARACTER.GetShortUIName] during a herd dispute"
friend_supported_in_herd_dispute_corresponding: "[TARGET_CHARACTER.GetShortUIName|U] was supported by [CHARACTER.GetShortUIName] during a herd dispute"
nomad_events.0110.t: "Cornered"
nomad_events.0110.desc: "Snow. Trees rustling. What sounds like a distant howl. Although... not so distant.\n\n"Help! Help!" It's not hard to recognise [victim.GetTitledFirstNamePossessive] voice, and I start running towards it. #EMP "Help, please!"#!\n\nWhen I arrive I find [victim.GetFirstNameNoTooltip] sheltered behind some rocks, and a lone wolf approaching [victim.GetHerHim]."
nomad_events.0110.a: ""$knight_culture_player_plural_no_tooltip$, get him!""
nomad_events.0110.b: ""I will break your neck, beast!""
nomad_events.0110.b.success: "You manage to send off the animal"
nomad_events.0110.b.failure: "The animal wounds you"
nomad_events.0110.c: ""Run, [victim.GetFirstNameNoTooltip]!""
nomad_events.0110.c.success: "[victim.GetShortUIName] runs the fastest [victim.GetSheHe] has ever run"
nomad_events.0120.t: "Evening Ride"
nomad_events.0120.desc: "The clouds form animal shapes above our heads and [companion.GetFirstName] and I stride a little bit further from the camp.\n\n"What is the farthest you've ever been, [ROOT.Char.GetTitleAsNameNoTooltip]?"\n\n"For me it's not that far," there's almost shame in [companion.GetHerHis] voice. "But one day I'd like to go to a land where no one knows my language.""
nomad_events.0120.a: ""Let me know you.""
nomad_events.0120.b: "A chance to get to know [companion.GetFirstNameNoTooltip] better..."
nomad_events.0120.c: "I must focus on riding."
lover_evening_ride: "[CHARACTER.GetShortUIName|U] and [TARGET_CHARACTER.GetShortUIName] shared a romantic evening ride"
lover_evening_ride_corresponding: "[TARGET_CHARACTER.GetShortUIName|U] and [CHARACTER.GetShortUIName] shared a romantic evening ride"
friend_evening_ride: "[CHARACTER.GetShortUIName|U] and [TARGET_CHARACTER.GetShortUIName] bonded during an evening ride"
friend_evening_ride_corresponding: "[TARGET_CHARACTER.GetShortUIName|U] and [CHARACTER.GetShortUIName] bonded during an evening ride"
nomad_events.0130.t: "A Good Deal"
nomad_events.0130.desc: "An unfamiliar face pulls the reins of a couple of horses, trying to get them to calm down.\n\n"Quiet now," [merchant.GetSheHe] hushes them. "Ah, what a happy encounter!" [merchant.GetSheHe] turns [merchant.GetHerHis] body towards me with a wide smile.\n\n"If I could interest you in purchasing some of my wares," [merchant.GetSheHe] offers, pointing at the horses, "I have some more sheep right on that field too.""
nomad_events.0130.a: ""Go. And leave your animals behind.""
nomad_events.0130.b: ""I could use a decent merchant.""
nomad_events.0130.c: ""I'll gladly take some.""
nomad_events.0130.d: ""I'm not interested.""
nomad_events.0140.t: "Far From Home"
nomad_events.0140.desc: ""...Have you seen [merchant.GetHerHim]?", "Where do you think [merchant.GetSheHe] comes from?", "And what do you think of [merchant.GetHerHis] clothes?"\n\nThe muttering is almost unavoidable as I make my way through the camp. The reason is soon apparent: a strangely dressed [merchant.GetWomanMan] stands next to my fire.\n\n"Greetings, [ROOT.GetCharacter.Custom('GetMongolHonorific')] [ROOT.GetCharacter.GetTitleAsNameNoTooltip]. I am a [merchant.GetFaith.GetAdjectiveNoTooltip] merchant, stranded in this strange land. It is my desire to spend some years at your court.""
nomad_events.0140.a: ""Tell me more of your [merchant.GetFaith.GetNameNoTooltip]...""
nomad_events.0140.b: ""My camp welcomes you.""
nomad_events.0140.c: ""Leave. Immediately.""
nomad_events.0140.a.tt: "You gain a #P 50%#! discount for converting to [merchant.GetFaith.GetName]"
nomad_events.0150.t: "One More Drink"
nomad_events.0150.desc: "The [Glossary( 'kumis', 'KUMIS_GLOSS')] gets passed around in bowls filled to the brim. "Here, here!", [companion.GetTitledFirstName] gestures, trying to get some more. "Your [ROOT.Char.GetTitleAsNameNoTooltip] demands it!" [companion.GetSheHe] laughs, smiling at me. "You're slow as foals! Make haste!"\n\n"Ah!" Finally, a bowl gets passed to [companion.GetHerHis] hands, and [companion.GetSheHe] promptly offers it to me.\n\n"Let us now drink, my good [ROOT.Char.GetTitleAsNameNoTooltip], for the night is young and soon we will not be!""
nomad_events.0150.a: ""Do you know who is a real coward? That [rival.GetFirstNameNoTooltip] idiot.""
nomad_events.0150.a.tt: "This option is available because you have a [rival|E]"
nomad_events.0150.b: ""Let us!""
nomad_events.0150.c: "A delicious occassion to show off my constitution."
KUMIS_GLOSS: "A fermented alcoholic beverage made from mare's milk, common across the Great Steppe. Known also as #EMP airag#! in Mongolic tongues."
friend_drank_together: "[CHARACTER.GetShortUIName|U] and [TARGET_CHARACTER.GetShortUIName] shared a night of drinking and jokes"
friend_drank_together_corresponding: "[TARGET_CHARACTER.GetShortUIName|U] and [CHARACTER.GetShortUIName] shared a night of drinking and jokes"
nomad_events.0160.t: "A Nice Word"
nomad_events.0160.desc.intro: ""There is something that has not left my mind," [spouse.GetFirstName] says, laying on the bed. "I have noticed something about you as of late."\n\n"
nomad_events.0160.desc.dread: ""Your presence fills [ROOT.Char.GetWomenMen] with dread. They yell and flee and beg for your mercy.""
nomad_events.0160.desc.prowess: ""Your prowess is unmatched. Other [ROOT.Char.GetWomenMen] turn their envious eyes at you, filled with jealousy."
nomad_events.0160.desc.lover: ""The love I feel for you keeps growing day after day. Like a wildflower, it never dies."
nomad_events.0160.desc.brave: ""Your bravery inspires [ROOT.Char.GetWomenMen] and fills their hearts with the desire to follow you."
nomad_events.0160.desc.generic: ""Your mind is as strong as your arm. [ROOT.Char.GetWomenMen|U] will follow you anywhere."
nomad_events.0160.desc.outro: "I have been paying attention. And I am impressed."\n\n[spouse.GetSheHe|U] gestures for me to move closer."
nomad_events.0160.a: ""Finally, you've come to your senses.""
nomad_events.0160.b: ""I love you too, my dear.""
nomad_events.0160.c: ""Make sure to tell everyone.""
lover_admirable_thing: "[TARGET_CHARACTER.GetShortUIName|U] confessed [TARGET_CHARACTER.GetHerHis] deep admiration for [CHARACTER.GetShortUIName]"
lover_admirable_thing_corresponding: "[CHARACTER.GetShortUIName|U] confessed [CHARACTER.GetHerHis] deep admiration for [TARGET_CHARACTER.GetShortUIName]"
nomad_events.0170.t: "Dreaded One"
nomad_events.0170.desc: "[spouse.GetFirstName] is sitting by the hearth when I enter the tent. Startled, [spouse.GetSheHe] lets out a small sigh when [spouse.GetSheHe] sees me, lowering [spouse.GetHerHis] eyes.\n\n[spouse.GetSheHe|U] says nothing while I undress and splash some water over my face. After a while, the silence weighs too much:\n\n"I need to talk to you, my dear [ROOT.Char.GetTitleAsNameNoTooltip]," [spouse.GetHerHis] voice is quiet, "Everyone fears you. And I am no different than them," [spouse.GetSheHe] confesses."
nomad_events.0170.a: ""Do you think me #EMP weak#!?""
nomad_events.0170.b: ""I have listened to my anger for too long.""
nomad_events.0170.c: ""It's the only way.""
dread_spouse_modifier: "Better Feared"
dread_spouse_modifier_desc: "Than loved."
nomad_events.0180.t: "The Weakest Link"
nomad_events.0180.desc: "I hear [rival.GetTitledFirstNamePossessive] laughter before I can see [rival.GetHerHim]. [rival.GetHerHis|U] back almost turned to me, [rival.GetHerHis] breath reeking of [Glossary( 'kumis', 'KUMIS_GLOSS')].\n\n"#EMP Who#! is going to govern us when [ROOT.Char.GetTitledFirstNameNoTooltip] leaves us for the birds? Will it be [child.GetFirstName]? [child.GetHerHis|U] arm is so weak that [child.GetSheHe] can barely prevent [child.GetHerHis] own fingers from falling off."\n\n"No. It will certainly not be sweet and docile [child.GetFirstNameNoTooltip].""
nomad_events.0180.a: ""You will #EMP never#! speak of my kin like that again.""
nomad_events.0180.b: "It's time for [child.GetFirstNameNoTooltip] to learn."
nomad_events.0180.c: "Let [rival.GetFirstNamePossessiveNoTooltip] words be lost to the wind."
nomad_events.0190.t: "Back When"
nomad_events.0190.desc: ""You [Glossary( 'take the hat well', 'TAKE_HAT_GLOSS')], my good [ROOT.Char.GetTitleAsNameNoTooltip]," [friend.GetTitledFirstName] pulls the reins of [friend.GetHerHis] horse and pats [friend.GetHerHis] head until it calms down, laughing. "Oy! Easy there!"\n\n[friend.GetSheHe|U] turns [friend.GetHerHis] eyes back at me, "I can't believe you're the same you were all those years ago. Did you ever think we would end up like this?"\n\nAs [friend.GetSheHe] talks, I cannot help but smile, thinking of when [memory.GetDescription]."
nomad_events.0190.a: ""You are as close to my heart as my own blood.""
nomad_events.0190.b: ""With you, I feel at ease.""
nomad_events.0190.c: ""Hah! And that's only the beginning!""
nomad_events.0190.d: ""Let every tree hear of our story!""
mpo_good_memory_modifier: "Warm Heart"
mpo_good_memory_modifier_desc: "This character's good memories fill them with joy."
TAKE_HAT_GLOSS: "Mongolian saying referencing power, being kingly."
friend_cute_memory: "[CHARACTER.GetShortUIName] and [TARGET_CHARACTER.GetShortUIName] reminisced of a nice memory together, many years later."
friend_cute_memory_corresponding: "[TARGET_CHARACTER.GetShortUIName] and [CHARACTER.GetShortUIName] reminisced of a nice memory together, many years later."
nomad_events.0200.t: "In My Dreams"
nomad_events.0200.desc.intro: "[courtier.GetTitledFirstName] takes a seat next to me while I finish my [Glossary( 'boal', 'BOL_GLOSS')]. With [courtier.GetHerHis] eyes focused on the flames, [courtier.GetSheHe] starts talking:\n\n"I had a dream last night. A white falcon descended"
nomad_events.0200.desc.good: "from the moon and rested on your hand. He lit it with fire and flew away.""
nomad_events.0200.desc.bad: "from the sun and was eaten by a wild dog. His body lay in a pool of blood.""
nomad_events.0200.desc.outro: "\n\nThe heat from the fire seems to have increased. My forehead drips with sweat."
nomad_events.0200.a: ""I shall carve my own destiny on fallen bones.""
nomad_events.0200.b: ""Please, learn what this means.""
nomad_events.0200.c: ""Bad omens only forge better [ROOT.Char.GetWomenMen].""
nomad_events.0200.d: ""It will be what [ROOT.Char.GetFaith.HighGodName] demands.""
mpo_no_omens_modifier: "Owned Destiny"
mpo_no_omens_modifier_desc: "This character does not let dreams determine their fate."
nomad_events.0210.t: "Nothing but Roots"
nomad_events.0210.desc.intro: "Dogs wander around the camp, their numbers decreasing, their bones visible through thin skin. A sheep dropped dead last night. In the morning there was nothing left.\n\n"
nomad_events.0210.desc.spouse: ""My dear..." [family.GetFirstName] approaches me, [family.GetSheHe] tightly grips a handful of roots. "I've been foraging all morning, but this is all I could find.""
nomad_events.0210.desc.child: ""[ROOT.Char.GetMotherFather|U]..." [family.GetFirstName] approaches me, [family.GetHerHis] eyes are red and [family.GetHerHis] hands hold a handful of roots. "I've gathered these for you... I'm sorry I couldn't find more.""
nomad_events.0210.aa: "[courtier.GetShortUINameNoTooltip] is looking very good lately..."
nomad_events.0210.a: ""I do not need your pity.""
nomad_events.0210.b.child: ""Thank you, my child.""
nomad_events.0210.b.spouse: ""My love...""
nomad_events.0210.c: ""I will not see you like this.""
nomad_events_0210_c_tt: "Using the $mpo_ask_for_herd_interaction$ [character_interaction|E] will result in a higher [herd|E] donation during the next #value 5#! years"
friend_offered_roots: "[TARGET_CHARACTER.GetShortUIName] offered some foraged roots to help [CHARACTER.GetShortUIName] during [CHARACTER.GetHerHis] time of need."
friend_offered_roots_corresponding: "[CHARACTER.GetShortUIName] offered some foraged roots to help [TARGET_CHARACTER.GetShortUIName] during [TARGET_CHARACTER.GetHerHis] time of need."
nomad_events.0220.t: "Weak Is the Arm"
nomad_events.0220.desc: "[spouse.GetFirstName] cleans [spouse.GetHerHis] teeth with a splinter, laying on [spouse.GetHerHis] side. [spouse.GetSheHe|U] rolls [spouse.GetHerHis] eyes when [spouse.GetSheHe] finally notices I have entered the tent.\n\n"What have you done today?" [spouse.GetSheHe] questions, "Have you perhaps pet a lost lamb or have you kissed your enemies' toenails?"\n\n"I did not marry to marry a weak twig. You must stand strong like the mighty [ROOT.Char.GetCurrentLocation.Custom('GetRandomAppropriateTree')].""
nomad_events.0220.a: ""You're right. This needs to end.""
nomad_events.0220.b: ""I will train as much as I can.""
nomad_events.0220.c: ""No use fighting against nature. I am who I am.""
nomad_events.0230.t: "Homesick"
nomad_events.0230.desc: "My eyes are heavy when I open them. There's no trace of the morning light. [spouse.GetFirstNamePossessive] quietly sobbing becomes apparent after I get adjusted to being awake.\n\n"I'm... I'm sorry. I didn't mean to disturb your sleep. I just... I have been missing home. It is not the same here. The [ROOT.Char.GetCurrentLocation.GetCulture.GetNameNoTooltip] lands will never feel [spouse.GetCulture.GetNameNoTooltip].""
nomad_events.0230.a: ""I know how it feels.""
nomad_events.0230.b: ""I will make this your home.""
nomad_events.0230.c: ""You must leave the past behind.""
lover_homesick_comfort: "[CHARACTER.GetShortUIName] comforted [TARGET_CHARACTER.GetShortUIName] when [TARGET_CHARACTER.GetSheHe] was feeling homesick."
lover_homesick_comfort_corresponding: "[TARGET_CHARACTER.GetShortUIName] comforted [CHARACTER.GetShortUIName] when [CHARACTER.GetSheHe] was feeling homesick."
mpo_hardened_modifier: "Resigned"
mpo_hardened_modifier_desc: "This character learned that nostalgia is a dangerous thing."
nomad_events.0240.t: "Unexpected Guests"
nomad_events.0240.desc: "The bleating is incessant around the camp. "Make them stop!" I hear [courtier.GetTitledFirstName] lament, rubbing [courtier.GetHerHis] forehead in a pained grimace.\n\n"Ah, [ROOT.Char.GetTitleAsNameNoTooltip]! Finally you're here!" [courtier.GetSheHe] smiles, pointing at the flock of sheep standing next to [courtier.GetHerHim].\n\n"Our people have found this lost herd on the border with [ruler.GetTitledFirstNamePossessive] territory. We have reason to believe that they belong to [ruler.GetHerHim].""
nomad_events.0240.a: ""Let's keep all except one. Send its head to [ruler.GetFirstNameNoTooltip].""
nomad_events.0240.b: ""Send them back to [ruler.GetShortUINameNoTooltip].""
nomad_events.0240.c: ""What a fortunate day.""
mpo_honorable_ruler: "Honorable Shepherd"
mpo_honorable_ruler_desc: "This character returned some stranded herd to its rightful owner."
house_feud_stolen_herd: "stolen herd"
house_feud_stolen_herd_flavor: "[ROOT.Var('house_feud_attacker').Char.GetFirstName] elevated [ROOT.Var('house_feud_attacker').Char.GetHerHis] already existing rivalry with [ROOT.Var('house_feud_victim').Char.GetFirstName] when [ROOT.Var('house_feud_attacker').Char.GetSheHe] stole [ROOT.Var('house_feud_victim').Char.GetHerHis] herd."
friend_returned_herd: "[CHARACTER.GetShortUIName] proved being honorable by returning [TARGET_CHARACTER.GetShortUINamePossessive] herd."
friend_returned_herd_corresponding: "[TARGET_CHARACTER.GetShortUIName] proved being honorable by returning [CHARACTER.GetShortUINamePossessive] herd."
nomad_events.0250.t: "[priest.GetWomanMan|U] of [priest.GetFaith.HighGodName]"
nomad_events.0250.desc: ""[ROOT.GetCharacter.Custom('GetMongolHonorific')|U] [ROOT.Char.GetTitleAsNameNoTooltip]," a strange voice calls out. "For many moons [priest.GetFaith.HighGodName] made me search for you."\n\n"In my dreams, I have seen you lay down at a wolf's feet, you opened your bloody mouth and from it the symbol of the [priest.GetFaith.ReligiousSymbol] fell.""
nomad_events.0250.a: ""I recognise a prophecy when I hear one.""
nomad_events.0250.b: ""Intriguing... stay with us.""
nomad_events.0250.c: ""Nonsense! I banish you!""
chosen_by_the_heavens_modifier: "Chosen by the Heavens"
chosen_by_the_heavens_modifier_desc: "This character is convinced that they have been chosen by the heavens, and their people agree."
nomad_events.0260.t: "Religious Matters"
nomad_events.0260.desc: ""Greetings, [ROOT.Char.GetName]. My name is [priest.GetFullName]," the strange [priest.GetWomanMan] bows before me. "I come from the distant [distant_realm.GetBaseName] by mandate of my [other_ruler.GetLadyLord], the [other_ruler.GetTitledFirstName]."\n\n"It is by [other_ruler.GetHerHis] request that I am here to show you the ways of the true faith, [priest.GetFaith.GetName].""
nomad_events.0260.a: ""You dare disrespect my faith!?""
nomad_events.0260.b: ""I want to know more about [priest.GetFaith.GetNameNoTooltip].""
nomad_events.0260.c: ""Your petty god is no match for [ROOT.Char.GetFaith.HighGodName].""
nomad_events.0260.c.tt.crit_success: "Everyone is impressed"
nomad_events.0260.c.tt.success: "[priest.GetShortUINameNoTooltip] is impressed"
nomad_events.0260.c.tt.failure: "You look like a fool"
nomad_events.0260.d: ""Out of my sight.""
mpo_nomad_events.1080.t: "The Cangue-Wearer"
mpo_nomad_events.1080.desc_high_intro: "[neighbor_ruler.GetTitledFirstName], whose yurt stands in nearby [neighbor_county.GetBaseNameNoTier], rides my grazelands unbidden. And, like wolves to the kill, my riders surround [neighbor_ruler.GetHerHis] armed band.\n\n"Great [ROOT.Char.GetTitleAsNameNoTooltip]!""
mpo_nomad_events.1080.desc_low_intro: "[neighbor_ruler.GetTitledFirstName], who rules in nearby [neighbor_county.GetNameNoTier], rides my grazelands. With cries of alarm ringing out, I muster my [ROOT.Char.Custom('KnightCulturePluralNoTooltipLowercase')] and meet [neighbor_ruler.GetHerHis] armed band.\n\n"You — [ROOT.Char.GetTitleAsNameNoTooltip]!""
mpo_nomad_events.1080.desc_1: "greets [neighbor_ruler.GetFirstNameNoTooltip], "We hunt a"
mpo_nomad_events.1080.criminal: "criminal"
mpo_nomad_events.1080.desc_2: "who has fled into your [ROOT.Char.GetCapitalLocation.GetTerrain.GetNameNoTooltip|l]. Even wearing the [Glossary( 'cangue', 'CANGUE_GLOSS' )] of punishment, this [escaped_warrior.GetFirstName] climbs like a goat; even sleepless, [escaped_warrior.GetSheHe] outwits my trackers."\n\n"Our quarry is in your territory, [ROOT.Char.GetTitleAsNameNoTooltip] — will you take up the hunt?""
CANGUE_GLOSS: "A tool of punishment used in the steppe lands and East Asia. The #G cangue#! is a heavy wooden yoke secured over the shoulders. Borne for days or weeks, it will exhaust, humiliate, hinder movement, and perhaps even cause starvation by preventing the bearer from feeding themself."
mpo_nomad_events.1080.a: "This runaway seems skilled and able..."
mpo_nomad_events.1080.a.flavor: "[escaped_warrior.GetFirstNamePossessiveNoTooltip] strength will not rot away beneath a #EMP cangue#!. No, it will strengthen my horde!"
mpo_nomad_events.1080.b: "Chase [neighbor_ruler.GetFirstNameNoTooltip] away with a storm of arrows."
mpo_nomad_events.1080.b.flavor: "Fugitive or no, the [neighbor_ruler.GetTitleAsNameNoTooltip] has intruded here — and should be sent fleeing in agony!"
mpo_nomad_events.1080.c: "We will ride the stray goat down."
BOUND_TO_FAMILY_WIDOW: "You swore to care for your family member's widow"
ranged_and_searched_modifier: "Ranged and Searched"
ranged_and_searched_modifier_desc: "Riding parties have traveled every valley, hollow, and crest... and in doing so have revealed sheltered pastures and hiding-places."
family_widow_cant_divorce_tt: "@alert_icon! #alert_trial You cannot [divorce|E] [widow.GetFirstName] for #high 10 years#!#!"
family_widow_cant_dismiss_tt: "@alert_icon! #alert_trial You cannot dismiss [widow.GetFirstName] for #high 10 years#!#!"
family_widow_seduce_romance_bonus_tt: "When targeting [widow.GetFirstName] with [GetScheme('seduce').GetTypeName] or [GetScheme('courting').GetTypeName] [schemes|E]: #P +20#! [success_chance|E]"
scheme_family_widow_seduce_romance: "Saved me from Widowhood: $VALUE|0=-+$"
inspired_in_wifely_duties_modifier: "Beloved and Inspired"
inspired_in_wifely_duties_modifier_desc: "This woman runs her household with vigorous devotion, as she knows well the love and loyalty of her in-laws."
concubine_lavished_attention_modifier: "Lavished with Attention"
concubine_lavished_attention_modifier_desc: "This woman has known a ruler's devotion and all its accompanying luxuries."
truce_family_widow: "\nTruce agreed when [ROOT.Char.GetShortUIName] married the widow [widow.GetShortUIName]"
mpo_nomad_events.1091.t: "The Widow's Lot"
mpo_nomad_events.1091.desc: "My [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('dead_husband'))|l] is dead. [dead_husband.GetFirstName] belongs to the breeze. [dead_husband.GetHerHis|U] widow, [widow.GetName], a part of our family since first [widow.GetSheHe] entered my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('dead_husband'))|l]'s yurt, mourns and weeps.\n\n[widow.GetFirstNamePossessiveNoTooltip|U] heart may belong to the [ROOT.Char.GetHouse.GetName], but [widow.GetHerHis] place with us, [widow.GetHerHis] protection, now depends on me... on my duty to take on what my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('dead_husband'))|l] has left behind.\n\n"
mpo_nomad_events.1091.desc.marry: "Our customs would have me marry [dead_husband.GetHerHis] [widow.GetTitledFirstNameNoTooltip]."
mpo_nomad_events.1091.desc.concubine: "Our customs would have me take [dead_husband.GetHerHis] [widow.GetTitledFirstNameNoTooltip] as my woman."
mpo_nomad_events.1091.a: "#EMP At last ― [widow.GetSheHe] is mine!#!"
mpo_nomad_events.1091.a.flavor: "My [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('dead_husband'))|l]'s wife, #EMP a goddess#!, deserves every last scrap and dreg of my devotion."
mpo_nomad_events.1091.b: "Our marriage will please [widow_relative.GetTitledFirstNameNoTooltip]..."
mpo_nomad_events.1091.b.flavor: "...and me. This marriage will serve me well."
mpo_nomad_events.1091.c: "I will have #EMP all#! my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('dead_husband'))|l]'s fine things, yes."
mpo_nomad_events.1091.d: "My family protects its own. Always."
mpo_nomad_events.1091.e: "You beg with the dogs now, [widow.GetWomanMan]."
mpo_nomad_events.1100.t: "The Pastures of [capital_province.GetTitle.GetNameNoTierNoTooltip]"
mpo_nomad_events.1100.desc: "Dutiful herds of livestock, shepherds, and riders roam the [capital_province.GetTerrain.GetNameNoTooltip|l] around my great yurt. We are using this land, [capital_province.GetTitle.GetNameNoTier], for every scrubby bush and blade of grass it has.\n\n"
mpo_nomad_events.1100.desc.camel: "But, in the dryness and the heat, little grows. Of our herds' four animals, only one shrugs at the emptiness and brays for want to wander the [capital_province.GetTerrain.GetNameNoTooltip|l] — the camel.\n\nWhile our other creatures graze the finest spots, camels range all [capital_province.GetTitle.GetNameNoTierNoTooltip]."
mpo_nomad_events.1100.desc.sheep: "The ground here is arid and rocky. Its coarse fare isn't to the taste of our horses and oxen, but to sheep and goats — this is a paradise.\n\nMilk and wool come to my [ROOT.Char.GetCulture.GetCollectiveNoun] in abundance."
mpo_nomad_events.1100.desc.hunting: "But here the greenery rises too high: there is little open pasture. Our livestock grow lean, while my [ROOT.Char.GetCulture.GetCollectiveNoun] turn to their bows and their hunting-birds for sustenance.\n\nWe trade deerhides in place of sheep's wool."
mpo_nomad_events.1100.desc.horses: "By [ROOT.Char.GetFaith.HighGodNamePossessive] will was such a place set aside for horses: a serene grass sea, where swift legs and noble souls serve our mounts to their contentment.\n\nHere, my [ROOT.Char.GetCulture.GetCollectiveNoun] graze their steeds until all are fat and happy."
mpo_nomad_events.1100.a: "Where there be [capital_province.GetTerrain.GetNameNoTooltip|l], we are masters."
mpo_nomad_events.1100.a.flavor: "To know a place is to know all the bounty it offers, readily and in secret."
mpo_nomad_events.1100.b: "My people have no love for this place."
mpo_nomad_events.1100.c.camel: "Trade other beasts for camels!"
mpo_nomad_events.1100.c.sheep: "A fine lambing season comes."
mpo_nomad_events.1100.c.hunting: "Here, we hunt or we starve."
mpo_nomad_events.1100.c.horse: "A land for horses."
custom.every_camel_terrain_county_tt: "Every [realm|E] [county|E] with [GetTerrain( 'desert' ).GetName], [GetTerrain( 'desert_mountains' ).GetName] or [GetTerrain( 'oasis' ).GetName] [terrain|E]"
custom.every_sheep_terrain_county_tt: "Every [realm|E] [county|E] with [GetTerrain( 'mountains' ).GetName], [GetTerrain( 'hills' ).GetName] or [GetTerrain( 'drylands' ).GetName] [terrain|E]"
custom.every_hunting_terrain_county_tt: "Every [realm|E] [county|E] with [GetTerrain( 'forest' ).GetName], [GetTerrain( 'taiga' ).GetName], [GetTerrain( 'jungle' ).GetName] or [GetTerrain( 'wetlands' ).GetName] [terrain|E]"
custom.every_horse_terrain_county_tt: "Every [realm|E] [county|E] with [GetTerrain( 'steppe' ).GetName], [GetTerrain( 'plains' ).GetName] or [GetTerrain( 'floodplains' ).GetName] [terrain|E]"
major_county_fertility_gain_tt: "[county_fertility|E] increases by [EmptyScope.ScriptValue('major_county_fertility_gain')|P0]"
medium_county_fertility_gain_tt: "[county_fertility|E] increases by [EmptyScope.ScriptValue('medium_county_fertility_gain')|P0]"
minor_county_fertility_gain_tt: "[county_fertility|E] increases by [EmptyScope.ScriptValue('minor_county_fertility_gain')|P0]"
minor_county_fertility_loss_tt: "[county_fertility|E] decreases by [EmptyScope.ScriptValue('minor_county_fertility_loss')|P=N0]"
mpo_bountiful_sheep_cheaper_feasts.desc: "$feast_type_tsagaan_sar$ [GetActivityType( 'activity_feast' ).GetName] Cost: @gold_icon!#P -20%#!"
mpo_bountiful_hunting_cheaper_hunts_desc: "[GetActivityType( 'activity_hunt' ).GetName] Cost: @gold_icon!#P -20%#!"
mpo_restless_for_migration_modifier: "Restless Warband"
mpo_restless_for_migration_modifier_desc: "Every last one of this nomad's riders are ready to assail new lands."
mpo_bountiful_camels_modifier: "Plentiful Throngs of Camels"
mpo_bountiful_camels_modifier_desc: "This ruler's people are well-adapted to desert life, with many herds of camels."
mpo_bountiful_sheep_modifier: "Bountiful Herds of Sheep"
mpo_bountiful_sheep_modifier_desc: "Wool, sheep's milk and mutton are among the chief concerns of this ruler and their people."
mpo_bountiful_hunting_modifier: "Hunting Camps"
mpo_bountiful_hunting_modifier_desc: "This ruler's nomads principally support themselves by hunting game."
mpo_bountiful_horses_modifier: "Well-Fed Horses"
mpo_bountiful_horses_modifier_desc: "This nomad's hosts ride swiftly on plump, strong mounts, leading along plenty of spares."
mpo_bountiful_hunting_cheaper_hunts_tt: "[GetActivityType( 'activity_hunt' ).GetName] Cost: @gold_icon!#P -20%#! for #high 10 years#!"
mpo_bountiful_sheep_cheaper_feasts_tt: "$feast_type_tsagaan_sar$ [GetActivityType( 'activity_feast' ).GetName] Cost: @gold_icon!#P -20%#! for #high 10 years#!"
mpo_nomad_events.1110.t: "Wet Pastures"
mpo_nomad_events.1110.desc_river: "The waters of a green river sing"
mpo_nomad_events.1110.desc_sea: "The waters of a vast sea crash to shore"
mpo_nomad_events.1110.desc_lake: "The waters of a calm, blue lake rest"
mpo_nomad_events.1110.desc: "just beyond my camp in [capital_province.GetTitle.GetNameNoTier].\n\nMy [ROOT.Char.GetCulture.GetCollectiveNoun] stand in the shallows, crowing over a fish long as a saber, its dun-brown scales glowing in the sun. A local [dummy_gender.GetWomanMan] holds the thing high, boasting of the catch.\n\nThe great fish is proof there's fine meat to be won — should my [ROOT.Char.GetCulture.GetCollectiveNounNoTooltip] spend their days hunting creatures that graze in the water."
mpo_nomad_events.1110.a: "Build boats to ply these rich waters."
mpo_nomad_events.1110.a_repeat: "Our boats will serve us well."
mpo_nomad_events.1110.b: "I'll #EMP drown#! the [dummy_gender.GetWomanMan] who gets off [dummy_gender.GetHerHis] horse!"
mpo_nomad_events.1110.c: "Nets, weave plenty of nets."
custom.every_fishing_county_tt: "Every Coastal, Riverside or Lakeside [domain|E] [county|E]"
fishing_counties_gold_scaling: "#weak Gold gain is based on Coastal, Riverside and Lakeside Domain Counties#!"
maritime_tradition_unlock_tt: "#weak Available due to a nautical [cultural|E] [tradition|E]#!"
nomad_unlocked_fishing_yurt_flag_tt: "You unlock #high $fishing_yurt_01_domicile_building$#! for your #high $yurt_main_01_domicile_building$#! [yurt_building|E]"
mpo_nomad_events.1120.t: "Wolves of Winter"
mpo_nomad_events.1120.desc: "The icy wind does not howl alone in [capital_province.GetTitle.GetNameNoTier]. Not in this evil winter. Not this night.\n\n#EMP "Wolves! Wolves among the sheep!"#! come the cries, as my riders and I scrabble into our saddles.\n\nThe sheep, huddled together, make awful noises of terror. Dark-furred beasts drag at their legs, at their necks, and dart off toward the lightless wilderness."
mpo_nomad_events.1120.a: "Wolves? Pah! My riders are numberless."
mpo_nomad_events.1120.a.flavor: "No predator in [capital_county.GetNameNoTierNoTooltip] could possibly slip past my hordes..."
mpo_nomad_events.1120.b: "Ride hard — hem them in!"
mpo_nomad_events.1120.b.success: "No wolf is swifter than your horse"
mpo_nomad_events.1120.b.failure: "In the chaos, the wolves slip away"
mpo_nomad_events.1120.c: "#EMP Arrows! Arrows!#! I'll have their pelts!"
mpo_nomad_events.1120.c.success: "Your arrows end the beasts"
mpo_nomad_events.1120.c.failure: "Your arrows find horses and sheep"
mpo_nomad_events.1120.d: "Stop! They only cull the herd of the weak."
mpo_nomad_events.1120.d.flavor: "In this season, there are no lambs to be stolen: only the old and the sick. We should not deny those to the wolves."

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l_english:
nomad_events_oltner.0001.t: "Fresh Tracks"
nomad_events_oltner.0001.desc: "There is plenty of game in my lands. Hunters tell me of a [sighting_county_1.Custom('GetAnimalGroup')] of [sighting_county_1.Custom('GetAnimalPlural')] in the [sighting_province_1.Custom('GetTerrainTypePlural')] of [sighting_county_1.GetBaseNameNoTier], and of a particularly [sighting_county_2.Custom('GetAnimalAdjective')] [sighting_county_2.Custom('GetAnimalType')] hiding in the [sighting_county_2.GetBaseNameNoTier] [sighting_province_2.Custom('GetTerrainType')].\n\nAs the [ROOT.Char.GetTitleAsNameNoTooltip], I should pick one to pursue."
nomad_events_oltner.0001.a: "We shall feast upon [sighting_county_1.Custom('GetAnimalType')] tonight."
nomad_events_oltner.0001.b: "Killing the [sighting_county_2.Custom('GetAnimalAdjective')] [sighting_county_2.Custom('GetAnimalType')] will prove my worth."
nomad_events_oltner.0001.c: "Other matters call my attention."
nomad_events_oltner.0002.t: "Feathered Trails"
nomad_events_oltner.0002.desc: "Word carries rumours of a [sighting_province_1.Custom('GetAnimalGroup')] of [sighting_county_1.Custom('GetAnimalPlural')] sighted in the [sighting_province_1.Custom('GetTerrainTypePlural')] of [sighting_county_1.GetBaseNameNoTier] — a perfect opportunity to train our falcons.\n\nOf course, I could choose to pursue larger game instead."
nomad_events_oltner.0002.a: "A fat [sighting_county_1.Custom('GetAnimalType')] shall soon stew in my pot."
nomad_events_oltner.0002.b: "I'd rather train the dogs."
nomad_events_oltner.0002.c: "I cannot waste time on this."
nomad_events_oltner.0003.t: "A [sighting_county_1.Custom('GetAnimalGroup')|U] of [sighting_county_1.Custom('GetAnimalPlural')|U]"
nomad_events_oltner.0003.desc: "Twenty dead sheep, a mangled shepherd, and tracks leading off into the [sighting_province_1.Custom('GetTerrainTypePlural')]. A [sighting_county_1.Custom('GetAnimalAdjective')] [sighting_county_1.Custom('GetAnimalGroup')] of [sighting_county_1.Custom('GetAnimalPlural')] are killing what is rightfully mine in [sighting_county_1.GetBaseNameNoTier].\n\nI should ready my bow and quiver. My reputation as [ROOT.Char.GetTitleAsNameNoTooltip] is at stake."
nomad_events_oltner.0003.a: "My arrows shall pierce the hearts of the [sighting_county_1.Custom('GetAnimalPlural')]."
nomad_events_oltner.0003.b: "My [maa_regiment.GetNameNoTooltip] will kill the [sighting_county_1.Custom('GetAnimalGroup')]."
nomad_events_oltner.0003.c: "[ROOT.Char.GetFaith.FertilityGodName] will make them move on."
nomad_events_oltner.0004.t: "[sighting_county_1.Custom('GetAnimalPlural')|U] in the Zud"
nomad_events_oltner.0004.desc: "The [my_subregion.GetCurrentPhase.GetName] offers nothing but snow and ice. Until the [sighting_county_1.Custom('GetAnimalGroup')] of [sighting_county_1.Custom('GetAnimalPlural')] moved in. They eat everything in sight. Now we're also offered death.\n\nI will not sit idly by while my herd and people die."
nomad_events_oltner.0004.a: "I will hunt down every last [sighting_county_1.Custom('GetAnimalType')]!"
nomad_events_oltner.0004.b: "Forget the [sighting_county_1.Custom('GetAnimalPlural')]. We need to leave."
nomad_events_oltner.0005.t: "New Trails to Follow"
nomad_events_oltner.0005.desc: "This time of [my_subregion.GetCurrentPhase.GetName] beckons good hunting. Prey is plentiful, flocking to the [sighting_province_1.Custom('GetTerrainTypePlural')] of [sighting_county_1.GetBaseNameNoTier] in droves — a season truly blessed by [ROOT.Char.GetFaith.WealthGodName].\n\nNo matter what I choose to hunt, I'll have my pick."
nomad_events_oltner.0005.a: "I will seek a ferocious beast."
nomad_events_oltner.0005.b: "We ride for deer and stags!"
nomad_events_oltner.0005.c: "Our falcons' talons seek new prey."
nomad_events_oltner.0006.t: "Tribute of the Chase"
nomad_events_oltner.0006.desc: ""I bow before you, my [ROOT.Char.Custom('FormalComplimentAdjective')] suzerain," says my tributary, [generous_tributary.GetTitledFirstName], prostrating [generous_tributary.GetHerselfHimself] before me.\n\n"I offer you the service of [offered_master_of_the_hunt.GetFirstNameNicknamed], the finest [GetCourtPositionType('master_of_hunt_court_position').CalcTriggeredNameNoTooltip( ROOT.Char )] in all of [generous_tributary.GetPrimaryTitle.GetAdjective]. May [offered_master_of_the_hunt.GetSheHe] fell many bucks in your name.""
nomad_events_oltner.0006.a: "[offered_master_of_the_hunt.GetFirstNameNoTooltip] will serve me well."
nomad_events_oltner.0006.b: "A splendid offering, let me reward you."
nomad_events_oltner.0006.c: "Keep [offered_master_of_the_hunt.GetHerHim], and may your hunts be successful."
nomad_events_oltner.0007.t: "Feathered Tribute"
nomad_events_oltner.0007.desc: ""[ROOT.Char.Custom('FormalComplimentAdjective')|U] suzerain, I offer you this gift." [generous_tributary.GetTitledFirstName], my tributary, holds up a majestic bird before me.\n\n"This falcon hails from the [tribute_capital.Custom('GetTerrainTypePlural')] of [tribute_capital_county.GetBaseNameNoTier], and I've trained her myself since she was a fledgling. She will bring down hundreds of ducks and bustards for you; this I swear.""
nomad_events_oltner.0007.a: "I shall call her '[ROOT.Char.Custom('GetBirdName')|U]!'"
nomad_events_oltner.0007.b: "Please, keep her."
chaotic_kurultai_title: "Chaotic Succession:"
chaotic_kurultai_intro_1: "My [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('dead_parent'))] [dead_parent.GetFirstNameNicknamed] [dead_parent.GetDeathReasonHideKiller]. The dawn of my rule breaks. The disunited voices of the Kurultai echo over the [ROOT.Char.GetCapitalLocation.Custom('TerrainTypeProvincePrefix')] [ROOT.Char.GetCapitalLocation.Custom('TerrainTypeProvince')].\n\n"
chaotic_kurultai_intro_2: "The dawn of my rule breaks. The disunited voices of the Kurultai echo across the [ROOT.Char.GetCapitalLocation.Custom('TerrainTypeProvincePrefix')] [ROOT.Char.GetCapitalLocation.Custom('TerrainTypeProvince')]\n\n"
mpo_chaotic_kurultai_succession.0001.t: "$chaotic_kurultai_title$ Jealousy"
mpo_chaotic_kurultai_succession.0001.desc: "My #EMP '[sibling_rival_1.Custom('ComplimentAdjective')]'#! [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('sibling_rival_1'))] [sibling_rival_1.GetFirstNameNicknamed] swears on [sibling_rival_1.GetHerHis] life [sibling_rival_1.GetSheHe] should rule [ROOT.Char.GetPrimaryTitle.GetName]. That me being [ROOT.Char.GetTitleAsName] is a joke by [sibling_rival_1.GetFaith.EvilGodNames]. [sibling_rival_1.GetSheHe|U] is [sibling_rival_1.Custom('DescriptorNegativeStandalone')] and weak."
mpo_chaotic_kurultai_succession.0001.desc_addition: "\n\nAnd it seems my [sibling_rival_2.Custom2('InsultNoun', ROOT.Char)] of a [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('sibling_rival_2'))] [sibling_rival_2.GetFirstNameNicknamed] has decided to follow suit."
mpo_chaotic_kurultai_succession.0001.a: "I will prove my worth in time."
rival_kurultai_succession: "[TARGET_CHARACTER.GetShortUIName|U] [CharWereWas(TARGET_CHARACTER)] not unanimously chosen by the Kurultai during succession, drawing the ire of [CHARACTER.GetShortUIName|U]."
rival_kurultai_succession_corresponding: "[CHARACTER.GetShortUIName|U] [CharWereWas(CHARACTER)] not unanimously chosen by the Kurultai during succession, drawing the ire of [TARGET_CHARACTER.GetShortUIName|U]."
mpo_chaotic_kurultai_succession.0002.t: "$chaotic_kurultai_title$ Tributary Usurpation"
sibling_usurped_tributary_lands_tt: "[sibling_rival_1.GetShortUIName|U] usurped all lands and vassals of your [tributary|E] [tributary_usurped.GetShortUIName|U] and became an [independent_ruler|E]"
mpo_chaotic_kurultai_succession.0002.desc: "My [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('sibling_rival_1'))] [sibling_rival_1.GetFirstNameNicknamed] has seen fit to lead a group of [ROOT.Char.Custom('KnightCulturePluralNoTooltipLowercase')] into the lands of my tributary [tributary_usurped.GetTitledFirstNameNicknamed], forcibly seizing [tributary_usurped.GetHerHis] realm."
mpo_chaotic_kurultai_succession.0002.desc_addition: "With the backing of a traitorous member of the Kurultai, [backing_kurultai.GetFirstNameNicknamed]."
mpo_chaotic_kurultai_succession.0002.desc_end: "\n\nThat was a fatal misstep."
mpo_chaotic_kurultai_succession.0002.a: "[sibling_rival_1.GetSheHe|U] dares take what is mine?"
mpo_chaotic_kurultai_succession.0003.t: "$chaotic_kurultai_title$ Ceased Tribute"
mpo_chaotic_kurultai_succession.0003.desc: "My tributary [tributary_leaving.GetFirstNameNicknamed] of [tributary_leaving.GetPrimaryTitle.GetName] has decided to cease [tributary_leaving.GetHerHis] payments."
mpo_chaotic_kurultai_succession.0003.desc_addition: "[backing_kurultai.GetFirstNameNicknamed], a rebellious member of the Kurultai, is complicit in this betrayal."
mpo_chaotic_kurultai_succession.0003.a: "I will crush [tributary_leaving.GetHerHim] for [tributary_leaving.GetHerHis] insolence!"
mpo_chaotic_kurultai_succession.0003.desc_end: "\n\nI will have my tribute, one way or another."
mpo_chaotic_kurultai_succession.0004.t: "$chaotic_kurultai_title$ Loss of Control"
mpo_chaotic_kurultai_succession.0004.desc: "My grazing lands are overrun by raiders, dogs, and [ROOT.Char.Custom2('InsultAdjective', ROOT.Char)] vagabonds. They are looting my yurts, killing my horses, and burning my banners."
mpo_chaotic_kurultai_succession.0004.desc_addition: "It is clear that they are spurred on by [backing_kurultai.GetFirstNameNicknamed], a [backing_kurultai.Custom2('InsultAdjective', ROOT.Char)] member of the Kurultai."
mpo_chaotic_kurultai_succession.0004.a: "Order will be restored, in due time."
mpo_chaotic_kurultai_succession.0004.desc_end: "\n\nThey will get in line."
mpo_chaotic_kurultai_succession.0005.t: "$chaotic_kurultai_title$ Dishonor"
mpo_chaotic_kurultai_succession.0005.desc: "My name, dragged in the dirt. Trampled by horses. Disrespected, discarded."
mpo_chaotic_kurultai_succession.0005.desc_addition: "And most of the slander comes directly from my [backing_kurultai.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('backing_kurultai'))] [backing_kurultai.GetFirstNameNicknamedPossessive] mouth."
mpo_chaotic_kurultai_succession.0005.a: "My honor will be restored."
mpo_chaotic_kurultai_succession.0006.t: "$chaotic_kurultai_title$ Lost Herd"
mpo_chaotic_kurultai_succession.0006.desc: "During the night a large portion of my herd vanished. Lost, or stolen."
mpo_chaotic_kurultai_succession.0006.desc_addition: "I suspect my [backing_kurultai.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('backing_kurultai'))] [backing_kurultai.GetFirstNameNicknamed] of having released them into the night."
mpo_chaotic_kurultai_succession.0006.desc_end: "\n\nThey could be halfway to the [rustler.GetCapitalLocation.Custom('TerrainTypeProvince')] of [rustler.GetCapitalLocation.GetName] for all I know. I will not see them again."
mpo_chaotic_kurultai_succession.0006.a: "My strength will return."
mpo_chaotic_kurultai_succession.1006.t: "Lost Herd"
mpo_chaotic_kurultai_succession.1006.desc: "A herd of goats and sheep, lost or abandoned, has appeared during the night.\n\nThe animals are docile and could easily swell my own herd. Some say that the chaotic succession of [ruler_rustled.GetTitledFirstNameNicknamed] of [ruler_rustled.GetPrimaryTitle.GetName] is the cause."
mpo_chaotic_kurultai_succession.1006.desc_addition: "My riders report seeing [backing_kurultai.GetTitledFirstNameNicknamed], a disobedient member of [ruler_rustled.GetFirstNamePossessiveNoTooltip] Kurultai, lurking in the outskirts. This is likely [backing_kurultai.GetHerHis] doing."
mpo_chaotic_kurultai_succession.1006.a: "Add them to my flocks."
mpo_chaotic_kurultai_succession.1006.b: "Send them back to [ruler_rustled.GetFirstNameNoTooltip] as a gift."
mpo_chaotic_kurultai_succession.1006.b.title: "[rustler.GetFirstName] returns your Herd"
mpo_chaotic_kurultai_succession.1006.b.tt: "[ruler_rustled.GetShortUINamePossessive] lost [herd|E] is returned"
mpo_chaotic_kurultai_succession.0007.t: "$chaotic_kurultai_title$ Defecting Courtiers"
mpo_chaotic_kurultai_succession.0007.desc: "Three of my best courtiers have vanished: [courtier_1.GetFirstNameNicknamed], [courtier_2.GetFirstNameNicknamed], and [courtier_3.GetFirstNameNicknamed] — their wrath sparked by the succession debate."
mpo_chaotic_kurultai_succession.0007.desc_addition: "Spurred on by my [backing_kurultai.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('backing_kurultai'))] [backing_kurultai.GetFirstNameNicknamed], no doubt."
mpo_chaotic_kurultai_succession.0007.desc_end: "\n\nThey scorn my authority and now ride for [courtier_stealer.GetCapitalLocation.GetName], seeking a new master."
mpo_chaotic_kurultai_succession.0007.a: "I have plenty of loyal subjects left."
mpo_chaotic_kurultai_succession.1007.t: "New Arrivals"
mpo_chaotic_kurultai_succession.1007.desc: "Three wanderers, [courtier_1.GetFirstNameNicknamed], [courtier_2.GetFirstNameNicknamed], and [courtier_3.GetFirstNameNicknamed], come seeking a place in my court.\n\nThey hail from [ruler_rustled.GetPrimaryTitle.GetName], driven out by [ruler_rustled.GetTitledFirstNameNicknamedPossessive] chaotic succession."
mpo_chaotic_kurultai_succession.1007.desc_addition: "They are likely spurred on by [backing_kurultai.GetTitledFirstNameNicknamed], a disobedient voice in [ruler_rustled.GetFirstNamePossessiveNoTooltip] Kurultai."
mpo_chaotic_kurultai_succession.1007.a: "They will serve me well."
mpo_chaotic_kurultai_succession.1007.b: "Send them back to [ruler_rustled.GetFirstNameNoTooltip]."
mpo_chaotic_kurultai_succession.1007.b.title: "[courtier_stealer.GetFirstName] returns your Courtiers"
mpo_chaotic_kurultai_succession.0008.t: "$chaotic_kurultai_title$ Deserting Soldiers"
mpo_chaotic_kurultai_succession.0008.desc: "In the chaos of succession, my finest [defecting_maa.GetName] grew disillusioned. These [maa_stealer.Custom2('InsultAdjective', ROOT.Char)] warriors now abandon me."
mpo_chaotic_kurultai_succession.0008.desc_addition: "My [backing_kurultai.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('backing_kurultai'))] [backing_kurultai.GetFirstNameNicknamed] likely incited it."
mpo_chaotic_kurultai_succession.0008.desc_end: "\n\nThe dust of their steeds' hooves trails toward [maa_stealer.GetPrimaryTitle.GetName]. I hope they perish there."
mpo_chaotic_kurultai_succession.0008.a: "Who needs them?"
mpo_chaotic_kurultai_succession.1008.t: "Willing [defecting_maa.GetNameNoTooltip]"
mpo_chaotic_kurultai_succession.1008.desc: "A group of well-armed [defecting_maa.GetName] stand before me. They do not seem like bandits; instead, they wish to serve in my ranks.\n\nThey hail from [ruler_rustled.GetPrimaryTitle.GetName], disillusioned by [ruler_rustled.GetTitledFirstNameNicknamedPossessive] chaotic succession."
mpo_chaotic_kurultai_succession.1008.desc_addition: "The fact that they are here is likely because of [backing_kurultai.GetTitledFirstNameNicknamed], a disobedient member of [ruler_rustled.GetFirstNamePossessiveNoTooltip] Kurultai."
mpo_chaotic_kurultai_succession.1008.a: "I could use these soldiers."
mpo_chaotic_kurultai_succession.1008.b: "Send them back to [ruler_rustled.GetFirstNameNoTooltip]."
mpo_chaotic_kurultai_succession.1008.b.title: "[maa_stealer.GetFirstName] returns your Soldiers"
chaos_upgrade_maa_tt: "Other [men_at_arms|E] may be upgraded"
regiment_destroyed_tt: "The [regiment|E] of [defecting_maa.GetName] joined [maa_stealer.GetFirstName]"
mpo_chaotic_kurultai_succession.0009.t: "$chaotic_kurultai_title$ Divided Treasury"
mpo_chaotic_kurultai_succession.0009.desc: "My siblings are furious at the Kurultai's verdict, looting the coffers for their share."
mpo_chaotic_kurultai_succession.0009.desc_addition: "My [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('sibling_rival_1'))] [sibling_rival_1.GetFirstNameNicknamed] is furious at the Kurultai's verdict, looting the coffers for [sibling_rival_1.GetHerHis] share.\n\n[sibling_rival_1.GetSheHe|U] will pay for this betrayal."
mpo_chaotic_kurultai_succession.0009.desc_addition2: "\n\n[sibling_rival_1.GetFirstNameNicknamed], [sibling_rival_2.GetFirstNameNicknamed],"
mpo_chaotic_kurultai_succession.0009.desc_addition3: "[sibling_rival_3.GetFirstNameNicknamed],"
mpo_chaotic_kurultai_succession.0009.desc_addition4: "[sibling_rival_4.GetFirstNameNicknamed],"
mpo_chaotic_kurultai_succession.0009.desc_addition5: "[sibling_rival_5.GetFirstNameNicknamed],"
mpo_chaotic_kurultai_succession.0009.desc_end: "they will pay for this betrayal."
mpo_chaotic_kurultai_succession.0009.a: "Their greed will be punished."
mpo_chaotic_kurultai_succession.0010.t: "$chaotic_kurultai_title$ Authority Weakened"
mpo_chaotic_kurultai_succession.0010.desc: "They are all laughing at me, calling me [ROOT.Char.Custom2('InsultAdjective', ROOT.Char)]. They say that I am weak, unsuitable to be [ROOT.Char.GetTitleAsNameNoTooltip]."
mpo_chaotic_kurultai_succession.0010.desc_addition: "My [backing_kurultai.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('backing_kurultai'))] [backing_kurultai.GetFirstNameNicknamed] is laughing louder than all the rest."
mpo_chaotic_kurultai_succession.0010.desc_end: "\n\nHow dare they insult my might!?"
mpo_chaotic_kurultai_succession.0010.a: "I need to prove them wrong..."
mpo_chaotic_kurultai_succession.0011.t: "$chaotic_kurultai_title$ Stampede!"
mpo_chaotic_kurultai_succession.0011.desc: "In the dead of night, my herd stampeded — fires raged, beasts panicked. This was no accident; they were roused, they were hurt."
mpo_chaotic_kurultai_succession.0011.desc_addition: "My [backing_kurultai.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('backing_kurultai'))] [backing_kurultai.GetFirstNameNicknamed] greets me with a toothy grin."
mpo_chaotic_kurultai_succession.0011.desc_end: "\n\nI recovered most of them. The rest still thunder towards [rustler.GetCapitalLocation.GetName]."
mpo_chaotic_kurultai_succession.0011.a: "Curse these skittish beasts!"
mpo_chaotic_kurultai_succession.0012.t: "$chaotic_kurultai_title$ Divided Realm"
mpo_chaotic_kurultai_succession.0012.desc: "It is decided. I will only inherit half of the realm. The rest will go to my [sibling_rival_1.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('sibling_rival_1'))] [sibling_rival_1.GetFirstNameNicknamed], who has already moved to [sibling_rival_1.GetCapitalLocation.GetName]!\n\nOver half of the Kurultai were in favor of this. They are misguided fools."
mpo_chaotic_kurultai_succession.0012.a: "The Kurultai will pay for this!"
sibling_tool_50_percent_tt: "[sibling_rival_1.GetFirstNameNicknamed], with the help of the [kurultai|E], has split off a large part of your [realm|E] as a new [de_jure|E] [kingdom|E]"
mpo_chaotic_kurultai_succession.0013.t: "$chaotic_kurultai_title$ Splinter Realm"
mpo_chaotic_kurultai_succession.0013.desc: "The verdict is clear — the lion's share of our lands is mine. The rest falls to my [sibling_rival_1.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('sibling_rival_1'))] [sibling_rival_1.GetFirstNameNicknamed].\n\nMay [sibling_rival_1.GetSheHe] rot in [sibling_rival_1.GetCapitalLocation.GetName]."
mpo_chaotic_kurultai_succession.0013.a: "It'll be mine..."
sibling_tool_20_percent_tt: "[sibling_rival_1.GetFirstNameNicknamed], with the help of the [kurultai|E], has split off a small part of your [realm|E] as a new [de_jure|E] [kingdom|E]"
mpo_chaotic_kurultai_succession.0014.t: "$chaotic_kurultai_title$ Dissolution"
mpo_chaotic_kurultai_succession.0014.desc: "Angry, upset, screaming, quarreling. There is no room for law, no room for decisions. Only disunity.\n\nThis is the end of [ROOT.Char.GetPrimaryTitle.GetName]."
mpo_chaotic_kurultai_succession.0014.desc_alt: "But the voices are weak, impotent. There can be no decision, there can be no right, no law.\n\nThis is the end of [ROOT.Char.GetPrimaryTitle.GetName]. If only my predecessor had chosen enough members to the Kurultai..."
mpo_chaotic_kurultai_succession.0014.a: "I will reforge my realm!"
liege_primary_title_chaos_desc: "Your liege lost their [primary_title|E] due to a Chaotic [succession|E]"
title_chaos_dissolved_tt: "The [kurultai|E], unable to come to a conclusion, caused your [realm|E] to dissolve"
mpo_chaotic_kurultai_succession.0015.t: "$chaotic_kurultai_title$ Riderless Thunder"
mpo_chaotic_kurultai_succession.0015.desc: "They started dividing the herd, arguing, quarrelling, until fighting broke out. The animals scattered, stampeding in all directions."
mpo_chaotic_kurultai_succession.0015.desc_addition: "My [backing_kurultai.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('backing_kurultai'))] [backing_kurultai.GetFirstNameNicknamed] impotently tried to corral the beasts [backing_kurultai.GetSheHe] [backing_kurultai.GetHerselfHimself] had startled."
mpo_chaotic_kurultai_succession.0015.desc_end: "\n\nI spent the day trying to reign them in. Most got lost towards the [rustler.GetCapitalLocation.GetName]."
mpo_chaotic_kurultai_succession.0015.a: "My herd is decimated!"
mpo_chaotic_kurultai_succession.0016.t: "$chaotic_kurultai_title$ Tributaries Leave"
mpo_chaotic_kurultai_succession.0016.desc: "[tributary_leaving.GetFirstNameNicknamed] of [tributary_leaving2.GetPrimaryTitle.GetName], [tributary_leaving2.GetFirstNameNicknamed] of [tributary_leaving.GetPrimaryTitle.GetName], and [tributary_leaving3.GetFirstNameNicknamed] of [tributary_leaving3.GetPrimaryTitle.GetName] have ceased their tribute of coin and herd."
mpo_chaotic_kurultai_succession.0016.desc_addition: "My [backing_kurultai.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('backing_kurultai'))] [backing_kurultai.GetFirstNameNicknamed] gave them the courage to defy me."
mpo_chaotic_kurultai_succession.0016.desc_end: "\n\nThey will kneel again soon enough."
mpo_chaotic_kurultai_succession.0016.a: "Lambs to the slaughter."
mpo_chaotic_kurultai_succession.0017.t: "$chaotic_kurultai_title$ Withering Tribute"
mpo_chaotic_kurultai_succession.0017.desc: "My tributaries watched the discord unfold. They saw weakness, scoffed, and rode away. The bickering drowned out my words."
mpo_chaotic_kurultai_succession.0017.desc_addition: "More than anyone, my [backing_kurultai.Custom2('InsultAdjective', ROOT.Char)] [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('backing_kurultai'))] [backing_kurultai.GetFirstNameNicknamed] fanned the flames, giving them the courage to turn their backs on me."
mpo_chaotic_kurultai_succession.0017.desc_end: "\n\nOnly the meek remain."
mpo_chaotic_kurultai_succession.0017.a: "They shall serve me soon again."
mpo_chaotic_kurultai_succession.1000.t: "Successor Khanates"
mpo_chaotic_kurultai_succession.1000.desc: "The empire lies divided. Heirs squabble for control, but none strong enough to seize it. Except for..."
mpo_chaotic_kurultai_succession.1000.a: "Me, of course."
mpo_chaotic_kurultai_succession.1000.b: "[ilkhanate_ruler.GetFullNameNoTooltip]."
mpo_chaotic_kurultai_succession.1000.c: "[red_horde_ruler.GetFullNameNoTooltip]."
mpo_chaotic_kurultai_succession.1000.d: "[white_horde_ruler.GetFullNameNoTooltip]."
mpo_chaotic_kurultai_succession.1000.e: "[aarlud_khanate_ruler.GetFullNameNoTooltip]."
mpo_chaotic_kurultai_succession.1000.f: "[togskol_khanate_ruler.GetFullNameNoTooltip]."
mpo_chaotic_kurultai_succession.1000.g: "[baruun_khanate_ruler.GetFullNameNoTooltip]."
mpo_chaotic_kurultai_succession.1000.h: "[golden_horde_ruler.GetFullNameNoTooltip]."
mpo_chaotic_kurultai_succession.1000.i: "[chagatai_ruler.GetFullNameNoTooltip]."
mpo_chaotic_kurultai_succession.1000.j: "[great_yuan_ruler.GetFullNameNoTooltip]."
mpo_chaotic_kurultai_succession.1000.k: "[blue_horde_ruler.GetFullNameNoTooltip]."
mpo_chaotic_kurultai_succession.1000.l: "[omnod_dalai_khanate_ruler.GetFullNameNoTooltip]."

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l_english:
mpo_nomads_season_events.0001.t: "Riding the Storm"
mpo_nomads_season_events.0001.desc: ""Do you see the shape of the clouds? They appear as if clawed by a falcon's talons," my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('storm_chaser'))] [storm_chaser.GetTitledFirstName] says, gesturing toward the sky. \n\n"It heralds a dread storm. I say we use it to our advantage. Let us take our horses and bows into the raging gale, catch [raid_target.GetTitledFirstName] unaware, and steal [raid_target.GetHerHis] herd.""
mpo_nomads_season_events.0001.a: "Tomorrow, we ride!"
mpo_nomads_season_events.0001.b: "We must see to our own shelter."
mpo_storm_shelter_modifier: "Secured Against the Storm"
mpo_storm_shelter_modifier_desc: "This camp has its yurts double-lashed to the ground, its animals kept close together, to ward against incoming storms."
mpo_nomads_season_events.0005.t: "Empty Stomachs"
mpo_nomads_season_events.0005.desc: "The wailing wind beats against the walls of my yurt. \n\nI am surprised by the arrival of my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('hungry_neighbour'))] [hungry_neighbour.GetTitledFirstName], who braved the dangers of the storm to prostrate [hungry_neighbour.GetHerselfHimself] before me, placing a bottle of [Glossary( 'kumis', 'KUMIS_GLOSS')] at my feet as an offering. \n\n"These are dire times, and my people are starving. I am left with no option but to ask for aid.""
mpo_nomads_season_events.0005.a: "Your people will go hungry no longer."
mpo_nomads_season_events.0005.b: "What are you willing to give in return?"
mpo_nomads_season_events.0005.c: "There is nothing for you here."
mpo_nomads_season_events.0010.t: "Season of Plenty"
mpo_nomads_season_events.0010.desc: "The bleating of sheep disturbs my morning peace. Next comes their smell, pungent in the beating sun. And finally, their owner arrives. My [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('rich_neighbour'))] [rich_neighbour.GetTitledFirstName] "
mpo_nomads_season_events.0010.desc_offered_herd: "carefully removes [rich_neighbour.GetHerHis] shoes, so as to not tread dung inside my yurt. \n\n"I have not forgotten the generosity you showed when my people were starving. I have come to repay my debt.""
mpo_nomads_season_events.0010.desc_fallback: "stains the entryway of my yurt with dung as [rich_neighbour.GetSheHe] enters. \n\n"My #EMP dear#! [ROOT.Char.GetTitleTierName]!" [rich_neighbour.GetSheHe] declares. "I have the skies to thank for a bountiful herd. There is enough to spare, if you have the coin.""
mpo_nomads_season_events.0010.a: "Tell me your price."
mpo_nomads_season_events.0010.b: "I accept your offering."
mpo_nomads_season_events.0010.c: "There is no debt between [rich_neighbour.Custom('SisterBrother')]s."
mpo_nomads_season_events.0010.d: "Give me your herd, or give me your head!"
mpo_nomads_season_events.0010.e: "I have no need to trade."
mpo_nomads_season_events.0010.d.tt.success: "You successfully beat [rich_neighbour.GetTitledFirstName] and [rich_neighbour.GetHerHis] bodyguards"
mpo_nomads_season_events.0010.d.tt.failure: "[rich_neighbour.GetTitledFirstName] and [rich_neighbour.GetHerHis] bodyguards manage to escape"
given_herd: "You get this option because you previously gave [herd|E] to this character."
mpo_nomads_season_events.0015.t: "Flaring Tempers"
mpo_nomads_season_events.0015.desc: "Everywhere I look, I see my subjects scrape the bottom of empty bowls, trying to salvage every morsel of our dwindling supplies. \n\nThe silence breaks with a loud clatter. [kurultai_2.GetTitledFirstName]'s bowl of [Glossary( 'kumis', 'KUMIS_GLOSS')] lies overturned on the ground, its contents seeping into the dry earth. [kurultai_1.GetTitledFirstName] stands above the scene laughing, and says, "I did not see you there." \n\n[kurultai_2.GetTitledFirstName] flies to [kurultai_2.GetHerHis] feet, shoulders tense. It appears as if my two Kurultai members will come to blows."
mpo_nomads_season_events.0015.a: "Do not cry over spilled #EMP kumis#!, [kurultai_2.GetTitledFirstNameNoTooltip]."
mpo_nomads_season_events.0015.b: "Go on, fight! Entertain the rest of us."
mpo_nomads_season_events.0015.c: "Let it go, both of you."
mpo_nomads_season_events.0015.b.tt.success: "[kurultai_1.GetTitledFirstName] is injured in the fight"
mpo_nomads_season_events.0015.b.tt.failure: "[kurultai_2.GetTitledFirstName] is injured in the fight"

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l_english:
mpo_establish_paiza_system_decision: "Establish Paiza System"
mpo_establish_paiza_system_decision_desc: "A system of special tablets shall be established to attract wealthy foreigners and empower [ROOT.Char.GetTitleAsNamePossessiveNoTooltip] loyal subjects. [ROOT.Char.GetSheHe|U] who carries a [paiza|E] that bears the name of [ROOT.Char.GetTitledFirstNameNoTooltip] will carry my authority, and have safe passage through my lands. Those who dare disrespect my name will be put to death like dogs."
mpo_establish_paiza_system_decision_tooltip: "Empower your loyal subjects"
mpo_establish_paiza_system_decision_confirm: "By the power of Eternal Heaven"
mpo_establish_paiza_system_decision_is_gurkhan: "You are the [gurkhan|E]"
mpo_establish_paiza_system_decision.grant_paiza_interaction_unlocked: "Unlocks the #V $mpo_interaction_grant_paiza$#! [character_interaction|E] that can be used on your [courtiers|E], [vassals|E], and [tributaries|E]"
mpo_establish_paiza_system_decision.request_paiza_interaction_unlocked: "Unlocks the #V $mpo_interaction_ask_for_paiza$#! [character_interaction|E] for your [vassals|E], [tributaries|E], and [adventurers|E] visiting your [court|E]"
mpo_establish_paiza_system_decision.paiza_obedient: "Characters receiving Paiza [artifacts|E] become [obedient|E] to you."
mpo_establish_paiza_system_decision.paiza_abuse_authority_unlocked: "@alert_icon! Characters bearing Paizas get access to the #V $mpo_abuse_authority_paiza_decision$#! [decision]"
mpo_establish_paiza_system_decision.leverage_khan_authority_unlocked: "@alert_icon! Characters bearing Paizas get access to the #V $mpo_interaction_leverage_khan_authority$#! [interaction]"
mpo_establish_paiza_system_decision.call_for_merchants_decision_unlocked: "Unlocks the [GetDecisionWithKey('mpo_call_for_merchants_decision').GetName] [decision|E]"
mpo_establish_paiza_system_decision.paiza_recently_established: "Paiza System was already established by [THIS.Char.GetName]. [THIS.Char.GetHerHis|U] life prevents you from establishing a new one. Each of [THIS.Char.GetHerHis] pitiful breaths is an insult to your authority."
mpo_decisions_events.0099.t: "Paiza System Established"
mpo_decisions_events.0099.desc: "My power is like the steppe itself: endlessly stretching beyond the horizon. Yet I am like a single drop of water in the rain, fixed to only one place.\n\nBeyond the steppe, people of the cities are using ledgers to carry knowledge beyond their finite gaze. I will use their idea and give away Paizas. My loyal subjects will carry the most important words of all: #EMP my name.#!\n\n[ROOT.Char.GetTitledFirstNameNoTooltip]: those runes etched on the artifact shall bring fear and absolute obedience."
mpo_decisions_events.0099.a: "My will made manifest."
paiza_artifact_title: "[patron.GetTitledFirstNameNoTooltip] Paiza"
paiza_artifact_desc: "[paiza|E], a simple yet menacing metal tablet that can bring power and woe alike. On the reverse the following words are etched:\n\nBy the power of Eternal Heaven. By the protection of the Imperial Good Fortune. An edict of the [patron.GetTitledFirstName]; any person whosoever who does not respect it shall be punished, shall die."
mpo_call_for_merchants: "Summon Wealthy Visitors"
mpo_call_for_merchants_decision: "$mpo_call_for_merchants$: Paiza"
mpo_call_for_merchants_decision_desc: "The Great Steppe is far more magnificent than those fat, spoiled foreign cities. Yet they possess goods, contraptions, and ideas that may prove useful to us. Perhaps one of their wealthy fools will venture this far."
mpo_call_for_merchants_decision_tooltip: "$mpo_call_for_merchants_decision.merchant_will_arrive$"
mpo_call_for_merchants_decision_confirm: "Send the envoys"
mpo_call_for_merchants_dead_merchant_toast: "Wealthy Visitor Dies on the Way"
mpo_call_for_merchants_dead_merchant_desc: "The wealthy visitor [merchant.GetShortUIName] perished during [merchant.GetHerHis] travel"
mpo_call_for_merchants_small_decision: "$mpo_call_for_merchants$: Local Offers"
mpo_call_for_merchants_small_decision_desc: "$mpo_call_for_merchants_decision_desc$"
mpo_call_for_merchants_small_decision_tooltip: "Improve your soldiers or enable [artifact|E] creation."
mpo_call_for_merchants_small_decision_confirm: "Send the envoy"
mpo_call_for_merchants_decision.merchant_will_arrive_smol: "$mpo_call_for_merchants_decision.merchant_will_arrive_generic$\n$BULLET_WITH_TAB$Around #P 20%#! of your [gold|E] investment"
mpo_call_for_merchants_decision.merchant_will_arrive_generic: "A wealthy foreigner will travel to your court, leading a caravan bound for the well-developed, settled cities. Upon their return, you may receive the following benefits:\n$BULLET_WITH_TAB$Around #P 40%#! of your [gold|E] investement\n$BULLET_WITH_TAB$[artifact|E] creation materials that unlock the #V $commission_artifact_decision$#! [decision|E]\n$BULLET_WITH_TAB$Armaments for your [horde|E] and [archer_cavalry|E]"
mpo_call_for_merchants_decision.gold_needed_smol: "More lucrative offers require a higher [gold|e] investment, up to 800 [gold_i|E]"
mpo_call_for_merchants_decision.robbed_merchants: "The previous outsider who answered your summons vanished violently, and word of this has spread. It will be a while before another foolhardy soul dares to appear."
mpo_call_for_merchants_decision.merchant_will_arrive: "$mpo_call_for_merchants_decision.merchant_will_arrive_generic$\n$BULLET_WITH_TAB$Random [innovation|E] progress"
mpo_call_for_merchants_decision.buildings: "Various [internal_upgrades|E] to the [GetDomicileBuilding('trade_yurt_01').GetName] [yurt_building|E] offer additional benefits."
mpo_call_for_merchants_decision.gold_needed: "More lucrative offers require a higher [gold|E] investment, up to 2400 [gold_i|E]"
mpo_decisions_events.0100.t: "$mpo_call_for_merchants_decision$"
mpo_decisions_events.0100.desc: "$mpo_decisions_events.2141.desc$"
mpo_decisions_events.0100.a: "Bring me new ideas."
mpo_decisions_events.0100.a_not_unlocked: "You do not have the [GetDomicileBuilding('trade_yurt_01').GetName] [yurt_building|E]"
mpo_decisions_events.0100.b: "Steel will be put to good use."
mpo_decisions_events.0100.c: "Armor for my Horde."
mpo_decisions_events.0100.d: "Let us first exchange herd for gold."
mpo_decisions_events.0100.d.unlocked: "You will be able to select your requested goods after the [herd|E] exchange.\n#weak You have access to this option because you have [GetDomicileBuilding('herd_trade_yurt_01').GetName] [yurt_building|E].#!"
mpo_decisions_events.0100.e: "Your wealth. And your life. Now."
mpo_decisions_events.0100.e.warning: "@alert_icon! #alert_trial No other wealthy visitor will dare to arrive in your court for two decades. You will not be able to take the #V $mpo_call_for_merchants_decision$#! during this period.#!"
mpo_decisions_events.2141.t: "$mpo_call_for_merchants_small_decision$"
mpo_decisions_events.2141.desc: "[paiza_merchant.GetName] arrived sooner than I expected, with dust on [paiza_merchant.GetHerHis] boots and a gleam in [paiza_merchant.GetHerHis] eyes.\n\n"Thank you for allowing my presence here, wise and powerful [ROOT.Char.GetTitleAsNameNoTooltip]. I heard that you are interested in goods from [merchant_origin.GetNameNoTier], goods I can bring to your yurt. I shall lead the caravan there and back again.\n\nI will humbly bring you what you wish. Is it raw steel from the finest furnaces? Suits of armor that can reflect any blow? Or something else?""
mpo_decisions_events.2141.b: "$mpo_decisions_events.0100.b$"
mpo_decisions_events.2141.c: "$mpo_decisions_events.0100.c$"
mpo_decisions_events.2141.d: "$mpo_decisions_events.0100.d$"
mpo_decisions_events.2141.d.unlocked: "$mpo_decisions_events.0100.d.unlocked$"
mpo_decisions_events.2141.e: "$mpo_decisions_events.0100.e$"
mpo_decisions_events.2141.e.warning: "$mpo_decisions_events.0100.e.warning$"
mpo_decisions_events.2141.upon_merchant_return: "$mpo_decisions_events.0100.upon_merchant_return$"
mpo_decisions_events.0100.upon_merchant_return: "When [paiza_merchant.GetNameNoTooltip] returns from [paiza_merchant.GetHerHis] voyage to [merchant_origin.GetName]:"
mpo_decisions_events.0101.t: "Foreigner Returns"
mpo_decisions_events.0101.desc: "[paiza_merchant.GetName] has arrived and now sips [Glossary( 'kumis', 'KUMIS_GLOSS')] in my yurt, after a long and ardous voyage to [merchant_origin.GetName].\n\nThe precious goods I requested are being unloaded. The steppe wolf and the city lamb found a way to coexist, if only for a while."
mpo_decisions_events.0101.a: "Wonderful!"
mpo_decisions_events.0101.b: "Tell me the tales of distant lands"
mpo_decisions_events.0101.b.desc: "[paiza_merchant.GetName] will regale you with tales about the lands [paiza_merchant.GetSheHe] traveled through."
mpo_decisions_events.2137.t: "The Travels of [paiza_merchant.GetFirstNameNoTooltip]"
mpo_decisions_events.2137.desc_intro: "[paiza_merchant.GetName] gathers breath, looks into the distance and weaves a tale:\n#weak"
mpo_decisions_events.2137.desc_interludium: "\n\n#![paiza_merchant.GetSheHe|U] gasps for breath, then rambles on about a different realm:\n#weak"
mpo_decisions_events.2137.a: "I see"
mpo_decisions_events.2137.b: "Tell me more!"
mpo_decisions_events.2137.c: "Stay at my yurt."
mpo_decisions_events.2138.t: "Herd for Gold"
mpo_decisions_events.2138.desc: "You and [paiza_merchant.GetName] walk to your [GetDomicileBuilding('trade_yurt_01').GetName] to discuss the details. [paiza_merchant.GetSheHe|U] explains:\n\n"I can buy from you a sizeable amount of herd from you. I have made connections while I was travelling here. There is no wholesale buyer, but I should be able to visit enough small-time herders on my way back to make a profit. Or at least not lose that much.\n\nI extend this offer to you, out of respect to you and your majesty, my [ROOT.Char.GetTitleAsNameNoTooltip].""
mpo_decisions_events.2138.desc_rate_1: "[GetDomicileBuilding('herd_trade_yurt_01').GetName] 6 [herd_i] for 1 [gold_i]"
mpo_decisions_events.2138.desc_rate_2: "[GetDomicileBuilding('herd_trade_yurt_03').GetName] 4 [herd_i] for 1 [gold_i]"
mpo_decisions_events.2138.desc_rate_3: "[GetDomicileBuilding('herd_trade_yurt_06').GetName] 2 [herd_i] for 1 [gold_i]"
mpo_decisions_events.2138.a: "Deal."
mpo_decisions_events.2138.b: "Give more, earn more."
mpo_decisions_events.2138.c: "Let us go back."
mpo_decisions_events.2138.c.desc: "You will not conduct the [herd|E] exchange and go back to discuss [paiza_merchant.GetNamePossessive] travel goal."
mpo_decisions_events.2141.already_traded: "You already exchanged [herd|E] for [gold|E]"
mpo_abuse_authority_paiza_decision: "Abuse Gurkhan's Authority"
mpo_abuse_authority_paiza_decision_tooltip: "The [gurkhan|E] speaks through me!"
mpo_abuse_authority_paiza_decision_desc: "I carry the name of the Gurkhan with me. The runes etched in my paiza strike fear in people's hearts. The land around me is fertile, yet the people living here are weak. I shall take from them what I can, not by my indomitable might, but through the name of the Gurkhan."
mpo_abuse_authority_paiza_decision_confirm: "In the name of the [gurkhan|E]!"
mpo_abuse_authority_paiza_decision.paiza_patron_not_topdog: "The [paiza|E] patron is no longer the [gurkhan|E]"
mpo_abuse_authority_paiza_decision.not_topdog_realm_or_steppe: "[gurkhan|E]'s authority is not recognized here"
mpo_abuse_authority_paiza_decision.no_more_paiza_abuse: "The [gurkhan|E] reacted to your deeds"
mpo_abuse_authority_paiza_decision.region_already_abused: "These lands have already seen the abuse of the [gurkhan|E]'s authority"
mpo_abuse_authority_paiza_decision.nothing_to_abuse: "There is no land ripe for abuse in this [location|E]"
mpo_decisions_events.0110.t: "In the Name of the [paiza_patron.GetTitleAsNameNoTooltip]"
mpo_decisions_events.0110.desc: "I am [paiza_patron.GetTitledFirstNamePossessive] #EMP loyal#! subject. I carry [paiza_patron.GetHerHis] name etched in metal and [paiza_patron.GetHerHis] will in my words and deeds. My strength is [paiza_patron.GetHerHis].\n\nThe weak [local_boi.GetName] can beg as much as I please. It will not change the Gurkhan's decree coming from my mouth.\n\nAll wealth, all suitable animals from these lands, must be gathered immediately and brought to me. For your weakness insults [paiza_patron.GetTitleAsNamePossessiveNoTooltip] authority and I shall put it all to... a #EMP better#! use."
mpo_decisions_events.0110.a: "Gather everything that moves!"
mpo_decisions_events.0110.b: ""Speak no word of it, you dogs!""
mpo_decisions_events.0110.c: "I changed my mind."
mpo_decisions_events.0110.d: "This is #EMP wrong.#! Move out!"
mpo_decisions_events.0110.b.success: "Success"
mpo_decisions_events.0110.b.success_desc: "Not a word about what happened here reaches [paiza_patron.GetTitledFirstName]"
mpo_decisions_events.0110.b.failure: "[paiza_patron.GetTitledFirstName] hears about this abuse"
custom.mpo_resources_gained_abuse: "Plunder from nearby [counties|E]"
mpo_decisions_events.0111.t: "The Wrath of the Gurkhan"
mpo_decisions_events.0111.desc: "The Gurkhan is like the steppe itself. [paiza_patron.GetNamePossessive] might and will stretch across it all. [paiza_patron.GetHerHis|U] name is whispered by the wind.\n\nI carried [paiza_patron.GetHerHis] name with me, etched in the metal of the Paiza. I have used it to bring fear and obedience into people's hearts. One time too many, it seems.\n\nNow it is my turn to fear. The Gurkhan has heard of my deeds and calls them an abuse of [paiza_patron.GetHerHis] word, of [paiza_patron.GetHerHis] name. And for that, I will become a gruesome example for all the steppe to see."
mpo_decisions_events.0111.a: "I welcome judgement."
mpo_decisions_events.0111.b: ""Ah, but my deeds were righteous, you see...""
mpo_decisions_events.0112.t: "$mpo_decisions_events.0111.t$"
mpo_decisions_events.0112.desc: "I am like the steppe itself. My might and will stretch across it all. My name is whispered by the wind.\n\nRiders carry my name with them, etched in the metal of their Paizas. Yet some of them twist it like serpents, greedy fools like [paiza_abuser.GetName] and [paiza_abuser_1.GetName]. Not so long ago [paiza_abuser.GetSheHe] prostrated [paiza_abuser.GetHerHis|U] wormlike body before me, now [paiza_abuser.GetSheHe] abuses my loyal subjects, who are looking to me for answers, for justice. Let the wind carry my true will now!\n\n"The word just got back to me. Let them know [ROOT.Char.GetTitledFirstNameNoTooltip] step up to any castrated cur, [paiza_abuser.GetFirstNameNoTooltip], [paiza_abuser_1.GetFirstNameNoTooltip], whomever. My name is my name!""
mpo_decisions_events.0112.a: "Bring me their heads!"
mpo_decisions_events.0112.a.desc: "Other [characters|E] with your [paiza|E]s will be less willing to abuse your authority if both [paiza_abuser.GetFirstName] and [paiza_abuser_1.GetFirstName] are dead."
mpo_decisions_events.0112.b: "I will let this slide... for now."
mpo_decisions_events.0112.c: "Do not bother me ever again."
mpo_decisions_events.0112.c.flavor: "Further abuse of your authority will happen, but you will not be notified anymore."
mpo_paiza_abuse_counter_effect.random: "The [gurkhan|E]'s acts are as random as only humans can be"
mpo_paiza_abuse_counter_effect.angry: "@warning_icon! The [gurkhan|E] is furious at your abuse of authority and is almost guaranteed to react"
mpo_paiza_abuse_counter_effect.annoyed: "@alert_icon! The [gurkhan|E] is annoyed at your abuse of authority and is likely to react"
mpo_paiza_abuse_counter_effect.indifferent: "The [gurkhan|E] is indifferent to your abuse of authority and will not take any action this time"
mpo_paiza_abuse_counter_effect.khan_reaction_action: "@alert_icon! [gurkhan|E] will react #EMP violently#!"
mpo_paiza_abuse_counter_effect.khan_reaction_angry: "[gurkhan|E] will be #EMP furious#! but will not take any action"
mpo_paiza_abuse_counter_effect.khan_reaction_annoyed: "[gurkhan|E] will be #EMP annoyed#! but will not take any action"
mpo_decisions_events.0111.a.effects: "[paiza_patron.GetName] gets an [imprisonment_reason|E] and [execute_reason|E] targeting you."
mpo_decisions_events.0111.a.severe_effects: "[paiza_patron.GetName] gets an [imprisonment_reason|E] and [execute_reason|E] targeting you and your [close_family_members|E]."
mpo_decisions_events.0111.a.survived_khans_wrath: "Despite surviving the Gurkhan's wrath, you will not be able to abuse his authority again."
mpo_call_for_merchants_decision_is_gurkhan: "You are the [gurkhan|E]"
mpo_paiza_abused_county_modifier: "Gurkhan Authority Abused"
mpo_paiza_abused_county_modifier_desc: "[paiza|E]: Land has been plundered by its own populace in fear of the Gurkhan's name"
mpo_fascination_leap_modifier: "Fascination Leap"
mpo_fascination_leap_modifier_desc: "A #weak Jegun#! of skilled craftsmen and learned men brought from far away assists with bureaucracy and innovation"
mpo_artifact_material_modifier: "Artifact Materials"
mpo_artifact_material_modifier_desc: "This character has an ample supply of raw materials to fashion the most illustrious artifacts.\n\nUnlock the #V $commission_artifact_decision$#! [decision|E]"
mpo_paiza_robbed_merchants: "Foreigners Robbed"
mpo_paiza_robbed_merchants_desc: "This character has killed a wealthy foreigner who dared to do business in the steppe."
abused_paiza_authority: "Abused Authority"
gravely_abused_paiza_authority: "Gravely Abused Authority"
abused_paiza_authority_family: "Family Abused Authority"
paiza_merchant_skill_gold_percent: "You will get back around #P 40%#! of your [gold|E] investment. [paiza_merchant.GetName] high [skills|E] will increase this number"
paiza_merchant_skill_gold_percent_smol: "You will get back around #P 20%#! of your [gold|E] investment. [paiza_merchant.GetName] high [skills|E] will increase this number"
paiza_yurt_gold_percent_1: "[GetDomicileBuilding('camp_fire_capering_fools').GetName]:#P +5%#! profit increase"
paiza_yurt_gold_percent_2: "[GetDomicileBuilding('camp_fire_capering_fools').GetName]:#P +10%#! profit increase"
paiza_yurt_gold_percent_3: "[GetDomicileBuilding('camp_fire_capering_fools').GetName]:#P +20%#! profit increase"
paiza_troops: "The Indomitable [paiza_merchant.GetCulture.GetCollectiveNoun]"
paiza_fertility_modifier_1: "The Fertile Trade"
paiza_fertility_modifier_1_desc: "Arrival of foreign merchant caravan have brought new goods and animals into the region, greatly boosting the diversity of species and thus fertility of this county"
paiza_fertility_modifier_2: "$paiza_fertility_modifier_1$"
paiza_fertility_modifier_2_desc: "$paiza_fertility_modifier_1_desc$"
paiza_fertility_modifier_3: "$paiza_fertility_modifier_1$"
paiza_fertility_modifier_3_desc: "$paiza_fertility_modifier_1_desc$"
mpo_paiza_improve_maa_modifier: "Foreign Armor"
mpo_paiza_improve_maa_modifier_desc: "Tumen of this character is fully clad in full suits of armor."
paiza_merchant_on_route_tt: "Wealthy Visitor Traveling to Your Court"
paiza_merchant_on_route_tt_desc: "[merchant.GetName], a daring [merchant.GetCulture.GetName], has departed from [merchant_origin.GetName]"
yurt_paiza_bonuses_generic: "Additional trade effects from your [yurt_buildings|E]:"
paiza_received_obedience_value: "[obedience|E] Score: #P +60#!"
will_abuse_paiza_reason: "Plans to abuse Paiza: $VALUE|=+0$"
nomad_yurt_paiza_fertility_gain_lvl_1_tooltip: "[GetDomicileBuilding('fertility_trade_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_fertility_gain_lvl_1$"
nomad_yurt_paiza_fertility_gain_lvl_2_tooltip: "[GetDomicileBuilding('fertility_trade_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_fertility_gain_lvl_2$"
nomad_yurt_paiza_fertility_gain_lvl_3_tooltip: "[GetDomicileBuilding('fertility_trade_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_fertility_gain_lvl_3$"
nomad_yurt_paiza_herd_gain_lvl_1_tooltip: "[GetDomicileBuilding('herd_trade_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_herd_gain_lvl_1$"
nomad_yurt_paiza_herd_gain_lvl_2_tooltip: "[GetDomicileBuilding('herd_trade_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_herd_gain_lvl_2$"
nomad_yurt_paiza_herd_gain_lvl_3_tooltip: "[GetDomicileBuilding('herd_trade_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_herd_gain_lvl_3$"
nomad_yurt_paiza_more_gold_lvl_1_tooltip: "[GetDomicileBuilding('merchant_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_more_gold_lvl_1$"
nomad_yurt_paiza_more_gold_lvl_2_tooltip: "[GetDomicileBuilding('merchant_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_more_gold_lvl_2$"
nomad_yurt_paiza_more_gold_lvl_3_tooltip: "[GetDomicileBuilding('merchant_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_more_gold_lvl_3$"
nomad_yurt_paiza_char_gain_lvl_1_tooltip: "[GetDomicileBuilding('char_trade_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_char_gain_lvl_1$"
nomad_yurt_paiza_char_gain_lvl_2_tooltip: "[GetDomicileBuilding('char_trade_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_char_gain_lvl_2$"
nomad_yurt_paiza_char_gain_lvl_3_tooltip: "[GetDomicileBuilding('char_trade_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_char_gain_lvl_3$"
nomad_yurt_paiza_maa_gain_lvl_1_tooltip: "[GetDomicileBuilding('knight_trade_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_maa_gain_lvl_1$"
nomad_yurt_paiza_maa_gain_lvl_2_tooltip: "[GetDomicileBuilding('knight_trade_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_maa_gain_lvl_2$"
nomad_yurt_paiza_maa_gain_lvl_3_tooltip: "[GetDomicileBuilding('knight_trade_yurt_01').GetName]: $domicile_building_parameter_nomad_yurt_paiza_maa_gain_lvl_3$"
already_received_a_paiza: "Already received a [paiza|E]"

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l_english:
#Steal Herd
scheme_odds.misc_is_herder: "[target.GetFirstName] is a [herder|E]"
scheme_agent_aptitude.is_herder: "Is a [herder|E]"
SCHEME_STEAL_HERD_IS_HERDER: "$scheme_odds.misc_is_herder$: $VALUE|=+0$"
SCHEME_STEAL_HERD_GALLOWSBAIT: "[GetTrait('gallowsbait').GetName( GetNullCharacter )]: $VALUE|=+0$"
SCHEME_STEAL_HERD_AMOUNT: "[herd|E] amount: $VALUE|=+0$"
HAS_ATTEMPTED_TO_STEAL_HERD_BEFORE:0 "[target.GetShortUIName|U] knows that you have attempted to steal [target.GetHerHis] Herd before: $VALUE|+0=$"
stole_my_herd: "Stole my Herd"
stole_my_herd_crime: "Stole my Herd"
stole_lieges_herd: "Stole my Liege's Herd"
stole_vassals_herd: "Stole my Vassal's Herd"
attempted_to_steal_herd_crime: "Attempted to Steal my Herd"
steal_herd: "Steal Herd"
steal_herd_interaction_notification: "Steal Herd"
steal_herd_action: "Steal the Herd of"
steal_herd_desc: "I'll try to steal [herd|E] from [SCHEME.GetTargetCharacter.GetShortUIName]"
steal_herd_desc_general: "In a Steal Herd [scheme|E], you try to steal [herd|E] from another ruler"
steal_herd_invalidated_title: "@scheme_icon! Steal Herd Scheme Ends"
steal_herd_invalidated_war: "Due to your war, you can no longer $steal_herd_action$ [target.GetShortUIName]"
steal_herd_invalidated_war_target: "Due to [target.GetHerHis] war, you can no longer $steal_herd_action$ [target.GetShortUIName]"
steal_herd_invalidated_no_herd: "Due to [target.GetShortUIName] no longer having any herd, you can no longer $steal_herd_action$ [target.GetShortUIName]"
steal_herd_interaction: "$steal_herd$"
scheme_interaction_tt_steal_herd_approved: "Attempt to steal [herd|E] from [recipient.GetShortUIName]"
schemes.t.herd_amount: "Amount to Steal"
steal_herd_low: "A #P small#! amount of [herd|E]"
steal_herd_interaction.tt.low: "You attempt to smuggle a few horses from [recipient.GetShortUINamePossessive] camp\n\n[scheme|E] Success Chance: #p +10%#!"
steal_herd_normal: "A #color_yellow moderate#! amount of [herd|E]"
steal_herd_interaction.tt.normal: "You attempt to capture a sizeable portion of [recipient.GetShortUINamePossessive] flock\n\n[scheme|E] Success Chance will #bold not#! be affected"
steal_herd_high: "A #n large#! amount of [herd|E]"
steal_herd_interaction.tt.high: "You attempt to steal a great deal of [recipient.GetShortUINamePossessive] [herd|E]\n\n[scheme|E] Success Chance: #n -10%#!"
steal_herd_blocked_target_none: "[TARGET_CHARACTER.GetName] has no [herd|E]"
steal_herd_interaction_tt.warning: "#warning @warning_icon! Successfully stealing will put you at or above your [herd|E] Capacity#!"
steal_herd_vassal_tt: "Every [powerful_vassal|E] of [target.GetShortUIName]:\n$EFFECT_LIST_BULLET$Loses #n 15#! [opinion|E] of #V you#! #weak (-0.60/year) (Stole my Liege's Herd)#!"
# Events
steal_herd_event_title: "Steal Herd:"
steal_herd_outcome.1001.t: "$steal_herd_event_title$ Success!"
steal_herd_outcome.1001.desc: "My [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('courtier'))], [courtier.GetName], trots into the camp pridefully. Trailing [courtier.GetHerHim], an unfamiliar shepherd guides livestock towards me.\n\n"From the camp of [target.GetTitledFirstName]!" [courtier.GetSheHe|U] exclaims. As I redirect the shepherd's handling of my new animals, I cannot help but crack a devious smile. My herd grows ever stronger, and at little cost to me."
steal_herd_outcome.1001.a: "I'm grateful for your 'generosity', [target.GetFirstNameNoTooltip]!"
steal_herd_outcome.1003.desc: "[courtier.GetSheHe|U] delves into the details our thievery, including our mastery over [target.GetFirstNamePossessiveNoTooltip] defenses. Because we infiltrated [target.GetFirstNamePossessiveNoTooltip] camp with such ease, I wonder what else I can take from [target.GetHerHis] grasp..."
steal_herd_outcome.1003.a: "[courtier.GetFirstNameNoTooltip], can you explain that again?"
steal_herd_outcome.1003.a_desc: "You attempt to steal more of [target.GetFirstNamePossessiveNoTooltip] [herd|E]"
steal_herd_outcome.1003.win: "Your thievery continues"
steal_herd_outcome.1003.lose: "You are unable to take more"
steal_herd_outcome.1003.b: "I would search [target.GetHerHis] coffers."
steal_herd_outcome.1003.b_desc: "You attempt to steal gold from [target.GetFirstNameNoTooltip]"
steal_herd_outcome.1003.c: "[target.GetPrimarySpouse.GetFirstName] also belongs to [target.GetFirstNameNoTooltip], for now."
steal_herd_outcome.1003.c_tt: "I start a [GetScheme('seduce').GetTypeName] [scheme|E] against [target.GetPrimarySpouse.GetFirstName] with an #p increased#! #V Success Chance#!"
mpo_steal_herd_seduce_modifier: "Herder's Touch"
mpo_steal_herd_murder_modifier: "Agents in the Pastures"
steal_herd_outcome.1003.d: "[target.GetHerHis|U] life, perhaps?"
steal_herd_outcome.1003.d_tt: "I start a [GetScheme('murder').GetTypeName] [scheme|E] against [target.GetFirstName] with an #p increased#! #V Success Chance#!"
steal_herd_outcome.1003.e: "I have taken enough for now."
steal_herd_outcome.1002.t: "$steal_herd_event_title$ Stolen Herd!"
steal_herd_outcome.1002.desc: "[spymaster.GetName] comes to me bearing grave news. "[ROOT.Char.GetFirstName], some of the animals we kept in the courtyard have been unaccounted for."\n\n[spymaster.GetSheHe|U] clears [spymaster.GetHerHis] throat, "After deliberate investigation, it seems that [owner.GetName] sent some lackeys to 'retrieve' the herd, and convinced the shepherd it was at your behest.""
steal_herd_outcome.1002.desc_monies: "\n\nAfter hearing this revelation, I notice a chest, once half-full of fine jewelry, now dwindled in size. Knowing the perpetrator is the same, I sigh."
steal_herd_outcome.1002.a: "May you live eternally in [ROOT.Char.GetFaith.NegativeAfterLife], [owner.GetFirstNameNoTooltip]!"
steal_herd_outcome.2001.t: "$steal_herd_event_title$ Failure"
steal_herd_outcome.2001.desc: "My plot to steal herd from [target.GetTitledFirstName] had been carried out as planned, but my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('courtier'))] [courtier.GetTitledFirstName] returns empty-handed, bringing not even a hank of wool to showcase their triumph.\n\n"[owner.GetFirstNameNoTooltip], I am sorry. [target.GetFirstNameNoTooltip] was on our trail." [courtier.GetFirstNameNoTooltip] sighs. "Luckily, we escaped before [target.GetHerHis] riders caught up to us.""
steal_herd_outcome.2001.a: "[target.GetFirstNameNoTooltip] must have divine protection..."
steal_herd_outcome.2002.desc: "[courtier.GetName] leads me outdoors, and to my dismay, a flock is missing!\n\n[courtier.GetFirstNameNoTooltip] explains that we failed to steal flock from [target.GetTitledFirstName]. But instead of letting our riders escape, [target.GetSheHe] immediately took [target.GetHerHis] retribution, and sent a band after [courtier.GetFirstNameNoTooltip] and the others involved, leading them straight to my pastures. [target.GetHerHis|U] riders took sheep and other livestock, and left swiftly."
steal_herd_outcome.2002.a: "How could we be so incompetent?!"
steal_herd_outcome.2003.t: "The Herd of [owner.GetTitledFirstName]"
steal_herd_outcome.2003.desc: "A commotion brews, and [courtier.GetName] approaches with it. [courtier.GetSheHe|U] smiles, gesturing for me to step into the courtyard.\n\nOutside, [courtier.GetSheHe] points to a herd of sheep and horses, guided by one of my riders. [courtier.GetFirstNameNoTooltip] looks at me intently. "The gall of that [owner.GetFirstNameNoTooltip]!" [courtier.GetSheHe] states. "[owner.GetSheHe|U] tried to undermine #italic you#!, and take your flock! Thankfully, [courtier.GetFaith.HighGodName] had other plans. These fine animals belonged to [owner.GetFirstNameNoTooltip] [owner.GetHerHim]self.""
steal_herd_outcome.2003.a: "Your failures benefit me today, [owner.GetFirstNameNoTooltip]!"
steal_herd_ongoing.1001.t: "$steal_herd_event_title$ Guard"
steal_herd_ongoing.1001.desc: "In order to steal [target.GetTitledFirstNamePossessive] herd, I must know [target.GetHerHis] land and people. So I set out to take note of which pastures are near to [target.GetHerHis] home, and which are far and lonely.\n\nObserving the heights near the [target.GetCapitalLocation.GetTitle.GetName], warriors led by a [target_knight.GetWomanMan] on horseback approach my retinue from behind. "What business do you have here?" Their leader, [target_knight.GetFirstName] inquires."
steal_herd_ongoing.1001.a: "Someone to test my mettle!"
steal_herd_ongoing.1001.a_win: "You impress [target_knight.GetFirstNameNoTooltip] with your fighting skills"
steal_herd_ongoing.1001.duel_desc: "You attempt to divert [target_knight.GetFirstNamePossessiveNoTooltip] attention"
steal_herd_ongoing.1001.lose: "[target_knight.GetFirstNameNoTooltip] bests you"
steal_herd_ongoing.1001.b: "Appreciating [target.GetFirstNamePossessiveNoTooltip] domain, of course."
steal_herd_ongoing.1001.b_win: "[target_knight.GetFirstNameNoTooltip] appreciates your sentiment"
steal_herd_ongoing.1001.c: "Enjoying a drink! Will you join?"
steal_herd_ongoing.1001.c_win: "You and [target_knight.GetFirstNameNoTooltip] drink the night away"
steal_herd_ongoing.1001.c_win_big: "You convince drunk [target_knight.GetFirstNameNoTooltip] to join your cause"
steal_herd_ongoing.1001.d: "Nothing, I'll be on my way."
steal_herd_ongoing.1002.t: "$steal_herd_event_title$ Undercover Shepherd"
steal_herd_ongoing.1002.desc: "[chosen_agent.GetName] tells me that [target.GetTitledFirstNamePossessive] shepherds often fail to guide a single sheep in [target.GetHerHis] herd.\n\n"Why don't you put on shepherd's garb? Make your way to [target.GetFirstNameNoTooltip], and offer to 'help' [target.GetHerHis] incompetent herders," I suggest to [chosen_agent.GetFirstNameNoTooltip]. [chosen_agent.GetSheHe|U] gives me a concerned look, and sighs."
steal_herd_ongoing.1002.a: "Go on, [chosen_agent.GetFirstNameNoTooltip], help [target.GetHerHim] out!"
steal_herd_ongoing.1002.b: "And I know just what you should say..."
steal_herd_ongoing.1002.c: "Actually, never mind."
steal_herd_ongoing.1002.duel_desc: "[chosen_agent.GetFirstName] poses as a shepherd"
steal_herd_ongoing.1002.win: "[chosen_agent.GetHerHis|U] disguise is convincing"
steal_herd_ongoing.1002.b_tt: "You help [chosen_agent.GetFirstName] with [chosen_agent.GetHerHis] disguise"
steal_herd_ongoing.1002.lose: "[chosen_agent.GetSheHe|U] can't pull off the look"
random_negative_scheme_modifier_tt: "The Scheme Steal the Herd of [target.GetNameNoTooltip] gains a #n negative#! modifier"
mpo_steal_herd_observation_modifier: "Land Survey"
mpo_steal_herd_almost_caught_modifier: "Prying Eyes"
mpo_steal_herd_almost_caught_modifier_2: "Arising Suspicion"
mpo_steal_herd_almost_caught_modifier_3: "Minor Setbacks"
mpo_steal_herd_friend_modifier: "Internal Connections"
mpo_steal_herd_shepherd_modifier: "Hired Help"

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l_english:
mpo_temujin_flavor.0001.t: "Abandoned, No Longer"
mpo_temujin_flavor.0001.desc: "The night darkens. It is only [jamukha.GetTitledFirstName] and I left in the camp.\n\n"[ROOT.Char.GetFirstNameNoTooltip]," [jamukha.GetFirstNameNoTooltip] points at me with [jamukha.GetHerHis] dagger. "In the days of war, I fought by your side to get your lady wife back. In days of peace, I shall listen to your counsel, trade gifts with you, and follow you until my legs serve me no more."\n\nThe dagger touches his palm and cuts a deep wound: "Let the blood swear what the tongue cannot.""
mpo_temujin_flavor.0001.a: ""I will be with you until my eyes are white.""
mpo_temujin_flavor.0001.b: ""The wolf does not need the sheep.""
mpo_temujin_flavor.0010.t: "Farewell"
mpo_temujin_flavor.0010.desc.intro: ""The time has come, [ROOT.GetCharacter.Custom('GetMongolHonorific')] [ROOT.Char.GetFirstNameNoTooltip]," [jamukha.GetFirstName] sits in front of the campfire. "Under your rightful rule I have flourished, but the seed won't grow under the shadow of the tree."\n\nHe gets up."
mpo_temujin_flavor.0010.desc.rejected: ""You rejected me once. I hope you will understand.""
mpo_temujin_flavor.0010.desc.blood_brothers: ""It was in front of this very fire that we swore an oath that I intend to keep. But my people demand freedom.""
mpo_temujin_flavor.0010.desc.fallback: ""My people only want the same freedom as your people.""
mpo_temujin_flavor.0010.aa: ""Go, then! Hide like the worm you are.""
mpo_temujin_flavor.0010.aa_remove_blood_brother: "You stop being [blood_brothers|E] with [jamukha.GetShortUIName]"
mpo_temujin_flavor.0010.a: ""You are forcing your people to eat dirt.""
mpo_temujin_flavor.0010.a.tt.success: "[jamukha.GetShortUIName] is mocked"
mpo_temujin_flavor.0010.a.tt.failure: "No one seems concerned"
mpo_temujin_flavor.0010.b: ""#EMP Stay.#!""
mpo_temujin_flavor.0010.c: ""You have made your choice.""
every_non_brave_compassionate_courtier: "Every not [GetTrait('brave').GetName( GetNullCharacter )] or [GetTrait('compassionate').GetName( GetNullCharacter )] [courtier|E]"
mpo_temujin_flavor.0020.t: "[jamukha.GetFirstNamePossessiveNoTooltip] Betrayal"
mpo_temujin_flavor.0020.desc.intro: ""[ROOT.Char.GetFirstNameNoTooltip]! [ROOT.Char.GetFirstNameNoTooltip]!" A familiar voice wakes me in the dead the night. "I am sorry, but it has come to this," [jamukha.GetFirstName] is mounted on [jamukha.GetHerHis] horse, right at my tent's door.\n\n"I am here to warn you."
mpo_temujin_flavor.0020.desc.blood_brothers: "For the blood we once spilled together.""
mpo_temujin_flavor.0020.desc.friend: "For the friendship we once shared.""
mpo_temujin_flavor.0020.desc.rival: "A deference I would show to a worthy rival.""
mpo_temujin_flavor.0020.desc.fallback: "A deference I would show to my previous [ROOT.Char.GetLadyLord].""
mpo_temujin_flavor.0020.desc.outro: "\n\n"From this moment onward, I will chase you down and hunt you. I will slash the deep waters and erode the shining stone. There's nothing I will not do to end you — for it is I who was born to lead all the Mongols — #EMP not you!#!""
mpo_temujin_flavor.0020.a: ""You, who I once called brother...""
mpo_temujin_flavor.0020.b: ""My dagger will find your neck.""
mpo_temujin_flavor.0020.c: ""You will regret this!""
temujin_jamukha_truce: "Previous overlord"
mpo_temujin_flavor.0020.cb.tt: "[temujin.GetShortUIName] and [jamukha.GetShortUIName] get #high $retaliation_cb$#! [casus_bellis|E] on each other"
mpo_temujin_flavor.0020.jamukha_gok_requirement: "[jamukha.GetShortUIName] must be defeated to take the #high $mpo_become_greatest_of_khans_decision$#! [decision|E]"
mpo_temujin_flavor.0020.a_war_win: "Winning an #high offensive#! [war|E] against [jamukha.GetShortUIName] will grant additional @legitimacy_icon![legitimacy|E] and @prestige_icon![prestige|E]"
mpo_temujin_flavor.0020.b_murder: "You gain a #P #EMP massive#!#! bonus to [GetScheme('murder').GetTypeName] [schemes|E] targeting [jamukha.GetShortUIName]"
TEMUJIN_JAMUKHA_MURDER_BONUS: "You swore to murder [target.GetShortUIName]: $VALUE|+0=$"
temujin_jamukha_war_modifier: "A Brother's Revenge"
temujin_jamukha_war_modifier_desc: "This character was betrayed by someone close to their heart."
temujin_jamukha_war_smaller_modifier: "A Bloody Revenge"
temujin_jamukha_war_smaller_modifier_desc: "This character was betrayed by someone they trusted."
mpo_temujin_flavor.0020.remove_friend: "You stop being [friends|E] with [jamukha.GetShortUIName]"
mpo_temujin_flavor.0030.t: "The [mergid.GetDynastyNameNoTooltip] Offense"
mpo_temujin_flavor.0030.desc: ""[ROOT.Char.GetFirstNameNoTooltip]," [borte.GetFirstNameNoTooltip] quietly calls, entering my tent. [borte.GetHerHis|U] cheeks are flushed and [borte.GetHerHis] hair messy. "Ever since I was held hostage by the [mergid.GetDynastyName] I have felt unwell."\n\n[borte.GetSheHe|U] covers [borte.GetHerHis] womb with trembling hands."
mpo_temujin_flavor.0030.a: ""[mergid.GetSheHe|U] will pay for this.""
mpo_temujin_flavor.0030.b: ""#EMP You#! are the most important thing here.""
mpo_temujin_flavor.0030.c: ""Why do you bother me with this nonsense?""
mpo_temujin_flavor.0030.a.tt: "You get a #high $retaliation_cb$#! [casus_belli|E] on [mergid.GetShortUIName]"
mpo_temujin_flavor.0030.pregnancy_tt: "[borte.GetShortUIName] will soon show signs of pregnancy"
pregnancy.1002.d.borte: "The dreaded time has come..."
pregnancy.1002.a.borte: "It's done now."
birth.1003.desc.borte: "\n\nHowever, [mother.GetFirstNamePossessiveNoTooltip] honesty is admirable, and this must not distract me from what is in front of me."
birth.1003.desc.empty: ""

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l_english:
mpo_the_great_steppe.0001.t: "The Eurasian Climate"
mpo_the_great_steppe.0001.desc: "The Climate of Eurasia can be at times treacherous, causing famines, blizzards and mass floods. It is not something to be discounted especially for those groups that rely most heavily on grazing and pastoralism."
mpo_the_great_steppe.0001.a: "Something to note"
mpo_the_great_steppe.0002.t: "[my_subregion.GetNameNoTooltip]: [my_subregion.GetCurrentPhase.GetName]"
mpo_the_great_steppe.0002.desc.cold_zud: "The cold cuts sharply through the skin, the skin around my cheeks has started peeling off. Animals shiver under the strong winds, bereft of the energy to feed themselves."
mpo_the_great_steppe.0002.desc.drought: "The land is fragmented and arid like a healing cut. The grass has turned dry and animals fight over the last straws.\n\nThe time has come to fight or escape."
mpo_the_great_steppe.0002.desc.white_zud: "No grass can be seen under the layers of snow. White as the moon, death has come to take our animals."
mpo_the_great_steppe.0002.desc.warm_nights: "Birds sing and kids play. I find [person.GetFirstName] laying on the grass with [person.GetHerHis] eyes closed, bathing in the sun.\n\nFaint cries come from amid the animals, newborn calves and lambs attended with the most tender care.\n\nIf only it could always stay this way."
mpo_the_great_steppe.0002.desc.abundant_grazing: "The grass has grown so tall that children get lost in it, mothers laughing as they find them.\n\nA healthier herd would be impossible to imagine, or a happier time."
mpo_the_great_steppe.0002.desc.havsarsan_zud: "Rivers run dry and meadows die sterile. Ice covers the soil and nothing can grow. Animals fall dead and we soon follow.\n\n[ROOT.Char.GetFaith.HighGodName] help us, for we must be in [ROOT.Char.GetFaith.NegativeAfterLife]."
mpo_the_great_steppe.0002.desc.sky_blessing: "Flowers blossom and animals grow healthier than ever. Grazing lands extend their reach to areas thought dead for generations.\n\nEvery child born is blessed with the love of [ROOT.Char.GetFaith.HealthGodName] and the strenght of [ROOT.Char.GetFaith.WarGodName].\n\nIf I just close my eyes I can imagine that we are in the [ROOT.Char.GetFaith.PositiveAfterLife]."
mpo_the_great_steppe.0002.desc.obedience: "\n\nHowever, with lower chances to survive, people are a lot more susceptible to swear their obedience."
mpo_the_great_steppe.0002.a: "And so the world keeps turning."
mpo_the_great_steppe.0002.tt: "The [steppe_season|E] has changed"
mpo_the_great_steppe_0002_souvenirs_aplenty_tt: "Thanks to your [GetPerk('souvenirs_aplenty_perk').GetName( GetPlayer )] [perk|E]"
souvenirs_aplenty_perk_county_modifier: "Changing of the Seasons"
souvenirs_aplenty_perk_county_modifier_desc: "Thanks to their lifestyle experience, this character has learned how to best deal with the seasons changing."

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l_english:
current_domain_fertility_first: "The [county_fertility|E] in your [domain|E] is $COMPARATOR$ $NUM|V0$"
current_domain_fertility_third: "The [county_fertility|E] in [CHARACTER.GetNamePossessive] [domain|E] is $COMPARATOR$ $NUM|V0$"
current_domain_fertility_global: "[county_fertility|E] in [domain|E] is $COMPARATOR$ $NUM|V0$"
max_domain_fertility_first: "The maximum [county_fertility|E] in your [domain|E] is $COMPARATOR$ $NUM|V0$"
max_domain_fertility_third: "The maximum [county_fertility|E] in [CHARACTER.GetNamePossessive] [domain|E] is $COMPARATOR$ $NUM|V0$"
max_domain_fertility_global: "Maximum [county_fertility|E] in [domain|E] is $COMPARATOR$ $NUM|V0$"
poor_prowess_law_cost_tooltip: "Poor [prowess|E]"
prowess_law_cost_tooltip: "[prowess|E] Skill"
tenet_warmonger_law_cost_tooltip: "[GetFaithDoctrine('tenet_warmonger').GetBaseName]"
era_law_cost_scale: "[ROOT.Char.GetCulture.GetCultureEra.GetNameNoTooltip]"
tier_law_cost_scale: "[ROOT.Char.GetPrimaryTitle.GetTierAsName]"
dominance_law_cost_scale: "[nomadic_authority|E]"

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@ -244,8 +244,9 @@
government_is_holy_order:0 "Is unplayable"
government_is_landless_adventurer: "Has access to a [camp|E]"
government_is_administrative: "Has access to an [estate|E]"
government_is_nomadic: "Has [herd|E]"
government_is_herder: "Is unplayable"
government_is_nomadic: "Has [herd_i|E][herd|E]"
government_is_herder: "Has [herd_i|E][herd|E]"
government_is_true_herder: "Is unplayable"
government_is_celestial: "Has access to an [estate|E] and [top_liege|E] has [mandate_of_heaven|E]"
government_is_mandala: "Uses the [mandala|E] #V [GetBuilding('mandala_capital_01').GetTypeName]#! [great_project|E] and [great_building|E]"
government_is_japan_feudal: "$government_is_japan_administrative$"

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l_english:
THE_GREAT_STEPPE_WINDOW_HEADER: "[Situation.GetNameNoTooltip]"
THE_GREAT_STEPPE_WINDOW_SUBTITLE: "#P You are in the steppe #!"
THE_GREAT_STEPPE_WINDOW_SUB_REGION_NAME: "[SituationSubRegion.GetNameNoTooltip]"
THE_GREAT_STEPPE_WINDOW_SUB_REGION_PHASE_NAME: "[SituationSubRegion.GetCurrentPhase.GetType.GetNameNoTooltip]"
THE_GREAT_STEPPE_WINDOW_GURKHAN_SUBTITLE: "Largest Ruler in Region"
THE_GREAT_STEPPE_WINDOW_NOMADS_HEADER: "Rulers of [Situation.GetNameNoTooltip]"
THE_GREAT_STEPPE_WINDOW_NOMAD_LABEL: "@herd_icon! #V [Character.GetHerdAndRaisedHorde|0]#!"
THE_GREAT_STEPPE_WINDOW_NO_PREDICTION: "Appoint a $court_astrologer_court_position$ to get a [seasonal_prediction|E] of future [steppe_season|E] in [Situation.GetNameNoTooltip]"
THE_GREAT_STEPPE_WINDOW_ASTROLOGER: "$court_astrologer_court_position$"
THE_GREAT_STEPPE_WINDOW_HIRE_ASTROLOGER: "Hire $court_astrologer_court_position$"
THE_GREAT_STEPPE_WINDOW_SEASON_REGION_HOME: "Your Region"
THE_GREAT_STEPPE_WINDOW_SEASON_REGION: "[SituationSubRegion.GetNameNoTooltip]"
THE_GREAT_STEPPE_WINDOW_SEASON_REGION_YOURS: "[SituationSubRegion.GetNameNoTooltip] #weak (Your location)#!"
THE_GREAT_STEPPE_WINDOW_SEASON_CURRENT: "#high Current Season:#! [SITUATION_PHASE_TYPE.GetName]"
THE_GREAT_STEPPE_WINDOW_SEASON_END: "This [steppe_season|E] ends on the [DATE.GetStringLong|V]"
THE_GREAT_STEPPE_WINDOW_SEASON_EFFECTS: "Season Effects:"
THE_GREAT_STEPPE_WINDOW_SEASON_NEXT_PREDICTION: "#indent_newline:2 Next [seasonal_prediction|E]:"
THE_GREAT_STEPPE_WINDOW_SEASON_NEXT_PREDICTION_BULLET: "\n$EFFECT_LIST_BULLET$[SituationPhaseType.GetName] #Weak ($VALUE|0%$ Chance)#!"
THE_GREAT_STEPPE_WINDOW_CHARACTER_LOCATION: "Located in [SituationSubRegion.GetNameNoTooltip]"
THE_GREAT_STEPPE_WINDOW_CHARACTER_HERD: "[Character.GetFirstNamePossessiveNoTooltip] Herd Size: [herd_i]#V [Character.GetHerdAndRaisedHorde|0]#!"
THE_GREAT_STEPPE_WINDOW_CHARACTER_MILITARY_STRENGTH: "Military Strength:"
THE_GREAT_STEPPE_WINDOW_CHARACTER_COMBINED_MILITARY_STRENGTH: "$THE_GREAT_STEPPE_WINDOW_CHARACTER_MILITARY_STRENGTH$ [soldier_i] #V [Character.GetMilitaryStrengthText]#!"
THE_GREAT_STEPPE_WINDOW_HERD_LEADERBOARD_SORT_HERD_SIZE: "Herd Size"
THE_GREAT_STEPPE_WINDOW_HERD_LEADERBOARD_SORT_SUBREGION: "Region"
THE_GREAT_STEPPE_WINDOW_HERD_LEADERBOARD_BUTTON: "All Rulers of the Region"
THE_GREAT_STEPPE_WINDOW_HERD_LEADERBOARD_EMPTY: "No characters in the Region"
THE_GREAT_STEPPE_SITUATION_INFO_FERTILITY_TITLE: "County Fertility"
THE_GREAT_STEPPE_SITUATION_INFO_SEASONS_TITLE: "Seasons"
THE_GREAT_STEPPE_SITUATION_INFO_MIGRATION_TITLE: "Migration"
THE_GREAT_STEPPE_SITUATION_INFO_FERTILITY_EXPLANATION: "$game_concept_county_fertility_desc$"
THE_GREAT_STEPPE_SITUATION_INFO_SEASONS_EXPLANATION: "$game_concept_steppe_seasons_desc$"
THE_GREAT_STEPPE_SITUATION_INFO_MIGRATION_EXPLANATION: "$game_concept_migration_desc$"

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l_english:
peasantrepublic_government:0 "Peasant Republic"
peasantrepublic_government_with_icon: "@government_type_peasantrepublic! $peasantrepublic_government$"
peasantrepublic_government_adjective:0 "Peasant Republic"
peasantrepublic_government_realm:0 "Peasant Republic"
peasantrepublic_government_desc:0 "\n$game_concept_peasantrepublic_government_desc$"
game_concept_peasantrepublic_government:0 "Peasant Republic"
game_concept_peasantrepublic_government_desc:0 "A $Peasant Republic$ is a region of land which does not accept the rule of the nobility and the farmers of the land vote for their representatives to lead."
game_concept_farmstead:0 "Farm Estate"
game_concept_farmstead_desc:0 "A small landholding where a farmer tends his lands."
peasantrepublic_government_obligations:1 "Peasant Republic [obligations|E]"
peasantrepublic_vassal: "Peasant Republic"
peasantrepublic_vassal_desc: "$game_concept_peasantrepublic_government_desc$"
farmstead_main_01_domicile_building: "Farmstead"
farmstead_main_02_domicile_building: "Farmstead"
farmstead_main_03_domicile_building: "Farmstead"
farmstead_main_04_domicile_building: "Farmstead"
farmstead_main_05_domicile_building: "Farmstead"
peasantrepublic_icon_concept: "[peasantrepublic_i|E]"
game_concept_peasantrepublic_i: "@government_type_peasantrepublic!"
game_concept_farmstead_i: "@government_type_peasantrepublic!"
barony_peasantrepublic: "City"
baron_peasantrepublic_male: "Magistrate"
baron_peasantrepublic_female: "Magistrate"
county_peasantrepublic: "Judicate"
count_peasantrepublic_male: "Judge"
count_peasantrepublic_female: "Judge"
duchy_peasantrepublic: "Peasant Republic"
duke_peasantrepublic_male: "Grand Judge"
duke_peasantrepublic_female: "Grand Judge"
kingdom_peasantrepublic: "Grand Peasant Republic"
king_peasantrepublic_male: "High Judge"
king_peasantrepublic_female: "High Judge"
empire_peasantrepublic: "Idyllic Peasant Republic"
emperor_peasantrepublic_male: "Supreme Judge"
emperor_peasantrepublic_female: "Supreme Judge"
c_nf_colbrugha:0 "Farmstead of the $dynn_colbrugha$'s"
c_nf_colbrugha_adj:0 "Farmer"
c_nf_colbrugha_article:0 "The "
government_locked_to_elective:0 "Government is locked to Elctive"
government_is_prepublic:0 "Has access to a [farmstead_i|E][farmstead|E]"
farmstead_domicile_title: "Farmstead"
farmstead_type: "Farm Estate"
farmstead_type_tooltip: "[farmstead_i|E][farmstead|E]"
farmstead_domicile_type: "Farm Estate"
farmstead_domicile_type_possessive: "Farm's"
farmstead_domicile_type_tooltip: "[farmstead_i|E][farmstead|E]"
farmstead: "Farm Estate"
farmstead_BUILDINGS: "[farmstead_i|E][farmstead|E]"
farmstead_CONCEPT: "[farmstead_i|E][farmstead|E]"
domicile_farmstead: "Farmstead of the [holder.GetHouse.GetNameNoTooltip]'s"
culture_parameter_use_farmer_republics: "This Culture uses [peasantrepublic_i|E][peasantrepublic_government|E]s instead of Republics"
tradition_farmer_republics_name:0 "Peasant Freedom"
tradition_farmer_republics_desc:0 "This culture has refused the return of feudalism and its farmers wont be subjegated by the noble."

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l_english:
#Reasons
MAA_TOUGHNESS:0 "$EFFECT_LIST_BULLET$[toughness|E]: $VALUE|0V$"
MAA_DAMAGE:0 "$EFFECT_LIST_BULLET$[damage|E]: $VALUE|0V$"
MAA_SIEGE_VALUE:0 "$EFFECT_LIST_BULLET$[siege_progress|E]: $VALUE|1=V$/day"
MAA_SIEGE_TIER:1 "$EFFECT_LIST_BULLET$Siege Tier: $VALUE|0V$"
MAA_PURSUIT:0 "$EFFECT_LIST_BULLET$[pursuit|E]: $VALUE|0V$"
MAA_SCREEN:0 "$EFFECT_LIST_BULLET$[screen|E]: $VALUE|0V$"
MAA_TOUGHNESS_DIFF:0 "$EFFECT_LIST_BULLET$[toughness|E]: $VALUE|0+=$"
MAA_DAMAGE_DIFF:0 "$EFFECT_LIST_BULLET$[damage|E]: $VALUE|0+=$"
MAA_SIEGE_VALUE_DIFF:0 "$EFFECT_LIST_BULLET$[siege_progress|E]: $VALUE|1=V$/day"
MAA_SIEGE_TIER_DIFF:1 "$EFFECT_LIST_BULLET$Siege Tier: $VALUE|0V$"
MAA_PURSUIT_DIFF:0 "$EFFECT_LIST_BULLET$[pursuit|E]: $VALUE|0+=$"
MAA_SCREEN_DIFF:0 "$EFFECT_LIST_BULLET$[screen|E]: $VALUE|0+=$"
MAA_COUNTERS_EFFECT:0 "$EFFECT_LIST_BULLET$Counters $TYPE|V$"
MAA_COUNTERS_EFFECT_SHORT:0 "$TYPE|V$"
MAA_COUNTERS_LABEL:1 "[MenAtArmsType.GetNameNoTooltip] [counters|E] these Types:\n[MenAtArmsType.GetCountersString]"
MAA_COUNTER_SHORT_LIST:1 "$LIST$"
MAA_COUNTER_NONE:0 "#weak None#!"
MAA_TERRAIN_EFFECT_FORMAT:0 "$EFFECT_LIST_BULLET$In $TERRAIN_TYPE|V$: $LIST$"
MAA_TERRAIN_EFFECT_DAMAGE:1 "$VALUE|+=0$ [damage|E]"
MAA_TERRAIN_EFFECT_TOUGHNESS:1 "$VALUE|+=0$ [toughness|E]"
MAA_TERRAIN_EFFECT_PURSUIT:1 "$VALUE|+=0$ [pursuit|E]"
MAA_TERRAIN_EFFECT_SCREEN:1 "$VALUE|+=0$ [screen|E]"
MAA_TERRAIN_EFFECT_SIEGE_VALUE:0 "$VALUE|+=0$/day [siege_progress|E]"
MAA_HOLDING_EFFECT_FORMAT: "$EFFECT_LIST_BULLET$In $HOLDING_TYPE|V$: $LIST$"
MAA_HOLDING_EFFECT_DAMAGE: "$VALUE|+=0$ [damage|E]"
MAA_HOLDING_EFFECT_TOUGHNESS: "$VALUE|+=0$ [toughness|E]"
MAA_HOLDING_EFFECT_PURSUIT: "$VALUE|+=0$ [pursuit|E]"
MAA_HOLDING_EFFECT_SCREEN: "$VALUE|+=0$ [screen|E]"
MAA_HOLDING_EFFECT_SIEGE_VALUE: "$VALUE|+=0$/day [siege_progress|E]"
MAA_DOES_NOT_FIGHT_IN_MAIN_PHASE:0 "Siege Weapons do not attack in combat"
MEN_AT_ARMS_TYPE_TOOLTIP_CREATION_COST: "Creation cost: [MenAtArmsType.GetCostString(GetPlayer)]"
TITLE_MEN_AT_ARMS_TYPE_TOOLTIP_CREATION_COST: "Creation cost: [MenAtArmsType.GetTitleRegimentCostString(GetPlayer)]"
SIEGE_TIER_MAX_FORT_LEVEL:0 "$EFFECT_LIST_BULLET$Max [fort_level|E]: $VALUE|V$"
SIEGE_TIER_BEATS_ALL_FORTS:0 "$EFFECT_LIST_BULLET$Beats all [fort_level|E]"
REGIMENT_TERRAIN_MODIFIER_TOOLTIP:0 "#T In [RegimentTerrainModifier.GetTerrain.GetName]#!\n[RegimentTerrainModifier.GetEffectString]"
REGIMENT_TERRAIN_BONUS_HEADER:0 "[terrain|E] Effects:"
REGIMENT_TERRAIN_BONUS_NONE:0 "#weak No terrain effects#!"
REGIMENT_HOLDING_BONUS_HEADER: "[holding_type|E] Effects:"
REGIMENT_HOLDING_MODIFIER_TOOLTIP: "#T In [RegimentHoldingModifier.GetHolding.GetName]#!\n[RegimentHoldingModifier.GetEffectString]"
REGIMENT_WINTER_EFFECT_HEADER:0 "Winter Effects:"
REGIMENT_DAMAGE_TT:3 "#T [damage|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'damage' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'damage' )]"
REGIMENT_TOUGHNESS_TT:3 "#T [toughness|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'toughness' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'toughness' )]"
REGIMENT_PURSUIT_TT:3 "#T [pursuit|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'pursuit' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'pursuit' )]"
REGIMENT_SCREEN_TT:3 "#T [screen|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'screen' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'screen' )]"
REGIMENT_SIEGE:3 "#V +[MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'siege_value' )|1V]#!/day"
REGIMENT_SIEGE_TT:3 "#T [siege_progress|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'siege_value' )|1V]/day#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'siege_value' )]"
REGIMENT_PROVINCE_DAMAGE:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'damage' )|1=+^]"
REGIMENT_PROVINCE_TOUGHNESS:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'toughness' )|1=+^]"
REGIMENT_PROVINCE_PURSUIT:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'pursuit' )|1=+^]"
REGIMENT_PROVINCE_SCREEN:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'screen' )|1=+^]"
REGIMENT_PROVINCE_SIEGE:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'siege_value' )|2=+^]/day"
REGIMENT_PROVINCE_DAMAGE_TT:0 "#T Additional [damage|E]: $REGIMENT_PROVINCE_DAMAGE$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'damage' )]"
REGIMENT_PROVINCE_TOUGHNESS_TT:0 "#T Additional [toughness|E]: $REGIMENT_PROVINCE_TOUGHNESS$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'toughness' )]"
REGIMENT_PROVINCE_PURSUIT_TT:0 "#T Additional [pursuit|E]: $REGIMENT_PROVINCE_PURSUIT$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'pursuit' )]"
REGIMENT_PROVINCE_SCREEN_TT:0 "#T Additional [screen|E]: $REGIMENT_PROVINCE_SCREEN$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'screen' )]"
REGIMENT_PROVINCE_SIEGE_TT:0 "#T Additional [siege_progress|E]: $REGIMENT_PROVINCE_SIEGE$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'siege_value' )]"
REGIMENT_ORIGIN_LOCATION:0 "[stationed|E] in: [Province.GetBaronyNameExplicitly]"
REGIMENT_NO_ORIGIN_LOCATION:0 "@warning_icon! #X Not [stationed|E] in any [holding|E]#!"
OPEN_MAA_ORIGIN_SELECT_VIEW:0 "#T Change [stationed_holding|E]#!"
CLEAR_MAA_ORIGIN:0 "#I Right-click to remove stationed holding#!"
SELECT_MEN_AT_ARMS_LOCATION:0 "[station_regiment|E]"
SELECT_REGIMENT_ORIGIN_INVALID_REGIMENT:0 "@warning_icon! #X Invalid [regiment|E]#!"
SELECT_REGIMENT_ORIGIN_INVALID_MAA:0 "@warning_icon! #X [regiment|E] is #bold not#! [men_at_arms|E]#!"
SELECT_REGIMENT_ORIGIN_RAISED_REGIMENT:0 "@warning_icon! #X [regiment|E] is raised#!"
SELECT_REGIMENT_ORIGIN_RAISING_REGIMENT:0 "@warning_icon! #X [regiment|E] is being raised#!"
SELECT_REGIMENT_ORIGIN_INVALID_PROVINCE:0 "@warning_icon! #X Invalid [holding|E]#!"
SELECT_REGIMENT_ORIGIN_ALREADY_AT_PROVINCE:0 "@warning_icon! #X [REGIMENT.GetNameNoTooltip] is already [stationed|E] in [PROVINCE.GetBaronyNameExplicitlyNoTooltip]#!"
SELECT_REGIMENT_ORIGIN_PROVINCE_NOT_OWNED:0 "@warning_icon! #X [PROVINCE.GetBaronyNameExplicitlyNoTooltip] is #bold not#! in your [domain|E]#!"
SELECT_REGIMENT_ORIGIN_PROVINCE_OCCUPIED:0 "@warning_icon! #X [PROVINCE.GetBaronyNameExplicitlyNoTooltip] is [occupied|E] by [PROVINCE.GetController.GetShortUIName]#!"
REGIMENT_ORIGIN_LOCATION_MAP:0 "Stationed in: [Province.GetBaronyNameExplicitlyNoTooltip]"
REGIMENT_ORIGIN_NEW_LOCATION_MAP:0 "Station in: [Province.GetBaronyNameExplicitlyNoTooltip]"
REPLACE_MAA_ORIGIN_TITLE:0 "Replace [stationed_regiment|E]"
REPLACE_MAA_ORIGIN_BODY:0 "Replace the [stationed|E] [Province.GetMaaOriginHere.GetName] in [Province.GetBaronyNameExplicitly] with [Regiment.GetName]"
REPLACE_MAA_ORIGIN_ACCEPT:0 "Replace"
VIEW_MAA_ORIGIN_TT:0 "#T View [stationed_regiment|E]#!"
SHOW_MAA_ORIGIN_TT:0 "#T [stationed_regiment|E]#!\n[Province.GetTitle.GetHolder.GetShortUIName|U] [Province.GetTitle.GetHolder.LocalPlayerString( 'have', 'has' )] [stationed|E] a [regiment|E] of [Province.GetMaaOriginHere.GetName] #weak ([Province.GetMaaOriginHere.GetMAAType.GetBaseTypeName])#! in this [holding|E]."
MAA_UNSTATIONED:0 "Unstationed"
REGIMENT_SIEGE_MAX_FORT_LEVEL:1 "Effective up to [fort_level|E] #high [MenAtArmsType.GetMaxFortLevel]#!"
REGIMENT_STAT_ENTRY:0 "$KEY$: $VALUE|+=0$"
REGIMENT_ORIGIN_STAT_ENTRY_ADD:0 "From [stationed_holding|E]: $VALUE|+=0$"
REGIMENT_ORIGIN_STAT_ENTRY_MULT:0 "From [stationed_holding|E]: $VALUE|+=%0$"
BASE_VALUE_SIEGE:0 "Base: $VALUE|V1$"
REGIMENT_WINTER_NORMAL_MODIFIER_TOOLTIP:2 "#T In Normal Winter#!\n[MenAtArmsType.GetWinterNormalModifier.GetEffectString]"
REGIMENT_WINTER_HARSH_MODIFIER_TOOLTIP:2 "#T In Harsh Winter#!\n[MenAtArmsType.GetWinterHarshModifier.GetEffectString]"
TRANSFER_TITLE_MAA_NOT_TITLE_MAA: "@warning_icon! Only title [men_at_arms|E] regiments can be transferred between titles."
TRANSFER_TITLE_MAA_NOT_ADMINISTRATIVE: "@warning_icon! [TITLE.GetNameNoTooltip] is #bold not#! under a [GetGovernment( 'administrative_government' ).GetName]"
TRANSFER_TITLE_MAA_ALREADY_CONTROLS_MAA: "@warning_icon! [TITLE.GetName] already controls one or more of the target men-at-arms regiments."
TRANSFER_TITLE_MAA_ALREADY_OWNS_MAA: "@warning_icon! [TITLE.GetName] already controls one or more of the target men-at-arms regiments."
#MaA types
skirmishers:2 "[skirmishers|E]"
archers:2 "[archers|E]"
light_cavalry:2 "[light_cavalry|E]"
heavy_cavalry:2 "[heavy_cavalry|E]"
pikemen:2 "[spearmen|E]"
heavy_infantry:2 "[heavy_infantry|E]"
archer_cavalry:0 "[archer_cavalry|E]"
camel_cavalry:0 "[camel_cavalry|E]"
elephant_cavalry:0 "[elephant_cavalry|E]"
gunpowder: "[gunpowder|E]"
peasant_militia: "[peasant_militia|E]"
#Base MaA
light_footmen:0 "Light Footmen"
bowmen:0 "Bowmen"
light_horsemen:0 "Light Horsemen"
pikemen_unit:0 "Pikemen"
armored_footmen:0 "Armored Footmen"
armored_horsemen:0 "Armored Horsemen"
crossbowmen:0 "Crossbowmen"
handgunners: "Handgunners"
pikemen_militia: "Pikemen Militia"
#Siege MaA
siege_weapon:2 "[siege_weapons|E]"
onager:0 "Onagers"
mangonel:0 "Mangonels"
trebuchet:0 "Trebuchets"
bombard:0 "Bombards"
#TGP Siege MaA
ballista: "Siege Crossbows"
cloud_ladder: "Cloud Ladders"
siege_tower: "Mobile Towers"
cannon: "Fire Dragon Engines"
#Regional MaA
war_elephant:0 "War Elephants"
camel_rider:0 "Camel Riders"
#Cultural MaA
huscarl:0 "Huscarls"
landsknecht:0 "Landsknechts"
longbowmen:0 "Longbowmen"
goedendag:0 "Goedendag Militia"
gendarme:0 "Gendarmes"
chasseur:0 "Chasseurs"
picchieri:0 "Picchieri"
praetorian:1 "Palatini"
caballero:0 "Caballeros"
cataphract:0 "Kataphraktoi"
monaspa:0 "Monaspa"
hobelar:0 "Hobelars"
schiltron:0 "Schiltron"
metsanvartija:0 "Metsänvartija"
horse_archers:0 "Horse Archers"
mubarizun:0 "Mubarizun"
ayyar:0 "Ayyar"
druzhina:0 "Druzhina"
hussar:1 "Konni"
horn_warrior:0 "Horn Warriors"
bush_hunter:0 "Bush Hunters"
shomer:0 "Shomer"
khandayat:0 "Khandayat"
garudas:1 "Lenkas"
mountaineer:0 "Mountaineers"
sahel_horsemen:0 "Sahel Horsemen"
guinea_warrior:0 "Guinean Uplanders"
sarawit:0 "Sarawit"
abudrar:0 "Abudrar"
zbrojnosh:0 "Zbrojnosh"
palace_guards:0 "Palace Guards"
shenbigong:0 "Shenbigong" # 神臂弓
mulaththamun:0 "Mulathamūn"
archers_of_the_nile:0 "Nile Archers"
paiks:0 "Paiks"
guanch_vaulter:0 "Vaulter Infantry"
ayrudzi: "Ayrudzi"
conrois: "Conrois"
akritai: "Akritai"
ballistrai: "Ballistrai"
skoutatoi: "Skoutatoi"
varangian_guards: "Varangian Guards"
handpicked_faithful: "Handpicked Faithful"
fire_lancers: "Fire Lancers"
gakgung_archers: "Gakgung Archers"
ballista_elephant: "Ballista Elephants"
pesilat_warriors: "Pesilat Warriors"
samurai: "Samurai"
japanese_horse_archers: "Mounted Samurai"
emishi_horse_archers: "Emishi Riders"
warrior_monks: "Warrior Monks"
zhanmadao_infantry: "Zhanmadao Infantry"
tiefutu: "Tiefutu"
black_armor_cavalry: "Black-Armored Cavalry"
burenjia: "Burenjia Infantry"
rocket_carts: "Rocket Carts"
ordo_riders_horse_archers: "Ordo Riders"
#Special MaA
house_guard:0 "House Guard"
house_guard_flavor:0 "#F This elite regiment is in the service of a specific Dynasty. The warriors are hand-picked from the most loyal subjects.#!"
#MaA Descriptions
bowmen_flavor:1 "#F Professional archers fill the air with arrows, devastating the foremost enemy troops.#!"
light_footmen_flavor:1 "#F Veteran skirmishers are invaluable harriers, disrupting enemy flanks and chipping away at morale.#!"
light_horsemen_flavor:0 "#F Light and swift, these horsemen are excellent at flanking, and devastating when pursuing routing enemies.#!"
armored_footmen_flavor:1 "#F Heavily armed and well-trained, these troops specialize in smashing massed infantry.#!"
pikemen_unit_flavor:0 "#F Long pikes allow these regiments to form walls of spikes that can stop a cavalry charge dead.#!"
armored_horsemen_flavor:0 "#F Heavily armed and armored, these horsemen dominate warfare in the open plains.#!"
crossbowmen_flavor:0 "#F Though slow to reload, crossbows are easy to use and fire bolts which can pierce through most armor at a good range.#!"
handgunners_flavor: "#F Expensive and explosive in equal measure, these crude firearms are incredibly effective weapons.#!\n#help Enabled by the [GetBuilding('powder_magazine_01').GetName].#!"
fire_lancers_flavor: "#F Using experimental formulas, men armed with strange polearms are able to rain fire down upon terrified enemies.#!\n#help Enabled by the [GetBuilding('powder_magazine_01').GetName].#!"
gakgung_archers_flavor: "#F Equipped with powerful reflex bows and thumb rings to strengthen their draw, these archers can fire arrows over an incredible range."
pesilat_warriors_flavor: "#F Although they are often armed with a #italic kris#!, a #italic golok#!, or a myriad array of other melee weapons, silat practitioners are equally well-versed in unarmed combat.#!"
samurai_flavor: "#F #italic Bushi#! retainers attend to the needs of nobility and the highest levels of society, armed with a sword and protected with lacquered leather or metal armor.#!"
zhanmadao_infantry_flavor: "#F Equipped with enormous two-handed swords, these soldiers are trained to use their blades to counter cavalry with a dazzling array of thrusts, slashes, and feints.#!"
black_armor_cavalry_flavor: "#F An elite imperial guard unit known for its dark, oxidized iron armor.#!"
tiefutu_flavor: "#F Known as Iron Pagodas, these heavily armed cavalrymen were introduced to China by the Jurchen Jin dynasty. Pairing skilled horsemanship with heavy armor, they are a fierce enemy on any battlefield.#!"
burenjia_flavor: "#F Deployed in great numbers, in tight formations, this infantry is the backbone of Imperial armies. Composed of up to 1000 lamellar pieces, their heavy armor allows them to stand against almost any invader.#!"
rocket_carts_flavor: "#F A handful of men can hit the enemy with the force of a hundred archers with a single spark of flame, although it might be worth keeping an eye on the kind of men who would willing work with this sort of device.#!"
ordo_riders_horse_archers_flavor: "#F The steppe has created some hardened warriors, serving their khan and collecting tributes from various neighbors. These riders, organized in an Ordo, create the backbone of any elite nomadic force.#!"
onager_flavor:0 "#F These small torsion catapults can tear down enemy fortifications by hurling stone projectiles over a distance.#!"
mangonel_flavor:0 "#F The traction-powered mangonel is easier to operate than the onager while also boasting a faster rate-of-fire.#!"
trebuchet_flavor:0 "#F The counterweight trebuchet can hurl large projectiles with much greater force than mangonels or onagers.#!"
bombard_flavor:0 "#F No longer constrained by the limits of levers and pulleys, these cannons can blast through fortifications with ease.#!"
ballista_flavor: "#F Large crossbows mounted on a wheeled platform that can launch steel-tipped bolts to impressive distances.#!"
cloud_ladder_flavor: "#F A hinged folding ladder with a simple pulling mechanism to unfold once within reach of the enemy walls.#!"
siege_tower_flavor: "#F A large wooden tower on wheels that can be pushed up to enemy walls, offering more protection and stability than siege ladders.#!"
cannon_flavor: "#F These relatively small but deadly guns were propped up at the muzzle end and pinned to the ground to deaden the recoil.#!"
war_elephant_flavor:0 "#F A charging elephant is almost impossible to stop, making them excellent shock troops.#!"
ballista_elephant_flavor: "#F A charging elephant is alarming enough, but a charging elephant equipped with a powerful ballista on its back is sure to unnerve even the most battle-hardened foes.#!"
camel_rider_flavor:0 "#F Better suited to desert warfare than traditional cavalry, these riders dominate the sands.#!"
huscarl_flavor:1 "#F Germanic Huscarls are masters of using shield walls to block incoming volleys of arrows.#!"
landsknecht_flavor:1 "#F German Landsknechts can use their massive zweihanders to tear through the massed ranks of enemy spearmen.#!"
longbowmen_flavor:2 "#F Though they require a lifetime to properly master, the longbows of England and Wales are powerful enough to pierce plate and can loose volleys at an almost-unequaled rate.#!"
goedendag_flavor:0 "#F The Flemish goedendag is a spiked club which can be braced against cavalry charges.#!"
gendarme_flavor:0 "#F French Gendarmes are the shining pinnacle of heavy cavalry, inspiring awe around the world.#!"
chasseur_flavor:0 "#F Outremer knights have mastered both European horsemenship and Levantine desert tactics.#!"
picchieri_flavor:0 "#F The mobile formations used by Latin Picchieri make them more deadly than traditional pikemen.#!"
praetorian_flavor:1 "#F The best of the best, Palatini are elite Roman soldiers who serve the Emperor directly.#!"
caballero_flavor:0 "#F Unlike most cavalry, Iberian Caballeros are at home both on flat plains and in rough hilly terrain.#!"
cataphract_flavor:0 "#F Armored in coats of iron, Greek cataphracts can break almost any defensive line with their charge.#!"
monaspa_flavor:0 "#F Formed from the core of the bodyguards of the Georgian kings the Monaspa are a fearsome heavy cavalry force that is well at home in the undulating terrain of the Caucasus.#!"
hobelar_flavor:0 "#F Fast and agile, Celtic Hobelars can easily raid the forests and hills other cavalry avoid.#!"
schiltron_flavor:0 "#F The incredible discipline of Scottish pikemen lets them easily break enemy charges, even on open plains.#!"
metsanvartija_flavor:0 "#F Uralic Metsänvartija can ambush invaders with a hail of arrows before melting back into the trees.#!"
horse_archers_flavor:0 "#F Horse archers are used by nomadic tribes to unleash hails of arrows while being almost impossible to catch.#!"
ayyar_flavor:0 "#F Young and eager, members of the Ayyar fighting clubs serve as willing and able soldiers ready to be called upon at a moment's notice.#!"
mubarizun_flavor:0 "#F Trained in both formation fighting and single combat, Arabic Mubarizun can crush most other infantry in battle.#!"
druzhina_flavor:0 "#F Russian Druzhina are skilled bodyguards who have devoted themselves to protecting their allies.#!"
hussar_flavor:1 "#F Masters of raiding, the infamous $hussar$ light cavalry of Eastern Europe can make short work of a fleeing enemy army.#!"
horn_warrior_flavor:0 "#F Practiced in mountainous warfare, warriors from the Horn of Africa are not to be underestimated.#!"
bush_hunter_flavor:0 "#F These West African archers turn the difficult terrain of the bush to their advantage.#!"
shomer_flavor:0 "#F Devoted to protecting their kin, Jewish shomer are adept at covering for their fellows in battle.#!"
khandayat_flavor:0 "#F Indian Khandayats are master swordsmen who can easily cut down both men and horse alike.#!"
garudas_flavor:0 "#F Garuda Warriors are famous for their loyalty, and for fighting to the death. Once a Garuda warrior fall his entire retinue of Lenka warriors are expected to die with him.#!"
mountaineer_flavor:0 "#F Intense training at high altitudes makes Tibetan soldiers the undisputed champions of their domain.#!"
sahel_horsemen_flavor:0 "#F Sahel Riders are mounted warriors who use light quilted armor and javelins to devastate their enemies#!"
guinea_warrior_flavor:0 "#F Warriors of the uplands of Guinea move fast, and their javelins are precise and deadly.#!"
sarawit_flavor:0 "#F The Sarawit is a well-trained army at home in the Ethiopian highlands.#!"
zbrojnosh_flavor:0 "#F At home in the hills and forests of Central Europe, the Zbrojnosh are feared far and wide.#!"
abudrar_flavor:0 "#F The Abudrar mountaineers know every gorge and wadi of their homeland.#!"
palace_guards_flavor:0 "#F Usually standing guard and keeping the peace, these versatile warriors can form the backbone of any army.#!"
shenbigong_flavor:1 "#F These elite crossbowmen are armed with the mighty Shenbigong, the "Divine Arm Bow". Each bolt loosed can punch through armor and formations with unnerving accuracy.#!"
mulaththamun_flavor:0 "#F These riders have honed their skills during a lifetime in close connection with the desert and cover their faces with the Litham veil, protecting them from the sand and from recognition by the enemy.#!"
archers_of_the_nile_flavor:0 "#F For thousands of years the Nubians have protected their homeland by mastering the bow from a young age, fighting off the raids from surrounding desert peoples and invaders alike.#!"
paiks_flavor:0 "#F Footmen have been the mainstay of Indian armies for centuries, and no weapon is as common as the simple bamboo bow which many Indian commoners practice through hunting from young age.#!"
guanch_vaulter_flavor:0 "#F Armed with long vaulting poles, these nimble warriors are able to navigate craggy and mountainous terrain with ease and can even vault over some fortifications.#!"
ayrudzi_flavor: "#F Fast-riding and clever in their use of harsh terrain, yet clad in solid armor, these fierce nobles can serve as both harassing cavalry and a formidable vanguard.#!"
conrois_flavor: "#F Spurring hard with lances couched, these reckless Norman horsemen plunge into any weakness to be found in enemy formations, eager to snatch victory through shock and terror.#!"
akritai_flavor: "#F Veteran rural conscripts, defenders of the rocky passes, who use careful timing and local knowledge to harass even the mightiest of hosts.#!"
ballistrai_flavor: "#F Spear-sized bolts soar from these torsion-based machines into besieged settlements and enemy formations alike, causing fear and disorder.#!"
skoutatoi_flavor: "#F The tall #EMP skouton#! shields these infantry array against the foe is their namesake. Yet their chief virtue in battle is discipline, which affords them good order in both advance and retreat.#!"
varangian_guards_flavor: "#F These famed axe-wielding Germanic mercenaries are the unwavering core of the imperial host.\n\n@warning_icon! #X They will claim some [gold|E] after the Basileus's death.#!"
handpicked_faithful_flavor: "#F Individually outstanding in valor, loyalty, and talent, these fighters are ready to lay down their lives to protect their leader.#!"
emishi_horse_archers_flavor: "#F Forced to defend themselves from stronger threats, Emishi horse archers are masters of hit-and-run tactics, raiding, and ambushes.#!"
japanese_horse_archers_flavor: "#F Adopting the techniques of the northern Emishi but using heavier armor, samurai take to the saddle, yumi in hand, and harry their foes with arrows."
warrior_monks_flavor: "#F Defending the faithful and serving their patrons, these monks' lives of devotion give plentiful time for training, and strong convictions.#!"
pikemen_militia_flavor: "#F Ready to fight for their land and dignity. Pushed to the brink of desperation, they will target any noble landlord to take what's due.#!"
#Religious MaA
teutonic_knights:1 "Order Knights"
teutonic_knights_flavor:1 "#F Heavily armored and zealous knights, specializing in massed infantry battles in addition to their heavy cavalry charges.#!"
skirmishers_lowercase:0 "skirmishers"
light_cavalry_lowercase:0 "light horsemen"
heavy_cavalry_lowercase:0 "heavy horsemen"
archers_lowercase:0 "archers"
pikemen_lowercase:0 "pikemen"
heavy_infantry_lowercase:0 "armored footmen"
elephant_cavalry_lowercase:0 "war elephants"
camel_cavalry_lowercase:0 "camel cavalry"
horse_archers_lowercase:0 "horse archers"
levies_lowercase:0 "levies"
gunpowder_lowercase: "handgunners"
# Accolade MaA
accolade_maa_archers:0 "Retinue Archers"
accolade_maa_archers_flavor:1 "[retinue_maa|E]\n#F These elite archers are no rabble of poachers: they are relentlessly drilled to rain arrows accurately and at great speed.#!"
accolade_maa_skirmishers:0 "Retinue Skirmishers"
accolade_maa_skirmishers_flavor:1 "[retinue_maa|E]\n#F A mix of lightly-equipped elite warriors and seasoned mercenary raiders, feared for their skill at ambushes and unconventional warfare.#!"
accolade_maa_pikes:0 "Retinue Pikemen"
accolade_maa_pikes_flavor:1 "[retinue_maa|E]\n#F Bedecked in fine armor and bearing long pikes, these infantrymen form the unbreakable core of their liege's army.#!"
accolade_maa_outriders:0 "Retinue Outriders"
accolade_maa_outriders_flavor:1 "[retinue_maa|E]\n#F Atop swift steeds, these elite horsemen can outrun any foe and strike always where least expected and least welcome.#!"
accolade_maa_vanguards:0 "Retinue Vanguard"
accolade_maa_vanguards_flavor:1 "[retinue_maa|E]\n#F Afforded pride of place in the thick of the fight, these disciplined and resplendent heavy infantry are a force few foes can withstand.#!"
accolade_maa_lancers:0 "Retinue Lancers"
accolade_maa_lancers_flavor:1 "[retinue_maa|E]\n#F Coursing into the fray with thunderous clamor and true nobility, the serried ranks of these horsemen inspire a terrible awe on any battlefield.#!"
accolade_maa_crossbowers:0 "Retinue Crossbowmen"
accolade_maa_crossbowers_flavor:1 "[retinue_maa|E]\n#F Knight or knave: any can be pierced through by the carefully-placed iron bolts of these highly-trained crossbow-wielders.#!"
accolade_maa_cameliers:0 "Retinue Camel Riders"
accolade_maa_cameliers_flavor:1 "[retinue_maa|E]\n#F Feared across the Middle East and North Africa, the world boasts scarce-few such skilled camelry.#!"
accolade_maa_elephantiers:0 "Retinue War Elephants"
accolade_maa_elephantiers_flavor:1 "[retinue_maa|E]\n#F From towering howdahs, these beasts' skilled mahouts prove the only thing harder to stop than a charging elephant is another, #EMP larger#! elephant.#!"
accolade_maa_horse_archers:0 "Retinue Horse Archers"
accolade_maa_horse_archers_flavor:1 "[retinue_maa|E]\n#F Common steppe riders possess a lifetime of skill: these veteran horsemen, yet more. To stand against them is pain; to chase after them is death.#!"
accolade_maa_handgunners: "Retinue Handgunners"
accolade_maa_handgunners_flavor: "[retinue_maa|E]\n#F Steadily advancing through the gunpowder smoke, these highly drilled handgunners can shatter the enemy ranks with their master-crafted guns.#!"
#MPO
nomadic_riders: "Free Riders"
nomadic_riders_flavor: "#F Born on a saddle, $nomadic_riders$ are trained from birth to ride into battle.#!"
kheshig: "Kheshig"
kheshig_flavor: "#F The elite guard of a nomadic ruler, the $kheshig$ guarantee the safety of their liege, day and night. The #EMP khorchin#!, their battle division, extends this guard onto the field of battle.#!"
nomadic_horde: "[horde|E]"
steppe_raiders: "Steppe Raiders"
steppe_raiders_flavor: "#F Though outfitted as scouts, these outriders rarely hesitate to charge isolated enemies and wreak swift violence on the unwary.#!"
torch_bearers: "Torch-Bearers"
torch_bearers_flavor: "#F On the boundless steppe, there's no need for siege towers or catapults — just a blazing torch and a swift horse, enough to set every yurt aflame.#!"
heavy_horse_archers: "Heavy Horse Archers"
heavy_horse_archers_flavor: "#F Armored riders carrying strong bows. As each leads a string of fine horses, these nomads can fight tirelessly on the open field.#!"
nomad_lancers: "Nomad Lancers"
nomad_lancers_flavor: "#F Hook-bearing lances and horsehair banners rise above this gleaming battle-line of elite, ferocious nomadic cavalry.#!"
mangudai: "Mangudai"
mangudai_flavor: "#F Brave volunteer riders — 'those already dead' — are the very first to crash into the enemy and, by their ruin, draw the foe into reckless disorder.#!"
cataphract_archers: "Cataphract Archers"
cataphract_archers_flavor: "#F Arrows and blades ping harmlessly off the lamellar coats of these horsemen and their steeds. Meanwhile, their bows deal death and misery.#!"
maturkan_warriors: "Maturkan Warriors"
maturkan_warriors_flavor: "#F These war-princes are the defenders of the cold taiga, and fight well where horses and raiding-parties can scarcely go.#!"

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l_english:
situation_the_great_steppe: "$situation_type_the_great_steppe$"
situation_the_great_steppe_desc: "[SITUATION.GetType.GetDesc]"
situation_type_the_great_steppe: "The Eurasian Climate"
situation_type_the_great_steppe_desc: "$game_concept_the_great_steppe_desc$"
situation_parameter_the_great_steppe_demand_herd_higher_rate: "The @herd_icon! #EMP $mpo_ask_for_herd_interaction$#! [character_interaction|E] will result in additional [herd|E]"
situation_parameter_the_great_steppe_easier_obedience: "The @obedience_icon! #EMP $mpo_demand_obedience_interaction$#! [character_interaction|E] has a higher acceptance chance"
situation_parameter_the_great_steppe_migration_acceptance_boost: "[GetGovernment( 'nomad_government' ).GetName] [rulers|E] are more likely to accept a [migration|E] request"
situation_parameter_the_great_steppe_migration_morale_boost: "Every [courtier|E] gains [opinion|E] of their [liege|E] after a peaceful [migration|E]"
situation_parameter_the_great_steppe_casus_belli_conquer_prestige_gain: "#EMP Conquer#! [casus_belli|E] gives [prestige|E]"
situation_parameter_the_great_steppe_desperate_stance_decision: "The #EMP $mpo_desperate_stance_decision$#! [decision|E] becomes available"
situation_parameter_the_great_steppe_easier_tributaries: "The @tributary_icon! #EMP $demand_tributary_interaction$#! [character_interaction|E] has a higher acceptance chance"
situation_parameter_the_great_steppe_more_likely_ill: "Slightly higher chance to gain the [GetTrait('ill').GetName( GetNullCharacter )] [trait|E]"
situation_parameter_the_great_steppe_free_humiliation: "The #EMP $humiliation_cb$#! [casus_belli|E] is free"
situation_parameter_the_great_steppe_free_retaliation: "The #EMP $retaliation_cb$#! [casus_belli|E] is free"
situation_parameter_the_great_steppe_cheaper_hunts: "[GetActivityType('activity_hunt').GetTextIcon][GetActivityType( 'activity_hunt').GetName]s are #V 50%#! cheaper to host"
the_great_steppe_demand_herd_higher_rate_name: "Higher Demand Herd"
the_great_steppe_easier_obedience_name: "Demand Obedience"
the_great_steppe_migration_acceptance_boost_name: "Solidary Migration"
the_great_steppe_migration_morale_boost_name: "Migration Morale"
the_great_steppe_casus_belli_conquer_prestige_gain_name: "Battle Prestige"
the_great_steppe_desperate_stance_decision_name: "Desperate Stance"
catalyst_situation_passing_of_time_blessing: "Monthly Drift [situation_catalyst|E]"
catalyst_situation_passing_of_time_blessing_desc: "Monthly Drift: Natural flow towards this [situation_phase|E]"
catalyst_situation_passing_of_time_lucky_chance_blessing: "Unusual Drift [situation_catalyst|E]"
catalyst_situation_passing_of_time_lucky_chance_blessing_desc: "Unusual Drift: Unusual climate conditions impulse the flow towards this [situation_phase|E]"
catalyst_situation_passing_of_time_havsarsan: "Monthly Drift [situation_catalyst|E]"
catalyst_situation_passing_of_time_havsarsan_desc: "Monthly Drift: Natural flow towards this [situation_phase|E]"
catalyst_situation_passing_of_time_lucky_chance_havsarsan: "Unusual Drift [situation_catalyst|E]"
catalyst_situation_passing_of_time_lucky_chance_havsarsan_desc: "Unusual Drift: Unusual climate conditions impulse the flow towards this [situation_phase|E]"
drought_migration_opinion: "Migration in Time of Drought"
mpo_the_great_steppe_migration_morale_boost_effect_tt: "Every [courtier|E] or [guest|E] gains #positive_value 15#! [opinion|E] #weak ($drought_migration_opinion$#!)"
mpo_steppe_migration_lose_land_tt: "You lose #V [actor.GetPrimaryTitle.GetBaseName]#!"
mpo_steppe_migration_migrate_to_tt: "#V [THIS.Char.GetUIName|U]#! will [migrate|E] to #V [target_title.GetBaseName]#!"
mpo_steppe_migration_lose_vassal_tt: "#V [THIS.Char.GetName]#! is [disobedient|E] and will become your [tributary|E]"
mpo_steppe_migration_keep_vassal_tt: "#V [THIS.Char.GetUIName|U]#! is [obedient|E] and will [migrate|E] with you to #V [target_title.GetBaseName]#!"

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l_english:
succession_order_laws:0 "[succession_laws|E]"
succession_order_laws_singular:0 "[succession_law|E]"
partition_succession_law:1 "Partition"
partition_succession_law_subname:0 "All Children Inherit Equally"
partition_succession_law_effects:1 "\n#V Under $partition_succession_law$ [succession], your [titles] will be divided equally between your children.#!\n\n#weak $partition_base_desc$#!"
partition_base_desc:2 "#weak Upon succession, all [titles|E] held by the late [ruler|E] will be divided amongst their [eligible_children|E], with the [player_heir|E] always being given the [primary_title|E], [realm_capital|E] and any direct [de_jure|E] titles associated with it.\n\nYounger children will be given Titles starting with those of the same [rank|E] as the Primary Title; if none are available they will be given lower-ranking Titles. Your Player Heir cannot be preemptively granted Titles they do not stand to inherit.\n#!"
high_partition_succession_law:1 "High Partition"
high_partition_succession_law_subname:0 "All Children Inherit"
high_partition_succession_law_effects:2 "\n#V Under $high_partition_succession_law$ [succession], the lion's share of [titles] will go to your [player_heir] the rest will be divided between your children.#!\n\n#weak $partition_base_desc$\nThe Player Heir will #emp always#! inherit at least half of the late Ruler's Titles.\n#!"
confederate_partition_succession_law:1 "Confederate Partition"
confederate_partition_succession_law_subname:0 "All Children Inherit Equally"
confederate_partition_succession_law_effects:2 "\n#V Under $confederate_partition_succession_law$, your [titles] will be divided equally between your children. New [titles] may be created for younger [realm_heirs].#!\n\n#weak $partition_base_desc$\nYounger children will have Titles created for them, if enough land is held.\n\n#!#X Tribal rulers are locked to this succession type.#!\n"
single_heir_succession_law:4 "Primogeniture"
single_heir_succession_law_subname:0 "Oldest Child Inherits"
single_heir_succession_law_effects:1 "\n#V Under $single_heir_succession_law$ [succession], your oldest child inherits all your [titles].#!\n\n#weak Upon succession, all of the late Ruler's [titles|e] will be given to the [player_heir|E], which is their oldest [eligible_child|E]. Younger children will receive nothing.\n#!"
single_heir_succession_law_youngest:4 "Ultimogeniture"
single_heir_succession_law_youngest_subname:0 "Youngest Child Inherits"
single_heir_succession_law_youngest_effects:1 "\n#V Under $single_heir_succession_law_youngest$ [succession], your youngest child inherits all your [titles].#!\n\n#weak Upon succession, all of the late Ruler's [titles|e] will be given to the [player_heir|E], which is their youngest [eligible_child|E]. Older children will receive nothing.\n#!"
single_heir_dynasty_house:1 "House Seniority"
single_heir_dynasty_house_subname:0 "Oldest [house] Member Inherits"
single_heir_dynasty_house_effects:1 "\n#V Under $single_heir_dynasty_house$ [succession], the oldest member of your [house] will inherit all your titles.#!\n\n#weak Upon succession, all of the late Ruler's [titles|e] will be given to the oldest eligible member of their [house|E]. Your children will not be given anything, unless one of them happens to be the oldest House member.\n#!"
same_faith_theocratic_succession_law:0 "Same Faith"
same_faith_theocratic_succession_law_effects:0 "Only characters of the same [faith|E] as the current [ruler|E] can inherit."
same_faith_only_law:0 "$same_faith_theocratic_succession_law$"
same_faith_only_law_effects:0 "$same_faith_theocratic_succession_law_effects$"
bishop_theocratic_succession_law:1 "Theocratic"
bishop_theocratic_succession_law_effects:0 "Upon succession all of the [realm_priest_possessive|E] [titles|e] will be given to their successor. The doctrines of their [faith|E] determine who this successor will be."
temporal_head_of_faith_succession_law:0 "Temporal Theocratic"
temporal_head_of_faith_succession_law_effects:0 "The [temporal_head_of_faith|E] [title|E] will be given to the [player_heir|E] of the current [head_of_faith|E]."
succession_laws_must_not_be_temporal:0 "Must not be a [temporal_head_of_faith|E] [title|E]."
holy_order_succession_law:1 "Holy Order"
holy_order_succession_law_effects:0 "Upon succession all of the Grandmaster's [titles|e] will be given to their successor, who is generally the [knight|E] with the highest [martial|E] skill."
mercenary_company_succession_law:1 "Mercenary Company"
mercenary_company_succession_law_effects:0 "Upon succession all of the Captain's [titles|e] will be given to their successor, who is generally the [knight|E] with the highest [martial|E] skill."
city_succession_law:1 "Republican"
city_succession_law_effects:0 "Upon succession all of the ruler's [titles|e] will be given to their successor."
herder_succession_law: "Herder Succession"
herder_succession_law_effects: "Upon succession all of the ruler's [titles|e] will be given to their successor."
succession_rel_head:0 "[religious_head_succession_law_short|E]"
succession_rel_head_singular:0 "[religious_head_succession_law_short|E]"
succession_faith:0 "[faith|E] [succession|E]"
succession_faith_singular:0 "[faith|E] [succession|E]"
succession_gender_laws:0 "[gender_laws|E]"
succession_gender_laws_singular:0 "[gender_law|E]"
same_faith_succession_law:0 "$same_faith_theocratic_succession_law$"
same_faith_succession_law_effects:0 "$same_faith_theocratic_succession_law_effects$"
male_only_law:0 "Male Only"
male_preference_law:0 "Male Preference"
equal_law:0 "Equal"
female_preference_law:0 "Female Preference"
female_only_law:0 "Female Only"
male_only_law_subname:0 "Agnatic"
male_preference_law_subname:0 "Agnatic-Cognatic"
equal_law_subname:0 "Cognatic"
female_preference_law_subname:0 "Enatic-Cognatic"
female_only_law_subname:0 "Enatic"
male_only_law_effects:0 "$EFFECT_LIST_BULLET$Women are disqualified from inheritance\n$EFFECT_LIST_BULLET$Women cannot inherit [claims|E]\n$EFFECT_LIST_BULLET$Male [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
male_preference_law_effects:0 "$EFFECT_LIST_BULLET$Men take precedence over women in succession\n$EFFECT_LIST_BULLET$Male [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
equal_law_effects:3 "$EFFECT_LIST_BULLET$Men and women are equal in succession\n$EFFECT_LIST_BULLET$All [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
female_preference_law_effects:2 "$EFFECT_LIST_BULLET$Women take precedence over men in succession\n$EFFECT_LIST_BULLET$Female [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
female_only_law_effects:2 "$EFFECT_LIST_BULLET$Men are disqualified from inheritance\n$EFFECT_LIST_BULLET$Men cannot inherit [claims|E]\n$EFFECT_LIST_BULLET$Female [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
SUCCESSION_FORM_NAME: "[Character.GetActiveLawInGroupWithFlag('succession_gender_laws').GetName] [Character.GetActiveLawInGroupWithFlag('succession_order_laws').GetName]"
feudal_elective_succession_law:0 "Feudal Elective"
princely_elective_succession_law:0 "Princely Elective"
feudal_elective_succession_law_effects:1 "The [ruler|E] and all direct [de_jure|E] [vassals|E] of one or two [ranks|E] below the [title|E] can nominate a [title_heir|E] from among themselves and the [close_family|E] of the ruler."
princely_elective_succession_law_effects:1 "The Emperor and the seven PrinceElectors can nominate a [title_heir|E] from among themselves, any [legitimate|E] children and siblings of the [ruler|E], as well as any other major [de_jure|E] [vassal|E] of the Empire. If an historical elector [title|E] is held by infidels or does not exist, another [de_jure|E] vassal will take its place. This [succession_law|E] places a significant importance on [faith|E] and [piety|E].\n\nThe Electoral titles for this realm are the Counties of Cologne, Mainz and Trier, and the Duchies of Bohemia, East Franconia, Ostfalen and Ostmark."
gaelic_elective_succession_law:0 "Tanistry Elective"
gaelic_elective_succession_law_effects:2 "The [ruler|E] and all [vassals|E] above the [rank|E] of [baron|E] and one or two ranks below the [title|E] can nominate a [title_heir|E] — the Tanist — from among the members of the ruler's [dynasty|E]. Vassals will tend to favor older, distant relatives over [close_family|E]."
saxon_elective_succession_law:1 "Peasant Elective"
saxon_elective_succession_law_subname:0 "Farmer's Elective"
saxon_elective_succession_law_effects:1 "The [ruler|E] and all direct, adult [de_jure|E] vassals of one or two [ranks|E] below the [title|E] can nominate a [title_heir|E] from the most [powerful_vassal|E] amongst them, the ruler's [legitimate|E] children, and any other valid [claimant|E]."
scandinavian_elective_succession_law:1 "Scandinavian Elective"
scandinavian_elective_succession_law_subname:0 "Thing"
scandinavian_elective_succession_law_effects:2 "The [ruler|E] and all [de_jure|E] [vassals|E] (except Barons) can nominate a [title_heir|E] amongst the ruler's [extended_family|E] and any available [claimants|E]. [voting_power|E] in this [succession_law|E] is influenced by the [elector|E]'s total [domain|E] [county_development|E] and [capital|E] [county_opinion|E]."
feudal_elective_candidates:0 "Close Family, Claimants, and Electors"
feudal_elective_candidates_tooltip:1 "In order to be a valid Candidate under Feudal Elective, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate [close_family|E] member of the current ruler, who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a valid Feudal [elector|E] to the title"
feudal_elective_electors:0 "Ruler and Vassals"
feudal_elective_electors_tooltip:0 "In order to be a valid [elector|E] under Feudal Elective, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a [de_jure|E] vassal of the title\n$EFFECT_LIST_BULLET$Be a direct vassal of the title\n$EFFECT_LIST_BULLET$Be only one or two [ranks|E] below the title"
princely_elective_candidates:0 "$feudal_elective_candidates$"
princely_elective_candidates_tooltip:1 "In order to be a valid Candidate under Princely Elective, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate [close_family|E] member of the current ruler, who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a valid Feudal [elector|E] to the title"
princely_elective_electors:0 "Prince-Electors"
princely_elective_electors_tooltip:1 "In addition to the [SuccessionElectionWindow.GetTitle.GetHolder.GetTitleAsNameNoTooltip], holders of the following [titles|E] are favored as [electors|E] under [SuccessionElectionWindow.GetSuccessionLaw.GetName]:[SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector1')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector2')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector3')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector4')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector5')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector6')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector7')]\n\nIf any of the above are not created, not held by a [de_jure|E] Imperial [vassal|E], already held by another Elector, or the holder's [faith|E] differs from the Emperor's, another De Jure title held by a direct Imperial vassal or [independent_ruler|E] will be selected based on these criteria:\n$EFFECT_LIST_BULLET$Rulers of Emperor's [faith|E] and [culture|E] are favored\n$EFFECT_LIST_BULLET$[theocratic|E] and [feudal|E] rulers are favored"
gaelic_elective_candidates:0 "Dynasty Members"
gaelic_elective_candidates_tooltip:1 "All legitimate members of the current ruler's [dynasty|E] who are not in line to inherit a Theocracy or Republic are valid candidates under Tanistry. Children of a candidate cannot be nominated."
gaelic_elective_electors:0 "$feudal_elective_electors$"
gaelic_elective_electors_tooltip:0 "In order to be a valid [elector|E] under Tanistry, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a [de_jure|E] vassal of the title\n$EFFECT_LIST_BULLET$Be only one or two [ranks|E] below the title"
saxon_elective_candidates:0 "Children, Claimants, and Vassals"
saxon_elective_candidates_tooltip:1 "In order to be a valid Candidate under the Witenagemot, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate child of the current ruler, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [powerful_vassal_powerful|E] [de_jure] Feudal Vassal of the title"
saxon_elective_electors:0 "$feudal_elective_electors$"
saxon_elective_electors_tooltip:0 "In order to be a valid [elector|E] under the Witenagemot, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a [de_jure|E] vassal of the title\n$EFFECT_LIST_BULLET$Be a direct vassal of the title\n$EFFECT_LIST_BULLET$Be Adult\n$EFFECT_LIST_BULLET$NOT be Incapable"
scandinavian_elective_candidates:0 "Extended Family and Claimants"
scandinavian_elective_candidates_tooltip:1 "In order to be a valid Candidate under the Thing, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate member of the ruler's [extended_family|E], who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic"
scandinavian_elective_electors:0 "$feudal_elective_electors$"
scandinavian_elective_electors_tooltip:0 "In order to be a valid [elector|E] under the Thing, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a direct vassal of the title\n$EFFECT_LIST_BULLET$NOT be a Baron"
succession_laws_must_have_organised_government_tooltip:0 "[SelectLocalization( HasDlcFeature( 'all_under_heaven' ), 'succession_laws_must_have_organised_government_tooltip_auh_tooltip', 'succession_laws_must_have_organised_government_tooltip_base_game_tooltip' )]"
succession_laws_must_have_organised_government_tooltip_auh_tooltip: "I do not have a [feudal|E], [clan|E] or [japan_feudal|E] [government|E]"
succession_laws_must_have_organised_government_tooltip_base_game_tooltip: "I do not have a [feudal|E] or [clan|E] [government|E]"
succession_laws_must_not_be_forced_partition:0 "I am not forced to Partition [succession|E] by my [vassal_contract|E]"
succession_laws_must_have_valid_tanistry_culture:1 "You do #bold not#! have either the $goidelic_group$ or $brythonic_group$ [heritage|E]."
number_of_election_votes:0 "Number of election votes"
get_hre_elector_1:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_1').GetLandedTitle.GetName]"
get_hre_elector_2:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_2').GetLandedTitle.GetName]"
get_hre_elector_3:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_3').GetLandedTitle.GetName]"
get_hre_elector_4:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_4').GetLandedTitle.GetName]"
get_hre_elector_5:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_5').GetLandedTitle.GetName]"
get_hre_elector_6:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_6').GetLandedTitle.GetName]"
get_hre_elector_7:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_7').GetLandedTitle.GetName]"
#FP3 addition:
tribal_elective_succession_law: "Tribal Elective"
tribal_elective_succession_law_subname: "Jirga"
tribal_elective_succession_law_effects: "The [ruler|E] and all [de_jure|E] [vassals|E] that are either [house_heads|E] or adults with [piety_level|E] 2 or higher can nominate a [title_heir|E] amongst the ruler's [extended_family|E], [direct_vassals|E] and any available [claimants|E]. [voting_power|E] in this [succession_law|E] is influenced by the [elector|E]'s total [domain|E] [county_development|E] and [capital|E] [county_opinion|E]."
tribal_elective_candidates: "Extended Family, Vassals and Claimants"
tribal_elective_candidates_tooltip: "In order to be a valid Candidate under the Jirga, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate member of the ruler's [dynasty|E], who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a [direct_vassal|E] of the title"
tribal_elective_electors: "$feudal_elective_electors$"
tribal_elective_electors_tooltip: "In order to be a valid [elector|E] under the Jirga, a character must be a [de_jure|E] vassal of the title and be #italic either#! of the following:\n$EFFECT_LIST_BULLET$a [house_head|E]\n$EFFECT_LIST_BULLET$an adult with [piety_level|E] 2 or higher"
clan_antagonistic_partition_succession_law: "Antagonistic Succession"
clan_antagonistic_partition_succession_law_subname: "All Children Inherit Equally"
clan_antagonistic_partition_succession_law_effects: "\n#V Under $clan_antagonistic_partition_succession_law$, your [titles] will be divided equally between your children.#!\n\n[vassals|E] from your [house|E] gain a [claim|E] on your [primary_title|E]#!\n\n#weak $partition_base_desc$#!"
clan_competitive_partition_succession_law: "Competitive Succession"
clan_competitive_partition_succession_law_subname: "All Children Inherit Equally"
clan_competitive_partition_succession_law_effects: "\n#V Under $clan_competitive_partition_succession_law$, your [titles] will be divided equally between your children.#!\n\n[vassals|E] from your [house|E] gain a [claim|E] on your [primary_title|E]\n\n#weak $partition_base_desc$#!"
clan_impassive_partition_succession_law: "Impassive Succession"
clan_impassive_partition_succession_law_subname: "All Children Inherit"
clan_impassive_partition_succession_law_effects: "\n#V Under $clan_impassive_partition_succession_law$, your [player_heir] is guaranteed to receive a certain portion of your [titles] the rest will be divided between your remaining children.#!\n\n#weak $partition_base_desc$\n#!The Player Heir will #emp always#! inherit at least a quarter of the late Ruler's Titles.\n#!"
clan_friendly_partition_succession_law: "Friendly Succession"
clan_friendly_partition_succession_law_subname: "All Children Inherit"
clan_friendly_partition_succession_law_effects: "\n#V Under $clan_friendly_partition_succession_law$, your [player_heir] is guaranteed to receive a certain portion of your [titles] the rest will be divided between your remaining children.#!\n\n#weak $partition_base_desc$\n#!The Player Heir will #emp always#! inherit at least half of the late Ruler's Titles.\n#!"
clan_harmonious_partition_succession_law: "Harmonious Succession"
clan_harmonious_partition_succession_law_subname: "All Children Inherit"
clan_harmonious_partition_succession_law_effects: "\n#V Under $clan_harmonious_partition_succession_law$, your [player_heir] is guaranteed to receive a certain portion of your [titles] the rest will be divided between your remaining children.#!\n\n#weak $partition_base_desc$\n#!The Player Heir will #emp always#! inherit at least three quarters of the late Ruler's Titles.\n#!"
SUCCESSION_TITLE_LAW_WARNING: "@alert_icon! Any Title with special [title_succession|E] will take precedence over your Realm [succession_law|E]"
#EP3:
noble_family_succession_law: "Noble Family Succession"
noble_family_succession_law_subname: "[player_heir|E] inherits"
noble_family_succession_law_effects: "The Noble Family [title|E] along with its [domicile|E] will be given to the [player_heir|E]."
# Appointment Succession Law
appointment_succession_law: "Appointment Succession"
appointment_succession_law_subname: "Candidate with the Highest Score Inherits"
appointment_succession_law_effects: "\n#V A type of [appointment_succession_law|E]. Under $appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the Candidate with the highest [candidate_score|E].\n\nAny [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means from [scheming|E] to spending [influence|E].\n#!"
# Acclamation Succession Law (Byzantium, EP3)
acclamation_succession_law: "Acclamation Succession"
acclamation_succession_law_subname: "$appointment_succession_law_subname$"
acclamation_succession_law_effects: "\n#V A type of [appointment_succession_law|E]. Under $acclamation_succession_law$, the [empire|E] [title|E] and its associated [holdings|E] will be inherited by the Candidate with the highest [candidate_score|E].\n\nThe pool of candidates includes the [house_heads|E] of the [realm|E]'s [noble_families|E], [governors|E], and their family members.\n#!"
# Descs used in calculating the candidate scores
sum_of_skills_desc: "[skills|E]"
infant_candidate_desc: "Infant"
adolescent_candidate_desc: "Adolescent"
child_candidate_desc: "Child"
geriatric_candidate_desc: "Geriatric"
councillor_position_desc: "Imperial [councillor|E]"
court_position_succession_desc: "Imperial [court_position|E]"
councillor_position_governor_desc: "[title.GetHolder.GetTitledFirstNamePossessive] [councillor|E]"
court_position_succession_governor_desc: "Holds [title.GetHolder.GetTitledFirstNamePossessive] [court_position|E]"
accepted_faith_succession_desc: "[faith|E] considered Accepted by [state_faith|E]"
astray_faith_succession_desc: "[faith|E] considered Astray by [state_faith|E]"
hostile_faith_succession_desc: "[faith|E] considered Hostile by [state_faith|E]"
evil_faith_sucession_desc: "[faith|E] considered Evil by [state_faith|E]"
title_claim_desc: "Has a Strong [claim|E]"
county_holder_opinion_desc: "Own [capital|E]'s [county_opinion|E]"
duchy_tier_desc: "[duchy|E]-[title_tier|E]"
kingdom_tier_desc: "[kingdom|E]-[title_tier|E]"
lowborn_desc_succession: "Lowborn"
negative_trait_succession: "Negative [traits|E]"
of_local_culture_succession_desc: "Is of local [culture|E]"
not_of_local_culture_succession_desc: "Is NOT of local [culture|E]"
accepted_foreign_culture: "Integrated [culture|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
mediocre_cultural_acceptance: "Mild [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
poor_cultural_acceptance: "Low [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
terrible_cultural_acceptance: "Very Low [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
no_cultural_acceptance: "No [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
eldest_imperial_son_desc: "Eldest Imperial Son"
eldest_imperial_daughter_desc: "Eldest Imperial Daughter"
eldest_imperial_child_desc: "Eldest Imperial Child"
imperial_close_family_desc: "[close_family|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_close_extended_family_desc: "[extended_family|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_same_house_desc: "Same [house|E] as the [ROOT.Char.GetTopLiege.GetTitleAsName]"
spouse_of_emperor_desc: "[spouse|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_friend_desc: "[friend|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_best_friend_desc: "[best_friend|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_guardian_desc: "[guardian|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_co_emperor_desc: "Incumbent [co_emperor|E]"
imperial_diarch_desc: "[ROOT.Char.GetTopLiege.GetDiarchTitle] [scales_of_power|E]"
governor_friend_desc: "Current [holder|E] is [friend|E]"
governor_best_friend_desc: "Current [holder|E] is [best_friend|E]"
governor_elder_desc: "Current [holder|E] is [elder|E]"
governor_disciple_desc: "Current [holder|E] is [disciple|E]"
governor_diarch_desc: "[diarch|E] of [title|e]"
ceremonial_liege_desc: "[ceremonial_liege|E]"
title_weak_claim_desc: "Has a Weak [claim|E]"
extended_family_holder_desc: "[extended_family|E] of current [holder|E]"
close_family_married_to_holder_desc: "[close_family|E] of current [holder_possessive|E] [spouse|E]"
close_family_holder_desc: "[close_family|E] of current [holder|E]"
grandparent_holder_desc: "Grandchild of current [holder|E]"
parent_holder_desc: "Child of current [holder|E]"
sibling_holder_desc: "Sibling of current [holder|E]"
deviant_and_criminal_desc: "[GetTrait('deviant').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
incestuous_and_criminal_desc: "[GetTrait('incestuous').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
sodomite_and_criminal_desc: "[GetTrait('sodomite').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
cannibal_and_criminal_desc: "[GetTrait('cannibal').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
kinslayer_1_and_criminal_desc: "[GetTrait('kinslayer_1').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
kinslayer_2_and_criminal_desc: "[GetTrait('kinslayer_2').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
kinslayer_3_and_criminal_desc: "[GetTrait('kinslayer_3').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
witch_and_criminal_desc: "[GetTrait('witch').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
adulterer_and_criminal_desc: "[GetTrait('adulterer').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
fornicator_and_criminal_desc: "[GetTrait('fornicator').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
unsound_mind_desc: "Is of unsound mind"
admin_renounced_throne: "Renounced aspirations for the throne"
appointment_male_preference_desc: "[GetLaw('male_preference_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_non_preferred_gender_penalty_value')|0%])#!"
appointment_male_only_desc: "[GetLaw('male_only_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_opposite_gender_penalty_value')|0%])#!"
appointment_female_preference_desc: "[GetLaw('female_preference_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_non_preferred_gender_penalty_value')|0%])#!"
appointment_female_only_desc: "[GetLaw('female_only_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_opposite_gender_penalty_value')|0%])#!"
appointment_is_top_liege: "Is the [ROOT.Char.GetTitleAsName]"
popular_opinion_in_capital_desc: "[county_opinion|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetCounty.GetTitle.GetNameNoTier]"
landless_adventurer_succession_law: "Camp Succession"
landless_adventurer_succession_law_subname: "Oldest Child Inherits"
landless_adventurer_succession_law_effects: "#high Under $landless_adventurer_succession_law$ the Camp [title|E] will be given to your oldest [child|E] (or next closest relative) who is also your [courtier|E] who does not hold any [titles|E]. If none are available, the [follower|E] with highest prowess inherits.#!"
#MPO
single_heir_succession_kurultai_law: "Kurultai"
single_heir_succession_kurultai_subname: "Oldest Child Inherits"
single_heir_succession_kurultai_law_effects: "Under the Kurultai succession the [council|E] plays an important role in decision who will be next in line. If there are disagreeing voices among the [kurultai|E], it will lead to a Chaotic Succession.\n\nUnder a Chaotic Succession the line is unclear, and the [heir|E] will experience some negative effects at the start of their rule.\n\nIf all the Kurultai fall in line, the realm will experience a Stable Succession where the [heir|E] will take the throne with the support of all their most powerful supporters."
law_of_the_land_succession_law: "Law of the Land Succession"
law_of_the_land_succession_law_subname: "[holding_type] Dictates Successor"
law_of_the_land_succession_law_effects: "This [county|E] requires a specific [government|E] to inherit based on the [holding_type|E] of the capital [barony|E]. It will be given to a character in the [realm|E]'s [line_of_succession|E] that fulfills this condition.\n\nIf no one fulfills the requirement, a local character will inherit the [title|E] and become [independent|E]."
succession_law_changed: "Title Succession Law Changed"
confederation_elective_succession_law: "Confederation Elective"
confederation_elective_succession_law_subname: "[vassals] Hold the Real Power"
confederation_elective_candidates: "Close Family, Grandchildren and Vassals"
confederation_elective_candidates_tooltip: "In order to be a valid Candidate under Feudal Elective, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate [close_family|E] member of the current ruler\n$EFFECT_LIST_BULLET$Be a [vassal|E]"
confederation_elective_succession_law_effects: "The [ruler|E] and all direct [vassals|E] can nominate a [title_heir|E] from among themselves and the [close_family|E] of the ruler. [voting_strength|E] is primarily determined by [prestige_level|E], [piety_level|E], and number of [count|E]-[title_tier|E] [vassals|E]."
confederation_elective_electors: "$feudal_elective_electors$"
confederation_elective_electors_tooltip: "In order to be a valid [elector|E] under Confederation Elective, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be [count|E]-[rank|E] or higher\n$EFFECT_LIST_BULLET$Be a direct [vassal|E] of the [title|E]\n$EFFECT_LIST_BULLET$Have Tribal or Nomadic [government|E]\n$EFFECT_LIST_BULLET$Not have the [GetTrait('incapable').GetName( GetNullCharacter )] [trait|E]\n$EFFECT_LIST_BULLET$Not be at [war|E] with the [title|E] holder"
#TGP
mandala_succession_law: "Mandala Succession"
mandala_succession_law_subname: "Mandala Succession"
mandala_succession_law_effects: "#high The $mandala_succession_law$ allows your oldest child to inherit your [titles|E].\n\nUpon succession the new ruler will have to pass [mandala_trials|E] to keep control of the entire realm and its [tributaries|E]#!.\n\n"
celestial_appointment_succession_law: "Celestial Appointment Succession"
celestial_appointment_succession_law_subname: "Candidate with the Highest Score Inherits"
celestial_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E]. Under $celestial_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means, such as having a significant [merit_level|E] or spending [influence|E].#!\n\n"
celestial_military_appointment_succession_law: "Celestial Commander Succession"
celestial_military_appointment_succession_law_subname: "Candidate with the highest [martial|E] capabilities inherits"
celestial_military_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E]. Under $celestial_military_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a military [governorship|E] by having a good [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!\n\n"
merit_level_desc: "[merit_level|E]"
merit_level_too_low_ministry_desc: "Below [titlepossessive|E] expected [merit_level|E] (#V 2#!)"
merit_level_too_low_empire_desc: "Below [titlepossessive|E] expected [merit_level|E] ([EmptyScope.ScriptValue('merit_level_expected_empire_value')|0])"
merit_level_too_low_kingdom_desc: "Below [titlepossessive|E] expected [merit_level|E] ([EmptyScope.ScriptValue('merit_level_expected_kingdom_value')|0])"
merit_level_too_low_duchy_desc: "Below [titlepossessive|E] expected [merit_level|E] ([EmptyScope.ScriptValue('merit_level_expected_duchy_value')|0])"
marshal_governor_desc: "[title.GetHolder.GetTitledFirstNamePossessive] [marshal|E]"
has_trait_education_martial_1: "[GetTrait('education_martial_1').GetName( GetNullCharacter )]"
has_trait_education_martial_2: "[GetTrait('education_martial_2').GetName( GetNullCharacter )]"
has_trait_education_martial_3: "[GetTrait('education_martial_3').GetName( GetNullCharacter )]"
has_trait_education_martial_4: "[GetTrait('education_martial_4').GetName( GetNullCharacter )]"
has_trait_education_martial_5: "[GetTrait('education_martial_5').GetName( GetNullCharacter )]"
number_of_commander_traits_desc: "Number of [commander_traits|E]"
has_warfare_legacy_track_desc: "$warfare_legacy_track_name$ [Concept( 'dynasty_perk', 'Legacy Track' )|E] #weak (+10/Legacy)#!"
cannot_be_commander: "Is #bold not#! allowed to be a [commander|E]"
governor_of_same_or_higher_tier_desc: "Is a [governor|E] of the same or higher [rank|E]"
celestial_appointment_allowed_desc: "Your [GetPlayer.Custom('GetProvinceAdministrationConcept')] is #bold not#! a civilian [governorship|E]"
celestial_military_appointment_allowed_desc: "Your [GetPlayer.Custom('GetProvinceAdministrationConcept')] is #bold not#! a military [governorship|E]"
celestial_ministry_appointment_succession_law: "Minister Appointment"
celestial_ministry_appointment_succession_law_subname: "Candidate with the Highest Score Inherits"
celestial_ministry_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E]. $celestial_appointment_succession_law$ is the succcession for Ministry [titles|E]. They are highly valued positions reserved for those of the highest [merit_levels|E]. [movements|E], [merit|E], and [influence|E] play a major role in increasing a candidate's [candidate_score|E].#!"
celestial_ministry_appointment_cannot_remove_desc: "This [title|E] can #bold not#! have its [succession_law|E] removed"
celestial_grand_marshal_appointment_succession_law: "Grand Marshal Appointment"
celestial_grand_marshal_appointment_succession_law_subname: "$celestial_military_appointment_succession_law_subname$"
celestial_grand_marshal_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E] only used by the [minister_grand_marshal|E], a position reserved for commanders of the highest [merit_levels|E]. Under $celestial_grand_marshal_appointment_succession_law$, the [title|E] will be inherited by the candidate with highest [candidate_score|E]. Score is primarily affected by [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!"
meritocratic_appointment_succession_law: "Meritocratic Appointment Succession"
meritocratic_appointment_succession_law_subname: "$celestial_appointment_succession_law_subname$"
meritocratic_appointment_succession_law_effects: "\n#high A type of [appointment_succession_law|E]. Under $meritocratic_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means, such as having a significant [merit_level|E] or spending [influence|E].#!\n\n"
meritocratic_military_appointment_succession_law: "Meritocratic Commander Succession"
meritocratic_military_appointment_succession_law_subname: "$celestial_military_appointment_succession_law_subname$"
meritocratic_military_appointment_succession_law_effects: "\n#high A type of [appointment_succession_law|E]. Under $meritocratic_military_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a military [governorship|E] by having a good [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!\n\n"
# Meritocratic Acclamation Succession Law (Korea, TGP)
meritocratic_regency_succession_law: "Meritocratic Regency Succession"
meritocratic_regency_succession_law_subname: "$appointment_succession_law_subname$"
meritocratic_regency_succession_law_effects: "Under $meritocratic_regency_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest score. The pool of candidates includes the realm's [noble_families|E], [governors|E], and their family members."