GetCourtType = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = game_concept_camp } text = { trigger = { is_landless_adventurer = no } localization_key = game_concept_court } } GetCourtTypePlural = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = game_concept_camps } text = { trigger = { is_landless_adventurer = no } localization_key = game_concept_courts } } GetCourtTypeConcept = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = CAMP } text = { trigger = { is_landless_adventurer = no } localization_key = COURT_CONCEPT } } GetCourtierType = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = game_concept_follower } text = { trigger = { is_landless_adventurer = no } localization_key = game_concept_courtier } } GetCourtierTypePlural = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = game_concept_followers } text = { trigger = { is_landless_adventurer = no } localization_key = game_concept_courtiers } } GetCourtierTypeConcept = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = FOLLOWER } text = { trigger = { is_landless_adventurer = no } localization_key = COURTIER } } GetCourtiersTypeConcept = { type = character text = { trigger = { is_landless_adventurer = yes } localization_key = FOLLOWER_PLURAL } text = { trigger = { is_landless_adventurer = no } localization_key = COURTIER_PLURAL } } TriumphReligiousLocation = { type = character random_valid = yes text = { trigger = { # Constantinople location = province:496 # Christian OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } } localization_key = building_type_hagia_sophia_01 } text = { trigger = { # not Constantinople NOT = { location = province:496 } # Christian OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } } localization_key = cathedral } text = { trigger = { # Constantinople location = province:496 # Muslim faith.religion = religion:islam_religion } localization_key = building_hagia_sophia_02 } text = { trigger = { # Other faith NOR = { OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } faith.religion = religion:islam_religion } } localization_key = main_temple } } TriumphReligiousLocationCapitalized = { type = character text = { trigger = { # Constantinople location = province:496 # Christian OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } } localization_key = building_type_hagia_sophia_01 } text = { trigger = { # not Constantinople NOT = { location = province:496 } # Christian OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } } localization_key = cathedral_capital } text = { trigger = { # Constantinople location = province:496 # Muslim faith.religion = religion:islam_religion } localization_key = building_hagia_sophia_02 } text = { trigger = { # Other faith NOR = { OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion } faith.religion = religion:islam_religion } } localization_key = main_temple_capital } } ### Chariot Racing GetChariotTeamColor = { type = character text = { trigger = { OR = { var:wager_team ?= flag:blues has_trait = charioteer_blue } } localization_key = chariot_team_blue } text = { trigger = { OR = { var:wager_team ?= flag:greens has_trait = charioteer_green } } localization_key = chariot_team_green } text = { trigger = { OR = { var:wager_team ?= flag:whites has_trait = charioteer_white } } localization_key = chariot_team_white } text = { trigger = { OR = { var:wager_team ?= flag:reds has_trait = charioteer_red } } localization_key = chariot_team_red } } GetChariotTeamColorPlural = { type = character text = { trigger = { OR = { var:wager_team ?= flag:blues has_trait = charioteer_blue } } localization_key = chariot_team_blues } text = { trigger = { OR = { var:wager_team ?= flag:greens has_trait = charioteer_green } } localization_key = chariot_team_greens } text = { trigger = { OR = { var:wager_team ?= flag:whites has_trait = charioteer_white } } localization_key = chariot_team_whites } text = { trigger = { OR = { var:wager_team ?= flag:reds has_trait = charioteer_red } } localization_key = chariot_team_reds } } GetChariotTeamColorPluralPossessive = { type = character text = { trigger = { var:wager_team ?= flag:blues } localization_key = chariot_team_blues_possessive } text = { trigger = { var:wager_team ?= flag:greens } localization_key = chariot_team_greens_possessive } text = { trigger = { var:wager_team ?= flag:whites } localization_key = chariot_team_whites_possessive } text = { trigger = { var:wager_team ?= flag:reds } localization_key = chariot_team_reds_possessive } } GetChariotTeamColorPluralGlossed = { type = character text = { trigger = { OR = { var:wager_team ?= flag:blues has_trait = charioteer_blue } } localization_key = chariot_team_blues_glossed } text = { trigger = { OR = { var:wager_team ?= flag:greens has_trait = charioteer_green } } localization_key = chariot_team_greens_glossed } text = { trigger = { OR = { var:wager_team ?= flag:whites has_trait = charioteer_white } } localization_key = chariot_team_whites_glossed } text = { trigger = { OR = { var:wager_team ?= flag:reds has_trait = charioteer_red } } localization_key = chariot_team_reds_glossed } } GetChariotTeamColorPluralPossessiveGlossed = { type = character text = { trigger = { var:wager_team ?= flag:blues } localization_key = chariot_team_blues_possessive_glossed } text = { trigger = { var:wager_team ?= flag:greens } localization_key = chariot_team_greens_possessive_glossed } text = { trigger = { var:wager_team ?= flag:whites } localization_key = chariot_team_whites_possessive_glossed } text = { trigger = { var:wager_team ?= flag:reds } localization_key = chariot_team_reds_possessive_glossed } } GetWinPlaceShow = { type = character text = { trigger = { var:wager_type ?= flag:win } localization_key = chariot_wager_type_win } text = { trigger = { var:wager_type ?= flag:place } localization_key = chariot_wager_type_place } text = { trigger = { var:wager_type ?= flag:show } localization_key = chariot_wager_type_show } } GetChariotRacePlacement = { type = character text = { trigger = { var:current_place_in_race = 1 } localization_key = first_place } text = { trigger = { var:current_place_in_race = 2 } localization_key = second_place } text = { trigger = { var:current_place_in_race = 3 } localization_key = third_place } text = { trigger = { var:current_place_in_race = 4 } localization_key = fourth_place } text = { trigger = { var:current_place_in_race = 5 } localization_key = fifth_place } text = { trigger = { var:current_place_in_race = 6 } localization_key = sixth_place } text = { trigger = { var:current_place_in_race = 7 } localization_key = seventh_place } text = { trigger = { var:current_place_in_race = 8 } localization_key = eighth_place } text = { trigger = { var:current_place_in_race = 9 } localization_key = ninth_place } text = { trigger = { var:current_place_in_race = 10 } localization_key = tenth_place } text = { trigger = { var:current_place_in_race = 11 } localization_key = eleventh_place } text = { trigger = { var:current_place_in_race = 12 } localization_key = twelfth_place } } GetCharioteerOrTeamNameFromWager = { type = character text = { trigger = { NOT = { var:wager_target = root } } localization_key = chariot_wager_target_character } text = { trigger = { var:wager_target = root var:wager_team = flag:blues } localization_key = chariot_team_blues_definite } text = { trigger = { var:wager_target = root var:wager_team = flag:greens } localization_key = chariot_team_greens_definite } text = { trigger = { var:wager_target = root var:wager_team = flag:whites } localization_key = chariot_team_whites_definite } text = { trigger = { var:wager_target = root var:wager_team = flag:reds } localization_key = chariot_team_reds_definite } } BuildChariotRaceWagerTooltip = { type = character text = { setup_scope = { root = { save_scope_as = root_scope } } localization_key = chariot_wager_tooltip } } GetVictoriousChariotMovement = { type = character text = { localization_key = chariot_movement_cut_off_at_turn } } GetChariotComebackMovement = { type = character text = { localization_key = chariot_comeback_blazing } text = { localization_key = chariot_comeback_sprinting } text = { localization_key = chariot_comeback_surging } text = { localization_key = chariot_comeback_dashing } text = { localization_key = chariot_comeback_rocketing } text = { localization_key = chariot_comeback_bursting } text = { localization_key = chariot_comeback_miracle } text = { localization_key = chariot_comeback_rallying } text = { localization_key = chariot_comeback_soaring } text = { localization_key = chariot_comeback_propelling } text = { localization_key = chariot_comeback_fallback } } GetGovernorChitChat = { type = character text = { localization_key = chariot_governor_chitchat_1 } text = { localization_key = chariot_governor_chitchat_2 } text = { localization_key = chariot_governor_chitchat_3 } text = { localization_key = chariot_governor_chitchat_4 } text = { localization_key = chariot_governor_chitchat_5 } text = { localization_key = chariot_governor_chitchat_6 } text = { localization_key = chariot_governor_chitchat_7 } text = { localization_key = chariot_governor_chitchat_8 } text = { localization_key = chariot_governor_chitchat_9 } text = { localization_key = chariot_governor_chitchat_10 } } ### End Chariot Racing GetLaampDescribeTypeSelf = { type = character random_valid = yes # Mercenary text = { trigger = { has_realm_law = camp_purpose_mercenaries } localization_key = camp_purpose_type_mercenary } # Wanderer text = { trigger = { has_realm_law = camp_purpose_wanderers } fallback = yes localization_key = camp_purpose_type_wanderer } # Scholar text = { trigger = { has_realm_law = camp_purpose_scholars } localization_key = camp_purpose_type_scholar } # Explorer text = { trigger = { has_realm_law = camp_purpose_explorers } localization_key = camp_purpose_type_explorer } # Freebooter text = { trigger = { has_realm_law = camp_purpose_brigands } localization_key = camp_purpose_type_freebooter } # Legitimist text = { trigger = { has_realm_law = camp_purpose_legitimists } localization_key = camp_purpose_type_legitimist } } GetLaampDescribeTypeSelfArticle = { type = character random_valid = yes # Mercenary text = { trigger = { has_realm_law = camp_purpose_mercenaries } localization_key = article_a } # Wanderer text = { trigger = { has_realm_law = camp_purpose_wanderers } fallback = yes localization_key = article_a } # Scholar text = { trigger = { has_realm_law = camp_purpose_scholars } localization_key = article_a } # Explorer text = { trigger = { has_realm_law = camp_purpose_explorers } localization_key = article_an } # Freebooter text = { trigger = { has_realm_law = camp_purpose_brigands } localization_key = article_a } # Legitimist text = { trigger = { has_realm_law = camp_purpose_legitimists } localization_key = article_a } } GetLaampDescribeTypeSelfPlural = { type = character random_valid = yes # Mercenary text = { trigger = { has_realm_law = camp_purpose_mercenaries } localization_key = camp_purpose_type_mercenaries } # Wanderer text = { trigger = { has_realm_law = camp_purpose_wanderers } fallback = yes localization_key = camp_purpose_type_wanderers } # Scholar text = { trigger = { has_realm_law = camp_purpose_scholars } localization_key = camp_purpose_type_scholars } # Explorer text = { trigger = { has_realm_law = camp_purpose_explorers } localization_key = camp_purpose_type_explorers } # Freebooter text = { trigger = { has_realm_law = camp_purpose_brigands } localization_key = camp_purpose_type_freebooters } # Legitimist text = { trigger = { has_realm_law = camp_purpose_legitimists } localization_key = camp_purpose_type_legitimists } } GetLaampDescribeTypeInsult = { type = character random_valid = yes # Mercenary (hireling) text = { trigger = { has_realm_law = camp_purpose_mercenaries } localization_key = camp_purpose_type_mercenary.insult } # Wanderer (vagabond) text = { trigger = { has_realm_law = camp_purpose_wanderers } fallback = yes localization_key = camp_purpose_type_wanderer.insult } # Scholar (layabout) text = { trigger = { has_realm_law = camp_purpose_scholars } localization_key = camp_purpose_type_scholar.insult } # Explorer (rambler) text = { trigger = { has_realm_law = camp_purpose_explorers } localization_key = camp_purpose_type_explorer.insult } # Freebooter (brigand) text = { trigger = { has_realm_law = camp_purpose_brigands } localization_key = camp_purpose_type_freebooter.insult } # Legitimist (pretender) text = { trigger = { has_realm_law = camp_purpose_legitimists } localization_key = camp_purpose_type_legitimist.insult } } GetOutOfControlAnimalTypePlural = { type = character ### BIG CATS ### text = { trigger = { var:animal_type_event ?= flag:lion } localization_key = animal_type_lions } text = { trigger = { var:animal_type_event ?= flag:tiger } localization_key = animal_type_tigers } text = { trigger = { var:animal_type_event ?= flag:leopard } localization_key = animal_type_leopards } ### BOAR ### text = { trigger = { var:animal_type_event ?= flag:boar } localization_key = animal_type_boars } ### SMALL ### text = { trigger = { var:animal_type_event ?= flag:hyena } localization_key = animal_type_hyenas } text = { trigger = { var:animal_type_event ?= flag:lynx } localization_key = animal_type_lynxs } text = { trigger = { var:animal_type_event ?= flag:wolf } localization_key = animal_type_wolves } ### BEAR ### text = { trigger = { var:animal_type_event ?= flag:bear } localization_key = animal_type_bears } ### FALLBACK ### text = { trigger = { var:animal_type_event ?= flag:dog } localization_key = animal_type_dogs } } GetRandomCampBuilding = { type = character random_valid = yes # Pavillion text = { # No trigger: you'll always have a pavillion. localization_key = GetRandomCampBuilding_Pavillion } # Supply Tent text = { trigger = { domicile = { has_domicile_building_or_higher = supply_tent_01 } } localization_key = GetRandomCampBuilding_SupplyTent } # Barber's Tent text = { trigger = { domicile = { has_domicile_building_or_higher = barber_tent_01 } } localization_key = GetRandomCampBuilding_BarberTent } # Lead Baggage Cart text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_01 } } localization_key = GetRandomCampBuilding_BaggageTrain } # Mess Tent text = { trigger = { domicile = { has_domicile_building_or_higher = mess_tent_01 } } localization_key = GetRandomCampBuilding_Mess } # Central Fire Pit text = { trigger = { domicile = { has_domicile_building_or_higher = camp_fire_01 } } localization_key = GetRandomCampBuilding_CampFire } # Edge of the Proving Grounds text = { trigger = { domicile = { has_domicile_building_or_higher = proving_grounds_01 } } localization_key = GetRandomCampBuilding_ProvindGrounds } # Sutler's Tent text = { trigger = { domicile = { has_domicile_building_or_higher = supply_tent_sutler } } localization_key = GetRandomCampBuilding_Sutler } # Mender's Tent text = { trigger = { domicile = { has_domicile_building_or_higher = supply_tent_mender } } localization_key = GetRandomCampBuilding_Mender } # Smithy Tent text = { trigger = { domicile = { has_domicile_building_or_higher = supply_tent_smithy } } localization_key = GetRandomCampBuilding_SmithyTent } # Arsenal text = { trigger = { domicile = { has_domicile_building_or_higher = supply_tent_arsenal } } localization_key = GetRandomCampBuilding_Arsenal } # Steed Pens text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_ample_steeds } } localization_key = GetRandomCampBuilding_AmpleSteeds } # Cluster of Porter Tents text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_porters } } localization_key = GetRandomCampBuilding_Porters } # text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_trackers } } localization_key = GetRandomCampBuilding_Trackers } # text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_kennel } } localization_key = GetRandomCampBuilding_Kennels } # text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_siege_engineers } } localization_key = GetRandomCampBuilding_Engineers } # text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_shrine } } localization_key = GetRandomCampBuilding_Shrine } # text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_scribes } } localization_key = GetRandomCampBuilding_Scribes } # text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_bartering_grounds } } localization_key = GetRandomCampBuilding_BarteringGrounds } # text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_proof_of_claims } } localization_key = GetRandomCampBuilding_ProofOfClaims } # text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_ransom_cages } } localization_key = GetRandomCampBuilding_RansomCages } # text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_negotiators } } localization_key = GetRandomCampBuilding_Negotiators } # text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_ascetics } } localization_key = GetRandomCampBuilding_Ascetics } # text = { trigger = { domicile = { has_domicile_building_or_higher = baggage_train_pleasure_tents } } localization_key = GetRandomCampBuilding_PleasureTents } # text = { trigger = { domicile = { has_domicile_building_or_higher = mess_tent_herbalists } } localization_key = GetRandomCampBuilding_Herbalists } # text = { trigger = { domicile = { has_domicile_building_or_higher = mess_tent_brewers } } localization_key = GetRandomCampBuilding_Brewers } # text = { trigger = { domicile = { has_domicile_building_or_higher = mess_tent_curers } } localization_key = GetRandomCampBuilding_Curers } # text = { trigger = { domicile = { has_domicile_building_or_higher = mess_tent_bakers } } localization_key = GetRandomCampBuilding_Bakers } # text = { trigger = { domicile = { has_domicile_building_or_higher = mess_tent_cooks } } localization_key = GetRandomCampBuilding_Cooks } # text = { trigger = { domicile = { has_domicile_building_or_higher = camp_fire_trailing_musicians } } localization_key = GetRandomCampBuilding_Musicians } # text = { trigger = { domicile = { has_domicile_building_or_higher = camp_fire_wandering_poets } } localization_key = GetRandomCampBuilding_Poets } # text = { trigger = { domicile = { has_domicile_building_or_higher = camp_fire_capering_fools } } localization_key = GetRandomCampBuilding_Fools } # text = { trigger = { domicile = { has_domicile_building_or_higher = proving_grounds_the_stump } } localization_key = GetRandomCampBuilding_Stump } # text = { trigger = { domicile = { has_domicile_building_or_higher = proving_grounds_training_circle } } localization_key = GetRandomCampBuilding_TrainingCircle } # text = { trigger = { domicile = { has_domicile_building_or_higher = proving_grounds_lockwagon } } localization_key = GetRandomCampBuilding_LockWagon } # text = { trigger = { domicile = { has_domicile_building_or_higher = proving_grounds_the_stick_game } } localization_key = GetRandomCampBuilding_StickGame } } GetStumpName = { type = character # Fallback text = { trigger = { always = no } fallback = yes localization_key = GetStumpName_Fallback } # Plains text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = plains } } localization_key = GetStumpName_Plains } # Hills text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = hills } } localization_key = GetStumpName_Hills } # Mountains text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = mountains } } localization_key = GetStumpName_Mountains } # Desert text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = desert } } localization_key = GetStumpName_Desert } # Desert_mountains text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = desert_mountains } } localization_key = GetStumpName_Desert_mountains } # Jungle text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = jungle } } localization_key = GetStumpName_Jungle } # Forest text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = forest } } localization_key = GetStumpName_Forest } # Oasis text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = oasis } } localization_key = GetStumpName_Oasis } # Taiga text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = taiga } } localization_key = GetStumpName_Taiga } # Wetlands text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = wetlands } } localization_key = GetStumpName_Wetlands } # Steppe text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = steppe } } localization_key = GetStumpName_Steppe } # Farmlands text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = farmlands } } localization_key = GetStumpName_Farmlands } # Floodplains text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = floodplains } } localization_key = GetStumpName_Floodplains } # Drylands text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { terrain = drylands } } localization_key = GetStumpName_Drylands } # Winter text = { trigger = { # Gotta check if we actually exists because we might be used on an unconstructed hypothetical building or elsewhere in UI. exists = this location = { OR = { has_province_modifier = winter_normal_modifier has_province_modifier = winter_harsh_modifier } } } localization_key = GetStumpName_Winter } } GetChariotMiddlingLapCount = { type = character random_valid = yes text = { localization_key = third_place } text = { localization_key = fourth_place } text = { localization_key = fifth_place } } # Byzant Flavor GetThroneRoom = { type = character text = { trigger = { has_title = title:e_byzantium capital_province = province:496 } localization_key = throne_room_chrysotriklinos } text = { trigger = { always = no } fallback = yes localization_key = throne_room_default } } GetMartialMenWomen = { type = character text = { trigger = { save_temporary_scope_as = char dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:char } } NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:char } } } } localization_key = CHARACTER_MEN } text = { trigger = { save_temporary_scope_as = char dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:char } } NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:char } } } } localization_key = CHARACTER_WOMEN } text = { trigger = { save_temporary_scope_as = char dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:char } } dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:char } } } localization_key = warriors } } GetGovernorConcept = { type = character text = { trigger = { top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } } localization_key = STRATEGOS_CONCEPT } text = { trigger = { always = no } fallback = yes localization_key = GOVERNOR_CONCEPT } } GetGovernorConceptNoTooltip = { parent = GetGovernorConcept suffix = "_NO_TOOLTIP" } GetGovernorConceptPossessiveNoTooltip = { parent = GetGovernorConcept suffix = "_POSSESSIVE_NO_TOOLTIP" } GetGovernorPluralConcept = { type = character text = { trigger = { top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } } localization_key = STRATEGOI_CONCEPT } text = { trigger = { always = no } fallback = yes localization_key = GOVERNORS_CONCEPT } } GetGovernorPluralConceptNoTooltip = { parent = GetGovernorPluralConcept suffix = "_NO_TOOLTIP" } GetGovernorPluralConceptPossessiveNoTooltip = { parent = GetGovernorPluralConcept suffix = "_POSSESSIVE_NO_TOOLTIP" } GetProvinceConcept = { type = character text = { trigger = { top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } } localization_key = THEME_CONCEPT } text = { trigger = { top_liege ?= { government_has_flag = government_is_celestial } } localization_key = CIRCUIT_CONCEPT } text = { trigger = { always = no } fallback = yes localization_key = PROVINCE_CONCEPT } } GetProvinceConceptNoTooltip = { parent = GetProvinceConcept suffix = "_NO_TOOLTIP" } GetProvincePluralConcept = { parent = GetProvinceConcept suffix = "_PLURAL" } GetProvincePluralConceptNoTooltip = { parent = GetProvinceConcept suffix = "_PLURAL_NO_TOOLTIP" } GetProvinceAdministrationConcept = { type = character text = { trigger = { top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } } localization_key = THEME_ADMINISTRATION_CONCEPT } text = { trigger = { top_liege ?= { government_has_flag = government_is_celestial } } localization_key = CIRCUIT_ADMINISTRATION_CONCEPT } text = { trigger = { always = no } fallback = yes localization_key = PROVINCE_ADMINISTRATION_CONCEPT } } GetProvincialConcept = { type = character text = { trigger = { top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } } localization_key = THEME_CONCEPT_ADJECTIVE } text = { trigger = { top_liege ?= { government_has_flag = government_is_celestial } } localization_key = CIRCUIT_CONCEPT_ADJECTIVE } text = { trigger = { always = no } fallback = yes localization_key = PROVINCE_CONCEPT_ADJECTIVE } } GetProvincialConceptNoTooltip = { parent = GetProvincialConcept suffix = "_NO_TOOLTIP" } GetProvincialArmyConcept = { type = character text = { trigger = { top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } } localization_key = THEMATIC_ARMY_CONCEPT } text = { trigger = { always = no } fallback = yes localization_key = PROVINCIAL_ARMY_CONCEPT } } GetProvincialArmyConceptNoTooltip = { parent = GetProvincialArmyConcept suffix = "_NO_TOOLTIP" } GetProvincialArmiesConcept = { type = character text = { trigger = { top_liege.culture ?= { has_cultural_pillar = heritage_byzantine } } localization_key = THEMATIC_ARMIES_CONCEPT } text = { trigger = { always = no } fallback = yes localization_key = PROVINCIAL_ARMIES_CONCEPT } } GetProvincialArmiesConceptNoTooltip = { parent = GetProvincialArmiesConcept suffix = "_NO_TOOLTIP" } GetByzantineCoinWithGloss = { type = province text = { trigger = { current_year < 1092 culture = { has_cultural_pillar = heritage_byzantine } } localization_key = SOLIDUS } text = { trigger = { current_year >= 1092 culture = { has_cultural_pillar = heritage_byzantine } } localization_key = HYPERPYRON } text = { fallback = yes localization_key = FALLBACK_COIN } } GetBestEmpireWithAdjective = { type = character text = { trigger = { top_liege = { OR = { is_roman_emperor_trigger = yes has_title = title:e_latin_empire } } } localization_key = getbestempirewithadjective.rome } text = { trigger = { top_liege = { has_title = title:e_mongol_empire } } localization_key = getbestempirewithadjective.mongolia } text = { trigger = { top_liege = { has_title = title:e_outremer } } localization_key = getbestempirewithadjective.outremer } text = { trigger = { top_liege = { has_title = title:e_slavia } } localization_key = getbestempirewithadjective.slavia } text = { trigger = { top_liege = { has_title = title:e_armenia } } localization_key = getbestempirewithadjective.great_armenia } text = { trigger = { top_liege = { has_title = title:h_india } } localization_key = getbestempirewithadjective.india } text = { trigger = { always = no } localization_key = getbestempirewithadjective.the_empire fallback = yes } } GetGuestsOrNot = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = COURT_WINDOW_HAS_FOLLOWERS } text = { trigger = { is_landless_adventurer = no } localization_key = COURT_WINDOW_HAS_COURTIERS } } GetNoGuestsOrNot = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = COURT_WINDOW_NO_FOLLOWERS } text = { trigger = { is_landless_adventurer = no } localization_key = COURT_WINDOW_NO_COURTIERS } } GetAntiquarianOrArmorer = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = armorer_camp_officer } text = { trigger = { is_landless_adventurer = no } localization_key = antiquarian_court_position } } GetSeason = { type = character text = { trigger = { current_season_trigger = { SEASON = spring } } localization_key = generatepoem_title_spring } text = { trigger = { current_season_trigger = { SEASON = summer } } localization_key = generatepoem_title_summer } text = { trigger = { current_season_trigger = { SEASON = autumn } } localization_key = generatepoem_title_autumn } text = { trigger = { current_season_trigger = { SEASON = winter } } localization_key = generatepoem_title_winter } text = { trigger = { current_season_trigger = { SEASON = dry_season } } localization_key = dry_season } text = { trigger = { current_season_trigger = { SEASON = rainy_season } } localization_key = rainy_season } #Hot season can also be our fallback text = { localization_key = rainy_season } } GetSeasonAdj = { type = character text = { trigger = { current_season_trigger = { SEASON = spring } } localization_key = generatepoem_title_spring_adj } text = { trigger = { current_season_trigger = { SEASON = summer } } localization_key = generatepoem_title_summer_adj } text = { trigger = { current_season_trigger = { SEASON = autumn } } localization_key = generatepoem_title_autumn_adj } text = { trigger = { current_season_trigger = { SEASON = winter } } localization_key = generatepoem_title_winter_adj } } GetSchemeType = { type = scheme text = { trigger = { scheme_skill = diplomacy } localization_key = diplomacy } text = { trigger = { scheme_skill = martial } localization_key = martial } text = { trigger = { scheme_skill = stewardship } localization_key = stewardship } text = { trigger = { scheme_skill = intrigue } localization_key = intrigue } text = { trigger = { scheme_skill = learning } localization_key = learning } text = { trigger = { scheme_skill = prowess } localization_key = prowess } } GetPubAdjective = { type = character random_valid = yes text = { localization_key = pub_adjective_red } text = { localization_key = pub_adjective_white } text = { localization_key = pub_adjective_blue } text = { localization_key = pub_adjective_green } text = { localization_key = pub_adjective_ebony } text = { localization_key = pub_adjective_scarlet } text = { localization_key = pub_adjective_spotted } text = { localization_key = pub_adjective_golden } text = { localization_key = pub_adjective_sapphire } text = { localization_key = pub_adjective_ashen } text = { localization_key = pub_adjective_girthy } text = { localization_key = pub_adjective_thundering } text = { localization_key = pub_adjective_stinking } text = { localization_key = pub_adjective_lazy } text = { localization_key = pub_adjective_happy } } GetPubName = { type = character random_valid = yes text = { localization_key = pub_noun_prince } text = { localization_key = pub_noun_princess } text = { localization_key = pub_noun_king } text = { localization_key = pub_noun_queen } text = { localization_key = pub_noun_bull } text = { localization_key = pub_noun_horse } text = { localization_key = pub_noun_hound } text = { localization_key = pub_full_crown } text = { localization_key = pub_full_arms } text = { localization_key = pub_full_head } text = { localization_key = pub_full_oak } text = { localization_key = pub_full_plough } text = { localization_key = pub_full_tuns } text = { trigger = { culture = { OR = { has_cultural_pillar = heritage_west_germanic has_cultural_pillar = heritage_brythonic has_cultural_pillar = heritage_goidelic } } } localization_key = pub_full_druid } text = { localization_key = pub_noun_duck } } 4061_size_adjective = { type = character text = { trigger = { var:4061_size_adjective >= 12 } localization_key = ep3_laamp_flavour_ewan.4061.size_adjective.titanic } text = { trigger = { var:4061_size_adjective >= 10 } localization_key = ep3_laamp_flavour_ewan.4061.size_adjective.colossal } text = { trigger = { var:4061_size_adjective >= 8 } localization_key = ep3_laamp_flavour_ewan.4061.size_adjective.mammoth } text = { trigger = { var:4061_size_adjective >= 6 } localization_key = ep3_laamp_flavour_ewan.4061.size_adjective.huge } text = { trigger = { var:4061_size_adjective >= 4 } localization_key = ep3_laamp_flavour_ewan.4061.size_adjective.large } text = { localization_key = ep3_laamp_flavour_ewan.4061.size_adjective.sizeable } } GetAdventurerType = { type = character text = { trigger = { has_realm_law = camp_purpose_wanderers } localization_key = tooltipped_camp_purpose_wanderers } text = { trigger = { has_realm_law = camp_purpose_mercenaries } localization_key = tooltipped_camp_purpose_mercenaries } text = { trigger = { has_realm_law = camp_purpose_scholars } localization_key = tooltipped_camp_purpose_scholars } text = { trigger = { has_realm_law = camp_purpose_explorers } localization_key = tooltipped_camp_purpose_explorers } text = { trigger = { has_realm_law = camp_purpose_brigands } localization_key = tooltipped_camp_purpose_brigands } text = { trigger = { has_realm_law = camp_purpose_legitimists } localization_key = tooltipped_camp_purpose_legitimists } } GetInvalidatedContractType = { type = character text = { trigger = { var:invalidated_task_contract_type = flag:laamp_transport_vip } localization_key = invalidated_laamp_transport_vip } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_transport_artifact } localization_key = invalidated_laamp_transport_artifact } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_transport_gold } localization_key = invalidated_laamp_transport_gold } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_transport_ward } localization_key = invalidated_laamp_transport_ward } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_transport_explorer } localization_key = invalidated_laamp_transport_explorer } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_transport_animal } localization_key = invalidated_laamp_transport_animal } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_raid_contract } localization_key = invalidated_laamp_raid_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_join_war_contract } localization_key = invalidated_laamp_join_war_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_help_claimant_contract } localization_key = invalidated_laamp_help_claimant_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_steal_artifact_contract } localization_key = invalidated_laamp_steal_artifact_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_construction_contract } localization_key = invalidated_laamp_construction_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_treasure_hunting_contract } localization_key = invalidated_laamp_treasure_hunting_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_cultural_minority_contract } localization_key = invalidated_laamp_cultural_minority_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_religious_minority_contract } localization_key = invalidated_laamp_religious_minority_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_prison_break_contract } localization_key = invalidated_laamp_prison_break_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_treasure_map_contract } localization_key = invalidated_laamp_treasure_map_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_join_faction_contract } localization_key = invalidated_laamp_join_faction_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_help_faith_conversion_contract } localization_key = invalidated_laamp_help_faith_conversion_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_fight_faith_conversion_contract } localization_key = invalidated_laamp_fight_faith_conversion_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_help_train_commanders_contract } localization_key = invalidated_laamp_help_train_commanders_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_help_find_secrets_contract } localization_key = invalidated_laamp_help_find_secrets_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_help_fabricate_claim_contract } localization_key = invalidated_laamp_help_fabricate_claim_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_help_increase_control_contract } localization_key = invalidated_laamp_help_increase_control_contract } text = { trigger = { var:invalidated_task_contract_type = flag:laamp_base_4100 } localization_key = invalidated_laamp_base_4100 } } GetContractOrIssue = { type = character text = { trigger = { government_has_flag = government_is_administrative } localization_key = TASK_CONTRACT_ISSUE } text = { trigger = { government_has_flag = government_is_nomadic } localization_key = TASK_CONTRACT_SETTLEMENT_ISSUE } text = { trigger = { government_has_flag = government_is_mandala } localization_key = TASK_CONTRACT_MANDALA_RITUAL } text = { trigger = { always = no } fallback = yes localization_key = TASK_CONTRACT_CONTRACT } } GetContractOrIssuePlural = { parent = GetContractOrIssue suffix = "_PLURAL" } GetContractOrIssuePossessive = { parent = GetContractOrIssue suffix = "_POSSESSIVE" } GetContractOrIssuePossessivePlural = { parent = GetContractOrIssue suffix = "_POSSESSIVE_PLURAL" } GetContractOrIssueGameConcept = { type = character text = { trigger = { government_has_flag = government_is_administrative } localization_key = GOVERNANCE_ISSUE } text = { trigger = { government_has_flag = government_is_nomadic } localization_key = SETTLEMENT_ISSUE } text = { trigger = { government_has_flag = government_is_mandala } localization_key = MANDALA_RITUAL } text = { trigger = { always = no } fallback = yes localization_key = TASK_CONTRACT } }