N3OW/common/customizable_localization/00_government_custom_loc.txt
2026-03-09 11:57:38 +00:00

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#As a tribe, if I reform, what government will I get?
GetTribalReformGovernment = {
type = character
text = {
trigger = { ep3_is_clan_inclined_trigger = yes }
localization_key = tribal_reform_clan
}
text = {
trigger = { ep3_is_clan_inclined_trigger = no }
localization_key = tribal_reform_feudal
}
}
#What type of authority do I use?
GetGovernmentAuthority = {
type = character
text = {
trigger = { government_has_flag = government_is_administrative }
localization_key = government_authority_administrative
}
text = {
trigger = { government_has_flag = government_is_tribal }
localization_key = government_authority_tribe
}
text = {
trigger = { always = no }
localization_key = government_authority_crown
fallback = yes
}
}
GetChamber = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = tent
}
text = {
trigger = { always = no }
localization_key = chamber
fallback = yes
}
}
GetChamberPlural = {
type = character
parent = GetChamber
suffix = _plural
}
GetChambersOrTent = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = tent
}
text = {
trigger = { always = no }
localization_key = chamber_plural
fallback = yes
}
}
GetRoom = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = tent
}
text = {
trigger = { always = no }
localization_key = room
fallback = yes
}
}
GetRoomPlural = {
type = character
parent = GetRoom
suffix = _plural
}
GetCourtyard = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = camp
}
text = {
trigger = { always = no }
localization_key = courtyard_location
fallback = yes
}
}
## Court
GetCourt = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = camp
}
text = {
trigger = { always = no }
localization_key = court
fallback = yes
}
}
GetCourtConcept = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = CAMP
}
text = {
trigger = { always = no }
localization_key = COURT_CONCEPT
fallback = yes
}
}
GetCourtierGendered = {
type = character
text = {
trigger = {
liege ?= { has_government = landless_adventurer_government }
is_female = yes
}
localization_key = follower_female
}
text = {
trigger = {
liege ?= { has_government = landless_adventurer_government }
is_male = yes
}
localization_key = follower_male
}
text = {
trigger = {
liege ?= { is_landless_adventurer = no }
is_female = yes
}
localization_key = relation_courtier_female
}
text = {
trigger = {
liege ?= { is_landless_adventurer = no }
is_male = yes
}
localization_key = relation_courtier_male
}
}
GetCourtier = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = follower
}
text = {
trigger = { always = no }
localization_key = courtier
fallback = yes
}
}
GetCourtierPlural = {
type = character
parent = GetCourtier
suffix = _plural
}
GetCourtierConcept = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = FOLLOWER
}
text = {
trigger = { always = no }
localization_key = COURTIER
fallback = yes
}
}
GetCourtierConceptPlural = {
type = character
parent = GetCourtierConcept
suffix = _PLURAL
}
GetSubject = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = follower
}
text = {
trigger = { always = no }
localization_key = subject
fallback = yes
}
}
GetSubjectPlural = {
type = character
parent = GetSubject
suffix = _plural
}
GetSuccessionHeirMotion = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = succession_heir_leader
}
text = {
trigger = { always = no }
localization_key = succession_heir_throne
fallback = yes
}
}
GetDungeon = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = stockade
}
text = {
trigger = { always = no }
localization_key = dungeon
fallback = yes
}
}
GetDungeonPlural = {
type = character
parent = GetDungeon
suffix = _plural
}
GetDungeonConcept = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = STOCKADE_CONCEPT
}
text = {
trigger = { always = no }
localization_key = DUNGEON_CONCEPT
fallback = yes
}
}
GetDungeonConceptPlural = {
type = character
parent = GetDungeonConcept
suffix = _plural
}
GetRealmOrDomicile = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = game_concept_camp
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_governor = yes
}
trigger_else = {
liege ?= { is_governor = yes }
}
}
localization_key = game_concept_estate
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_administrative = yes
}
trigger_else = {
liege ?= { is_landless_administrative = yes }
}
}
localization_key = game_concept_governorship
}
text = {
trigger = { always = no }
localization_key = realm
fallback = yes
}
}
GetRealmOrDomicileTooltip = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_nomad = yes
}
trigger_else = {
liege ?= { is_nomad = yes }
}
}
localization_key = NOMAD
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = ADVENTURER
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_administrative = yes
}
trigger_else = {
liege ?= { is_landless_administrative = yes }
}
}
localization_key = NOBLE_FAMILY
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
primary_title = { is_holy_order = yes }
}
trigger_else = {
liege.primary_title ?= { is_holy_order = yes }
}
}
localization_key = CV_REALM_TYPE_HOLY_ORDER
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
primary_title = { is_mercenary_company = yes }
}
trigger_else = {
liege.primary_title ?= { is_mercenary_company = yes }
}
}
localization_key = CV_REALM_TYPE_MERCENARY
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
this = faith.religious_head
is_landed = no
}
trigger_else = { liege ?= faith.religious_head }
}
localization_key = CV_REALM_TYPE_HOF
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
this = faith.religious_head
is_landed = yes
}
trigger_else = { liege ?= faith.religious_head }
}
localization_key = CV_REALM_TYPE_HOF_LANDED
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_governor = yes
}
trigger_else = {
liege ?= { is_governor = yes }
}
}
localization_key = GOVERNORSHIP_TOOLTIP
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
top_liege != this
}
trigger_else = {
liege ?= { top_liege != this }
}
}
localization_key = VASSAL_TOOLTIP
}
text = {
trigger = { always = no }
localization_key = REALM_TOOLTIP
fallback = yes
}
}
GetRealmOrDomicileConcept = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = CAMP
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_landless_administrative = yes
}
trigger_else = {
liege ?= { is_landless_administrative = yes }
}
}
localization_key = ESTATE
}
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
is_governor = yes
}
trigger_else = {
liege ?= { is_governor = yes }
}
}
localization_key = GOVERNORSHIP
}
text = {
trigger = { always = no }
localization_key = activity_filter_realm
fallback = yes
}
}
GetCourtPosition = {
type = character
text = {
trigger = { is_landed = no }
localization_key = game_concept_officer
}
text = {
trigger = { always = no }
localization_key = game_concept_court_position
fallback = yes
}
}
GetCourtPositionPlural = {
type = character
text = {
trigger = { is_landed = no }
localization_key = game_concept_officers
}
text = {
trigger = { always = no }
localization_key = game_concept_court_positions
fallback = yes
}
}
GetCourtPositionConceptPlural = {
type = character
text = {
trigger = { is_landed = no }
localization_key = OFFICER_PLURAL
}
text = {
trigger = { always = no }
localization_key = COURT_POSITION_PLURAL
fallback = yes
}
}
GetCourtOrOfficerPositionConceptPlural = {
type = character
text = {
trigger = { is_landed = no }
localization_key = officer_positions
}
text = {
trigger = { always = no }
localization_key = COURT_POSITION_PLURAL
fallback = yes
}
}
GetCourtOwnerConcept = {
type = character
text = {
trigger = { is_landed = no }
localization_key = ADVENTURER
}
text = {
trigger = { always = no }
localization_key = LIEGE
fallback = yes
}
}
GetCourtOwner = {
type = character
text = {
trigger = { has_government = landless_adventurer_government }
localization_key = court_owner_adventurer
}
text = {
trigger = { always = no }
localization_key = court_owner_liege
fallback = yes
}
}
GetValidKnightsHeader = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = KNIGHTS_SUBHEADER_LANDLESS_ADVENTURER
}
text = {
trigger = { always = no }
localization_key = KNIGHTS_SUBHEADER
fallback = yes
}
}
GetDoor = {
type = character
text = {
trigger = {
trigger_if = {
limit = { is_ruler = yes }
has_government = landless_adventurer_government
}
trigger_else = {
liege ?= { has_government = landless_adventurer_government }
}
}
localization_key = tent_flap
}
text = {
trigger = { always = no }
localization_key = door
fallback = yes
}
}
GetHuntDesc = {
type = character
text = {
trigger = {
has_government = landless_adventurer_government
}
localization_key = activity_hunt_desc_adventurer
}
text = {
trigger = { always = no }
localization_key = activity_hunt_desc_regular
fallback = yes
}
}
GetHuntMasterDesc = {
type = character
text = {
trigger = {
has_government = landless_adventurer_government
}
localization_key = activity_huntmaster_desc_adventurer
}
text = {
trigger = { always = no }
localization_key = activity_huntmaster_desc_regular
fallback = yes
}
}
GetHuntMasterTooltipDesc = {
type = character
text = {
trigger = {
has_government = landless_adventurer_government
}
localization_key = activity_huntmaster_tooltip_desc_adventurer
}
text = {
trigger = { always = no }
localization_key = activity_huntmaster_tooltip_desc_regular
fallback = yes
}
}
GetServants = {
type = character
text = {
trigger = {
has_government = landless_adventurer_government
}
localization_key = followers_adventurer
}
text = {
trigger = { always = no }
localization_key = servants_desc_regular
fallback = yes
}
}
GetFollowerOrVassal = {
type = character
text = {
trigger = {
has_government = landless_adventurer_government
}
localization_key = follower
}
text = {
trigger = { always = no }
localization_key = vassal
fallback = yes
}
}
GetFollowerOrVassalPlural = {
type = character
parent = GetFollowerOrVassal
suffix = _plural
}
GetGameKeepers = {
type = character
text = {
trigger = {
has_government = landless_adventurer_government
}
localization_key = flushers_adventurer
}
text = {
trigger = {
government_has_flag = government_is_nomadic
}
localization_key = gamekeepers_nomadic
}
text = {
trigger = { always = no }
localization_key = gamekeepers_regular
fallback = yes
}
}
GetDoorPlural = {
type = character
parent = GetDoor
suffix = _plural
}
GetGovernmentIcon = {
type = character
text = { # Holy Order
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = holy_order_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
primary_title ?= { is_holy_order = yes }
}
trigger_else = {
liege.primary_title ?= { is_holy_order = yes }
}
}
}
localization_key = holy_order_icon_concept
}
text = { # Mercenary
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = mercenary_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
primary_title = { is_mercenary_company = yes }
}
trigger_else = {
liege.primary_title ?= { is_mercenary_company = yes }
}
}
}
localization_key = mercenary_icon_concept
}
text = { # Adventurer
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = landless_adventurer_government
}
trigger_else = {
trigger_if = {
limit = {
is_ruler = yes
}
government_has_flag = government_is_landless_adventurer
}
trigger_else = {
liege ?= { government_has_flag = government_is_landless_adventurer }
}
}
}
localization_key = adventurer_icon_concept
}
text = { # Republic
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = landless_minority_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_landless_minority
}
trigger_else = {
liege ?= { government_has_flag = government_is_landless_minority }
}
}
}
localization_key = minority_community_icon_concept
}
text = { # Nomad
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = nomad_government
}
trigger_else = {
trigger_if = {
limit = {
is_ruler = yes
}
government_has_flag = government_is_nomadic
}
trigger_else = {
liege ?= { government_has_flag = government_is_nomadic }
}
}
}
localization_key = nomadic_icon_concept
}
text = { # Herder
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = herder_government
}
trigger_else = {
trigger_if = {
limit = {
is_ruler = yes
}
has_government = herder_government
}
trigger_else = {
liege ?= { has_government = herder_government }
}
}
}
localization_key = herder_icon_concept
}
text = { # Celestial
trigger = {
trigger_if = {
limit = { is_alive = no }
has_government = celestial_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_celestial
}
trigger_else = {
liege ?= { government_has_flag = government_is_celestial }
}
}
}
localization_key = celestial_icon_concept
}
text = { # Mandala
trigger = {
trigger_if = {
limit = { is_alive = no }
has_government = mandala_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_mandala
}
trigger_else = {
liege ?= { government_has_flag = government_is_mandala }
}
}
}
localization_key = mandala_icon_concept
}
text = { # Maritime Tribal
trigger = {
trigger_if = {
limit = { is_alive = no }
has_government = wanua_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_wanua
}
trigger_else = {
liege ?= { government_has_flag = government_is_wanua }
}
}
}
localization_key = wanua_icon_concept
}
text = { # Meritocratic
trigger = {
trigger_if = {
limit = { is_alive = no }
has_government = meritocratic_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_meritocratic
}
trigger_else = {
liege ?= { government_has_flag = government_is_meritocratic }
}
}
}
localization_key = meritocratic_icon_concept
}
text = { # Tribal
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = tribal_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_tribal
NOT = { government_has_flag = government_is_wanua }
}
trigger_else = {
liege ?= {
government_has_flag = government_is_tribal
NOT = { government_has_flag = government_is_wanua }
}
}
}
}
localization_key = tribal_icon_concept
}
text = { # Clan
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = clan_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_clan
}
trigger_else = {
liege ?= { government_has_flag = government_is_clan }
}
}
}
localization_key = clan_icon_concept
}
text = { # Japanese Admin
trigger = {
trigger_if = {
limit = { is_alive = no }
has_government = japan_administrative_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
has_government = japan_administrative_government
}
trigger_else = {
liege ?= { has_government = japan_administrative_government }
}
}
}
localization_key = japan_administrative_icon_concept
}
text = { # Admin
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = administrative_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_administrative
}
trigger_else = {
liege ?= { government_has_flag = government_is_administrative }
}
}
}
localization_key = administrative_icon_concept
}
text = { # Republic
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = republic_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_republic
}
trigger_else = {
liege ?= { government_has_flag = government_is_republic }
}
}
}
localization_key = republic_icon_concept
}
text = { # Republic
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = peasantrepublic_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_prepublic
}
trigger_else = {
liege ?= { government_has_flag = government_is_prepublic }
}
}
}
localization_key = peasantrepublic_icon_concept
}
text = { # Theocracy
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = theocracy_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_theocracy
}
trigger_else = {
liege ?= { government_has_flag = government_is_theocracy }
}
}
}
localization_key = theocracy_icon_concept
}
text = { # Japanese Feudal
trigger = {
trigger_if = {
limit = { is_alive = no }
has_government = japan_feudal_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
has_government = japan_feudal_government
}
trigger_else = {
liege ?= { has_government = japan_feudal_government }
}
}
}
localization_key = japan_feudal_icon_concept
}
text = { # Steppe Admin
trigger = {
trigger_if = {
limit = { is_alive = no }
has_government = steppe_admin_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
has_government = steppe_admin_government
}
trigger_else = {
liege ?= { has_government = steppe_admin_government }
}
}
}
localization_key = steppe_admin_icon_concept
}
text = { # Feudal
trigger = { always = no }
localization_key = feudal_icon_concept
fallback = yes
}
}
GetTribalFeudal = {
type = character
text = {
trigger = { government_has_flag = government_is_tribal }
localization_key = tribal_government
}
text = {
localization_key = feudal_government
}
}