N3OW/localization/english/replace/laws_l_english.yml
2026-03-16 00:41:50 +00:00

462 lines
53 KiB
YAML

l_english:
PASS_LAW_TOOLTIP_TITLE: "[SelectLocalization( GuiLaw.IsEnacted, Law.GetNameNoTooltip, Law.GetPassLawPhrase)]"
PASS_LAW_TITLE_DEFAULT: "[AddLocalizationIf( Not(Law.GetLawGroup.HasFlag( 'realm_no_pass' ) ), 'Pass ' )][Law.GetNameNoTooltip]"
ADD_LAW_CONFIRMATION_TITLE: "[Law.GetAddLawConfirmationTitle]"
ADD_LAW_CONFIRMATION_TITLE_DEFAULT: "Pass [Law.GetNameNoTooltip] Law"
ADD_LAW_CONFIRMATION_ACCEPT: "[Law.GetAddLawConfirmationButtonText]"
ADD_LAW_CONFIRMATION_ACCEPT_DEFAULT: "Pass Law"
ADVENTURER_LAW_SELECTED: "We are [Law.GetNameNoTooltip]!"
LAW_TOOLTIP_TITLE:1 "[Law.GetNameNoTooltip]"
LAW_TOOLTIP_SUBTITLE:0 "#weak [Law.GetSubName]#!"
ADD_LAW_CONFIRMATION_TEXT:0 "$EFFECTS$"
ADD_LAW_CONFIRMATION_COST:0 "Cost: $COST$"
LAW_ENACT_EFFECT_HEADER:0 "#S When this law is passed:#!"
LAW_PROVIDES_EFFECTS:0 ""
LAW_PROVIDES_PREVIOUS_EFFECTS:1 "#S From previous Levels#!"
ALREADY_HAS_THIS_LAW:1 "#high Current Law#!"
CLICK_TO_PASS_LAW: "\n#I Click to [SelectLocalization( IsLandlessAdventurer( GetPlayer ), 'become', 'pass' )] [Law.GetNameNoTooltip|V]#!"
LAW_COST:1 "\n#S Cost:#! [GuiLaw.GetShortCostString|L]"
LAW_TITLE_ALLEGIANCE_OPINION:0 "$EFFECT_LIST_BULLET$Vassals Swearing [title_allegiance|E] [opinion|E]: $VALUE|+=$"
LAW_CANT_BE_ON_ANY_TITLE: "[Law.GetName] can not be applied to titles[Select_CString( InDebugMode, '#D (no trigger)#!', '')]"
LAW_CANT_BE_ON_SPECIFIC_TITLE: "[Title.GetName] can not have [Law.GetName]"
crown_authority:0 "[crown_authority|E]"
crown_authority_0:0 "Autonomous Vassals"
crown_authority_0_effects_not_in_prev:0 "#weak Vassals provide [levies|E] and [taxes|E], but are otherwise free to do as they wish#!"
crown_authority_1:0 "Limited Ruler Authority"
crown_authority_1_effects:1 "$EFFECT_LIST_BULLET$#indent_newline:3 Can establish [tributaries|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between available Partition [succession_laws|E]#!\n$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted"
crown_authority_2:0 "High Ruler Authority"
crown_authority_2_effects:3 "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!"
crown_authority_3:0 "Absolute Ruler Authority"
crown_authority_3_effects:1 "$EFFECT_LIST_BULLET$#indent_newline:3 [vassals|E] cannot wage any [war|E] unless they use a [hook|E] on their [liege|E]#!\n$EFFECT_LIST_BULLET$Rulers can designate their [heir|E]"
I_LACK_LAW_ALLOWING_TITLE_REVOCATION_TRIBAL:1 "You do not have [GetLaw('tribal_authority_2').GetName] [tribal_authority|E] or better"
I_LACK_LAW_ALLOWING_VASSAL_RETRACTION_TRIBAL:1 "You do not have [GetLaw('tribal_authority_2').GetName] [tribal_authority|E] or better"
I_LACK_LAW_ALLOWING_TITLE_REVOCATION_CROWN:1 "You do not have [GetLaw('crown_authority_1').GetName] [crown_authority|E] or better"
I_LACK_LAW_ALLOWING_TITLE_REVOCATION_SORYO: "You do not have [GetLaw('japanese_bureaucracy_1').GetName] [crown_authority|E] or better"
I_LACK_LAW_ALLOWING_VASSAL_RETRACTION_CROWN:1 "You do not have [GetLaw('crown_authority_1').GetName] [crown_authority|E] or better"
I_LACK_LAW_ALLOWING_TITLE_REVOCATION_ADMIN: "You do not have [GetLaw('imperial_bureaucracy_1').GetName] [imperial_bureaucracy|E] or better"
I_LACK_LAW_ALLOWING_VASSAL_RETRACTION_ADMIN: "You do not have [GetLaw('imperial_bureaucracy_1').GetName] [imperial_bureaucracy|E] or better"
I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE:2 "[SelectLocalization( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_japan_feudal' ), 'I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_JAPANESE_FEUDAL', 'I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_FEUDAL' )]"
I_LACK_TRIBAL_LAW_ALLOWING_SUCCESSION_LAW_CHANGE:0 "You do not have [GetLaw('tribal_authority_1').GetName] [tribal_authority|E]"
I_LACK_ADMIN_LAW_ALLOWING_SUCCESSION_LAW_CHANGE: "You do not have [GetLaw('imperial_bureaucracy_2').GetName] [imperial_bureaucracy|E] or better"
I_LACK_LAW_ALLOWING_PARTITION_SUCCESSION_LAW_CHANGE:1 "[SelectLocalization( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_japan_feudal' ), 'I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_JAPANESE_FEUDAL', 'I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_FEUDAL' )]"
I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_FEUDAL: "You do not have [GetLaw('crown_authority_2').GetName] [crown_authority|E] or better"
I_LACK_LAW_ALLOWING_SUCCESSION_LAW_CHANGE_JAPANESE_FEUDAL: "You do not have [GetLaw('japanese_bureaucracy_2').GetName] [crown_authority|E] or better"
I_LACK_ADMIN_ALLOWING_DESIGNATE_HEIR: "You do not hold a [noble_family|E] [title|e]"
I_LACK_CROWN_AUTHORITY_DESIGNATE_HEIR: "You do not have [GetLaw( 'crown_authority_3' ).GetName] [crown_authority|E]"
I_LACK_LAW_ALLOWING_DESIGNATE_HEIR: "You do not have a law that permits you to designate an heir"
MY_DYNASTY_MEMBER_LEADS_THE_ELECTION:1 "A member of your [dynasty|E] ([CHARACTER.GetPrimaryTitle.GetHeir.GetShortUIName|V]) is leading the election for your [primary_title|E]"
I_HAVE_POWERFUL_VASSAL_WITH_NEGATIVE_OPINION:2 "You have one or more [powerful_vassals|E] who have a negative opinion of you and are blocking all [succession_law|E] changes"
designate_heir:0 "Designate as Heir"
CROWN_AUTHORITY_IS_ON_COOLDOWN:2 "You recently changed Ruler Authority.\n @alert_icon! #alert_trial Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'crown_authority_cooldown') )]#!"
TRIBAL_AUTHORITY_IS_ON_COOLDOWN:2 "You recently changed Tribal Authority\n @alert_icon! #alert_trial Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'tribal_authority_cooldown') )]#!"
tribal_authority:0 "[tribal_authority|E]"
tribal_authority_0:0 "Disparate Tribes"
tribal_authority_0_effects_not_in_prev:1 "$EFFECT_LIST_BULLET$#indent_newline:3 [characters|E] #N cannot#! be [imprisoned|E]#!\n\n#weak Vassals provide [levies|E] and [taxes|E], but are otherwise free to do as they wish.#!"
tribal_authority_1:0 "Limited Tribal Authority"
tribal_authority_1_effects:0 "$EFFECT_LIST_BULLET$ Can establish [tributaries|E]\n$EFFECT_LIST_BULLET$ [characters|E] can be [imprisoned|E]\n$EFFECT_LIST_BULLET$#indent_newline:3 [tribal|E] rulers with non-$game_concept_tribal$ [Concept('liege','Lieges')|E] may settle, becoming [feudal|E] or [clan|E]#!"
tribal_authority_2:0 "High Tribal Authority"
tribal_authority_2_effects:0 "$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted"
tribal_authority_3:0 "Absolute Tribal Authority"
tribal_authority_3_effects:0 "$EFFECT_LIST_BULLET$#indent_newline:3 [independent|E] [tribal|E] rulers may settle, becoming [feudal|E] or [clan|E]#!"
camp_purpose: "Camp Purpose"
camp_purpose_pass_phrase: "Become [Law.GetNameNoTooltip]"
camp_purpose_confirmation_button_text: "Change Purpose"
camp_purpose_mercenaries: "Swords-for-Hire"
camp_purpose_mercenaries_effects: "$EFFECT_LIST_BULLET$Finds more [mercenary_task_contracts|E]\n$EFFECT_LIST_BULLET$Finds more [prowess|E] and [martial|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_siege_engineers').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_lockwagon').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_perimeter_palisade').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_perimeter_ditch').GetName]#!\n$EFFECT_LIST_BULLET$Can access certain special [officers|E]:\n$BULLET_WITH_TAB$[GetCourtPositionType('chief_engineer_camp_officer').GetName()] #weak (Unlocked via $baggage_train_siege_engineers_domicile_building$)#!\n$BULLET_WITH_TAB$[GetCourtPositionType('master_of_spoils_camp_officer').GetName()] #weak (Unlocked via $proving_grounds_lockwagon_domicile_building$)#!\n\n#WEAK Mercenaries earn their coin first and foremost by the sword. Usually legally, but when times are tough and all you have is an axe...#!"
camp_purpose_wanderers: "Wanderers"
camp_purpose_wanderers_effects: "$EFFECT_LIST_BULLET$Equal chance to find [task_contracts|E] of any type\n$EFFECT_LIST_BULLET$May change to any other $camp_purpose$ without paying hefty [prestige|E]\n\n#WEAK The open road offers a freedom quite unlike any other: why sully that with a needless niche?#!"
camp_purpose_scholars: "Scholars"
camp_purpose_scholars_effects: "$EFFECT_LIST_BULLET$Finds more [learning|E] and [stewardship|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Finds slightly more [diplomacy|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('barber_tent_reference_corpus').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('barber_tent_morticians_tools').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_siege_engineers').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_scribes').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_ascetics').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_fire_nightly_debates').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_martial_study').GetName]#!\n$EFFECT_LIST_BULLET$Can access certain special [officers|E]:\n$BULLET_WITH_TAB$[GetCourtPositionType('chief_engineer_camp_officer').GetName()] #weak (Unlocked via $baggage_train_siege_engineers_domicile_building$)#!\n\n#WEAK A book kept in one library is restless, an idea held in only one mind is wasted.#!"
camp_purpose_explorers: "Explorers"
camp_purpose_explorers_effects: "$EFFECT_LIST_BULLET$Finds more [transport_task_contracts|E]\n$EFFECT_LIST_BULLET$Finds more [diplomacy|E] and [intrigue|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Finds slightly more [martial|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('supply_tent_reserve_provisions').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('supply_tent_reserve_water').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('supply_tent_climbing_gear').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_fire_local_hangers_on').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_perimeter_extra_watch').GetName]#!\n\n#WEAK There's always another hill, another mountain, another culture, another language, awaiting just over that horizon...#!"
camp_purpose_brigands: "Freebooters"
camp_purpose_brigands_effects: "$EFFECT_LIST_BULLET$Finds more [criminal_task_contracts|E] of all kinds\n$EFFECT_LIST_BULLET$Finds more [prowess|E] and [intrigue|E] [task_contracts|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('supply_tent_subdued_gear').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('barber_tent_morticians_tools').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_ransom_cages').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_negotiators').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_fire_juicy_rumors').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_lockwagon').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_the_stick_game').GetName]#!\n$EFFECT_LIST_BULLET$Can access certain special [officers|E]:\n$BULLET_WITH_TAB$[GetCourtPositionType('master_thief_camp_officer').GetName()] #weak (Unlocked via $supply_tent_subdued_gear_domicile_building$)#!\n$BULLET_WITH_TAB$[GetCourtPositionType('person_haggler_camp_officer').GetName()] #weak (Unlocked via $baggage_train_ransom_cages_domicile_building$)#!\n$BULLET_WITH_TAB$[GetCourtPositionType('master_of_spoils_camp_officer').GetName()] #weak (Unlocked via $proving_grounds_lockwagon_domicile_building$)#!\n\n#WEAK "Brigand" is such an ugly term — there's nothing wrong with being decisive and practical, especially if you can turn a tidy profit at the same time.#!"
camp_purpose_legitimists: "Legitimists"
camp_purpose_legitimists_effects: "$EFFECT_LIST_BULLET$Equal chance to find [task_contracts|E] of any type\n$EFFECT_LIST_BULLET$Can use $request_laamp_legitimist_support$ Interaction on Kings and Emperors\n$EFFECT_LIST_BULLET$Can use $claim_cb$ [casus_belli|E]\n$EFFECT_LIST_BULLET$Finds unique $laamp_legitimist_support_contract$ [task_contract|E]\n$EFFECT_LIST_BULLET$Unlocks [camp_buildings|E]:\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('camp_fire_future_dreams').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_bodyguard_drills').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_martial_study').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('proving_grounds_lockwagon').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_scribes').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_proof_of_claims').GetName]#!\n$BULLET_WITH_TAB$#high [GetDomicileBuilding('baggage_train_ransom_cages').GetName]#!\n$EFFECT_LIST_BULLET$Can access certain special [officers|E]:\n$BULLET_WITH_TAB$[GetCourtPositionType('witness_camp_officer').GetName()] #weak (Unlocked via $baggage_train_proof_of_claims_domicile_building$)#!\n$BULLET_WITH_TAB$[GetCourtPositionType('master_of_spoils_camp_officer').GetName()] #weak (Unlocked via $proving_grounds_lockwagon_domicile_building$)#!\n\n#WEAK A claim, they call it. A mere claim. It's not just a claim, it's a letter of debt, a statement of intent, and a sure marker of the reclamation yet to come.#!"
ep3_can_have_legitimists_camp_purpose_trigger.tt.explanation: "You must have a [pressed_claim|E] on at least one [kingdom|E]-[title_tier|E] [title|E]"
imperial_bureaucracy: "[imperial_bureaucracy|E]"
imperial_bureaucracy_0: "Decentralized Realm"
imperial_bureaucracy_0_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!"
imperial_bureaucracy_1: "Limited Administration"
imperial_bureaucracy_1_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Can establish [tributaries|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between available Partition [succession_laws|E]#!\n$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted"
imperial_bureaucracy_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!"
imperial_bureaucracy_2: "Centralized Bureaucracy"
imperial_bureaucracy_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$#high $demand_admin_interaction$#! cost is reduced"
imperial_bureaucracy_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_value')|+0%]#!#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage any [war|E] unless they use a [hook|E] on their [liege|E]#!"
imperial_bureaucracy_3: "Absolute Autocracy"
imperial_bureaucracy_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_high_value')|+0%]#!#!"
imperial_bureaucracy_3_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] can never declare [war|E]#!"
IMPERIAL_BUREAUCRACY_IS_ON_COOLDOWN: "You recently changed [imperial_bureaucracy|E]\n @alert_icon! #alert_trial Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'imperial_bureaucracy_cooldown') )]#!"
imperial_bureaucracy_pending_law_change: "#alert_trial Your [liege|E] recently adopted this [law|E] and you will soon adopt it automatically#!"
admin_all_vassal_wars_banned: "The [laws|E] of your [liege|E] prevents you from declaring [war|E]"
province_war_law: "[provincial|E] [war|E] Declaration"
province_war_law_singular: "$province_war_law$"
province_war_law_0: "War Declaration Allowed"
province_war_law_0_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can wage external [wars|E]#!"
province_war_law_1: "War Declaration Restricted"
province_war_law_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Only [governors|E] with [GetSubjectContractType( 'administrative_themes' ).GetObligationNameShort( 'admin_theme_frontier' )] and [GetSubjectContractType( 'administrative_themes' ).GetObligationNameShort( 'admin_theme_naval' )] [province_administration|E] can wage external [wars|E]#!"
province_war_law_2: "War Declaration Approval"
province_war_law_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Only [governors|E] with [GetSubjectContractType( 'administrative_themes' ).GetObligationNameShort( 'admin_theme_frontier' )] and [GetSubjectContractType( 'administrative_themes' ).GetObligationNameShort( 'admin_theme_naval' )] [province_administration|E] can wage external [wars|E] but must request permission to do so#!"
province_war_law_3: "War Declaration Banned"
province_war_law_3_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] #bold cannot#! wage external [wars|E]#!"
province_border_law: "[provincial|E] Border Policy"
province_border_law_singular: "$province_border_law$"
province_border_law_0: "Tentative Border Policy"
province_border_law_0_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] are free to use the [GetScheme('dispute_border').GetTypeName] and [GetScheme('subsume_province').GetTypeName] [schemes|E]#!"
province_border_law_1: "Limited Border Policy"
province_border_law_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can use the [GetScheme('dispute_border').GetTypeName] and [GetScheme('subsume_province').GetTypeName] [schemes|E] only if they belong to a [powerful|E] or [dominant_family|E]#!"
province_border_law_2: "Fixed Border Policy"
province_border_law_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] #bold cannot#! use the [GetScheme('dispute_border').GetTypeName] and [GetScheme('subsume_province').GetTypeName] [schemes|E]#!"
have_bureaucracy_1_or_higher: "Your [imperial_bureaucracy|E] is #bold not#! at #high [GetLaw('imperial_bureaucracy_1').GetName]#! or better"
have_bureaucracy_2_or_higher: "Your [imperial_bureaucracy|E] is #bold not#! at #high [GetLaw('imperial_bureaucracy_2').GetName]#! or better"
have_bureaucracy_3: "Your [imperial_bureaucracy|E] is #bold not#! at #high [GetLaw('imperial_bureaucracy_3').GetName]#!"
admin_law_cooldown_desc: "A [law|E] was changed recently - [laws] can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( GetPlayer.MakeScope, 'admin_law_cooldown') )]"
admin_vassal_wars_permission_only_desc: "You must ask your [liege|E] for permission to declare [war|E]"
admin_vassal_border_limit_desc: "The [laws|E] of your [liege|E] prevents you from using this [scheme|E]"
# Nomadic
nomadic_authority: "[nomadic_authority|E]"
nomadic_authority_1: "Unruly Nomads"
nomadic_authority_1_pass_phrase: "Change your [dominance|E] to Weak"
nomadic_authority_confirmation_button_text: "Change Dominance"
nomadic_authority_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$[characters|E] #N cannot#! be [imprisoned|E]#!\n$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$Can establish [tributaries|E]\n$EFFECT_LIST_BULLET$[migration|E] can only target [de_jure|E] [county|E] [titles|E]"
nomadic_authority_2: "Limited Dominance"
nomadic_authority_2_pass_phrase: "Change your [dominance|E] to Limited"
nomadic_authority_2_effects: "$EFFECT_LIST_BULLET$[characters|E] can be [imprisoned|E]\n$EFFECT_LIST_BULLET$[migration|E] can target [de_jure|E] [duchy|E] [titles|E]\n$EFFECT_LIST_BULLET$Can use the #V $step_away_from_the_steppe_decision$#! [decision|E]\n$EFFECT_LIST_BULLET$Can recruit [GetMaA('nomad_lancers').GetName] as [men_at_arms|E]\n$EFFECT_LIST_BULLET$Can recruit [GetMaA('cataphract_archers').GetName] as [men_at_arms|E], if your [culture|E] has the #high $tradition_mpo_iron_cavalry_name$#! [tradition|E]\n$EFFECT_LIST_BULLET$Can construct [GetDomicileBuilding('yurt_main_03').GetName] [yurt_building|E]"
nomadic_authority_3: "High Dominance"
nomadic_authority_3_pass_phrase: "Change your [dominance|E] to High"
nomadic_authority_3_effects: "$EFFECT_LIST_BULLET$[vassals|E] can be retracted\n$EFFECT_LIST_BULLET$[migration|E] can target [de_jure|E] [kingdom|E] [titles|E]\n$EFFECT_LIST_BULLET$Can construct [GetDomicileBuilding('yurt_main_04').GetName] [yurt_building|E]\n$EFFECT_LIST_BULLET$Can use the #V $settle_people_decision$#! [decision|E]\n$EFFECT_LIST_BULLET$Can use the #V $settle_the_steppe_decision$#! [decision|E] for [GetGovernment( 'tribal_government' ).GetName]\n$EFFECT_LIST_BULLET$[independent|E] [GetGovernment( 'nomad_government' ).GetName] rulers get access to the #high $MPO_NOMAD_INVASION_CB_NAME$#! [casus_belli|E]"
nomadic_authority_4: "Absolute Dominance"
nomadic_authority_4_pass_phrase: "Change your [dominance|E] to Absolute"
nomadic_authority_4_effects: "$EFFECT_LIST_BULLET$[migration|E] can target [de_jure|E] [empire|E] [titles|E]\n$EFFECT_LIST_BULLET$Can use the #high $mpo_establish_paiza_system_decision$#! [decision|E]\n$EFFECT_LIST_BULLET$Can use the #V $settle_the_steppe_decision$#! [decision|E] for [GetGovernment( 'feudal_government' ).GetName] or [GetGovernment( 'clan_government' ).GetName]\n$EFFECT_LIST_BULLET$Can construct [GetDomicileBuilding('yurt_main_05').GetName] [yurt_building|E]"
nomadic_authority_5: "Unrestricted Dominance"
nomadic_authority_5_pass_phrase: "Change your [dominance|E] to Unrestricted"
nomadic_authority_5_effects: "$EFFECT_LIST_BULLET$May use the #high $mpo_become_greatest_of_khans_decision$#! [decision|E], unlocking the [GetTrait('greatest_of_khans').GetName( GetNullCharacter )] [trait|E] and the means to conquer the world!\n$EFFECT_LIST_BULLET$The [GetTrait('greatest_of_khans').GetName( GetNullCharacter )] may change [government|E] type with the #high $mpo_gok_world_conquest_decision$#! [decision|E]"
NOMADIC_AUTHORITY_IS_ON_COOLDOWN: "You recently changed [nomadic_authority|E]\n @alert_icon! #alert_trial Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'nomadic_authority_cooldown') )]#!"
NOMADIC_AUTHORITY_5_GREATEST_KHAN_REQUIREMENT: "There is already a [GetGovernment( 'nomad_government' ).GetName] [ruler|E] with [unrestricted_nomadic|E] [nomadic_authority|E]: [CHARACTER.GetName]"
nomadic_authority_5_greatest_khan: "$NOMADIC_AUTHORITY_5_GREATEST_KHAN_REQUIREMENT$"
nomadic_authority_5_gurkhan: "$NOMADIC_AUTHORITY_5_GURKHAN_REQUIREMENT$"
NOMADIC_AUTHORITY_5_GURKHAN_REQUIREMENT: "You are #bold not#! the [gurkhan|E]"
NOMADIC_AUTHORITY_LEVEL_4: "You do #bold NOT#! have the [GetLaw('nomadic_authority_3').GetName] or [GetLaw('nomadic_authority_5').GetName] Laws"
nomadic_authority_4_level_requirement: "$NOMADIC_AUTHORITY_LEVEL_4$"
NOMADIC_AUTHORITY_LEVEL_2: "You do #bold NOT#! have the [GetLaw('nomadic_authority_1').GetName] or [GetLaw('nomadic_authority_3').GetName] Laws"
nomadic_authority_2_level_requirement: "$NOMADIC_AUTHORITY_LEVEL_2$"
NOMADIC_AUTHORITY_LEVEL_3: "You do #bold NOT#! have the [GetLaw('nomadic_authority_2').GetName] or [GetLaw('nomadic_authority_4').GetName] Laws"
nomadic_authority_3_level_requirement: "$NOMADIC_AUTHORITY_LEVEL_3$"
# Mandala
mandala_decree: "Devaraja Decree"
mandala_rule_effects: "#S Always Active:#!\n$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$Rulers can designate their [heir|E]"
mandala_decree_none: "No Decree"
mandala_decree_none_effects: "#weak $NO_EFFECTS$...#!\n\n$mandala_rule_effects$\n\n#WEAK I decree...#!"
devaraja_aspect_does_not_allow_this_decree: "#alert_trial Your current [mandala_aspect|E] does not allow this decree#!"
mandala_decree_prosperity: "Prosperity Decree"
mandala_decree_prosperity_effects: "$EFFECT_LIST_BULLET$$mandala_decree_flag_more_prone_to_accept_exact_tribute$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_gain_devotion_when_winning_defensive_wars$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_lose_devotion_when_losing_wars$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_can_use_piety_to_reassert_tributary$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_tributaries_less_likely_to_break_free$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_subjects_appear_more_economical$\n\n$mandala_rule_effects$\n\n#WEAK A prosperous realm is a strong realm.#!"
mandala_decree_expansion: "Expansion Decree"
mandala_decree_expansion_effects: "$EFFECT_LIST_BULLET$$mandala_decree_flag_gain_piety_when_winning_offensive_wars$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_lose_devotion_when_losing_wars$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_can_call_tributaries_for_piety$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_piety_for_sieging_temple_complexes$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_subjects_appear_more_warlike$\n\n$mandala_rule_effects$\n\n#WEAK More is always more.#!"
mandala_decree_reverence: "Reverence Decree"
mandala_decree_reverence_effects: "$EFFECT_LIST_BULLET$$mandala_decree_flag_cheaper_pilgrimages$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_piety_from_converting_subjects$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_vassals_more_inclined_to_convert$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_easier_to_mandalize_vassals$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_can_mandalize_tributaries$\n$EFFECT_LIST_BULLET$$mandala_decree_flag_tributaries_more_likely_to_contribute$\n\n$mandala_rule_effects$\n\n#WEAK Let us look to the heavens.#!"
mandala_decree_flag_tributaries_more_likely_to_contribute: "[vassals|E] and [tributaries|E] are more inclined to help fund $building_type_mandala_capital_01$ [great_projects|E]"
mandala_decree_flag_easier_to_mandalize_vassals: "[vassals|E] are more likely to accept adopting [mandala|E] governance"
mandala_decree_flag_can_mandalize_tributaries: "[tributaries|E] can be invited to adopt [mandala|E] governance"
mandala_decree_flag_piety_for_sieging_temple_complexes: "A siege of a $building_type_mandala_capital_01$ yields [piety|E]"
mandala_decree_flag_can_call_tributaries_for_piety: "Can call [tributaries|E] into wars for a [piety|E] cost"
mandala_decree_flag_can_use_piety_to_reassert_tributary: "Can spend [piety|E] to #high $reassert_tributary_interaction$#!"
mandala_decree_flag_tributaries_less_likely_to_break_free: "[tributaries|E] are more loyal"
mandala_decree_flag_more_prone_to_accept_exact_tribute: "[tributaries|E] are more accepting towards #high $exact_tribute_interaction$#!"
mandala_decree_flag_increased_tributarization_acceptance: "$increased_tributarization_acceptance$"
mandala_decree_flag_slightly_reduced_tributarization_acceptance: "$slightly_reduced_tributarization_acceptance$"
mandala_decree_flag_increased_vassalization_acceptance: "$increased_vassalization_acceptance$"
mandala_decree_flag_reduced_vassalization_acceptance: "$reduced_vassalization_acceptance$"
mandala_decree_flag_gain_piety_when_winning_offensive_wars: "Successful Offensive [wars|E] generate [piety|E]"
mandala_decree_flag_lose_devotion_when_losing_wars: "Losing [wars|E] cost [piety_experience|E]"
mandala_decree_flag_gain_devotion_when_winning_defensive_wars: "Successful Defensive [wars|E] generate [piety_experience|E]"
mandala_decree_flag_cheaper_pilgrimages: "The act of going on [pilgrimages|E] costs less"
mandala_decree_flag_cheaper_pilgrimages_desc: "Mandala Reverence Decree"
mandala_decree_flag_piety_from_converting_subjects: "[converting|E] [subjects|E] generate [piety|E]"
mandala_decree_flag_vassals_more_inclined_to_convert: "[vassals|E] are more inclined to [convert|E] to your [faith|E]"
#mandala_decree_flag_may_ignore_tribute_mission_grace: "May use #high $exact_tribute_interaction$#! regardless of if the [tributary|E] is on cooldown"
mandala_decree_flag_subjects_appear_more_warlike: "[subjects|E] are more inclined to [warlike_i] [ai_warlike_personality|E] actions"
mandala_decree_flag_subjects_appear_more_economical: "[subjects|E] are more inclined to [builder_i] [ai_economical_boom_personality|E] actions"
mandala_decree_flag_subjects_appear_more_pious: "[subjects|E] are more inclined to [pious_builder_i] [ai_pious_builder_personality|E] actions"
# Celestial bureaucracy
celestial_bureaucracy: "[celestial_bureaucracy|E]"
celestial_bureaucracy_0: "Autonomous Provinces"
celestial_bureaucracy_0_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!"
celestial_bureaucracy_1: "Limited Civil Service"
celestial_bureaucracy_1_effects: "$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted"
celestial_bureaucracy_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!"
celestial_bureaucracy_2: "Centralized Ministries"
celestial_bureaucracy_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$#high $demand_admin_interaction$#! cost is reduced"
celestial_bureaucracy_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage any [war|E] unless they use a [hook|E] on their [liege|E]#!"
celestial_bureaucracy_3: "Divine Mandate"
celestial_bureaucracy_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] can never declare [war|E]#!"
CELESTIAL_BUREAUCRACY_IS_ON_COOLDOWN: "You recently changed [celestial_bureaucracy|E]. Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'imperial_bureaucracy_cooldown') )]"
have_celestial_bureaucracy_1_or_higher: "Your [celestial_bureaucracy|E] is #bold not#! at #high [GetLaw('celestial_bureaucracy_1').GetName]#! or better"
have_celestial_bureaucracy_2_or_higher: "Your [celestial_bureaucracy|E] is #bold not#! at #high [GetLaw('celestial_bureaucracy_2').GetName]#! or better"
have_celestial_bureaucracy_3: "Your [celestial_bureaucracy|E] is #bold not#! at #high [GetLaw('celestial_bureaucracy_3').GetName]#!"
# Celestial Army
celestial_army_liege_law: "[army|E] Command Structure"
celestial_army_liege_law_singular: "$celestial_army_liege_law$"
celestial_army_liege_law_0: "Autonomous Command"
celestial_army_liege_law_0_subname: "All Governors have personal military authority"
celestial_army_liege_law_0_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can keep Personal [men_at_arms|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Military [governors|E] can keep only a limited number of [title_men_at_arms|E]#!"
celestial_army_liege_law_1: "Regional Command"
celestial_army_liege_law_1_subname: "Military matters are handled by regional armies"
celestial_army_liege_law_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_value')|+0%]#!#!"
celestial_army_liege_law_1_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can keep less Personal [men_at_arms|E] and #bold slightly#! more [title_men_at_arms|E]#!"
celestial_army_liege_law_2: "Imperial Command"
celestial_army_liege_law_2_subname: "Military command is centralized and regulated"
celestial_army_liege_law_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can keep no Personal [men_at_arms|E] and more [title_men_at_arms|E]#!"
celestial_army_liege_law_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_high_value')|+0%]#!#!"
celestial_army_liege_law_3: "Grand Expansionist Command"
celestial_army_liege_law_3_subname: "Military command is highly prioritized and centralized"
celestial_army_liege_law_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] can keep no Personal [men_at_arms|E] and #bold significantly#! more [title_men_at_arms|E]#!"
celestial_army_liege_law_3_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Cost for [liege|E] to call upon [provincial_armies|E]: [influence_i|E]#P -[EmptyScope.ScriptValue('admin_law_cost_reduction_very_high_value')|+0%]#!#!"
celestial_army_vassal_law: "$celestial_army_liege_law$"
celestial_army_vassal_law_singular: "$celestial_army_liege_law$"
celestial_army_vassal_law_0: "$celestial_army_liege_law_0$"
celestial_army_vassal_law_0_subname: "$celestial_army_liege_law_0_subname$"
celestial_army_vassal_law_0_effects_not_in_prev: "$celestial_army_liege_law_0_effects_not_in_prev$"
celestial_army_vassal_law_1: "$celestial_army_liege_law_1$"
celestial_army_vassal_law_1_subname: "$celestial_army_liege_law_1_subname$"
celestial_army_vassal_law_1_effects_not_in_prev: "$celestial_army_liege_law_1_effects_not_in_prev$"
celestial_army_vassal_law_2: "$celestial_army_liege_law_2$"
celestial_army_vassal_law_2_subname: "$celestial_army_liege_law_2_subname$"
celestial_army_vassal_law_2_effects_not_in_prev: "$celestial_army_liege_law_2_effects_not_in_prev$"
celestial_army_vassal_law_3: "$celestial_army_liege_law_3$"
celestial_army_vassal_law_3_subname: "$celestial_army_liege_law_3_subname$"
celestial_army_vassal_law_3_effects_not_in_prev: "$celestial_army_liege_law_3_effects_not_in_prev$"
celestial_retirement_law: "Retirement Age"
celestial_retirement_law_singular: "$celestial_retirement_law$"
celestial_retirement_law_5: "No Set Retirement"
celestial_retirement_law_5_effects_not_in_prev: "$EFFECT_LIST_BULLET$There is no official Retirement Age"
celestial_retirement_law_0: "Very Early Retirement"
celestial_retirement_law_0_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_0_value')|V0]\n$celestial_retirement_effect_desc$"
celestial_retirement_law_1: "Early Retirement"
celestial_retirement_law_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_1_value')|V0]\n$celestial_retirement_effect_desc$"
celestial_retirement_law_2: "Standard Retirement"
celestial_retirement_law_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_2_value')|V0]\n$celestial_retirement_effect_desc$"
celestial_retirement_law_3: "Late Retirement"
celestial_retirement_law_3_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_3_value')|V0]\n$celestial_retirement_effect_desc$"
celestial_retirement_law_4: "Overdue Retirement"
celestial_retirement_law_4_effects_not_in_prev: "$EFFECT_LIST_BULLET$The official Retirement Age is [EmptyScope.ScriptValue('retirement_age_4_value')|V0]\n$celestial_retirement_effect_desc$"
#celestial_retirement_effect_desc: "$EFFECT_LIST_BULLET$#indent_newline:3 Retiring [governors|E] above the Retirement Age cost less [influence_i|E][influence|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Retiring [governors|E] above the Retirement Age costs [treasury_i][treasury|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [governors|E] above the Retirement Age have reduced [candidate_score|E]#!"
celestial_retirement_effect_desc: "\nEffects on [governors|E] when above the Retirement Age:\n$EFFECT_LIST_BULLET$#indent_newline:3 Retiring [governors|E] cost less [influence_i|E][influence|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 Retiring [governors|E] costs [treasury_i][treasury|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [candidate_score|E] is reduced#!\n$EFFECT_LIST_BULLET$Gain access to [GetDecisionWithKey('renounce_noble_family_title_decision').GetName] [decision|E]"
celestial_salary_law: "Government Salary Rate"
budget_allocation_salary_law: "Salary Budget Allocation"
budget_allocation_salary_law_singular: "$budget_allocation_salary_law$"
budget_allocation_salary_0: "$budget_allocation_salary_law$ 0%"
budget_allocation_salary_5: "$budget_allocation_salary_law$ 5%"
budget_allocation_salary_10: "$budget_allocation_salary_law$ 10%"
budget_allocation_salary_15: "$budget_allocation_salary_law$ 15%"
budget_allocation_salary_20: "$budget_allocation_salary_law$ 20%"
budget_allocation_salary_25: "$budget_allocation_salary_law$ 25%"
budget_allocation_salary_30: "$budget_allocation_salary_law$ 30%"
budget_allocation_salary_35: "$budget_allocation_salary_law$ 35%"
budget_allocation_salary_40: "$budget_allocation_salary_law$ 40%"
budget_allocation_salary_45: "$budget_allocation_salary_law$ 45%"
budget_allocation_salary_50: "$budget_allocation_salary_law$ 50%"
budget_allocation_salary_55: "$budget_allocation_salary_law$ 55%"
budget_allocation_salary_60: "$budget_allocation_salary_law$ 60%"
budget_allocation_salary_65: "$budget_allocation_salary_law$ 65%"
budget_allocation_salary_70: "$budget_allocation_salary_law$ 70%"
budget_allocation_salary_75: "$budget_allocation_salary_law$ 75%"
budget_allocation_salary_80: "$budget_allocation_salary_law$ 80%"
budget_allocation_salary_85: "$budget_allocation_salary_law$ 85%"
budget_allocation_salary_90: "$budget_allocation_salary_law$ 90%"
budget_allocation_salary_95: "$budget_allocation_salary_law$ 95%"
budget_allocation_salary_100: "$budget_allocation_salary_law$ 100%"
budget_allocation_salary_0_short: "0%"
budget_allocation_salary_5_short: "5%"
budget_allocation_salary_10_short: "10%"
budget_allocation_salary_15_short: "15%"
budget_allocation_salary_20_short: "20%"
budget_allocation_salary_25_short: "25%"
budget_allocation_salary_30_short: "30%"
budget_allocation_salary_35_short: "35%"
budget_allocation_salary_40_short: "40%"
budget_allocation_salary_45_short: "45%"
budget_allocation_salary_50_short: "50%"
budget_allocation_salary_55_short: "55%"
budget_allocation_salary_60_short: "60%"
budget_allocation_salary_65_short: "65%"
budget_allocation_salary_70_short: "70%"
budget_allocation_salary_75_short: "75%"
budget_allocation_salary_80_short: "80%"
budget_allocation_salary_85_short: "85%"
budget_allocation_salary_90_short: "90%"
budget_allocation_salary_95_short: "95%"
budget_allocation_salary_100_short: "100%"
budget_allocation_ministry_law: "Ministry Budget Allocation"
budget_allocation_ministry_law_singular: "$budget_allocation_ministry_law$"
budget_allocation_ministry_0: "$budget_allocation_ministry_law$ 0%"
budget_allocation_ministry_5: "$budget_allocation_ministry_law$ 5%"
budget_allocation_ministry_10: "$budget_allocation_ministry_law$ 10%"
budget_allocation_ministry_15: "$budget_allocation_ministry_law$ 15%"
budget_allocation_ministry_20: "$budget_allocation_ministry_law$ 20%"
budget_allocation_ministry_25: "$budget_allocation_ministry_law$ 25%"
budget_allocation_ministry_30: "$budget_allocation_ministry_law$ 30%"
budget_allocation_ministry_35: "$budget_allocation_ministry_law$ 35%"
budget_allocation_ministry_40: "$budget_allocation_ministry_law$ 40%"
budget_allocation_ministry_45: "$budget_allocation_ministry_law$ 45%"
budget_allocation_ministry_50: "$budget_allocation_ministry_law$ 50%"
budget_allocation_ministry_55: "$budget_allocation_ministry_law$ 55%"
budget_allocation_ministry_60: "$budget_allocation_ministry_law$ 60%"
budget_allocation_ministry_65: "$budget_allocation_ministry_law$ 65%"
budget_allocation_ministry_70: "$budget_allocation_ministry_law$ 70%"
budget_allocation_ministry_75: "$budget_allocation_ministry_law$ 75%"
budget_allocation_ministry_80: "$budget_allocation_ministry_law$ 80%"
budget_allocation_ministry_85: "$budget_allocation_ministry_law$ 85%"
budget_allocation_ministry_90: "$budget_allocation_ministry_law$ 90%"
budget_allocation_ministry_95: "$budget_allocation_ministry_law$ 95%"
budget_allocation_ministry_100: "$budget_allocation_ministry_law$ 100%"
budget_allocation_ministry_0_short: "0%"
budget_allocation_ministry_5_short: "5%"
budget_allocation_ministry_10_short: "10%"
budget_allocation_ministry_15_short: "15%"
budget_allocation_ministry_20_short: "20%"
budget_allocation_ministry_25_short: "25%"
budget_allocation_ministry_30_short: "30%"
budget_allocation_ministry_35_short: "35%"
budget_allocation_ministry_40_short: "40%"
budget_allocation_ministry_45_short: "45%"
budget_allocation_ministry_50_short: "50%"
budget_allocation_ministry_55_short: "55%"
budget_allocation_ministry_60_short: "60%"
budget_allocation_ministry_65_short: "65%"
budget_allocation_ministry_70_short: "70%"
budget_allocation_ministry_75_short: "75%"
budget_allocation_ministry_80_short: "80%"
budget_allocation_ministry_85_short: "85%"
budget_allocation_ministry_90_short: "90%"
budget_allocation_ministry_95_short: "95%"
budget_allocation_ministry_100_short: "100%"
budget_allocation_military_law: "Military Budget Allocation"
budget_allocation_military_law_singular: "$budget_allocation_military_law$"
budget_allocation_military_0: "$budget_allocation_military_law$ 0%"
budget_allocation_military_5: "$budget_allocation_military_law$ 5%"
budget_allocation_military_10: "$budget_allocation_military_law$ 10%"
budget_allocation_military_15: "$budget_allocation_military_law$ 15%"
budget_allocation_military_20: "$budget_allocation_military_law$ 20%"
budget_allocation_military_25: "$budget_allocation_military_law$ 25%"
budget_allocation_military_30: "$budget_allocation_military_law$ 30%"
budget_allocation_military_35: "$budget_allocation_military_law$ 35%"
budget_allocation_military_40: "$budget_allocation_military_law$ 40%"
budget_allocation_military_45: "$budget_allocation_military_law$ 45%"
budget_allocation_military_50: "$budget_allocation_military_law$ 50%"
budget_allocation_military_55: "$budget_allocation_military_law$ 55%"
budget_allocation_military_60: "$budget_allocation_military_law$ 60%"
budget_allocation_military_65: "$budget_allocation_military_law$ 65%"
budget_allocation_military_70: "$budget_allocation_military_law$ 70%"
budget_allocation_military_75: "$budget_allocation_military_law$ 75%"
budget_allocation_military_80: "$budget_allocation_military_law$ 80%"
budget_allocation_military_85: "$budget_allocation_military_law$ 85%"
budget_allocation_military_90: "$budget_allocation_military_law$ 90%"
budget_allocation_military_95: "$budget_allocation_military_law$ 95%"
budget_allocation_military_100: "$budget_allocation_military_law$ 100%"
budget_allocation_military_0_short: "0%"
budget_allocation_military_5_short: "5%"
budget_allocation_military_10_short: "10%"
budget_allocation_military_15_short: "15%"
budget_allocation_military_20_short: "20%"
budget_allocation_military_25_short: "25%"
budget_allocation_military_30_short: "30%"
budget_allocation_military_35_short: "35%"
budget_allocation_military_40_short: "40%"
budget_allocation_military_45_short: "45%"
budget_allocation_military_50_short: "50%"
budget_allocation_military_55_short: "55%"
budget_allocation_military_60_short: "60%"
budget_allocation_military_65_short: "65%"
budget_allocation_military_70_short: "70%"
budget_allocation_military_75_short: "75%"
budget_allocation_military_80_short: "80%"
budget_allocation_military_85_short: "85%"
budget_allocation_military_90_short: "90%"
budget_allocation_military_95_short: "95%"
budget_allocation_military_100_short: "100%"
# Confucian bureaucracy
meritocratic_bureaucracy: "[celestial_bureaucracy|E]"
meritocratic_bureaucracy_0: "Autonomous Provinces"
meritocratic_bureaucracy_0_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!"
meritocratic_bureaucracy_1: "Limited Civil Service"
meritocratic_bureaucracy_1_effects: "$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted"
meritocratic_bureaucracy_1_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!"
meritocratic_bureaucracy_2: "Centralized Ministries"
meritocratic_bureaucracy_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$#high $demand_admin_interaction$#! cost is reduced"
meritocratic_bureaucracy_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage any [war|E] unless they use a [hook|E] on their [liege|E]#!"
meritocratic_bureaucracy_3: "Divine Mandate"
meritocratic_bureaucracy_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] can never declare [war|E]#!"
CONFUCIAN_BUREAUCRACY_IS_ON_COOLDOWN: "You recently changed [meritocratic_bureaucracy|E]. Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'imperia l_bureaucracy_cooldown') )]"
# Japanese bureauracy
japanese_bureaucracy: "[japanese_bureaucracy|E]"
japanese_bureaucracy_0: "Autonomous Governors"
japanese_bureaucracy_0_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Vassals' [titles|E] cannot be inherited by Characters outside the [realm|E]#!\n$EFFECT_LIST_BULLET$Rulers can designate their [heir|E]"
japanese_bureaucracy_1: "Limited Oversight"
japanese_bureaucracy_1_effects: "$EFFECT_LIST_BULLET$[titles|E] can be revoked\n$EFFECT_LIST_BULLET$[vassals|E] can be retracted"
japanese_bureaucracy_2: "Powerful Ministries"
japanese_bureaucracy_2_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Rulers can change between all available [succession_laws|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 All Vassals who refuse Title revocation or Vassal retraction are considered [criminals|E]#!\n$EFFECT_LIST_BULLET$#high $demand_admin_interaction$#! cost is reduced"
japanese_bureaucracy_2_effects_not_in_prev: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] cannot wage [war|E] against other Vassals unless they use a [hook|E] on their [liege|E]#!"
japanese_bureaucracy_3: "Centralized Governance"
japanese_bureaucracy_3_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 Non-[governor|E] [vassals|E] can never declare [war|E]#!"
JAPANESE_BUREAUCRACY_IS_ON_COOLDOWN: "You recently changed [japanese_bureaucracy|E]. Can be changed again after [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.MakeScope, 'imperial_bureaucracy_cooldown') )]"
border_wars_laws: "Border Wars Policy"
border_wars_laws_singular: "$border_wars_laws$"
top_liege_redirected_to_border_wars_law: "Guaranteed Protection"
top_liege_redirected_to_border_wars_law_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 [top_liege|E] will always be the defending [war_leader|E] in [wars|E] for any [title|E] in their [realm|E]#!"
top_liege_not_redirected_to_border_wars_law: "Conditional Join"
top_liege_not_redirected_to_border_wars_law_effects: "$EFFECT_LIST_BULLET$#indent_newline:3 All [title|E] [holders|E] within the [realm|E] can be targeted by [wars|E] declared by other [rulers|E]#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [top_liege|E] will #N #bold not#!#! be involved in those wars on declaration#!\n$EFFECT_LIST_BULLET$#indent_newline:3 [top_liege|E] can still join the war as an ally using #V $join_vassal_war_interaction$#! [interaction|E]\n\n#weak Top Liege is more likely to join:\n$EFFECT_LIST_BULLET$#indent_newline:3 Contested titles are kingdom or higher tier#!\n$EFFECT_LIST_BULLET$#indent_newline:3 War targets multiple titles#!\n$EFFECT_LIST_BULLET$#indent_newline:3 War lasts more than 5 years#!\n$EFFECT_LIST_BULLET$#indent_newline:3 If the defender is weaker than the attacker#!\nTop Liege will #bold not#! join:\n$EFFECT_LIST_BULLET$#indent_newline:3 During the 1st year of the war#!\n$EFFECT_LIST_BULLET$#indent_newline:3 When already at war#!\n$EFFECT_LIST_BULLET$#indent_newline:3 When in debt#!\n$EFFECT_LIST_BULLET$#indent_newline:3 If the defender is stronger than the attacker#!"
top_liege_not_redirected_to_border_wars_law_effects_not_in_prev: "\n\n@alert_icon! This law is enacted automatically if the [top_liege_possessive|E]:\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_hegemony$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_realm_size_tt$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_antagonistic_house$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_defender_in_civil_war$#!"
border_wars_laws_triggers: "At least one of these:\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_hegemony$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_realm_size$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_antagonistic_house$#!\n$EFFECT_LIST_BULLET$#indent_newline:3 $border_wars_laws_defender_in_civil_war$#!"
border_wars_laws_hegemony: "Highest held Title is [hegemony|E] [rank|E]"
border_wars_laws_realm_size_tt: "[realm_size|E] is [EmptyScope.ScriptValue('border_war_sized_realm_value')|V0] or more"
border_wars_laws_realm_size: "$border_wars_laws_realm_size_tt$ #weak ($VALUE|V0$)#!"
border_wars_laws_antagonistic_house: "[house_unity|E] is @dynasty_house_unity_antagonistic! $antagonistic$"
border_wars_laws_defender_in_civil_war: "Defending [war_leader|E] in a [civil_war|E]"
grand_secretariat_laws: "Grand Secretariat Control"
grand_secretariat_laws_singular: "$grand_secretariat_laws$"
grand_chancellor_law: "$councillor_chancellor_celestial_government_imperial$"
grand_chancellor_law_effects: "$EFFECT_LIST_BULLET$ Set [SelectLocalization( GetPlayer.IsValid, 'grand_chancellor_law_title_name', '$e_minister_chancellor|q$' )] [title_succession|E] as the [grand_secretariat|E] [succession|E]\n$EFFECT_LIST_BULLET$ Designate [SelectLocalization( GetPlayer.IsValid, 'grand_chancellor_law_title_name_holder', '$councillor_chancellor_celestial_government_imperial|q$' )] as the [grand_secretariat_director|E]"
grand_marshal_law: "$minister_grand_marshal$"
grand_marshal_law_effects: "$EFFECT_LIST_BULLET$ Set [SelectLocalization( GetPlayer.IsValid, 'grand_marshal_law_title_name', '$e_minister_grand_marshal|q$' )] [title_succession|E] as the [grand_secretariat|E] [succession|E]\n$EFFECT_LIST_BULLET$ Designate [SelectLocalization( GetPlayer.IsValid, 'grand_marshal_law_title_name', '$minister_grand_marshal|q$' )] as the [grand_secretariat_director|E]"
grand_chancellor_law_title_name: "[GetTitleByKey('e_minister_chancellor').GetName]"
grand_chancellor_law_title_name_holder: "[GetTitleByKey('e_minister_chancellor').GetHolder.GetShortUIName]"
grand_marshal_law_title_name: "[GetTitleByKey('e_minister_grand_marshal').GetName]"
grand_marshal_law_title_name_holder: "[GetTitleByKey('e_minister_grand_marshal').GetHolder.GetShortUIName]"
grand_censor_law: "$councillor_spymaster_celestial_government_imperial$"
grand_censor_law_effects: "$EFFECT_LIST_BULLET$ Set [SelectLocalization( GetPlayer.IsValid, 'grand_censor_law_title_name', '$e_minister_censor|q$' )] [title_succession|E] as the [grand_secretariat|E] [succession|E]\n$EFFECT_LIST_BULLET$ Designate [SelectLocalization( GetPlayer.IsValid, 'grand_censor_law_title_name_holder', '$councillor_spymaster_celestial_government_imperial|q$' )] as the [grand_secretariat_director|E]"
grand_censor_law_title_name: "[GetTitleByKey('e_minister_censor').GetName]"
grand_censor_law_title_name_holder: "[GetTitleByKey('e_minister_censor').GetHolder.GetShortUIName]"
candidate_score_laws: "Candidate Score Focus"
candidate_score_laws_singular: "$candidate_score_laws$"
candidate_score_merit_law: "Merit"
candidate_score_merit_law_effects: "$EFFECT_LIST_BULLET$ [prestige_level|E] and [dynasty_prestige_level|E] have #bold no#! impact on [candidate_score|E]"
candidate_score_prestige_law: "Family"
candidate_score_prestige_law_effects: "$EFFECT_LIST_BULLET$ [prestige_level|E] and [dynasty_prestige_level|E] have major impact on [candidate_score|E]"
conservative_powerful_families_tt: "[house_heads|E] of at least [CHARACTER.MakeScope.ScriptValue('needed_conservative_powerful_families_value')] [powerful_families|E] have to be members of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey('conservative_movement').GetName] #weak (currently: $VALUE|0$)#!"
conservative_ministers_tt: "At least [CHARACTER.MakeScope.ScriptValue('needed_conservative_ministers_value')] [ministers|E] have to be members of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey('conservative_movement').GetName] #weak (currently: $VALUE|0$)#!"
not_conservative_powerful_families_tt: "[house_heads|E] of at least [CHARACTER.MakeScope.ScriptValue('needed_conservative_powerful_families_value')] [powerful_families|E] #bold cannot#! be members of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey('conservative_movement').GetName] #weak (currently: $VALUE|0$)#!"
not_conservative_ministers_tt: "At least [CHARACTER.MakeScope.ScriptValue('needed_conservative_ministers_value')] [ministers|E] #bold cannot#! be members of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey('conservative_movement').GetName] #weak (currently: $VALUE|0$)#!"
can_have_single_heir_succession_law_trigger_merit_or_japan_tt: "One of these:\n$BULLET_WITH_TAB$Your [culture|E] has the $innovation_primogeniture$ [innovation|E]\n$BULLET_WITH_TAB$You are an [independent|E] [ruler|E]\n$BULLET_WITH_TAB$You are the [ceremonial_liege|E]"