N3OW/common/customizable_localization/07_ep3_custom_loc.txt
2025-02-20 17:49:25 +00:00

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GetCourtType = {
type = character
text = {
trigger = { is_landless_adventurer = yes }
localization_key = game_concept_camp
}
text = {
trigger = { is_landless_adventurer = no }
localization_key = game_concept_court
}
}
GetCourtTypePlural = {
type = character
text = {
trigger = { is_landless_adventurer = yes }
localization_key = game_concept_camps
}
text = {
trigger = { is_landless_adventurer = no }
localization_key = game_concept_courts
}
}
GetCourtTypeConcept = {
type = character
text = {
trigger = { is_landless_adventurer = yes }
localization_key = CAMP
}
text = {
trigger = { is_landless_adventurer = no }
localization_key = COURT_CONCEPT
}
}
GetCourtierType = {
type = character
text = {
trigger = { is_landless_adventurer = yes }
localization_key = game_concept_follower
}
text = {
trigger = { is_landless_adventurer = no }
localization_key = game_concept_courtier
}
}
GetCourtierTypePlural = {
type = character
text = {
trigger = { is_landless_adventurer = yes }
localization_key = game_concept_followers
}
text = {
trigger = { is_landless_adventurer = no }
localization_key = game_concept_courtiers
}
}
GetCourtierTypeConcept = {
type = character
text = {
trigger = { is_landless_adventurer = yes }
localization_key = FOLLOWER
}
text = {
trigger = { is_landless_adventurer = no }
localization_key = COURTIER
}
}
TriumphReligiousLocation = {
type = character
random_valid = yes
text = {
trigger = {
# Constantinople
location = province:496
# Christian
faith.religion = religion:christianity_religion
}
localization_key = building_type_hagia_sophia_01
}
text = {
trigger = {
# not Constantinople
NOT = { location = province:496 }
# Christian
faith.religion = religion:christianity_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 = {
faith.religion = religion:christianity_religion
faith.religion = religion:islam_religion
}
}
localization_key = main_temple
}
}
TriumphReligiousLocationCapitalized = {
type = character
text = {
trigger = {
# Constantinople
location = province:496
# Christian
faith.religion = religion:christianity_religion
}
localization_key = building_type_hagia_sophia_01
}
text = {
trigger = {
# not Constantinople
NOT = { location = province:496 }
# Christian
faith.religion = religion:christianity_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 = {
faith.religion = religion:christianity_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"
}
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
}
}
GetProvinceConcept = {
type = character
text = {
trigger = {
top_liege.culture ?= { has_cultural_pillar = heritage_byzantine }
}
localization_key = THEME_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 = { 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 = { 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 = {
has_title = title:e_byzantium
has_title = title:e_roman_empire
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:e_india }
}
localization_key = getbestempirewithadjective.india
}
text = {
trigger = { always = no }
localization_key = getbestempirewithadjective.the_empire
fallback = yes
}
}
GetGuestsOrNot = {
type = character
text = {
trigger = { is_landless_adventurer = yes }
localization_key = COURT_WINDOW_HAS_FOLLOWERS
}
text = {
trigger = { is_landless_adventurer = no }
localization_key = COURT_WINDOW_HAS_COURTIERS
}
}
GetNoGuestsOrNot = {
type = character
text = {
trigger = { is_landless_adventurer = yes }
localization_key = COURT_WINDOW_NO_FOLLOWERS
}
text = {
trigger = { is_landless_adventurer = no }
localization_key = COURT_WINDOW_NO_COURTIERS
}
}
GetAntiquarianOrArmorer = {
type = character
text = {
trigger = { is_landless_adventurer = yes }
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
}
}
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 = { 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 = { always = no }
fallback = yes
localization_key = TASK_CONTRACT
}
}