N3OW/localization/english/dlc/ep3/dlc_ep3_decisions_l_english.yml
2025-02-26 12:47:43 +00:00

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l_english:
# Estate Decisions
estate_hire_agents_decisions: "Hire Agents"
estate_hire_agents_decisions_desc: "When political standing and influence is not enough to get me what I want, I simply have to search out #EMP other#! alternatives. However, I need agents to do this more efficiently."
estate_hire_agents_decisions_confirm: "Bring me these agents!"
estate_hire_agents_decisions_tooltip: "Search out and recruit potential agents to better further your [schemes|E]"
estate_governor_patrols_decision: "Conduct Patrols in Governorship"
estate_governor_patrols_decision_desc: "To keep the populace in my governorship safe and sound, I can establish regular patrols to keep any potential bandits at bay. This could also prove to be beneficial in battles, since we'll have troops always at the ready, should it come to that."
estate_governor_patrols_decision_confirm: "Start patrolling at once!"
estate_governor_patrols_decision_tooltip: "Establish patrols in your [governorship|E]"
estate_bolster_security_decision: "Bolster Estate Security"
estate_bolster_security_decision_desc: "I am not becoming paranoid, am I? It feels as if everyone is out to get me. Likely to put a knife in my back, or to tarnish my reputation. An increase to my security detail is bound to put my mind at ease. #EMP Right?#!"
estate_bolster_security_decision_confirm: "Let's appoint more guards."
estate_bolster_security_decision_tooltip: "Improve your personal security against [schemes|E]"
estate_granary_decision: "Manipulate Grain Market"
estate_granary_decision_desc: "My personal granaries holds a significant amount of grain. In times of need, I may slowly sell my grain, one sack at a time, at greatly increased prices. I would need to pull a few strings to manipulate the market to my advantage, but I will benefit greatly."
estate_granary_decision_confirm: "Begin selling the grain. #EMP Slowly#!."
estate_granary_decision_tooltip: "Increase your monthly [gold_i|E][gold|E] [income|E] for the foreseeable future by selling the grain stored in your granaries"
estate_unlock_granary_decision_factors_tt: "\nContributing factors that increases the effect:"
estate_unlock_granary_decision_no_factors_tt: "#weak No additional factors#!"
estate_unlock_granary_decision_grain_building_tt: "#weak Your [estate|E] has the [GetDomicileBuilding('grain_field_01').GetName] [domicile_building|E] — Increases with each level#!"
estate_unlock_granary_decision_capital_tt: "#weak Your [estate|E] is located in the [capital|E]#!"
estate_unlock_granary_decision_terrain_tt: "#weak Your [estate|E] is located in [domicile_owner.GetDomicile.GetLocation.GetTerrain.GetName] [terrain|E]#!"
estate_unlock_granary_decision_control_tt: "#weak [domicile_owner.GetDomicile.GetLocation.GetCounty.GetName] suffers from reduced [county_control|E]#!"
estate_unlock_granary_decision_development_1_tt: "#weak [domicile_owner.GetDomicile.GetLocation.GetCounty.GetName] has at least [EmptyScope.ScriptValue('estate_granary_development_bonus_1_value')|V0] [development|E]#!"
estate_unlock_granary_decision_development_2_tt: "#weak [domicile_owner.GetDomicile.GetLocation.GetCounty.GetName] has at least [EmptyScope.ScriptValue('estate_granary_development_bonus_2_value')|V0] [development|E]#!"
estate_unlock_granary_decision_epidemic_tt: "#weak There is a [epidemic|E] in [domicile_owner.GetDomicile.GetLocation.GetName] which makes the local citizens pay even more for your grain#!"
# Hold a Triumph Decision
hold_triumph_decision: "Hold a Triumph"
hold_triumph_decision_desc: "Triumphs are among the oldest and most respected Roman traditions. In days of old, the victorious general would return to Rome to a hailing crowd and the greatest of honors — for one day, equal to a god in all but name. Today, the people will celebrate my greatest successes and the prosperity I brought them!$ep3_triumph_influence_cost_desc$"
hold_triumph_decision_tooltip: "Organize a majestic parade to celebrate your successes and promote your public image"
hold_triumph_decision_confirm: "Ready my horse!"
ep3_triumph_influence_cost_desc: "\n\n@alert_icon! #alert_trial The cost of Holding a Triumph is increased if you haven't won a [war|E] in 5 years!#!"
hold_triumph_decision_effects: "During your Triumph, you will be offered several choices to make a lasting impression on your subjects and gain [legitimacy|E], [influence|E], [prestige|E], [piety|E], and more."
ep3_decisions_event_triumph: "Triumph:"
ep3_decisions_event.0001.t: "$ep3_decisions_event_triumph$ An Impressive Procession"
ep3_decisions_event.0001.intro: "I sit high on my horse, radiant in my most regal attire, leading a majestic procession through two wings of a cheering crowd."
ep3_decisions_event.0001.desc_const: "\n\nAs my most esteemed predecessors did before me, I enter the holy city of [ROOT.Char.GetCurrentLocation.GetBaronyNameExplicitly] from the [Glossary( 'Golden Gate', 'GOLDEN_GATE_GLOSS' )], parade through the city center among the ancient statues and monuments of glories past, and stop at the [Glossary( 'Milion', 'MILION_GLOSS' )] where all measurements in the empire start."
GOLDEN_GATE_GLOSS: "The #bold Golden Gate#! is part of the Theodosian Walls encircling Constantinople and marks the beginning of the capital city's main street, the Mese."
MILION_GLOSS: "The #bold milion#! marks the center of the [GetTitleByKey('e_byzantium').GetBaseName] and is the origin point from which all distances to the empire's cities are measured."
ep3_decisions_event.0001.desc_other: "\n\nAfter entering [t_location.GetNameNoTier] through the main gate, we follow the main street straight to the beating heart of the city."
ep3_decisions_event.0001.desc: "My soldiers follow me proudly, sharing in the glory of the victory over [triumph_enemy_defeated.GetTitledFirstName], while the citizens jeer at the prisoners and admire the spoils of war."
ep3_decisions_event.0001.desc_no_war: "Soldiers, servants bearing riches, and high functionaries in their official garb follow me proudly, standing as living proof of the power and majesty of my reign."
ep3_decisions_event.0001.desc_end: "\n\nBut where should the triumphal parade end?"
ep3_decisions_event.0001.a: "The Hippodrome is the best place."
ep3_decisions_event.0001.b: "To the [ROOT.Char.Custom('TriumphReligiousLocation')]!"
ep3_decisions_event.0001.a.flavor: "I want to really make an impression on my subjects!"
ep3_decisions_event.0001.a.tt: "The triumph will proceed toward the Hippodrome"
ep3_decisions_event.0001.b.flavor: "Religion is the foundation of my power."
ep3_decisions_event.0001.b.tt: "The triumph will proceed toward the Hagia Sophia"
ep3_decisions_event.0002.t: "$ep3_decisions_event_triumph$ At the Hippodrome"
ep3_decisions_event.0002.desc_enemy: "As I make my triumphant entrance to the Hippodrome, the natural place for the established power to communicate with the commoners, I intend to communicate one thing only: #EMP Victory#!."
ep3_decisions_event.0002.desc_no_war: "The Hippodrome is the only place where the people are commonly allowed to see me, so it is important that they see exactly what I need them to: power, wealth, and control."
ep3_decisions_event.0002.desc_prisoner: "\n\nA never-ending parade of prisoners, bound and dressed in rags, follow. Most of them are common soldiers, but to the head of the line stands [valid_prisoner.GetTitledFirstName], riding a donkey to the amusement of the crowd."
ep3_decisions_event.0002.desc_no_prisoner: "\n\nIn fact, riches, artifacts, spoils of war, and symbols of royalty are paraded behind — more than enough to elicit impressed cheers from the crowd."
ep3_decisions_event.0002.desc_artifact: "Among the spoils of war, the centerpiece is the [sacked_artifact.GetName], looted during a siege."
ep3_decisions_event.0002.desc_hostage: "In the imperial box, I get a glimpse of [enemy_hostage.Custom2('MyCharacterIntroduction', ROOT.Char)] looking sour."
ep3_decisions_event.0002.desc_conclusion: "\n\nThe masses are expectant and the air thunders with excitement and a cacophony of shouts. I shall give the people what they crave."
ep3_decisions_event.0002.a: "The public punishment of the prisoners!"
ep3_decisions_event.0002.a.tt: "I will make a show of however I choose to deal with them!"
ep3_decisions_event.0002.b: "The distribution of the spoils of war to the people."
ep3_decisions_event.0002.b.tt: "Everyone loves to feel part of the victory!"
ep3_decisions_event.0002.c: "Food and gold shall be distributed to the adoring crowd!"
ep3_decisions_event.0002.c.tt: "Everyone loves free stuff, right?"
ep3_decisions_event.0002.d: "But my speech, of course!"
ep3_decisions_event.0002.d.tt: "I need to choose carefully how to present myself to my subjects."
ep3_decisions_event.0002.d.custom_tooltip: "You choose a topic for your speech"
ep3_decisions_event.0002.e: "Burn the [sacked_artifact.GetNameNoTooltip] and distribute the spoils."
ep3_decisions_event.0002.e.tt: "Everyone should feel part of the victory and utter humiliation of the enemy!"
ep3_decisions_event.0003.t: "$ep3_decisions_event_triumph$ At [ROOT.Char.Custom('TriumphReligiousLocationCapitalized')]"
ep3_decisions_event.0003.desc: ""Humans are fragile beings, and even the greatest of victories disappears in front of the greatness of [ROOT.Char.GetFaith.HighGodName]," I think to myself somberly as I step through the doors. I am immediately struck by the majesty and grandeur of the building.\n\nThe people will assuredly appreciate a humble and devoted gesture from me as a corollary to my shining victory over [triumph_enemy_defeated.GetTitledFirstName]."
ep3_decisions_event.0003.desc_no_war: "Hubris is the worst enemy of the powerful and mighty.\n\nBut even worse is to #EMP give the impression of hubris#! to your subjects! After all, the [ROOT.Char.GetTitleAsNameNoTooltip|U] is but the representative of [ROOT.Char.GetFaith.HighGodName] on earth. Power, riches, and majesty are but a reflection of the glory of the Divine Court, so it's important to make a show of respecting the hierarchy."
ep3_decisions_event.0003.desc_hostage: "This is also why I conveniently asked [enemy_hostage.Custom2('MyCharacterIntroduction', ROOT.Char)] to join me here."
ep3_decisions_event.0003.a: "I welcome the blessing of [ROOT.Char.GetFaith.HighGodNameAlternate]."
ep3_decisions_event.0003.b: "I shall consecrate my victory to [ROOT.Char.GetFaith.HighGodName]."
ep3_decisions_event.0003.c: "Peace be with you and your people, [enemy_hostage.GetFirstNameNoTooltip]."
ep3_decisions_event.0003.d: "I shall dedicate the spoils to [ROOT.Char.GetFaith.HighGodNameAlternate]."
ep3_decisions_event.0003.c.tt: "A religiously-sanctioned gesture of peace will certainly contribute to an easing of tensions with [triumph_enemy_defeated.GetTitledFirstNamePossessiveNoTooltip] people."
ep3_decisions_event.0003.d.tt_artifact: "I will donate the [sacked_artifact.GetName] on the altar."
ep3_decisions_event.0004.t: "$ep3_decisions_event_triumph$ The Prisoners' Parade"
ep3_decisions_event.0004.desc: "Rows upon rows of prisoners enter the Hippodrome. Dirty, emaciated, their heads shaven, one could almost pity them, if they weren't the hated enemies we had so recently humiliated on the battlefield.\n\n[valid_prisoner.GetTitledFirstName|U] leads them now in disgrace as [valid_prisoner.GetSheHe] did in war, but riding a donkey facing the wrong way while dressed in rags makes [valid_prisoner.GetHerHim] look much less intimidating."
ep3_decisions_event.0004.desc_hostage: "The expression on the face of [enemy_hostage.Custom2('MyCharacterIntroduction', ROOT.Char)] darkens further."
ep3_decisions_event.0004.a: "They shall be blinded."
ep3_decisions_event.0004.b: "Publicly execute them."
ep3_decisions_event.0004.c: "The imperial mercy has befallen them: let them walk free."
ep3_decisions_event.0005.t: "$ep3_decisions_event_triumph$ The Imperial Speech"
ep3_decisions_event.0005.desc_victory: "As I step up into the imperial box of the Hippodrome, I debate the best way to capitalize on the victory over [triumph_enemy_defeated.GetTitledFirstName]."
ep3_decisions_event.0005.desc_no_war: "Crowds are fickle, and it doesn't escape me that I don't have any great victory to justify my triumph or to offer any credibility upon which I can build my speech. Yet, I need to impress them somehow, because the stability of my reign is largely based on popular support."
ep3_decisions_event.0005.desc_prisoner: "\n\nPerhaps I should point to the rich spoils of war gained and the renewed security at our borders, even though the many prisoners captured during the war, such as [valid_prisoner.GetTitledFirstName], paraded in front of the crowd speak for themselves. Maybe I should focus on internal politics instead?"
ep3_decisions_event.0005.desc_politics: "\n\nWars are overrated, so perhaps I should divert their attention somewhere else, for instance to internal stability or prosperity."
ep3_decisions_event.0005.desc_hostage: "Out of the corner of my eye, I catch a glimpse of [enemy_hostage.Custom2('MyCharacterIntroduction', ROOT.Char)] sitting unmoving and stone-faced."
ep3_decisions_event.0005.a: "With the guidance of [ROOT.Char.GetFaith.WarGodName], many victories shall come!"
ep3_decisions_event.0005.tt: "The people of your capital will remember this, and will judge you accordingly!"
ep3_decisions_event.0005.b: "May [ROOT.Char.GetFaith.HealthGodName] always lead the Empire to safety!"
ep3_decisions_event.0005.c: "Under the protection of [ROOT.Char.GetFaith.HighGodName], the Empire shall prosper!"
ep3_decisions_event.0005.a.success: "They believe your promise and shall expect military victories from you"
ep3_decisions_event.0005.a.failure: "They are not convinced by your honeyed words"
ep3_decisions_event.0005.b.success: "They believe your promise and shall expect internal peace"
ep3_decisions_event.0005.c.success: "They believe your promise and shall expect the empire to prosper"
ep3_decisions_event.a.tt: "Unrest will brew in your Capital if no victory comes"
ep3_decisions_event.a.tt_no: "You can still impress them by winning a war"
ep3_decisions_event.b.tt: "Unrest will brew in your Capital if rebellions happen"
ep3_decisions_event.b.tt_no: "You can still impress them by not facing any rebellion"
ep3_decisions_event.c.tt: "Unrest will brew in your Capital if the empire doesn't perform well"
ep3_decisions_event.c.tt_no: "You can still impress them by having the empire perform well"
ep3_decisions_event.success: "The crowd believes you"
ep3_decisions_event.failure: "The crowd is not convinced"
cultural_acceptance_triumph_offensive: "Offensive Triumph Show"
cultural_acceptance_triumph_peace: "Sworn Olive Branch"
fervor_gain_triumph_of_god: "Religious Triumph"
ep3_decisions_event.0006.t: "$ep3_decisions_event_triumph$ Keeping One's Word"
ep3_decisions_event.0006.desc: "My latest triumph happened years ago, and the promises I made back then are hardly at the front of my mind nowadays. The citizens of [t_location.GetName], however, have not forgotten, as I am reminded of by [talker.Custom2('MyCharacterIntroduction', ROOT.Char)].\n\n"The people have been rumoring, my [ROOT.Char.GetTitleAsNameNoTooltip|U]."
ep3_decisions_event.0006.desc_victory: "Do you remember that you promised them great military victories?""
ep3_decisions_event.0006.desc_stability: "Do you remember that you promised them stability and a peaceful realm?""
ep3_decisions_event.0006.desc_prosperity: "Do you remember that you promised them a prosperous and successful empire?""
ep3_decisions_event.0006.desc_yes: "\n\nI do remember. And I think that it turned out pretty well!"
ep3_decisions_event.0006.desc_no: "\n\nI do remember. And I do know that I failed. But I just needed more time! After all, I always keep my promises."
ep3_decisions_event.0006.a: "I always keep my promises."
ep3_decisions_event.0006.b: "Except when I don't."
ep3_decisions_event.0007.t: "$ep3_decisions_event_triumph$ Conclusion"
ep3_decisions_event.0007.desc: "And with that, the [Glossary('hoi polloi', 'HOI_POLLOI_GLOSS' )] have been appeased yet again. My might and the legitimacy of my power has been reaffirmed.\n\n"
ep3_decisions_event.0007.hippodrome: "As I move to leave the Hippodrome, the cheers of my people fill the air, echoing off the ancient stones that have witnessed the glory of emperors past. I feel the weight of history upon me, the eyes of Constantinople fixed on their emperor.\n\nToday, under the glow of the setting sun, my triumph is not just a celebration, but a testament to the enduring spirit and might of the empire.\n\n"[Glossary( 'Aien aristeuein', 'TRIUMPH_HIPPODROME_CONC_GLOSS')]," I whisper."
ep3_decisions_event.0007.hagia_sophia: "Within the hallowed walls of the Hagia Sophia, I am surrounded by a solemn grandeur. The chants of my people rise in harmony, echoing through the vast, sacred space. Here, in the divine embrace of this architectural marvel, I feel connected to something greater than myself. \n\nMy triumph in this holy place transcends mere earthly power — it is a union of faith and leadership, a symbol of the divine blessing upon my reign.\n\nAs I stand beneath the majestic dome, I am not only the emperor of Constantinople, but a custodian of its spiritual heart.\n\n"[Glossary( 'Hyper tes basileias soterias', 'TRIUMPH_HAGIA_SOPHIA_CONC_GLOSS')]," I whisper."
TRIUMPH_HIPPODROME_CONC_GLOSS: ""#bold Aien aristeuein#!" is an ancient Greek phrase from Homer's #EMP Iliad#! meaning "Ever to excel.""
TRIUMPH_HAGIA_SOPHIA_CONC_GLOSS: ""#bold Hyper tes basileias soterias#!" is a common formulation in Ancient Greek meaning "For the salvation of the empire.""
ep3_decisions_event.0007.a: "Long live the glory of [ROOT.Char.GetCurrentLocation.GetBaronyNameExplicitlyNoTooltip]."
ep3_decisions_event.0007.a.tt: "Your triumph concludes"
# Find a Charioteer
ep3_decisions_event.1000.t: "My [GetCourtPositionType('charioteer_court_position').GetNameNoTooltip|U]"
ep3_decisions_event.1000.desc: "My servants have brought forth a selection of candidates to hire as my Charioteer — the one to be my resplendent representative in the Hippodrome.\n\n[mediocre_charioteer.GetFirstName] lacks experience, but could prove a positive choice nonetheless. On the other hand, [good_charioteer.GetFirstName] is a proven competitor."
ep3_decisions_event.1000.desc.stolen_charioteer: "\n\nI #EMP could#! also make a persuasive offer to [stolen_charioteer.GetEmployer.GetTitledFirstNamePossessive] charioteer, [stolen_charioteer.GetFirstName]. Perhaps [stolen_charioteer.GetSheHe] desires a more generous employer..."
ep3_decisions_event.1000.a: "[mediocre_charioteer.GetFirstNameNoTooltip] is deserving of my faith... and my coin."
ep3_decisions_event.1000.a.aptitude: "[mediocre_charioteer.GetUINamePossessive] [aptitude|E] is [mediocre_charioteer.GetCourtPositionAptitude( GetCourtPositionType( 'charioteer_court_position' ) )]"
ep3_decisions_event.1000.b: "[good_charioteer.GetFirstNameNoTooltip] has the experience I'm searching for!"
ep3_decisions_event.1000.b.aptitude: "[good_charioteer.GetUINamePossessive] [aptitude|E] is [good_charioteer.GetCourtPositionAptitude( GetCourtPositionType( 'charioteer_court_position' ) )]"
ep3_decisions_event.1000.c: "I've had my eye on [stolen_charioteer.GetFirstNameNoTooltip] for some time."
ep3_decisions_event.1000.c.aptitude: "[stolen_charioteer.GetUINamePossessive] [aptitude|E] is [stolen_charioteer.GetCourtPositionAptitude( GetCourtPositionType( 'charioteer_court_position' ) )]"
ep3_decisions_event.1000.d: "On second thought..."
# Find a Bookmaker
ep3_decisions_event.1010.t: "My [GetCourtPositionType('bookmaker_court_position').GetNameNoTooltip|U]"
ep3_decisions_event.1010.desc: "My servants have brought forth a selection of candidates to hire as my Bookmaker — the one to manage the bets and financials of chariot races in the Hippodrome.\n\n[mediocre_bookmaker.GetFirstName] lacks experience, but could prove a positive choice nonetheless. On the other hand, choosing [good_bookmaker.GetFirstName] would be most provident."
ep3_decisions_event.1010.a: "[mediocre_bookmaker.GetFirstNameNoTooltip] is deserving of my faith... and my coin."
ep3_decisions_event.1010.a.aptitude: "[mediocre_bookmaker.GetUINamePossessive] [aptitude|E] is [mediocre_bookmaker.GetCourtPositionAptitude( GetCourtPositionType( 'bookmaker_court_position' ) )]"
ep3_decisions_event.1010.b: "[good_bookmaker.GetFirstNameNoTooltip] has the experience I'm searching for!"
ep3_decisions_event.1010.b.aptitude: "[good_bookmaker.GetUINamePossessive] [aptitude|E] is [good_bookmaker.GetCourtPositionAptitude( GetCourtPositionType( 'bookmaker_court_position' ) )]"
# Decision Menu Localization
admin_confirmation_decision: "Governorship Confirmation"
admin_confirmation_decision_desc: "It is customary for the [ROOT.Char.GetTopLiege.GetTitleAsNameNoTooltip] to formally confirm governor's appointments in a ceremony held before the [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetAdjectiveNoTooltip] court."
admin_confirmation_decision_tooltip: "Attend a [admin_confirmation|E] ceremony held by your [liege|E]"
admin_confirmation_decision_effects: "You travel to [THIS.Char.GetLiege.GetTitledFirstNamePossessiveRegnal] court to have your [governorship|E] confirmed"
admin_confirmation_decision_confirm: "Depart for Ceremony"
admin_confirmation_grace_tt: "#weak You may not take the $admin_confirmation_decision$ more than once#!"
admin_confirmation_grace_valid_tt: "You have not had a [admin_confirmation|E] before"
admin_confirmation_costs_refunded: "$admin_confirmation_decision$ costs refunded"
admin_confirmation_rank_tt: "You are a [governor|E]"
admin_confirmation_liege_tt: "You are a [direct_vassal|E] of the [THIS.Char.GetTopLiege.GetTitleAsNameNoTooltip] ([THIS.Char.GetTopLiege.GetFirstNameRegnal])"
admin_confirmation_time_tt: "You have held your [primary_title|E] for at least #V 1#! year ([THIS.Char.GetPrimaryTitle.GetNameNoTier])"
admin_confirmation_decision.tt.if_accepted: "If [CHARACTER.GetLiege.GetTitledFirstName] accepts your audience:"
# General Loc Strings
admin_confirmation_event_header: "Confirmation:"
# Activity Start: Liege welcomes Governor
ep3_decisions_event.2001.opening: "Greetings, glorious [ROOT.Char.GetTitleAsNameNoTooltip],"
ep3_decisions_event.2001.desc: "I have arrived in [confirmation_liege.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] seeking your confirmation of my continued appointment as [confirmation_vassal.GetTitleAsNameNoTooltip] of the [confirmation_vassal.GetPrimaryTitle.GetName].\n\nI await at your earliest convenience, of course."
ep3_decisions_event.2001.a: "Arrange the ceremony at once."
ep3_decisions_event.2001.a.tt.court: "You receive [confirmation_vassal.GetTitledFirstName] in your [royal_court|E]"
ep3_decisions_event.2001.a.tt: "You receive [confirmation_vassal.GetTitledFirstName]"
ep3_decisions_event.2001.b: "I am far too busy to see #EMP [confirmation_vassal.GetHerHim]#!."
ep3_decisions_event.2001.b.tt: "You send [confirmation_vassal.GetTitledFirstName] away"
ep3_decisions_event.2002.opening: "[confirmation_liege.Custom2('AppropriateGreeting', ROOT.Char )]"
ep3_decisions_event.2002.desc: "I am afraid I am far too busy to hold a confirmation ceremony at this time. Many responsibilities vie for my time, as I'm sure you can understand.\n\nSafe travels back to [confirmation_vassal.GetCapitalLocation.GetBaronyNameExplicitlyNoTooltip]."
ep3_decisions_event.2002.a: "#EMP What?!#!"
# Liege Event
ep3_decisions_event.2010.t: "$admin_confirmation_event_header$ Servant of the Empire"
ep3_decisions_event.2010.desc: "My palace functionaries throng the [ROOT.Char.Custom('GetThroneRoom')], where an endless line of imperial appointees await.\n\nMost notable of these is [confirmation_vassal.GetTitledFirstName] [confirmation_vassal.GetDynastyHouseName], who has traveled here from [confirmation_vassal.GetCapitalLocation.GetNameNoTooltip]. My [ROOT.Char.Custom2('RelationToMeShort', confirmation_vassal)] governs the [confirmation_vassal.GetPrimaryTitle.GetName]:"
ep3_decisions_event.2010.desc_theme_civilian: "a bustling center of production and trade,"
ep3_decisions_event.2010.desc_theme_military: " a region dominated by rowdy billets and drilling troops,"
ep3_decisions_event.2010.desc_theme_frontier: "a rugged frontier region and one of the great bulwarks of the realm,"
ep3_decisions_event.2010.desc_theme_imperial: "a jewel of the realm afforded many rare privileges,"
ep3_decisions_event.2010.desc_theme_naval: "a coastal region of shipyards and harbors,"
ep3_decisions_event.2010.desc_theme_small: "a small enclave of minor import,"
ep3_decisions_event.2010.desc_theme_big: "a sprawling jurisdiction of significant import,"
ep3_decisions_event.2010.desc_theme_balanced: "a fair-sized region of multifarious value to the realm,"
ep3_decisions_event.2010.desc_cool_foreigners: "home to trusty, [confirmation_vassal.GetCapitalLocation.GetCounty.GetCulture.GetEthos.GetNameNoTooltip|l] [confirmation_vassal.GetCapitalLocation.GetCounty.GetCulture.GetCollectiveNoun]"
ep3_decisions_event.2010.desc_weird_foreigners: "home to strange, [confirmation_vassal.GetCapitalLocation.GetCounty.GetCulture.GetEthos.GetNameNoTooltip|l] [confirmation_vassal.GetCapitalLocation.GetCounty.GetCulture.GetCollectiveNoun]"
ep3_decisions_event.2010.desc_same_culture: "home to provincial [ROOT.Char.GetCulture.GetCollectiveNoun]"
ep3_decisions_event.2010.desc_state_faith: "and adherents to [ROOT.Char.GetPrimaryTitle.GetAdjective] [confirmation_vassal.GetCapitalLocation.GetCounty.GetFaith.GetName]"
ep3_decisions_event.2010.desc_heretic_faith: "— foul [confirmation_vassal.GetCapitalLocation.GetCounty.GetFaith.GetAdjective] heathens!"
ep3_decisions_event.2010.desc_accepted_faith: "— and the [ROOT.Char.GetFaith.HouseOfWorshipPlural] of their [confirmation_vassal.GetCapitalLocation.GetCounty.GetFaith.GetAdjective] faith."
ep3_decisions_event.2010.desc_my_faith: "— and some fine [ROOT.Char.GetFaith.HouseOfWorshipPlural] of the true [ROOT.Char.GetFaith.GetAdjective] faith."
ep3_decisions_event.2010.desc_hate: "\n\nEven gazing down at the back of [confirmation_vassal.GetTitledFirstNamePossessiveNoTooltip] head, I can feel his burning contempt. The [confirmation_vassal.GetWomanMan] mutters oaths [second.Custom('quirk_neg_adverb')]... while dreaming of beating me to death with [confirmation_vassal.GetHerHis] scepter of office."
ep3_decisions_event.2010.desc_love: "\n\n[second.Custom('quirk_pos_adverb')|U], [confirmation_vassal.GetTitledFirstNameNoTooltip] undergoes the rites. Taking up [confirmation_vassal.GetHerHis] scepter of office, and [second.Custom('quirk_pos_pp')], [second.GetSheHe] swears to give loyal service."
ep3_decisions_event.2010.desc_decrepit: "\n\n[confirmation_vassal.GetHerHis|U] years like a millstone on [confirmation_vassal.GetHerHis] bent back, [confirmation_vassal.GetTitledFirstNameNoTooltip] struggles up from supplication. The wizened elder has much experience to draw from... and, hopefully, a good few years to do it in."
ep3_decisions_event.2010.desc_young: "\n\nBarely a fresh-faced youth, [confirmation_vassal.GetTitledFirstNameNoTooltip] intones the rites with [confirmation_vassal.GetHerHis] scepter of office gripped tight in soft hands. With this one, much remains to be proven..."
ep3_decisions_event.2010.desc_skilled: "\n\nThe [confirmation_vassal.GetWomanMan] supplicated before me rules with a [confirmation_vassal.Custom('ComplimentAdjective')] touch. Whatever politics [confirmation_vassal.GetSheHe] espouses, whatever lies in [confirmation_vassal.GetHerHis] heart: [confirmation_vassal.GetTitledFirstNameNoTooltip] is a credit to the [ROOT.Char.GetPrimaryTitle.GetTierAsNameNoTooltip]."
ep3_decisions_event.2010.desc_incompetent: "\n\nBy all reports, I now confirm the appointment of one who administers poorly, [second.Custom('quirk_neg_adverb')]. But spurning [confirmation_vassal.GetTitledFirstNameNoTooltip], as [confirmation_vassal.GetSheHe] vows the perfect service [confirmation_vassal.GetSheHe] cannot give, will be of little use..."
ep3_decisions_event.2010.desc_generic_outro: "\n\n[confirmation_vassal.GetTitledFirstNameNoTooltip] bows deeply, takes up [confirmation_vassal.GetHerHis] symbolic scepter of authority, vowing to faithfully serve [confirmation_vassal.GetHerHis] [ROOT.Char.GetTitleAsNameNoTooltip]."
ep3_decisions_event.2010.a: ""Govern well, [confirmation_vassal.GetTitleAsNameNoTooltip].""
# Vassal Event
ep3_decisions_event.2011.desc: "In the [confirmation_liege.Custom('GetThroneRoom')] of [confirmation_liege.GetCapitalLocation.GetTitle.GetNameNoTierPossessive] chief palace, [confirmation_liege.GetTitledFirstNameRegnal] — [confirmation_liege.GetFaith.HighGodNamePossessive] regent on Earth — sits in splendor.\n\n"
ep3_decisions_event.2011.desc_child: "Awaiting, amidst other senior officials, as a pimple-faced youth whines and fidgets in [confirmation_liege.GetHerHis] throne is... rather strange."
ep3_decisions_event.2011.desc_heretic: "The heathen that rules the [confirmation_liege.GetPrimaryTitle.GetTierAsName] of the [confirmation_liege.GetCapitalLocation.GetCounty.GetFaith.GetAdherentNamePlural]. Even here, amidst court [confirmation_liege.GetFaith.PriestNeuterPlural] and prelates, the mood is tense."
ep3_decisions_event.2011.desc_war: "As we officials kneel and our ceremony begins, military officers huff impatiently. Their war, it seems, has little regard for our honors."
ep3_decisions_event.2011.desc_poorly_run: "And in chaos. Palace creatures snicker while we officials are prodded into place, and few ritual observances are made."
ep3_decisions_event.2011.desc_well_run: "An endless line of officials await; all in awe, all in eagerness to kneel before our sovereign."
ep3_decisions_event.2011.desc_gender: "A [confirmation_liege.GetWomanMan], enthroned. It is well that we visiting officials are forbidden to look upon our sovereign!"
ep3_decisions_event.2011.desc_typical_palace: "I am ushered to join a line of senior officials. With the outcry of all, of musicians and heralds, our grand ceremonies commence."
ep3_decisions_event.2011.desc_hate: "The [confirmation_liege.GetTitleAsNameNoTooltip] addresses me [second.Custom('quirk_neg_adverb')]; [confirmation_liege.GetSheHe] drips scorn on my supplicated head, as my regalia is dangled above.\n\n"
ep3_decisions_event.2011.desc_love: "Yet the [confirmation_liege.GetTitleAsNamePossessiveNoTooltip] voice is warm and [second.Custom('quirk_pos_adjective')] as [confirmation_liege.GetSheHe] addresses me, and presents my regalia.\n\n"
ep3_decisions_event.2011.desc_meh: "The [confirmation_liege.GetTitleAsNameNoTooltip] addresses each appointee in turn, bestowing their regalia and receiving oaths, until [confirmation_liege.GetSheHe] comes to me.\n\n"
ep3_decisions_event.2011.desc_theme_civilian: ""The peace of [confirmation_liege.GetFaith.PositiveAfterLife] may yet live in [confirmation_vassal.GetPrimaryTitle.GetNameNoTier]," says [confirmation_liege.GetSheHe], "it is a garden, to be kindly tended.""
ep3_decisions_event.2011.desc_theme_military: ""You are to sharpen the sword of [confirmation_vassal.GetPrimaryTitle.GetNameNoTier]," says [confirmation_liege.GetSheHe], "and have it be wielded only by the righteous.""
ep3_decisions_event.2011.desc_theme_frontier: ""Sleep little," commands [confirmation_liege.GetSheHe], "Stand your ground. [confirmation_vassal.GetPrimaryTitle.GetNameNoTier] is where all that is [confirmation_liege.GetPrimaryTitle.GetAdjective] lives or dies.""
ep3_decisions_event.2011.desc_theme_imperial: ""In [confirmation_vassal.GetPrimaryTitle.GetNameNoTier]," says [confirmation_liege.GetSheHe]," you are to be the image of the [confirmation_liege.GetPrimaryTitle.GetTierAsNameNoTooltip] itself. Few, save the wicked, may know such liberties.""
ep3_decisions_event.2011.desc_theme_naval: ""In the salt of [confirmation_vassal.GetPrimaryTitle.GetNameNoTierPossessive] shores," says [confirmation_liege.GetSheHe], "smell the blood of this [confirmation_liege.GetPrimaryTitle.GetTierAsNameNoTooltip]; see the tears of her widows.""
ep3_decisions_event.2011.desc_theme_small: ""A modest jurisdiction, [confirmation_vassal.GetPrimaryTitle.GetNameNoTier]" says [confirmation_liege.GetSheHe], "but a worthy one.""
ep3_decisions_event.2011.desc_theme_big: ""A vast domain like [confirmation_vassal.GetPrimaryTitle.GetNameNoTier]," says [confirmation_liege.GetSheHe], between formalities, "a mighty beast, to be tamed only by the right master...""
ep3_decisions_event.2011.desc_theme_balanced: ""Your office is granted by [confirmation_liege.GetFaith.HighGodName] and your [confirmation_liege.GetTitleAsNameNoTooltip]," says [confirmation_liege.GetSheHe], "Remember this, and govern [confirmation_vassal.GetPrimaryTitle.GetNameNoTier] well.""
ep3_decisions_event.2011.desc_outro: "\n\nI voice all the proper responses. And, bowing deeply before my liege, I at last take up the scepter of provincial authority."
ep3_decisions_event.2011.a: "Hail to you, [confirmation_liege.GetTitleAsNameNoTooltip]."
# Invalidated event
ep3_decisions_event.2080.t: "$admin_confirmation_event_header$ Invalidated"
ep3_decisions_event.2080.desc.court: "Now that I am [ROOT.Char.GetTitleAsNameNoTooltip] of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip], my journey is no longer necessary..."
ep3_decisions_event.2080.desc.imprisoned_me: "$ep3_decisions_event.2080_shared_intro$ [ROOT.Char.GetImprisonedBy.GetTitledFirstName] threw me into jail."
ep3_decisions_event.2080.desc.imprisoned: "$ep3_decisions_event.2080_shared_intro$ I was captured by [ROOT.Char.GetImprisonedBy.GetTitledFirstName]."
ep3_decisions_event.2080.desc.liege_dead_me: "$ep3_decisions_event.2080_shared_intro$ I ended up killing [confirmation_liege.GetTitledFirstName]... \n\n"
ep3_decisions_event.2080.desc.liege_dead: "$ep3_decisions_event.2080_shared_intro$ [confirmation_liege.GetTitledFirstName] [confirmation_liege.GetDeathReasonHideKiller]... \n\n"
ep3_decisions_event.2080.desc.liege_imprisoned_me: "$ep3_decisions_event.2080_shared_intro$ I ended up capturing [confirmation_liege.GetTitledFirstName]!"
ep3_decisions_event.2080.desc.liege_imprisoned: "$ep3_decisions_event.2080_shared_intro$ [confirmation_liege.GetTitledFirstName] was captured by [confirmation_liege.GetImprisonedBy.GetTitledFirstName]."
ep3_decisions_event.2080.desc.new_liege: "If I am be confirmed, it must be by my new liege, [ROOT.Char.GetLiege.GetTitledFirstNameRegnal]."
ep3_decisions_event.2080_shared_intro: "After all the trouble preparing for my confirmation ceremony,"
ep3_decisions_event.2080.desc: "\n\nThis certainly changes the situation."
ep3_decisions_event.2080.a_court: "Onward, to greater things."
ep3_decisions_event.2080.a_prison: "Drat."
ep3_decisions_event.2080.a_liege: "Most vexing..."
ep3_decisions_event.2080.a: "Time to rethink things..."
ep3_decisions_event_costs_refunded: "$ep3_decisions_event_decision$ costs refunded"
become_landless_adventurer_decision: "Become Adventurer"
become_landless_adventurer_decision_desc: "For those bold and hardy enough to traverse its perils and grasp its opportunities, the wide world can offer much."
become_landless_adventurer_decision_tooltip: "Abandon your [landed|E] [realm|E] and establish an [adventurer|E] [camp|E]"
become_landless_adventurer_decision_confirm: "Go forth!"
become_landless_adventurer_decision_hof_tt: "You must not be a [head_of_faith|E]"
become_landless_adventurer_decision_tier_tt: "You must be a [count|E] or [duke|E]"
become_landless_adventurer_decision_domain_size_tt: "Your [domain|E] must be no larger than #V 3#! [counties|E]"
become_landless_adventurer_decision_title_scope_tt: "#negative_value All your [landed|E] [titles|E] and [vassals|E] pass to [THIS.Char.GetName]#!"
become_landless_adventurer_decision_title_created_tt: "#negative_value All your [landed|E] [titles|E] pass to a new local [ruler|E]#!"
wipe_slate_decision: "Wipe Slate"
wipe_slate_decision_desc: "Must a [ROOT.Char.GetWomanMan] forever suffer for crimes committed in the direst of circumstances? Are not all [ROOT.Char.GetFaith.GetAdherentNamePlural] entitled a path to redemption?\n\nWith time, energy, and — most importantly — #EMP coin#!, all manner of sins may be forgiven by the world at large."
wipe_slate_decision_tooltip: "Reduce the negative effects of your [GetTrait('gallowsbait').GetName( GetNullCharacter )] [trait|E]"
wipe_slate_decision_confirm: "Getting better, day by day!"
WIPE_SLATE_DECISION_NEXT_STEP_BUTTON: "Select an Area to Redeem"
wipe_slate_decision_option_bandit: "Clean Stain of Banditry"
wipe_slate_decision_option_trickster: "Rehabilitate Your Word"
wipe_slate_decision_option_thief: "Let Old Habits Die"
wipe_slate_decision_option_poacher: "Cast in Noble Light"
wipe_slate_decision_option_marauder: "Suppress Tales of Brutality"
wipe_slate_decision_option_gallowsbait: "Make Bygones, Bygones"
wipe_slate_decision_option_gallowsbait.tt.must_have_below_max_in_all_values: "You must have less than [EmptyScope.ScriptValue('wipe_slate_min_xp_to_remove_trait_value')] experience in all [GetTrait('gallowsbait').GetName( GetNullCharacter )] tracks before you can remove it"
wipe_slate_decision.tt.slate_wiped: "A Slate Wiped Clean"
wipe_slate_decision.tt.remove_bandit: "Focus on Banditry"
wipe_slate_decision.tt.remove_trickster: "Focus on Trickery"
wipe_slate_decision.tt.remove_thief: "Focus on Theft"
wipe_slate_decision.tt.remove_poacher: "Focus on Poaching"
wipe_slate_decision.tt.remove_marauder: "Focus on Marauding"
wipe_slate_decision.tt.remove_gallowsbait: "Focus on Lingering Crimes"
track_bandit_tooltip: "#WEAK A few wilderness killings leagues from here, and *how* long ago?#!\n\nLower your [GetTrait( 'gallowsbait' ).GetTraitTrackByKey( 'bandit' ).GetName] experience"
track_trickster_tooltip: "#WEAK I've turned over a new leaf — trust me.#!\n\nLower your [GetTrait( 'gallowsbait' ).GetTraitTrackByKey( 'trickster' ).GetName] experience"
track_thief_tooltip: "#WEAK Haven't touched a coin that wasn't mine in *years*.#!\n\nLower your [GetTrait( 'gallowsbait' ).GetTraitTrackByKey( 'thief' ).GetName] experience"
track_poacher_tooltip: "#WEAK Can I be blamed for feeding the hungry when I had the means?#!\n\nLower your [GetTrait( 'gallowsbait' ).GetTraitTrackByKey( 'poacher' ).GetName] experience"
track_marauder_tooltip: "#WEAK A fanciful tale, clearly designed to besmirch and belittle.#!\n\nLower your [GetTrait( 'gallowsbait' ).GetTraitTrackByKey( 'marauder' ).GetName] experience"
trait_gallowsbait_tooltip: "#WEAK Let my name be as clear as my conscience.#!\n\nRemove your [GetTrait('gallowsbait').GetName( GetNullCharacter )] [trait|E]"
#Visit Local Settlement
visit_local_settlement_decision: "Visit [ROOT.Char.Custom('LocalHoldingTypeCapitalized')]"
visit_local_settlement_decision_desc: "No [ROOT.Char.GetWomanMan] is an island. Let us visit the local [ROOT.Char.Custom('LocalHoldingTypeConcept')] of [ROOT.Char.GetCurrentLocation.GetBaronyNameExplicitly] and see what it has in store for us."
visit_local_settlement_decision_tooltip: "Explore the local [ROOT.Char.Custom('LocalHoldingTypeConcept')]"
visit_local_settlement_effect_intro: "You will get the opportunity to"
visit_local_settlement_effect_supplies: "\n$EFFECT_LIST_BULLET$Buy @provisions_icon![provisions|E]"
visit_local_settlement_effect_artifacts: "\n$EFFECT_LIST_BULLET$Sell @artifact_icon![artifacts|E]"
visit_local_settlement_effect_contracts: "\n$EFFECT_LIST_BULLET$Peruse @task_contract_icon![task_contracts|E]"
visit_local_settlement_effect_tavern: "\n$EFFECT_LIST_BULLET$Listen to exotic stories or recruit @followers_icon![followers|E]"
visit_local_settlement_effect_church: "\n$EFFECT_LIST_BULLET$Maintain your @health_icon![health|E] or contemplate @stress_loss_icon![THIS.Char.GetCurrentLocation.GetCounty.GetFaith.GetName]"
visit_local_settlement_effect_castle: "\n$EFFECT_LIST_BULLET$Train with [THIS.Char.GetCurrentLocation.GetCounty.GetTitle.GetNameNoTierPossessiveNoTooltip] elite guard or recruit warlike @knight_icon![followers|E]"
visit_local_settlement_effect_cheaper_supplies: "\n$EFFECT_LIST_BULLET$Buy @provisions_icon![provisions|E] at a cheaper price"
visit_local_settlement_effect_expensive_artifacts: "\n$EFFECT_LIST_BULLET$Sell @artifact_icon![artifacts|E] at a higher rate"
visit_local_settlement_effect_city: "\n$EFFECT_LIST_BULLET$Buy @rare_artifact_icon![artifacts|E] made by the fine craftsmen of [THIS.Char.GetCurrentLocation.GetBaronyNameExplicitlyNoTooltip]"
visit_local_settlement_tribal_holding_decision_tt: "$visit_local_settlement_effect_intro$$visit_local_settlement_effect_tavern$$visit_local_settlement_effect_supplies$$visit_local_settlement_effect_artifacts$$visit_local_settlement_effect_contracts$"
visit_local_settlement_church_holding_decision_tt: "$visit_local_settlement_effect_intro$$visit_local_settlement_effect_tavern$$visit_local_settlement_effect_church$$visit_local_settlement_effect_supplies$$visit_local_settlement_effect_artifacts$$visit_local_settlement_effect_contracts$"
visit_local_settlement_castle_holding_decision_tt: "$visit_local_settlement_effect_intro$$visit_local_settlement_effect_tavern$$visit_local_settlement_effect_castle$$visit_local_settlement_effect_supplies$$visit_local_settlement_effect_artifacts$$visit_local_settlement_effect_contracts$"
visit_local_settlement_city_holding_decision_tt: "$visit_local_settlement_effect_intro$$visit_local_settlement_effect_tavern$$visit_local_settlement_effect_city$$visit_local_settlement_effect_cheaper_supplies$$visit_local_settlement_effect_expensive_artifacts$$visit_local_settlement_effect_contracts$"
visit_local_settlement_decision_confirm: "This ought to be interesting."
DECISION_ALREADY_VISITING_LOCAL_SETTLEMENT: "You are already visiting a settlement"
DECISION_LOCAL_SETTLEMENT_SIEGED: "[CHARACTER.GetDomicile.GetLocation.GetName] is [besieged|E]"
#Excavate Treasure — Contract Decision
treasure_map_contract_decision: "Excavate Treasure"
treasure_map_contract_decision_desc: "A treasure map coupled with a retired adventurer's final plea:\n\n#EMP "I am getting old and my body is failing.\nFind this elusive treasure and bring it back to me.\nMy time is running short."#!"
treasure_map_contract_decision_tooltip: "Use the treasure map"
treasure_map_contract_decision_effect_tooltip: "Start [travel|E] to [task_contract.MakeScope.Var('contract_treasure_location').GetProvince.GetBaronyNameExplicitly], located in the [county|E] of [task_contract.MakeScope.Var('contract_treasure_location').GetProvince.GetCounty.GetTitle.GetBaseNameNoTier]"
TREASURE_MAP_CONTRACT_DECISION_NEXT_STEP_BUTTON: "Organize Travel"
option_travel_with_camp: "Travel With Camp"
travel_with_camp_tooltip: "$EFFECT_LIST_BULLET$[travel|E] costs more [provisions|E]\n$EFFECT_LIST_BULLET$Allows you to move your [camp|E] to the [vassal_contract|E] location"
option_travel_without_camp: "Travel Without Camp"
travel_without_camp_tooltip: "$EFFECT_LIST_BULLET$[travel|E] costs less [provisions|E]\n$EFFECT_LIST_BULLET$#alert_trial You will #bold not#! be able to move your [camp|E] to the [vassal_contract|E] location#!"
treasure_map_contract_decision_confirm: "Let's see what we can find!"
DECISION_ALREADY_EXCAVATING_TREASURE: "You are already excavating a treasure"
# Restore Backwater Counties Decision
restore_backwater_counties_decision: "Restore [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip]"
restore_backwater_counties_decision_desc: "Throughout the passing centuries, [ROOT.Char.GetPrimaryTitle.GetNameNoTier] fell into ignominy and presents a shameful shadow of its once prominent past.\n\nBut, we have worked tirelessly to develop our ancestral lands to their former standing. The glory of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] shall be restored!"
restore_backwater_counties_decision_tooltip: "Remove the [GetModifier('backwater_county_modifier').GetNameWithTooltip] [county_modifier|E] from all [counties|E] with #V 50#! or more [development|E]"
restore_backwater_counties_decision_confirm: "Confirm"
greek_backwater_modifier_removal_tt: "Every [county|E] with [GetModifier('backwater_county_modifier').GetNameWithTooltip] and greater than #HIGH 50#! [development|E] will lose the [county_modifier|E]"
no_backwater_counties_meet_criteria_tt: "@alert_icon! #alert_trial No counties currently meet this criteria!#!"
greek_backwater_modifier_region: "Greece"
backwater_county_eligible_modifier_removal_tt: "The [development|E] of at least one sub-realm [county|E] with the [GetModifier('backwater_county_modifier').GetName] [county_modifier|E] is #V 50#! or higher"
restored_greek_theme_modifier: "Restored Theme"
restored_greek_theme_modifier_desc: "This character has restored a Theme to surpass the golden days of old.\n[governor_efficiency|E]: @governor_efficiency!#P +10%#!"
ep3_theme_not_backwater.t: "[target_theme.GetNameNoTierNoTooltip] Restored"
ep3_theme_not_backwater.desc: "Every [county|E] in [target_theme.GetNameNoTierNoTooltip] lost the [GetModifier('backwater_county_modifier').GetName] [county_modifier|E]"
ep3_decisions_event.3001.opening: "[ROOT.Char.GetTopLiege.Custom2('AppropriateGreeting', ROOT.Char)]"
ep3_decisions_event.3000.desc: "Excellent work restoring the lands of [ROOT.Char.GetPrimaryTitle.GetNameNoTier] to their ancient glory! I am duly impressed.\n\nNo longer shall the [ROOT.Char.GetPrimaryTitle.GetNameNoTooltip] mar the reputation of the empire."
ep3_decisions_event.3000.a: "Glory to [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip]!"
restored_greek_theme_gov_efficiency_tt: "Your Governor Efficiency increases by #P 10%#!"
ep3_decisions_event.3001.t: "Greece Restored"
ep3_decisions_event.3001.desc: "As my council and some select strategoi provide news on the realm, my [ROOT.Char.Custom2('RelationToMeShort', interlocutor)] [interlocutor.GetFirstName] speaks up.\n\n"I would be remiss to note, my [interlocutor.Custom2('RelationToMeShort', ROOT.Char)], that the empire's efforts to restore the Greek lands to their historical status as bastions of civilization have been successful."\n\n"The strategoi have tired endlessly to develop their lands and thus increase the glory of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip|l]!""
ep3_decisions_event.3001.a: "Let the glory of our realm be known!"
every_county_in_greece_tt: "Every [county|E] in Greece"
adopt_a_kennel_dog: "Adopt a Kennel Dog"
adopt_a_kennel_dog_desc: "Watching the kennel-master command these magnificent animals with word and gesture fills my mind with visions of myself standing beside my loyal canine companion."
adopt_a_kennel_dog_tooltip: "Adopt a pet dog to relieve [stress|E]"
adopt_a_kennel_dog_confirm: "Affirmative!"
prepare_greek_fire_dromons_decision: "Prepare Greek Fire Dromons"
prepare_greek_fire_dromons_decision_desc: "Setting the Bosporus alight has saved [GetTitleByKey('b_constantinople').GetNameNoTier] from ruin before, and could do so again. The sheltered body of water is one of few places that liquid fire, our secretive substance, can be reliably deployed.\n\nLet massive fire siphons be manufactured, and a garrison fleet armed."
prepare_greek_fire_dromons_decision_tooltip: "Enable [GetTitleByKey('b_constantinople').GetNameNoTier] to ravage nearby [embarked|E] [armies|E] with that most unpredictable and jealously-guarded of weapons."
prepare_greek_fire_dromons_decision_confirm: "To work, alchemists — but carefully!"
prepare_greek_fire_dromons_constantinople_tt: "[capital|E] is [GetTitleByKey('c_byzantion').GetName]"
prepare_greek_fire_dromons_capital_unoccupied_tt: "[capital|E] is not [occupied|E]"
prepare_greek_fire_dromons_no_modifier_tt: "[capital|E] does not already have [GetModifier('defensive_fire_dromons_modifier').GetNameWithTooltip]"
defensive_fire_dromons_3_years_tooltip: "If you complete a [GetScheme('prepare_fire_dromons_scheme').GetTypeName] [scheme|E], [GetTitleByKey('c_byzantion').GetNameNoTier] will gain [GetModifier('defensive_fire_dromons_modifier').GetNameWithTooltip] for #high 30 years#!"
defensive_fire_dromons_success_tooltip: "On Success, [GetTitleByKey('c_byzantion').GetNameNoTier] will gain [GetModifier('defensive_fire_dromons_modifier').GetNameWithTooltip] for #high 30 years#!"
defensive_fire_dromons_custom_desc: "While [GetModifier('defensive_fire_dromons_modifier').GetNameWithTooltip] lasts, enemy [embarked|E] [armies|E] near [GetTitleByKey('c_byzantion').GetNameNoTier] may be damaged"
defensive_fire_dromons_buildings_desc: "#weak Constructing the [GetBuilding('common_tradeport_01').GetName] and [GetBuilding('curtain_walls_01').GetName] [building|E] lines in [GetTitleByKey('b_constantinople').GetNameNoTier] will improve this effect#!"
defensive_fire_dromons_modifier: "Defensive Fire Dromons"
defensive_fire_dromons_modifier_desc: "A fleet of vessels equipped with huge Greek Fire siphons is based and maintained in this harbor."
defensive_fire_dromons_modifier_custom_desc: "@alert_icon! #alert_trial Enemy [embarked|E] [armies|E] near [GetTitleByKey('c_byzantion').GetNameNoTier] may be damaged.#!"
ep3_decisions_event.3100.t: "Naptha, Quicklime... and Temerity"
ep3_decisions_event.3100.desc: "As [ROOT.Char.GetTitleAsName], I must be undisputed master of my home waters. This is a right granted by [ROOT.Char.GetFaith.HighGodName], and safeguarded through siege and assault by our harnessing of flames from [ROOT.Char.GetFaith.PositiveAfterLife], our mastery of liquid fire.\n\nIf Constantinople is to be protected, our docks must house more than helpless merchant ships!\n\nWhere are my swift [Glossary( 'dromons', 'DROMONS_GLOSS' )]? Where are clever craftsmen like [Glossary( 'Kallinikos of Heliopolis', 'KALLINIKOS_GLOSS' )], who will forge great flame-projectors to spit sparks over my vessels' prows?"
DROMONS_GLOSS: "Byzantine galleys, powered by oar and sail, well-suited to making war on the Mediterranean."
KALLINIKOS_GLOSS: "The 7th century architect #bold Kallinikos#! is attributed with the invention of the proper form of Greek fire."
ep3_decisions_event.3100.a: "I will put Constantinople to work."
ep3_decisions_event.3100.b: "Latins will happily construct our ships."
ep3_decisions_event.3100.c: "Build a fleet liable to burn itself up? No."
#Retake Eastern Provinces
retake_eastern_provinces_decision: "Re-Establish the Theodosian Borders"
retake_eastern_provinces_decision_desc: "When Emperor [GetScriptedCharacterByHistoryID( '70534' ).GetFirstName] split the Roman Empire into two administrative halves, the Eastern part went to his eldest son, [GetScriptedCharacterByHistoryID( '70519' ).GetFirstName]. We are his direct successors. However, the borders of our [Glossary( 'Pars', 'PARS_ORIENTIS_GLOSS' )] have greatly contracted since those days; it will be cause of great glory for a Basileus to re-establish the frontiers that [GetScriptedCharacterByHistoryID( '70534' ).GetFirstNameNoTooltip] originally left us."
retake_eastern_provinces_decision_tooltip: "Re-establish the original frontiers of Eastern Rome"
retake_eastern_provinces_decision_confirm: "Officialize the new borders"
eastern_kingdoms_held_or_vassals_tt: "If the following [kingdom|E] titles are created, you must hold them, or their holders must be your [vassals|E]: \n$EFFECT_LIST_BULLET$ [GetTitleByKey('k_bulgaria').GetName] \n$EFFECT_LIST_BULLET$ [GetTitleByKey('k_epirus').GetName] \n$EFFECT_LIST_BULLET$ [GetTitleByKey('k_hellas').GetName] \n$EFFECT_LIST_BULLET$ [GetTitleByKey('k_thessalonika').GetName] \n$EFFECT_LIST_BULLET$ [GetTitleByKey('k_krete').GetName] \n$EFFECT_LIST_BULLET$ [GetTitleByKey('k_cyprus').GetName] \n$EFFECT_LIST_BULLET$ [GetTitleByKey('k_nikaea').GetName] \n$EFFECT_LIST_BULLET$ [GetTitleByKey('k_anatolia').GetName] \n$EFFECT_LIST_BULLET$ [GetTitleByKey('k_pontus').GetName] \n$EFFECT_LIST_BULLET$ [GetTitleByKey('k_syria').GetName] \n$EFFECT_LIST_BULLET$ [GetTitleByKey('k_jerusalem').GetName] \n$EFFECT_LIST_BULLET$ [GetTitleByKey('k_egypt').GetName]"
every_county_in_theodosian_region: "[GetTitleByKey('e_byzantium').GetName] becomes [de_jure|E] liege of every [kingdom|E] title in the [GetGeographicalRegion('custom_theodosian_ere').GetName]"
ep3_decisions_event.4000.t: "Theodosius' Frontiers"
ep3_decisions_event.4000.desc: "For centuries, the Second Rome — our glorious Byzantium — has stepped back, losing Province after Province, but no more!\n\nToday is a day to celebrate, for the [Glossary( 'Pars Orientis', 'PARS_ORIENTIS_GLOSS' )] has been return to its former glory and extension. Just like when [GetScriptedCharacterByHistoryID( '70534' ).GetFirstName] the Great assigned it to his firstborn, Constantinople's reign extends from Moesia to Egypt, and from the Cyrenaica to Syria.\n\nA unified empire for a victorious [ROOT.Char.GetTitleAsNameNoTooltip]!"
ep3_decisions_event.4000.a: "A glorious day for Romans everywhere!"
PARS_ORIENTIS_GLOSS: "#bold Pars Orientis#! — the "Eastern Part" — is the original Latin name of the Eastern Roman Empire. The name implies only an administrative partition, without a formal or political division."
#Pandidakterion
refound_pandidakterion_decision: "Refound the Pandidakterion"
refound_pandidakterion_decision_desc: "Emperor [GetScriptedCharacterByHistoryID( '70533' ).GetFirstName] founded the [Glossary( 'Pandidakterion', 'PANDIDAKTERION_GLOSS' )] in 425 AD, one of the largest centers of study in the world. Many centuries have passed since then, and times have changed. If we want the Pandidakterion to continue being at the forefront of human knowledge, the institution needs to be renovated and reorganized."
refound_pandidakterion_decision_tooltip: "Expand and reorganize the ancient University of Constantinople"
refound_pandidakterion_decision_confirm: "Get started"
chancellor_domestic_affairs_opinion_pandidakterion_bonus_desc: "\n$TAB$$pandidakterion_university_modifier$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_pandidakterion_bonus')|2]#!"
task_organize_levies_pandidakterion_bonus_desc: "\n$TAB$$pandidakterion_university_modifier$: #P +[SCOPE.ScriptValue('marshal_organize_levies_pandidakterion_bonus')|1]%#!"
task_organize_levies_maintenance_pandidakterion_bonus_desc: "\n$TAB$$pandidakterion_university_modifier$: #P -[SCOPE.ScriptValue('task_organize_levies_maintenance_pandidakterion_bonus')|1]%#!"
PANDIDAKTERION_GLOSS: "The #bold Pandidakterion#!, meaning "place for all teachings," was founded in 425 AD by Theodosius II and hosted 31 chairs, half taught in Latin and half in Greek. It was refounded by Constantinus IX in 1046 and survived until the Ottoman conquest in 1453."
pandidakterion_tt: "You own the [GetTitleByKey('c_byzantion').GetName]"
#Crusades
ask_western_help_decision: "Ask for Support"
ask_western_help_decision_desc: "Byzantium has always been the easternmost bulwark of Christianity, but the current war against the enemies of the True Faith is draining us of strength and resources. While our relationships with the other branches of Christendom are not easy, it might be time to swallow our pride and ask our brothers in Christ for help."
ask_western_help_decision_tooltip: "Contact our Christian brothers of another faith and ask for their support"
ask_western_help_decision_confirm: "Send the letter"
ep3_decisions_event.4010.t: "[caller.Custom2('AppropriateGreeting', called )]"
ep3_decisions_event.4010.desc: "[called.Custom('SisterBrother')|U] in Christ, our position as the Eastern bulwark of Christianity is in danger as the current war against the unfaithful has put a strain on our resources.\n\nPlease help us repel the common enemy."
ep3_decisions_event.4010.a: "We will help you — for the right incentive!"
ep3_decisions_event.4010.b: "We must defer you to the authority of [ROOT.Char.GetFaith.GetReligiousHeadTitle.GetNameNoTooltip]."
ep3_decisions_event.4010.b.tt_2: "Only [ROOT.Char.GetFaith.GetReligiousHead.GetSheHe] can decide what kind of help Christendom can offer its astray brothers."
ep3_decisions_event.4010.b.tt: "[ROOT.Char.GetTitledFirstNameNoTooltip] asks [ROOT.Char.GetHerHis] Head of Faith"
ep3_decisions_event.4010.c: "I'm sorry, we are unable to help you."
ep3_decisions_event.4010.c.tt: "[called.GetTitledFirstNameNoTooltip|U] refused to help"
ep3_decisions_event.4011.b: "If you pledge to support them, the Army of Christ will march with you!"
ep3_decisions_event.4011.c: "We cannot help the astray faithful."
ep3_decisions_event.4012.t: "[sponsor.Custom2('AppropriateGreeting', called )]"
ep3_decisions_event.4012.desc: "I have received a plea for help from [caller.GetTitledFirstName]. While astray in their beliefs, [caller.GetHerHis] people are still our brothers and sisters in Christ, and have long acted as the Eastern bulwark of Christianity.\n\nIs there any way we can extend a helpful hand to them?"
ep3_decisions_event.4012.a: "We shall help, but not for free."
ep3_decisions_event.4012.a.tt: "[pope.GetTitledFirstNameNoTooltip] will send help"
ep3_decisions_event.4012.b: "If they pledge to support, the Army of Christ will march with them!"
ep3_decisions_event.4012.b.tt: "[pope.GetTitledFirstNameNoTooltip] might call for a [pope.GetFaith.Custom('GHWName')]!"
ep3_decisions_event.4013.t: "[called.Custom2('AppropriateGreeting', caller )]"
ep3_decisions_event.4013.desc: "We heard the plea of our brothers and sisters in Christ and wish to help. If you pledge your support, the armies of Christianity shall unite in your defense in a holy [pope.GetFaith.Custom('GHWName')]!"
ep3_decisions_event.4013.a: "I accept your offer."
ep3_decisions_event.4013.a.tt: "You pledge to send @gold_icon![caller.MakeScope.ScriptValue('massive_gold_value')|V0] to the [pope.GetFaith.Custom('GHWName')] war chest."
ep3_decisions_event.4013.b: "This is not what I asked for!"
ep3_decisions_event.4013.b.tt: "[caller.GetTitledFirstNameNoTooltip|U] pulled back"
ep3_decisions_event.4014.desc: "With a grateful heart, we accept your offer of help and look forward to the arrival of supporting armies.\n\nPlease, hurry."
ep3_decisions_event.4014.a: "#EMP Deus Vult!#!"
ep3_decisions_event.4014.a.tt: "[pope.GetTitledFirstNameNoTooltip] called for a [pope.GetFaith.Custom('GHWName')]!"
ep3_decisions_event.4015.desc: "We heard the plea of our brothers and sisters in Christ, and our hearts bleed for your sufferings. However, help doesn't come cheap.\n\nIf you could support our efforts with a monetary compensation, we would pledge to send troops to your aid."
ep3_decisions_event.4015.a: "So be it."
ep3_decisions_event.4015.b: "I didn't ask for strings attached."
ep3_decisions_event.4015.a.tt: "[caller.GetTitledFirstNameNoTooltip|U] accepted your offer"
called_for_help_fervor: "Christian Brothers in Need"
ep3_religious_volunteers_army: "Religious Volunteers"
valid_primary_war_enemy_for_crusade: "The enemy [war_leader|E] is not Christian and either holds a [kingdom|E] title or is part of a [kingdom|E]"
ask_western_help_decision_effect_desc: "You will send a plea for military help to a Christian leader of a different faith. They might ask for gold in return for troops, or refuse. If a [head_of_faith|E] gets involved, the matter can escalate into a Great Holy War!\n\nThe decision has a 20 year cooldown."
valid_realm_size_for_help: "Your [realm_size|E] is less than #N 84#! counties"
recently_asked_for_help: "You have already taken the decision in the past 20 years!"
there_is_someone_to_ask_for_help: "There is someone you can still ask for help"
#Proselytize
evangelize_the_slavs_decision: "Evangelize the Pagans"
evangelize_the_slavs_decision_desc: "As the depositary of the One True Faith, it is [GetTitleByKey('e_byzantium').GetNamePossessive] duty to evangelize the pagans and welcome them into the fold of our Church as our younger brothers and sisters in Christ. This is all the more relevant as they live just beyond our borders and menace the integrity and security of the empire."
evangelize_the_slavs_decision_tooltip: "Send a missionary to convert your neighboring pagans"
evangelize_the_slavs_decision_confirm: "Send the Missionary"
evangelize_the_slavs_decision_effect: "You will send a missionary to try to convert a neighboring ruler of a pagan faith.\n$EFFECT_LIST_BULLET$If the missionary succeeds, they will convert to your [faith|E] and become your [allies|E]. You will gain a [legend_seed|E].\n$EFFECT_LIST_BULLET$Participating in the evangelizing effort is seen as such a prestigious endeavor that you will gain [influence|E] and [prestige|E] even if your missionary fails."
ep3_decisions_event.4020.t: "Evangelizing the [pagan.GetCulture.GetCollectiveNounNoTooltip]"
ep3_decisions_event.4020.desc: "The Kingdom of Heaven belongs to the faithful, but our neighbor, [pagan.GetTitledFirstName], is blissfully unaware of it, and persists in believing in [pagan.GetHerHis] superstitions and false gods.\n\nSaving [pagan.GetHerHis] soul and those of [pagan.GetHerHis] people is a noble endeavor in itself, but there also #EMP earthly#! advantages to their conversion — for starters, reducing their hostility towards us and bringing them into our own sphere of influence.\n\nMy chosen missionary, [evangelizer.GetFirstName], is ready to go."
ep3_decisions_event.4020.a: "May [ROOT.Char.GetFaith.HighGodName] guide you!"
ep3_decisions_event.4020.a.tt: "[evangelizer.GetFirstNameNoTooltip] departs for [pagan.GetTitledFirstNamePossessiveNoTooltip] capital."
ep3_decisions_event.4022.desc: "Emissaries from our neighbors come and go frequently enough that they all mix together in my mind. However, today's envoy from [GetTitleByKey('e_byzantium').GetName] sticks out like none before.\n\n[evangelizer.GetSheHe|U] seems to be some sort of holy [evangelizer.GetWomanMan], for starters, and instead of advancing political demands, this [evangelizer.GetFirstName] preaches of an omnipotent God, honored in temples of gold and silver that always smell of incense."
ep3_decisions_event.4022.a: "Please, tell me more."
ep3_decisions_event.4022.a.tt: "You create an [alliance|E] with [evangelizer.GetTitledFirstNamePossessiveNoTooltip] liege, [sender.GetTitledFirstName]"
ep3_decisions_event.4022.b: "We don't need new gods."
ep3_decisions_event.4022.c: "Ridiculous blasphemy!"
ep3_decisions_event.4022.c.tt: "This is sure to send a message: your preachers are not welcome here! But we should be ready for retaliation..."
ep3_decisions_event.4025.desc_new: "My predecessor [sender.GetFirstName] had invested into the evangelism of the [pagan.GetCulture.GetCollectiveNounNoTooltip] but, unfortunately for [sender.GetHerHim], it is I who will reap the benefits of [sender.GetHerHis] efforts. [sender.GetHerHis|U] missionary [evangelizer.GetFirstName], in fact, has just returned."
ep3_decisions_event.4025.desc_old: "Months ago, I sent my trusted [evangelizer.GetFirstName] to bring the knowledge of God to the [pagan.GetCulture.GetCollectiveNounNoTooltip]. It is with great joy that I welcome [sender.GetHerHim] back today, as I've been eagerly waiting for [evangelizer.GetHerHis] report."
ep3_decisions_event.4025.desc_success: "\n\n"I bring great news, my liege! [pagan.GetTitledFirstName|U] was eager to hear the Glad Tidings, and converted to [evangelizer.GetFaith.GetName], accompanied by many of [pagan.GetHerHis] people.""
ep3_decisions_event.4025.desc_failure: "\n\n"I bring somber news, my liege. Unfortunately, [pagan.GetTitledFirstName] was most unresponsive to the Word of God, and sent me away empty-handed.""
ep3_decisions_event.4025.a: "Excellent!"
ep3_decisions_event.4025.b: "It's only a temporary setback."
ep3_decisions_event.4026.desc: "Terrible tidings!\n\nNews has come from the land of [pagan.GetCulture.GetCollectiveNounNoTooltip] and, apparently, my missionary [evangelizer.GetFirstName] was killed but the barbarian [pagan.GetTitledFirstName], who wasn't satisfied with rebuking any conversion attempts, but went as far as committing the final desecration and murder a [evangelizer.GetWomanMan] of God!"
ep3_decisions_event.4026.a: "Outrageous!"
valid_neighboring_and_across_water_top_liege: "Any neighboring top liege: $valid_for_conversion_tt$"
valid_neighboring_and_across_water_realm_same_rank: "Any neighboring ruler of your same rank: $valid_for_conversion_tt$"
valid_for_conversion_tt: "\n$EFFECT_LIST_BULLET$Has an [GetFaithDoctrine('unreformed_faith_doctrine').GetBaseName] [GetReligionFamily('rf_pagan').GetName] [faith|E]\n$EFFECT_LIST_BULLET$Is not at [war|E]\n$EFFECT_LIST_BULLET$Has not violently refused a conversion attempt before"
negotiated_alliance_delay_tt: "The alliance will take effect as soon as [evangelizer.GetNameNoTooltip] returns to [evangelizer.GetHerHis] liege."
ep3_decisions_event.4025.a.tt: "You create an [alliance|E] with the newly-converted [pagan.GetTitledFirstName]."
ep3_decisions_event.4023.t: "" #AI event, leave empty
ep3_decisions_event.4023.desc: "" #AI event, leave empty
ep3_decisions_event.4023.a: "" #AI event, leave empty
#Recreate the ERE
recreate_byzantine_empire_decision: "Restore the Byzantine Empire"
recreate_byzantine_empire_decision_desc: "The shattering of [GetTitleByKey('e_byzantium').GetName] was an unprecedented tragedy for our people, but we struggled on. After all, as long as a single [Glossary( 'Romaios', 'ROMAIOS_GLOSS' )] still stands, Rome still stands.\n\nOne day, a legitimate sovereign will sit again on the throne of Constantinople, and the Empire will rise again."
recreate_byzantine_empire_decision_tooltip: "Create [GetTitleByKey('e_byzantium').GetName] and reinstate its ancient customs"
recreate_byzantine_empire_decision_confirm: "Rome rises!"
ep3_decisions_event.4030.t: "An Empire Reborn"
ep3_decisions_event.4030.desc: "By the dying of the faithful, by the fire of rhetoric, by the very will of [ROOT.Char.GetFaith.HighGodName] — #EMP [GetTitleByKey('e_byzantium').GetName|U] lives once more!#!\n\nI gaze over the Queen of Cities, a warm breeze from the Marmara playing with my regnal robes. Beauteous songs echo out from the great house of the Holy Wisdom. Citizens dance in the streets, giving voice to gratitude and joy.\n\nOur days of shame, with all the world scorning the fallen [Glossary( 'Romaioi', 'ROMAIOS_GLOSS' )], must surely be at an end. A legitimate [ROOT.Char.GetTitleAsNameNoTooltip] sits once again on the throne of [GetScriptedCharacterByHistoryID( '70523' ).GetFirstName].\n\n#EMP Me.#!"
ep3_decisions_event.4030.a: "The glory of Rome shall continue to grow!"
ROMAIOS_GLOSS: "#bold Romaioi#! (singular #bold Romaios#!) is the Greek transliteration of the Latin name #bold Romani#!, as the Romans called themselves. Throughout the Middle Ages, the Byzantines identified themselves as Romans, and called their empire #EMP Basileia ton Romaion#!, the Empire of the Romans."
#Varangian Guard
found_varangian_guard_decision: "Found the Varangian Guard"
found_varangian_guard_decision_desc: "For years, warriors from the remotest lands in the North have collected in Constantinople, attracted by our riches. They offer their services as mercenaries, an art at which they excel, and have no loyalties except those to coin and their own pride. If we could organize their presence around the Emperor, we would get an invincible military force at our personal service!"
found_varangian_guard_decision_tooltip: "$found_varangian_guard_decision$"
found_varangian_guard_decision_confirm: "Start recruiting"
unlocked_varangian_guard_desc: "Unlocks the [court_position|E] $akolouthos_court_position$ and the [GetMaA('varangian_guards').GetName] [men_at_arms|E] for [GetTitleByKey('e_byzantium').GetName]."
unlocked_varangian_guard_desc_tt: "Varangian Guard Founded"
#Grain Dole
reinstitute_grain_dole_decision: "Reinstate the Grain Dole"
reinstitute_grain_dole_decision_desc: "For centuries, the citizens of Rome, and later Constantinople, enjoyed the highest benefit of living in the Capital of the World: regular distributions of free or price-controlled bread. The tradition was lost together with the Granary of Rome — Egypt — but any Emperor to reinstate it would immediately increase their popularity with the masses."
reinstitute_grain_dole_decision_tooltip: "Introduce bread distributions to the people of the capital"
reinstitute_grain_dole_decision_confirm: "Open the granaries!"
constantinople_is_capital: "The [GetTitleByKey('c_byzantion').GetName|U] is your [capital|E]"
enough_granaries_in_egypt: "At least 3 counties in the region of [GetGeographicalRegion('custom_roman_aegyptus').GetName] have built [GetBuilding('cereal_fields_05').GetName] or higher"
MODIFIER_DEFINITION_VALUE_PER_EGYPT_GRANARY: " \t#weak Increase per [GetBuilding('cereal_fields_05').GetName] built in [GetGeographicalRegion('custom_roman_aegyptus').GetName]#!"
MODIFIER_DEFINITION_MAIN_DESC_PER_EGYPT_GRANARY: "This modifier increases per [GetBuilding('cereal_fields_05').GetName] built in [GetGeographicalRegion('custom_roman_aegyptus').GetName] ($MULTIPLIER|+=0$), Maxes out at #V 10#!"
grain_dole_already_active: "The Grain Dole is already active!"
unlocked_grain_dole: "Renewing the Grain Dole is cheaper"
ep3_decisions_event.4040.t: "The Grain Dole"
ep3_decisions_event.4040.desc: "The people have every reason to celebrate as the ancient and beloved tradition of the Grain Dole returns to Constantinople!\n\nOnce again the capital of the world thanks to #EMP my#! efforts, Constantinople receives a constant flow of cheap grain from Egypt, just like it did centuries ago.\n\nAnd as the ancient poet aptly said, all we need to keep the common people happy is bread and games!"
ep3_decisions_event.4040.a: "Let them eat bread!"
reconfirm_grain_dole_decision: "Reconfirm the Grain Dole"
reconfirm_grain_dole_decision_desc: "After its formal reintroduction, the citizens of Constantinople have grown accustomed to the luxuries offered by the Grain Dole — the regular distributions of free or price-controlled bread. It is a powerful instrument in the hands of any Emperor to ensure their people's productivity and their own popularity."
reconfirm_grain_dole_decision_tooltip: "Reconfirm the bread distributions to the people of the capital"
reconfirm_grain_dole_decision_confirm: "$reinstitute_grain_dole_decision_confirm$"
reconfirm_grain_dole_decision_tt: "Grain Dole Reconfirmed"
# Consolidate Rule
consolidate_rule_decision: "Consolidate Rule"
consolidate_rule_decision_desc: "Ask your [head_of_faith|E] to reiterate your claim to the throne. After all, you are their biggest patron."
consolidate_rule_decision_tooltip: "Petition your [head_of_faith|E] to increase your [legitimacy|E]"
ep3_consolidated_rule_modifier: "Consolidated Rule"
consolidate_rule_decision_effect_tt: "Gain [GetModifier( 'ep3_consolidated_rule_modifier' ).GetNameWithTooltip] for #V 15#! years or #positive_value [legitimacy_i][EmptyScope.ScriptValue('major_legitimacy_gain')|0]#!"
consolidate_rule_decision_confirm: "Gather the people!"
ep3_decisions_event.4050.t: "Rule: Consolidated"
ep3_decisions_event.4050.desc.intro: "The calmness of the [ROOT.Char.GetFaith.HouseOfWorship] has been disturbed by a horde of courtiers, governors and peasants, all gathered here to celebrate... #EMP me!#!\n\n"
ep3_decisions_event.4050.desc.hate: "[head_of_faith.GetTitledFirstName] looks at me with great displeasure — the only thing stopping the roaring insults from leaving [head_of_faith.GetHerHis] mouth is the most basic decorum."
ep3_decisions_event.4050.desc.other: "The [head_of_faith.GetTitledFirstName] gestures towards me, a welcoming smile on [head_of_faith.GetHerHis] face, and I approach [head_of_faith.GetHerHim]. "My most dear [ROOT.Char.GetTitleAsNameNoTooltip]," [head_of_faith.GetSheHe] greets me."
ep3_decisions_event.4050.desc.outro: "\n\n"Today we thank [ROOT.Char.GetFaith.HighGodName] for having such a kind protector watching over us," [head_of_faith.GetSheHe] continues, addressing the crowd, "may [ROOT.Char.GetHerHis] reign be long and prosperous!""
ep3_decisions_event.4050.a: "I'd like it to be #EMP long#!."
ep3_decisions_event.4050.b: "I'm an avid advocator for prosperity."
ep3_decisions_event.4050.c: "Just remember who #EMP you#! serve."
change_state_faith: "Change State Faith"
change_state_faith_decision_desc: "Reforming the [state_faith|E] is a bold move. Reshaping the [ROOT.Char.GetPrimaryTitle.GetTierAsNamePossessiveNoTooltip|l] spiritual tradition to match my vision... It will undoubtedly redefine the realm's identity and my legacy as [ROOT.Char.GetTitleAsNameNoTooltip]."
change_state_faith_decision_selection_tooltip: "Institute a new [state_faith|E] for [ROOT.Char.GetPrimaryTitle.GetName|l]"
change_state_faith_confirm: "Let [ROOT.Char.GetPrimaryTitle.GetNameNoTooltip|l] embrace [ROOT.Char.GetFaith.GetNameNoTooltip]!"
change_state_faith_effect_tt: "The [state_faith|E] of [THIS.Char.GetPrimaryTitle.GetName|l] changes to [THIS.Char.GetFaith.GetName|V]"
vassals_change_state_faith: "Every non-[GetVassalStance( 'zealot' ).GetName] [vassal|E] with at least #P 30#! [opinion|E] of you ([THIS.ScriptValue('number_vassals_converting_to_new_state_faith')|V0])"
adopt_state_faith: "Adopt State Faith"
adopt_state_faith_decision_desc: "Adopting the [state_faith|E] of the [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetTierAsNameNoTooltip|l] marks a turning point. Aligning my spiritual path with the [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetTierAsNamePossessiveNoTooltip|l] will strengthen my position as [ROOT.Char.GetTitleAsNameNoTooltip], undoubtedly forging a deeper connection with my subjects."
adopt_state_faith_decision_selection_tooltip: "Adopt the [state_faith|E] of [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetName|l]"
adopt_state_faith_confirm: "In faith too, shall I serve [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetNameNoTooltip|l]."
every_governor_of_state_faith: "Every [THIS.Char.GetTopLiege.GetPrimaryTitle.MakeScope.Var('state_faith').Faith.GetAdjective] [vassal|E]"
# Found Salon
found_salon_decision: "Found Salon"
found_salon_decision_desc: "Establish a permanent poetry salon in [ROOT.Char.GetCurrentLocation.GetBaronyNameExplicitly], in order to nurture the best and brightest minds."
found_salon_decision_tooltip: "Establish a permanent poetry salon"
found_salon_decision_trigger_tt: "You have at least #V 5#! [followers|E] with the [GetTrait('poet').GetName( GetNullCharacter )] [trait|E]"
found_salon_decision_effect_tt: "Gain [GetModifier( 'ep3_founded_salon_modifier' ).GetNameWithTooltip]"
found_salon_decision_confirm: "Sign the deeds"
ep3_decisions_event.4080.t: "Salon Established"
ep3_decisions_event.4080.desc.intro: "It is nearly done. A permanent place for poets to gather, mingle and bring through the next generation is being constructed in front of my eyes.\n\n"
ep3_decisions_event.4080.wallada: "My dream,"
ep3_decisions_event.4080.heir: "My mentor's dream,"
ep3_decisions_event.4080.desc.outro: "a prosperous and bustling center for the arts here in [location.GetName], is finally coming to fruition.\n\nAs the last slats of wood go in for the floor, the smell of freshly-painted brickwork wafts across the courtyard. A cheer goes up from the watching crowds as I usher in local orphans to begin their lessons.\n\nAll I wish for is it to stand now for generations to come."
ep3_decisions_event.4080.a: "The culmination of my work, and so many others'."
mass_arrests_decision: "Order Mass Arrests"
mass_arrests_decision_desc: "When a [powerful_family|E] becomes a little #EMP too powerful#!, it may become necessary to resort to more extreme measures. Ensuring that a powerful house cannot move against me is tricky business and there is only one surefire way: #EMP clap them all in irons.#!"
mass_arrests_decision_tooltip: "Give the order that all members of a [powerful_family|E] are to be arrested at once"
mass_arrests_decision_confirm: "Select Target"
choose_a_powerful_family: "Every member of a [powerful_family|E] you choose"
imprisoned_by_you: "Is imprisoned by you"
house_loses_power_rating: "The Family Rating of the chosen [house|E] is reduced by #N -15#!"
every_house_member_tt: "Every member of House [THIS.House.GetName]"
ep3_decisions_event.3200.t: "Mass Arrests"
ep3_decisions_event.3200.desc: "Like a pack of wolves circling their prey, the powerful houses of the realm stalk me. I can feel the noose tightening around my neck.\n\nImprisoning one family will remind the rest of my authority. An example must be made..."
ep3_decisions_event.3200.a: "House [pf_1.GetNameNoTooltip]"
ep3_decisions_event.3200.b: "House [pf_2.GetNameNoTooltip]"
ep3_decisions_event.3200.c: "House [pf_3.GetNameNoTooltip]"
ep3_decisions_event.3200.d: "House [pf_4.GetNameNoTooltip]"
ep3_decisions_event.3200.e: "House [pf_5.GetNameNoTooltip]"
ep3_decisions_event.3200.f: "On the other hand..."
ep3_mass_arrests_house_power_malus: "Recently Imprisoned by [liege|E]"
ep3_decisions_event.3201.t: "Mass Arrests: A Plea"
ep3_decisions_event.3201.desc: "[imprisoned_house_head.GetName] is brought before me in irons. The once influential head of House [imprisoned_house_head.GetHouse.GetName] kneels before me, [imprisoned_house_head.GetHerHis] expression reflecting a mix of defiance and desperation.\n\n"Your Majesty," [imprisoned_house_head.GetSheHe] begins, [imprisoned_house_head.GetHerHis] voice cracked with shame, "I implore you, release me from these chains. Ambition blinds, but I see now that my true place."\n\n"Grant me mercy, and I vow to be your most loyal subject, stripped of my former pride.""
ep3_decisions_event.3201.a: "I am nothing if not merciful."
ep3_decisions_event.3201.b: "No."
renounce_vows_decision: "Renounce Vows"
renounce_vows_decision_desc: "My vows are shackles chaining me to a life I no longer lead. To truly prosper, to be truly #EMP free#!, I must cast them off."
renounce_vows_decision_tooltip: "Remove the [GetTrait('devoted').GetName( GetNullCharacter )] [trait|E] so that you may [marry|E] again"
renounce_vows_decision_confirm: "A servant no more."
reject_inheritance_decision: "Reject Inheritance"
reject_inheritance_decision_desc: "What lure do fresh titles hold for me? Naught but further shackles of duty and unearnt wealth binding the soul tight.\n\nWhen I want such fripperies, I shall simply take them myself."
reject_inheritance_decision_tooltip: "Opt out of inheriting [titles|E]"
reject_inheritance_decision_confirm: "Call me a shirker, but I am free"
reject_inheritance_decision.tt.is_heir_to_higher_tier_title: "You are [heir|E] to any higher [title_tier|E] [title|E] than your own"
reject_inheritance_decision.tt.is_heir_to_any_title: "You are [heir|E] to any [title|E]"
reject_inheritance_decision.tt.heir_rejects_inheritance: "[ROOT.Character.GetTitledFirstName] rejects [ROOT.Character.GetHerHis] inheritance"
reject_inheritance_decision.tt.newb_explainer: "@alert_icon! #alert_trial You will still be able to gain land by methods other than [succession|E], like through [war|E] or the $purchase_land_interaction|V$ [character_interaction|E]#!"
recently_added_gallivanter: "Recent Gallivanter"
has_embraced_responsibilities: "Embraced Responsibilities"
embrace_responsibilities_decision.tt.recently_added_gallivanter: "You did #BOL not#! become a [GetTrait('gallivanter').GetName( GetNullCharacter )] only recently"
embrace_responsibilities_decision.tt.has_embraced_responsibilities: "You have #BOL not#! already #V Embraced Responsibilities#!"
embrace_responsibilities_decision: "Embrace Responsibilities"
embrace_responsibilities_decision_desc: "I cannot deny that a carefree life suited me once, but the needs of duty yoke us all, given time. Would that I but had a little more of it..."
embrace_responsibilities_decision_tooltip: "Allow yourself to inherit [titles|E] again"
embrace_responsibilities_decision_confirm: "To the grindstone I go"
embrace_responsibilities_decision.tt.possible_heir_embraces_inheritance: "[ROOT.Character.GetTitledFirstName] accepts [ROOT.Character.GetHerHis] inheritance once more"
embrace_responsibilities_decision.tt.effects_delayed: "#WEAK It may be some months before the [succession|E] settles into its new place#!"
change_election_candidacy_status_decision: "Change Election Candidacy Status"
change_election_candidacy_status_decision_desc.reject: "#EMP Election to rule?#! It's not an election, it's drawing lots for a poisoned chalice. I prefer my hearth and home to the whole sordid mess."
change_election_candidacy_status_decision_desc.embrace: "Upon reflection, I have come to see that I was perhaps... a little #EMP too#! hasty in turning down the prospect of a greater crown. If my peers wish to support me, then who am I to deny them?"
change_election_candidacy_status_decision_tooltip: "Change your position on being elected to higher office"
change_election_candidacy_status_decision_confirm: "There, that should solve things."
change_election_candidacy_status_decision.tt.you_are_an_election_candidate: "You are a candidate for one of your [liege_possessive|E] elective [titles|E]"
change_election_candidacy_status_decision.tt.embraces_candidacy: "You let it be known you would accept election to a higher [title|E]"
change_election_candidacy_status_decision.tt.renounces_candidacy: "You let it be known that you #BOL do not#! want to be elected to a higher [title|E] #WEAK (owning too much of the realm may see you elected anyway)#!"
convert_to_administrative_decision: "Adopt Centralized Administration"
convert_to_administrative_decision_desc: "[ROOT.Char.GetPrimaryTitle.GetNameNoTooltip|U] must be governed by laws, institutions and merit, not family, inheritance and personal allegiances!\n\nA realm as large as this one will never be efficiently governed without an administration of able bureaucrats, centered around our beautiful capital."
convert_to_administrative_decision_confirm: "Adopt Administrative Ways"
convert_to_administrative_decision_tooltip: "Change [government|E] type by becoming [administrative|E]"
king_tier_tt: "You are a [king|E]"
empire_tier_tt: "You are an [emperor|E]"
small_realm_size_tt: "Your [realm|E] consists of #EMP more#! than #V [EmptyScope.ScriptValue('small_empire_size_value')|0]#! [counties|E] #! #weak (#color_white [root_scope.MakeScope.ScriptValue('current_size_empire_value')|0]#!)#!"
all_powerful_vassals_required_tt: "All [powerful_vassals|E] must have an [opinion|E] with you of 50 or more."
dukes_become_governors: "Any [duchy|E] [title_tier|E] [vassal|E] will become a [governor|E]"
vassals_can_become_administrative: "\nEvery [feudal|E] or [clan|E] [vassal|E] within your [de_jure|E] [realm|E] and of your [faith|E] may change their [government|E] to [administrative|E], if they fulfill one of the following:"
powerful_vassals_become_administrative: "They are a [powerful_vassal|E]"
vassals_become_administrative: "They have an [opinion|E] of 25 or more of you."
vassals_who_may_switch_to_administrative: "Additionally any vassals that have a positive opinion of you have a chance to adopt [administrative|E] [government|E] type."
vassal_did_not_become_administrative: "Some [vassals|E] did not convert to administrative rule and will have to be convinced or forced to adopt [administrative|E] [government|E] later."
governors_become_dukes: "Any [governors|E] will become a [duchy|E] [title_tier|E] [vassal|E]"
kings_become_feudal: "Any [kingdom|E] [title_tier|E] [vassal|E] will change [government|E] type into [feudal|E]"
kings_become_clan: "Any [kingdom|E] [title_tier|E] [vassal|E] will change [government|E] type into [clan|E]"
estates_get_bought: "Any [noble_families|E] with an [estate|E] will get a sum of [gold|E][gold_i]"
first_admin_emperor: "Lawgiver"
first_admin_emperor_desc: "This character instituted an [administrative|E] form of [government|E] in this realm. While this means rules and bureaucracy now reigns supreme, everyone still remembers who put the framework in place. This makes ruling considerably more easy than it will be for future successors"
ep3_decisions_event.4060.t: "$major_decisions.0001.t$"
ep3_decisions_event.4060.desc: "Reorganizing a realm the size of [ROOT.Char.GetPrimaryTitle.GetDefinitiveNameNoTooltip|l] is no small feat. What was once a network of personal loyalties is now a state with governors and officials.\n\n"
ep3_decisions_event.4060.resistance.desc: "Some parts of the realm remain untouched by this reform. [obstinate_vassal.GetName] mistrusts both me and my reforms. This we cannot tolerate for long.\n\n"
ep3_decisions_event.4060.state_faith.desc: "Some parts of the realm remain untouched by this reform. [non_state_faith_vassal.GetName] mistrusts the very idea of a state faith and rejects my reforms. This cannot be tolerated for long.\n\n"
ep3_decisions_event.4060.de_jure.desc: "Some parts of the realm remain untouched by this reform. The [non_de_jure_vassal.GetPrimaryTitle.GetNameNoTooltip|U] is outside the new state we have built. This we cannot tolerate for long.\n\n"
ep3_decisions_event.4060.outro.desc: "As legalism spreads throughout the realm no doubt notions of family and vassalage will give way to civic pride and centralization."
ep3_decisions_event.4060.a: "Law now governs these lands!"
ep3_decisions_event.4065.opening: "[actor.Custom2('AppropriateGreeting', ROOT.Char)]"
ep3_decisions_event.4065.desc: "The realm is being reorganized, with merit as its guiding principle. There is no longer room for hereditary land holders.\nI expect every vassal to conform accordingly and join the ranks of my Governors."
ep3_decisions_event.4065.a: "For [actor.GetPrimaryTitle.GetNameNoTierNoTooltip|l]!"
ep3_decisions_event.4065.b: "I will not give up my rights."
ep3_decisions_event.4065.c: "Interesting"
convert_to_feudalism_from_administrative_decision: "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways"
convert_to_feudalism_from_administrative_decision_desc: "Less bureaucracy and more #EMP doing#! is what this realm needs. If [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip|l] is to blossom, we must cut our ties with those things that hamper us."
convert_to_feudalism_from_administrative_decision_confirm: "Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] ways"
convert_to_feudalism_from_administrative_decision_tooltip: "Change [government|E] type"
ep3_decisions_event.4070.t: "$major_decisions.0200.t$"
ep3_decisions_event.4070.desc: "Sometimes it is better to go back to the tried and true.\n\nWhile the administrative approach only has been hampering to [actor.GetPrimaryTitle.GetNameNoTierNoTooltip|l], the old ways of life has its undeniable benefits and traditional structure to help us reach new heights."
ep3_decisions_event.4070.a: "We must adapt to changing circumstances."
ep3_decisions_event.4075.opening: "[actor.Custom2('AppropriateGreeting', ROOT.Char)]"
ep3_decisions_event.4075.a: "$ep3_decisions_event.4065.a$"
# Gather Provisions
gather_provisions_decision: "Gather Provisions"
gather_provisions_decision_desc: "Just like an army, a camp marches on its stomach. If needs must, the wilds of [ROOT.Char.GetCurrentLocation.GetName] may be combed for fare."
gather_provisions_decision_tooltip: "Scour the land for [provisions|E]"
gather_provisions_decision_confirm: "Please, not nettle soup again..."
gather_provisions_decision_effect_tt: "You, your [GetCourtPositionType('chief_forager_camp_officer').GetName()], or your [GetCourtPositionType('huntperson_camp_officer').GetName()], may search for [provisions|E]"
gather_provisions_decision_unlock_tt: "Requires the [GetDomicileBuilding('mess_tent_01').GetName] [domicile_building|E]"
ep3_decisions_event.7000.t: "The Bounty of [forage_province.GetNameNoTooltip]"
ep3_decisions_event.7000.desc: "Stepping outside my camp, I survey the surrounding [forage_province.Custom('TerrainTypeProvince')], seeking any sign of game or fodder.\n\n"
ep3_decisions_event.7000.winter_forage: "[forage_province.GetName] may offer more in the clement seasons, but winter's bitter cold hardens the [forage_province.Custom('GetProvinceGroundDesc')], and envelops the [forage_province.Custom('GetTerrainTypePlural')] in frost. We will not find much here..."
ep3_decisions_event.7000.difficult_forage: "Scouring the [forage_province.Custom('GetProvinceGroundDesc')] and [forage_province.Custom('GetTerrainTypePlural')] of [forage_province.GetName] offers little encouragement: the place is devoid of anything worthy of our stomachs. Our best hope is to hunt."
ep3_decisions_event.7000.difficult_hunt: "While there are plenty of mushrooms, roots, and berries to be found around [forage_province.GetName], this is no hunter's paradise. There is nary a hare to be seen."
ep3_decisions_event.7000.good: "We are fortunate: the climate of [forage_province.GetName] is fair and rich. Everywhere one looks, nature's gifts spill forth across the [forage_province.Custom('GetTerrainTypePlural')]. We will do well here."
ep3_decisions_event.7000.fallback: "[forage_province.GetName] should treat us well. The [forage_province.Custom('GetTerrainTypePlural')] are full of life, and one need only take the proper time and care to find food here."
ep3_decisions_event.7000.a: "I can find us some things to eat."
ep3_decisions_event.7000.a_foraging: "[SelectLocalization(ObjectsEqual(ROOT.Char.MakeScope.Var('has_golden_aplomb_perk').GetFlagName,'yes'),'ep3_decisions_event.7000.a_flavor_golden_aplomb','ep3_decisions_event.7000.a_flavor')]"
ep3_decisions_event.7000.a_flavor: "#medium Foraging is affected by [terrain|E] and [winter|E]\n#flavor Very effective in:#!\n $EFFECT_LIST_BULLET$Farmlands, Forests, Hills, Plains, Oasis, Floodplains\n#flavor Somewhat effective in:#!\n $EFFECT_LIST_BULLET$Drylands, Mountains, Jungle, Wetlands, Steppe\n#flavor Not effective in:#!\n $EFFECT_LIST_BULLET$Deserts, Desert Mountains, Taiga#!"
ep3_decisions_event.7000.a_flavor_golden_aplomb: "#medium Foraging is affected by [terrain|E] and [winter|E]\n#flavor Very effective in:#!\n $EFFECT_LIST_BULLET$Farmlands, Forests, Hills, Plains, Oasis,\n $EFFECT_LIST_BULLET$Floodplains, Drylands, Mountains, Jungle, Wetlands, Steppe (thanks to [GetPerk('golden_aplomb_perk').GetName(GetPlayer)] [perk|e])\n#flavor Not effective in:#!\n $EFFECT_LIST_BULLET$Deserts, Desert Mountains, Taiga#!"
ep3_decisions_event.7000.b_trapping: "[SelectLocalization(ObjectsEqual(ROOT.Char.MakeScope.Var('has_golden_aplomb_perk').GetFlagName,'yes'),'ep3_decisions_event.7000.a_flavor_golden_aplomb','ep3_decisions_event.7000.a_flavor')]"
ep3_decisions_event.7000.b_flavor: "#medium Trapping is affected by [terrain|E]\n#flavor Very effective in:#!\n $EFFECT_LIST_BULLET$Jungle, Forests, Hills, Plains, Oasis, Drylands\n#flavor Somewhat effective in:#!\n $EFFECT_LIST_BULLET$Deserts, Desert Mountains, Mountains, Taiga, Steppe\n#flavor Not effective in:#!\n $EFFECT_LIST_BULLET$Farmlands, Floodplains, Wetlands#!"
ep3_decisions_event.7000.b_flavor_golden_aplomb: "#medium Trapping is affected by [terrain|E]\n#flavor Very effective in:#!\n$EFFECT_LIST_BULLET$Jungle, Forests, Hills, Plains, Oasis, Drylands, Deserts, Desert Mountains, Mountains, Taiga, Steppe (thanks to [GetPerk('golden_aplomb_perk').GetName(GetPlayer)] [perk|e])\n#flavor Not effective in:#!\n $EFFECT_LIST_BULLET$Farmlands, Floodplains, Wetlands#!"
ep3_decisions_event.7000.a.crit_success: "You bring much food"
ep3_decisions_event.7000.a.success: "You bring food"
ep3_decisions_event.7000.a.failure: "You find nothing"
ep3_decisions_event.7000.a.crit_failure: "You are hurt"
ep3_decisions_event.7000.b: "With my snares, I shall feed us all."
ep3_decisions_event.7000.c: "Send out the foragers."
ep3_decisions_event.7000.c.named: "Gather a team of foragers, [chief_forager.GetFirstNameNoTooltip]."
ep3_decisions_event.7000.c.crit_success: "[chief_forager.GetFirstNameNoTooltip] brings much food"
ep3_decisions_event.7000.c.success: "[chief_forager.GetFirstNameNoTooltip] brings food"
ep3_decisions_event.7000.c.failure: "[chief_forager.GetFirstNameNoTooltip] finds nothing"
ep3_decisions_event.7000.c.crit_failure: "[chief_forager.GetFirstNameNoTooltip] is hurt"
ep3_decisions_event.7000.d: "My hunter will trap us some game."
ep3_decisions_event.7000.d.named: "You're a hunter, [huntperson.GetFirstNameNoTooltip]: go and hunt!"
ep3_decisions_event.7000.d.crit_success: "[huntperson.GetFirstNameNoTooltip] brings much food"
ep3_decisions_event.7000.d.success: "[huntperson.GetFirstNameNoTooltip] brings food"
ep3_decisions_event.7000.d.failure: "[huntperson.GetFirstNameNoTooltip] finds nothing"
ep3_decisions_event.7000.d.crit_failure: "[huntperson.GetFirstNameNoTooltip] is hurt"
ep3_decisions_event.7000.no_provisions_tt: "No [provisions|E] found"
# EP3 Split the Empire
split_roman_empire_decision: "Cleave the Empire"
split_roman_empire_decision_desc: "There were many reasons that such a vast empire was split in the years of our forebears — and those reasons remain relevant up to this very day. Power must yet again be divided."
split_roman_empire_decision_selection_tooltip: "[GetPlayer.GetPrimaryTitle.GetName] will be split in two, thus forming the [eastern_roman_empire|E]"
split_roman_empire_decision_confirm: "Make it so."
form_eastern_roman_empire_tt: "#HIGH [new_holder.GetName]#!:\n$EFFECT_LIST_BULLET$Gets the [eastern_roman_empire|E]\n$EFFECT_LIST_BULLET$[GetTitleByKey( 'c_byzantion' ).GetBaseNameNoTier] becomes their new [realm_capital|E]"
ending_of_restore_rome_trials_tt: "The effects from initially restoring Rome will be reverted:\n$EFFECT_LIST_BULLET$All [peasant_factions|E] in your [realm|E] will no longer target you\n$EFFECT_LIST_BULLET$Decreased [wars|E] from other Kingdom [titles|E]\n$EFFECT_LIST_BULLET$Decreased [epidemic|E] frequency\n$EFFECT_LIST_BULLET$Mongol Invasion timeline will return to normal#!"
seasoned_visitor_decision: "The Travels of [ROOT.Char.GetFirstNameNoTooltip] [ROOT.Char.GetHouse.GetNameNoTooltip]"
seasoned_visitor_decision_desc: "I have traveled far and wide, been to places strange and outlandish. The wisdom I have accrued is inimitable, a treasure for any curious and learned soul."
seasoned_visitor_decision_tooltip: "Look back on your travels"
seasoned_visitor_decision_reward_desc: "You will unlock new [lifestyle|E] [perks|E] #EMP or#! create a Book [artifact|E] that will increase the [lifestyle_experience|E] gain for future holders\n#i Every #V 12#! visited $game_concept_points_of_interest$, up to #V 60#!, will increase the rewards#!"
seasoned_visitor_decision_confirm: "I have seen wondrous things"
seasoned_visitor_decision_not_enough_poi: "You have visited #color_white 26#! [points_of_interest|E] #weak (Current: [THIS.Var('poi_visited').GetValue|V0])#!"
seasoned_visitor_decision_not_enough_poi_advanced: "You have visited #color_white 42#! [points_of_interest|E] #weak (Current: [THIS.Var('poi_visited').GetValue|V0])#!"
NOT_ARTIFACT_CREATOR: "Is not this Artifact Creator"
ep3_laamp_decision_event.1100.t: "$seasoned_visitor_decision$"
ep3_laamp_decision_event.1100.desc: "The bright sun rising over snowy mountain peaks, the effervescent gutters of sprawling cities, the temples harboring the most pious and the most wretched souls.\n\nThe works of men across centuries, Nature's wonders crafted by the hand of [ROOT.Char.GetFaith.HighGodName] Almighty. I have seen it all.\n\nI have talked with highborn and lowborn alike, I have seen people live in a myriad of ways. Such a trove of astute observations, of my faultless reminiscences, would be a cherished marvel for anyone with but a spark of curiosity... should I decide to write it down."
ep3_laamp_decision_event.1100.a: "My memories belong to me alone."
ep3_laamp_decision_event.1100.a.flavor: "I might speak and speak, but the listener retains only the words he is expecting."
ep3_laamp_decision_event.1100.a.desc: "Since you have visited [THIS.Var('poi_visited').GetValue] $game_concept_points_of_interest$:"
ep3_laamp_decision_event.1100.b: ""I have not told half of what I saw...""
ep3_laamp_decision_event.1100.b.flavor: "...for I know I would not be believed."
ep3_laamp_decision_event.1100.b.desc: "#weak This artifact will provide [lifestyle_experience|E] for #color_yellow future holders#!, its quality increased by every dozen visited $game_concept_points_of_interest$.#!"
ep3_laamp_decision_event.1100.c: "My pen shall remain dry for now."
ep3_laamp_decision_event.1100.c.desc: "You postpone the decision to write down the story of your travels."
ep3_laamp_decision_event.1100.c.flavor: "Without stones, there is no arch."
marco_polo_book_title: "$seasoned_visitor_decision$"
marco_polo_book_desc: "[newly_created_artifact.Custom('ArtifactMarcoPoloIntro')]\n\n[newly_created_artifact.Custom('ArtifactMarcoPoloDesc')]\n\n[newly_created_artifact.Custom('ArtifactMarcoPoloEnd')]"
zealous_missionary_prep_decision: "The [ROOT.Char.GetFaith.GetAdherentNameNoTooltip] Path — Ascension"
zealous_missionary_prep_decision_desc: "The continued existence of vile heretics and misguided heathens is an offense to any good [ROOT.Char.GetFaith.GetAdherentNameNoTooltip], to [ROOT.Char.GetFaith.HighGodName] [ROOT.Char.GetFaith.HighGodHerselfHimself|U]!"
zealous_missionary_prep_decision_tooltip: "It is the time of the preacher"
zealous_missionary_prep_decision_holy_site: "Your current [location|E] must be a [THIS.Char.GetFaith.GetAdjective] [holy_site|E], following [THIS.Char.GetFaith.GetName], ruled by a [THIS.Char.GetFaith.GetAdjective] [top_liege|E]."
zealous_missionary_prep_decision_holy_sites_visited_req: "You completed [pilgrimages|E] to at least two unique [holy_sites|E]"
zealous_missionary_prep_decision_reward_desc: "For the next decade, you will walk the path of a pious [THIS.Char.GetFaith.GetAdjectiveNoTooltip] missionary:\n#weak You will be able to convert counties you visit to [THIS.Char.GetFaith.GetName], either by the truth in your words or by the might of your sword.\n#bold Grave peril#! awaits those who will fail along the way, for only the worthy shall receive [THIS.Char.GetFaith.HighGodHerHis|U] reward in [THIS.Char.GetFaith.PositiveAfterLife|U].\n\n$EFFECT_LIST_BULLET$ @alert_icon! $ep3_laamp_decision_event.1103.difficulty.desc$\n$EFFECT_LIST_BULLET$ [learning_i] $ep3_laamp_decision_event.1103.a.desc$\n$EFFECT_LIST_BULLET$ [martial_i] $ep3_laamp_decision_event.1103.b.desc$"
zealous_missionary_prep_decision_confirm: "[ROOT.Char.GetFaith.HighGodName] is great!"
ep3_laamp_decision_event.1101.t: "$zealous_missionary_prep_decision$" #You can now start spreading the good word
ep3_laamp_decision_event.1101.desc: "Few are places on this Earth where the power of [ROOT.Char.GetFaith.HighGodName] Almighty can be witnessed as in [holy_site_location.GetNameNoTooltip]. Blessed are the faithful who travel here to feel [ROOT.Char.GetFaith.HighGodHerHis|U] might.\n\nFor most, this sacred ground is the end of their journey, the highest peak of their lives. But for me, this is only the beginning of my path.\n\nAnd for those who I am about to bring [ROOT.Char.GetFaith.HighGodHerHis|U] light, their only chance of salvation."
ep3_laamp_decision_event.1101.a: "I bask in the glory of [ROOT.Char.GetFaith.HighGodName|U]!"
ep3_laamp_decision_event.1101.a.desc: "$zealous_missionary_prep_decision_reward_desc$\nTo continue on your pious path, you need to move to infidel lands."
zealous_missionary_start_decision: "The [ROOT.Char.GetFaith.GetAdherentNameNoTooltip] Path — Prelude"
zealous_missionary_start_decision_desc: "One cannot expect the [ROOT.Char.GetFaith.HighGodName|U] to do all the work. [ROOT.Char.GetFaith.HighGodNameSheHe|U] needs the faithful to shepherd the lost... whether they want or not."
zealous_missionary_start_decision_other_faith_location: "Your current location needs to be of a different [faith|E]"
zealous_missionary_start_decision_tooltip: "I need be one of the good [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip]"
zealous_missionary_start_decision_reward_desc: "$zealous_missionary_prep_decision_reward_desc$"
zealous_missionary_start_decision_confirm: "Be swift, my soul, to answer [ROOT.Char.GetFaith.HighGodHerHis|U] call!"
ep3_laamp_decision_event.1102.t: "$zealous_missionary_start_decision$" #You have started spreading the good word
ep3_laamp_decision_event.1102.desc: "Far away are the sacred grounds of [ROOT.Var('holy_site_ascension').Province.GetName]. Yet I still feel the might of [ROOT.Char.GetFaith.HighGodName] inside me, stronger than ever.\n\nIt is my destiny, always was, to do [ROOT.Char.GetFaith.HighGodHerHis|U] work, to fill those lands and the souls living here with [ROOT.Char.GetFaith.HighGodHerHis|U] light. Salvation awaits them, and I am [ROOT.Char.GetFaith.HighGodHerHis|U] humble tool."
ep3_laamp_decision_event.1102.a: "And they shall know the name of [ROOT.Char.GetFaith.HighGodName]!"
ep3_laamp_decision_event.1102.a.desc: "$zealous_missionary_prep_decision_reward_desc$\n#weak You will have 10 years to spread your [faith|E] while traveling."
ep3_laamp_decision_event.1102.b: "I still need time to prepare."
ep3_laamp_decision_event.1102.b.desc: "You postpone the decision till later"
ep3_laamp_decision_event.1103.t: "The [ROOT.Char.GetFaith.GetAdherentNameNoTooltip] Path — Attainment" #preaching time
ep3_laamp_decision_event.1103.desc: "The most important moment for [current_location.GetCounty.GetName] has come with my arrival, for today I bring the light of [ROOT.Char.GetFaith.HighGodName|U], and [ROOT.Char.GetFaith.HighGodNameSheHe|U] shall enter their hearts, and shall remain there for generations to come.\n\nThe local highborn, [current_location.GetCounty.GetTitle.GetHolder.GetName] and his crooked coterie, are too stubborn, too tainted by the false rituals of [current_location.GetCounty.GetFaith.GetName]. But the souls of the poor [current_location.GetCounty.GetCulture.GetCollectiveNoun] are crying to me, yearning for [ROOT.Char.GetFaith.HighGodHerHis|U] grace. And they shall have it!"
ep3_laamp_decision_event.1103.desc.alternative: "The path of a pious [ROOT.Char.GetFaith.GetAdherentNameNoTooltip] is not an easy one, [ROOT.Char.GetHerHis] toils are long and without an Earthly reward. There is only hope to keep me upright. [ROOT.Char.GetSheHe|U] who walks in pure faith abandons himself into the hands of [ROOT.Char.GetFaith.HighGodName|U], as a child in its mother's arms.\n\nI trek forward, for [ROOT.Char.GetFaith.HighGodHerHis|U] work and glory remain incomplete, for the hearts of [current_location.GetCounty.GetFaith.GetAdherentNamePlural] here remain full with lies and false superstitions.\n\nBut not for long. Today, my trial continues and theirs begins. "
ep3_laamp_decision_event.1103.difficulty.desc: "#weak Higher development counties are harder to convert."
ep3_laamp_decision_event.1103.a.desc: "#weak Speaking the local language increases the chance of success."
ep3_laamp_decision_event.1103.a: "Thou shall harken to the voice of [ROOT.Char.GetFaith.HighGodName]!" #preach
ep3_laamp_decision_event.1103.a.alternative: "Let us pray for [current_location.GetCounty.GetCulture.GetNameNoTooltip] salvation."
ep3_laamp_decision_event.1103.a.success: "Conversion successful"
ep3_laamp_decision_event.1103.a.failure: "Conversion failed"
ep3_laamp_decision_event.1103.b: "Only the faithful shall remain!" #convert to corpses
ep3_laamp_decision_event.1103.b.alternative: "Either [ROOT.Char.GetFaith.HighGodNameSheHe|U] or my sword shall enter your hearts!"
ep3_laamp_decision_event.1103.b.desc: "#weak Having more troops and knights than local garrison also increase the chance of success."
ep3_laamp_decision_event.1103.b.flavor: "Converting people to corpses is easier than [ROOT.Char.GetFaith.GetAdherentNamePlural]"
ep3_laamp_decision_event.1103.c: "What a filthy place." #those people do not deserve my efforts
ep3_laamp_decision_event.1103.c.alternative: "Let's not waste time on [current_location.GetCounty.GetName]"
ep3_laamp_decision_event.1103.c.desc: "You will not attempt to convert the local population."
ep3_laamp_decision_event.1103.c.flavor: "If the [ROOT.Char.GetFaith.DevilName] created [current_location.GetCounty.GetTitle.GetHolder.GetTopLiege.GetPrimaryTitle.GetNameNoTierNoTooltip] like some folks say he did, this is where he rested on the seventh day."
ep3_laamp_decision_event.1104.t: "The [ROOT.Char.GetFaith.GetAdherentNameNoTooltip] Path — End" #Your preachin has come to an end
ep3_laamp_decision_event.1104.desc: "I am blessed! Ten years ago, in [ROOT.Var('holy_site_ascension').Province.GetName], [ROOT.Char.GetFaith.HighGodName] came to me, entered my heart and filled it with everlasting joy and beauty. And ever since, I wandered [ROOT.Char.GetFaith.HighGodHerHis|U] Earth, preaching [ROOT.Char.GetFaith.HighGodHerHis|U] word.\n\nEverywhere I went, [ROOT.Char.GetFaith.HighGodHerHis|U] might was with me, spreading through lands and people's hearts.\n\nAnd today, my path as a missionary ends, in the glory of [ROOT.Char.GetFaith.HighGodName], in knowing that I have fulfilled my part of [ROOT.Char.GetFaith.HighGodHerHis|U] grand plan."
ep3_laamp_decision_event.1104.desc.failure: "I was blessed! Ten years ago, in [ROOT.Var('holy_site_ascension').Province.GetName], [ROOT.Char.GetFaith.HighGodName] came to me, entered my heart and filled it with everlasting joy and beauty. And the only thing [ROOT.Char.GetFaith.HighGodNameSheHe|U] asked in return was to go forth and share it till my last breath.\n\nYet I, like a wretched soul untouched by [ROOT.Char.GetFaith.HighGodHerHis|U], kept it for my myself. Did I try to share it hard enough? Was it the wretched [ROOT.Char.GetFaith.DevilName] who took me off my path? The stain on my soul, the stain of failure, of impiety, shall remain there for all eternity."
ep3_laamp_decision_event.1104.a: "[ROOT.Char.GetFaith.HighGodNamePossessive] reward awaits me in [ROOT.Char.GetFaith.PositiveAfterLife|U]."
ep3_laamp_decision_event.1104.b: "[ROOT.Char.GetFaith.HighGodName] forgive me, for I have failed."
become_conqueror_decision: "Become a Great Conqueror"
become_conqueror_decision_desc: "For far too long has my sword brought riches to others, now the Earth shall drown beneath an ocean of blood for #EMP my#! glory. A time of great tribulation shall begin, unmatched since the dawn of time!"
become_conqueror_decision_tooltip: "#WEAK I sing of warfare and a man at war#!"
become_conqueror_decision_confirm: "I am the punishment of [ROOT.Char.GetFaith.HighGodName]!"
become_conqueror_decision_reward: "Upon becoming landed, you will get the #V [GetTrait('conqueror').GetName( GetNullCharacter )]#! [trait|E]"
become_conqueror_decision_troops: "You will get an army of seasoned veterans, consisting of [GetMaA('accolade_maa_lancers').GetName] and [GetMaA('accolade_maa_vanguards').GetName]"
become_conqueror_decision_legend_seed: "You will get the #EMP $legend_chronicle_conqueror_chronicle$#! [legend_seed|E]"
become_conqueror_decision_war_participation: "You have participated in at least 20 wars"
become_conqueror_decision_war_participation_kingdom: "You have participated in at least 5 wars against [kings|E] or [emperors|E]"
become_conqueror_decision_two_commander_traits: "You have at least 2 [commander_traits|E]"
become_conqueror_decision_enough_troops: "You have at least 4000 [soldiers|E]"
become_conqueror_decision_enough_battle_kills: "You have killed at least 12 [characters|E]"
become_conqueror_decision_enough_war_contracts: "You have completed at least 20 $laamp_raid_contract_contract$ or $laamp_join_war_contract_contract$ [task_contracts|E]"
become_conqueror_decision_enough_high_level_knights: "You have at least 6 knights with 18 [prowess|E] or higher"
become_conqueror_decision_enough_mediocre_knights: "You have at least 12 knights with 12 [prowess|E] or higher"
become_conqueror_decision_war: "You will start a war against [conq_war_target.GetName]"
ep3_laamp_decision_event.1110.t: "$become_conqueror_decision$"
ep3_laamp_decision_event.1110.desc.has_kill: "I still remember [first_kill.GetTitledFirstNamePossessive] death, the first person I remember dying at my whim. Did I have a taste for it even then? Did this... #EMP hunger#! inside of me, this need for more, kindle at that instant, or simply burn bright enough to finally be seen?\n\nMany more have joined [first_kill.GetHerHim] since."
ep3_laamp_decision_event.1110.desc.hasnt_kill: "It's an odd thought, really. I've no strong recollection of the first person killed on my orders, let alone by my hand. You'd think it would stay with a [ROOT.Char.GetWomanMan], but I've never cared much for the faces or names of the dead.\n\nI cannot count how many I've sent to their graves, never mind exactly #EMP who#!."
ep3_laamp_decision_event.1110.desc.outro: "For most, such slaughter would be enough — but not for me.\n\nI cannot help but smile as I look to the horizon. Not for those who died. I smile for those that will."
ep3_laamp_decision_event.1110.desc: "Years ago, I slew [first_kill.GetName] in battle. The memory has stayed with me since. [first_kill.GetHerHis|U] chest ripped apart by my blow, [first_kill.GetHerHis] eyes wide open in disbelief, [first_kill.GetHerHis] blood dripping to the ground, making the soil fertile.\n\nMany more have joined [first_kill.GetHerHim] since. For most, such slaughter would be enough. But not for me.\n\nI cannot help but smile as I look to the horizon. Not for those who died. I smile for those that will."
#ep3_laamp_decision_event.1110.desc: "Years ago, I slew [first_kill.GetName] in battle. The memory has stayed with me since. [first_kill.GetHerHis|U] chest ripped apart by my blow, [first_kill.GetHerHis] eyes wide open in disbelief, [first_kill.GetHerHis] blood dripping to the ground, making the soil fertile.\n\nMany more have joined [first_kill.GetHerHim] since. For most, such slaughter would be enough. But not for me.\n\nI cannot help but smile as I look to the horizon. Not for those who died. I smile for those that will."
ep3_laamp_decision_event.1110.a: "Conquering the world on horseback is easy..."
ep3_laamp_decision_event.1110.a.flavor: "...it is dismounting and governing that is hard."
ep3_laamp_decision_event.1110.a.desc: "$become_conqueror_decision_reward$"
bandit_king_decision: "Levy the Outcasts"
bandit_king_decision_desc: "I will become the master of the gutters' sons and daughters. An army of the most heinous scoundrels bound to my cause and whim, to wreak havoc upon the the weak and strong alike."
bandit_king_decision_reward: "#Bold Every#! time you complete a [criminal_task_contract|E], you will get unique [men_at_arms|E].\n#weak The amount depends on your progress in the [GetTrait('gallowsbait').GetName(GetNullCharacter)] [trait_level_track|E], from 100 to 1000 men."
bandit_king_decision_tooltip: "Count the craven, count the venal, who have fought to survive"
bandit_king_decision_confirm: "Rally to me, wretched of the earth!"
ep3_gallowsbait_army: "Gallowsbait Scum"
ep3_bandits_army: "The Wretched & The Lost"
ep3_poachers_army: "Merry Men"
maa_bandits: "Bandits"
maa_bandits_flavor: "#F Scum of the earth, these men have forsaken lawfulness for a life of crime."
maa_poachers: "Poachers"
maa_poachers_flavor: "$maa_bandits_flavor$"
maa_thieves: "Looters"
maa_thieves_flavor: "$maa_bandits_flavor$"
maa_marauders: "Marauders"
maa_marauders_flavor: "$maa_bandits_flavor$"
bandit_king_maa_spawn_effect_desc: "You will get a small army consisting of $maa_marauders$ and $maa_poachers$, or $maa_thieves$ and $maa_bandits$"
bandit_king_modifier: "Bandits' Benefactor"
bandit_king_modifier_desc: "This character is recruiting followers from the lower stratum of society, at every opportunity.\n\n#Bold Every#! #weak time this character completes an [intrigue|E] [task_contract|E], they get unique [men_at_arms|E].\nThe amount depends on the progress in the [GetTrait('gallowsbait').GetName(GetNullCharacter)] [trait_level_track|E].#!"
ep3_laamp_decision_event.1120.t: "$bandit_king_decision$"
ep3_laamp_decision_event.1120.desc: "When your heart gets stabbed by a rusty dagger, you do not care about the pedigree of its wielder. Knights in shining armor, with their precious weapons imported from across Creation? They die just the same as the poor clothed in rags, holding sharpened branches snapped from the nearest tree.\n\nLords and ladies with their fancy titles can keep their overpriced hirelings — and fear betrayal every time somebody with a bigger purse walks by.\n\nHear me and gather forth, you who did not get to choose your path in life, for violence and blood has marked you from birth!"
ep3_laamp_decision_event.1120.a: "$bandit_king_decision_confirm$"
ep3_laamp_decision_event.1120.a.flavor: "We just need them to cloth them properly, so they won't freeze to death tonight. And perhaps exchange the sticks for proper polearms."
start_city_construction_decision: "Found a Holding"
start_city_construction_decision_desc: "During my travels I have amassed sizable wealth. These fertile, pristine grounds look like a good place to invest it, and reap the benefits in the years to come."
start_city_construction_decision_tooltip: "Strike the Earth!"
start_city_construction_decision_confirm: "Grab the shovels!"
start_city_construction_decision_empty_holding: "You need to be in a [barony|E] that does not have a holding"
start_city_construction_decision_more_rewards: "Fulfilling more optional requirements will offer additional choices during city establishment, including constructing unique [buildings|E]\n\n#weak You will be able to construct more cities after this one.\nUpon construction, you will have chance to forcefully take the city for yourself.\n\nOtherwise, each year the city will pay dividends. The amount depends on the number of combined [building|E] levels in this [barony|E] and the [development|E] of the county, from [gold_i]25 up to [gold_i]200. This amount will slowly decrease for every passing year after the construction has been finished.#!"
ep3_laamp_decision_event.1130.t: "City of [city_location.GetNameNoTooltip] — Beginning"
ep3_laamp_decision_event.1130.desc: "The ground underneath me is untouched by human hands. Yet.\n\nBut I can already see where the city hall shall stand. Where the merchants shall weigh their wares and pay the taxes under the watchful eyes of the guards. I can hear the bells ringing in the tower.\n\nThe supplies are gathered, my followers are restless. All that is needed is my word."
ep3_laamp_decision_event.1130.a: "Let us begin!"
ep3_laamp_decision_event.1130.a.desc: "$start_city_construction_decision_more_rewards$"
ep3_laamp_decision_event.1130.b: "I changed my mind, sorry."
ep3_laamp_decision_event.1130.b.desc: "You abandon the construction. Part of the gold spent will be refunded."
ep3_laamp_decision_event.1131.t: "City of [city_location.GetNameNoTooltip] — End"
ep3_laamp_decision_event.1131.desc: "Years ago I stood here, when it was but another spot in the middle of wilderness. Now, it is a proud city. How marvelous! But I wonder if [city_location.GetCounty.GetTitle.GetHolder.GetName] is the right person to secure the future of my new settlement.\n\nDecades from now, tales will be told about how I came to [city_location.GetNameNoTooltip], I brought forth its potential and..."
ep3_laamp_decision_event.1131.a: "...I conquered!"
ep3_laamp_decision_event.1131.b: "...I left to achieve more elsewhere."
ep3_laamp_decision_event.1131.b.desc: "Each year, the city will pay dividends. The amount depends on the number of combined [building|E] levels in [city_location.GetName] and the [development|E] of [city_location.GetCounty.GetName]."
ep3_laamp_decision_event.1133.t: "City of [city_location.GetName] — The Power of Water"
ep3_laamp_decision_event.1133.desc: "There is an idly flowing creek nearby. With the right expertise, such as mine, and with the proper work, such as my followers', we can redirect it closer to the city.\n\nAfterwards, constructing a watermill on top should be trivial. It can be even a larger mill, if there are resources to be spared."
ep3_laamp_decision_event.1133.a: "Splendid!"
ep3_laamp_decision_event.1133.b: "I will invest in this."
ep3_laamp_decision_event.1133.c: "I cannot afford this."
ep3_laamp_decision_event.1134.t: "City of [city_location.GetNameNoTooltip] — Settlers"
ep3_laamp_decision_event.1134.desc: "The construction is progressing nicely, the skeleton of the city is already visible. We have enough builders to continue raising buildings, but we do not have enough to fill every single building, every trade that might needed.\n\nFortunately, I can leverage my authority to attract more settlers. Of course with a modest gold and silver incentive."
ep3_laamp_decision_event.1134.a: "Wonderful!"
ep3_laamp_decision_event.1134.b: "Let me get my purse."
ep3_laamp_decision_event.1134.c: "Maybe not."
ep3_laamp_decision_event.1135.t: "City of [city_location.GetNameNoTooltip] — Deforestation"
ep3_laamp_decision_event.1135.desc: "The people that will live here will need proper food supply. The lands initially marked for cultivation should be enough for the start, but more fields will ensure its prosperity for decades to come.\n\nThere is an opportunity — [city_location.GetCounty.GetTitle.GetHolder.GetName] forests are bordering my fields, waiting to be converted to arable land. I had the foresight to secure good relations with [city_location.GetCounty.GetTitle.GetHolder.GetHerHim], so buying a couple mansi should not be a problem. Afterwards, the trees need to be burned down and uprooted, and the fertile soil will emerge."
ep3_laamp_decision_event.1135.a: "Get the torches!"
ep3_laamp_decision_event.1135.b: "Gather everybody, no tree shall remain!"
ep3_laamp_decision_event.1135.c: "On a second thought, no."
ep3_laamp_decision_event.1136.t: "City of [city_location.GetNameNoTooltip] — Trade Connections"
ep3_laamp_decision_event.1136.desc: "Consuming what the countryside has to offer, tasting the finest of far away lands, producing unique goods and services — the natural cycle of any prosperous city.\n\nWe can wait and let the trade connections develop naturally over time — or move preemptively, ensure that the first trade wagon will be rolling down the city gates when the last brick is placed in its walls.\n\nI know a couple merchants that can make it happen. They ask me for gold now — a meagre sum compared with the wealth that shall be flowing here soon!"
ep3_laamp_decision_event.1136.a: "Amazing!"
ep3_laamp_decision_event.1136.b: "We have ourselves a deal."
ep3_laamp_decision_event.1136.c: "Definetly not."
ep3_laamp_decision_event.1137.t: "City of [city_location.GetName] — Pious Connections"
ep3_laamp_decision_event.1137.desc: "A city that survives decades, centuries even, needs strong citizens that have faith in the city and themselves. And shepherds to guide them in the moment of weakness. This city needs more pious [ROOT.Char.GetFaith.GetAdherentNamePlural].\n\nI am perceived as a pious [ROOT.Char.GetWomanMan] of sizable means. With just the right amount of gold and prayers from convincible preachers, I shall have my flock here, along with the religious apparatus to hold it firmly in [ROOT.Char.GetFaith.HighGodNamePossessive] good graces."
ep3_laamp_decision_event.1137.a: "[ROOT.Char.GetFaith.HighGodName] be blessed!"
ep3_laamp_decision_event.1137.b: "I will donate for this cause."
ep3_laamp_decision_event.1137.c: "Alas, no."
ep3_laamp_decision_event.1140.toast: "[city_location.GetName] pays dividend"
# Renounce Governorship
renounce_governorship_decision: "Retire from Governorship"
renounce_governorship_decision_desc: "Retire to your family [estate|E] and gather wealth and influence away from the duties of [governorship|E].\n\nFester in the shadows, come back as a burning phoenix."
renounce_governorship_decision_tooltip: "Stop being a [governor|E]"
renounce_governorship_decision_confirm: "It has been a pleasure."
renounce_governorship_decision_effect_tt: "You stop being a [governor|E]"
ep3_renounced_governorship: "In the Shadows"
ep3_renounced_governorship_desc: "This character chose to renounce their governorship and wait for the right moment to strike."
ep3_decisions_event.4090.t: "A Step Back"
ep3_decisions_event.4090.desc: "Beyond the walls of the estate, children shout while playing games, carts trip on bigger rocks, a merchant yells their wares.\n\nI have served [liege.GetTitledFirstName] for long enough.\n\nThese walls won't build themselves — and a house needs strong foundations, more than anything."
ep3_decisions_event.4090.a: "I will be waiting."
# Change Imperial Aspirations
change_imperial_aspirations_decision: "Change [GetPlayer.GetTopLiege.Custom('GetRoyalCourtRank')|U] Aspirations"
change_imperial_aspirations_decision_desc: "Not everyone is suited, or even wants to, climb the ladder far enough to sit upon the throne. Why take the risk when I am perfectly content with my current position? Others can fight it out in this den of vipers!"
change_imperial_aspirations_decision_tooltip: "Take a stance to make it known if you desire the throne or not"
change_imperial_aspirations_decision_confirm: "Let my intentions be known"
admin_renounce_throne_personal_name: "Renounce personal ambition"
admin_renounce_throne_personal_desc: "Let it be known that you do #bold not#! want to compete for the throne."
admin_renounce_throne_personal_tooltip: "$admin_renounce_throne_personal_desc$"
admin_desire_throne_personal_name: "Proclaim personal ambition"
admin_desire_throne_personal_desc: "You will compete for the throne."
admin_desire_throne_personal_tooltip: "$admin_desire_throne_personal_desc$"
admin_renounce_throne_house_name: "Renounce house ambition"
admin_renounce_throne_house_desc: "Let it be known that you do #bold not#! allow #EMP anyone#! from [house|E] [GetPlayer.GetHouse.GetName] to compete for the throne."
admin_renounce_throne_house_tooltip: "$admin_renounce_throne_house_desc$"
admin_desire_throne_house_name: "Proclaim house ambition"
admin_desire_throne_house_desc: "All of [house|E] [GetPlayer.GetHouse.GetName] are allowed to compete for the throne."
admin_desire_throne_house_tooltip: "$admin_desire_throne_house_desc$"
# The Knight of the Swan
knight_errant_decision: "The $knight_culture_player_no_tooltip$ of the [ROOT.Char.CustomFixedRandom('GetKnightErrantAnimal')|U]"
knight_errant_decision_desc: "It is said that a mysterious $knight_culture_player_no_tooltip_lowercase$ comes in a [ROOT.Char.CustomFixedRandom('GetKnightErrantAnimal')] driven boat to rescue those in danger.\n\nA little boat of pearly sheen, and a stately $knight_culture_player_no_tooltip_lowercase$ that sat therein."
knight_errant_decision_tooltip: "Become a [GetTrait('knight_errant').GetName( GetNullCharacter )]"
knight_errant_decision_confirm: "The best of [ROOT.Char.GetHerHis] kind."
knight_errant_decision_effect_tt: "$knight_errant_decision_tooltip$"
camp_purpose_mercenaries_tt: "You must have the [GetLaw('camp_purpose_mercenaries').GetName] [camp_purpose|E]"
GetKnightErrantAnimal_swan: "swan"
GetKnightErrantAnimal_tiger: "tiger"
GetKnightErrantAnimal_lion: "lion"
GetKnightErrantAnimal_hart: "hart"
ep3_knight_of_the_swan_house_modifier: "Swansong"
ep3_knight_of_the_swan_house_modifier_desc: "This house is famed for their strong sense of chivalry and honor."
knight_errant_decision_tt: "You have completed #V [contract_tally]/10#! [martial|E] or [prowess|E] [task_contracts|E] of no [criminal|E] nature"
task_contract_justicar_contract_tracker_effect.tt: "You make progress in The $knight_culture_player_no_tooltip$ of the [GetPlayer.CustomFixedRandom('GetKnightErrantAnimal')|U] [decision|E]"
knight_errant_decision_armor_tt: "You gain the "The Golden Coat of the [GetPlayer.CustomFixedRandom('GetKnightErrantAnimal')|U]" Armor type [artifact|E]"
ep3_decisions_event.5001.t: "The $knight_culture_player_no_tooltip$ of the [ROOT.Char.CustomFixedRandom('GetKnightErrantAnimal')|U]"
ep3_decisions_event.5001.desc.spouse: ""The most noble of [ROOT.Char.GetHerHis] kind," my dear [adoring_fan.GetFirstNamePossessiveNoTooltip] voice is followed by a gentle kiss on my shoulder. "I have been looking everywhere for you."\n\n"They are telling senseless stories about you in the camp," [adoring_fan.GetSheHe] leans over to whisper,"
ep3_decisions_event.5001.desc.intro: ""The most noble of [ROOT.Char.GetHerHis] kind," [adoring_fan.GetFirstNamePossessiveNoTooltip] voice startles me. "I have been looking everywhere for you."\n\n"They are telling senseless stories about you in the camp," [adoring_fan.GetSheHe] lets out a chuckle,"
ep3_decisions_event.5001.desc: ""they say that you once crossed a bridge made of swords, that you entered an enchanted forest where you rescued a fair [dummy_opposite_gender.GetWomanMan]... that a marvelous [ROOT.Char.CustomFixedRandom('GetKnightErrantAnimal')] gave you its miraculous coat."\n\n[adoring_fan.GetSheHe|U] signals a servant to bring over a pearled armor.\n\n"A gift, from all those that you have helped.""
ep3_decisions_event.5001.a: ""And still I have not helped enough.""
ep3_decisions_event.5001.b: ""I can offer #EMP numerous#! kinds of help.""
ep3_courteous_knight_modifier: "Courteous Knight"
ep3_courteous_knight_modifier_desc: "This character understands that love is the greatest joy in life."
ep3_valiant_knight_modifier: "Valiant Knight"
ep3_valiant_knight_modifier_desc: "This character has made the defense of the innocent their top priority."
ep3_courteous_knight_var_tt: "Your [success_chance|E] in [GetScheme('courting').GetTypeName] [schemes|E] will be greatly increased"
SCHEME_COURTEOUS_KNIGHT: "You are a Courteous Knight: $VALUE|+0=$"
artifact_knight_of_the_swan_tt: "You will become the owner of [newly_created_artifact.GetName]"
artifact_knight_of_the_swan_name: "Golden Coat of the [ROOT.Char.CustomFixedRandom('GetKnightErrantAnimal')|U]"
artifact_knight_of_the_swan: "An armor adorned with a floral motif. It is said that the bearer must never reveal their name."
swan_knight_title: "$knight_errant_decision$"
swan_knight_desc: "And then they saw a snow-white animal come drawing down the tide a little boat of pearly sheen, and a stately $knight_culture_player_no_tooltip_lowercase$ that sat therein, and seemd its course to guide."
legend_chapter_opening_swan_knight: "[ROOT.Legend.GetProtagonist.GetNameNoTooltip] wandered the land with [ROOT.Legend.GetProtagonist.GetHerHis] faithful followers, fighting ruffians and rescuing those in need."
legend_chapter_motivation_swan_knight: "One morning, while entering a misty forest, [ROOT.Legend.GetProtagonist.GetSheHe] heard a cry for help, a call [ROOT.Legend.GetProtagonist.GetSheHe] could not ignore."
legend_chapter_famous_deed_swan_knight: "A fair maiden was threatened by a wicked knight, but [ROOT.Legend.GetProtagonist.GetFirstNameNoTooltip] defeated him in singular battle, a white [ROOT.Legend.GetProperty( 'friendly_animal' ).GetFlagName] being born from the puddle of blood."
legend_chapter_conclusion_swan_knight: "[ROOT.Legend.GetProtagonist.GetSheHe|U] said to her 'do not ask my name, for it is not mine to give'."
ep3_decisions_event.5002.t: "A Disgrace to the Family"
ep3_decisions_event.5002.desc: ""I would not have imagined you to suffer such disgrace meekly." A horse stops right by our camp. I recognize its rider as my #EMP dear#! [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('my_rival'))], [my_rival.GetTitledFirstName].\n\n"What has gotten into you? Playing $knight_culture_player_plural_no_tooltip_lowercase$, pretending to be living in a crib tale," [my_rival.GetSheHe] dismounts, spitting on the ground.\n\n"When are you going to come to your senses? Get yourself some land, before you continue to dishonor the good name of our family.""
ep3_decisions_event.5002.a: ""Maybe it is time to settle down...""
ep3_decisions_event.5002.b: ""I have no time for dishonorable [my_rival.GetWomenMen].""
rival_called_me_a_disgrace: "[TARGET_CHARACTER.GetShortUIName|U] accused [CHARACTER.GetShortUIName] of being a disgrace to their family"
rival_called_me_a_disgrace_corresponding: "[CHARACTER.GetShortUIName|U] accused [TARGET_CHARACTER.GetShortUIName] of being a disgrace to their family"
ep3_black_sheep: "Black Sheep"
ep3_black_sheep_desc: "This character opposed a family member calling them a disgrace to their family for their wandering lifestyle."
ep3_decisions_event_5002_a_tt: "#bold Purchasing land#! will become #high 50%#! cheaper"
# Commission Icon
commission_artifact_decision_option_trinket_icon_desc: "[AddTextIf( Not( ROOT.Char.GetInventory.GetSlot( 'miscellaneous' ).IsEmpty ), Concatenate( 'Currently Equipped:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'miscellaneous', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]"
commission_trinket_icon_tooltip: "#T Icon#! \n$DESC$"
commission_court_icon_large_tooltip: "#T Icon#! \n$DESC$"
commission_court_icon_small_tooltip: "#T Icon#! \n$DESC$"
commission_artifact_decision_option_trinket_icon: "Trinket\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'miscellaneous' )]#!"
commission_artifact_decision_option_court_icon_large: "Large Wall Hanging\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'wall_big' )]#!"
commission_artifact_decision_option_court_icon_small_desc:0 "[AddTextIf( ROOT.Char.GetInventory.HasEquippedArtifactsInSlotType( 'wall_small' ), Concatenate( 'Currently Displayed:\n', ROOT.Char.GetInventory.GetEquippedArtifactsInSlotTypeString( 'wall_small', 'NEWLINE', 'NEWLINE', 'NEWLINE' ) ) )]"
commission_artifact_decision_option_court_icon_small: "Small Wall Hanging\n#low Owned: [ROOT.Char.GetInventory.GetNumberOfArtifactsForSlotTypeString( 'wall_small' )]#!"
artifact_wall_court_icon_large_name: "Large Icon"
artifact_wall_court_icon_large_description: "An imposing icon, painted in the traditional style of the Orthodox church, depicting a solemn religious scene: [owner.Custom('RandomIconTopic')]."
artifact_wall_court_icon_small_name: "Small Icon"
artifact_wall_court_icon_small_description: "A small but evocative icon, painted in the traditional style of the Orthodox church, depicting in vivid colors a religious scene: [owner.Custom('RandomIconTopic')]"
artifact_trinket_icon_name: "Portable Icon"
artifact_trinket_icon_description: "A portable icon, painted in the usual style of the Orthodox church, depicting a traditional religious scene: [owner.Custom('RandomIconTopic')]. Despite its diminutive size, the pictorial traits are neat, the colors are vivid, and the tone is solemn."
commission_icon_decision_effect: "A local painter is summoned to produce an Icon [artifact|E]"
ep3_decisions_event.5000.t: "Icon Realized"
ep3_decisions_event.5000.desc: "[local_artisan.GetFirstName], the painter to which I entrusted my icon commission, has returned to court to offer me the fruit of [local_artisan.GetHerHis] labor.\n\n"[ROOT.Char.GetFaith.HighGodName]-blessed [ROOT.Char.GetTitleAsNameNoTooltip], I humbly present you with this holy icon I have painted, according to tradition and the skills that [ROOT.Char.GetFaith.HighGodNameAlternate] gave me. May it always inspire you on the road of devotion and rightfulness.""
ep3_decisions_event.5000.a: "Thank you."
theotokos: "the [Glossary( 'Theotokos', 'THEOTOKOS_GLOSS')]"
ladder_heaven: "the Ladder to Heaven"
pantokrator: "Christ [Glossary( 'Pantokrator', 'PANTOKRATOR_GLOSS')]"
annunciation: "the Annunciation of Archangel Gabriel to the Virgin Mary"
saint_peter: "Saint Peter, sternly looking at the observer"
saint_paul: "Saint Paul in an austere teaching pose"
saint_theodore: "Saint Theodore in full armor"
saint_basil: "Saint Basil with his books"
moses: "Moses receiving the tablets of the Law from the Burning Bush"
archangel_michael: "Archangel Michael defeating Lucifer"
crucifixion: "The Crucifixion"
commission_icon_decision: "Commission Icon"
commission_icon_decision_desc: "The contemplation and adoration of beautiful art brings us closer to God and strengthens our faith. This is why I should offer my patronage to a local painter for the production of a new holy icon!"
commission_icon_decision_tooltip: "Commission a religious icon [artifact|E] from a local painter"
commission_icon_decision_confirm: "Call for a painter"
THEOTOKOS_GLOSS: "The "Mother of God", Mary. In iconography, this definition identifies a scene of which Byzantine art is very fond: Mary breastfeeding or generally holding baby Jesus in her arms."
PANTOKRATOR_GLOSS: ""Christ Omnipotent" or "Ruler of All". Very common in byzantine iconography, it's a depiction of Jesus holding a New Testament in one hand, and blessing the on-lookers with the other."
# Hire Chief Eunuch
hire_eunuch_decision: "Search for $chief_eunuch_court_position$"
hire_eunuch_decision_desc: "[GetCourtPositionType('chief_eunuch_court_position').GetDescription|U]"
hire_eunuch_decision_tooltip: "Your servants will suggest a number of suitable candidates for the position of [GetCourtPositionType('chief_eunuch_court_position').GetName()]"
ep3_decisions_event.5010.t: "A Worthy [GetCourtPositionType('chief_eunuch_court_position').GetNameNoTooltip|U]"
ep3_decisions_event.5010.desc: "My servants have searched far and wide for a worthy $chief_eunuch_court_position$ to join my court.\n\nTwo candidates in particular have caught my eye: [mediocre_eunuch.GetFirstName] is fiercely determined to prove himself, but [good_eunuch.GetFirstName] seems to be more skilled."
ep3_decisions_event.5010.a: "[mediocre_eunuch.GetFirstNameNoTooltip] has the right attitude!"
ep3_decisions_event.5010.a.aptitude: "[mediocre_eunuch.GetUINamePossessive] [aptitude|E] is [mediocre_eunuch.GetCourtPositionAptitude( GetCourtPositionType( 'chief_eunuch_court_position' ) )]"
ep3_decisions_event.5010.b: "[good_eunuch.GetFirstNameNoTooltip] inspires more trust in me."
ep3_decisions_event.5010.b.aptitude: "[good_eunuch.GetUINamePossessive] [aptitude|E] is [good_eunuch.GetCourtPositionAptitude( GetCourtPositionType( 'chief_eunuch_court_position' ) )]"
# Embrace Heresy
embrace_heresy_decision: "Embrace Heresy"
embrace_heresy_decision_desc: "Despite the existence of an official faith endorsed by [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetNameNoTooltip], heretic beliefs proliferate in our land. If I were to publicly embrace one of them and put myself at its head, I could channel the raw potential of an unbridled faith to increase my power and pursue my political agenda."
embrace_heresy_decision_tooltip: "Embrace a heresy and become its head"
heresy_in_empire_or_bordering_tt: "A [faith|E] followed by at least 3 [counties|E], belonging to the same [religion|E] as your [top_liege|E] [realm|E]'s [state_faith|E] but considered [faith_hostile|E], must be present in at least 1 county inside your [top_liege|E]'s [realm|E] or in a foreign bordering county"
ep3_decisions_event.5020.t: "Embracing the Heresy"
ep3_decisions_event.5020.desc: "The opportunity is clear, and I only need to grab it.\n\nThe [heresy_1.GetAdjective|U] faith is on the rise in [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetNameNoTooltip] and requires a strong, influential guide to represent it on the political stage. Of course, putting myself in the position of being considered a heretic is a risk, but the untapped potential of rallying a persecuted minority around a shared flag is tantalizing."
ep3_decisions_event.5020.desc_more: "\n\nThe [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetTierAsNameNoTooltip]'s religious scene is so fragmented that I don't have to stick with my first choice either."
ep3_decisions_event.5020.a: "[heresy_1.GetNameNoTooltip|U] is the way."
ep3_decisions_event.5020.b: "Perhaps [heresy_2.GetNameNoTooltip] looks more promising?"
ep3_decisions_event.5020.c: "[heresy_3.GetNameNoTooltip|U] has the most potential."
ep3_decisions_event.5020.d: "Maybe I'm being too hasty..."
embrace_heresy_tt: "You will embrace the chosen heretic [faith|E]"
leverage_position_tt: "You will reap benefits in [hooks|E] and [influence|E], in proportion to the number of fellow [vassals|E] and [counties|E] in your [top_liege|E]'s [realm|E] that follow your same heretic [faith|E]"
unlocks_demand_state_faith_decision: "Unlock the [GetDecisionWithKey('push_heresy_as_state_faith').GetName] [decision|E]"
has_embraced_heresy_tt: "You have embraced a [faith|E] through the [GetDecisionWithKey('embrace_heresy_decision').GetName] [decision|E] and are still following it"
push_heresy_as_state_faith: "Push State Faith Change"
push_heresy_as_state_faith_desc: "The popular support of the faith I guide has been growing throughout [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetNameNoTooltip]. It is time the [ROOT.Char.GetTopLiege.GetTitleAsNameNoTooltip] recognizes our power and admits that [ROOT.Char.GetFaith.GetName] is the only valid choice as official faith of the [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetTierAsNameNoTooltip]!"
push_heresy_as_state_faith_tooltip: "Try to push your liege to recognize your faith as state faith"
try_to_push_faith_with_emperor_tt: "Your liege will evaluate your request. The stronger your political and religious position is, the more likely they are to accept. Increase your [influence|E] and the number of fellow [vassals|E] and [counties|E] in your [top_liege|E]'s [realm|E] that follow your same [faith|E] to increase your success chance."
ep3_decisions_event.5021.t: "" #This is an AI-only event
ep3_decisions_event.5021.desc: "" #This is an AI-only event
ep3_decisions_event.5021.a: "" #This is an AI-only event
ep3_decisions_event.5021.a.tt: "State Faith Changed"
ep3_decisions_event.5021.b: "" #This is an AI-only event
ep3_decisions_event.5021.c: "" #This is an AI-only event
ep3_decisions_event.5021.c.tt: "State Faith Unchanged"
embrace_heresy_decision_confirm: "Embrace heresy"
push_heresy_as_state_faith_confirm: "Pressure the [ROOT.Char.GetTopLiege.GetTitleAsNameNoTooltip]"
# Establish Silk Production
establish_silk_production_decision: "Establish Silk Production"
establish_silk_production_decision_desc.boilerplate: "Since the ancients smuggled the first silkworms from the remotest lands in the East to Constantinople, silk manufacture and sale have always been an imperial monopoly."
establish_silk_production_decision_desc: "$establish_silk_production_decision_desc.boilerplate$\n\nIt would be an expensive venture, but we could buy an imperial dispensation to be allowed to establish our own silk production in our family Estate."
establish_silk_production_decision_desc.emperor: "$establish_silk_production_decision_desc.boilerplate$\n\nAs the head of the imperial family, I can grant myself and my successors the privilege of its manufacture with but a wave of the hand."
establish_silk_production_decision_tooltip: "Buy an imperial permit to unlock silk production buildings in your [estate|E]"
establish_silk_production_decision_confirm: "Send the payment"
unlocked_estate_silk_buildings: "Unlocks [GetDomicileBuilding('silk_01').GetName] [estate|E] [building|E]"
unlocked_estate_silk_buildings_t: "[GetDomicileBuilding('silk_01').GetName] Unlocked"
has_unlocked_estate_silk: "Unlocked [GetModifier('ep3_unlocked_silk').GetNameWithTooltip] through [GetDecisionWithKey('establish_silk_production_decision').GetName] [decision|E]"
commission_silk_regalia_decision: "Commission Silk Regalia"
commission_silk_regalia_decision_desc: "Our family is among the few imperially-authorized producers and sellers of the finest Byzantine silk. Our activity brings us gold and influence — and some more #EMP advantages#! — but we rarely enjoy the benefits directly. I think I deserve something #EMP extra nice#! for myself, for once!"
commission_silk_regalia_decision_tooltip: "Commission a silk-made [artifact|E] for yourself"
commission_silk_regalia_decision_confirm: "Call for the artisan"
commission_silk_regalia_decision_effect: "An artisan from your Estate will produce a silk Regalia [artifact|E] for you"
ep3_decisions_event.5030.t: "Silk Regalia Completed"
ep3_decisions_event.5030.desc: "It is with an elegant flourish that [local_artisan.GetFirstName], master artisan at my family's Magnanery, presents me with a set of silk robes of the finest quality.\n\n"Your commission is ready, my [ROOT.Char.GetLadyLord]. I hope you find it up to your standards."\n\nThe silk flows like water between my fingers, as my eyes struggle to get all the minute details of the decoration in."
ep3_decisions_event.5030.a: "Just gorgeous!"
silk_regalia_name: "Fine Silk Regalia"
silk_regalia_description: "A set of silk robes worthy of an emperor, made by some of the best artisans of the Byzantine style in the family estate of House [owner.GetHouse.GetName].\n\nThe colors are brilliant, and a gold thread is elegantly interwoven throughout to make the intricate designs stand out."
# Foster Integration
foster_integration_decision: "Foster Integration"
foster_integration_decision_desc: "My family estate is located in a somewhat turbulent area. This is not necessarily a disadvantage, for I can help my liege to bring the local population more firmly under the dominion of [ROOT.Char.GetTopLiege.GetPrimaryTitle.GetNameNoTooltip], while also promoting my political and financial position."
foster_integration_decision_tooltip: "Promote the de jure and cultural integration of your [estate|E]'s [county|E]"
foster_integration_decision_confirm: "Let's begin"
improve_promote_culture_tt: "Your liege will get a bonus to the [promote_culture|E] [councillor_task|E] when targeting this county."
improve_de_jure_integration_tt: "Your liege will get a bonus to the [integrate_title|E] [councillor_task|E] when targeting this county."
improve_promote_culture_modifier_tt: "[ROOT.Char.GetTitledFirstName] has started fostering Cultural Integration in [target_county.GetName].\nBonus to [promote_culture|E] [councillor_task|E] targeting this county."
improve_de_jure_integration_modifier_tt: "[ROOT.Char.GetTitledFirstName] has started promoting the De Jure Integration of [target_county.GetName].\nBonus to [integrate_title|E] [councillor_task|E] targeting this county."
# Gather Faction Support
gather_faction_support_decision: "Gather Faction Support"
gather_faction_support_decision_desc: "My family estate is a center of order and power, from which the influence of house [ROOT.Char.GetHouse.GetName] spreads in every direction. I can take advantage of this favorable position to gather local supporters for my faction."
gather_faction_support_decision_tooltip: "Gather support for your joined [faction|E]"
gather_faction_support_decision_confirm: "Collect Supporters"
gathered_support_for_faction_army: "Local Support Gathered"
gathered_support_for_faction_get_army_tt: "If this [faction|E] presses its [claim|E] in the next 5 years and goes to war, you will get an extra army of local levies and $light_footmen$"
belong_to_claimant_liberty_faction_tt: "You must have joined a [claimant_faction|E] or a [liberty_faction|E]"
# Separatist Uprising
separatist_uprising_decision: "Champion the [ROOT.Char.GetCulture.GetNameNoTooltip] Culture"
separatist_uprising_decision_desc: "The land belongs to those who dwell in it. [ROOT.Char.GetCurrentLocation.GetCounty.GetTitle.GetDeJureLiege.GetDefinitiveNameNoTooltip|U] must be ruled by a true [ROOT.Char.GetCulture.GetNameNoTooltip]."
separatist_uprising_decision_tooltip: "Secure a [duchy|E] for your [culture|E]"
separatist_uprising_decision_war_tt: "You start a [war|E] with the [GetModifier('ep3_separatist_uprising').GetNameWithTooltip] modifier for #V 15#! years, [levies|E] and some #high Handpicked Faithful#! [men_at_arms|E] #high #EMP or#!#! you do not start a [war|E] immediately, but keep the [claim|E]"
separatist_uprising_decision_pacifist_option_common_tt: "If you fulfill at least #V 3#! you will get the [duchy|E] #V peacefully#!:\n$EFFECT_LIST_BULLET$Highborn [GetPlayer.GetCurrentLocation.GetCounty.GetCulture.GetName] [spouse|E]\n$EFFECT_LIST_BULLET$[GetPlayer.GetCurrentLocation.GetCounty.GetFaith.GetAdjective] [faith|E]\n$EFFECT_LIST_BULLET$[weak_hook|E] @weak_hook_icon! on [GetPlayer.GetCurrentLocation.GetCounty.GetTitle.GetHolder.GetLiege.GetTitledFirstName]"
separatist_uprising_decision_pacifist_option_friend_lover_tt: "$separatist_uprising_decision_pacifist_option_common_tt$\n$EFFECT_LIST_BULLET$[friend|E] or [lover|E] of [GetPlayer.GetCurrentLocation.GetCounty.GetTitle.GetHolder.GetLiege.GetTitledFirstName]$separatist_uprising_decision_pacifist_option_ending_tt$"
separatist_uprising_decision_pacifist_option_friend_tt: "$separatist_uprising_decision_pacifist_option_common_tt$\n$EFFECT_LIST_BULLET$[friend|E] of [GetPlayer.GetCurrentLocation.GetCounty.GetTitle.GetHolder.GetLiege.GetTitledFirstName]$separatist_uprising_decision_pacifist_option_ending_tt$"
separatist_uprising_decision_pacifist_option_ending_tt: "\n$EFFECT_LIST_BULLET$1 more [prestige_level|E] than [GetPlayer.GetCurrentLocation.GetCounty.GetTitle.GetHolder.GetLiege.GetTitledFirstName]"
separatist_uprising_decision_confirm: "To arms, [ROOT.Char.GetCulture.GetCollectiveNounNoTooltip]!"
ep3_separatist_uprising: "Separatist Uprising"
ep3_separatist_uprising_desc: "This character has put all of their efforts into securing land for their culture."
separatist_uprising_culture_county_tt: "You have the same [culture|E] as the [GetPlayer.GetCurrentLocation.GetCounty.GetTitle.GetName] #weak ([GetPlayer.GetCurrentLocation.GetCounty.GetCulture.GetName])#!"
separatist_uprising_capital_county_tt: "Your [camp|E] is not located in the [capital|E] [county|E]"
culture_separatists: "[ROOT.Char.GetCulture.GetNameNoTooltip] Separatists"
ep3_decisions_event.6001.t: "The Champion of the [ROOT.Char.GetCulture.GetCollectiveNounNoTooltip]"
ep3_decisions_event.6001.desc.intro: "A cold breeze accompanies the view from the camp. The [county.Custom('TerrainTypeCountyScope')] seem endless. This is where I belong, where my people belong. I take a deep breath.\n\n"
ep3_decisions_event.6001.desc.spouse_common: ""It could be all yours, you know?" the sweet voice of [spouse.GetFirstName] interrupts my thoughts."
ep3_decisions_event.6001.desc.spouse_same_culture: "$ep3_decisions_event.6001.desc.spouse_common$ "They admire you, they would follow you until the very end.""
ep3_decisions_event.6001.desc.spouse_diff_culture: ""Even as a [spouse.GetCulture.GetName] myself I know that these people admire you. They see you as their hero. Do not let them down.""
ep3_decisions_event.6001.desc.no_spouse: "A [liege.GetCulture.GetName]? The ruler of the [ROOT.Char.GetCulture.GetName] people? The mere idea disgusts me. And I know I'm not the only one.\n\n"
ep3_decisions_event.6001.desc.outro: "No matter where I look I know the [ROOT.Char.GetCulture.GetCollectiveNounNoTooltip] won't stay silent. It is time to take back what is ours."
ep3_decisions_event.6001.a: "To arms. #EMP Now.#!"
ep3_decisions_event.6001.b: "We must prepare first."
ep3_decisions_event.6001.c: "[liege.GetShortUINameNoTooltip|U] is no stranger to me. [liege.GetSheHe|U] will listen."
ep3_decisions_event.6001.d: "I need to think more about this."
ep3_decisions_event.6002.t: "A Popular Leader"
ep3_decisions_event.6002.desc: ""For the [ROOT.Char.GetCulture.GetCollectiveNoun]! For the [ROOT.Char.GetCulture.GetCollectiveNounNoTooltip]! For the #EMP [ROOT.Char.GetCulture.GetCollectiveNounNoTooltip], arghhh#!!"\n\nI take a moment to breathe, my chest is shaken with emotion, my voice still trembles. The [ROOT.Char.GetCulture.GetCollectiveNounNoTooltip], the [ROOT.Char.GetCulture.GetCollectiveNounNoTooltip], the [ROOT.Char.GetCulture.GetCollectiveNounNoTooltip]. I must not forget who I am fighting for.\n\n"[loser.GetTitledFirstName] is down, my [ROOT.Char.GetLadyLord]!" The announcement comes from a young boy, covered in dirt. "We've won!""
ep3_decisions_event.6002.a: "We are free."
trait_populist_leader: "Populist Leader"
trait_populist_leader_desc: "This character came to power after fighting for the independence of their people."
trait_populist_leader_character_desc: "[ROOT.GetCharacter.GetFirstNameNoTooltip] came to power after fighting for the independence of [ROOT.GetCharacter.GetHerHis] people."
ep3_master_todor_modifier: "Local Icon"
ep3_master_todor_modifier_desc: "This character is admired by their people for their resistance to surrender their culture."
legitimize_latin_dominion_decision: "Legitimize Latin Dominion"
legitimize_latin_dominion_decision_desc: "Though the denizens of my lands remember their Emperor of the Greeks, they shall submit to what has come to pass. It is we Latins who have come, and we are here for a reign everlasting."
legitimize_latin_dominion_decision_confirm: "A kingdom, ours for evermore!"
control_byzantine_kingdom_tt: "Your [realm|E] contains #high 80%#! of a [de_jure|E] [kingdom|E] of [GetTitleByKey('e_byzantium').GetName]"
hold_byz_kingdom_title_tt: "You or one of your [vassals|E] holds that [kingdom|E] [title|E]"
latin_capital_byzantine_kingdom_tt: "Your [capital|E] is within a [de_jure|E] [kingdom|E] of [GetTitleByKey('e_byzantium').GetName]"
is_latin_emperor_tt: "Your [primary_title|E] is [GetTitleByKey('e_latin_empire').GetName]"
gain_byz_kingdom_de_jure_tt: "[GetTitleByKey('e_latin_empire').GetName] gains [de_jure|E] possession of a [GetTitleByKey('e_byzantium').GetAdjective] [kingdom|E] within your [realm|E]"
legitimize_latin_control_tt: "[county_control|E] increases throughout the new [GetTitleByKey('e_latin_empire').GetAdjective] [kingdom|E]"
legitimize_latin_cultural_acceptance_tt: "[cultural_acceptance|E] increases with all [county|E] [cultures|E] of the new [GetTitleByKey('e_latin_empire').GetAdjective] [kingdom|E]"
legitimize_latin_dominion_decision_tooltip: "Add a [kingdom|E] to the [de_jure|E] land of [GetTitleByKey('e_latin_empire').GetName]"
is_greek_tt: "You are $greek$"
is_greek_descendent_tt: "Your [culture|E] descends from $greek$"
no_byz_emp_exists_tt: "No [ruler|E] holds [GetTitleByKey('e_byzantium').GetName]"
expunge_latin_dominion_decision: "Expunge Latin Dominion"
expunge_latin_dominion_decision_desc: "The butchers of Rome, demons wearing the Latin cross, seized an imperial crown with fire and blood. Now, they #EMP dare#! to claim lasting rights over our ancient lands.\n\nKingdom by kingdom — deprive these crass pretenders! Hurl them out!"
expunge_latin_dominion_decision_confirm: "Cast Latin hubris from history!"
expunge_latin_dominion_decision_tooltip: "Return a [de_jure|E] [GetTitleByKey('e_latin_empire').GetAdjective] [kingdom|E] to [GetTitleByKey('e_byzantium').GetName]"
remove_latin_kingdom_de_jure_tt: "[de_jure|E] ownership of a [GetTitleByKey('e_latin_empire').GetAdjective] [kingdom|E] is returned to [GetTitleByKey('e_byzantium').GetName]"
legitimize_byz_control_tt: "[county_control|E] increases throughout the new [GetTitleByKey('e_byzantium').GetAdjective] [kingdom|E]"
control_latin_kingdom_tt: "Your [realm|E] contains every [county|E] of a [de_jure|E] [GetTitleByKey('e_latin_empire').GetAdjective] [kingdom|E]"
has_latin_kingdom_title_tt: "You hold a [kingdom|E] [title|E] belonging to [GetTitleByKey('e_latin_empire').GetName] and at least #high 50%#! of its [de_jure|E] [counties|E]"
liege_isnt_latin_emp_tt: "Your [liege|E]'s [primary_title|E] is not [GetTitleByKey('e_latin_empire').GetName]"
you_arent_an_emp_tt: "Your [primary_title|E] is not an [empire|E] that isn't [GetTitleByKey('e_byzantium').GetName]"
holds_roman_emp_tt: "You hold [GetTitleByKey('e_roman_empire').GetName]"
legitimize_latin_holder_influence_tt: "You will either gain @influence_icon![influence|E] or [opinion|E] with the [kingdom|E]'s [holder|E]"
legitimize_latin_holder_legitimacy_tt: "You will either gain @legitimacy_icon![legitimacy|E] or [opinion|E] with the [kingdom|E]'s [holder|E]"
# Go Fishing
go_fishing_decision: "Go Fishing"
go_fishing_decision_desc: "Everyone deserves a break sometimes. Take a moment and cast your line at the waterbank of [ROOT.Char.GetCurrentLocation.GetBaronyNameExplicitly], and let the worries of the world float downstream. Who knows, there might even be something in it for you."
go_fishing_decision_tooltip: "Take a break for some [stress_loss_i|E][stress|E] loss"
go_fishing_decision_confirm: "It's a good day for fishing!"
go_fishing_decision_effect_tt: "Lose [stress_loss_i|E][stress|E] and a chance to gain some [provisions|E]"
go_fishing_decision_unlock_tt: "Requires your camp to be on a coastal or riverside [barony|E]"
ep3_decisions_event.9001.t: "Gone Fishing"
ep3_decisions_event.9001.desc: "As I am making my way down to the bank of water, the scent of salt and fish fills my nose. A couple of people are finishing up, leaving the entire shoreline for me to use. A day like this doesn't come every day and I should make the most of it."
ep3_decisions_event.9001.friend: "\n\nMy [ROOT.Char.Custom2('RelationToMeShort', potential_friend)] [potential_friend.GetName] has decided to join me today. An opportunity to connect presents itself, or I can chose to fish alone."
ep3_decisions_event.9001.fishing: "\n\nA day of relaxation awaits!"
ep3_decisions_event.9001.ice_fishing: "The vast frozen body of water awaits us, all I need to do is find a good spot to make a small hole."
ep3_decisions_event.9001.a: "The waters beckon to me and me alone."
ep3_decisions_event.9001.a.tt: "#weak I'll spend some time alone, reflecting.#!"
ep3_decisions_event.9001.b: "An opportunity to spend some time with [potential_friend.GetNameNoTooltip]!"
ep3_decisions_event.9001.b.tt: "#weak A moment alone with [potential_friend.GetNameNoTooltip] could deepen our relationship.#!"
ep3_decisions_event.9001.c: "Is there a boat we can rent nearby perhaps?"
ep3_decisions_event.9001.c.tt: "#weak A boat on the water is more likely to catch a nice big fish compared to fishing from the shore.#!"
ep3_decisions_event.9010.t: "A Moment To Reflect"
ep3_decisions_event.9010.desc: "I inhale deeply, and exhale as I cast my line out into the water. The hook lands with a quiet 'plop' and the world goes silent. \n\nMy vision wanders along the shoreline, having a moment alone to process my thoughts. Life as an adventurer is not all that bad, but no life is without stress. I close my eyes for a moment to rest when I am suddenly jerked awake by something pulling the fishing pole out of my hands."
ep3_decisions_event.9010.a: "Grab firm and pull!"
ep3_decisions_event.9010.b: "Let the pole glide through your fingers."
ep3_decisions_event.9010.b.trait: "Peace grips your mind"
ep3_decisions_event.9010.b.nothing: "The pole floats away from you"
ep3_decisions_event.9020.t: "Fishy Connections"
ep3_decisions_event.9020.desc: "Me and [potential_friend.GetNameNoTooltip] seem to be getting along nicely lately. We laugh at the same jokes, worry about the same issues, and the bond between us seems to be greater than just a [ROOT.Char.GetTitleAsNameNoTooltip|U] and their [ROOT.Char.Custom2('RelationToMeShort', potential_friend)].\n\nWe each cast our lines into the water and patiently wait for a bite, all the while talking and laughing. \n\nThis trip has proven that we work great together, and I'd like to spend more time with them in the future."
ep3_decisions_event.9020.a: "You have so much fun you almost forget what you are here for."
ep3_decisions_event.9020.b: "Nevermind that, there is a fish on the line!"
ep3_decisions_event.9030.t: "Not Without Trouble"
ep3_decisions_event.9030.desc: "After rowing for a while the shoreline of [ROOT.Char.GetCurrentLocation.GetBaronyNameExplicitly] disappears from view. It is only now that I realize I only brought bait enough for one attempt."
ep3_decisions_event.9030.friend: "\n\nI look over to [potential_friend.GetNameNoTooltip] and confess, but they seem unbothered.\n\n"So what!" they exclaim. "We're here to relax. Go ahead and toss your line, let's see what's out there!""
ep3_decisions_event.9030.a: "Let's make this one count!"
ep3_decisions_event.9030.a.fish: "#weak You catch a [ROOT.Char.Custom('GetRegionalFish')]! #!"
ep3_decisions_event.9030.a.fishfriend: "#weak [potential_friend.GetNameNoTooltip] catches a [ROOT.Char.Custom('GetRegionalFish')]! #!"
ep3_decisions_event.9030.a.nofish: "#weak Nothing bites... #!"
ep3_decisions_event.9030.b: "I want you to try, [potential_friend.GetNameNoTooltip]."
butcher_animals_decision_name: "#warning Desperate Measures — Butcher Animals#!"
butcher_animals_decision_desc: "We are so, so hungry... yet there is ready meat following us around, consuming what remains of our supplies, loyally traipsing after us to its doom. In times as desperate as these, we must consider #EMP all#! alternatives."
butcher_animals_decision_tooltip: "Trade animal [modifiers|E] and [domicile_buildings|E] for [provisions|E]"
BUTCHER_ANIMALS_DECISION_NEXT_STEP_BUTTON: "Delicious... #EMP meat#!..."
butcher_animals_decision_confirm: "Let them perform this final service."
butcher_animals_decision.tt.you_have_no_dogs: "Your [camp|E] has no dogs"
butcher_animals_decision_option_dogs: "We shall eat the dogs."
butcher_animals_decision.tt.you_have_no_cats: "Your [camp|E] has no cats"
butcher_animals_decision_option_cats: "Wring the cats' necks."
butcher_animals_decision.tt.you_have_no_horses: "Your [camp|E] has no horses #WEAK ([men_at_arms|E] do not count)#!"
butcher_animals_decision_option_horses: "#EMP Horses#!, the horses must go."
butcher_animals_decision.tt.you_have_no_elephants: "Your [camp|E] has no elephants #WEAK ([men_at_arms|E] do not count)#!"
butcher_animals_decision_option_elephants: "Elephants have so much meat..."
butcher_animals_decision.tt.dogs: "Eat your dogs"
butcher_animals_decision.tt.provisions_gain.per_dog_mod: "Gain [EmptyScope.ScriptValue('butcher_animals_decision_dog_provision_value')|0] [provisions_i][provisions|E] per [character|E]'s dog butchered"
butcher_animals_decision.tt.provisions_gain.building.dog: "Gain [EmptyScope.ScriptValue('butcher_animals_decision_dog_building_provision_value')|0] [provisions_i][provisions|E] for butchering the many dogs in your [GetDomicileBuilding('baggage_train_kennel').GetName]"
butcher_animals_decision.tt.cooldown.dogs: "You cannot eat your dogs again for [EmptyScope.ScriptValue('butcher_animals_decision_regular_cooldown_value')|0] years"
butcher_animals_decision.tt.cats: "Eat your cats"
butcher_animals_decision.tt.provisions_gain.per_cat_mod: "Gain [EmptyScope.ScriptValue('butcher_animals_decision_cat_provision_value')|0] [provisions_i][provisions|E] per [character|E]'s cat butchered"
butcher_animals_decision.tt.cooldown.cats: "You cannot eat your cats again for [EmptyScope.ScriptValue('butcher_animals_decision_regular_cooldown_value')|0] years"
butcher_animals_decision.tt.horses: "Eat your horses"
butcher_animals_decision.tt.provisions_gain.your_horse_mod: "Gain [EmptyScope.ScriptValue('butcher_animals_decision_horse_provision_value')|0] [provisions_i][provisions|E] for butchering your horse"
butcher_animals_decision.tt.provisions_gain.building.horse: "Gain [EmptyScope.ScriptValue('butcher_animals_decision_horse_building_provision_value')|0] [provisions_i][provisions|E] for butchering your many [GetDomicileBuilding('baggage_train_ample_steeds').GetName]"
butcher_animals_decision.tt.cooldown.horses: "You cannot eat your horses again for [EmptyScope.ScriptValue('butcher_animals_decision_regular_cooldown_value')|0] years"
butcher_animals_decision.tt.elephants: "Eat your elephants"
butcher_animals_decision.tt.provisions_gain.building.elephant: "Gain [EmptyScope.ScriptValue('butcher_animals_decision_elephant_building_provision')|0] [provisions_i][provisions|E] for butchering the pachyderms of your [GetDomicileBuilding('proving_grounds_elephantry_reserve').GetName]"
butcher_animals_decision.tt.cooldown.elephants: "You cannot eat your elephants again for [EmptyScope.ScriptValue('butcher_animals_decision_elephant_cooldown_value')|0] years"
butcher_animals_decision.tt.dog.you: "You have a dog"
butcher_animals_decision.tt.dog.courtier: "Any of your [followers|E] have dogs"
butcher_animals_decision.tt.recently_ate_dogs: "You recently ate your dogs"
butcher_animals_decision.tt.cat.you: "You have a cat"
butcher_animals_decision.tt.cat.courtier: "Any of your [followers|E] have cats"
butcher_animals_decision.tt.recently_ate_cats: "You recently ate your cats"
butcher_animals_decision.tt.horse.you: "You have a personal horse"
butcher_animals_decision.tt.recently_ate_horses: "You recently ate your horses"
butcher_animals_decision.tt.recently_ate_elephants: "You recently ate your horses"
butcher_dogs_tooltip: "They were good boys, but shall make better meals"
butcher_cats_tooltip: "There's not much meat on a cat, but they #EMP do#! make good soup."
butcher_horses_tooltip: "Nothing screams quite like a horse."
butcher_elephants_tooltip: "Edible from their mighty flanks to their fiercely-intelligent eyes."
ep3_laamp_decision_event.1201.t: "The Last Bark of [ROOT.Char.GetPrimaryTitle.GetDefinitiveNameNoTooltip|l]"
ep3_laamp_decision_event.1201.desc.intro: "It's a grisly thing, to kill an animal you've not raised for food. Most of all a hound, the loyalest companion any [ROOT.Char.GetWomanMan] is likely to know.\n\n"
ep3_laamp_decision_event.1201.desc.eaten.kennels.have_dog: "The dogs bay like demons as they're taken to the slaughter, scenting the gore, death, and stacked bodies of their fellows. I'll take care of [ROOT.Char.Custom('DogStoryName')] myself, I owe [ROOT.Char.Custom('DogStoryHerHim')] that much."
ep3_laamp_decision_event.1201.desc.eaten.kennels.no_dog: "The dogs bay like demons as they're taken to the slaughter, scenting the gore, death, and stacked bodies of their fellows. I knew some of them by name, though at least I cannot count myself a [ROOT.Char.Custom('MistressMaster')] to any."
ep3_laamp_decision_event.1201.desc.eaten.one.have_dog: "With only my dear [ROOT.Char.Custom('DogStoryName')] to hand, there's just one throat to slit. Still, [ROOT.Char.Custom('DogStorySheHe')] seems to sense something wrong, something #EMP off#! about me."
ep3_laamp_decision_event.1201.desc.eaten.one.no_dog: "With only one dog in camp, it's not much of a slaughter, but the beast seems to understand its doom approaches nonetheless."
ep3_laamp_decision_event.1201.desc.eaten.some.have_dog: "With so few dogs available to us, there's no question that my own [ROOT.Char.Custom('DogStoryName')] must join the slaughter. The first is butchered cleanly, but the remainder soon scent the kill and start to wail and whine."
ep3_laamp_decision_event.1201.desc.eaten.some.no_dog: "With so few dogs available to us, we must be desperate indeed for food. The first is butchered cleanly, but the remainder soon scent the kill and start to wail and whine."
ep3_laamp_decision_event.1201.desc.eaten.many.have_dog: "We are fortunate to have plenty of dogs available, including my own [ROOT.Char.Custom('DogStoryName')], though they seem on edge — as though they suspect what awaits them. After the first is led away to die, they begin to wail."
ep3_laamp_decision_event.1201.desc.eaten.many.no_dog: "We are fortunate to have plenty of dogs available, plenty of potential food to sustain us, though they seem on edge — as though they suspect what awaits them. After the first is led away to die, they begin to wail."
ep3_laamp_decision_event.1201.desc.outro: "\n\nMany of my followers look at me with disgust, but others seem to understand that this is a necessity.\n\nAt least it'll be silent soon."
ep3_laamp_decision_event.1201.tt.dog_lost: "[THIS.Char.GetTitledFirstNameNicknamedPossessive] dog, [THIS.Char.Custom('DogStoryName')], is butchered"
ep3_laamp_decision_event.1201.tt.your_dog_lost: "Your dog, [THIS.Char.Custom('DogStoryName')], is butchered"
ep3_laamp_decision_event.1201.tt.followers_with_dogs: "Every [follower|E] with a dog"
ep3_laamp_decision_event.1201.a.own_dog: "Goodbye, good boys."
ep3_laamp_decision_event.1201.a: "The howling, the mournful #EMP howling#!..."
ep3_laamp_decision_event.1201.b.own_dog: "Eh, I can get another."
ep3_laamp_decision_event.1201.b: "Meat's meat."
ep3_laamp_decision_event.1202.t: "A Camp Without Cats"
ep3_laamp_decision_event.1202.desc.intro: "It's not hard to kill a cat, nor is it even slightly sporting.\n\n"
ep3_laamp_decision_event.1202.desc.eaten.one.have_cat: "I... hadn't wanted things with [ROOT.Char.Custom('CatStoryName')] to end like this, truly, but we need every scrap and morsel of food we can muster.\n\nEven if it's my loyal, trusting little [ROOT.Char.Custom('CatStoryGirlBoy')]."
ep3_laamp_decision_event.1202.desc.eaten.one.no_cat: "Especially when there's only one feline to be found in all the camp, but we #EMP need#! food, #EMP any#! food."
ep3_laamp_decision_event.1202.desc.eaten.some.have_cat: "There aren't even that many for us to capture, and once we've rounded them up, the poor things are largely defenseless. In confinement, they can do nothing but hiss in irritation or purr confusedly."
ep3_laamp_decision_event.1202.desc.eaten.some.no_cat: "$ep3_laamp_decision_event.1202.desc.eaten.some.have_cat$\n\nEven [ROOT.Char.Custom('CatStoryName')]."
ep3_laamp_decision_event.1202.desc.eaten.many.have_cat: "You'd think most of them would escape us, but no, when their sense of danger should prevail most [ROOT.Char.GetPrimaryTitle.GetDefinitiveNamePossessive] felines trust their masters.\n\nEven [ROOT.Char.Custom('CatStoryName')]."
ep3_laamp_decision_event.1202.desc.eaten.many.no_cat: "You'd think most of them would escape us, but no, when their sense of danger should prevail most [ROOT.Char.GetPrimaryTitle.GetDefinitiveNamePossessive] felines trust their masters.\n\nA foolish mistake."
ep3_laamp_decision_event.1202.desc.outro: "\n\nOnce wrangled and caged, they're easily dispatched, even if none of my followers seem especially proud of themselves — or me — for the act."
ep3_laamp_decision_event.1202.tt.cat_lost: "[THIS.Char.GetTitledFirstNameNicknamedPossessive] cat, [THIS.Char.Custom('CatStoryName')], is butchered"
ep3_laamp_decision_event.1202.tt.your_cat_lost: "Your cat, [THIS.Char.Custom('CatStoryName')], is butchered"
ep3_laamp_decision_event.1201.tt.followers_with_cats: "Every [follower|E] with a cat"
ep3_laamp_decision_event.1202.a.own_cat: "Our regal companionship is ended, [ROOT.Char.Custom('CatStoryName')]."
ep3_laamp_decision_event.1202.a: "We have no other choice."
ep3_laamp_decision_event.1202.b.own_cat: "Eh, it's only a cat."
ep3_laamp_decision_event.1202.b: "Yes, yes, chop chop. Heh."
ep3_laamp_decision_event.1203.t: "Horse Meat for the Hungry"
ep3_laamp_decision_event.1203.desc.intro: "Horse meat is lean and plentiful, no stranger to many diets — #EMP if#! you can afford its consumption.\n\nGiven the dire straits we find ourselves in, [ROOT.Char.GetPrimaryTitle.GetDefinitiveName] can hardly afford not to cull the herd,"
ep3_laamp_decision_event.1203.desc.eaten.both: "slaughtering not only our spare steeds but my own [ROOT.Char.Custom('WarhorseStoryName')]."
ep3_laamp_decision_event.1203.desc.eaten.own_horse: "even if the only steed we can spare is my own [ROOT.Char.Custom('WarhorseStoryName')]."
ep3_laamp_decision_event.1203.desc.eaten.reserve_steeds: "slaughtering our spare steeds en mass despite their confusion and panic."
ep3_laamp_decision_event.1203.desc.outro: "\n\nThis bounty comes at the cost of some of our speed, but it should buy us the time to find a more reliable source of sustenance.\n\nAt least, I hope."
ep3_laamp_decision_event.1203.a.many_steeds: "Even in death, they carry us forward."
ep3_laamp_decision_event.1203.a.single_steed: "Even in death, [ROOT.Char.Custom('HorseStorySheHe')] carries me forward."
ep3_laamp_decision_event.1203.b: "Honestly, we should be eating them #EMP more#!, this is delicious."
ep3_laamp_decision_event.1204.t: "Elephant Graveyard"
ep3_laamp_decision_event.1204.desc: "After the first few, the herd seems to realize that something's wrong.\n\nIt's only with significant wrangling that we're able to control them and really begin culling — naturally focusing on the old, the infirm, the weak, and the young.\n\nOne by one, we put our elephantry reserve first to the sword, then the butcher's cleaver.\n\nGrisly, bloody work, made all the harder by their panicked, throaty screaming and trumpeted terror.\n\nYet it's them or us."
ep3_laamp_decision_event.1204.a: "Their death is our salvation."
ep3_laamp_decision_event.1204.b: "By [ROOT.Char.GetFaith.HealthGodName], the size of those #EMP steaks#!."
ep3_laamp_decision_event.1205.t: "$ep3_laamp_decision_event.1204.t$: Repercussions"
ep3_laamp_decision_event.1205.desc: "It has been a year since the desperation of our journey #EMP forced#! us to take... drastic measures.\n\nWise creatures though they might be, there's a lot of meat on an elephant, and when it came down to their lives verses ours the choice proved simple enough.\n\nWe took cleaver and axe to our herd, carving through the old and the young with grim determination, knowing their sacrifice was necessary.\n\nYet it seems the remainder of our elephants — those employed by our warriors — #EMP remember#! the massacre. The beasts are troublesome, refusing our orders and to do much of anything that doesn't involve self-preservation or feeding.\n\nThey are even #EMP frustratingly#! hostile to me personally, seeming to hold my accountable as leader of the human herd."
ep3_laamp_decision_event.1205.a: "Damn and blast these recalcitrant beasts!"
ep3_laamp_decision_event.1205.a.tt: "You will never be able to effectively utilize elephantry again"
ep3_laamp_decision_event_1205_modifier: "Elephants Never Forget"
ep3_laamp_decision_event_1205_modifier_desc: "Nor do they forgive."
ascendant_byz_reclaimant_ortho_modifier: "Ascendant Byzantine Reclaimer"
ascendant_byz_reclaimant_ortho_modifier_desc: "The prayers of the faithful, the hopes of those who would see Byzantium restored, rest with this decisive ruler."
ascendant_byz_reclaimant_modifier: "Ascendant Byzantine Reclaimer"
ascendant_byz_reclaimant_modifier_desc: "The hopes of those who would see Byzantium restored rest with this decisive ruler."
holds_byz_emp_tt: "You hold [GetTitleByKey('e_byzantium').GetName]"
legitimize_byz_claim_tt: "If you do not hold the [kingdom|E] [title|E], you will gain a [pressed_claim|E]"
humiliate_the_stooge_decision: "Humiliate the $stooge_camp_officer$"
humiliate_the_stooge_decision_desc: "Be it putrid eggs, rotten vegetables, or hurtful words, the people are always in demand for some public humiliation."
humiliate_the_stooge_decision_confirm: "Ha, #EMP ha!#!"
humiliate_the_stooge_decision_tooltip: "Exchange some [prestige|E] for a nice, [stress|E] free life"
humiliate_the_stooge_decision_rewards: "You publicly humiliate your $stooge_camp_officer$:\n$EFFECT_LIST_BULLET$You lose some [stress_i] [stress|E]\n$EFFECT_LIST_BULLET$You gain some [dread_i] [dread|E]\n$EFFECT_LIST_BULLET$You gain the [GetModifier( 'stooge_humiliated_modifier' ).GetNameWithTooltip] [modifier|E] for #high 2#! years"
stooge_humiliated_modifier: "Humiliated the Stooge"
stooge_humiliated_modifier_desc: "Ah. It feels good when bad things happen to bad people."
humiliate_the_stooge_decision_tt: "You Humiliate [stooge.GetShortUIName]"
humiliate_the_stooge_decision_2_tt: "[stooge.GetShortUIName] Seems Annoyed..."
humiliate_the_stooge_decision_3_tt: "[stooge.GetShortUIName] Is Wailing"
humiliate_the_stooge_decision_4_tt: "[stooge.GetShortUIName] Flees In Tears"
stooge_humiliated_fourth_time_modifier: "Drove Away the Stooge"
stooge_humiliated_fourth_time_modifier_desc: "This character humiliated the same $stooge_camp_officer$ for so long that they ran away."
latin_de_jure_lost_on_title_loss_tt: "@warning_icon! #X If [GetTitleByKey('e_latin_empire').GetName] is destroyed, its [de_jure|E] [titles|E] return to being [GetTitleByKey('e_byzantium').GetAdjective]"
byzantines_threaten_latin_titles_tt: "@warning_icon! #X [GetTitleByKey('e_byzantium').GetAdjective] [rulers|E] may revert [GetTitleByKey('e_latin_empire').GetAdjective] [de_jure|E] [titles|E] they possess"