l_english:
 MILITARY:0 "Military"
 CREATE_BANNER:0 "Create Rally Point"
 SOLDIERS_INFO:0 "$CURRENT$/$MAX$"
 DISBAND_ALL_ARMIES:0 "#T Disband all [armies|E] #!"
 DISBAND_ALL_ARMIES_ARMIES_INFO:0 "$DISBANDED$ Armies will be disbanded"
 DISBAND_ALL_ARMIES_GATHERING_ARMIES_INFO:1 "$DISBANDED$ of $TOTAL$ gathering Armies will be disbanded"
 DISBAND_NO_ARMIES:0 "$DISBAND_ALL_ARMIES$\n@warning_icon! #X No armies can be disbanded#!"
 DISBAND_NO_DISBANDABLE_ARMIES:0 "@warning_icon! #X No armies can be disbanded#!"
 DISBAND_ALL_CONFIRM_TITLE:0 "Disband all Armies"
 DISBAND_ALL_CONFIRM:0 "All raised and gathering [armies|E] will be disbanded."
 DISBAND_ALL_CONFIRM_ACCEPT:0 "Disband All"
 LEVIES_LABEL:1 "[levies|E]"
 LEVIES_MAX:0 "$RAISE_MAX|V$"
 LEVIES_NOT_MAX:0 "$CURRENT|V$/$RAISE_MAX|V$"
 LEVIES_TOOLTIP:0 "#T Unraised [levies|E]: $CURRENT|0V$/$RAISE_MAX|0V$#!"
 LEVIES_AFFECTED_BY_COUNTIES_HEADER:0 "#T The number of [rally_point|E] [levies|E] is lowered#!"
 LEVIES_AFFECTED_BY_COUNTY_CONTROL:0 "@warning_icon! #X The [rally_point|E] has counties with lowered [county_control]#!"
 FROM_DOMAIN:0 "From [domain|E]"
 FROM_VASSALS:0 "From [vassals|E]"
 FROM_BISHOPS:0 "From [realm_priest|E]"
 BANNER_MEN_AT_ARMS_LABEL:0 "[men_at_arms|E]:"
 ADVENTURER_CAP_HINT: "Upgrade your [camp|E] to increase the Limit"
 BANNER_MEN_AT_ARMS:0 "$UNRAISED|0V$"
 BANNER_MEN_AT_ARMS_NOT_MAX:0 "$UNRAISED|0$/$RAISE_MAX|0$"
 BANNER_MEN_AT_ARMS_TOOLTIP:0 "#T Unraised [men_at_arms|E]: $UNRAISED|0V$/$RAISE_MAX|0V$#!"
 BANNER_KNIGHTS_LABEL:1 "$knight_culture_player_plural$:"
 BANNER_TROOPS_TAB:0 "Your Armies"
 BANNER_KNIGHTS_TAB:1 "$knight_culture_player_plural_no_tooltip$"
 RAISE_BANNER_TT_TITLE:0 "#T Raise Army at [rally_point|E]#!"
 RAISE_BANNER_TT_NO_SOLDIERS:0 "@warning_icon! #X No [soldiers|E] to raise#!"
 RAISE_BANNER_TT_LEVIES:0 "$UNRAISED|0V$ out of $RAISE_MAX|0V$ [levies|E] can be raised"
 RAISE_BANNER_TT_MAA:0 "$UNRAISED|0V$ out of $RAISE_MAX|0V$ [men_at_arms|E] can be raised"
 MEN_AT_ARMS_CURRENT_MAX_TOOLTIP:1 "[MEN_AT_ARMS_TYPE.GetName]: $CURRENT|0V$/$MAX|0V$."
 CREATE_MAA_BUTTON_COST:0 "Create ($COST$)"
 CREATE_MAA_COST:0 "Creation Cost: $COST$"
 NAMED_MAINTENANCE_MAA:0 "$NAME$: $COST$"
 MAINTENANCE_MAA:1 "$MAA_UNRAISED_MAINTENANCE_TEXT$: $VALUE$/month"
 REINFORCEMENT_MAA:1 "$MAA_FULL_MAINTENANCE_TEXT$: $VALUE$/month"
 STACK_SIZE_MAA:0 "Regiment size: $VALUE|V$"
 ADVENTURER_MAINTENANCE_INFO: "[SelectLocalization( GetPlayer.GetGovernment.HasGovernmentFlag( 'government_is_nomadic' ), 'ADVENTURER_MAINTENANCE_INFO_NOMADIC', 'ADVENTURER_MAINTENANCE_INFO_ADVENTURER' )]" 
 ADVENTURER_MAINTENANCE_INFO_ADVENTURER: "[adventurers|E] can only reinforce [men_at_arms|E] by using #V $refill_maa_interaction$#!, #V $reinforce_soldiers_interaction$#!, or via [adventurer_siege_replenishment|E] during [war|E]" 
 ADVENTURER_MAINTENANCE_INFO_NOMADIC: "[nomads|E] can only reinforce their [men_at_arms|E] by using #V $refill_maa_interaction$#! and paying a cost of [herd|E] or [gold|E]." 
 CONDITIONAL_MAINTENANCE_INFO: "Your [government|E] can $conditional_maa_refill_rule$" 
 MONTHLY_MAINTENANCE_LABEL:0 "Monthly Maintenance:"
 MONTHLY_MAX_MAINTENANCE_LABEL:0 "#weak Max:#!"
 MONTHLY_MAX_MAINTENANCE_TT:0 "#T Maximum Military Maintenance#!\nThis is the predicted military expense when you have all forces raised and at full strength.\n@warning_icon! #X Having [armies|E] on [fleets|E] can make actual maintenance higher.#!\n\nWith your current [gold|E] and [income|E], you can have all of your troops raised for [MilitaryView.GetAllRaisedTimeGold] before going bankrupt."
 MONTHLY_MAX_MAINTENANCE_VIEW: "([MilitaryView.GetAllRaisedTimeGold])"
 MONTHLY_MAX_MAINTENANCE_TREASURY_VIEW: "([MilitaryView.GetAllRaisedTimeTreasury])"
 MONTHLY_REINFORCEMENT_COST_LABEL:1 "Monthly Reinforcement"
 MV_MORE_THAN_FIVE_YEARS:1 "> #V 5 years#!"
 MEN_AT_ARMS_LABEL:0 "Men-at-Arms:"
 TOTAL_MAINTENANCE_COST:0 "$VALUE$"
 TOTAL_REINFORCEMENT_COST_MAA:0 "$VALUE|1$"
 ADD_MEN_AT_ARMS_LABEL:0 "Create Men-at-Arms Regiment"
 MAA_COUNT_AND_CAP:0 "$CURRENT|V$/$MAX|V$"
 MAA_COUNT_AND_CAP_ABOVE_CAP:0 "$CURRENT|N$/$MAX|V$"
 MAA_COUNT_ABOVE_CAP:0 "$VALUE|V$ [men_at_arms|E] over cap limit"
 HIRE_TROOPS:0 "Hire Soldiers"
 MV_SHOW_MAA:0 "Show [men_at_arms|E]"
 MV_UNRAISED_MAA:1 "Unraised"
 TT_IMPERIAL_ARMIES:0 "#T Army of [Title.GetNameNoTierNoTooltip] #!\n#I Click to view details#!"
 TT_MAINTENANCE_TITLE:0 "#T Maintenance: $VALUE$/month#!"
 TT_MAINTENANCE_RAISED_ARMIES:1 "Raised armies: @gold_icon!$VALUE|1$/month"
 TT_MAINTENANCE_MAA:1 "[men_at_arms|E]: $VALUE$/month"
 TT_MAINTENANCE_NO:0 "#weak No maintenance costs#!"
 TT_REINFORCING_MAA_YES_TITLE:0 "#T Reinforcing [men_at_arms|E]#!"
 TT_REINFORCING_MAA_FULL_STRENGTH:0 "[men_at_arms|E] at full strength"
 TT_REINFORCING_MAA_FULL_STRENGTH_TIME:0 "$TIME|V$ months to reach full strength"
 TT_REINFORCING_MAA_NOT_TITLE:0 "#T Not reinforcing [men_at_arms|E]#!"
 TT_REINFORCING_MAA_CLICK_STOP:0 "\n#I Click to stop reinforcing#!"
 TT_REINFORCING_MAA_CLICK_START:0 "\n#I Click to start reinforcing#!"
 MAINTENANCE_COST_PART:0 "Maintenance: $VALUE$/month"
 REINFORCEMENT_COST_PART:0 "Reinforcement: $VALUE$/month"
 TOTAL_MAA_COST:0 "[Regiment.GetTotalCostString]"
 TOTAL_MAA_COST_TOOLTIP:0 "#T Maintenance: [Regiment.GetTotalCostString]/month#!#D 2 decimal pls#!\n#D Reinforcing#!"
 TT_CAP_TITLE:0 "#T [men_at_arms|E] Regiment Limit: $MAX|V$#!"
 TT_CAP_ABOVE:0 "@warning_icon! #X Above limit: Paying $VALUE|-%0$ extra!#!"
 TT_CAP_REGIMENT_COUNT:0 "Regiments: $VALUE|V$"
 TT_CAP_REGIMENT_CURRENT:0 "Current: $CURRENT|V$"
 TT_CAP_REGIMENT_CAP:0 "Limit"
 TT_CAP_TIER_REASON:0 "You are a $TIER$"
 TT_RAISE_ALL_MAA_INFO:1 "[men_at_arms|E], [special_troops|E], [mercenaries|E], and [holy_orders|E] will be raised at the [rally_point|E] closest to your [realm_capital|E]."
 TT_RAISE_ALL:2 "#T Raise all Armies#!\n[levies|E] will be raised at their closest [rally_point|E].\n\n$TT_RAISE_ALL_MAA_INFO$"
 TT_RAISE_ALL_RAIDERS: "#T Raise all Men as Raiders#!\nRaise all Men, and they will equip themselves to be [raiders|E] "
 TT_RAISE_ALL_BARTERERS: "#T Raise all Men as Traders#!\nRaise all Men, and they will equip themselves to be [barterers|E] "
 TT_RAISE_ALL_MEN_AT_ARMS:0 "#T Raise all Men-at-Arms#!\n[men_at_arms|E] will be raised at the [rally_point|E] closest to your [realm_capital|E]."
 TT_RAISE_ALL_LEVIES:0 "Unraised [levies|E]: $UNRAISED|0V$/$RAISE_MAX|0V$"
 TT_RAISE_ALL_MAA:0 "Unraised [men_at_arms|E]: $UNRAISED|0V$/$RAISE_MAX|0V$"
 TT_HIRE_TROOPS:0 "#T Hire Soldiers#!\nShow Soldiers available for hire"
 TT_MAA_RAISED:0 "#T [men_at_arms|E] raised#!"
 TT_MAA_UNRAISED:0 "#T [men_at_arms|E] unraised#!"
 TT_MAA_ENTRY_BUTTON:0 "#T Manage [regiment|E]#!"
 TT_CANT_RAISE_AT_WAR:0 "@warning_icon! #X Cannot raise regiments while at peace!#!"
 TT_MERCENARIES_HIREABLE_RULER:0 "#T [Character.GetShortUINameNoTooltip] #!\n#I Click to view details#!"
 MEN_AT_ARMS_TYPE_NAME:1 "Type: #high [MenAtArmsType.GetBaseTypeName]#!"
 MILITARY_VIEW_BANNERS:0 "[rally_points|E]"
 MILITARY_VIEW_EVENT_TROOPS:0 "[special_troops|E]"
 MILITARY_VIEW_EVENT_TROOPS_ASSOCIATED_WAR:0 "Will stand down when the [War.GetName] ends"
 MILITARY_VIEW_EVENT_TROOPS_RAISE:0 "Raise"
 MILITARY_VIEW_EVENT_TROOPS_RAISE_TT:0 "#T Raise [MilitaryViewEventTroop.GetName]\n#!A new [army|E] with [soldier_i][MilitaryViewEventTroop.GetNumberOfRaisableSoldiers|V] [soldiers|E] will be raised in [MilitaryViewEventTroop.GetRaiseProvinceName|V]"
 MILITARY_VIEW_EVENT_TROOPS_NOT_INHERITABLE:0 "Will stand down on [succession|E]"
 MILITARY_VIEW_EVENT_TROOPS_INHERITABLE:0 "Will be inherited on [succession|E]"
 MILITARY_VIEW_HIRED_TROOPS:1 "[mercenaries|E] and [holy_orders|E]"
 HIRED_TROOPS_STRENGTH:0 "Strength"
 HIRED_TROOPS_REGIMENTS:0 "Regiments"
 BD_LEVIES_MAINTENANCE:0 "[levies|E]"
 BD_MAA_MAINTENANCE:0 "[men_at_arms|E]"
 BD_ARMY_EMBARKED:0 "@embarked_icon! Embarked"
 BD_ARMY_RAID_DISCOUNT: "[raid|E] [army|E]"
 BD_ARMY_BARTER_DISCOUNT: "[barter|E] Caravan"
 MV_EMBARKED_TT:0 "#T [embarked|E] [armies|E]\n#!Extra maintenance is paid due to one or more armies being Embarked."
 BD_ARMY_MAINTENANCE_NAME:0 "[ARMY.GetName] [Select_CString(ARMY.IsEmbarked,'@embarked_icon!','')]"
 BD_UNRAISED_MAA_MAINTENANCE:0 "Unraised [men_at_arms|E]"
 BD_UNRAISED_MAA_MAINTENANCE_BASE:0 "Unraised [men_at_arms|E]"
 BD_UNCONTROLLED_MAA_MAINTENANCE:0 "Reassigned [men_at_arms|E]"
 BD_UNCONTROLLED_MAA_MAINTENANCE_BASE:0 "Reassigned [men_at_arms|E]"
 BD_RAISED_MAA_MAINTENANCE:0 "Raised [men_at_arms|E]"
 BD_RAISED_MAA_MAINTENANCE_BASE:0 "Raised [men_at_arms|E]"
 BD_MAA_MAINTENANCE_BASE:0 "Maintenance"
 MV_RALLY_POINTS:0 "[rally_points|E]:"
 MV_ADD_RALLY_POINT:0 "#I Click to add a new [rally_point|E]#!"
 MV_RALLY_POINT_NUMBER_INFO:0 "$CURRENT|V$/$MAX|V$"
 MV_REMOVE_RALLY_POINT:1 "#T Remove Rally Point#!\nThe [armies|E] can be raised at the next closest [rally_point|E]."
 MV_TOTAL_SOLDIERS:0 "Total Soldiers"
 MV_UNRAISED_SOLDIERS:0 "Unraised Soldiers"
 MV_KNIGHTS:1 "$knight_culture_player_plural$"
 MV_KNIGHTS_AND_ACCOLADES:0 "$knight_culture_player_plural$ and [accolades|E]"
 MV_MANAGE_KNIGHTS:1 "#low Click to Manage...#!"
 MV_MERCENARIES:0 "Mercenaries"
 MV_HOLY_ORDERS:0 "Holy Orders"
 MV_LEVIES_TOOLTIP:1 "#T Show your [levies|E]#!"
 MV_KNIGHTS_TOOLTIP:1 "#T Show and Manage your $knight_culture_player_plural$#!"
 MV_LEVY_MAINTENANCE:0 "[gold_i][MilitaryView.GetLevyGoldExpense|1]"
 MV_LEVY_MAINTENANCE_TOOLTIP:0 "#T Maintenance: [gold_i][MilitaryView.GetLevyGoldExpense|2]/month#!\n[MilitaryView.GetNumberOfRaisedLevies|0] [levies|E] raised"
 MV_LEVY_MAINTENANCE_TREASURY: "[treasury_i][MilitaryView.GetLevyTreasuryExpense|1]"
 MV_LEVY_MAINTENANCE_TREASURY_TOOLTIP: "#T Maintenance: [treasury_i][MilitaryView.GetLevyTreasuryExpense|2]/month#!\n[MilitaryView.GetNumberOfRaisedLevies|0] [levies|E] raised"
 MV_LEVY_MAINTENANCE_BARTER_GOODS: "[barter_goods_i][MilitaryView.GetLevyBarterGoodsExpense|1]"
 MV_LEVY_MAINTENANCE_BARTER_GOODS_TOOLTIP: "#T Maintenance: [barter_goods_i][MilitaryView.GetLevyBarterGoodsExpense|2]/month#!\n[MilitaryView.GetNumberOfRaisedLevies|0] [levies|E] raised"
 KV_HEADER:1 "$knight_culture_player_plural_no_tooltip$"
 KV_HEADER_ACCOLADES:0 "$knight_culture_player_plural_no_tooltip$ and Accolades"
 BREAKDOWN_LEVY_MAINTENANCE:0 "[levies|E]"
 BREAKDOWN_MAA_MAINTENANCE:0 "[men_at_arms|E]"
 MV_RALLY_POINT_TT:0 "#T [RallyPointItem.GetRallyPoint.GetName]\n#!\n$CLICK_TO_SELECT$"
 MV_MEN_AT_ARMS_LABEL: "[men_at_arms|E]:"
 MV_MEN_AT_ARMS_NONE:0 " None"
 MV_REGIMENT_START_SIZE:2 "Will start with 5 Soldiers (and reinforce to [MenAtArmsType.GetStackSize])"
 MV_REGIMENT_START_SIZE_ADVENTURER: "Will start with 5 Soldiers (out of [MenAtArmsType.GetStackSize])"
 MV_CREATE_REGIMENT_MAX_SIZE_TT:1 "#T Soldiers per Size: [MenAtArmsType.GetStackSize]\n#!At Size 1, this [regiment|E] will have [MenAtArmsType.GetStackSize] [soldiers|E]. Each time you increase the Size of the Regiment, [MenAtArmsType.GetStackSize] more Soldiers will be added."
 MV_CREATE_REGIMENT_SIZE:1 "[MenAtArmsType.GetStackSize] (Size 1)"
 MV_KNIGHTS_TT:0 "#T $knight_culture_player_plural$\n#!#I Click to [Select_CString( MilitaryView.AreKnightsShown, 'hide the list', 'show a list' )] of your available $knight_culture_player_plural$#!"
 MV_LEVY_TT:0 "#T [levies|E]\n#!#I Click to [Select_CString( MilitaryView.AreLeviesShown, 'hide', 'show' )] details for your levies#!"
 STRENGTH_COMPARISON_TOTAL_STRENGTH:0 "@soldier_icon! [GuiMilitaryStrength.GetTargetTotal|0]"
 STRENGTH_COMPARISON_ALLIES:1 "[ally_i|E] [GuiMilitaryStrength.GetTargetAlliesCount]"
 
 MV_ARMIES_SELECTION_PERSONAL: "Your armies"
 MV_ARMIES_SELECTION_IMPERIAL: "[GetPlayer.Custom('GetProvincialArmiesConceptNoTooltip')]"
 MV_MERCENARIES_SELECTION_MERCENARIES: "Mercenaries"
 MV_MERCENARIES_SELECTION_HIREABLE_RULERS: "Special Mercenaries"
 MV_MERCENARIES_NO_HIREABLE_RULERS_IN_RANGE: "There are no hireable [adventurers|E] (or similar) within your [realm|e]"
 MV_MERCENARIES_HIREABLE_RULER_STATUS: "[HiredTroopItem.GetHirableRulerStatus]"
 MV_MERCENARIES_STATUS_AVAILABLE: "#I Available"
 MV_MERCENARIES_STATUS_COMMANDED: "#I Commanded by you"
 MV_RETURN_CONTROLLED: "Return Controlled Troops"
 MV_RETURN_CONTROLLED_TT: "#T $MV_RETURN_CONTROLLED$#![AddLocalizationIf( Not( MilitaryView.CanReturnControlledMaA ), 'MV_RETURN_CONTROLLED_TT_NO_TROOPS' )]"
 MV_RETURN_CONTROLLED_TT_NO_TROOPS: "\n@warning_icon! #X You are not commanding any additional [GetPlayer.Custom('GetProvincialArmiesConcept')]#!"
 MV_RETURN_REASSIGNED: "Return Reassigned Troops"
 MV_RETURN_REASSIGNED_TT: "#T $MV_RETURN_REASSIGNED$#![AddLocalizationIf( Not( MilitaryView.CanReturnReassignedMaA ), 'MV_RETURN_REASSIGNED_TT_NO_TROOPS' )]"
 MV_RETURN_REASSIGNED_TT_NO_TROOPS: "\n@warning_icon! #X There are no [GetPlayer.Custom('GetProvincialArmiesConcept')] assigned to other [GetPlayer.Custom('GetProvincePluralConcept')]#!"
 MV_ADMIN_ARMY_NAME: "[Title.GetNameNoTierNoTooltip]"
 MV_ADMIN_ARMY_ARMIES_YOU_COMMAND: "Armies you command"
 MV_ADMIN_ARMY_ARMIES_IN_OTHER_GOVERNORSHIPS: "Armies in other [GetPlayer.Custom('GetProvincePluralConceptNoTooltip')]"
 MV_ADMIN_ARMY_ARMIES_REALM_STRENGTH: "Total Military Strength:"
 MV_ADMIN_ARMY_ARMIES_REALM_STRENGTH_NUM: "$MAX$"
 MV_ADMIN_ARMY_ARMIES_NAME: "[Title.GetNameNoTooltip]"
 MV_ADMIN_ARMY_ARMIES_LOANED_LABEL: "#high Loaned: #!"
 MV_ADMIN_ARMY_HIRE_DIRECTLY: "Armies you can hire directly"
 MV_ADMIN_ARMY_ASK_EMPEROR: "Request additional #HIGH $game_concept_men_at_arms$#! from your [top_liege|E]"
 MV_ADMIN_ARMY_NO_CONTROLLED_TITLES: "Not commanding any additional [GetPlayer.Custom('GetProvincialArmiesConcept')]"
 MV_ADMIN_ARMY_NO_UNCONTROLLED_TITLES: "No available [title_men_at_arms|E] for you to control"
 MV_NO_MAA_FOR_TITLE: "No [title_men_at_arms|E] for this #HIGH Title#!"
 MV_NO_MAA_FOR_TITLE_YET: "No [title_men_at_arms|E] has been created for this #HIGH Title#!"

 NOMAD_RIDERS_LABEL: "[GetMaA('nomadic_riders').GetName]"
 UPGRADE_HORDE_REGIMENT_LABEL: "Upgrade Horde Regiment"
 UPGRADE_HORDE_TOOLTIP: "#T Upgrade a Horde [regiment|E]#!\n#weak You will pay [gold|E] to convert your [horde|E] into [men_at_arms|E]#!"
 MV_REGIMENT_START_SIZE_NOMAD: "Will start at full strength ([MenAtArmsType.GetStackSize])"

 RECRUIT_FROM_SUBJECTS_LABEL: "Recruit from Subjects"
 RECRUIT_FROM_SUBJECTS_TOOLTIP: "#T Recruit from Subjects#!\n#weak You will pay [gold|E] to recruit a type of [men_at_arms|E] that your [subject|E] has access to, but you don't#!"
 RECRUIT_FROM_SUBJECTS_ICON: "@recruit_from_subjects_icon!"
 
 CELESTIAL_REQUEST_MILITARY_AID_NAME: "$celestial_request_military_aid_interaction$"
 MY_PROVINCIAL_ARMIES_TITLE: "Your [GetPlayer.Custom( 'GetProvincialArmiesConcept' )]"
 REALM_PROVINCIAL_ARMIES_TITLE: "All [GetPlayer.Custom( 'GetProvincialArmiesConcept' )]"
