l_english:
 HOLDING_TAX:0 "[tax|E]:"
 HOLDING_TAX_VALUE: "@gold_icon! [Holding.GetIncome|2=]"
 HOLDING_BARTER_GOODS: "[barter_goods|E]:"
 HOLDING_BARTER_GOODS_VALUE: "@barter_goods_icon! [HoldingView.GetHolding.GetBarterGoodsIncome|1=]"
 HOLDING_LOOT: "[loot|E]"
 HOLDING_LOOT_VALUE: "@loot_icon! [Holding.GetProvince.GetLoot|0V]"
 HOLDING_FORT_LEVEL: "[fort_level|E]"
 HOLDING_GARRISON: "[garrison|E]:"
 HOLDING_EMPTY:0 "No [holding|E]"
 HOLDING_CONSTRUCTING:0 "Constructing [HOLDING_TYPE.GetName] [holding|E]"
 COUNTY_OCCUPANT:0 "County Occupant"
 CONSTRUCT: "Construct"
 CONSTRUCT_COST: "Construct Cost"
 UPGRADE: "Upgrade"
 UPGRADE_DOMICILE: "Upgrade to Level [DomicileBuilding.GetTierNumber]"
 UPGRADE_COST: "Upgrade Cost"
 CURRENT_BUILDING:0 "Current Building"
 CV_BUILDING_LEVEL_AND_NAME:1 "Level I: #high [Building.GetNameNoTooltip]#!"
 BUILDING_TYPE_REGULAR: "[building|E]"
 BUILDING_TYPE_SPECIAL: "[special_building|E]"
 BUILDING_TYPE_GREAT: "[great_building|E]"
 BUILDING_TYPE_DUCHY: "[duchy_building|E]"
 CONSTRUCT_HOLDING_TITLE:2 "#T Construct [holding|E]#!"
 CANT_CONSTRUCT_HOLDING_NO_AVAILABLE:0 "#X @warning_icon! No available [holdings|E] to construct#!"
 CONSTRUCT_BUILDING:0 "Construct New $TYPE$"
 CONSTRUCT_BUILDING_TITLE:0 "#T Construct New $TYPE$#!"
 CONSTRUCT_HOLDING_TYPE_TITLE:0 "#T Construct #V $NAME$#!#!"
 CONSTRUCT_BUILDING_TYPE_TITLE:0 "#T Construct #V $NAME$#!#!"
 REPLACE_BUILDING_TYPE_TITLE:0 "#T Replacing #V $CURRENT_NAME$#! with #V $REPLACEMENT_NAME$#!#!"
 CONSTRUCT_BUILDING_INFO_TITLE:0 "#T $NAME$#!"
 CONSTRUCT_BUILDINGS_DETAILS:0 "Preview"
 CONSTRUCT_BUILDINGS_DETAILS_TT:0 "#T Building Preview\n#!Show the effects and costs for the upgrades of this [building|E]"
 UPGRADE_BUILDING:0 "Upgrade $TYPE$"
 CANCEL_CONSTRUCTION:1 "Cancel $TYPE$ Construction"
 UPGRADE_HOLDING_TITLE:0 "Upgrade the [holding|E]"
 CONSTRUCT_BUILDING_ALREADY_CONSTRUCTING:0 "@warning_icon! #X Another [building|E] is already under construction in this [holding|E]#!"
 CONSTRUCT_BUILDING_INVALID_SLOT:0 "@warning_icon! #X This is not a valid slot for a new [building|E]#!"
 CONSTRUCT_BUILDING_NONE_POTENTIAL:0 "@warning_icon! #X You do not have any available [buildings|E] for this slot#!"
 BUILDING_DEFAULT_TITLE_PREFIX_ALSO_CONSTRUCTING:1 "\n\n#T Current Building:\n[BUILDING.GetNameNoTooltip]\n#!"
 BUILDING_DEFAULT_TITLE:2 "#T [BUILDING.GetNameNoTooltip]#! #weak ([BUILDING.GetTypeName])#!\n$TYPE$\n\n"
 BUILDING_EFFECT_AND_DESC_TOOLTIP:4 "[BUILDING.GetEffectDescriptionAtProvince( CHARACTER.Self, PROVINCE.Self )]\n\n[BUILDING.GetDescription]"
 BUILDING_EFFECT_AND_DESC_DISABLED_TOOLTIP:4 "[BUILDING.GetEffectDescriptionAtProvince( CHARACTER.Self, PROVINCE.Self )]\n\n$DISABLED$\n\n[BUILDING.GetDescription]"
 CONSTRUCTING_BUILDING_DESC:4 "[BUILDING.GetEffectDescriptionAtProvince( CHARACTER.Self, PROVINCE.Self )]\n\n$TIME$\n\n[BUILDING.GetDescription]"
 CONSTRUCTING_BUILDING_TIME_LEFT:0 "$DAYS$ left"
 CONSTRUCT_HOLDING_PRIMARY:1 "The first stage of this [holding|E] is the $NAME|V$"
 HOLDING_NOT_THE_COUNTY_HOLDER:1 "@warning_icon! #X Only the [holder|E] of this [county|E] or their [liege|E] is able to construct a new [holding|E]#!"
 BUILDING_NOT_THE_BARONY_HOLDER:1 "@warning_icon! #X Only the [holder|E] of this [holding|E] or their [liege|E] is able to construct a new [building|E]#!"
 BUILDING_NOT_THE_DIRECT_BARONY_HOLDER_CANCEL: "@warning_icon! #X Only the [holder|E] of this [holding|E] is able to cancel [buildings|E]#!"
 BUILDING_NOT_THE_DIRECT_BARONY_HOLDER_OR_LIEGE_REPLACE: "@warning_icon! #X Only the [holder|E] or de facto [liege|E] of this [holding|E] is able to replace [buildings|E]#!"
 BUILDING_NOT_THE_BARONY_LESSEE:1 "@warning_icon! #X Only the [lessee|E] or the de facto [liege|E] of this [holding|E] is able to construct a new [building|E]#!"
 HOLDING_VIEW_ALREADY_HAS_PRIMARY:0 "@warning_icon! #X This Barony already contains a [holding|E]#!"
 HOLDING_VIEW_MISSING_PRIMARY:0 "@warning_icon! #X This Barony does not have a [holding|E] yet#!"
 HOLDING_VIEW_MUST_BUILD_OTHER_HOLDING_FIRST:0 "@warning_icon! #X A $MISSING_HOLDING|V$ must first be constructed in this [county|E]#!"
 HAS_BUILDING_TYPE:0 "@warning_icon! #X This [holding|E] already contains $TYPE$#!"
 ALREADY_CONSTRUCTED:0 "@warning_icon! #X $NAME$ has already been constructed#!"
 PREVIOUS_NOT_CONSTRUCTED:1 "@warning_icon! #X $PREVIOUS_NAME$ must be constructed first#!"
 HOLDING_TAXES_TOOLTIP_HEADER:0 "#T Tax#!"
 HOLDING_INCOME_TOOLTIP_HEADER:0 "#T Loot#!"
 HOLDING_INCOME_TOOLTIP_TOTAL:0 "Total [loot|E]"
 HOLDING_BARTER_INCOME_TOOLTIP_HEADER: "#T Loot#!"
 HOLDING_BARTER_INCOME_TOOLTIP_TOTAL: "Total [loot|E]"
 BARTER_TT_MONTHLY_LOOT: "Monthly [loot|E]"
 HOLDING_TAXES_TOOLTIP_PLAYER:0 "My income"
 HOLDING_TAXES_TOOLTIP_TOTAL:0 "Total [tax|E]"
 HOLDING_LEVIES_TOOLTIP_HEADER:0 "#T Levies#!"
 HOLDING_LEVIES_TOOLTIP_PLAYER:0 "My [levies|E]"
 HOLDING_LEVIES_TOOLTIP_TOTAL:0 "Total [levies|E]"
 HOLDING_IN_DOMAIN_LIMIT_GRACE_PERIOD_TOOLTIP:0 "@warning_icon! #X Due to being above your [domain_limit|E], this [recently_acquired_holding|E] will not give any [taxes|E] or [levies|E]#!"
 HOLDING_OCCUPIED:0 "[occupied|E] by [CHARACTER.GetShortUIName]"
 INVALID_CONSTRUCTION:0 "@warning_icon! #X Invalid construction#!"
 DISABLED_BUILDING:1 "@warning_icon! #X Building Disabled because:#!\n$DESC$"
 BUILDING_WILL_REENABLE:0 "@warning_icon! Building currently disabled, but will reenable next month"
 BUILDING_DISABLED_BY_GRACE_PERIOD:0 "@warning_icon! Holding disabled to avoid the penalties of being above the [domain_limit|E]. Will re-enable in [DATE.GetTimeDiffFromNowNoDays] or when no longer above the Domain Limit"
 ABORT_CONSTRUCTION:0 "#T Abort construction#!"
 CANT_BE_CONSTRUCTED:0 "@warning_icon! #X Cannot be constructed#!"
 SUPPLY_LIMIT:0 "[supply_limit|E]:"
 TOP_LIEGE:0 "Top Liege"
 CREATE_NEW_HOLDING_BUTTON:0 "Construct new Holding"
 CREATE_NEW_HOLDING_HEADING:0 "Construct new [holding|E]"
 BUILDING_GOLD_COST:0 "[gold_i] $VALUE|0$"
 BUILDING_PIETY_COST:0 "[piety_i] $VALUE|0$"
 BUILDING_PRESTIGE_COST:0 "[prestige_i] $VALUE|0$"
 BUILDING_TIME:1 "Time"
 BUILDING_LEVIES:2 "[levies|E]: @soldier_icon!$VALUE|+=$"
 BUILDING_GARRISON:2 "[garrison|E]: @garrison_icon!$VALUE|+=$"
 BUILDING_GARRISON_REINFORCEMENT_FACTOR:1 "[garrison_reinforcement|E]: @garrison_icon!$VALUE|+=0%$"
 ALREADY_CONSTRUCTING:0 "@warning_icon! #X Already constructing in this Barony#!"
 ABORT_BUILDING_CONFIRM_TITLE:0 "Abort Construction"
 ABORT_BUILDING_CONFIRM:0 "Aborting this construction will refund the cost, and allow another building to be constructed here."
 ABORT_BUILDING_CONFIRM_ACCEPT:0 "Abort"
 ABORT_HOLDING_CONFIRM:0 "Aborting this construction will refund the cost, and allow another holding to be constructed here."
 CANCEL_HOLDING_CONSTRUCTION:0 "Abort [HoldingView.GetHolding.GetConstructingHoldingType.GetName] Construction"
 CANCEL_HOLDING_CONSTRUCTION_TOOLTIP:1 "Cancel [HoldingView.GetHolding.GetConstructingHoldingType.GetName] construction in [HoldingView.GetProvince.GetTitle.GetNameNoTierNoTooltip], and refund the cost."
 REPLACE_BUILDING:0 "Replace $TYPE$"
 REPLACE_BUILDING_BUTTON:0 "Replace"
 REPLACE_BUILDING_PROMPT:0 "#X Replacing this building will destroy the existing building. The cost of the building is not refunded.#!"
 NO_POTENTIAL_BUILDINGS_WARNING:0 "#X No available buildings to construct in this slot at this time#!"
 SET_COUNTY_CAPITAL_CONFIRM_TITLE:0 "Move [county_capital|E]"
 SET_COUNTY_CAPITAL_CONFIRM:0 "[TITLE.GetName] will be the new $game_concept_county_capital$.\n\nSome Buildings in [TITLE_2.GetName] may become inactive."
 SET_REALM_CAPITAL_CONFIRM_TITLE:0 "Move [realm_capital|E]"
 SET_REALM_CAPITAL_CONFIRM:0 "[TITLE.GetName] will be the new $game_concept_realm_capital$.\n\nSome Buildings in [TITLE_2.GetName] may become inactive."
 SET_COUNTY_AND_REALM_CAPITAL_CONFIRM:0 "[TITLE.GetName] will be the new $game_concept_county_capital$ and [realm_capital|E].\n\nSome Buildings in [TITLE_2.GetName] may become inactive."
 SET_CAPITAL_CONFIRM_ACCEPT:0 "Move"
 BUILDING_PROVINCE_MODIFIER:0 "#T Holding:#!"
 BUILDING_COUNTY_MODIFIER:0 "#T County:#!"
 BUILDING_CHARACTER_MODIFIER:0 "#T Owner:#!"
 HOLDING_VIEW_WRONG_HOLDING_TYPE: "#T Wrong type of [holding|E]#!\n[Holding.GetType.GetName|V] holdings cannot be effectively held by characters with [Character.GetGovernment.GetName|V] governments and will provide no [taxes|E] or [levies|E]. [SelectLocalization( Holding.GetType.HasParameter('no_domain_limit_if_disabled'), 'HOLDING_DOES_NOT_COUNT_TOWARD_DOMAIN_LIMIT', '' )]"
 HOLDING_DOES_NOT_COUNT_TOWARD_DOMAIN_LIMIT: "\n\n#P This [holding|E] does not county toward [domain_limit|E].#!"
 HOLDING_SELECTION_VIEW_WRONG_HOLDING_TYPE: "#T Wrong type of [holding|E]#!\nAs a [GetPlayer.GetGovernment.GetName|V] [ruler|E] you may not personally hold [HoldingTypeItem.GetHoldingType.GetName|V] Holdings. [HoldingTypeItem.GetWrongHoldingCharacterInfo]"
 YOUR_HOLDING_TEXT:1 "Your [HOLDING.GetType.GetConceptName] [holding|E]"
 NOT_MY_HOLDING_TEXT:1 "[HOLDING.GetType.GetConceptName] [holding|E]"
 ABSOLUTE_COUNTY_CONTROL: "Absolute"
 COUNTY_CONTROL_VALUE_DISPLAY:0 "$VALUE|0$"
 COUNTY_CONTROL_OUT_OF_MAX:0 "$VALUE|0$/$MAX|0$"
 COUNTY_CONTROL_OUT_OF_MAX_ABSOLUTE: "[absolute_control_short|E]"
 COUNTY_CONTROL_TOOLTIP_HEADER: "County Control: [County.GetControlLevelOutOfMax]"
 COUNTY_CONTROL_NO_EFFECTS: "No current effects, but if Control drops below 100, [levies|E] and [taxes|E] in the county will be reduced"
 COUNTY_CONTROL_NO_EFFECTS_HERD: "No current effects, but if Control drops below 100, monthly [herd|E] gain in the county will be reduced"
 COUNTY_CONTROL_LEVIES_MULT: "@soldier_icon! [levies|E] in the county are changed by $MULT|%+0=$"
 COUNTY_CONTROL_TAX_MULT: "@gold_icon! [taxes|E] in the county are changed by $MULT|%+0=$"
 COUNTY_CONTROL_HERD_MULT: "[herd_i]Monthly [herd|E] gain is changed by $MULT|%+0=$"
 COUNTY_CONTROL_FERTILITY_MULT: "[county_fertility_i]Monthly [county_fertility|E] is changed by $MULT|%+0=$"
 COUNTY_CONTROL_CHANGE_MONTHLY: "([ValueBreakdown.GetValue])"
 COUNTY_DEVELOPMENT_TOOLTIP_HEADER: "Development: [County.GetDevelopmentLevel]/100"
 COUNTY_DEVELOPMENT_LEVIES_MULT:1 "[levies|E] increased by $MULT|%+1$"
 COUNTY_DEVELOPMENT_TAX_MULT:0 "[taxes|E] increased by $MULT|%+0$"
 COUNTY_DEVELOPMENT_SUPPLY_BONUS:0 "[supply_limit|E] increased by $VALUE|=+0$ "
 COUNTY_DEVELOPMENT_IGNORED_DESC:4 "[development|E] is ignored (except for its effect on the [supply_limit|E]) because the owner of the [county|E] has a [GovernmentType.GetNameWithIcon|V] government"
 COUNTY_DEVELOPMENT_NO_EFFECTS:0 "#weak No Effects#!"
 COUNTY_DEVELOPMENT_PROGRESS_MONTHLY_TOOLTIP_HEADER: "[County.GetDevelopmentProgressOutOfMax]"
 COUNTY_CULTURE_ACCEPTANCE_DIFF_CULTURE: "([Culture.GetAcceptance( GetPlayer.GetCulture )|%/0])"
 COUNTY_OPINION_TOOLTIP:1 "Popular Opinion of [County.GetCount.GetUIName]"

 #############################################################################
 ### County Fertility
 COUNTY_FERTILITY_TOOLTIP_HEADER: "[county_fertility|E]: [County.GetCountyFertility|V1]/#V 100#!"
 COUNTY_FERTILITY_DESC: "$game_concept_county_fertility_desc$"
 BASE_COUNTY_FERTILITY: "Starting County Fertility: [County.GetBaseCountyFertility|V0]"
 BASE_COUNTY_FERTILITY_TOOLTIP: "$BASE_COUNTY_FERTILITY$"
 BASE_COUNTY_FERTILITY_TOOLTIP_DESC: "Base [county_fertility|E] is calculated from the average Fertility of its constituent [baronies|E]."
 BASE_COUNTY_FERTILITY_PROVINCE_ENTRY: "@county_fertility_icon![Province.GetTerrain.GetCountyFertilityValue|V0] [Province.GetNameNoTooltip] #WEAK ([Province.GetTerrain.GetNameNoTooltip])#!"
 PROJECTED_COUNTY_FERTILITY_EQUILIBRIUM: "[fertility_equilibrium|E]: [County.CalcProjectedFertilityEquilibrium|V0]"
 COUNTY_FERTILITY_PROGRESS: "Monthly Change"
 MONTHLY_COUNTY_FERTILITY_GROWTH: "Growth"
 MONTHLY_COUNTY_FERTILITY_DECLINE: "Consumption"
 MONTHLY_COUNTY_FERTILITY_ADJUSTMENT: "#D Adjustment#!"

 # The three strings below are used for modifiers added by code, do not remove
 HERDER_HOLDER: "Held by a Herder"
 NOMAD_HOLDER: "Held by a Nomadic Ruler"
 NOMAD_HOLDER_CAPITAL: "[realm_capital|E] of a Nomadic Ruler"

 HOLDING_COUNTY_FERTILITY: "@county_fertility_icon! [Holding.GetProvince.GetCounty.GetCountyFertility|V1]"
 HOLDING_COUNTY_HERD: "@herd_icon! [Holding.GetProvince.GetCounty.GetHerdFromCounty|=0]"

 DOMAIN_FERTILITY_VALUES: "$CURRENT|V0$/$MAX|0$"
 DOMAIN_FERTILITY_TOOLTIP_HEADER: "[domain_fertility|E]: [Character.GetDomainFertility]"
 CURRENT_COUNTY_FERTILITY: "[county_fertility_i] #HIGH [County.GetCountyFertility|V1]#!/100"
 CURRENT_COUNTY_FERTILITY_CHANGE: "[ValueBreakdown.GetValue|L]/month"
 DOMAIN_FERTILITY_TOOLTIP_UNLANDED: "@warning_icon! #X You do not have [domain_fertility|E] while you are [unlanded|E]#!\n#I [migrate|E] to continue growing your [herd|E]#!"

 DOMAIN_FERTILITY_TOOLTIP: "#T [domain_fertility|E]: $CURRENT|V0$/$MAX|0$#!"
 COUNTY_FERTILITY_TOOLTIP_ENTRY: "[COUNTY.GetName]: $CURRENT|V0$/$MAX|0$ [equilibrium|E]: [COUNTY.CalcProjectedFertilityEquilibrium|0]"

 #############################################################################

 COUNTY_NOT_YOUR_CULTURE:0 "@warning_icon! #X County is not of your [culture|E] #!"
 COUNTY_NOT_YOUR_FAITH:0 "@warning_icon! #X County is not of your [faith|E] #!"
 COUNTY_IN_FACTION_TOOLTIP:0 "#T In [HoldingView.GetAllFactionNames|V] faction against me!#!\n#I Click to show [factions|E]#! "
 COUNTY_CAPITAL_TOOLTIP:0 "#T $game_concept_county_capital$#!\n$game_concept_county_capital_desc$"
 SET_COUNTY_CAPITAL_TOOLTIP:0 "#T Move [county_capital|E] here#!\nMake [HoldingView.GetProvince.GetTitle.GetNameNoTierNoTooltip|V] the new $game_concept_county_capital$"
 SET_REALM_CAPITAL_TOOLTIP_TITLE:0 "#T Move [realm_capital|E] here#!"
 SET_REALM_CAPITAL_TOOLTIP_DESC:0 "Make [TITLE.GetNameNoTierNoTooltip|V] the new $game_concept_realm_capital$"
 SET_REALM_CAPITAL_PREFERRED_CAPITAL:0 "It is the [de_jure] capital of [TITLE.GetNameNoTierNoTooltip|V], making this move allowed even if the capital has previously moved"
 REALM_CAPITAL_TOOLTIP:0 "#T $game_concept_realm_capital$#!\n$game_concept_realm_capital_desc$"
 CANT_SET_REALM_CAPITAL_COUNTY_CAPITAL:0 "#X Only a [county_capital|E] can become [realm_capital|E]#!"
 CANT_SET_REALM_CAPITAL_HOLDER:0 "#X I'm not the holder of this land#!"
 CANT_SET_REALM_CAPITAL_ALREADY:1 "#X This is already your [realm_capital|E]#!"
 CANT_SET_REALM_CAPITAL_MOVED:1 "#X You have already moved your [realm_capital|E] once#!"
 CANT_SET_REALM_CAPITAL_IN_WAR:1 "#X You cannot change your [realm_capital|E] while at [war|E]#!"
 CANT_SET_REALM_CAPITAL_WHILE_TRAVELING: "#X You cannot change your [realm_capital|E] while [traveling|E]#!"
 CANT_SET_REALM_CAPITAL_DISABLED_HOLDING: "#X You cannot move your [realm_capital|E] to a disabled [holding|E]#!"
 GOVERNMENT_TYPE_PREVENTS_MOVING_REALM_CAPITAL: "#X [GOVERNMENT_TYPE.GetName] [government|E] prevents you from moving your [realm_capital|E]#!"
 CHURCH_PROPERTY_TOOLTIP:2 "#T [church_property|E]#!\n[lessee|E]: [Title.GetLessee.GetUIName]\n[holder|E]: [Title.GetHolder.GetUIName]"
 HOLDING_VIEW_NO_HOLDER_EFFECTS_FROM_BUILDINGS:0 "$NO_EFFECTS$"
 HOLDING_TERRAIN_TOOLTIP:0 "#T [Terrain.GetNameNoTooltip]#!\n[Terrain.GetEffects]"
 HOLDING_TERRAIN_TOTAL_TOOLTIP: "#T [Province.GetTerrain.GetNameNoTooltip]#!\n[Province.GetTerrainTooltipFor(GetPlayer)]"
 HOLDING_UNDER_SIEGE:0 "#T @warning_icon! Holding Under [siege|E]#!\n#I Click to view#!"
 HOLDING_VIEW_UNDER_OCCUPATION:0 "@warning_icon! #X The Holding is under occupation.#!"
 HOLDING_VIEW_ENEMY_OR_HOSTILE_UNITS:0 "@warning_icon! #X There are enemy or hostile armies in the Holding.#!"
 HOLDING_VIEW_UNDER_SIEGE:0 "@warning_icon! #X Holding Under [siege|E]#!"
 HOLDING_VIEW_NOMAD_HERDER_GOVERNMENT: "@warning_icon! #X [CHARACTER.GetGovernment.GetName] Characters may not construct new [holdings|E] or [buildings|E].#!"
 CONSTRUCTING_BUILDING_TITLE:2 "#T #high Constructing:#! [BUILDING.GetNameNoTooltip]#! #weak ([BUILDING.GetTypeName])#!\n\n"
 HOLDING_LEVY_SIZE:1 "@soldier_icon! [Holding.GetMaxLevySize|0]"
 HOLDING_VIEW_NEXT:0 "Next holding"
 HOLDING_VIEW_PREVIOUS:0 "Previous holding"
 HOLDING_VIEW_CONSTRUCT_OR_UPGRADE:0 "[Select_CString(EqualTo_int32(GUITrackItem.GetNextBuilding.GetLevel,'(int32)1'), 'Construct', 'Upgrade to')] [GUITrackItem.GetNextBuilding.GetNameNoTooltip]"
 HOLDING_VIEW_UPGRADE_TO_NEXT:0 "Upgrade to [GUITrackItem.GetNextBuilding.GetNameNoTooltip]"
 HOLDING_VIEW_IN_PROGRESS:1 "Constructing [GUITrackItem.GetConstructingBuilding.GetNameNoTooltip] (finishing [GUITrackItem.GetConstructionEndDate])"
 HOLDING_TAB_CAPITAL_TOOLTIP:0 "This is the [county_capital|E]\n"
 HOLDING_TAB_TOOLTIP:0 "#T [GUICountyHolding.GetHolding.GetNameNoTooltip]\n#![SelectLocalization( GUICountyHolding.GetHolding.GetProvince.GetTitle.IsCountyCapital, 'HOLDING_TAB_CAPITAL_TOOLTIP' , '' )|E]#I Click to select#!"
 COUNCIL_TASKS:0 "Council Tasks"
 HOLDING_VIEW_HOLDER:2 "Holder:"
 HOLDING_VIEW_COUNTY_HOLDER:0 "[county|E] Holder:"
 HOLDING_VIEW_LESSEE:0 "Lessee:"
 HOLDING_VIEW_NO_COUNTY_MODIFIERS:0 "No County Modifiers"
 BUILDING_EFFECT_PROVINCE_HEADER:0 "#low This Holding:#!"
 BUILDING_EFFECT_COUNTY_HEADER:0 "#low This County:#!"
 BUILDING_EFFECT_CHARACTER_HEADER:1 "#low Holder of this Holding:#!"
 BUILDING_EFFECT_COUNTY_HOLDER_CHARACTER_HEADER:0 "#low Holder of this County:#!"
 BUILDING_EFFECT_DUCHY_CAPITAL_HEADER:2 "#low All Holdings in this Duchy:#!"
 BUILDING_CONSTRUCTION_COMPLETE_EFFECT_HEADER:0 "#low On Construction Completed:#!\n"
 BUILDING_UPGRADE_VIA_GREAT_PROJECT: "#v This will allow you to plan the \"$ProjectName$\" [great_project|E]#!"
 CONSTRUCT_BUILDING_PLAN_EXPANSION: "Plan Expansion"
 CONSTRUCT_BUILDING_SEE_UPGRADE_PROJECT: "View Great Project"
 REBUILD_GREAT_BUILDING_BUTTON: "Rebuild"

 RAID_TT_NO_LOOT_RAIDED: "@warning_icon! #X No available loot due to recently being raided#!"
 BARTER_TT_NO_LOOT_RAIDED: "@warning_icon! #X No available loot due to recent trading#!"
 HOLDING_VIEW_YOUR_COUNTY:0 "Your [county|E]"
 HOLDING_VIEW_TOP_REALM_COUNTY:0 "[county|E] in same [realm|E] as you"
 HOLDING_VIEW_FOREIGN_COUNTY:0 "[county|E] in [Character.GetTopLiege.GetPrimaryTitle.GetNameNoTooltip]"
 COUNTY_OCCUPIER_TOOLTIP:0 "#T [occupied|E] by [Character.GetShortUIName]\n#!While occupied:\n$BULLET_WITH_TAB$[levies|E] cannot be raised or reinforced\n$BULLET_WITH_TAB$[taxes|E] cannot be collected\n$BULLET_WITH_TAB$[development|E] and [control|E] does not increase\n\n$COA_REALM_TOOLTIP_GUI_CLICK_INFO$"
 VASSAL_POSSESSIVE:0 "vassal's"
 HOLDING_VIEW_BUILDING_IN_VASSAL:0 "Constructing in your Vassal's [holding|E]"
 CULTURE_COUNTY_WINDOW:0 "[Culture.GetNameNoTooltip]"
 HOLDING_VIEW_ALREADY_CONSTRUCTING_HOLDING:0 "@warning_icon! #X You are already constructing a $HOLDING|V$ in this [county|E]#!"
 HOLDING_SELECTION_VIEW_WRONG_HOLDING_TYPE_INFO_DEFAULT:0 "You will have to grant the Holding to someone after construction"
 HOLDING_SELECTION_VIEW_WRONG_HOLDING_TYPE_INFO_THEOCRATIC:0 "The temple will be leased to your [realm_priest|E] after construction"
 HOLDING_VIEW_CAN_UPGRADE_BUILDING:0 "#help You can upgrade this [holding|E], click to view details and begin construction! #!"
 HOLDING_VIEW_CAN_NOT_UPGRADE_BUILDING:0 "#help You cannot currently upgrade this [holding|E], click to view details and possible future upgrades. #!"
 TT_MONTHS_OF_RAID_LOOT_MULT: "Months of [loot|E]"
 TT_MONTHLY_LOOT: "Monthly [loot|E]"
 BUILDNING_MODIFIER_FROM_CULTURE:0 "$BUILDING_NAME$ #weak (from culture)#!"
 CLICK_TO_VIEW_HOLDING: "#I Click to view [holding|E]#!"
 DISABLED_LEGEND_PROVINCE_MODIFIERS: "@alert_icon! [barony|E] and [county|E] modifiers are disabled. [barony|E] must be inside the realm of promoter or owner of the [legend|E]"
 HOLDING_VIEW_EPIDEMIC_RESISTANCE: "[epidemic_res|E]:"
 HOLDING_VIEW_EPIDEMIC_RESISTANCE_VALUE: "@epidemic_icon! [Province.GetEpidemicResistance]"
 HOLDING_VIEW_COUNTY_FERTILITY_LABEL: "[county_fertility|E]: @county_fertility_icon!"
 HOLDING_VIEW_COUNTY_FERTILITY_VALUE: "[County.GetCountyFertility|1]"
 HOLDING_VIEW_HERD_FROM_COUNTY_LABEL: "Monthly [herd|E]: @herd_icon!"
 HOLDING_VIEW_HERD_FROM_COUNTY_VALUE: "[County.GetHerdFromCounty|=+0]"
 DOMAIN_SUB_ENTRY_FERTILITY: "Base ([county_fertility_i][county_fertility|E])"
 DOMAIN_SUB_ENTRY_CONTROL_MULT: "[control_i][county_control|E]"
 DOMAIN_SUB_ENTRY_NON_NOMAD_HOLDING_MALUS: "[holding|E] is not Nomadic or Herder"
 HOLDING_VIEW_STEPPE_SEASON_LABEL: "[steppe_season|E]:"
 HOLDING_VIEW_CONTROL_LABEL: "[control|E]:"
 HOLDING_VIEW_DEVELOPMENT_LABEL: "[development|E]:"
 HOLDING_VIEW_COUNTY_OPINION_LABEL: "[county_opinion|E]:"
 HOLDING_VIEW_CULTURE_LABEL: "[culture|E]:"
 HOLDING_VIEW_FAITH_LABEL: "[faith|E]:"

ABANDON_LANDS_TITLE: "Abandon"
ABANDON_LANDS_BUTTON_HOLDING_VIEW_TOOLTIP: "#T Abandon#!\nAbandon this [holding|E] to a [herder|E]."
CREATE_HERDER_CONFIRMATION_TITLE: "Abandon Lands"
CREATE_HERDER_CONFIRMATION_TEXT: "Relinquish your claim to [TITLE.GetName] and give the land to a [herder|E]."
CREATE_HERDER_CONFIRMATION_ACCEPT: "Accept"
ABANDON_LANDS_NOT_HOLDER: "@warning_icon!#X [CHARACTER.GetShortUIName] are not the [holder|E] of [PROVINCE.GetName]#!"
ABANDON_LANDS_NOT_NOMAD_HOLDING: "@warning_icon!#X [PROVINCE.GetName] is not a [nomadic_holding|E]#!"
ABANDON_LANDS_DOES_NOT_CONTROL_PROVINCE: "@warning_icon!#X [CHARACTER.GetShortUIName] do not completely control [PROVINCE.GetName]#!"

RAZE_HOLDING_TOOLTIP: "#T Raze [Province.GetNameNoTooltip]#!\nRaze the [holding|E] and [buildings|E] in [Province.GetName]. [buildings] will be downgraded one level at a time until they are destroyed. The [holding] will then change to the primary type for your [government|E]."
RAZE_HOLDING_CONFIRMATION_TITLE: "Raze [Province.GetNameNoTooltip]"
RAZE_HOLDING_CONFIRMATION_TEXT: "@alert_icon! #alert_trial Razing a [holding|E] will destroy [buildings|E]. When there are no Buildings left, the Holding will be converted into a [nomadic_holding|E]#!\n\n"
RAZE_HOLDING_CONFIRMATION_ACCEPT: "Raze"
RAZE_HOLDING_NEW_HOLDING_TYPE: "$EFFECT_LIST_BULLET$The [holding|E] in [Province.GetName] changes from #HIGH [HOLDING_TYPE.GetName]#! to #HIGH [TARGET_HOLDING_TYPE.GetName]#!"
RAZE_HOLDING_DESTROY_HOLDING: "$EFFECT_LIST_BULLET$The [HOLDING_TYPE.GetName] [holding|E] in [Province.GetName] is destroyed"
RAZE_HOLDING_DOWNGRADE_BUILDING: "$EFFECT_LIST_BULLET$[BUILDING.GetName] is downgraded to [TARGET_BUILDING.GetName]"
RAZE_HOLDING_DESTROY_BUILDING: "$EFFECT_LIST_BULLET$[BUILDING.GetName] is destroyed"
RAZE_HOLDING_NO_PRIMARY_BUILDING: "@warning_icon! #X [Province.GetName] has no [buildings|E]#!"
RAZE_HOLDING_HOLDING_OF_CORRECT_TYPE: "@warning_icon! #X The [holding|E] is the correct type for your [government|E]#!"
RAZE_HOLDING_COOLDOWN: "@warning_icon! #X Razing [Province.GetName] is on cooldown until [Date.GetString]"
RAZE_HOLDING_DOES_NOT_CONTROL_HOLDING: "@warning_icon! #X You do not completely control [Province.GetName]"
province_razed_toast_title: "[province.GetNameNoTooltip] Razed"

 REBUILDING_BUILDING_TITLE: "#T #high Rebuilding:#! [Building.GetNameNoTooltip]#! #weak ([Building.GetTypeName])#!\n\n"
 RUINED_BUILDING_TITLE: "#T #high Ruined:#! [Building.GetNameNoTooltip]#! #weak ([Building.GetTypeName])#!\n\n"
 BUILDING_EFFECT_AND_DESC_RUINED_TOOLTIP: "[Building.GetEffectDescriptionAtProvince( Character.Self, Province.Self )]\n\n$RUINED$\n\n[Building.GetDescription]"
 RUINED_BUILDING: "@warning_icon! #X Building lies in ruins and must be [rebuilt|El]#!\nCost to Rebuild: [Building.GetRebuildCostDescription( Character.Self )]"
 REBUILD_GREAT_BUILDING_TIME: "$MOD_TIME_PREFIX$$DAYS$"
 GREAT_BUILDING_RUINED: "@warning_icon! #X $TYPE$ is [ruined|El]#!"

 REBUILD_GREAT_BUILDING_TOOLTIP: "#T Rebuild [Building.GetNameNoTooltip]#!\nRebuild the [Building.GetName] [great_building|E] in [Province.GetName].\n\n"
 REBUILD_GREAT_BUILDING_CONFIRMATION_TITLE: "Rebuild [great_building]"
 REBUILD_GREAT_BUILDING_CONFIRMATION_TEXT: "Spend resources to rebuild a [great_building|E] and restore it to glory.\n\n"
 REBUILD_GREAT_BUILDING_EFFECT: "$EFFECT_LIST_BULLET$[BUILDING.GetName] is rebuilt in [PROVINCE.GetName]"
 REBUILD_GREAT_BUILDING_CONFIRMATION_ACCEPT: "Rebuild"
 REBUILD_GREAT_BUILDING_CANNOT_AFFORD: "@warning_icon! #X Cannot afford: #! $COST$"
