l_english:
 # Ethoses
 ethos_bellicose_name:0 "Bellicose"
 ethos_bellicose_desc:1 "This culture considers conflict and violence to be necessary states of existence; ingrained in its people is the idea that one should stand up and fight for their own. "
 ethos_stoic_name:0 "Stoic"
 ethos_stoic_desc:1 "This culture believes in standing strong like a mountain, taking any and all hardships that life may throw at them and enduring them all with grim determination and an indomitable spirit."
 ethos_bureaucratic_name:1 "Bureaucratic"
 ethos_bureaucratic_desc:2 "No culture lasts longer than its oldest record, and this culture believes in accounting so meticulous as to guarantee immortality."
 ethos_spiritual_name:0 "Spiritual"
 ethos_spiritual_desc:1 "While some cultures turn to war and others to worldly knowledge, this culture places its trust in the only constant throughout its history - the divine. Spirituality is the only way forward in a harsh and uncaring world."
 ethos_courtly_name:1 "Ceremonious"
 ethos_courtly_desc_nhc:1 "The ceremony of court life is so integral to this culture that it forms a core part of people's social behavior. A place for everyone, and everyone in their place."
 ethos_egalitarian_name:0 "Egalitarian"
 ethos_egalitarian_desc:1 "Intolerance and isolationism may be the way for others, but this culture recognizes that accepting difference is far better than annihilating it."
 ethos_communal_name:0 "Communal"
 ethos_communal_desc:1 "This culture values the bonds of community above all else, fostering great loyalty and dedication by working together towards common goals."

 # Martial Customs
 martial_custom_equal_name:0 "Equal"
 martial_custom_equal_desc:2 "In this culture, any able-bodied person in the household may take up arms for their liege when called on."
 martial_custom_male_only_name:0 "Men Only"
 martial_custom_male_only_desc:0 "This culture considers only men to be physically strong and tough enough to fight in battle."
 martial_custom_female_only_name:0 "Women Only"
 martial_custom_female_only_desc:0 "This culture considers only women to be physically strong and tough enough to fight in battle."
 ## ^The above descs mirror each other deliberately.
 
 # Traditions
 tradition_court_eunuchs_name:0 "Court Eunuchs"
 tradition_court_eunuchs_desc:1 "This culture makes extensive use of eunuchs at court, occupying positions ranging from domestic servants to bureaucratic administrators and even military commanders. Men with no desire are easy to trust."
 tradition_byzantine_succession_name:1 "Byzantine Traditions"
 tradition_byzantine_succession_desc:1 "This culture is closely associated with the imperial traditions of the Eastern Roman Empire and its legacy in the form of a complex and intricate code of courtly conduct."
 tradition_african_tolerance_name:0 "Tolerance through Understanding"
 tradition_african_tolerance_desc:1 "Though some would decry it as weakness, a realm founded on understanding and tolerance is a realm built on sturdy foundations."
 tradition_memories_of_bactria_name:0 "Memories of Bactria"
 tradition_memories_of_bactria_desc:1 "Enshrined in the cultural memory of these people is the ideal of the perfect land of Bactria, the beautiful crown of the East, whose time will come again."
 tradition_equal_inheritance_name:0 "Equal Inheritance"
 tradition_equal_inheritance_desc:0 "This culture has a history of rulers dividing their lands between all their children, even those who normally would be excluded."
 tradition_equal_inheritance_link:0 "Equal Inheritance"
 tradition_the_witenagemot_name:0 "The Witenagemot"
 tradition_the_witenagemot_desc:1 "This culture has a long history of holding assemblies comprised of the land's ruling potentates, debating politics, law, finance, and, most importantly, how best to... #EMP advise#! the ruler."
 tradition_things_name:1 "Ting-Meet"
 tradition_things_desc:1 "In Scandinavia, the distances and wilderness render centralized authority ineffective. When disputes must be resolved and decisions made, the #EMP Ting-meet #!is gathered, an assembly of peers presided over by a lawspeaker."
 tradition_caravaneers_name:0 "Caravaneers"
 tradition_caravaneers_desc:1 "This culture is well-integrated into the commercial practices of the region, and its people are strongly associated with the caravan trade."
 tradition_xenophilic_name:0 "Xenophilic"
 tradition_xenophilic_desc:0 "This culture embraces everyone and is genuinely fascinated by all cultures."
 tradition_legalistic_name:0 "Legalistic"
 tradition_legalistic_desc:1 "This culture regards the rule of law and its codification as being the most important parameter of a civilized society."
 tradition_warrior_culture_name:0 "Warrior Culture"
 tradition_warrior_culture_desc:0 "This culture values martial prowess and strength above everything else. Children are brought up knowing how to fight, and are discouraged from scholarly pursuits. Weakness is not tolerated."
 tradition_philosopher_culture_name:0 "Philosopher Culture"
 tradition_philosopher_culture_desc:0 "This culture promotes thought and self-reflection."
 tradition_chivalry_name:0 "Chivalry"
 tradition_chivalry_desc:1 "This culture has embraced chivalry and chivalric codes of conduct as a social method of regulating behavior. Martial prowess, duty, honor and morality are prized, as is bad poetry and romantic literature."
 tradition_hit_and_run_name:0 "Hit-and-Run Tacticians"
 tradition_hit_and_run_desc:0 "This culture has mastered the use of lightly-armored units to hit the enemy hard, and then fall back."
 tradition_stand_and_fight_name:0 "Stand and Fight!"
 tradition_stand_and_fight_desc:0 "Warriors from this culture are unyielding and unshakable. They do not fall back - even in the face of overwhelming odds, for better or for worse."
 tradition_horse_lords_name:0 "Horse Lords"
 tradition_horse_lords_desc:0 "This culture has mastered the horse and its use in warfare."
 tradition_adaptive_skirmishing_name:0 "Adaptive Skirmishers"
 tradition_adaptive_skirmishing_desc:0 "This culture knows how to effectively field skirmishers in any environment."
 tradition_formation_fighting_name:0 "Formation Fighting Experts"
 tradition_formation_fighting_desc:0 "This culture knows how to create synergy between different types of units by use of efficient protective formations."
 tradition_republican_legacy_name:0 "Republican Legacy"
 tradition_republican_legacy_desc:1 "This culture has a long history of republican values, where the urban classes are just as important as the rural landholders."
 tradition_hereditary_hierarchy_name:0 "Hereditary Hierarchy"
 tradition_hereditary_hierarchy_desc:0 "It is ingrained in this culture that leadership in passed on by blood, nobility is bound by stone in castles, and that the feudal structure is unshakable. They do not easily forget those who break the feudal code."
 tradition_theocratic_autonomy_name:0 "Theocratic Autonomy"
 tradition_theocratic_autonomy_desc:1 "The religious authorities in this culture are given a great deal of leeway by the secular rulers and are afforded respect and obeisance by the populace."
 tradition_saharan_nomads_name:0 "Saharan Nomads"
 tradition_saharan_nomads_desc:1 "This culture is intimately accustomed with the Saharan desert, which it has traversed for centuries, connecting the Mediterranean with the sub-Saharan kingdoms of the Sahel."
 tradition_himalayan_settlers_name:0 "Himalayan Settlers"
 tradition_himalayan_settlers_desc:1 "This culture has made its home atop the 'roof of the world', where the air is fresh but cold, and the winters long and hard. They pride themselves that few of the cultures below would be able to live as well as this people does, among the peaks and plateaus where otherwise only sheep can thrive."
 tradition_esteemed_hospitality_name:0 "Esteemed Hospitality"
 tradition_esteemed_hospitality_desc:0 "In this culture rulers are known, and expected, to welcome anyone who might come to their court with open arms. Hosting guests and visitors in a spectacular fashion."
 tradition_hard_working_name:0 "Industrious"
 tradition_hard_working_desc:1 "This culture teaches and enshrines ideas of industriousness and hard work on behalf of one's community."
 tradition_loyal_soldiers_name:1 "Loyal Subjects"
 tradition_loyal_soldiers_desc:2 "For this culture, serving one's liege and country is both noble and just - a duty and a privilege, rather than an avaricious arrangement or an unwanted burden."
 tradition_female_only_inheritance_name:0 "Matriarchal"
 tradition_female_only_inheritance_desc:1 "This culture enforces a matriarchal hierarchy, where the ruling class is overwhelmingly comprised of women."
 tradition_pacifism_name:0 "Pacifists"
 tradition_pacifism_desc:1 "For this culture, the use of force can never be justified. Only by pursuing a path of non-violence can people truly live in peace."
 tradition_scientific_curiosity_name:0 "Scientific Curiosity"
 tradition_scientific_curiosity_desc:1 "Most people look left, right, backwards, and forwards for answers. Not these people. These people look up."
 tradition_spartan_name:0 "Spartan"
 tradition_spartan_desc:1 "This culture doesn't prize the trappings of power - the ceremony, the wealth, the pointless decoration. This culture is more interested in power itself, preferably in the form of towering walls and keeps."
 tradition_tribe_unity_name:0 "Tribal Unity"
 tradition_tribe_unity_desc:1 "This culture emphasizes the familial and communal bonds its people share, pushing them to remember their shared heritage."
 tradition_astute_diplomats_name:0 "Astute Diplomats"
 tradition_astute_diplomats_desc:1 "It is a common idea in this culture that the purest expression of superiority is the ability to subdue your enemy without fighting them."
 tradition_collective_lands_name:0 "Collective Lands"
 tradition_collective_lands_desc:1 "The idea that individuals personally own land is alien to this culture; land belongs to all people, for the common good. "
 tradition_horse_breeder_name:0 "Horse Breeders"
 tradition_horse_breeder_desc:1 "This culture has painstakingly accumulated knowledge and experience in the fine art and science of horse breeding. Whether destriers or coursers, the horses of these people are renowned for their superiority."
 tradition_hunters_name:0 "Prolific Hunters"
 tradition_hunters_desc:1 "Driven by economic necessity, or perhaps social expectation, this culture has refined their hunting practices to precise and almost beautiful art."
 tradition_sacred_mountains_name:0 "Sacred Mountains"
 tradition_sacred_mountains_desc:1 "This culture considers mountains to be connections to the divine, and treats them with reverence and respect."
 tradition_culinary_art_name:0 "Culinary Artists"
 tradition_culinary_art_desc:1 "Food isn't just sustenance for this culture; it is both an art and a ritual, a focal point for family and community alike."
 tradition_festivities_name:0 "Frequent Festivities"
 tradition_festivities_desc:1 "The frequency and exuberance with which this culture throws festivities would be considered vulgar to others, but a party is a party!"
 tradition_tea_ceremony_name:0 "Tea Ceremonies"
 tradition_tea_ceremony_desc:1 "Sometimes, all one needs to make everything better is a nice cup of tea."
 tradition_vegetarianism_name:0 "Vegetarians"
 tradition_vegetarianism_desc:1 "This culture has developed a strong aversion to consuming the flesh of animals, and practices vegetarianism throughout their society."
 tradition_alpine_supremacy_name:0 "Alpine Supremacy"
 tradition_alpine_supremacy_desc:1 "The people of this culture have adapted to living in and around mountainous regions, and their knowledge and expertise in alpine climes is second to none."
 tradition_seafaring_name:0 "Seafarers"
 tradition_seafaring_desc:1 "For this culture, the call of the sea is too strong to resist, and they live to sail like a dream on a crystal clear ocean, or ride on the crest of a wild raging storm."
 tradition_strength_display_name:0 "Displays of Strength"
 tradition_strength_display_desc:1 "Merely possessing strength is not enough. You have to #EMP demonstrate#! your strength before others, so that you know you could either face a worthy opponent, or fight alongside a valued ally."
 tradition_mystical_ancestors_name:0 "Mystical Ancestors"
 tradition_mystical_ancestors_desc:1 "Lineage is very important to this culture, to the point where ancestors have become mythical and legendary beings with many who claim to be their descendants."
 tradition_priestly_caste_name:0 "Priestly Caste"
 tradition_priestly_caste_desc:1 "This culture enforces a caste system to elevate the priesthood in their society. For them, individuals charged with interpreting the will of the divine are to be protected and obeyed."
 tradition_religion_blending_name:0 "Religion Blending"
 tradition_religion_blending_desc:1 "Members of this culture often live together with those sharing different faiths and beliefs, and do well in adopting foreign elements into their own worship."
 tradition_religious_festivities_name:0 "Religious Festivities"
 tradition_religious_festivities_desc:1 "The movement of the Sun and stars are irrelevant to this culture's conception of time. Instead, a much more popular way to mark the passage of days is by the multitude of regular religious festivals and celebrations, to which everyone is invited!"
 tradition_religious_patronage_name:0 "Religious Patronage"
 tradition_religious_patronage_desc:1 "For the salvation of the soul, one must commit to works of religious significance. You cannot purchase redemption, but having a temple of priests sing your praises #EMP helps.#!"
 tradition_medicinal_plants_name:0 "Medicinal Herbalists"
 tradition_medicinal_plants_desc:1 "This culture long ago developed knowledge of the medicinal properties of the plants and trees; to them most ailments are treatable with the right poultice, salve or stew."
 tradition_storytellers_name:0 "Storytellers"
 tradition_storytellers_desc:1 "This culture has a strong and persistent oral tradition. The past is preserved through ritualistic storytelling, where the heroes and legends of the past are passed down through generations."
 tradition_sacred_hunts_name:0 "Sacred Hunts"
 tradition_sacred_hunts_desc:1 "Hunting is neither a sport nor a pastime, it is nothing less than the purest expression of the human experience, where one may connect with the divine by demonstrating their mastery over nature."
 tradition_wedding_ceremonies_name:1 "Marital Ceremonies"
 tradition_wedding_ceremonies_desc:1 "For this culture, the union of two people in marriage is considered a highly public and ritualistic affair."
 tradition_music_theory_name:0 "Musical Theorists"
 tradition_music_theory_desc:1 "This culture treats music almost as the language of the divine, and thus many individuals take up the noble and celebrated pursuit of musical study from a young age."
 tradition_poetry_name:0 "Refined Poetry"
 tradition_poetry_desc:0 "Poetry is considered a noble art in this culture, and many spend their time piecing words together with meaning and thought."
 tradition_culture_blending_name:0 "Culture Blending"
 tradition_culture_blending_desc:1 "Members of this culture have often lived alongside people of other cultures. Through exposure, they have become adept at incorporating foreign languages, traditions and customs into their own lives."
 tradition_family_entrepreneurship_name:0 "Family Business"
 tradition_family_entrepreneurship_desc:2 "This culture encourages businesses to develop along familial lines, each generation picking up the tools and techniques of their trade from the last, building a strong tradition of ancestral professionalism."
 tradition_fishermen_name:0 "Dexterous Fishermen"
 tradition_fishermen_desc:1 "Anyone can fish, but to do so with such skill that any catch is bountiful, regardless of tide or wind, is a rarer talent. No one knows the coast, land or sea, better than these fishermen."
 tradition_metal_craftsmanship_name:0 "Metalworkers"
 tradition_metal_craftsmanship_desc:1 "This culture has enjoyed easy access to iron for centuries. Over time they have developed their understanding of metal to such a degree that their name has become a byword for durable and high quality arms and armor."
 tradition_isolationist_name:0 "Isolationist"
 tradition_isolationist_desc:0 "This culture prefers to keep to itself, and doesn't often look outside its own sphere."
 tradition_winter_warriors_name:0 "Winter Warriors"
 tradition_winter_warriors_desc:0 "This culture is used to the reality that harsh winds and bitter cold brings."
 tradition_forest_fighters_name:0 "Forest Fighters"
 tradition_forest_fighters_desc:0 "This culture is well-versed at fighting in forests."
 tradition_mountaineers_name:0 "Mountaineers"
 tradition_mountaineers_desc:0 "Soldiers of this culture carry all they need to traverse mountains."
 tradition_warriors_of_the_dry_name:0 "Warriors of the Dry"
 tradition_warriors_of_the_dry_desc:0 "This culture has mastered the art of fighting in very dry climates."
 tradition_highland_warriors_name:0 "Highland Warriors"
 tradition_highland_warriors_desc:0 "Warriors of this culture fight well in the slopes and valleys of their hilly homes."
 tradition_jungle_warriors_name:0 "Jungle Warriors"
 tradition_jungle_warriors_desc:0 "Warriors of this culture know well how to traverse treacherous jungles."
 tradition_only_the_strong_name:0 "Only the Strong"
 tradition_only_the_strong_desc:0 "This culture places a strong emphasis on having a few, well-trained warriors. If you're not the best-of-the-best, you're not welcome to serve."
 tradition_warriors_by_merit_name:0 "Warriors by Merit"
 tradition_warriors_by_merit_desc:0 "This culture believes that if you've proven yourself capable as a warrior, you should be allowed to fight — no matter who you are."
 tradition_warrior_monks_name:0 "Warrior Priests"
 tradition_warrior_monks_desc:0 "This culture believes that if you choose to pursue theological studies, you must also be able to defend your faith."
 tradition_talent_acquisition_name:0 "Recognition of Talent"
 tradition_talent_acquisition_desc:0 ""Kill me if you wish, but if you let me live, I shall serve you loyally.""
 tradition_strength_in_numbers_name:0 "Strength in Numbers"
 tradition_strength_in_numbers_desc:0 "This culture forsakes having elite troops, and instead favors massed armies."
 tradition_frugal_armorsmiths_name:0 "Frugal Armorers"
 tradition_frugal_armorsmiths_desc:0 "While a set of high-quality armor might save one life, having ten decent sets might win a battle."
 tradition_malleable_invaders_name:0 "Malleable Invaders"
 tradition_malleable_invaders_desc:1 "We will take your lands, your children, your traditions, and your #EMP future#!."
 tradition_quarrelsome_name:0 "Quarrelsome"
 tradition_quarrelsome_desc:0 "Border conflicts are common for rulers of this culture. Land often changes hands in unjust ways."
 tradition_swords_for_hire_name:0 "Swords for Hire"
 tradition_swords_for_hire_desc:0 "This culture views mercenary work favorably and encourages warriors to seek glory as mercenaries in-between wars."
 tradition_reverence_for_veterans_name:0 "Reverence for Veterans"
 tradition_reverence_for_veterans_desc:0 "This culture doesn't look down upon those who can no longer fight due to injury, instead they are celebrated as heroes and used as teachers."
 tradition_stalwart_defenders_name:0 "Stalwart Defenders"
 tradition_stalwart_defenders_desc:0 "Defending that which is one's own is of paramount importance to this culture."
 tradition_battlefield_looters_name:0 "Battlefield Looters"
 tradition_battlefield_looters_desc:0 "In this culture battles are not fought for prestige, but for profit. Who cares about one's standing if you're unable to pay for the war?"
 tradition_fervent_temple_builders_name:0 "Fervent Temple Builders"
 tradition_fervent_temple_builders_desc:0 "This culture finds constructing temples the most direct path to the divine. Fervent rulers are expected to build many, and grand, temples."
 tradition_lords_of_the_elephant_name:0 "Lords of the Elephant"
 tradition_lords_of_the_elephant_desc:0 "This culture venerates elephants, likening them to royalty. They are masterful at capturing them, training them, and using them for devastating effect in war."
 tradition_zealous_people_name:0 "Strong Believers"
 tradition_zealous_people_desc:0 "The people of this culture are particularly zealous and dedicated to their faith."
 tradition_welcoming_name:1 "Charismatic"
 tradition_welcoming_desc:1 "The people of this culture excel in diplomatic matters, and social etiquette is valued above all else."
 tradition_agrarian_name:0 "Agrarian"
 tradition_agrarian_desc:0 "This culture is distinctly agrarian, their lands producing ample crops for hungry armies. While not having to struggle for food means many peasants for the levy, it also means that each soldier is not as motivated as those from harsher regions."
 tradition_eye_for_an_eye_name:0 "Eye for an Eye"
 tradition_eye_for_an_eye_desc:0 "In this culture slights are not to be forgotten, nor forgiven. Its people can carry grudges for long, and vengeance is carried out with a passion."
 tradition_forbearing_name:0 "Forbearing"
 tradition_forbearing_desc:1 "In this culture being patient and restrained in the face of adversity is common."
 tradition_equitable_name:0 "Equitable"
 tradition_equitable_desc:0 "In this culture truth and impartial justice is valued highly."
 tradition_charitable_name:0 "Charitable"
 tradition_charitable_desc:0 "Regardless of faith, people of this culture are motivated to support those less fortunate."
 tradition_modest_name:0 "Modest"
 tradition_modest_desc:0 "This culture values modesty, one should not take up too much space or think oneself better than others."
 tradition_hill_dwellers_name:0 "Hill Dwellers"
 tradition_hill_dwellers_desc:0 "This culture is at home in hills, and know how to work its lands effectively."
 tradition_forest_folk_name:0 "Forest Folk"
 tradition_forest_folk_desc:0 "This culture lives close to vast forests, and knows how to forage its bounties."
 tradition_mountain_homes_name:0 "Mountain Homes"
 tradition_mountain_homes_desc:0 "This culture knows how to live and thrive on plateaus near the harsh slopes of mountains."
 tradition_dryland_dwellers_name:0 "Dryland Dwellers"
 tradition_dryland_dwellers_desc:0 "This culture is accustomed to living in dry climates, and know where to find water and how to work the lands."
 tradition_jungle_dwellers_name:0 "Jungle Dwellers"
 tradition_jungle_dwellers_desc:0 "This culture lives close to the jungle, and knows how to harvest its riches."
 tradition_faith_bound_name:0 "Bound by Faith"
 tradition_faith_bound_desc:0 "In this culture being of a different faith means that you're not eligible for succession."
 tradition_by_the_sword_name:0 "By the Sword"
 tradition_by_the_sword_desc:0 "Members of this culture believe that the best missionary is one carrying a sword. While support for holy wars are widespread, motives are scrutinized as to make sure the Divine powers would approve."
 tradition_language_scholars_name:0 "Linguists"
 tradition_language_scholars_desc:0 "To learn the words of a neighbor brings you one step closer to the language of the Divine."
 tradition_pastoralists_name:0 "Pastorialists"
 tradition_pastoralists_desc:0 "This culture is at home in wide and open terrain, where they herd large groups of animals."
 tradition_desert_nomads_name:1 "Desert Travelers"
 tradition_desert_nomads_desc:1 "This culture is no stranger to the harsh environment of the desert and has mastered the use of camels to aid them in travel, warfare, and everyday life."
 tradition_gardening_name:0 "Garden Architects"
 tradition_gardening_desc:0 "This culture has a long tradition of constructing and maintaining various types of gardens, building themselves a small paradise."
 can_appoint_court_gardener_name: "[GetCultureTradition('tradition_gardening').GetName]"
 tradition_monogamous_name:0 "Monogamous"
 tradition_monogamous_desc:0 "In this culture one keeps a single spouse, regardless of faith."
 tradition_polygamous_name:0 "Polygamous"
 tradition_polygamous_desc:0 "In this culture one tend to have multiple spouses, regardless of faith."
 tradition_concubines_name:1 "Concubines"
 tradition_concubines_desc:1 "Rulers of this culture often keep a number of concubines in their household, regardless of their faith."
 tradition_mendicant_mystics_name:0 "Mendicant Mystics"
 tradition_mendicant_mystics_desc:1 "The holy people of this culture believe strongly that the faith should be ministered in the field, and their most devout frequently wander the world."
 tradition_parochialism_name:0 "Parochialism"
 tradition_parochialism_desc:0 "City residents of this culture are fiercely competitive and independent. They invest a lot of money and energy to make sure that #EMP their#! city is the grandest."
 tradition_martial_admiration_name:0 "Martial Admiration"
 tradition_martial_admiration_desc:0 "Those who are willing to take up sword and fight for their culture are worthy of admiration. No matter the odds."
 tradition_chanson_de_geste_name:0 "Chanson de Geste"
 tradition_chanson_de_geste_desc:0 "This culture values the heroic deeds of long gone ancestors. The romantic retelling of the lives of knights such as Guillaume, or Roland, will inspire generations to come."
 tradition_ruling_caste_name:0 "Ruling Caste"
 tradition_ruling_caste_desc:0 "Rulers of this culture are used to lording over subjects that are not their own culture. They know how to effectively suppress revolts, though at the cost of public perception."
 tradition_staunch_traditionalists_name:0 "Staunch Traditionalists"
 tradition_staunch_traditionalists_desc:1 "Tradition is tradition, it is immovable and unchangeable. We must be ready and willing to stand up for what makes us who we are."
 tradition_sacred_groves_name:0 "Sacred Groves"
 tradition_sacred_groves_desc:0 "Trees are considered sacred by this culture. The forest is a living being that ought to be cared for — not destroyed."
 tradition_hold_the_line_name:0 "Hold the Line"
 tradition_hold_the_line_desc:1 "This culture will have every combatant feel pride in their might. The rousing speeches of their commanders keep soldiers inspired until the very end."
 tradition_legendary_noble_families_name:0 "Legendary Noble Families"
 tradition_legendary_noble_families_desc:1 "Unless you are connected to one of the noble families who has helped forged this culture's fate, you are nothing."
 tradition_castle_keepers_name:0 "Castle Keepers"
 tradition_castle_keepers_desc:1 "Offense is not a good defense. A good defense is having the most castles on the face of the known world."
 tradition_city_keepers_name:0 "City Keepers"
 tradition_city_keepers_desc:1 "Cities are the beating urban heart of this culture, and they wish for every one of their metropolises to become enviable gems known across the world."
 tradition_fractious_name:0 "Fractious"
 tradition_fractious_desc:1 "The enemy of my enemy is #EMP also#! my enemy."
 tradition_runestones_name:1 "Runestone Raisers"
 tradition_runestones_desc:1 "Death, conquest, the acquisition of rank — are these not the things that define life in the nobility? Where our people go, so go the markers of our lives' worth."
 tradition_insular_spirit_name:0 "Insular Spirit"
 tradition_insular_spirit_desc:1 "This culture is determined not to be bend from its original ways, and will fight for any of its own being attacked by another culture."
 tradition_monastic_communities_name:0 "Monastic Communities"
 tradition_monastic_communities_desc:1 "This culture has a long history of sending noble progeny to serve the faith. Revered political thinkers often arise from the monastic orders."
 tradition_roman_legacy_name:1 "Eastern Roman Legacy"
 tradition_roman_legacy_desc:1 "The military organization of the Roman Empire is still in living memory within this culture. A professional army is favored over levied troops."
 tradition_longbow_competitions_name:0 "Longbow Competitions"
 tradition_longbow_competitions_desc:1 "This culture favors a bow more powerful than most could draw, and practicing with them once a week is as dear as any ritual of worship everywhere from the most rural villages to the largest urban metropoles."
 tradition_illyrian_grit_name:0 "Illyrian Grit"
 tradition_illyrian_grit_desc:1 "This culture may always be fighting against itself, but will rise to take on any invaders together when the time comes."
 tradition_maritime_mercantilism_name:0 "Maritime Mercantilism"
 tradition_maritime_mercantilism_desc:1 "The world may be ruled by armies, but this culture knows that it is truly controlled by whoever dominates the flow of gold across the seas."
 tradition_sacral_kingship_name:0 "Sacral Kingship"
 tradition_sacral_kingship_desc:1 "Rulers in this culture are either considered Gods, or kingship is seen as a divine virtue. What's a King to a God?"
 tradition_reavers_name:0 "Reavers"
 tradition_reavers_desc:1 "Many in this culture who live on the coast try their hand at boarding ships to go stealing from other ports. Though it is not condoned by their direct lords, every ruler knows it will make for better soldiers when the time comes."
 tradition_practiced_pirates_name:0 "Practiced Pirates"
 tradition_practiced_pirates_desc:1 "Storming a port, setting it ablaze, and taking everything that isn't nailed down may not be noble, but it #EMP is#! profitable."
 tradition_determined_independence_name:0 "Determined Independence"
 tradition_determined_independence_desc:1 "Death before submission! The rulers from this culture find no defeat worse than vassalization, and will do anything to become their own masters."
 tradition_merciful_blindings_name:0 "Merciful Blindings"
 tradition_merciful_blindings_desc:1 "No matter how far beyond forgiveness one has gone, this culture thinks it is better to gouge out an eye than run through a heart."
 tradition_reindeer_hunters_name:0 "Reindeer Hunters"
 tradition_reindeer_hunters_desc:1 "Chasing deer is nothing more than a dance over the taiga's constant frost. This culture has learned to use the hunting supplies they have for all they're worth."
 tradition_mountaineer_ruralism_name:0 "Mountaineer Ruralism"
 tradition_mountaineer_ruralism_desc:1 "From their origins in the hills of the Bohemian Forest, to the crags of the Ore and Tatra mountains, most in this culture know not only how to traverse the rocky lands, but handle life on a mountain with ease."
 tradition_life_is_just_a_joke_name:0 "Life is just a Joke"
 tradition_life_is_just_a_joke_desc:1 "This culture would chuckle on the chopping block with an axe above its head."
 tradition_steppe_tolerance_name:0 "Steppe Tolerance"
 tradition_steppe_tolerance_desc:1 "Those who live on the Steppe will always have much in common with those who share their way of life. Strangers may worship differently, but they still live in the saddle."
 tradition_nubian_warrior_queens_name:0 "Warrior Queens"
 tradition_nubian_warrior_queens_desc:0 "Those who live in East Africa well remember the great Warrior Queens who once stood against invaders and forged kingdoms on the Kush. Our neighbors may insist on the superiority of males, but we track our bloodlines through our mothers, and the warcry of powerful Nubian women send these foreign "men" running home."
 tradition_nubian_warrior_kings_name:0 "Warrior Kings"
 tradition_nubian_warrior_kings_desc:0 "Those who live in East Africa well remember the great Warrior Kings who once stood against invaders and forged kingdoms on the Kush. Our neighbors may insist on the superiority of females, but we track our bloodlines through our fathers, and the warcry of powerful Nubian men send these foreign "women" running home."
 tradition_maritime_mangroves_name:0 "Maritime Mangroves"
 tradition_maritime_mangroves_desc:1 "This culture has learned to sail swamplands other cultures find impassable. "They have used this to build unreachable bases from which to trade, raid, and explore the world."
 tradition_mixed_governance_name:0 "Mixed Governance"
 tradition_mixed_governance_desc:1 "This culture considers each thought worth hearing and every new way of rule worth trying. Rulers encourage vassals to govern however they see fit."
 tradition_ritual_scarrification_name:0 "Ritual Scarification"
 tradition_ritual_scarrification_desc:1 "This culture respects those whose flesh has tasted the blade. Whether to prove their mettle, or to create a beautiful design, they scar their own skin."
 tradition_hidden_cities_name:0 "Hidden Cities"
 tradition_hidden_cities_desc:2 "Whether they are up in the jungle trees, or protected by the organic maze, foreigners may not even know this culture's cities exist, let alone have a clue how to besiege them."
 tradition_hereditary_bards_name:0 "Hereditary Bards"
 tradition_hereditary_bards_desc:1 "For some cultures, there are stories passed down through generations, as valuable as any title deed."
 tradition_ancient_miners_name:0 "Ancient Miners"
 tradition_ancient_miners_desc:1 "This culture has always been surrounded by raw materials, ore, and uncut gems. They have an affinity for finding sites for mining excavations."
 tradition_wetlanders_name:0 "Wetlanders"
 tradition_wetlanders_desc:1 "This culture has mastered the bogs and marshes. Though life is at times a battle against mold, they have learned to use the peat to their advantage."
 tradition_diasporic_name:0 "Diasporic"
 tradition_diasporic_desc:1 "People of this culture have lost the homeland they once held dear. Some among them travel the world searching for a place where they may begin anew."
 tradition_sorcerous_metallurgy_name:0 "Sorcerous Metallurgy"
 tradition_sorcerous_metallurgy_desc:1 "There are as many alchemists in this culture attempting to turn metal into gold as there are smiths forging weapons. What does it matter if this culture's wealth and weaponry are enhanced by witchcraft?"
 tradition_polders_name:0 "Polders"
 tradition_polders_desc:0 "This culture has a long tradition of reclaiming land from the surrounding sea. This allows them to utilize what would normally be a shallow seabed for farming and construction."
 tradition_caucasian_wolves_name:0 "Caucasian Wolves"
 tradition_caucasian_wolves_desc:0 "Having spent centuries making themselves a home around the Caucasian gates, this culture has grown well at home with everything that mountain warfare entails."
 tradition_artisans_name:0 "Expert Artisans"
 tradition_artisans_desc:0 "Children in this culture often carry on the profession of their parents, accumulating extensive knowledge and skill for their trade across generations."

 # Debug Traditions
 tradition_debug_name:0 "Mercurial Ways"
 tradition_debug_desc:0 "This culture is known for its many eclectic & contradictory stances."

 # FP1 Traditions
 tradition_fp1_coastal_warriors_name:0 "Coastal Warriors"
 tradition_fp1_coastal_warriors_desc:1 "We have always been drawn to the shoreline. The sting of sea air, the crying gulls, the scent of smoked fish... what warrior would ever opt to live far from the water and its freedoms?"
 tradition_fp1_performative_honour_name:0 "Performative Honor"
 tradition_fp1_performative_honour_desc:1 "Honor is born, yes, but honor is also earned and lost through deeds. By pursuing and avenging slights, or failing to, soldiers fade to scum while whelps grow into warriors."
 tradition_fp1_northern_stories_name:0 "Northern Stories"
 tradition_fp1_northern_stories_desc:1 "Life is lived, told, and remembered through the lens of tales. What we say, and what people say about us, matters as much as what we do. We remember that, and it shows in our stories."
 tradition_fp1_trials_by_combat_name:0 "Trials-by-Combat"
 tradition_fp1_trials_by_combat_desc:1 "Words are a coward's substitute for weapons. Why leave justice to decrepit laws and corrupt magistrates when disputes can be settled faster and fairer with the blade?"
 tradition_fp1_the_right_to_prove_name:0 "The Right to Prove"
 tradition_fp1_the_right_to_prove_desc:0 "Though not all are born fighters, with the right mettle and a strong sword-arm, any can show themselves a warrior at heart and so become one in deed."

 # Tradition effects - Base Title
 culture_parameter_city_buildings_more_county_opinion:0 "[city|E] [holdings|E] give more [county_opinion|E] per level"
 culture_parameter_monastic_expectations:1 "[characters|E] of this [culture|E] are more likely to accept taking the Vows, especially your underage children"
 culture_parameter_temperate_trait_bonuses:0 "The [GetTrait('temperate').GetName( GetNullCharacter )] [traits|E] have additional bonuses"
 culture_parameter_devoted_trait_bonuses:0 "The [GetTrait('devoted').GetName( GetNullCharacter )] [traits|E] have additional bonuses"
 tradition_strong_kinship_name:0 "Strong Kinship"
 tradition_strong_kinship_desc:0 "This culture has a strong tradition of kinship within the extended family, or clan. In times of need a ruler will always be able to rely on their kin."
 tradition_amharic_highlanders_name:0 "Amharic Highlanders"
 tradition_amharic_highlanders_desc:0 "The Amharic highlands are quite suitable for farming as long as one knows how to best approach the matter. For many generations this people have worked and lived in this environment, thriving while developing their own traditions and customs."

 culture_parameter_witenagemot_succession_enabled:0 "Can enact the [GetLaw('saxon_elective_succession_law').GetName] [succession_law|E]"
 culture_parameter_scandinavian_elective_enabled:0 "Can enact the [GetLaw('scandinavian_elective_succession_law').GetName] [succession_law|E]"
 culture_parameter_gender_equal_inheritance:0 "Can enact the [GetLaw('equal_law').GetName] [gender_law|E]"
 culture_parameter_can_enact_high_partition_succession_law:0 "Can enact the [GetLaw('high_partition_succession_law').GetName] [succession_law|E]"

 culture_parameter_female_preference_inheritance:0 "Can enact the [GetLaw('female_preference_law').GetName] [gender_law|E]"
 culture_parameter_female_only_inheritance:0 "Can enact the [GetLaw('female_only_law').GetName] [gender_law|E]"
 culture_parameter_can_blind_prisoners:0 "[rulers|E] can Blind [prisoners|E]"
 culture_parameter_can_castrate_prisoners:0 "[rulers|E] can Castrate [prisoners|E]"
 culture_parameter_children_can_be_born_in_the_purple:2 "[children|E] born to a [ruler|E] holding the $e_byzantium$ may gain the [GetTrait('born_in_the_purple').GetName( GetNullCharacter )] [trait|E]. Having the Born in the Purple Trait increases a character's candidate score under $acclamation_succession_law$."
 culture_parameter_development_gain_on_building_complete:2 "Gain #V 25#! [development_growth|E] when a [building|E] is constructed #weak (up to once a year)#!"
 culture_parameter_strong_traits_more_valued:1 "[traits|E] such as [GetTrait('strong').GetName( GetNullCharacter )] or [GetTrait('physique_good_1').GetName( GetNullCharacter )] are seen as [prestige_i][prestigious|E]"
 culture_parameter_weak_traits_looked_down_upon:0 "[traits|E] such as [GetTrait('weak').GetName( GetNullCharacter )] or [GetTrait('physique_bad_1').GetName( GetNullCharacter )] are looked down upon"
 culture_parameter_ambitious_trait_penalty:0 "The [GetTrait('ambitious').GetName( GetNullCharacter )] [trait|E] is looked down upon"
 culture_parameter_adulterer_fornicator_penalties:0 "The [GetTrait('adulterer').GetName( GetNullCharacter )] and [GetTrait('fornicator').GetName( GetNullCharacter )] [traits|E] are despised"
 culture_parameter_hostile_scheme_success_chance_vs_spouse_penalty:0 "[hostile_scheme|E] [success_chance|E] vs. [spouses|E]: #N -50%#!"
 culture_parameter_cannot_divorce:0 "Cannot use any [divorce|E] [interactions|E]"
 culture_parameter_strong_traits_more_common:0 "The [GetTrait('strong').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_minimum_prowess_for_knights:0 "[knights|E] #EMP must#! have at least [prowess_i]#V 12#! [prowess|E]"
 culture_parameter_blademaster_trait_bonuses:1 "The [GetTrait('lifestyle_blademaster').GetName( GetNullCharacter )] [traits|E] have additional bonuses"
 culture_parameter_prowess_from_martial_education:0 "The [martial|E] [education|E] [traits|E] also grant [prowess|E]"
 culture_parameter_martial_education_more_valued:0 "The [martial|E] [education|E] [traits|E] are more valued"
 culture_parameter_high_prowess_ignores_knight_restrictions:0 "Most restrictions on who can be a [knight|E] are lifted for characters with [prowess_i]#V 10#! or more [prowess|E]"
 culture_parameter_blademaster_traits_more_common:1 "[knights|E] gain [GetTrait('lifestyle_blademaster').GetName( GetNullCharacter )] [traits|E] more often in battles"
 culture_parameter_prowess_from_religious_traits:0 "[traits|E] such as [GetTrait('education_learning_3').GetName( GetNullCharacter )], [GetTrait('devoted').GetName( GetNullCharacter )] or [GetTrait('theologian').GetName( GetNullCharacter )] give [prowess|E]"
 culture_parameter_prowess_traits_more_valued:0 "The [GetTrait('education_martial_prowess_1').GetName( GetNullCharacter )], [GetTrait('education_martial_prowess_2').GetName( GetNullCharacter )], [GetTrait('education_martial_prowess_3').GetName( GetNullCharacter )] and [GetTrait('education_martial_prowess_4').GetName( GetNullCharacter )] [traits|E] are more valued"
 culture_parameter_culture_clergy_can_fight:0 "$doctrine_parameter_clergy_can_fight$"
 culture_parameter_monastery_prowess_martial_bonus: "The #V $building_type_monastic_schools_01$#! line of [buildings|E] provide additional [prowess|E] and [martial|E] bonuses"
 culture_parameter_can_recruit_prisoners_easily:0 "[prisoners|E] are more likely to accept recruitment, gain a positive [opinion|E] [modifier|E] when recruited, and the recruiter gets a [strong_hook|E]"
 culture_parameter_better_knights_from_decision:0 "Get better [knights|E] from the #V $invite_knights_decision$#! [decision|E]"
 culture_parameter_pardoning_gives_loyalty:0 "The #V $pardon_interaction$#! [interaction|E] gives much more positive [opinion|E] and a [strong_hook|E]"
 culture_parameter_easier_to_hybridize:0 "Creating a Hybrid [culture|E] requires #V 50%#! less [cultural_acceptance|E]"
 culture_parameter_cheaper_to_hybridize:0 "Hybrid [culture|E] Creation Cost: [prestige_i]#P -75%#!"
 traditions_cheaper_value:0 "From [traditions|E]"
 culture_parameter_harder_to_hybridize:0 "Creating a Hybrid [culture|E] requires #V 100%#! more [cultural_acceptance|E], it is also much harder to Hybridise with this Culture"
 culture_parameter_can_use_conquest_cbs:0 "$doctrine_parameter_conquest_cb_enabled$"
 culture_parameter_cb_lower_prestige_level_requirement:0 "All [casus_bellis|E] that require a specific [prestige_level|E] require one less"
 culture_parameter_wounds_and_scars_give_bonuses:0 "Permanent [trait|E] injuries such as [GetTrait('scarred').GetName( GetNullCharacter )], [GetTrait('maimed').GetName( GetNullCharacter )] or [GetTrait('one_legged').GetName( GetNullCharacter )] give bonuses"
 culture_parameter_guardians_can_transfer_commander_traits:0 "[guardians|E] can transfer [commander_traits|E] to their [wards|E]"
 culture_parameter_gain_gold_from_battles:0 "Gain [gold|E][gold_i] from [battles|E] #weak (1 gold per 100 [dead_soldiers|E])#!"
 culture_parameter_less_prestige_from_battles:0 "[prestige|E] and [prestige_experience|E] from [battles|E]: [prestige_i] #N -75%#!"
 culture_parameter_same_faith_inheritance_only:0 "Only characters of the same [faith|E] can inherit"
 culture_parameter_wanderers_gain_extra_combat_skills:0 "[wanderers|E] gain extra combat skills over time, such as [martial|E], [prowess|E] or [commander_traits|E]"
 culture_parameter_wanderers_gain_extra_economic_skills:0 "[wanderers|E] gain extra economic skills over time, such as [stewardship|E] or [lifestyle_traits|E]"
 culture_parameter_mercenary_courtiers_gain_extra_skills:0 "[knights|E] in [mercenary|E] [courts|E] rapidly gain [prowess|E]"
 culture_parameter_more_likely_to_leave_court:0 "Idle [courtiers|E] are much more likely to become [wanderers|E]"
 culture_parameter_unlocks_contract_assistance: "Unlocks the #V $contract_assistance_interaction$#! [interaction|E]"
 culture_parameter_courtiers_less_likely_to_leave_same_culture_court:0 "Idle [courtiers|E] are less likely to become [wanderers|E] if their [liege|E] is of the same [culture|E]"
 culture_parameter_dislikes_marrying_outside_of_culture:0 "[marriage|E] Acceptance towards other [cultures|E]: #N -50#!"
 culture_parameter_ai_doesnt_marry_outside_culture:0 "Very unlikely to arrange [marriages|E] outside their own [culture|E]"
 TRADITION_BONUS_WEDDING_CEREMONIES:0 "$tradition_wedding_ceremonies_name$ [culture_tradition|E]: $VALUE|+=0$"
 TRADITION_PENALTY_ISOLATIONIST:0 "Isolationist [culture|E]: $VALUE|+=0$"
 culture_parameter_more_fame_for_successful_defensive_wars:0 "[prestige|E] from winning Defensive [wars|E]: [prestige_i]#P +100%#!"
 culture_parameter_more_gold_for_successful_defensive_wars:0 "[gold|E] from winning Defensive [wars|E]: [gold_i]#P +100%#!"
 culture_parameter_can_end_defensive_wars_earlier:0 "Defensive [war|E] Peace Acceptance: #P +10#!"
 culture_parameter_reduced_cost_for_conversion_to_pacifist_faith:0 "Cost for converting to a pacifist faith: #P -25%#!"
 TRADITION_BONUS_DEFENSIVE_WARS:0 "Stalwart [culture|E]: $VALUE|+=0$"
 TRADITION_BONUS_WHITE_PEACE:0 "$tradition_astute_diplomats_name$ [culture_tradition|E]: $VALUE|+=0$"
 culture_parameter_rowdy_trait_more_common:0 "[children|E] are more likely to get the [GetTrait('rowdy').GetName( GetNullCharacter )] [trait|E]"
 culture_parameter_pensive_trait_less_common:0 "[children|E] are less likely to get the [GetTrait('pensive').GetName( GetNullCharacter )] [trait|E]"
 culture_parameter_pensive_trait_more_common:0 "[children|E] are more likely to get the [GetTrait('pensive').GetName( GetNullCharacter )] [trait|E]"
 culture_parameter_rowdy_trait_less_common:0 "[children|E] are less likely to get the [GetTrait('rowdy').GetName( GetNullCharacter )] [trait|E]"
 culture_parameter_cheaper_convert_to_local_culture:0 "#V $convert_to_local_culture_decision$#! [decision|E] Cost: [prestige_i]#P -75%#!"
 culture_parameter_expensive_convert_to_local_culture:0 "#V $convert_to_local_culture_decision$#! [decision|E] Cost: [prestige_i]#N +300%#!"
 culture_parameter_winter_trait_bonuses:0 "Some [commander_traits|E] and [personality_traits|E] have extra Winter bonuses"
 culture_parameter_forest_trait_bonuses:0 "Some [commander_traits|E] and [personality_traits|E] have extra Forest bonuses"
 culture_parameter_mountain_trait_bonuses:0 "Some [commander_traits|E] and [personality_traits|E] have extra Mountain bonuses"
 culture_parameter_dry_trait_bonuses:0 "Some [commander_traits|E] and [personality_traits|E] have extra Dry Terrain bonuses"
 culture_parameter_hill_trait_bonuses:0 "Some [commander_traits|E] and [personality_traits|E] have extra Hill bonuses"
 culture_parameter_jungle_trait_bonuses:0 "Some [commander_traits|E] and [personality_traits|E] have extra Jungle bonuses"
 culture_parameter_eunuch_trait_bonuses:0 "The [GetTrait('eunuch_1').GetName( GetNullCharacter )] and [GetTrait('beardless_eunuch').GetName( GetNullCharacter )] [traits|E] grant additional [skills|E], [aptitude|E], and [influence|E]"
 culture_parameter_can_appoint_chief_eunuch:0 "Can appoint the #high [GetCourtPositionType( 'chief_eunuch_court_position' ).GetName()]#! [court_position|E]"
 culture_parameter_palace_politics_trait_bonuses: "[GetTrait('loyal').GetName( GetNullCharacter )], [GetTrait('deceitful').GetName( GetNullCharacter )], [GetTrait('ambitious').GetName( GetNullCharacter )], [GetTrait('arbitrary').GetName( GetNullCharacter )], and [GetTrait('paranoid').GetName( GetNullCharacter )] [characters|E] gain additional monthly [influence|E]"
 culture_parameter_palace_politics_trait_maluses: "[GetTrait( 'shy' ).GetName( GetNullCharacter )], [GetTrait( 'trusting' ).GetName( GetNullCharacter )], [GetTrait( 'maimed' ).GetName( GetNullCharacter )], [GetTrait( 'one_eyed' ).GetName( GetNullCharacter )], [GetTrait( 'one_legged' ).GetName( GetNullCharacter )], and [GetTrait( 'disfigured' ).GetName( GetNullCharacter )] [characters|E] have reduced monthly [influence|E]"
 culture_parameter_physical_disfigurement_blocks_inheritance:1 "Physically disfigured and infertile [claimants|E] cannot press their [claims|E] against [rulers|E] of this [culture|E]"
 culture_parameter_infertility_blocks_inheritance:0 "Infertile characters cannot inherit [titles|E]"
 culture_parameter_can_recruit_winter_specialist:0 "Gain a [decision|E] to recruit Winter [commanders|E]"
 culture_parameter_can_recruit_forest_specialist:0 "Gain a [decision|E] to recruit Forest [commanders|E]"
 culture_parameter_can_recruit_open_specialist:0 "Gain a [decision|E] to recruit Open Terrain [commanders|E]"
 culture_parameter_unlock_horse_pastures_building:0 "Can always build #V $building_type_horse_pastures_01$#! in [holdings|E] of this [culture|E]"
 culture_parameter_can_recruit_mountain_specialist:0 "Gain a [decision|E] to recruit Mountain [commanders|E]"
 culture_parameter_can_recruit_dry_specialist:0 "Gain a [decision|E] to recruit Dry Terrain [commanders|E]"
 culture_parameter_can_recruit_hill_specialist:0 "Gain a [decision|E] to recruit Hill [commanders|E]"
 culture_parameter_can_recruit_jungle_specialist:0 "Gain a [decision|E] to recruit Jungle [commanders|E]"
 culture_parameter_winter_soldier_trait_more_common:0 "The [GetTrait('winter_soldier').GetName( GetNullCharacter )] [commander_trait|E] is more common"
 culture_parameter_forest_fighter_trait_more_common:0 "The [GetTrait('forest_fighter').GetName( GetNullCharacter )] [commander_trait|E] is more common"
 culture_parameter_rough_terrain_expert_trait_more_common:0 "The [GetTrait('rough_terrain_expert').GetName( GetNullCharacter )] [commander_trait|E] is more common"
 culture_parameter_desert_warrior_trait_more_common:0 "The [GetTrait('desert_warrior').GetName( GetNullCharacter )] [commander_trait|E] is more common"
 culture_parameter_jungle_stalker_trait_more_common:0 "The [GetTrait('jungle_stalker').GetName( GetNullCharacter )] [commander_trait|E] is more common"
 culture_parameter_elephant_bonuses_for_rank_4_education:1 "[rulers|E] with high $game_concept_education_traits$ are considered a #EMP Gajapati#! and gain significant [elephant_cavalry|E] bonuses"
 culture_parameter_build_bonuses_on_religious_traits:1 "[traits|E] such a [GetTrait('education_learning_2').GetName( GetNullCharacter )], [GetTrait('lifestyle_mystic').GetName( GetNullCharacter )], [GetTrait('humble').GetName( GetNullCharacter )] and #EMP especially#! [GetTrait('zealous').GetName( GetNullCharacter )] give [temple|E] construction bonuses"
 culture_parameter_more_fervor_on_church_construction:0 "Constructing [temples|E] grants much more [fervor|E]"
 culture_parameter_zealous_trait_more_common:0 "The [GetTrait('zealous').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_patient_trait_more_common:0 "The [GetTrait('patient').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_calm_trait_more_common:0 "The [GetTrait('calm').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_stubborn_trait_more_common:0 "The [GetTrait('stubborn').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_just_trait_more_common:0 "The [GetTrait('just').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_honest_trait_more_common:0 "The [GetTrait('honest').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_generous_trait_more_common:0 "The [GetTrait('generous').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_compassionate_trait_more_common:0 "The [GetTrait('compassionate').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_lustful_trait_less_common: "The [GetTrait('lustful').GetName( GetNullCharacter )] [trait|E] is less common"
 culture_parameter_gives_more_gifts:0 "[rulers|E] of this [culture|E] use the [send_gift|E] [interaction|E] more often"
 culture_parameter_more_gift_opinion:0 "[opinion|E] Gain from [send_gift|E]: #P +20%#!"
 culture_parameter_temperate_trait_more_common:0 "The [GetTrait('temperate').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_harder_to_convert_character_faith:0 "[characters|E] are less likely to accept conversion"
 culture_parameter_harder_to_convert_county_faith:0 "County Conversion Resistance: #P +30%#!"
 culture_parameter_charming_trait_more_common:0 "[children|E] are more likely to get the [GetTrait('charming').GetName( GetNullCharacter )] [trait|E]"
 culture_parameter_diplomacy_education_better_outcomes:0 "[children|E] tend to do better in the [diplomacy|E] [education|E]"
 culture_parameter_martial_education_worse_outcomes:0 "[children|E] tend to do slightly worse in the [martial|E] [education|E]"
 culture_parameter_hard_working_traits_more_valued:0 "The [GetTrait('diligent').GetName( GetNullCharacter )], [GetTrait('patient').GetName( GetNullCharacter )], and [GetTrait('athletic').GetName( GetNullCharacter )] [traits|E] have additional bonuses"
 culture_parameter_rivalries_more_common:0 "[rivalries|E] are more common"
 culture_parameter_vengeful_positive_forgiving_negative:0 "The [GetTrait('vengeful').GetName( GetNullCharacter )] [trait|E] is seen as positive, while the [GetTrait('forgiving').GetName( GetNullCharacter )] [trait|E] is looked down upon"
 culture_parameter_craven_and_content_traits_looked_down_upon:0 "The [GetTrait('craven').GetName( GetNullCharacter )] and [GetTrait('content').GetName( GetNullCharacter )] [traits|E] are looked down upon"
 culture_parameter_loyal_trait_more_valued:0 "The [GetTrait('loyal').GetName( GetNullCharacter )] [trait|E] is more valued"
 culture_parameter_disloyal_trait_less_spurned:0 "The [GetTrait('disloyal').GetName( GetNullCharacter )] [trait|E] is less looked down upon than it is in other cultures"
 culture_parameter_disloyal_trait_more_common:0 "The [GetTrait('disloyal').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_loyal_trait_more_common:0 "The [GetTrait('loyal').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_knights_slightly_more_prone_to_injury:0 "[knights|E] are slightly more prone to injury during [battles|E]"
 culture_parameter_vengeful_trait_more_common:0 "The [GetTrait('vengeful').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_hostile_action_vs_rival_bonuses:0 "[hostile_scheme|E] [success_chance|E] vs. Rivals: #P +15#!"
 culture_parameter_elephant_pens_building_bonuses:0 "The #V $building_type_elephant_pens_01$#! line of [buildings|E] have additional bonuses in [counties|E] of this [culture|E]"
 culture_parameter_pastures_building_bonuses:0 "The #V $building_type_pastures_01$#! line of [buildings|E] have additional bonuses in [counties|E] of this [culture|E]"
 culture_parameter_hill_farms_building_bonuses:0 "The #V $building_type_hill_farms_01$#! line of [buildings|E] have additional bonuses in [counties|E] of this [culture|E]"
 culture_parameter_logging_camps_building_bonuses:0 "The #V $building_type_logging_camps_01$#! line of [buildings|E] have additional bonuses in [counties|E] of this [culture|E]"
 culture_parameter_quarries_building_bonuses:0 "The #V $building_type_quarries_01$#! line of [buildings|E] have additional bonuses in [counties|E] of this [culture|E]"
 culture_parameter_plantations_building_bonuses:0 "The #V $building_type_plantations_01$#! line of [buildings|E] have additional bonuses in [counties|E] of this [culture|E]"
 culture_parameter_outposts_building_bonuses:0 "The #V $building_type_outposts_01$#! line of [buildings|E] have additional bonuses in [counties|E] of this [culture|E]"
 culture_parameter_introverted_trait_bonuses:1 "The [GetTrait('chaste').GetName( GetNullCharacter )], [GetTrait('content').GetName( GetNullCharacter )], [GetTrait('humble').GetName( GetNullCharacter )], [GetTrait('shy').GetName( GetNullCharacter )], and [GetTrait('temperate').GetName( GetNullCharacter )] [traits|E] give bonuses"
 culture_parameter_knight_errant_trait_bonuses: "The [GetTrait('knight_errant').GetName( GetNullCharacter )] [trait|E] has additional bonuses"
 culture_parameter_poorly_educated_leaders_distrusted:0 "[rulers|E] with poor [education_traits|E], such as [GetTrait('education_stewardship_1').GetName( GetNullCharacter )] or [GetTrait('education_diplomacy_1').GetName( GetNullCharacter )], are distrusted"
 culture_parameter_city_buildings_more_powerful:0 "[city_holdings|E] give more [taxes|E], [development|E] and [levies|E]"
 culture_parameter_city_buildings_less_control:0 "[city_holdings|E] significantly lowers [control|E] gain"
 culture_parameter_peasant_and_populist_factions_less_common:0 "Different-[culture|E] [peasant_factions|E] and [popular_factions|E] are less common"
 culture_parameter_unlock_garuda_warrior_title:0 "Can appoint [knights|E] to the #V [GetCourtPositionType( 'garuda_court_position' ).GetName()]#! [court_position|E]"
 culture_parameter_can_travel_along_rivers:0 "$unlocks_sailable_major_rivers$"
 culture_parameter_wanderers_learn_languages:0 "[wanderers|E] tend to learn many [languages|E]"
 culture_parameter_extra_language_cap:0 "Can learn #V 1#! additional [language|E] without any penalties"
 culture_parameter_extra_language_cap_2:0 "$culture_parameter_extra_language_cap$"
 culture_parameter_coastal_agriculture_building_bonuses:0 "The #V $building_type_pastures_01$#!, #V $building_type_cereal_fields_01$#!, #V $building_type_peat_quarries_01$#!, #V $building_type_farm_estates_01$#!, and #V $building_type_orchards_01$#! line of [buildings|E] have additional bonuses in Coastal [baronies|E] in [counties|E] of this [culture|E]"
 culture_parameter_coastal_tribe_bonuses: "Bonus to [stationed|E] [men_at_arms|E] in coastal [tribal|E] [holdings|E]"
 culture_parameter_coastal_holding_bonuses:0 "Bonus to construction speed of coastal [holdings|E]"
 culture_parameter_can_levy_longbowmen:0 "Unlocks the [levy_longbowmen_decision|E]"
 culture_parameter_archer_era_improvement:1 "The [GetMaA('longbowmen').GetName] [men_at_arms|E] get increasingly better every [era|E]"
 culture_parameter_next_level_trade_ports:0 "The #V $building_type_common_tradeport_01$#! line of [buildings|E] can be constructed one [era|E] early"
 culture_parameter_next_level_military_camps: "The #V $building_type_military_camps_01$#! line of [buildings|E] can be constructed one [era|E] early"
 culture_parameter_next_level_barracks: "The #V $building_type_barracks_01$#! line of [buildings|E] can be constructed one [era|E] early"
 culture_parameter_next_level_stables: "The #V $building_type_stables_01$#! line of [buildings|E] can be constructed one [era|E] early"
 culture_parameter_formation_fighting_strategist: "The [GetTrait('strategist').GetName( GetNullCharacter )] [trait|E] has additional bonuses"
 culture_parameter_maritime_mercantilism_coastal_holdings:1 "Coastal [holdings|E] in [counties|E] of this [culture|E] provide an additional #P +[EmptyScope.ScriptValue('maritime_mercantilism_coastal_holdings_value_tt')|0]%#! [gold_i][tax|E]"
 culture_parameter_coastal_holdings_give_defensive_bonus:0 "Coastal [holdings|E] in [counties|E] of this [culture|E] provide additional Defender [advantage|E]"
 culture_parameter_castle_fortifications_increase:1 "[castles|E] in [counties|E] of this [culture|E] provide an additional #V 5#! $MOD_DEFENDER_HOLDING_ADVANTAGE$ per [holding|E] level"
 culture_parameter_castle_keepers_levies_and_gold:0 "[castle|E] [holdings|E] give fewer [levies|E] and less [income|E] per level"
 culture_parameter_castle_grant_prestige:0 "[rulers|E] of this [culture|E] gain [prestige_i][prestige|E] and [dynasty_prestige_i][dynasty_prestige|E] from [castle|E] [holdings|E]"
 culture_parameter_architect_trait_prestige:1 "The [GetTrait('architect').GetName( GetNullCharacter )] [trait|E] provides a [prestige_i][prestige|E] bonus"
 culture_parameter_herbalist_trait_gives_bonuses:0 "The [GetTrait('lifestyle_herbalist').GetName( GetNullCharacter )] [trait|E] has additional bonuses"
 culture_parameter_ai_more_likely_to_castle:0 "[rulers|E] of this [culture|E] are more likely to construct [castle|E] [holdings|E]"
 culture_parameter_ai_more_likely_to_fortify:0 "[rulers|E] of this [culture|E] are more likely to construct [buildings|E] that increase [fort_level|E]"
 culture_parameter_next_level_guild_halls:0 "The #V $building_type_guild_halls_01$#! line of [buildings|E] can be constructed one [era|E] early"
 culture_parameter_ai_more_likely_to_city:0 "[rulers|E] of this [culture|E] are more likely to construct [city|E] [holdings|E]"
 culture_parameter_culture_can_raid_at_sea_even_if_feudal:3 "[duchy|E]-[title_tier|E] and lower [rulers|E] may [raid|E] over seas, regardless of [government|E]"
 culture_parameter_culture_can_raid_over_land_even_if_feudal:1 "[duchy|E]-[title_tier|E] and lower [rulers|E] may [raid|E] over land, regardless of [government|E]"
 culture_parameter_culture_can_raid_at_sea_even_if_feudal_no_restrictions:0 "[rulers|E] may [raid|E] over seas, regardless of [government|E]"
 culture_parameter_culture_can_raid_over_land_even_if_feudal_no_restrictions:0 "[rulers|E] may [raid|E] over land, regardless of [government|E]"
 culture_parameter_not_tribal_raiding_malus:2 "When returning from a successful [raid|E], non-[tribal|E] characters #EMP lose#! [EmptyScope.ScriptValue('not_tribal_raid_prestige_multiplier')|1] [prestige_i][prestige|E] per 1 [loot|E] delivered"
 culture_parameter_refuses_vassalisation:0 "[independent|E] [rulers|E] will never accept the #high $offer_vassalization_interaction$#! [interaction|E]"
 culture_parameter_independent_ruler_defense_bonus:1 "When defending their [primary_title|E] or their independence in a [war|E], [independent|E] [rulers|E] of [duke|E] [rank|E] or lower receive an #P [EmptyScope.ScriptValue('determined_independence_defensive_advantage_value')|0]#! [advantage|E] bonus in [battle|E]"
 culture_parameter_renown_gain_on_war_victory:1 "[independent|E] [rulers|E] gain [dynasty_prestige_i][dynasty_prestige|E] after winning certain [wars|E], such as Independence Wars as the attacker, or Vassalization Wars as the defender"
 culture_parameter_culture_defensive_leagues:0 "[independent|E] [rulers|E] who are the primary defenders in a non-religious [war|E] are likely to receive #high $join_war_interaction$#! requests from nearby $game_concept_rulers$ of the same [culture|E]"
 culture_parameter_grant_independence_prestige_and_renown_gain:1 "[independent|E] [rulers|E] that $grant_independence_interaction$ to their [vassals|E] gain [prestige_i][prestige|E] and [dynasty_prestige_i][dynasty_prestige|E]"
 culture_parameter_grant_independence_opinion_buff:0 "[vassals|E] of this [culture|E] that receive independence will be much better disposed towards their former [liege|E]"
 culture_parameter_gi_truces_last_longer:0 "[truces|E] formed as a result of a #high $grant_independence_interaction$#! [interaction|E] between a [liege|E] and their former [vassal|E] last longer"
 culture_parameter_more_parochial_vassals:0 "$parochial_vassals$ are more common"
 culture_parameter_byzantine_faction_differences:0 "[vassals|E] of this [culture|E] are less likely to join [dissolution_factions|E] against the [holder|E] of the #V $e_byzantium$#!"
 culture_parameter_byzantine_faction_preffered_claimants:0 "[vassals|E] of this [culture|E] are much more likely to join [claimant_factions|E] against the [holder|E] of the #V $e_byzantium$#! if they are not the [preferred_heir|E]"

 culture_parameter_blindness_blocks_inheritance:0 "[GetTrait('blind').GetName( GetNullCharacter )] characters cannot inherit [titles|E]"
 culture_parameter_merciful_blinding:1 "Using the $blind_interaction$ [interaction|E] on [criminals|E] with a [banish_reason|E] or [execute_reason|E] grants [piety_i][piety|E]"
 culture_parameter_can_make_republican_vassals:1 "[rulers|E] of this [culture|E] can appoint up to #V [EmptyScope.ScriptValue('republican_vassal_interaction_limit')|0]#! [counts|E] to be overseers of local cities, turning them into [republican|E] [vassals|E]"
 culture_parameter_republican_vassals_pay_more:0 "Republican [vassals|E] above the rank of [baron|E] provide more [taxes|E] and [levies|E]"
 culture_parameter_characters_are_better_court_musicians:1 "[characters|E] of this [culture|E] perform better when appointed to the #high [GetCourtPositionType('court_musician_court_position').GetName]#! [court_position|E]"
 culture_parameter_better_court_musicians: "[SelectLocalization( HasDlcFeature( 'royal_court' ), 'culture_parameter_better_court_musicians_has_dlc', 'culture_parameter_better_court_musicians_no_dlc' )]"
 culture_parameter_better_court_musicians_has_dlc: "Unlock the #V [GetCourtPositionType('court_musician_court_position').GetName]#! [court_position|E] one [title_tier|E] earlier\n$EFFECT_LIST_BULLET$The #V [GetCourtPositionType('court_musician_court_position').GetName]#! [court_position|E] increases monthly [prestige_i][prestige|E]"
 culture_parameter_better_court_musicians_no_dlc: "" # Intentionally empty
 court_position_musicians_free: "Improved #V [GetCourtPositionType('court_musician_court_position').GetName]#!"
 culture_parameter_characters_are_better_food_tasters:0 "[characters|E] of this [culture|E] perform better when appointed to the #high [GetCourtPositionType('food_taster_court_position').GetName]#! [court_position|E]"
 culture_parameter_better_food_tasters: "[SelectLocalization( HasDlcFeature( 'royal_court' ), 'culture_parameter_better_food_tasters_has_dlc', 'culture_parameter_better_food_tasters_no_dlc' )]"
 culture_parameter_better_food_tasters_has_dlc: "Unlock the #V [GetCourtPositionType('food_taster_court_position').GetName]#! [court_position|E] one [title_tier|E] earlier\n$EFFECT_LIST_BULLET$The #V [GetCourtPositionType('food_taster_court_position').GetName]#! [court_position|E] increases monthly [prestige_i][prestige|E]"
 culture_parameter_better_food_tasters_no_dlc: "" # Intentionally empty
 court_position_food_tasters_free: "Improved #V [GetCourtPositionType('food_taster_court_position').GetName]#!"
 culture_parameter_characters_are_better_court_poets:0 "[characters|E] of this [culture|E] perform better when appointed to the #high [GetCourtPositionType('court_poet_court_position').GetName]#! [court_position|E]"
 culture_parameter_naked_culture_active: "[characters|E] of this [culture|E] will be nude"
 culture_parameter_characters_are_better_court_gardeners: "[characters|E] of this [culture|E] perform better when appointed to the #high $court_gardener_court_position$#! [court_position|E]"
 culture_parameter_better_court_poets: "[SelectLocalization(HasDlcFeature('royal_court'), 'culture_parameter_better_court_poets_has_dlc', 'culture_parameter_better_court_poets_no_dlc')]"
 culture_parameter_better_court_poets_has_dlc: "Unlock the #V [GetCourtPositionType('court_poet_court_position').GetName]#! [court_position|E] one [title_tier|E] earlier\n$EFFECT_LIST_BULLET$The #V [GetCourtPositionType('court_poet_court_position').GetName]#! [court_position|E] increases monthly [prestige_i][prestige|E]"
 culture_parameter_better_court_poets_no_dlc: "" # Intentionally empty
 court_position_poets_free: "Improved #V [GetCourtPositionType('court_poet_court_position').GetName]#!"

 culture_parameter_frugal_blacksmith_maa_size: "The #V $building_type_smiths_01$#! line of [buildings|E] increase the #V Number of [knight_i][knights|E]#! and the #V Size of [men_at_arms|E] [regiments|E]#!"
 culture_parameter_warrior_lodges_lift_restrictions: "The #V $building_type_warrior_lodges_01$#! line of [buildings|E] can always be constructed in [counties|E] of this [culture|E]"
 culture_parameter_strength_in_numbers_maa_limit_bonus: "The #V $building_type_barracks_01$#! and #V $building_type_war_camps_01$#! lines of [buildings|E] increase the #V [men_at_arms|E] Regiment Limit#!"
 culture_parameter_strength_in_numbers_heavy_maa_ban: "@warning_icon! #X [heavy_infantry|E], [heavy_cavalry|E] and [elephant_cavalry|E] [men_at_arms|E] cannot be recruited by [rulers|E] of this [culture|E]#!"
 culture_parameter_next_level_w_mills: "The #V $building_type_watermills_01$#! and #V $building_type_windmills_01$#! lines of [buildings|E] can be constructed one [era|E] early"
 culture_parameter_next_level_smiths: "The #V $building_type_smiths_01$#! line of [buildings|E] can be constructed one [era|E] early"
 culture_parameter_astute_diplomat_bonus: "The [GetTrait('diplomat').GetName( GetNullCharacter )] [trait|E] provides additional bonuses"
 culture_parameter_unlocks_purchase_truce: "Unlocks the #V $purchase_truce_interaction$#! [interaction|E]"
 culture_parameter_collective_lands_farms_bonuses: "The #V $building_type_cereal_fields_01$#! line of [buildings|E] provide [stationed|E] [men_at_arms|E] bonuses"
 culture_parameter_peasant_leader_is_inherited: "The [GetTrait('peasant_leader').GetName( GetNullCharacter )] [trait|E] is inherited upon reaching adulthood"
 culture_parameter_watermills_windmills_cities: "#V $building_type_watermills_01$#! or #V $building_type_windmills_01$#! or #V $building_type_caravanserai_01$#! lines of [buildings|E] can be constructed in [city_holdings|E] after discovering the #V $innovation_windmills$#! [innovation|E]"
 culture_parameter_temple_next_level: "[temple_holdings|E] can be upgraded one [era|E] early"
 culture_parameter_tribals_can_into_temples: "[temple_holdings|E] can be constructed by [tribal|E] [rulers|E]"
 culture_parameter_legalistic_administrator_bonuses: "The [GetTrait('administrator').GetName( GetNullCharacter )] [trait|E] has additional bonuses"
 culture_parameter_next_level_monasteries: "The #V $building_type_monastic_schools_01$#! line of [buildings|E] can be built one [era|E] early"
 culture_parameter_monastic_monastery_learning_bonus: "The #V $building_type_monastic_schools_01$#! line of [buildings|E] provide additional [learning|E] bonuses"
 culture_parameter_next_level_fortification: "The #V Fortification#! lines of [buildings|E] can be built one [era|E] earlier"
 culture_parameter_next_level_cities: "The #V [city|E]#! main [buildings|E] can be built one [era|E] earlier"
 culture_parameter_maritime_mercantilism_avaricious_bonus: "The [GetTrait('avaricious').GetName( GetNullCharacter )] [trait|E] provides additional bonuses"
 culture_parameter_vegetarian_building_ban: "The #V $building_type_hunting_grounds_01$#! line of [buildings|E] #X cannot#! be constructed in [counties|E] of this [culture|E]"
 culture_parameter_vegetarian_next_level_cereal_fields: "The #V $building_type_cereal_fields_01$#! line of [buildings|E] can be built one [era|E] early"
 culture_parameter_vegetarian_fruit_orchard_allowed: "The #V $building_type_orchards_01$#! line of [buildings|E] can always be constructed in [counties|E] of this [culture|E]"
 culture_parameter_ancient_miners_quarries_building_bonuses: "The #V $building_type_quarries_01$#! line of [buildings|E] provide additional bonuses"
 culture_parameter_rice_cultivators_next_level_paddy_fields: "All #V $building_type_paddy_fields_01$#! line of [buildings|E] may be built an [era|E] early"
 culture_parameter_rice_cultivators_can_construct_paddy_fields_in_hills_and_jungle: "The [GetBuilding('paddy_fields_01').GetTypeName|V] and [GetBuilding('farm_estates_01').GetTypeName|V] line of [buildings|E] may be built in [GetTerrain( 'hills' ).GetName] and [GetTerrain( 'jungle' ).GetName]"

 next_level_trade_ports_name: "#V $tradition_maritime_mercantilism_name$#!"
 next_level_military_camps_name: "#V $tradition_adaptive_skirmishing_name$#!"
 next_level_barracks_name: "#V $tradition_formation_fighting_name$#!"
 next_level_stables_name: "#V $tradition_horse_breeder_name$#!"
 next_level_guild_halls_name: "#V $tradition_city_keepers_name$#!"
 next_level_w_mills_name: "#V $tradition_hard_working_name$#!"
 next_level_smiths_name: "#V $tradition_metal_craftsmanship_name$#!"
 temple_next_level_name: "#V $tradition_fervent_temple_builders_name$#!"
 tribals_can_into_temples_name: "$temple_next_level_name$"
 next_level_monasteries_name: "#V $tradition_monastic_communities_name$#!"
 next_level_fortification_name: "#V $tradition_stalwart_defenders_name$#!"
 next_level_cities_name: "[GetCultureTradition('tradition_parochialism').GetName] or [GetCultureTradition('tradition_republican_legacy').GetName]"
 vegetarian_next_level_cereal_fields_name: "#V $tradition_vegetarianism_name$#!"
 rice_cultivators_next_level_paddy_fields_name: "#V $tradition_tgp_rice_cultivators_name$#!"
 vegetarian_building_ban_name: "#V $tradition_vegetarianism_name$#!"
 warrior_lodges_lift_restrictions_name: "#V $tradition_reverence_for_veterans_name$#!"
 farm_estates_pastures_unlock_name: "#V $tradition_pastoralists_name$#!"
 watermills_forestries_unlock_name: "#V $tradition_forest_wardens_name$#!"
 windmills_hill_farms_unlock_name: "#V $tradition_hill_dwellers_name$#!"
 second_caravanserai_name: "#V $tradition_caravaneers_name$#!"
 
### Decision loc
 recruit_terrain_specialist_decision: "Recruit Terrain Specialist"
 CHOOSE_TERRAIN_SPECIALIST_DECISION_NEXT_STEP_BUTTON: "Choose Terrain Specialist"
 recruit_terrain_specialist_decision_confirm: "Recruit"
 recruit_terrain_specialist_decision_tooltip: "You seek out a highly-skilled [commander|E] with the selected [commander_trait|E] to join your [court|E]\n\n#weak Your [culture_traditions|E] affect the types of commanders you may recruit#!"
 recruit_terrain_specialist_decision_minister_tooltip: "You seek out a highly-skilled [commander|E] with the selected [commander_trait|E] to join your [court|E]\n\n#weak As a [minister|E], you may recruit any type of commander#!"

 recruit_winter_specialist_decision:0 "Recruit Winter Specialist"
 recruit_winter_specialist_decision_desc:0 "My hardy people, the [ROOT.Char.GetCulture.GetCollectiveNoun], are masters of the cold. Should I require an expert commander to guide my troops through the unforgiving winter, I need but to send word — there is no shortage of frost-bitten veterans willing to heed my call."
 recruit_winter_specialist_decision.tt:0 "A high-[martial|E] [commander|E] with the [GetTrait('winter_soldier').GetName( GetNullCharacter )] [trait|E] joins your [court|E]"
 recruit_winter_specialist_decision_tooltip:0 "$recruit_winter_specialist_decision.tt$"
 recruit_winter_specialist_decision_confirm:0 "$invite_knights_decision_confirm$"
 
 recruit_forest_specialist_decision:0 "Recruit Forest Specialist"
 recruit_forest_specialist_decision_desc:0 "The [ROOT.Char.GetCulture.GetCollectiveNoun] treat the forest as their second home. It offers protection, shelter, and fuel for the hearth. If I need someone to guide my troops through the deep and treacherous forests, there's no shortage of willing hunters to heed the call."
 recruit_forest_specialist_decision.tt:0 "A high-[martial|E] [commander|E] with the [GetTrait('forest_fighter').GetName( GetNullCharacter )] [trait|E] joins your [court|E]"
 recruit_forest_specialist_decision_tooltip:0 "$recruit_forest_specialist_decision.tt$"
 recruit_forest_specialist_decision_confirm:0 "$invite_knights_decision_confirm$"
 
 recruit_mountain_specialist_decision:0 "Recruit Mountain Specialist"
 recruit_mountain_specialist_decision_desc:0 "My tough people, the [ROOT.Char.GetCulture.GetCollectiveNoun], can navigate the most treacherous mountain pass. If I want to move and fight in the mountains, I can call upon a seasoned guide to help my army find its way."
 recruit_mountain_specialist_decision.tt:0 "A high-[martial|E] [commander|E] with the [GetTrait('rough_terrain_expert').GetName( GetNullCharacter )] [trait|E] joins your [court|E]"
 recruit_mountain_specialist_decision_tooltip:0 "$recruit_mountain_specialist_decision.tt$"
 recruit_mountain_specialist_decision_confirm:0 "$invite_knights_decision_confirm$"
 
 recruit_dry_specialist_decision:0 "Recruit Dry Terrain Specialist"
 recruit_dry_specialist_decision_desc:0 "The [ROOT.Char.GetCulture.GetCollectiveNoun] are used to the scorching heat of the sun, and travel far and wide under its scorching influence. If I wish to move my armies without having them perish in the heat, I should ask for their guidance."
 recruit_dry_specialist_decision.tt:0 "A high-[martial|E] [commander|E] with the [GetTrait('desert_warrior').GetName( GetNullCharacter )] [trait|E] joins your [court|E]"
 recruit_dry_specialist_decision_tooltip:0 "$recruit_dry_specialist_decision.tt$"
 recruit_dry_specialist_decision_confirm:0 "$invite_knights_decision_confirm$"
 
 recruit_hill_specialist_decision:0 "Recruit Hill Specialist"
 recruit_hill_specialist_decision_desc:0 "The [ROOT.Char.GetCulture.GetCollectiveNoun] are at home in the hills and valleys where they herd their animals and fend off wild animals with ease. There's no shortage of skilled herders who would do just as well guiding an army."
 recruit_hill_specialist_decision.tt:0 "A high-[martial|E] [commander|E] with the [GetTrait('rough_terrain_expert').GetName( GetNullCharacter )] [trait|E] joins your [court|E]"
 recruit_hill_specialist_decision_tooltip:0 "$recruit_hill_specialist_decision.tt$"
 recruit_hill_specialist_decision_confirm:0 "$invite_knights_decision_confirm$"
 
 recruit_jungle_specialist_decision:0 "Recruit Jungle Specialist"
 recruit_jungle_specialist_decision_desc:0 "The jungle is harsh and treacherous to travel — but my people, the [ROOT.Char.GetCulture.GetCollectiveNoun], have mastered the art of traversing it. Seasoned explorers and guides stand at the ready to see my forces through this lush but deadly terrain."
 recruit_jungle_specialist_decision.tt:0 "A high-[martial|E] [commander|E] with the [GetTrait('jungle_stalker').GetName( GetNullCharacter )] [trait|E] joins your [court|E]"
 recruit_jungle_specialist_decision_tooltip:0 "$recruit_jungle_specialist_decision.tt$"
 recruit_jungle_specialist_decision_confirm:0 "$invite_knights_decision_confirm$"

 recruit_open_specialist_decision:0 "Recruit Plains Specialist"
 recruit_open_specialist_decision_desc:0 "In a sea of grass maneuver is almost entirely unrestricted, the [ROOT.Char.GetCulture.GetCollectiveNoun], have mastered the art of how to best make use of this mobility. Within the ranks of our own we would be able to quickly find commanders who would use our forces for envelopments and encirclements."
 recruit_open_specialist_decision.tt:0 "A high-[martial|E] [commander|E] with the [GetTrait('open_terrain_expert').GetName( GetNullCharacter )] [trait|E] joins your [court|E]"
 recruit_open_specialist_decision_tooltip:0 "$recruit_open_specialist_decision.tt$"
 recruit_open_specialist_decision_confirm:0 "$invite_knights_decision_confirm$"

 recruit_terrain_specialist_decision_desc: "Our enemies are innumerable, and our armies cannot always choose the grounds on which we face them.\n\nTo ensure victory on every front, we require commanders who can skilfully turn even the land itself to our advantage."
 
 commander_recruited.t:0 "Commander Recruited"
 commander_recruited.desc:0 "[new_commander.GetUIName] joined your court!"
 
 recruit_gardener_decision:0 "Recruit Gardener"
 recruit_gardener_decision_desc:0 "We [ROOT.Char.GetCulture.GetCollectiveNoun] have extensive knowledge in shaping and caring for gardens of all types. There are plenty of skilled gardeners out there whose expertise I can put to great use."
 recruit_gardener_decision_tt:0 "A high-[stewardship|E] [courtier|E] with the [GetTrait('lifestyle_gardener').GetName( GetNullCharacter )] [trait|E] joins your [court|E]"
 recruit_gardener_decision_tooltip:0 "$recruit_gardener_decision_tt$"
 recruit_gardener_decision_confirm:0 "$invite_knights_decision_confirm$"
 gardener_recruited.t:0 "Gardener Recruited"

 ## Interactions Desc
 offer_vassalization_interaction_determined_independence_tt:1 "[recipient.GetShortUINamePossessive|U] [culture|E] has the #high $tradition_determined_independence_name$#! [culture_tradition|E]: $VALUE|+=0$"
 join_war_interaction_determined_independence:0 "[CHARACTER.GetUIName] does not share our [culture|E]"
 merciful_blinding_interaction_tt:0 "Blinding [recipient.GetUIName] instead of [executing|E] [recipient.GetHerHim] will be considered an act of mercy by [vassals|E] who are not part of [recipient.GetUINamePossessiveNoTooltip] [close_family|E], as [recipient.GetUINameNoTooltip] is a [claimant|E] to one of your [titles|E]"
 all_unrelated_vassals_to_recipient:0 "All vassals of [THIS.GetCharacter.GetShortUIName] who are not members of [recipient.GetShortUINamePossessive] [close_family|E]"
 merciful_blindings_disinherited:1 "[recipient.GetUIName] is [GetTrait('blind').GetName( recipient.Self )] and cannot inherit titles according to their [culture_tradition|E]s"

 ## Modifiers
 determined_independence_defender_bonus:0 "Determined to be Free"
 determined_independence_defender_bonus_desc:0 "This character, true to their cultural heritage, will fight for their independence with all the skill and strength they can muster."

 ## Opinions
 determined_independence_granted_opinion:0 "Granted Independence"

 ## Trait Loc
 trait_culture_disinherited:0 "Disinherited"
 trait_culture_disinherited_desc:0 "This character has been disinherited by the customs of their culture and cannot inherit any title."

 culture_parameter_courtiers_and_guests_less_likely_to_join_schemes:0 "[rulers|E] are less likely to have [courtiers|E] and [guests|E] join [hostile_schemes|E] against them"
 culture_parameter_court_machinations_eunuch_trait_bonuses: "The [GetTrait('eunuch_1').GetName( GetNullCharacter )] and [GetTrait('beardless_eunuch').GetName( GetNullCharacter )] [traits|E] grant additional [skills|E], [aptitude|E], [merit|E] and [influence|E]"
 culture_parameter_eunuch_powerful_scheme_agents: "Characters who are [GetTrait('eunuch_1').GetName( GetNullCharacter )] or [GetTrait('beardless_eunuch').GetName( GetNullCharacter )] are more powerful [agents|E] in schemes"
 culture_parameter_courtiers_more_likely_to_join_hostile_schemes_in_court: "[courtiers|E] are more likely to join [hostile_schemes|E] against fellow [courtiers|E]"
 culture_parameter_cheaper_cbs:1 "[casus_belli|E] Cost: [prestige_i]#P -20%#!"
 culture_parameter_innovation_from_learning_traits:1 "[learning|E] [education_traits|E] and the [GetTrait('scholar').GetName( GetNullCharacter )] [trait|E] also give [cultural_fascination|E] Progress"
 culture_parameter_cannot_attack_allies:1 "Cannot attack [allies|E]"
 culture_parameter_cannot_attack_truces:0 "Cannot attack through a [truce|E]"
 culture_parameter_facilitate_alliance_acceptance:0 "[alliance|E] Negotiation Acceptance: #P +50#!"
 culture_parameter_facilitate_white_peace:0 "[white_peace|E] Acceptance: #P +10#!"
 culture_parameter_more_frequent_hunts:1 "Delay between [GetActivityType('activity_hunt').GetName] [activities|E]: #P -50% #!"
 culture_parameter_cannot_hunt:2 "Cannot use the [GetActivityType('activity_hunt').GetName] [activity|E]"
 culture_parameter_sacred_hunts:2 "Completing a [GetActivityType('activity_hunt').GetName] [activity|E] provides [piety_i][piety|E]"
 culture_parameter_hunting_traits_more_common:1 "[characters|E] gain [GetTrait('lifestyle_hunter').GetName( GetNullCharacter )] [traits|E] more often"
 culture_parameter_reveler_traits_more_common:1 "[characters|E] gain [GetTrait('lifestyle_reveler').GetName( GetNullCharacter )] [traits|E] more often"
 culture_parameter_hunting_traits_more_valued:3 "[GetTrait('lifestyle_hunter').GetName( GetNullCharacter )] [trait|E] is seen as [prestige_i][prestigious|E]"
 culture_parameter_hunting_traits_more_pious:2 "[GetTrait('lifestyle_hunter').GetName( GetNullCharacter )] [trait|E] is seen as [piety_i][pious|E]"
 culture_parameter_reveler_traits_more_valued:3 "[GetTrait('lifestyle_reveler').GetName( GetNullCharacter )] [trait|E] is seen as [prestige_i][prestigious|E]"
 culture_parameter_prestige_gain_on_building_complete_in_mountains:1 "Gain [prestige_i][prestige|E] when completing [buildings|E] in [holdings|E] with either [GetTerrain( 'mountains' ).GetName] or [GetTerrain( 'desert_mountains' ).GetName] [terrain|E]"
 culture_parameter_prestige_gain_on_building_complete_in_mountains_forest: "Gain [prestige_i][prestige|E] when completing [buildings|E] in [holdings|E] with either [GetTerrain( 'mountains' ).GetName] or [GetTerrain( 'forest' ).GetName] [terrain|E]"
 culture_parameter_more_frequent_feasts:0 "Delay between [GetActivityType('activity_feast').GetName] and [GetActivityType('activity_camp_party').GetName] [activities|E]: #P -50% #!"
 culture_parameter_refined_feasts:2 "Successful [GetActivityType('activity_feast').GetName] [activities|E] give more [prestige_i][prestige|E]"
 culture_parameter_more_expensive_feasts:0 "[GetActivityType('activity_feast').GetName] [activity|E] Cost: [gold_i]#N +100%#!"
 culture_parameter_renown_from_feasts:0 "Successful [GetActivityType('activity_feast').GetName] [activities|E] give [dynasty_prestige_i][dynasty_prestige|E]"
 culture_parameter_free_ritual_tenets:0 "The $tenet_carnal_exaltation_name$ and $tenet_ritual_celebrations_name$ [core_tenets|E] are free when creating a new [faith|E]"
 culture_parameter_better_ward_education:1 "[guardians|E] of this [culture|E] are more effective"
 culture_parameter_tells_stories:0 "Characters tell each other stories, increasing [skills|E]"
 culture_parameter_herbalist_traits_more_common:0 "[characters|e] gain the [GetTrait('lifestyle_herbalist').GetName( GetNullCharacter )] [trait|E] more often"
 culture_parameter_more_easily_converted:0 "[counties|E] of this culture are more easily converted to another [faith|E]"
 culture_parameter_unlock_admiring_birds_activity:0 "Unlocks the $admiring_birds_decision$ [decision|E]"
 culture_parameter_desert_warrior_trait_is_better:1 "The [GetTrait('desert_warrior').GetName( GetNullCharacter )] [commander_trait|E] has additional [camel_cavalry|E] bonuses"
 culture_parameter_humble_trait_more_common:0 "The [GetTrait('humble').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_diligent_trait_more_common: "The [GetTrait('diligent').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_content_trait_more_common:0 "The [GetTrait('content').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_cheaper_guest_recruitment:0 "[guest|E] Recruitment Cost: [gold_i]#P -20%#!"
 culture_parameter_cheaper_court_positions:0 "[court_position|E] Salary Cost: [gold_i]#P -20%#!"
 culture_parameter_cheaper_to_change_laws:0 "[law|E] Cost penalty from [realm_size|E]: #P -50%#!"
 culture_parameter_court_physicians_are_better:0 "[characters|E] of this [culture|E] perform better in the role of #high $court_physician_court_position$#!"
 culture_parameter_poet_trait_romance_bonuses:1 "The [GetTrait('lifestyle_poet').GetName( GetNullCharacter )] and [GetTrait('gallant').GetName( GetNullCharacter )] [traits|E] give significant [GetScheme('courting').GetTypeName] [scheme|E] bonuses"
 culture_parameter_ai_romance_scheme_increase:1 "[rulers|E] are more likely to start the [GetScheme('courting').GetTypeName] [scheme|E]"
 culture_parameter_romance_scheme_bonuses:2 "Successfully executing a [GetScheme('courting').GetTypeName] [scheme|E] gives [dynasty_prestige_i][dynasty_prestige|E]"
 culture_parameter_romance_scheme_penalty:1 "Failing a [GetScheme('courting').GetTypeName] [scheme|E] gives [stress|E]"
 culture_parameter_can_use_sparring_duel:0 "Can spar against own [knights|E] in [single_combat_fight|E] to gain [modifiers|E]"
 culture_parameter_no_limit_to_kingdom_level_holy_wars:0 "No limit to the number of [kingdom|E]-level [holy_wars|E] that can be declared by any one [ruler|E]"
 culture_parameter_cb_lower_piety_level_requirement:0 "All [casus_bellis|E] that require a specific [piety_level|E] require one less"
 culture_parameter_can_host_joust_contests:0 "[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'can_host_joust_contests_custom_effect_description_TOTO_DLC', 'can_host_joust_contests_custom_effect_description_NO_TOTO_DLC' )]"
 can_host_joust_contests_custom_effect_description_TOTO_DLC:0 "Can hold a Joust [contest|E] in a [GetActivityType( 'activity_tournament' ).GetName]"
 can_host_joust_contests_custom_effect_description_NO_TOTO_DLC:0 ""
 culture_parameter_just_trait_gives_bonuses:0 "The [GetTrait('just').GetName( GetNullCharacter )] [trait|E] has additional bonuses"
 culture_parameter_trade_port_building_bonuses:1 "The #V $building_type_common_tradeport_01$#! line of [buildings|E] will generate additional tax in [counties|E] of this [culture|E]"
 culture_parameter_peat_quarries_building_bonuses:0 "The #V $building_type_peat_quarries_01$#! line of [buildings|E] have additional bonuses in [counties|E] of this [culture|E]"
 culture_parameter_trade_ports_give_control_growth:0 "The #V $building_type_common_tradeport_01$#! line of [buildings|E] will increase #V Control Growth#! in [counties|E] of this [culture|E]"
 culture_parameter_trade_ports_give_levies:0 "The #V $building_type_common_tradeport_01$#! line of [buildings|E] increase #V Levies#! and #V Size of [men_at_arms|E] [regiments|E]#! in [counties|E] of this [culture|E]"
 culture_parameter_mystic_trait_gives_bonuses:1 "The [GetTrait('lifestyle_mystic').GetName( GetNullCharacter )] line of [traits|E] have additional bonuses"
 culture_parameter_mystic_trait_more_common:1 "The [GetTrait('lifestyle_mystic').GetName( GetNullCharacter )] line of [traits|E] are more common"
 culture_parameter_mendicant_mystics_may_appear:0 "Wandering mystics may appear at court, offering boons or criticisms"
 culture_parameter_enable_garden_duchy_building:0 "Rulers can construct the #high $building_type_royal_garden_01$#! [duchy_building|E]"
 culture_parameter_can_appoint_court_gardener:0 "Can appoint the [GetCourtPositionType('court_gardener_court_position').GetName()] [court_position|E]"
 culture_parameter_can_recruit_gardeners:1 "Gain a [decision|E] to recruit characters with the [GetTrait('lifestyle_gardener').GetName( GetNullCharacter )] [trait|E]"
 culture_parameter_number_of_spouses:0 "$doctrine_parameter_number_of_spouses$"
 culture_parameter_number_of_spouses_1:0 "$doctrine_parameter_number_of_spouses_1$"
 culture_parameter_number_of_consorts:0 "$doctrine_parameter_number_of_consorts$"
 culture_parameter_number_of_consorts_barony: "Rulers of the [barony|E] tier, if allowed by [gender_law|E], can have up to $VALUE|V0$ [concubines|E]"
 culture_parameter_number_of_consorts_county: "Rulers of the [county|E] tier, if allowed by [gender_law|E], can have up to $VALUE|V0$ [concubines|E]"
 culture_parameter_number_of_consorts_duchy: "Rulers of the [duchy|E] tier, if allowed by [gender_law|E], can have up to $VALUE|V0$ [concubines|E]"
 culture_parameter_number_of_consorts_kingdom: "Rulers of the [kingdom|E] tier, if allowed by [gender_law|E], can have up to $VALUE|V0$ [concubines|E]"
 culture_parameter_number_of_consorts_empire: "Rulers of the [empire|E] tier, if allowed by [gender_law|E], can have up to $VALUE|V0$ [concubines|E]"
 culture_parameter_number_of_consorts_hegemony: "Rulers of the [hegemony|E] tier, if allowed by [gender_law|E], can have up to $VALUE|V0$ [concubines|E]"
 culture_parameter_poet_trait_gives_bonuses:0 "The [GetTrait('lifestyle_poet').GetName( GetNullCharacter )] [trait|E] has additional bonuses"
 culture_parameter_poet_trait_more_common:0 "The [GetTrait('lifestyle_poet').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_piety_gain_on_building_complete_in_forest_taiga:2 "Gain [piety_i][piety|E] when completing [buildings|E] in [holdings|E] with either #V Forest#!, #V Jungle#! or #V Taiga#! [terrain|E]"
 culture_parameter_piety_gain_on_building_complete_in_mountains:1 "Gain [piety_i][piety|E] when completing [buildings|E] in [holdings|E] with either #V Mountain#! or #V Desert Mountain#! [terrain|E]"
 culture_parameter_can_duel_rivals:0 "$UNLOCKS_ABILITY_TO_DUEL_RIVALS$"
 culture_parameter_cannot_fire_court_chaplain:0 "You cannot fire your [court_chaplain|E]"
 culture_parameter_extra_piety_from_temple_construction: "[piety|E] from constructing [temple|E] [holdings|E]: [piety_i]#P +1500#!"
 culture_parameter_renown_from_temple_construction:0 "Gain [dynasty_prestige_i][dynasty_prestige|E] when constructing and upgrading [temple|E] [holdings|E]"
 culture_parameter_consolidate_rule_decision: "Gain access to the #high $consolidate_rule_decision$#! [decision|E] for [empires|E]"
 culture_parameter_prestige_from_temple_construction:1 "Gain significant [prestige_i][prestige|E] from constructing [temple|E] [holdings|E]"
 culture_parameter_less_likely_to_force_conversion:0 "[rulers|E] are less likely to Demand Conversion from their [vassals|E]"
 culture_parameter_enables_unite_africa_decision:0 "Enables the Unite Africa [decision|E] for cultures without an African [heritage|E]"
 culture_parameter_hunting_archery_building_bonuses:0 "The #V $building_type_hunting_grounds_01$#! line of [buildings|E] will improve #V Archers#!"
 culture_parameter_gregarious_trait_gives_bonuses:0 "The [GetTrait('gregarious').GetName( GetNullCharacter )] [trait|E] has additional bonuses"
 culture_parameter_trade_ports_enabled_for_tribals:0 "The #V $building_type_common_tradeport_01$#! line of [buildings|E] can be constructed in coastal [tribe|E] [holdings|E]"
 culture_parameter_trade_ports_stationed_maa_bonus:0 "The #V $building_type_common_tradeport_01$#! line of [buildings|E] provide additional bonuses to [stationed|E] [men_at_arms|E]"

 culture_parameter_building_barracks_piety_bonuses:1 "Characters of this [culture|E] gain [piety_i][piety|E] from the #V $building_type_barracks_01$#! line of [buildings|E]"
 culture_parameter_can_build_quarries_everywhere:2 "The #V $building_type_quarries_01$#! line of [buildings|E] can always be constructed in [counties|E] of this [culture|E]"
 culture_parameter_better_armory_buildings:1 "The #V $building_type_royal_armory_01$#! line of [buildings|E] have additional bonuses in [counties|E] of this [culture|E]"
 culture_parameter_better_blacksmith_buildings:1 "The #V $building_type_blacksmiths_01$#! line of [buildings|E] have additional bonuses in [counties|E] of this [culture|E]"
 CHARACTER_INTERACTION_MYSTICAL_ANCESTORS_DISINHERIT:0 "Your [culture_possessive|E] [traditions|E] prevent you from [disinheriting|E] [dynasty_members|E]"
 culture_parameter_cannot_disherit:0 "Cannot [disinherit|E] [dynasty_members|E]"
 culture_parameter_landing_house_members_gives_renown:1 "Gain [dynasty_prestige_i][dynasty_prestige|E] when granting [titles|E] to [house|E] members"
 culture_parameter_piety_penalty_for_revoking_titles_from_house_members:1 "Lose [piety_i][piety|E] when revoking [titles|E] from [house|E] members"
 culture_parameter_penalty_for_revoking_titles_from_close_family:0 "Lose [prestige_i][prestige|E] when revoking [titles|E] from [close_family|E]"

 culture_parameter_wants_to_learn_liege_language:0 "[vassals|E] of this [culture|E] will often learn the [language|E] of their [liege|E]"
 culture_parameter_doesnt_care_about_culture_faith_in_factions:0 "[vassals|E] of this [culture|E] do not consider differing [faith|E] or [culture|E] when joining [factions|E]"
 culture_parameter_extra_learn_language_success_chance_vs_liege:1 "[GetScheme('learn_language').GetTypeName] [success_chance|E] vs. [liege|E]: #P +50%#!"
 culture_parameter_learns_more_languages:1 "[rulers|E] of this [culture|E] use the [GetScheme('learn_language').GetTypeName] [scheme|E] more often"
 culture_parameter_trait_county_opinion_modifiers:1 "Certain [traits|E] such as [GetTrait('brave').GetName( GetNullCharacter )], [GetTrait('gregarious').GetName( GetNullCharacter )], [GetTrait('generous').GetName( GetNullCharacter )] or [GetTrait('lifestyle_blademaster').GetName( GetNullCharacter )] give [county_opinion|E]"
 culture_parameter_unlock_schiltron_innovation:0 "The #high $innovation_rectilinear_schiltron$#! [innovation|E] becomes available in the $culture_era_late_medieval$ [era|E]"
 culture_parameter_unlock_valets_innovation: "The #high $innovation_valets$#! [innovation|E] becomes available in the $culture_era_late_medieval$ [era|E]"
 culture_parameter_unlock_sarawit_innovation: "The #high $innovation_sarawit$#! [innovation|E] becomes available in the $culture_era_high_medieval$ [era|E]"
 culture_parameter_unlock_adaptive_militia_innovation: "The #high $innovation_adaptive_militia$#! [innovation|E] becomes available in the $culture_era_late_medieval$ [era|E]"
 culture_parameter_unlock_innovation_pike_columns: "The #high $innovation_pike_columns$#! [innovation|E] becomes available in the $culture_era_high_medieval$ [era|E]"
 culture_parameter_bonuses_from_patriarch_matriarch_trait:1 "Characters with the [GetTrait('family_first').GetName( GetNullCharacter )] [trait|E] are seen as [prestige_i][prestigious|E] and will be able to raise more [levies|E]"
 culture_parameter_cultural_house_personal_scheme_success_chance:0 "[personal_scheme|E] [success_chance|E]: #P +[EmptyScope.ScriptValue('cultural_house_personal_scheme_success_chance')|0]%#! against [house|E] members"
 culture_parameter_landing_house_members_give_prestige:1 "Gain [prestige_i][prestige|E] when granting titles to [house|E] members"
 culture_parameter_penalty_for_revoking_titles_from_house_members:1 "Lose [prestige_i][prestige|E] when revoking titles from [house|E] members"
 culture_parameter_piety_from_language_schemes:2 "Successfully executing a [GetScheme('learn_language').GetTypeName] gives significant [piety_i][piety|E]"
 culture_parameter_language_success_chance_per_piety_level:2 "Each [piety_level|E] gives [GetScheme('learn_language').GetTypeName] [success_chance|E]"
 culture_parameter_rulers_want_to_learn_languages_of_coreligionists:0 "[rulers|E] of this [culture|E] want to learn [languages|E] spoken by co-religionists"
 culture_parameter_languages_speed_up_claims:0 "Each known [language|E] increases [fabricate_claim|E] speed by #P +10%#!"

 culture_parameter_more_expensive_weapon_inspiration:0 "It costs more [gold|E] to sponsor characters of this culture with a $weapon_inspiration$"
 culture_parameter_more_expensive_armor_inspiration:1 "It costs more [gold|E] to sponsor characters of this culture with an $armor_inspiration$"
 culture_parameter_more_expensive_book_inspiration:0 "It costs more [gold|E] to sponsor characters of this culture with a $book_inspiration$"
 culture_parameter_more_expensive_weaver_inspiration:0 "It costs more [gold|E] to sponsor characters of this culture with a $weaver_inspiration$"
 culture_parameter_more_expensive_adventure_inspiration:1 "It costs more [gold|E] to sponsor characters of this culture with an $adventure_inspiration$"
 culture_parameter_more_expensive_artisan_inspiration:1 "It costs more [gold|E] to sponsor characters of this culture with an $artisan_inspiration$"

 culture_parameter_improved_weapon_inspiration:1 "[characters|E] of this [culture|E] produce higher-quality [artifacts|E] when completing a #high Weapon#! [inspiration|E]"
 culture_parameter_improved_armor_inspiration:1 "Characters of this culture produce higher-quality Artifacts when completing an $armor_inspiration$"
 culture_parameter_improved_book_inspiration:0 "Characters of this culture produce higher-quality Artifacts when completing a $book_inspiration$"
 culture_parameter_improved_weaver_inspiration:1 "[characters|E] of this [culture|E] produce higher-quality [artifacts|E] when completing a #high Weaver#! [inspiration|E]"
 culture_parameter_improved_adventure_inspiration:1 "Characters of this culture produce higher-quality Artifacts when completing an $adventure_inspiration$"
 culture_parameter_improved_artisan_inspiration:2 "[characters|E] of this [culture|E] produce higher-quality [artifacts|E] when completing an #high Artisan#! [inspiration|E]"
 culture_parameter_arbitrary_trait_vassal_opinion:0 "A [liege|E] with the [GetTrait('arbitrary').GetName( GetNullCharacter )] [trait|E] has higher [vassal|E] [opinion|E]"
 culture_parameter_life_is_a_joke_trait_same_culture_opinion:1 "The [GetTrait('gregarious').GetName( GetNullCharacter )], [GetTrait('content').GetName( GetNullCharacter )], [GetTrait('cynical').GetName( GetNullCharacter )] and [GetTrait('fickle').GetName( GetNullCharacter )] [traits|E] give increased [opinion|E] towards [characters|E] of the same [culture|E]"
 character_culture_opinion:0 "[trait|E] [characters|E] have increased [opinion|E] of same [culture|E] $game_concept_characters$"
 culture_parameter_war_stress_loss:0 "[characters|E] of this [culture|E] lose [stress|E] on receiving a declaration of [war|E]"
 culture_parameter_torture_madness_boost:0 "[characters|E] of this [culture|E] are likelier to inflict and develop madness from [torture|E]"
 culture_parameter_execution_stress_loss:0 "[characters|E] lose all [stress|E] immediately before being [executed|E]"
 culture_parameter_added_character_boldness:0 "[characters|E] take bolder actions and it is harder to make them [intimidated|E] or [cowed|E]"
 culture_parameter_independent_ruler_monthly_piety:1 "[independent|E] [rulers|E] receive additional [piety_i][piety|E]"
 culture_parameter_culture_monthly_piety_multiplier:0 "[GetTrait('august').GetName( GetNullCharacter )] [rulers|E] are seen as [pious|E]"
 culture_parameter_war_outcome_piety_modifiers:0 "[independent|E] [rulers|E] gain and lose cultural [opinion|E] by winning and losing [wars|E], respectively"
 culture_parameter_romance_scheme_bonus_vs_spouse:1 "[GetScheme('courting').GetTypeName] [success_chance|E] vs. [spouse|E]: #P +30%#!"
 culture_parameter_grants_to_lowborns_bonuses:0 "Granting [counties|E] to [commoners|E] increases [county_control|E] and makes them a [GetTrait('peasant_leader').GetName( GetNullCharacter )]"
 culture_parameter_better_spouses:0 "[skills|E] from [spouse|E] [councillor_tasks|E]: #P +25%#!"
 culture_parameter_marriage_acceptance_bonus:0 "[marriage|E] Acceptance: #P +10#!"
 culture_parameter_tribal_holding_fort_level_in_jungle_bonus:0 "[fort_level|E] per level of #V $building_type_castle_01$#! in Jungle [terrain|E]: [fort_level_i]#P +[EmptyScope.ScriptValue('tribal_holding_fort_level_in_jungle_bonus_value')|0]#!"
 culture_parameter_castle_holding_fort_level_in_jungle_bonus:0 "[fort_level|E] per level of #V $building_type_tribe_01$#! in Jungle [terrain|E]: [fort_level_i]#P +[EmptyScope.ScriptValue('castle_holding_fort_level_in_jungle_bonus_value')|0]#!"
 culture_parameter_tribal_holding_stationed_bonus: "The #V $building_type_tribe_01$#! line of [buildings|E] provide additional [stationed|E] [men_at_arms|E] bonuses"

 culture_parameter_close_family_better_councillors:0 "Base progress and [skill|E] impact on [councillor_tasks|E] is increased by #P +10%#! for [close_family|E] members"
 culture_parameter_close_family_better_court_positions:0 "[court_position|E] [aptitude|E] for [close_family|E] members: #P +20#!"
 culture_parameter_vassals_more_likely_accept_punishments:0 "[vassal|E] acceptance of rightful [criminal|E] punishments: #P +20#!"

 # Tradition effects - FP1
 culture_parameter_more_levies_from_coastal_counties:0 "Coastal [counties|E] give more [levies|E]"
 culture_parameter_less_levies_from_inland_counties:0 "Inland [counties|E] give slightly less [levies|E]"
 culture_parameter_has_access_to_shieldmaidens:0 "[characters|E] of this [culture|E] may become [GetTrait('shieldmaiden').GetName(GetNullCharacter)]s if their [faithpossessive|E] [gender_doctrines|E] are biased against them"
 culture_parameter_has_access_to_trials_by_combat:0 "[crimes|E] by [characters|E] that you cannot [imprison|E] and who aren't your [liege|E] may be settled via [single_combat_fight|E]"
 culture_parameter_has_access_to_runestones:1 "[rulers|E] may raise runestones to commemorate certain major life events, earning [prestige_i][prestige|E] #weak (Before the #color_white $culture_era_high_medieval$#! [era|E])#!"
 culture_parameter_craven_trait_costs_prestige:1 "The [GetTrait('craven').GetName(GetNullCharacter)] [trait|E] drains monthly [prestige_i][prestige|E]"
 culture_parameter_blademaster_traits_give_learning:1 "The [GetTrait('lifestyle_blademaster').GetName(GetNullCharacter)] [trait|E] gives [learning|E]"

 # Triggers and Tooltips
 CULTURE_IS_NOT_PRESENT_IN_REALM_FOR_HYBRIDIZATION:0 "Target [culture|E] is #bold not#! present in at least one [county|E] in your realm"
 CULTURE_IS_PARENT_CULTURE:0 "Your [culture|E] is derived from the target Culture"
 CULTURE_IS_CHILD_CULTURE:0 "The target [culture|E] is derived from your Culture"
 CULTURE_IS_NOT_PRESENT_IN_REALM_FOR_DIVERGENCE:0 "Your [culture|E] is #bold not#! present in at least one [county|E] in your realm"
 CULTURE_HAS_TRADITION_COOLDOWN:0 "Your [culture|E] established a new tradition too recently\n#Weak (You can establish a new tradition [GetCurrentDateWithDiff( GetVarTimeRemaining( CHARACTER.GetCulture.MakeScope, 'tradition_cooldown') )])#!"
 ACCEPTANCE_BASELINE_HERITAGE:0 "[cultures|E] share the same [heritage|E]"
 ACCEPTANCE_BASELINE_LANGUAGE:0 "[cultures|E] share the same [language|E]"
 ACCEPTANCE_BASELINE_ETHOS:0 "[cultures|E] are geographically close and share [ethos|E]"
 ACCEPTANCE_BASELINE_RELIGION:0 "[cultures|E] share a majority [religion|E]"
 ACCEPTANCE_BASELINE_EASTERN_RELIGION:0 "[cultures|E] both share a majority [GetReligionFamily('rf_eastern').GetName] [religion|E]"
 ACCEPTANCE_BASELINE_CLOSE_PLURALISTS:0 "[cultures|E] are geographically close and share [GetFaithDoctrine('doctrine_pluralism_pluralistic').GetBaseName] majority [faiths|E]"
 ACCEPTANCE_BASELINE_FAITH:0 "[cultures|E] share a majority [faith|E]"
 TRADITION_ASTUTE_DIPLOMATS_ACCEPTANCE_MODIFIER:1 "$tradition_astute_diplomats_name$ [tradition|E]: $VALUE|=+0$"
 CULTURE_HARD_TO_CONVERT_REASON: "$tradition_zealous_people_name$ [culture_tradition|E]: $VALUE|=+0$"
 TRADITION_RELIGION_BLENDING_CONVERSION_MODIFIER:1 "$tradition_religion_blending_name$ [culture_tradition|E]"
 TRADITION_HARDER_TO_CONVERT_CONVERSION_MODIFIER:0 "$tradition_zealous_people_name$ [culture_tradition|E]"
 TRADITION_BREAKDOWN_LAW_REALM_SIZE_COST:0 "$KEY$: $VALUE|=-0$ #Weak (from [traditions|E]: #P -50%#!)#!"

 faith_conversion_cost_heritage:0 "Current [heritage|E]"
 faith_conversion_cost_tradition:0 "Current [traditions|E]"
 cheaper_tradition_from_faith:0 "Current [faith|E]"
 
 tradition_female_only_inheritance_requirements:0 "You must have a [GetFaithDoctrine('doctrine_gender_female_dominated').GetBaseName] [faith|E] or the #V $heritage_akan_name$#!, #V $heritage_west_african_name$#!, #V $heritage_senegambian_name$#!, or #V $heritage_yoruba_name$#! [heritage|E]"
 no_eunuch_in_realms:1 "You must have at least one [vassal|E], [courtier|E], or [councillor|E], with the [GetTrait('eunuch_1').GetName( GetNullCharacter )] or [GetTrait('beardless_eunuch').GetName( GetNullCharacter )] [trait|E]"
 no_eunuch_councillors_desc:0 "You do not have a [councillor|E] with the [GetTrait('eunuch_1').GetName( GetNullCharacter )] or [GetTrait('beardless_eunuch').GetName( GetNullCharacter )] [trait|E]"
 no_glory_legacy_2_perk:0 "Your [dynasty|E] doesn't have the $glory_legacy_2_name$ [dynasty_perk|E]"
 faith_not_allowed_holy_war_desc:0 "Your [faith|E] does not allow [holy_wars|E]"
 has_other_cultures_in_council_desc:0 "You must not have any [councillors|E] with a different [culture|E] from your own"
 20_percent_churches:0 "The [culture|E] does not have a [temple|E] in #V 20%#! of its [counties|E]"
 must_be_feudal_or_clan:0 "You must have the [feudal|E] or [clan|E] [government|E]"
 must_be_feudal_clan_or_admin: "[SelectLocalization( HasDlcFeature( 'all_under_heaven' ), 'must_be_feudal_clan_or_admin_auh', 'must_be_feudal_clan_or_admin_base_game' )]"
 must_be_feudal_clan_or_admin_base_game: "You must have the [feudal|E], [clan|E], or [administrative|E] [government|E]"
 must_be_feudal_clan_or_admin_auh: "You must have the [feudal|E], [clan|E], [administrative|E], [celestial|E], [meritocratic|E], or [japan_feudal|E] [government|E]"
 only_one_marriage_tradition_allowed:0 "Only one [marriage|E] [tradition|E] is allowed and the following cannot be combined: $tradition_monogamous_name$, $tradition_polygamous_name$, and $tradition_concubines_name$"
 no_warrior_culture: "$tradition_fp3_beacon_of_learning_name$ is incompatible with $tradition_warrior_culture_name$"
 no_philosopher_culture: "$tradition_fp3_beacon_of_learning_name$ is incompatible with $tradition_philosopher_culture_name$"
 
 culture_in_winter_geographical_region_trigger_desc:0 "The [culture|E] is not present in a [region|E] with winter"
 culture_in_non_sedentary_geographical_region_trigger_desc:0 "The [culture|E] is not present in the [GetGeographicalRegion('world_steppe').GetName]"
 #culture_in_britannia_region_trigger_desc: "The [culture|E] is not present in [GetGeographicalRegion('world_europe_west_britannia').GetName]"
 #culture_in_world_europe_north_region_trigger_desc: "The [culture|E] is not present in [GetGeographicalRegion('world_europe_north').GetName]"
 culture_in_india_region_trigger_desc:0 "The [culture|E] is not present in [GetGeographicalRegion('world_india').GetName]"
 culture_in_roman_empire_desc:0 "The [culture|E] does not have #V 50#! of its [counties|E] in [GetGeographicalRegion('custom_eastern_roman_empire').GetName]"
 culture_in_camel_region_desc:0 "The [culture|E] is not present in [GetGeographicalRegion('world_innovation_camels').GetName]"
 culture_in_camel_region_percentage_desc:0 "The [culture|E] does not have #V [EmptyScope.ScriptValue('camel_percentage_trigger_value_desc')|0]%#! of its [counties|E] in [GetGeographicalRegion('world_innovation_camels').GetName]"
 culture_in_forest_or_jungle_desc:0 "The [culture|E] is not present in any [county|E] with Forest, Jungle or Taiga [terrain|E]"
 culture_in_forest_desc:0 "The [culture|E] is not present in any [county|E] with Forest or Taiga [terrain|E]"
 culture_in_mountains_desc:0 "The [culture|E] is not present in any [county|E] with Mountain or Desert Mountain [terrain|E]"
 culture_in_dryland_desc:0 "The [culture|E] is not present in any [county|E] with Desert or Dryland [terrain|E]"
 culture_in_desert_desc:0 "The [culture|E] is not present in any [county|E] with Desert [terrain|E]"
 culture_in_hills_desc:0 "The [culture|E] is not present in any [county|E] with Hilly [terrain|E]"
 culture_in_jungle_desc:0 "The [culture|E] is not present in any [county|E] with Jungle [terrain|E]"
 culture_in_plains_or_steppe_terrain_desc:0 "The [culture|E] does not have #V 40%#! of its [counties|E] in Plains [terrain|E], Steppe [terrain|E], or the [GetGeographicalRegion('world_steppe').GetName] [region|E]"
 culture_in_wetlands_desc:0 "The [culture|E] is not present in any [county|E] with Wetland [terrain|E]"
 culture_in_wetlands_count_desc:0 "The [culture|E] is not present in at least #V 3#! [counties|E] with Wetland [terrain|E]"
 culture_in_farmlands_or_floodplains_terrain_desc:0 "The [culture|E] is not present in any [county|E] with Farmland or Floodplain [terrain|E]"
 culture_in_terraced_hills_terrain_desc: "The [culture|E] is not present in any [county|E] with Terraced Hills [terrain|E]"
 culture_in_farmlands_or_floodplains_terrain_count_desc:0 "The [culture|E] is not present in at least #V 5#! [counties|E] with Farmland or Floodplain [terrain|E]"
 culture_in_terraced_hills_terrain_count_desc: "The [culture|E] is not present in at least #V 3#! [counties|E] with Terraced Hills [terrain|E]"
 culture_in_plains_or_steppe_terrain_percentage_desc:0 "The [culture|E] does not have #V 60%#! of its [counties|E] in Plains [terrain|E], Steppe [terrain|E], or the [GetGeographicalRegion('world_steppe').GetName] [region|E]"
 culture_in_steppe_desc:1 "At least #V 40%#! of the [counties|E] of this [culture|E] must be in the [GetGeographicalRegion('world_steppe').GetName] [region|E]"
 culture_on_coast_desc:0 "The [culture|E] is not present in any coastal [county|E]"
 percentage_of_culture_on_coast_desc:0 "At least #V 50%#! of the [counties|E] of this [culture|E] must be Coastal"
 culture_acceptance_trigger_desc:0 "The [culture|E] does not have at least #V [EmptyScope.ScriptValue('xenophilic_acceptance_value')|0]%#! [cultural_acceptance|E] with #V [EmptyScope.ScriptValue('xenophilic_nr_of_cultures_value')|0]#! other cultures"
 culture_not_egalitarian:1 "The [culture|E] has the $ethos_egalitarian_name$ [ethos|E]"
 culture_not_bellicose:1 "The [culture|E] has the $ethos_bellicose_name$ [ethos|E]"
 culture_not_pacifist_trigger_desc:0 "The [culture|E] has the $tradition_pacifism_name$ [tradition|E]"
 culture_not_warlike_trigger_desc:0 "The [culture|E] has one or more [war|E] focused [traditions|E]:"
 rulers_following_different_faiths_trigger_desc:0 "You do not have at least #V 2#! [vassals|E] of your [culture|E] that follows a different [faith|E]"
 
 # NOTE: when localising ethos stuff, try to use the order they appear in in 00_ethos.txt. This minimises overlap without us having to localise every possible variation.

 # Single lines.
 not_bellicose_desc:0 "The [culture|E] does not have the $ethos_bellicose_name$ [ethos|E]"
 not_stoic_desc:0 "The [culture|E] does not have the $ethos_stoic_name$ [ethos|E]"
 not_bureaucratic_desc:1 "The [culture|E] does not have the $ethos_bureaucratic_name$ [ethos|E]"
 not_spiritual_desc:0 "The [culture|E] does not have the $ethos_spiritual_name$ [ethos|E]"
 not_courtly_desc:0 "The [culture|E] does not have the $ethos_courtly_name$ [ethos|E]"
 not_egalitarian_desc:1 "The [culture|E] does not have the $ethos_egalitarian_name$ [ethos|E]"
 not_communal_desc:0 "The [culture|E] does not have the $ethos_communal_name$ [ethos|E]"
 northern_germanic_heritage_trigger:0 "The [culture|E] must be of Northern Germanic [heritage|E]"

 # Double lines.
 not_bellicose_or_communal_desc:0 "The [culture|E] does not have the $ethos_bellicose_name$ or $ethos_communal_name$ [ethos|E]"
 not_bellicose_or_stoic_desc:1 "The [culture|E] does not have the $ethos_bellicose_name$ or $ethos_stoic_name$ [ethos|E]"
 not_bellicose_or_bureaucratic_desc:2 "The [culture|E] does not have the $ethos_bellicose_name$ or $ethos_bureaucratic_name$ [ethos|E]"
 not_bellicose_or_spiritual_desc:1 "The [culture|E] does not have the $ethos_bellicose_name$ or $ethos_spiritual_name$ [ethos|E]"
 not_bellicose_or_courtly_desc:0 "The [culture|E] does not have the $ethos_bellicose_name$ or $ethos_courtly_name$ [ethos|E]"
 not_stoic_or_bureaucratic_desc:1 "The [culture|E] does not have the $ethos_stoic_name$ or $ethos_bureaucratic_name$ [ethos|E]"
 not_stoic_or_communal_desc:0 "The [culture|E] does not have the $ethos_stoic_name$ or $ethos_communal_name$ [ethos|E]"
 not_stoic_or_spiritual_desc:0 "The [culture|E] does not have the $ethos_stoic_name$ or $ethos_spiritual_name$ [ethos|E]"
 not_stoic_or_egalitarian_desc:0 "The [culture|E] does not have the $ethos_stoic_name$ or $ethos_egalitarian_name$ [ethos|E]"
 not_spiritual_or_courtly_desc:0 "The [culture|E] does not have the $ethos_spiritual_name$ or $ethos_courtly_name$ [ethos|E]"
 not_spiritual_or_communal_desc:0 "The [culture|E] does not have the $ethos_spiritual_name$ or $ethos_communal_name$ [ethos|E]"
 not_spiritual_or_egalitarian_desc:0 "The [culture|E] does not have the $ethos_spiritual_name$ or $ethos_egalitarian_name$ [ethos|E]"
 requires_tribal_or_clan_government_trigger:0 "You do not have [tribal_government|E] or [clan_government|E]"
 not_stoic_or_courtly_desc:0 "The [culture|E] does not have the $ethos_stoic_name$ or $ethos_courtly_name$ [ethos|E]"

 # Triple lines.
 turkic_or_mongolic_and_capital_in_steppe_trigger:0 "The [culture|E] must be either Turkic or Mongolic [heritage|E], or your capital must be in the Steppe"
 ## Bellicose.
 not_bellicose_egalitarian_or_communal_desc:1 "The [culture|E] does not have the $ethos_bellicose_name$, $ethos_egalitarian_name$ or $ethos_communal_name$ [ethos|E]"
 not_bellicose_egalitarian_or_courtly_desc:1 "The [culture|E] does not have the $ethos_bellicose_name$, $ethos_egalitarian_name$ or $ethos_courtly_name$ [ethos|E]"
 not_bellicose_egalitarian_or_bureaucratic_desc:1 "The [culture|E] does not have the $ethos_bellicose_name$, $ethos_egalitarian_name$ or $ethos_bureaucratic_name$ [ethos|E]"
 not_bellicose_egalitarian_or_stoic_desc:0 "The [culture|E] does not have the $ethos_bellicose_name$, $ethos_stoic_name$ or $ethos_egalitarian_name$ [ethos|E]"
 not_bellicose_stoic_or_communal_desc:1 "The [culture|E] does not have the $ethos_bellicose_name$, $ethos_stoic_name$ or $ethos_communal_name$ [ethos|E]"
 not_bellicose_stoic_or_bureaucratic_desc:1 "The [culture|E] does not have the $ethos_bellicose_name$, $ethos_stoic_name$ or $ethos_bureaucratic_name$ [ethos|E]"
 not_bellicose_courtly_or_communal_desc:1 "The [culture|E] does not have the $ethos_bellicose_name$, $ethos_courtly_name$ or $ethos_communal_name$ [ethos|E]"
 not_bellicose_stoic_or_courtly_desc:1 "The [culture|E] does not have the $ethos_bellicose_name$, $ethos_stoic_name$ or $ethos_courtly_name$ [ethos|E]"
 not_bellicose_spiritual_or_stoic_desc:1 "The [culture|E] does not have the $ethos_bellicose_name$, $ethos_spiritual_name$ or $ethos_stoic_name$ [ethos|E]"
 not_bellicose_bureaucratic_or_spiritual_desc:0 "The [culture|E] does not have the $ethos_bellicose_name$, $ethos_bureaucratic_name$ or $ethos_spiritual_name$ [ethos|E]"
 not_bellicose_egalitarian_or_spiritual_desc: "The [culture|E] does not have the $ethos_bellicose_name$, $ethos_egalitarian_name$ or $ethos_spiritual_name$ [ethos|E]"


 ## Stoic.


 ## Bureaucratic.
 not_bureaucratic_courtly_or_egalitarian_desc:1 "The [culture|E] does not have the $ethos_bureaucratic_name$, $ethos_courtly_name$ or $ethos_egalitarian_name$ [ethos|E]"
 not_bureaucratic_spiritual_or_egalitarian_desc:1 "The [culture|E] does not have the $ethos_bureaucratic_name$, $ethos_spiritual_name$ or $ethos_egalitarian_name$ [ethos|E]"
 not_bureaucratic_courtly_or_spiritual_desc: "The [culture|E] does not have the $ethos_bureaucratic_name$, $ethos_courtly_name$ or $ethos_spiritual_name$ [ethos|E]"
 culture_parameter_can_adopt_administrative_government_as_kingdom_tier: "[SelectLocalization( HasDlcFeature( 'royal_court' ), 'can_adopt_administrative_government_as_kingdom_tier_text', '' )]"
 can_adopt_administrative_government_as_kingdom_tier_text: "Rulers can adopt [administrative|E] [government|E] type as a [king|E] as well when they are [emperors|E]"


 ## Spiritual.
 not_spiritual_communal_or_stoic_desc: "The [culture|E] does not have the $ethos_spiritual_name$, $ethos_communal_name$ or $ethos_stoic_name$ [ethos|E]"
 culture_parameter_ethos_spiritual_better_consult_the_skies: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'ethos_spiritual_better_consult_the_skies_effects', '' )]"
 ethos_spiritual_better_consult_the_skies_effects: "$mpo_divination_decision$ [decision|E] has additional effects"
 culture_parameter_ethos_spiritual_better_court_astrologers: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'ethos_spiritual_better_court_astrologers_effects', '' )]"
 ethos_spiritual_better_court_astrologers_effects: "[characters|E] of this [culture|E] have increased $court_astrologer_court_position$ [aptitude|E]"


 ## Courtly.
 not_courtly_communal_or_spiritual_desc:1 "The [culture|E] does not have the $ethos_courtly_name$, $ethos_communal_name$ or $ethos_spiritual_name$ [ethos|E]"
 not_courtly_communal_or_stoic_desc:1 "The [culture|E] does not have the $ethos_courtly_name$, $ethos_communal_name$ or $ethos_stoic_name$ [ethos|E]"
 not_courtly_or_spiritual_desc:1 "The [culture|E] does not have the $ethos_courtly_name$ or $ethos_spiritual_name$ [ethos|E]"

 ## Egalitarian.
 not_egalitarian_stoic_or_bureaucratic_desc:1 "The [culture|E] does not have the $ethos_egalitarian_name$, $ethos_stoic_name$ or $ethos_bureaucratic_name$ [ethos|E]"
 not_egalitarian_or_courtly_desc:0 "The [culture|E] does not have the $ethos_egalitarian_name$ or $ethos_courtly_name$ [ethos|E]"


 ## Communal.
 not_communal_or_spiritual_desc:0 "The [culture|E] does not have the Communal or Spiritual [ethos|E]"
 not_communal_bureaucratic_or_stoic_desc:1 "The [culture|E] does not have the $ethos_communal_name$, $ethos_bureaucratic_name$, or $ethos_stoic_name$ [ethos|E]"
 not_communal_egalitarian_or_stoic_desc:0 "The [culture|E] does not have the Communal, Egalitarian or Stoic [ethos|E]"
 not_communal_or_egalitarian_desc:0 "The [culture|E] does not have the Communal or Egalitarian [ethos|E]"
 not_communal_spiritual_or_stoic_desc:0 "The [culture|E] does not have the Communal, Spiritual or Stoic [ethos|E]"
 not_communal_egalitarian_or_courtly_desc:0 "The [culture|E] does not have the $ethos_communal_name$, $ethos_egalitarian_name$ or $ethos_courtly_name$ [ethos|E]"
 not_communal_or_courtly_desc:0 "The [culture|E] does not have the $ethos_communal_name$ or $ethos_courtly_name$ [ethos|E]"




 winter_soldier_affinity_desc:0 "The [culture_head|E] does not have the [GetTrait('winter_soldier').GetName( GetNullCharacter )] [trait|E]"
 forest_fighter_affinity_desc:0 "The [culture_head|E] does not have the [GetTrait('forest_fighter').GetName( GetNullCharacter )] [trait|E]"
 rough_terrain_expert_affinity_desc:0 "The [culture_head|E] does not have the [GetTrait('rough_terrain_expert').GetName( GetNullCharacter )] [trait|E]"
 
## Tradition Cost Modifier Descs
 replacing_tradition_cost_penalty_desc:1 "Replacing an existing [tradition|E] #weak (+[EmptyScope.ScriptValue('tradition_replacement_cost_factor_tooltip')|0]%)#!"
 winter_percentage_desc:0 "The [culture|E] does not have #V 30%#! of its [counties|E] in a wintery [region|E]"
 sahara_percentage_desc:0 "The [culture|E] does not have #V 30%#! of its [counties|E] in [GetGeographicalRegion('custom_sahara_proper').GetName]"
 forest_percentage_desc:0 "The [culture|E] does not have #V 30%#! of its [counties|E] in Forest or Taiga [terrain|E]"
 mountain_percentage_desc:0 "The [culture|E] does not have #V 30%#! of its [counties|E] in Mountain or Desert Mountain [terrain|E]"
 mountain_true_percentage_desc:0 "The [culture|E] does not have #V 30%#! of its [counties|E] in Mountain [terrain|E]"
 dry_percentage_desc:0 "The [culture|E] does not have #V 30%#! of its [counties|E] in Desert or Dryland [terrain|E]"
 desert_percentage_desc:0 "The [culture|E] does not have #V 30%#! of its [counties|E] in Desert [terrain|E]"
 hill_percentage_desc:0 "The [culture|E] does not have #V 30%#! of its [counties|E] in Hilly [terrain|E]"
 jungle_percentage_desc:0 "The [culture|E] does not have #V 30%#! of its [counties|E] in Jungle [terrain|E]"
 steppe_percentage_desc:0 "The [culture|E] does not have #V 30%#! of its [counties|E] in Steppe [terrain|E]"
 coastal_percentage_desc:0 "The [culture|E] does not have #V 30%#! of its [counties|E] on a coast"
 high_coastal_percentage_desc:0 "The [culture|E] does not have #V 70%#! of its [counties|E] on a coast"
 multiple_cultures_in_realm_percentage_desc:2 "At least #V 30%#! of the [counties|E] in your [realm|E] is not of a different [culture|E]"
 elephant_pens_percentage_desc:0 "The [culture|E] does not have #V 3#! [counties|E] with the #V $building_elephant_pens_02$#! [building|E]"
 knights_with_prowess_desc:1 "You do not have #V 6#! [knights|E] with [prowess_i]#V 12#! [prowess|E]"
 courtiers_with_prowess_who_cant_be_knight_desc:1 "You do not have #V 5#! [courtiers|E] with [prowess_i]#V 10#! [prowess|E] who cannot be [knights|E]"
 culture_head_faith_clergy_prowess_desc:1 "There are not #V 15#! [clergy|E] [characters|E] of the same [faith|E] as you with [prowess_i]#V 10#! [prowess|E] who cannot be [knights|E]"
 byzantion_desc:0 "You do not hold $c_byzantion$"
 five_accepted_cultures_desc:0 "The [culture|E] needs #V 50%#! [cultural_acceptance|E] with at least #V 5#! other cultures"
 skilled_prisoners_desc:1 "You do not have #V 10#! foreign [prisoners|E] with #V 12#! or more in any [skill|E]"
 culture_head_small_soldiers_desc:1 "You do not have #V 500#! [skirmishers|E] and #V 500#! [archers|E]"
 culture_head_skirmishers_and_light_cav_desc:0 "You do not have #V 500#! [skirmishers|E] and #V 500#! [light_cavalry|E]"
 culture_head_heavy_inf_and_pikemen_desc:0 "You do not have #V 500#! [heavy_infantry|E] and #V 500#! [spearmen|E]"
 culture_head_archers_and_pikemen_desc:0 "You do not have #V 500#! [archers|E] and #V 500#! [spearmen|E]"
 culture_head_archers_desc:0 "You do not have #V 800#! [archers|E]"
 culture_head_light_cavalry_desc:0 "You do not have #V 500#! [light_cavalry|E]"
 culture_head_skirmishers_desc:0 "You do not have #V 800#! [skirmishers|E]"
 culture_head_archer_cavalry_desc: "You do not have #V 600#! [archer_cavalry|E]"
 culture_head_has_elephants_desc:0 "You do not have a [regiment|E] of [elephant_cavalry|E]"
 turkic_or_mongolic_desc:0 "The [culture|E] does not have the Turkic or Mongolic [heritage|E]"
 iranian_desc:0 "The [culture|E] does not have the Iranian [heritage|E]"
 rulers_at_war_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] at [war|E]"
 five_female_rulers_desc:1 "The [culture|E] does not have at least #V 5#! female [rulers|E] of rank [count|E] or above"
 rulers_with_martial_edu_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] with the [GetTrait('education_martial_4').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_martial_edu_and_learning_desc:0 "The [culture|E] does not have #V 3#! [rulers|E] with the [GetTrait('education_martial_4').GetName( GetNullCharacter )] [trait|E] and [learning_i]#V 10#! or more [learning_skill|E]"
 rulers_with_diplomacy_edu_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] with the [GetTrait('education_diplomacy_4').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_vengeful_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] with the [GetTrait('vengeful').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_zealous_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] with the [GetTrait('zealous').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_patient_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] with the [GetTrait('patient').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_just_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] with the [GetTrait('just').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_generous_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] with the [GetTrait('generous').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_temperate_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] with the [GetTrait('temperate').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_diligent_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] with the [GetTrait('diligent').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_cynical_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] with the [GetTrait('cynical').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_scars_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] with a permanent physical injury [trait|E]"
 rulers_with_scholar_desc:0 "The [culture|E] does not have #V 5#! [rulers|E] with the [GetTrait('scholar').GetName( GetNullCharacter )] [trait|E]"
 king_with_vassals_desc:0 "You are not a [king|E] with #V 10#! [feudal|E] [vassals|E]"
 90_percent_cities_desc:1 "You do not have a [city_holding|E] in at least #V 90%#! of the [counties|E] that share your [culture|E] within your [realm|E]"
 non_tolerated_cultures_desc:0 "[culture|E] [counties|E] in your [realm|E] must not border any Culture that they have #V 40%#! or more [cultural_acceptance|E] with"
 has_other_cultures_in_realm_desc:0 "You must not have any [counties|E] of another [culture|E] in your [realm|E]"
 rulers_with_hunter_lifestyle_desc:1 "The [culture|E] does not have #V 5#! [rulers|E] with [GetTrait('lifestyle_hunter').GetName( GetNullCharacter )] [traits|E]"
 rulers_with_reveler_lifestyle_desc:1 "The [culture|E] does not have #V 5#! [rulers|E] with [GetTrait('lifestyle_reveler').GetName( GetNullCharacter )] [traits|E]"
 rulers_with_peasant_leader_desc:0 "The [culture|E] does not have #V 2#! [rulers|E] with the [GetTrait('peasant_leader').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_adulterer_desc:0 "The [culture|E] has #V 5#! or more [rulers|E] with the [GetTrait('adulterer').GetName( GetNullCharacter )] [trait|E]"
 march_building_desc:0 "The [culture|E] does not have any [county|E] with a #V $building_march_01$#! [duchy_building|E]"
 rulers_with_reaver_desc:0 "The [culture|E] does not have #V 3#! [rulers|E] with the [GetTrait('reaver').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_poet_desc:0 "The [culture|E] does not have #V 3#! [rulers|E] with the [GetTrait('lifestyle_poet').GetName( GetNullCharacter )] [trait|E]"
 rulers_with_mystic_desc:1 "The [culture|E] does not have #V 3#! [rulers|E] with [GetTrait('lifestyle_mystic').GetName( GetNullCharacter )] [traits|E]"
 rulers_with_lifestyle_herbalist_desc:0 "The [culture|E] does not have #V 3#! [rulers|E] with the [GetTrait('lifestyle_herbalist').GetName( GetNullCharacter )] [trait|E]"
 rulers_following_different_faiths_desc:0 "You do not have at least #V 5#! [vassals|E] of your [culture|E] that follows a different [faith|E]"
 culture_head_cavalry_desc:2 "You do not have a [regiment|E] of [light_cavalry|E], [heavy_cavalry|E], or [archer_cavalry|E] of at least #V 8#! in size"
 culture_head_heavy_cavalry_desc: "You do not have a [regiment|E] of [heavy_cavalry|E] of at least #V 8#! in size"
 tradition_cultural_head_affinity_penalty_desc:0 "The [culture_head|E] does not have any corresponding [traits|E]"
 tradition_cultural_head_trait_bonus:0 "[traits|E] of [culture_head|E]"
 tradition_cultural_head_learning_penalty:0 "The [culture_head|E] has low [learning_skill|E]"
 tradition_cultural_head_learning_bonus:0 "[culture_head|E] [learning_skill|E]"
 three_gender_rulers_desc:0 "The [culture|E] does not have #V 3#! or more female [rulers|E] and #V 3#! or more male [rulers|E]"
 three_witch_rulers_desc:0 "The [culture|E] does not have #V 3#! or more [rulers|E] with the [GetTrait('witch').GetName( GetNullCharacter )] [trait|E]"
 steppe_heritage_reduction_desc:0 "The [culture|E] does not have a Turkic or Mongolic [heritage|E]"
 culture_in_himalaya_desc:0 "The [culture|E] does not have #V 30%#! of its [counties|E] in [GetGeographicalRegion('world_himalaya').GetName]"
 house_friends_desc:1 "You are not [friends|E] with at least #V 3#! members of your [house|E]"
 strong_rulers_desc:0 "The [culture|E] does not have #V 3#! or more [rulers|E] with the [GetTrait('strong').GetName( GetNullCharacter )], [GetTrait('physique_good_1').GetName( GetNullCharacter )], [GetTrait('physique_good_2').GetName( GetNullCharacter )], or [GetTrait('physique_good_3').GetName( GetNullCharacter )] [trait|E]"
 rulers_under_another_culture_desc:0 "The [culture|E] does not have #V 3#! or more [rulers|E] being vassals of a different-Culture [liege|E]"
 lacks_high_piety_level_desc:1 "Your [piety_level|E] is not [GetModifier( 'piety_level_3' ).GetNameWithTooltip|L] or higher"
 lacks_battlements_innovation_desc:1 "The [culture|E] has not discovered the #high $innovation_battlements$#! [innovation|E]"
 lacks_development_02_innovation_desc:1 "The [culture|E] has not discovered the #high $innovation_development_02$#! [innovation|E]"
 lacks_baliffs_innovation_desc:0 "The [culture|E] has not discovered the #high $innovation_baliffs$#! [innovation|E]"
 culture_acceptance_cost_desc:0 "The [culture|E] does not have at least #V [EmptyScope.ScriptValue('xenophilic_acceptance_cost_value')|0]%#! [cultural_acceptance|E] with #V [EmptyScope.ScriptValue('xenophilic_nr_of_cultures_cost_value')|0]#! other cultures"
 lack_iberian_heritage_or_language_penalty_desc:0 "The [culture|E] lacks $heritage_iberian_name$ [heritage|E] #EMP and#! the [culture_head|E] does not speak the $language_iberian_name$ [language|E]"
 lack_martial_learning_or_chess_board_penalty_desc:0 "You have neither at least [EmptyScope.ScriptValue('very_high_skill_rating')|0] [martial|E], at least [EmptyScope.ScriptValue('very_high_skill_rating')|0] [learning|E], nor an [artifact|E] that would let you play [board_games|E]"

 culture_head_lacks_storytelling_traits_desc:1 "You do not have the [GetTrait('lifestyle_poet').GetName( GetNullCharacter )], [GetTrait('arrogant').GetName( GetNullCharacter )], or [GetTrait('journaller').GetName( GetNullCharacter )] [traits|E]"
 rulers_lacks_storytelling_traits_desc:0 "The [culture|E] does not have at least #V 5#! [rulers|E] with the [GetTrait('lifestyle_poet').GetName( GetNullCharacter )], [GetTrait('arrogant').GetName( GetNullCharacter )], or [GetTrait('journaller').GetName( GetNullCharacter )] [traits|E]"
 culture_head_lacks_archer_maa_desc:0 "The [culture_head|E] does not have at least [EmptyScope.ScriptValue('longbow_competitions_minimum_archer_maa_value')|0] [archer|E] [men_at_arms|E]"
 no_imprisoned_claimant_desc:0 "You lack any [imprisoned|E] [claimant|E] to one of your [titles|E]"
 no_prisoner_with_harsh_reason_desc:0 "You do not have a [prisoner|E] who you have a reason to [banish|E] or [execute|E]"
 not_defending_in_war_desc:0 "You are not defending in a [war|E]"
 rulers_with_same_faith_desc:0 "The [culture|E] must have #V 90%#! or more [rulers|E] of your [faith|E]"
 rulers_with_same_faith_zealous_desc:0 "The [culture|E] must have #V 5#! or more [rulers|E] of your [faith|E] with the [GetTrait('zealous').GetName( GetNullCharacter )] [trait|E]"
 piety_level_kown_languages_desc:0 "You must know #V 3#! [languages|E] and be a [GetModifier( 'piety_level_3' ).GetNameWithTooltip|L]"
 counties_with_low_county_opinion_desc:0 "You must not have any [culture|E] [counties|E] in your [realm|E] with negative [county_opinion|E]"
 councillor_with_negative_opinion_desc:0 "You must not have any [councillors|E] with negative [opinion|E]"
 is_at_war_desc:0 "You are participating in a [war|E]"
 prestige_level_desc:0 "Your [prestige_level|E] must be below @prestige_level_3_icon! [GetModifier( 'prestige_level_3' ).GetNameWithTooltip|L]"

 culture_emergence_events.0001.t:0 "Cultural Intermingling"
 culture_emergence_events.0001.desc:0 "I am [ROOT.Char.GetCulture.GetName], but the people of my capital, the [capital_county_scope.GetBaseName], are [hybdridization_offer_culture.GetName]. As of late, I have seen my [hybdridization_offer_culture.GetNameNoTooltip] subjects emulating me and my [ROOT.Char.GetCulture.GetNameNoTooltip] ways.\n\nThey are blending our traditions. Some are old, some are new - but the most important thing is that they are more accepting of my rule!\n\nPerhaps this development should be encouraged?"
 culture_emergence_events.0001.a:0 "If they act like me, then I shall act like them. Soon we will be as if one."
 culture_emergence_events.0001.b:0 "Their admiration is enough!"
 cultural_acceptance_gain_event:0 "From Events"
 cultural_acceptance_loss_event:0 "From Events"
 new_hybrid_culture_tt:0 "A [hybrid_culture|E] will appear that share a combination of [traditions|E] and [culture_pillars|E] from both the [ROOT.Char.GetCulture.GetName] and [hybdridization_offer_culture.GetName] [cultures|E]."
 culture_emergence_events.0001.existing_hybrid:0 "You and your lands will adopt the [existing_hybrid_culture.GetName] [culture|E]"
 culture_emergence_events.0001.new_hybrid:0 "You and your lands will adopt a newly emerged [hybrid_culture|E]"
 
 culture_emergence_events.0002.t:0 "A New Identity"
 culture_emergence_events.0002.desc:0 "My people, the [ROOT.Char.GetCulture.GetCollectiveNoun], are a proud and wide-spread people.\n\nHowever similar we are, I cannot deny that my subjects have started to act differently from [ROOT.Char.GetCulture.GetCollectiveNounNoTooltip] elsewhere. Sometimes there's even conflict between visiting [ROOT.Char.GetCulture.GetNameNoTooltip] groups and those under my rule.\n\nWe are developing a new identity, we are [ROOT.Char.GetCulture.GetNameNoTooltip] - but at the same time we are not. Perhaps this development should be encouraged?"
 culture_emergence_events.0002.a:0 "We will build a new, stronger identity!"
 culture_emergence_events.0002.b:0 "We are [ROOT.Char.GetCulture.GetCollectiveNounNoTooltip] and nothing else! Get in line!"
 new_divergent_culture_tt:0 "A [divergent_culture|E] will appear that share most [traditions|E] and [culture_pillars|E] as the [ROOT.Char.GetCulture.GetName] [culture|E], but with a new [ethos|E] and some Traditions replaced."
 culture_emergence_events.0002.new_divergence:0 "You and your lands will adopt a newly emerged [divergent_culture|E]"
 culture_emergence_events.vassals:0 "[vassals|E] might or might not join in"
 
 culture_emergence_events.0003.desc:0 "[culture_check_2.GetName]\n[duchy_title.GetName]\n[diverge_dummy.GetFullName]"

 culture_emergence_events.0005.t: "The Romance of Romansh"
 culture_emergence_events.0005.desc: "While [county_scope.GetNameNoTierNoTooltip] celebrates the emergence of [new_culture_scope.GetName], I have noticed that some of the more #italic rustic#! people of the land still speak a dialect that is not quite what I thought [new_culture_scope.GetNameNoTooltip] was.\n\nOne peasant happens to be close to the road as I pass by, chattering with someone in the fields. "You there!" I thunder. "What on earth is that tongue you speak?"\n\nThe [rustic_peasant.GetWomanMan] pauses. "I suppose," [rustic_peasant.GetSheHe] answers slowly in [ROOT.Char.GetCulture.GetLanguage.GetNameNoTooltip], "we just call it #italic Romansh#!."\n\n'Romansh,' eh? Is this what my people truly are?"
 culture_emergence_events.0005.a: "Our tongues must be as Romansh as our hearts."
 culture_emergence_events.0005.a.tt: "[new_culture_scope.GetNameNoTooltip] will use #bold only#! Romansh names"
 culture_emergence_events.0005.b: "Romansh shall become part of the [new_culture_scope.GetName] mosaic."
 culture_emergence_events.0005.b.tt: "[new_culture_scope.GetNameNoTooltip] will use Romansh names #bold in addition to#! its current names"
 culture_emergence_events.0005.c: "This peasant tongue is of no worth to [new_culture_scope.GetName]!"
 culture_emergence_events.0005.c.tt: "[new_culture_scope.GetNameNoTooltip] shall remain as it is"
 
 realm_culture_size_diff:0 "Difference in size within the [realm|E]"
 hybrid_cost_from_acceptance:0 "From [cultural_acceptance|E]"
 culture_size_in_realm:0 "Number of controlled [culture|E] [counties|E]"
 ai_cultural_hybridization_decision_tooltip:0 ""
 ai_cultural_hybridization_decision_desc:0 ""
 ai_cultural_hybridization_decision_confirm:0 ""

 culture_not_female_only_tt: "Your culture must have a [tradition|E] that enables [GetLaw('female_only_law').GetName] [succession|E] and your [faith|E] cannot have the [GetFaithDoctrine('doctrine_gender_male_dominated').GetBaseName] [doctrine|E]"
 culture_not_male_only_tt: "Your culture must have a [tradition|E] that enables [GetLaw('male_only_law').GetName] [succession|E] and your [faith|E] can not have the [GetFaithDoctrine('doctrine_gender_female_dominated').GetBaseName] [doctrine|E]"
 
 female_only_law_faith_or_culture_trigger:0 "Your [faith|E] does not have the [GetFaithDoctrine('doctrine_gender_female_dominated').GetBaseName] [doctrine|E] and your [culture|E] does not have a [culture_tradition|E] that allow [GetLaw('female_only_law').GetName]"
 male_only_law_faith_or_culture_trigger:0 "Your [faith|E] does not have the [GetFaithDoctrine('doctrine_gender_male_dominated').GetBaseName] [doctrine|E] and your [culture|E] does not have a [culture_tradition|E] that allow [GetLaw('male_only_law').GetName]"
 female_preference_law_faith_or_culture_trigger:0 "Your [faith|E] does not have the [GetFaithDoctrine('doctrine_gender_equal').GetBaseName] or the [GetFaithDoctrine('doctrine_gender_female_dominated').GetBaseName] [doctrines|E] and your [culture|E] does not have a [culture_tradition|E] that allow [GetLaw('female_preference_law').GetName]"
 male_preference_law_faith_or_culture_trigger:0 "Your [faith|E] does not have the [GetFaithDoctrine('doctrine_gender_equal').GetBaseName] or the [GetFaithDoctrine('doctrine_gender_male_dominated').GetBaseName] [doctrines|E] and your [culture|E] does not have a [culture_tradition|E] that allow [GetLaw('male_preference_law').GetName]"
 equal_law_culture_faith_or_innovation_trigger:1 "Your [faith|E] does not have the [GetFaithDoctrine('doctrine_gender_equal').GetBaseName] [doctrine|E] and your [culture|E] does not have a [culture_tradition|E] that allow [GetLaw('equal_law').GetName]."
 martial_customs_trigger_maleonly_malepref_or_equal:0 "You do #bold not#! have the [GetLaw('male_only_law').GetName], [GetLaw('male_preference_law').GetName] or [GetLaw('equal_law').GetName] [law|E]"
 martial_customs_trigger_malepref_felamepref_or_equal:0 "You do #bold not#! have the [GetLaw('male_preference_law').GetName], [GetLaw('equal_law').GetName] or [GetLaw('female_preference_law').GetName] [law|E]"
 martial_customs_trigger_femaleonly_femalepref_or_equal:0 "You do #bold not#! have the [GetLaw('female_only_law').GetName], [GetLaw('female_preference_law').GetName] or [GetLaw('equal_law').GetName] [law|E]"
 martial_customs_trigger_femaleonly:0 "You do #bold not#! have the [GetLaw('female_only_law').GetName] [law|E]"
 martial_customs_trigger_femaleonly_or_femalepref:0 "You do #bold not#! have the [GetLaw('female_only_law').GetName] or [GetLaw('female_preference_law').GetName] [law|E]"
 martial_customs_trigger_maleonly:0 "You do #bold not#! have the [GetLaw('male_only_law').GetName] [law|E]"
 martial_customs_trigger_maleonly_or_male_pref:0 "You do #bold not#! have the [GetLaw('male_only_law').GetName] or [GetLaw('male_preference_law').GetName] [law|E]"
 cultural_traditions_trigger.already_has_unique_parameter.tt:0 "[ROOT.Char.GetCulture] has incompatible [traditions|E]"
 culture_parameter_martial_custom_male_only_combatant:0 "Only men can be [commanders|E] and $knight_culture_player_plural$"
 culture_parameter_martial_custom_equal_combatant:0 "Both men and women can be [commanders|E] and $knight_culture_player_plural$"
 culture_parameter_martial_custom_female_only_combatant:0 "Only women can be [commanders|E] and $knight_culture_player_plural$"

 gardening_buildings_percentage_desc:0 "The [culture|E] does not have at least #V 10#! [counties|E] with one of the following [building|E] lines: #high $building_type_plantations_01$#!, #high $building_type_orchards_01$#! or #high $building_type_cereal_fields_01$#!"
 not_numerous_close_family_desc:0 "You do not have at least #V 10#! living [close_family|E] members"
 not_strong_opinion_close_family_desc:0 "You do not have enough [close_family|E] members with at least #V 80#! [opinion|E] of you"
 lacks_blacksmiths_buildings_desc:0 "The [culture|E] does not have the #high $building_type_blacksmiths_01$#! line of [duchy_buildings|E] constructed in any of its [counties|E]"
 lacks_royal_armory_buildings_desc:0 "The [culture|E] does not have the #high $building_type_royal_armory_01$#! line of [duchy_buildings|E] constructed in any of its [counties|E]"
 has_a_special_mine_desc:0 "The [culture|E] does not have a mine [special_building|E] in any of its [counties|E]"
 #has_courtier_or_guest_with_inspiration_desc: "The [culture|E] does not have at least #V 3#! [rulers|E] who has a [character|E] with (or had) an [inspiration|E] in their [court|E]"
 has_courtier_or_guest_with_inspiration_desc:0 "The [culture|E] does not have at least #V 3#! [courts|E] with a [character|E] who has, or had, an [inspiration|E]"

 
 appoint_podesta_interaction:0 "Appoint as Republican Overseer"
 appoint_podesta_desc:0 "Appoint [recipient.GetShortUINameNoTooltip] to oversee the growing city of [recipient.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip], turning [recipient.GetHerHim] into a Republican vassal."
 REQUEST_REPUBLIC_TEXT:0 "Greetings, my [actor.Custom2('RelationToMeShort', SCOPE.sC('recipient'))]. For some time it has become apparent the most wealthy part of the land you rule is urban commune within it. I invite you to take on the task of overseeing this growing Republic in my name."
 spar_with_knight_interaction.effect.tt:0 "May gain a bonus"
 spar_with_knight_interaction.negative_effect.tt:0 "...but there's always risk involved"
 REQUEST_SPARRING_TEXT:0 "Greetings, my [actor.Custom2('RelationToMeShort', SCOPE.sC('recipient'))]. We both need to ready ourselves for war, hone our skills and sharpen our wits. I invite you to spar with me, bring whatever weapon you wish!"
 spar_with_knight_interaction:0 "Spar with [GetPlayer.Custom( 'KnightCultureNoTooltip' )]"
 spar_with_knight_interaction_desc:0 "Challenge a [knight|E] to a [single_combat_fight|E] sparring match, potentially gaining beneficial [modifiers|E]"
 sparring_honed_skills_modifier:0 "Sparring: Honed Skills"
 sparring_full_of_confidence_modifier:0 "Sparring: Full of Confidence"
 sparring_chivalric_motivation_modifier:0 "Sparring: Chivalric Motivation"
 sparring_valiant_knight_modifier:0 "Sparring: Valiant Knight"
 sparring_noble_defender_modifier:0 "Sparring: Noble Defender"
 sparring_delusions_of_superiority_modifier:0 "Sparring: Delusions of Superiority"
 sparring_leader_of_knights_modifier:0 "Sparring: Leader of Knights"
 sparring_sprained_ankle_modifier:0 "Sparring: Sprained Ankle"
 culture_tradition_events.0002.t:0 "Spar with [GetPlayer.Custom( 'KnightCultureNoTooltip' )]: Conclusion"
 culture_tradition_events.0002.desc:0 "I put my weapon down and turn to [recipient.GetTitledFirstName], giving [recipient.GetHerHim] a customary round of applause. [recipient.GetSheHe|U] does the same.\n\n"
 culture_tradition_events.0002.desc_actor_victor_good:0 ""Well fought, my [actor.GetTitleTierName|U]! You bested me fair-and-square." [recipient.GetFirstNameNoTooltip] says.\n"This practice will surely serve us well, should there be war in the future of [actor.GetPrimaryTitle.GetNameNoTierNoTooltip]."\n\nThis was invigorating, I feel fit and ready!"
 culture_tradition_events.0002.desc_actor_victor_bad:0 ""Well fought, my [actor.GetTitleTierName|U], I am throughly defeated." [recipient.GetFirstNameNoTooltip] whimpers.\n"Though remember, do not let this victory go to your head. I am not your enemy, they are still out there."\n\nBah! I feel just fine!"
 culture_tradition_events.0002.desc_recipient_victor_good:0 ""Well fought, my [actor.GetTitleTierName|U], I win this round!" [recipient.GetFirstNameNoTooltip] says with a sporting tone. "Now we are ready to face anything!"\n\nIndeed we are, perhaps I should consider my next conquest?"
 culture_tradition_events.0002.desc_recipient_victor_bad:0 ""Well fought, my [actor.GetTitleTierName|U]. I am sorry if I caused you harm. For a brief moment I was in a trance — me and my weapon were as one..." [recipient.GetFirstNameNoTooltip] says apologetically.\n"Perhaps you need a bit of rest?"\n\nNonsense, I am fit as a butcher's dog!"
 culture_tradition_events.0002.a:0 "A good bout!"
 culture_tradition_events.0002.b:0 "I might have lost, but it was good training!"
 
 FROM_CULTURE_TRADITIONS:0 "From [culture_traditions|E]: $VALUE|=+0$"
 CULTURE_FORBIDS_DIVORCE:0 "Your [culture_traditions|E] forbid [divorce|E]"
 more_expensive_court_positions:1 "[court_position|E] Salary Cost: [gold_i]#N +25%#![SelectLocalization( HasDlcFeature( 'royal_court' ), 'more_expensive_amenities_text', '' )]"
 more_expensive_amenities_text:0 "\n$EFFECT_LIST_BULLET$[court_amenity|E] Cost: [gold_i]#N +25%#!"
 TOTAL_TRADITION_SLOTS:0 "Max [culture_traditions]"
 
 cannot_combine_tradition_trigger_desc:0 "The [culture|E] already has the [tradition|E]"
 cannot_have_tradition_warrior_culture:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_warrior_culture_name$#!"
 cannot_have_tradition_seafaring:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_seafaring_name$#!"
 cannot_have_tradition_fp1_coastal_warriors:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_fp1_coastal_warriors_name$#!"
 cannot_have_tradition_maritime_way_of_life:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_maritime_way_of_life_name$#!"
 cannot_have_tradition_fp1_trials_by_combat:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_fp1_trials_by_combat_name$#!"
 cannot_have_tradition_fp1_the_right_to_prove:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_fp1_the_right_to_prove_name$#!"
 cannot_have_tradition_runestones:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_runestones_name$#!"
 cannot_have_tradition_poetry:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_poetry_name$#!"
 cannot_have_tradition_storytellers:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_storytellers_name$#!"
 cannot_have_tradition_fp1_northern_stories:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_fp1_northern_stories_name$#!"
 cannot_have_tradition_fp1_performative_honour:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_fp1_performative_honour_name$#!"
 cannot_have_tradition_city_keepers:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_city_keepers_name$#!"
 cannot_have_tradition_castle_keepers:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_castle_keepers_name$#!"
 cannot_have_tradition_sacred_hunts:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_sacred_hunts_name$#!"
 cannot_have_tradition_hunters:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_hunters_name$#!"
 cannot_have_tradition_vegetarianism:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_vegetarianism_name$#!"
 cannot_have_tradition_court_eunuchs:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_court_eunuchs_name$#!"
 cannot_have_tradition_merciful_blindings:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_merciful_blindings_name$#!"
 cannot_have_tradition_byzantine_succession:0 "$cannot_combine_tradition_trigger_desc$ #high $tradition_byzantine_succession_name$#!"
 cannot_have_vegetarianism_and_sacred_hunts:0 "The [tradition|E] #high $tradition_vegetarianism_name$#! cannot be combined with #high $tradition_sacred_hunts_name$#!"
 cannot_have_vegetarianism_and_hunters:0 "The [tradition|E] #high $tradition_vegetarianism_name$#! cannot be combined with #high $tradition_hunters_name$#!"
 
 remove_marriage_traditions:0 "The [culture_scope.GetName] [culture|E] loses any [marriage|E]-altering [traditions|E] that conflict with the [doctrines|E] of [faith_scope.GetName]"
 culture_tradition_events.0100.t:0 "A Clash of Culture and Faith"
 culture_tradition_events.0100.desc:0 "A missive from [head_of_faith.GetTitledFirstName] has arrived. It starts off with pleasantries, and outlines the importance I hold in the eyes of the [culture_scope.GetName] people.\n\n"
 culture_tradition_events.0100.tradition_monogamous:0 ""You must understand that for as long as your people practice monogamy, you are in violation of [faith_scope.GetAdjective] doctrine! I only wish for your salvation. The duty of every good [faith_scope.GetAdjectiveNoTooltip] cannot be fulfilled with but one spouse." the missive reads."
 culture_tradition_events.0100.tradition_polygamous:0 ""Your practice of polygamy is in strict opposition of [faith_scope.GetAdjective] doctrine, and a sin in the eyes of [faith_scope.HighGodName]! I only wish for your salvation. Please, lead your people into the light and shed yourselves of excess spouses!" the missive reads."
 culture_tradition_events.0100.tradition_concubines:0 ""Your practice of concubinage is not supported by [faith_scope.GetAdjective] doctrine, only through proper marriage will [faith_scope.HighGodName] smile upon your people! I only wish for your salvation. Set aside your concubines, for the good of us all." the missive reads."
 culture_tradition_events.0100.end:0 "\n\nA dilemma indeed... which do I value more? The customs of my people, or the doctrines of our faith?"
 culture_tradition_events.0100.a:0 "We must uphold [faith_scope.GetAdjectiveNoTooltip] doctrine."
 culture_tradition_events.0100.b:0 "The customs of my people are more important!"

 culture_tradition_events.0101.t:0 "A Mystic's Mind"
 culture_tradition_events.0101.desc:0 "It's rare enough for me to get a chance for a quiet meal without sycophants or matters of state interrupting, but tonight I've managed it. A nice, calm dinner, and a chance to rest my social muscles.\n\nWithin seconds, the door bursts off its hinges with a tragic inevitability, and a [mendicant_mystic.GetFaith.PriestNeuter] barges into the room. [mendicant_mystic.GetSheHe|U] carries gnarled-walking stick, still covered in splinters from battering down the door in a single swing.\n\n"Noble [ROOT.Char.GetTitleAsNameNoTooltip], I come with an offer! For a small stipend, I, #EMP [mendicant_mystic.GetFirstName]#!, will share knowledge of our people's ancient ways with the children of your court!""
 culture_tradition_events.0101.a:0 "Of course, noble [mendicant_mystic.GetFaith.PriestNeuter]. Please put the beating stick down."
 culture_tradition_events.0101.a.tt:0 "All available [children|E] at [court|E] receive a boost to their ongoing [education|E]"
 culture_tradition_events.0101.b:0 "Isn't this a little much for [mendicant_mystic.GetFaith.HighGodNamePossessive] work?"
 culture_tradition_events.0101.b.tt.success:0 "You argue the mystic down"
 culture_tradition_events.0101.b.tt.failure:0 "The mystic leaves your court in disgust"
 culture_tradition_events.0101.c:0 "Be gone, beggar, I'm trying to eat my dinner!"

 culture_tradition_events.0111.t:0 "A Mystic's Speech"
 culture_tradition_events.0111.desc:0 ""...is why we must submit ourselves to the beneficence of [mendicant_mystic.GetFaith.HighGodName] every moment of every day of our lives. Do you see? Shall I continue?"\n\nTwo. Straight. Hours.\n\nI don't even know how [mendicant_mystic.GetName] found [mendicant_mystic.GetHerHis] way into my chambers, but the [mendicant_mystic.GetFaith.PriestNeuter] has been lecturing me on the finer points of [mendicant_mystic.GetFaith.GetName] theology for #EMP two. Straight. Hours.#!\n\nAt long last, the [mendicant_mystic.GetWomanMan] falls silent, looking at me for a response. I feel my eye begin to twitch."
 culture_tradition_events.0111.a:0 "Such inspiring words!"
 culture_tradition_events.0111.b:0 "You've said your piece, now let me say mine..."
 culture_tradition_events.0111.a.tt.success:0 "You demolish the mystic's argument"
 culture_tradition_events.0111.a.tt.failure:0 "You stumble over your words"
 culture_tradition_events.0111.c:0 "Who let this vagabond into my home? Guards! HELP!"

 culture_tradition_events.0121.t:0 "A Mystic's Service"
 culture_tradition_events.0121.desc:0 "Almost uncharacteristically for [mendicant_mystic.GetHerHis] profession, [mendicant_mystic.GetFirstName] has waited patiently in an antechamber till I could give [mendicant_mystic.GetHerHim] an audience.\n\nThe [mendicant_mystic.GetFaith.PriestNeuter] seems nervous when I enter, but launches into a hasty speech the second I arrive regardless.\n\n"[ROOT.Char.Custom('FormOfAddressForLiege')|U], I have been a mendicant for some time now, and though it is [mendicant_mystic.GetFaith.HighGodNamePossessive] work, it as taxing for mind and body as it is nourishing for the soul."\n\n"If you would have me, I would hang up my wanderer's staff and serve you at court as best I am able. W-will you take me in?""
 culture_tradition_events.0121.a:0 "I can certainly use a [mendicant_mystic.GetWomanMan] of your talents..."
 culture_tradition_events.0121.b:0 "A loyal [mendicant_mystic.GetFaith.PriestNeuter] you say..."
 culture_tradition_events.0121.c:0 "Looking like that, #EMP smelling#! like that, and you want to live here?"

 culture_tradition_events.0131.t:0 "A Mystic's Wrath"
 # Big credit to the greatest NPC of 2011.
 culture_tradition_events.0131.desc:0 ""[ROOT.Char.GetTitleAsNameNoTooltip]? You're barely a worm, #EMP writhing in the filth#! of your own corruption! Repent your sins beneath [mendicant_mystic.GetFaith.HighGodName]! [mendicant_mystic.GetFaith.HighGodName] the Mighty! [mendicant_mystic.GetFaith.HighGodName] the Unerring! [mendicant_mystic.GetFaith.HighGodName] the Unassailable!"\n\nDamn and blast this irritating [mendicant_mystic.GetFaith.PriestNeuter]. It was bad enough when [mendicant_mystic.GetSheHe] was on the street corner! If I #EMP ever#! figure out who let [mendicant_mystic.GetFirstName] into my #EMP home#!, I'll have their eyes; [mendicant_mystic.GetSheHe]'s been here less than ten minutes and I've already got a cluster headache coming on.\n\nI can't take much more of the mendicant's tirade, I've got to act swiftly while there's a natural break in [mendicant_mystic.GetHerHis] rant."
 culture_tradition_events.0131.a:0 "#EMP My#! sins? Let's talk about #EMP you#!."
 culture_tradition_events.0131.a.tt.success:0 "You prove the mystic an utter hypocrite"
 culture_tradition_events.0131.a.tt.failure:0 "The mystic shows you to be a fool"
 culture_tradition_events.0131.b:0 "Will... will you teach me to be better?"
 culture_tradition_events.0131.b.tt.success:0 "The mystic helps you to overcome your failings"
 culture_tradition_events.0131.b.tt.failure:0 "You are overcome by mental anguish"
 culture_tradition_events.0131.c:0 "#EMP Writhing in filth?#! Throw this lunatic into the nearest cess pit!"

 culture_tradition_events.0141.t:0 "A Mystic's Bargain"
 culture_tradition_events.0141.desc:0 ""Don't you see, [ROOT.Char.Custom('FormOfAddressForLiege')], how you risk your soul with this... [ROOT.Char.GetFaith.GetName] idea? Allow me to bring you into the light of true [mendicant_mystic.GetFaith.GetAdjective] belief and rescue you from eternal misery!"\n\nAs a mendicant [mendicant_mystic.GetFaith.PriestNeuter], [mendicant_mystic.GetFirstName] is used to preaching to unbelieving [ROOT.Char.GetCulture.GetName] folk, but techniques that work on the peasantry do not necessarily hold water with the noblesse.\n\nSilence falls between us, and I find myself gazing deeply into the [mendicant_mystic.GetWomanMan]'s eyes, watching the lights of hope and hunger dance and flicker behind them."
 culture_tradition_events.0141.a:0 "I find your words compelling, [mendicant_mystic.GetFaith.PriestNeuter]."
 culture_tradition_events.0141.b:0 "Allow me to elucidate the merits of [ROOT.Char.GetFaith.GetNameNoTooltip] beliefs..."
 culture_tradition_events.0141.b.tt.success:0 "You illuminate [mendicant_mystic.GetFirstNameNoTooltip]"
 culture_tradition_events.0141.b.tt.failure:0 "You remain at loggerheads"
 culture_tradition_events.0141.c:0 "Your [mendicant_mystic.GetFaith.HighGodName]! How many levies has [mendicant_mystic.GetFaith.HighGodNameSheHe|U] got?"

 #EP2 Traditions
 tradition_ep2_avid_falconers_name:0 "Avid Falconers"
 tradition_ep2_avid_falconers_desc:0 "The art of breeding, training, and hunting with raptors like falcons and hawks is one of most prestigious past-times among this culture's elite."
 culture_parameter_falconer_traits_more_common:0 "[characters|E] gain more Falconer [trait_level_track_xp|E]"
 culture_parameter_forest_hunt_success_chance:0 "Increased [hunt_success_chance|E] in [GetTerrain( 'forest' ).GetName] and [GetTerrain( 'taiga' ).GetName]"
 culture_parameter_hills_hunt_success_chance:0 "Increased [hunt_success_chance|E] in [GetTerrain( 'hills' ).GetName]"
 culture_parameter_desert_hunt_success_chance:0 "Increased [hunt_success_chance|E] in [GetTerrain( 'desert' ).GetName] and [GetTerrain( 'oasis' ).GetName]"
 culture_parameter_steppe_hunt_success_chance:0 "Increased [hunt_success_chance|E] in [GetTerrain( 'steppe' ).GetName]"
 culture_parameter_mountains_hunt_success_chance:0 "Increased [hunt_success_chance|E] in [GetTerrain( 'mountains' ).GetName] and [GetTerrain( 'desert_mountains' ).GetName]"
 culture_parameter_drylands_hunt_success_chance:0 "Increased [hunt_success_chance|E] in [GetTerrain( 'drylands' ).GetName] and [GetTerrain( 'desert' ).GetName]"
 culture_parameter_jungle_hunt_success_chance:0 "Increased [hunt_success_chance|E] in [GetTerrain( 'jungle' ).GetName]"
 culture_parameter_wetlands_hunt_success_chance:0 "Increased [hunt_success_chance|E] in [GetTerrain( 'wetlands' ).GetName] and [GetTerrain( 'floodplains' ).GetName]"
 
 can_host_joust_contests_name: "[GetCultureTradition('tradition_chanson_de_geste').GetName] or [GetCultureTradition('tradition_chivalry').GetName]"
 
 #CE1 Traditions
 tradition_ce1_ritual_washing_name: "Water Rituals"
 tradition_ce1_ritual_washing_desc: "The purifying properties of water are an essential part of life for this culture and the ritual of ablution occupies a prominent position in their society."
 culture_parameter_better_disease_resistance: "[characters|E] of this [culture|E] are less likely to get infected by [epidemics|E]"
 doesnt_employ_court_physician_desc: "The [culture|E] does not have #high 5#! [rulers|E] employing a [GetCourtPositionType('court_physician_court_position').GetName()]"
 cheaper_tradition_physician_or_whole_of_body: "You have the [GetTrait('lifestyle_physician').GetName( GetNullCharacter )] or [GetTrait('whole_of_body').GetName( GetNullCharacter )] [traits|E]"
 cheaper_tradition_norse_washing: "$heritage_north_germanic_name$ [heritage|E]"
 culture_parameter_always_unlock_legendary_hunting_lodge: "[SelectLocalization( HasDlcFeature( 'legends' ), 'culture_parameter_always_unlock_legendary_hunting_lodge_HAS_LEGENDS_DLC', 'culture_parameter_always_unlock_legendary_hunting_lodge_NO_LEGENDS_DLC' )]"
 culture_parameter_always_unlock_legendary_hunting_lodge_NO_LEGENDS_DLC: ""
 culture_parameter_always_unlock_legendary_hunting_lodge_HAS_LEGENDS_DLC: "[rulers|E] of this [culture|E] can always construct a $building_type_legendary_hunting_lodge$ after completing a [legend|E]"
 culture_parameter_less_plague_spread_culture: "[characters|E] of this [culture|E] have a higher chance of [epidemics|E] not spreading into their lands"
 

 #BP2 Traditions
 tradition_noble_adoption_name: "Noble Adoption"
 tradition_noble_adoption_desc: "Adopting orphaned children into noble houses is commonplace in this society. The blood of the covenant is thicker than the water of the womb."
 culture_parameter_allows_adoption: "[characters|E] of this [culture|E] are able to offer [adoption|E] to [children|E] who are not directly related to any [rulers|E]"
 culture_parameter_free_adoption: "[characters|E] of this [culture|E] can [adopt|E] without spending any [prestige|E] or [dynasty_prestige|E]"
 culture_parameter_wider_adoption: "[characters|E] of this [culture|E] can [adopt|E] unrelated orphaned [children|E], and do not lose [opinion|E] for doing so"

 traditionalist_discount_desc: "The [culture|E] was led towards traditionalism by its [culture_head|E]"
 culture_parameter_more_hostage_acceptance: "[characters|E] of this [culture|E] are more willing to send away, take, and return [hostages|E]"
 culture_parameter_more_hostage_acceptance_for_vassals: "[characters|E] of this [culture|E] are more willing to send away, take, and return [hostages|E] with their [liege|E]"

#EP3 Traditions
 tradition_ep3_indomitable_azatani_name: "Indomitable Azatani"
 tradition_ep3_indomitable_azatani_desc: "For this culture's fiercely proud nobles, riding down thunderously from their high strongholds, "The wound of a dagger heals, but that of a tongue — never!""
 culture_parameter_house_hostility_more_common: "[rulers|E] act more aggressively against other [houses|E]"
 culture_parameter_vassals_more_likely_to_refuse_demands: "[characters|E] are more likely to refuse [imprisonment|E], [retractions|E] and [revocations|E]"

 tradition_ep3_audacious_cadets_name: "Audacious Cadets"
 tradition_ep3_audacious_cadets_desc: "Restless throngs of younger sons define this culture. Bold and unscrupulous, these horsemen chase dreams of faraway adventure, of mercenary cruelties, and of glorious conquest."

 culture_parameter_ambitious_trait_more_common: "The [GetTrait('ambitious').GetName( GetNullCharacter )] [trait|E] is more common"
 culture_parameter_reduced_bodyguard_aptitude: "Reduced [GetCourtPositionType('bodyguard_court_position').GetName()] [aptitude|E]"

 tradition_ep3_imperial_tagmata_name: "Imperial Tagmata"
 tradition_ep3_imperial_tagmata_desc: "Elite, well-armored regiments form the backbone of this culture's military campaigns. Their haughty troops have little regard for petty warrior nobles and reckless acts of personal valor; instead, they honor discipline and the hallowed names of their units. #EMP Exkoubitoi! Scholai! Hikanatoi!#!"

 domain_counties_with_stables_desc: "The [culture_head|E] does not hold #high 8#! [counties|E] with $building_type_stables_01$ built in one of their [holdings|E]"

 tradition_ep3_roman_ceremonies_name: "Roman Ceremonies"
 tradition_ep3_roman_ceremonies_desc: "The emperors of the past have bestowed this culture with lingering grandeur, spectacular rites, an awe for the imperial office... and a public life rich with unrest."

 tradition_ep3_palace_politics_name: "Palace Politics"
 tradition_ep3_palace_politics_desc: "Powerful eunuchs and silk-robed sycophants man a vast political apparatus, impressing with fineries, flattering with honors, and plotting viciously in the name of advancement."
 culture_head_court_grandeur_desc: "The [culture_head|E] does not have a [court_grandeur_level|E] of #high 8#! or higher"
 culture_parameter_unlock_akolouthos: "Can appoint the [GetCourtPositionType('akolouthos_court_position').GetName()] [court_position|E], when the Varangian Guard has been founded."

tradition_tgp_bushido_name: "Bushidō"
tradition_tgp_bushido_desc: "Rooted in a legacy of honor and martial discipline, this tradition elevates the bond between lord and vassal through acts of homage and valor. Strength of character and deeds of integrity forge unshakable loyalty and respect."
culture_parameter_must_pledge_loyalty_to_liege: "Must #v Pledge Loyalty#! promptly once the [decision|E] is available"
culture_parameter_better_petition_outcomes: "#v Petition#! [decision|E] yields better outcomes"
culture_parameter_opinion_from_prowess: "[opinion|E] bonuses from [prowess|E]"
culture_parameter_honorable_trait_bonuses: "Diligent, Humble, Brave and Just [personality_traits|E] are better."
culture_parameter_unlock_infantry_samurai_units: "Can recruit [GetMaA('samurai').GetName] as [men_at_arms|E]"
culture_parameter_stalwart_leader_non_admin_duels: "[GetPerk('stalwart_leader_perk').GetName(GetPlayer)] [single_combat_fight|E] available against any non-[administrative|E] [character|E] of [martial|E] gender of equal or lower [rank|E]"
culture_parameter_non_admin_close_family_non_martial_gender_knights_in_defensive_wars: "Non-[martial|E] gender unmarried [close_family|E] and [spouses|E] of non-[administrative|E] [rulers|E] may serve as $knight_culture_player_plural$ in defensive [wars|E]"

tradition_tgp_court_machinations_name: "Court Machinations"
tradition_tgp_court_machinations_desc: "Within the labyrinthine halls of the court, eunuchs hold sway, consorts vie for favor, and whispers of treachery echo through gilded chambers."

 tradition_tgp_art_of_war_name: "Art of War"
 tradition_tgp_art_of_war_desc: "This culture has studied military theory for a thousand years, and its generals and marshals have at their disposal a rich crop of military manuals and text books. This wealth of knowledge is only overshadowed by a great technical understanding of how to make strong armor and weapons."
 duchies_with_examination_halls_desc: "The [culture|E] does not hold #high 5#! [duchies|E] with $building_type_examination_hall_01$ built in one of their [holdings|E]"
 culture_parameter_unlock_maa_tiefutu: "Can recruit [GetMaA('tiefutu').GetName] as [men_at_arms|E]"
 culture_parameter_unlock_maa_black_armor_cavalry: "Can recruit [GetMaA('black_armor_cavalry').GetName] as [men_at_arms|E]"
 culture_parameter_unlock_zhanmadao: "Can recruit [GetMaA('zhanmadao_infantry').GetName] as [men_at_arms|E]"
 culture_parameter_unlock_burenjia: "Can recruit [GetMaA('burenjia').GetName] as [men_at_arms|E]"
 culture_parameter_unlock_shenbigong_innovation: "The #high $innovation_repeating_crossbow$#! [innovation|E] is available from the $culture_era_tribal$ [era|E] onward"
 culture_parameter_military_governor_appointment_score: "[learning_skill|E] increases [candidate_score|E] for [GetSubjectContractType( 'celestial_provinces' ).GetObligationNameShort( 'celestial_province_military' )] Provinces"

 tradition_tgp_ephemeral_grace_name: "Ephemeral Grace"
 tradition_tgp_ephemeral_grace_desc: "The aesthetic philosophy of #EMP Mono no Aware#! celebrates the transient beauty of fleeting moments. It fosters a deep harmony with nature and a reflective appreciation of art and life's impermanence."
 culture_parameter_stress_loss_bonus_from_harmonious_traits: "Increased [stress|E] Loss from [GetTrait('temperate').GetName( GetNullCharacter )], [GetTrait('calm').GetName( GetNullCharacter )], [GetTrait('patient').GetName( GetNullCharacter )], and [GetTrait('compassionate').GetName( GetNullCharacter )] [traits|E]"

 tradition_tgp_imperial_peace_name: "Fragile Peace"
 tradition_tgp_imperial_peace_desc: "Though largely kept safe from invasion by the sea, defending against raids from the north and maintaining Kanmu's peace against pretenders or upstart governors still demands skilled fighters and organization."
 culture_parameter_unlock_mounted_samurai_units: "Can recruit [GetMaA('japanese_horse_archers').GetName] as [men_at_arms|E]"

 tradition_tgp_rice_cultivators_name: "Rice Cultivators"
 tradition_tgp_rice_cultivators_desc: "Rice is the lifeblood of this culture. Through diligent labor and agricultural know-how, their harvests are rich as long as they control suitable lands for their crop. As a result, their economic prosperity and military might soar high above their less advanced neighbors."

 tradition_tgp_inward_perfection_name: "Inward Perfection"
 tradition_tgp_inward_perfection_desc: "This culture favors self-reliance and the enrichment of inner virtues over foreign influence. Diplomatic ties may wither, but knowledge and introspection flourish in tranquil isolation."

tradition_tgp_fortified_strongholds_name: "Fortified Strongholds"
tradition_tgp_fortified_strongholds_desc: "This culture is characterized by great fortified cities which fulfill religious, military and governmental functions. The protection of those cultural strongholds is critical and foundation of further cities is a matter of great prestige."
culture_parameter_founding_temple_citadels_gives_more_piety: "Founding [temple_citadel|e] [holdings|e] grants #P +100%#! [piety|e]"
culture_parameter_warmonger_city_founders: "Founding [temple_citadel|e] [holdings|e] sets [control_i|e][control|e] to #P 100%#!"
culture_parameter_temple_citadel_fort_level_bonus: "[temple_citadels|e] have increased [fort_level_i][fort_level|E]"
culture_parameter_temple_citadel_control_bonus: "[temple_citadels|e] provide a small [control_i][control|E] bonus"
not_a_defense_focused_culture: "Less than #N 50%#! of the [culture|e] [counties|e] are [coastal|e]"

tradition_tgp_hydraulic_builders_name: "Hydraulic Builders"
tradition_tgp_hydraulic_builders_desc: "This culture places great importance in utilizing waterworks in spiritual ways. At the center of this fascination is the [GetBuilding('sacred_pool_06').GetName], which tend to be expanded into large reservoirs with utmost religious significance. "
culture_parameter_sacred_pool_additional_bonuses: "The [GetBuilding('sacred_pool_01').GetTypeName|V] line of [buildings|E] have additional bonuses in [counties|E] of this [culture|E]#V $building_type_sacred_pool_01$#!"
culture_parameter_waterworks_additional_bonuses: "The [GetBuilding('waterworks_01').GetTypeName|V] line of [buildings|E] have additional bonuses in [counties|E] of this [culture|E]#V $building_type_waterworks_01$#!"
culture_parameter_may_build_sacred_pools_ahead_of_time: "All [GetBuilding('sacred_pool_01').GetTypeName|V] [buildings|E] can be built one [era|E] earlier"

tradition_tgp_esoteric_power_name: "Esoteric Power"
tradition_tgp_esoteric_power_desc: "Divine and mysterious are the two words that describe the nobility in the eyes of this culture. Rulers that wish to secure their mandate need to engage in elaborate rituals and manifest their power via the display of divine artifacts."
culture_parameter_increases_effect_of_mandala_realm_contracts: "[piety|e] and [legitimacy|e] gain from [mandala_rituals|e] is increased"
culture_parameter_may_commission_kris: "May use the [GetDecisionWithKey('commission_artifact_decision').GetName] [decision|e] to comission Kris [artifacts|E]"
culture_parameter_piety_level_affect_artifact_quality: "[inspirations|E] produce higher-quality [artifacts|E] the higher the [piety_level|E] of the commissioner"
culture_parameter_kris_artifacts_are_more_powerful: "Produced Kris $artifact_dagger$ [artifacts|e] receive additional benefits"

tradition_tgp_barangay_confederations_name: "Barangay Confederations"
tradition_tgp_barangay_confederations_desc: "The rulers of this culture lead many disparate city-states littered along river estuaries and the coast. Such states vary greatly in size, but tend to unite in confederations, which are led by a chief chosen from amongst the members' [Glossary( 'Datu', 'DATU_GLOSS' )]."
DATU_GLOSS: "A title that denotes the chiefs of different polities found across the Philippines."
culture_parameter_religious_relations_is_empowered: "[piety|e] gain from [religious_relations|e] is increased by #P +20%#!"
culture_parameter_forming_confederations_is_easier: "Forming a [confederation|E] no longer requires either a powerful neighbor, or the [GetTrait('diplomat').GetName(GetNullCharacter)] or [GetTrait('family_first').GetName(GetNullCharacter)] [traits|E]"
culture_parameter_forming_confederations_is_less_expensive: "Forming a [confederation|e] costs #P 50%#! less [prestige|e] and [piety|e]"
culture_parameter_invite_to_confederation_extra_reasons: "$offer_confederation_interaction$ [character_interaction|e] Acceptance: #P +20#!"
culture_parameter_mandala_tributaries: "The [GetDecision('convert_to_mandala_government_decision').GetName] [decision|E] turns all [confederates|E] into [tributaries|E]"
culture_parameter_confederation_tribal_authority: "Can increase [tribal_authority|E] despite being in a [confederation|E]"
confederates_to_tributaries_tt: "All [confederates|E] become your [tributaries|E]"
BARANGAY_TRADITION_REASON: "[actor.GetCulture.GetName] [culture_traditions|E]: $VALUE|=+0$"
forming_confederations_is_less_expensive_desc: "[actor.GetCulture.GetName] has [culture_tradition|e] reducing cost: $VALUE|=-1$"

tradition_tgp_religious_hospitality_name: "Religious Hospitality"
tradition_tgp_religious_hospitality_desc: "This culture is adept at blending foreign religions with their customs, leading to a more cosmopolitan society with many faiths living peacefully amongst each other. Much of this is achieved through trade and international relations."
not_a_coastal_culture: "Less than #N 50.0%#! of the [culture|e] [counties|e] are [coastal|e]"
culture_parameter_development_gain_from_religious_exiles_is_doubled: "The [development|e] gain from [GetDecisionWithKey('invite_religious_exiles_decision').GetName] [decision|e] is doubled"
culture_parameter_invite_courtiers_reasons: "Invite to Court [character_interaction|e] Acceptance: #P +15#!"
invite_courtiers_additional_reason: "[actor.GetCulture.GetName] [culture_traditions|E]: $VALUE|=+0$"
culture_parameter_less_cost_to_invite_religious_exiles: "The [GetDecisionWithKey('invite_religious_exiles_decision').GetName] [decision|e] costs #P 50%#! less [piety|e]"
culture_parameter_ai_uses_religious_exiles: "Characters use the [GetDecisionWithKey('invite_religious_exiles_decision').GetName] [decision|e] more often"

 tradition_tgp_defiant_ambushers_name: "Defiant Ambushers"
 tradition_tgp_defiant_ambushers_desc: "Ever-harried by encroaching invaders, mastery of the saddle and bow allows limited numbers to be used to devastating effect in hit-and-run raiding and ambushes."
 culture_parameter_unlock_emishi_horse_archers_units: "Can recruit [GetMaA('emishi_horse_archers').GetName] as [men_at_arms|E]"
 culture_parameter_county_peasant_and_populist_factions_more_common: "$doctrine_parameter_peasant_and_populist_factions_more_common$"

 tradition_tgp_mountain_island_name: "Yashima"
 tradition_tgp_mountain_island_desc: "The mountains and forests of the many islands of the Japanese archipelago rise and fall across the ocean, their inhabitants well versed in traversing its rugged and diverse landscapes."

 tradition_tgp_japanese_houses_name: "Dynastic Pragmatism"
 tradition_tgp_japanese_houses_desc: "While the norms of marriage are important to maintain for appearances and legal expediency, pleasure is a natural gift bestowed by the gods and vital to good health, whatever the ramifications on pedigree."
 culture_parameter_adultery_always_accepted: "Characters with the [GetTrait('adulterer').GetName( GetNullCharacter )] and [GetTrait('fornicator').GetName( GetNullCharacter )] [traits|E] are always fully accepted"
 culture_parameter_increased_house_relation_changes: "All [house_relation|E] changes are quadrupled"

 capital_province_development_level_desc: "The [culture_head|E]'s capital does not have a [county_development|E] of #high 30#! or higher"

 culture_parameter_other_cultures_more_likely_to_hybridize: "Other-[culture|E] [rulers|E] are more likely to [hybridize|E] with this [culture|E]"
 culture_parameter_estate_building_upgrade_development_gain: "Gain #V [EmptyScope.ScriptValue('cultivated_sophistication_development_gain')|0]#! [development_growth|E] in your [realm_capital|E] when you construct or upgrade an [estate_building|E] in the same [county|E]"

 tradition_ep3_cultivated_sophistication_name: "Cultivated Sophistication"
 tradition_ep3_cultivated_sophistication_desc: "Barbarians gaze in envy upon this culture's resplendent luxuries, their society's sophistication. Fueled by a sense of primacy, this culture rejects any contradictions that lie outside their cosmopolitan sphere of influence."
 must_have_administrative_government_tt: "The [culture_head|E]'s [government|E] type must be [administrative|E]"

 hosts_chariot_races_name: "[GetCultureTradition('tradition_ep3_roman_ceremonies').GetName]"
 culture_parameter_hosts_chariot_races: "May host the [GetActivityType('activity_chariot_race').GetName] [activity|E] and hire both a [GetCourtPositionType('charioteer_court_position').GetName] and a [GetCourtPositionType('bookmaker_court_position').GetName]"
 culture_parameter_unlock_voluntary_laampdom: "[SelectLocalization( HasDlcFeature( 'landless_playable' ), 'culture_parameter_unlock_voluntary_laampdom_DLC', 'culture_parameter_unlock_voluntary_laampdom_NO_DLC' )]"
 culture_parameter_unlock_voluntary_laampdom_DLC: "Allows the [GetDecisionWithKey('become_landless_adventurer_decision').GetName] [decision|E]"
 culture_parameter_unlock_voluntary_laampdom_NO_DLC: ""
 unlock_voluntary_laampdom_name: "[GetCultureTradition('tradition_swords_for_hire').GetName], [GetCultureTradition('tradition_horse_lords').GetName], [GetCultureTradition('tradition_futuwaa').GetName], [GetCultureTradition('tradition_ep3_audacious_cadets').GetName], [GetCultureTradition('tradition_hird').GetName], [GetCultureTradition('tradition_caravaneers').GetName], [GetCultureTradition('tradition_diasporic').GetName], or [GetCultureTradition('tradition_fp1_coastal_warriors').GetName]"

 unlock_junior_emperors_name: "[nominal_duumvirates|E]"
 culture_parameter_unlock_junior_emperors: "[administrative|E] [emperors|E] may appoint one of their [children|E] as [junior_emperor|E], entering into a [nominal_duumvirate|E] until the $game_concept_child$ comes of age"
 unlock_co_emperors_name: "[duumvirates|E]"
 culture_parameter_unlock_co_emperors: "[administrative|E] [emperors|E] may enter into [duumvirates|E], voluntarily [sharing_power|E] with another [character|E] for powerful bonuses"
 
 holds_triumphs_name: "Holds Triumphs"
 culture_parameter_holds_triumphs: "Gain a [decision|E] to Hold a Triumph"

 culture_parameter_farm_estates_pastures_unlock: "The construction of #V $building_pastures_04$#! [building|E] unlocks the first four tiers of #V $building_type_farm_estates_01$#! line of [buildings|E]"
 culture_parameter_watermills_forestries_unlock: "The construction of #V $building_logging_camps_04$#! [building|E] unlocks the first four tiers of #V $building_type_watermills_01$#! line of [buildings|E]"
 culture_parameter_windmills_hill_farms_unlock: "The construction of #V $building_hill_farms_04$#! [building|E] unlocks the first four tiers of #V $building_type_windmills_01$#! line of [buildings|E]"
 culture_parameter_second_caravanserai: "A second #V $building_type_caravanserai_01$#! can be constructed in [counties|E] of this [culture|E]"
 has_two_caravanserai_in_county: "There are already 2 $building_type_caravanserai_01$ in the county"
 not_allowed_second_caravanserai: "You need the [GetCultureTradition('tradition_caravaneers').GetName] [culture_tradition|E] to build another $building_type_caravanserai_01$ in the county"

 culture_parameter_family_castration: "Can use the $castrate_child_interaction$ [interaction|E]"

 EVENT_BONUS_INTERMARRYING_ADMIN: "Longstanding ties between [houses|E]: $VALUE|+=0$"

 culture_parameter_allows_noble_family_adoption: "[noble_family|E] [house_heads|E] may use the #V $noble_family_adoption_interaction$#! [interaction|E]"

 culture_parameter_much_more_likely_to_be_laamps: "[SelectLocalization( HasDlcFeature( 'landless_playable' ), 'culture_parameter_much_more_likely_to_be_laamps_DLC', 'culture_parameter_much_more_likely_to_be_laamps_NO_DLC' )]"
 culture_parameter_much_more_likely_to_be_laamps_DLC: "[characters|E] are much more likely to become [adventurers|E]"
 culture_parameter_much_more_likely_to_be_laamps_NO_DLC: ""
 culture_parameter_more_likely_to_be_laamps: "[SelectLocalization( HasDlcFeature( 'landless_playable' ), 'culture_parameter_more_likely_to_be_laamps_DLC', 'culture_parameter_more_likely_to_be_laamps_NO_DLC' )]"
 culture_parameter_more_likely_to_be_laamps_DLC: "[characters|E] are much more likely to become [adventurers|E]"
 culture_parameter_more_likely_to_be_laamps_NO_DLC: ""

 culture_parameter_frontier_themes_borrow_neighbor_troops: "Frontier Administration [governorships|E] may borrow the [title_men_at_arms|E] of non-Frontier neighbors"

 culture_parameter_less_likely_to_culture_convert: "The #high Convert to Local Culture#! [decision|E] causes [stress|E] gain and is avoided by [rulers|E]"
 culture_parameter_less_likely_to_promote_culture: "[rulers|E] will seldom use the #V $task_promote_culture$#! [councillor_task|E]"

 culture_parameter_resistant_to_desert_privation: ""
 culture_parameter_resistant_to_mountain_privation: ""
 culture_parameter_resistant_to_winter_privation: ""
 
 allows_brewery: "Unlocks the #color_white $building_type_breweries_01$#! line of [buildings|E]"
 culture_parameter_allows_brewery: "$allows_brewery$ for [city_holdings|E]"
 culture_parameter_brewery_farming_bonus: "The #color_white $building_type_cereal_fields_01$#! and #color_white $building_type_farm_estates_01$#! line of [buildings|E] provide [county_opinion|E] bonuses"
 tradition_brewery_name: "Brewing Culture"
 tradition_brewery_desc: "This culture views brewing and drinking alcohol as playing an important role both in festivities and in daily life."
 culture_in_farm_or_mansion_count_desc: "The [culture|E] is not present in at least #V 5#! [counties|E] with a #color_white $building_type_cereal_fields_01$#! or #color_white $building_type_farm_estates_01$#! [building|E]"

 can_appoint_chief_eunuch_name_tt: "[THIS.GetCharacter.GetCulture.GetName] [culture|E] has one of the following [traditions|E]:\n\t$EFFECT_LIST_BULLET$[GetCultureTradition('tradition_court_eunuchs').GetName]\n\t$EFFECT_LIST_BULLET$[GetCultureTradition('tradition_byzantine_succession').GetName]\n\t$EFFECT_LIST_BULLET$[GetCultureTradition('tradition_ep3_palace_politics').GetName]\n\t$EFFECT_LIST_BULLET$[GetCultureTradition('tradition_tgp_court_machinations').GetName]"

#MPO
 tradition_mpo_iron_cavalry_name: "Iron Cavalry"
 tradition_mpo_iron_cavalry_desc: "Even horse peoples can be bested by cavalry clad head-to-hoof in lamellar plate. This culture has not only developed a taste for such expensive armament, but employs those born in the saddle — bow in hand — as its heavily armored riders."
 culture_parameter_unlock_maa_cataphract_archers: "Can recruit [GetMaA('cataphract_archers').GetName] as [men_at_arms|E]"
 
 tradition_mpo_wolves_of_the_deep_steppe_name: "Wolves of the Deep Steppe"
 tradition_mpo_wolves_of_the_deep_steppe_desc: "Far from the touch of 'civilized' comforts, men live by what they can take, and dream of death on their horse's back. Weaker peoples are driven before these warriors."
 culture_parameter_unlock_maa_mangudai: "Can recruit [GetMaA('mangudai').GetName] as [men_at_arms|E]"
 unlock_maa_mangudai_name: "[GetCultureTradition('tradition_mpo_wolves_of_the_deep_steppe').GetName]"
 
 tradition_mpo_northern_tribes_name: "Tribes of the North"
 tradition_mpo_northern_tribes_desc: "This is one of the cultures known generally as the 'Forest People' to their southern neighbors. These northerners are in some places reputable hunters, in others fine river-fishers, sometimes iron-smelters, and often herders."
 culture_parameter_unlock_maa_maturkan_warriors: "Can recruit [GetMaA('maturkan_warriors').GetName] as [men_at_arms|E]"
 
 tradition_devoted_horsemanship_name: "Devoted Horsemanship"
 tradition_devoted_horsemanship_desc: "Even palatial comforts cannot keep the people of this culture from the saddle. Wherever they find themselves, their herds are there too, and the horses are tended to with a careful eye."
 

 inspired_by_culture_desc: "Inspired by [tradition|E]"
 inspire_by_culture_tt: "[tradition_scope.GetName]:\n\t$BULLET$Cost of [tradition|E]: [prestige_i]#P -50%#!"

 culture_parameter_metalworkers_internal_yurt_unlock: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_metalworkers_nomadic_desc', 'blank_line' )]"
 culture_parameter_sorcerous_metallurgy_internal_yurt_unlock: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_sorcerous_metallurgy_nomadic_desc', 'blank_line' )]"
 culture_parameter_nomadic_metal_artifact_unlock: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_nomadic_metal_nomadic_desc', 'blank_line' )]"
 culture_parameter_zealous_people_internal_yurt_unlock: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_zealous_people_nomadic_desc', 'blank_line' )]"
 culture_parameter_loyal_soldiers_internal_yurt_unlock: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_loyal_soldiers_nomadic_desc', 'blank_line' )]"
 culture_parameter_nomadic_loyal_soldiers_obedience: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_nomadic_loyal_nomadic_desc', 'blank_line' )]"
 culture_parameter_forbearing_internal_yurt_unlock: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_forbearing_nomadic_desc', 'blank_line' )]"
 culture_parameter_stalwart_defenders_internal_yurt_unlock: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_stalwart_defenders_nomadic_desc', 'blank_line' )]"
 culture_parameter_legalistic_internal_yurt_unlock: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_legalistic_nomadic_desc', 'blank_line' )]"
 culture_parameter_forest_nomadic_cultrad_stationing_bonus: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_forest_nomadic_desc', 'blank_line' )]"
 culture_parameter_hills_nomadic_cultrad_stationing_bonus: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_hills_nomadic_desc', 'blank_line' )]"
 culture_parameter_mountains_nomadic_cultrad_stationing_bonus: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_mountains_nomadic_desc', 'blank_line' )]"
 culture_parameter_desert_nomadic_cultrad_stationing_bonus: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_desert_nomadic_desc', 'blank_line' )]"
 culture_parameter_skirmisher_nomadic_cultrad_stationing_bonus: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_skirmisher_nomadic_desc', 'blank_line' )]"
 culture_parameter_formation_nomadic_cultrad_stationing_bonus: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_formation_nomadic_desc', 'blank_line' )]"
 culture_parameter_stand_fight_nomadic_cultrad_stationing_bonus: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_stand_fight_nomadic_desc', 'blank_line' )]"
 culture_parameter_hit_run_nomadic_cultrad_stationing_bonus: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_hit_run_nomadic_desc', 'blank_line' )]"
 culture_parameter_horse_breeder_internal_yurt_unlock: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'cultrad_horse_breeder_nomadic_desc', 'blank_line' )]"

 cultrad_metalworkers_nomadic_desc: "Unlocks the [GetDomicileBuilding('metalworkers_cultrad_yurt_01').GetName] [domicile_building_upgrade|E] for [GetGovernment( 'nomad_government' ).GetName] [domiciles|E]"
 cultrad_sorcerous_metallurgy_nomadic_desc: "Unlocks the [GetDomicileBuilding('sorcerous_metallurgy_yurt_01').GetName] [domicile_building_upgrade|E] for [GetGovernment( 'nomad_government' ).GetName] [domiciles|E]"
 cultrad_nomadic_metal_nomadic_desc: "Unlocks the #V $commission_artifact_decision$#! [decision|E] for metal [artifacts|E]"
 cultrad_zealous_people_nomadic_desc: "Unlocks the [GetDomicileBuilding('zealous_people_yurt_01').GetName] [domicile_building_upgrade|E] for [GetGovernment( 'nomad_government' ).GetName] [domiciles|E]"
 cultrad_loyal_soldiers_nomadic_desc: "Unlocks the [GetDomicileBuilding('loyal_soldiers_yurt_01').GetName] [domicile_building_upgrade|E] for [GetGovernment( 'nomad_government' ).GetName] [domiciles|E]"
 cultrad_nomadic_loyal_nomadic_desc: "[characters|E] of this [culture|E] are more likely to become [obedient|E]"
 cultrad_forbearing_nomadic_desc: "Unlocks the [GetDomicileBuilding('forbearing_yurt_01').GetName] [domicile_building_upgrade|E] for [GetGovernment( 'nomad_government' ).GetName] [domiciles|E]"
 cultrad_stalwart_defenders_nomadic_desc: "Unlocks the [GetDomicileBuilding('stalwart_defenders_yurt_01').GetName] [domicile_building_upgrade|E] for [GetGovernment( 'nomad_government' ).GetName] [domiciles|E]"
 cultrad_legalistic_nomadic_desc: "Unlocks the [GetDomicileBuilding('legalistic_yurt_01').GetName] [domicile_building_upgrade|E] for [GetGovernment( 'nomad_government' ).GetName] [domiciles|E]"
 cultrad_forest_nomadic_desc: "Increased [stationed|E] [men_at_arms|E] bonuses for [nomads|E] in #V Forest#! and #V Taiga#! [terrain|E]"
 cultrad_hills_nomadic_desc: "Increased [stationed|E] [men_at_arms|E] bonuses for [nomads|E] in #V Hills#! [terrain|E]"
 cultrad_mountains_nomadic_desc: "Increased [stationed|E] [men_at_arms|E] bonuses for [nomads|E] in #V Mountains#! and #V Desert Mountains#! [terrain|E]"
 cultrad_desert_nomadic_desc: "Increased [stationed|E] [men_at_arms|E] bonuses for [nomads|E] in #V Desert#! and #V Drylands#! [terrain|E]"
 cultrad_skirmisher_nomadic_desc: "Increased [skirmishers|E] and [archers|E] [stationed|E] [men_at_arms|E] bonuses for [nomads|E]"
 cultrad_formation_nomadic_desc: "Increased [stationed|E] [men_at_arms|E] bonuses for [nomads|E]"
 cultrad_stand_fight_nomadic_desc: "Increased [stationed|E] [men_at_arms|E] [toughness|E] bonus for [nomads|E]"
 cultrad_hit_run_nomadic_desc: "Increased [stationed|E] [men_at_arms|E] [damage|E] bonus for [nomads|E]"
 cultrad_horse_breeder_nomadic_desc: "Unlocks the [GetDomicileBuilding('horse_breeder_yurt_01').GetName] [domicile_building_upgrade|E] for [GetGovernment( 'nomad_government' ).GetName] [domiciles|E]"


 culture_parameter_better_herders_pasturalists: "$culture_parameter_ethos_communal_herders_bonus$"
 culture_parameter_ethos_communal_herders_bonus: "[SelectLocalization( HasDlcFeature( 'khans_of_the_steppe' ), 'ethos_communal_herders_bonus_effects', '' )]"
 ethos_communal_herders_bonus_effects: "[herders|E] have a higher $MOD_MONTHLY_COUNTY_FERTILITY_GROWTH$"

 cultrad_not_nomadic_government_type: "Your [government|E] is [GetGovernment( 'nomad_government' ).GetName]"

 mpo_northern_tribes_percentage_desc:0 "The [culture|E] does not have #V 50%#! of its [counties|E] with the #V $mpo_siberian_permafrost_modifier$#! [modifier|E]"
 permafrost_feudal_ban: "Your [culture|E] has #V $tradition_mpo_northern_tribes_name$#! [culture_tradition|E]"
 culture_parameter_permafrost_unlock_tribal_building: "[tribal|E] [building|E] upgrades do not require [innovations|E] in [counties|E] of this [culture|E] that have #V $mpo_siberian_permafrost_modifier$#! [modifier|E]"
 culture_parameter_permafrost_cannot_become_feudal: "Can not take the #V Adopt Feudal Ways#! and #V Adopt Feudal Ways through Liege#! [decisions|E]"
 culture_parameter_permafrost_modifier_mechanic: "[counties|E] of this [culture|E] start with #V $mpo_siberian_permafrost_modifier$#! [modifier|E] that reduces [development|E] and [control|E]. If the [holder|E] and [county|E] have [culture|E] with this [culture_tradition|E], #V $mpo_siberian_permafrost_modifier$#! does not lower [control|E] and provides bonuses."
 culture_parameter_permafrost_modifier_removal_condition: "#V $mpo_siberian_permafrost_modifier$#! [modifier|E] can be removed by the #V $expand_the_steppe_decision_generic$#! [decision|E] or #V $feudalize_holding_interaction$#! [interaction|E]"
 permafrost_modifier_removal_desc: "Removes #V $mpo_siberian_permafrost_modifier$#! from every [county|E] that has it"
 culture_parameter_martial_traits_give_out_hcav_bonus: "[GetTrait('gallant').GetName( GetNullCharacter )], [GetTrait('overseer').GetName( GetNullCharacter )], and [GetTrait('strategist').GetName( GetNullCharacter )] [traits|E] provide bonuses to [heavy_cavalry|E] [men_at_arms|E]"
 culture_parameter_stewardship_traits_give_out_cav_bonus: "[GetTrait('avaricious').GetName( GetNullCharacter )], [GetTrait('architect').GetName( GetNullCharacter )], and [GetTrait('administrator').GetName( GetNullCharacter )] [traits|E] provide bonuses to [light_cavalry|E], [heavy_cavalry|E], and [archer_cavalry|E] [men_at_arms|E]"

 mpo_siberian_permafrost_modifier: "Siberian Permafrost"
 mpo_siberian_permafrost_modifier_desc: "Soil frozen for millennia, no groundwater access, sparse vegetation. Terrain shifts every year due to repeated melting and refreezing. To make these lands their own, those who live here need centuries to adapt. Everybody, everything else will perish and join the ancient dead beneath the ice.\n\n#weak This modifier can be removed either by the #V $feudalize_holding_interaction$#! [interaction|E] or after conquering the whole North by the #V $expand_the_steppe_decision_generic$#! [decision|E] for the #V $dlc_mpo_steppe_siberia_further_expansion_tooltip$#! region#!\n\n"

 mpo_siberian_permafrost_modifier_bad: "$mpo_siberian_permafrost_modifier$"
 mpo_siberian_permafrost_modifier_bad_desc: "$mpo_siberian_permafrost_modifier_desc$"
 cannot_hybridize_northern_tribes: "The [tradition|E] #high $tradition_mpo_northern_tribes_name$#! cannot be picked for a [hybrid_culture|E]"

 # TGP
 tradition_cultural_primacy_name: "Cultural Primacy"
 tradition_cultural_primacy_desc: "This proud culture is content to look to its own rich history and social life, and feels little need to stoop to mingling with its neighbors."
 culture_parameter_reduced_marriage_acceptance_outside_culture: "[characters|E] are less willing to marry with other [cultures|E]"
 culture_parameter_reduced_marriage_acceptance_distant_realms: "[characters|E] are less willing to marry with distant [realms|E]"
 REDUCED_MARRIAGE_ACCEPTANCE_OUTSIDE_CULTURE_REASON: "[secondary_recipient.GetCulture.GetName] reluctance to marry other [cultures|E]: $VALUE|=+0$"
 REDUCED_MARRIAGE_ACCEPTANCE_DISTANT_REALMS_REASON: "[secondary_recipient.GetCulture.GetName] reluctance to marry distant [realms|E]: $VALUE|=+0$"
 REDUCED_MARRIAGE_ACCEPTANCE_DISTANT_REALMS_INVERTED_REASON: "Reciprocal [secondary_recipient.GetCulture.GetName] reluctance to marry distant [realms|E]: $VALUE|=+0$"
 REDUCED_MARRIAGE_ACCEPTANCE_HOUSE_RELATION_REASON: "[house_relation|E]: $VALUE|=+0$"

 tradition_maritime_way_of_life_name: "Maritime Way of Life"
 tradition_maritime_way_of_life_desc: "Since time immemorial the outrigger Catamarans of this culture have been sighted on the horizon. Long sea voyages is a second nature to this people.\nFor someone who consider life at sea natural there are no limits to where they can settle, how they can trade or who they can raid."

 tradition_nudists_name: "Nudists"
 tradition_nudists_desc: "Adherents of this culture do not believe in protecting one's body from the elements, opting instead to live as their creator made them."

 tradition_stratified_society_name: "Stratified Society"
 tradition_stratified_society_desc: "There are those who are born to lead, and then there are those who are born to serve. In a $tradition_stratified_society_name$, the reality of hereditary privilege often overrides the principles of meritocracy and proximity to power is everything."
 culture_parameter_family_shares_merit: "When reaching the @merit_level_5_icon![GetModifier( 'merit_level_5' ).GetNameWithTooltip|L] of [merit|E], every preferred gender [close_family_member|E] below this rank will gain substantial [merit|E]"
 culture_parameter_family_skips_exams: "Additionally, those same [close_family_members|E] will also be treated as having passed the @provincial_exam_icon! [GetActivityType( 'activity_local_examination' ).GetName]"
 culture_parameter_marrying_into_the_ruling_family_gives_influence: "When an [independent_ruler|E] marries a [character|E] within the same [realm|E] and shares this [tradition|E], the [spouse_possessive|e] [house_head|e] will gain immense [influence|E]"
 culture_parameter_unlocks_gakgung_archers_maa: "Can recruit [GetMaA('gakgung_archers').GetName] as [men_at_arms|E]"

 tradition_stratified_society_toast_title: "[ROOT.Char.GetHouse.GetNameNoTooltip] Ascendant"
 tradition_stratified_society_toast_desc: "As a privilege of your distinguished rank, your close relatives have gained [merit|E] and need not take the @provincial_exam_icon! [GetActivityType( 'activity_local_examination' ).GetName]"
 tradition_stratified_society_family_member_toast_title: "$tradition_stratified_society_toast_title$"
 tradition_stratified_society_family_member_toast_desc: "Thanks to the achievements of [family_success.GetName], you have gained [merit|E] and need not take the @provincial_exam_icon! [GetActivityType( 'activity_local_examination' ).GetName]"
 tgp_nepotism_bypass_exams_modifier: "Examination Exempt"
 tgp_nepotism_bypass_exams_modifier_desc: "This character has circumvented the typical examination needed to become an official through a close relative's influence."

 tenet_takamin_name: "Takamin"
 tenet_takamin_desc: "Believing bears as manifestations of gods, the sanctity of these animals must be respected, and the killing of one during hunts should be done with utmost respect."
 doctrine_parameter_allows_bear_sacrifice: "Unlocks the [GetDecisionWithKey('sacrifice_bear_decision').GetName] [decision|E]"
 doctrine_parameter_chance_to_gain_prowess_during_bear_hunts: "Slaying a #V Bear#! during a [GetActivityType('activity_hunt').GetName] gives [prowess_i][prowess|e] and [martial_i][martial|E]"
 doctrine_parameter_frequent_bear_sightings: "[hunt_sightings|E] for #V Bears#! will appear periodically"
 doctrine_parameter_efficient_hunt_cornering: "During [GetActivityType('activity_hunt').GetName]s, the #V Corner#! method is more likely to succeed"
 culture_tradition_events.3000.t: "Bear Sighting"
 culture_tradition_events.3000.desc: "Hunters in [bear_sighting.GetName] have sighted a [bear_sighting_county.Custom('GetAnimalGroup')] of [bear_sighting_county.Custom('GetAnimalPlural')] roaming the [bear_sighting.Custom('GetTerrainTypePlural')] — broad prints in the mud, claw-marked trees, broken brush.\n\nIf I were to [GetActivityType('activity_hunt').GetName|l] and slay or capture one, the spirits would surely take notice."
 culture_tradition_events.3000.a: "I should ready my spear..."
 bear_sacrifice_war_modifier: "Bear War Sacrifice"
 bear_sacrifice_war_modifier_desc: "This character has sacrificed a bear and believes that they are blessed with success in war."
 bear_sacrifice_authority_modifier: "Bear Authority Sacrifice"
 bear_sacrifice_authority_modifier_desc: "This character has sacrificed a bear and believes that they are blessed with an authoritative presence."
 sacrifice_bear_decision_effect: "Get a choice between [piety_i][piety|E], [GetModifier('bear_sacrifice_war_modifier').GetNameWithTooltip], or [GetModifier('bear_sacrifice_authority_modifier').GetNameWithTooltip]"
 culture_tradition_events.3100.t: "Bear Sacrifice"
 culture_tradition_events.3100.desc: "We bind the great bear in silence. The hunters sing low, voices steady, smoke rising with the scent of spruce.\n\nI kneel, press my brow to its snout, and whisper my thanks before the blade falls. We will share its flesh, so that its strength might live among us."
 culture_tradition_events.3100.a: "Let us feast!"
 culture_tradition_events.3100.b: "Our enemies shall fall!"
 culture_tradition_events.3100.c: "Obey, for the bear-spirit is at my side."
 
 tradition_ordo_riders_name: "Ordo Riders"
 tradition_ordo_riders_desc: "The demand for herd and the need to strengthen the tribe's unity has forced many of the horde people of this culture to become hardened warriors, being able to fend off attacks whilst also being able to effectively gather supplies for the people."
 culture_parameter_unlocks_ordo_riders_maa: "Can recruit [GetMaA('ordo_riders_horse_archers').GetName] as [men_at_arms|E]"
 culture_parameter_reaver_gives_buffs_to_horse_archers: "[GetTrait('reaver').GetName( GetNullCharacter )] [traits|E] will grant buffs to [archer_cavalry|e] [men_at_arms|e]"
 
 tradition_chinese_arts_name: "Chinese Arts"
 tradition_chinese_arts_desc: "The way of the pen, the way of the brush, all important elements for this culture. Rather than depending only on military might or complex administration, the Chinese put emphasis on perfecting any forms of art."
 culture_parameter_commissions_cheaper: "The #bold $commission_artifact_decision$#! [decision|e] will cost #P 50%#! less [gold_i] [gold|e]"
 culture_parameter_scholars_and_poets_are_viewed_more_positively: "The [GetTrait('lifestyle_poet').GetName( GetNullCharacter )] and [GetTrait('scholar').GetName( GetNullCharacter )] [traits|E] are seen as positive"

 tradition_sinophilic_name: "Sinophilic"
 tradition_sinophilic_desc: "The influence of the Chinese hegemony over this realm has led to many of its people adopting customs from them."
 culture_parameter_can_adopt_chinese_culture: "May adopt the [GetCultureByKey('han').GetCollectiveNoun] [culture|e]"
 culture_parameter_more_successful_kowtows: "[tribute_missions|E] have a higher chance of being successful"
 culture_parameter_may_adopt_silk_road_innovations: "May access [silk_road_innovations|E] known to the [GetCultureByKey('han').GetCollectiveNoun] [culture|E]"

 tradition_tgp_warrior_monks_name: "Warrior Monks"
 tradition_tgp_warrior_monks_desc: "Devotion to living morally should not preclude the use of force, especially when there is need to protect the religious community from rival sects and corrupt officials, or to defend the needy."
 culture_parameter_unlock_warrior_monk_units: "Can recruit [GetMaA('warrior_monks').GetName] as [men_at_arms|E]"

tradition_scholar_officials_name: "Scholar Officials"
tradition_scholar_officials_desc: "The pen and brush is mightier than the sword... This culture strongly believes in an ideal where influence is given to loyal officials educated in the noble arts."
culture_parameter_can_always_convert_to_confucianism: "Can use the [GetDecisionWithKey('convert_to_confucianism').GetName] [decision|E]"
culture_parameter_can_always_convert_to_taoism: "Can use the [GetDecisionWithKey('convert_to_taoism').GetName] [decision|E]"
culture_parameter_can_author_books: "Can take the #V $author_book_decision$#! [decision|E]"
culture_parameter_scholar_official_trait_bonuses: "The [GetTrait('confucian_education').GetName( GetNullCharacter )] and [GetTrait('loyal').GetName( GetNullCharacter )] [traits|E] have additional bonuses"
culture_parameter_wants_to_learn_chinese:0 "Characters of this [culture|E] will often learn the Chinese [language|E]"
culture_parameter_learn_language_success_chance_for_others: "[GetScheme('learn_language').GetTypeName] [success_chance|E]: #P +50%#! when learning the [language|E] of this culture"
culture_parameter_mystic_trait_from_education: "Children may gain the [GetTrait('lifestyle_mystic').GetName( GetNullCharacter )] [trait|E] if they have a [guardian|E] of this [culture|E] with #V 12+#! [learning_i][learning|E] "

tradition_cultivation_name: "Cultivation"
tradition_cultivation_desc: "Tuning the body, the breath, and the mind until the mud of the heart settles and inner virtue rises like clear water."

 tradition_intensive_farming_name: "Intensive Farming"
 tradition_intensive_farming_desc: "This culture highly values a large farming class that supports its non-agrarian population. Through millennia of experience they have been able to greatly increase the output of wheat and rice depending on what fits the local circumstances the best."

 # ACH
 oath_mend_the_fracture_tradition_name:0 "Legacy of Oathsworn Concilliation"
 oath_mend_the_fracture_tradition_desc:0 "From the anger and bloody mistrust, a concilliation emerged. Guided by its oathsworn sovereign, this culture has mended the rift between them and the other peoples of the realm, achieving peace and prosperity."
 culture_parameter_synergy_cultures_counties_development: "Every three years, [counties|E] of this [culture|E] can gain [GetModifier('oath_mend_the_fracture_county').GetNameWithTooltip] [modifier|E]"
 culture_parameter_synergy_cultures_maa_spawn: "Every three years, the [culture_head|E] can gain additional special [soldiers|E]"
 culture_parameter_synergy_cultures_opinion_gain: "Every three years, the [culture_head|E] can gain a [opinion|E] with the [culture_head|E] of the concilliated [culture|E]"
 culture_parameter_synergy_cultures_positive_chance_desc: "The chance and strength of the effects above is influenced by the [cultural_acceptance|E] between the concilliated [cultures|E] and [opinion|E] with the other [culture_head|E]"
 ach_culture_synergy_troops: "Oathsworn Troops"

