l_english:
 SM_LANGUAGE:0 "Language"
 ENGLISH_SUPPORTED:0 "Yes"
 SPANISH_SUPPORTED:0 "Yes"
 GERMAN_SUPPORTED:0 "Yes"
 FRENCH_SUPPORTED:0 "Yes"
 ENGLISH:0 "English"
 SPANISH:0 "Spanish"
 GERMAN:0 "German"
 FRENCH:0 "French"
 MAIN_MENU:0 "Main menu"
 NEW:0 "New"
 TUTORIAL:0 "Tutorial"
 CONTENT:0 "Content"
 LOAD_GAME:0 "Load Game"
 SAVE_GAME:0 "Save Game"
 DELETE_GAME:0 "Delete Game"
 SAVE:0 "Save"
 DELETE:0 "Delete"
 DELETE_CONFIRMATION_DESC:0 "The savegame $NAME|V$ will be deleted. Are you sure?"
 OLD_SAVE: "Old Save"
 OLD_SAVE_CONFIRMATION_DESC_INTRO: "@warning_icon! #X This save is from an old version of the game (Version $OLD_SAVE_VERSION$).#!\n\n#alert_bold The game might not run as expected#!."
 OLD_SAVE_CONFIRMATION_DESC: "$OLD_SAVE_CONFIRMATION_DESC_INTRO$\n\nAre you sure you want to load this save?"
 OLD_SAVE_CONFIRMATION_DESC_STEAM: "$OLD_SAVE_CONFIRMATION_DESC_INTRO$\n\nYou can use the beta branch feature in Steam to revert the game's version to continue playing your save without issue.\n\nAre you sure you want to load this save?"
 CLOUDSAVE_UNVAVAILABLE_TOOLTIP:0 "Cloud saves are not available"
 SAVE_ENABLE_CLOUDSAVE_TOOLTIP:0 "Save to cloud"
 LOAD_CLOUDSAVE_TOOLTIP:0 "Cloud Save"
 LOAD_IRONMAN_TOOLTIP:0 "Ironman Save"
 LOAD_ACHIEVEMENTS_ENABLED_TOOLTIP:0 "Achievements Allowed"
 LOAD_ACHIEVEMENTS_DISABLED_TOOLTIP:0 "Achievements Disabled"
 LOAD_MULTIPLAYER_TOOLTIP:0 "Multiplayer Save ([SaveGameItem.GetNumberOfPlayers] players)"
 LOAD_INVALID_TOOLTIP:0 "#X Invalid savegame. Might cause crashes.#!"
 LOAD_LAST_PLAYED:0 "Last played: [SaveGameItem.GetLastPlayed]"
 LOAD_SHOW_INVALID_SAVEGAMES:0 "Show Invalid Savegames"
 GAME_OPTIONS:0 "Game Options"
 HELP:0 "Help"
 RELOAD:0 "Reload"
 OPEN_SOURCE:0 "Open source file"
 CANCEL:0 "Cancel"
 LOBBY:0 "Lobby"
 START:0 "Start"
 FINISH:0 "Finish"
 DISABLED_BUTTON:0 "Not implemented..."
 CURRENT_DATE:0 "[GetCurrentDate.GetStringLong]"
 CURRENT_DATE_TOOLTIP:2 "[JoinText( '\n', GetCurrentDateStringWithSyncInfo, GetPausedByEventReason )]"
 CURRENT_SPEED_LAGGING_PLAYER:0 "Speed decreased: [GetLaggingPlayerName] is lagging behind\n"
 CURRENT_SPEED_CLICK_TT_1:0 "#I Click to change speed to $CURRENT_SPEED_TEXT_1$#!"
 CURRENT_SPEED_CLICK_TT_2:0 "#I Click to change speed to $CURRENT_SPEED_TEXT_2$#!"
 CURRENT_SPEED_CLICK_TT_3:0 "#I Click to change speed to $CURRENT_SPEED_TEXT_3$#!"
 CURRENT_SPEED_CLICK_TT_4:0 "#I Click to change speed to $CURRENT_SPEED_TEXT_4$#!"
 CURRENT_SPEED_CLICK_TT_5:0 "#I Click to change speed to $CURRENT_SPEED_TEXT_5$#!"
 CURRENT_SPEED_ONLY_HOST:0 "Only the Host can change speed"
 CURRENT_SPEED_TOOLTIP:3 "#T Game Speed: [GetCurrentGameSpeedText|V]#!\n[SelectLocalization( StringIsEmpty( GetLaggingPlayerName ), '', 'CURRENT_SPEED_LAGGING_PLAYER' )]"
 CHANGE_SPEED_TOOLTIP_1:0 "$CURRENT_SPEED_TOOLTIP$[SelectLocalization( JominiIsHostOrLocal, 'CURRENT_SPEED_CLICK_TT_1', 'CURRENT_SPEED_ONLY_HOST' )]"
 CHANGE_SPEED_TOOLTIP_2:0 "$CURRENT_SPEED_TOOLTIP$[SelectLocalization( JominiIsHostOrLocal, 'CURRENT_SPEED_CLICK_TT_2', 'CURRENT_SPEED_ONLY_HOST' )]"
 CHANGE_SPEED_TOOLTIP_3:0 "$CURRENT_SPEED_TOOLTIP$[SelectLocalization( JominiIsHostOrLocal, 'CURRENT_SPEED_CLICK_TT_3', 'CURRENT_SPEED_ONLY_HOST' )]"
 CHANGE_SPEED_TOOLTIP_4:0 "$CURRENT_SPEED_TOOLTIP$[SelectLocalization( JominiIsHostOrLocal, 'CURRENT_SPEED_CLICK_TT_4', 'CURRENT_SPEED_ONLY_HOST' )]"
 CHANGE_SPEED_TOOLTIP_5:0 "$CURRENT_SPEED_TOOLTIP$[SelectLocalization( JominiIsHostOrLocal, 'CURRENT_SPEED_CLICK_TT_5', 'CURRENT_SPEED_ONLY_HOST' )]"
 CURRENT_SPEED_TEXT_0:0 "Unknown"
 CURRENT_SPEED_TEXT_1:0 "Slowest"
 CURRENT_SPEED_TEXT_2:0 "Slow"
 CURRENT_SPEED_TEXT_3:0 "Normal"
 CURRENT_SPEED_TEXT_4:0 "Fast"
 CURRENT_SPEED_TEXT_5:0 "Fastest"
 PLAYER_SYNC_DATES_HEADER:1 "#T Current date: [DATE.GetString]#!"
 PLAYER_SYNC_DATES:0 "Player dates:"
 PLAYER_DATE:0 "$NAME$: [DATE.GetString|V]"
 GAME_START_DATE_STRING:0 "Started on [DATE.GetString]"
 GAME_YEARS_SINCE_START_DATE_STRING:0 "Years from game start: $YEARS|V$"
 SVN_REVISION:0 "This is the SVN revision"
 GREATER_THAN:0 "greater than"
 LESS_THAN:0 "less than"
 EQUAL_TO:0 "equal to"
 EVENT_DEBUG_CHARACTER_EVENT: "Event: $EVENT$ Character: $NAME$ ($ID$)\n"
 SCOPE_DEBUG_FORMAT: "$NAME$ #weak ($TYPE|U$ - $ID$)#!"
 SCOPE_DEBUG_VALUE: "Value $VALUE$"
 CHARACTER_DEFAULT_TOOLTIP:0 "[CHARACTER.GetUIName]\n[CHARACTER.PlayerName|D]\nID: [CHARACTER.GetID|V]\nHistorical ID: [CHARACTER.GetHistoryId|V]\nDynasty: [CHARACTER.GetDynastyName|V]\nCulture: [CHARACTER.GetCulture.GetName|V]\nFertility: [CHARACTER.GetFertility|%0V]\nHealth: [CHARACTER.GetHealth|1V]\n"
 CHARACTER_DEBUG_REAL_FATHER_TOOLTIP:0 "[Select_CString( ObjectsEqual( CHARACTER.GetFather, CHARACTER.GetRealFather ), '', 'Real Father: ' )][Select_CString( ObjectsEqual( CHARACTER.GetFather, CHARACTER.GetRealFather ), '', CHARACTER.GetRealFather.GetUIName )][Select_CString( ObjectsEqual( CHARACTER.GetFather, CHARACTER.GetRealFather ), '', '\n' )]" # This is horribly overcomplicated just to conditionally write some text
 CHARACTER_DEBUG_TOOLTIP:2 "#D DEBUG:#!\nID: [CHARACTER.GetID|V], Historical ID: [CHARACTER.GetHistoryId|V]\n$CHARACTER_DEBUG_REAL_FATHER_TOOLTIP$Fertility: [CHARACTER.GetFertility|%0V], Health: [CHARACTER.GetHealth|1V], Stress: [CHARACTER.GetStress|0V]\nEthnicity: [CHARACTER.GetEthnicity.GetName]\nBase Weight: [CHARACTER.GetBaseWeight], Target Weight: [CHARACTER.GetTargetWeight], Current Weight: [CHARACTER.GetCurrentWeight]"
 DEBUG_RULER_OBJECTIVE_INFO: "#D Ruler Objective: [DECISION_TYPE.GetTitleForCharacter( CHARACTER.Self )|V]#!"
 CHARACTER_AI_VALUES_DEBUG_TOOLTIP:2 "#D DEBUG#! AI Values:\nHonor: [Character.GetAIHonor|V]\nGreed: [Character.GetAIGreed|V]\nRationality: [Character.GetAIRationality|V]\nEnergy: [Character.GetAIEnergy|V]\nBoldness: [Character.GetAIBoldness|V]\nDread Modified Boldness: [Character.GetAIBoldnessAsAffectedByPlayerDread|V]\nZeal: [Character.GetAIZeal|V]\nVengefulness: [Character.GetAIVengefulness|V]\nCompassion: [Character.GetAICompassion|V]\nSociability:[Character.GetAISociability|V]\n\n[Character.Custom( 'AIEconomicPersonality' )]\n[Character.GetAiBudgetDescription]\n[Character.GetVariablesDescription]\n#I Click to toggle AI watch#!"
 test_difficulty: "[Character.Custom('CharacterDifficulty')]: [Character.CalcScriptedValue('character_difficulty_value')|0]#!"
 test_interest: "Interest: #V [Character.CalcDestinyScriptedValue( 'destiny_score_interest', GetPlayer, GetPlayer.GetPlayerHeir )|0]#!"
 CHARACTER_AI_VALUE:0 " #DEBUG AI Values#!"
 CHARACTER_AI_BUDGET_TOOLTIP: "$BUDGET_CATEGORY$: [gold_i] $BUDGET_GOLD_VALUE|V0$ / $BUDGET_GOLD_MAXIMUM|0$\n"
 CHARACTER_AI_BUDGET_MIXED_TOOLTIP: "$BUDGET_CATEGORY$: [gold_i] $BUDGET_GOLD_VALUE|V0$ / $BUDGET_GOLD_MAXIMUM|0$ | [treasury_i] $BUDGET_TREASURY_VALUE|V0$ / $BUDGET_TREASURY_MAXIMUM|0$\n"
 DEBUG_OFFENSIVE_WAR:0 "Offensive war against $NAME$"
 DEBUG_DEFENSIVE_WAR:0 "Defensive war against $NAME$"
 DEBUG_TRUCE:0 "Truce with $NAME$ (until [DATE.GetString])"
 DEBUG_VASSAL_INFO:0 "Vassal Information:"
 DEBUG_IS_POWERFUL_VASSAL:0 "Is powerful: "
 DEBUG_VASSAL_POWER_VALUE:0 "Vassal power value: $VALUE|V1$"
 DEBUG_TRAVEL_INFO:0 "Travel:"
 DEBUG_TRAVEL_NEXT_DESTINATION:0 "  Next destination: [CHARACTER.GetTravelPlan.GetData.GetNextDestination.GetProvince.GetName|V]\n"
 DEBUG_TRAVEL_ROLE_OWNER:0 "  Travel owner: [CHARACTER.GetTravelPlan.GetData.GetOwner.GetUIName]"
 DEBUG_TRAVEL_ROLE_TRAVEL_LEADER:0 "  Travel leader: [CHARACTER.GetTravelPlan.GetData.GetTravelLeader.GetUIName]"
 DEBUG_TRAVEL_ROLE_COMPANIONS:0 "  Companions: $COMPANIONS$"
 DEBUG_TRAVEL_COMPANIONS_COMPANION:0 "[CHARACTER.GetUIName]"
 DEBUG_TRAVEL_COMPANIONS_SEPARATOR:0 ", "
 DEBUG_TRAVEL_ACTIVITY:1 "  To activity [ACTIVITY.GetName]"
 CHARACTER_TRAITS:0 "Traits: $TRAITS|V$"
 LOWBORN:0 "Lowborn"
 LOWBORN_DESC:0 "This character is Lowborn"
 WEALTH_RICH:0 "Rich"
 WEALTH_POOR:0 "Poor"
 ARMY_NAME: "$NUM|O$ Army of [PROVINCE.GetNameNoTooltip]"
 ARMY_NAME_RAIDER: "$NUM|O$ Raiders of [PROVINCE.GetNameNoTooltip]"
 ARMY_NAME_BARTER: "$NUM|O$ Trade Caravan of [PROVINCE.GetNameNoTooltip]"
 ARMY_NAME_LANDLESS: "$NUM|O$ Army of [CHARACTER.GetPrimaryTitle.GetNameNoTooltip]"
 GATHERING_ARMY_NAME:0 "Gathering Army in $LOCATION$"
 DEAD:0 "Dead"
 DEAD_SINCE:0 "Dead since [DATE.GetStringShort|V]"
 DIED_AT_AGE:1 "at age $AGE|V$"
 DIED_AT_AGE_SINGULAR:1 "at age $AGE|V$"
 DIED_AS_INFANT:1 "as an infant"
 CHARACTER_DEAD_TOOLTIP_DATE_INFO:0 "[Character.GetDeathDate.GetString|V] [Character.GetAgeInfo] (born [Character.GetBirthDate.GetString|V])"
 CHARACTER_DEAD_TOOLTIP:2 "[Character.GetDeathReason|U] on $CHARACTER_DEAD_TOOLTIP_DATE_INFO$"
 CHARACTER_DEAD_LINEAGE:0 "[Character.GetDeathReason|U] on [Character.GetDeathDate.GetString]"
 CHARACTER_DEAD_TOOLTIP_HIDE_KILLER:0 "[Character.GetDeathReasonHideKiller|U] on $CHARACTER_DEAD_TOOLTIP_DATE_INFO$"
 CHARACTER_HOSTAGE_TOOLTIP: "#T Hostage#!\n[Character.GetUINameNotMe] is currently held [hostage|E] by [TARGET_CHARACTER.GetShortUIName] as their [warden|E] with [TARGET_CHARACTER_2.GetShortUIName] as their [home_court|E]"
 CHARACTER_INCAPABLE_TOOLTIP:0 "#T Incapable#!\n[Character.GetUINameNotMe] is [GetTrait('incapable').GetName( Character.Self )] and cannot take actions independently"
 CHARACTER_TRAVELING_TOOLTIP: "#T Traveling#!\n[traveling|E] towards [Character.GetTravelPlan.GetData.GetNextDestination.GetProvince.GetName] [SelectLocalization(Character.GetTravelPlan.GetData.GetActivity.IsValid, 'CHARACTER_TRAVELING_ACTIVITY_TOOLTIP_ADDITION', '')]"
 CHARACTER_AWAY_TOOLTIP: "#T Away from home#!\n[SelectLocalization( Or( Character.IsCommandingArmy, Character.IsKnightInArmy ), 'CHARACTER_AWAY_DETAIL_ARMY_TOOLTIP', 'CHARACTER_AWAY_DETAIL_GENERIC_TOOLTIP' )]"
 CHARACTER_AWAY_DETAIL_ARMY_TOOLTIP: "[SelectLocalization( Character.IsCommandingArmy, 'CHARACTER_AWAY_DETAIL_COMMANDING_ARMY', 'CHARACTER_AWAY_DETAIL_KNIGHT_IN_ARMY' )] located in [SelectLocalization( Character.IsCommandingArmy, Character.GetCommandingArmy.GetLocation.GetName, Character.GetKnightArmy.GetLocation.GetName )]"
 CHARACTER_AWAY_DETAIL_GENERIC_TOOLTIP: "Currently in [Character.GetCurrentLocation.GetName]"
 CHARACTER_AWAY_DETAIL_COMMANDING_ARMY: "Commanding [Character.GetCommandingArmy.GetNameNoTooltip]"
 CHARACTER_AWAY_DETAIL_KNIGHT_IN_ARMY: "Serving as [Character.Custom('KnightCultureNoTooltipLowercase')] in [Character.GetKnightArmy.GetNameNoTooltip]"
 CHARACTER_TRAVELING_ACTIVITY_TOOLTIP_ADDITION:0 "[SelectLocalization(ObjectsEqual(Character.GetTravelPlan.GetData.GetActivity.GetHost.Self, Character.Self),'CHARACTER_TRAVELING_ACTIVITY_TOOLTIP_ADDITION_HOSTING','CHARACTER_TRAVELING_ACTIVITY_TOOLTIP_ADDITION_ATTENDING')]"
 CHARACTER_TRAVELING_ACTIVITY_TOOLTIP_ADDITION_HOSTING:0 "because of [Character.GetTravelPlan.GetData.GetActivity.GetName]"
 CHARACTER_TRAVELING_ACTIVITY_TOOLTIP_ADDITION_ATTENDING:0 "because [Character.GetShortUIName] [Select_CString(Character.IsLocalPlayer, 'are', 'is' )] attending [Character.GetTravelPlan.GetData.GetActivity.GetName]"
 CHARACTER_INTERACTION_REPLY:0 "[CHARACTER.GetUIName] is waiting for answer regarding $INTERACTION|D$."
 CHARACTER_INTERACTION_REPLY_MARRIAGE:0 "[CHARACTER.GetUIName] is waiting for answer regarding $INTERACTION|D$ between [TARGET_CHARACTER.GetUIName] and [TARGET_CHARACTER_2.GetUIName]."
 #CHARACTER_INTERACTION_REPLY_TITLE:1 "" # <DELETE THIS KEY>
 #CHARACTER_INTERACTION_REPLY_POSITIVE:2 "" # <DELETE THIS KEY>
 #CHARACTER_INTERACTION_REPLY_NEGATIVE:2 "" # <DELETE THIS KEY>
 #CHARACTER_INTERACTION_REPLY_BLOCKED:3 "" # <DELETE THIS KEY>
 CHARACTER_INTERACTION_CANT_SEND_RECIPIENT_REJECTS:1 "@warning_icon! #X [CHARACTER.GetShortUIName] would not accept this#!"
 CHARACTER_INTERACTION_ALREADY_CONSIDERING_WARNING:0 "@warning_icon! #X $CHARACTER_INTERACTION_ALREADY_CONSIDERING$#! "
 CHARACTER_INTERACTION_ALREADY_CONSIDERING:1 "[CHARACTER.GetUIName|U] [CharAreIs(CHARACTER)] already considering a proposal from [TARGET_CHARACTER.GetUIName]"
 CHARACTER_INTERACTION_NO_TARGET_SELECTED:0 "@warning_icon! #X No target selected#! "
 CHARACTER_OTHER_PLAYER_TOOLTIP:0 "This Character is controlled by [Character.PlayerName]."
 BASE_COLON:0 "Base: $VALUE|V0$"
 BASE_GOLD:0 "Base [gold_i|E]"
 BASE_PIETY:0 "Base [piety_i|E]"
 BASE_PRESTIGE:0 "Base [prestige_i|E]"
 BASE_INFLUENCE: "Base [influence_i|E]"
 BASE_TREASURY: "Base [treasury_i|E]"
 BASE_MERIT: "Base [merit_i|E]"
 BASE_TIME:0 "Base @time_icon!"
 VALUE_COLON:0 "$KEY$: $VALUE|V0$"
 VALUE_COLON_POSITIVE_DIFF:0 "$KEY$: $VALUE|+=0$"
 BASE:0 "Base"
 INTERACTION_EFFECT_DESC:0 "#D OnSend:#! \n$ON_SEND$\n#D OnAccept:#! \n$ON_ACCEPT$\n#D OnDecline:#! \n$ON_DECLINE$"
 RETINUE_POSITION_EMPTY:0 "Empty"
 YES:0 "Yes"
 NO:0 "No"
 OPINION_MTTH:1 "[CHARACTER.GetShortUINamePossessive|U] Opinion of [TARGET_CHARACTER.GetShortUIName]: $VALUE|=+0$"
 TRAIT_COMPATIBILITY_LIKES:0 "$TRAIT$ likes $OTHER_TRAIT$: $VALUE|=+0$"
 TRAIT_COMPATIBILITY_DISLIKES:0 "$TRAIT$ dislikes $OTHER_TRAIT$: $VALUE|=+0$"
 RANGED_MODIFIER: "$FROM$ to $TO$"
 RANGED_MODIFIER_DESCRIPTION: "$MODIFIER$: $RANGED_MODIFIER$"
 SCRIPTED_VALUE_MODIFIER:0 "Value: $VALUE|+0$"
 AI_VALUE_MODIFIER_COMPOUND:0 "Personality: $VALUE|=+0$"
 AI_VALUE_MODIFIER_MIN_VALUE:0 "Minimum Value: $VALUE|+0$"
 AI_VALUE_MODIFIER_MAX_VALUE:0 "Maximum Value: $VALUE|+0$"
 AI_VALUE_MODIFIER_HONOR:0 "Honor: $VALUE|=+0$"
 AI_VALUE_MODIFIER_DISHONOR:0 "Dishonor: $VALUE|=+0$"
 AI_VALUE_MODIFIER_GREED:0 "Greed: $VALUE|=+0$"
 AI_VALUE_MODIFIER_GENEROUS:0 "Generous: $VALUE|=+0$"
 AI_VALUE_MODIFIER_CONTENTMENT:0 "Contentment: $VALUE|=+0$"
 AI_VALUE_MODIFIER_RATIONALITY:0 "Rationality: $VALUE|=+0$"
 AI_VALUE_MODIFIER_IRRATIONALITY:0 "Irrationality: $VALUE|=+0$"
 AI_VALUE_MODIFIER_ENERGY:0 "Energy: $VALUE|=+0$"
 AI_VALUE_MODIFIER_LETHARGY:0 "Lethargy: $VALUE|=+0$"
 AI_VALUE_MODIFIER_BOLDNESS:0 "Boldness: $VALUE|=+0$"
 AI_VALUE_MODIFIER_COWARDICE:0 "Cowardice: $VALUE|=+0$"
 AI_VALUE_MODIFIER_ZEAL:0 "Zeal: $VALUE|=+0$"
 AI_VALUE_MODIFIER_CYNICISM:0 "Cynicism: $VALUE|=+0$"
 AI_VALUE_MODIFIER_VENGEFULNESS:0 "Vengefulness: $VALUE|=+0$"
 AI_VALUE_MODIFIER_FORGIVENESS:0 "Forgiveness: $VALUE|=+0$"
 AI_VALUE_MODIFIER_COMPASSION:0 "Compassion: $VALUE|=+0$"
 AI_VALUE_MODIFIER_CALLOUSNESS:0 "Callousness: $VALUE|=+0$"
 AI_VALUE_MODIFIER_SOCIABILITY:0 "Sociability: $VALUE|=+0$"
 AI_VALUE_MODIFIER_SHYNESS:0 "Shyness: $VALUE|=+0$"
 AI_VALUE_MODIFIER_DREAD_MODIFIED_BOLDNESS:0 "Boldness & Dread: $VALUE|=+0$"
 AI_VALUE_MODIFIER_DREAD_MODIFIED_COWARDICE:0 "Cowardice & Dread: $VALUE|=+0$"
 CHARACTER_SHEHE_SHE:0 "she"
 CHARACTER_SHEHE_HE:0 "he"
 CHARACTER_SHEHE_IT:0 "it"
 CHARACTER_SHEHE_THEY:0 "they"
 CHARACTER_HERHIM_HER:0 "her"
 CHARACTER_HERHIM_HIM:0 "him"
 CHARACTER_HERHIM_IT:0 "it"
 CHARACTER_HERHIM_THEM:0 "them"
 CHARACTER_HERHIS_HER:0 "her"
 CHARACTER_HERHIS_HIS:0 "his"
 CHARACTER_HERHIS_ITS:0 "its"
 CHARACTER_HERHIS_THEIR:0 "their"
 CHARACTER_HERHISMY_MY:0 "my"
 CHARACTER_HERHISYOUR_YOUR: "your"
 CHARACTER_HERSHIS_HERS:0 "hers"
 CHARACTER_HERSHIS_HIS:0 "his"
 CHARACTER_HERSHIS_ITS:0 "its"
 CHARACTER_HERSHIS_THEIRS:0 "theirs"
 CHARACTER_WOMAN:0 "woman"
 CHARACTER_MAN:0 "man"
 CHARACTER_WOMAN_POSSESSIVE:0 "woman's"
 CHARACTER_MAN_POSSESSIVE:0 "man's"
 CHARACTER_GIRL:0 "girl"
 CHARACTER_BOY:0 "boy"
 CHARACTER_WOMEN:0 "women"
 CHARACTER_MEN:0 "men"
 CHARACTER_GIRLS:0 "girls"
 CHARACTER_BOYS:0 "boys"
 CHARACTER_CHILDREN:0 "children"
 CHARACTER_LADY:0 "lady"
 CHARACTER_LORD:0 "lord"
 CHARACTER_HERSELF:0 "herself"
 CHARACTER_HIMSELF:0 "himself"
 CHARACTER_ITSELF:0 "itself"
 CHARACTER_THEMSELF:0 "themself"
 CHARACTER_THEMSELVES:0 "themselves"
 CHARACTER_WIFE:0 "wife"
 CHARACTER_HUSBAND:0 "husband"
 CHARACTER_SPOUSE:0 "spouse"
 CHARACTER_WIFE_PLURAL:0 "wives"
 CHARACTER_HUSBAND_PLURAL:0 "husbands"
 CHARACTER_SPOUSE_PLURAL:0 "spouses"
 CHARACTER_CONCUBINE_MALE:0 "$game_concept_concubine_male$"
 CHARACTER_CONCUBINE_FEMALE:0 "$game_concept_concubine_female$"
 CHARACTER_MOTHER:0 "mother"
 CHARACTER_FATHER:0 "father"
 VASSAL_TO:0 "[vassal|E] to $LIEGE$"

 # Personal relation summary
 RELATION_LIST:0 "[CHARACTER.GetShortUINamePossessive|U] $LIST$"
 RELATION_LIST_UNRELATED:0 "$LIST$"
 RELATION_LONG_LIST:0 "$LIST$"
 RELATION_LIST_EXTENDED:1 "$LIST$ #low (+$MORE_RELATIONS$)#!"

 VASSAL:1 "[vassal|E]"
 LIEGE:1 "[liege|E]"
 LIEGE_POSSESSIVE:0 "[liege_possessive|E]"
 TRIBUTARY: "[tributary|E]"
 SUZERAIN: "[suzerain|E]"
 KNIGHT:2 "[CHARACTER.GetLiege.Custom('KnightCulture')]"
 COUNCILLOR:0 "[CHARACTER.GetCouncilTitle]"
 COURTIER:1 "[courtier|E]"
 COURTIER_PLURAL: "[courtiers|E]"
 GUEST:1 "[guest|E]"
 RELATION_NEIGHBORING_RULER:0 "Neighboring [ruler|E]"
 RELATION_FOREIGN_RULER:0 "Foreign [ruler|E]"
 RELATION_MY_TOP_LIEGE:0 "Your [top_liege|E]"
 RELATION_BELOW_VASSAL: "[vassal|E] in your [realm|E]"
 RELATION_FELLOW_VASSAL:0 "Fellow [vassal|E]"
 RELATION_NEIGHBORING_FELLOW_VASSAL:0 "Neighboring Fellow [vassal|E]"
 RELATION_VASSAL_IN_REALM: "[vassal|E] in the [CHARACTER.GetPrimaryTitle.GetBaseName]"
 RELATION_POOL_CHARACTER_LOCATION:0 "Wandering"
 RELATION_POOL_CHARACTER:0 "Wandering"
 RELATION_COUNCIL_POSITION:0 "[CHARACTER.GetCouncilTitle] of [TARGET_CHARACTER.GetShortUIName]"
 RELATION_COURTIER: "[CHARACTER.Custom('GetCourtier')|U] of [CHARACTER.GetShortUIName]"
 RELATION_GUEST:0 "Guest of [CHARACTER.GetShortUIName]"
 RELATION_DIARCH: "$DIARCH_TITLE$ of [CHARACTER.GetShortUIName]"
 THIS_IS_YOU_STATIC:0 "This is you"
 THIS_IS_YOU:2 "[CHARACTER.Custom('ThisIsYou')]"
 THIS_IS_YOU_ALLEGEDLY:0 "This is you, allegedly"
 THIS_IS_YOU_UNFORTUNATELY:0 "This is you, unfortunately"
 THIS_IS_YOU_KEY:0 "This is you"
 THIS_IS_YOU_MAGNIFICENT:0 "This is you, and you are #EMP magnificent#!"
 THIS_IS_YOU_NOT_FEEL:0 "This is you, though you don't always feel like yourself"
 MILITARY_VIEW:0 "Military"
 INTRIGUE_VIEW:0 "Intrigue"
 REALM_VIEW:0 "Realm View (Old military view)"
 ARMY_LEVIES:0 "[levies|E]"
 DOMAIN:0 "Domain"
 VASSALS: "[vassals|E]"
 TRIBUTARIES: "[tributaries|E]"
 HIRED:0 "Hired"
 RAISE_ALL:1 "Raise All Armies"
 RAISE_ALL_RAIDERS: "Raise All as Raiders"
 RAISE_ALL_BARTERERS: "Raise All as Barterers"
 RAISE_ALL_MEN_AT_ARMS:1 "Raise All"
 RAISE_HIRED_TROOP:0 "Raise"
 DISBAND_ALL:0 "Disband All"
 MERCENARIES:0 "Mercenaries"
 HOLY_ORDERS:0 "Holy Orders"
 SORT_RANK:0 "Rank"
 SORT_NAME:0 "Name"
 SORT_OPINION:1 "Opinion of you"
 SORT_STRENGTH:0 "Strength"
 SORT_INCOME:0 "Income"
 SORT_HEALTH:0 "Health"
 SORT_ACCEPTANCE: "Acceptance"
 TT_CURRENT_GOLD:1 "[gold_i|E] #high [GetPlayer.GetGold|1]#!"
 TT_CURRENT_BALANCE:1 "#high [GetPlayerBalance|=+1]#!/month"
 CURRENT_BALANCE_TOOLTIP:1 "#T Your [gold_i][gold|E]#!\n[GetPlayer.GetBalanceBreakdown]"
 FULL_BALANCE_INFO:0 "Monthly Balance: [gold_i]$BALANCE|=+1$\n\n$INCOME_DESC$\n$EXPENSE_DESC$"
 ESTIMATE_TAX_VASSAL:0 "[CHARACTER.GetUIName]"
 ESTIMATE_TAX_INFO:0 "Total [tax|E] Income: [gold_i]$TOTAL|=+1$\n - [domain|E]: [gold_i]$DOMAIN|=+1$\n - [vassals|E]: [gold_i]$VASSALS|=+1$"
 ESTIMATE_TAX_LIEGE:0 "Paid to [liege|E]: [gold_i]#N -$VALUE|1$#!"
 ESTIMATE_HERD_VASSAL: "[CHARACTER.GetUIName]"
 ESTIMATE_HERD_INFO: "Total [tax|E] Income: [herd_i]$TOTAL|=+1$\n - [domain|E]: [herd_i]$DOMAIN|=+1$\n - [vassals|E]: [herd_i]$VASSALS|=+1$"
 ESTIMATE_HERD_LIEGE: "Paid to [liege|E]: [herd_i]#N -$VALUE|1$#!"
 ESTIMATE_BARTER_GOODS_SUBJECT: "[CHARACTER.GetUIName]"
 ARMY_MAINTENANCE:0 "Army Maintenance: [gold_i]$VALUE|=+1$"
 BREAKDOWN_ARMY_MAINTENANCE:1 "Raised [armies|E]"
 BREAKDOWN_ARMY_MAINTENANCE_EMBARKED:0 "Raised [armies|E] [embarked_i]"
 MAA_TOTAL_COST:0 "[men_at_arms|E]: [gold_i]$VALUE|=+1$"
 MAA_MAINTENENCE_COST:0 " - Maintenance: [directive_maa]$VALUE|=+1$"
 MAA_REINFORCEMENT_COST:0 " - Reinforcement: [gold_i]$VALUE|=+1$"
 BREAKDOWN_TOTAL_TAX:0 "Total Tax"
 BREAKDOWN_MEN_AT_ARMS:0 "[men_at_arms|E]"
 BREAKDOWN_REINFORCEMENT:0 "Reinforcement"
 BREAKDOWN_MONTHLY_BALENCE:0 "Monthly Balance"
 BREAKDOWN_YEARLY_BALENCE:0 "Yearly Balance"
 COST_HEADING:0 "Cost: "
 NO_COST_HEADING:0 "#weak No Cost#!"
 COST_RESULT_NOTHING:3 "#P No Cost#!"
 GOLD_COST_BREAK:0 "Cost [gold_i]"
 GOLD:0 "[gold_i] $VALUE|0$"
 GOLD_COST: "[gold_i] $VALUE|0$"
 GOLD_COST_REINFORCE: "[gold_i] $VALUE|2$"
 GOLD_COST_MAINTENANCE: "[gold_i] $VALUE|2$"
 GOLD_COST_LONG: "Gold: [gold_i] $VALUE|0$"
 GOLD_COST_LONG_MAINTENANCE: "Gold: [gold_i] $VALUE|2$"
 GOLD_K:0 "[gold_i] $VALUE|1$K"
 GOLD_TEXT:0 "$VALUE|0$ Gold"
 GOLD_CONCEPT:0 "[gold|E]"
 GOLD_NO_ICON:0 "$VALUE|0$"
 GOLD_K_NO_ICON:0 "$VALUE|1$K"
 GOLD_SIMPLE_TOOLTIP:1 "#T [CHARACTER.GetShortUINamePossessive|U] [gold|E]: $VALUE|V0$#!"
 GOLD_WITH_BALANCE_TOOLTIP:0 "#T [gold|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month"
 TREASURY_WITH_BALANCE_TOOLTIP: "#T [treasury|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month"
 TREASURY_COST_REINFORCE: "[treasury_i] $VALUE|2$"
 TREASURY_COST_MAINTENANCE: "[treasury_i] $VALUE|2$"
 COST_PER_DAY:0 "/day"
 COST_PER_WEEK: "/week"
 COST_PER_MONTH:0 "/month"
 COST_PER_YEAR:0 "/year"
 PIETY:0 "[piety_i] $VALUE|0$"
 PIETY_COST:0 "[piety_i] $VALUE|0$"
 PIETY_COST_REINFORCE:0 "[piety_i] $VALUE|2$"
 PIETY_COST_MAINTENANCE:0 "[piety_i] $VALUE|1$"
 PIETY_COST_LONG:0 "Piety: [piety_i] $VALUE|0$"
 PIETY_COST_LONG_MAINTENANCE:0 "Piety: [piety_i] $VALUE|2$"
 PIETY_K:0 "[piety_i] $VALUE|1$K"
 PIETY_CONCEPT:0 "[piety|E]"
 PIETY_LEVEL_CONCEPT:0 "[piety_level|E]"
 PIETY_WITH_BALANCE_TOOLTIP:1 "#T [piety|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month\n\n#T [piety_level|E]: #!$LEVEL$"
 PRESTIGE:0 "[prestige_i] $VALUE|0$"
 PRESTIGE_COST:0 "[prestige_i] $VALUE|0$"
 PRESTIGE_COST_REINFORCE:0 "[prestige_i] $VALUE|1$"
 PRESTIGE_COST_MAINTENANCE: "[prestige_i] $VALUE|2$"
 PRESTIGE_COST_LONG:0 "Prestige: [prestige_i] $VALUE|0$"
 PRESTIGE_COST_LONG_MAINTENANCE:0 "Prestige: [prestige_i] $VALUE|2$"
 PRESTIGE_K:0 "[prestige_i] $VALUE|1$K"
 PRESTIGE_CONCEPT:0 "[prestige|E]"
 PRESTIGE_LEVEL_CONCEPT:0 "[prestige_level|E]"
 NOT_PRESTIGE_LEVEL_CONCEPT: "Not enough [prestige_level|E]"
 PRESTIGE_WITH_BALANCE_TOOLTIP:1 "#T [prestige|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month\n\n#T [prestige_level|E]: #!$LEVEL$"
 DYNASTY_PRESTIGE:0 "[dynasty_prestige_i] $VALUE|0$"
 DYNASTY_PRESTIGE_COST:0 "[dynasty_prestige_i] $VALUE|0$"
 DYNASTY_PRESTIGE_COST_LONG:0 "Renown: [dynasty_prestige_i] $VALUE|0$"
 DYNASTY_PRESTIGE_COST_LONG_MAINTENANCE: "Renown: [dynasty_prestige_i] $VALUE|2$"
 DYNASTY_PRESTIGE_K:0 "[dynasty_prestige_i] $VALUE|1$K"
 DYNASTY_PRESTIGE_CONCEPT:0 "[dynasty_prestige|E]"
 DYNASTY_PRESTIGE_LEVEL_CONCEPT:0 "[dynasty_prestige_level|E]"
 DYNASTY_PRESTIGE_WITH_BALANCE_TOOLTIP: "#T [dynasty_prestige|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month\n\n#T [dynasty_prestige_level|E]: #!$LEVEL$"
 INFLUENCE_COST: "[influence_i] $VALUE|0$"
 INFLUENCE_COST_LONG: "Influence: [influence_i] $VALUE|0$"
 INFLUENCE_COST_LONG_MAINTENANCE: "Influence: [influence_i] $VALUE|2$"
 INFLUENCE_CONCEPT: "[influence|E]"
 INFLUENCE_LEVEL_CONCEPT: "[influence_level|E]"
 INFLUENCE_WITH_BALANCE_TOOLTIP: "#T [influence|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month\n\n#T [influence_level|E]: #!$LEVEL$"
 HERD_COST: "[herd_i] $VALUE|0$"
 HERD_COST_LONG: "Herd: [herd_i] $VALUE|0$"
 HERD_COST_LONG_MAINTENANCE: "Herd: [herd_i] $VALUE|2$"
 MERIT_COST: "[merit_i] $VALUE|0$"
 MERIT_COST_LONG: "Merit: [merit_i] $VALUE|0$"
 MERIT_COST_LONG_MAINTENANCE: "Merit: [merit_i] $VALUE|2$"
 MERIT_CONCEPT: "[merit|E]"
 MERIT_LEVEL_CONCEPT: "[merit_level|E]"
 NOT_MERIT_LEVEL_CONCEPT: "Insufficient [merit_level|E]"
 MERIT_WITH_BALANCE_TOOLTIP: "#T [merit|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month\n\n#T [merit_level|E]: #!$LEVEL$"
 TREASURY_COST_BREAK: "Cost [treasury_i]"
 TREASURY_COST: "[treasury_i] $VALUE|0$"
 TREASURY_COST_LONG: "Treasury: [treasury_i] $VALUE|0$"
 TREASURY_COST_LONG_MAINTENANCE: "Treasury: [treasury_i] $VALUE|2$"
 TREASURY_CONCEPT: "[treasury|E]"
 BARTER_GOODS_COST: "[barter_goods_i] $VALUE|0$"
 BARTER_GOODS_COST_MAINTENANCE: "[barter_goods_i] $VALUE|2$"
 BARTER_GOODS_COST_REINFORCE: "[barter_goods_i] $VALUE|2$"
 BARTER_GOODS_WITH_BALANCE_TOOLTIP: "#T [barter_goods|E]: $VALUE|V0$#!\n$BALANCE|V=1$/month"
 NUMBER_OF_MEN_DESC:0 "[soldiers|E]"
 NUMBER_OF_MEN_VALUE:0 "#TOOLTIP:NUMBER_OF_MEN_DESC $VALUE|0$ #!"
 NUMBER_OF_MEN_VALUE_K:1 "#TOOLTIP:NUMBER_OF_MEN_DESC $VALUE$ #!"
 NUMBER_OF_MEN_VALUE_K_NO_TOOLTIP:1 "$VALUE|1$"
 NUMBER_OF_MEN_VALUE_WITH_LABEL:0 "$VALUE|0V$ [soldiers|E]"
 NUMBER_OF_MEN_ARRIVED:0 "$VALUE|0V$ [soldiers|E] already gathered."
 CONTRACTED_VALUE:0 "$VALUE|0$"
 CONTRACTED_VALUE_K:0 "$VALUE|1$K"
 COMMON_INFO_LIST_PREFIX:0 "* "
 HAS_HOOK_ON_ME:1 "$WHO$ has a hook on you."
 YOU_HAVE_HOOK:1 "You have a hook on $WHO$."
 INCOME:1 "Monthly [income]"
 EXPENSES:1 "Monthly Expenses"
 LEVIES:1 "[levies|E]:"
 TOTAL_TAX:0 "Total Tax"
 TAXABLE_VASSAL_INCOME: "Taxable Income"
 TAXABLE_VASSAL_HERD: "Taxable Herd"
 TAXABLE_VASSAL_PRESTIGE: "Taxable Prestige"
 TAXABLE_VASSAL_PIETY: "Taxable Piety"
 TAXABLE_VASSAL_BARTER_GOODS: "Taxable Barter Goods"
 VASSAL_CONTRIBUTION: "Contribution"
 CONTRIBUTABLE_VASSAL_LEVIES:0 "Total Levies"
 TOTAL_LEVIES:0 "Contributed Levies"
 TOTAL_HERD: "Contributed Herd"
 TOTAL_PRESTIGE: "Contributed Prestige"
 TOTAL_PIETY: "Contributed Piety"
 TOTAL_BARTER_GOODS: "Contributed Barter Goods"
 LEVIES_ICON:0 "[soldier_i]"
 OPINION_HEADER:0 "[opinion|E]"
 AUTOSAVE_IN_PROGRESS:1 "Auto Saving..."
 SAVE_IN_PROGRESS:0 "Saving..."
 MISSING_DLCS_HEADER:0 "@warning_icon! #X Missing DLCs:#!"
 MISSING_DLC_ENTRY:0 "#indent_newline:2 $EFFECT_LIST_BULLET$$DLC_NAME$#!"
 MISSING_MODS_HEADER:0 "@warning_icon! #X Missing Mods:#!\n"
 MISSING_MODS:0 "@warning_icon! #X Missing Mods#!"
 MISSING_DLC:0 "@warning_icon! #X Missing DLC#!"
 MISSING_CONTINUE_SAVE_GAME_TITLE:0 "Missing Savegame"
 MISSING_CONTINUE_SAVE_GAME_DESC:0 "Could not find the Savegame:\n$SAVE_GAME$"
 LOAD_GAME_FAILED_TITLE:0 "Failed to Load Savegame"
 LOAD_GAME_FAILED_DESC:0 "The savegame could not be loaded, this could be due to:\n#indent_newline:2 $EFFECT_LIST_BULLET$Savegame was made with an incompatible version of the game\n$EFFECT_LIST_BULLET$Savegame uses a different set of DLCs\n$EFFECT_LIST_BULLET$Save file is corrupted#!"
 GAME_RULES_BLOCKING_ACHIEVEMENTS_HEADER:0 "@warning_icon! #X Game Rules Block Achievements:#!\nThe game rules used in this save now block Achievements, loading it will disable Achievements in the save.\nRules Now Blocking Achievements:"
 GAME_RULE_BLOCKS_ACHIEVEMENTS_ENTRY:0 "#indent_newline:2 $EFFECT_LIST_BULLET$[GAME_RULE.GetName]: [GAME_RULE_SETTING.GetName]#!"
 GAME_CHECKSUM_CHANGED_FROM_SAVE_FILE:0 "@warning_icon! #X Invalid Checksum for Achievements#!\nThis save was valid for Achievements on a different checksum, loading it will disable Achievements in the save."
 TIER_TYPE:0 "[ConceptByKey('$TIER_KEY|q$')|E]"
 GOOD_COLOR:0 "$KEY|P$"
 BAD_COLOR:0 "$KEY|N$"
 NEUTRAL_COLOR:0 "$KEY|Z$"
 GOTO_PROVINCE:0 "Go to location"
 GOTO_PROVINCE_TT:0 "#T $GOTO_PROVINCE$#!"
 DYNASTY:0 "Dynasty"
 DYNASTY_HOUSE:0 "House"
 MENU:0 "Menu"
 RESUME:0 "Resume"
 PAUSE:0 "Pause"
 PAUSED:0 "Paused"
 PAUSED_BY_EVENT:1 "#X Paused by Event: $TITLE$#!"
 PAUSED_BY_TUTORIAL:0 "#X Paused by Tutorial: [TUTORIAL.GetStepName]#!"
 PAUSED_BY_SUCCESSION: "#X Paused by Succession#!"
 EXIT:1 "Exit Game"
 EXIT_TO_DESKTOP:0 "Exit to Desktop"
 SHOW_LEGACY:1 "Lineage"
 RESIGN:1 "Exit to Main Menu"
 SAVE_AND_RESIGN:0 "Save and $RESIGN$"
 SAVE_AND_EXIT_TO_DESKTOP:0 "Save and $EXIT_TO_DESKTOP$"
 UNSAVED_PROGRESS_WILL_BE_LOST:0 "Any unsaved progress will be lost"
 GAME_WILL_BE_SAVED:0 "Due to being in Ironman your game will be saved"
 RESIGNATION_CONFIRMATION_DESC:1 "Are you sure you want to Exit to Menu?\n[SelectLocalization( IsIronmanEnabled, 'GAME_WILL_BE_SAVED', 'UNSAVED_PROGRESS_WILL_BE_LOST' )]"
 QUIT_TO_DESKTOP_CONFIRMATION_DESC:1 "Are you sure you want to Exit to Desktop?\n[SelectLocalization( IsIronmanEnabled, 'GAME_WILL_BE_SAVED', 'UNSAVED_PROGRESS_WILL_BE_LOST' )]"
 OPEN_FOR_MULTIPLAYER:0 "Open for Multiplayer"
 OPEN_LOBBY:1 "Open for Multiplayer"
 CLOSE_LOBBY:0 "Close Lobby"
 HOST:0 "Host"
 JOINING_SERVER_PROGRESS:0 "Joining server: $PROGRESS|0%$"
 WAITING_SERVER_REPLY:0 "Waiting for a reply from the Server"
 GENERATING_BOOKMARK_PROGRESS:0 "Generating world from history: $PROGRESS|0%$"
 LOADING_SAVEGAME_PROGRESS:1 "Loading: $PROGRESS|0%$"
 LOADSCREEN_INITIALIZING_GAME:0 "Initializing Game..."
 SERVER_NAME:0 "Game of $NAME$"
 PLAYERS_ON_SERVER:0 "Players on server: NAME — TITLE — PING"
 PLAYER_ON_SERVER:0 "$NAME$ - $TITLE$ - $PING$"
 NAME_NOT_FOUND:0 "Name not found."
 KICK_NAME:0 "$NAME$ was kicked from the game."
 MODIFIED:0 "Modified: $DATE$"
 PLAYER_LEFT:0 "Player left"
 PLAYER_NAME_LEFT:0 "$NAME$ left the game."
 PLAYER_JOINED:0 "Played joined"
 PLAYER_NAME_JOINED:0 "$NAME$ joined the game."
 HOST_LEFT:0 "Host left"
 HOST_LEFT_DESC:0 "The host ($NAME$) has left. The game will continue as a single player game."
 KEY_VALUE:0 "$KEY$: $VALUE|V0$"
 KEY_VALUE_F1:0 "$KEY$: $VALUE|V1$"
 KEY_VALUE_F2:0 "$KEY$: $VALUE|V2$"
 KEY_VALUE_PERCENT:0 "$KEY$: $VALUE|V0%$"
 KEY_VALUE_PERCENT_POSITIVE:0 "$KEY$: $VALUE|+0%$"
 CHARACTER_VALUE:0 "[CHARACTER.GetUIName]: $VALUE|V0$"
 CHARACTER_VALUE_F1:0 "[CHARACTER.GetUIName]: $VALUE|V1$"
 CHARACTER_VALUE_F2:0 "[CHARACTER.GetUIName]: $VALUE|V2$"
 ERROR_ACTION:0 "\n#I Click me and I'll show them to you. Right-click me to clear the error log.#!"
 ERROR_HOOF:1 "I am Errorhoof. I'm here because there are $ERRORS$ error(s) in your game. $ERROR_ACTION$"
 ERROR_HOOF_1:1 "I am Babby Jesus. Sometimes I'm here instead of Errorhoof. I'm also here because there are $ERRORS$ error(s) in your game. $ERROR_ACTION$"
 ERROR_HOOF_2:1 "I am Errobert. Sometimes I'm here instead of Errorhoof. I'm also here because there are $ERRORS$ error(s) in your game. $ERROR_ACTION$"
 ERROR_HOOF_3:1 "I am the Bazcat. Sometimes I'm here instead of Errorhoof. Feed me. There are also $ERRORS$ error(s) in your game. $ERROR_ACTION$"
 ERROR_HOOF_4:0 "I am Reconqat. Sometimes I'm here instead of Errorhoof. Don't call it a Reconquista otherwise I'll get sad. There are also $ERRORS$ error(s) in your game. $ERROR_ACTION$"
 ERROR_HOOF_5: "I am Smug Kid. Sometimes I'm here instead of Errorhoof. I'm looking at your error and looking smug about it. There are also $ERRORS$ error(s) in your game. $ERROR_ACTION$"
 ERROR_HOOF_6: "I am Cool Guy. Sometimes I'm here instead of Errorhoof. I'm very cool, but the $ERRORS$ error(s) in your game are not. $ERROR_ACTION$"
 ERROR_HOOF_7: "I am Angelhoof the Merciful. Although I am the forgiver of many things, the $ERRORS$ error(s) in your game are not among them. $ERROR_ACTION$"
 ENABLED_MODS:0 "Enabled Mods:"
 RALLY_POINT_NAME:0 "Rally Point in [PROVINCE.GetNameNoTooltip]"
 CONFIRM:0 "Confirm"
 friends:0 "Friends"
 friend_plural:0 "Friends"
 friends_desc:0 "Friendship are forever."
 PLAYER_NEEDED_IF_ONLY_ONE_ARG:0 "Valid player needed if only one argument is used."
 INVALID_CHARACTER:0 "Invalid character"
 INVALID_RELATION:0 "Invalid relation"
 RELATION_ADDED:0 "Added relation $RELATION$ between $CHAR01$ and $CHAR02$"
 RELATION_REMOVED:0 "Removed relation $RELATION$ between $CHAR01$ and $CHAR02$"
 SET_SCRIPTED_RELATION:0 "$CHAR01$ will become a $RELATION01|V$ to $CHAR02$"
 SET_SCRIPTED_RELATION_SAME:0 "$CHAR01$ and $CHAR02$ become $RELATION01|V$"
 SET_SCRIPTED_RELATION_DIFFERENT:0 "$CHAR01$ becomes $RELATION01|V$ of $CHAR02$ and $CHAR02$ becomes the $RELATION02|V$ of $CHAR01$"
 REMOVE_SCRIPTED_RELATION:0 "$CHAR01$ will no longer be a $RELATION|V$ to $CHAR02$"
 HAS_SCRIPTED_RELATION:0 "$CHAR01$ is the $RELATION|V$ of $CHAR02$"
 TITLE_DEFINITE_FORM:0 "$TITLE$"
 DEFAULT_TITLE_NAME_ARTICLE: "the "
 DURATION_FOREVER:0 "#V Forever#! "
 DURATION_DATE:0 "[DATE.GetStringShort|V]"
 DURATION_DATE_RANGE:0 "$[DATE_MIN.GetStringShort|V]$ - $[DATE_MAX.GetStringShort|V]$"
 DURATION_NO_DATE:1 "$DURATION$"
 DURATION_NO_DATE_RANGE:2 "between $DURATION_MIN$ and $DURATION_MAX$"
 NUMBER_OF_MEN:0 "[soldiers|E]: "
 NUMBER_OF_REGIMENTS:0 "Number of Regiments"
 TIME_TO_RAISE:0 "Time to gather: "
 DAYS:0 "Days"
 DAYS_WITH_SPACE:0 " Days"
 VALUE_DAYS:0 "#V $VALUE$ days#! "
 MAINTENANCE:0 "Maintenance"
 BANNER:0 "Rally Point"
 SCOPE_CHARACTER:0 "[ROOT.GetCharacter.GetUIName]:"
 SCOPE_CHARACTER_ME:0 "I, [ROOT.GetCharacter.GetUIName]:"
 SCOPE_LANDED_TITLE:0 "[ROOT.GetLandedTitle.GetName|U]:"
 SCOPE_PROVINCE:0 "[ROOT.GetProvince.GetName]:"
 SCOPE_ACTIVITY:1 "[ROOT.Activity.GetName]:"
 SCOPE_SECRET:0 "[ROOT.GetSecret.GetName]:"
 SCOPE_SCHEME:0 "[ROOT.GetScheme.GetName]:"
 SCOPE_COMBAT:0 "[ROOT.GetCombat.GetName]:"
 SCOPE_FAITH:0 "[ROOT.Faith.GetName]:"
 SCOPE_RELIGION:0 "[ROOT.Religion.GetName]:"
 SCOPE_GREAT_HOLY_WAR:0 "[ROOT.GreatHolyWar.GetName]:"
 SCOPE_WAR:0 "[ROOT.War.GetName]:"
 SCOPE_DYNASTY:0 "[dynasty|E] [ROOT.Dynasty.GetName]:"
 SCOPE_DYNASTY_HOUSE:0 "[house|E] [ROOT.House.GetName]:"
 SCOPE_FACTION:0 "[ROOT.Faction.GetName]:"
 SCOPE_CULTURE:0 "[ROOT.Culture.GetName]:"
 SCOPE_ARMY:0 "[ROOT.Army.GetName]:"
 SCOPE_HOLY_ORDER:0 "[ROOT.HolyOrder.GetName]:"
 SCOPE_ACTIVE_COUNTIL_TASK:0 "[ROOT.CouncilTask.GetName]:"
 SCOPE_MERCENARY_COMPANY:0 "[ROOT.MercenaryCompany.GetName]:"
 SCOPE_INSPIRATION:0 "[ROOT.Inspiration.GetName]"
 SCOPE_STRUGGLE:0 "[ROOT.Struggle.GetName]"
 SCOPE_TRAVEL_PLAN:0 "[ROOT.TravelPlan.GetName]:"
 SCOPE_HOUSE_UNITY: "[ROOT.HouseUnity.GetName]"
 SCOPE_TAX_SLOT: "[ROOT.TaxSlot.GetName]"
 SAVE_NAME_LABEL:0 "Save Name:"
 SAVE_TO_CLOUD_LABEL:0 "Save to Cloud"
 FILE_NAME_INVALID:1 "@warning_icon! #X Invalid Save Name#! "
 STRESS:0 "Stress"
 NO_STRESS_EFFECT:0 "#weak No effect#!"
 DREAD:0 "Dread"
 VASSALS_COLON:0 "[vassals]:"
 LIEGE_COLON:0 "[liege]:"
 diplomacy:0 "Diplomacy"
 martial:0 "Martial"
 stewardship:0 "Stewardship"
 intrigue:0 "Intrigue"
 learning:0 "Learning"
 prowess:0 "Prowess"
 diplomacy_modifier:1 "[diplomacy|E]"
 martial_modifier:1 "[martial|E]"
 stewardship_modifier:1 "[stewardship|E]"
 intrigue_modifier:1 "[intrigue|E]"
 learning_modifier:1 "[learning|E]"
 prowess_modifier:1 "[prowess|E]"
 diplomacy_modifier_with_offset:0 "$diplomacy_modifier$"
 martial_modifier_with_offset:0 "$martial_modifier$"
 stewardship_modifier_with_offset:0 "$stewardship_modifier$"
 intrigue_modifier_with_offset:0 "$intrigue_modifier$"
 learning_modifier_with_offset:0 "$learning_modifier$"
 general_skill:0 "General"
 diplomacy_concept:0 "[diplomacy|E]"
 martial_concept:0 "[martial|E]"
 stewardship_concept:0 "[stewardship|E]"
 intrigue_concept:0 "[intrigue|E]"
 learning_concept:0 "[learning|E]"
 prowess_concept:0 "[prowess|E]"
 event_target_desc:0 "A scope can be saved as an "event target." It will then be accessible to from any trigger/effect that can be "traced backwards" in a direct line to the point where you saved the event target (i.e. any triggers that are checked or effects that are fired after saving the event target, but only in a continuous chain, such as an event chain). If an event chain ends, the event target is lost.\nNote that a number of on_actions set up by code, and a number of special interactions, come with their own predefined event targets.\nFinal note: You can also save values and bools as event targets, which might be handy in certain situations."
 parameter_desc:0 "Leftover from Stellaris. If you are considering using this, you are probably better off using scopes saved as variables. (Change this description if we have started using "parameter" for whichever reason!)"
 variable_desc:0 "Script variables are accessible and modifiable by script. They currently come in the following forms:\n\nvariable:example_number = 1\nvariable:example_flag = flag:example\nvariable:example_scope = root\nvariable:example_bool = yes"
 flag_desc:0 "Flags are simple markers that you can use to trace that something has happened in the game. They have a specific type depending on what kind of scope it was set in (character flag, scheme flag, sC.). The particular scope (for example a particular character) will have the flag set until it is removed by an effect, or until its timer runs out, if a timer was defined for it."
 TODO:0 "TODO: $WHAT$"
 EVENT_SIGNED:0 "Signed,"
 EVENT_SIGNATURE:1 "[CHARACTER.GetNameNoTooltip]"
 EVENT_REASON_SEPARATOR:0 ", "
 EVENT_REASON_SKILL:0 "$SKILL$ Skill"
 EVENT_REASON_TRAIT:0 "[TRAIT.GetName( CHARACTER.Self )|L] Trait"
 EVENT_REASONS_LAST_REASON:0 "$REASONS$ and $LAST_REASON$"
 EVENT_REASONS:1 "This option is available because of your $REASONS$."
 MOTHER:0 "Mother"
 FATHER:0 "Father"
 MOTHER_WIFE:0 "Mother-wife"
 FATHER_HUSBAND:0 "Father-husband"
 GRANDMOTHER:0 "Grandmother"
 GRANDFATHER:0 "Grandfather"
 GREATGRANDMOTHER:0 "Great-grandmother"
 GREATGRANDFATHER:0 "Great-grandfather"
 DAUGHTER:0 "Daughter"
 SON:0 "Son"
 DAUGHTER_WIFE:0 "Daughter-wife"
 SON_HUSBAND:0 "Son-husband"
 GRANDDAUGHTER:0 "Granddaughter"
 GRANDSON:0 "Grandson"
 GREATGRANDDAUGHTER:0 "Great-granddaughter"
 GREATGRANDSON:0 "Great-grandson"
 BROTHER:0 "Brother"
 SISTER:0 "Sister"
 HALF_BROTHER:0 "Half Brother"
 HALF_SISTER:0 "Half Sister"
 BROTHER_HUSBAND:0 "Brother-husband"
 SISTER_WIFE:0 "Sister-wife"
 BROTHER_IN_LAW:0 "Brother-in-law"
 SISTER_IN_LAW:0 "Sister-in-law"
 RELATION_CONCUBINE_MAN:0 "$game_concept_concubine_male$"
 RELATION_CONCUBINE_WOMAN:0 "$game_concept_concubine_female$"
 PLAYER_HEIR_RELATION:2 "[player_heir|E]"
 DIARCH_RELATION:0 "[CHARACTER.GetDiarchTitle]"
 UNCLE:0 "Uncle"
 AUNT:0 "Aunt"
 NEPHEW:0 "Nephew"
 NIECE:0 "Niece"
 WIFE:0 "Wife"
 COUSIN_FEMALE:0 "Cousin"
 COUSIN_MALE:0 "Cousin"
 CONCUBINE:0 "Concubine"
 HUSBAND:0 "Husband"
 PRISONER_RELATION:0 "Prisoner"
 RELATION_HOSTAGE_HOME: "Hostage from [TARGET_CHARACTER.GetShortUIName]"
 RELATION_HOSTAGE_AWAY: "[TARGET_CHARACTER.GetShortUINamePossessive] Hostage"
 RELATION_PRISONER_HOME: "[TARGET_CHARACTER.GetShortUINamePossessive] Prisoner"
 RELATION_PRISONER_AWAY: "Prisoner"
 RELATION_COURT_POSITION:1 "[COURT_POSITION.GetName] [COURT_POSITION.GetPositionType.GetTextIcon]"
 RELATION_COMMANDER:0 "[commander|E]"
 RELATION_LIEGE_COUNCILLOR:0 "[TARGET_CHARACTER.GetShortUINamePossessive] [CHARACTER.GetCouncilTitle]"
 RELATION_LIEGE_COURT_POSITION:1 "[CHARACTER.GetShortUINamePossessive] [COURT_POSITION.GetName] [COURT_POSITION.GetPositionType.GetTextIcon]"
 MY_VALUE_COLON:0 "#T $KEY$: $VALUE|V$#!"
 CHARACTER_VALUE_COLON:0 "#T $KEY$: $VALUE|V$#!"
 SCREENSHOT_TAKEN:0 "Screenshot taken!"
 MAP_SCREENSHOT_TAKEN:0 "Map screenshot being taken!"
 INTERACTION_REPLY_ITEM:1 "#T $INTERACTION$\n#!Sender: [CHARACTER.GetUIName]\n"
 INTERACTION_REPLY_INTERACTION_DISMISS:0 "dismiss"
 INTERACTION_REPLY_INTERACTION_REJECT:0 "reject"
 INTERACTION_REPLY_INTERACTION_DESC:0 "#I Click to view\nRight-click to $ACTION$#!"
 INTERACTION_REPLY_TIMEOUT_DISMISS:0 "dismissed"
 INTERACTION_REPLY_TIMEOUT_REJECT:0 "rejected"
 INTERACTION_REPLY_TIMEOUT_DESC:1 "Will automatically be $ACTION$ on [DATE.GetString|V]"
 BETROTHAL_ACTION_ITEM:0 "#T [CHARACTER.GetUIName] and [TARGET_CHARACTER.GetUIName] can marry#!\n#I Click to view\nRight-click to break betrothal#! "
 END_OF_WAR_ITEM_TIMEOUT_DESC:0 "Will be dismissed on the [DATE.GetStringLong|V] #weak (unless currently opened)#!"
 END_OF_COMBAT_ITEM_TIMEOUT_DESC:0 "Will be dismissed on the [DATE.GetStringLong|V] #weak (unless currently opened)#!"
 END_OF_WAR_ITEM_INTERACTION_DESC:0 "#I Click to view the War Summary\nRight-click to dismiss#!"
 END_OF_COMBAT_ITEM_INTERACTION_DESC:0 "#I Click to view the results\nRight-click to dismiss#!"
 END_OF_COMBAT_VICTORY:0 "Victory!"
 END_OF_COMBAT_DEFEAT:0 "Defeat!"
 END_OF_COMBAT_ACTION_ITEM:1 "#T $WINLOSE$#!\n$BATTLENAME$\n"
 DIPLOMATIC_ITEM_TOOLTIP:0 "[DiplomaticItem.GetTooltip]\n[DiplomaticItem.GetTimeoutDesc]\n[DiplomaticItem.GetInteractionDesc]"
 TRAIT_TOOLTIP_IN_LIST:0 "[TRAIT.GetName( CHARACTER.Self )|V]"
 TRAIT_LEVEL_TRACK_DEGRADATION:1 "@warning_icon! #X [trait_level_track_xp|E] will degrade by $CHANGE|-1$ per month#!"
 TRAIT_LEVEL_TRACK_DEGRADATION_MINIMUM:1 "@warning_icon! #X [trait_level_track_xp|E] will degrade by $CHANGE|-1$ per month #weak (minimum $MINIMUM|0$)#!#!"
 TRAIT_CAN_NOT_HAVE_CHILDREN:0 "@warning_icon! #X Cannot have children#!"
 TRAIT_FLAG_DESC_can_not_marry:0 "@warning_icon! #X May not marry#!"
 TRAIT_FLAG_DESC_can_murder_own_children:0 "Can use [hostile_schemes|E] against their own children"
 TRAIT_FLAG_DESC_agent_acceptance_25: "[agent|E] Acceptance: #P +25#!"
 TRAIT_FLAG_DESC_scheme_start_progress: "Initial [scheme|E] Progress: #P +3#!"
 TRAIT_FLAG_DESC_offer_vassalisation_25: "[offer_vassalization|E] Acceptance: #P +25#!"
 TRAIT_FLAG_DESC_better_war_hostages: "[war_score|E] from offering [hostages|E]: #P +5#!\nMax [war_score|E] from offering [hostages|E]: #P +10#!"
 TRAIT_FLAG_DESC_extra_scheme_success_chance_vs_rivals:1 "[hostile_scheme|E] [success_chance|E] vs. Rivals: #P +[EmptyScope.ScriptValue('vengeful_scheme_success_chance_modifier')|0]#!"
 TRAIT_FLAG_DESC_lower_chance_of_dying_in_combat:0 "Likelihood of dying in [battle|E]: #P -50%#!"
 TRAIT_FLAG_DESC_higher_chance_of_dying_in_battle:0 "Likelihood of dying in [battle|E]: #N +100%#!"
 TRAIT_FLAG_DESC_can_offer_strong_hook_to_agents: "Can offer potential [agents|E] a [strong_hook|E]"
 TRAIT_FLAG_DESC_is_immortal: "Cannot die of old age or lose [health|E] as they get older"
 TRAIT_FLAG_DESC_immortal_visuals: "Will not visually age"
 TRAIT_FLAG_DESC_immortal_fertility: "[fertility|E] depends on the [character|E]'s visual age"
 TRAIT_FLAG_DESC_immortal_incapability: "Cannot become [GetTrait('incapable').GetName( GetNullCharacter )]"
 TRAIT_FLAG_DESC_nomadic_philosophy_maa: "[SelectLocalization( IsNomad( GetPlayer ), 'blank_line', 'trait_nomadic_philosophy_maa_desc' )]"
 trait_nomadic_philosophy_maa_desc: "Can recruit [GetMaA('heavy_horse_archers').GetName], [GetMaA('horse_archers').GetName], [GetMaA('nomad_lancers').GetName], and [GetMaA('steppe_raiders').GetName] even if not [GetGovernment( 'nomad_government' ).GetName]"
 TRAIT_FLAG_DESC_nomadic_philosophy_introduce_heir: "[SelectLocalization( IsNomad( GetPlayer ), 'blank_line', 'trait_introduce_heir_desc' )]"
 trait_introduce_heir_desc: "Allows the [GetDecisionWithKey('mpo_decision_introduce_heir').GetName] [decision|E]"
 TRAIT_FLAG_DESC_can_recruit_open_specialist_trait: "$culture_parameter_can_recruit_open_specialist$"
 TRAIT_FLAG_DESC_unlock_voluntary_laampdom_trait: "$culture_parameter_unlock_voluntary_laampdom$"
 TRAIT_FLAG_DESC_no_demand_conversion_trait: "Cannot Demand Conversion unless has [GetTrait('zealous').GetName( GetNullCharacter )] [trait|E]"
 TRAIT_FLAG_DESC_nomadic_philosophy_inheritance_trait: "If a [GetGovernment( 'nomad_government' ).GetName] [character|E] settles outside of [the_great_steppe|E], only their [children|E] will inherit this [trait|E]."
 TRAIT_FLAG_DESC_nomadic_philosophy_cheaper_culture_convert: "[SelectLocalization( IsNomad( GetPlayer ), 'blank_line', 'nomadic_philosophy_cheaper_culture_convert_desc' )]"
 TRAIT_FLAG_DESC_nomadic_philosophy_cheaper_to_hybridize: "[SelectLocalization( IsNomad( GetPlayer ), 'blank_line', 'nomadic_philosophy_cheaper_to_hybridize_desc' )]"
 TRAIT_FLAG_DESC_nomadic_philosophy_easier_to_hybridize: "[SelectLocalization( IsNomad( GetPlayer ), 'blank_line', 'nomadic_philosophy_easier_to_hybridize' )]"
 nomadic_philosophy_cheaper_culture_convert_desc: "[GetDecisionWithKey('convert_to_local_culture_decision').GetName] [decision|E] Cost: [prestige_i]#P -75%#!"
 nomadic_philosophy_cheaper_to_hybridize_desc: "Hybrid [culture|E] Creation Cost: [prestige_i]#P -75%#!"
 nomadic_philosophy_easier_to_hybridize: "Creating a Hybrid [culture|E] requires #V 50%#! less [cultural_acceptance|E]"
 TRAIT_BLOCK_INHERITANCE:0 "@warning_icon! #X May not inherit [titles|E]#!"
 TRAIT_FLAVOR_DESC:0 "$DESC|F$"
 FERTILITY_COLON:0 "[fertility|E]: $VALUE|V$"
 BIRTH_DATE:0 "Born on [DATE.GetStringShort|V]"
 YEARS_COUNT_SINGULAR:0 "#V 1 year#!"
 YEARS_COUNT_PLURAL:0 "#V $VALUE$ years#!"
 YEARS_COUNT_SINGULAR_NO_FORMAT:0 "1 year"
 YEARS_COUNT_PLURAL_NO_FORMAT:0 "$VALUE$ years"
 MONTHS_COUNT_SINGULAR:0 "#V 1 month#!"
 MONTHS_COUNT_PLURAL:0 "#V $VALUE$ months#!"
 MONTHS_COUNT_SINGULAR_NO_FORMAT:0 "1 month"
 MONTHS_COUNT_PLURAL_NO_FORMAT:0 "$VALUE$ months"
 DAYS_COUNT_SINGULAR:0 "#V 1 day#!"
 DAYS_COUNT_PLURAL:0 "#V $VALUE$ days#!"
 DAYS_COUNT_SINGULAR_NO_FORMAT:0 "1 day"
 DAYS_COUNT_PLURAL_NO_FORMAT:0 "$VALUE$ days"
 SKILL_AND_LEVEL_VALUE:0 "$VALUE|V$ #weak ($LEVEL$)#!"
 SKILL_TERRIBLE:0 "Terrible"
 SKILL_POOR:0 "Poor"
 SKILL_AVERAGE:0 "Average"
 SKILL_GOOD:0 "Good"
 SKILL_EXCELLENT:0 "Excellent"
 SKILL_NICE:0 "Nice"
 skill_level_terrible:0 "terrible"
 skill_level_poor:0 "poor"
 skill_level_average:0 "average"
 skill_level_good:0 "good"
 skill_level_excellent:0 "excellent"
 MY_REALM_LABEL:1 "Your [realm|E]: #V [TITLE.GetName]#!"
 REALM_LABEL:0 "[realm|E]: #V [TITLE.GetName]#!"
 CHARACTER_PORTRAIT_TOOLTIP:0 "[Character.GetFullNameNicknamedNoTooltip]\n[Character.GetDebugTooltip]"
 TOOLTIP_HEADER:0 "#T $NAME$#!"
 ATTACKERS:1 "#attacker_color Attackers#!"
 DEFENDERS:1 "#defender_color Defenders#!"
 ATTACKERS_FRIENDLY:1 "#defender_color Attackers#!"
 DEFENDERS_HOSTILE:1 "#attacker_color Defenders#!"
 OWNER:0 "Owner"
 PARTICIPATION_SCORE:0 "Participation Score"
 CURRENT_MAX:0 "$CURRENT|0$/$MAX|0$"
 CREATE:0 "Create"
 DEBUG_COLON:0 "#D DEBUG:#!"
 SHOW_DETAILS:0 "Show details"
 PLAYER_NAME:0 "$NAME|D$"
 VALUE_BREAKDOWN_ENTRY:0 "$TITLE$: $VALUE$"
 VALUE_BREAKDOWN_ENTRY_VALUE_FIRST:0 "$VALUE$ $TITLE$"
 VALUE_BREAKDOWN_ENTRY_NO_VALUE:0 "$TITLE$"
 VALUE_BREAKDOWN_ENTRY_TOOLTIP_HEADER:0 "#T $TITLE$: $VALUE$#!"
 VALUE_BREAKDOWN_ENTRY_TOOLTIP_HEADER_VALUE_FIRST:0 "#T $VALUE$ $TITLE$#!"
 VALUE_BREAKDOWN_ENTRY_TOOLTIP_HEADER_NO_VALUE:0 "#T $TITLE$#!"
 VALUE_BREAKDOWN_ENTRY_TOOLTIP_SUBHEADER:0 "#S $TITLE$: $VALUE$#!"
 VALUE_BREAKDOWN_ENTRY_TOOLTIP_SUBHEADER_VALUE_FIRST:0 "#T $VALUE$ $TITLE$#!"
 VALUE_BREAKDOWN_ENTRY_TOOLTIP_SUBHEADER_NO_VALUE:0 "#S $TITLE$#!"
 VALUE_BREAKDOWN_ENTRY_WEAK:0 "#weak $TITLE$: $VALUE$#!"
 VALUE_BREAKDOWN_ENTRY_WEAK_VALUE_FIRST:0 "#weak $VALUE$ $TITLE$#!"
 VALUE_BREAKDOWN_ENTRY_WEAK_NO_VALUE:0 "#weak $TITLE$#!"
 VALUE_BREAKDOWN_INDICATOR_GOOD_UP: "@change_up_good_1!"
 VALUE_BREAKDOWN_INDICATOR_BAD_UP: "@change_up_bad_1!"
 VALUE_BREAKDOWN_INDICATOR_NEUTRAL_UP: "@change_up_neutral_1!"
 VALUE_BREAKDOWN_INDICATOR_GOOD_UP_DOUBLE: "@change_up_good_2!"
 VALUE_BREAKDOWN_INDICATOR_BAD_UP_DOUBLE: "@change_up_bad_2!"
 VALUE_BREAKDOWN_INDICATOR_NEUTRAL_UP_DOUBLE: "@change_up_neutral_2!"
 VALUE_BREAKDOWN_INDICATOR_BAD_DOWN: "@change_down_bad_1!"
 VALUE_BREAKDOWN_INDICATOR_GOOD_DOWN: "@change_down_good_1!"
 VALUE_BREAKDOWN_INDICATOR_NEUTRAL_DOWN: "@change_down_neutral_1!"
 VALUE_BREAKDOWN_INDICATOR_BAD_DOWN_DOUBLE: "@change_down_bad_2!"
 VALUE_BREAKDOWN_INDICATOR_GOOD_DOWN_DOUBLE: "@change_down_good_2!"
 VALUE_BREAKDOWN_INDICATOR_NEUTRAL_DOWN_DOUBLE: "@change_down_neutral_2!"
 VALUE_BREAKDOWN_INDICATOR_BAD_NONE: "@change_none_bad!"
 VALUE_BREAKDOWN_INDICATOR_GOOD_NONE: "@change_none_good!"
 VALUE_BREAKDOWN_INDICATOR_NEUTRAL_NONE: "@change_none_neutral!"
 GOVERNMENT_TYPE_DESCRIPTION:0 "[GovernmentType.GetRuleInfo][GovernmentType.GetFlagInfo][GovernmentType.GetDescription]"
 GOVERNMENT_FLAG_INFO:0 "$EFFECT_LIST_BULLET$ $FLAG$"
 GOVERNMENT_IGNORED_DEVELOPMENT: "$EFFECT_LIST_BULLET$ [development|E] in owned [counties|E] is ignored"
 government_custom_piety_level: "$EFFECT_LIST_BULLET$ The highest [piety_level|E] is $PIETY_LEVEL|L$"
 government_custom_prestige_level: "$EFFECT_LIST_BULLET$ The highest [prestige_level|E] is $PRESTIGE_LEVEL|L$"
 government_custom_influence_level: "$EFFECT_LIST_BULLET$ The highest [influence_level|E] is $INFLUENCE_LEVEL|L$"
 government_custom_merit_level: "$EFFECT_LIST_BULLET$ The highest [merit_level|E] is $MERIT_LEVEL|L$"
 DEVELOPMENT_CURRENT_LEVEL:0 "#T Development Level: $LEVEL|+0$ #!"
 DEVELOPMENT_PROGRESS_TO_LEVEL:1 "[development_growth|E]: $CURRENT|V0$/$THRESHOLD|V0$"
 DEVELOPMENT_PROGRESS:1 "Monthly Change"
 CONTROL_CURRENT_LEVEL:0 "#T County Control: $VALUE|1$/100% #!"
 CONTROL_PROGRESS:0 "Monthly Increase"
 BASE_FACTOR_COLON:0 "Base: $VALUE|%0+=$"
 BASE_AI_WILLINGNESS:0 "Base Willingness: $VALUE|0+=$"
 BASE_AI_RELUCTANCE:0 "Base Reluctance: $VALUE|0+=$"
 COUNTY_OPINION_SAME_CULTURE:1 "Same [culture|E]"
 COUNTY_OPINION_DIFFERENT_CULTURE:2 "[cultural_acceptance|E]"
 COUNTY_OPINION_DIFFERENT_CULTURE_KNOWS_LANGUAGE:1 " #weak ([GetDefine('NCharacterOpinion', 'CULTURE_ACCEPTANCE_MULT_KNOWS_LANGUAGE')|%0] less as [CHARACTER.GetShortUIName] can speak [CULTURE.GetLanguage.GetName])#!"
 BULLET_WITH_TAB:0 "    • "
 BULLET:0 "$EFFECT_LIST_BULLET$"
 MODIFIER_BULLET:0 "$EFFECT_LIST_BULLET$"
 TAB:0 "    "
 SHORT_TAB:0 "   "
 HOUSE_CADET_BRANCH_NAME_FORMAT:1 "$DYNASTY$-$TITLE$"
 EVENT_OPTION_FLAVOR:0 "#F $TEXT$#!\n"
 CHARACTER_POSS_CHECK:0 "s"
 CHARACTER_POSS:0 "'s"
 CHARACTER_POSS_SPECIAL:0 "'"
 NO_EFFECTS:0 "No effects"
 EXCELLENT:0 "Excellent!"
 RESOURCE_MISSING_GOLD:0 "@warning_icon! #X Missing [gold_i] $VALUE|^$#!"
 RESOURCE_MISSING_PIETY:0 "@warning_icon! #X Missing [piety_i] $VALUE|^$#!"
 RESOURCE_MISSING_PRESTIGE:0 "@warning_icon! #X Missing [prestige_i] $VALUE|^$#!"
 RESOURCE_MISSING_DYNASTY_PRESTIGE:0 "@warning_icon! #X Missing [dynasty_prestige_i] $VALUE|^$#!"
 RESOURCE_MISSING_INFLUENCE: "@warning_icon! #X Missing [influence_i] $VALUE|^$#!"
 RESOURCE_MISSING_HERD: "@warning_icon! #X Missing [herd_i] $VALUE|^$#!"
 RESOURCE_MISSING_MERIT: "@warning_icon! #X Missing [merit_i] $VALUE|^$#!"
 RESOURCE_MISSING_TREASURY: "@warning_icon! #X Missing [treasury_i] $VALUE|^$#!"
 RESOURCE_MISSING_BARTER_GOODS: "@warning_icon! #X Missing [barter_goods_i] $VALUE|^$#!"
 BREAKDOWN_MULTIPLICATION_PREFIX:0 "×"
 CLICK_TO_VIEW:0 "#I Click to view#!"
 CLICK_TO_SELECT:0 "#I Click to select#!"
 LAUNCHER_SAVE_DESCRIPTION:0 "Playing as [CHARACTER.GetNameNoTooltip]"
 LAUNCHER_SAVE_DESCRIPTION_OBSERVER:0 "Observing [CHARACTER.GetNameNoTooltip]"
 LAUNCHER_SAVE_DESCRIPTION_GLOBAL_OBSERVER:0 "Observing"
 BASE_VALUE:0 "Base"
 BREAKDOWN_FORMAT_POSITIVE_IS_BAD:0 "$KEY$: $VALUE|=-0$"
 BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD:0 "$KEY$: [piety_i]$VALUE|=-0%$"
 BREAKDOWN_FORMAT_SCHEME_SECRECY_PERCENTAGE: "$KEY$: @scheme_secrecy_icon!$VALUE|=+0%/$"
 BREAKDOWN_ENTRY_FORMAT:0 "$KEY$:"
 BREAKDOWN_ENTRY_FORMAT_NO_COLON:0 "$KEY$"
 BASE_VALUE_FORMAT:0 "$KEY$: $VALUE|V0$"
 BASE_VALUE_FORMAT_DECIMALS:0 "$KEY$: $VALUE|V2$"
 BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE:0 "$KEY$: #N +$VALUE|2$#!"
 BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE:0 "$KEY$: #P $VALUE|2$#!"
 learning_law_cost_tooltip:0 "[learning|E] Skill"
 poor_learning_law_cost_tooltip:0 "Poor [learning|E]"
 rite_legalism_law_cost_tooltip:0 "Legalism Rite"
 rite_pronouncements_law_cost_tooltip:0 "Religious Law"
 rite_primitivism_law_cost_tooltip:0 "Natural Primitivism"
 clan_government_cost_tooltip: "Your [government|E] type is [GetGovernment('clan_government').GetName]"
 character_modifiers_law_cost_tooltip:0 "Character Modifiers"
 SCRIPTED_COST_HEADER:0 "#S $TEXT$#!"
 SCRIPTED_COST_NO_DYNAST:1 "Only the [dynast|E] can expend [dynasty_prestige|E]"
 GAME_DATE_STRING:0 "$DAY$ $MONTH$, $YEAR$"
 GAME_DATE_STRING_SHORT: "$DAY$ $MONTH_SHORT$ $YEAR$$ERA_BCE$"
 GAME_DATE_STRING_SHORT_NO_YEAR:0 "$DAY$ $MONTH_SHORT$"
 GAME_DATE_STRING_LONG: "$DAY|O$ of $MONTH$, $YEAR$$ERA$"
 GAME_DATE_STRING_ERA_CE: " AD"
 GAME_DATE_STRING_ERA_BCE: " BC"
 CONCEPT_TEXT:0 "[ConceptByKey('$KEY|q$')|E]"
 NOT_IN_DIPLOMATIC_RANGE:0 "Not within Diplomatic Range"
 FIND_CHARACTER:0 "Find Character"
 GO_TO_CAPITAL:0 "Go to Capital"
 CHARACTER_ARMY_COMPOSITION_NAME:0 "Army of [CHARACTER.GetShortUINameNotMe]"
 ARMY_ICON_HEADER:0 "#T Armies in this location #!"
 BREAKDOWN_FORMAT_REALM_SIZE_PRESTIGE_COST:0 "$KEY$: $VALUE|=-0$"
 realm_size:0 "[realm_size|E]"
 RENAME_STRING_TOO_LONG:0 "@warning_icon! #X Name is too long#!"
 RENAME_STRING_TOO_LONG_NAMED:0 "@warning_icon! #X $NAME$ is too long#!"
 RENAME_STRING_EMPTY:0 "@warning_icon! #X Name is empty#!"
 RENAME_STRING_EMPTY_NAMED:0 "@warning_icon! #X $NAME$ is empty#!"
 RENAME_STRING_ILLEGAL:0 "@warning_icon! #X Name contains illegal characters#!"
 RENAME_STRING_ILLEGAL_NAMED:0 "@warning_icon! #X $NAME$ contains illegal characters#!"
 RENAME_TOOLTIP:1 "[GameDialog.GetCanAcceptBlocker]"
 CLOUDSAVE_QUOTA_EXCEEDED_TOOLTIP:0 "Cloud save storage quota exceeded. Try to free some space by removing older cloud save files."
 TRAIT_NAME_WITH_BASE:0 "$NAME$ #weak ($BASE$)#!"
 peasant_faction_event_troops:0 "Peasant Uprising"
 populist_faction_event_troops:0 "Populist Uprising"
 nomadic_faction_event_troops: "Nomadic Uprising"
 claimant_faction_event_troops:0 "Pretender Rebels"
 mongol_event_troops:0 "Mongol Horde"
 first_almohad_event_troops:0 "The Gathered Tribes"
 second_almohad_event_troops:0 "The Almohads"
 azariqa_fanatics: "Azariqa Fanatics"
 yaqubs_ayyar_loyalists: "Ayyar Loyalists"
 persian_warriors: "Persian Warriors"
 event_troop_default_name:2 "[ROOT.Char.GetTitledFirstNamePossessiveNoTooltip] Host"
 CURRENT_SITUATION_SUGGESTIONS:0 "Suggestions"
 CURRENT_SITUATION_SUGGESTIONS_EMPTY:1 "None available"
 CURRENT_SITUATION_HEADER:0 "Current Situation"
 CHARACTER_INTERACTION_BLACKMAIL_NO_SECRET: "No [secret|E] that can be used for [blackmail|E]"
 CHARACTER_INTERACTION_BLACKMAIL_ALREADY_STRONG_HOOK: "[CHARACTER.GetShortUIName|U] already [CharHaveHas(CHARACTER)] a [strong_hook|E] on [TARGET_CHARACTER.GetShortUIName|U]"
 RESET_DISMISSED_BUTTON_TEXT:0 "Reset"
 RESET_DISMISSED_TOOLTIP:1 "#T Reset#!\nBring back #EMP $CURRENT_SITUATION_HEADER$#! items and Alerts that you have dismissed.\n\n#I Click to reset list#!"
 CHARACTER_INTERACTION_SAME_REALM_AS:0 "They must be part of your [realm|E]"
 NOT_CHARACTER_INTERACTION_SAME_REALM_AS:1 "They must not be part of your [realm|E]"
 CHARACTER_INTERACTION_NOT_ALLOWED_IN_VARANGIAN_GUARD:0 "They are not allowed to serve as a [knight|E] in the target [court|E]"
 SET_CHARACTER_CONTROLLER_TITLE:0 "$TITLE$"
 SET_CHARACTER_CONTROLLER_TEXT:0 "$TEXT$"

 TRAIT_FLAG_DESC_can_dismiss_hooks_interaction:0 "Unlocks the [dismiss_strong_hook_interaction|E]"
 TRAIT_FLAG_DESC_can_abandon_hooks_interaction:0 "Unlocks the [abandon_hook_interaction|E]"
 TRAIT_FLAG_DESC_can_duel_criminals_interaction:0 "Unlocks the [force_duel_criminals_interaction|E]"
 TRAIT_FLAG_DESC_can_duel_anyone_interaction:0 "Unlocks the [force_duel_anyone_interaction|E]"

 TRAIT_FLAG_DESC_can_improve_hostile_schemes_decision:0 "Unlocks the [deceitful_progress_hostile_schemes_decision|E]"
 TRAIT_FLAG_DESC_can_improve_capital_decision:0 "Unlocks the [diligent_development_focus_decision|E]"
 TRAIT_FLAG_DESC_can_accelerate_schemes_decision:0 "Unlocks the [impatient_rushing_all_schemes_decision|E]"
 TRAIT_FLAG_DESC_can_fabricate_hooks_on_rivals:2 "Allows the [GetScheme('fabricate_hook').GetTypeName] [scheme|E] against your [rivals|E]"

 INVALID:0 "Invalid"

 RENAME_STRING_STARTS_WITH_SPACE:0 "@warning_icon! #X Name start with space#!"
 RENAME_STRING_STARTS_WITH_SPACE_NAMED:0 "@warning_icon! #X $NAME$ starts with space#!"
 RENAME_STRING_ENDS_WITH_SPACE:0 "@warning_icon! #X Name ends with space#!"
 RENAME_STRING_ENDS_WITH_SPACE_NAMED:0 "@warning_icon! #X $NAME$ ends with space#!"
 DEFAULT_TEXT:0 "#D DEFAULT TEXT#!"

 MUSIC_PLAYER_NAME: "Music Player"
 MUSIC_PLAYER_VOLUME_VALUE: "[MusicPlayer.GetVolumeString]"
 MUSIC_PLAYER_SETTING_MUSIC_DENSITY_VALUE: "[MusicPlayer.GetMusicDensityString]"
 MUSIC_PLAYER_CATEGORY_ENABLED_CK3: "#P $MUSIC_PLAYER_CATEGORY_ENABLED$#!"
 MUSIC_PLAYER_CATEGORY_DISABLED_CK3: "#X $MUSIC_PLAYER_CATEGORY_DISABLED$#!"
 MUSIC_PLAYER_CATEGORY_ENABLED_DISABLED_TEXT: "[MusicPlayerCategory.GetName] [SelectLocalization( MusicPlayerCategory.IsEnabled, 'MUSIC_PLAYER_CATEGORY_ENABLED_CK3', 'MUSIC_PLAYER_CATEGORY_DISABLED_CK3' )]"
 MUSIC_PLAYER_NO_CATEGORIES_FOUND: "#X No music categories can be found.#!"
 MUSIC_PLAYER_NO_TRACKS_FOUND: "#X No tracks found for this category.#!"
 MUSIC_PLAYER_PLAY_TT: "Play"
 MUSIC_PLAYER_PAUSE_TT: "Pause"
 MUSIC_PLAYER_DENSITY_TT: "#T Music Density#!\nControls the balance between full songs, silence, and mood music segments\n\n#bold Intense#! - Mostly full songs playing one after the other, similar to a radio station\n\n#bold Balanced#! - The perfect balance between songs, silence, and mood music segments\n\n#bold Relaxed#! - Mostly mood music segments that provide a calmer experience and less sense of repetition after several hours of playing"
 MUSIC_PLAYER_TRACK_ENABLE_DISABLE_TT: "Click to [SelectLocalization( MusicTrack.IsEnabled, 'MUSIC_PLAYER_TRACK_DISABLE', 'MUSIC_PLAYER_TRACK_ENABLE' )] [MusicTrack.GetName]"
 MUSIC_PLAYER_ENABLE_CATEGORY_TT: "Click to [SelectLocalization( MusicPlayerCategory.IsEnabled, 'MUSIC_PLAYER_TRACK_DISABLE', 'MUSIC_PLAYER_TRACK_ENABLE' )] the music tracks in #bold [MusicPlayerCategory.GetName]#!"
 MUSIC_PLAYER_SELECT_CATEGORY_TT: "Select to see the music tracks in #bold [MusicPlayerCategory.GetName]#!"
 MUSIC_PLAYER_OPEN_PLAYER_TT: "#T $MUSIC_PLAYER_OPEN_PLAYER$#!"

 OR:0 " or "
 OR_LIST:0 ", or "

 num_suffix_0:0 "th"
 num_suffix_1:0 "st"
 num_suffix_2:0 "nd"
 num_suffix_3:0 "rd"
 num_suffix_4:0 "$num_suffix_0$"
 num_suffix_5:0 "$num_suffix_0$"
 num_suffix_6:0 "$num_suffix_0$"
 num_suffix_7:0 "$num_suffix_0$"
 num_suffix_8:0 "$num_suffix_0$"
 num_suffix_9:0 "$num_suffix_0$"

 aptitude_terrible: "#aptitude_terrible @aptitude:1:inherit_color!Terrible#!"
 aptitude_poor: "#aptitude_poor @aptitude:2:inherit_color!Poor#!"
 aptitude_average: "#aptitude_average @aptitude:3:inherit_color!Average#!"
 aptitude_good: "#aptitude_good @aptitude:4:inherit_color!Good#!"
 aptitude_excellent: "#aptitude_excellent @aptitude:5:inherit_color!Excellent#!"

 compare_date_trigger_operator_greater_than: "after"
 compare_date_trigger_operator_greater_or_equal: "on or after"
 compare_date_trigger_operator_less_than: "before"
 compare_date_trigger_operator_less_or_equal: "on or before"
 compare_date_trigger_operator_equal: "on"
 compare_date_trigger_operator_not_equal: "not on"

 COURT_CONCEPT: "[court|E]"
 CAMP: "[camp|E]"
 CAMP_BUILDINGS: "[camp_buildings|E]"
 DUNGEON_CONCEPT: "[dungeon|E]"
 ESTATE: "[estate|E]"
 ESTATE_BUILDINGS: "[estate_buildings|E]"
 GOVERNORSHIP: "[governorship|E]"
 FOLLOWER: "[follower|E]"
 FOLLOWER_PLURAL: "[followers|E]"
 ADVENTURER: "[SelectLocalization( ROOT.Char.GetGovernment.IsValid(), 'GOVERNMENT_ADJECTIVE_ICON_ADVENTURER', '' )] [ROOT.Char.Custom('GetAdventurerType')]"
 TASK_CONTRACT: "[task_contract|E]"
 TASK_CONTRACT_TIER: "[task_contract_tier|E]"
 GOVERNANCE_ISSUE: "[governance_issue|E]"
 GOVERNANCE_ISSUE_TIER: "[governance_issue_tier|E]"
 SETTLEMENT_ISSUE: "[settlement_issue|E]"
 SETTLEMENT_ISSUE_TIER: "[settlement_issue_tier|E]"
 MANDALA_RITUAL: "[mandala_ritual|E]"
 MANDALA_RITUAL_TIER: "[mandala_ritual_tier|E]"
 OTHER_TASK_CONTRACT_TIERS: "[GetPlayer.Custom('GetTaskContractTierName')]"
 COURT_POISTION: "[court_position|E]"
 OFFICER: "[officer|E]"
 OFFICER_PLURAL: "[officers|E]"
 COURT_POSITION_PLURAL: "[court_positions|E]"
 NOBLE_FAMILY: "[SelectLocalization( ROOT.Char.GetGovernment.IsValid(), 'GOVERNMENT_ADJECTIVE_ICON', '' )] [noble_family|E]"
 ESTATE_FAMILY: "[Character.GetHouse.GetBaseName]"
 CAMP_LEADER: "[Character.GetFirstNamePossessive]"
 NOMAD: "[SelectLocalization( ROOT.Char.GetGovernment.IsValid(), 'GOVERNMENT_ADJECTIVE_ICON_NOMAD', '' )]"
 HERDER: "[SelectLocalization( ROOT.Char.GetGovernment.IsValid(), 'GOVERNMENT_ADJECTIVE_ICON', '' )]"
 KURULTAI: "[kurultai|E]"

 CONFIRM_COMMAND_TITLE: "Confirm Action"
 CONFIRM_COMMAND_TEXT: "Are you sure you want to do this?"
 CONFIRM_COMMAND_ACCEPT: "Accept"

 secrecy.num_agents: "Number of [agents|E]"
 secrecy.scheme_owner.diplomacy: "Your [diplomacy|E]"
 secrecy.scheme_owner.martial: "Your [martial|E]"
 secrecy.scheme_owner.stewardship: "Your [stewardship|E]"
 secrecy.scheme_owner.intrigue: "Your [intrigue|E]"
 secrecy.scheme_owner.learning: "Your [learning|E]"
 secrecy.scheme_owner.prowess: "Your [prowess|E]"

 # BP3
 realm_chart_perk_same_realm_secrecy: "$realm_charts_perk_name$"
 secrecy.scheme_owner.spymaster.disrupt_schemes: "[spymaster|E] tasked to [disrupt_schemes|E]"

 tooltipped_camp_purpose_wanderers: "[GetLaw('camp_purpose_wanderers').GetName]"
 tooltipped_camp_purpose_mercenaries: "[GetLaw('camp_purpose_mercenaries').GetName]"
 tooltipped_camp_purpose_scholars: "[GetLaw('camp_purpose_scholars').GetName]"
 tooltipped_camp_purpose_explorers: "[GetLaw('camp_purpose_explorers').GetName]"
 tooltipped_camp_purpose_brigands: "[GetLaw('camp_purpose_brigands').GetName]"
 tooltipped_camp_purpose_legitimists: "[GetLaw('camp_purpose_legitimists').GetName]"

 # MPO
 GAIN_FROM_ALL_TRIBUTARIES: "[tributaries|E]"
 GAIN_FROM_TRIBUTARY: "[CHARACTER.GetShortUIName]"
 LOSS_TO_SUZERAIN: "Conferred upon [suzerain|E]"

 YURT: "[yurt|E]"
 YURT_BUILDINGS: "[yurt_buildings|E]"
 BASE_HERD_CAPACITY: "[title_tier|E]"
 domicile_header_faith_culture: "[Domicile.GetFaith.GetAdjective] [Domicile.GetCulture.GetCollectiveNoun]"

 HERDER_VASSAL_HERD: "Herd from [herder|E]"
 HERDER_VASSAL_COUNTY: "Herd from [County.GetName]"

 TITLE_NOMAD_NAME_CULTURE_HEAD: "$CULTURE_COLLECTIVE$"
 TITLE_NOMAD_NAME_HOUSE_HEAD: "$DYNASTY_NAME$ $CULTURE_COLLECTIVE$"
 TITLE_NOMAD_NAME_CULTURE_HEAD_DEFINITE_FORM: "the $CULTURE_COLLECTIVE$"
 TITLE_NOMAD_NAME_HOUSE_HEAD_DEFINITE_FORM: "the $DYNASTY_NAME$ $CULTURE_COLLECTIVE$"
 TITLE_NOMAD_NAME_CULTURE_HEAD_WITH_UNDERLYING_NAME: "$CULTURE_COLLECTIVE$ #F ($BASE_NAME$) #!"
 TITLE_NOMAD_NAME_HOUSE_HEAD_WITH_UNDERLYING_NAME: "$DYNASTY_NAME$ $CULTURE_COLLECTIVE$ #F ($BASE_NAME$) #!"
 TITLE_NOMAD_NAME_CULTURE_HEAD_WITH_UNDERLYING_NAME_DEFINITE_FORM: "the $CULTURE_COLLECTIVE$ #F ($BASE_NAME$) #!"
 TITLE_NOMAD_NAME_HOUSE_HEAD_WITH_UNDERLYING_NAME_DEFINITE_FORM: "the $DYNASTY_NAME$ $CULTURE_COLLECTIVE$ #F ($BASE_NAME$) #!"

 MILITARY_STRENGTH: "Military Strength:"
 COMBINED_MILITARY_STRENGTH: "Combined Military Strength:"

 # TGP
 BREAKDOWN_ENTRY_GOLD_TO_TREASURY: "To [treasury|E]"
 BREAKDOWN_ENTRY_BASE_TREASURY: "Tax Contribution"
 BREAKDOWN_ENTRY_TOTAL_TREASURY: "Total [treasury|E]"
 BREAKDOWN_ENTRY_TO_LIEGE: "To [liege|E]"
 BREAKDOWN_ENTRY_TREASURY_FROM_LIEGE: "[treasury_vassal_development|E]"
 BREAKDOWN_ENTRY_TREASURY_TO_VASSALS: "[treasury_vassal_development|E]"
 BREAKDOWN_ENTRY_OTHER_SOURCES: "Other Sources"
 BREAKDOWN_ENTRY_VASSAL_SALARY_EXPENSE: "[CHARACTER.GetName]"
 BREAKDOWN_ENTRY_TREASURY_GOLD_INCOME: "[treasury|E] Conversion"
 BREAKDOWN_ENTRY_TREASURY_MINISTRY_BUDGET: "[treasury_ministry_budget|E]"
 BREAKDOWN_ENTRY_TREASURY_MINISTRY_BUDGET_BASE: "[treasury_budget_base_rate_short|E]"
 BREAKDOWN_ENTRY_TREASURY_MINISTRY_BUDGET_MULT: "Budget Multiplier"
 BREAKDOWN_ENTRY_TREASURY_MINISTRY_BUDGET_VASSAL: "[CHARACTER.GetPrimaryTitle.GetName]"

 BREAKDOWN_ENTRY_TREASURY_SALARY_BUDGET: "[treasury_salary_budget|E]"
 BREAKDOWN_ENTRY_TREASURY_SALARY_BUDGET_BASE: "[treasury_budget_base_rate_short|E]"
 BREAKDOWN_ENTRY_TREASURY_SALARY_BUDGET_MULT: "Salary Multiplier"
 BREAKDOWN_ENTRY_TREASURY_SALARY_BUDGET_VASSAL: "[CHARACTER.GetName]"

 BREAKDOWN_ENTRY_TREASURY_MILITARY_BUDGET: "[treasury_military_budget|E]"
 BREAKDOWN_ENTRY_TREASURY_MILITARY_BUDGET_BASE: "[treasury_budget_base_rate_short|E]"
 BREAKDOWN_ENTRY_TREASURY_MILITARY_BUDGET_MULT: "Budget Multiplier"
 BREAKDOWN_ENTRY_TREASURY_MILITARY_BUDGET_VASSAL: "[CHARACTER.GetPrimaryTitle.GetName]"


 confucian_education_modifier: "[GetTrait('confucian_education').GetName( GetNullCharacter )]"
 tutor_modifier: "Employs [GetCourtPositionType('court_tutor_court_position').GetName()]"
 mourned_parent_modifier: "Filial Piety Experience #weak (lost a parent)#!"
