l_english: 
 APPOINT_COURT_POSITION_VIEW_replace_character_header: "Replace [AppointCourtPositionView.GetCourtPositionToReplace.GetEmployee.GetShortUINameNoTooltip] as [AppointCourtPositionView.GetPositionName]"
 APPOINT_COURT_POSITION_VIEW_select_character_header: "Appoint [AppointCourtPositionView.GetPositionName]"
 APPOINT_COURT_POSITION_VIEW_EMPLOYER_SALARY: "Salary: [CourtPositionType.GetEmployerSalaryTextFor( Character.Self )|V]"
 APPOINT_COURT_POSITION_VIEW_EMPLOYEE_SALARY: "Salary: [CourtPositionType.GetEmployeeSalaryTextFor( Character.Self )|V]"
 APPOINT_COURT_POSITION_VIEW_salary_per_travel:0 "Salary when a travel starts: [Character.GetTravelLeaderCost|U]"
 APPOINT_COURT_POSITION_VIEW_header:2 "Appoint Court Position"
 APPOINT_COURT_POSITION_VIEW_back_button:1 "Back"
 APPOINT_COURT_POSITION_VIEW_appoint_button:1 "Appoint"
 APPOINT_COURT_POSITION_VIEW_appoint_button_no_eligible_courtiers_tooltip:0 "@warning_icon! #X No one in your court is eligible for this [court_positions|E]#!"
 APPOINT_COURT_POSITION_VIEW_search_for_position_button:1 "Search for candidate"
 APPOINT_COURT_POSITION_VIEW_search_for_position_button_tooltip:0 "Start a search to find a candidate for this [court_position|E]."
 APPOINT_COURT_POSITION_VIEW_appoint_courtier_or_vassal_button:2 "Appoint"
 APPOINT_COURT_POSITION_VIEW_REVOKE_CONSEQUENCES_HEADER:0 "@warning_icon! Revoking this court position will:"
 APPOINT_COURT_POSITION_VIEW_REVOKE_COST:0 "• Cost you $COST$."
 APPOINT_COURT_POSITION_VIEW_COURTIER_SORT_APTITUDE:0 "Aptitude"
 APPOINT_COURT_POSITION_VIEW_COURTIER_SORT_TRAVEL_SPEED:0 "Travel Speed"
 APPOINT_COURT_POSITION_VIEW_COURTIER_SORT_TRAVEL_SAFETY:0 "Travel Safety"
 APPOINT_COURT_POSITION_VIEW_NO_SELECTED_COURTIER:0 "Select a character to fill the role"
 APPOINT_COURT_POSITION_VIEW_CANNOT_AFFORD:1 "@warning_icon! #X Hiring this position will make your expenses higher than your income, causing you to lose $RESOURCES$ every month.#!"
 APPOINT_COURT_POSITION_VIEW_REVOKE_CONSEQUENCE_FOR_APPOINTMENT:0 "#T If you choose to revoke this position later it will: #!"
 APPOINT_COURT_POSITION_VIEW_REVOKE_CONSEQUENCE_FOR_APPOINTMENT_TOOLTIP:0 "#X [AppointCourtPositionView.AppointingRevokeText] #!"
 APPOINT_COURT_POSITION_VIEW_REPLACE_CURRENTLY_APPOINTED:0 "Currently appointed [CourtPosition.GetNameNoTooltip]"
 APPOINT_COURT_POSITION_VIEW_REPLACE_FIRE_CURRENT_HOLDER:0 "Fire"
 APPOINT_COURT_POSITION_VIEW_REPLACE_CURRENT_SALARY:0 "Monthly Salary: #L [CourtPosition.GetEmployerSalaryText]#!"
 APPOINT_COURT_POSITION_VIEW_REPLACE_CONSEQUENCE_FOR_REVOKE:0 "#T Revoking this position will: #!"
 APPOINT_COURT_POSITION_VIEW_REPLACE_CONSEQUENCE_FOR_REVOKE_TOOLTIP:0 "#X [AppointCourtPositionView.ReplaceRevokeText] #!"
 APPOINT_COURT_POSITION_VIEW_APTITUDE: "[aptitude|e]: [AppointCourtPositionView.GetAptitudeTextFor(Character.Self)]"
 APPOINT_COURT_POSITION_VIEW_OPINION_BONUS:0 "[opinion|e] with [AppointCourtPositionView.GetSelectedCharacter.GetShortUINameNoTooltip]: [AppointCourtPositionView.GetOpinionBonusForSelectedEmployee|=+]"

 COURT_POSITION_NAME: "[CourtPosition.GetNameNoTooltip]"
 COURT_POSITION_FOR_EMPLOYER:1 "For [CourtPosition.GetEmployer.GetUINameNoTooltip]"

 COURT_WINDOW_COURT_POSITIONS:0 "[CourtWindow.GetCourtOwner.Custom('GetCourtPositionPlural')|U]"
 COURT_POSITION_REPLACE:0 "#T Replace [Character.GetShortUINameNoTooltip]#!"
 COURT_POSITION_REVOKE:0 "#T Fire [Character.GetShortUINameNoTooltip]#!"
 COURT_POSITION_POWERFUL_AGENT: "@alert_icon! #alert_trial Powerful [agent|E] in [hostile_schemes|E] against their $game_concept_liege$#!"
 COURT_POSITION_OPINION_BONUS:0 "[opinion|e] Bonus: [CourtPosition.GetOpinionBonus|=+]"
 COURT_POSITION_TOGGLE_AUTOMATION: "#T Toggle Automation #!\n$COURT_POSITION_AUTOMATION_CURRENT$\n#I Click to toggle automation options#!"
 COURT_POSITION_AUTOMATION_DISABLE_TOOLTIP: "#T Current Automation #!\n$COURT_POSITION_AUTOMATION_CURRENT$\n#I Click to disable automation#!"
 COURT_POSITION_AUTOMATION_CURRENT: "When vacated:\n[Select_CString( CourtPositionType.HasAutomationNone( GetPlayer.Self ), '@check_icon!', '@small_dot!')] No automation\n[Select_CString( CourtPositionType.HasAutomationShowEvent( GetPlayer.Self ), '@check_icon!', '@small_dot!' )] Suggest best candidates in event\n#indent_newline:5 [Select_CString( CourtPositionType.HasAutomationAssignBest( GetPlayer.Self ), '@check_icon!', '@small_dot!')] Auto-assign highest [aptitude|e] candidate, if available#!\n#indent_newline:5 [Select_CString( CourtPositionType.HasAutomationAssignBestOrEvent( GetPlayer.Self ), '@check_icon!', '@small_dot!')] Auto-assign highest [aptitude|e] candidate, or notify with event#!"

 COURT_POSITIONS_WINDOW_EMPTY_POSITION_NO_ADD_TT:1 "[SelectLocalization( Not( CourtPositionType.CanHirePosition( Character.Self ) ), 'COURT_POSITIONS_WINDOW_EMPTY_POSITION_YOU_DONT_MEET_REQUIREMENTS', '' )]\n[SelectLocalization( Not( CourtPositionType.HasValidCourtiersForCharacter( Character.Self ) ), 'COURT_POSITIONS_WINDOW_EMPTY_POSITION_NO_ELIGIBLE_COURTIERS', '' )]"

 COURT_POSITIONS_WINDOW_GROUP_HEADER: "$NAME$"
 COURT_POSITIONS_WINDOW_GROUP_DENIED: "Unavailable Potential Court Positions"
 COURT_POSITIONS_WINDOW_MONTHLY_SALARY: "Monthly Salaries:"
 COURT_POSITIONS_WINDOW_MONTHLY_SALARY_YOUR: "Your Salary:"
 COURT_POSITIONS_WINDOW_EMPLOYER_SALARY_SHORT: "#L [CourtPosition.GetEmployerSalaryTextShort]#!"
 COURT_POSITIONS_WINDOW_EMPLOYEE_SALARY_SHORT: "#L [CourtPosition.GetEmployeeSalaryTextShort]#!"
 COURT_POSITIONS_WINDOW_POSITION_AI_SHORT: "Pos AI: [CourtPositionItem.GetPositionAiScore|0]"
 COURT_POSITIONS_WINDOW_BEST_CANDIDATE_AI_SHORT: "Can AI: [CourtPositionItem.GetBestCandidateAiScore|0]"
 COURT_POSITIONS_WINDOW_POSITION_DENIED: "@warning_icon! #X You do not fulfill all the requirements#!\n$REASONS$"
 COURT_POSITIONS_WINDOW_YOUR_POSITIONS: "Your Held Positions:"

 COURT_POSITIONS_WINDOW_EMPTY_POSITION_HEADER:0 "Vacant [CourtPositionsWindow.CourtOwner.Custom('GetCourtOrOfficerPositionConceptPlural')] in your [CourtPositionsWindow.CourtOwner.Custom('GetRealmOrDomicileConcept')]"
 COURT_POSITIONS_WINDOW_EMPTY_POSITION_EFFECTS_VARY:0 "Effects vary based on [aptitude|e]:"
 COURT_POSITIONS_WINDOW_EMPTY_POSITION_YOU_DONT_MEET_REQUIREMENTS:0 "@warning_icon! #X You do not fulfill the requirements to hire this [court_position|e]#!"
 COURT_POSITIONS_WINDOW_EMPTY_POSITION_YOU_DONT_MEET_REQUIREMENTS_TT:0 "#T $COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT$#!\n[CourtPositionType.GetLiegeRequirementDescriptionText]"
 COURT_POSITIONS_WINDOW_EMPTY_POSITION_NO_ELIGIBLE_COURTIERS:0 "@warning_icon! #X No courtiers meet the [court_position|e] requirements#!"
 COURT_POSITIONS_WINDOW_EMPTY_POSITION_NO_ELIGIBLE_COURTIERS_TT:0 "#T $COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT$#!\n[CourtPositionType.GetEmployeeRequirementDescriptionText]"
 COURT_POSITIONS_WINDOW_FILTER_ALL:0 "All"
 COURT_POSITIONS_WINDOW_FILTER_TAB_ALL_NUM_HIRES:0 "[CourtPositionsWindow.NumHiredPositions]/[CourtPositionsWindow.MaxNumAvailablePositions]"
 COURT_POSITIONS_WINDOW_FILTER_TAB_CATEGORY_NUM_HIRES:0 "[CourtPositionsWindow.NumHiredInCategory(CourtPositionCategory.Self)]/[CourtPositionsWindow.MaxNumHirableInCategory(CourtPositionCategory.Self)]"

 COURT_POSITIONS_COURT_VIEW_appoint_court_position_button:2 "Appoint Court Position"
 COURT_POSITIONS_COURT_VIEW_appoint_court_position_button_tooltip:1 "#T Appoint Court Position#!\n\nAppoint a [vassal|E] or a member of your court to a [court_position|E]."
 COURT_POSITIONS_COURT_VIEW_positions_in_your_court:2 "[CourtPositionsWindow.CourtOwner.Custom('GetCourtOrOfficerPositionConceptPlural')] in your [CourtPositionsWindow.CourtOwner.Custom('GetRealmOrDomicileConcept')]"
 COURT_POSITIONS_COURT_VIEW_salaries_gained:1 "Monthly Income from your Salary:"
 COURT_POSITIONS_COURT_VIEW_salaries_paid:2 "Monthly Salaries paid:"
 COURT_POSITIONS_SALARY_FOR:0 "$EMPLOYEE$ ($COURT_POSITION$)"
 COURT_POSITIONS_INCOME:0 "Income from [court_positions|E]"
 COURT_POSITIONS_EXPENSES:0 "Expenses to [court_positions|E]"
 COURT_POSITIONS_SALARIES_PAID:0 "Salaries paid"
 COURT_POSITIONS_SALARIES_GAINED:0 "Salaries earned"
 COURT_POSITION_TYPE_SCALING_MODIFIER_DESCRIPTION:1 "$MODIFIER$: $RANGED_MODIFIER$ (based on [aptitude|E])"

 COURT_POSITIONS_your_positions_in_liege_court:2 "Your [court_positions|E] at your [liege|e]'s Court"
 COURT_POSITIONS_no_positions_with_liege:2 "You have no [court_positions|E] at your [liege|e]'s Court"
 COURT_POSITIONS_no_positions_in_your_court:1 "You have not employed any [court_position|E] in your court."
 COURT_POSITIONS_cannot_hire_more_positions:2 "You cannot hire any [court_positions|E]."
 COURT_POSITIONS_cannot_hire_more_positions_in_category:2 "You cannot hire any [court_positions|E] in this category."

 COURT_POSITIONS_revoke_confirm_header:2 "Confirm Revoke [GetPlayer.Custom('GetCourtPositionConcept')]"
 COURT_POSITIONS_revoke_confirm_accept:1 "Revoke"
 COURT_POSITIONS_revoke_position_cost:1 "Doing this will cost you $COSTS$"
 COURT_POSITIONS_revoke_position_cost_cannot_afford:1 "Doing this will cost you $COSTS$. You cannot afford this and it will put you at a deficit"
 COURT_POSITIONS_revoke_position_confirmation:1 "[CHARACTER.GetShortUINameNoTooltip]'s $COURT_POSITION$ position will be revoked."
 COURT_POSITIONS_revoke_position_confirmation_with_cost:1 "[CHARACTER.GetShortUINameNoTooltip]'s $COURT_POSITION$ position will be revoked. $COSTS$"
 COURT_POSITIONS_revoke_position_confirmation_with_effect:1 "[CHARACTER.GetShortUINameNoTooltip]'s $COURT_POSITION$ position will be revoked. Doing this will have the following effect:\n$EFFECT$"
 COURT_POSITIONS_revoke_position_confirmation_with_cost_and_effect:1 "[CHARACTER.GetShortUINameNoTooltip]'s $COURT_POSITION$ position will be revoked. $COSTS$, and have the following effect:\n$EFFECT$"

 COURT_POSITIONS_replace_confirm_header:2 "Confirm Replace [court_position|E]"
 COURT_POSITIONS_replace_confirm_accept:1 "Replace"
 COURT_POSITIONS_replace_position_confirmation:1 "[CHARACTER.GetShortUINameNoTooltip] will be replaced by [TARGET_CHARACTER.GetShortUINameNoTooltip] as $COURT_POSITION$."
 COURT_POSITIONS_replace_position_confirmation_with_cost:1 "[CHARACTER.GetShortUINameNoTooltip] will be replaced by [TARGET_CHARACTER.GetShortUINameNoTooltip] as $COURT_POSITION$. $COSTS$"
 COURT_POSITIONS_replace_position_confirmation_with_effect:1 "[CHARACTER.GetShortUINameNoTooltip] will be replaced by [TARGET_CHARACTER.GetShortUINameNoTooltip] as $COURT_POSITION$. Doing this will have the following effect:\n$EFFECT$"
 COURT_POSITIONS_replace_position_confirmation_with_cost_and_effect:1 "[CHARACTER.GetShortUINameNoTooltip] will be replaced by [TARGET_CHARACTER.GetShortUINameNoTooltip] as $COURT_POSITION$. $COSTS$, and have the following effect:\n$EFFECT$"

 COURT_POSITIONS_category_day_to_day:0 "Day-to-day"
 COURT_POSITIONS_category_honorary:0 "Honorary"
 COURT_POSITIONS_category_personal_servants:0 "Personal Servants"
 COURT_POSITIONS_category_frivolous:0 "Frivolous"
 COURT_POSITIONS_category_fighters:0 "Fighters"
 COURT_POSITIONS_months_of_service:1 "Months of service: $MONTHS$"
 COURT_POSITIONS_years_of_service:1 "Years of service: $YEARS$"

 COURT_POSITION_TOOLTIP_EFFECT_ON_YOUR_LIEGE:0 "Effect on your [liege|e]:"
 COURT_POSITION_TOOLTIP_EFFECT_ON_LIEGE: "Effect on [liege|e]:"
 COURT_POSITION_TOOLTIP_EFFECT_ON_LIEGE_WITH_HEADING: "#S $COURT_POSITION_TOOLTIP_EFFECT_ON_LIEGE$#!#indent_newline:2 \n[CourtPositionType.GetEmployerModifierDescription]#!" 


 COURT_POSITION_TOOLTIP_SCALED_EFFECT_ON_LIEGE:0 "Effect on [liege|e], based on employee's [aptitude|e]:"
 COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT:0 "[liege|e] requirements:"
 COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT_NESTED: "#TOOLTIP:COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT_NESTED_TT #L Liege Requirements#!#!" 
 COURT_POSITION_TOOLTIP_LIEGE_REQUIREMENT_NESTED_TT: "[CourtPositionType.GetLiegeRequirementDescriptionText]"
 COURT_POSITION_TOOLTIP_EFFECT_ON_YOU:0 "Effect on you:"
 COURT_POSITION_TOOLTIP_EFFECT_ON_EMPLOYEE:1 "Effect on [CourtPosition.GetNameNoTooltip]:"
 COURT_POSITION_TOOLTIP_EFFECT_ON_HOLDER: "Effect on holder:"
 COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT:1 "[CourtPositionType.GetNameNoTooltip] requirements:"
 COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT_NESTED: "#TOOLTIP:COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT_NESTED_TT #L [CourtPositionType.GetNameNoTooltip] Requirements#!#!" 
 COURT_POSITION_TOOLTIP_EMPLOYEE_REQUIREMENT_NESTED_TT: "[CourtPositionType.GetEmployeeRequirementDescriptionText]"
 COURT_POSITION_TOOLTIP_SALARY: "Salary: [CourtPosition.GetSalaryText]"
 COURT_POSITION_TOOLTIP_SALARIES_GOLD_PAID: "[gold_i][gold|E] Salaries Paid"
 COURT_POSITION_TOOLTIP_SALARIES_GOLD_EARNED: "[gold_i][gold|E] Salaries Earned"
 COURT_POSITION_TOOLTIP_SALARIES_PRESTIGE_PAID: "[prestige_i][prestige|E] Salaries Paid"
 COURT_POSITION_TOOLTIP_SALARIES_PRESTIGE_EARNED: "[prestige_i][prestige|E] Salaries Earned"
 COURT_POSITION_TOOLTIP_SALARIES_PIETY_PAID: "[piety_i][piety|E] Salaries Paid"
 COURT_POSITION_TOOLTIP_SALARIES_PIETY_EARNED: "[piety_i][piety|E] Salaries Earned"
 COURT_POSITION_TOOLTIP_SALARIES_DYNASTY_PRESTIGE_PAID: "[dynasty_prestige_i][dynasty_prestige|E] Salaries Paid"
 COURT_POSITION_TOOLTIP_SALARIES_DYNASTY_PRESTIGE_EARNED: "[dynasty_prestige_i][dynasty_prestige|E] Salaries Earned"
 COURT_POSITION_TOOLTIP_SALARIES_INFLUENCE_PAID: "[influence_i][influence|E] Salaries Paid"
 COURT_POSITION_TOOLTIP_SALARIES_INFLUENCE_EARNED: "[influence_i][influence|E] Salaries Earned"
 COURT_POSITION_TOOLTIP_SALARIES_HERD_PAID: "[herd_i][herd|E] Salaries Paid"
 COURT_POSITION_TOOLTIP_SALARIES_HERD_EARNED: "[herd_i][herd|E] Salaries Earned"
 COURT_POSITION_TOOLTIP_SALARIES_TREASURY_PAID: "[treasury_i][treasury|E] Salaries Paid"
 COURT_POSITION_TOOLTIP_SALARIES_TREASURY_EARNED: "[treasury_i][treasury|E] Salaries Earned"
 COURT_POSITION_TOOLTIP_SALARIES_MERIT_PAID: "[merit_i][merit|E] Salaries Paid"
 COURT_POSITION_TOOLTIP_SALARIES_MERIT_EARNED: "[merit_i][merit|E] Salaries Earned"
 COURT_POSITION_TOOLTIP_REVOKE_COST:1 "• Cost you: [CourtPosition.GetRevokeCostText]"
 COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER:0 "Revoking this [SelectLocalization( IsLandlessAdventurer( GetPlayer ), 'COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER.CAMP_OFFICER', 'COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER.COURT_POSITION')] will cause:"
 COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER.COURT_POSITION: "[court_position|E]"
 COURT_POSITION_TOOLTIP_REVOKE_EFFECT_HEADER.CAMP_OFFICER: "[officer|E]"
 COURT_POSITION_TYPE_TOOLTIP_EFFECT_ON_EMPLOYEE: "Effect on [CourtPositionType.GetNameNoTooltip]:"
 COURT_POSITION_TYPE_TOOLTIP_EFFECT_ON_EMPLOYEE_WITH_HEADING: "#S $COURT_POSITION_TYPE_TOOLTIP_EFFECT_ON_EMPLOYEE$#!#indent_newline:2 \n[CourtPositionType.GetEmployeeModifierDescription]#!"

 COURT_POSITION_TYPE_TOOLTIP_EMPLOYER_SALARY: "Salary: [CourtPositionType.GetEmployerSalaryTextFor( GetPlayer )|V]"
 COURT_POSITION_TYPE_TOOLTIP_EMPLOYEE_SALARY: "Salary: [CourtPositionType.GetEmployeeSalaryTextFor( GetPlayer )|V]"
 COURT_POSITION_TYPE_TOOLTIP_REVOKE_COST: "Revocation cost: [CourtPositionType.GetRevokeCostText|V]"

 COURT_POSITION_SALARY_BREAKDOWN_BASE:0 "Base Salary"

 COURT_POSITION_TASK_COST_BREAKDOWN_BASE: "[court_position_task_short|E] Cost"
 COURT_POSITION_TASK: "[court_position_task_short|E]"
 COURT_POSITION_TASK_HEADER: "#T [CourtPositionTaskType.GetName]#!"
 COURT_POSITION_TASK_CLICK_TT: "[SelectLocalization( CourtPosition.IsActiveTask( CourtPositionTaskType.Self ), 'ACTIVE_COURT_POSITION_TASK_CLICK_TT', 'POTENTIAL_COURT_POSITION_TASK_CLICK_TT' )]"
 ACTIVE_COURT_POSITION_TASK_CLICK_TT: "Click to deactivate [CourtPositionTaskType.GetName]"
 POTENTIAL_COURT_POSITION_TASK_CLICK_TT: "Click to activate [CourtPositionTaskType.GetName]"
 ACTIVE_COURT_POSITION_TASK_TT: "My [CourtPosition.GetPositionType.GetNameNoTooltip] will stop performing the [CourtPositionTaskType.GetName|V] [court_position_task_short|e]."
 POTENTIAL_COURT_POSITION_TASK_TT: "My [CourtPosition.GetPositionType.GetNameNoTooltip] will actively perform the [CourtPositionTaskType.GetName|V] [court_position_task_short|e]."
 COURT_POSITION_NO_ACTIVE_TASK: "#weak Regular duties #!"
 COURT_POSITION_NO_ACTIVE_TASK_DESCRIPTION: "#T Regular duties#!\nThe [CourtPosition.GetNameNoTooltip] will perform only their regular duties."
 COURT_POSITION_NO_ACTIVE_TASK_COST: "@gold_icon! #weak 0 #!"

 COURT_POSITION_TASK_EFFECTS_HEADER: "#S Effects#!\n"
 COURT_POSITION_TASK_EMPLOYER_EFFECTS: "#S Effect on [liege|E]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerModifierDescription( CourtPosition.Self )]#!"
 COURT_POSITION_TASK_EMPLOYER_COURT_EFFECTS: "#S Effect on [liege|E]'s [court|E]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerCourtModifierDescription( CourtPosition.Self )]#!"
 COURT_POSITION_TASK_EMPLOYEE_EFFECTS: "#S Effect on [CourtPositionType.GetName]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployeeModifierDescription]#!"
 COURT_POSITION_TASK_START_EFFECTS: "#S When started:#!#indent_newline:2 \n[CourtPositionTaskType.GetOnStartEffectDesc( CourtPosition.Self )]#!"
 COURT_POSITION_TASK_END_EFFECTS: "#S When stopped:#!#indent_newline:2 \n[CourtPositionTaskType.GetOnEndEffectDesc( CourtPosition.Self )]#!"
 COURT_POSITION_TASK_COST: "#S Cost (per month):#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerCostText( CourtPosition.GetEmployer.Self )]#!"

 COURT_POSITION_TASK_HINT: "Potential [court_position_tasks_short|E]:"
 COURT_POSITION_TASK_GENERIC_TT: "My [CourtPositionType.GetNameNoTooltip] will actively perform the [CourtPositionTaskType.GetName|V] [court_position_task_short|e]."
 COURT_POSITION_TASK_EMPLOYER_GENERIC_EFFECTS: "#S Effect on [liege|E]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerModifierGenericDescription]#!"
 COURT_POSITION_TASK_EMPLOYER_COURT_GENERIC_EFFECTS: "#S Effect on [liege|E]'s [court|E]:#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerCourtModifierGenericDescription]#!"
 COURT_POSITION_TASK_START_GENERIC_EFFECTS: "#S When started:#!#indent_newline:2 \n[CourtPositionTaskType.GetOnStartEffectGenericDesc]#!"
 COURT_POSITION_TASK_END_GENERIC_EFFECTS: "#S When stopped:#!#indent_newline:2 \n[CourtPositionTaskType.GetOnEndEffectGenericDesc]#!"
 COURT_POSITION_TASK_GENERIC_COST: "#S Cost (per month):#!#indent_newline:2 \n[CourtPositionTaskType.GetEmployerCostText( GetPlayer )]#!"

 COURT_POSITION_TYPE_EMPLOYER_COURT_EFFECTS: "#S Effect on [GetPlayer.Custom('GetCourtiersTypeConcept')|U]:#!#indent_newline:2 \n[CourtPositionType.GetEmployerCourtModifierDescription]#!"
 COURT_POSITION_EMPLOYER_COURT_EFFECTS: "#S Effects on [Character.Custom('GetCourtOwnerConcept')]'s [Character.Custom('GetRealmOrDomicileConcept')]:#!#indent_newline:2 \n[CourtPosition.GetEmployerCourtBonuses]#!"
 COURT_POSITION_APPOINT_EMPLOYER_COURT_EFFECTS: "#S Effects on [GetPlayer.Custom('GetCourtOwnerConcept')]'s [GetPlayer.Custom('GetRealmOrDomicileConcept')]:#!#indent_newline:2 \n[AppointCourtPositionView.GetLiegeCourtModifierForPositionType( AppointCourtPositionView.GetSelectedCharacter.Self )]#!"

 physician_treat_epidemic: "Control Plagues"
 physician_treat_epidemic_desc: "This character is tasked with increasing the [epidemic_resistance|E] of every [barony|E] owned by their [liege|E]."
 physician_guard_family: "Advanced Research"
 physician_guard_family_desc: "This character is tasked with assisting their [liege|E]'s learning."
 physician_improve_self: "Improve Skills"
 physician_improve_self_desc: "This character is focusing on improving their skills as a physician."
 physician_improve_self_tt: "Every month this character has a chance of gaining [GetTrait('lifestyle_physician').GetName( root_scope )] [trait_level_track_xp|E] or [learning_i][learning_skill|E]"
 physician_improve_self_fallback_tt: "Every month this character has a chance of gaining [GetTrait('lifestyle_physician').GetName( GetNullCharacter )] [trait_level_track_xp|E] or [learning_i][learning_skill|E]"
 high_almoner_attend_poor: "Divine Charity"
 high_almoner_attend_poor_desc: "This character is tasked with arranging charity in your name."
 chronicler_promote_legend_realm: "Extol Domestic Legend"
 chronicler_promote_legend_realm_desc: "This character is tasked with glorifying their [liege|E]'s [legend|E], amplifying its spread."
 culture_era_late_medieval_salary_mod:0 "#V $culture_era_late_medieval$#! [era|E]"
 culture_era_high_medieval_salary_mod:0 "#V $culture_era_high_medieval$#! [era|E]"
 culture_era_early_medieval_salary_mod:0 "#V $culture_era_early_medieval$#! [era|E]"
 esteemed_hospitality_salary_mod:0 "#V $tradition_esteemed_hospitality_name$#! [tradition|E]"
 empire_salary_mod:0 "[emperor|E]"
 tribal_salary_mod:0 "[tribal|E]"
 nomad_salary_mod: "[nomad|E]"
 small_realm_salary_mod:0 "Significant [realm_size|E] #low (30+)#!"
 medium_realm_salary_mod:0 "Large [realm_size|E] #low (60+)#!"
 large_realm_salary_mod:0 "Very Large [realm_size|E] #low (90+)#!"
 enormous_realm_salary_mod:0 "Enormous [realm_size|E] #low (120+)#!"
 holds_court_position_opinion:0 "$POSITION$: $VALUE|=+$"

 COURT_POSITION_APTITUDE_TOOLTIP_HEADER:0 "Aptitude"
 COURT_POSITION_aptitude_description_position:1 "[aptitude|e]: [CourtPosition.GetAptitudeText|V]"
 COURT_POSITION_aptitude_breakdown:0 "[CHARACTER.GetShortUINameNoTooltip]'s [aptitude|e] as a $COURT_POSITION$ is affected by:"
 COURT_POSITION_aptitude_character_possessive:0 "[Character.GetShortUINameNoTooltip]'s [aptitude|e]:"

 court_position_skill_learning:0 "[learning|E] Skill"
 court_position_skill_martial:0 "[martial|E] Skill"
 court_position_skill_prowess:0 "[prowess|E] Skill"
 court_position_skill_diplomacy:0 "[diplomacy|E] Skill"
 court_position_skill_stewardship:0 "[stewardship|E] Skill"
 court_position_skill_intrigue:0 "[intrigue|E] Skill"
 court_position_skill_all: "Sum of all [skills|E]"
 court_position_languages:0 "Known [languages|E]"
 court_position_landed_penalty:0 "Busy ruling"
 court_position_imprisoned_penalty: "Imprisoned"
 court_position_skill_health_good:0 "Excellent [health|E]"
 court_position_skill_health:0 "Good [health|E]"
 court_position_skill_health_low:0 "Low [health|E]"
 court_position_physician_3_trait:1 "$court_position_physician_1_trait$"
 court_position_physician_2_trait:1 "$court_position_physician_1_trait$"
 court_position_physician_1_trait:1 "[GetTrait('lifestyle_physician').GetName( ROOT.Char )]"
 court_position_mystic_3_trait:1 "$court_position_mystic_1_trait$"
 court_position_mystic_2_trait:1 "$court_position_mystic_1_trait$"
 court_position_mystic_1_trait:1 "[GetTrait('lifestyle_mystic').GetName( ROOT.Char )]"
 court_position_hunter_3_trait:1 "$court_position_hunter_1_trait$"
 court_position_hunter_2_trait:1 "$court_position_hunter_1_trait$"
 court_position_hunter_1_trait:1 "[GetTrait('lifestyle_hunter').GetName( ROOT.Char )]"
 court_position_reveler_3_trait:0 "$court_position_reveler_1_trait$"
 court_position_reveler_2_trait:0 "$court_position_reveler_1_trait$"
 court_position_reveler_1_trait:0 "[GetTrait('lifestyle_reveler').GetName( ROOT.Char )]"
 court_position_intellect_good_3_trait:0 "[GetTrait('intellect_good_3').GetName( ROOT.Char )]"
 court_position_intellect_good_2_trait:0 "[GetTrait('intellect_good_2').GetName( ROOT.Char )]"
 court_position_intellect_good_1_trait:0 "[GetTrait('intellect_good_1').GetName( ROOT.Char )]"
 court_position_physique_good_3_trait: "[GetTrait('physique_good_3').GetName( ROOT.Char )]"
 court_position_physique_good_2_trait: "[GetTrait('physique_good_2').GetName( ROOT.Char )]"
 court_position_physique_good_1_trait: "[GetTrait('physique_good_1').GetName( ROOT.Char )]"
 court_position_strong_trait: "[GetTrait('strong').GetName( ROOT.Char )]"
 court_position_loyal_trait: "[GetTrait('loyal').GetName( ROOT.Char )]"
 court_position_patient_trait:0 "[GetTrait('patient').GetName( ROOT.Char )]"
 court_position_calm_trait: "[GetTrait('calm').GetName( ROOT.Char )]"
 court_position_impatient_trait:0 "[GetTrait('impatient').GetName( ROOT.Char )]"
 court_position_generous_trait:0 "[GetTrait('generous').GetName( ROOT.Char )]"
 court_position_greedy_trait:0 "[GetTrait('greedy').GetName( ROOT.Char )]"
 court_position_profligate_trait:0 "[GetTrait('profligate').GetName( ROOT.Char )]"
 court_position_scholar_trait:0 "[GetTrait('scholar').GetName( ROOT.Char )]"
 court_position_shrewd_trait:0 "[GetTrait('shrewd').GetName( ROOT.Char )]"
 court_position_theologian_trait: "[GetTrait('theologian').GetName( ROOT.Char )]"
 court_position_architect_trait:0 "[GetTrait('architect').GetName( ROOT.Char )]"
 court_position_architect_study_experience:0 "Has studied books on architecture"
 court_position_gregarious_trait:0 "[GetTrait('gregarious').GetName( ROOT.Char )]"
 court_position_diplomat_trait:0 "[GetTrait('diplomat').GetName( ROOT.Char )]"
 court_position_poet_trait:0 "[GetTrait('lifestyle_poet').GetName( ROOT.Char )]"
 court_position_no_poet_trait: "Does #bold not#! have the [GetTrait('lifestyle_poet').GetName( ROOT.Char )] [trait|E]"
 court_position_blademaster_3_trait:1 "$court_position_blademaster_1_trait$"
 court_position_blademaster_2_trait:1 "$court_position_blademaster_1_trait$"
 court_position_blademaster_1_trait:1 "[GetTrait('lifestyle_blademaster').GetName( ROOT.Char )]"
 court_position_shieldmaiden_trait:0 "[GetTrait('shieldmaiden').GetName( ROOT.Char )]"
 court_position_brave_trait:0 "[GetTrait('brave').GetName( ROOT.Char )]"
 court_position_craven_trait:0 "[GetTrait('craven').GetName( ROOT.Char )]"
 court_position_blind_trait:0 "[GetTrait('blind').GetName( ROOT.Char )]"
 court_position_infirm_trait:0 "[GetTrait('infirm').GetName( ROOT.Char )]"
 court_position_maimed_trait:0 "[GetTrait('maimed').GetName( ROOT.Char )]"
 court_position_wounded_3_trait:0 "[GetTrait('wounded_3').GetName( ROOT.Char )]"
 court_position_wounded_2_trait:0 "[GetTrait('wounded_2').GetName( ROOT.Char )]"
 court_position_administrator_trait:0 "[GetTrait('administrator').GetName( ROOT.Char )]"
 court_position_family_first_trait: "[GetTrait('family_first').GetName( ROOT.Char )]"
 court_position_shy_trait:0 "[GetTrait('shy').GetName( ROOT.Char )]"
 court_position_gluttonous_trait:0 "[GetTrait('gluttonous').GetName( ROOT.Char )]"
 court_position_comfort_eater_trait:0 "[GetTrait('comfort_eater').GetName( ROOT.Char )]"
 court_position_inappetetic_trait:0 "[GetTrait('inappetetic').GetName( ROOT.Char )]"
 court_position_torturer_trait:0 "[GetTrait('torturer').GetName( ROOT.Char )]"
 court_position_sadistic_trait:0 "[GetTrait('sadistic').GetName( ROOT.Char )]"
 court_position_callous_trait: "[GetTrait('callous').GetName( ROOT.Char )]"
 court_position_fickle_trait: "[GetTrait('fickle').GetName( ROOT.Char )]"
 court_position_clergy_trait:0 "Is part of the [clergy|E]"
 court_position_completed_inspiration:0 "Has completed an [inspiration|E]"
 court_position_high_skills_trait:0 "Very skilled"
 court_position_gardener_trait:0 "[GetTrait('lifestyle_gardener').GetName( ROOT.Char )]"
 court_position_herbalist_trait:0 "[GetTrait('lifestyle_herbalist').GetName( ROOT.Char )]"
 court_position_overseer_trait:0 "[GetTrait('overseer').GetName( ROOT.Char )]"
 court_position_organizer_trait: "[GetTrait('organizer').GetName( ROOT.Char )]"
 court_position_gallant_trait:0 "[GetTrait('gallant').GetName( ROOT.Char )]"
 court_position_tradition_music_theory:0 "$tradition_music_theory_name$ [culture_tradition|E]"
 court_position_just_trait:0 "[GetTrait('just').GetName( ROOT.Char )]"
 court_position_arbitrary_trait:0 "[GetTrait('arbitrary').GetName( ROOT.Char )]"
 court_position_temperate_trait:0 "[GetTrait('temperate').GetName( ROOT.Char )]"
 court_position_tradition_culinary_art:0 "$tradition_culinary_art_name$ [culture_tradition|E]"
 court_position_compassionate_trait:0 "[GetTrait('compassionate').GetName( ROOT.Char )]"
 court_position_avaricious_trait:0 "[GetTrait('avaricious').GetName( ROOT.Char )]"
 court_position_schemer_trait: "[GetTrait('schemer').GetName( ROOT.Char )]"
 court_position_trusting_trait:0 "[GetTrait('trusting').GetName( ROOT.Char )]"
 court_position_deceitful_trait:0 "[GetTrait('deceitful').GetName( ROOT.Char )]"
 court_position_honest_trait:0 "[GetTrait('honest').GetName( ROOT.Char )]"
 court_position_stubborn_trait:0 "[GetTrait('stubborn').GetName( ROOT.Char )]"
 court_position_paranoid_trait:0 "[GetTrait('paranoid').GetName( ROOT.Char )]"
 court_position_reclusive_trait:0 "[GetTrait('reclusive').GetName( ROOT.Char )]"
 court_position_athletic_trait:0 "[GetTrait('athletic').GetName( ROOT.Char )]"
 court_position_zealous_trait: "[GetTrait('zealous').GetName( ROOT.Char )]"
 court_position_murderer_trait: "[GetTrait('murderer').GetName( ROOT.Char )]"
 court_position_order_member_trait: "[GetTrait('order_member').GetName( ROOT.Char )]"
 court_position_faith_warrior_trait: "[GetTrait('faith_warrior').GetName( ROOT.Char )]"
 court_position_diligent_trait:0 "[GetTrait('diligent').GetName( ROOT.Char )]"
 court_position_lazy_trait:0 "[GetTrait('lazy').GetName( ROOT.Char )]"
 court_position_reveler_trait: "[GetTrait('lifestyle_reveler').GetName( ROOT.Char )]"
 court_position_flagellant_trait: "[GetTrait('flagellant').GetName( ROOT.Char )]"
 court_position_seducer_trait: "[GetTrait('seducer').GetName( ROOT.Char )]"
 court_position_improvident_trait: "[GetTrait('improvident').GetName( ROOT.Char )]"
 court_position_strategist_trait: "[GetTrait('strategist').GetName( ROOT.Char )]"
 court_position_logistician_trait:0 "[GetTrait('logistician').GetName( ROOT.Char )]"
 court_position_forder_trait:0 "[GetTrait('forder').GetName( ROOT.Char )]"
 court_position_lots_of_travel:0 "Travel Experience"
 court_position_pilgrim_trait:0 "[GetTrait('pilgrim').GetName( ROOT.Char )]"
 court_position_hajjaj_trait:0 "[GetTrait('hajjaj').GetName( ROOT.Char )]"
 court_position_adventurer_trait:0 "[GetTrait('adventurer').GetName( ROOT.Char )]"
 court_position_clubfooted_trait:0 "[GetTrait('clubfooted').GetName( ROOT.Char )]"
 court_position_incapable_trait:0 "[GetTrait('incapable').GetName( ROOT.Char )]"
 court_position_flexible_leader_trait:0 "[GetTrait('flexible_leader').GetName( ROOT.Char )]"
 court_position_forest_fighter_trait:0 "[GetTrait('forest_fighter').GetName( ROOT.Char )]"
 court_position_open_terrain_expert_trait:0 "[GetTrait('open_terrain_expert').GetName( ROOT.Char )]"
 court_position_rough_terrain_expert_trait:0 "[GetTrait('rough_terrain_expert').GetName( ROOT.Char )]"
 court_position_desert_warrior_trait:0 "[GetTrait('desert_warrior').GetName( ROOT.Char )]"
 court_position_jungle_stalker_trait:0 "[GetTrait('jungle_stalker').GetName( ROOT.Char )]"
 court_position_winter_soldier_trait:0 "[GetTrait('winter_soldier').GetName( ROOT.Char )]"
 court_position_commander_traits: "Has any [commander_trait|E]"
 court_position_whole_of_body_trait:0 "[GetTrait('whole_of_body').GetName( ROOT.Char )]"
 court_position_traveler_trait:0 "[GetTrait('lifestyle_traveler').GetName( ROOT.Char )]"
 court_position_traveler_trait_experienced:0 "[GetTrait('lifestyle_traveler').GetName( ROOT.Char )]"
 court_position_traveler_trait_experienced_danger:0 "[GetTrait('lifestyle_traveler').GetName( ROOT.Char )]"
 court_position_humble_trait: "[GetTrait('humble').GetName( ROOT.Char )]"
 court_position_arrogant_trait: "[GetTrait('arrogant').GetName( ROOT.Char )]"
 court_position_wrathful_trait: "[GetTrait('wrathful').GetName( ROOT.Char )]"
 court_position_reaver_trait: "[GetTrait('reaver').GetName( ROOT.Char )]"
 court_position_military_engineer_trait: "[GetTrait('military_engineer').GetName( ROOT.Char )]"
 court_position_aggressive_attacker_trait: "[GetTrait('aggressive_attacker').GetName( ROOT.Char )]"
 court_position_unyielding_defender_trait: "[GetTrait('unyielding_defender').GetName( ROOT.Char )]"
 court_position_reckless_trait: "[GetTrait('reckless').GetName( ROOT.Char )]"
 court_position_holy_warrior_trait: "[GetTrait('holy_warrior').GetName( ROOT.Char )]"
 court_position_cautious_leader_trait: "[GetTrait('cautious_leader').GetName( ROOT.Char )]"
 court_position_ambitious_trait: "[GetTrait('ambitious').GetName( ROOT.Char )]"
 court_position_beastmaster_modifier:0 "$ep2_beastmaster_modifier$"
 court_position_speed:0 "[travel_speed|E] Contribution"
 court_position_safety:0 "[travel_safety|E] Contribution"
 court_position_soulmate: "Is your [soulmate|E]"
 court_position_best_friend: "Is your [best_friend|E]"
 court_position_friend: "Is your [friend|E]"
 court_position_improved_by_camp_fire_capering_fools: "[GetDomicileBuilding('camp_fire_capering_fools').GetName]"
 seneschal_improve_court_aptitude_desc: "[GetCourtPositionType('seneschal_court_position').GetName()] Organizing Court"
 yeke_jarquchi_improve_court_aptitude_desc: "[GetCourtPositionType('yeke_jarquchi_court_position').GetName()] Organizing Court"
 court_position_merit_level: "[merit_level|E]"
 court_position_disciples: "[disciples|E]"
 court_position_your_disciple: "Your [disciple|E]"
 court_position_tgp_dynasty_legacy: "[GetDynastyPerk( 'tgp_chinese_legacy_5' ).GetName]"
 court_position_surveyor_trait: "[GetTrait('lifestyle_surveyor').GetName( ROOT.Char )]"

 court_position_poet_is_advancement: "Member of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey( 'advancement_movement' ).GetName]"
 court_position_liege_is_advancement: "Liege is a member of [GetSituation('dynastic_cycle').GetTopParticipantGroupByKey( 'advancement_movement' ).GetName]"
 court_position_tradition_poetry:0 "$tradition_poetry_name$ [culture_tradition|E]"
 court_position_tradition_horse_lords:0 "$tradition_horse_lords_name$ [culture_tradition|E]"
 court_position_tradition_caravaneers:0 "$tradition_caravaneers_name$ [culture_tradition|E]"
 court_position_tradition_saharan_nomads:0 "$tradition_saharan_nomads_name$ [culture_tradition|E]"
 court_position_tradition_desert_nomads:0 "$tradition_desert_nomads_name$ [culture_tradition|E]"

 court_physician_court_position:0 "Personal Physician"
 
 court_physician_tradition_bonus:0 "From [culture_tradition|E]"
 court_physician_court_position_desc:1 "The $court_physician_court_position$ is responsible for the health and well-being of the [court|E] they are in. They will treat disease and suture wounds to the best of their abilities."
 court_physician_employer_custom_effect_description:4 "$BULLET$Performs [medical_treatments|E]"
 court_physician_not_employed_or_away_tt: "You do not have a [GetCourtPositionType('court_physician_court_position').GetName()], or they are not with you"
 
 hire_physician_decision:0 "Search for Physician"
 hire_physician_decision_tooltip:3 "Your servants will suggest a number of suitable candidates for the position of [GetCourtPositionType('court_physician_court_position').GetName()]"
 hire_physician_decision_desc: "A $court_physician_court_position$ is essential to care for the sick and wounded at my [ROOT.Char.Custom('GetCourtLower')]. I will ask my servants to bring forth a number of suitable candidates."
 hire_physician_decision_effect_tooltip:4 "You will be presented with a group of [GetCourtPositionType('court_physician_court_position').GetName()] candidates and may hire one of them for a fee and a monthly salary of [gold_i][SCOPE.ScriptValue('court_position_physician_salary')]"
 hire_physician_decision_confirm:0 "Start the search"
 
 antiquarian_employer_custom_effect_description: "[SelectLocalization( HasDlcFeature( 'court_artifacts' ), 'antiquarian_employer_custom_effect_reforge_description', '' )]$BULLET$Unlocks the #V $commission_artifact_decision$#! [decision|E]\n$BULLET$Protects [artifacts|E] during [sieges|E] and [raids|E]"
 antiquarian_employer_custom_effect_reforge_description: "$BULLET$Enables you to [reforge|E] [artifacts|E]\n"

 chief_eunuch_court_position:1 "Chief Eunuch"
 chief_eunuch_court_position_desc:1 "The $chief_eunuch_court_position$ is a trusted servant responsible for the eunuchs at court. Not much goes on that they don't hear about, both among the servants and the royals."
 keeper_of_swans_court_position:0 "Keeper of the Swans"
 keeper_of_swans_court_position_desc:1 "The $keeper_of_swans_court_position$ is in charge of the royal swans. Keeping count on the number of feathered marvels that their Liege lays claim to and providing them care; this position comes with grave responsibilities."

 master_of_horse_court_position:0 "Master of the Horse"
 master_of_horse_court_position_desc:1 "The $master_of_horse_court_position$ is responsible for their Liege's majestic steeds and stables. They have their work cut out for them since a well-kept horse is a boon both on the battlefield and on the road."
 master_of_horse_oversee_breeding: "Oversee Breeding"
 master_of_horse_oversee_breeding_desc: "This character is tasked with overseeing the breeding of the royal stables."
 master_of_horse_mightiest_warhorse: "Warhorse Grooming"
 master_of_horse_mightiest_warhorse_desc: "Only the best of steeds is worthy of a warlike ruler."

 court_jester_court_position:0 "Court Jester"
 court_jester_employer_custom_effect_description:1 "$BULLET$Unlocks the #V $jester_entertainment_decision$#! [decision|E]"
 court_jester_court_position_desc:1 "A $court_jester_court_position$ – a fool – is there to entertain both their Liege and any guests visiting the court. While a clever turn of phrase can be appreciated from time to time a nasty fall always wins laughter."
 master_of_hunt_court_position:0 "Master of the Hunt"
 master_of_hunt_court_position_nomadic: "Master of the Chase"
 master_of_hunt_employer_custom_effect_description:4 "$BULLET$[GetActivityType('activity_hunt').GetName] [hunt_success_chance_no_prefix|E] increases with [aptitude|E]"
 master_of_hunt_employee_custom_effect_description: "Increased [hunt_success_chance_no_prefix|E] in [GetActivityType('activity_hunt').GetName]"
 master_of_hunt_court_position_desc:1 "The $master_of_hunt_court_position$ is responsible for any hunting parties that members of their Liege's court arrange. They are also in charge of the kennels and the dogs within it."
 master_of_hunt_court_position_nomadic_desc: "The $master_of_hunt_court_position_nomadic$ is responsible for great hunting parties, and ensuring a successful hunt for their liege."
 high_almoner_court_position:0 "High Almoner"
 high_almoner_court_position_desc:1 "The $high_almoner_court_position$ is in charge of distributing alms to the deserving poor and other subjects in need."
 cupbearer_court_position:0 "Cup-Bearer"
 cupbearer_employer_custom_effect_description:3 "$BULLET$Chance of stopping Poison [GetScheme('murder').GetTypeName] [schemes|E]#!"
 cupbearer_court_position_desc:1 "A $cupbearer_court_position$ is responsible for pouring drinks at the royal table and to make sure that no one's cup ever runs dry."

 seneschal_court_position:0 "Seneschal"
 seneschal_court_position_desc:1 "The $seneschal_court_position$ serves an important role in the day-to-day life of the royal household, administering the servants and keeping everything running smoothly."
 seneschal_improve_court: "Organize Court"
 seneschal_improve_court_desc: "This character is organizing the court, to ensure everyone are doing their job."
 seneschal_improve_court_task_tt: "@aptitude:4:color_green![aptitude|E] of other [court_positions|E]: #p +[SCOPE.ScriptValue('seneschal_improve_court_value')|0]#!"
 seneschal_improve_court_task_fallback_tt: "@aptitude:4:color_green![aptitude|E] of other [court_positions|E]: #p +2/+10#!"
 seneschal_improve_domain: "Manage Domain"
 seneschal_improve_domain_desc: "This character is tasked with handling the realm of their liege."
 seneschal_handling_estate: "Handle the Estate"
 seneschal_handling_estate_desc: "This character is tasked with taking care of their liege's estate."

 antiquarian_court_position:0 "Antiquarian"
 antiquarian_court_position_desc:2 "The $antiquarian_court_position$ is responsible for the upkeep, care, and procurement of artifacts."

 court_tutor_court_position:0 "Tutor"
 court_tutor_court_position_desc:1 "The $court_tutor_court_position$ is in charge of the [education|E] of all children at court, and their skill will influence how much they influence the students. Children can still have individual [guardians|E]."
 court_tutor_employer_custom_effect_description:3 "$BULLET$Acts as [guardian|E] for [children|E] without one\n$BULLET$Unlocks the #V $make_child_learn_language_interaction$#! [interaction|E]"
 court_tutor_improve_others: "Teach Court"
 court_tutor_improve_others_desc: "This character is tasked with assisting the rest of the court."
 court_tutor_improve_others_title: "Taught by [ROOT.Char.GetName]"
 court_tutor_improve_others_notification_desc: "[target_character.GetShortUIName|U] [CharHaveHas( target_character )] improved [CharYourHerHis( target_character )] skills with the help of [ROOT.Char.GetShortUIName]"
 court_tutor_improve_others_fallback_tt: "[liege|E], liege's [heir|E], or other [court_position|E] holders at [court|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E] or [traits|E] every month"
 court_tutor_teach_kids: "Educate Children"
 court_tutor_teach_kids_desc: "This character is going above and beyond in their duty to educate the children of the court."
 court_tutor_teach_kids_title: "Tutor Educates Child"
 court_tutor_teach_kids_notification_desc: "Your [court_owner.Custom2('RelationToMeShort', SCOPE.sC('child') )] has been taught by [court_tutor_scope.GetShortUIName]"
 court_tutor_teach_kids_notification_desc_you: "You have been taught by [court_tutor_scope.GetShortUIName]"
 court_tutor_teach_kids_tt: "[children|E] at [court|E] have a chance to have one of their [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E] increased by #p +1#! or #p +2#! every year"
 
 royal_architect_court_position:0 "Royal Architect"
 royal_architect_court_position_desc:1 "The $royal_architect_court_position$ oversees any prestigious building projects within the realm; not a brick is laid, nor a second spent, without their express permission."
 royal_architect_fortify_lands: "Fortify Lands"
 royal_architect_fortify_lands_desc: "This character is tasked with ensuring the safety of their liege's lands and people."
 royal_architect_public_works: "Public Works"
 royal_architect_public_works_desc: "This character is tasked with managing the development of the capital city."

 court_poet_court_position:0 "Court Poet"
 court_poet_employer_custom_effect_description:2 "$BULLET$May randomly become [inspired|E]"
 court_poet_court_position_desc:1 "The $court_poet_court_position$ is a connoisseur of words and verse, providing their Liege and all at court with entertainment, intellectual stimulation, and emotional experiences."
 poet_inspired_message:0 "Inspiration Strikes!"
 poet_inspired_effect:0 "Your [GetCourtPositionType('court_poet_court_position').GetName()] [inspired_poet.GetFirstName] gained an [inspiration|E]"
 courtier_inspired_message: "$poet_inspired_message$"
 courtier_inspired_effect: "Your [courtier|E] [inspired_courtier.GetFirstName] gained an @inspiration_icon![inspiration|E]"
 court_poet_skald: "Court Skald"

 bodyguard_court_position:0 "Bodyguard"
 bodyguard_court_position_nomadic: "Kheshig"
 bodyguard_employer_custom_effect_description:3 "$BULLET$Has a chance to prevent Assassination [GetScheme('murder').GetTypeName] [schemes|E]#!\n#indent_newline:3 $BULLET$Reduces your risk to die or be captured in [battles|E] you're both fighting in#!#!"
 stooge_employer_custom_effect_description: "$BULLET$Unlocks special options in events\n#indent_newline:3 $BULLET$Unlocks the $humiliate_the_stooge_decision$ [decision|E]#!#!"
 bodyguard_court_position_desc:1 "A $bodyguard_court_position$ is the final line of defense against any and all attackers. Where their charge goes they follow, and they will not hesitate to put themselves in the way of any danger that might be lurking out there."
 bodyguard_court_position_nomadic_desc: "A $bodyguard_court_position_nomadic$ has the honor of defending their liege, both during battle and at peace. Split into a day guard and a night guard, they are ready to put their life on the line at all times."

 champion_court_position:1 "Personal Champion"
 champion_employer_custom_effect_description:3 "$BULLET$Can take your place in some [single_combat_duel_plural|E]\n[AddLocalizationIf( HasDlcFeature( 'tours_and_tournaments' ), 'champion_employer_custom_effect_description_TOTO_DLC' )]"
 champion_employer_custom_effect_description_TOTO_DLC:1 "$BULLET$Earns you [prestige|E] when competing in a [GetActivityType( 'activity_tournament' ).GetName]"
 champion_court_position_desc:1 "A $champion_court_position$ is a skilled and deadly fighter that can represent their Liege in duels."
 champion_compete_task: "Compete in Name"
 champion_compete_task_desc: "This character is actively taking part in local tournaments around the realm in their liege's name."
 champion_exercise_ruler: "Exercise with Ruler"
 champion_exercise_ruler_desc: "This character is tasked with ensuring their liege is healthy and in shape."
 champion_exercise_ruler_fallback_tt: "[liege|E] may gain [prowess_i][prowess_skill|E] every month"
 champion_exercise_ruler_title: "Exercise with [ROOT.Char.GetShortUIName]"
 champion_exercise_ruler_notification_desc: "[liege.GetShortUIName|U] [CharHaveHas( liege )] been taught by [ROOT.Char.GetShortUIName]"
 champion_improve_self: "Improve Skills"
 champion_improve_self_desc: "This character is focusing on improving their skills as a personal champion."
 champion_improve_self_fallback_tt: "Every month this character has a chance of gaining [GetTrait('tourney_participant').GetName( GetNullCharacter )] [trait_level_track_xp|E] or [prowess_i][prowess_skill|E]"

 court_musician_court_position:0 "Court Musician"
 court_musician_employer_custom_effect_description:2 "$BULLET$Increases [opinion|E] gain when hosting a [GetActivityType('activity_feast').GetName]"
 court_musician_court_position_desc:1 "A $court_musician_court_position$ is an artist who sings and plays instruments to entertain their Liege and the court."
 food_taster_court_position:0 "Food Taster"
 food_taster_employer_custom_effect_description:3 "$BULLET$Chance of stopping Poison [GetScheme('murder').GetTypeName] [schemes|E]#!"
 food_taster_court_position_desc:1 "A $food_taster_court_position$ has the solemn duty to ensure that their Liege's plate never is touched by poison, and if some nefarious powder or liquid nevertheless makes it into the meal... Well, that's why the food taster has to taste the food before the meal begins."
 lady_in_waiting_court_position:0 "Lady-in-waiting"
 lady_in_waiting_court_position_desc:1 "A $lady_in_waiting_court_position$ is an assistant and companion to a Queen or Empress, attending to her every need and fulfilling every whim."

 executioner_court_position:0 "Executioner"
 executioner_employer_custom_effect_description:2 "$BULLET$Can publicly [execute|E] [prisoners|E] for increased [control|E] and [county_opinion|E]\n@warning_icon! #X The character's crimes are forgiven#!"
 executioner_court_position_desc:1 "Executioners are criminals who, in exchange for their freedom, have to execute any and all enemies to the throne. Some would call it an honor, some a burden."
 executioner_terrify_court: "Terrify Court"
 executioner_terrify_court_desc: "This character is paraded around in court to ensure that everyone knows that they are only one step away from the chopping block."

 garuda_court_position:0 "Garuda"
 garuda_employer_custom_effect_description:1 "$BULLET$Reduces your risk to die or be captured in battles you're both fighting in"
 garuda_court_position_desc:0 "This knight has sworn to fulfill the will of his liege or die trying. Just as the mythological $garuda_court_position$ bird bore the weight of Vishnu, the $garuda_court_position$ warriors bear the sovereignty of the monarch."
 court_gardener_court_position:0 "Court Gardener"
 court_gardener_court_position_desc:0 "The $court_gardener_court_position$ is responsible for the well-being of the gardens belonging to their liege, pouring time and skill into making them truly flourish."
 chief_qadi_court_position:0 "Chief Qadi"
 chief_qadi_court_position_desc:0 "The $chief_qadi_court_position$ is the ultimate judge of the realm, responsible for applying Islamic law in various disputes and legal matters."
 cultural_emissary_court_position:0 "Cultural Emissary"
 cultural_emissary_court_position_desc:0 "The purpose of the $cultural_emissary_court_position$ is to promote understanding between different cultures by way of celebration and reverence."
 court_artificer_court_position:0 "Court Artificer"
 court_artificer_court_position_desc:0 "A $court_artificer_court_position$ is someone who's proven themselves able to craft great things. While they mostly lull around in your court, the hope is for inspiration to strike once more."
 court_artificer_employer_custom_effect_description:2 "$BULLET$Has a chance to become [inspired|E] again (based on [aptitude|E])\n@alert_icon! #alert_trial Will leave the [court|E] if fired#!"
 court_artificer_inspired_effect:0 "Your [GetCourtPositionType('court_artificer_court_position').GetName()] [artificer.GetFirstName] gained an [inspiration|E]"
 has_an_inspiration:0 "Has an active [inspiration|E]"
 has_a_completed_inspiration:0 "Has previously completed an [inspiration|E]"
 COURT_POSITIONS_YOUR_SALARY:0 "$COURT_POSITION$"
 does_not_have_a_full_time_job:0 "Is #bold not#! already employed in a full time [court_position|E] or as a [councillor|E]"
 none_does_not_have_a_full_time_job: "They are #bold not#! already employed as a [councillor|E], camp [officer|E], or in a full time [court_position|E]"
 IS_NOT_APPLICABLE_DIARCH_COURT_POSITION: "They are #bold not#! currently [sharing_power|E] or in a [line_of_succession|E] to [share_power|E]"
 IS_NOT_GONE_ADVENTURING: "They have #bold not#! gone adventuring"
 none_has_no_particular_noble_roots_trigger: "They are [lowborn|E] or of an insignificant [dynasty|E]"
 faith_allows_recruitment_court_position: "They are #bold not#! [clergy|E], or their [liege|E]'s faith allows recruitment of [clergy|E]"
 is_imprisoned_court_position_executioner: "They are imprisoned and #bold not#! currently employed as an [GetCourtPositionType('executioner_court_position').GetName()]"
 faith_allows_master_assassin: "Their [faith|E]:\n$BULLET$Has the [GetFaithDoctrine('tenet_fp3_fedayeen').GetBaseName] [core_tenet|E]\n$BULLET$Does #bold not#! have the [GetFaithDoctrine('tenet_pacifism').GetBaseName] [core_tenet|E] or the [GetFaithDoctrine('tenet_dharmic_pacifism').GetBaseName] [core_tenet|E]"
 is_not_a_ceremonial_liege_trigger: "They are #bold not#! a [ceremonial_liege|E]"

 clan_tax_collector_court_position: "Tax Collector"
 clan_tax_collector_court_position_desc: "The $clan_tax_collector_court_position$ is tasked with organizing and collecting taxes, making sure that [clan|E] [vassals|E] pay their due diligence."
 court_position_khvarenah_legacy_4: "Employer's [dynasty|E] has [GetDynastyPerk( 'fp3_khvarenah_legacy_4' ).GetName]"
 court_position_khvarenah_legacy_1: "[dynasty|E] has [GetDynastyPerk( 'fp3_khvarenah_legacy_1' ).GetName]"
 court_position_innovation_mural_sextant: "[dynasty|E] has $fp3_innovation_mural_sextant$"
 capable_magistrates_modifier: "Capable Magistrates"
 opinion_of_liege: "Opinion of [liege|E]"

 cave_hermit_court_position:0 "Garden Hermit"
 cave_hermit_court_position_desc:0 "The $cave_hermit_court_position$ is someone that will inhabit your castle grounds and entertain your guests with prophecies and riddles. Some say they may be actual mystics."
 cave_hermit_court_position_tt:0 "You've found a #V [GetCourtPositionType( 'cave_hermit_court_position' ).GetName()]#! during your [travels|E]"

 travel_leader_court_position:0 "Caravan Master"
 travel_leader_court_position_desc:0 "The $travel_leader_court_position$ assists you when traveling and takes charge of all itineraries. They aim to ensure you arrive at your destination safely and on-time."

 hire_travel_leader_decision:0 "Search for $travel_leader_court_position$"
 hire_travel_leader_decision_tooltip:0 "Your servants will suggest a number of suitable candidates for the position of [GetCourtPositionType('travel_leader_court_position').GetName()]"
 travel_leader_court_position_custom_desc: "$EFFECT_LIST_BULLET$Provides @travel_safety_icon![travel_safety|E] and @travel_speed_icon![travel_speed|E] during [travels|E]"
 hire_travel_leader_decision_desc:0 "A good $travel_leader_court_position$ is the key to a successful journey. I will request for a number of suitable candidates to be suggested."
 hire_travel_leader_decision_confirm:0 "Start the search"
 caravan_master_prepare_travels: "Stock Up for Travels"
 caravan_master_prepare_travels_desc: "This character is tasked with preparing for their liege's next journey."
 caravan_master_prepare_travels_tt: "@travel_safety_icon![travel_safety|E] and @travel_speed_icon![travel_speed|E] will be increased by #P +[SCOPE.ScriptValue('caravan_master_prepare_travels_current_value')]#! next time you [travel|E] #weak (This value is increased by #P +[SCOPE.ScriptValue('caravan_master_prepare_travels_change_value')]#! every month, up to #P +[SCOPE.ScriptValue('caravan_master_prepare_travels_max_value')]#!)#!"
 caravan_master_prepare_travels_fallback_tt: "@travel_safety_icon![travel_safety|E] and @travel_speed_icon![travel_speed|E] will be increased by #P +[SCOPE.ScriptValue('caravan_master_prepare_travels_current_value_employer')]#! next time you [travel|E] #weak (The value is increased by #P +0.3/+2#! every month, up to #P +3/+20#!)#!"
 prepare_travels_modifier: "Prepared Journey"
 prepare_travels_modifier_desc: "A caravan master prepared for this travel ahead of time."
 prepare_travels_modifier_scale_desc: "\t#weak Increased by Caravan Master Court Position Task#!"
 MODIFIER_DEFINITION_PREPARE_TRAVELS_VALUE: "\n#emp Multiplier:#! #bold $MULTIPLIER|0$#!"
 caravan_master_prepare_armies: "Prepare Armies"
 caravan_master_prepare_armies_desc: "This character is tasked with preparing the armies for their forays into foreign realms."
 caravan_master_improve_self: "Improve Skills"
 caravan_master_improve_self_desc: "This character is focusing on improving their skills as a caravan master."
 caravan_master_improve_self_tt: "Every month this character has a chance of gaining [GetTrait('lifestyle_traveler').GetName( root_scope )] [trait_level_track_xp|E], [martial_i][martial_skill|E], or [stewardship_i][stewardship_skill|E]"
 caravan_master_improve_self_fallback_tt: "Every month this character has a chance of gaining [GetTrait('lifestyle_traveler').GetName( GetNullCharacter )] [trait_level_track_xp|E], [martial_i][martial_skill|E], or [stewardship_i][stewardship_skill|E]"

 wet_nurse_court_position: "Wet Nurse"
 wet_nurse_court_position_desc: "A $wet_nurse_court_position$ is a caretaker of your [children|E] and child [hostages|E]."
 wet_nurse_employer_custom_effect_description: "$BULLET$[influence_ward_personality|E] Acceptance: #P +10#!\n$BULLET$Reduces chance for [children|E] to contract [illnesses|E]\n$BULLET$Possibility for [child|E] development events"
 find_wet_nurse_decision: "Search for $wet_nurse_court_position$"
 find_wet_nurse_decision_desc: "A $wet_nurse_court_position$ is a symbol of the court's wealth and prosperity: a woman tasked with nursing children, shielding them from disease, and minding their development. A hale and healthful candidate is essential."
 find_wet_nurse_decision_tooltip: "Your servants will suggest a number of suitable candidates for the position of [GetCourtPositionType('wet_nurse_court_position').GetName()]"
 find_wet_nurse_decision_confirm: "Start the search"
 court_position_has_child: "Has a child"
 wet_nurse_age_tt: "They are under the age of #V 46#!"
 wet_nurse_instill_virtue: "Instill Virtue"
 wet_nurse_instill_virtue_desc: "This character is teaching kids at court what kind of behavior is expected from them."
 wet_nurse_instill_virtue_notification_desc: "[ROOT.Char.GetShortUIName] taught [child_character.GetShortUIName] how to behave like a proper [notification_character.GetFaith.GetAdherentName]"
 wet_nurse_instill_virtue_fallback_tt: "[children|E] at [court|E] may gain a [virtuous|E] [trait|E] every month"
 wet_nurse_promote_relationships: "Promote Friendship"
 wet_nurse_promote_relationships_desc: "This character is tasked with ensuring a healthy environment where the children at court can thrive."
 wet_nurse_promote_relationships_fallback_tt: "[children|E] at [court|E] may gain [opinion_i][opinion|E] with one another, become [friends|E], or stop being [bullies|E]"
 wet_nurse_promote_competition: "Encourage Competition"
 wet_nurse_promote_competition_desc: "This character is tasked with ensuring the best have the chance to thrive — even at the cost of the other children if need be."
 wet_nurse_promote_competition_fallback_tt: "[children|E] at [court|E] may gain [intrigue_i][intrigue_skill|E] or [prowess_i][prowess_skill|E], but at the cost of [opinion_i][opinion|E] with other children"

 ALL_COURT_POSITIONS_FILTER: "All positions"
 COURT_POSITION_HAS_TASKS_FILTER: "Positions with tasks"

 chronicler_court_position: "Court Chronicler"
 chronicler_court_position_nomadic_tribal: "Storyteller"
 court_position_chronicler: "[GetCourtPositionType('chronicler_court_position').GetName()]"
 chronicler_court_position_desc: "The $chronicler_court_position$ is tasked with dedicating the deeds of their employer to paper."
 chronicler_court_position_nomadic_tribal_desc: "A $chronicler_court_position_nomadic_tribal$ has the honor of sharing their liege's greatest exploits and tales far and wide."
 chronicler_generate_seeds: "Search for Legends"
 chronicler_generate_seeds_desc: "Your $chronicler_court_position$ will search the records to find reasons to immortalize you as a legend."
 yearly_legend_seed_tt: "Every year you will have a random chance to gain a [legend_seed|E]. Higher levels of [aptitude|E] will increase the chances of this occurring."
 chronicler_espouse_legend: "Commend Legend Abroad"
 chronicler_espouse_legend_desc: "This character will travel your realm and beyond to convince [vassals|E] and neighboring [rulers|E] to make your legend their [promoted_legend|E]"
 yearly_legend_spread_tt: "Every year, one of your [vassals|E] or neighboring [rulers|E] may make your legend their [promoted_legend|E]. Higher levels of [aptitude|E] will increase the chances of this occurring."

 court_position_tourney_participant_trait: "$tourney_participant_horse$"
 charioteer_court_position: "Champion Charioteer"
 charioteer_court_position_desc: "The $charioteer_court_position$ is a professional chariot racer, sponsored by their employer."
 charioteer_employer_custom_effect_description: "$BULLET$Placing 3rd or higher during a [GetActivityType( 'activity_chariot_race' ).GetName] grants [influence|E]"

 bookmaker_court_position: "Bookmaker"
 bookmaker_court_position_desc: "The $bookmaker_court_position$ is a professional bookkeeper for handling gambling at [GetActivityType( 'activity_chariot_race' ).GetName]."
 bookmaker_employer_custom_effect_description: "$BULLET$Reduces the cost of hosting a [GetActivityType( 'activity_chariot_race' ).GetName] (based on [aptitude|E])\n$BULLET$Provides [gold|E] from bets placed during a [GetActivityType( 'activity_chariot_race' ).GetName]"

 bookmaker_cook_the_books: "Cook the Books"
 bookmaker_cook_the_books_desc: "This character will ensure that betting outcomes at a [GetActivityType('activity_chariot_race').GetName] are always in your favor"
 bookmaker_cook_the_books.tt: "During the next [GetActivityType('activity_chariot_race').GetName] that you host, your [GetCourtPositionType('bookmaker_court_position').GetName()] will employ some creative arithmetic to lower the amount of [gold|E] paid out for successful wagers — meaning more for the crown."

 bookmaker_distribute_bribes: "Distribute Bribes"
 bookmaker_distribute_bribes_desc: "This character will distribute bribes discreetly on your behalf, increasing your influence across the realm."
 
 charioteer_training: "Chariot Training"
 charioteer_training_desc: "This character will train day and night to improve their skills as a charioteer, and gain valuable experience."
 charioteer_training_tt: "$charioteer_court_position$ will gain experience in their #high Charioteer#! [trait|E] over time"

 court_position_fickle: "[GetTrait('fickle').GetName( ROOT.Char )]"
 court_position_varangian_trait: "[GetTrait('varangian').GetName( ROOT.Char )]"
 court_position_fp1_coastal_warriors: "Their [culture|E] has the [GetCultureTradition('tradition_fp1_coastal_warriors').GetName] [tradition|E]"
 court_position_hird: "Their [culture|E] has the [GetCultureTradition('tradition_hird').GetName] [tradition|E]"
 court_position_fp1_performative_honour: "Their [culture|E] has the [GetCultureTradition('tradition_fp1_performative_honour').GetName] [tradition|E]"

 akolouthos_court_position:0 "Akolouthos"
 akolouthos_employer_custom_effect_description: "$BULLET$Increases [GetTrait('varangian').GetName( GetNullCharacter )] [GetCourtPositionType('bodyguard_court_position').GetName()] [aptitude|E] (based on [aptitude|E])\n$BULLET$More eligible [courtiers|E] gain the [GetTrait('varangian').GetName( GetNullCharacter )] and [GetTrait('loyal').GetName( GetNullCharacter )] [traits|E]\n$BULLET$More Varangians will appear\n@warning_icon! #X The Varangians will claim some [gold_i] Gold after the Basileus's death.#!"
 akolouthos_court_position_desc: "The $akolouthos_court_position$ commands much of the Byzantine imperial guard, including the famed Varangians, who are most willing to die honorably for their master."
 akolouthos_founded_varangians_trigger_tt: "You have founded the Varangians"

 court_position_akolouthos_bonus: "[GetCourtPositionType('akolouthos_court_position').GetName()]"

 court_brewmaster_court_position: "Court Brewmaster"
 court_brewmaster_court_position_desc: "The $court_brewmaster_court_position$ is a representative chosen to interact directly with the brewers of the realm, to ensure the liege can get their hands on the best of brews."
 court_brewmaster_employer_custom_effect_description: "$BULLET$[GetActivityType( 'activity_feast' ).GetName] costs reduced by #positive_value @gold_icon!-5%#! to #positive_value @gold_icon!-25%#! (based on [aptitude|E])\n$BULLET$[GetActivityType( 'activity_feast' ).GetName] rewards increased by #positive_value +5%#! to #positive_value +25%#! (based on [aptitude|E])"
 court_brewmaster_requirement_tt: "A [barony|E] in your [domain|E] has a #color_white [GetBuilding('breweries_01').GetName]#! [building|E] or one of its upgrades"
 court_brewmaster_popular_opinion: "Empty the Cellars"
 court_brewmaster_popular_opinion_desc: "Increase production across the realm so we can regularly share some of our better brews with our people."
 court_brewmaster_court_opinion: "Share with the Court"
 court_brewmaster_court_opinion_desc: "Bring out some of the best brews so the court can see what we have."
 court_brewmaster_experimental_brew: "Experimental Brew"
 court_brewmaster_experimental_brew_desc: "The brewmaster has put together something truly unique and memorable, though... Not necessarily good."
 court_brewmaster_experimental_brew_tt: "You gain an #color_yellow Experimental Brew#! for #color_white 6 months#!\n#color_yellow Experimental Brew#! will be changed every #color_white 6 months#!"
 court_brewmaster_explanation: "[GetCourtPositionType('court_brewmaster_court_position').GetName]"
 court_brewmaster_task_cooldown: "This task cannot be initiated until #color_white [GetCurrentDateWithDiff( GetVarTimeRemaining( liege.MakeScope, 'experimental_brew_cooldown') )]#!"

 court_position_palace_politics: "[GetCultureTradition('tradition_ep3_palace_politics').GetName]"
 court_position_north_germanic: "Their culture is of $heritage_north_germanic_name$ [heritage|E]"
 court_position_west_germanic: "Their culture is of  $heritage_west_germanic_name$ [heritage|E]"
 court_position_not_same_culture_heritage: "Different [heritage|E] from [liege|E]'s [culture|E]"
 court_position_not_same_culture_language: "Different [language|E] from [liege|E]'s [culture|E]"
 
 eparch_court_position: "Eparch"
 eparch_court_position_desc: "The Eparch is the main administrator and ultimate authority of the capital, second only to the reigning monarch."
 eparch_appease_populace: "Appease Populace"
 eparch_appease_populace_desc: "The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will attend to the needs of the citizens of the capital."
 eparch_support_troops: "Support Troops"
 eparch_support_troops_desc: "The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will oversee the organization of the local garrisons and ensure an effective command."
 eparch_enforce_public_order: "Enforce Public Order"
 eparch_enforce_public_order_desc: "The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will have soldiers patrol the streets to keep the peace and secure public order no matter the cost."
 eparch_development: "Develop Capital"
 eparch_development_desc: "The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will put the city's administrators to good use to develop and improve the city."
 eparch_base_desc: "$EFFECT_LIST_BULLET$[governor_efficiency|E]"
 eparch_base_family_desc: "$EFFECT_LIST_BULLET$[governor_efficiency|E] for owners of [estates|E] located in the [capital|E]"
 eparch_terrible_desc: "$eparch_base_desc$: #P +2%#!\n$eparch_base_family_desc$: #P +1%#!"
 eparch_poor_desc: "$eparch_base_desc$: #P +4%#!\n$eparch_base_family_desc$: #P +2%#!"
 eparch_average_desc: "$eparch_base_desc$: #P +6%#!\n$eparch_base_family_desc$: #P +3%#!"
 eparch_good_desc: "$eparch_base_desc$: #P +8%#!\n$eparch_base_family_desc$: #P +4%#!"
 eparch_excellent_desc: "$eparch_base_desc$: #P +10%#!\n$eparch_base_family_desc$: #P +5%#!"
 eparch_range_desc: "$eparch_base_desc$: #P +2%#! to #P +10%#! (based on [aptitude|E])\n$eparch_base_family_desc$: #P +1%#! to #P +5%#! (based on [aptitude|E])"
 eparch_distance_trigger_desc: "Governs a [GetPlayer.Custom( 'GetProvinceConcept' )] close to the [capital|E]"
 eparch_custom_effect_desc: "$EFFECT_LIST_BULLET$The [GetCourtPositionType('eparch_court_position').GetNameNoTooltip()] will oversee the capital's administration"
 eparch_capital_has_grain_dole_desc: "The [capital|E] has [GetModifier('panem_et_circenses_county_modifier').GetNameWithTooltip]"
 eparch_capital_bureau: "[GetBuilding('capital_bureau_02').GetTypeName] [building|E] line"
 
#CAMP OFFICERS
 landless_government_tt: "You are an [adventurer|E]"
 camp_with_following_buildings_tt: "You have a [camp|E] with one of the following [buildings|E]:"
 officer_positions: "[officer|E] positions"
 second_camp_officer: "Second"
 second_camp_officer_desc: "A $second_camp_officer$ is the most trusted officer at domicile, aiding the leader as next-in-command. They are responsible for orders and organization in the leader's absence."
 second_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('camp_main_01').GetName]"

 quartermaster_camp_officer: "Storekeeper"
 quartermaster_camp_officer_desc: "The $quartermaster_camp_officer$ is responsible for ensuring the domicile is well fed and watered. They manage, safeguard, and distribute the provisions as needed."
 quartermaster_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('supply_tent_01').GetName]"

 armorer_camp_officer: "Armorer"
 armorer_camp_officer_desc: "The $armorer_camp_officer$ is a smith who specializes in helmets and maile. They are responsible for making and mending the garb of the men-at-arms and horses."
 armorer_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('supply_tent_smithy').GetName]"

 chief_forager_camp_officer: "Chief Forager"
 chief_forager_camp_officer_desc: "The $chief_forager_camp_officer$ is tasked with supplementing the domicile's provisions. They are responsible for organizing parties to gather fare from the local area."
 chief_forager_camp_officer_employer_custom_effect_description: "$BULLET$May aid in Gather Provisions [decisions|E]"
 chief_forager_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('supply_tent_reserve_provisions').GetName]"

 master_thief_camp_officer: "Master Thief"
 master_thief_camp_officer_desc: "The $master_thief_camp_officer$ is a rogue tasked with the varied and morally dubious arts of burglary. They may ensure access to objects otherwise out of reach."
 master_thief_camp_officer_employer_custom_effect_description: "$BULLET$Unlocks $steal_back_artifact$ [interaction|E]"
 master_thief_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('supply_tent_subdued_gear').GetName]"

 head_porter_camp_officer: "Head Porter"
 head_porter_camp_officer_desc: "The $head_porter_camp_officer$ is in charge of transporting the domicile and all its provisions. They ensure everything arrives at the next destination in one piece."
 head_porter_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_01').GetName]"

 head_groom_camp_officer: "Head Groom"
 head_groom_camp_officer_desc: "The $head_groom_camp_officer$ is charged with the livery of the domicile's horses and beasts of burden. They are responsible for the animal's provender, care, and tack."
 head_groom_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_ample_steeds').GetName]"

 huntperson_camp_officer: "Huntsman"
 huntperson_camp_officer_desc: "The $huntperson_camp_officer$ is an acolyte in the ways of the horn, hound, and bow. They are responsible for planning and leading the domicile's hunting expeditions."
 huntperson_camp_officer_employer_custom_effect_description: "$BULLET$[GetActivityType('activity_hunt').GetName] [hunt_success_chance_no_prefix|E] increases with [aptitude|E]\n$BULLET$Improves [martial|E] [education|E] outcomes for all [children|E] in your domicile\n$BULLET$May aid in Gather Provisions [decisions|E]"
 huntperson_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_trackers').GetName]"

 kennelperson_camp_officer: "Kenneler"
 kennelperson_camp_officer_desc: "The $kennelperson_camp_officer$ is tasked with the care and training of the domicile's pack of hounds. They keep the dogs healthy and well fed — most of the time."
 kennelperson_camp_officer_employer_custom_effect_description: "$BULLET$Enables Toss to Dogs [execution|E] [prisoners|E] method"
 kennelperson_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_kennel').GetName]"

 chief_engineer_camp_officer: "Chief Engineer"
 chief_engineer_camp_officer_desc: "The $chief_engineer_camp_officer$ is responsible for all tasks requiring a knowledge of mechanisms and machinery. They build and repair siege weapons, and instruct the men in their use."
 chief_engineer_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_siege_engineers').GetName]"

 witness_camp_officer: "Witness"
 witness_camp_officer_desc: "The $witness_camp_officer$ has the solemn task of recording the deeds and rightful claims of the domicile's leader. They attest to the great deeds and struggles of the domicile."
 witness_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_proof_of_claims').GetName]"

 person_haggler_camp_officer: "Man-Haggler"
 person_haggler_camp_officer_desc: "The $person_haggler_camp_officer$ is responsible for valuable prisoners, and extracting the greatest possible profit from them. They look to the captives, and handle the ransom negotiations."
 person_haggler_camp_officer_employer_custom_effect_description: "$BULLET$[gold|E] gain from ransoming [prisoners|E]: [gold_i]#P +7%#! to [gold_i]#P +33%#! (based on [aptitude|E])\n$BULLET$[gold|E] to pay to ransom your [followers|E]: [gold_i]#P -9%#! to [gold_i]#P -33%#! (based on [aptitude|E])"
 person_haggler_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_ransom_cages').GetName]"

 person_haggler_aptitude_effect_1: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +7%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -9%#!"
 person_haggler_aptitude_effect_2: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +13%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -17%#!"
 person_haggler_aptitude_effect_3: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +20%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -23%#!"
 person_haggler_aptitude_effect_4: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +27%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -29%#!"
 person_haggler_aptitude_effect_5: "$BULLET$ [gold_i][gold|E] from ransoming [prisoners|E]: #P +33%#!\n$BULLET$[gold_i][gold|E] to ransom your [followers|E]: #P -33%#!"

 camp_cook_camp_officer: "Chief Cook"
 camp_cook_camp_officer_desc: "The $camp_cook_camp_officer$ rustles up hearty grub, keeping the domicile well fed and in good spirits. They are also responsible for preparing the officers' meals."
 camp_cook_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('mess_tent_01').GetName]"

 master_bard_camp_officer: "Master Bard"
 master_bard_camp_officer_desc: "The $master_bard_camp_officer$ entertains the domicile and its officers with ballads and tall tales. Their efforts may also go some way to immortalizing an adventurer's grand deeds."
 master_bard_camp_officer_employer_custom_effect_description: "$BULLET$Unlocks $send_poem_interaction$ [interaction|E]"
 master_bard_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('camp_fire_trailing_musicians').GetName]"

 stooge_camp_officer: "Stooge"
 stooge_camp_officer_desc: "The $stooge_camp_officer$ is the involuntary focus of the domicile's irritation and cruel humor. Their maltreatment is a great source of morale and the origin of many risible fireside yarns."
 master_of_arms_camp_officer: "Master of Arms"
 master_of_arms_camp_officer_desc: "The $master_of_arms_camp_officer$ is tasked with keeping the fighting men in line, both at domicile and on the battlefield. They are responsible for discipline and training."
 master_of_arms_employer_custom_effect_description: "$BULLET$Unlocks $train_for_tournament_decision_name$ [decision|E]#!"
 master_of_arms_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_01').GetName]"

 light_cavalry_captain_camp_officer: "Light Cavalry Captain"
 light_cavalry_captain_camp_officer_desc: "The $light_cavalry_captain_camp_officer$ is commander of the domicile's swiftest horsemen. They are responsible for the contingent's leadership, training, and tactics."
 light_cavalry_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_horse_run').GetName]"

 camelry_captain_camp_officer: "Camelry Captain"
 camelry_captain_camp_officer_desc: "The $camelry_captain_camp_officer$ commands the domicile's camel-riders. They are responsible for the contingent's leadership, training, and tactics."
 camelry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_camel_run').GetName]"

 elephantry_captain_camp_officer: "Elephantry Captain"
 elephantry_captain_camp_officer_desc: "The $elephantry_captain_camp_officer$ commands the domicile's mahouts. They are responsible for the contingent's leadership, training, and tactics."
 elephantry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_elephantry_reserve').GetName]"

 heavy_cavalry_captain_camp_officer: "Heavy Cavalry Captain"
 heavy_cavalry_captain_camp_officer_desc: "The $heavy_cavalry_captain_camp_officer$ commands the domicile's armored chargers. They are responsible for the contingent's leadership, training, and tactics."
 heavy_cavalry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_nightly_barding_drills').GetName]"

 horse_archer_captain_camp_officer: "Horse Archer Captain"
 horse_archer_captain_camp_officer_desc: "The $horse_archer_captain_camp_officer$ commands the domicile's mounted skirmishers. They are responsible for the contingent's leadership, training, and tactics."
 horse_archer_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_life_in_the_saddle').GetName]"

 archer_captain_camp_officer: "Archer Captain"
 archer_captain_camp_officer_desc: "The $archer_captain_camp_officer$ commands the domicile's bowmen. They are responsible for the contingent's leadership, training, and tactics."
 archer_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_the_stump').GetName]"

 heavy_infantry_captain_camp_officer: "Heavy Infantry Captain"
 heavy_infantry_captain_camp_officer_desc: "The $heavy_infantry_captain_camp_officer$ commands the domicile's armored battle-line. They are responsible for the contingent's leadership, training, and tactics."
 heavy_infantry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_personal_bouts').GetName]"

 light_infantry_captain_camp_officer: "Light Infantry Captain"
 light_infantry_captain_camp_officer_desc: "The $light_infantry_captain_camp_officer$ commands the domicile's skirmishers. They are responsible for the contingent's leadership, training, and tactics."
 light_infantry_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_training_circle').GetName]"

 pike_captain_camp_officer: "Pike Captain"
 pike_captain_camp_officer_desc: "The $pike_captain_camp_officer$ commands of the spear lines. They are responsible for the contingent's leadership, training, and tactics."
 pike_captain_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_mock_battle_drills').GetName]"

 master_of_spoils_camp_officer: "Master of Spoils"
 master_of_spoils_camp_officer_desc: "The $master_of_spoils_camp_officer$ is responsible for the collection and distribution of the domicile's booty. They ensure the spoils of war are properly divided between the men."
 master_of_spoils_camp_officer_employer_custom_effect_description: "$BULLET$Increases [gold_i][gold|E], [prestige_i][prestige|E], and [piety_i][piety|E] gain from winning [battles|E] and [sieges|E] (based on [aptitude|E])\n$BULLET$Increases the chance of stealing an [artifact|E] after a [siege|E] (based on [aptitude|E])"
 master_of_spoils_captain_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('proving_grounds_lockwagon').GetName]"

 court_position_eunuch_trait: "[GetTrait('eunuch_1').GetName( ROOT.Char )]"
 court_position_beardless_eunuch_trait: "[GetTrait('beardless_eunuch').GetName( ROOT.Char )]"
 court_position_eunuch_falsetto: "[GetTrait('beardless_eunuch').GetName( ROOT.Char )]'s Falsetto"
 court_position_traveling_friend: "Traveling comrade holds another [court_position|E]"
 camp_priest_camp_officer: "domicile Priest"
 camp_priest_camp_officer_desc: "The $camp_priest_camp_officer$ offers spiritual support to the domicile."
 camp_priest_camp_officer_parameter_tt: "$camp_with_following_buildings_tt$\n$BULLET$[GetDomicileBuilding('baggage_train_shrine').GetName]"

 laureate_camp_officer: "Laureate"
 laureate_camp_officer_desc: "The $laureate_camp_officer$ is a live-in verse writer for all occasions. Their work is known far and wide, and brings in plenty of eager poets to learn at their feet."
 laureate_camp_officer_employer_custom_effect_description: "$master_bard_camp_officer_employer_custom_effect_description$\n$BULLET$Enables the Invite Poets [decision|E]"

 court_position_bodyguard_modifier: "[GetPerk('praetorian_guard_perk').GetName( GetNullCharacter )]"
 court_position_bodyguard_liege_modifier: "Employer has [GetPerk('praetorian_guard_perk').GetName( GetNullCharacter )]"

 # BP3
 court_position_travel_companion_modifier: "[GetPerk('travel_companion_perk').GetName( GetNullCharacter )]"
 court_position_travel_companion_liege_modifier: "Employer has [GetPerk('travel_companion_perk').GetName( GetNullCharacter )]"
 gracious_host_impeccable_guest_perk_bonus: "[GetPerk('gracious_host_impeccable_guest_perk').GetName( GetNullCharacter )]"
 
 # MPO
 court_astrologer_court_position: "Stargazer"
 court_astrologer_court_position_desc: "The $court_astrologer_court_position$ searches the skies to predict what fate may be upon us."
 court_astrologer_employer_custom_effect_description: "$BULLET$Enables the #EMP $mpo_divination_decision$#! [decision|E]#!\n$BULLET$Enables the #EMP $mpo_decision_fertility_dance$#! [decision|E]#!"
 court_position_mongolic: "Their culture is of $heritage_mongolic_name$ [heritage|E]"
 court_position_turkic: "Their culture is of $heritage_turkic_name$ [heritage|E]"
 court_position_nomadic: "Their government is [GetGovernment( 'nomad_government' ).GetName]"
 court_position_not_kurultai: "They are not a [kurultai_member|E]"
 court_astrologer_guide_shepherds: "Guide Shepherds"
 court_astrologer_guide_shepherds_desc: "This character is aiding the herders and shepherds of the realm to find the best grazing lands."
 court_astrologer_guide_shepherds_tt: "[GetGovernment( 'herder_government' ).GetName] [vassals|E] or [tributaries|E] may gain the [GetTrait('lifestyle_seasoned_pastor').GetName(GetNullCharacter)] [trait|E] or [county_fertility|E]"
 court_astrologer_guide_shepherds_trigger_tt: "No [GetGovernment( 'herder_government' ).GetName] [vassals|E]"
 court_astrologer_handling_weather: "Oversee Preparations"
 court_astrologer_handling_weather_desc: "This character is tasked with ensuring the best outcome for the season, either by utilizing the effects of the good weather or mitigating the effects of the bad weather."
 court_astrologer_handling_weather_tt: "Effect due to [liege.GetCapitalLocation.GetCounty.GetSubRegionInSituation( tooltip_season ).GetCurrentPhase.GetName|V] in [liege.GetCapitalLocation.GetName|V]:\n\t$BULLET$"
 court_astrologer_handling_weather_trigger_tt: "Your [capital|E] is outside of a Migration [situation|E]"
 court_astrologer_handling_weather_abundant_grazing: "$court_astrologer_handling_weather_tt$$MOD_HERD_GAIN$: #P +15%#!"
 court_astrologer_handling_weather_everlasting_summer: "$court_astrologer_handling_weather_tt$[vassal|E] [opinion|E]: #P +10#!"
 court_astrologer_handling_weather_blue_sky: "$court_astrologer_handling_weather_tt$[piety|E]: [piety_i]#P +3.0#!/month"
 court_astrologer_handling_weather_white_zud: "$court_astrologer_handling_weather_tt$$MOD_MONTHLY_COUNTY_FERTILITY_GROWTH$: #P +20%#!"
 court_astrologer_handling_weather_cold_zud: "$court_astrologer_handling_weather_tt$$MOD_MONTHLY_COUNTY_FERTILITY_GROWTH$: #P +0.25#!"
 court_astrologer_handling_weather_severe_drought: "$court_astrologer_handling_weather_tt$$MOD_MONTHLY_COUNTY_FERTILITY_DECLINE$: #P -30%#!"
 court_astrologer_handling_weather_havsarsan_zud: "$court_astrologer_handling_weather_tt$$game_concept_domicile_travel_speed$: #P +33%#!"
 court_astrologer_abundant_grazing_modifier: "$court_astrologer_handling_weather$: $situation_steppe_abundant_grazing_season$"
 court_astrologer_warm_nights_modifier: "$court_astrologer_handling_weather$: $situation_steppe_warm_nights_season$"
 court_astrologer_sky_blessing_modifier: "$court_astrologer_handling_weather$: $situation_steppe_sky_blessing_season$"
 court_astrologer_white_zud_modifier: "$court_astrologer_handling_weather$: $situation_steppe_white_zud_season$"
 court_astrologer_cold_zud_modifier: "$court_astrologer_handling_weather$: $situation_steppe_cold_zud_season$"
 court_astrologer_severe_drought_modifier: "$court_astrologer_handling_weather$: $situation_steppe_severe_drought_season$"
 court_astrologer_havsarsan_zud_modifier: "$court_astrologer_handling_weather$: $situation_steppe_havsarsan_zud_season$"

 boyan_court_position: "Noyan"
 boyan_court_position_fallback: "General"
 boyan_court_position_desc: "A $boyan_court_position$ is one of the leading generals in their liege's armies, ensuring success in battle."
 boyan_court_position_fallback_desc: "The $boyan_court_position_fallback$ is in charge of segments of their liege's armies, ensuring success in battle."
 boyan_impress_vassals: "Cow Vassals"
 boyan_impress_vassals_desc: "This character is tasked with putting vassals back in line."
 boyan_impress_vassals_tt: "[vassal|E] [faction_commitment|E]: #P -20#!"
 boyan_prepare_raids: "Prepare Raids"
 boyan_prepare_raids_desc: "This character is preparing their liege's armies to raid far away realms."
 boyan_validity_trigger_tt: "[martial_i][martial|E] is #high 12#! or above"

 siege_engineer_court_position: "Siege Engineer"
 siege_engineer_court_position_desc: "A $siege_engineer_court_position$ is usually a foreign agent recruited to the Steppes for their expertise in siege warfare."
 siege_engineer_build_equipment: "Build Siege Equipment"
 siege_engineer_build_equipment_desc: "This character is focusing on building siege equipment for their liege."
 siege_engineer_build_equipment_tt: "Every month there's a small chance to gain a [siege_weapon|E] [men_at_arms|E]"
 siege_engineer_build_equipment_trigger_tt: "Already have a fully built [siege_weapon|E] [men_at_arms|E]"
 siege_engineer_build_equipment_trigger_tt_2: "No room for more [men_at_arms|E]"

 yurtchi_court_position: "Yurtchi"
 yurtchi_court_position_fallback: "Quartermaster"
 yurtchi_court_position_desc: "A $yurtchi_court_position$ oversees the organization of and the well-being of the clan, as well as ensuring that it is well-equipped for battle."
 yurtchi_court_position_fallback_desc: "The $yurtchi_court_position_fallback$ ensures the clan is equipped to move at a moment's notice, as well as equipped for battle."
 yurtchi_lean_times: "Embrace Frugality"
 yurtchi_lean_times_desc: "This character is undertaking measures to limit the spending of the clan."
 yurtchi_prosperous_times: "Commence with Revelry"
 yurtchi_prosperous_times_desc: "This character is ensuring the happiness of the clan, even at a heavy cost."
 yurtchi_validity_trigger_tt: "[stewardship_i][stewardship|E] is #high 12#! or above"

 cherbi_court_position: "Cherbi"
 cherbi_court_position_fallback: "Chief Bodyguard"
 cherbi_court_position_desc: "A $cherbi_court_position$ oversees the $bodyguard_court_position_nomadic$, guaranteeing the safety of their liege. As the head of their liege's safety, it is one of the most prestigious positions in the clan."
 cherbi_court_position_fallback_desc: "The $cherbi_court_position_fallback$ is in charge of the safety of their liege, an equally prestigious and dangerous position."
 cherbi_custom_modifier: "$BULLET$[GetCourtPositionType('bodyguard_court_position').GetName|U] [aptitude|E]: [aptitude_i]"
 cherbi_custom_modifier_range: "$cherbi_custom_modifier$#P 1-15#! (based on [aptitude|E])"
 cherbi_custom_modifier_terrible: "$cherbi_custom_modifier$#P 1#!"
 cherbi_custom_modifier_poor: "$cherbi_custom_modifier$#P 4#!"
 cherbi_custom_modifier_average: "$cherbi_custom_modifier$#P 7#!"
 cherbi_custom_modifier_good: "$cherbi_custom_modifier$#P 10#!"
 cherbi_custom_modifier_excellent: "$cherbi_custom_modifier$#P 15#!"
 court_position_bodyguard_cherbi_modifier: "[GetCourtPositionType('cherbi_court_position').GetName|U] [aptitude|E]"
 cherbi_double_the_guard: "Double the Guard"
 cherbi_double_the_guard_desc: "This character is tasked with the safety of their liege, at #bold any#! cost."
 cherbi_validity_trigger_tt: "[prowess_i][prowess|E] is #high 12#! or above"

 yeke_jarquchi_court_position: "Yeke Jarquchi"
 yeke_jarquchi_court_position_fallback: "Chief Law Overseer"
 yeke_jarquchi_court_position_turkic: "El Ögäsi"
 yeke_jarquchi_court_position_desc: "A $yeke_jarquchi_court_position$ oversees the law of the land, the Yassa. As the eyes of their liege, they make certain all follow the rules of the clan."
 yeke_jarquchi_court_position_fallback_desc: "The $yeke_jarquchi_court_position_fallback$ is the one ensuring the laws of their liege are followed all throughout the realm."
 yeke_jarquchi_court_position_turkic_desc: "The $yeke_jarquchi_court_position_turkic$ is the one ensuring the laws of their liege are followed all throughout the realm."
 yeke_jarquchi_custom_modifier: "$BULLET$[obedience_threshold|E]: [obedience_i]"
 yeke_jarquchi_custom_modifier_range: "$yeke_jarquchi_custom_modifier$#P -1#! to #P -5#! (based on [aptitude|E])"
 yeke_jarquchi_custom_modifier_terrible: "$yeke_jarquchi_custom_modifier$#P -1#!"
 yeke_jarquchi_custom_modifier_poor: "$yeke_jarquchi_custom_modifier$#P -2#!"
 yeke_jarquchi_custom_modifier_average: "$yeke_jarquchi_custom_modifier$#P -3#!"
 yeke_jarquchi_custom_modifier_good: "$yeke_jarquchi_custom_modifier$#P -4#!"
 yeke_jarquchi_custom_modifier_excellent: "$yeke_jarquchi_custom_modifier$#P -5#!"
 court_position_jarquchi_obedience_modifier: "[GetCourtPositionType('yeke_jarquchi_court_position').GetName|U] [aptitude|E]"
 yeke_jarquchi_culture_acceptance: "Blend Cultures"
 yeke_jarquchi_culture_acceptance_desc: "This character is ensuring that all who live in the realm will leave in peace, irrelevant of their traditions and customs."
 yeke_jarquchi_culture_acceptance_tt: "[cultural_acceptance|E] will be increased by [liege.Custom('GetAptitudeYekeJarquchiLoc')] between [liege.GetCulture.GetName] and other [cultures|E] in the [realm|E] every year #weak (max #V 50#!)#!"
 yeke_jarquchi_aptitude: "[ROOT.Char.MakeScope.ScriptValue('yeke_jarquchi_aptitude_tooltip')|P0]"
 yeke_jarquchi_missing_aptitude: "#P 2-10#! (based on [aptitude|E])"
 yeke_jarquchi_culture_acceptance_trigger_tt: "All [counties|E] in the [realm|E] are [liege.GetCulture.GetName]"
 culture_acceptance_desc_yeke_jarquchi: "[liege.GetName] promoted this [culture|E] in [liege.GetHerHis] [realm|E]"
 yeke_jarquchi_validity_trigger_tt: "[diplomacy_i][diplomacy|E] is #high 12#! or above"

 foreign_emissary_court_position: "Foreign Emissary"
 foreign_emissary_court_position_desc: "A $foreign_emissary_court_position$ is recruited from afar to impress their liege's court with exotic stories, and to act as a diplomat to neighboring leaders."
 court_position_different_culture: "They are of a different [culture|E]"
 foreign_emissary_culture_acceptance_tt: "[cultural_acceptance|E] will be increased by [liege.Custom('GetAptitudeForeignEmissaryLoc')] between [liege.GetCulture.GetName] and [tributary|E] [cultures|E] every year #weak (max #V 50#!)#!"
 foreign_emissary_aptitude: "[ROOT.Char.MakeScope.ScriptValue('foreign_emissary_aptitude_tooltip')|P0]"
 foreign_emissary_missing_aptitude: "#P 2-10#! (based on [aptitude|E])"
 foreign_emissary_culture_acceptance: "Accommodate Tributaries"
 foreign_emissary_culture_acceptance_desc: "This character will make certain that the tributaries will fall in line with their suzerain, with whatever means necessary."
 culture_acceptance_desc_foreign_emissary: "[liege.GetName] accomodated [liege.GetHerHis] tributaries of this [culture|E]"
 foreign_emissary_culture_acceptance_trigger_tt: "No [tributaries|E] of another [culture|E]"

 keeper_of_the_horses_court_position: "Keeper of the Horses"
 keeper_of_the_horses_court_position_desc: "The $keeper_of_the_horses_court_position$ is a prestigious position in charge of their liege's steeds and stables."

# TGP
 court_position_confucian_education_trait: "[GetTrait('confucian_education').GetName( ROOT.Char )]"

 court_physician_celestial_imperial: "Palace Physician"
 court_physician_celestial_imperial_desc: "The $court_physician_celestial_imperial$ is responsible for the health and well-being of the [court|E] they are in. They will treat disease and suture wounds to the best of their abilities."
 court_physician_celestial: "Master Physician"
 court_physician_celestial_desc: "The $court_physician_celestial$ is responsible for the health and well-being of the [court|E] they are in. They will treat disease and suture wounds to the best of their abilities."
 court_astrologer_celestial_imperial: "Grand Astrologer"
 court_astrologer_celestial_imperial_desc: "The $court_astrologer_celestial_imperial$ searches the skies to predict what fate may be upon us."
 court_astrologer_celestial: "Diviner"
 court_astrologer_celestial_desc: "The $court_astrologer_celestial$ searches the skies to predict what fate may be upon us."
 travel_leader_celestial_imperial: "Clearer of the Way"
 travel_leader_celestial_imperial_desc: "The $travel_leader_celestial_imperial$ assists you when traveling and takes charge of all itineraries. They aim to ensure you arrive at your destination safely and on-time."
 travel_leader_celestial: "Forward Scout"
 travel_leader_celestial_desc: "The $travel_leader_celestial$ assists you when traveling and takes charge of all itineraries. They aim to ensure you arrive at your destination safely and on-time."
 antiquarian_celestial: "Keeper of Treasures"
 antiquarian_celestial_desc: "The $antiquarian_celestial$ is responsible for the upkeep, care, and procurement of artifacts."
 seneschal_celestial: "Chief Administrator"
 seneschal_celestial_desc: "The $seneschal_celestial$ serves an important role in the day-to-day life of the royal household, administering the servants and keeping everything running smoothly."
 court_tutor_celestial: "Erudite Instructor"
 court_tutor_celestial_desc: "The $court_tutor_celestial$ is in charge of the [education|E] of all children at court, and their skill will influence how much they influence the students. Children can still have individual [guardians|E]."
 chief_eunuch_celestial_imperial: "Palace Attendant"
 chief_eunuch_celestial_imperial_desc: "The $chief_eunuch_celestial_imperial$ is a trusted servant responsible for the eunuchs at court. Not much goes on that they don't hear about, both among the servants and the royals."
 chief_eunuch_celestial: "Eunuch Attendant"
 chief_eunuch_celestial_desc: "The $chief_eunuch_celestial$ is a trusted servant responsible for the eunuchs at court. Not much goes on that they don't hear about, both among the servants and the royals."
 master_of_horse_celestial_imperial: "Prefect of the Stables"
 master_of_horse_celestial_imperial_desc: "The $master_of_horse_celestial_imperial$ is responsible for their Liege's majestic steeds and stables. They have their work cut out for them since a well-kept horse is a boon both on the battlefield and on the road."
 master_of_horse_celestial: "Stablemaster"
 master_of_horse_celestial_desc: "The $master_of_horse_celestial$ is responsible for their Liege's majestic steeds and stables. They have their work cut out for them since a well-kept horse is a boon both on the battlefield and on the road."
 master_of_hunt_celestial: "Supervisor of Hunts"
 master_of_hunt_celestial_desc: "The $master_of_hunt_celestial$ is responsible for any hunting parties that members of their Liege's court arrange. They are also in charge of the kennels and the dogs within it."
 cave_hermit_celestial: "Sagacious Recluse"
 cave_hermit_celestial_desc: "The $cave_hermit_celestial$ is someone that will inhabit your castle grounds and entertain your guests with prophecies and riddles. Some say they may be actual mystics."
 court_gardener_celestial_imperial: "Chief Gardener"
 court_gardener_celestial_imperial_desc: "The $court_gardener_celestial_imperial$ is responsible for the well-being of the gardens belonging to their liege, pouring time and skill into making them truly flourish."
 court_gardener_celestial: "Gardener"
 court_gardener_celestial_desc: "The $court_gardener_celestial$ is responsible for the well-being of the gardens belonging to their liege, pouring time and skill into making them truly flourish."
 chronicler_celestial_imperial: "Grand Scribe"
 chronicler_celestial_imperial_desc: "The $chronicler_celestial_imperial$ is tasked with dedicating the deeds of their employer to paper."
 chronicler_celestial: "Recorder"
 chronicler_celestial_desc: "The $chronicler_celestial$ is tasked with dedicating the deeds of their employer to paper."
 champion_celestial_imperial: "Tiger-Brave Gentleman"
 champion_celestial_imperial_desc: "A $champion_celestial_imperial$ is a skilled and deadly fighter that can represent their Liege in duels."
 champion_celestial: "Tiger-Brave Soldier"
 champion_celestial_desc: "A $champion_celestial$ is a skilled and deadly fighter that can represent their Liege in duels."
 court_brewmaster_celestial: "Wine Steward"
 court_brewmaster_celestial_desc: "The $court_brewmaster_celestial$ is a representative chosen to interact directly with the brewers of the realm, to ensure the liege can get their hands on the best of brews."
 lady_in_waiting_celestial_imperial: "Palace Lady"
 lady_in_waiting_celestial_imperial_desc: "A $lady_in_waiting_celestial_imperial$ is an assistant and companion to a Queen or Empress, attending to her every need and fulfilling every whim."
 lady_in_waiting_celestial: "Chambermaid"
 lady_in_waiting_celestial_desc: "A $lady_in_waiting_celestial$ is an assistant and companion to a Queen or Empress, attending to her every need and fulfilling every whim."
 royal_architect_celestial: "Master Craftsman"
 royal_architect_celestial_desc: "The $royal_architect_celestial$ oversees any prestigious building projects within the realm; not a brick is laid, nor a second spent, without their express permission."
 court_poet_celestial: "Poet Laureate"
 court_poet_celestial_desc: "The $court_poet_celestial$ is a connoisseur of words and verse, providing their Liege and all at court with entertainment, intellectual stimulation, and emotional experiences."
 court_musician_celestial_imperial: "Master of Music"
 court_musician_celestial_imperial_desc: "A $court_musician_celestial_imperial$ is an artist who sings and plays instruments to entertain their Liege and the court."
 court_musician_celestial: "Musician"
 court_musician_celestial_desc: "A $court_musician_celestial$ is an artist who sings and plays instruments to entertain their Liege and the court."
 bodyguard_celestial_imperial: "Imperial Guardsman"
 bodyguard_celestial_imperial_desc: "A $bodyguard_celestial_imperial$ is the final line of defense against any and all attackers. Where their charge goes they follow, and they will not hesitate to put themselves in the way of any danger that might be lurking out there."
 bodyguard_celestial: "Household Guardsman"
 bodyguard_celestial_desc: "A $bodyguard_celestial$ is the final line of defense against any and all attackers. Where their charge goes they follow, and they will not hesitate to put themselves in the way of any danger that might be lurking out there."
 court_artificer_celestial_imperial: "Palace Artisan"
 court_artificer_celestial_imperial_desc: "A $court_artificer_celestial_imperial$ is someone who's proven themselves able to craft great things. While they mostly lull around in your court, the hope is for inspiration to strike once more."
 court_artificer_celestial: "Artisan"
 court_artificer_celestial_desc: "A $court_artificer_celestial$ is someone who's proven themselves able to craft great things. While they mostly lull around in your court, the hope is for inspiration to strike once more."

 grand_preceptor_court_position: "Grand Preceptor"
 grand_preceptor_court_position_desc: "The $grand_preceptor_court_position$'s is the moral pillar of their court, their duty to serve as a beacon of righteousness for all others to admire and emulate."
 grand_preceptor_court_position_task_instill_righteousness: "Imbue with Moral Righteousness"
 grand_preceptor_court_position_task_instill_righteousness_desc: "The $grand_preceptor_court_position$ will apply themselves to the moral cultivation of their liege."
 grand_preceptor_court_position_task_propagate_civic_virtue: "Propagate Civic Virtue"
 grand_preceptor_court_position_task_propagate_civic_virtue_desc: "The $grand_preceptor_court_position$ will take a leading role in the propagation of moral virtue among the general population."
 grand_preceptor_court_position_task_exalt_imperial_deeds: "Exalt Imperial Deeds"
 grand_preceptor_court_position_task_exalt_imperial_deeds_desc: "As $grand_preceptor_court_position$, this character's words carry immense moral authority, and many are those willing to accept their statements as truth."

 grand_preceptor_powerfuL_family_score_desc: "$grand_preceptor_court_position$"

 grand_guardian_court_position: "Grand Guardian"
 grand_guardian_court_position_desc: "The $grand_guardian_court_position$ is the sword and shield of the realm, revered for their martial experience and strategic insight."
 grand_guardian_court_position_task_guard_the_capital: "Guard the Capital"
 grand_guardian_court_position_task_guard_the_capital_desc: "The $grand_guardian_court_position$ will take charge of the protection of the imperial capital's security."
 grand_guardian_court_position_task_shield_the_realm: "Shield the Realm"
 grand_guardian_court_position_task_shield_the_realm_desc: "The $grand_guardian_court_position$ will apply their formidable strategic skills to the defense of the realm as a whole."
 grand_guardian_court_position_task_instill_martial_discipline: "Instill Martial Discipline"
 grand_guardian_court_position_task_instill_martial_discipline_desc: "The $grand_guardian_court_position$ will endeavor to instill the accumulated lessons of their distinguished career on those who lack the privilege of experience."
 grand_guardian_guard_the_capital_modifier: "Protected by the Grand Guardian"
 MODIFIER_DEFINITION_VALUE_GRAND_GUARDIAN_APTITUDE: " \t#weak Increase per $grand_guardian_court_position$ [aptitude|E] level#!"

 grand_guardian_powerfuL_family_score_desc: "$grand_guardian_court_position$"

 grand_mentor_court_position: "Grand Mentor"
 grand_mentor_court_position_desc: "The $grand_mentor_court_position$ attends to the edification of the ruling family, and is tasked with the weighty duty of ensuring that the next generation lives up to the august examples of their forebears."

 grand_mentor_court_position_task_edify_heirs: "Instruct Imperial Heirs"
 grand_mentor_court_position_task_edify_heirs_desc: "The $grand_mentor_court_position$ will dedicate their days to the diligent cultivation of the next generation."
 grand_mentor_edify_heirs_tt: "Every month, members of the ruling [house|E] who are [courtiers|E] or [direct_vassals|E] of the [liege|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E]"
 grand_mentor_edify_heirs_fallback: "Every month, members of the ruling [house|E] who are [courtiers|E] or [direct_vassals|E] of the [liege|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E]"

 grand_mentor_court_position_task_teach_liege: "Edify the Emperor"
 grand_mentor_court_position_task_teach_liege_desc: "The $grand_mentor_court_position$ will exclusively attend to the edification of their liege."
 grand_mentor_teach_liege_tt: "Every month, the [liege|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E]"
 grand_mentor_teach_liege_fallback: "Every month, the [liege|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E]"

 grand_mentor_court_position_task_train_officials: "Cultivate Meritorious Officials"
 grand_mentor_court_position_task_train_officials_desc: "The $grand_mentor_court_position$ will see to it that the officials of the realm possess skills in equal measure to their wisdom and virtue."
 grand_mentor_train_officials_tt: "Every month, a [court_position|E] holder or [direct_vassal|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E], or [merit|E]"
 grand_mentor_train_officials_fallback: "Every month, a [court_position|E] holder or [direct_vassal|E] may gain [diplomacy_i][stewardship_i][learning_i][martial_i][skills|E], [GetTrait('governor').GetName( GetPlayer )] or [GetTrait('confucian_education').GetName( GetPlayer )] [trait_level_track_xp|E], or [merit|E]"

 grand_mentor_mentoring_title: "Mentoring [target_character.GetFullNameNoTooltip]"
 grand_mentor_mentoring_notification_desc: "[ROOT.Char.GetShortUIName|U] have improved [target_character.GetTitledFirstNamePossessive] skills"

 grand_mentor_powerfuL_family_score_desc: "$grand_mentor_court_position$"

 fire_dragon_engineer_court_position: "Fire Dragon Engineer"
 fire_dragon_engineer_court_position_desc: "The $fire_dragon_engineer_court_position$ is a master of firearms, furnishing troops with formidable flame-belching instruments of war."
 fire_dragon_engineer_court_position_forge_fire_dragons: "Forge Fire Dragons"
 fire_dragon_engineer_court_position_forge_fire_dragons_desc: "The $fire_dragon_engineer_court_position$ will focus their energies on the forging of firearms, keeping an abundant arsenal ever at the ready."
 fire_dragon_engineer_court_position_command_artillery: "Command Artillery"
 fire_dragon_engineer_court_position_command_artillery_desc: "The $fire_dragon_engineer_court_position$ will personally oversee the deployment and employment of their instruments of destruction on the battlefield."

 keeper_of_the_harem_court_position: "Keeper of the Harem"
 keeper_of_the_harem_court_position_desc: "The $keeper_of_the_harem_court_position$ occupies a position of no small importance in the imperial harem, supervising everything from the concubines' garments to the auspicious scheduling of imperial intercourse."

 keeper_of_the_harem_court_position_task_maintain_decorum: "Maintain Harem Decorum"
 keeper_of_the_harem_court_position_task_maintain_decorum_desc: "The $keeper_of_the_harem_court_position$ will focus on suppressing the venomous intrigues of the harem and shielding it from the untoward attentions of the outside world."
 keeper_of_the_harem_maintaining_decorum.tt: "The $keeper_of_the_harem_court_position$ will significantly impede [schemes|E] targeting members of the harem."

 keeper_of_the_harem_court_position_task_attend_to_wellness: "Attend to Concubines' Wellness"
 keeper_of_the_harem_court_position_task_attend_to_wellness_desc: "The $keeper_of_the_harem_court_position$ will pay special attention to the health and well-being of the harem, treating the ill and easing their burdens."
 keeper_of_the_harem_attend_to_wellness.tt: "The $keeper_of_the_harem_court_position$ will look for and tend to an ill member of the harem every month, alleviating their stress and the symptoms that ail them."

 keeper_of_the_harem_court_position_task_select_palace_beauties: "Select Palace Beauties"
 keeper_of_the_harem_court_position_task_select_palace_beauties_desc: "The $keeper_of_the_harem_court_position$ will periodically review the composition of the harem, gracefully retiring the aged and childless while recruiting talented and fair substitutes."
 keeper_of_the_harem_select_palace_beauties.tt: "Every year, the $keeper_of_the_harem_court_position$ will potentially retire one aged and childless concubine and recruit one new concubine to the harem."

 court_guru_court_position: "Guru"
 court_guru_court_position_desc: "A guru serves as both counselor and sage, advising rulers on earthly concerns and sacred truths."
 guru_teach_learning: "Enlighten the Mind"
 guru_teach_learning_desc: "The guru shares sacred texts and scholarly wisdom to sharpen their liege's intellect."
 guru_teach_diplomacy: "Refine the Tongue"
 guru_teach_diplomacy_desc: "The guru instructs in courtly speech, measured silence, and the art of graceful persuasion."
 guru_teach_intrigue: "Sharpen the Senses"
 guru_teach_intrigue_desc: "Through parables and subtle games, the guru trains the ruler to see hidden motives and deceive with poise."

 court_brahmin_court_position: "Court Brahmin"
 court_brahmin_court_position_desc: "A venerable priest found in Hindu and Buddhist courts alike, the Court Brahmin is responsible for performing rituals, overseeing ceremonies, and promoting the legitimacy of the ruler."
 court_brahmin_court_position_task_increase_tribute: "Increase Tribute"
 court_brahmin_court_position_task_increase_tribute_desc: "This character will diligently tend to amplifying the flow of wealth from tributary to suzerain."

 khlon_glan_court_position: "Khlon Glan"
 khlon_glan_court_position_desc: "The Khlon Glan is a high-ranking official, in charge of managing the realm's storehouses and military supplies."
 khlon_glan_assist_provisioning: "Develop Capital"
 khlon_glan_assist_provisioning_desc: "This character is focusing on improving the Mandala capital."
 
 favored_minister_court_position: "Favored Minister"
 favored_minister_court_position_desc: "The $favored_minister_court_position$ is the chosen favorite [councillor|E] of a [celestial|E] [son_of_heaven|E] and is granted the freedom to run their ministry as they wish."
 favored_minister_employee_custom_desc: "[personal_movement_power|E]: [movement_power_i][EmptyScope.ScriptValue('favored_minister_movement_power_bonus_value')|+=0%]"
 favored_minister_desc: "[GetCourtPositionType( 'favored_minister_court_position' ).GetName()]"
 
 keeper_of_the_horses_validity_trigger_tt: "[prowess_i][prowess|E] is #high 12#! or above"
 
 minister_bureaucrat_court_position: "Department Aide"
 minister_bureaucrat_court_position_desc: "Within the upper echelons of the celestial government, a large array of bureaucrats is required. Hand-picked by the head of each department, they ensure everything runs smoothly."
 minister_bureaucrat_court_position_mod_desc: "$EFFECT_LIST_BULLET$The Aide improves various [ministry|E] related tasks, such as [great_projects|E] (based on [aptitude|E])"
