l_english:
 UNIT_TYPE_MY:0 "your"
 UNIT_TYPE_ALLY:0 "ally"
 UNIT_TYPE_ENEMY:0 "enemy"
 UNIT_TYPE_HOSTILE:0 "hostile"
 UNIT_TYPE_NEUTRAL:0 "neutral"
 UNIT_TYPE_UNKNOWN:0 "unknown"
 ARMY_TYPE_RAIDERS: "[raid|E] [army|E]"
 ARMY_TYPE_BARTERERS: "[trade|E] Mission"
 ARMY_TYPE_DEFAULT: "[army|E]"
 UNIT_COUNT_SOLDIERS:0 "[soldiers|E]: $VALUE|0V$"
 UNIT_COUNT_LEVIES:0 "    [levies|E]: $VALUE|0V$"
 UNIT_COUNT_KNIGHTS:1 "    [knight_i]$knight_culture_player_plural$: $VALUE|0V$"
 UNIT_TAB_MAA:1 "    @$ICONKEY$_icon!$NAME$: $VALUE|0V$"
 UNIT_MAA_WITH_MAX:1 "@$ICONKEY$_icon!$NAME$: $VALUE|0V$/$MAX|V0$"
 ARMY_QUALITY_LEVEL_1:0 "@army_quality_icon_1! Low [troop_quality|E]"
 ARMY_QUALITY_LEVEL_2:0 "@army_quality_icon_2! Decent [troop_quality|E]"
 ARMY_QUALITY_LEVEL_3:0 "@army_quality_icon_3! High [troop_quality|E]"
 ARMY_QUALITY_LEVEL_4:0 "@army_quality_icon_4! Superior [troop_quality|E]"
 ARMY_QUALITY_LEVEL_5:0 "@army_quality_icon_5! Elite [troop_quality|E]"
 UNIT_SUPPLY_STATE_POSITIVE:0 "@supply_icon!$STATE|V$ ($CURRENT|+0$) $VALUE|+=$/month"
 UNIT_SUPPLY_STATE_NEGATIVE:0 "@supply_icon!$STATE|V$ ($CURRENT|+0$) @supply_trend_negative_icon!$VALUE|+=$/month"
 UNIT_NEUTRAL_COMBAT_PREDICTION:1 "In a fight on neutral [terrain|E], if you attack with your selected [armies|E], $PREDICTION$"
 UNIT_TOOLTIP_NO_COMMANDER:0 "No [commander|E]"
 UNIT_TOOLTIP_COMMANDER:0 "[commander|E]: [CHARACTER.GetUIName|U] (@skill_martial_icon![CHARACTER.GetSkill( 'martial' )|V])"
 UNIT_TOOLTIP_COMMANDER_TRAIT:0 "$TRAIT$"
 UNIT_TERRAIN_TOOLTIP_SUPPLY_GOOD:0 "    $KEY$: #V $MEN|0$/$SUPPLY|0$#!"
 UNIT_TERRAIN_TOOLTIP_SUPPLY_BAD:0 "  $KEY$: #N $MEN|0$/$SUPPLY|0$#!"
 UNIT_TERRAIN_TOOLTIP_LOCAL_SUPPLY_GOOD:1 "Local $KEY$: #V $MEN|0$/$SUPPLY|0$#!"
 UNIT_TERRAIN_TOOLTIP_LOCAL_SUPPLY_BAD:1 "Local $KEY$: #N $MEN|0$/$SUPPLY|0$#!"
 UNIT_TERRAIN_TOOLTIP_COUNTY_ATTRITION:0 "  Hostile County: $PERC|%0-$"
 KNIGHT_BREAKDOWN_ENTRY:0 "[CHARACTER.GetShortUIName|U]: [CHARACTER.GetSkill( 'prowess' )] [prowess|E]"
 UNIT_STATE_REGULAR:0 "Standing still"
 UNIT_STATE_COMBAT:0 "In Combat"
 UNIT_STATE_SIEGING:0 "Besieging"
 UNIT_STATE_EMBARKED:0 "Embarked"
 UNIT_STATE_GATHERING:0 "Gathering: $VALUE$ left"
 UNIT_STATE_MOVING:0 "Moving"
 UNIT_STATE_RAIDING:0 "Raiding"
 UNIT_STATE_BARTERING: "Trading"
 UNIT_STATE_RETREATING:0 "Retreating to [PROVINCE.GetName]"
 ARMY_STATUS_ICON_TOOLTIP:0 "$DESC$"
 KNIGHT_IN_THIS_ARMY_TOOLTIP:2 "Is a $knight_culture_player$ in this [army|E]"
 KNIGHT_IN_ARMY_TOOLTIP:1 "[knight_i]Is a $knight_culture_player$ in an [army|E]"
 UNIT_HOSTILE:0 "This [army|E] is [hostile_army|E]"
 SUPPLY_BREAKDOWN_FRIENDLY_TERRITORY:0 "In friendly territory"
 SUPPLY_BREAKDOWN_LIMIT:0 "Over [supply_limit|E]"
 SUPPLY_BREAKDOWN_COMMANDER:0 "[commander|E] ([CHARACTER.GetShortUIName])"
 SUPPLY_LOSS_AT_SEA:0 "At Sea"
 SUPPLY_BREAKDOWN_PENALTY:0 "Supply penalty"
 SUPPLY_BREAKDOWN_BONUS:0 "Supply bonus"
 
