l_english:

 # Military
 tradition_british_arsenals_name:0 "$innovation_british_arsenals$"
 tradition_british_arsenals_desc:0 "$innovation_british_arsenals_desc$"
 innovation_british_arsenals:0 "British Arsenals"
 innovation_british_arsenals_desc:0 "Due to the preservation of Arsenals, such as Enfield & BSA, the British maintained the ability to manufacture firearms in limited quantities. These were instrumental in the breaking of Gallia."
 tradition_british_ironsides_name:0 "$innovation_british_ironsides$"
 tradition_british_ironsides_desc:0 "$innovation_british_ironsides_desc$"
 innovation_british_ironsides:0 "Ironclads"
 innovation_british_ironsides_desc:0 "Combining the old skills of steel making & horse breeding present in England & the Lowlands, we can create formidable super-heavy cavalry formations, worthy of the title 'knights'"
 ironsides:0 "Ironclads"
 ironsides_flavor:1 "#F Slow, ponderous, cumbersome, & utterly unstoppable. Mounted knights Clad head to hoof in armor, the charge of Ironsides shattering foes has been the precipitating factor of many British victories#!" 
 tradition_redcoats_name:0 "$innovation_British_redcoats$"
 tradition_redcoats_desc:0 "$innovation_british_redcoats_desc$"
 innovation_redcoats:0 "Redcoats"
 innovation_redcoats_desc:0 "Whilst effective, our handgunners have proven vulnerable to cavalry charges. We must innovate & adapt to this new threat. Maybe some of these old manuals can help...."  
 redcoats:0 "Redcoats"
 redcoats_flavor:1 "#F Some of the most feard troops of the old & the new worlds, breaking the 'red line' is a feat that marks supreme leadership, & the attempt to do so a mark of foolishness or desperation#!"
 tradition__celtic_columneers_name:0 "$innovation_celtic_columneers$"
 tradition__celtic_columneers_desc:0 "$innovation_celtic_columneers_desc$"
 innovation_celtic_columneers:0 "Columneers"
 innovation_celtic_columneers_desc:0 "Let us formalise the groups of resistance fighters that were instrumental in overthrowing Crowtemple's Empire"  
 columneers:0 "Columneers"
 columneers_flavor:1 "#F The Flying Columneers, or simply the Columneers are some of the most accomplished light infantry the world over, striking & fading back into the surroundings. Extremely adaptable, they are the pride of Irish & Celtic forces#!" 
 tradition_cuirassiers_name:0 "$innovation_cuirassiers$"
 tradition_cuirassiers_desc:0 "$innovation_cuirassiers_desc$"
 innovation_cuirassiers:0 "Paladins"
 innovation_cuirassiers_desc:0 "Though originally the elite medium cavalry of novelist Gallia, their effectiveness meant that the paladins were copied by most of the states of pre-event France."  
 cuirassiers:0 "Paladins"
 cuirassiers_flavor:1 "#F The flower of Gallian, and French nobility, riding powerful unarmoured steeds. Armoured in chainmail themselves, these troops were the cornerstone of Gallia's dominance for three centuries#!" 
 tradition_pioneers_name:0 "$innovation_pioneers$"
 tradition_pioneers_desc:0 "$innovation_pioneers_desc$"
 innovation_pioneers:0 "Pioneers"
 innovation_pioneers_desc:0 "Following the defeat of Gallia at the hand of the British Gunlines of First Lord Elyan, the lords of central France recognised the need to develop an effective counter to them, as well as ways to undermine their fortresses."  
 pioneers:0 "Pioneers"
 pioneers_flavor:1 "#F Pioneers are heavy shock troops, adept at siege warfare, tunnelling, and assaulting, and defending fortified positions, using their poleaxes to crush through any barricade. Hand-picked from professional soldiers, they are known for their imposing stature, and long beards adorned with jewellery, each piece representing a battle they’ve fought in.#!"  
 tradition_gardians_name:0 "$innovation_gardians$"
 tradition_gardians_desc:0 "$innovation_gardians_desc$"
 innovation_gardians:0 "Gardians"
 innovation_gardians_desc:0 "After the event the horsemanship of the cattle-herders of marshes of Carmague became highly sort after in the Provencal. As a result, the area in general became renowned for resilient and versatile light cavalry"  
 gardians:0 "Gardians"
 gardians_flavor:1 "#F Gardians are light cavalry, riding resilient, semi-feral horses, adept in a wide variety of terrains from the mountains of Alpes to the marshlands of the Carmague. Using their supreme equestrian skills, armour piercing war picks and impressive bravery, they have surprised many a force of heavily armoured soldiers.#!"  
 tradition_voltigeurs_name:0 "$innovation_voltigeurs$"
 tradition_voltigeurs_desc:0 "$innovation_voltigeurs_desc$"
 innovation_voltigeurs:0 "Voltigeurs"
 innovation_voltigeurs_desc:0 "In the deep forests of Alsace and Gascony, the cavalry of Gallia found itself supremely ill-suited against the forces of the Helvetics and the Sevillian Basques. Therefore, they needed to adapt, and so were reborn the Voltigeurs."  
 voltigeurs:0 "Voltigeurs"
 voltigeurs_flavor:1 "#F Voltigeurs are skirmishers, accurate, deadly, and hard to dislodge. Remarkably deadly in the forests of their homeland, they are superb archers and light troops.#!"  
 tradition_spahis_name:0 "$innovation_spahis$"
 tradition_spahis_desc:0 "$innovation_spahis_desc$"
 innovation_spahis:0 "Spahis"
 innovation_spahis_desc:0 "A type of cavalry dating back to antediluvian Turkey and France, the Spahi cavalry are adept at mobile warfare in a variety of circumstances."  
 spahis:0 "Spahis"
 spahis_flavor:1 "#F Spahis are range cavalry, hard to pinned. Supremely well adapted to the hot and mountainous terrain of north Africa and Senegal, they are valuable troops in all manners of terrain.#!" 
 innovation_guides_name:0 "$innovation_guides$"
 innovation_guides_desc:0 "$innovation_gardians_desc$"
 innovation_guides:0 "Guides"
 innovation_guides_desc:0 "Before the Event, Guides were the personal escorts of our nobility and brave defenders of our homeland. Reforming them may prove useful in these times."  
 guides:0 "Guides"
 guides_flavor:1 "#F Guides are light cavalry, tasked with protecting higher ranking members of nobility not just in battle but day to day life and scouting ahead of the main army. They are recognisable by their extravagant uniforms and lances.#!"  
 NEOW_militia:0 "Peasant Militia"
 NEOW_militia_flavor:1 "#F Trained to an above average level by a militarily Competent Noble these peasants will hold their own in the field#!\n#help Enabled by the [GetBuilding('city_01').GetName].#!"
 carabineers:0 "Carabineers"
 carabineers_flavor:1 "#F These professional soldiers combine their skills in the art of firearms and horse riding to achieve devastating results on the battlefield.#!\n#help Enabled by the [GetBuilding('powder_magazine_01').GetName].#!"
 cowboys:0 "Sechsschüssere"
 cowboys_flavor:1 "#Armed with six pistols, these cavalrymen are renowned for their skilled marksmanship on horseback and ability to shattere infantry lines.#!\n#help Enabled by the [GetBuilding('powder_magazine_01').GetName].#!"
 game_concept_gun_cavalry:0 "Gun Cavalry"
 game_concept_gun_cavalry_desc:0 "$game_concept_gun_cavalry$ are mounted [men_at_arms|E] equipped with ranged weapons.\n\nWhile each kind of $game_concept_gun_cavalry$ is unique, they generally [counter|E] [heavy_infantry|E], and are in turn Countered by [archers|E] equipped with crossbows.\n\n$game_concept_gun_cavalry$ are also often strong on flat [terrain|E], particularly Steppe."

 gun_cavalry_damage_add:0 "[gun_cavalry|E] [damage|E]"
 gun_cavalry_damage_mult:0 "$gun_cavalry_damage_add$"
 gun_cavalry_toughness_add:0 "[gun_cavalry|E] [toughness|E]"
 gun_cavalry_toughness_mult:0 "$gun_cavalry_toughness_add$"
 gun_cavalry_pursuit_add:0 "[gun_cavalry|E] [pursuit|E]"
 gun_cavalry_pursuit_mult:0 "$gun_cavalry_pursuit_add$"
 gun_cavalry_screen_add:0 "[gun_cavalry|E] [screen|E]"
 gun_cavalry_screen_mult:0 "$gun_cavalry_screen_add$"
 gun_cavalry_maintenance_mult:0 "[gun_cavalry|E] Maintenance"
 gun_cavalry_recruitment_cost_mult:0 "[gun_cavalry|E] Recruitment Cost"
 gun_cavalry_max_size_add:0 "Max Size of [gun_cavalry|E] [regiments|E]"
 
 stationed_gun_cavalry_damage_add:0 "[stationed|E] [gun_cavalry|E] [damage|E]"
 stationed_gun_cavalry_damage_mult:0 "$stationed_gun_cavalry_damage_add$"
 stationed_gun_cavalry_toughness_add:0 "[stationed|E] [gun_cavalry|E] [toughness|E]"
 stationed_gun_cavalry_toughness_mult:0 "$stationed_gun_cavalry_toughness_add$"
 stationed_gun_cavalry_pursuit_add:0 "[stationed|E] [gun_cavalry|E] [pursuit|E]"
 stationed_gun_cavalry_pursuit_mult:0 "$stationed_gun_cavalry_pursuit_add$"
 stationed_gun_cavalry_screen_add:0 "[stationed|E] [gun_cavalry|E] [screen|E]"
 stationed_gun_cavalry_screen_mult:0 "$stationed_gun_cavalry_screen_add$"
 stationed_gun_cavalry_siege_value_add:0 "[stationed|E] [gun_cavalry|E] [siege_progress|E]"
 
 mustered_gun_cavalry: "Mustered Gun Cavalry"
 mustered_gun_cavalry_desc: "The liege of this province has recently mustered the gun cavalry stationed here."
 gun_cavalry:0 "[gun_cavalry|E]"
 gun_cavalry_lowercase:0 "gun cavalry"
 game_concept_gun_cavalry:0 "Gun Cavalry"
 game_concept_gun_cavalry_desc:0 "$game_concept_gun_cavalry$ are mounted [men_at_arms|E] equipped with ranged weapons.\n\nWhile each kind of $game_concept_gun_cavalry$ is unique, they generally [counter|E] [heavy_infantry|E], and [skirmishers|E] and are in turn Countered by [archers|E] equipped with crossbows.\n\n$game_concept_gun_cavalry$ are also often strong on flat [terrain|E], particularly Steppe."

 
 super_heavy_infantry_damage_add:0 "[super_heavy_infantry|E] [damage|E]"
 super_heavy_infantry_damage_mult:0 "$super_heavy_infantry_damage_add$"
 super_heavy_infantry_toughness_add:0 "[super_heavy_infantry|E] [toughness|E]"
 super_heavy_infantry_toughness_mult:0 "$super_heavy_infantry_toughness_add$"
 super_heavy_infantry_pursuit_add:0 "[super_heavy_infantry|E] [pursuit|E]"
 super_heavy_infantry_pursuit_mult:0 "$super_heavy_infantry_pursuit_add$"
 super_heavy_infantry_screen_add:0 "[super_heavy_infantry|E] [screen|E]"
 super_heavy_infantry_screen_mult:0 "$super_heavy_infantry_screen_add$"
 super_heavy_infantry_maintenance_mult:0 "[super_heavy_infantry|E] Maintenance"
 super_heavy_infantry_recruitment_cost_mult:0 "[super_heavy_infantry|E] Recruitment Cost"
 super_heavy_infantry_max_size_add:0 "Max Size of [super_heavy_infantry|E] [regiments|E]"
 
 stationed_super_heavy_infantry_damage_add:0 "[stationed|E] [super_heavy_infantry|E] [damage|E]"
 stationed_super_heavy_infantry_damage_mult:0 "$stationed_super_heavy_infantry_damage_add$"
 stationed_super_heavy_infantry_toughness_add:0 "[stationed|E] [super_heavy_infantry|E] [toughness|E]"
 stationed_super_heavy_infantry_toughness_mult:0 "$stationed_super_heavy_infantry_toughness_add$"
 stationed_super_heavy_infantry_pursuit_add:0 "[stationed|E] [super_heavy_infantry|E] [pursuit|E]"
 stationed_super_heavy_infantry_pursuit_mult:0 "$stationed_super_heavy_infantry_pursuit_add$"
 stationed_super_heavy_infantry_screen_add:0 "[stationed|E] [super_heavy_infantry|E] [screen|E]"
 stationed_super_heavy_infantry_screen_mult:0 "$stationed_super_heavy_infantry_screen_add$"
 stationed_super_heavy_infantry_siege_value_add:0 "[stationed|E] [super_heavy_infantry|E] [siege_progress|E]"
 
 mustered_super_heavy_infantry: "Mustered Super Heavy Infantry"
 mustered_super_heavy_infantry_desc: "The liege of this province has recently mustered the super heavy infantry stationed here."
 super_heavy_infantry:0 "[super_heavy_infantry|E]"
 super_heavy_infantry_lowercase:0 "super heavy infantry"
 game_concept_super_heavy_infantry:0 "Super Heavy Infantry"
 game_concept_super_heavy_infantry_desc:0 "Super Heavy Infantry are [men_at_arms|E] who fight on foot, with the heaviest of armor and weapons.\n\nWhile each kind of Super Heavy Infantry is unique, they generally [counter|E] [spearmen|E], [light_cavalry|E], [peasant_militia|E] and [skirmishers|E]."
 full_plate_footmen:0 "Full Plate Footmen"
 full_plate_footmen_flavor:1 "#F Resistent to Shot and Bolt these Footmen stride across the battlefield carrying great weapons practically immune to the oncoming hail of fire.#!"
 
 airship_damage_add:0 "[airship|E] [damage|E]"
 airship_damage_mult:0 "$airship_damage_add$"
 airship_toughness_add:0 "[airship|E] [toughness|E]"
 airship_toughness_mult:0 "$airship_toughness_add$"
 airship_pursuit_add:0 "[airship|E] [pursuit|E]"
 airship_pursuit_mult:0 "$airship_pursuit_add$"
 airship_screen_add:0 "[airship|E] [screen|E]"
 airship_screen_mult:0 "$airship_screen_add$"
 airship_maintenance_mult:0 "[airship|E] Maintenance"
 airship_recruitment_cost_mult:0 "[airship|E] Recruitment Cost"
 airship_max_size_add:0 "Max Size of [airship|E] [regiments|E]"
 
 stationed_airship_damage_add:0 "[stationed|E] [airship|E] [damage|E]"
 stationed_airship_damage_mult:0 "$stationed_airship_damage_add$"
 stationed_airship_toughness_add:0 "[stationed|E] [airship|E] [toughness|E]"
 stationed_airship_toughness_mult:0 "$stationed_airship_toughness_add$"
 stationed_airship_pursuit_add:0 "[stationed|E] [airship|E] [pursuit|E]"
 stationed_airship_pursuit_mult:0 "$stationed_airship_pursuit_add$"
 stationed_airship_screen_add:0 "[stationed|E] [airship|E] [screen|E]"
 stationed_airship_screen_mult:0 "$stationed_airship_screen_add$"
 stationed_airship_siege_value_add:0 "[stationed|E] [airship|E] [siege_progress|E]"
 
 mustered_airship: "Mustered Airships"
 mustered_airship_desc: "The liege of this province has recently mustered the airships stationed here."
 airship:0 "[airship|E]"
 airship_lowercase:0 "airships"
 airships:0 "Airships"
 airships_flavor:1 "#F Expensive and hard to maintain, these airships use coal gas and fragile engines to hover over the battlefield, dropping death on fortifications and hunting down fleeing enemies. They can scout too.#!\n#help Enabled by the [GetBuilding('air_dock_01').GetName].#!"
 game_concept_airship:0 "Airships"
 game_concept_airship_desc:0 "Airships are [men_at_arms|E] that fly above the battlefield, dropping grenades and firing down at enemies.\n\nWhile each airship's design has its own particularities, they almost universally use coal gas for buoyancy and a stirling engine to drive their propellers, allowing them to soar far above the range of most but the keenest of archers and the strongest siege engines.\n\n$game_concept_airship$ are also often weak on rough [terrain|E]"

 chemical_weapons_damage_add:0 "[chemical_weapons|E] [damage|E]"
 chemical_weapons_damage_mult:0 "$chemical_weapons_damage_add$"
 chemical_weapons_toughness_add:0 "[chemical_weapons|E] [toughness|E]"
 chemical_weapons_toughness_mult:0 "$chemical_weapons_toughness_add$"
 chemical_weapons_pursuit_add:0 "[chemical_weapons|E] [pursuit|E]"
 chemical_weapons_pursuit_mult:0 "$chemical_weapons_pursuit_add$"
 chemical_weapons_screen_add:0 "[chemical_weapons|E] [screen|E]"
 chemical_weapons_screen_mult:0 "$chemical_weapons_screen_add$"
 chemical_weapons_maintenance_mult:0 "[chemical_weapons|E] Maintenance"
 chemical_weapons_recruitment_cost_mult:0 "[chemical_weapons|E] Recruitment Cost"
 chemical_weapons_max_size_add:0 "Max Size of [chemical_weapons|E] [regiments|E]"
 
 stationed_chemical_weapons_damage_add:0 "[stationed|E] [chemical_weapons|E] [damage|E]"
 stationed_chemical_weapons_damage_mult:0 "$stationed_chemical_weapons_damage_add$"
 stationed_chemical_weapons_toughness_add:0 "[stationed|E] [chemical_weapons|E] [toughness|E]"
 stationed_chemical_weapons_toughness_mult:0 "$stationed_chemical_weapons_toughness_add$"
 stationed_chemical_weapons_pursuit_add:0 "[stationed|E] [chemical_weapons|E] [pursuit|E]"
 stationed_chemical_weapons_pursuit_mult:0 "$stationed_chemical_weapons_pursuit_add$"
 stationed_chemical_weapons_screen_add:0 "[stationed|E] [chemical_weapons|E] [screen|E]"
 stationed_chemical_weapons_screen_mult:0 "$stationed_chemical_weapons_screen_add$"
 stationed_chemical_weapons_siege_value_add:0 "[stationed|E] [chemical_weapons|E] [siege_progress|E]"
 
 mustered_chemical_weapons: "Mustered Chemical Weapon Specialists"
 mustered_chemical_weapons_desc: "The liege of this province has recently mustered the chemical weapon specialists stationed here."
 chemical_weapons:0 "[chemical_weapons|E]"
 chemical_weapons_lowercase:0 "chemical weapons"
 toxic_gas_slingers:0 "Toxic Gas Slingers"
 toxic_gas_slingers_flavor:1 "#F Expensive and hard to maintain, these Toxic Gas Slingers use chemical weapons such as Chlorine gas thrown in a ceramic pot via a sling. They wear gas masks for their own safety.#!\n#help Enabled by the [GetBuilding('chemistry_workshop_01').GetName].#!"
 game_concept_chemical_weapons:0 "Chemical Weapon Specialists"
 game_concept_chemical_weapons_desc:0 "Chemical Weapon Specialists are [men_at_arms|E] who fight on foot, with the heaviest of armor and weapons.\n\nWhile each kind of Heavy Infantry is unique, they generally [counter|E] [spearmen|E], [super_heavy_infantry|E], [heavy_infantry|E] and [peasant_militia|E]."

 building_type_air_dock_01: "Airship Complex"
 building_type_air_dock_01_desc: "Airships call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('airships').GetName] and other units that require this potent force, specialized buildings must be raised."

 building_type_air_dock_02: "Airship Complex"
 building_type_air_dock_02_desc: "Airships call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('airships').GetName] and other units that require this potent force, specialized buildings must be raised."

 building_type_air_dock_03: "Airship Complex"
 building_type_air_dock_03_desc: "Airships call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('airships').GetName] and other units that require this potent force, specialized buildings must be raised."

 building_type_air_dock_04: "Airship Complex"
 building_type_air_dock_04_desc: "Airships call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('airships').GetName] and other units that require this potent force, specialized buildings must be raised."
 building_air_dock_01: "Airship Complex"
 building_air_dock_01_desc: "A Complex at which airships can land, be maintained and manufactured."
 building_air_dock_02: "Airship Complex"
 building_air_dock_02_desc: "A Complex at which airships can land, be maintained and manufactured."
 building_air_dock_03: "Airship Complex"
 building_air_dock_03_desc: "A Complex at which airships can land, be maintained and manufactured."
 building_air_dock_04: "Airship Complex"
 building_air_dock_04_desc: "A Complex at which airships can land, be maintained and manufactured."
 air_dock_1_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_1')|0]#!"
 air_dock_2_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_2')|0]#!"
 air_dock_3_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_3')|0]#!"
 air_dock_4_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_4')|0]#!"
 
 building_type_chemistry_workshop_01: "Chemical Workshop"
 building_type_chemistry_workshop_01_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."

 building_type_chemistry_workshop_02: "Chemical Workshop"
 building_type_chemistry_workshop_02_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."

 building_type_chemistry_workshop_03: "Chemical Workshop"
 building_type_chemistry_workshop_03_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA(toxic_gas_slingers).GetName] and other units that require this noxious force, specialized buildings must be raised."

 building_type_chemistry_workshop_04: "Chemical Workshop"
 building_type_chemistry_workshop_04_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
 building_chemistry_workshop_01: "Chemical Workshop"
 building_chemistry_workshop_01_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
 building_chemistry_workshop_02: "Chemical Workshop"
 building_chemistry_workshop_02_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
 building_chemistry_workshop_03: "Chemical Workshop"
 building_chemistry_workshop_03_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
 building_chemistry_workshop_04: "Chemical Workshop"
 building_chemistry_workshop_04_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
 chemistry_workshop_1_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_1')|0]#!"
 chemistry_workshop_2_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_2')|0]#!"
 chemistry_workshop_3_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_3')|0]#!"
 chemistry_workshop_4_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_4')|0]#!"
 city_1_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_1')|0]#!"
 city_2_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_2')|0]#!"
