N3OW_Western_eastern_europe/localization/english/replace/government_l_english.yml

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2026-03-03 21:22:24 +00:00
l_english:
feudal_government:0 "Feudal"
feudal_government_with_icon: "@government_type_feudal! $feudal_government$"
feudal_government_adjective:0 "Feudal"
feudal_government_realm:0 "Feudal Realm"
feudal_government_vassals_label:1 "Feudal [obligations|E] are based on each [vassal|E]'s [vassal_contract|E]"
feudal_government_desc:1 "\n$game_concept_feudal_desc$\n\n#F Feudalism was the dominant government form in Europe between the 9th and the 15th century. The feudal system is based on the relationship between the landholder and those who provide services and labor in order to live there. The rulers who hold the land appoint vassals which are given fiefs to govern. In return, the vassals provide their liege with [soldiers|E] and [taxes|E].#!"
feudal_government_obligations:0 "[GetGovernment( 'feudal_government' ).GetName] [obligations|E]"
feudal_obligation_low:3 "Low $feudal_government_obligations$"
feudal_obligation_low_short:0 "Low"
feudal_obligation_normal:3 "Normal $feudal_government_obligations$"
feudal_obligation_normal_short:0 "Normal"
feudal_obligation_high:3 "High $feudal_government_obligations$"
feudal_obligation_high_short:0 "High"
can_wage_wars:0 "Can Wage Wars"
wage_war_realm_law:0 "Wars According to Realm Law"
wage_war_realm_law_short:0 "Realm"
wage_war_allowed_internal:0 "Internal Wars Allowed"
wage_war_allowed_internal_short:0 "Internal"
wage_war_allowed_external:0 "External Wars Allowed"
wage_war_allowed_external_short:0 "External"
wage_war_disallowed:0 "Vassal Wars Disallowed"
wage_war_disallowed_short:0 "Disallowed"
scutage:0 "Scutage"
scutage_enabled_short:0 "Enabled"
scutage_enabled:0 "$scutage$ $scutage_enabled_short$"
scutage_disabled_short:0 "Disabled"
scutage_disabled:1 "$scutage$ $scutage_disabled_short$"
scutage_levies_overwrite_postfix:0 " #weak (overwrites)#!"
feudal_government_taxes:2 "[GetGovernment( 'feudal_government' ).GetNameNoTooltip] [taxes|U]"
feudal_tax_exempt:0 "[tax|E] Exempt"
feudal_tax_exempt_short:0 "Exempt"
feudal_tax_low:0 "Low $game_concept_taxes$"
feudal_tax_low_short:0 "Low"
feudal_tax_normal:0 "Normal $game_concept_taxes$"
feudal_tax_normal_short:0 "Normal"
feudal_tax_high:0 "High $game_concept_taxes$"
feudal_tax_high_short:0 "High"
feudal_tax_extortionate:0 "Extortionate $game_concept_taxes$"
feudal_tax_extortionate_short:0 "Extortionate"
nomad_government_taxes: "[GetGovernment( 'nomad_government' ).GetNameNoTooltip] [taxes|U]"
nomad_tax_exempt: "[tax|E] Exempt"
nomad_tax_exempt_short: "Exempt"
nomad_tax_low: "Low $game_concept_taxes$"
nomad_tax_low_short: "Low"
nomad_tax_normal: "Medium $game_concept_taxes$"
nomad_tax_normal_short: "Medium"
nomad_tax_high: "High $game_concept_taxes$"
nomad_tax_high_short: "High"
nomad_tax_extortionate: "Extortionate $game_concept_taxes$"
nomad_tax_extortionate_short: "Extortionate"
feudal_government_levies:2 "[GetGovernment( 'feudal_government' ).GetNameNoTooltip] [levies|U]"
feudal_levies_exempt:0 "No Contribution"
feudal_levies_exempt_short:0 "None"
feudal_levies_low:0 "Low $game_concept_levy$ Contribution"
feudal_levies_low_short:0 "Low"
feudal_levies_normal:0 "Normal $game_concept_levy$ Contribution"
feudal_levies_normal_short:0 "Normal"
feudal_levies_high:0 "High $game_concept_levy$ Contribution"
feudal_levies_high_short:0 "High"
feudal_levies_extortionate:0 "Massive $game_concept_levy$ Contribution"
feudal_levies_extortionate_short:0 "Massive"
feudal_vassal: "Feudal"
feudal_vassal_desc: "$game_concept_feudal_desc$"
feudal_government_prestige: "[GetGovernment( 'feudal_government' ).GetNameNoTooltip] [prestige|U]"
feudal_prestige_none: "No Contribution"
feudal_prestige_none_short: "None"
feudal_prestige_normal: "Some $game_concept_prestige$ Contribution"
feudal_prestige_normal_short: "Low"
feudal_prestige_high: "High $game_concept_prestige$ Contribution"
feudal_prestige_high_short: "High"
nomad_government_prestige: "[GetGovernment( 'nomad_government' ).GetNameNoTooltip] [prestige|U]"
nomad_prestige_none: "No Contribution"
nomad_prestige_none_short: "None"
nomad_prestige_normal: "Some $game_concept_prestige$ Contribution"
nomad_prestige_normal_short: "Low"
nomad_prestige_high: "High $game_concept_prestige$ Contribution"
nomad_prestige_high_short: "High"
special_contract:3 "#color_black [Concept( 'vassal_contract', 'Special Contract' )|BU]#!"
special_contract_none:0 "No Special Contract"
special_contract_scutage:0 "Scutage Contract"
special_contract_scutage_desc:1 "#flavor While subject to a $special_contract_scutage$, the [vassal|E] will pay #high [EmptyScope.ScriptValue('scutage_contract_tax_tooltip')|0]%#! more [tax|E] than what their $feudal_government_taxes$ [obligation|E] dictates, while at the same time providing #high [EmptyScope.ScriptValue('scutage_contract_levies_tooltip')|0]%#! fewer [levies|E] than what their $feudal_government_levies$ [obligation|E] dictates.#!"
special_contract_march:0 "March Contract"
special_contract_march_desc:2 "#flavor While subject to a $special_contract_march$, the [vassal|E] will receive bonuses to their [levies] and defensive capabilities, but provide #high [EmptyScope.ScriptValue('march_contract_taxes_tooltip')|0]%#! less [tax|E] than what their $feudal_government_taxes$ [obligation|E] dictates.#!"
special_contract_march_border_trigger: "[vassal.GetName] does not border a foreign [realm|E]"
special_contract_palatinate:0 "Palatinate Contract"
special_contract_palatinate_desc:2 "#flavor While subject to a $special_contract_palatinate$, the [vassal|E] enjoys many privileges within the realm, which increases their standing and gives them more political clout. $special_contract_palatinate_short$ [vassals|E] increase their [liege|E]'s [prestige|E] but provide #high [EmptyScope.ScriptValue('palatinate_contract_taxes_tooltip')|0]%#! less [tax|E] and [levies|E] than what their $feudal_government_taxes$ and $feudal_government_levies$ [obligations|E] dictate.#!"
special_contract_castellan: "Castellan Contract"
special_contract_castellan_desc: "#flavor While subject to a $special_contract_castellan$, the [vassal|E] will receive bonuses to their [levies] and defensive capabilities. They provide #high [EmptyScope.ScriptValue('march_contract_taxes_tooltip')|0]%#! less [tax|E], but #high [EmptyScope.ScriptValue('castellan_contract_levies_tooltip')|0]%#! more [levy|E] than what their $feudal_government_taxes$ [obligation|E] dictates.#!"
special_contract_none_short:0 "None"
special_contract_scutage_short:0 "Scutage"
special_contract_march_short:0 "March"
special_contract_palatinate_short:0 "Palatinate"
special_contract_castellan_short: "Castellan"
religious_rights:0 "Religious Rights"
religious_rights_none:0 "Religiously Unprotected"
religious_rights_none_short:0 "Unprotected"
religious_rights_protected:0 "Religiously Protected"
religious_rights_protected_desc:3 "#emphasis #bold [vassal|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] cannot [demand_conversion|E] of the [vassal|E]\nThe [liege|E] cannot use [convert_county|E] in the [vassals|E]' lands\n$EFFECT_LIST_BULLET$ The [liege|E] cannot use [faith|E] as a reason to avoid [tyranny|E] when revoking titles\n\n#flavor The [vassal|E] is granted a special protected status, with the realm officially recognizing their right to practice their own [faith|E].#!"
religious_rights_protected_short:0 "Protected"
fortification_rights:0 "Fortification Rights"
fortification_rights_none:0 "No $fortification_rights$"
fortification_rights_none_short:0 "None"
fortification_rights_granted:0 "$fortification_rights$ Granted"
fortification_rights_granted_desc:0 "#flavor The [vassal] is granted the right to construct new castles and fortifications with the support of their [liege]. This support, in practice, means that the [vassal] pays #high [EmptyScope.ScriptValue('fortification_rights_contract_taxes_tooltip')|0]%#! less [tax] than what their $feudal_government_taxes$ [obligation] dictates.#!"
fortification_rights_granted_short:0 "Granted"
succession_rights:0 "Succession Rights"
succession_rights_default:0 "Default $succession_rights$"
succession_rights_default_short:0 "Default"
succession_rights_forced_partition:0 "Forced Partition"
succession_rights_forced_partition_desc:0 "#emphasis #bold [vassal|E] Restrictions:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] cannot have any [succession_law|E] beyond Partition\n$EFFECT_LIST_BULLET$ The [vassal|E] switches their [succession_law|E] to Partition\n$EFFECT_LIST_BULLET$ The [vassal|E] pays #high [EmptyScope.ScriptValue('succession_rights_contract_law_cost_tooltip')|0]%#! more [prestige|E] to change [laws|E]\n\n#flavor The [vassal|E] is forced to never have any other form of succession but Partition for their [realm|E]. The administrative hurdle of this also increases the [vassals] [law] costs by #high [EmptyScope.ScriptValue('succession_rights_contract_law_cost_tooltip')|0]%.#!#!"
succession_rights_forced_partition_short:0 "Forced Partition"
coinage_rights:0 "Coinage Rights"
coinage_rights_none:0 "No $coinage_rights$"
coinage_rights_none_short:0 "None"
coinage_rights_granted:0 "$coinage_rights$ Granted"
coinage_rights_granted_desc:0 "#flavor The [vassal] is granted the right to mint and use new coins, bolstering their [development|E] at the expense of that of their [liege].#!"
coinage_rights_granted_short:0 "Granted"
war_declaration_rights:0 "War Declaration"
war_declaration_rights_default:0 "Default $war_declaration_rights$"
war_declaration_rights_default_short:0 "Default"
war_declaration_rights_allowed:0 "Sanctioned $war_declaration_rights$"
war_declaration_rights_allowed_desc:1 "#emphasis #bold [vassal|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] can declare [war|E] regardless of the [liege|E]'s [crown_authority|E]\n$EFFECT_LIST_BULLET$ The [vassal|E] pays #high [EmptyScope.ScriptValue('war_declaration_rights_allowed_cost_reduction_tooltip')|0]%#! less for [casus_bellis|E] within the [realm|E]\n\n#flavor The [vassal] does not have to spend a [hook] if their [lieges] [crown_authority] prevents them from waging war. This special treatment also makes it easier for the [vassal] to declare wars inside the [realm|E], reducing the cost by #high [EmptyScope.ScriptValue('war_declaration_rights_allowed_cost_reduction_tooltip')|0]%#!.#!"
war_declaration_rights_allowed_short:0 "Sanctioned"
council_rights:0 "Council Rights"
council_rights_none:0 "No $council_rights$"
council_rights_none_desc:0 "#flavor The [vassal] is not granted any out-of-the-ordinary privileges when it comes to the [council].#!"
council_rights_none_short:0 "None"
council_rights_guaranteed:0 "$council_rights$ Guaranteed"
council_rights_guaranteed_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The #high $force_onto_council$#! [interaction|E] can be used at will\n\n#flavor The [vassal] is granted special [council] privileges, and will expect a permanent seat on the [council]. Granting this privilege to too many [vassals] will eventually upset the [powerful_vassals] of the [realm|E].#!"
council_rights_guaranteed_short:0 "Guaranteed"
title_revocation_rights:0 "Title Revocation"
title_revocation_rights_default:0 "Default $title_revocation_rights$"
title_revocation_rights_default_short:0 "Default"
title_revocation_rights_protected:0 "Protected $title_revocation_rights$"
title_revocation_rights_protected_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] cannot revoke the [vassals_possessive|E] [titles|E]\n\n#flavor The [vassal] is guaranteed ownership of their [titles], preventing the [liege|E] from revoking them regardless of the [liege|E] having a [revoke_title_reason] or not.#!"
title_revocation_rights_protected_short:0 "Protected"
clan_government:0 "Clan"
clan_government_with_icon: "@government_type_clan! $clan_government$"
clan_government_adjective:0 "Clan"
clan_government_realm:0 "Clan"
clan_government_desc:0 "\n$game_concept_clan_desc$\n\n#F The clan is united by kinship — either by blood or a shared relation with a symbolic ancestor. A clan leader relies heavily on the support of the clan. United, they are a strength to be reckoned with, but a discontent clan withers from within.#!"
clan_government_vassals_label:1 "Clan [obligations|E] are based on [opinion|E]"
clan_government_obligations:0 "From [opinion|E]"
clan_government_tax_contribution_postfix:0 " (max [FixedPointToProgressbarValue(EmptyScope.ScriptValue('clan_government_tax_max_possible'))|1V])"
clan_government_levies_contribution_postfix:0 " (max [FixedPointToProgressbarValue(EmptyScope.ScriptValue('clan_government_levies_max_possible'))|1V])"
clan_government_unclamped_contribution_label:0 "Based on [opinion|E] of me"
clan_government_min_contribution_label:0 "[crown_authority|E] minimum"
clan_vassal: "Clan"
clan_vassal_desc: "$game_concept_clan_desc$"
republic_government:0 "Republic"
republic_government_with_icon: "@government_type_republic! $republic_government$"
republic_government_adjective:0 "Republic"
republic_government_realm:0 "Republic"
republic_government_desc:0 "\n$game_concept_republic_desc$\n\n#F Towns are ruled by the privileged citizens of the burgher class, among whom one is chosen as mayor. While the mayor has significant influence, they depend on popularity to be re-elected.#!"
republic_government_vassals_label:1 "Republic [obligations|E] are the same for all Republican [vassals|E]"
republic_government_obligations:1 "Republic [obligations|E]"
republican_vassals_pay_more_parameter:0 "From [liege|E] [culture_traditions|E]"
republic_vassal: "Republic"
republic_vassal_desc: "$game_concept_republic_desc$"
tribal_government:0 "Tribal"
tribal_government_with_icon: "@government_type_tribal! $tribal_government$"
tribal_government_adjective:0 "Tribal"
tribal_government_realm:0 "Tribe"
tribal_government_desc:0 "\n$game_concept_tribal_desc$\n\n#F In the tribe, strength means everything. A tribal leader depends on respect and renown rather than coin to develop their realm and bolster their armies.#!"
tribal_government_obligations:0 "From [liege|E] [prestige_level|E]"
tribal_government_vassals_label:1 "Tribal [obligations|E] are based on [prestige_level|E] of [liege|E]"
tribal_liege_inefficiency_plus_perk:0 "[liege|E] is [tribal|E] and has [GetPerk( 'detailed_ledgers_perk' ).GetName( GetPlayer )]"
tribal_liege_inefficiency:0 "[liege|E] is [tribal|E]"
has_detailed_ledgers_perk:0 "[liege|E] has [GetPerk( 'detailed_ledgers_perk' ).GetName( GetPlayer )]"
tribal_vassal: "Tribal"
tribal_vassal_desc: "$game_concept_tribal_desc$"
theocracy_government:0 "Theocracy"
theocracy_government_with_icon: "@government_type_theocracy! $theocracy_government$"
theocracy_government_adjective:0 "Theocratic"
theocracy_government_realm:0 "Theocracy"
theocracy_government_desc:1 "\n$game_concept_theocracy_desc$\n\n#F In a theocratic government, all authority belongs to a religious institution. It is ruled by a priest or priestess who carries out the will of the divine on Earth.#!"
theocracy_government_vassals_label:1 "Theocratic [obligations|E] are based on [piety_level|E] of [liege|E]"
theocracy_government_obligations:1 "Theocratic [obligations|E]"
theocracy_government_vassal_contribution_wrong_faith:0 "@warning_icon! #X [liege|E] is of wrong [faith|E]#!"
theocracy_government_vassal_contribution_piety_level:0 "[liege|E] is [GetPietyLevelName(liege.GetPietyLevel)|L]"
theocracy_vassal: "Theocracy"
theocracy_vassal_desc: "$game_concept_theocracy_desc$"
holy_order_government:0 "Holy Order"
holy_order_government_with_icon: "@government_type_holy_order! $holy_order_government$"
holy_order_government_desc:0 "\nThe holy warriors of the orders have dedicated their life to fighting infidels and serving their faith. They may hold castles given to them by pious landholders. The order leader is chosen within the order ranks."
holy_order_government_adjective:0 "Holy Order"
holy_order_government_realm:0 "Holy Order"
mercenary_government:0 "Mercenary Company"
mercenary_government_with_icon: "@government_type_mercenary! $mercenary_government$"
mercenary_government_realm:0 "Mercenary Company"
mercenary_government_desc:1 "\nMercenary companies roam the lands in search of employment, and take up arms for the highest bidder. Loyalty is essential to a good reputation, but it only lasts until the end of their contract. The mercenary leader is chosen from within the company's ranks."
mercenary_government_adjective:0 "Mercenary Company"
default_tributary_levies: "[tributary|E] [levies|U]"
tributary_levies_exempt: "None [levies|e]"
tributary_levies_exempt_short: "None"
tributary_levies_low: "Low [levies|e]"
tributary_levies_low_short: "Low"
tributary_levies_high: "High [levies|e]"
tributary_levies_high_short: "High"
default_tributary_taxes: "[tributary|E] [taxes|U]"
tributary_tax_none: "No [taxes|E]"
tributary_tax_none_short: "None"
tributary_tax_low: "Low [taxes|E]"
tributary_tax_low_short: "Low"
tributary_tax_high: "High [taxes|E]"
tributary_tax_high_short: "High"
default_tributary_prestige: "[tributary|E] [prestige|U]"
create_cadet_branches_trigger:0 "Creation of [cadet_branches|E]"
create_cadet_branches_rule:0 "Create [cadet_branches|E]"
GOVERNMENT_RULE_INFO:1 "$EFFECT_LIST_BULLET$ Can $RULE|V$"
GOVERNMENT_HOLDING_INFO:1 "$EFFECT_LIST_BULLET$ Can hold [HOLDING_TYPE.GetName|V] [holdings|E]"
GOVERNMENT_CLAN_NOT_ALLIED:0 "No [alliance|E] as Clan [vassal|E]"
GOVERNMENT_CLAN_NOT_ALLIED_POWERFUL:0 "No [alliance|E] as powerful Clan [vassal|E]"
government_can_raid_rule:1 "#indent_newline:3 [government|E] allows the [raiding|E] of foreign [counties|E] for [loot|E]#!"
government_can_use_subject_men_at_arms: "Can recruit [men_at_arms|E] from [vassals|E] and [tributaries|E]"
may_elevate_co_monarch: "#indent_newline:3 Allows [rulers|E] of at least [kingdom|E]-[title_tier|E] to elevate a [co_monarch|E] from amongst their adult [children|E]#!"
government_is_feudal:0 "Uses [vassal_contracts|E]"
government_is_republic:0 "Is unplayable"
government_is_theocracy:0 "Is unplayable"
government_is_clan:0 "Uses [tax_jurisdictions|E]"
government_is_tribal: "Is a Tribal-type [government|E]"
government_is_wanua: "Enables [barter_goods_i][bartering|E]"
use_prestige_to_buy_maa: "Uses [prestige|E] to buy [men_at_arms|E]"
government_is_mercenary:0 "Is unplayable"
government_is_holy_order:0 "Is unplayable"
government_is_landless_adventurer: "Has access to a [camp|E]"
government_is_administrative: "Has access to an [estate|E]"
government_is_nomadic: "Has [herd|E]"
government_is_herder: "Is unplayable"
government_is_celestial: "Has access to an [estate|E] and [top_liege|E] has [mandate_of_heaven|E]"
government_is_mandala: "Uses the [mandala|E] #V [GetBuilding('mandala_capital_01').GetTypeName]#! [great_project|E] and [great_building|E]"
government_is_japan_feudal: "$government_is_japan_administrative$"
government_is_japan_administrative: "Has access to [manor|E], [blocs|E], and [house_aspirations|E]"
government_is_meritocratic: "Has access to an [estate|E] and uses [merit|E]"
government_is_steppe_admin: "Has access to an [estate|E] and uses [merit|E] and [obedience|E]"
government_has_influence: "Uses [influence_i|E][influence|E]"
government_has_merit: "Uses [merit_i|E][merit|E]"
government_has_treasury: "Uses [treasury_i|E][treasury|E]"
government_has_title_men_at_arms: "Allows recruitment of [title_men_at_arms|E]"
government_has_powerful_families: "Enables [noble_families|E]"
may_appoint_viziers: "May appoint [viziers|E]"
government_ignores_rightful_liege_penalties: "Ignores penalties from not being rightful liege"
block_same_government_type_vassal_courts: "Vassals with this rule cannot have Royal Courts if their top liege also has the rule"
government_is_bureaucratic: "Is [government_bureaucratic_type|E]"
government_is_not_republic_or_admin_desc: "[government|E] is #bold not#! [GetGovernment('republic_government').GetName] or [GetGovernment('administrative_government').GetName]"
CHARACTER_WINDOW_MILITARY_STRENGTH_TOOLTIP: "[CharacterWindow.GetMilitaryStrengthTooltip][AddLocalizationIf(Not(StringIsEmpty(CharacterWindow.GetMenAtArmsSubjectRecruitmentPotentialTooltip)),'MAA_SUBJECT_ACCESS_POTENTIAL')]"
SUBJECT_MAA_HINT: "You could recruit @[MenAtArmsType.GetIconKey]_icon![Nbsp][MenAtArmsType.GetName] from the following [realms|E] if they were your [tributary|E] or [vassal|E]:#indent_newline:2 \n$BREAKDOWN$#!"
SUBJECT_MAA_HINT_ENTRY: "[CHARACTER.GetPrimaryTitle.GetBaseNameNoTier] ([CHARACTER.GetShortUIName])"
MAA_SUBJECT_ACCESS_POTENTIAL: "\n\n#EMP Would provide access to new [men_at_arms|E] if they were your [tributary|E] or [vassal|E]:#! #indent_newline:2 \n[CharacterWindow.GetMenAtArmsSubjectRecruitmentPotentialTooltip]#!"
MAA_SUBJECT_ACCESS_POTENTIAL_ENTRY: "@[MEN_AT_ARMS_TYPE.GetIconKey]_icon![Nbsp][MEN_AT_ARMS_TYPE.GetName]"
SUPPLY_MULT_DIFERENT_GOVERNMENT:0 "[GOVERNMENT_TYPE.GetAdjective] Lands"
CONTRACT_LIEGE_SIGNATURE:0 "The [SelectLocalization( SubjectContract.IsTributary, 'CONTRACT_LIEGE_SIGNATURE_SUZERAIN_TYPE', 'CONTRACT_LIEGE_SIGNATURE_LIEGE_TYPE' )],\n[SubjectContract.GetLiege.GetTitledFirstNameNoTooltip]\nof House [SubjectContract.GetLiege.GetHouse.GetBaseNameNoTooltip]"
CONTRACT_LIEGE_SIGNATURE_LIEGE_TYPE: "Liege"
CONTRACT_LIEGE_SIGNATURE_SUZERAIN_TYPE: "Suzerain"
CONTRACT_VASSAL_SIGNATURE:0 "The [SelectLocalization( SubjectContract.IsTributary, 'CONTRACT_VASSAL_SIGNATURE_TRIBUTARY_TYPE', 'CONTRACT_VASSAL_SIGNATURE_VASSAL_TYPE' )],\n[SubjectContract.GetSubject.GetTitledFirstNameNoTooltip]\nof House [SubjectContract.GetSubject.GetHouse.GetBaseNameNoTooltip]"
CONTRACT_VASSAL_SIGNATURE_VASSAL_TYPE: "Vassal"
CONTRACT_VASSAL_SIGNATURE_TRIBUTARY_TYPE: "Tributary"
marriage_favor_rights:0 "Marriage Favor"
marriage_favor_rights_default:0 "Default $marriage_favor_rights$"
marriage_favor_rights_default_short:0 "Default"
marriage_favor_rights_granted:0 "Granted $marriage_favor_rights$"
marriage_favor_rights_granted_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] commits to marry their close family to seal an alliance before marrying them to anyone else\n\n#flavor The [vassal|E] is among the favorite of the [liege|E], and should be able to seal an alliance through marriage.#!"
marriage_favor_rights_granted_short:0 "Granted"
antagonistic: "Antagonistic"
antagonistic_desc: "Few things can spur people like rivalries or jealousy. One better watch your back in this house, or you may find someone attempting to put a knife in it."
competitive: "Competitive"
competitive_desc: "Competition in the family can be a healthy thing. It pushes the members in this house to best one another, may it be on the battlefield, or in an attempt to secure the throne..."
impassive: "Impassive"
impassive_desc: "Why spend time and energy to care what the rest of the family is up to? These house members tend to mostly care for themselves first and foremost."
friendly: "Friendly"
friendly_desc: "They may perhaps not always see eye to eye, but the members of this house are always on friendly terms."
harmonious: "Harmonious"
harmonious_desc: "A house in perfect harmony. The members of this house do what they can to stand united and lend each other aid at all times."
antagonistic_house_approves_war_victory: "All of [attacker.GetShortUINamePossessive] [house|E] [vassals|E] gain #P 10#! [opinion|E] of [attacker.GetShortUIName] for #V 10 years#! #weak (Impressed by Offensive Victory)#!"
antagonistic_house_approves_war_victory_defensive: "All of [defender.GetShortUINamePossessive] [house|E] [vassals|E] gain #P 15#! [opinion|E] of [defender.GetShortUIName] for #V 10 years#! #weak (Impressed by Defensive Victory)#!"
antagonistic_house_disapproves_war_white_peace: "All of [attacker.GetShortUINamePossessive] [house|E] [vassals|E] lose #N 10#! [opinion|E] of [attacker.GetShortUIName] for #V 10 years#! #weak (Finds White Peace Weak)#!"
antagonistic_house_disapproves_war_white_peace_defender: "All of [defender.GetShortUINamePossessive] [house|E] [vassals|E] lose #N 10#! [opinion|E] of [defender.GetShortUIName] for #V 10 years#! #weak (Finds White Peace Weak)#!"
antagonistic_house_disapproves_war_defeat: "All of [attacker.GetShortUINamePossessive] [house|E] [vassals|E] lose #N 20#! [opinion|E] of [attacker.GetShortUIName] for #V 10 years#! #weak (Embarrassed by Defeat)#!"
antagonistic_house_disapproves_war_defeat_defender: "All of [defender.GetShortUINamePossessive] [house|E] [vassals|E] lose #N 20#! [opinion|E] of [defender.GetShortUIName] for #V 10 years#! #weak (Embarrassed by Defeat)#!"
house_unity_parameter_unity_antagonistic_cb_cost: "[casus_belli|E] Cost: @war_icon!#P [EmptyScope.ScriptValue('unity_antagonistic_cb_cost_display_value')|0]%#!"
house_unity_parameter_unity_competitive_cb_cost: "[casus_belli|E] Cost: @war_icon!#P [EmptyScope.ScriptValue('unity_competitive_cb_cost_display_value')|0]%#!"
house_unity_parameter_unity_friendly_cb_cost: "[casus_belli|E] Cost: @war_icon!#N +[EmptyScope.ScriptValue('unity_friendly_cb_cost_display_value')|0]%#!"
house_unity_parameter_unity_harmonious_cb_cost: "[casus_belli|E] Cost: @war_icon!#N +[EmptyScope.ScriptValue('unity_harmonious_cb_cost_display_value')|0]%#!"
house_unity_parameter_unity_less_likely_factions: "[house|E] [vassals|E] are #P less likely#! to create [factions|E]"
house_unity_parameter_unity_significantly_less_likely_factions: "[house|E] [vassals|E] are #P significantly less likely#! to create [factions|E]"
CB_UNITY_COST: "Your [house_unity|E]"
house_unity_parameter_unity_multiple_invasions: "[rulers|E] may use the [GetCasusBelliType('invasion_war').GetName] [casus_belli|E] once every [EmptyScope.ScriptValue('unity_antagonistic_invasion_cooldown_value')|V0]#! years"
house_unity_parameter_unity_unlimited_invasions: "[rulers|E] have unlimited access to the [GetCasusBelliType('invasion_war').GetName] [casus_belli|E], which replaces any regular Invasion Casus Belli"
house_unity_parameter_unity_lower_prestige_requirements: "All [casus_bellis|E] that require a specific [prestige_level|E] require one less"
house_unity_parameter_unity_war_opinion: "[victory|E], [white_peace|E] and [defeat|E] have various effects on [house|E] [vassal|E] [opinion|E]"
house_unity_parameter_unity_disable_invasions: "[rulers|E] cannot use the Invasion [casus_belli|E]"
house_unity_parameter_unity_more_likely_claimant_factions: "[house|E] [vassals|E] are #N more likely#! to create [claimant_factions|E]"
house_unity_parameter_unity_significantly_more_likely_claimant_factions: "[house|E] [vassals|E] are #N significantly more likely#! to create [claimant_factions|E]"
house_unity_parameter_vassal_house_members_more_upset_without_alliance: "The 'No [alliance|E]' [opinion|E] penalty is higher for same-[house|E] [vassals|E]"
house_unity_parameter_unity_unlock_fabricate_hooks: "[house|E] members can use the [GetScheme('fabricate_hook').GetTypeName] [scheme|E] against each other"
house_unity_parameter_unity_unlock_befriend_scheme: "[house|E] members can [GetScheme('befriend').GetTypeName] each other"
house_unity_parameter_unity_can_challenge_house_head: "[house|E] members may challenge their [house_head|E] in order to take their place"
house_unity_parameter_unity_can_create_cadet_branches: "[independent|E] [house|E] members may create [cadet_branches|E]"
house_unity_parameter_unity_enable_border_wars: "[independent|E] [house|E] members' #V [GetLawGroup('border_wars_laws').GetName]#! is locked to [GetLaw('top_liege_not_redirected_to_border_wars_law').GetName] [title_law|E]"
house_unity_can_create_cadet_branches_tt: "[house_unity|E] is @dynasty_house_unity_antagonistic! $antagonistic$"
house_unity_parameter_unity_succession_clan_antagonistic_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_antagonistic_partition_succession_law').GetName]"
house_unity_parameter_unity_succession_clan_competitive_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_competitive_partition_succession_law').GetName]"
house_unity_parameter_unity_succession_clan_impassive_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_impassive_partition_succession_law').GetName]"
house_unity_parameter_unity_succession_clan_friendly_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_friendly_partition_succession_law').GetName]"
house_unity_parameter_unity_succession_clan_harmonious_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_harmonious_partition_succession_law').GetName]"
house_unity_parameter_unity_has_liberate_house_members_cb: "Unlocks [fp3_free_house_member_cb|E] [casus_belli|E]"
unity_has_liberate_house_members_cb_name: "[fp3_free_house_member_cb|E]"
house_unity_parameter_unity_has_unify_house_cb: "Unlocks [fp3_unify_house_cb|E] [casus_belli|E]"
unity_has_unify_house_cb_name: "[fp3_unify_house_cb|E]"
HAS_HOUSE_UNITY_STAGE_GLOBAL: "[house_unity|E] is @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
I_HAVE_HOUSE_UNITY_STAGE_GLOBAL: "My [house_unity|E] is @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
THEY_HAVE_HOUSE_UNITY_STAGE_GLOBAL: "[house|E] [DYNASTY_HOUSE.GetBaseName|V] [house_unity|E] is @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
NOT_HAS_HOUSE_UNITY_STAGE_GLOBAL: "[house_unity|E] is #bold not#! @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
NOT_I_HAVE_HOUSE_UNITY_STAGE_GLOBAL: "My [house_unity|E] is #bold not#! @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
NOT_THEY_HAVE_HOUSE_UNITY_STAGE_GLOBAL: "[house|E] [DYNASTY_HOUSE.GetBaseName|V] [house_unity|E] is #bold not#! @dynasty_house_unity_[HouseUnityStage.GetKey]! [HouseUnityStage.GetName|V]"
active_unity_level_description_tt: "#weak This is due to your active [house_unity_level|E]#!"
ADD_UNITY_VALUE_GLOBAL: "[house|E] [DynastyHouse.GetBaseName|V] [house_unity|E] changes by $VALUE|=+0$ @dynasty_house_unity!"
AI_HOUSE_UNITY: "Your [house_unity|E]: $VALUE|=+0$"
unity_reinforce_army_decision: "Reinforce Army with Loyal Officers"
unity_reinforce_army_decision_desc: "An army is only as strong as the officers leading it. By requesting skilled soldiers from the members of my house, I gain access to soldiers with plenty of experience. Soldiers I can promote into leading positions within my army to bolster the troops effectiveness. All members contributes to our house for the greater good, and everyone benefits!"
unity_reinforce_army_decision_tooltip: "Request the members of your house to send you capable officers"
unity_reinforce_army_decision_confirm: "Send the orders."
unity_establish_network_decision: "Enforce Intrigue Network"
unity_establish_network_decision_desc: "The members of my house are each cunning in their own way. With my leadership, we can form a web of intrigue to catch even the slyest outsiders."
unity_establish_network_decision_tooltip: "Enlist your house members in protecting against and executing hostile schemes"
unity_establish_network_decision_confirm: "Send and burn the edict"
unity_improve_taxation_decision: "Improve Taxation"
unity_improve_taxation_decision_desc: "My house have a great many members efficient in collecting taxes and managing a realm. By sharing ideas and capable people, we can all benefit from an increased income."
unity_improve_taxation_decision_tooltip: "Work alongside your house members to improve the taxation and income of the realm"
unity_improve_taxation_decision_confirm: "Let's organize a meeting"
unity_search_for_administrators_decision: "Search for Tax Collectors"
unity_search_for_administrators_decision_desc: "Taxes are the backbone of any realm. Taking the time to search for skilled administrators and former soldiers, to employ as tax collectors, would be well worth the effort."
unity_search_for_administrators_decision_tooltip: "Search for competent administrators and soldiers to strengthen my ranks of tax collectors"
unity_search_for_administrators_decision_confirm: "Order the search"
search_administors_decision.tt: "Up to three [characters|E] of various skill will join your [court|E]"
unity_search_for_administrators_decision.msg.t: "Administrator Has Arrived"
unity_search_for_administrators_decision.msg.desc: "A new administrator, named [new_administrator.GetName], has arrived at your court and is ready for employment."
unity_send_bailiffs_decision: "Send Bailiffs"
unity_send_bailiffs_decision_desc: "I can take advantage of my house members' cooperative attitude by sending my bailiffs to them, exacting my orders to maintain peace through the realm."
unity_send_bailiffs_decision_tooltip: "Cooperate with your house members to increase control through the realm"
unity_send_bailiffs_decision_confirm: "Send for the bailiffs"
unity_placate_vassals_decision: "Placate Vassals"
unity_placate_vassals_decision_desc: "Even a harmonious household faces its trials. By exerting my influence as house head, I may smooth over these social wrinkles before they start forming cracks."
unity_placate_vassals_decision_tooltip: "Remind your house members of your authority as their liege"
unity_placate_vassals_decision_confirm: "Placate vassals"
unity_organize_house_for_war_decision: "Organize House Members for War"
unity_organize_house_for_war_decision_desc: "Improving a realm requires dedication and, more often than not, a great deal of conquests. By issuing specific edicts and guiding our house members, I can make them more willing to wage war and conquer new lands."
unity_organize_house_for_war_decision_tooltip: "Guide the members of your house to more frequently wage war"
unity_organize_house_for_war_decision_confirm: "Promote war and conflict!"
unity_encourage_house_economy_decision: "Encourage House to Improve the Economy"
unity_encourage_house_economy_decision_desc: "A realm is only as capable as the land it is built upon. I should make sure that all members within the house are able to spend the necessary funds to build us a stronger realm."
unity_encourage_house_economy_decision_tooltip: "Guide the members of your house to focus on the economy"
unity_encourage_house_economy_decision_confirm: "Encourage a stronger economy!"
unity_promote_development_decision: "Promote Development"
unity_promote_development_decision_desc: "Our culture has a long history of excellent administration skills. There are many skilled overseers and supervisors employed within our house. We can use this to our advantage and further develop the realm."
unity_promote_development_decision_tooltip: "Promote your house members to develop and enhance the realm"
unity_promote_development_decision_confirm: "Promote development"
unity_improve_logistics_decision: "Demand Shared Army Logistics"
unity_improve_logistics_decision_desc: "Wars are decided by a multitude of different factors. Good logistics and supplies are just as important as having capable soldiers. I can enforce new policies within our house and demand everyone to share supplies and equipment, greatly increasing the capabilites of the army."
unity_improve_logistics_decision_tooltip: "Demand your house members to share logistics and supply to better accomodate the needs of the army"
unity_improve_logistics_decision_confirm: "Demand shared logistics"
unity_steer_house_direction_decision: "Steer House Unity"
unity_steer_house_direction_decision_desc: "As house head, my word carries a great deal of weight among the members of my house. With careful words and actions, I can nudge my fellow members to behave in certain ways, as to greatly affect our combined unity."
unity_steer_house_direction_decision_confirm: "$unity_steer_house_direction_decision$"
unity_steer_house_direction_decision_tooltip: "Choose a direction in which to steer your [house_unity|E]"
unity_steer_house_direction_decision_second_tooltip: "$DESC$\n"
CHOOSE_UNITY_DIRECTION: "Choose Direction"
STEER_HOUSE_UNITY_SELECT_DIRECTION_TITLE: "Choose [unity|E] Direction"
steer_unity_towards_harmonious_desc: "Use your position as [house_head|E] and steer your [house_unity|E] towards #V $harmonious$#!"
steer_unity_towards_harmonious_name: "Steer House towards #V $harmonious$#!\n#low Increases [house_unity|E]#!"
steer_unity_towards_harmonious_tooltip: "$unity_steer_house_direction_decision_second_tooltip$"
steer_unity_towards_harmonious_tt: "#X Your [house|E] already has the #V $harmonious$#! [house_unity_level|E]#!"
steer_unity_towards_harmonious_passive_gain_tt: "[house_unity|E] #P increases#! yearly for the next #V 10#! years"
steer_unity_towards_harmonious_toast: "[ROOT.Char.GetShortUINameNoTooltip|U] steered [house_unity|E] towards $harmonious$"
steer_unity_towards_antagonistic_desc: "Use your position as [house_head|E] and steer your [house_unity|E] towards #V $antagonistic$#!"
steer_unity_towards_antagonistic_name: "Steer House towards #V $antagonistic$#!\n#low Decreases [house_unity|E]#!"
steer_unity_towards_antagonistic_tooltip: "$unity_steer_house_direction_decision_second_tooltip$"
steer_unity_towards_antagonistic_tt: "#X Your [house|E] already has the #V $antagonistic$#! [house_unity_level|E]#!"
steer_unity_towards_antagonistic_passive_loss_tt: "[house_unity|E] #N decreases#! yearly for the next #V 10#! years"
steer_unity_towards_antagonistic_toast: "[ROOT.Char.GetShortUINameNoTooltip|U] steered [house_unity|E] towards $antagonistic$"
steer_unity_notification_title: "[house_head|E] changed [unity|E]"
unity_consult_house_decision: "Consult House Members"
unity_consult_house_decision_desc: "A unified council is one that can act swiftly and securely. With only a little back and forth, I can ensure that my house members are more effective in their roles as councillors."
unity_consult_house_decision.tt_house_council_bonus: "Base progress and [skill|E] impact on [councillor_tasks|E] is increased by #P +10%#! for [house|E] members serving on your [council|E]"
unity_consult_house_decision.tt_no_unity_change: "Assigning [house|E] members to your [council|E] and firing them no longer affects [house_unity|E]"
unity_consult_house_decision.tt_lifetime: "This will remain active until your character dies"
unity_consult_house_decision.tt_cooldown: "You have already consulted your [house|E] members"
unity_consult_house_decision_tooltip: "Guide your house members to become more efficient councillors"
unity_consult_house_decision_confirm: "Consult house members"
unity_consulted_house_member_desc: "Consulted House Member"
unity_establish_futuwaa_lodges_decision: "Establish Futuwaa Lodges"
unity_establish_futuwaa_lodges_decision_desc_intro: "The young"
unity_establish_futuwaa_lodges_decision_desc_outro: "of [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip], lacking suitable outlets for their energies, are roaming the capital in makeshift gangs. I could instead establish #italic futuwaa#! lodges throughout the capital to instill martial prowess and morals in their idle time."
unity_establish_futuwaa_lodges_decision.tt_intro: "All unmarried young"
unity_establish_futuwaa_lodges_decision.tt_outro: "living in your [capital|E] have a chance of increasing their [martial|E] and [prowess|E] [skills|E] , and of gaining a [virtuous|E] [trait|E], for the next 20 years"
unity_establish_futuwaa_lodges_decision.tt_people: "$unity_establish_futuwaa_lodges_decision.tt_intro$ $people$ $unity_establish_futuwaa_lodges_decision.tt_outro$"
unity_establish_futuwaa_lodges_decision.tt_women: "$unity_establish_futuwaa_lodges_decision.tt_intro$ $women$ $unity_establish_futuwaa_lodges_decision.tt_outro$"
unity_establish_futuwaa_lodges_decision.tt_men: "$unity_establish_futuwaa_lodges_decision.tt_intro$ $loc_men$ $unity_establish_futuwaa_lodges_decision.tt_outro$"
unity_establish_futuwaa_lodges_decision.tt_num_intro: "Currently, #V [SCOPE.ScriptValue('number_of_futuwaa_members')]#!"
unity_establish_futuwaa_lodges_decision.tt_num_outro: "in your capital would benefit from this decision"
unity_establish_futuwaa_lodges_decision.tt_num_people: "$unity_establish_futuwaa_lodges_decision.tt_num_intro$ youths $unity_establish_futuwaa_lodges_decision.tt_num_outro$"
unity_establish_futuwaa_lodges_decision.tt_num_women: "$unity_establish_futuwaa_lodges_decision.tt_num_intro$ young women $unity_establish_futuwaa_lodges_decision.tt_num_outro$"
unity_establish_futuwaa_lodges_decision.tt_num_men: "$unity_establish_futuwaa_lodges_decision.tt_num_intro$ young men $unity_establish_futuwaa_lodges_decision.tt_num_outro$"
unity_establish_futuwaa_lodges_decision_tooltip: "Promote virtues and prowess in your capital's youth"
unity_establish_futuwaa_lodges_decision_confirm: "Sponsor the lodges"
unity_educate_youth_in_madrasas_decision.t_intro: "Educate Youth in"
unity_educate_youth_in_madrasas_decision.t_madrasas: "Madrasas"
unity_educate_youth_in_madrasas_decision.t_houses_of_worship: "[ROOT.Char.GetFaith.HouseOfWorshipPlural|U]"
unity_educate_youth_in_madrasas_decision_desc_intro: "Peace in the realm has left the young"
unity_educate_youth_in_madrasas_decision_desc_outro: "of [ROOT.Char.GetCapitalLocation.GetTitle.GetNameNoTierNoTooltip] inert and aimless. I could instead establish schools in the [ROOT.Char.GetFaith.HouseOfWorshipPlural] to teach these youths philosophy and medicine in their idle time."
unity_educate_youth_in_madrasas_decision.tt_intro: "All young"
unity_educate_youth_in_madrasas_decision.tt_outro: "living in your [capital|E] have a chance of increasing their [learning|E] [skill|E] and gaining [GetTrait('lifestyle_physician').GetName(GetNullCharacter)] [experience|E] for the next 20 years"
unity_educate_youth_in_madrasas_decision.tt_people: "$unity_educate_youth_in_madrasas_decision.tt_intro$ $people$ $unity_educate_youth_in_madrasas_decision.tt_outro$"
unity_educate_youth_in_madrasas_decision.tt_women: "$unity_educate_youth_in_madrasas_decision.tt_intro$ $women$ $unity_educate_youth_in_madrasas_decision.tt_outro$"
unity_educate_youth_in_madrasas_decision.tt_men: "$unity_educate_youth_in_madrasas_decision.tt_intro$ $loc_men$ $unity_educate_youth_in_madrasas_decision.tt_outro$"
unity_educate_youth_in_madrasas_decision.tt_num_intro: "Currently, #V [SCOPE.ScriptValue('number_of_madrasa_pupils')]#!"
unity_educate_youth_in_madrasas_decision.tt_num_outro: "in your capital would benefit from this decision"
unity_educate_youth_in_madrasas_decision.tt_num_people: "$unity_educate_youth_in_madrasas_decision.tt_num_intro$ youths $unity_educate_youth_in_madrasas_decision.tt_num_outro$"
unity_educate_youth_in_madrasas_decision.tt_num_women: "$unity_educate_youth_in_madrasas_decision.tt_num_intro$ young women $unity_educate_youth_in_madrasas_decision.tt_num_outro$"
unity_educate_youth_in_madrasas_decision.tt_num_men: "$unity_educate_youth_in_madrasas_decision.tt_num_intro$ young men $unity_educate_youth_in_madrasas_decision.tt_num_outro$"
unity_educate_youth_in_madrasas_decision_tooltip: "Educate your capital's youth in philosophy and medicine"
unity_educate_youth_in_madrasas_decision_confirm: "Inform the [ROOT.Char.GetFaith.PriestNeuterPlural]"
default_tax_collector: "Basic Taxes"
default_tax_collector_desc: "Base [obligations|E] apply, based on the [aptitude|E] of the assigned [tax_collector|E]"
default_tax_collector_flavor_desc: "A standard tax. Taxpayers pay no more, and no less, than what they are expected to."
jizya_special_rights_tax_collector: "Jizya Status"
jizya_special_rights_tax_collector_desc: "#emphasis #bold [vassal|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] cannot [demand_conversion|E] of the [vassal|E]\nThe [liege|E] cannot use [convert_county|E] in the [vassals|E]' lands\n$EFFECT_LIST_BULLET$ The [liege|E] cannot use [faith|E] as a reason to avoid [tyranny|E] when revoking titles\n$EFFECT_LIST_BULLET$ The [liege|E] cannot revoke the [vassals_possessive|E] [titles|E]\n\n#flavor The [vassal|E] is guaranteed ownership of their [titles], preventing the [liege|E] from revoking them regardless of the $game_concept_liege$ having a [revoke_title_reason|E] or not.\n\nThe $game_concept_vassal$ is also granted a special protected status, with the realm officially recognizing their right to practice their own [faith|E].#!"
jizya_special_rights_tax_collector_flavor_desc: "Jizya is a special tax assigned to #italic dhimmis#!, religious minorities, in return for the privilege to practice their errant faith in peace."
unlock_jizya_contract_name: "[GetFaithDoctrine('tenet_tax_nonbelievers').GetBaseName] [core_tenet|E]"
jizya_special_rights:0 "$jizya_special_rights_tax_collector$"
jizya_special_rights_default:0 "Default $jizya_special_rights$"
jizya_special_rights_default_short:0 "Default"
jizya_special_rights_granted:0 "Enforced $jizya_special_rights$"
jizya_special_rights_granted_desc:0 "$jizya_special_rights_tax_collector_desc$"
jizya_special_rights_granted_short:0 "Granted"
iqta_special_rights_tax_collector: "Iqta Grant"
iqta_special_rights_tax_collector_desc: "The [vassal|E] has lower obligations but helps contributing [men_at_arms|E] to the [liege|E]."
iqta_special_rights_tax_collector_flavor_desc: "Iqta is a tax farming system where local magnates are given wide authority to collect taxes on behalf of the state."
ghazi_special_rights_tax_collector: "Ghazi Status"
ghazi_special_rights_tax_collector_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] pays less [piety|E] to use [holy_war|E] [casus_bellis|E] but more [prestige_i][prestige|E] for any other [casus_bellis|E]\n$EFFECT_LIST_BULLET$ Enables [raiding|E]\n\n#flavor The [vassal|E] is chosen as a warrior of the [faith|E] by the [liege|E], charged with carrying the borders outwards through [holy_war|E].#!"
ghazi_special_rights_tax_collector_flavor_desc: "Warriors of the faith and the frontier, the Ghazi collect income from plunder and brigandage, and wage a never-ending war against the religious enemies of the state."
deqhan_special_rights_tax_collector: "Dehqan"
deqhan_special_rights_tax_collector_flavor_desc: "Persian magnates within an ancient, decentralized tax collection system, the deqhans closely manage their lands to promote productivity - and their own prestige."
maguh_special_rights_tax_collector: "Maguh Status"
maguh_special_rights_tax_collector_flavor_desc: "An old Sassanian form of district administration, the maguh promote local development in exchange for reduced taxes to the state."
muqata_special_rights_tax_collector: "Muqata Status"
muqata_special_rights_tax_collector_flavor_desc: "Muqata is a tax system where distant lands are given greater autonomy and are taxed less, to promote stability and long-term development."
strict_taxation_tax_collector: "Zakat"
strict_taxation_tax_collector_flavor_desc: "Zakat is a luxury tax, usually enforced upon the wealthy as a means to provide additional income for the state and to help those in need."
clan_tax_slot: "Tax Jurisdiction"
has_house_unity_parameter: "Has the $PARAMETER_NAME$"
not_has_house_unity_parameter: "Doesn't have access to $PARAMETER_NAME$"
# Administrative
administrative_government: "Administrative"
administrative_government_with_icon: "@government_type_administrative! $administrative_government$"
administrative_government_adjective: "Administrative"
administrative_government_realm: "Administrative Realm"
administrative_government_desc: "\n$game_concept_administrative_desc$\n\n#F Administrative is a highly centralized government, where power mainly resides within the capital. Birthright, while still important, is not as prominent as in a feudal realm. With enough skill and ambition anyone, even from the most humble of origin, may rise up to become an influential governor or make a play for the throne and become emperor.#!"
administrative_government_vassals_label: "[administrative|E] [obligations|E] are based on [GetPlayer.Custom('GetProvinceAdministrationConcept')]"
administrative_obligations: "Administrative Obligations"
administrative_themes: "Available Administration Types"
admin_theme_balanced: "@balanced_administration! Balanced Administration"
admin_theme_balanced_short: "@balanced_administration! Balanced"
admin_theme_balanced_text_icon: "@balanced_administration!"
admin_theme_balanced_desc: "#flavor A well balanced administration seeks moderation to ensure equal attention in all areas of governance.#!"
admin_theme_military: "@military_administration! Military Administration"
admin_theme_military_short: "@military_administration! Military"
admin_theme_military_text_icon: "@military_administration!"
admin_theme_military_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [martial|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!"
admin_theme_military_desc: "#flavor A military administration puts all energy on recruiting and training formidable troops for the imperial army.#!"
admin_theme_civilian: "@civilian_administration! Civilian Administration"
admin_theme_civilian_short: "@civilian_administration! Civilian"
admin_theme_civilian_text_icon: "@civilian_administration!"
admin_theme_civilian_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [stewardship|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n[influence|E] gained from constructing [buildings|E] in held [counties|E] is increased"
admin_theme_civilian_desc: "#flavor Exempt from military service, a civilian administration focuses on improving the economy and well-being of the citizens.#!"
admin_theme_frontier: "@frontier_administration! Frontier Administration"
admin_theme_frontier_short: "@frontier_administration! Frontier"
admin_theme_frontier_text_icon: "@frontier_administration!"
admin_theme_frontier_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [prowess|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $EXPANSION_DUCHY_CB_NAME$#! [casus_belli|E]\n$EFFECT_LIST_BULLET$ Enables [raiding|E]"
admin_theme_frontier_desc: "#flavor One cannot leave the borders undefended. A frontier administration will ensure the realm's defenses and stand ready to repel any potential invaders.#!"
admin_theme_imperial: "@imperial_administration! Imperial Administration"
admin_theme_imperial_short: "@imperial_administration! Imperial"
admin_theme_imperial_text_icon: "@imperial_administration!"
admin_theme_imperial_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [prestige_level|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_currency_level_increase_value')|+0%/] for each level#!#!\n$EFFECT_LIST_BULLET$ Increases [powerful_family|E] Rating\nCannot have appointment revoked without a [revoke_title_reason|E]"
admin_theme_imperial_desc: "#flavor An imperial administration provides a significant level of autonomy and freedom from many regular responsibilities. It is the most prestigious administration one can have.#!"
admin_theme_naval: "@naval_administration! Naval Administration"
admin_theme_naval_short: "@naval_administration! Naval"
admin_theme_naval_text_icon: "@naval_administration!"
admin_theme_naval_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] for every controlled #high [GetBuilding('common_tradeport_01').GetTypeName]#!#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_building_increase_value')|+0%/] for each [GetBuilding('common_tradeport_01').GetTypeName]#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $NAVAL_EXPANSION_DUCHY_CB_NAME$#! [casus_belli|E]"
admin_theme_naval_desc: "#flavor The navy is the backbone of any expansive realm. With a dedicated naval administration, safety and efficiency at sea will be highly increased.#!"
ADMINISTRATIVE_CONTRACT: "[Character.Custom( 'GetProvinceConceptNoTooltip' )] Administration"
admin_theme_frontier_valid_desc: "The [vassal.Custom( 'GetProvinceConceptNoTooltip' )] must border another [realm|E]"
admin_theme_imperial_valid_desc: "Only one [vassal.Custom( 'GetProvinceConceptNoTooltip' )] can have this administration active"
admin_theme_naval_valid_desc: "The [vassal.Custom( 'GetProvinceConceptNoTooltip' )] must be Coastal"
admin_contract_forbids_revocation_desc: "You cannot revoke [titles|E] or Appointments from a [vassal|E] governing with the [GetSubjectContractType( 'administrative_themes' ).GetObligationName( 'admin_theme_imperial' )] unless you have a [revoke_title_reason|E]"
admin_vassal: "Administrative"
admin_vassal_desc: "$game_concept_administrative_desc$"
# Landless Adventurer Camps
landless_adventurer_government: "Adventurer"
landless_adventurer_government_with_icon: "@government_type_adventurer! $landless_adventurer_government$"
landless_adventurer_government_adjective: "Adventurer"
landless_adventurer_government_realm: "Adventurer Camp"
landless_adventurer_government_desc: "\n$game_concept_adventurer_desc$"
conditional_maa_refill_rule: "only [reinforce_soldiers|E] troops"
adventurer_rule: "only earn [gold|E] and [prestige|E] by undertaking [task_contracts|E]"
mercenary_rule: "be hired to serve as [mercenaries|E] by [landed|E] [rulers|E]"
adult_rulers_only: "#N May only be ruled by [adults|E]#!"
# Nomads
nomad_government: "Nomadic"
nomad_government_with_icon: "@government_type_nomad! $nomad_government$"
nomad_government_adjective: "Nomadic"
nomad_government_realm: "Nomadic Land"
nomad_government_desc: "\n$game_concept_nomadic_desc$\n\n#F For nomads, moving is their way of life. Ensuring that the herd can grow is their primary concern. Every ruler is only as strong as the strength of their people.#!"
NOMAD_CONTRACT: "Nomadic Contract"
nomad_vassal: "Nomadic"
nomad_vassal_desc: "Under the Nomadic [government_form|E], a [nomad|E] offers some [herd|E] to their [liege|E] in exchange for land and protection. The specifics are regulated by the [vassal_contract|E] between Vassal and Liege."
government_can_use_tributary_men_at_arms: "Can #V recruit#! [men_at_arms|E] from [tributaries|E]"
ignores_faith_marriage_penalties: "#indent_newline:3 Ignores [faith|E] when arranging [marriages|E] with [GetGovernment( 'nomad_government' ).GetName] or [GetGovernment( 'herder_government' ).GetName] [rulers|E] or their [tributaries|E]#!"
is_nomad_title: "Is [GetGovernment( 'nomad_government' ).GetName] Camp [title|E]"
can_start_war_with_raised_troops: "Can start [wars|E] with raised [armies|E]"
movement_speed_from_government: "$MOD_MOVEMENT_SPEED$: #P +10%#!"
land_raiding_movement_speed_from_government: "$MOD_MOVEMENT_SPEED_LAND_RAIDING$: #P +10%#!"
no_hostile_attrition_in_steppe: "#indent_newline:3 No #V Hostile County#! [attrition|E] while [raiding|E] in [the_great_steppe|E]#!"
can_raze_holdings: "Can Raze [holdings|E] for [gold|E]"
nomad_government_herd: "[herd|U] Tithes"
herd_tax_exempt: "$game_concept_herd$ Exempt"
herd_tax_exempt_short: "Exempt"
herd_tax_low: "Low $game_concept_herd$"
herd_tax_low_short: "Low"
herd_tax_normal: "Normal $game_concept_herd$"
herd_tax_normal_short: "Normal"
herd_tax_high: "High $game_concept_herd$"
herd_tax_high_short: "High"
herd_tax_extortionate: "Extortionate $game_concept_herd$"
herd_tax_extortionate_short: "Extortionate"
prestige_transfer_none: "No $game_concept_prestige$ Transfer"
prestige_transfer_none_short: "None"
prestige_transfer_normal: "Low $game_concept_prestige$ Transfer"
prestige_transfer_normal_short: "Low"
prestige_transfer_high: "High $game_concept_prestige$ Transfer"
prestige_transfer_high_short: "High"
mandala_government_piety: "[mandala|U] $game_concept_piety$"
mandala_piety_low: "Low $game_concept_piety$ Contribution"
mandala_piety_low_short: "Low"
mandala_piety_normal: "Normal $game_concept_piety$ Contribution"
mandala_piety_normal_short: "Normal"
mandala_piety_high: "High $game_concept_piety$ Contribution"
mandala_piety_high_short: "High"
mandala_government_taxes: "[mandala|U] Taxes"
mandala_tax_exempt: "Tax Exempt"
mandala_tax_exempt_short: "Exempt"
mandala_tax_low: "Low Taxes"
mandala_tax_low_short: "Low"
mandala_tax_normal: "Normal Taxes"
mandala_tax_normal_short: "Normal"
mandala_tax_high: "High Taxes"
mandala_tax_high_short: "High"
mandala_tax_extortionate: "Extortionate Taxes"
mandala_tax_extortionate_short: "Extortionate"
mandala_government_levies: "[mandala|U] $game_concept_levies$"
mandala_levies_exempt: "No Contribution"
mandala_levies_exempt_short: "None"
mandala_levies_low: "Low $game_concept_levy$ Contribution"
mandala_levies_low_short: "Low"
mandala_levies_medium: "Medium $game_concept_levy$ Contribution"
mandala_levies_medium_short: "Medium"
mandala_levies_high: "High $game_concept_levy$ Contribution"
mandala_levies_high_short: "High"
mandala_levies_extortionate: "Massive $game_concept_levy$ Contribution"
mandala_levies_extortionate_short: "Massive"
mandala_government_prestige: "[mandala|U] $game_concept_prestige$"
mandala_prestige_low: "Low $game_concept_prestige$ Contribution"
mandala_prestige_low_short: "Low"
mandala_prestige_normal: "Normal $game_concept_prestige$ Contribution"
mandala_prestige_normal_short: "Normal"
mandala_prestige_high: "High $game_concept_prestige$ Contribution"
mandala_prestige_high_short: "High"
kurultai_rights: "Kurultai Rights"
kurultai_rights_none: "No $kurultai_rights$"
kurultai_rights_none_desc: "#flavor The [vassal] is not granted any out-of-the-ordinary privileges when it comes to the [kurultai|E].#!"
kurultai_rights_none_short: "None"
kurultai_rights_guaranteed: "$kurultai_rights$ Guaranteed"
kurultai_rights_guaranteed_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The #high $force_onto_council$#! [interaction|E] can be used at will\n\n#flavor The [vassal] is granted special [kurultai|E] privileges, and will expect a permanent seat on the [kurultai|E]. Granting this privilege to too many [vassals] will eventually upset the [powerful_vassals] of the [realm|E].#!"
kurultai_rights_guaranteed_short: "Guaranteed"
liege_war_participation_obligation: "Liege War Support"
liege_war_participation_obligation_none: "No $liege_war_participation_obligation$"
liege_war_participation_obligation_none_desc: "#flavor The [liege|E] will not join the [vassal|E]'s wars.#!"
liege_war_participation_obligation_none_short: "None"
liege_war_participation_obligation_forced: "Forced $liege_war_participation_obligation$"
liege_war_participation_obligation_forced_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] can use the $call_ally_interaction$ [interaction|E] on the [liege|E]\n\n.#flavor Refusal will result in [prestige|E] loss for the [liege|E] and the [vassal|E] will stop being [obedient|E] if they were so before.#!"
liege_war_participation_obligation_forced_short: "Forced"
suzerain_war_participation_guarantee: "Suzerain Guarantee"
suzerain_war_participation_guarantee_none: "No $suzerain_war_participation_guarantee$"
suzerain_war_participation_guarantee_none_desc: "#flavor The [suzerain|E] cannot be called into the [tributary|E]'s defensive wars, but may still offer to do so.#!"
suzerain_war_participation_guarantee_none_short: "None"
suzerain_war_participation_guarantee_available: "$suzerain_war_participation_guarantee$"
suzerain_war_participation_guarantee_available_desc: "#emphasis #bold [tributary|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ If attacked, the [tributary|E] can use the $call_ally_interaction$ [interaction|E] on the [suzerain|E].\n\n#flavor Refusal will result in [prestige|E] loss for the [suzerain|E] and the [tributary|E] will be released.#!"
suzerain_war_participation_guarantee_available_short: "Guaranteed"
suzerain_war_participation_guarantee_tt: "[recipient.GetShortUIName] does #bold not#! have [GetSubjectContractType( 'suzerain_war_participation_guarantee' ).GetObligationName( 'suzerain_war_participation_guarantee_available' )] [tributary_contract|E] Privilege"
mandala_suzerain_war_participation_guarantee: "$suzerain_war_participation_guarantee$"
mandala_suzerain_war_participation_guarantee_none: "$suzerain_war_participation_guarantee_none$"
mandala_suzerain_war_participation_guarantee_none_desc: "$suzerain_war_participation_guarantee_none_desc$"
mandala_suzerain_war_participation_guarantee_none_short: "$suzerain_war_participation_guarantee_none_short$"
mandala_suzerain_war_participation_guarantee_available: "$suzerain_war_participation_guarantee_available$"
mandala_suzerain_war_participation_guarantee_available_desc: "$suzerain_war_participation_guarantee_available_desc$"
mandala_suzerain_war_participation_guarantee_available_short: "$suzerain_war_participation_guarantee_available_short$"
tributary_war_participation_obligation: "Tributary War Support"
tributary_war_participation_obligation_none: "No $tributary_war_participation_obligation$"
tributary_war_participation_obligation_none_desc: "#flavor The [tributary|E] will not automatically join the [suzerain|E]'s wars, but may still offer to do so.#!"
tributary_war_participation_obligation_none_short: "None"
tributary_war_participation_obligation_forced: "Forced $tributary_war_participation_obligation$"
tributary_war_participation_obligation_forced_desc: "#emphasis #bold [suzerain|E] Privilege:#!#!\nThe [tributary|E] will automatically be called into the [suzerain|E]'s wars."
tributary_war_participation_obligation_forced_short: "Forced"
# Raiding rights
raiding_rights: "Raiding Privileges"
raiding_rights_none: "No $raiding_rights$"
raiding_rights_none_desc: "#flavor The [vassal|E] cannot raid any other fellow vassals.#!"
raiding_rights_none_short: "None"
raiding_rights_granted: "$raiding_rights$ Granted"
raiding_rights_granted_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] is allowed to raid other fellow vassals\n\n#flavor The restrictions on raiding fellow [vassals|E] are lifted and the vassal can target any other peer vassal.#!"
raiding_rights_granted_short: "Granted"
CB_CONFEDERATION_VASSALS: "Attacking a fellow [confederation|E] member"
# Herders
herder_government: "Herder"
herder_government_with_icon: "@government_type_herder! $herder_government$"
herder_government_adjective: "Herder"
herder_government_realm: "Pastureland"
herder_government_desc: "\n$game_concept_herder_desc$\n\n#F Herders do not concern themselves with any aspects of rulership. They tend to their flock, and just their flock.#!"
herder_vassal: "Herder"
herder_vassal_desc: "$game_concept_herder_desc$"
herder_government_vassals_label: "Herder [obligations|E] cannot be adjusted"
nomad_government_vassals_label: "Nomad [obligations|E] are based on each [vassal|E]'s [vassal_contract|E]"
# Mandala
mandala_government: "Mandala"
mandala_government_with_icon: "@government_type_mandala! $mandala_government$"
mandala_government_adjective: "Mandala"
mandala_government_realm: "Mandala Realm"
mandala_government_vassals_label: "Mandala [obligations|E] are based on each [vassal|E]'s [vassal_contract|E]"
mandala_government_desc: "\n$game_concept_mandala_desc$\n\n#F The petals of the Mandala government may wither and die, but at the core stands the divine right, manifested in the Devaraja. An ambitious enough ruler can make the Mandala last, #EMP eternally#!. #!"
mandala_vassal: "Mandala"
mandala_vassal_desc: "$game_concept_mandala_desc$"
liege_piety_level_desc: "Your [piety_level|E] is [GetPietyLevelName(liege.GetPietyLevel)|L]"
suzerain_piety_level_desc: "Your [piety_level|E] is [GetPietyLevelName(suzerain.GetPietyLevel)|L]"
has_coerce_tributary_scheme: "May use the [GetScheme('coerce_tributary').GetTypeName] [scheme|E]"
additional_piety_from_religious_buildings: "Gains additional [piety|E] from constructing [pious_buildings|E] and [temple_citadels|E]"
can_perform_ritual_contracts: "Realm provinces and [subjects|E] occasionally spawn [mandala_rituals|E]"
uses_mandala_aspects: "Uses [mandala_aspects|E]"
uses_mandala_decrees: "Uses [mandala_decrees|E]"
devaraja_blessings_msg: "Devaraja Blessings Shine Upon You"
devaraja_divinity_msg: "Your Devaraja Followers Adore You"
# Celestial
celestial_obligations: "Celestial Obligations"
celestial_provinces: "$administrative_themes$"
celestial_province_standard: "@celestial_standard_administration! Standard Administration"
celestial_province_standard_short: "Standard"
celestial_province_standard_text_icon: "@celestial_standard_administration!"
celestial_province_standard_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nUses [GetLaw('celestial_appointment_succession_law').GetName]"
celestial_province_standard_desc: "#low A civil type that attends to the everyday needs of the government and the local inhabitants#!"
celestial_province_industrial: "@celestial_industrial_administration! Industrial Administration"
celestial_province_industrial_short: "Industrial"
celestial_province_industrial_text_icon: "@celestial_industrial_administration!"
celestial_province_industrial_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nUses [GetLaw('celestial_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_industrial_max_value')|V0]#!"
celestial_province_industrial_desc: "#low A civil administration that focuses on improving the area's productivity and long-term development.#!"
celestial_province_industrial_amount_desc: "$celestial_province_industrial_short$ limit reached"
celestial_province_metropolitan: "@celestial_metropolitan_administration! Metropolitan Administration"
celestial_province_metropolitan_short: "Metropolitan"
celestial_province_metropolitan_text_icon: "@celestial_metropolitan_administration!"
celestial_province_metropolitan_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [diplomacy|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n$EFFECT_LIST_BULLET$ Uses [GetLaw('celestial_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_metropolitan_max_value')|V0]#!"
celestial_province_metropolitan_desc: "#low An efficient civil administration applied to larger urban areas. It greatly emphasizes on efficient use of taxes and making cities prosper.#!"
celestial_province_metropolitan_amount_desc: "$celestial_province_metropolitan_short$ limit reached"
celestial_province_military: "@celestial_military_administration! Military Administration"
celestial_province_military_short: "Military"
celestial_province_military_text_icon: "@celestial_military_administration!"
celestial_province_military_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Can recruit [GetMaA('zhanmadao_infantry').GetName]\n$EFFECT_LIST_BULLET$ Uses [GetLaw('celestial_military_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_military_max_value')|V0] at this tier#!"
celestial_province_military_desc: "#low A military administration that enables the mustering of troops. Providing the realm with the means of protecting itself, or expanding its borders when necessary.#!"
celestial_province_military_amount_desc: "$celestial_province_military_short$ limit reached"
celestial_province_protectorate: "@celestial_protectorate_administration! Protectorate Administration"
celestial_province_protectorate_short: "Protectorate"
celestial_province_protectorate_text_icon: "@celestial_protectorate_administration!"
celestial_province_protectorate_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [martial|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n$EFFECT_LIST_BULLET$ Can recruit [GetMaA('zhanmadao_infantry').GetName]\n$EFFECT_LIST_BULLET$ Uses [GetLaw('celestial_military_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_protectorate_max_value')|V0]#!"
celestial_province_protectorate_desc: "#low A greatly improved military administration. A protectorate will significantly bolster our military might!#!"
celestial_province_protectorate_amount_desc: "$celestial_province_protectorate_short$ limit reached"
celestial_province_de_jure_desc: "Is #bold not#! a [de_jure|E] [title|E]"
celestial_province_metropolitan_name_desc: "[GetSubjectContractType( 'celestial_provinces' ).GetObligationName( 'celestial_province_metropolitan' )]"
celestial_province_protectorate_name_desc: "[GetSubjectContractType( 'celestial_provinces' ).GetObligationName( 'celestial_province_protectorate' )]"
celestial_government_vassals_label: "[celestial|E] [obligations|E] are based on [GetPlayer.Custom('GetProvinceAdministrationConcept')]"
celestial_ministry_obligations: "[ministry_obligations|E]"
celestial_minister_none: "None"
celestial_minister_none_short: "$celestial_minister_none$"
celestial_minister_civil: "Ministry Obligations"
celestial_minister_civil_short: "Ministry"
celestial_minister_military: "Grand Marshal Obligations"
celestial_minister_military_short: "Grand Marshal"
liege_is_not_civilian_desc: "[liege.GetShortUIName|U] [CharAreIs( liege )] #bold not#! a [civilian_governor|E]"
liege_is_not_military_desc: "[liege.GetShortUIName|U] [CharAreIs( liege )] #bold not#! a [military_governor|E]"
# Maritime Tribal
wanua_government: "Wanua"
wanua_government_with_icon: "@government_type_wanua! $wanua_government$"
wanua_government_adjective: "Wanua"
wanua_government_realm: "Wanua Realm"
wanua_government_desc: "\n$game_concept_wanua_desc$\n\n#F From their coastal settlements, [Glossary( 'Wanua', 'WANUA_GLOSS' )] rulers are able to cross the seas to barter and raid far more effectively than their continental $tribal_government_adjective$ counterparts.#!"
WANUA_GLOSS: "A collection of small villages and rural communities in Maritime Southeast Asia is often called a #italic Wanua#!, #italic Banwa#!, #italic Manua#!, and many other linguistic variants of the Malayic root word."
wanua_government_obligations: "$tribal_government_obligations$"
wanua_government_vassals_label: "$wanua_government_adjective$ [obligations|E] are based on [prestige_level|E] of [liege|E]"
wanua_liege_inefficiency_plus_perk: "[liege|E] is [wanua|E] and has [GetPerk( 'detailed_ledgers_perk' ).GetName( GetPlayer )]"
wanua_liege_inefficiency: "[liege|E] is [wanua|E]"
wanua_vassal: "$wanua_government_adjective$"
wanua_vassal_desc: "$game_concept_wanua_desc$"
government_enables_trade_ports: "#indent_newline:3 Allows the #V $building_type_common_tradeport_01$#! line of [buildings|E] to be constructed in coastal [wanua|E] [holdings|E]#!"
government_enables_river_travel: "#indent_newline:3 $unlocks_sailable_major_rivers$#!"
government_enables_naval_raiding: "#indent_newline:3 $unlocks_naval_raiding$#!"
celestial_treasury: "[treasury_vassal_development|E]"
celestial_treasury_very_low: "Very Low $game_concept_treasury_vassal_development$"
celestial_treasury_very_low_short: "Very Low"
celestial_treasury_low: "Low $game_concept_treasury_vassal_development$"
celestial_treasury_low_short: "Low"
celestial_treasury_medium: "Medium $game_concept_treasury_vassal_development$"
celestial_treasury_medium_short: "Medium"
celestial_treasury_high: "High $game_concept_treasury_vassal_development$"
celestial_treasury_high_short: "High"
celestial_treasury_very_high: "Very High $game_concept_treasury_vassal_development$"
celestial_treasury_very_high_short: "Very High"
celestial_salary: "[governor_salary|E]"
celestial_salary_very_low: "Meager Salary"
celestial_salary_very_low_short: "Meager"
celestial_salary_low: "Modest Salary"
celestial_salary_low_short: "Modest"
celestial_salary_medium: "Average Salary"
celestial_salary_medium_short: "Average"
celestial_salary_high: "Generous Salary"
celestial_salary_high_short: "Generous"
celestial_salary_very_high: "Extravagant Salary"
celestial_salary_very_high_short: "Extravagant"
salary: "$celestial_salary$"
salary_very_low: "$celestial_salary_very_low$"
salary_very_low_short: "$celestial_salary_very_low$"
salary_low: "$celestial_salary_low$"
salary_low_short: "$celestial_salary_low_short$"
salary_medium: "$celestial_salary_medium$"
salary_medium_short: "$celestial_salary_medium_short$"
salary_high: "$celestial_salary_high$"
salary_high_short: "$celestial_salary_high_short$"
salary_very_high: "$celestial_salary_very_high$"
salary_very_high_short: "$celestial_salary_very_high_short$"
treasury_very_low: "$celestial_treasury_very_low$"
treasury_very_low_short: "$celestial_treasury_very_low_short$"
treasury_low: "$celestial_treasury_low$"
treasury_low_short: "$celestial_treasury_low_short$"
treasury_medium: "$celestial_treasury_medium$"
treasury_medium_short: "$celestial_treasury_medium_short$"
treasury_high: "$celestial_treasury_high$"
treasury_high_short: "$celestial_treasury_high_short$"
treasury_very_high: "$celestial_treasury_very_high$"
treasury_very_high_short: "$celestial_treasury_very_high_short$"
celestial_ministry_budget: "Ministry Budget"
celestial_ministry_budget_low: "Low Budget"
celestial_ministry_budget_low_short: "Low"
celestial_ministry_budget_medium: "Medium Budget"
celestial_ministry_budget_medium_short: "Medium"
celestial_ministry_budget_high: "High Budget"
celestial_ministry_budget_high_short: "High"
tributary_celestial: "Celestial Tributary"
tributaries_celestial: "Celestial Tributaries"
tributary_celestial_desc: "A Celestial [tributary|E] provides their [suzerain|E] with [gold|E] and [prestige|E] on a regular basis. In exchange, they will derive [legitimacy|E] from their [suzerain|E], who will also refrain from [raiding|E] or making war [war|E] upon them.\n\n$tributaries_celestial$ with high @imperial_grace_icon! [imperial_grace|E] may be granted a [seal_of_investiture|E] from their $game_concept_suzerain$, conferring additional benefits."
tributary_hegemonic: "Hegemonic Tributary"
tributaries_hegemonic: "Hegemonic Tributaries"
tributary_hegemonic_desc: "A Hegemonic [tributary|E] provides their [suzerain|E] with [gold|E] and [prestige|E] on a regular basis. In exchange, they will derive [legitimacy|E] from their [suzerain|E], who will also refrain from [raiding|E] or making war [war|E] upon them."
celestial_tribute_gold: "[gold|U]"
celestial_tributary_tax_none: "No [taxes|E]"
celestial_tributary_tax_none_short: "None"
celestial_tributary_tax_low: "Low [taxes|E]"
celestial_tributary_tax_low_short: "Low"
celestial_tributary_tax_normal: "Medium [taxes|E]"
celestial_tributary_tax_normal_short: "Medium"
celestial_tributary_tax_high: "High [taxes|E]"
celestial_tributary_tax_high_short: "High"
celestial_tribute_prestige: "[prestige|U]"
celestial_prestige_transfer_none: "No $game_concept_prestige$ Transfer"
celestial_prestige_transfer_none_short: "None"
celestial_prestige_transfer_low: "Low $game_concept_prestige$ Transfer"
celestial_prestige_transfer_low_short: "Low"
celestial_prestige_transfer_normal: "Medium $game_concept_prestige$ Transfer"
celestial_prestige_transfer_normal_short: "Medium"
celestial_prestige_transfer_high: "High $game_concept_prestige$ Transfer"
celestial_prestige_transfer_high_short: "High"
hegemonic_tribute_gold: "[gold|U]"
hegemonic_tributary_tax_none: "No [taxes|E]"
hegemonic_tributary_tax_none_short: "None"
hegemonic_tributary_tax_low: "Low [taxes|E]"
hegemonic_tributary_tax_low_short: "Low"
hegemonic_tributary_tax_normal: "Medium [taxes|E]"
hegemonic_tributary_tax_normal_short: "Medium"
hegemonic_tributary_tax_high: "High [taxes|E]"
hegemonic_tributary_tax_high_short: "High"
hegemonic_tribute_prestige: "[prestige|U]"
hegemonic_prestige_transfer_none: "No $game_concept_prestige$ Transfer"
hegemonic_prestige_transfer_none_short: "None"
hegemonic_prestige_transfer_low: "Low $game_concept_prestige$ Transfer"
hegemonic_prestige_transfer_low_short: "Low"
hegemonic_prestige_transfer_normal: "Medium $game_concept_prestige$ Transfer"
hegemonic_prestige_transfer_normal_short: "Medium"
hegemonic_prestige_transfer_high: "High $game_concept_prestige$ Transfer"
hegemonic_prestige_transfer_high_short: "High"
celestial_salary_rank: "Salary Rank"
celestial_salary_rank_none: "None"
celestial_salary_rank_none_short: "None"
celestial_salary_rank_county: "[county|E] [title_tier|E]: Prefecture"
celestial_salary_rank_county_short: "Prefecture"
celestial_salary_rank_duchy: "[duchy|E] [title_tier|E]: Province"
celestial_salary_rank_duchy_short: "Province"
celestial_salary_rank_kingdom: "[kingdom|E] [title_tier|E]: Circuit"
celestial_salary_rank_kingdom_short: "Circuit"
celestial_salary_rank_empire: "[empire|E] [title_tier|E]: Great Circuit"
celestial_salary_rank_empire_short: "Great Circuit"
celestial_salary_rank_minister: "[empire|E] [title_tier|E]: Minister"
celestial_salary_rank_minister_short: "Minister"
administrative_salary_rank: "$celestial_salary_rank$"
administrative_salary_rank_none: "$celestial_salary_rank_none$"
administrative_salary_rank_none_short: "$celestial_salary_rank_none_short$"
administrative_salary_rank_duchy: "[duchy|E] [title_tier|E]: Theme"
administrative_salary_rank_duchy_short: "Theme"
administrative_salary_rank_kingdom: "[kingdom|E] [title_tier|E]: Catepan"
administrative_salary_rank_kingdom_short: "Catepan"
administrative_salary_rank_empire: "[empire|E] [title_tier|E]: Great Catepan"
administrative_salary_rank_empire_short: "Great Catepan"
celestial_tributary_investiture_privilege_trade: "Trade Privileges"
investiture_trade_yes_short: "Market Access"
investiture_trade_yes: "Access to Imperial Markets"
investiture_trade_yes_desc: "#emphasis #bold [tributary|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ Annual [development_growth|E] (up to [EmptyScope.ScriptValue('celestial_investiture_trade_bonus_max')|v0]) in [tributary_possessive|E] [capital|E] [province|E]\n\n#flavor Access to [GetTitleByKey('h_china').GetDefinitiveNamePossessive] bustling markets benefits the prosperity of its privileged [tributaries|E]. The impact increases with the difference in [development|E] between the $game_concept_capitals$ and the amount of [imperial_grace|E] a privileged $game_concept_tributary$ has accrued.#!"
investiture_trade_no: "Sealed off from Imperial Markets"
msg_tributary_capital_province_development_growth_title: "Successful Trade Mission"
msg_tributary_capital_province_development_growth_desc: "Bustling trade with imperial markets in [GetTitleByKey('h_china').GetDefinitiveName] has improved [development|E] in [ROOT.Char.GetCapitalLocation.GetName]."
celestial_tributary_investiture_privilege_marriage: "Familial Privileges"
investiture_marriage_yes_short: "Family Access"
investiture_marriage_yes: "Invited into the Imperial Family"
investiture_marriage_yes_desc: "#emphasis #bold [tributary|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ Increased [marriage|E] Acceptance with [GetTitleByKey('h_china').GetDefinitiveNamePossessive] ruling [dynasty|E]\n$EFFECT_LIST_BULLET$ Nullified [marriage|E] Acceptance penalties from #BOLD $tradition_cultural_primacy_name$#!\n\n#flavor The imperial family of [GetTitleByKey('h_china').GetDefinitiveName] is often impenetrable to outsiders. A formal invitation into the family yields an Acceptance bonus relative to [imperial_grace|E], and removes the usual penalties that apply to outsiders.#!"
investiture_marriage_no: "Closed out of the Imperial Family"
INCREASED_MARRIAGE_ACCEPTANCE_INVESTITURE_MARRIAGE_REASON: "[tributary|E] has $celestial_tributary_investiture_privilege_marriage$: $VALUE|=+0$"
celestial_tributary_investiture_privilege_politics: "Palace Privileges"
investiture_politics_yes_short: "Palace Access"
investiture_politics_yes: "Access to the Imperial Palace"
investiture_politics_yes_desc: "#emphasis #bold [tributary|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ Becomes an active participant in the [dynastic_cycle|E]\n$EFFECT_LIST_BULLET$ Gains [movement_power|E] relative to [imperial_grace|E]\n\n#flavor While most [tributaries|E] of [GetTitleByKey('h_china').GetDefinitiveName] are expected only to observe the celestial order, a rare few may be granted a voice in its turning. Access to the imperial palace involves the privileged $game_concept_tributary$ in the $game_concept_dynastic_cycle$, letting them join a [movement|E] and influence its [situation_dynastic_cycle_phase|E].#!"
investiture_politics_no: "Shuttered from the Imperial Palace"
TRIBUTARY_GAIN_LEGITIMACY: "Tributary gains @legitimacy_icon! per [suzerain|E] [radiance|e] [CHARACTER.GetRadianceValueNoTooltip|V0]/[GetDefine( 'NMandala', 'MAX_RADIANCE' )|V0]"
wanua_obligations: "$tribal_government_obligations$"
barter_goods_obligations: "[barter_goods|E]"
barter_goods_low: "Low [barter_goods|E]"
barter_goods_low_short: "Low"
barter_goods_medium: "Medium [barter_goods|E]"
barter_goods_medium_short: "Medium"
barter_goods_high: "High [barter_goods|E]"
barter_goods_high_short: "High"
# Meritocratic
meritocratic_treasury: "$celestial_treasury$"
meritocratic_salary: "$celestial_salary$"
meritocratic_salary_rank: "$celestial_salary_rank$"
meritocratic_salary_rank_none: "$celestial_salary_rank_none$"
meritocratic_salary_rank_none_short: "$celestial_salary_rank_none_short$"
meritocratic_salary_rank_county: "$celestial_salary_rank_county$"
meritocratic_salary_rank_county_short: "$celestial_salary_rank_county_short$"
meritocratic_salary_rank_duchy: "$celestial_salary_rank_duchy$"
meritocratic_salary_rank_duchy_short: "$celestial_salary_rank_duchy_short$"
meritocratic_salary_rank_kingdom: "$celestial_salary_rank_kingdom$"
meritocratic_salary_rank_kingdom_short: "$celestial_salary_rank_kingdom_short$"
meritocratic_salary_rank_empire: "$celestial_salary_rank_empire$"
meritocratic_salary_rank_empire_short: "$celestial_salary_rank_empire_short$"
meritocratic_government_vassals_label: "[meritocratic|E] [obligations|E] are based on [GetPlayer.Custom('GetProvinceAdministrationConcept')]"
appointment_title_value.county_income: "Every held [county|E] income"
appointment_title_value.counties: "Every held [county|E]"
appointment_title_value.maa_size: "[title_men_at_arms|E] size"
appointment_title_value.neighboring_enemy_counties: "Every neighboring enemy [county|E]"
appointment_title_value.protectorate: "[GetSubjectContractType( 'celestial_provinces' ).GetObligationName( 'celestial_province_protectorate' )]"
appointment_title_value.capital_income: "[capital_possessive|E] income"
appointment_title_value.diarch: "[grand_secretariat_director|E]"
appointment_title_value.minister: "[minister|E] [title|E]"
appointment_title_value.distance_to_capital: "Distance to [capital|E]"