finally removed the armour
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parent
a51a548e46
commit
0af600a0c2
6 changed files with 1141 additions and 2 deletions
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@ -252,6 +252,20 @@ portrait_wear_armor_currently_in_army_trigger = {
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is_commanding_army = yes
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is_commanding_army = yes
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exists = knight_army
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exists = knight_army
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}
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}
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trigger_if = {
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limit = { government_allows = barter }
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OR = {
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is_at_war = yes
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involved_activity = { has_activity_type = activity_tournament }
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# Serving Varangian
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has_character_flag = is_currently_varangian
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# In a Duel
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has_character_flag = single_combat_duel_armor
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has_character_flag = forced_knight_armor
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# In a Tournament
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activity_tournament_armor_trigger = yes
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}
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}
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}
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}
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portrait_wear_no_armor_trigger = {
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portrait_wear_no_armor_trigger = {
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@ -314,6 +328,20 @@ portrait_wear_helmet_trigger = { # Different from Armor, as (crowned) Kings and
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limit = { portrait_sickness_trigger = yes }
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limit = { portrait_sickness_trigger = yes }
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is_in_army = yes
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is_in_army = yes
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}
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}
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trigger_if = {
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limit = { government_allows = barter }
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OR = {
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is_at_war = yes
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involved_activity = { has_activity_type = activity_tournament }
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# Serving Varangian
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has_character_flag = is_currently_varangian
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# In a Duel
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has_character_flag = single_combat_duel_armor
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has_character_flag = forced_knight_armor
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# In a Tournament
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activity_tournament_armor_trigger = yes
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}
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}
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OR = {
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OR = {
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# Adventurers
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# Adventurers
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AND = {
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AND = {
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1046
localization/english/core_l_english.yml
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1046
localization/english/core_l_english.yml
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File diff suppressed because it is too large
Load diff
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@ -614,6 +614,19 @@
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game_concept_barter_goods_desc: "Trade Goods — represent various types of wares used to [trade|E] and upkeep [armies|E] by [GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E]."
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game_concept_barter_goods_desc: "Trade Goods — represent various types of wares used to [trade|E] and upkeep [armies|E] by [GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E]."
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game_concept_barter_goods_i: "@barter_goods_icon!"
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game_concept_barter_goods_i: "@barter_goods_icon!"
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game_concept_trade: "Trade"
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game_concept_trade_i: "@barter_icon!"
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game_concept_trade_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can raise [traders|E] to gain [gold|E] through peaceful means. Trading works similarly to [raiding|E], with some key differences — it is not a [hostile_army|E] action, and you need [trade_goods|E].\n\nYou need #V 2#! Trade Goods to gain #V 1#! [loot|E] from a [holding|E]. If you have too little, nothing will happen.\n\nBartering is a friendly action, and the targeted holding will gain [GetModifier('recently_bartered_modifier').GetNameWithTooltip] upon completion. Unlike Raiding, you can freely Barter in the lands of your [tributaries|E] and [suzerain|E]."
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game_concept_trading: "Trading"
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game_concept_traded: "Traded"
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game_concept_trader: "Trader"
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game_concept_traders: "Traders"
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game_concept_trades: "Trades"
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game_concept_trader_desc: "[GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E] can [trade|E] by raising their [armies|E] as $game_concept_barterers$. They work similarly to [raiders|E], except that they will not be [hostile_army|E] to the [holder|E] of the targeted [holding|E].\n\nRaiding Armies of other Rulers can fight Barterers and steal their [loot|E]."
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game_concept_trade_goods: "Trade Goods"
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game_concept_trade_goods_desc: "Trade Goods — represent various types of wares used to [trade|E] and upkeep [armies|E] by [GetGovernment( 'wanua_government' ).GetName] and [GetGovernment( 'landless_minority_government' ).GetName] [rulers|E]."
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game_concept_trade_goods_i: "@barter_goods_icon!"
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game_concept_revolt:0 "Revolt"
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game_concept_revolt:0 "Revolt"
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game_concept_revolts:0 "Revolts"
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game_concept_revolts:0 "Revolts"
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game_concept_revolting:0 "Revolting"
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game_concept_revolting:0 "Revolting"
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@ -21,7 +21,7 @@
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MAP_PIN_BARTER_GOODS_NEEDED: "@barter_goods_icon! [DetailedBarterIcon.GetProvince.GetBarterGoodsNeeded|0V]"
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MAP_PIN_BARTER_GOODS_NEEDED: "@barter_goods_icon! [DetailedBarterIcon.GetProvince.GetBarterGoodsNeeded|0V]"
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MAP_PIN_BARTER_LOOT_RECEIVED: "@loot_icon![DetailedBarterIcon.GetProvince.GetLoot|0V]"
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MAP_PIN_BARTER_LOOT_RECEIVED: "@loot_icon![DetailedBarterIcon.GetProvince.GetLoot|0V]"
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MAP_BARTER_TOOLTIP: "#T Ongoing Trade Mission#!\nEstimated completion: [BarterMission.GetEta.GetString].\nResulting [loot|E]: [loot_i][BarterMission.GetProvince.GetLoot|0V].\n\n#I Click to view Trade.#!"
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MAP_BARTER_TOOLTIP: "#T Ongoing Trade Mission#!\nEstimated completion: [BarterMission.GetEta.GetString].\nResulting [loot|E]: [loot_i][BarterMission.GetProvince.GetLoot|0V].\n\n#I Click to view Trade.#!"
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BARTER_ARMY_TOOLTIP: "#T Barterer#!\nThis Caravan is on a [trade|E] Mission.\nIt is carrying [loot_i][Army.GetBarterLoot|V0] [loot|E]."
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BARTER_ARMY_TOOLTIP: "#T Traders#!\nThis Caravan is on a [trade|E] Mission.\nIt is carrying [loot_i][Army.GetBarterLoot|V0] [loot|E]."
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RECENTLY_BARTERED_TOOLTIP: "#T Recently Traded#!\nThis holding was recently Traded with and cannot be Traded with again until [Province.GetEndOfRecentlyLooted.GetString]"
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RECENTLY_BARTERED_TOOLTIP: "#T Recently Traded#!\nThis holding was recently Traded with and cannot be Traded with again until [Province.GetEndOfRecentlyLooted.GetString]"
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ARMY_LOOT_INFO:0 "[loot|E]: [loot_i][Army.GetRaidLoot|V0]/[Army.GetLootCap|0]"
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ARMY_LOOT_INFO:0 "[loot|E]: [loot_i][Army.GetRaidLoot|V0]/[Army.GetLootCap|0]"
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MAP_ICON_EMBARK_COST:0 "[GetPlayer.GetTreasuryOrGoldPrefix][FleetPredictionMapIcon.GetEmbarkCost|V0][Select_CString(FleetPredictionMapIcon.IsCostOverOwned, '@warning_icon!', '')]"
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MAP_ICON_EMBARK_COST:0 "[GetPlayer.GetTreasuryOrGoldPrefix][FleetPredictionMapIcon.GetEmbarkCost|V0][Select_CString(FleetPredictionMapIcon.IsCostOverOwned, '@warning_icon!', '')]"
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@ -6,7 +6,7 @@
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UNIT_TYPE_NEUTRAL:0 "neutral"
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UNIT_TYPE_NEUTRAL:0 "neutral"
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UNIT_TYPE_UNKNOWN:0 "unknown"
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UNIT_TYPE_UNKNOWN:0 "unknown"
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ARMY_TYPE_RAIDERS: "[raid|E] [army|E]"
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ARMY_TYPE_RAIDERS: "[raid|E] [army|E]"
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ARMY_TYPE_BARTERERS: "[trade|E] Mission"
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ARMY_TYPE_BARTERERS: "[trade|E] Caravan"
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ARMY_TYPE_DEFAULT: "[army|E]"
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ARMY_TYPE_DEFAULT: "[army|E]"
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UNIT_COUNT_SOLDIERS:0 "[soldiers|E]: $VALUE|0V$"
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UNIT_COUNT_SOLDIERS:0 "[soldiers|E]: $VALUE|0V$"
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UNIT_COUNT_LEVIES:0 " [levies|E]: $VALUE|0V$"
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UNIT_COUNT_LEVIES:0 " [levies|E]: $VALUE|0V$"
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52
localization/english/units_l_english.yml
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52
localization/english/units_l_english.yml
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@ -0,0 +1,52 @@
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l_english:
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UNIT_TYPE_MY:0 "your"
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UNIT_TYPE_ALLY:0 "ally"
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UNIT_TYPE_ENEMY:0 "enemy"
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UNIT_TYPE_HOSTILE:0 "hostile"
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UNIT_TYPE_NEUTRAL:0 "neutral"
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UNIT_TYPE_UNKNOWN:0 "unknown"
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ARMY_TYPE_RAIDERS: "[raid|E] [army|E]"
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ARMY_TYPE_BARTERERS: "[trade|E] Mission"
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ARMY_TYPE_DEFAULT: "[army|E]"
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UNIT_COUNT_SOLDIERS:0 "[soldiers|E]: $VALUE|0V$"
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UNIT_COUNT_LEVIES:0 " [levies|E]: $VALUE|0V$"
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UNIT_COUNT_KNIGHTS:1 " [knight_i]$knight_culture_player_plural$: $VALUE|0V$"
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UNIT_TAB_MAA:1 " @$ICONKEY$_icon!$NAME$: $VALUE|0V$"
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UNIT_MAA_WITH_MAX:1 "@$ICONKEY$_icon!$NAME$: $VALUE|0V$/$MAX|V0$"
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ARMY_QUALITY_LEVEL_1:0 "@army_quality_icon_1! Low [troop_quality|E]"
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ARMY_QUALITY_LEVEL_2:0 "@army_quality_icon_2! Decent [troop_quality|E]"
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ARMY_QUALITY_LEVEL_3:0 "@army_quality_icon_3! High [troop_quality|E]"
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ARMY_QUALITY_LEVEL_4:0 "@army_quality_icon_4! Superior [troop_quality|E]"
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ARMY_QUALITY_LEVEL_5:0 "@army_quality_icon_5! Elite [troop_quality|E]"
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UNIT_SUPPLY_STATE_POSITIVE:0 "@supply_icon!$STATE|V$ ($CURRENT|+0$) $VALUE|+=$/month"
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UNIT_SUPPLY_STATE_NEGATIVE:0 "@supply_icon!$STATE|V$ ($CURRENT|+0$) @supply_trend_negative_icon!$VALUE|+=$/month"
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UNIT_NEUTRAL_COMBAT_PREDICTION:1 "In a fight on neutral [terrain|E], if you attack with your selected [armies|E], $PREDICTION$"
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UNIT_TOOLTIP_NO_COMMANDER:0 "No [commander|E]"
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UNIT_TOOLTIP_COMMANDER:0 "[commander|E]: [CHARACTER.GetUIName|U] (@skill_martial_icon![CHARACTER.GetSkill( 'martial' )|V])"
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UNIT_TOOLTIP_COMMANDER_TRAIT:0 "$TRAIT$"
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UNIT_TERRAIN_TOOLTIP_SUPPLY_GOOD:0 " $KEY$: #V $MEN|0$/$SUPPLY|0$#!"
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UNIT_TERRAIN_TOOLTIP_SUPPLY_BAD:0 " $KEY$: #N $MEN|0$/$SUPPLY|0$#!"
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UNIT_TERRAIN_TOOLTIP_LOCAL_SUPPLY_GOOD:1 "Local $KEY$: #V $MEN|0$/$SUPPLY|0$#!"
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UNIT_TERRAIN_TOOLTIP_LOCAL_SUPPLY_BAD:1 "Local $KEY$: #N $MEN|0$/$SUPPLY|0$#!"
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UNIT_TERRAIN_TOOLTIP_COUNTY_ATTRITION:0 " Hostile County: $PERC|%0-$"
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KNIGHT_BREAKDOWN_ENTRY:0 "[CHARACTER.GetShortUIName|U]: [CHARACTER.GetSkill( 'prowess' )] [prowess|E]"
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UNIT_STATE_REGULAR:0 "Standing still"
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UNIT_STATE_COMBAT:0 "In Combat"
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UNIT_STATE_SIEGING:0 "Besieging"
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UNIT_STATE_EMBARKED:0 "Embarked"
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UNIT_STATE_GATHERING:0 "Gathering: $VALUE$ left"
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UNIT_STATE_MOVING:0 "Moving"
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UNIT_STATE_RAIDING:0 "Raiding"
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UNIT_STATE_BARTERING: "Trading"
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UNIT_STATE_RETREATING:0 "Retreating to [PROVINCE.GetName]"
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ARMY_STATUS_ICON_TOOLTIP:0 "$DESC$"
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KNIGHT_IN_THIS_ARMY_TOOLTIP:2 "Is a $knight_culture_player$ in this [army|E]"
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KNIGHT_IN_ARMY_TOOLTIP:1 "[knight_i]Is a $knight_culture_player$ in an [army|E]"
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UNIT_HOSTILE:0 "This [army|E] is [hostile_army|E]"
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SUPPLY_BREAKDOWN_FRIENDLY_TERRITORY:0 "In friendly territory"
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SUPPLY_BREAKDOWN_LIMIT:0 "Over [supply_limit|E]"
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SUPPLY_BREAKDOWN_COMMANDER:0 "[commander|E] ([CHARACTER.GetShortUIName])"
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SUPPLY_LOSS_AT_SEA:0 "At Sea"
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SUPPLY_BREAKDOWN_PENALTY:0 "Supply penalty"
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SUPPLY_BREAKDOWN_BONUS:0 "Supply bonus"
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