From d8c4d0fa14d62fb7331e4a02f0a586319182ab6b Mon Sep 17 00:00:00 2001 From: Agami Date: Sun, 1 Dec 2024 22:25:39 +0200 Subject: [PATCH] 1.2.09 Added support for Polish language. Aadjacent counties now show the title of the holder, to avoid confusion when people have the same name. Cleaned up vassal directives in the realm window and added them to the character view. --- OCR-Support/fonts/fonts.font | 20 +- .../gui/interaction_modify_vassal_window.gui | 2 +- OCR-Support/gui/shared/01_lists.gui | 11 +- OCR-Support/gui/window_character.gui | 29 ++ OCR-Support/gui/window_character_ocr.gui | 5 - OCR-Support/gui/window_county_view.gui | 2 +- .../localization/english/ocr_l_english.yml | 6 +- .../localization/french/ocr_l_french.yml | 6 +- .../localization/german/ocr_l_german.yml | 6 +- .../localization/korean/ocr_l_korean.yml | 6 +- .../polish/common_ocr_l_polish.yml | 8 + .../polish/km_localisation_l_polish.yml | 25 + .../localization/polish/ocr_l_polish.yml | 373 +++++++++++++++ .../polish/replace/replace_ocr_l_polish.yml | 451 ++++++++++++++++++ .../replace/replace_tutorial_l_polish.yml | 316 ++++++++++++ .../localization/russian/ocr_l_russian.yml | 6 +- .../simp_chinese/ocr_l_simp_chinese.yml | 6 +- .../localization/spanish/ocr_l_spanish.yml | 6 +- 18 files changed, 1249 insertions(+), 35 deletions(-) create mode 100644 OCR-Support/localization/polish/common_ocr_l_polish.yml create mode 100644 OCR-Support/localization/polish/km_localisation_l_polish.yml create mode 100644 OCR-Support/localization/polish/ocr_l_polish.yml create mode 100644 OCR-Support/localization/polish/replace/replace_ocr_l_polish.yml create mode 100644 OCR-Support/localization/polish/replace/replace_tutorial_l_polish.yml diff --git a/OCR-Support/fonts/fonts.font b/OCR-Support/fonts/fonts.font index b5748a8..80a1ee4 100644 --- a/OCR-Support/fonts/fonts.font +++ b/OCR-Support/fonts/fonts.font @@ -4,7 +4,7 @@ fontfiles = { always_load = yes group = { - languages = { "l_english" "l_french" "l_german" "l_russian" "l_spanish" } + languages = { "l_english" "l_french" "l_german" "l_russian" "l_spanish" "l_polish" } files = { "fonts/Open_Sans/OpenSans-SemiBold.ttf" "fonts/Noto_Sans_SC/NotoSansSC-Bold.otf" "fonts/Korean_fontset/IropkeBatangM.ttf" } } @@ -24,7 +24,7 @@ fontfiles = { always_load = yes group = { - languages = { "l_english" "l_french" "l_german" "l_russian" "l_spanish" } + languages = { "l_english" "l_french" "l_german" "l_russian" "l_spanish" "l_polish"} files = { "fonts/Open_Sans/OpenSans-SemiBoldItalic.ttf" "fonts/Noto_Sans_SC/NotoSansSC-Bold.otf" "fonts/Korean_fontset/IBMPlexSansKR-Medium.otf" } } @@ -44,7 +44,7 @@ fontfiles = { always_load = yes group = { - languages = { "l_english" "l_french" "l_german" "l_russian" "l_spanish" } + languages = { "l_english" "l_french" "l_german" "l_russian" "l_spanish" "l_polish"} files = { "fonts/Open_Sans_Condensed/OpenSansCondensed-Bold.ttf" "fonts/Noto_Sans_SC/NotoSansSC-Bold.otf" "fonts/Korean_fontset/IropkeBatangB.ttf" } } @@ -70,7 +70,7 @@ fontfiles = { files = { "fonts/Gitan_0.otf" } } group = { - languages = {"l_french" "l_german" "l_spanish" } + languages = {"l_french" "l_german" "l_spanish" "l_polish"} files = { "fonts/Gitan/GitanLatin-Regular.otf" "fonts/Open_Sans/OpenSans-SemiBold.ttf" "fonts/Noto_Sans_SC/NotoSansSC-Medium.otf" "fonts/Korean_fontset/IropkeBatangM.ttf" } } group = { @@ -184,7 +184,7 @@ fontfiles = { always_load = yes group = { - languages = { "l_english" "l_french" "l_german" "l_spanish" } + languages = { "l_english" "l_french" "l_german" "l_spanish" "l_polish" } files = { "fonts/Gitan/GitanLatin-Regular.otf" "fonts/Open_Sans/OpenSans-SemiBold.ttf" "fonts/Noto_Sans_SC/NotoSansSC-Medium.otf" "fonts/Korean_fontset/IropkeBatangM.ttf" } } @@ -209,7 +209,7 @@ fontfiles = { always_load = yes group = { - languages = { "l_english" "l_french" "l_german" "l_spanish" } + languages = { "l_english" "l_french" "l_german" "l_spanish" "l_polish"} files = { "fonts/Gitan/GitanLatin-Bold.otf" "fonts/Open_Sans/OpenSans-Bold.ttf" "fonts/Noto_Sans_SC/NotoSansSC-Bold.otf" "fonts/Korean_fontset/IropkeBatangB.ttf" } } @@ -234,7 +234,7 @@ fontfiles = { always_load = yes group = { - languages = { "l_english" "l_french" "l_german" "l_spanish" } + languages = { "l_english" "l_french" "l_german" "l_spanish" "l_polish"} files = { "fonts/Gitan/GitanLatin-Italic.otf" "fonts/Open_Sans/OpenSans-SemiBoldItalic.ttf" "fonts/Noto_Sans_SC/NotoSansSC-Light.otf" "fonts/Korean_fontset/IBMPlexSansKR-Medium.otf" } } @@ -259,7 +259,7 @@ fontfiles = { always_load = yes group = { - languages = { "l_english" "l_french" "l_german" "l_spanish" } + languages = { "l_english" "l_french" "l_german" "l_spanish" "l_polish"} files = { "fonts/Gitan/GitanLatin-Bold-Italic.otf" "fonts/Open_Sans/OpenSans-SemiBoldItalic.ttf" "fonts/Noto_Sans_SC/NotoSansSC-Bold.otf" "fonts/Korean_fontset/IBMPlexSansKR-SemiBold.otf" } } @@ -285,7 +285,7 @@ fontfiles = { always_load = yes group = { - languages = { "l_english" "l_french" "l_german" "l_spanish" } + languages = { "l_english" "l_french" "l_german" "l_spanish" "l_polish"} files = { "fonts/Fondamento/Fondamento-Regular.ttf" "fonts/Open_Sans/OpenSans-SemiBoldItalic.ttf" "fonts/Noto_Sans_SC/NotoSansSC-Bold.otf" "fonts/Korean_fontset/ON_YeossiB.ttf" } } @@ -311,7 +311,7 @@ fontfiles = { always_load = yes group = { - languages = { "l_english" "l_french" "l_german" "l_spanish" } + languages = { "l_english" "l_french" "l_german" "l_spanish" "l_polish"} files = { "fonts/mapfont/Paradox_King_Script.otf" "fonts/Open_Sans/OpenSans-SemiBoldItalic.ttf" "fonts/MonomakhUnicode/MonomakhUnicode.otf" "fonts/Noto_Sans_SC/NotoSansSC-Medium.otf" "fonts/Korean_fontset/GunglipbakmulgwanClassicB.ttf" } } diff --git a/OCR-Support/gui/interaction_modify_vassal_window.gui b/OCR-Support/gui/interaction_modify_vassal_window.gui index 245e1cd..1dba1cc 100644 --- a/OCR-Support/gui/interaction_modify_vassal_window.gui +++ b/OCR-Support/gui/interaction_modify_vassal_window.gui @@ -36,7 +36,7 @@ window = { layoutpolicy_horizontal = expanding datacontext = "[ModifyVassalContractInteractionWindow.GetCharacterInteractionConfirmationWindow]" datacontext = "[ModifyVassalContractInteractionWindow.GetContractPreview]" - datacontext = "[VassalContract.GetVassal]" + datacontext = "[CharacterInteractionConfirmationWindow.GetRecipient]" vbox = { diff --git a/OCR-Support/gui/shared/01_lists.gui b/OCR-Support/gui/shared/01_lists.gui index 2bf2b9d..4b9e3bc 100644 --- a/OCR-Support/gui/shared/01_lists.gui +++ b/OCR-Support/gui/shared/01_lists.gui @@ -299,18 +299,21 @@ types OCR { button_text = { block "give_directive_button_round" {} blockoverride "text" { - raw_text = "[Character.Custom('vassal_directive_text')] directive" + raw_text = "[Character.Custom('vassal_directive_text')]," + alwaystransparent = yes } visible = "[Character.IsPlayerInteractionShown('give_vassal_directive_interaction')]" enabled = "[Character.IsPlayerInteractionValid('give_vassal_directive_interaction')]" onclick = "[Character.OpenPlayerInteraction('give_vassal_directive_interaction')]" tooltip = "[Character.GetPlayerInteractionTooltip('give_vassal_directive_interaction')]" - blockoverride "disabled" { - visible = "[Not(Character.IsPlayerInteractionValid('give_vassal_directive_interaction'))]" + blockoverride "extra" { + text_single = { + visible = "[Not(Character.IsPlayerInteractionValid('give_vassal_directive_interaction'))]" + raw_text = "Can't change." + } } } - flowcontainer = { ignoreinvisible = yes visible = "[Not( VassalContract.IsRightfulLiege )]" diff --git a/OCR-Support/gui/window_character.gui b/OCR-Support/gui/window_character.gui index 331de56..4480a98 100644 --- a/OCR-Support/gui/window_character.gui +++ b/OCR-Support/gui/window_character.gui @@ -568,6 +568,35 @@ types CharOCRTypes { tooltip = "[Character.GetRelationToStringExtended( GetPlayer )]" } + hbox = { + layoutpolicy_horizontal = expanding + + button_text = { + block "give_directive_button_round" {} + blockoverride "text" { + raw_text = "[Character.Custom('vassal_directive_text')]," + alwaystransparent = yes + } + visible = "[Character.IsPlayerInteractionShown('give_vassal_directive_interaction')]" + enabled = "[Character.IsPlayerInteractionValid('give_vassal_directive_interaction')]" + onclick = "[Character.OpenPlayerInteraction('give_vassal_directive_interaction')]" + tooltip = "[Character.GetPlayerInteractionTooltip('give_vassal_directive_interaction')]" + blockoverride "extra" { + text_single = { + visible = "[Not(Character.IsPlayerInteractionValid('give_vassal_directive_interaction'))]" + raw_text = "Can't change." + } + } + } + + vassal_stance_text = { + margin_left = 3 + } + + expand = {} + } + + flowcontainer = { ignoreinvisible = yes layoutpolicy_horizontal = expanding diff --git a/OCR-Support/gui/window_character_ocr.gui b/OCR-Support/gui/window_character_ocr.gui index 7ad0260..d92ca60 100644 --- a/OCR-Support/gui/window_character_ocr.gui +++ b/OCR-Support/gui/window_character_ocr.gui @@ -971,11 +971,6 @@ types OCR { expand = { } } - - vassal_stance_text = { - margin_left = 5 - layoutpolicy_horizontal = expanding - } } # geography diff --git a/OCR-Support/gui/window_county_view.gui b/OCR-Support/gui/window_county_view.gui index 9e3d707..5373fe0 100644 --- a/OCR-Support/gui/window_county_view.gui +++ b/OCR-Support/gui/window_county_view.gui @@ -4420,7 +4420,7 @@ types OCR { text_single = { visible = "[Not(ObjectsEqual(Title.GetHolder, GetPlayer))]" - raw_text = "held by [Title.GetHolder.GetFirstNameNoTooltip]." + raw_text = "held by [Title.GetHolder.GetFirstNameNoTooltip] of [Title.GetHolder.GetPrimaryTitle.GetNameNoTierNoTooltip]." } text_single = { diff --git a/OCR-Support/localization/english/ocr_l_english.yml b/OCR-Support/localization/english/ocr_l_english.yml index 27a0611..70381e0 100644 --- a/OCR-Support/localization/english/ocr_l_english.yml +++ b/OCR-Support/localization/english/ocr_l_english.yml @@ -25,14 +25,16 @@ LOADING_TIP: "Loading tip:" # 4. Disconnect # 5. upload - mod_version: "Mod version 1.2.08 for CK3 1.14" - mod_changes: ".08 changes: fixed replacing buildings in holdings.\n.07 changes: Added missing descriptions for camp buildings.\n.06 changes: Fixed succession laws missing from the realm window.\n.05 changes: fixed unclickable traits in the ruler designer. Hopefully.\n.04 changes: Fixed a character missing in the event window.\nAlso added the number of characters, ages and their skills.\nFixed advice Finding Contracts.\nClicking an alert will now automatically restore the advice window if it was minimized.\n.03 changes: Added refill buttons for adventurers in the military window.\nAdded missing provisions label to tooltips.\nChanged camp hotkey to Control q.\nAdded Enter for construct and upgrade buttons in the camp.\n.02 changes: Fixed the list of dangers not appearing.\nFixed some dangers listed as both medium and low.\n.01 changes: Fixed game rules being limited to 200.\nAdded numbers to wars, when calling an ally to war. Should fix an issue with clicks.\nAdded how many of adjacent rulers are at war.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." + mod_version: "Mod version 1.2.09 for CK3 1.14" + mod_changes: ".09 changes: Added support for Polish language.\nAadjacent counties now show the title of the holder, to avoid confusion when people have the same name.\nCleaned up vassal directives in the realm window and added them to the character view.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." prev_changes: "" agot_ocr_version: "" agot_ocr_mod_changes: "" ocr_tc_submod_version: "" ocr_tc_submod_changes: "" + refusing_directive_text: "Refusing your [directive|E]!" + no_directive_text: "No [directive|E]" foreign_affairs_text: "$no_affairs$$affairs_wars$" diff --git a/OCR-Support/localization/french/ocr_l_french.yml b/OCR-Support/localization/french/ocr_l_french.yml index 571ac5e..e24ed22 100644 --- a/OCR-Support/localization/french/ocr_l_french.yml +++ b/OCR-Support/localization/french/ocr_l_french.yml @@ -25,14 +25,16 @@ LOADING_TIP: "Loading tip:" # 4. Disconnect # 5. upload - mod_version: "Mod version 1.2.08 for CK3 1.14" - mod_changes: ".08 changes: fixed replacing buildings in holdings.\n.07 changes: Added missing descriptions for camp buildings.\n.06 changes: Fixed succession laws missing from the realm window.\n.05 changes: fixed unclickable traits in the ruler designer. Hopefully.\n.04 changes: Fixed a character missing in the event window.\nAlso added the number of characters, ages and their skills.\nFixed advice Finding Contracts.\nClicking an alert will now automatically restore the advice window if it was minimized.\n.03 changes: Added refill buttons for adventurers in the military window.\nAdded missing provisions label to tooltips.\nChanged camp hotkey to Control q.\nAdded Enter for construct and upgrade buttons in the camp.\n.02 changes: Fixed the list of dangers not appearing.\nFixed some dangers listed as both medium and low.\n.01 changes: Fixed game rules being limited to 200.\nAdded numbers to wars, when calling an ally to war. Should fix an issue with clicks.\nAdded how many of adjacent rulers are at war.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." + mod_version: "Mod version 1.2.09 for CK3 1.14" + mod_changes: ".09 changes: Added support for Polish language.\nAadjacent counties now show the title of the holder, to avoid confusion when people have the same name.\nCleaned up vassal directives in the realm window and added them to the character view.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." prev_changes: "" agot_ocr_version: "" agot_ocr_mod_changes: "" ocr_tc_submod_version: "" ocr_tc_submod_changes: "" + refusing_directive_text: "Refusing your [directive|E]!" + no_directive_text: "No [directive|E]" foreign_affairs_text: "$no_affairs$$affairs_wars$" diff --git a/OCR-Support/localization/german/ocr_l_german.yml b/OCR-Support/localization/german/ocr_l_german.yml index 29bb8cb..0dfd5f6 100644 --- a/OCR-Support/localization/german/ocr_l_german.yml +++ b/OCR-Support/localization/german/ocr_l_german.yml @@ -25,14 +25,16 @@ LOADING_TIP: "Loading tip:" # 4. Disconnect # 5. upload - mod_version: "Mod version 1.2.08 for CK3 1.14" - mod_changes: ".08 changes: fixed replacing buildings in holdings.\n.07 changes: Added missing descriptions for camp buildings.\n.06 changes: Fixed succession laws missing from the realm window.\n.05 changes: fixed unclickable traits in the ruler designer. Hopefully.\n.04 changes: Fixed a character missing in the event window.\nAlso added the number of characters, ages and their skills.\nFixed advice Finding Contracts.\nClicking an alert will now automatically restore the advice window if it was minimized.\n.03 changes: Added refill buttons for adventurers in the military window.\nAdded missing provisions label to tooltips.\nChanged camp hotkey to Control q.\nAdded Enter for construct and upgrade buttons in the camp.\n.02 changes: Fixed the list of dangers not appearing.\nFixed some dangers listed as both medium and low.\n.01 changes: Fixed game rules being limited to 200.\nAdded numbers to wars, when calling an ally to war. Should fix an issue with clicks.\nAdded how many of adjacent rulers are at war.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." + mod_version: "Mod version 1.2.09 for CK3 1.14" + mod_changes: ".09 changes: Added support for Polish language.\nAadjacent counties now show the title of the holder, to avoid confusion when people have the same name.\nCleaned up vassal directives in the realm window and added them to the character view.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." prev_changes: "" agot_ocr_version: "" agot_ocr_mod_changes: "" ocr_tc_submod_version: "" ocr_tc_submod_changes: "" + refusing_directive_text: "Refusing your [directive|E]!" + no_directive_text: "No [directive|E]" foreign_affairs_text: "$no_affairs$$affairs_wars$" diff --git a/OCR-Support/localization/korean/ocr_l_korean.yml b/OCR-Support/localization/korean/ocr_l_korean.yml index 0c6745c..25cf180 100644 --- a/OCR-Support/localization/korean/ocr_l_korean.yml +++ b/OCR-Support/localization/korean/ocr_l_korean.yml @@ -25,14 +25,16 @@ LOADING_TIP: "Loading tip:" # 4. Disconnect # 5. upload - mod_version: "Mod version 1.2.08 for CK3 1.14" - mod_changes: ".08 changes: fixed replacing buildings in holdings.\n.07 changes: Added missing descriptions for camp buildings.\n.06 changes: Fixed succession laws missing from the realm window.\n.05 changes: fixed unclickable traits in the ruler designer. Hopefully.\n.04 changes: Fixed a character missing in the event window.\nAlso added the number of characters, ages and their skills.\nFixed advice Finding Contracts.\nClicking an alert will now automatically restore the advice window if it was minimized.\n.03 changes: Added refill buttons for adventurers in the military window.\nAdded missing provisions label to tooltips.\nChanged camp hotkey to Control q.\nAdded Enter for construct and upgrade buttons in the camp.\n.02 changes: Fixed the list of dangers not appearing.\nFixed some dangers listed as both medium and low.\n.01 changes: Fixed game rules being limited to 200.\nAdded numbers to wars, when calling an ally to war. Should fix an issue with clicks.\nAdded how many of adjacent rulers are at war.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." + mod_version: "Mod version 1.2.09 for CK3 1.14" + mod_changes: ".09 changes: Added support for Polish language.\nAadjacent counties now show the title of the holder, to avoid confusion when people have the same name.\nCleaned up vassal directives in the realm window and added them to the character view.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." prev_changes: "" agot_ocr_version: "" agot_ocr_mod_changes: "" ocr_tc_submod_version: "" ocr_tc_submod_changes: "" + refusing_directive_text: "Refusing your [directive|E]!" + no_directive_text: "No [directive|E]" foreign_affairs_text: "$no_affairs$$affairs_wars$" diff --git a/OCR-Support/localization/polish/common_ocr_l_polish.yml b/OCR-Support/localization/polish/common_ocr_l_polish.yml new file mode 100644 index 0000000..1ef06db --- /dev/null +++ b/OCR-Support/localization/polish/common_ocr_l_polish.yml @@ -0,0 +1,8 @@ +l_polish: +ctrl_y: "Control Y" +y: "Y" +disabled: "Disabled" +cant: "Can't" +cant_pick: "Can't pick" +pick: "pick" +tooltip: "tooltip" diff --git a/OCR-Support/localization/polish/km_localisation_l_polish.yml b/OCR-Support/localization/polish/km_localisation_l_polish.yml new file mode 100644 index 0000000..3377ed8 --- /dev/null +++ b/OCR-Support/localization/polish/km_localisation_l_polish.yml @@ -0,0 +1,25 @@ +l_polish: +km_knight_manager: "Knight Manager" +km_knight_manager_usage_tt: "Uncheck the checkboxes to disallow certain character groups from serving as knight. When unchecked, all characters of that group will no longer be knights and also will not show up in the list anymore. If you want to manually allow a specific character of that group to serve as knight, uncheck his K.M checkbox before disallowing his groups from serving as knight." +km_toggle_kin_cannot_be_knight: "My Dynasty" +km_toggle_kin_cannot_be_knight_tt: "If checked, characters of my dynasty can serve as knight." +km_toggle_children_cannot_be_knight: "My Offspring" +km_toggle_children_cannot_be_knight_tt: "If checked, my children can serve as knights." +km_toggle_family_spouses_cannot_be_knight: "Family Spouses" +km_toggle_family_spouses_cannot_be_knight_tt: "If checked, my spouse and the spouses of my offspring can serve as knights." +km_toggle_councillors_cannot_be_knight: "My Council" +km_toggle_councillors_cannot_be_knight_tt: "If checked, my [councillors] and my [court_positions] can serve as [knights]. Does not affect the Bodyguard and Garuda position, as they will support you in battle." +km_toggle_my_lovers_cannot_be_knight: "My Lovers" +km_toggle_my_lovers_cannot_be_knight_tt: "If checked, my lovers can serve as knight." +km_toggle_bad_fighters_cannot_be_knight: "Bad Fighters" +km_toggle_bad_fighters_cannot_be_knight_tt: "If checked, bad fighters (prowess below 6) can serve as knights." +km_toggle_average_fighters_cannot_be_knight: "Average Fighters" +km_toggle_average_fighters_cannot_be_knight_tt: "If checked, not that great fighters (prowess from 6 to 12) can serve as knights." +km_toggle_court_positions_cannot_be_knight: "Court Positions" +km_toggle_court_positions_cannot_be_knight_tt: "If checked, any character holding any court position (except Champions and Bodyguards) cannot be a knight." +km_toggle_my_heir_cannot_be_knight: "My Heir" +km_toggle_my_heir_cannot_be_knight_tt: "If checked, my heir can serve as knight." +km_toggle_exclude_label: "K.M." +km_toggle_exclude_label_tt: "If unchecked, the character is excluded from the Knight Manager Settings and can be a knight." +knight_manager_mod_vassals_label: "My Vassals" +knight_manager_mod_vassals_tooltip: "If checked, my #E [vassals]#! can serve as #E [knights]#!." \ No newline at end of file diff --git a/OCR-Support/localization/polish/ocr_l_polish.yml b/OCR-Support/localization/polish/ocr_l_polish.yml new file mode 100644 index 0000000..e46b8c0 --- /dev/null +++ b/OCR-Support/localization/polish/ocr_l_polish.yml @@ -0,0 +1,373 @@ +l_polish: + +see_tooltip: "see tooltip" +LOADING_TIP: "Loading tip:" + + + # resources_topbar: "Gold: [GetPlayer.GetGold|0]. $CURRENT_BALANCE$.\nPrestige: [GetPlayer.GetPrestige|0]" + north: "North" + northeast: "North East" + east: "East" + southeast: "South East" + south: "South" + southwest: "South West" + west: "West" + northwest: "North West" + no_direction: "" + trait_tooltip: "[Trait.GetNameNoTooltip(Character.Self)], [Trait.GetTraitCategoryLabel].\n[Trait.GetFullDescription(Character.Self, GetPlayer.GetFaith.Self)]." + + test1: "speed_1" + + #checkist: + # 1. copy all + # 2. commit + # 3. push + # 4. Disconnect + # 5. upload + + mod_version: "Mod version 1.2.09 for CK3 1.14" + mod_changes: ".09 changes: Added support for Polish language.\nAadjacent counties now show the title of the holder, to avoid confusion when people have the same name.\nCleaned up vassal directives in the realm window and added them to the character view.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." + prev_changes: "" + agot_ocr_version: "" + agot_ocr_mod_changes: "" + ocr_tc_submod_version: "" + ocr_tc_submod_changes: "" + + refusing_directive_text: "Refusing your [directive|E]!" + no_directive_text: "No [directive|E]" + + +foreign_affairs_text: "$no_affairs$$affairs_wars$" +affairs_wars: "[AddTextIf( GreaterThan_CFixedPoint( GuiScope.SetRoot(Character.MakeScope).ScriptValue('num_of_wars'), '(CFixedPoint)0' ), GuiScope.SetRoot(Character.MakeScope).ScriptValue('num_of_wars'))]" +# affairs_ +# affairs_ +# affairs_ +# no_affairs: "[AddTextIf(IsDataModelEmpty(CharacterWindow.GetDiplomacyItems), 'No foreign affairs')]" +no_affairs: "1" +game_saved: "Game saved" + +war_started: "date" +total_war_men: "total soldiers" +all_wars: "all wars" +vassal_wars: "vassal wars" +realm_wars: "your realm wars" +holy_wars: "holy wars" +great_holy_wars: "crusades" +civil_wars: "civil wars" + + +goose_desc: "[GetPlayer.MakeScope.Var('test').GetValue]" + +world_africa_north_west: "North Western Africa" +world_africa_north_east: "North Eastern Africa" + +undress_interaction:0 "Undress" +undress_interaction_desc:0 "Take off your clothes" +dress_interaction:0 "Get Dressed" +dress_interaction_desc:0 "Put on your clothes" +realms_text: "Realms text" + +powner: "[SCOPE.GetValue('test_distance')]" +empty: "0" + +distance_days: "[SCOPE.GetValue('saved_distance')] days" +distance_months: "[GuiScope.SetRoot(MakeScopeValue(SCOPE.GetValue('saved_distance'))).ScriptValue('distance_in_months')|0] months" +test_prov: "HoldingView.GetProvince" + +#TODO clean up distances +AnyProvinceDistance: "[GuiScope.SetRoot(GetPlayer.GetCapitalLocation.MakeScope).AddScope('saved_distance', MakeScopeValue(GuiScope.SetRoot(GetPlayer.GetCapitalLocation.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('province_distance'))).Custom('ProvinceDistance')]" +AnyProvinceDirection: "[GuiScope.SetRoot(GetPlayer.GetCapitalLocation.MakeScope).AddScope('second', Province.MakeScope).Custom('province_direction')]" + +ProvinceDistance: "[GuiScope.SetRoot(GetPlayer.GetCapitalLocation.MakeScope).AddScope('saved_distance', MakeScopeValue(GuiScope.SetRoot(GetPlayer.GetCapitalLocation.MakeScope).AddScope('second', HoldingView.GetProvince.MakeScope).ScriptValue('province_distance'))).Custom('ProvinceDistance')]" +ArmyDistance: "[GuiScope.SetRoot(GetPlayer.GetCapitalLocation.MakeScope).AddScope('saved_distance', MakeScopeValue(GuiScope.SetRoot(GetPlayer.GetCapitalLocation.MakeScope).AddScope('second', Army.GetLocation.MakeScope).ScriptValue('province_distance'))).Custom('ProvinceDistance')]" + +FortDistance: "[GuiScope.SetRoot(Army.GetLocation.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('square_root_of_distance_3')|0] days" + +FortDistanceDays: "[GuiScope.SetRoot(Army.GetLocation.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('square_root_of_distance_3')|0] days" +FortDistanceMonths: "[GuiScope.SetRoot(Army.GetLocation.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('square_root_of_distance_3_months')|0] months" + +AnyProvinceDistanceDirection: "$AnyProvinceDistance$ $AnyProvinceDirection$." + + + + +##### +# new +# expects Army and Province +# direction from army to province +ArmyProvinceDistance: "[SelectLocalization(GreaterThan_CFixedPoint(GuiScope.SetRoot(Army.GetLocation.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('squared_province_distance'), '(CFixedPoint)3600'), 'ArmyDistanceMonths', 'ArmyDistanceDays')] $ArmyDirection$." + +# since there can be a lot of forts, we use a less precise version +ArmyDistanceDays: "[GuiScope.SetRoot(Army.GetLocation.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('square_root_of_distance_3')|0] days" +ArmyDistanceMonths: "[GuiScope.SetRoot(Army.GetLocation.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('square_root_of_distance_3_months')|0] months" + +ArmyDirection: "[GuiScope.SetRoot(Army.GetLocation.MakeScope).AddScope('second', Province.MakeScope).Custom('province_direction')]" + +#### + +# new +# expects rovince +# direction from your capital to province +OutlinerProvinceDistance: "[SelectLocalization(GreaterThan_CFixedPoint(GuiScope.SetRoot(GetPlayer.GetCapitalLocation.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('squared_province_distance'), '(CFixedPoint)3600'), 'OutlinerDistanceMonths', 'OutlinerDistanceDays')] $OutlinerDirection$." + +# a less precise version since I copied from forts +OutlinerDistanceDays: "[GuiScope.SetRoot(GetPlayer.GetCapitalLocation.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('square_root_of_distance_3')|0] days" +OutlinerDistanceMonths: "[GuiScope.SetRoot(GetPlayer.GetCapitalLocation.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('square_root_of_distance_3_months')|0] months" + +OutlinerDirection: "[GuiScope.SetRoot(GetPlayer.GetCapitalLocation.MakeScope).AddScope('second', Province.MakeScope).Custom('province_direction')]" + +#### + +##### +# new +# for combat window +# direction from army to province +CombatProvinceDistance: "[SelectLocalization(GreaterThan_CFixedPoint(GuiScope.SetRoot(Combat.GetProvince.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('squared_province_distance'), '(CFixedPoint)3600'), 'CombatDistanceMonths', 'CombatDistanceDays')] $CombatDirection$." + + +CombatDistanceDays: "[GuiScope.SetRoot(Combat.GetProvince.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('square_root_of_distance_3')|0] days" +CombatDistanceMonths: "[GuiScope.SetRoot(Combat.GetProvince.MakeScope).AddScope('second', Province.MakeScope).ScriptValue('square_root_of_distance_3_months')|0] months" + +CombatDirection: "[GuiScope.SetRoot(Combat.GetProvince.MakeScope).AddScope('second', Province.MakeScope).Custom('province_direction')]" + +#### + +fabricate_claim_title: "Fabricate claim on [county.GetName], held by [county.GetHolder.GetNameNoTooltip]" +convert_faith_title: "Convert [county.GetCountyData.GetFaith.GetAdjective] faith in [county.GetName]" + +active_task_warning: "Your [councillor.GetActiveCouncilTask.GetPositionNamePossesive] current task, [councillor.GetActiveCouncilTask.GetTaskTypeOrDefault.GetName] [councillor.GetActiveCouncilTask.GetTaskTarget], will be aborted" +task_integrate_title_title: "Integrate [county.GetName] into your primary title, [GetPlayer.GetPrimaryTitle.GetNameNoTooltip]" + +task_increase_control_title: "Increase control in [county.GetName]" + +task_develop_county_title: "Develop [county.GetName], currently [county.GetCountyData.GetDevelopmentLevelString]" +task_promote_culture_title: "Promote [GetPlayer.GetCulture.GetName] culture in [county.GetName] over [county.GetCountyData.GetCulture.GetName]" +task_accept_culture_title: "Increase [county.GetCountyData.GetCulture.GetName] acceptance, currently [GetPlayer.GetCulture.GetAcceptance( county.GetCountyData.GetCulture)|0]%, present in [county.GetName]" +task_convince_dejure_title: "Convince [county.GetHolder.GetTopLiege.GetPrimaryTitle.GetNameNoTierNoTooltip] to hand over [county.GetName] to [county.GetDeJureLiege.GetNameNoTooltip]" +task_find_secrets_title: "Find secrets in the court of [target_character.GetNameNoTooltip]" + +barony_controller_text: "[controller.Char.GetNameOrMeNoTooltip]" + +NOT_you: "Not you" +NOT_your_vassal: "Not your vassal" + +holding: "holding" + +msg_building_done_ocr: "Building done" + +VassalName: "[Character.GetFirstNameNoTooltip], [Character.GetTitleAsNameNoTooltip] of [Character.GetPrimaryTitle.GetNameNoTierNoTooltip]." + +MAA_INCREASE_SIZE_SHORT: "$MAA_INCREASE_SIZE$, +[Regiment.GetMAAType.GetStackSize] units, Cost: [MenAtArmsType.GetCostString( GetPlayer )], Page Up." +MAA_DECREASE_SIZE_SHORT: "$MAA_DECREASE_SIZE$, -[Regiment.GetMAAType.GetStackSize] units, Page Down." +MAA_CHANGE_SIZE_MAINTENANCE: "Costs for each level:\n[MenAtArmsType.GetReinforcementCostString( GetPlayer )],\n[MenAtArmsType.GetFullStrengthMaintenanceCostForPlayerString]." + + +new_distance_months: "[Divide_CFixedPoint(DistanceToCapital(HoldingView.GetProvince.MakeScope), '(CFixedPoint)31')|0] months" +new_distance_days: "[DistanceToCapital(HoldingView.GetProvince.MakeScope)|0] days" + +message_test: "Something happened!" +messge_test_desc: "Oh the humanity!" + +sighting_ocr: "[ROOT.Province.GetCounty.GetTitle.Custom('GetAnimalType_province')|U] [hunt_sighting_no_prefix|E]" +gift_army: "Gifted army" + +all_tour_targets: "all [GetDataModelSize( GetPlayer.MakeScope.GetList('maa_origins'))]" + +save_filters: "Confirm save filters?" +load_filters: "Confirm load filters?" + + # contest_aptitude_non_existent:0 "Hopeless" + + participate_in_tournament: "Participate, hotkey E.\nBy spectating you gain nothing from this Contest, but also do not risk anything" + spectate_tournament: "Spectate, Shift E.\nAs a participant, you will gain [trait_level_track_xp|E], and a [prize|E] if you do well." + + ACTIVITYLOCALE_WINDOW_PHASE_IN_PROGRESS_TOOLTIP: "Last action: [ActivityLocaleWindow.GetLastWeeklyPulseEffectData.GetTitle|V][AddLine( ActivityLocaleWindow.GetLastWeeklyPulseEffectData.GetEffectText )]\n\n[Subtract_int32( DaysPerWeek, GetTicksSinceLastProgress( Activity.GetID, DaysPerWeek ) )|V] days until the next [activity_phase_action|E] chance." + + tournament_phase_wresting: "$tournament_phase_wrestling$" + + +mediterranean_court: "Mediterranean style court, with marble columns and walls supporting a vaulted ceiling. A fireplace is lit in the corner and sunlight streams through a large rose window. \n[Character.Custom('MediGrandeur')]" + +western_court: "Western style court, with rough stone block walls and arching narrow windows. It's warmed by a big fireplace, with chandeliers hanging from a sloping wooden roof.\n[Character.Custom('WestGrandeur')]" + +mena_court: "Middle-eastern style court, with thin marble columns and geometric mozaics adorning the walls. Sun dapples the floor through latticed window screens.\n[Character.Custom('MenaGrandeur')]" + +indian_court: "Indian style court, with stone walls carved in intricate bas-reliefs, wide faceted columns and tall windows in ornate alcoves.\n[Character.Custom('IndianGrandeur')]" + +unknown_court: "No description found." + +low_grandeur: "The floor and walls are rough and dirtied, and the hall is devoid of any furniture, besides the throne." +western_mid_grandeur: "Well-kept, with a long carpet with triangular patterns leading to the throne." +western_high_grandeur: "A grand hall, decorated with vases, benches and stools, lit by tall candelabras and wall-mounted old lamps. A long rug with geometric patterns leads to the throne." + +mediterranean_mid_grandeur: "The stone is polished, a long red carpet leads to the throne and courtiers are offered a stone bench to sit." +mediterranean_high_grandeur: "A grand hall, with tall candelabras and stone benches for courtiers. A long red carpet leads to the throne." + +mena_mid_grandeur: "Well-kept, with a carpet with an 8 pointed star in the center of the hall." +mena_high_grandeur: "A grand hall, with carpets and pillows for courtiers to sit, decorated with vases and burning oil lamps. A larger carpet with with an 8 pointed star lies in the center of the hall." + +indian_mid_grandeur: "Well-kept, with a wide rug with ornate designs in front of the throne." +indian_high_grandeur: "A grand hall, with carpets and pillows for courtiers to sit and many burning oil lamps, with a wide carpet with ornate designs in front of the throne." + +legendary_inspiration_skill_short: "legendary" +masterful_inspiration_skill_short: "masterful" +competent_inspiration_skill_short: "competent" +decent_inspiration_skill_short: "decent" + + +warn_console_title: "open the console" +warn_console_text: "warning, this will disable achievements! Proceed?" + + + +### old mapmodes ### + +epidemics_0: "$epidemics$" +epidemics_0_desc: "$epidemics_desc$" + +legends_0: "$legends$" +legends_0_desc: "$legends_desc$" + +terrain_0: "$terrain$" +terrain_0_desc: "$terrain_desc$" + +baronies_0: "$baronies$" +baronies_0_desc: "$baronies_desc$" + +counties_0: "$counties$" +counties_0_desc: "$counties_desc$" + +realms_0: "$realms$" +realms_0_desc: "$realms_desc$" + +simple_realms_0: "$simple_realms$" +simple_realms_0_desc: "$simple_realms_desc$" + +cultures_0: "$cultures$" +cultures_0_desc: "$cultures_desc$" + +court_languages_0: "$court_languages$" +court_languages_0_desc: "$court_languages_desc$" + +players_0: "$players$" +players_0_desc: "$players_desc$" + +dejure_counties_0: "$dejure_counties$" +dejure_counties_0_desc: "$dejure_counties_desc$" + +dejure_duchies_0: "$dejure_duchies$" +dejure_duchies_0_desc: "$dejure_duchies_desc$" + +dejure_kingdoms_0: "$dejure_kingdoms$" +dejure_kingdoms_0_desc: "$dejure_kingdoms_desc$" + +dejure_empires_0: "$dejure_empires$" +dejure_empires_0_desc: "$dejure_empires_desc$" + +realm_areas_0: "$realm_areas$" +realm_areas_0_desc: "$realm_areas_desc$" + +rally_points_0: "$rally_points$" +rally_points_0_desc: "$rally_points_desc$" + +select_men_at_arms_origin_0: "$select_men_at_arms_origin$" +select_men_at_arms_origin_0_desc: "$select_men_at_arms_origin_desc$" + +religions_0: "$religions$" +religions_0_desc: "$religions_desc$" + +simple_terrain_0: "$simple_terrain$" +simple_terrain_0_desc: "$simple_terrain_desc$" + +grant_titles_0: "$grant_titles$" +grant_titles_0_desc: "$grant_titles_desc$" + +revoke_title_0: "$revoke_title$" +revoke_title_0_desc: "$revoke_title_desc$" + +lease_out_baronies_0: "$lease_out_baronies$" +lease_out_baronies_0_desc: "$lease_out_baronies_desc$" + +grant_vassal_0: "$grant_vassal$" +grant_vassal_0_desc: "$grant_vassal_desc$" + +retract_vassal_0: "$retract_vassal$" +retract_vassal_0_desc: "$retract_vassal_desc$" + +declare_war_0: "$declare_war$" +declare_war_0_desc: "$declare_war_desc$" + +county_development_0: "$county_development$" +county_development_0_desc: "$county_development_desc$" + +council_county_task_0: "$council_county_task$" +council_county_task_0_desc: "$council_county_task_desc$" + +diplomacy_0: "$diplomacy$" +diplomacy_0_desc: "$diplomacy_desc$" + +debug_character_pools_0: "$debug_character_pools$" +debug_character_pools_0_desc: "$debug_character_pools_desc$" + +debug_ai_war_coordinator_targets_0: "$debug_ai_war_coordinator_targets$" +debug_ai_war_coordinator_targets_0_desc: "$debug_ai_war_coordinator_targets_desc$" + +houses_0: "$houses$" +houses_0_desc: "$houses_desc$" + +government_0: "$government$" +government_0_desc: "$government_desc$" + +map_editor_clean_0: "$map_editor_clean$" +map_editor_clean_0_desc: "$map_editor_clean_desc$" + +map_editor_progress_0: "$map_editor_progress$" +map_editor_progress_0_desc: "$map_editor_progress_desc$" + +council_integrate_duchy_task_0: "$council_integrate_duchy_task$" +council_integrate_duchy_task_0_desc: "$council_integrate_duchy_task_desc$" + +council_integrate_kingdom_task_0: "$council_integrate_kingdom_task$" +council_integrate_kingdom_task_0_desc: "$council_integrate_kingdom_task_desc$" + +council_convert_faith_task_0: "$council_convert_faith_task$" +council_convert_faith_task_0_desc: "$council_convert_faith_task_desc$" + +council_increase_control_task_0: "$council_increase_control_task$" +council_increase_control_task_0_desc: "$council_increase_control_task_desc$" + +council_promote_culture_task_0: "$council_promote_culture_task$" +council_promote_culture_task_0_desc: "$council_promote_culture_task_desc$" + +council_accept_culture_task_0: "$council_accept_culture_task$" +council_accept_culture_task_0_desc: "$council_accept_culture_task_desc$" + +council_develop_county_task_0: "$council_develop_county_task$" +council_develop_county_task_0_desc: "$council_develop_county_task_desc$" + +council_fabricate_claim_task_0: "$council_fabricate_claim_task$" +council_fabricate_claim_task_0_desc: "$council_fabricate_claim_task_desc$" + +council_find_secrets_task_0: "$council_find_secrets_task$" +council_find_secrets_task_0_desc: "$council_find_secrets_task_desc$" + +debug_visual_regions_0: "$debug_visual_regions$" +debug_visual_regions_0_desc: "$debug_visual_regions_desc$" + +debug_geographical_region_0: "$debug_geographical_region$" +debug_geographical_region_0_desc: "$debug_geographical_region_desc$" + +struggle_0: "$struggle$" +struggle_0_desc: "$struggle_desc$" + +activity_planner_0: "$activity_planner$" +activity_planner_0_desc: "$activity_planner_desc$" + +travel_planner_0: "$travel_planner$" +travel_planner_0_desc: "$travel_planner_desc$" + +economy_buildings_0: "$economy_buildings$" +economy_buildings_0_desc: "$economy_buildings_desc$" + +county_control_0: "$county_control$" +county_control_desc: "$county_control_desc$" diff --git a/OCR-Support/localization/polish/replace/replace_ocr_l_polish.yml b/OCR-Support/localization/polish/replace/replace_ocr_l_polish.yml new file mode 100644 index 0000000..3ef9045 --- /dev/null +++ b/OCR-Support/localization/polish/replace/replace_ocr_l_polish.yml @@ -0,0 +1,451 @@ +l_polish: +#laamp +bm_story_content_available_copy: "Special Story Content Available, see tooltip." + action_new_task_contract_desc: "[task_contract.GetTaskContractRequest]" #TODO more info + action_new_task_contract_label: "Tier $contract_tier_text$ [task_contract.GetType.GetName], [AddTextIf(task_contract.IsCriminal, 'criminal ')]contract, $contract_direction$, by [recipient.GetShortUINameNoTooltip]" # in [recipient.GetTopLiege.GetPrimaryTitle.GetNameNoTierNoTooltip] + contract_direction: "[DistanceTo(MyCapital, task_contract.GetLocation)|0] [DaysTo(MyCapital, task_contract.GetLocation)] [Direction(MyCapital, task_contract.GetLocation)]" + contract_tier_text: "[AddTextIf(task_contract.IsEasy, '1')][AddTextIf(task_contract.IsMedium, '2')][AddTextIf(task_contract.IsHard, '3')]" +action_new_criminal_task_contract_label: "$action_new_task_contract_label$" + + DOMICILE_WINDOW_REMOVE_BUILDING_REFUND: "Demolish [DOMICILE_BUILDING_TYPE.GetName] and refund [DOMICILE_BUILDING_TYPE.GetRefundDesc], Hotkey X." + + +EFFECT_LIST_BULLET: "" +FOCUS_TOOLTIP_TEXT:0 "[FOCUS.GetDescription( CHARACTER.GetID )]\n[FOCUS.GetEffectDescription]." +LONG_FOCUS_TEXT:2 "[FocusType.GetDescription( Character.GetID )] \n[FocusType.GetEffectDescription].\n[FocusType.GetLifestyle.GetName] Experience: [FocusType.GetGainAmount( GetPlayer.Self )|P0]/month#!." +UNLOCKED_PERKS:0 "[perks|E] unlocked [Character.GetPerkPointsUsed( Lifestyle.Self )] out of [Lifestyle.GetPerksInLifestyle]." +EXPERIENCE:0 "[experience|E]: [Character.GetLifestyleXp( Lifestyle.Self, '(bool)yes' )|0] out of [Lifestyle.GetXpPerLevel]." + +## legends + +CREATE_TRIGGERED_LEGEND_TOOLTIP: "[TriggeredLegendSeed.GetDescription( Character.Self )]\nCost:[GetCostString( TriggeredLegendSeed.GetSeed.GetCreationCost( Character.Self ) )]. $LEGEND_MAINTENANCE_LABEL$ [GetIntervalCostString( TriggeredLegendSeed.GetSeed.GetMaintenanceCost( Character.Self ), 'monthly' )].[AddLine( Character.GetCanCreateTriggeredLegendDesc( TriggeredLegendSeed.Self ) )]" +LEGEND_SEEDS: "[Add_int32( GetDataModelSize( Character.GetLegendSeeds ), GetDataModelSize( LocalPlayerCachedData.GetTriggeredLegendSeeds ) )] [legend_seeds|E]" + +#suggestions + +ACTION_IS_VISIBLE_READ_UNREAD:1 "[Select_CString( ImportantActionItem.IsRead, '#same', '#medium')] [ImportantActionItem.GetLabel]#!," +ACTION_IS_VISIBLE_READ_UNREAD_COMBINED:1 "[Select_CString( ImportantActionItem.IsRead, '#same', '#medium;italic')] [ImportantActionItem.GetCombinedLabel]#!," + +action_powerful_vassal_not_on_council_combined_label:1 "[recipient.GetUINameNoTooltip], [recipient.GetMilitaryStrengthText] men, [recipient.GetOpinionOf( GetPlayer )|+] opinion" + +action_can_call_ally_label:2 "You can call on your Ally, [recipient.GetPrimaryTitle.GetNameNoTierNoTooltip]$ally_info$" +action_can_call_ally_combined_label:0 "[recipient.GetPrimaryTitle.GetNameNoTooltip], [recipient.GetFirstNameNoTooltip]$ally_info$" +ally_info: ", [recipient.GetMilitaryStrengthText] men. Cost [recipient.MakeScope.ScriptValue('prestige_cost_call_ally')|0] prestige[AddTextIf(recipient.IsAtWar, Concatenate('.', JoinText(recipient.GetSheHe, ' ', ' is at war')))]" + +action_has_any_display_cb_on_combined_label:0 "[recipient.GetPrimaryTitle.GetNameNoTooltip], [recipient.GetFirstNameNoTooltip], [recipient.GetMilitaryStrengthText] men, [recipient.GetGold|0] gold[AddTextIf(recipient.IsAtWar, JoinText(recipient.GetSheHe, '. ', ' is at war'))]" + +at_war_text: "[AddTextIf(recipient.IsAtWar, JoinText(recipient.GetSheHe, '. ', ' is at war'))]" +action_can_assign_guardian_combined_label:1 "[recipient.GetRelationToString( GetPlayer )], [recipient.GetShortUINameNoTooltip], [recipient.GetAge]" + +action_can_ransom_label:0 "You can ransom [recipient.GetShortUINameNoTooltip] for [recipient.Custom('ransom_cost_situation_loc')] gold" + +liege_cannot_pay_ransom: "[SCOPE.ScriptValue('current_char_gold')|0] out of [SCOPE.ScriptValue('ransom_cost_situation')|0]" +liege_can_pay_ransom: "[SCOPE.ScriptValue('ransom_cost_situation')|0]" + +action_can_ransom_combined_label:0 "[recipient.GetShortUINameNoTooltip] for [recipient.Custom('ransom_cost_situation_loc')] gold" + +gives_war_score: ". Warning, contributes war score" + +action_can_propose_alliance_to_family_member_label:0 "You can Negotiate an Alliance with [recipient.GetShortUINameNoTooltip], [recipient.GetMilitaryStrengthText] men$at_war_text$[AddTextIf( Or( ObjectsEqual( GetPlayer, recipient.GetLiege ), ObjectsEqual( GetPlayer, recipient.GetTopLiege )),', your vassal')]" +action_can_propose_alliance_to_family_member_combined_label:0 "[recipient.GetUINameNoTooltip], [recipient.GetMilitaryStrengthText] men$at_war_text$[AddTextIf( Or( ObjectsEqual( GetPlayer, recipient.GetLiege ), ObjectsEqual( GetPlayer, recipient.GetTopLiege )),', your vassal')]" + +action_can_call_dynasty_member_label:2 "You can call your Dynasty member [recipient.GetShortUINameNoTooltip], [recipient.GetMilitaryStrengthText] men$at_war_text$" +action_can_call_dynasty_member_combined_label:0 "[recipient.GetPrimaryTitle.GetNameNoTooltip], [recipient.GetFirstNameNoTooltip], [recipient.GetMilitaryStrengthText] men$at_war_text$" + +LIFESTYLE_POINTS_TO_USE_TEXT:0 "Perks to Unlock: [Character.GetPerkPoints( Lifestyle.Self )]" + +AGENT_MAY_ACCEPT:0 "can entice ($ACCEPTANCE|=0$)" +APPOINT_COURT_POSITION_VIEW_APTITUDE:0 "[AppointCourtPositionView.GetAptitudeTextFor(Character.Self)]," + +MV_LEVY_MAINTENANCE:0 "@gold_icon! [MilitaryView.GetLevyGoldExpense|1]" + +MAX_KNIGHT_COUNT:2 "$knight_culture_player_plural_no_tooltip$: #high [GetKnightCount( GetPlayer.Self )] out of [GetKnightLimit( GetPlayer.Self )]#!" + +KNIGHTS_CURRENT_MAX:0 "[GetKnightCount( GetPlayer.Self )|V] out of [GetKnightLimit( GetPlayer.Self )|V]" + +BANNER_MEN_AT_ARMS_NOT_MAX:0 "$UNRAISED|0$ out of $RAISE_MAX|0$" + +SOLDIERS_INFO:0 "$CURRENT$ out of $MAX$" + +# MAA_CURRENT_SIZE:0 "Size [MAAItem.GetCurrentSize] out of [MAAItem.GetMaxSize]" +MAA_CURRENT_SIZE:1 "Size [Regiment.GetMAAChunkCount] out of [Regiment.CalcMaxMAAChunkCount]" + +MAA_COUNTERS_LABEL:1 "[counters|EU] [MenAtArmsType.GetCountersString]." + +MAA_SIZE_CHANGE:1 "+[Regiment.GetMAAType.GetStackSize] units" + +MAA_INCREASE_SIZE_TOOLTIP:1 "$MAA_INCREASE_SIZE$, Cost: [MenAtArmsType.GetCostString( GetPlayer )], Page Up.\n$MAA_SIZE_CHANGE$, Maintenance will increase by:\n[MenAtArmsType.GetReinforcementCostString( GetPlayer )],\n[MenAtArmsType.GetFullStrengthMaintenanceCostForPlayerString]." + +MAA_DECREASE_SIZE_TOOLTIP:1 "$MAA_DECREASE_SIZE$, Page Down.\nMaintenance will be reduced by:\n[MenAtArmsView.GetReduceSizeBlockers][MenAtArmsType.GetReinforcementCostString( GetPlayer )],\n[MenAtArmsType.GetFullStrengthMaintenanceCostForPlayerString]." + +MAA_MAINTENANCE:3 "[Select_CString( And( Regiment.IsAtFullStength, Not(Regiment.IsRaised)), '#high ', '#weak ' )]$MAA_UNRAISED_MAINTENANCE_TEXT$: [Regiment.CalcUnraisedCost]/month#!." +MAA_RAISED_MAINTENTANCE:0 "[MenAtArmsView.GetFullStrengthText]\nPaying Full maintenance." +MAA_UNRAISED_MAINTENANCE:0 "[MenAtArmsView.GetFullStrengthText]\nPaying Unraised maintenance" +MAA_MAINTENANCE_SHORT:0 "[Regiment.CalcMaintenanceCost]/month." +MAA_REINFORCEMENT_COST_ENTRY:2 "[Select_CString( Or( Not(Regiment.IsAtFullStength), Regiment.IsRaised), '#high ' , '#weak ' )]$MAA_FULL_MAINTENANCE_TEXT$: [Regiment.CalcReinforcementCost]/month#!." +MAA_RAISED_MAINTENTANCE:0 "[MenAtArmsView.GetFullStrengthText]\nPaying Full maintenance." +MAA_UNRAISED_MAINTENANCE:0 "[MenAtArmsView.GetFullStrengthText]\nPaying Unraised maintenance." +MAA_REINFORCEMENT:1 "[MenAtArmsView.GetFullStrengthText]\nPaying Full maintenance." +MAA_FULL_STENGTH:0 "Full strength in $TIME$." +MAA_AT_FULL_STRENGTH:0 "At Full strength." + +DYNASTY_PERK_TOOLTIP:0 "[Select_CString(DynastyView.CanSelectPerk( DynastyPerk.Self ), 'Unlock', 'Perk')] [DynastyPerk.GetNameNoTooltip][AddTextIf(Dynasty.HasPerk( DynastyPerk.Self ), ', Unlocked')].\n[DynastyPerk.GetEffectDescription( Dynasty.GetDynast )]." +UNIT_WILL_ARRIVE:0 "$NAME$, [DATE.GetTimeToDate]" +UNIT_WILL_ARRIVE_RETREAT:1 "$NAME$, [DATE.GetTimeToDate]" + +VIRTUE_MODIFIER:0 "[TRAIT.GetName( GetPlayer )|L], [virtue|E]" +SIN_MODIFIER:0 "[TRAIT.GetName( GetPlayer )|L], [sin|E]" + +OPINION_REASON_VIRTUOUS_TRAIT:0 "[TRAIT.GetName( CHARACTER.Self )|L], [virtue|E]" +OPINION_REASON_SINFUL_TRAIT:0 "[TRAIT.GetName( CHARACTER.Self )|L], [sin|E]" + +dynasty_level_0_c:1 "[dynasty_prestige_level_0|L]" +dynasty_level_1_c:1 "[dynasty_prestige_level_1|L]" +dynasty_level_2_c:1 "[dynasty_prestige_level_2|L]" +dynasty_level_3_c:1 "[dynasty_prestige_level_3|L]" +dynasty_level_4_c:1 "[dynasty_prestige_level_4|L]" +dynasty_level_5_c:1 "[dynasty_prestige_level_5|L]" +dynasty_level_6_c:1 "[dynasty_prestige_level_6|L]" +dynasty_level_7_c:1 "[dynasty_prestige_level_7|L]" +dynasty_level_8_c:1 "[dynasty_prestige_level_8|L]" +dynasty_level_9_c:1 "[dynasty_prestige_level_9|L]" +dynasty_level_10_c:1 "[dynasty_prestige_level_10|L]" + +NO_VIEW_HISTORY_EXISTS:0 "#T Show previous view#!\n@warning_icon!#X No View to go back to#!" +GO_BACK_VIEW_HISTORY:0 "Go back to $VIEW_NAME$.Hotkey B." + +PRESTIGE_LEVEL_LABEL_0:1 "[GetModifier( 'prestige_level_0' ).GetNameWithTooltip|L]" +PRESTIGE_LEVEL_LABEL_1:1 "[GetModifier( 'prestige_level_1' ).GetNameWithTooltip|L]" +PRESTIGE_LEVEL_LABEL_2:1 "[GetModifier( 'prestige_level_2' ).GetNameWithTooltip|L]" +PRESTIGE_LEVEL_LABEL_3:1 "[GetModifier( 'prestige_level_3' ).GetNameWithTooltip|L]" +PRESTIGE_LEVEL_LABEL_4:1 "[GetModifier( 'prestige_level_4' ).GetNameWithTooltip|L]" +PRESTIGE_LEVEL_LABEL_5:1 "[GetModifier( 'prestige_level_5' ).GetNameWithTooltip|L]" +PIETY_PROGRESS_TOOLTIP:0 "$VALUE|0V$/$MAX|0$ towards the next [piety_level|E]" +PRESTIGE_PROGRESS_TOOLTIP:0 "$VALUE|0V$/$MAX|0$ towards the next [prestige_level|E]" +DYNASTY_PRESTIGE_PROGRESS_TOOLTIP:0 "$VALUE|0V$/$MAX|0$ towards the next [dynasty_prestige_level|E]" + + +PIETY_LEVEL_LABEL_0:2 "[GetModifier( 'piety_level_0' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_1:2 "[GetModifier( 'piety_level_1' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_2:2 "[GetModifier( 'piety_level_2' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_3:2 "[GetModifier( 'piety_level_3' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_4:2 "[GetModifier( 'piety_level_4' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_5:2 "[GetModifier( 'piety_level_5' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_0_christian:0 "[GetModifier( 'piety_level_0' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_1_christian:0 "[GetModifier( 'piety_level_1' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_2_christian:0 "[GetModifier( 'piety_level_2' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_3_christian:0 "[GetModifier( 'piety_level_3' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_4_christian:0 "[GetModifier( 'piety_level_4' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_5_christian:0 "[GetModifier( 'piety_level_5' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_0_islam:0 "[GetModifier( 'piety_level_0' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_1_islam:0 "[GetModifier( 'piety_level_1' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_2_islam:0 "[GetModifier( 'piety_level_2' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_3_islam:0 "[GetModifier( 'piety_level_3' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_4_islam:0 "[GetModifier( 'piety_level_4' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_5_islam:0 "[GetModifier( 'piety_level_5' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_0_pagan:0 "[GetModifier( 'piety_level_0' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_1_pagan:0 "[GetModifier( 'piety_level_1' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_2_pagan:0 "[GetModifier( 'piety_level_2' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_3_pagan:0 "[GetModifier( 'piety_level_3' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_4_pagan:0 "[GetModifier( 'piety_level_4' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_5_pagan:0 "[GetModifier( 'piety_level_5' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_0_eastern:0 "[GetModifier( 'piety_level_0' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_1_eastern:0 "[GetModifier( 'piety_level_1' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_2_eastern:0 "[GetModifier( 'piety_level_2' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_3_eastern:0 "[GetModifier( 'piety_level_3' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_4_eastern:0 "[GetModifier( 'piety_level_4' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_5_eastern:0 "[GetModifier( 'piety_level_5' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_0_judaism:0 "[GetModifier( 'piety_level_0' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_1_judaism:0 "[GetModifier( 'piety_level_1' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_2_judaism:0 "[GetModifier( 'piety_level_2' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_3_judaism:0 "[GetModifier( 'piety_level_3' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_4_judaism:0 "[GetModifier( 'piety_level_4' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_5_judaism:0 "[GetModifier( 'piety_level_5' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_0_zoroastrian:0 "[GetModifier( 'piety_level_0' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_1_zoroastrian:0 "[GetModifier( 'piety_level_1' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_2_zoroastrian:0 "[GetModifier( 'piety_level_2' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_3_zoroastrian:0 "[GetModifier( 'piety_level_3' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_4_zoroastrian:0 "[GetModifier( 'piety_level_4' ).GetNameWithTooltip|L]" +PIETY_LEVEL_LABEL_5_zoroastrian:0 "[GetModifier( 'piety_level_5' ).GetNameWithTooltip|L]" + +RELATION_LIST:0 "[CHARACTER.GetFirstNamePossessiveOrMyNoTooltip|U] $LIST$" +RELATION_LIST_UNRELATED:0 "$LIST$" +RELATION_LONG_LIST:0 "$LIST$" +RELATION_LIST_EXTENDED:1 "$LIST$, +$MORE_RELATIONS$" + + +TITLE_I_HAVE_PRESSED_CLAIM:0 "I have a [pressed_claim|E] on this [title|E]" +TITLE_I_HAVE_UNPRESSED_CLAIM:0 "I have an [unpressed_claim|E] on this [title|E]" +TITLE_I_HAVE_IMPLICIT_CLAIM:0 "I have an [implicit_claim|E] on this [title|E]" +task_develop_county:0 "Increase Development" + +GHW_CHANGE_BENEFICIARY:3 "[Select_CString( GetPlayer.GetBeneficiary.IsValid, 'Replace', 'Appoint' )], [GreatHolyWarWindow.GetNumberOfPotentialBeneficiaries] available." + + +GHW_SET_OVERRIDE_DESIGNATED_WINNER_TT_HEADER_NO:0 "You are overriding [papal_recipient|E]." +GHW_SET_OVERRIDE_DESIGNATED_WINNER_TT_HEADER_YES:0 "You are complying with [papal_recipient|E]." +GHW_SET_OVERRIDE_DESIGNATED_WINNER_TT_BODY_NO:0 "Your beneficiary will be granted the primary title, if you are the main contributor to the [GREAT_HOLY_WAR.GetName]. However, this reduces the amount of gold earned from the War Chest shared with you upon victory." +GHW_SET_OVERRIDE_DESIGNATED_WINNER_TT_BODY_YES:2 "[Select_CString( GREAT_HOLY_WAR.GetDesignatedWinner.IsValid, GREAT_HOLY_WAR.GetDesignatedWinner.GetShortUIName, 'the Favored Candidate' )] will receive the title being fought over, even if you are the main contributor to the [GREAT_HOLY_WAR.GetName]. However, this grants you rights to a larger share of the War Chest upon victory." +GHW_SET_OVERRIDE_DESIGNATED_WINNER_TT_PROMPT_YES:2 "#I Click to Override#!." +GHW_SET_OVERRIDE_DESIGNATED_WINNER_TT_PROMPT_NO:2 "#I Click to Comply#!." +GHW_TOGGLE_BENEFICIARY:1 "Prefer [GetPlayer.GetBeneficiary.GetFirstNameNoTooltip] over Favored Candidate" + +ARMY_EMBARKED_PENALTY:0 "[embarked|E], $EFFECT|0+=$ advantage, $DAYS_LEFT$ days left." +ARMY_RECENTLY_DISEMBARKED_PENALTY:1 "[recently_disembarked|E], $EFFECT|0+=$ advantage, $DAYS_LEFT$ days left." + +UNIT_SUPPLY_STATE_POSITIVE:0 "$STATE|V$, $CURRENT|+0$, $VALUE|+=$/month." +UNIT_SUPPLY_STATE_NEGATIVE:0 "$UNIT_SUPPLY_STATE_POSITIVE$" + +UNIT_WILL_TAKE_HOSTILE_COUNTY_ATTRITION:0 "@warning_icon!#X Move will result in $CASUALTIES$ casualties.#!" +UNIT_WILL_TAKE_HOSTILE_COUNTY_ATTRITION_DESTROYED:0 "@warning_icon!#X Move will result in $CASUALTIES$ casualties, destroying this army.#!" + +msg_building_done:1 "[BUILDING.GetName] constructed in [PROVINCE.GetNameNoTooltip], [PROVINCE.GetCounty.GetTitle.GetNameNoTierNoTooltip]" +msg_building_done_desc:1 " " + +START:0 "Start game" + +game_concept_highlighted_text_example:0 " Nested tooltip." +game_concept_highlighted_text_example_desc:0 "Great job! Nested tooltips will reveal many of the game's details to you. To continue, dismiss the tooltips with Control D." +action_has_any_display_cb_on_label:1 "You can declare war on [recipient.GetShortUINameNoTooltip], [recipient.GetMilitaryStrengthText] men" +action_not_endorsed_by_realm_priest:1 "Not endorsed by your [Concept( 'realm_priest', GetPlayer.GetCouncillorPosition( 'councillor_court_chaplain' ).GetPositionName )|E], [GetPlayer.GetCouncillor( 'councillor_court_chaplain' ).GetOpinionOf( GetPlayer )] opinion." +action_not_endorsed_by_realm_priest_label:2 "Not endorsed by your [GetPlayer.GetCouncillorPosition( 'councillor_court_chaplain' ).GetPositionName ], [GetPlayer.GetCouncillor( 'councillor_court_chaplain' ).GetOpinionOf( GetPlayer )] opinion" +HAVE_ADVANTAGE:0 "[advantage|E]: $ADVANTAGE$ $COMBAT_RELATION_FAVOR$.\n$COMBAT_RELATION_POSSESIVE|U$ damage is increased by $ADVANTAGE_DAMAGE_FACTOR|V0%$." +AI_UNIT_TOOLTIP_UNIT_STACK:0 "Unit $ID$," +AI_UNIT_TOOLTIP_SUBUNIT_STACK:0 "Subunit $ID$" + +CV_REALM_TYPE:2 "[Character.GetGovernment.GetName] [Character.GetPrimaryTitle.GetRankConcept] ruler." +RIGHT_CLICK_DISMISS:0 "" +HOLDING_TAX_VALUE:1 "[Holding.GetIncome|2]" +HOLDING_LOOT_VALUE:0 "[Holding.GetProvince.GetRaidLoot|0V]" +CONSTRUCT_HOLDING_TYPE_TITLE:0 "[AddTextIf(Not(HoldingTypeItem.CanConstructBuilding), 'Disabled.')] Construct $NAME$." +BUILDING_LEVIES:1 "[levies|E]: $VALUE|+=$" +BUILDING_GARRISON:1 "[garrison|E]: $VALUE|+=$" +BUILDING_GARRISON_REINFORCEMENT_FACTOR:0 "[garrison_reinforcement|E]: $VALUE|+=0%$" +HOLDING_VIEW_TOP_REALM_COUNTY:0 "Same [realm|E] as you" +HOLDING_VIEW_FOREIGN_COUNTY:0 "In [Character.GetTopLiege.GetPrimaryTitle.GetNameNoTooltip]" +# FIND_VASSAL_BUTTON_HOLDING_VIEW_TOOLTIP:2 "#T $FIND_VASSAL_HEADER$#!\nChoose someone to grant the [HoldingView.GetCountyTitle.GetNameNoTooltip] to.\n\n$FIND_VASSAL_BUTTON_TOOLTIP_SEGMENT$" +HOLDING_VIEW_BUILDING_IN_VASSAL:0 "Constructing in your Vassal's, [HoldingView.GetHolder.GetShortUINameNoTooltip]'s [holding|E]." + + +#DIPLOMACY + +REALM_WINDOW_DIPLOMACY_TOOLTIP_WAR_ATTACKER:2 "Attacking [DEFENDER.GetFirstNameNicknamedOrMe] in the [WAR.GetName|V].\n[Round(WAR.MakeScope.ScriptValue('total_war_attackers'))|0] men against [Round(WAR.MakeScope.ScriptValue('total_war_defenders'))|0]. War Started: [WAR.GetStartDate.GetString|V]." +REALM_WINDOW_DIPLOMACY_TOOLTIP_WAR_DEFENDER:2 "Defending against [ATTACKER.GetFirstNameNicknamedOrMe] in the [WAR.GetName|V].\n[Round(WAR.MakeScope.ScriptValue('total_war_defenders'))|0] men against [Round(WAR.MakeScope.ScriptValue('total_war_attackers'))|0]. War Started: [WAR.GetStartDate.GetString|V]." +REALM_WINDOW_DIPLOMACY_TOOLTIP_WAR_PARTICIPANT:0 "#high [CHARACTER.GetMilitaryStrengthText] men, [CHARACTER.GetPrimaryTitle.GetNameNoTooltip], [CHARACTER.GetFirstNameNicknamedOrMe]." +REALM_WINDOW_DIPLOMACY_TOOLTIP_WAR_PARTICIPANT_OVERFLOW:0 "$OVERFLOW$ more [allies|E]" +REALM_WINDOW_DIPLOMACY_TOOLTIP_ALLY:0 "Allied to [CHARACTER.GetPrimaryTitle.GetNameNoTooltip], [CHARACTER.GetFirstNameNicknamedOrMe], #high [CHARACTER.GetMilitaryStrengthText] men." +REALM_WINDOW_DIPLOMACY_TOOLTIP_ALLY_REASON_DIPLOMACY_MARRIAGE:0 "Through [marriage|E] between [CHARACTER.GetFirstNameNicknamedOrMe] and [TARGET_CHARACTER.GetFirstNameNicknamedOrMe].\n" +REALM_WINDOW_DIPLOMACY_TOOLTIP_ALLY_REASON_DIPLOMACY_NEGOTIATED:0 "Negotiated." +REALM_WINDOW_DIPLOMACY_TOOLTIP_TRUCE_COMMON:2 "Truce with [CHARACTER.GetPrimaryTitle.GetNameNoTooltip], [CHARACTER.GetFirstNameNicknamedOrMe].\nHindered from declaring [war|E] on [CHARACTER.GetHerHim]" + +REALM_WINDOW_SIZE:2 "Realm: [Character.RealmSize|V]." +CLEAR_MARRIED_CHARACTER:0 "Clear Character, hotkey B" + +MRW_GOVERNMENT_FILTER_ALL: "Any government" +# MRW_GOVERNMENT_FILTER:1 "[SelectLocalization( GovernmentTypeFilter.IsAllFilter, 'MRW_GOVERNMENT_FILTER_ALL', 'MRW_GOVERNMENT_FILTER_ENTRY' )]" +MRW_VASSAL_STANCE_FILTER:0 "[SelectLocalization( VassalStanceFilter.IsAllFilter, 'MRW_STANCE_FILTER_ALL', 'MRW_VASSAL_STANCE_FILTER_ENTRY' )]" +MRW_STANCE_FILTER_ALL: "Any stance" + + MY_REALM_WINDOW_VASSAL_OBLIGATION:1 "$VASSAL_CONTRACT_OBLIGATIONS_TITLE$: [VassalContract.GetShortObligationLevelNameWithHighlightFor( 'feudal_government_taxes' )]. $VASSAL_CONTRACT_OBLIGATIONS_TITLE_LEVIES$: [VassalContract.GetShortObligationLevelNameWithHighlightFor( 'feudal_government_levies' )]" + +VASSAL_CONTRACT_OBLIGATIONS_TITLE: "Tax" +VASSAL_CONTRACT_OBLIGATIONS_TITLE_LEVIES: "Levies" +MY_REALM_WINDOW_POWERFUL_VASSAL:1 "[Concept('powerful_vassal', 'Powerful')]" + +ACTIVITY_DESTINATION_TRAVEL_TIME:0 "Travel Time: [TravelPlanData.GetNextDestination.GetEstimatedArrivalDate.GetTimeDiffFromNow]" +ACTIVITY_DESTINATION_TOTAL_TRAVEL_TIME:0 "Total Travel Time: [TravelPlanData.GetFinalDestination.GetEstimatedArrivalDate.GetTimeDiffFromNow]" + + ACTIVITY_DESTINATION_SELECTION:0 "[ActivityType.GetLocalizedText( 'destination_selection' )]" + + activity_pilgrimage_special_type_bar_worldly_modifier_0:0 "[GetModifier( 'pilgrimage_low_worldly_reward_modifier' ).GetNameWithTooltip|L] modifier." + activity_pilgrimage_special_type_bar_worldly_modifier_1:0 "[GetModifier( 'pilgrimage_mid_worldly_reward_modifier' ).GetNameWithTooltip|L] modifier." + activity_pilgrimage_special_type_bar_worldly_modifier_2:0 "[GetModifier( 'pilgrimage_high_worldly_reward_modifier' ).GetNameWithTooltip|L] modifier." + activity_pilgrimage_special_type_bar_worldly_modifier_3:0 "[GetModifier( 'pilgrimage_perfect_worldly_reward_modifier' ).GetNameWithTooltip|L] modifier." + + DIARCHY_WINDOW_SCALES_OF_POWER_LEVEL_TOOLTIP:4 "[DiarchyWindow.GetPowerLevelStatus( ComplexBarItem.GetValue )] [DiarchyWindow.GetLevelForSwing( ComplexBarItem.GetValue )]. Effects:\n[DiarchyWindow.GetPowersForLevel( ComplexBarItem.GetValue )][SelectLocalization( EqualTo_int32( DiarchyWindow.GetLevelForSwing( ComplexBarItem.GetValue ), '(int32)1' ), '', '#weak All previous levels also apply.#!' )]" + + DIARCHY_WINDOW_DIARCH_LOYALTY:2 "[Character.GetDiarchLoyaltyLabel] [diarch_loyalty|E]," + # DIARCHY_WINDOW_DIARCH_LOYALTY_LIST:0 "[CharacterListItem.GetText( 'loyalty_label' )] [diarch_loyalty|E]," + +AI_PERSONALITY_TT:1 "$EFFECT_LIST_BULLET$[Character.GetAIPersonality] Personality.[AddLocalizationIf( Character.IsRuler, 'AI_ECONOMIC_ARCHETYPE_TT' )][AddLocalizationIf( And( Not( Character.IsIndependentRuler ), Character.IsRuler ), 'AI_VASSAL_STANCE_TT' )]" +AI_ECONOMIC_ARCHETYPE_TT:0 "\n$EFFECT_LIST_BULLET$[Character.Custom( 'AIEconomicPersonality' )] [economical_archetype|E]." +AI_VASSAL_STANCE_TT:0 "\n$EFFECT_LIST_BULLET$[Character.GetVassalStance.GetName] [vassal_stance|E]." + +# MORE:0 "More" +MORE_INTERACTIONS_CLICKABLE:0 "#clickable $VALUE$ extra actions#!" +MORE_INTERACTIONS:0 "#weak Extra actions#!" + +action_can_ask_hof_for_money:1 "You can ask your Head of Faith for Gold." + +MULTI_DESTINATION_PICKER_SELECTION_COUNT:1 "Selected [stops|E]: [ActivityPlanner.GetNumPickedPhases] out of [ActivityPlanner.GetNumPickablePhases]" +MULTI_DESTINATION_PICKER_SELECTION_COUNT_MAX:0 "@warning_icon!#X Selected stops: [ActivityPlanner.GetNumPickedPhases] out of [ActivityPlanner.GetNumPickablePhases]#!" + +TRAVEL_MULTI_DESTINATION_SUMMARY:1 "Total travel time: [ActivityPlanner.GetAsTravelPlanner.GetTravelPlanData.GetFinalDestination.GetEstimatedArrivalDate.GetTimeDiffFromNow]." + + locale_window_enter_locale_tooltip:1 "[ActivityLocale.GetDescription]" + + LOCKED_ACCOLADE_SLOT:1 "Unlock more accolades via [innovations|E], [dynasty_perks|E] and higher [title_tiers|E]." + + COST_PER_DAY:0 " a day" + COST_PER_MONTH:0 " a month" + COST_PER_YEAR:0 " a year" + + INSPIRATION_INVESTED_GOLD:0 "[Inspiration.GetInvestedGold] Gold Invested." + + +petition_liege_decision_option_council_seat:0 "Council Appointment. Grant [council|E] seat" +petition_liege_decision_option_pay_debt:0 "Settle Debt. Pay off [debt|E]" +petition_liege_decision_option_war_aid:0 "Military Assistance. Assist in external [war|E]" +petition_liege_decision_option_vassal_war:0 "Realm Peace. Enforce peace with [vassals|E]" +petition_liege_decision_option_faction_war:0 "Dismantle Faction. Break up powerful [faction|E]" +petition_liege_decision_option_county_control:0 "Send Bailiffs. Help raise [county|E] [control|E]" +petition_liege_decision_option_county_convert:0 "Sponsor Priests. Help convert [counties|E]" +petition_liege_decision_option_county_opinion:0 "Royal Visit. Raise [county_opinion|E] in [counties|E]" +petition_liege_decision_option_fortify_border:0 "Fortify Borders. Strengthen your border [counties|E]" +petition_liege_decision_option_title_liege:0 "Grant Claim. Grant [claimed|E] [title|E]" +petition_liege_decision_option_title_vassal:0 "Transfer Claim. Bestow [claimed|E] [title|E] of [vassal|E]" +petition_liege_decision_option_construct_city:0 "Urbanize County. Fund [city|E] [holding|E]" +petition_liege_decision_option_construct_temple:0 "Underwrite Temple. Fund [temple|E] [holding|E]" +petition_liege_decision_option_development:0 "Resettle Subjects. Increase [capital|E] [development|E]" + +pay_homage_decision_option_submission:0 "Demonstrate Submission, Give nothing" +pay_homage_decision_option_gold:0 "...and Bestow Gifts, Give [gold|E]" +pay_homage_decision_option_hook:0 "...and Promise Favor, Give a [hook|E]" +pay_homage_decision_option_contract:0 "...and Increase Obligations, Give [contract|E] obligations" + +CULTURE_WINDOW_CULTURE_HEAD_INFO:0 "Head is the Ruler of this Culture that has the most [CULTURE.GetNameNoTooltip] [counties|E] in their [realm|E] ($COUNT|V$ Counties)" +CULTURE_WINDOW_MY_CULTURE_INFO:1 "You have $COUNT|V$ [CULTURE.GetNameNoTooltip] Counties." + + TRADITION_CATEGORY_DIVERGE_NAME:0 "[TraditionGrouping.GetGroupingName]," + # [GetDataModelSize( TraditionGrouping.GetPossibleTraditions )] items. + + +TAX_COLLECTOR_VALUE_CHANGE_DIFFERENCE: " ([Subtract_CFixedPoint( ValueBreakdown.GetFixedPointValue, TaxCollectorValueChange.GetForCurrentCollector )|+=])" + REALM_WINDOW_DIPLOMACY_TOOLTIP_HOSTAGE: "#T [hostage|E]#! from [CHARACTER.GetShortUIName], \nHindered from declaring [war|E] on [CHARACTER.GetHerHim] because [LEFT_CHARACTER.GetFirstName] is [LEFT_CHARACTER.GetWarden.GetShortUINamePossessive|V] [hostage|E]." + + +### stances ### + + MRW_VASSAL_STANCE_FILTER_ENTRY:0 "[VassalStanceFilter.GetVassalStance.GetNameNoTooltip] ([VassalStanceFilter.GetVassalsCount|V])" + + activity_hunt_host_desc:0 "$BULLET_WITH_TAB$May gain[GetVassalStance( 'glory_hound' ).GetName] [vassal|E] [opinion|E]\n$BULLET_WITH_TAB$May gain Trophy [artifacts|E]\n" + activity_hunt_guest_help_text:1 "[activity_guests|E] will have opportunities to socialize, and, if actively participating, improve their hunting and martial abilities.\n[GetVassalStance( 'glory_hound' ).GetName] [vassals|E] appreciate the sport and will gain [opinion|E].\n$activity_hunt_guest_help_text_party_size$." + AI_VASSAL_STANCE_TT:0 "\n$EFFECT_LIST_BULLET$[vassal_stance|E]: [Character.GetVassalStance.GetName]" + + + task_domestic_affairs_parochial_effect_desc:0 "\n\n[GetVassalStance( 'parochial' ).GetName] [vassal|E] Opinion: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_scale')|1]#!\n(Increases by #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_monthly_increase')|2P]/month up to #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_max')|0P])\n$TAB$Councillor's [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_base')|2]#!" + + courtly_imaginary_friend: "[GetVassalStance( 'courtly' ).GetName] Disapproves of imaginary friends" + +courtly_imaginary_friend_opinion_desc: "[GetVassalStance( 'courtly' ).GetName] Disapproves of imaginary friends" + +ACTIVITY_GUEST_GLORY_HOUND_REASON:0 "[ROOT.Char.GetSheHe|U] is a [GetVassalStance('glory_hound').GetTextIcon][GetVassalStance('glory_hound').GetName] [vassal|E]: $VALUE|=+0$" +ACTIVITY_GUEST_COURTLY_REASON:0 "[ROOT.Char.GetSheHe|U] is a [GetVassalStance('courtly').GetTextIcon][GetVassalStance('glory_hound').GetName] [vassal|E]: $VALUE|=+0$" + +activity_tour_host_desc:1 "$BULLET_WITH_TAB$@control_icon![county_control|E]\n$BULLET_WITH_TAB$@domain_icon![county_opinion|E]\n$BULLET_WITH_TAB$[stress_loss_i][stress|E] Loss\n\n[tour_success|E] Rewards:\n$BULLET_WITH_TAB$Level #V 1#!: [prestige_i|E][prestige|E]\n$BULLET_WITH_TAB$Level #V 2#!: [GetVassalStance( 'parochial' ).GetName] [vassal|E] [opinion|E]\n$BULLET_WITH_TAB$Level #V 3#!: Visited [vassal|E] [opinion|E]\n$BULLET_WITH_TAB$Level #V 4#!: [GetModifier( 'itinerant_liege_modifier' ).GetNameWithTooltip|L] #weak ([character|E])#!\n$BULLET_WITH_TAB$Level #V 5#!: [GetModifier( 'mega_itinerant_liege_modifier' ).GetNameWithTooltip|L] #weak ([character|E])#!" + +activity_wedding_host_desc:0 "$BULLET_WITH_TAB$The selected [spouses|E] get [married|E]\n$BULLET_WITH_TAB$[prestige_i|E][prestige|E]\n$BULLET_WITH_TAB$Guest [opinion|E]\n$BULLET_WITH_TAB$[GetVassalStance( 'courtly' ).GetName] [vassals|E] [opinion|E]\n$BULLET_WITH_TAB$May gain [GetTrait('lifestyle_reveler').GetName( GetNullCharacter )] [trait_level_track_xp|E]\n$BULLET_WITH_TAB$May lose [stress_loss_i][stress|E]\n$BULLET_WITH_TAB$May gain [GetModifier( 'gwedding_magnificent_host_modifier' ).GetNameWithTooltip|L]\n$BULLET_WITH_TAB$May gain [GetModifier( 'gwedding_gracious_host_modifier' ).GetNameWithTooltip|L]" + +favour_skilled_outsiders_decision.tt.upset_elites.courtly_non_heritage: "Every [GetVassalStance( 'courtly' ).GetName] [vassal|E] that does not share their [heritage|E]" + +custom.every_attending_character_but_courtly:2 "Every Non-[GetVassalStance( 'courtly' ).GetName] attending [vassal|E]" + +custom.every_parochial_or_courtly_vassal: "Every [GetVassalStance( 'parochial' ).GetName] or [GetVassalStance( 'courtly' ).GetName] [vassal|E]" +custom.every_zealot_vassal: "Every [GetVassalStance( 'zealot' ).GetName] [vassal|E]" +custom.every_zealot_or_parochial_vassal: "Every [GetVassalStance( 'zealot' ).GetName] or [GetVassalStance( 'parochial' ).GetName] [vassal|E]" +custom.every_courtly_vassal: "Every [GetVassalStance( 'courtly' ).GetName] [vassal|E]" +custom.every_minority_or_parochial_vassal: "Every [GetVassalStance( 'minority' ).GetName] or [GetVassalStance( 'parochial' ).GetName] [vassal|E]" + +activity_feast_host_desc:1 "$BULLET_WITH_TAB$May gain [GetVassalStance( 'courtly' ).GetName] [vassal|E] [opinion|E]\n$BULLET_WITH_TAB$May gain [prestige_i][prestige|E]\n$BULLET_WITH_TAB$Participants may gain attending characters [opinion|E]\n$BULLET_WITH_TAB$Participants may lose [stress_loss_i][stress|E]\n$BULLET_WITH_TAB$Participants may gain the [GetTrait('lifestyle_reveler').GetName( GetNullCharacter )] [trait|E]\n[SelectLocalization( HasDlcFeature( 'royal_court' ), 'activity_feast_amenity_effect', 'blank_line' )]" + + +feast_courses_bad_desc:2 "$EFFECT_LIST_BULLET$ Small [opinion|E] gain\n$EFFECT_LIST_BULLET$ Very small [GetVassalStance( 'courtly' ).GetName] [vassal|E] [opinion|E] gain\n\n#weak With half a dozen or less rounds of dishes, the guests here will surely be full. If not particularly impressed.#!" +feast_courses_normal:0 "Appropriate" +feast_courses_normal_desc:3 "$EFFECT_LIST_BULLET$ Moderate [opinion|E] gain\n$EFFECT_LIST_BULLET$ Moderate [GetVassalStance( 'courtly' ).GetName] [vassal|E] [opinion|E] gain\n\n#weak A feast demands a certain degree of excess volume, and this will match that expectation.#!" +feast_courses_good:0 "Exorbitant" +feast_courses_good_desc:2 "$EFFECT_LIST_BULLET$ Great [opinion|E] gain\n$EFFECT_LIST_BULLET$ Greater [GetVassalStance( 'courtly' ).GetName] [vassal|E] [opinion|E] gain\n\n#weak Over two dozen courses from lands near and far! Traditional fare! Novel fare! Soups! Palate cleansers! Desserts, mains, and more!#!" + + +game_concept_vassal_stance_desc:0 "Every [vassal|E] has a Vassal Stance which affects the [opinion|E] they have with you as their [liege|E], and which [heir|E] they prefer as successor to the [realm|E].\n\nVassals in the same stance will like and dislike the same things. For example; all [GetVassalStance( 'glory_hound' ).GetName] Vassals dislike when you lose [wars|E].\n\nEvery Vassal Stance prefers one specific Heir. Upon succession, each preferred Heir will get an Opinion bonus. If the [primary_heir|E] is not preferred, they will instead get an Opinion penalty.\n\n#low The Vassal Stances are:#!\n$EFFECT_LIST_BULLET$[GetVassalStance( 'courtly' ).GetName]\n$EFFECT_LIST_BULLET$[GetVassalStance( 'parochial' ).GetName]\n$EFFECT_LIST_BULLET$[GetVassalStance( 'glory_hound' ).GetName]\n$EFFECT_LIST_BULLET$[GetVassalStance( 'zealot' ).GetName]\n$EFFECT_LIST_BULLET$[GetVassalStance( 'minority' ).GetName]\n$EFFECT_LIST_BULLET$[GetVassalStance( 'barons_and_minor_landholders' ).GetName]" + + +diarch.succession_offence.unrelated_lowborn.guts:0 "Appointing an unrelated [lowborn|E] will scandalize [Select_CString(ROOT.Char.GetLiege.IsLocalPlayer, 'your', ROOT.Char.GetLiege.GetHerHis )] ([ROOT.Char.GetLiege.MakeScope.ScriptValue('number_of_courtly_vassals')|V0]) [GetVassalStance( 'courtly' ).GetName] [vassals|E], causing them to lose [EmptyScope.ScriptValue('courtly_offence_scandalise_value')|N0] [opinion|E] of [Select_CString(ROOT.Char.GetLiege.IsLocalPlayer, 'you', ROOT.Char.GetLiege.GetHerHim )]" +diarch.succession_offence.related_lowborn:0 "\n\n@warning_icon! #WEAK $diarch.succession_offence.related_lowborn.guts$#!" +diarch.succession_offence.related_lowborn.guts:0 "Appointing a [lowborn|E] [family_member|E] will greatly offend [Select_CString(ROOT.Char.GetLiege.IsLocalPlayer, 'your', ROOT.Char.GetLiege.GetHerHis )] ([ROOT.Char.GetLiege.MakeScope.ScriptValue('number_of_courtly_vassals')|V0]) [GetVassalStance( 'courtly' ).GetName] [vassals|E], causing them to lose [EmptyScope.ScriptValue('courtly_offence_greatly_offend_value')|N0] [opinion|E] of [Select_CString(ROOT.Char.GetLiege.IsLocalPlayer, 'you', ROOT.Char.GetLiege.GetHerHim )]" +diarch.succession_offence.low_succession:0 "\n\n@warning_icon! #WEAK $diarch.succession_offence.low_succession.guts$#!" +diarch.succession_offence.low_succession.guts:0 "[ROOT.Char.GetShortUINamePossessiveNoTooltip|U] pathetic succession score will offend [Select_CString(ROOT.Char.GetLiege.IsLocalPlayer, 'your', ROOT.Char.GetLiege.GetHerHis )] ([ROOT.Char.GetLiege.MakeScope.ScriptValue('number_of_courtly_vassals')|V0]) [GetVassalStance( 'courtly' ).GetName] [vassals|E], causing them to lose [EmptyScope.ScriptValue('courtly_offence_offend_value')|N0] [opinion|E] of [Select_CString(ROOT.Char.GetLiege.IsLocalPlayer, 'you', ROOT.Char.GetLiege.GetHerHim )]" +diarch.succession_offence.medium_succession:0 "\n\n@warning_icon! #WEAK $diarch.succession_offence.medium_succession.guts$#!" +diarch.succession_offence.medium_succession.guts:0 "[ROOT.Char.GetShortUINamePossessiveNoTooltip|U] mediocre succession score will somewhat offend [Select_CString(ROOT.Char.GetLiege.IsLocalPlayer, 'your', ROOT.Char.GetLiege.GetHerHis )] ([ROOT.Char.GetLiege.MakeScope.ScriptValue('number_of_courtly_vassals')|V0]) [GetVassalStance( 'courtly' ).GetName] [vassals|E], causing them to lose [EmptyScope.ScriptValue('courtly_offence_somewhat_offend_value')|N0] [opinion|E] of [Select_CString(ROOT.Char.GetLiege.IsLocalPlayer, 'you', ROOT.Char.GetLiege.GetHerHim )]" +diarch.succession_offence.high_succession:0 "\n\n@warning_icon! #WEAK $diarch.succession_offence.high_succession.guts$#!" + +grant_title_modifier_courtly_lowborn_grant_penalty:0 "Every [GetVassalStance( 'courtly' ).GetName] [vassal|E] ([actor.MakeScope.ScriptValue('number_of_courtly_vassals')|V0]) gains [SCOPE.ScriptValue('courtly_vassal_lowborn_grant_penalty')|+0] [opinion|E] of [actor.GetShortUIName] for #V 10 years#! #weak (Disapproves of Lowborn Grants)#!" + + +courtly_vassal_disapproves_disinheriting:0 "Every [GetVassalStance( 'courtly' ).GetName] [vassal|E] ([actor.MakeScope.ScriptValue('number_of_courtly_vassals')|V0]) loses #N 20#! [opinion|E] of [actor.GetShortUIName] for #V 10 years#! #weak (Disapproves of Disinheriting non-Disputed Heir)#!" + + +task_domestic_affairs_parochial_opinion_modifier:0 "[domestic_affairs|E] ([GetVassalStance( 'parochial' ).GetName])" + + +glory_hound_ai_energy: "[GetVassalStance( 'glory_hound' ).GetName] [personality|E] $player_facing_ai_energy$" +glory_hound_ai_boldness: "[GetVassalStance( 'glory_hound' ).GetName] [personality|E] $player_facing_ai_boldness$" + +zealot_ai_vengefulness: "[GetVassalStance( 'zealot' ).GetName] [personality|E] $player_facing_ai_vengefulness$" +zealot_ai_zeal: "[GetVassalStance( 'zealot' ).GetName] [personality|E] $player_facing_ai_zeal$" +zealot_ai_boldness: "[GetVassalStance( 'zealot' ).GetName] [personality|E] $player_facing_ai_boldness$" + +minority_ai_energy: "[GetVassalStance( 'minority' ).GetName] [personality|E] $player_facing_ai_energy$" + +MRW_VASSAL_STANCE_FILTER_ENTRY:0 " [VassalStanceFilter.GetVassalStance.GetNameNoTooltip] ([VassalStanceFilter.GetVassalsCount|V])" + +guardian_of_heir_parochial_opinion:0 "[GetVassalStance( 'parochial' ).GetName] Guardian of your Heir" +guardian_of_relative_parochial_opinion:0 "[GetVassalStance( 'parochial' ).GetName] Guardian of your Relative" + + +courtly_title_creation_opinion:0 "[GetVassalStance( 'courtly' ).GetName] Approves of [title|E] Creation" +courtly_lowborn_grant_opinion:0 "[GetVassalStance( 'courtly' ).GetName] Disapproves of [lowborn|E] [title|E] Grants" +courtly_disinherit_opinion:0 "[GetVassalStance( 'courtly' ).GetName] Disapproves of [disinheriting|E] non-Disputed Heir" +courtly_court_position_opinion:0 "[GetVassalStance( 'courtly' ).GetName] Approves of [court_position|E]" + +glory_hound_approves_war_victory_opinion:0 "[GetVassalStance( 'glory_hound' ).GetName] Approves of Offensive [victory|E]" +glory_hound_disapproves_war_white_peace_opinion:0 "[GetVassalStance( 'glory_hound' ).GetName] Disapproves of [white_peace|E]" +glory_hound_disapproves_war_defeat_opinion:0 "[GetVassalStance( 'glory_hound' ).GetName] Disapproves of [defeat|E]" +parochial_approves_holding_construction_opinion:0 "[GetVassalStance( 'parochial' ).GetName] Approves of [holding|E] Construction" +parochial_approves_holding_upgrade_opinion:0 "[GetVassalStance( 'parochial' ).GetName] Approves of [holding|E] Upgrade" +parochial_disapproves_strong_war_enemy_opinion:0 "[GetVassalStance( 'parochial' ).GetName] Disapproves of non-trivial [war|E] Declaration" +zealot_approves_temple_construction_opinion:0 "[GetVassalStance( 'zealot' ).GetName] Approves of [temple|E] Construction" +zealot_approves_temple_upgrade_opinion:0 "[GetVassalStance( 'zealot' ).GetName] Approves of [temple|E] Upgrade" +zealot_disapproves_of_asking_hof_for_gold_opinion:0 "[GetVassalStance( 'zealot' ).GetName] Disapproves of asking [head_of_faith|E] for [gold|E]" +zealot_approves_of_learning_language_opinion:0 "[GetVassalStance( 'zealot' ).GetName] Approves of Learning Language" +zealot_approves_of_religious_display_opinion:0 "[GetVassalStance( 'zealot' ).GetName] Approves of Religious Displays" +zealot_disapproves_of_cynicism_opinion:0 "[GetVassalStance( 'zealot' ).GetName] Disapproves of Cynicism" +minority_disapproves_of_conversion_opinion:0 "[GetVassalStance( 'minority' ).GetName] Disapproves of Conversion" +barons_and_minor_landholders_disapproves_baron_revocations_opinion:0 "[GetVassalStance( 'barons_and_minor_landholders' ).GetName]" + +struggle_parameter_struggle_different_culture_more_likely_to_use_minority_stance: "[vassals|E] of a different [culture|E] are more likely to use the [GetVassalStance( 'minority' ).GetName] [vassal_stance|E]" + +courtly_vassal:0 "[GetVassalStance( 'courtly' ).GetName] [vassal|E]" +courtly_vassals:0 "[GetVassalStance( 'courtly' ).GetName] [vassals|E]" + +glory_hound_vassal:0 "[GetVassalStance( 'glory_hound' ).GetName] [vassal|E]" +glory_hound_vassals:0 "[GetVassalStance( 'glory_hound' ).GetName] [vassals|E]" + +parochial_vassal:0 "[GetVassalStance( 'parochial' ).GetName] [vassal|E]" +parochial_vassals:0 "[GetVassalStance( 'parochial' ).GetName] [vassals|E]" + + +zealot_vassal:0 "[GetVassalStance( 'zealot' ).GetName] [vassal|E]" +zealot_vassals:0 "[GetVassalStance( 'zealot' ).GetName] [vassals|E]" + + +minority_vassal:0 "[GetVassalStance( 'minority' ).GetName] [vassal|E]" +minority_vassals:0 "[GetVassalStance( 'minority' ).GetName] [vassals|E]" + +barons_and_minor_landholders_vassal:0 "[GetVassalStance( 'barons_and_minor_landholders' ).GetName] [vassal|E]" +barons_and_minor_landholders_vassals:0 "[GetVassalStance( 'barons_and_minor_landholders' ).GetName] [vassals|E]" + + + house_unity_parameter_unity_multiple_invasions: "[rulers|E] may use the #high Invasion#! [casus_belli|E] once every [EmptyScope.ScriptValue('unity_antagonistic_invasion_cooldown_value')|V0] years" + # for some reason, having a second #! in here turns text gray (it was after the value) + +RULER_DESIGNER_ACHIEVEMENTS_INFO:0 "Achievements are available when you have not used more than $RULER_DESIGNER_POINTS_LIMIT_VALUE$ Points" diff --git a/OCR-Support/localization/polish/replace/replace_tutorial_l_polish.yml b/OCR-Support/localization/polish/replace/replace_tutorial_l_polish.yml new file mode 100644 index 0000000..fe283cc --- /dev/null +++ b/OCR-Support/localization/polish/replace/replace_tutorial_l_polish.yml @@ -0,0 +1,316 @@ +l_polish: + +lesson_basics_welcome:1 "Welcome to Crusader Kings 3" +lesson_welcome_desc:2 "You are a medieval ruler! Your reign may be brief, but through your heirs you can bring your dynasty to prominence. Land is yours for the taking, by way of the sword or through marriage, and clever diplomacy can extend your reach far beyond the wildest dreams of any conqueror...\n\n There is no one way to "win" in this game, only different ways to enjoy your story as it unfolds." + +lesson_basics_paused_intro_desc:1 "Crusader Kings 3 spans hundreds of years and many generations. For now we'll keep the game paused while we walk you through some game concepts." + +lesson_basics_tooltips_in_tooltips:1 "Introduction ($lesson_basics$)" +lesson_basics_tooltips_in_tooltips_desc:2 "$lesson_basics_paused_intro_desc$\nFirst, let's make sure Autohotkey works, because we need it to dismiss tooltips.\nThese are popups with additional information that appear when you place the cursor on certain buttons or values or terms.\nThe only way to dismiss a tooltip is by moving the mouse away. With Autohotkey we can do it by pressing Control D.\nIf you don't have Autohotkey yet, please grab it from the discord server.\nNow, let's practice. On the next page there is a sentence with a tooltip. Place the cursor on it with NVDA divide or NVDA Shift M and rescan the screen to read it." + +game_concept_highlighted_text: " This sentence has a tooltip." +game_concept_highlighted_text_desc:0 "Well done. Tooltips can have tooltips of their own too. For example, many values in the game have tooltips explaining how they are calculated.\nNow, dismiss the tooltip with Control D and continue. You should hear a rustling sound, confirming that the hotkey worked. Sounds can be disabled with Shift F12." + +lesson_basics_autohotkey: "Autohotkey ($lesson_basics$)" +lesson_basics_autohotkey_desc: "Autohotkey also helps us speed up OCR.\nTo click and scan the screen, you can press forward slash. Usually this button is next to Enter.\nThis will move the cursor to the current object, click it, move the cursor away to avoid any tooltips, press Escape to exit OCR results and perform an OCR scan again.\nThis script uses Insert for NVDA actions. If you've disabled Insert, press Control Caps Lock or Control NumPad Insert to assign it as your NVDA key.\nA couple more useful keys:\nShift forward slash: move the cursor without clicking to show a tooltip and scan again.\nControl Shift D: dismiss the tooltip and scan the screen.\nGrav key or backtick: exit OCR results and scan again. This key is usually below Escape.\nMore hotkeys can be found in the escape menu, but you will learn them as we continue.\n\nNote, after you press next, there will be one second delay before the next lesson appears." + +lesson_basics_tooltips_practice:0 "Practice tooltips ($lesson_basics$)" +lesson_basics_tooltips_practice_desc: "[highlighted_text|E]" + +lesson_basics_tooltips_in_tooltips_hover_word_deeper:0 "Follow the instructions." +lesson_basics_web_of_titles_desc:2 "Now, let's talk about the game!\nYou play one of many [characters|E] in this world and hold a duchy of Munster, or a petty Kingdom, as it was called in Ireland. A duchy is a landed title, and titles give you power and control over territory, as well as over other Characters (who may hold titles and land of their own).\n\nThe smallest titles are baronies that grant control over holdings: these can be castles, cities, temples or tribes. Baronies are grouped into counties, counties into duchies, duchies into kingdoms and kingdoms into empires. Not all titles are created at the start of the game, for example, there is no King of Ireland yet (but you might change that)." + +lesson_basics_realm_desc:3 "To view your character, press F one.\nThere is quite a lot of information, and we will gradually walk you through it.\nFor now, try opening the lists of your counties, they are hotkeyed to number one. From there you can use other numbers to switch tabs to holdings, titles or claims.\nOnce you're done, press Home to reopen the tutorial and continue." + +lesson_basics_vassals_map: "Vassals ($lesson_basics_map$)" +lesson_basics_vasals_desc:1 "As you've seen, one of your counties is controlled by a vassal. As a [ruler|E], you can only hold so much land on your own and you will often have other $game_concept_rulers$ helping with the administration of the [realm|E] by holding land ([titles|E]) within your borders, making them your [vassals|E]. You in return are called their liege.\n\nVassals pay a portion of the taxes and levies they get from their holdings to their liege.\n\nBoth you and your vassal are feudal rulers and can only own castle holdings directly, and any cities and temples in your counties are held by mayors and priests. They will always remain loyal to their liege. Only counts and higher can be independent and playable." + +lesson_basics_neighbours: "Adjacent rulers ($lesson_basics_map$)" +lesson_basics_neighbours_desc: "To get some sense of the political map, we can use the list of our neighbours.\nOpen the character window again with F one and Escape if you still have counties open.\nOn the character view, press Control A to open adjacent realms. The list shows where they are located relative to you, how many soldiers they have and what higher title they would be part of. We will talk more about de-jure later.\nYou can click on anyone to open their character window and then continue to their neighbours as well.\nYou'll notice that England is quite large, but they are currently being invaded (by someone with a rather rude nickname).\nYou can open their diplomatic situation with Shift D to learn more." + +lesson_basics_skills_desc:3 "Now let's return to our petty king Murchad and learn more about him.\n[characters|E] have [skills|E], indicating their proficiency within a certain field. Some are great talkers, while others prefer to make their intent clear on the battlefield.\nPress F one to go back to your own character. Then you can press three to jump to the personality section and one to focus on skills.\nYou can place the cursor on each of your skills to see tooltips and learn what contributes to them and what effects they have. Reminder, you can use Shift slash to do it quicker and dismiss with Control D.\n\nThe main Skills are:\n[diplomacy|E]:\nImproving others opinion of you.\n[martial|E]:\nRaising and commanding armies.\n[stewardship|E]:\nManaging your personal lands.\n[intrigue|E]:\nScheming and finding secrets.\n[learning|E]:\nStudying theology and technology.\n[prowess|E]:\nFighting in duels or battles as a knight." + +#[GetPlayer.GetSkill('diplomacy')]. +lesson_basics_traits_1_desc:2 "[characters|E] also have [traits|E], which can affect [skills|E], as well as how they react to things. You can close skills with Escape and press 2 to focus on traits.\n\nYou are:\n$EFFECT_LIST_BULLET$[GetTrait('temperate').GetName( GetNullCharacter )],\n$EFFECT_LIST_BULLET$[GetTrait('wrathful').GetName( GetNullCharacter )],\n$EFFECT_LIST_BULLET$[GetTrait('impatient').GetName( GetNullCharacter )].\nFrom this, you can see that your $game_concept_character$ typically leads a modest life and expects others to do the same, and is quick to anger when they don't.\n\nSome Traits tell you about a $game_concept_character$'s personality, like [GetTrait('fickle').GetName( GetNullCharacter )], [GetTrait('calm').GetName( GetNullCharacter )], or [GetTrait('generous').GetName( GetNullCharacter )]. Other Traits are specific to how a $game_concept_character$ has lived their life, such as an [tutorial_education_trait|E] or [commander_traits|E].\n\nWhen a Character chooses to behave contrary to their personality Traits, it can cause them [stress|E] which can lead to mental breaks and lower health." + +lesson_basics_traits_2_desc:1 "[traits|E] can also impact how other [characters|E] react to you.\n\nSome people are impressed by the [GetTrait('brave').GetName( GetNullCharacter )] Trait, while a [GetTrait('lustful').GetName( GetNullCharacter )] Character is more likely to feature in salacious gossip...\n\nTraits influence other Characters' morality and greed, which can affect both their friendly and hostile actions.\n\n$lesson_basics_opinion_desc$" + +lesson_basics_resources_1:0 "Gold ($lesson_basics_resources$)" +lesson_basics_resources_1_desc:2 "To further your goals you will need [gold|E]. Among other things, $game_concept_gold$ pays for [buildings|E], [armies|E], and bribes. $game_concept_gold$ is collected passively from both your [holdings|E] and your [vassals|E] as [tax|E] at the end of each month. Larger $game_concept_vassals$ and more important $game_concept_holdings$ tend to give more $game_concept_tax$.\n\nHowever, money can't buy everything — certain things can only be achieved by spending the right amount of [prestige|E] or, for religious matters, [piety|E].\n\nYou can quickly access your Gold, Prestige, and Piety by pressing R. Open the tooltip for any of your resources to see how they are produced and spent. Press R again or Escape to close that view.\n" + +lesson_basics_resources_2:0 "Prestige ($lesson_basics_resources$)" +lesson_basics_resources_2_desc:2 "Your [prestige|E] tells you how respected you are. It can be earned passively over time (by holding many [titles|E], for example) or actively (such as by [marrying|E] into prestigious [dynasties|E] or fighting as an [ally|E] in [wars|E]).\n\nWhenever you earn $game_concept_prestige$, you build towards your next [prestige_level|E]. Higher $game_concept_prestige_levels$ make other [characters|E] think better of you and bring powerful ways to wage $game_concept_war$.\n\nSome actions cost $game_concept_prestige$, like declaring $game_concept_war$. These actions allow you to leverage your celebrity for your own benefit, and $game_concept_characters$ won't think less of you for using them.\n\nSpending $game_concept_prestige$ does not affect your $game_concept_prestige_level$ progress, just your current $game_concept_prestige$." + +lesson_basics_resources_3:0 "Piety ($lesson_basics_resources$)" +lesson_basics_resources_3_desc:2 "With a lot of [piety|E], you will have an easier time interacting with your [head_of_faith|E]. As you are $catholic_adherent$, this is the Pope.\n\n$game_concept_piety$ can be gained passively from the [learning|E] [skill|E] and [virtuous|E] [traits|E] or actively from pious actions, such as going on a [pilgrimage|E].\n\nYou also have a [piety_level|E], which builds over time whenever you gain $game_concept_piety$ and can have positive effects for your Character.\n\nSimilar to Prestige, some actions require you to spend $game_concept_piety$, like declaring [holy_wars|E] or creating a new [faith|E].\n\nSpending $game_concept_piety$ like this is normal, and other [characters|E] won't think worse of you for it." + +lesson_basics_lifestyles_1_desc:1 "As well as [traits|E], your [character|E] can also pick a [lifestyle|E]. There are five $game_concept_lifestyles$, one for each skill.\nYou can open lifestyles with Control F.\n\n$game_concept_lifestyles$ represent what you put the most effort into day-to-day, and each one has several [focuses|E] inside relating to it. Every $game_concept_focus$ gives you a unique bonus and makes events associated with that $game_concept_focus$ more likely to happen.\n\nAs time goes by, your [character|E] will earn [lifestyle_experience|E] for maintaining a particular $game_concept_lifestyle$. When you acquire enough $game_concept_lifestyle_experience$, you can select one of that $game_concept_lifestyle$'s [perks|E] from any of its trees.\n\n$game_concept_perks$ represent you practicing and developing yourself over time and offer unique bonuses (like special traits) or unlock $game_concept_lifestyle$-specific mechanics and content (such as the ability to start [GetScheme('abduct').GetTypeName] [schemes|E]).$lesson_basics_lifestyles_2_reuse$" + +lesson_basics_lifestyles_2_desc:3 "Press Control F to open lifestyles.\nSelect any [lifestyle|E] to see its [focuses|E] and perks.\nThen select any focus you like. There is no wrong choice!\nYou may use hotkeys from 1 to 5 to quickly select them.\nThe tutorial will progress automatically on completion." + +lesson_basics_lifestyle_open_window_tt:2 "Press Control F to open lifestyles." + +lesson_basics_interacting_1_desc:1 "Now, having selected a [focus|E], we can move on to other people!\nInteracting with other [characters|E] is key in Crusader Kings 3, and you have many options for how to do so.\n\nYou may have noticed the prompt in the character window, you can click a character's name to interact with them, including your own.\nThis will open a list of potential [interactions|E], such as arranging a [marriage|E] or starting a [scheme|E]. This is also where you start [wars|E], but let's save that for later.\nYou can also right-click character names wherever they appear in other windows to open this menu.\n\nIf the list is large, some interactions may be hidden, so you'll need to press More Actions to show them." + +lesson_basics_open_character_view_tt:0 "1. Open your Character view with F one." +lesson_basics_open_interactions_tt:2 "2. Select your [player_heir|E], with Page Down or Shift F2 (they are at the bottom of the page).\n3. Click their name to see available Interactions." +lesson_basics_send_gift_tt:2 "Confirm a Send Gift Interaction with your $game_concept_heir$" +lesson_basics_interacting_3_desc:1 "Well done! You have successfully increased somebody's [opinion|E] of you. Note that you don't have to keep your heir's opinion quite so high, we're just using it as an example.\n\nOpinion ranges from -100 to +100. Certain Opinion modifiers last forever, like family bonds. Others will wane over time, like the fading memory of receiving a monetary gift...\n\nIf you open your heir's window and place your cursor over his opinion of you, it will show where exactly the various numbers are coming from. Is it due to a marriage alliance, a gift of gold, or simply that they appreciate your honest nature?\n\nIf you close the tutorial, you'll find an update on the screen. Backspace will open the update feed — this is where mildly interesting but non-critical information appears, and goes away after a little while when unpaused." + +lesson_basics_interacting_2_desc:2 "Let's start with the basics — everybody likes gold! Try sending a bribe to your [player_heir|E].\n\nOpen your character with F one.\nFind your Heir, Brian, and open interactions with him. You can do it in two ways:\nright-click his name, you may use backslash for it.\nor select him, you may use Page Down or Shift F2, and click his name in his view.\nFind Send Gift interaction and confirm.\n\nMost [interactions|E] will bring up a second window with details when selected. You can confirm or cancel an action in this window." + + lesson_basics_many_lives_1_desc:2 "Next, let's talk about your [dynasty|E]. As the game goes on, unless your [character|E] meets with an untimely "accident" or terrible disease, they will grow old and, eventually, die.\n\nThe story doesn't end there — it's only [game_over|E] if you do not have an heir of your own Dynasty!\n$lesson_basics_many_lives_2_desc$" +lesson_basics_many_lives_2_desc:5 "As long as your [titles|E] have [heirs|E] of your [dynasty|E], your legacy will live on. When your current [character|E] dies, you simply start playing a new one: the [player_heir|E].\nIn some cases, when you take over your new Character, you may even find that they are responsible for the untimely demise of your previous Ruler...\n\nDepending on the type of [succession|E] your [realm|E] has, your heir will likely be one of your children — perhaps one that you have groomed to [Concept( 'ruler', 'Rule' )|E]?\n\nYou only have one heir right now, but let's look anyway.\nPress F2 to open your realm and three to switch to succession." + +lesson_basics_succession_laws_desc:0 "[succession_laws|E] determine how all [titles|E] and resources are divided between [heirs|E] when a [character|E] dies.\n\nAt this time period, most rulers use partition, and if you have multiple heirs, this view will describe how the titles will be partitioned between them.\nDon't worry, you'll be able to reclaim them, either by force or diplomatic means, and later in the game you can change succession laws away from partition.\n\nOf course, you could instead ally your siblings and grow your dynasty together." + + +lesson_basics_succession_tab_tt:0 "Inspect the Succession tab." +lesson_basics_renown_desc:2 "As a member of a [dynasty|E], you also have [dynasty_prestige|E]. Shared by everyone in your $game_concept_dynasty$, $game_concept_dynasty_prestige$ grows in several different ways and reflects how famous (or infamous) your Dynasty is, rather than just you.\n\nIncreasing your $game_concept_dynasty_prestige$ will echo down the generations for your descendants, raising your [dynasty_prestige_level|E]. As the [dynast|E] (the most powerful member of your $game_concept_dynasty$), Renown will allow you to unlock [dynasty_perks|E] that will benefit all of your kin.\n\nYou can press F one and then H to open your House window.\nThere, you can press Enter to open legacies. You can't unlock any yet but feel free to look through them.\n\nNote that you can use number keys to quickly choose legacies, but only the first 5 numbers are available as hotkeys. Same applies throughout the game, whenever you find numbered lists." + +lesson_basics_open_interactions_marriage_tt:0 "Right-click on Character's name." +lesson_basics_open_interactions_marriage_alt_tt:0 "Right-click on an unmarried Character." +lesson_basics_marriage_view_tt:1 "Select Find Spouse." + + + lesson_basics_marriage_concept_1_desc:1 "[Select_CString(GetPlayer.GetPrimarySpouseOrBetrothed.IsValid, 'While your Character is already married, let us walk you through the steps involved.', 'Let us get married!')]\nTo ensure the future of your [dynasty|E], you need family members. Getting [married|E] is a good start, but we cannot promise that you will marry for love.\n\nFor unmarried Characters in your [domain|E], including yourself, you can set up [marriages|E] (or [betrothals|E]) by opening interactions and choosing Find Spouse or Arrange Marriage.\n\nThe two options behave differently:\nFind Spouse opens a list of all potential [spouses|E] whose lieges would accept the marriage — they hail from [courts|E] all over the world!\n\nArrange Marriage is limited to people from the [court|E] of the Character you clicked. It can be useful for match-making between your [courtiers|E] or for setting up a specific marriage [alliance|E]. For now, Find Spouse is more relevant for our purposes." + + lesson_basics_find_spouse_concept_desc: "To find a spouse, open your character view with F one.\nClick your name and select Find Spouse or click on the prompt 'Unmarried, find Spouse' below.\n\nThe list will have many many options, but you can use sorting and filters to find your one true love.\nThere are a few factors to consider:\nin the early game, an alliance with someone strong nearby is useful, as you can call them to your wars.\nA younger spouse would produce more children, which you could marry off for more alliances (although more heirs would mean the realm will split more on your death).\nIf the spouse has any [congenital|e] traits, meaning inheritable, like quick or handsome, your children could be born with them too. They will appear first in the list of traits.\nFinally, a spouse with high skills would aid you in managing your realm.\n\nOnce you make the choice (we know, it may be hard), a preview will open where you can confirm the marriage with Enter or go back with B.\n[Select_CString(GetPlayer.GetPrimarySpouseOrBetrothed.IsValid, 'Your Character is already married — good job', 'It usually takes a few days for the other ruler to answer but we will make it instant for the tutorial' )]." + +lesson_basics_marriage_final_notes_desc:3 "Excellent! May you live long and happily together!\n\nYou may have noticed the popup message at the top of the screen — popups deliver quick-fire information that is relevant to you or your Character. [marriages|E] are also usually accompanied by an Event as your potential [spouse|E]'s [liege|E] accepts (or rejects) your offer with a letter. There are different kinds of events and they are critical to shaping your destiny, so keep an eye out for them!\n\nYou can also Find Spouse for your son. As soon as he is married, he can start producing members of your family (and [heirs|E] to your [titles|E] who are of your [dynasty|E])." + + + +### Titles ### +lesson_basics_dynasty_and_house: "De jure titles" +lesson_basics_de_jure_titles: "Title window" +lesson_basics_de_jure_cbs: "Kingdom titles" +lesson_basics_dynasty_and_house_desc:0 "In the future, you might end up inheriting [titles|E] (along with land and [vassals|E]) from your relatives. The game will inform you when you're close in the line of succession.\n\nNot everyone in your [dynasty|E] will be land owners, but every plot of land on the map has an owner.\nMost [titles|E] belong in a pyramid-like hierarchy, according to their $game_concept_title$ [title_tier|E]:\n\nAt the bottom is [barony|E], then [county|E], [duchy|E], [kingdom|E], and finally [empire|E].\n\nEvery $game_concept_title$ is legally, or "de jure" part of a $game_concept_title$ one $game_concept_title_tier$ up the chain, for example each $game_concept_county$ is thus part of a $game_concept_duchy$. We say "legally" because a king is not always in control of all the [titles|E] that his [kingdom|E] is "supposed" to contain within its borders.\n\nIf this [de_jure|E] hierarchy has been broken it is often possible to declare war over errant territories. Like, it is in your case." + +lesson_basics_de_jure_titles_desc:4 "Open your character with F one and press T or click on the line Duke of Munster. This will open the title window for your duchy, or petty kingdom. Many titles have such dynamic names, like Emirate or Earldom.\n\nThis window says how many counties in the title you control and shows other claimants. In the future you can invite claimants on other titles and declare wars for their claims, so they will become your vassals (as long as your title is a higher rank).\n\nSecond tab shows the de jure hierarchy of the title. Earldom of Desmond is supposed to belong to it, which lets you vassalize the Earl of Desmond, either through war or diplomacy. We will do this a few lessons later, for now let's explore the de jure structure around Ireland." + +lesson_basics_de_jure_cbs_desc: "Select the de jure parent of your duchy, Kingdom of Ireland.\nYou can press Page Up or Shift F one to do it quickly.\nDe jure tab shows duchies inside it, while counties tab lists all individual counties.\nOn the general tab you'll see the requirements to form it. You only need the majority of de jure counties in a title to create it, 8 out of 14 in this case, plus another duchy. Consider this your goal for the tutorial.\n\nSimilar to adjacent rulers, you can open adjacent titles, with Control A. Feel free to browse around de jure kingdoms or check out de jure empires, by going one level higher with Page Up or Shift F one.\nIn the next lesson, we will return down to earth and interact with counties." + +lesson_basics_change_map_mode_1_tt:1 "Select your capital with Shift+S." +lesson_basics_change_map_mode_2_tt:0 "Select Petty Kingdom of Munster." + +##### holdings #### + +lesson_basics_holdings_and_buildings_desc:3 "Before we start any conquests, let's develop our own land.\nPress Shift S to select your capital.\nThis county window shows both the castle itself and the county it's in.\nYou can switch between other holdings in it with number keys.\n\nLike with titles, you can open adjacent counties with Control A and explore the map this way. You can even select adjacent seas or rivers!\n\nOnce you return to the capital, press E to open buildings.\nHoldings can have a number of buildings that you can construct and upgrade, depending on the [holding_type|E], terrain and inventions of your culture.\n\nWe suggest you start by upgrading the $building_curtain_walls_01$." + + lesson_basics_buildings_complete_desc:1 "Well done! It will take some time for the [building|E] to be ready though — $cn_luimneach$ wasn't built in a day...\nBut we can speed it up! Return to the main county view and press T to open tasks.\n\nThis menu lists what your councilors can do here and some other options. If you select Increase development, it will also improve construction speed, reducing the wait by about a year.\nIt would abort your steward's current task and reduce your taxes slightly but it is often worth it. We will talk about councilors more in a couple of lessons.\n\nOnce your construction is completed, you will receive the benefits of the Building or Upgrade you chose and could start another. Each holding can only construct one building at a time." + +lesson_basics_start_construction_tt:1 "Select your capital with Shift S, press E to open buildings.\nSelect $building_curtain_walls_01$ and confirm the Upgrade" + +lesson_basics_taxes_desc:1 "Every [holding|E] provides [taxes|E] to their [holder|E]. If that Holder is a [vassal|E], they will in turn pay Taxes to their [liege|E], according to their obligations.\n\nTaxes are your main source of [gold|E] [income|E]!\nRaising development level in a county slightly increases taxes, while being at [war|E] can reduce the level of [control|E], which in turn will reduce taxes.\n\nYou can open your Realm window with F2 to see how much you gain from your domain and from vassals.\nFirst tab, domain, shows the list of your counties and holdings in them.\nAnother quick way to access holdings is to open the Outliner with O and click Domain Holdings category to expand it." + +lesson_basics_domain_1: "Realm and Domain" + + lesson_basics_domain_1_desc:3 "Your [realm|E] is the complete body of land and [titles|E] that you control, including the areas held by your [vassals|E]. Right now, for you, this means the [counties|E] of $c_ennis$, $c_thomond$ and $c_ormond$.\n\nWhen [domain|E] is used, we are instead referring to the land that you own personally, without $game_concept_vassals$: $c_ennis$ and $c_thomond$.\n\nSome things that happen will only affect your [domain|E] ($c_ennis$ and $c_thomond$), while other things will impact your entire [realm|E], the [duchy|E] (or 'Petty Kingdom') of Munster.\n\nNote that there is a limit to how much land you can hold personally, before you start incurring penalties: the [domain_limit|E]. You can look it up quickly by pressing R or in the F2 Realm window.\n\nWhen you go above your Domain Limit, it can be a good idea to use the Grant Title interaction on [characters|E] you are friendly with, making them your [vassals|E].\n\nAs you have no spare titles to give away, you cannot currently do this, but you would otherwise find it in the $game_concept_character$ menu, visible when right-clicking on a $game_concept_character$." + +#### Vassals #### + + lesson_basics_vassals_concept_desc:3 "As a [ruler|E], you are likely to be the [liege|E] of at least one [vassal|E]. These are $game_concept_rulers$ who have sworn fealty to you and are thus part of your [realm|E].\n\nVassals supply you with [gold|E] ([taxes|E]) and soldiers ([levies|E]).\n\nIt is possible to both be a $game_concept_liege$ and a $game_concept_vassal$ at once." + +lesson_basics_vassals_concept_great_job_desc:2 "Press F2 to open your realm and 2 to switch to vassals.\n\nThis is a list of your current [vassals|E], along with some additional information about them.\n Come here for an overview of things, such as your Vassals' current [opinion|E] of you, which of them are considered powerful and the levels of [taxes|E] and [levies|E] they are providing.\n\nYou can click on a vassal's taxes to open the vassal contract or right-click their name and use the Modify Vassal Contract interaction.\nThere you can change how much they provide, but you can only change each contract once per your life.\n\nVassals expect contracts to be fair, so if you want to raise taxes, it's better to offer something in return, like lower levies or a privilege, like war declarations.\n\nOtherwise you would incur a Tyranny opinion penalty, although it can be avoided with a hook. We will touch on hooks later.\n\nSince your vassal of Ormond only provides 50 men, it may be worth asking him for extra gold instead." + +lesson_basics_happy_vassals_desc:2 "It's worthwhile keeping your [vassals|E] happy — this keeps them out of [schemes|E] and [factions|E] against you.\n\nNo matter how mighty a [ruler|E] your [character|E] is, if your [realm|E] unites against you, either to [depose|E] you through [war|E] or just to [GetScheme('murder').GetTypeName] you while you sleep, your reign is bound to be cut short.\n\nSome of your Vassals might serve on your [council|E], making their [opinion|E] extra important, as they will be trusted with [councillor_tasks|E].\n\nThere is a limit to how many [vassals|E] you can comfortably be in charge of before your [realm|E] becomes unwieldy. Going beyond this [vassal_limit|E] affects [taxes|E] and [levies|E] provided to you.\n\nThis doesn't matter for the tutorial, but once you grow large and exceed the limit, consolidate by having duke vassals and transferring count vassals to them. This can be done with a Grant Vassal character interaction.\nYou'll be able to create a duchy title and grant it to a count to make them a duke, via Grant Titles interaction." + +lesson_basics_domain_2_desc:2 "Note that there is a limit to how much land you can hold personally, before you start incurring penalties: the [domain_limit|E]. Press R to see it.\n\n When you go above your Domain Limit, it can be a good idea to use the Grant Title interaction on [characters|E] you are friendly with, making them your [vassals|E].\n\nAs you have no spare titles to give away, you cannot currently do this, but you would otherwise find it in the $game_concept_character$ menu, visible when right-clicking on a $game_concept_character$." + +### COUNCIL ### + +lesson_basics_council_concept_desc:1 "Managing a [realm|E] is a lot of work. As a [ruler|E], you have the help of your [council|E].\nPress F4 to open the Council.\n\nThere is a Council position corresponding to each [skill|E], and married [rulers|E] will also have their [spouse|E] assisting them.\n\nYou can appoint either [vassals|E] or members of your [court|E] to act as your trusted advisors in the council.\nBeing a Councillor is a prestigious position — [powerful_vassals|E] expect to be appointed and will be unhappy if left out.\n\n[councillors|E] can be set to work, and they all do different things. They can convert faith and culture in a county, improve relations with other rulers or raise your taxes and levies.\n\nSelect a councilor to see more details and read the tooltips for their tasks." + +lesson_basics_council_view_tt:1 "Open the Council view with F4." +lesson_basics_council_tasks_desc:1 "Note that some tasks are used on a specific county or character, like Increase Development that we've mentioned earlier. They are better used from the Task menu in the county view, but here you can preview their effects in the tooltip.\n\nOne such task you'll often use is your Bishop's Fabricate Claim, which is the primary way of expansion. You can select any county controlled by another character, open Tasks and fabricate a claim on it, which will allow you to declare war for that county, once the task is complete.\n\nNote that Bishop is the local name for the position, the more general term is Court Chaplain.\n\nSince you are Catholic, you cannot manually change your Bishop, unlike other councillors. Instead he is appointed by the Pope and you can only pray that you'll receive a skilled character. Unless, that is, you make an unwanted Bishop disappear with a quiet murder scheme..." + + +#### schemes #### + +lesson_basics_schemes_concept_desc:4 "[schemes|E] are long term actions, aimed at another Character. You can find them in character interactions. They can have hostile goals, like trying to [GetScheme('murder').GetTypeName] or [GetScheme('abduct').GetTypeName] your target, or be more wholesome, such as the [GetScheme('befriend').GetTypeName] Scheme.\n\nA good time to use a [scheme|E] might be when you find the [line_of_succession|E] to not be as clear-cut and favorable as you'd like — one way to get ahead is to simply remove the competition.\n\nQuietly, and with no witnesses.\n\nA [GetScheme('murder').GetTypeName] attempt comes with a risk of discovery. If your attempt goes awry, it will make your [character|E] unpopular — especially with your intended target." + +lesson_basics_schemes_murder:0 "$lesson_basics_schemes_concept$" +lesson_basics_schemes_murder_desc:3 "A good time to use a [scheme|E] might be when you find the [line_of_succession|E] to not be as clear-cut and favorable as you'd like — one way to get ahead is to simply remove the competition.\n\nQuietly, and with no witnesses.\n\nA [GetScheme('murder').GetTypeName] attempt comes with a risk of discovery. If your attempt goes awry, it will make your [character|E] unpopular — especially with your intended target." + +lesson_basics_schemes_sway_desc:0 "The Sway [scheme|E] is made for increasing the [opinion|E] someone has of your Character. Let's try it!\n\nThe opinion of your bishop determines whether he pays you taxes and levies. While he isn't shown as your vassal, he does control all the temple holdings in your realm and pays you a portion of income if he endorses you, i.e. has positive opinion of you.\n\nThe council window says whether he endorses you or not." +tutorial_basic_schemes_start_swaying_tt:2 "Open council with F4,\nRight-click your $councillor_court_chaplain_theocrat_duchy$'s name and choose Sway (Scheme).\nAlternatively, open his character view and click the name there to open interactions.\nConfirm the scheme" + + lesson_basics_hooks_desc:3 "Sometimes [schemes|E] can give rise to [secrets|E] — if you catch someone trying to commit [GetScheme('murder').GetTypeName], it's probably in their best interests to make sure you keep it quiet.\n\nYou can also [blackmail|E] them, to gain a [hook|E]! $game_concept_hooks$ represent a favor you can call in or a hold you have over a particular [character|E], letting you encourage (or force) them to do your bidding.\n\nHooks and secrets are displayed in the Intrigue window, F6, second tab.\n\nAs you play, you'll find many different ways to gain and use $game_concept_hooks$. Experiment with them!" + +lesson_basics_intrigue_view_tt:0 "Open the Intrigue view with F6." +lesson_basics_schemes_tab_tt:1 "Inspect the Schemes tab (it should be open by default)." +lesson_basics_schemes_sway_complete_desc:2 "Excellent! Once set in motion, your [scheme|E] will slowly progress over time.\n\nYou can see active schemes by pressing F6, in the intrigue window.\nThere you can also cancel a scheme by pressing Abandon Scheme.\nSchemes are also listed on the main screen, shown when you minimize the tutorial.\n\nThe time it takes to finish a scheme is based on its [success_chance|E], which can be affected by relevant [skills|E] — in this case by your [diplomacy|E]." + + +# lesson_basics_culture_elements_desc:0 "A [culture|E] is defined by its [ethos|E], [culture_pillars|E], and [traditions|E]. Each determines various benefits or penalties to all members of the Culture.\n\nThe Ethos describes the core values of a Culture, and cannot be changed. It is the main determiner of what Traditions are available to a Culture. [SelectLocalization( GetPlayer.IsValid, 'lesson_basics_culture_elements_desc_INGAME', '' )]\n\n Cultural Pillars reflect the origins of a Culture, and also cannot be changed. They have a strong impact on the [cultural_acceptance|E] of other cultures, but otherwise are of lesser importance than the Ethos.\n\nThe Traditions of a Culture are more flexible, but can still be incredibly important to a culture. Unlike the Ethos and Pillars, Traditions can be changed by the Culture Head, which is our next topic." + +### war ### + +lesson_basics_warfare_desc:1 "[war|E] is an essential part of Crusader Kings 3. There are many concepts to cover, but for now, let's touch briefly on some of them.\n\nPress F3 to view and manage your military.\nAll wars are fought by [armies|E], through battles and sieges.\n\nMost of your soldiers will come from [levies|E], but you can expand your $game_concept_army$ by employing [men_at_arms|E].\nIt can be very useful to hire at least one regiment of mangonels, to make sieges faster. Try it, you can press T to create a new MAA (men at arms) unit.\nIf things get really tough, you can also hire [mercenaries|E] — provided you have the [gold|E]." + +lesson_basics_military_view_tt:1 "Open the Military view with F3." +lesson_basics_rally_points_desc:2 "You can only declare war with no armies raised.\n\nOnce a [war|E] starts, you can raise all troops with a single click of "$RAISE_ALL$" button that will appear on the main screen along with a button showing the current war.\nYou can of course $RAISE_ALL$ from the Military window.\n\nBy default, they will be raised at your capital, that's where your [rally_point|E] is. You can move the rally point or add another.\nRaised troops cost more gold to maintain, so be mindful of your finances.\n\nWhen a $game_concept_war$ is over, you have to disband your soldiers before starting another $game_concept_war$." + +lesson_basics_casus_belli_desc:1 "To start a [war|E], you'll need a legitimate reason, a [casus_belli|E], against another [ruler|E].\n\nThere are various ways to obtain a $game_concept_casus_belli$: you might have [de_jure|E] [titles|E] that make you the [rightful_liege|E] of your target, you might inherit [claims|E], or you could pursue [holy_wars|E] against nearby infidels.\n\nAlthough these are the most common, there are dozens of different types of $game_concept_casus_belli$ for you to discover and use as you play!\n\nThe easiest and most straightforward way to acquire $game_concept_claims$ is to use [fabricate_claim|E]. This is something your [court_chaplain|E] sees to, and as we've seen, you can access his task in the county window." + +#### + +lesson_basics_pausing_2_desc:1 "Soon, we'll let you unpause the game! There are just a few things to go over first.\n\nFirst, there are five different speeds available.\nPress plus and minus keys to increase and decrease speed or X and Z.\nNumber keys from 1 to 5 set a specific speed, as long as you don't have a window open that also uses them as shortcuts.\n\nIf you close the tutorial, the speed is stated at the bottom of the screen.\nYou can change the speed and pause whenever you want.\n\nSecondly, for certain important events, the game will auto-pause for you.\n\nThere's nothing wrong with playing at lower speeds, increasing the speed when things are quiet or slowing it down when you go to war.\nBe aware that speed 5 is as fast as your hardware can manage, so time can zip by very fast." + +lesson_basics_pausing_3_desc:2 "To start the ticking of time, close this window and press space to unpause the game\nYou will hear a tick for each day passed and a louder metallic sound when a month ends.\nYou can adjust the sounds in the Escape menu, mod settings.\n\nOnce you unpause, days, months, and years will go by. Armies instructed to march will move, events will occur on screen, letters will be sent, and [characters|E] will age.\n\nFind a speed that is comfortable for you — you can always change it later." + + + #### + +lesson_declare_war_step_1_desc:1 "Now, as a first task, let's remind your neighbor, the Earl of $c_desmond$, who his [rightful_liege|E] truly is... \n\nUsing the character interaction system, declare war on the [ruler|E] of $c_desmond$ and we will walk you through what happens in the flow of a war.\n\nYou can quick-save with Control S. Wait a second and you'll hear a whoosh as a confirmation." + +lesson_declare_war_tt:1 "Open your character with F1 and adjacent rulers with Control A.\nRight-click Desmond or select him and click his name to open interactions.\nSelect declare war and choose any of the two casus belli, right now they are functionally the same. Then confirm" + +lesson_raise_troops_step_1_desc:2 "You have successfully declared [war|E]!\nIf you have an ally, you can call them via a Call to War interaction. To find your ally quickly, return to your character view, open diplomacy with Shift D and select "allied to" entry. The interaction may be hidden inside the 2 more actions.\n\nNext, you should rally your [armies|E]. A button has appeared on the main screen to help you, but you can also do this from your Military view. Once you press it, it will automatically select your army.\n\nWherever your [rally_point|E] is (in this case, $c_thomond$), that's where your [army|E] will gather and await your orders.\n\nNote: you will need to press the Spacebar to unpause for your $game_concept_army$ to gather more than a handful of men. Leave it for a few days, and the Army will be at full strength!\nYou can always select your first army with U. When you have multiple, press O to open the outliner and select other armies and see allies and enemies." + +lesson_army_movement_tt: "Order your army to move and unpause" + +lesson_army_movement_step_1_desc:2 "With your army selected, you will see a list of hostile forts - or one in this case, the capital - these are castle holdings in your enemy's counties that you need to siege.\n\nTo move your army, press F or click on the closest hostile fort.\nIt will pan the camera to it. Then you can press Control 2, so Autohotkey right-clicks in the center of the screen or OCR the screen and right-click manually on the prompt.\nYou will hear a metallic sound and Autohotkey will ding to confirm the click. You can disable its sounds with Shift F12.\n\nThen unpause and let your army move. When it reaches a hostile fort, it will start the siege automatically.\nIf you order your $game_concept_army$ across water, it will [embark|E], turning into a [fleet|E]. For now, let's stay on land.\n\nNote that the enemy might raise their troops as you are marching. Pause after a few days and check if your army window sees any enemies. Once your armies meet, they will battle!" + +lesson_siege_mechanics_step_1_desc:3 "Your [army|E] is attacking an enemy [holding|E]!\n\nYou need to win $game_concept_sieges$ to win most wars, as they increase your [war_score|E].\n\nSelect your army and press Enter to open the siege.\nWhenever a $game_concept_siege$ is won (it takes a few rounds of attack), the area will become [occupied|E]." + +lesson_losing_wars_step_1:0 "Looming Defeat" +lesson_losing_wars_step_1_desc:2 "This [war|E] is not going well! It might be time to sue for [white_peace|E].\n\nWhile #EMP this#! $game_concept_war$ might be a lost cause, there is no harm in accepting defeat and living to fight another day. Close this window, press Shift W and choose #TUT_KW White Peace#! (or #TUT_KW Surrender#!, if White Peace is unavailable)." + +lesson_war_final_notes_reuse:1 "\n\n#TUT The tutorial lessons end here. However, pieces of Advice will still occasionally appear as alerts. Click these Advice alerts to learn more about certain situations or systems that you are dealing with!\n\nNote that they have not been rewritten yet and might refer to unmodded interface elements.\nThey will be updated soon.\n\nFeel free to ask any questions in the discord, people will be happy to help you.\nThank you for staying with us and good luck!#!" + +lesson_guided_final_notes_mission_step_1_desc:3 "There are many things you could do now that you have dipped your toes in some of the essential systems — Crusader Kings 3 is about setting your own goals.\n\nIf you want a suggestion, we recommend you try to become the King or Queen of all $k_ireland$! [war|E] is not the only way, either...\n\nOr you can click the suggestions button up top, hotkeyed to Tab, and see if anything there strikes your fancy!" + +lesson_battle_mechanics_step_1_desc:2 "The outcome of a [battle|E] between two [armies|E] depends on a number of things: the number of [levies|E] both sides have, which (if any) [men_at_arms|E] either side is using, the [commanders|E] involved, and even the [terrain|E] you're fighting in.\n\nIf you close the battle view, press U to select your army and it will show the battle.\nOnce the battle ends, an alert will appear, saying Victory or Defeat. Clicking on it will show detailed results of the fighting." + +lesson_warscore_step_1_desc:1 "To get an idea of who is winning in a [war|E], check the war button on the main screen. The percentage is your war score, it goes from -100 to +100, and changes based on [battles|E] and [sieges|E] won or lost, as well as territory occupied. Click on it to open war overview or press Shift W.\n\nAt 100 $game_concept_war_score$, you can force the other side to accept your [peace_offer|E].\n\nConversely, at-100 $game_concept_war_score$,they can force you to accept their [peace_offer|E]." + +lesson_warscore_step_2_desc:6 "All [wars|E] end in one of three ways:\n$EFFECT_LIST_BULLET$[victory|E]\n$EFFECT_LIST_BULLET$[white_peace|E]\n$EFFECT_LIST_BULLET$[defeat|E]\n\nThe exact consequences of any of these change depending on the [casus_belli|E].\n\nYou can preview the results by opening the war overview and selecting Enforce Demands or one of the other options.\nFor now you should probably just wait until the enemy capital is fully sieged. Your enemy will likely attack you again, in hopes to reduce your numbers so you can't siege. If that happens, hire mercenaries." + +lesson_winning_wars_step_1_desc:3 "Your [war_score] is at #P +100%#!!\n\nYou are now able to enforce your demands. Close this window and press Shift W. It will automatically select Enforce Demands." + +# tutorial_lesson_button_skip:2 "Skip Lesson." +# tutorial_lesson_button_next:2 "Next." +# tutorial_lesson_button_continue:0 "Continue." + +tutorial_lesson_button_complete:2 "I Understand" +tutorial_lesson_button_read_later:1 "Read Later." +tutorial_lesson_button_refuse:1 "Never!" +tutorial_lesson_button_explain:1 "Do Explain." +tutorial_lesson_button_excellent:1 "Excellent." +tutorial_lesson_button_elaborate:1 "Tell Me More." +# tutorial_lesson_button_back:1 "Back." +tutorial_lesson_button_repeat_step:2 "Show Me Again" +tutorial_lesson_button_come_again:1 "Please, Repeat." +TUTORIAL_STEP_INSTRUCTIONS:1 " To continue:" +skip_to_next_topic:1 "Skip ahead to next topic." + +lesson_step_1_of_2:0 "1 out of 2" +lesson_step_2_of_2:0 "2 out of 2" +lesson_step_1_of_3:0 "1 out of 3" +lesson_step_2_of_3:0 "2 out of 3" +lesson_step_3_of_3:0 "3 out of 3" +lesson_step_1_of_4:0 "1 out of 4" +lesson_step_2_of_4:0 "2 out of 4" +lesson_step_3_of_4:0 "3 out of 4" +lesson_step_4_of_4:0 "4 out of 4" +lesson_step_1_of_5:0 "1 out of 5" +lesson_step_2_of_5:0 "2 out of 5" +lesson_step_3_of_5:0 "3 out of 5" +lesson_step_4_of_5:0 "4 out of 5" +lesson_step_5_of_5:0 "5 out of 5" +lesson_step_1_of_6:0 "1 out of 6" +lesson_step_2_of_6:0 "2 out of 6" +lesson_step_3_of_6:0 "3 out of 6" +lesson_step_4_of_6:0 "4 out of 6" +lesson_step_5_of_6:0 "5 out of 6" +lesson_step_6_of_6:0 "6 out of 6" +lesson_step_1_of_7:0 "1 out of 7" +lesson_step_2_of_7:0 "2 out of 7" +lesson_step_3_of_7:0 "3 out of 7" +lesson_step_4_of_7:0 "4 out of 7" +lesson_step_5_of_7:0 "5 out of 7" +lesson_step_6_of_7:0 "6 out of 7" +lesson_step_7_of_7:0 "7 out of 7" +lesson_step_1_of_8:0 "1 out of 8" +lesson_step_2_of_8:0 "2 out of 8" +lesson_step_3_of_8:0 "3 out of 8" +lesson_step_4_of_8:0 "4 out of 8" +lesson_step_5_of_8:0 "5 out of 8" +lesson_step_6_of_8:0 "6 out of 8" +lesson_step_7_of_8:0 "7 out of 8" +lesson_step_8_of_8:0 "8 out of 8" +lesson_step_1_of_9:0 "1 out of 9" +lesson_step_2_of_9:0 "2 out of 9" +lesson_step_3_of_9:0 "3 out of 9" +lesson_step_4_of_9:0 "4 out of 9" +lesson_step_5_of_9:0 "5 out of 9" +lesson_step_6_of_9:0 "6 out of 9" +lesson_step_7_of_9:0 "7 out of 9" +lesson_step_8_of_9:0 "8 out of 9" +lesson_step_9_of_9:0 "9 out of 9" +lesson_step_1_of_10:0 "1 out of 10" +lesson_step_2_of_10:0 "2 out of 10" +lesson_step_3_of_10:0 "3 out of 10" +lesson_step_4_of_10:0 "4 out of 10" +lesson_step_5_of_10:0 "5 out of 10" +lesson_step_6_of_10:0 "6 out of 10" +lesson_step_7_of_10:0 "7 out of 10" +lesson_step_8_of_10:0 "8 out of 10" +lesson_step_9_of_10:0 "9 out of 10" +lesson_step_10_of_10:0 "10 out of 10" + +# names +lesson_basics:0 "Basics" +lesson_basics_map:0 "Map" +lesson_basics_character:0 "Character" +lesson_basics_resources:0 "Resources" +lesson_basics_lifestyles:0 "Lifestyle" +lesson_basics_interacting:0 "Interacting" +lesson_basics_succession:0 "Dynasty" +lesson_basics_marriage:0 "Marriage" +lesson_basics_titles:0 "Titles" +lesson_basics_holdings:0 "Holdings" +lesson_basics_vassals:0 "Vassals" +lesson_basics_domain:0 "Domain" +lesson_basics_council:0 "Council" +lesson_basics_schemes:0 "Schemes" +lesson_basics_culture:1 "Culture" # advice now +lesson_basics_religion:1 "Religion" # advice now +lesson_basics_war:2 "War" +lesson_basics_unpause:2 "Unpausing" + +lesson_declare_war:0 "Declare War" +lesson_raise_troops:0 "Raise Armies" +lesson_army_movement:0 "Army Movement" +lesson_army_purpose:0 "Army Purpose" +lesson_battle_mechanics:0 "Battles" +lesson_siege_mechanics:0 "Sieges" +lesson_warscore:0 "Warscore" +lesson_winning_wars:0 "Winning Wars" +lesson_losing_wars:0 "Losing Wars" +ongoing_wars: "ongoing wars" +holy_orders: "holy orders" +click_to_open_lesson:1 "" + + +GAMESETUP_TUTORIAL_PROMPT_HEADER:1 "Welcome to Crusader Kings 3" +GAMESETUP_TUTORIAL_PROMPT_INTRO:0 "This is a deep strategy game of dynasties and intrigue!" +GAMESETUP_TUTORIAL_PROMPT_RECOMMEND:0 "If you are new, we strongly recommend you play the tutorial, which is fully accessible and covers how the mod works as well." +GAMESETUP_TUTORIAL_PROMPT_ABOUT_RULER:0 "In the tutorial, you will start as $bookmark_rags_to_riches_petty_king_murchad$, a Ruler in Ireland. Lead your family and Dynasty to defeat your enemies and become King of Ireland!" +GAMESETUP_TUTORIAL_PROMPT_ASK:0 "Learn the game as $bookmark_rags_to_riches_petty_king_murchad$?" + +reactive_advice_encyclopedia_desc:0 "Crusader Kings 3 has many concepts and terms that you can learn about. If you find yourself wondering about a game concept, you can open the Encyclopedia with F10.\n\n#TUT The 'Tutorial Lessons' category of the Encyclopedia lists many sections of the tutorial, in case you ever need to refresh your memory. #!" + +### 1.12 +ra_legitimacy_2_desc: "Your [legitimacy_level|E] is listed in resources, hotkey R, and a more detailed view in your character window, hotkey F one, L.\nIt contains information on your [legitimacy_level|E], your [legitimacy_expectations|E], how much [legitimacy|E] you currently have and also the current effects of all of the above.\n\n#weak Drawbacks and benefits to having a certain [legitimacy|E] score include opinion penalties and boons, [dynasty_prestige|E] maluses and bonuses, increased and decreased [casus_belli|E] costs, and variable thresholds for [alliances|E] and [faction|E] joining.#!" + +ra_epidemics_1_desc: "[epidemics|E] are disease outbreaks that spread across the map, affecting both [characters|E] and [holdings|E]. When a Plague is present in an area, affected [baronies|E] have an [infection_rate|E] that governs how severe their impact is.\n\nOpen the [epidemics|E] panel with hotkey P or from the list of hotkeys on the main screen." + +ra_legends_1_desc: "[legends|E] are tales of famous deeds a [character|E] performed during their life. Each Legend has its own [legend_type|E]: Legitimizing, Heroic or Holy.\n\nOpen [legends|E] view with hotkey L or from the list of hotkeys on the main screen." + +ra_legends_3_desc: "Information included in the $action_reactive_advice_legends$ panel includes base cost, maintenance, active effects and Legend Quality.\nSelect a legend from the list to see more details." + + + ra_laamp_contract_move_2_desc: "We've opened a county that is a destination a fair distance away from your current [camp|E] location.\n\nYou may plan the [travel|E] directly from the [county|E] view, to any selected [barony|E] in the County." diff --git a/OCR-Support/localization/russian/ocr_l_russian.yml b/OCR-Support/localization/russian/ocr_l_russian.yml index 155dafe..d9f8057 100644 --- a/OCR-Support/localization/russian/ocr_l_russian.yml +++ b/OCR-Support/localization/russian/ocr_l_russian.yml @@ -25,14 +25,16 @@ LOADING_TIP: "Loading tip:" # 4. Disconnect # 5. upload - mod_version: "Mod version 1.2.08 for CK3 1.14" - mod_changes: ".08 changes: fixed replacing buildings in holdings.\n.07 changes: Added missing descriptions for camp buildings.\n.06 changes: Fixed succession laws missing from the realm window.\n.05 changes: fixed unclickable traits in the ruler designer. Hopefully.\n.04 changes: Fixed a character missing in the event window.\nAlso added the number of characters, ages and their skills.\nFixed advice Finding Contracts.\nClicking an alert will now automatically restore the advice window if it was minimized.\n.03 changes: Added refill buttons for adventurers in the military window.\nAdded missing provisions label to tooltips.\nChanged camp hotkey to Control q.\nAdded Enter for construct and upgrade buttons in the camp.\n.02 changes: Fixed the list of dangers not appearing.\nFixed some dangers listed as both medium and low.\n.01 changes: Fixed game rules being limited to 200.\nAdded numbers to wars, when calling an ally to war. Should fix an issue with clicks.\nAdded how many of adjacent rulers are at war.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." + mod_version: "Mod version 1.2.09 for CK3 1.14" + mod_changes: ".09 changes: Added support for Polish language.\nAadjacent counties now show the title of the holder, to avoid confusion when people have the same name.\nCleaned up vassal directives in the realm window and added them to the character view.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." prev_changes: "" agot_ocr_version: "" agot_ocr_mod_changes: "" ocr_tc_submod_version: "" ocr_tc_submod_changes: "" + refusing_directive_text: "Refusing your [directive|E]!" + no_directive_text: "No [directive|E]" foreign_affairs_text: "$no_affairs$$affairs_wars$" diff --git a/OCR-Support/localization/simp_chinese/ocr_l_simp_chinese.yml b/OCR-Support/localization/simp_chinese/ocr_l_simp_chinese.yml index 672b931..c5f47cf 100644 --- a/OCR-Support/localization/simp_chinese/ocr_l_simp_chinese.yml +++ b/OCR-Support/localization/simp_chinese/ocr_l_simp_chinese.yml @@ -25,14 +25,16 @@ LOADING_TIP: "Loading tip:" # 4. Disconnect # 5. upload - mod_version: "Mod version 1.2.08 for CK3 1.14" - mod_changes: ".08 changes: fixed replacing buildings in holdings.\n.07 changes: Added missing descriptions for camp buildings.\n.06 changes: Fixed succession laws missing from the realm window.\n.05 changes: fixed unclickable traits in the ruler designer. Hopefully.\n.04 changes: Fixed a character missing in the event window.\nAlso added the number of characters, ages and their skills.\nFixed advice Finding Contracts.\nClicking an alert will now automatically restore the advice window if it was minimized.\n.03 changes: Added refill buttons for adventurers in the military window.\nAdded missing provisions label to tooltips.\nChanged camp hotkey to Control q.\nAdded Enter for construct and upgrade buttons in the camp.\n.02 changes: Fixed the list of dangers not appearing.\nFixed some dangers listed as both medium and low.\n.01 changes: Fixed game rules being limited to 200.\nAdded numbers to wars, when calling an ally to war. Should fix an issue with clicks.\nAdded how many of adjacent rulers are at war.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." + mod_version: "Mod version 1.2.09 for CK3 1.14" + mod_changes: ".09 changes: Added support for Polish language.\nAadjacent counties now show the title of the holder, to avoid confusion when people have the same name.\nCleaned up vassal directives in the realm window and added them to the character view.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." prev_changes: "" agot_ocr_version: "" agot_ocr_mod_changes: "" ocr_tc_submod_version: "" ocr_tc_submod_changes: "" + refusing_directive_text: "Refusing your [directive|E]!" + no_directive_text: "No [directive|E]" foreign_affairs_text: "$no_affairs$$affairs_wars$" diff --git a/OCR-Support/localization/spanish/ocr_l_spanish.yml b/OCR-Support/localization/spanish/ocr_l_spanish.yml index d88d957..c66e7bb 100644 --- a/OCR-Support/localization/spanish/ocr_l_spanish.yml +++ b/OCR-Support/localization/spanish/ocr_l_spanish.yml @@ -25,14 +25,16 @@ LOADING_TIP: "Loading tip:" # 4. Disconnect # 5. upload - mod_version: "Mod version 1.2.08 for CK3 1.14" - mod_changes: ".08 changes: fixed replacing buildings in holdings.\n.07 changes: Added missing descriptions for camp buildings.\n.06 changes: Fixed succession laws missing from the realm window.\n.05 changes: fixed unclickable traits in the ruler designer. Hopefully.\n.04 changes: Fixed a character missing in the event window.\nAlso added the number of characters, ages and their skills.\nFixed advice Finding Contracts.\nClicking an alert will now automatically restore the advice window if it was minimized.\n.03 changes: Added refill buttons for adventurers in the military window.\nAdded missing provisions label to tooltips.\nChanged camp hotkey to Control q.\nAdded Enter for construct and upgrade buttons in the camp.\n.02 changes: Fixed the list of dangers not appearing.\nFixed some dangers listed as both medium and low.\n.01 changes: Fixed game rules being limited to 200.\nAdded numbers to wars, when calling an ally to war. Should fix an issue with clicks.\nAdded how many of adjacent rulers are at war.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." + mod_version: "Mod version 1.2.09 for CK3 1.14" + mod_changes: ".09 changes: Added support for Polish language.\nAadjacent counties now show the title of the holder, to avoid confusion when people have the same name.\nCleaned up vassal directives in the realm window and added them to the character view.\n1.2 Changes: Updated to game version 1.14.\nYou can now play as landless adventurers. With Roads to Power DLC.\nTo do next: admin governments, message settings, music player, update sighted view.\nOther changes: Removed traits from the list of mercenaries because it caused massive lag.\nUpdated the list of holy orders, they apparently weren't converted to text.\nDid some clean up on the bookmark screen.\nMain menu now shows a character of the week." prev_changes: "" agot_ocr_version: "" agot_ocr_mod_changes: "" ocr_tc_submod_version: "" ocr_tc_submod_changes: "" + refusing_directive_text: "Refusing your [directive|E]!" + no_directive_text: "No [directive|E]" foreign_affairs_text: "$no_affairs$$affairs_wars$"