#-----------------------------------------------------------------------------------------------;;x
#Interface;x
#-----------------------------------------------------------------------------------------------;x
#;x
#Language (do not change!) => English;x
LANGUAGE;English;x
#Date format for language (do not change for English!) => <month> <day>, <year>;x
DATE_FORMAT;<month> <day>, <year>;x
#;x
#-----------------------------------------------------------------------------------------------;x
#GENERAL TEXT STRINGS;x
#-----------------------------------------------------------------------------------------------;x
#;x
PAUSEA;Pause Available;x
PAUSE_PB;Shortcut Pause/Break;x
SAVEGAME;Save Game;x
LOADGAME;Load Game;x
CANCEL;Cancel;x
DEFAULT;Default;x
BACK;Back;x
BACKTOMAIN;Back to Main;x
OK;OK;x
NONE;none;x
NOFILE;No such file!;x
NO;No;x
YES;Yes;x
#NOTE: there should be a space both before and after the 'and' in the following string.;x
INVAND; and ;x
PLEASECONFIRM;Please Confirm:;x
PLEASESELECT;LEFT-CLICK ON A PROVINCE OR UNIT TO SELECT IT.\n \nRIGHT-CLICK ON A PROVINCE OR UNIT TO ACCESS SHORTCUT COMMANDS.\n \nIF WE HAVE A UNIT SELECTED, RIGHT-CLICK ON ITS DESTINATION TO MOVE IT.;x
#;x
HOSTLEFT;The host has left the game!;x
CLIENTLEFT;%s (%s) has left the game!;x
PLAYERLAG_HEADER;Network Latency;x
PLAYERLAG_MSG_HOST;By dropping a player lag may improve but the dropped player will not be able to continue. If you do a save and quit you can reconnect to the saved game when network latency has improved.;x
PLAYERLAG_MSG_CLIENT;The more bullets the better connection.;x
BTN_DROPCONT;Drop and continue playing;x
BTN_SAVEQUIT;Save and quit;x
#;x
GOTOBOX;Please enter the name of the §Wprovince§Y or §Wcountry§Y you wish to find. (Press ESC to cancel);x
GOTOBOX_FAIL;There is no such province or country. Please enter another name you wish to find. (Press ESC to cancel);x
MP_OK;Status OK;x
MP_WAITING;Connecting...;x
#;x
#-----------------------------------------------------------------------------------------------;x
#EVENT WINDOW STRINGS;x
#;x
EVENTWINDOW_GOTO;Goto;x
EVENTWINDOW_CLOSE;Close;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MONTHS;x
#;x
JANUARY;January;x
FEBRUARY;February;x
MARCH;March;x
APRIL;April;x
MAY;May;x
JUNE;June;x
JULY;July;x
AUGUST;August;x
SEPTEMBER;September;x
OCTOBER;October;x
NOVEMBER;November;x
DECEMBER;December;x
#;x
JAN;JAN;x
FEB;FEB;x
MAR;MAR;x
APR;APR;x
MAYS;MAY;x
JUN;JUN;x
JUL;JUL;x
AUG;AUG;x
SEP;SEP;x
OCT;OCT;x
NOV;NOV;x
DEC;DEC;x
#;x
STARTDATE;Start date: %s;x
HISTORYLOG;%s: %s;x
#;x
BORDER;Border between countries;x
#;x
#-----------------------------------------------------------------------------------------------;x
#FRONT & BACK END TEXTS;x
#-----------------------------------------------------------------------------------------------;x
#;x
#-----------------------------------------------------------------------------------------------;x
#INIT TEXTS;x
#;x
INIT_SOUND;Initializing Sound...;x
INIT_INTERFACE;Initializing Interface...;x
INIT_GAMEMAP_SPRITES;Initializing Graphics...;x
INIT_GLOBALS;Initializing Globals...;x
INIT_PROVINCES;Initializing Provinces...;x
INIT_SCENARIO;Reading Scenario...;x
INIT_SCRIPT;Initializing Script...;x
#;x
#-----------------------------------------------------------------------------------------------;x
#FRONT END BUTTONS & TEXTS;x
#;x
FEMAINBTN_TUTORIAL;TUTORIAL;x
FEMAINBTN_SINGLE;SINGLE PLAYER;x
FEMAINBTN_MULTIPLAYER;MULTIPLAYER;x
FEMAINBTN_CREDITS;CREDITS;x
FEMAINBTN_SETTINGS;SETTINGS;x
FEMAINBTN_EXIT;EXIT;x
#;x
FECONNBTN_IPX;LOCAL AREA;x
FECONNBTN_TCPIP;INTERNET;x
FECONN_ENTERNAME;ENTER YOUR NAME;x
#;x
FETCPIPXBTN_JOIN;JOIN;x
FETCPIPXBTN_HOST;HOST;x
FETCPIPX_CHOOSEGAME;CHOOSE GAME;x
FETCPIPX_IPADDRESS;ENTER IP;x
#;x
FESETTINGS_LANGUAGE;Select Language;x
FESETTINGS_FONT;Select Font;x
FESETTINGS_RESOLUTION;Select Resolution;x
FESETTINGS_STYLE;Select Style;x
FESETTINGS_MOD;Select Mod;x
FESETTINGS_ORIGINAL;Original (no mod);x
FESETTINGS_MUSIC;Music;x
FESETTINGS_FULLSCREEN;Full screen;x
FESETTINGS_RESTART;You need to restart for the change to take effect.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#LOBBY BUTTONS & TEXTS;x
#;x
FEBTN_INFO;INFO;x
FEBTN_VICTORY;VICTORY;x
FEBTN_OPTIONS;OPTIONS;x
FEBTN_START;START;x
FEBTN_ACCEPT;ACCEPT;x
FEBTN_STRATEGY;STRATEGY;x
FEBTN_BACK;BACK;x
FEBTN_CANCEL;CANCEL;x
FEBTN_BAN;BAN;x
#;x
FESTR_SCENARIOS;SCENARIOS;x
FESTR_SAVEDGAMES;SAVED GAMES;x
FESTR_PLAYERS;PLAYERS;x
FESTR_NOSELECTION;(no selection);x
FESTR_STRATEGY;STRATEGY;x
FESTR_DIFFICULTY;DIFFICULTY:;x
FESTR_ECONOMY;ECONOMY:;x
FESTR_MILITARY;MILITARY:;x
FESTR_DIPLOMACY;DIPLOMACY:;x
FESTR_CHANGECOUNTRY;RIGHT-CLICK ON A SHIELD TO SELECT OTHER COUNTRIES;x
#;x
#-----------------------------------------------------------------------------------------------;x
#INFO BOX TAG;x
#;x
FESTR_HISTORICALINFO;Historical info;x
#;x
FESTR_NOSCENARIO;Please select a scenario in the list to the left;x
FESTR_NOCOUNTRY;Please select a recommended country among the shields above;x
FESTR_WAITSCENARIO;No scenario chosen by host;x
#;x
FECLI_HOSTSET1;<%s changed;x
#NOTE: there should be a space at the beginning of the following string.;x
FECLI_HOSTSET2; to %s>;x
#;x
#-----------------------------------------------------------------------------------------------;x
#TUTORIAL;x
#;x
FETUTORIAL_1;Interface;x
FETUTORIAL_2;Units;x
FETUTORIAL_3;Combat;x
FETUTORIAL_4;Diplomacy;x
FETUTORIAL_5;Religion;x
FETUTORIAL_6;Colonization;x
FETUTORIAL_7;Economy;x
FETUTORIAL_8;Development;x
FETUTORIAL_9;Information;x
FETUTORIAL_10;BACK TO MAIN;x
#;x
#-----------------------------------------------------------------------------------------------;x
#OPTIONS;x
#;x
FEOPT_HEADER;OPTIONS;x
FEOPT_AIAGGRE;A.I. AGGRESSIVENESS;x
FEOPT_DIFFICULTY;DIFFICULTY;x
FEOPT_GAMESPEED;GAME SPEED;x
FEOPT_FOGOFWAR;FOG OF WAR;x
FEOPT_GAMEEVENTS;GAME EVENTS;x
FEOPT_CONQCAP;FORCED ANNEXATION;x
FEOPT_MISSIONS;DYNAMIC MISSIONS;x
FEOPT_BASEVP;BASE VICTORY POINTS;x
FEOPT_OK;OK;x
FEOPT_RANDOM;Random Events;x
FEOPT_MONARCH;Historical Events;x
FEOPT_AUTOSAVE;AUTOSAVE;x
FEOPT_AICHOICE;A.I. EVENT CHOICES;x
#;x
#-----------------------------------------------------------------------------------------------;x
#A.I. AGGRESSIVENESS SETTINGS;x
#;x
FEOPT_AI_LEVEL1;Coward;x
FEOPT_AI_LEVEL2;Weakling;x
FEOPT_AI_LEVEL3;Normal;x
FEOPT_AI_LEVEL4;Aggressive;x
FEOPT_AI_LEVEL5;Furious;x
#;x
#-----------------------------------------------------------------------------------------------;x
#AUTOSAVE FREQUENCY;x
#;x
FEOPT_AUTOSAVE1;Never;x
FEOPT_AUTOSAVE2;Yearly;x
FEOPT_AUTOSAVE3;Once every three years;x
FEOPT_AUTOSAVE4;Once every five years;x
FEOPT_AUTOSAVE5;Once every ten years;x
#;x
#-----------------------------------------------------------------------------------------------;x
#GAME SPEEDS;x
#;x
GAMESPEED7;Game Speed set to Extremely Fast;x
GAMESPEED6;Game Speed set to Very Fast;x
GAMESPEED5;Game Speed set to Fast;x
GAMESPEED4;Game Speed set to Above Normal;x
GAMESPEED3;Game Speed set to Normal;x
GAMESPEED2;Game Speed set to Below Normal;x
GAMESPEED1;Game Speed set to Slow;x
GAMESPEED0;Game Speed set to Very Slow;x
FEOPT_GAMESPEED7;Extremely Fast;x
FEOPT_GAMESPEED6;Very Fast;x
FEOPT_GAMESPEED5;Fast;x
FEOPT_GAMESPEED4;Above Normal;x
FEOPT_GAMESPEED3;Normal;x
FEOPT_GAMESPEED2;Below Normal;x
FEOPT_GAMESPEED1;Slow;x
FEOPT_GAMESPEED0;Very Slow;x
#;x
FEOPT_ON;ON;x
FEOPT_OFF;OFF;x
#;x
FEOPT_EVENTS_NO;None;x
FEOPT_EVENTS_RANDOM;Random Events Only;x
FEOPT_EVENTS_HISTORICAL;Historical Events Only;x
FEOPT_EVENTS_BOTH;Random & Historical Events;x
#;x
FEOPT_AICHOICE_NORMAL;Normal;x
FEOPT_AICHOICE_HISTORICAL;Historical;x
FEOPT_AICHOICE_RANDOM;Random; 
#;x
FEVIC_HEADER;VICTORY CONDITIONS;x
FEVIC_STANDARD;STANDARD;x
FEVIC_SUPREMACY;SUPREMACY;x
FEVIC_DEATHMATCH;DEATHMATCH;x
#;x
FEVIC_STANDARD_DESC;Most victory points at the end of the Scenario wins.;x
FEVIC_SUPREMACY_DESC;The first country to reach specified number of Victory Points wins.;x
FEVIC_DEATHMATCH_DESC;The first nation to conquer the specified number of new provinces wins.;x
#;x
FEVIC_STANDARD_LOG;<Victory Condition changed to Standard (to year %d).>;x
FEVIC_SUPREMACY_LOG;<Victory Condition changed to Supremacy (%d Victory Points).>;x
FEVIC_DEATHMATCH_LOG;<Victory Condition changed to Death Match (%d Provinces).>;x
#;x
FE_DIFFI5;Very Easy;x
FE_DIFFI4;Easy;x
FE_DIFFI3;Normal;x
FE_DIFFI2;Hard;x
FE_DIFFI1;Very Hard;x
#;x
FE_STAT1;Very Weak;x
FE_STAT2;Weak;x
FE_STAT3;Medium;x
FE_STAT4;Strong;x
FE_STAT5;Very Strong;x
#;x
BAN_HEADER;BANNED!;x
BAN_TEXT;You have been kicked out of the game by the host.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#BACK END TEXTS;x
#;x
FINVP_MILITARY;Military;x
FINVP_ECONOMY;Economy;x
FINVP_DIPLOMACY;Diplomacy;x
FINVP_MISSION;Events;x
FINVP_TOTAL;Total;x
#;x
VP_PEACE;Peace Resolution;x
VP_BATTLE;Battle;x
VP_ECONOMY;Economy;x
VP_DISCOVERIES;Discoveries;x
VP_ESTABLISHMENT;Establishment;x
VP_DIPLOMACY;Diplomacy;x
VP_MISSION;Mission;x
VP_DEATHMATCH;Provinces;x
VP_TOTAL;Total;x
#;x
VP_COUNTRY;Country;x
AICONTROLL;Computer Controlled;x
#;x
#-----------------------------------------------------------------------------------------------;x
#ERROR MESSAGES;x
#;x
FETCP_FAIL;Failed to find game;x
FETCP_FAILTEXT;No game host found at IP address %s. Please check the address and Internet connection and try again.;x
DROPDOWN_NO_SELECTION;<No Game Found>;x
DROPDOWN_NO_LANGUAGE;<No Language Found>;x
DROPDOWN_NO_FONT;<No Font Found>;x
DROPDOWN_NO_RESOLUTION;<No Resolution Found>;x
DROPDOWN_NO_STYLE;<No Style Found>;x
DROPDOWN_NO_MOD;<No Mod Found>;x
#;x
#-----------------------------------------------------------------------------------------------;x
#STARTUP AND MISSION BOXES (IN-GAME);x
#-----------------------------------------------------------------------------------------------;x
#;x
SCENARIO_STANDSUP_INFO1;You can check the Victory Point standing at any time by pressing F6 (go to page 1) or you can view the top five nations at any time during the game by pressing F1.;x
SCENARIO_STANDSUP_MISSION;Mission Victory points are earned by completing Missions (view by clicking on the scroll in the bottom left hand corner of the screen).;x
SCENARIO_STANDSUP_BASEVP;Base Victory points are earned by exploring, winning battles, creating alliances, establishing colonies and trading posts, gaining monopolies, etc – i.e. through normal successful gameplay.;x
#;x
SCENARIO_F1INFO;You can check the current standing at any time by pressing F1.;x
SCENARIO_DEATHMATCH_INFO1;You conquer provinces in two ways: 1) by placing a settler there and 2) by declaring war on an enemy nation taking control of his provinces and then offer a peace where one or more controlled provinces are demanded as tribute. To be allowed to demand a tribute you must have a positive Victory Balance.;x
SCENARIO_DEATHMATCH_INFO2;A positive Victory Balance is gained by winning battles and occupying enemy provinces.;x
#;x
STANDARDGAME_HEADER;Game Objective Summary;x
STANDARDGAME_1;Standard Scenario;x
STANDARDGAME_2;The nation with the most victory points on the;x
STANDARDGAME_3;%s;x
STANDARDGAME_4;will win this game.;x
#;x
STANDARDGAME_INFO_HEADER;Victory Progress;x
STANDARDGAME_INFO_1;Standard Scenario;x
STANDARDGAME_INFO_2;The nation with the most victory points on the;x
STANDARDGAME_INFO_3;%s;x
STANDARDGAME_INFO_4;will win this game.;x
STANDARDGAME_INFO_5;Current Standing;x
#;x
VICTORYGAME_HEADER;Game Objective Summary;x
VICTORYGAME_1;Supremacy;x
VICTORYGAME_2;The nation that first reaches;x
VICTORYGAME_3;%d VICTORY POINTS;x
VICTORYGAME_4;will win this game.;x
#;x
VICTORYGAME_INFO_HEADER;Victory Progress;x
VICTORYGAME_INFO_1;Supremacy;x
VICTORYGAME_INFO_2;The nation that first reaches;x
VICTORYGAME_INFO_3;%d VICTORY POINTS;x
VICTORYGAME_INFO_4;will win this game.;x
VICTORYGAME_INFO_5;Current Standing;x
#;x
DEATHMATCH_HEADER;Game Objective Summary;x
DEATHMATCH_1;Death Match;x
DEATHMATCH_2;The first nation to conquer;x
DEATHMATCH_3;%d new provinces;x
DEATHMATCH_4;will win this game.;x
#;x
DEATHMATCH_INFO_HEADER;Victory Progress;x
DEATHMATCH_INFO_1;Death Match;x
DEATHMATCH_INFO_2;The first nation to conquer;x
DEATHMATCH_INFO_3;%d new provinces;x
DEATHMATCH_INFO_4;will win this game.;x
DEATHMATCH_INFO_5;Current Standing;x
#;x
END_GOOD_HEADER;%t, we bring good news to our court!;x
END_GOOD_1;Congratulations, we were victorious!;x
END_GOOD_2;Final Standing;x
#;x
END_BAD_HEADER;%t, we bring sad news to our court!;x
END_BAD_1;We failed to achieve victory!;x
END_BAD_2;Final Standing;x
#;x
BOX_BUTTON;START GAME!;x
RESUME_BUTTON;RESUME;x
END_BUTTON;END SCENARIO;x
DEATHMATCH_ACTIVE;Active;x
DEATHMATCH_ELIMINATED;Eliminated;x
#;x
#-----------------------------------------------------------------------------------------------;x
#GENERAL IN-GAME STRINGS;x
#-----------------------------------------------------------------------------------------------;x
#;x
AUTOSAVE;AUTOSAVING...;x
QUICKSAVE;QUICKSAVING...;x
QUICKLOAD;QUICKLOADING...;x
NORMALSAVE;SAVING GAME...;x
WAITING_FOR_PLAYERS;(Waiting for other player(s)...);x
#;x
PAUSE;GAME PAUSED;x
PAUSEOK;Press OK to continue;x
PAUSEREMOVAL;GAME WILL BE RESUMABLE IN %d SECONDS...;x
PAUSETIMEOUT;PAUSE REQUESTED IN %d SECONDS...;x
NOPAUSE;(NO PAUSE AVAILABLE);x
#;x
#-----------------------------------------------------------------------------------------------;x
#TEXTS DISPLAYED IN THE HEADER ABOVE THE SIDEBAR;x
#-----------------------------------------------------------------------------------------------;x
#;x
HEAD_TP;Level %d Trading Post;x
HEAD_CAPITAL;Capital (Population: %d);x
HEAD_COL;Level %d Colony (Population: %d);x
HEAD_CITY;City (Population: %d);x
HEAD_CIW;Country Information;x
HEAD_REL;Religion;x
HEAD_FIN;Financial Summary;x
HEAD_BUD;Budget;x
HEAD_DIP;Diplomatic Actions;x
HEAD_COT;Center of Trade;x
HEAD_COLP;Settler Placement;x
HEAD_LAN;Land Battle;x
HEAD_NAV;Naval Battle;x
HEAD_SIE;Siege;x
HEAD_MIS;Missions;x
HEAD_LOA;Loans;x
HEAD_PEA;Peace Resolution;x
HEAD_ARC;Army Construction;x
HEAD_NAC;Navy Construction;x
HEAD_INF;Information About;x
HEAD_GOODS;Goods Information;x
HEAD_DOMESTIC;Domestic Policies;x
HEAD_MSW;Send Missionary to;x
HEAD_VASSAL;Grant Independence;x
#;x
#-----------------------------------------------------------------------------------------------;x
#VASSAL WINDOW;x
#;x
LIBVAS_TITLE;§W%s: §Y%d §Yprovince(s)\n;x
VASSAL_INFO;§Wwith capital in §Y%s§W, as §Y%s §Wand §Y%s;x
VASSAL_GRANT;Grant;x
VASSAL_CURRENT;Create: %s;x
VASSAL_NONE;Nothing selected;x
VASSAL_TIT1;Select Vassal;x
VASSAL_TIT2;to create;x
VASSAL_ROLLOVERGRANT;Grant independence to %s.\n§YThey §Ywill §Yreceive §Ythe §Yfollowing §Yprovince(s): §W;x
#;x
#-----------------------------------------------------------------------------------------------;x
#SEA ZONE WINDOW;x
#;x
SEA_CLEAR;Clear Waters;x
SEA_ICEY;Icy Waters;x
SEA_STORMY;Storm!;x
SEA_PIRB;Commission Privateers;x
SEA_PRIV;It will cost %d$ to commission a small fleet of privateers in this seazone. Pirates blockade trade revenues and income from adjacent provinces, and may trigger a Casus Belli from affected nations.;x
SEA_ALREADY;There are already ships in this seazone.;x
SEA_WIND;Wind Factor: %d m/s;x
SEA_NATIONAL;National waters of;x
SEA_PIRATES;%d pirate vessels in this area.;x
SEA_NOPIRATES;No pirates in the area;x
SEA_NOTNAVAL;We are not a naval power so we can't commission privateers.\n;x
#;x
#-----------------------------------------------------------------------------------------------;x
#INTERFACE TEXTS;x
#-----------------------------------------------------------------------------------------------;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MANUFACTORY NAMES;x
#NOTE: all five manufactory types MUST have the same gender.;x
#;x
FACILITY_LUXURYGOODS;Fine Arts Academy;x
FACILITY_WEAPONS;Weapons Manufactory;x
FACILITY_NAVALEQUIPMENTS;Naval Equipment Manufactory;x
FACILITY_REFINERY;Refinery;x
FACILITY_MANUFACTUREDGOODS;Goods Manufactory;x
#;x
PIWFACILITY_LUXURYGOODS;Fine Arts Academy;x
PIWFACILITY_WEAPONS;Weapons Manufactory;x
PIWFACILITY_NAVALEQUIPMENTS;Naval Equipment Manufactory;x
PIWFACILITY_REFINERY;Refinery;x
PIWFACILITY_MANUFACTUREDGOODS;Goods Manufactory;x
#;x
MANARTS1;Fine Arts;x
MANARTS2;Academy;x
MANWEAP1;Weapons;x
MANWEAP2;Manufactory;x
MANNAV1;Naval Equipments;x
MANNAV2;Manufactory;x
MANREF1;Refinery;x
MANREF2;;x
MANGOOD1;Goods;x
MANGOOD2;Manufactory;x
#;x
MANROLLARTS;Fine Arts Academies will increase our §YStability.\n\nYearly bonus if built in §Ya §YCapital §Yprovince: §Y%d$ §W(otherwise §W6$)\n\nNumber that can be built at lower cost: §Y%d\n\nCost to build: %d$;x
MANROLLWEAP;Weapons Manufactories will improve our §YLand §YTechnology.\n\nYearly bonus if built in a province with §Yiron §Yor §Ycopper: §Y%d$ §W(otherwise §W6$)\n\n Number that can be built at lower cost: §Y%d\n\nCost to build: %d$;x
MANROLLNAVAL;Naval Equipment Manufactories will improve our §YNaval §YTechnology.\n\nYearly bonus if built in a province with §Yfish §Yor §Ynaval §Ysupplies: §Y%d$ §W(otherwise §W6$)\n\n Number that can be built at lower cost: §Y%d\n\nCost to build: %d$;x
MANROLLREF;Each Refinery will improve our §YTrade Level§W.\n\nYearly bonus if built in a province with §Ysugar§W or§Y wine§W: %d §W(otherwise §W6$)\n\n Number that can be built at lower cost: §Y%d\n\nCost to build: §Y%d;x
MANROLLGOOD;Each Goods Manufactory will improve our §YInfrastructure.\n\nYearly bonus if built in a province with §Ycloth, §Ycotton §Yor §Ytobacco: §Y%d$ §W(otherwise §W6$)\n\n Number that can be built at lower cost: §Y%d\n\nCost to build: %d$;x
#;x
MANROLLARTS_COST;Cost: %d$;x
MANROLLARTS_ERR;Requires %d$ and at least level %d Infrastructure.;x
MANROLLWEAP_COST;Cost: %d$;x
MANROLLWEAP_ERR;Requires %d$ and at least level %d Land Technology.;x
MANROLLNAVAL_COST;Cost: %d$;x
MANROLLNAVAL_ERR;Requires %d$ and at least level %d Naval Technology.;x
MANROLLREF_COST;Cost: %d$;x
MANROLLREF_ERR;Requires %d$ and at least level %d Infrastructure.;x
MANROLLGOOD_COST;Cost: %d$;x
MANROLLGOOD_ERR;Requires %d$ and at least level %d Infrastructure.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#CONFIRM MESSAGES;x
#;x
CONFIRMMAN;Should we build a manufactory in %s at a cost of %d$? It will take %d months to finish.;x
CONFIRMFORT;Should we expand our fortress in %s for a cost of %d$? This will take %d months to finish.;x
CONFIRMMERCHANT;Should we send a merchant to %s for a cost of %d$?;x
CONFIRMBAILIFF;Should we promote our Bailiff in %s to Tax collector at a cost of %d$? It will take %d months to have effect.;x
CONFIRMCOURTHOUSE;Should we promote our Legal counsel in %s to Chief judge at a cost of %d$? It will take %d months to have effect.;x
CONFIRMCITYRIGHTS;Should we promote our Mayor in %s to Governor at a cost of %d$? It will take %d months to have effect.;x
CONFIRMBARRACKS;Should we build a conscription center in %s at a cost of %d$? It will take %d months to be finished.;x
CONFIRMSHIPYARD;Should we build a shipyard in %s at a cost of %d$? It will take %d months to be finished.;x
CONFIRMDISBAND;Do you really want to permanently disband the selected units?;x
CONFIRMDISBANDHIS;This will destroy the selected unit except commander %s and his loyal retainers. Are you really sure?;x
CONFIRMRELIGION;Convert from %s to %s?\nThis will not only hurt our relation with the rest of the %s world enormously, our stability will also suffer greatly!\nAre we sure we want to take this drastic and irreversible step?;x
CONFIRMRELIGIONSUBGROUP;Convert from %s to %s?\nAre we sure we want to take this drastic and irreversible step?;x
#;x
#-----------------------------------------------------------------------------------------------;x
#ILLEGAL EXPLORATION ERROR MESSAGES;x
#;x
RIKTIGTERRA;This area is 'permanent' Terra Incognita and cannot be accessed.;x
LANDMORON;This unit dares not travel to uncharted territories! Send an conquistador here or wait until we reach land technology level %d.;x
NAVALMORON;This unit dares not travel to uncharted territories! Send an explorer here or wait until we reach naval technology level %d.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#ROLLOVER HELP TEXTS;x
#-----------------------------------------------------------------------------------------------;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MAIN MAP ROLLOVERS;x
#;x
ALR_WAR;%s is at war with %s.\n;x
ALR_VASSAL;%s is a vassal of %s since %s %d (§Y%d§W years).\n;x
ALR_DYNASTIC;%s and %s have a Royal Marriage (expires %s %d).\n;x
ALR_MILITARY;%s have a Military Alliance (expires %s %d).\n;x
ALR_TRADE;%s is refusing %s trade.\n;x
ALR_RELATION;Relation between %s and %s: %s%d\n;x
ALR_PERMCB;%s has a permanent Casus Belli on %s.\n;x
ALR_TEMPCB;%s has a temporary Casus Belli on %s (expires %s %d).\n;x
#;x
POL_CORECB_NOWNED;%s has a permanent Casus Belli on the owner of this province.\n;x
POL_CORECB_COLONY;%s regards this as a colonial province.\n;x
POL_CORECB_CITY;%s protects this province.\n;x
POL_CLAIM_PROV;%s has a claim on this province.\n;x
POL_CLAIM_PROV_OWNED;Effect: §Yincreased §Yincome\n;x
POL_NATIONAL_PROV;%s regards this as a national province.\n;x
POL_NATIONAL_PROV_OWNED;Effect: §Yincreased §Yincome §Yand §Ymanpower\n;x
POL_TOT_PROV;%s claims this province as part of the Treaty of Tordesillas.\n;x
#;x
ROLLREFTRADE;%s refuses trade with us!;x
RVIEW;Info about %s;x
ROWN;Owned by %s\n;x
ROWNCON;Owned by %s\nControlled by %s\n;x
RINFO;Info about %s;x
RCOTTR;%s trades %s;x
ROL_HRE;Part of the Holy Roman Empire\n;x
ROL_ELEC;Electorate of the Holy Roman Empire\n;x
ROL_ELEC_MUL;Electorate of the Holy Roman Empire with  §Y%d §Wvotes\n;x
ROL_RELIGION_PROV;%s: %s \n%s: %s\n;x
ROL_CULTURE_OWNED;%s: %s \n%s: %s (%s)\n;x
ROL_CULTURE_PRIMARY;primary;x
ROL_CULTURE_ACCEPT;accepted;x
ROL_CULTURE_NACCEPT;not accepted;x
ROL_CULTURE_NACCEPT_D;This province is penalised by a decrease in tax income and a higher revolt risk.\n;x
ROL_CULTURE_PROV;%s: %s\n;x
ROL_RRISK;Revolt Risk: §Y%d§W%s\n;x
#;x
MECENATROLLOVER;Settler from %s enroute to %s;x
#;x
RPSTABILITYICON_I;%s has a stability of %d.\nLand Technology: %s\nNaval Technology: %s;x
RPSTABILITYICON_D;Click to view detailed information.;x
RPSTABILITYICON_D_HIDE;Click to view detailed information and hide cores.;x
RPSTABILITYICON_D_VIEW;Click to view detailed information and cores.;x
RPMEN;%d men;x
RPSHIP;%d ships;x
RPTRADEPOST;Trading Post;x
RPCITY;City;x
RPCOLONY;Colony;x
RPCOT;View %s Center of Trade;x
RPCLICKCOT;Send Merchant to %s;x
RPCOTDRO;%d$: Total trade in this CoT\n%d/%d: our share of that trade\nx%.2f %s: our Trade Level\n= %.1f$ yearly trade income for us from this CoT\n;x
RPCOMPETITIONCOT;Competition: §Y%.0f§W%s (stagnation: §Y%.0f§W%s)\nPlacement cost: %.0f$\n;x
RPEMPTYSLOTSCOT;Empty slot(s): §Y%d§W\n;x
RPPORT;Port;x
RPNAVY;Navy;x
RPARMY;Army;x
RPEMPTY;Empty;x
RPTECHGROUP;Technology group: §Y%s\n;x
RPPRIMARYCULTURE;Primary culture: §Y%s\n;x
RPACCEPTEDCULTURES;Accepted cultures: §Y%s\n;x
RPYENTRY;§Y%s\n;x
RPWENTRY;§W%s\n;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MAIN MAP BAR – GENERAL;x
#;x
BAR_FLAG_I;Our National Stability is %s%d\nBadboy: §Y%.1f\nBadboy limit: §Y%d\nEstimated yearly Badboy reduction: §Y%.2f\n%s;x
BAR_FLAG_D;Our National Stability affects our tax incomes, the revolt risk in our provinces and many other things. Improve our Stability in the Budget Window. \nOur reputation is represented in the game by Badboy points, which are received for hostile actions such as declaring war or taking non-core provinces. A poor reputation (high Badboy) will harm our relations with other countries, foster declarations of war, and increase stability costs. Badboy points are reduced gradually, at a rate determined by our monarch's diplomacy skill.;x
BAR_SOLDIER_I;We have a manpower of %d.000\n(maximum is %d.000);x
BAR_SOLDIER_D;Currently we gain %d.000 a year\n;x
BAR_COLONIST_I;We have %d Settler(s)\n(currently %.2f per year);x
BAR_MISSIONARY_I;We have %d Missionary(s)\n(currently %.2f per year);x
BAR_DIPLOMAT_I;We have %d Diplomat(s)\n(currently %.2f per year);x
BAR_MERCHANT_I;We have %d Merchant(s)\n(currently %.2f per year);x
BAR_TREASURY_I;We have %d$\nMonthly balance: §Y%.2f$\nEstimated yearly incomes: §Y%.2f$\n;x
BAR_TREASURY_D;We have MONTHLY and YEARLY incomes. \nThe monthly incomes are automatically distributed in the Budget Window (open the Financial Summary Window to see the breakdown of the monthly incomes and expenses). \nYearly incomes are census taxes and are always added directly to the Treasury on January 1 each year.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MAIN MAP BAR – NUMBER OF SETTLERS;x
#;x
YEARLYCOL_MAX;(We can store a maximum of %d settlers)\n;x
YEARLYCOL_FANTASY;Fantasy Setting\n;x
YEARLYCOL_NOCOAST;No coast\n;x
YEARLYCOL_POL;%s%.2f Domestic Policies\n;x
YEARLYCOL_FRONTIER;+%.2f Frontier Country\n;x
YEARLYCOL_SHIPYARD;+%.2f Shipyards\n;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MAIN MAP BAR – NUMBER OF MERCHANTS;x
#;x
YEARLYMER_MAX;(We can store a maximum of %d merchants)\n;x
YEARLYMER_FANTASY;Fantasy Setting\n;x
YEARLYMER_TRADE;+%.2f Trade Level\n;x
YEARLYMER_COT;+%.2f Centers of Trade\n;x
YEARLYMER_COASTAL;+%.2f Coastal Provinces\n;x
YEARLYMER_MONOPOLY;+%.2f Monopolies\n;x
YEARLYMER_STAB;%s%.2f Stability\n;x
YEARLYMER_POL;%s%.2f Domestic Policies\n;x
YEARLYMER_MAXYEAR;(max %d per year)\n;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MAIN MAP BAR – NUMBER OF MISSIONARIES;x
#;x
YEARLYMIS_MAX;(We can store a maximum of %d missionaries)\n;x
YEARLYMIS_POL;%s%.2f Domestic Policies\n;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MAIN MAP BAR – NUMBER OF DIPLOMATS;x
#;x
YEARLYDIP_MAX;(We can store a maximum of %d diplomats)\n;x
YEARLYDIP_KING;+%.2f Royal diplomacy\n;x
YEARLYDIP_WAR;+%.2f At War\n;x
#;x
#-----------------------------------------------------------------------------------------------;x
#LOCATOR MAP;x
#;x
MINIMAP_DRO;Left-click to center main map over clicked area. Right-click to view locate function or give move order to selected unit.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#HELP TEXTS FOR BUILDINGS IN SIDEBAR;x
#;x
PIWBUILDTROOPS_COL;We cannot build troops in a Colony.;x
PIWBUILDSHIPS_COL;We cannot build ships in a Colony.;x
#;x
PIWBUILDTROOPS_NOTAX;Too low Tax Value. The maximum build capacity in a national province is 1000 men (or 10 cannon) multiplied by the province's Tax Value. In non-national provinces (colonies and conquered provinces) we can build half that amount. Therefore if the Tax Value is too low we cannot build any troops. Sometimes promoting a Bailiff or Chief judge thereby increasing the Tax Value will help.;x
PIWBUILDSHIPS_NOTAX;The maximum build capacity in a national province is 1 ship multiplied by the province's Tax Value. In non-national provinces (colonies and conquered provinces) we can build half that amount. Therefore if the Tax Value is too low we cannot build any ships.;x
#;x
PIWBUILDTROOPS;Build Troops / Conscription Center;x
PIWBUILDSHIPS;Build Ships / Shipyard;x
PIWEXPANDFORT_NONE;This city has no fortress. Click to build one.;x
PIWEXPANDFORT;Level %d Fortress. Click to Expand;x
PIWEXPANDFORT_DRO;The greater the Fortress, the longer siege and the larger army will it take to defeat it.;x
#;x
PIWBUILDMANUFACTORY;Build Manufactory;x
PIWPROVINFO;Province Information;x
PIWEXPANDFORTERR1;We are currently expanding this fortress.;x
PIWEXPANDFORTERR3;We cannot expand a fortress beyond %s with our current technology.;x
PIWEXPANDFORTERR2;We cannot afford the %d$ required to expand this fortress.;x
PIWEXPANDFORTERR4;This fortress cannot be expanded further.;x
PIWEXPANDFORTERR5;We cannot expand the fortress in a Colony.;x
PIWEXPANDFORTERR6;Promotion in progress;x
PIWEXPANDFORTERR7;We have already reached the maximum fortress size.;x
PIWEXPANDFORTERR8;This province is too poor and can only support %s fortress.;x
#;x
PIWBUILDMANUFACTORYERR2;Build Manufactory;x
PIWBUILDMANUFACTORYERR3;Manufactory construction in progress.;x
#;x
PIWNATIVE;Native Strength: §Y%d\nAggressiveness: %s (§Y%d§W)\n;x
#;x
PIW_ISIMPROVING;Promotion in progress...;x
#;x
#-----------------------------------------------------------------------------------------------;x
#CONSTRUCTIONS. NOTE \n BEFORE 'TIME REMAINING'.;x
#;x
CONSTRUCTIONNAVY;Building Ships...;x
CONSTRUCTIONARMY;Building Troops...;x
CONSTRUCTIONTP;Building Trading Post...;x
CONSTRUCTIONCOLONY;Building Colony...;x
CONSTRUCTIONMAN;Building Manufactory...;x
CONSTRUCTIONFORT;Building Fortress...;x
CONSTRUCTIONSHIPYARD;Building Shipyard...;x
CONSTRUCTIONBARRACK;Building Conscription Center...;x
CONSTRUCTIONIMPROVEMENT;Promoting Official...;x
CONSTRUCTIONMISSIONARY;Converting Province...;x
CONSTRUCTIONREMAIN;\nTime remaining: %d months;x
CONSTRUCTIONREMAIN2;\nTime remaining: < 1 month;x
#;x
#-----------------------------------------------------------------------------------------------;x
#'SHIELD' ROLLOVERS IN PROVINCE INFORMATION SIDEBAR WINDOW;x
#;x
PIWINC_NONE;This province is not colonized by anyone and does not generate any incomes. This is the potential Tax Income if we colonize this province, and expand the province to a city (requires %.0f successful colonist placements).;x
#;x
PIWTRADESHARE;Amount that this province generates in its Center of Trade.;x
PIWTRADESHAREDRO;The value will increase as the population of the province increases, and as the goods's market value increases. Click on the goods icon to the left to view details about the market value of these goods.;x
PIWTRADEOVERSEAS;This province is overseas and we only gain %d%s of its trade value.\n;x
PIWTRADEBLOCKADE;%d%s of our home ports are blockaded.\n;x
#;x
PIWINC_TAX;%.1f$ Province Taxes (Base %d$)\n;x
PIWINC_PROD;%.1f$ Production Incomes\n;x
PIWINC_EXP;%.1f$ Trade Taxes (Max 12$)\n;x
PIWINC_MANU;%d$ Manufactories\n;x
PIWINC_HARB;%d$ Trade Tariffs\n;x
PIWINC_PIRATES;-%d$ Pirates\n;x
PIWINC_DELAYED1;§YProvince Taxes§W are earned from all owned provinces with §Ycities §Wand are modified by our Stability. They can also be increased by promotions.\n;x
PIWINC_DELAYED2;§YProduction Incomes§W are earned from provinces with §Ycolonies §Wor §Ycities. §WThe actual amount depends on the size of the colony/city, our infrastructure, and the value of the province's goods.\n;x
PIWINC_DELAYED3;§YTrade Taxes§W are earned from §Yall §Yprovinces. §WThe actual amount depends on the size of the settlement/city, our trade level, and the value of the province's goods.\n;x
PIWINC_DELAYED4;§YTrade Tariffs§W 3$ per present merchant are generated in §YCenters §Yof §YTrade.\n;x
PIWINC_DELAYED5;§YBlockaded Provinces§W give half Province Tax Incomes.;x
PIWINC_TPBASEETAX;(Base Tax if expanded to city: %d$)\n;x
#;x
PIWBUILDMANU_DELAYED;Manufactories will give us extra incomes and investments in different technologies. They also reduce revolt risk increase city growth and increase the demand for certain goods.;x
#;x
PIWCITYRIGHTS_I0;Governor's Office;x
PIWCITYRIGHTS_I1;Mayor's Office;x
PIWCITYRIGHTS_I2;Promote Mayor to Governor (%d$, %d months);x
PIWCITYRIGHTS_I3;We cannot afford the %d$ it costs to promote a Mayor;x
PIWCITYRIGHTS_D0;(Cannot be further upgraded.);x
PIWCITYRIGHTS_D1;Once we reach Infrastructure level %d we can promote our Mayor to a Governor, increasing our Production Incomes and City Growth and reducing inflation.;x
PIWCITYRIGHTS_D2;Increases our Production Incomes and City Growth and reduces inflation.;x
#;x
PIWCOURTHOUSE_I0;Chief judge's Office;x
PIWCOURTHOUSE_I1;Legal counsel's Office;x
PIWCOURTHOUSE_I2;Promote Legal counsel to Chief judge (%d$, %d months);x
PIWCOURTHOUSE_I3;We cannot afford the %d$ it costs to promote a Legal counsel;x
PIWCOURTHOUSE_I4;We need to have a Tax collector in the province first.;x
PIWCOURTHOUSE_D0;(Cannot be further upgraded.);x
PIWCOURTHOUSE_D1;Once we reach Infrastructure level %d we can promote our Legal counsel to a Chief judge, increasing our Tax Incomes and reducing the Revolt Risk.;x
PIWCOURTHOUSE_D2;Promoting our Legal counsel to a Chief judge will increase our Tax Incomes and reduce the Revolt Risk.;x
#;x
PIWBAILIFF_I0;Tax collector's Office;x
PIWBAILIFF_I1;Bailiff's Office;x
PIWBAILIFF_I2;Promote Bailiff to Tax collector (%d$, %d months);x
PIWBAILIFF_I3;We cannot afford the %d$ it costs to promote a Bailiff;x
PIWBAILIFF_D0;(Cannot be further upgraded.);x
PIWBAILIFF_D1;Once we reach Infrastructure level %d we can promote our Bailiff to a Tax collector, increasing our Tax and Production Incomes but also the Revolt Risk. This is vital to receive census taxes from the province.;x
PIWBAILIFF_D2;Promoting our Bailiff to a Tax collector will increase our Tax and Production Incomes but also the Revolt Risk. This is vital to receive census taxes from the province.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#TEXT FOR EMPTY PROVINCE – NOTE LENGTH OF TEXTS!;x
#;x
PIWEMPTYT;NEUTRAL PROVINCE;x
PIWEMPTY1;This province is not colonized by;x
PIWEMPTY2;any nation and does not produce;x
PIWEMPTY3;any goods right now.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#IN-GAME MAIN MENU;x
#-----------------------------------------------------------------------------------------------;x
#;x
OPTHEADER;GAME MANAGEMENT;x
OPTBTN_LOAD;LOAD;x
OPTBTN_SAVE;SAVE;x
OPTBTN_OPTIONS;OPTIONS;x
OPTBTN_HINTS;HINTS;x
OPTBTN_QUIT;SURRENDER;x
OPTBTN_BACK;RETURN;x
OPTIONHEADER;OPTION;x
INGAME_MESSAGES;MESSAGE SETTINGS;x
#;x
OPTION_SFXVOLUME;SFX VOLUME;x
OPTION_MUSICVOLUME;MUSIC VOLUME;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MESSAGE DISPLAY OPTIONS;x
#;x
HEADER_MISSIONS_AND_MONARCHS;MISSIONS AND MONARCHS;x
HEADER_ECONOMICAL;ECONOMIC;x
HEADER_DIPLOMATIC;DIPLOMATIC;x
HEADER_BATTLES_AND_MILITARY;BATTLES AND MILITARY;x
HEADER_COLONIZATION_AND_EXPLORATION;COLONIZATION AND EXPLORATION;x
HEADER_RELIGION;RELIGION;x
#;x
DO_NOT_DISPLAY;§YDo not display this message;x
DISPLAY_IN_LOG;§YDisplay this type of message in the game log;x
DISPLAY_TAB;§YDisplay as message notifier;x
DISPLAY_IN_BOX;§YDisplay this type of message in a message box;x
DISPLAY_PAUSE;§YDisplay this type of message in a message box & Pause;x
MESSAGE_HEADER;§YINGAME MESSAGES;x
MESSAGE_HEADER_PROPERTIES;§YMESSAGE PROPERTIES;x
#;x
REGENCY;Regency;x
#;x
#-----------------------------------------------------------------------------------------------;x
#SIDEBAR BUTTONS;x
#;x
BUILDSHIPYARD;Build Shipyard;x
BUILDBARRACK;Build Conscription Center;x
BUTTON_0001;Build Shipyard;x
BUTTON_0002;Build Conscription Center;x
BUTTON_0003;;x
BUTTON_0004;;x
BUTTON_0005;;x
BUTTON_0006;Cancel;x
BUTTON_0007;;x
BUTTON_0008;;x
BUTTON_0009;;x
BUTTON_0010;;x
BUTTON_0011;;x
BUTTON_0012;;x
BUTTON_0013;Offer loan;x
BUTTON_0014;Select All;x
BUTTON_0015;Reorganize;x
BUTTON_0016;View Province;x
BUTTON_0017;Enter Province;x
BUTTON_0018;Place Colonist;x
BUTTON_0019;Place Trader;x
BUTTON_0020;View Country;x
BUTTON_0021;Send Diplomat;x
BUTTON_0022;Allow Trade;x
BUTTON_0023;Trade Embargo;x
BUTTON_0024;View Port;x
BUTTON_0025;Send Merchant;x
BUTTON_0026;View Center of Trade;x
BUTTON_0027;Our Victory Points. Click to view country and monarch information.;x
BUTTON_0028;Click to view Budgeting.;x
BUTTON_0029;Here we can automatically divide our monthly earnings.;x
BUTTON_0030;Click to view Financial Summary.;x
BUTTON_0031;Here we get a summary breakdown of our monthly incomes and expenses.;x
BUTTON_0032;Click to view Land Military Information.;x
BUTTON_0033;Here we get information about our current status and technology level, and set our maintenance costs.;x
BUTTON_0034;Click to view Naval Military Information.;x
BUTTON_0035;Here we get information about our current status and technology level, and set our maintenance costs.;x
BUTTON_0038;Economic Map Mode;x
BUTTON_0039;Political Map Mode\nClick again to toggle between units on the map and Fog of War enabled, or no units on the map and Fog of War disabled.;x
BUTTON_0040;Classic Map Mode;x
BUTTON_0041;View Game Menu and Configuration (F10);x
BUTTON_0042;View Ledger (F6);x
BUTTON_0043;Zoom In (+);x
BUTTON_0044;Zoom Out (–);x
BUTTON_0045;;x
BUTTON_0046;;x
BUTTON_0047;;x
BUTTON_0048;;x
BUTTON_0049;;x
BUTTON_0050;Click to pause / resume game.;x
BUTTON_0051;Promote Legal counsel to Chief judge;x
BUTTON_0052;Promote Mayor to Governor;x
BUTTON_0053;Promote Bailiff to Tax collector;x
BUTTON_0054;Build Manufactory (%d);x
BUTTON_0055;Build Army;x
BUTTON_0056;Build Navy;x
BUTTON_0057;Expand Fortress;x
BUTTON_0058;Cultures Map Mode;x
BUTTON_0059;Revolt Risk Map Mode;x
BUTTON_0060;View Province Information;x
BUTTON_0061;;x
BUTTON_0062;Diplomatic Map Mode;x
BUTTON_0063;Trade Map Mode;x
BUTTON_0064;Colonial Map Mode;x
BUTTON_0065;We have no Casus Belli against this country;x
BUTTON_0066;Declare War;x
BUTTON_0067;Permanent Casus Belli;x
BUTTON_0068;Declare War;x
BUTTON_0069;Temporary Casus Belli;x
BUTTON_0070;Declare War;x
BUTTON_0071;We have a military alliance against this country;x
BUTTON_0072;Declare War;x
BUTTON_0073;At War with Us;x
BUTTON_0074;Propose Peace;x
BUTTON_0075;Military Alliance;x
BUTTON_0076;Ban this country from alliance;x
BUTTON_0077;Royal Marriage;x
BUTTON_0078;Propose Vassalization;x
BUTTON_0079;Propose Military Alliance;x
BUTTON_0080;Propose Royal Marriage;x
BUTTON_0081;Vassal;x
BUTTON_0082;Break Vassalisation;x
BUTTON_0083;Split selected unit into two identical units;x
BUTTON_0084;Move troops between selected units;x
BUTTON_0085;Create Detachment;x
BUTTON_0086;Creates a new empty unit;x
BUTTON_0087;Disband selected units;x
BUTTON_0088;Assault Enemy Fortress;x
BUTTON_0089;Detach a unit large enough to continue the siege;x
BUTTON_0090;Detach a unit large enough to cover the fortress (allows line of supply to be traced through province);x
BUTTON_0091;Merge selected units into one unit;x
BUTTON_0092;;x
BUTTON_0093;;x
BUTTON_0094;Attack Natives;x
BUTTON_0095;Offer loan to country;x
BUTTON_0096;Send as gift to country;x
BUTTON_0097;Unload Troops from the navy;x
BUTTON_0998;Religious Map Mode\nClick again to toggle between the Missionary screen with national borders displayed, or the Holy Roman Empire screen with Imperial (HRE) borders displayed.;x
BUTTON_0999;Burn Trading post;x
#;x
BUTTON_0201;Split;x
BUTTON_0202;Reorganize;x
BUTTON_0203;Create New;x
BUTTON_0204;Disband;x
BUTTON_0205;Assault;x
BUTTON_0206;Besiege;x
BUTTON_0207;Cover;x
BUTTON_0208;Merge Units;x
BUTTON_0209;Raise War Taxes;x
BUTTON_0200;Take Bank Loan;x
BUTTON_0210;Attack Natives;x
BUTTON_0211;Offer Loan;x
BUTTON_0212;Send Gift;x
BUTTON_0213;Unload Troops;x
#;x
#-----------------------------------------------------------------------------------------------;x
#RIGHT-CLICK DROP-DOWN MENU;x
#;x
RCDM_SELECTALL;Select All;x
RCDM_CREATENEW;Create New;x
RCDM_SPLITARMY;Split;x
RCDM_MERGE;Merge;x
RCDM_REORGANISE;Reorganize;x
RCDM_UNLOAD;Unload;x
RCDM_ASSAULT;Assault;x
RCDM_SIEGE;Detach Siege Force;x
RCDM_COVER;Detach Cover Force;x
RCDM_DISBAND;Disband;x
RCDM_VIEWPROVINCE;View;x
RCDM_ENTERPROVINCE;Enter;x
RCDM_BUILDARMY;Build Army;x
RCDM_BUILDNAVY;Build Navy;x
RCDM_EXPANDFORT;Expand Fortress;x
RCDM_BUILDMANUFAC;Build Manufactory;x
RCDM_BUILDSHIPYARD;Construct Shipyard;x
RCDM_BUILDBARRACK;Build Conscription Center;x
RCDM_BUILDBAILIFF;Promote Bailiff;x
RCDM_BUILDCITYRIGHTS;Promote Mayor;x
RCDM_BUILDCOURTHOUSE;Promote Legal counsel;x
RCDM_COLONIST;Place Colonist;x
RCDM_TRADER;Place Trader;x
RCDM_VIEWCOUNTRY;View Country;x
RCDM_DECLAREWAR;Declare War;x
RCDM_OFFERPEACE;Offer Peace;x
RCDM_SENDDIPLO;Send Diplomat;x
RCDM_ALLOWTRADE;Allow Trade;x
RCDM_REFUSETRADE;Trade Embargo;x
RCDM_OFFERLOAN;Offer Loan;x
RCDM_VIEWPORT;View;x
RCDM_SENDMERCHANT;Send Merchant;x
RCDM_VIEWCOT;View;x
#;x
#-----------------------------------------------------------------------------------------------;x
#RIGHT-CLICK ON MINI-MAP;x
#;x
RCDM_LOCATEARMIES;Armies;x
RCDM_LOCATENAVIES;Navies;x
RCDM_LOCATECONQ;Conquistadors;x
RCDM_LOCATEEXPL;Explorers;x
RCDM_LOCATECOL;Colonies;x
RCDM_LOCATETP;Trading Posts;x
#;x
#-----------------------------------------------------------------------------------------------;x
#DOMESTIC POLICY NAMES;x
#-----------------------------------------------------------------------------------------------;x
#;x
DOMW_DELAY;We can modify these next around %s.;x
DOMW_MODIFY;By moving one step towards %s we'll get the following stats: \n;x
DOMNAME_ARI_R;Aristocracy;x
DOMNAME_CEN_R;Centralization;x
DOMNAME_INN_R;Innovativeness;x
DOMNAME_MER_R;Mercantilism;x
DOMNAME_OFF_R;Offensive Doctrine;x
DOMNAME_LAN_R;Land;x
DOMNAME_QUA_R;Quality;x
DOMNAME_SER_R;Serfdom;x
DOMNAME_ARI_L;Plutocracy;x
DOMNAME_CEN_L;Decentralization;x
DOMNAME_INN_L;Narrowminded;x
DOMNAME_MER_L;Free Trade;x
DOMNAME_OFF_L;Defensive Doctrine;x
DOMNAME_LAN_L;Naval;x
DOMNAME_QUA_L;Quantity;x
DOMNAME_SER_L;Free Subjects;x
#;x
POLICYDESC_0;The question is if we want to promote a wealthy middle class or the traditional nobility. §YPlutocracy§W - Increased cost for building cavalry, decreased cost for building warships. Higher Trade efficiency but a negative bonus to the Monarch's diplomatic rating. §YAristocracy§W - Decreased cost for building cavalry, increased cost for warships. Lower Trade efficiency but a bonus to the Monarch's diplomatic rating.;x
POLICYDESC_1;Only a centralized government can implement unitary laws tolls measurement and monetary systems etc. However making the central powers will felt by changing local customs and traditions is seldom viewed favourably by the subjects. §YDecentralization§W - Decreased risk for rebellion due to war exhaustion, lower risk for rebels to spring liberation movements. Increased cost for improving technology and lower production efficiency. §YCentralization§W - Increased risk for rebellion due to war exhaustion, higher risk for rebels to spring liberation movements. Decreased cost for improving technology and higher production efficiency.;x
POLICYDESC_2;Keeping conformity and sticking to traditional views can be an effective way to carry a society through difficult times. It does not however promote a good breeding ground for creativity and innovations. Those that don't fit the dogm have to leave. §YNarrow-minded§W - Decreased risk for rebellion due to war exhaustion. Increased cost for improving technology but decreased cost for improving stability. More Missionaries and Settlers received each year. §YInnovativeness§W - Increased risk for rebellion due to war exhaustion. Decreased cost for improving technology but increased cost for improving stability. Fewer Missionaries and Settlers received each year.;x
POLICYDESC_3;Mercantilism is a system in which the government promotes the national industries and merchants by regulations, economic promotions and high customs borders on the behalf of foreign competition. §YFree Trade§W - Increased cost for placing Merchants. More Merchants and Settlers received each year. §YMercantilism§W - Decreased cost for placing Merchants. Less Merchants and Settlers received each year. Can have more trade refusals against other nations without negative effects on the increasing of trade efficiency.;x
POLICYDESC_4;One school in the art of war promotes the slow but relatively safe way of methodically laying sieges to the enemy's defenses. Another advocates winning the war more quickly through a series of violent and sharp but decisive pitched battles. §YDefensive Doctrine§W - Decreased cost for artillery. Lower morale for armies. Decreased shock value for general commanders but increased siege value for them. §YOffensive Doctrine§W - Increased cost for artillery. Higher morale for armies. Increased shock value for general commanders but decreased siege value for them.;x
POLICYDESC_5;Do we strive to be a land based or a maritime power? §YNaval§W - Decreased cost for building naval units, increased cost for land units. Higher morale for navies, lower for armies. More Settlers received each year. §YLand§W - Increased cost for building naval units, decreased cost for army units. Lower morale for navies, higher for armies.;x
POLICYDESC_6;A nation with many subjects can overwhelm a smaller enemy by sheer weight of numbers. In this case, the enemy has to depend on a higher professionalism by their smaller army in order to prevail. §YQuantity§W - Increased Manpower. Decreased cost for building infantry and cavalry. Lower morale for armies. Decreased fire value for general commanders. §YQuality§W - Decreased Manpower. Increased cost for building infantry and cavalry. Higher morale for armies. Increased fire value for general commanders.;x
POLICYDESC_7;The benefits of keeping an effective yeomanry come with a price that not every ruler can or is willing to pay. §YFree Subjects§W - Increased cost for building infantry. Higher morale for armies. Increased cost for improving stability. Higher production efficiency. §YSerfdom§W - Decreased cost for building infantry. Lower morale for armies. Decreased cost for improving stability. Lower production efficiency.;x
#;x
DOMESTIC_A_CAV;Cavalry Costs: %s%.2f$\n;x
DOMESTIC_A_WAR;Warship Costs: %s%.2f$\n;x
DOMESTIC_DIP;DIP: %s%.2f\n;x
DOMESTIC_A_TE;Trade Efficiency: %s%.2f%s\n;x
DOMESTIC_C_REB;Rebellion delay: %s%.1f months\n;x
DOMESTIC_C_WAR;War Exhaustion Maximum: %s%.1f\n;x
DOMESTIC_C_TECH;Technology Cost: %s%.2f%s\n;x
DOMESTIC_C_PRO;Production Efficiency: %s%.2f%s\n;x
DOMESTIC_I_STAB;Stability Cost: %s%.0f%s\n;x
DOMESTIC_I_WAR;War Exhaustion Maximum: %s%.1f\n;x
DOMESTIC_I_TECH;Technology Cost: %s%.2f%s\n;x
DOMESTIC_I_MISS;Missionaries: %s%.2f\n;x
DOMESTIC_I_COL;Colonists: %s%.2f\n;x
DOMESTIC_M_COL;Colonists: %s%.2f\n;x
DOMESTIC_M_MER;Merchants: %s%.2f\n;x
DOMESTIC_M_REF;Number of Free Trade Refusals: %s%.0f\n;x
DOMESTIC_M_COS;Merchant Cost: %s%.2f%s\n;x
DOMESTIC_O_ART;Artillery Costs: %s%.2f$\n;x
DOMESTIC_O_SHO;Default Leader Shock: %s%d\n;x
DOMESTIC_O_SIE;Default Leader Siege: %s%d\n;x
DOMESTIC_O_MOR;Land Morale: %s%.2f\n;x
DOMESTIC_O_FORT;%s: %s%.1f%s\n;x
DOMESTIC_L_INF;Infantry Costs: %s%.2f$\n;x
DOMESTIC_L_CAV;Cavalry Costs: %s%.2f$\n;x
DOMESTIC_L_ART;Artillery Costs: %s%.2f$\n;x
DOMESTIC_L_WAR;Warship Costs: %s%.2f$\n;x
DOMESTIC_L_GAL;Galley Costs: %s%.2f$\n;x
DOMESTIC_L_TRA;Transport Costs: %s%.2f$\n;x
DOMESTIC_L_LAN;Land Morale: %s%.2f\n;x
DOMESTIC_L_NAV;Naval Morale: %s%.2f\n;x
DOMESTIC_L_COL;Colonists: %s%.2f\n;x
DOMESTIC_Q_INF;Infantry Costs: %s%.2f$\n;x
DOMESTIC_Q_CAV;Cavalry Costs: %s%.2f$\n;x
DOMESTIC_Q_LAN;Land Morale: %s%.2f\n;x
DOMESTIC_Q_FIR;Default Leader Fire: %s%d\n;x
DOMESTIC_Q_MAN;Manpower: %s%.0f%s\n;x
DOMESTIC_S_INF;Infantry Costs: %s%.2f$\n;x
DOMESTIC_S_PRO;Production Efficiency: %s%.2f%s\n;x
DOMESTIC_S_STA;Stability Cost: %s%.0f%s\n;x
DOMESTIC_S_LAN;Land Morale: %s%.2f\n;x
DOMESTIC_L_ADJ;Overseas Tax Penalty: %s%.2f%s\n;x
#;x
#-----------------------------------------------------------------------------------------------;x
#PEACE OFFER WINDOW;x
#;x
POLEADER;%s as LEADER of alliance;x
PONATION;%s ALONE (separate peace);x
PONEGBLABLA;negotiates Peace with;x
PO_VASSAL;Demand Vassalisation;x
PO_RELIGION;Demand Religious Conversion;x
PO_ACCESS;Demand Military Access;x
#;x
PCCANCEL;Cancel;x
PCSEND;Send Offer;x
POOFFER;Offer Tribute;x
PONO;No Tribute;x
PODEMAND;Demand Tribute;x
PCANNEX;Annex;x
PCCONVERT;Convert;x
PCAMSG;We have won a devastating victory over %s and have the possibility to completely annex them. This would however upset the rest of the %s world greatly. (Click 'Cancel' to proceed with a normal peace resolution.);x
PCRMSG;This will automatically convert %s to %s and end the war without any province changes, and give us a considerable Victory Point Bonus.;x
#;x
POPROVINCE;Province;x
PORECIVER;Receiver;x
POSCORE;Value;x
#;x
#NOTE: POPROLLPROV is a rollover help where the first %s is the name of a province, and the second %s is either string PORPOLLDEMAND or POPROLLOFFER.;x
POROLLPROV;Remove %s from %s.;x
POROLLCANTCONVERT;We cannot forcibly convert %s while they represent their entire alliance.;x
POROLLPLUS;Add %d$ to %s.;x
POROLLMINUS;Remove %d$ from %s.;x
POROLLDEMAND;the peace demand;x
POROLLOFFER;the peace offer;x
POROLLSHIFTCTRL;Hold Shift to add %d$, Control to add %d$, or both to take all the treasury.;x
#;x
POROLLCENTER;Center map on %s.;x
POROLLDEMPROV;Demand %s in tribute.;x
POROLLOFFPROV;Offer %s in tribute.;x
#Wardescriptions;x
WARDESC_US;-100: We control nothing.\n;x
WARDESC_THEM;+100: They control nothing.\n;x
WARDESC_OCCUPIED;-%d: They occupy %s.\n;x
WARDESC_LIBERATED;+%d: We occupy %s.\n;x
WARDESC_BATTLE;%s%d: Battles with %s (%s)\n;x
WARDESC_ALLIANCE;%s%d: Battles with %s's alliance (%s)\n;x
#;x
VERYEASY;Very Easy;x
EASY;Easy;x
MODERATE;Moderate;x
DIFFICULT;Difficult;x
VERYDIFFICULT;Very Difficult;x
MNTHLYINCM;Monthly Incomes: %d;x
MNTHLYEXP;Monthly Expenses: %d;x
MNTHLYBAL;Monthly Balance: %d;x
#;x
CANTSENDCOLONIST1;This province is already owned by %s;x
CANTSENDCOLONIST2;We can't afford to exploit this province.;x
CANTSENDCOLONIST3;This province is already being colonized!;x
#;x
#-----------------------------------------------------------------------------------------------;x
#SETTLER PLACEMENT WINDOW;x
#;x
CWSENDC;Expand Establishment in;x
CWSENDT;Send Trader to;x
CWTIME;Time to establish:;x
CWCHANCE;Suitability:;x
CWCOST;Cost:;x
CWNATIVE;NATIVES;x
CWNATIVESTR;Strength:;x
CWNATIVETOL;Aggressiveness:;x
CWNNONE;None;x
CWNVLOW;Very Low;x
CWNLOW;Low;x
CWNMEDIUM;Medium;x
CWNHIGH;High;x
CWNVHIGH;Very High;x
CWNEHIGH;Extremely High;x
CWNONE;NONE;x
CWVLOW;VERY LOW;x
CWLOW;LOW;x
CWMEDIUM;MEDIUM;x
CWHIGH;HIGH;x
CWVHIGH;VERY HIGH;x
CWEHIGH;EXTREMELY HIGH;x
CWPRO;Current Market Price;x
CWCITY;Colony, %d settlers;x
CWTP;Level %d Trading Post;x
CWNATIVEVILL;Native Settlement;x
CWNOSET;(No Settlement);x
CWCOLONIST;Colonist;x
CWTRADER;Trader;x
CWMAXTAX;Base Tax Value: %d;x
#;x
#-----------------------------------------------------------------------------------------------;x
#BUTTON ROLLOVERS;x
#;x
CCWEMPTY;Establishes new colony in %s;x
CCWEXPAND;Expands our colony in %s;x
CCWCOLONISTS;We do not have any colonists to send.;x
CCWCOLONISTSMONEY;We cannot afford to send a colonist here.;x
CCWCOLONISTSLEVEL;Requires Infrastructure Level %d.;x
CCWEMPTYTP;Establish new trading post in %s;x
CCWEXPANDTP;Expands our trading post in %s;x
CCWTP;This will expand our Trading Post to a Colony;x
CCWCITY;We already have a colony here, click 'Send Colonist' to expand it.;x
CCWTPMONEY;We cannot afford to send a trader here.;x
CCWTPLEVEL;Requires Trade Level %d.;x
CCWEMPTY2;A colony generates monthly production incomes to its owner, plus it adds incomes to the Center of Trade that the colony belongs to. A colony can normally only change owner by war.;x
CCWEXPAND2;The larger the population the greater the production incomes. Each colonist sent here adds %d population and the colony will also grow by normal city growth. When the population reaches %d the colony becomes a City at which point any remaining natives are added to the city population.;x
CCWEMPTYTP2;A trading post generates incomes in the Center of Trade that the trading post belongs to. The trading post is our province and can only be claimed by another nation by war.;x
CCWEXPANDTP2;The larger the trading post the greater incomes are added to its Center of Trade. Each trader adds %d population. A trading post can grow into a colony and eventually to a city if we send a colonist there.;x
#;x
CCWTPMAXXX;A Trading Post cannot grow beyond level 6. If we convert it to Colony it can eventually grow to a city. However, in the short term the incomes will decrease if we establish a colony here.;x
CCWROLLGOOD;Basic Price: %d$\nSupply: %d%s\nDemand: %d%s\nCurrent Market Price: %.2f$;x
CCWNATIVEROLLER;The higher the aggressiveness, the greater is the risk of a native attack if we fail with our Settler placement. There is also a risk that the natives will attack us every time we move troops here.;x
#;x
CCWCOASTAL;We can only establish colonies in coastal provinces and provinces adjacent to an owned province.;x
#;x
COWSENDOL;Send Colonist;x
COWSENDTRA;Send Trader;x
COWBACK;Back to Main;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MISSIONARY WINDOW;x
#;x
MSWSEN;Send;x
MSWBAC;Cancel;x
MSW_SEND;Send Missionary to;x
MSW_REL;CURRENT RELIGION;x
MSW_POP;Population:;x
MSW_CUL;Culture:;x
MSW_SUC;Success chance:;x
MSW_TIME;Estimated time;x
MSW_TIME2;of conversion:;x
MSW_TIME3;%d months;x
MSW_COST;Cost:;x
#;x
#-----------------------------------------------------------------------------------------------;x
#COUNTRY INFORMATION WINDOW;x
#;x
COWEMP;HOLY ROMAN EMPEROR;x
COWMONARCH;HEAD OF STATE;x
COWSTABILITY;Stability: %s%d;x
COWLAND;Land Technology: %s;x
COWNAVAL;Naval Technology: %s;x
COWCULTURE;CULTURES;x
COW_VASSAL;Create Vassal;x
COW_VASSAL1_IRO;We can create vassal states out of our own territory if there is any form of national identity in the area.;x
COW_VASSAL2_IRO;There is no part of our realm that can be given vassal status.;x
#;x
COW_KING_DRO;The 'traits' listing gives an indication of the nature of the Historical Events that will occur during the Monarch's reign.;x
COWROLLDIP1;Diplomatic Skills: %d;x
COWROLLADM1;Administrative Skills: %d;x
COWROLLMIL1;Military Skills: %d;x
COWROLLVP;Victory Points;x
COWROLLNEXT;Show next country;x
COWROLLPREV;Show previous country;x
COWEXCELLENT;very strong;x
COWROLLDOM;Click to access Domestic Policy Settings.;x
COWROLLREL;Click to access Religion Settings.;x
COWGOOD;strong;x
COWNORMAL;normal;x
COWWEAK;weak;x
COWVERYWEAK;very weak;x
COWROLL0;%s's current Stability is %s;x
COWROLL1;%s's current Economical rating is %s;x
COWROLL2;%s's current Diplomatic rating is %s;x
COWROLL3;%s's territorial power is %s in relation to the other nations.;x
COWROLL4;%s's current Land Military Power is %s.;x
COWROLL5;%s's current Naval Military Power is %s.;x
COWROLLDIP2;The diplomatic skill affects our foreign political relations every time our country is involved in diplomatic activities. The higher the skill of the monarch, the greater our chance of making successful suggestions. A high diplomatic skill will reduce the costs and increase the effects of sending gifts to improve relations. Diplomatic skill also affects the Badboy limit and determines the rate of decrease for our Badboy rating, and how many diplomats we receive yearly.;x
COWROLLADM2;The administrative skill provides a continuous research bonus for infrastructure and trading technology, along with an investment bonus for stability. A strong administrative skill increases the chance of success and decreases the time needed and the cost of sending our missionaries. A monarch with a high administrative skill can also help our merchants be more competitive in the Centers of Trade, and can aid in colonization.;x
COWROLLMIL2;The military skill provides a continuous research bonus in both land and naval military technology. A high military skill can also factor into a morale bonus for our military units in the field.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#COT WINDOW;x
#;x
COTINCOME;Income §W%d$;x
COTEFF;Trade Level;x
COTIWROLLOVER;The countries with %d merchants in this center;x
COTIWROLLOVER2;The monopoly country of the Center of Trade;x
COTIWBACK;Back to Main;x
COTIWSEND;Place Merchant;x
#;x
COTIW_REFUSED;However they are being refused trade by the owner of the Center %s limiting their income and stopping them from expanding their trade.;x
#;x
COTIW_DRO;%d$: Total trade in this CoT\n%d/%d: %s's share of that trade\nx%.2f %s: %s's Trade Level\n= %.1f$ yearly trade income for %s from this CoT\n;x
COTIW_EMPTYSLOTS;Empty slot(s);x
#;x
COTIWSENDOK_I;Send merchant to %s at a cost of %d$?;x
COTIWSENDERR1_I;We have no merchants to send!;x
COTIWSENDERR2_I;%s refuses to trade with us!;x
COTIWSENDERR3_I;We cannot afford to send a Merchant here (Cost: %d$);x
COTIWSENDERR4_I;Requires Trade Level %d;x
COTIWSENDERR5_I;We cannot place six Merchants and thereby gain a monopoly until we have Trade Level %d.;x
COTIWSENDERR6_I;We already have a monopoly here and there is no competition so additional merchants will make no difference.;x
COTIWSENDERR7_I;We already have six merchants en route here!;x
COTIWSENDERR8_I;We must first discover the location of the %s Center of Trade.;x
COTIWSENDERR9_I;We lack a harbor for our capital so we cannot send merchants to overseas territories.;x
#;x
COTIWINC_I;We currently earn %.1f$ per year from the trade in %s.;x
COTIWEFF_I;Our Trade Level;x
COTIWCENTER_I;The Center of Trade in %s is owned by %s.;x
COTIWNUMBERS_I;The total value of the trade here is %d$.\nOur current share is %.2f$ monthly.;x
#;x
COTIWSENDOK_D;The more merchants we have, the larger our share of the Center of Trade's total trade do we get.;x
COTIWSENDERR1_D;Merchants are generated automatically as an effect of our Trade Level. (See mouse rollover help for number of merchants in the menu bar for details.);x
COTIWSENDERR2_D;When a nation refuses to trade with us we cannot place merchants in the Center of Trade that it controls and we do not gain any income from those already present.;x
#;x
COTIWINC_D;This will increase if we place more merchants here and/or increase our Trade Level.;x
COTIWEFF_D;By increasing our Trade Level, our merchants will generate more income.;x
COTIWCENTER_D;Centers of Trade may move as an effect of changes in the political map.;x
COTIWNUMBERS_D;The amount will grow as more provinces are colonized in the area of the CoT's area of influence, as city population grows, manufactories are built etc.;x
#;x
COTIWMONOPOLYD;Each Center of Trade can hold up to 20 merchants. If we have a Monopoly we will automatically earn the incomes from all empty slots. Also by adding additional merchants we may remove other nation's merchants in the Center of Trade by competition.;x
COTIWSHIELD_D;%s's %d merchant(s) generate %.2f$ yearly.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#COLONIST WINDOW;x
#;x
PLCOL;Please select a province;x
#;x
#-----------------------------------------------------------------------------------------------;x
#TRADER WINDOW;x
#;x
PLTRA;Please select a province;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MERCHANT WINDOW;x
#;x
PLMER;Please select a Center of Trade;x
#;x
#-----------------------------------------------------------------------------------------------;x
# COMBAT INFORMATION WINDOWS;x
#-----------------------------------------------------------------------------------------------;x
#;x
#-----------------------------------------------------------------------------------------------;x
#LEADER TYPES – note: not rank but 'type';x
#;x
GENERAL;General;x
ADMIRAL;Admiral;x
CONQUISTADOR;Conquistador;x
EXPLORER;Explorer;x
MONARCH;Regent;x
PRIVATEER;Privateer;x
#;x
#-----------------------------------------------------------------------------------------------;x
#DYNAMIC UNIT DESIGNATIONS;x
#;x
UNITNAMESQUADRON;Squadron;x
UNITNAMEFLEET;Fleet;x
UNITNAMEREGIMENT;Regiment;x
UNITNAMEARMY;Army;x
UNITNAMEEXP;%s's Expedition;x
#;x
UNITLEADERNAME;Leader Name;x
#;x
RANKLADMIRAL;Lord Admiral;x
RANKADMIRAL;Admiral;x
RANKVADMIRAL;Vice Admiral;x
RANKRADMIRAL;Rear Admiral;x
RANKCOMMODORE;Flotilla Admiral;x
RANKSEACAPTAIN;Commodore;x
RANKKING;Monarch;x
RANKFMARSHAL;Field Marshal;x
RANKMARSHAL;General;x
RANKGENERAL;Lt.General;x
RANKCOLONEL;Maj.General;x
RANKMAJOR;Brigadier;x
RANKCAPTAIN;Colonel;x
#;x
UNITMANUEVER1;Maneuver Value;x
UNITMANUEVER2;Affects the unit's overall performance.;x
UNITNAVALSHOCK1;Boarding Value;x
UNITNAVALSHOCK2;Affects the unit's performance in board phase of naval combat.;x
UNITNAVALFIRE1;Fire Value;x
UNITNAVALFIRE2;Affects the unit's performance in fire phase of naval combat.;x
#;x
UNITLANDSHOCK1;Shock Value;x
UNITLANDSHOCK2;Affects the unit's performance in shock phase of land combat.;x
UNITLANDFIRE1;Fire Value;x
UNITLANDFIRE2;Affects the unit's performance in fire phase of land combat.;x
UNITSIEGE1;Siege Value;x
UNITSIEGE2;Affects the unit's performance in sieges.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#COMBAT RESULTS – describes combat status of armies and navies;x
#;x
ANWMORALE;MORALE;x
#;x
INVINCIBLE;Invincible;x
VERYSTRONG;Very Strong;x
STRONG;Strong;x
DISCIPLINED;Disciplined;x
WEAK;Weak;x
BREAKING;Breaking;x
PANIC;Panic;x
#;x
ANW_MORALE_IRO;Morale: §Y%.2f§W/§Y%.2f\nThe higher the morale, the longer can our troops fight before breaking from a combat. Morale increases automatically whenever the unit is not in combat.;x
ANW_MORALE_DRO;Maximum morale:\n%.2f Base\n%.2f National morale (due to technology)\nx%.2f Maintenance modifier\n%.2f Religion modifier\n%.2f Domestic Policies Modifier\n%.2f Influence from monarch;x
ANW_MORALE_DRO2;\n%.2f Defender of Faith Modifier;x
ANW_MORALE_DRO3;\nx%.2f Bankruptcy Modifier;x
#;x
# LOAD CAPACITY – the first '%d' in 'NIWNTP' is the number of units loaded on the navy, the second '%d' the maximum load capacity;x
#;x
NIWNTP;%d of %d;x
UNITNAVALWEIGHT1;Load Capacity;x
UNITNAVALWEIGHT2;Troops Loaded / Load Capacity (compare to land unit's 'weight' value);x
UNITLANDWEIGHT1;Unit Weight;x
UNITLANDWEIGHT2;The required capacity when loading the unit on a navy and when calculating attrition: 1 per 1000 infantry 1 per 1000 cavalry 1 per 10 cannon.;x
ANWPATROL;Fleet on Patrol;x
#;x
#-----------------------------------------------------------------------------------------------;x
#COMBAT PHASE NAMES;x
#;x
CRBFIRE;FIRE;x
CRBSHOCK;SHOCK;x
#;x
#-----------------------------------------------------------------------------------------------;x
#UNIT INFORMATION WINDOWS;x
#;x
CRBLEADERNAME;Commanding Leader;x
ANWVIERWLEADER;Toggle between leaders;x
ANWVIERWLEADER2;The highest ranking leader will automatically command the unit.;x
CRBLEADEFIRE;Leader Fire Value;x
CRBLEADERSHOCK;Leader Shock Value;x
CRBLEADERMOVE;Leader Maneuver Value;x
CRBATTRITION;Attrition;x
CRBSUPERIORITY;Superiority;x
CRBFIREI;Relative Fire Strength;x
CRBSHOCKI;Relative Shock Strength;x
#;x
CRBINF;Infantry;x
CRBCAV;Cavalry;x
CRBART;Artillery;x
CRBWAR;Warships;x
CRBGAL;Galleys;x
CRBTRA;Transports;x
#;x
ANWINFANTRY;Infantry;x
ANWCAVALRY;Cavalry;x
ANWARTILLERY;Artillery;x
ANWWARSHIPS;Warships;x
ANWGALLEYS;Galleys;x
ANWTRANSPORTS;Transports;x
#;x
PURCHASEINF;Infantry;x
PURCHASECAV;Cavalry;x
PURCHASEART;Artillery;x
PURCHASEW;Warships;x
PURCHASEG;Galleys;x
PURCHASET;Transports;x
#;x
UNITSTATS_OWNED;%s (%d/%d/%d);x
UNITSTATS_OTHER;%s: %s (%d/%d/%d);x
#;x
#-----------------------------------------------------------------------------------------------;x
#COMBAT INFORMATION WINDOWS;x
#;x
CRB_ROLL_AFIRE;Attacker's die roll during the Fire Phase;x
CRB_ROLL_ASHOCK;Attacker's die roll during the Shock Phase;x
CRB_ROLL_DFIRE;Defender's die roll during the Fire Phase;x
CRB_ROLL_DSHOCK;Defender's die roll during the Shock Phase;x
#;x
CRB_ROLL_DADA;The die roll reflects the many random factors of combat – the higher the value, the more losses will the opponent suffer.\nThe die is re-rolled at the start of each Shock Phase ('close combat') and Fire Phase ('ranged combat') of the battle. Bonuses depending on leaders, terrain, and fortresses are added separately.;x
#;x
RATIO0;Strength Ratio >4:1;x
RATIO1;Strength Ratio 3:1;x
RATIO2;Strength Ratio 2:1;x
RATIO3;Strength Ratio 3:2;x
RATIO4;Strength Ratio 1:1;x
RATIO5;Strength Ratio 2:3;x
RATIO6;Strength Ratio 1:2;x
RATIO7;Strength Ratio 1:3;x
RATIO8;Strength Ratio <1:4;x
#;x
RATIO_D;The Strength Ratio reflects the total balance of troop count leadership values technology modifiers and Unit Morale. The attacker's numbers are shown to the left the defender's to the right.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#SIEGE INFORMATION WINDOW;x
#;x
GARRISON;Garrison;x
#;x
CRBBREACH;Breach! The fortress will be useless if we choose to assault!;x
CRBSIEGE1;The city can hold out for years.;x
CRBSIEGE2;The city will probably surrender within twelve months.;x
CRBSIEGE3;The city will probably surrender within nine months.;x
CRBSIEGE4;The city will probably surrender within six months.;x
CRBSIEGE5;The city will probably surrender within three months.;x
CRBSIEGE6;The city will surrender any day now.;x
ASSAULT_NOINF;We need infantry to assault an enemy fortress;x
ASSAULT_NOTECH;We have not reached a high enough level of land technology to assault an enemy fortress;x
#;x
#-----------------------------------------------------------------------------------------------;x
#SIEGE RESULTS MONITOR – describes status of a besieged city;x
#;x
SSTRONG;Strong;x
SDEFIANT;Defiant;x
SWEAK;Weak;x
SEXHAUSTED;Exhausted;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MULTIPLE UNITS WINDOW;x
#;x
ANWNAVIES;%d Navies Selected;x
ANWARMIES;%d Armies Selected;x
#;x
UIW_NAVY;%d Navies Selected;x
UIW_ARMY;%d Armies Selected;x
#;x
#;x
UIW_NOREORG;We cannot reorganize units that are moving, in combat or in different provinces;x
#;x
#-----------------------------------------------------------------------------------------------;x
#ATTRITION;x
#;x
LU_ATTRITION_I0;Attrition (monthly losses due to starvation diseases desertions etc.)\n;x
LU_ATTRITION_I1;+%d On Navy\n;x
LU_ATTRITION_I2;+%d Unit Size\n;x
LU_ATTRITION_I3;%s%d Province Supply\n;x
LU_ATTRITION_I4;%d Leader\n;x
LU_ATTRITION_I5;%.1f (attrition limit reached)\n;x
#;x
NU_ATTRITION_I0;Attrition (monthly losses due to starvation diseases desertions etc.)\n;x
NU_ATTRITION_I3;%d Near Coast\n;x
NU_ATTRITION_I4;%d Leader\n;x
NU_ATTRITION_I5;%d (attrition limit reached)\n;x
NU_ATTRITION_I6;+%d Time at Sea\n;x
NU_ATTRITION_I7;(In Port)\n;x
NU_ATTRITION_I8;(In Friendly Waters)\n;x
NU_ATTRITION_D;Navies in friendly ports do not suffer any attrition. Entering a friendly port cancels any attrition penalties due to months spent at sea.;x
#;x
PROV_ATTRITION_0;Maximum attrition that a unit in this province can take:\n;x
PROV_ATTRITION_1;+%d At Sea\n;x
PROV_ATTRITION_2;+%.1f due to Technology\n;x
PROV_ATTRITION_3;+%d Out of Supply\n;x
PROV_ATTRITION_4;+%d Winter\n;x
PROV_ATTRITION_5;+%d Tropical climate\n;x
PROV_ATTRITION_6;+%d Desertic climate\n;x
PROV_ATTRITION_7;+%d %s\n;x
PROV_ATTRITION_8;+%d Looted Province\n;x
#;x
PROV_SUPPLY_1;+%d Province Supply\n;x
PROV_SUPPLY_2;+%d Fortress\n;x
PROV_SUPPLY_3;+%d Conscription Center\n;x
PROV_SUPPLY_4;+%d Storm\n;x
PROV_SUPPLY_5;+%d Icy\n;x
PROV_SUPPLY_6;%d Coastal\n;x
PROV_SUPPLY_7;%d Adjacent to Port\n;x
PROV_SUPPLY_8;+%d Seaborne Supply\n;x
PROV_SUPPLY_9;%d Winter\n;x
PROV_SUPPLY_10;%d Tropical\n;x
#;x
#-----------------------------------------------------------------------------------------------;x
#BUDGET WINDOW;x
#;x
TWLANDTECH;Land Technology;x
TWNAVALTECH;Naval Technology;x
TWTRADE;Trade Level;x
TWPRODUCTION;Infrastructure;x
TWSTABILITY;Stability;x
TWTREASURY;To Treasury;x
TWRLANDBAD;We are researching %s but are not gaining any progress.;x
TWRLANDOK;We are researching %s and with this funding we expect to be finished in %s %d.;x
TWRBOOST;One-time increase. For %d$, our investment will increase by %.0f$.;x
#;x
TWRNAVALBAD;We are researching %s but are not gaining any progress.;x
TWRNAVALOK;We are researching %s and with this funding we expect to be finished in %s %d.;x
#;x
TWRTRADEBAD;We are researching %s but are not gaining any progress.;x
TWRTRADEOK;We are researching %s and with this funding we expect to be finished in %s %d.;x
#;x
TWRINFRABAD;We are researching %s but are not gaining any progress.;x
TWRINFRAOK;We are researching %s and with this funding we expect to be finished in %s %d.;x
#;x
TWRSTABBAD;%sWe are investing in a stability increase but are not gaining any progress.;x
TWRSTABOK;%sWe are investing in a stability increase and with this funding we expect to be finished in %s %d.;x
#;x
TWR_WARTAX1;We are already taking out war taxes.;x
TWR_WARTAX2;We can only raise War Taxes when we are at war with another nation.;x
TWR_WARTAX3;We cannot raise War Taxes while stability is %d.;x
TWR_IMPOSSIBLELOANS;Our creditors will not loan us any more money.;x
#;x
TWR_TAKELOAN;Take Loan from the Bank (%d$ for %d months);x
TWR_WT;Raise War Taxes\n(%d%s extra tax income and troop build capacity and %d%s manpower for %d months, +%.2f%s inflation, +%.1f war exhaustion, +%.1f%s revolt risk);x
#;x
TWRAHEAD;We are %d years ahead of time in researching this tech,\nand are paying %d$ extra because of this.;x
#;x
TWR_END_I;We have already reached our maximum level.;x
TWR_END_D;All investments here go back to treasury.;x
#;x
TWBUDGET;$ from Budget;x
#;x
TWLAND_MIL;+%d$ Monarch Military Skill\n;x
TWLAND_MAN;+%d$ Weapons Manufactories\n;x
TWLAND_DELAY;+%d$ Neighbor Bonus\n;x
TWNAVAL_MIL;+%d$ Monarch Military Skill\n;x
TWNAVAL_MAN;+%d$ Naval Equipment Manufactories\n;x
TWNAVAL_DELAY;+%d$ Neighbor Bonus\n;x
TWINFRA_ADM;+%d$ Monarch Administrative Skill\n;x
TWINFRA_COUNTRY;%s%d$ Country Bonus\n;x
TWINFRA_MAN;+%d$ Goods Manufactories\n;x
TWTRADE_ADM;+%d$ Monarch Administrative Skill\n;x
TWTRADE_COUNTRY;%s%d$ Country Bonus\n;x
TWTRADE_MAN;+%d$ Refineries\n;x
TWTRADE_REFUSE;%d$ Trade Embargos\n;x
TWSTAB_ADM;+%d$ Monarch Administrative Skill\n;x
TWSTAB_MAN;+%d$ Fine Arts Academies\n;x
TWSTAB_EXH;%d$ War Exhaustion\n;x
#;x
TWRCASH;With current budget, we expect to earn %.2f$ next month.;x
#;x
CLOSE;CLOSE;x
GOTOBUDGET;Go to Budget;x
GOTOTREAT;Go to Financial Summary;x
#;x
BTNINVSTAB;Increase stability by one, cost %d$;x
#;x
#-----------------------------------------------------------------------------------------------;x
#RELIGION WINDOW;x
#;x
RELWCONVERT;Convert;x
RELWCLOSE;Back;x
RELWDOF;Claim: Sole Defender of the Faith;x
RELWROLL_DOFTITLE;Defenders of the Faith:\n;x
RELWROLL_DOF;§Y%s: §W%s\n;x
RELWROLL_ATWAR;We cannot convert while we are at war\n;x
RELW_DOF_DESC;If there is no defender of the faith then we can claim that title for our country.\nThe defender of the faith gets a Casus Belli on all countries that attack anyone of the faith. If we are defender of the faith, heretics in our country will be more rebellious, our army morale higher, and our tech advances slower. We will lose the title if we lose any war. The cost for claiming the title is %d$.;x
RELWSTATE;STATE RELIGION;x
RELWTOLERANCE;TOLERANCE LEVELS;x
RELWGLOBALFLAGS;Religion Events: §Y%s\n;x
#;x
#-----------------------------------------------------------------------------------------------;x
#FINANCIAL SUMMARY WINDOW;x
#;x
IWBINCOME;INCOME CALCULATION;x
IWBTAXATION;Taxes:;x
IWBPRODUCTION;Goods:;x
IWBTRADE;Trade:;x
IWBFEXPENSE;FIXED EXPENSES;x
IWBMAINTEN;Military Maintenance:;x
IWBINTEREST;Loans Interest:;x
IWBBEXP;INVESTMENTS;x
IWBLTECH;Land Technology:;x
IWBNTECH;Naval Technology:;x
IWBSTB;Stability:;x
IWBPE;Infrastructure:;x
IWBTE;Trade:;x
IWBMONTHLY;MONTHLY BALANCE;x
IWBINFLATION;INFLATION;x
IWBTOTAL;TOTAL:;x
#;x
#-----------------------------------------------------------------------------------------------;x
#TROOPS PURCHASE WINDOW;x
#;x
IWPTITLE;§YPURCHASE UNITS;x
IWPAVIA;§YUnits Available in Province;x
IWPCOST;§YCost per 1000 men (10 cannon);x
IWPCOSTNAV;§YCost per ship;x
IWPORD;§YUnits Ordered;x
IWPTOTAL;§WTOTAL COST: §Y;x
#;x
PURCHASEBAR_D;Increases army build capacity by x2.;x
PURCHASEBAR_I1;Cost %d$, will take %d months to complete.;x
PURCHASEBAR_IF1;We already have a conscription center in %s!;x
PURCHASEBAR_IF2;Requires Land Technology level %d.;x
PURCHASEBAR_IF3;We cannot afford the %d$ a Conscription Center costs.;x
PURCHASEBAR_IF4;There are already ongoing constructions or promotions in this province.;x
PURCHASEBAR_IF5;We may only build Conscription Centers in provinces that we own and control.;x
#;x
PURCHASESHIP_D;Increases ship build capacity by x10.;x
PURCHASESHIP_I1;Cost %d$, will take %d months to complete.;x
PURCHASESHIP_IF1;We already have a shipyard in %s!;x
PURCHASESHIP_IF2;Requires Naval Technology level %d.;x
PURCHASESHIP_IF3;We cannot afford the %d$ a shipyard costs.;x
PURCHASESHIP_IF4;There are already ongoing construction works in this province.;x
PURCHASESHIP_IF5;We may only build shipyards in coastal provinces with tax income above 6 and a port that we own and control.;x
#;x
RAISEMERC_I4;We don't have access to the European market of mercenaries.;x
RAISEMERC_I1;We cannot afford the %.0f$ it takes to recruit a mercenary company.;x
RAISEMERC_I2;There are no mercenary companies available.;x
RAISEMERC_I3;There is a company with %d infantry, %d cavalry and %d artillery available for %.0f$.;x
RAISEMERC;Recruit Mercenary Company;x
#;x
#-----------------------------------------------------------------------------------------------;x
#'HIDDEN' PROVINCE INFORMATION WINDOW;x
#;x
HPTP;Trading Post;x
HPWMANPW;Manpower:;x
HPWPOP;Pop:;x
HPWFORT;Fortress:;x
HPFORTNONE;None;x
HPFORTSMALL;Small;x
HPFORTMEDIUM;Medium;x
HPFORTHEAVY;Heavy;x
HPFORTMAX;Maximum;x
HPWREVOLT;Revolt Risk:;x
HPWGROWTH;Growth Rate:;x
HPWSUPPLY;Supply Limit:;x
HPWATTRITION;Max Attrition:;x
HPWTAX;PROVINCE INCOME;x
HPWTRA;TRADE REVENUES;x
HPWCOT;CENTER OF TRADE;x
HPNONE;§YNone (§W%d§Y);x
HPVLOW;§YVery Low (§W%.1f§Y);x
HPLOW;§YLow (§W%.1f§Y);x
HPMEDIUM;§YMedium (§W%.1f§Y);x
HPHIGH;§YHigh (§W%.1f§Y);x
HPVHIGH;§YVery High (§W%.1f§Y);x
HPEHIGH;§YExtremely High (§W%.1f§Y);x
#;x
HPSUPPLY_IRO;Maximum unit weight that the province can supply without causing attrition. Actual attrition depends on various other factors as well. A red number indicates our units will be out of supply here (which increases attrition). Yellow numbers indicate provinces adjacent to supply sources.;x
HPATTRITON_IRO;Maximum attrition that one of our units can take in this province.;x
#;x
HPINFOABOUT;Click for information about %s.;x
HPTAXINFO;Yearly incomes from %s (taxes Trade Tariffs production incomes etc.);x
HPCOTINFO;The Center of Trade that collects the trading revenues of %s.;x
HPCOTINFO_D;Click to center map on the Center of Trade.;x
HPREVOLT;The risk (checked each month) of a revolt in %s.;x
HPFORTI1;A fortress forces an enemy to defeat our city in a siege before he can take control of a province.;x
HPFORTI2;The stronger the fortress the longer will it take to defeat and the larger siege force is required.;x
HPPOPI1;The larger the population, the greater the production and tax income.;x
HPPOPI2;The population will grow automatically as an effect of high Stability and peace and quiet. It will decrease as an effect of looting, occupation, poor stability, etc.\n;x
HPWMANPW_I;The amount of thousands of soldiers that this province can supply each year.;x
#;x
HPCONI2;If controlled by other nation than owner the province will not generate any tax incomes and cannot build any troops. To assume control of a province move a military unit into it and defeat all enemy forces.;x
HPOWNI2;The owner gets tax and production incomes from the province depending on the state of the province and can build troops, fortresses and manufactories.;x
HPOWNI1;Province owned by %s since %s %d;x
HPCONI1;Province controlled by %s since %s %d;x
#;x
HPREL_IRO;Province Religion: %s;x
HPREL_DRO;If our state religion and the province's religion are different, the revolt risk may increase. Click for details.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Revolt risk strings;x
#;x
RRISK_RELIGION;%s%d: Religion\n;x
RRISK_STAB;%s%d: Stability\n;x
RRISK_EXHAU;+%d: War Exhaustion\n;x
RRISK_MANU;%d: Manufactory\n;x
RRISK_CAP;%d: Capital Province\n;x
RRISK_OCCU;+%d: Occupation\n;x
RRISK_REB;+%d: Neighboring Rebels\n;x
RRISK_WARTAXES;+%d: War Taxes\n;x
RRISK_BANKRUPTCY;+%d: Bankruptcy\n;x
RRISK_BAILIFF;+%d: Tax collector\n;x
RRISK_COURTHOUSE;%d: Chief judge\n;x
RRISK_EVENT;%s%d: Event Effects\n;x
RRISK_TP_COL;The population in Colonies and Trading Posts is too small to create revolts, however any natives present in the province may revolt as an effect of expansions and troop entrance.;x
RRISK_CULTURE;+%d: Cultural Differences\n;x
RRISK_NATIONALISM;+%d: Nationalism (Notice, revolt risk cannot be lower than this value);x
#;x
#-----------------------------------------------------------------------------------------------;x
#Province Tax effect strings;x
#;x
PROVTAX_EXC;War Taxes: §Y+%d§W%s\n;x
PROVTAX_CUL;Cultural Difference: §Y%d§W%s\n;x
PROVTAX_REL;Religious Difference: §Y%d§W%s\n;x
PROVTAX_SUP;No land connection to capital: §Y%d§W%s\n;x
PROVTAX_SRE;State Religion Modifier: §Y%s%.0f§W%s\n;x
PROVTAX_RRISK;Revolt Risk: §Y%s%d§W%s\n;x
PROVTAX_STAB;Stability Modifier: §Y%s%.0f§W%s\n;x
PROVTAX_TOTAL;Total Modification: §Y%d§W%s;x
#;x
#-----------------------------------------------------------------------------------------------;x
#POPULATION GROWTH STRINGS;x
#;x
POPGRWTH_STAB;+%.1f: Stability\n;x
POPGRWTH_CAP;+%.1f: Capital Province\n;x
POPGRWTH_COT;+%.1f: Center of Trade\n;x
POPGRWTH_COTN;+%.1f: Neighboring Center of Trade\n;x
POPGRWTH_MANUFACTORY;+%.1f: Manufactory\n;x
POPGRWTH_CITYRIGHTS;+%.1f: Governor\n;x
POPGRWTH_SHIPYARD;+%.1f: Shipyard\n;x
POPGRWTH_BARRACKS;+%.1f: Conscription Center\n;x
POPGRWTH_COLONY;+%.1f: Colonial\n;x
POPGRWTH_ENEMY;%.1f: Enemy Troops\n;x
POPGRWTH_SIEGE;%.1f: Siege\n;x
POPGRWTH_LOOTED;%.1f: Province is looted\n;x
POPGRWTH_EVENT;%.1f: Event Effects\n;x
POPGRWTH_OCCU;%.1f: Occupation\n;x
POPGRWTH_LOC;%.1f: Location;x
#;x
#-----------------------------------------------------------------------------------------------;x
#GOODS WINDOW;x
#;x
GWBASIC;Basic Price (100 units):;x
GWSUPPLY;Supply:;x
GWDEMAND;Demand:;x
GWCURRENT;Market Price (100 units):;x
GWPROD;PRODUCTION;x
GWOURP;Our Production:;x
GWUNITS;%d Units;x
GWPE;Infrastructure:;x
GWPINC;Our Production Income:;x
GWLEADING;Leading Nation:;x
GWTRADE;TRADE REVENUES;x
GWOURT;Our Trade:;x
GWTE;Trade Level:;x
GWTINC;Our Trade Income:;x
GWNONE;(none);x
GW_NA;N/A;x
#;x
GWBACK;Back to Main;x
#;x
GW_I_MAIN;The greater the Demand and the lower the Supply the higher the Market Price.;x
#;x
GW_I_BASICPRICE;%s is '%s' value goods.;x
GW_I_PRICE_VH;very high;x
GW_I_PRICE_H;high;x
GW_I_PRICE_M;medium;x
GW_I_PRICE_L;low;x
#;x
GW_I_SUPPLY;The supply value will increase automatically as more provinces producing %s get colonized.;x
GW_D_SUPPLY;Currently, %d provinces with Cities or Colonies produce %s.;x
#;x
GW_I_PROD;Increase our production by expanding %s producing colonies and establishing new ones, and make sure our cities have a high Growth Rate.;x
GW_D_PROD;A Colony contributes with up to 100 units, a City with up to 200 units. The actual incomes depend on our Infrastructure.;x
#;x
GW_I_INFRA;Our current level of Infrastructure allows us to benefit from %d%s of our production.;x
GW_D_INFRA;Improve our Infrastructure through investments in the Budget Window. As it increases, so will our production incomes.;x
#;x
GW_I_OURPI;Our current yearly income from the production of %s.;x
GW_D_OURPI;The income is generated monthly and can be distributed in the Budget Window.;x
#;x
GW_I_LEADER;The nation producing most %s in the world.;x
GW_D_LEADER;The leading nation gets %.0f VP each year.;x
#;x
GW_I_OTRADE;Our share of the global trade value. Increase by placing more merchants in Centers of Trade that cover provinces producing these goods.;x
GW_D_OTRADE;Each Colony or Trading Post contributes with up to 100 units and each City with up to 200 units to its Center of Trade.;x
#;x
GW_I_TRADE;Our current level of Trade allows us to benefit from %d%s of our merchant's shares in each Center of Trade.;x
GW_D_TRADE;Improve our Trade Level through investments in the Budget Window. As it increases, so will our trade incomes.;x
#;x
GW_I_OURTI;Our current yearly income from the trade of %s;x
GW_D_OURTI;The income is generated monthly and can be distributed in the Budget Window.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MISSION WINDOW;x
#;x
MWCURRENT;Current Missions;x
MWAVAILABLE;Available Missions;x
MWVPSUCCESS;Victory Points: ;x
MWVPFAILURE;Penalty Points: ;x
MWFINISHED;Time Limit: ;x
MWCLOSE;Cancel;x
MWACCEPT;Accept;x
#;x
#-----------------------------------------------------------------------------------------------;x
#LAND AND NAVAL TECHNOLOGY INFORMATION WINDOWS;x
#;x
MILWCLOSE;CLOSE;x
MILWRESEARCH;Research:;x
MILWSHOCK;SHOCK;x
MILWMORALE;MORALE;x
MILWFIRE;FIRE;x
MILMAIN;MAINTENANCE LEVEL;x
MILCOST;Monthly Maintenance Cost;x
MILTOTALS;Totals:;x
MILLAND;LAND MILITARY;x
MILLANDMA;Supportable Amount;x
MILNAVAL;NAVAL MILITARY;x
MILNAVALMA;Supportable Amount;x
MILLAND_INF;We are paying %.3f$ for each 1000 infantry.\nWe are paying %.2f$ extra for being above the support limit.\n;x
MILLAND_CAV;We are paying %.3f$ for each 1000 cavalry.\nWe are paying %.2f$ extra for being above the support limit.\n;x
MILLAND_ART;We are paying %.3f$ for each 10 artillery.\nWe are paying %.2f$ extra for being above the support limit.\n;x
MILNAVAL_WAR;We are paying %.3f$ for each warship.\nWe are paying %.2f$ extra for being above the support limit.\n;x
MILNAVAL_GAL;We are paying %.3f$ for each galley.\nWe are paying %.2f$ extra for being above the support limit.\n;x
MILNAVAL_TRA;We are paying %.3f$ for each transport.\nWe are paying %.2f$ extra for being above the support limit.\n;x
MAXSHIP_PORT;+%d (Base Tax Value of Owned Ports)\n;x
MAXSHIP_MERC;+%d (Merchants)\n;x
MAXSHIP_POOL;+%d (Manpower)\n;x
MAXSHIP_MANU;+%d (Naval Manufactories)\n;x
MAXSHIP_PROD;+%d (Naval Supplies produced)\n;x
MAXSHIP_TRADE;+%d (Naval Supplies traded)\n;x
MAXSHIP_SHIPYARDS;+%d (Shipyards)\n;x
MAXMAN_MINIMUM;+%d (Base Value)\n;x
MAXMAN_POOL;+%d (Manpower)\n;x
MAXMAN_MANU;+%d (Weapon Manufactories)\n;x
MAXMAN_PROD;+%d (Grain produced)\n;x
MAXMAN_TRADE;+%d (Grain traded)\n;x
MAXMAN_BARRA;+%d (Conscription Centers)\n;x
#;x
#-----------------------------------------------------------------------------------------------;x
#LOANS WINDOW;x
#;x
LWTITLE;We are about to offer a loan to;x
LWAMOUNT;AMOUNT;x
LWRATE;INTEREST RATE;x
LWLENGTH;LENGTH IN MONTHS;x
LWMONTHS;MONTHS;x
#;x
#-----------------------------------------------------------------------------------------------;x
#DIPLOMACY WINDOW;x
#;x
BADBOY0;We have an honorable reputation.;x
BADBOY1;We have a respectable reputation.;x
BADBOY2;We have a slightly tarnished reputation.;x
BADBOY3;We have a tarnished reputation.;x
BADBOY4;We have a rather bad reputation.;x
BADBOY5;We have a very bad reputation.;x
BADBOY6;We have an extremely bad reputation.;x
BADBOY7;We are dishonorable scum.;x
BADBOY8;We are worse than dishonorable scum.;x
BADBOY9;We are hated throughout the entire world.;x
# Note: In ALLEXPIRE, %s is for the date (uses player's Windows settings), %d for the year;x
ALL_EXPIRE;This alliance will expire automatically in %s %d.;x
ALL_VASSAL;This vassalization has existed since %s %d (§Y%d§W years).;x
DIWROLL_ALL_I;View the selected nation's alliances with other nations.;x
DIWROLL_ALL_D;Alliances are formal agreements that regulate what penalties will apply in case of hostile actions. Create new alliances by clicking the 'Send Diplomat' button.;x
DIWROLL_REL_I;View the selected nation's relations towards other nations.;x
DIWROLL_REL_D;Our relations versus other nations control their likeliness to respond to our actions and proposals in a friendly or hostile manner. Modify our relations by clicking the 'Send Diplomat' button. (NOTE: Relation values have no effect towards other human players.);x
#;x
DIWROLL_BACK;Return to main;x
DIWROLL_GOTO;Centers map over %s;x
#;x
DIPROL_DIPS_INSTANT;(No diplomats available);x
DIPROL_DIPS_DELAYED;We need to wait until we get another diplomat.;x
#;x
DIPROL_NO_INSTANT;(Diplomat en route);x
DIPROL_NO_DELAYED;After we have sent a diplomat to a nation, we have to wait one month (until %d %s %d) until we can send another.;x
#;x
DIPROL_BADBOY_COUNTRY;%s: %.1f/%d;x
DIPROL_BADBOY_US;%.1f/%d;x
#;x
BTNREL;Relation;x
BTNNAT;Nation;x
#;x
NOALLIANCES;(No Alliances);x
#;x
DIPOFFDYN;Offer Royal Marriage;x
DIPBRKDYN;Break Royal Ties;x
DIPOFFVAS;Offer Vassalization;x
DIPCANVAS;Cancel Vassalization;x
DIPBRKVAS;Cancel Vassalization;x
DIPANNEX;Annex;x
DIPWAR;Declare War;x
DIPPEACE;Offer Peace;x
DIPINVAL;Invite to Alliance;x
DIPCNALL;Create New Alliance;x
DIPJOINALL;Join Alliance;x
DIPBANALL;Ban from Alliance;x
DIPBRKALL;Leave Alliance;x
DIPEXCDIS;Exchange Discoveries;x
DIPATRADE;Allow Trade;x
DIPRTRADE;Trade Embargo;x
DIPOLOAN;Offer Loan;x
DIP_WARNING;Send a Warning (%d$);x
DIP_INSULT;Send an Insult (%d$);x
DIP_CLAIM;Claim their Throne (%d$);x
DIP_GUARANTEE;Proclaim Guarantee (%d$);x
DIPCANTRADE;Cancel Trade Agreement;x
DIPOFFTRADE;Offer Trade Agreement;x
DIPRACCESS;Revoke Military Access;x
DIPCACCESS;Cancel Military Access;x
DIPAACCESS;Ask for Military Access;x
#;x
DIPROL_WAR0;While at war with a nation we can move our troops into its territory. By occupying her provinces and demanding them in return for a Peace we conquer enemy provinces. Unless we have a Casus Belli our Stability will suffer greatly from a declaration of war.;x
DIPROL_WAR1;We may not declare war upon %s again until %s %d.;x
DIPROL_WAR2;We may not declare war upon %s, since we are part of the same military alliance. Leave the alliance or ban our opponent first.;x
DIPROL_WAR3;We may not declare war at the moment as our country is too disorganized. Get above -3 stability first;x
DIPROL_WAR4;They have granted military access to us, so we cannot declare war.;x
DIPROL_PEACE0;This will open the Peace Resolution Window where we can make our demands / offers in return for a peace. If rejected, we must wait one month before being able to offer peace again.;x
DIPROL_PEACE1;We must wait until %s %d until we can offer peace again.;x
DIPROL_PEACE2;There is already a peace offer on the table and we cannot offer peace until there has been a response.;x
DIPROL_REFT1;We have a truce with %s, so we cannot refuse them trade at the moment.;x
DIPROL_REFT0;By refusing trade with %s its merchants will not make any profits from centers of trade located in provinces that we own and she cannot place any more merchants in those centers. However it will give %s a Casus Belli on us for as long as the Trade Embargo lasts.;x
DIPROL_ALLT0;Allows %s to trade in our Centers of Trade again. Will cancel the temporary Casus Belli she has on us for this reason.;x
DIPROL_RELIGION0;We may only offer a Royal Marriage to nations of the same religion as us (%s).;x
DIPROL_RELIGION1;A 'Royal Marriage' represents a marital union between the royal families of the two nations, improving relations and increasing the chance of future stronger alliances. We will suffer greatly if we declare war on a nation with which we have a Royal Marriage. The Royal Marriage will expire %s %d.;x
DIPROL_DYN_VASSAL;%s cannot enter any Royal Marriages while still a vassal of %s.;x
DIPROL_DYN_USVASSAL;We cannot enter any Royal Marriages while still a vassal of %s.;x
DIPROL_DYNBRK0;This will break the Royal Marriage we have with %s and we will lose %d stability.;x
DIPROL_VASSAL0;A Vassalization is the strongest of Alliances and gives us %d%s on the vassal's yearly Tax Incomes. Our stability will suffer enormously if we declare war on a nation with which we have a Vassalization.;x
DIPROL_VASSAL1;To offer a Vassalization we must 1) have a Royal Marriage 2) be part of the same Military Alliance 3) have a Relation of at least +190 4) have a compatible religion and 5) the target country must be at peace.;x
DIPROL_VASBRK0;This will break the Vassalization we have with %s and give them a Casus Belli on us until %s %d! We will also lose %d stability.;x
DIPROL_ANNEX0;By Annexing a nation its provinces and military units become ours eternally and irreversibly. This will give a Casus Belli on us to our worst enemies until %s %d!;x
DIPROL_ANNEX1;We may only annex a nation which 1) has been our vassal for at least %d months, 2) with whom we have a relation of at least +190, 3) is in our alliance, 4) is at peace, 5) has a compatible religion AND 6) has a land border with us - OR as an effect of certain peace resolutions.;x
DIPROL_CNA0;%s is already member of a Military Alliance with %s. Select the leader of the alliance and 'Join Alliance' to join that alliance.;x
DIPROL_CNA1;We are already member of a Military Alliance with %s. Select 'Invite to Alliance' below to invite %s to join it.;x
DIPROL_CNA2;Members of a Military Alliance promise to assist each other in case one of them gets involved in a war by declaring war on the same opponents. We can only be a member of ONE Military Alliance at a time and can't create an alliance with vassals of other countries. The alliance expires ten years after the last war involving the alliance.;x
DIPROL_BRKMIL2;We do not have a Military Alliance with %s. To leave our current Military Alliance, select %s (the leader of the alliance) then 'Leave Alliance'. (We cannot however leave an alliance that we are the leader of, or while we are at war).;x
DIPROL_BRKMIL1;This will break the Military Alliance we have with %s and give them all a Casus Belli on us until %s %d!;x
DIPROL_BRKMIL0;We are not part of any Military Alliance.;x
DIPROL_BAN0;Only the leader of %s's military alliance may ban them from it, plus a Casus Belli is required.;x
DIPROL_BAN1;This will ban %s from our Military Alliance and give them a Casus Belli on us. There is a risk that the other members of the Alliance will leave it as well.;x
DIPROL_INV0;This will invite %s to join our Military Alliance and our ongoing wars.;x
DIPROL_INV1;%s is already member of a Military Alliance with %s.;x
DIPROL_INV2;We are not member of any Military Alliance that we can invite %s to join. Select 'Create Alliance' above.;x
DIPROL_INV3;We are at war with %s!;x
DIPROL_JOIN0;Send a request to %s that we join the Military Alliance she has with %s (and all the alliance ongoing wars).;x
DIPROL_JOIN1;We are already a member of a Military Alliance.;x
DIPROL_JOIN2;We are at war with %s, who is a member of this Military Alliance!;x
DIPROL_JOIN3;They are part of an alliance led by %s. We need to ask %s to join!;x
DIPROL_LOAN0;In the Loans/Gift Window we can offer loans to %s at certain interest rates and payment terms or send her money as a gift thereby improving our diplomatic relations.;x
DIPROL_DISC0;Ask %s to exchange her maps with us.;x
DIPROL_WARNING;This will tell %s that we will not look kindly upon them if they go to war in the near future. We will receive a Casus Belli if they attack any of our neighbours within the next %d months. We can't send a warning while at war with them or if a previous warning is still in effect.;x
DIPROL_INSULT;We will greatly disturb our relations with %s by insulting them. This will give them a Casus Belli against us. We can't insult a country we are at war with.;x
DIPROL_CLAIM;If we have a royal marriage with %s we can claim their throne. This will give us a Casus Belli on them, but destroy our relations with other nations with which we have a royal marriage. ;x
DIPROL_GUARANTEE;If we guarantee the independence of %s, we will gain a Casus Belli on any country attacking them within the next five years. ;x
DIPROL_ASKACC;If we are not at war with them, we can ask %s to allow us to march our troops through their country. While we are granted this, we will not be able to declare war upon them.;x
DIPROL_REVACC;We are currently allowing %s to march their armies through our territory. By revoking this access we will stop them from it, but they will gain a Casus Belli upon us and we will lose %d stability.;x
DIPROL_CANACC;%s allows us to pass through their country with our armies. We cannot cancel this while we have troops inside their borders or ports. Cancelling this will cost us %d stability.;x
DIPROL_CANTRA;We have a trade agreement with %s so that we will not compete against their merchants when in the same CoT. By cancelling this agreement we will give them a Casus Belli.;x
DIPROL_OFFTRA;A trade agreement will allow us to have merchants in the same CoT without competing each other out.;x
DIP_STATE_GIFT;Send State Gift (%d$);x
DIP_PERSONAL_GIFT;Send Personal Gift (%d$);x
DIP_INTRODUCTION;Send Letter of Introduction (%d$);x
#;x
RELCH_A_SGIFT;our State Gift;x
RELCH_A_PGIFT;our Personal Gift;x
RELCH_A_INT;our Letter of Introduction;x
#;x
DIPROL_R0;Attempt to greatly improve relations. The actual increase depends on our Monarch's diplomatic skills (%d) the gift's size in relation to the recipient's annual income and luck. In the worst case relations may even be hurt.;x
DIPROL_R1;Attempt to moderately improve relations. The actual increase depends on our Monarch's diplomatic skills (%d) the gift's size in relation to the recipient's annual income and luck. In the worst case relations may even be hurt.;x
DIPROL_R2;Attempt to slightly improve relations. The actual increase depends on our Monarch's diplomatic skills (%d) the gift's size in relation to the recipient's annual income and luck. In the worst case relations may even be hurt.;x
#;x
DIP_SENDDIPLO;Send Diplomat to;x
DIP_MODALL;to modify alliances;x
DIP_MODREL;to modify relations;x
#;x
DIP_CURR_ALL;Current Alliances of;x
DIP_CURR_REL;Current Relations of;x
#;x
DW_VIEW_ALL;View Alliances;x
DW_VIEW_REL;View Relations;x
#;x
DW_OURREL;Relation towards us: %s%d;x
#;x
DWINFO;Info;x
DWOWNINFO;View %s's Alliances;x
DWGOTO;Center Map...;x
DWSEND;Send Diplomat;x
#;x
DWSENDTO;Send Diplomat to %s;x
DWSVIWI;Current Alliances of;x
DWSENDI;Send Diplomat to;x
DWCLICK1;To select a nation, left-click;x
DWCLICK2;on map.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#DIPLOMACY CONFIRMATIONS – NOTE SPACE IN BEGINNING OF SOME STRINGS!;x
#;x
DWMLORD;Please Confirm;x
DWAREYOUSURE1;Effects are immediate;x
DWAREYOUSURE2;and cannot be undone;x
#;x
AWDW1;We are about to declare war on %s.;x
AWDWLS;We will lose %d stability;x
AWDWNOCB;, %d for lacking a Casus Belli;x
AWDWDYNASTIC;, %d for breaking a Royal Marriage;x
AWDWMA;, %d for breaking a Military Alliance;x
AWDWVA;, %d since they are our Vassals;x
AWDWRELIGION;, %d since we share the same true faith;x
AWDWTRUCE;, %d since we have a peace agreement;x
AWDWVGOODREL;, %d since we have so very good relations;x
AWDWGOODREL;, %d since we have good relations;x
#;x
AWRTRADE;We will set trade embargo against %s.\nThis will lower our trade efficiency and give them a Casus Belli against us until we allow trade again.;x
AWBANALL;We will ban %s from our alliance.\nThey will receive a Casus Belli against us.;x
AWLVALL;We will leave the military alliance with %s.\nWe will lose %d stability and the other members will have a Casus Belli against us for 12 months.;x
#;x
#Ask to join alliance;x
AWJOIN;We will ask %s if we can be allowed to join their;x
#;x
#Invite to warpact;x
AWINVWP;We will invite %s to our War Pact with;x
#;x
#Invite to one of our alliances;x
AWCNEW;We will create a §YMILITARY §YALLIANCE §Wwith §Y%s.;x
AWINV;We will invite %s to the §YMILITARY §YALLIANCE §Wwe have with §Y;x
#;x
DWCANTJOIN;We can't ask to join their alliance!;x
DWCANTINVITE;We can't invite them into our alliance!;x
#;x
#-----------------------------------------------------------------------------------------------;x
#DIPLOMACY INFORMATION WINDOW – Note space before some strings;x
#;x
DIRM;§YRoyal Marriage §Wwith §Y%s;x
DIMIL;§YMilitary Alliance §Wwith *§Y;x
DILEADMIL;Leads §YMilitary Alliance §Wwith §Y;x
DIAGAINST;§W versus §Y;x
DICOMMA;§W, §Y;
DIAND;§W and §Y;x
DIWAR;§YIn a war §Wtogether with §Y;x
DIWARALONE;§YIn a war§W;x
DILORD;§Y%s §Wis a §Yvassal §W;x
DIVASSAL;§WIs a §Yvassal §Wof §Y%s;x
DIWTR;§YRefuses Trade §Wagainst §Y%s;x
DIWCB;§YHas a Casus Belli §Wagainst §Y%s;x
VERSUS;§Yversus §W;x
DIWEREFTRADE;§YRefuses Trade §Wagainst §Y;x
DITHEYREFTRADE;§YSubject to Trade Embargo §Wfrom §Y;x
DITRADEAGREE;§WHave §YTrade Agreement§W with §Y;x
DIACCESS;§YMilitary Access§W through §Y;x
DIACCESS2;§WGrants §YMilitary Access§W to §Y;x
DIGUAR;§YGuaranteeing the independence §Wof §Y;x
DIGUAR2;§YIndependence Guaranteed §Wby §Y;x
DITRUCE;§WWe have a §Ytruce§W with them until %s.;x
DITRUCEOTHER;§WHas a §Ytruce§W with §Y%s§W until %s.;x
DIWARNEDBY;§YWarned §Wby §Y;x
DIWEPERMCB;§YPermanent Casus Belli §Wagainst §Y;x
DIWETEMPCB;§YTemporary Casus Belli §Wagainst §Y%s §Wexpiring §Y%s %d;x
#;x
#-----------------------------------------------------------------------------------------------;x
#END OF YEAR REPORT TEXTS;x
#-----------------------------------------------------------------------------------------------;x
#;x
#-----------------------------------------------------------------------------------------------;x
#'TABS' ROLLOVERS;x
#;x
CHAPTER_MONARCH;Monarch & Victory Progress;x
CHAPTER_ECONOMY;Economy;x
CHAPTER_DIPLOMACY;Diplomacy;x
CHAPTER_TECHNOLOGY;Technology;x
CHAPTER_MILITARY;Military;x
CHAPTER_ESTABLISHMENTS;Establishments;x
CHAPTER_HISTORY;History;x
#;x
EYR_EXIT_ROLLOVER;Back to Game;x
#;x
#-----------------------------------------------------------------------------------------------;x
#RIGHT-CLICK IN END OF YEAR REPORT;x
#;x
RCDM_EYR01;Page 1 - Victory Point Graph;x
RCDM_EYR02;Page 2 - Current Missions;x
RCDM_EYR03;Page 3 - Base Victory Points Breakdown;x
RCDM_EYR04;Page 4 - Monarch Listing;x
RCDM_EYR05;Page 5 - Wealth Graph;x
RCDM_EYR06;Page 6 - Infrastructure Graph;x
RCDM_EYR07;Page 7 - Trade Level Graph;x
RCDM_EYR08;Page 8 - Inflation Graph;x
RCDM_EYR09;Page 9 - Income Breakdown;x
RCDM_EYR10;Page 10 - Expenses Breakdown;x
RCDM_EYR11;Page 11 - Incomes Graph;x
RCDM_EYR12;Page 12 - Expenses Graph;x
RCDM_EYR13;Page 13 - Taxation & Production Breakdown;x
RCDM_EYR14;Page 14 - Center of Trade Information;x
RCDM_EYR15;Page 15 - Loans Summary;x
RCDM_EYR16;Page 16 - Maintenance Costs;x
RCDM_EYR17;Page 17 - Friendly Relations;x
RCDM_EYR18;Page 18 - Hostile Relations;x
RCDM_EYR19;Page 19 - Military Alliances;x
RCDM_EYR20;Page 20 - Current Wars;x
RCDM_EYR21;Page 21 - Land Technology Graph;x
RCDM_EYR22;Page 22 - Naval Technology Graph;x
RCDM_EYR23;Page 23 - Leaders;x
RCDM_EYR24;Page 24 - Land Unit Graph;x
RCDM_EYR25;Page 25 - Naval Unit Graph;x
RCDM_EYR26;Page 26 - Army Listing;x
RCDM_EYR27;Page 27 - Navy Listing;x
RCDM_EYR28;Page 28 - Units under Construction;x
RCDM_EYR29;Page 29 - Losses;x
RCDM_EYR30;Page 30 - Territorial Size;x
RCDM_EYR31;Page 31 - Non-Colonial Provinces;x
RCDM_EYR32;Page 32 - Colonies & Trading Posts;x
RCDM_EYR33;Page 33 - Structures in Provinces;x
RCDM_EYR34;Page 34 - Comparison;x
RCDM_EYR35;Page 35 - History;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MONARCH PAGE;x
#;x
EYRVP;Victory Points;x
EYRHISTVP;Missions;x
EYRVPCOMPLETED;Completed Missions;x
EYRVPINPROGRESS;In Progress;x
EYRBASEVP;Basic Victory Points;x
EYRVPSOURCE;Source;x
EYRVPEARNED;Total;x
#;x
EYRPREVMON;Monarchs;x
EYRMONNAME;Name;x
EYRMONADM;Administrative;x
EYRMONMIL;Military;x
EYRMONDIP;Diplomatic;x
EYRMONSTART;Start;x
EYRMONEND;End;x
EYRMONVPS;VPs;x
EYRVPOOR;Very Poor;x
EYRPOOR;Poor;x
EYRAVERAGE;Average;x
EYRGOOD;Good;x
EYRVGOOD;Very Good;x
EYREXCELLENT;Excellent;x
#;x
#-----------------------------------------------------------------------------------------------;x
#INCOMES;x
#;x
INCOMETAX;Taxation;x
INCOMETRADE;Trade;x
INCOMEPRODUCTION;Production;x
INCOMEVASSAL;Vassals;x
INCOMELOAN;Interests;x
INCOMEGIFT;Events;x
INCOMESOW;Peace;x
INCOMEDTAX;Census taxes;x
INCOMEEXPORTDUTIES;Tolls;x
INCOMEHARBORFEES;Trade Tariffs;x
INCOMEPRODFAC;Manufactory;x
#;x
#-----------------------------------------------------------------------------------------------;x
#EXPENSES;x
#Armies (M) => Armies (Maintenance);x
#Fleets (M) => Fleets (Maintenance);x
#;x
EXPENSEAM;Armies (M);x
EXPENSEFM;Fleets (M);x
EXPENSEINTEREST;Interests;x
EXPENSELOAN;Repaid Loans;x
EXPENSEGIFT;Events;x
EXPENSESPOILS;Peace;x
EXPENSEFLEET;Fleets;x
EXPENSEARMY;Armies;x
EXPENSECITY;Cities;x
EXPENSEFORT;Fortresses;x
EXPENSERSR;Technology;x
EXPENSEPE;Trade & Infrastructure;x
EXPENSESTAB;Stability;x
EXPENSEMER;Merchants;x
EXPENSECOL;Colonies;x
EXPENSETRA;Trading Posts;x
EXPENSEMIS;Missionaries;x
#;x
#-----------------------------------------------------------------------------------------------;x
#BASE VICTORY POINT NAMES;x
#;x
BVPECO;Economy;x
BVPPEACE;Peace Resolutions;x
BVPBATTLE;Battles;x
BVPDIP;Diplomacy;x
BVPEST;Establishments;x
BVPDISC;Discoveries;x
BVPMISS;Events;x
#;x
EYRPERMANENT;Permanent;x
EYRYES;Yes;x
EYRNOPES;–;x
EYRTOTAL;Total;x
EYRSORTBY;Sort by;x
#;x
#-----------------------------------------------------------------------------------------------;x
#FRIENDLY ALLIANCES;x
#;x
EYRFRNATION;Nation;x
EYRFRVAS;Vassal;x
EYRFRWP;War Pact;x
EYRFRMIL;Alliance;x
EYRFRRM;Royal Marriage;x
EYRFRTR;Trade Embargo;x
EYRFRTA;Trade Agreement;x
EYRFRMA;Military Access;x
EYRFRCB;Casus Belli;x
EYRFRIEND;Friendly Relations of %s;x
#;x
#-----------------------------------------------------------------------------------------------;x
#HOSTILE ALLIANCES;x
#;x
EYRENNATION;Nation;x
EYRENAGAINST;Hostile Alliance;x
EYRENWAR;War;x
EYRENTRADE;Refusing Trade;x
EYRENCB;Casus Belli;x
EYRNMY;Hostile Relations of %s;x
#;x
#-----------------------------------------------------------------------------------------------;x
#ALLIANCES;x
#;x
EYRMILALLIANCE;Military Alliance;x
EYRALEXPIRY;Expires %s %d;x
EYRALAGAINST;against;x
EYRALLIANCES;Military Alliance;x
#;x
#-----------------------------------------------------------------------------------------------;x
#WARS;x
#;x
EYRWARS;Current Wars;x
EYRWAR;War between;x
#;x
#-----------------------------------------------------------------------------------------------;x
#ECONOMY;x
#;x
EYRWEALTH;Wealth;x
EYRPE;Infra Eff.;x
EYRTE;Trade Eff.;x
EYRINFLATION;Inflation;x
EYRINCOMES;Income;x
EYREXPENSES;Expense;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Income/expense Table;x
#;x
EYRINCOME;Income;x
EYRSOURCE;Source;x
EYRLASTYEAR;Last Year;x
EYRTHISYEAR;This Year;x
EYRPERCENTAGE;Percentage of Total Income;x
EYRPERCENTAGEE;Percentage of Total Expenses;x
EYREXPENSE;Expenses;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Province value;x
#;x
EYRPROVINCEVALUE;Taxation & Production;x
EYRPVPROVINCE;Province;x
EYRPVTAX;Taxation;x
EYRPVPRODVAL;Production;x
EYRPVPRODUCTION;Goods;x
EYRPVMP;Manpower;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Trade;x
#;x
EYRTRADE;Trade Information;x
EYRCOT;Center of Trade;x
EYRTRADEOUR;Our Activity;x
EYRTRADETOTAL;Competition;x
EYRTRADEVALUE;Trade Value;x
EYRTCOST;Placement Cost;x
EYREMPTYSLOTS;Empty Slots;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Loans;x
#;x
EYRLOANS;Loans;x
EYRLENDER;Lender;x
EYRBORROWER;Borrower;x
EYRDUCATS;Amount;x
EYRINTERESTPERC;Interest;x
EYRINTERESTCASH;Yearly Cost;x
EYRDUE;Due;x
EYRBANK;Bank;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Maintenance;x
#;x
EYRMAINTENANCE;Maintenance;x
EYRCATEGORY;Category;x
EYRCURRENTNUM;Current Numbers;x
EYRFREEMAIN;Free Maintenance Level;x
EYRFMAIN;Maintenance;x
EYRCOST;Current Monthly Cost;x
EYRINF;Infantry;x
EYRCAV;Cavalry;x
EYRART;Artillery;x
EYRWSHP;Warships;x
EYRGALLEYS;Galleys;x
EYRTRANSPORTS;Transports;x
EYRFORTS;Fortress Levels;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Establishments;x
#;x
EYRTSIZE;Territory Size;x
#;x
#-----------------------------------------------------------------------------------------------;x
#province listing;x
#;x
EYRTSPROVINCES;Our Non-Colonial Territory;x
EYRTSPROVINCE;Province;x
EYRTSAREA;Area;x
EYRTSREGION;Region;x
EYRTSCITY;City;x
EYRTSPOP;Population;x
EYRTSFORTLEVEL;Fortress;x
EYRTSCONTROL;Control;x
EYRTSMP;Manpower;x
EYRTSTAX;Base tax;x
#;x
#-----------------------------------------------------------------------------------------------;x
#colonies;x
#;x
EYRCOLONIES;Our Colonial Possessions;x
EYRCOLCAT;Category;x
EYRCOLPROV;Province;x
EYRCOLREG;Region;x
EYRCOLCONTINENT;Continent;x
EYRCOLSIZE;Size;x
EYRCOLCONTROL;Control;x
EYRCOLTP;Trading Post;x
EYRCOLCOL;Colony;x
#;x
#-----------------------------------------------------------------------------------------------;x
#FORTIFICATION LEVELS;x
#;x
EYRFORT0;None;x
EYRFORT1;Minimal;x
EYRFORT2;Small;x
EYRFORT3;Medium;x
EYRFORT4;Large;x
EYRFORT5;Mighty;x
EYRFORT6;Maximum;x
#;x
#-----------------------------------------------------------------------------------------------;x
#mil stuff for ey;x
#;x
EYRARMYSIZE;Land Forces;x
NAVYSIZE;Naval Forces;x
#;x
#-----------------------------------------------------------------------------------------------;x
#leader;x
#;x
EYRLEADERS;Leaders;x
EYRLNAME;Name;x
EYRLTYPE;Type;x
EYRLRANK;Rank;x
EYRLCOMMISION;Commission;x
EYRLACTIVE;Active;x
#EYRLMANUEVER;Maneuver;x
#EYRLFIRE;Fire;x
#EYRLSHOCK;Shock;x
#EYRLSIEGE;Siege;x
#;x
#-----------------------------------------------------------------------------------------------;x
#armies;x
#;x
EYRARMIES;Our Current Armies;x
EYRANAME;Name;x
EYRAPROV;Province;x
EYRAAREA;Area;x
EYRAREGION;Region;x
#EYRINFANTRY;Infantry;x
#EYRCAVALRY;Cavalry;x
#EYRARTILLERY;Artillery;x
#;x
#-----------------------------------------------------------------------------------------------;x
#fleets;x
#;x
EYRFLEETS;Our Current Navies;x
EYRFNAME;Name;x
EYRFPROV;Seazone;x
EYRFAREA;Area;x
EYRFREGION;Region;x
#EYRWARSHIPS;Warships;x
#EYRGALLEYS;Galleys;x
#EYRTRANSPORTS;Transports;x
#;x
#-----------------------------------------------------------------------------------------------;x
#recruits;x
#;x
EYRRECRUITS;Under Development;x
EYRRECLOCATION;Location;x
EYRRECAREA;Area;x
EYRRECREGION;Region;x
EYRRECINF;Infantry;x
EYRRECCAV;Cavalry;x
EYRRECART;Artillery;x
EYRRECWARSHIPS;Warships;x
EYRRECGALLEYS;Galleys;x
EYRRECTRANSPORTS;Transports;x
EYRRECREADY;Ready;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Losses;x
#;x
EYRLOSSES;Our Total Losses;x
#;x
EYRLOTYPE;Type;x
EYRLOTOTAL;Total Losses;x
EYRLOCOMBAT;Due to Combat;x
EYRLOATT;Due to Attrition;x
EYRLODIS;Due to Disbanding;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Technology stuff;x
#;x
EYRLANDTECH;Land Tech;x
EYRNAVALTECH;Naval Tech;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Structures Stuff;x
#;x
EYRSTRUPROV;Province;x
EYRSTRUMANU;Manufactory;x
EYRSTRUBAILIFF;Tax Collector;x
EYRSTRUCOURT;Chief Judge;x
EYRSTRUCITYR;Governor;x
EYRSTRUSHIPYARD;Shipyard;x
EYRSTRUBARRACK;Con. Center;x
EYRSTRUCTURES;Structures;x
#;x
EYRCOMPARISON;Comparison Table;x
#;x
EYRHISTORY;History;x
#;x
#-----------------------------------------------------------------------------------------------;x
#EYR symbols;x
#;x
_EYRSYMBOL_SUCCESS_ROLLOVER_;Success;x
_EYRSYMBOL_FAILURE_ROLLOVER_;Failure;x
_EYRSYMBOL_PROGRESS_ROLLOVER_;Progress;x
_EYRSYMBOL_RANK1_ROLLOVER_;Monarch;x
_EYRSYMBOL_RANK2_ROLLOVER_;Field Marshal;x
_EYRSYMBOL_RANK3_ROLLOVER_;General;x
_EYRSYMBOL_RANK4_ROLLOVER_;Lt.General;x
_EYRSYMBOL_RANK5_ROLLOVER_;Maj.General;x
_EYRSYMBOL_RANK6_ROLLOVER_;Brigadier;x
_EYRSYMBOL_RANK7_ROLLOVER_;Colonel;x
_EYRSYMBOL_INFANTRY_ROLLOVER_;Infantry;x
_EYRSYMBOL_CAVALRY_ROLLOVER_;Cavalry;x
_EYRSYMBOL_ARTILLERY_ROLLOVER_;Artillery;x
_EYRSYMBOL_WARSHIPS_ROLLOVER_;Warships;x
_EYRSYMBOL_GALLEYS_ROLLOVER_;Galleys;x
_EYRSYMBOL_TRANSPORTS_ROLLOVER_;Transports;x
_EYRSYMBOL_MANUEVER_ROLLOVER_;Maneuver;x
_EYRSYMBOL_FIRE_ROLLOVER_;Fire;x
_EYRSYMBOL_SHOCK_ROLLOVER_;Shock;x
_EYRSYMBOL_SIEGE_ROLLOVER_;Siege;x
_EYRSYMBOL_GENERAL_ROLLOVER_;General;x
_EYRSYMBOL_ADMIRAL_ROLLOVER_;Admiral;x
_EYRSYMBOL_CONQUISTADOR_ROLLOVER_;Conquistador;x
_EYRSYMBOL_EXPLORER_ROLLOVER_;Explorer;x
_EYRSYMBOL_PRIVATEER_ROLLOVER_;Privateer;x
#;x
#-----------------------------------------------------------------------------------------------;x
#ERROR MESSAGES;x
#-----------------------------------------------------------------------------------------------;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Colonist errors;x
#;x
CBOTHER;This province is owned by %s.;x
CBNOTEXPLORED;We must first explore this province.;x
CBENROUTE;This province is already being exploited as we speak.;x
CBNOFURTHER;We cannot expand the size of this colony any further.;x
CBNOCASH;We can't afford sending a colonist to this destination.;x
CBIMPOSSIBLE;This is an impossible destination.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Trader errors;x
#;x
TROTHER;This province is owned by %s.;x
TRNOTEXPLORED;We must first explore this province.;x
TRENROUTE;This province is already being exploited as we speak.;x
TRNOFURTHER;We cannot expand the size of this colony any further.;x
TRNOCASH;We can't afford sending a trader to this destination.;x
TRIMPOSSIBLE;This is an impossible destination.;x
TRCITY;There is already an establishment in this province.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#misc errors;x
NOUNLOADSPACE;We can't unload here.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Mission Window Error;x
#;x
MISSIONNOPE;Mission has already expired.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MISSION DESCRIPTION;x
#-----------------------------------------------------------------------------------------------;x
#;x
MISSION_TITLE_A;No %s in %s;x
MISSION_DESC_A;To succeeed, there should be no provinces owned by %s in %s in five years.;x
MISSION_TITLE_B;Vassalize %s;x
MISSION_DESC_B;To succeed, %s must be our vassal in five years.;x
MISSION_TITLE_C;Annex %s;x
MISSION_DESC_C;To succeed, we must have annexed %s in five years.;x
MISSION_TITLE_D;Alliance with %s;x
MISSION_DESC_D;To succeed, we must have a military alliance with %s within five years. Improve relations to increase the chance they will accept.;x
MISSION_TITLE_E;Royal Marriage with %s;x
MISSION_DESC_E;To succeed, we must have arranged a Royal Marriage with %s in five years. Improve relations to increase the chance they will accept.;x
MISSION_TITLE_F;Conquer %s;x
MISSION_DESC_F;To succeed, we must conquer the province of %s from %s and not have lost it in five years.;x
MISSION_TITLE_G;Keep %s;x
MISSION_DESC_G;To succeed, we must own and control the province of %s in five years.;x
MISSION_TITLE_H;Build shipyard in %s;x
MISSION_DESC_H;To succeed, we must have built a shipyard in %s in five years.;x
MISSION_TITLE_I;Discover %s;x
MISSION_DESC_I;To succeed, we must have discovered %s in %s within five years.;x
MISSION_TITLE_J;Colonize %s;x
MISSION_DESC_J;To succeed, we must have established a colony in %s %s within five years.;x
MISSION_TITLE_K;Establish trade in %s;x
MISSION_DESC_K;To succeed, we must have established a tradingpost in %s %s within five years.;x
#;x
NOMISSIONSELECTED;We have not selected a mission yet!;x
#;x
#-----------------------------------------------------------------------------------------------;x
#IN-GAME MESSAGES;x
#-----------------------------------------------------------------------------------------------;x
#;x
INVACCEPT;ACCEPT;x
INVDECLINE;DECLINE;x
#;x
POPDIPLO;Herald from;x
POPRESP;What is our response?;x
#;x
ANSWERINVITATION;%t, %s invites us to to enter a;x
INVDYN;ROYAL MARRIAGE;x
INVMIL;MILITARY ALLIANCE;x
INVVAS;VASSALIZATION;x
INVALONG;along with ;x
INVAGAINST;directed against ;x
INWARWITH;They are at war with ;x
INV_D_ROLL;Royal Marriage offer from %s;x
INV_V_ROLL;Vassalization offer from %s;x
INV_M_ROLL;Military Alliance offer from %s;x
#;x
ANSWERJOIN1;%t, %s wishes to join our;x
ANSWERJOIN2;MILITARY ALLIANCE;x
ANSWERJOIN3;directed against ;x
JOIN_ROLL;%s asks to join our Military Alliance;x
#;x
AOW_ANNEX;%t, %s wishes us to accept;x
AOW_ANNEX2;COMPLETE ANNEXATION;x
AOW_ANNEX3;By accepting this we are surrending our independence and will be eliminated from the game.;x
ANNEX_ROLL;%s demands that we surrender our independence.;x
#;x
AOW_TRADE1;%t, %s offers us an;x
AOW_TRADE2;TRADE AGREEMENT;x
AOW_TRADE3;By agreeing to this, our merchants will not compete against each other in Centers of Trade.;x
TRADEAGR_ROLL;%s offers us a trade agreement.;x
#;x
AOW_MILACC1;%t, %s asks us for;x
AOW_MILACC2;MILITARY ACCESS;x
AOW_MILACC3;By agreeing to this, we allow their troops to pass freely through our country.;x
MILACC_ROLL;%s asks for military access.;x
#;x
ANSWERWARPACT1;%t, %s asks that we join their;x
ANSWERWARPACT2;WAR;x
ANSWERWARPACT3;against;x
#;x
ANSWERHONOR1;%t, %s asks that we honor our;x
ANSWERHONOR2;MILITARY ALLIANCE;x
ANSWERHONOR3;and declare war upon ;x
HONOR_ROLL;%s asks that we honor our Military Alliance;x
#;x
ANCALL1;%t, we are now at war with;x
ANCALL2;Should we call upon our allies;x
CALL_ROLL;Call our allies in the war against %s;x
#;x
ANSWERPEACE1;%t, %s offers us;x
ANSWERPEACE2;PEACE;x
PEACECASH;%d$;x
PEACEPROV;%s;x
PEACE_ROLL;Peace offer from %s;x
PEACEBETTER;\n(This deal is better than what we can expect, refusing it would cause great turmoil in our country.);x
PEACE_ACCESS;We will give them military access as part of the peace proposal.;x
PEACE_VASSAL;We will become their vassals as a part of the peace proposal.;x
PEACE_DEMAND;They demand us to change our religion to their faith as part of the peace proposal.;x
#;x
JOINWAR;war against ;x
#;x
ANSWEREXCHANGE1;%t, %s wishes to;x
ANSWEREXCHANGE2;SHARE EXPLORATIONS;x
EXCHANGE_ROLL;%s wish to share explorations;x
#;x
#-----------------------------------------------------------------------------------------------;x
#MESSAGE HANDLER;x
#-----------------------------------------------------------------------------------------------;x
#;x
#-----------------------------------------------------------------------------------------------;x
#PLAYER TITLES;x
#;x
MESS_RANK0;Baronet;x
MESS_RANK1;Baron;x
MESS_RANK2;Viscount;x
MESS_RANK3;Count;x
MESS_RANK4;Marquis;x
MESS_RANK5;Duke;x
MESS_RANK6;Regent;x
#;x
MESS_MASTERCALL1;My Lord;x
MESS_MASTERCALL2;My Lord;x
MESS_MASTERCALL3;My Lord;x
MESS_MASTERCALL4;My Lord Marquis;x
MESS_MASTERCALL5;My Lord Duke;x
MESS_MASTERCALL6;Honorable Lord;x
#;x
#These following pejorative adjectives are randomly inserted in some messages. The definite article ('the') can either be in the actual message or in this string – the syntax in the english version is 'the %s [in %s have declared war on us]'.;x
#;x
MESS_BADWORDS1;the bastards;x
MESS_BADWORDS2;the rotten swines;x
MESS_BADWORDS3;the infidels;x
MESS_BADWORDS4;the traitors;x
#;x
EFFECTS;Effect;x
HISTORY;History;x
#;x
#NOTE: The messages work this way:;*_SETUP = the string displayed in the in-game message display options listing;x
#;*_HEADER = small orange header in message box;x
#;*_1 = large white header in message box (limited space!);x
#;*_2 = small orange text in message box;x
#;*_3 = all caps white text in message box;x
#;*_4 = small orange text in message box;x
#;*_5 = all caps white text in message box;x
#;*_6 = small orange text in message box;x
#;*_LOG = the text that is displayed in the game log (in the bottom of the screen) – most often this is just a shorter recap of all the other text strings.;x
#;*_BTN1 = left button;x
#;*_BTN2 = right button;x
#;x
#;If any field is left blank it will not be displayed at all in the message box. If a button is left blank the button will not be displayed. Functionality of buttons cannot be changed.;x
#;All texts EXCEPT the '*_HEADER' can be of virtually any length – the box and button size will change accordingly.;x
#;VERY VERY VERY IMPORTANT!!! YOU MUST NOT CHANGE THE ORDER OF ANY VARIABLES ('%s' and '%d') OR ADD OR REMOVE ANY VARIABLES!!!;x
#;x
HOST_DROP_MSG_CLIENT_HEADER;;x
HOST_DROP_MSG_CLIENT_1;Connection Lost;x
HOST_DROP_MSG_CLIENT_2;You have lost connection with the Game Host either because he quit the game or because he lost his network connection. If the Host saved the game you will be able to reconnect and continue that saved game. This game will however quit now (if you click RESUME you can inspect the realm).;x
HOST_DROP_MSG_CLIENT_3;;x
HOST_DROP_MSG_CLIENT_4;;x
HOST_DROP_MSG_CLIENT_5;;x
HOST_DROP_MSG_CLIENT_6;;x
HOST_DROP_MSG_CLIENT_LOG;;x
HOST_DROP_MSG_CLIENT_BTN1;Quit;x
HOST_DROP_MSG_CLIENT_BTN2;Resume;x
#;x
NEWMON_SETUP;When we get a new Monarch;x
NEWMON_HEADER;Our Herald reports%s;x
NEWMON_1;A New Monarch!;x
NEWMON_2;%t ;x
NEWMON_3;%s;x
NEWMON_4;will now rule our glorious nation!;x
NEWMON_5;%s;x
NEWMON_6;%s;x
NEWMON_LOG;%s will now rule our glorious nation!;x
NEWMON_BTN1;OK;x
NEWMON_BTN2;Details;x
#;x
MISSUCC_SETUP;When we succeed with a mission;x
MISSUCC_HEADER;Our Governor reports%s;x
MISSUCC_1;Success!;x
MISSUCC_2;%t, we;x
MISSUCC_3;succeeded;x
MISSUCC_4;with the mission to;x
MISSUCC_5;%s;x
MISSUCC_6;We have been awarded %s Victory Points.;x
MISSUCC_LOG;We succeeded with the mission to %s (+%s VPs).;x
MISSUCC_BTN1;OK;x
MISSUCC_BTN2;View;x
#;x
MISSFAIL_SETUP;When we fail to succeed with a mission;x
MISSFAIL_HEADER;Our Governor reports%s;x
MISSFAIL_1;Failure!;x
MISSFAIL_2;%t, we;x
MISSFAIL_3;failed;x
MISSFAIL_4;with our mission to;x
MISSFAIL_5;%s.;x
MISSFAIL_6;We have been penalized %s Victory Points.;x
MISSFAIL_LOG;We failed in our mission to %s (–%s VPs).;x
MISSFAIL_BTN1;OK;x
MISSFAIL_BTN2;View;x
#;x
RANEVENT_SETUP;When a random event occurs;x
RANEVENT_HEADER;Our Governor reports;x
RANEVENT_1;%s;x
RANEVENT_2;%s;x
RANEVENT_3;Game Effect:;x
RANEVENT_4;%s;x
RANEVENT_5;;x
RANEVENT_6;;x
RANEVENT_LOG;%s;x
RANEVENT_BTN1;OK;x
RANEVENT_BTN2;History;x
#;x
RANEVENTHIST_SETUP;When a random historical event occurs;x
RANEVENTHIST_HEADER;Historical Background;x
RANEVENTHIST_1;%s;x
RANEVENTHIST_2;%s;x
RANEVENTHIST_3;;x
RANEVENTHIST_4;;x
RANEVENTHIST_5;;x
RANEVENTHIST_6;;x
RANEVENTHIST_LOG;%s;x
RANEVENTHIST_BTN1;OK;x
RANEVENTHIST_BTN2;Details;x
#;x
HISTEVENT_SETUP;When a historical event occurs;x
HISTEVENT_HEADER;Historical Event;x
HISTEVENT_1;%s;x
HISTEVENT_2;%s;x
HISTEVENT_3;;x
HISTEVENT_4;;x
HISTEVENT_5;;x
HISTEVENT_6;;x
HISTEVENT_LOG;%s;x
HISTEVENT_BTN1;OK;x
HISTEVENT_BTN2;History;x
#;x
MISSNEW_SETUP;When we have been assigned a new mission;x
MISSNEW_HEADER;Our Governor reports%s;x
MISSNEW_1;Reminder!;x
MISSNEW_2;%t, our beloved Monarch has several missions that he wishes to be carried out!;x
MISSNEW_3;%s;x
MISSNEW_4;;x
MISSNEW_5;;x
MISSNEW_6;;x
MISSNEW_LOG;Our beloved monarch wants us to do the following mission: %s.;x
MISSNEW_BTN1;OK;x
MISSNEW_BTN2;View;x
#;x
NEWMONOTHER_SETUP;When another country gets a new Monarch;x
NEWMONOTHER_HEADER;Herald from;x
NEWMONOTHER_1;%s;x
NEWMONOTHER_2;%t ;x
NEWMONOTHER_3;%s;x
NEWMONOTHER_4;rose to the throne in %s.;x
NEWMONOTHER_5;;x
NEWMONOTHER_6;;x
NEWMONOTHER_LOG;%s rose to the throne in %s.;x
NEWMONOTHER_BTN1;OK;x
NEWMONOTHER_BTN2;;x
#;x
MISSUCCOTHER_SETUP;When another country succeeds with a mission;x
MISSUCCOTHER_HEADER;Herald from;x
MISSUCCOTHER_1;%s;x
MISSUCCOTHER_2;%t, %s;x
MISSUCCOTHER_3;succeeded;x
MISSUCCOTHER_4;with their mission to;x
MISSUCCOTHER_5;%s.;x
MISSUCCOTHER_6;;x
MISSUCCOTHER_LOG;%s succeeded with their mission to %s.;x
MISSUCCOTHER_BTN1;OK;x
MISSUCCOTHER_BTN2;;x
#;x
EVENTOTHER_SETUP;When an historical event happens to another country.;x
EVENTOTHER_HEADER;Herald from%s;x
EVENTOTHER_1;%s;x
EVENTOTHER_2;They tell us about ;x
EVENTOTHER_3;%s;x
EVENTOTHER_4;which happened to them recently.;x
EVENTOTHER_5;;x
EVENTOTHER_6;;x
EVENTOTHER_LOG;§Y%s had %s.;x
EVENTOTHER_BTN1;OK;x
EVENTOTHER_BTN2;Goto;x
#;x
EVENTOTHERS_SETUP;When an historical event with multiple choice happens to another country.;x
EVENTOTHERS_HEADER;Herald from%s;x
EVENTOTHERS_1;%s;x
EVENTOTHERS_2;They tell us that they selected;x
EVENTOTHERS_3;%s;x
EVENTOTHERS_4;in;x
EVENTOTHERS_5;%s;x
EVENTOTHERS_6;;x
EVENTOTHERS_LOG;§Y%s went with §W%s§Y in %s.;x
EVENTOTHERS_BTN1;OK;x
EVENTOTHERS_BTN2;Goto;x
#;x
LOANOUT_SETUP;When a loan runs out;x
LOANOUT_HEADER;Our Treasurer Reports%s;x
LOANOUT_1;Loan Expires;x
LOANOUT_2;%t, our loan from;x
LOANOUT_3;%s of %d;x
LOANOUT_4;has expired. What shall we do?;x
LOANOUT_5;;x
LOANOUT_6;;x
LOANOUT_LOG;;x
LOANOUT_BTN1;Extend Loan;x
LOANOUT_BTN2;Pay Loan;x
#;x
BANKRUPT_SETUP;When we go bankrupt;x
BANKRUPT_HEADER;Our Treasurer Reports%s;x
BANKRUPT_1;Bankrupcty!;x
BANKRUPT_2;%t, we could not take any more national loans and went bankrupt!;x
BANKRUPT_3;Effects:;x
BANKRUPT_4;Our Stability and the fighting morale of our troops have been decreased and our inflation has been increased, but all our loans are cancelled. Future national loans will have a higher interest rate. These effects last for five years.;x
BANKRUPT_5;;x
BANKRUPT_6;;x
BANKRUPT_LOG;We went bankrupt!;x
BANKRUPT_BTN1;OK;x
BANKRUPT_BTN2;;x
#;x
AUTOLOAN_SETUP;When we run out of money and take an automatic loan;x
AUTOLOAN_HEADER;Our Treasurer Reports;x
AUTOLOAN_1;Out of Money!;x
AUTOLOAN_2;%t, we ran out of money and were forced to take a loan from the bank.;x
AUTOLOAN_3;Effects:;x
AUTOLOAN_4;The loan must be repayed in five years. If we cannot repay a loan when it expires we will take a new loan to repay the old one. The more loans we have the higher the interest. If we cannot take another loan (five is maximum) we will go bankrupt.;x
AUTOLOAN_5;;x
AUTOLOAN_6;;x
AUTOLOAN_LOG;We ran out of money and were forced to take a loan.;x
AUTOLOAN_BTN1;OK;x
AUTOLOAN_BTN2;;x
#;x
MANULOAN_SETUP;When we manually take a loan;x
MANULOAN_HEADER;Our Treasurer Reports;x
MANULOAN_1;Fresh Capital!;x
MANULOAN_2;%t, we have taken a loan from the bank.;x
MANULOAN_3;Effects:;x
MANULOAN_4;The loan must be repayed in five years. If we cannot repay a loan when it expires we will take a new loan to repay the old one. The more loans we have the higher the interest. If we cannot take another loan (five is maximum) we will go bankrupt.;x
MANULOAN_5;;x
MANULOAN_6;;x
MANULOAN_LOG;We took a loan.;x
MANULOAN_BTN1;OK;x
MANULOAN_BTN2;;x
#;x
BANKRUPTOTHER_SETUP;When another nation goes bankrupt;x
BANKRUPTOTHER_HEADER;Herald from;x
BANKRUPTOTHER_1;%s;x
BANKRUPTOTHER_2;%t, %s went;x
BANKRUPTOTHER_3;bankrupt!;x
BANKRUPTOTHER_4;;x
BANKRUPTOTHER_5;;x
BANKRUPTOTHER_6;;x
BANKRUPTOTHER_LOG;%s went bankrupt!;x
BANKRUPTOTHER_BTN1;OK;x
BANKRUPTOTHER_BTN2;Goto;x
#;x
MANUFINISH_SETUP;When we finish a manufactory;x
MANUFINISH_HEADER;Our Governor Reports%s;x
MANUFINISH_1;Manufactory complete!;x
MANUFINISH_2;%t, our;x
MANUFINISH_3;%s;x
MANUFINISH_4;in the province of;x
MANUFINISH_5;%s;x
MANUFINISH_6;is complete.;x
MANUFINISH_LOG;%s completed in %s.;x
MANUFINISH_BTN1;OK;x
MANUFINISH_BTN2;Goto;x
#;x
STABDROP_SETUP;When our stability drops;x
STABDROP_HEADER;Our Governor Reports;x
STABDROP_1;Unrest in the realm!;x
STABDROP_2;%t, our;x
STABDROP_3;stability dropped!;x
STABDROP_4;Our monthly and yearly tax incomes will decrease, as will city growth. The only thing that increases is the revolt risk.;x
STABDROP_5;;x
STABDROP_6;;x
STABDROP_LOG;Our stability dropped.;x
STABDROP_BTN1;OK;x
STABDROP_BTN2;Details;x
#;x
STABINCREASE_SETUP;When our stability increases;x
STABINCREASE_HEADER;Our Governor Reports;x
STABINCREASE_1;Situation Stabilized!;x
STABINCREASE_2;%t, our;x
STABINCREASE_3;stability increased!;x
STABINCREASE_4;Our monthly and yearly tax incomes will increase because of this.;x
STABINCREASE_5;;x
STABINCREASE_6;;x
STABINCREASE_LOG;Our stability increased.;x
STABINCREASE_BTN1;OK;x
STABINCREASE_BTN2;Details;x
#;x
MERCSEND_SETUP;When another automatic merchant has been sent.;x
MERCSEND_HEADER;Our Treasurer Reports%s;x
MERCSEND_1;Merchant sent;x
MERCSEND_2;%t, we have sent a merchant to expand out trade in;x
MERCSEND_3;%s;x
MERCSEND_4;(This was sent through the automatic merchant mechanism if you do not want more merchants sent this way turn it off in the trade interface.);x
MERCSEND_5;;x
MERCSEND_6;;x
MERCSEND_LOG;Our treasurer has sent another merchant to %s.;x
MERCSEND_BTN1;OK;x
MERCSEND_BTN2;Goto;x
#;x
MERCSUCC_SETUP;When our merchant(s) expanded our trade in a Center of Trade;x
MERCSUCC_HEADER;Our Treasurer Reports%s;x
MERCSUCC_1;Merchants Successful!;x
MERCSUCC_2;%t, our merchant(s) successfully expanded our trade in;x
MERCSUCC_3;%s;x
MERCSUCC_4;If we manage to get SIX merchants in a Center of Trade (requires Trade Level for monopolies) we will get a Monopoly drastically increasing our incomes.;x
MERCSUCC_5;;x
MERCSUCC_6;;x
MERCSUCC_LOG;Our merchants successfully expanded our trade in %s.;x
MERCSUCC_BTN1;OK;x
MERCSUCC_BTN2;Goto;x
#;x
MERCFAIL_SETUP;When our merchants failed to expand our trade in a Center of Trade;x
MERCFAIL_HEADER;Our Treasurer Reports%s;x
MERCFAIL_1;Merchants Failed!;x
MERCFAIL_2;%t, our merchants failed to expand our trade in;x
MERCFAIL_3;%s;x
MERCFAIL_4;The chance of success primarily depends on our Trade Level and our Monarch's Administrative skills.;x
MERCFAIL_5;;x
MERCFAIL_6;;x
MERCFAIL_LOG;Our merchants failed to expand our trade in %s.;x
MERCFAIL_BTN1;OK;x
MERCFAIL_BTN2;Goto;x
#;x
LTINCREASE_SETUP;When we have increased our land technology level;x
LTINCREASE_HEADER;Our Marshal Reports%s;x
LTINCREASE_1;Technology Advance!;x
LTINCREASE_2;%t, our military land technology increased to;x
LTINCREASE_3;%s;x
LTINCREASE_4;Our troops will now fight better.;x
LTINCREASE_5;BONUS EFFECT:;x
LTINCREASE_6;%s;x
LTINCREASE_LOG;Our land technology increased to %s. %s;x
LTINCREASE_BTN1;OK;x
LTINCREASE_BTN2;Details;x
#;x
NTINCREASE_SETUP;When we have increased our naval technology level;x
NTINCREASE_HEADER;Our Admiral Reports%s;x
NTINCREASE_1;Technology Advance!;x
NTINCREASE_2;%t, our military naval technology increased to;x
NTINCREASE_3;%s;x
NTINCREASE_4;Our navies will now fight better.;x
NTINCREASE_5;BONUS EFFECT:;x
NTINCREASE_6;%s;x
NTINCREASE_LOG;Our naval technology level increased to %s. %s;x
NTINCREASE_BTN1;OK;x
NTINCREASE_BTN2;Details;x
#;x
TRADETINCREASE_SETUP;When we have increased our trade technology level;x
TRADETINCREASE_HEADER;Our Governor Reports%s;x
TRADETINCREASE_1;Trade Advance!;x
TRADETINCREASE_2;%t, our trade level increased to;x
TRADETINCREASE_3;%s;x
TRADETINCREASE_4;Our merchants will now generate more incomes.;x
TRADETINCREASE_5;BONUS EFFECT:;x
TRADETINCREASE_6;%s;x
TRADETINCREASE_LOG;Our trade level increased to %s. %s;x
TRADETINCREASE_BTN1;OK;x
TRADETINCREASE_BTN2;Details;x
#;x
INFRATINCREASE_SETUP;When we have increased our infrastructure technology level;x
INFRATINCREASE_HEADER;Our Governor Reports%s;x
INFRATINCREASE_1;Good News!;x
INFRATINCREASE_2;%t, our infrastructure has been improved to;x
INFRATINCREASE_3;%s;x
INFRATINCREASE_4;Our provinces will now generate more production incomes.;x
INFRATINCREASE_5;BONUS EFFECT:;x
INFRATINCREASE_6;%s;x
INFRATINCREASE_LOG;Our infrastructure was improved to %s. %s;x
INFRATINCREASE_BTN1;OK;x
INFRATINCREASE_BTN2;Details;x
#;x
TRADEREFUSAL_SETUP;When a nation refuses trade to our merchants;x
TRADEREFUSAL_HEADER;Our Governor Reports%s;x
TRADEREFUSAL_1;Trade Embargo!;x
TRADEREFUSAL_2;%t ;x
TRADEREFUSAL_3;%s refuses;x
TRADEREFUSAL_4;our merchants access to their Centers of Trade! We cannot send more merchants there, and do not gain any incomes from those present.;x
TRADEREFUSAL_5;;x
TRADEREFUSAL_6;;x
TRADEREFUSAL_LOG;%s refuses our merchants access to their Centers of Trade!;x
TRADEREFUSAL_BTN1;OK;x
TRADEREFUSAL_BTN2;Goto;x
#;x
TRADEALLOW_SETUP;When a nation allows trade to our merchants;x
TRADEALLOW_HEADER;Our Governor Reports%s;x
TRADEALLOW_1;Trade Embargo Cancelled!;x
TRADEALLOW_2;%t ;x
TRADEALLOW_3;%s allows;x
TRADEALLOW_4;our merchants access to their Centers of Trade again!;x
TRADEALLOW_5;;x
TRADEALLOW_6;;x
TRADEALLOW_LOG;%s allows our merchants access to their Centers of Trade again!;x
TRADEALLOW_BTN1;OK;x
TRADEALLOW_BTN2;Goto;x
#;x
OWNTRADEREFUSAL_SETUP;When we initiate a trade embargo against another nation;x
OWNTRADEREFUSAL_HEADER;Our Governor Reports%s;x
OWNTRADEREFUSAL_1;Trade Embargo!;x
OWNTRADEREFUSAL_2;%t, we have closed our Centers of Trade to the merchants from;x
OWNTRADEREFUSAL_3;%s;x
OWNTRADEREFUSAL_4;and now refuse them to trade with us. They cannot send more merchants there, and do not gain any incomes from those present.;x
OWNTRADEREFUSAL_5;;x
OWNTRADEREFUSAL_6;;x
OWNTRADEREFUSAL_LOG;We have closed our Centers of Trade to the merchants from %s.;x
OWNTRADEREFUSAL_BTN1;OK;x
OWNTRADEREFUSAL_BTN2;Goto;x
#;x
OWNTRADEALLOW_SETUP;When we allow trade with another nation again;x
OWNTRADEALLOW_HEADER;Our Governor Reports%s;x
OWNTRADEALLOW_1;Trade Embargo Cancelled!;x
OWNTRADEALLOW_2;%t, we have opened our Centers of Trade to the merchants from;x
OWNTRADEALLOW_3;%s;x
OWNTRADEALLOW_4;and now allow them to trade with us.;x
OWNTRADEALLOW_5;;x
OWNTRADEALLOW_6;;x
OWNTRADEALLOW_LOG;We have opened our Centers of Trade to the merchants from %s.;x
OWNTRADEALLOW_BTN1;OK;x
OWNTRADEALLOW_BTN2;Goto;x
#;x
COTMOVE_SETUP;When a Center of Trade moves to a different province;x
COTMOVE_HEADER;Our Governor Reports%s;x
COTMOVE_1;Market Fluctuations!;x
COTMOVE_2;%t, these Center(s) of Trade have perished:;x
COTMOVE_3;%s;x
COTMOVE_4;These new ones have opened:;x
COTMOVE_5;%s;x
COTMOVE_6;;x
COTMOVE_LOG;The Center(s) of Trade in %s perished and new ones were opened in %s.;x
COTMOVE_BTN1;OK;x
COTMOVE_BTN2;Details;x
#;x
NEWCOT_SETUP;When a new Center of Trade opened;x
NEWCOT_HEADER;Our Governor Reports%s;x
NEWCOT_1;Market Fluctuations!;x
NEWCOT_2;%t, a new Center of Trade has opened in;x
NEWCOT_3;%s;x
NEWCOT_4;;x
NEWCOT_5;;x
NEWCOT_6;;x
NEWCOT_LOG;A new Center of Trade has opened in %s.;x
NEWCOT_BTN1;OK;x
NEWCOT_BTN2;Goto;x
#;x
MONOPOLY_SETUP;When we acquire a monopoly in a Center of Trade;x
MONOPOLY_HEADER;Our Governor Reports%s;x
MONOPOLY_1;A Monopoly!;x
MONOPOLY_2;%t, we acquired a;x
MONOPOLY_3;monopoly in %s;x
MONOPOLY_4;;x
MONOPOLY_5;;x
MONOPOLY_6;;x
MONOPOLY_LOG;We acquired a monopoly in %s.;x
MONOPOLY_BTN1;OK;x
MONOPOLY_BTN2;Goto;x
#;x
MONOPOLYOTHER_SETUP;When another nation acquires a monopoly in a Center of Trade;x
MONOPOLYOTHER_HEADER;Herald from;x
MONOPOLYOTHER_1;%s;x
MONOPOLYOTHER_2;%t, %s acquired a;x
MONOPOLYOTHER_3;monopoly in %s;x
MONOPOLYOTHER_4;;x
MONOPOLYOTHER_5;;x
MONOPOLYOTHER_6;;x
MONOPOLYOTHER_LOG;%s acquired a monopoly in %s.;x
MONOPOLYOTHER_BTN1;OK;x
MONOPOLYOTHER_BTN2;Goto;x
#;x
MERCLOSS_SETUP;When one of our merchants is competed away from a Center of Trade;x
MERCLOSS_HEADER;Our Governor Reports%s;x
MERCLOSS_1;Market Share Loss;x
MERCLOSS_2;%t, one of our merchants in;x
MERCLOSS_3;%s;x
MERCLOSS_4;has gone out of business due to fierce competition from %s. We currently have;x
MERCLOSS_5;%s merchant(s) left;x
MERCLOSS_6;in that Center of Trade.;x
MERCLOSS_LOG;We lost a merchant in %s to competition from %s and currently have %s merchant(s) left there.;x
MERCLOSS_BTN1;OK;x
MERCLOSS_BTN2;Goto;x
#;x
MERCOLOSS_SETUP;When we have competed away another country's merchant from a Center of Trade;x
MERCOLOSS_HEADER;Our Governor Reports%s;x
MERCOLOSS_1;Market Share Increase;x
MERCOLOSS_2;%t, one of our merchants in;x
MERCOLOSS_3;%s;x
MERCOLOSS_4;has competed away a merchant from;x
MERCOLOSS_5;%s;x
MERCOLOSS_6;;x
MERCOLOSS_LOG;We have competed for trade in %s and %s lost a merchant.;x
MERCOLOSS_BTN1;OK;x
MERCOLOSS_BTN2;Goto;x
#;x
STABINCREASEOTHER_SETUP;When another nation increases its stability;x
STABINCREASEOTHER_HEADER;Herald from;x
STABINCREASEOTHER_1;%s;x
STABINCREASEOTHER_2;%t, %s;x
STABINCREASEOTHER_3;increased their stability.;x
STABINCREASEOTHER_4;;x
STABINCREASEOTHER_5;;x
STABINCREASEOTHER_6;;x
STABINCREASEOTHER_LOG;%s increased their stability.;x
STABINCREASEOTHER_BTN1;OK;x
STABINCREASEOTHER_BTN2;Goto;x
#;x
DPREMINDER_SETUP;When our domestic policies can be changed;x
DPREMINDER_HEADER;Our Governor Reports;x
DPREMINDER_1;Domestic Policy Reminder;x
DPREMINDER_2;%t, our people have now become accustomed to the last change we made. We can now;x
DPREMINDER_3;change our policies again.;x
DPREMINDER_4;;x
DPREMINDER_5;;x
DPREMINDER_6;;x
DPREMINDER_LOG;Our domestic policies can be changed.;x
DPREMINDER_BTN1;OK;x
DPREMINDER_BTN2;Details;x
#;x
DECLWAR_SETUP;When a nation declares war upon us;x
DECLWAR_HEADER;Our Marshal Reports;x
DECLWAR_1;WAR!;x
DECLWAR_2;%t, %s in;x
DECLWAR_3;%s declared war;x
DECLWAR_4;upon us! Prepare for battle...;x
DECLWAR_5;;x
DECLWAR_6;;x
DECLWAR_LOG;%s declared war upon us!;x
DECLWAR_BTN1;OK;x
DECLWAR_BTN2;Goto;x
#;x
PEACEPROP_SETUP;When a nation sends us a peace proposal;x
PEACEPROP_HEADER;Herald from;x
PEACEPROP_1;%s;x
PEACEPROP_2;%t, %s offers us;x
PEACEPROP_3;peace, %s;x
PEACEPROP_4;the following in return:;x
PEACEPROP_5;%s;x
PEACEPROP_6;What is our response?;x
PEACEPROP_LOG;;x
PEACEPROP_BTN1;Accept;x
PEACEPROP_BTN2;No way!;x
#;x
ANSWERPEACEOFF;offering;x
ANSWERPEACEDEM;demanding;x
ANSWERPEACEWHI;a white peace;x
#;x
PEACEACCEPT_SETUP;When a nation accepts our peace offer;x
PEACEACCEPT_HEADER;Herald from;x
PEACEACCEPT_1;%s;x
PEACEACCEPT_2;%t, %s;x
PEACEACCEPT_3;accepted;x
PEACEACCEPT_4;our generous;x
PEACEACCEPT_5;peace offer;x
PEACEACCEPT_6;;x
PEACEACCEPT_LOG;%s accepted our generous peace offer.;x
PEACEACCEPT_BTN1;Fine!;x
PEACEACCEPT_BTN2;Goto;x
#;x
PEACEACCEPTOTHER_SETUP;When a nation accepts a peace with another nation;x
PEACEACCEPTOTHER_HEADER;Herald from;x
PEACEACCEPTOTHER_1;%s;x
PEACEACCEPTOTHER_2;%t, %s;x
PEACEACCEPTOTHER_3;accepted peace;x
PEACEACCEPTOTHER_4;with their former enemies;x
PEACEACCEPTOTHER_5;%s;x
PEACEACCEPTOTHER_6;on the following terms: %s;x
PEACEACCEPTOTHER_LOG;%s accepted peace with %s on the following terms: %s;x
PEACEACCEPTOTHER_BTN1;OK;x
PEACEACCEPTOTHER_BTN2;Goto;x
PEACETERM_ANNEX;Full Annexation of %s by %s.;x
PEACETERM_CONV;%s has to change religion.;x
PEACETERM_PROV;%s to %s;x
PEACETERM_CASH;%s pays %d$ in indemnities. ;x
PEACETERM_QUO;Return to Status Quo.;x
PEACETERM_VASSAL;%s will become a vassal.;x
PEACETERM_ACCESS;%s will have to give up military access.;x
#;x
PEACEREJECT_SETUP;When a nation rejects our peace offer;x
PEACEREJECT_HEADER;Herald from;x
PEACEREJECT_1;%s;x
PEACEREJECT_2;%t, %s;x
PEACEREJECT_3;rejected;x
PEACEREJECT_4;our generous;x
PEACEREJECT_5;peace offer;x
PEACEREJECT_6;;x
PEACEREJECT_LOG;%s rejected our generous peace offer!;x
PEACEREJECT_BTN1;OK;x
PEACEREJECT_BTN2;Goto;x
#;x
WHITEPEACEUS_SETUP;When one of our wars reaches a White Peace;x
WHITEPEACEUS_HEADER;Our herald reports%s;x
WHITEPEACEUS_1;White Peace!;x
WHITEPEACEUS_2;%t after 36 months of inactivity a White Peace was signed between;x
WHITEPEACEUS_3;%s;x
WHITEPEACEUS_4;and our former enemies;x
WHITEPEACEUS_5;%s;x
WHITEPEACEUS_6;We are now at peace, no tributes were granted to either side.;x
WHITEPEACEUS_LOG;A White Peace was signed between %s and %s.;x
WHITEPEACEUS_BTN1;OK;x
WHITEPEACEUS_BTN2;;x
#;x
WHITEPEACEOTHER_SETUP;When a White Peace is closed between two other nations;x
WHITEPEACEOTHER_HEADER;Our herald reports%s;x
WHITEPEACEOTHER_1;White Peace!;x
WHITEPEACEOTHER_2;%t after 36 months of inactivity a white peace was signed in the war between;x
WHITEPEACEOTHER_3;%s;x
WHITEPEACEOTHER_4;and their former enemies;x
WHITEPEACEOTHER_5;%s;x
WHITEPEACEOTHER_6;They are now at peace, no tributes were granted to either side.;x
WHITEPEACEOTHER_LOG;A White Peace was signed between %s and %s.;x
WHITEPEACEOTHER_BTN1;OK;x
WHITEPEACEOTHER_BTN2;Goto;x
#;x
LOANSPROP_SETUP;When a nation sends us a loans proposal;x
LOANSPROP_HEADER;Herald from;x
LOANSPROP_1;%s;x
LOANSPROP_2;%t, %s offers us;x
LOANSPROP_3;a loan;x
LOANSPROP_4;with the following terms:;x
LOANSPROP_5;amount: %d$ duration: %d interest: %d;x
LOANSPROP_6;What is our response?;x
LOANSPROP_LOG;;x
LOANSPROP_BTN1;Accept;x
LOANSPROP_BTN2;No thanks;x
#;x
GIFTREC_SETUP;When a nation sends us a gift;x
GIFTREC_HEADER;Herald from;x
GIFTREC_1;%s;x
GIFTREC_2;%t ;x
GIFTREC_3;%s;x
GIFTREC_4;sent us a generous;x
GIFTREC_5;gift of %s$!;x
GIFTREC_6;;x
GIFTREC_LOG;%s sent us a generous gift of %s$.;x
GIFTREC_BTN1;God be praised!;x
GIFTREC_BTN2;;x
#;x
LOANSACCEPT_SETUP;When a nation accepts our loans proposal;x
LOANSACCEPT_HEADER;Herald from;x
LOANSACCEPT_1;%s;x
LOANSACCEPT_2;%t, %s;x
LOANSACCEPT_3;accepted;x
LOANSACCEPT_4;our generous;x
LOANSACCEPT_5;loans proposal;x
LOANSACCEPT_6;;x
LOANSACCEPT_LOG;%s accepted our loans proposal.;x
LOANSACCEPT_BTN1;Fine.;x
LOANSACCEPT_BTN2;Goto;x
#;x
LOANSREJECT_SETUP;When a nation rejects our loans proposal;x
LOANSREJECT_HEADER;Herald from;x
LOANSREJECT_1;%s;x
LOANSREJECT_2;%t, %s;x
LOANSREJECT_3;rejected;x
LOANSREJECT_4;our generous;x
LOANSREJECT_5;loans proposal;x
LOANSREJECT_6;;x
LOANSREJECT_LOG;%s rejected our loans proposal.;x
LOANSREJECT_BTN1;OK;x
LOANSREJECT_BTN2;Goto;x
#;x
LOANSREPAY_SETUP;When a nation repays a loan that we gave them;x
LOANSREPAY_HEADER;Herald from;x
LOANSREPAY_1;%s;x
LOANSREPAY_2;%t, the Treasurer of %s is happy to bring us the;x
LOANSREPAY_3;repayment;x
LOANSREPAY_4;of our generous loan of;x
LOANSREPAY_5;%s$;x
LOANSREPAY_6;;x
LOANSREPAY_LOG;%s repaid our loan of %s$.;x
LOANSREPAY_BTN1;OK;x
LOANSREPAY_BTN2;Goto;x
#;x
LOANSNOREPAY_SETUP;When a nation did not repay a loan that expired;x
LOANSNOREPAY_HEADER;Herald from;x
LOANSNOREPAY_1;%s;x
LOANSNOREPAY_2;%t, the Treasurer of %s;x
LOANSNOREPAY_3;refuses to repay;x
LOANSNOREPAY_4;our generous loan to them of;x
LOANSNOREPAY_5;%s$;x
LOANSNOREPAY_6;We now have a Casus Belli on them for 12 months.;x
LOANSNOREPAY_LOG;%s did not repay our loan of %s ducats! We now have a 12 month CB on them!;x
LOANSNOREPAY_BTN1;OK;x
LOANSNOREPAY_BTN2;Goto;x
#;x
CALLALLIES_SETUP;When we get the opportunity to call for allies.;x
#;x
ROYMARPROP_SETUP;When a nation sends us a Royal Marriage proposal;x
ROYMARPROP_HEADER;Herald from;x
ROYMARPROP_1;%s;x
ROYMARPROP_2;%t, %s invites us to enter a;x
ROYMARPROP_3;Royal Marriage;x
ROYMARPROP_4;with them. This would improve our relations for the future.;x
ROYMARPROP_5;;x
ROYMARPROP_6;What is our response?;x
ROYMARPROP_LOG;%s invited us to a Royal Marriage.;x
ROYMARPROP_BTN1;Accept;x
ROYMARPROP_BTN2;No thanks;x
#;x
ROYMARACCEPT_SETUP;When a nation accepts our Royal Marriage proposal;x
ROYMARACCEPT_HEADER;Herald from;x
ROYMARACCEPT_1;%s;x
ROYMARACCEPT_2;%t, we entered a;x
ROYMARACCEPT_3;Royal Marriage;x
ROYMARACCEPT_4;with %s. Our relations have improved.;x
ROYMARACCEPT_5;;x
ROYMARACCEPT_6;;x
ROYMARACCEPT_LOG;We entered a Royal Marriage with %s.;x
ROYMARACCEPT_BTN1;Great!;x
ROYMARACCEPT_BTN2;Goto;x
#;x
MOYMARREJECT_SETUP;When a nation rejects our Royal Marriage proposal;x
MOYMARREJECT_HEADER;Herald from;x
MOYMARREJECT_1;%s;x
MOYMARREJECT_2;%t, %s;x
MOYMARREJECT_3;rejected;x
MOYMARREJECT_4;our kind;x
MOYMARREJECT_5;Royal Marriage proposal;x
MOYMARREJECT_6;;x
MOYMARREJECT_LOG;%s rejected our Royal Marriage proposal.;x
MOYMARREJECT_BTN1;OK;x
MOYMARREJECT_BTN2;Goto;x
#;x
MILALLACCEPT_SETUP;When a nation accepts our Military Alliance proposal;x
MILALLACCEPT_HEADER;Herald from;x
MILALLACCEPT_1;%s;x
MILALLACCEPT_2;%t, %s;x
MILALLACCEPT_3;accepted;x
MILALLACCEPT_4;to enter our;x
MILALLACCEPT_5;military alliance;x
MILALLACCEPT_6;;x
MILALLACCEPT_LOG;%s entered our Military Alliance.;x
MILALLACCEPT_BTN1;Perfect!;x
MILALLACCEPT_BTN2;;x
#;x
MILALLREJECT_SETUP;When a nation rejects our Military Alliance proposal;x
MILALLREJECT_HEADER;Herald from;x
MILALLREJECT_1;%s;x
MILALLREJECT_2;%t, we bring serious news to our court:;x
MILALLREJECT_3;%s;x
MILALLREJECT_4;rejected our;x
MILALLREJECT_5;military alliance;x
MILALLREJECT_6;proposal.;x
MILALLREJECT_LOG;%s rejected our Military Alliance proposal.;x
MILALLREJECT_BTN1;OK;x
MILALLREJECT_BTN2;;x
#;x
MILALLINVACCEPT_SETUP;When a nation accepts our invitation to a Military Alliance;x
MILALLINVACCEPT_HEADER;Herald from;x
MILALLINVACCEPT_1;%s;x
MILALLINVACCEPT_2;%t, %s;x
MILALLINVACCEPT_3;accepted;x
MILALLINVACCEPT_4;to join our;x
MILALLINVACCEPT_5;Military Alliance;x
MILALLINVACCEPT_6;with %s.;x
MILALLINVACCEPT_LOG;%s joined our Military Alliance with %s.;x
MILALLINVACCEPT_BTN1;Super!;x
MILALLINVACCEPT_BTN2;Goto;x
#;x
MILALLINVREJECT_SETUP;When a nation rejects our invitation to a Military Alliance;x
MILALLINVREJECT_HEADER;Herald from;x
MILALLINVREJECT_1;%s;x
MILALLINVREJECT_2;%t, %s;x
MILALLINVREJECT_3;refused;x
MILALLINVREJECT_4;to join our;x
MILALLINVREJECT_5;military alliance;x
MILALLINVREJECT_6;with %s.;x
MILALLINVREJECT_LOG;%s refused to join our Military Alliance with %s.;x
MILALLINVREJECT_BTN1;Bastards...;x
MILALLINVREJECT_BTN2;Goto;x
#;x
MILALLBAN_SETUP;When a nation bans us from a Military Alliance;x
MILALLBAN_HEADER;Herald from;x
MILALLBAN_1;%s;x
MILALLBAN_2;%t, %s;x
MILALLBAN_3;banned;x
MILALLBAN_4;us from their;x
MILALLBAN_5;Military Alliance;x
MILALLBAN_6;with %s.;x
MILALLBAN_LOG;%s banned us from their Military Alliance with %s.;x
MILALLBAN_BTN1;OK;x
MILALLBAN_BTN2;Goto;x
#;x
WPINVITACCEPT_SETUP;When a nation accepts our invitation to a War Pact;x
WPINVITACCEPT_HEADER;Herald from;x
WPINVITACCEPT_1;%s;x
WPINVITACCEPT_2;%t, %s;x
WPINVITACCEPT_3;accepted;x
WPINVITACCEPT_4;our humble proposal and have;x
WPINVITACCEPT_5;declared war;x
WPINVITACCEPT_6;upon %s;x
WPINVITACCEPT_LOG;%s accepted our humble proposal and declared war upon %s.;x
WPINVITACCEPT_BTN1;OK;x
WPINVITACCEPT_BTN2;Goto;x
#;x
WPINVITREJECT_SETUP;When a nation rejects our invitation to a War Pact;x
WPINVITREJECT_HEADER;Herald from;x
WPINVITREJECT_1;%s;x
WPINVITREJECT_2;%t, %s;x
WPINVITREJECT_3;rejected;x
WPINVITREJECT_4;our humble proposal to a;x
WPINVITREJECT_5;War Pact;x
WPINVITREJECT_6;and did not declare war upon %s;x
WPINVITREJECT_LOG;%s accepted our war pact invitation and did not declare war upon %s.;x
WPINVITREJECT_BTN1;OK;x
WPINVITREJECT_BTN2;Goto;x
#;x
VASSALACCEPT_SETUP;When a nation accepts our vassalization proposal;x
VASSALACCEPT_HEADER;Herald from;x
VASSALACCEPT_1;%s;x
VASSALACCEPT_2;%t, %s;x
VASSALACCEPT_3;accepted;x
VASSALACCEPT_4;to become our;x
VASSALACCEPT_5;vassals;x
VASSALACCEPT_6;We now get half of their monthly tax incomes.;x
VASSALACCEPT_LOG;%s are now our vassals.;x
VASSALACCEPT_BTN1;Great!;x
VASSALACCEPT_BTN2;Goto;x
#;x
VASSALREJECT_SETUP;When a nation rejects our vassalization proposal;x
VASSALREJECT_HEADER;Herald from;x
VASSALREJECT_1;%s;x
VASSALREJECT_2;%t, %s;x
VASSALREJECT_3;rejected;x
VASSALREJECT_4;our kind invitation to become our;x
VASSALREJECT_5;vassals;x
VASSALREJECT_6;%s;x
VASSALREJECT_LOG;%s declined to become our vassals.;x
VASSALREJECT_BTN1;OK;x
VASSALREJECT_BTN2;Goto;x
VASSALREJECT_CAUSE_0;because they cannot protect their vassals if they submit to us.;x
VASSALREJECT_CAUSE_1;because they do not trust us to protect them, since we are so far away.;x
VASSALREJECT_CAUSE_2;because they think they are more powerful than us.;x
VASSALREJECT_CAUSE_3;because, as Elector, they do not see fit to submit to one who is not an Elector.;x
VASSALREJECT_CAUSE_4;because they think we do not seem to be much more powerful than them.;x
VASSALREJECT_CAUSE_5;because they are doing quite well on their own.;x
VASSALREJECT_CAUSE_HUMAN;because humans are inscrutable.;x
VASSALREJECT_CAUSE_DEFAULT;They will soon see the light.;x
#;x
ANNEXACCEPT_SETUP;When a nation accepts our annexation proposal;x
ANNEXACCEPT_HEADER;Herald from;x
ANNEXACCEPT_1;%s;x
ANNEXACCEPT_2;%t, %s;x
ANNEXACCEPT_3;accepted;x
ANNEXACCEPT_4;our irresistible proposal of;x
ANNEXACCEPT_5;annexation;x
ANNEXACCEPT_6;and they are now part of our glorious nation!;x
ANNEXACCEPT_LOG;%s are now part of our nation!;x
ANNEXACCEPT_BTN1;Perfect!;x
ANNEXACCEPT_BTN2;Goto;x
#;x
ANNEXREJECT_SETUP;When a nation rejects our annexation proposal;x
ANNEXREJECT_HEADER;Herald from;x
ANNEXREJECT_1;%s;x
ANNEXREJECT_2;%t, %s;x
ANNEXREJECT_3;rejected;x
ANNEXREJECT_4;our kind proposal of;x
ANNEXREJECT_5;annexation;x
ANNEXREJECT_6;%s;x
ANNEXREJECT_LOG;%s declined to be annexed by us.;x
ANNEXREJECT_BTN1;OK;x
ANNEXREJECT_BTN2;Goto;x
ANNEXREJECT_CAUSE_0;because they think they are more powerful than we are.;x
ANNEXREJECT_CAUSE_1;because they think we are not much more powerful than they are.;x
ANNEXREJECT_CAUSE_2;because they are quite stable and do not see the need to submit to us.;x
ANNEXREJECT_CAUSE_3;because they do not wish to join a country as poor as ours.;x
ANNEXREJECT_CAUSE_4;because they are nervous about our bad reputation.;x
ANNEXREJECT_CAUSE_5;because they need more time to decide if we are worth joining.;x
ANNEXREJECT_CAUSE_HUMAN;because humans are inscrutable.;x
ANNEXREJECT_CAUSE_DEFAULT;They will soon see the light.;x
#;x
MILALLEXPIRY_SETUP;When a military alliance expires;x
MILALLEXPIRY_HEADER;Our Herald reports%s;x
MILALLEXPIRY_1;Alliance Expired!;x
MILALLEXPIRY_2;%t, Our;x
MILALLEXPIRY_3;Military Alliance;x
MILALLEXPIRY_4;with %s;x
MILALLEXPIRY_5;has expired.;x
MILALLEXPIRY_6;;x
MILALLEXPIRY_LOG;Our Military Alliance with %s expired.;x
MILALLEXPIRY_BTN1;OK;x
MILALLEXPIRY_BTN2;;x
#;x
DYNALLEXPIRY_SETUP;When a royal marriage expires;x
DYNALLEXPIRY_HEADER;Our Herald reports%s;x
DYNALLEXPIRY_1;The Royal Marriage has expired!;x
DYNALLEXPIRY_2;%t, Our;x
DYNALLEXPIRY_3;Royal Marriage;x
DYNALLEXPIRY_4;with %s;x
DYNALLEXPIRY_5;has expired.;x
DYNALLEXPIRY_6;;x
DYNALLEXPIRY_LOG;Our Royal Marriage with %s expired.;x
DYNALLEXPIRY_BTN1;OK;x
DYNALLEXPIRY_BTN2;;x
#;x
ANNEXACCEPTOTHER_SETUP;When a nation annexes another nation;x
ANNEXACCEPTOTHER_HEADER;Herald from;x
ANNEXACCEPTOTHER_1;%s;x
ANNEXACCEPTOTHER_2;%t ;x
ANNEXACCEPTOTHER_3;%s annexed %s;x
ANNEXACCEPTOTHER_4;which now is part of their realm.;x
ANNEXACCEPTOTHER_5;;x
ANNEXACCEPTOTHER_6;;x
ANNEXACCEPTOTHER_LOG;%s annexed %s.;x
ANNEXACCEPTOTHER_BTN1;OK;x
ANNEXACCEPTOTHER_BTN2;Goto;x
#;x
VASSALACCEPTOTHER_SETUP;When a nation becomes a vassal of another nation;x
VASSALACCEPTOTHER_HEADER;Herald from;x
VASSALACCEPTOTHER_1;%s;x
VASSALACCEPTOTHER_2;%t ;x
VASSALACCEPTOTHER_3;%s;x
VASSALACCEPTOTHER_4;became;x
VASSALACCEPTOTHER_5;vassals of %s;x
VASSALACCEPTOTHER_6;;x
VASSALACCEPTOTHER_LOG;%s became Vassals of %s.;x
VASSALACCEPTOTHER_BTN1;OK;x
VASSALACCEPTOTHER_BTN2;Goto;x
#;x
MILLALLJOINREJECTOTHER_SETUP;When a nation declines another nation's request to join its military alliance;x
MILLALLJOINREJECTOTHER_HEADER;Herald from;x
MILLALLJOINREJECTOTHER_1;%s;x
MILLALLJOINREJECTOTHER_2;%t, %s;x
MILLALLJOINREJECTOTHER_3;declined %s's request;x
MILLALLJOINREJECTOTHER_4;to join their;x
MILLALLJOINREJECTOTHER_5;Military Alliance;x
MILLALLJOINREJECTOTHER_6;;x
MILLALLJOINREJECTOTHER_LOG;%s declined %s's request to join their Military Alliance.;x
MILLALLJOINREJECTOTHER_BTN1;OK;x
MILLALLJOINREJECTOTHER_BTN2;Goto;x
#;x
MILALLLEAVE_SETUP;When a nation leaves a war or military alliance with another nation;x
MILALLLEAVE_HEADER;Herald from;x
MILALLLEAVE_1;%s;x
MILALLLEAVE_2;%t, %s;x
MILALLLEAVE_3;left a Military Alliance;x
MILALLLEAVE_4;with their former allies in;x
MILALLLEAVE_5;%s;x
MILALLLEAVE_6;;x
MILALLLEAVE_LOG;%s left a Military Alliance with %s.;x
MILALLLEAVE_BTN1;OK;x
MILALLLEAVE_BTN2;Goto;x
#;x
MILLALLINVACCEPTOTHER_SETUP;When a nation accepts an invitation to a military alliance with another nation;x
MILLALLINVACCEPTOTHER_HEADER;Herald from;x
MILLALLINVACCEPTOTHER_1;%s;x
MILLALLINVACCEPTOTHER_2;%t, %s;x
MILLALLINVACCEPTOTHER_3;entered a Military Alliance;x
MILLALLINVACCEPTOTHER_4;with their new ally;x
MILLALLINVACCEPTOTHER_5;%s;x
MILLALLINVACCEPTOTHER_6;;x
MILLALLINVACCEPTOTHER_LOG;%s entered a Military Alliance with %s.;x
MILLALLINVACCEPTOTHER_BTN1;OK;x
MILLALLINVACCEPTOTHER_BTN2;Goto;x
#;x
MILALLJOINACCEPTOTHER_SETUP;When a nation joins a war or military alliance with another nation;x
MILALLJOINACCEPTOTHER_HEADER;Herald from;x
MILALLJOINACCEPTOTHER_1;%s;x
MILALLJOINACCEPTOTHER_2;%t, %s;x
MILALLJOINACCEPTOTHER_3;joined a Military Alliance;x
MILALLJOINACCEPTOTHER_4;with their new allies in;x
MILALLJOINACCEPTOTHER_5;%s;x
MILALLJOINACCEPTOTHER_6;;x
MILALLJOINACCEPTOTHER_LOG;%s entered a Military Alliance with %s.;x
MILALLJOINACCEPTOTHER_BTN1;OK;x
MILALLJOINACCEPTOTHER_BTN2;Goto;x
#;x
MILALLBANOTHER_SETUP;When a nation is banned from a military alliance by its leader;x
MILALLBANOTHER_HEADER;Herald from;x
MILALLBANOTHER_1;%s;x
MILALLBANOTHER_2;%t, %s was;x
MILALLBANOTHER_3;banned from their Military Alliance;x
MILALLBANOTHER_4;by their former ally;x
MILALLBANOTHER_5;%s;x
MILALLBANOTHER_6;;x
MILALLBANOTHER_LOG;%s was banned from a Military Alliance by %s.;x
MILALLBANOTHER_BTN1;OK;x
MILALLBANOTHER_BTN2;Goto;x
#;x
MILLALLINVDECLINEOTHER_SETUP;When a nation declines a military alliance offer from another nation;x
MILLALLINVDECLINEOTHER_HEADER;Herald from;x
MILLALLINVDECLINEOTHER_1;%s;x
MILLALLINVDECLINEOTHER_2;%t, %s;x
MILLALLINVDECLINEOTHER_3;declined an offer;x
MILLALLINVDECLINEOTHER_4;from %s to join their;x
MILLALLINVDECLINEOTHER_5;Military Alliance;x
MILLALLINVDECLINEOTHER_6;with %s;x
MILLALLINVDECLINEOTHER_LOG;%s declined an offer from %s to join a Military Alliance.;x
MILLALLINVDECLINEOTHER_BTN1;OK;x
MILLALLINVDECLINEOTHER_BTN2;Goto;x
#;x
MILALLDISHONOROTHER_SETUP;When a nation dishonors a military alliance that it has with another nation;x
MILALLDISHONOROTHER_HEADER;Herald from;x
MILALLDISHONOROTHER_1;%s;x
MILALLDISHONOROTHER_2;%t, %s;x
MILALLDISHONOROTHER_3;dishonored a Military Alliance;x
MILALLDISHONOROTHER_4;she had with her former allies in;x
MILALLDISHONOROTHER_5;%s;x
MILALLDISHONOROTHER_6;;x
MILALLDISHONOROTHER_LOG;%s dishonored a Military Alliance she had with %s.;x
MILALLDISHONOROTHER_BTN1;OK;x
MILALLDISHONOROTHER_BTN2;Goto;x
#;x
ROYMARACCEPTOTHER_SETUP;When a nation enters a Royal Marriage with another nation;x
ROYMARACCEPTOTHER_HEADER;Herald from;x
ROYMARACCEPTOTHER_1;%s;x
ROYMARACCEPTOTHER_2;%t, %s entered a;x
ROYMARACCEPTOTHER_3;Royal Marriage;x
ROYMARACCEPTOTHER_4;with their new ally;x
ROYMARACCEPTOTHER_5;%s;x
ROYMARACCEPTOTHER_6;;x
ROYMARACCEPTOTHER_LOG;%s entered a Royal Marriage with %s.;x
ROYMARACCEPTOTHER_BTN1;OK;x
ROYMARACCEPTOTHER_BTN2;Goto;x
#;x
DECLWAROTHER_SETUP;When a nation declares war upon another nation;x
DECLWAROTHER_HEADER;Herald from;x
DECLWAROTHER_1;%s;x
DECLWAROTHER_2;%t, %s;x
DECLWAROTHER_3;declared war;x
DECLWAROTHER_4;upon their new enemies;x
DECLWAROTHER_5;%s;x
DECLWAROTHER_6;;x
DECLWAROTHER_LOG;%s declared war upon %s.;x
DECLWAROTHER_BTN1;OK;x
DECLWAROTHER_BTN2;Goto;x
#;x
JOINWAROTHER_SETUP;When a nation joins an ongoing war;x
JOINWAROTHER_HEADER;Herald from;x
JOINWAROTHER_1;%s;x
JOINWAROTHER_2;%t, %s has;x
JOINWAROTHER_3;joined the war;x
JOINWAROTHER_4;on the same side as %s in their war against;x
JOINWAROTHER_5;%s;x
JOINWAROTHER_6;;x
JOINWAROTHER_LOG;%s joined the war on the same side as %s in their war against %s.;x
JOINWAROTHER_BTN1;OK;x
JOINWAROTHER_BTN2;Goto;x
#;x
MILALLDISHONOR_SETUP;When a nation dishonors a military alliance that it has with us;x
MILALLDISHONOR_HEADER;Herald from;x
MILALLDISHONOR_1;%s;x
MILALLDISHONOR_2;%t, %s;x
MILALLDISHONOR_3;dared to dishonor;x
MILALLDISHONOR_4;our;x
MILALLDISHONOR_5;Military Alliance!;x
MILALLDISHONOR_6;We now have a Casus Belli on them.;x
MILALLDISHONOR_LOG;%s dishonored our Military Alliance.;x
MILALLDISHONOR_BTN1;OK;x
MILALLDISHONOR_BTN2;Goto;x
#;x
WEMILALLDISHONOR_SETUP;When we dishonor a military alliance;x
WEMILALLDISHONOR_HEADER;Our Governor reports;x
WEMILALLDISHONOR_1;Dishonor!%s;x
WEMILALLDISHONOR_2;%t, we have dishonored;x
WEMILALLDISHONOR_3;our;x
WEMILALLDISHONOR_4;Military Alliance!;x
WEMILALLDISHONOR_5;%s now have a Casus Belli on us.;x
WEMILALLDISHONOR_6;;x
WEMILALLDISHONOR_LOG;We have dishonored our Military Alliance with %s.;x
WEMILALLDISHONOR_BTN1;OK;x
WEMILALLDISHONOR_BTN2;Goto;x
#;x
MILALLBREAK_SETUP;When a nation breaks a military alliance;x
MILALLBREAK_HEADER;Herald from;x
MILALLBREAK_1;%s;x
MILALLBREAK_2;%t, %s;x
MILALLBREAK_3;has broken;x
MILALLBREAK_4;the;x
MILALLBREAK_5;Military Alliance;x
MILALLBREAK_6;she had with %s.;x
MILALLBREAK_LOG;%s left the Military Alliance she had with %s.;x
MILALLBREAK_BTN1;OK;x
MILALLBREAK_BTN2;Goto;x
#;x
ROYMARBREAK_SETUP;When a nation breaks a Royal Marriage;x
ROYMARBREAK_HEADER;Herald from;x
ROYMARBREAK_1;%s;x
ROYMARBREAK_2;%t, %s;x
ROYMARBREAK_3;has broken;x
ROYMARBREAK_4;the;x
ROYMARBREAK_5;Royal Marriage;x
ROYMARBREAK_6;she had with %s.;x
ROYMARBREAK_LOG;%s broke the Royal Marriage she had with %s.;x
ROYMARBREAK_BTN1;OK;x
ROYMARBREAK_BTN2;Goto;x
#;x
VASSALBREAK_SETUP;When a nation cancels a Vassalization;x
VASSALBREAK_HEADER;Herald from;x
VASSALBREAK_1;%s;x
VASSALBREAK_2;%t, %s;x
VASSALBREAK_3;has cancelled;x
VASSALBREAK_4;the;x
VASSALBREAK_5;Vassalization;x
VASSALBREAK_6;she had with %s.;x
VASSALBREAK_LOG;%s cancelled the Vassalization she had with %s.;x
VASSALBREAK_BTN1;OK;x
VASSALBREAK_BTN2;Goto;x
#;x
WEDEFENDER_SETUP;When we have proclaimed to become defender of the faith;x
WEDEFENDER_HEADER;The Archbishop reports%s;x
WEDEFENDER_1;DEFENDER OF THE FAITH;x
WEDEFENDER_2;%t, the country of;x
WEDEFENDER_3;%s;x
WEDEFENDER_4;have proclaimed themselves as the sole defender of the;x
WEDEFENDER_5;%s;x
WEDEFENDER_6;countries of the world.;x
WEDEFENDER_LOG;%s is now the sole defender of the %s faith.;x
WEDEFENDER_BTN1;OK;x
WEDEFENDER_BTN2;;x
#;x
OTHERDEFENDER_SETUP;When another country has become defender of a faith;x
OTHERDEFENDER_HEADER;The Archbishop reports%s;x
OTHERDEFENDER_1;DEFENDER OF THE FAITH;x
OTHERDEFENDER_2;%t, the country of;x
OTHERDEFENDER_3;%s;x
OTHERDEFENDER_4;have proclaimed themselves as the sole defender of the;x
OTHERDEFENDER_5;%s;x
OTHERDEFENDER_6;countries of the world.;x
OTHERDEFENDER_LOG;%s is now the sole defender of the %s faith.;x
OTHERDEFENDER_BTN1;OK;x
OTHERDEFENDER_BTN2;;x
#;x
VASSALTOUS_SETUP;When another country offers us to become their vassal.;x
VASSALTOUS_HEADER;;x
VASSALTOUS_1;;x
VASSALTOUS_2;;x
VASSALTOUS_3;;x
VASSALTOUS_4;;x
VASSALTOUS_5;;x
VASSALTOUS_6;;x
VASSALTOUS_LOG;;x
VASSALTOUS_BTN1;;x
VASSALTOUS_BTN2;;x
#;x
ANNEXTOUS_SETUP;When another country demands our annexation.;x
ANNEXTOUS_HEADER;;x
ANNEXTOUS_1;;x
ANNEXTOUS_2;;x
ANNEXTOUS_3;;x
ANNEXTOUS_4;;x
ANNEXTOUS_5;;x
ANNEXTOUS_6;;x
ANNEXTOUS_LOG;;x
ANNEXTOUS_BTN1;;x
ANNEXTOUS_BTN2;;x
#;x
TRADETOUS_SETUP;When another country offers us a trade agreement.;x
TRADETOUS_HEADER;;x
TRADETOUS_1;;x
TRADETOUS_2;;x
TRADETOUS_3;;x
TRADETOUS_4;;x
TRADETOUS_5;;x
TRADETOUS_6;;x
TRADETOUS_LOG;;x
TRADETOUS_BTN1;;x
TRADETOUS_BTN2;;x
#;x
ACCTOUS_SETUP;When another country asks for military access from us.;x
ACCTOUS_HEADER;;x
ACCTOUS_1;;x
ACCTOUS_2;;x
ACCTOUS_3;;x
ACCTOUS_4;;x
ACCTOUS_5;;x
ACCTOUS_6;;x
ACCTOUS_LOG;;x
ACCTOUS_BTN1;;x
ACCTOUS_BTN2;;x
#;x
INSUTOUS_SETUP;When another country sends us an insult.;x
INSUTOUS_HEADER;Herald from;x
INSUTOUS_1;%s;x
INSUTOUS_2;%t, the untrustworthy scum of %s have sent us an;x
INSUTOUS_3;INSULT;x
INSUTOUS_4;We will now have a Casus Belli upon them, and our relations have deteriorated.;x
INSUTOUS_5;;x
INSUTOUS_6;;x
INSUTOUS_LOG;%s has sent us an insult.;x
INSUTOUS_BTN1;OK;x
INSUTOUS_BTN2;;x
#;x
CLAIMTOUS_SETUP;When another country claims our throne.;x
CLAIMTOUS_HEADER;Herald from;x
CLAIMTOUS_1;%s;x
CLAIMTOUS_2;%t, the King of %s had laid a;x
CLAIMTOUS_3;CLAIM TO OUR THRONE;x
CLAIMTOUS_4;They now have a Casus Belli on us, so we should prepare for an attack from them.;x
CLAIMTOUS_5;;x
CLAIMTOUS_6;;x
CLAIMTOUS_LOG;%s has proclaimed a claim to our throne.;x
CLAIMTOUS_BTN1;OK;x
CLAIMTOUS_BTN2;;x
#;x
CLAIMTOOTH_SETUP;When another nation claims a third nation's throne;x
CLAIMTOOTH_HEADER;Herald from;x
CLAIMTOOTH_1;%s;x
CLAIMTOOTH_2;%t, the King of %s had laid a;x
CLAIMTOOTH_3;CLAIM TO %s;x
CLAIMTOOTH_4;They now have a Casus Belli, and we expect them to attack.;x
CLAIMTOOTH_5;;x
CLAIMTOOTH_6;;x
CLAIMTOOTH_LOG;%s has proclaimed a claim to the throne of %s.;x
CLAIMTOOTH_BTN1;OK;x
CLAIMTOOTH_BTN2;;x
#;x
WARNTOUS_SETUP;When another nation sends us a warning.;x
WARNTOUS_HEADER;Herald from%s;x
WARNTOUS_1;%s;x
WARNTOUS_2;%t, we have been;x
WARNTOUS_3;WARNED;x
WARNTOUS_4;to not go into any war with their neighbours.;x
WARNTOUS_5;;x
WARNTOUS_6;;x
WARNTOUS_LOG;%s has sent us a warning.;x
WARNTOUS_BTN1;OK;x
WARNTOUS_BTN2;;x
#;x
GUARATOUS_SETUP;When another nation sends us a guarantee;x
GUARATOUS_HEADER;Herald from;x
GUARATOUS_1;%s;x
GUARATOUS_2;%t, we now have our independence;x
GUARATOUS_3;GUARANTEED;x
GUARATOUS_4;by;x
GUARATOUS_5;%s;x
GUARATOUS_6;;x
GUARATOUS_LOG;%s will now guarantee our independence.;x
GUARATOUS_BTN1;OK;x
GUARATOUS_BTN2;;x
#;x
DETRAWITHUS_SETUP;When another nation declines our trade agreement proposal;x
DETRAWITHUS_HEADER;Herald from;x
DETRAWITHUS_1;%s;x
DETRAWITHUS_2;%t, we are sorry to inform you that %s;x
DETRAWITHUS_3;DECLINE TRADE AGREEMENT;x
DETRAWITHUS_4;with us.;x
DETRAWITHUS_5;;x
DETRAWITHUS_6;;x
DETRAWITHUS_LOG;%s declined our trade agreement proposal.;x
DETRAWITHUS_BTN1;OK;x
DETRAWITHUS_BTN2;;x
#;x
ACTRAWITHUS_SETUP;When another nation accepts a trade agreement with us;x
ACTRAWITHUS_HEADER;Herald from;x
ACTRAWITHUS_1;%s;x
ACTRAWITHUS_2;%t, we have now signed a;x
ACTRAWITHUS_3;TRADE AGREEMENT;x
ACTRAWITHUS_4;with;x
ACTRAWITHUS_5;%s;x
ACTRAWITHUS_6;;x
ACTRAWITHUS_LOG;We now have a trade agreement with %s.;x
ACTRAWITHUS_BTN1;OK;x
ACTRAWITHUS_BTN2;;x
#;x
OTHERTRADEAG_SETUP;When another nation accepts a trade agreement with a third nation.;x
OTHERTRADEAG_HEADER;Herald from;x
OTHERTRADEAG_1;%s;x
OTHERTRADEAG_2;%t, we have been informed that;x
OTHERTRADEAG_3;%s;x
OTHERTRADEAG_4;has signed a trade agreement with;x
OTHERTRADEAG_5;%s;x
OTHERTRADEAG_6;;x
OTHERTRADEAG_LOG;%s now has a trade agreement with %s.;x
OTHERTRADEAG_BTN1;OK;x
OTHERTRADEAG_BTN2;;x
#;x
BRKTRADEUS_SETUP;When another nation breaks a trade agreement with us.;x
BRKTRADEUS_HEADER;Herald from;x
BRKTRADEUS_1;%s;x
BRKTRADEUS_2;%t, we regret to inform you that;x
BRKTRADEUS_3;%s;x
BRKTRADEUS_4;has cancelled our;x
BRKTRADEUS_5;TRADE AGREEMENT;x
BRKTRADEUS_6;;x
BRKTRADEUS_LOG;%s has broken the trade agreement they had with us.;x
BRKTRADEUS_BTN1;OK;x
BRKTRADEUS_BTN2;;x
#;x
BRKTRADEOTH_SETUP;When another nation breaks a trade agreement with a third nation.;x
BRKTRADEOTH_HEADER;Herald from;x
BRKTRADEOTH_1;%s;x
BRKTRADEOTH_2;%t, we wish to inform you that;x
BRKTRADEOTH_3;%s;x
BRKTRADEOTH_4;has broken their trade agreement with;x
BRKTRADEOTH_5;%s;x
BRKTRADEOTH_6;;x
BRKTRADEOTH_LOG;%s has broken the trade agreement they had with %s.;x
BRKTRADEOTH_BTN1;OK;x
BRKTRADEOTH_BTN2;;x
#;x
DECMILUS_SETUP;When another nation declines us military access;x
DECMILUS_HEADER;Herald from;x
DECMILUS_1;%s;x
DECMILUS_2;%t;x
DECMILUS_3;%s;x
DECMILUS_4;refuses to grant us military access.;x
DECMILUS_5;;x
DECMILUS_6;;x
DECMILUS_LOG;%s refuses to grant us military access.;x
DECMILUS_BTN1;OK;x
DECMILUS_BTN2;;x
#;x
ACCMILUS_SETUP;When another nation grants us military access;x
ACCMILUS_HEADER;Herald from;x
ACCMILUS_1;%s;x
ACCMILUS_2;%t;x
ACCMILUS_3;%s;x
ACCMILUS_4;now grants us military access.;x
ACCMILUS_5;;x
ACCMILUS_6;;x
ACCMILUS_LOG;%s is now granting us military access to their country.;x
ACCMILUS_BTN1;OK;x
ACCMILUS_BTN2;;x
#;x
ACCMILOTHER_SETUP;When another nation grants military access to a third party.;x
ACCMILOTHER_HEADER;Herald from;x
ACCMILOTHER_1;%s;x
ACCMILOTHER_2;%t;x
ACCMILOTHER_3;%s;x
ACCMILOTHER_4;now grants military access to;x
ACCMILOTHER_5;%s;x
ACCMILOTHER_6;;x
ACCMILOTHER_LOG;%s is now granting %s military access to their country.;x
ACCMILOTHER_BTN1;OK;x
ACCMILOTHER_BTN2;;x
#;x
CANCMILUS_SETUP;When another nation cancels the military access we gave them.;x
CANCMILUS_HEADER;Herald from;x
CANCMILUS_1;%s;x
CANCMILUS_2;%t;x
CANCMILUS_3;%s;x
CANCMILUS_4;has cancelled the military access they have been given by us.;x
CANCMILUS_5;;x
CANCMILUS_6;;x
CANCMILUS_LOG;%s has cancelled the treaty of military access they had in our country.;x
CANCMILUS_BTN1;OK;x
CANCMILUS_BTN2;;x
#;x
CANMILOTHE_SETUP;When another nation cancels the military access they gave a third nation.;x
CANMILOTHE_HEADER;Herald from;x
CANMILOTHE_1;%s;x
CANMILOTHE_2;%t;x
CANMILOTHE_3;%s;x
CANMILOTHE_4;has cancelled the military access they have been given by;x
CANMILOTHE_5;%s;x
CANMILOTHE_6;;x
CANMILOTHE_LOG;%s has cancelled the treaty of military access they had in %s.;x
CANMILOTHE_BTN1;OK;x
CANMILOTHE_BTN2;;x
#;x
REVMILUS_SETUP;When another nation revokes the military access they granted us;x
REVMILUS_HEADER;Herald from%s;x
REVMILUS_1;%s;x
REVMILUS_2;%t, we are informed that they have;x
REVMILUS_3;REVOKED MILITARY ACCESS;x
REVMILUS_4;for us.;x
REVMILUS_5;;x
REVMILUS_6;;x
REVMILUS_LOG;%s has revoked our military access.;x
REVMILUS_BTN1;OK;x
REVMILUS_BTN2;;x
#;x
REVMILOTHER_SETUP;When another nation revokes the military access they granted a third nation.;x
REVMILOTHER_HEADER;Herald from%s;x
REVMILOTHER_1;%s;x
REVMILOTHER_2;%t, we are informed that they have;x
REVMILOTHER_3;REVOKED MILITARY ACCESS;x
REVMILOTHER_4;for %s;x
REVMILOTHER_5;;x
REVMILOTHER_6;;x
REVMILOTHER_LOG;%s has revoked the military access for %s.;x
REVMILOTHER_BTN1;OK;x
REVMILOTHER_BTN2;;x
#;x
LEADERDIES_SETUP;When we have lost the service of a leader;x
LEADERDIES_HEADER;Our Marshal reports%s;x
LEADERDIES_1;We have lost the service of a leader!;x
LEADERDIES_2;%t ;x
LEADERDIES_3;Bad news,;x
LEADERDIES_4;We have lost the service of;x
LEADERDIES_5;%s;x
LEADERDIES_6;as a military leader.;x
LEADERDIES_LOG;We have lost the service of %s as a military leader.;x
LEADERDIES_BTN1;OK;x
LEADERDIES_BTN2;Goto;x
#;x
LEADERNEW_SETUP;When we receive a new leader;x
LEADERNEW_HEADER;Our Marshal reports%s;x
LEADERNEW_1;New Leader!;x
LEADERNEW_2;%t ;x
LEADERNEW_3;%s;x
LEADERNEW_4;awaits our command in;x
LEADERNEW_5;%s;x
LEADERNEW_6;%s;x
LEADERNEW_LOG;%s awaits our command in %s.;x
LEADERNEW_BTN1;OK;x
LEADERNEW_BTN2;Goto;x
#;x
LEADERNEW_MONARCH_SETUP;When we receive a new Monarch as military leader;x
LEADERNEW_MONARCH_HEADER;Our Marshal reports%s;x
LEADERNEW_MONARCH_1;The King has arrived!;x
LEADERNEW_MONARCH_2;%t ;x
LEADERNEW_MONARCH_3;%s;x
LEADERNEW_MONARCH_4;has assumed command of the army in;x
LEADERNEW_MONARCH_5;%s;x
LEADERNEW_MONARCH_6;;x
LEADERNEW_MONARCH_LOG;%s has assumed command of the army in %s.;x
LEADERNEW_MONARCH_BTN1;OK;x
LEADERNEW_MONARCH_BTN2;Goto;x
#;x
PROVOWNOCC_SETUP;When someone has occupied one of our provinces;x
PROVOWNOCC_HEADER;Our Marshal Reports%s;x
PROVOWNOCC_1;Enemy in Sight!;x
PROVOWNOCC_2;%t, we have lost control over;x
PROVOWNOCC_3;%s;x
PROVOWNOCC_4;to the filthy traitors of;x
PROVOWNOCC_5;%s;x
PROVOWNOCC_6;;x
PROVOWNOCC_LOG;We have lost control over %s to %s.;x
PROVOWNOCC_BTN1;OK;x
PROVOWNOCC_BTN2;Goto;x
#;x
NBLOSS_SETUP;When we lose a naval battle;x
NBLOSS_HEADER;Our Admiral Reports%s;x
NBLOSS_1;Failure!;x
NBLOSS_2;%t, our valiant navy lost a naval battle against a force from;x
NBLOSS_3;%s;x
NBLOSS_4;in the waters of;x
NBLOSS_5;%s;x
NBLOSS_6;;x
NBLOSS_LOG;We lost a naval battle against %s in %s.;x
NBLOSS_BTN1;OK;x
NBLOSS_BTN2;Goto;x
#;x
LBLOSS_SETUP;When we lose a land battle;x
LBLOSS_HEADER;Our Marshal Reports%s;x
LBLOSS_1;Failure!;x
LBLOSS_2;%t, our brave armies lost a battle against superior forces of;x
LBLOSS_3;%s;x
LBLOSS_4;in the province of;x
LBLOSS_5;%s;x
LBLOSS_6;;x
LBLOSS_LOG;We lost a battle against %s in %s.;x
LBLOSS_BTN1;OK;x
LBLOSS_BTN2;Goto;x
#;x
NAVYDESTROY_SETUP;When one of our navies is destroyed;x
NAVYDESTROY_HEADER;Our Admiral reports%s;x
NAVYDESTROY_1;Disaster!;x
NAVYDESTROY_2;%t, our navy in;x
NAVYDESTROY_3;%s;x
NAVYDESTROY_4;has been completely annihilated!;x
NAVYDESTROY_5;;x
NAVYDESTROY_6;;x
NAVYDESTROY_LOG;Our navy in %s has been completely annihilated!;x
NAVYDESTROY_BTN1;OK;x
NAVYDESTROY_BTN2;Goto;x
#;x
ARMYDESTROY_SETUP;When one of our armies is destroyed;x
ARMYDESTROY_HEADER;Our Marshal reports%s;x
ARMYDESTROY_1;Disaster!;x
ARMYDESTROY_2;%t, our army in;x
ARMYDESTROY_3;%s;x
ARMYDESTROY_4;has been completely annihilated!;x
ARMYDESTROY_5;;x
ARMYDESTROY_6;;x
ARMYDESTROY_LOG;Our army in %s has been completely annihilated!;x
ARMYDESTROY_BTN1;OK;x
ARMYDESTROY_BTN2;Goto;x
#;x
NBWIN_SETUP;When we win a naval battle;x
NBWIN_HEADER;Our Marshal Reports%s;x
NBWIN_1;Victory!;x
NBWIN_2;%t, we won a battle against the navy of;x
NBWIN_3;%s;x
NBWIN_4;in the waters of;x
NBWIN_5;%s;x
NBWIN_6;;x
NBWIN_LOG;We won a battle against %s in %s.;x
NBWIN_BTN1;OK;x
NBWIN_BTN2;Goto;x
#;x
LBWIN_SETUP;When we win a land battle;x
LBWIN_HEADER;Our Marshal Reports%s;x
LBWIN_1;Victory!;x
LBWIN_2;%t, our victorious armies have defeated an army from;x
LBWIN_3;%s;x
LBWIN_4;in the province of;x
LBWIN_5;%s;x
LBWIN_6;;x
LBWIN_LOG;We won a battle against %s in %s.;x
LBWIN_BTN1;OK;x
LBWIN_BTN2;Goto;x
#;x
SBWIN_SETUP;When we win a siege;x
SBWIN_HEADER;Our Marshal Reports%s;x
SBWIN_1;Siege Successful!;x
SBWIN_2;%t, we captured the province of;x
SBWIN_3;%s;x
SBWIN_4;from their former owners;x
SBWIN_5;%s;x
SBWIN_6;;x
SBWIN_LOG;We captured the province of %s from %s.;x
SBWIN_BTN1;OK;x
SBWIN_BTN2;Goto;x
#;x
LIBPROV_SETUP;When we liberate a province;x
LIBPROV_HEADER;Our Marshal Reports%s;x
LIBPROV_1;Province Liberated!;x
LIBPROV_2;%t, we liberated the province of;x
LIBPROV_3;%s;x
LIBPROV_4;from the unlawful occupants of;x
LIBPROV_5;%s;x
LIBPROV_6;;x
LIBPROV_LOG;We liberated the province of %s from %s.;x
LIBPROV_BTN1;OK;x
LIBPROV_BTN2;Goto;x
#;x
ARMYARRIVE_SETUP;When one of our armies reach its destination.;x
ARMYARRIVE_HEADER;Our Marshal Reports%s;x
ARMYARRIVE_1;%s;x
ARMYARRIVE_2;has reached its final destination;x
ARMYARRIVE_3;%s;x
ARMYARRIVE_4;;x
ARMYARRIVE_5;;x
ARMYARRIVE_6;;x
ARMYARRIVE_LOG;%s has arrived in %s.;x
ARMYARRIVE_BTN1;OK;x
ARMYARRIVE_BTN2;Goto;x
#;x
ARMYLOAD_SETUP;When one of our armies has finished loading onto a ship.;x
ARMYLOAD_HEADER;Our Marshal Reports%s;x
ARMYLOAD_1;%s;x
ARMYLOAD_2;has boarded the ships in;x
ARMYLOAD_3;%s;x
ARMYLOAD_4;;x
ARMYLOAD_5;;x
ARMYLOAD_6;;x
ARMYLOAD_LOG;%s has finished loading in %s.;x
ARMYLOAD_BTN1;OK;x
ARMYLOAD_BTN2;Goto;x
#;x
ARMYUNLOAD_SETUP;When one of our armies has finished unloading from a ship.;x
ARMYUNLOAD_HEADER;Our Marshal Reports%s;x
ARMYUNLOAD_1;%s;x
ARMYUNLOAD_2;has unloaded from the ships into;x
ARMYUNLOAD_3;%s;x
ARMYUNLOAD_4;;x
ARMYUNLOAD_5;;x
ARMYUNLOAD_6;;x
ARMYUNLOAD_LOG;%s has finished unloading in %s.;x
ARMYUNLOAD_BTN1;OK;x
ARMYUNLOAD_BTN2;Goto;x
#;x
FLEETARRIVE_SETUP;When one of our fleets reach its destination.;x
FLEETARRIVE_HEADER;Our Marshal Reports%s;x
FLEETARRIVE_1;%s;x
FLEETARRIVE_2;has reached its final destination;x
FLEETARRIVE_3;%s;x
FLEETARRIVE_4;;x
FLEETARRIVE_5;;x
FLEETARRIVE_6;;x
FLEETARRIVE_LOG;%s has arrived in %s.;x
FLEETARRIVE_BTN1;OK;x
FLEETARRIVE_BTN2;Goto;x
#;x
FLEETATT_SETUP;When the attrition suffered by one of our fleets gets too high and returns to port.;x
FLEETATT_HEADER;Our Marshal Reports%s;x
FLEETATT_1;%s;x
FLEETATT_2;has too high attrition and is returning to.;x
FLEETATT_3;%s;x
FLEETATT_4;;x
FLEETATT_5;;x
FLEETATT_6;;x
FLEETATT_LOG;%s has set sail for %s to replenish their supplies.;x
FLEETATT_BTN1;OK;x
FLEETATT_BTN2;Goto;x
#;x
WESNCOM_SETUP;When we have attacked another fleet.;x
WESNCOM_HEADER;Our Marshal Reports%s;x
WESNCOM_1;;x
WESNCOM_2;Our fleet in;x
WESNCOM_3;%s;x
WESNCOM_4;has now engaged in combat!;x
WESNCOM_5;;x
WESNCOM_6;;x
WESNCOM_LOG;We have engaged hostile fleets in %s.;x
WESNCOM_BTN1;OK;x
WESNCOM_BTN2;Goto;x
#;x
THEYSNCOM_SETUP;When one of our fleets is under attack.;x
THEYSNCOM_HEADER;Our Marshal Reports%s;x
THEYSNCOM_1;;x
THEYSNCOM_2;Our fleet in;x
THEYSNCOM_3;%s;x
THEYSNCOM_4;are under attack from;x
THEYSNCOM_5;%s!;x
THEYSNCOM_6;;x
THEYSNCOM_LOG;We are attacked by hostile fleets of %s in %s.;x
THEYSNCOM_BTN1;OK;x
THEYSNCOM_BTN2;Goto;x
#;x
WESLCOM_SETUP;When our armies attack another army.;x
WESLCOM_HEADER;Our Marshal Reports%s;x
WESLCOM_1;;x
WESLCOM_2;Our army in;x
WESLCOM_3;%s;x
WESLCOM_4;has now engaged in combat!;x
WESLCOM_5;;x
WESLCOM_6;;x
WESLCOM_LOG;We have engaged hostile armies in %s.;x
WESLCOM_BTN1;OK;x
WESLCOM_BTN2;Goto;x
#;x
THEYSLCOM_SETUP;When our armies have been attacked;x
THEYSLCOM_HEADER;Our Marshal Reports%s;x
THEYSLCOM_1;;x
THEYSLCOM_2;Our army in;x
THEYSLCOM_3;%s;x
THEYSLCOM_4;are under attack from;x
THEYSLCOM_5;%s!;x
THEYSLCOM_6;;x
THEYSLCOM_LOG;We are attacked by hostile armies of %s in %s.;x
THEYSLCOM_BTN1;OK;x
THEYSLCOM_BTN2;Goto;x
#;x
WESSIEGE_SETUP;When we initiate a siege of a fortress.;x
WESSIEGE_HEADER;Our Marshal Reports%s;x
WESSIEGE_1;%s;x
WESSIEGE_2;is now besieged by our forces.;x
WESSIEGE_3;;x
WESSIEGE_4;;x
WESSIEGE_5;;x
WESSIEGE_6;;x
WESSIEGE_LOG;We have initiated a siege in %s.;x
WESSIEGE_BTN1;OK;x
WESSIEGE_BTN2;Goto;x
#;x
THEYSSIEGE_SETUP;When another country starts to besiege one of our fortresses;x
THEYSSIEGE_HEADER;Our Marshal Reports%s;x
THEYSSIEGE_1;%s;x
THEYSSIEGE_2;has been besieged by hostile forces led by;x
THEYSSIEGE_3;%s;x
THEYSSIEGE_4;;x
THEYSSIEGE_5;;x
THEYSSIEGE_6;;x
THEYSSIEGE_LOG;%s has been besieged by %s.;x
THEYSSIEGE_BTN1;OK;x
THEYSSIEGE_BTN2;Goto;x
#;x
REVOLT_SETUP;When there is a revolt in one of our provinces;x
REVOLT_HEADER;Our Marshal Reports%s;x
REVOLT_BTN1;OK;x
REVOLT_BTN2;Goto;x
#;x
DEFECTU_SETUP;When a rebelcontrolled province of ours defects to another country;x
DEFECTU_HEADER;Our Marshal Reports%s;x
DEFECTU_1;Rebels Defect!;x
DEFECTU_2;%t, the revolters in;x
DEFECTU_3;%s;x
DEFECTU_4;have defected to;x
DEFECTU_5;%s;x
DEFECTU_6;We now have a Casus Belli upon them.;x
DEFECTU_LOG;The revolters in %s have defected to %s.;x
DEFECTU_BTN1;OK;x
DEFECTU_BTN2;Goto;x
#;x
DEFECTO_SETUP;When a rebelcontrolled province of another country defects to a third country;x
DEFECTO_HEADER;Our Marshal Reports%s;x
DEFECTO_1;Rebels Defect!;x
DEFECTO_2;%t, the revolters in;x
DEFECTO_3;%s;x
DEFECTO_4;have defected to;x
DEFECTO_5;%s;x
DEFECTO_6;;x
DEFECTO_LOG;The revolters in %s have defected to %s.;x
DEFECTO_BTN1;OK;x
DEFECTO_BTN2;Goto;x
#;x
DEFECTTU_SETUP;When the rebels in a province proclaim themselves to become a part of us.;x
DEFECTTU_HEADER;Our Marshal Reports%s;x
DEFECTTU_1;Rebels Defect!;x
DEFECTTU_2;%t, the revolters in;x
DEFECTTU_3;%s;x
DEFECTTU_4;have thrown of the last ties to;x
DEFECTTU_5;%s;x
DEFECTTU_6;and joined our glorious realm.;x
DEFECTTU_LOG;The freedom loving rebels in %s have left the yokes of %s to join our realm.;x
DEFECTTU_BTN1;OK;x
DEFECTTU_BTN2;Goto;x
#;x
PIRATES_SETUP;When a fleet of pirates appears in a seazone;x
PIRATES_HEADER;Our Marshal Reports%s;x
PIRATES_1;Pirates sighted;x
PIRATES_2;%t, a fleet of pirates have been sighted in;x
PIRATES_3;%s;x
PIRATES_4;If they are not destroyed, they might impact our revenue in that area.;x
PIRATES_5;;x
PIRATES_6;;x
PIRATES_LOG;Pirate Fleet sighted in %s!;x
PIRATES_BTN1;OK;x
PIRATES_BTN2;Goto;x
#;x
NATIVES_SETUP;When natives damage one of our settlements;x
NATIVES_HEADER;Our Governor Reports%s;x
NATIVES_1;Native Attack;x
NATIVES_2;%t, the natives in;x
NATIVES_3;%s;x
NATIVES_4;has damaged our settlement there!;x
NATIVES_5;;x
NATIVES_6;;x
NATIVES_LOG;The natives damaged our settlement in %s!;x
NATIVES_BTN1;OK;x
NATIVES_BTN2;Goto;x
#;x
NATIVESKILL_SETUP;When natives destroy one of our settlements;x
NATIVESKILL_HEADER;Our Governor Reports%s;x
NATIVESKILL_1;Native Attack;x
NATIVESKILL_2;%t, the natives in;x
NATIVESKILL_3;%s;x
NATIVESKILL_4;have massacred the entire population in our settlement there!;x
NATIVESKILL_5;;x
NATIVESKILL_6;;x
NATIVESKILL_LOG;Natives destroyed our settlement in %s!;x
NATIVESKILL_BTN1;OK;x
NATIVESKILL_BTN2;Goto;x
#;x
COLONYDIE_SETUP;When one of our settlements fails and is destroyed.;x
COLONYDIE_HEADER;Our Governor Reports%s;x
COLONYDIE_1;Colony Destroyed;x
COLONYDIE_2;%t, our colony in;x
COLONYDIE_3;%s;x
COLONYDIE_4;have failed. The entire population has died due to famine and local diseases.!;x
COLONYDIE_5;;x
COLONYDIE_6;;x
COLONYDIE_LOG;Our settlement in %s has been destroyed by famine and diseases!;x
COLONYDIE_BTN1;OK;x
COLONYDIE_BTN2;Goto;x
#;x
TPOSTBURN_SETUP;When another nation burns one of our tradingposts;x
TPOSTBURN_HEADER;Our Governor Reports%s;x
TPOSTBURN_1;Trading Post;x
TPOSTBURN_2;%t, troops from %s have attacked;x
TPOSTBURN_3;%s;x
TPOSTBURN_4;and burnt our tradingpost!;x
TPOSTBURN_5;;x
TPOSTBURN_6;;x
TPOSTBURN_LOG;%s have burned our tradingpost in %s!;x
TPOSTBURN_BTN1;OK;x
TPOSTBURN_BTN2;Goto;x
#;x
LIBPROVOTHERALLY_SETUP;When another nation liberates a province for one of their allies;x
LIBPROVOTHERALLY_HEADER;Herald from;x
LIBPROVOTHERALLY_1;%s;x
LIBPROVOTHERALLY_2;%t, the forces of %s have;x
LIBPROVOTHERALLY_3;liberated;x
LIBPROVOTHERALLY_4;the province of;x
LIBPROVOTHERALLY_5;%s;x
LIBPROVOTHERALLY_6;for their allies %s.;x
LIBPROVOTHERALLY_LOG;%s has liberated the province of %s for their allies %s.;x
LIBPROVOTHERALLY_BTN1;OK;x
LIBPROVOTHERALLY_BTN2;Goto;x
#;x
REVOLTOTHER_SETUP;When there is a revolt in another nation's province;x
REVOLTOTHER_HEADER;Herald from;x
REVOLTOTHER_1;%s;x
REVOLTOTHER_2;%t, the dregs of;x
REVOLTOTHER_3;%s;x
REVOLTOTHER_4;are revolting against their rightful Monarch of;x
REVOLTOTHER_5;%s;x
REVOLTOTHER_6;;x
REVOLTOTHER_LOG;The dregs of %s are revolting against the rule of %s!;x
REVOLTOTHER_BTN1;OK;x
REVOLTOTHER_BTN2;Goto;x
#;x
SBWINOTHER_SETUP;When another nation wins a siege;x
SBWINOTHER_HEADER;Herald from;x
SBWINOTHER_1;%s;x
SBWINOTHER_2;%t, the forces of %s have;x
SBWINOTHER_3;captured;x
SBWINOTHER_4;the city in;x
SBWINOTHER_5;%s;x
SBWINOTHER_6;from its former masters %s;x
SBWINOTHER_LOG;%s captured the city in %s from %s.;x
SBWINOTHER_BTN1;OK;x
SBWINOTHER_BTN2;Goto;x
#;x
LBWINOTHER_SETUP;When another nation wins a land battle;x
LBWINOTHER_HEADER;Herald from;x
LBWINOTHER_1;%s;x
LBWINOTHER_2;%t, the forces of %s have;x
LBWINOTHER_3;won a battle against %s;x
LBWINOTHER_4;in the province of;x
LBWINOTHER_5;%s;x
LBWINOTHER_6;;x
LBWINOTHER_LOG;%s won a battle against %s in %s.;x
LBWINOTHER_BTN1;OK;x
LBWINOTHER_BTN2;Goto;x
#;x
NBWINOTHER_SETUP;When another nation wins a naval battle;x
NBWINOTHER_HEADER;Herald from;x
NBWINOTHER_1;%s;x
NBWINOTHER_2;%t, the navies of %s have;x
NBWINOTHER_3;defeated the navies of %s;x
NBWINOTHER_4;in the waters of;x
NBWINOTHER_5;%s;x
NBWINOTHER_6;;x
NBWINOTHER_LOG;%s won a battle against %s in %s.;x
NBWINOTHER_BTN1;OK;x
NBWINOTHER_BTN2;Goto;x
#;x
COLNEWSUCCESS_SETUP;When we succeed in an attempt to establish a new colony;x
COLNEWSUCCESS_HEADER;Our Governor reports%s;x
COLNEWSUCCESS_1;Colonization Successful!;x
COLNEWSUCCESS_2;%t, we successfully founded a new Colony in;x
COLNEWSUCCESS_3;%s;x
COLNEWSUCCESS_4;By sending more colonists there, it may eventually grow to a city.;x
COLNEWSUCCESS_5;;x
COLNEWSUCCESS_6;;x
COLNEWSUCCESS_LOG;We successfully established a new Colony in %s.;x
COLNEWSUCCESS_BTN1;OK;x
COLNEWSUCCESS_BTN2;Goto;x
#;x
COLEXPANDSUCCESS_SETUP;When we succeed in an attempt to expand an existing colony;x
COLEXPANDSUCCESS_HEADER;Our Governor reports%s;x
COLEXPANDSUCCESS_1;Colonization Successful!;x
COLEXPANDSUCCESS_2;%t, we successfully expanded our Colony in;x
COLEXPANDSUCCESS_3;%s;x
COLEXPANDSUCCESS_4;When the population reaches 1000, it becomes a city that we gain taxes from.;x
COLEXPANDSUCCESS_5;;x
COLEXPANDSUCCESS_6;;x
COLEXPANDSUCCESS_LOG;We successfully expanded our Colony in %s.;x
COLEXPANDSUCCESS_BTN1;OK;x
COLEXPANDSUCCESS_BTN2;Goto;x
#;x
COLFAIL_SETUP;When we fail in our attempts to establish new colonies or expand existing colonies;x
COLFAIL_HEADER;Our Governor reports%s;x
COLFAIL_1;Colonization Failed!;x
COLFAIL_2;%t, we failed in our Colonization attempt in;x
COLFAIL_3;%s;x
COLFAIL_4;There is a risk that any natives present have damaged our colony or even destroyed it!;x
COLFAIL_5;;x
COLFAIL_6;;x
COLFAIL_LOG;We failed in our Colonization attempt in %s.;x
COLFAIL_BTN1;OK;x
COLFAIL_BTN2;Goto;x
#;x
MISSOSUCC_SETUP;When we succeed in converting a province.;x
MISSOSUCC_HEADER;Our Archbishop reports%s;x
MISSOSUCC_1;Inquisition Succesful!;x
MISSOSUCC_2;%t, we are happy to announce that we have eradicated all heathens and heretics in;x
MISSOSUCC_3;%s;x
MISSOSUCC_4;;x
MISSOSUCC_5;;x
MISSOSUCC_6;;x
MISSOSUCC_LOG;We converted the heretics and heathens in %s to the one true faith.;x
MISSOSUCC_BTN1;OK;x
MISSOSUCC_BTN2;Goto;x
#;x
MISSOFAIL_SETUP;When we fail in our attempts to convert a province.;x
MISSOFAIL_HEADER;Our Archbishop reports%s;x
MISSOFAIL_1;Inquisition Failed;x
MISSOFAIL_2;%t, we failed in our attempt to convert the heretics and heathens in;x
MISSOFAIL_3;%s;x
MISSOFAIL_4;;x
MISSOFAIL_5;;x
MISSOFAIL_6;;x
MISSOFAIL_LOG;We failed to convert the heretics and heathens in %s.;x
MISSOFAIL_BTN1;OK;x
MISSOFAIL_BTN2;Goto;x
#;x
TPNEWSUCCESS_SETUP;When we succeed in our attempts to establish new trading posts;x
TPNEWSUCCESS_HEADER;Our Governor reports%s;x
TPNEWSUCCESS_1;Colonization Successful!;x
TPNEWSUCCESS_2;%t, we successfully established a new Trading Post in;x
TPNEWSUCCESS_3;%s;x
TPNEWSUCCESS_4;Send merchants to the Center of Trade that the Trading Post belongs to, to get maximum economical gains.;x
TPNEWSUCCESS_5;;x
TPNEWSUCCESS_6;;x
TPNEWSUCCESS_LOG;We successfully established a Trading Post in %s.;x
TPNEWSUCCESS_BTN1;OK;x
TPNEWSUCCESS_BTN2;Goto;x
#;x
TPEXPANDSUCCESS_SETUP;When we succeed in our attempts to expand an existing trading post;x
TPEXPANDSUCCESS_HEADER;Our Governor reports%s;x
TPEXPANDSUCCESS_1;Colonization Successful!;x
TPEXPANDSUCCESS_2;%t, we successfully expanded our Trading Post in;x
TPEXPANDSUCCESS_3;%s;x
TPEXPANDSUCCESS_4;The maximum size for a Trading Post is level 6. To expand beyond that, we need to convert it to a colony, which will decrease our incomes in the short term.;x
TPEXPANDSUCCESS_5;;x
TPEXPANDSUCCESS_6;;x
TPEXPANDSUCCESS_LOG;We successfully expanded our Trading Post in %s.;x
TPEXPANDSUCCESS_BTN1;OK;x
TPEXPANDSUCCESS_BTN2;Goto;x
#;x
TPFAIL_SETUP;When we fail in an attempt to expand an existing trading post;x
TPFAIL_HEADER;Our Governor reports%s;x
TPFAIL_1;Colonization Failed!;x
TPFAIL_2;%t, we failed in our attempt to expand a Trading Post in;x
TPFAIL_3;%s;x
TPFAIL_4;There is a risk that any natives present have damaged our colony or even destroyed it!;x
TPFAIL_5;;x
TPFAIL_6;;x
TPFAIL_LOG;We failed in our attempt to expand a Trading Post in %s.;x
TPFAIL_BTN1;OK;x
TPFAIL_BTN2;Goto;x
#;x
TPFAILEST_SETUP;When we fail in an attempt to establish a new trading post;x
TPFAILEST_HEADER;Our Governor reports%s;x
TPFAILEST_1;Colonization Failed!;x
TPFAILEST_2;%t, we failed in our attempt to establish a new Trading Post in;x
TPFAILEST_3;%s;x
TPFAILEST_4;;x
TPFAILEST_5;;x
TPFAILEST_6;;x
TPFAILEST_LOG;We failed in our attempt to establish a Trading Post in %s.;x
TPFAILEST_BTN1;OK;x
TPFAILEST_BTN2;Goto;x
#;x
EXPLORE_SETUP;When we explore a new province or sea zone;x
EXPLORE_HEADER;Our Governor reports%s;x
EXPLORE_1;New Exploits!;x
EXPLORE_2;%t, we discovered;x
EXPLORE_3;%s;x
EXPLORE_4;;x
EXPLORE_5;;x
EXPLORE_6;;x
EXPLORE_LOG;We discovered %s.;x
EXPLORE_BTN1;OK;x
EXPLORE_BTN2;Goto;x
#;x
EXPLORESPEC_SETUP;When we explore a new area;x
EXPLORESPEC_HEADER;Our Governor reports%s;x
EXPLORESPEC_1;New Exploits!;x
EXPLORESPEC_2;%t, we discovered;x
EXPLORESPEC_3;%s;x
EXPLORESPEC_4;We are awarded §W%s§Y victory points.;x
EXPLORESPEC_5;;x
EXPLORESPEC_6;;x
EXPLORESPEC_LOG;We discovered %s. We are awarded %s victory points.;x
EXPLORESPEC_BTN1;OK;x
EXPLORESPEC_BTN2;Goto;x
#;x
EXPLOREOTHER_SETUP;When another nation explores a new province or sea zone;x
EXPLOREOTHER_HEADER;Herald from;x
EXPLOREOTHER_1;%s;x
EXPLOREOTHER_2;%t ;x
EXPLOREOTHER_3;%s;x
EXPLOREOTHER_4;discovered;x
EXPLOREOTHER_5;%s;x
EXPLOREOTHER_6;;x
EXPLOREOTHER_LOG;%s discovered %s.;x
EXPLOREOTHER_BTN1;OK;x
EXPLOREOTHER_BTN2;Goto/sea zone;x
#;x
EXPLOREAUTO_SETUP;When we receive rumors of another nation's establishments;x
EXPLOREAUTO_HEADER;Our Governor reports;x
EXPLOREAUTO_1;Merchant Rumors;x
EXPLOREAUTO_2;%t, our merchants have picked up rumours of a foreign establishment called;x
EXPLOREAUTO_3;%s;x
EXPLOREAUTO_4;;x
EXPLOREAUTO_5;;x
EXPLOREAUTO_6;;x
EXPLOREAUTO_LOG;We received rumors of a foreign establishment called %s.;x
EXPLOREAUTO_BTN1;OK;x
EXPLOREAUTO_BTN2;Goto;x
#;x
EXPLORESTEAL_SETUP;When we steal the rutters of another nation.;x
EXPLORESTEAL_HEADER;Our Admiral reports%s;x
EXPLORESTEAL_1;Stolen Rutters;x
EXPLORESTEAL_2;%t, our victorious navies have stolen the rutters of;x
EXPLORESTEAL_3;%s;x
EXPLORESTEAL_4;We now have access to some of their explorations!;x
EXPLORESTEAL_5;;x
EXPLORESTEAL_6;;x
EXPLORESTEAL_LOG;We have stolen the rutters of %s.;x
EXPLORESTEAL_BTN1;OK;x
EXPLORESTEAL_BTN2;;x
#;x
PROMOTED_SETUP;When you are promoted;x
PROMOTED_HEADER;Our Monarch approaches:%s;x
PROMOTED_1;Well Done!;x
PROMOTED_2;%t you have performed excellently and are hereby granted the rank of;x
PROMOTED_3;%s;x
PROMOTED_4;You will hereafter be addressed as;x
PROMOTED_5;'%t';x
PROMOTED_6;You have served us well, keep it up!;x
PROMOTED_LOG;You were promoted to %s.;x
PROMOTED_BTN1;OK;x
PROMOTED_BTN2;;x
#;x
DEMOTED_SETUP;When you are demoted;x
DEMOTED_HEADER;Our Monarch approaches:%s;x
DEMOTED_1;Weakling!;x
DEMOTED_2;%t your performance does not impress us and you are hereby;x
DEMOTED_3;demoted;x
DEMOTED_4;to the rank of;x
DEMOTED_5;%s;x
DEMOTED_6;You'd better increase your efforts.;x
DEMOTED_LOG;You were demoted to %s.;x
DEMOTED_BTN1;OK;x
DEMOTED_BTN2;;x
#;x
WERELIGION_SETUP;When we change state religion;x
WERELIGION_HEADER;The Archbishop reports%s;x
WERELIGION_1;Conversion;x
WERELIGION_2;%t, we have changed our State Religion to;x
WERELIGION_3;%s;x
WERELIGION_4;Our tax incomes will %s.%s;x
WERELIGION_5;;x
WERELIGION_6;;x
WERELIGION_LOG;We changed our religion to %s.;x
WERELIGION_BTN1;OK;x
WERELIGION_BTN2;;x
#used in string WERELIGION_4 to describe what happens to the tax incomes, alliances and Casus Belli;x
WERELIGIONINCREASE;increase;x
WERELIGIONDECREASE;decrease;x
WERELIGIONCB; Our stability has plummeted. All our alliances with %s nations are broken and all the %s world has a legal Casus Belli on us!;x
#;x
OTHERRELIGION_SETUP;When another country converts its state religion;x
OTHERRELIGION_HEADER;Herald from;x
OTHERRELIGION_1;%s;x
OTHERRELIGION_2;%t, %s has changed her State Religion to;x
OTHERRELIGION_3;%s;x
OTHERRELIGION_4;%s;x
OTHERRELIGION_5;;x
OTHERRELIGION_6;;x
OTHERRELIGION_LOG;%s changed religion to %s.;x
OTHERRELIGION_BTN1;OK;x
OTHERRELIGION_BTN2;;x
#used in string OTHERRELIGION_4 to describe our reaction;x
OTHERHERETIC;All our alliances with them are broken!;x
OTHERFRIEND;We welcome them to our community!;x
OTHERNEUTRAL;We could not care less.;x
#;x
DECLSHAREXPLO_SETUP;When a nation declines shared exploration;x
DECLSHAREXPLO_HEADER;Herald from;x
DECLSHAREXPLO_1;%s;x
DECLSHAREXPLO_2;%t ;x
DECLSHAREXPLO_3;%s refused;x
DECLSHAREXPLO_4;to;x
DECLSHAREXPLO_5;Share their explorations;x
DECLSHAREXPLO_6;with us;x
DECLSHAREXPLO_LOG;%s refused to share their exploration with us.;x
DECLSHAREXPLO_BTN1;OK;x
DECLSHAREXPLO_BTN2;;x
#;x
ACCPSHAREXPLO_SETUP;When a nation accepts shared exploration;x
ACCPSHAREXPLO_HEADER;Herald from;x
ACCPSHAREXPLO_1;%s;x
ACCPSHAREXPLO_2;%t ;x
ACCPSHAREXPLO_3;%s;x
ACCPSHAREXPLO_4;are pleased to;x
ACCPSHAREXPLO_5;share their explorations;x
ACCPSHAREXPLO_6;(provinces with settlement and sea zones) with us.;x
ACCPSHAREXPLO_LOG;%s accepted to share explorations.;x
ACCPSHAREXPLO_BTN1;OK;x
ACCPSHAREXPLO_BTN2;;x
#;x
NEWCOUNTRY_SETUP;When a new nation is discovered;x
NEWCOUNTRY_HEADER;Our Governor reports%s;x
NEWCOUNTRY_1;New Nation;x
NEWCOUNTRY_2;%t, we have discovered the realm of;x
NEWCOUNTRY_3;%s;x
NEWCOUNTRY_4;and established diplomatic relations with them.;x
NEWCOUNTRY_5;;x
NEWCOUNTRY_6;;x
NEWCOUNTRY_LOG;We discovered %s.;x
NEWCOUNTRY_BTN1;OK;x
NEWCOUNTRY_BTN2;Goto;x
#;x
EMPEROR_SETUP;When a new Emperor has been elected;x
EMPEROR_HEADER;Our Governor reports%s;x
EMPEROR_1;New Emperor elected;x
EMPEROR_2;%t, the Electorates of the Holy Roman Empire have elected;x
EMPEROR_3;%s;x
EMPEROR_4;of;x
EMPEROR_5;%s;x
EMPEROR_6;as Emperor.;x
EMPEROR_LOG;The Holy Roman Empire has elected %s of %s as Emperor.;x
EMPEROR_BTN1;OK;x
EMPEROR_BTN2;Goto;x
#;x
NEWNATION_SETUP;When a new nation is created;x
NEWNATION_HEADER;Our Governor reports%s;x
NEWNATION_1;New Nation;x
NEWNATION_2;%t, the free people in;x
NEWNATION_3;%s;x
NEWNATION_4;have declared independence from their former oppressors in;x
NEWNATION_5;%s;x
NEWNATION_6;We have established diplomatic relations with them.;x
NEWNATION_LOG;The people of %s declared independence from %s.;x
NEWNATION_BTN1;OK;x
NEWNATION_BTN2;Goto;x
#;x
BROKENUS_SETUP;When the government of our nation falls;x
BROKENUS_HEADER;Our Governor reports%s;x
BROKENUS_1;Government falls!;x
BROKENUS_2;%t, the rebels in;x
BROKENUS_3;%s;x
BROKENUS_4;have brought down our government.;x
BROKENUS_5;;x
BROKENUS_6;;x
BROKENUS_LOG;Our current government of %s has fallen.;x
BROKENUS_BTN1;OK;x
BROKENUS_BTN2;Goto;x
#;x
BROKENOTHER_SETUP;When the government of another nation falls;x
BROKENOTHER_HEADER;Our Governor reports%s;x
BROKENOTHER_1;Rebels successful!;x
BROKENOTHER_2;%t, the rebels in;x
BROKENOTHER_3;%s;x
BROKENOTHER_4;have brought down the government.;x
BROKENOTHER_5;;x
BROKENOTHER_6;;x
BROKENOTHER_LOG;The government of %s has fallen.;x
BROKENOTHER_BTN1;OK;x
BROKENOTHER_BTN2;Goto;x
#;x
RELCHANGE_SETUP;Effects of gifts and insults;x
RELCHANGE_HEADER;Herald from;x
RELCHANGE_1;%s;x
RELCHANGE_2;%t, %s has;x
RELCHANGE_3;%s;x
RELCHANGE_4;our relations with %s. They should be regarded as;x
RELCHANGE_5;%s;x
RELCHANGE_6;;x
RELCHANGE_LOG;%t, %s has %s our relations with %s. They should be regarded as %s;x
RELCHANGE_BTN1;OK;x
RELCHANGE_BTN2;Goto;x
#;x
RELCH_DEC_5;enormously impaired;x
RELCH_DEC_4;drastically impaired;x
RELCH_DEC_3;considerably impaired;x
RELCH_DEC_2;moderately impaired;x
RELCH_DEC_1;slightly impaired;x
RELCH_INC_1;slightly improved;x
RELCH_INC_2;moderately improved;x
RELCH_INC_3;considerably improved;x
RELCH_INC_4;drastically improved;x
RELCH_INC_5;enormously improved;x
#;x
RELCH_R_0;the closest of our friends!;x
RELCH_R_1;very dear friends!;x
RELCH_R_2;our friends.;x
RELCH_R_3;completely neutral.;x
RELCH_R_4;our enemies.;x
RELCH_R_5;our hated enemies!;x
RELCH_R_6;the worst of our enemies!;x
#;x
QUIT_HEADER;;x
QUIT_1;Surrender?;x
QUIT_2;This will exit the current scenario without saving. To save, press F10 then select 'Save'.;x
QUIT_3;;x
QUIT_4;;x
QUIT_5;;x
QUIT_6;;x
QUIT_BTN1;QUIT;x
QUIT_BTN2;Cancel;x
#;x
QUITHOST_HEADER;;x
QUITHOST_1;Surrender?;x
QUITHOST_2;This will exit the current scenario without saving. PLEASE NOTE this will also end the game for all other players as well!;x
QUITHOST_3;Saving;x
QUITHOST_4;To save press F10 then select 'Save'. You can resume the game later with the same or other players.;x
QUITHOST_5;;x
QUITHOST_6;;x
QUITHOST_BTN1;QUIT;x
QUITHOST_BTN2;Cancel;x
#;x
QUITCLIENT_HEADER;;x
QUITCLIENT_1;Surrender?;x
QUITCLIENT_2;This will exit the current scenario without saving. Only the Host of the game can save. The other players will be able to continue playing.;x
QUITCLIENT_3;;x
QUITCLIENT_4;;x
QUITCLIENT_5;;x
QUITCLIENT_6;;x
QUITCLIENT_BTN1;QUIT;x
QUITCLIENT_BTN2;Cancel;x
#;x
TUTORIAL_SETUP;When a scripted tutorial event occurs;x
TUTORIAL_HEADER;Tutorial Info%s;x
TUTORIAL_1;%s;x
TUTORIAL_2;%s;x
TUTORIAL_3;;x
TUTORIAL_4;;x
TUTORIAL_5;;x
TUTORIAL_6;;x
TUTORIAL_LOG;%s: %s;x
TUTORIAL_BTN1;OK;x
TUTORIAL_BTN2;;x
#;x
#-----------------------------------------------------------------------------------------------;x
#BZIP Texts;x
#-----------------------------------------------------------------------------------------------;x
#;x
BZIP_COMPRESSING_FILE_WAIT;Compressing the Scenario File, please wait! This will take about 15-30 seconds. Observe that the computer may seem frozen.;x
BZIP_COMPRESSION_FAILED;The compression of the Scenario File failed. Please contact support.;x
BZIP_DECOMPRESSION_FAILED;The uncompression of the Scenario File failed. Please contact support.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Extend Loan Window;x
#;x
LOANEXPIRED1;Secretary of;x
LOANEXPIRED2;Finances Reports;x
LOANEXPIRED3;Our loan from;x
LOANEXPIRED4;has expired.;x
#;x
EXTBANKLOAN;Our National Bank of %d$;x
PAYLOANTO;%s of %d$;x
BPAYLOAN;Pay Loan;x
BEXTENDLOAN;Extend Loan;x
BCANCELLOAN;Refuse to Pay;x
EXTENDLOAN_ROLL;Loan has expired;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Loan offered, answer window;x
#;x
OFRLOAN1;%s offers us a;x
OFRLOAN2;LOAN;x
OFRLOAN3;with the following terms;x
OFRLOAN4;Amount %d$ Duration %d months Interest %s;x
OFRLOAN_ROLL;%s offers us a loan;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Sending a merchant;x
#;x
SNDMERCHANT;Send merchant to %s at a cost of %d$?;x
#;x
#-----------------------------------------------------------------------------------------------;x
#;x
GAME_NORMAL;We got %d Victory Points and %s;x
GAME_WON;are declared WINNER!;x
GAME_LOST;regrettably did not win.;x
#;x
GAME_SURRENDER;We surrendered!;x
#;x
GAME_LOSER_MISSION;;x
GAME_WINNER_MISSION;;x
#;x
#;x
GIFTTOOTHER_SETUP;When we send a gift that improves relations;x
GIFTTOOTHER_HEADER;Herald from;x
GIFTTOOTHER_1;%s;x
GIFTTOOTHER_2;%t;x
GIFTTOOTHER_3;%s;x
GIFTTOOTHER_4;greatly appreciates our help and our relations improved!;x
GIFTTOOTHER_5;;x
GIFTTOOTHER_6;;x
GIFTTOOTHER_LOG;%s greatly appreciates our help and our relations improved!;x
GIFTTOOTHER_BTN1;He'd better...;x
GIFTTOOTHER_BTN2;;x
#;x
MANUFAILED_SETUP;When we failed to build a manufactory;x
MANUFAILED_HEADER;Our Governor Reports%s;x
MANUFAILED_1;Failure!;x
MANUFAILED_2;%t, the;x
MANUFAILED_3;%s;x
MANUFAILED_4;that we tried to build in;x
MANUFAILED_5;%s;x
MANUFAILED_6;was a complete waste of money.;x
MANUFAILED_LOG;The building of a %s failed in %s.;x
MANUFAILED_BTN1;OK;x
MANUFAILED_BTN2;Goto;x
#;x
TEDROP_SETUP;When our trade level drops;x
TEDROP_HEADER;Our Treasurer Reports %s;x
TEDROP_1;Trade Drop!;x
TEDROP_2;%t, our;x
TEDROP_3;trade level dropped.;x
TEDROP_4;Our merchant incomes will decrease because of this.;x
TEDROP_5;;x
TEDROP_6;;x
TEDROP_LOG;Our trade level dropped.;x
TEDROP_BTN1;OK;x
TEDROP_BTN2;Details;x
#;x
PEDROP_SETUP;When our infrastructure drops;x
PEDROP_HEADER;Our Treasurer Reports%s;x
PEDROP_1;Infrastructure Damage!;x
PEDROP_2;%t, our;x
PEDROP_3;infrastructure has deteriorated!;x
PEDROP_4;Our production incomes will decrease because of this.;x
PEDROP_5;;x
PEDROP_6;;x
PEDROP_LOG;Our infrastructure has deteriorated.;x
PEDROP_BTN1;OK;x
PEDROP_BTN2;Details;x
#;x
MILALLPROP_SETUP;When a nation sends us a Military Alliance proposal;x
MILALLPROP_HEADER;Herald from;x
MILALLPROP_1;%s;x
MILALLPROP_2;%t, %s invites us to enter a;x
MILALLPROP_3;military alliance;x
MILALLPROP_4;directed against;x
MILALLPROP_5;%s;x
MILALLPROP_6;What is our response?;x
MILALLPROP_LOG;%s invited us to a Military Alliance directed against %s.;x
MILALLPROP_BTN1;Accept;x
MILALLPROP_BTN2;No thanks;x
#;x
MILALLINVPROP_SETUP;When a nation invites us to a Military Alliance;x
MILALLINVPROP_HEADER;Diplomat from;x
MILALLINVPROP_1;%s;x
MILALLINVPROP_2;%t, %s invites us to enter a;x
MILALLINVPROP_3;Military Alliance;x
MILALLINVPROP_4;along with %s, directed against;x
MILALLINVPROP_5;%s;x
MILALLINVPROP_6;What is our response?;x
MILALLINVPROP_LOG;%s invited us to a Military Alliance directed against %s.;x
MILALLINVPROP_BTN1;Accept;x
MILALLINVPROP_BTN2;No thanks;x
#;x
WPINVPROP_SETUP;When a nation invites us to join a War Pact;x
WPINVPROP_HEADER;Herald from;x
WPINVPROP_1;%s;x
WPINVPROP_2;%t, %s invites us to;x
WPINVPROP_3;join their War against %s;x
WPINVPROP_4;on the same side as;x
WPINVPROP_5;%s;x
WPINVPROP_6;What is our response?;x
WPINVPROP_LOG;%s invites us to join their war against %s, on the same side as %s.;x
WPINVPROP_BTN1;Accept;x
WPINVPROP_BTN2;No thanks;x
#;x
MILALLJOINPROP_SETUP;When a nation wants to join our Military Alliance;x
MILALLJOINPROP_HEADER;Herald from;x
MILALLJOINPROP_1;%s;x
MILALLJOINPROP_2;%t, %s wishes to join our;x
MILALLJOINPROP_3;Military Alliance;x
MILALLJOINPROP_4;directed against;x
MILALLJOINPROP_5;%s;x
MILALLJOINPROP_6;What is our response?;x
MILALLJOINPROP_LOG;%s want to join our Military Alliance directed against %s.;x
MILALLJOINPROP_BTN1;Welcome!;x
MILALLJOINPROP_BTN2;No way!;x
#;x
MILALLHONORWISH_SETUP;When a nation wishes us to honor a Military Alliance;x
MILALLHONORWISH_HEADER;Herald from;x
MILALLHONORWISH_1;%s;x
MILALLHONORWISH_2;%t, %s asks that we honor our;x
MILALLHONORWISH_3;Military Alliance;x
MILALLHONORWISH_4;and declare war upon;x
MILALLHONORWISH_5;%s;x
MILALLHONORWISH_6;What is our response?;x
MILALLHONORWISH_LOG;%s asked that we honored our Military Alliance and declare war upon %s.;x
MILALLHONORWISH_BTN1;Declare war;x
MILALLHONORWISH_BTN2;Dishonor alliance;x
#;x
WPINVITPROP_SETUP;When a nation invites us to a War Pact;x
WPINVITPROP_HEADER;Herald from;x
WPINVITPROP_1;%s;x
WPINVITPROP_2;%t, %s asks that we join their;x
WPINVITPROP_3;war;x
WPINVITPROP_4;against;x
WPINVITPROP_5;%s;x
WPINVITPROP_6;What is our response?;x
WPINVITPROP_LOG;%s asked that we declare war upon %s.;x
WPINVITPROP_BTN1;Declare war;x
WPINVITPROP_BTN2;No way!;x
#;x
DECLWAROTHERALLY_SETUP;When a nation declares war upon another nation that is part of our Military Alliance or War Pact;x
DECLWAROTHERALLY_HEADER;Herald from;x
DECLWAROTHERALLY_1;%s;x
DECLWAROTHERALLY_2;%t;x
DECLWAROTHERALLY_3;%s declared war;x
DECLWAROTHERALLY_4;upon;x
DECLWAROTHERALLY_5;%s;x
DECLWAROTHERALLY_6;who are our allies!;x
DECLWAROTHERALLY_LOG;%s declared war upon %s who are our allies!;x
DECLWAROTHERALLY_BTN1;OK;x
DECLWAROTHERALLY_BTN2;Goto;x
#;x
PEACEACCEPTOTHERALLY_SETUP;When a nation accepts a peace with another nation that is part of our War Pact;x
PEACEACCEPTOTHERALLY_HEADER;Herald from;x
PEACEACCEPTOTHERALLY_1;%s;x
PEACEACCEPTOTHERALLY_2;%t;x
PEACEACCEPTOTHERALLY_3;%s accepted peace;x
PEACEACCEPTOTHERALLY_4;with;x
PEACEACCEPTOTHERALLY_5;%s;x
PEACEACCEPTOTHERALLY_6;who are our allies!;x
PEACEACCEPTOTHERALLY_LOG;%s accepted peace with %s who are our allies!;x
PEACEACCEPTOTHERALLY_BTN1;OK;x
PEACEACCEPTOTHERALLY_BTN2;Goto;x
#;x
SHAREEXPLORE_SETUP;When a nation wishes to share its explorations with us;x
SHAREEXPLORE_HEADER;Herald from;x
SHAREEXPLORE_1;%s;x
SHAREEXPLORE_2;%t, %s wishes to;x
SHAREEXPLORE_3;share explorations;x
SHAREEXPLORE_4;(provinces with settlement and sea zones) with us. They know %d provinces unknown to us, and we know %d provinces unknown to them.;x
SHAREEXPLORE_5;;x
SHAREEXPLORE_6;What is our response?;x
SHAREEXPLORE_LOG;;x
SHAREEXPLORE_BTN1;Accept;x
SHAREEXPLORE_BTN2;No way;x
#;x
COLFAILBUSY_SETUP;When a province was already colonised when our colonists arrived;x
COLFAILBUSY_HEADER;Our Governor reports%s;x
COLFAILBUSY_1;Colonization Failed!;x
COLFAILBUSY_2;%t;x
COLFAILBUSY_3;%s;x
COLFAILBUSY_4;was already colonized when our colonists got there.;x
COLFAILBUSY_5;;x
COLFAILBUSY_6;;x
COLFAILBUSY_LOG;%s was already colonized when our colonists got there.;x
COLFAILBUSY_BTN1;OK;x
COLFAILBUSY_BTN2;Goto;x
#;x
TPFAILBUSY_SETUP;When a province already contained a trading post when our trader arrived;x
TPFAILBUSY_HEADER;Our Governor reports%s;x
TPFAILBUSY_1;Colonization Failed!;x
TPFAILBUSY_2;%t;x
TPFAILBUSY_3;%s;x
TPFAILBUSY_4;was already colonized when our traders arrived there.;x
TPFAILBUSY_5;;x
TPFAILBUSY_6;;x
TPFAILBUSY_LOG;%s was already colonized when our traders arrived.;x
TPFAILBUSY_BTN1;OK;x
TPFAILBUSY_BTN2;Goto;x
#;x
#;x
CWARUS_SETUP;When civil war hits our nation.;x
CWARUS_HEADER;Our Governor reports%s;x
CWARUS_1;Civil War;x
CWARUS_2;%t, part of our military forces have joined rebelforces in an effort to break the government.;x
CWARUS_3;;x
CWARUS_4;;x
CWARUS_5;;x
CWARUS_6;;x
CWARUS_LOG;Our country has been struck by Civil War.;x
CWARUS_BTN1;OK;x
CWARUS_BTN2;Goto;x
#;x
CWAROTHER_SETUP;When another nation is struck by civil war.;x
CWAROTHER_HEADER;Our Governor reports%s;x
CWAROTHER_1;Civil War;x
CWAROTHER_2;%t, we have confirmed reports that;x
CWAROTHER_3;%s;x
CWAROTHER_4;have been struck by Civil War.;x
CWAROTHER_5;;x
CWAROTHER_6;;x
CWAROTHER_LOG;Civil War in %s.;x
CWAROTHER_BTN1;OK;x
CWAROTHER_BTN2;Goto;x
#;x
#;x
MECENATPLACE;SELECT A LEGAL (COLORED) PROVINCE ON THE MAP TO SEND A COLONIST OR TRADER TO;x
MECENATPLACE2;SELECT A PROVINCE WHICH WE OWN ON THE MAP TO SEND OUR MISSIONARY TO;x
#;x
#-----------------------------------------------------------------------------------------------;x
#ROLLOVER of Event Commands;x
#-----------------------------------------------------------------------------------------------;x
#;x
EVENTBUTTON_INFO;(For effects on your decision, check the information appearing when you move the mouse over the button.);x
#;x
EVENT_SELECTION;%s : §YWe went with §W%s§Y in %s.;x
EVENT_SIMPLE;%s : §Y%s happened to us.;x
#;x
EE_DESERTIONS;Lose %d men in %s.\n;x
EE_P_CUL;Culture in %s changed to %s.\n;x
EE_P_TAX;Base tax value in %s: %s%d\n;x
EE_P_MAN;Manpower in %s: %s%d\n;x
EE_P_MINE;Mine in %s: %s%d\n;x
EE_NATIVE;Native aggressiveness in %s set to level %d.\n;x
EE_FORT;Fortress in %s: %s%d\n;x
EE_POP;Population in %s: %s%d\n;x
EE_N_REVOLT;Revolt in %s.\n;x
EE_R_REVOLT;Revolt in %s.\n;x
EE_C_REVOLT;Revolt in %s.\n;x
EE_HERETICS;%s converts to a heretic religion.\n;x
EE_CONVERTED;%s converts to the state religion.\n;x
EE_P_RR;Revolt risk in %s: %s%d\n;x
EE_P_REL;%s converts to %s.\n;x
EE_P_ADM;Monarch's administrative skill changed by %d for the next %d months.\n;x
EE_P_DIP;Monarch's diplomatic skill changed by %d for the next %d months.\n;x
EE_P_MIL;Monarch's military skill changed by %d for the next %d months.\n;x
EE_S_REL;State religion changed to %s.\n;x
EE_RRISK;Revolt risk changed by %s%d for the next %d months.\n;x
EE_INFLATION;Inflation: %s%d\n;x
EE_BROY;Royal Marriage with %s broken.\n;x
EE_BVAS;Vassalization with %s broken.\n;x
EE_ROY;Gain a royal marriage with %s.;x
EE_VAS;Gain %s as vassals.\n;x
EE_ALL;Alliance with %s.\n;x
EE_INHERIT;Inherit the realms of %s.\n;x
EE_CASH;%s%d$\n;x
EE_MANPOWER;Manpower: %s%d\n;x
EE_LANDTECH;Land investment: %s%d\n;x
EE_NAVALTECH;Naval investment: %s%d\n;x
EE_INFRATECH;Infra investment: %s%d\n;x
EE_TRADETECH;Trade investment: %s%d\n;x
EE_STABILITY;Stability: %s%d\n;x
EE_DIPLOMAT;Diplomats: %s%d\n;x
EE_COLONIST;Colonists: %s%d\n;x
EE_MERCHANT;Merchants: %s%d\n;x
EE_MISSIONARY;Missionaries: %s%d\n;x
EE_CONQUISTADOR;Gain conquistador in %s.\n;x
EE_EXPLORER;Gain explorer in %s.\n;x
EE_LEADER;Gain the service of %s.\n;x
EE_MONARCH;Make %s the leader of our country.\n;x
EE_SLEADER;Forever lose the service of %s.\n;x
EE_SMONARCH;Make %s forgotten!\n;x
EE_TAG;Found the realms of %s.\n;x
EE_RELATION;Relation with %s: %s%d\n;x
EE_GAIN_MANU;Gain manufactory in %s.\n;x
EE_LOSE_MANU;Lose manufactory in %s.\n;x
EE_INFANTRY;Gain %d infantry in %s.\n;x
EE_CAVALRY;Gain %d cavalry in %s.\n;x
EE_ARTILLERY;Gain %d artillery in %s.\n;x
EE_WARSHIPS;Gain %d warships in %s.\n;x
EE_GALLEYS;Gain %d galleys in %s.\n;x
EE_TRANSPORTS;Gain %d transports in %s.\n;x
EE_TRIGGER;Trigger the '%s' event\n;x
EE_SLEEP;The '%s' event will never occur.\n;x
EE_VP;%s%d victory points.\n;x
EE_CB;Gain a Casus Belli against %s for %d months.\n;x
EE_CAPITAL;Move national capital to %s.\n;x
EE_ADDNATIONAL;%s will be considered one of our national provinces.\n;x
EE_ADDCLAIM;%s will be considered one of our claims.\n;x
EE_ADDCOLONIAL;%s will be considered one of our colonial provinces.\n;x
EE_REMNATIONAL;%s will no longer be our national province.\n;x
EE_REMCLAIM;%s will no longer be part of our claims.\n;x
EE_REMCOLONIAL;%s will no longer be our colonial province.\n;x
EE_COT;Center of Trade created in %s.\n;x
EE_RCOT;Center of Trade closed in %s.\n;x
EE_CEDE_PROVINCE;Cede %s to %s.\n;x
EE_A_CUL;Gain %s as a state culture.\n;x
EE_R_CUL;Lose %s as a state culture.\n;x
EE_LOAN;Size of loans will now be %d$.\n;x
EE_GAIN_BUILDING;Gain a %s in %s.\n;x
EE_LOSE_BUILDING;Lose %s in %s.\n;x
EE_WAR;War with %s.\n;x
EE_INDY;Grant independence to %s.\n;x
EE_TECH;Switch technology group to %s.\n;x
EE_REPUTATION;%s%d badboy.\n;x
EE_DISCOVER;Discover %s.\n;x
EE_PROVHREJOIN;%s becomes part of the Holy Roman Empire.\n;x
EE_PROVHRELEAVE;%s leaves the Holy Roman Empire.\n;x
EE_PROVGOODS;Trade goods of %s changed to %s.\n;x
EE_PROVTERRAIN;Terrain of %s changed to %s.\n;x
EE_ANNEX;Annex the realms of %s.\n;x
EE_NATIVEATTACK;Native attack in %s.\n;x
EE_POPPERCENT;Population in %s: %s%d%s\n;x
EE_CITYNAME;Name of the city in %s changed to %s.\n;x
EE_FORTLEVEL;Fortress level in %s changed to %s.\n;x
EE_GIVEACCESS;Grant military access to %s.\n;x
EE_CANCELACCESS;Military access in %s cancelled.\n;x
EE_REVOKEACCESS;Military access to %s revoked.\n;x
EE_GIVETRADE;Give a trade agreement to %s.\n;x
EE_REVOKETRADE;Cancel trade agreement with %s.\n;x
EE_PIRATES;%d pirate vessels sighted in %s.\n;x
EE_PRIVATEERS;Privateers commissioned in %s for %d$.\n;x
EE_GIVECONTROL;Give control of %s to %s.\n;x
EE_ELECTORS;%s will now have %d Electoral vote(s).\n;x
EE_ELECTORSUS;We will now have %d Electoral vote(s).\n;x
EE_DPCHANGE;%s: §Y%s%d §W(currently §Y%d§W).\n;x
EE_COUNTRYNAME;Country name changed to %s.\n;x
EE_NONE;(No effects)\n;x
EE_NOKNOWN;(No known effects)\n;x
#;x
ERROR_SOUND_NAME;Critical Error!;x
ERROR_SOUND_DESC;EU has encountered a problem with your sound card. Please obtain and install the latest sound drivers from the sound card manufacturer. If the problem persists, contact the technical support.;x
#;x
JOINMPGAME;<%s has joined>;x
LEFTMPGAME;<%s has left>;x
#;x
MAXMAN_ECO;+%d (Economical Resources)\n;x
CHAT_ALLIES;Allies;x
CHAT_ALL;All;x
CHAT_NONE;None;x
CHAT_ENEMY;Enemies;x
CHAT_NEIGHBOR;Neighbors;x
CHAT_RELIGION;Same Religion;x
CHAT_MSG;%s (%s) : ;x
#;x
REMCOT_SETUP;When a Center of Trade disappears;x
REMCOT_HEADER;Our Governor Reports%s;x
REMCOT_1;Market Fluctuations!;x
REMCOT_2;%t, the Center of Trade in;x
REMCOT_3;%s;x
REMCOT_4;has disappeared due to lack of competition.;x
REMCOT_5;;x
REMCOT_6;;x
REMCOT_LOG;The Center of Trade in %s has disappeared.;x
REMCOT_BTN1;OK;x
REMCOT_BTN2;Goto;x
#;x
#-----------------------------------------------------------------------------------------------;x
#HINTS;x
#-----------------------------------------------------------------------------------------------;x
#;x
HINT_HEADER;Game Hint #%d;x
HINT_SHOWHINTS;Show tips at startup;x
HINT_BTN_NEXT;Next;x
HINT_BTN_CLOSE;Close;x
HINT_BTN_PREVIOUS;Previous;x
#;x
HINT_1;Stability is your number one indicator of governance. Stability above +1 results in tax bonuses and lower revolt risks.;x
HINT_2;The stability recovery cost of your country directly relates to the stability cost of each province. These costs are higher for provinces that are of a different religion than your country religion. Stability cost is also modified by your Domestic Policy settings. If your stability costs are huge, slow your expansion down and use missionaries.;x
HINT_3;Establishing a Colony is the most profitable long-term form of colonization. Establish Colonies where the climate allows the Colony to grow. A Colony achieves city status when it reaches 1000 inhabitants. The native population, if present, is added to the population at 900 inhabitants.;x
HINT_4;Establishing a Trading Post is the fastest and easiest form of colonization. Establish Trading Posts to preempt your opponents from grabbing a province, or where low growth due to climate does not foster the creation of a Colony. Beware that a Trading Post can be burned to the ground.;x
HINT_5;A Trade Post does not contribute substantially to your production income. You only get a portion of its trade generated revenue if it belongs to a Center of Trade to which you have merchants posted.;x
HINT_6;When you declare a war without a just cause (Casus Belli), annex a province or militarily annex a country, your reputation suffers. The worse your reputation (bad boy value) is, the worse your relations with other countries will be and you'll get hostility and declarations of war. You can improve your reputation by freeing a vassal, or just with time.;x
HINT_7;The most important factor in your technology costs is your Domestic Policy settings. Inflation as well as your country technology group (which cannot be changed) also affects these costs.;x
HINT_8;If you want to increase your chance of getting an explorer go all Naval in your Domestic Policy settings. If you want to increase your chance of getting a conquistador go Narrow-Minded.;x
HINT_9;If you want to build a colonial empire far away overseas, build colonies in coastal provinces along the way so that your navies can resupply in their ports.;x
HINT_10;Promote Bailiffs, Legal counsels and Mayors to increase province Tax Incomes and Troop Build Capacity.;x
HINT_11;Promote Mayors to fight inflation.;x
HINT_12;Your Monarch's Diplomacy Value primarily affects the chance to create alliances and getting favorable peace terms.;x
HINT_13;Your Monarch's Military Value primarily affects morale and budget investments in Land and Naval Technology.;x
HINT_14;Your Monarch's Administration Value primarily affects budget investments in Trade Infrastructure and Stability and costs for sending merchants, colonists and missionaries.;x
HINT_15;If you build a Shipyard you get +1 colonist per year. The number does not increase if you build more than one Shipyard though.;x
HINT_16;If your colony has negative growth because of its location, try to increase your country's stability or colonise it to over 1000 inhabitants.;x
HINT_17;On the diplomatic map, you will see signs around other countries' shields when you click on your country. A 'cloud with lightning' means that you have Casus Belli (cause for war) against them, a 'crown' that you have a Royal Marriage with them, 'fire' that you're at war with them, a 'hand holding lightning' that you're allied with them, and 'two lions' that they are your vassal.;x
HINT_18;1000 Infantry = 1000 Cavalry = 10 Cannons. The in-game display of an army size is the weight of a unit for naval transport. All values are rounded up, so 1001 Infantry weighs 2. A transport can carry units with a total weight of 3, a warship 2, and a galley 1.;x
HINT_19;Cavalry is the fastest land unit followed by infantry followed by cannons. A mixed army moves at the speed of its slowest unit.;x
HINT_20;Use your military leaders wisely, they can be the difference between victory and defeat. Be careful going against an army headed by a historic leader (hover mouse over enemy army to see his name).;x
HINT_21;Assaulting is costly in casualties, but may be the best way of conquering a fortress in the face of high attrition due to bad weather or low number of troops supported in the province. Assaults will be much more successful once the siege value (the defenders number on the siege screen) is below 0, and when the wall on the screen looks breached.;x
HINT_22;Make troop attrition due to winter weather or province size work for you. Wait until an enemy sieging army is depleted by attrition before striking at it, if the fortress can hold long enough.;x
HINT_23;Observe the terrain which you are defending, attacking or simply passing through. Cavalry is worthless in mountains (brown), swamps (aqua) or forests (green), where the defender has an advantage and movement is slow. Cavalry is well suited to plains (white) or desert (yellow) terrain.;x
HINT_24;Consider investing in a fire-brigade army consisting only of cavalry, if revolts pester your large empire. This army moves faster and has a high shock value that can quell most revolts, especially those on plains or deserts terrain.;x
HINT_25;Deal with rebellions swiftly. Rebels can take over a fortress sometimes even without a siege, and increase the revolt risk in neighbouring provinces. Worse, rebel-controlled provinces can defect to an enemy country if their country religion or culture is close to the province ones.;x
HINT_26;When a fortress sieged by allied armies falls, the army with the highest ranked leader gets control of the province, irrespective of the size of the armies, otherwise control passes to the army that initiated the siege.;x
HINT_27;The Holy Roman Emperor earns 50 VP and the right to march his troops throughout the HRE land when at war, regardless of his alliances. The borders of the HRE can be seen on the religious map. To be elected Emperor, you need to be Catholic and have the highest relationships with all Electors, even Protestant ones. Luck plays some part too.;x
HINT_28;Refusing a peace negotiation that is 11\% lower than the war percentage outcome results in a stability hit. Each stability point lost when at -3 may cause a revolt, which could lead to the fall of the government and all provinces falling in their controllers' hands.;x
HINT_29;During the early period of the FtG game, cavalry is more powerful than infantry but its importance wanes with time. Similarly, during the early period of the FtG game, galleys are more powerful than warships, and remain quite competitive for the major part of the game. Cannons become more powerful during the late period of the FtG game.;x
HINT_30;Units commanded by a Conquistador or Explorer will suffer less attrition than other units.;x
HINT_31;Cavalry never participates in assaults – they do however take losses. Cannons are almost essential to defeat larger fortresses.;x
HINT_32;The leader with the highest rank will automatically command a unit. If there are several historical leaders in a unit, split it to get the maximum effect of all the leaders values.;x
HINT_33;Transport ships do not inflict any damage in combat, but do take a share of the warships' losses.;x
HINT_34;If you are in a war together with another nation, your troops may walk through its provinces and your navies may enter its ports.;x
HINT_35;The lower your maintenance level, the lower your troops' morale. It will take three months to increase your troops' morale to maximum if you pull the maintenance slider from 50 to 100\%. Do not attack with troops that don't have maximum morale unless you have to.;x
HINT_36;Move navies into ports regularly to cancel attrition effects. Although ships don't suffer attrition in friendly waters, moving away from a port will keep the additive attrition effects of the time spend in friendly waters. Do not move galleys outside the Mediterranean, the Black Sea or Baltic Sea as they risk destruction.;x
HINT_37;Before declaring war, check the levels of enemy fortresses and plan accordingly. Seize unfortified provinces rapidly with blitzing cavalry if possible! An army wishing to siege a fortress must be at least as large as the garrison in the fortress (10 cannons count as 1000 infantry).;x
HINT_38;A possible strategy for conducting war is to use cavalry for the first wave of attacks, then after the enemy's armies are mostly defeated, follow up with waves of infantry and cannon only forces to do the sieging!;x
HINT_39;Ten cannons per enemy fortification level in a province will give you a minimum sieging bonus.;x
HINT_40;By clicking the clock just to the left of the date you pause and unpause the game. You can also pause/unpause with the F9 function or the Pause buttons on your keyboard.;x
HINT_41;If your stability is less than 0 and a country declares war at you, your stability will increase by 1.;x
HINT_42;Pirates will not appear in sea zones containing regular fleets.;x
HINT_43;When you conquer a non national-province the revolt risk because of nationalist forces in the province will increase by +3. This risk will drop by one every decade.;x
HINT_44;There is an optimal army size or number of ships supported at any moment by a country, above which support costs become very expensive. You can find these amounts on the army and navy maintenance windows.;x
HINT_45;Conscription centers, grain producing provinces and weapons manufactories increase your supportable manpower.;x
HINT_46;Raising war taxes raises your tax income for six months and the troops you can raise in a province, but results in a higher chance of revolts and in raising the inflation.;x
HINT_47;Inflation is an index of cost relative to the start of each scenario. An inflation of 100\% means that a unit, structure, action etc that used to cost e.g. 10 ducats at the start of the scenario, now costs 20 ducats.;x
HINT_48;Each of your vassals surrenders to you, the suzerain, half of its monthly taxation revenue (not its full revenue). Your vassals cannot enter other alliances or Royal Marriages with other countries without breaking the vassalage.;x
HINT_49;Only take loans when there is no other way out of a crisis. Loans will result in monthly interest payments and possibly eventually in bankruptcy, during which you will suffer lower army morale for 5 years. Bankrupt countries can reform, but are easy prey to enemies.;x
HINT_50;On the balance sheet screen, next to each source of your income (trade, production, tax) is a percentage. This is your efficiency for that source of income. Raise the efficiency of your higher income sources first to improve your economy effectively.;x
HINT_51;As trade embargoes last forever (or until you lose a war against the target country), you may want to embargo some countries while you are at war with them (thus not suffering the -1 stability hit) just in case you will gain one of their Centers of Trade in the war.;x
HINT_52;The trade value of provinces producing slaves increase as more cotton and tobacco provinces are colonized by all countries.;x
HINT_53;If your neighbors produce much gold or other goods with same economical effect, your inflation will increase as well.;x
HINT_54;Manufactories are worthwhile investments. Aside the monthly economic bonus, they contribute to the growth of the province, reduce the revolt risk and result in free budget investments in their respective disciplines.;x
HINT_55;Getting a Monopoly in a rich Center of Trade is by far the best way to make money.;x
HINT_56;Your core (national, claimed and colonial) provinces have a small shield with your country's flag on them. If an enemy occupies any of these provinces, you get a Casus Belli (cause for war) against them. Never give your core provinces away.;x
HINT_57;Any changes you make in the budget window are taken into account only when you close the window.;x
HINT_58;The trade value of a province is added only to the controlling Center of Trade, not your monthly income. In order to profit from this you need to send merchants to the appropriate Center of Trade. Keep this in mind when setting up trading posts, as they generally have high trade values but very low tax and production.;x
HINT_59;Use the merchant Auto-send function with caution, it may not be the optimal way of distributing merchants to Centers of Trade (CoT) and can be very expensive.;x
HINT_60;Sending a merchant in a CoT can increase the number of merchants you have in it, kick out a merchant from another country creating an empty spot or simply fail. It pays to send merchants in batches rather than individually, since an empty spot can be filled immediately.;x
HINT_61;Sending merchants can be uneconomical if the CoT is far from your capital, very competitive or of low value. Check the report to see what the costs are versus the rewards for each CoT and decide accordingly. Sometimes it makes sense to let merchants expire.;x
HINT_62;You cannot enter a Royal Marriage with The Papal States or The Knights as another country.;x
HINT_63;Target your Letters of Recommendation and Personal and country Gifts carefully, they can be quite expensive. Create a nexus of friendly countries according to your strategy.;x
HINT_64;You cannot influence the number of diplomats available to you, except by going to war (+1) or shifting your relative domestic policy slider towards Aristocracy increasing the diplomatic rating of the Monarch.;x
HINT_65;Being the leader of an alliance gives you the power to negotiate terms on behalf of the alliance or to ban a member from it. It also prohibits you from leaving the alliance.;x
HINT_66;Each alliance is valid for 10 years after the last war in which a member was involved has ended. If during these 10 years a new war starts, the alliance gets renewed for the next 10 years automatically.;x
HINT_67;Diplomatically annexing a country is very difficult. The chance is higher if your monarch has a very high Diplomatic Rating, the country has lower relations with everyone else, and you have a much bigger country, a stronger economy and a bigger army.;x
HINT_68;You cannot vassalize or diplomatically annex a country if either you or they are at war.;x
HINT_69;Just before declaring war make sure that the country(ies) that you are targeting have no new alliances since you last checked! Also check for independence guarantee, and enemy land and naval technology levels.;x
HINT_70;Entering a Royal Marriage with a country will remove the fog of war in it.;x
HINT_71;If you want to maximize your chances of successfully exchanging maps, make sure that you have close to +200 relations with the country, that you know of at least some provinces which they don't, and that your Monarch's diplomatic rating is as high as possible.;x
HINT_72;You can only annex an enemy country as a result of peace negotiations if it only consists of 1 province, the capital one (TPs and colonies do not count). Reduce the country to 1 province, then try again.;x
HINT_73;Converting to Protestantism will give you a large one-time economical boost.;x
HINT_74;Countries having a Reformed religion get a bonus on their monthly stability investment.;x
HINT_75;The armies of countries of certain religions - such as Hussite, Jewish and Sikh - receive a bonus to their fighting morale.;x
HINT_76;You cannot change the Culture of a province unless it is of Pagan culture or does not contain a city, in which case sending a colonist (or a missionary) can change the Culture to one of your country Cultures. You can change the culture of a Pagan province even if it contains a city.;x
HINT_77;Having a Conquistador present in a province at the time when a colonist ends his mission will increase the chance of success. The Conquistador does not have to be present when the colonist is sent.;x
HINT_78;An army consisting only of cavalry and headed by a Conquistador suffers less attrition because of the Conquistador presence and the high movement rate, and is thus the best way to explore Terra Incognita.;x
HINT_79;If your country religion is Catholic, you get an automatic Casus Belli (cause for war) with any country that is at war with the Papal States. This Casus Belli lasts for the duration of the war.;x
HINT_80;If your religion is Sunni you get a Casus Belli (cause for war) against all Shi'a countries. Similarly, if your religion is Shi'a, you get a Casus Belli against all Sunni countries.;x
HINT_81;The chance of a successful religious conversion by a missionary is determined at the time he ends his mission. This chance is higher if your monarch has a high Administrative Rating, the province has an accepted culture, and the population is low. Some religions are easier to convert (like Pagans).;x
HINT_82;Setting the religious tolerance sliders directly affects the revolt chances in each province. You can change these sliders by clicking on the sign of your country religion in the monarch window.;x
HINT_83;Your country cultures can be found in the monarch screen. Any province you control that doesn't belong to any of these cultures will be penalised by a 30\% decrease in tax income and a higher revolt risk. A further 30\% decrease in tax income is applied if the province religion is not your country religion.;x
HINT_84;You can switch countries in a saved scenario if you start a new scenario as the country in question and then reload your saved scenario without exiting FtG.;x
HINT_85;While besieging you cannot reorganize your armies, but you can move individual armies by selecting them by pressing the appropriate morale bar.;x
HINT_86;You cannot load troops on a navy in port. Move the navy to an adjacent sea zone.;x
HINT_87;Selecting a friendly port as the final destination for a navy with troops loaded, will automatically unload the troops at the destination.;x
HINT_88;You can hold down the 'shift' key to add additional destinations to a unit's movement path.;x
HINT_89;You can right-click on the mini-map to filter the display options.;x
HINT_90;The little square to the right of the status bar of a navy indicates it has troops loaded. Clicking that icon is a shortcut to the 'Unload Troops' button.;x
HINT_91;If you find conquering the world too easy, try harder starting settings. Playing without pauses also brings new flavour to the game. Or you can try roleplaying, that is making sure that all your actions would have been plausible in historical terms.;x
HINT_92;Setting difficulty at Very hard results in more frequent declarations of war by the AI if you expand your country a lot.;x
HINT_93;Use messages that pause action wisely. To not waste time when colonising, set the message for colonist to pause, then hit go to and send another one immediately. When a province or sea is discovered, set the message to pause to give immediately new instructions to your explorer or conquistador preventing extra attrition.;x
HINT_94;Double-click on a slider in the budget window to lock it in place (grayed out). This is useful if you want to move some sliders without affecting others. Double-click on the slider again to unlock it.;x
HINT_95;After you reach a stability level of +3, all prior stability investment goes to the treasury and the treasury slider shifts accordingly to the right. Check that the resulting inflation is acceptable.;x
HINT_96;If you don't get a message after an event or diplomatic action (e.g. map exchange), check that your message display option for that event is not suppressed.;x
HINT_97;Use the in-game help system. Hover the mouse over each number in every window and wait a bit. You'll almost always see a useful breakdown of the factors that affect it, or a suitable explanation.;x
HINT_98;Diplomatic Relation Values have no game effect between two human players. Let your actions speak for themselves!;x
HINT_99;Visit regularly the FTG forum on the web for answers to your questions and more tips and discussions.;x
HINT_100;;x
#;x
#-----------------------------------------------------------------------------------------------;x
#TUTORIAL;x
#-----------------------------------------------------------------------------------------------;x
#;x
TUTORIAL_1_A0_NAME;Chapter 1: The Interface;x
TUTORIAL_1_A0_DESC;Welcome to the tutorial. If you get lost or feel like you missed something in a chapter, click Menu in the bottom left-hand corner and then Surrender. Then you can start that chapter over again. In this first chapter you will get to know the interface, how the map works, how you can get information about your own country and its provinces, your troops and so on.;x
TUTORIAL_1_A1_NAME;How to Scroll the Map;x
TUTORIAL_1_A1_DESC;You can scroll up, down, left and right on the map by moving the cursor to the edge of your screen in the desired direction.;x
TUTORIAL_1_A2_NAME;How to Use the Small Map;x
TUTORIAL_1_A2_DESC;You can also use the small world map in the lower left-hand corner to move to a particular point. Just click the place you want to go and the map window moves to that area.;x
TUTORIAL_1_A3_NAME;Zoom In/Out;x
TUTORIAL_1_A3_DESC;With the buttons at the bottom of the small world map or with the mouse wheel you can zoom in and out in the map window.;x
TUTORIAL_1_B0_NAME;Top Bar;x
TUTORIAL_1_B0_DESC;On the top bar above the map window you find a number of game facts. In the middle you see the current date of your game. To the left you see the number of merchants, colonists, diplomats and missionaries currently at your disposal and the current stability level of your country (-3 to +3). To the right you see manpower (which you will use to build armies) in thousands, and the contents of your treasury in ducats.\n By clicking the clock just to the left of the date you pause and unpause the game.;x
TUTORIAL_1_B1_NAME;Notifiers;x
TUTORIAL_1_B1_DESC;During the game, some reminders and warnings can appear just below the top bar. For example, they will be helpful when it will be time to build improvements, change domestic policies or for army maintenance during peace or war.;x
TUTORIAL_1_C0_NAME;Province Selection;x
TUTORIAL_1_C0_DESC;To get information about one of your own provinces you simply click it. In the information window to the left you see a representation of a town. By clicking the buildings and other objects you can manage your province or display different information about it.;x
TUTORIAL_1_D0_NAME;Fortress;x
TUTORIAL_1_D0_DESC;Here you see the province's level of fortification. Providing that you have reached the appropriate level of technology and can afford it, you can expand the fortification by clicking it.;x
TUTORIAL_1_D1_NAME;Manufactory;x
TUTORIAL_1_D1_DESC;On this site you can build a manufactory, if you can afford it and have reached the appropriate technology level.;x
TUTORIAL_1_D2_NAME;Barracks;x
TUTORIAL_1_D2_DESC;This is the Barracks. Click it to start building new land units i.e. infantry, cavalry or artillery.;x
TUTORIAL_1_D3_NAME;Port;x
TUTORIAL_1_D3_DESC;This is the Port. Click it to build ships or a shipyard.;x
TUTORIAL_1_D4_NAME;Mayor's Office;x
TUTORIAL_1_D4_DESC;This is the Mayor's office which you can click to promote the Mayor to a Governor once you've reached the appropriate infrastructure level.;x
TUTORIAL_1_D5_NAME;Bailiff's Office;x
TUTORIAL_1_D5_DESC;Here you find the Bailiff's office which you can click to promote the Bailiff to a Tax collector once you've reached the appropriate infrastructure level.;x
TUTORIAL_1_D6_NAME;Legal Counsel's Office;x
TUTORIAL_1_D6_DESC;This is the Legal Counsel's office. Once you have a Tax collector and have reached the appropriate infrastructure level, you can promote a Chief judge by clicking it.;x
TUTORIAL_1_E0_NAME;View Province Details;x
TUTORIAL_1_E0_DESC;Click on the place of worship in the center of town. This gives you general information about the province.;x
TUTORIAL_1_F0_NAME;Economic Province Information;x
TUTORIAL_1_F0_DESC;Here you see the main product of the province. To the left you see how much tax revenue the province generates and to the right the value of the trade that it generates. If you click the image of the product you get detailed information about it.;x
TUTORIAL_1_G0_NAME;Country Information;x
TUTORIAL_1_G0_DESC;Click the coat of arms. This displays information about your current regent and a summary of your country's state. If you click any other country's capital on the map, you get the same information about that country.;x
TUTORIAL_1_G1_NAME;Military Unit Information;x
TUTORIAL_1_G1_DESC;Click the land unit indicated in the map window. This brings up detailed information about the unit and lets you manage it. You get information about naval units in the same fashion.;x
TUTORIAL_1_H0_NAME;Military Information;x
TUTORIAL_1_H0_DESC;Click these icons to get information about your country's total naval and land forces, respectively.;x
TUTORIAL_1_H1_NAME;Economic Information;x
TUTORIAL_1_H1_DESC;Click the left icon to manage your country's budget and the right icon to see a financial summary.;x
TUTORIAL_1_I0_NAME;Mapmodes;x
TUTORIAL_1_I0_DESC;Here you can choose to view the map in several different modes.\n The tree icon gives you the normal view. The shield icon brings up a political view where each country has a separate color. The coin icon is for economic mode where each province's main product is shown and they are shaded according to wealth. The hats icon is for the different cultures. The icon in flames is for the Revolt Risk mode. Continued...;x
TUTORIAL_1_I1_NAME;Mapmodes (2);x
TUTORIAL_1_I1_DESC;The gate icon colors each province according to fortress level. The two people and the army helmets are for population and manpower, respectively. The supply chest is for the supply mode, where you can see how much attrition your troops will get in foreign lands. Finally, the small map icon shows the areas that the map is organized into.;x
TUTORIAL_1_I2_NAME;Log;x
TUTORIAL_1_I2_DESC;Everything that happens in the game is recorded in the log window at the bottom of the screen. If you think you've missed something, you can always check in this list.;x
TUTORIAL_1_END_NAME;End this Chapter;x
TUTORIAL_1_END_DESC;You have now reached the end of the first chapter and should move on to Units.;x
#;x
TUTORIAL_2_A0_NAME;Chapter 2: Units;x
TUTORIAL_2_A0_DESC;In this chapter you will learn how to purchase, build, move and manage military units.;x
TUTORIAL_2_A1_NAME;Building Land Units;x
TUTORIAL_2_A1_DESC;Select the indicated province by clicking it. Then click the barracks (i.e. the tent) in the information window to the left.;x
TUTORIAL_2_A2_NAME;Infantry;x
TUTORIAL_2_A2_DESC;Clicking the barracks in a town lets you purchase land units. There are three different kinds of land units. On the far left in the information window you order infantry units of 1,000 men each. These units are cheaper but not as efficient in combat as cavalry units.;x
TUTORIAL_2_A3_NAME;Cavalry;x
TUTORIAL_2_A3_DESC;In the middle of the information window you order cavalry units of 1,000 men each. They are more expensive but better in combat.;x
TUTORIAL_2_A4_NAME;Artillery;x
TUTORIAL_2_A4_DESC;On the far right in the information window you order artillery units of 10 cannon each. They are very useful when besieging a province and otherwise in combat but you will need other kinds of land units as well to fight efficiently.;x
TUTORIAL_2_A5_NAME;Purchase a Land Unit;x
TUTORIAL_2_A5_DESC;You decide how many men you want to order with the up- and down-arrows for each type of unit. The down-arrows add to the units you are ordering and the up-arrows take away from them. Now you should order a unit with 4,000 men of infantry. Click the down-arrow on the far left four times. If you make a mistake, you can take away men with the up-arrow. Click OK to build the unit. When it is ready, the unit shows up on the map with a number indicating its strength. Select it by clicking it.;x
TUTORIAL_2_B0_NAME;Moving Units;x
TUTORIAL_2_B0_DESC;You see that the unit is selected by the green circle around it. You should now move it to the indicated province Lincoln. This is done by simply right-clicking the province you want the selected unit to go to. It then goes there the fastest way possible. Your units can only move through another country if this country is at war with either you or an ally in your war. You can see where a selected unit is headed and how far it's gotten by the arrow that shows up.;x
TUTORIAL_2_B1_NAME;Now we know how to move the unit.;x
TUTORIAL_2_B1_DESC;Now the unit has reached its destination. A unit can lose some of its men while moving. This is due to attrition, which sets in when troops exert themselves. Attrition when moving from one place to another is worst during winter and in rough terrain.;x
TUTORIAL_2_C0_NAME;Splitting a Unit;x
TUTORIAL_2_C0_DESC;Now we will look at how you can manage existing units i.e. divide one up into several units or merge several units into one. First split the unit into two equal halves by selecting it and clicking Split beneath the information window.;x
TUTORIAL_2_C2_NAME;Selecting Multiple Units;x
TUTORIAL_2_C2_DESC;Now select the two units you just created by holding down the left mouse-button and making a box around the units.;x
TUTORIAL_2_C3_NAME;Click Reorganize;x
TUTORIAL_2_C3_DESC;You should now click Reorganize and learn how to move men between units.;x
TUTORIAL_2_C4_NAME;Reorganizing Units;x
TUTORIAL_2_C4_DESC;Here you can move 1,000 men at a time between different units. Click the far left down-arrow once to move 1,000 infantrymen to the lower unit. Create a third unit by clicking Create New. When you have more than two units in the same place you can change the units you are managing in the information window by clicking on the arrows pointing left and right at the soldiers representing each unit. Change the top unit by clicking the left-arrow and then move 1,000 men to the new unit.;x
TUTORIAL_2_D0_NAME;Building Fleet Units;x
TUTORIAL_2_D0_DESC;In provinces with a port, you can also create fleet units. An anchor on the coast of a province symbolizes the port. Click the indicated province and then click the dock in the information window to the left.;x
TUTORIAL_2_D1_NAME;Warships;x
TUTORIAL_2_D1_DESC;Clicking the dock in a coastal town lets you purchase fleet units in much the same way as you purchase land units. Likewise, there are three kinds of fleet units. On the far left in the information window, you order warships. These ships are the most expensive kind. They can sail anywhere on the seas and are efficient in combat.;x
TUTORIAL_2_D2_NAME;Galleys;x
TUTORIAL_2_D2_DESC;In the middle of the information window you order galleys. They are cheaper to build but pretty slow and should not be used on the great oceans. They are restricted to calmer waters such as the Baltic Sea, the Mediterranean and the Black Sea. In these waters they are quite efficient in combat although they become weaker compared to warships as time proceeds in the game.;x
TUTORIAL_2_D3_NAME;Transports;x
TUTORIAL_2_D3_DESC;On the far right in the information window you order transport ships. They move quite fast and can carry twice as many land units as other ships. They are quite weak in battle however.;x
TUTORIAL_2_D4_NAME;Purchase a Fleet Unit;x
TUTORIAL_2_D4_DESC;Just like when purchasing land units you decide how many ships you want to order with the up- and down-arrows beneath each ship type. Order a ship to be built by clicking the down-arrow on the far right of the information window once. Click OK to build the ship. When it is ready, the fleet unit shows up on the map. Hovering the mouse on it, you can read a number indicating how many ships it is made up of. Select it by clicking it.;x
TUTORIAL_2_E0_NAME;Moving a Fleet Unit;x
TUTORIAL_2_E0_DESC;You see that a unit is selected by the green circle around it. Fleet units are moved and managed (split, reorganized or merged) in the same way as land units. You should now move the selected fleet unit to the waters off the coast of Anglia. Simply right-click that area.;x
TUTORIAL_2_F0_NAME;Loading Land Units onto Fleets;x
TUTORIAL_2_F0_DESC;You can load a land unit onto a fleet in order to transport it across the sea. Each ship has a certain loading capacity. Now select one of your land units that has 1000 men and move it onto the fleet unit by right-clicking the ship. Just like when you move a unit the arrow indicates the loading process.;x
TUTORIAL_2_F1_NAME;Unloading Land Units;x
TUTORIAL_2_F1_DESC;To unload the land unit again you select the fleet when it's adjacent to the unit's land-bound destination, click the Unload Troops button or press the U key and then right-click on where the unit should go. You must unload land units from adjacent sea-zones, because it is not possible to unload in a port you do not control. Now choose either method to unload your land unit in Anglia.;x
TUTORIAL_2_F2_NAME;Select an Army;x
TUTORIAL_2_F2_DESC;Select a land unit to learn more about the information you see about it in the information window.;x
TUTORIAL_2_G0_NAME;Land Unit Information;x
TUTORIAL_2_G0_DESC;At the top right of the information window you see the morale of the unit which builds up over time and most of all influences its strength in combat. Then you see the rank and name of the unit's commander. The skills of the commander influence the speed of a unit when it's moving around, the toll of attrition and the unit's performance in combat. Sometimes it can be a good idea to split a unit in order to profit from the skills of two good commanders. Continued...;x
TUTORIAL_2_G1_NAME;Land Unit Information (2);x
TUTORIAL_2_G1_DESC;The numbers in the next row show the unit's maneuver, fire and shock values which influence its combat performance as well as overall performance. In the three boxes in the following row of information, you see the number of infantry, cavalry and artillery in the unit. To the right you see the current rate of attrition next to the skull and the unit's weight when transported by sea next to the scales.;x
TUTORIAL_2_G2_NAME;Fleet Unit Information;x
TUTORIAL_2_G2_DESC;Select a fleet unit to learn more about the information you see about it in the information window.;x
TUTORIAL_2_G3_NAME;Fleet Unit Information (2);x
TUTORIAL_2_G3_DESC;Much the same as for a land unit. Information on morale, commander and the different values influencing performance are in the same places. The boxes show the number of warships, galleys and transport ships in the unit. To the right you see current attrition next to the skull. Next to the scales you see how much of the fleet's loading capacity for land units that is being used.;x
TUTORIAL_2_G4_NAME;Fleet Unit Information (3);x
TUTORIAL_2_G4_DESC;§WImportant:§Y a fleet unit can only stay out at sea for so long, so the attrition can rise rapidly if you don't bring it to a port to renew supplies every so often.;x
TUTORIAL_2_G5_NAME;Other units;x
TUTORIAL_2_G5_DESC;There are also two forms of irregular military units that you can recruit, mercenaries and privateers. Click Anglia and click the barracks.;x
TUTORIAL_2_G6_NAME;Mercenaries;x
TUTORIAL_2_G6_DESC;You can recruit a mercenary company with the button at the bottom of the information window. These troops are expensive, but available immediately and with a high initial morale. Click the button and see the mercenary unit appear.;x
TUTORIAL_2_G7_NAME;Privateers;x
TUTORIAL_2_G7_DESC;At sea you can commission privateers to cause trouble for your enemies. However, it's important to understand that these pirates will attack your fleets as well as those of your enemy and that hiring privateers has other consequences. Click the indicated sea-zone and the button Commission Privateers to infest it with pirates.;x
TUTORIAL_2_H0_NAME;End of Chapter;x
TUTORIAL_2_H0_DESC;You have now reached the end of the second chapter and should move on to Combat.;x
#;x
TUTORIAL_3_A0_NAME;Chapter 3: Combat;x
TUTORIAL_3_A0_DESC;In this chapter you will learn about land and naval combat. How you attack a province, how you besiege, assault or cover it, how you retreat and so on.;x
TUTORIAL_3_A1_NAME;Enemy Territory;x
TUTORIAL_3_A1_DESC;When you move land units into a province controlled by a country that you are at war with you engage in combat with that country's troops. In this example you are playing England which is at war with Wales (indicated on the map).;x
TUTORIAL_3_A2_NAME;Attack Enemy Province;x
TUTORIAL_3_A2_DESC;In Lincoln you have a land unit ready for action. Attack the indicated province Midlands by selecting your unit and ordering it to go to Midlands. (If you are uncertain how to do this, surrender and go back to Chapter 2 of the tutorial - Units.);x
TUTORIAL_3_B0_NAME;Following a Battle;x
TUTORIAL_3_B0_DESC;As long as the unit is selected, you can follow the battle and see all the details of it in the information window.;x
TUTORIAL_3_B1_NAME;Your Troops;x
TUTORIAL_3_B1_DESC;In these boxes you see how many infantry, cavalry and artillery troops you have involved in the battle. You can follow your losses in the battle here.;x
TUTORIAL_3_B2_NAME;Enemy Troops;x
TUTORIAL_3_B2_DESC;Here you see the number of infantry, cavalry and artillery troops the enemy has. You can follow the enemy's losses in the battle here.;x
TUTORIAL_3_B3_NAME;Morale;x
TUTORIAL_3_B3_DESC;Here you see the morale of your troops and the enemy troops. When the morale of a unit sinks to Panic, the unit will stop fighting and retreat to the closest safe province.;x
TUTORIAL_3_B4_NAME;The Combat Begins;x
TUTORIAL_3_B4_DESC;Now we let the fighting begin. The arrow at the top of the information window shows which side has the upper hand at the moment. If you feel like your chances of winning are slim and want to avoid losing too many men you can retreat by simply moving your unit out of the province.(But don't do this now!);x
TUTORIAL_3_C0_NAME;Siege;x
TUTORIAL_3_C0_DESC;You have won the battle, and now the enemy province is automatically under siege until the defenders of the city surrender or you take the city by assault.;x
TUTORIAL_3_C1_NAME;Options During a Siege;x
TUTORIAL_3_C1_DESC;You have three options during a siege of an enemy city. If you want to leave just enough troops to cover the city but move most of your troops on, you click Cover. If you want to assault the city, providing you have the adequate Land Technology level, you click Assault. If you want to keep enough troops to actively keep the siege but move the rest, you click Besiege. (Do not click any of them yet!);x
TUTORIAL_3_C2_NAME;;x
TUTORIAL_3_C2_DESC;Bringing the cursor over the image of the city at the top of the information window gives you an estimate of how long the city under siege will last. To the left is your strength and to the right the strength of the defenders. When you are superior and want to take the city fast you can assault although this often entails losses on your part. Do this now by clicking Assault!;x
TUTORIAL_3_C3_NAME;Assaulting a City;x
TUTORIAL_3_C3_DESC;When assaulting a city you can follow the developments and losses the same way as in a battle. When the enemy surrenders, you will take control of the province and your flag will fly over the provincial capital. However it will not be annexed to your country until given up by the enemy in a peace treaty.;x
TUTORIAL_3_C4_NAME;Sea Battles;x
TUTORIAL_3_C4_DESC;Battles at sea work in much the same way as land battles. When your fleet reaches a sea region where there is an enemy fleet, a battle starts. You follow the battle in the same way as a land battle and the losing unit retreats to the nearest safe waters or port. Now select the indicated fleet unit in the sea-zone off Anglia and move it north to the other indicated sea-zone where a Welsh fleet is hiding (by right-clicking that sea region).;x
TUTORIAL_3_D0_NAME;End of Chapter;x
TUTORIAL_3_D0_DESC;You have now reached the end of the third chapter and should move on to Diplomacy.;x
#;x
TUTORIAL_4_A0_NAME;Chapter 4: Diplomacy;x
TUTORIAL_4_A0_DESC;This chapter will familiarize you with how to use diplomacy in the game. You will learn how you use diplomats to declare war and make peace, start alliances and influence your relationship with other countries in different ways.;x
TUTORIAL_4_A1_NAME;Diplomacy;x
TUTORIAL_4_A1_DESC;Diplomacy is the basis of both peaceful and warlike relations with other countries. The way you handle these relations through the game is very important for the success or failure of your country.;x
TUTORIAL_4_A2_NAME;Casus Belli;x
TUTORIAL_4_A2_DESC;In the game, you shouldn't declare war on countries any which way. This will cause great instability in your country and make it deeply unpopular with other countries. You need a valid Casus Belli (cause of war) to declare war against another country without risking your stability and good name.;x
TUTORIAL_4_A3_NAME;Alliances and Goodwill;x
TUTORIAL_4_A3_DESC;In the long run no country is strong enough to always fend for itself. Alliances make you stronger in the face of enemy threats so you should develop friendly relationships with other countries. You also need to build goodwill for your country to keep your alliances over time and to avoid making new enemies.;x
TUTORIAL_4_A4_NAME;Diplomats;x
TUTORIAL_4_A4_DESC;You manage your relations to other countries using diplomats, of which you get a limited number each year. At the indicated place in the top bar, you see the number of diplomats currently at your disposal. You spend one diplomat for each diplomatic action you undertake so you should use them wisely.;x
TUTORIAL_4_B0_NAME;Diplomacy Mode;x
TUTORIAL_4_B0_DESC;To start managing your country's diplomacy click the indicated diplomacy icon beneath the information window. This takes you to the diplomacy mode where you can send diplomats on different missions to other countries.;x
TUTORIAL_4_C0_NAME;Alliances;x
TUTORIAL_4_C0_DESC;Here you see all your country's alliances with other countries as well as a list of the current wars you are involved in and the Casus Belli you have. Whenever you declare war on a country you have the option of asking your allies to join it on your side. Of course, they can also ask you to join their wars. The alliance is broken when it isn't honored.;x
TUTORIAL_4_C1_NAME;Relations;x
TUTORIAL_4_C1_DESC;Click the indicated View Relations button. This brings up a list of all the nations that you are aware of, as well as your relations with them. Your relations range from -200 (the worst of enemies) to +200 (the best of friends).;x
TUTORIAL_4_C2_NAME;Modifying Relations;x
TUTORIAL_4_C2_DESC;Click in the indicated province of Scotland. This gives you the chance to modify your relations to the selected country in the right-hand window. To better your relations you can send a diplomat with a gift of varying importance (and cost). To worsen your relations you can use varying degrees of insult.;x
TUTORIAL_4_C3_NAME;Modifying Alliances;x
TUTORIAL_4_C3_DESC;Click the indicated View Alliances button. When a nation is selected, you can send a diplomat to modify your alliance with it in the right-hand window. It is also here that you declare war, offer peace, offer royal weddings and start or end a trade embargo against a country. You can also exchange discoveries with the selected country or offer it a loan.;x
TUTORIAL_4_C4_NAME;Offer peace;x
TUTORIAL_4_C4_DESC;In this example your country England is at war with neighboring Scotland. Now send a diplomat to offer Scotland peace by clicking that option in the right-hand window.;x
TUTORIAL_4_C5_NAME;Peace Resolution;x
TUTORIAL_4_C5_DESC;Offering peace brings you here where you can negotiate a peace with your enemy. The indicated box shows your negotiating position where plus means that you have the upper hand and minus that you're losing the war at present.;x
TUTORIAL_4_C6_NAME;Tributes;x
TUTORIAL_4_C6_DESC;Depending on your negotiating position you have different possibilities of negotiating a successful peace. You can either demand or offer a tribute in the form of provinces or money or make a white peace with no tribute on either side. In this case you're winning the war so you should click Demand Tribute.;x
TUTORIAL_4_C7_NAME;Set and Send Peace Offer;x
TUTORIAL_4_C7_DESC;You demand provinces by clicking them and set a sum of money by clicking + and - at the chest in the bottom right-hand corner of the information window. In certain circumstances, you may also demand other concessions. You see your current offer at the bottom left. The percentage by the chest shows what negotiating position it corresponds to. Demand the province Strathclyde and send a diplomat to Scotland with this peace offer by clicking Send Offer.;x
TUTORIAL_4_C8_NAME;Expanding your Territory;x
TUTORIAL_4_C8_DESC;Scotland accepted your peace offer and gave up the province Strathclyde which now is a part of England. It is only once a peace is negotiated that you can expand your country's territory. Negotiations work in the same way when you are the one offering tribute in territory and/or money.;x
TUTORIAL_4_D0_NAME;Foreign Diplomats;x
TUTORIAL_4_D0_DESC;Of course, other countries can send diplomats to you in various matters. This is displayed by a message window. In this case, Wales is offering you a royal marriage which can better the relations between your countries. Click the message and accept the offer.;x
TUTORIAL_4_E0_NAME;End of Chapter;x
TUTORIAL_4_E0_DESC;You have now reached the end of the fourth chapter and should move on to Religion.;x
#;x
TUTORIAL_5_A1_NAME;Chapter 5: Religion;x
TUTORIAL_5_A1_DESC;In this chapter you will learn how you see your country's state religion and the religion in your provinces, how you set your country's tolerance for different religions, how you sometimes can change state religion in your country and how to use missionaries to change religion in a colony or province.;x
TUTORIAL_5_B1_NAME;Country Information;x
TUTORIAL_5_B1_DESC;Click the coat of arms above the information window to the left. This brings up general information about your country.;x
TUTORIAL_5_B2_NAME;Information on Religion;x
TUTORIAL_5_B2_DESC;Click the religious symbol here to see information about religion in your country and set your country's tolerance levels for different religions.;x
TUTORIAL_5_B3_NAME;State Religion;x
TUTORIAL_5_B3_DESC;At the top of the information window you see the state religion of your country. This official religion is favored by the state. The options of state religions that your country has depend on the historical situation. Your country's state religion influences its long-term relationship with other countries and can have other impacts (for example, Catholic countries get more diplomats than other countries).;x
TUTORIAL_5_B4_NAME;Dissenting Provinces;x
TUTORIAL_5_B4_DESC;All the provinces in your country don't necessarily share the same religion. Due to conquest or religious movements such as the Reformation, your country can include religious dissenters. When you look at the information about religion this is indicated by religious symbols on the map in the provinces that differ from the state religion. In this example Lancashire has turned Protestant while England is still a Catholic country.;x
TUTORIAL_5_B5_NAME;Tolerance;x
TUTORIAL_5_B5_DESC;Although your country always has an official state religion you can choose the level of tolerance that it has for various other religions. It can be useful to be tolerant towards important minority religions within your country. Provinces with a different religion are prone to rebel against the state and a high level of tolerance for their religion can lessen this tendency. Also, tolerance levels can impact other countries' relationships with your country.;x
TUTORIAL_5_C1_NAME;Setting Tolerance Levels;x
TUTORIAL_5_C1_DESC;You set the tolerance levels for different religions in the lower part of the information window. Simply grab the lever by clicking it and pull it left or right. The further left you pull it the lower your tolerance level for that religion and vice versa. Note that the tolerance levels for different religions are dependent on each other so you can't set them completely freely. This includes the state religion which also has a tolerance level.;x
TUTORIAL_5_C2_NAME;Changing State Religion;x
TUTORIAL_5_C2_DESC;At certain points in the game there are historical events that give certain countries the option to change their state religion. One such event is the Reformation, which lets some Christian countries switch religions from Catholic to Protestant. Many provinces change religions automatically when these events occur no matter what the player does. Changing state religion often is very disruptive for a country's stability and relationship to other countries but can still bring long-term advantages.;x
TUTORIAL_5_D1_NAME;Missionaries;x
TUTORIAL_5_D1_DESC;In your colonies or provinces you can try to convert the population to your state religion by sending a missionary. In the bar at the top of the map window you see how many missionaries you currently have at your disposal next to the missionary icon. Now you will send a missionary to the Protestant province of Lancashire in order to convert it back to your state religion Catholicism.;x
TUTORIAL_5_D2_NAME;Click the Missionary Icon;x
TUTORIAL_5_D2_DESC;Click the missionary icon beneath the information window and then select the indicated province Lancashire by clicking it on the map. In the information window you then see the chance of success for your missionary, the time that his mission will take and the cost for it.;x
TUTORIAL_5_D3_NAME;Send a Missionary;x
TUTORIAL_5_D3_DESC;Click the Send button to accept the cost for the mission and send a missionary off to Lancashire. His mission is then represented by a missionary on the map and in time you will see if he succeeds. Please note that the time required for the missionary to succeed is outside the time span of this tutorial. After you see the missionary in Lancashire you can click OK to continue the tutorial.;x
TUTORIAL_5_E0_NAME;End of Chapter;x
TUTORIAL_5_E0_DESC;You have now reached the end of the fifth chapter and should move on to Colonization.;x
#;x
TUTORIAL_6_A1_NAME;Chapter 6: Colonization;x
TUTORIAL_6_A1_DESC;This chapter of the tutorial concerns colonization. You will learn how to explore unknown lands and how to send traders or colonists to an area in order to turn it into a trading post or a colony.;x
TUTORIAL_6_A2_NAME;Neutral Provinces;x
TUTORIAL_6_A2_DESC;There are neutral provinces in the game. They don't belong to any country and may be controlled by natives. The countries in the game can found colonies or trading posts in these neutral provinces and thus gain ownership and control over them. In this example, Wales is a neutral province.;x
TUTORIAL_6_B1_NAME;Terra Incognita;x
TUTORIAL_6_B1_DESC;There are also white areas on the map as indicated by the arrow. This is called Terra Incognita and represents all areas on the map - land and sea - that are uncharted by your country.;x
TUTORIAL_6_B2_NAME;Conquistadors (Land);x
TUTORIAL_6_B2_DESC;At certain historical points in the game, you can get special naval and land commanders which let you explore Terra Incognita with your military units. The land commanders are called conquistadors. Select the unit in the indicated province Northumberland. You can see that the commander is a conquistador by the helmet icon to the right of his name in the information window.;x
TUTORIAL_6_B3_NAME;Discover New Territory;x
TUTORIAL_6_B3_DESC;Now move your conquistador unit into the indicated Terra Incognita to the northwest by right-clicking where the arrow points. It takes longer to move into Terra Incognita than normal movement, but the conquistador commander lowers the attrition suffered by the unit.;x
TUTORIAL_6_B4_NAME;New Discovery!;x
TUTORIAL_6_B4_DESC;Your conquistador unit has discovered new land. In this case, it is a neutral province that you can try to found a colony or trading post in. You have a greater chance of successfully establishing a colony or trading post if you have troops in the neutral province, especially if these are led by a conquistador.;x
TUTORIAL_6_B5_NAME;Explorers (Naval);x
TUTORIAL_6_B5_DESC;The naval commanders that can explore Terra Incognita are called explorers. Select the indicated fleet unit and you can see that the commander is an explorer by the sextant icon to the right of his name in the information window.;x
TUTORIAL_6_B6_NAME;Find New Land;x
TUTORIAL_6_B6_DESC;Now move your explorer unit into the indicated Terra Incognita by right-clicking where the arrow points. It's slower to move through Terra Incognita, also at sea and just like with conquistadors explorers lower attrition for their unit.;x
TUTORIAL_6_B7_NAME;New Discovery!;x
TUTORIAL_6_B7_DESC;Your explorer unit has discovered new waters and land. To find out more about the new land, you need to explore it with a land unit led by a conquistador.;x
TUTORIAL_6_B8_NAME;Colonize Province;x
TUTORIAL_6_B8_DESC;Now you should try to send a colonist to a neutral province. In the top bar in the map window you see how many colonists you presently have at your disposal next to the colonist icon (the ship). Click the indicated colonist icon beneath the information window. Select one of the neutral provinces that are open to colonization (they are green in the colonization view). In the information window you see what chances you have to successfully establish a colony. Continued...;x
TUTORIAL_6_B9_NAME;Colonize Province continued.;x
TUTORIAL_6_B9_DESC;You can also choose to send a trader to establish a trading post which is less expensive and often easier to establish than a colony. Once you have established a trading post or a colony you can expand it by sending more traders or colonists until the colony has a population of 5,000 when it ceases to be a colony and becomes a normal province. Click the indicated Send Colonist button and see how your colony is established.;x
TUTORIAL_6_B10_NAME;Permanent Terra Incognita;x
TUTORIAL_6_B10_DESC;On the map you can also encounter Permanent Terra Incognita which you can't even explore with explorers or conquistadors. These are areas that for historical reasons remain unknown throughout the period of your current game.;x
TUTORIAL_6_C0_NAME;End of Chapter;x
TUTORIAL_6_C0_DESC;You have now reached the end of the sixth chapter and should move on to Economy.;x
#;x
TUTORIAL_7_A0_NAME;Chapter 7: Economy;x
TUTORIAL_7_A0_DESC;In this chapter you will learn how to find economic information in the game and how to manage the economy of your country. You will also learn about merchants and how to place them in centers of trade.;x
TUTORIAL_7_B0_NAME;Province Income;x
TUTORIAL_7_B0_DESC;When you select a province, you see the main product of the province at the top of the information window. The main product is vital for the economy of a province. In our example, the main product of the province Anglia is grain. To the left you see the province income i.e. how much tax revenue (in ducats) the province generates yearly.;x
TUTORIAL_7_B1_NAME;Trade Revenues;x
TUTORIAL_7_B1_DESC;To the right you see the trade revenues of the province i.e. the amount that it generates in its center of trade. This benefits your country's treasury only indirectly via your merchants at the center of trade. The tax revenue from each of your provinces and colonies and the trade incomes from your country's merchants make up the yearly income that you get on the first of January and the monthly income that you get during the year.;x
TUTORIAL_7_B2_NAME;Economic Map Mode;x
TUTORIAL_7_B2_DESC;To see the economic situation of all provinces, you should now switch to the economic map mode by clicking the indicated coins icon above the mini map.;x
TUTORIAL_7_B3_NAME;Economic Information;x
TUTORIAL_7_B3_DESC;In the economic map mode you see all provinces' main product symbolized in the map window and the provinces are shaded according to wealth. The economy of the selected province is shown in the information window. Here you see the province income as well as an estimate of it (from very low to very high).;x
TUTORIAL_7_B4_NAME;Economic Information (2);x
TUTORIAL_7_B4_DESC;You also see the trade revenues of the selected province, and an estimate of it (from very low to very high).;x
TUTORIAL_7_B5_NAME;Main Product;x
TUTORIAL_7_B5_DESC;To get more detailed information and statistics about the selected province's main product, which also is its main trade good click the picture of it in the information window.;x
TUTORIAL_7_B6_NAME;Information on Trade Goods;x
TUTORIAL_7_B6_DESC;Here you find detailed information about the price, supply and demand of the province's main trade good. You also see the details on production and trade with it. This can be important when deciding where to invest in developing the economy. On the map all provinces that produce the product are indicated in a specific color.;x
TUTORIAL_7_C0_NAME;Setting Your Budget;x
TUTORIAL_7_C0_DESC;Anytime when playing the game you can make budgetary decisions for your country i.e. decide how you want to use the monthly income from all your provinces. Click the Horn of Plenty icon at the top of the information window to get to the budgeting window.;x
TUTORIAL_7_C1_NAME;Budgeting;x
TUTORIAL_7_C1_DESC;In this window you decide what to invest your monthly income in. You have a certain amount of money to divide between different areas as indicated in the information window. These are all long-term investments that influence the development of your country. Short-term investments - in troops, diplomacy, development in provinces and such - are made from the treasury.;x
TUTORIAL_7_C2_NAME;Changing the Settings;x
TUTORIAL_7_C2_DESC;To change the distribution between different areas you simply grab the lever by clicking it and pull it left to decrease the budget for that area or right to increase it. Note that settings all depend on each other so when you raise one the others are lowered and vice versa.;x
TUTORIAL_7_C3_NAME;Set Amount to Treasury;x
TUTORIAL_7_C3_DESC;Each year you get a lump-sum put into your treasury on the first of January. You can always see how much money you have in your treasury to the right in the top bar of the map window. With the bottom lever, you can choose to put some of your monthly income in your treasury. You should be aware of the fact that you then use assets that could be put into the long-term development of your country.;x
TUTORIAL_7_C4_NAME;War Taxes;x
TUTORIAL_7_C4_DESC;War can be very costly. When you are at war you can therefore choose to raise war taxes to enhance your chances of winning. This increases your tax income and capacity to build troops, but also leads to instability in your country.;x
TUTORIAL_7_C5_NAME;Bank Loans;x
TUTORIAL_7_C5_DESC;When at war or in other situations where you need money fast you can take a bank loan. You get a sum of money immediately but will have to pay interest rate and pay back the loan in five years' time. You can only renew the loan a limited number of times then your country will go bankrupt and bank loans will be more difficult and expensive to get in the future.;x
TUTORIAL_7_D0_NAME;Financial Summary;x
TUTORIAL_7_D0_DESC;Click the document icon at the top of the information window to see the financial summary for your country.;x
TUTORIAL_7_D1_NAME;Your Finances;x
TUTORIAL_7_D1_DESC;Here you get an overview of your finances in the information window. At the top you see your country's total income then the fixed expenses of military forces and loans interest and then the investments in different areas that you set in the budgeting window. At the bottom, you see the treasury's monthly balance that you also set in the budgeting window.;x
TUTORIAL_7_D2_NAME;Your Finances (2);x
TUTORIAL_7_D2_DESC;If you put too much money in your treasury it can lead to inflation i.e. that the value of your money decreases. At the very bottom of the window you see the present inflation rate.;x
TUTORIAL_7_E0_NAME;Trade;x
TUTORIAL_7_E0_DESC;Another economic dimension of the game is trade. Around the world, your merchants give you incomes through their trade activities at different centers of trade. Click the trade icon beneath the information window to get to the trade view.;x
TUTORIAL_7_E1_NAME;Centers of Trade;x
TUTORIAL_7_E1_DESC;All provinces belong to a center of trade where they trade with the rest of the world. In the trade view, you can see all the centers of trade known to you and the area that belongs to them. In the information window, you see information about which countries' merchants are present at the selected center of trade. At the top of the information window and on the map you see its yearly revenue and your merchants' share of it.;x
TUTORIAL_7_E2_NAME;Place Merchant;x
TUTORIAL_7_E2_DESC;Your share of the total revenue of a center of trade depends on how many merchants your country has in it. On the far left of the top bar in the map window, you see the present number of merchants at your disposal. Try placing a merchant in Anglia by clicking that center of trade and then clicking Place Merchant at the bottom of the information window.;x
TUTORIAL_7_E3_NAME;Merchants and Monopoly;x
TUTORIAL_7_E3_DESC;You now have a merchant placed in Anglia indicated by your coat of arms in the information window. The more merchants you have in a center of trade, the higher up your coat of arms will be shown. If you reach the top you have a monopoly and your merchants take all the profit from any empty slots in the center of trade.;x
TUTORIAL_7_F0_NAME;End of Chapter;x
TUTORIAL_7_F0_DESC;You have now reached the end of the seventh chapter and should move on to Development.;x
#;x
TUTORIAL_8_A0_NAME;Chapter 8: Development;x
TUTORIAL_8_A0_DESC;This is a chapter concerning the long-term development of your country and how you manage it. You will also learn about the central concept of stability and its far-reaching influence on your country's development.;x
TUTORIAL_8_A1_NAME;Stability;x
TUTORIAL_8_A1_DESC;Your country's stability is very important for both the long-term development of your country and its short-term performance. The stability ranges from -3 to +3 and you always see it at the indicated place in the top bar. Almost everything you do influences your country's stability. Random events can also impact it.;x
TUTORIAL_8_A2_NAME;Effects of Instability;x
TUTORIAL_8_A2_DESC;Instability has serious consequences for a country. The risk of rebellion increases, your troops don't fight as well, tax revenues fall, population growth slows down or becomes negative, the number of merchants goes down and your diplomatic possibilities deteriorate.;x
TUTORIAL_8_A3_NAME;Investing in Stability and Development;x
TUTORIAL_8_A3_DESC;In the game your country goes through different levels of technological, scientific and economic development. As shown in the previous chapter, the budgeting process lets you invest in the long-term development of your country as well as in raising stability. Click the budgeting icon to get to the budget window.;x
TUTORIAL_8_A4_NAME;Land Technology;x
TUTORIAL_8_A4_DESC;The more you invest in land technology, the faster your land-based military technology will advance. (Point to question mark for details.);x
TUTORIAL_8_A5_NAME;Naval Technology;x
TUTORIAL_8_A5_DESC;The more you invest in naval technology, the faster your naval military technology will advance. (Point to question mark for details.);x
TUTORIAL_8_A6_NAME;Stability;x
TUTORIAL_8_A6_DESC;Here you invest in the stability of your country which is a good idea if it has gone down. The more you invest the faster your stability reaches the next level.;x
TUTORIAL_8_A7_NAME;Trade Level;x
TUTORIAL_8_A7_DESC;Investing in raising your trade level will make your trade more advanced which will create more revenues for you. The more you invest here the faster you will reach the next trade level. (Point to question mark for details.);x
TUTORIAL_8_A8_NAME;Infrastructure;x
TUTORIAL_8_A8_DESC;Your infrastructure level determines what options are open to you when developing your realm and your provinces. The more you invest in infrastructure, the faster you reach the next level. (Point to question mark for details.);x
TUTORIAL_8_A9_NAME;To Treasury;x
TUTORIAL_8_A9_DESC;As explained in the chapter on Economy, this is where you set how much of your monthly income should go to your treasury. From the treasury you can invest in developing your individual provinces.;x
TUTORIAL_8_B0_NAME;Developing a province;x
TUTORIAL_8_B0_DESC;Your country is made up of all its provinces (and colonies). Just like you can invest in the general development of your country, you can invest in developing each individual province.;x
TUTORIAL_8_B1_NAME;Provincial Officials;x
TUTORIAL_8_B1_DESC;You can appoint officials for different functions of the state in your provinces. As you reach new infrastructure levels you can invest in more advanced officials which will increase the provincial income and have other positive effects. In this example, you can click the indicated bailiff's office to promote the bailiff to a tax collector which will lead to more efficient tax collecting (but also raise the risk of rebellion).;x
TUTORIAL_8_B2_NAME;Provincial Officials (2);x
TUTORIAL_8_B2_DESC;There can be an official that is the highest public representative in each province. In this example, it's the mayor who you can promote to governor by clicking the indicated office. This will increase production incomes and city growth as well as reduce inflation.;x
TUTORIAL_8_B3_NAME;Provincial Officials (3);x
TUTORIAL_8_B3_DESC;There can also be a judicial official in each province. In this example, the province has a legal counsel who could be promoted to a chief judge once the province has a tax collector. This would increase tax incomes and reduce the risk of rebellion.;x
TUTORIAL_8_B4_NAME;Fortress;x
TUTORIAL_8_B4_DESC;You can invest in the defenses of your province and protect it better from foreign invaders or rebels. You expand the city fortress by clicking it. Which kind of fortress you can build depends on your country's infrastructure level.;x
TUTORIAL_8_B5_NAME;Manufactory;x
TUTORIAL_8_B5_DESC;To develop the economy in a province you can invest in building one of a number of manufactories. Which kinds are available to you depends on your levels of infrastructure and technology. Manufactories create extra incomes and investments in different technologies, reduce the revolt risk and increase city growth and demand for certain goods.;x
TUTORIAL_8_C0_NAME;Country information;x
TUTORIAL_8_C0_DESC;You can always get information about how your country is doing by clicking the coat of arms above the information window. Click it now.;x
TUTORIAL_8_C1_NAME;Domestic policies;x
TUTORIAL_8_C1_DESC;In the information window you get a quick summary of the state of your country and the abilities of your current monarch, which has an effect on your country's development. You can also set your domestic policies by clicking the indicated coat of arms.;x
TUTORIAL_8_C2_NAME;Setting Domestic Policies;x
TUTORIAL_8_C2_DESC;Here you can make a number of different long-term choices in your domestic policies. Each political choice has its pros and cons as you balance between different interests, ideologies and strategies. You click + and - to move the lever one step in either direction. Changes happen over a long period of time and you can only make one change every ten years.;x
TUTORIAL_8_C3_NAME;Setting Domestic Policies (2);x
TUTORIAL_8_C3_DESC;The choice between plutocracy or aristocracy is one between promoting a wealthy middle class or the traditional nobility. When you choose between decentralization and centralization you balance the central state and traditional provincial freedoms. A narrow-minded society can be easy to control, but is less dynamic and innovative. The choice between free trade and mercantilism determines how trade will develop in your country.;x
TUTORIAL_8_C4_NAME;Setting Domestic Policies (3);x
TUTORIAL_8_C4_DESC;Choosing a military doctrine influences what kind of warfare your troops will prefer. The choice between being a maritime or land based power should have a lot to do with the geography of your country. Another issue to settle is whether you should go for quantity or quality when building troops. Finally, you choose how much freedom you want to grant your subjects. (For more details on the effects of a policy choice point to its control.);x
TUTORIAL_8_D0_NAME;End of Chapter;x
TUTORIAL_8_D0_DESC;You have now reached the end of the eighth chapter and should move on to Information.;x
#;x
TUTORIAL_9_A0_NAME;Chapter 9: Information;x
TUTORIAL_9_A0_DESC;This final chapter will show you where you find information about your standing compared to other countries in the scenario you are playing. You will also learn about victory points and the missions you will get from your regent.;x
TUTORIAL_9_A1_NAME;Ledger;x
TUTORIAL_9_A1_DESC;When you choose a scenario, you also decide on certain goals that you should achieve to win the scenario. Click the ledger to the right of the small map to get information on how you and other countries are doing.;x
TUTORIAL_9_A2_NAME;Game Information;x
TUTORIAL_9_A2_DESC;In the ledger there is a great wealth of information and statistics about the current game. You can find everything in these pages. At the bottom of the ledger window you see a number of bookmarks, each of which brings up pages with information on a specific aspect of the game.;x
TUTORIAL_9_A3_NAME;Monarch and Victory Progress;x
TUTORIAL_9_A3_DESC;Click the indicated bookmark to get to pages with information about victory points. Each country is awarded these points based on how well they perform concerning different aspects such as combat, diplomacy, discoveries, economic development, colonization, peace negotiation and mission fulfillment. You also find information on your monarchs and their varying abilities here.;x
TUTORIAL_9_A4_NAME;Economy;x
TUTORIAL_9_A4_DESC;Click this bookmark to get to the first of several pages with all kinds of economic statistics and information about your economy and the economy of other countries.;x
TUTORIAL_9_A5_NAME;Diplomacy;x
TUTORIAL_9_A5_DESC;Click this bookmark to get to the pages that concern your relations to all other countries.;x
TUTORIAL_9_A6_NAME;Technology;x
TUTORIAL_9_A6_DESC;Click this bookmark to get to graphs of the level of land and naval technology of all countries.;x
TUTORIAL_9_A7_NAME;Military;x
TUTORIAL_9_A7_DESC;Click this bookmark to see several pages of statistics on military forces of all countries and information on your military leadership, armies and navies.;x
TUTORIAL_9_A8_NAME;Establishments;x
TUTORIAL_9_A8_DESC;Click this bookmark to get to pages with information of all countries' territorial size, lists of your colonial and non-colonial possessions and an overview of how you have developed your provinces.;x
TUTORIAL_9_A9_NAME;History;x
TUTORIAL_9_A9_DESC;Click this bookmark to get the history of your game. This is a log of everything that has happened in the game thus far.;x
TUTORIAL_9_A10_NAME;Flip Forward;x
TUTORIAL_9_A10_DESC;Click this arrow to go to the next page in the ledger.;x
TUTORIAL_9_A11_NAME;Flip Back;x
TUTORIAL_9_A11_DESC;Click this arrow to go to the previous page in the ledger.;x
TUTORIAL_9_A12_NAME;Close Ledger;x
TUTORIAL_9_A12_DESC;Click the indicated ledger lock to close the ledger and go back to the normal window.;x
TUTORIAL_9_C0_NAME;End of Chapter;x
TUTORIAL_9_C0_DESC;You have now reached the end of the tutorial and should be all set to start playing!;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Notifiers;x
#-----------------------------------------------------------------------------------------------;x
#;x
ALERT_BUDGET;§YWe are likely to run out of money§W;x
ALERT_REVOLT;§YRevolts possible§W;x
ALERT_POLICY_CHANGE;Can change Domestic Policies;x
ALERT_LOW_MAINTENANCE;Low troop maintenance;x
ALERT_HIGH_MAINTENANCE;High troop maintenance;x
ALERT_MAX_LEVEL;Still investing in %s even though it is at the max level;x
ALERT_TRUCE_EXPIRING;Truce expiring;x
ALERT_CB_EXPIRING;Casus Belli expiring;x
ALERT_ATWAR;§YAt war§W;x
ALERT_FOREIGN_TERRITORY;§YTroops in foreign territory§W;x
ALERT_LOAN_DUE;§YA loan is coming due§W;x
ALERT_BUILD_IMPROVEMENTS;Officials can be promoted;x
ALERT_NAVAL_ATTRITION;§YShips are sinking at sea§W;x
#;x
ALERT_DEL_BUDGET;We are losing %.2f$ per month. At this rate, we will run out of money in %s.\n\nIf our income is not enough to cover our interest and military maintenance, we will be forced to take a loan.;x
ALERT_DEL_REVOLT_RISK;§YHigh revolt risk in:\n§W;x
ALERT_DEL_REVOLT_RISK_FMT;%s: %d%s\n;x
ALERT_DEL_REVOLT_RISK_CTRL;§YControlled by rebels:\n§W;x
ALERT_DEL_REVOLT_RISK_CTRL_FMT;%s\n;x
ALERT_DEL_POLICY_CHANGE;;x
ALERT_DEL_LOW_MAINTENANCE;Our troops cannot fight up to their full potential;x
ALERT_DEL_HIGH_MAINTENANCE;We can save money by putting our troops on half pay when they are not fighting;x
ALERT_DEL_MAX_LEVEL;Any further investments will go to the treasury, causing inflation;x
ALERT_DEL_TRUCE_EXPIRING_FMT;%s:  %s %d\n;x
ALERT_DEL_CB_EXPIRING_FMT;%s:  %s %d\n;x
ALERT_DEL_ATWAR;Country is at war with:\n;x
ALERT_LIST_AND; and ;x
ALERT_DEL_FOREIGN_TERRITORY;In:\n;x
ALERT_DEL_LOAN_DUE;Loans due soon:\n;x
ALERT_DEL_LOAN_DUE_FMT;%s:  %d$ in %s %d\n;x
ALERT_LOAN_BANK;Bank;x
ALERT_DEL_BUILD_IMPROVEMENTS_BAILIFF;§YBailiff in:\n§W;x
ALERT_DEL_BUILD_IMPROVEMENTS_COURTHOUSE;§YChief judge in:\n§W;x
ALERT_DEL_BUILD_IMPROVEMENTS_CITYRIGHTS;§YGovernor in:\n§W;x
ALERT_DEL_NAVAL_ATTRITION;The following fleets have attrition and are not moving:\n;x
ALERT_DEL_NAVAL_ATTRITION_FMT;%s:  %s (%.2f%s)\n;x
#;x
#-----------------------------------------------------------------------------------------------;x
#INTERFACE.CSV: added;x
#;x
TWTECHGROUP;Our technology group: §Y%s\n;x
TWTECHGROUPNMR;(influence on research costs: §Y%s%.0f%s§W)\n;x
TWTECHPENALTY;We are isolated from the world and our research costs are §Y%.0f%s§W higher.\n;x
TWTECHGROUP_D;Being part of a specific technology group reflects the historical ability of our country to progress in technological development. It remains constant throughout the game unless changed by an event.\nWe also receive a multiplier to our research costs if we have had little contact with foreigners or have diplomatic ties to fewer than %d countries. We may overcome this if we manage to get in contact with more countries, e.g. through exploration.\n;x
#NOTE: EE_ADDCOLONIAL and EE_REMCOLONIAL are obsolete;x
EE_ADDCASUSBELLI;%s will be considered one of our Casus Belli provinces.\n;x
EE_REMCASUSBELLI;%s will no longer be part of our Casus Belli provinces.\n;x
HPWWE;War Exhaustion:;x
EN_WRONG_VERSION;Your version doesn't correspond to the hosted game.;x
ALERT_DEL_REVOLT_RISK_WEFMT;%s: %d%s (war exhaustion: §Y%d§W)\n;x
EE_CITYCUL;Culture of the city in %s changed to %s.\n;x
#NOTE: _EYRSYMBOL_SUCCESS_ROLLOVER_, _EYRSYMBOL_FAILURE_ROLLOVER_ and from _EYRSYMBOL_RANK1_ROLLOVER_ to _EYRSYMBOL_RANK7_ROLLOVER_ are obsolete;x
FEOPT_FOWOWNER;PROVINCES UNDER FoW;x
FEOPT_FOWOWNER_SHIELD;Shield;x
FEOPT_FOWOWNER_FLAG;Flag;x
FEOPT_FOWOWNER_HIDE;None;x
WERELIGIONSAME;remain the same;x
#NOTE: DPREMINDER_SETUP to DPREMINDER_BTN2 are obsolete;x
COWROLLDOM_ENTRY;%s - %s: §Y%d\n;x
POROLLCANTCONVERTRLEADER;%s as religious leader cannot be forcibly converted.;x
DIPROL_WAR5;We may not declare war upon %s, since we are in a war together with them.;x
COWTRADE;Trade Level: %s;x
COWINFRA;Infrastructure: %s;x
FEMAIN_SELECTMOD;MOD SELECTION;x
DIPROL_JOIN4;Our country cannot join alliances with %d members or more.;x
#-----------------------------------------------------------------------------------------------;x
#Version 1.1;x
#-----------------------------------------------------------------------------------------------;x
#;x
FESETTINGS_INTERFACE;Select Interface;x
DROPDOWN_NO_INTERFACE;<No Interface Found>;x
FESETTINGS_COLORSCALES;Select Colorscales;x
DROPDOWN_NO_COLORSCALES;<No Colorscales Found>;x
DIPROL_DYN_NO;%s cannot enter any Royal Marriages due to governmental structure.;x
DIPROL_DYN_USNO;We cannot enter any Royal Marriages.;x
#NOTE: FESETTINGS_STYLE and DROPDOWN_NO_STYLE are now obsolete.;x
FESETTINGS_SHIELDS;Select Shields;x
DROPDOWN_NO_SHIELDS;<No Shields Found>;x
GAME_NOCHOSENCOUNTRY;Previously chosen country is not available in the selected saved game. \nChoose this game in the Saved Games list.;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Version 1.2;x
#-----------------------------------------------------------------------------------------------;x
#;x
FEOPT_BADBOYWARS;BADBOY WARS;x
FEOPT_CIVILWARS;CIVIL WARS;x
ROL_EMP;Emperor of the Holy Roman Empire \n;x
ROL_EMPINFO;The Emperor has Military Access to all provinces within the Holy Roman Empire when at war. For each supportive Elector (relation at least +100) the Emperor receives the following benefits: \n¤ Stability and Technology costs reduced by a small amount \n¤ Manpower bonus of %.2f \n¤ %.2f$ added to the Monthly Income in January \nAll European Christian monarchs are eligible as new Emperor when the previous one is dead. The monarch fullfilling certain requirements and with the best overall diplomatic relations with the Electors will be chosen.\n;x
EYRLLOCATION;Location;x
_EYRSYMBOL_BUILD_ROLLOVER_;Click to build;x
ALERT_DEL_MORE_PROVS;... (%d more)\n;x
MILLANDBREAKOUT;Infantry: §Y%.2f\nCavalry: §Y%.2f\nArtillery: §Y%.2f;x
MILNAVALBREAKOUT;Warships: §Y%.2f\nGalleys: §Y%.2f\nTransports: §Y%.2f;x
MILWMORALEBREAKOUT;§Y%.2f;x
#;x
#-----------------------------------------------------------------------------------------------;x
#Version 1.3;x
#-----------------------------------------------------------------------------------------------;x
#;x
NEWMON_GOOD;%s is truly blessed.;x
NEWMON_OK;%s seems to be competent.;x
NEWMON_BAD;We shudder to think %s may rule us for years.;x
NEWMON_VALUES;§YDip: §W%d §YAdm: §W%d §YMil: §W%d§Y;x
LEADERNEW_GOOD;%s will drive all our enemies before us.;x
LEADERNEW_OK;%s will be useful to us.;x
LEADERNEW_BAD;%s would probably not be a leader except through family connections.;x
LEADERNEW_VALUES;§WManeuver: §Y%d §WFire: §Y%d §WShock: §Y%d§W%s;x
LEADERNEW_SIEGE; §WSiege: §Y%d§W;x
RNATIONAL;\nNational province of %s\n;x
RCLAIM;\nClaim province of %s\n;x
RCASUSBELLI;\nCasus Belli province of %s\n;x
RTOT;\nTreaty of Tordesillas province of %s\n;x
RWEIGHT;Weight with selected units: §Y%d§W / §Y%d§W\n;x
RFORTRESS;%s: §Y%d§W\n;x
RPOPULATION;%s: %d (%.1f\%%)\n;x
RMANPOWER;%s: §Y%.2f§W (base §Y%.1f§W)\n;x
RSUPPLY;%s: %d\n;x
RINSUPPLY;§070In supply\n;x
RADJSUPPLY;§770Adjacent to supply source\n;x
RNOSUPPLY;§811Out of supply\n;x
RAREA;\n§YArea: %s§W\nRegion: §Y%s§W\nContinent: §Y%s§W\n;x
RREGION;\nArea: §Y%s§W\n§YRegion: %s§W\nContinent: §Y%s§W\n;x
RCONTINENT;\nArea: §Y%s§W\nRegion: §Y%s§W\n§YContinent: %s§W\n;x
RALLYPROVINCE;Allied province\n;x
ROURPROVINCE;Our province\n;x
RENEMYPROVINCE;Enemy province\n;x
RELIGIBLEPROVINCE;Click to add §Y%s§W to the peace offer\n;x
RSELECTEDPROVINCE;§Y%s§W is part of the peace offer\n;x
RALLYSELECTEDPROVINCE;§Y%s§W is part of the peace offer\n;
RNEUTRALPROVINCE;Neutral province\n;x
MANPOWER_NOCITY;The population in colonies and trading posts is too small to recruit troops.\n;x
MANPOWER_NOCONNECTION;Provinces which are not connected to their capital or on the same continent do not provide manpower.\n;x
MANPOWER_BASE;%.1f Base Manpower\n;x
MANPOWER_SIZE;x %.2f Population Modifier\n;x
MANPOWER_EXC;x %.2f War Taxes\n;x
MANPOWER_BARRACKMUL;x %.1f Barracks\n;x
MANPOWER_BARRACKADD;+ %.2f Barracks\n;x
MANPOWER_NCULTURE;x %.2f Cultural Differences\n;x
MANPOWER_NATIONALISM;x %.2f Nationalism\n;x
HPWAREXH_I;The war exhaustion component of revolt risk here. War exhaustion increases during active wars, when war taxes are raised, or when troops are recruited. It decreases slowly back to zero in peacetime.;x
WAREXH_BASE;%.2f Base\n;x
WAREXH_NATIONAL;x %.2f National Province\n;x
WAREXH_NONNATIONAL;x %.2f Non-national Province\n;x
WAREXH_NCULTURE;x %.2f Cultural Differences\n;x
WAREXH_NRELIGION;x %.2f Religious Differences\n;x
WAREXH_NONE;x %.2f Cultural and Religious Differences\n;x
PROV_POPGRWTH_CAP;+%.1f: Capital\n;x
#;x
EFFECT_PROD_EFF;+%d\%% Production Efficiency\n;x
EFFECT_COLONISTS;Allows Colonists\n;x
EFFECT_TC;Bailiffs can be promoted to Tax collectors\n;x
EFFECT_FINE_ARTS;Allows Fine Arts Academies\n;x
EFFECT_REFINERY;Allows Refineries\n;x
EFFECT_COURTHOUSE;Legal counsels can be promoted to chief judges\n;x
EFFECT_CITYRIGHTS;Mayors can be promoted to Governors\n;x
EFFECT_GOODS;Allows Goods Manufactories\n;x
#;x
EFFECT_TRADE_EFF;+%d\%% Trade Efficiency\n;x
EFFECT_MERCHANTS;Allows Merchants\n;x
EFFECT_TP;Allows Trading posts\n;x
EFFECT_MONOPOLY;Allows Monopolies\n;x
EFFECT_EMBARGO;Allows Trade Embargoes\n;x
#;x
EFFECT_CRT;Improved CRT\n;x
EFFECT_MORALE;%s%.2f Morale\n;x
EFFECT_MAX_ATTRITION;%s%.2f\%% Maximum Attrition\n;x
EFFECT_INF_FIRE;%s%.2f Infantry Fire\n;x
EFFECT_INF_SHOCK;%s%.2f Infantry Shock\n;x
EFFECT_CAV_FIRE;%s%.2f Cavalry Fire\n;x
EFFECT_CAV_SHOCK;%s%.2f Cavalry Shock\n;x
EFFECT_ART_FIRE;%s%.2f Artillery Fire\n;x
EFFECT_ART_SHOCK;%s%.2f Artillery Shock\n;x
EFFECT_INF;Allows Infantry\n;x
EFFECT_CAV;Allows Cavalry\n;x
EFFECT_ART;Allows Artillery\n;x
EFFECT_FORT;Allows Level %d Fort\n;x
EFFECT_ASSAULTS;Allows Assaults\n;x
EFFECT_WEAPONS;Allows Weapons Manufactories\n;x
EFFECT_LAND_EXPLORE;Allows all armies to explore\n;x
EFFECT_BARRACKS;Allows Conscription Centers\n;x
EFFECT_FASTSIEGE;Sieges will proceed faster\n;x
#;x
EFFECT_WARSHIP_FIRE;%s%.2f Warship Fire\n;x
EFFECT_WARSHIP_SHOCK;%s%.2f Warship Shock\n;x
EFFECT_GALLEY_FIRE;%s%.2f Galley Fire\n;x
EFFECT_GALLEY_SHOCK;%s%.2f Galley Shock\n;x
EFFECT_NAVAL_ATTRITION;%s%.2f\%% Attrition\n;x
EFFECT_LOW_WIND;%s%.2f\%% Warships Low Wind Penalty\n;x
EFFECT_WARSHIPS;Allows Warships\n;x
EFFECT_GALLEYS;Allows Galleys\n;x
EFFECT_TRANSPORTS;Allows Transports\n;x
EFFECT_BLOCKADE;Allows blockading enemy ports\n;x
EFFECT_SHIPYARDS;Allows Shipyards\n;x
EFFECT_NAVAL;Allows Naval Equipment Manufactories\n;x
EFFECT_SIGHT;Increased sight range for ships and ports\n;x
EFFECT_SEA_EXPLORE;Allows all ships to explore\n;x
EFFECT_NO_STORMS;Ships will not be affected by storms\n;x
EFFECT_NO_ICE;Ships will not be affected by ice\n;x
#;x
CRB_LOW_WIND;Fighting at %.2f\%% effectiveness because of low wind\n;x
CRB_WIND_BONUS;Wind bonus\n;x
CRB_CAVALRY_BONUS;Cavalry bonus\n;x
CRB_TERRAIN_BAD;Artillery is only 50\%% effective in this terrain\n;x
CRB_TERRAIN_GOOD;Cavalry is fully effective in this terrain\n;x
#;x
CRB_ROLL_MOD_LEADERSHOCK;%s%d Leader Shock Value\n;x
CRB_ROLL_MOD_LEADERFIRE;%s%d Leader Fire Value\n;x
CRB_ROLL_MOD_TERRAIN;-1 Terrain\n;x
CRB_ROLL_MOD_DISEMBARK;-1 Disembarking\n;x
CRB_ROLL_MOD_RIVER;-1 Crossing River\n;x
CRB_ROLL_MOD_STRAIT;-2 Crossing Strait\n;x
CRB_ROLL_MOD_FORTRESS;%s%d Fortress\n;x
CRB_ROLL_MOD_CAVALRY;+1 Cavalry Superiority\n;x
CRB_ROLL_MOD_CAVTERRAIN;-1 Unbalanced Army\n;x
CRB_ROLL_MOD_WIND;+1 Home Waters\n;x
#;x
CRB_LEADER_DEFAULT;Minor commander;x
#;x
EYRTRADETECH;Trade Tech;x
EYRINFRATECH;Infra Tech;x
#;x
COLNEWSUCCESS_BTN3;Send Colonist;x
COLEXPANDSUCCESS_BTN3;Send Colonist;x
COLFAIL_BTN3;Send Colonist;x
TPNEWSUCCESS_BTN3;Send Trader;x
TPEXPANDSUCCESS_BTN3;Send Trader;x
TPFAIL_BTN3;Send Trader;x
TPFAILEST_BTN3;Send Trader;x
COLNEXT;§WNext colonist: §W%d$ §W%d\%%;x
TPNEXT;§WNext trader: §W%d$ §W%d\%%;x
MERNEXT;§WNext merchant: §W%d$ §W%d §Yopen slots;x
#;x
DOMW_STAB;Our stability is too low to modify these.;x
#;x
WARDESC_PROVSLEFT;\n\nThey still control ;x
WARDESC_MANYPROVSLEFT;\n\nThey still control more than three provinces.;x
WARDESC_NOTHING;No battles yet\n;x
#;x
BUTTON_0214;Fortress Map Mode;x
BUTTON_0215;Population Map Mode;x
BUTTON_0216;Manpower Map Mode;x
BUTTON_0217;Supply Map Mode;x
BUTTON_0218;Geographic Map Mode\nClick again to toggle between areas, regions and continents.;x
BUTTON_0301;Hunt Rebels;x
BUTTON_0302;Hunt Pirates;x
BUTTON_0303;Auto-Explore;x
BUTTON_0304;Stop Hunting;x
#;x
BLW_IMPROVE;OK;x
BLW_CANCEL;Cancel;x
#;x
UNION_SETUP;When a nation enters a personal union with us;x
UNION_HEADER;Herald from;x
UNION_1;%s;x
UNION_2;%t, we are now in a;x
UNION_3;Personal Union;x
UNION_4;with;x
UNION_5;%s;x
UNION_6;Both countries will be ruled by %s from %s.;x
UNION_LOG;%s has entered a personal union with us.;x
UNION_BTN1;Great!;x
UNION_BTN2;Goto;x
#;x
UNIONOTHER_SETUP;When another nation enters a personal union;x
UNIONOTHER_HEADER;Herald from;x
UNIONOTHER_1;%s;x
UNIONOTHER_2;%t;x
UNIONOTHER_3;%s;x
UNIONOTHER_4;entered a;x
UNIONOTHER_5;Personal Union with %s;x
UNIONOTHER_6;Both countries will be ruled by %s from %s.;x
UNIONOTHER_LOG;%s has entered a personal union with %s.;x
UNIONOTHER_BTN1;OK;x
UNIONOTHER_BTN2;Goto;x
#;x
UNIONEND_SETUP;When another nation ends a personal union with us;x
UNIONEND_HEADER;Herald from;x
UNIONEND_1;%s;x
UNIONEND_2;%t, %s;x
UNIONEND_3;is no longer;x
UNIONEND_4;in a;x
UNIONEND_5;Personal Union;x
UNIONEND_6;with %s;x
UNIONEND_LOG;%s and %s are no longer in a personal union.;x
UNIONEND_BTN1;OK;x
UNIONEND_BTN2;Goto;x
#;x
UNIONENDOTHER_SETUP;When a nation ends a personal union;x
UNIONENDOTHER_HEADER;Herald from;x
UNIONENDOTHER_1;%s;x
UNIONENDOTHER_2;%t, %s;x
UNIONENDOTHER_3;is no longer;x
UNIONENDOTHER_4;in a;x
UNIONENDOTHER_5;Personal Union;x
UNIONENDOTHER_6;with %s;x
UNIONENDOTHER_LOG;%s and %s are no longer in a personal union.;x
UNIONENDOTHER_BTN1;OK;x
UNIONENDOTHER_BTN2;Goto;x
#;x
DIUNIONJUN;§WIs §Yjunior union partner §Wwith §Y%s;x
DIUNIONSEN;§WIs §Ysenior union partner §Wwith §Y%s;x
#;x
ALR_UNION;%s is in a personal union with %s.\n;x
#;x
DIPROL_PEACE3;Vassals cannot sign a separate peace while their master is still at war.;x
DIPROL_BAN2;We cannot ban %s from our alliance because we are currently fighting a war alongside them.;x
DIPROL_REFT2;Once we reach trade level %d, we can proclaim a trade embargo on %s.;x
#;x
#EOF;x