![[misc_banner_2.webp]]
`Apr. 2, 2025` · [[Horseapple]] · #Fragment #Misc #XML
> [!location]- File Location
> Mount & Blade II Bannerlord > Modules > Native
```
<?xml version="1.0" encoding="utf-8"?>
<strings>
<!--WARBAND-->
<!--WARBAND-->
<string
id="str_STR1_STR2"
text="{=!}{STR1}{STR2}" />
<string
id="str_STR1_space_STR2"
text="{=7AFlpaem}{STR1} {STR2}" />
<string
id="str_LEFT_colon"
text="{=eqAc8AOs}{LEFT}:" />
<string
id="str_LEFT_colon_wSpace"
text="{=ar2Y8Xs9}{LEFT}: " />
<string
id="str_LEFT_comma_RIGHT"
text="{=N5fmlTza}{LEFT}, {RIGHT}" />
<string
id="str_LEFT_RIGHT"
text="{=!}{LEFT}{RIGHT}" />
<string
id="str_LEFT_over_RIGHT"
text="{=ucyy9Sc5}{LEFT} / {RIGHT}" />
<string
id="str_LEFT_over_RIGHT_in_paranthesis"
text="{=9NjDfz5Z}({LEFT} / {RIGHT})" />
<string
id="str_LEFT_colon_RIGHT"
text="{=jIcGy6gI}{LEFT} : {RIGHT}" />
<string
id="str_LEFT_colon_RIGHT_wSpaceAfterColon"
text="{=EWq48MmD}{LEFT}: {RIGHT}" />
<string
id="str_LEFT_and_RIGHT"
text="{=3Gb7tKgJ}{LEFT} and {RIGHT}" />
<string
id="str_a_STR"
text="{=t6NXmyoF}{.a} {STR}" />
<string
id="str_STR_in_parentheses"
text="{=gPAkLi7l}({STR})" />
<string
id="str_string_newline_string"
text="{=ol0rBSrb}{STR1}{newline}{STR2}" />
<string
id="str_string_newline_newline_string"
text="{=bxtraSPF}{STR1}{newline} {newline}{STR2}" />
<string
id="str_RANK_with_NUM_between_parenthesis"
text="{=AVoWvlue}{RANK} ({NUMBER})" />
<string
id="str_NUM_times_NUM_with_space"
text="{=anSH3M5W}{NUM1} x {NUM2}" />
<string
id="str_NUM_times_NUM"
text="{=ndXuPWYV}{NUM1}x{NUM2}" />
<string
id="str_colon"
text="{=JAFIo7cM}:" />
<string
id="str_quantity_sign"
text="{=quantitysign}#" />
<string
id="str_rank_sign"
text="{=ranksign}#" />
<string
id="str_plus_with_number"
text="{=7aYV4L9z}+{NUMBER}" />
<string
id="str_initial_menu_option.None"
text="{=!}ERROR_MISSING_NAME" />
<string
id="str_initial_menu_option.Tutorial"
text="{=V0Kw3O7c}Tutorial" />
<string
id="str_initial_menu_option.SandBoxNewGame"
text="{=krtuDr9P}New SandBox" />
<string
id="str_initial_menu_option.StoryModeNewGame"
text="{=CODsu5Ok}New Campaign" />
<string
id="str_initial_menu_option.CampaignResumeGame"
text="{=eTyaQ1sG}Resume Campaign" />
<string
id="str_initial_menu_option.Multiplayer"
text="{=YDYnuBmC}Multiplayer" />
<string
id="str_initial_menu_option.CustomBattle"
text="{=4gOGGbeQ}Custom Battle" />
<string
id="str_initial_menu_option.Options"
text="{=NqarFr4P}Options" />
<string
id="str_initial_menu_option.Credits"
text="{=ODQmOrIw}Credits" />
<string
id="str_initial_menu_option.Exit"
text="{=3CsACce8}Exit" />
<string
id="str_main_menu"
text="{=a0TiMLJ4}Main Menu" />
<string
id="str_abandon_army"
text="{=929Lxhde}You will lose {INFLUENCE_COST} influence if you abandon the army." />
<string
id="str_five_stack_shortcut_upgrade_units"
text="{=fivestackupgradeunits}Hold [{KEY_NAME}] to do x5" />
<string
id="str_five_stack_shortcut_recruit_units"
text="{=fivestackrecruitunits}Hold [{KEY_NAME}] to do x5" />
<string
id="str_five_stack_shortcut_discard_items"
text="{=fivestackdiscarditems}Hold [{KEY_NAME}] to do x5" />
<string
id="str_five_stack_shortcut_take_items"
text="{=fivestacktakeitems}Hold [{KEY_NAME}] to do x5" />
<string
id="str_five_stack_shortcut_transfer_troops"
text="{=fivestacktransfertroops}Hold [{KEY_NAME}] to do x5" />
<string
id="str_entire_stack_shortcut_upgrade_units"
text="{=entirestackupgradeunits}Hold [{KEY_NAME}] to do all" />
<string
id="str_entire_stack_shortcut_recruit_units"
text="{=entirestackrecruitunits}Hold [{KEY_NAME}] to do all" />
<string
id="str_entire_stack_shortcut_discard_items"
text="{=entirestackdiscarditems}Hold [{KEY_NAME}] to do all" />
<string
id="str_entire_stack_shortcut_take_items"
text="{=entirestacktakeitems}Hold [{KEY_NAME}] to do all" />
<string
id="str_entire_stack_shortcut_transfer_troops"
text="{=entirestacktransfertroops}Hold [{KEY_NAME}] to do all" />
<string
id="str_hotkey_with_hint"
text="{=CyTa1Z5d}{TEXT} [{HOTKEY}]" />
<string
id="str_YEAR_years"
text="{=FuxkL78G}{YEAR} {?YEAR_IS_PLURAL}years{?}year{\?}" />
<string
id="str_SEASON_seasons"
text="{=ATsEQh7m}{SEASON} {?SEASON_IS_PLURAL}seasons{?}season{\?}" />
<string
id="str_statistics"
text="{=GmU1to3Y}Statistics" />
<string
id="str_click_to_exit"
text="{=k9OYeP9y}Click to close" />
<string
id="str_click_to_exit_console"
text="{=GHdrCWpF}Press {CONSOLE_KEY_NAME} to close" />
<string
id="str_default"
text="{=fMSYE6Ii}Default" />
<string
id="str_map_bar_alert"
text="{=xGjug9Sd}!" />
<string
id="str_more_brackets"
text="{=OLyjbawD}[More]" />
<string
id="str_date_format"
text="{=uEiFfbOq}{SEASON} {DAY}, {YEAR}" />
<string
id="str_season_Spring"
text="{=nWbp3o3H}Spring" />
<string
id="str_season_Summer"
text="{=f7vOVQb7}Summer" />
<string
id="str_season_Autumn"
text="{=l9Vve3bD}Autumn" />
<string
id="str_season_Winter"
text="{=nwqUFaU8}Winter" />
<string
id="str_today"
text="{=5cGXHF1a}Today" />
<string
id="str_yesterday"
text="{=f6pjlKdz}Yesterday" />
<string
id="str_DAY_days_ago"
text="{=IPjqLEdQ}{DAY} days ago" />
<string
id="str_for_DAY_days"
text="{=xqeFT0cU}For {DAY} {?DAY_IS_PLURAL}days{?}day{\?}" />
<string
id="str_DAY_days"
text="{=qDSda1OI}{DAY} {?DAY_IS_PLURAL}days{?}day{\?}" />
<string
id="str_DAY_days_capital"
text="{=B1j4F6i7}{?DAY_IS_PLURAL}Days{?}Day{\?}" />
<string
id="str_missing_info_indicator"
text="{=keqS2dGa}???" />
<string
id="str_you_have_encountered_settlement_to_raid_with_resisting_on_peace"
text="{=1AcoIQVl}You have arrived at {SETTLEMENT} to raid it. Some of the residents have gathered to resist you. Raiding this village will cause a war with the {KINGDOM}." />
<string
id="str_you_have_encountered_settlement_to_force_supplies_with_resisting_on_peace"
text="{=OBXNbvkK}As you attempt to force the villagers to give you goods, some of the residents gather to resist you. Fighting them will cause a war with the {KINGDOM}." />
<string
id="str_you_have_encountered_settlement_to_force_volunteers_with_resisting_on_peace"
text="{=ySlVPZyF}As you attempt to force the notables to give you recruits, some of the residents gather to resist you. Fighting them will cause a war with the {KINGDOM}." />
<string
id="str_you_have_encountered_settlement_to_raid_no_resisting_on_peace"
text="{=ZxcnmaXi}You have arrived at {SETTLEMENT} to raid it. You do not meet any resistance. Raiding this village will cause a war with the {KINGDOM}." />
<string
id="str_you_have_encountered_settlement_to_raid_with_resisting_on_war"
text="{=aUNYlvbN}You have arrived at {SETTLEMENT} to raid it. Some of the residents have gathered to resist you." />
<string
id="str_you_have_encountered_enemy_party_while_raiding"
text="{=7zaMwF08}While you were raiding {SETTLEMENT}, {PARTY} came to aid the village. You decided to..." />
<string
id="str_you_have_encountered_settlement_to_force_supplies_with_resisting_on_war"
text="{=6Bk1YjS4}As you attempt to force the villagers to give you goods, some of the residents gather to resist you." />
<string
id="str_you_have_encountered_settlement_to_force_volunteers_with_resisting_on_war"
text="{=gfQmYDRq}As you attempt to force the notables to give you recruits, some of the residents gather to resist you." />
<string
id="str_you_have_encountered_settlement_to_siege"
text="{=agkgu85j}You have arrived at {SETTLEMENT} to lay siege to it." />
<string
id="str_you_have_encountered_settlement_to_help_defenders"
text="{=rGNrtXSx}You have arrived at {SETTLEMENT} to help defend the settlement from attackers." />
<string
id="str_you_have_encountered_settlement_to_help_defenders_inside_settlement"
text="{=qNgjr719}The force besieging {SETTLEMENT} has begun its assault!" />
<string
id="str_you_have_encountered_settlement_to_siege_defenders_pulled_back"
text="{=fAEvWw8z}The defenders have pulled back and are mounting a last stand inside the keep." />
<string
id="str_you_have_encountered_settlement_to_siege_defenders_pulled_back_2"
text="{=7Ywub9bC}Defenders are still holding the keep." />
<string
id="str_you_have_encountered_PARTY"
text="{=F4RMyaR5}You have encountered {PARTY}." />
<string
id="str_you_have_encountered_PARTY_sally_out"
text="{=zxckitKe}You have sallied out to attack {PARTY}." />
<string
id="str_you_have_encountered_PARTY_on_peace"
text="{=trRLa9pi}You have encountered {PARTY}. Fighting them will cause a war with the {KINGDOM}." />
<string
id="str_you_have_encountered_PARTY_they_surrendered"
text="{=g7zo28KR}You have encountered {PARTY}. They have no chance against your overwhelming power, and they surrender." />
<string
id="str_you_have_encountered_ARMY"
text="{=hqIIEur1}You have encountered {ARMY}." />
<string
id="str_you_have_encountered_no_health_alone"
text="{=mSPDO0Fe}You are trapped by enemies. You are not in no condition to fight. Your only option is to surrender." />
<string
id="str_you_have_encountered_no_health_men"
text="{=pn9KNMxb}You are trapped by enemies. But your men are in no condition to fight. Your only option is to surrender." />
<string
id="str_you_have_encountered_no_health_men_but_allies_has"
text="{=4ol7MhA5}You are trapped by enemies. But your men are in no condition to fight." />
<string
id="str_army_leader_encounter"
text="{=anrHk7ea}{PARTY} is leading the attack on the enemy. You'll be joining {?ARMY_COMMANDER_GENDER}her{?}him{\?} with your troops." />
<string
id="str_you_trapped_enemies"
text="{=5DBDy2si}You trapped enemies." />
<string
id="str_you_are_trapped_by_enemies"
text="{=dMKyWmJ6}You are trapped by enemies." />
<string
id="str_there_are_bandits_inside"
text="{=MFLAvq4Z}There are bandits inside this place. Do you want to attack them?" />
<string
id="str_there_are_rebels_inside"
text="{=OdFPHvtE}Rebels are attacking this settlement. Do you want to interfere?" />
<string
id="str_last_seen_encyclopedia_entry"
text="{=yjXoftYs}Last seen {?IS_IN_SETTLEMENT}at{?}near{\?} {SETTLEMENT}." />
<string
id="str_bound_settlement_encyclopedia"
text="{=59PSpyu8}Bound settlement: {SETTLEMENT_LINK}" />
<string
id="str_bound_settlement"
text="{=4KXvyxrK}Bound settlement" />
<string
id="str_trade_bound_settlement"
text="{=2noOKM5N}Trade bound settlement" />
<string
id="str_bound_village"
text="{=ckPhG1KV}Bound village(s)" />
<string
id="str_trade_bound_village"
text="{=q7xpz1xb}Trade bound village(s)" />
<string
id="str_production"
text="{=eEmbb1MR}Production(s)" />
<string
id="str_consumption"
text="{=a0mJ0cVV}Consumption(s)" />
<string
id="str_never_seen_encyclopedia_entry"
text="{=3cTKRX1M}Never seen before" />
<string
id="str_companion_of"
text="{=M2b5mtAE}Companion of" />
<string
id="str_encyclopedia_renown"
text="{=ykZLXKH3}Renown: {RENOWN}" />
<string
id="str_encyclopedia_home"
text="{=hometab}Home" />
<string
id="str_encyclopedia_kingdoms"
text="{=Fp68NbYO}Kingdoms" />
<string
id="str_encyclopedia_clans"
text="{=bfQLwMUp}Clans" />
<string
id="str_encyclopedia_heroes"
text="{=0mDkVTWn}Heroes" />
<string
id="str_encyclopedia_settlements"
text="{=jpBpwgAs}Settlements" />
<string
id="str_encyclopedia_troops"
text="{=5k4dxUEJ}Troops" />
<string
id="str_encyclopedia_concepts"
text="{=KGjFnVsR}Concepts" />
<string
id="str_forfeit"
text="{=hAgZBZP8}Forfeit" />
<string
id="str_noble"
text="{=vmMqs3Ck}Noble" />
<string
id="str_wanderer"
text="{=FLa5OuyK}Wanderer" />
<string
id="str_gang_leader"
text="{=DIuI1moW}Gang Leader" />
<string
id="str_preacher"
text="{=stS5PBIr}Preacher" />
<string
id="str_merchant"
text="{=3Ds5ARHL}Merchant" />
<string
id="str_mercenary"
text="{=zCQaPTOK}Mercenary" />
<string
id="str_artisan"
text="{=qfzkMuLj}Artisan" />
<string
id="str_rural_notable"
text="{=kuLjsNgz}Rural Notable" />
<string
id="str_outlaw"
text="{=GopVkA1q}Outlaw" />
<string
id="str_encyclopedia_name"
text="{=MxmOWsHj}Encyclopedia" />
<string
id="str_encyclopedia_deceased"
text="{=uN5gwV05}Deceased" />
<string
id="str_empty"
text="{=XBIPqxA2}Empty" />
<string
id="str_naming_newborn"
text="{=MPZ40lEk}Naming Newborn" />
<string
id="str_seeing_range"
text="{=uvIL0tP9}Seeing Range" />
<string
id="str_escape_menu"
text="{=bih4MD9a}Pause Menu" />
<string
id="str_villagers_of_VILLAGE_NAME"
text="{=eufhFrnC}Villagers of {VILLAGE_NAME}" />
<string
id="str_routed_party"
text="{=FjRiPhEI}Routed Party" />
<string
id="str_caravan_trade_comment"
text="{=7fjOwwVH}Sure, I'll give you a tip. I spoke to some traders who say they just bought some {.%}{ITEM_NAME}{.%} from {SETTLEMENT} at a price of {BUY_COST}{GOLD_ICON} and sold at {DESTINATION} for {SELL_COST}{GOLD_ICON}." />
<string
id="str_caravan_trade_comment_no_profit"
text="{=xycMiCIq}I have not found any profitable trades recently." />
<string
id="str_other"
text="{=OviaJ1tA}Other" />
<string
id="str_sort_by_label"
text="{=8rzcgCO5}Sort By" />
<string
id="str_sort_by_name_label"
text="{=PDdh1sBj}Name" />
<string
id="str_sort_by_type_label"
text="{=zMMqgxb1}Type" />
<string
id="str_sort_by_defenders_label"
text="{=RaAnj4On}Defenders" />
<string
id="str_sort_by_leader_name_label"
text="{=SrfYbg3x}Leader" />
<string
id="str_sort_by_army_name_label"
text="{=2CfPklXG}Army Name" />
<string
id="str_sort_by_governor_label"
text="{=Fa2nKXxI}Governor" />
<string
id="str_governor_of_label"
text="{=cAgI2lPn}Governor of {SETTLEMENT_NAME}" />
<string
id="str_you_have_lost_AMOUNT_denars"
text="{=cKKYSB0z}You have lost {AMOUNT}{GOLD_ICON}." />
<string
id="str_order_of_battle"
text="{=TCQQRQgI}Order of Battle" />
<string
id="str_choose_formation_to_lead"
text="{=bPCAdgLs}Choose formation to lead" />
<string
id="str_team_commander"
text="{=RvKwdXWs}Commander" />
<string
id="str_no_formation"
text="{=yOJAiSf4}No formation" />
<string
id="str_ineligible_formation_tooltip"
text="{=7mRN2br0}Leadership of the formation has been given to {HERO_NAME}." />
<string
id="str_player_commander_locked_formation_tooltip"
text="{=hEWuE0Ch}You're the commander. You will be able to order all formations during the battle." />
<string
id="str_lead_this_formation_tooltip"
text="{=hL3JIQbd}Lead this formation to battle." />
<string
id="str_lead_no_formation_tooltip"
text="{=Tyc4aAdz}Join the battle without leading any men." />
<string
id="str_quit"
text="{=InGwtrWt}Quit" />
<string
id="str_back"
text="{=E1OwmQFb}Back" />
<string
id="str__and_"
text="{=eob9goyW} and " />
<string
id="str_dead"
text="{=uvjOVy5P}Dead" />
<string
id="str_surrender"
text="{=PFbLgd1I}Surrender" />
<string
id="str_your_relation_decreased_with_clan"
text="{=YevUiidU}Your relation is decreased by {MAGNITUDE} to {VALUE} with {CLAN_LEADER}." />
<string
id="str_your_relation_increased_with_clan"
text="{=alEG3BOa}Your relation is increased by {MAGNITUDE} to {VALUE} with {CLAN_LEADER}." />
<string
id="str_your_relation_decreased_with_notable"
text="{=YbB2IpTR}Your relation is decreased by {MAGNITUDE} to {VALUE} with {HERO.NAME}." />
<string
id="str_your_relation_increased_with_notable"
text="{=TxeKpK3Y}Your relation is increased by {MAGNITUDE} to {VALUE} with {HERO.NAME}." />
<string
id="str_choose_your_banner"
text="{=V7ESaOJU}Choose your banner" />
<string
id="str_banner_selection_text"
text="{=ogtgc69b}You have been awarded the right to carry a banner. Your banner will signify your status and bring you honour. Which banner do you want to choose?" />
<string
id="str_randomize"
text="{=NSSsxBHV}Randomize" />
<string
id="str_preparations_complete_in_hours"
text="{=kDV7wCtI}Complete in: {PREPARATION_TIME}" />
<string
id="str_building_siege_camp"
text="{=R5IOmwN1}Building Siege Camp" />
<string
id="str_town_management_reserve_explanation"
text="{=9zpZRkYz}Boosting a project adds +{BOOST} construction and costs {COST} denars / day." />
<string
id="str_total_army_food"
text="{=slKe6Gyc}Total food of army" />
<string
id="str_total_army_food_consumption"
text="{=K0mlQblA}Daily food consumption of army" />
<string
id="str_days_until_no_food_never"
text="{=I6OJtaMT}Never" />
<string
id="str_total_days_until_no_food"
text="{=dJbaRaAD}Days until no food" />
<string
id="str_begin_assault"
text="{=uwPByaQg}Begin Assault" />
<string
id="str_auto_deploy"
text="{=cyPGadJ6}Auto-Deploy" />
<string
id="str_daily_rate_of_fire"
text="{=mieKgbp8}Daily Rate Of Fire" />
<string
id="str_end_battle"
text="{=bN8gqxtB}End Battle" />
<string
id="str_battle_won"
text="{=kyiibFu2}You have won the battle!" />
<string
id="str_battle_lost"
text="{=8B7V0qdT}You have lost the battle!" />
<string
id="str_battle_hero_dead"
text="{=D7ooUTqV}You are down!" />
<string
id="str_companion_left_main_party"
text="{=SYm7rgCX}{COMPANION.LINK} has left your party." />
<string
id="str_battle"
text="{=R9DiQfax}Battle" />
<string
id="str_character"
text="{=klZnvb15}Character" />
<string
id="str_characters"
text="{=aIkffnN6}Characters" />
<string
id="str_parties"
text="{=t3tq0eoW}Parties" />
<string
id="str_clan_parties"
text="{=SqUphVOm}Parties ({CURRENT} / {LIMIT})" />
<string
id="str_clan_garrisons"
text="{=7663BDwd}Garrisons ({CURRENT})" />
<string
id="str_clan_caravans"
text="{=IzDYSckc}Caravans ({CURRENT})" />
<string
id="str_enemies"
text="{=6jp724SU}Enemies" />
<string
id="str_fiefs"
text="{=LBNzsqyb}Fiefs" />
<string
id="str_wealth"
text="{=qtII2HbK}Wealth" />
<string
id="str_meat"
text="{=LmwhFv5p}Meat{@Plural}loads of meat{\@}" />
<string
id="str_location_colon"
text="{=7EnFh9e5}Location: {LOCATION}" />
<string
id="str_power_colon"
text="{=Gre2v55i}Power: {POWER}" />
<string
id="str_power_levels"
text="{=a47CpGXN}Power Levels" />
<string
id="str_profession_colon"
text="{=wib91252}Profession: {PROFESSION}" />
<string
id="str_faction"
text="{=enhza8zr}Faction" />
<string
id="str_faction_description"
text="{=!}Faction are niceTODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO" />
<string
id="str_concepts"
text="{=KGjFnVsR}Concepts" />
<string
id="str_nearby"
text="{=SFg3xgCM}Nearby" />
<string
id="str_concepts_description"
text="{=PE4nuMc7}This page explains the game concepts in Bannerlord" />
<string
id="str_notable_power"
text="{=RGqPxabq}Power" />
<string
id="str_settlement_recruit_notification"
text="{=RqnEjYVe}+{RECRUIT_AMOUNT} Recruit{?ISPLURAL}s{?} {\?}" />
<string
id="str_settlement_given_troop_notification"
text="{=3xeuA9VP}+{TROOP_AMOUNT} Troop{?ISPLURAL}s{?} {\?} to Settlement" />
<string
id="str_settlement_item_sold_notification"
text="{=DTt1aeSj}{?IS_POSITIVE}+{?}-{\?}{ITEM_AMOUNT} {ITEM_TYPE}" />
<string
id="str_settlement_prisoner_sold_notification"
text="{=Xv6knZP8}-{PRISONERS_AMOUNT} Prisoner{?ISPLURAL}s{?} {\?}" />
<string
id="str_killed_by_stray_horse"
text="{=hdyQFP2Z}You've been killed by a stray {MOUNT_NAME}!" />
<string
id="str_killed_self"
text="{=tqSODeKW}You've killed yourself!" />
<string
id="str_killed_by"
text="{=zeGAw2IE}Killed by" />
<string
id="str_clans"
text="{=bfQLwMUp}Clans" />
<string
id="str_clan_party_objective.0"
text="{=3PzgpFGq}Neutral" />
<string
id="str_clan_party_objective.1"
text="{=A3T5z4Mv}Defensive" />
<string
id="str_clan_party_objective.2"
text="{=4Hdcxk0a}Aggressive" />
<string
id="str_clan_party_objective.3"
text="{=P8Z3zQyy}Safe" />
<string
id="str_clan_party_objective_hint.0"
text="{=cXnQaNfe}There is no effect on decision making." />
<string
id="str_clan_party_objective_hint.1"
text="{=zruLFJDG}Defending settlements has a higher weight in decisions. The party will also pursue enemies for a shorter distance." />
<string
id="str_clan_party_objective_hint.2"
text="{=Ma0PyWAC}Raiding, attacking parties and sieging have a higher weight in decisions. The party will pursue enemies farther." />
<string
id="str_clan_party_objective_hint.3"
text="{=P8Z3zQyy}Safe" />
<string
id="str_clan_finance_current_gold"
text="{=hYgmzZJX}Denars" />
<string
id="str_clan_finance_total_expenses"
text="{=vnmy8Bjl}Total Expenses " />
<string
id="str_clan_finance_total_income"
text="{=7hj7Kaoz}Total Income" />
<string
id="str_clan_finance_daily_change"
text="{=Y9egTJg0}Daily Change" />
<string
id="str_clan_finance_expected"
text="{=b1vtY2yU}Expected" />
<string
id="str_clan_finance_value"
text="{=HCZ5XSEL}{?IS_POSITIVE}+{?}-{\?} {NUMBER}" />
<string
id="str_clan_finance_value_zero"
text="{=qtmj7h2r} 0" />
<string
id="str_clan_finance_shop"
text="{=nxQaab9d}{SHOPNAME} ({SHOPTYPE})" />
<string
id="str_clan_finance_common_area"
text="{=PGXitpMN}{SETTLEMENT_NAME} - ({COMMON_AREA_NAME})" />
<string
id="str_clan_workshop_inputs"
text="{=XCz81XYm}Inputs" />
<string
id="str_clan_workshop_outputs"
text="{=ErnykQEH}Outputs" />
<string
id="str_clan_workshop_material_daily_Change"
text="{=wmpwMa8j}{?IS_POSITIVE}+{?}-{\?}{CHANGE}" />
<string
id="str_clan_party_target_size"
text="{=!}Target Size" />
<string
id="str_clan_party_behavior"
text="{=qKg44yWp}Priority" />
<string
id="str_clan_description"
text="{=!}Do you wanna join my clan giveaway?TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO_TODO" />
<string
id="str_clan_change_governor"
text="{=PitdvCJI}Change Governor" />
<string
id="str_clan_assign_governor"
text="{=aBgnQ1MO}Assign Governor" />
<string
id="str_clan_remove_governor"
text="{=ThZdJyVW}Remove Governor" />
<string
id="str_clan_governor_perks"
text="{=QKGVAVcc}Governor Perks" />
<string
id="str_clan_party_expense_shrink_tooltip"
text="{=OIBpCGYv}This party will shrink in size. It's current size target is {TARGET_SIZE}" />
<string
id="str_clan_party_expense_grow_tooltip"
text="{=eMsA4Vk0}This party will grow in size. It's current size target is {TARGET_SIZE}" />
<string
id="str_clan_party_expense_equal_tooltip"
text="{=m9vD3VlN}This party will NOT grow or shrink in size. It will try to keep it's size as it is." />
<string
id="str_clan_no_fiefs"
text="{=fQ2RLaOa}Clan Does Not Own Any Fiefs" />
<string
id="str_clan_workshops"
text="{=NbgeKwVr}Workshops" />
<string
id="str_clan_no_additional_incomes"
text="{=izKWEAbY}Clan Does Not Have Any Additional Incomes" />
<string
id="str_clan_name_invalid_character_count"
text="{=g6J4Oe6z}Clan name needs to be between {MIN} - {MAX} characters." />
<string
id="str_clan_name_invalid_characters"
text="{=Hlusn1gG}Clan name has invalid characters." />
<string
id="str_clan_name_invalid_already_exist"
text="{=BxeU4zMb}There is already another clan with this name." />
<string
id="str_faction_name_invalid_character_count"
text="{=ZnsseELq}Faction name needs to be between {MIN} - {MAX} characters." />
<string
id="str_faction_name_invalid_characters"
text="{=NarcUcZA}Faction name has invalid characters." />
<string
id="str_kingdom_name_invalid_already_exist"
text="{=LpVaZbRS}There is already another kingdom with this name." />
<string
id="str_staying_at_settlement"
text="{=xKa6TwEX}Staying at {SETTLEMENT_NAME}" />
<string
id="str_alley_leader_at_settlement"
text="{=87vr9BHq}Leading an alley at {SETTLEMENT_NAME}" />
<string
id="str_governing_at_settlement"
text="{=XNNvdkul}Governing at {SETTLEMENT_NAME}" />
<string
id="str_prisoner_at_settlement"
text="{=ZhiB1EOM}Prisoner at {SETTLEMENT_NAME}" />
<string
id="str_near_settlement"
text="{=XjT8S4ng}Near {SETTLEMENT_NAME}" />
<string
id="str_on_prisoner_taken"
text="{=Y20AQIvo}{PRISONER.NAME} has been captured by {CAPTOR_NAME}!" />
<string
id="str_on_prisoner_released_main_clan.Ransom"
text="{=DGOgsMfx}{PRISONER.NAME} has been released after {?PRISONER.GENDER}her{?}his{\?} ransom was paid." />
<string
id="str_on_prisoner_released_main_clan.ReleasedAfterBattle"
text="{=Hvw3uSNN}{PRISONER.NAME} has been freed after {?PRISONER.GENDER}her{?}his{\?} captors were defeated in battle." />
<string
id="str_on_prisoner_released_main_clan.ReleasedAfterPeace"
text="{=gCaT2BTu}{PRISONER.NAME} has been released from captivity following a peace treaty." />
<string
id="str_on_prisoner_released_main_clan.ReleasedAfterEscape"
text="{=gE7QFy6y}{PRISONER.NAME} has escaped from {?PRISONER.GENDER}her{?}his{\?} place of captivity." />
<string
id="str_on_prisoner_released_main_clan_default"
text="{=mAEaO8jM}{PRISONER.NAME} has been released." />
<string
id="str_on_prisoner_released_escaped_from_settlement"
text="{=n9qR84YI}{PRISONER.NAME} has escaped from {SETTLEMENT}." />
<string
id="str_on_prisoner_released_escaped_from_party"
text="{=wZovddJ9}{PRISONER.NAME} has escaped from your party." />
<string
id="str_solving_issue"
text="{=4wYguFLZ}Solving issue" />
<string
id="str_kingdom_no_army_selected"
text="{=C9EDof32}No Army Selected" />
<string
id="str_kingdom_no_settlement_selected"
text="{=bWcpv1ou}No Settlement Selected" />
<string
id="str_kingdom_no_clan_selected"
text="{=FRuzuVyO}No Clan Selected" />
<string
id="str_kingdom_no_war_selected"
text="{=A0sT86A3}No War Selected" />
<string
id="str_kingdom_no_policy_selected"
text="{=Q8mI3b4K}No Policy Selected" />
<string
id="str_kingdom_war_strategy"
text="{=UCo8oT1Q}War Strategy" />
<string
id="str_kingdom_war_strategy_balanced"
text="{=Kw7awUCK}Balanced" />
<string
id="str_kingdom_war_strategy_defensive"
text="{=A3T5z4Mv}Defensive" />
<string
id="str_kingdom_war_strategy_offensive"
text="{=2Ja8KYVg}Offensive" />
<string
id="str_kingdom_war_strategy_balanced_desc"
text="{=cXnQaNfe}There is no effect on decision making." />
<string
id="str_kingdom_war_strategy_defensive_desc"
text="{=qzRbMK8G}Your vassals will be more inclined to take defensive actions against this enemy such as responding to enemy raids and sieges." />
<string
id="str_kingdom_war_strategy_offensive_desc"
text="{=BixmxJPX}Your vassals will be more inclined to take offensive actions against this enemy such as raids and sieges." />
<string
id="str_kingdom_war_show_comparison_bars"
text="{=MzxFIyAQ}Show kingdom comparison bars" />
<string
id="str_kingdom_war_show_war_logs"
text="{=ymBKDAuj}Show recent events in this war" />
<string
id="str_shops"
text="{=H0o13D7a}Shops" />
<string
id="str_shops_in_settlement"
text="{=P2CRzfV7}Shops in Settlement" />
<string
id="str_shops_in_town"
text="{=6Xl9F8Oa}Shops in Town" />
<string
id="str_production_in_village"
text="{=z7vSaa7L}Production in Village" />
<string
id="str_primary_production"
text="{=jtN3ayKE}Primary Production" />
<string
id="str_militia"
text="{=gsVtO9A7}Militia" />
<string
id="str_wall"
text="{=6pNrNj93}Wall" />
<string
id="str_walls"
text="{=LsZEdD2z}Walls" />
<string
id="str_wall_breached"
text="{=83Yt9rbK}Breached" />
<string
id="str_walls_with_value"
text="{=vdKLq8T5}Walls{newline}Level {LEVEL}" />
<string
id="str_corruption"
text="{=GKO2ogal}Corruption" />
<string
id="str_governor_criminal"
text="{=OhLXo0gb}Criminal Governor" />
<string
id="str_village_notables"
text="{=2Af5HRJU}Village Notables" />
<string
id="str_gold"
text="{=hYgmzZJX}Denars" />
<string
id="str_morale"
text="{=UjL7jVYF}Morale" />
<string
id="str_banner"
text="{=FvYhaE3z}Banner" />
<string
id="str_policies"
text="{=LEC8NhCV}Policies" />
<string
id="str_active_policies"
text="{=9EgIraI1}Active Policies" />
<string
id="str_other_policies"
text="{=33ghdWWi}Other Policies" />
<string
id="str_income"
text="{=QPoA6vvx}Income" />
<string
id="str_profit"
text="{=L1Q4AysI}Profit" />
<string
id="str_armies"
text="{=inKr3PbA}Armies" />
<string
id="str_kingdom_at_war"
text="{=BtnJh0j4}At War" />
<string
id="str_kingdom_at_peace"
text="{=z0c2pDhZ}At Peace" />
<string
id="str_kingdom_declate_war_action"
text="{=EbB9y2zZ}Declare War" />
<string
id="str_kingdom_propose_peace_action"
text="{=r312jCKr}Propose Peace" />
<string
id="str_war_faction_versus_faction"
text="{=Vi6ojGrk}{FACTION_1_NAME} vs {FACTION_2_NAME}" />
<string
id="str_need_to_be_in_kingdom"
text="{=VHjIJGja}You need to be in a kingdom" />
<string
id="str_kingdom_decision_declare_war"
text="{=0amC7X1h}War Declaration" />
<string
id="str_kingdom_decision_declare_war_desc"
text="{=oTGDxKW7}Declare War Against {FACTION}" />
<string
id="str_kingdom_decision_make_peace"
text="{=tnZ7BfO9}Peace Proposal" />
<string
id="str_kingdom_decision_make_peace_desc"
text="{=dd7Owiys}Make Peace with {FACTION}" />
<string
id="str_kingdom_decision_king_selection"
text="{=h8Bcd7NE}{FACTION} Ruler Election" />
<string
id="str_prosperity"
text="{=IagYTD5O}Prosperity" />
<string
id="str_hearths"
text="{=Mc8ojOGn}Hearths" />
<string
id="str_kingdom_decisions"
text="{=7llkDelg}Kingdom Decisions" />
<string
id="str_propose_new_policy"
text="{=ImJ4hdke}Propose New Policy" />
<string
id="str_disavow_a_policy"
text="{=njnMk5P1}Disavow a Policy" />
<string
id="str_disavow"
text="{=xgwjHi1p}Disavow" />
<string
id="str_policy_propose"
text="{=policypropose}Propose" />
<string
id="str_policy_enact"
text="{=pGEIBlLR}Enact" />
<string
id="str_resolve"
text="{=rHSjMjWX}Resolve Decision" />
<string
id="str_garrison"
text="{=jlgjLDo7}Garrison" />
<string
id="str_garrison_effect_with_perk"
text="{=!}Garrison effect with perks" />
<string
id="str_garrison_inadequate"
text="{=rPvzZKFk}Inadequate garrison" />
<string
id="str_rebellion"
text="{=pgbC8UkU}Rebellion" />
<string
id="str_rebellion_finished"
text="{=xWydBJyS}Rebels in {SETTLEMENT} have risen against their lord, {RULER}." />
<string
id="str_policy_acceptance_chance"
text="{=xbh6Bmhf}Current support in kingdom" />
<string
id="str_policy_support_for_abolishing"
text="{=zBC5cQic}Support for abolishing" />
<string
id="str_policy_support_for_enacting"
text="{=hroWCoqV}Support for enacting" />
<string
id="str_policy_propose_action_explanation"
text="{=KkaVpLXd}Consider enacting this policy (Support: {SUPPORT}%)" />
<string
id="str_policy_propose_again_action_explanation"
text="{=porKAP64}Consider abolishing this policy ({SUPPORT}%)" />
<string
id="str_resolve_explanation"
text="{=XgioIHv6}Resolve existing decision" />
<string
id="str_propose_war_explanation"
text="{=PYaUEZzn}Consider declaring war (Support: {SUPPORT}%)" />
<string
id="str_propose_peace_explanation"
text="{=ioKwRFcj}Consider making peace (Support: {SUPPORT}%)" />
<string
id="str_propose_peace_explanation_pay_tribute"
text="{=RdsbyNE2}Consider making peace, paying {TRIBUTE} tribute/day. (Support: {SUPPORT}%)" />
<string
id="str_propose_peace_explanation_get_tribute"
text="{=NaAA5kjG}Consider making peace, receiving {TRIBUTE} tribute/day. (Support: {SUPPORT}%)" />
<string
id="str_culture"
text="{=PUjDWe5j}Culture" />
<string
id="str_villages"
text="{=bC5aMfG0}Villages" />
<string
id="str_lands_around_settlement"
text="{=nNRKCYpR}Inside production" />
<string
id="str_normal_villages"
text="{=Z6sDPstD}Village farms" />
<string
id="str_raided_villages"
text="{=AhcKMabs}Raided villages" />
<string
id="str_trade_tax"
text="{=Yf6bHCeW}{SETTLEMENT_NAME} (tariff)" />
<string
id="str_prosperity_tax"
text="{=2u3dRUlE}{SETTLEMENT_NAME} (tax)" />
<string
id="str_influence"
text="{=RVPidk5a}Influence" />
<string
id="str_total_influence"
text="{=IOtAJCVw}Total Influence: {TOTAL_INFLUENCE}" />
<string
id="str_daily_project"
text="{=2a33tk2f}Daily Project" />
<string
id="str_starving"
text="{=jZYUdkXF}Starving" />
<string
id="str_surplus_food"
text="{=lqMQ6GXj}Surplus Food" />
<string
id="str_center_notables"
text="{=DaE0N37L}Notables" />
<string
id="str_villages_under_siege"
text="{=qC4OsBt1}Villages (Under Siege)" />
<string
id="str_village_being_raided"
text="{=qt7WSK15}{SETTLEMENT_NAME} (Raided)" />
<string
id="str_village_looted"
text="{=V1FKcYyi}{SETTLEMENT_NAME} (Looted)" />
<string
id="str_retired"
text="{=gHnfFi1s}Retired" />
<string
id="str_payment_is_less"
text="{=pkyASW0A}Party / Payment Size Reach" />
<string
id="str_unpaid_wages"
text="{=UaYsPbER}Unpaid wages" />
<string
id="str_rebel_settlement"
text="{=Rbn9l507}Rebel settlement bonus" />
<string
id="str_food_bought_by_civilians"
text="{=JHBEwYGT}Bought by townsman" />
<string
id="str_food_stocks"
text="{=PVidxUQ8}Food Stocks" />
<string
id="str_notable_relations"
text="{=WhuufgY5}Notable Relations" />
<string
id="str_tax"
text="{=2awf1tei}Tax" />
<string
id="str_notable_characters"
text="{=Y4fht2kI}Notable Characters" />
<string
id="str_settlements"
text="{=jpBpwgAs}Settlements" />
<string
id="str_towns"
text="{=ebbyLN2i}Towns" />
<string
id="str_castles"
text="{=hVZo7xdk}Castles" />
<string
id="str_dwellings"
text="{=pgd7Dp78}Dwellings" />
<string
id="str_hero_has_available_quest"
text="{=Vc9Mx6Jb}Quest" />
<string
id="str_hero_has_available_issue"
text="{=QLRbhRKL}Issue" />
<string
id="str_hero_has_active_quest"
text="{=TSWen983}Active Quest" />
<string
id="str_hero_has_active_issue"
text="{=AUDv8sEt}Active Issue" />
<string
id="str_hero_clearing_common_area"
text="{=S9tmCkHz}This hero is clearing a common area." />
<string
id="str_hero_busy"
text="{=XzggyCPW}This hero is busy." />
<string
id="str_hero_busy_issue_quest"
text="{=sa2TQu1G}This hero is busy with an issue or a quest." />
<string
id="str_less_than_a_day"
text="{=LSsFOEQy}Less than a day" />
<string
id="str_army_leader_think.ChangingTarget"
text="{=rZ9aqmaq}There is a better target. We should go there." />
<string
id="str_army_leader_think.FromBesiegingToTravelling"
text="{=BSmAtdWF}Lift the siege!" />
<string
id="str_army_leader_think.FromDefendingToTravelling"
text="{=fMh5KZfk}There is no need for us to stay here. Let's go!" />
<string
id="str_army_leader_think.FromGatheringToWaiting"
text="{=iBZc9RbE}Let's wait for everyone." />
<string
id="str_army_leader_think.FromRaidingToTravelling"
text="{=QY2nuTFB}Let's pull back!" />
<string
id="str_army_leader_think.FromTravellingToBesieging"
text="{=dcV0iOYB}Gather your troops and prepare for battle!" />
<string
id="str_army_leader_think.FromTravellingToDefending"
text="{=iyDOTnCS}Give them what they wanted!" />
<string
id="str_army_leader_think.FromTravellingToRaiding"
text="{=aY2SKxqG}Raid their villages!" />
<string
id="str_army_leader_think.FromWaitingToTravelling"
text="{=ySmxkiKH}Let's go!" />
<string
id="str_army_leader_think.FromPatrollingToDefending"
text="{=yWD4Nwy2}We should help our allies." />
<string
id="str_army_leader_think.FromBesiegingToDefending"
text="{=bAHNQGAw}Our allies need help. Lift the siege!" />
<string
id="str_army_leader_think.FromDefendingToBesieging"
text="{=aqCj9dhC}There is no need to stay on the defense. Siege their settlements!" />
<string
id="str_army_leader_think.FromDefendingToPatrolling"
text="{=6kqK0kUn}There is no need to stay on the defense. Patrol the area." />
<string
id="str_army_leader_think.FromUnassignedToPatrolling"
text="{=XaCbpDUv}We should patrol this area for a while." />
<string
id="str_army_leader_think.FromUnassignedToTravelling"
text="{=szSjkkyl}We should choose our next object." />
<string
id="str_army_leader_think.Unknown"
text="{=pJBz7hhl}Gather your men, we have another job to do!" />
<string
id="str_army_leader_think.Default"
text="{=acbkKbT0}We should do something different." />
<string
id="str_on_hero_killed.DiedInLabor"
text="{=yNyQ3RFa}{HERO.NAME} has died in childbirth." />
<string
id="str_on_hero_killed.Murdered"
text="{=vvUayAoO}{HERO.NAME} has been murdered." />
<string
id="str_on_hero_killed.DiedInBattle"
text="{=b5DWVsOZ}{HERO.NAME} has died in battle." />
<string
id="str_on_hero_killed.DiedOfOldAge"
text="{=DGbSsANY}{HERO.NAME} has died of old age." />
<string
id="str_on_hero_killed.Executed"
text="{=NLmaID0O}{HERO.NAME} has been executed by {KILLER.NAME}." />
<string
id="str_on_hero_killed.Lost"
text="{=pVkchhqX}{VICTIM.NAME} was lost." />
<string
id="str_on_hero_killed.Default"
text="{=FmIIQEQD}{HERO.NAME} has died." />
<string
id="str_army_size"
text="{=Lzmtqif5}Army Size" />
<string
id="str_kingdom_disband_army_explanation"
text="{=pbdrFqb3}Force this army to disband" />
<string
id="str_kingdom_manage_army_explanation"
text="{=s5h0Yarn}Manage your army" />
<string
id="str_cannot_manage_army_while_in_event"
text="{=EzrK2tnA}You cannot manage your army while in battle" />
<string
id="str_cannot_gather_army_while_in_event"
text="{=ZuRzP6kF}You cannot gather an army while in battle" />
<string
id="str_manage"
text="{=XseYJYka}Manage" />
<string
id="str_NUMBER_percent"
text="{=gYATKZJp}{NUMBER}%" />
<string
id="str_NUMBER_percent_complete"
text="{=ytYPOCZ8}{NUMBER}% Completed" />
<string
id="str_start"
text="{=6nQR7yYF}Start" />
<string
id="str_party_list_label"
text="{=uOqfaqbk}{PARTY_LIST_TAG}({COUNT} / {MAX_COUNT})" />
<string
id="str_party_list_label_with_weak"
text="{=v4nltcfz}{PARTY_LIST_TAG}{TOTAL_COUNT}/{MAX_COUNT} ({COUNT} + {WEAK_COUNT}w)" />
<string
id="str_party_list_label_with_weak_without_max"
text="{=nnr8sANN}{PARTY_LIST_TAG}({COUNT} + {WEAK_COUNT}w)" />
<string
id="str_party_troop_tier"
text="{=AkUpgiBl}Tier {TIER_LEVEL}" />
<string
id="str_party_formation"
text="{=ihVHfUFT}Formation" />
<string
id="str_party_troop_current_xp"
text="{=59hbrhfY}Troop Current XP" />
<string
id="str_party_troop_upgrade_xp_cost"
text="{=iNDKwJYJ}Troop Upgrade XP Cost" />
<string
id="str_party_upgradable_troops"
text="{=bARwyXXZ}Upgradable Troops" />
<string
id="str_party_troop_xp_explanation"
text="{=eKwhGmbI}After this troop gains {XP_AMOUNT} xp, one more troop will be available for upgrade" />
<string
id="str_party_troop_current_conformity"
text="{=GUBcQZ3J}Prisoner Current Conformity" />
<string
id="str_party_troop_recruit_conformity_cost"
text="{=WvyWpbE8}Prisoner Recruit Conformity Cost" />
<string
id="str_party_recruitable_troops"
text="{=6DZx6jTA}Recruitable Prisoners" />
<string
id="str_party_troop_conformity_explanation"
text="{=1XE7yeaP}After this prisoner gains {CONFORMITY_AMOUNT} conformity, one more prisoner will be available for recruitment." />
<string
id="str_perk_two_roles"
text="{=gflnRhhe}({PRIMARY_ROLE}/{SECONDARY_ROLE})" />
<string
id="str_perk_one_role"
text="{=uFDiRV1Z}({PRIMARY_ROLE})" />
<string
id="str_troop_group_name.0"
text="{=1Bm1Wk1v}Infantry" />
<string
id="str_troop_group_name.1"
text="{=archers}Archers" />
<string
id="str_troop_group_name.2"
text="{=YVGtcLHF}Cavalry" />
<string
id="str_troop_group_name.3"
text="{=q2Y2DHiA}Horse Archers" />
<string
id="str_troop_group_name.4"
text="{=cmn6qNoX}Skirmishers" />
<string
id="str_troop_group_name.5"
text="{=JSokBXER}Heavy Infantry" />
<string
id="str_troop_group_name.6"
text="{=ZR2bAa1p}Light Cavalry" />
<string
id="str_troop_group_name.7"
text="{=MLmHSSg0}Heavy Cavalry" />
<string
id="str_troop_group_name.8"
text="{=MWByKPst}Generals" />
<string
id="str_troop_group_name.9"
text="{=Z8LeI4ho}Bodyguards" />
<string
id="str_troop_group_name_definite"
text="{=troopclassname}{FORMATION_CLASS}" />
<string
id="str_ok"
text="{=oHaWR73d}Ok" />
<string
id="str_info"
text="{=cJmI2poS}Info" />
<string
id="str_facegen_error_on_paste"
text="{=1XVvU23F}Unable to use the clipboard text as body properties key!" />
<string
id="str_menu_overlay_context_list.Encyclopedia"
text="{=jiKRLWD4}Show in encyclopedia" />
<string
id="str_menu_overlay_context_list.Conversation"
text="{=toK51MD4}Visit" />
<string
id="str_menu_overlay_context_list.QuickConversation"
text="{=OPhlqUVl}Talk" />
<string
id="str_menu_overlay_context_list.ConverseWithLeader"
text="{=Zuq5mO5e}Talk to Party Leader" />
<string
id="str_menu_overlay_context_list.ArmyDismiss"
text="{=4jLW7hag}Dismiss from Army" />
<string
id="str_menu_overlay_context_list.ManageGarrison"
text="{=nkzKgspT}Manage Garrison" />
<string
id="str_menu_overlay_context_list.DonateTroops"
text="{=4YfjgtO2}Donate Troops" />
<string
id="str_menu_overlay_context_list.JoinArmy"
text="{=ccUEYdrU}Join Army" />
<string
id="str_menu_overlay_context_list.TakeToParty"
text="{=VyPwh1CT}Take Hero To Party" />
<string
id="str_menu_overlay_context_list.ManageTroops"
text="{=uQgNPJnc}Manage Troops" />
<string
id="str_menu_overlay_cant_talk_to_party_leader"
text="{=1KcIeYe2}You need to be in the same location as the character in order to talk to them" />
<string
id="str_boardgame_name.Seega"
text="{=C4n1rgBC}Seega" />
<string
id="str_boardgame_name.Puluc"
text="{=Uh057UUb}Puluc" />
<string
id="str_boardgame_name.Konane"
text="{=5DSafcSC}Konane" />
<string
id="str_boardgame_name.MuTorere"
text="{=5siAbi69}Mu Torere" />
<string
id="str_boardgame_name.Tablut"
text="{=qeKskdiY}Tablut" />
<string
id="str_boardgame_name.BaghChal"
text="{=zWoj91XY}BaghChal" />
<string
id="str_boardgame_difficulty.Easy"
text="{=j9Weia10}Easy" />
<string
id="str_boardgame_difficulty.Normal"
text="{=8UBfIenN}Normal" />
<string
id="str_boardgame_difficulty.Hard"
text="{=Hx47TGrA}Hard" />
<string
id="str_character_skillpoint_progress"
text="{=qQLh6S2w}SP {CURRENTAMOUNT}/{TARGETAMOUNT}" />
<string
id="str_character_unspent_character_points"
text="{=JGk5MJkN}Free Points" />
<string
id="str_character_skill_focus"
text="{=MRktqZwu}Skill Focus" />
<string
id="str_focus_points"
text="{=LApMSsnb}Focus Points" />
<string
id="str_player_cannot_give_more_points"
text="{=wXQUXa1P}You cannot give anymore focus points to this skill" />
<string
id="str_player_doesnt_have_enough_points"
text="{=RUcYGbUH}You don't have enough points" />
<string
id="str_how_to_learn"
text="{=brQ42NE5}How to learn" />
<string
id="str_completion"
text="{=1Llb4gGw}Completion" />
<string
id="str_unsaved_changes"
text="{=S3ymfdwB}You have made changes. Do you want to apply them?" />
<string
id="str_unapplicable_changes"
text="{=FdTd3yIx}Changes you made cannot be applied. Do you want to reset and change the screen?" />
<string
id="str_persuasion"
text="{=iLcfZ71B}Persuasion" />
<string
id="str_persuasion_fail"
text="{=Jh7sayJB}Fail Chance" />
<string
id="str_persuasion_critical_fail"
text="{=D5QlXOV0}Critical Fail and Fail Whole Persuasion Chance" />
<string
id="str_persuasion_success"
text="{=agYpWI9u}Success Chance" />
<string
id="str_persuasion_critical_success"
text="{=aa5tNRb9}Critical Success Chance" />
<string
id="str_persuasion_blocking_hint"
text="{=Ti2GeG0U}Upon selection, this option will block one random option." />
<string
id="str_persuasion_progressing_hint"
text="{=XqV3x4i3}Upon selection, this option will progress the persuasion attempt to the next stage." />
<string
id="str_persuasion_tooltip"
text="{=sfcbd6QS}You've scored {CURRENT_PROGRESS} points out of the {TARGET_PROGRESS} needed to succeed in this persuasion attempt." />
<string
id="str_finance"
text="{=gamefinance}Finance" />
<string
id="str_level_tag"
text="{=OKUTPdaa}Level" />
<string
id="str_cancel"
text="{=3CpNUnVl}Cancel" />
<string
id="str_reset"
text="{=mAxXKaXp}Reset" />
<string
id="str_transfer"
text="{=AmbKQ7LT}Transfer" />
<string
id="str_food"
text="{=qSi4DlT4}Food" />
<string
id="str_equipment"
text="{=nDNOn5o2}Equipment" />
<string
id="str_pickup_to_equip"
text="{=itvLr7dL}Pick up" />
<string
id="str_inventory_category_tooltip.1"
text="{=e1tZ4kEY}All Stuff" />
<string
id="str_inventory_category_tooltip.2"
text="{=YhLweMrP}Armors" />
<string
id="str_inventory_category_tooltip.3"
text="{=2RIyK1bp}Weapons" />
<string
id="str_inventory_category_tooltip.4"
text="{=PSN8IaIg}Shields" />
<string
id="str_inventory_category_tooltip.5"
text="{=2Jr3zWQz}Horses and Horse Harnesses" />
<string
id="str_inventory_category_tooltip.6"
text="{=qSi4DlT4}Food" />
<string
id="str_inventory_popup_player_not_enough_gold"
text="{=WusvipsF}Insufficient funds!" />
<string
id="str_inventory_head_armor"
text="{=O3dhjtOS}Head Armor" />
<string
id="str_inventory_body_armor"
text="{=HkfY3Ds5}Body Armor" />
<string
id="str_inventory_leg_armor"
text="{=eIws123Z}Leg Armor" />
<string
id="str_inventory_arm_armor"
text="{=kx7q8ybD}Arm Armor" />
<string
id="str_inventory_horse_armor"
text="{=kftE5nvv}Horse Armor" />
<string
id="str_inventory_preview"
text="{=un7poy9x}Preview" />
<string
id="str_inventory_equip"
text="{=DKqLY1aJ}Equip" />
<string
id="str_inventory_slaughter"
text="{=bg8co4he}Slaughter{newline}You will not be able to undo this action." />
<string
id="str_inventory_donate"
text="{=1dLZLQsY}Donate to Troops{newline}You will not be able to undo this action." />
<string
id="str_inventory_unequip"
text="{=QndVFTbx}Unequip" />
<string
id="str_warehouse_capacity_exceeded_hint"
text="{=d4OPyxom}Warehouse capacity exceeded." />
<string
id="str_capacity_exceeded_hint"
text="{=J5961cx8}You will slow down dramatically. Be careful." />
<string
id="str_capacity_exceeded"
text="{=DqJG7bvh}Capacity Exceeded" />
<string
id="str_inventory_buy_and_equip"
text="{=8l8xEu64}Buy and Equip" />
<string
id="str_inventory_sell"
text="{=PHkC8Gia}Sell" />
<string
id="str_inventory_buy"
text="{=fwbD1Jqo}Buy" />
<string
id="str_inventory_take_and_equip"
text="{=BObPGFCw}Take and Equip" />
<string
id="str_inventory_give"
text="{=mTTWkewD}Give" />
<string
id="str_inventory_take"
text="{=yFl9N7wz}Take" />
<string
id="str_inventory_discard"
text="{=02c5bQSM}Discard" />
<string
id="str_inventory_lock"
text="{=lockverb}Lock" />
<string
id="str_inventory_alternative_usage_hint"
text="{=znxbib0f}Show stats for this usage" />
<string
id="str_inventory_cost_higher"
text="{=b778BvfW}This item is {PERCENTAGE}% more expensive than average" />
<string
id="str_inventory_cost_lower"
text="{=gTlW1qOB}This item is {PERCENTAGE}% cheaper than average" />
<string
id="str_inventory_cost_normal"
text="{=kX8svveF}This item's cost is near it's average price" />
<string
id="str_loot"
text="{=Th8q8wC2}Loot" />
<string
id="str_weight_text"
text="{=YvwQL9aa}Weight: " />
<string
id="str_value"
text="{=f7t4saJu}Value" />
<string
id="str_cost"
text="{=YSM0lxns}Cost" />
<string
id="str_distance"
text="{=fEu5S6Bd}Distance" />
<string
id="str_distance_to_army_leader"
text="{=adtqbbGU}Distance to Army Leader" />
<string
id="str_distance_by_time"
text="{=2X1rBrdC}{?IS_UNDER_A_DAY}{?}{DAY_VALUE} {?IS_MORE_THAN_ONE_DAY}days {?}day {\?}{\?}{?IS_UNDER_ONE_HOUR}{?}{HOUR_VALUE} {?IS_MORE_THAN_AN_HOUR}hours{?}hour{\?}{\?}" />
<string
id="str_head_armor"
text="{=EUzxzL9s}Head Armor: " />
<string
id="str_body_armor"
text="{=bLWyjOdS}Body Armor: " />
<string
id="str_leg_armor"
text="{=U8VHRdwF}Leg Armor: " />
<string
id="str_hit_points"
text="{=aCkzVUCR}Hit Points: " />
<string
id="str_missile_speed"
text="{=YukbQgHJ}Missile Speed: " />
<string
id="str_thrust_damage"
text="{=7sUhWG0E}Thrust Damage: " />
<string
id="str_thrust_speed"
text="{=VPYazFVH}Thrust Speed: " />
<string
id="str_swing_damage"
text="{=fMmlUHyz}Swing Damage: " />
<string
id="str_party_category_prisoners_tooltip"
text="{=N6QTvjMf}Prisoners" />
<string
id="str_party_cancel"
text="{=3CpNUnVl}Cancel" />
<string
id="str_mission_exit_query"
text="{=9gNjg4P0}This will not save your game and return you the the Main Menu. Are you sure you want to exit?" />
<string
id="str_mp_exit_query"
text="{=HQgSPtK6}Are you sure you want to exit multiplayer?" />
<string
id="str_exit"
text="{=3CsACce8}Exit" />
<string
id="str_continue"
text="{=DM6luo3c}Continue" />
<string
id="str_proceed"
text="{=yVLv2Q23}Proceed" />
<string
id="str_siege_move_to_reserve"
text="{=caPP57v9}Move to Reserve" />
<string
id="str_talk_button"
text="{=OPhlqUVl}Talk" />
<string
id="str_done"
text="{=WiNRdfsm}Done" />
<string
id="str_reset_icon"
text="{=psjAVdkH}Reset Icon" />
<string
id="str_randomize_all"
text="{=IUxlDj4s}Randomize All" />
<string
id="str_reset_all"
text="{=ua15BlYh}Reset All" />
<string
id="str_undo"
text="{=HEQ2zEei}Undo" />
<string
id="str_redo"
text="{=tdYB3Tzc}Redo" />
<string
id="str_toggle_scabbard"
text="{=rDnWQL87}Show/Hide Scabbard" />
<string
id="str_tier_one"
text="{=Lp0byzGQ}I" />
<string
id="str_tier_two"
text="{=aR4e8B2A}II" />
<string
id="str_tier_three"
text="{=5QN7SFNW}III" />
<string
id="str_tier_four"
text="{=7vdgxtwo}IV" />
<string
id="str_tier_five"
text="{=ap1wEfdW}V" />
<string
id="str_crafting_tier_filter_all"
text="{=yfa7tpbK}All" />
<string
id="str_reset_camera"
text="{=WzcY3WMe}Reset Camera" />
<string
id="str_toggle_camera"
text="{=w9beDbTI}Toggle Camera Mode" />
<string
id="str_offer"
text="{=vpx7Pa7v}Offer" />
<string
id="str_gift"
text="{=giftverb}Gift" />
<string
id="str_diplomatic_group"
text="{=L7wn49Uz}Diplomacy" />
<string
id="str_kingdoms_group"
text="{=Fp68NbYO}Kingdoms" />
<string
id="str_troops_group"
text="{=5k4dxUEJ}Troops" />
<string
id="str_companions_group"
text="{=vOgACpuD}Companions" />
<string
id="str_companion"
text="{=4okzoXIw}Companion" />
<string
id="str_family_group"
text="{=b4lDDcli}Family" />
<string
id="str_traits_group"
text="{=082FNWAD}Traits" />
<string
id="str_members"
text="{=lBn2pSBL}Members" />
<string
id="str_companions"
text="{=vOgACpuD}Companions" />
<string
id="str_generic_character_name"
text="{=genericcharactername}{CHARACTER_NAME}" />
<string
id="str_generic_character_firstname"
text="{=genericcharacterfirstname}{CHARACTER_FIRSTNAME}" />
<string
id="str_generic_clan_name"
text="{=genericclanname}{CLAN_NAME}" />
<string
id="str_generic_kingdom_name"
text="{=generickingdomname}{KINGDOM_NAME}" />
<string
id="str_generic_kingdom_short_name"
text="{=generickingdomshortname}{KINGDOM_SHORT_NAME}" />
<string
id="str_head_armor"
text="{=O3dhjtOS}Head Armor" />
<string
id="str_body_armor"
text="{=HkfY3Ds5}Body Armor" />
<string
id="str_leg_armor"
text="{=eIws123Z}Leg Armor" />
<string
id="str_order_Retreat"
text="{=VbeHEAsa}Retreat" />
<string
id="str_quit_question"
text="{=hbeUbpEA}Are you sure you want to cancel?" />
<string
id="str_decision"
text="{=ho5EndaV}Decision" />
<string
id="str_decision_outcome"
text="{=3E0ZXV7j}Decision Outcome" />
<string
id="str_decision_first_stage_player_supporter"
text="{=eyMU7X0e}You're a lord and voting. The ruler will vote in the end and decide the outcome." />
<string
id="str_decision_second_stage_player_supporter"
text="{=M6tfHhq7}You have voted and the ruler has decided on the outcome." />
<string
id="str_decision_second_stage_player_decider"
text="{=qe686AAn}You're the ruler. Your decision will be the final one and will overrule anything." />
<string
id="str_decision_need_to_select_an_outcome"
text="{=yRTV90eN}You need to select an outcome." />
<string
id="str_decision_need_to_select_an_option_and_support"
text="{=l4uTnJct}You need to select an outcome and how much you want to support that outcome." />
<string
id="str_decision_not_enough_influence"
text="{=cjZqTaHm}You don't have enough influence." />
<string
id="str_support_clan_action_explanation"
text="{=baIUUw1c}Spend your own influence to increase the influence of the selected clan" />
<string
id="str_expel_clan_action_explanation"
text="{=Igoid3sR}Propose to expel this clan from the kingdom ({SUPPORT}%)" />
<string
id="str_annex_fief_action_explanation"
text="{=FRZfpryn}Bring forward the proposal to give this settlement to someone else" />
<string
id="str_do_you_want_to_resolve_decision"
text="{=w9C43LhX}Do you want to resolve {DECISION_NAME} decision?" />
<string
id="str_decision_will_be_resolved_in_hours"
text="{=COhJ2HsU}It will be automatically resolved in {HOUR} hours." />
<string
id="str_you_need_to_resolve_decision"
text="{=BftxIurV}You need to resolve {DECISION_NAME} decision." />
<string
id="str_already_proposed_policy"
text="{=DyarV8i7}There is already a proposed decision for this policy." />
<string
id="str_mercenaries_cannot_propose_policies"
text="{=iORENG5d}Mercenaries cannot propose policies." />
<string
id="str_mercenaries_cannot_support_clans"
text="{=ADJQa8am}Mercenaries cannot support other clans." />
<string
id="str_mercenaries_cannot_expel_clans"
text="{=p8amfQyz}Mercenaries cannot expel clans." />
<string
id="str_cannot_support_your_clan"
text="{=zEbvDH7V}You cannot support your own clan." />
<string
id="str_cannot_annex_ruling_clan_settlement"
text="{=v3cY44N1}You cannot annex a ruling clan's settlement." />
<string
id="str_cannot_annex_waiting_for_ruler_decision"
text="{=aepux62p}You can not annex a settlement until ownership decision is complete." />
<string
id="str_cannot_annex_already_decision_underway"
text="{=5kS1qjZL}There is already an unresolved decision on this settlement." />
<string
id="str_cannot_annex_while_mercenary"
text="{=UxyIkWah}Mercenaries cannot annex settlements." />
<string
id="str_cannot_expel_ruling_clan"
text="{=i0H8WLRx}You cannot expel a ruling clan." />
<string
id="str_cannot_expel_your_clan"
text="{=Btglp7Ij}You cannot expel your own clan." />
<string
id="str_cannot_disband_army_while_mercenary"
text="{=wshehbFu}Mercenaries cannot disband armies." />
<string
id="str_cannot_propose_war_truce_while_mercenary"
text="{=WlV9cE5E}Mercenaries cannot propose war policies." />
<string
id="str_cannot_disband_army_while_in_event"
text="{=mGWrSJLE}You cannot disband an army while it's in a map event." />
<string
id="str_cannot_disband_army_while_in_that_army"
text="{=NBv29XpJ}You cannot disband an army while you're in that army." />
<string
id="str_disband_army"
text="{=ViYdZUbQ}Disband Army" />
<string
id="str_html_influence_icon"
text="{=!}<img src="General\Icons\Influence@2x">" />
<string
id="str_html_gold_icon"
text="{=!}<img src="General\Icons\Coin@2x">" />
<string
id="str_html_focus_icon"
text="{=!}<img src="CharacterDeveloper\cp_icon">" />
<string
id="str_html_focus_icon"
text="{=!}<img src="CharacterDeveloper\cp_icon">" />
<string
id="str_sf_text_with_focus_icon"
text="{=VeOqrmx5}{LEFT}{FOCUS_ICON}{RIGHT}" />
<string
id="str_and_the_lord_of_TOWNS"
text="{=OLKGQGHU}I am lord of {TOWNS}." />
<string
id="str_and_the_lady_of_TOWNS"
text="{=1klXxZFS}I am lady of {TOWNS}." />
<string
id="str_army_of_HERO"
text="{=C0llOApK}{HERO}{.o} Army" />
<string
id="str_action_disabled_reason_prisoner"
text="{=21t7Ev03}You can not perform this action while you are imprisoned." />
<string
id="str_action_disabled_reason_siege"
text="{=5a4cY5az}You can not perform this action while you are in a siege." />
<string
id="str_action_disabled_reason_encounter"
text="{=debCJDAZ}You can not perform this action while you are in an encounter" />
<string
id="str_action_disabled_reason_raid"
text="{=GNGTllPc}You can not perform this action while raiding a village" />
<string
id="str_change_clan_party_leader"
text="{=spkv1rOW}Changing a Party Leader" />
<string
id="str_disband_party"
text="{=VWQbVKT4}Disband Party" />
<string
id="str_recall_member"
text="{=bWzRXUbp}Recall Clan Member" />
<string
id="str_disbanding"
text="{=lznqF0oO}Disbanding" />
<string
id="str_change_party_leader"
text="{=AtulqwTG}Change Party Leader" />
<string
id="str_cannot_disband_milita_party"
text="{=z716wRaB}You cannot disband a milita party" />
<string
id="str_cannot_disband_garrison_party"
text="{=zg0q1aqD}You cannot disband a garrison party" />
<string
id="str_cannot_disband_main_party"
text="{=04GuLxE1}You cannot change the leader of your own party or disband it" />
<string
id="str_cannot_disband_already_disbanding_party"
text="{=NiyNgXMe}This party is already disbanding" />
<string
id="str_cannot_disband_not_mobile_party"
text="{=BhGlPxqx}You can only disband mobile parties" />
<string
id="str_kingdom_diplomacy_war_truce_disabled_reason_story"
text="{=ID8wnSIi}This action is not allowed in current stage of the story." />
<string
id="str_raid"
text="{=mbS0DkUo}Raid" />
<string
id="str_siege"
text="{=siegeevent}Siege" />
<string
id="str_encounter"
text="{=dQRdP9eQ}Encounter" />
<string
id="str_army_management"
text="{=pPRYdrk7}Army Management" />
<string
id="str_NUM_lords"
text="{=5X9Sq4T4}{NUM} Lord(s)" />
<string
id="str_occupation.NotAssigned"
text="{=CcAG3D8Q}NotAssigned" />
<string
id="str_occupation.Tavernkeeper"
text="{=CsjtWt1g}Tavern Keeper" />
<string
id="str_occupation.Mercenary"
text="{=zCQaPTOK}Mercenary" />
<string
id="str_occupation.Lord"
text="{=yBnwGiuB}Lord" />
<string
id="str_occupation.Merchant"
text="{=3Ds5ARHL}Merchant" />
<string
id="str_occupation.ArenaMaster"
text="{=Duoo5R2P}Arena Master" />
<string
id="str_occupation.Companion"
text="{=4okzoXIw}Companion" />
<string
id="str_occupation.Villager"
text="{=MxG4217V}Villager" />
<string
id="str_occupation.Soldier"
text="{=NRpwZGxI}Soldier" />
<string
id="str_occupation.Townsfolk"
text="{=ZaoZKcx9}Townsfolk" />
<string
id="str_occupation.RansomBroker"
text="{=W2WXkiAh}Ransom Broker" />
<string
id="str_occupation.Weaponsmith"
text="{=UaN2lfwi}Weaponsmith" />
<string
id="str_occupation.Armorer"
text="{=jx8ohENz}Armorer" />
<string
id="str_occupation.HorseTrader"
text="{=79ElOr2x}Horse Trader" />
<string
id="str_occupation.TavernWench"
text="{=lvc1Xgf8}Tavern Wench" />
<string
id="str_occupation.TavernGameHost"
text="{=4mMXsVGb}Tavern Game Host" />
<string
id="str_occupation.Bandit"
text="{=3IpiWM7H}Bandit" />
<string
id="str_occupation.Notable"
text="{=qpmpTdla}Notable" />
<string
id="str_occupation.Wanderer"
text="{=FLa5OuyK}Wanderer" />
<string
id="str_occupation.PrisonGuard"
text="{=WSoZkkqD}Prison Guard" />
<string
id="str_occupation.Guard"
text="{=guardnoun}Guard" />
<string
id="str_occupation.ShopWorker"
text="{=275LD0Gh}Shop Worker" />
<string
id="str_occupation.Musician"
text="{=zfCoeglY}Musician" />
<string
id="str_occupation.Gangster"
text="{=OpSGWdrk}Gangster" />
<string
id="str_occupation.Blacksmith"
text="{=bNnQt4jN}Blacksmith" />
<string
id="str_occupation.Special"
text="{=7WFFCVMa}Special" />
<string
id="str_yes"
text="{=aeouhelq}Yes" />
<string
id="str_no"
text="{=8OkPHu4f}No" />
<string
id="str_error"
text="{=!}Error" />
<string
id="str_error_string"
text="{=!}ERROR!!!ERROR!!!!ERROR!!!ERROR!!!ERROR!!!ERROR!!!!ERROR!!!ERROR!!!!ERROR!!!ERROR!!!!ERROR!!!ERROR!!!!ERROR!!!ERROR!!!!ERROR!!!ERROR!!!!!" />
<!--<string id="str_s0" text="{!}{s0}" />-->
<!--<string id="str_blank_s1" text="{!} {s1}" />-->
<!--<string id="str_reg1" text="{!}{reg1}" />-->
<!--<string id="str_s50_comma_s51" text="{!}{s50}, {s51}" />-->
<!--<string id="str_s52_comma_s51" text="{!}{s52}, {s51}" />-->
<string
id="str_banner_editor"
text="{=k3LajvfJ}Banner Editor" />
<string
id="str_reject"
text="{=D9WJXQ9Z}Reject" />
<string
id="str_accept"
text="{=ZdqbU2gw}Accept" />
<string
id="str_reject"
text="{=D9WJXQ9Z}Reject" />
<string
id="str_bet"
text="{=n3e3g6Rq}Bet" />
<string
id="str_wager"
text="{=xwWUDia6}Wager" />
<string
id="str_your_turn"
text="{=zNEvBr6R}Your Turn" />
<string
id="str_opponents_turn"
text="{=33hHRM8r}Opponent's Turn" />
<string
id="str_roll_dice"
text="{=BVaXBAr9}Roll Dice" />
<string
id="str_how_to_play"
text="{=krmvzGaV}How to Play" />
<string
id="str_finished"
text="{=KQQaoouG}(Finished)" />
<string
id="str_give_up_fight"
text="{=aebVkHyA}Give up the fight?" />
<string
id="str_disable_current_tutorial_step"
text="{=5eH0lCEO}Disable Current Tutorial Step" />
<string
id="str_disable_all_tutorials"
text="{=YCYwPPlJ}Disable All Tutorials" />
<string
id="str_tutorials_enabled"
text="{=DOKG38dF}Tutorials Enabled" />
<string
id="str_can_not_retreat"
text="{=ZaseErqk}Can't retreat, there are enemies nearby!" />
<string
id="str_can_not_retreat_duel_ongoing"
text="{=G5yvspkZ}Can't retreat, duel is ongoing!" />
<string
id="str_main_hero_is_imprisoned"
text="{=TVcqGJ1r}Main hero is imprisoned!" />
<string
id="str_beaten_opponent"
text="{=1MStGeRa}Beaten opponent: {BEATEN_OPPONENT_COUNT}" />
<string
id="str_remaining_opponent"
text="{=OJmC1Ckc}Remaining opponent: {REMAINING_OPPONENT_COUNT}" />
<string
id="str_earned_denar"
text="{=pm0yiOmv}Earned: {DENAR_AMOUNT}{GOLD_ICON}" />
<string
id="str_decision_not_enough_gold"
text="{=QOWyEJrm}You don't have enough denars." />
<string
id="str_party_loses_moral_due_to_insufficent_funds"
text="{=QmaVRAkx}You could not pay all wages, your party loses {reg1} morale." />
<string
id="str_board_game_title.Konane_0"
text="{=dgaf7Jpb}Setup" />
<string
id="str_board_game_title.Konane_1"
text="{=bPXvukDs}Moving and Capturing" />
<string
id="str_board_game_title.Konane_2"
text="{=R4Gqskgq}Victory" />
<string
id="str_board_game_instruction.Konane_0"
text="{=EvvMNX3A}The starting player chooses one of four pawns to be removed from the board.{newline}Then, the other player selects one of his adjacant pawns to also be removed. If the pawn of the starting player was in the center, the other player has to remove one of two pawns in the center too.{newline}{newline}The game now begins." />
<string
id="str_board_game_instruction.Konane_1"
text="{=MmNF7sW7}Moving pawns is only possible by capturing pawns from your opponent.{newline}Capturing is done by orthoginally jumping over 1 or more opposing pawns." />
<string
id="str_board_game_instruction.Konane_2"
text="{=5WWbQRQ5}A player wins if his opponent can't make any more jumps (captures)." />
<string
id="str_board_game_title.Seega_0"
text="{=dgaf7Jpb}Setup" />
<string
id="str_board_game_title.Seega_1"
text="{=KiJd6Xik}Movement" />
<string
id="str_board_game_title.Seega_2"
text="{=Jelvod71}Capturing" />
<string
id="str_board_game_title.Seega_3"
text="{=R4Gqskgq}Victory" />
<string
id="str_board_game_instruction.Seega_0"
text="{=snxLc1Wq}Two pawns from each player start on the board as shown. Players take turns placing the rest on any available tile, excluding the center tile." />
<string
id="str_board_game_instruction.Seega_1"
text="{=AWW0T6xR}A pawn may be moved orthogonally, one tile at a time.{newline}A pawn can not be moved back to the tile that it came from in the previous turn.{newline}If a player is unable to move, that player may remove one of the opponent's pawns and still make a move." />
<string
id="str_board_game_instruction.Seega_2"
text="{=c3cdHImi}Capture your opponent's pawns by surrounding them on both sides. If a pawn moves in between two opposing pawns, it does not get captured.{newline}In the first two images, white pawns get captured by the black pawns. In the last two, there are no captures." />
<string
id="str_board_game_instruction.Seega_3"
text="{=x2mSJAVa}A player wins if his opponent has only one or no pawns left.{newline}{newline}Another way to win is by constructing a barrier that has all of the pawns of the opposing player on one side. When a barrier has been constructed, the player with the most pawns left wins." />
<string
id="str_board_game_title.Tablut_0"
text="{=dgaf7Jpb}Setup" />
<string
id="str_board_game_title.Tablut_1"
text="{=KiJd6Xik}Movement" />
<string
id="str_board_game_title.Tablut_2"
text="{=Jelvod71}Capturing" />
<string
id="str_board_game_title.Tablut_3"
text="{=R4Gqskgq}Victory" />
<string
id="str_board_game_instruction.Tablut_0"
text="{=YYdPfXEP}Tablut is a game of attackers (black) versus defenders (white).{newline}The attackers outnumber the defenders, but the defenders don't have to capture to win. Their main objective is to secure their king (center pawn).{newline}The king follows the same movement and capturing rules as the other pawns." />
<string
id="str_board_game_instruction.Tablut_1"
text="{=GbbGlcMZ}Pawns can move to any tile in a vertical or horizontal direction, but they can never jump over other pawns.{newline}Pawns can not move on or over the center tile. Once the king leaves this tile, he can also no longer cross it." />
<string
id="str_board_game_instruction.Tablut_2"
text="{=1asbVsat}Capturing is done by surrounding an opposing pawn from both sides with your own pawns.{newline}Pawns can also be captured by blocking them against the center tile. This works for both players." />
<string
id="str_board_game_instruction.Tablut_3"
text="{=WTR5Lr8W}The defenders win when they can move their king to any edge of the board.{newline}The attackers win when they capture the king, or if they can prevent all defenders from moving." />
<string
id="str_board_game_title.Puluc_0"
text="{=jGFEbaex}Dice Roll" />
<string
id="str_board_game_title.Puluc_1"
text="{=KiJd6Xik}Movement" />
<string
id="str_board_game_title.Puluc_2"
text="{=Jelvod71}Capturing" />
<string
id="str_board_game_title.Puluc_3"
text="{=snyxby5L}Back To Home" />
<string
id="str_board_game_title.Puluc_4"
text="{=R4Gqskgq}Victory" />
<string
id="str_board_game_instruction.Puluc_0"
text="{=xv8T0Il8}The starting player and the amount of tiles you can move each turn are decided by throwing four two-coloured sticks." />
<string
id="str_board_game_instruction.Puluc_1"
text="{=09ooh9I3}Pawns travel toward the opponent's home-tile. Upon reaching the last tile, they will move back towards their own home-tile. Enemy pawns can be captured along the way." />
<string
id="str_board_game_instruction.Puluc_2"
text="{=MwgcfGsr}A pawn that lands on a tile with an opposing pawn already there, will capture that opposing pawn. The captured pawn will be stacked underneath the invading pawn.{newline}A stack of pawns can be also be re-captured as long as the top pawn belongs to the opponent.{newline}As soon as a pawn makes a capture, it will move back towards its home-tile in the next turn." />
<string
id="str_board_game_instruction.Puluc_3"
text="{=kRKYHQ6V}When a stack lands exactly on its home-tile, all pawns of the player who controls the stack are returned to that player's hand, and can be re-used. The pawns belonging to the other player are eliminated from the game." />
<string
id="str_board_game_instruction.Puluc_4"
text="{=ZXXNrvvg}A player wins if his opponent has no more available pawns in hand or on the board." />
<string
id="str_board_game_title.BaghChal_0"
text="{=dgaf7Jpb}Setup" />
<string
id="str_board_game_title.BaghChal_1"
text="{=KiJd6Xik}Movement" />
<string
id="str_board_game_title.BaghChal_2"
text="{=Jelvod71}Capturing" />
<string
id="str_board_game_title.BaghChal_3"
text="{=R4Gqskgq}Victory" />
<string
id="str_board_game_instruction.BaghChal_0"
text="{=aNSAaHk9}Bagh Chal is a game of Sheep (white) versus Wolves (black).{newline}The wolves have four pawns that start on the four corners of the board. Every turn, one sheep is placed on the board, and one wolf makes a move or capture until all sheep have been placed on the board.{newline}After all sheep have been placed, the sheep can now also move on the board." />
<string
id="str_board_game_instruction.BaghChal_1"
text="{=Lc1vIEnM}Wolves and sheep move in the same way by sliding along the lines on the board, one tile per turn." />
<string
id="str_board_game_instruction.BaghChal_2"
text="{=EPGDe5fG}Only wolves can capture, by jumping over a sheep to an available tile behind it. Capturing also follows the lines on the board." />
<string
id="str_board_game_instruction.BaghChal_3"
text="{=zo5hQfll}The wolves win if they can remove 5 sheep from the board.{newline}{newline}The sheep win if they can block the wolves so they can't make any more moves." />
<string
id="str_board_game_title.MuTorere_0"
text="{=KiJd6Xik}Movement" />
<string
id="str_board_game_title.MuTorere_1"
text="{=R4Gqskgq}Victory" />
<string
id="str_board_game_instruction.MuTorere_0"
text="{=bWVG2s2h}You can only move a pawn that has an opposing pawn next to it, to the center tile.{newline}Every pawn can freely be moved one tile along the outer edge.{newline}A pawn on the center tile can move to any available tile." />
<string
id="str_board_game_instruction.MuTorere_1"
text="{=yzIOcJoK}A player wins if his opponent has been blocked and can no longer make any moves." />
<string
id="str_retreat"
text="{=MqsWixDp}Retreat!" />
<string
id="str_battle_finished"
text="{=kXno6ZuU}Battle finished..." />
<string
id="str_battle_finished_press_tab_to_view_results"
text="{=nHGm1wYg}Battle finished. Press {leave_key} to view results" />
<string
id="str_battle_won"
text="{=TVQXa0y0}Battle won!" />
<string
id="str_battle_won_press_tab_to_view_results"
text="{=PhoKHbhd}Battle won. Press {leave_key} to view results" />
<string
id="str_battle_lost"
text="{=eMwbzp49}Battle lost..." />
<string
id="str_battle_lost_press_tab_to_view_results"
text="{=J3L0MuEU}Battle lost. Press {leave_key} to view results." />
<string
id="str_enemies_are_fleeing_you_won"
text="{=VeqwXwYc}Enemies are fleeing. You won the battle." />
<string
id="str_friendlies_are_fleeing_you_lost"
text="{=d4n8AuUh}Friendly troops are fleeing. You've lost the battle." />
<string
id="str_battle_fate.0"
text="{=tQDbRfMs}We were separated in the heat of battle" />
<string
id="str_battle_fate.1"
text="{=fRu5Y4OT}I was wounded and left for dead" />
<string
id="str_battle_fate.2"
text="{=gT5zJaD7}I was knocked senseless by the enemy" />
<string
id="str_battle_fate.3"
text="{=ugX2RRDY}I was taken and held for ransom" />
<string
id="str_battle_fate.4"
text="{=D8Wjbw9K}I got captured, but later managed to escape" />
<string
id="str_morale_reg1"
text="{=pq48aN8d}Morale: {reg1}" />
<string
id="str_pause"
text="{=JQOUUVct}Pause" />
<string
id="str_paused_capital"
text="{=i30TCtj2}PAUSED" />
<string
id="str_fast_forward"
text="{=yenZGMzi}Fast Forward" />
<string
id="str_play"
text="{=maptimeplay}Play" />
<!-- Companion/NPC strings removed from here -->
<string
id="str_tooltip_label_relation"
text="{=BlidMNGT}Relation" />
<string
id="str_tooltip_label_home"
text="{=homesettlement}Home" />
<string
id="str_tooltip_label_type"
text="{=zMMqgxb1}Type" />
<string
id="str_tooltip_label_location"
text="{=FkhJz0po}Location" />
<string
id="str_tooltip_label_supporter_of"
text="{=UP6yVQ7b}Supporter Of" />
<!--string id="str_men_count_in_paranthesis" text=" ({NUMBER_OF_MEN} {?NUMBER_OF_MEN_IS_PLURAL}men{?}man{\?})" />-->
<string
id="str_men_count_in_paranthesis_wo_wounded"
text="{=Bdg4kSqC} ({NUMBER_OF_MEN})" />
<string
id="str_men_count_in_paranthesis_with_wounded"
text="{=Is3O8NXW} ({NUMBER_OF_MEN}+{NUMBER_OF_WOUNDED_MEN}w)" />
<string
id="str_charactertype_merchant"
text="{=3Ds5ARHL}Merchant" />
<string
id="str_charactertype_artisan"
text="{=qfzkMuLj}Artisan" />
<string
id="str_charactertype_headman"
text="{=08aYzc2F}Headman" />
<string
id="str_charactertype_gangleader"
text="{=DIuI1moW}Gang Leader" />
<string
id="str_charactertype_preacher"
text="{=stS5PBIr}Preacher" />
<string
id="str_charactertype_ruralnotable"
text="{=Qn3DCH3d}Landowner" />
<string
id="str_charactertype_minorfaction"
text="{=7sZMMYbe}Minor Faction" />
<string
id="str_charactertype_noble"
text="{=vmMqs3Ck}Noble" />
<string
id="str_charactertype_lord"
text="{=yBnwGiuB}Lord" />
<string
id="str_charactertype_lady"
text="{=strcharactertypelady}Lady" />
<string
id="str_charactertype_wanderer"
text="{=FLa5OuyK}Wanderer" />
<string
id="str_charactertype_mercenary"
text="{=zCQaPTOK}Mercenary" />
<string
id="str_charactertype_unknown"
text="{=MT4b8H9h}Unknown" />
<string
id="role.None"
text="{=koX9okuG}None" />
<string
id="role.Ruler"
text="{=IcgVKFxZ}Ruler" />
<string
id="role.ClanLeader"
text="{=pqfz386V}Clan Leader" />
<string
id="role.Governor"
text="{=Fa2nKXxI}Governor" />
<string
id="role.ArmyCommander"
text="{=AMhvD9om}Army Commander" />
<string
id="role.PartyLeader"
text="{=ggpRTQQl}Party Leader" />
<string
id="role.PartyOwner"
text="{=YifFZaG7}Party Owner" />
<string
id="role.Surgeon"
text="{=QBPrRdQJ}Surgeon" />
<string
id="role.Engineer"
text="{=7h6cXdW7}Engineer" />
<string
id="role.Scout"
text="{=92M0Pb5T}Scout" />
<string
id="role.Quartermaster"
text="{=redwEIlW}Quartermaster" />
<string
id="role.PartyMember"
text="{=HcAV8x7p}Party Member" />
<string
id="role.Personal"
text="{=UxAl9iyi}Personal" />
<string
id="role.Captain"
text="{=captainasleader}Captain" />
<string
id="str_character_role_disabled_tooltip"
text="{=pSz4xSqO}Hero's {SKILL_NAME} skill needs to be {MIN_SKILL_AMOUNT} or higher." />
<string
id="str_hero_needs_trait_tooltip"
text="{=SLNKWIj5}Hero's {TRAIT_NAME} trait needs to be {MAX_TRAIT_AMOUNT} or lower." />
<string
id="str_hero_is_already_alley_leader"
text="{=BdFaNDom}This hero is already an alley leader." />
<string
id="str_my_lord"
text="{=icmyseoo}My lord" />
<string
id="str_my_lady"
text="{=3FUaZk5A}My lady" />
<string
id="str_he_is_currently_at_town_name"
text="{=Pia30xtc}{?ASKED_LORD.GENDER}She{?}He{\?} is currently at {TOWN_NAME}." />
<string
id="str_he_is_in_the_field"
text="{=ENzvOHsA}{ASKED_LORD.LINK} is in the field and {?ASKED_LORD.GENDER}she{?}he{\?} should be close to {SETTLEMENT_NAME} at the moment." />
<string
id="str_he_is_prisoner_at"
text="{=bcmlu1ml}{?ASKED_LORD.GENDER}She{?}He{\?} is prisoner of {PRISON_PARTY_LEADER.LINK}." />
<string
id="str_he_is_fugitive"
text="{=BD8Mi02a}{ASKED_LORD.LINK} is currently fugitive." />
<string
id="str_i_do_not_know_where_he_is"
text="{=AagJ9cSL}I do not know where {?ASKED_LORD.GENDER}she{?}he{\?} is." />
<string
id="str_quest_given_by"
text="{=uYFd4meY}Quest Given By" />
<string
id="str_time_remaining"
text="{=lbdSaDpI}Time Remaining" />
<string
id="str_quests"
text="{=KUEHAD4U}Quests" />
<string
id="str_old_quests"
text="{=lrAnY7Fb}Old Quests" />
<string
id="str_old_quests_explanation"
text="{=vo867CHX}Completed quests in the last year" />
<string
id="str_sort_quests"
text="{=hE4XvvXv}Sort by:" />
<string
id="str_available_quest"
text="{=cMrROb6w}Available Quest" />
<string
id="str_active_quests"
text="{=jd4ULLGr}Active Quests" />
<string
id="str_no_active_quest"
text="{=QgUej8DP}No Active Quest" />
<string
id="str_track_related_quest_objects"
text="{=EOhmOITp}Track Related Quest Objects" />
<string
id="str_active_quest"
text="{=QLM6DWHB}Active Quest(s)" />
<string
id="str_completed_quests"
text="{=aiX4b5kS}Completed Quests" />
<string
id="str_ongoing_issue"
text="{=SeQ0Q7r6}Ongoing Issue" />
<string
id="str_unsolved_issue"
text="{=o1MtbgEi}Unsolved Issue" />
<!--Battle won comments-->
<!--Unprovoked attack-->
<!--<string id="str_unprovoked_attack_quarrelsome" text="You're making a big mistake, {boy/girl}. What do you think you're doing?" />-->
<!--<string id="str_unprovoked_attack_goodnatured" text="Why do you do this? We've got no quarrel, {sir/madame}." />-->
<!--<string id="str_unnecessary_attack_martial" text="I am eager to take you up on your challenge, {sir/madame}, although I will give you a minute to reconsider." />-->
<!--<string id="str_unnecessary_attack_goodnatured" text="I don't see what you have to gain by picking a fight, {sir/madame}. You can still ride away." />-->
<!--<string id="str_unnecessary_attack_upstanding" text="If a fight is what you wish, {sir/madame}, then you will have one, but I will yet offer you the chance to back down." />-->
<!--<string id="str_lord_follow_refusal_default" text="Follow you? You forget your station, {sir/madame}." />-->
<!--<string id="str_lord_follow_refusal_pitiless" text="Lords like me do not follow people like you, {sir/madame}." />-->
<!--<string id="str_lord_follow_refusal_cunning" text="First show me that you are the type of {man/woman} who will not lead me into disaster, and then perhaps I will follow you." />-->
<!--<string id="str_lord_follow_refusal_sadistic" text="I think not! Rather, you should follow me, as a whipped cur follows {his/her} master." />-->
<!--<string id="str_rebellion_dilemma_pitiless" text="Hmm. {s45} says {reg3?she:he} is the rightful heir to the throne. That is good - - it absolves me of my oath to {s46}. But still I must weight my decision carefully." />-->
<!--<string id="str_rebellion_dilemma_2_quarrelsome" text="So tell me, why should I turn my back on the bastard I know, in favor of {reg3?a woman:the bastard} I don't know?" />-->
<!--<string id="str_rebellion_dilemma_2_pitiless" text="It is a most perilous position to be in, to be asked whom I would make {reg3?ruler:king} of this land. Yet it is also a time of opportunity, for me to reap the rewards that have always been my due!" />-->
<!--<string id="str_rebellion_dilemma_2_cunning" text="{s46} has been challenged, and thus he will never be able to rule as strongly as one whose claim has never been questioned. Yet if {s45} takes the throne by force, {reg3?she:he} will not be as strong as one who succeeded peacefully." />-->
<!--<string id="str_rebellion_dilemma_2_sadistic" text="Perhaps if I join {s45} while {reg3?she:he} is still weak {reg3?she:he} will enrich me, but perhaps if I bring {s46} your head he will give me an even greater reward." />-->
<!--<string id="str_rebellion_agree_sadistic" text="I have decided. I will back your {reg3?woman:man} {s45}. But you'd best make sure that {reg3?she:he} rewards me well!" />-->
<!--<string id="str_rebellion_agree_goodnatured" text="All right. I think your {reg3?woman:man} will be a good ruler. I'll join you." />-->
<!--<string id="str_rebellion_refuse_pitiless" text="No. I will not join your rebellion. I count it little more than the tantrum of a child, denied a bauble which {reg3?she:he} thinks should be {reg3?hers:his}. I will stick with {s46}, whose ability to rule is well-tested." />-->
<string
id="str_total_item_cost_reg0"
text="{=iKUXVaFf}Influence cost: {reg0}" />
<string
id="str_total_cost"
text="{=CaW72yB3}Total Cost" />
<string
id="str_decision_influence_cost"
text="{=6XYG7bux}You're going to spend {AMOUNT}{INFLUENCE_ICON}" />
<string
id="str_amount_with_influence_icon"
text="{=wKgpciSx}{AMOUNT}{INFLUENCE_ICON}" />
<string
id="str_decision_relation_increase"
text="{=w3v2S03V}Your relation with {HERO_NAME} will <a style="IncreaseStyle" ><b>increase</b></a>" />
<string
id="str_decision_relation_decrease"
text="{=E05lmb5n}Your relation with {HERO_NAME} will <a style="DecreaseStyle" ><b>decrease</b></a>" />
<string
id="str_execution_positive_action"
text="{=JnoB0RZ4}Execute {?DYING_HERO.GENDER}Her{?}Him{\?}" />
<string
id="str_execution_negative_action"
text="{=N0MCVBXb}Forget It" />
<!--<string id="str_reg0" text="{!}{reg0}" />-->
<!--<string id="str_s0_reg0" text="{!}{s0} {reg0}" />-->
<!--<string id="str_s0_s1" text="{!}{s0} {s1}" />-->
<!--<string id="str_reg0_dd_reg1reg2" text="{!}{reg0}:{reg1}{reg2}" />-->
<!--<string id="str_s0_dd_reg0" text="{!}{s0}: {reg0}" />-->
<string
id="str_enemies"
text="{=EWa1R7bv}Enemies " />
<!--<string id="str_completed_faction_troop_assignments_cheat_mode_reg3" text="{!}Completed faction troop assignments, cheat mode: {reg3}" />-->
<!--<string id="str_completed_political_events_cheat_mode_reg3" text="{!}Completed political events, cheat mode: {reg3}" />-->
<!--<string id="str_assigned_love_interests_attraction_seed_reg3" text="{!}Assigned love interests. Attraction seed: {reg3}" />-->
<!--<string id="str_located_kingdom_ladies_cheat_mode_reg3" text="{!}Located kingdom ladies, cheat mode: {reg3}" />-->
<!--<string id="str_team_reg0_bot_count_is_reg1" text="{!}Team {reg0} bot count is {reg1}." />-->
<!--<string id="str_input_is_not_correct_for_the_command_type_help_for_more_information" text="{!}Input is not correct for the command. Type 'help' for more information." />-->
<!--<string id="str_lord_info_string" text="{reg6?:{reg4?{s54} is the ruler of {s56}.^:{s54} is a vassal of {s55} of {s56}.^}}Renown: {reg5}. Controversy: {reg15}.^{reg9?{reg3?She:He} is the {reg3?lady:lord} of {s58}.:{reg3?She:He} has no fiefs.}{s59}^{s49}" />-->
<!--<string id="str_updating_faction_notes_for_s14_temp_=_reg4" text="{!}Updating faction notes for {s14}, temp = {reg4}" />-->
<!--<string id="str_s21_reg4reg5" text="{!}{s21} ({reg4}/{reg5})" />-->
<!--<string id="str_s21_cheat_mode_assessment_s14_" text="{!}{s21}^CHEAT MODE ASSESSMENT: {s14}^" />-->
<!--<string id="str_assigned_lord_reputation_and_relations_cheat_mode_reg3" text="{!}Assigned lord reputation and relations, cheat mode: {reg3}" />-->
<!--<string id="str_caravan_trades_in_s5_originally_from_s4_" text="{!}Caravan trades in {s5}, originally from {s4} " />-->
<!--<string id="str_your_hero_prisoned_at_s1" text="{!}your hero prisoned at {s1}." />-->
<!--<string id="str_old_morale_is_reg0_new_morale_is_reg1" text="{!}old morale is {reg0}, new morale is {reg1}" />-->
<!--<string id="str_our_per_person__reg0_num_people__reg1_total_gain__reg2" text="{!}[our] per person : {reg0}, num people : {reg1}, total gain : {reg2}" />-->
<!--<string id="str_ene_per_person__reg0_num_people__reg1_total_gain__reg2" text="{!}[ene] per person : {reg0}, num people : {reg1}, total gain : {reg2}" />-->
<!--<string id="str_all_per_person__reg0_num_people__reg1_total_gain__reg2" text="{!}[all] per person : {reg0}, num people : {reg1}, total gain : {reg2}" />-->
<!--<string id="str_loss_ratio_is_reg1" text="{!}loss ratio is {reg1}" />-->
<!--<string id="str_total_enemy_morale_gain__reg6_last_total_enemy_morale_gain__reg7_remaining_enemy_population__reg5" text="{!}total enemy morale gain : {reg6}, last total enemy morale gain : {reg7}, remaining enemy population : {reg5}" />-->
<!--<string id="str_caravan_in_s10_considers_s11_total_price_dif_=_reg3" text="{!}Caravan in {s10} considers {s11}, total price dif = {reg3}" />-->
<!--<string id="str_test__caravan_in_s3_selects_for_s4_trade_score_reg3" text="{!}TEST - Caravan in {s3} selects for {s4}, trade score: {reg3}" />-->
<!--<string id="str_prisoner_relative_is_reg0" text="{!}prisoner relative is {reg0}" />-->
<!--<string id="str_test_diagnosis__traveller_attacks_for_s4" text="{!}Test diagnosis - - traveller attacks for {s4}" />-->
<!--<string id="str_test_diagnostic_quest_found_for_s4" text="{!}Test diagnostic: Quest found for {s4}" />-->
<!--<string id="str_s4_changing_sides_aborts_quest" text="{!}{s4} changing sides aborts quest" />-->
<!--<string id="str_s11_reacts_to_granting_of_s12_to_s10" text="{!}{s11} reacts to granting of {s12} to {s10}" />-->
<!--<string id="str_debug__hiring_men_to_s7_ideal_size__reg6_ideal_top_size__reg7_hiring_budget__reg8" text="{!}DEBUG : hiring men to {s7} ideal size : {reg6}, ideal top size : {reg7}, hiring budget : {reg8}" />-->
<!--<string id="str_debug__hiring_men_to_party_for_s0" text="{!}DEBUG : hiring men to party for {s0}" />-->
<!--<string id="str_s4_sorties" text="{!}{s4} sorties" />-->
<!--<string id="str_s4_considers_going_to_s5_to_pay_court_to_s6" text="{!}{s4} considers going to {s5} to pay court to {s6}" />-->
<!--<string id="str_relation_with_1_bug_found_here__probably_because_s5_has_just_been_captured" text="{!}Relation with -1 bug found here - probably because {s5} has just been captured" />-->
<!--<string id="str_s4_has_reg4_chance_of_going_to_home_center" text="{!}{s4} has {reg4} chance of going to home center" />-->
<!--<string id="str_s5_decides_s14" text="{!}{s5} decides: {s14}" />-->
<!--<string id="str_s5_begins_offensive" text="{!}{s5} begins offensive" />-->
<!--<string id="str_renown_change_of_reg4_reduced_to_reg5_because_of_high_existing_renown" text="{!}Renown change of {reg4} reduced to {reg5}, because of high existing renown" />-->
<!--<string id="str_s14" text="{!}{s14}" />-->
<!--<string id="str_s4_is_present_at_the_center_and_in_place_of_honor" text="{!}{s4} is present at the center and in place of honor" />-->
<!--<string id="str_s4_is_present_at_the_center_as_a_refugee" text="{!}{s4} is present at the center as a refugee" />-->
<!--<string id="str_s4_is_present_at_the_center_and_not_attending_the_feast" text="{!}{s4} is present at the center and not attending the feast" />-->
<!--<string id="str_s4_is_present_at_the_center_and_is_married" text="{!}{s4} is present at the center and is married" />-->
<string
id="str_encyclopedia"
text="{=MxmOWsHj}Encyclopedia" />
<string
id="str_kingdom"
text="{=03mPaWum}Kingdom" />
<string
id="str_leave_kingdom"
text="{=EuGCNdHG}Leave Kingdom" />
<string
id="str_create_kingdom"
text="{=F6GhrriD}Create Kingdom" />
<string
id="str_abdicate_leadership"
text="{=5XFDdsHf}Abdicate Leadership" />
<string
id="str_abdicate_leadership_question"
text="{=DkaNhxpg}Are you sure you want to abdicate leadership?{?WILL_DESTROY}{newline}There are no other clans to take leadership. Your kingdom will be destroyed.{?}{\?}" />
<string
id="str_clan"
text="{=j4F7tTzy}Clan" />
<string
id="str_clan_next_tier"
text="{=8kVhiTmu}Next Tier:" />
<string
id="str_clan_expenses"
text="{=MfnYoLdc}Expenses" />
<string
id="str_clan_tier"
text="{=Uu0wzNj3}Clan Tier: {TIER} " />
<string
id="str_clan_party_size"
text="{=GRX8NjWI}Size" />
<string
id="str_clan_create_new_party"
text="{=b6biU4f1}Create New Party" />
<string
id="str_hero_family_relation"
text="{=MacceKIX}{RELATION_TEXT} of {BASE_HERO.NAME}" />
<string
id="str_inventory"
text="{=rbz1Bwbv}Inventory" />
<string
id="str_party"
text="{=qnxJYAs7}Party" />
<string
id="str_lord_party_name"
text="{=shL0WElC}{TROOP.NAME}{.o} Party" />
<string
id="str_caravan_party_name"
text="{=LjUhEJxz}Caravan of {OWNER.NAME}" />
<string
id="str_return_to_hero"
text="{=tDy1TfDq}Return To Hero" />
<string
id="str_camp"
text="{=pT9TZehy}Camp" />
<string
id="str_father"
text="{=22a9fyiQ}Father" />
<string
id="str_mother"
text="{=UB4sqrWx}Mother" />
<string
id="str_friends"
text="{=YK3nXtoM}Friends" />
<string
id="str_spouse"
text="{=U7Z7f7ZT}Spouse" />
<string
id="str_female_child"
text="{=femalechild}Child" />
<string
id="str_male_child"
text="{=malechild}Child" />
<string
id="str_son"
text="{=aS3xHcD4}Son" />
<string
id="str_daughter"
text="{=oKct1ecg}Daughter" />
<string
id="str_twin_female"
text="{=twinfemale}Twin" />
<string
id="str_twin_male"
text="{=twinmale}Twin" />
<string
id="str_bigsister"
text="{=bigsister}Sister" />
<string
id="str_bigbrother"
text="{=bigbrother}Brother" />
<string
id="str_littlesister"
text="{=littlesister}Sister" />
<string
id="str_littlebrother"
text="{=littlebrother}Brother" />
<string
id="str_people_encyclopedia_details"
text="{=svArZT0G}Details" />
<string
id="str_husband_fatherinlaw"
text="{=husbandfatherinlaw}father-in-law" />
<string
id="str_husband_motherinlaw"
text="{=husbandmotherinlaw}mother-in-law" />
<string
id="str_husband_sisterinlaw"
text="{=husbandsisterinlaw}sister-in-law" />
<string
id="str_husband_brotherinlaw"
text="{=husbandbrotherinlaw}brother-in-law" />
<string
id="str_wife_fatherinlaw"
text="{=wifefatherinlaw}father-in-law" />
<string
id="str_wife_motherinlaw"
text="{=wifemotherinlaw}mother-in-law" />
<string
id="str_wife_sisterinlaw"
text="{=wifesisterinlaw}sister-in-law" />
<string
id="str_wife_brotherinlaw"
text="{=wifebrotherinlaw}brother-in-law" />
<string
id="str_exspouse"
text="{=dO5tqXT8}Ex-Spouse" />
<string
id="str_ex_husband_fatherinlaw"
text="{=exhusbandfatherinlaw}Former father-in-law" />
<string
id="str_ex_husband_motherinlaw"
text="{=exhusbandmotherinlaw}Former mother-in-law" />
<string
id="str_ex_husband_sisterinlaw"
text="{=exhusbandsisterinlaw}Former sister-in-law" />
<string
id="str_ex_husband_brotherinlaw"
text="{=exhusbandbrotherinlaw}Former brother-in-law" />
<string
id="str_ex_wife_fatherinlaw"
text="{=exwifefatherinlaw}Former father-in-law" />
<string
id="str_ex_wife_motherinlaw"
text="{=exwifemotherinlaw}Former mother-in-law" />
<string
id="str_ex_wife_sisterinlaw"
text="{=exwifesisterinlaw}Former sister-in-law" />
<string
id="str_ex_wife_brotherinlaw"
text="{=exwifebrotherinlaw}Former brother-in-law" />
<string
id="str_child_spouse_female"
text="{=pMb8Pe12}Daughter-in-law" />
<string
id="str_child_spouse_male"
text="{=bh9U2fsZ}Son-in-law" />
<string
id="str_sibling_spouse_female"
text="{=IQ4bSdf5}Sister-in-law" />
<string
id="str_sibling_spouse_male"
text="{=owTlJjJc}Brother-in-law" />
<string
id="str_aunt"
text="{=iffbWGBa}Aunt" />
<string
id="str_uncle"
text="{=uPZH31zw}Uncle" />
<string
id="str_niece"
text="{=o1LEfpWD}Niece" />
<string
id="str_nephew"
text="{=Bl7UdJup}Nephew" />
<string
id="str_granddaughter"
text="{=xqOqriWF}Granddaughter" />
<string
id="str_grandson"
text="{=BKFcRo7f}Grandson" />
<string
id="str_relative_of_player"
text="{=caaxvMcY}Relative" />
<string
id="str_nobody"
text="{=FZBqNCvd}nobody" />
<!--<string id="str_i_take_what_work_i_can_sirmadame_i_carry_water_or_help_the_merchants_with_their_loads_or_help_build_things_if_theres_things_to_be_built" text="I take what work I can, {sir/madame}. I carry water, or help the merchants with their loads, or help build things, if there's things to be built." />-->
<!--<string id="str_dna_reg4_total_production_reg5_modula_reg7" text="{!}DNA: {reg4}, total production: {reg5}, modula: {reg7}" />-->
<!--<string id="str_agent_produces_s9" text="{!}Agent produces {s9}" />-->
<!--<string id="str_im_not_doing_anything_sirmadame_theres_no_work_to_be_had_around_here_these_days" text="I'm not doing anything, {sir/madame}. There's no work to be had around here these days." />-->
<!--<string id="str_im_not_doing_anything_sirmadame_i_have_no_land_of_my_own_and_theres_no_work_to_be_had_around_here_these_days" text="I'm not doing anything, {sir/madame}. I have no land of my own, and there's no work to be had around here these days." />-->
<!--<string id="str_why_im_still_living_off_of_your_kindness_and_goodness_sirmadame_hopefully_there_will_be_work_shortly" text="Why, I'm still living off of your kindness and goodness, {sir/madame}. Hopefully there will be work, shortly." />-->
<!--<string id="str_trade_explanation_tools" text="I work in a smithy, {sir/madame}, making all sorts of ironware - - knives, axes, pots, plough-blades, scythes, hammers, anvils, tongs, adzes, saws, nails, horseshoes, firesteel, braziers, and of course arms and armor for your excellencies." />-->
<!--<string id="str_trade_explanation_linen" text="I weave linen, using flax brought in from the surrounding countryside. It's makes a tough, light fabric, {sir/madame} - - good for summer clothing, sails for boats, and the like." />-->
<!--<string id="str_trade_explanation_leatherwork" text="I work in the tanneries outside the walls, turning cured hides from the countryside into good, supple leather. It's foul work, and I come home stinking of urine, dung, and lime - - but that's where your boots, saddles, and bridles come from, {sir/my lady}." />-->
<!--<string id="str_trade_explanation_flax" text="I sew and harvest linseed, and rot the stems to make flax fibers. That's the source of your fine linens, {sir/my lady} - - a rotting pit on the edge of a field." />-->
<!--<string id="str_s10_has_reg4_needs_reg5" text="{!}{s10} has {reg4}, needs {reg5}" />-->
<!--<string id="str_s1_reg1" text="{!}{s1} ({reg1})" />
<string id="str_s1_reg2" text="{!}{s1} ({reg2})" />
<string id="str_s1_reg3" text="{!}{s1} ({reg3})" />
<string id="str_s1_reg4" text="{!}{s1} ({reg4})" />
<string id="str_s1_reg5" text="{!}{s1} ({reg5})" />
<string id="str_s1_reg6" text="{!}{s1} ({reg6})" />
<string id="str_s1_reg7" text="{!}{s1} ({reg7})" />
<string id="str_s1_reg8" text="{!}{s1} ({reg8})" />
<string id="str_s1_reg9" text="{!}{s1} ({reg9})" />
<string id="str_reg13" text="{!}{reg13}" />
<string id="str_reg14" text="{!}{reg14}" />
<string id="str_reg15" text="{!}{reg15}" />
<string id="str_reg16" text="{!}{reg16}" />
<string id="str_reg17" text="{!}{reg17}" />
<string id="str_reg18" text="{!}{reg18}" />
<string id="str_reg19" text="{!}{reg19}" />
<string id="str_reg20" text="{!}{reg20}" />
<string id="str_reg21" text="{!}{reg21}" />-->
<!--<string id="str_assigning_lords_to_empty_centers" text="{!}ASSIGNING LORDS TO EMPTY CENTERS" />-->
<!--<string id="str_assign_lords_to_empty_centers_just_happened" text="{!}Assign lords to empty centers just happened" />-->
<!--<string id="str_s4_of_the_s5_is_unassigned" text="{!}{s4} of the {s5} is unassigned" />-->
<!--<string id="str_s4_of_the_s5_is_reserved_for_player" text="{!}{s4} of the {s5} is reserved for player" />-->
<!--<string id="str_s4_of_the_s5_has_no_fiefs" text="{!}{s4} of the {s5} has no fiefs" />-->
<!--<string id="str_s4_unassigned_centers_plus_landless_lords_=_reg4" text="{!}{s4}: unassigned centers plus landless lords = {reg4}" />-->
<!--<string id="str_s4_holds_s5_in_reserve" text="{!}{s4} holds {s5} in reserve" />-->
<!--<string id="str_updating_volunteers_for_s4_faction_is_s5" text="{!}Updating volunteers for {s4}, faction is {s5}" />-->
<!--<string id="str_shuffling_companion_locations" text="{!}Shuffling companion locations" />-->
<!--<string id="str_s4_is_at_s5" text="{!}{s4} is at {s5}" />-->
<!--<string id="str_reg1shehe_is_prisoner_of_s1" text="{reg1?She:He} is prisoner of {s1}." />-->
<!--<string id="str_s40" text="{!}{s40}" />-->
<!--<string id="str_reputation_cheat_mode_only_reg11_" text="{!}Reputation (cheat mode only): {reg11}^" />-->
<!--<string id="str_s40_s39_s2_reg0" text="{!}{s40}, {s39} ({s2}, {reg0})" />-->
<!--<string id="str_s46s45s44s48" text="{!}{s46}{s45}{s44}{s48}" />-->
<!--<string id="str_attack_on_travellers_found_reg3_hours_ago" text="{!}Attack on travellers found, {reg3} hours ago" />
<string id="str_trade_event_found_reg3_hours_ago" text="{!}Trade event found, {reg3} hours ago" />-->
<!--<string id="str_s43_s44" text="{!}{s43}^{s44}" />-->
<!--<string id="str_s44" text="{!}{s44}" />-->
<!--<string id="str_s44_s41" text="{!}{s44}, {s41}" />
<string id="str_s41" text="{!}{s41}" />-->
<!--<string id="str_s33_s34_reg1" text="{!}{s33} {s34} ({reg1})," />-->
<!--<string id="str_stop_gap__s15_is_the_rival_of_s16" text="{!}[STOP GAP - {s15} is the rival of {s16}" />-->
<!--<string id="str_s18_is_a_disgrace_reg3shehe_consorts_with_merchants_lends_money_at_interest_uses_coarse_language_and_shows_no_attempt_to_uphold_the_dignity_of_the_honor_bestowed_upon_reg3herhim" text="{s18} is a disgrace. {reg3?She:He} consorts with merchants, lends money at interest, uses coarse language, and shows no attempt to uphold the dignity of the honor bestowed upon {reg3?her:him}." />-->
<!--<string id="str_s18_has_called_me_out_for_the_way_i_deal_with_my_tenants_well_so_be_it_if_i_teach_them_that_they_are_the_equal_of_anyone_with_socalled_gentle_blood_what_is_it_to_reg3herhim" text="{s18} has called me out for the way I deal with my tenants. Well, so be it. If I teach them that they are the equal of anyone with so-called 'gentle' blood, what is it to {reg3?her:him}?" />-->
<!--<string id="str_check_reg8_s4_reconciles_s5_and_s6_" text="{!}Check #{reg8}: {s4} reconciles {s5} and {s6} " />-->
<!--<string id="str_check_reg8_s4_rules_in_s5s_favor_in_quarrel_with_s6_" text="{!}Check #{reg8}: {s4} rules in {s5}'s favor in quarrel with {s6} " />-->
<!--<string id="str_check_reg8_new_rivalry_generated_between_s5_and_s6" text="{!}Check #{reg8}: New rivalry generated between {s5} and {s6}" />-->
<!--<string id="str_check_reg8_s5_attempts_to_win_over_s6" text="{!}Check #{reg8}: {s5} attempts to win over {s6}" />-->
<!--<string id="str_s1_has_no_lords" text="{!}{s1} has no lords" />-->
<!--<string id="str_do_political_consequences_for_s4_victory_over_s5" text="{!}Do political consequences for {s4} victory over {s5}" />-->
<!--<string id="str_travellers_attacked_on_road_from_s15_to_s16" text="{!}Travellers attacked on road from {s15} to {s16}" />-->
<!--<string id="str_s15_shares_joy_of_victory_with_s16" text="{!}{s15} shares joy of victory with {s16}" />-->
<!--<string id="str_faction_marshall_s15_involved_in_defeat" text="{!}Faction marshall {s15} involved in defeat" />-->
<!--<string id="str_s14_of_s15_defeated_in_battle_loses_one_point_relation_with_liege" text="{!}{s14} of {s15} defeated in battle, loses one point relation with liege" />-->
<!--<string id="str_s14_defeated_in_battle_by_s15_loses_one_point_relation" text="{!}{s14} defeated in battle by {s15}, loses one point relation" />-->
<!--<string id="str_s14_blames_s15_for_defeat" text="{!}{s14} blames {s15} for defeat" />-->
<!--<string id="str_s32_is_undeclared_rebel" text="{!}{s32} is undeclared rebel" />-->
<!--<string id="str_s15_considered_member_of_faction_s20_weight_of_reg15" text="{!}{s15} considered member of faction {s20}, weight of {reg15}" />-->
<!--<string id="str_checking_for_recruitment_argument_reg24" text="{!}Checking for recruitment argument #{reg24}" />-->
<!--<string id="str_g_talk_troop_s20_evaluates_being_vassal_to_s22_of_s21" text="{!} G talk troop {s20} evaluates being vassal to {s22} of {s21}" />-->
<!--<string id="str_base_result_for_security_reg1" text="{!}Base result for security: {reg1}" />-->
<!--<string id="str_result_for_security_weighted_by_personality_reg2" text="{!}Result for security weighted by personality: {reg2}" />-->
<!--<string id="str_base_result_for_political_connections_reg3" text="{!}Base result for political connections: {reg3}" />-->
<!--<string id="str_result_for_political_connections_weighted_by_personality_reg4" text="{!}Result for political connections weighted by personality: {reg4}" />-->
<!--<string id="str_result_for_argument_strength_reg7" text="{!}Result for argument strength: {reg7}" />-->
<!--<string id="str_result_for_argument_appeal_reg17" text="{!}Result for argument appeal: {reg17}" />
<string id="str_combined_result_for_argument_modified_by_persuasion_reg8" text="{!}Combined result for argument modified by persuasion: {reg8}" />
<string id="str_base_changing_sides_penalty_reg9" text="{!}Base changing sides penalty: {reg9}" />
<string id="str_changing_sides_penalty_weighted_by_personality_reg10" text="{!}Changing sides penalty weighted by personality: {reg10}" />
<string id="str_combined_bonuses_and_penalties_=_reg0" text="{!}Combined bonuses and penalties = {reg0}" />-->
<!--<string id="str_s20_relation_with_s15_changed_by_reg4_to_reg14" text="{!}{s20} relation with {s15} changed by {reg4} to {reg14}" />-->
<!--<string id="str_checking_lord_reactions_in_s15" text="{!}Checking lord reactions in {s15}" />
<string id="str_s14_protests_the_appointment_of_s15_as_marshall" text="{!}{s14} protests the appointment of {s15} as marshall" />-->
<!--<string id="str_checking_s3_at_s5_with_s11_relationship_with_s4_score_reg0" text="{!}Checking {s3} at {s5} with {s11} relationship with {s4} (score {reg0})" />
<string id="str_s3_feast_concludes_at_s4" text="{!}{s3} feast concludes at {s4}" />
<string id="str_attendance_reg3_nobles_out_of_reg4" text="{!}Attendance: {reg3} nobles out of {reg4}" />
<string id="str_romantic_chemistry_reg0" text="{!}DEBUG : Romantic chemistry: {reg0}" />
<string id="str_personality_modifier_reg2" text="{!}Personality modifier: {reg2}" />
<string id="str_renown_modifier_reg3" text="{!}Renown modifier: {reg3}" />
<string id="str_final_score_reg0" text="{!}Final score: {reg0}" />
<string id="str_s4_pursues_suit_with_s5_in_s7" text="{!}{s4} pursues suit with {s5} in {s7}" />-->
<!--<string id="str_result_happy_engagement_between_s4_and_s5" text="{!}Result: happy engagement between {s4} and {s5}" />
<string id="str_result_s4_elopes_with_s5" text="{!}Result: {s4} elopes with {s5}" />
<string id="str_result_s4_reluctantly_agrees_to_engagement_with_s5" text="{!}Result: {s4} reluctantly agrees to engagement with {s5}" />
<string id="str_result_stalemate_patience_roll_=_reg3" text="{!}Result: stalemate, patience roll = {reg3}" />
<string id="str_s3_marries_s4_at_s5" text="{!}{s3} marries {s4} at {s5}" />-->
<!--<string id="str_s20_decided_to_attack_s21" text="{!}{s20} decided to attack {s21}." />-->
<!--<string id="str_debug__s10_decides_s14_faction_ai_s15" text="{!}DEBUG : {s10} decides: {s14} (faction AI: {s15})" />-->
<!--<string id="str_envoymodified_diplomacy_score_honor_plus_relation_plus_envoy_persuasion_=_reg4" text="{!}Envoy-modified diplomacy score (honor plus relation plus envoy persuasion) = {reg4}" />-->
<!--<string id="str_s12s15_cannot_negotiate_with_s16_as_to_do_so_would_undermine_reg4herhis_own_claim_to_the_throne_this_civil_war_must_almost_certainly_end_with_the_defeat_of_one_side_or_another" text="{s12}{s15} cannot negotiate with {s16}, as to do so would undermine {reg4?her:his} own claim to the throne. This civil war must almost certainly end with the defeat of one side or another." />-->
<!--<string id="str_s12s15_considers_s16_to_be_dangerous_and_untrustworthy_and_shehe_wants_to_bring_s16_down" text="{s12}{s15} considers {s16} to be dangerous and untrustworthy, and {?she:he} wants to bring {s16} down." />-->
<!--<string id="str_s12s15_feels_that_reg4shehe_is_winning_the_war_against_s16_and_sees_no_reason_not_to_continue" text="{s12}{s15} feels that {reg4?she:he} is winning the war against {s16}, and sees no reason not to continue." />-->
<!--<string id="str_s12even_though_reg4shehe_is_fighting_on_two_fronts_s15_is_inclined_to_continue_the_war_against_s16_for_a_little_while_longer_for_the_sake_of_honor" text="{s12}Even though {reg4?she:he} is fighting on two fronts, {s15} is inclined to continue the war against {s16} for a little while longer, for the sake of honor." />-->
<!--<string id="str_s12s15_feels_that_reg4shehe_must_pursue_the_war_against_s16_for_a_little_while_longer_for_the_sake_of_honor" text="{s12}{s15} feels that {reg4?she:he} must pursue the war against {s16} for a little while longer, for the sake of honor." />-->
<!--<string id="str_s12s15_seems_to_think_that_s16_and_reg4shehe_have_a_common_enemy_in_the_s17" text="{s12}{s15} seems to think that {s16} and {reg4?she:he} have a common enemy in the {s17}." />-->
<!--<string id="str_s12s15_feels_frustrated_by_reg4herhis_inability_to_strike_a_decisive_blow_against_s16" text="{s12}{s15} feels frustrated by {reg4?her:his} inability to strike a decisive blow against {s16}." />-->
<!--<string id="str_you_serve_another_realm_i_dont_see_s4_granting_reg4herhis_blessing_to_our_union" text="You serve another realm. I don't see {s4} granting {reg4?her:his} blessing to our union." />-->
<!--<string id="str_poem_choice_reg4_lady_rep_reg5" text="{!}Poem choice: {reg4}, lady rep: {reg5}" />-->
<!--<string id="str_result_reg4_string_s11" text="{!}Result: {reg4}. String: {s11}" />-->
<!--<string id="str_calculating_effect_for_policy_for_s3" text="{!}Calculating effect for policy for {s3}" />-->
<!--<string id="str_s65" text="{!}{s65}" />-->
<!--<string id="str_rumor_note_to_s3s_slot_reg4_s5" text="{!}Rumor note to {s3}'s slot {reg4}: {s5}" />-->
<string
id="str_leaving"
text="{=zzUk6ZaA}Leaving" />
<string
id="str_noble"
text="{=6PLqUB34}noble" />
<string
id="str_in_army"
text="{=NgHSyQem}In Army" />
<!--<string id="str_s4_s8_s5" text="{!}{s4}: {s8} ({s5})" />-->
<!--<string id="str_s2_s3" text="{!}{s2}^{s3}" />-->
<!--<string id="str_sfai_reg4" text="{!}SFAI: {reg4}" />-->
<!--<string id="str__you_see_the_banner_of_your_wifehusband_s7_over_the_castle_gate" text="You see the banner of your {wife/husband}, {s7}, over the castle gate." />-->
<!--<string id="str__the_banner_of_your_wifehusband_s7_flies_over_the_town_gates" text="The banner of your {wife/husband}, {s7}, flies over the town gates." />-->
<!--<string id="str___hardship_index_reg0_avg_towns_reg1_avg_villages_reg2__" text="{!}^^Hardship index: {reg0}, avg towns: {reg1}, avg villages: {reg2}^^" />-->
<!--<string id="str___s3_price_=_reg4_calradian_average_reg6_capital_reg11_s4_base_reg1modified_by_raw_material_reg2modified_by_prosperity_reg3_calradian_average_production_base_reg5_total_reg12_consumed_reg7used_as_raw_material_reg8modified_total_reg9_calradian_consumption_base_reg10_total_reg13s1_" text="{!}^^{s3}^Price = {reg4} (Calradian average {reg6})^Capital: {reg11} {s4}^Base {reg1}/modified by raw material {reg2}/modified by prosperity {reg3}^(Calradian average production, base {reg5}, total {reg12}).^Consumed {reg7}/used as raw material {reg8}/modified total {reg9}^(Calradian consumption, base: {reg10}, total: {reg13}){s1}^" />-->
<!--<string id="str_trial_influences_s17s_relation_with_s18_by_reg3" text="{!}Trial influences {s17}'s relation with {s18} by {reg3}" />-->
<!--<string id="str_by_order_of_s6_s4_of_the_s5_has_been_indicted_for_treason_the_lord_has_been_stripped_of_all_reg4herhis_properties_and_has_fled_for_reg4herhis_life_he_is_rumored_to_have_gone_into_exile_s11" text="By order of {s6}, {s4} of the {s5} has been indicted for treason. The lord has been stripped of all {reg4?her:his} properties, and has fled for {reg4?her:his} life. He is rumored to have gone into exile {s11}." />-->
<!--<string id="str_giver_troop_=_s2" text="{!}Giver troop = {s2}" />-->
<!--<string id="str_s3_commander_of_party_reg4_which_is_not_his_troop_leaded_party_reg5" text="{!}{s3} commander of party #{reg4} which is not his troop leaded party {reg5}" />-->
<!--<string id="str_s4_adds_wealth_has_reg4_wealth_accumulated" text="{!}{s4} adds wealth, has {reg4} wealth accumulated" />-->
<!--<string id="str_s9_does_not_have_a_fief" text="{!}{s9} does not have a fief" />-->
<!--<string id="str_debug__attempting_to_spawn_s4" text="{!}DEBUG : Attempting to spawn {s4}" />-->
<!--<string id="str_debug__s0_is_spawning_around_party__s7" text="{!}DEBUG : {s0} is spawning around party : {s7}" />-->
<!--<string id="str_s1_reg0_s2" text="{!}{s1}, {reg0} {s2}" />-->
<!--<string id="str_s3_reg0_s2" text="{!}{s3} {reg0} {s2}" />-->
<!--<string id="str_s1_s2" text="{!}{s1} {s2}" />-->
<!--<string id="str_test_effective_relation_=_reg3" text="{!}DEBUG : Effective relation = {reg3}" />-->
<!--<string id="str_g_talk_troop_=_reg0__g_encountered_party_=_reg1__slot_value_=_reg2" text="{!}g talk troop = {reg0} , g encountered party = {reg1} , slot value = {reg2}" />-->
<!--<string id="str_wielded_item_reg3" text="{!}Wielded item: {reg3}" />-->
<string
id="str_message_balloon_lord"
text="{=LymKjMLk}Your men have just join your party" />
<!--<string id="str__s15_is_also_being_held_here_and_you_may_wish_to_see_if_reg4shehe_will_join_us" text="{s15} is also being held here, and you may wish to see if {reg4?she:he} will join us." />-->
<!--<string id="str_comment_found_s1" text="{!}Comment found: {s1}" />-->
<!--<string id="str_s11" text="{!}{s11}" />-->
<!--<string id="str_intrigue_impatience=_reg3_must_be_less_than_100" text="{!}Intrigue impatience= {reg3}, must be less than 100" />-->
<!--Intrigue reject - not currently used-->
<!--<string id="str_well_ill_be_honest_i_feel_that_sometimes_s15_overlooks_my_rights_and_extends_his_protection_to_the_unworthy" text="Well, I'll be honest. I feel that sometimes {s15} overlooks my rights, and extends {reg15?her:his} protection to the unworthy." />-->
<!--<string id="str_heh_one_thing_that_ill_say_about_s15_is_that_he_has_a_ripe_batch_of_bastards_in_his_court" text="Heh. One thing that I'll say about {s15} is that {reg15?she:he} has a ripe batch of bastards in {reg15?her:his} court." />-->
<!--<string id="str_well_sometimes_i_have_to_say_that_i_question_s15s_judgment_regarding_those_who_he_keeps_in_his_court" text="Well, sometimes I have to say that I question {s15}'s judgment regarding those whom {reg15?she:he} keeps in his court." />-->
<!--<string id="str_i_will_confess_that_sometimes_i_worry_about_s15s_judgment_particularly_in_the_matter_of_the_counsel_that_he_keeps" text="I will confess that sometimes I worry about {s15}'s judgment, particularly in the matter of the counsel that {reg15?she:he} keeps.." />-->
<!--<string id="str_s15_long_may_he_live" text="{s15}? Long may {reg15?she:he} live!" />-->
<!--
<string id="str_trump_check_random_reg4_skill_reg3" text="{!}DEBUG : Trump check: random {reg4}, skill {reg3}" />-->
<!--
<string id="str_s12_s43" text="{!}{s12} {s43}" />-->
<!--
<string id="str_preliminary_result_for_political_=_reg4" text="{!}DEBUG : Preliminary result for political = {reg4}" />-->
<!--
<string id="str_result_for_political_=_reg41" text="{!}DEBUG : Result for political = {reg41}" />-->
<!--
<string id="str_chance_of_success_=_reg1" text="{!}DEBUG : Chance of success = {reg1}%" />-->
<!--
<string id="str_random_=_reg3" text="{!}DEBUG : Random = {reg3}" />-->
<!--
<string id="str_lord_pledges_to_s4" text="{!}DEBUG : Lord pledges to {s4}" />-->
<!--
<string id="str_lord_recruitment_provokes_home_faction" text="{!}DEBUG : Lord recruitment provokes home faction" />-->
<string
id="str_hours"
text="{=uFuDwaYp}{HOUR} {?PLURAL_HOURS}hours{?}hour{\?}" />
<string
id="str_days"
text="{=0T3bP5r6}{DAY} {?PLURAL_DAYS}days{?}day{\?}" />
<string
id="str_days_hours"
text="{=640qFpJ8}{DAY} {?PLURAL_DAYS}days{?}day{\?} and {HOUR} {?PLURAL_HOURS}hours{?}hour{\?}" />
<!--<string id="str_war_damage_inflicted_reg3_suffered_reg4_ratio_reg5" text="{!}DEBUG : War damage inflicted: {reg3}, suffered: {reg4}, ratio: {reg5}" />-->
<!--<string id="str_s9_s14" text="{!}{s9} {s14}" />-->
<string
id="str_hero_married_hero"
text="{=R6oKMaZ5}{MARRIED_HERO.LINK} married {MARRIED_TO.LINK}." />
<!--<string id="str_i_thank_you_reg39my_ladylord" text="I thank you, {reg39?my lady:lord}." />-->
<!--<string id="str_rival_found_s4_reg0_relation" text="{!}DEBUG : Rival found: {s4} ({reg0} relation)" />-->
<!--<string id="str__but_he_is_holding_there_as_a_prisoner_at_dungeon_of_s13" text="But {reg4?she:he} is being held there as a prisoner in the dungeon of {s13}." />-->
<!--<string id="str_log_entry_type_reg4_for_s4_total_entries_reg5" text="{!}DEBUG : Log entry type: {reg4} for {s4}, total entries: {reg5}" />-->
<!--<string id="str_error__reputation_type_for_s9_not_within_range" text="{!}ERROR - reputation type for {s9} not within range" />-->
<!--<string id="str_searching_for_rumors_for_s9" text="{!}DEBUG : Searching for rumors for {s9}" />-->
<!--<string id="str_you_will_not_be_disappointed_sirmadam_you_will_not_find_better_warriors_in_all_calradia" text="You will not be disappointed {sir/madam}. You will not find better warriors in all Calradia." />-->
<!--<string id="str_fire_time__reg0_cur_time__reg1" text="{!}DEBUG : fire time : {reg0}, cur time : {reg1}" />-->
<!--<string id="str_fire_set_up_time_at_city_reg0_is_reg1" text="{!}fire set up time at city {reg0} is {reg1}" />-->
<!--<string id="str_our_power__reg3__enemy_power__reg4" text="{!}our power : {reg3}, enemy power : {reg4}" />-->
<!--<string id="str_sire_my_lady_we_have_taken_s1_s2" text="{Sire/My lady}, we have taken {s1}. {s2}" />-->
<!--<string id="str_enterprise_enemy_realm" text="{Sir/Madame}, you are an enemy of this realm. We cannot allow you to buy land here." />-->
<!--<string id="str_intrigue_success_chance" text="{!}Your modified relation: {reg5}, {s4}'s relation: {reg4}" />-->
<!--<string id="str_lord_defects_ordinary" text="Lord Defects^^{s1} has renounced {reg4?her:his} allegiance to the {s3}, and joined the {s2}" />-->
<!--<string id="str_lord_defects_player" text="Lord Defects^^{s1} has renounced {reg4?her:his} allegiance to the {s3}. He has tentatively joined your kingdom. You may go to your court to receive a pledge, if you wish." />-->
<!--<string id="str_lord_defects_player_faction" text="Lord Defects^^{s1} has renounced {reg4?her:his} allegiance to the {s3}. He has tentatively joined your kingdom. You may go to your court to receive a pledge, if you wish." />-->
<!--<string id="str_lord_indicted_player_faction" text="By order of {s6}, {s4} of the {s5} has been indicted for treason. The lord has been stripped of all {reg4?her:his} properties, and has fled for {reg4?her:his} life. He wishes to join your kingdom. You may find him in your court to receive {reg?her:his} allegiance, if you wish it." />-->
<!--<string id="str_lord_indicted_dialog_approach" text="Greetings, {my lord/my lady}. You may have heard of my ill treatment at the hands of {s10}. You have a reputation as one who treats {his/her} vassals well, and if you will have me, I would be honored to pledge myself as your vassal." />-->
<!--<string id="str_lord_indicted_dialog_rejected" text="Indeed? Well, perhaps your reputation is misleading. Good day, {my lord/my lady} - - I go to see if another ruler in Calradia is more appreciative of my talents." />-->
<string
id="str_you"
text="{=QeeK2rge}you" />
<string
id="str_custom_battle"
text="{=4gOGGbeQ}Custom Battle" />
<string
id="str_custom_battle_select_all"
text="{=k1E9DuKi}Select All" />
<string
id="str_custom_battle_back_to_default"
text="{=7W79uw0y}Back To Default" />
<string
id="str_custom_battle_choose_troop.MeleeInfantry"
text="{=ztP8UKb8}Choose Infantry" />
<string
id="str_custom_battle_choose_troop.RangedInfantry"
text="{=GfpRqcWN}Choose Archers" />
<string
id="str_custom_battle_choose_troop.MeleeCavalry"
text="{=07b4Wy0h}Choose Cavalry" />
<string
id="str_custom_battle_choose_troop.RangedCavalry"
text="{=PGl6fYqY}Choose Horse Archers" />
<string
id="str_i_know_your_name"
text="{=M9p0vPad}I know your name... {COMMENT_STRING_MAIN}" />
<!--<string id="str_please_sir_my_lady_go_find_some_volunteers_i_do_not_know_how_much_time_we_have" text="{Sir/My lady} - - if you want to justify the trust which I have placed in you, then make a bit of haste. Go find some volunteers. I'm not sure how much time we have." />-->
<!--<string id="str_do_not_waste_time_go_and_learn_where_my_brother_is" text="Look, {sir/my lady}. Time is at a bit of premium, here. Now, if you could go find out where they are hiding my brother, that would be appreciated." />-->
<!--<string id="str_reg1_blank_s3" text="{!}{reg1} {s3}" />-->
<!--<string id="str_you_are_a_lord_lady_of_s8_s9" text="You are a {lord/lady} of {s8}.^{s9}" />-->
<!--<string id="str_you_are_king_queen_of_s8_s9" text="You are {king/queen} of {s8}.^{s9}" />-->
<string
id="str_quest_gold_reward_msg"
text="{=2RFda5ph}{GOLD_AMOUNT}{GOLD_ICON} received as reward." />
<string
id="str_start_barter_generic"
text="{=RKyiu5MH}Perhaps you and I can make a deal." />
<string
id="str_warning_trader_dont_have_enough_money"
text="{=7oJ9gIeT}Trader does not have enough money." />
<string
id="str_warning_you_dont_have_enough_money"
text="{=m6uSOtE4}You don't have enough money." />
<string
id="str_warning_you_dont_have_enough_influence"
text="{=cjZqTaHm}You don't have enough influence." />
<string
id="str_discarding_items"
text="{=uhcIXeba}You are discarding items. Are you sure?" />
<string
id="str_trader_doesnt_have_enough_money"
text="{=ZdeswYbM}Trader doesn't have enough money! Are you sure?" />
<string
id="str_leaving_loot_behind"
text="{=ylQJwqKH}You're leaving hard earned, free loot behind! Are you sure?" />
<string
id="str_leaving_troops_behind"
text="{=jFL2rgkP}You're leaving troops and/or prisoners behind! Are you sure?" />
<string
id="str_cancelling_troop_changes"
text="{=NRbNsJ9C}This will cancel your changes! Are you sure?" />
<string
id="str_warning_crafing_materials"
text="{=JQarnWiz}You don't have enough materials for this." />
<string
id="str_clan_doesnt_have_empty_party_slots"
text="{=itLpRUtF}Clan doesn't have any empty party slots." />
<string
id="str_clan_doesnt_have_available_heroes"
text="{=6OZycZbc}Clan doesn't have any available heroes to lead the new party." />
<string
id="str_can_only_kick_companion_from_clan"
text="{=4Y5T7wp1}Cannot kick family members from clan." />
<string
id="str_cannot_kick_companion_solving_issue"
text="{=HNqy4Ctc}Cannot kick a companion who is solving an issue." />
<string
id="str_kick_companion_from_clan_inquiry"
text="{=BNAHlS9P}Are you sure? You won't be able to undo this action." />
<string
id="str_recall_clan_member_inquiry"
text="{=Xedhfj07}It would take {TRAVEL_DURATION} for {HERO_NAME} to arrive at your party. Do you want to proceed?" />
<string
id="str_change_clan_party_leader_inquiry"
text="{=ehsuyvdT}If you proceed, the party will be without a leader for {TRAVEL_DURATION} while your clan members travel. It will not be able to join any armies until its new leader arrives. Are you sure?" />
<string
id="str_change_clan_party_leader_instantly_inquiry"
text="{=9raxrECY}If you proceed, {LEADER.NAME} will be the new leader of this party. Are you sure?" />
<string
id="str_disband_party_inquiry"
text="{=AxRxT2Xj}Once a party is disbanded, it merges into a near clan party or goes to nearest map faction settlement and joins its garrison.{newline}{newline}You will not be able to undo / cancel this action.{newline}{newline}Are you sure?" />
<string
id="str_cannot_kick_mainhero_from_clan"
text="{=I42QtISB}Cannot kick main hero from clan." />
<string
id="str_kick_from_clan"
text="{=vvXTnr8i}Kick from clan" />
<string
id="str_change_governor_inquiry"
text="{=OLZqZZF3}If you proceed, {GOVERNOR.NAME} will travel for {TRAVEL_DURATION} to become the new governor of {SETTLEMENT_NAME}. While traveling, {GOVERNOR.NAME} will not be available and you will not be able to change the governor of {SETTLEMENT_NAME} until {GOVERNOR.NAME} arrives. Are you sure?" />
<string
id="str_change_governor_instantly_inquiry"
text="{=aBssWwIu}If you proceed, {GOVERNOR.NAME} will become the new governor of {SETTLEMENT_NAME}. Are you sure?" />
<string
id="str_remove_governor_inquiry"
text="{=mJkJWccN}If you proceed, you will remove {GOVERNOR.NAME} from being the governor of {SETTLEMENT_NAME}. Are you sure?" />
<string
id="str_send_members_inquiry"
text="{=hoebgN2u}If you proceed, selected clan members will start traveling and they will not be available until they arrive {SETTLEMENT_NAME}. Are you sure?" />
<string
id="str_send_members"
text="{=bbmrHzRF}Send Clan Members To {SETTLEMENT_NAME}" />
<!--Commment: Quests Start Here-->
<string
id="str_quest_collect_debt_quest_gold_removed"
text="{=VyJMWO8a}{GOLD_AMOUNT}{GOLD_ICON} removed." />
<string
id="str_gold_removed_with_icon"
text="{=nvswKHTZ}You paid {GOLD_AMOUNT}{GOLD_ICON}." />
<string
id="str_you_received_gold_with_icon"
text="{=eAGeVRjI}You received {GOLD_AMOUNT}{GOLD_ICON}." />
<string
id="str_you_are_following_army"
text="{=I4BbOX46}You are in {ARMY_LEADER}{.o} army." />
<string
id="str_you_are_leading_army"
text="{=dKXdN4BL}You are leading an army" />
<string
id="str_cohesion"
text="{=p2WBSIa7}Cohesion:" />
<string
id="str_boost_cohesion"
text="{=SEBZa2Lh}Boost Cohesion" />
<string
id="str_cohesion_boost_spend"
text="{=ggrqoGnE}Spend {AMOUNT}" />
<string
id="str_cohesion_boost_gain"
text="{=8Jb61k7G}(+{GAIN_AMOUNT} cohesion)" />
<string
id="str_thousand_abbr"
text="{=thousandabbr}k" />
<string
id="str_million_abbr"
text="{=millionabbr}m" />
<string
id="str_billion_abbr"
text="{=billionabbr}b" />
<string
id="str_hour_abbr"
text="{=hourabbr}h" />
<string
id="str_minute_abbr"
text="{=minuteabbr}m" />
<string
id="str_second_abbr"
text="{=secondabbr}s" />
<string
id="str_mercenary_tavern_talk_hire.0"
text="{=3TXGG01D}You chose well, {?PLAYER.GENDER}madam{?}sir{\?}. My lads know how to keep their word and earn their pay.[ib:convo_approving]" />
<string
id="str_mercenary_tavern_talk_hire.1"
text="{=aaQtzfjL}Well done, {?PLAYER.GENDER}madam{?}sir{\?}. Keep the money and wine coming our way, and there's no foe in Calradia you need fear.[ib:convo_approving]" />
<string
id="str_mercenary_tavern_talk_hire.2"
text="{=ygY1oKQD}We are at your service, {?PLAYER.GENDER}madam{?}sir{\?}. Point us in the direction of those who need hurting, and we'll do the rest.[ib:convo_approving]" />
<string
id="str_mercenary_tavern_talk_hire.3"
text="{=kM1Y8XT0}You will not be dissapointed {?PLAYER.GENDER}madam{?}sir{\?}. You will not find better warriors in all Calradia.[ib:convo_approving]" />
<string
id="str_recruit_all"
text="{=YJaNtktT}Recruit All" />
<string
id="str_recruit_volunteers_not_enough_relation"
text="{=MeQmoYb4}You don't have a high enough relation to acquire this troop. {newline}You have {REL1}. You need {REL2}." />
<string
id="str_recruit_volunteers_new_troop"
text="{=WHED64rw}A new troop will be available here after some time." />
<string
id="str_recruitment"
text="{=fpdXZ0fl}Recruitment" />
<string
id="str_number_of_item_and_price"
text="{=N84HlDaV}{NUMBER_OF} {ITEM} ({AMOUNT}{GOLD_ICON})" />
<string
id="str_number_of_item"
text="{=di4MlBRx}{NUMBER_OF} {ITEM}" />
<string
id="str_currently_nobody_is_avaible_for_recruiting_in_this_town"
text="{=vZzDCjDr}Currently nobody is willing to be recruited in this town." />
<string
id="str_how_to_learn_skill.OneHanded"
text="{=TNLRC4Gf}Fight with a one handed short weapon." />
<string
id="str_how_to_learn_skill.TwoHanded"
text="{=aJoNj6JX}Fight with a two handed short weapon." />
<string
id="str_how_to_learn_skill.Polearm"
text="{=CKGavOyA}Fight with a spear or similiar polearm, either one-handed or two handed." />
<string
id="str_how_to_learn_skill.Bow"
text="{=f6gSyvnC}Shoot enemies with a bow and arrows. Perform difficult shots from a long distance." />
<string
id="str_how_to_learn_skill.Crossbow"
text="{=VqpmXU1m}Shoot enemies with a crossbow." />
<string
id="str_how_to_learn_skill.Throwing"
text="{=UIqPXN62}Strike enemies with thrown weapons." />
<string
id="str_how_to_learn_skill.Riding"
text="{=T3JJ7aIV}Ride on the map with as much speed as possible. Fight on horseback gaining speed bonus." />
<string
id="str_how_to_learn_skill.Athletics"
text="{=eNQgzubm}Fight on foot. Move on map on foot." />
<string
id="str_how_to_learn_skill.Crafting"
text="{=W5gPypVY}Use smithy to create weapons, refine materials and smelt old weapons." />
<string
id="str_how_to_learn_skill.Tactics"
text="{=7cMUohRm}Command simulated battles. Win battles at difficult odds. Escape from encounters by sacrificing troops if necessary." />
<string
id="str_how_to_learn_skill.Scouting"
text="{=IbkODMHV}Spot tracks and hideouts. Travel through difficult terrain. (Scout)" />
<string
id="str_how_to_learn_skill.Roguery"
text="{=OEax2Y9c}Raid caravans. Recruit and lead bandit troops. Infiltrate enemy towns. Give bribes. Escape from captivity." />
<string
id="str_how_to_learn_skill.Charm"
text="{=HdTVkcII}Improve relations with people. Socialize with nobles. Do Barters." />
<string
id="str_how_to_learn_skill.Leadership"
text="{=JdNTRtpJ}Maintain high morale in your party. Assemble and lead armies. Upgrade your troops." />
<string
id="str_how_to_learn_skill.Trade"
text="{=AIYWSAyK}Make profit from trading. Operate caravans." />
<string
id="str_how_to_learn_skill.Steward"
text="{=hVmamTJX}Gain party morale from food variety (Quartermaster). Improve settlement prosperity and build projects (Governor)." />
<string
id="str_how_to_learn_skill.Medicine"
text="{=ozYRUrum} Help wounded soldiers heal in settlements." />
<string
id="str_how_to_learn_skill.Engineering"
text="{=a3hmB91k}Build and operate siege engines. Successfully use engines in sieges offensively or defensively." />
<string
id="str_pregnant"
text="{=4ytmLxOy}Pregnant" />
<string
id="str_trait.mercy"
text="{=2I2uKJlw}Mercy" />
<string
id="str_trait.valor"
text="{=toQLHG6x}Valor" />
<string
id="str_trait.honor"
text="{=0oGz5rVx}Honor" />
<string
id="str_trait.generosity"
text="{=IuWu5Bu7}Generosity" />
<string
id="str_trait.calculating"
text="{=5sMBbn7y}Calculating" />
<!--Mercy-->
<string
id="str_trait_name_mercy.0"
text="{=pwFp1A5W}Sadistic" />
<string
id="str_trait_name_mercy.1"
text="{=2gpFPuZZ}Cruel" />
<string
id="str_trait_name_mercy.3"
text="{=0DiBS84d}Merciful" />
<string
id="str_trait_name_mercy.4"
text="{=sFpNAqHs}Compassionate" />
<!--Valor-->
<string
id="str_trait_name_valor.0"
text="{=UOr4UP47}Very cautious" />
<string
id="str_trait_name_valor.1"
text="{=aH4KnzBu}Cautious" />
<string
id="str_trait_name_valor.3"
text="{=I8xMpWxO}Daring" />
<string
id="str_trait_name_valor.4"
text="{=EAicirVE}Fearless" />
<!--Honor-->
<string
id="str_trait_name_honor.0"
text="{=2JnLh6F0}Deceitful" />
<string
id="str_trait_name_honor.1"
text="{=m6A7RLby}Devious" />
<string
id="str_trait_name_honor.3"
text="{=XxLCJb0W}Honest" />
<string
id="str_trait_name_honor.4"
text="{=bNoCJyi9}Honorable" />
<!--Generosity-->
<string
id="str_trait_name_generosity.0"
text="{=SFddKpPz}Tightfisted" />
<string
id="str_trait_name_generosity.1"
text="{=JTyC3Xra}Closefisted" />
<string
id="str_trait_name_generosity.3"
text="{=Tsn6bCft}Generous" />
<string
id="str_trait_name_generosity.4"
text="{=Vw7BUXvw}Munificent" />
<!--Calculating-->
<string
id="str_trait_name_calculating.0"
text="{=K2G3XJwZ}Hotheaded" />
<string
id="str_trait_name_calculating.1"
text="{=g0gDsalr}Impulsive" />
<string
id="str_trait_name_calculating.3"
text="{=calculatinglevel3trait}Calculating" />
<string
id="str_trait_name_calculating.4"
text="{=mwegfVKr}Cerebral" />
<string
id="str_trait_tooltip"
text="{=IiyN5krb}{TRAIT_NAME} ({TRAIT} {TRAIT_VALUE}){newline}{TRAIT_DESCRIPTION}" />
<string
id="str_trait_description_tooltip"
text="{=gwKPbSVE}{TRAIT}{newline}{TRAIT_DESCRIPTION}" />
<string
id="str_trait_gained_text"
text="{=8c8NDpAd}{HERO.NAME} has gained {TRAIT_NAME} trait." />
<string
id="str_trait_lost_text"
text="{=mds0myr4}{HERO.NAME} has lost {?PLAYER.GENDER}her{?}his{\?} {TRAIT_NAME} trait." />
<string
id="str_hero_rank.0"
text="{=ObTSCxra}Vassal" />
<string
id="str_hero_rank.1"
text="{=IcgVKFxZ}Ruler" />
<string
id="str_hero_rank_nobleman"
text="{=vmMqs3Ck}Noble" />
<string
id="str_hero_rank_mercenary"
text="{=zCQaPTOK}Mercenary" />
<string
id="str_hero_rank_of_faction.0"
text="{=c6Ei8Fqh}Vassal of the {FACTION_INFORMAL_NAME}" />
<string
id="str_hero_rank_of_faction.1"
text="{=MUCmJaXQ}Ruler of the {FACTION_INFORMAL_NAME}" />
<string
id="str_hero_rank_of_faction_nobleman"
text="{=8mBT44QK}Noble of the {FACTION_INFORMAL_NAME}" />
<string
id="str_hero_rank_of_faction_mercenary"
text="{=RJJ1Pbjk}Mercenary fighting for the {FACTION_INFORMAL_NAME}" />
<string
id="str_crafting"
text="{=smithingverb}Smithing" />
<string
id="str_smelting"
text="{=4cU98rkg}Smelting" />
<string
id="str_refining"
text="{=N6O2GtTK}Refining" />
<string
id="str_party_type.Default"
text="{=ti5FwD4t}Unknown Party" />
<string
id="str_party_type.Lord"
text="{=p5Rad7i2}War Party" />
<string
id="str_party_type.Bandit"
text="{=EWRoIdbA}Bandits" />
<string
id="str_party_type.Villager"
text="{=eDVvDS1i}Villagers" />
<string
id="str_party_type.GarrisonParty"
text="{=jlgjLDo7}Garrison" />
<string
id="str_party_type.Caravan"
text="{=vvabqi2w}Caravan" />
<string
id="str_crafting_category_smelting"
text="{=smeltverb}Smelt" />
<string
id="str_crafting_category_crafting"
text="{=forgeverb}Forge" />
<string
id="str_crafting_category_refinement"
text="{=hJypvWMR}Refine" />
<string
id="str_minor_faction"
text="{=7sZMMYbe}Minor Faction" />
<string
id="str_kingdom_faction"
text="{=lAgfGeXJ}Kingdom Faction" />
<string
id="str_bandit_faction"
text="{=DBU4VaIl}Bandit Faction" />
<string
id="str_leader"
text="{=SrfYbg3x}Leader" />
<string
id="str_prosperity_abbr"
text="{=vhq22OyK}Prosp." />
<string
id="str_strength"
text="{=a8zwLVKj}Strength" />
<string
id="str_currently_building"
text="{=CRR7cYhJ}Currently Building" />
<string
id="str_in_queue_with_number"
text="{=nbBgbwM2}In Queue: {NUMBER}" />
<string
id="str_in_queue"
text="{=s1NEbhFL}In Queue" />
<string
id="str_town_management_daily_defaults"
text="{=AUOio5Tu}Daily Defaults" />
<string
id="str_town_management_daily_defaults_explanation"
text="{=DOaIBObZ}(Daily defaults become active when there are no projects under construction)" />
<string
id="str_town_management_queue"
text="{=nyGRpJT3}Queue" />
<string
id="str_town_management_population_tax"
text="{=zE6OFPRu}Settlement Tax" />
<string
id="str_town_management_prosperity"
text="{=puwXJDa9}Prosperity:" />
<string
id="str_town_management_daily_production"
text="{=eavr4x8n}Construction:" />
<string
id="str_town_management_security"
text="{=4BQaqqzg}Security:" />
<string
id="str_town_management_loyalty"
text="{=GnWy8WAW}Loyalty:" />
<string
id="str_town_management_food"
text="{=uB245vWg}Food:" />
<string
id="str_town_management_militia"
text="{=PJEuE208}Militia:" />
<string
id="str_town_management_garrison"
text="{=yRQDL2ab}Garrison:" />
<string
id="str_at_map_event"
text="{=af4G3RYV} (battle)" />
<string
id="str_finished"
text="{=J4NmLqib}Finished" />
<string
id="str_simulation_tooltip.PlainBattle"
text="{=YgcirtUD}Plains Battle{newline}{newline}• Cavalry gain large bonus.{newline}• Horse archers gain large bonus." />
<string
id="str_simulation_tooltip.SteppeBattle"
text="{=ekQP9052}Steppe Battle{newline}{newline}• Cavalry gain large bonus.{newline}• Horse archers gain large bonus." />
<string
id="str_simulation_tooltip.DesertBattle"
text="{=rgmnL6sF}Desert Battle{newline}{newline}• Cavalry gain large bonus.{newline}• Horse archers gain large bonus." />
<string
id="str_simulation_tooltip.DuneBattle"
text="{=pAOtyE9u}Dune Battle{newline}{newline}• Cavalry gain large bonus.{newline}• Horse archers gain large bonus." />
<string
id="str_simulation_tooltip.SnowBattle"
text="{=xD3ICb06}Snow Battle{newline}{newline}• Cavalry gain large bonus.{newline}• Horse archers gain large bonus." />
<string
id="str_simulation_tooltip.ForestBattle"
text="{=7j4fQHg7}Forest Battle{newline}{newline}• Infantry gain minor bonus.{newline}• Archers suffer medium penalty.{newline}• Cavalry suffer large penalty.{newline}• Horse archers suffer severe penalty." />
<string
id="str_simulation_tooltip.RiverCrossingBattleAttacker"
text="{=N7yWipWU}River Crossing Battle{newline}{newline}• Infantry gain minor bonus.{newline}• Cavalry suffer medium penalty while attacking.{newline}• Horse archers suffer minor penalty while attacking." />
<string
id="str_simulation_tooltip.RiverCrossingBattleDefender"
text="{=kUBvVY89}River Crossing Battle{newline}{newline}• Infantry gain minor bonus.{newline}• Archers gain small bonus while defending.{newline}• Cavalry suffers minor penalty while defending." />
<string
id="str_simulation_tooltip.VillageAttacker"
text="{=OgRtdJhu}Village Battle{newline}{newline}• Infantry gain minor bonus.{newline}• Archers suffer medium penalty while attacking.{newline}• Horse archers gain medium penalty while attacking." />
<string
id="str_simulation_tooltip.VillageDefender"
text="{=DaMQ9c3T}Village Battle{newline}{newline}• Infantry gain minor bonus.{newline}• Archers gain minor bonus while defending.{newline}• Cavalry suffer medium penalty while defending." />
<string
id="str_simulation_tooltip.SiegeAttacker"
text="{=ql8Xr5ap}Siege Battle{newline}{newline}• Archers suffer major penalty while attacking.{newline}• Cavalry suffer medium penalty while attacking.{newline}• Horse archers suffer severe penalty while attacking." />
<string
id="str_simulation_tooltip.SiegeDefender"
text="{=GfR7NY0n}Siege Battle{newline}{newline}• Archers gain major bonus while defending.{newline}• Cavalry suffer medium penalty while defending.{newline}• Horse archers gain major bonus while defending." />
<string
id="str_press_key_to_hide"
text="{=5U70lB7k}Press {KEY} to hide" />
<string
id="str_duel_has_ended"
text="{=tpjGRDHP}Duel has ended. Hold {leave_key} to leave." />
<string
id="str_duel_player_result.-1"
text="{=nk0bADtq}You have rejected a challenge to a duel. Your army is disheartened by this display of cowardice. Your party loses morale." />
<string
id="str_duel_player_result.0"
text="{=pSjnd6PX}You have lost the duel. Your army is disheartened by your defeat. Your party loses morale." />
<string
id="str_duel_player_result.1"
text="{=bXS5KHk8}You have won the duel. Your army is encouraged by this display of your might. Your party gains morale." />
<string
id="str_duel_player_result.2"
text="{=HMgrtLYa}Your champion has lost the duel. Your army is disheartened by this defeat. Your party loses morale." />
<string
id="str_duel_player_result.3"
text="{=ROB0VcsI}Your champion has won the duel. Your army is encouraged by this victory. Your party gains morale." />
<string
id="str_hero_name_level"
text="{=IbGNaL0H}{HERO.LINK} Level: {LEVEL}" />
<string
id="str_level_with_value"
text="{=wjb4tZDX}Level: {LEVEL}" />
<string
id="str_required_xp_to_upgrade"
text="{=bTAkmho7}Required XP to Upgrade: {XP_AMOUNT}" />
<string
id="str_villager_goes_to_town"
text="{=OGjq7rpg}We are taking our products to the market at {TOWN}." />
<string
id="str_villager_returns_to_village"
text="{=Zg5Zmgui}We are returning from the market at {TOWN} back to our village." />
<string
id="str_looted_villager_returns_to_village"
text="{=72Rasm5f}We have nothing - no silver, no wares." />
<string
id="str_looted_party_have_money"
text="{=bZJs2AQX}Here's our money: {MONEY}{GOLD_ICON}. And here's our wares: {ITEM_LIST}. Just take them and let us live, {?PLAYER.GENDER}madam{?}sir{\?}." />
<string
id="str_offered_item_list"
text="{=ISJ8Tt8a}{COUNT} {.%}{?(COUNT > 1)}{PLURAL(ITEM)}{?}{ITEM}{\?}{.%}" />
<string
id="str_looted_party_have_money_but_no_item"
text="{=GDugjWao}Here is {MONEY}{GOLD_ICON}. Just take it and let us go." />
<string
id="str_looted_party_have_no_money"
text="{=7MWaMaez}Here's what we've got: {ITEM_LIST}. Take them, but let us live." />
<string
id="str_bandit_join_yes"
text="{=c7bVbjD7}As you wish. From now on, we fight for you." />
<string
id="str_bandit_join_yes_reputation"
text="{=a5j1v7tM}We've heard what happened to others who refused to join your cause. We've no desire to end up like them and no means to fight you. We'll wear your colors from now until it pleases you no more." />
<string
id="str_selection_widget_accept"
text="{=Y94H6XnK}Accept" />
<string
id="str_selection_widget_cancel"
text="{=3CpNUnVl}Cancel" />
<string
id="str_retreat_question"
text="{=h6AJXR2e}Are you sure to retreat your party?" />
<string
id="str_surrender_question"
text="{=YMIFqVOk}Are you sure you want to surrender? All of your troops will be lost!" />
<string
id="str_out_of_mission_bound"
text="{=kuKad3dj}{MISSION_MODE}" />
<string
id="str_boardgame"
text="{=xqN16a4k}Board Game" />
<string
id="str_boardgame_victory_message"
text="{=OtP3heba}You've beaten your opponent and won the game!" />
<string
id="str_boardgame_defeat_message"
text="{=caFEBWSY}Your opponent has bested you. You've lost." />
<string
id="str_boardgame_draw_message"
text="{=ChmM5tjf}The game is a draw!" />
<string
id="str_boardgame_seega_barrier_by_player_one_draw_message"
text="{=gAX49b7b}You've constructed a barrier against your opponent, but you have an equal amount of pawns left. The game is a draw!" />
<string
id="str_boardgame_seega_barrier_by_player_two_draw_message"
text="{=RO0a71EP}Your opponent constructed a barrier against you, but you have an equal amount of pawns left. The game is a draw!" />
<string
id="str_boardgame_seega_barrier_by_player_one_victory_message"
text="{=TDQId8c9}You've constructed a barrier against your opponent, and have more pawns left. You win the game!" />
<string
id="str_boardgame_seega_barrier_by_player_two_victory_message"
text="{=J3ACAwbt}Your opponent constructed a barrier against you, but you have more pawns left. You win the game!" />
<string
id="str_boardgame_seega_barrier_by_player_one_defeat_message"
text="{=5lDYh7wJ}You've constructed a barrier against your opponent, but have fewer pawns left. You lost the game!" />
<string
id="str_boardgame_seega_barrier_by_player_two_defeat_message"
text="{=77SdNt8C}Your opponent constructed a barrier against you, and you have fewer pawns left. You lost the game!" />
<string
id="str_boardgame_forfeit_question"
text="{=Uaw5VF3D}Your opponent wants to forfeit. Do you accept your win? If you don't, you will continue playing." />
<string
id="str_ally_thanks_meet_after_helping_in_battle.0"
text="{=wZnsFoQ6}I don't think we have met properly my friend. You just saved my life out there, and I still don't know your name..." />
<string
id="str_ally_thanks_meet_after_helping_in_battle.1"
text="{=GNkrUdwb}Your help was most welcome stranger. My name is {CONVERSATION_CHARACTER.LINK}. Can I learn yours?" />
<string
id="str_ally_thanks_meet_after_helping_in_battle.2"
text="{=yUo269Us}Thanks for your help, stranger. We haven't met properly yet, have we? What is your name?" />
<string
id="str_ally_thanks_after_helping_in_battle.0"
text="{=hmlUJaDa}Well met indeed {PLAYER.LINK}. My name is {CONVERSATION_CHARACTER.LINK} and I am forever in your debt. If there is ever anything I can help you with, just let me know..." />
<string
id="str_ally_thanks_after_helping_in_battle.1"
text="{=U8TPlwW9}Well met {PLAYER.LINK}. I am in your debt for what you just did. I hope one day I will find a way to repay it." />
<string
id="str_ally_thanks_after_helping_in_battle.2"
text="{=jCbYaCcg}Well met {PLAYER.LINK}. I am {CONVERSATION_CHARACTER.LINK}. Thanks for your help and I hope we meet again." />
<string
id="ally_thanks_after_helping_in_battle_has_met.0"
text="{=hzflo2kJ}Again you save our necks, {PLAYER.LINK}! Truly, you are the best of friends." />
<string
id="ally_thanks_after_helping_in_battle_has_met.1"
text="{=bMjtFIba}You arrived just in the nick of time! {PLAYER.LINK}. You have my deepest thanks!" />
<string
id="ally_thanks_after_helping_in_battle_has_met.2"
text="{=wdsJRYRn}You turned up just in time, {PLAYER.LINK}. I will not forget your help." />
<string
id="ally_thanks_after_helping_in_battle_has_met.3"
text="{=mPaQzgS0}Good to see you here, {PLAYER.LINK}." />
<string
id="str_townsfolk_asses_price_found"
text="{=evuR5kwf}Rumour has it the {ITEM_NAME} around here sells for cheaper than in other towns. If you were to buy some here and take it to {TOWN_NAME}, where it fetches a higher price, you could probably make around {PRICE_DIFF}{GOLD_ICON} of profit per item." />
<string
id="str_townsfolk_asses_price_not_found"
text="{=iKzyJHiD}Sorry, I don't know of any good trading tips at present." />
<string
id="str_arena_reward"
text="{=LL6GkIfg}If you can beat {OPPONENT_COUNT_1} opponents before going down, you'll earn {PRIZE_1}{GOLD_ICON}. You'll get {PRIZE_2}{GOLD_ICON} for striking down at least {OPPONENT_COUNT_2} opponents, {PRIZE_3}{GOLD_ICON} if you can defeat {OPPONENT_COUNT_3} opponents, and {PRIZE_4}{GOLD_ICON} if you can survive long enough to beat {OPPONENT_COUNT_4} opponents. If you can manage to be the last fighter standing, you'll earn the great prize of the fights, {PRIZE_5}{GOLD_ICON}. Sounds good, eh?[if:convo_nonchalant]" />
<string
id="str_arena_take_down.0"
text="{=agIbuP9a}Heh! That's quite the bruise you're sporting. But don't worry; everybody gets trounced once in a while. The important thing is to pick yourself up, dust yourself off and keep fighting. That's what champions do." />
<string
id="str_arena_take_down.1"
text="{=o7I8qayN}Ha! Nothing like a good jab in the gut to let you know you're alive, eh? Looks like you managed to take down {OPPONENT_COUNT} opponents. Not bad. But that won't bring you any prize money. Now, if I were you, I would go back there and show everyone what I can do..." />
<string
id="str_arena_take_down.2"
text="{=dxtuFW8b}You put up quite a good fight there. Some very good moves. A few errors, sure, but you definitely show promise. And you earned a prize of {PRIZE}{GOLD_ICON} for knocking down {OPPONENT_COUNT} opponents." />
<string
id="str_arena_take_down.3"
text="{=923438xA}Nice, {PLAYER.LINK}, nice. You managed to take down no less than {OPPONENT_COUNT} opponents. You were a crowd favorite, for your pluck. And of course, you earned a prize money of {PRIZE}{GOLD_ICON}." />
<string
id="str_arena_take_down.4"
text="{=EUmwEtap}That was fine fighting, {PLAYER.LINK}. You took down {OPPONENT_COUNT} opponents. Of course you deserve a prize with that performance: {PRIZE}{GOLD_ICON}. Nice, eh?" />
<string
id="str_arena_take_down.5"
text="{=V0OMMQ1F}A magisterial performance, {PLAYER.LINK}. Whack! Crack! You took down {OPPONENT_COUNT} of them. The crowd loved it. And you earned a prize of {PRIZE}{GOLD_ICON}." />
<string
id="str_arena_take_down.6"
text="{=pQ9Sxily}Congratulations, champion! Your fight there was something to remember! As the last one standing, you of course win the top prize: {PRIZE}{GOLD_ICON}." />
<string
id="str_tournament"
text="{=EHkzaZBi}Tournament of {SETTLEMENT_NAME}" />
<string
id="str_tournament_reward"
text="{=TvmDFK6o}{REWARD}" />
<string
id="str_tournament_bet"
text="{=eJgaemO5}Earnings from Bets: {BET} {GOLD_ICON}" />
<string
id="str_tournament_renown"
text="{=UckVajhO}Renown Gained: + {RENOWN}" />
<string
id="str_tournament_influence"
text="{=CaeFx54J}Influence Gained: + {INFLUENCE} {INFLUENCE_ICON}" />
<string
id="str_tournament_round.0"
text="{=Lp0byzGQ}I" />
<string
id="str_tournament_round.1"
text="{=aR4e8B2A}II" />
<string
id="str_tournament_round.2"
text="{=5QN7SFNW}III" />
<string
id="str_tournament_round.3"
text="{=7vdgxtwo}IV" />
<string
id="str_fighting_menu_text"
text="{=MWGATOoz}The tournament will be a melee group fight." />
<string
id="str_jousting_menu_text"
text="{=FRepQsmO}The tournament will be a joust." />
<string
id="str_horse_race_menu_text"
text="{=IwpFM2CJ}The tournament will be a horse race." />
<string
id="str_archery_menu_text"
text="{=zNHtgL0S}The tournament will be an archery contest." />
<string
id="str_tournament_companion_won_prize"
text="{=L7qKijnE}{ITEM_NAME}, won by {COMPANION.NAME} has been added to your inventory." />
<string
id="str_tournament_result_won"
text="{=taaNCsVZ}You win the tournament by beating {TOURNAMENT_FINAL_OPPONENT} in the final round." />
<string
id="str_tournament_result_eliminated_at_final"
text="{=rmSkXZlp}The tournament has ended. {TOURNAMENT_FINAL_OPPONENT} wins by beating you in the final round." />
<string
id="str_tournament_result_eliminated"
text="{=YxKHEUEX}The tournament has ended. {TOURNAMENT_FINAL_PARTICIPANT_A} wins by beating {TOURNAMENT_FINAL_PARTICIPANT_B} in the final round. You were eliminated at round {TOURNAMENT_ELIMINATED_ROUND}." />
<string
id="str_tournament_result_spectator"
text="{=OGxk0EXC}The tournament has ended. {TOURNAMENT_FINAL_PARTICIPANT_A} wins by beating {TOURNAMENT_FINAL_PARTICIPANT_B} in the final round." />
<string
id="str_tournament_bet_odd"
text="{=FD9abtTo}If you wager 100<img src="General\Icons\Coin@2x"> and win, you will get {NORMALIZED_EXPECTED_GOLD}<img src="General\Icons\Coin@2x">" />
<string
id="str_tournament_bet_description"
text="{=H9y9dLao}You can wager gold to increase the prize you take. Every round, the odds will be different and you can wager {MAX_AMOUNT}<img src="General\Icons\Coin@2x"> each time." />
<string
id="str_tournament_current_wager"
text="{=K0XVOalL}Current Wager" />
<string
id="str_tournament_joust_you_hit_opponents_horse"
text="{=5SQaiYXi}FOUL! No hitting your opponent's horse. You have been disqualified!" />
<string
id="str_tournament_joust_opponent_hit_your_horse"
text="{=BsdOl4He}FOUL! Your opponent hit your horse. {?OPPONENT_GENDER}He{?}She{\?} has been disqualified!" />
<string
id="str_tournament_joust_you_gain_point"
text="{=GYhHacVk}You gained 1 point for the hit!" />
<string
id="str_tournament_joust_opponent_gain_point"
text="{=wjuieMsE}Your opponent gained 1 point for the hit!" />
<string
id="str_tournament_joust_you_become_unconscious"
text="{=FbcC2loc}You have been knocked unconscious and your opponent is granted victory!" />
<string
id="str_tournament_joust_opponent_become_unconscious"
text="{=Svem1NiV}Your opponent has been knocked unconscious and you are the winner!" />
<string
id="str_tournament_joust_you_disqualified"
text="{=a10WGnBr}FOUL! No fighting outside of the joust. You have been disqualified!" />
<string
id="str_tournament_joust_opponent_disqualified"
text="{=02E0oSJm}FOUL! Your opponent was fighting outside the joust. {?OPPONENT_GENDER}He{?}She{\?} has been disqualified!" />
<string
id="str_tournament_joust_wait_in_starting_position"
text="{=yrvH6Oa1}Wait in the starting position!" />
<string
id="str_tournament_joust_go_to_starting_position"
text="{=pB5anEQq}Move to the starting position" />
<string
id="str_tournament_joust_wait_opponent_to_go_starting_position"
text="{=LJwKdMdw}Wait for your opponent to get into position" />
<string
id="str_tournament_joust_go"
text="{=mDbaNQay}Ride forth and attempt to strike your opponent!" />
<string
id="str_tournament_joust_duel_on_foot"
text="{=9ECleB7I}Duel your opponent on foot for victory!" />
<string
id="str_tournament_joust_wrong_side"
text="{=65QqsaKe}You are on the wrong side!" />
<string
id="str_tournament_joust_player_victory"
text="{=uOqdr7FM}Congratulations! You have triumphed over your opponent!" />
<string
id="str_tournament_joust_opponent_victory"
text="{=k6tT1vIg}The joust is over and your opponent has bested you this day..." />
<string
id="str_boardgame_move_piece_player"
text="{=R7v2UD8b}You move a pawn." />
<string
id="str_boardgame_move_piece_opponent"
text="{=rY23b263}Your opponent moves a pawn." />
<string
id="str_boardgame_capture_piece_player"
text="{=abV5bff6}You capture a pawn." />
<string
id="str_boardgame_capture_piece_opponent"
text="{=pEm60xEX}Your opponent captures a pawn." />
<string
id="str_boardgame_no_available_moves_player"
text="{=ktFeXrXl}You cannot make any moves. Skipping turn." />
<string
id="str_boardgame_no_available_moves_opponent"
text="{=xo2zvOir}Your opponent cannot make any moves. Skipping turn." />
<string
id="str_boardgame_roll_dice_player"
text="{=T592iYI4}You roll a {DICE_ROLL}." />
<string
id="str_boardgame_roll_dice_opponent"
text="{=qsh0I4Rm}Your opponent rolls a {DICE_ROLL}." />
<string
id="str_gang_leader"
text="{=DIuI1moW}Gang Leader" />
<string
id="str_mercenary_service"
text="{=HZ8ws4qX}Mercenary Service" />
<string
id="str_cannot_reach_inventory_during_battle"
text="{=NYHinaEh}Can't access inventory in a battle!" />
<string
id="str_cannot_reach_inventory"
text="{=eu25AFfI}Can't access inventory right now!" />
<string
id="str_cannot_open_quests"
text="{=tMg5AF19}Can't access quests right now!" />
<string
id="str_cannot_open_party"
text="{=HP9wMk1T}Can't access party screen right now!" />
<string
id="str_cannot_open_encyclopedia"
text="{=iRo4meJR}Can't access encyclopedia right now!" />
<string
id="str_cannot_open_kingdom"
text="{=lj8XH6O7}Can't access kingdom window right now!" />
<string
id="str_cannot_open_clan"
text="{=mNr84Xm1}Can't access clan window right now!" />
<string
id="str_cannot_open_character"
text="{=G95mB3b3}Can't access character window right now!" />
<string
id="str_cannot_open_banner"
text="{=BkB9aOhw}Can't access banner window right now!" />
<string
id="str_skills"
text="{=bz7Glmsm}Skills" />
<string
id="str_attributes"
text="{=NqtTPVzn}Attributes" />
<string
id="str_perk_already_have"
text="{=rzsRQkXw}{CHAR_NAME} already have {PERK_NAME} perk." />
<string
id="str_battle_end"
text="{=gY8kkujq}Battle ended! Press tab key to leave... " />
<string
id="str_sneak_mission_end"
text="{=PEKxMxal}You can now escape." />
<string
id="str_bandit_encounter.0"
text="{=dKcvwi6V}Well well, look at this! You'd best start coughing up some silver, friend, or me and my boys'll have to break you." />
<string
id="str_bandit_encounter.1"
text="{=cpaUPZ4c}There's a toll for passin' through this land, payable to us, so if you don't mind we'll just be collectin' our due from your purse..." />
<string
id="str_inventory_trade_label"
text="{=3XsOeE2v}You will {?PAY_OR_GET}get{?}pay{\?} {TRADE_AMOUNT}{GOLD_ICON}" />
<string
id="str_inventory_donation_label"
text="{=qHkTYCy0}Your troops will get {XP_AMOUNT} experience." />
<string
id="str_inventory_donation_label_hint"
text="{=j2OaZPQz}Your troops will gain {XP_AMOUNT} experience for donating weapons and/or armor depending on your perks. They can gain maximum of {XP_DONATION_LIMIT} experience." />
<string
id="str_inventory_donation_item_hint"
text="{=vZVJNTOD}Donation XP" />
<string
id="str_party_morale_label"
text="{=PvrRFwHM}You will {?PAY_OR_GET}gain{?}lose{\?} {TRADE_AMOUNT}{MORALE_ICON}" />
<string
id="str_party_influence_label"
text="{=bdJtVxQp}You will {?PAY_OR_GET}gain{?}lose{\?} {TRADE_AMOUNT}{INFLUENCE_ICON}" />
<string
id="str_party_horse_label"
text="{=haRRjDmy}You will use {TRADE_AMOUNT} {?IS_PLURAL}horses{?}horse{\?} for upgrades." />
<string
id="str_party_generic_label"
text="{=!}{?PAY_OR_GET}+{?}-{\?}{TRADE_AMOUNT}{LABEL_ICON}" />
<string
id="str_show_on_map"
text="{=KSaxvbs9}Show on map" />
<string
id="str_party_nameplate_wounded_abbr"
text="{=8LhfzIQE}w" />
<string
id="str_party_list_tag_attached_groups"
text="{=QTbZPyha}Accompanying" />
<string
id="str_party_over_limit_troops"
text="{=rBieLPA7}You're over your troops limit.{newline}You will temporarily keep your troops but after some time they will quickly abandon your party. You will also slow down.{newline}Are you sure?" />
<string
id="str_party_over_limit_prisoners"
text="{=IF7zS5ia}You're over your prisoners limit.{newline}You will temporarily keep your prisoners but after some time they will quickly escape your party. You will also slow down.{newline}Are you sure?" />
<string
id="str_other_party_over_limit_troops"
text="{=9B5kxWb8}Other party is over their troops limit.{newline}They will temporarily keep their troops but after some time they will quickly abandon their party.{newline}Are you sure?" />
<string
id="str_dismiss"
text="{=XnsAbUE3}Dismiss" />
<string
id="str_ransom_broker"
text="{=W2WXkiAh}Ransom Broker" />
<string
id="str_dispatched"
text="{=yaxwYglT}Dispatched" />
<string
id="str_garrisons"
text="{=mJE0o9Zi}Garrisons" />
<string
id="str_caravans"
text="{=c2pdihCB}Caravans" />
<string
id="str_prisoner_tag_name"
text="{=N6QTvjMf}Prisoners" />
<string
id="str_item_tag_name"
text="{=U7er3V9s}Items" />
<string
id="str_item_tag_name"
text="{=w758X31N}Item" />
<string
id="str_castle_text_1"
text="{=F8g1TzoX}You are outside {SETTLEMENT_NAME}. You see the banner of {LORD.LINK} flying over the castle gate." />
<string
id="str_castle_text_yours"
text="{=vn7A8aXV}You are outside {SETTLEMENT_NAME}. Your banner flies over the castle gate." />
<string
id="str_gate_down_enemy_text_castle"
text="{=8oaVYIlk}You are outside of {SETTLEMENT_NAME}. You cannot enter because the castle belongs to the enemy." />
<string
id="str_gate_down_enemy_text_castle_low_loyalty"
text="{=kMAD20Ny}You are outside of {SETTLEMENT_NAME}. You cannot enter because the castle belongs to the enemy. Usually when you approach an enemy city the roads are deserted. This time, however, you pass some onlookers, and even hear the occasional cheer. You suspect that few among the population are loyal to the {FACTION_INFORMAL_NAME}, and that the militia is unlikely to take up arms in the castle's defense." />
<string
id="str_gate_down_criminal_text"
text="{=ZqWOb1jM}You are outside the town of {SETTLEMENT_NAME}. You cannot enter because you are wanted by the {FACTION_TERM}." />
<string
id="str_settlement_not_allowed_text"
text="{=gdraqMso}You are outside of {SETTLEMENT_NAME}. You are not allowed inside." />
<string
id="str_settlement_not_allowed_text_low_loyalty"
text="{=D2KdSGGJ}You are outside of {SETTLEMENT_NAME}. You are not allowed inside. Usually when you approach an enemy city the roads are deserted. This time, however, you pass some onlookers, and even hear the occasional cheer. You suspect that few among the population are loyal to the {FACTION_INFORMAL_NAME}, and that the militia is unlikely to take up arms in the city's defense." />
<string
id="str_you_spotted_an_ambush"
text="{=qgHblOq4}You spotted an ambush." />
<string
id="str_nearby_villages"
text="{=iUTXqFmm} and the nearby {?VILLAGE_COUNT}villages{?}village{\?}s of {VILLAGE_NAMES}" />
<string
id="str_come_across_battle"
text="{=Txbga7js}You come across a battle between {ATTACKER} and {DEFENDER}" />
<string
id="str_defenders_make_sally_out"
text="{=1ICTi9xQ}Defenders sally out to attack {BESIEGER_LEADER.NAME}'s siege camp" />
<string
id="str_enemy_not_attackable_tooltip"
text="{=oYUAuLO7}You have sworn not to attack." />
<string
id="str_cant_join_army_safe_passage"
text="{=GZKY51fB}You can't join armies within the duration of safe passage." />
<string
id="str_soldier"
text="{=XbdX2AHF}soldier" />
<string
id="str_soldiers"
text="{=wXwZ778J}soldiers" />
<string
id="str_election_string"
text="{=FxPzcyLN}{SUPPORTERNAME} is supporting {CANDIDATENAME}" />
<string
id="str_abstain"
text="{=e4OPfBqt}Abstain" />
<string
id="str_militia_name"
text="{=tXl9REtA}Militia of {SETTLEMENT_NAME}" />
<string
id="str_relation_num"
text="{=i4g81l3E}Relation: {NUM}" />
<string
id="str_notable_governor"
text="{=Fa2nKXxI}Governor" />
<string
id="str_looted_villages"
text="{=P3SJla9F}Looted Villages" />
<string
id="str_nearby_hideout"
text="{=4QAwbFcQ}Nearby Hideout" />
<string
id="str_under_siege"
text="{=BhiOmgst}Under Siege" />
<string
id="str_production"
text="{=bGyrPe8c}Production" />
<string
id="str_number_of_parties"
text="{=Lzmtqif5}Army Size" />
<string
id="str_number_of_starving_parties"
text="{=iQao7Ct6}Starving Parties" />
<string
id="str_number_of_low_morale_parties"
text="{=esxNxipn}Parties with Low Morale" />
<string
id="str_number_of_less_member_parties"
text="{=NaorUInI}Understrength Parties" />
<string
id="str_assuring_presence_perk_bonus"
text="{=dyLYsWPf}Assuring Presence Perk Bonus" />
<string
id="str_loyalty"
text="{=YO0x7ZAo}Loyalty" />
<string
id="str_loyalty_drift"
text="{=fEJQcb4U}Loyalty Drift" />
<string
id="str_being_at_army"
text="{=5bqmaciE}{ARMY_MEMBER} to be at army" />
<string
id="str_party_wage"
text="{=cQWCp9F1}Daily Party Wage" />
<string
id="str_workshop_profits"
text="{=BE1scex6}Daily Workshop Profits" />
<string
id="str_army_gather"
text="{=qUtYks66}Army of {ARMY_LEADER.LINK} is gathering near {SETTLEMENT_NAME}." />
<string
id="str_party_attacked"
text="{=DaX6bsaD}{CLAN_PARTY_NAME} is attacked by {ENEMY_PARTY_NAME} near {SETTLEMENT_NAME}" />
<string
id="str_troops_deserting"
text="{=ytlsMCCn}{DESERTER_COUNT} {?PLURAL}troops{?}troop{\?} have deserted from {PARTY}." />
<string
id="str_skill_gained_notification"
text="{=EMVLtu5L}{HERO.LINK} gained {?PLURAL}{GAINED_POINTS} skill points{?}a skill point{\?} in {SKILL_NAME} and is now {UPDATED_SKILL_LEVEL}." />
<string
id="str_quest_started"
text="{=mhAr3dfG}Quest Activated: {QUEST_TITLE}" />
<string
id="str_quest_completed.Success"
text="{=zkJPFtYn}Quest Completed: {QUEST_TITLE}" />
<string
id="str_quest_completed.Fail"
text="{=geJQxzgB}Quest Failed: {QUEST_TITLE}" />
<string
id="str_quest_completed.Cancel"
text="{=y3cP8Etv}Quest Canceled: {QUEST_TITLE}" />
<string
id="str_quest_completed.Timeout"
text="{=lTTWrL1Q}Quest Timed Out: {QUEST_TITLE}" />
<string
id="str_quest_log_added"
text="{=zw5IEUuD}{TITLE}: Log updated." />
<string
id="str_issue_updated.PlayerSentTroopsToQuest"
text="{=PH7pkve4}{ISSUE_NAME}: Your troops are resolving this problem." />
<string
id="str_issue_updated.SentTroopsFinishedQuest"
text="{=qlnXblKO}{ISSUE_NAME}: Your troops have resolved the matter and have returned from their mission." />
<string
id="str_issue_updated.SentTroopsFailedQuest"
text="{=3lZchBXQ}{ISSUE_NAME}: Your troops failed to resolve the matter." />
<string
id="str_party_size_limit_exceeded"
text="{=FVEvjlis}Party Size Limit Exceeded" />
<string
id="str_dungeon_size_limit_exceeded"
text="{=l57Dk2DQ}Dungeon Limit Exceeded ({TROOP_NUMBER} prisoners)" />
<string
id="str_recruit_party_size_limit"
text="{=KTUcgvMZ}You will be over troop limit. This can negatively affect your party morale." />
<string
id="str_cannot_recruit_hero"
text="{=ZEzxHLaH}Cannot recruit prisoner heroes" />
<string
id="str_cannot_recruit_prisoner"
text="{=7UNcl2xi}Cannot recruit prisoner" />
<string
id="str_prisoner_size_limit_exceeded"
text="{=1HPITLca}Prisoner Size Limit Exceeded" />
<string
id="str_recruit_prisoner"
text="{=zNekjGmR}Recruit Prisoner" />
<string
id="str_hero_gave_item_to_hero"
text="{=2EzfAklA}You gave {COUNT} {ITEM} to {HERO.NAME}." />
<string
id="str_hero_gave_item_to_party"
text="{=6GmsZ7AG}You gave {COUNT} {ITEM} to {PARTY_NAME}." />
<string
id="str_hero_received_item_from_hero"
text="{=SydDh9jf}You received {COUNT} {ITEM} from {HERO.NAME}." />
<string
id="str_hero_received_item_from_party"
text="{=22tbyEYI}You received {COUNT} {ITEM} from {PARTY_NAME}." />
<string
id="str_item_needed_for_upgrade"
text="{=a0YMy8E5}{REQUIRED_ITEM} is needed for upgrade." />
<string
id="str_gold_needed_for_upgrade"
text="{=ggzCiYkk}{VALUE}{GOLD_ICON} is needed for upgrade." />
<string
id="str_cannot_execute_nonhero"
text="{=cThSwxbP}Cannot execute non-hero prisoners" />
<string
id="str_cannot_execute_hero"
text="{=xmaEEEWd}Cannot execute hero during a battle" />
<string
id="str_execute_prisoner"
text="{=Fa16r8MN}Execute Prisoner" />
<string
id="str_executing_prisoner"
text="{=Yc4xzip6}Do you want to execute {NAME}?" />
<string
id="str_executed_prisoner"
text="{=jIZcOvMT}On {DAY_OF_YEAR}, {YEAR}, {NAME} was executed." />
<string
id="str_first_banner_piece_found"
text="{=i5ROjI8K}On {DAY_OF_YEAR}, {YEAR}, you found the artifact which Tacteos mentioned." />
<string
id="str_second_banner_piece_found"
text="{=YxEcX6pS}On {DAY_OF_YEAR}, {YEAR}, you found a second piece of the Dragon Banner of Calradios." />
<string
id="str_third_banner_piece_found"
text="{=9Lhd2zVW}On {DAY_OF_YEAR}, {YEAR}, you found a third piece of the Dragon Banner. You are ready to unfurl it once again." />
<string
id="str_third_banner_piece_found_assembled"
text="{=SwY4YLMY}The Dragon Banner stands tall once again." />
<string
id="str_pledge_notification_title"
text="{=FuYivUV1}On {DAY_OF_YEAR}, {YEAR}, you pledged allegiance to {RULER.NAME}, hoping that {?RULER.GENDER}she{?}he{\?} will lead the fight to {?PLAYER_WANTS_RESTORE}restore{?}defeat{\?} the Empire." />
<string
id="str_supported_faction_defeated"
text="{=36hbMBhb}On {DAY_OF_YEAR}, {YEAR}, the {FORMAL_NAME} was destroyed. It will not fulfil its destiny to {?PLAYER_WANTS_RESTORE}restore{?}destroy{\?} the Empire as you had hoped." />
<string
id="str_become_king_empire"
text="{=Jw4oiIM4}On {DAY_OF_YEAR}, {YEAR}, {KING_NAME} was annointed {?IS_KING_MALE}Emperor{?}Empress{\?} of Calradia" />
<string
id="str_become_king_nonempire"
text="{=7b60SOvI}On {DAY_OF_YEAR}, {YEAR}, {KING_NAME} was crowned as {TITLE_NAME}." />
<string
id="str_empire_conspiracy_begins_proempire"
text="{=5lT70YJY}On {DAY_OF_YEAR}, {YEAR}, you heard rumors of a secret pact being forged between the rival imperial factions so that they can combine their forces against the enemies of the empire." />
<string
id="str_empire_conspiracy_begins_antiempire"
text="{=0rsySqR6}On {DAY_OF_YEAR}, {YEAR}, you heard of a conspiracy working in the shadows to forge the enemies of the Empire into an alliance." />
<string
id="str_empire_conspiracy_supports_proempire"
text="{=MWatMKoP}On {DAY_OF_YEAR}, {YEAR}, the secret pact between the imperial factions was revealed, as the armies of the former rivals took the field together." />
<string
id="str_empire_conspiracy_supports_antiempire"
text="{=E0lb2Z2r}On {DAY_OF_YEAR}, {YEAR}, the conspiracy against the Empire succeeded in uniting its foes, as the armies of {FACTION_NAMES} took the field together." />
<string
id="str_baby_born"
text="{=GralaKWi}On {DAY_OF_YEAR}, {YEAR}, a child was born to {FATHER_NAME} and {MOTHER_NAME}." />
<string
id="str_baby_born_only_mother"
text="{=vSr60kDj}On {DAY_OF_YEAR}, {YEAR}, a child was born to {MOTHER_NAME}." />
<string
id="str_kingdom_created"
text="{=YeaFZzXS}On {DAY_OF_YEAR}, {YEAR}, {LEADER_NAME} declared the creation of a new realm, the {KINGDOM_NAME}." />
<string
id="str_died_of_old_age"
text="{=jxatfzXh}On {DAY_OF_YEAR}, {YEAR}, {NAME} died of natural causes." />
<string
id="str_hero_came_of_age"
text="{=aHu7bgbx}On {DAY_OF_YEAR}, {YEAR}, {HERO_NAME} came of age." />
<string
id="str_marriage_notification"
text="{=qSC0t1lY}On {DAY_OF_YEAR}, {YEAR}, {FIRST_HERO} married {SECOND_HERO}." />
<string
id="str_marriage_offer_from_clan"
text="{=CObuCGjA}Marriage offer from {CLAN_NAME}" />
<string
id="str_marriage_consequence_hero_join_clan"
text="{=HEUDyfbG}{HERO.NAME} will join {CLAN_NAME}" />
<string
id="str_marriage_consequence_clan_relation"
text="{=cBNSgpZN}You will gain <a style="IncreaseStyle" ><b>{AMOUNT}</b></a> relation with {CLAN_NAME}" />
<string
id="str_family_member_death"
text="{=jxatfzXh}On {DAY_OF_YEAR}, {YEAR}, {NAME} died of natural causes." />
<string
id="str_family_member_death_war"
text="{=wNHfL0x0}On {DAY_OF_YEAR}, {YEAR}, {NAME} fell in battle." />
<string
id="str_main_hero_battle_death"
text="{=arfabNbu}On {DAY_OF_YEAR}, {YEAR}, {NAME} died in battle." />
<string
id="str_kingdom_destroyed_scene_notification"
text="{=t1hYTrMR}On {DAY_OF_YEAR}, {YEAR}, a realm fell. The {FORMAL_NAME} is no more." />
<string
id="str_new_faction_member"
text="{=1m8zRjs8}On {DAY_OF_YEAR}, {YEAR}, {CLAN_NAME} joined the {KINGDOM_FORMALNAME}." />
<string
id="str_declare_dragon_banner"
text="{=8fLMcFFG}On {DAY_OF_YEAR}, {YEAR}, you unfurled the dragon banner and proclaimed your mission to {?PLAYER_WANTS_RESTORE}restore{?}defeat{\?} the Empire." />
<string
id="str_cancel_action"
text="{=aHKwty74}Cancel Action" />
<string
id="str_execute_prisoner_desc"
text="{=7IqpjCDY}Executing a prisoner will negatively affect your reputation and will decrease your relation with the prisoner's faction/clan.{newline}You will not be able to undo this action.{newline}Are you sure you want to execute this character?" />
<string
id="str_ui_talk"
text="{=OPhlqUVl}Talk" />
<string
id="str_ui_prison_break"
text="{=RVfkxgMm}{?IS_PRISONER_FOLLOWING}Stay{?}Follow{\?}" />
<string
id="str_ui_search"
text="{=NLKmdNbt}Search" />
<string
id="str_ui_duel"
text="{=Svtb9MQv}Duel" />
<string
id="str_ui_respond"
text="{=BX8RG4Dj}Respond" />
<string
id="str_ui_door"
text="{=uuwm0Kga}Door" />
<string
id="str_ui_default_door"
text="{=3sRdGQou}Leave" />
<string
id="str_settlement_track"
text="{=settlementtrack}Track" />
<!--TODO_BAHAR_2 find solution for multi lang-->
<string
id="str_last_seen_3"
text="{=ioKVFDcQ}{?AND} {?}and {\?}{SENTENCE_3} " />
<string
id="str_last_seen_4"
text="{=a3uKkLez}{LORD.LINK} is in the field nearby {SETTLEMENT_NAME}" />
<string
id="str_last_seen_5"
text="{=KWXEMsHC}{LORD.LINK} is at {SETTLEMENT_NAME}" />
<string
id="str_security"
text="{=MqCH7R4A}Security" />
<string
id="str_security_drift"
text="{=ljcHO6PW}Security Drift" />
<string
id="str_issues"
text="{=D7KllIPI}Issues" />
<string
id="str_offer_rejected"
text="{=CZqZGAVB}Barter Offer is rejected!" />
<string
id="str_offer_accepted"
text="{=5ZPp8btH}Barter Offer is accepted!" />
<string
id="str_raid_resist"
text="{=jnTQbSsH}You see people gathering in the village to resist you. What do you want to do?" />
<string
id="str_village_raid_villagers_are_nonresistant"
text="{=jSXE0Gbj}The villagers here are few and frightened, and they quickly scatter and run before you. The village is at your mercy." />
<string
id="str_villigers_grab_their_tools"
text="{=R4eS65oX}Some of the angry villagers grab their tools and prepare to resist you. It looks like you'll have a fight on your hands if you continue." />
<string
id="str_villiger_recently_satisfied_demands"
text="{=b7U3Gvuu}Some of the angry villagers say that they have recently satisfied your demands. It looks like you'll have a fight on your hands if you continue." />
<!--Common battle notification strings-->
<string
id="str_allied_reinforcements_arrived"
text="{=QlaGZAHq}New reinforcements have arrived!" />
<string
id="str_enemy_reinforcements_arrived"
text="{=goJ91547}Enemy reinfocements have arrived!" />
<string
id="str_allied_troops_fall_back_to_keep_message"
text="{=2AhTA1ba}Our troops are falling back to the castle." />
<string
id="str_enemy_troops_fall_back_to_keep_message"
text="{=T8w5VRAy}Enemy troops are falling back to the castle." />
<!--Sally out (ambush) mission notification strings-->
<string
id="str_sally_out_besieger_objective_message"
text="{=LAvXPBbs}Defend our siege engines!" />
<string
id="str_sally_out_besieged_objective_message"
text="{=aECQrlkM}Destroy enemy siege engines!" />
<string
id="str_sally_out_enemy_becoming_strong_message"
text="{=mPtUKcI3}The enemy is organizing. Consider a tactical retreat soon." />
<string
id="str_sally_out_allied_troops_tactical_retreat_message"
text="{=pb4KfhxC}Your captains are ordering a tactical retreat!" />
<string
id="str_sally_out_allied_pullback_or_take_command_message"
text="{=3gkb0YCn}Pull back now or take command of your forces!" />
<string
id="str_sally_out_enemy_siege_engines_destroyed_message"
text="{=mxuirhkW}You have destroyed all enemy siege engines! It is time to retreat to the castle." />
<string
id="str_sally_out_allied_siege_engines_destroyed_message"
text="{=tb6e1wjQ}Enemy destroyed all of our siege engines!" />
<!--*-->
<string
id="str_battle_result_score_sort_button.0"
text="{=Ayrvf5yp}Kill" />
<string
id="str_battle_result_score_sort_button.1"
text="{=uvjOVy5P}Dead" />
<string
id="str_battle_result_score_sort_button.2"
text="{=bJ5SzaXp}Wounded" />
<string
id="str_battle_result_score_sort_button.3"
text="{=Sj9Ux8jS}Routed" />
<string
id="str_battle_result_score_sort_button.4"
text="{=5CYdyMzj}Remaining" />
<string
id="str_battle_result_score_sort_button.5"
text="{=6bx9IhpD}Upgrades" />
<string
id="str_tournament_prize"
text="{=OCGaTxac}Tournament Prize" />
<string
id="str_battle_result_army.defender"
text="{=HYVQKIhh}Defender Army" />
<string
id="str_battle_result_army.attacker"
text="{=ZMdOAbTd}Attacker Army" />
<string
id="str_required_level_perk"
text="{=d68pZq4j}Required Skill Level" />
<string
id="str_perk_active"
text="{=nMcvafHY}Active" />
<string
id="str_total_skill_points"
text="{=qM8daraD}Total skill points: {CURRENT_SKILL_POINTS}" />
<string
id="str_next_level_at"
text="{=DuFg1avZ}Next level at: {NEXT_SKILL_POINTS}" />
<string
id="str_how_to_level_up_character"
text="{=5H0cDmm1}Gain a total of {SKILL_LEVEL_FOR_LEVEL_UP} skill points to level up this character." />
<string
id="str_skill_xp_hint"
text="{=22FUKSQb}Gain {REQUIRED_XP_FOR_NEXT_LEVEL} xp for this skill by using it to level it up" />
<string
id="str_learning_rate_COUNT"
text="{=9iycVtyV}Learning Rate: x {COUNT}" />
<string
id="str_cost_COUNT"
text="{=NQbqtEqP}Cost: {COUNT}" />
<string
id="str_add_focus"
text="{=Q0qrw7F5}Add Focus" />
<string
id="str_character_points_how_to_get"
text="{=SBp4Ja1u}You can use free focus points for increasing your learning limit in individual skills. Characters earn {FOCUS_PER_LEVEL} focus point every time they level up." />
<string
id="str_attribute_points_how_to_get"
text="{=Aph8CcKO}Free Attribute Points: You can use these points to increase attributes. You'll gain one free attribute for every {ATTRIBUTE_EVERY_LEVEL} levels you gain. " />
<string
id="str_map_tooltip_info"
text="{=u12ocP9f}Hold '{EXTEND_KEY}' for more info." />
<string
id="str_map_follow_party_info"
text="{=VOYhAyJh}Press '{MODIFIER_KEY}' + '{CLICK_KEY}' to follow." />
<string
id="str_troop_types"
text="{=y4MiEr0H}Troop Types" />
<string
id="str_information"
text="{=SyklU5aP}Information" />
<string
id="str_owner"
text="{=qRqnrtdX}Owner" />
<string
id="str_map_tooltip_prisoners"
text="{=N6QTvjMf}Prisoners" />
<string
id="str_map_tooltip_speed"
text="{=6GSXsdeX}Speed" />
<string
id="str_map_tooltip_wall_level"
text="{=RiZ9lNAe}Wall Level" />
<string
id="str_map_tooltip_wall_hitpoints"
text="{=4IuXGSdc}Wall Hitpoints" />
<string
id="str_map_tooltip_food_stocks"
text="{=PVidxUQ8}Food Stocks" />
<string
id="str_map_tooltip_prosperity"
text="{=IagYTD5O}Prosperity" />
<string
id="str_map_tooltip_hearths"
text="{=Mc8ojOGn}Hearths" />
<string
id="str_map_tooltip_garrison"
text="{=jlgjLDo7}Garrison" />
<string
id="str_map_tooltip_militia"
text="{=gsVtO9A7}Militia" />
<string
id="str_map_tooltip_troops"
text="{=5k4dxUEJ}Troops" />
<string
id="str_map_tooltip_parties"
text="{=t3tq0eoW}Parties" />
<string
id="str_map_tooltip_defenders"
text="{=RaAnj4On}Defenders" />
<string
id="str_men_numbersign"
text="{=PylbJEe5}Men #" />
<string
id="str_men_count"
text="{=T5VsEnNE}Men Count" />
<string
id="str_item_taken"
text="{=0j9JnMNB}{ITEM_NAME} taken." />
<string
id="str_base_size"
text="{=IoLK7Lec}Base size" />
<string
id="str_party_effect"
text="{=fEqd7jXj}{EFFECT_NAME}: +{NUM}" />
<string
id="str_leadership_skill_level_bonus"
text="{=depxBZNO}Leadership Skill Level Bonus" />
<string
id="str_leadership_perk_bonus"
text="{=2W2l9Kym}Ultimate Leader Perk Bonus" />
<string
id="str_renown_bonus"
text="{=77aNVVE0}Renown Bonus" />
<string
id="str_clan_tier_bonus"
text="{=c1g7MC9D}Clan Tier Bonus" />
<string
id="str_clan_leader_bonus"
text="{=qb31gnpr}Clan Leader Bonus" />
<string
id="str_faction_leader_bonus"
text="{=SdXS4lxN}Faction Leader Bonus" />
<string
id="str_leader_level_bonus"
text="{=EV0av1mc}Leader Level Bonus" />
<string
id="str_town_bonus"
text="{=kHC5EjDJ}Town Bonus" />
<string
id="str_minor_faction_bonus"
text="{=kHC5EjEJ}Minor Faction Bonus" />
<string
id="str_current_party_size_bonus"
text="{=RTmDiT0l}Current Party Size Bonus" />
<string
id="str_clan_tier_party_limit_bonus"
text="{=8apwrVjc}Additional Clan Party" />
<string
id="str_clan_tier_companion_limit_bonus"
text="{=1o1TyPib}Additional Companion Limit" />
<string
id="str_clan_tier_mercenary_eligible"
text="{=PpPbWYPB}Eligible for being a Mercenary" />
<string
id="str_clan_tier_vassal_eligible"
text="{=rxOK6dn1}Eligible for being a Vassal" />
<string
id="str_clan_tier_kingdom_eligible"
text="{=4bq2mUf1}Eligible to create a Kingdom" />
<string
id="str_clan_tier_party_size_bonus"
text="{=rQ5On2GL}Additional Party Size for every party in the clan" />
<string
id="str_clan_tier_workshop_count_bonus"
text="{=QL2t7D44}Additional Workshop Limit" />
<string
id="str_party_health"
text="{=3tJq5QyQ}{HEALTHY_NUM}+{WOUNDED_NUM}w" />
<string
id="str_party_food_left"
text="{=Mms9bbhY}{DAY_NUM} {?DAY_NUM==1}day{?}days{\?}" />
<string
id="str_char_denar_tooltip"
text="{=hYgmzZJX}Denars" />
<string
id="str_need_to_be_a_part_of_kingdom"
text="{=qg0WttZb}You need to be a part of a Kingdom" />
<string
id="str_need_to_be_leader_of_army_to_manage"
text="{=L7teSXvq}You need to be the leader of an army to manage it" />
<string
id="str_mercenary_cannot_manage_army"
text="{=DjoYTx2w}Mercenaries cannot gather armies" />
<string
id="str_cannot_gather_army_during_conversation"
text="{=SNVrnzES}Can't gather an army during an encounter" />
<string
id="str_cannot_manage_army_during_conversation"
text="{=ARQY0vAz}Can't manage the army during an encounter" />
<string
id="str_cannot_gather_army_during_siege"
text="{=xf4gqDml}Can't gather an army during a siege" />
<string
id="str_cannot_manage_army_during_siege"
text="{=NZUELfbp}Can't manage the army during a siege" />
<string
id="str_new_item_line"
text="{=ol0rBSrb}{STR1}{newline}{STR2}" />
<string
id="str_party_morale_party_size"
text="{=IXwOaa98}Party Size" />
<string
id="str_recent_events"
text="{=cRwZI5o2}Recent Events" />
<string
id="str_starvation_morale"
text="{=8Rkxc5jE}No Food" />
<string
id="str_no_wage_morale"
text="{=5jVYwNCQ}Unpaid Wages" />
<string
id="str_food_bonus_morale"
text="{=aOvxxLZ8}Food Variety" />
<string
id="str_party_size_morale"
text="{=qMhCpq9k}Party Size Exceeded" />
<string
id="str_army_morale_tooltip"
text="{=fEXuXAl1}Army Morale : {ARMY_MORALE}{newline}{ARMY_MORALE_ITEMS}" />
<string
id="str_new_morale_item_line"
text="{=ZV7bt7Il}{newline}{PARTY_NAME} : {PARTY_MORALE}" />
<string
id="str_total_strength"
text="{=sJLUbnLl}Total Strength" />
<string
id="str_total_gold"
text="{=rqWJL27J}Total Gold" />
<string
id="str_war_captured_towns"
text="{=3o6FDRsq}Captured Towns" />
<string
id="str_war_casualties_inflicted"
text="{=JkpSoFQ8}Casualties Inflicted" />
<string
id="str_war_successful_sieges"
text="{=Ll90uaxu}Successful Sieges" />
<string
id="str_war_successful_raids"
text="{=X1tny9v2}Successful Raids" />
<string
id="str_comparison_tribute_received"
text="{=5pGjYBFn}Tribute Received" />
<string
id="str_strength_with_value"
text="{=2aXJEgag}Strength: {ARMY_STRENGTH}" />
<string
id="str_food_consumption_tooltip"
text="{=B5J6DbpG}Remaining Days With Food: {REMAINING_DAYS}{newline}{newline}Total Food: {TOTAL_FOOD_AMOUNT}{newline}Daily Consumption: {DAILY_FOOD_CONSUMPTION}" />
<string
id="str_x_quantity"
text="{=IcQ2doLo}x{QUANTITY}" />
<string
id="str_encyclopedia_clan_part_of_kingdom"
text="{=Q3hlcBa4}Part of" />
<string
id="str_enc_sf_age"
text="{=H1emUb6k}Age:" />
<string
id="str_enc_sf_occupation"
text="{=lxLTCX5j}Occupation:" />
<string
id="str_enc_sf_culture"
text="{=K6GYskvJ}Culture:" />
<string
id="str_enc_sf_renown"
text="{=NqSLYe6b}Renown:" />
<string
id="str_enc_sf_relation"
text="{=aCP5ZBbp}Relation:" />
<string
id="str_enc_sf_valor"
text="{=uBxHeyxy}Valor:" />
<string
id="str_enc_sf_mercy"
text="{=aGSMGMfn}Mercy:" />
<string
id="str_enc_sf_honor"
text="{=bO5kjF3G}Honor:" />
<string
id="str_enc_sf_generosity"
text="{=fQAGU9GW}Generosity:" />
<string
id="str_enc_sf_calculating"
text="{=1pxLpZ4r}Calculating:" />
<string
id="str_inventory_dmg_type.0"
text="{=DU9SofaW}Cut" />
<string
id="str_inventory_dmg_type.1"
text="{=Umb8XsZH}Pierce" />
<string
id="str_inventory_dmg_type.2"
text="{=3syV6ymi}Blunt" />
<string
id="str_inventory_type_1"
text="{=mountnoun}Mount" />
<string
id="str_inventory_type_2"
text="{=iFg5N7r3}One Handed Weapon" />
<string
id="str_inventory_type_3"
text="{=baHmYsx3}Two Handed Weapon" />
<string
id="str_inventory_type_4"
text="{=haax8kMa}Polearm" />
<string
id="str_inventory_type_5"
text="{=gFtu0j4T}Arrows" />
<string
id="str_inventory_type_6"
text="{=wrbea2oa}Bolts" />
<string
id="str_inventory_type_7"
text="{=Jd0Kq9lD}Shield" />
<string
id="str_inventory_type_8"
text="{=5rj7xQE4}Bow" />
<string
id="str_inventory_type_9"
text="{=TTWL7RLe}Crossbow" />
<string
id="str_inventory_type_10"
text="{=MW8rlyfL}Thrown" />
<string
id="str_inventory_type_11"
text="{=I2YhWaIt}Goods" />
<string
id="str_inventory_type_12"
text="{=O3dhjtOS}Head Armor" />
<string
id="str_inventory_type_13"
text="{=HkfY3Ds5}Body Armor" />
<string
id="str_inventory_type_14"
text="{=11aiaODt}Foot Armor" />
<string
id="str_inventory_type_15"
text="{=7Xynf4IA}Hand Armor" />
<string
id="str_inventory_type_16"
text="{=0qCbsOif}Pistol" />
<string
id="str_inventory_type_17"
text="{=4nv6LzDp}Musket" />
<string
id="str_inventory_type_18"
text="{=XaFXqGhz}Bullets" />
<string
id="str_inventory_type_19"
text="{=7a3aryUB}Animal" />
<string
id="str_inventory_type_20"
text="{=mXxVf2rb}Book" />
<string
id="str_inventory_type_21"
text="{=oiSW6MyB}Chest Armor" />
<string
id="str_inventory_type_22"
text="{=k8QpbFnj}Cape" />
<string
id="str_inventory_type_23"
text="{=b5t34yLX}Horse Harness" />
<string
id="str_inventory_type_24"
text="{=FvYhaE3z}Banner" />
<string
id="str_inventory_type_25"
text="{=4ml9Bx6i}Multiplayer Perk" />
<string
id="str_inventory_type_26"
text="{=!}Armor Extra" />
<string
id="str_inventory_type_27"
text="{=bkysJj7F}Siege Weapon" />
<string
id="str_inventory_weapon.1"
text="{=mbT1uNPa}Dagger" />
<string
id="str_inventory_weapon.2"
text="{=nNDdo3I9}One Handed Sword" />
<string
id="str_inventory_weapon.3"
text="{=PNZmPprx}Two Handed Sword" />
<string
id="str_inventory_weapon.4"
text="{=8ucLajpU}One Handed Axe" />
<string
id="str_inventory_weapon.5"
text="{=bsabIdYm}Two Handed Axe" />
<string
id="str_inventory_weapon.6"
text="{=VI4gQt8Q}Mace" />
<string
id="str_inventory_weapon.7"
text="{=AI2Spvw0}Pick" />
<string
id="str_inventory_weapon.8"
text="{=ajZTZoXQ}Two Handed Mace" />
<string
id="str_inventory_weapon.9"
text="{=spIe8wd8}One Handed Polearm" />
<string
id="str_inventory_weapon.10"
text="{=FqwHAxuM}Two Handed Polearm" />
<string
id="str_inventory_weapon.11"
text="{=6e82kCVB}Low-Grip Polearm" />
<string
id="str_inventory_weapon.12"
text="{=984Ink0j}Arrow" />
<string
id="str_inventory_weapon.13"
text="{=JbTCDDb0}Bolt" />
<string
id="str_inventory_weapon.14"
text="{=W1seGc3t}Cartridge" />
<string
id="str_inventory_weapon.15"
text="{=5rj7xQE4}Bow" />
<string
id="str_inventory_weapon.16"
text="{=TTWL7RLe}Crossbow" />
<string
id="str_inventory_weapon.17"
text="{=1CPdu9K0}Stone" />
<string
id="str_inventory_weapon.18"
text="{=pzfbPbWW}Boulder" />
<string
id="str_inventory_weapon.19"
text="{=tE1VwKTZ}Throwing Axe" />
<string
id="str_inventory_weapon.20"
text="{=9FhdRKWu}Throwing Knife" />
<string
id="str_inventory_weapon.21"
text="{=cBZ6OlKW}Javelin" />
<string
id="str_inventory_weapon.22"
text="{=0qCbsOif}Pistol" />
<string
id="str_inventory_weapon.23"
text="{=4nv6LzDp}Musket" />
<string
id="str_inventory_weapon.24"
text="{=W4iKIM2s}Small Shield" />
<string
id="str_inventory_weapon.25"
text="{=SMws1ws6}Large Shield" />
<string
id="str_inventory_weapon.26"
text="{=FvYhaE3z}Banner" />
<string
id="str_inventory_flag_unique"
text="{=laV5aNhK}Unique" />
<string
id="str_inventory_flag_civillian"
text="{=jQGcUobB}Civillian" />
<string
id="str_inventory_flag_male_only"
text="{=NvJru5Tz}Male Only" />
<string
id="str_inventory_flag_female_only"
text="{=SojzHoCa}Female Only" />
<string
id="str_inventory_flag_consumable"
text="{=oRaa1yls}Consumable" />
<string
id="str_inventory_flag_cant_reload_on_horseback"
text="{=j4IdJPkE}Can't Reload on Horseback" />
<string
id="str_inventory_flag_bonus_against_shield"
text="{=cr9fxFyS}Bonus Against Shield" />
<string
id="str_inventory_flag_can_dismount"
text="{=6RDRxvaC}Thrust attacks can dismount riders" />
<string
id="str_inventory_flag_can_hook"
text="{=CP7ebY11}Swing attacks can dismount riders" />
<string
id="str_inventory_flag_can_knock_down"
text="{=iIBqTcKx}Attacks can knock down opponents" />
<string
id="str_inventory_flag_carrying_mount"
text="{=7JpAR59k}Used for carrying goods" />
<string
id="str_inventory_flag_speed_mount"
text="{=iNriAkLl}Used for increasing speed" />
<string
id="str_inventory_flag_slaughterable"
text="{=GAzaM1RC}Can be slaughtered for meat and hide" />
<string
id="str_inventory_flag_bow"
text="{=5rj7xQE4}Bow" />
<string
id="str_inventory_flag_crossbow"
text="{=TTWL7RLe}Crossbow" />
<string
id="str_inventory_flag_polearm"
text="{=haax8kMa}Polearm" />
<string
id="str_inventory_flag_one_handed"
text="{=PiHpR4QL}One Handed" />
<string
id="str_inventory_flag_two_handed"
text="{=t78atYqH}Two Handed" />
<string
id="str_inventory_flag_throwing"
text="{=2wclahIJ}Throwing" />
<string
id="str_inventory_flag_not_usable_one_hand"
text="{=So5yubRS}Not Usable With One Hand" />
<string
id="str_inventory_flag_not_usable_two_hand"
text="{=4M8h8ufy}Not Usable With Two Hands" />
<string
id="str_inventory_flag_can_crush_through"
text="{=HKrCB1Pa}Can Crush Through" />
<string
id="str_inventory_flag_billhook"
text="{=Dj64aJKQ}Billhook" />
<string
id="str_inventory_flag_couchable"
text="{=bdvTPbLB}Couchable" />
<string
id="str_inventory_flag_can_knockdown"
text="{=EL7lZLXN}Can Knockdown" />
<string
id="str_inventory_flag_braceable"
text="{=Wey28apL}Braceable" />
<string
id="str_inventory_flag_cant_use_on_horseback"
text="{=PhF8wNaG}Can't Use On Horseback" />
<string
id="str_inventory_flag_cant_use_with_shields"
text="{=tSbH6mTJ}Can't Use With Shields" />
<string
id="str_inventory_flag_hooked_guarded_spears"
text="{=YNND0kc9}Hooked Guarded Spears" />
<string
id="str_inventory_average_price"
text="{=RvDxHQ73}Price: " />
<string
id="str_inventory_total_stock"
text="{=gKbGZObs}total stock" />
<string
id="str_inventory_this_stock"
text="{=DTWem4V1}this stock" />
<string
id="str_inventory_piece"
text="{=Z5kGFH7k}pc." />
<string
id="str_inventory_pieces"
text="{=lihYjOSc}pcs." />
<string
id="str_inventory_reset_message"
text="{=FpI5JMZq}Transactions have been reset" />
<string
id="str_party_your_party"
text="{=yZzlItBW}this party" />
<string
id="str_party_total_units"
text="{=prs0jRAy}total" />
<string
id="str_party_apply_exchange"
text="{=wNjhpOOM}Apply Exchange" />
<string
id="str_crafting_template.OneHandedSword"
text="{=nNDdo3I9}One Handed Sword" />
<string
id="str_crafting_template.TwoHandedSword"
text="{=PNZmPprx}Two Handed Sword" />
<string
id="str_crafting_template.Dagger"
text="{=mbT1uNPa}Dagger" />
<string
id="str_crafting_template.OneHandedAxe"
text="{=8ucLajpU}One Handed Axe" />
<string
id="str_crafting_template.TwoHandedAxe"
text="{=bsabIdYm}Two Handed Axe" />
<string
id="str_crafting_template.ThrowingAxe"
text="{=tE1VwKTZ}Throwing Axe" />
<string
id="str_crafting_template.TwoHandedPolearm"
text="{=FqwHAxuM}Two Handed Polearm" />
<string
id="str_crafting_template.Pike"
text="{=h60wQVVX}Pike" />
<string
id="str_crafting_template.OneHandedPolearm"
text="{=h60wQVVX}Pike" />
<string
id="str_crafting_template.Javelin"
text="{=cBZ6OlKW}Javelin" />
<string
id="str_crafting_template.Mace"
text="{=VI4gQt8Q}Mace" />
<string
id="str_crafting_template.TwoHandedMace"
text="{=ajZTZoXQ}Two Handed Mace" />
<string
id="str_crafting_template.ThrowingKnife"
text="{=9FhdRKWu}Throwing Knife" />
<string
id="str_skill_attribute_bound_skills"
text="{=FS78CuPs}The skills that are bound to ({ATTRIBUTE_NAME}) attribute are:" />
<string
id="str_skill_attribute_increase_description"
text="{=DdXZHifm}Increasing {ATTRIBUTE_NAME} makes it easier to learn bound skills and also raises their learning limit." />
<string
id="str_free_attribute_points"
text="{=eaIQXj6O}Free attribute points: {NUMBER}" />
<string
id="str_inventory_weapon.18"
text="{=tE1VwKTZ}Throwing Axe" />
<string
id="str_inventory_weapon.19"
text="{=9FhdRKWu}Throwing Knife" />
<string
id="str_inventory_weapon.20"
text="{=cBZ6OlKW}Javelin" />
<string
id="str_inventory_weapon.21"
text="{=0qCbsOif}Pistol" />
<string
id="str_inventory_weapon.22"
text="{=4nv6LzDp}Musket" />
<string
id="str_inventory_weapon.23"
text="{=yQiDdDPY}Light Horse" />
<string
id="str_inventory_weapon.24"
text="{=h03DZtbc}Heavy Horse" />
<string
id="str_inventory_weapon.25"
text="{=W4iKIM2s}Small Shield" />
<string
id="str_inventory_weapon.26"
text="{=SMws1ws6}Large Shield" />
<string
id="str_inventory_flag_cant_use_with_shields"
text="{=ey5OcaGI}Can't be used with Shields" />
<string
id="str_inventory_flag_cant_use_with_mounts"
text="{=nHkQbLDc}Can't be used with Mounts" />
<string
id="str_party_your_party"
text="{=l6a3grfK}your party" />
<string
id="str_apply"
text="{=BAaS5Dkc}Apply" />
<string
id="str_weapon_usage.OneHandedSword"
text="{=PiHpR4QL}One Handed" />
<string
id="str_weapon_usage.OneHandedBastardSword"
text="{=PiHpR4QL}One Handed" />
<string
id="str_weapon_usage.OneHandedBastardSwordAlternative"
text="{=PiHpR4QL}One Handed" />
<string
id="str_weapon_usage.TwoHandedSword"
text="{=t78atYqH}Two Handed" />
<string
id="str_weapon_usage.Dagger"
text="{=PiHpR4QL}One Handed" />
<string
id="str_weapon_usage.ThrowingKnife"
text="{=MW8rlyfL}Thrown" />
<string
id="str_weapon_usage.OneHandedAxe"
text="{=PiHpR4QL}One Handed" />
<string
id="str_weapon_usage.OneHandedBastardAxe"
text="{=PiHpR4QL}One Handed" />
<string
id="str_weapon_usage.OneHandedBastardAxeAlternative"
text="{=PiHpR4QL}One Handed" />
<string
id="str_weapon_usage.TwoHandedAxe"
text="{=t78atYqH}Two Handed" />
<string
id="str_weapon_usage.ThrowingAxe"
text="{=MW8rlyfL}Thrown" />
<string
id="str_weapon_usage.OneHandedPolearm"
text="{=PiHpR4QL}One Handed" />
<string
id="str_weapon_usage.OneHandedPolearm_JavelinAlternative"
text="{=PiHpR4QL}One Handed" />
<string
id="str_weapon_usage.TwoHandedPolearm"
text="{=t78atYqH}Two Handed" />
<string
id="str_weapon_usage.TwoHandedPolearm_Couchable"
text="{=MciIqod6}Couch Lance" />
<string
id="str_weapon_usage.TwoHandedPolearm_Bracing"
text="{=s2vaPUdG}Spear Brace" />
<string
id="str_weapon_usage.TwoHandedPolearm_Pike"
text="{=t78atYqH}Two Handed" />
<string
id="str_weapon_usage.TwoHandedPolearm_Thrown"
text="{=MW8rlyfL}Thrown" />
<string
id="str_weapon_usage.Javelin"
text="{=MW8rlyfL}Thrown" />
<string
id="str_weapon_usage.Mace"
text="{=PiHpR4QL}One Handed" />
<string
id="str_weapon_usage.TwoHandedMace"
text="{=t78atYqH}Two Handed" />
<string
id="str_mp_skin_category_name.Mount"
text="{=mountnoun}Mount" />
<!--SP/MP Inventory Hints-->
<string
id="str_inventory_helm_slot"
text="{=bg6x6Hbv}Helm" />
<string
id="str_inventory_armor_slot"
text="{=ahiBhAqU}Armor" />
<string
id="str_inventory_boot_slot"
text="{=Xx9EbSwG}Boot" />
<string
id="str_inventory_cloak_slot"
text="{=QAv3upYr}Cloak" />
<string
id="str_inventory_glove_slot"
text="{=3ZRTekjS}Glove" />
<string
id="str_inventory_mount_armor_slot"
text="{=0GZ19XHb}Harness" />
<string
id="str_inventory_mount_slot"
text="{=mountnoun}Mount" />
<string
id="str_inventory_banner_slot"
text="{=FvYhaE3z}Banner" />
<string
id="str_inventory_filter_all"
text="{=yfa7tpbK}All" />
<string
id="str_inventory_filter_armors"
text="{=ahiBhAqU}Armor" />
<string
id="str_inventory_filter_shields_ranged"
text="{=FxoVjLvl}Shields&Ranged" />
<string
id="str_inventory_filter_mounts"
text="{=c4Pmtkle}Mounts&Saddles" />
<string
id="str_inventory_filter_other"
text="{=JflqTj4T}Misc." />
<string
id="str_inventory_filter_weapons"
text="{=IvrBQHRp}Melee Weapons" />
<string
id="str_inventory_take_all"
text="{=F5UPr9jh}Take All" />
<string
id="str_inventory_give_all"
text="{=lZ1IDnpP}Give All" />
<string
id="str_inventory_buy_all"
text="{=iisvVbDI}Buy All" />
<string
id="str_inventory_sell_all"
text="{=300TAI7u}Sell All" />
<string
id="str_inventory_discard_all"
text="{=YYvzM5Dh}Discard All" />
<string
id="str_inventory_prev_char"
text="{=BANC61K5}Previous Character" />
<string
id="str_inventory_next_char"
text="{=znKxunbQ}Next Character" />
<string
id="str_inventory_weight_desc"
text="{=uAL3bCfN}Encumbrance{newline}Total equipped armor and weapon weight.{newline}High encumbrance will slow down your on foot movement speed." />
<string
id="str_inventory_drop"
text="{=lRAaUTjs}Drop" />
<string
id="str_inventory_civilian_outfit"
text="{=xT8955dO}Civilian Outfit" />
<string
id="str_inventory_battle_outfit"
text="{=EMCISbYJ}Battle Outfit" />
<!--Party Hints-->
<string
id="str_party_morale"
text="{=alMmQrhK}Party Morale" />
<string
id="str_level"
text="{=OKUTPdaa}Level" />
<string
id="str_value_change"
text="{=NnZ5w9zm}{NUM1} ({NUM2})" />
<!--Banner Edditor Hints-->
<string
id="str_quest"
text="{=Vc9Mx6Jb}Quest" />
<string
id="str_inprogress"
text="{=PVUeymMR}In Progress" />
<string
id="str_redeploy"
text="{=DPbv2cOo}Redeploying" />
<string
id="str_merchant_name"
text="{=U7etPQA2}{FIRSTNAME} the {JOB_NAME}" />
<!--Male only-->
<string
id="str_robbery_threat.1"
text="{=J7DnK8Kv}Today's not your lucky day, friend. How about you hand over your silver? Be a real shame to have to cut anyone's throat.[if:convo_mocking_revenge]" />
<string
id="str_robbery_threat.2"
text="{=Pc0zpaGa}Aye, what have we here? There's a tax for passage in these parts, traveler, paid either in coin or in blood.[if:convo_bared_teeth]" />
<string
id="str_robbery_threat.3"
text="{=kdV0tx9K}Hello, traveler. Hope you brought your purse. See, we're what you might call brigands, and I'm afraid we can't let you pass without paying us a bit of coin.[if:convo_mocking_revenge]" />
<!-- mocking revenge works well -->
<string
id="str_robbery_threat.4"
text="{=EZLs7hLL}You! Stop! Give us your silver. We're not playing games.[if:convo_angry]" />
<string
id="str_robbery_threat.5"
text="{=gOSpzTrt}Stop right there. This is a robbery.[if:convo_aggressive]" />
<string
id="str_robbery_threat.6"
text="{=SdcpdfaV}Hey - you. What you got in your bags? What are you carrying?[if:convo_bared_teeth]" />
<string
id="str_robbery_threat.forest_bandits_1"
text="{=KC5AZohd}Greetings, traveler. Welcome to our forest. We're going to have to collect a small toll.[rf:convo_mocking_revenge]" />
<string
id="str_robbery_threat.forest_bandits_2"
text="{=1Zq8mzzJ}Well now. Let's see what sort of fly has stumbled into our web.[rf:convo_mocking_revenge]" />
<!-- Halt! Hand over your silver, or we'll feather you with arrows like a great stuffed goose. This is a recorded line that does not have the complete set added yet-->
<string
id="str_robbery_threat.sea_raiders_1"
text="{=VpKIzJxz}Well there, traveller. We've just made landfall in these lands, hoping for a bit of luck with the raiding and pillaging, and aren't you a sight for sore eyes?[rf:convo_mocking_revenge]" />
<string
id="str_robbery_threat.sea_raiders_2"
text="{=OqCodBZJ}Stop there you dog! Show us what you've got!" />
<!-- Stop there, you! Now, the lads and I are on a bit of plundering venture, and we're going to need you to add your bit to our pile -->
<string
id="str_robbery_threat.desert_bandits_1"
text="{=aJXhsjmT}Greetings, traveller. Unless you wish your bones to be left in the sand to be gnawed upon by jackals, give us what we want." />
<string
id="str_robbery_threat.desert_bandits_2"
text="{=QA8Gm9PY}A hot day, is it not? Don't tire yourself fighting. Give us what we want and we'll leave.[rf:convo_mocking_revenge]" />
<!-- Stop! We are the lords of the wastelands, and you must pay for your passage or face our wrath. -->
<string
id="str_robbery_threat.steppe_bandits_1"
text="{=k8ocninL}Stop there - easy now. The great eternal sky has given these lands to us. No one passes through here without our permission." />
<string
id="str_robbery_threat.steppe_bandits_2"
text="{=MHJCuM3N}Halt! Your foreign feet on this sacred land offend our ancestors. What are we going to do about that?[rf:convo_mocking_revenge]" />
<!-- Stop there. These lands belong to us, not to any false khan or foreign king, and we expect payment from those who trespass upon them-->
<string
id="str_robbery_threat.mountain_bandits_1"
text="{=m2YKBbdI}Hello there, little lost sheep. We are wolves of the mountains, and we would like a moment of your time...[rf:convo_mocking_revenge]" />
<string
id="str_robbery_threat.mountain_bandits_2"
text="{=btil6Rdb}What have we here? Looks like the mountain spirits have answered our prayers, and granted us success in the hunt." />
<string
id="str_robbery_threat.mountain_bandits_3"
text="{=6dNTZdPf}Stop there, in the name of the free men of the mountain! Now, what have you got for us?" />
<!-- Stop there, in the name of the free men of the mountain! Now, what have you got for us? -->
<string
id="str_robbery_pay_agreement.1"
text="{=t6xdCj43}Oh, indeed we can, indeed we can. Provided you have a fat purse and are ready to lighten it, of course.[ib:hip][rf:convo_bemused]" />
<string
id="str_robbery_pay_agreement.2"
text="{=uCikaIoq}Splendid. See, my lads and I, we're not cruel men. A bit greedy though, that can't be denied, so do be generous.[ib:hip][rf:convo_bemused]" />
<string
id="str_robbery_pay_agreement.3"
text="{=cRMgjRMP}Good, good. I much prefer a straight-up deal to rummaging through your gut afterward to see what you might have hid there.[ib:hip][rf:convo_bemused]" />
<string
id="str_robbery_pay_agreement.4"
text="{=0IjUokET}How much? How much money? Be quick.[ib:hip][rf:convo_angry]" />
<string
id="str_robbery_pay_agreement.5"
text="{=kx8ZfaST}All right. So how much do you value your life?[ib:hip][if:convo_bared_teeth]" />
<string
id="str_robbery_pay_agreement.6"
text="{=O69Vhqxk}So how much are you going to give us?[rf:convo_angry]" />
<string
id="str_robbery_pay_agreement.sea_raiders_1"
text="{=WYfjyuHj}Well then... It was a long voyage, so do dig deep into your purse." />
<string
id="str_robbery_pay_agreement.sea_raiders_2"
text="{=4WD0kJSR}Arrr.. You'd best not be toying with us." />
<string
id="str_robbery_pay_agreement.forest_bandits_1"
text="{=wtDdqXGW}Well, I'm glad you respect our ancient and sacred privileges." />
<string
id="str_robbery_pay_agreement.forest_bandits_2"
text="{=bWz3rWWq}Wise little fly. How much?" />
<string
id="str_robbery_pay_agreement.desert_bandits_1"
text="{=o2ce7bhY}That is wise of you." />
<string
id="str_robbery_pay_agreement.desert_bandits_2"
text="{=5T7nyzda}I am glad to hear that. Killing is thirsty work for us too." />
<string
id="str_robbery_pay_agreement.steppe_bandits_1"
text="{=zpaLDTI4}Pay, and you may pass." />
<string
id="str_robbery_pay_agreement.steppe_bandits_2"
text="{=fWwYUOVs}We will accept your offering." />
<string
id="str_robbery_pay_agreement.mountain_bandits_1"
text="{=4rRsmX8i}Good. Sometimes it's better to shear the sheep than eat them." />
<string
id="str_robbery_pay_agreement.mountain_bandits_2"
text="{=lfMgaBiJ}Make it worth our while not to kill you." />
<string
id="str_robbery_conclusion.1"
text="{=3l8HsbHK}Heh. You made a wise choice. Come back this way and we can do business again.[ib:closed][rf:convo_bemused]" />
<string
id="str_robbery_conclusion.2"
text="{=79cOhac4}That'll do. For now, anyway. Travel safe - and I hope to see you again.[ib:closed][rf:convo_bemused]" />
<string
id="str_robbery_conclusion.3"
text="{=qaueUlAp}Good. Now be careful out there. World's full of thieves, not all of them as kind as we are.[ib:closed][rf:convo_bemused]" />
<string
id="str_robbery_conclusion.4"
text="{=JP7LTAsa}Good! Good! Now go! Go away![ib:aggressive][if:convo_angry]" />
<string
id="str_robbery_conclusion.5"
text="{=yeEaBV29}We'll take it. You can live. Now go before I change my mind.[ib:closed][if:convo_normal]" />
<string
id="str_robbery_conclusion.6"
text="{=ZuLa12aT}That's the spirit... We're a band of bastards that you really don't want to mess with.[rf:convo_bemused]" />
<string
id="str_robbery_conclusion.sea_raiders_1"
text="{=bdQBpUba}So kind you are, not sending us home empty-handed." />
<string
id="str_robbery_conclusion.sea_raiders_2"
text="{=ONGv27TH}Now out of my sight, you mangy cringing cur!" />
<string
id="str_robbery_conclusion.forest_bandits_1"
text="{=KTGG9EgL}Safe journeys! Don't let yourself get robbed by anyone but us!" />
<string
id="str_robbery_conclusion.forest_bandits_2"
text="{=gNzXoCrq}Be on your way, little fly." />
<string
id="str_robbery_conclusion.desert_bandits_1"
text="{=aayrvLOX}Be on your way. Safe journeys." />
<string
id="str_robbery_conclusion.desert_bandits_2"
text="{=RzjMX0Og}Good. Now be on your way. Don't forget to drink lots of water!" />
<string
id="str_robbery_conclusion.steppe_bandits_1"
text="{=QBbBahLv}You have our permission to proceed with your journey." />
<string
id="str_robbery_conclusion.steppe_bandits_2"
text="{=hDktLs4a}You have acted wisely and with respect. You may go." />
<string
id="str_robbery_conclusion.mountain_bandits_1"
text="{=b7bWCXbk}Run along now, little sheep. And be careful of the other wolfpacks out there." />
<string
id="str_robbery_conclusion.mountain_bandits_2"
text="{=xsIU28Za}Nice! No more sleeping on hard cold rock and dining on stringy squirrel." />
<string
id="str_robbery_start_fight.1"
text="{=vdK5SaJN}Mm. Pity.[ib:aggressive][if:convo_annoyed]" />
<string
id="str_robbery_start_fight.2"
text="{=7t1daAel}Bad decision, friend.[ib:aggressive][if:convo_very_stern]" />
<string
id="str_robbery_start_fight.3"
text="{=TSw4tD02}Really? I suppose I'll be getting my hands dirty today, then.[ib:aggressive][if:convo_bared_teeth]" />
<string
id="str_robbery_start_fight.4"
text="{=VpCa9ATa}Right. You're dead.[ib:aggressive][if:convo_insulted]" />
<string
id="str_robbery_start_fight.5"
text="{=9esIWdDC}Afraid we'll need to make an example out of you, then. Don't bother begging for mercy.[ib:aggressive][if:convo_bared_teeth]" />
<string
id="str_robbery_start_fight.6"
text="{=bPzyoTEF}You'll regret that answer.[ib:aggressive][if:convo_insulted]" />
<string
id="str_robbery_start_fight.forest_bandits_1"
text="{=FLrzc1uk}Ah, I'm afraid we'll have to cut your throat then - on principle, of course. For trespassing." />
<string
id="str_robbery_start_fight.forest_bandits_2"
text="{=TgtdcMGS}A fly that wiggles and struggles a bit - we can handle that.." />
<string
id="str_robbery_start_fight.sea_raiders_1"
text="{=3fAm8FaM}So be it... As my father says, a journey's not worthy of the name if you don't get to kill anyone." />
<string
id="str_robbery_start_fight.sea_raiders_2"
text="{=MpDMaBE9}Defy us, will you? We'll drink from your skull!" />
<string
id="str_robbery_start_fight.desert_bandits_1"
text="{=xZxbFuDI}The jackals will feed well tonight, then." />
<string
id="str_robbery_start_fight.desert_bandits_2"
text="{=asHzEWnG}We shall stain the sands with your blood, then." />
<string
id="str_robbery_start_fight.steppe_bandits_1"
text="{=zX4C3332}You shall be slain, then. Ready yourself." />
<string
id="str_robbery_start_fight.steppe_bandits_2"
text="{=KGHlXL8H}Very well - we shall cleanse this land with your blood." />
<string
id="str_robbery_start_fight.mountain_bandits_1"
text="{=PMnSk81U}So you intend to fight, little sheep? Let's see your horns then." />
<string
id="str_robbery_start_fight.mountain_bandits_2"
text="{=RNQIG1DS}Hear that whistling and howling? That's not the wind - it's the ghosts of those who defied us. Prepare to join them." />
<string
id="alley_street_fight_bet_result_1"
text="{=H4rAiNlf}You bet {BET_AMOUNT} on yourself and you won the fight. Here is your reward {REWARD_AMOUNT}{GOLD_ICON}." />
<string
id="alley_street_fight_bet_result_2"
text="{=MGv4Uabd}You bet {BET_AMOUNT} on yourself but you have been defeated." />
<string
id="alley_street_fight_bet_result_3"
text="{=vLU6nNwp}You bet {BET_AMOUNT} on {FIGHTER_NAME} and {?FIGHTER_GENDER}she{?}he{\?} won the fight. Here is your reward {REWARD_AMOUNT}{GOLD_ICON}." />
<string
id="alley_street_fight_bet_result_4"
text="{=Qg5suamT}You bet {BET_AMOUNT} on {FIGHTER_NAME} but {?FIGHTER_GENDER}she{?}he{\?} has been defeated." />
<string
id="str_wage"
text="{=HuCClZqT}Wage" />
<string
id="str_weekly_wage"
text="{=4H1nDlBO}Weekly Wage" />
<string
id="ui_you_hit_a_friendly_troop"
text="{=V03gbccF}You hit a friendly troop!" />
<string
id="str_garrison_party_name"
text="{=frt7AmX0}Garrison of {MAJOR_PARTY_LEADER}" />
<string
id="str_battle_survivors"
text="{=vgXYtMrj}Battle Survivors" />
<string
id="str_player_salutation_captain"
text="{=0RkO7oHP}captain" />
<string
id="str_player_salutation_sir"
text="{=wTT3Fyzl}sir" />
<string
id="str_player_salutation_madame"
text="{=hMIjbLjt}madame" />
<string
id="str_player_salutation_my_lord"
text="{=RpfgdR45}my lord" />
<string
id="str_player_salutation_my_lady"
text="{=bjxBjKH2}my lady" />
<string
id="str_relation_brother"
text="{=MUStU7ab}brother" />
<string
id="str_relation_sister"
text="{=Or9YduTA}sister" />
<string
id="str_relation_father"
text="{=1z0rLrhs}father" />
<string
id="str_relation_mother"
text="{=KOwCdwEU}mother" />
<string
id="str_relation_son"
text="{=SCAehHN6}son" />
<string
id="str_relation_daughter"
text="{=gQCEJvmf}daughter" />
<string
id="str_relation_husband"
text="{=UtQhRvS8}husband" />
<string
id="str_relation_wife"
text="{=8Gh3Waa3}wife" />
<string
id="str_relation_kinsman"
text="{=fveVnpbZ}kinsman" />
<string
id="str_relation_kinswoman"
text="{=QxdINoOA}kinswoman" />
<string
id="str_relation_my_brother"
text="{=kgqCVvIb}my brother {REFERING_HERO.LINK}" />
<string
id="str_relation_my_sister"
text="{=13q8IRfZ}my sister {REFERING_HERO.LINK}" />
<string
id="str_relation_my_father"
text="{=UgMbCUMO}my father {REFERING_HERO.LINK}" />
<string
id="str_relation_my_mother"
text="{=YkagFP1z}my mother {REFERING_HERO.LINK}" />
<string
id="str_relation_my_son"
text="{=3sWa2Hmt}my son {REFERING_HERO.LINK}" />
<string
id="str_relation_my_daughter"
text="{=bBXGPgwe}my daughter {REFERING_HERO.LINK}" />
<string
id="str_relation_my_husband"
text="{=TeWnL9bh}my husband {REFERING_HERO.LINK}" />
<string
id="str_relation_my_wife"
text="{=dbdliaP3}my wife {REFERING_HERO.LINK}" />
<string
id="str_relation_my_kinsman"
text="{=elhSbQfW}my kinsman {REFERING_HERO.LINK}" />
<string
id="str_relation_my_kinswoman"
text="{=Q2alNolf}my kinswoman {REFERING_HERO.LINK}" />
<string
id="str_relation_my_ally"
text="{=C6n2tZlQ}my ally {REFERING_HERO.LINK}" />
<string
id="str_relation_my_friend"
text="{=VWahbQGh}my friend {REFERING_HERO.LINK}" />
<string
id="str_relation_our_liege"
text="{=3uR8wLko}our liege {REFERING_HERO.LINK}" />
<string
id="str_relation_the_lady"
text="{=um1Z5swc}the lady {REFERING_HERO.LINK}" />
<string
id="str_current_xp_over_max"
text="{=WVAUoXMY}{CURRENT_XP} / {LEVEL_MAX_XP} xp" />
<string
id="str_tournament_forfeit_game"
text="{=gj2HD7M3}You still have a chance to win. Do you want to forfeit?" />
<string
id="str_tournament_skip"
text="{=HmbvM9Na}Do you want to skip current match?" />
<string
id="str_tournament_winner_title"
text="{=CthDdsb6}Winner" />
<string
id="str_tournament_winner_intro"
text="{=DRaJ7hoz}The Winner is" />
<string
id="str_tournament_leave"
text="{=3sRdGQou}Leave" />
<string
id="str_tournament_watch_round"
text="{=87qtKk4K}Watch Round" />
<string
id="str_tournament_skip_round"
text="{=Ooqyo9RB}Skip Round" />
<string
id="str_tournament_join_tournament"
text="{=es0Y3Bxc}Join" />
<string
id="str_siege_weapon_tooltip_text.preparations"
text="{=qhhLVJAC}<b>Preparations</b>" />
<string
id="str_siege_weapon_tooltip_text.ladder"
text="{=aGNfjmsz}<b>Ladder</b>" />
<string
id="str_siege_weapon_tooltip_text.ballista"
text="{=zqihwKAs}<b>Ballista</b>{NEWLINE}Shoots bolts at deadly effect. Effective against soldiers." />
<string
id="str_siege_weapon_tooltip_text.fire_ballista"
text="{=fd35ahzV}<b>Fire Ballista</b>{NEWLINE}Shoots bolts with tips dipped in tar.{NEWLINE}They will deal fire damage to enemy siege engines and wooden structures as well as being deadly against soldiers." />
<string
id="str_siege_weapon_tooltip_text.ram"
text="{=T0aULilA}<b>Battering Ram</b>{NEWLINE}Used for breaking the gates. Better than just ladders" />
<string
id="str_siege_weapon_tooltip_text.siege_tower_level1"
text="{=Dtcv8XNu}<b>Siege Tower</b>{NEWLINE}Used for getting on to the walls. Better than just ladders" />
<string
id="str_siege_weapon_tooltip_text.siege_tower_level2"
text="{=Dtcv8XNu}<b>Siege Tower</b>{NEWLINE}Used for getting on to the walls. Better than just ladders" />
<string
id="str_siege_weapon_tooltip_text.siege_tower_level3"
text="{=Dtcv8XNu}<b>Siege Tower</b>{NEWLINE}Used for getting on to the walls. Better than just ladders" />
<string
id="str_siege_weapon_tooltip_text.improved_ram"
text="{=RjgBIYvH}<b>Improved Battering Ram</b>{NEWLINE}Used for breaking the gates. Better than the normal one." />
<string
id="str_siege_weapon_tooltip_text.siege_tower"
text="{=ejhFyhyx}<b>Siege Tower</b><br>{NEWLINE}Brings the attackers to the same height as the wall and evens the odds against defenders." />
<string
id="str_siege_weapon_tooltip_text.mangonel"
text="{=7vrdpDFK}<b>Mangonel</b>{NEWLINE}Throws rocks over a distance using torsion strings.{NEWLINE}Equally effective against walls, enemy siege engines and their operators." />
<string
id="str_siege_weapon_tooltip_text.fire_mangonel"
text="{=893hzVCQ}<b>Fire Mangonel</b>{NEWLINE}Throws jars filled with Greek fire, combines the already deadly power of mangonels with fire." />
<string
id="str_siege_weapon_tooltip_text.trebuchet"
text="{=Q7ONA10T}<b>Trebuchet</b>{NEWLINE}Somewhat inaccurate but devastating against walls." />
<string
id="str_siege_weapon_tooltip_text.bricole"
text="{=!}<b>Bricole</b>{NEWLINE}TODO BRICOLE DESC." />
<string
id="str_siege_weapon_tooltip_text.onager"
text="{=!}<b>Onager</b>{NEWLINE}TODO ONAGER DESC." />
<string
id="str_siege_weapon_tooltip_text.fire_onager"
text="{=!}<b>Fire Onager</b>{NEWLINE}TODO FIRE ONAGER DESC." />
<string
id="str_siege_weapon_tooltip_text.catapult"
text="{=!}<b>Catapult</b>{NEWLINE}TODO CATAPULT DESC." />
<string
id="str_siege_weapon_tooltip_text.fire_catapult"
text="{=!}<b>Fire Catapult</b>{NEWLINE}TODO FIRE CATAPULT DESC." />
<string
id="str_formation_ai_behavior_text.BehaviorAdvance"
text="{=RU6D7hSR}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are advancing." />
<string
id="str_formation_ai_behavior_text.BehaviorAssaultWalls"
text="{=b0yJ9JsW}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are assaulting the walls." />
<string
id="str_formation_ai_behavior_text.BehaviorBodyguard"
text="{=KafFddmO}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are protecting the general." />
<string
id="str_formation_ai_behavior_text.BehaviorCautiousAdvance"
text="{=faYiCHXK}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are moving into missile range." />
<string
id="str_formation_ai_behavior_text.BehaviorCavalryScreen"
text="{=1E6hFc0r}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are screening against enemy moving behind our back." />
<string
id="str_formation_ai_behavior_text.BehaviorCharge"
text="{=9yffPYUl}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are charging." />
<string
id="str_formation_ai_behavior_text.BehaviorDefend"
text="{=b7aDfCR9}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are defending." />
<string
id="str_formation_ai_behavior_text.BehaviorDefendKeyPosition"
text="{=24L5DoQt}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are defending key positions." />
<string
id="str_formation_ai_behavior_text.BehaviorDefendCastleKeyPosition"
text="{=jhosdZaX}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are defending key positions of the castle." />
<string
id="str_formation_ai_behavior_text.BehaviorDefendSiegeWeapon"
text="{=jAISxqxR}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are defending a siege weapon." />
<string
id="str_formation_ai_behavior_text.BehaviorDefensiveRing"
text="{=y0MmmV8C}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are forming a defensive ring around ranged troops." />
<string
id="str_formation_ai_behavior_text.BehaviorDestroySiegeWeapons"
text="{=kvykuTJS}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are attacking siege weapons." />
<string
id="str_formation_ai_behavior_text.BehaviorEliminateEnemyInsideCastle"
text="{=a15eUf3B}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are fighting enemy inside the walls." />
<string
id="str_formation_ai_behavior_text.BehaviorFireFromInfantryCover"
text="{=y3OKIfj0}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are shooting from infantry cover." />
<string
id="str_formation_ai_behavior_text.BehaviorFlank"
text="{=nHSVy0ns}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are flanking from {#IS_LEFT}{#}left{#}multiple sides{\#}{?IS_MIDDLE}middle{?}{\?}{?IS_RIGHT}right{?}{\?}." />
<string
id="str_formation_ai_behavior_text.BehaviorGeneral"
text="{=4U6x48yQ}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are leading battle." />
<string
id="str_formation_ai_behavior_text.BehaviorHoldHighGround"
text="{=p4PIzGTP}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are holding high ground." />
<string
id="str_formation_ai_behavior_text.BehaviorHorseArcherSkirmish"
text="{=Tqa0r78j}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are doing hit and run." />
<string
id="str_formation_ai_behavior_text.BehaviorMountedSkirmish"
text="{=ilhkpKfp}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are skirmishing on mount." />
<string
id="str_formation_ai_behavior_text.BehaviorProtectFlank"
text="{=Lg3zeoYi}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are protecting {#IS_LEFT}{#}left{#}multiple{\#}{?IS_MIDDLE}middle{?}{\?}{?IS_RIGHT}right{?}{\?} flank{#IS_LEFT}{#}{#}s{\#}." />
<string
id="str_formation_ai_behavior_text.BehaviorPullBack"
text="{=N7w6zi0F}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are pulling back." />
<string
id="str_formation_ai_behavior_text.BehaviorRegroup"
text="{=Z3yCe1HS}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are regrouping." />
<string
id="str_formation_ai_behavior_text.BehaviorReserve"
text="{=DJgeYv9X}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are moving in reserve." />
<string
id="str_formation_ai_behavior_text.BehaviorRetakeCastleKeyPosition"
text="{=gA5fByM2}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are trying to retake {#IS_LEFT}{#}right wall{#}walls on multiple sides{\#}{?IS_MIDDLE}middle wall{?}{\?}{?IS_RIGHT}left wall{?}{\?}." />
<string
id="str_formation_ai_behavior_text.BehaviorRetreat"
text="{=Q2JYjFQl}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are retreating." />
<string
id="str_formation_ai_behavior_text.BehaviorRetreatToKeep"
text="{=29bsCzkn}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are retreating to safety." />
<string
id="str_formation_ai_behavior_text.BehaviorRetreatToCastle"
text="{=29bsCzkn}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are retreating to safety." />
<string
id="str_formation_ai_behavior_text.BehaviorSallyOut"
text="{=PAa618xe}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are sallying out." />
<string
id="str_formation_ai_behavior_text.BehaviorScreenedSkirmish"
text="{=3wS4uOvU}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are skirmishing from behind." />
<string
id="str_formation_ai_behavior_text.BehaviorShootFromCastleWalls"
text="{=iCirZbD8}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are shooting from the castle walls." />
<string
id="str_formation_ai_behavior_text.BehaviorShootFromSiegeTower"
text="{=wKbafI9r}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are shooting from the siege tower." />
<string
id="str_formation_ai_behavior_text.BehaviorSkirmish"
text="{=7cnb2iEb}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are skirmishing." />
<string
id="str_formation_ai_behavior_text.BehaviorSkirmishBehindFormation"
text="{=5WJbtDqp}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are skirmishing behind allies." />
<string
id="str_formation_ai_behavior_text.BehaviorSkirmishLine"
text="{=yfNAkFgF}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are forming a skirmish line." />
<string
id="str_formation_ai_behavior_text.BehaviorSparseSkirmish"
text="{=7EVjgrFW}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are skirmishing sparsely." />
<string
id="str_formation_ai_behavior_text.BehaviorStop"
text="{=OSZUvWbG}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are ready." />
<string
id="str_formation_ai_behavior_text.BehaviorTacticalCharge"
text="{=dyY3hkH1}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are charging at {?IS_PLURAL}different enemy formations{?}an enemy formation{\?}." />
<string
id="str_formation_ai_behavior_text.BehaviorUseMurderHoles"
text="{=nVKEUvaC}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are using murder holes." />
<string
id="str_formation_ai_behavior_text.BehaviorUseSiegeMachines"
text="{=Tu46dFyH}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are using siege weapons." />
<string
id="str_formation_ai_behavior_text.BehaviorVanguard"
text="{=thIebQAR}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are riding in vanguard." />
<string
id="str_formation_ai_behavior_text.BehaviorWaitForLadders"
text="{=hSsS5xAa}{TROOP_NAMES_BEGIN}{?IS_PLURAL} and {?}{\?}{TROOP_NAMES_END} are waiting for other siege machines to arrive." />
<string
id="str_team_ai_tactic_text.TacticDefensiveEngagement"
text="{=o0OQ5omY}Our plan is to remain on the defensive." />
<string
id="str_team_ai_tactic_text.TacticFullScaleAttack"
text="{=BPVFAl7J}Our plan is to attack with full force around our infantry." />
<string
id="str_team_ai_tactic_text.TacticRangedHarrassmentOffensive"
text="{=vXzJJtYq}Our plan is to get in range and shower them with arrows." />
<string
id="str_team_ai_tactic_text.TacticFrontalCavalryCharge"
text="{=CoHPb7DL}Our plan is to crush them with our cavalry and sweep the rest with a follow up attack." />
<string
id="str_team_ai_tactic_text.TacticCoordinatedRetreat"
text="{=KJDqOGEU}Our plan is to fall back in formation to fight another day." />
<string
id="str_team_ai_tactic_text.TacticBreachWalls"
text="{=uinDitbl}We must breach the walls." />
<string
id="str_team_ai_tactic_text.TacticDefendCastle"
text="{=WharCvcX}We must defend the walls and not let the enemy inside." />
<string
id="str_team_ai_tactic_text.TacticCharge"
text="{=Q3KrMlLd}CHARGE!" />
<string
id="str_team_ai_tactic_text.TacticDefensiveLine"
text="{=0JyRvjSF}Our plan is to form a defensive line." />
<string
id="str_team_ai_tactic_text.TacticDefensiveRing"
text="{=9dcQ2VZv}Our plan is to form a defensive ring around our ranged troops." />
<string
id="str_team_ai_tactic_text.TacticHoldChokePoint"
text="{=1wkANMRC}Our plan is to try and hold this narrow pass." />
<string
id="str_team_ai_tactic_text.TacticSallyOutDefense"
text="{=UX7reJ3K}We must rush to defend our siege machines lest the enemy destroy them." />
<string
id="str_team_ai_tactic_text.TacticSallyOutHitAndRun"
text="{=arWaVMpe}We must hit hard and destroy their siege machines." />
<string
id="str_formation_ai_sergeant_instruction_text"
text="{=kwKT6zKq}Your unit is expected to: {BEHAVIOUR_NAME_BEGIN}{?IS_PLURAL} and {?}{\?}{BEHAVIOUR_NAME_END}" />
<string
id="str_formation_ai_soldier_instruction_text"
text="{=Vap6ahft}Men! {BEHAVIOUR_NAME_BEGIN}!" />
<string
id="str_formation_soldier_join_text"
text="{=3vT6TQmF}{PLAYER.LINK}, you are in {SIDE_STRING} {CLASS_NAME}." />
<string
id="str_formation_ai_side_change_string"
text="{=3vT6TQmF}{PLAYER.LINK}, you are in {SIDE_STRING} {CLASS_NAME}." />
<string
id="str_formation_ai_sergeant_instruction_text"
text="{=!}Your unit is expected to: {BEHAVIOUR_NAME_BEGIN}{?IS_PLURAL} and {?}{\?}{BEHAVIOUR_NAME_END}{?IS_GENERAL_SIDE} from {SIDE_STRING}{?}{\?}" />
<string
id="str_formation_ai_side_strings.Left"
text="{=7zUWqY3O}Left" />
<string
id="str_formation_ai_side_strings.Middle"
text="{=centerformation}Center" />
<string
id="str_formation_ai_side_strings.Right"
text="{=25MeMNbP}Right" />
<string
id="str_formation_ai_side_strings.BehaviorSideNotSet"
text="{=!} " />
<string
id="str_formation_class_string.Infantry"
text="{=1Bm1Wk1v}Infantry" />
<string
id="str_formation_class_string.Ranged"
text="{=bIiBytSB}Archers" />
<string
id="str_formation_class_string.Cavalry"
text="{=YVGtcLHF}Cavalry" />
<string
id="str_formation_class_string.HorseArcher"
text="{=q2Y2DHiA}Horse Archers" />
<string
id="str_troop_type_name.Ranged"
text="{=rangedtroop}Ranged" />
<string
id="str_troop_type_name.Cavalry"
text="{=YVGtcLHF}Cavalry" />
<string
id="str_troop_type_name.Infantry"
text="{=1Bm1Wk1v}Infantry" />
<string
id="str_troop_type_name.HorseArcher"
text="{=ugJfuabA}Horse Archer" />
<string
id="str_troop_type_name.Skirmisher"
text="{=s9oED1IR}Skirmisher" />
<!-- New -->
<!--IS_GENERAL_SIDE true means there are several behaviours which explicitly declare their side, in which case in order not to repeat "from left side" several times, main body text will say it once and it won't be mentioned in each individiual behaviour's text-->
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorAdvance"
text="{=A38xbjqm}Engage" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorAssaultWalls"
text="{=pLZeP6L6}Assault walls{?IS_GENERAL_SIDE}{?} from {SIDE_STRING} side{\?}" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorProtectGeneral"
text="{=!} " />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorCautiousAdvance"
text="{=qlw2LWgu}Move in to range" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorCavalryScreen"
text="{=lQQPKo02}Move to screen us against foes moving behind our back" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorCharge"
text="{=Yj0cQVLH}Charge!" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorDefend"
text="{=iyob7aH3}Defend your position" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorDefendCastleKeyPosition"
text="{=6Jx6qbZn}Defend{?IS_GENERAL_SIDE}{?} {SIDE_STRING}{\?} walls" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorDefendKeyPosition"
text="{=lnKAqDVM}Defend key position" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorDefendSiegeWeapon"
text="{=uGahvbVP}Defend siege weapons{?IS_GENERAL_SIDE}{?} on {SIDE_STRING} side{\?}" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorDefensiveRing"
text="{=7xFRFV0P}Form a defensive ring." />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorDestroySiegeWeapons"
text="{=7chepLLh}Destroy siege weapons{?IS_GENERAL_SIDE}{?} on {SIDE_STRING} side{\?}" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorEliminateEnemyInsideCastle"
text="{=xHc1xhG8}Eliminate enemy inside castle." />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorFireFromInfantryCover"
text="{=9C0J0ZkT}Fire from infantry cover." />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorFlank"
text="{=8UFjXbbW}Flank{?IS_GENERAL_SIDE}{?} from {SIDE_STRING} side{\?}" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorGeneral"
text="{=!} " />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorHoldHighGround"
text="{=3xIv2cP9}Hold high ground" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorHorseArcherSkirmish"
text="{=DTRwTvT4}Horse archer, skirmish!" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorMountedSkirmish"
text="{=0hCHIcVk}Skirmish on mount" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorProtectFlank"
text="{=xq62HAIO}Protect{?IS_GENERAL_SIDE}{?} {SIDE_STRING}{\?} flank of ally {AI_SIDE} {CLASS}" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorPullBack"
text="{=mJB7knQo}Pull back" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorRegroup"
text="{=LBy6YDMV}Regroup" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorReserve"
text="{=DItheHi7}Stay behind in reserve" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorRetakeCastleKeyPosition"
text="{=b0Mv6mZy}Retake castle position!" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorRetreat"
text="{=VbeHEAsa}Retreat" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorRetreatToKeep"
text="{=VbeHEAsa}Retreat" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorRetreatToCastle"
text="{=VbeHEAsa}Retreat" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorSallyOut"
text="{=1cd6u0qn}Open the gates and sally out!" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorScreenedSkirmish"
text="{=vw1bbcww}Skirmish behind ally {AI_SIDE} {CLASS}" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorShootFromCastleWalls"
text="{=cqI6P8fr}Shoot from castle walls" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorShootFromSiegeTower"
text="{=4l3BLxBC}Shoot from siege tower" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorSkirmish"
text="{=VRdy76RQ}Skirmish" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorSkirmishBehindFormation"
text="{=CkwERBcS}Skirmish behind ally formation." />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorSkirmishLine"
text="{=JG2bgZMM}Skirmish in front of ally {AI_SIDE} {CLASS}" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorSparseSkirmish"
text="{=3IGjY8RG}Skirmish freely" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorStop"
text="{=xSKFr3Rs}Wait" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorTacticalCharge"
text="{=ka7vAxgo}Charge at enemy {AI_SIDE} {CLASS}" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorUseMurderHole"
text="{=oGflu1jV}Use murder hole" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorUseSiegeMachines"
text="{=t5X1TNBq}Use siege machines{?IS_GENERAL_SIDE}{?} on {SIDE_STRING} side{\?}" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorVanguard"
text="{=iVEZrZzs}Ride in vanguard" />
<string
id="str_formation_ai_sergeant_instruction_behavior_text.BehaviorWaitForLadders"
text="{=LZhRP3PM}Wait for other siege machines" />
<string
id="str_culture_description.vlandia"
text="{=ZPaw3WuO}The Vlandians are the descendants of adventurers from the west who lived under the Empire for centuries before forming an independent kingdom. With the decline of imperial authority, they have evolved into a well organised feudal society led by a caste of warlike nobles who prefer to fight with spears and lances on horseback." />
<string
id="str_culture_description.battania"
text="{=c1Ag8YJS}The Battanians still remember the olden days when the woods stretched across northern Calradia, and the Empire and its cities had yet to violate their sanctity. The fierce warriors remain loyal to their traditional ways. They paint their faces when going to battle and even their noblemen prefer to fight on foot while using great axes and two-handed swords with deadly efficiency." />
<string
id="str_culture_description.khuzait"
text="{=HkZ4E94O}The Khuzait confederation of steppe tribes used to live a nomadic life, but have recently settled in the eastern frontier of the Empire and are slowly transitioning into an agrarian society with permanent town centers. Despite this, they still retain many aspects of their nomadic life, including their affinity with horses. They are masters of mounted archery, shooting and then galloping out of reach." />
<string
id="str_culture_description.sturgia"
text="{=HD2wzAxz}Sturgians are the descendants of the foreign tribes of northern Calradia. As the empire expanded into their cold forests, they found a ready market for the luxurious furs of woodland animals whom they traditionally hunted and trapped. Sturgian chieftains became princes, vying for pre-eminence with the help of Nord mercenaries who migrated into their realm. They are good hunters and wanderers, travelling far in search of opportunities both for trade and for plunder." />
<string
id="str_culture_description.aserai"
text="{=Khr5yETv}The Aserai are the inhabitants of the Nahasa desert, a mixture of nomadic bedouin and settled oasis farmers. They are famous for their horsemanship and their knowledge of the learning of many lands, especially medicine, gained from lying on some of the continent's most lucrative trade routes. Each clan is fiercely proud of its lineage and often jealous of the others, but when united by a charismatic leader, they become a major force in the south." />
<string
id="str_culture_description.empire"
text="{=iLEhyGI8}The Calradian Empire is in decline. Even before the suspicious death of the Emperor Arenicos, the once united realm was torn by political rivalries. Today, those factions are in open war. Yet Calradians endure. Their methodical study of defensive strategy, in which garrison cities slow down invading forces until mobile field armies can come to their rescue, helps hold their neighbors at bay." />
<string
id="str_culture_rich_name.vlandia"
text="{=8HMyTKF6}Vlandians" />
<string
id="str_culture_rich_name.battania"
text="{=bgjiFSHZ}Battanians" />
<string
id="str_culture_rich_name.khuzait"
text="{=vJOWy1QF}Khuzaits" />
<string
id="str_culture_rich_name.sturgia"
text="{=C4qjBqLO}Sturgians" />
<string
id="str_culture_rich_name.aserai"
text="{=aseraimembers}Aserai" />
<string
id="str_culture_rich_name.empire"
text="{=empiremembers}Empire" />
<string
id="str_char_creation_generic_selection"
text="{=yCEMiKjB}Choose your {SELECTION}" />
<string
id="str_town_new_tournament_text"
text="{=1PwQxaOu}Preparations seem to be underway for a tournament" />
<string
id="str_town_empty_arena_text"
text="{=8bSHlWBL}There is no tournament currently in this town." />
<string
id="str_faction_official.empire"
text="{=2CgZVkDj}an archon" />
<string
id="str_faction_official.empire_f"
text="{=u3c9M8vx}an archoness" />
<string
id="str_faction_ruler.empire"
text="{=jbQ3LYBl}emperor" />
<string
id="str_faction_ruler.empire_f"
text="{=tDA5dhn3}empress" />
<string
id="str_faction_ruler_term_in_speech.empire"
text="{=lpbDPuuW}{?RULER.GENDER}the Empress{?}the Emperor{\?} {RULER.NAME}" />
<string
id="str_faction_official.vlandia"
text="{=k7ig2JvK}a baron" />
<string
id="str_faction_official.vlandia_f"
text="{=O9xpd5bn}a baroness" />
<string
id="str_faction_ruler.vlandia"
text="{=sKnYLPkn}king" />
<string
id="str_faction_ruler.vlandia_f"
text="{=anHqaNK0}queen" />
<string
id="str_faction_ruler_name_with_title.empire"
text="{=7pAZatbz}{?RULER.GENDER}Empress{?}Emperor{\?} {RULER.NAME}" />
<string
id="str_faction_noble_name_with_title.empire"
text="{=nAaT19CC}{?RULER.GENDER}Archoness{?}Archon{\?} {RULER.NAME}" />
<string
id="str_faction_ruler_name_with_title.vlandia"
text="{=pcy8IXDf}{?RULER.GENDER}Queen{?}King{\?} {RULER.NAME}" />
<string
id="str_faction_noble_name_with_title.vlandia"
text="{=veiFupWz}{?RULER.GENDER}Baroness{?}Baron{\?} {RULER.NAME}" />
<string
id="str_faction_ruler_name_with_title.battania"
text="{=lb13ceVM}{?RULER.GENDER}High Queen{?}High King{\?} {RULER.NAME}" />
<string
id="str_faction_noble_name_with_title.battania"
text="{=X4qO3jBf}{?RULER.GENDER}Banmormaer{?}Mormaer{\?} {RULER.NAME}" />
<string
id="str_faction_ruler_name_with_title.khuzait"
text="{=VoZBLWay}{RULER.NAME} {?RULER.GENDER}Khatun{?}Khan{\?}" />
<string
id="str_faction_noble_name_with_title.khuzait"
text="{=BbYFboh2}{RULER.NAME} {?RULER.GENDER}Begum{?}Beg{\?}" />
<string
id="str_faction_ruler_name_with_title.aserai"
text="{=REdb7vbQ}{?RULER.GENDER}Sultana{?}Sultan{\?} {RULER.NAME}" />
<string
id="str_faction_noble_name_with_title.aserai"
text="{=jM9KGCIa}{?RULER.GENDER}Emira{?}Emir{\?} {RULER.NAME}" />
<string
id="str_faction_ruler_name_with_title.sturgia"
text="{=nojcK4ia}{?RULER.GENDER}Grand Princess{?}Grand Prince{\?} {RULER.NAME}" />
<string
id="str_faction_noble_name_with_title.sturgia"
text="{=lqm9PfF1}{?RULER.GENDER}Knyaginya{?}Knyaz{\?} {RULER.NAME}" />
<string
id="str_education"
text="{=If65Vm9h}Child Education" />
<string
id="str_education_notification_middle"
text="{=Nfm5lLWv}{CHILD.NAME} needs your immediate attention!" />
<string
id="str_education_notification_right"
text="{=7MSuWxaY}{CHILD.NAME} has reached the age of {CHILD.AGE} and {?CHILD.GENDER}she{?}he{\?} needs your guidance." />
<string
id="str_faction_ruler_term_in_speech.vlandia"
text="{=pcy8IXDf}{?RULER.GENDER}Queen{?}King{\?} {RULER.NAME}" />
<string
id="str_faction_official.aserai"
text="{=owg6SqHF}an emir" />
<string
id="str_faction_official.aserai_f"
text="{=G4XXubLg}an emira" />
<string
id="str_faction_ruler.aserai"
text="{=Y5byltUT}sultan" />
<string
id="str_faction_ruler.aserai_f"
text="{=AkgIYqHT}sultana" />
<string
id="str_faction_ruler_term_in_speech.aserai"
text="{=REdb7vbQ}{?RULER.GENDER}Sultana{?}Sultan{\?} {RULER.NAME}" />
<string
id="str_faction_official.battania"
text="{=0zz1iDMY}a chieftain" />
<string
id="str_faction_official.battania_f"
text="{=chieftainfemale}a chieftain" />
<string
id="str_faction_ruler.battania"
text="{=sKnYLPkn}king" />
<string
id="str_faction_ruler.battania_f"
text="{=anHqaNK0}queen" />
<string
id="str_faction_ruler_term_in_speech.battania"
text="{=pcy8IXDf}{?RULER.GENDER}Queen{?}King{\?} {RULER.NAME}" />
<string
id="str_faction_official.khuzait"
text="{=arHXmqqc}a beg" />
<string
id="str_faction_official.khuzait_f"
text="{=t6DiaDQ3}a begum" />
<string
id="str_faction_ruler.khuzait"
text="{=bFpLKvcS}khan" />
<string
id="str_faction_ruler.khuzait_f"
text="{=TmKbTxQy}khatun" />
<string
id="str_faction_ruler_term_in_speech.khuzait"
text="{=VoZBLWay}{RULER.NAME} {?RULER.GENDER}Khatun{?}Khan{\?}" />
<string
id="str_faction_official.sturgia"
text="{=0zz1iDMY}a chieftain" />
<string
id="str_faction_official.sturgia_f"
text="{=chieftainfemale}a chieftain" />
<string
id="str_faction_ruler.sturgia"
text="{=xD9xlbXt}prince" />
<string
id="str_faction_ruler.sturgia_f"
text="{=cBY2MxY0}princess" />
<string
id="str_faction_ruler_term_in_speech.sturgia"
text="{=GPW3ku2Y}{?RULER.GENDER}Princess{?}Prince{\?} {RULER.NAME}" />
<!-- "The southern imperial forces have withdrawn" -->
<string
id="str_adjective_for_faction.khuzait"
text="{=sZLd6VHi}Khuzait" />
<string
id="str_adjective_for_faction.aserai"
text="{=aseraifaction}Aserai" />
<string
id="str_adjective_for_faction.battania"
text="{=ZvoyX6DX}Battanian" />
<string
id="str_adjective_for_faction.vlandia"
text="{=Ohdrbpiw}Vlandian" />
<string
id="str_adjective_for_faction.sturgia"
text="{=OxiaKT0G}Sturgian" />
<string
id="str_adjective_for_faction.empire"
text="{=3EGllWkd}northern imperial" />
<string
id="str_adjective_for_faction.empire_w"
text="{=dGDYBpzz}western imperial" />
<string
id="str_adjective_for_faction.empire_s"
text="{=Vvo92lyj}southern imperial" />
<!-- "Not much left after the Southern Empire raided the place" -->
<string
id="str_short_term_for_faction.khuzait"
text="{=vJOWy1QF}Khuzaits" />
<string
id="str_short_term_for_faction.aserai"
text="{=aseraimembers}Aserai" />
<string
id="str_short_term_for_faction.battania"
text="{=bgjiFSHZ}Battanians" />
<string
id="str_short_term_for_faction.vlandia"
text="{=8HMyTKF6}Vlandians" />
<string
id="str_short_term_for_faction.sturgia"
text="{=C4qjBqLO}Sturgians" />
<string
id="str_short_term_for_faction.empire"
text="{=NF627oiX}Northern Empire" />
<string
id="str_short_term_for_faction.empire_w"
text="{=yG3YUySN}Western Empire" />
<string
id="str_short_term_for_faction.empire_s"
text="{=frBQ9mbP}Southern Empire" />
<!-- The formal name for a faction is derived from the culture, as the southern Empire doesn't consider itself the 'southern Empire,' it considers itself the sole legitimate empire -->
<!-- "In the name of the Calradian Empire, I welcome you" -->
<string
id="str_faction_formal_name_for_culture.vlandia"
text="{=lAWwcO6b}Kingdom of Vlandia" />
<string
id="str_faction_formal_name_for_culture.battania"
text="{=qaDIU0XC}High Kingdom of the Battanians" />
<string
id="str_faction_formal_name_for_culture.khuzait"
text="{=bF7HmNGQ}Khuzait Khanate" />
<string
id="str_faction_formal_name_for_culture.sturgia"
text="{=iYCR3xuQ}Principality of Sturgia" />
<string
id="str_faction_formal_name_for_culture.aserai"
text="{=eb0nLx5E}Aserai Sultanate" />
<string
id="str_faction_formal_name_for_culture.empire"
text="{=AIh1Ik4A}Calradian Empire" />
<!-- "The language and laws of the Empire" -->
<string
id="str_faction_informal_name_for_culture.vlandia"
text="{=vZRYAvYH}the Vlandians" />
<string
id="str_faction_informal_name_for_culture.battania"
text="{=eRqURgZY}the Battanians" />
<string
id="str_faction_informal_name_for_culture.khuzait"
text="{=OzazmGBi}the Khuzaits" />
<string
id="str_faction_informal_name_for_culture.sturgia"
text="{=2UCptBFi}the Sturgians" />
<string
id="str_faction_informal_name_for_culture.aserai"
text="{=fApjg2ae}the Aserai" />
<string
id="str_faction_informal_name_for_culture.empire"
text="{=6UUymZhL}the Empire" />
<!-- I will teach you imperial ways -->
<string
id="str_adjective_for_culture.khuzait"
text="{=sZLd6VHi}Khuzait" />
<string
id="str_adjective_for_culture.aserai"
text="{=NaNMRPv4}Aserai" />
<string
id="str_adjective_for_culture.battania"
text="{=ZvoyX6DX}Battanian" />
<string
id="str_adjective_for_culture.vlandia"
text="{=Ohdrbpiw}Vlandian" />
<string
id="str_adjective_for_culture.sturgia"
text="{=OxiaKT0G}Sturgian" />
<string
id="str_adjective_for_culture.empire"
text="{=5S1zPgTm}imperial" />
<!-- I don't care for the imperials and their big, decadent cities -->
<string
id="str_neutral_term_for_culture.khuzait"
text="{=vJOWy1QF}Khuzaits" />
<string
id="str_neutral_term_for_culture.aserai"
text="{=aseraimembers}Aserai" />
<string
id="str_neutral_term_for_culture.battania"
text="{=bgjiFSHZ}Battanians" />
<string
id="str_neutral_term_for_culture.vlandia"
text="{=8HMyTKF6}Vlandians" />
<string
id="str_neutral_term_for_culture.sturgia"
text="{=C4qjBqLO}Sturgians" />
<string
id="str_neutral_term_for_culture.empire"
text="{=CXUXk5ai}imperials" />
<string
id="str_settlement_rebellion.0"
text="{=SRYuaoh1}This region is gripped by civil disorder, yet people must still go about their daily chores. For the most part, they not linger long in the markets or make eye contact. But you overhear hushed conversations about the rebels in the countryside. Some seem to be afraid of the rebels, others secretly thrilled that the tables have turned, even for a little while, on the rich and powerful." />
<!-- <string id="str_town_long_prosperity_1.0" text="{=hpNFob32}The town is poor. The people are malnourished." /> -->
<string
id="str_town_long_prosperity_1.Low"
text="{=Bg83jhCR}The town is clearly going through hard times. People look malnourished and buildings are poorly maintained." />
<string
id="str_town_long_prosperity_1.Mid"
text="{=AVQUGwTg}The town is of average wealth." />
<string
id="str_town_long_prosperity_1.High"
text="{=qgL4P2vO}The town is prosperous. The people look well-fed and relatively comfortable." />
<!-- <string id="str_town_long_prosperity_1.4" text="{=b6zBcSp2}The town is booming. The walls, streets, and homes are well-maintained." /> -->
<string
id="str_companion_added"
text="{=VJNJsdif}{COMPANION.NAME} joined your party." />
<!-- <string id="str_village_long_prosperity.0" text="{=LZjdxXex}The village is poor. The people are malnourished. Animals are sick or dying. Cropland is being reclaimed by weeds, for lack of hands to sow it." /> -->
<string
id="str_village_long_prosperity.Low"
text="{=OiCCv0EL}The village is going through hard times. Farm tools are rusty and broken. Brush and weeds are reclaiming the outermost fields. " />
<string
id="str_village_long_prosperity.Mid"
text="{=8cY08v3s}The village is of average wealth. Humans and animals alike look well-fed. Villagers busily attend to the tasks of the seasons." />
<string
id="str_village_long_prosperity.High"
text="{=g1KLcfxT}The village is prosperous. Brimming sacks of grain, healthy animals and loaded carts testify to the bounty of the fields." />
<!-- <string id="str_village_long_prosperity.4" text="{=FvlyWloX}The village is booming. Brimming sacks of grain and loaded carts testify to the bounty of the fields." /> -->
<string
id="str_settlement_morale_high_prosperity"
text="{=9Bm06EEJ}You hear much praise for the wisdom of the rulers who have achieved this prosperity." />
<string
id="str_settlement_morale_high_average"
text="{=9PLNQrWw}You hear few complaints and people seem to have confidence in the authorities." />
<string
id="str_settlement_morale_high_adversity"
text="{=7AOOQ5iB}Despite the hardship, you hear few murmurs of complaint, and people seem to trust their rulers to lead them through adversity." />
<string
id="str_settlement_morale_medium_prosperity"
text="{=Zw60OTJe}Mostly people are content, although you hear some complaints about rising prices, the unequal distribution of wealth, and migrants coming from the countryside." />
<string
id="str_settlement_morale_medium_average"
text="{=qR0s1VvE}You hear some complaints about prices, shortages and greedy merchants, but no more than normal." />
<string
id="str_settlement_morale_medium_adversity"
text="{=P8BxiiKd}Despite the poverty, you hear few words of complaint, as though people are too beaten down to expect any change." />
<string
id="str_settlement_morale_rebellious_prosperity"
text="{=KZAQHSa2}Yet the prosperity is clearly not benefiting everyone equally. People seem angry, complaining endlessly about new rural migrants, rising prices, and those who are profiting more than others." />
<string
id="str_settlement_morale_rebellious_average"
text="{=6bex2HUl}Though it seems most people are managing to get by, many seem angry, and you overhear a few passers-by muttering that their patience is giving out. You sense something may be stirring." />
<string
id="str_settlement_morale_rebellious_adversity"
text="{=bzrOHiS8}People openly curse the authorities, as though they feel they have nothing to lose." />
<string
id="str_settlement_rebellious_state"
text="{=NkbszXv6}Settlement is rebelling." />
<string
id="str_encyclopedia_empty_list_error"
text="{=VSZGbSEO}No matching items." />
<string
id="str_trade_rumors_text_buy"
text="{=z3AvJZMt}Can buy at {SETTLEMENT_NAME} for: {BUY_PRICE}" />
<string
id="str_trade_rumors_text_sell"
text="{=KcQiDE6b}Can sell at {SETTLEMENT_NAME} for: {SELL_PRICE}" />
<string
id="str_party_gained_renown"
text="{=HNBAw1uO}{PARTY} has gained {AMOUNT_TO_ADD} renown. {CLAN}'s new renown is {NEW_RENOWN}." />
<string
id="str_clan_gained_renown"
text="{=FSl1LFP6}{CLAN} has gained {AMOUNT_TO_ADD} renown. New renown is {NEW_RENOWN}." />
<string
id="str_influence_gain_message"
text="{=UxD6lPXa}You have gained {INFLUENCE} influence. New influence is {NEW_INFLUENCE}." />
<string
id="str_leave_siege_lose_influence_message"
text="{=JbN0RwM2}You lost {INFLUENCE} influence for abandoning a defensive siege of your kingdom." />
<string
id="str_plunder_gain_message"
text="{=n6Q6vv5t}You plundered {GOLD} gold." />
<string
id="str_your_alley_ALLEY_NAME_at_TOWN_is_captured"
text="{=4kKxsVzZ}Your alley {.%}{ALLEY_NAME}{.%} at {TOWN} is captured." />
<string
id="str_attacker_banner"
text="{=rTuptXLg}Attacker Banner" />
<string
id="str_defender_banner"
text="{=bdFJgWp3}Defender Banner" />
<string
id="str_number_of_healthy_attacker_soldiers"
text="{=FC64p6ED}Number of Healthy Attacker Troops" />
<string
id="str_number_of_healthy_defender_soldiers"
text="{=EuEJ08Dg}Number of Healthy Defender Troops" />
<string
id="str_ui_agent_interaction_use"
text="{=8ZZgNNaY}{USE_KEY}" />
<string
id="str_army_gathering"
text="{=QFMshJaj}Gathering near {SETTLEMENT_NAME}." />
<string
id="str_army_gathering_around_hero"
text="{=eURzhtb0}Gathering around {PARTY_NAME}." />
<string
id="str_army_going_to_settlement"
text="{=PdXqoa2W}Travelling to {SETTLEMENT_NAME}." />
<string
id="str_army_waiting_in_settlement"
text="{=3qFPyJtB}Waiting in {SETTLEMENT_NAME}." />
<string
id="str_army_besieging_travelling"
text="{=0V4jIIju}Travelling to {SETTLEMENT_NAME} to besiege." />
<string
id="str_army_raiding_travelling"
text="{=KGH8rjOP}Travelling to {SETTLEMENT_NAME} to raid." />
<string
id="str_army_defending_travelling"
text="{=buQvCDbP}Travelling to {SETTLEMENT_NAME} to defend." />
<string
id="str_army_patrolling_travelling"
text="{=Q67Wys0i}Patrolling around {SETTLEMENT_NAME}." />
<string
id="str_army_raiding_settlement"
text="{=pSWt8NXH}Raiding {SETTLEMENT_NAME} ({RAIDING_PROCESS}%)" />
<string
id="str_army_besieging_settlement"
text="{=KiVCv1Bx}Besieging {SETTLEMENT_NAME}" />
<string
id="str_army_besieging"
text="{=KiVCv1Bx}Besieging {SETTLEMENT_NAME}" />
<string
id="str_army_raiding"
text="{=gSVaitFE}Raiding {SETTLEMENT_NAME}" />
<string
id="str_army_defending"
text="{=ealIwlQH}Defending {SETTLEMENT_NAME}" />
<string
id="combat_log_player_attacker"
text="{=Dzntsudy}You have inflicted {AMOUNT} {DAMAGE_TYPE} damage to {VICTIM_NAME} ({LOST_HP_PERCENTAGE}% HP)." />
<string
id="combat_log_player_attacked"
text="{=BY5RMAoj}You have received {AMOUNT} {DAMAGE_TYPE} damage from {ATTACKER_NAME} ({LOST_HP_PERCENTAGE}% HP)." />
<string
id="combat_log_damage_absorbed"
text="{=PqfS5lgq}{ABSORBED_AMOUNT} damage has been absorbed by {ARMOR_AMOUNT} armor." />
<string
id="combat_log_hit_bone"
text="{=!}Hit bone: {BONE}." />
<string
id="combat_log_speed_bonus"
text="{=ZlJIpfWg}Speed bonus: {SPEED_BONUS}%." />
<string
id="crafting_added_to_inventory"
text="{=rFvEZJu7}{ITEM_NAME} has been added to {PLAYER.LINK}'s inventory." />
<string
id="str_building_level_gained"
text="{=P1VmnfsB}{BUILDING_NAME} building in {SETTLEMENT_NAME} has gained a level." />
<string
id="str_building_completed"
text="{=nbw71MCj}{BUILDING_NAME} building in {SETTLEMENT_NAME} is completed." />
<string
id="str_building_bonus"
text="{=oiFt5bEV}Building Bonus" />
<string
id="str_crafting_cannot_be_crafted"
text="{=NPJRmNAY}Can not be crafted." />
<string
id="str_crafting_player_not_enough_skills"
text="{=svnxJA0L}{HERO} doesn't have enough {SKILL} skill to craft this weapon." />
<string
id="str_crafting_hero_can_not_craft_item"
text="{=UaV0JT87}This hero can not craft this item." />
<string
id="str_crafting_hero_not_enough_skills"
text="{=UJ01br0b}This hero does not have required {SKILL} skill to complete this order." />
<string
id="str_crafting_following_can_craft_order"
text="{=M6cWtObI}The following heroes can craft this weapon:" />
<string
id="str_crafting_no_one_can_craft_order"
text="{=L3EE8bmx}Nobody in your party has enough {SKILL} skill to complete this order. (Need {AMOUNT} more)" />
<string
id="str_crafting_hero_able_to_craft"
text="{=KE9rdUhD}- {HERO_NAME}" />
<string
id="str_crafting_order_header"
text="{=0LgxcCbL}Order {NUMBER}" />
<string
id="str_crafting_should_have_swing_damage"
text="{=RsBO5aOq}Weapon should have Swing {SWING_DAMAGE_TYPE} Damage" />
<string
id="str_crafting_should_have_thrust_damage"
text="{=QtXf82OD}Weapon should have Thrust {THRUST_DAMAGE_TYPE} Damage" />
<string
id="str_crafting_bonus_penalty_tooltip"
text="{=MAkZQKp0}Skill Bonus / Penalty" />
<string
id="str_crafting_crafted_value_tooltip"
text="{=t6sgwieR}Crafted Value" />
<string
id="str_crafting_order_requirement_tooltip"
text="{=5IOct2ob}Order Requirement" />
<string
id="str_crafting_cannot_complete_orders"
text="{=dpPMuLa4}Cannot complete any orders." />
<string
id="str_crafting_no_available_orders_for_hero"
text="{=LpAiJGeV}{HERO_NAME} cannot complete any of the available orders." />
<string
id="str_crafting_available_orders_for_other_hero"
text="{=rxxZFVOa}{HERO_NAME} can complete {NUMBER} orders." />
<string
id="str_crafting_no_available_orders_for_party"
text="{=2Mic7nhz}Nobody in your party has enough {SKILL} skill to complete an order." />
<string
id="str_building_effects"
text="{=a6FfHHVg}Building Effects" />
<string
id="str_building_effect_explanation.GarrisonCapacity"
text="{=4AQmS4iA}+{BONUS_AMOUNT} bonus to garrison capacity" />
<string
id="str_building_effect_explanation.Experience"
text="{=ot2M62R8}+{BONUS_AMOUNT} xp bonus to garrison troops" />
<string
id="str_building_effect_explanation.Loyalty"
text="{=ZwyPnboN}+{BONUS_AMOUNT} bonus to settlement loyalty" />
<string
id="str_building_effect_explanation.Tax"
text="{=2WpbTaVJ}+{BONUS_AMOUNT}% bonus to taxes" />
<string
id="str_building_effect_explanation.Prosperity"
text="{=v5bJd6mZ}+{BONUS_AMOUNT} bonus to prosperity change" />
<string
id="str_building_effect_explanation.Influence"
text="{=2Sal30D2}+{BONUS_AMOUNT} bonus to owner's influence" />
<string
id="str_building_effect_explanation.Construction"
text="{=EegxpPka}+{BONUS_AMOUNT} bonus to construction" />
<string
id="str_building_effect_explanation.WallHitPoints"
text="{=wx6DZJ0W}+{BONUS_AMOUNT} bonus to wall hit points" />
<string
id="str_building_effect_explanation.Militia"
text="{=FwlZRESM}+{BONUS_AMOUNT} bonus to militia" />
<string
id="str_building_effect_explanation.WallRepairSpeed"
text="{=SNfvAnuV}+{BONUS_AMOUNT}% bonus to wall repair speed" />
<string
id="str_building_effect_explanation.SiegeEngineSpeed"
text="{=QE1XRyUP}+{BONUS_AMOUNT}% bonus to siege engine production speed" />
<string
id="str_building_effect_explanation.ReduceMilitia"
text="{=80hwCw7B}-{BONUS_AMOUNT}% reduced militia during rebellion" />
<string
id="str_building_effect_explanation.FoodProduction"
text="{=FfVdGZsj}+{BONUS_AMOUNT} bonus to food production" />
<string
id="str_building_effect_explanation.Foodstock"
text="{=XJ6EG3Pa}+{BONUS_AMOUNT} bonus to food reserve limit" />
<string
id="str_building_effect_explanation.VillageDevelopmentDaily"
text="{=fpP2s7hX}+{BONUS_AMOUNT} increase to village growth." />
<string
id="str_building_effect_explanation.LoyaltyDaily"
text="{=vqHDX6hf}+{BONUS_AMOUNT} increase to settlement loyalty" />
<string
id="str_building_effect_explanation.MilitiaDaily"
text="{=a6zaA9Um}+{BONUS_AMOUNT} increase to settlement militia." />
<string
id="str_building_effect_explanation.ProsperityDaily"
text="{=ki5DqTtC}+{BONUS_AMOUNT} increase to settlement prosperity." />
<string
id="str_building_effect_explanation.GarrisonWageReduce"
text="{=kVLfRWjE}+{BONUS_AMOUNT}% reduction of garrison wages." />
<string
id="str_comment_common_area_fight_other.default"
text="{=uUlO8l6M}Heard you got into a fight with some of the people working for {COMMON_AREA_OWNER}. Well, that's no business of mine.">
<tags>
<tag
tag_name="DefaultTag"
weight="1" />
</tags>
</string>
<string
id="str_comment_common_area_fight_owner.default"
text="{=kRraos2Z}You caused trouble on my territory... I didn't care for that.">
<tags>
<tag
tag_name="DefaultTag"
weight="1" />
</tags>
</string>
<string
id="str_crafting_piece_type.Guard"
text="{=1sJcKkVP}Guard" />
<string
id="str_crafting_piece_type.Blade"
text="{=0zNzaDGq}Blade" />
<string
id="str_crafting_piece_type.Handle"
text="{=O10KTShQ}Handle" />
<string
id="str_crafting_piece_type.Pommel"
text="{=IdYj8OJg}Pommel" />
<string
id="str_crafting_stat.Weight"
text="{=YvwQL9aa}Weight: " />
<string
id="str_crafting_stat.WeaponReach"
text="{=a6D6Ga2F}Weapon Reach: " />
<string
id="str_crafting_stat.ThrustSpeed"
text="{=VPYazFVH}Thrust Speed: " />
<string
id="str_crafting_stat.SwingSpeed"
text="{=nfQhamAF}Swing Speed: " />
<string
id="str_crafting_stat.ThrustDamage"
text="{=bB4602W2}Thrust {THRUST_DAMAGE_TYPE} Damage: " />
<string
id="str_crafting_stat.SwingDamage"
text="{=ou9asw1a}Swing {SWING_DAMAGE_TYPE} Damage: " />
<string
id="str_crafting_stat.Handling"
text="{=YOSEIvyf}Handling: " />
<string
id="str_crafting_stat.FollowUp"
text="{=jfIbp2Hg}Follow Up: " />
<string
id="str_crafting_stat.MissileDamage"
text="{=8geYNpC9}Missile {THRUST_DAMAGE_TYPE} Damage: " />
<string
id="str_crafting_stat.MissileSpeed"
text="{=YukbQgHJ}Missile Speed: " />
<string
id="str_crafting_stat.Accuracy"
text="{=xEWwbGVK}Accuracy: " />
<string
id="str_crafting_stat.StackAmount"
text="{=bF38BIoe}Stack Amount: " />
<string
id="str_item_category.grain"
text="{=Itv3fgJm}Grain{@Plural}loads of grain{\@}" />
<string
id="str_item_category.fish"
text="{=QGaIYQpg}Fish{@Plural}barrels of fish{\@}" />
<string
id="str_item_category.meat"
text="{=LmwhFv5p}Meat{@Plural}loads of meat{\@}" />
<string
id="str_item_category.cheese"
text="{=WSk5Sibs}Cheese{@Plural}barrels of cheese{\@}" />
<string
id="str_item_category.grape"
text="{=Fg9qCGUu}Grape{@Plural}sacks of grapes{\@}" />
<string
id="str_item_category.date_fruit"
text="{=ITTGMEUJ}Date Fruit{@Plural}sacks of date fruit{\@}" />
<string
id="str_item_category.olives"
text="{=45kZUyjh}Olives{@Plural}barrels of olives{\@}" />
<string
id="str_item_category.butter"
text="{=VbL6GFmy}Butter{@Plural}casks of butter{\@}" />
<string
id="str_item_category.oil"
text="{=lULBZ714}Oil{@Plural}amphorae of oil{\@}" />
<string
id="str_item_category.flax"
text="{=xsu6bPTv}Flax{@Plural}sacks of flax{\@}" />
<string
id="str_item_category.linen"
text="{=DvGueBrU}Linen{@Plural}rolls of linen{\@}" />
<string
id="str_item_category.wool"
text="{=WVqaRKUm}Wool{@Plural}loads of wool{\@}" />
<string
id="str_item_category.cloth"
text="{=BQDrheU6}Cloth{@Plural}loads of cloth{\@}" />
<string
id="str_item_category.cotton"
text="{=Vqu67a3b}Raw Silk{@Plural}bolts of silk{\@}" />
<string
id="str_item_category.velvet"
text="{=O8TpGSDA}Velvet{@Plural}rolls of velvet{\@}" />
<string
id="str_item_category.hardwood"
text="{=ExjMoUiT}Hardwood{@Plural}hardwood logs{\@}" />
<string
id="str_item_category.iron"
text="{=baFazbmR}Iron{@Plural}loads of iron ore{\@}" />
<string
id="str_item_category.salt"
text="{=IK2IPJi1}Salt{@Plural}sacks of salt{\@}" />
<string
id="str_item_category.spice"
text="{=1jqxlEkT}Spice{@Plural}sacks of spice{\@}" />
<string
id="str_item_category.hides"
text="{=4kvKQuXM}Hides{@Plural}loads of hide{\@}" />
<string
id="str_item_category.clay"
text="{=Zwb65ufG}Clay{@Plural}loads of clay{\@}" />
<string
id="str_item_category.beer"
text="{=HiSzYWeh}Beer{@Plural}casks of beer{\@}" />
<string
id="str_item_category.wine"
text="{=ELsDFwAD}Wine{@Plural}amphorae of wine{\@}" />
<string
id="str_item_category.tools"
text="{=n3cjEB0X}Tools{@Plural}loads of tools{\@}" />
<string
id="str_item_category.pottery"
text="{=awQrcrt2}Pottery{@Plural}crates of pottery{\@}" />
<string
id="str_item_category.leather"
text="{=ufnnUxKb}Leather{@Plural}crates of leather{\@}" />
<string
id="str_item_category.fur"
text="{=ADJBbfbQ}Fur{@Plural}packs of fur{\@}" />
<string
id="str_item_category.wax"
text="{=9pwIt4aa}Wax{@Plural}loads of wax{\@}" />
<string
id="str_item_category.jewelry"
text="{=yQTBY9ie}Jewelry{@Plural}items of jewelry{\@}" />
<string
id="str_item_category.silver"
text="{=jPwa1oOm}Silver{@Plural}loads of silver ore{\@}" />
<string
id="str_item_category.horse_equipment"
text="{=BMQ5SHOH}Horse Equipment I" />
<string
id="str_item_category.horse_equipment_2"
text="{=ny32aoLJ}Horse Equipment II" />
<string
id="str_item_category.horse_equipment_3"
text="{=oVSS2Lp5}Horse Equipment III" />
<string
id="str_item_category.horse_equipment_4"
text="{=y1uH6Og1}Horse Equipment IV" />
<string
id="str_item_category.horse_equipment_5"
text="{=lh1yhgXw}Horse Equipment V" />
<string
id="str_item_category.arrows"
text="{=gFtu0j4T}Arrows" />
<string
id="str_item_category.sheep"
text="{=GD4aQgl7}Sheep{@Plural}sheep{\@}" />
<string
id="str_item_category.cow"
text="{=QWqvGa1P}Cow{@Plural}head of cattle{\@}" />
<string
id="str_item_category.hog"
text="{=ZbsGBv10}Hog" />
<string
id="str_item_category.sumpter_horse"
text="{=XbMVn2JV}Pack Mount" />
<string
id="str_item_category.horse"
text="{=mountnoun}Mount" />
<string
id="str_item_category.war_horse"
text="{=CVymZs3m}War Mount" />
<string
id="str_item_category.noble_horse"
text="{=8J7ABQhb}Noble Mount" />
<string
id="str_item_category.default_horse"
text="{=UI0q8rWw}Livestock" />
<string
id="str_item_category.melee_weapons"
text="{=g8nrakuu}Melee Weapons I" />
<string
id="str_item_category.melee_weapons_2"
text="{=A7dcz7Yr}Melee Weapons II" />
<string
id="str_item_category.melee_weapons_3"
text="{=PN4Edq9W}Melee Weapons III" />
<string
id="str_item_category.melee_weapons_4"
text="{=dc24lBcV}Melee Weapons IV" />
<string
id="str_item_category.melee_weapons_5"
text="{=Ju9ZiFT2}Melee Weapons V" />
<string
id="str_item_category.ranged_weapons"
text="{=7acrOvmJ}Ranged Weapons I" />
<string
id="str_item_category.ranged_weapons_2"
text="{=b1Ra7gHa}Ranged Weapons II" />
<string
id="str_item_category.ranged_weapons_3"
text="{=y8Catvvn}Ranged Weapons III" />
<string
id="str_item_category.ranged_weapons_4"
text="{=ug4LiPbb}Ranged Weapons IV" />
<string
id="str_item_category.ranged_weapons_5"
text="{=hfSW9FTN}Ranged Weapons V" />
<string
id="str_item_category.shield"
text="{=mZR7eYHa}Shield I" />
<string
id="str_item_category.shield_2"
text="{=rdbw9TVm}Shield II" />
<string
id="str_item_category.shield_3"
text="{=XTubeiTb}Shield III" />
<string
id="str_item_category.shield_4"
text="{=OnttNMRn}Shield IV" />
<string
id="str_item_category.shield_5"
text="{=k8PxNh7x}Shield V" />
<string
id="str_item_category.garment"
text="{=bh2v8n4K}Garment{@Plural}loads of garment{\@}" />
<string
id="str_item_category.light_armor"
text="{=vIpFgbU6}Light Armor" />
<string
id="str_item_category.medium_armor"
text="{=6SFktFH3}Medium Armor" />
<string
id="str_item_category.heavy_armor"
text="{=KawqKhwh}Heavy Armor" />
<string
id="str_item_category.ultra_armor"
text="{=1BSSOa8a}Ultra Armor" />
<string
id="str_item_category.banner"
text="{=FvYhaE3z}Banner" />
<string
id="str_item_category.unassigned"
text="{=joICaqvo}Unassigned" />
<string
id="str_prisoner_of_party_menu_text"
text="{=OWCoBElc}You are taken captive by {PARTY_NAME}." />
<string
id="str_prisoner_of_party_for_days_menu_text"
text="{=Z5RlxyPJ}You've been held prisoner for {NUMBER_OF_DAYS} {?PLURAL}days{?}day{\?} by {PARTY_NAME}." />
<string
id="str_prisoner_of_settlement_menu_text"
text="{=Bm4yZBWb}You are in prison at {SETTLEMENT_NAME}." />
<string
id="str_prisoner_of_settlement_for_days_menu_text"
text="{=YbabzW3H}You've been in prison at {SETTLEMENT_NAME} for {NUMBER_OF_DAYS} {?PLURAL}days{?}day{\?}." />
<string
id="str_siege_engine.preparations"
text="{=pa3E7810}Siege Preparations" />
<string
id="str_siege_engine.ladder"
text="{=G0AWk1rX}Ladder" />
<string
id="str_siege_engine.siege_tower_level1"
text="{=xaHELVnx}Siege Tower (Level 1)" />
<string
id="str_siege_engine.siege_tower_level2"
text="{=3KD1KqHp}Siege Tower (Level 2)" />
<string
id="str_siege_engine.siege_tower_level3"
text="{=caadBNhn}Siege Tower (Level 3)" />
<string
id="str_siege_engine.ballista"
text="{=abbALYlp}Ballista" />
<string
id="str_siege_engine.fire_ballista"
text="{=NeWvHjCw}Fire Ballista" />
<string
id="str_siege_engine.catapult"
text="{=Ew11a1Tx}Catapult" />
<string
id="str_siege_engine.fire_catapult"
text="{=Wg2P3acK}Fire Catapult" />
<string
id="str_siege_engine.onager"
text="{=GPESFoWD}Onager" />
<string
id="str_siege_engine.fire_onager"
text="{=iLD5Lkto}Fire Onager" />
<string
id="str_siege_engine.bricole"
text="{=TlP31w8l}Bricole" />
<string
id="str_siege_engine.trebuchet"
text="{=4Skg9QhO}Trebuchet" />
<string
id="str_siege_engine.ram"
text="{=MaBSSg7I}Battering Ram" />
<string
id="str_siege_engine.improved_ram"
text="{=6b1RXicd}Improved Battering Ram" />
<string
id="str_destructible_component.siege_barricade_a"
text="{=s6ofDDii}Barricade" />
<string
id="str_destructible_component.ballista_cover_attacker_a"
text="{=6S5JjlP2}Cover" />
<string
id="str_destructible_component.ballista_cover_attacker_b"
text="{=6S5JjlP2}Cover" />
<string
id="str_destructible_component.ballista_cover_defender_a"
text="{=6S5JjlP2}Cover" />
<string
id="str_destructible_component.ballista_cover_defender_b"
text="{=6S5JjlP2}Cover" />
<string
id="str_destructible_component.roof_l_x"
text="{=gZmQvtxm}Battering Ram Roof" />
<string
id="str_destructible_component.roof_r_x"
text="{=gZmQvtxm}Battering Ram Roof" />
<string
id="str_damage_types.Invalid"
text="{=ggMmjk31}Invalid" />
<string
id="str_damage_types.Cut"
text="{=DU9SofaW}Cut" />
<string
id="str_damage_types.Pierce"
text="{=Umb8XsZH}Pierce" />
<string
id="str_damage_types.Blunt"
text="{=3syV6ymi}Blunt" />
<string
id="str_clan_role.engineer"
text="{=7h6cXdW7}Engineer" />
<string
id="str_clan_role.quartermaster"
text="{=redwEIlW}Quartermaster" />
<string
id="str_clan_role.sergant"
text="{=cDjq52h2}Sergant" />
<string
id="str_clan_role.surgeon"
text="{=QBPrRdQJ}Surgeon" />
<string
id="str_clan_role.scout"
text="{=92M0Pb5T}Scout" />
<string
id="str_clan_role_title"
text="{=lNADu8JO}Roles" />
<string
id="str_clan_assignee_title"
text="{=WZTRH6W9}Assignees" />
<string
id="str_clan_role_no_effect"
text="{=0rBsbw1T}No effect" />
<string
id="str_clan_auto_recruitment"
text="{=Uzsnek6O}Auto Recruitment" />
<string
id="str_clan_party_leader_roles_and_effects"
text="{=Myb3WrB9}Party Leader Roles & Effects" />
<string
id="str_clan_auto_recruitment_hint"
text="{=kZ7gLqMz}If auto recruitment is enabled, the garrison will recruit troops from notables in the town center and nearby villages. The costs will be paid by the settlement owner." />
<string
id="str_clan_in_army_hint"
text="{=NKYem1X0}This party is in {ARMY_LEADER}{.o} army." />
<string
id="str_game_tip_title"
text="{=ur8kO8iM}Game Tips" />
<string
id="str_game_tip.battle_0"
text="{=fUNa6FAo}During battles, holding down {MISSION_INDICATORS_KEY} shows markers on enemy and allied formations." />
<!--Number Ordinals-->
<string
id="str_ordinal_number.0"
text="{=gxsoJMb8}zeroth" />
<string
id="str_ordinal_number.1"
text="{=oAoTaAWg}first" />
<string
id="str_ordinal_number.2"
text="{=9ZyXl25X}second" />
<string
id="str_ordinal_number.3"
text="{=tAMBVG9B}third" />
<string
id="str_ordinal_number.4"
text="{=AqHr4nRR}fourth" />
<string
id="str_ordinal_number.5"
text="{=QxlDIo3q}fifth" />
<string
id="str_ordinal_number.6"
text="{=KkwLUO3o}sixth" />
<string
id="str_ordinal_number.7"
text="{=AT5aTROe}seventh" />
<string
id="str_ordinal_number.8"
text="{=Q9h3y2oO}eighth" />
<string
id="str_ordinal_number.9"
text="{=F3U9AtmF}ninth" />
<string
id="str_ordinal_number.10"
text="{=5UpDD9eS}tenth" />
<string
id="str_ordinal_number.11"
text="{=y8tOrlnJ}eleventh" />
<string
id="str_ordinal_number.12"
text="{=ISz5bLEO}twelfth" />
<string
id="str_ordinal_number.13"
text="{=kVuucX4o}thirteenth" />
<string
id="str_ordinal_number.14"
text="{=7Wcnipag}fourteenth" />
<string
id="str_ordinal_number.15"
text="{=Ej0QNsY9}fifteenth" />
<string
id="str_ordinal_number.16"
text="{=cNaiQyva}sixteenth" />
<string
id="str_ordinal_number.17"
text="{=lKIHqkAV}seventeenth" />
<string
id="str_ordinal_number.18"
text="{=TlvM7kuQ}eighteenth" />
<string
id="str_ordinal_number.19"
text="{=ksDGaGIi}nineteenth" />
<string
id="str_ordinal_number.20"
text="{=I3Vfk5mz}twentieth" />
<string
id="str_ordinal_number.21"
text="{=b1c0Sh4A}twenty-first" />
<string
id="str_ordinal_number.22"
text="{=8iONwXCz}twenty-second" />
<string
id="str_ordinal_number.23"
text="{=WHtINdhX}twenty-third" />
<string
id="str_ordinal_number.24"
text="{=fTyJB9wd}twenty-fourth" />
<string
id="str_ordinal_number.25"
text="{=oAg4dtbB}twenty-fifth" />
<string
id="str_ordinal_number.26"
text="{=eHBvuPk6}twenty-sixth" />
<string
id="str_ordinal_number.27"
text="{=JKQjXH9M}twenty-seventh" />
<string
id="str_ordinal_number.28"
text="{=j46AltVv}twenty-eighth" />
<string
id="str_ordinal_number.29"
text="{=CgAGsR1P}twenty-ninth" />
<string
id="str_ordinal_number.30"
text="{=ma49Ya6b}thirtieth" />
<string
id="str_ordinal_number.31"
text="{=4tdVrFtU}thirty-first" />
<!-- Item plural strings
<string id="str_item_plural_default" text="{=*}loads of {ITEM_NAME}" />
<string id="str_item_plural.cotton" text="{=*}bolts of silk" />
<string id="str_item_plural.silver" text="{=*}loads of silver ore" />
<string id="str_item_plural.jewelry" text="{=*}items of jewelry" />
<string id="str_item_plural.salt" text="{=*}sacks of salt" />
<string id="str_item_plural.spice" text="{=*}sacks of spice" />
<string id="str_item_plural.flax" text="{=*}sacks of flax" />
<string id="str_item_plural.clay" text="{=*}loads of clay" />
<string id="str_item_plural.pottery" text="{=*}crates of pottery" />
<string id="str_item_plural.linen" text="{=*}rolls of linen" />
<string id="str_item_plural.leather" text="{=*}crates of leather" />
<string id="str_item_plural.velvet" text="{=*}rolls of velvet" />
<string id="str_item_plural.cheese" text="{=*}barrels of cheese" />
<string id="str_item_plural.butter" text="{=*}casks of butter" />
<string id="str_item_plural.fish" text="{=*}barrels of fish" />
<string id="str_item_plural.grapes" text="{=*}sacks of grapes" />
<string id="str_item_plural.date_fruit" text="{=*}sacks of datefruit" />
<string id="str_item_plural.olives" text="{=*}barrels of olives" />
<string id="str_item_plural.beer" text="{=*}casks of beer" />
<string id="str_item_plural.wine" text="{=*}amphorae of wine" />
<string id="str_item_plural.oil" text="{=*}amphorae of oil" />
<string id="str_item_plural.fur" text="{=*}packs of fur" />
<string id="str_item_plural.iron_ore" text="{=*}loads of iron ore" />
<string id="str_item_plural.hardwood" text="{=*}hardwood logs" />
<string id="str_item_plural.sheep" text="{=*}sheep" />
<string id="str_item_plural.cow" text="{=*}head of cattle" />
<string id="str_item_plural.hog" text="{=*}hogs" />
<string id="str_item_plural.aserai_horse" text="{=*}desert horses" />
<string id="str_item_plural.battania_horse" text="{=*}Battanian ponies" />
<string id="str_item_plural.empire_horse" text="{=*}Midlands palfreys" />
<string id="str_item_plural.khuzait_horse" text="{=*}steppe horses" />
<string id="str_item_plural.sturgia_horse" text="{=*}Sturgian trotters" />
<string id="str_item_plural.vlandia_horse" text="{=*}saddle horses" />
<string id="str_item_plural.camel" text="{=*}camels" />
<string id="str_item_plural.t2_battania_horse" text="{=*}Battanian warmounts" />
<string id="str_item_plural.t2_empire_horse" text="{=*}imperial chargers" />
<string id="str_item_plural.t2_khuzait_horse" text="{=*}steppe warhorses" />
<string id="str_item_plural.t2_sturgia_horse" text="{=*}Sturgian hunters" />
<string id="str_item_plural.t2_vlandia_horse" text="{=*}Vlandian coursers" />
<string id="str_item_plural.war_camel" text="{=*}war camels" />
<string id="str_item_plural.charger" text="{=*}chargers" />
<string id="str_item_plural.noble_horse_southern" text="{=*}Nahasawis" />
<string id="str_item_plural.noble_horse_imperial" text="{=*}Cossians" />
<string id="str_item_plural.noble_horse_eastern" text="{=*}Asaligats" />
<string id="str_item_plural.noble_horse_northern" text="{=*}Tyal horses" />
<string id="str_item_plural.noble_horse_western" text="{=*}Destriers" />
<string id="str_item_plural.special_camel" text="{=*}Husnphrees" />
<string id="str_item_plural.noble_horse_battania" text="{=*}Battanian thoroughbreds" />
<string id="str_item_plural.noble_horse" text="{=*}purebloods" />
<string id="str_item_plural.storm_charger" text="{=*}Storm Chargers" />
<string id="str_item_plural.war_horse" text="{=*}warhorses" />
<string id="str_item_plural.steppe_war_horse" text="{=*}steppe warhorses" />
<string id="str_item_plural.desert_war_horse" text="{=*}desert warhorses" />
-->
</strings>
```
>   <br> ![[encyclopedia_calradica.gif|center|300]]<br>
>*“A massive `Mount & Blade` wikipedia.”*<br>About [Encyclopædia Calradica](About-the-Encyclopædia.md)<br>About the [Project](Project-(Pillar).md)<br>About the [Author](Horseapple.md) <br>