l_english:
 SIEGEINFO_HISTORY: "Status of Fort: §G+$VAL$§!\n"
 SIEGEINFO_COMMANDER: "$NAME$: §G+$VAL$§!\n"
 SIEGEINFO_FORTLEVEL: "Fort Level: §R-$VAL$§!\n"
 SIEGEINFO_ARTILLERY: "Artillery: §G+$VAL$§!\n"
 SIEGEINFO_UNBLOCKADED: "Unblockaded Port: §R$VAL$§!\n"
 SIEGEINFO_BREACH: "Breach: §G+$VAL$§!\n"
 SIEGEINFO_MECHANICS: "§G+1d$DICE$§! is also added each siege check (§Y$POSS$§! to $POSS2$§!)\nUp to §Y$STORE$§! is saved until next check in status of fort.\nA siege is won when the total siege value is at least §Y$WIN$§! when a siege check is done. The defensiveness of the defender impacts how often a siege check will happen, the next one will be at §Y$DATE$§!.\nThere is a §Y$CHANCE$%§! chance that this fort will fall at that date."
 SUPPLIES_SHORTAGE: "Supplies Shortage"
 WESTERNIZE_STABILITY: "Stability: $STAB$\n"
 BUTTON_WESTERNISE: "Westernize"
 WEST_PROGRESS: "Westernization is at §Y$CURR$%§!, and changes by $PROGRESS$ each month."
 WESTERNISATION_CONFIRM: "Are you sure you want to westernize?"
 WEST_EFFECT: "Westernization will reduce our stability to §R-3§!, reset all our monarch points to -100 and also change our technology group to '§Gwestern§!'. We will then slowly westernize, and our progress will depend on our internal stability. When the progress is finished, we will have access to western units."
 WEST_OVEREXTENDED: "It is not possible to westernize while overextended."
 WEST_REASON_ALREADY: "We are already attempting to westernize."
 WEST_REASON_WEST: "We are already §Y$NAME$§!"
 WEST_REASON_NOMAD: "You need to reform your government first."
 WEST_REASON_NO_STAB_3: "To westernize, a country must be at §Y+3§! stability."
 WEST_REASON_NO_WEST_NEIGHBOURS: "To be able to westernize, we need to have a neighbor that belongs to the §Ywestern§! technology group. That neighbor needs to have a core province adjacent to one of our core provinces."
 WEST_REASON_NOT_ENOUGH_BEHIND: "We are not far enough behind in technology to westernize. We need to be §Y$NEED$§! technology behind a western neighbor, and §Y$WHO$§! is only §R$CURR$§! technologies ahead of us."
 ADM_SCORE_INCOME: "Monthly Income: §G+$VAL$§!\n"
 ADM_SCORE_TECH: "Administrative Technology: §G+$VAL$§!\n"
 ADM_SCORE_PROVS: "Provinces: §G+$VAL$§!\n"
 ADM_SCORE_STABILITY: "Stability: $VAL$\n"
 ADM_SCORE_PRESTIGE: "Prestige: $VAL$\n"
 ADM_SCORE_LEGITIMACY: "Legitimacy: $VAL$\n"
 ADM_SCORE_REPTRAD: "Republican Tradition: $VAL$\n"
 ADM_SCORE_BANKRUPTCY: "Bankruptcy: $VAL$\n"
 ADM_SCORE_LOANS: "Loans: $VAL$\n"
 ADM_SCORE_IDEAGROUPS: "Admin Ideas: $VAL$\n"
 DIP_SCORE_MORALE: "Naval Morale: §G+$VAL$§!\n"
 DIP_SCORE_TECH: "Diplomatic Technology: §G+$VAL$§!\n"
 DIP_SCORE_MERCHANTS: "Merchants: $VAL$\n"
 DIP_SCORE_ADMIRALS: "Admirals: $VAL$\n"
 DIP_SCORE_FLEET: "Fleet: $VAL$\n"
 DIP_SCORE_QUALITY: "Ship Quality: $VAL$\n"
 DIP_SCORE_TRADE: "Trade Efficiency: $VAL$\n"
 DIP_SCORE_SUBJECTS: "Subject Nations: $VAL$\n"
 DIP_SCORE_ALLIES: "Strong Allies: $VAL$\n"
 DIP_SCORE_EMPEROR: "Emperor: $VAL$\n"
 DIP_SCORE_IDEAGROUPS: "Diplomatic Ideas: $VAL$\n"
 MIL_SCORE_TECH: "Military Technology: §G+$VAL$§!\n"
 MIL_SCORE_GENERAL: "Generals: $VAL$\n"
 MIL_SCORE_DISCIPLINE: "Discipline: $VAL$\n"
 MIL_SCORE_QUALITY: "Military Quality: $VAL$\n"
 MIL_SCORE_MEN: "Soldiers: $VAL$\n"
 MIL_SCORE_MORALE: "Land Morale: §G+$VAL$§!\n"
 MIL_SCORE_IDEAGROUPS: "Military Ideas: $VAL$\n"
 NO_MORALE_HIT: "With maximum maintenance, there is no penalty to morale."
 MIN_ATTRITION_IN_SIEGE: "Due to Siege: $VAL$\n"
 call_for_peace: "Call for Peace"
 hannoverian_nation_title: "Form Hannover"
 hannoverian_nation_desc: "Now that we control the key provinces of this region, local nobles of Hannover have no other choice but to accept our leadership. When they fall in line, the united duchy of Hannover will become the leading power of the region."
 westfalian_nation_title: "Form Westphalia"
 westfalian_nation_desc: "As the ideas of the Enlightenment are sweeping through Europe, we may choose to embrace them ourselves in Westphalia. Our future model state will feature ideas as revolutionary as equal rights for all male population, freedom for serfs and emancipation for the Jews, as well as enabling of free enterprise through abolition of socage and the guilds."
 greek_nation_title: "Form Greece"
 greek_nation_desc: "For years Hellas has been divided among several kingdoms or occupied by foreigners at the pleasing of our common enemies. To unite the Greek lands under a sole flag and one ruler, is our only way to greatness."
 maintheme: "Main Theme"
 amongthepoor: "Among the Poor"
 battleoflepanto: "Battle of Lepanto"
 commerceinthepeninsula: "Commerce in the Peninsula"
 dehominisdignitate: "Dehominis Dignitate"
 eire: "Eire"
 event_war_battleofbreitenfeld: "Battle of Breitenfeld"
 inthestreets: "In the Streets"
 kingscourt: "King's Court"
 kingsinthenorth: "Kings in the North"
 machiavelli: "Macchiavelli"
 mood_discovery: "Discovery"
 mood_landinsight: "Land in Sight"
 moodevent_thesnowiscoming: "The Snow is Coming"
 mykingdom: "My Kingdom"
 nighttime: "Nighttime"
 openseas: "Open Seas"
 rideforthvictoriously: "Ride Forth Victoriously"
 theageofdiscovery: "The Age of Discovery"
 theendofanera_endcredits: "The End of an Era"
 thesoundofsummer: "The Sound of Summer"
 thestageisset: "The Stage is Set"
 thestonemasons: "The Stonemasons"
 war_offtowar: "Off to War"
 LEDGER_SCO_MONTHLY: "This Month"
 LEDGER_SCORE_GRAPH: "Score over Time"
 IS_NOT_IN_RELIGION_GROUP: "Is NOT in $RELIGION_GROUP$ religion group"
 IS_IN_RELIGION_GROUP: "Is in $RELIGION_GROUP$ religion group"
 NOT_TECH_ADVANCED_ENOUGH_DOF: "You need to belong to a more advanced technology group, one without any power penalties, to be able to claim the defender of the faith."
 ARTILLERY_EXPLANATION: "The artillery bonus depends on how many full artillery regiments the sieging force has, divided by the fort level.\n $ART$ artillery is $REG$ regiments.\n Fort level is $FORT$.\n §Y$BONUS$§! = $REG$ divided by $FORT$ (Max: $MAX$, and if above 0, it can never be below 1)"
 CV_REBEL_PROGRESS_NONE_AT_WAR: "Rebels can not fully break a country which is at war."
 COLONY_MAINTENANCE_COST: "$NAME$: §Y+$COST$§!¤ $EXTRA$\n"
 DEFENSIVENESS_LONG: "This impacts how long there will be between ticks in a siege. The higher Defensiveness we have, the better. It also increases damage done by our garrison when assaulted by enemies."
 cb_overseas: "Overseas Expansion"
 cb_overseas_desc: "They are rich and weak, we are destined to exploit them for their own good."
 TERRAIN_COMBAT_PENALTY: "Dice roll for Attacker: $VAL$\n"
 TACTICS_DIFFERENCE: "Tactics difference: $VAL$"
 TECH_GROUP_INFO: "Technologies cost §Y$VAL$%§! of normal"
 TECH_GROUP_INFO_POWER: " and reduces your monthly power by §R$VAL$§!."
 HARSH_EXPLAIN_BUY: "Spend §Y$POINTS$§W military power to reduce the chance of a revolt in $NAME$."
 CHANGE_CULTURE_EXPLAIN_BUY: "Spend §Y$POINTS$§W diplomatic power to change culture to §Y$CULTURE$§! in this province."
 NO_EFFECT_ON_SIEGE: "This had no immediate impact on the Siege Status."
 SIEGE_STATUS_EFFECT: "This affected the Siege Status by §Y+$VAL$§!."
 MANU_ONLY_IN_FOR_BONUS: "Can be built in a §Y$NAME$§! province."
 LEDGER_LIMIT: "Force Limit"
 COLO_BONUS_AT_CITY: "When the colony becomes a city, the remaining natives will increase its base-tax by §Y$TAX$§!¤ and manpower by §Y$MP$§! men."
 END_OF_REVOLUTION: "end of the Revolution"
 END_OF_PEASANTS_WAR: "end of the Peasants War"
 END_OF_INTERNAL_CONFLICTS: "end of Internal Conflicts"
 END_OF_LIBERALISM: "end of Liberalism"
 END_OF_REL_CIV_DIS: "end of Religious Civil Disorder"
 TRADE_BONUS_VALUE: "We have control of §Y$VAL$%§! the $NAME$ trade in the world. As long as it is above $NEED$% we will retain the bonus."
 IMPREF_SIZE: "Economical Power: $VAL$\n"
 IMPREF_RELIGIOUS: "Theocracy: $VAL$\n"
 IMPREF_MONARCHY: "Monarchy: $VAL$\n"
 IMPREF_ALLIANCE: "Allied with Emperor: $VAL$\n"
 IMPREF_DYNASTY: "Belong to the $WHO$ dynasty: $VAL$\n"
 IMPREF_OPINION: "Opinion of Emperor: $VAL$\n"
 IMPREF_HERETIC: "Heretic: $VAL$\n"
 IMPREF_HEATHEN: "$NAME$: $VAL$\n"
 IMPREF_JUNIOR: "Owes allegiance to $WHO$: $VAL$\n"
 IMPREF_OVEREXTEND: "Emperor is overextended: $VAL$\n"
 IMPREF_SIMILAR_CULTURE: "Emperor not $NAME$: $VAL$\n"
 IMPREF_DIFF_CULTURE: "Emperor not $NAME$: $VAL$\n"
 IMPREF_WAR: "At War with Emperor: $VAL$\n"
 IMPREF_ARMY: "Stronger army than Emperor: $VAL$\n"
 IMPREF_AUTHORITY: "Imperial Authority: $VAL$\n"
 IMPREF_WEAK_EMPEROR: "Weak Emperor: $VAL$\n"
 IMPREF_REPUTATION: "Diplomatic Reputation of Emperor: $VAL$\n"
 IMPREF_CURR_REFORMS: "Current Amount of Reforms: $VAL$\n"
 IMPREF_PLAYER: "A Human Player will never vote for any reforms."
 EMPIRE_IS_INHERITABLE: "There are no elections, the imperial title is hereditary."
 PEACE_IN_EMPIRE: "There is peace internally in the empire, so the Imperial Authority increases by §Y+$VAL$§! every month."
 LACK_OF_ELECTORS: "There is only §Y$CURR$§! electors in the empire, and there need to be $NEED$ for it to function properly. Therefore the Imperial Authority is decreased by §R$VAL$§! every month."
 CAN_NOT_ENACT_REFORM_NOT_EMPEROR: "Only the emperor can enact reforms in the empire."
 MUST_BE_AT_PEACE_IMP_REFORM: "You can not enact reforms when you are at war!"
 ALREADY_THIS_IMP_REFORM: "The Empire has already enacted '§Y$WHICH$§!'."
 TOO_FAR_AHEAD_THIS_IMP_REFORM: "$WHICH$ is a reform that is too advanced, we need to enact '§Y$NEED$§!' first."
 NOT_ENOUGH_BACKERS_IMP_REFORM: "There is not enough support in the diet for reform, with §G$FOR$§! being for it and §R$AGAINST$§! against!"
 NOT_ENOUGH_AUTHORITY_IMP_REFORM: "You need at least §R$COST$§! Imperial Authority, but you only have §Y$CURR$§!."
 ENACT_REFORM: "Enacting §Y$REFORM$§! will remove all your current Imperial Authority."
 MEMBER_BACKING_DUE_TO: "They are backing '§G$REFORM$§!' due to: ($SCORE$)"
 MEMBER_OPPOSE_DUE_TO: "They oppose '§R$REFORM$§!' due to: ($SCORE$)"
 FOLLOWING_BACK_IMP_REF: "There are §Y$COUNT$§! princes for the reform:\n$WHO$"
 ALL_AGAUNST_IMP_REF: "There are §R$COUNT$§! princes against the reform:\n$WHO$"
 HEIR_CHANCE_TOOLTIP: "Our chance to get an heir is modified by $CHANCE$."
 HEIR_WHY_TT: "Due to the following:\n$WHY$"
 CAN_NOT_BUILD_BUILDING_IN_PROVINCE: "Can NOT build $BUILDING$ in $PROVINCE$"
 CAN_BUILD_BUILDING_IN_PROVINCE: "Can build $BUILDING$ in $PROVINCE$"
 hre_province_restored: "Territory restored to the Empire"
 MSG_SPHERE_FILTER: "Influence"
 HAVE_MISSIONARY_ON_LOCATION: "Missionary Present"
 REB_MORALE_TYPE: "$NAME$: §Yx$FACTOR$§!\n"
 INTEGRATETOOLOWDESC: "You need at least §Y+190§! relations with a country to integrate them."
 APH_NOT_OWNED_CONTROLLED: "You can only add provinces you own and control to the empire."
 ADD_TO_HRE_TOOLTIP: "Adding §Y$NAME$§! to the Holy Roman Empire will give it the protection of the emperor, and increase the Imperial Authority."
 ADD_TO_HRE_TOOLTIP_CAPITAL: "By adding our capital to the empire, we will also get the following benefits:"
 APH_ALREADY_PART_OF_HRE: "$NAME$ is already a part of the Holy Roman Empire."
 APH_NATION_RELIGION: "$NAME$ is not a $RELIGION$ province so it can not join the Holy Roman Empire."
 APH_PROV_RELIGION: "$NAME$ must be $RELIGION$ before it can be added to the Holy Roman Empire."
 APH_NO_NEIGHBOUR: "A province needs to be adjacent to the HRE to join it."
 APH_NOT_CORE: "$NAME$ needs to be a $WHO$ core province before it can join the Holy Roman Empire."
 APH_TOO_LARGE: "Your nation is simply too large to join the Empire, the emperor would never allow it."
 APH_NOT_RELATION: "Your relation with $EMPEROR$ is not good enough. It needs to be at §Y$NEED$§! but is currently only §R$CURR$§!."
 REMOVE_FROM_HRE_TOOLTIP: "Removing §Y$NAME$§! from the Holy Roman Empire will reduce the imperial authority, and greatly upset the emperor!"
 RPH_NOT_OWNED_CONTROLLED: "You can only remove provinces you own and control from the empire."
 RPH_NOT_PART_OF_HRE: "$NAME$ is not a part of the Holy Roman Empire."
 RPH_NOT_CORE: "$NAME$ has to be a $ADJ$ core to allow it to be removed from the Holy Roman Empire."
 RPH_EMPEROR: "As the Emperor we can not remove provinces from the Empire."
 RPH_PRINCE_OF_EMPIRE: "As a vassal of the Empire, we can not remove provinces from the Empire, we need to remove our entire country at once, which is done at the HRE Interface."
 RPH_ELECTOR: "As an Elector, we can not remove provinces from the Empire."
 RPH_AT_WAR: "We can not remove provinces from the HRE, while we are at war!"
 RPH_SUBJECT: "We need to be independent to remove provinces from the HRE."
 RPH_TRUCE_EMP: "It is not possible to remove provinces from the HRE while in a truce with the Emperor."
 WRONG_RELIGION_GROUP: "They belong to a different religion group and will not respond to such a demand."
 CONFIRMJOINHRE: "Expand the Holy Roman Empire"
 CONFIRMJOINHRETEXT: "The federation of kingdoms and principalities that constituted the Holy Roman Empire at times made up the larger part of central Europe. The size of the empire varied at different times and it was loosely organized during most of its existence but the German and Austrian lands always constituted an integral part of the Empire.\nDo you wish to add §Y$PROV$§W to the Empire?"
 CONFIRMLEAVEHRE: "Abandon the Holy Roman Empire"
 CONFIRMLEAVEHRETEXT: "The incessant strife, both religious and political, within the Holy Roman Empire is draining the morale of $PROV$'s population. The relation with the Emperor has reached an all time low and $TITLE$ $MONARCHNAME$'s dishonorable reputation hasn't improved our situation. Many considered it to be in $PROV$'s best interest to leave the confederation.\nAre you really sure?"
 THE_RULER_IS: "The ruler is "
 THE_RULERIS_NOT: "The ruler is NOT "
 form_union_with_lithuania_title: "Form Union with Lithuania"
 form_union_with_lithuania_desc: "The death of the childless King Wladyslaw III on the battlefield of Varna split the union between Poland and Hungary and left Poland in an interregnum. His brother Kazimierz, the Grand Duke of Lithuania, was asked by the Polish nobility to assume the throne but found their conditions unacceptable. In 1447, after three years of negotiations, Kazimierz was finally crowned King of Poland on his own terms and ruled both kingdoms as a union."
 trade_missions_mod: "Protecting Trade"
 spanish_nation_diplomatically_title: "Form Spanish Nation Diplomatically"
 spanish_nation_diplomatically_desc: "Global expansion in newly discovered areas and the establishment of colonies is transforming Spain into one of the most powerful and wealthiest nations of our time. Spanish explorers are constantly moving into new territories and extending our borders. Immense amounts of gold and silver are being brought back to our motherland, filling the coffers of our state treasury."
 spanish_nation_diplomatically_tutorial_title: "Form Spanish Nation Diplomatically"
 spanish_nation_diplomatically_tutorial_desc: "Global expansion in newly discovered areas and the establishment of colonies is transforming Spain into one of the most powerful and wealthiest nations of our time. Spanish explorers are constantly moving into new territories and extending our borders. Immense amounts of gold and silver are being brought back to our motherland, filling the coffers of our state treasury."
 mil_boost: "Increased Military Efforts"
 desc_mil_boost: "Our military efforts have benefited from recent scientific developments."
 adm_boost: "Increased Administrative Efforts"
 desc_adm_boost: "Recent scientific developments have helped improve our administrative capacity."
 dip_boost: "Increased Diplomatic Efforts"
 desc_dip_boost: "Recent scientific developments have given us an edge in the diplomatic game."
 state_controlled_guilds_title: "Take Control of the Guilds"
 state_controlled_guilds_desc: "Allowing the state to control various guilds in the country could certainly increase the size of our state's coffers." 
 state_controlled_guilds: "State Controlled Guilds"
 desc_state_controlled_guilds: "By allowing the state to control various guilds in the country we have increased our revenue."
 LAND_MAINT_IRO: "Maintenance costs are modified by:\n$TXT$"
 MERC_MAINT_IRO: "Mercenaries cost §Y$VAL$%§! in maintenance due to:\n$TXT$"
 NAVY_TRADITION_IRO: "Navy Tradition changed by $VAL|+$ yearly due to:\n"
 NAVY_TRADITION_DRO: "Navy Tradition is the accumulated naval experience that your nation has. Tradition is increased by ideas, buildings, naval combat and exploration."
 ARMY_TRADITION_IRO: "Army Tradition changed by $VAL|+$ yearly due to:\n"
 ARMY_TRADITION_DRO: "Army Tradition is the accumulated army experience that your nation has. Tradition is increased by ideas, buildings, land combat and sieging."
 CURRENT_EFFECTS: "§YCurrent Effects§!"
 TRADE_THROUGH_TT: "$WHO$ belongs to the §Y$WHERE$§W trade node, and is $COL$$RANGE$§! away from our closest core province or port where we have fleet basing rights.\n$POWER$"
 TRADE_POWER_MAP_TT_EXPL: "It provides $VAL$ trading power to the node, which is §Y$PERC$%§! of the provinces."
 TRADE_GOODS_SIZE: "Goods Produced"
 WE_EMBARGO: "$WHO|Y$ embargo $TARGET|Y$, reducing their maximum power in the following nodes by the stated percentage."
 THEY_EMBARGO: "$WHO|Y$ are being embargoed by $TARGET|Y$ which reduces their maximum power in the following nodes."
 CVIEW_PRESTIGE_DESC: "Prestige affects many things, but primarily how likely other nations are to accept our proposals, and how likely it is that our royal marriages will result in Personal Unions."
 CVIEW_PRESTIGE: "§YPrestige§W\nCurrently at §Y$VALUE$§! ($GAIN$ / yearly)\n"
 CVIEW_PRESTIGE_AFFECTS: "§YEffects from our current Prestige:§W"
 PEACE_CANNOT_VASSALS: "Can not annex someone that has vassals."
 MONARCHY_WITH_UNION_NOT_CONVERT: "If you are in a personal union you can not swap to a non-monarchy."
 LACK_TECH_FOR_GOV: "You need to research '§Y$TECH$§!' from the administrative tech to be able to swap to $GOV$."
 CAN_NOT_AFFORD_COST_GC_CHANGE: "You can not convert as you only have §Y$CURR$§! administrative power, and it costs §Y$COST$§! to convert."
 NO_WAR_ON_FOREIGN_STATES: "A daimyo may only declare war on another daimyo under the same liege, or upon his liege."
 HAS_NO_TRADER_IS_NODE: "§Y$WHO$§! do NOT have a merchant in §Y$NAME$§!\n"
 HAS_TRADER_IS_NODE: "§Y$WHO$§! has a merchant in §Y$NAME$§!\n"
 ACTUALPOWER_MODIFIER: "Modified by $VAL$.\n"
 RELIGION_CHANGE: "§Y$NEW$§W becomes the new state-religion of $WHO$.\n"
 WEXTITLE: "War Exhaustion"
 LEDGER_BASE_TAX: "Base Tax"
 MAPSPH_OUR_OWN_TERRITORY: "Owned territory"
 MAPSPH_VASSAL: "Vassal"
 MAPSPH_UNION: "In Union"
 MAPSPH_GUARANTEE: "Guaranteed"
 TERRAIN: "§Y$TERRAIN$§!"
 CURRENT_TERRAIN: "Terrain: §Y$TERRAIN$§!"
 CURRENT_COMBAT_WIDTH: "Current combat width: §Y$WIDTH$§!"
 IDEAGROUP_SWAPPED: "Gain new traditions & Ambitions\n"
 THEY_SUBJECT: "They are a subject nation."
 RESOURCE_PRICE_DATA: "Current price is §Y$PRICE$§!¤, with supply at §Y$SUPPLY$%§! and demand at §Y$DEMAND$%§!."
 GAIN_CB: "§Y$ACTIVE$§! gain §Y$TYPE$§W Casus Belli on §Y$WHO$§W.\n"
 LOSE_CB: "§Y$ACTIVE$§! lose §Y$TYPE$§W Casus Belli on §Y$WHO$§W.\n"
 REV_GAIN_CB: "§Y$ACTIVE$§W gains a §Y$TYPE$§W Casus Belli on §Y$PASSIVE$§W."
 SELECT_INFANTRY_TYPE: "Select infantry type"
 SELECT_CAVALRY_TYPE: "Select cavalry type"
 SELECT_ARTILLERY_TYPE: "Select artillery type"
 FROM_MIL_TECH: "From military technology:"
 TRUCE_DIPVIEW_IRO: "Have a truce with §Y$WHO$§! until §Y$DATE$§!"
 TAG_IS_VASSAL_IRO: "§Y$WHO$§! is a vassal."
 TAG_IS_VASSAL_OF_IRO: "Is a vassal of §Y$WHO$§!."
 VASSAL_INCOME_INFO: "Gives §Y$VAL$§!¤ to their liege every month.\n"
 VASSAL_TROOP_INFO: "They have §Y$MEN$§! men under arms, and a fleet of §Y$SHIPS$§! ship(s)."
 TAG_IS_LESSER_IN_UNION: "§Y$WHO$§! is lesser partner in a union."
 EMBARGO_EFFICIENCY_EXPL: "Additional impact of our embargoes against targeted nations."
 COUNTRY_TRAD_EFF_IRO: "Our §Ytrade efficiency§!, which can never be higher than 200%, is modified by the following:\n"
 COUNTRY_TRAD_EFF_DRO: "Trade efficiency is how efficient your nation is at trading. First it impacts the power your merchants can wield in a trade node, by acting as a direct increase in percent, secondly it is the basis for how much income you can get out of your merchants."
 TRADE_RANGE_IRO: "Our merchants can reach trade nodes within this range.\nFrom Technology: §Y$TECH$§!\n"
 TRADE_STEERING_IRO: "This is how efficient our merchants are when trying to steer the flow of trade power their own way."
 TSI_CURR_MOD_BY: "\nCurrently modified by\n"
 TRADE_INCOME_IRO: "This is how much income we get from the trade our merchants create."
 MERC_DETAILED_IRO: "Our current level of §Ymercantilism§! gives the following benefits.\n"
 UNION_EFFECT: "§Y$WHO$§! forms a personal union with §Y$TARGET$§!, under §Y$KING$§!.\n"
 MODIFIER_VASSAL_INCOME: "Income from Vassals"
 FL_FROM_PROVINCES: "From Provinces: §G+$VAL$§!"
 FL_FROM_MERC_SUPPORT: "Mercenary Pool: §G+$VAL$§!"
 FL_FROM_PORTS: "From Ports: §G+$VAL$§!"
 FL_FROM_MERCHANTS: "From Merchants: §G+$VAL$§!"
 TECH_EXPL_BASE_COST: "Base Cost: §Y$VAL$§W\n"
 TECH_TECH_GROUP_COST: "$GROUP$: $VAL$%§!\n"
 TECH_EXPL_YEARS_AHEAD: "Ahead of time: §R+$VAL$§!% (+$YEAR$ years)\n"
 TECH_ALLOW_MERCHANTS: "Allows placement of §YMerchants§W in trade nodes."
 TECH_ALLOW_SUPPORT_REBELS: "Allows to support rebels in foreign countries."
 MAY_LOWER_N_ATTRITION: "The §YNaval Attrition§W is no longer increased by staying out at sea each month."
 DEFINE_RULER_EFFECT: "§Y$NAME$§W ($ADM$/$DIP$/$MIL$) becomes ruler.\n"
 DEFINE_HEIR_EFFECT_UNKNOWN: "A new legal Heir ($ADM$/$DIP$/$MIL$) with a $CLAIM$ claim appears.\n"
 DEFINE_HEIR_EFFECT: "§Y$NAME$§W ($ADM$/$DIP$/$MIL$) with a $CLAIM$ claim becomes the new Heir.\n"
 MIL_UPKEEP_EXPLANATION: "$CURR$/$ALLOW$ Leaders: $COST$"
 MIL_UPKEEP_MOD_DESC: "We can support $NUM|Y$ leaders (Rulers and their heirs are free), due to:"
 inverse_republican_tradition: "Lack of Republican Tradition"
 republican_tradition: "Republican Tradition"
 army_tradition: "Army Tradition"
 navy_tradition: "Navy Tradition"
 MIL_DEFENSIVENESS: "Defensiveness"
 POOL_HAS_MP: "With §Y$POOL$§! men awaiting recruitment, our manpower pool can not grow to be bigger than §Y$MAX$§!."
 ADD_REPUBLIC_TRAD: "$DIRECTION$ $VALUE$ Republican Tradition"
 REPUBLICAN_TRADITION_IRO: "§YRepublican Tradition§!\nThis is changed by $CHANGE$ every year as long as the country is a republic, due to:\n$WHY$\nThis level of tradition gives the following effects:"
 REPUBLICAN_TRADITION_DRO: "This represents the acceptance of republican ideals in a country. The lower it is, the likelier reactionaries will rise up to restore despotism."
 CVIEW_YEARLY_LEGITIMACY_NO: "§YLegitimacy§!\nCurrently your legitimacy is not changing."
 CVIEW_YEARLY_LEGITIMACY: "§YLegitimacy§!\nThe legitimacy changes by §Y$VALUE$§! every year, due to:\n"
 CVIEW_LEGITIMACY_LESSER_DESC: "Since you are the lesser in a personal union the legitimacy is taken from your leader §Y$WHO$§W.\n"
 CVIEW_LEGITIMACY_DESC: "Legitimacy is a measure of how legitimate monarchs are perceived to be by their subjects. Heirs with a weak claim will have low Legitimacy once they inherit the throne."
 CVIEW_LEGITIMACY_AFFECTS: "§YEffects from our current Legitimacy:§W"
 NO_MIL_COST_MAINT: "This leader will not cost any military power in maintenance."
 MIL_COST_MAINT: "This leader will cost §Y$COST$§! military power each month in maintenance. We have $CURR$ leaders, and can have $ALLOW$ leaders without upkeep."
 MODIFIED_BY_TAX_TT: "Modified by x§Y$MOD$§!, because of\n"
 MONTHS_OF_RULING_TRIG_NOT: "$WHO$ has ruled for less than §Y$MONTHS$§W months.\n"
 MONTHS_OF_RULING_TRIG: "$WHO$ has ruled for at least §Y$MONTHS$§W months.\n"
 ADD_UNIT_CONS_EFF: "Start construction of §Y$NUM$§! $TYPE$ for §Y$COST$%§! of the cost, and §Y$SPEED$%§! of the time.\n"
 merchants_too_succesful: "Too successful merchants"
 merchants_standing_down: "Merchants standing down"
 NOMC_NOT_OURS: "We can only make our own territory into cores."
 NOMC_LACK_CONTROL: "We need to control this province to make it into a core."
 NOMC_ALREADYCORE: "This is already our core."
 NOMC_WAR_WITH_CORE: "You can not make a province into a core, if you are at war with another who has a core there. You are currently at war with $WHO$." 
 NOMC_NO_POINTS: "You need §Y$COST$§W administrative power to make this province into a core, and you only have §Y$VAL$§W."
 NOMC_COLONY: "A colony is too small to make into a core."
 NOMC_TOFARAWAYTOCORE: "This province needs to be adjacent to one of our core provinces for us to be able to core it."
 NOMC_TOFARAWAYTOCORE_RANGE: "This province is §Y$DIST$§! away from our closest unblockaded core province with a port, so it is out of range (§R$MAX$§!) from our ambitions to core it."
 NOCHA_NO_POINTS: "You need §Y$COST$§W diplomatic power to change the culture of this province, and you only have §Y$VAL$§W."
 colonial_enthusiasm: "Colonial Enthusiasm"
 desc_colonial_enthusiasm: "Large groups of ambitious people are interested in moving to the colonies."
 bad_free_trade_merchants: "No restrictions on foreign merchants"
 desc_bad_free_trade_merchants: "With the relaxation of restrictions on foreign merchants, some of our own merchants feel that they are not getting enough state support, and have decided to switch careers."
 GOVSC_OVEREXTENSION: "Overextension"
 NO_EFF_NOT_CURR_OVEREXT: "Our nation is currently not overextended, so there are no current effects."
 NO_OVEREXT_PROVS: "We do not own any provinces that cause Overextension."
 OVEREXT_DESC: "We gain Overextension by owning provinces that are not cores. Colonies of your primary culture are exempt from causing Overextension. If we have over §Y$EVIL$%§! overextension we will be getting some nasty rebels regularly, with them appearing more often the higher the percentage is."
 HAVE_LESS_OVEREXT_THAN: "Overextension is less than"
 HAVE_MORE_OVEREXT_THAN: "Overextension is at least"
 LACK_TECHNOLOGY_FOR_MERCHANT: "We lack the knowledge to place a merchant to benefit from trade."
 INFL_FROM_LOAN: "Inflation will increased by §R+$VAL$§! by taking a loan."
 ambrosian_republic: "Ambrosian Republic"
 ambrosian_republic_desc: "It was a short-lived city-state government that formed in the Duchy of Milan when the Duke died without an heir in 1447."
 ambrosian_republic_ruler: "Captain-General"
 ambrosian_republic_ruler_female: "Captain-General"
 archduchy: "Archduchy"
 archduchy_desc: "The title Archduke was only used by the House of Habsburg in order to elevate them above other dukes into a more a prestigious position more in line with the Prince-electors of the Holy Roman Empire."
 archduchy_ruler: "Archduke"
 archduchy_ruler_female: "Archduchess"
 daimyo: "Daimyo"
 daimyo_desc: "A powerful territorial vassal lord in Japan, ruling their hereditary lands under the shogun."
 daimyo_ruler: "Lord"
 daimyo_ruler_female: "Lady"
 shogunate: "Shogunate"
 shogunate_desc: "Although nominally appointed by the Emperor, the shogunate became a hereditary military dictatorship and the de facto ruler of Japan between 1192 and 1867."
 shogunate_ruler: "Shogun"
 shogunate_ruler_female: "Shoguness"
 iqta: "Iqta"
 iqta_desc: "Although similar to the feudal fief system, the holders under the iqta tax farming system did not actually own their lands, and were not guaranteed that they would be inherited by the next generation."
 iqta_ruler: "Sultan"
 iqta_ruler_female: "Sultana" 
 dutch_republic: "Dutch Republic"
 dutch_republic_desc: "The Dutch Republic is a confederation of seven provinces, which have their own governments and are very independent, and Generality lands, which are governed directly by the States-General, the federal government."
 dutch_republic_ruler: "Stadtholder"
 dutch_republic_ruler_female: "Stadtholderess"
 imperial_government_desc: "The highest government rank, the King of Kings, used for a large sprawling group of states that are united and ruled by a single individual."
 CORING_IS_INSTANT: "This is an instant action, due to this being a colony."
 hre_province_left: "Removed provinces from the Empire"
 FILTER_ME: "Filter messages about me."
 FILTER_INTERESTING: "Filter messages from interesting countries."
 FILTER_OTHER: "Filter messages from other countries."
 SETASINTEREST: "Set as interesting"
 MILITARY_MESSAGES: "Military Messages"
 DIPLO_MESSAGES: "Diplomatic Messages"
 GOVERNMENT_MESSAGES: "Government Messages"
 TRADE_MESSAGES: "Trade Messages"
 EVENT_MESSAGES: "Event Messages"
 HAVNT_HEIR_AS_LEADER: "The current heir is NOT a general"
 HAVE_HEIR_AS_LEADER: "Current heir is a general"
 HEIR_TO_GENERAL: "Appoint Heir to General"
 CONVHEIR_NO_RULES: "Not possible with these game-rules of historical monarchs!"
 CONVHEIR_NO_HEIR: "You have no heir that could lead your armies."
 CONVHEIR_FEMALE: "Sadly females are not respected as generals in this time-period."
 CONVHEIR_AGE: "Only an adult of 15 years or older can command armies."
 CONVHEIR_UNION: "You are the lesser partner of a union."
 CONVHEIR_ALREADY: "Your heir is already a general."
 CONVHEIR_IRO: "This will make a general out of your heir. He will then be available to command your armies."
 CONVERT_HEIR_DRO: "Having your heir leading an army could be beneficial, but it is also a large risk, as generals have risk of dying on the battlefield."
 OWN_COUNTRY_CORE: "You can only create cores in provinces you own."
 NOT_SEIZE_IN_COMBAT: "It is not possible to seize a province when in combat."
 NOT_CITIES_TO_BE_SEIZED_2: "Only colonies can be seized."
 CAN_NOT_SEIZXE_CAPITAL: "It is not possible to seize someone's capital."
 ONLY_SEIZE_ENEMY: "You can only seize the provinces of an enemy!"
 SEIZE_NEED_CONTROL: "You need to control this province to be allowed to seize it."
 NOSC_NO_POINTS: "You need §Y$COST$§W military power to seize a province, and you only have §Y$VAL$§W."
 UNIT_SEIZE_COLONY: "§YSeize Colony§!\nSeize permanent ownership of this colony or native city for §Y$COST$§! military power."
 NOT_BURN_IN_COMBAT: "It is not possible to burn a colony when in combat."
 ONLY_BURN_ENEMY: "You can only burn down the colonies of your enemies."
 BURN_NOT_COLONY: "§YBurn Colony§!\nOnly colonies can be burnt down."
 BURN_NEED_CONTROL: "§YBurn Colony§!\nYou need to control this province to be allowed to burn the colony."
 NOBC_NO_POINTS: "§YBurn Colony§!\nYou need §Y$COST$§W military power to burn a colony, and you only have §Y$VAL$§W."
 UNIT_BURN_COLONY: "§YBurn Colony§!\nBurn down this colony for §Y$COST$§W military power"
 NOT_AN_IN_COMBAT: "It is not possible to try to attack the natives while in combat."
 NO_NATIVES_TO_ATTACK: "There are no natives here that can be attacked."
 NO_NATIVES_ON_OTHER: "This is not our territory, the natives here are under protection."
 NO_NATIVES_MOVING: "It is not possible to attack natives while moving."
 NONA_NO_POINTS: "You need §Y$COST$§W military power to attack natives, and you only have §Y$VAL$§W."
 UNIT_ATTACK_NATIVS: "Attack Natives for §Y$COST$§W military power"
 NO_SCORCH_COLONY: "Colonies are not built up enough to be scorched."
 NO_SCORCH_ALREADY: "This place is already as desolate as possible, so scorching it any further is out of the question."
 NO_SCORCH_OTHER: "You can only truly scorch territory you own and control."
 NO_SCORCH_AT_WAR: "You can only scorch the earth while at war."
 NO_SCORCH_RETREATING: "It is not possible to scorch the earth while running away."
 NOSE_NO_POINTS: "You need §Y$COST$§W military power to scorch the earth of this province, and you only have §Y$VAL$§W."
 UNIT_SCORCH_PROVINCE_IRO: "Scorched Earth costs §Y$COST$§W military power, and lasts for §Y$MONTHS$§W months with the following effects:"
 desc_scorched_earth: "Property and resources have been destroyed in order to deny the enemy the use of this province."
 LOGFILTER_logcat_combat: "Military messages"
 LOGFILTER_logcat_diplomacy: "Diplomatic messages"
 LOGFILTER_logcat_government: "Government messages"
 LOGFILTER_logcat_trade: "Trade messages"
 LOGFILTER_logcat_events: "Event messages"
 MSG_FILTER_HEADER: "Messages filter settings"
 MSG_FILTER_TITLE: "We are interested in:"
 MSG_FILTER_DESELECT: "Deselect All"
 MSG_FILTER_BEST_GUESS: "Best Guess"
 MSG_FILTER_ENEMIES: "Enemies"
 MSG_FILTER_ALLIES: "Allies"
 MSG_FILTER_NEIGHBOURS: "Neighbors"
 DIPLOMACY_FILTER_ALL: "All"
 DIPLOMACY_FILTER_EUROPE: "Europe"
 DIPLOMACY_FILTER_ASIA: "Asia"
 DIPLOMACY_FILTER_NORTH_AMERICA: "North America"
 DIPLOMACY_FILTER_SOUTH_AMERICA: "South America"
 DIPLOMACY_FILTER_AFRICA: "Africa"
 DIPLOMACY_FILTER_OCEANIA: "Oceania"
 SORT_BY_PRESTIGE: "Sort by prestige"
 SORT_BY_NAME: "Sort by name"
 SORT_BY_SELECTED: "Sort by selected"
 MSG_FILTER_TOOLTIP_HEADER: "In the message filter settings window, you can select countries that you are interested in. You will be shown messages and alerts from those important to you countries."
 MSG_FILTER_TOOLTIP_DELAYED: "§YLeft click§! replaces current selection.\n§YRight click§! adds to current selection.\n§YLeft click + SHIFT§! toggles filter."
 MSG_FILTER_TOOLTIP_DESELECT: "Deselect all countries from the list."
 MSG_FILTER_TOOLTIP_BESTGUESS: "Select countries by using best guess method."
 MSG_FILTER_TOOLTIP_ENEMIES: "Select countries that are your enemies."
 MSG_FILTER_TOOLTIP_ALLIES: "Select countries that are your allies."
 MSG_FILTER_TOOLTIP_NEIGHBOURS: "Select countries that are your neighbors."
 MSG_FILTER_TOOLTIP_CONTINENT: "Select countries that own any province on the continent."
 MANU_INCOME_D: "This is only valid in provinces producing §Y$GOODS$§W."
 IDEA_LIST: "Unlocked idea groups and number of ideas:"
 MODIFIER_IDEA_COST: "Idea Cost"
 PATRIARCH_AUTHORITY_LESS_THAN: "Patriarch Authority is less than §Y$VAL$§W percent.\n"
 PATRIARCH_AUTHORIT_AT_LEAST: "Patriarch Authority is at least §Y$VAL$§W percent.\n"
 ADD_PATR_AUTH: "$DIRECTION$ $VALUE$ Patriarch Authority"
 ADD_PIETY: "$DIRECTION$ $VALUE$ Piety"
 PATRIARCH_AUTHORITY_IN_PROVINCES: "Your Orthodox provinces:"
 FULL_PATRIARCH_AUTHORITY: "When reaching maximum Patriarch Authority you will gain:"
 NO_PATRIARCH_AUTHORITY: "With no Patriarch Authority you will get no modifiers."
 mercantilism: "From Mercantilism"
 ADD_MERCANTILISM: "$DIRECTION$ $VALUE$ Mercantilism"
 MERCANTILISM_LABEL: "Mercantilism"
 positive_piety: "Being Pious"
 negative_piety: "Lack of Piety"
 MERCANTILISM_LESS_THAN: "Mercantilism is less than §Y$VAL$§W percent.\n"
 MERCANTILISM_AT_LEAST: "Mercantilism is at least §Y$VAL$§W percent.\n"
 GLOBAL_PROV_TRADE_POWER_MODIFIER: "Provincial Trade Power Modifier"
 PIETY_BAD_WAR_EFF: "Declaring war on a fellow $REL$ is a crime against Allah, and will decrease our piety by §Y$VAL$§!."
 PIETY_GOOD_WAR_EFF: "Declaring war on the $REL$ is glorious in the eyes of God, and will increase our piety by §Y$VAL$§!."
 patriarch_authority_local: "Patriarch Authority"
 patriarch_authority_global: "Patriarch Authority"
 COMBAT_IN_FRONTLINE: "$VAL$ in first rank\n"
 COMBAT_IN_SECONDLINE: "$VAL$ in second rank\n"
 COMBAT_IN_RESERVES: "$VAL$ in reserves\n"
 COMBAT_IN_RETREAT: "$VAL$ has retreated\n"
 ENVOY_DESC: "$NAME$ ($TYPE$): $STATUS$"
 ENVOY_IN_DESC: " in §Y$PROV$§Y"
 ENVOY_FREE: "Free"
 ENVOY_TRAVELING: "Traveling"
 ENVOY_TRAVELING_DESC: "$NAME$ is traveling to §Y$PROV$§W. Will arrive on §Y$DATE$§W"
 ENVOY_MISSIONING: "$NAME$ is currently on a mission in §Y$PROV$§W"
 ENVOY_WORKING: "Working"
 MISSIONARY_IRO: "You have §Y$CURRENT$§W available Missionary(s) out of §Y$TOTAL$§W total"
 SPIES_IRO: "You have §Y$CURRENT$§W available Spy/Spies out of §Y$TOTAL$§W total"
 DIPLOMAT_IRO: "You have §Y$CURRENT$§W available Diplomat(s) out of §Y$TOTAL$§W total"
 SETTLER_IRO: "You have §Y$CURRENT$§W available Colonist(s) out of §Y$TOTAL$§W total"
 MERCHANT_IRO: "You have §Y$CURRENT$§W available Merchant(s) out of §Y$TOTAL$§W total"
 HAVE_MORE_THAN_CAVALRY_IN: "Have at least $UNITS$ cavalry in $Province$"
 HAVE_LESS_THAN_CAVALRY_IN: "Have less than $UNITS$ cavalry in $Province$"
 HAVE_MORE_THAN_ARTILLERY_IN: "Have at least $UNITS$ artillery in $Province$"
 HAVE_LESS_THAN_ARTILLERY_IN: "Have less than $UNITS$ artillery in $Province$"
 HAVE_MORE_THAN_BIG_SHIP_IN: "Have at least $UNITS$ heavy ship in $Province$"
 HAVE_LESS_THAN_BIG_SHIP_IN: "Have less than $UNITS$ heavy ship in $Province$"
 HAVE_MORE_THAN_LIGHT_SHIP_IN: "Have at least $UNITS$ light ship in $Province$"
 HAVE_LESS_THAN_LIGHT_SHIP_IN: "Have less than $UNITS$ light ship in $Province$"
 HAVE_MORE_THAN_GALLEY_IN: "Have at least $UNITS$ galley in $Province$"
 HAVE_LESS_THAN_GALLEY_IN: "Have less than $UNITS$ galley in $Province$"
 HAVE_MORE_THAN_TRANSPORT_IN: "Have at least $UNITS$ transport in $Province$"
 HAVE_LESS_THAN_TRANSPORT_IN: "Have less than $UNITS$ transport in $Province$"
 ENVOY_COLONIZING: "$NAME$ is colonizing §Y$PROV$§W"
 ENVOY_COLONIST: "Colonist"
 ENVOY_MERCHANT: "Merchant"
 ENVOY_MISSIONARY: "Missionary"
 ENVOY_DIPLOMAT: "Diplomat"
 ENVOY_DIPLOMATING_TRAVELTO: "$NAME$ is traveling to §Y$PROV$§! to §Y$ACTION$§!."
 ENVOY_DIPLOMATING_WORKING: "$NAME$ from §Y$FROM$§W is working to §Y$ACTION$§! in §Y$PROV$§!. He has been doing it for §Y$DAYS$§! days."
 ENVOY_DIPLOMATING_IMPROVING_RELATION: "Our relation with $COUNTRY|Y$ has been improved by $OPINION|+2$."
 ENVOY_DIPLOMATING_RETURN: "$NAME$ is returning from §Y$PROV$§! after working to §Y$ACTION$§!. Returns on §Y$DATE$§!"
 SEND_PATROL_TO: "Send patrol to the trade node §Y$NAME$§W."
 NO_MERCHANT_HERE: "You have no merchant here."
 MERCHANT_IS_HERE: "Your merchant $NAME$ is here."
 TOO_MANY_ALLIANCES: "We can only have §Y$VAL$§W alliances, so we can not initiate any more."
 MANPOWER_SPEED_TT: "The speed by which manpower recovers is modified by:"
 centralisation_modifier: "Centralization"
 desc_centralisation_modifier: "A policy of centralization will increase our tax revenue."
 decentralisation_modifier: "Decentralization"
 desc_decentralisation_modifier: "Decentralization will have a negative effect on our income."
 MANPOWER_IRO: "§YManpower§!\nMaximum is §Y$MAX$§W\nCurrently you gain §Y$YEARLY$§W each month\nTo fully reinforce your armies you need §Y$NEED$§W men, and §Y$USED$§W will reach the armies this month."
 MANPOWER_DRO: "The yearly regain base value is §Y$BASE$§W\n"
 MANPOWER_IRO_OTHERS: "§Y$NAME$§W have a manpower of §Y$CURRENT$§W\n(maximum is §Y$MAX$§W)\nCurrently §Y$NAME$§W gain §Y$YEARLY$§W each month\nTo fully reinforce their armies, they need §Y$NEED$§W men, and §Y$USED$§W will reach the armies this month."
 WAREX_PROGRESS: "$CURRENT$/$MAX$"
 WAREX_DEVELOPMENT: "War exhaustion monthly development is $VALUE$"
 BOOST: "Boost"
 MODIFIER_COLONIST_TIME: "Colonist Travel Time"
 BASE_REVOLT_RISK: "Base Revolt Risk:"
 REBELS_AND_POSSIBLE_REBELS: "Rebels and possible rebels"
 STABILITY_BOOST_NOPOWER: "You don't have enough Administrative Power to boost Stability! You need §G$POWER_COST$§! and have §R$POWER_AVAILABLE$§! power available."
 STABILITY_BOOST_SPEND: "Spend §Y$POWER_COST$§! of your §Y$POWER_AVAILABLE$§! Administrative Power to boost Stability."
 STABILITY_BOOST_MAXED: "You already have maximum Stability."
 WE_HAVE_GOV_NOMADS: "We have a Nomad government."
 WE_HAVE_GOV_TRIBAL: "We have a Tribal government."
 WE_HAVE_GOV_RELIGIOUS: "We have a Religious government."
 WE_HAVE_GOV_REBUBLIC: "We have a Republic."
 WE_HAVE_GOV_MONARCHY: "We have a Monarchy."
 HEADER_TECHNOLOGY: "Technology"
 HEADER_DIPLOMACY: "Diplomacy"
 HEADER_TRADE: "Trade"
 HEADER_MISSION_DECISIONS: "Missions and Decisions"
 HEADER_STABILITY_EXPANSION: "Stability and Expansion"
 HEADER_IDEAS: "Ideas"
 MEN_IN_ARMS: "$NUM_MEN$ men in arms"
 REBELS_DEMANDS_INDEPENDENCE: "Independence for [Location.GetName]"
 CV_ACCEPT_DEMANDS: "Accept demands"
 CV_MINOR_CONCESSIONS: "Minor concessions"
 CV_BUILD_CORE: "Make core"
 CV_SEND_MISSIONARY: "Send missionary to $PROVINCE$"
 CV_BUILD_CORE_IN: "Make $PROVINCE$ into a core-province"
 CV_CHANGE_CULTURE_IN: "Change culture in $PROVINCE$"
 CV_HARSH_TREATMENTS_IN: "Harsh Treatment in $PROVINCE$"
 MISSIONARY_PROGRESS: "Missionary progress: $VAL|Y1%$"
 COLONIZE_HORDE: "Colonize on horde territory"
 SELECT_THIS_UNIT: "Select this unit"
 OPINIONOF: "§YThe $WHO_ADJ$ opinion of $NAME$ is modified by:§!"
 OPINIONOF_IS: "The $WHO_ADJ$ opinion of $NAME$ is: $VAL|+$"
 desert_mountain: "Desert Mountain"
 grasslands: "Grasslands"
 coastline: "Coastline"
 arctic_desc: "Arctic terrain represents the snow and ice covered areas close to the North Pole."
 forest_desc: "Forest terrain represents areas with high density of trees and underbrush."
 hills_desc: "Hills terrain represents areas dominated by a rolling landscape of shifting elevation that are lower and less steep than mountains."
 woods_desc: "Woods terrain represents areas with low density of trees and underbrush."
 mountain_desc: "Mountain terrain represents areas mainly occupied by rugged mountain ranges and narrow passes, often on high altitude and in cold climate."
 desert_mountain_desc: "Desert Mountains terrain represents areas rugged mountain ranges and narrow passes that are surrounded by deserts."
 impassable_mountains_desc: "Impassable Mountains terrain represents areas of mountains too inhospitable or too difficult for an army to maneuver in."
 grasslands_desc: "Grasslands terrain represents areas of farmland where the vegetation is dominated by grass."
 plains_desc: "Plains terrain represents large areas of flat or rolling treeless land."
 jungle_desc: "Jungle terrain represents areas overgrown with dense tropical vegetation, difficult for an army to maneuver in."
 marsh_desc: "Marsh terrain represents tracts of wetland dominated by grasses or low-growing shrubs."
 desert_desc: "Desert terrain represents desolate and arid areas with little or no vegetation, often in a very warm climate."
 coastal_desert_desc: "Coastal Desert terrain represents areas where the desert meets the ocean, resulting in a milder and less inhospitable climate."
 coastline_desc: "Coastline terrain represents the narrow areas where land and sea meet, compromised of cliffs or sand dunes."
 alert_no_major_mission_instant: "§YNo mission selected§!"
 alert_no_major_mission_delayed: "The following missions are available:\n$LIST$"
 alert_invest_in_tech_instant: "§YYou can invest in new technology§!"
 alert_invest_in_tech_delayed: "The following technologies can be invested in:\n$LIST$"
 SHIP_TRADE_VALUE: "$NAME$ ($SIZE$ ships): §Y$VAL$§!"
 LEADER_MANEUVER: "Leader($NAME$) maneuver: §G+$VAL$%§!"
 MAINT_TP_PEN: "Naval Maintenance: $VAL$§!"
 SELECT_LEADER: "Leaders will add a significant bonus to the unit they are leading. A unit without a leader will do less damage and suffer more casualties in battle.\n\n§GClick here to assign a leader to this unit.§!"
 MISSIONS_TO_SELECT: "You have the following missions to choose between: "
 MAY_NOT_RETREAT: "§YRetreat§!\nMay not retreat until $DATE|Y$. "
 MAY_NOT_RETREAT_DELAYED: "It is not possible, nor would it be honorable, to retreat from a battle in the first $DAYS$ days."
 HREVOTE_VASSAL_ELECTOR: "Controlling other Electors: §R$VAL$§W\n"
 HREVOTE_IMP_AUTH: "Infamy: §R$VAL$§W\n"
 HREVOTE_NOT_ELIGIBLE_FOR_EMPIRE: "Not Eligible to be the Emperor."
 HREVOTE_ENEMY2: "Enemies: §R$VAL$§W\n"
 HREVOTE_HERETIC2: "Heretics: §R$VAL$§W\n"
 HREVOTE_RELATION: "Relations: $VAL$§W\n"
 HREVOTE_OVERLORD: "Being Vassal or Union: §G+$VAL$§W\n"
 HREVOTE_BIG_IN_HRE: "Large Nation in the HRE: §G+$VAL$§W\n"
 HREVOTE_WE_TOO_SMALL: "Too small nation: §R$VAL$§W\n"
 HREVOTE_NON_MEMBER: "Not a member of the HRE: §R$VAL$§W\n"
 HREVOTE_IMPERIAL_AUTHORITY: "Imperial Authority: §G+$VAL$§W\n"
 HREVOTE_SAME_CULTURE: "Same Culture Group: §G+$VAL$§W\n"
 HREVOTE_ALLIED: "Alliance: §G+$VAL$§W\n"
 HREVOTE_TRUST: "Trust: $VAL$§W\n"
 HREVOTE_LEGITIMACY: "Legitimacy: $VAL$§W\n"
 HREVOTE_ROYALMARRIAGE: "Royal Marriage: §G+$VAL$§W\n"
 HREVOTE_HAS_CLAIMS: "Territorial Claims: §R$VAL$§W\n"
 HREVOTE_BADBOY: "Infamy: §R$VAL$§W\n"
 HREVOTE_DIPLO_SKILL: "Diplomatic Reputation: $VAL$§W\n"
 HREVOTE_PRESTIGE: "Prestige: $VAL$§W\n"
 HRE_SOMEONE_ELSE: "They have the backing of another elector, so they are backing their own candidacy."
 HRE_MISSION_TO_VOTE: "Voting because of a mission goal."
 HRE_THEY_VOTE_CAUSE: "They are rating us at §Y$VAL$§W points when evaluating who to vote for."
 HRE_PREF_VOTE_CAUSE: "They prefer $NAME$ though, who they rate at §Y$VAL$§W points."
 HRE_PREF_VOTE_CAUSE_SELF: "They prefer themselves though, whom they rate at §Y$VAL$§W points."
 HRE_EMP_VOTE_CAUSE: "$NAME$ is rated at §Y$VAL$§W points."
 HRE_RIVAL_VOTE_CAUSE: "The closest rival to us is $NAME$ though, who rate at §Y$VAL$§W points."
 LOW_AUTHORITY: "You need to have some Imperial authority to enforce religious unity."
 CV_BOOST_STABILITY: "Boost stability"
 CV_BREAK_COUNTRY: "Rebels break country"
 CV_BREAK_COUNTRY_DESC: "When rebels manage to break a country all of the active revolts will succeed and their demands will be enforced."
 CV_BREAK_COUNTRY_CITIES: "Rebels occupy §Y$NUM$§W out of §Y$OF$§W provinces. The country may break if they occupy more than half of your provinces!"
 REBEL_ENFORCEDEMANDS_CAPITAL_MONTHS: "Rebels may enforce their demands §Y$MONTH$§W months from now because they control the capital."
 CV_REBEL_PROVINCE_ANNEX_MONTH: "$PROVINCE_NAME$ may annex to $ANNEX$ §Y$MONTH$§W months from now."
 CV_REBEL_PROVINCE_ANNEX_ANYMONTH: "$PROVINCE_NAME$ may annex to $ANNEX$ any month now."
 CV_REBEL_PROVINCE_DEFECT_MONTH: "$PROVINCE_NAME$ may defect to $DEFECT$ §Y$MONTH$§W months from now."
 CV_REBEL_PROVINCE_DEFECT_ANYMONTH: "$PROVINCE_NAME$ may defect to $DEFECT$ any month now."
 CV_REBEL_INDEP_MONTH: "The rebels may declare independence in §Y$MONTH$§W months."
 CV_REBEL_INDEP_ANYMONTH: "The rebels may declare independence any month now."
 CV_REBEL_HANDLE_DESC: "Show different means to handle the rebels."
 CV_REBEL_PROGRESS_DESC: "They are $PROGRESS|%Y1$ towards enforcing their demands."
 CV_REBEL_LEADER_DESC: "The rebel leader is §Y$NAME$§!."
 CV_STABILITY_DESC: "Your National Stability affects the revolt risk in your provinces, and many other things."
 CV_WAREX_PROGRESS: "Current War exhaustion is §Y$WE$/$MAX$§!."
 CV_WAREX_NONE: "We have no War exhaustion."
 CV_LIKELIHOOD_UPRISING: "Monthly chance of another uprising"
 CV_LIKELIHOOD_UPRISING_DESC: "Monthly chance of another uprising, by this faction, in the country."
 CV_REBEL_OCCPROV_DESC: "Provinces occupied by the rebels"
 RISE_OF_THE_OTTOMANS: "Rise of the Ottomans"
 RISE_OF_THE_OTTOMANS_DESC: "Rumors of Ottoman weakness caused Pope Eugene IV to call for a crusade against them in 1443. With the West still embroiled in the Hundred Years War, the King of Hungary and Poland, Wladyslav III, took on the cause to finally expel the scourge of Christendom from Europe. Led by general John Hunyadi, \"The White Knight\", the Hungarian army saw some initial success, but was ultimately defeated. The abdicated Sultan Murad II came back to aid his son and led the Ottoman army to victory at the battle of Varna where King Wladyslav was killed. Peace was eventually signed but the way for further Ottoman expansion into eastern Europe now lay open..."
 CV_IDEAS_UNLOCK_ADM_LEVEL: "Unlocked at\n$NAME$ "
 CV_IDEAS_UNLOCK_ADM_LEVEL_DESC: "You have level §Y$LEVEL$§W and need level §Y$NEEDED$§W of administrative technology to unlock this idea slot."
 CV_IDEAS_GROUP_UNLOCK: "Free Slot"
 CV_IDEAS_GROUP_UNLOCK_UNLOCKED: "Choose an idea group for your unlocked slot '$NAME$'"
 CV_IDEAS_GROUP_UNLOCK_LOCKED: "You need to research the technology '$NAME$' to unlock the next slot"
 CV_IDEA_UNLOCK_NOPOWER: "You don't have enough $TYPE$ power to unlock this idea! You need §Y$POWER_COST$§! and have §Y$POWER_AVAILABLE$§! available."
 CV_UNLOCK_IDEA_DIALOG_TITLE: "Confirm to unlock idea $NAME$"
 CV_UNLOCK_IDEA_DIALOG_DESC: "This will unlock the idea $NAME$ at a cost of §Y$POWER_COST$§! $TYPE$ power."
 CV_UNLOCK_IDEAGROUP_DIALOG_TITLE: "Confirm to unlock idea group $NAME$"
 CV_UNLOCK_IDEAGROUP_DIALOG_DESC: "This will use your free slot to unlock the idea group $NAME$."
 CV_TECH_RESEARCH_MAXED: "You have researched all technologies in this group."
 CV_RESEARCH_TECH: "Research technology $NAME$"
 CV_RESEARCH_TECH_DESC: "Researching $NAME$ will cost §Y$POWER_COST$§! $TYPE$ power."
 CV_RESEARCH_TECH_NOPOWER: "You don't have enough $TYPE$ power to research this level! You need §Y$POWER_COST$§! power and have §Y$POWER_AVAILABLE$§! available."
 CV_ALLOWED_IDEA_GROUPS: "Number of Idea Groups available"
 CV_RESEARCHED_GOV_FORM_TOOLTIP: "+ §G$NAME$§! (level $LEVEL$)"
 CV_NOTRESEARCHED_GOV_FORM_TOOLTIP: "§g- $NAME$ (level $LEVEL$)§W"
 CV_RESEARCHED_NUMIDEAS_TOOLTIP: "+ Allow §G$NUM$§! Idea Groups (level $LEVEL$)"
 CV_NOTRESEARCHED_NUMIDEAS_TOOLTIP: "§g- Allow §G$NUM$§g Idea Groups (level $LEVEL$)§W"
 CV_RESEARCHED_PRODEFF_TOOLTIP: "+ Increase by §G+$NUM$%§! (level $LEVEL$)§!"
 CV_NOTRESEARCHED_PRODEFF_TOOLTIP: "§g- Increase by §G+$NUM$%§g (level $LEVEL$)§W"
 CV_RESEARCHED_NAVALMORALE_TOOLTIP: "+ Improve by §G+$NUM$§! (level $LEVEL$)"
 CV_NOTRESEARCHED_NAVALMORALE_TOOLTIP: "§g- Improve by §G+$NUM$§g (level $LEVEL$)§W"
 CV_RESEARCHED_NAVALMAIN_TOOLTIP: "+ Increase by §R+$NUM$%§! (level $LEVEL$)"
 CV_NOTRESEARCHED_NAVALMAIN_TOOLTIP: "§g- Increase by §R+$NUM$%§g (level $LEVEL$)§W"
 CV_RESEARCHED_TRADEEFF_TOOLTIP: "+ Increase by §G+$NUM$%§! (level $LEVEL$)"
 CV_NOTRESEARCHED_RADEEFF_TOOLTIP: "§g- Increase by §G+$NUM$%§g (level $LEVEL$)§W"
 CV_RESEARCHED_TRADERANGE_TOOLTIP: "+ Improve by §G+$NUM$§! (level $LEVEL$)"
 CV_NOTRESEARCHED_TRADERANGE_TOOLTIP: "§g- Improve by §G+$NUM$§g (level $LEVEL$)§W"
 CV_RESEARCHED_COLONIALRANGE_TOOLTIP: "+ Improve by §G+$NUM$§! (level $LEVEL$)"
 CV_NOTRESEARCHED_COLONIALRANGE_TOOLTIP: "§g- Improve by §G+$NUM$§g (level $LEVEL$)§W"
 CV_RESEARCHED_LANDMORALE_TOOLTIP: "+ Improve by §G+$NUM$§! (level $LEVEL$)"
 CV_NOTRESEARCHED_LANDMORALE_TOOLTIP: "§g- Improve by §G+$NUM$§g (level $LEVEL$)§W"
 CV_RESEARCHED_SUPPLYLIMIT_TOOLTIP: "+ Raise Supply Limit by §G+$NUM$%§! (level $LEVEL$)"
 CV_NOTRESEARCHED_SUPPLYLIMIT_TOOLTIP: "§g- Raise Supply Limit by §G+$NUM$%§g (level $LEVEL$)§W"
 CV_RESEARCHED_MILTACTICS_TOOLTIP: "+ Improve Military Tactics by §G+$NUM$§! (level $LEVEL$)"
 CV_NOTRESEARCHED_MILTACTICS_TOOLTIP: "§g- Improve Military Tactics by §G+$NUM$§g (level $LEVEL$)§W"
 CV_RESEARCHED_COMBATWIDTH_TOOLTIP: "+ Improve Combat Width by §G+$NUM$§! (level $LEVEL$)"
 CV_NOTRESEARCHED_COMBATWIDTH_TOOLTIP: "§g- Improve Combat Width by §G+$NUM$§g (level $LEVEL$)§W"
 CV_RESEARCHED_MANEUVER_TOOLTIP: "+ Improve maneuver by §G+$NUM$%§! (level $LEVEL$)"
 CV_NOTRESEARCHED_MANEUVER_TOOLTIP: "§g- Improve maneuver by §G+$NUM$%§g (level $LEVEL$)§W"
 CV_RESEARCHED_TECH_TOOLTIP: "+ Researched at level $LEVEL$§!"
 CV_NOTRESEARCHED_TECH_TOOLTIP: "§g- Researched at level $LEVEL$§!"
 CV_TECH_BUILDINGS: "Buildings"
 BEST_COMBAT_WIDTH: "Technology ($COUNTRY$): §G+$VAL$§!"
 COMBAT_TERRAIN_MOD: "Current terrain ($TERRAIN$): §R$VAL$%§!"
 EFR: "East Frisia"
 center_of_trade_modifier: "Important Center of Trade"
 desc_center_of_trade_modifier: "The importance of this province as a Center of Trade will help control trade in the region."
 neva_estuary_modifier: "Neva Estuary"
 desc_neva_estuary_modifier: "Controlling the important river estuary of Neva strengthens our hold of the trade in the region."
 daugava_estuary_modifier: "Daugava Estuary"
 desc_daugava_estuary_modifier: "Controlling the important river estuary of Daugava strengthens our hold of the trade in the region."
 neman_estuary_modifier: "Neman Estuary"
 desc_neman_estuary_modifier: "Controlling the important river estuary of Neman strengthens our hold of the trade in the region."
 vistula_estuary_modifier: "Vistula Estuary"
 desc_vistula_estuary_modifier: "Controlling the important river estuary of Vistula strengthens our hold of the trade in the region."
 oder_estuary_modifier: "Oder Estuary"
 desc_oder_estuary_modifier: "Controlling the important river estuary of Oder strengthens our hold of the trade in the region."
 elbe_estuary_modifier: "Elbe Estuary"
 desc_elbe_estuary_modifier: "Controlling the important river estuary of Elbe strengthens our hold of the trade in the region."
 weser_estuary_modifier: "Weser Estuary"
 desc_weser_estuary_modifier: "Controlling the important river estuary of Weser strengthens our hold of the trade in the region."
 ems_estuary_modifier: "Ems Estuary"
 desc_ems_estuary_modifier: "Controlling the important river estuary of Ems strengthens our hold of the trade in the region."
 rhine_estuary_modifier: "Rhine Estuary"
 desc_rhine_estuary_modifier: "Controlling the important river estuary of Rhine strengthens our hold of the trade in the region."
 thames_estuary_modifier: "Thames Estuary"
 desc_thames_estuary_modifier: "Controlling the important river estuary of Thames strengthens our hold of the trade in the region."
 rhone_estuary_modifier: "Rhône Estuary"
 desc_rhone_estuary_modifier: "Controlling the important river estuary of Rhône strengthens our hold of the trade in the region."
 gironde_estuary_modifier: "Gironde Estuary"
 desc_gironde_estuary_modifier: "Controlling the important river estuary of Gironde strengthens our hold of the trade in the region."
 loire_estuary_modifier: "Loire Estuary"
 desc_loire_estuary_modifier: "Controlling the important river estuary of Loire strengthens our hold of the trade in the region."
 seine_estuary_modifier: "Seine Estuary"
 desc_seine_estuary_modifier: "Controlling the important river estuary of Seine strengthens our hold of the trade in the region."
 ebro_estuary_modifier: "Ebro Estuary"
 desc_ebro_estuary_modifier: "Controlling the important river estuary of Ebro strengthens our hold of the trade in the region."
 douro_estuary_modifier: "Douro Estuary"
 desc_douro_estuary_modifier: "Controlling the important river estuary of Douro strengthens our hold of the trade in the region."
 tagus_estuary_modifier: "Tagus Estuary"
 desc_tagus_estuary_modifier: "Controlling the important river estuary of Tagus strengthens our hold of the trade in the region."
 guadiana_estuary_modifier: "Guadiana Estuary"
 desc_guadiana_estuary_modifier: "Controlling the important river estuary of Guadiana strengthens our hold of the trade in the region."
 po_estuary_modifier: "Po Estuary"
 desc_po_estuary_modifier: "Controlling the important river estuary of Po strengthens our hold of the trade in the region."
 danube_estuary_modifier: "Danube Estuary"
 desc_danube_estuary_modifier: "Controlling the important river estuary of Danube strengthens our hold of the trade in the region."
 dnestr_estuary_modifier: "Dnestr Estuary"
 desc_dnestr_estuary_modifier: "Controlling the important river estuary of Dnestr strengthens our hold of the trade in the region."
 dnieper_estuary_modifier: "Dnieper Estuary"
 desc_dnieper_estuary_modifier: "Controlling the important river estuary of Dnieper strengthens our hold of the trade in the region."
 volga_estuary_modifier: "Volga Estuary"
 desc_volga_estuary_modifier: "Controlling the important river estuary of Volga strengthens our hold of the trade in the region."
 don_estuary_modifier: "Don Estuary"
 desc_don_estuary_modifier: "Controlling the important river estuary of Don strengthens our hold of the trade in the region."
 yangtze_estuary_modifier: "Yangtze Estuary"
 desc_yangtze_estuary_modifier: "Controlling the important river estuary of Yangtze strengthens our hold of the trade in the region."
 huang_he_estuary_modifier: "Huang He Estuary"
 desc_huang_he_estuary_modifier: "Controlling the important river estuary of Huang He strengthens our hold of the trade in the region."
 ganges_estuary_modifier: "Ganges Estuary"
 desc_ganges_estuary_modifier: "Controlling the important river estuary of Ganges strengthens our hold of the trade in the region."
 indus_estuary_modifier: "Indus Estuary"
 desc_indus_estuary_modifier: "Controlling the important river estuary of Indus strengthens our hold of the trade in the region."
 euphrates_estuary_modifier: "Euphrates Estuary"
 desc_euphrates_estuary_modifier: "Controlling the important river estuary of Euphrates strengthens our hold of the trade in the region."
 nile_estuary_modifier: "The Nile Estuary"
 desc_nile_estuary_modifier: "Controlling the important river estuary of the Nile strengthens our hold of the trade in the region."
 gambia_estuary_modifier: "Gambia Estuary"
 desc_gambia_estuary_modifier: "Controlling the important river estuary of Gambia strengthens our hold of the trade in the region."
 pearl_estuary_modifier: "Pearl Estuary"
 desc_pearl_estuary_modifier: "Controlling the important river estuary of Pearl strengthens our hold of the trade in the region." 
 parana_estuary_modifier: "Parana Estuary"
 desc_parana_estuary_modifier: "Controlling the important river estuary of Parana strengthens our hold of the trade in the region." 
 mekong_estuary_modifier: "Mekong Estuary"
 desc_mekong_estuary_modifier: "Controlling the important river estuary of Mekong strengthens our hold of the trade in the region." 
 mississippi_estuary_modifier: "Mississippi Estuary"
 desc_mississippi_estuary_modifier: "Controlling the important river estuary of Mississippi strengthens our hold of the trade in the region." 
 rio_grande_estuary_modifier: "Rio Grande Estuary"
 desc_rio_grande_estuary_modifier: "Controlling the important river estuary of Rio Grande strengthens our hold of the trade in the region." 
 niger_estuary_modifier: "Niger Estuary"
 desc_niger_estuary_modifier: "Controlling the important river estuary of Niger strengthens our hold of the trade in the region." 
 CLICK_TO_SELECT_UNIT: "Click here to select this unit"
 EMBARKED_UNITS: "This transport has $REGIMENTS$ regiments embarked, containing a total of $UNITS$ units."
 EMBARKED_UNITS_FREE_SLOTS: "This transport can accommodate $VAL|Y$ more regiments."
 CV_INCOMES_TOTAL: "Total Income:"
 CV_EXPENSES_TOTAL: "Total Expenses:"
 CV_BALANCE: "Balance: $VAL$"
 CV_INCOMES: "Income"
 CV_EXPENSES: "Expenses"
 CV_TAKE_LOAN: "Take $AMOUNT$¤ Loan"
 CV_REPAY_LOAN: "Repay Loan"
 CV_TAX_BASE: "Tax Base: $VAL$¤"
 CV_INCREASE_WE_TAX: "The tax modifier will approximately result in an extra §Y$TAX$§W¤/month."
 CV_COMBAT_INFLATION: "Reduce Inflation"
 CV_INFLATION_YEARLY_CHANGE: "Inflation changes by $INFLATION|-2$§!%§W/year. It is increased by $GOLD|Y$ from our reliance on gold mines, while our advisors, buildings and ideas reduce it by $REDUCTION|Y$ per year."
 INFLATION_EFF_IRO: "§YCurrent Inflation§!\nThis has the following effects:\n"
 LACK_IDEA_FOR_REDUCE: "You need to have unlocked all the '§YEconomic Ideas§!' before you can spend Administrative Power to Reduce Inflation."
 CV_REPAY_LOAN_TITLE: "Our current §Y$VAL$§! loan(s)"
 CV_ECONOMY_PROVINCE: "$PROV$: $VAL|Y2$¤"
 CV_ECONOMY_OTHERS: "and others: $VAL|Y2$¤"
 CV_ECONOMY_LOAN_LENDER: "Lender: $TAG$ $NAME$"
 CV_ECONOMY_LOAN_AMOUNT_INTEREST: "$AMOUNT$¤ with interest §Y$INTEREST$§!%"
 CV_ECONOMY_LOAN_EXPIRE: "Expires at $DATE$"
 CV_ECONOMY_LOAN_REPAY: "Repay"
 CV_ECONOMY_LOAN_REPAY_CANT_AFFORD_DESC: "You can't afford to spend $VAL|2Y$¤ to repay the loan!"
 CV_ECONOMY_LOAN_REPAY_DESC: "Repay the loan"
 CV_ECONOMY_LOAN_REPAY_BUTTON_DESC: "Click here to show a window with your loans"
 CV_ECONOMY_LOAN_NOREPAY_BUTTON_DESC: "You don't have any loans!"
 CV_BALANCE_DESC: "Balance is the income minus the expenses"
 CV_INCOMES_TOTAL_DESC: "The sum of above income is §Y$VAL$§W"
 CV_EXPENSES_TOTAL_DESC: "The sum of above expenses is §Y$VAL$§W"
 CV_INCOMES_TEMP_DESC: "Gifts: §Y$GIFTS$§W\nEvents: §Y$EVENTS$§W\nAdvisor hired: §Y$ADVISOR$§W"
 CV_INCOMES_TAX_DESC: "Taxes: §Y$TAXES$§W"
 INCOMEHARBORFLEET_D: "We get paid for fleet access from: $LIST$."
 NO_INCOMEHARBORFLEET_D: "No one has fleet access to our country."
 CV_INCOME_TAXCHANGE: "Taxation Change"
 TARRIFFS_EFFICIENCY: "Tariffs Efficiency"
 CV_ADMINISTRATIVE_ABILITY: "Administrative\nAbility"
 CV_DIPLOMATIC_ABILITY: "Diplomatic\nAbility"
 CV_MILITARY_ABILITY: "Military\nAbility"
 CV_COURT_POWER: "$POWER$ Power"
 RECRUIT_CANT_AFFORD: "You need at least §Y$COST$§W¤."
 CV_COMBAT_INFLATION_DESC: "Use §Y$POWER_COST$§! Administrative Power to Reduce Inflation by a value of $VAL$."
 CV_COMBAT_INFLATION_NOPOWER: "You don't have enough Administrative Power to Reduce Inflation! You need §Y$POWER_COST$§W and have §Y$POWER_AVAILABLE$§W power available."
 CV_COMBAT_INFLATION_DIALOG_TITLE: "Reduce Inflation"
 CV_COMBAT_INFLATION_DIALOG_DESC: "Spend §Y$POWER_COST$§! of your Administrative Power to Reduce Inflation."
 CV_RAISE_WARTAX_DIALOG_TITLE: "Raise War Taxes"
 CV_RAISE_WARTAX_NOPOWER: "You don't have enough Military Power to Raise War Taxes! You need §Y$POWER_COST$§W and have §Y$POWER_AVAILABLE$§W power available."
 CV_RAISE_WARTAX_DIALOG_DESC: "Spend §Y$COST$§! of your Military Power to Raise War Taxes for §Y$DURATION$§! years.\n\nIt will have the following effects:"
 CV_STOP_WARTAX_DIALOG_TITLE: "Stop War Taxes"
 CV_STOP_WARTAX_DIALOG_DESC: "Do you really want to stop imposing War Taxes?"
 NO_INFLATION_ATM: "You do not have any inflation."
 NO_INFLATION: "You do not have enough inflation at the moment. You can only reduce it when it's at $VAL$ or higher."
 native_ruthless_tt: "Selecting this option means that we will treat the natives §Yruthlessly§! from now on. It'll increase the frequency of their raids, but also allow our colony to grow faster."
 native_peace_tt: "With this option, we are adopting a '§Ylive and let live§!' attitude to the natives. We will have a higher chance of assimilating the natives."
 native_trader_tt: "With this option, we will '§Ytrade§!' with the natives, and profit from it."
 religious_unity: "Religious Unity"
 inverse_religious_unity: "Religious Unity"
 canton: "Canton"
 malacca: "Malacca"
 australia: "Australia"
 gulf_of_siam: "Siam"
 ganges_delta: "Bengal"
 comorin_cape: "Ceylon"
 california: "California"
 beijing: "Beijing"
 indus: "Indus"
 mississippi_river: "Mississippi River"
 ragusa: "Ragusa"
 gulf_of_aden: "Gulf of Aden"
 zanzibar: "Zanzibar"
 alexandria: "Alexandria"
 cape_of_good_hope: "Cape of Good Hope"
 basra: "Basra"
 constantinople: "Constantinople"
 hangzhou: "Hangzhou"
 yumen: "Yumen"
 kashmir: "Kashmir"
 samarkand: "Samarkand"
 persia: "Persia"
 novgorod: "Novgorod"
 north_sea: "North Sea"
 bordeaux: "Bordeaux"
 sevilla: "Sevilla"
 genua: "Genoa"
 crimea: "Crimea"
 kiev: "Kiev"
 kazan: "Kazan"
 astrakhan: "Astrakhan"
 krakow: "Krakow"
 venice: "Venice"
 frankfurt: "Frankfurt"
 antwerpen: "Antwerpen"
 london: "London"
 tunis: "Tunis"
 safi: "Safi"
 wien: "Wien"
 baltic_sea: "Baltic Sea"
 timbuktu: "Timbuktu"
 congo: "Congo"
 ivory_coast: "Ivory Coast"
 brazil: "Brazil"
 peru: "Peru"
 panama: "Panama"
 mexico: "Mexico"
 chesapeake_bay: "Chesapeake Bay"
 james_bay: "Hudson Bay"
 carribean_trade: "Caribbean"
 nippon: "Nippon"
 philippines: "Philippines"
 mauretanian_coast: "Mauritanian Coast"
 lubeck: "Lübeck"
 white_sea: "White Sea"
 CV_OUR_UNIQUE: "Our §Y$NAME$§! give us:\n$EFFECT$"
 CV_UNIQUE_FINISHED: "\nAnd our §Y$NAME$§! grants\n$EFFECT$"
 CV_UNIQUE_WHENFINISHED: "\nWhen we have gained all the §Y$NAME$§! we will also gain:\n$EFFECT$"
 CV_IDEAS_ALL_UNLOCKED: "We have all our §Y$NAME$§!"
 NUM_OF_IDEAS: "Number of ideas: $NUM|Y$"
 CV_IDEAS_BONUS_IDEA_NOTUNLOCKED: "You need to unlock all ideas in the idea group to get the bonus idea"
 CV_IDEAS_BONUS_IDEA: "When fully unlocked, you gain the following additional benefit:"
 MENU_BAR_LOAD_GAME: "Load Game"
 MENU_BAR_LOAD: "Load"
 DIPLOMACY_CONSTRUCTIONS: "Diplomats"
 MERCHANT_CONSTRUCTIONS: "Merchants"
 EXCELLENT: "Excellent"
 GLORYTOOURNATION: "Glory to our Nation!"
 NO_MAJOR_MISSION: "No Current Mission"
 CV_MISSION_EFFECT: "Effect on completion:"
 CV_SELECT_MAJOR_MISSION: "Select this Mission as your Mission"
 CV_SELECT_MAJOR_MISSION_DISABLED_TIME: "You can't choose a new Mission until $DATE$."
 lollard_rebels_title: "Lollard"
 lollard_rebels_name: "Lollard Heretics"
 lollard_rebels_desc: "Lollards believe the Catholic Church to be corrupted, and favor seeking spiritual advice directly from the Scripture. They seek to spread their faith and fight against persecution."
 lollard_rebels_army: "Lollard Army"
 lollards: "Lollards"
 desc_lollards: "Lollards are followers of the theological teachings of John Wycliffe, protesting against the wealth, power, and pride of the clergy."
 justices_of_peace: "The Justices of Peace"
 desc_justices_of_peace: "The act provides the general populace with the right to complain about the actions of justices directly to the monarch or his council."
 the_admirality: "The Admiralty"
 desc_the_admirality: "Gives the navy an efficient and strong strategic leadership."
 the_royal_army: "The Royal Army"
 desc_the_royal_army: "Gives the army an efficient and strong strategic leadership."
 the_heresy_act: "The Heresy Act"
 desc_the_heresy_act: "The Heresy Act, concerning the arresting and punishment of heretics, has been enacted by the authorities as a response to the increase of heresy within the realm."
 religious_freedom_act: "Religious Freedom Act"
 desc_religious_freedom_act: "A greater tolerance of heretics has been instituted under the of Religious Freedom Act."
 the_petition_of_rights: "The Petition of Rights"
 desc_the_petition_of_rights: "Limits the ability to levy new taxes without the consent of the Parliament and forbids the billeting of soldiers in private homes."
 refusal_of_petition_of_rights: "Refusal of The Petition of Rights"
 desc_refusal_of_petition_of_rights: "Refusing to sign The Petition of Rights has caused severe unrest throughout the country."
 the_decree_of_indulgence: "The Decree of Indulgence"
 desc_the_decree_of_indulgence: "Instituted to ease the situation for dissenters and Catholics."
 bill_of_test: "Bill of Test"
 desc_bill_of_test: "Issued to exclude dissenting religious groups from public offices and allow their persecution."
 the_muskovy_trade_company: "The Muscovy Trade Company"
 desc_the_muskovy_trade_company: "The establishment of a trading company focused on the White Sea trade greatly improves our trade income."
 low_fertility: "Low Fertility"
 desc_low_fertility: "Rumors at the court about infertility seem to have had a negative effect on the ruler."
 wotr_local_support_for_lancaster: "Supports House of Lancaster"
 desc_wotr_local_support_for_lancaster: "Much of the nobility and even many peasants in the province have declared their support for the House of Lancaster."
 wotr_local_support_for_york: "Supports House of York"
 desc_wotr_local_support_for_york: "Much of the nobility and even many peasants in the province have declared their support for the House of York."
 wotr_local_support: "Local Support"
 desc_wotr_local_support: "Much of the nobility and even many peasants in the province have declared their support for us."
 disgruntled_nobles: "Disgruntled Nobles"
 desc_disgruntled_nobles: "Many nobles feel we have failed to show recognition for their loyalty to the crown."
 benign_ruler: "Benign Ruler"
 desc_benign_ruler: "The ruler is seen by many as benign in light of the recent pardoning of captured rebel leaders."
 rebel_leaders_executed: "Rebel Leaders Executed"
 desc_rebel_leaders_executed: "The execution of several rebel leaders has not been seen favorably by the public."
 importing_food: "Importing Food"
 desc_importing_food: "Starvation among our soldiers has forced the government to import food from abroad."
 plundering_soldiers: "Plundering Soldiers"
 desc_plundering_soldiers: "To avoid starvation many of our soldiers have turned to the plundering of the civilian population."
 legitimacy_questioned: "Legitimacy Questioned"
 desc_legitimacy_questioned: "Our own commanders and soldiers are questioning the legitimacy of the current leadership."
 rebel_refugees: "Rebel Refugees"
 desc_rebel_refugees: "Many rebels who have been forced to flee the War of the Roses have sought refuge in this province."
 rebel_stronghold: "Rebel Stronghold"
 desc_rebel_stronghold: "The rebels have turned this province into a strongly fortified bastion of resistance against the crown."
 great_britain_region: "Great Britain Region"
 new_model_army: "New Model Army"
 desc_new_model_army: "The armed forces have been reorganized into the full-time professional army led by experienced commanders."
 vasa_centralization_reforms: "Centralization Reforms"
 desc_vasa_centralization_reforms: "Reforms and new taxes have upset the local population."
 church_reduction: "Church Reduction"
 desc_church_reduction: "The obligation of the Church to 'lend' the state money in form of silver chalices and Church bells."
 wallon_immigrants: "Walloon Immigrants"
 desc_wallon_immigrants: "Fleeing unemployment on the continent many master metal workers and ore refiners have relocated here."
 swedish_military_reforms: "Swedish Military Reforms"
 desc_swedish_military_reforms: "Tactical innovations and organizational reforms to develop a professional army through conscription."
 swedish_naval_reforms: "Swedish Naval Reforms"
 desc_swedish_naval_reforms: "Tactical innovations and organizational reforms to develop a professional navy through conscription."
 swedish_mercantile_reforms: "Mercantile Reforms"
 desc_swedish_mercantile_reforms: "A policy to control and tax the domestic trade."
 swedish_free_trade_policy: "Free Trade Policy"
 desc_swedish_free_trade_policy: "Promoting free trade to help our merchants expand their international trade."
 swedish_colonial_reforms: "Colonial Reforms"
 desc_swedish_colonial_reforms: "Reforms to increase the ability to embark on lucrative colonial ventures."
 the_absolutism: "The Absolutism"
 desc_the_absolutism: "Gives the ruler sole control of the country with no obligation to heed either parliament or royal council."
 swedish_court_of_appeals: "Court of Appeals"
 desc_swedish_court_of_appeals: "A higher instance providing the ability to appeal verdicts from the local courts."
 aristocratic_privileges: "Aristocratic Privileges"
 desc_aristocratic_privileges: "Greater influence acquired during a regency has left the aristocracy with several privileges."
 quarter_reduction_of_charles_x: "Quarter Reduction"
 desc_quarter_reduction_of_charles_x: "Reduction of lands to strengthen the state finances."
 quarter_reduction_of_christina: "Quarter Reduction"
 desc_quarter_reduction_of_christina: "Reduction of lands to strengthen the state finances."
 increased_contributions: "Increased Contributions"
 desc_increased_contributions: "Increased contributions by the nobility to strengthen the state finances."
 aligned_with_aristocracy: "Aligned With Aristocracy"
 desc_aligned_with_aristocracy: "In the power struggle between internal factions we have aligned with the aristocracy."
 reduction_compromise: "Reduction Compromise"
 desc_reduction_compromise: "A compromise deal with the aristocracy to return some financial means to the state."
 the_great_army_reorganization: "The Great Army Reorganization"
 desc_the_great_army_reorganization: "The armed forces have been reorganized to allow a larger and better standing army within reasonable economic limits."
 tenement_soldiers: "Tenement Soldiers"
 desc_tenement_soldiers: "A military organization where the soldiers were given a croft to live on and cultivate where the harvest served as their wages."
 the_product_act: "The Product Act"
 desc_the_product_act: "Restrictions on foreign shipping in order to stimulate the domestic shipping industry."
 the_conventicle_edict: "The Conventicle Edict"
 desc_the_conventicle_edict: "Forbids any religious gatherings outside the framework of the Church."
 pietism: "Pietism"
 desc_pietism: "Emphasizes individual piety and living a good Christian life."
 traitorous_officers: "Traitorous Officers"
 desc_traitorous_officers: "The war with Russia has left many officers in the army disgruntled and disappointed."
 executed_officers: "Executed Officers"
 desc_executed_officers: "The execution of several prominent officers has left the armed forces demoralized."
 gustav_iv_reforms: "Economic Reforms"
 desc_gustav_iv_reforms: "Economic reforms have improved state finances but upset the local population."
 the_act_of_union_and_security: "The Act of Union and Security"
 desc_the_act_of_union_and_security: "Gives the ruler sole control of the country with no obligation to heed either parliament or royal council."
 the_great_agricultural_reform: "The Great Agricultural Reform"
 desc_the_great_agricultural_reform: "New methods and rearranged lots, resulting in larger fields, have resulted in more bountiful harvests."
 improved_industrialization: "Improved Industrialization"
 desc_improved_industrialization: "An effort to speed up the industrialization by founding a number of state controlled ventures."
 age_of_fredom: "Age of Freedom"
 desc_age_of_fredom: "Much power has been shifted from the ruler to the parliament."
 dacke_feud_trade_embargo: "Local Trade Embargo"
 desc_dacke_feud_trade_embargo: "A harsh blockade to hinder important trade goods from reaching local rebels."
 the_hats_trade_restrictions: "Trade Restrictions"
 desc_the_hats_trade_restrictions: "Enforced restrictions against the tradition of free trade with neighboring provinces."
 local_free_trade: "Local Free Trade"
 desc_local_free_trade: "The privilege of free trade with neighboring provinces."
 HAS_NO_FEMALE_HEIR: "Has no Female Heir"
 HAS_A_FEMALE_HEIR: "Has a Female Heir"
 LOAD_GFX_PDXMAP_SHADERS: "Loading Map(Creating Shaders)..."
 LOAD_GFX_PDXMAP_TERRAIN: "Loading Map(Creating Terrain)..."
 LOAD_GFX_PDXMAP_BORDERS: "Loading Map(Creating Borders)..."
 LOAD_GFX_PDXMAP_TEXTURES: "Loading Map(Creating Textures)..."
 LOAD_GFX_PDXMAP_TREES: "Loading Map(Creating Trees)..."
 LOAD_GFX_PDXMAP_RIVERS: "Loading Map(Creating Rivers)..."
 LOAD_GFX_PDXMAP_STATIC_OBJECTS: "Loading Map(Creating objects)..."
 LOAD_INIT: "Initializing Game..."
 ALL_CLAIMS: "All Claim Provinces"
 CLAIM_WAR_NAME: "$ORDER$$FIRST$ Conquest of $PROVINCE$"
 cb_claim: "Conquest"
 cb_claim_desc: "They hold provinces that are rightfully ours."
 cb_independence_war: "Independence"
 cb_independence_war_desc: "We deserve independence."
 cb_trade_war_triggered: "Trade War"
 cb_trade_war_triggered_desc: "They obstruct our trade!"
 cb_annex: "Annexation War"
 cb_annex_desc: "We should annex them!"
 cb_daimyo_annex: "War for the Emperor"
 cb_daimyo_annex_desc: "We should unite Japan under our banner!"
 cb_independent_daimyo_annex: "War for the Emperor"
 cb_independent_daimyo_annex_desc: "We should unite Japan under our banner!"
 cb_shogun_annex: "Annex Daimyo"
 cb_shogun_annex_desc: "They are threatening our rule over Japan!" 
 cb_change_government: "Government Form War"
 cb_change_government_desc: "We should force them to have the same government form as ours!"
 INDEPENDENCE_WAR_NAME: "$ORDER$$FIRST$ War for Independence"
 DEFENDER_DESC: "The Defender of the Faith gets Casus Belli to enforce religious unity. This will cost §Y$VALUE$§W¤. After §Y$MONTHS$§W months, countries with more prestige than the current Defender can claim the title. \nYou'll also lose the title if your ruler dies, or if you decline a call to war from a country of your faith being attacked by infidels."
 CARDINAL: "§YActive cardinal§!\n$NAME$ from $HOME$ is $AGE$ years old and is an active cardinal in the curia that is loyal to us."
 NO_ACTIVE_CARDINALS: "Spend your papal influence to vote on future cardinals to increase your chance to control a cardinal in the Papacy in the future."
 OPEN_PAPACY: "§YPapacy view§!\nClick here to open the papacy view, where you can spend your papal influence on future cardinals to increase the chance that they will be loyal to you when it's their time to become an active cardinal. Right now you need §Y$NUM$§! more active cardinals to become the curia controller."
 NAME: "Name"
 AGE: "Age: §Y$AGE$§W"
 PAPAPCY_CARDINAL: "Loyal to $WHO$"
 PAPACY_CONTROLLER: "§YCuria controller§!\n$NAME$ is currently in control of the curia."
 VOTES_FROM_YOU: "Votes from you: §Y$VOTES$§W"
 VOTES_FROM_OTHERS: "Other countries may have invested points in this cardinal. This will be revealed when the cardinal becomes an active cardinal or if he dies."
 SORT_NAME: "Sort by name"
 SORT_OPINION: "Sort by opinion"
 SORT_RELIGION: "Sort by religion"
 TIME: "Time"
 MISSION: "Mission"
 SORT_TIME: "Sort by the time it will take to convert."
 CONVERT: "Convert"
 NO_CONVERT_POSSIBLE: "§Y$RELIGION$§! is not allowed to convert to another religion."
 NO_POTENTIAL_RELIGION: "There are no potential religions to convert to right now."
 cb_defender_of_the_faith_desc: "They are not loyal to the true faith!"
 RELIGIUS_UNITY_LABEL_D: "It's always good to unite all your provinces under the same religion. Religious unity under 100% increases the revolt risk and decreases your influence over the Papacy."
 RELIG_PERFECT: "We have achieved religious unity in $COUNTRY$ and live in harmony!"
 RELIG_PROBLEMS: "There are some provinces in our realm that are not $RELIGION$, causing problems for us. The list below contains the provinces currently not adhering to the one true faith."
 HAVE_LESS_RELIGIUS_UNITY_THAN: "Less religious unity than "
 HAVE_MORE_RELIGIUS_UNITY_THAN: "Have religious unity of at least "
 CV_IDEAS_PROGRESS: "You need to unlock §Y$NUM_IDEAS$§W more Idea(s) from any Idea group to unlock the next National Idea."
 CONVERT_TO: "Convert to $NAME$."
 NEED_MONEY: "You need $MONEY$ gold."
 CANT_CLAIM_DEFENDER: "You can't claim the title because of the following reasons:"
 NEED_MORE_PRESTIGE_THAN_DEFENDER: "You need more prestige than the current defender."
 UNTIL_DATE: "You can't claim the title until the date $DATE$."
 EV_SHE: "she"
 EV_HE: "he"
 EV_HER: "her"
 EV_HIM: "him"
 EV_HIS: "his"
 EV_HERS: "hers"
 EV_HERSELF: "herself"
 EV_HIMSELF: "himself"
 EV_GREAT: "great"
 EV_GOOD: "good"
 EV_AVERAGE: "average"
 EV_POOR: "poor"
 EV_FIRE_COMBAT: "fire combat"
 EV_SHOCK_COMBAT: "shock combat"
 EV_SIEGE_COMBAT: "siege combat"
 EV_MANEUVER: "maneuver"
 SEND_GIFT: "Send Gift"
 NO_ACTVIVE_CARDINALS: "No active cardinals."
 VOTE_ON_CARDINAL: "Spend Papal Influence to vote for this future cardinal."
 VOTE_ONE_ON_CARDINAL: "§YLeft click§! to spend $PI|R$ point of Papal Influence to add $PI|G$ vote for this future cardinal."
 CANT_VOTE_ON_CARDINAL: "You need at least $PI|Y$ point(s) of Papal Influence to vote for this cardinal."
 ACTIVE_CARDINALS: "The country that has the most loyal active cardinals will be the papal controller."
 FUTURE_CARDINALS: "When an active cardinal dies, a random one of future cardinals will be chosen to be an active cardinal. The cardinal will be loyal to the one who has spent the most points on him."
 CARDINAL_CONTROLLER: "$COUNTRY$ ($VAL$)"
 PAPAL_INFLUENCE_DESC: "Papal Influence represents our influence with the Holy Father. This can be spent on future cardinals to make them loyal to us when they one day become active cardinals."
 SORT_BY_SIZE: "Sort by the size of the army"
 SORT_BY_MORALE: "Sort by the morale of the army"
 SORT_BY_LOCATION: "Sort by the army's location"
 SORT_BY_TYPE: "Sort by the type of the unit"
 SORT_BY_LEADER: "Sort by if the unit has a leader or not."
 SORT_BY_STATUS: "Sort by the unit's activity."
 SORT_BY_INFAMY: "Sort by Infamy."
 SORT_BY_DIP_COST: "Sort by Diplomatic power cost."
 SORT_BY_COST: "Sort by cost."
 HAS_LEADER: "Has leader"
 STATUS: "Status"
 UNIT_STANDING: "Unit is standing still in §Y$TARGET$§W."
 UNIT_IN_BATTLE: "Unit is in battle."
 VOTE: "Vote"
 FULL_UNITY: "All of your provinces already have the state religion. Provinces that no longer have the state religion will be displayed here."
 ONLY_FOR_CATHOLIC: "This area is only unlocked for Catholic countries."
 SENDMISSIONARY: "Sending a Missionary will attempt to convert the province to your state religion. This will have §Y$CHANCE$%§W chance of success per year. However, the population might not be overjoyed..."
 SENDMISSIONARY_CHANCE: "There is §Y$CHANCE$%§W chance of success per year that the province will be converted."
 ADVISOR_EXISTS: "The advisor with id $NAME$ exists."
 NOT_ADVISOR_EXISTS: "The advisor with id $NAME$ doesn't exists."
 FLEETS: "Fleets"
 OPEN_YOUR_COUNTRY_DIPLO: "Open the diplomacy view for your own country."
 DIPLO_BAD_NEWS: "bad"
 DIPLO_GOOD_NEWS: "good"
 DIPLO_NEUTRAL_NEWS: "some"
 DIPLO_GRANT: "grant"
 DIPLO_DENY: "deny"
 DIPLO_ACCEPT: "accept"
 DIPLO_US: "us"
 DIPLO_THEM: "them"
 DIPLO_OUR: "our"
 SELECT_TRADENODE_PATROL: "Protect Trade"
 CANCEL_TRADENODE_PATROL: "Cancel Protect Trade"
 SHOW_DIPLOMATIC_ACTIONS: "Show diplomatic actions"
 SHOW_OPINIONS: "Show opinions of $WHO|Y$"
 RECRUITMENT_COST: "Recruitment Cost"
 RECRUITMENT_TIME: "Recruitment Time"
 REPAIR_SPEED: "Repair speed"
 CONSTRUCTION_COST: "Construction Cost"
 CONSTRUCTION_TIME: "Construction Time"
 TRADE_POWER: "Trade Power"
 TRADE_VALUE: "Trade Value"
 TRADE_VALUE_MODIFIER: "Trade Value Modifier"
 PROVINCE_INCOME: "Province income:"
 MAX_GARRISON: "Maximum garrison is §Y$VALUE$§!."
 GARRISON_MODIFIERS: "The garrison will increase with §G+$VAL|0$§! each month due to the following modifiers"
 POWER_ACTION_SELECT_HEADER: "Select action. You have §Y$POWER$§! $TYPE$ power that you can spend."
 POWER_ACTION_MAKE_CORE: "Make $PROVINCE$ a Core."
 OFFER_NAVALACCTITLE: "Offer Fleet Basing Rights"
 NAVALACCTITLE: "Ask for Fleet Basing Rights"
 NAVALACCNEWDESC: "Do you wish to request Fleet basing rights from $COUNTRY$, thereby allowing our ships access to their ports? This will allow our ships to be repaired in their ports as well as extend our colonial and trading range.\nEach month they will charge us a fee of §Y$VAL$§W¤. If they acquire more ports this cost will go up."
 NAVALACCDESC: "Request fleet basing rights in their ports."
 OFFER_NAVALACCDESC: "Offer fleet basing rights in your ports."
 NAVALACCREQDESC: "$COUNTRY$ is requesting Fleet Basing Rights from us. Accepting will allow them to base ships in our ports and allows them to repair ships in them. It will also extend their trade and colonial range."
 CANCELNAVALACCDESC: "Cancel our Fleet Basing Rights."
 CANCELNAVALACCTITLE: "Cancel Fleet Basing Right"
 CANCELNAVALACCNEWDESC: "Do you wish to cancel fleet basing rights given to us by $COUNTRY$? Doing so will prevent our fleets from accessing their ports and using them to extend our colonial and trading range."
 REVOKENAVALACCDESC: "Revoke their Fleet Basing Rights."
 REVOKENAVALACCTITLE: "Revoke Fleet Basing Right"
 REVOKENAVALACCNEWDESC: "Do you wish to revoke fleet basing rights given to $COUNTRY$? Doing so will prevent their fleets from accessing our ports and using our ports to extend our colonial and trading range."
 OFFER_NAVALACCNEWDESC: "Do you wish to offer Fleet basing rights to $COUNTRY$, thereby allowing their ships access to our ports? This will allow their ships to be repaired in our ports as well as extending their colonial and trading range.\nEach month we will charge them a fee of §Y$VAL$§W¤. If we acquire more ports this cost will go up."
 ICON_ASKFLEET: "A request for §YFleet Basing Rights§W"
 VIEW_PLAYER_COUNTRY: "View your country"
 HAS_NO_IDEAS: "Has not unlocked any ideas"
 CORE_EXPLAIN_LOSE: "A nation will lose a Core Province §Y$YEARS$§W years after the most recent of the following: \n1) After having received it. \n2) After the most recent time the nation was at war with the current owner. \n3) The most recent owner change of the province."
 CORE_EXPLAIN_LOSE_CULTURE_GROUP: "§Y$WHO$§! has the same culture group as §Y$PROVCULTURE$§! and will lose it as a Core Province §Y$YEARS$§W years after the most recent of the following: \n1) After having received it. \n2) After the most recent time the nation was at war with the current owner. \n3) The most recent owner change of the province." 
 CORE_EXPLAIN_LOSE_PRIMARY_TAG: "§Y$WHO$§! is the primary nation of §Y$PROVCULTURE$§! and will lose it as a Core Province §Y$YEARS$§W years after the most recent of the following: \n1) After having received it. \n2) After the most recent time the nation was at war with the current owner. \n3) The most recent owner change of the province."  
 CORE_EXPLAIN_BUY: "Spend §Y$POINTS$§W administrative power to gain a core in this province."
 WARSCORE: "War Score"
 RIVALS: "Rivals:"
 RIVALS_NONE: "Has no Rivals"
 RIVALS_DESC: "Rivals are countries you expect to come into conflict with in the future."
 ENEMIES: "Enemies:"
 ENEMIES_NONE: "Has no Enemies"
 ENEMIES_DESC: "Enemies are countries that view this country as a rival."
 early_carrack: "Early Carrack"
 CURR_ATTR_IRO: "This is the current monthly attrition."
 WANTS_TO_CONVERT: "Wants to Convert:"
 WANTS_TO_BUILD: "Wants to Build:"
 WANTS_TO_EXPLORE: "Wants to Explore:"
 WANTS_TO_COLONIZE: "Wants to Colonize:"
 WANTS_TO_CONQUER: "Wants to Conquer:"
 WANTS_ACCESS_THROUGH: "Wants Access through:"
 WANTS_TO_VASSALIZE: "Wants to Vassalize:"
 WANTS_TO_FORCE_CONVERT: "Wants to Force Convert:"
 FRIENDS: "Friends"
 TARGETS: "Targets"
 MANPOWER_PERCENTAGE: "Manpower"
 AI_LOANS: "Loans"
 MILITARY_POWER: "Military Power"
 MILITARY_RATING: "Military Rating"
 NAVAL_POWER: "Naval Power"
 LONGTERM_GOLD: "Long-term Gold"
 SPENDABLE_GOLD: "Spendable Gold"
 ARMY_GOLD: "Army Gold"
 NAVY_GOLD: "Navy Gold"
 PREPARING_WAR_WITH: "War Target: §Y$WHO$§!"
 PREPARING_NAVAL_WAR_WITH: "War Target: §Y$WHO$§! (Naval War)"
 STRATEGIC_POWER: "Strategic Power Pool: "
 CONSOLIDATING: "Consolidating"
 BALANCED: "Balanced"
 COLONIALIST: "Colonialist"
 DIPLOMAT: "Diplomat"
 CAPITALIST: "Capitalist"
 MILITARIST: "Militarist"
 PERSONALITY: "Personality"
 TRADEGOODSFROM: "§Y$GOODS$§W from §Y$PROV$§W ( @$FLAG$ $OWNER$ )"
 UNIT_MORALE_TT: "Morale is currently at $COL$$CURR$§W out of a maximum of §Y$MAX$§W."
 CV_DIPLOMACY_TECH_LEVEL: "$NAME$ is level $LEVEL|Y$"
 CV_DIPLOMACY_COUNTRYNAME: "@$TAG$ $NAME$"
 ENEMYWITH: "Enemy of $LIST$."
 OPINIONTHEMSELVES: "$WHO$ love themselves!"
 OPINIONSELF: "We love ourselves!"
 OPINION: "Opinion"
 CLICK_TO_SEND_MISSIONARY: "Click to send missionary"
 HAVE_MISSIONARY_IN_LOCATION: "§Y$NATION$§! have a missionary in this location."
 SEND_DIPLOMAT: "Diplomacy"
 TRADENODE: "Trade Node"
 IS_SIEGING: "$WHO$ is sieging this province."
 NO_TRADE_IN_NODE: "No country is trading here yet."
 GOTO_TRADENODE: "Go to trade node interface for §Y$NAME$§W"
 PART_OF_OUTGOING: "$OUT$% of the ducats ¤ in §Y$NAME$§W leaves the trade node."
 OTHER_OF_OUTGOING: "$STAY$% of the ducats ¤ in §Y$NAME$§W stays in the trade node."
 OPEN_SIEGE_VIEW: "Go to siege view."
 OPEN_PROVINCE_VIEW: "Go to province view."
 BUTTON_PROVINCE_VIEW: "Show Province"
 OPEN_UNIT_VIEW: "Go to unit view."
 BUTTON_UNIT_VIEW: "Select Army"
 SIEGE_PERCENTAGE: "Siege is at $VALUE$%"
 CV_DIPLOMACY_COUNTRY_TOOLTIP: "$NAME$\n\nHas $OPINION$ opinion of you"
 CURRENT_OWNER: "Current owner is $OWNER$"
 CHAT_CHANNEL_GENERAL: "General"
 CHAT_SYSTEM: "System"
 CHAT_ERROR_UNKNOWNSLASH: "Unknown command, type '/help' or '/?' to list commands"
 CHAT_ERROR_UNKNOWNCHANNELUSER: "Could not find user '$NAME$' in current channel"
 CHAT_ERROR_UNKNOWNUSER: "Could not find user '$NAME$'"
 CHAT_SLAP: "$FIRST$ slaps $SECOND$ around with a large halberd"
 CHAT_ERROR_SLAP_MISSINGARG: "Invalid syntax, expected: /slap <username>"
 CHAT_ERROR_ME_MISSINGARG: "Invalid syntax, expected: /me <message>"
 CHAT_ERROR_CREATE_MISSINGARG: "Invalid syntax, expected: /create <channel name>"
 CHAT_ERROR_INVITE_MISSINGARG: "Invalid syntax, expected: /invite <username>"
 CHAT_ERROR_INVITE_NOTOPERATOR: "Only channel creator can invite users"
 CHAT_ERROR_INVITE_ALREADYTHERE: "User is already in the channel"
 CHAT_ERROR_KICK_MISSINGARG: "Invalid syntax, expected: /kick <username>"
 CHAT_ERROR_KICK_NOTOPERATOR: "Only the channel creator can kick users"
 CHAT_ERROR_KICK_NOTTHERE: "User is not in the channel"
 CHAT_ERROR_WHISPER_MISSINGARG: "Invalid syntax, expected: /whisper <username> <message>"
 CHAT_ERROR_REPLY_MISSINGARG: "Invalid syntax, expected: /reply <message>"
 CHAT_ERROR_REPLY_MISSINGUSER: "No connected user to reply to"
 CHAT_WHISPER_TO: "To $NAME$"
 CHAT_ROLL: "$USER$ rolls a d$DIE$, Computer says '$NUMBER$'"
 CHAT_YES: "Yes"
 CHAT_NO: "No"
 CHAT_BETWEEN_X_AND_Y: "Chat between $X$ and $Y$"
 CHAT_USERJOINEDCHANNEL: "$NAME$ joined channel"
 CHAT_USERLEFTCHANNEL: "$NAME$ left channel"
 CHAT_USERDISCONNECTED: "$NAME$ disconnected"
 CHAT_USERWASBANNED: "$NAME$ was kicked by $OP$"
 CHAT_YOUWEREBANNED: "You were kicked by $OP$ from $CHANNEL$"
 TARGET_PRIMARYCULTURE: "The culture in $NAME$ is §Y$CULTURE$§W. §Y$CULTURE$§W is in the §Y$GROUP$§W group."
 TARGET_SECONDARYCULTURE: "$NAME$ also accept the following cultures:"
 CULTURE_IS_IN_GROUP: "§Y$CULTURE$§W is in the §Y$GROUP$§W culture group."
 NOT_ACCEPTED_CULTURE: "$CULTURE$ is §Rnot§W an accepted culture in $COUNTRY$."
 ACCEPTED_CULTURES: "Accepted cultures in $COUNTRY$ are:"
 CULTURES_IN_PRIMARY_GROUP: "Cultures in primary group (§Y$GROUP$§!):"
 OTHER_CULTURES_IN_GROUP: "Other cultures in the §Y$CULTURE$§W group are:"
 NO_NAME_MODIFIERS: "§Y$NAME$§W has no modifiers that modifies this value right now."
 MORE_MAPMODES: "§YMore mapmodes§!"
 MORE_MAPMODES_OPEN_DESC: "Click to show all mapmodes and customize your primary mapmodes."
 MORE_MAPMODES_CLOSE_DESC: "Click to go back to your primary mapmodes."
 MORE_INTERFACE: "More interface"
 HIDE_OPINIONS: "Hide opinions"
 OUTLINER_NUM_DAYS: "§Y$NUM$§! day(s)"
 ADMINISTRATIVE_ABILITY_DESC: "Administrative ability"
 DIPLOMATIC_ABILITY_DESC: "Diplomatic ability"
 MILITARY_ABILITY_DESC: "Military ability"
 UNIT_DETACH_DAMAGED: "Detach damaged"
 INFANTRY_DESC: "The backbone of any army, the humble infantryman has marched since time immemorial. The bedrock of your army that sets the platform for your other arms to fight, and first in the breech when a fortress is stormed."
 CAVALRY_DESC: "With the owning and maintaining of a horse being an expensive undertaking, the mounted warrior is the elite of any army. The speed of the horse gives this soldier greater mobility on the battlefield, while only the most disciplined soldiers can stand in the face of the cavalry charge."
 ARTILLERY_DESC: "Artillery, is quite specifically gunpowder cannon, in its primitive form are at their most effective in a siege situation. The evolution of the cannon will see it become a destructive weapon on the battlefield."
 TRANSPORT_DESC: " Everyone knows that soldiers simply cannot magically turn into boats, the transport ship is a vessel specially built to move armies from A to B on the High Seas."
 GALLEY_DESC: "The shallow draft of the Galley gives it poor sea keeping on the high seas, but in enclosed waters the oar powered Galley is the prime warship."
 LIGHT_SHIP_DESC: "Small, fast and maneuverable, the light ship excels in the role of commerce defense. Wherever your light ships go, merchants who fly your flag will feel safe."
 HEAVY_SHIP_DESC: "With the exception of closed waters like the Mediterranean the man 'o war or the ship of the line is the prime combat vessel."
 GENERAL_DESC: "Either through distinguishing himself in combat, proving himself as a leader or simply knowing the right people, this man has proven himself to have what it takes to lead one of your armies into battle."
 ADMIRAL_DESC: "Far away from land and any other source of authority, this man is the closest thing to God for his sailors, at least for as long as they are alive. This man commands your fleets to glory."
 CONQUISTADOR_DESC: " A man of adventure, who will lead bands off into the unknown, the Conquistador will lead armies where few dare to venture."
 EXPLORER_DESC: "The vast oceans are daunting to sail at the best of times, but to sail Oceans that are unknown to us takes a special breed of man. The Explorer is such a man, cut from a different cloth. He will sail where none other would go."
 ADVISOR_DEATH_CHANCE: "Has §Y$CHANCE$%§! yearly death risk."
 centralization_modifier: "Increased Centralization"
 desc_centralization_modifier: "The country has moved towards a centralized state."
 decentralization_modifier: "Increased Decentralization"
 desc_decentralization_modifier: "The country has moved towards a decentralized state."
 aristocracy_modifier: "Increased Aristocracy"
 desc_aristocracy_modifier: "More power has been put into the hands of the nobility."
 plutocracy_modifier: "Increased Plutocracy"
 desc_plutocracy_modifier: "More power has been put into the hands of merchants and manufacturers."
 serfdom_modifier: "Increased Serfdom"
 desc_serfdom_modifier: "More and more of the population are becoming serfs."
 freesubjects_modifier: "Increased Free Subjects"
 desc_freesubjects_modifier: "More and more of the population are becoming free subjects."
 innovative_modifier: "Increased Innovative"
 desc_innovative_modifier: "The country is becoming more and more innovative."
 narrowminded_modifier: "Increased Narrowminded"
 desc_narrowminded_modifier: "The country is becoming more and more narrowminded."
 mercantilism_modifier: "Increased Mercantilism"
 desc_mercantilism_modifier: "The ideas of mercantilism are what will steer our trade policy."
 freetrade_modifier: "Increased Free Trade"
 desc_freetrade_modifier: "The ideas of free trade are what will steer our trade policy."
 offensive_modifier: "Increased Offensive"
 desc_offensive_modifier: "Our military focus is moving towards a strong offensive doctrine."
 defensive_modifier: "Increased Defensive"
 desc_defensive_modifier: "Our military focus is moving towards a strong defensive doctrine."
 land_modifier: "Increased Land"
 desc_land_modifier: "The nation's military focus has moved towards land warfare."
 naval_modifier: "Increased Naval"
 desc_naval_modifier: "The nation's military focus has moved towards naval warfare."
 quality_modifier: "Increased Quality"
 desc_quality_modifier: "Measures to give our military forces an edge in quality."
 quantity_modifier: "Increased Quantity"
 desc_quantity_modifier: "Measures to give our military forces have an edge in quantity."
 ADM_POWER: "Administrative Power"
 DIP_POWER: "Diplomatic Power"
 MIL_POWER: "Military Power"
 CASH_IRO: "§YTreasury§!\nYou have §Y$CURRENT$§W¤, and the previous monthly balance was §Y$MONTHLY$§W¤."
 CASH_DRO: "This is the amount of money you have available for recruiting armies, recruiting advisors and building new buildings.\n\n§YLast month's result was the following:§W\n"
 STAB_IRO: "§YStability§!\n"
 STAB_DRO: "Your National Stability affects the revolt risk in your provinces, and many other things. Improve your Stability in the Stability and Expansion tab."
 STAB_CURRENT_EFFECTS: "\n\n§YEffects from our current Stability:§!"
 LEDGER_SCORE_C: "Score Comparison"
 LEDGER_S_ADM: "Adm. Rating"
 LEDGER_S_DIP: "Dip. Rating"
 LEDGER_S_MIL: "Mil. Rating"
 LEDGER_S_RANK: "Score"
 SCORE_IRO: "§YScore§!"
 SCORE_GAIN: "You gain §Y+$VAL$§! score each month due to:\n"
 RANK_SCORE_INFO: "$TYPE$ rank (§Y$RANK$§!): $COL$+$VAL$§!\n"
 SCORE_NOT_RANKED: "You need to be among the §Y$RANK$§! best nations in one of the three categories."
 SCORE_DRO: "Your score is determined by how well your nation is doing. There is a detailed view in the ledger where you can see how the rank is calculated for each country."
 M_VATICAN_BUTTON_DRO: "Papal Influence: §Y$VALUE$§!"
 M_HRE_BUTTON_DRO: "Imperial Authority: §Y$VALUE$§!"
 MAPMODE_MORE: "§YMore mapmodes§!"
 BUTTON_OUTLINER_IRO: "Outliner"
 BUTTON_OUTLINER_DRO: "§GRight-click to show options§!"
 BUTTON_OUTLINER_OPTIONS: "Outliner options"
 UNIT_ENABLE_PIRATES_HUNT: "Hunt Pirates"
 NOT_YET_BUILT: "Next building: §Y$BUILDING$§W"
 HAS_BUILDING: "§Y$BUILDING$§W"
 CLICK_TO_BUILD: "Click to build §Y$BUILDING$§W"
 ARE_BUILDING: "§Y$BUILDING$§W is being built."
 NEWMON_INFERIOR: "We have been cursed! God have mercy on us all."
 HERETIC_RELIGION_NOT_AVAILABLE: "No heretic religion available."
 HERETIC_RELIGION_AVAILABLE: "Heretic religion available."
 SENDING_GAMESTATE: "Sending gamestate"
 RECIEVING_GAMESTATE: "Receiving gamestate"
 RESETTING_GAMESTATE: "Resetting gamestate"
 REQUESTING_GAMESTATE: "Requesting gamestate"
 REQUESTING_HOTJOIN: "Contacting server, please wait for the server to accept or deny your request..."
 HOTJOIN_TITLE: "Hotjoin Request"
 INITIAL_HOTJOIN_REQUEST: "$PLAYER$ wants to join the game\n(If you allow this the game will pause while $PLAYER$ picks a country and loads)"
 COUNTRY_HOTJOIN_REQUEST: "$PLAYER$ wants to join the game as $COUNTRY$"
 HOTJOIN_ACCEPTED: "Server has accepted the join request"
 HOTJOIN_DECLINED: "Server has declined the join request"
 HOTJOIN_SERVER_BUSY: "Server is currently busy, please try again later."
 HOTJOIN_NAMECONFLICT: "Declined. Your name is already taken."
 HOTJOIN_LOBBY_REENTER: "Reentered lobby due to pending hotjoin."
 ENTERING_GAME_LOBBY: "Game lobby is now open."
 CATEGORY_ARMY: "Army"
 CATEGORY_NAVY: "Navy"
 CATEGORY_GOVERNMENT: "Government"
 CATEGORY_PRODUCTION: "Production"
 CATEGORY_TRADE: "Trade"
 CATEGORY_FORT: "Fort"
 NO_FORT: "This province only has the most basic of defenses."
 OPINION_CHANGE_ALT: "opinion of §Y$PASSIVE$§! changed by $MUCH$.\n"
 OPINION_CHANGE: "§Y$ACTIVE$'s§! opinion of §Y$PASSIVE$§! changed by $MUCH$.\n"
 OPINION_LOWER_THAN: "§Y$WHO$§!'s opinion of §Y$TARGET$§! is lower than §Y$VAL$§!."
 OPINION_AT_LEAST: "§Y$WHO$§!'s opinion of §Y$TARGET$§! is at least §Y$VAL$§!."
 OPINION_LOWER_THAN_ALT: "Opinion of §Y$TARGET$§! is lower than §Y$VAL$§!."
 OPINION_AT_LEAST_ALT: "Opinion of §Y$TARGET$§! is at least §Y$VAL$§!."
 OPINION_DIFF_LOWER_THAN: "Opinion difference between §Y$FIRST$§! and §Y$SECOND$§! lower than §Y$VAL$§!"
 OPINION_DIFF_AT_LEAST: "Opinion difference between §Y$FIRST$§! and §Y$SECOND$§! at least §Y$VAL$§!"
 TRADE_EFFICIENCY_LABEL: "Trade Efficiency"
 TRADE_RANGE_LABEL: "Trade Range"
 TRADE_STEERING_LABEL: "Trade Steering"
 TRADE_INCOME_LABEL: "Trade Income"
 TRADE_NODES_OUT_OF_RANGE: "The following known nodes are outside your trade range: "
 PART_OF_INCOME_FROM_TRADE_I: "$VAL$ of your income last month came from trade."
 PART_OF_INCOME_FROM_TRADE_D: "Trade: $TRADEVAL$ ¤\nTotal: $TOTALVAL$¤"
 INCOME_FROM_NODES_I: "Last month you got $VAL$ ¤ from trade."
 INCOME_FROM_NODES_D: "Your estimated income from trade next month is $VAL$ ¤. You'll get that income from the following nodes: "
 NO_INCOME_FROM_NODES: "You have no income from trade yet."
 TRADE_OUR_EMBARGOES_LABEL: "Our embargoes on others"
 TRADE_EMBARGOES_ON_US_LABEL: "Embargoes on us"
 TRADE_EMBARGOES_OPINION_OF_YOU: "Has $OPINION$ opinion of you."
 TRADE_POWER_LEADER: "§Y$COUNTRY$§W currently has the most power in $NODE$ with §Y$POWER$§W trade power."
 TRADE_NO_POWER: "You currently have no influence over this node."
 SEND: "Send"
 RECALL: "Recall"
 NO_COLONY_PRESENT: "Uncolonized Land."
 COLONIST_PROGRESS: "$NAME$ will arrive at $PROVINCE$ in $DAYS$ days ($DATE$). On arrival he will start building a colony and have a chance of $CHANCE$ to increase the population of Settlers each month."
 COLONIST_TRAVELING: "The Colonist $NAME$ from $COUNTRY$ is on his way to $PROVINCE$."
 COLONY_INCOME: "The income from this province is: $INCOME$¤.\nTax income: $TAX$¤\nProduction: $PRODUCTION$¤\nTariff: $TARIFF$¤"
 COLONY_TRADE: "Trade Power: $POWER|1$\nTrade Value: $VALUE|2$\nTrade Node: $NODE$"
 COLONY_PROGRESS: "There are currently $SETTLERS$ Settlers here. $MAX$ is needed to create a city."
 IS_ENEMY1: "Views"
 IS_ENEMY2: "as an enemy."
 IS_NOT_ENEMY1: "Does not view"
 IS_NOT_ENEMY2: "as an enemy."
 COMBAT_WIDTH: "Combat width"
 COMBAT_WIDTH_INCREASE: "Combat width increased by §G$VALUE$§W.\n"
 MANEUVER_VALUE_INCREASE: "The maneuver value on your units is increased by §G$VALUE$§W.\n"
 THREATS: "Threats"
 MORALE_RECOVER: "This unit will recover §G$PART$%§W of the max morale (§Y$VAL$§W out of §Y$MAX$§W) each month."
 MORALE_RECOVER_CONTROLLER_TERRITORY: "On Controlled Territory: §G+$VAL$%§!\n"
 RECOVER_ARMY_MORALE_SPEED: "Recover army morale speed"
 RECOVER_NAVY_MORALE_SPEED: "Recover navy morale speed"
 LOW_MORALE_DESC: "§YLow morale§W\nThis unit has low morale, therefore we can't give it a new move order until it has recovered its morale to §G$THRESHOLD$§W."
 SHATTERED_RETREAT_DESC: "§YShattered retreat§W\nThis unit is doing a shattered retreat to §Y$PROVINCE$§!. It will recover morale §G$RECOVERSPEED$%§W faster on controlled territory."
 SHATTERED_RETREAT_OTHER_DESC: "§YShattered retreat§W\nThis unit is doing a shattered retreat. It will recover morale §G$RECOVERSPEED$%§W faster on controlled territory."
 INCOME_TRADE_GOODS: "Income from trade goods: §Y$INCOME$§W"
 UNIT_ON_HOLD: "This production is on hold because there is other units before it in the build queue."
 NO_GOLD_PRODUCING_PROVINCES: "We have no provinces that are producing gold."
 GOLD_PRODUCING_PROVINCES: "The following provinces are producing gold: $LIST$"
 NO_TARIFFS_PROVINCES: "None of your provinces are collecting tariffs."
 TARIFFS_PROVINCES: "We get tariffs from the following provinces: $LIST$"
 NO_TRIBUTE: "We get no tributes."
 GET_TRIBUTE: "We get tributes from: $LIST$."
 NO_SUBSIDES: "We get no war subsidies."
 GET_SUBSIDES: "We get war subsidies from: $LIST$."
 EXPENSESCOURT_D: "We have $NUM$ advisor(s) hired that cost us a total of §Y$VAL$§W each month."
 EXPENSESINTEREST_D: "We have to pay an interest for our loans each month."
 EXPENSESFLEET_D: "We pay for a fleet access to: $LIST$."
 NO_EXPENSESFLEET_D: "We don't have fleet access in any country."
 EXPENSESTRIBUTE_D: "We pay tribute to: $LIST$."
 NO_EXPENSESTRIBUTE_D: "We don't pay tribute to anyone."
 EXPENSESSUBSIDES_D: "We pay war subsidies to: $LIST$."
 NO_EXPENSESSUBSIDES_D: "We don't pay war subsidies to anyone."
 INCOMING_LINKS: "Incoming"
 OUTGOING_LINKS: "Outgoing"
 MIL_VIEW_MAINT: "The base costs is §Y$COST$§W¤\n$EXTRA$With the current slider settings this gives a total of §Y$TOTAL$§W¤."
 MIL_VIEW_MAINT_EXTRA: "Over forcelimit: §R+$EXTRACOST$%§!\n"
 MIL_VIEW_MAINT_EXTRA_COST: "Being over the forcelimit costs you: §R+$EXTRACOST$§!¤ each month."
 MIL_VIEW_MAINT_REINFORCE: "Reinforcing: §R+$VAL$§!¤\n"
 TIP_CONSTR_BUILD_D: "Click to see a list of the Manufactories you can build in this province. You can only construct one building at a time in a province."
 NO_BATTLES_YET: "This war has not had any major battles yet."
 BATTLE_RATIO_TT: "We have won $PERC$ of the battles."
 PV_SEND_NO_WHITE: "A peace offer can not be empty!"
 PV_SEND_NO_UNION_AND_VASSAL: "You can not enforce both a union and a forced vassalization at the same time."
 PV_SEND_NO_WARSCORE: "You do not have enough warscore to demand this!"
 PV_SEND_NO_DIP_ABIL: "You do not have enough diplomatic power to enforce this peace."
 CONSTRUCTING: "Currently constructing: "
 CURRENT_PIETY: "Current piety"
 CURRENT_PIETY_IS: "Our current piety is $VALUE$"
 TECHNOLOGY_BONUS: "Technology bonus: §Y+$VALUE$%§!"
 RANK_MODIFIER: "Rank modifier: -$VALUE$%"
 BATTLES_SCORE: "From $SIZE$ battles: §Y$VAL$§!\n"
 WARSCORE_OCCUPATION: "§Y$NAME$§! occupied by $WHO$: $VAL$\n"
 BLOCKADED_PEACE: "Blockade of §Y$NAME$§! by $WHO$: $VAL$\n"
 CURRENT_WARSCORE_IRO: "§YCurrent Warscore§!"
 CB_WAR_GOAL: "War goal: $WG$"
 WAR_GOAL: "War Goal"
 WAR_GOAL_PROGRESS: "§Y$PROGRESS$%§! of the war goal completed."
 WAR_GOALS: "War goals"
 WARSCORE_FROM_TICKING: ": $VAL$\n"
 WAR_GOAL_NAVALSUPERIORITY_BONUS_WARSCORE_DESC: "Attacker receives §Y$ASCORE$§! battle score bonus from war goal.\nDefender receives §Y$DSCORE$§! battle score bonus from war goal."
 WAR_GOAL_SUPERIORITY_BONUS_WARSCORE_DESC: "Attacker receives §Y$ASCORE$§! battle score bonus from war goal.\nDefender receives §Y$DSCORE$§! battle score bonus from war goal."
 WAR_GOAL_CONTROLLER_ATTACKER: "Wargoal: Attacker controls §Y$WHICH$§!"
 WAR_GOAL_CONTROLLER_DEFENDER: "Wargoal: Defender controls §Y$WHICH$§!"
 WAR_GOAL_CONTROLLER_NOONE: "Wargoal: No one controls §Y$WHICH$§!"
 WAR_GOAL_CONTROLLER_ATTACKER_NAVAL_SUP: "Wargoal: Attacker has naval superiority"
 WAR_GOAL_CONTROLLER_DEFENDER_NAVAL_SUP: "Wargoal: Defender has naval superiority"
 WAR_GOAL_CONTROLLER_NOONE_NAVAL_SUP: "Wargoal: No one has naval superiority"
 WAR_GOAL_CONTROLLER_ATTACKER_RAID: "Wargoal: Attacker has won enough battles"
 WAR_GOAL_CONTROLLER_DEFENDER_RAID: "Wargoal: Defender has won enough battles"
 WAR_GOAL_CONTROLLER_NOONE_RAID: "Wargoal: No one has won enough battles"
 WAR_GOAL_CONTROLLER_ATTACKER_DEFEND: "Wargoal: Attacker has managed to win enough battles"
 WAR_GOAL_CONTROLLER_DEFENDER_DEFEND: "Wargoal: Defender has managed to win enough battles"
 WAR_GOAL_CONTROLLER_NOONE_DEFEND: "Wargoal: Not enough decisive battles for bonus warscore"
 WAR_GOAL_CONTROLLER_ATTACKER_SUP: "Wargoal: Attacker has won enough battles ($PERC|%$)"
 WAR_GOAL_CONTROLLER_DEFENDER_SUP: "Wargoal: Defender has won enough battles ($PERC|%$)"
 WAR_GOAL_CONTROLLER_NOONE_SUP: "Wargoal: No one has won enough battles (over $PERC|%$)"
 NOACCEPTEDCULTURES: "No accepted cultures"
 nowargoal: "No War Goal"
 nowargoal_desc: "We have no valid reason to attack them."
 NO_MORE_BANKLOANS: "You can not take anymore bankloans."
 WE_IMPACT_ON_ANNEX_INTEGRATE: "Diplomatic annexation and integration: $VAL$\n"
 TRIBAL: "Tribal"
 NUM_OF_OWNED_PROVINCES_WITH: " owned provinces"
 CONFIRM_ADVISOR_FIRE: "Hiring §Y$NEW$§! will fire §Y$OLD$§!"
 IS_NOT_SUBJECT_OF: "Is NOT a subject of "
 IS_SUBJECT_OF: "Is a subject of "
 HANDLE_THEM: "Handle them!"
 encourage_culture: "Encourage Culture"
 desc_encourage_culture: "The encouragement of cultural development has led to a Golden Age for our nation."
 laws_of_the_burgos: "Laws of Burgos"
 desc_laws_of_the_burgos: "A set of laws concerning the treatment of the indigenous peoples in the New World."
 native_unrest: "Native Unrest"
 desc_native_unrest: "The failure to restrict the ruthless exploitation of the natives has led to unrest."
 the_new_laws: "The New Laws"
 desc_the_new_laws: "A new set of laws concerning the treatment of the indigenous peoples in the New World."
 severe_native_unrest: "Major Native Unrest"
 desc_severe_native_unrest: "The failure to restrict the ruthless exploitation of the natives has led to unrest."
 casa_de_contratacion: "Casa de Contratación"
 desc_casa_de_contratacion: "A government agency to oversee all aspects of colonization."
 port_to_the_new_world: "Port to the New World"
 desc_port_to_the_new_world: "Sevilla has become one of the main ports of trade with the colonies in the New World."
 the_fuggers: "The Fuggers"
 desc_the_fuggers: "Our finances are run by the powerful Fugger family and their immense banking empire."
 concessions_to_the_peasantry: "Concessions to the Peasantry"
 desc_concessions_to_the_peasantry: "In order to pacify the 'Comuneros', heavy concessions have been given to the peasantry."
 foreign_ruler: "Foreign Ruler"
 desc_foreign_ruler: "The people of this province are yet to be convinced that their new ruler is legitimate."
 colonial_governors: "Colonial Governors"
 desc_colonial_governors: "The appointment of Colonial Governors has led to a noticeable increase in revenue from overseas. Unfortunately it has also created a lot of tension with the local population."
 centralized_colony_rule: "Centralized Rule over Colonies"
 desc_centralized_colony_rule: "Our continued insistence to micromanage every colonial decision from home has severely hurt our efficiency in the colonies."
 noble_influences: "Noble Influences"
 desc_noble_influences: "The nobility's victory over the regency council has caused a lot of unwanted influence over politics and economy."
 OL_UNIT_HUNTINGREBELS: "Hunting rebels"
 OL_UNIT_PATROL: "Patrolling"
 OL_UNIT_TRADEMISSION: "Protecting trade node $NODE$"
 OL_BUILDING_CONSTRUCTION: "Building an $BUILDING$ in $PROV$, expecting to be finished at date $DATE$."
 QUEUE_CONTAINS: "Queue contains"
 HAVE_THE_RULER_MODIFIER: "Have the ruler modifier "
 DONT_HAVE_THE_RULER_MODIFIER: "Do NOT have the ruler modifier "
 PERSONALITY_IS_NOT: "Ruler's personality is NOT "
 PERSONALITY_IS: "Ruler's personality is "
 AI_MILITARIST: "militarist"
 AI_CAPITALIST: "capitalist"
 AI_DIPLOMAT: "diplomat"
 AI_COLONIALIST: "colonialist"
 AI_BALANCED: "balanced"
 FORM_COALITION_AGAINST_EFFECT: "Form a Coalition with §Y$WHO$§! against §Y$TARGET$§!.\n"
 ADD_TO_COALITION_EFFECT: "Add §Y$WHO$§! to a Coalition against §Y$TARGET$§!.\n"
 MENU_BAR_QUIT: "Exit Game"
 QUIT_TITLE: "Exit Game"
 QUIT_DESC: "Are you sure you want to quit and return to desktop?"
 SHOW_UNIQUE_BUILDINGS: "Show unique buildings"
 HIDE_UNIQUE_BUILDINGS: "Hide unique buildings"
 DISMISS: "Dismiss"
 CV_MILITARY_DISMISS_LEADER_DIALOG_TITLE: "Confirm that you want to dismiss $NAME$"
 CV_MILITARY_DISMISS_LEADER_DIALOG_DESC: "This will dismiss $NAME$.\n$DESC$"
 CV_MILITARY_DISMISS_LEADER_NOTKING: "You can't dismiss your ruler!"
 CV_MILITARY_DISMISS_LEADER_NOTHEIR: "You can't dismiss your heir!"
 CV_MILITARY_DISMISS_LEADER_NOTCOMM: "You can't dismiss a leader who is commanding troops!"
 WG_ALLOWED_CHANGE_GOVERNMENT: "Change Government Form"
 PEACE_FORCE_CHANGE_GOVERNMENT: "Force Government"
 CONVERT_GOVERNMENT_FORM: "$WHO$ will change government form to §Y$GOV$§!."
 PROVINCEVIEW_OTHERS_CAPITAL: "This is $COUNTRY$'s capital."
 NAVY_CORE_ONLY: "You can only build navies in a province that you control and that is a core of your nation."
 ARMY_CORE_ONLY: "You can only build armies in a province that you control and that is a core of your nation."
 WIN_LOSE: "Win/Lose"
 WON_BATTLE: "§GWon§! the battle"
 LOST_BATTLE: "§RLost§! the battle"
 COLONIESMAINTENANCE: "Colonial Maintenance"
 MISSIONARIESMAINTENANCE: "Missionaries Maintenance"
 ARMYMAINTENANCE: "Army Maintenance"
 FLEETMAINTENANCE: "Fleet Maintenance"
 CV_TAKE_LOAN_CONFIRM_TITLE: "Take Loan"
 CV_TAKE_LOAN_CONFIRM_TEXT: "Are you sure you wish to borrow §Y$VAL$§W¤ from the bankers? The total interest payment amounts to §Y$FEE$§W¤, you will have to pay this amount even if you repay early."
 CV_REPAY_LOAN_CONFIRM_TITLE: "Repay Loan"
 CV_REPAY_LOAN_CONFIRM_TEXT: "Are you sure you want to repay §Y$VAL$§W¤? This sum includes §Y$FEE$§W¤ in remaining interest."
 CV_CURRENT_INFLATION: "Current Inflation: $VAL|Y%$§Y%§!"
 CV_AVARAGE_INFLATION: "Average Inflation (last $TIME$ Months): $VAL|Y%$§Y%§!"
 CV_MAX_INFLATION: "Maximum Inflation (last $TIME$ Months): $VAL|Y%$§Y%§!"
 CV_MIN_INFLATION: "Minimum Inflation (last $TIME$ Months): $VAL|Y%$§Y%§!"
 EFR_ADJ: "East Frisian"
 EFR_ADJ2: "East Frisian"
 TRADE_TRADE_NODES: "Trade Nodes"
 FABRICATE_NO_PROVINCE: "No province selected"
 FABRICATE_HAVE_CORE: "Can't fabricate a claim if it's already your core."
 FABRICATE_HAVE_CLAIM: "Can't fabricate a claim if it's already your claim."
 PERSONAL_UNION_WITH: "Personal Union with §Y$OTHER$§W"
 ikko_ikki_rebels_name: "$COUNTRY$ Ikko-ikkis"
 ikko_ikki_rebels_desc: "Ikko-ikkis are mobs of peasant farmers, Buddhist monks, Shinto priests and local nobles who are dissatisfied with their monarch."
 ikko_ikki_rebels_army: "Ikko ikki Army"
 ronin_rebels_name: "$COUNTRY$ Ronin"
 ronin_rebels_desc: "Ronin are masterless samurai warrior bands who have turned to a life as mercenaries and robbers, and sometimes engaged in local uprisings."
 ronin_rebels_army: "Ronin Army"
 anti_tax_rebels_demand: "Lowered Taxes"
 anti_tax_rebels_demand_desc: "The rebels refuse to pay their taxes! Accepting this will drastically lower our income."
 particularist_rebels_demand: "Increased Autonomy"
 particularist_rebels_demand_desc: "The Particularists are tired of being governed from a far away capital, insensitive to the local needs. They demand that we let the regions govern themselves."
 nationalist_rebels_demand: "Independence for $INDEPENDENCE_COUNTRY$"
 nationalist_rebels_demand_desc: "The Nationalists demand Independence for $INDEPENDENCE_COUNTRY$. They feel they their ruler should be of $CULTURE$ culture."
 patriot_rebels_demand: "Defect to $DEFECT_COUNTRY$"
 patriot_rebels_demand_desc: "The Patriots despise our unjust occupation and yearn to return to their native land of $DEFECT_COUNTRY$"
 colonial_rebels_demand: "Independence for $INDEPENDENCE_COUNTRY$"
 colonial_rebels_demand_desc: "The Colonials resent sending the tea leaves of their labor overseas and demand their independence!"
 colonial_patriot_rebels_demand: "Defect to $DEFECT_COUNTRY$"
 colonial_patriot_rebels_demand_desc: "The colonials feel they don't get representation for their taxes and demand we let them join $DEFECT_COUNTRY$."
 revolutionary_rebels_demand: "Overthrow the Government"
 revolutionary_rebels_demand_desc: "The revolutionaries resent our present, in their opinion, oppressive government and demand a $GOVERNMENT$."
 noble_rebels_demand: "Increased Privileges"
 noble_rebels_demand_desc: "The nobles demand we go back to the old ways, where mounted cavaliers ruled estates of subservient peasants. They demand an end to this country of Merchants and Peasants."
 religious_rebels_demand: "Convert $COUNTRYNAME$"
 religious_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 heretic_rebels_demand: "Acceptance for $HERETIC_RELIGION$"
 heretic_rebels_demand_desc: "$HERETIC_RELIGION$ rebels demand that we let them worship in peace. However, the Pope warns us this will undermine respect for the Catholic Church and cause even worse heresies to take root and spread."
 pretender_rebels_demand: "Install $PRETENDER_MONARCH$"
 pretender_rebels_demand_desc: "The pretender rebels demand that you install $PRETENDER_MONARCH$ on the throne of $COUNTRY$."
 ronin_rebels_demand: "Overthrow the Government"
 ronin_rebels_demand_desc: "The Ronin are masterless samurai, left over from the war. Bitter and poor, they have gathered around a leader that they wish to install as Shogun."
 ikko_ikki_rebels_demand: "Overthrow the Government"
 ikko_ikki_rebels_demand_desc: "The Ikko Ikki are peasants upset with the current order in Japan and they will try to tear it down. They rather be left alone."
 reactionary_rebels_demand: "Halt Westernization"
 reactionary_rebels_demand_desc: "The reactionaries demand a stop to these new ideas from the west. They demand we go back to the good old days."
 lollard_rebels_demand: "Tolerance for Lollards"
 lollard_rebels_demand_desc: "Lollards demands that we let them worship in peace. However, the Pope warns us this will undermine respect for the Catholic Church and cause even worse heresies to take root and spread."
 catholic_rebels_demand: "Convert $COUNTRYNAME$"
 catholic_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 catholic_rebels_title: "Religious"
 catholic_rebels_name: "$RELIGION$ Zealots"
 catholic_rebels_desc: "Religious fanatics tend to rise up in provinces controlled by nations of a different faith. They seek to spread their faith and smite all unbelievers."
 catholic_rebels_army: "$RELIGION$ Army"
 protestant_rebels_demand: "Convert $COUNTRYNAME$"
 protestant_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 protestant_rebels_title: "Religious"
 protestant_rebels_name: "$RELIGION$ Zealots"
 protestant_rebels_desc: "Religious fanatics tend to rise up in provinces controlled by nations of a different faith. They seek to spread their faith and smite all unbelievers."
 protestant_rebels_army: "$RELIGION$ Army"
 reformed_rebels_demand: "Convert $COUNTRYNAME$"
 reformed_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 reformed_rebels_title: "Religious"
 reformed_rebels_name: "$RELIGION$ Zealots"
 reformed_rebels_desc: "Religious fanatics tend to rise up in provinces controlled by nations of a different faith. They seek to spread their faith and smite all unbelievers."
 reformed_rebels_army: "$RELIGION$ Army"
 orthodox_rebels_demand: "Convert $COUNTRYNAME$"
 orthodox_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 orthodox_rebels_title: "Religious"
 orthodox_rebels_name: "$RELIGION$ Zealots"
 orthodox_rebels_desc: "Religious fanatics tend to rise up in provinces controlled by nations of a different faith. They seek to spread their faith and smite all unbelievers."
 orthodox_rebels_army: "$RELIGION$ Army"
 sunni_rebels_demand: "Convert $COUNTRYNAME$"
 sunni_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 sunni_rebels_title: "Religious"
 sunni_rebels_name: "$RELIGION$ Zealots"
 sunni_rebels_desc: "Religious fanatics tend to rise up in provinces controlled by nations of a different faith. They seek to spread their faith and smite all unbelievers."
 sunni_rebels_army: "$RELIGION$ Army"
 shiite_rebels_demand: "Convert $COUNTRYNAME$"
 shiite_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 shiite_rebels_title: "Religious"
 shiite_rebels_name: "$RELIGION$ Zealots"
 shiite_rebels_desc: "Religious fanatics tend to rise up in provinces controlled by nations of a different faith. They seek to spread their faith and smite all unbelievers."
 shiite_rebels_army: "$RELIGION$ Army"
 buddhism_rebels_demand: "Convert $COUNTRYNAME$"
 buddhism_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 buddhism_rebels_title: "Religious"
 buddhism_rebels_name: "$RELIGION$ Zealots"
 buddhism_rebels_desc: "Religious fanatics tend to rise up in provinces controlled by nations of a different faith. They seek to spread their faith and smite all unbelievers."
 buddhism_rebels_army: "$RELIGION$ Army"
 hinduism_rebels_demand: "Convert $COUNTRYNAME$"
 hinduism_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 hinduism_rebels_title: "Religious"
 hinduism_rebels_name: "$RELIGION$ Zealots"
 hinduism_rebels_desc: "Religious fanatics tend to rise up in provinces controlled by nations of a different faith. They seek to spread their faith and smite all unbelievers."
 hinduism_rebels_army: "$RELIGION$ Army"
 confucianism_rebels_demand: "Convert $COUNTRYNAME$"
 confucianism_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 confucianism_rebels_title: "Religious"
 confucianism_rebels_name: "$RELIGION$ Zealots"
 confucianism_rebels_desc: "Religious fanatics tend to rise up in provinces controlled by nations of a different faith. They seek to spread their faith and smite all unbelievers."
 confucianism_rebels_army: "$RELIGION$ Army"
 shinto_rebels_demand: "Convert $COUNTRYNAME$"
 shinto_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 shinto_rebels_title: "Religious"
 shinto_rebels_name: "$RELIGION$ Zealots"
 shinto_rebels_desc: "Religious fanatics tend to rise up in provinces controlled by nations of a different faith. They seek to spread their faith and smite all unbelievers."
 shinto_rebels_army: "$RELIGION$ Army"
 animism_rebels_demand: "Convert $COUNTRYNAME$"
 animism_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 animism_rebels_title: "Religious"
 animism_rebels_name: "$RELIGION$ Zealots"
 animism_rebels_desc: "Religious fanatics tend to rise up in provinces controlled by nations of a different faith. They seek to spread their faith and smite all unbelievers."
 animism_rebels_army: "$RELIGION$ Army"
 shamanism_rebels_demand: "Convert $COUNTRYNAME$"
 shamanism_rebels_demand_desc: "The religious rebels fight for the $RELIGION$ religion. They demand that we recognize its supremacy or at the very least cease our efforts to convert them and let them worship in peace."
 shamanism_rebels_title: "Religious"
 shamanism_rebels_name: "$RELIGION$ Zealots"
 shamanism_rebels_desc: "Religious fanatics tend to rise up in provinces controlled by nations of a different faith. They seek to spread their faith and smite all unbelievers."
 shamanism_rebels_army: "$RELIGION$ Army"
 CHECKSUM: "Checksum: "
 GAMEOVER_TITLE: "End of Game"
 GAMEOVER_BODY: "As your last province is taken, your nation is no more. Thus the history of §Y$NAME$§W ends."
 CONNECT_TO_IP: "Connect to ID"
 MATCHMAKING_NOCHAT: "You are not connected to Steam Friends and can't access the community tab!"
 MATCHMAKING_CHATWELCOME: "Welcome to the Matchmaking chat!"
 MATCHMAKING_QUICK_REFRESH: "Refresh"
 MATCHMAKING_REFRESH_LAN: "Scan LAN"
 MATCHMAKING_REFRESH_LAN_STOP: "Stop Scan LAN"
 MATCHMAKING_REFRESH_INTERNET: "Scan Internet"
 MATCHMAKING_HOST_SERVER: "Host Game"
 MATCHMAKING_JOIN_SERVER: "Join Game"
 MATCHMAKING_SERVERS_SEARCHING: "Searching for matching servers..."
 MATCHMAKING_SERVERS_NOSERVERS: "Found no matching servers!"
 MATCHMAKING_SERVERS_DOSEARCH: "You have not searched for any servers yet."
 MATCHMAKING_SERVER_NAME: "Server name"
 MATCHMAKING_SERVER_DESC: "Description"
 MATCHMAKING_SERVER_TAGS: "Tags"
 MATCHMAKING_SERVER_FILTER_SEARCH: "Search for tags..."
 MATCHMAKING_SERVER_SLOTS: "Player Slots"
 MATCHMAKING_SERVER_PING: "Ping"
 MATCHMAKING_SERVER_STATUS: "Status"
 MATCHMAKING_SERVER_PASSWORD: "Password"
 MATCHMAKING_SERVER_STATUS_STARTING: "Starting"
 MATCHMAKING_SERVER_STATUS_RUNNING: "Running"
 MATCHMAKING_SERVER_STATUS_STOPPED: "Stopped"
 MATCHMAKING_SERVERS: "Servers"
 MATCHMAKING_TITLE: "Game Browser"
 MATCHMAKING_COMMUNITY: "Community"
 MATCHMAKING_SERVER_DENIED: "You have given an incorrect password or have been banned from this game."
 MATCHMAKING_FILTER_NOTFULL: "Not full"
 MATCHMAKING_FILTER_HASPLAYERS: "Has players"
 MATCHMAKING_FILTER_NOPASSWORD: "No password"
 MATCHMAKING_FILTER_TAGS: "Search for tags"
 MATCHMAKING_FILTER_VERSION: "Same version"
 MATCHMAKING_FILTER_MOD: "Same mod" 
 MATCHMAKING_SORT_BY_TAGS: "Sort by Tags"
 MATCHMAKING_SORT_BY_SLOTS: "Sort by Number of Players"
 MATCHMAKING_SORT_BY_PING: "Sort by Ping"
 MATCHMAKING_SORT_BY_PASSWORD: "Sort by Password"
 MATCHMAKING_SORT_BY_STATUS: "Sort by Status"
 MATCHMAKING_SORT_BY_MOD: "Sort by Mod"
 MATCHMAKING_SORT_BY_VERSION: "Sort by Version"
 MATCHMAKING_SERVER_HOST_TAGS: "Tags (historical, fast, ...)"
 MATCHMAKING_SERVER_HOST_TITLE: "Host a server"
 MATCHMAKING_SERVER_CONNECT_TITLE: "Connect to a server"
 MATCHMAKING_SERVER_CONNECT_ADDRESS: "Server ID"
 MATCHMAKING_SERVER_MOD: "Mod"
 MATCHMAKING_SERVER_VERSION: "Version" 
 MATCHMAKING_FRIEND_STATUS_ONLINE: "§MOnline§!"
 MATCHMAKING_FRIEND_STATUS_PLAYING_THIS: "§lPlaying Europa Universalis IV§!"
 MATCHMAKING_FRIEND_STATUS_PLAYING_OTHER: "§MPlaying Other Game§!"
 ALLOW_HOTJOIN: "Allow players to hotjoin"
 ALLOW_COOP: "Allow players to play the same country"
 MILVIEW_SHOW_OUTDATED_UNITS: "Show Outdated Units"
 CD_GIVES_FLEET_ACCESS: "Grants fleet basing rights to $LIST$."
 CD_HAS_FLEET_ACCESS: "Has fleet basing right in $LIST$."
 CURIACONTROLLEROTHER_1: "Shift of Power in the Curia"
 CURIACONTROLLEROTHER_2: "My $PLAYERTITLE$, §Y$CONTROLLER$§W now commands the loyalty of enough Cardinals to become"
 CV_GOVREBELS_CHANGEGOV_STABILITY: "Changing will cost §Y$COST$§! $TYPE$ power."
 LOAN_INTEREST_DESCRIPTION: "Our current interest level is based upon:"
 MINIMUM: "Minimum"
 CV_GOVREBELS_STABILITY_CHANGE: "Each level of stability is multiplied by the following"
 CV_GOVREBELS_STABILITY_POSCHANGE: "Each level of positive stability has the following effects"
 CV_GOVREBELS_STABILITY_NEGCHANGE: "Each level of negative stability has the following effects"
 CV_GOVREBELS_ENFORCEDEMANDS: "Enforce demands effects"
 CV_GOVREBELS_ACCEPTDEMANDS: "Accept demands effects"
 CV_GOVREBELS_ONSIEGEWON: "On siege won effects"
 BASE_FACTOR: "Base factor: "
 CLAIMINFO: "§Y$COUNTRY$§W has a claim on this province."
 CLAIMINFO_DELAYED_START: "§Y$COUNTRY$§W has some legitimacy in viewing this province as theirs. "
 CLAIMINFO_DELAYED_PEACE: "The claim is valid until $DATE|Y$."
 CLAIMINFO_DELAYED_TRUCE: "The claim is valid until $DATE|Y$, the day the truce with $PROVINCE_OWNER|Y$ ends."
 CLAIMINFO_DELAYED_WAR_END:  "The claim is valid until the resulting truce from the war with $PROVINCE_OWNER|Y$ ends. "
 CLAIMINFO_DELAYED_WAR_BOTH: "The claim is valid until the resulting truce from the war with $PROVINCE_OWNER|Y$ ends, or $DATE|Y$, whichever is later."
 CLAIMINFO_DELAYED_EXPLAINED: "Claims expire $CLAIM_YEARS$ years after they are created, unless the claimant is at war or has a truce with the owner of the province. "
 LEADER: "Leader"
 LAND_BATTLE: "Land battle"
 NAVAL_BATTLE: "Naval battle"
 RESULT: "Result"
 CHANGE_GOVERNMENT_TYPE: "Change government\n"
 DISCIPLINE_VALUE: "The army's discipline value is §Y$VALUE|0$%§!."
 SELECT_ADVISOR: "Select Advisor"
 CANCEL_COLONIST: "Recall Colonist"
 CANCEL_COLONIST_DESC: "Recalling your colonist before the province is properly integrated into your realm will not cancel your colony, although it might trigger a native uprising."
 COLONIST_ARRIVAL_DATE: "Colonist will arrive in §Y$DAYS$§W days."
 COLONIST_WORKING: "Building Colony."
 COLONYCHANCE: "Each month your Colonist has a $CHANCE$% chance of increasing the Settler population."
 COLONYCOST: "Sending a Colonist will cost you $COST$."
 CHOOSE_MISSION: "Choose Mission"
 CV_MISSION_SUCCEED: "Mission succeeds when the following criteria are met"
 CAN_FORM_COALITION: "Can Form Coalition"
 CAN_PLACE_MERCHANTS: "Can Place Merchants"
 CAN_BLOCKADE_PORTS: "Can Blockade Ports" 
 AT_LEAST_ONE_PROVINCE_IN_REGION: "At least one province in $REGION$"
 NOT_ONE_PROVINCE_IN_REGION: "Not one province in $REGION$"
 AT_LEAST_ONE_PROVINCE_IN_CONTINENT: "At least one province in $CONTINENT$"
 NOT_ONE_PROVINCE_IN_CONTINENT: "Not one province in $CONTINENT$"
 HAS_REDUCED_NAVAL_ATTRITION: "Has Reduced Naval Attrition"
 COLONIST_PROGRESS_WORKING: "§Y$NAME$§! is building a colony in §Y$PROVINCE$§!. Each month he will have a §Y$CHANCE$§! chance to increase the population by §Y$NUM$§!, growing the colony by an average of §Y$VAL$§W people per year."
 COLONIST_WORKINGNAME: "The colonist $NAME$ from $COUNTRY$ is working in $PROVINCE$."
 UNIT_TRADE_POWER_DESC: "Trade power gives extra power to the trade node currently defended."
 PW_GROWTH_CHANCE: "New Settlers:"
 PW_GROWTH_CHANCE_DESC: "$VAL$%/Month"
 PW_GROWTH_CHANCE_TIP: "The Colonist working here has a §Y$VAL$§!% chance of attracting extra Settlers each month."
 PW_GROWTH_NO_COLONIST: "No Colonist present to attract new Settlers."
 malay_region: "Malay"
 mongolia: "Mongolia"
 spice_islands: "Spice Islands"
 colonial_policy: "Colonial Policy"
 desc_colonial_policy: "Our policy to leave a large part of the profits in the hands of colonial officials has attracted more people to our colonies."
 less_colonial_corruption: "Less Colonial Corruption"
 desc_less_colonial_corruption: "Our policy to demand that more of the profits from our colonies reach the central treasury has made life in our colonies less promising."
 duke_of_coimbra: "The Duke of Coimbra"
 desc_duke_of_coimbra: "The able Duke of Coimbra ruled the country well during the regency of King Afonso, but he created many enemies among the plotting noblemen of the court."
 portuguese_privateers: "Portuguese Privateers"
 desc_portuguese_privateers: "Portugal is increasing their hold on the trade in the region through privateers and blockades."
 por_portuguese_privateers: "Portuguese Privateers"
 careful_trade_expansion: "Careful Trade Expansion"
 no_holy_inquisition: "No Holy Inquisition"
 governor_de_sousa: "Governor de Sousa"
 desc_governor_de_sousa: "Appointed the first governor general of Brazil, Martin Afonso de Sousa intensified colonization and defeated foreign privateers and pirates."
 earthquake: "Earthquake"
 desc_earthquake: "An earthquake has laid waste to a large part of the province."
 reactionary_policies: "Reactionary Policies"
 desc_reactionary_policies: "The death of the King and the expulsion of his trusted advisor have put a halt to reforms and let reactionaries dominate the internal politics."
 african_slaves: "African Slaves"
 desc_african_slaves: "The labor shortage is being reduced by slaves from Africa."
 portuguese_missionaries: "Portuguese Missionaries"
 desc_portuguese_missionaries: "In order to stabilize the possessions in the Spice Islands, an increased effort to convert the local population is being made."
 portuguese_india_trade_co: "Portuguese East India Company"
 desc_portuguese_india_trade_co: "To better compete with other European trade nations in East Asia, a trading company has been established."
 the_tower_or_belem: "The Tower of Belém"
 desc_the_tower_or_belem: "Tower of Belém was built in the early 16th century in order to defend the mouth of the Tagus River."
 prepares_crusade: "Prepares Crusade"
 WAR_GOAL_BANNER: "§YWar Goal§!"
 CASUS_BELLI_BANNER: "§YCasus Belli§!"
 TRADE_PROPAGATE_DIVIDER: "Trade propagation reduction: §R-$VAL$§W%"
 CASUS_BELLIS: "Casus Bellis"
 CV_GOVREBELS_HASENFORCEDEMANDS: "Has demands they will enforce on victory"
 CV_GOVREBELS_HASNOTENFORCEDEMANDS: "They will not enforce any demands"
 CV_GOVREBELS_HASACCEPTDEMANDS: "Has demands they may accept"
 CV_GOVREBELS_HASNOTACCEPTDEMANDS: "They will never negotiate"
 CV_GOVREBELS_HASONSIEGEWON: "Will impact provinces they take"
 CV_GOVREBELS_HASNOTONSIEGEWON: "They will not impact provinces they take"
 HAVENT_BEEN_DISCOVERED_BY: "Have NOT been discovered by "
 HAVE_BEEN_DISCOVERED_BY: "Have been discovered by "
 LANDMORALE_IRO: "The army's base morale is §Y$CURRENT$§W."
 NAVALMORALE_IRO: "The fleet's base morale is §Y$CURRENT$§W."
 REBELS_NEVER_NEGOTIATE: "These rebels will never negotiate!"
 YEARLY_COLONISTS: "Colonists"
 YEARLY_MISSIONARIES: "Missionaries"
 YEARLY_MERCHANTS: "Merchants"
 YEARLY_DIPLOMATS: "Diplomats"
 LAND_LOANS: "$NAME$ currently have $VAL|Y0$ loan(s) and a total debt of $AMOUNT|Y0$¤."
 CANT_CHANGE_GOV_REASON: "$LAND$ can't change government because:\n"
 CANT_CHANGE_GOV_VALID: "It's not allowed to manually change from this kind of government."
 MAXIMUM_MORALE: "Maximum morale: §Y$VALUE$§!"
 CURRENT_MORALE_VALUE: "Current morale: §Y$VALUE$§!"
 COMBAT_MORALE_DESC: "§YMaximum morale§! is decided by the participating country with the highest land morale. §YCurrent morale§! is the average morale of all the units from all participating countries. Hover over the subunits to see the morale of that unit, who controls it and against whom it is fighting."
 SIEGE_MORALE_DESC: "The morale in sieges is decided by the value of the infantry troops in each army."
 TERRAIN_AMOUNT_IN_PROVINCE: "§G$VAL$%§! of $PROVINCE$ is $TERRAIN$"
 AGGRESSIVE_EXPANSION_PENALTY_DESC: "Gives §Y'Aggressive expansion'§! relation penalty towards countries interested in §Y'$PROV$'§!"
 AGGRESSIVE_EXPANSION_PENALTY_DIFFICULTY: "AI Difficulty setting"
 AGGRESSIVE_EXPANSION_VASSAL: "Vassal"
 AGGRESSIVE_EXPANSION_ALREADY_CORE: "Accepting Conquest of Core"
 AGGRESSIVE_EXPANSION_OVERSEAS: "Target is overseas" 
 AGGRESSIVE_EXPANSION_PENALTY_SAMECULTURE: "Target has the same culture"
 AGGRESSIVE_EXPANSION_PENALTY_SAMECULTUREGROUP: "Target has the same culture group"
 AGGRESSIVE_EXPANSION_PENALTY_SAMERELIGION: "Target has the same religion"
 AGGRESSIVE_EXPANSION_PENALTY_ISCLAIM: "Other country has a claim on the target"
 AGGRESSIVE_EXPANSION_PENALTY_OWNERSAMERELIGION: "Target has the same religion"
 AGGRESSIVE_EXPANSION_PENALTY_SHOULEDBEMINE: "Owner in war"
 AGGRESSIVE_EXPANSION_PENALTY_NOTONCONTINENT: "Target is not on the same continent"
 AGGRESSIVE_EXPANSION_PENALTY_NOTONCONTINENT_DESC: "Divides the penalty with $VALUE$"
 CLOSE_TROOP_WINDOW: "This button will close the current troop window."
 DETACH_SUBS_OF_TYPE_DESC: "§Y$KEY$§! or §YLeft-click§! to §Gdetach§! all units of this type and §Gselect§! them.\n§YShift + Left-click§! to §Gdetach§! all units of this type and §Gadd them§! to the current §Gselection§!.\n§YRight-click§! to §Gdetach§! all units of that type."
 DETACH_SUBS_OF_TYPE_NO_UNITS: "§RThere are no units of this type to detach.§!"
 DETACH_SUBS_OF_TYPE_ARMY_ON_SEA: "§RCan't detach army that is loaded on the transport ships.§!"
 DETACH_SUBS_OF_TYPE_NAVY_WITH_ARMY: "§RCan't detach transport ships that have armies on board.§!"
 DETACH_SUBS_OF_TYPE_EMPTY: "§RCan't detach units of this type, as it would leave the unit empty.§!"
 RIGHT_CLICK_SELECT_UNIT: "§YRight click to select this unit.§W"
 PW_BUILDSHIPS: "Build Ships"
 WAR_COMPLETE_VICTORY: "$SIDE$ has a complete victory!"
 GOOD_BAD_RATIO: "We need at least $THRESHOLD|Y$ more §Gpositive§! than §Rnegative§! reasons for an acceptance. We currently have $RATIO|Y$."
 own_chat_message: "There is a new chat message to you personally"
 global_chat_message: "There are new global chat messages"
 CHAT_GLOBAL: "GLOBAL"
 CHAT_WHISPER: "WHISPER"
 BASE_CORE_POWER_COST: "Base Cost: §Y$BASE$§! ($COST$¤)\n"
 CORE_HAD_CLAIM: "Have Claim: $VAL$\n"
 CORE_SAME_CULTURE_OVERSEAS: " - colony "
 CULTURE_SAME_RELIGION_OVERSEAS: "Same religion overseas: $VAL|%-1$"
 COURT_PU_IS_LESSER: §Y$SUBJECT$§! is subject to §Y$OVERLORD$§! in a personal union.
 PU_BREAK_REASONS: "Requirements for continued union:"
 MIL_TACTICS_EXPLAINED: "Military tactics reduces the damage your units take in combat. The higher it is, the better."
 UNIT_LOCATION_LABEL: "§YLocation§!"
 UNIT_LOCATION_TEXT: "This unit is currently located in $LOCATION$."
 UNIT_MOVEMENT_LABEL: "§YMovement§!"
 UNIT_MOVEMENT_STANDING: "This unit is currently not moving."
 UNIT_MOVEMENT_FRIENDLY: "This unit is moving in friendly territory."
 UNIT_MOVEMENT_ENEMY: "This unit is moving in enemy territory."
 UNIT_MOVEMENT_RETREATING: "This unit is currently retreating."
 UNIT_EXILE_DESC: "This unit is in exile and is heading to safer territory. During exile the unit will be unable to engage in combat."
 UNIT_DESTINATION_LABEL: "§YDestination§!"
 UNIT_DESTINATION_TEXT: "This unit is currently moving to §Y$LOCATION$§!, and expect to be there at §Y$DATE$§!."
 MDEATH_PU_BREAKS_PRESTIGE: "§Y$OVERLORD$§! having positive prestige"
 MDEATH_PU_BREAKS_OPINION: "§Y$SUBJECT$§! opinion of §Y$OVERLORD$§! is positive"
 MMDEATH_UNION_INHERIT: "Chance of §Y$OVERLORD$§! inheriting §Y$SUBJECT$§!: §Y$VAL$§W%"
 MDEATH_INHERIT_STABILITY: "Stability: "
 MDEATH_INHERIT_CULTURE: "Same culture group: "
 MDEATH_INHERIT_SKILL: "Diplomatic Skill: "
 MDEATH_INHERIT_LUCK: "Overlord is lucky: "
 MDEATH_INHERIT_SIZE_2: "Size of country: "
 MDEATH_INHERIT_YEARS: "Not possible to inherit unless union has been stable for §Y$VAL$§! years."
 MDEATH_INHERIT_WAR: "Not possible to inherit a country while either party is at war."
 MDEATH_INHERIT_END: "Not possible to inherit when the union is due to end."
 MODIFIER_ADDED_SHORT: "'§Y$WHAT$§W' until §Y$DATE$§W\n"
 PEACE_WILL_PROBABLY_ACCEPT: "Would probably accept this offer."
 PEACE_WILL_PROBABLY_NOT_ACCEPT: "Would probably not accept this offer."
 HUMAN_PLAYER_RESPONSE: "In the end, since this is a human player, the actual response will be up to them."
 COLONY_TOO_FAR_AWAY: "The colony is too far away."
 DISTANCE_TO_COLONY: "$NAME|Y$ is $DISTANCE|Y0$ distance away from our closest unblockaded core province with a port which is $CLOSEST|Y$."
 COLONIAL_RANGE: "Our colonial range: $RANGE|Y0$"
 OUR_CLOSEST_PROVINCE_DISTANCE: "$TARGET|Y$ is $DISTANCE$ away from $PROVINCE|Y$, which is our closest province."
 BASE_FROM_TECH: "Base value from technology: $VAL|Y0$"
 MISSIONARY_TIME: "It will take approximately $MONTHS|Y0$ months to convert $PROVINCE$ to become $RELIGION|Y$."
 MISSIONARY_NO_END_DATE: "At this speed, $NAME$ will never be fully converted."
 MISSIONARY_END_DATE: "At this speed, $NAME$ will be fully converted in $MONTH|Y$ $YEAR|Y$."
 MISSIONARY_SLIDER: "Missionary slider: $VAL|1-%$"
 MISSIONARY_MONTHLY_PROGRESS: "The missionary will have a monthly progress of $PROGRESS|Y1%$ due to the following:"
 GLOBAL_MISSIONARY_STRENGTH: "Missionary Strength"
 LOCAL_MISSIONARY_STRENGTH: "Local Missionary Strength"
 build_the_forbidden_city_title: "Construct the Forbidden City"
 build_the_forbidden_city_desc: "The Forbidden City will be a glorious national monument, increasing our prestige and promoting stability." 
 the_forbidden_city: "The Forbidden City"
 desc_the_forbidden_city: "This architectural monument is a true testament to our great nation!"
 MANEUVERDESCR: "The maneuver value increases the movement speed of units controlled by this leader. It also increases the Trade Power when on a trade mission and lowers attrition."
 SIEGEDESCR: "The siege value is a measure of how much the leader will help the siege to end faster."
 ALREADY_BUILDING_CORE: "We are already working on making $PROVINCE$ a core province."
 CORE_CONST_TIP: "We are currently working on making $PROVINCE|Y$ a core. Our progress so far is $PROGRESS|Y1%$. The work will be done by $DATE|Y$."
 ALREADY_CHANGING_CULTURE: "We are already working on changing the culture in $PROVINCE$."
 CULTURE_CONST_TIP: "We are currently working on making $CULTURE|Y$ the primary culture in $PROVINCE|Y$. Our progress so far is $PROGRESS|Y1%$. The work will be done by $DATE|Y$."
 MISSIONARY_WORKING: "A missionary is already working in $PROVINCE$."
 CORE_WORKING: "We're already working in $PROVINCE$ to make it into a core."
 CULTURE_WORKING: "We're already working in $PROVINCE$ to make it change its culture."
 BUILDING_WORKING: "$PROVINCE$ is busy building $BUILDING$ right now."
 NOT_ENOUGH_MISSIONARIES: "Not enough missionaries."
 CANT_CONVERT_NOW: "Can't send a missionary: "
 alert_no_mercs_instant: "§YThere are no available mercenaries to hire§!"
 alert_no_mercs_delayed: "There is currently a $VAL|%Y0$ chance each day that new mercenaries will become available."
 alert_idea_slot_instant: "§YYou can now invest in a new idea§W"
 alert_idea_slot_delayed: "$LIST$"
 alert_idea_group_slot_instant: "§YYou can now choose a new idea group§W"
 REVOKE_ELECTOR: "$WHO$ will lose their elector status."
 REVOKE_ELECTOR_TITLE: "Revoke Electorate"
 CB_ALLOWED_ELECTOR_REVOKE: "Electorate Revocation"
 REVOKE_ELECTOR_WAR_NAME: "$ORDER$$FIRST$-$SECOND$ War of Imperial Superiority"
 TRADENODE_POWER_MOD: "Trade node power: $VAL|+1$"
 EXPENSESUPPORTREBELS: "Support rebels"
 TIME_DAYS: "It would take $DAYS|Y$ days."
 TIME_MONTHS: "It would take $MONTHS|Y$ months."
 TIME_YEARS: "It would take $YEARS|Y$ years."
 AND_MORE: "And $VAL$ more..."
 DISABLED_ALERTS: "Disabled alerts"
 local_concessions: "Local Concessions"
 desc_local_concessions: "Lowered taxes and conscription rates have been offered to appease the province."
 MAPMODE_NOTSELECTED: "Free slot for a primary mapmode"
 MAPMODE_NOTSELECTED_DESC: "Click to select a new primary mapmode."
 MAPMODE_PRIMARY: "Left-click to show mapmode.\nRight-click to deselect it as your primary mapmode."
 MAPMODE_NON_PRIMARY: "Left-click to show mapmode.\nRight-click to select this as one of your primary mapmodes."
 MAPMODE_PRIMARY_FULL: "(You need to deselect one of your primary modes first.)"
 LOCK_MORE_MAPMODES: "§YLock/Unlock the more map modes-interface§!"
 STABILITY_VAL: "Stability: $VAL|0+=$"
 RELIGION_VAR: "Religion: $RELIGION|Y$"
 NUM_OF_MARRIAGES_DESC: "Having $NUM|0Y$ Royal Marriages will have the following effect on $COUNTRY$: "
 conquer_okinawa_title: "Conquer Okinawa"
 conquer_okinawa_desc: "The Ryukyu Islands rightly belongs to Japan and must be subjugated!"
 jap_colonize_taiwan_title: "Colonize Taiwan"
 jap_colonize_taiwan_desc: "In order to stand strong, Japan must grow. The uncolonized island of Taiwan to the south seems like a good candidate."
 MACRO_PROVINCE_IMPROVEMENTS: "Basic Buildings"
 MACRO_MANUFACTORIES: "Manufactories"
 MACRO_SPECIAL_BUILDINGS: "Special Buildings"
 MACRO_UNIQUE_BUILDINGS: "Unique Buildings"
 MACRO_UNIQUE_BUILDING: "Unique Building"
 MACRO_LAND_UNITS: "Land units"
 MACRO_NAVAL_UNITS: "Naval units"
 MACRO_MERCS: "Mercenaries"
 MACRO_MERCS_AVAILABLE: "$VAL$ available"
 MACRO_BUILDING_TOOLTIP: "$BUILDING|Y$\n-----\n§GClick to build in $PROVINCE$§!\n$MODIFIERS$\n\n$BUILDINFO$"
 MACRO_NOT_ENOUGH_DUCATS: "Not enough ducats."
 MACRO_NOT_ENOUGH_MONARCH_POINTS: "Not enough $ICON$."
 MACRO_CLICK_TO_BUILD: "Click to build in $PROVINCE$"
 MACRO_CLICK_TO_BUILD_UNIT: "Click to build $UNIT$ in $PROVINCE$"
 MACRO_ARE_BUILDING: "$BUILDING$ is being built in $PROVINCE$"
 MACRO_EMPTY_CATEGORY: "It is not possible to build anything from this category right now."
 MACRO_ARMY_FORCE_LIMIT: "Army force limit $VAL$"
 MACRO_NAVAL_FORCE_LIMIT: "Naval force limit $VAL$"
 MACRO_LAND_UNIT_PRODUCTION: "$VAL$ land unit(s) in production"
 MACRO_NAVAL_UNIT_PRODUCTION: "$VAL$ naval unit(s) in production"
 MACRO_NOT_CONTROLLER: "$LAND$ is not the controller of $PROVINCE$."
 MACRO_NOT_OWNER: "$LAND$ is not the owner of $PROVINCE$."
 MACRO_UNDER_SIEGE: "$PROVINCE$ is under siege."
 MACRO_NOT_CORE: "This province is not one of our cores."
 MACRO_NO_MANPOWER: "Not enough £icon_manpower."
 MACRO_NO_MONEY: "§RNeed $NEEDED|0$ ¤ to build.§!"
 MACRO_IN_COMBAT: "There is currently a combat in $PROVINCE$."
 MACRO_OPEN_INTERFACE_TOOLTIP: "§YProduction Interface§!\nClick here to recruit units or construct buildings.\nUnits shortcut: §Yv§!\nBuildings shortcut: §Yb§!"
 MACRO_RULES: "Forbidden by rules."
 MACRO_WRONG_MANUFACTORY: "The Manufactory doesn't correspond to the goods produced in $PROVINCE$."
 MACRO_IS_COLONY: "$PROVINCE$ is a colony."
 MACRO_HAS_BUILDING: "§G$BUILDING$ is already built in $PROVINCE$.§!"
 MACRO_WRONG_TECH: "$BUILDING$ is not available for $TECH$."
 MACRO_NEED_BUILDING: "Need to build $BUILDING_NEEDED|R$ before $BUILDING$ can be built."
 MACRO_ALREADY_HIGHLEVEL: "$PROVINCE$ already have a special building."
 MACRO_ALREADY_MANUFACTORY: "$PROVINCE$ already have a manufactory."
 MACRO_ONCE_IN_COUNTRY: "$BUILDING$ can only be built once in each country."
 MACRO_REQUIREMENT_NOT_FULFILLED: "Requirements for $BUILDING$ are not fulfilled for this province."
 MACRO_QUEUE: "$VAL|Y$ unit(s) are under construction:"
 MACRO_CANCEL: "Click to cancel."
 MACRO_SPECIAL_BUILDING: "Special building (Category: $CAT$)"
 MACRO_UNIQUE_BUILDING_DESC: "You may only have one of this building."
 MACRO_SPECIAL_BUILDING_DESC: "A province may only have special buildings of one category."
 MACRO_MARCH_REQ: "Can only be built in a border province."
 MACRO_ADMIRALTY_REQ: "Can only be built in a coastal province."
 MACRO_EMBASSY_REQ: "Can only be built in a core province."
 MACRO_PALACE_REQ: "Can only be built in capital."
 MACRO_INCREASE_TRADE_VALUE: "(will increase Trade Value by $VAL|+G2$)"
 MACRO_MAINTENANCE_COST: "Maintenance: $COST|1$¤ per month"
 MACRO_INCREASE_MANPOWER_DESC: "This building will increase manpower: $VAL$"
 MACRO_INCREASE_INCOME_DESC: "This building will increase income: $VAL$"
 MACRO_INCREASE_TRADE_VALUE_DESC: "This building will increase trade value: $VAL$"
 MACRO_INCREASE_TRADE_POWER_DESC: "This building will increase trade power: $VAL$"
 MACRO_PROVINCE_TRADE_NODE: "(This province belongs to the $TRADENODE$ Trade Node)"
 CANT_BUILD_MERC: "You can only hire mercenaries in your own, not overseas, provinces."
 ARMY_MAINTENANCE_NUM: "Armies: $A|2Y$¤ \nMercenaries: $M|2Y$¤"
 ARMY_MAINTENANCE_OVERFORCE: "Over forcelimit: $FORCE|2Y$¤"
 ARMY_MAINTENANCE_REINFORCE: "Reinforcement: $REINFORCE|2Y$¤"
 ARMY_MAINTENANCE_TOTAL: "Total cost: $TOTAL|2Y$¤"
 tribal_despotism_ruler_hinduism: "Raja"
 tribal_federation_ruler_hinduism: "Raja"
 tribal_democracy_ruler_hinduism: "Raja"
 tribal_despotism_ruler_female_hinduism: "Rani"
 tribal_federation_ruler_female_hinduism: "Rani"
 tribal_democracy_ruler_female_hinduism: "Rani"
 feudal_monarchy_ruler_hinduism: "Raja"
 feudal_monarchy_ruler_female_hinduism: "Rani"
 despotic_monarchy_ruler_hinduism: "Raja"
 despotic_monarchy_ruler_female_hinduism: "Rani"
 noble_republic_ruler_hinduism: "Peshwa"
 administrative_monarchy_ruler_hinduism: "Raja"
 administrative_monarchy_ruler_female_hinduism: "Rani"
 absolute_monarchy_ruler_hinduism: Maharaja
 absolute_monarchy_ruler_female_hinduism: "Maharani"
 constitutional_monarchy_ruler_hinduism: "Raja"
 constitutional_monarchy_ruler_female_hinduism: "Rani"
 enlightened_despotism_ruler_hinduism: Maharaja
 enlightened_despotism_ruler_female_hinduism: "Maharani"
 feudal_monarchy_ruler_vassal_hinduism: "Thakur"
 despotic_monarchy_ruler_vassal_hinduism: "Thakur"
 administrative_monarchy_ruler_vassal_hinduism: "Thakur"
 absolute_monarchy_ruler_vassal_hinduism: "Thakur"
 constitutional_monarchy_ruler_vassal_hinduism: "Thakur"
 tribal_despotism_ruler_vassal_hinduism: "Thakur"
 tribal_federation_ruler_vassal_hinduism: "Thakur"
 tribal_democracy_ruler_vassal_hinduism: "Thakur"
 enlightened_despotism_ruler_vassal_hinduism: "Thakur"
 imperial_government_ruler_hinduism: "Chhatrapati"
 merchant_republic_ruler_hinduism: "Peshwa"
 NEWHEIR_LESSERINUNION_01: "Since we are a lesser partner in a union,"
 NEWHEIR_LESSERINUNION_02: "this means that we won't be free for another reign."
 NOT_IN_DEFENSIVE_WAR_WITH: "Is NOT in a defensive war against "
 IN_DEFENSIVE_WAR_WITH: "Is in a defensive war against "
 NOT_IN_OFFENSIVE_WAR_WITH: "Is NOT in an offensive war against "
 IN_OFFENSIVE_WAR_WITH: "Is in an offensive war against "
 ADVISOR_REMOVED: "The $TYPE$ §Y$WHO$§W leaves your court.\n"
 TECH_LEVEL_NEEDED: "$TECH$ ($VAL$)"
 SERVER_NAME: "Server name: $NAME$"
 SERVER_PASSWORD: "Password: $PASSWORD$"
 SERVER_BOOKMARK: "Bookmark: $BOOKMARK$"
 SERVER_START_DATE: "Start date: $DATE$"
 SERVER_LAUNCHING_MP: "[[ Launching MULTIPLAYER-game ]]"
 CANCEL_BUILDING_PROGRESS: "Are you sure you wish to cancel $BUILDING$ from being built in $PROVINCE$? $PERCENTAGE_RETURNED|%1Y$ of the investment will be returned."
 NO_SHIPS_IN_PORT: "There are no friendly ships in port."
 NO_FRIENDLY_TRANSPORT_SHIPS_IN_PORT: "There are no friendy transport ships in port"
 DISCONNECT_TO_SHIP: "Detach from Transport"
 CONNECT_TO_SHIP: "Attach to Transport"
 CONNECT_TO_SHIP_DESC: "A unit can be attached to a transport in port. When the transport leaves the port, the unit will embark the transport and leave with it. If the unit size exceeds the transport capacity no troops will be loaded."
 natives_american_na: "North American natives"
 natives_american_sa: "South American natives"
 rajput_musketeer: "Akbarid Musketeers"
 reformed_mughal_mansabdar: "Dai-Phat Cavalry"
 indian_shock_cavalry: "Deccani Light Cavalry"
 bhonsle_infantry: "Deccani Musket Infantry"
 indian_archers: "Elephant Archers"
 indian_arquebusier: "Indian Arquebusier"
 rajput_hill_fighters: "Indian Cavalry"
 mughal_mansabdar: "Indian Cavalry Archers"
 tipu_sultan_rocket: "Indian Drill Infantry"
 indian_footsoldier: "Indian Foot Soldier"
 indian_elephant: "Mansabdar Cavalry"
 mughal_musketeer: "Toofangchis"
 maharathan_cavalry: "Maratha Raiders"
 sikh_rifle: "Mysorean Light Cavalry"
 south_indian_musketeer: "Poligar Infantry"
 sikh_hit_and_run: "North Indian Musket Infantry"
 indian_rifle: "North Indian Sepoy"
 reformed_mughal_musketeer: "South Indian Infantry"
 bhonsle_cavalry: "Sowars"
 maharathan_guerilla_warfare: "Telingas"
 rajput_musketeerDESCR: "As the development of firearms progressed the equipment of indian musketmen increased in quality. Precision and long range was given priority as the Mughals would continue to use musketeers as sharpshooter or marksmen. The Mughals would also continue the use of musketeers in the direct service of the central authority (as opposed to the cavalry arm in the hands of the Mansabdars)."
 reformed_mughal_mansabdarDESCR: "The Sikhs of the Punjab would develop a special kind of cavalry fighting style inspired by the Persian and Afghan armies. This was referred to as 'dhai-phat' or 'two-and a half' strikes. A group of cavalry would ride up to the enemy and fire their matchlocks, retreat and repeat. When the enemy was sufficiently softened the great mass of the cavalry charged with their sabers. Similarly many north Indian states increasingly came to incorporate mobile mustket-armed cavalry troopers in their armies, often recruited from the many afghan tribesmen in the region."
 indian_shock_cavalryDESCR: "The Western Deccan, an area of hills, jungles and many forts proved quite hard to subdue for the large and heavily equipped Mughal armies. In its desperate fight to survive the Ahmednagar sultanate pioneered the use of light cavalry to harass the Mughal forces. The Maratha horsemen employed by Ahmednagar were so successful that they were soon employed by other rulers as well."
 bhonsle_infantryDESCR: "Many tribesmen of the Kanara, Desh and Malnad regions, such as the Berads and Mavales, adopted matchlock muskets for hunting and warfare early on. Due to their familiarity with the weapons these tribesmen soon became the primary mustketmen in southern India. The Maratha armies in particular came to rely on these tribal groups for recruiting infantry to their armies. The tribal organization of the troops were often kept, with the headmen serving as officers. Berads and Mavales would increasingly be deployed in Maratha, Mughal and Mysorean armies during the 17th and 18th century and would eventually form the core of future European style infantry regiments in the area."
 indian_archersDESCR: "While Elephants was a common element in most Indian armies they would often only be used in smaller numbers by commanders and as a supplement to the cavalry or infantry. In the regions dominated by jungle however, such as Orissa or Bastar, horses are both hard to use effectively and to keep in good health. As a result armies in these regions would rely much more on larger units of elephants used as mobile archer platforms."
 indian_arquebusierDESCR: "With the general lack of interest in the development of infantry tactics in Indian armies the advent of fire arms would at first not make a big impact. While common in Indian armies they would not make up a sizable part of the infantry troops for a long time and firearms would continue to be used in an individual way rather than adopted for specific formations. Rather than equipping their own units with the new weapons the Indian states would initially be content to hire foreign, often Turkoman, arquebusiers as a supplement to their archers and artillery."
 rajput_hill_fightersDESCR: "With the arrival of muslim powers came an increased influx of good foreign cavalry mounts to India. The use of Muslim military tactics eventually became commonplace even in the armies of Hindu states such as the Vijayanagara Empire. In the north-west the Rajput warriors quickly adapted to the tactics of the Indian sultanates and a new breed of Rajput cavalry horses also soon emerged. The care and breeding of these Marwari horses would take on a highly ceremonial and revered role in the highly militant Rajput societies. In the southern Indian climate breeding cavalry mounts proved harder and south Indian rulers found themselves having to rely on the traders of the Indian ocean to supply their cavalry."
 mughal_mansabdarDESCR: "Throughout the 15th century cavalry continued to be the most influential of the combat arms in India. The arrival of Babur in the early 16th century and the birth of the Mughal Empire came to further accentuate this trend. Babur made use of large contignents of cavalry archers from the steppes of Transoxiana during his invasion and  the Mughals who came after him would continue to rely on a large cavalry arm. As the other states in northern India tried to catch up with the Mughal military machine many of them came to rely increasingly on the use of central asian adventurers as cavalry officers. One of these Afghan adventurers would come to found the short lived Suri Empire in eastern and central India."
 tipu_sultan_rocketDESCR: "As the 18th century progressed Indian infantry came to fight more coordinated, with a higher rate of fire and be put to much better use than before. The addition of military innovations such as Mysorean rockets and the integration of Indian light cavalry allowed indian states to be much more successful against European armies. Striking a good balance at this Mysore in particular would, under Haider Ali and Tipu Sultan, come to propell itself from a local kingdom to a regional South Indian power."
 indian_footsoldierDESCR: "In Indian military history the infantry was often cheap to come by and easy to replace due to the large Indian population. Cavalry on the other hand was expensive and had often, atleast since the arrival of the muslim armies in the 13th century proved to be the decisive element on Indian battlefields. Perhaps because of this the development of infantry tactics would not receive as much attention during most of the early modern era. The role of the infantry was to make up the bulk of a force and to seige the many forts of the Indian subcontinent."
 indian_elephantDESCR: "As the Mughal empire grew the need for a central organization to keep track of it's many power holders became a necessity. Under Akbar a numerical ranking system for all nobles (Mansabdars) was implemented. Jagirs, allowances and the number of cavalry troopers a noble was obliged to field would become dependent on this rank."
 mughal_musketeerDESCR: "With Babur's invasion of India the subcontinent saw it's first organized use of fire arms. Unlike in the west however the musketmen, or Tofangchis, as used by Babur would serve as marksmen in his armies, firing individually at specific targets both during pitched battles and seiges. Babur took care to train these troops to achieve better results and unlike the Mughal cavalry arm the recruitment, training and organization of musketmen would be kept under his direct control. Whether Babur's great success at Panipat was due to the use of fire arms or not the use of musketmen became increasingly commonplace in Indian armies after Babur's invasion."
 maharathan_cavalryDESCR: "After the fall of the Ahmednagar sultanate the Marathas that had previously thrived in it's service came to fight in the service of Bijapur and other local or regional powers eager to develop further ways to outsmart the large Mughal armies encroaching on the Deccan. With the rise of Maratha military ability came the rise of Maratha political power and these deccani warriors would soon form states of their own, overshaddowing their former muslim employers and proving to be a threat to their Mughal nemesis. Through the use of light cavalry and infantry the Marathan armies would be able to harass and cut off much larger and less mobile Mughal forces and carve out a number of empires from the declining Mughal state."
 sikh_rifleDESCR: "Hiring of European officers to train and lead Indian regiments changed the military landscape of India in many ways. Armies using traditional tactics, emphasizing cavalry, were often beaten by forces with drilled musket-armed infantry and mobile artillery. In order to stay ahead it would become essential to organize cavalry, infantry and artillery to fight together to a much greater degree than had previously been seen in India. Mysore under Hyder Ali and Tipu Sultan was one of the states that took this lesson to heart the most and managed to prove that as long as they could be properly coordinated with the other arms light cavalry was still a very powerful tool for disrupting the operations of their opponents in India."
 south_indian_musketeerDESCR: "Vijayanagara and it's successor states relied on the local cheifs of the communities of their empire for much of it's administration. Among their tasks was the organization of local defence and the recruitment and marshalling of troops."
 sikh_hit_and_runDESCR: "The less prestigious infantry arm would commonly attract third or fourth sons of poor Purbia Rajput families in the northern countryside, deserted Afghan clansmen, Jat farmer, and other groups with poor prospects. Unable to afford horses these groups would adopt the use of firearms as a cheaper way to succeed in the battlefield. While they were given little formal training these self educated Purbia musketmen would eventually make up the core of a more modern northern Indian army as their use of firearms and eventual use of more modern european infantry tactics allowed them to increasingly make a difference on the battlefields of India."
 indian_rifleDESCR: "The role that the Telingas and Berads filled in the south would eventually be filled by the Purbias in the north. British officers in the service of the East India Company and French adventurers in the service of the Mughals or other Indian rulers became increasingly common as commanders of Indian musket infantry in the north-east. As a result drilled Indian infantry regiments could soon be found in all the armies of the states in the north as well as in mercenary bands. Eventually recruitment would become even more organized and these northern Indian troops, known as Sepoys after the Mughal term for an infantryman would become closely associated with Company rule in India."
 reformed_mughal_musketeerDESCR: "As the Vijayanagara empire fractured into a number of Nayak kingdoms following it's defeat at Talicota the local Poligar's remained in place as local power holders responsible for recruitment. In some of these successor states the Poligars would aquire an even more independent position than they had under Vijayanagar. Along with the continued shortage of horses this lead to even bigger infantry ratio in the southern armies. Firearms also continued to become more common in the south as well as in the north during the 16th century."
 bhonsle_cavalryDESCR: "The light Maratha cavalry increasingly proved how vulnerable the grand Mughal heavy cavalry armies were if you could cut off their supplies. During the first half of the 18th century as Maratha power grew and as infantry increasingly became organized in the european fashion there came a need for more organized cavalry regiments. From the 1720's and onwards the size and level of organization of indian cavalry armies would increase to attempt to match the development of infantry and artillery tactics that now took place. It would take some time before seasoned Indian generals would realize just how vulnerable their focus on the cavalry arm could make them against the drilled european style musket regiments that became increasingly common during the 1700's."
 maharathan_guerilla_warfareDESCR: "As the French became increasingly entangled in the affairs of the south and eastern Indian states they started the practice of training Indian troops to use coordinated european infantry tactics. This would soon prove to be the start of a revolution in Indian warfare as infantry rather than cavalry increasingly came to be the determining factor in battles. Under Dupleix and de Bussy Telegu soldiers started to fight and arm themselves in a manner more similar to the European armies of the time. These troops were known as Telingas after their area of origin (Telingana) but soon the term came to be used about musket armed and uniformed infantry troops in other parts of India."
 cb_revoke_electorate: "Revoke Electorate"
 cb_revoke_electorate_desc: "We can revoke their power of an elector. Declaring this war will greatly upset the other electors."
 EXECUTING_POST_HOTJOIN_COMMANDS: "Executing post-hotjoin commands."
 GOODS_REQ: "Requires $LIST$"
 WAR_PROGRESS_ICON_D: "§YLeft-click§W to open War Overview\n§YRight-click§W to Sue for Peace"
 WC_NO_CAPITAL: "We don't control our capital:"
 WC_MIL_RATIO: "Relative Military Strength:"
 WC_REBEL_CONTROL: "Rebels are winning at home:"
 WC_REVOLT_RISK: "Threatened by a rebellion:"
 WC_MANPOWER: "Only §Y$VAL$§! of our manpower remains:"
 WARCAPACITY_DESC: "War capacity of §Y$WHO$§!: §Y$VAL$%§!"
 WC_NO_PROVINCES: "We no longer control any provinces:"
 EVTNAME6436: "Border Tensions"
 EVTDESC6436: "Tensions along our border with [From.Owner.GetName] have given us a claim on the province of [From.GetName]."
 EVTOPTA6436: "Splendid."
 EVERYTHING: "everything"
 NOTHING: "nothing"
 WILL_BE_DISCOVERED: "§Y$PROVINCE$§W will be discovered by everyone."
 WILL_DISCOVER: "§Y$COUNTRY$§W will discover §Y$VAL$§W."
 WILL_BE_UNDISCOVERED: "§Y$PROVINCE$§W will be undiscovered by everyone."
 WILL_UNDISCOVER: "§Y$COUNTRY$§W will undiscover §Y$VAL$§W."
 japan.EVTNAME1: "The [From.Monarch.Dynasty.GetName] shogunate has fallen!"
 japan.EVTDESC1: "[Root.Monarch.GetName] has utterly defeated the shogun, and will crown [Root.Monarch.GetHerHis] brilliant campaign by having the Emperor name [Root.Monarch.GetHerHim] the new shogun - becoming the hereditary military dictator of Japan.\n\nOnly time will tell whether the [Root.Monarch.Dynasty.GetName] shogunate will be more successful than its predecessor when it comes to the task of solidifying the warring clans."
 japan.EVTOPTA1: "We will prevail!"
 WARSCORE_FROM_BATTLE: "($VAL|=+$ Warscore)"
 CARDINAL_CONTROLLER_ACTIVE_DESC: "This cardinal belongs to $COUNTRY|Y$."
 CARDINAL_CONTROLLER_FUTURE_DESC: "This cardinal belongs to $COUNTRY|Y$ since they have given them $VOTES|Y$ votes so far."
 AGGRESSIVE_EXPANSION_DISTANCE_MODIFIER: "Distance modifier"
 AGGRESSIVE_EXPANSION_PENALTY_SAMERELIGION_GROUP: "Target has same religion group"
 GGRESSIVE_EXPANSION_PENALTY_OTHERRELIGION_GROUP: "Target has a different religion group"
 AGGRESSIVE_EXPANSION_PENALTY_HRE_INTERNAL: "Target is in the HRE"
 AGGRESSIVE_EXPANSION_PENALTY_SIZE: "Attacker's size"
 HAS_NOT_OWNER_ACCEPTED_CULTURE: "Have culture NOT accepted by owner"
 HAS_OWNER_ACCEPTED_CULTURE: "Have culture accepted by owner"
 HAS_NO_TRUCE: "Has NO truce"
 HAS_TRUCE: "Has truce"
 UNIT_TAKE_ATTR: "Unit will take attrition"
 HINTS_ACTIVE: "Hints Active"
 TRIGGER_CRUSADE_TARGET: "Crusade Target"
 TRIGGER_STRONGEST_TRADE_POWER: "Strongest Trade Power"
 TRIGGER_MOST_PROVINCE_TRADE_POWER: "Most Province Trade Power"
 GRANT_INDEPENDENCE_TOOLTIP: "§Y$VASSAL$§! gains independence."
 PEACE_GRANT_INDEPENDENCE: "Grant Independence"
 NO_WAR_TROOPS_IN_FOREIGN_AS_VASSAL: "You may not declare war when troops are already positioned in their territory."
 STARTING_IDEA: "Starting Idea:\n"
 BONUS_IDEA_FULL: "Bonus Idea for having all $NATIONAL_IDEAS$:\n"
 CURRENT_IDEAS: "Current Ideas:\n"
 YOUR_SCORE: "Your Score"
 STATISTICS: "Statistics"
 HISTORICAL_SCORES: "Historical Scores"
 WE_HAD_THE: "We had the..."
 LARGEST_ARMY: " Largest Army"
 LARGEST_NAVY: " Largest Navy"
 MOST_PROVINCES: " Most Provinces"
 HOTJOIN_CLIENT_LOST: "Lost hotjoining player $NAME$."
 HIGHEST_PROVINCE_VALUE: " Highest Province Value"
 HIGHEST_INCOME: " Highest Income"
 HIGHEST_TRADE_INCOME: " Highest Trade Income"
 REBELS_FIGHT_FOR: "These rebels want to defect to $NATION$"
 ALERT_REINFORCING_UNITS: "§YYour units have suffered casualties§W"
 ALERT_REINFORCING_UNITS_DELAYED: "You are reinforcing $TROOPS|0Y$ troops every month.\nYou need $TOTAL_MISSING|0Y$ men to fully reinforce your armies.\nReinforcing your standing army costs $COST|2Y$¤ extra per month."
 ALERT_REINFORCING_UNITS_DELAYED_MERCENARIES: "You have mercenaries that are reinforcing. No manpower is needed, but it costs $COST|2Y$¤ extra per month."
 SENDGIFTALREADYACTIVE: "§RWe have recently sent them a gift. Only our last gift will affect their relations with us.§!"
 MIS_CONST_OTHER_TIP: "A Missionary is tirelessly working to spread the §Y$RELIGION$§! faith in this province."
 CORE_CONST_OTHER_TIP: "They are currently working on making §Y$PROVINCE$§! a core."
 NO_SETTLER_IRO: "You need to unlock Colonists through Ideas."
 MIL_VIEW_LOW_MORALE: "§RArmies cannot move!§!"
 DOMINANT_RELIGION_IS_NOT: "Dominant religion in $COUNTRY$ is NOT $RELIGION$"
 DOMINANT_RELIGION_IS: "Dominant religion in $COUNTRY$ is $RELIGION$"
 TRADE_EMBARGO_POWER_SHARE: "§Y$NAME$§! share of power: §Y$VAL$%§!"
 EMBARGO_BASE: "Embargo base efficiency:"
 APPLIED_EMBARGO_EFFECT: "Impact of $PENALTY$ power due to $WHO$ power of §Y$POSS$%§!."
 SM_BORDERS: "Borders"
 SM_RIVERS: "Rivers"
 SM_POST_FX: "Post Effects"
 SM_BLOOM: "Bloom"
 SM_PARTICLES: "Particles"
 SM_CITYSPRAWL: "City Sprawl"
 SM_AMBIENT_OBJECTS: "Ambient Objects"
 SM_MOVING_UNITS: "Moving Units"
 SM_REFLECTIONS: "Reflections"
 heretic_tolerance: "Heretic Tolerance"
 desc_heretic_tolerance : "Heretic believers have been able to demand large concessions through the use of military force."
 AGGRESSIVE_EXPANSION_OPINION: "$FROM$ opinion about $TO$ aggressive expansion: $VAL|+$"
 STOP_WESTERNISATION_EFFECT: "These rebels want to return things to how they used to be. If they suceed, our Westernization attempt will be ended for now."
 100YearsWarUnitPackDLC: "100 Years War Unit Pack"
 HorsemenoftheCrescentDLC: "Horsemen of the Crescent"
 WingedHussarsUnitPackDLC: "Winged Hussars Unit Pack"
 StarandCrescentDLC: "Star and Crescent"
 AmericanDreamDLC: "American Dream"
 PurplePhoenixDLC: "Purple Phoenix"
 NationalMonumentsDLC: "National Monuments"
 NationalMonumentsIIDLC: "National Monuments II"
 ConquestofConstantinopleMusicPackDLC: "Conquest of Constantinople Music Pack"
 ME_CATEGORY_DYNASTY: "Dynasty"
 BAD_SERVER_PASSWORD: "Bad password"
 MATCHMAKING_SERVER_FILTER_SEARCH_NAMES: "Search for names..."
 MATCHMAKING_FILTER_NAMES: "Search for names"
 HRE_LIBERATED: "Territory was liberated from non HRE member."