Victoria 3

Victoria 3

Grey's Subject Interaction Suite
 This topic has been pinned, so it's probably important
MasterOfGrey  [developer] 29 Jun, 2024 @ 8:02am
Localization Submissions
If you would like to add a new localization, or extend/update an existing one, please post them in here and I'll make sure to add them to the mod. :)

If only a few lines have changes, please just post the new lines rather than the whole file.

Based on pars57's comment, this may help:
- Paradox game modes automatic translation program:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2979975489
Last edited by MasterOfGrey; 2 Sep, 2024 @ 8:33pm
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Showing 1-15 of 21 comments
GHYNG 29 Jun, 2024 @ 2:22pm 
change_culture_00_l_simp_chinese.yml:
l_simp_chinese: change_primary_culture: "改变主流文化" change_primary_culture_action_name: "$change_primary_culture$" change_primary_culture_action_propose_name: "发起文化一致运动" change_primary_culture_action_break_name: "停止文化一致运动" change_primary_culture_pact_desc: "[SCOPE.GetRootScope.GetDiplomaticPact.GetFirstCountry.GetName]正在改变[SCOPE.GetRootScope.GetDiplomaticPact.GetSecondCountry.GetName]的主流文化。" change_primary_culture_desc: "#header $change_primary_culture$#!\n$TOOLTIP_DELIMITER$\n改变目标国家的主流文化。" change_primary_culture_action_notification_name: "[INITIATOR_COUNTRY.GetName]正在改变我国的主流文化" change_primary_culture_action_notification_desc: "[INITIATOR_COUNTRY.GetName]正在改变我国的主流文化。" change_primary_culture_action_notification_break_name: "[INITIATOR_COUNTRY.GetName]停止改变主流文化" change_primary_culture_action_notification_break_desc: "[INITIATOR_COUNTRY.GetName]停止了改变我国的主流文化。" change_primary_culture_effect_desc_global: "$change_primary_culture_action_propose_name$" change_primary_culture_effect_desc_first: "[COUNTRY.GetAdjectiveNoFlag]正在改变[TARGET_COUNTRY.GetName]的主流文化。" change_primary_culture_effect_desc_third: "[COUNTRY.GetName]正在改变[AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]的主流文化。" change_primary_culture_trigger_desc_global: "文化一致运动进程中" change_primary_culture_trigger_false_desc_global: "#b 不再#!进行文化一致运动。" change_primary_culture_trigger_desc_first: "[COUNTRY.GetAdjectiveNoFlag]正在改变[TARGET_COUNTRY.GetName]的主流文化。" change_primary_culture_trigger_false_desc_first: "[COUNTRY.GetAdjectiveNoFlag]#b 不再#!改变[TARGET_COUNTRY.GetName]的主流文化。" change_primary_culture_trigger_desc_third: "[COUNTRY.GetName]正在改变[AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]的主流文化。" change_primary_culture_trigger_false_desc_third: "[COUNTRY.GetName]#b 不再#!改变[AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]的主流文化。" ib_events.01.t: "主流文化改变" ib_events.01.d: "[ROOT.GetCountry.GetName]已经骄傲地改变了[SCOPE.sCountry('culture_target_country').GetName]的主流文化,[SCOPE.sCountry('culture_target_country').GetName]将沐浴在母国的文化中永远繁荣。" ib_events.01.f: "“[ROOT.GetCountry.GetName]万岁!”" ib_events.01.a: "干得漂亮。" change_primary_culture_monthly_effect: "每个月有5%的几率完成改变文化的进程。"

change_religion_00_l_simp_chinese:
l_simp_chinese: change_state_religion: "改变国教" change_state_religion_action_name: "$change_state_religion$" change_state_religion_action_propose_name: "发起宗教一致运动" change_state_religion_action_break_name: "停止宗教一致运动" change_state_religion_pact_desc: "[SCOPE.GetRootScope.GetDiplomaticPact.GetFirstCountry.GetName]正在改变[SCOPE.GetRootScope.GetDiplomaticPact.GetSecondCountry.GetName]的国教。" change_state_religion_desc: "#header $change_state_religion$#!\n$TOOLTIP_DELIMITER$\nn改变目标国家的国教。" change_state_religion_action_notification_name: "[INITIATOR_COUNTRY.GetName]正在改变我国的国教" change_state_religion_action_notification_desc: "[INITIATOR_COUNTRY.GetName]正在改变我国的国教。" change_state_religion_action_notification_break_name: "[INITIATOR_COUNTRY.GetName]停止改变国教" change_state_religion_action_notification_break_desc: "[INITIATOR_COUNTRY.GetName]停止了改变我国的国教。" change_state_religion_effect_desc_global: "$change_state_religion_action_propose_name$" change_state_religion_effect_desc_first: "[COUNTRY.GetAdjectiveNoFlag]正在改变[TARGET_COUNTRY.GetName]的国教。" change_state_religion_effect_desc_third: "[COUNTRY.GetName]正在改变[AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]的国教" change_state_religion_trigger_desc_global: "宗教一致运动进程中" change_state_religion_trigger_false_desc_global: "#b 不再#!进行宗教一致运动。" change_state_religion_trigger_desc_first: "[COUNTRY.GetAdjectiveNoFlag]正在改变[TARGET_COUNTRY.GetName]。" change_state_religion_trigger_false_desc_first: "[COUNTRY.GetAdjectiveNoFlag]#b 不再#!改变[TARGET_COUNTRY.GetName]的国教。" change_state_religion_trigger_desc_third: "[COUNTRY.GetName]正在改变[AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]的国教。" change_state_religion_trigger_false_desc_third: "[COUNTRY.GetName]#b 不再#!改变[AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]的国教。" ib_events.02.t: "国教改变" ib_events.02.d: "[ROOT.GetCountry.GetName]已经骄傲地改变了[SCOPE.sCountry('religion_target_country').GetName]的国教,[SCOPE.sCountry('religion_target_country').GetName]将沐浴在母国的宗教中永远繁荣。" ib_events.02.f: "“[ROOT.GetCountry.GetName]万岁!”" ib_events.02.a: "干得漂亮。" change_state_religion_monthly_effect: "每个月有5%的几率完成改变宗教的进程。"

open_borders_00_l_simp_chinese.yml:
l_simp_chinese: open_border: "开放边境" open_border_action_name: "$open_border$" open_border_action_propose_name: "发起$open_border$运动" open_border_action_break_name: "停止$open_border$运动" open_border_pact_desc: "[SCOPE.GetRootScope.GetDiplomaticPact.GetFirstCountry.GetName]向[SCOPE.GetRootScope.GetDiplomaticPact.GetSecondCountry.GetName]开放边境。" open_border_desc: "#header $open_border$#!\n$TOOLTIP_DELIMITER$\n开放这个国家的边境。" open_border_action_notification_name: "[INITIATOR_COUNTRY.GetName]开放边境" open_border_action_notification_desc: "[INITIATOR_COUNTRY.GetName]目前正在向我国开放边境。" open_border_action_notification_break_name: "[INITIATOR_COUNTRY.GetName]停止开放边境" open_border_action_notification_break_desc: "[INITIATOR_COUNTRY.GetName]停止了向我国开放边境。" open_border_effect_desc_global: "$open_border_action_propose_name$" open_border_effect_desc_first: "[COUNTRY.GetAdjectiveNoFlag]准备向[TARGET_COUNTRY.GetName]开放边境。" open_border_effect_desc_third: "[COUNTRY.GetName]准备向[AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]开放边境。" open_border_trigger_desc_global: "正在开放边境" open_border_trigger_false_desc_global: "目前不在准备开放边境。" open_border_trigger_desc_first: "[COUNTRY.GetAdjectiveNoFlag]向[TARGET_COUNTRY.GetName]开放了边境。" open_border_trigger_false_desc_first: "[COUNTRY.GetAdjectiveNoFlag]目前和[TARGET_COUNTRY.GetName]并没有开放边境。" open_border_trigger_desc_third: "[COUNTRY.GetName]向[AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]开放了边境。" open_border_trigger_false_desc_third: "[COUNTRY.GetName]目前和[AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]并没有开放边境。" ib_events.03.t: "$open_border$" ib_events.03.d: "[ROOT.GetCountry.GetName]已经骄傲地完成了和[SCOPE.sCountry('autonomy_target_country').GetName]的边境开放。通过加强与母国的交流,[SCOPE.sCountry('autonomy_target_country').GetName]将永恒繁荣。" ib_events.03.f: "“[ROOT.GetCountry.GetName]万岁!”" ib_events.03.a: "干得漂亮。" open_border_monthly_effect: "每个月有5%的几率完成开放边境的进程。"
MasterOfGrey  [developer] 29 Jun, 2024 @ 5:41pm 
Cheers, have added these and they'll be in the next update later today.
GHYNG 1 Jul, 2024 @ 12:58pm 
forced_laws_00_l_simp_chinese.yml:
l_simp_chinese: forced_border_opening: "强制开放边境" forced_border_opening_desc: "一个旨在改变目标[concept_subject]的[GetLawGroup('lawgroup_migration').GetName][concept_law]的[concept_instant_diplomatic_action],强制使其变为[GetLawType('law_no_migration_controls').GetName]。它会损害与目标[concept_subject]的[concept_relations],并使一些[concept_subject][concept_pop]变得[concept_radical]。" forced_border_opening_action_name: "$forced_border_opening$" forced_border_opening_action_notification_name: "[INITIATOR_COUNTRY.GetName]强制开放我国边境" forced_border_opening_action_notification_desc: "Our [concept_overlord] [INITIATOR_COUNTRY.GetName] forced our [GetLawGroup('lawgroup_migration').GetName] [concept_law] to [GetLawType('law_no_migration_controls').GetName]. Their [concept_attitude] towards us is #tooltippable #tooltip:[INITIATOR_COUNTRY.GetTooltipTag],COUNTRY_ATTITUDE_TOOLTIP [INITIATOR_COUNTRY.GetAttitudeTowards(GetPlayer).GetName]#!#!." forced_border_opening_action_notification_desc: "我们的[concept_overlord][INITIATOR_COUNTRY.GetName]强制开放我国边境。他们对我方的态度是#tooltippable #tooltip:[INITIATOR_COUNTRY.GetTooltipTag],COUNTRY_ATTITUDE_TOOLTIP [INITIATOR_COUNTRY.GetAttitudeTowards(GetPlayer).GetName]#!#!。" forced_border_closing: "强制关闭边境" forced_border_closing_desc: "一个旨在改变目标[concept_subject]的[GetLawGroup('lawgroup_migration').GetName][concept_law]的[concept_instant_diplomatic_action],强制使其变为[GetLawType('law_closed_borders').GetName]。它会损害与目标[concept_subject]的[concept_relations],并使一些[concept_subject][concept_pop]变得[concept_radical]。" forced_border_closing_action_name: "$forced_border_closing$" forced_border_closing_action_notification_name: "[INITIATOR_COUNTRY.GetName]强制关闭我国边境" forced_border_closing_action_notification_desc: "我们的[concept_overlord][INITIATOR_COUNTRY.GetName]强制关闭我国边境。他们对我方的态度是#tooltippable #tooltip:[INITIATOR_COUNTRY.GetTooltipTag],COUNTRY_ATTITUDE_TOOLTIP [INITIATOR_COUNTRY.GetAttitudeTowards(GetPlayer).GetName]#!#!。" forced_industry_ban: "强制禁止工业" forced_industry_ban_desc: "一个旨在改变目标[concept_subject]的[GetLawGroup('lawgroup_economic_system').GetName][concept_law]的[concept_instant_diplomatic_action],强制使其变为[GetLawType('law_industry_banned').GetName]。它会损害与目标[concept_subject]的[concept_relations],并使一些[concept_subject][concept_pop]变得[concept_radical]。" forced_industry_ban_action_name: "$forced_industry_ban$" forced_industry_ban_action_notification_name: "[INITIATOR_COUNTRY.GetName]强制禁止我国工业" forced_industry_ban_action_notification_desc: "我们的[concept_overlord][INITIATOR_COUNTRY.GetName]强制禁止我国工业。他们对我方的态度是#tooltippable #tooltip:[INITIATOR_COUNTRY.GetTooltipTag],COUNTRY_ATTITUDE_TOOLTIP [INITIATOR_COUNTRY.GetAttitudeTowards(GetPlayer).GetName]#!#!。" forced_industry_ban_liberty_desire_custom_tooltip: "[SCOPE.sCountry('target_country').GetAdjectiveNoFormatting]官员将回应[SCOPE.GetRootScope.GetCountry.GetName]对工业的禁令。这个[concept_subject]的[concept_liberty_desire]和[concept_attitude]将改变。"
MasterOfGrey  [developer] 1 Jul, 2024 @ 5:31pm 
谢谢 (post deleted by OP after inclusion)
Last edited by MasterOfGrey; 10 Jul, 2024 @ 12:26am
MasterOfGrey  [developer] 6 Jul, 2024 @ 6:09pm 
谢谢你 it will be in the next update (post deleted by OP after inclusion)
Last edited by MasterOfGrey; 10 Jul, 2024 @ 12:26am
MasterOfGrey  [developer] 9 Jul, 2024 @ 4:21pm 
Thank you, these will all be in the next update - in future, if only a few lines have changes, can you please just post the new lines rather than the whole file?
(post deleted by OP after inclusion)
Last edited by MasterOfGrey; 10 Jul, 2024 @ 12:26am
MasterOfGrey  [developer] 9 Jul, 2024 @ 7:55pm 
谢谢 I have added these and updated the variable name in them to be the correct one for each

> for example : line 6~10 in change_religion . ← like this simple hints would be helpful
I will try to remember to do this for localisations going forward.
Last edited by MasterOfGrey; 9 Jul, 2024 @ 7:56pm
无铭 10 Jul, 2024 @ 12:18am 
totally improved the four files, fix many format and logic bugs,making them more consistent、understandable and sound
i'll cancel each ↑ long comment after you update, don't worry
Last edited by 无铭; 10 Jul, 2024 @ 12:23am
MasterOfGrey  [developer] 10 Jul, 2024 @ 12:25am 
That bad hey? Were they just not sensible translations or what?
MasterOfGrey  [developer] 11 Jul, 2024 @ 10:26pm 
Everything up to this message is now implemented in my version and will be part of the next update once I fix a bug.
无铭 1 Aug, 2024 @ 8:28pm 
5 new localization update at 7/22 , no old files changed
MasterOfGrey  [developer] 27 Aug, 2024 @ 10:35pm 
Confirming these were added.
MasterOfGrey  [developer] 1 Jan @ 6:03pm 
Thank you, I have updated these on my local version and they'll be in the next update coming soon.
kindum 23 Mar @ 12:08pm 
German Translation

milliarry_support:
l_german: military_support: "Unterstützen Sie die territoriale Expansion" military_support_action_name: "Unterstützen Sie die territoriale Expansion" military_support_action_propose_name: "Unterstützen Sie die territoriale Expansion" military_support_action_break_name: "Beenden Sie die Unterstützung der territorialen Expansion" military_support_action_notification_name: "Unterstützte territoriale Expansion" military_support_action_notification_desc: "Wir haben mit [INITIATOR_COUNTRY.GetName] eine Vereinbarung zur Unterstützung der territorialen Expansion geschlossen." military_support_desc: "#header $military_support$#!\n$TOOLTIP_DELIMITER$\nEin [concept_diplomatic_pact], der eine Vereinbarung zur Unterstützung der territorialen Expansion zwischen zwei [Concept('concept_country', '$concept_countries$')]n herstellt." military_support_pact_desc: "[SCOPE.GetRootScope.GetDiplomaticPact.GetFirstCountry.GetName] unterstützt die territoriale Expansion von [SCOPE.GetRootScope.GetDiplomaticPact.GetSecondCountry.GetName]." military_support_proposal_notification_name: "Vorschlag zur Unterstützung der territorialen Expansion" military_support_proposal_notification_desc: "[INITIATOR_COUNTRY.GetName] wünscht uns im Rahmen unserer territorialen Expansion zu unterstützen." military_support_proposal_notification_effects_desc: "$military_support_desc$" military_support_proposal_accepted_name: "Unterstützung der territorialen Expansion akzeptiert" military_support_proposal_accepted_desc: "[TARGET_COUNTRY.GetName] hat unseren Vorschlag zur Unterstützung der territorialen Expansion angenommen." military_support_proposal_declined_name: "Unterstützung für territoriale Expansion abgelehnt" military_support_proposal_declined_desc: "[TARGET_COUNTRY.GetName] hat unseren Vorschlag zur Unterstützung der territorialen Expansion abgelehnt." military_support_action_notification_break_name: "Unterstützung der territorialen Expansion gebrochen" military_support_action_notification_break_desc: "[INITIATOR_COUNTRY.GetName] hat seine Unterstützung für unsere territoriale Expansion." military_support_proposal_third_party_accepted_name: "Unterstützung der territorialen Expansion unterzeichnet" military_support_proposal_third_party_accepted_desc: "[INITIATOR_COUNTRY.GetName] und [TARGET_COUNTRY.GetName] haben eine Vereinbarung zur Unterstützung der territorialen Expansion geschlossen." military_support_proposal_third_party_declined_name: "Unterstützung der territorialen Expansion abgelehnt" military_support_proposal_third_party_declined_desc: "[TARGET_COUNTRY.GetName] hat die Annahme der Unterstützung der territorialen Expansion mit [INITIATOR_COUNTRY.GetName] abgelehnt." military_support_action_notification_third_party_break_name: "Unterstützung der territorialen Expansion gebrochen" military_support_action_notification_third_party_break_desc: "[INITIATOR_COUNTRY.GetName] hat die Unterstützung der territorialen Expansion mit [TARGET_COUNTRY.GetName] abgebrochen." military_support_effect_desc_global: "Unterstützt die territoriale Expansion" military_support_effect_desc_first: "[COUNTRY.GetName] etabliert Unterstützung für territoriale Expansion von [TARGET_COUNTRY.GetName]" military_support_effect_desc_third: "[COUNTRY.GetName] etabliert Unterstützung für territoriale Expansion von [AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]" military_support_trigger_desc_global: "Unterstützt die territoriale Expansion" military_support_trigger_false_desc_global: "Unterstützt #b nicht #! die territoriale Expansion?" military_support_trigger_desc_first: "[COUNTRY.GetNameNoFlag] unterstützt die territoriale Expansion von [TARGET_COUNTRY.GetName]" military_support_trigger_false_desc_first: "[COUNTRY.GetNameNoFlag] hat #b keinen #! Pakt für die Unterstützung der territorialen Expansion von [TARGET_COUNTRY.GetName]" military_support_trigger_desc_third: "[COUNTRY.GetName] unterstützt die territoriale Expansion von [AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]" military_support_trigger_false_desc_third: "[COUNTRY.GetName] unterstützt #b nicht #! die territoriale Expansion von [AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]"

change culture
l_german: change_primary_culture: "Kulturelle Angleichung" change_primary_culture_action_name: "$change_primary_culture$" change_primary_culture_action_propose_name: "Kulturelle Angleichung initiieren" change_primary_culture_action_break_name: "Stoppe die Kulturelle Angleichung" change_primary_culture_pact_desc: "[SCOPE.GetRootScope.GetDiplomaticPact.GetFirstCountry.GetName] ändert die [Concept('concept_primary_cultures', '$concept_primary_culture$')] von [SCOPE.GetRootScope.GetDiplomaticPact.GetSecondCountry.GetName].\nDer aktuelle Fortschritt beträgt #variable [SCOPE.GetRootScope.GetDiplomaticPact.GetSecondCountry.MakeScope.Var('change_primary_culture_progress').GetValue]#! von 8 Stufen." change_primary_culture_desc: "#header $change_primary_culture$#!\n$TOOLTIP_DELIMITER$\n Ändere die [Concept('concept_primary_cultures', '$concept_primary_culture$')] des Klientellandes." change_primary_culture_action_notification_name: "[INITIATOR_COUNTRY.GetName] verändert die [Concept('concept_primary_cultures', '$concept_primary_culture$')] unseres Landes." change_primary_culture_action_notification_desc: "[INITIATOR_COUNTRY.GetName] verändert die [Concept('concept_primary_cultures', '$concept_primary_culture$')] unseres Landes." change_primary_culture_action_notification_break_name: "Die Änderung der [Concept('concept_primary_cultures', '$concept_primary_culture$')] durch [INITIATOR_COUNTRY.GetName] wurde gestoppt" change_primary_culture_action_notification_break_desc: "[INITIATOR_COUNTRY.GetName] hat die Änderung der [Concept('concept_primary_cultures', '$concept_primary_culture$')] für unserer Nation eingeleitet." change_primary_culture_effect_desc_global: "Änderung der [Concept('concept_primary_cultures', '$concept_primary_culture$')] starten" change_primary_culture_effect_desc_first: "[COUNTRY.GetAdjectiveNoFlag] startet die Änderung der [Concept('concept_primary_cultures', '$concept_primary_culture$')] in [TARGET_COUNTRY.GetName]." change_primary_culture_effect_desc_third: "[COUNTRY.GetName] initiiert die kulturelle Angleichung in [AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]." change_primary_culture_trigger_desc_global: "Kulturelle Angleichung im Gange" change_primary_culture_trigger_false_desc_global: "Kulturelle Angleichung #b angehalten#!" change_primary_culture_trigger_desc_first: "[COUNTRY.GetAdjectiveNoFlag] ändert die [Concept('concept_primary_cultures', '$concept_primary_culture$')] in [TARGET_COUNTRY.GetName]." change_primary_culture_trigger_false_desc_first: "[COUNTRY.GetAdjectiveNoFlag] ändert die [Concept('concept_primary_cultures', '$concept_primary_culture$')] in [TARGET_COUNTRY.GetName] #b nicht mehr#!" change_primary_culture_trigger_desc_third: "[COUNTRY.GetName] ändert die [Concept('concept_primary_cultures', '$concept_primary_culture$')] in [AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]." change_primary_culture_trigger_false_desc_third: "[COUNTRY.GetName] ändert die [Concept('concept_primary_cultures', '$concept_primary_culture$')] in [AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)] #b nicht mehr #!" ib_events.01.t: "Erfolgreiche Änderung der [Concept('concept_primary_cultures', '$concept_primary_culture$')]" ib_events.01.d: "[ROOT.GetCountry.GetName] hat die kulturelle Angleichung für [SCOPE.sCountry('culture_target_country').GetName] erfolgreich abgeschlossen. [SCOPE.sCountry('culture_target_country').GetName] wird nun für immer gedeihen und die Kultur des Heimatlandes annehmen." ib_events.01.f: "„Lang lebe [ROOT.GetCountry.GetName]!“" ib_events.01.a: "Gut gemacht." change_primary_culture_weekly_effect: "Arbeitet an einer vollständigen Anpassung der [Concept('concept_primary_cultures', '$concept_primary_culture$')] mit einer 20%igen Chance, jede Woche Fortschritte zu machen. Für den Erfolg sind 8 Fortschrittspunkte erforderlich."
Last edited by kindum; 23 Mar @ 12:08pm
kindum 23 Mar @ 12:09pm 
law impose:
l_german: law_imposition_events.4.t: "Gesetzliche Regelungen für [SCOPE.sC('country_imposed_upon').GetName] - Versagen" law_imposition_events.4.d: "[SCOPE.sC('country_imposed_upon').GetName] konnte [SCOPE.sLaw('foreign_imposition_law').GetName] aufgrund interner Kräfte nicht umsetzen." law_imposition_events.4.f: "Der Botschafter kehrt zurück und überbringt die Nachricht des Scheiterns. „Trotz unserer Unterstützung konnten sie es nicht schaffen“, berichtet er.\n\nDie darauf folgende Stille liegt schwer im Ratssaal." law_imposition_events.4.a: "Vielleicht sollten wir das nächste Mal etwas anderes ausprobieren?"

merge subject
l_german: DIPLO_ACTION_MERGE_SUBJECT: "$DIPLO_ACTION_RELATIONS$ ist nicht kleiner als $relations_amicable$" merge_subject: "Klientelland einverleiben" merge_subject_action_name: "Staatsgebiete vereinen" merge_subject_desc: "#header $merge_subject$#!\n$TOOLTIP_DELIMITER$\nEine [concept_instant_diplomatic_action], bei deren Annahme das [concept_subject] sofort und bedingungslos annektiert wird." merge_subject_proposal_notification_name: "Vorschlagen $merge_subject_action_name$" merge_subject_proposal_notification_desc: "[INITIATOR_COUNTRY.GetName] schlägt vor, unsere Staatsgebiete zu vereinen." merge_subject_proposal_notification_effects_desc: "$merge_subject_action_name$" merge_subject_proposal_accepted_name: "$merge_subject_action_name$ akzeptiert" merge_subject_proposal_accepted_desc: "[TARGET_COUNTRY.GetName] hat unseren Vorschlag zur Zusammenlegung der Staatsgebiete unserer Länder angenommen." merge_subject_proposal_declined_name: "$merge_subject_action_name$ abgelehnt" merge_subject_proposal_declined_desc: "[TARGET_COUNTRY.GetName] hat unseren Vorschlag zur Zusammenlegung der Staatsgebiete unserer Länder abgelehnt." merge_subject_proposal_third_party_accepted_name: "$merge_subject_action_name$ akzeptiert" merge_subject_proposal_third_party_accepted_desc: "[INITIATOR_COUNTRY.GetName] hat alle Gebiete des Landes [TARGET_COUNTRY.GetName] einvernehmlich annektiert." merge_subject_proposal_third_party_declined_name: "$merge_subject_action_name$ abgelehnt" merge_subject_proposal_third_party_declined_desc: "[TARGET_COUNTRY.GetName] hat die Fusion mit [INITIATOR_COUNTRY.GetName] abgelehnt." rule_ai_merge_subject: "$merge_subject$" setting_ai_can_not_use: "Für die KI verboten" setting_ai_can_not_use_desc: "Der KI die diplomatische Aktion verbieten, Klientelländer einvernehmlich zu annektieren." setting_ai_can_use: "Für die KI erlaubt" setting_ai_can_use_desc: "Der KI die diplomatische Aktion erlauben, Klientelländer einvernehmlich zu annektieren.\nHinweis: Die KI wird diese diplomatische Aktion nicht beim Spieler verwenden." merge_subject_cheat: "Cheat zum Einverleiben von Klientelländer" rule_merge_subject_cheat: "$merge_subject$" setting_balanced_merge: "Ausgeglichen" setting_balanced_merge_desc: "Die diplomatische Aktion, Klientelländer einvernehmlich einzuverleiben, ist für das normale Spiel ausgeglichen." setting_cheat_merge: "Klientelländer einverleiben ist ein Cheat" setting_cheat_merge_desc: "Die diplomatische Aktion, Klientelländer einvernehmlich einzuverleiben, ist ein mächtiger Cheat." DIPLOMATIC_ACCEPTANCE_BREAK_FREE: "Sie verfolgen die [concept_ai_strategy] "#v $ai_strategy_subject_break_free$#!"" DIPLOMATIC_ACCEPTANCE_STRENGTHEN_SELF: "Sie verfolgen die [concept_ai_strategy] "#v $ai_strategy_subject_strengthen_self$#!"" DIPLOMATIC_ACCEPTANCE_MAINTAIN_AUTONOMY: "Sie verfolgen die [concept_ai_strategy] "#v $ai_strategy_subject_maintain_autonomy$#!"" DIPLOMATIC_ACCEPTANCE_OVERLORD_COMPLIANCE: "Sie verfolgen die [concept_ai_strategy] "#v $ai_strategy_subject_overlord_compliance$#!""

change religi
on
l_german: change_state_religion: "Religiöse Angleichung" change_state_religion_action_name: "$change_state_religion$" change_state_religion_action_propose_name: "[INITIATOR_COUNTRY.GetCustom('change_religion_dynamic_name')] initiieren" change_state_religion_action_break_name: "Stoppe [INITIATOR_COUNTRY.GetCustom('change_religion_dynamic_name')]" change_state_religion_pact_desc: "[SCOPE.GetRootScope.GetDiplomaticPact.GetFirstCountry.GetName] ändert die Staatsreligion von [SCOPE.GetRootScope.GetDiplomaticPact.GetSecondCountry.GetName].\nDer aktuelle Fortschritt beträgt #variable [SCOPE.GetRootScope.GetDiplomaticPact.GetSecondCountry.MakeScope.Var('change_state_religion_progress').GetValue]#! von 8 Stufen." change_state_religion_desc: "#header $change_state_religion$#!\n$TOOLTIP_DELIMITER$\n Ändere die Staatsreligion des Ziellandes." change_state_religion_action_notification_name: "[INITIATOR_COUNTRY.GetName] ändert die Staatsreligion unseres Landes." change_state_religion_action_notification_desc: "[INITIATOR_COUNTRY.GetName] ändert die Staatsreligion in unserem Land." change_state_religion_action_notification_break_name: "Status [INITIATOR_COUNTRY.GetCustom('change_religion_dynamic_name')] Gestoppt von [INITIATOR_COUNTRY.GetName]" change_state_religion_action_notification_break_desc: "[INITIATOR_COUNTRY.GetName] hat den Wechsel der Staatsreligion in unserem Land beendet." change_state_religion_effect_desc_global: "Status [INITIATOR_COUNTRY.GetCustom('change_religion_dynamic_name')]" change_state_religion_effect_desc_first: "[COUNTRY.GetAdjectiveNoFlag] leitet in [TARGET_COUNTRY.GetName] einen Wechsel der Staatsreligion ein." change_state_religion_effect_desc_third: "[COUNTRY.GetName] initiiert [INITIATOR_COUNTRY.GetCustom('change_religion_dynamic_name')] in [AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]." change_state_religion_trigger_desc_global: "[INITIATOR_COUNTRY.GetCustom('change_religion_dynamic_name')] in Arbeit" change_state_religion_trigger_false_desc_global: "[INITIATOR_COUNTRY.GetCustom('change_religion_dynamic_name')] angehalten!" change_state_religion_trigger_desc_first: "[COUNTRY.GetAdjectiveNoFlag] ändert die Staatsreligion in [TARGET_COUNTRY.GetName]." change_state_religion_trigger_false_desc_first: "[COUNTRY.GetAdjectiveNoFlag] ändert die Staatsreligion in [TARGET_COUNTRY.GetName] #b nicht mehr#!" change_state_religion_trigger_desc_third: "[COUNTRY.GetName] ändert die Staatsreligion in [AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)]." change_state_religion_trigger_false_desc_third: "[COUNTRY.GetName] ändert die Staatsreligion in [AddTextIf(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self),TARGET_COUNTRY.GetNameNoFlag)][AddTextIf(Not(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, TARGET_COUNTRY.Self)),TARGET_COUNTRY.GetName)] #b nicht mehr#!" ib_events.02.t: "Erfolgreiche Änderung Staatsreligion" ib_events.02.d: "[ROOT.GetCountry.GetName] hat die [INITIATOR_COUNTRY.GetCustom('change_religion_dynamic_name')] für [SCOPE.sCountry('religion_target_country').GetName] erfolgreich abgeschlossen. [SCOPE.sCountry('religion_target_country').GetName] wird nun für immer gedeihen und die religiösen Institutionen des Heimatlandes umfassen." ib_events.02.f: "„Lang lebe [ROOT.GetCountry.GetName]!“" ib_events.02.a: "Gut gemacht." change_state_religion_weekly_effect: "Arbeitet an der vollständigen Angleichung an die Staatsreligion des [concept_overlord]s mit einer 20%igen Chance auf wöchentliche Fortschritte, wobei für den Erfolg 8 Fortschrittspunkte erforderlich sind." cr_irreligious_conversion: "Irreligiöse Machtübernahme" cr_institutionalise_secularism: "Säkularistische Regulierung" cr_religious_conversion: "Religiöse Angleichung"
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