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https://w.atwiki.jp/wiki12_tce2ch/pages/10.html
●動作環境 OS: WindowsまたはLinux CPU: PentiumIII 600MHz メインメモリ: 128MB ビデオカード: 32MBのOpenGL対応のビデオカード DirectX 8.1 771MBのHDD空き容量 56.6kモデム以上のネット環境(8人以上はブロードバンド推奨) ●インストール 1)W ET本体とv2.60パッチをダウンロードしてそれぞれインストール http //www.forest.impress.co.jp/lib/game/actsport/btlacttion/wolfensteine.html 2)W ET v1.02パッチをダウンロードしてインストール(※1) http //www.truecombat.jp/files/wet/et_patch_1.02.exe 3)TC E v0.46とv0.48パッチをダウンロードしてそれぞれインストール http //www.truecombat.com/intro.php?x=d Windows欄→ TrueCombat ELITE tcetest 0.46 128MB Patch欄→ TrueCombat ELITE Patch(Win/exe) 0.46to0.48 7.5MB (※1)TC E日本サーバは、いろいろな事情によりW ET v1.02で動いているため ●PunkBuster(PB)のアップデート PBとはチートを防止するためのソフトで、W ETに付属しています。 PBが有効のサーバでバージョンエラーや原因不明でキックされたときは C \Program Files\Wolfenstein - Enemy Territory\pb\pbweb.exeを実行して PBをアップデートしてみてください。 アップデートが終わればPress a key to exitと表示されます。 上記フォルダ以下が読み取り専用になっているとうまくアップデートできません。 その場合はフォルダの読み取り専用属性のチェックを外してください。 公式サイトで公開されているpbsetup.exeを使ってもアップデートできます。 英語公式サイト http //www.evenbalance.com/ PBSetupダウンロードページ http //www.evenbalance.com/index.php?page=pbsetup.php ●カスタムファイル 追加マップや壁紙、音声、スキン(キャラの見た目)などを変更するものです。 拡張子はpk3で、C \Program Files\Wolfenstein - Enemy Territory\tcetestフォルダ に置くと有効になります。 OPTIONS/GAME/Get Missing Files from ServerをYesにしておくと カスタムファイルを導入したサーバにjoinした際に自動的に必要なファイルが 上記フォルダへダウンロードされます。 壁紙がへんなものになったり、動作が不安定になったときは 上記フォルダのpk3ファイルを削除か移動すると直るかもしれません。 ただし、pak0~pak3.pk3は公式ファイルなので削除してはいけません。 ●便利ソフト ○The All-Seeing Eye(ASE) サーバ検索ソフト。 英語ダウンロードページ http //videogames.yahoo.com/multiplayer 日本語解説サイト 汗解説 http //members.tripod.com/kom002/eye/eye.htm TC J解説ページ http //www.truecombat.jp/?ASE ○ET minimizer TC Eを最小化するツール。 日本語解説サイト *.tmp http //etmap.hp.infoseek.co.jp/tmp/ETmin.html .
https://w.atwiki.jp/kingarthur/pages/37.html
Locations There are 18 provinces in King Arthur’s Britannia and each province has multitudes of very important sites these are the Locations, which are represented by unique markers on the Campaign Map. Conquering a province In terms of strategy, Locations are the most crucial elements of the Campaign Map – those who have conquered all the Locations in a province, have conquered the province itself. When there is more than one ruler in a province, with armies scattered all over the various Locations, the province doesn’t belong to anyone yet. After you have destroyed the hostile armies in a province you have to occupy all the Locations to conquer that piece of land. Don’t forget that a province only belongs to you if you see the blue marker posts around its borders. Types of Locations Each Location provides a unique effect, depending on the type of the Location. It’s not enough to capture a Location, there should be at least an army stationed on the Location to benefit from the effect. You can find many unique locations on the Campaign Map. These locations grant special effects you can read a detailed description in the Information Panel. To gain the advantage the Knight must stay on the location at the end of the season. Strongholds Strongholds are fortresses built on the sacred places of Britannia where the mystic powers are strong, making them more powerful than the strongest average forts anywhere – and they have the capacity to develop further. Strongholds are mythical medieval cities with unrestricted construction possibilities and a diversified tech tree. The first of the Strongholds will be the legendary Camelot. As the number of available strongholds is limited to 3, the management never becomes a boring routine but all the Strongholds are unique. Each of them could be specialized to serve different purposes, like having one as the centre for economic growth, while another could be the focus of religion or education. Briefly, the development of the realm is managed through conquests and the development of the Strongholds, appointing liege lords, passing laws and doing global research into magic or technology. Buildings In King Arthur Strongholds are the localized centres for control. Winter is the time when players plan future constructions (in game terms you start constructions in the Winter). Open the Stronghold screen from either the Circle Menu, or from the top of the screen. During winter Strongholds can be upgraded with new buildings that grant numerous advantages. You can build 6 quarters in a Stronghold and 4 buildings in each quarter. Everything costs money and time to build. You can learn more about the various advantages of the buildings in the Info Panel. During winter you can queue up to 4 buildings but builders will work only on one at a time. These decisions will make each Stronghold unique and specialized (there can be a Stronghold for military centres for training heroes, or one trading centres etc). King Arthur’s Round Table The Round Table is the gathering place for the noble knights in King Arthur’s service. They are the most significant individuals in the realm they lead armies, go on adventures and some of them will become the appointed lords of the provinces. The Round Table Screen helps to give an overview of every detail related to the heroes and offers easy management options. Three other options are available in the middle of the screen. Ladies – you can find wives for your Knights. Provinces – you can raise the loyalty of the Knights by granting them fiefdoms. Prison – you can do many (mostly nasty) things to the captured enemy heroes. Apart from Arthur himself only twelve Knights can join the Round Table so you can send any of them away, if necessary. Prison During battles heroes can capture other heroes and send them to the Prison. Enemy rulers might offer a ransom for these captured knights, but there are some other choices available as well Release non-Tyrant heroes get + 2 Loyalty for setting the enemy free – the hostile hero returns to his court. Torture players will be able to see all units in the armies of the king of the captured hero. There is a 50% chance the hero will die. Tyrant heroes get + 2 Loyalty, non-Tyrants get -2 Loyalty. Escape is possible, and the chance of a successful escape grows higher year by year. The liege lord of the captured hero may offer a ransom for the freedom of his servant. If you accept the offer, the captured hero returns to the court of his king. If you decline, the hero remains in the prison. The liege lord may offer a higher ransom in a year’s time or you may never hear from him again. If the kingdom of the hero is destroyed, no one will offer anything for his freedom. Ladies On this screen you can see all the beautiful damsels who arrive at King Arthur’s court to find a suitable husband for themselves. You can choose wives for your heroes here (naturally only one wife for each hero, and they will remain married until the end of the game). Provinces You can see all the provinces in King Arthur’s growing realm. You can grant up to three provinces to your Knights as fiefdoms. You can take away a fiefdom any time and give it to one of your other Knights. Morality Chart Morality is the amalgamation of Faith – that can move along the axis of Faith (between the poles of Old Faith and Christianity) – and Virtue (somewhere between being a Tyrant or Rightful). Morality is constantly changing, due to your decisions. Players will change the Morality trait primarily through accomplishing objectives, but the knightly quests (adventures) also offer dozens of decisions which can change the Morality status. In the role of King Arthur, players determine the fate of the Once and Future King. Morality reflects the possible gaming styles and unlocks various special contents. Morality works like a third, more abstract kind of resource players who reach certain milestones either on the Faith or Virtue axis gets unique rewards, like new units, spells or general management options. King Arthur’s Morality is always based on the choices the player has made and also has an effect on the different aspects of the mythology. Players can make King Arthur a Rightful and Christian king, but, on the other hand, it is entirely possible to change the whole Arthurian universe by creating a devoted follower of the Old Faith or a ruthless monarch. Your Morality can move between Old Faith and Christianity, and at the same time it can also be somewhere between Tyrant and Rightful. Your current Morality is represented by a white marker on the chart. Your decisions constantly change your Morality and unlock unique Units, Spells and General actions. If a reward is between two axes, you must reach the necessary rating on both axes to unlock it. Advancements Players who have already acquired at least one Stronghold will be able to build Upgrades, but – like laws and building constructions – there is a season dedicated to doing this, and that season is Winter. There are 66 Upgrades available that all have an affect on the whole realm (realm meaning the provinces captured so far). Upgrades are grouped into three separate tiers on the Tech Tree – Military, Economy, Kingdom – and they require Gold, Food and Development points. Development points work like a specialized resource that has an influence on the production time of the tiered Upgrades. Strongholds and some buildings give Development points, just like some skills, magic items or Locations. Three types of advancements are available Economy, Military and Kingdom. You can get information by moving the cursor over the icons and pictures. Researching a new advancement costs Gold and requires Development points that you can see on the right side of screen. You can queue 4 advancements at once and you can cancel any of them with a right click. Your scholars work on only one advancement at a time. Chancellery The Chancellery is the centre of the kingdom, the place of all global decisions that affect every single inhabitant of the realm, also the place of jurisdiction, taxation and trade issues. It is only accessible in the Winter season, if the player has at least one Stronghold. The Chancellery manages the everyday affairs of the Kingdom. Laws can only be introduced during the winter and withdrawal is only possible in this season. Decrees are more like instant solutions to problems, but they have long-term disadvantages. You can also exchange Food for Gold and vice versa, with some loss, of course. On the right, under “Ringed Alarm” you can see the list of your most problematic provinces. Laws Laws are global orders that affect the whole realm. They have advantages and disadvantages. There are 12 unique laws. Some are obtainable from the very beginning, others have to be developed as Advancements. Decrees Decrees are immediate orders issued only once every year, that affect the whole realm, generating some income or granting other advantages. However, by overusing this power the loyalty of the people will soon decrease. There are 4 Decrees in the game but first they have to be developed as Advancements. Objectives The main goal of the game is the conquest of the whole of Britannia, but the story-based campaign is made up of Objectives that continuously grant long- and short-term goals that also fit together to paint a grandiose picture of an unfolding storyline. Objectives are particularly important tasks that influence the way events will go. Completing objectives will benefit your cause. You are free to decide whether you want to complete any of them. The Campaign is divided into 5 chapters, like a chronicle, each with a unique tone and theme. Each chapter has 15-20 objectives some of these are compulsory, but most of them are optional. The objectives are structured into a tree-like system. Apart from some standalone objectives, in most cases your tasks are related to each other, because some objectives represent the two sides of one story. By completing one you naturally exclude the other. The chapters are not closed books and players can even begin several different chapters at once, at the cost of facing an overwhelming tide of events. The important goals that make up the overall storyline follow each other chronologically, but the optional objectives can be accomplished at any time. You can have more than one chapter unlocked at the same time, but you’ll have to face the unfolding events simultaneously! Quests Knightly quests are the essence of King Arthur’s world, crossroads where you can choose between the pathways of storyline or take decisions that change his Morality. In technical terms quests are short stories where the chosen knight has to make decisions. Some adventures end in real-time battles on specially created and story-driven battle maps. During the campaign you will play through several of these quests that have a serious impact on the storyline and the Morality of Arthur or his Knights. You might also find the most powerful artefacts there. When you start a quest you have to choose a Knight who will attempt to complete the quest. The abilities of the chosen Knight play a role in the quest and only this Knight gets experience points. A Quest Screen is very simple you get a description of the situation at hand and several options about the given circumstances. The colour of the options indicates the chances of success greyed-out options mean that you don’t meet a requirement so you cannot choose those. In those cases where the decision needs the use of an Ability of the knight, the colour of the text is green if success is sure, blue if the outcome is questionable and red if you’d definitely fail it. The Campaign is built upon both pre-determined and random quests. In the first stages of the game players are set fixed adventures that are usually tied to specific campaign objectives, but later all kinds of random quests will appear. Random quests are colourful adventures without any consequences for the main plotline of the game and they serve as a useful chance to level up heroes and gain extra magic items, experience points etc. Some random quests occur during the spring season and they can cause serious negative effects on your provinces, and there are others that are not harmful, but are challenging and upon successful completion can also be very rewarding. Time after time disasters like floods, draught, or plague may fall on your realm, bringing along with them great difficulties for the people living in the province in question. A quest will always appear after a disaster, giving you the options to make the negative effect less severe. You will also face rebellions that are caused by the low loyalty and / or morale in the province. Diplomacy quests In the war raging for Britannia there are certain neutral participants, such as armies that don’t belong to a specific king, but they will have negative effects in the province where they are currently stationed. If one of your armies meets one of these neutral forces, there are two ways to handle the encounter by battle or through certain diplomatic actions. Relation the starting relation between the player and the neutral army is based on their difference in Morality. There are various methods of influencing this relation in a positive way, by offering gold, food, magic items or even offering a damsel from the court in marriage. It varies from diplomatic quest to quest which offer will be regarded more favourably – some of them might not be even offered, while others will boost the beginning relations twice. Diplomatic actions each quest of this type involves 2 to 4 different actions. Players can choose one if the diplomatic relations between the parties have reached a certain minimum level. Each of these actions has consequences. Diplomacy quests can be completed in two different ways. You can choose fighting (sword icon at the top of the screen) or you can offer some resources such as Gold, Food, Artefacts or even a Lady. Every opponent favours some goods and rejects others. As you offer more and more the blue bar on the right side raises, the relation with the opponent gets better and you can access better and better options. Battle quests Some neutral armies – mostly monsters and brigands – won’t negotiate diplomatically. In the Battle quests you play a very simple battle, on a battle map without any Victory Locations. Victory grants huge rewards. Trade quests Trade quests always appear randomly. If a hero moves to a Trade quest, he can trade gold, food, magic items or arrange marriages for other heroes or kings. Trade quests are not the “magic shops” from RPGs, these are short stories with simple background information (like an old knight offering a family heritage for a favour etc). A Trade quest works in similar way to a Diplomacy quest. On the right side of the screen you can see the goods that the merchant is offering. Your goods are on the left side. When you choose something it appears on the scales. If the two scales are in balance, you can do the deal. On the top right corner of the screen you can see which goods are preferred or rejected by the merchant. Skirmishes Approaching armies which are close enough to each other on the strategy map are able to launch attacks on each other. You can choose the “autobattle” option or you can fight your own battles, or even retreat, but it will unavoidably result in losses. Autobattle When you choose the “autobattle” option, the losses on both sides are calculated automatically, which decides the final outcome of the battle in an instant. Weaknesses losses will be considerably higher if the hostile army had units that are stronger against a given unit type in the player’s army (by the stonepaper- scissor method; spearmen vs. cavalry etc). Protected units if the player has a unit that he really wouldn’t want to lose during the autobattle, he can mark it as protected. A protected unit won’t perish, only in very grave situations, but its traits are halved when calculating the army strength. The maximum number of protected unit is 1 per group of 4 units. If you play autobattles, you can still protect your important units better than the rest of the army. You can select one or more units (a maximum of one third of your army) to be protected and they will incur less damage than the others, but the rest of the army takes the damage instead of them. Battle If the player wants to fight his own battle, he will be the attacker. He can choose from 3 available battlemaps, terrains typical of the given province. There are two exceptions to this rule either if the defender is in Extended Deploy Zone (in this case the defender will choose), or if the battle is part of a quest (then the map is fixed). Rewards The victorious army gets numerous rewards gold and food mostly, while the units and the heroes get experience points, but sometimes rare magic items or a unit from the defeated army will also show up among the rewards. On this screen you’ll see the statistics of your current battle, losses on both sides and the rewards if you are victorious. Battle Deployment phase Battles start with the deployment phase, when you place your units anywhere inside the outlined area (the border of the deployment zone is marked by blue flagpoles). As units start the battle from their deployed positions, it is advisable to scroll over the terrain first to explore all the topographic details and the important locations. You can create CTRL groups, change formation or manage the Autoattack option here. You can start the fight by pressing the “Start Battle” button. (See Ambush and Extended Deploy Zone ) Victory Conditions Your primary objective is to defeat the opposing army but that doesn’t necessarily mean that the only way to victory is the total elimination of the enemy. Although you cannot win a battle without fight, having a far stronger army than your opponent has many advantages (over and above its size or power) or you can benefit from using smart tactics. Army Morale – Army Strength Any army immediately loses if its Morale sinks to zero or the army loses all of its soldiers. The army starts the battle with a certain amount of Morale equal to its current Morale on the Campaign Map. If the army loses soldiers or the enemy controls more Victory Locations the Morale starts to fall. Victory Locations – The battle system By occupying Victory Locations (VL) you gain control of these special areas, which give a huge advantage over the enemy. The number of occupied VLs basically reflects how strong your control over the whole battlefield is, so by conquering and keeping these points of interest you can defeat the enemy without killing all the enemy soldiers and without suffering deadly losses. However, if the enemy is better at capturing VLs you can easily find yourself in a dangerous position. At the beginning of a battle a short, automatic overview will show all VLs on the given Battlemap. You can skip this phase by pressing ESC, so you jump to Deploy phase immediately. Most Battlemaps contain some VLs. Each of these has a certain active or passive ability that becomes available after a short contested period after occupying the VL. The ability is also reflected in the form of the VL a mighty cathedral can certainly heal your units. At the beginning of this scenario all VLs are basically neutral. Capturing VLs is very easy you only have to send at least one unit there and they will capture the given VL in a short space of time. Remember that your units are free to leave that location. That will not make you lose the area; however, if any enemy units arrive at the VL, after a short contested period it will belong to them. Sometimes you cannot benefit from capturing VLs if you fail to defend them. Battle system – An example At the beginning of the battle the Morale Indicator shows the basic setting where blue marks the player’s morale levels and red marks that of the enemy. The whole grey bar itself represents the “health” of the armies. If any of the parties loses units the gray bar and the coloured bar start to shrink and if an army loses morale then the coloured bar starts to shrink. If either of the bars reaches the Centre Gem then that side loses the battle. At the beginning of the battle the starting size of the red and blue Morale Indicators are affected by the morale of the army on the Campaign Map (it changes according to your decisions and the many active and passive skills and traits). The progress of the Morale Indicators is always dynamically affected by the current number of VLs controlled. During the battle the Morale Indicators can dynamically approach or move away from the Centre Gem from time to time. This depends on the VLs controlled. If the player controls more VLs his Morale Indicator starts to grow and the AI’s Morale Indicator starts to sink and vice-versa. If the player and the AI control the same amount of VLs both markers stop immediately. The following illustration presents a battle situation where the AI has a huge advantage because it has killed many of the player’s soldiers (the grey bar at the player’s side is shorter.) Furthermore the player’s morale is also lower and the AI controls more VLs. So, if nothing else happens in the battle the AI can slowly win the battle because the player’s morale will sink and the blue Morale Indicator will reach the Centre Gem. The player is in huge trouble in this example. Winning this battle would not be an easy task because the AI will try to keep control of the VLs and the player must occupy them, although that will certainly lead to some casualties. Victory Locations – Effects All VLs have certain effects that appear in the game Permanent effect within the vicinity Active spell Reward after the battle (if it’s controlled at the end of the battle) Terrain types The outcome of the battle also depends on the current terrain type, which will also have a huge influence on the skirmish. Some battlegrounds are plain fields, good for horsemen and archers. Light infantry is more effective in forest and rocky terrain and scrublands do not offer an easy match for the heavy infantry units. Spearmen will stand their ground on any terrain as long as they can keep their formations. Terrain types will not only influence the abilities of the units but even their visibility to the players. Units standing in a forest, for example, can be detected only from close range. Open field Ideal for Heavy Infantry and Heavy Cavalry. Unsuitable for Light Infantry. Movement speed is unmodified, with a small in decrease stamina. Zero defence against Archers. Forest Ideal battlefield for Light Infantry. Heavy Infantry, Spearmen and Cavalry are at a huge disadvantage. Movement speed is slower, stamina decreases at a medium rate. It offers a very good defence against Archers. Archers shooting from forest also suffer penalties. Hides units. Scrubland Acceptable battlefield for Light Infantry and Spearmen. Heavy Infantry and Cavalry fight at a disadvantage. Movement speed is slower, stamina decreases at a medium rate. Moderate defence against Archers. Road Ideal for Heavy Infantry and Heavy Cavalry. Light Infantry fight at a disadvantage. Movement speed is fast, stamina decreases very slowly. No defence against Archers. Reeds or Shallow water Acceptable terrain for Light Infantry, Light Cavalry and Spearmen. Heavy Infantry and Heavy Cavalry are at a huge disadvantage. Movement speed is very slow, stamina decreases very quickly. No defence against Archers. Hillside Acceptable terrain for Infantry. Cavalry units are at a disadvantage. Movement speed is slower, stamina decreases at high rate. No defence against Archers. Formations Each formation has its benefits and drawbacks. A unit in loose formation, for example, is relatively safe from the arrows of the archers but very vulnerable in a melee. Generally speaking, loose formations are good for marching and exploring, while closed formations are better for melee battles. Stronger and more useful formations are only available to experienced units. Certain units or formations are more effective when fighting against other units or formations. The key to success is to learn what formation types are effective against which formations. Horde Good defence against archers. Small melee attack and defence bonus for all units. Very weak against cavalry charge. Fast movement. Close Array 1st row gets medium bonuses for attack and defence. Medium defence against cavalry charge. Easy target for archers. Fast movement. Shield Wall Front row gains very high defence bonus in melee. Medium defence against archers. Weak against cavalry charges. Slow movement. Diamond Units on the edges get high attack and defence bonus in melee. Strong against cavalry charge. Weak against archers. Slow movement. Fan Medium bonus for attack in melee for all units. Medium defence against archers. Weak against cavalry charge. Fast movement. Wedge Very high melee bonus for the units on the edges. Weak defence against archers. Medium movement. Turtle Units on the edges get a very high bonus for defence in melee. Very strong defence against archers. Good defence against cavalry charge. Very slow movement. Spells The Knights of the Round Table are no ordinary warriors. Chroniclers praise their legendary deeds, how they fight with incredible vigour or how they smite down their enemies with terrible blows. Some heroes perform heavenly miracles or have learned the ways of ancient wizardry. They possess abilities that affect everyone in their vicinity or even the whole army. Knightly abilities can be passive, which means that they always grant benefits or active, meaning they cost Mana. Some of them have an instant effect while others grant the effect for a certain duration (with a timer around the icon) and all of them have a certain cooldown (they become less effective over time.) Things to consider while using magic Ranged spells can cause considerable damage if you are patient and you wait until – or create – the perfect opportunity, when there are many hostile warriors in the given area. Those spells that don’t inflict HP damage but destroy a given percentage of the soldiers in the unit are more beneficial when used against very strong units. Try to find out the possible spell combos that can make you very powerful in battles. Unit abilities Units possess certain skills that make them different from the others and give them special benefits during the battles. A particular unit with its special ability might be very effective against a given challenge, so it is wise to keep track of these unique traits. Skills can either be passive (which means that they always grant the benefits,) or active which grants the effect for a certain duration (with a timer around the icon) with a certain cooldown or else they can be switched On or Off. For example you can use the “Dodge” on/off skill of your Light Cavalry which gives some protection against ranged attacks but makes them weaker in melee. Cavalry, charge, momentum, trample The point of this is to give an important tactical role to the heavy cavalry. Heavy cavalry becomes something more than a fast and strong unit, but also one requiring careful and smart tactics (more than a simple melee unit). The reward for this extra work is that you gain the best and more powerful unit type on the battlefields. Trample is when the heavy cavalry charges with a huge momentum into a formation and rides over it. No melee combat occurs but they kill (trample) some of the opposing soldiers. This immediately inflicted damage is much higher than the damage inflicted in a simple melee fight. The goal If the heavy cavalry charges a light armoured archer unit, the archers will be broken with high losses and the cavalry rides onwards with minimal losses. If the cavalry charges a wedge of spearmen, the momentum of the cavalry will be broken. Many of them die in the first moments then the rest of the unit is not able to move forward and a melee starts. If a cavalry unit is moving “across” an enemy unit (when it is given not by the “attack” order but the order to “move” to a point beyond the enemy!), then it will try to trample it. Then the momentum of the cavalry and the resistance of the opposing unit (against a charge) are compared. If the cavalry is better it will successfully trample the enemy. During this event two processes occur at the same time 1.) the soldiers attack each other and 2.) the cavalry loses some of its momentum. If the momentum of the cavalry falls to less than the resistance of the enemy (during the “collision”) it stops and cannot ride through but starts a melee fight. All cavalry units have a maximum momentum rate. The current amount of momentum is zero if the unit is standing, and slowly increases (up to the max) if the unit starts to gallop. A faster gallop means a faster increase in the momentum – it grows even more quickly when the cavalry rides down a hill (compared to riding up a hill). The momentum is reduced if the cavalry stops, simply rides (stops galloping), moves through a swamp/deep forest, suddenly turns or tramples. The current and maximum momentum is always represented on the icon of the cavalry by a brightly lit bar. A heavy cavalry can trample 2-3 rows of archers OR 2 of light infantry OR 1 row of heavy infantry but (mostly) cannot trample spearman and has no chance of trampling another cavalry unit. There is no melee fight in a trample, but there will be immediate damages to both sides. The damage (caused and received) in a trample is affected by the current damage status of the cavalry and the type of the opposing unit. Technically the cavalry receives zero or minimal damage if it tramples archers or light infantry, but causes huge losses at the same time. This ratio is not so good against heavy infantry (the cavalry also suffers heavy damage) and the outcome can even be fatal against spearmen. Camera settings You can choose three different camera settings in the Options. Default camera Use the keys “WASD” to move the camera front and back and strafe left and right or use the mouse (move the pointer to the edge of the screen). You can rotate the camera with “Q” and “E”. You can also set the direction of the camera if you hold down the mouse wheel (an icon appears in the middle of the screen) and you can rotate the camera in any direction. You can point up our down by using the mouse wheel. The minimap displays the current view angle and the direction of the camera to help with orientation. Controls You can move your units by a single right-click on where you want them to go on the battlefield, or you can even click on the Minimap. Obstacles or impenetrable terrain types like rocks, water or building cannot be selected as destinations. A double right click on the destination makes the unit run. By holding the right mouse button down you can set the destination and direction of the selected unit(s) at the same time. After you’ve selected a unit, keep Shift held down and move the pointer to other units you will see how these units can be arranged next to each other. Then with a left click you can make this arrangement an order and the units will move to that position. Running makes the units move faster but tires them quickly. The colour of the gem on the icon of a unit shows the current Stamina where green means freshness and red represents fatigue. Tired units fight more weakly and are more vulnerable. Fatigue slowly disappears if the units stop to rest for a while. Right click on an enemy unit this is the attack command. Your soldiers will march towards the enemy. A double right click will order them to run. If the Autoattack option is on and the enemy enters inside a given radius around your units they will automatically attack the enemy. However, if you switch it off your units won’t attack the enemy automatically, only at a very close range. If one of your units attacks an enemy unit (or it is under attack), then its status is considered as “engaged in battle”. A special marker appears on the unit icon. The given unit can only leave the melee fight if you use the Withdrawal icon. Selecting units Left click on the unit or on the unit icons in the bar on the bottom of the screen. The selected unit icon gets a red frame around the bar and an arm icon appears above the units on the field. You can select more than one unit at the same time by holding down the CTRL button and left clicking on the required units (or on the icons of the units) or by drawing a loose rectangle with the mouse around the units on the battlefield. Pressing down CTRL+A selects all units and heroes. You can group together up to 9 groups of selected units by pressing CTRL+ 1 to 9. Then you can select the groups by simply pressing the buttons from 1 to 9. Strategic settings Strategic Settings can be found in the upper right corner of the screen. You can create the setting most convenient for yourself by selecting from the available options show units behind trees, archers’ range, melee units’ automatic attack range, unit flags, unit’s trail and many more. Ambush Forests are a special terrain type where your units can hide. Hiding units don’t appear on the Minimap and their flag is also hidden, although for sharp-eyed observers it is still possible to locate them on the battleground. You can see on the unit’s icon whether it’s hidden or not (a special marker appears on the unit icon). Hiding units can ambush the approaching enemy (if the opposing forces get close to them) and during an ambush they get significant bonuses to their attack ratings. At least one minute hiding is required. Scenario A Scenario battle is a single gameplay mode that is not part of a Campaign. These are instant battles against the AI where the player can set up the conditions of the battle (including the layout of the armies, the battlefield, etc.) as they wish. All units and many battlefields from the campaign will be available in the Scenario as well. Battlemap You can choose from more than 30 battlemaps. Try as many as possible each terrain is unique and requires a different army setup or tactics. Battle mode You can set the victory conditions here. The basic game only allows the Standard Battle Mode, where both armies start with 75% Morale. Battle size You can set the amount of Gold allocated to buy units for your army (unlike in the Campaign, Gold is the only resource here). You can play very small battles with one or two units or you can recruit huge armies to fight. Choosing Morality You can choose the Morality for both players (Rightful, Tyrant, Christian, Seelie, Unseelie), which will allow to use the special units exclusive to that Morality. In King Arthur there are no battles between the representatives of the same side, so you have to choose different Moralities. Assembling the army Your most important task before a battle is to create an army. You will see different panels for the units and heroes available to players of all moralities as well as those which are only available to certain moralities. You can switch between the two playing armies using the icon marking the players above the screen. You can assemble your army by picking each unit one by one. You can also create random armies and you can save the current grouping for later use. You can upgrade the assembled heroes and units just as it happens in the Campaigns. You pay for the upgrades from the same Gold pool you use for the whole army, so you have to decide whether you want a small but very efficient or a large but not so experienced army. Multiplayer The multiplayer version of the Scenario is playable over a LAN or the internet. These battles are fought by two players in a symmetrical multiplayer mode. The estimated time for an average session is 20 minutes. To play a multiplayer session on the internet, you will need a Steam client. Create a session The options of the Scenario mode are also available in Multiplayer mode (Battlemap, Battle mode, Battle size) but there are also some specific settings Name of session This name will appear in the Game List for those who want to join. If you leave it empty, the name will be the same as the Profile. Password Sessions protected by a password are only available to those who know the password. Minimum score Players with ladder scores under the set minimum can’t join the session. This is useful for players who want to play with more experienced opponents. Join You will see a list of the sessions created by others. You can filter the list for Battle modes, Battle sizes, Battlemaps or sessions with passwords, or set minimum scores required. Army setup After the joining party has connected to the Host, both parties have to choose their Moralities, and then they assemble their armies as in a typical Scenario. The chat function is also available. Battle Battles are almost exactly the same as in the Scenario mode, with two exceptions 1) both parties have only 2 minutes for Deployment 2) you can’t speed up or pause the game. The chat function is also available. NeocoreGames and the logo of NeocoreGames and King Arthur - The Role-playing Wargame © (2009) and the logo of King Arthur - The Role-playing Wargame are registered trademarks or marks of Neocoregames Ltd. All Rights Reserved.
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翻訳進行状況 全体の進行状況 93% 単体ファイルの進行状況 100% テスト進行状況 20% 完了予定日 2010/6/8
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現在、水面を作成する方法は2つあります サイズが調整可能なビルドインの"Lake object(円盤状の平らな水)"を作成する。 地形に『Water Shader』を適用し、配置をコントロールするための『blend shader』やマスキングからなる他の形態を使用する事が出来ます。 "Lake object"によって、異なる高さと異なる色や波の特性を持つ複数のユニークな水のエレメントを作成する能力を持っています。また、河川、複雑な湖の形状、およびその他の重要なエレメント作成を可能にし、その分布を微調整するための水の形状をマスクする事が出来ます。実際にこれからどのように"Lake object"を使用するか、目を通しておきましょう。 First go to the Water layout so we can place the Lake object. It s the only option currently available on the Add Water Object menu and you will immediately see your 3D preview window covered with water when you add it. After you have done so, click on it in the node list to bring up its settings. Most of the controls here are fairly self-explanatory. At the top the normal naming and enable/disable control. Handle In Preview determines whether the lake object itself will be shown in the viewport. Cast Shadows will be seldom used for now but its effect is fairly obvious - it makes the water disc cast shadows onto the terrain. Moving on let s look at the settings on tne Transform tab. the Water Level is literally just the height of the object above the base planet surface (this will be important when transparency is introduced in later versions). The Centre settings control the X, Y, Z placement of the object and can be used when precise placement of your water is needed, but it s generally easier just to drag it around in the viewport. And finally Max Radius allows you to control the size of the lake object, measured in meters as usual. The Planet and Surface Shader tabs are extremely simple. Planet allows you to specify the planet this water object is associated with. Because it s a flat disc it needs to be adjusted to fit the curvature of the planet, especially at large radius values, so it s necessary to connect it to a Planet to accomplish these changes. The Surface Shaders tab simply defines the shader for the lake object; naturally it defaults to a Water Shader. Now that we ve looked over the basic settings let s do a quick render to see how the water looks. Keep in mind that the default camera perspective is 1 kilometer above the terrain, so let s move down a bit to see the water better. Take the camera down until it seems fairly close to the water- about 200 meters - and do a render from this new camera position. At this height you should be able to see the wave structure as well as the wave variation which helps to increase realism. You ll no doubt find that water takes a bit longer to render than most other scene elements. Reflections are always quite demanding to render and Terragen 2 is no exception, but this aspect will be getting a lot of optimization in the future to improve things as much as possible. You can control all aspects of the water surface itself in the Water Shader settings. Let s take a look there now and see what kind of things can be done with the current functionality. From the Surface Shaders tab click the box to the right of the Surface Shader name (Water shader 01) and select Go to [shader name] and the water shader settings window will then be opened. Aside from the standard node controls there are only two tabs here that allow you to control all aspects of your water. In the future additional functions such as transparency and shore surf/foam will probably have their own tabs here. For now the Wave tab is visible and contains some of the most important controls to adjust the look of our water. By now you should be familiar with naming conventions of Terragen 2 so hopefully most of these will be self-explanatory. The Roughness setting controls the general roughness of the water surface and in combination with the Wave Scale and Smallest scale it determines the majority of the water shape. Wave Scale is the average wave size and Smallest Scale determines the size of the smallest details - increase this if the water shape looks too simplistic, but reduce it if you re only viewing the water from a distance as the smaller it is the more octaves in the Water Shader noise function and the longer render times will be. The next set of controls should be familiar to users of Terragen 0.9 - the Wind Patch settings. In nature there are variations in wave structure and overall water smoothness across large bodies of water which is due to several factors including wind. These settings allow you to simulate those effects and bring an extra level of realism and needed variety and interest to large water elements. The defaults give a subtle variation to the water surface, modulating the roughness across the surface with a large-scale noise function. The Wind Patch Effect setting controls the strength of this effect - the actual amount of variation there will be between different areas. Wind Patch Size controls the average scale of the areas of variation. And finally Wind Patch Sharpness sets how sharp the line between areas of variation will be, or to put it another way it controls how smooth the transition between areas of different roughness is. Now on to the Reflections tab. Master Reflectivity is fairly self-explanatory - it controls the overall level of reflectivity for the water. Index of Refraction is a technical term that refers to the amount of light refraction caused by a given material. This is implemented as the standard Index of Refraction where water is 1.33. The higher this is the more diffuse your reflections will be. Horizon Shift is a special function used to simulate the "shift" in reflection due to the aggregate effect of greater or lesser surface roughness on distant reflective surfaces. It will essentially shift the angle of distant reflection toward or away from the horizon. The easiest way to understand this is just to play with the slider and watch the effect on the preview. Highlight Intensity controls the strength of specular highlights from light sources and Min[imum] Highlight Spread allows you to control how much "spread" the reflections have - in other words how diffuse the specular highlights are. Note that you can plug a shader into the Input of the Water Shader to override or contribute to many of these built-in settings. For example you can get more control over wave shape by plugging a Power Fractal into it and using the Displacement controls. A Heightfield Shader or Image Map can be used in the same way and can be particularly useful for explicitly controlling water shape. Another important capability enabled by the Water Shader Input is controlling the color of the water. Try plugging a Default Shader into the input and adjusting color - you now have the ability to specify any color you want for the water. This also gives us a springboard to our next experiment masking the water to control its distribution.
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Infantry Captain Contents 1 Tactics 2 History 3 Built From 3.1 Field Support Truck 4 Support Abilities 4.1 Forward Observation Officer Barrage 5 Squad Abilities 5.1 Victor Target 6 Squad Weapons 6.1 Webley Revolver Captain Squad Size 1 Capture Rate 1 Sup Threshold 0.35 Health 60 Sight 35 Pin Threshold 0.8 Cost 300 Detection 10/0 Recovery Rate 0.012 Hotkey C Population 1 Time 60 Retreat Modifier 0.5 Target Type infantry_heroic Upkeep 1.5024 Reinforce Cost 0.5 Critical Type infantry_heroic Squad Slots 2 Reinforce Time 2 Tactics The captain is an officer much like the Lieutenant. Unlike the Lieutenant, Captains do NOT give speed bonuses. Captains solely give defensive bonuses and quite good at that. He will give bonuses to an entire sector and receive veterancy from all units within. It is a good idea for Captains to pick up fallen enemy weapons, as their standard weapon is generally ineffective. History Captain is a rank in the British armed forces that is used in the Army, Royal Navy, and the Royal Marines. The title is used by two separate rank grades however. Royal Navy - the rank of Captain in the Royal Navy is at the NATO OF-5 grade, equivalent to a full Colonel in the Army and Royal Marines or a Group Captain in the RAF; and Army/Royal Marines in the Army and Royal Marines, Captain is the OF-2 grade and is parallel to a Lieutenant in the Royal Navy or a Flight Lieutenant in the RAF. Built From Field Support Truck [Expand][Hide] Health 750 Population 0 Cost 18530 Max Speed 3 Time 70 Target Type hqs_mobile Hotkey F Effects The Field Support Truck coordinates and constructs Stuart Light Tanks, Sappers, and Captains. ESee Vehicle Field Support Truck for details. Support Abilities Forward Observation Officer Barrage [Expand][Hide] Cost 150 Activation targeted Duration _ Target tp_position Recharge 30 Hotkey B Effects Lieutenants and Captains can call in an artillery barrage. ESee Ability Forward Observation Officer Barrage for details. Squad Abilities Victor Target [Expand][Hide] Cost Activation targeted Duration _ Target tp_any Recharge 180 Hotkey V Effects The Victor Target will order all heavy artillery pieces (25 Pounders and Priests) to fire simultaneously at the same point. Artillery rounds fired to bombard the Victor Target will ignore their usual range constraints. Artillery pieces ordered to Counterbattery or Overwatch an area will not join in the barrage. ESee Ability Victor Target for details. Squad Weapons Webley Revolver [Expand][Hide] Weapon Webley Revolver See Weapon Webley Revolver for details. Retrieved from http //coh-stats.com/Infantry Captain
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qstr_{reg61}.0{reg62}|{reg61}.0{reg62} qstr_{reg61}.{reg62}|{reg61}.{reg62} qstr_Shot_distance _{s1}_|Shot distance {s1} meters. qstr_Gate_was_destroyed.|Gate was destroyed. qstr_drawbridge_was_destr|drawbridge was destroyed. qstr_Battering_ram_was_de|Battering ram was destroyed. qstr_Portcullis_was_destr|Portcullis was destroyed. qstr_Draw_bridge_was_dest|Draw bridge was destroyed. qstr_A_World_of_Ice_and_F|A World of Ice and Fire v9.2 qstr_YouTube _Produno|YouTube Produno qstr_Twitter _@therealpro|Twitter @therealproduno qstr_Wishlist_SpaceSlog_o|Wishlist SpaceSlog on Steam qstr_Next_Page|Next Page qstr_Game_Rules ^|Game Rules ^ qstr_0|0 qstr_Show_game_rules|Show game rules qstr_Continue...|Continue... qstr_Candidate_#1 _{s1}|Candidate #1 {s1} qstr_Candidate_#2 _{s1}|Candidate #2 {s1} qstr_{s3}_of_{s4}_wishes_|{s3} of {s4} wishes to select a new marshal and invites his vassals for a counsel. {s1} and {s2} are the likely candidates. qstr_Who_do_you_wish_to_s|Who do you wish to support? qstr_{s1}_gives_his_suppo|{s1} gives his support to {s2}. qstr_Number_of_Supporters|Number of Supporters {reg0} qstr_{s2}_has_heard_his_v|{s2} has heard his vassals' counsel. He selects {s1} as the marshal of {s3}. qstr_Done|Done qstr_Select_your_domestic|Select your domestic policy qstr_Centralization |Centralization qstr_Aristocracy |Aristocracy qstr_Serfdom |Serfdom qstr_Troop_quality |Troop quality qstr_Mercantile |Mercantile qstr_High_centralization_|High centralization reduces tax inefficiency for the king and raises it for vassals. This will interfere the relations between ruler and vassals. qstr_High_aristocracy_wil|High aristocracy will improve the relations between the king and his vassals who will be able to raise bigger armies but it will decreased trade. qstr_High_serfdom_reduces|High serfdom reduces tax inefficiency for the king and his vassals and vassals can maintain bigger armies but troops loose moral. qstr_High_troop_quality_i|High troop quality increases the strength of troops but decreases army size. qstr_Mercantile_policies_|Mercantile policies maximize exports while minimizing imports, and increase government regulation of industry. qstr_Cancel|Cancel qstr_Dictate_the_peace_te|Dictate the peace terms qstr_Select_the_castle_an|Select the castle and the amount of money and check the boxes to activate the demand. The demands are combined if both boxes are checked. qstr_1000_silver_stags|1000 silver stags qstr__Continue_| Continue qstr_Select_the_number_of|Select the number of skirmishers you wish to deploy. qstr_____SPY_REPORTS____| SPY REPORTS qstr_Based_on_your_curren|Based on your current leadership skill, you may deploy up to {reg2} spies. qstr_You_currently_have_{|You currently have {reg3} spies deployed. qstr___No_spy_selected__| No spy selected qstr___CONTINUE__| CONTINUE qstr_castle|castle qstr_food_stores|food stores qstr_town|town qstr_village|village qstr_cattle|cattle qstr_You_prepare_a_messag|You prepare a message for your spy in {s1}, ordering him to .. qstr__Return_| Return qstr__Poison_the_wells_| Poison the wells qstr__Poison_the_{s3}_| Poison the {s3} qstr__Cause_dissent_| Cause dissent qstr_____| qstr_Do_it|Do it qstr_Make_it_so|Make it so qstr_Have_your_fun|Have your fun qstr_I_shall_purchase_the|I shall purchase the concoction and have it in the well within 24 hours, my {reg59?Lady Lord}. qstr__You_do_not_have_the| You do not have the required silver stags to finance this mission. qstr_I_ll_have_the_cattle|I'll have the cattle feverish within the next 24 hours my {reg59?Lady Lord}. qstr_Within_the_next_24_h|Within the next 24 hours, I'll have the grainer looking like a refuse pile. qstr_It_will_take_12_hour|It will take 12 hours or more, my {reg59?Lady Lord},^but I shall have every man, woman and child fighting in the streets. qstr_Number_of_men_knocke|Number of men knocked down {reg1} qstr_Number_of_men_left _|Number of men left {reg1} qstr_Opponents_Beaten _{r|Opponents Beaten {reg1} qstr_Opponents_Remaining |Opponents Remaining {reg1} qstr_Remain_in_retirement|Remain in retirement. qstr_Go_back_to_adventuri|Go back to adventuring. qstr_You_have_retired_at_|You have retired at level {reg4} after {reg5} days of adventuring. qstr_Effect_on_Score|Effect on Score qstr_Settlements_owned_by|Settlements owned by you {reg0} qstr_Friendly_Settlements|Friendly Settlements {reg0} qstr_Hostile_Settlements |Hostile Settlements {reg0} qstr_Friendly_Lords _{reg|Friendly Lords {reg0} qstr_Enemy_Lords _{reg0}|Enemy Lords {reg0} qstr_Victories _{reg0}|Victories {reg0} qstr_Defeats _{reg0}|Defeats {reg0} qstr_Quests_Completed _{r|Quests Completed {reg0} qstr_Companions_Found _{r|Companions Found {reg0} qstr_Companions_Lost/Depa|Companions Lost/Departed {reg0} qstr_Wealth _{reg0}_silve|Wealth {reg0} silver stags qstr_Inventory _{reg0}_si|Inventory {reg0} silver stags qstr_Renown _{reg0}|Renown {reg0} qstr_Experience _{reg0}|Experience {reg0} qstr_Days_Passed _{reg0}|Days Passed {reg0} qstr_Difficulty _{reg0}%|Difficulty {reg0}% qstr_TOTAL_SCORE _{reg0}|TOTAL SCORE {reg0} qstr_Unpaid|Unpaid qstr_None|None qstr_{s55}__{reg0}%_|{s55} ({reg0}%) qstr_{s55}|{s55} qstr_Staff |Staff qstr_Kingdom_Tributes |Kingdom Tributes qstr_You_paid_{reg0}_cash|You paid {reg0} cash to liquidate a debt qstr_Earlier_cash |Earlier cash qstr_New_cash |New cash qstr_Your_troops_are_unpa|Your troops are unpaid! Morale has dropped. qstr_{s30}{reg1}{reg2}{re|{s30}{reg1},{reg2},{reg3},{reg4},{reg5},{reg6},{reg7},{reg8},{reg9},{reg10},{reg11},{reg12},{reg13},{reg14},{reg15},{reg16},{reg17},{reg18},{reg19},{reg20},{reg21},{reg22},{reg23},{reg24}/ qstr__Return_to_menu_| Return to menu qstr_Bank|Bank qstr_Deposit_Amount|Deposit Amount qstr_Deposit_Interest|Deposit Interest qstr_Iron_Bank|Iron Bank qstr_{reg6}|{reg6} qstr_{reg6}%|{reg6}% qstr_The_Iron_Bank_is_the|The Iron Bank is the main bank in Braavos and arguably the most powerful financial institution in the Known World.^^ You can see the banks ships docked at the Purple Harbour and the front court looks as grand as the people inside. The bank is famous for its discretion and secrecy, though one would be wise to remember if debts are not paid back when promised, the Iron Bank will have its due. qstr_If_you_are_known_to_|If you are known to this establishment, you can deposit and store stags here. Stags deposited here will earn interest on the amount every month as long as you are favourable with Braavos. qstr_You_currently_owe_th|You currently owe the Iron Bank {reg4} silver stags. The interest rate is 20% and the contract period amounts to 2 weeks. If you dont manage to pay off your debt until the deadline, the interest is raised to 40%. qstr_Choose_how_much_mone|Choose how much money you wish to borrow qstr_Borrow|Borrow qstr_Pay_off_your_debt|Pay off your debt qstr_Make_Payment|Make Payment qstr_Head_to_secure_depos|Head to secure deposit area qstr_Deposit/Withdraw|Deposit/Withdraw qstr_You_must_select_an_a|You must select an amount to borrow. qstr_{reg8}|{reg8} qstr_You_cant_pay_back_0_|You cant pay back 0 silver stags. qstr_Town|Town qstr_Acres|Acres qstr_Owned|Owned qstr_Balance|Balance qstr_Assets|Assets qstr_Debt|Debt qstr_Deadline|Deadline qstr_{s9}|{s9} qstr_{reg2}|{reg2} qstr_{reg3}|{reg3} qstr_{reg4}|{reg4} qstr_{reg5}|{reg5} qstr_This_area_of_{s1}_ca|This area of {s1} can best be described as the very core of the town.^^ You can almost see the strings that are being pulled from here, the money that comes and goes at seemingly endless rates. If you hold a birthright to these lands and you are of noble blood, you can buy the land that is cultivated outside the towns gates and benefit from the ones working hard. qstr_{reg1}_people_live_i|{reg1} people live in {s1}. There are currently {reg2} acres of land available for cultivation to provide them with food and other goods. You own {reg3} acres of land in this town. Buying an existing acre costs {reg9} silver stags, while it sells for {reg10} silver stags. Building a new one requires {reg11} silver stags. The rent paid to landowners currently accumulates to {reg13} silver stags per acre every 2 weeks and has to be collected in the town. Land wont be rented if a town is already well supplied. qstr_Choose_how_many_acre|Choose how many acres you wish to sell qstr_Choose_how_many_acres|Choose how many acres you wish to buy qstr_{s2}|{s2} qstr_Verify|Verify qstr_Buy_and_prepare_uncu|Buy and prepare uncultivated land qstr_You_cant_sell_0_acre|You cant sell 0 acres of land. qstr_You_do_have_enough_r|You do have enough renown or you do not have any birthright to perfrom this action. qstr_{reg7}|{reg7} qstr_You_do_have_enough_re|You do have enough renown or you do not have any birthright to perform this action. qstr_CURRENT_COMMANDER_S_|CURRENT COMMANDER'S REPORT! qstr_Your_Commander _{s19|Your Commander {s19} qstr_Commander_Relation _|Commander Relation {reg0} qstr_Enlisted_Faction _{s|Enlisted Faction {s20} qstr_Current_Rank _{s21}|Current Rank {s21} qstr_N/A|N/A qstr_Experience_to_next_p|Experience to next promotion {s1} qstr_Days_in_service _{re|Days in service {reg20} qstr_Current_Wage _{reg23|Current Wage {reg23} silver stags. qstr_Next_Pay/Promotion_d|Next Pay/Promotion day {s25} qstr_Army_size _{reg26}|Army size {reg26} qstr_Commander_s_Army|Commander's Army qstr_This_is_the_gambling|This is the gambling screen. Hold down control key while clicking on an item to purchase or sell it. qstr_Money _{s1}|Money {s1} qstr_You_don_t_have_enoug|You don't have enough money. qstr_He_don_t_have_enough|He don't have enough money. qstr_Sovereign_colour_of_|Sovereign colour of the {s0} qstr_Red |Red qstr_Green |Green qstr_Blue |Blue qstr__| qstr_HTML_code _{s0}|HTML code {s0} qstr_Default|Default qstr_Randomize|Randomize qstr_We_believe_the_enemy|We believe the enemy has {reg1} troops ready for battle. qstr_We_ve_paid_a_bit_of_|We've paid a bit of gold to assure that {s1} aids us. Their party is {reg1} troops strong. qstr_We_ve_paid_a_bit_of_g|We've paid a bit of gold to assure that {s1} aids us, but we must be watchful for possible betrayal. Their party is {reg1} troops strong. qstr_{s1}_will_most_assur|{s1} will most assuredly aid the enemy, bringing {reg1} troops to battle. qstr_We_believe_{s1}_will|We believe {s1} will withdraw from the coming battle. All {reg1} of them faint at the sight of blood. qstr_{s1}_is_obligated_to|{s1} is obligated to join us, bringing {reg1} troops to battle. qstr_{s1}_will_join_us_br|{s1} will join us, bringing {reg1} troops to battle. qstr_{s1}_feels_no_obliga|{s1} feels no obligation to aid us. We have not done them many favours in the past. qstr__Report_^_Dispositio| Report ^ Disposition of nearby parties in a position to join in battle. qstr___Continue__| Continue qstr__of_the_{s2}.| of the {s2}. qstr__Insult_{s1}.| Insult {s1}. qstr__Buy_food_supplies_f| Buy food supplies from {s1}. qstr__Challenge_{s1}_to_a| Challenge {s1} to a duel. qstr__Send_an_amphorae_of| Send an amphorae of wine to {s1}, as a gift. qstr__Send_a_poisoned_amp| Send a poisoned amphorae of wine to {s1}, as a gift. qstr__Compose_a_message_t| Compose a message to {s1}{s9} qstr_View_Current_Message|View Current Message qstr__Cancel_Message__| Cancel Message qstr_{s3}|{s3} qstr_{s8}|{s8} qstr__Send_Message_| Send Message qstr__Cancel_Message_| Cancel Message qstr__RETURN_| RETURN qstr_Gazing_at_the_maimed|Gazing at the maimed and the dead of your latest victory. You order your troops to qstr_Bury_the_dead_gather|Bury the dead, gather and share any loot as is common. qstr_You_estimate_this_wi|You estimate this will take 3 hours. qstr_Leave_the_dead_to_ro|Leave the dead to rot but take first claim on the looted corpses. qstr_You_estimate_this_wil|You estimate this will take 2 hour. qstr_Bury_the_dead_and_le|Bury the dead and leave all the loot. qstr_You_estimate_this_will|You estimate this will take 2 hours. qstr_Leave_quickly_and_pr|Leave quickly and press on with your journey. qstr_Your_victory_has_inc|Your victory has increased the morale of your men. qstr_You_estimate_this_will_|You estimate this will take 1 hour. qstr_Burn_the_dead_in_an_|Burn the dead in an offering to R'hllor, gather and share any loot as is common. qstr_Burn_the_dead_in_an_o|Burn the dead in an offering to R'hllor and leave all the loot. qstr_Drown_the_dead_in_an|Drown the dead in an offering to the Drowned God, gather and share any loot as is common. qstr_Drown_the_dead_in_an_|Drown the dead in an offering to the Drowned God and leave all the loot. qstr_Bury_or_burn_the_dea|Bury or burn the dead, gather and share any loot as is common. qstr_After_the_bloody_bat|After the bloody battle you decide to qstr_Deal_with_any_women_|Deal with any women, children and some companions of the wounded and dead. qstr_Join_some_of_the_oth|Join some of the others and try to gather as much gold as possible. qstr_The_wealth_provided_|The wealth provided by your master is enough. You fall in line and do as your told. qstr_Your_lord_is_not_hap|Your lord is not happy and expresses this openly with you. He does not associate with sycophants. qstr_Your_lord_gifts_you_|Your lord gifts you some iron rings and a few stags as a symbol of your bravery. qstr_Your_lord_gifts_you_a|Your lord gifts you a warriors bracelet as a reward for your courage. qstr_You_and_your_lord_sh|You and your lord share some cheers and he congratulates you on the victory. qstr_Name _{s1}^Level _{r|Name {s1}^Level {reg1} qstr_{s1}^HP _{reg0}|{s1}^HP {reg0} qstr_{s1}|{s1} qstr_Attributes |Attributes qstr_{s3}^STR _{reg1}^INT|{s3}^STR {reg1}^INT {reg2}^^Skills qstr_{s3}^Power_Strike _{|{s3}^Power Strike {reg1}^Power Draw {reg2}^Power Throw {reg3}^Horse Archery {reg4}^^Weapon Proficiencies qstr_{s3}^1_Hand_Wpns _{r|{s3}^1 Hand Wpns {reg1}^2 Hand Wpns {reg2}^Polearms {reg3} qstr_{s4}^AGI _{reg1}^CHA|{s4}^AGI {reg1}^CHA {reg2}^^ qstr_{s4}^Ironflesh _{reg|{s4}^Ironflesh {reg1}^Athletics {reg2}^Shield {reg3}^Riding {reg4}^^ qstr_{s4}^Archery _{reg1}|{s4}^Archery {reg1}^Crossbows {reg2}^Throwing {reg3} qstr_{s4}|{s4} qstr_Equipments _|Equipments qstr_Please_select_a_comp|Please select a companion as the commander for the coming battle.^^Current commander {s0}. qstr_{s1}^HP _{reg1}/{reg|{s1}^HP {reg1}/{reg2} qstr_Arms |Arms qstr_{s2}^None|{s2}^None qstr_{s2}^{s3}|{s2}^{s3} qstr_{s2}^{s4}{s3}|{s2}^{s4}{s3} qstr_{s2}^^Gear |{s2}^^Gear qstr_{s2}^^Horse |{s2}^^Horse qstr__Back_to_shop_| Back to shop qstr_Strength|Strength qstr_Riding|Riding qstr_Pdraw|Pdraw qstr_Pthrow|Pthrow qstr_1_hand|1-hand qstr_2_hand|2-hand qstr_Polearm|Polearm qstr_Archery|Archery qstr__X_bow_| X-bow qstr_Throwing_|Throwing qstr__Slings| Slings qstr__Mode| Mode qstr____to_next_lvl_| (to next lvl) qstr_If_you_can_see_this_|If you can see this, buy a new cpu. qstr___Weapons_| -Weapons- qstr___Armour_| -Armour- qstr_________________n/a_| n/a qstr_{reg1}|{reg1} qstr_Rides|Rides qstr_Walks|Walks qstr_Startpage_set__Quick|Startpage set (Quick View) qstr_Back_to_shop|Back to shop qstr__[?]_| [?] qstr_Hotkeys ^HOME_=_Set_|Hotkeys ^HOME = Set startpage^RMB = Exit to menu^ESCAPE = Quick View^BACKSPACE = Back to shop (if visited) qstr___Quit2__|- Quit2 - qstr__Quick_View_| Quick View qstr_______| qstr_Attributes|Attributes qstr_Skills|Skills qstr_Proficiencies|Proficiencies qstr_STR |STR qstr_AGI |AGI qstr_INT |INT qstr_CHA |CHA qstr_Health |Health qstr_Level |Level qstr_To_next_lvl _|To next lvl qstr_Ironflesh^Power_Stri|Ironflesh^Power Strike^Power Throw^Power Draw^Weapon Master^Shield^Athletics^Riding^Horse Archery^Looting^Foraging^Sailing Master^Navigation^Trainer^Tracking^ qstr_Tactics^Path_finding|Tactics^Path-finding^Spotting^Inventory Management^Wound Treatment^Surgery^First Aid^Engineer^Persuasion^Entertainment^Leadership^Trade qstr_10|10 qstr_One_Handed_Weapons ^|One Handed Weapons ^^Two Handed Weapons ^^Polearms ^^Archery ^^Crossbows ^^Throwing ^^Slings qstr_350^^350^^350^^350^^|350^^350^^350^^350^^350^^350^^350 qstr__{reg1}_| {reg1} qstr__100%__| 100% qstr__30_| 30 qstr__3333333333_| 3333333333 qstr__Weapons_|-Weapons- qstr__Armour_|-Armour- qstr_n/a_________________|n/a qstr_{s9}_feels...|{s9} feels... qstr_{s6}|{s6} qstr_your_choice_of_compa|your choice of companions, qstr_{s7}|{s7} qstr_your_style_of_leader|your style of leadership and... qstr_the_general_state_of|the general state of affairs.^------------------------------ qstr_Morale _____________|Morale ^^Origin qstr_State ______________|State qstr_Start_page_set__Exte|Start page set (Extended View) qstr__Faction_Relations_R| Faction Relations Report qstr_Player^Relation|Player^Relation qstr_Status|Status qstr_Relation|Relation qstr_War|War qstr_Casus_Belli|Casus Belli qstr_Peace|Peace qstr_Truce|Truce qstr_Alliance|Alliance qstr_Defence_Pact|Defence Pact qstr_Trade_Agreement|Trade Agreement qstr_{s60}|{s60} qstr_{reg59?{reg59}_days |{reg59?{reg59} days } qstr_{reg61}|{reg61} qstr_Loyal|Loyal qstr_Devoted|Devoted qstr_Fond|Fond qstr_Gracious|Gracious qstr_Friendly|Friendly qstr_Supportive|Supportive qstr_Favourable|Favourable qstr_Cooperative|Cooperative qstr_Accepting|Accepting qstr_Indifferent|Indifferent qstr_Suspicious|Suspicious qstr_Grumbling|Grumbling qstr_Hostile|Hostile qstr_Resentful|Resentful qstr_Angry|Angry qstr_Hateful|Hateful qstr_Revengeful|Revengeful qstr_Vengeful|Vengeful qstr_{reg61}_{reg58?_{reg|{reg61} {reg58?({reg58} U) }Centres qstr_{reg62}_Caravans|{reg62} Caravans qstr_{reg60}_{reg59?_{reg|{reg60} {reg59?({reg59} P) }Lords qstr__Courtships_in_progr| Courtships in progress qstr__Known_Lords_by_Rela| Known Lords by Relation qstr__Character_ _Compani| Character Companions qstr__Done_| Done qstr_Your_supporters|Your supporters qstr_The_Vale|The Vale qstr_Dragonstone|Dragonstone qstr_Norvos|Norvos qstr_The_North|The North qstr_The_Riverlands|The Riverlands qstr_The_Reach|The Reach qstr_All_Sovereignties|All Sovereignties qstr_Braavos|Braavos qstr_The_Iron_Islands|The Iron Islands qstr_Dorne|Dorne qstr_Night_s_Watch|Night's Watch qstr_Free_Folk|Free Folk qstr_The_Khalasar|The Khalasar qstr_Pentos|Pentos qstr_House_Targaryen|House Targaryen qstr_Myr|Myr qstr_Tyrosh|Tyrosh qstr_The_Westerlands|The Westerlands qstr_lorath|lorath qstr_Lys|Lys qstr_Qohor|Qohor qstr_Volantis|Volantis qstr_The_Stormlands|The Stormlands qstr_My_Boats|My Boats qstr_Boats_for_Sale|Boats for Sale qstr_No_ships_for_sale^in|No ships for sale^in this town. qstr_No_Name|No Name qstr_{reg7}._Ship|{reg7}. Ship qstr_Flagship|Flagship qstr_Very_Good|Very Good qstr_Good|Good qstr_Acceptable|Acceptable qstr_Bad|Bad qstr_Very_Bad|Very Bad qstr_Dangerous|Dangerous qstr_Repair _{reg8}_stags|Repair {reg8} stags qstr_Type _{s7}^Wood _{s6|Type {s7}^Wood {s6}^Condition {s1}^Speed {reg1} knots^Crew {reg6} men^Price {reg7} stags^{s2} qstr_Repair_Ship|Repair Ship qstr_Customize_Ship|Customize Ship qstr_Sell_Ship|Sell Ship qstr_Buy_Ship|Buy Ship qstr_Are_you_sure_you_wan|Are you sure you want to do this transaction? qstr_Leave_ship_at_the_sh|Leave ship at the shore qstr_Next_ship|Next ship qstr_Fleet_Capacity |Fleet Capacity qstr_{reg1}/{reg2}|{reg1}/{reg2} qstr_You_cannot_buy_this_|You cannot buy this boat, as it requires a sailing master skill to manage boats. qstr_You_cannot_buy_this_b|You cannot buy this boat, because you don't have any sailing master skill. qstr_You_cannot_buy_this_bo|You cannot buy this boat, as it requires a higher sailing master skill to manage more boats. qstr_You_cannot_buy_this_boa|You cannot buy this boat, because you don't have enough money. qstr_You_can_t_leave_your|You can't leave your last ship at the shore. qstr_You_can_t_leave_this|You can't leave this ship at the shore, because otherwise your crew wouldn't fit any more in the rest of the ships. qstr_{s1}_s_Ships|{s1}'s Ships qstr_You_need_to_get_clos|You need to get closer to the shore if you want to leave ships there. qstr_You_cannot_repair_th|You cannot repair this boat, because you don't have enough money. qstr_No_ships_for_sell^in|No ships for sell^in this Town. qstr_Wood _{s0}^|Wood {s0}^ qstr_Custom|Custom qstr_Red|Red qstr_Black|Black qstr_Red_and_white|Red and white qstr_Blue_and_white|Blue and white qstr_White_stripes|White stripes qstr_White|White qstr_Rich_white|Rich white qstr_Cheap_white|Cheap white qstr_Greyjoy_sigil|Greyjoy sigil qstr_Sail _{s0}^|Sail {s0}^ qstr_Tarred|Tarred qstr_Black_and_yellow|Black and yellow qstr_Varnished|Varnished qstr_Red_and_yellow|Red and yellow qstr_Green_and_yellow|Green and yellow qstr_Red_and_orange|Red and orange qstr_Green_and_white|Green and white qstr_Plain|Plain qstr_Finish _{s0}^|Finish {s0}^ qstr_Price _{reg7}_stags|Price {reg7} stags qstr_{s1}{s2}{s3}{s4}|{s1}{s2}{s3}{s4} qstr_Change_Finish|Change Finish qstr_Change_Sail|Change Sail qstr_Apply|Apply qstr_Only_ships_made_of_o|Only ships made of oak are considered to deserve a special finish. qstr_F4___Advanced_format|F4 - Advanced formations qstr_F7___Memorize_div._p|F7 - Memorize div. placement qstr_F8___Default_divisio|F8 - Default division placement qstr_F4___Ranks|F4 - Ranks qstr_F5___Shield_Wall|F5 - Shield Wall qstr_F6___Wedge|F6 - Wedge qstr_F7___Square|F7 - Square qstr_F8___No_Formation|F8 - No Formation qstr_F1___Movement_orders|F1 - Movement orders qstr_F2___Formation_order|F2 - Formation orders qstr_F3___Fire_orders|F3 - Fire orders qstr_F4___Complex_formati|F4 - Complex formations qstr_Ranks|Ranks qstr_Five_Rows|Five Rows qstr_Shield_Wall|Shield Wall qstr_Four_Rows|Four Rows qstr_Wedge|Wedge qstr_Three_Rows|Three Rows qstr_Square|Square qstr_Two_Rows|Two Rows qstr_No_Formation|No Formation qstr_Single_Line|Single Line qstr_Memorize_div._placem|Memorize div. placement qstr_Default_division_pla|Default division placement qstr_____Y^Cancel| Y^Cancel qstr_____X^__Trait| X^ Trait qstr_____B^_Horse| B^ Horse qstr_____A^_Creep| A^ Creep qstr_Strategy_Camera _pre|Strategy Camera press the Enter key.' qstr_Orders|Orders qstr_Mount|Mount qstr_Attack_Order|Attack Order qstr_Retreat|Retreat qstr_Stand_Ground|Stand Ground qstr_Charge|Charge qstr_Follow_Me|Follow Me qstr_Hold_This_Position|Hold This Position qstr_Spread_Out|Spread Out qstr_Stand_Closer|Stand Closer qstr_Fall_Back|Fall Back qstr_Advance|Advance qstr_Dismount|Dismount qstr_Fire_At_Will|Fire At Will qstr_Hold_Your_Fire|Hold Your Fire qstr_Use_Blunt_Weapons|Use Blunt Weapons qstr_Use_Any_Weapon|Use Any Weapon qstr_Ready|Ready qstr_Wounded|Wounded qstr_Dead|Dead qstr_What_will_your_party|What will your party be known as? qstr_By_the_name_entered_|By the name entered above. qstr_Simply_by_my_name _{|Simply by my name {s5}. qstr_What_will_your_fort_|What will your fort be known as? qstr_Simply_by _{s5}.|Simply by {s5}. qstr__{s2}_siege_camp.| {s2} siege camp. qstr_Stamina |Stamina qstr_Exhausted|Exhausted qstr_Very_Tired|Very Tired qstr_Tired|Tired qstr_Normal|Normal qstr_High|High qstr_What_name_would_you_|What name would you like to give to your settlement? qstr_Save_it_as _{s5}.|Save it as {s5}. qstr_Plan_Deployment|Plan Deployment qstr_You_will_have_{reg1}|You will have {reg1} troops available at the battle's start qstr_Troop|Troop qstr_#_at_start__/_#_in_p|# at start / # in party qstr_/_{reg0}|/ {reg0} qstr_{reg0}|{reg0} qstr_of_{reg0}_troops|of {reg0} troops qstr_Ready_Troops|Ready Troops qstr_Reassess|Reassess qstr_Scrap_All|Scrap All qstr_Too_many_troops^Chec|Too many troops^Check number available qstr_Initial|Initial qstr_Movement_1|Movement 1 qstr_Movement_2|Movement 2 qstr_Formation|Formation qstr_Attack|Attack qstr_Weapon_Type|Weapon Type qstr_Shield|Shield qstr_Skirmish|Skirmish qstr_Hold_Position|Hold Position qstr_Back_10|Back 10 qstr_Forward_10|Forward 10 qstr_Repeat_x|Repeat x qstr_Shield_wall|Shield wall qstr_Ranged|Ranged qstr_Polearms|Polearms qstr_Two_Handed|Two Handed qstr_One_Handed|One Handed qstr_No_Shields|No Shields qstr_Use_Shields|Use Shields qstr_Avoid_Melee|Avoid Melee qstr_Turn_to_weapon_order|Turn to weapon orders... qstr_Prepare_Orders|Prepare Orders qstr_Dispatch_Orders|Dispatch Orders qstr_...Turn_to_positioni|...Turn to positioning orders qstr_Record_Battle_Size_a|Record Battle Size as set in Options qstr_Troop_Assignments|Troop Assignments qstr_Split_Troops_into_Se|Split Troops into Secondary Divisions qstr_Troops_by^_Primary_D|Troops by^ Primary Division qstr_#_in^Main_Division|# in^Main Division qstr_Show/^Hide|Show/^Hide qstr_#_in^Secondary_Divis|# in^Secondary Division qstr_Secondary^Division|Secondary^Division qstr_Disabled|Disabled qstr_Split_Active|Split Active qstr_Clear_All|Clear All qstr_Discard_Changes|Discard Changes qstr_Save|Save qstr_0000|00,00 qstr_Bet _{reg51}_Stag|Bet {reg51} Stag qstr_Money _{reg1}_Stag|Money {reg1} Stag qstr_{reg1}{reg2}|{reg1},{reg2} qstr_Start_Game|Start Game qstr_Find_the_Lady|Find the Lady qstr_You_win!_Try_again?|You win! Try again? qstr_You_lose._Try_again?|You lose. Try again? qstr_Yes|Yes qstr_No|No qstr_You_learn_your_new_f|You learn your new faith quickly and you are taught to recite the Seven Pointed Star - the holy text of the Faith of The Seven - After a week, you are indicted into your new religion.^^ This will require you to stay a week at the septry. Do you still want to covert your religion? qstr_Yes.|Yes. qstr_No.|No. qstr_After_a_week_you_are|After a week, you are indicted into your new religion.^^ This will require you to stay a week at the temple. Do you still want to covert your religion? qstr_Back_to_Siege|Back to Siege qstr_Your_Siege_Camp|Your Siege Camp qstr_You_are_besieging_th|You are besieging the enemy.^Here you can manage your camp's resources. qstr_Send_Foragers |Send Foragers qstr_^Send_men_to_forage_|^Send men to forage nearby. They return with extra food every half day. qstr_Forty_men_are_needed|Forty men are needed. qstr_Fortify_Camp |Fortify Camp qstr_^Fortify_your_camp_w|^Fortify your camp with basic defences. The men engaged in this difficult work will need a reward of 200 stags, or you could face troubles. qstr_Sixty_men_are_needed|Sixty men are needed. qstr_Troop_Tree|Troop Tree qstr_Recruit_Prisoners|Recruit Prisoners qstr_Visit_Camp|Visit Camp qstr_No_one_is_interested|No one is interested this time. qstr_Resume_Travelling|Resume Travelling qstr_Your_Sea_Camp|Your Sea Camp qstr_The_ship_is_at_the_m|The ship is at the mercy of the wind when you stop to rest.^Here you can manage your camp's resources. qstr_Calm^^The_sails_like|Calm^^The sails, like the sea, are flat. qstr_Light_breeze^^On_the|Light breeze^^On the sea, you notice some small wavelets.^The sails swell a little. qstr_Moderate_breeze^^Sma|Moderate breeze^^Small waves with breaking crests are rolling on the sea.^The sails fill with wind. qstr_Strong_breeze^^Moder|Strong breeze^^Moderate waves begin to form larger ones.^The sails are swollen tight and will need to be reefed soon. qstr_High_wind^^There_are|High wind^^There are many breaking waves visible. The sails are reefed.^There is some chance now that ships will be damaged. qstr_Gale^^The_sea_is_vio|Gale^^The sea is violent. The sails are almost completely reefed.^There is a high risk of a damaged hull. qstr_Storm^^The_waves_tos|Storm^^The waves toss about the ships, which threaten to capsize. qstr_Number_of_sailors |Number of sailors qstr_Speed_from_sailors |Speed from sailors qstr_Fleet|Fleet qstr_Fishing|Fishing qstr_Second_Outfit|Second Outfit qstr_Read_Book|Read Book qstr_Retire|Retire qstr_Options|Options qstr_Check_Location|Check Location qstr_You_cannot_read._You|You cannot read. You can learn to do so at a citadel. qstr_Accept|Accept qstr_Dismiss_Staff|Dismiss Staff qstr_Recruit_staff_for_yo|Recruit staff for your settlement qstr_^Hiring_staff_has_bo|^Hiring staff has both initial and continuing costs. A good reputation and an impressive settlement will attract a greater variety of candidates. qstr_Description |Description qstr_Captain |Captain qstr_Religious_Figure |Religious Figure qstr_Bard |Bard qstr_Bottler |Bottler qstr_Whore |Whore qstr_Master_at_Arms |Master at Arms qstr_Smith |Smith qstr_Armourer |Armourer qstr_Maester |Maester qstr_Cook |Cook qstr_Captain_Yoren|Captain Yoren qstr_Dismiss/No_Captain|Dismiss/No Captain qstr_Septon|Septon qstr_Old_Gods_Priest|Old Gods Priest qstr_Red_Priest|Red Priest qstr_Drowned_Priest|Drowned Priest qstr_Dismiss/No_Priest|Dismiss/No Priest qstr_No_bard_wants_to_ser|No bard wants to serve you. qstr_Bard|Bard qstr_Dismiss/No_Bard|Dismiss/No Bard qstr_Alfred|Alfred qstr_Dismiss/No_Bottler|Dismiss/No Bottler qstr_No_whore_s_are_avail|No whore's are available. qstr_Marei|Marei qstr_Genna|Genna qstr_Kayla|Kayla qstr_Rosa|Rosa qstr_Dismiss/No_Whore|Dismiss/No Whore qstr_Master_at_Arms|Master at Arms qstr_Dismiss/No_Master_at|Dismiss/No Master at arms qstr_Gunthred|Gunthred qstr_Dismiss/No_Smith|Dismiss/No Smith qstr_Gregor|Gregor qstr_Dismiss/No_Armourer|Dismiss/No Armourer qstr_No_maesters_are_avai|No maesters are available. qstr_Jaqen|Jaqen qstr_Daario|Daario qstr_Melwyn|Melwyn qstr_Janos|Janos qstr_Dismiss/No_Maester|Dismiss/No Maester qstr_Alliser|Alliser qstr_Dismiss/No_Cook|Dismiss/No Cook qstr_{s10}|{s10} qstr_You_do_not_have_enou|You do not have enough money to increase your staff by this amount. Please reduce the number of people to hire! qstr_More|More qstr_Campaign_Type|Campaign Type qstr_ROYAL_SANDBOX_CAMPAI|ROYAL SANDBOX CAMPAIGN qstr_LORDLY_SANDBOX_CAMPA|LORDLY SANDBOX CAMPAIGN qstr_STATIC_WARS_CAMPAIGN|STATIC WARS CAMPAIGN qstr_SANDBOX_CAMPAIGN|SANDBOX CAMPAIGN qstr_Difficulty_Type|Difficulty Type qstr_Impossible|Impossible qstr_Full_Realism|Full Realism qstr_These_options_can_be|These options can be changed later in the camp menu. qstr_Reduced_to_1/4__Easi|Reduced to 1/4 (Easiest) qstr_Reduced_to_1/2__Easy|Reduced to 1/2 (Easy) qstr_Reduced_to_1/2__Easi|Reduced to 1/2 (Easiest) qstr_Reduced_to_3/4__Easy|Reduced to 3/4 (Easy) qstr_Reduced_to_1/4__Hard|Reduced to 1/4 (Hardest) qstr_Reduced_to_1/2__Hard|Reduced to 1/2 (Hard) qstr_Increased_to_3x_dama|Increased to 3x damage (Hardest) qstr_Increased_to_2x_dama|Increased to 2x damage (Hard) qstr_Slowest|Slowest qstr_Slower|Slower qstr_Faster|Faster qstr_Fastest|Fastest qstr_Warning _The__{s1}__|Warning The '{s1}' and '{s2}' options for this setting can't be disabled any more after you click '{s3}.' qstr_Choose_a_campaign_ty|Choose a campaign type! qstr_Static_Wars_Campaign|Static Wars Campaign Westerosi factions will be locked in diplomacy according to the Wars of the Five Kings.^^Sandbox Campaign The same as above but all factions (except the Night's Watch) are free to declare war and peace as they choose. Much like normal Warband.. qstr_Choose_a_difficulty_|Choose a difficulty type! qstr_Stamina_is_calculate|Stamina is calculated from Health and Athletic skills and affects physical endurance during battle. When a character's stamina is exhausted, he or she won't be able to run and his or her weapons' damage will be halved.^^{s8} qstr_Your_skill_points_wi|Your skill points will deteriorate when you equip heavy armour. This option brings better balance to the game, as light troops become more important. Other equipment may have positive effect on skills.^^{s8} qstr_Your_army_needs_regu|Your army needs regular rest at an inn, your camp site or a settlement from time to time. Lack of rest will lower your troops morale, while resting will improve it. qstr_Your_enemies_will_ca|Your enemies will cause double damage while you cause only half. qstr_Add_decapitation_to_|Add decapitation to battles. qstr_Disable_the_3D_view_|Disable the 3D view in settlement/village menus to improve the loading time for slower machines.^^Turning this off can help to prevent crashes. qstr_Attack_while_holding|Attack while holding your shield (default hold Right Mouse Button + Left Mouse Button). The short delay is meant to keep the player from mistakenly executing a shield bash during normal fighting.^^The AI will also be able to use this ability. qstr_The_divisions_of_the|The divisions of the player's army will not adopt the formations of shield wall, wedge, or square. Moreover, the F4 menu that contains these selections will no longer appear.^^The default ranks formations will always be adopted when the player closes ranks beyond the point needed to make a shoulder-to-shoulder line. qstr_When_multiple_divisi|When multiple divisions are placed, they will set up to face the centre of the enemy forces. Without this option, they will set up along the facing that the player has when he/she places them, although individual divisions will still turn to face the enemy.^^For example, with the option OFF and the player facing AWAY from the attacker, infantry will set up on the RIGHT flank rather than the LEFT. qstr_The_army_opposing_th|The army opposing the player never takes a defensive position at the back of the map, but will always charge the armies of the player and his/her allies. qstr_Turning_this_on_allo|Turning this on allows your character to perform a warcry animation when telling your troops to charge. Your character will be un-responsive whilst performing this move. qstr_Turning_this_on_allow|Turning this on allows you to see the distance your projectile has travelled. qstr_Set_how_much_damage_|Set how much damage is done to your character. qstr_Set_how_much_damage_i|Set how much damage is done to your army. qstr_Set_how_much_damage_is|Set how much damage is received from all lords and companions (heroes). qstr_Set_how_much_damage_is_|Set how much damage is dealt from all lords and companions (heroes). qstr_Set_how_well_troops_|Set how well troops fight. They fight worst at Beginner level. qstr_Campaign_AI_affects_|Campaign AI affects many aspects of the game, like ^- size of bandit parties^- renown loss in battles^- chance of recruiting lords^- taxes^- how lords get reinforcements^- how lords respond to the player's requests qstr_Set_the_running_spee|Set the running speed of troops in battle.^^{s8} qstr_{s2}_{reg0}|{s2} {reg0} qstr_Wounded_troops_take_|Wounded troops take damage from blood loss.^^{s8} qstr_The_player_will_have|The player will have bodyguards in certain locations.^^{s8} qstr_You_can_turn_off_the|You can turn off the invading White Walker armies. Be warned White Walkers and Wights can only be killed with certain weapons.^Removing the Whitewalkers removes a large part of the mod. (A checked box means the whitewalker invasion will NOT happen).^^If turning this back on the invasion will start after the time you selected at the start of the game. qstr_Sets_the_player_as_c|Sets the player as commander of the chosen division. This division will set up immediately left and behind the player on Hold and Follow commands (Wedge will put player on the point). Consider it for bodyguard divisions. qstr_Your_player_has_the_|Your player has the chance of falling backwards in battles. This enables a realistic way to overcome the walking backwards exploit.^^{s8} qstr_{s3}^^{s4}|{s3}^^{s4} qstr_Your_Kingdom|Your Kingdom qstr_Name_^{playername}|Name ^{playername} qstr_Renown |Renown qstr_Reputation |Reputation qstr_Commoner_Trust |Commoner Trust qstr_Right_to_Rule |Right to Rule qstr_Money |Money qstr_Religion |Religion qstr_Atheist|Atheist qstr_Old_Gods_of_the_Fore|Old Gods of the Forest qstr_R_hllor|R'hllor qstr_The_Faith_of_the_Sev|The Faith of the Seven qstr_The_Drowned_God|The Drowned God qstr_Can_read |Can read qstr_Reading |Reading qstr_No_books.|No books. qstr_Trait |Trait qstr_Natural_Leader__Pres|Natural Leader (Press Key U in battle) qstr_Warrior__Press_Key_B|Warrior (Press Key B in battle) qstr_Scars |Scars qstr_Wounds |Wounds qstr_Enemies_Killed |Enemies Killed qstr_Enemies_Wounded |Enemies Wounded qstr_Allies_Killed |Allies Killed qstr_Allies_Wounded |Allies Wounded qstr_Story|Story qstr_Attributes/Skills|Attributes/Skills qstr_Wounds|Wounds qstr_Quest|Quest qstr_Party|Party qstr_Relations|Relations qstr_Budget|Budget qstr_Statistics|Statistics qstr_Companions|Companions qstr_Factions|Factions qstr_Known_Lords|Known Lords qstr_Courtship|Courtship qstr_Ships|Ships qstr_Level _{reg4}_^Days_|Level {reg4} ^Days of Adventuring {reg5}. qstr_Settlements_Owned_by|Settlements Owned by You {reg0} qstr_Hostile_Lords _{reg0|Hostile Lords {reg0} qstr_Inventory _{reg0}_st|Inventory {reg0} stags qstr_You_need_to_be_the_r|You need to be the ruler of your faction in order to access your kingdom control panel. qstr_^^^^Wounds_Informati|^^^^Wounds Information ^^{s3}^^----------^^{s4}^^----------^^{s5}^^----------^^{s6} qstr_Kingdom_Report|Kingdom Report qstr_{reg59?Queen King} |{reg59?Queen King} qstr_{reg59?Queen King}_s|{reg59?Queen King}'s Towns qstr_{reg59?Queen King}_s_|{reg59?Queen King}'s Castles qstr_{reg59?Queen King}_s_V|{reg59?Queen King}'s Villages qstr_Lords |Lords qstr_Caravans |Caravans qstr_Kingdom_Towns |Kingdom Towns qstr_Kingdom_Castles |Kingdom Castles qstr_Kingdom_Villages |Kingdom Villages qstr_Places_without_Lord |Places without Lord qstr_Prisoner_Lords |Prisoner Lords qstr_Minister |Minister qstr_Tax_Enforcement |Tax Enforcement qstr_No__tax_revenue_lowe|No (tax revenue lower) qstr_{reg59?Queen King}_s_A|{reg59?Queen King}'s Army Size qstr_Royal_Decree|Royal Decree qstr_Summary|Summary qstr_Lords|Lords qstr_Diplomacy|Diplomacy qstr_Armies|Armies qstr_Centers|Centers qstr_Rename|Rename qstr_Map_Colour|Map Colour qstr_Make_a_Royal_Decree |Make a Royal Decree ^^Changing orders will take a few hours,^as messengers need time to reach your vassals.^Once you select your order click DONE for confirmation. qstr_Gather_Our_Forces|Gather Our Forces qstr_Defend_the_Kingdom|Defend the Kingdom qstr_Current_decree _{s4}|Current decree {s4} qstr_You_order_the_lords_|You order the lords to present themselves with their household armies. qstr_You_order_the_kingdo|You order the kingdom to be defended. qstr_You_cannot_do_this_n|You cannot do this now. qstr_Choose_a_colour_for_|Choose a colour for your kingdom! qstr_Green|Green qstr_Blue|Blue qstr_{reg11}_{reg12}_{reg|{reg11}, {reg12}, {reg13} qstr_Your_Camp|Your Camp qstr_You_stop_to_rest.^He|You stop to rest.^Here you can manage your camp's resources. qstr_Send_Scouts |Send Scouts qstr_^Sending_scouts_ahea|^Sending scouts ahead of the army will increase your chances of spotting enemies. However, these men always move very exposed, so their life expectancy is low. qstr_Thirty_men_are_neede|Thirty men are needed. qstr_^Send_men_to_forage_a|^Send men to forage as your army travels. They return with extra food every half day. qstr_Twenty_men_are_neede|Twenty men are needed. qstr_^Fortify_your_camp_wi|^Fortify your camp with basic defences. The men engaged in this difficult work will need a reward of 200 silver stags, or you could find yourself in trouble. qstr_Your_Settlement|Your Settlement qstr_Wait_Here|Wait Here qstr_Visit_your_Camp|Visit your Camp qstr_You_cannot_build_you|You cannot build your settlement so close to another settlement. qstr_You_are_too_close_to|You are too close to a settlement to camp. qstr_Your_army_morale_is_|Your army morale is low! qstr_{reg1}_{reg2}|{reg1}, {reg2} qstr_House_Lannister|House Lannister qstr_House_Bolton|House Bolton qstr_House_Karstark|House Karstark qstr_House_Stark|House Stark qstr_Outlaws|Outlaws qstr_The_Brotherhood|The Brotherhood qstr_Camp_Women|Camp Women qstr_Freeriders|Freeriders qstr_Sellsails|Sellsails qstr_Ironborn_Pirates|Ironborn Pirates qstr_Golden_Company|Golden Company qstr_Mercenaries|Mercenaries qstr_Faith_of_the_Seven|Faith of the Seven qstr_Drowned_God|Drowned God qstr__Click_on_a_unit_for|(Click on a unit for details) qstr_fort|fort qstr_Infiltration|Infiltration qstr_A_good_way_to_hasten|A good way to hasten the fall of the {s2} is to infiltrate it with a group of men to damage the defences, food stores, water supplies or loyalty of the defenders. It is a difficult and risky manoeuvre, almost suicidal. Those you send in have low chances of returning, but if successful, they could cause great damage to the enemy. They will need 600 stags for their troubles. What type of sabotage would you like them to cause? qstr_Poison_the_{s2}_s_wa|Poison the {s2}'s water. qstr_Kill_the_{s2}_s_live|Kill the {s2}'s livestock. qstr_Burn_the_{s2}_s_food|Burn the {s2}'s food. qstr_Subvert_the_defender|Subvert the defenders. qstr_A_group_of_chosen_me|A group of chosen men will be sent to poison the water supplies. qstr_A_group_of_chosen_men|A group of chosen men will be sent to kill the cattle. qstr_A_group_of_chosen_men_|A group of chosen men will be sent to burn the granaries. qstr_A_group_of_chosen_men_w|A group of chosen men will be sent to subvert the defenders. qstr_You_do_not_have_the_|You do not have the 600 stags to pay for this mission. qstr_{s1}_of_the_{s2}|{s1} of the {s2} qstr_Send|Send qstr_You_are_sending_a_ra|You are sending a raven.^You can do three kinds of things with a raven give Orders, change Relations and make Diplomacy. qstr_Message_Type |Message Type qstr_Select_a_Place_for_y|Select a Place for your orders qstr_ _Orders ^_You_cann| Orders ^ You cannot give orders to a lord who doesn't belong to your kingdom. qstr_Orders _None.|Orders None. qstr_Orders _Meet_and_Fol|Orders Meet and Follow You. qstr_Orders _Go_to_a_Plac|Orders Go to a Place. qstr_Orders _Patrol_an_Ar|Orders Patrol an Area. qstr_Orders _Besiege_a_Pl|Orders Besiege a Place. qstr_ _Relations ^This_l| Relations ^This lord belongs to your kingdom. qstr_Relations _None.|Relations None. qstr_Relations _Insult_an|Relations Insult and Provoke. qstr_Relations _Send_a_Gi|Relations Send a Gift. qstr_ Diplomacy ^It_is_o| Diplomacy ^It is only possible to negotiate between faction leaders.^You aren't a king. qstr_ Diplomacy ^It_is_on| Diplomacy ^It is only possible to negotiate between faction leaders.^{s1} isn't a king. qstr_Diplomacy _None.|Diplomacy None. qstr_Diplomacy _Suggest_a|Diplomacy Suggest an Alliance. qstr_Diplomacy _Suggest_P|Diplomacy Suggest Peace. qstr_Diplomacy _Declare_W|Diplomacy Declare War. qstr_You_want_to_order_{s|You want to order {s9} to meet and follow you. qstr_You_want_to_order_{s9|You want to order {s9} to go to... qstr_You_want_to_order_{s9}|You want to order {s9} to patrol around.... qstr_You_want_to_order_{s9}_|You want to order {s9} to besiege... qstr_You_want_to_send_a_m|You want to send a message to insult and provoke {s9}. Perhaps this will make him attack you. qstr_You_want_to_send_a_g|You want to send a gift of rings, bracelets and other jewellery valued at 2000 stags to {s9}, with the intention of improving your relationship. qstr_You_want_to_invite_{|You want to invite {s9} to make an alliance with you. qstr_You_want_to_make_pea|You want to make peace with {s9}. qstr_You_want_to_declare_|You want to declare war on {s9}. Remember that declaring a war without bad relations can cause other realms discomfort with and mistrust of you, especially if your kingdom has a truce or alliance with the other kingdom. qstr_No_message_chosen.|No message chosen. qstr_ _You_are_sending_a_| You are sending a raven to {s9}^^ Distance {reg2} km.^^ Messenger services will cost {reg3} stags.^^^ {s10} qstr_You_have_not_chosen_|You have not chosen a message to send. qstr_This_place_is_alread|This place is already besieged by another realm. qstr_You_have_good_relati|You have good relations with this kingdom. Your lord won't attack it. qstr_You_re_already_at_pe|You're already at peace with this kingdom. It isn't necessary to send a raven. qstr_You_need_to_improve_|You need to improve your relationship with this kingdom before proposing an alliance. qstr_You_already_have_an_|You already have an alliance with this kingdom. Wait until the current alliance finishes before you send your petition. qstr_You_are_already_at_w|You are already at war with this kingdom. qstr_You_do_not_have_the_n|You do not have the needed stags to pay to messenger. qstr_Port_of_{s1}|Port of {s1} qstr_vSeason|vSeason qstr_vwindstrength|vwindstrength qstr_vwind_direction|vwind direction qstr__near_{s10}| near {s10} qstr_Your_recruiter_who_w|Your recruiter who was commissioned to recruit {reg10} recruits to {s13} has been defeated{s10}! qstr_Your_caravan_sending|Your caravan sending {s12} to {s13} has been defeated {s10}! qstr_Your_messenger_on_th|Your messenger on the way to {s13} has been defeated {s10}! qstr_Your_soldiers_patrol|Your soldiers patrolling {s13} have been defeated {s10}! qstr_A_scout_trying_to_ga|A scout trying to gather information about {s13} has been slain {s10}! qstr_{s1}_of_{s3}_was_def|{s1} of {s3} was defeated in battle but managed to escape. qstr_{s49}{s12}|{s49}{s12} qstr_Trying_to_improve_yo|Trying to improve your relations with {s44} qstr_Is_imprisoned_in_the|Is imprisoned in the dungeon of {s44} qstr_{s54}_is_a_claimant_|{s54} is a claimant to the throne of {s56}. qstr_nowhere|nowhere qstr_{s57}_and_{s58}|{s57} and {s58} qstr_{reg3?She He}|{reg3?She He} qstr_The_town_of_{s50}|The town of {s50} qstr_The_village_of_{s50}|The village of {s50} near {s52} qstr_{s51}_belongs_to_{s1|{s51} belongs to {s1} of {s2}.^^ qstr_{s7}_and_{s8}|{s7} and {s8} qstr_{s2}It_has_no_villag|{s2}It has no villages.^ qstr_{s2}{reg0?Its_villag|{s2}{reg0?Its villages are Its village is} {s8}.^ qstr_{s2}Its_prosperity_i|{s2}Its prosperity is {s50}. qstr_{s9}_and_{s10}|{s9} and {s10} qstr_{s7}_opened_the_gate|{s7} opened the gate qstr_{s7}_closed_the_gate|{s7} closed the gate qstr_You_are_hurt_close_t|You are hurt, close to death, weak and blood soaked. You need to be healed quickly. qstr_As_life_fades_you_re|As life fades you're struck with the fury of combat and refuse to die. Adrenalin takes hold and today, you say no to death. qstr_You_re_so_tired_you_|You're so tired you can barely move a muscle. qstr_You_heal.|You heal. qstr_{s0}_|{s0} qstr_+{reg1}_to_party_mor|+{reg1} to party morale qstr_Increases_party_mora|Increases party morale^ and improves leadership and tactics skills qstr_Musical_Instruments |Musical Instruments Increases entertainment qstr_Also_known_as_Dragon|Also known as Dragonglass,^formed from a volcanic gas qstr_The_ancestral_sword_|The ancestral sword of House Dayne.^Said to be made from metal forged from the heart of a fallen star qstr_Valyrian_steel.^Trem|Valyrian steel.^Tremendously strong, yet extremely light.^Said to have been taken from the ruins of Valyria. qstr_Valyrian_steel.^Exce|Valyrian steel.^Exceptionally sharp and tremendously strong, yet light,^keeping its edge and requiring no maintenance.^This weapon will never break qstr_Valyrian_steel_blade|Valyrian steel blade.^Forged out of Valyrian steel from the blade of an adversary of a great Khal long ago^and has been wielded by a number of Khals overtime.^This weapon will never break qstr_Valyrian_steel_blade^|Valyrian steel blade,^upon which Brog swore a blood oath to avenge^the death of Rhaegar and the fall of the Targaryen household.^This weapon will never break qstr_A_large_sword_encomp|A large sword encompassed in fire and blessed by R'hllor.^This sword was gifted to you after defeating the Night King and his army qstr_A_sword_blessed_with|A sword blessed with fire qstr_A_Valyrian_Warhammer|A Valyrian Warhammer once owned by King Robert Baratheon.^This weapon will never break qstr_The_ancestral_Valyri|The ancestral Valyrian steel sword of House Stark.^Exceptionally sharp and tremendously strong, yet light.^This weapon will never break qstr_The_ancestral_Valyria|The ancestral Valyrian steel sword of House Mormont.^Exceptionally sharp and tremendously strong, yet light.^This weapon will never break qstr_This_Valyrian_steel_|This Valyrian steel glaive is a true masterpiece of death and design.^It was wielded and passed down by the High Bearded Priest^as a symbol of power and absolute authority.^This weapon will never break qstr_It_is_unclear_how_a_|It is unclear how a Lannister solider came by such a remarkably crafted dagger.^Maybe he found it in a grand adventure or^looted it off the corpse of a fallen foe.^Either way, it is yours now. qstr_This_helmet_feels_st|This helmet feels sturdy,^unnaturally light and seems to conform to your head.^It is obviously of remarkable craftsmanship. qstr_Just_a_random_sword|Just a random sword qstr_A_sword_made_of_ice|A sword made of ice qstr_Requires_{reg1}_inte|Requires {reg1} intelligence to read qstr_Reading_Progress _{r|Reading Progress {reg1}% qstr_wound_treatment|wound treatment qstr_training|training qstr_surgery|surgery qstr_persuasion|persuasion qstr_+1_to_{s1}_while_in_|+1 to {s1} while in inventory qstr__^| ^ qstr__2_speed^_2_manoeuvr|-2 speed^-2 manoeuvre^ qstr__5_speed^_5_manoeuvr|-5 speed^-5 manoeuvre^ qstr_+3_armour^+4_charge^|+3 armour^+4 charge^+10 hit points^ qstr__1_requirement_of_ri|-1 requirement of riding^ qstr_+1_requirement_of_ri|+1 requirement of riding^+5 hit points^ qstr_+1_speed^+1_armour^+|+1 speed^+1 armour^+1 charge^ qstr_+2_requirement_of_ri|+2 requirement of riding^+2 speed^+2 armour^+2 charge^ qstr_{s1}_Improves_foragi|{s1} Improves foraging skill qstr__56_hit_points^_4_re|-56 hit points^-4 resistance^ qstr__26_hit_points^_2_re|-26 hit points^-2 resistance^ qstr_+47_hit_points^+2_re|+47 hit points^+2 resistance^ qstr_+83_hit_points^+4_re|+83 hit points^+4 resistance^ qstr_{s2}_Heavy_Equipment|{s2} Heavy Equipment Penalties in certain skills qstr_{s2}_Medium_Equipmen|{s2} Medium Equipment Penalties in certain skills qstr___4_to_body_armour^| -4 to body armour^ qstr___3_to_body_armour^| -3 to body armour^ qstr___2_to_body_armour^| -2 to body armour^ qstr___1_to_body_armour^| -1 to body armour^ qstr__+1_to_body_armour^| +1 to body armour^ qstr__+2_to_body_armour^| +2 to body armour^ qstr__+3_to_body_armour^| +3 to body armour^ qstr__+4_to_body_armour^| +4 to body armour^ qstr__+6_to_body_armour^| +6 to body armour^ qstr_{s1}_Heavy_Armour _H|{s1} Heavy Armour High Penalties in certain skills qstr_{s1}_Medium_Armour _|{s1} Medium Armour Penalties in certain skills qstr_{s1}_Religious_Equip|{s1} Religious Equipment Increases persuasion qstr_{s1}_Gives_advantage|{s1} Gives advantages in certain skills qstr___4_to_head_armour^| -4 to head armour^ qstr___3_to_head_armour^| -3 to head armour^ qstr___2_to_head_armour^| -2 to head armour^ qstr___1_to_head_armour^| -1 to head armour^ qstr__+1_to_head_armour^| +1 to head armour^ qstr__+2_to_head_armour^| +2 to head armour^ qstr__+3_to_head_armour^| +3 to head armour^ qstr__+4_to_head_armour^| +4 to head armour^ qstr__+6_to_head_armour^| +6 to head armour^ qstr___4_to_leg_armour^| -4 to leg armour^ qstr___3_to_leg_armour^| -3 to leg armour^ qstr___2_to_leg_armour^| -2 to leg armour^ qstr___1_to_leg_armour^| -1 to leg armour^ qstr__+1_to_leg_armour^| +1 to leg armour^ qstr__+2_to_leg_armour^| +2 to leg armour^ qstr__+3_to_leg_armour^| +3 to leg armour^ qstr__+4_to_leg_armour^| +4 to leg armour^ qstr__+6_to_leg_armour^| +6 to leg armour^ qstr_{reg1?_5_swing_damag|{reg1?-5 swing damage^ }{reg2?-5 thrust damage^ } qstr_{reg1?_3_swing_damag|{reg1?-3 swing damage^ }{reg2?-3 thrust damage^ } qstr_{reg1?_3_swing_damage|{reg1?-3 swing damage^ }{reg2?-3 thrust damage^ }-3 speed qstr_{reg1?_1_swing_damag|{reg1?-1 swing damage^ }{reg2?-1 thrust damage^ } qstr_{reg1?+3_swing_damag|{reg1?+3 swing damage^ }{reg2?+3 thrust damage^ }+3 speed qstr_{reg1?+4_swing_damag|{reg1?+4 swing damage^ }{reg2?+4 thrust damage^ } qstr_{reg1?+5_swing_damag|{reg1?+5 swing damage^ }{reg2?+5 thrust damage^ }+1 speed{reg3?^+4 requirement of strength } qstr_{reg1?+2_swing_damag|{reg1?+2 swing damage^ }{reg2?+2 thrust damage^ }-2 speed{reg3?^+1 requirement of strength } qstr__5_damage|-5 damage qstr__3_damage^_3_speed|-3 damage^-3 speed qstr_+3_damage^_3_speed{r|+3 damage^-3 speed{reg3?^+2 requirement of power draw } qstr_+5_damage^+1_speed{r|+5 damage^+1 speed{reg3?^+4 requirement of power draw } qstr_+13%_max_ammo|+13% max ammo qstr_+2_damage^_2_speed{r|+2 damage^-2 speed{reg3?^+1 requirement of power throw } qstr_+3_damage^+3_speed|+3 damage^+3 speed qstr__3_damage|-3 damage qstr_Move_here|Move here qstr_View_notes|View notes qstr_Send_Spy|Send Spy qstr_Retrieve_Spy|Retrieve Spy qstr_Order_Sabotage|Order Sabotage qstr_Add_custom_note|Add custom note qstr_Send_messenger|Send messenger qstr_Accompany|Accompany qstr_Find_landing_point|Find landing point qstr_Select_as_target|Select as target qstr__{s61}_{s62}_| {s61}({s62}) qstr_killed_or_seriously_|killed or seriously wounded qstr_minor_wounded|minor wounded qstr_{s0}^TOTAL _{reg3}__|{s0}^TOTAL {reg3} ({s2}) qstr_^None|^None qstr_nothing|nothing qstr_{reg0}_village{reg1?|{reg0} village{reg1?s } qstr_{reg0}_castle{reg1?s|{reg0} castle{reg1?s } qstr_{reg0}_castle{reg1?s |{reg0} castle{reg1?s } and {s0} qstr_{reg0}_town{reg1?s }|{reg0} town{reg1?s } qstr_{reg0}_town{reg1?s }_|{reg0} town{reg1?s } and {s0} qstr_{reg0}_town{reg1?s }_{|{reg0} town{reg1?s }, {s0} qstr_Your_opponents_are_r|Your opponents are ready for the fight. qstr_Try_to_destroy_as_ma|Try to destroy as many targets as you can. You have two and a half minutes to clear the track. qstr_Stay_behind_the_line|Stay behind the line on the ground and shoot the targets. Try not to waste any shots. qstr_Garrison_Troops|Garrison Troops qstr_Camp_Troops|Camp Troops qstr_Settlement_Troops|Settlement Troops qstr_Even_though_nearby_{|Even though nearby, {s1} does not come to your aid. qstr_Battle_Advantage_=_{|Battle Advantage = {reg0}.{s1} qstr_{s9}_wants_you_to_re|{s9} wants you to resume following his army until further notice. qstr__Being_Raided_|(Being Raided) qstr__Looted_|(Looted) qstr__Under_Siege_|(Under Siege) qstr_The_village_of_{s1}_|The village of {s1} has been looted by {s2}. qstr_{s9}_Is_under_siege_|{s9} Is under siege and you have lost {reg6} silver stags leaving a deposit of {reg7}. qstr_{s3}_is_no_longer_un|{s3} is no longer under siege. qstr_Small_bands_of_enemi|Small bands of enemies have been spotted near {s1}. qstr_Enemy_patrols_have_b|Enemy patrols have been spotted near {s1}. qstr_A_medium_sized_group|A medium-sized group of enemies has been spotted near {s1}. qstr_A_significant_group_|A significant group of enemies has been spotted near {s1}. qstr_An_army_of_enemies_h|An army of enemies has been spotted near {s1}. qstr_A_large_army_of_enem|A large army of enemies has been spotted near {s1}. qstr_A_great_host_of_enem|A great host of enemies has been spotted near {s1}. qstr__{s10}_of_{s13}_recr| {s10} of {s13} recruits {s11} {s12} in {s14} qstr_Your_duel_with_{s1}_|Your duel with {s1} was cancelled due to unforeseen circumstances. qstr_debug __party_is_hir|debug party is hired to engage army. qstr_{s1}_has_been_besieg|{s1} has been besieged by {s2} of {s3}. qstr__{s1}__{s11} _{s14}|({s1}) {s11} {s14} qstr_{s14}__{s21}_|{s14} ({s21}) qstr_{s5}_has_the_greates|{s5} has the greatest support among the lords of the {s4} to be the next marshall, but {s0} overrules their choice. qstr_{s5}_has_the_greatest|{s5} has the greatest support among the lords of the {s4} to receive {s1}, but {s0} overrules their choice. qstr_{s1}_is_the_new_mars|{s1} is the new marshal of {s2}. qstr_You_gained_{reg12}_r|You gained {reg12} renown. qstr_You_lose_{reg12}_ren|You lose {reg12} renown. qstr_Your_relation_with_{|Your relation with {s1} has improved. qstr_Your_relation_with_{s|Your relation with {s1} has deteriorated. qstr_You_have_angered_the|You have angered them. qstr_You_have_appeased_th|You have appeased them. qstr_You_gain_reputation.|You gain reputation. qstr_You_lose_reputation.|You lose reputation. qstr_Now_player_reputatio|Now player reputation is {reg1} qstr_{s1}_has_declared_wa|{s1} has declared war against {s2}. qstr_The_{s15}_complies_w|The {s15} complies with its alliance with the {s17} by attacking the {s16}. qstr_{s1}_and_{s2}_have_m|{s1} and {s2} have made peace with each other. qstr_{s2}_{reg3?was is_cu|{s2} {reg3?was is currently} at {s3}. qstr_{s2}_{reg3?was is}_t|{s2} {reg3?was is} travelling to {s3} and {reg4?she he} {reg3?was should be} close to {s4}{reg3? at the moment}. qstr_{s2}_{reg3?was is}_i|{s2} {reg3?was is} in the field and {reg4?she he} {reg3?was should be} close to {s3}{reg3? at the moment}. qstr_{s2}_{reg3?was is}_b|{s2} {reg3?was is} being held captive at {s3}. qstr_{s2}_{reg3?was has_b|{s2} {reg3?was has been} taken captive by {reg4?her his} enemies. qstr_{reg3?{s2}_s_locatio|{reg3?{s2}'s location was unknown I don't know where {s2} is}. qstr_{s6}_has_joined_your|{s6} has joined your party. qstr_You_now_owe_{reg2}_s|You now owe {reg2} silver stags to {s1}. qstr_Royal_guardian|Royal guardian qstr_Renown_value_for_thi|Renown value for this battle is {reg8}. qstr_You_have_run_into_a_|You have run into a trap! qstr_You_are_attacked_by_|You are attacked by a group of bandits! qstr_Holding|Holding qstr_Following|Following qstr_Charging|Charging qstr_Advancing|Advancing qstr_Falling_Back|Falling Back qstr_Standing_Closer|Standing Closer qstr_Spreading_Out|Spreading Out qstr_Standing|Standing qstr_Free|Free qstr_Any_Weapon|Any Weapon qstr_Blunt_Weapons|Blunt Weapons qstr_Your_soldiers_patroll|Your soldiers patrolling {s6} disbanded because you left the faction! qstr_{s1}_Rebels|{s1} Rebels qstr_Given_by _{s62}|Given by {s62} qstr_Given_on _{s60}|Given on {s60} qstr_You_have_{reg0}_days|You have {reg0} days to finish this quest. qstr_This_quest_has_been_|This quest has been concluded. Talk to {s59} to finish it. qstr_This_quest_has_been_s|This quest has been successfully completed. Talk to {s59} to claim your reward. qstr_This_quest_has_faile|This quest has failed. Talk to {s59} to explain the situation. qstr_At_the_time_the_ques|At the time the quest was given ^{s1} qstr_The_{s5}_has_been_de|The {s5} has been defeated! qstr_{s5}_has_a_strength_|{s5} has a strength of {reg1} men in total. qstr_The_last_time_you_sa|The last time you saw {reg1?her him}, {s1} qstr_The_last_time_you_he|The last time you heard about {reg1?her him}, {s1} qstr_{s6}_{s7}|{s6} {s7}, qstr_The_following_lords_|The following lords are held prisoner here {s6} qstr_There_are_no_lords_h|There are no lords held prisoner here. qstr_Current_garrison_con|Current garrison consists of {reg5} men.^Has food stock for {reg6} days. qstr_Very_Poor|Very Poor qstr_Poor|Poor qstr_Average|Average qstr_Rich|Rich qstr_Very_Rich|Very Rich qstr_Manor|Manor qstr_A_manor_lets_you_res|A manor lets you rest at the village and pay your troops half wages while resting. qstr_Mill|Mill qstr_A_mill_increases_vil|A mill increases village prosperity by 5%. qstr_Watch_Tower|Watch Tower qstr_A_watch_tower_lets_t|A watch tower lets the villagers raise alarms earlier. The time it takes for enemies to loot the village increases by 25%. qstr_School|School qstr_A_school_increases_t|A school increases the loyalty of the villagers to you by +1 every week. qstr_Messenger_Post|Messenger Post qstr_A_messenger_post_let|A messenger post lets the inhabitants send you a message whenever enemies are nearby, no matter how far you are from here. qstr_Prison_Tower|Prison Tower qstr_A_prison_tower_reduc|A prison tower reduces the chance of captives being held here running away successfully. qstr_You_invite_a_drowned|You invite a drowned man to influence the people here to worship the Drowned God. qstr_Weirwood_tree|Weirwood tree qstr_Plant_a_weirwood_tre|Plant a weirwood tree to remember your ancestors and worship the Old Gods. qstr_Temple_of_R_hllor|Temple of R'hllor qstr_Build_a_temple_to_sp|Build a temple to spread the strength of R'hllor. qstr_Septry|Septry qstr_Build_a_septry_to_in|Build a septry to increase the worship of the Seven Faced God. qstr_Large_septry_of_the_|Large septry of the Seven Faced God qstr_Build_a_large_sept_t|Build a large sept to increase the worship of the Seven further. qstr_The_Drowned_God_shri|The Drowned God shrine qstr_Build_a_shrine_for_a|Build a shrine for a greater a influence towards the people here to worship the Drowned God. qstr_Weirwood_Forest|Weirwood Forest qstr_Plant_a_weirwood_for|Plant a weirwood forest for a greater increase in worship to the Old Gods. qstr_Shrine_to_The_Lord_o|Shrine to The Lord of Light. qstr_Build_a_shrine_to_pr|Build a shrine to practice spreading the power of R'hllor. qstr_Blacksmith|Blacksmith qstr_Build_this_to_facili|Build this to facilitate the manufacture of tools and weapons. qstr_Merchant_Guild_House|Merchant Guild House qstr_Build_this_to_please|Build this to please the merchant community and engage in trade enterprises. qstr_Library|Library qstr_Erect_a_library_to_i|Erect a library to increase and spread knowledge in your name. qstr_Prosperity_of_{s2}_h|Prosperity of {s2} has changed from {s3} to {s4}. qstr_ERROR _Companion_str|ERROR Companion strings actual/needed {reg1}/{reg2} qstr_{s4}_looks_upset.|{s4} looks upset. qstr_your_party|your party qstr_{reg0?One_of_your_pr|{reg0?One of your prisoners, }{s1} of {s3} has escaped from captivity! qstr_TPE_ERROR!__No_valid|TPE ERROR! No valid faction could be determined for this town. qstr_You_brought_{reg3}_h|You brought {reg3} heads of cattle to {s1}. qstr_I_heard_that_there_w|I heard that there will be a tournament in {s62} soon. qstr_I_heard_that_one_can|I heard that one can buy {s62} very cheap at {s63}. qstr_I_heard_that_they_pa|I heard that they pay a very high price for {s62} at {s63}. qstr_Well_apparently_2500|Well, apparently 25,000 Dothraki attacked the city of Braavos. Though they couldn't penetrate the lines of only 3000 Unsullied. Hah, stupid Dothraki! qstr_I_ve_heard_the_boar_|I've heard the boar that killed the late King Robert Baratheon still runs free in that Kingswood area. May the seven bless he who brings back that boar dead. qstr_Westeros_has_become_|Westeros has become infested with thieves, murderers and mercenaries trying to profit from the war. Its not safe around here no more. qstr_There_s_been_reports|There's been reports of people being attacked by hill clans in the Vale. The name Ulf keeps being mentioned. qstr_People_say_giants_ro|People say giants roam beyond the wall. Others say its nonsense and just a way to scare folk. You make up your own mind but you sure wont see me hanging around there any time soon! qstr_Have_you_heard_about|Have you heard about that cave far beyond the wall? No? Umm.. yeah me neither! qstr_I_would_like_to_know|I would like to know about the Andles, wouldn't you? qstr_All_most_people_can_|All most people can do is fuck whores and get drunk while Westeros lies on the brink of destruction! qstr_The_Others!....._The|The Others!..... The Night King!... Pahaha! What nonsense. qstr_The_Wildlings_have_b|The Wildlings have been united beyond the wall they say. Call him the king beyond the wall ya know. qstr_Apparently_The_Port_|Apparently The Port of Ibben holds a secret. qstr_I_wish_the_world_was|I wish the world was less dangerous, few men grow old these days. qstr_I_ve_been_told_the_U|I've been told the Unsullied maintains strict discipline and training, for that reason they are the most powerful warriors in Westeros and Essos! qstr_Apparently_the_Unsul|Apparently the Unsullied can be bought from someone somewhere in Essos. qstr_two_days_ago|two days ago qstr_You_asked_me_to_come|You asked me to come and meet you here at {s33}. So, here I am, waiting for you to show up. qstr_Marshal_has_chosen_{|Marshal has chosen {s13} to levy troops. qstr_Marshal_Levying_Troo|Marshal Levying Troops qstr_The_marshal_is_levyi|The marshal is levying {reg0} troops from your center {s10}. qstr_{s12}_of_{s1}|{s12} of {s1} qstr_{s12}_of_{s2}|{s12} of {s2} qstr_You_gain_right_to_ru|You gain right to rule. qstr_You_lose_right_to_ru|You lose right to rule. qstr_You_have_been_enlist|You have been enlisted! qstr_Current_rank _{s5}|Current rank {s5} qstr_You_have_left_your_c|You have left your commander! qstr_You_have_been_grante|You have been granted leave! qstr_You_have_rejoined_yo|You have rejoined your commander! qstr_{s3}_{s2}|{s3}, {s2} qstr_You_are_issued_with_|You are issued with equipment of a {s1} {s2}. qstr_The_equipment_of_a_{|The equipment of a {s1} {s2}is taken from you. qstr_Your_reputation_has_|Your reputation has increased by {reg12}. qstr_Your_reputation_has_d|Your reputation has decreased by {reg12}. qstr_People_think_neither|People think neither better or worse of you. qstr_You_lost_{reg12}_ren|You lost {reg12} renown. qstr_No_one_listens_to_yo|No one listens to you. qstr_You_gained_{reg12}_ri|You gained {reg12} right to rule. qstr_You_lost_{reg12}_rig|You lost {reg12} right to rule. qstr_Your_claims_to_rule_|Your claims to rule fall on deaf ears. qstr_You_gained_{reg12}_b|You gained {reg12} bardic reputation. qstr_You_lost_{reg12}_bar|You lost {reg12} bardic reputation. qstr_You_received_{reg12}|You received {reg12} silver stags. qstr_This_performance_cos|This performance cost you {reg12} silver stags. qstr_lack_of_room|lack of room qstr_prepare_to_volley|prepare to volley qstr_end_volley|end volley qstr_Everyone|Everyone qstr_Archers!!_use_fire!!|Archers!! use fire!! qstr_Archers!!_extinguish|Archers!! extinguish flames!! qstr_Belfry_was_destroyed|Belfry was destroyed. qstr_Your_party_consumed_|Your party consumed {reg1} units of food{reg4?, {reg4} from foraging }({reg2} days left). qstr_{s2}_managed_to_fora|{s2} managed to forage {reg4} units of food to complement supplies. qstr_{reg4}_killed_{reg5}|{reg4} killed, {reg5} wounded qstr_{s0}^{s1} _{reg3}__{|{s0}^{s1} {reg3} ({s2}) qstr_{s0}^{s1}_ally_ _{re|{s0}^{s1}(ally) {reg3} ({s2}) qstr_{s0}^{s1}_enemy_ _{r|{s0}^{s1}(enemy) {reg3} ({s2}) qstr_{reg0}_of_your_priso|{reg0} of your prisoners escaped! qstr_ready_bows_and_missi|ready bows and missiles qstr_ready_side_arms|ready side arms qstr_ready_two_handers_an|ready two-handers and polearms qstr_brandish_shields|brandish shields qstr_doff_your_shields|doff your shields qstr_stand_and_fight|stand and fight qstr_avoid_melee|avoid melee qstr_shields_at_will|shields at will qstr_brace_for_charge|brace for charge qstr_remove_brace_and_fig|remove brace and fight qstr_{s2} _{reg3}_{reg4}_|{s2} {reg3}, {reg4} days qstr_{s4} _{reg4}|{s4} {reg4} qstr_{s1}__gathering_supp|{s1} (gathering support) qstr_{s1}__intelligence_|{s1} (intelligence) qstr_{s1}__attempting_to_|{s1} (attempting to rejoin) qstr_{s1}__embassy_|{s1} (embassy) qstr_{s1}__minister_|{s1} (minister) qstr_{s1}__under_arms_|{s1} (under arms) qstr_{s1}__separated_afte|{s1} (separated after battle) qstr_Westeros_and_Essos.|Westeros and Essos. qstr_spear_man|spear man qstr_ruler|ruler qstr_free_man|free man qstr__knows_of_you.| knows of you. qstr__has_no_opinion_abou| has no opinion about you. qstr_{s57}_and_{s50}|{s57} and {s50} qstr_{s1}_Renown _{reg40}|{s1} Renown {reg40}, Controversy {reg41}^Honor {reg42}, Right to rule {reg43}^You are a {s44} of {s45}^{reg45?{reg46?Your liege, {s46},{s47} You are the ruler of {s45}} }^^Friends ^Enemies ^^Fiefs ^ {reg50?{s50} no fief} qstr_{s1}{s2}_{reg46?Repu|{s1}{s2} {reg46?Reputed to be {s42} }^Renown {reg40}, Controversy {reg41} {reg46?Impatience {reg43} }^{s44} noble of the {s45}^{reg46?Liege {s46}, Relation {reg47} Ruler of the {s45}}^^{reg48?Currently prisoner of the {s48} }^Days since last meeting {reg49}^^Fiefs {reg51?(was promised a fief) } ^ {reg50?{s50} no fief} qstr_conventional|conventional qstr_adventurous|adventurous qstr_otherwordly|otherwordly qstr_ambitious|ambitious qstr_moralist|moralist qstr_just_met|just met qstr_admirer|admirer qstr_promised|promised qstr_breakup|breakup qstr_unknown|unknown qstr_Heroic_{s50}|Heroic {s50} qstr_Allegoric_{s50}|Allegoric {s50} qstr_Comic_{s50}|Comic {s50} qstr_Mystic_{s50}|Mystic {s50} qstr_Tragic_{s50}|Tragic {s50} qstr_{s1}{s2}_Controversy|{s1}{s2} Controversy {reg41}^Reputation {s42}, Courtship state {s43}^Belongs to the {s45}^{reg46?Her father, {s46} Her guardian, {s46}}{s47}^Allowed to visit {reg45?yes no} {reg48?Betrothed to {s48} }^^Days since last meeting {reg49}^^Poems ^ {reg50?{s50} no poem heard} qstr_Gathering_support|Gathering support qstr_Gathering_intelligen|Gathering intelligence in the {s66} qstr_Embassy_to_{s66}|Embassy to {s66} qstr_Minister|Minister qstr_none|none qstr_{s1}_{s2}^Reputation|{s1}, {s2}^Reputation {s42}^Born at {s43}^Contact in {s44} of {s45}.^^{reg48?Currently prisoner of the {s48} }^Days since last talked to {reg49}^^Current mission ^ {s50}{reg50?, back in {reg50} days. } qstr_{s1}^|{s1}^ qstr__knows_of_you| knows of you qstr_{s1}_wife_of_{s3}{re|{s1}, wife of {s3}{reg0?,{s60} } qstr_{s1}_{reg1?daughter_|{s1}, {reg1?daughter of sibling of} {s3}{reg4?, betrothed to {s5} }{reg0?,{s60} } qstr_{s3}_and_{s6}|{s3} and {s6} qstr_{s1}{reg4?_son_of_{s|{s1}{reg4?, son of {s5}{reg1?, {reg0?, }} }{reg1? prisoner{reg0?, } }{reg0?{s60} } qstr_{s10}_{reg1?daughter|{s10}, {reg1?daughter of sibling of} {s3}{reg4?, betrothed to {s5} }{reg0?,{s60} } qstr_Messenger_{s65}|Messenger {s65} qstr_Envoy_{s65}|Envoy {s65} qstr_Consul_{s65}|Consul {s65} qstr_Legate_{s65}|Legate {s65} qstr_Missi_Dominici_{s65}|Missi Dominici {s65} qstr_{s65}|{s65} qstr_{s10}{reg0?__who{s60|{s10}{reg0? (who{s60}) } qstr_{s11}__{s61}_|{s11} ({s61}) qstr_{reg0}_silver_stags_|{reg0} silver stags added to treasury. qstr_{reg0}_silver_stags_r|{reg0} silver stags removed from treasury. qstr_{s1}_and_{s2}_have_e|{s1} and {s2} have entered into an alliance with each other. qstr_{s15}_complies_with_|{s15} complies with the new alliance by attacking {s16}. qstr_{s1}_and_{s2}_have_c|{s1} and {s2} have concluded a defensive pact with each other. qstr_{s1}_and_{s2}_have_co|{s1} and {s2} have concluded a trade agreement with each other. qstr_{s1}_and_{s2}_have_con|{s1} and {s2} have concluded a non aggression pact with each other. qstr_you|you qstr_{s5}_patrol|{s5} patrol qstr_Transfer_to_{s5}|Transfer to {s5} qstr_{s5}_scout|{s5} scout qstr_.|. qstr_^The_village_has_a_h|^The village has a herd of {reg4} cattle.^ qstr_^The_village_has_{re|^The village has {reg4} sickly auroch.^ qstr_^The_poor_villagers_|^The poor villagers have no cattle.^ qstr_^I_write_this_from_a|^I write this from a nearby hill, as the village is currently being raided. qstr_^The_village_has_bee|^The village has been burnt to the ground ^and the inhabitants scattered. There is no reason for me to remain here, my lord. qstr_^and_enough_food_for|^and enough food for {reg7} days. qstr_^|^ qstr_{s7}_{s6}|{s7} {s6}, qstr_The_following_lords_a|The following lords are held prisoner here ^{s7} qstr_I_am_aware_of_no_lor|I am aware of no lords being held prisoner here. qstr_The_drink_in_{s21}_s|The drink in {s21}'s draughty castle is good enough,^though the company leaves much to be desired.^The guard is ever watchful and I fear they suspect me. qstr_^Tonight_I_shall_tak|^Tonight I shall take care of that business we had discussed earlier. qstr_^I_am_awaiting_furth|^I am awaiting further orders, my lord. qstr__day.| day. qstr__days.| days. qstr_My_lord_I_have_been_|My lord, I have been in {s4} for {reg5}{s10}^{s12}^I have discovered that {s4} has {reg6} defenders{s3}{s5}{s8}^{s13} qstr_My_lord_I_have_been_i|My lord, I have been in {s4} for less than a day.^Please have patience as I am still gathering information. qstr_I_ve_no_idea_why_{s2|I've no idea why {s21} would own such a miserable dump,^but I shall glean what information I can from these wretched peasants. qstr_{s21}_should_be_asha|{s21} should be ashamed of this shit heap.^ The inhabitants have naught but the rags on their backs.^I shall strive to survive on the piss these locals call wine. qstr_Not_a_bad_place_to_s|Not a bad place to stop for a tankard of ale.^{s21} must be a boring man, as I can find nothing^exciting about this place. qstr_{s21}_must_be_quite_|{s21} must be quite wealthy. I believe this is the first^place you've sent me where I did not share my bed with^rats, hags, and lice. qstr_Wish_you_were_here_m|Wish you were here, my lord. The whores are plump and wear^the finest silks. Wine flows from the fountains and^{s21} has paved the streets in gold. qstr_{s2}{s1}_|{s2}{s1}, qstr__The_following_food_| The following food items were destroyed or looted {s2}. qstr__A_mount_has_ran_off| A mount has ran off!! qstr__Some_tools_have_bee| Some tools have been broken or misplaced. qstr__{reg3}| {reg3} qstr_Debug __fac_relation|Debug fac relation is friendly, player is faction leader qstr_Debug __fac_relation_|Debug fac relation is friendly, player is marshal qstr_Debug __fac_relation_i|Debug fac relation is friendly, player is lord or mercenary qstr_Debug __fac_relation_is|Debug fac relation is hostile faction qstr_Debug __fac_relation_is_|Debug fac relation is neutral faction qstr_Debug __fac_relation_is_f|Debug fac relation is friendly faction qstr_My_good_friend_{s1}|My good friend {s1}, qstr_Greetings_{s1}|Greetings {s1}, qstr__{s1}_| {s1} , qstr___Though_our_kingdom| Though our kingdoms are at war, I have an offer you may find mutually beneficial. qstr___Though_I_am_no_fri| Though I am no friend of your kingdom, I have an offer you may find beneficial. qstr___In_the_spirit_of_b| In the spirit of better relations between our kingdoms, I send this letter. qstr___Though_I_am_not_we| Though I am not well known in {s2}, I find myself in need of this communique with thou. qstr___May_our_kingdoms_c| May our kingdoms continue to prosper under our current alliance. qstr___Long_have_I_been_a| Long have I been a friend of {s2} and would have you consider this message. qstr_Excuse_me_Lady|Excuse me Lady, qstr___I_have_long_ponder| I have long pondered this paradox, perhaps you can enlighten me. qstr_{s5}__You_should_be_|{s5} You should be women and yet your beards forbid me to interpret that you are so. qstr_{s1}_Whoremaster|{s1} Whoremaster, qstr___I_have_recently_ma| I have recently made the acquaintance of one of your kin. qstr_{s5}__Your_mother_is|{s5} Your mother is an easy glove, my lord, she goes off and on at pleasure. qstr_Ser_Gizzardless|Ser Gizzardless, qstr_{s5}__Boils_and_plag|{s5} Boils and plagues plaster you over, that you may be abhorred farther than seen and one infect another against the wind a mile. You souls of geese that bear the shapes of men. qstr__Lover_of_barnyard_a| Lover of barnyard animals, qstr_{s5}__What_a_slave_a|{s5} What a slave art thou to hack thy sword as thou hast done, and then say it was in a fight. qstr_Woman|Woman, qstr__I_recall_how_femini| I recall how feminine you were in youth. qstr_{s5}__What_a_maidenl|{s5} What a maidenly man at arms you have become. qstr_Run_coward|Run coward, qstr__.| . qstr_{s5}__Your_hearts_I_|{s5} Your hearts I'll stamp out with my horse's heel and make a quagmire of your mingled brains. qstr__Simpleton| Simpleton, qstr__I_despise_you.| I despise you. qstr_{s5}__Foul_spoken_co|{s5} Foul spoken coward, that thund'rest with thy tongue, and with thy weapon nothing dares perform. qstr_Say_wall_eyed_slave|Say wall eyed slave, qstr_{s5}___Whither_would|{s5} Whither wouldst thou convey this growing image of thy fiend like face? qstr_{s5}__There_is_a_cer|{s5} There is a certain party which stands in my way. What will it cost to have them removed? qstr_{s5}__My_men_and_I_h|{s5} My men and I have travelled far and find ourselves without sustenance. I would pay well for any food you could spare. qstr_{s5}_I_would_test_my|{s5} I would test myself against thy sword, if you are so inclined. I propose a friendly duel, so that we may know to count upon one another in the thick of battle. qstr_{s5}_Your_renown_in_|{s5} Your renown in battle is such that I would be well schooled to have fought against you. Shall we duel for the pleasure of a good challenge? qstr_{s5}_I_have_heard_yo|{s5} I have heard you are a lowly opponent and not fit for sport. Yet your presence offends me. Let us duel so that I may carve the stench away from thee. qstr_{s5}__Please_except_|{s5} Please except this gift to comfort you on your journeys. qstr___The_road_ahead_is_| The road ahead is hostile, and I am in need of assistance for any altercations that may arise. I would pay you {reg16} silver stags for such assistance. qstr_{s5}__choice_5|{s5} choice 5 qstr_{s4}{s5}|{s4}{s5} qstr_Ser_Errand_boy|Ser Errand boy, qstr___You_honour_me_with| You honour me with your communique, my Lord. qstr___I_have_considered_| I have considered your message, Lord Marshal, and here is my reply. qstr___I_have_considered_y| I have considered your message and here is my reply. qstr___Though_our_kingdoms| Though our kingdoms are at war, I felt a need to reply to your missive. qstr___Here_is_your_answe| Here is your answer, mercenary. qstr___My_reply_to_your_m| My reply to your message is thus. qstr___My_reply_to_your_me| My reply to your message is thus, mercenary. qstr___May_our_kingdoms_g| May our kingdoms grow and prosper through our communications. qstr___You_have_proven_to| You have proven to be a friend of {s2}, and warrant a reply. qstr__I_am_unable_to_cons| I am unable to consider your request at this time. I have more important matters to attend to. qstr_{s5}__I_will_not_abi|{s5} I will not abide your insults and demand you recant your words and meet me upon the field of honour, that I may gain satisfaction from your cries for mercy. qstr_{s5}__I_will_await_y|{s5} I will await you near {s9}. Be there within 24 hours or be forever known as a coward and liar. qstr_{s5}_Die_you_pompous|{s5} Die you pompous ass! I am coming for you. Let us see if your sword is as sharp as your tongue. qstr_{s5}_Only_fools_and_|{s5} Only fools and thieves bargain with coin they do not possess! qstr_{s5}_Do_not_ask_of_m|{s5} Do not ask of me a task you do not wish committed. I've no time for idle banter. qstr_{s5}_Kill_a_few_peas|{s5} Kill a few peasants, tip a few aurochs? I'm into that. qstr_{s5}_I_shall_lay_sie|{s5} I shall lay siege to the town, though I doubt much good shall come of it. qstr_{s5}_I_shall_besiege|{s5} I shall besiege the castle at your behest, but I do not expect to breech the walls. qstr_{s5}_If_I_can_catch_|{s5} If I can catch the cowards, I will put them to the sword, but do not expect me to chase them forever. qstr_{s5}_It_is_good_to_m|{s5} It is good to meet in commerce instead of war for a change. qstr_{s5}_It_would_be_les|{s5} It would be less than honourable for me to duel one of such low reputation. Perhaps we can speak of this again when you have proven your self in combat. qstr_{s5}_Yes_let_us_duel|{s5} Yes, let us duel. Meet me near {s9} within 24 hours. qstr_{s5}_I_look_forward_|{s5} I look forward to teaching you the finer arts of combat. Meet me near {s9} within 24 hours and you shall have your duel. qstr_{s5}_Ha!_I_will_glad|{s5} Ha! I will gladly deflate your oversized ego. Be prepared to fight with more than words, braggart. Meet me near {s9} within 24 hours, lest you be a dishonorable coward. qstr_{s5}__I_ll_have_none|{s5} I'll have none of your poison, assassin. qstr_{s5}__A_welcome_gift|{s5} A welcome gift on this dusty road. You have my gratitude. qstr_{s5}__I_ve_heard_of_|{s5} I've heard of your dishonourable actions and wish not to become another victim of your poisons. Keep your wine or poison, whichever it may be. qstr_{s5}__You_have_yet_t|{s5} You have yet to prove yourself trustworthy, thus it would be inappropriate for me to accept your gift at this time. qstr___{s14}__has_discove| {s14} has discovered that the wine was poisoned! Your attempt to poison him has failed. qstr_{s5}__You_think_to_p|{s5} You think to poison me! I'll see your head on a block for this, you vile son of a leprous whore! qstr__I_will_take_your_co| I will take your coin and protect you to the best of my ability. Know that I will not raise my sword against those I count as friends. qstr_{s5}__choice_8|{s5} choice 8 qstr__{s5}_^^____________| {s5} ^^ {s14} qstr__Reaper_of_peasants| Reaper of peasants qstr__Despised| Despised qstr__Disliked| Disliked qstr__Untrusted| Untrusted qstr__Indifferent| Indifferent qstr__Welcome_Guest| Welcome Guest qstr__Friend| Friend qstr__Trusted_Friend| Trusted Friend qstr__Hero| Hero qstr__The_Peoples_King| The Peoples King qstr__You_need_2_ponies_t| You need 2 ponies to pull the wagon!! qstr__You_must_have_tools| You must have tools in your inventory to build a wagon! qstr_You_spent_{reg1}_exp|You spent {reg1} experience points. qstr_{s9}^^^Level _{reg3}|{s9}^^^Level {reg3}^Health {reg2}%^Morale {reg4} qstr_Morale _{reg0}^^Orig|Morale {reg0}^^Origin {s21} qstr_State _Riding|State Riding qstr_State _On_foot|State On foot qstr__{reg1}%| {reg1}% qstr_{s1}^{reg2}|{s1}^{reg2} qstr_{s1}^^{reg1}|{s1}^^{reg1} qstr_While_working_in_the|While working in the mine, you found a new salt deposit. You are rewarded for your discovery. qstr_While_working_in_the_|While working in the mine, you found an iron deposit and are rewarded for the discovery. qstr_While_working_in_the_m|While working in the mine, you found a silver deposit and are rewarded for the discovery. qstr_While_working_in_the_mi|While working in the mine, you found a gold deposit and are rewarded for the discovery. qstr_While_working_in_the_min|While working in the mine, you found a deposit of rare minerals and are rewarded for the discovery. qstr_While_working_in_the_mine|While working in the mine, you were injured during a minor cave-in. qstr_While_working_in_the_mine_|While working in the mine, you were hurt during a cave-in. qstr_While_working_in_the_mine_y|While working in the mine, you were nearly killed during a cave-in. qstr_While_working_in_the_mine_yo|While working in the mine, your party was wounded during a cave-in. qstr_While_working_in_the_mine_a|While working in the mine, a cave-in badly injured your party. qstr_Casualties _{s8}|Casualties {s8} qstr_While_working_in_the_mine_you|While working in the mine, you were almost killed during a cave-in. qstr_While_working_in_the_q|While working in the quarry, you acquire stone and are paid for your labour. qstr_While_working_in_the_qu|While working in the quarry, you found an iron deposit and are rewarded for the discovery. qstr_While_working_in_the_qua|While working in the quarry, you found a silver deposit and are rewarded for the discovery. qstr_While_working_in_the_quar|While working in the quarry, you found a gold deposit and are rewarded for the discovery. qstr_While_working_in_the_quarr|While working in the quarry, you found a deposit of rare minerals and are rewarded for the discovery. qstr_While_working_in_the_quarry|While working in the quarry, you were injured during a minor cave-in. qstr_While_working_in_the_quarry_|While working in the quarry, you were hurt during a cave-in. qstr_While_working_in_the_quarry_y|While working in the quarry, you were nearly killed during a cave-in. qstr_While_working_in_the_quarry_a|While working in the quarry, a cave-in badly injured your party. qstr_{s21}_smiles_and_win|{s21} smiles and winks back.^Your relation with {s21} has increased by 2. qstr_{s21}_rolls_their_ey|{s21} rolls their eyes and looks very annoyed. qstr_{s21}_did_not_unders|{s21} did not understand your joke.^Your relation with {s21} has decreased by 1. qstr_{s21}_was_amused_by_|{s21} was amused by your joke, but did not laugh.^Your relation with {s21} has increased by 2. qstr_{s21}_thought_your_j|{s21} thought your joke was ridiculous.^Your relation with {s21} has decreased by 2. qstr_{s21}_laughed_out_lo|{s21} laughed out loud at your joke.^Your relation with {s21} has increased by 4. qstr_{s21}_laughs_and_jum|{s21} laughs and jumps.^Your relation with {s21} has increased by 6. qstr_{s21}_was_offended_b|{s21} was offended by your joke.^Your relation with {s21} has decreased by 10. You should improve your relationship, charisma and persuasion. qstr_{s21}_did_not_find_y|{s21} did not find your compliment flattering.^Your relation with {s21} has decreased by 1. qstr_{s21}_smiles_and_tha|{s21} smiles and thanks you for the compliment.^Your relation with {s21} has increased by 4. qstr_{s21}_rolls_their_eye|{s21} rolls their eyes and looks annoyed.^Your relation with {s21} has decreased by 2. qstr_{s21}_blushes_notice|{s21} blushes noticeably, but smiles and thanks you for the compliment.^Your relation with {s21} has increased by 6. qstr_{s21}_smiles_very_fl|{s21} smiles very flustered.^Your relation with {s21} has increased by 6. qstr_{s21}_was_offended_by|{s21} was offended by your compliment.^Your relation with {s21} has decreased by 15. maybe you should improve your relationship, charisma and persuasion. qstr_{s21}_pulls_their_ha|{s21} pulls their hand away before you can kiss it.^Your relation with {s21} has decreased by 1. qstr_{s21}_allows_you_to_|{s21} allows you to kiss their hand but shows no noticeable reaction.^Your relation with {s21} has increased by 6. qstr_{s21}_allows_you_to_k|{s21} allows you to kiss their hand but looks disgusted.^Your relation with {s21} has decreased by 2. qstr_{s21}_blushes_noticea|{s21} blushes noticeably when you kiss their hand.^Your relation with {s21} has increased by 8. qstr_With_eyes_closed_{s2|With eyes closed, {s21} allows you to kiss their hand for what seems a long time.^Your relation with {s21} has increased by 10. qstr_{s21}_pulls_their_han|{s21} pulls their hand away before you can kiss it, and slaps you.^Your relation with {s21} has decreased by 4. Maybe you should improve your relationship, charisma and persuasion. qstr_{s21}_holds_out_a_re|{s21} holds out a restraining hand and tells you to back off.^Your relation with {s21} has decreased by 4. qstr_{s21}_allows_you_to_ki|{s21} allows you to kiss their cheek but seems a bit uncomfortable.^Your relation with {s21} has increased by 8. qstr_{s21}_pushes_you_awa|{s21} pushes you away and tells you to leave {s37} alone.^Your relation with {s21} has decreased by 4. qstr_{s21}_blushes_noticeab|{s21} blushes noticeably when you kiss their cheek.^Your relation with {s21} has increased by 10. qstr_{s21}_laughs_and_blu|{s21} laughs and blushes noticeably when you kiss them.^Your relation with {s21} has increased by 12. qstr_{s21}_pushes_you_away|{s21} pushes you away and slaps you.^Your relation with {s21} has decreased by 30. maybe you should improve your relationship, charisma and persuasion. qstr_{s21}_allows_you_to_kis|{s21} allows you to kiss {s37} but seems a bit uncomfortable.^Your relation with {s21} has increased by 10. qstr_{s21}_laughs_and_all|{s21} laughs and allows you to kiss {s37} alone.^Your relation with {s21} has increased by 12. qstr_{s21}_embraces_you_e|{s21} embraces you enthusiastically as you kiss them on the lips.^Your relation with {s21} has increased by 14. qstr_{s21}_embraces_you_en|{s21} embraces you enthusiastically as you kiss for what seems to be a long time.^Your relation with {s21} has increased by 16. qstr_{s21}_holds_out_a_res|{s21} holds out a restraining hand and tells you to back off.^Your relation with {s21} has decreased by 35. maybe you should improve your relationship, charisma and persuasion. qstr_As_you_go_to_grab_th|As you go to grab their behind, {s21} slaps your hand away and tells you to mind your manners.^Your relation with {s21} has decreased by -4. qstr_As_you_go_to_grab_the|As you go to grab their behind, {s21} slaps your hand away with a smile and tells you to behave yourself.^Your relation with {s21} has increased by 10. qstr_As_you_go_to_grab_thei|As you go to grab their behind, {s21} pretends they did not notice you.^Your relation with {s21} has increased by 12. qstr_As_you_go_to_grab_their|As you go to grab their behind, {s21} smiles playfully and tells you to behave yourself or {s21}'ll have to punish you.^Your relation with {s21} has increased by 14. qstr_As_you_go_to_grab_their_|As you go to grab their behind, {s21} laughs joyfully.^Your relation with {s21} has increased by 16. qstr_As_you_go_to_grab_their_b|As you go to grab their behind, {s21} slaps your hand away and slugs you in the face.^Your relation with {s21} has decreased by 35. maybe you should improve your relationship, charisma and persuasion. qstr_You_try_to_convince_|You try to convince {s21} to go your room with you, but {s21} tells you that they are too busy.^Your relation with {s21} has decreased by 1. qstr_You_do_your_best_swe|You do your best sweet-talking and convince {s21} to go your room with you.^Unfortunately, {s21} has a headache.^Your relation with {s21} has remains unchanged. qstr_You_do_your_best_swee|You do your best sweet-talking and convince {s21} to go your room with you.^Unfortunately, {s21} is tired.^Your relation with {s21} has decreased by 2. qstr_You_do_your_best_sweet|You do your best sweet-talking and convince {s21} to go your room with you.^{s21} was impressed with your performance, but said that you should ask in a few days.^Your relation with {s21} has increased by 6. qstr_You_do_your_best_sweet_|You do your best sweet-talking and try to convince {s21} to go your room with you,^{s21} kisses you, embraces you and tells you that better tomorrow.^Your relation with {s21} has increased by 3. qstr_You_do_your_best_sweet_t|You do your best sweet-talking and convince {s21} to go your room with you.^ Today is your day. ^Your relation with {s21} has increased by 50. qstr_You_try_to_convince_{|You try to convince {s21} to go your room with you, but {s21} is offended by your advances and slaps you.^Your relation with {s21} has decreased by 35. You should improve your relationship, charisma and persuasion. qstr_Stormlands|Stormlands qstr_Westerlands|Westerlands qstr_Northmen|Northmen qstr_Ironborn|Ironborn qstr_Dornish|Dornish qstr_Others|Others qstr_The_Night_s_Watch|The Night's Watch qstr_Dothraki|Dothraki qstr_Free_Citizens|Free Citizens qstr_ranks|ranks qstr_shield_wall|shield wall qstr_wedge|wedge qstr_square|square qstr_up|up qstr_Division_{reg1}_{s2}|Division {reg1} {s2} forming {s1}. qstr_Not_enough_troops_in|Not enough troops in division {reg1} {s2} to form {s1}. qstr_Division_{reg1}_{s2}_|Division {reg1} {s2} is an {s3} division and cannot form {s1}. qstr_{s1} _infantry_forma|{s1} infantry formation disassembled. qstr_{s1} _archer_formati|{s1} archer formation disassembled. qstr_{s1} _skirmisher_for|{s1} skirmisher formation disassembled. qstr_{s1} _cavalry_format|{s1} cavalry formation disassembled. qstr_{s1} _formation_disa|{s1} formation disassembled. qstr_Cavalry_formation_di|Cavalry formation disassembled. qstr_The_placement_of_{s1|The placement of {s1} division {reg0} memorized. qstr_The_placement_of_{s1}|The placement of {s1} division {reg0} set to default. qstr_Your_party_s_tactica|Your party's tactical skill limits how far away you can deploy your troops! qstr_...and_attack_enemy_|...and attack enemy {s1} division! qstr_{s2} _returning_afte|{s2} returning after destroying enemy {s1} division. qstr_infantry|infantry qstr_archer|archer qstr_cavalry|cavalry qstr_polearm|polearm qstr_skirmisher|skirmisher qstr_mounted_archer|mounted archer qstr_support|support qstr_bodyguard|bodyguard qstr_undetermined_type_of|undetermined type of qstr_Lame|Lame qstr_Swaybacked|Swaybacked qstr_Timid|Timid qstr_Meek|Meek qstr_Stubborn|Stubborn qstr_Heavy|Heavy qstr_Spirited|Spirited qstr_Champion|Champion qstr_Cracked|Cracked qstr_Battered|Battered qstr_Thick|Thick qstr_Reinforced|Reinforced qstr_Rusty|Rusty qstr_Tattered|Tattered qstr_Ragged|Ragged qstr_Crude|Crude qstr_Sturdy|Sturdy qstr_Hardened|Hardened qstr_Lordly|Lordly qstr_Broken|Broken qstr_Bent|Bent qstr_Chipped|Chipped qstr_Strong|Strong qstr_Balanced|Balanced qstr_Tempered|Tempered qstr_Masterwork|Masterwork qstr_Large_Bag_of|Large Bag of qstr_Hold|Hold qstr_{s1}_x{reg0}|{s1} x{reg0} qstr_Shieldwall|Shieldwall qstr_Hold_Fire|Hold Fire qstr_Fire_at_Will|Fire at Will qstr_Use_Shield|Use Shield qstr_Back_10_Paces|Back 10 Paces qstr_One_Handed_Weapons|One-Handed Weapons qstr_Two_Handed_Weapons|Two-Handed Weapons qstr_Ranged_Weapons|Ranged Weapons qstr_{s2}^{s1}|{s2}^{s1} qstr_No_Position_Orders|No Position Orders qstr_No_Weapons_Orders|No Weapons Orders qstr_DEBUG_ _Weather_pena|DEBUG Weather penalty {reg2}% - {s0} {reg0} to {reg1} qstr_DEBUG_ _{s0}_profici|DEBUG {s0} proficiency restored to {reg1} qstr_#|# qstr_{s0}{s1}|{s0}{s1} qstr_{s0}^ _{s1}__{s2}__{|{s0}^ {s1}, '{s2}', {s3}, {s4} qstr_You_have_lost_the_tr|You have lost the traders because you landed without them. qstr_You_have_lost_the_tra|You have lost the traders because you embarked without them. qstr_vWaveInfo|vWaveInfo qstr_vWaveOrigin|vWaveOrigin qstr_vTimer|vTimer qstr_Wank_ERROR!|Wank ERROR! qstr_SHIP_{reg8}_ERROR _g|SHIP {reg8} ERROR gtbws not the same! qstr_You_need_five_tool_k|You need five tool kits to improve your settlement! qstr_You_need_eleven_timb|You need eleven timber pallets to improve your settlement! qstr_You_need_seven_tool_|You need seven tool kits to build this mine! qstr_You_need_twelve_timb|You need twelve timber to build this mine! qstr_You_need_twelve_ston|You need twelve stone to build this mine! qstr_No_staff_have_been_h|No staff have been hired. qstr_To_hire_workers_you_|To hire workers, you need to select them from the list. If the list is empty, you may need to increase your renown or improve your settlement for them to come and offer their services. qstr_Name _Yoren.|Name Yoren. qstr_Occupation _This_cap|Occupation This captain is already working for you. qstr_Occupation _Captain^|Occupation Captain^Initial Cost 500^Weekly cost 55^Notes helps manage your settlement and develop the improvements you need. qstr_Name _Brendan.|Name Brendan. qstr_Occupation _This_pri|Occupation This priest is already working for you. qstr_Occupation _Priest^I|Occupation Priest^Initial Cost 250^Weekly cost 30^Notes encourages the practice of Christianity among your troops. qstr_Name _Nefarious.|Name Nefarious. qstr_Occupation _Priest^In|Occupation Priest^Initial Cost 250 ^Weekly cost 30^Notes encourages the practice of paganism among your troops. qstr_Name _Kevan.|Name Kevan. qstr_Occupation _This_bar|Occupation This bard is already working for you. qstr_Occupation _Bard^Ini|Occupation Bard^Initial Cost 200^Weekly cost 40^Notes fills your halls with inspiring Nordic music. qstr_Name _Joan.|Name Joan. qstr_Occupation _Bard^Init|Occupation Bard^Initial Cost 200 ^Weekly cost 40^Notes fills your halls with inspiring English music. qstr_Name _Petyr.|Name Petyr. qstr_Occupation _This_man|Occupation This man is already working for you. qstr_Occupation _Bottler^|Occupation Bottler^Initial Cost 100^Weekly cost 10^Notes necessary complement for your tavern. qstr_Name _Marei.|Name Marei. qstr_Occupation _This_wom|Occupation This woman is already serving you. qstr_Occupation _Whore^In|Occupation Whore^Initial Cost 300^Weekly cost 25^Notes The best way to make your men happy. qstr_Name _Rosy.|Name Rosy. qstr_Name _Kayla.|Name Kayla. qstr_Occupation _Whore^Ini|Occupation Whore^Initial Cost 150^Weekly cost 15^Notes The best way to make your men happy. qstr_Name _Rosa.|Name Rosa. qstr_Name _Harald.|Name Harald. qstr_Occupation _This_Mas|Occupation This Master at arms is already working for you. qstr_Occupation _Master_a|Occupation Master at arms^Initial Cost 450^Weekly cost 45^Notes trains your troops. qstr_Name _Albert.|Name Albert. qstr_Occupation _This_smi|Occupation This smith is already working for you. qstr_Occupation _Smith^In|Occupation Smith^Initial Cost 400^Weekly cost 40^Notes makes new weapons for your settlement. qstr_Name _Stuart.|Name Stuart. qstr_Occupation _This_arm|Occupation This armourer is already working for you. qstr_Occupation _Armourer|Occupation Armourer^Initial Cost 400^Weekly cost 40^Notes His nickname comes from his voracious appetite for iron, manufacturing all kinds of things. qstr_Name _Jaqen.|Name Jaqen. qstr_Occupation _This_Mae|Occupation This Maester is already working for you. qstr_Occupation _Maester^|Occupation Maester^Initial Cost 250^Weekly cost 15^Notes patches light wounds. qstr_Name _Daario.|Name Daario. qstr_Name _Melwyn.|Name Melwyn. qstr_Occupation _Maester^I|Occupation Maester^Initial Cost 350^Weekly cost 30^Notes a highly trained maester who patches light and heavy wounds. qstr_Name _Janos.|Name Janos. qstr_Occupation _Maester^In|Occupation Maester^Initial Cost 250^Weekly cost 30^Notes patches light wounds. qstr_Name _Alliser.|Name Alliser. qstr_Occupation _This_coo|Occupation This cook is already working for you. qstr_Occupation _Cook^Ini|Occupation Cook^Initial Cost 350^Weekly cost 30^Notes makes feasts for you and your men. qstr_{s2}^^{s3}|{s2}^^{s3} qstr_The_trainer_{s11}.|The trainer {s11}. qstr_Build_your_personal_|Build your personal settlement. qstr_You_already_have_a_s|You already have a settlement built. Destroy your current settlement if you want to move it here. qstr_You_don_t_have_enough|You don't have enough money! The workers who would build a settlement for you demand 5000 silver stags. qstr_You_need_to_have_mor|You need to have more than thirty men to start this job. qstr_Your_men_await_your_|Your men await your orders to start building the settlement. There is enough material collected so far, and what may be missing can be purchased in nearby villages.^^Total Cost 5000 silver stags.^Time needed 6 hours. qstr_{s2}^^_{s3}|{s2}^^ {s3} qstr_Wait_here_for_some_t|Wait here for some time. qstr_Camping_allows_your_|Camping allows your men to rest for a while and recover from the hard life of travels. It also allows you to forage, increasing your food supplies. This is particularly helpful when campaigning in enemy territory, where it is difficult to buy supplies. qstr_Travelling_by_sea_ex|Travelling by sea exhausts men completely. Allowing your warriors some rest time will help make the trip more bearable. qstr_You_are_in_the_terri|You are in the territory of the Vale.^^The Vale is ruled by the Arryn's from the castle known as the Eyrie. Bastards of noble origin raised in the Vale are given the surname Stone. The borders of the Vale are held to be the Bite to the north, the Bay of Crabs to the south, the Mountains of the Moon and then the Riverlands to the west, and the narrow sea to the east. The Vale consists of various regions the Vale of Arryn itself; the Mountains of the Moon; the Snakewood; the Fingers; and the islands of the Three Sisters, the Paps, and Pebble. The Vale is located on the eastern shore of Westeros, a land of fertile soil, rivers, and lakes, protected by its largely impassable Mountains of the Moon. qstr_You_are_in_the_territ|You are in the territory of Dragonstone.^^Dragonstone is a castle located on the island of the same name at the entrance to Blackwater Bay. Located below the Dragonmont and shaped from stone to look like dragons, Dragonstone was the original seat of House Targaryen in Westeros, and had been colonized and fortified as the westernmost outpost of the Valyrian Freehold. The castle has a dark reputation. The ancient fortress was built using advanced Valyrian techniques of masonry that were lost in the Doom, causing it to look unique among all the castles in Westeros. qstr_You_are_in_the_kingd|You are in the kingdom of Norvos.^^Norvos, called Great Norvos by its people, is one of the nine Free Cities. The domains of Norvos stretch as far as the western bank of the Darkwash to the east and the Upper Rhoyne to the west. The Noyne is ruled by Norvoshi river galleys as far south as the ruins of Ny Sar, where she joins the Rhoyne. The city also claims dominion over the Axe upon the Shivering Sea, though the Ibbenese are known to dispute this claim, often bloodily.Norvos' climate contains sweltering summers and bitter cold winters, with harsh, cold winds, and a pale, wan sun. qstr_You_are_in_the_territo|You are in the territory of the North.^^The north has been ruled by the Starks for thousands of years from the castle known as Winterfell. Bastards of noble origin raised in the north are given the surname Snow. The north is vast in size. While some say it is nearly as large as the the other territories combined, in actuality it is roughly a third of the landmass controlled by the Iron Throne. The region is sparsely populated, with vast wilderness, forests, pine-covered hills and snow-capped mountains, speckled with tiny villages and holdfasts. Its climate is cold and harsh in winter and occasionally it will snow in summer.The north has two major land barriers, the Wall to the north and the Neck to the south. The north is bound on each side by major seas, the Shivering Sea to the east and the Sunset Sea to the west. qstr_You_are_in_the_territor|You are in the territory of the Riverlands.^^The Riverlands are a central region of the Seven Kingdoms of Westeros, consisting of the rich, fertile, and populous areas around the three forks of the Trident and the northern Blackwater Rush. The Riverlands encompass a region of plains, forests, hills, and endless rivers, and borders on every single kingdom except Dorne.At the time of Aegon's Conquest the Riverlands and the Iron Islands were ruled by House Hoare, the Kings of the Isles and the Rivers, although native river kings ruled centuries earlier. Because of their central position in Westeros and lack of natural boundaries, the Riverlands have been a frequent battleground. The people of the Riverlands are known as rivermen or occasionally Riverlanders, and they are a mixture of hardy warriors, peaceful fisherfolk and devout smallfolk. Their lords have a reputation for being notoriously quarrelsome, and are referred to as river lords.Noble bastards born in the Riverlands are given the surname Rivers. qstr_You_are_in_the_territory|You are in the territory of the Reach.^^The Reach is the most fertile part of Westeros and has numerous and well-populated villages and towns. Noble bastards born in the Reach are given the surname Flowers. Here is considered the home of chivalry in Westeros. It is the place where knighthood is looked upon with the greatest reverence and esteemed the most. It is also the place where the rules to tournaments are the most stringent and managed. This region also includes several islands, including the Shield Islands near the mouth of the Mander and the Arbor south of the Whispering Sound and the Redwyne Straits. qstr_You_are_in_the_kingdo|You are in the kingdom of Braavos.^^Braavos sprawls across a hundred islands in a vast lagoon. The Volantenes are fond of boasting that the hundred isles of Braavos can be dropped and drowned in their own harbour at the mouth of the Rhoyne. Within the kingdom of Braavos also lies the city names Braavos, also known as Braavos of the Hundred Isles and the Secret City Additionally, Braavos is sometimes referred to as the bastard daughter of Valyria. qstr_You_are_in_the_territory_|You are in the territory of the Iron Islands.^^The Iron Islands is an archipelago in Ironman's Bay, located in the Sunset Sea off the western coast of Westeros. Noble bastards from the Iron Islands receive the surname Pyke. The Iron Islands are home to a fierce seafaring people who call themselves the Ironborn. While some say the archipelago is named after the abundant iron ore on the islands, the ironmen claim it is instead named after their own unyielding nature. It is often said that every captain is a king aboard his own ship, so the islands are also called the land of ten thousand kings. qstr_You_are_in_the_territory_o|You are in the territory of Dorne.^^Dorne is the hottest region of Westeros. The region is rocky, mountainous, arid and dry, and features the only desert on the continent. Dorne is bordered by the Sea of Dorne to the north, the islands known as the Stepstones to the east, and the Summer Sea to the south. Stretched between them is the mountain range known as the Red Mountains, which separates Dorne from the Stormlands to the north and the Reach to the northwest and west.There are two major passes, the Boneway and the Prince's Pass, which go through the Red Mountains to the Dornish Marches of the Stormlands. The southern coast is some four hundred leagues long. It is ridden with cliffs, whirlpools, and hidden shoals, with few safe landings. qstr_You_are_in_the_territory_of|You are in the territory of the Night's Watch.^^The Night's Watch guard the wall which protects the realms of men. Here it is mostly cold, wet and bleak consisting of little wildlife and population. qstr_You_are_in_the_territory_of_|You are in the territory of the Free Folk.^^The free folk occupy the land north of the Wall, also known as the lands beyond the Wall. Some free folk are little more than savage and primitive raiders, but other groups live in small, settled communities and villages. Due to the impracticality of agriculture in the far north, many of them are hunters. The lands beyond the Wall are primarily wild, untamed and uncharted. The climate is harsh and bitter, especially in the far north in the Lands of Always Winter. The region immediately north of the Wall includes the haunted forest, a vast taiga-forest which covers most of the area, extending from the Wall to the furthest lands of Thenn. While no true roads exist, numerous game trails, paths, and old stream beds, called ranger roads, are used by the Night's Watch and free folk alike. qstr_You_are_in_the_territory_of_t|You are in the territory of the Dothraki.^^The Dothraki people are a culture of nomadic warriors in Essos who range across the vast grasslands of the Dothraki sea in hordes known as khalasars. They are large people with copper-toned skin, dark almond eyes, and black hair. The nomadic Dothraki do not have a tradition of settlements and rely heavily on raiding neighbouring nations, and each other, for subsistence. They can however erect large grass canopies for special occasions, but typically live in portable tents, always on the move. They have only one permanent city called Vaes Dothrak, which serves as their capital.Although they disdain the exchange of currency, they do give and accept gifts, often including slaves. Sometimes a strong khalasar may threaten to sack one of the Free Cities or demand tribute. They are a people to be wary of. qstr_You_are_in_the_kingdom|You are in the kingdom of Pentos.^^Pentos is a large port city, more populous than Astapor on Slaver's Bay. Located closest of all the Free Cities to King's Landing in Westeros, Pentos is one of the westernmost of the Free Cities. The city lies on the Bay of Pentos off the narrow sea, with the Flatlands and Velvet Hills to the east. Even though Pentos has massive, high walls, it is often regarded as the most vulnerable of the Free Cities. It was founded by merchants, traders, seafarers, and farmers from the Valyrian Freehold as a trading outpost and continues to be an important trade hub to this day. Slavery has been forbidden in Pentos since its last war with Braavos. Nonetheless, there are many servants here that are slaves in all but name. qstr_You_are_in_the_territory_of_th|You are in the territory of the Targaryens.^^House Targaryen is a noble family of Valyrian descent, and is the only family of dragonlords who survived the Doom of Valyria. They ruled as the kings on the Iron Throne and as the Great House of the Crownlands for nearly three hundred years. House Targaryen took possession of the castle Dragonstone upon leaving Valyria. Following the Conquest, they built the Aegonfort in the capital city of King's Landing. The Aegonfort was later torn down and replaced by the Red Keep, which remained their main seat for the duration of their dynasty, and which houses the Iron Throne. qstr_You_are_in_the_kingdom_|You are in the kingdom of Myr.^^Myr is considered to be among the most advanced of the Free Cities, and is famed for its arts and learning. Modern Myr was founded by merchant adventurers from the Valyrian Freehold after they conquered a walled Andal town. Their main exports are finished goods, such as carpets and lace. It is thought the best glass and lenses come from Myr, and lenscrafters from Myr are considered to be without equal in all the world. qstr_You_are_in_the_kingdom_o|You are in the kingdom of Tyrosh.^^Tyrosh is a fortress city, protected by high walls, located on the northernmost and easternmost of the Stepstones. Its inner walls are fused black dragonstone. It is a mercantile city, where trade is considered a much more honourable profession than arms. Shortly after its founding, Tyrosh quickly grew out into a rich city, due to the discovery of a certain variety of sea snail. The Tyroshi are renowned for their greed. qstr_You_are_in_the_kingdom_of|You are in the kingdom of Lorath.^^The Lorathi isles are bleak and stony, but in their waters plenty of cod, whales, and grey leviathans can be found, as well as colonies of walrus and seal. Lorath is the smallest, poorest, and least populous of the Nine Free Cities. It is located far from the trade routes, which has made it the most isolated of the Free Cities. qstr_You_are_in_the_territory_of_the|You are in the territory of the Westerlands.^^The Westerlands is a region in the west of the continent of Westeros, it is not the largest, most populous, or most fertile part of the realm, but they are the richest. Full of hills and crags, the land is dotted with mines from which pour gold and silver in astonishing quantities. Before the Targaryen conquest, it was known as the Kingdom of the Rock. People from the Westerlands are known as westermen. The customary surname of bastards of noble origin born in the Westerlands is Hill. qstr_You_are_in_the_kingdom_of_|You are in the kingdom of Lys.^^Lys, a mercantile city is built on a fertile island considered a paradise by Valyrian dragonlords. The sunny island is fertile with palm and fruit trees, and the surrounding blue-green waters are filled with fish. Protected by high walls and hired sellswords and a city dominated by wealth rather than by birth, Lys is where trade is considered a profession more honourable than arms. Lys is ruled by conclaves of magisters, chosen from amongst the wealthiest and noblest men of the city. Slaves in Lys outnumber free men three to one. More than anywhere else in the known world, the blood of Old Valyria still runs strong in the Lyseni, who are regarded as beautiful. qstr_You_are_in_the_kingdom_Q|You are in the kingdom Qohor.^^Qohor is also known as the City of Sorcerers. Due to its location, Qohor functions as the gateway to the Dothraki sea. Trading caravans bound for Vaes Dothrak and the lands beyond the Bone Mountains provision themselves in Qohor before heading towards the Dothraki sea. Similarly, caravans returning from the Dothraki sea arrive first at Qohor. The initial settlement of Qohor was a lumber camp along the Forest of Qohor which was colonized by followers of the Black Goat. The religious dissidents abandoned Valyria, rejecting the religious tolerance practised by the Valyrian Freehold. qstr_You_are_in_the_territory_of_V|You are in the territory of Volantis.^^Volantis, often called Old Volantis and the First Daughter is one of the greatest, richest, and most powerful of the city-states and was once the most populous. The climate of Volantis is hot and humid, the air is hot and heavy. Beyond the waterfront and its breezes the streets and alleys of Volantis are enough to drown a man in his own sweat, as least on the eastern side of the river. Heat shimmers off of the streets, giving a dreamlike quality to the surroundings. qstr_You_are_in_territory|You are in territory of the Stormlands.^^The Kingdom of the Storm was a sovereign nation until the War of Conquest, in which the last Storm King was slain. The region is so-named for the savage and frequent autumn storms that batter the coast after beginning in the Summer Sea. Although it is rainy, the region is fertile enough. There are no cities in the Stormlands due to the strong martial culture of the storm lords. Noble bastards raised in the Stormlands are given the surname Storm. qstr_Steppe|Steppe qstr_Snow|Snow qstr_Arid_Desert|Arid Desert qstr_Steppe_Forest|Steppe Forest qstr_Forest|Forest qstr_Snow_Forest|Snow Forest qstr_Ocean|Ocean qstr_Sea|Sea qstr_Desert|Desert qstr_Standard_Bearer _{re|Standard Bearer {reg1}^Leadership Bonus {reg2} (max 3) qstr_Musician _{reg1}^Tac|Musician {reg1}^Tactics Bonus {reg2} (max 3) qstr_Religious _{reg1}^Su|Religious {reg1}^Surgery Bonus {reg2} (max 3) qstr_Unsullied _{reg1}^Ta|Unsullied {reg1}^Tactics Bonus {reg2} (max 3) qstr_Veteran_Ironborn_Rea|Veteran Ironborn Reaver {reg1}^Looting Bonus {reg2} (max 3) qstr_Shepherd _{reg1}^For|Shepherd {reg1}^Foraging Bonus {reg2} (max 3) qstr_Spies _{reg1}^Foragi|Spies {reg1}^Foraging Bonus {reg2} (max 2)