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https://w.atwiki.jp/keiplus/pages/170.html
VSCode tool vscode 本項は書きたての記事です。正確な情報は公式サイト、公式ドキュメント、記載の参照サイトでご確認ください。 目次 + 読む VSCode目次 ダウンロード コマンド(VSCode本体) 初期設定 エクステンション(拡張機能) VScode QA エラーシューティング 参考 ダウンロード Download Visual Studio Code - Mac, Linux, Windows ( https //code.visualstudio.com/download ) Extensions for Visual Studio family of products | Visual Studio Marketplace https //marketplace.visualstudio.com/ コマンド(VSCode本体) 内容 コマンド 備考 code --list-extensions - code --list-extensions --show-versions - カテゴリフィルタ code --list-extensions --category category - 拡張インストール code --install-extension extension-id[@ version ] | path-to-vsix [--force] - アンインストール code --uninstall-extension extension-id - 複数アンインストール code --install-extension extension-id-1 --install-extension extension-id-2 - 無効化 code --disable-extension extension-id-1 --disable-extension extension-id-2 - 全無効 code --disable-extensions - 初期設定 基本はお好みです。必須ではありません。 + 読む settings.json (CTRL+SHIFT+P、CTRL+,) 検索キー GUI json Editor Code Lens 外す FALSE Editor Format On Save チェック TRUE Editor hover Enabled 外す FALSE Editor Tab Size 2 2 Emmet Variables - "lang" "ja", Extensions Ignore Recommendations チェック TRUE 拡張機能の推奨事項について通知 Files Auto Guess Encoding チェック TRUE ファイルを開いたときに文字コードを自動判定 Files Auto Save afterDelay afterDelay 自動で保存 Workbench Startup Editor newUntitledFile newUntitledFile スタート時スプラッシュ非表示 (拡張ツール) + 読む "vscodeWorkspaceSwitcher.paths" [ path/to/dir ] vscodeWorkspaceSwitcher "gitlens.autolinks" "prefix" "#", "url" "https //www.pivotaltracker.com/story/show/ num " "prefix" "JIRA-", "url" "https //jira.company.com/issue?query= num " 参考 [ VSCode 初期設定 おすすめ windows10版【web制作#2】 | shuu11 code ] ( https //shuu1104.com/2021/04/2356/#toc6 ) [ 【VSCode】拡張機能 GitLens - チケットURLの設定変更 - 開発覚書はてな版 ] ( https //kakkoyakakko2.hatenablog.com/entry/gitlens-edit-url ) エクステンション(拡張機能) 拡張一括インストール PowerShell(PS1ファイル)を作成し、PowerShellからVSCode拡張を一括インストールすることができます。 PowerShellは実行権限が煩いので実行時に注意が必要です。 PS1実行コマンドは下記に掲げますがこれは一時的対応の場合のコマンドです。 実行コマンド: PowerShell -ExecutionPolicy RemoteSigned .\vscode_extensionsInstall.ps1 + VSCode拡張一括インストール vscode_extensionsInstall.ps1 # カレントにパスが通っていない場合は通す if (-not $env path.Split( ; ).Contains( .\ )) { $env path = $env path + ;.\ } # binへのパスが未登録ならカレントディレクトリ変更 $binPath = Join-Path ([Environment] GetFolderPath( LocalApplicationData )) Programs\Microsoft VS Code\bin if ($env path.IndexOf($binpath, [System.StringComparison] OrdinalIgnoreCase) -eq -1) { cd $binPath } # 日本語パック code --install-extension MS-CEINTL.vscode-language-pack-ja --force # コーディング支援 code --install-extension visualstudioexptteam.vscodeintellicode --force # C# code --install-extension ms-vscode.csharp --force # PowerShell code --install-extension ms-vscode.powershell --force # ブックマーク code --install-extension alefragnani.Bookmarks --force code --install-extension alefragnani.numbered-bookmarks --force # 括弧強調 code --install-extension CoenraadS.bracket-pair-colorizer-2 --force # Git code --install-extension eamodio.gitlens --force code --install-extension donjayamanne.githistory --force # Markdown code --install-extension yzhang.markdown-all-in-one --force code --install-extension DavidAnson.vscode-markdownlint --force # HTML code --install-extension abusaidm.html-snippets --force code --install-extension mkaufman.HTMLHint --force code --install-extension Zignd.html-css-class-completion --force # XML code --install-extension DotJoshJohnson.xml --force # TypeScript code --install-extension eg2.tslint --force # lint code --install-extension taichi.vscode-textlint --force code --install-extension ics.japanese-proofreading --force # CSVカラー表示 code --install-extension mechatroner.rainbow-csv --force + bash 一括インストール #!/bin/bash exts=( "vscode-icons-team.vscode-icons" "PKief.material-icon-theme" "ms-python.python" ) cmd="code" for ext in "${exts[@]}" ; do cmd="$cmd --install-extension $ext" done eval $cmd Live Server サーバを立てずにブラウザで確認するツール VSCodeワークスペースに対象フォルダを追加 対象ファイルを右クリック⇒「OpenWithLiveServer」 VSCodeステータスバー右下「GoLive」押下で起動 ポート5500で起動し、規定ブラウザで起動する + Settings (値はデフォルト値) liveServer.settings.port 5500 liveServer.settings.root / liveServer.settings.CustomBrowser null liveServer.settings.AdvanceCustomBrowserCmdLine null liveServer.settings.ChromeDebuggingAttachment false liveServer.settings.NoBrowser false liveServer.settings.ignoreFiles .vscode, .scss, .sass. .ts liveServer.settings.donotShowInfoMsg false liveServer.settings.host 127.0.0.1 liveServer.settings.donotVerifyTags false liveServer.settings.https "liveServer.settings.https" { "enable" false, //set it true to enable the feature. "cert" "C \\https\\server.cert", //full path "key" "C \\https\\server.key", //full path "passphrase" "12345" }, liveServer.settings.proxy /* In easy word, it means you re shifting your real url (actual PHP url) to another url (which LiveSever will start). */ "liveServer.settings.proxy" { "enable" false, //set it true to enable the feature. "baseUri" "/", //from where you want to proxy. "proxyUri" "http //localhost/php/" //the actual url. }, liveServer.settings.useWebExt false liveServer.settings.fullReload false liveServer.settings.wait 100 liveServer.settings.mount [] { "liveServer.settings.mount " [ ["/", "/path1"], ["/", "/path2"], ["/root", "/dist"] ] } liveServer.settings.useLocalIp false liveServer.settings.file "" liveServer.settings.multiRootWorkspaceName null VScode QA Q:エクステンション「vim」を使うと、コピペなどが出来なくなった A:入力操作が常時vim形式になるため。VScode本来の操作に戻す場合は拡張vimをアンインストールするか停止する。 エラーシューティング エラーシューティング(トラブルシューティング)はこちらにまとめています。 参考 VSCode に必ず入れておきたい拡張機能 - Qiita https //qiita.com/ucan-lab/items/e85931bf8276da43cc97
https://w.atwiki.jp/clover_industry/pages/117.html
見たよ~^^ - キルヒアイス 2014-05-31 15 45 28 始めてからまだまだわからんばかりで、これからも宜しくお願いします(=゚ω゚)ノ - wakame 2014-05-31 15 54 27 みましたー - まさと 2014-05-31 15 48 48 見ましたよ(≧∇≦) - ティナ ルフィ 2014-05-31 16 08 00 見えた - 753 2014-05-31 19 27 46 見たと思う - Ascii 2014-05-31 19 42 33 みましたー! - garcons 2014-05-31 20 33 39 見ました - skyblue 2014-05-31 22 04 33 見ましたー! - RORONO 2014-05-31 22 19 55 見ました。 - のぶなが 2014-06-01 00 37 34 godseeker - 見ましたー 2014-06-01 00 41 28 ↑反対だ。ハズッ(//∇//) - godseeker 2014-06-01 00 42 50 ↑反対だ。ハズッ(//∇//) - godseeker 2014-06-01 00 43 01 みたよ - ぶらっく 2014-06-01 01 42 01 見ました! - オレンジ 2014-06-01 03 07 13 見ましたー - Delita 2014-06-01 04 22 00 見ました! - 名無しさん 2014-06-04 10 24 08 見ましたよ! - 0jinx 2014-06-05 14 08 18 見ました! - DOSAN 2014-06-07 11 55 55 拝見しました。あと、本日同盟に参入させて頂きました。宜しくです。 - seventhwell 2014-06-07 19 56 54 見ました~自分の名前のスペルが覚えられないw - Liberdade7 2014-06-08 09 45 58 見ました~ - スカーレット 2014-06-08 23 10 51 見ました。勉強します! - kazusuke 2014-06-09 11 41 42 鼻からチュンチュン出た。素晴らしいですね! - おにんにん 2014-06-11 23 44 47 ちゅん - ぽよんさん 2014-06-11 23 46 46 不注意によるタップし過ぎて3時間の建築に7日間のカード使ってしまったおじさんも見ましたよ - セクシー 2014-06-12 00 07 36 見ました! - yas 2014-06-14 15 19 08 見てますん(ФωФ) - K@Oうんにょ 2014-06-15 02 15 52 見ました - Ariochi 2014-06-19 15 31 14 見ました〜! - 0430 2014-06-20 20 36 18 見ました! - carcru 2014-07-07 18 53 56 見ました。 - nc700x 2014-07-13 19 06 04
https://w.atwiki.jp/takumi-memo/pages/56.html
Overview of the Tutorial このチュートリアルは、特定のコンテントのURLを書き直すためのConfluence Autoconvertの拡張をどのようにするかについて触れる。 次のコンポーネントを構成するプラグインを作成する。 A JavaScript file providing an Autoconvert handler. A plugin descriptor (XML file) to enable the plugin module in the Atlassian application. これらのコンポーネントは全て、単一のJAR Fileに含まれている。 Required Knowledge このチュートリアルを完全なものにするために, JavaScript developmentの基礎についての知識が必要である。 How to create an Atlassian plugin project using the Atlassian Plugin SDK. Step 1. Create the Plugin Project まずはプラグインプロジェクトを作成する。 group-id com.example.plugins.tutorial artifact-id autoconvert-dev-docs Step 2. Add Plugin Metadata to the POM プラグインなどの情報に関するmetadataを加えるために、POM fileを編集する。 1.Edit the pom.xml file in the root folder of your plugin. 2.Update the confluence.version element to at least Confluence 4.1 confluence.version 4.1 /confluence.version 3.Add your company or organisation name and your website to the organization element organization name Example Company /name url /url /organization 4.Update the description element description Changes link text on URLs pasted from developer.atlassian.com. /description 5.Save the file. Step 3. Add a Plugin Module to the Plugin Descriptor src/main/resources/atlassian-plugin.xmlのプラグイン・ディスクリプタにプラグイン・モジュールを追加する。 The extension point for Autoconvert is through JavaScript, so you ll need to add a JavaScript Web Resource Module. Your web resource module needs to specify the location of a js file that will create your autoconvert handler. The things that separate it from other Web Resource Modules are ■It should depend on the core autoconvert plugin so that it will always be loaded after it, and will not be loaded if that plugin is missing. ■It should be loaded whenever the editor is loaded, by specifying the editor context. Here s one I prepared earlier ? !-- Add this to your atlassian-plugin.xml -- web-resource key="autoconvert-dev-docs" name="Autoconvert developer.atlassian.com example handler" description Changes link text for URLs pasted from /description resource type="download" name="autoconvert-dev-docs.js" location="js/autoconvert-dev-docs.js"/ !-- This will ensure the resource is loaded after autoconvert, and only if autoconvert is enabled. -- dependency com.atlassian.confluence.plugins.confluence-paste autoconvert-core /dependency !-- Assuming the dependency above is met, this context means that whenever the editor is loaded, so is your autoconvert handler. -- context editor /context /web-resource Step 4. Write the Code for your Autoconvert Handler Create a js directory in src/main/resources and create a new file called autoconvert-dev-docs.js file in that directory. Note that this matches the location in the resource in the XML descriptor. The simplest possible Autoconvert handler looks like this ? (function(){ AJS.toInit(function($){ // Create a handler that does nothing but call the continuation done() var pasteHandler = function(uri, node, done){ done(); }; // Register the handler tinymce.plugins.Autoconvert.autoConvert.addHandler(pasteHandler); }); })(); Focus on the pasteHandler function. The arguments passed to it are ■uri - a uri object as produced by the parseUri library. ■node - a jquery object for the pasted anchor node. ■done - a continuation function for the pasteHandler to call when it s done. Call it with no arguments when you do not want to change the link, or pass it the replacement or modified node when you do have changes. It should always be called exactly once in all possible code paths. The continuation done may seem very complicated now, but it s helpful for asynchronous conversions, which we won t discuss in this tutorial. Take a look at a simple developer.atlassian.com ("DAC") address, such as https //developer.atlassian.com/display/CONFDEV/Confluence+Developer+Documentation. The parseUri library has a demo page at http //stevenlevithan.com/demo/parseuri/js/. If you paste https //developer.atlassian.com/display/CONFDEV/Confluence+Developer+Documentation into its Input field you will see various uri parts available from the uri object. In this case the following parts are important ■host should be "developer.atlassian.com" ■directory should start with "/display/" ■directory should then contain a space key and a page title ■anchor should be blank for now. Converting links to headings is out of scope for this tutorial. You can split the directory part easily enough using the built-in split function. Note that the directory starts with a slash and split will thus give an array of ["", "display", "CONFDEV", "Confluence+Developer+Documentation"] So start by writing a condition for when you want to do a conversion ? if (uri.host == "developer.atlassian.com" directoryParts.length == 4 directoryParts[0] == "" directoryParts[1] == "display" uri.anchor == "") { Then think about what you want to do when we find such a link. The existing URL is fine, you don t need to change anything about the destination, but you do want to change the text of the link. There are a few things you could change it to. You might want to include the spacekey (directoryParts[2]) or an identifier to say that it s on developer.atlassian.com. Eg ? But it s probably nicer most of the time to leave it out and just go with the page name. There s also some tidying we have to do. You need to decode any special characters in the path using the built-in decodeURIComponent function, and that still won t turn plus characters into spaces, so you have to do that too using replace ? var pageName = decodeURIComponent(directoryParts[3]).replace(/\+/g, " "); node.text(pageName); Then we have to tell the controlling code, via the continuation, that we do want to replace the node. ? done(node); Once the conversion is done, all the handlers will be retried, so the handler has to ensure it doesn t just keep matching forever. The easiest way to do that is add an extra check to the condition, that node.text() == uri.source. All together it looks like this ? (function(){ AJS.toInit(function($){ var pasteHandler = function(uri, node, done){ var directoryParts = uri.directory.split( / ), pageName; if (uri.host == "developer.atlassian.com" directoryParts.length == 4 directoryParts[0] == "" directoryParts[1] == "display" uri.anchor == "" node.text() == uri.source) { pageName = decodeURIComponent(directoryParts[3]).replace(/\+/g, " "); node.text(pageName); done(node); } else { done(); } }; tinymce.plugins.Autoconvert.autoConvert.addHandler(pasteHandler); }); })(); Step 5. Build, Install and Run the Plugin Follow these steps to build and install your plugin, so that you can test your code. If you have not already started the application, start it now ■Open a command window and go to the plugin root folder (where the pom.xml is located). ■Run atlas-run (or atlas-debug if you might want to launch the debugger in your IDE). From this point onwards, you can use FastDev to reinstall your plugin behind the scenes as you work. Use the FastDev servlet to trigger the reload 1.Make the changes to your plugin module. 2.Go to your browser and navigate to the FastDev servlet http //localhost 1990/confluence/plugins/servlet/fastdev. 3.Do a hard refresh of the page ■Shift+Reload in most browsers. ■Ctrl+Reload on Windows or in Internet Explorer. ■In Safari 5, you will need to hold down the Shift key while clicking the Reload icon in the Location bar. 4.Go back to step 1. As an alternative to FastDev, you can keep the application running in one command window and use the CLI (command line interface) in another window to dynamically re-install your plugin after each change. 1.Open a new command window and go to the plugin s root folder (where the pom.xml is located). 2.Run atlas-cli to start the CLI. 3.Wait until you see a message, Waiting for commands. 4.Run pi (plugin install) to compile, package and install the plugin. 5.Go back to your browser. The updated plugin will have been installed into the application, and you can test your changes. (You may need to refresh the browser page first.) 6.Make your changes in your IDE. 7.Go back to step 1. The full instructions are in the SDK guide. Step 6. Try it out. Try copying the URL of this page and pasting it into the editor. The text of the link should change so that it looks like Plugin Tutorial - Extending Autoconvert rather than just the URL. Step 7. Play! Write your own extensions. This is about the simplest autoconvert extension possible, but there are more things you can do. Just quickly, here are a few How-to examples Inserting an image If you want to change the link into an image ? var imageUrl = "the url of the image, maybe uri.source, or maybe a modified form of that". done($( img class="confluence-embedded-image confluence-external-resource" src=" + imageUrl + " data-image-src=" + imageUrl + "/ )[0]); Inserting a macro If you want to change the link into a Confluence macro (must be a 4.0+ style xhtml macro) ? Inserting arbitrary converted wiki content Sometimes the easiest way to write editor format html is to ask Confluence to produce it from wiki markup. ?
https://w.atwiki.jp/boare/pages/133.html
Release Note Release Date 19 Jul, 2009 Notes Cadencii requires ".NET Framework Runtime(version 2.0 or later)". Installer of this rumtime is available from the link below. .NET Framework Runtime Download .NET Framework 3.5 SP1 Cadencii can be launched with the latest version of mono. This enable you to use Cadencii with many platforms supported by mono. (Note Several functions using VOCALOID2 VSTi are not available in this case.) Mono is available from the link mono download Download Cadencii version 2.2.0 (624KB) How to get source codes Source code is available on SourceForege.JP. Please follow the instruction below for checking out the SourceForge.JP s SVN repository. svn checkout -r 356 http //svn.sourceforge.jp/svnroot/cadencii/branches/2.2 ./ These svn command is for checiking out "THIS" version of Cadencii. In order to get the latest source codes, please remove "-r" option.
https://w.atwiki.jp/usb_audio/pages/48.html
原文:Audio Device Document 1.0(PDF) USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 96 Pitch Control, etc.) If the request specifies an unknown CS to that endpoint, the control pipe must indicate a stall. For a description of the parameter block for the endpoint Control Selectors, see Section 5.2.3.2.3, “Endpoint Controls.” 5.2.3.2.3 Endpoint Controls 5.2.3.2.3.1 Sampling Frequency Control The Sampling Frequency Control is used to set the initial sampling frequency for an isochronous audio data endpoint. This allows the endpoints’ clock recovery system to lock onto the incoming clock much faster. Adaptive endpoints can benefit from this. The Sampling Frequency Control can support all possible Control attributes (CUR, MIN, MAX, and RES). The settings for the CUR, MIN, and MAX attributes can range from 0 Hz (0x000000) to 8388607 Hz (0x7FFFFF) in steps of 1 Hz (0x0001). The Sampling Frequency Control honors the request to the best of its abilities. If the endpoint operates at a fixed sampling frequency, setting this Control has no effect. If the endpoint supports a discrete number of sampling frequencies, setting the tSampleFreq value to a non-supported value causes the Control to round it to the closest available value. This also happens when the sampling frequency is set outside the range for a continuous sampling frequency endpoint. It will report the rounded setting when queried during a Get Control request. Table 5-58 Sampling Frequency Control Parameter Block Control Selector SAMPLING_FREQ_CONTROL wLength 3 Offset Field Size Value Description 0 tSampleFreq 3 Number The sampling frequency expressed in Hz. 5.2.3.2.3.2 Pitch Control The Pitch Control enables or disables the ability of an adaptive endpoint to dynamically track its sampling frequency. The Control is necessary because the clock recovery circuitry must be informed whether it should allow for relatively large swings in the sampling frequency. A Pitch Control can have only the current setting attribute (CUR). The position of a Pitch Control CUR attribute can be either TRUE or FALSE. Table 5-59 Pitch Control Parameter Block Control Selector PITCH_CONTROL wLength 1 Offset Field Size Value Description 0 bPitchEnable 1 Bool Pitch Control on when TRUE, off when FALSE. USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 97 5.2.4 Additional Requests 5.2.4.1 Memory Requests The Host can interact with an addressable Entity (Terminal, Unit or endpoint) within the audio function in a very generic way. The Entity presents a memory space to the Host whose layout depends on the implementation. The Memory request provides full access to this memory space. 5.2.4.1.1 Set Memory Request This request is used to download a parameter block into a particular Entity of the audio function. Table 5-60 Set Memory Request Values bmRequest Type bRequest wValue wIndex wLength Data 00100001B Entity ID and Interface 00100010B SET_MEM Offset Endpoint Length of parameter block Parameter block The bRequest field indicates that the MEM attribute of the Entity is addressed. The wValue field specifies a zero-based offset value that can be used to access only parts of the Entity’s memory space. The layout of the parameter block is implementation dependent. A device is required to reevaluate its memory space at the end of each Set Memory request. 5.2.4.1.2 Get Memory Request This request is used to upload a parameter block from a particular Entity of the audio function. Table 5-61 Get Memory Request Values bmRequest Type bRequest wValue wIndex wLength Data 10100001B Entity ID and Interface 10100010B GET_MEM Offset Endpoint Length of parameter block Parameter block The bRequest field indicates that the MEM attribute of the Entity is addressed. The wValue field specifies a zero-based offset value that can be used to access only parts of the Entity’s parameter space. The layout of the parameter block is implementation dependent. 5.2.4.2 Get Status Request This request is used to retrieve status information from an Entity within the audio function. USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 98 Table 5-62 Get Status Request Values bmRequest Type bRequest wValue wIndex wLength Data 10100001B Entity ID and Interface 10100010B GET_STAT Zero Endpoint Status message length Status message The bRequest field contains the GET_STAT constant, defined in Section A.9, “Audio Class-Specific Request Codes.” The wValue field is currently unused and must be set to zero. The wLength field specifies the number of bytes to return. If the status message is longer than the wLength field, only the initial bytes of the status message are returned. If the status message is shorter than the wLength field, the function indicates the end of the control transfer by sending short packet when further data is requested. The contents of the status message is reserved for future use. For the time being, a null packet should be returned in the data stage of the control transfer. USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 99 Appendix A. Audio Device Class Codes A.1 Audio Interface Class Code Table A-1 Audio Interface Class Code Audio Interface Class Code Value AUDIO 0x01 A.2 Audio Interface Subclass Codes Table A-2 Audio Interface Subclass Codes Audio Subclass Code Value SUBCLASS_UNDEFINED 0x00 AUDIOCONTROL 0x01 AUDIOSTREAMING 0x02 MIDISTREAMING 0x03 A.3 Audio Interface Protocol Codes Table A-3 Audio Interface Protocol Codes Audio Protocol Code Value PR_PROTOCOL_UNDEFINED 0x00 A.4 Audio Class-Specific Descriptor Types Table A-4 Audio Class-specific Descriptor Types Descriptor Type Value CS_UNDEFINED 0x20 CS_DEVICE 0x21 CS_CONFIGURATION 0x22 CS_STRING 0x23 CS_INTERFACE 0x24 CS_ENDPOINT 0x25 USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 100 A.5 Audio Class-Specific AC Interface Descriptor Subtypes Table A-5 Audio Class-Specific AC Interface Descriptor Subtypes Descriptor Subtype Value AC_DESCRIPTOR_UNDEFINED 0x00 HEADER 0x01 INPUT_TERMINAL 0x02 OUTPUT_TERMINAL 0x03 MIXER_UNIT 0x04 SELECTOR_UNIT 0x05 FEATURE_UNIT 0x06 PROCESSING_UNIT 0x07 EXTENSION_UNIT 0x08 A.6 Audio Class-Specific AS Interface Descriptor Subtypes Table A-6 Audio Class-Specific AS Interface Descriptor Subtypes Descriptor Subtype Value AS_DESCRIPTOR_UNDEFINED 0x00 AS_GENERAL 0x01 FORMAT_TYPE 0x02 FORMAT_SPECIFIC 0x03 A.7 Processing Unit Process Types Table A-7 Processing Unit Process Types wProcessType Value PROCESS_UNDEFINED 0x00 UP/DOWNMIX_PROCESS 0x01 DOLBY_PROLOGIC_PROCESS 0x02 3D_STEREO_EXTENDER_PROCESS 0x03 REVERBERATION_PROCESS 0x04 1 - 6 - 11 - 16 - 21 - 26 - 31 - 36 - 41 - 46 - 51 - 56 - 61 - 66 - 71 - 76 - 81 - 86 - 91 - 96 - 101 - 106 - 111 - 116 - 121 - 126 ここを編集
https://w.atwiki.jp/warband/pages/561.html
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 v8.2 qstr_YouTube _Produno|YouTube Produno qstr_Twitter _@therealpro|Twitter @therealproduno 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. 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 skill 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. 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. 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. Novice players or cowards should probably have this turned off (A checked box means the whitewalker invasion will NOT happen). 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__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_vWindDirection|vWindDirection 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.^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_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_{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_fifteen_too|You need fifteen tool kits to build this mine! qstr_You_need_twenty_timb|You need twenty timber to build this mine! qstr_You_need_twenty_ston|You need twenty 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) qstr_Note _You_re_close_t|Note You're close to the enemy settlement, forcing you to exercise caution.
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https://w.atwiki.jp/happyhappyhappyhappy/pages/39.html
25/Nov/2011 probeの解離定数を求める。 I am gonna determine Kd value. 2 units/ml Bc-PLC 2/5 units/ml Bc-PLC 2/5*5 units/ml Bc-PLC 2/5*5*5 units/ml Bc-PLC 2/5*5*5*5 units/ml Bc-PLC 2/5*5*5*5*5 units/ml Bc-PLC 2/5*5*5*5*5*5 units/ml Bc-PLC 2/5*5*5*5*5*5*5 units/ml Bc-PLC 0 units/ml Bc-PLC At the same time, I am gonna determine real amount of DAG level by brigh and dyer method. 18/Nov/2011 SMの量におけるD609の影響をMDCK細胞で調べる。 Effect of D609 on SM level in MDCK cells 1)ctrl 2)SMase 3)3hour D609 incubation 4)6hour D609 incubation 5)20hour D609 incubation mCherry-lysenin conc is 50microg/ml. 1 30 3hour 4 30 6hour 6 00 20hour SMase 1 units/ml 10 min. After that, fixed. What I have to prepare is that HBSS and 3 % PFA Effect of DGAT inhibitor on DAG level in MDCK cells. 1microM A922500 was used for this experiment. 2pm Add A922500 start incubation 4pm Add A922500 start incubation 5pm DAG probe incubation. こんなかんじで 17/Nov/2011 Rat red blood cell experiment, At first, I did the experiment as follows 1)1U/ml Pc-PLC + 200times annexin V + 9*108 cell/ml result hemolysis within 4 min 2)0.1U/ml Pc-PLC + 40 times annexin V + 9*108 cell/ml result hemolysis within 5 min In this time, protocol was wrong. 3)real experiment 0.1U/ml Pc-PLC + 40 times annexin V + 9*108 cell/ml I get annexin V fluorescence but it is not for living RBL cells. At first, RBC was subjected to hemolysis, become ghost, and then become fluorescence. 4)0.1U/ml Bc-PLC + 40 times annexin V + 9*108 cell/ml RBC rarely give hemolysis and no fluorescence. And I tryed the experiment whether Bc-PLC makes DAG on the plasma membrane in RBC in a Bc-PLC conc. dependent manner. 1) 800 microl RBC (9*108 cell/ml) 2) Add DAG probe 24 microl here And 3)2microl 100 units/ml Bc-PLC was added to the 8 microl HBSS. 4)2microl of this solution was added to next tube, which has 8 microl HBSS. 5)this step is done one after another. this means that 5 time solution is gonna prepare. Next in each tube, 75 microl RBC solution was added and is incubated for 10 min @r.t. after that, fixed 6% (final 3%), and incubated for 15min. and spin down. こんな感じでやりましたよーん。 30/Oct/2011 D609の濃度 50microg/ml Offered as 5 mg (sc-201403) and 25 mg (sc-201403A) sizes Synonym O-Tricyclo[5.2.1.02,6]dec-9-yl dithiocarbonate potassium salt CAS Number 83373-60-8 Molecular Weight 266.5 Molecular Formula C11H15OS2K Purity 98% Physical Appearance Off-white solid Solubility Soluble in water (25 mg/ml) I used D609 with the concentration of 188microM 以下のものをやってみる。 Other experiments 1. living MDCK cells with alpha PMA and PMA 2. DAG probe calibration with Bc-PLC Bc-PLC 20 units/ml Bc-PLC 10 units/ml Bc-PLC 5units/ml Bc-PLC 0units/ml D609 3. fixed MDCK cells with SMase noSMase SMase SMase+D609 SMase+BcPLC 4. living MDCK cells with SMase + Bc-PLC 5. SM amount with SMase or nojirimycin 6. DAG amount with SMase or nojirimycin 111016 もう一度最後の実験 以下の実験を2回繰り返す。 それぞれについて10個の細胞をとる。 それでanalyzeして終わり。 Thinking about biological significance, I am gonna try this experiment as follows. 1. noSMase 2. SMase 3. SMase+D609 4. SMase+BcPLC 16/June/2011 Now I started to write the papers. But I have several experiments I have to do and I want to do. 1. test if the DAG which exist already on the membrane is abolished by incubated with D609. 2. I am gonna take beautiful data of cholesterol, DMS and NB-DNJ. SMS2がPC-PLCであるか否か?とういうことに関係するのですが、 D609処理した細胞で、ライセニンで染まるかどうかという実験を過去にラボでやった人はいらっしゃいますか? あと、SMS1およびSMS2が欠損したMEF-ZS2とSMS1もしくは、SMS2が発現させた細胞では、ライセニンで染めるとどのように違いがでますか? こちらについては、やっているのではないかと思い聴いて見ました。 And then I want to get the PC-PLC antibody. 20May2011 I am gonna do the experiment. I don t miss to write but in the previous experiment. UV was irradiated to MDCK cells for 1 min. 30 min, 1hour 2hout later, the cells were fixed and observed. 30min there is 30% cells in which DAG probe was translocated. But not so obvious. So I am gonna do 10 min incubation after UVB irradiation. Because some papers says that 10 min is more DAG. So, 1. UVB 10min 2. UVB D609 10 min 3. No UVB And then the previous experiment that when MDCK was fixed, DAG probe localized at the plasma membrane incubated with 12.5 Bc-PLC 10 min. So, I need to play around the concentration of Bc-PLC. 4. Bc-PLC 0 microunit/ml 5. Bc-PLC 0.1 microunit/ml 6. Bc-PLC 0.5 microunit/ml 7. Bc-PLC 1 microunit/ml 8. Bc-PLC 5 microunit/ml 9. Bc-PLC 12.5 microunit/ml And then, U73122 doesn t abolish ATP-induced DAG on the outer leaflet of plasma membrane. So, I suspect PAP-induced DAG. I am gonna use the propranolol. 10. ctrl 11. D609 12. D609+ATP 13. D609+ATP+propranolol At the same time, I am gonna use the MDCK cells expressing mGluR5 and bath application of glutamate. 14. ctrl 15. glutamate 06May2011 I gonna do the experiment about DAG flip in fixed cells. A. EYFP-C1AB and DsRed B. EYFP-C1AB and DsRed with 10mM MbCD + 12.5unit/ml BcPLC C. EYFP-C1AB and DsRed with 20microM Fumonisin B1 + 12.5unit/ml BcPLC D. EYFP-C1AB and DsRed with 50nM ISP1 + 12.5unit/ml BcPLC E. EYFP-C1AB and DsRed with 6 microM DMS + 12.5unit/ml BcPLC F. EYFP-C1AB and DsRed with 100 microM NB-DNJ + 12.5unit/ml BcPLC G. EYFP-C1AB and DsRed with Bc-PLC as ctrl H. EYFP-C1AB and DsRed with PMA 28Apr2011 How to irradiate UVB (290-320nm) 1. reduce the volume of medium, DMEM 100 microl. Go to program 2. Set 10 mJoules/cm2 for 1min 3. replace the medium with appropriate media. That s it. 27Apr2011 Now Francoise kindly decide the condition of UVB irradiation. So I am doing the following experiments under the condition. I will observe DG probe and PKCdelta antibody accumulation. 1. Ctrl(negative) Just MDCK cells. 2. Ctrl(positive) PMA 3. UBV and leave 30 min 4. UBV and leave 1 hour 5. UBV and leave 3 hour 7. UBV and leave 30 min with D609 (D609 nothing after UVB) 8. UBV and leave 1 hour with D609 (D609 nothing after UVB) 9. UBV and leave 3 hour with D609 (D609 nothing after UVB) 10. UBV and leave 3 hour with D609 (D609 still incubation after UVB) 11. no D609 12. D609+100microM ATP 13. D609+100microM ATP+1microM U73122 22Apr2011 Thinking about the experiment I have to do. 1. I can get PKCgamma antibody within next week. So I gonna do the following experiment. A. EYFP-C1AB, PKCgamma antibody, DsRed. B. EYFP-C1AB, PKCgamma antibody, DsRed with SMase. C. EYFP-C1AB, PKCgamma antibody, DsRed with SMase and D609. 2. check whether DAG flop is inhbited in the presence of U73122. Actually when I did this expeirment previously using 100 microM U73122, unexpectedly more bright fluorescence comes up. Maybe some artifact. So I gonna reduce the concentration of U73122. A. 100 microM ATP B. 100 microM ATP, 10 microM U73122 C. 10 microM ATP D. 10 microM ATP, 10 microM U73122 3. I am gonna observe the effect of MbCD, FumonisinB1, ISP1, DMS and NB-DNJ in fixed cells. A. EYFP-C1AB and DsRed B. EYFP-C1AB and DsRed with 10mM MbCD + 12.5unit/ml BcPLC C. EYFP-C1AB and DsRed with 10microM(?)Fumonisin B1 + 12.5unit/ml BcPLC D. EYFP-C1AB and DsRed with 50nM ISP1 + 12.5unit/ml BcPLC E. EYFP-C1AB and DsRed with 6 microM DMS + 12.5unit/ml BcPLC F. EYFP-C1AB and DsRed with 100 microM NB-DNJ + 12.5unit/ml BcPLC 07Apr2011 Thinking about discussion with Francoise. 1. I am giving Francoise MDCK cells. 2. I gonna show the paper I am preparing now. 3. I gonna give her D609, rottelin Reiko has. 4. I gonna give her the paper relationship with D609 and apoptosis, with rottelin and apoptosis, and MDCK and apoptosis, SMase and apoptosis. 25/Mar/2011 Thinking about biological significance, I am gonna try this experiment as follows. 1. noSMase 2. noSMase+U73122 3. noSMase+D609 4. SMase 5. SMase+U73122 6. SMase+D609 7. SMase+BcPLC 8. SMase+BcPLC+U73122 Express EYFP-C1AB, DsRed and PLCepsilon-HA Express EYFP-C1AB, DsRed and PLCepsilon-HA(dominega) Express EYFP-C1AB, DsRed and PLCalpha-HA Express EYFP-C1AB, DsRed and PLCalpha-HA(dominega) 24/Mar/2011 And then, I found another contraversy. In IPS1 experiment, flip doesn t occure even though without SM. I need to do same experiment with SMase. 22/Mar/2011 I am gonna do the following experiments from the data I took on 15/Mar/2011. At first, 10 microM U73122 experiment doesn t work. So I am gonna do increase its concentration or decreases in ATP concentration. This experiment is very critical to say that the EYFP-C1AB fluorescence is caused by DAG drived from PI-PLC. 1. 100 microM ATP 2. 100 microM ATP, 100 microM U73122 3. 100 microM ATP, 100 microM U73343 4. 10 microM ATP 5. 10 microM ATP, 100 microM U73122 6. 10 microM ATP, 100 microM U73343 Another point I have to mention is that 24 hour incubation with U73122 did not give the difference in outer DAG signal compared to ctrl. This means that PI-PLC doesn t contribute to outer DAG. But, I can see PI-PLC dependent outer DAG sigal. So I want to make clear the signal from PI-PLC caused by ATP addition is transient or sustained. I guess this signal is transient. I am gonna do 10min, 30min, 1 hour, 2 hour. In some case I am gonna remove the ATP in the middle of reaction. 15/Mar/2011 I am gonna take reproduciblity. 1. MDCK Cameleon with ATP no D609 2. MDCK Cameleon with ATP with D609 3. MDCK control no D609 4. MDCK D609 only 5. MDCK D609 ATP 6. MDCK D609 ATP U73122 7. MDCK D609 ATP U73343 8. MDCK D609 ATP R59949 9. MDCK D609 ATP SMase 10. MDCK D609 PMA 11. MDCK D609 DiC8 12. MDCK C1AB inner no D609 13. MDCK C1AB inner no D609 ATP 14. MDCK C1AB inner D609 15. MDCK C1AB inner D609 ATP 16. MDCK mGluR no D609 17. MDCK mGluR D609 18. MDCK mGluR D609 Result Patially success. I got good result about that in the presence of D609 and ATP the DAG signal was detected, but no signal in the presence of D609 only. Of course, no D609 gives very bright fluorescence. But disappointed point is that U73112 did not inhibit the fluorescence which is caused by addition of ATP. Interpretation of it is due to week effect of U73122. I need to increase in concentration of U73122 or decrease of concentration of ATP. And then, the points I need to condider is that in the presence of U73122, which is 24 hours incubation, DAG signal did not decreases. But transient increase caused by inner DAG caused by ATP through PI-PLC is detected. How do I come to term with these. 09/Mar/2011 The idea to observe DAG flop. 1. no D609 2. ctrl 3. ATP 10 min 4. ATP U73122 10 min 5. ATP R59949 10 min 6. ATP SMase 10 min 7. PMA 10 min 8. DiC8 10 min 9. Inner C1AB ATP 10.Inner C1AB ATP 1. About 9 and 10, C1AB is transfected one day before. 2. 2-10 is incubated with D609 for 6 hours. 3. 1067microl(97times11)HBSS is prepared 4. 33microl C1AB is put, means total 1100microl 5. 100microl pick up. Number1 6. 4microl D609 is put, total 1004 microl 7. Divide in half 8. first half, 5 microl ATP is added. 9. 100 microl pick up. Number2. 10. From remaining 400microl, each 100 microl is taken, add 1 microl PMA(10microM) and 1 microl DiC8 (100microM).Number 7 and Number 8. 11. About second half, 4microl ATP is added. 12. 100microl is picked up, Number3. 13. 1 microl U723122(15microM), R59949(10microM) or 2microl SMase(1unit) is added to each 100 microl, Number 4,Number5 and Number 6. Result In some part it is works well. But I missed to enter D609 in the cell which was supposed to be in the presence of U73122. So I need to do again about U73122. And My concern is C1AB probe expressed into the cells localized to the membrane in the presence of only D609. I need to chech this is really real or not. And I would be better to confirm that P2Y2R stay on the surface on the plasma membrane, by doing measure increase in calcium concentration. c 04/Mar/2011 I prepared WR19L cells, lymphocyte. I am gonna do the following experiments. I am gonna add 10 microM PMA, 100 microM DiC8, 12.5 units/ml Bc-PLC, 10 microM C6-Cer mixed with EYFP-C1AB probe. Experimental procedure WR19Lcells were spind down and collected. Cells were in total 815 microl(163microl*5 in each)HBSS solution. Add 25microl 3.8mg/ml EYFP-C1AB. 2microl 1mM PMA, 1mM alphaPMA, 100mM DiC8, 8.5microl of 12.5unit/ml Bc-PLC are put in the 1.5 ml tubes in advace. 168microl solution containing EYFP-C1AB is added in each tube and incubate 10 min. 30micro 20% PFA is added and fix for 10 min. After that, spine down cells and remove supernatant. Add 50mM NH4Cl for 5min. Spine down and suck up supernatant. Add 100microl HBSS. Result I could do it! I can see brighter fluorescence in PMA than that in control.About DiC8, It seems that there is no difference compared to control.About Bc-PLC, I could see very bright fluorescence in the cells which is aggregated, indicating that DAG is important for membrane fusion. 04/Mar/2011 I prepared WR19L cells, lymphocyte. I am gonna do the following experiments. I am gonna add 10 microM PMA, 100 microM DiC8, 12.5 units/ml Bc-PLC, 10 microM C6-Cer mixed with EYFP-C1AB probe. Experimental procedure WR19Lcells were spind down and collected. Cells were in total 815 microl(163microl*5 in each)HBSS solution. Add 25microl 3.8mg/ml EYFP-C1AB. 2microl 1mM PMA, 1mM alphaPMA, 100mM DiC8, 8.5microl of 12.5unit/ml Bc-PLC are put in the 1.5 ml tubes in advace. 168microl solution containing EYFP-C1AB is added in each tube and incubate 10 min. 30micro 20% PFA is added and fix for 10 min. After that, spine down cells and remove supernatant. Add 50mM NH4Cl for 5min. Spine down and suck up supernatant. Add 100microl HBSS. 18/Feb/2011 I am gonna follow Malhotra s procedure. I prepared the liposomes as follows. 1. POPC only=60 2. POPC/PS=60/20 3. POPC/GM1=60/20 These liposome includes 2mol% Rhodamine-PE 1. POPC(0.2micromol) avanti 13.7mM 14.6microl 2. PS(0.04microl)avanti 100721 2.3mM 0.45 microl 3. GM1(0.04micromol) sigma G7641 1mM 1.128 microl 4. Phodamin-PE(4nmol) Avanti 0.15 mM 28 microl 1. I diluted these liposomes in 666microl, 888microl, 888microl in each. This means that 300 microM liposomes. 2. I am gonna pick up 100 microl in each. 3. EYFPC1AB domain is 1 mg/ml I am gonna add 1microl into 100 microl. This means that 10 microg/ml. 4. About DiC8, I have 1M DiC8 now (DMSO). I am gonna dilute this solution 200 times(PBS(-)), this means 5mM. Add 1microl into 100 microl. I want to prepare as follow. A. POPC B. POPC+probe C. POPC+probe+DiC8 D. POPC/PS E. POPC/PS+probe F. POPC/PS+probe+DiC8 G. POPC/GM1 H. POPC/GM1+probe I. POPC/GM1+probe+DiC8 5. FRET mesurement.30 min incubation. excitation 488 nm emission 500-650nm 6. Flotation assay (I can only use 4 samples for ultracentrifugation) B. POPC+probe C. POPC+probe+DiC8 H. POPC/GM1+probe I. POPC/GM1+probe+DiC8 7. Normalize with fluorescence of liposomes. 8. Apply sample solution to SDS-Page. 9. Stain with GFP antiboly. 06/Feb/2011 I couldn t make liposomes previously in 03/Feb/2011. However, I leave these lipid films for 1 week in the room condition. This might cause some bad effect on these membranes. So, I gonna make liposome again with same condition with littele modification. Because previous study use fluorescence PE was used 2mol%. I am gonna increase the volume of Rhodamine-PE from 0.5 to 2 mol%. So, 1. POPC only 2. POPC/DAG=60/6 3. POPC/DAG/GM1=60/6/20 4. POPC/DAG/PS=60/6/20 5. POPC/PS=60/20 6. POPC/GM1=60/20 Phodamine-PE is inluded all 2 mol%. 1. POPC(0.2micromol) avanti 13.7mM 14.6microl 2. PODG(0.033micromol) avanti 800815C 3.4 mM 9.8 microl 3. PS(0.04microl)avanti 100721 2.3mM 0.45 microl 4. GM1(0.04micromol) sigma G7641 1mM 1.128 microl 5. Phodamin-PE(4nmol) Avanti 0.15 mM 28 microl So then, I am gonna prepare following. 1. Take 102 microl POPC and 196 microl PE. 2. Mix and take 42.6 microl each in 6 tubes. 3. 9.8microl DAG is added 2,3,4 tubes. 4. 1.1microl GM1 is added 3,6 tubes. 5. 0.5microl PS is added 4,5 tubes. result I try sonication extensivly. But didn t make liposomes containing DAG even though biophysical journal paper shows that they could make liposomes. 03/Feb/2011 Lipid filmes prepared in 20/Jan/2011 was voltexed. But 5,6 didn t make liposomes. 2,3,4 did but rim of glass tube have fluorescence lipids, I am afraid of phase separation of DAG on the glass tube. Only 1 made liposomes well. 20/Jan/2011 I did the experiment of 09/Jan/2011 But this experiment didn t work well. Even positive control didn t work well, which is same result of ctrl. Toshi-sensei said that the distance between fluorescent PE and EYFP-C1AB doesn t become close enough. So I am gonna give up this experiment. I am gonna do following expeiment. I will prepare following liposomes. 1. POPC only 2. POPC/DAG=60/6 3. POPC/DAG/GM1=60/6/20 4. POPC/DAG/PS=60/6/20 5. POPC/PS=60/20 6. POPC/GM1=60/20 Phodamine-PE is inluded all 0.5 mol%. 1. POPC(0.2micromol) avanti 13.7mM 14.6microl 2. PODG(0.033micromol) avanti 800815C 3.4 mM 9.8 microl 3. PS(0.04microl)avanti 100721 2.3mM 0.45 microl 4. GM1(0.04micromol) sigma G7641 1mM 1.128 microl 5. Phodamin-PE(1nmol) Avanti 0.15 mM 7 microl So then, I am gonna prepare following. 1. Take 102 microl POPC and 49 microl PE. 2. Mix and take 21.6 microl each in 6 tubes. 3. 9.8microl DAG is added 2,3,4 tubes. 4. 1.1microl GM1 is added 3,6 tubes. 5. 0.5microl PS is added 4,5 tubes. 09/Jan/2011 I read a paper in which they made liposomes. I will modify a little bit. And I am gonna detect FRET signal. ex 488 nm, em 560 nm. 1.POPC/BODIPYPE(530/560)=60/0.6 2.POPC only (as ctrl) 3.POPC/PS/BODIPYPE(530/560)=60/6/0.6 (positive ctrl) 4.POPC/GM1/BODIPYPE(530/560)=60/6/0.6 5.POPC/GM1=60/6 (as ctrl) Each is divided into two samples. One is for ctrl. The other is for Bc-PLC addition. 1. POPC(0.2micromol) avanti 13.7mM 14.6microl 2. BODIPYPE(530/560)(0.004micromol) Molecular probe 1 mM 2microl 3. PS(0.02microl)avanti 100721 2.3mM 0.245 microl 4. GM1(0.02micromol) sigma G7641 1mM 0.564 microl 03/Jan/2011 I did the condition of 02/Dec. But this lipid mixture did not make liposomes more than previous condition. So Next thinking is that remove cholesterol. That menas that POPC/SM/DAG=60 20 10 and so on. And I did the experiment in which I see the effect of C1AB on cell growth. MDCK and HEK cells. I cultured HEK cells as following condition. cell concentration is 1.62*106 cells/ml. 10microl solution was added to 500microl medium. After that 10microl 3.8mg/ml C1AB was added. Ctrl is only 10microl 200mM imidazole buffer solution. About HEK cells, 3.0*105 cells/ml was prepared. 30microl this solution was added to 500microl DMEM solution. After that, 25microl 3.8mg/ml C1AB solution was added. 1. POPC(0.2micromol) avanti 13.7mM 14.6microl 2. brainSM(0.066micromol) avanti 860062C 31.4mM 2.1 microl 3. chol(0.2micromol) unknown 10.2mM 19.6microl 4. PODG(0.033, 0.066micromol) avanti 800815C 3.4 mM 9.8, 19.6 microl So, I made such liposomes. 1. POPC=60 2. POPC/DAG=60/5 3. POPC/DAG=60/10 4. POPC/SM=60/20 5. POPC/SM/DAG=60/20/10 6. POPC/SM/DAG=60/20/20 02/Dec/2010 It turns out that these lipid mixture I prepared in 30/Dec did not form liposomes. So, I asked Toshi-sensei how to make liposomes well. うえだくん、 コレステロールを増やせばうまくいくかも知れません。 POPC/SM/chol/DAG=60 20 60 10とか。 試してみてもらえますか? 小林 So I made liposome as follows. 1. POPC(0.2micromol) avanti 13.7mM 14.6microl 2. brainSM(0.066micromol) avanti 860062C 31.4mM 2.1 microl 3. chol(0.2micromol) unknown 10.2mM 19.6microl 4. PODG(0.033, 0.066micromol) avanti 800815C 3.4 mM 9.8, 19.6 microl So, I made such liposomes. 1. POPC/SM/chol=60/20/60 2. POPC/SM/chol/DAG=60/20/60/10 3. POPC/SM/chol/DAG=60/20/60/20 30/Dec/2010 I prepared liposomes newly. SM was included because SM is important for distribution of DAG on the membrane. And then, I mimicked the outer leaflet of the plasma membrane. So, I used as follows 1. POPC(0.6micromol) avanti 13.7mM 43.8microl 2. brainSM(0.2micromol) avanti 860062C 31.4mM 6.3 microl 3. chol(0.2micromol) unknown 10.2mM 19.6microl 4. PODG(0.1, 0.2, 0.3,0.4 micromol) avanti 800815C 3.4 mM 29.4, 58.8,88.2,117microl So, I made such liposomes. 1. POPC/SM/chol=60/20/20 2. POPC/SM/chol/DAG=60/20/20/10 3. POPC/SM/chol/DAG=60/20/20/20 4. POPC/SM/chol/DAG=60/20/20/30 5. POPC/SM/chol/DAG=60/20/20/40 28/Dec/2010 EYFP-C1AB 1.77 mg/ml now (M.W=38,000) I took 3 microl this means 1.77 mg*3microl/1000microl=5.31 microg. So 5.31/38000=0.0001397micromol=0.1397nmol. 1 cell have 1 fmol DAG. glass base dish maybe has 10000 cells/1 well. So 1 fmol*10000=10pmol DAG. but outer DAG is less assume 1%. So 100fmol DAG. liposome 19mM DOPC 52.6microl this means 19 mmol/1000000microl*52.6microl=1micromol. 3.2mM DODG 12.5microl this means 3.2mmol/1000000microl*12.5microl=40nmol. These two are mixed, so 4%mol DAG. suspended in 200microl HBSS. 100microl picked up, means 500nmol PC 20 nmol DAG. vesicle contains two side, so 250nmol PC 10nmol DAG I did liposome experiment, but result is mysterious. In the presence of DAG in PC liposome, fluorescence light is brighter than that in the presence of only PC liposome. I think about this. Basically, I don t know what happen, but there is some hint. 1. cells were ripped off when both liposome was added, this means that PC works as detergent because I add a lot of liposome, 500 nmPC. So I need to reduce the amount of PC liposome. 2. In this experiment, I add 4mol% DAG in PC liposome. But other experiment, for example SM-lysenin, give 20mol% DM into PC liposome. So I can add more DAG, maybe at least 10%, possbly 20%-40%. As you know, If DAG included more, this membrane doesn t make a liposome. So I need to take care about it. Next time, I am goning to prepare the liposome, リポソームですが、1mMを1ml位用意して、 蛋白の濃度にもよると思いますが、 こちらの実験では、GFP-Lysの場合、 いつも、50倍希釈で染色しているので、 (1マイクロ/50マイクロPBS) 1マイクロに、50マイクロのリポソームを混ぜて、 37度で30分してから、それで染色していました。 1mMはかなり濃い濃度なので、タンパク質はすべて 結合すると考えています。 さっき探していた論文ですが、(準備中) For the preabsorption experiment, Dronpa-θ-D4 or Dronpa-NT-Lys was incubated with MLVs at 37°C for 30 min prior to apply them to HeLa cells. としか書いてありませんでした。 これで良いですか? 牧野 Reply Forward Reply |Ueda Yoshibumi to Asami show details Dec 17 (7 days ago) リポソームを作るとき、はじめに、クロロホルムに溶けた脂質を遠沈管の中に加えて、 窒素で飛ばしてからPBSなどを加えてベシクルにするんだよね? だいたい、クロロホルムに溶けた1mM脂質(例えばDOPC)を何μl位遠沈管に入れて乾かしていますか? それは脂質のストック濃度によると思います。 10mMの脂質ストックなら100ulだし、20mMなら50です。 それで乾いてから1mlのPBSをいれて、 最終濃度1mMリポソームが 1mlできるということです。 Show quoted text - Reply Forward Reply |Ueda Yoshibumi to Asami show details Dec 17 (7 days ago) 1mMだったら脂質を1ml入れているっていうことだね。 かなり多い量を加えているんだね! なるほど、わかりました。 Reply |Asami Makino to Ueda show details Dec 17 (7 days ago) でも、結局リポソームは50マイクロLとか使わないから、 1mlも作る必要ないと思う。 200マイクロでも作れば充分なんじゃないかな。 ただ、こちらにある脂質のストックはほとんど10mM以上あるので たくさんある脂質は少量はかり取るのが大変だから、 たくさん使ってもいいと思います。 Original Message ----- From Ueda Yoshibumi To Asami Makino Show quoted text - Sent Friday, December 17, 2010 3 31 PM Subject Re MLV なるほど、了解しました! So, I prepared vesicles. I use 10microg/ml YFP-C1AB to stain the cells. YFP-C1AB M.W. 38kDa=38,000 This means 0.000263micromol/ml I add 100microl, So total amount is 0.02nmol. I want to include DAG into the vescle And then, 1 cells has 1 fmol DAG. glass based dishes is maybe 10 pmol DAG.