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L10N.resx
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L10N.resx
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<?xml version="1.0" encoding="utf-8"?>
<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
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<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
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mimetype: application/x-microsoft.net.object.soap.base64
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mimetype: application/x-microsoft.net.object.bytearray.base64
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<data name="ModName" xml:space="preserve">
<value>Cheats</value>
</data>
<data name="Combat_Player_GroupName" xml:space="preserve">
<value>Combat - Player</value>
</data>
<data name="Combat_Party_GroupName" xml:space="preserve">
<value>Combat - Party</value>
</data>
<data name="Combat_Allies_GroupName" xml:space="preserve">
<value>Combat - Allies</value>
</data>
<data name="Combat_Enemies_GroupName" xml:space="preserve">
<value>Combat - Enemies</value>
</data>
<data name="Combat_Misc_GroupName" xml:space="preserve">
<value>Combat - Misc</value>
</data>
<data name="Party_GroupName" xml:space="preserve">
<value>Party</value>
</data>
<data name="Smithing_GroupName" xml:space="preserve">
<value>Smithing</value>
</data>
<data name="Settlements_GroupName" xml:space="preserve">
<value>Settlements</value>
</data>
<data name="Clan_GroupName" xml:space="preserve">
<value>Clan</value>
</data>
<data name="Kingdom_GroupName" xml:space="preserve">
<value>Kingdom</value>
</data>
<data name="Experience_GroupName" xml:space="preserve">
<value>Experience</value>
</data>
<data name="Map_GroupName" xml:space="preserve">
<value>Map</value>
</data>
<data name="General_GroupName" xml:space="preserve">
<value># General #</value>
</data>
<data name="Inventory_GroupName" xml:space="preserve">
<value>Inventory</value>
</data>
<data name="Sieges_GroupName" xml:space="preserve">
<value>Sieges</value>
</data>
<data name="Army_GroupName" xml:space="preserve">
<value>Army</value>
</data>
<data name="Invincible_Name" xml:space="preserve">
<value>Invincible</value>
</data>
<data name="Invincible_Desc" xml:space="preserve">
<value>Disables all damage to the player character.</value>
</data>
<data name="EnableHotkeys_Name" xml:space="preserve">
<value>Enable Hotkeys</value>
</data>
<data name="EnableHotkeys_Desc" xml:space="preserve">
<value>Enable cheat hotkeys in inventory screen, party screen, clan screen etc.</value>
</data>
<data name="MapSpeedMultiplier_Name" xml:space="preserve">
<value>Map Speed Multiplier</value>
</data>
<data name="MapSpeedMultiplier_Desc" xml:space="preserve">
<value>Factor by which the speed of the player on the map is multiplied. A factor of 1 means default speed.</value>
</data>
<data name="ExtraInventoryCapacity_Name" xml:space="preserve">
<value>Extra Inventory Capacity</value>
</data>
<data name="ExtraInventoryCapacity_Desc" xml:space="preserve">
<value>Extra inventory capacity for the player party.</value>
</data>
<data name="MapVisibilityMultiplier_Name" xml:space="preserve">
<value>Map Visibility Multiplier</value>
</data>
<data name="MapVisibilityMultiplier_Desc" xml:space="preserve">
<value>Factor by which the visibility range of the player on the map is multiplied. A factor of 1 means default visibility. WARNING: Will negatively affect performance!</value>
</data>
<data name="PartyInvincible_Name" xml:space="preserve">
<value>Party Invincible</value>
</data>
<data name="PartyInvincible_Desc" xml:space="preserve">
<value>Disables all damage to members of the player's party.</value>
</data>
<data name="OneHitKill_Name" xml:space="preserve">
<value>One Hit Kill</value>
</data>
<data name="OneHitKill_Desc" xml:space="preserve">
<value>Kill enemies with one hit.</value>
</data>
<data name="PartyOneHitKill_Name" xml:space="preserve">
<value>Party One Hit Kill</value>
</data>
<data name="PartyOneHitKill_Desc" xml:space="preserve">
<value>Party members kill enemies with one hit.</value>
</data>
<data name="RenownRewardMultiplier_Name" xml:space="preserve">
<value>Renown Reward Multiplier</value>
</data>
<data name="RenownRewardMultiplier_Desc" xml:space="preserve">
<value>Factor by which the renown reward after a won battle or tournament is multiplied. A factor of 1 means default renown.</value>
</data>
<data name="InfluenceRewardMultiplier_Name" xml:space="preserve">
<value>Influence Reward Multiplier</value>
</data>
<data name="InfluenceRewardMultiplier_Desc" xml:space="preserve">
<value>Factor by which the influence reward after a won battle is multiplied. A factor of 1 means default influence.</value>
</data>
<data name="AlwaysWinBattleSimulation_Name" xml:space="preserve">
<value>Always Win Battle Simulation</value>
</data>
<data name="AlwaysWinBattleSimulation_Desc" xml:space="preserve">
<value>Enemies do no damage to the player party in combat simulations.</value>
</data>
<data name="NoTroopSacrifice_Name" xml:space="preserve">
<value>No Troop Sacrifice</value>
</data>
<data name="NoTroopSacrifice_Desc" xml:space="preserve">
<value>No troop sacrifice when running from an enemy or breaking a siege.</value>
</data>
<data name="NoRunningAway_Name" xml:space="preserve">
<value>No Running Away</value>
</data>
<data name="NoRunningAway_Desc" xml:space="preserve">
<value>Troops in the player's party do not run away during combat.</value>
</data>
<data name="EnemiesNoRunningAway_Name" xml:space="preserve">
<value>Enemies Never Run Away</value>
</data>
<data name="EnemiesNoRunningAway_Desc" xml:space="preserve">
<value>Enemies never run away during combat.</value>
</data>
<data name="BanditHideoutTroopLimit_Name" xml:space="preserve">
<value>Extra Bandit Hideout Troops</value>
</data>
<data name="BanditHideoutTroopLimit_Desc" xml:space="preserve">
<value>Additional troops that can join the player in hideout battles. A value of 0 means default troop limit.</value>
</data>
<data name="AlwaysCrushThroughShields_Name" xml:space="preserve">
<value>Always Crush Through Shields</value>
</data>
<data name="AlwaysCrushThroughShields_Desc" xml:space="preserve">
<value>Your strikes always crush through enemy shields.</value>
</data>
<data name="ExtraPartyMemberSize_Name" xml:space="preserve">
<value>Extra Party Member Size</value>
</data>
<data name="ExtraPartyMemberSize_Desc" xml:space="preserve">
<value>Increase the maximum size for the player party.</value>
</data>
<data name="ExtraPartyPrisonerSize_Name" xml:space="preserve">
<value>Extra Party Prisoner Size</value>
</data>
<data name="ExtraPartyPrisonerSize_Desc" xml:space="preserve">
<value>Increase the maximum amount of prisoners travelling with the party.</value>
</data>
<data name="ExtraPartyMorale_Name" xml:space="preserve">
<value>Extra Party Morale</value>
</data>
<data name="ExtraPartyMorale_Desc" xml:space="preserve">
<value>Increase morale of the player party.</value>
</data>
<data name="FoodConsumptionPercentage_Name" xml:space="preserve">
<value>Food Consumption Percentage</value>
</data>
<data name="FoodConsumptionPercentage_Desc" xml:space="preserve">
<value>How much food the player party needs. 100% means full food consumption, 0% means no food consumption.</value>
</data>
<data name="TroopWagesPercentage_Name" xml:space="preserve">
<value>Troop Wages Percentage</value>
</data>
<data name="TroopWagesPercentage_Desc" xml:space="preserve">
<value>Percentage of the original troop wages that the player must pay. 100% means full wages, 0% means no troop wages.</value>
</data>
<data name="FreeTroopUpgrades_Name" xml:space="preserve">
<value>Free Troop Upgrades</value>
</data>
<data name="FreeTroopUpgrades_Desc" xml:space="preserve">
<value>Player party troop upgrades are free.</value>
</data>
<data name="FreeCompanionHiring_Name" xml:space="preserve">
<value>Free Companion Hiring</value>
</data>
<data name="FreeCompanionHiring_Desc" xml:space="preserve">
<value>Companions require no hiring fee.</value>
</data>
<data name="InstantPrisonerRecruitment_Name" xml:space="preserve">
<value>Instant Prisoner Recruitment</value>
</data>
<data name="InstantPrisonerRecruitment_Desc" xml:space="preserve">
<value>Prisoners can be instantly recruited.</value>
</data>
<data name="NoPrisonerEscape_Name" xml:space="preserve">
<value>No Prisoner Escape</value>
</data>
<data name="NoPrisonerEscape_Desc" xml:space="preserve">
<value>Prisoners cannot escape from captivity.</value>
</data>
<data name="PartyHealingMultiplier_Name" xml:space="preserve">
<value>Party Healing Multiplier</value>
</data>
<data name="PartyHealingMultiplier_Desc" xml:space="preserve">
<value>Factor by which the party healing rate is multiplied. A factor of 1 means default healing.</value>
</data>
<data name="ExtraCompanionLimit_Name" xml:space="preserve">
<value>Extra Companion Limit</value>
</data>
<data name="ExtraCompanionLimit_Desc" xml:space="preserve">
<value>Increase the maximum amount of companions in your clan.</value>
</data>
<data name="ExtraClanPartyLimit_Name" xml:space="preserve">
<value>Extra Clan Party Limit</value>
</data>
<data name="ExtraClanPartyLimit_Desc" xml:space="preserve">
<value>Increase the maximum amount of parties in your clan.</value>
</data>
<data name="KingdomDecisionWeightMultiplier_Name" xml:space="preserve">
<value>Kingdom Vote Weight Multiplier</value>
</data>
<data name="KingdomDecisionWeightMultiplier_Desc" xml:space="preserve">
<value>Factor by which the likelihood to win ('weight') of the kingdom decision vote the player supports is increased.</value>
</data>
<data name="NoRelationshipLossOnDecision_Name" xml:space="preserve">
<value>No Relationship Loss On Decision</value>
</data>
<data name="NoRelationshipLossOnDecision_Desc" xml:space="preserve">
<value>Do not lose relationship points with people on the opposing side of the player's vote.</value>
</data>
<data name="ExperienceMultiplier_Name" xml:space="preserve">
<value>Experience Multiplier</value>
</data>
<data name="ExperienceMultiplier_Desc" xml:space="preserve">
<value>Factor by which the experience gain of the player is multiplied. A factor of 1 means default experience.</value>
</data>
<data name="LearningRateMultiplier_Name" xml:space="preserve">
<value>Learning Rate Multiplier</value>
</data>
<data name="LearningRateMultiplier_Desc" xml:space="preserve">
<value>Factor by which the learning rate of the player is multiplied. A factor of 1 means default learning.</value>
</data>
<data name="TroopExperienceMultiplier_Name" xml:space="preserve">
<value>Troop Experience Multiplier</value>
</data>
<data name="TroopExperienceMultiplier_Desc" xml:space="preserve">
<value>Factor by which the experience gain of the player's troops is multiplied. A factor of 1 means default experience.</value>
</data>
<data name="SiegeBuildingSpeedMultiplier_Name" xml:space="preserve">
<value>Siege Building Speed Multiplier</value>
</data>
<data name="SiegeBuildingSpeedMultiplier_Desc" xml:space="preserve">
<value>Factor by which the speed of siege engine construction on the player party's side is multiplied. A factor of 1 means default build speed.</value>
</data>
<data name="ArmyCohesionLossPercentage_Name" xml:space="preserve">
<value>Cohesion Loss Percentage</value>
</data>
<data name="ArmyCohesionLossPercentage_Desc" xml:space="preserve">
<value>How much cohesion the army the player party has joined loses. 100% means full cohesion loss, 0% means cohesion is frozen.</value>
</data>
<data name="ArmyFoodConsumptionPercentage_Name" xml:space="preserve">
<value>Food Consumption Percentage</value>
</data>
<data name="ArmyFoodConsumptionPercentage_Desc" xml:space="preserve">
<value>How much food the the army the player party has joined needs. 100% means full food consumption, 0% means no food consumption.</value>
</data>
<data name="DisguiseAlwaysWorks_Name" xml:space="preserve">
<value>Disguise Always Works</value>
</data>
<data name="DisguiseAlwaysWorks_Desc" xml:space="preserve">
<value>Sneaking into settlements always succeeds.</value>
</data>
<data name="SmithingEnergyCostPercentage_Name" xml:space="preserve">
<value>Energy Cost Percentage</value>
</data>
<data name="SmithingEnergyCostPercentage_Desc" xml:space="preserve">
<value>How much energy smithing, smelting or refining costs. 100% means full energy cost, 0% means no energys cost.</value>
</data>
<data name="UnlockAllParts_Name" xml:space="preserve">
<value>Unlock All Parts</value>
</data>
<data name="UnlockAllParts_Desc" xml:space="preserve">
<value>All smithing parts are unlocked.</value>
</data>
<data name="SmithingDifficultyPercentage_Name" xml:space="preserve">
<value>Difficulty Percentage</value>
</data>
<data name="SmithingDifficultyPercentage_Desc" xml:space="preserve">
<value>How difficult a weapon design is. 100% means full difficulty, 0% means no difficulty.</value>
</data>
<data name="SmithingCostPercentage_Name" xml:space="preserve">
<value>Materials Cost Percentage</value>
</data>
<data name="SmithingCostPercentage_Desc" xml:space="preserve">
<value>How much material crafting a weapon costs. 100% means full material cost, 0% means no materials cost.</value>
</data>
<data name="CraftedWeaponHandlingBonus_Name" xml:space="preserve">
<value>Crafted Weapon Handling Bonus</value>
</data>
<data name="CraftedWeaponHandlingBonus_Desc" xml:space="preserve">
<value>Bonus that is applied to the Handling value of any weapon the player crafts.</value>
</data>
<data name="CraftedWeaponSwingDamageBonus_Name" xml:space="preserve">
<value>Crafted Weapon Swing Damage Bonus</value>
</data>
<data name="CraftedWeaponSwingDamageBonus_Desc" xml:space="preserve">
<value>Bonus that is applied to the Swing Damage value of any weapon the player crafts.</value>
</data>
<data name="CraftedWeaponSwingSpeedBonus_Name" xml:space="preserve">
<value>Crafted Weapon Swing Speed Bonus</value>
</data>
<data name="CraftedWeaponSwingSpeedBonus_Desc" xml:space="preserve">
<value>Bonus that is applied to the Swing Speed value of any weapon the player crafts.</value>
</data>
<data name="CraftedWeaponThrustDamageBonus_Name" xml:space="preserve">
<value>Crafted Weapon Thrust Damage Bonus</value>
</data>
<data name="CraftedWeaponThrustDamageBonus_Desc" xml:space="preserve">
<value>Bonus that is applied to the Thrust Damage value of any weapon the player crafts.</value>
</data>
<data name="CraftedWeaponThrustSpeedBonus_Name" xml:space="preserve">
<value>Crafted Weapon Thrust Speed Bonus</value>
</data>
<data name="CraftedWeaponThrustSpeedBonus_Desc" xml:space="preserve">
<value>Bonus that is applied to the Thrust Speed value of any weapon the player crafts.</value>
</data>
<data name="AddAttributePointMessage" xml:space="preserve">
<value>Added 1 point to {0} for {1}.</value>
</data>
<data name="AddGoldMessage" xml:space="preserve">
<value>Added {0} gold.</value>
</data>
<data name="AddInfluenceMessage" xml:space="preserve">
<value>Added 1000 influence.</value>
</data>
<data name="AddTroopsMessage" xml:space="preserve">
<value>Added {0} troop(s) to {1}.</value>
</data>
<data name="AddTroopXpMessage" xml:space="preserve">
<value>Added XP to {0}.</value>
</data>
<data name="SetAllAttributesMessage" xml:space="preserve">
<value>Set attributes of {0} to 10.</value>
</data>
<data name="PerfectRelationships_Desc" xml:space="preserve">
<value>All relationships between the player and other characters are set to 100.</value>
</data>
<data name="PerfectRelationships_Name" xml:space="preserve">
<value>Perfect Relationships</value>
</data>
<data name="Characters_GroupName" xml:space="preserve">
<value>Characters</value>
</data>
<data name="BarterOfferAlwaysAccepted_Desc" xml:space="preserve">
<value>Barter offers are always acceptable to other characters.</value>
</data>
<data name="BarterOfferAlwaysAccepted_Name" xml:space="preserve">
<value>Barter Offer Always Accepted</value>
</data>
<data name="ConversationAlwaysSuccessful_Desc" xml:space="preserve">
<value>Conversation and persuasion attempts always succeed.</value>
</data>
<data name="ConversationAlwaysSuccessful_Name" xml:space="preserve">
<value>Conversation Always Successful</value>
</data>
<data name="FreeTroopRecruitment_Desc" xml:space="preserve">
<value>Recruits from settlements join the player party for free.</value>
</data>
<data name="FreeTroopRecruitment_Name" xml:space="preserve">
<value>Free Troop Recruitment</value>
</data>
<data name="NoBarterCooldown_Desc" xml:space="preserve">
<value>No cooldown between bartering attempts with a character.</value>
</data>
<data name="NoBarterCooldown_Name" xml:space="preserve">
<value>No Barter Cooldown</value>
</data>
<data name="NpcMapSpeedPercentage_Desc" xml:space="preserve">
<value>Slow down NPC parties on the map to a percentage of their original speed. A value of 100% means default speed, 50% means half speed, 0% means they cannot move.</value>
</data>
<data name="NpcMapSpeedPercentage_Name" xml:space="preserve">
<value>NPC Party Speed</value>
</data>
<data name="PartyInvisibleOnMap_Desc" xml:space="preserve">
<value>Hostile parties will not track or attack the player party on the map.</value>
</data>
<data name="PartyInvisibleOnMap_Name" xml:space="preserve">
<value>Party Invisible On Map</value>
</data>
<data name="InstantEscape_Desc" xml:space="preserve">
<value>Player escapes instantly after being caught by another party.</value>
</data>
<data name="InstantEscape_Name" xml:space="preserve">
<value>Instant Escape</value>
</data>
<data name="HealthRegeneration_Desc" xml:space="preserve">
<value>The player character regenerates the set percentage of his total health every second during combat. A value of 0% means no regeneration.</value>
</data>
<data name="HealthRegeneration_Name" xml:space="preserve">
<value>Health Regeneration</value>
</data>
<data name="InfiniteAmmo_Desc" xml:space="preserve">
<value>Ranged and thrown weapons have infinite ammunition.</value>
</data>
<data name="InfiniteAmmo_Name" xml:space="preserve">
<value>Infinite Ammo</value>
</data>
<data name="EnemySiegeBuildingSpeedPercentage_Desc" xml:space="preserve">
<value>How quickly the opposing side in sieges can build siege engines or wall defenses. 100% means full speed, 0% means no siege engines at all.</value>
</data>
<data name="EnemySiegeBuildingSpeedPercentage_Name" xml:space="preserve">
<value>Enemy Siege Building Speed Percentage</value>
</data>
<data name="DamageMultiplier_Desc" xml:space="preserve">
<value>Factor by which the damage dealt by the player during combat is multiplied. A factor of 1 means default damage. If One Hit Kill is active, this has no effect.</value>
</data>
<data name="DamageMultiplier_Name" xml:space="preserve">
<value>Damage Multiplier</value>
</data>
<data name="NoFriendlyFire_Desc" xml:space="preserve">
<value>Completely disable friendly fire for the player party.</value>
</data>
<data name="NoFriendlyFire_Name" xml:space="preserve">
<value>No Friendly Fire</value>
</data>
<data name="PartyDamageMultiplier_Desc" xml:space="preserve">
<value>Factor by which the damage dealt by the player party members during combat is multiplied. A factor of 1 means default damage. If Party One Hit Kill is active, this has no effect.</value>
</data>
<data name="PartyDamageMultiplier_Name" xml:space="preserve">
<value>Party Damage Multiplier</value>
</data>
<data name="PartyInfiniteAmmo_Desc" xml:space="preserve">
<value>Ranged and thrown weapons of player party members have infinite ammunition.</value>
</data>
<data name="PartyInfiniteAmmo_Name" xml:space="preserve">
<value>Party Infinite Ammo</value>
</data>
<data name="DamageTakenPercentage_Desc" xml:space="preserve">
<value>How much damage the player takes on each hit. 100% means full damage, 50% means half damage, and 0% makes the player invincible.</value>
</data>
<data name="DamageTakenPercentage_Name" xml:space="preserve">
<value>Damage Taken Percentage</value>
</data>
<data name="ItemTradingCostPercentage_Desc" xml:space="preserve">
<value>How much items cost to buy from traders. 100% means full price, 50% means half price, and 0% means everything is free.</value>
</data>
<data name="ItemTradingCostPercentage_Name" xml:space="preserve">
<value>Item Trading Cost Percentage</value>
</data>
<data name="SellingPriceMultiplier_Desc" xml:space="preserve">
<value>Factor by which the price of items sold by the player is increased. A factor of 1 means default price.</value>
</data>
<data name="SellingPriceMultiplier_Name" xml:space="preserve">
<value>Selling Price Multiplier</value>
</data>
<data name="PartyDamageTakenPercentage_Desc" xml:space="preserve">
<value>How much damage player party members take on each hit. 100% means full damage, 50% means half damage, and 0% makes them invincible.</value>
</data>
<data name="PartyDamageTakenPercentage_Name" xml:space="preserve">
<value>Party Damage Taken Percentage</value>
</data>
<data name="DailyFoodBonus_Desc" xml:space="preserve">
<value>The food stocks in player owned castles and cities grow by the configured value every day.</value>
</data>
<data name="DailyFoodBonus_Name" xml:space="preserve">
<value>Daily Food Bonus</value>
</data>
<data name="DailyGarrisonBonus_Desc" xml:space="preserve">
<value>The garrison in player owned castles and cities grows by the configured value every day.</value>
</data>
<data name="DailyGarrisonBonus_Name" xml:space="preserve">
<value>Daily Garrison Bonus</value>
</data>
<data name="DailyMilitiaBonus_Desc" xml:space="preserve">
<value>The militia in player owned villages and cities grows by the configured value every day.</value>
</data>
<data name="DailyMilitiaBonus_Name" xml:space="preserve">
<value>Daily Militia Bonus</value>
</data>
<data name="GarrisonWagesPercentage_Name" xml:space="preserve">
<value>Garrison Wages Percentage</value>
</data>
<data name="GarrisonWagesPercentage_Desc" xml:space="preserve">
<value>Percentage of the original garrison wages that the player must pay. 100% means full wages, 0% means no troop wages.</value>
</data>
<data name="PartyHealthRegeneration_Desc" xml:space="preserve">
<value>Player party members regenerate the set percentage of their total health every second during combat. A value of 0% means no regeneration.</value>
</data>
<data name="PartyHealthRegeneration_Name" xml:space="preserve">
<value>Party Health Regeneration</value>
</data>
<data name="DailyHearthsBonus_Desc" xml:space="preserve">
<value>The hearths in player owned villages grow by the configured value every day.</value>
</data>
<data name="DailyHearthsBonus_Name" xml:space="preserve">
<value>Daily Hearths Bonus</value>
</data>
<data name="DailyLoyaltyBonus_Desc" xml:space="preserve">
<value>The loyalty in player owned castles and cities grows by the configured value every day.</value>
</data>
<data name="DailyLoyaltyBonus_Name" xml:space="preserve">
<value>Daily Loyalty Bonus</value>
</data>
<data name="DailyProsperityBonus_Desc" xml:space="preserve">
<value>The prosperity in player owned castles and cities grows by the configured value every day.</value>
</data>
<data name="DailyProsperityBonus_Name" xml:space="preserve">
<value>Daily Prosperity Bonus</value>
</data>
<data name="DailySecurityBonus_Desc" xml:space="preserve">
<value>The security in player owned castles and cities grows by the configured value every day.</value>
</data>
<data name="DailySecurityBonus_Name" xml:space="preserve">
<value>Daily Security Bonus</value>
</data>
<data name="AddItemsMessage" xml:space="preserve">
<value>Added {0} to {1}.</value>
</data>
<data name="CombatZoomMultiplier_Name" xml:space="preserve">
<value>Combat Zoom Multiplier</value>
</data>
<data name="CombatZoomMultiplier_Desc" xml:space="preserve">
<value>Increase the zoom level during combat. 1 means default zoom.</value>
</data>
<data name="InstantCrossbowReload_Name" xml:space="preserve">
<value>Instant Crossbow Reload</value>
</data>
<data name="InstantCrossbowReload_Desc" xml:space="preserve">
<value>If enabled crossbow reloading is almost instant.</value>
</data>
<data name="NeverRequireCivilianEquipment_Name" xml:space="preserve">
<value>Never Require Civilian Equipment</value>
</data>
<data name="NeverRequireCivilianEquipment_Desc" xml:space="preserve">
<value>Allows you to enter any mission with your battle gear.</value>
</data>
<data name="FreeFocusPointAssignment_Name" xml:space="preserve">
<value>Free Focus Point Assignment</value>
</data>
<data name="FreeFocusPointAssignment_Desc" xml:space="preserve">
<value>Assigning focus levels to a skill does not cost focus points.</value>
</data>
<data name="AddUnspentFocusPointMessage" xml:space="preserve">
<value>Added 1 focus point for {0}.</value>
</data>
<data name="AddUnspentAttributePointMessage" xml:space="preserve">
<value>Added 1 attribute point for {0}.</value>
</data>
<data name="NoCrimeRatingForCrimes_Name" xml:space="preserve">
<value>No Crime Rating For Crimes</value>
</data>
<data name="NoCrimeRatingForCrimes_Desc" xml:space="preserve">
<value>Illegal actions do not result in a crime rating.</value>
</data>
<data name="PartyHeroesInvincible_Desc" xml:space="preserve">
<value>Disables all damage to hero members of the player's party. Does not affect normal troops.</value>
</data>
<data name="PartyHeroesInvincible_Name" xml:space="preserve">
<value>Party Heroes Invincible</value>
</data>
<data name="ExtraClanPartySize_Name" xml:space="preserve">
<value>Extra Clan Party Size</value>
</data>
<data name="ExtraClanPartySize_Desc" xml:space="preserve">
<value>Increase the maximum amount of troops in parties of your clan.</value>
</data>
<data name="Workshops_GroupName" xml:space="preserve">
<value>Workshops</value>
</data>
<data name="WorkshopDailyExpensePercentage_Name" xml:space="preserve">
<value>Daily Expense Percentage</value>
</data>
<data name="WorkshopDailyExpensePercentage_Desc" xml:space="preserve">
<value>Pecentage of daily workshop expense costs. 100% means full expenses, 0% means no expenses.</value>
</data>
<data name="WorkshopUpgradeCostPercentage_Name" xml:space="preserve">
<value>Workshop Upgrade Cost Percentage</value>
</data>
<data name="WorkshopUpgradeCostPercentage_Desc" xml:space="preserve">
<value>Pecentage of workshop upgrade costs. 100% means full cost, 0% means free upgrades.</value>
</data>
<data name="WorkshopSellingCostMultiplier_Name" xml:space="preserve">
<value>Selling Price Multiplier</value>
</data>
<data name="WorkshopSellingCostMultiplier_Desc" xml:space="preserve">
<value>Factor by which the money you get for selling a workshop is multiplied. A factor of 1 means default selling price.</value>
</data>
<data name="WorkshopBuyingCostPercentage_Name" xml:space="preserve">
<value>Buying Cost Percentage</value>
</data>
<data name="WorkshopBuyingCostPercentage_Desc" xml:space="preserve">
<value>Percentage of price for buying a workshop. 100% means full price, 0% means free workshops.</value>
</data>
<data name="FactionArmyCohesionLossPercentage_Name" xml:space="preserve">
<value>Faction Army Cohesion Loss Percentage</value>
</data>
<data name="FactionArmyCohesionLossPercentage_Desc" xml:space="preserve">
<value>How much cohesion NPC armies of the player faction lose over time. 100% means full cohesion loss, 0% means cohesion is frozen.</value>
</data>
<data name="AddTroopsFromEncyclopediaMessage" xml:space="preserve">
<value>Added {0} {1} to the party.</value>
</data>
<data name="LearningLimitMultiplier_Name" xml:space="preserve">
<value>Learning Limit Multiplier</value>
</data>
<data name="LearningLimitMultiplier_Desc" xml:space="preserve">
<value>Factor by which the learning limit for all skills is multiplied. A factor of 1 means default learning limit.</value>
</data>
<data name="CompanionExperienceMultiplier_Name" xml:space="preserve">
<value>Companion Experience Multiplier</value>
</data>
<data name="CompanionExperienceMultiplier_Desc" xml:space="preserve">
<value>Factor by which the experience gain of player companions is multiplied. A factor of 1 means default experience.</value>
</data>
<data name="CompanionLearningRateMultiplier_Name" xml:space="preserve">
<value>Companion Learning Rate Multiplier</value>
</data>
<data name="CompanionLearningRateMultiplier_Desc" xml:space="preserve">
<value>Factor by which the learning rate of player companions is multiplied. A factor of 1 means default learning.</value>
</data>
<data name="SliceThroughEveryone_Name" xml:space="preserve">
<value>Slice Through Everyone</value>
</data>
<data name="SliceThroughEveryone_Desc" xml:space="preserve">
<value>Always slice through enemies with every attack unless blocked by their weapon.</value>
</data>
<data name="PlayerHorseInvincible_Name" xml:space="preserve">
<value>Player Horse Invincible</value>
</data>
<data name="PlayerHorseInvincible_Desc" xml:space="preserve">
<value>Disables all damage to the horse the player is currently riding.</value>
</data>
<data name="AlwaysKnockDown_Name" xml:space="preserve">
<value>Always Knock Down</value>
</data>
<data name="AlwaysKnockDown_Desc" xml:space="preserve">
<value>Always knock down enemies on every hit.</value>
</data>
<data name="DecisionOverrideInfluenceCostPercentage_Name" xml:space="preserve">
<value>Decision Override Influence Cost Percentage</value>
</data>
<data name="DecisionOverrideInfluenceCostPercentage_Desc" xml:space="preserve">
<value>Percentage of influence cost to override a kingdom decision. 100% means full cost, 0% means no influence cost.</value>
</data>
<data name="EnableHotkeyTips_Name" xml:space="preserve">
<value>Enable Hotkey Tips</value>
</data>
<data name="EnableHotkeyTips_Desc" xml:space="preserve">
<value>Enable to see a list of available cheat hotkeys in every screen that has any.</value>
</data>
<data name="NativeItemSpawning_Name" xml:space="preserve">
<value>Spawn Items</value>
</data>
<data name="NativeItemSpawning_Desc" xml:space="preserve">
<value>Check to enable item spawning just like in native cheat mode. Open the inventory to see all items in the game, drag to your inventory to spawn them.</value>
</data>
<data name="ConstructionPowerMultiplier_Name" xml:space="preserve">
<value>Construction Power Multiplier</value>
</data>
<data name="ConstructionPowerMultiplier_Desc" xml:space="preserve">
<value>Factor by which the construction power of player towns is multiplied. A factor of 1 means default construction power.</value>
</data>
<data name="NoBribeToEnterKeep_Name" xml:space="preserve">
<value>Enter Keeps Without Bribe</value>
</data>
<data name="NoBribeToEnterKeep_Desc" xml:space="preserve">
<value>If enabled, no bribe is required to enter a keep.</value>
</data>
<data name="EveryoneBuysWorkshops_Name" xml:space="preserve">
<value>Everyone Buys Workshops</value>
</data>
<data name="EveryoneBuysWorkshops_Desc" xml:space="preserve">
<value>If enabled, you will always find a buyer for your workshop, even if you have adjusted the workshop selling price cheat.</value>
</data>
<data name="PerfectAttraction_Name" xml:space="preserve">
<value>Perfect Attraction</value>
</data>
<data name="PerfectAttraction_Desc" xml:space="preserve">
<value>If enabled, potential partners will always be 100% attracted to you.</value>
</data>
<data name="AllowSameSexMarriage_Name" xml:space="preserve">
<value>Allow Same Sex Marriage</value>
</data>
<data name="AllowSameSexMarriage_Desc" xml:space="preserve">
<value>If enabled, you can marry characters of the same gender as your character.</value>
</data>
<data name="PregnancyChanceMultiplier_Name" xml:space="preserve">
<value>Pregnancy Chance Multiplier</value>
</data>
<data name="PregnancyChanceMultiplier_Desc" xml:space="preserve">
<value>Factor by which the chance of getting pregnant for player characters or player character spouses is multiplied. Does not affect characters that cannot become pregnant! A factor of 1 means default pregnancy chance.</value>
</data>
<data name="AdjustPregnancyDuration_Name" xml:space="preserve">
<value>Adjust Pregnancy Duration</value>
</data>
<data name="AdjustPregnancyDuration_Desc" xml:space="preserve">
<value>Adjust the length of pregnancies for all characters in the game. The default length of a pregnancy is 36 days.</value>
</data>
<data name="ModWarningMessageConfirm" xml:space="preserve">
<value>I Understand</value>
</data>
<data name="ModFailedLoadWarningTitle" xml:space="preserve">
<value>Bannerlord Cheats failed to load!</value>
</data>
<data name="ModFailedLoadWarningMessage" xml:space="preserve">
<value>Bannerlord Cheats could not load some cheats. Do you have the correct mod version for your game version? The following cheats failed to load:
{0}</value>
</data>
<data name="NeverKnockedBackByAttacks_Desc" xml:space="preserve">
<value>If enabled the player character is never knocked back or stunned by enemy attacks.</value>
</data>
<data name="NeverKnockedBackByAttacks_Name" xml:space="preserve">
<value>Never Knocked Back By Attacks</value>
</data>
<data name="EnemyDamagePercentage_Name" xml:space="preserve">
<value>Enemy Damage Percentage</value>
</data>
<data name="EnemyDamagePercentage_Desc" xml:space="preserve">
<value>Percentage of damage all player enemies do during combat compared to the original damage. 100% means full damage.</value>
</data>
<data name="TournamentMaximumBetMultiplier_Name" xml:space="preserve">
<value>Tournament Maximum Bet Multiplier</value>
</data>
<data name="TournamentMaximumBetMultiplier_Desc" xml:space="preserve">
<value>Factor by which the maximum amont of money you can bet on a tournament is multiplied. 1 means default value.</value>
</data>
<data name="NoStuckArrows_Name" xml:space="preserve">
<value>No Stuck Arrows</value>
</data>
<data name="NoStuckArrows_Desc" xml:space="preserve">
<value>If enabled, arrows will not get stuck in the player character.</value>
</data>
<data name="ModExceptionMessage" xml:space="preserve">
<value>Bannerlord Cheats encountered an error while trying to apply a cheat. Please send the error information that has been generated in the file "{0}" to the mod author so that they can investigate this issue. Sorry for the inconvenience!</value>
</data>
<data name="ModExceptionTitle" xml:space="preserve">
<value>Bannerlord Cheats encountered an error!</value>
</data>
<data name="SettlementsNeverRebel_Name" xml:space="preserve">
<value>Settlements Never Rebel</value>
</data>
<data name="SettlementsNeverRebel_Desc" xml:space="preserve">
<value>If enabled, player owned settlements will never start a rebellion.</value>
</data>
<data name="NeverDieOfOldAge_Name" xml:space="preserve">
<value>Never Die Of Old Age</value>
</data>
<data name="NeverDieOfOldAge_Desc" xml:space="preserve">
<value>If enabled, your main character will still get sick and old, but will never actually die from old age or sickness.</value>
</data>
<data name="KillCharacterMessageTitle" xml:space="preserve">
<value>Kill {0}?</value>
</data>
<data name="KillCharacterMessage" xml:space="preserve">
<value>Should this character die?</value>
</data>
<data name="Cancel" xml:space="preserve">
<value>Cancel</value>
</data>
<data name="KillCharacterConfirm" xml:space="preserve">
<value>Kill!</value>
</data>
<data name="TransferSettlementMessageTitle" xml:space="preserve">
<value>Transfer {0}?</value>
</data>
<data name="TransferSettlementMessage" xml:space="preserve">
<value>Should the ownership of this settlement be transfered to you?</value>
</data>
<data name="TransferSettlementConfirm" xml:space="preserve">
<value>Transfer!</value>
</data>
<data name="ChangePlayerMessageTitle" xml:space="preserve">
<value>Change to {0}?</value>
</data>
<data name="ChangePlayerMessage" xml:space="preserve">
<value>Play as this character from now on? This might have unexpected consequences! Use at your own risk and save your game before you do this!</value>
</data>
<data name="ChangePlayerConfirm" xml:space="preserve">
<value>Change!</value>
</data>
<data name="IUnderstand_Name" xml:space="preserve">
<value>Load a campaign to see cheats!</value>
</data>
<data name="IUnderstand_Desc" xml:space="preserve">
<value>Cheats are saved per character! They only show up when you are in a campaign. Press ESC, then go to Options → Mod Options → Cheats while in a campaign.</value>
</data>
<data name="Understood" xml:space="preserve">
<value>Understood!</value>
</data>
<data name="ThanksForReadingMessage" xml:space="preserve">
<value>Thanks for reading and understanding!</value>
</data>
<data name="Global" xml:space="preserve">
<value>Global</value>
</data>
<data name="Enum_KnockoutOrKilled_Default" xml:space="preserve">
<value>Default</value>
</data>
<data name="Enum_KnockoutOrKilled_Knockout" xml:space="preserve">
<value>Knocked out</value>
</data>
<data name="Enum_KnockoutOrKilled_Killed" xml:space="preserve">
<value>Killed</value>
</data>
<data name="PartyKnockoutOrKilled_Name" xml:space="preserve">
<value>Party Knocked Out or Killed</value>
</data>
<data name="PartyKnockoutOrKilled_Desc" xml:space="preserve">
<value>When this is set, troops in your party are either always knocked out or always killed when defeated, depending on the setting. Default means the default chance of a knockout.</value>
</data>
<data name="CompanionsKnockoutOrKilled_Name" xml:space="preserve">
<value>Companions Knocked Out or Killed</value>
</data>
<data name="CompanionsKnockoutOrKilled_Desc" xml:space="preserve">
<value>When this is set, heroes in your party are either always knocked out or always killed when defeated, depending on the setting. Default means the default chance of a knockout.</value>
</data>
<data name="FriendlyLordsKnockoutOrKilled_Name" xml:space="preserve">
<value>Friendly Lords Knocked Out or Killed</value>
</data>
<data name="FriendlyLordsKnockoutOrKilled_Desc" xml:space="preserve">
<value>When this is set, allied lords are either always knocked out or always killed when defeated, depending on the setting. Default means the default chance of a knockout.</value>
</data>
<data name="EnemyLordsKnockoutOrKilled_Name" xml:space="preserve">
<value>Enemy Lords Knocked Out or Killed</value>
</data>
<data name="EnemyLordsKnockoutOrKilled_Desc" xml:space="preserve">
<value>When this is set, enemy lords are either always knocked out or always killed when defeated, depending on the setting. Default means the default chance of a knockout.</value>
</data>
<data name="EnemyTroopsKnockoutOrKilled_Name" xml:space="preserve">
<value>Enemy Troops Knocked Out or Killed</value>
</data>
<data name="EnemyTroopsKnockoutOrKilled_Desc" xml:space="preserve">
<value>When this is set, enemy troops are either always knocked out or always killed when defeated, depending on the setting. Default means the default chance of a knockout.</value>
</data>
<data name="CaravansInvisibleOnMap_Name" xml:space="preserve">
<value>Caravans Invisible On Map</value>
</data>
<data name="CaravansInvisibleOnMap_Desc" xml:space="preserve">
<value>Hostile parties will not track or attack player owned caravans on the map.</value>
</data>
<data name="ClanExperienceMultiplier_Name" xml:space="preserve">
<value>Clan Member Experience Multiplier</value>
</data>
<data name="ClanExperienceMultiplier_Desc" xml:space="preserve">
<value>Factor by which the experience gain of other player clan members is multiplied. A factor of 1 means default experience.</value>
</data>
<data name="RelationGainAfterBattleMultiplier_Name" xml:space="preserve">
<value>Relation Gain After Battle Multiplier</value>
</data>
<data name="RelationGainAfterBattleMultiplier_Desc" xml:space="preserve">
<value>Factor by which the relationship increase with lords you've helped in battle is multiplied. A factor of 1 means default increase.</value>
</data>
<data name="VillagesNeverRaided_Name" xml:space="preserve">
<value>Player Villages Never Raided</value>
</data>
<data name="VillagesNeverRaided_Desc" xml:space="preserve">
<value>When enabled, player owned villages can never be raided.</value>
</data>
</root>