"Rebalance_skipHints","Display summary of major changes and tips for the Mod?"
"Rebalance_HintTwo","Major Changes:\n\nThe mod is primarily balanced around Legendary and Major General and is intended to be more difficult than the base game.\n\nScaling can be adjusted using the configuration files.\n\nMuch larger unit sizes are allowed, but maxing out unit sizes is not necessary for success.\n\nExhausted units are nearly helpless, make sure to rest your tired units.\n\nStats and perks have been made more important. Units with no perks and low stats will be of limited use.\n\nWeapons, perks, costs, and career points all have been changed or given additional bonuses.\n\nDamage is more morale focused and units have a chance to shatter or surrender if they reach 0 morale.\n\nThe default speed of the game has been slowed down."
"Rebalance_HintThree","Officers that are wounded or killed in battle will be replaced by a lower ranking officer. Captains will not be replaced.\n\nOfficers gain bonuses for completing multiple battles with the same unit.\n\nOfficer experience thresholds have been changed. Officers will take much longer to reach BG and MG ranks.\n\nThe player has to pay a percentage of the cost to refill supply wagons after battles. The cost can be reduced through several career point choices.\n\nMaximum supply increases through career point choices.\n\nRepeaters and revolvers now use a magazine based firing system.\n\nDetached skirmishers have numerous restrictions around detaching and are generally more of a scouting and screening unit.\n\nAllied units that are killed will result in fewer recovered weapons than if they are kept alive.\n\nEnemy and allied units have a chance to split into two smaller brigades."
"Rebalance_HintThree_null","Fortifications have been improved and can now only be rear flanked. Even early fortifications can be very effective against charges.\n\nA stacking penalty to stealth applies to units that fire multiple times in a row.\n\nMelee is very effective early on but it will be harder to avoid high losses later on in the campaign. Unsupported units are particularly vulnerable.\n\nCavalary and skirmishers can use the run button or hotkey to turn off skirmishing behavior.\n\nArtillery can use the supply infantry and supply artillery buttons, hotkeys are t and y, to fire only canister or fire only canister and shell.\n\nSelected units can be assigned to a custom group using CTRL plus 1-9. Once assigned the unit can be selected with 1-9.\n\nUnits can be merged in camp by dragging them on top of another unit in the same division. The units must be of the same type and be equipped with the same weapon and this cannot be done during multiday battles."
"level3\Mono\UnityEngine.UI\Text_00138.Text","INTELLIGENCE SERVICE"
"level3\Mono\UnityEngine.UI\Melee.Text","MEELE"
"level3\Mono\UnityEngine.UI\Melee_00001.Text","MEELE"
"level3\Mono\UnityEngine.UI\Melee_00002.Text","MEELE"
"level3\Mono\UnityEngine.UI\Melee_00002.Text","MEELE"
"level3\Mono\UnityEngine.UI\Melee_00008.Text","MEELE"
"level3\Mono\UnityEngine.UI\Melee_00011.Text","MEELE"
"resources\Mono\UnityEngine.UI\Text (1)_00007.Text","VIEW"
"resources\Mono\UnityEngine.UI\Type.Text","Percussion Rifle"
"resources\Mono\UnityEngine.UI\Melee_00003.Text","MEELE"
"perkBonusName_MoveSpeed","Speed"
"perkBonusName_RotationSpeed","Rotation Speed"
"perkBonusName_Reload","Reload Time"
"perkBonusName_GetMeleeDamageMoraleImpact","Melee Morale Damage Received"
"perkBonusName_ChargeDamage","Charge Damage"
"perkBonusName_GetSmallArmsDamageMoraleImpact","Fire Morale Damage Received"
"perkBonusName_EffectiveRange","Effective Range"
"perkBonusName_SolidAndShellDamage","Shot/Shell Damage"
"perkBonusName_CanisterDamage","Canister Damage"
"perkBonusName_CommandRadius","Command Radius"
"perkBonusType_RotationSpeed","Infantry"
"perkBonusType_GetMeleeDamageMoraleImpact","Cavalry"
"perkBonusType_ChargeDamage","Infantry"
"perkBonusType_GetSmallArmsDamageMoraleImpact","Infantry"
"perkName_Strategy","Firepower"
"perkName_Tactics","Momentum"
"perkName_Trainer","Initiative"
"perkName_Artillery","Fire Specialist"
"perkName_Infantry","Shock Specialist"
"perkName_Cavalry","Maneuver Specialist"
"perkName_Leader","Inspiring Leader"
"perkName_Attacker","Father Figure"
"perkName_Defender","Innovator"
"perkName_Endurance Course","Musketry Drills"
"perkName_Assault Course","Bayonet Proficiency"
"perkName_Scout","Modern Infantry"
"perkName_Cavalry Training","Scouting Proficiency"
"perkName_Logistics","Horse Artillery"
"perkName_Physical Training","Double Canister"
"perkName_Discipline","Improved Shells"
"perkName_Gunnery Training","Fire Direction Drills"
"perkName_Short Range Training","Rapid Fire Specialist"
"perkName_Long Range Training","Bombardment Specialist"
"perkName_Horseback Riding","Mounted Scouts"
"perkName_Tactical Training","Close Combat Drills"
"perkName_Sharpshooter","Sharpshooters"
"GetWeapon_Weapon.meleeDamage","weak melee"
"GetWeapon_Weapon.meleeDamage0.3f","average melee"
"GetWeapon_Weapon.meleeDamage0.6f","strong melee"
"GetWeapon_Weapon.meleeDamage1f","devastating melee"
"GetWeapon_Weapon.effectiveRange","Short range;"
"GetWeapon_Weapon.effectiveRange200f","Medium range;"
"GetWeapon_Weapon.effectiveRange300f","Above medium range;"
"GetWeapon_Weapon.effectiveRange400f","Long range;"
"GetCover0.9f","Fortified"
"GetCover0.75f","Well protected"
"GetCover0.5f","Protected"
"GetCover0.25f","Average cover"
"GetCover","Low cover"
"GetUnitKind_EUnitKind.Supply","Supply wagon"
"GetUnitKind_EUnitKind.Skirmish","Skirmishers"
"GetUnitKind_EUnitKind.Artillery","Artillery"
"GetUnitKind_EUnitKind.Infantry","Infantry"
"GetUnitKind_EUnitKind.General","General"
"GetUnitKind_EUnitKind.Cavalry","Unknown"
"GetUnitKind_Weapon.meleeDamage","Shock Cavalry"
"GetUnitKind","Carbine Cavalry"
"GetMoveState_EUnitKind.Artillery","Limbered"
"GetMoveState_EUnitKind.Artillery_next","Deployed"
"GetMoveState_fortification0","Fortified"
"GetMoveState_fortification2","Running"
"GetMoveState_fortification3","Charging"
"GetMoveState_fortification8","In melee"
"GetMoveState_fortification1","Moving"
"GetMoveState_fortification","Idle"
"GetFatigue_fatigueThreshold.fresh","Fresh"
"GetFatigue_fatigueThreshold.warmedUp","Warmed"
"GetFatigue_fatigueThreshold.tired","Tired"
"GetFatigue_fatigueThreshold.veryTired","Very tired"
"GetFatigue","Exhausted"
"GetMorale_moraleThreshold.heroic","Heroic morale"
"GetMorale_moraleThreshold.eager","Eager morale"
"GetMorale_moraleThreshold.confident","Confident morale"
"GetMorale_moraleThreshold.steady","Steady morale"
"GetMorale_moraleThreshold.wavering","Wavering morale"
"GetMorale","Routing morale"
"Rebalance_GetMorale_moraleThreshold.heroic","Heroic"
"Rebalance_GetMorale_moraleThreshold.eager","Eager"
"Rebalance_GetMorale_moraleThreshold.confident","Confident"
"Rebalance_GetMorale_moraleThreshold.steady","Steady"
"Rebalance_GetMorale_0f","Broken"
"Rebalance_GetMorale","Routing"
"PlayerRangeAttackReloadMoveCancel.Create_EUnitKind.Artillery"," moving to fire at target"
"Unit.Create_EUnitKind.Artillery"," moving to fire at target"
"GetDivisionOfficerKilledMessage"," division commander {[RANK]} {[OFFICER_NAME]} is killed"
"GetDivisionOfficerWoundedMessage"," division commander {[RANK]} {[OFFICER_NAME]} is is wounded"
"WeaponTemplate_PrepareHint1","Range Damage Multipliers\nShort  Medium  Long  Max\n"
"WeaponTemplate_PrepareHint2","Effectiveness At Range\nClose  1/8  1/4  3/8  1/2  5/8  3/4  7/8  Max\n"
"WeaponTemplate_PrepareHint3","Effectiveness At Range\nClose  Short  Medium  Long  Max\n"
"WeaponTemplate_PrepareHint4","{0}\n{1} {2}\n\n{3}\n\n{4}\n Base Damage: {5} - {6} \n Effective range: {7}\n Fire rate: {8}\n Melee: {9}\n Ammunition: {10}\n Ammo Cost: {11}\n Area Damage Radius: {12}"
"BaseUnitData_stamina","Stamina: "
"BaseUnitData_efficiency","\nEfficiency: "
"BaseUnitData_melee","\nMelee: "
"BaseUnitData_firearms","\nFirearms: "
"BaseUnitData_morale","\nMorale: "