l_korean:

 TAB:0 ""
 DASH_WITH_SPACING:0 " - "
 POP_WORKPLACE_DAY_LABOURER:0 "일용직 노무자"
 POP_WORKPLACE_UNEMPLOYED:0 "[concept_unemployed]"
 POP_WORKPLACE_EMPLOYED:0 "$NAME$"
 POP_WORKPLACE_DAY_LABOURER_LIST_ENTRY:0 "$WORKPLACE$: $WORKERS|v$"
 POP_WORKPLACE_DAY_LABOURER_LIST:0 "직장:\n$LIST$"
 POP_WORKPLACE_EMPLOYED_TOOLTIP:0 "산업 내 $WORKERS|v$ 보유 중"
 POP_WORKPLACE_UNEMPLOYED_TOOLTIP:0 "[concept_unemployed] 상태"
 LOBBYVIEW_SELECT_PLAYABLE:1 "@red_cross! 선택한 국가 없음\n\n지도에서 국가를 선택하십시오"
 LOBBYVIEW_NO_CROSSPLAY:0 "플랫폼 간 플레이 비활성화"
 LOBBYVIEW_NO_CROSSPLAY_TOOLTIP:0 "현재 플랫폼을 사용하는 플레이어만을 허용"
 JOIN_MULTIPLAYER_PASTE_SERVER_ID:0 "서버 ID 복사"
 
 CONSTRUCTION_CURRENT_PAGE:0 "Page [ProductionMethodsPanel.AccessCurrentConstructionQueuePage(GetMetaPlayer.GetPlayedOrObservedCountry)]/[ProductionMethodsPanel.GetNumConstructionQueuePages(GetMetaPlayer.GetPlayedOrObservedCountry)]"
 CONSTRUCTION_NEXT_PAGE:0 "다음 페이지"
 CONSTRUCTION_PREVIOUS_PAGE:0 "이전 페이지"

 TROOP_ALLOCATION_CHANGES_PROMOTION:0 "[AddTextIf( Character.GetHomeHQ.HasTroopAllocationChangeFromPromotion( Character.Self ), Concatenate( '\n\n', Character.GetHomeHQ.GetTroopAllocationChangeFromPromotion( Character.Self ) ) )]"
 TROOP_ALLOCATION_CHANGES_RETIRE:0 "[AddTextIf( Character.GetHomeHQ.HasTroopAllocationChangeFromRetirement( Character.Self ), Concatenate( '\n\n', Character.GetHomeHQ.GetTroopAllocationChangeFromRetirement( Character.Self ) ) )]"
 TROOP_ALLOCATION_CHANGES_RECRUIT:0 "[AddTextIf( PopupManager.GetRecruitHQ.HasTroopAllocationChangeFromRecruitment( Character.Self ), Concatenate( '\n\n', PopupManager.GetRecruitHQ.GetTroopAllocationChangeFromRecruitment( Character.Self ) ) )]"
 TROOP_ALLOCATION_CHANGES_DOWNSIZE:1 "[AddTextIf(Building.GetHQ.GetTroopAllocationChangeFromDownsizeBuilding(Building.Self), Concatenate( '\n\n', Building.GetHQ.HasTroopAllocationChangeFromDownsizeBuilding(Building.Self)]"
 RADICALIZATION_CHANGES_DOWNSIZE:0 "#warning @warning! 이 [concept_building]의 규모를 축소하면 해고된 [Concept('concept_individual','$concept_individuals$')] 일부가 [Concept('concept_radical', '$concept_radicals$')]로 변화합니다. 특히 [Concept('concept_ownership_share', '$concept_ownership_shares$')]을 보유한 개인은 변화할 확률이 더 높습니다.#!"
 TROOP_ALLOCATION_CHANGES_EXPAND:0 "[AddTextIf( HQ.HasTroopAllocationChangeFromExpandBuilding( STATE.Self, BUILDING_TYPE.Self ), Concatenate( '\n\n', HQ.GetTroopAllocationChangeFromExpandBuilding( STATE.Self, BUILDING_TYPE.Self ) ) )]"
 TROOP_ALLOCATION_CHANGES_ACTIVATE_CONSCRIPTION_CENTER:0 "[AddTextIf( Hq.HasTroopAllocationChangeFromActivateConscriptionCenter( Building.Self ), Concatenate( '\n\n', Hq.GetTroopAllocationChangeFromActivateConscriptionCenter( Building.Self ) ) )]"

 COMMAND_CONFIRMATION_RETIRE_CHARACTER:1 "[CHARACTER.GetFullName](을)를 퇴역시키시겠습니까?\n\n@warning! 이 결정은 돌이키지 못합니다!\n\n즉시 [Character.GetInterestGroup.GetName]에게 다음 효과를 부여합니다.\n[Modifier.GetDesc]\n효과는 #v [GetDefine('NPolitics','RETIRE_COMMANDER_CONSEQUENCE_DURATION')]년#!에 걸쳐 감쇠합니다.$TROOP_ALLOCATION_CHANGES_RETIRE$"
 COMMAND_CONFIRMATION_PROMOTE_CHARACTER:3 "[CHARACTER.GetFullName](을)를 승진시키시겠습니까?\n$TOOLTIP_DELIMITER$\n[CHARACTER.GetNextCommanderRankBenefits]$TROOP_ALLOCATION_CHANGES_PROMOTION$\n\n이 결정은 돌이키지 못합니다."
 COMMAND_CONFIRMATION_CAPITULATE:1 "[WAR.GetName] 전쟁에서 항복하시겠습니까? 당신의 국가와 국민에 대한 모든 [Concept('concept_war_goal', '$concept_war_goals$')]가 자동으로 단행됩니다."
 COMMAND_CONFIRMATION_YIELD:0 "[TARGET_COUNTRY.GetName](와)과의 [concept_diplomatic_play]에서 물러나시겠습니까? 우리를 대상으로 하는 상대방의 [concept_war_goal]가 단행됩니다."
 COMMAND_CONFIRMATION_DECLARE_NEUTRALITY:0 "이 [concept_diplomatic_play]에서 중립을 선언하시겠습니까? 나중에 참여하는 것은 불가능합니다."
 COMMAND_CONFIRMATION_START_DIPLOMATIC_PLAY:1 "[DiplomaticPlayType.GetName] [concept_diplomatic_play]을 시작하시겠습니까? 전쟁으로 이어질 수 있습니다."
 COMMAND_CONFIRMATION_START_DIPLOMATIC_PLAY_COUNTRY_WITH_DEFINITION:0 "[DiplomaticPlayType.GetStartTooltipCountryWithDefinition(GetPlayer,Country.Self,CountryDefinition.Self)]\n\n해당 [concept_diplomatic_play]은 [concept_war]으로 확대될 수 있음"
 COMMAND_CONFIRMATION_START_DIPLOMATIC_PLAY_COUNTRY:1 "[DiplomaticPlayType.GetStartTooltipCountry(GetPlayer,Country.Self)]\n\n해당 [concept_diplomatic_play]은 [concept_war]으로 확대될 수 있음"
 COMMAND_CONFIRMATION_START_DIPLOMATIC_PLAY_STATE:1 "[DiplomaticPlayType.GetStartTooltipState(GetPlayer,State.Self)]\n\n해당 [concept_diplomatic_play]은 [concept_war]으로 확대될 수 있음"
 COMMAND_CONFIRMATION_MOBILIZE_GENERAL:0 "[CHARACTER.GetFullName](을)를 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilize$')]하시겠습니까? 국가가 평화 상태가 되어야지만 동원이 해제됩니다."
 COMMAND_CONFIRMATION_MOBILIZE_GENERALS:1 "[Concept('concept_general', '$concept_generals$')]을 모두 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilize$')]하시겠습니까? 국가가 평화 상태가 되어야지만 동원이 해제됩니다."

 COMMAND_CONFIRMATION_REMOVE_INCORPORATE_STATE:0 "[STATE.GetName] 편입을 중단하시겠습니까?"
 COMMAND_CONFIRMATION_REMOVE_INCORPORATE_STATE_UNSPECIFIED:0 "해당 주 편입을 중단하시겠습니까?"

 AGE:0 "연령"
 CHARACTER_AGE:0 "#v [Character.GetAge]#!"
 CHARACTER_AGE_TOOLTIP:0 "#header [Character.GetFullName]#!(은)는 #v [Character.GetAge]#!세임\n$TOOLTIP_DELIMITER$\n[Character.GetFirstName](은)는 #v [Character.GetBirthday]#!에 태어남"

 RELEASE_COUNTRY_HEADER:0 "[CountryCreation.GetName] 방출"
 RELEASE_COUNTRY_SUBJECT_DESC:0 "[COUNTRY_CREATION.GetName](을)를 [COUNTRY.GetName]에 [concept_subject] [concept_country]로 방출하시겠습니까? \n\n$COUNTRY_REWARDS$"
 RELEASE_COUNTRY_INDEPENDENT_DESC:0 "[COUNTRY_CREATION.GetName](을)를 독립 [concept_country]로 방출하시겠습니까?\n\n$COUNTRY_REWARDS$"
 RELEASE_COUNTRY_WILL_RECEIVE_STATES:0 "대상이 다음 주를 받습니다.\n[COUNTRY_CREATION.ListReleasableStates(GetPlayer)]"
 RELEASE_COUNTRY_WILL_RECEIVE_PROVINCES:0 "대상이 [COUNTRY_CREATION.GetCapital.GetName] [concept_state_region] 내 지방 [COUNTRY_CREATION.GetNumProvincesToRelease|v]개를 받습니다."
 RELEASE_COUNTRY_AS_INDEPENDENT:0 "독립 국가로 방출"
 RELEASE_COUNTRY_AS_OWN_SUBJECT:0 "[concept_subject] [concept_country]로 방출"
 RELEASE_COUNTRY_PLAY_AS:0 "[CountryCreation.GetName](으)로 플레이"

 COMMANDER_RECRUIT_BUTTON_TOOLTIP_EFFECTS:1 "[Character.GetFullName] 고용\n$TOOLTIP_DELIMITER$[ConcatIfNeitherEmpty('\n', Character.GetCommanderRank.GetModifiers( Character.Self ))]"
 COMMANDER_RECRUIT_BUTTON_TOOLTIP:1 "[GetDesc(Character.GetRecruitCommand( PopupManager.GetRecruitHQ ))]$COMMANDER_RECRUIT_BUTTON_TOOLTIP_EFFECTS$ $TROOP_ALLOCATION_CHANGES_RECRUIT$"
 NO_ASSIGNED_BATTALIONS:0 "[PopupManager.GetRecruitHQ.GetName] 내에 [Character.GetFullNameWithTitle]에게 배속할 수 있는 [Concept('concept_battalion', '$concept_battalions$')]가 없음"
 NO_ASSIGNED_FLOTILLAS:0 "[PopupManager.GetRecruitHQ.GetName] 내에 [Character.GetFullNameWithTitle]에게 배속할 수 있는 [Concept('concept_flotilla','$concept_flotillas$')]이 없음"
 NO_ASSIGNED_BATTALIONS_TO_CHARACTER:0 "[Character.GetHomeHQ.GetName] 내에 [Character.GetFullNameWithTitle]에게 배속할 수 있는 [Concept('concept_battalion', '$concept_battalions$')]이 없음"
 NO_ASSIGNED_FLOTILLAS_TO_CHARACTER:0 "[Character.GetHomeHQ.GetName] 내에 [Character.GetFullNameWithTitle]에게 배속할 수 있는 [Concept('concept_flotilla','$concept_flotillas$')]이 없음"

 YES_CHECK:1 "@green_checkmark_box!"
 NO_CHECK:1 "@simple_box!"

 CONFIRM_YES:0 "예"
 CONFIRM_NO:0 "아니요"

 UNLOCK_TOPBAR:1 "클릭하여 #bold 잠금 해제#!"
 LOCK_TOPBAR:1 "클릭하여 #bold 잠그기#!"

 BASE_SCRIPT_VALUE_FORMAT:0 "$KEY$: $VALUE|+=0$"
 DECIMAL_SCRIPT_VALUE_FORMAT:0 "$KEY$: $VALUE|+=$"
 NEUTRAL_SCRIPT_VALUE_FORMAT:0 "$KEY$: $VALUE|=0v$"
 NEUTRAL_DECIMAL_SCRIPT_VALUE_FORMAT:0 "$KEY$: $VALUE|=2v$"
 SCRIPT_VALUE_KEY_AFTER_FORMAT:0 "$VALUE|+=0$: $KEY$"

 incorporated_state:0 "[concept_incorporated_state]"
 unincorporated_state:0 "[concept_unincorporated_state]"
 colonial_state:1 "[concept_colony]"

 state_type_colony:1 "[concept_colony]"
 state_type_unincorporated:0 "[concept_unincorporated_state]"
 state_type_incorporated:0 "[concept_incorporated_state]"
 state_type_treaty_port:0 "[concept_treaty_port]"

 STATE_GOODS_POTENTIAL_SUMMARY:0 "$POTENTIAL|v$ [BUILDING_TYPE.GetName] 지원 가능(현재 수: $CUR|v$): 이 유형에 속한 각 건물은 현재 기술과 법에 따라, 기본 처리율로 최대 $AMOUNT|0v$개의 [GOODS.GetTextIcon][GOODS.GetName](을)를 생산할 수 있습니다."
 STATE_GOODS_POTENTIALS_TOOLTIP:0 "[STATE.GetName] 내 [GOODS.GetTextIcon][GOODS.GetName]\n 기본 잠재 생산량: [STATE.GetPotentialProductionForCountry(GOODS.Self, GetPlayer)|0v]\n $TOOLTIP_DELIMITER$\n 생산: [STATE.GetNumProduced(GOODS.Self)|1v]\n 소비: [STATE.GetNumConsumed(GOODS.Self)|1v]\n\n [STATE.GetPotentialProductionForCountryDesc(GOODS.Self, GetPlayer)]"
 STATE_GOODS_PRODUCTION_TOOLTIP:0 "[STATE.GetName] 내 [GOODS.GetTextIcon][GOODS.GetName]\n 생산: [STATE.GetNumProduced(GOODS.Self)|1v]\n $TOOLTIP_DELIMITER$\n 소비: [STATE.GetNumConsumed(GOODS.Self)|1v]\n 기본 잠재 생산량: [STATE.GetPotentialProductionForCountry(GOODS.Self, GetPlayer)|0v]\n\n [STATE.GetPotentialProductionForCountryDesc(GOODS.Self, GetPlayer)]"
 STATE_GOODS_CONSUMPTION_TOOLTIP:0 "[STATE.GetName] 내 [GOODS.GetTextIcon][GOODS.GetName]\n 소비: [STATE.GetNumConsumed(GOODS.Self)|1v]\n $TOOLTIP_DELIMITER$\n 생산: [STATE.GetNumProduced(GOODS.Self)|1v]\n 기본 잠재 생산량: [STATE.GetPotentialProductionForCountry(GOODS.Self, GetPlayer)|0v]\n\n [STATE.GetPotentialProductionForCountryDesc(GOODS.Self, GetPlayer)]"

 DIPLOMACY_HOVER_ATTITUDE_COUNTRY:0 "#header [Country.GetName]의 관점에서 [concept_attitude]를 보는 중#!"
 DIPLOMACY_HOVER_RELATIONS_COUNTRY:2 "#header [Country.GetName]의 관점에서 [concept_relations]를 보는 중#!"

 MULT_ICON:0 "#bold ×#!"
 PROFITABILITY_SHORT:0 "이윤율"
 SIZE:0 "규모"

 TOOLTIP_AI_STRATEGY:0 "#header [AIStrategy.GetName]#!\n$TOOLTIP_DELIMITER$\n[AIStrategy.GetDesc(Country.Self)]"

 TOOLTIP_DELIMITER:0 "@divider_start!@divider_mid!@divider_mid!@divider_mid!@divider_end!"

 MARKETABLE_GOODS_TOOLTIP:0 "#header 시판성 상품#!\n$TOOLTIP_DELIMITER$\n#variable [Goods.GetName]#!(은)는 비교적 거래량이 낮아 다른 상품보다 시장 가격에 더 큰 영향을 받습니다. 그런 만큼 [concept_market_access]이 낮은 주로부터 받는 영향도 적어집니다."
 NON_MARKETABLE_GOODS_TOOLTIP:0 "#header 비시판성 상품#!\n$TOOLTIP_DELIMITER$\n#variable [Goods.GetName]#!(은)는 비교적 거래량이 높아 다른 상품보다 시장 가격에 더 적은 영향을 받습니다. 그런 만큼 [concept_market_access]이 낮은 주로부터 받는 영향은 커집니다."

 NON_NEGOTIATORS:0 "협상 참여자 아님"

 RESOURCES:0 "자원"
 BUILDINGS:0 "건물"

 POWER_STRUCTURE:0 "권력 구조"
 ECONOMY:0 "경제"
 HUMAN_RIGHTS:0 "인권"

 UPGRADE:0 "@arrow_up! 업그레이드"
 DOWNGRADE:0 "@arrow_down! 다운그레이드"

 EXCESS:0 "과잉"
 LACK:0 "부족"
 INTEREST_IN:0 "[concept_interest] 관계 보유"
 PRESTIGE:0 "위신"
 RANK:0 "계급"
 PROGRESS:0 "진행도"

 INSTITUTION_EMPTY_STATE:0 "현재 [Concept('concept_institution', '기관')]을 제공하는 [Concept('concept_law', '$concept_laws$')]을 보유하고 있지 않습니다."
 SHRINK:0 "< 위축"
 GROW:0 "성장 >"
 TECH_TREE:0 "기술 계통도"
 GRAPHLAYOUT_NODE_DEBUG:1 "#D 키: $KEY$\n레이아웃 노드 id: $LAYOUT_NODE_ID$\n기본 노드 id: $BASE_NODE_ID$\n적용 노드: $INCOMING$\n외부 노드: $OUTGOING$\n레이어: $LAYER$\n넓이: $WIDTH$\n중앙 X: $CENTER_X$\n우선순위: $PRIORITY$\n위치: $POSITION$ #!"

 urban_capacity:0 "주 [concept_urbanization]"

 BUILDING_GROUP_TITLE:0 "#title $BUILDING_GROUP$#!"
 BUILDING_GROUP_ENTRY_UNCAPPED:0 "$BUILDING$"
 BUILDING_GROUP_ENTRY_CAPPED:0 "$BUILDING$ (최대: #variable $NUM$#!)"
 MILITARY_PANEL_MUNITION_CONTENTS:0 "#title [Country.GetAcquiredMunitionCrates|1]군수품 상자 내용물#!"

 YEARS_COUNT_RANGE:0 "#V $MIN$-$MAX$년#!"
 YEARS_COUNT_RANGE_NO_FORMAT:0 "$MIN$-$MAX$년"
 MONTHS_COUNT_RANGE:0 "#V $MIN$-$MAX$달#!"
 MONTHS_COUNT_RANGE_NO_FORMAT:0 "$MIN$-$MAX$달"
 WEEKS_COUNT_RANGE:0 "#V $MIN$-$MAX$주#!"
 WEEKS_COUNT_RANGE_NO_FORMAT:0 "$MIN$-$MAX$주"
 DAYS_COUNT_RANGE:0 "#V $MIN$-$MAX$일#!"
 DAYS_COUNT_RANGE_NO_FORMAT:0 "$MIN$-$MAX$일"
 YEARS_COUNT_SINGULAR:1 "#V 1년#!"
 YEARS_COUNT_PLURAL:1 "#V $VALUE$년#!"
 YEARS_COUNT_SINGULAR_NO_FORMAT:1 "1년"
 YEARS_COUNT_PLURAL_NO_FORMAT:1 "$VALUE$년"
 MONTHS_COUNT_SINGULAR:1 "#V 1달#!"
 MONTHS_COUNT_PLURAL:1 "#V $VALUE$달#!"
 MONTHS_COUNT_SINGULAR_NO_FORMAT:1 "1달"
 MONTHS_COUNT_PLURAL_NO_FORMAT:1 "$VALUE$달"
 WEEKS_COUNT_SINGULAR:1 "#V 1주#!"
 WEEKS_COUNT_PLURAL:1 "#V $VALUE$주#!"
 WEEKS_COUNT_SINGULAR_NO_FORMAT:1 "1주"
 WEEKS_COUNT_PLURAL_NO_FORMAT:1 "$VALUE$주"
 DAYS_COUNT_SINGULAR:1 "#V 1일#!"
 DAYS_COUNT_PLURAL:1 "#V $VALUE$일#!"
 DAYS_COUNT_SINGULAR_NO_FORMAT:1 "1일"
 DAYS_COUNT_PLURAL_NO_FORMAT:1 "$VALUE$일"
 MARKET_STATES_PANEL_MARKET_ACCESS_TOOLTIP:1 "#header [State.GetMarket.GetName]에 대한 [concept_market_access]#!\n[State.GetMarketAccessDesc]"
 STATES_PANEL_MARKET_ACCESS_ISOLATED:0 "[concept_market_access]: [concept_isolated_state]"
 ISOLATED_STATE:0 "[concept_isolated_state]"
 DEBUG_MODIFIERS:0 "#title 디버그 - 변화 요인#!"
 STATE_REGION_MARKET_CONNECTION_PATH_ENTRY:0 "[StateRegion.GetName] 내 연결 수준: $PATH_STRENGTH|v0$ ([concept_infrastructure]: $ENTRY_INFRA|v0$)"
 STATE_REGION_MARKET_CONNECTION_PATH_WEAK_POINT:1 "[StateRegion.GetName] 내 연결 수준: $PREV_PATH_STRENGTH|v0$ @arrow_right! $PATH_STRENGTH|v0$ ([concept_infrastructure]: $ENTRY_INFRA|v0$)"
 STATE_REGION_STATE_ITEM:0 "$TAB$[STATE.GetName] ([STATE.GetOwner.GetName])\n"
 COUNTRY_PANEL_MODIFIERS_TAB:0 "$MODIFIERS$"
 MODIFIERS:0 "변화 요인"
 COUNTRY_PANEL_MODIFIERS_TAB_SELECTED:0 "#bold 변화 요인#!"
 COUNTRY_PANEL_INFORMATION_TAB:0 "정보"
 COUNTRY_PANEL_INFORMATION_TAB_SELECTED:0 "#bold 정보#!"
 COUNTRY_PANEL_DIPLOMACY_TAB:0 "외교"
 COUNTRY_PANEL_DIPLOMACY_TAB_SELECTED:0 "#bold 외교#!"
 COUNTRY_PANEL_POLITICS_TAB:0 "정치"
 COUNTRY_PANEL_POLITICS_TAB_SELECTED:0 "#bold 정치#!"
 COUNTRY_PANEL_INTERACTIONS_TAB:0 "상호작용"
 COUNTRY_PANEL_INTERACTIONS_TAB_SELECTED:0 "#bold 상호작용#!"
 COUNTRY_DIPLOMACY_PANEL_OPEN_SELF:0 "외교를 직접 진행할 순 없습니다."
 MODIFIERS_PANEL_NO_TIMED_MODIFIERS:0 "#bold 한시적 변화 요인 없음#!"
 MODIFIERS_PANEL_TIMED_MODIFIERS:0 "#bold 한시적 변화 요인#!"
 DECAYING_DESC:0 "([Concept('concept_decay','$concept_decaying$')])"
 DECAYING_DESC_WITH_SPACE_BEFORE:0 " $DECAYING_DESC$"
 DECAYING_DESC_WITH_SPACE_AFTER:0 "$DECAYING_DESC$ "
 DATA_TIMED_MODIFIER_TITLE:0 "#header $NAME$#!"
 DATA_TIMED_MODIFIER_DURATION:1 "기간: $DURATION$$MAYBE_DECAYING_WITH_SPACE_BEFORE$"
 DATA_TIMED_MODIFIER_REMAINING:1 "남은 시간: $DURATION$$MAYBE_DECAYING_WITH_SPACE_BEFORE$"
 DATA_TIMED_MODIFIER_ONELINE:1 "#title $NAME$#!(으)로 인한 $MODIFIERDESC$ ($DURATION$) $MAYBE_DECAYING_WITH_SPACE_BEFORE$"
 MODIFIERS_PANEL_MODIFIER_ENTRIES:0 "#bold 변화 요인 항목#!"
 GOVERNMENT_LEGITIMACY:0 "#title [concept_legitimacy]:#! #variable [Country.GetGovernmentLegitimacy|0%]#!"
 GOVERNMENT_LEGITIMACY_TOOLTIP:0 "#HEADER [concept_legitimacy]#!\n수치: #variable [Country.GetGovernmentLegitimacy|0%]#!\n$TOOLTIP_DELIMITER$\n[Country.GetGovernmentLegitimacyDesc]"
 REFORM_GOVERNMENT_LEGITIMACY:0 "#title [concept_legitimacy]:#! #variable [ReformGovernment.GetLegitimacy|0%]#!"
 REFORM_GOVERNMENT_LEGITIMACY_TOOLTIP:0 "#HEADER [concept_legitimacy]#!\n수치: #variable [ReformGovernment.GetPredictedLegitimacy|0%]#!\n$TOOLTIP_DELIMITER$\n[ReformGovernment.GetPredictedLegitimacyDesc]"
 RELIGION_INFO_PANEL_SHOW_GLOBAL:1 "세계 [ReligionInfoPanel.GetReligion.GetName] [Concept('concept_pop', '$concept_pops$')] 목록"
 RELIGION_INFO_PANEL_SHOW_NATIONAL_ONLY:1 "[GetPlayer.GetName] 내 [ReligionInfoPanel.GetReligion.GetName] [Concept('concept_pop', '$concept_pops$')] 목록"
 BUILDING_DETAILS_PANEL_INFORMATION_TAB:0 "정보"
 BUILDING_DETAILS_PANEL_INFORMATION_TAB_SELECTED:0 "#bold 정보#!"
 BUILDING_DETAILS_PANEL_MODIFIERS_TAB:0 "변화 요인"
 BUILDING_DETAILS_PANEL_MODIFIERS_TAB_SELECTED:0 "#bold 변화 요인#!"
 CLICK_TO_CHANGE_RESPONSE:0 "#instruction 클릭하여 반응 변경#!"

 COUNTRY_IN_MARKET_SUBTITLE:0 "[CountryPanel.AccessCountry.AccessFirstMarket.GetName] 내 [concept_country]"
 STATE_IN_COUNTRY_SUBTITLE:0 "[State.GetCountry.GetName] 내 [concept_state]"
 BATTLE_ON_FRONT_SUBTITLE:0 "[Battle.GetFront.GetName] [concept_battle]"
 FRONT_IN_WAR_SUBTITLE:0 "[Front.AccessDiplomaticPlay.AccessWar.GetName] 내 [concept_front]"

 INTEREST_GROUP_PANEL_MODIFIERS_TAB:0 "변화 요인"
 INTEREST_GROUP_PANEL_MODIFIERS_TAB_SELECTED:0 "#bold 변화 요인#!"

 BUILDING_DETAILS_LINE_TWO:0 "[Building.GetState.GetName] 내 [concept_building]"
 GOODS_PANEL_LINE_TWO:0 "[GoodsPanel.GetGoods.GetMarket.GetName] 관련"
 GOODS_STATE_PANEL_LINE_TWO:0 "[GoodsStatePanel.GetGoods.GetState.GetName] 내 [concept_good] ([GoodsStatePanel.GetGoods.GetMarket.GetName]의 일부)"
 POP_DETAILS_LINE_TWO:1 "[SelectLocalization(Pop.GetBuilding.IsValid,'POP_DETAILS_LINE_TWO_EMPLOYED','POP_DETAILS_LINE_TWO_UNEMPLOYED')]"
 POP_DETAILS_LINE_TWO_EMPLOYED:0 "[Pop.GetState.GetName]의 [Pop.GetWorksAt] 내 [concept_pop]"
 POP_DETAILS_LINE_TWO_UNEMPLOYED:0 "[Pop.GetState.GetName] 내 [concept_unemployed]자 [concept_pop]"
 STATE_POPULATION_PANEL_LINE_TWO:0 "[StatePopulationPanel.GetState.GetName] 내"
 BASE_FROM_POPS:0 "인구에서 발생하는 기본 수치: #v $VAL|D=+$#!"
 LEGITIMACY_BASE_VALUE:0 "기본 수치: #bold #P $VAL|=+$#!#!"
 LEGITIMACY_GOVT_SIZE:0 "[concept_government] 규모: #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] #variable $VAL|=+$#!#!#!"
 LEGITIMACY_GOVT_SIZE_BREAKDOWN:0 "$BREAKDOWN$"
 LEGITIMACY_GOVT_SIZE_PARTY_ENTRY:0 "[PARTY.GetName]: #variable $VAL|=+$#!"
 LEGITIMACY_GOVT_SIZE_IG_ENTRY:0 "[INTEREST_GROUP.GetName]: #variable $VAL|=+$#!"
 LEGITIMACY_HEAD_OF_STATE_VALUE:0 "국가 원수의 [concept_interest_group] #variable [InterestGroup.GetName]#! [concept_in_government]: #tooltippable #tooltip:$BREAKDOWN_TAG$ #variable $VAL|+=0$#!#!#!"
 LEGITIMACY_HEAD_OF_STATE_MODIFIER_BREAKDOWN:0 "[GetPlayer.GetRuler.GetFullName]의 [concept_interest_group]인 [GetPlayer.GetRuler.GetInterestGroup.GetName](을)를 포함하는 [concept_in_government]의 효과:\n$BREAKDOWN$"
 LEGITIMACY_GOVT_LEADER_CLOUT_VALUE:0 "정부 지도자의 [concept_clout]: #variable $VAL|+=0$#!\n$TAB$#variable [INTEREST_GROUP.GetName]#! (정치력 포함): #variable [INTEREST_GROUP.GetClout|%+2]#! × #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] #variable $FACTOR|0+$#!#!#!"
 LEGITIMACY_GOVERNMENT_CLOUT_MODIFIER_BREAKDOWN:0 "$BREAKDOWN$"
 LEGITIMACY_GOVT_TOTAL_CLOUT_VALUE:0 "[concept_government]의 총 [concept_clout]: #variable $VAL|+=0$#!\n$TAB$[concept_government] [concept_clout] #variable $CLOUT|%+1$#! × #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] #variable $FACTOR|2+$#!#!#!"
 LEGITIMACY_GOVT_TOTAL_CLOUT_VALUE_BREAKDOWN:0 "$BREAKDOWN$"
 LEGITIMACY_GOVT_STRENGTH_ENTRY:0 "#variable $FACTION$#!: #variable $VAL|=$%#!"
 LEGITIMACY_GOVT_STRENGTH_IG_ENTRY:0 "#variable [INTEREST_GROUP.GetName]#! #variable [INTEREST_GROUP.GetClout|=%]#!"

 NUM_STATES_TOOLTIP_incorporated:0 "#header [Country.GetNameNoFlag] 내 [SelectLocalization($MULTIPLE$,'[concept_incorporated_state]','[Concept('concept_incorporated_state','$concept_incorporated_states$')]')]: $VAL|0v$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 NUM_STATES_TOOLTIP_unincorporated:0 "#header [Country.GetNameNoFlag] 내 [SelectLocalization($MULTIPLE$,'[concept_unincorporated_state]','[Concept('concept_unincorporated_state','$concept_unincorporated_states$')]')]: $VAL|0v$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 NUM_STATES_TOOLTIP_treaty_port:0 "#header [Country.GetNameNoFlag] 내 [SelectLocalization($MULTIPLE$,'[concept_treaty_port]','[Concept('concept_treaty_port','$concept_treaty_ports$')]')]: $VAL|0v$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 NUM_STATES_TOOLTIP_count:0 "#header [Country.GetNameNoFlag] 내 [SelectLocalization($MULTIPLE$,'[concept_state]','[Concept('concept_state','$concept_states$')]')]: $VAL|0v$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"

 PROCESS_EXPENSES:0 "지출:"
 PROCESS_REVENUE:0 "수익:"
 PROCESS_BALANCE:1 "주간 [concept_building_balance]:"
 VACANCIES:0 "공석"
 NO_VACANCIES:0 "건물이 완전 고용 상태임"

 NOTIFICATION_BUILDING_FULLY_EMPLOYED:0 "[State.GetName] 내 [Building.GetName|v](이)가 완전 고용 상태임"
 NOTIFICATION_STATE_AVERAGE_SOL_INCREASED:0 "[State.GetName|v] 내 [concept_sol|v]이 $VAL|+$(으)로 증가"
 NOTIFICATION_STATE_AVERAGE_SOL_DECREASED:0 "[State.GetName|v] 내 [concept_sol|v]이 $VAL|-$(으)로 감소"
 NOTIFICATION_STATE_JOINED_MARKET:0 "[State.GetName|v](이)가 [State.GetMarket.GetName|v]에 참여함"
 NOTIFICATION_STATE_LITERACY_INCREASED:0 "[State.GetName|v]내 [concept_literacy]율이 $VAL|%+0$(으)로 증가"
 NOTIFICATION_STATE_POPULATION_INCREASED:1 "[State.GetName|v] 내 [Concept('concept_pop','$concept_population$')]가 $VAL|K+$(으)로 증가"
 NOTIFICATION_STATE_POPULATION_DECREASED:1 "[State.GetName|v] 내 [Concept('concept_pop','$concept_population$')]가 $VAL|K-$(으)로 감소"
 NOTIFICATION_STATE_IN_TURMOIL:0 "[State.GetName|v]에서 [concept_turmoil] 시작됨"

 INFRASTRUCTURE:0 "[concept_infrastructure]"
 ARABLE_LAND_AVAILABLE:0 "[concept_arable_land] (다른 자원처럼 표시)"
 FREE_ARABLE_LAND:0 "여유 경작지: $NUM|v$"
 LENS_OPTION_TEXT:0 "[LensOption.GetText]"
 LENS_OPTION_TOOLTIP:0 "[LensOption.GetTooltip]"
 BUILDING_MODIFIERS_PER_LEVEL_COLON:0 "#title 건물 변화 요인(단계별):#!"
 COUNTRY_MODIFIERS_PER_LEVEL_COLON:0 "#title 국가 변화 요인(단계별):#!"
 STATE_MODIFIERS_PER_LEVEL_COLON:0 "#title 주 변화 요인(단계별):#!"
 APPLIES_TO_BUILDING_TYPE:0 "$BUILDING_TYPE$에 적용 ([ProductionMethodGroup.GetName] [concept_production_method])"
 GOODS_PRODUCTION_COLON:0 "#title 상품 생산:#!"
 GOODS_CONSUMPTION_COLON:0 "#title 상품 소비:#!"
 BUILDING_WAGE_PER_LEVEL:0 "정부 임금: 단계별로 #variable @money!$PER_LEVEL_WAGE|k$#! (근삿값)"
 BUILDING_WAGE_TOTAL:0 "정부 임금: 총 #variable @money!$TOTAL_WAGE|k$#! (근삿값)"
 BUILDING_WAGE_RANGE_PER_LEVEL:0 "정부 임금: 단계별로 #variable @money!$MIN_PER_LEVEL_WAGE$#! - #variable @money!$MAX_PER_LEVEL_WAGE$#! (근삿값)"
 BUILDING_WAGE_RANGE_TOTAL:0 "정부 임금: 총 #variable @money!$MIN_TOTAL_WAGE$#! - #variable @money!$MAX_TOTAL_WAGE$#! (근삿값)"
 BUILDING_TYPE_NAME_FORMAT:0 "#BOLD #V $NAME$#!#!"
 CONSTRUCTION_MATERIALS_COLON:0 "#title 건설 비용:#!"
 BUILDING_PROVIDES_URBANIZATION_PER_LEVEL:0 "단계별 #variable #P +$URBANIZATION$#!#! [concept_urbanization]"
 BUILDING_PROVIDES_URBANIZATION_TOTAL:0 "#variable #P +$URBANIZATION$#!#! 총 [concept_urbanization]"
 BUILDING_USES_INFRASTRUCTURE_PER_LEVEL:0 "단계별 #variable #N +$USAGE|0$#!#! [concept_infrastructure_usage]"
 BUILDING_USES_INFRASTRUCTURE_TOTAL:0 "#variable #N +$USAGE|0$#!#! 총 [concept_infrastructure_usage]"
 BUILDING_ARABLE_CAPACITY_PER_LEVEL:0 "단계별 #variable #N -$ARABLE_CAPACITY$#!#! [concept_arable_land]"
 BUILDING_ARABLE_CAPACITY_TOTAL:0 "#variable #N -$ARABLE_CAPACITY$#!#! 총 [concept_arable_land]"
 GDP_TOOLTIP:1 "#header [concept_gdp]#!\n[Country.GetAdjective] $GDP_SHORT$: #N @money![Country.GetGDP|Dv]#! [Country.GetGDPRanking]\n$TOOLTIP_DELIMITER$\n인두당 국내총생산: #variable @money![Country.GetGDPPerCapita|2*]#! [Country.GetGDPPerCapitaRanking]\n\n"
 MARKET_GDP_PERCENTAGE:1 "#title [GetPlayer.GetAdjectiveNoFormatting] $GDP_SHORT$ 공헌#!\n[Market.GetMarketSharePercentageFor( GetPlayer )|%1v]"
 MARKET_GDP_PERCENTAGE_TOOLTIP:0 "#header 국내총생산 공헌#!\n[Market.GetName](은)는 [GetPlayer.GetName]의 국내총생산 중 [Market.GetGDPContributionPercentage( GetPlayer )|%1v]를 차지"
 ACTIVE_PRODUCTION_METHOD_HEAD:0 "#header $NAME$#!"
 SWITCH_PRODUCTION_METHOD_HEAD:0 "#header $NAME$(으)로 전환#!"
 PRICE_ICON_ITEM_STATE:0 "([Goods.GetState.GetName] 내 [Goods.GetCompareIconAgainstBasePrice( Goods.GetStatePrice )])"
 PRICE_ICON_ITEM_RANGE:0 "($NUM$개의 주 지역 내에서 #tooltippable #tooltip:COIN_STACK_TOOLTIP $ICON_MIN$#!#!-#tooltippable #tooltip:COIN_STACK_TOOLTIP $ICON_MAX$#!#!)"
 MARKET_TRADE_ROUTE_TOOLTIP:1 "#header [Market.GetName] 내 [Concept('concept_trade_route', '$concept_trade_routes$')]#!"
 PRICE_ICON_ITEM_RANGE_SAME:0 "($NUM$개의 주 지역 내에서 #tooltippable #tooltip:COIN_STACK_TOOLTIP $ICON$#!#!)"
 PRICE_ICON_ITEM_MARKET:0 "([Goods.GetMarket.GetName] 내 [Goods.GetCompareIconAgainstBasePrice( Goods.GetMarketPrice )])"

 DEFAULT_EVENT_OPTION:0 "$EVENT_REMAINING_DAYS$ 후에 이 옵션이 자동으로 선택됩니다."

 NO_PROGRESS:0 "진행도 없음"
 INVALID_OPTIONS:0 "유효하지 않은 옵션: [GetDataModelSize(MapListPanel.AccessInvalidOptions)|v]"
 FAILED_OPTIONS:0 "이용할 수 없는 옵션: [GetDataModelSize(MapListPanel.AccessFailedOptions)|v]"

 BUILDING_TYPE_COUNTRY_BREAKDOWN:0 "[SelectLocalization( GreaterThan_int32( BuildingType.GetLevelCountInCountry(GetPlayer.Self), '(int32)0' ), 'BUILDING_TYPE_COUNTRY_BREAKDOWN_NONEMPTY', 'BUILDING_TYPE_COUNTRY_BREAKDOWN_EMPTY' )]"
 BUILDING_TYPE_COUNTRY_BREAKDOWN_NONEMPTY:0 "[GetPlayer.GetName] 내에 #tooltippable #tooltip:[BuildingType.GetTooltipTag],BUILDING_TYPE_COUNTRY_BREAKDOWN_TOOLTIP [BuildingType.GetLevelCountInCountry(GetPlayer.Self)]#!#! 단계 [BuildingType.GetNameNoFormatting] 존재   [SelectLocalization(And(Not(BuildingType.IsGovernmentFunded), Not(BuildingType.IsSubsistenceBuilding)), 'BUILDING_TYPE_PRODUCTIVITY', '')]"
 BUILDING_TYPE_COUNTRY_BREAKDOWN_TOOLTIP:0 "#header [GetPlayer.GetName] 내 [BuildingType.GetName]#!\n[BuildingType.GetBreakdownInCountry(GetPlayer.Self)]"
 BUILDING_TYPE_COUNTRY_BREAKDOWN_ITEM:0 "[BUILDING.GetState.GetName] 내 [BUILDING.GetName] 규모 [BUILDING.GetExpansionLevel|v]"
 BUILDING_TYPE_CONSTRUCTION_COUNTRY_BREAKDOWN_ITEM:0 "[BUILDING.GetState.GetName]에서 [BUILDING.GetExpansionLevelsInQueue|v] 단계의 [BUILDING.GetName] 건설 중"
 BUILDING_TYPE_COUNT:1 "#tooltippable #tooltip:[BuildingType.GetTooltipTag],BUILDING_TYPE_COUNTRY_BREAKDOWN_TOOLTIP [SelectLocalization( GreaterThan_int32( BuildingType.GetUnderConstructionCountInCountry(GetPlayer.Self), '(int32)0' ), 'BUILDING_TYPE_COUNT_ACTIVE_CONSTRUCTIONS', 'BUILDING_TYPE_COUNT_NO_CONSTRUCTION')]#!#!"
 BUILDING_TYPE_COUNTRY_BREAKDOWN_EMPTY:0 "[GetPlayer.GetName] 내에 [BuildingType.GetNameNoFormatting] 없음"
 BUILDING_TYPE_PRODUCTIVITY:0 "\n[concept_productivity]: [BuildingType.GetProductivitySpanDesc(GetPlayer.Self)]"
 BUILDING_TYPE_COUNT_NO_CONSTRUCTION:0 "[BuildingType.GetLevelCountInCountry(GetPlayer.Self)]"
 BUILDING_TYPE_COUNT_ACTIVE_CONSTRUCTIONS:0 "[BuildingType.GetLevelCountInCountry(GetPlayer.Self)]+[BuildingType.GetUnderConstructionCountInCountry(GetPlayer.Self)]"

 PRODUCTION_METHODS_HEADER:0 "건물"
 COUNTRY_TOOLTIP:0 "#HEADER [Country.GetName]#!"

 COMMANDER_RANK:0 "계급: [Character.GetRankName]"
 commander_specific_rank_desc:0 "$NAME$ - $RANK$"

 CULTURE:0 "문화"
 COUNTRY_CULTURES:1 "#title [Concept('concept_culture', '$concept_cultures$')]#!:\n#variable [Country.GetPrimaryCulturesDesc]#!"
 COUNTRY_CULTURES_ONE_LINE:0 "#title [concept_primary_cultures]#!"
 POP_COUNTRY_CULTURES:1 "[Pop.GetCountry.GetName] 내 [concept_primary_cultures]:#indent_newline:3 \n#variable [Pop.GetCountry.GetPrimaryCulturesDesc]#!#!"
 COUNTRY_RELIGIONS:0 "#title [concept_state_religion]#!:\n#variable [Country.GetStateReligion.GetName]#!"
 COUNTRY_RELIGIONS_ONE_LINE:0 "#title [concept_state_religion]#!"
 COUNTRY_ARABLE_LAND:0 "#title [concept_arable_land]#!:\n#variable [Country.GetArableLand|D]#!"
 COUNTRY_ARABLE_LAND_ONE_LINE:0 "#title [concept_arable_land]#!"
 POP_COUNTRY_RELIGIONS:1 "[concept_state_religion]: #variable [Pop.GetCountry.GetStateReligion.GetName]#!"
 COUNTRY_GOVERNMENT:1 "#title [concept_government]#!:\n#tooltippable #tooltip:[Country.GetGovernment.GetTooltipTag],GOVERNMENT_TYPE_TOOLTIP_DESC [Country.GetGovernment.GetName]#!#!"
 COUNTRY_GOVERNMENT_NO_LINE_BREAK:0 "#title [concept_government]#!: #tooltippable #tooltip:[Country.GetGovernment.GetTooltipTag],GOVERNMENT_TYPE_TOOLTIP_DESC [Country.GetGovernment.GetName]#!#!"
 COUNTRY_RULER:0 "#title [concept_ruler]#!:\n#variable [Country.GetRuler.GetFullName]#!"
 COUNTRY_RANK:0 "#title [concept_rank]#!:\n#variable [Country.GetRank]#! #variable (##[Country.GetCountryScorePositionDesc])#!"
 COUNTRY_RANK_ONE_LINE:0 "#title [concept_rank]#!: [Country.GetRank|v] #variable (##[Country.GetCountryScorePositionDesc])#!"
 COUNTRY_POPULATION:1 "#title [Concept('concept_pop','$concept_population$')]#!:\n#variable [Country.GetTotalPopulation|D]#!"
 COUNTRY_POPULATION_ONE_LINE:1 "#title [Concept('concept_pop','$concept_population$')]#!"
 COUNTRY_SOL_ONE_LINE:0 "#title [concept_sol]#!"
 COUNTRY_GDP:0 "#title $GDP_SHORT$#!:\n#variable @money![Country.GetGDP|D]#!"
 COUNTRY_GDP_ONE_LINE:0 "#title $GDP_SHORT$#!"
 NO_POP_TYPES_POL_STR:1 "[concept_political_strength]을 보유한 [concept_pop] 없음"
 NO_RELIGIONS:0 "[Concept('concept_religion', '$concept_religions$')] 없음"
 NO_CULTURES_POL_STR:1 "[concept_political_strength]을 보유한 [Concept('concept_culture', '$concept_cultures$')] 없음"
 NO_RELIGIONS_POL_STR:1 "[concept_political_strength]을 보유한 [Concept('concept_religion', '$concept_religions$')] 없음"
 NO_INTEREST_GROUPS:0 "[Concept('concept_interest_group', '$concept_interest_groups$')] 없음"
 NO_POP_TYPES:0 "[Concept('concept_pop', '$concept_pops$')] 없음"

 GOVERNMENT_TYPE_TOOLTIP_DESC:0 "[GovernmentType.GetDesc]"

 POP_CULTURE_CHANGE_ENTRY_POSITIVE:0 "[Pop.GetState.GetName] 내에서 융화 중인 [Pop.GetName]: #v $CHANGE|=+$#!"
 POP_CULTURE_CHANGE_ENTRY_NEGATIVE:0 "[Pop.GetState.GetName] 내에서 [Pop.GetAssimilatingCulture.GetName](으)로 융화 중인 [Pop.GetName]: #v $CHANGE|=+$#!"
 CULTURE_IN_COUNTRY_DESC:1 "\n[GetPlayer.GetName] 내 인구: [Culture.GetPopulation(GetPlayer.Self)|Kv] [SelectLocalization(NotEqualTo_int32(Culture.GetPopulationChange(GetPlayer.Self),'(int32)0'),'CULTURE_POPULATION_CHANGE_IN_COUNTRY','')]\n[GetPlayer.GetName] 내 [concept_primary_cultures]: [Culture.IsPrimaryCultureInYesNo(GetPlayer.Self)]\n[concept_migration_target]: [Culture.GetMigrationTargetsDesc]\n[Culture.GetName] 인구층의 [concept_turmoil]:\n$TAB$[GetPlayer.GetName] 내 #variable [GetPlayer.CalcCulturalTurmoil( Culture.Self )|-0%]#!\n$TAB$전 세계 #variable [Culture.GetTurmoil|-0%]#!"
 CULTURE_POPULATION_CHANGE:0 "[Country.GetName] 내 [Culture.GetName] 월간 변경치: #v $CHANGE|=+$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"

 POP_RELIGION_CHANGE_ENTRY_POSITIVE:0 "[Pop.GetState.GetName] 내에서 개종 중인 [Pop.GetName]: #v $CHANGE|=+$#!"
 POP_RELIGION_CHANGE_ENTRY_NEGATIVE:0 "[Pop.GetState.GetName] 내에서 [Pop.GetConvertingReligion.GetName](으)로 개종 중인 [Pop.GetName]: #v $CHANGE|=+$#!"
 RELIGION_NAME_AND_PERCENTAGE:0 "[Religion.GetName] (#v $VAL|2%$#!)"
 RELIGION_IN_COUNTRY_DESC:0 "\n[GetPlayer.GetName]의 인구: [Religion.GetPopulation( GetPlayer.Self)|kv] [SelectLocalization(NotEqualTo_int32(Religion.GetPopulationChange(GetPlayer.Self),'(int32)0'),'RELIGION_POPULATION_CHANGE_IN_COUNTRY','')]\n[GetPlayer.GetName]의 정치적 힘: [Religion.GetPolStr( GetPlayer.Self )|kv]"
 RELIGION_POPULATION_CHANGE:0 "[Country.GetName] 내 [Religion.GetName] 월간 변경치: #v $CHANGE|=+$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"

 DISCRIMINATION_TRAIT_CULTURES:1 "[Concept('concept_culture', '$concept_cultures$')]: [DiscriminationTrait.GetCulturesDesc]"
 DISCRIMINATION_TRAIT_RELIGIONS:1 "[Concept('concept_religion', '$concept_religions$')]: [DiscriminationTrait.GetReligionsDesc]"

 METRICS_OF_PROGRESS_HEADER:0 "#title "진행도 계량 수치"#! (테스트)"
 COUNTRY_URBANISATION:0 "#title [concept_urbanization]:#!"
 COUNTRY_INDUSTRIALISATION:0 "#title 산업화:#!"
 MILITARY:0 "군사"
 NAVY:0 "해군"

 PRICE_REPORT_SHORT:0 "$DETAILS$"
 PRICE_REPORT_LONG:0 "$DETAILS$\n#tooltippable #tooltip:$BREAKDOWN_TAG$ 커서를 올려 $NUM_ADDITIONAL|v$개의 주요한 [concept_market_price] 변화 보기#!#!"
 PRICE_REPORT_NO_CHANGES:0 "지난 한 달 동안 [GetPlayer.GetCapital.GetMarket.GetName]에서 주요한 [concept_market_price] 변화가 없었습니다."
 PRICE_REPORT_GOODS_ENTRY:0 "[Goods.GetName]: $DIRECTION$ [Goods.GetTextIcon] @money!$PREV_PRICE|v1$ ($PREV_ICON$) @arrow_right! @money!$CUR_PRICE|v1$ ($CUR_ICON$)"
 PRICE_REPORT_DIRECTION_INCREASE:0 "@arrow_up!"
 PRICE_REPORT_DIRECTION_DECREASE:0 "@arrow_down!"

 MAP_MODE:0 "지도 모드"
 LOCAL_PRICE_IN:0 "[GoodsPanel.GetGoods.GetMarket.GetName] 현지 가격"
 USAGE:0 "적용"
 LOCAL_PRICE_STATE:0 "[GoodsStatePanel.GetGoods.GetMarket.GetName] 내 현지 가격"
 TRADE_ROUTES:2 "$concept_trade_routes$"
 TRADE_ROUTES_CONCEPT:0 "[Concept('concept_trade_route','$concept_trade_routes$')]"
 TRADE_ROUTES_HEADER:1 "[GetPlayer.GetFlagTextIcon] [GetPlayer.GetAdjectiveNoFormatting] [Concept('concept_trade_route', '$concept_trade_routes$')]"
 MARKET_TRADE_ROUTES_SUMMARY:1 "#title $TRADE_ROUTES_HEADER$#!"

 NO_IMPORT_TRADE_ROUTES:0 "당신은 현재 수입 무역로를 보유하고 있지 않습니다."
 NO_EXPORT_TRADE_ROUTES:0 "당신은 현재 수출 무역로를 보유하고 있지 않습니다."
 NO_TRADE_ROUTES:0 "이용할 수 있는 무역로 없음"
 NO_TRADE_ROUTES_HINT:1 "@information! 무역소를 더 건설해 무역로를 추가로 확보할 수 있습니다."

 OUTLINER_PANEL_DESCRIPTION:0 "아래 목록이나 개별 항목에 커서를 올리고 오른쪽 구석의 별 모양(@unpinned_star!)을 클릭해 화면 우측 아웃라이너에 핀으로 고정할 수 있습니다.\n\n별 모양(@pinned_star!)을 다시 클릭하면 핀이 해제됩니다."

 COUNTRY_LITERACY:0 "#title [concept_literacy]:#!\n#variable [Country.GetIncorporatedLiteracyRate|%1]#!"
 COUNTRY_LITERACY_ONE_LINE:0 "#title [concept_literacy]#!"
 LITERACY_TOOLTIP:4 "#header [concept_literacy]#!\n#variable [Country.GetName]#!의 [concept_incorporated_state]에 거주 중인 #variable [Country.GetIncorporatedPopulation|*]#!명 중 #variable [Country.GetNumIncorporatedLiteratePops|*]#!명은 식자 인구로, 이에 따라 식자율은 [Country.GetIncorporatedLiteracyRate|%v] [Country.GetIncorporatedLiteracyRanking](이)가 됩니다.\n$TOOLTIP_DELIMITER$\n따라서 [concept_innovation] 상한은 #tooltippable #tooltip:[GetPlayer.GetTooltipTag],INNOVATION_POINTS_MAX_BREAKDOWN @innovation![Country.GetWeeklyMaxInnovation|1]#!#!(이)가 됩니다.\n현재 매주 #tooltippable #tooltip:[GetPlayer.GetTooltipTag],INNOVATION_POINTS_CURRENT_BREAKDOWN #v @innovation![Country.GetWeeklyInnovation|+=1]#!#!#!의 혁신 포인트를 생성 중입니다. (@innovation![Country.GetWeeklyRawInnovation|+=1] 상한 해제)\n\n추가로 현재 [concept_literacy]율에 따른 [concept_technology_spread]율은 #P #tooltippable #tooltip:[GetPlayer.GetTooltipTag],TECHNOLOGY_SPREAD_RATE_BREAKDOWN [Country.GetMinWeeklyTechnologySpread|1]에서 [Country.GetMaxWeeklyTechnologySpread|1]#!#!#!(으)로, 이는 같은 양의 @innovation![concept_innovation]으로 환산됩니다. [SelectLocalization(EqualTo_int32(GetPlayer.GetTotalPopulation,GetPlayer.GetIncorporatedPopulation),'','LITERACY_UNINCORPORATED_TOOLTIP')]"
 LITERACY_UNINCORPORATED_TOOLTIP:2 "\n$TOOLTIP_DELIMITER$\n[Concept('concept_unincorporated_state','$concept_unincorporated_states$')]를 포함하여 산출할 경우, #variable [Country.GetName]#!에서 #variable [Country.GetTotalPopulation|*]#!명 중 #variable [Country.GetNumTotalLiteratePops|*]#!명([Country.GetTotalLiteracyRate|%v])의 [Concept('concept_pop','$concept_pops$')]이 식자 [Country.GetTotalLiteracyRanking](이)가 됩니다."

 INNOVATION_POINTS_CURRENT_BREAKDOWN:1 "#header @innovation![concept_innovation] 생성#!\n다음 요인으로 인해 #v @innovation![Country.GetWeeklyInnovation|+2]#!의 혁신을 생성합니다.\n[Country.GetWeeklyInnovationDesc]"
 INNOVATION_POINTS_MAX_BREAKDOWN:1 "#header @innovation![concept_innovation] 상한#!\n다음 요인으로 인해 혁신 상한이 @innovation![Country.GetWeeklyMaxInnovation|v2](으)로 제한됩니다.\n[Country.GetWeeklyMaxInnovationDesc]"
 INNOVATION_CAP_BREAKDOWN_ENTRY_TITLE:0 "[concept_innovation] 상한"

 GOVERNMENT_TRANSFER_OF_POWER_TOOLTIP:0 "#header [GovernmentType.GetTransferOfPowerName]#!\n[GovernmentType.GetTransferOfPowerDesc]"

 CUL_DISCRIMINATED_IN_COUNTRY:0 "[CULTURE.GetName] 문화는 [COUNTRY.GetName]에서 차별받음"
 CUL_NOT_DISCRIMINATED_IN_COUNTRY:0 "[CULTURE.GetName] 문화는 [COUNTRY.GetName]에서 차별받지 않음"
 CUL_DISCRIMINATED_NOT_IN_COUNTRY:0 "[CULTURE.GetName] 문화는 차별의 대상이지만 [COUNTRY.GetName]에 존재하지 않음"
 CUL_NOT_DISCRIMINATED_NOT_IN_COUNTRY:0 "[CULTURE.GetName] 문화는 차별의 대상이 아니지만 [COUNTRY.GetName]에 존재하지 않음"
 REL_DISCRIMINATED_IN_COUNTRY:0 "[RELIGION.GetName](은)는 [COUNTRY.GetName]에서 차별받음"
 REL_NOT_DISCRIMINATED_IN_COUNTRY:0 "[RELIGION.GetName](은)는 [COUNTRY.GetName]에서 차별받지 않음"
 REL_DISCRIMINATED_NOT_IN_COUNTRY:0 "[RELIGION.GetName](은)는 차별의 대상이지만 [COUNTRY.GetName]에 존재하지 않음"
 REL_NOT_DISCRIMINATED_NOT_IN_COUNTRY:0 "[RELIGION.GetName](은)는 차별의 대상이 아니지만 [COUNTRY.GetName]에 존재하지 않음"
 DISCRIMINATION_TOOLTIP:1 "#header 해당 인구층은 [Pop.GetCountry.GetName]에서 차별의 대상이 되고 있음#!\n$TOOLTIP_DELIMITER$\n[AddLocalizationIf(Pop.IsSlave, 'DISCRIMINATION_TOOLTIP_SLAVE_DISCRIMINATION')][AddLocalizationIf(Pop.GetCulture.IsDiscriminatedIn(Pop.GetCountry.Self), 'DISCRIMINATION_TOOLTIP_CULTURAL_DISCRIMINATION')][AddLocalizationIf(Pop.GetReligion.IsDiscriminatedIn(Pop.GetCountry.Self), 'DISCRIMINATION_TOOLTIP_RELIGIOUS_DISCRIMINATION')]"
 DISCRIMINATION_TOOLTIP_RELIGIOUS_DISCRIMINATION:0 "\n[Pop.GetReligion.GetName](은)는 [Concept('concept_discrimination','$concept_discriminated_against$')]의 대상이 되고 있음. 원인: [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_church_and_state').GetGroup.GetName]에 대한 [concept_law] [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_church_and_state').GetName]\n"
 DISCRIMINATION_TOOLTIP_CULTURAL_DISCRIMINATION:0 "[Pop.GetCulture.GetName](은)는 [Concept('concept_discrimination','$concept_discriminated_against$')]의 대상이 되고 있음. 원인: [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_church_and_state').GetGroup.GetName]에 대한 [concept_law] [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_citizenship').GetName]\n"
 DISCRIMINATION_TOOLTIP_SLAVE_DISCRIMINATION:0 "해당 인구층은 [Concept('concept_slavery', '$concept_enslaved$')]이며 [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_church_and_state').GetGroup.GetName] 또는 [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_citizenship').GetGroup.GetName] 법에 상관없이 항상 차별의 대상이 됨\n\n"
 ACCEPTED_TOOLTIP:0 "#header 해당 인구층은 [Pop.GetCountry.GetName]에서 수용됨#!\n$TOOLTIP_DELIMITER$\n[AddLocalizationIf(Pop.GetCulture.IsPrimaryCultureIn(Pop.GetCountry.Self), 'ACCEPTED_TOOLTIP_PRIMARY_CUTULRE')][AddLocalizationIf(Not(Pop.GetCulture.IsDiscriminatedIn(Pop.GetCountry.Self)), 'ACCEPTED_TOOLTIP_CULTURAL_ACCEPTANCE')][AddLocalizationIf(Not(Pop.GetReligion.IsDiscriminatedIn(Pop.GetCountry.Self)), 'ACCEPTED_TOOLTIP_RELIGIOUS_ACCEPTANCE')]"
 ACCEPTED_TOOLTIP_RELIGIOUS_ACCEPTANCE:0 "\n[Pop.GetReligion.GetName](은)는 [Concept('concept_accepted_religion','$concept_accepted_religion_short$')]로 인정받음. 원인: [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_church_and_state').GetGroup.GetName]에 대한 [concept_law] [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_church_and_state').GetName]\n"
 ACCEPTED_TOOLTIP_CULTURAL_ACCEPTANCE:0 "[Pop.GetCulture.GetName](은)는 [Concept('concept_accepted_culture','$concept_accepted_culture_short$')]로 인정받음. 원인: [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_citizenship').GetGroup.GetName]에 대한 [concept_law] [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_citizenship').GetName]\n"
 ACCEPTED_TOOLTIP_PRIMARY_CUTULRE:0 "해당 인구층은 [Concept('concept_primary_cultures','$concept_primary_culture$')]에 속하므로 항상 수용됨\n\n"
 LOYALISTS_TOOLTIP_POP:0 "#header $LOYALISTS$#!\n해당 [concept_pop]에는 #v [Pop.GetNumLoyalists|K]#!명의 $LOYALISTS$ 존재"
 RADICALS_TOOLTIP_POP:0 "#header $RADICALS$#!\n해당 [concept_pop]에는 #v [Pop.GetNumRadicals|K]#!명의 $RADICALS$ 존재"

 CULTURAL_POSSIBLE_SECESSION_ICON_TOOLTIP:0 "[concept_primary_cultures]가 아니고 [concept_turmoil]가 높아, 매주 [Culture.GetChanceForSecessionMovement( GetPlayer.Self )|%1v] 확률로 #variable [concept_secession] 운동#!을 시작합니다!\n$TOOLTIP_DELIMITER$\n[concept_secession_desc]"
 CULTURAL_GROWING_SECESSION_ICON_TOOLTIP:0 "[Culture.GetName](이)가 #variable [concept_secession] 운동#!을 시작했습니다!\n$TOOLTIP_DELIMITER$\n[concept_secession_desc]"

 CULTURAL_TURMOIL_TOOLTIP:1 "#header 문화적 [concept_turmoil]#!\n$TOOLTIP_DELIMITER$\n전 세계 [Culture.GetName] [concept_turmoil]: [Culture.GetTurmoil|-0%]\n[GetPlayer.GetName] 내 [Culture.GetName] [concept_turmoil]: [GetPlayer.CalcCulturalTurmoil( Culture.Self )|-%]"

 STATE_POP_PANEL_HEADER:1 "#bold [Concept('concept_pop','$concept_population$')]#!"
 STATE_POP_PANEL_HEADER_LINE_TWO:0 "[StatePopulationPanel.GetState.GetName] 내"
 POP_CULTURE_TEXT:0 "인구층 문화: #variable [Pop.GetCulture.GetName]#!"
 POP_RELIGION_TEXT:0 "인구층 종교: #variable [Pop.GetReligion.GetName]#!"
 POP_POL_STR_TEXT:0 "[concept_political_strength]: #variable [Pop.GetPoliticalStrength|1*]#!"
 CURRENT_GDP_STATE:2 "#header [State.GetName]에서 [State.GetOwner.GetAdjectiveNoFormatting]의 [concept_gdp]#!\n$TOOLTIP_DELIMITER$\n현재 연간 국내총생산 공헌: #variable @money![State.GetGDPContribution|K]#!\n\n[State.GetName](은)는 [State.GetOwner.GetAdjectiveNoFormatting]의 $GDP_SHORT$에서 #variable [State.GetGDPContributionPercentage|%1]#!만큼 공헌하고 있음\n\n[State.GetGDPGoodsContributionBreakdown]"
 STATE_GDP_GOODS:1 "주간 [State.GetName] 내 $GDP_SHORT$ 최고 공헌 [Concept('concept_good','$concept_goods$')]\n$BREAKDOWN$"
 STATE_GDP_GOODS_ENTRY:1 "[Goods.GetTextIcon][Nbsp][Goods.GetName]: @money!$VAL|vD$ ($RATIO|v%0$)"

 POL_STR_MODIFIER_DESC:0 "$DESC$ / 인구층"
 TOP_PRODUCED:0 "#title 최다 생산#!"
 TOP_DEMANDED:0 "#title 최다 수요#!"
 SEE_ALL_GOODS:0 "모든 상품 보기"
 EXPAND_BUILDING_TOOLTIP:0 "#header [BUILDING_TYPE.GetNameNoFormatting]#!\n[BUILDING_TYPE.GetTooltip]"
 TRADE_LENS_RETARGET_LINK_TOOLTIP:0 "#BOLD #V 연결 대상 변경#!#!\n$TOOLTIP_DELIMITER$\n[concept_retarget_market_desc]"
 TRADE_LENS_MERGE_MARKET_TOOLTIP:0 "#BOLD #V 시장 병합#!#!\n$TOOLTIP_DELIMITER$\n[concept_merge_market_desc]"
 GOODS_POOL_ENTRY:0 "#variable $AMOUNT|D$#! [Goods.GetName]"
 BROWSE_GOODS:0 "[Concept('concept_good', '$concept_goods$')] 열람"
 OPEN_SPECIFIC_MARKET:0 "[TradeOverviewPanel.AccessFirstMarket.GetName] 세부 사항 열기"
 FILTER_STAPLE:0 "$GOOD_CATEGORY_STAPLE$ 상품"
 FILTER_INDUSTRIAL_GOODS:0 "$GOOD_CATEGORY_INDUSTRIAL$ 상품"
 FILTER_MILITARY_GOODS:0 "$GOOD_CATEGORY_MILITARY$ 상품"
 FILTER_LUXURY_GOODS:0 "$GOOD_CATEGORY_LUXURY$ 상품"
 GOOD_CATEGORY_MILITARY:0 "군사"
 GOOD_CATEGORY_STAPLE:0 "생활 필수"
 GOOD_CATEGORY_INDUSTRIAL:0 "산업"
 GOOD_CATEGORY_LUXURY:0 "사치"

 DIPLOMATIC_OVERVIEW_TITLE:0 "#BOLD 외교#!"
 OPEN_DIPLOMATIC_BROWSER:0 "국가 탐색기 열기"
 COUNTRIES_TITLE:0 "#BOLD 국가#!"

 POTENTIAL_MAP_MARKER_TOOLTIP:0 "#header [State.GetName](은)는 [Building.GetName]에 대한 잠재력 보유 중#!\n현재 규모: [State.GetBuilding( BuildingPotentialMarker.GetBuildingType.GetKey).GetExpansionLevelBreakdownDesc]"

 BASE_PRICE:0 "[concept_base_price]"
 MARKET_GOODS:0 "상품"
 MARKET_TRADED_AMOUNT:0 "거래 수량"
 MARKET_LEVEL:0 "단계"
 MARKET_CONNECTION:0 "연결"
 MARKET_DIFFERENCE:0 "차이"
 MARKET_PRICE:0 "가격"

 CONSOLE_ADD_DISAPPROVAL:0 "콘솔 명령어에서"

 PRODUCTION_BUILDING_TOOLTIP:0 "#BOLD #V [Building.GetName]#!#!"
 BUILDINGS_DETAILS_HEADER:0 "#BOLD [State.GetName] 내 건물#!"

 PLAYER_MONEY:1 "#BOLD [GetPlayer.GetGoldReserves|K]#! [GetPlayer.GetPowerDeltaIcon('money')]"
 PLAYER_MONEY_BALANCE:0 "#BOLD [AccessPlayer.PredictWeeklyBalance|1=D]#!"
 WEEKLY_BALANCE_GOOD:0 "#P $PLAYER_MONEY_BALANCE$#!"
 WEEKLY_BALANCE_BAD:0 "#N $PLAYER_MONEY_BALANCE$#!"
 WEEKLY_BALANCE_OKAY:0 "#V $PLAYER_MONEY_BALANCE$#!"
 INTEREST_GROUP_ITEM_TOOLTIP:0 "ID: [InterestGroup.GetID]"

 CULTURES:0 "#bold 국가 문화#!"
 NO_CULTURES:2 "#bold [concept_country] [Concept('concept_culture', '$concept_cultures$')] 없음#!"

 NO_DIPLO_INFO:0 "#bold 활성화된 외교 없음#!"

 FORMABLE_COUNTRIES:0 "#bold 형성 가능 국가#!"
 NO_FORMABLE_COUNTRIES:0 "#bold 국가 형성 가능성 없음#!"

 NO_JOURNAL_ENTRIES:1 "현재 활성화된 [Concept('concept_journal_entry', '$concept_journal_entries$')] 없음"
 NO_DECISIONS:0 "#bold 내릴 수 있는 결단 없음#!"

 ACTIVE_JOURNAL_ENTRIES:1 "활성화된 [Concept('concept_journal_entry', '$concept_journal_entries$')]"
 OTHER_ACTIVE_JOURNAL_ENTRIES:1 "다른 활성화된 [Concept('concept_journal_entry', '$concept_journal_entries$')]"
 INACTIVE_JOURNAL_ENTRIES:1 "잠재적인 [Concept('concept_journal_entry', '$concept_journal_entries$')]"

 RELEASE_COUNTRY_NAME:0 "#HEADER [CountryCreation.GetDefinition.GetName]#!"
 RELEASE_COUNTRY_TIER:0 "[CountryCreation.GetDefinition.GetTier]"
 RELEASE_COUNTRY_NUM_STATES:0 "#bold [CountryCreation.GetNumReleasableStates(GetPlayer)]#!"
 RELEASE_COUNTRY_REQ_STATES:0 "#bold [CountryCreation.GetNumReleasableStates(GetPlayer)]/[CountryCreation.GetNumRequiredStates]#!"
 RELEASE_COUNTRY_TOOLTIP:0 "#title [concept_subject] 방출#!\n문화: #variable [CountryCreation.ListCultures]#!\n$TOOLTIP_DELIMITER$\n[CountryCreation.GetReleaseDesc(GetPlayer)]"
 RELEASE_COUNTRY_DESC:0 "#variable [COUNTRY_CREATION.GetName]#!(을)를 [concept_subject] 또는 독립 [concept_country]로 방출합니다.\n\n해당 국가는 통치 가능한 주 [COUNTRY_CREATION.GetTotalNumStates|v]개 중 [COUNTRY_CREATION.GetNumReleasableStates(GetPlayer)|v]개를 받습니다.\n[COUNTRY_CREATION.ListPotentialStates(GetPlayer)]"
 RELEASE_COUNTRY_PROVINCES_DESC:0 "#variable [COUNTRY_CREATION.GetName]#!(을)를 [concept_subject] 또는 독립 [concept_country]로 방출합니다.\n\n해당 국가는 [COUNTRY_CREATION.GetCapital.GetName] [concept_state_region]에서 [COUNTRY_CREATION.GetNumProvincesToRelease|v]개의 지방을 받습니다."
 RELEASABLE_COUNTRIES:0 "#bold 방출 가능 국가#!"
 NO_RELEASABLE_COUNTRIES:0 "#bold 방출 가능 국가 없음#!"
 CANNOT_RELEASE_COUNTRY_AS_INDEPENDENT:0 "[GetPlayer.TryGetOverlordTooltipEntry](와)과의 외교 관계로 인해 [COUNTRY_CREATION.GetName](을)를 독립시킬 수 없습니다."
 CANNOT_RELEASE_COUNTRY_AS_OWN_SUBJECT:0 "[GetPlayer.TryGetOverlordTooltipEntry](와)과의 외교 관계로 인해 [COUNTRY_CREATION.GetName](을)를 우리의 [concept_subject] [concept_country]로 만들 수 없습니다."
 CANNOT_RELEASE_COUNTRY_AS_OWN_SUBJECT_NO_SUBJECT_TYPE:0 "허용하는 유효 종속 관계가 없기 때문에 [COUNTRY_CREATION.GetName](을)를 우리의 [concept_subject] [concept_country]로 만들 수 없습니다."
 CANNOT_RELEASE_COUNTRY_SAME_CAPITAL:0 "[COUNTRY_CREATION.GetCapital.GetName]의 수도가 우리의 수도이기에 [COUNTRY_CREATION.GetName](을)를 방출할 수 없습니다."
 CANNOT_RELEASE_COUNTRY_NO_CAPITAL:2 "[COUNTRY_CREATION.GetName](을)를 방출하려면 [COUNTRY_CREATION.GetCapital.GetName]의 [COUNTRY_CREATION.GetAdjective] [concept_capital_state]를 장악해야 합니다."
 CANNOT_RELEASE_COUNTRY_NOT_ENOUGH_STATES:2 "#variable [COUNTRY_CREATION.GetName]#!(을)를 방출하려면 [COUNTRY_CREATION.GetAdjective] 핵심 주 #variable [COUNTRY_CREATION.GetNumRequiredStates]#!개를 완전히 장악해야 합니다. [COUNTRY_CREATION.GetAdjective] 핵심 주는 총 #variable [COUNTRY_CREATION.GetTotalNumStates]#!개가 존재합니다.\n[COUNTRY_CREATION.ListPotentialStates(GetPlayer)]"
 RELEASABLE_STATE:0 "[STATE_REGION.GetName]"

 COUNTRY_FORMATION_HEADER:0 "국가 형성"
 COUNTRY_FORMATION_TYPE:0 "[SelectLocalization(CountryFormation.IsMajorFormation, Concept('concept_unification', '$concept_major_unification$'), Concept('concept_unification', '$concept_minor_unification$'))]"
 GO_TO_COUNTRY_FORMATION:0 "#header [CountryFormation.GetAdjective]#! [concept_nation_formation]으로 이동"

 FORM_COUNTRY:0 "[CountryFormation.GetName] 형성"
 FORM_COUNTRY_REQUIRED:0 "[CountryFormation.GetName] 형성을 위해서는 [Concept('concept_state_region', '$concept_state_regions$')]을 #v [CountryFormation.GetNumRequiredStates]#!개 이상 장악해야 합니다."
 FORM_COUNTRY_CULTURES:0 "[Concept('concept_culture', '$concept_cultures$')]: [CountryFormation.ListCultures]"
 FORM_COUNTRY_NAME:1 "#HEADER [CountryFormation.GetName]#!"
 FORM_COUNTRY_TIER:0 "[CountryFormation.GetDefinition.GetTier]"
 CANNOT_FORM_COUNTRY_NOT_ENOUGH_STATES:2 "현재 우리나라는 #v [COUNTRY_FORMATION.GetName]#! 형성에 필요한 [Concept('concept_state_region', '$concept_state_regions$')] #v [COUNTRY_FORMATION.GetNumRequiredStates]#!개 중 #v [COUNTRY_FORMATION.GetNumControlledStates(GetPlayer)]#!개만을 장악하고 있습니다.\n[COUNTRY_FORMATION.ListRequiredStates(GetPlayer)]"
 FORM_COUNTRY_REQ_STATES:0 "#bold [CountryFormation.GetNumControlledStates(GetPlayer)]/[CountryFormation.GetNumRequiredStates]#!"
 CAN_FORM_COUNTRY_DESC:2 "현재 우리나라는 #v [COUNTRY_FORMATION.GetName]#! 형성에 필요한 [Concept('concept_state_region', '$concept_state_regions$')] #v [COUNTRY_FORMATION.GetNumRequiredStates]#!개 중 #v [COUNTRY_FORMATION.GetNumControlledStates(GetPlayer)]#!개를 완전히 장악하고 있습니다.\n[COUNTRY_FORMATION.ListRequiredStates(GetPlayer)]"
 FORM_COUNTRY_TOOLTIP:1 "#header $FORM_COUNTRY$#!\n$FORM_COUNTRY_REQUIRED$\n$TOOLTIP_DELIMITER$\n[CountryFormation.GetFormDesc(GetPlayer)]"
 REQUIRED_STATE_CONTROLLED:1 "@green_checkmark_box! [STATE_REGION.GetName]"
 REQUIRED_STATE_NON_CONTROLLED:1 "@simple_box! [STATE_REGION.GetName]"
 REQUIRED_STATE_NON_CONTROLLED_OPTIONAL:0 "@simple_box! [STATE_REGION.GetName] (선택)"

 FORM_COUNTRY_SPLIT_STATE:0 "[Concept('concept_split_state', '$concept_split_state_short$')]"
 FORM_COUNTRY_CANDIDATES_HEADER:0 "[Concept('concept_unification_candidate', '$concept_unification_candidates$')]"
 FORM_COUNTRY_CANDIDATES_EMPTY:0 "후보 없음"
 FORM_COUNTRY_STATE_REGIONS_HEADER:0 "우린 [CountryFormation.GetAdjective]의 [Concept('concept_state_region', '$concept_state_regions$')] #v [CountryFormation.GetTotalNumStates]#!개 중 #v [CountryFormation.GetNumControlledStates(GetPlayer)]#!개를 장악하고 있습니다."
 FORM_COUNTRY_STATE_REGIONS_REQUIRED:0 "[CountryFormation.GetName](을)를 형성하려면 [Concept('concept_state_region', '$concept_state_regions$')] [CountryFormation.GetNumRequiredStates|v]개를 장악해야 합니다."
 FORM_COUNTRY_CULTURE_COUNTRIES_HEADER:0 "[CountryFormation.ListCultures] [Concept('concept_country', '$concept_countries$')]"

 FORM_COUNTRY_SUPPORT_CANDIDATE:0 "지지"
 FORM_COUNTRY_SUPPORT_CANDIDATE_TOOLTIP:0 "#header [Concept('concept_unification_supporter', '$concept_unification_support$')] [Country.GetName]#!\n$TOOLTIP_DELIMITER$\n[Country.GetName](이)가 [CountryFormation.GetName][ConcatIfNeitherEmpty('\n',CountryFormation.GetSupportCandidateDesc(GetPlayer, Country.Self))]의 통일자로 인정하는 지지 선언을 공표합니다."
 FORM_COUNTRY_STOP_SUPPORTING_CANDIDATE:0 "지지 철회"
 FORM_COUNTRY_STOP_SUPPORTING_CANDIDATE_TOOLTIP:0 "#header [Country.GetName]에 대한 [Concept('concept_unification_supporter', '$concept_unification_supporting$')] 철회#!\n$TOOLTIP_DELIMITER$\n[Country.GetName](을)를 [CountryFormation.GetName][ConcatIfNeitherEmpty('\n',CountryFormation.GetSupportCandidateDesc(GetPlayer, Country.Self))]의 통일자로 인정하는 지지 선언을 철회합니다."

 FORM_COUNTRY_SUPPORT_DOES_NOT_HAVE_VALID_CULTURE:0 "[Country.GetName](은)는 [CountryFormation.GetName](와)과 어떤 [concept_primary_cultures]도 공유하지 않음"
 FORM_COUNTRY_SUPPORT_IS_CANDIDATE:0 "[Country.GetName](은)는 [CountryFormation.GetName] 통일 후보임"
 FORM_COUNTRY_SUPPORT_IS_ALREADY_SUPPORTING_CANDIDATE:0 "[Country.GetName](은)는 이미 [CountryFormation.GetSupportedCandidateCountry(Country.Self).GetName](을)를 지지하고 있음"

 FORM_COUNTRY_SUPPORTING_COUNTRY:0 "[Country.GetName](이)가 [CountryFormation.GetName](을)를 [CountryFormation.GetSupportedCandidateCountry(Country.Self).GetName]의 통일자로 지지함"
 FORM_COUNTRY_SUPPORTING_COUNTRIES:0 "지지자: #v [CountryFormation.GetNumSupportingCountries(Country.Self)]#!"
 FORM_COUNTRY_SUPPORTING_COUNTRIES_TOOLTIP:0 "#header [Country.GetName]의 [Concept('concept_unification_supporter', '$concept_unification_support$')]#!\n$TOOLTIP_DELIMITER$\n#v [CountryFormation.GetNumSupportingCountries(Country.Self)]#!개의 [Concept('concept_country', '$concept_countries$')]가 [CountryFormation.GetName]의 통일자로 지지함:\n[CountryFormation.GetSupportingCountriesDesc(Country.Self)]"
 FORM_COUNTRY_NO_SUPPORTING_COUNTRIES:0 "지지자 없음"
 FORM_COUNTRY_NO_SUPPORTING_COUNTRIES_TOOLTIP:0 "#header [Country.GetName]의 [Concept('concept_unification_supporter', '$concept_unification_support$')]#!\n$TOOLTIP_DELIMITER$\n다른 어떤 [concept_country]에게도 [CountryFormation.GetName]의 통일자로 지지받지 못하고 있음"
 FORM_COUNTRY_SUPPORT_BREAKDOWN:0 "[CountryFormation.GetSupportForAllCandidatesDesc(Country.Self)]"
 UNIFICATION_SUPPORT_IS_CANDIDATE:0 "[Country.GetName](은)는 [CountryFormation.GetName] [concept_unification_candidate]임"
 UNIFICATION_SUPPORT_NO_CANDIDATES:0 "현재 [CountryFormation.GetName]에는 [Concept('concept_unification_candidate', '$concept_unification_candidates$')]가 없음"
 UNIFICATION_SUPPORT_IS_PLAYER:0 "[Country.GetName](은)는 인간 플레이어이고 [CountryFormation.GetName] 통일을 위해 누구를 지지할지는 본인 재량에 달려 있음"

 FORM_COUNTRY_LAUNCH_UNIFICATION_PLAY:1 "[Concept('concept_diplomatic_play', '$concept_diplomatic_play_short$')] 통일 시작"
 FORM_COUNTRY_LAUNCH_UNIFICATION_PLAY_TOOLTIP:0 "[CountryFormation.GetTriggerUnificationPlayDesc(GetPlayer)]"
 FORM_COUNTRY_LAUNCH_LEADERSHIP_PLAY:0 "지도력 [Concept('concept_diplomatic_play', '$concept_diplomatic_play_short$')] 시작"
 FORM_COUNTRY_LAUNCH_LEADERSHIP_PLAY_TOOLTIP:0 "[CountryFormation.GetTriggerLeadershipPlayDesc(GetPlayer,Country.Self)]"

 PRODUCTION_AMOUNT:0 "#BOLD [GoodsProductionInfo.GetAmount|D]#! "
 PRODUCTION_AMOUNT_MARKER:0 "#BOLD [GoodsProductionInfo.GetAmount|D]#!"
 PRODUCTION_PRICE:0 "@money![GoodsProductionInfo.GetPrice|1]"
 PRODUCTION_SOLD_FOR:0 "@money![GoodsProductionInfo.GetSoldFor|D]"
 PRODUCTION_PANEL_HEADER:0 "#BOLD [State.GetName] 내 생산#!"
 PRODUCTION_AMOUNT_TITLE:0 "#title 수량#!"
 PRODUCTION_SOLD_FOR_TITLE:0 "#title 판매#!"
 PRODUCTION_GOOD_TITLE:0 "#title 상품#!"

 MARKET:0 "시장"
 MARKETS:0 "시장"
 TRADE_OVERVIEW_TITLE:0 "#bold 시장#!"
 POPS_OVERVIEW_TITLE:0 "#bold 인구#!"
 TRADE_OVERVIEW_MOST_IMPORTED:0 "#title 최다 수입#!"
 TRADE_OVERVIEW_MOST_CONSUMPTION_INEFFICIENT:0 "#title 소비 비효율#!"
 TRADE_OVERVIEW_MOST_EXPORTED:0 "#title 최다 수출#!"
 TRADE_OVERVIEW_MOST_PRODUCTION_INEFFICIENT:0 "#title 생산 비효율#!"

 POPS_OVERVIEW_STATISTICS_TAB:0 "개요"
 POPS_OVERVIEW_POP_LIST_TAB:0 "상세 목록"

 BUILDING_GOVERNMENT_EXPENSES:0 "[concept_government_expenses]:"
 BUILDING_INFRA_USAGE:0 "#variable [Building.CalcInfrastructureUsage|=0]#! [concept_infrastructure_usage]"
 BUILDING_URBANIZATION:0 "[concept_urbanization]:"
 BUILDING_INFRA_USAGE_TOOLTIP:0 "[Building.GetInfrastructureUsageBreakdown]"
 BUILDING_URBANIZATION_TOOLTIP:0 "[Building.GetUrbanizationProvidedBreakdown]"
 BUILDING_BATTALIONS_MOBILIZED:0 "[Concept('concept_mobilize_battalion', '$concept_mobilize_battalions_mobilized$')]:"
 
 PANEL_MILITARY_ARMY_POWER_PROJECTION_TOOLTIP:0 "[Country.GetArmyPowerProjectionDesc]"
 PANEL_MILITARY_ARMY_POWER_PROJECTION:0 "[Country.GetAdjective] 산하 [Concept('concept_battalion', '$concept_battalions$')]의 수와 기술적 발전을 기준으로, 육군 [concept_power_projection]는 #tooltippable #tooltip:[Country.GetTooltipTag],PANEL_MILITARY_ARMY_POWER_PROJECTION_TOOLTIP [Country.GetArmyPowerProjection|v0]#!#!입니다."
 PANEL_MILITARY_NAVY_POWER_PROJECTION_TOOLTIP:0 "[Country.GetNavyPowerProjectionDesc]"
 PANEL_MILITARY_NAVY_POWER_PROJECTION:0 "[Country.GetAdjective] 산하 [Concept('concept_flotilla', '$concept_flotillas$')]의 수와 기술적 발전을 기준으로, 해군 [concept_power_projection]는 #tooltippable #tooltip:[Country.GetTooltipTag],PANEL_MILITARY_ARMY_POWER_PROJECTION_TOOLTIP [Country.GetNavyPowerProjection|v0]#!#!입니다."
 PANEL_MILITARY_ARMY_CURRENT_REGULARS:0 "@battalions![Country.GetRegularBattalions|0v]"
 PANEL_MILITARY_ARMY_CURRENT_CONSCRIPTS:2 "@battalions![Country.GetConscriptedBattalions|0v]/[Country.CalcConscriptableBattalions|0]"
 PANEL_MILITARY_ARMY_CURRENT_BATTALIONS:0 "@battalions![Country.GetBattalions|0v]"
 PANEL_MILITARY_NATIVE_POTENTIAL_BATTALIONS_TOOLTIP:1 "[Concept('concept_tension', '$concept_tensions$')] 상황이 [concept_native_uprising]로 확대될 경우, [Country.GetName](은)는 @battalions![Country.CalcConscriptableBattalions|0]개의 전사 [Concept('concept_battalion', '$concept_battalions$')]를 야전 배치할 수 있습니다."
 PANEL_MILITARY_ARMY_OVERVIEW_TOOLTIP:0 "#header [Country.GetAdjective] [Concept('concept_battalion', '$concept_battalions$')] 및 [Concept('concept_conscript_battalion','$concept_conscript_battalions$')]#!\n$TOOLTIP_DELIMITER$\n[Country.GetName](은)는 @battalions!#tooltippable #tooltip:[Country.GetTooltipTag],PANEL_MILITARY_ARMY_CURRENT_BATTALIONS_TOOLTIP [Country.GetBattalions|v]#!#!의 정규군[Concept('concept_battalion', '$concept_battalions$')]를 보유하고 있으며, 최대 @battalions!#tooltippable #tooltip:[Country.GetTooltipTag],PANEL_MILITARY_ARMY_CURRENT_CONSCRIPTS_TOOLTIP [Country.CalcConscriptableBattalions|v]#!#!의 [Concept('concept_conscript_battalion','$concept_conscript_battalions$')]를 징집할 수 있습니다.\n$PANEL_MILITARY_ARMY_POWER_PROJECTION$"
 PANEL_MILITARY_ARMY_CURRENT_BATTALIONS_TOOLTIP:4 "#header 총 [Concept('concept_battalion', '$concept_battalions$')]의 수: [Country.GetBattalions|v]#!\n$TOOLTIP_DELIMITER$\n[Country.GetBattalionsDesc]\n[Country.GetBattalionsBreakdown]"
 PANEL_MILITARY_ARMY_CURRENT_CONSCRIPTS_TOOLTIP:2 "#header 총 [Concept('concept_conscript_battalion','$concept_conscript_battalions$')]의 수: [Country.CalcConscriptableBattalions|v]#!\n$TOOLTIP_DELIMITER$\n[Country.GetConscriptsDesc]\n\n[Country.GetConscriptsBreakdown]"
 PANEL_MILITARY_ARMY_CURRENT_REGULARS_TOOLTIP:1 "#header 총 정규군 [Concept('concept_battalion','$concept_battalions$')]의 수#!\n$TOOLTIP_DELIMITER$\n[Country.GetRegularsDesc]\n\n[Country.GetRegularsBreakdown]"
 PANEL_MILITARY_ARMY_CURRENT_TOTAL_BATTALIONS_DESC:2 "$COUNTRY$(은)는 현재 @battalions!$BATTALIONS|v$ [Country.GetBattalionsRanking] 보유 중\n$PANEL_MILITARY_ARMY_POWER_PROJECTION$\n\n총 $POTENTIAL|v$의 [concept_potential_battalions] 징집 가능"
 PANEL_MILITARY_ARMY_CURRENT_CONSCRIPTS_DESC:1 "$COUNTRY$(은)는 최대 $POTENTIAL|v$의 [Concept('concept_potential_battalions','$concept_potential_conscripts$')] 중 @battalions!$CONSCRIPTS|v$개의 징집병 대대를 징병했습니다."
 PANEL_MILITARY_ARMY_CURRENT_REGULARS_DESC:1 "$COUNTRY$(은)는 현재 최대 $POTENTIAL|v$의 [Concept('concept_potential_battalions','$concept_potential_regulars$')] 중 @battalions!$REGULAR_BATTALIONS|v$개의 대대를 보유 중입니다."
 PANEL_MILITARY_ARMY_CURRENT_BATTALIONS_MOBILIZED_DESC:0 "$COUNTRY$(은)는 현재 @battalions!$REGULAR_BATTALIONS|v$개의 정규군 대대와 @battalions!$CONSCRIPT_BATTALIONS|v$개의 징집병 대대를 보유 중입니다."
 PANEL_MILITARY_ARMY_FIELDED_BATALLIONS:0 "[Country.GetBattalionsFielded|0v]"
 PANEL_MILITARY_ARMY_FIELDED_BATALLIONS_TOOLTIP:2 "#header 배속 및 야전 배치된 [Concept('concept_battalion', '$concept_battalions$')] #!\n$TOOLTIP_DELIMITER$\n[Country.GetBattalionsFieldedBreakdown]"
 PANEL_MILITARY_ARMY_IN_RESERVE:0 "[Country.GetBattalionsInReserve|0v]"
 PANEL_MILITARY_ARMY_IN_RESERVE_TOOLTIP:1 "#header 배속되지 않은 대대#!\n$TOOLTIP_DELIMITER$\n[Country.GetBattalionsInReserveBreakdown]"
 PANEL_MILITARY_ARMY_SIZE_CAPACITY_TOOLTIP:0 "훈련할 수 있는 #variable 대대#!의 수"
 PANEL_MILITARY_ARMY_BATTALIONS_CAPACITY:0 "[Country.GetBattalionsCapacity]"
 PANEL_MILITARY_ARMY_BATTALIONS_CAPACITY_TOOLTIP:1 "#header 가용 가능 육군 규모#!\n$TOOLTIP_DELIMITER$\n[Country.GetBattalionsCapacityDesc]\n\n#title 현재 병영 수용량#!\n[Country.GetBattalionCapacityBreakdown]"
 PANEL_MILITARY_NAVY_WARSHIP_CAPACITY_TOOLTIP:2 "#header 가용 가능 해군 규모#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetName](은)는 @flotillas!#v [Country.GetWarshipsCapacity]#!대의 전함 공급 가능\n\n#title 현재 해군 기지 수용량#!\n[Country.GetWarshipsCapacityBreakdown]"
 PANEL_MILITARY_ARMY_BATTALIONS_CAPACITY_DESC:0 "$COUNTRY$(은)는 @battalions!$REGULAR_BATTALIONS|v$개 대대 공급 가능"
 BATTALION_TRAVEL_DESC:0 "#variable $DAYS$#!일 내로 #variable +[CHARACTER.GetCombatUnitsTypeIcon] $VALUE|v$#!"
 BATTALION_TRAVEL_BREAKDOWN:0 "[BUILDING.GetState.GetName]에서: [CHARACTER.GetCombatUnitsTypeIcon] #variable $VALUE$#!"
 BATTALION_SOURCES_BREAKDOWN_SUPPLY:0 "#BOLD #$COLOR$ $VALUE|%0$#!#! [concept_supply]"
 BATTALION_SOURCES_UNIT_NAME_ARMY:1 "[Concept('concept_battalion', '$concept_battalions$')]"
 BATTALION_SOURCES_UNIT_NAME_NAVY:2 "[Concept('concept_flotilla','$concept_flotillas$')]"
 BATTALION_SOURCES_BREAKDOWN_UNITS:0 "[GetUnitStrengthHeader( $CURRENT$, $MAX$, $ICON$ )]"
 BATTALION_SOURCES_BREAKDOWN:0 "[BUILDING.GetState.GetName]에서: [GetUnitStrengthHeader( '(int32)$CURRENT$', '(int32)$MAX$', '$ICON$' )] $UNIT_NAME$ (#BOLD #$MORALE_COLOR$ $MORALE|%0$#!#! [concept_morale] 및 $SUPPLY$)"
 BATTALION_SOURCES_BREAKDOWN_CLEAN:0 "[BUILDING.GetState.GetName]에서: [GetUnitStrengthHeader( '(int32)$CURRENT$', '(int32)$MAX$', '$ICON$' )] $UNIT_NAME$"
 BATTALION_CAPACITY_DESC:1 "@battalions! $COUNT|v$ [Concept('concept_battalion', '$concept_battalions$')]"
 WARSHIPS_CAPACITY_DESC:3 "@flotillas! $COUNT|v$ [Concept('concept_flotilla','$concept_flotillas$')]"
 BATTALION_CAPACITY_SOURCES_BREAKDOWN:0 "[STATE.GetName] 내 @battalions! $COUNT|v$개"
 WARSHIPS_CAPACITY_SOURCES_BREAKDOWN:1 "[STATE.GetName] 내 @flotillas! $COUNT|v$대"
 BATTALION_CAPACITY_SOURCES_BREAKDOWN_UNUSED:0 " (추가로 #variable @$ICON_STR$! $REMAINING_CAPACITY|1$#! 수용 가능)"

 PANEL_MILITARY_FIELDED:0 "야전 배치됨"
 PANEL_MILITARY_IN_RESERVE:0 "[concept_in_reserve]"

 MILITARY_PANEL_ACTIVATE_CONSCRIPTS:0 "징집병 활성화"
 MILITARY_PANEL_CURRENT_GARRISON:0 "@battalions![Country.GetNumGarrisonUnits|0v]"
 MILITARY_PANEL_IN_GARRISON:0 "주둔 중: [Country.GetNumGarrisonUnits|0v]"
 MILITARY_PANEL_POTENTIAL_GARRISON:1 "[Add_int32( Country.GetNumGarrisonMaxUnits, Country.GetNumGarrisonMaxUnitsFromConscripts )]"
 MILITARY_PANEL_POTENTIAL_GARRISON_TOOLTIP:1 "육군에서 제공하는 잠재적 주둔군: #variable [Country.GetNumGarrisonMaxUnits] @army_SP!#!\n징집병이 제공하는 잠재적 주둔군: #variable [Country.GetNumGarrisonMaxUnitsFromConscripts] @army_SP!#!"
 MILITARY_PANEL_GARRISON_TOTAL_DEFENSES:0 "총 방어력"
 MILITARY_PANEL_HQ_HEADER_FORMAT:0 "#variable [Hq.GetName]#!"
 MILITARY_PANEL_HQ_UNITS_FORMAT:0 "[Hq.GetHomeGarrisonUnits|v0]/[Hq.GetHomeGarrisonMaxUnits] [Hq.GetCombatUnitsIcon]"
 MILITARY_PANEL_HQ_UNITS_TOOLTIP:1 "#header [Hq.GetName] [concept_garrison]#!\n현재 [Hq.GetNameNoFlag]에 [Hq.GetGarrisonUnitsHeader] 존재\n\n[Hq.GetHomeGarrisonUnitsDesc]"
 MILITARY_PANEL_HQ_UNITS_IN_RESERVE_FORMAT:0 "#variable [Hq.GetReserveUnitsRaw]#! [Hq.GetCombatUnitsIcon]"
 MILITARY_PANEL_BUILDING_UNITS_IN_RESERVE_FORMAT:0 "#variable [Building.GetNumCombatUnitsInReserve]#!/[Building.GetCombatUnitCapacity] [Building.GetCombatUnitsIcon]"
 MILITARY_PANEL_HQ_AVAILABLE:0 "이용 가능"
 MILITARY_PANEL_BUILDING_UNITS_IN_RESERVE_TOOLTIP:0 "현재 #variable [Building.GetNumCombatUnitsInReserve]#!개의 [Building.GetCombatUnitsIcon] [concept_in_reserve] 존재"
 MILITARY_PANEL_NOT_GARRISONED:0 "주둔 중이지 않음"
 MILITARY_PANEL_NOT_GARRISONED_UNITS_FORMAT:0 "#variable [Hq.GetNumNotGarrisonedUnits]#! [Hq.GetCombatUnitsIcon]"
 MILITARY_PANEL_HQ_STATE_NAME_FORMAT:0 "[State.GetName]"
 MILITARY_PANEL_HQ_STATE_BATTALIONS_FORMAT:0 "#variable [State.GetNumBattalions]#!/[State.GetMaxBattalions] @army_SP!"
 MILITARY_PANEL_NO_BATTALIONS:0 "해당 [concept_hq]에 이용 가능한 [Concept('concept_battalion', '$concept_battalions$')] 없음"
 MILITARY_PANEL_COMMANDER_NAME_FORMAT:0 "[Character.GetFullName]"
 MILITARY_PANEL_COMMANDER_STATUS_FORMAT:1 "[Character.GetLocationFormatted]"
 MILITARY_PANEL_BUILDING_TROOP_NAME:0 "[Building.GetState.GetName] 내 [Building.GetCustom('troop_name')]"
 MILITARY_PANEL_UNITS_FROM_BUILDING_FORMAT:0 "#variable [Character.GetNumCombatUnitsFromBuilding(Building.Self)]#!/[Building.GetCombatUnitCapacity] [Building.GetCombatUnitsIcon]"
 MILITARY_PANEL_UNITS_FROM_BUILDING_FORMAT_UNMOBILIZED:0 "#variable [Character.GetNumCombatUnitsFromBuilding(Building.Self)]#! [Building.GetCombatUnitsIcon]"
 MILITARY_PANEL_UNITS_FROM_BUILDING_TOOLTIP:0 "현재 해당 부대에 #variable [Character.GetNumCombatUnitsFromBuilding(Building.Self)]#!개의 [Building.GetCombatUnitsIcon] 존재"
 MILITARY_PANEL_COMMANDER_UNITS:0 "[Character.GetNumCombatUnits|0v]/[Character.GetMaxNumCombatUnits] [Character.GetCombatUnitsTypeIcon]"
 MILITARY_PANEL_COMMANDER_UNITS_UNMOBILIZED:0 "[Character.GetNumCombatUnits|0v] [Character.GetCombatUnitsTypeIcon]"
 MILITARY_PANEL_MOBILIZED:0 "[Concept('concept_mobilize_general', '$concept_mobilize_general_mobilized$')]"
 GARRISONED_CONCEPT:0 "[Concept('concept_mobilize_general', '$GARRISONED$')]"

 GARRISONED:0 "주둔 중"

 BUILDING_PANEL_COMMANDER_UNITS:0 "[Character.GetNumCombatUnitsFromBuilding(Building.Self)|0v] [Building.GetCombatUnitsIcon]"
 BUILDING_PANEL_RESERVE_UNITS:0 "[Building.GetNumCombatUnitsInReserve|0v] [Building.GetCombatUnitsIcon]"


 GARRISON_MAP_MARKER_HQ_GARRISON:1 "[Hq.GetCombatUnitsIcon] #variable [Hq.GetHomeGarrisonUnits]#!"
 GARRISON_MAP_MARKER_HQ_GARRISON_TOOLTIP:0 "현재 [Hq.GetNameNoFlag]에 [Hq.GetGarrisonUnitsHeader] 존재\n\n[Hq.GetHomeGarrisonUnitsDesc]"

 SUPPLY_NETWORK_MAPMARKER_HEADER:1 "#header [GetPlayer.GetAdjectiveNoFormatting] [concept_supply_network]#!"
 SUPPLY_NETWORK_MAPMARKER_IS_RAIDED:0 "@warning! [Concept('concept_raid_convoys', '$concept_convoy_raiding$')]으로 해당 접점을 통과하는 우리나라 [Concept('concept_shipping_lane', '$concept_shipping_lanes$')]에 속한 [concept_convoys] $NUM_SUNK_CONVOYS|-v$개가 침몰해 효율이 평균 $DAMAGE|v-%$만큼 감소"
 SUPPLY_NETWORK_TOOLTIP:0 "$SUPPLY_NETWORK_MAPMARKER_HEADER$\n$NUM_CONVOYS_NO_DAMAGE$\n$USED_CONVOYS$\n$NUM_SEA_NODES$\n$SUPPLY_NETWORK_STRENGTH$"
 SUPPLY_NETWORK_DAMAGED_TOOLTIP:0 "$SUPPLY_NETWORK_MAPMARKER_HEADER$\n$USED_CONVOYS$\n$NUM_SEA_NODES$\n$SUPPLY_NETWORK_STRENGTH$\n\n$IS_BEING_RAIDED_DESC$"

 NUM_CONVOYS_NO_DAMAGE:1 "이용 가능 수송대: #tooltippable #tooltip:[Country.GetTooltipTag],NUM_CONVOYS_TOOLTIP @convoys![Country.GetNumConvoys]#!#!"
 NUM_CONVOYS_NO_DAMAGE_NUMBER:0 "@convoys![Country.GetRequiredConvoys|v]/[Country.GetNumConvoys|v]"
 NUM_CONVOYS_DAMAGE:2 "이용 가능 수송대: #tooltippable #tooltip:[Country.GetTooltipTag],NUM_CONVOYS_TOOLTIP @convoys![Country.GetNumUsableConvoys]#!#! (#R @convoys![Country.GetNumDamagedConvoys] sunk#!)"
 NUM_CONVOYS_TOOLTIP:1 "#header 생산한 [concept_convoys]의 수#!\n$TOOLTIP_DELIMITER$\n[Country.GetNumConvoysDesc][ConcatIfNeitherEmpty( '\n', Country.GetNumConvoysDamagedDesc )]"
 NUM_CONVOYS_TOOLTIP_EXTENDED:3 "#header [Country.GetAdjective|v] [concept_convoys]#!\n총 [Country.GetNumConvoys|v]개 중 [Country.GetAdjectiveNoFlag|v] [concept_supply_network]에서 [Country.GetRequiredConvoys|v]개의 [concept_convoys] 사용 중\n$TOOLTIP_DELIMITER$\n$USED_CONVOYS_TOOLTIP_SHORT$\n\n생산한 수송대의 수\n[Country.GetNumConvoysDesc][ConcatIfNeitherEmpty( '\n', Country.GetNumConvoysDamagedDesc )]"
 CONVOY_DAMAGE_TOOLTIP_ENTRY:0 "[Character.GetCountry.GetFlagTextIcon] [Character.GetFullName](이)가 [Character.GetCommanderOrder.GetStrategicRegion.GetName]에서 수송대 습격 진행 중: #BOLD @convoys!$VALUE|+=$#!"
 CONVOY_DAMAGE_TOOLTIP_ENTRY_LINGERING:0 "[Country.GetFlagTextIcon] 수송대 습격 잔여 피해: #BOLD @convoys!$VALUE|+=$#!"
 USED_CONVOYS:1 "필요 수송대: #tooltippable #tooltip:[Country.GetTooltipTag],USED_CONVOYS_TOOLTIP @convoys![Country.GetRequiredConvoys]#!#!"
 USED_AVAILABE_CONVOYS_TEXT:1 "필요 수송대:"
 USED_AVAILABE_CONVOYS_VALUE:2 "@convoys! #tooltippable #tooltip:[Country.GetTooltipTag],USED_CONVOYS_TOOLTIP [Country.GetRequiredConvoys]#!#! / #tooltippable #tooltip:[Country.GetTooltipTag],NUM_CONVOYS_TOOLTIP [Country.GetNumUsableConvoys]#!#!"
 USED_CONVOYS_TOOLTIP:1 "[Country.GetAdjective|v] [concept_supply_network]에 필요한 수송대의 수\n[Country.GetRequiredConvoysBreakdown]"
 USED_CONVOYS_TOOLTIP_SHORT:0 "사용한 $concept_convoys$\n[Country.GetRequiredConvoysBreakdown]"
 SUPPLY_NETWORK_STRENGTH_COLOR:0 "[GetSupplyNetworkColorstring( Country.GetSupplyNetworkStrength )]"
 SUPPLY_NETWORK_STRENGTH:0 "보급망 효력: #$SUPPLY_NETWORK_STRENGTH_COLOR$ [Country.GetSupplyNetworkStrength|%0]#!"
 SUPPLY_NETWORK_STRENGTH_TEXT:0 "보급망 효력:"
 SUPPLY_NETWORK_STRENGTH_VALUE:0 "#$SUPPLY_NETWORK_STRENGTH_COLOR$ [Country.GetSupplyNetworkStrength|%0]#!"
 SUPPLY_NETWORK_STRENGTH_TOOLTIP:1 "필요량 대비 이용 가능한 [concept_convoys]의 수"
 NUM_SEA_NODES:1 "해상 접점: #v [Country.GetSupplyNetworkNumSeaNodes]#!"
 NUM_SEA_NODES_TEXT:0 "해상 접점:"
 NUM_SEA_NODES_VALUE:0 "[Country.GetSupplyNetworkNumSeaNodes]"
 NUM_SEA_NODES_TOOLTIP:1 "[Country.GetAdjectiveNoFormatting|v] [concept_supply_network]은 [Country.GetSupplyNetworkNumSeaNodes]개의 해상 접점을 아우릅니다.\n\n[Country.GetSupplyNetworkNumSeaNodesDesc]"

 REQUIRED_CONVOYS_BREAKDOWN:1 "$TAB$[Concept('concept_supply_route', '$concept_supply_routes$')]: @convoys! #v $SUPPLY_ROUTE_CONVOYS$#!\n$TAB$[Concept('concept_trade_route', '$concept_trade_routes$')]: @convoys! #v $TRADE_ROUTE_CONVOYS$#!\n$TAB$[Concept('concept_port_connection', '$concept_port_connections$')]: @convoys! #v $PORT_CONNECTION_CONVOYS$#!"

 NO_SUPPLY_NETWORK:1 "해당 [concept_supply_network]을 사용하는 [Concept('concept_country', '$concept_countries$')] 없음"

 CONVOYS_FROM_SUBJECT_DESC:0 "[Country.GetName]에서 #v $CONTRIBUTION|%0$#! 기여 (#v $SUBJECT_TYPE$#!): @convoys!$AMOUNT|+=$"
 CONVOYS_TO_OVERLORD_DESC:0 "[Country.GetName]에 #v $CONTRIBUTION|%0$#! 기여 (#v $SUBJECT_TYPE$#!): @convoys!$AMOUNT|+=$"

 SUPPLY_NETWORK_HEADER:0 "#title [concept_supply_network]#!"
 ACTIVE_BATTLES_HEADER:0 "#title 진행 중인 전투#!"
 ACTIVE_SEA_BATTLES_HEADER:0 "#title 진행 중인 해상 전투#!"
 ENDED_BATTLES_HEADER:0 "#title 종료된 전투#!"
 ENDED_SEA_BATTLES_HEADER:0 "#title 종료된 해상 전투#!"
 SEA_REGION_PANEL_ADMIRALS:1 "#title 제독 활동#!"

 NO_ACTIVE_SEA_BATTLES:0 "진행 중인 해상 전투 없음"
 NO_ENDED_SEA_BATTLES:0 "종료된 해상 전투 없음"
 SHIPPING_LANES:0 "항로"
 NO_CONVOY_RAIDING_ADMIRALS:0 "이곳을 [Concept('concept_raid_convoys', '$concept_convoy_raiding$')] 중인 [Concept('concept_admiral', '$concept_admirals$')] 없음"
 NO_INTERCEPTING_ADMIRALS:0 "이곳을 순찰 중인 [Concept('concept_admiral', '$concept_admirals$')] 없음"

 ORIGIN_STATE_NAME:0 "[State.GetName]"
 ORIGIN_STATE_NUMBER_OF_SHIPPING_LANES:0 "(#v [GetDataModelSize( State.AccessShippingLanesFromThisState )]#!)"
 ORIGIN_STATE_NUMBER_OF_SHIPPING_LANES_TOOLTIP:0 "[State.GetName](와)과 연결되어(수입/수출) 이 해상 지역을 통과하는 총 [Concept('concept_shipping_lane', '$concept_shipping_lanes$')]의 수"
 ORIGIN_STATE_TOTAL_CONVOYS_USED:0 "@convoys! #v [State.GetTotalConvoysFromShippingLanesViaState]#!"
 ORIGIN_STATE_TOTAL_CONVOYS_USED_TOOLTIP:0 "[State.GetName](와)과 연결되어(수입/수출) 이 해상 지역을 통과하는 [Concept('concept_shipping_lane', '$concept_shipping_lanes$')]에서 사용 중인 총 [concept_convoys]의 수"
 ORIGIN_STATE_TOTAL_NUMBER_OF_PORT_CONNECTIONS:0 "#v [State.GetTotalPortConnectionsViaState]#! [SelectLocalization(GreaterThan_int32( State.GetTotalPortConnectionsViaState, '(int32)1'), Concept('concept_port_connection', '$concept_port_connections$'), concept_port_connection )]"

 COUNTRY_SHIPPING_LANES:0 "[Country.GetAdjectiveNoFlag] [Concept('concept_shipping_lane', '$concept_shipping_lanes$')]"
 COUNTRY_SHIPPING_LANES_NETWORK_STRENGTH:0 "#$SUPPLY_NETWORK_STRENGTH_COLOR$ [Country.GetSupplyNetworkStrength|%0]#!"
 SHIPPING_LANE_GOODS_TRADED:0 "[TradeRoute.GetGoods.GetName]"
 SHIPPING_LANE_NUMBER_GOODS_TRADED:0 "#v [TradeRoute.GetTradeQuantity|D]#! [TradeRoute.GetGoods.GetTextIcon]"
 SHIPPING_LANE_END_STATE:0 "[SelectLocalization(TradeRoute.IsImport, '출발:', '도착:')] [ShippingLane.GetEndState.GetName]"
 SHIPPING_LANE_SUPPLIED_STATE:0 "[ShippingLane.GetEndState.GetName] 내"
 PORT_CONNECTION:0 "$concept_port_connection$"

 CONVOY_COST:0 "수송대"
 SHIPPING_LANE_EFFECTIVENESS_SHORTHAND:0 "효율"
 SHIPPING_LANE_STATE_BEGIN_END:0 "[concept_shipping_lane]: [ShippingLane.GetBeginState.GetName]에서 [ShippingLane.GetEndState.GetName](으)로"
 SHIPPING_LANE_NAME_TRADE_ROUTE:0 "[TradeRoute.GetDescriptionForActingMarket]"
 SHIPPING_LANE_NAME_SUPPLY_ROUTE:0 "[Character.GetFullName] [concept_supply_route]"
 SHIPPING_LANE_NAME_PORT_CONNECTION:0 "해외 항구 연결로"
 SHIPPING_LANE_NAME_INVALID:0 "유효하지 않은 항로"
 SHIPPING_LANE_CONVOY_COST:0 "[Concept('concept_convoys', '$CONVOY_COST$')]: #tooltippable #tooltip:$BREAKDOWN_TAG$  @convoys!$VALUE$#!#!"
 SHIPPING_LANE_CONVOY_COST_SHORT:1 "#tooltippable #tooltip:$BREAKDOWN_TAG$ @convoys!$VALUE|v$#!#!"
 SHIPPING_LANE_EFFECTIVENESS_BASE:2 "#header [concept_shipping_lane_effectiveness]#!\n$TOOLTIP_DELIMITER$\n보급망 효력: #$COLOR_TAG$ $VALUE|%0$#!"
 SHIPPING_LANE_EFFECTIVENESS_CONVOY_RAIDING_DMG:0 "[Concept('concept_raid_convoys', '$concept_convoy_raiding$')]: $VALUE|%2+$"
 SHIPPING_LANE_EFFECTIVENESS:2 "#$COLOR_TAG$ #tooltippable #tooltip:$BREAKDOWN_TAG$ $VALUE|%0$#!#!#!"
 SHIPPING_LANE_TRADE_ROUTE_BREAKDOWN_GOODS_QUANTITY:0 "희망 상품 품질: $VALUE|1v$"
 SHIPPING_LANE_TRADE_ROUTE_BREAKDOWN_GOODS_MULTIPLIER:1 "상품 수송대 배율: #variable x$VALUE|2$#!"
 SHIPPING_LANE_SUPPLY_ROUTE_BREAKDOWN_NUM_BATTALIONS:0 "[Concept('concept_battalion', '$concept_battalions$')]: $VALUE|v$"
 SHIPPING_LANE_SUPPLY_ROUTE_BREAKDOWN_BASE_BATTALION_COST:0 "기본 대대 비용: #variable x$VALUE|1$#!"
 SHIPPING_LANE_SUPPLY_ROUTE_BREAKDOWN_EFFIENCY:0 "지휘관 보급 효율: #variable x$VALUE|1$#!"
 SHIPPING_LANE_PORT_CONNECTION_BREAKDOWN_INFRA:0 "해외 [concept_infrastructure_usage]: $VALUE|0v$"
 SHIPPING_LANE_PORT_CONNECTION_BREAKDOWN_DEFINE:0 "[concept_infrastructure_usage] 비용: #variable x$VALUE|1$#!"
 SHIPPING_LANE_BREAKDOWN_NUM_SEA_NODES:2 "#v $NUM_NODES$#! 해상 접점: #variable x$VALUE$#! (첫 해상 접점 이후 각 해상 접점 하나당#v +x$MULT$#!)"
 SHIPPING_LANE_PREDICTION_ESTABLISH_PORT_CONNECTION:0 "[STATE.GetName](와)과 [STATE_OTHER.GetName] 간에 [concept_port_connection]이 수립됨"
 SHIPPING_LANE_PREDICTION_REMOVE_PORT_CONNECTION:0 "[STATE.GetName](와)과 [STATE_OTHER.GetName] 간의 [concept_port_connection]이 제거됨"
 SHIPPING_LANE_PREDICTION_INCREASE_DESC:0 "[COUNTRY.GetName]에 [STATE.GetName](와)과 [STATE_OTHER.GetName] 간의 #tooltippable #tooltip:$BREAKDOWN_TAG$ @convoys!$CONVOYS|-$#!#! 사용"
 SHIPPING_LANE_PREDICTION_DECREASE_DESC:0 "[COUNTRY.GetName]의 경우 #tooltippable #tooltip:$BREAKDOWN_TAG$ @convoys!$CONVOYS|+$#!#!가 여유분으로 남게 됨"
 SHIPPING_LANE_PREDICTION_SUPPLY_STRENGTH:0 "새로운 [COUNTRY.GetAdjectiveNoFormatting] [concept_supply_network] 효력 (예상치): #$SUPPLY_NETWORK_STRENGTH_COLOR$ $NEW_STRENGTH|%0$#!"
 SHIPPING_LANE_LAST_CAPITAL_MARKET_PORT:1 "#N [concept_market_capital] 지역 내 마지막 [GetBuildingType('building_port').GetName]입니다. 제거 시 모든 [Concept('concept_shipping_lane', '$concept_shipping_lanes$')]가 무효화됩니다."

 SEA_REGION_PANEL_ADMIRAL_DELAY:1 "기본 요격 지연 시간은 [GetDefine('NMilitary', 'INTERCEPTION_DELAY_BASE_DAYS')|v]일이며, 무작위로 최대 [GetDefine('NMilitary', 'INTERCEPTION_DELAY_MAX_RANDOM_DAYS_FACTOR')|v]일까지 소요됩니다."
 SEA_REGION_PANEL_INTERCEPTION_CHANCE:2 "[GetDefine('NMilitary', 'INTERCEPTION_BASE_CHANCE')|v%0] 확률로 각자 해상 전투를 시도합니다."
 SEA_REGION_PANEL_CONVOY_RAIDERS:1 "수송대 습격 중인 $concept_admirals$"
 SEA_REGION_PANEL_INTERCEPTING_ADMIRALS:2 "해안을 순찰 중인 $concept_admirals$"

 SEA_REGION_PANEL_ENTRY_HEADER:0 "[SeaRegionSupplyNetworkEntry.AccessCountry.GetName](은)는 해당 해상 접점에 보급망을 보유하고 있음"
 SEA_REGION_PANEL_ENTRY_IS_RAIDED:3 "[SeaRegionSupplyNetworkEntry.AccessCountry.GetName]#N (이)가 이곳에서 적 [Concept('concept_flotilla','$concept_flotillas$')]에 [concept_convoys]를 잃고 있습니다!#!"
 SEA_REGION_PANEL_ENTRY_TRADE_ROUTE:0 "[TradeRoute.GetDirectionName] [TradeRoute.GetGoods.GetTextIcon] [TradeRoute.GetGoods.GetName]: [SelectLocalization(TradeRoute.IsExport, TradeRoute.GetActingMarket.GetName, TradeRoute.GetRemoteMarket.GetName)]에서 [SelectLocalization(TradeRoute.IsExport, TradeRoute.GetRemoteMarket.GetName, TradeRoute.GetActingMarket.GetName)](으)로"
 SEA_REGION_PANEL_ENTRY_COMMANDER:0 "[Character.GetFullName] 지휘관이 [concept_supply] 추적 중"

 CONVOYS_ENTRY_NAME:0 "$NAME$: $NUM_CONVOYS|v$"
 SUPPLY_NETWORK_NUM_NODES_ENTRY_MARKET_NAME:0 "[FIRSTMARKET.GetName]에서 [SECONDMARKET.GetName](으)로: $NUM_NODES|v$개의 해상 접점"
 SUPPLY_NETWORK_NUM_NODES_ENTRY_COMMANDER_NAME:0 "[Character.GetFullName]: $NUM_NODES|v$개의 해상 접점"
 SUPPLY_NETWORK_STRENGTH_ENTRY_MARKET_NAME:0 "[FIRSTMARKET.GetName] -> [SECONDMARKET.GetName] 무역로"
 SUPPLY_NETWORK_STRENGTH_ENTRY_COMMANDER_NAME:0 "[Character.GetFullName] 보급로"
 SUPPLY_NETWORK_STRENGTH_ENTRY_TOOLTIP_BASE:0 "기본 보급망 효력: #$COLOR_FORMAT$ $VALUE|%0$#!"
 SUPPLY_NETWORK_STRENGTH_ENTRY_TOOLTIP_LOCAL:0 "적 [Concept( 'concept_admiral', '$concept_admirals$' )]이 실시한 [Concept('concept_raid_convoys', '$concept_convoy_raiding$')]으로 인해 #BOLD $VALUE|%+=0$#!만큼 감소"

 SUPPLY_NETWORK_DELTA_HEADER:0 "보급망 변화: $DELTA_NUM_CHANGES|v$개의 해상 접점"
 SUPPLY_NETWORK_DELTA_ADDED:0 "[StrategicRegion.GetName](을)를 추가함"
 SUPPLY_NETWORK_DELTA_REMOVED:0 "[StrategicRegion.GetName](을)를 제거함"
 SUPPLY_NETWORK_DELTA_STRENGTH:0 "보급망 효력: $NEW_STRENGTH|%0v$ ($STRENGTH_DELTA|%0+=$)"

 EVENT_REMAINING_DAYS:1 "#v [Event.GetRemainingDays]#!일"
 DAYS_UNTIL_ELECTION:0 "[concept_election]"
 ELECTION_REMAINING_DAYS:0 "@clock! #v [AccessPlayer.GetDaysUntilElection]#!일"

 ADVANCEMENT_COMMANDER_CONTRIBUTION_ADD:0 "#tooltippable #tooltip:$BREAKDOWN_TAG$ #v $ADVANCEMENT_CONTRIBUTION|2+=$#!#!#!"
 ADVANCEMENT_COMMANDER_CONTRIBUTION_MULT:0 "#tooltippable #tooltip:$BREAKDOWN_TAG$ #v $ADVANCEMENT_CONTRIBUTION|%0=$#!#!#!"
 ADVANCEMENT_COMMANDER_CONTRIBUTION_ORIGIN:0 "[Character.GetFullName]에서"
 ADVANCEMENT_CONTRIBUTION_BREAKDOWN_ADD:0 "#v $NUM_UNITS|0$#!개의 동원된 [Concept('concept_battalion', '$concept_battalions$')], #v $ADVANCEMENT_MODIFIER_VALUE|2+=$#!"
 ADVANCEMENT_CONTRIBUTION_BREAKDOWN_MULT:0 "#v $NUM_UNITS|0$#!개의 동원된 [Concept('concept_battalion', '$concept_battalions$')], #v $ADVANCEMENT_MODIFIER_VALUE|%0=$#!"
 ADVANCEMENT_PROGRESS_BAR_TOOLTIP_INFO:0 "새로운 [concept_battle]를 개시하려면 [concept_advancement_progress]가 #v [Front.GetRequiredAdvanceProgressForBattle|0+]#!만큼 필요합니다. 전쟁이 발발한 이후에만 진행됩니다."
 ADVANCEMENT_PROGRESS_BAR_FIRST_TOOLTIP:3 "#header [Front.GetFirstLeadingCommander.GetCountry.GetFlagTextIcon] [Front.GetFirstLeadingCommander.GetFullName] [concept_advancement_progress]#!\n진행도: #v [Front.GetFirstAdvanceProgress|1+] / [Front.GetRequiredAdvanceProgressForBattle|0+]#!#!\n$TOOLTIP_DELIMITER$\n이 [concept_front]에서 [Front.GetFirstLeadingCommander.GetFirstName](은)는 매일 #v [Front.GetFirstCommanderAdvanceIncrementRaw|1]#!의 진행도를 축적 중입니다.[ConcatIfNeitherEmpty('\n\n', Front.GetFirstCommanderAdvanceBreakdown)]"
 ADVANCEMENT_PROGRESS_BAR_SECOND_TOOLTIP:3 "#header [Front.GetSecondLeadingCommander.GetCountry.GetFlagTextIcon] [Front.GetSecondLeadingCommander.GetFullName] [concept_advancement_progress]#!\n진행도: #v [Front.GetSecondAdvanceProgress|1+] / [Front.GetRequiredAdvanceProgressForBattle|0+]#!\n$TOOLTIP_DELIMITER$\n[Front.GetSecondLeadingCommander.GetFirstName]이 [concept_front]에서 (은)는 매일 #v [Front.GetSecondCommanderAdvanceIncrementRaw|1]#!의 진행도를 축적 중입니다.[ConcatIfNeitherEmpty('\n\n', Front.GetSecondCommanderAdvanceBreakdown)]"

 CHANGE_ORDER_REDUCE_ADVANCE_PROGRESS:0 "#italic 진군 명령에서 전환할 시, 현재 [concept_front]에서 [concept_advancement_progress]가 [GetDefine('NMilitary', 'BATTLE_PLAN_SWITCH_ORDER_LOST_PROGRESS_PERCENT')|%0-]만큼 감소합니다#!"

 ADVANCEMENT_PROGRESS_NUM_ENTRY:0 "@battalions! $NUM$"
 ADVANCEMENT_PROGRESS_MIN_MAX_ENTRY:0 "@battalions! $MIN$ - $MAX$"

 HAS_GENERALS_TOOLTIP:0 "해당 진영은 한 명 이상의 지휘관을 보유 중"
 ALLIES:0 "아군:"
 ALLIES_TRAVELING:0 "이동 중인 아군:"

 SELECT_COMMANDER_ORDER:0 "#title 지휘관 명령#!"
 GENERAL_LOCATION_TITLE:1 "#title 장군 위치 (디버그)#!"
 GENERAL_LOCATION_PRESENT_DESC:3 "$LOCATION|v$$ADDITIONAL_LOCATION_INFO$에 [Character.GetCommanderOrder.GetType.GetNameGerund|v]"
 GENERAL_LOCATION_PRESENT_DESC_WITHOUT_EXTRA_INFO:1 "[Character.GetCommanderOrder.GetType.GetNameGerund|v] $LOCATION|v$에 있음"
 GENERAL_LOCATION_TRAVELING_DESC:1 "#variable $DESTINATION$#!(으)로 이동 중 [SelectLocalization( GreaterThan_int32( Character.GetDaysToCompleteTravelRaw, '(int32)0' ), 'GENERAL_LOCATION_TRAVELING_DAYS', '' )]"
 GENERAL_LOCATION_TRAVELING_DAYS:1 "(+[Character.GetDaysToCompleteTravelFormatted|v])"
 GENERAL_TRAVELING_DAYS_BREAKDOWN:0 "#tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL$#!#! "
 GENERAL_TRAVELING_ARRIVAL:1 "#header 전선 도착#!\n$DATE$에 도착 예정"
 GENERAL_NAVAL_INVASION_TOOLTIP:1 "#header $naval_invasion$#!\n[Character.GetNavalInvasion.GetAdmiral.GetCommanderOrder.GetState.GetName|v]에 대한 #variable $naval_invasion$#! 명령 동행 중\n\n[Character.GetNavalInvasion.GetStatus]"
 GENERAL_BUSY_NAVAL_INVASION:1 "[Character.GetNavalInvasion.GetAdmiral.GetCommanderOrder.GetState.GetName|v]에 대한 #variable $naval_invasion$#! 명령 동행 중"
 COMMANDER_BUSY_BATTLE:0 "[Character.GetFullName](은)는 현재 전투 중"
 COMMANDER_BUSY:0 "[Character.GetFullName](은)는 바쁨"
 ADMIRAL_BUSY_NAVAL_INVASION:1 "#warning @warning! 명령을 변경하면 [Character.GetNavalInvasion.GetGeneral.GetFullName](이)가 동행 중인 [Character.GetNavalInvasion.GetEnemyState.GetName|v]에 대한 #variable $naval_invasion$#! 명령이 취소됩니다.#!"
 COMMANDER_HAS_NO_BATTALIONS:0 "$NAME$(이)가 [Concept('concept_battalion', '$concept_battalions$')]을 보유하고 있지 않음"
 COMMANDER_HAS_NO_FLOTILLAS:0 "$NAME$(이)가 [Concept('concept_flotilla','$concept_flotillas$')]을 보유하고 있지 않음"
 COMMANDER_LOCATION_ADDITIONAL_INFO_FORMAT:0 "\n($INFO$)"
 COMMANDER_ORDER_STATUS_PREPARING:0 "#v 준비 중#! - [LabelingHelper.GetDaysLoc(Character.GetOrderPreparationDaysLeft, '')]"

 FRONT_ORDER_NAME:0 "[Character.GetCommanderOrder.GetType.GetNameGerund] [concept_front]"
 defend:0 "전선 방어"
 defend_gerund:1 "방어 중"
 defend_desc:1 "#header $defend$#!\n해당 지휘관에게 [concept_front] 방어 명령을 내려 전선에 속한 모든 지방을 사수하게 합니다.[ConcatIfNeitherEmpty( '\n\n', COMMANDER_ORDER_TYPE.GetModifier.GetDesc )]"
 defend_tooltip:1 "#header $defend$#!\n대상: [SCOPE.GetRootScope.GetFront.GetName]"
 naval_invasion:0 "해상 침공"
 naval_invasion_gerund:0 "해상 침공"
 naval_invasion_desc:2 "#header $naval_invasion$#!\n해당 [concept_admiral]에게 명령을 내려 상륙 작전을 지원하게 합니다. 상륙을 위해 같은 [concept_hq]에서 차출된 [concept_general]이 동행해야 합니다."
 naval_invasion_tooltip:2 "#header $naval_invasion$#!\n[SCOPE.GetRootScope.GetState.GetName|v]에 대한 #variable $naval_invasion$#! 명령을 받음\n\n[Character.GetNavalInvasion.GetStatus]"
 advance:0 "전선 진군"
 advance_gerund:1 "진군 중"
 advance_desc:2 "#header $advance$#!\n해당 지휘관에게 [concept_front] 진군 명령을 내려 적 영토를 침공합니다.\n전선 진군 명령을 받은 지휘관도 방어 전투에는 참여할 수 있습니다.[ConcatIfNeitherEmpty( '\n\n', COMMANDER_ORDER_TYPE.GetModifier.GetDesc )]"
 advance_tooltip:0 "#header $advance$#!\n대상: [SCOPE.GetRootScope.GetFront.GetName]"
 stand_by:1 "대기"
 stand_by_gerund:0 "대기 중"
 stand_by_desc:4 "#header 대기#!\n[Character.GetFullName]에게 명령을 내려 [concept_front]을 떠나 [Character.GetHomeHQ.GetName|v]로 복귀하게 합니다.\n\n대기 명령을 받은 지휘관의 [Concept('concept_battalion', '$concept_battalions$')]는 방어 [Concept('concept_battle', '$concept_battles$')]에 참여할 수 있지만 장군이 제공하는 혜택을 받지 못합니다. 단, [concept_hq]에 있는 동안에는 병력에 어떤 [concept_attrition]도 발생하지 않습니다.[ConcatIfNeitherEmpty( '\n\n', Character.GetDaysToTravelHomeHQFormatted )]"
 patrol_coast:0 "해안 순찰"
 patrol_coast_gerund:0 "해안 순찰"
 patrol_coast_desc:0 "#header $patrol_coast$#!\n해안선을 따라 이동하며 적 함선을 찾아 파괴하도록 합니다."
 patrol_coast_tooltip:0 "#header $patrol_coast$#!\n대상: [SCOPE.GetRootScope.GetHQ.GetName]"
 raid_convoys:0 "수송대 습격"
 raid_convoys_gerund:0 "수송대 습격"
 raid_convoys_desc:0 "#header $raid_convoys$#!\n[concept_convoys]를 습격해 적국의 [concept_supply_network] 효력을 감소시킵니다."
 raid_convoys_tooltip:0 "#header $raid_convoys$\n대상: [SCOPE.GetRootScope.GetStrategicRegion.GetName]"
 escort_convoys:0 "수송대 호위"
 escort_convoys_gerund:0 "수송대 호위"
 escort_convoys_desc:1 "#header $escort_convoys$#!\n수송대 습격에 맞서 [concept_shipping_lane]를 보호합니다."
 escort_convoys_tooltip:0 "#header $escort_convoys$#!\n[Character.GetLocationHQ.GetName](와)과 [SCOPE.GetRootScope.GetHQ.GetName] 사이를 순찰 중"

 commander_status_traveling_time_days:0 "[Character.GetDaysToCompleteTravelRaw|v] [SelectLocalization( GreaterThan_int32( Character.GetDaysToCompleteTravelRaw, '(int32)1' ), 'GENERAL_TRAVEL_DAYS', 'GENERAL_TRAVEL_DAY' )]"
 commander_status_traveling_time_less_than_day:0 "#variable 1#!일 미만"
 commander_status_traveling_time:0 "[SelectLocalization( GreaterThan_int32( Character.GetDaysToCompleteTravelRaw, '(int32)0' ), 'commander_status_traveling_time_days', 'commander_status_traveling_time_less_than_day' )]"

 commander_status_idle:1 "[Character.GetCurrentHQ.GetName]에서 유휴 상태"
 commander_status_traveling_hq:0 "[Character.GetCurrentHQ.GetName](으)로 이동 중 ($commander_status_traveling_time$)"
 commander_status_traveling_front:0 "[Character.GetCommanderOrder.GetFrontTarget.GetName](으)로 이동 중 ($commander_status_traveling_time$)"
 commander_status_order_in_hq:0 "[Character.GetCommanderOrder.GetHQTarget.GetName] 내 [Character.GetCommanderOrder.GetType.GetName]"
 commander_status_order_on_front:0 "[Character.GetCommanderOrder.GetFrontTarget.GetName]에 대한 [Character.GetCommanderOrder.GetType.GetName]"
 commander_status_order_in_strategic_region:0 "[Character.GetCommanderOrder.GetStrategicRegion.GetName] 내 [Character.GetCommanderOrder.GetType.GetName]"
 commander_status_attacking_in_battle:0 "[Character.GetBattle.GetFront.GetName] [Character.GetBattle.GetName|v]에서 공격 중"
 commander_status_defending_in_battle:0 "[Character.GetBattle.GetFront.GetName] [Character.GetBattle.GetName|v]에서 방어 중"

 troop_name_regular:0 "정규군 병력"
 troop_name_conscript:0 "징집병 병력"

 combat_unit_regular:0 "정규군"
 combat_unit_conscript:0 "징집병"
 combat_unit_flotilla:0 "전단"
 
 CONVOY_RAIDING_ENEMIES_TOOLTIP:0 "적 보급망:"
 CONVOY_RAIDING_ENEMIES_TOOLTIP_ENTRY:0 "[Country.GetName]"

 NAVAL_BATTLE_MARKER:0 "$SEA_REGION$"
 NAVAL_INVASION_WAITING_FOR_GENERAL:1 "[Character.GetFullName](이)가 [Character.GetHomeHQ.GetName](으)로 돌아오길 기다리는 중. $TRAVEL_DESC$"
 NAVAL_INVASION_WAITING_FOR_ADMIRAL:0 "[Character.GetFullName](이)가 병력을 준비하길 기다리는 중 - [LabelingHelper.GetDaysLoc(Character.GetOrderPreparationDaysLeft, '')]"
 NAVAL_INVASION_WAITING_FOR_TROOPS:1 "[Character.GetFullNamePossessive] 병력이 [Concept('concept_mobilize_battalion', '$concept_mobilize_battalion_mobilize$')]될 때까지 기다리는 중 ([Character.GetMobilizationPercentageFormatted])"
 NAVAL_INVASION_NAVAL_BATTLE:1 "[Battle.GetName]에서 적의 요격에 저항하는 중!"
 NAVAL_INVASION_LAND_BATTLE:1 "새로운 [concept_front] 수립을 위해 [Battle.GetName|v]에서 싸우는 중!"

 WAR_PANEL_PARTICIPANT_DEAD:0 "[concept_dead]: #variable #N -[WarParticipant.GetNumDead|K-]#!#!"
 WAR_PANEL_PARTICIPANT_WOUNDED:0 "[concept_wounded]: #variable #N -[WarParticipant.GetNumWounded|K-]#!#!"

 WAR_PANEL_PARTICIPANT_DEAD_TOOLTIP:1 "#header [concept_dead]#!\n#v [War.GetName] 전쟁#!에서 [WarParticipant.GetNumDead|K-]명의 [WarParticipant.GetCountry.GetAdjectiveNoFormatting] 사망자가 발생했습니다.\n$TAB$[concept_battle]에서 [WarParticipant.GetNumDeadFromBattle|-]명 발생\n$TAB$[concept_attrition]로 인해 [WarParticipant.GetNumDeadFromAttrition|-]명 발생"
 WAR_PANEL_PARTICIPANT_WOUNDED_TOOLTIP:1 "#header [concept_wounded]#!\n#v [War.GetName] 전쟁#!에서 [WarParticipant.GetNumWounded|K-]명의 [WarParticipant.GetCountry.GetAdjectiveNoFormatting] 부상자가 발생했습니다.\n$TAB$[concept_battle]에서 [WarParticipant.GetNumWoundedFromBattle|-]명 발생\n$TAB$[concept_attrition]로 인해 [WarParticipant.GetNumWoundedFromAttrition|-]명 발생"

 WOUNDED_BREAKDOWN:0 "#header 총 [concept_wounded] 수: $NUM|-D$#!\n$TOTALS_HEADER$\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 WOUNDED_HEADER_ENTRY_ATTRITION:0 "[concept_attrition]로 인해: $NUM|-D$"
 WOUNDED_HEADER_ENTRY_BATTLE:0 "[concept_battle]로 인해: $NUM|-D$"
 WOUNDED_BREAKDOWN_ENTRY_ATTRITION:0 "[Country.GetName] $concept_attrition$: $NUM|-K$"
 WOUNDED_BREAKDOWN_ENTRY_BATTLE:0 "[Country.GetName] $concept_battle$: $NUM|-K$"

 DEAD_BREAKDOWN:0 "#header 총 [concept_dead]자 수: $NUM|-D$#!\n$TOTALS_HEADER$\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 DEAD_HEADER_ENTRY_ATTRITION:0 "[concept_attrition]로 인해: $NUM|-D$"
 DEAD_HEADER_ENTRY_BATTLE:0 "[concept_battle]로 인해: $NUM|-D$"
 DEAD_BREAKDOWN_ENTRY_ATTRITION:0 "[Country.GetName] $concept_attrition$: $NUM|-K$"
 DEAD_BREAKDOWN_ENTRY_BATTLE:0 "[Country.GetName] $concept_battle$: $NUM|-K$"

 PANEL_MILITARY_NAVY_CURRENT_WARSHIPS:1 "@flotillas! [Country.GetWarships|0v]"
 PANEL_MILITARY_NAVY_CURRENT_WARSHIPS_TOOLTIP:6 "#header 총 [Concept('concept_flotilla','$concept_flotillas$')]의 수#!\n$TOOLTIP_DELIMITER$\n[Country.GetName](은)는 현재 @flotillas![Country.GetWarships|v]의 전함 [Country.GetFlotillasRanking](을)를 보유 중입니다.\n$PANEL_MILITARY_NAVY_POWER_PROJECTION$\n\n[Country.GetWarshipsBreakdown]"
 PANEL_MILITARY_NAVY_CURRENT_WARSHIPS_TOOLTIP_LEFT:0 "#header 총 [Concept('concept_flotilla','$concept_flotillas$')]의 숫자#!\n[WarPanel.GetLeftLeader.GetName](은)는 현재 @flotillas![WarPanel.GetLeftLeader.GetWarships|v] 전함을 보유 중입니다.\n\n[WarPanel.GetLeftLeader.GetWarshipsBreakdown]"
 PANEL_MILITARY_NAVY_CURRENT_WARSHIPS_TOOLTIP_RIGHT:0 "#header [Concept('concept_flotilla','$concept_flotillas$')]의 총 숫자#!\n[WarPanel.GetRightLeader.GetName](은)는 현재 @flotillas![WarPanel.GetRightLeader.GetWarships|v] 전함을 보유 중입니다.\n\n[WarPanel.GetRightLeader.GetWarshipsBreakdown]"
 PANEL_MILITARY_NAVY_FIELDED_WARSHIPS:1 "[Country.GetWarshipsFielded|0v]"#header [Concept('concept_flotilla','$concept_flotillas$')]의 총 숫자#!\n[Country.GetName](은)는 현재 @flotillas![Country.GetWarships|v] 전함을 보유 중입니다.\n\n[Country.GetWarshipsBreakdown]""
 PANEL_MILITARY_NAVY_FIELDED_WARSHIPS_TOOLTIP:2 "#header 배속 및 야전 배치된 [Concept('concept_flotilla','$concept_flotillas$')]#!\n[Country.GetWarshipsFieldedBreakdown]"
 PANEL_MILITARY_NAVY_WARSHIPS_IN_RESERVE:0 "[Country.GetWarshipsInReserve|0v]"
 PANEL_MILITARY_NAVY_WARSHIPS_IN_RESERVE_TOOLTIP:1 "#header 미배속 @flotillas! 전함#!\n[Country.GetWarshipsInReserveBreakdown]"

 MILITARY_UNITS_PRODUCTION:2 "#header [SelectLocalization(Building.IsBuildingType('building_naval_base'), Concept('concept_flotilla', '$concept_flotillas$'), Concept('concept_battalion', '$concept_battalions$'))]#!\n$TOOLTIP_DELIMITER$\n[Building.GetState.GetOwner.GetName]에게 [Building.GetCombatUnitProduction]"
 PANEL_MILITARY_NAVY_WARSHIPS_CAPACITY:0 "[Country.GetWarshipsCapacity]"
 WARSHIPS_SOURCES_BREAKDOWN:1 "$SOURCE|v$에서: @flotillas! #variable $VALUE|0$#!"
 PANEL_MILITARY_NAVY_WARSHIPS_CAPACITY_TOOLTIP:1 "훈련할 수 있는 [Concept('concept_flotilla','$concept_flotillas$')]의 수"

 UNITS_HEADER:0 "#title 전투 부대#!"

 OFFENSE:0 "[concept_offense]"
 OFFENSE_RIGHT_VALUE:0 "#v [FrontPanel.AccessFront.GetAverageRightBattalionOffenseRaw|0]#!"
 OFFENSE_LEFT_VALUE:0 "#v [FrontPanel.AccessFront.GetAverageLeftBattalionOffenseRaw|0]#!"
 DEFENSE:0 "[concept_defense]"
 DEFENSE_RIGHT_VALUE:0 "#v [FrontPanel.AccessFront.GetAverageRightBattalionDefenseRaw|0]#!"
 DEFENSE_LEFT_VALUE:0 "#v [FrontPanel.AccessFront.GetAverageLeftBattalionDefenseRaw|0]#!"

 COMBAT_UNIT_OFFENSE_FORMATTED:0 "@unit_offense! $VALUE|0v$"
 COMBAT_UNIT_DEFENSE_FORMATTED:0 "@unit_defense! $VALUE|0v$"
 COMBAT_UNIT_MANPOWER_TOOLTIP:1 "$NAME$(이)가 $COMBAT_UNIT_MANPOWER$의 인력 이용 가능"

 COMBAT_UNITS_BUILDING_HEADER:1 "#title [SelectLocalization(Building.IsBuildingType('building_naval_base'), '@flotillas!', '@battalions!')] #v #tooltippable #tooltip:MILITARY_UNITS_PRODUCTION [Building.GetNumberOfCombatUnits]#!#!#! [SelectLocalization(Building.IsBuildingType('building_naval_base'), '$concept_flotillas$', '$concept_battalions$')]#!"
 COMBAT_UNITS_CHARACTER_HEADER:1 "#title [SelectLocalization(Character.IsGeneral, 'COMBAT_UNITS_CHARACTER_BATTALIONS_HEADER', 'COMBAT_UNITS_CHARACTER_FLOTILLAS_HEADER')]#!"
 COMBAT_UNITS_CHARACTER_BATTALIONS_HEADER:0 "지휘 중: @battalions! #v #tooltippable #tooltip:MILITARY_PANEL_COMMAND_LIMIT_BREAKDOWN_TOOLTIP [Character.GetNumCombatUnits]#!#!#! $concept_battalions$"
 COMBAT_UNITS_CHARACTER_FLOTILLAS_HEADER:0 "지휘 중: @flotillas! #v #tooltippable #tooltip:MILITARY_PANEL_COMMAND_LIMIT_BREAKDOWN_TOOLTIP [Character.GetNumCombatUnits]#!#!#! $concept_flotillas$"
 COMBAT_UNIT_BATTLE_TOOLTIP:0 "#variable [CombatUnit.GetBattle.GetName]#! 전투"
 COMBAT_UNIT_MORALE_ONE_DAY_TOOLTIP:0 "(#variable 1#!일 남음)"
 COMBAT_UNIT_MORALE_DAYS_TOOLTIP:0 "($DAYS|v$일 남음)"
 COMBAT_UNIT_MORALE_TOOLTIP:2 "현재 [concept_morale]: #$COLOR_STR$ $MORALE|0%$#!\n경향: [Character.GetSupplyFormatted] $DAYS_HINT$\n$TOOLTIP_DELIMITER$\n총 인력: $MANPOWER$\n사기 저하: $DEMORALIZED|v$"
 COMMANDER_SUPPLY_TOOLTIP_HEADER:0 "$NAME$의 공급: #$COLOR_STRING$ $VALUE|0%$#!"
 COMMANDER_SUPPLY_FORMATTED:0 "#tooltippable #tooltip:$BREAKDOWN_TAG$ #$COLOR_STRING$ $VALUE|0%$#!#!#!"
 COMMANDER_SUPPLY_ISOLATED:0 "#R [HQ.GetName] 도달 불가#!"
 COMMANDER_SUPPLY_REACH_BY_LAND:0 "[HQ.GetName](으)로 이어지는 육지 보급로가 있음"

 SHIPPING_LANE_CHARACTER_HEADER:0 "#title [concept_supply_route]#!"
 SHIPPING_LANES_HEADER:0 "#title [Concept('concept_shipping_lane', '$concept_shipping_lanes$')]#!"

 COMBAT_UNIT_SOURCES_BREAKDOWN_SUPPLY:0 "#BOLD #$COLOR$ $VALUE|%0$#!#! [concept_supply]"
 COMBAT_UNIT_SOURCES_BREAKDOWN_VERBOSE:0 "[STATE.GetName]에서: [GetUnitStrengthHeader( '(int32)$CURRENT$', '(int32)$MAX$', '$ICON$' )] $UNIT_NAME$ (#BOLD #$MORALE_COLOR$ $MORALE|%0$#!#! [concept_morale] 및 $SUPPLY$)"
 COMBAT_UNIT_SOURCES_BREAKDOWN_CLEAN:0 "[STATE.GetName]에서: [GetUnitStrengthHeader( '(int32)$CURRENT$', '(int32)$MAX$', '$ICON$' )] $UNIT_NAME$"

 COMBAT_UNIT_MOBILIZATION_STATUS_DEMOBILIZED:0 "[Concept('concept_mobilize_battalion', '$concept_mobilize_battalion_demobilized$')]"
 COMBAT_UNIT_MOBILIZATION_STATUS_DEMOBILIZED_TOOLTIP:0 "[CombatUnit.GetName](은)는 현재 [Concept('concept_mobilize_battalion', '$concept_mobilize_battalion_demobilized$')] 중"
 COMBAT_UNIT_MOBILIZATION_STATUS_MOBILIZING:0 "[Concept('concept_mobilize_battalion', '$concept_mobilize_battalion_mobilizing$')] ([CombatUnit.GetMobilization|v%0])"
 COMBAT_UNIT_MOBILIZATION_STATUS_MOBILIZING_TOOLTIP:0 "[CombatUnit.GetName](이)가 [Concept('concept_mobilize_battalion', '$concept_mobilize_battalion_mobilizing$')]을 [CombatUnit.GetMobilization|v%0] 완료함"
 COMBAT_UNIT_MOBILIZATION_STATUS_MOBILIZED:0 "[Concept('concept_mobilize_battalion', '$concept_mobilize_battalion_mobilized$')]"
 COMBAT_UNIT_MOBILIZATION_STATUS_MOBILIZED_TOOLTIP:0 "[CombatUnit.GetName](이)가 [Concept('concept_mobilize_battalion', '$concept_mobilize_battalion_mobilized$')]을 완전히 완료함"

 COMBAT_UNIT_BATTALION_CONSCRIPTS:0 "징집병"
 COMBAT_UNIT_BATTALION_NAME_ONE:0 "$NUM|O$ $CULTURE$"
 COMBAT_UNIT_BATTALION_NAME_TWO:0 "$BUILDING_PM$[ConcatIfNeitherEmpty(' ', '$CONSCRIPT$')]"
 COMBAT_UNIT_BATTALION_FULL_NAME:0 "$COMBAT_UNIT_BATTALION_NAME_ONE$ $COMBAT_UNIT_BATTALION_NAME_TWO$"

 COMBAT_UNIT_FLOTILLA_NAME_ONE:1 "[ConcatIfNeitherEmpty('$PREFIX$', ' ')]$NAME$[ConcatIfNeitherEmpty(' ', '$NUM_STR$')]"
 COMBAT_UNIT_FLOTILLA_NAME_TWO:0 "$BUILDING_PM$"
 COMBAT_UNIT_FLOTILLA_FULL_NAME:0 "$COMBAT_UNIT_FLOTILLA_NAME_ONE$ $COMBAT_UNIT_FLOTILLA_NAME_TWO$"

 HQ_HEADER:0 "#title [Concept('concept_hq', 'Headquarters')]#!"
 HQ_HEADER_CHARACTER:0 "$HQ_HEADER$"
 HQ_HEADER_MILITARY_PANEL:0 "$HQ_HEADER$"
 HQ_HEADER_EMPTY_HQS:0 "비어 있는 본부"
 HOME_HQ:0 "[Concept('concept_hq', 'Home HQ')]: [Character.GetHomeHQ.GetName]"
 LOCATION_HQ:0 "[Concept('concept_hq', '현지 본부')]: [Character.GetLocationHQ.GetName]"
 CURRENT_HQ:0 "[Character.GetLocationHQ.GetName] [SelectLocalization( ObjectsEqual(Character.GetLocationHQ.Self, Character.GetHomeHQ.Self), '', 'HOME_HQ_NAME' )]"
 HOME_HQ_NAME:0 "([Concept('concept_hq', '본토 본부')]: [Character.GetHomeHQ.GetName])"

 FRONT_PARTICIPANT_COMBATUNITS:2 "@battalions! $NUM_UNITS|v$"
 FRONT_PARTICIPANT_COMBATUNITS_TOOLTIP:2 "[Character.GetFirstName|v](은)는 [Front.GetName]에 @battalions! $NUM_UNITS|v$개 보유 중"
 FRONT_SIDE_COMBATUNITS:3 "#header [COUNTRY.GetFlagTextIcon] [Front.GetName]#!\n[FRONT.GetName]에 총 @battalions! $NUM_UNITS|v$개 존재\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$\n\n이중 $NUM_GARRISONS|v$개는 [Concept('concept_garrison', '$concept_garrisons$')] 소속으로 오직 방어 전투에만 참여함"
 FRONT_SIDE_COMBATUNITS_TRAVELING:2 "[FRONT.GetName](으)로 추가로 @battalions! $NUM_UNITS|v$개 이동 중"
 FRONT_COUNTRY_COMBATUNITS:1 "[Country.GetName](은)는 [FRONT.GetName]에 @battalions! $NUM_UNITS|v$개 보유 중"
 FRONT_COUNTRY_COMBATUNITS_TRAVELING:1 "[Country.GetName](은)는 [FRONT.GetName](으)로 추가로 @battalions! $NUM_UNITS|v$개 이동 중"
 FRONT_PARTICIPANT_GENERALS_BEYOND_FIVE_HEADER:0 "$FRONT_NAME$에 추가로 $NUM_GENERALS|v=$명의 [Concept('concept_general', '$concept_generals$')] 존재"
 FRONT_PARTICIPANT_GENERALS_BEYOND_FIVE_ENTRY:0 "[Character.GetFullName] - @battalions! $MOB_STRING$ [concept_fully_mobilized_battalions]"

 COMMANDER_NUM_UNITS_FORMAT:0 "[Character.GetCombatUnitsTypeIcon] #variable $NUM_UNITS$#!"
 FRONT_PARTICIPANT_COMMANDER_NUM_UNITS_TRAVELING_TOOLTIP:0 "[Character.GetFirstName|v](은)는 #variable [Character.GetNumCombatUnits]#!개의 [Character.GetCombatUnitsTypeIcon](을)를 [FrontParticipant.GetFront.GetName](으)로 이동시키는 중"

 ACTIVE_BATTLES:1 "진행 중인 [Concept('concept_battle', '$concept_battles$')]"
 ENDED_BATTLES:1 "[Concept('concept_battle', '$concept_battles$')] 종료"
 ENDED_LAND_BATTLES:0 "지상 [Concept('concept_battle', '$concept_battles$')] 종료"
 ENDED_SEA_BATTLES:0 "해상 [Concept('concept_battle', '$concept_battles$')] 종료"
 BATTLE_VICTORY:0 "승리!"
 BATTLE_DEFEAT:0 "패배!"
 BATTLE_DRAW:0 "무승부!"
 BATTLE_VICTOR:0 "승자:"
 BATTLE_TERRAIN:0 "[concept_terrain]: [Battle.GetTerrain]"
 BATTLE_ADVANCING:0 "진군 중"
 BATTLE_DEFENDING:0 "방어 중"
 BATTLE_OFFENSE_TITLE:0 "공격력"
 BATTLE_DEFENSE_TITLE:0 "방어력"
 ADVANCEMENT_PROGRESS_HEADER:0 "진군"
 BATTLE_DAYS_DURATION:0 "전투가 [Battle.GetDurationInDaysRaw]일 동안 계속됨"
 SUCCESSFUL_ADVANCE:0 "#G 공격 성공#!"
 SUCCESSFUL_DEFENSE:0 "#G 방어 성공#!"
 FAILED_ADVANCE:0 "#R 공격 실패#!"
 FAILED_DEFENSE:0 "#R 방어 실패#!"
 BATTLE_END_LEFT_SIDE:0 "[SelectLocalization( Battle.IsWinner( Battle.GetAttacker ), '$SUCCESSFUL_ADVANCE$', '$FAILED_ADVANCE$' )]"
 BATTLE_END_RIGHT_SIDE:0 "[SelectLocalization( Battle.IsWinner( Battle.GetDefender ), '$SUCCESSFUL_DEFENSE$', '$FAILED_DEFENSE$' )]"

 BATTLE_LAND_MAX_OFFENSE:0 "[GetGlobalMaxLandOffense|v]"
 BATTLE_LAND_MAX_DEFENSE:0 "[GetGlobalMaxLandDefense|v]"
 BATTLE_NAVAL_MAX_OFFENSE:0 "[GetGlobalMaxNavalOffense|v]"
 BATTLE_NAVAL_MAX_DEFENSE:0 "[GetGlobalMaxNavalDefense|v]"
 BATTLE_OFFENSE_TOOLTIP:3 "#header 공격력#!\n공격 측 [SelectLocalization( Battle.IsNavalBattle, '$concept_flotillas$', '$concept_battalions$' )]의 공격력은 [Battle.GetOffenseRaw|v]입니다.\n[Battle.GetOffenseBreakdown]\n세계에서 가장 높은 공격력은 [SelectLocalization( Battle.IsNavalBattle, 'BATTLE_NAVAL_MAX_OFFENSE', 'BATTLE_LAND_MAX_OFFENSE' )]"
 BATTLE_DEFENSE_TOOLTIP:3 "#header 방어력#!\n방어 측 [SelectLocalization( Battle.IsNavalBattle, '$concept_flotillas$', '$concept_battalions$' )]의 방어력은 [Battle.GetDefenseRaw|v]입니다.\n[Battle.GetDefenseBreakdown]\n세계에서 가장 높은 방어력은 [SelectLocalization( Battle.IsNavalBattle, 'BATTLE_NAVAL_MAX_DEFENSE', 'BATTLE_LAND_MAX_DEFENSE' )]"

 BATTLE_ARMY_OFFENSE_TOOLTIP:0 "공격 측 $concept_battalions$의 평균 공격력은 [Battle.GetOffenseRaw|v]입니다. 세계에서 가장 높은 공격력은 [GetGlobalMaxLandOffense|v]"
 BATTLE_ARMY_DEFENSE_TOOLTIP:0 "방어 측 $concept_battalions$의 평균 방어력은 [Battle.GetDefenseRaw|v]입니다. 세계에서 가장 높은 방어력은 [GetGlobalMaxLandDefense|v]"
 BATTLE_NAVAL_OFFENSE_TOOLTIP:1 "공격 측 $concept_flotillas$의 평균 공격력은 [Battle.GetOffenseRaw|v]입니다. 세계에서 가장 높은 공격력은 [GetGlobalMaxNavalOffense|v]"
 BATTLE_NAVAL_DEFENSE_TOOLTIP:1 "방어 측 $concept_flotillas$의 평균 방어력은 [Battle.GetDefenseRaw|v]입니다. 세계에서 가장 높은 방어력은 [GetGlobalMaxNavalDefense|v]"

 FRONT_UNITS:0 "[COUNTRY.GetName]에서 해당 전선에 배속한 부대의 수"
 ATTACKING_MEN_STILL_FIGHTING:0 "아직 전투 중인 인원: [Battle.CalcCurrentAttackerManpower|v]"
 DEFENDING_MEN_STILL_FIGHTING:0 "아직 전투 중인 인원: [Battle.CalcCurrentDefenderManpower|v]"


 WAR_SUPPORT_ATTACKER_SIDE:0 "#variable [War.GetWarSupport(War.AccessLeftSideLeaderParticipant.GetCountry)|1+=]#!"
 WAR_SUPPORT_DEFENDER_SIDE:0 "#variable [War.GetWarSupport(War.AccessRightSideLeaderParticipant.GetCountry)|1+=]#!"
 WAR_SUPPORT_LEFT_SIDE:0 "#variable [War.GetWarSupport(War.AccessLeftSideLeaderParticipant.GetCountry)|1+=]#!"
 WAR_SUPPORT_RIGHT_SIDE:0 "#variable [War.GetWarSupport(War.AccessRightSideLeaderParticipant.GetCountry)|1+=]#!"

 NO_ALLIES:0 "동맹 없음"
 WAR_LEADER:0 "[concept_war_leader]"

 WAR_LEFT_SIDE_NUM_BATTALIONS:1 "@battalions! #variable [WarPanel.GetLeftMobilizedBattalionsRaw]#!/#maximum [WarPanel.GetLeftAvailableBattalionsRaw]#! (@mobilization![WarPanel.GetLeftMobilizationRatioRaw|0%])"
 WAR_LEFT_SIDE_NUM_BATTALIONS_TOOLTIP:0 "#HEADER @battalions! #variable [WarPanel.GetLeftMobilizedBattalionsRaw]#! [concept_fully_mobilized_battalions]#!\n$TOOLTIP_DELIMITER$\n이번 [concept_war]에서 [WarPanel.GetLeftLeader.GetAdjective](이)가 $concept_mobilize_battalion_mobilized$한 총 $concept_battalions$의 수\n\n@battalions! #variable [WarPanel.GetLeftMobilizedBattalionsRaw]#! ([WarPanel.GetLeftMobilizationRatioRaw|0%]) [concept_fully_mobilized_battalions]\n@battalions! #variable [WarPanel.GetLeftAvailableBattalionsRaw]#! [concept_available_battalions]\n@battalions! #variable [WarPanel.GetLeftPotentialBattalionsRaw]#! [concept_potential_battalions]"

 WAR_RIGHT_SIDE_NUM_BATTALIONS:1 "(@mobilization![WarPanel.GetRightMobilizationRatioRaw|0%]) #variable [WarPanel.GetRightMobilizedBattalionsRaw]#!/#maximum [WarPanel.GetRightAvailableBattalionsRaw]#! @battalions!"
 WAR_RIGHT_SIDE_NUM_BATTALIONS_TOOLTIP:0 "#HEADER @battalions! #variable [WarPanel.GetRightMobilizedBattalionsRaw]#! [concept_fully_mobilized_battalions]#!\n$TOOLTIP_DELIMITER$\n이번 [concept_war]에서 [WarPanel.GetRightLeader.GetAdjective](이)가 $concept_mobilize_battalion_mobilized$한 총 $concept_battalions$의 수\n\n@battalions! #variable [WarPanel.GetRightMobilizedBattalionsRaw]#! ([WarPanel.GetRightMobilizationRatioRaw|0%]) [concept_fully_mobilized_battalions]\n@battalions! #variable [WarPanel.GetRightAvailableBattalionsRaw]#! [concept_available_battalions]\n@battalions! #variable [WarPanel.GetRightPotentialBattalionsRaw]#! [concept_potential_battalions]"

 WAR_LEADER_LEFT_NUM_BATTALIONS:1 "@battalions! #variable [WarPanel.GetLeftLeader.GetBattalionsFullyMobilized]#!/#maximum [WarPanel.GetLeftLeader.GetBattalions]#!"
 WAR_LEADER_RIGHT_NUM_BATTALIONS:1 "#variable [WarPanel.GetRightLeader.GetBattalionsFullyMobilized]#!/#maximum [WarPanel.GetRightLeader.GetBattalions]#! @battalions!"
 WAR_LEADER_LEFT_NUM_FLOTILLAS:0 "@combat_unit_flotilla! #variable [WarPanel.GetLeftLeader.GetWarships]#!"
 WAR_LEADER_RIGHT_NUM_FLOTILLAS:0 "#variable [WarPanel.GetRightLeader.GetWarships]#! @combat_unit_flotilla!"

 WAR_LEFT_SIDE_NUM_FLOTILLAS:0 "@combat_unit_flotilla! #variable [WarPanel.GetLeftFlotillasRaw]#!"
 WAR_LEFT_SIDE_NUM_FLOTILLAS_TOOLTIP:0 "#HEADER @combat_unit_flotilla! #variable [WarPanel.GetLeftFlotillasRaw]#! [Concept('concept_flotilla', '$concept_flotillas$')]#!\n$TOOLTIP_DELIMITER$\n이번 [concept_war]에서 [WarPanel.GetLeftLeader.GetAdjective](이)가 운용하는 총 $concept_flotillas$의 수"

 WAR_RIGHT_SIDE_NUM_FLOTILLAS:0 "#variable [WarPanel.GetRightFlotillasRaw]#! @combat_unit_flotilla!"
 WAR_RIGHT_SIDE_NUM_FLOTILLAS_TOOLTIP:0 "#HEADER @combat_unit_flotilla! #variable [WarPanel.GetRightFlotillasRaw]#! [Concept('concept_flotilla', '$concept_flotillas$')]#!\n$TOOLTIP_DELIMITER$\n이번 [concept_war]에서 [WarPanel.GetRightLeader.GetAdjective](이)가 운용하는 총 $concept_flotillas$의 수"

 WAR_LEFT_SIDE_DEAD_NUMBER:0 "#variable [WarPanel.GetLeftDeadRaw|-D]#!"
 WAR_LEFT_SIDE_WOUNDED_NUMBER:0 "#variable [WarPanel.GetLeftWoundedRaw|-D]#!"

 WAR_RIGHT_SIDE_DEAD_NUMBER:0 "#variable [WarPanel.GetRightDeadRaw|-D]#!"
 WAR_RIGHT_SIDE_WOUNDED_NUMBER:0 "#variable [WarPanel.GetRightWoundedRaw|-D]#!"

 COST_OF_WAR:0 "전쟁 비용:"
 COST_OF_WAR_LEFT_SIDE_NUMBER:0 "#variable @money![WarPanel.GetLeftCostOfWarRaw|-D]#!"
 COST_OF_WAR_RIGHT_SIDE_NUMBER:0 "#variable @money![WarPanel.GetRightCostOfWarRaw|-D]#!"

 WAR_ALLIES:0 "당신의 동맹"
 WAR_ENEMIES:0 "적의 동맹"
 WAR_TARGET_ALLIES:0 "[Country.GetAdjectiveNoFlag]의 동맹"
 WAR_INITIATOR_ALLIES:0 "[Country.GetAdjectiveNoFlag]의 동맹"

 ACTIVE_FRONTS:0 "활성화된 [Concept('concept_front', '$concept_fronts$')]"
 FRONT_UNDEFENDED:0 "#header @warning! 이 [concept_front]이 방어받지 못할 수도 있습니다!#!\n$TOOLTIP_DELIMITER$\n[Concept('concept_general', '$concept_generals$')]이나 [concept_garrison] 중 해당 [Front.GetName]에 투입할 수 있는 [Concept('concept_battalion', '$concept_battalions$')]가 없습니다. 동맹이 해당 $concept_front$에 $concept_battalions$를 파견하지 않는다면 적이 아무런 저항 없이 해당 $concept_front$에서 진군할 수 있게 됩니다.\n\n$concept_battalions$가 배속된 $concept_general$을 이곳으로 보내는 방안을 고려하십시오."

 FIRST_ADVANCING_UNITS:0 "진군 중: [Front.GetNumFirstAdvancingUnitsFormatted]"
 FIRST_DEFENDING_UNITS:0 "방어 중: [Front.GetNumFirstDefendingUnitsFormatted]"
 SECOND_ADVANCING_UNITS:0 "진군 중: [Front.GetNumSecondAdvancingUnitsFormatted]"
 SECOND_DEFENDING_UNITS:0 "방어 중: [Front.GetNumSecondDefendingUnitsFormatted]"
 FRONT_SIDE_NUM_UNITS_FORMAT:0 "@battalions! #variable #tooltippable #tooltip:$BREAKDOWN_TAG$ $NUM_UNITS$#!#!#!"
 FRONT_SIDE_FIRST_NUM_UNITS:0 "@battalions! [Front.GetNumFirstCombatUnits|0v]"
 FRONT_SIDE_SECOND_NUM_UNITS:0 "[Front.GetNumSecondCombatUnits|0v] @battalions!"
 FRONT_SIDE_LEFT_NUM_UNITS:1 "장군으로부터: @battalions! [Front.GetNumLeftCombatUnitsFromGeneralsRaw|0v]"
 FRONT_SIDE_LEFT_ADDITIONAL_GENERALS:0 "[Front.GetPlayerAdvantageDesc]\n\n[Front.GetLeftNumBattalionsBeyondTopFiveGeneralsTooltip]"
 FRONT_SIDE_RIGHT_NUM_UNITS:1 "장군으로부터: [Front.GetNumRightCombatUnitsFromGeneralsRaw|0v] @battalions!"
 FRONT_SIDE_ADVANCING_UNITS_DESC:1 "#header @battalions! 진군 중#!\n\n$UNITS_BREAKDOWN$"
 FRONT_SIDE_DEFENDING_UNITS_DESC:1 "#header @battalions! 방어 중#!\n\n$UNITS_BREAKDOWN$"
 FRONT_SIDE_UNIT_ENTRY:0 "$UNIT_ORIGIN|v$에서 @battalions!$NUM_UNITS|v$"
 FRONT_SIDE_UNIT_GARRISON:0 "[concept_garrison]지에서 @battalions!$NUM_UNITS|v$"
 FRONT_SIDE_TOTAL_UNITS:0 "총합: @battalions!$NUM_UNITS|v$"
 FRONT_COUNTRIES_PRESENT:0 "참여국"
 FRONT_YOUR_SIDE:0 "아군 진영"
 FRONT_ENEMY_SIDE:0 "적 진영"
 FRONT_LEFT_ADJECTIVE_SIDE:0 "[WarPanel.GetLeftLeader.GetAdjectiveNoFlag] 진영"
 FRONT_RIGHT_ADJECTIVE_SIDE:0 "[WarPanel.GetRightLeader.GetAdjectiveNoFlag] 진영"
 FRONT_NO_ACTIVE_BATTLES:1 "진행 중인 [concept_battle] 없음"
 FRONT_NO_ENDED_BATTLES:0 "종료된 [Concept('concept_battle', '$concept_battles$')] 없음"
 FRONT_PRESENT_GENERALS_PLAYER:1 "#variable [GetDataModelSize(Front.AccessLeftParticipants)]#! [Concept( 'concept_general', '$concept_generals$' )] (당신)"
 FRONT_PRESENT_GENERALS_ENEMY:1 "#variable [GetDataModelSize(Front.AccessRightParticipants)]#! [Concept( 'concept_general', '$concept_generals$' )] (적)"
 FRONT_PRESENT_GENERALS_INITIATOR:1 "#variable [GetDataModelSize(Front.AccessLeftParticipants)]#! [Concept( 'concept_general', '$concept_generals$' )] (개시자)"
 FRONT_PRESENT_GENERALS_TARGET:1 "#variable [GetDataModelSize(Front.AccessRightParticipants)]#! [Concept( 'concept_general', '$concept_generals$' )] (대상)"
 NO_ACTIVE_FRONTS:0 "현재 활성화된 [Concept('concept_front', '$concept_fronts$')] 없음"
 FRONT_PANEL_BATTLES:0 "전투"

 FIRST_GARRISONED_UNITS:0 "@battalions! #variable [Front.GetNumFirstGarrisonUnitsRaw]#! 주둔 중"
 SECOND_GARRISONED_UNITS:0 "#variable [Front.GetNumSecondGarrisonUnitsRaw]#! 주둔 중인 @battalions!"
 LEFT_GARRISONED_UNITS:0 "@battalions! #variable [Front.GetNumLeftGarrisonUnitsRaw]#! 주둔 중"
 RIGHT_GARRISONED_UNITS:1 "주둔 중인 #variable [Front.GetNumRightGarrisonUnitsRaw]#! @battalions!"

 FRONT_SIDE_GARRISON_UNITS_FORMAT:1 "@battalions! #variable #tooltippable #tooltip:$BREAKDOWN_TAG$ $NUM_UNITS$#!#!#!"
 FRONT_SIDE_GARRISON_DESC:1 "#header [concept_garrison]#!\n[concept_garrison] 부대 중 [concept_battle]에서 방어를 담당할 부대는 @battalions! $VAL|v$개로, 그 원인은 다음과 같습니다.\n$BREAKDOWN$"
 FRONT_SIDE_GARRISON_DESC_ZERO:1 "[concept_garrison] 부대 중 [concept_battle]에서 방어를 담당할 부대는 @battalions! $VAL|v$개입니다."
 FRONT_SIDE_GARRISON_BREAKDOWN:0 "$FROM_COMMANDER$[ConcatIfNeitherEmpty('\n', '$FROM_RESERVE$')]"
 NUM_UNITS_FROM_COMMANDER_HEADER:0 "대기 중인 지휘관으로부터:"
 NUM_UNITS_FROM_COMMANDER_ENTRY:1 "[CHARACTER.GetFullName](으)로부터: $TAB$@battalions! $VAL|v$"
 NUM_UNITS_FROM_RESERVE_HEADER:0 "[concept_in_reserve] 부대:"
 NUM_UNITS_FROM_RESERVE_ENTRY:1 "[HQ.GetName](으)로부터: $TAB$[HQ.GetCombatUnitsIcon] $VAL|v$"

 FRONT_MORALE_TOOLTIP:1 "$FRONT_NAME$ 내 $COUNTRY_NAME|v$의 사기: #BOLD #$MORALE_COLOR$ $VAL|0%$#!#!"
 COMMANDER_MORALE_TOOLTIP:0 "#header 사기#!\n[Character.GetFullName] 병력의 사기: #BOLD #[GetMoraleColorString( Character.GetMorale )] [Character.GetMorale|0%]#!#!\n\n$MILITARY_PANEL_CHARACTER_SUPPLY_TOOLTIP$"
 MORALE_TOOLTIP:1 "[FrontMarker.GetFront.GetName] 내 [Country.GetAdjectiveNoFormatting|v]의 사기: #BOLD #[GetMoraleColorString( FrontMarker.GetFront.GetMorale( Country.Self ) )] [FrontMarker.GetFront.GetMorale( Country.Self )|0%]#!#!"
 STRENGTH_SUPPLY_TOOLTIP:1 "[SeaRegionNavalPresence.GetProvince.GetStateRegion.GetName] 내 [SeaRegionNavalPresence.GetCountry.GetAdjectiveNoFormatting|v] 보급 전단의 효력: #BOLD #[GetMoraleColorString( SeaRegionNavalPresence.GetStrength )] [SeaRegionNavalPresence.GetStrength|0%]#!#!"
 BATTLE_MORALE_TOOLTIP:1 "[BattleParticipant.GetCountry.GetAdjectiveNoFormatting|v] 사기: #BOLD #[GetMoraleColorString( BattleParticipant.GetMorale )] [BattleParticipant.GetMorale|0%]#!#!"
 BATTLE_ATTACKER_LIST_NAME:0 "공격 부대"
 BATTLE_DEFENDER_LIST_NAME:0 "방어 부대"
 BATTLE_ATTACKER_STARTING_UNITS:1 "[Battle.GetAttacker.GetAdjectiveNoFormatting] 진영: @battalions! [Battle.GetStartingAttackerUnits|v]#!"
 BATTLE_ATTACKER_ENDING_UNITS:1 "[Battle.GetAttacker.GetAdjectiveNoFormatting] 진영: @battalions! [Battle.GetFinalAttackerUnits|v]#!"
 BATTLE_DEFENDER_STARTING_UNITS:1 "[Battle.GetDefender.GetAdjectiveNoFormatting] 진영: @battalions! [Battle.GetStartingDefenderUnits|v]#!"
 BATTLE_DEFENDER_ENDING_UNITS:1 "[Battle.GetDefender.GetAdjectiveNoFormatting] 진영: @battalions! [Battle.GetFinalDefenderUnits|v]#!"
 BATTLE_NO_ATTACKER_MODIFIERS:0 "공격군 변화 요인 없음"
 BATTLE_NO_DEFENDER_MODIFIERS:0 "방어군 변화 요인 없음"
 BATTLE_NO_UNITS_UNDER_COMMAND:0 "지휘 중인 부대 없음"
 BATTLE_NO_BORROWED_UNITS:0 "빌린 부대 없음"

 COMBAT_UNIT_CURRENT_LESS_THAN_MAX:1 "#variable $CURRENT$#!/#maximum $MAX$#!"
 COMBAT_UNIT_CURRENT_EQUAL_MAX:0 "#variable $CURRENT$#!"

 MANPOWER_PACKAGE_COMMANDER_CE_BREAKDOWN:0 "#variable [CHARACTER.GetFullName]:#!"

 INTEREST_INACTIVE:1 "해당 이해는 [concept_inactive_interest]임"
 INTEREST_ACTIVE:1 "해당 이해는 [concept_active_interest]임"
 INTEREST_DECLARED:1 "해당 이해는 [concept_declared_interest]임"
 
 INTEREST_SOURCE_DECLARED:0 "[concept_declared_interest]로 유지됨"
 INTEREST_SOURCE_OWNED_STATES:0 "$STATES$ 영토 장악으로 유지됨"
 INTEREST_SOURCE_SUBJECT_STATES:0 "$STATES$의 [concept_subject] 영토 장악으로 유지됨"

 INTEREST_MARKER_TOOLTIP:2 "#header [Interest.GetStrategicRegion.GetName] 내 [Interest.GetOwner.GetAdjectiveNoFormatting]의 [concept_interest] 관계#!\n$TOOLTIP_DELIMITER$\n[Interest.GetInterestStatusName][ConcatIfNeitherEmpty('\n',Interest.GetInterestSourceDesc)][ConcatIfNeitherEmpty('\n',Interest.GetProgressBarTooltip)]"
 NO_COUNTRIES_WITH_INTEREST:0 "[StrategicRegion.GetNameNoFormatting]에 [concept_interest] 관계를 보유 중인 [concept_country] 없음"
 COUNTRIES_WITH_INTEREST:0 "[StrategicRegion.GetNameNoFormatting]에 [concept_interest] 관계를 보유 중인 [Concept('concept_country', '$concept_countries$')]:"
 INTEREST_MARKER_HAS_PP:0 "다음 지휘관이 세력 투사를 통해 해당 지역의 [concept_interest] 관계를 지원합니다:"
 INTEREST_MARKER_PP_COMMANDER:0 "[CHARACTER.GetFullName]"
 INTEREST_MARKER_NO_UNITS_TOOLTIP:1 "해당 [concept_interest] 관계는 현재 그 어떤 [Concept('concept_battalion', '$concept_battalions$')]나 [concept_power_projection], #variable $INTEREST_DOMINANT_INTEREST$#!(으)로부터 지원받지 않고 있음"
 INTEREST_SUPPORTED_BY_DOMINANT:0 "[INTEREST.GetStrategicRegion.GetName] 내 [INTEREST.GetInterestStatusName|v]의 지지를 받음"

 INTEREST_ICON_TOOLTIP_HAS:0 "[INTEREST.GetOwner.GetName](은)는 [INTEREST.GetStrategicRegion.GetName]에 #variable [INTEREST.GetInterestStatusName]#! 보유 중\n$TOOLTIP_DELIMITER$"
 INTEREST_ICON_TOOLTIP_HAS_NOT:0 "[INTEREST.GetOwner.GetName](은)는 [INTEREST.GetStrategicRegion.GetName]에 [concept_interest] 관계 수립 중"
 INTEREST_PROGRESS_ACTIVATING_TOOLTIP:0 "[concept_active_interest] 전환 진행도: #variable [INTEREST.GetProgress|%0]#!"
 INTEREST_PROGRESS_DEACTIVATING_TOOLTIP:0 "[concept_inactive_interest] 전환 진행도: #variable [INTEREST.GetProgress|%0]#!"
 INTEREST_MAINTAIN_TOOLTIP:0 "#variable [Interest.GetInterestStatusName]#! 유지"
 TRADE_OVERVIEW_ENTRY_TOOLTIP_HEADER:0 "#header $GOODS_NAME$#!\n$TOOLTIP_DELIMITER$"
 TRADE_OVERVIEW_ENTRY_TOOLTIP_MARKET_ENTRY:0 "\n$MARKET_NAME$: #variable $VALUE|K$#! (현지 가격: #variable @money!$PRICE|1$#!)"

 EXPECTED_SOL_SHORT:0 "[Concept('concept_expected_sol', '$concept_expected_sol_short$')]"
 SOL_LOWER:1 "[LabelingHelper.GetLabelForStandardOfLivingNoIconCFixedPointFormatFromExpected(State.GetAverageStandardOfLivingPoor,State.GetExpectedStandardOfLivingPoor)|v]"
 SOL_MIDDLE:1 "[LabelingHelper.GetLabelForStandardOfLivingNoIconCFixedPointFormatFromExpected(State.GetAverageStandardOfLivingMiddle,State.GetExpectedStandardOfLivingMiddle)|v]"
 SOL_UPPER:1 "[LabelingHelper.GetLabelForStandardOfLivingNoIconCFixedPointFormatFromExpected(State.GetAverageStandardOfLivingRich,State.GetExpectedStandardOfLivingRich)|v]"
 STANDARD_OF_LIVING_TOOLTIP:0 "#header [concept_sol]#!\n$TOOLTIP_DELIMITER$\n[concept_sol_desc]"
 AVG_STANDARD_OF_LIVING_POOR:3 "[State.GetName] 내 $poor$의 $AVG_SOL_HEADER$\n$TOOLTIP_DELIMITER$\n인구층의 수: #variable [State.GetNumberOfPopsPoor|*]#!\n현재 평균: [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(State.GetAverageStandardOfLivingPoor)|v] (#tooltippable #tooltip:[State.GetTooltipTag],STATE_SOL_POOR [State.GetAverageStandardOfLivingPoor|1v]#!#!)\n평균 $EXPECTED_SOL_SHORT$: [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(State.GetExpectedStandardOfLivingPoor)|v] (#tooltippable #tooltip:[State.GetTooltipTag],STATE_EXPECTED_SOL_POOR [State.GetExpectedStandardOfLivingPoor|v1]#!#!)"
 AVG_STANDARD_OF_LIVING_MIDDLE:3 "[State.GetName] 내 $middle$의 $AVG_SOL_HEADER$\n$TOOLTIP_DELIMITER$\n인구층의 수: #variable [State.GetNumberOfPopsMiddle|*]#!\n현재 평균: [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(State.GetAverageStandardOfLivingMiddle)|v] (#tooltippable #tooltip:[State.GetTooltipTag],STATE_SOL_MIDDLE [State.GetAverageStandardOfLivingMiddle|1v]#!#!)\n평균 $EXPECTED_SOL_SHORT$: [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(State.GetExpectedStandardOfLivingMiddle)|v] (#tooltippable #tooltip:[State.GetTooltipTag],STATE_EXPECTED_SOL_MIDDLE [State.GetExpectedStandardOfLivingMiddle|v1]#!#!)"
 AVG_STANDARD_OF_LIVING_RICH:3 "[State.GetName] 내 $rich$의 $AVG_SOL_HEADER$\n$TOOLTIP_DELIMITER$\n인구층의 수: #variable [State.GetNumberOfPopsRich|*]#!\n현재 평균: [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(State.GetAverageStandardOfLivingRich)|v] (#tooltippable #tooltip:[State.GetTooltipTag],STATE_SOL_RICH [State.GetAverageStandardOfLivingRich|1v]#!#!)\n평균 $EXPECTED_SOL_SHORT$: [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(State.GetExpectedStandardOfLivingRich)|v] (#tooltippable #tooltip:[State.GetTooltipTag],STATE_EXPECTED_SOL_RICH [State.GetExpectedStandardOfLivingRich|v1]#!#!)"
 SOL_BY_POPULATION_AVERAGE_SHORT:0 "#title 평균 생활 수준:#!"
 SOL_BY_POPULATION_AVERAGE:0 "#title [concept_sol]:#!\n[LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Country.GetAverageSoLByPopulation)|v] ([Country.GetAverageSoLByPopulation|v1])"
 AVG_STANDARD_OF_LIVING_COUNTRY:1 "[Country.GetName] 내 $AVG_SOL_HEADER$\n현재 평균: [Country.GetFormattedStandardOfLivingLabelAll|v] (#tooltippable #tooltip:[Country.GetTooltipTag],COUNTRY_SOL_ALL [Country.GetFormattedStandardOfLivingAll|v]#!#!) [Country.GetStandardOfLivingRanking]\n평균 $EXPECTED_SOL_SHORT$: [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Country.GetExpectedSoLByPopulation)|v] (#tooltippable #tooltip:[Country.GetTooltipTag],COUNTRY_EXPECTED_SOL_ALL [Country.GetExpectedSoLByPopulation|v1]#!#!)\n$TOOLTIP_DELIMITER$\n$COUNTRY_STRATAS_AVG_SOL$"

 COUNTRY_STRATAS_AVG_SOL:1 "$poor$: [Country.GetFormattedStandardOfLivingLabelPoor|v] (#tooltippable #tooltip:[Country.GetTooltipTag],COUNTRY_SOL_LOW,CountryStandardOfLivingLower #v [Country.GetFormattedStandardOfLivingPoor]#!#!#!) - ([LabelingHelper.GetIconForStandardOfLivingCFixedPoint(Country.GetExpectedStandardOfLivingPoor)|v] #tooltippable #tooltip:[Country.GetTooltipTag],COUNTRY_EXPECTED_SOL_LOW [Country.GetExpectedStandardOfLivingPoor|v1]#!#! $EXPECTED_SOL_SHORT$)\n$middle$: #v [Country.GetFormattedStandardOfLivingLabelMiddle]#! (#tooltippable #tooltip:[Country.GetTooltipTag],COUNTRY_SOL_MIDDLE,CountryStandardOfLivingMiddle #v [Country.GetFormattedStandardOfLivingMiddle]#!#!#!) - ([LabelingHelper.GetIconForStandardOfLivingCFixedPoint(Country.GetExpectedStandardOfLivingMiddle)|v] #tooltippable #tooltip:[Country.GetTooltipTag],COUNTRY_EXPECTED_SOL_MIDDLE [Country.GetExpectedStandardOfLivingMiddle|v1]#!#! $EXPECTED_SOL_SHORT$)\n$rich$: #v [Country.GetFormattedStandardOfLivingLabelRich]#! (#tooltippable #tooltip:[Country.GetTooltipTag],COUNTRY_SOL_UPPER,CountryStandardOfLivingUpper [Country.GetFormattedStandardOfLivingRich|v]#!#!) - ([LabelingHelper.GetIconForStandardOfLivingCFixedPoint(Country.GetExpectedStandardOfLivingRich)|v] #tooltippable #tooltip:[Country.GetTooltipTag],COUNTRY_EXPECTED_SOL_UPPER [Country.GetExpectedStandardOfLivingRich|v1]#!#! $EXPECTED_SOL_SHORT$)"
 COUNTRY_AVG_STANDARD_OF_LIVING_STRATA:0 "$STRATA$: #v $LABEL_FOR_SOL$#! (#tooltippable #tooltip:$TOOLTIP_TAG$ #v $SOL_VALUE|1$#!#!#!)"
 COUNTRY_FACTORS_AFFECTING_STRATA:1 "#header [GetPlayer.GetName] 내 $STRATA$의 생활 수준#!\n$ADDITIONAL_FACTORS$"

 AVG_STANDARD_OF_LIVING_COUNTRY_LOWER:1 "[Country.GetName] 내 [concept_lower_strata]의 평균 [concept_sol]"
 AVG_STANDARD_OF_LIVING_COUNTRY_MIDDLE:1 "[Country.GetName] 내 [concept_middle_strata]의 평균 [concept_sol]"
 AVG_STANDARD_OF_LIVING_COUNTRY_UPPER:1 "[Country.GetName] 내 [concept_upper_strata]의 평균 [concept_sol]"

 POPULATION_COUNTRY_LOWER:1 "[Country.GetName] 내 [concept_lower_strata]에 속한 [Concept('concept_pop','$concept_population$')]"
 POPULATION_COUNTRY_MIDDLE:1 "[Country.GetName] 내 [concept_middle_strata]에 속한 [Concept('concept_pop','$concept_population$')]"
 POPULATION_COUNTRY_UPPER:1 "[Country.GetName] 내 [concept_upper_strata]에 속한 [Concept('concept_pop','$concept_population$')]"

 COUNTRY_SOL_ALL_LABEL:1 "#v [Country.GetFormattedStandardOfLivingLabelAll] #! ([Country.GetFormattedStandardOfLivingAll|v])"
 COUNTRY_SOL_LOW_LABEL:1 "#v [Country.GetFormattedStandardOfLivingLabelPoor] #! ([Country.GetFormattedStandardOfLivingPoor|v])"
 COUNTRY_SOL_MIDDLE_LABEL:1 "#v [Country.GetFormattedStandardOfLivingLabelMiddle] #! ([Country.GetFormattedStandardOfLivingMiddle|v])"
 COUNTRY_SOL_UPPER_LABEL:1 "#v [Country.GetFormattedStandardOfLivingLabelRich] #! ([Country.GetFormattedStandardOfLivingRich|v])"

 COUNTRY_SOL_ALL:0 "#header [Country.GetName] 내 모든 [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_sol]#!\n#v [Country.GetFormattedStandardOfLivingLabelAll] ([Country.GetFormattedStandardOfLivingAll]#!)\n$TOOLTIP_DELIMITER$\n[Country.GetAdditionalSOLFactorsDescAll]"
 COUNTRY_SOL_LOW:1 "#header [Country.GetName] 내 [concept_lower_strata]의 평균 [concept_sol]#!\n#v [Country.GetFormattedStandardOfLivingLabelPoor] ([Country.GetFormattedStandardOfLivingPoor]#!)\n$TOOLTIP_DELIMITER$\n[Country.GetAdditionalSOLFactorsDescPoor]"
 COUNTRY_SOL_MIDDLE:1 "#header [Country.GetName] 내 [concept_middle_strata]의 평균 [concept_sol]#!\n#v [Country.GetFormattedStandardOfLivingLabelMiddle] ([Country.GetFormattedStandardOfLivingMiddle]#!)\n$TOOLTIP_DELIMITER$\n[Country.GetAdditionalSOLFactorsDescMiddle]"
 COUNTRY_SOL_UPPER:1 "#header [Country.GetName] 내 [concept_upper_strata]의 평균 [concept_sol]#!\n#v [Country.GetFormattedStandardOfLivingLabelRich] ([Country.GetFormattedStandardOfLivingRich]#!)\n$TOOLTIP_DELIMITER$\n[Country.GetAdditionalSOLFactorsDescRich]"
 COUNTRY_EXPECTED_SOL_ALL:0 "#header [Country.GetName] 내 모든 [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_expected_sol]#!\n#v [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Country.GetExpectedSoLByPopulation)] ([Country.GetExpectedSoLByPopulation|1]#!)\n$TOOLTIP_DELIMITER$\n[Country.GetExpectedSOLFactorsDescAll]"
 COUNTRY_EXPECTED_SOL_LOW:0 "#header [Country.GetName] 내 [concept_lower_strata]의 평균 [concept_expected_sol]#!\n#v [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Country.GetExpectedStandardOfLivingPoor)] ([Country.GetExpectedStandardOfLivingPoor|1]#!)\n$TOOLTIP_DELIMITER$\n[Country.GetExpectedSOLFactorsDescPoor]"
 COUNTRY_EXPECTED_SOL_MIDDLE:0 "#header [Country.GetName] 내 [concept_middle_strata]의 평균 [concept_expected_sol]#!\n#v [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Country.GetExpectedStandardOfLivingMiddle)] ([Country.GetExpectedStandardOfLivingMiddle|1]#!)\n$TOOLTIP_DELIMITER$\n[Country.GetExpectedSOLFactorsDescMiddle]"
 COUNTRY_EXPECTED_SOL_UPPER:0 "#header [Country.GetName] 내 [concept_upper_strata]의 평균 [concept_expected_sol]#!\n#v [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Country.GetExpectedStandardOfLivingRich)] ([Country.GetExpectedStandardOfLivingRich|1]#!)\n$TOOLTIP_DELIMITER$\n[Country.GetExpectedSOLFactorsDescRich]"

 CULTURE_GLOBAL_AVG_STANDARD_OF_LIVING:1 "[LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Culture.CalcAvgSoL)|v] (#v [Culture.CalcAvgSoL|1]#!)"
 CULTURE_GLOBAL_AVG_STANDARD_OF_LIVING_LOWER_CLASS:1 "[LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Culture.CalcAvgSoLForPoor)|v] (#v [Culture.CalcAvgSoLForPoor|1]#!)"
 CULTURE_GLOBAL_AVG_STANDARD_OF_LIVING_MIDDLE_CLASS:1 "[LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Culture.CalcAvgSoLForMiddle)|v] (#v [Culture.CalcAvgSoLForMiddle|1]#!)"
 CULTURE_GLOBAL_AVG_STANDARD_OF_LIVING_UPPER_CLASS:1 "[LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Culture.CalcAvgSoLForRich)|v] (#v [Culture.CalcAvgSoLForRich|1]#!)"

 FACTORS_AFFECTING_SOL_GLOBALLY:0 ""
 GLOBAL_FACTORS_AFFECTING_POOR:0 ""
 GLOBAL_FACTORS_AFFECTING_MIDDLE:0 ""
 GLOBAL_FACTORS_AFFECTING_RICH:0 ""

 GLOBAL_AVERAGE_HEADER:0 "#bold 세계 평균:#!"
 GLOBAL_CLASS_AVERAGE_HEADER:0 "#bold 세계 계층 평균:#!"
 COUNTRY_AVERAGE_HEADER:0 "#bold [GetPlayer.GetName] 내 평균:#!"
 COUNTRY_CLASS_AVERAGE_HEADER:0 "#bold [GetPlayer.GetName] 내 계층 평균:#!"

 GLOBAL_AVG_STANDARD_OF_LIVING_TOOLTIP:0 "전 세계 [Culture.GetName] [concept_culture]에 속한 모든 [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_sol]"
 GLOBAL_AVG_STANDARD_OF_LIVING_LOWER_TOOLTIP:0 "전 세계 [Culture.GetName] [concept_culture]에 속한 모든 [concept_lower_strata] [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_sol]"
 GLOBAL_AVG_STANDARD_OF_LIVING_MIDDLE_TOOLTIP:0 "전 세계 [Culture.GetName] [concept_culture]에 속한 모든 [concept_middle_strata] [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_sol]"
 GLOBAL_AVG_STANDARD_OF_LIVING_UPPER_TOOLTIP:0 "전 세계 [Culture.GetName] [concept_culture]에 속한 모든 [concept_upper_strata] [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_sol]"

 COUNTRY_AVG_STANDARD_OF_LIVING_TOOLTIP:0 "[GetPlayer.GetName] 내 [Culture.GetName] [concept_culture]에 속한 모든 [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_sol]"
 COUNTRY_AVG_STANDARD_OF_LIVING_LOWER_TOOLTIP:0 "[GetPlayer.GetName] 내 [Culture.GetName] [concept_culture]에 속한 모든 [concept_lower_strata] [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_sol]"
 COUNTRY_AVG_STANDARD_OF_LIVING_MIDDLE_TOOLTIP:0 "[GetPlayer.GetName] 내 [Culture.GetName] [concept_culture]에 속한 모든 [concept_middle_strata] [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_sol]"
 COUNTRY_AVG_STANDARD_OF_LIVING_UPPER_TOOLTIP:0 "[GetPlayer.GetName] 내 [Culture.GetName] [concept_culture]에 속한 모든 [concept_upper_strata] [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_sol]"

 CULTURE_COUNTRY_AVG_STANDARD_OF_LIVING:1 "#v [GetPlayer.GetFormattedStandardOfLivingLabelAllWithCulture(Culture.Self)]#! (#tooltippable #tooltip:[Culture.GetTooltipTag],FACTORS_AFFECTING_SOL_COUNTRY_CULTURE #v [GetPlayer.GetFormattedStandardOfLivingAllWithCulture(Culture.Self)]#!#!#!)"
 CULTURE_COUNTRY_AVG_STANDARD_OF_LIVING_LOWER_CLASS:1 "#v [GetPlayer.GetFormattedStandardOfLivingLabelPoorWithCulture(Culture.Self)]#! (#tooltippable #tooltip:[Culture.GetTooltipTag],COUNTRY_CULTURE_FACTORS_AFFECTING_POOR #v [GetPlayer.GetFormattedStandardOfLivingPoorWithCulture(Culture.Self)]#!#!#!)"
 CULTURE_COUNTRY_AVG_STANDARD_OF_LIVING_MIDDLE_CLASS:1 "#v [GetPlayer.GetFormattedStandardOfLivingLabelMiddleWithCulture(Culture.Self)]#! (#tooltippable #tooltip:[Culture.GetTooltipTag],COUNTRY_CULTURE_FACTORS_AFFECTING_MIDDLE #v [GetPlayer.GetFormattedStandardOfLivingMiddleWithCulture(Culture.Self)]#!#!#!)"
 CULTURE_COUNTRY_AVG_STANDARD_OF_LIVING_UPPER_CLASS:1 "[GetPlayer.GetFormattedStandardOfLivingLabelRichWithCulture(Culture.Self)|v] (#tooltippable #tooltip:[Culture.GetTooltipTag],COUNTRY_CULTURE_FACTORS_AFFECTING_RICH #v [GetPlayer.GetFormattedStandardOfLivingRichWithCulture(Culture.Self)]#!#!#!)"

 FACTORS_AFFECTING_SOL_COUNTRY:0 "#title [Country.GetName] 내에서 [concept_sol]에 영향을 주는 요인#!\n[Country.GetAdditionalSOLFactorsDesc]"

 COUNTRY_AVG_STANDARD_OF_LIVING_POOR:0 "$poor$: [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Country.GetAverageStandardOfLivingPoor)|v] (#tooltippable #tooltip:[Country.GetTooltipTag],COUNTRY_FACTORS_AFFECTING_POOR #v [Country.GetAverageStandardOfLivingPoor|1]#!#!#!)"

 COUNTRY_FACTORS_AFFECTING_POOR:0 "$poor$에 영향을 주는 요인\n[Country.GetAdditionalSOLFactorsDescPoor]"

 COUNTRY_AVG_STANDARD_OF_LIVING_MIDDLE:0 "$middle$: [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Country.GetAverageStandardOfLivingMiddle)|v] (#tooltippable #tooltip:[Country.GetTooltipTag],COUNTRY_FACTORS_AFFECTING_MIDDLE #v [Country.GetAverageStandardOfLivingMiddle|1]#!#!#!)"
 COUNTRY_FACTORS_AFFECTING_MIDDLE:0 "$middle$에 영향을 주는 요인\n[Country.GetAdditionalSOLFactorsDescMiddle]"

 COUNTRY_AVG_STANDARD_OF_LIVING_RICH:0 "$rich$: [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Country.GetAverageStandardOfLivingRich)|v] (#tooltippable #tooltip:[Country.GetTooltipTag],COUNTRY_FACTORS_AFFECTING_RICH #v [Country.GetAverageStandardOfLivingRich|1]#!#!#!)"
 COUNTRY_FACTORS_AFFECTING_RICH:0 "$rich$에 영향을 주는 요인\n[Country.GetAdditionalSOLFactorsDescRich]"

 FACTORS_AFFECTING_SOL_COUNTRY_CULTURE:0 "#title [GetPlayer.GetName] 내에서 [Culture.GetName]의 [concept_sol]에 영향을 주는 요인#!\n[GetPlayer.GetAdditionalSOLFactorsDescWithCulture(Culture.Self)]"
 COUNTRY_CULTURE_FACTORS_AFFECTING_POOR:1 "[GetPlayer.GetName] 내에서 [Culture.GetName]에 속한 $poor$에 영향을 주는 요인:\n[GetPlayer.GetAdditionalSOLFactorsDescWithCulturePoor(Culture.Self)]"
 COUNTRY_CULTURE_FACTORS_AFFECTING_MIDDLE:1 "[GetPlayer.GetName] 내에서 [Culture.GetName]에 속한 $middle$에 영향을 주는 요인:\n[GetPlayer.GetAdditionalSOLFactorsDescWithCultureMiddle(Culture.Self)]"
 COUNTRY_CULTURE_FACTORS_AFFECTING_RICH:1 "[GetPlayer.GetName] 내에서 [Culture.GetName]에 속한 $rich$에 영향을 주는 요인:\n[GetPlayer.GetAdditionalSOLFactorsDescWithCultureRich(Culture.Self)]"

 SOL_BY_CLOUT_AVERAGE:0 "#title [concept_sol] (정치력에 따라):#!\n[LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(Country.GetAverageSoLByPoliticalStrength)|v] ([Country.GetAverageSoLByPoliticalStrength|v])"
 AVG_SOL_HEADER:0 "#header [concept_sol]#!"
 OVERVIEW:0 "개요"
 OVERVIEW_BOLD:0 "#BOLD 개요#!"
 GOVERNMENT:0 "정부"
 GOVERNMENT_BOLD:0 "#BOLD $GOVERNMENT$#!"
 INTEREST_GROUPS:0 "[Concept('concept_interest_group', '$concept_interest_groups$')]"
 INTEREST_GROUPS_BOLD:0 "#BOLD [Concept('concept_interest_group', '$concept_interest_groups$')]#!"
 LAWS:0 "법"
 LAWS_BOLD:0 "#BOLD $LAWS$#!"
 INSTITUTIONS:0 "기관"
 INSTITUTIONS_BOLD:0 "#BOLD $INSTITUTIONS$#!"
 REFORM_GOVERNMENT:0 "정부 개혁"
 EXIT_REFORM_GOVERNMENT:0 "정부 개혁 종료"
 REFORM_GOVERNMENT_CIVIL_WAR_ERROR:0 "@red_cross! [Country.GetName](이)가 [concept_civil_war] 중임"
 REFORM_GOVERNMENT_MOVE_TO_GOVERNMENT_BUTTON_TOOLTIP:0 "@red_cross! [InterestGroup.GetName](은)는 현재 진행 중인 [concept_revolution]을 지지함"
 REFORM_GOVERNMENT_BOLD:0 "#BOLD $REFORM_GOVERNMENT$#!"
 IN_OPPOSITION_TITLE:0 "#title 야권#!"
 IN_GOVERNMENT_TITLE:0 "#title 정부#!"
 ELECTION_TITLE:0 "#title 선거#!"
 MARGINAL_TITLE:0 "#title [concept_marginalized] [Concept('concept_interest_group', '$concept_interest_groups$')]#!"
 MARGINAL_TITLE_ACCORDION:0 "[concept_marginalized] [Concept('concept_interest_group', '$concept_interest_groups$')] (#v [GetDataModelSize( AccessPlayer.AccessMarginalInterestGroups)]#!)"
 LAWS_TITLE:0 "#title [Concept('concept_law', '$concept_laws$')] 제정됨#!"
 ABOLISHED_LAWS_TITLE:0 "#title [Concept('concept_law', '$concept_laws$')] 폐지됨#!"
 STATE_TITLE:0 "#title [concept_state]#!"

 STATE_EXPLAINER:0 "#header 주#!\n#instruction 클릭하여 [concept_state] 이름을 기준으로 분류#!"
 AVERAGE_POP_WAGE_EXPLAINER:0 "#header [concept_pop] 평균 임금#!\n#instruction 클릭하여 [concept_state] 내 인구층 평균 임금을 기준으로 분류#!"
 EXPENSES_EXPLAINER:0 "#header 지출#!\n#instruction 클릭하여 [concept_state]의 총 지출을 기준으로 분류#!"
 STATE_INCOME_TAX_REVENUE_EXPLAINER:0 "#header 세금 수입#!\n#instruction 클릭하여 [concept_state]의 총 세금 수입을 기준으로 분류#!"
 
 TAX_CAPACITY_USAGE:1 "#header [concept_tax_capacity] 사용량#!\n[State.GetName](은)는 $USAGE|1v$의 [concept_tax_capacity] 사용\n$TOOLTIP_DELIMITER$\n[Concept('concept_pop', '$concept_pops$')] $POPS_PER_CAPACITY|vK$당 1점의 [concept_tax_capacity]이 필요합니다. [State.GetName]의 총 인구는 $TOTAL_POPS|vK$입니다."
 STATE_TAX_CAPACITY:2 "[concept_tax_capacity]\n$STATE_TAX_CAPACITY_CONDENSED$"
 STATE_TAX_CAPACITY_DESC:2 "#header [concept_tax_capacity]#!\n[State.GetName] 내 [concept_tax_capacity] 수지: [State.CalcTaxCapacityBalance|1+=]\n$TOOLTIP_DELIMITER$\n[concept_tax_capacity]: #tooltippable #tooltip:[State.GetTooltipTag],STATE_TAX_CAPACITY_TOOLTIP [State.CalcTaxCapacity|1+]#!#!\n[concept_tax_capacity] 사용량: #tooltippable #tooltip:[State.GetTooltipTag],STATE_TAX_CAPACITY_USAGE_TOOLTIP [State.CalcTaxCapacityUsage|1-]#!#![SelectLocalization(GreaterThan_CFixedPoint(State.CalcTaxCapacityUsage,State.CalcTaxCapacity), 'STATE_TAX_CAPACITY_INSUFFICIENT_LONG', '')]"
 STATE_TAX_CAPACITY_USAGE_TOOLTIP:0 "[State.GetTaxCapacityUsageDesc]"
 STATE_TAX_CAPACITY_TOOLTIP:1 "#header [concept_tax_capacity]#!\n[State.GetName](은)는 [State.CalcTaxCapacity|+0]의 [concept_tax_capacity] 보유\n$TOOLTIP_DELIMITER$\n[State.GetTaxCapacityDesc]"
 STATE_TAX_CAPACITY_INSUFFICIENT:0 "\n[State.GetTaxCapacityEffectsDesc]"
 STATE_TAX_CAPACITY_INSUFFICIENT_LONG:0 "\n\n@warning! 사용량이 역량보다 높아 다음 효과가 [concept_state]에 적용됩니다.\n[State.GetTaxCapacityEffectsDesc]"

 EVENT_OPTION_TOOLTIP:0 "#header "[EventOption.GetText]"#!\n$TOOLTIP_DELIMITER$\n[EventOption.GetDesc]"

 POP_VOTING_POWER_WEALTH_TOO_LOW:0 "@warning! [concept_wealth]($WEALTH|v0$)이 기준치($THRESHOLD|v0$) 미만이므로 투표할 수 없습니다.\n$TAB$$BREAKDOWN$"
 POP_VOTING_POWER_WEALTH_SUFFICIENT:0 "[concept_wealth]($WEALTH|v0$)이 투표 기준치($THRESHOLD|v0$)를 충족합니다.\n$TAB$$BREAKDOWN$"
 POP_VOTING_POWER_POPULATION:0 "x$NUM|v0$ 잠재적인 유권자"
 POP_VOTING_POWER:0 "[concept_votes]의 수: #v $VAL|+D0$#!\n$BREAKDOWN$"

 NEXT_ELECTION_DATE:0 "다음 [concept_election]: [AccessPlayer.GetNextElectionDate|v]"
 PREVIOUS_ELECTION_RESULTS:0 "이전 [concept_election] 결과"
 PARTY_ELECTION_TOOLTIP:0 "지난 [concept_election]에서 [Party.GetNameNoFormatting|v] 후보는 [Party.GetCurrentVotingPower|Kv]표를 받음 ([Party.GetCurrentVotingPowerShare|%1v])"
 ELECTION_ENTRY:0 "[Party.GetName]\n[concept_votes]: $VOTING_POWER|Kv$ ($VOTING_POWER_SHARE|%1v$)"
 ELECTION_POLL_ENTRY:0 "$ELECTION_ENTRY$\n[concept_momentum]: #tooltippable #tooltip:[Party.GetTooltipTag],MOMENTUM_BREAKDOWN [Party.GetMomentum|%=+0]#!#!\n\n"
 MOMENTUM_BREAKDOWN:0 "[InterestGroup.GetMomentumDesc]"
 IG_ELECTION_MOMENTUM:1 "#header [concept_momentum]#!\n현재 수치: $MOMENTUM|%=+0$\n$TOOLTIP_DELIMITER$\n선거 시작 시 무작위로 설정되는 수치 + 이벤트로 인한 변경치: $RAW|%=+0$[ConcatIfNeitherEmpty(SelectLocalization(Not(EqualTo_CFixedPoint(Character.GetPopularity, '(CFixedPoint)0')),'CHARACTER_POPULARITY_HEADER',''), '$POPULARITY_ADJUSTMENT|%=+0$')]"
 CHARACTER_POPULARITY_HEADER:0 "\n[Character.GetFullName]의 [concept_popularity]에 따른 조정: "
 CHARACTER_POPULARITY:0 "#v [LabelingHelper.GetLabelForPopularityCFixedPoint(Character.GetPopularity)]#! (#v [Character.GetPopularity|+0]#!)"
 POPULARITY:0 "[concept_popularity]"
 IDEOLOGY_CONCEPT:0 "[concept_ideology]"
 CHARACTER_IDEOLOGY:1 "#v [Ideology.GetNameNoFormatting]#!"
 RELIGION:0 "[concept_religion]"
 CHARACTER_RELIGION:1 "#v [Religion.GetNameNoFormatting]#!"
 CHARACTER_PANEL_CULTURE_LABEL:0 "[concept_culture]"
 CHARACTER_CULTURE:0 "#v [Culture.GetNameNoFormatting]#!"

 CHARACTER_PANEL_TAB_OVERVIEW:0 "개요"
 CHARACTER_PANEL_TAB_OVERVIEW_SELECTED:0 "#b 개요#!"
 CHARACTER_PANEL_TAB_MODIFIERS:0 "변화 요인"
 CHARACTER_PANEL_TAB_MODIFIERS_SELECTED:0 "#b 변화 요인#!"
 CHARACTER_PANEL_TRAITS_HEADER:0 "인물 특성"

 URBANIZATION_TOOLTIP:1 "#header [concept_urbanization]#!\n총합: #tooltippable #tooltip:[State.GetTooltipTag],URBANIZATION_BREAKDOWN [State.CalcTotalUrbanization|v]#!#!\n$TOOLTIP_DELIMITER$\n[concept_urbanization] #b [GetDefine('NEconomy', 'URBANIZATION_PER_BUILDING')]#!단계마다 [concept_state]의 [GetBuildingType('building_urban_center').GetName] #b +1#!만큼 증가"
 URBANIZATION_BREAKDOWN:0 "#header [State.GetName] 내 [concept_urbanization]#!\n총합: [State.CalcTotalUrbanization|v]\n$TOOLTIP_DELIMITER$\n[State.GetTotalUrbanizationDesc]"

 LAND_TEXT:0 "[concept_arable_land]: [State.GetNumFreeArableLand|v]"
 LAND_TEXT_TOOLTIP:0 "#header [concept_arable_land]#!\n이용 가능: [State.GetNumFreeArableLand|v]\n$TOOLTIP_DELIMITER$\n$LAND_TEXT_TOOLTIP_BREAKDOWN$\n\n$LAND_TEXT_TOOLTIP_CONCEPT$"
 LAND_TEXT_TOOLTIP_BREAKDOWN:0 "현지 지리에 따른 [State.GetArableLandCapacity|v=] 기지화\n-전원 건물이 사용 중인 [State.GetNumUsedArableLand|v]: [State.GetNumUsedArableLandConstructionDetail]"
 LAND_TEST_TOOLTIP_BREAKDOWN_CONSTRUCTION_DETAIL:0 " ([STATE.GetNumUsedArableLandUnderConstruction|v] 건설 중)"
 LAND_TEXT_TOOLTIP_CONCEPT:0 "#concept 각각의 이용 가능 [concept_arable_land]는 [concept_state]에 자경 농장을 #bold +1#!만큼 제공#!"
 SUBSISTENCE_CONCEPT:0 "#concept $SUBSISTENCE_CONCEPT_CLEAN$#!"
 SUBSISTENCE_CONCEPT_CLEAN:0 "해당 건물은 [concept_subsistence_building]로, 주 내에 사용 중이지 않은 [concept_arable_land]가 있을 때 나타나는 매우 비효율적인 건물입니다. 해당 경작지의 잠재력을 이용하기 시작하면 문제의 건물은 자동으로 축소됩니다."
 SUBSISTENCE_CREATION_EXPLANATION:1 "[concept_state] 내 미사용 [concept_arable_land] 하나당 1단계의 [concept_subsistence_building]이 자동으로 생성됩니다.\n[Building.GetState.GetName](은)는 #tooltippable #tooltip:[Building.GetState.GetTooltipTag],LAND_TEXT_TOOLTIP [Building.GetState.GetNumFreeArableLand|v]#!#!개의 미사용 [concept_arable_land]를 보유 중입니다."
 URBAN_CENTER_EXPLANATION:1 "해당 건물은 [GetBuildingType('building_urban_center').GetName]로, [concept_state] 내의 [concept_urbanization]가 충분히 진행됐을 때 자동으로 나타납니다. $URBAN_CENTER_CREATION_EXPLANATION$"
 URBAN_CENTER_CREATION_EXPLANATION:1 "[concept_state]의 [concept_urbanization] [GetDefine('NEconomy','URBANIZATION_PER_BUILDING')|v]마다 한 단계의 [GetBuildingType('building_urban_center').GetName](이)가 생성됩니다.\n[Building.GetState.GetName] 보유 중: #tooltippable #tooltip:[Building.GetState.GetTooltipTag],URBANIZATION_BREAKDOWN [Building.GetState.CalcTotalUrbanization|v]#!#! [concept_urbanization]"

 UNUSED_TRADE_ROUTES:0 "[Market.GetName]에 사용 중이지 않은 [Market.GetNumberOfUnusedTradeRoutes(GetPlayer.Self)|v] 단계의 무역로가 존재합니다."

 EXPENSIVE_GOODS_IN_MARKET_ELEMENT:0 "$TAB$[State.GetName] - [Goods.GetMarketPriceWithTooltip|1]"

 URBAN_PART_OF_STATE:0 "도시 건물"
 NON_URBAN_PART_OF_STATE:0 "전원 건물"
 INFRA_PART_OF_STATE:0 "개발"

 URBAN_CENTER:0 "도심지"
 LEVEL:0 "규모:"
 STANDARD_OF_LIVING_TITLE:0 "[concept_sol]:"
 UNEMPLOYED_TITLE:0 "[concept_unemployed]:"
 TOOLTIP_VIEW_GRID:0 "#header 격자 보기#!"
 TOOLTIP_VIEW_LIST:0 "#header 목록 보기#!"

 REFORM_PREV:0 "#bold [ReformGroup.GetPrevious.GetName]#!\n(#variable @aut![GetPlayer.GetEnactmentCost(Reform.Self)|2]#!)"
 REFORM_NEXT:0 "#bold [ReformGroup.GetNext.GetName]#!\n(#variable @aut![GetPlayer.GetEnactmentCost(Reform.Self)|2]#!)"

 HAS_DIPLO_POWER:0 "@inf! #BOLD $NUM|0$#! $COMPARATOR$"
 HAS_NOT_DIPLO_POWER:0 "#N $HAS_DIPLO_POWER$#!"

 EXPAND:1 "#header 확장#!"
 COLLAPSE:0 "#header 접기#!"
 UNPIN:0 "아웃라이너에서 #header 고정 해제#!"
 PIN:0 "아웃라이너에 #header 고정#!"
 buildings_expand:0 "확장"
 buildings_expand_tooltip:0 "#BOLD #V 확장#!#!\n$TOOLTIP_DELIMITER$\n[concept_building_desc]"
 buildings_upgrade:0 "업그레이드"
 buildings_upgrade_tooltip:0 "#BOLD #V 업그레이드#!#!"
 factorys_tooltip:0 "#BOLD #V 공장#!#!"
 rgos_tooltip:0 "#BOLD #V 자원 채집 작업#!#!"

 MAP_LIST_NO_AVAILABLE_OPTIONS:0 "이용할 수 있는 옵션"

 OUTLINER_ENTRY_INSTRUCTION_OPEN:0 "#instruction 클릭#!하여 펼치거나 접기"
 OUTLINER:0 "아웃라이너"
 OUTLINER_TOOLTIP:0 "#bold 아웃라이너#!"
 MAP_LIST:0 "지도 목록"
 MAP_LIST_TOOLTIP:0 "#bold 지도 목록#!"
 establish_colony:0 "식민지 수립"
 establish_colony_tooltip:1 "#HEADER 식민지 수립#!\n$TOOLTIP_DELIMITER$\n[concept_colony_desc]"
 declare_interest:1 "이해 선언"
 declare_interest_tooltip:1 "장악 상태가 아닌 영토의 [concept_strategic_region]에 [concept_interest] 관계를 생성합니다."
 diplomatic_plays:0 "외교전"
 diplomatic_plays_tooltip:0 "#header $diplomatic_plays$#!\n$TOOLTIP_DELIMITER$\n[concept_diplomatic_play_desc]"
 diplomatic_actions:0 "외교 행동"
 diplomatic_actions_tooltip:0 "#header [Concept('concept_diplomatic_action', '$concept_diplomatic_actions$')] 제안#!\n$TOOLTIP_DELIMITER$\n[concept_diplomatic_action_desc]"
 PARTIES_ALREADY_IN_GOV:0 "#N 이미 현재 정부에 속함#!"
 PARTIES_NO_PARTIES_SELECTED:0 "#N 정부를 형성할 정당 선택되지 않음#!"

 buildings_lens_tab:0 "건물"
 buildings_lens_tab_tooltip:0 "건설 또는 확장\n$TOOLTIP_DELIMITER$\n#concept [Concept('concept_building', '$concept_buildings$')]을 새로 건설하거나 기존 건물을 확장해 더 많은 사람을 고용할 수 있습니다.#!"
 special_buildings_lens_tab:0 "특수 건물"
 special_buildings_lens_tab_tooltip:0 "특수 건물 건설\n$TOOLTIP_DELIMITER$\n#concept 특수 [Concept('concept_building', '$concept_buildings$')]에는 [Concept('concept_canal', '$concept_canals$')]와 [Concept('concept_monument', '$concept_monuments$')]가 포함됩니다.#!"
 agriculture_lens_tab:0 "농업"
 agriculture_lens_tab_tooltip:0 "농업 건물 건설\n$TOOLTIP_DELIMITER$\n#concept 농업 [Concept('concept_building', '$concept_buildings$')]은 [Concept('concept_pop', '$concept_pops$')]을 고용해 [concept_state] 내의 [concept_arable_land]를 활용하여 [Concept('concept_good', '$concept_goods$')]을 생산합니다.#!"
 resources_lens_tab:0 "자원"
 resources_lens_tab_tooltip:0 "자원 건물 건설\n$TOOLTIP_DELIMITER$\n#concept 자원 [Concept('concept_building', '$concept_buildings$')]은 [Concept('concept_pop', '$concept_pops$')]을 고용해 [concept_state] 내의 [Concept('concept_resource_potential', '$concept_resource_potentials$')]을 활용하여 [Concept('concept_good', '$concept_goods$')]을 생산합니다.#!"
 industry_lens_tab:0 "산업"
 industry_lens_tab_tooltip:0 "산업 건물 건설\n$TOOLTIP_DELIMITER$\n#concept 산업 [Concept('concept_building', '$concept_buildings$')]은 [Concept('concept_pop', '$concept_pops$')]을 고용해 한 종류 이상의 [Concept('concept_good', '$concept_goods$')]을 다른 여러 유형의 $concept_goods$으로 가공합니다.#!"
 decrees_lens_tab:0 "칙령"
 decrees_lens_tab_tooltip:0 "칙령 제정\n$TOOLTIP_DELIMITER$\n#concept 주에서 [concept_decree]을 시행하여 다양한 혜택을 제공할 수 있습니다.#!"
 state_actions_lens_tab:0 "주 행동"
 state_actions_lens_tab_tooltip:0 "[Concept( 'concept_state', '$concept_states$' )]와 상호작용"
 diplomatic_plays_lens_tab:0 "외교전"
 diplomatic_plays_lens_tab_tooltip:0 "#header $diplomatic_plays$#!\n$TOOLTIP_DELIMITER$\n[concept_diplomatic_play_desc]"
 diplomatic_actions_lens_tab:0 "외교 행동"
 diplomatic_actions_lens_tab_tooltip:0 "#header [Concept('concept_diplomatic_action', '$concept_diplomatic_actions$')] 제안#!\n$TOOLTIP_DELIMITER$\n[concept_diplomatic_action_desc]"
 army_lens_tab:0 "육군"
 army_lens_tab_tooltip:0 "육군과 상호작용"
 navy_lens_tab:0 "해군"
 navy_lens_tab_tooltip:0 "해군과 상호작용"
 show_supply_areas_lens_tab:0 "공급 범위 표시"
 show_supply_areas_lens_tab_tooltip:0 "Show Supply Areas\n$TOOLTIP_DELIMITER$\n#b DEBUG#!"
 trade_actions_lens_tab:0 "무역 행동"
 trade_actions_lens_tab_tooltip:0 "무역 관련 행동 사용"
 import_routes_lens_tab:0 "수입 무역로"
 import_routes_lens_tab_tooltip:0 "#header $import_routes_lens_tab$#!\n$TOOLTIP_DELIMITER$\n두 시장 간에 반영구적인 무역로를 수립하여 당신이 소유 중인 시장이나 지배 중인 항구로 상품을 수입합니다."
 export_routes_lens_tab:0 "수출 무역로"
 export_routes_lens_tab_tooltip:0 "#header $export_routes_lens_tab$#!\n$TOOLTIP_DELIMITER$\n두 시장 간에 반영구적인 무역로를 수립하여 당신이 소유 중인 시장이나 지배 중인 항구에서 상품을 수출합니다."
 interests_lens_tab:1 "지역 행동"
 interests_lens_tab_tooltip:1 "[Concept('concept_strategic_region','$concept_strategic_regions$')]과 상호작용"

 JOURNAL_WINDOW_HEADER:0 "일지"
 JOURNAL_ENTRY_HEADING:0 "[concept_journal_entry]"

 EFFECT_RATIO_BELOW_MAX:0 "#v $EFFECT_RATIO|0%$#!"
 EFFECT_RATIO_ABOVE_MAX:0 "#v $EFFECT_RATIO|0%$#! 이상"

 POWER_TOOLTIP:0 "#tooltip_header $POWER_TYPE$#!\n수지: #variable $VAL|+=0$#![ConcatIfNeitherEmpty( '\n', '$EFFECT$' )]"
 POWER_EXCESS_EFFECT_HEADER:0 "$TOOLTIP_DELIMITER$\n$EFFECT_RATIO_DESC$ $POWER_TYPE$ #g 과잉#!으로 인한 효과 (생성량이 사용량보다 많음):\n$BREAKDOWN$"
 POWER_DEFICIT_EFFECT_HEADER:0 "$TOOLTIP_DELIMITER$\n$EFFECT_RATIO_DESC$ $POWER_TYPE$ #n 결핍#!으로 인한 효과 (사용량이 생성량보다 많음):\n$BREAKDOWN$"
 BUREAUCRACY_TOOLTIP:1 "[GetPlayer.GetPowerTooltip('bureaucracy')][SelectLocalization(GetMetaPlayer.GetPlayedOrObservedCountry.IsValid, 'BUREAUCRACY_TOOLTIP_DELAYED', 'OBSERVER_NO_COUNTRY_SELECTED') ]"
 AUTHORITY_TOOLTIP:1 "[GetPlayer.GetPowerTooltip('authority')][SelectLocalization(GetMetaPlayer.GetPlayedOrObservedCountry.IsValid, 'AUTHORITY_TOOLTIP_DELAYED', 'OBSERVER_NO_COUNTRY_SELECTED') ]"
 INFLUENCE_TOOLTIP:1 "[GetPlayer.GetPowerTooltip('influence')][SelectLocalization(GetMetaPlayer.GetPlayedOrObservedCountry.IsValid, 'INFLUENCE_TOOLTIP_DELAYED', 'OBSERVER_NO_COUNTRY_SELECTED') ]"
 BUREAUCRACY_TOOLTIP_DELAYED:1 "\n$TOOLTIP_DELIMITER$\n총 #v [GetPlayer.GetPowerIncome('bureaucracy')|D+0=]#! @bur![Nbsp][concept_bureaucracy] 생성량:[ConcatIfNeitherEmpty('\n', GetPlayer.GetPowerIncomeString('bureaucracy'))][ConcatIfNeitherEmpty('\n\n', GetPlayer.GetPowerExpensesString('bureaucracy'))]"
 AUTHORITY_TOOLTIP_DELAYED:1 "\n$TOOLTIP_DELIMITER$\n총 #v [GetPlayer.GetPowerIncome('authority')|D+0=]#! @aut![Nbsp][concept_authority] 생성량:[ConcatIfNeitherEmpty('\n', GetPlayer.GetPowerIncomeString('authority'))][ConcatIfNeitherEmpty('\n\n', GetPlayer.GetPowerExpensesString('authority'))]"
 INFLUENCE_TOOLTIP_DELAYED:1 "\n$TOOLTIP_DELIMITER$\n총 #v [GetPlayer.GetPowerIncome('influence')|D+0=]#! @inf![Nbsp][concept_influence] 생성량:[ConcatIfNeitherEmpty('\n', GetPlayer.GetPowerIncomeString('influence'))][ConcatIfNeitherEmpty('\n\n', GetPlayer.GetPowerExpensesString('influence'))]"
 BUREAUCRACY_LAWS:0 "법: #variable $COST|+=$#!\n"
 BUREAUCRACY_BUILDINGS:0 "건물: #variable $COST|+=$#!\n"
 AUTHORITY_FROM_RULER_POPULARITY:0 "[Character.GetFullNameWithTitle]의 [concept_popularity]로 인해: #v $VAL|+=0$#!"

 CAPITAL_POLITICAL_EXPENSES_CHANGE_RELATIONS:0 "$COUNTRY_NAME$ 대중의 의견 변화: #N #BOLD -$POWER_COST|1$ #!#!\n"
 CAPITAL_MONEY:1 "#tooltip_header [concept_money]#!\n수지: #variable @money![AccessPlayer.PredictWeeklyBalance|D=+]#![GetPlayer.GetPowerDeltaIcon('money')]\n[SelectLocalization(GreaterThan_CFixedPoint(GetPlayer.GetPrincipal, '(CFixedPoint)0'), 'CREDIT_DESC', 'GOLD_RESERVES_DESC')][SelectLocalization(GetMetaPlayer.GetPlayedOrObservedCountry.IsValid, 'CAPITAL_MONEY_DELAYED', 'OBSERVER_NO_COUNTRY_SELECTED') ]"
 GOLD_RESERVES_DESC:1 "[concept_gold_reserves]: #tooltippable #tooltip:GOLD_RESERVES_BREAKDOWN @money![GetPlayer.GetGoldReserves|Dv]#!#!"
 CREDIT_DESC:0 "[concept_credit]: #tooltippable #tooltip:CREDIT_PROGRESS #variable @money![GetPlayer.GetPrincipal|K]#!#!#! / #maximum [GetPlayer.GetMaxCredit|K]#!"
 CREDIT_LIMIT:1 "[concept_credit]: #variable [GetPlayer.GetMaxCredit|2*]#!"
 CAPITAL_MONEY_DELAYED:1 "\n$TOOLTIP_DELIMITER$\n$INVESTMENT_POOL$\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetIncomeBreakdown]\n\n[GetPlayer.GetExpensesBreakdown]"
 GOLD_RESERVES_BREAKDOWN:1 "[AccessPlayer.GetGoldProgressDesc]"
 POWER_BASE_INCOME:0 "기본 수입: #variable #P +$POWER_BASE_GENERATION|1$ #!#!\n"
 CAPITAL_TRUST:0 "#tooltip_header 신뢰#!\n현재: #HEADER [GetPlayer.GetTrust|2]#!\n월간 감쇠: #BOLD #V [GetPlayer.GetMonthlyTrustChange|+=3]#!#!"
 CAPITAL_TRUST_DELAYED:0 "\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetTrustBreakdown]\n최대 수량: #variable 100#!\n\n$TRUST_CONCEPT$"
 POP_TOOLTIP:2 "#tooltip_header [Concept('concept_pop','$concept_population$')]#!\n현재: [Country.GetTotalPopulation|*2v] [Country.GetPopulationRanking]\n[Country.GetPopGrowthDesc]$POP_TOOLTIP_DELAYED$"
 RADICALS_TOOLTIP:0 "#tooltip_header $RADICALS$#!\n[Country.GetName] 내 총 #v [Country.GetTotalPopulation|*2]#!명의 인구 중 #v [Country.GetNumRadicals|*2]#!명의 $RADICALS$가 존재합니다.\n\n[Country.GetRadicalsLoyalistsChangeStartDate|v][ConcatIfNeitherEmpty('\n\n',SelectLocalization( GreaterThan_int32(Country.CalcNumStatesInTurmoil, '(int32)0'), 'STATES_IN_TURMOIL', '' ))][ConcatIfNeitherEmpty('\n\n',SelectLocalization( Country.HasIGApprovalFromRadicals, 'RADICALS_IG_APPROVAL', '' ))] 이후로 $RADICALS$의 수는 #v #tooltippable #tooltip:[Country.GetTooltipTag],RADICALS_CHANGE_TOOLTIP [Country.GetTotalNumRadicalsChange|*=-]#!#!#!만큼 변화했습니다."
 LOYALISTS_TOOLTIP:0 "#tooltip_header $LOYALISTS$#!\n[Country.GetName] 내 총 #v [Country.GetTotalPopulation|*2]#!명의 인구 중 #v [Country.GetNumLoyalists|*2]#!명의 $LOYALISTS$가 존재합니다.\n\n[Country.GetRadicalsLoyalistsChangeStartDate|v][ConcatIfNeitherEmpty('\n\n',SelectLocalization( Country.HasIGApprovalFromLoyalists, 'LOYALISTS_IG_APPROVAL', '' ))] 이후로 $LOYALISTS$의 수는 #v #tooltippable #tooltip:[Country.GetTooltipTag],LOYALISTS_CHANGE_TOOLTIP [Country.GetTotalNumLoyalistsChange|*=+]#!#!#!만큼 변화했습니다."
 POP_TOOLTIP_DELAYED:0 "\n$TOOLTIP_DELIMITER$\n[ConcatIfNeitherEmpty( SelectLocalization( GreaterThan_int32( GetPlayer.GetPeopleAbroad, '(int32)0' ), 'INCORPORATED_POPULATION', ''), '\n')][ConcatIfNeitherEmpty( SelectLocalization( GreaterThan_int32( GetPlayer.GetPeopleAbroad, '(int32)0' ), 'UNINCORPORATED_POPULATION', ''), '\n\n')]$POP_TOOLTIP_DELAYED_EMPLOYMENT_DETAIL$"
 POP_TOOLTIP_DELAYED_EMPLOYMENT_DETAIL:0 "유급 고용: #variable [Country.GetSalariedWorkingAdults|K]#!\n소작농: [Country.GetSubsistingWorkingAdults|Kv]\n[concept_unemployed]: [Country.GetUnemployedWorkingAdults|Kv]\n[concept_dependents]: #variable [Country.GetDependents|K]#!"
 COST_POLITICAL:0 "@aut!#BOLD #V $COST|1$#!#!"
 COST_DIPLOMATIC:0 "@inf!#BOLD #V $COST|1$#!#!"
 MISSING_RESOURCES_COLON:0 "#N 부족 자원:#! "
 CAPITAL_ADMINISTRATIVE_COLONIAL_MAINTENANCE:0 "식민지 유지 보수: #N #BOLD -$MAINTENANCE|1$ #!#!\n"
 WEEKLY_GDP:0 "주간 국내총생산"
 POPULATION:1 "$concept_population$"
 POPULATION_TOOLTIP:0 "[Concept('concept_pop', '$concept_population$')]"
 RADICALS:1 "[Concept('concept_radical', '$concept_radicals$')]"
 NO_RADICALS:1 "현재 보유한 [Concept('concept_radical', '$concept_radicals$')] 없음"
 LOYALISTS:1 "[Concept('concept_loyalist', '$concept_loyalists$')]"
 NO_LOYALISTS:1 "현재 보유한 [Concept('concept_loyalist', '$concept_loyalists$')] 없음"
 AVG_STANDARD_OF_LIVING:0 "평균 [concept_sol]"
 MONEY:0 "[concept_gold_reserves]"
 TENSION:0 "[concept_tension]"
 INFAMY:0 "[concept_infamy]"
 TAXATION:0 "[Concept('concept_taxes','$concept_taxation$')]"

 STATES_IN_TURMOIL:1 "$RADICALS$로 인해 [concept_turmoil] 상태인 [Concept('concept_state', '$concept_states$')]가 #tooltippable #tooltip:[Country.GetTooltipTag],STATES_IN_TURMOIL_TOOLTIP [Country.CalcNumStatesInTurmoil|v]#!#!개 존재합니다."
 STATES_IN_TURMOIL_TOOLTIP:0 "#header [concept_turmoil]#!\n$TOOLTIP_DELIMITER$\n[Country.GetStatesInTurmoilBreakdown]"
 STATES_IN_TURMOIL_BREAKDOWN_NONE:1 "[concept_turmoil] 상태인 [Concept('concept_state', '$concept_states$')]가 존재하지 않습니다."
 STATES_IN_TURMOIL_BREAKDOWN:1 "[concept_turmoil] 상태인 [Concept('concept_state', '$concept_states$')]는 다음과 같습니다.\n$BREAKDOWN$"

 RADICALS_CHANGE_TOOLTIP:0 "#header $RADICALS$#![ConcatIfNeitherEmpty('\n', Country.GetRadicalsIncreaseBreakdown)][ConcatIfNeitherEmpty('\n', Country.GetRadicalsDecreaseBreakdown)][AddTextIf(And(Not(GreaterThan_int32(Country.GetTotalNumRadicalsIncrease, '(int32)0')),Not(GreaterThan_int32(Country.GetTotalNumRadicalsDecrease, '(int32)0'))), '\n$LOYALISTS_RADICALS_NO_CHANGE$')]"
 LOYALISTS_CHANGE_TOOLTIP:0 "#header $LOYALISTS$#![ConcatIfNeitherEmpty('\n', Country.GetLoyalistsIncreaseBreakdown)][ConcatIfNeitherEmpty('\n', Country.GetLoyalistsDecreaseBreakdown)][AddTextIf(And(Not(GreaterThan_int32(Country.GetTotalNumLoyalistsIncrease, '(int32)0')),Not(GreaterThan_int32(Country.GetTotalNumLoyalistsDecrease, '(int32)0'))), '\n$LOYALISTS_RADICALS_NO_CHANGE$')]"
 LOYALISTS_RADICALS_NO_CHANGE:0 "최근 변화 없음"
 RADICALS_INCREASE_other:0 "이벤트 및 기타 사유로 인해: #v #n +$AMOUNT|*$#!#!"
 RADICALS_INCREASE_standard_of_living_reduction:0 "[concept_sol] 감소로 인해: #v #n +$AMOUNT|*$#!#!"
 RADICALS_INCREASE_low_standard_of_living:0 "예상 최솟값보다 낮은 [concept_sol]으로 인해: #v #n +$AMOUNT|*$#!#!"
 RADICALS_INCREASE_political_movement_demands:0 "[concept_political_movement] 요구 충족 실패로 인해: #v #n +$AMOUNT|*$#!#!"
 RADICALS_INCREASE_discrimination:0 "[concept_discrimination]로 인해: #v #n +$AMOUNT|*$#!#!"
 RADICALS_INCREASE_slavery:1 "[Concept('concept_slavery', '$concept_enslaved$')] 상태로 인해: #v #n +$AMOUNT|*$#!#!"
 RADICALS_INCREASE_conquest:0 "외국 [concept_country]에 정복당한 것으로 인해: #v #n +$AMOUNT|*$#!#!"
 RADICALS_INCREASE_bankruptcy:0 "[concept_bankruptcy] 선언으로 인해: #v #n +$AMOUNT|*$#!#!"
 RADICALS_INCREASE_lost_job:0 "[Concept('concept_building', '$concept_buildings$')]에서 해고당한 것으로 인해: #v #n +$AMOUNT|*$#!#!"
 RADICALS_INCREASE_lost_ownership_job:0 "[Concept('concept_ownership_share', '$concept_ownership_shares$')]을 보유한 [Concept('concept_building', '$concept_buildings$')]에서 해고당한 것으로 인해: #v #n +$AMOUNT|*$#!#!"
 RADICALS_INCREASE_building_downsized:0 "해당 [concept_profession]이 [Concept('concept_ownership_share', '$concept_ownership_shares$')]을 보유한 [concept_state] [Concept('concept_building', '$concept_buildings$')]의 규모 축소로 인해: #v #n +$AMOUNT|*$#!#!"
 RADICALS_INCREASE_government_reform:0 "최근 [concept_government]의 변화로 인해: #v #n +$AMOUNT|*$#!#!"

 RADICALS_DECREASE_other:0 "[Concept('concept_pop', '$concept_pops$')] 사망, 이벤트 및 기타 사유로 인해: #v #p -$AMOUNT|*$#!#!"
 RADICALS_DECREASE_standard_of_living_increase:0 "[concept_sol] 증가로 인해: #v #p -$AMOUNT|*$#!#!"
 RADICALS_DECREASE_political_movement_success:1 "[Concept('concept_political_movement', '$concept_political_movements$')] 성공으로 인해: #v #p -$AMOUNT|*$#!#!"

 LOYALISTS_INCREASE_other:0 "이벤트 및 기타 사유로 인해: #v #p +$AMOUNT|*$#!#!"
 LOYALISTS_INCREASE_standard_of_living_increase:0 "[concept_sol] 증가로 인해: #v #p +$AMOUNT|*$#!#!"
 LOYALISTS_INCREASE_political_movement_success:1 "[Concept('concept_political_movement', '$concept_political_movements$')] 성공으로 인해: #v #p +$AMOUNT|*$#!#!"

 LOYALISTS_DECREASE_other:0 "[Concept('concept_pop', '$concept_pops$')] 사망, 이벤트 및 기타 사유로 인해: #v #n -$AMOUNT|*$#!#!"
 LOYALISTS_DECREASE_standard_of_living_reduction:0 "[concept_sol] 감소로 인해: #v #n -$AMOUNT|*$#!#!"
 LOYALISTS_DECREASE_low_standard_of_living:0 "예상 최솟값보다 낮은 [concept_sol]으로 인해: #v #n -$AMOUNT|*$#!#!"
 LOYALISTS_DECREASE_political_movement_demands:0 "[concept_political_movement] 요구 충족 실패로 인해: #v #n -$AMOUNT|*$#!#!"
 LOYALISTS_DECREASE_discrimination:0 "[concept_discrimination]로 인해: #v #n -$AMOUNT|*$#!#!"
 LOYALISTS_DECREASE_slavery:1 "[Concept('concept_slavery', '$concept_enslaved$')] 상태로 인해: #v #n -$AMOUNT|*$#!#!"
 LOYALISTS_DECREASE_conquest:0 "외국 [concept_country]에 정복당한 것으로 인해: #v #n -$AMOUNT|*$#!#!"
 LOYALISTS_DECREASE_bankruptcy:0 "[concept_bankruptcy] 선언으로 인해: #v #n -$AMOUNT|*$#!#!"
 LOYALISTS_DECREASE_lost_job:0 "실직으로 인해: #v #n -$AMOUNT|*$#!#!"
 LOYALISTS_DECREASE_lost_ownership_job:0 "[Concept('concept_ownership_share', '$concept_ownership_shares$')]을 보유한 [Concept('concept_building', '$concept_buildings$')]에서 실직한 것으로 인해: #v #n -$AMOUNT|*$#!#!"
 LOYALISTS_DECREASE_building_downsized:1 "대상의 [concept_profession]이 [Concept('concept_ownership_share', '$concept_ownership_shares$')]을 보유한 [concept_state] [Concept('concept_building', '$concept_buildings$')]의 축소로 인해: #v #n -$AMOUNT|*$#!#!"
 LOYALISTS_DECREASE_government_reform:0 "[concept_government_reform]으로 인해: #v #n -$AMOUNT|*$#!#!"

 LOYALISTS_IG_APPROVAL:0 "[concept_interest_group] 찬성에 대한 $LOYALISTS$의 영향\n[Country.GetIGApprovalFromLoyalistsBreakdown]"
 RADICALS_IG_APPROVAL:0 "[concept_interest_group] 찬성에 대한 $RADICALS$의 영향\n[Country.GetIGApprovalFromRadicalsBreakdown]"
 LOYALISTS_OR_RADICALS_IG_APPROVAL_ENTRY:1 "[InterestGroup.GetName]: #v $VALUE|=+$#! 찬성"

 INCORPORATED_POPULATION:0 "편입 인구: [GetPlayer.GetIncorporatedPopulation|Kv]"
 UNINCORPORATED_POPULATION:0 "비편입 인구: [GetPlayer.GetPeopleAbroad|Kv]"

 COMMANDER_COST_ITEM:0 "[Character.GetCombatUnitsTypeIcon] [Character.GetFullName]: #v $COST|+=0$#!"
 TRADE_ROUTE_COST_TOTAL:0 "[Concept('concept_trade_route', '$concept_trade_routes$')]: #tooltippable #tooltip:$BREAKDOWN_TAG$ #v $COST|+=0$#!#!#!"
 TRADE_ROUTE_COST_ITEMS:0 "#header @bur![Concept('concept_trade_route', '$concept_trade_routes$')]의 [concept_bureaucracy] 비용: $COST|+=0$#!\n$TOOLTIP_DELIMITER$\n$DETAILS$"
 TRADE_ROUTE_COST_ITEM:0 "[TradeRoute.GetName]: #v $COST|+=0$#!"
 POWER_EXPENSE_HEADER:0 "총 #v $VAL|D+=$#!에 이르는 $EXPENSE_ICON$[$EXPENSE_CONCEPT$] 원인\n$BREAKDOWN$"

 DIPLOMATIC_PACT_EXPENSE_LIST_ITEM:0 "[Country.GetName] - $PACT$: #tooltippable #tooltip:$BREAKDOWN_TAG$ #variable $COST|+=0$#!#!#!"
 DIPLOMATIC_PACT_EXPENSE_LIST_ITEM_BREAKDOWN:0 "#header [Country.GetName] - $PACT$#!\n총 #variable $COST|0$#!의 비용 원인\n$BREAKDOWN$"
 DIPLOMATIC_PACT_BASE_COST:0 "기본 비용: #variable $COST|0$#!"
 DIPLOMATIC_PACT_INFAMY_COST:0 "우리의 [concept_infamy]: #bold $COST|=-0$#!"
 DIPLOMATIC_PACT_RANK_COST:0 "$OTHER$ $RANK_NAME$ 순위: #bold $COST|=-0$#!"

 BUREAUCRACY_EXPENSE_LIST_ITEM:0 "[STATE.GetName]: #tooltippable #tooltip:$TOOLTIP_TAG$ #variable $COST|-0$#!#!#!"
 BUREAUCRACY_EXPENSE_LAWS:0 "$INCORPORATEDCOST$\n$LAWS$\n$LAW_COST$"
 BUREAUCRACY_EXPENSE_STATES:2 "$NUMINCORPORATED|v0$ [Concept('concept_incorporated_state', '$concept_incorporated_states$')]: $BASECOST$\n$NUMPOPS|Kv$ [Concept('concept_incorporated_state', '$concept_incorporated_states$')] 내 인구층: $BASEPOPCOST$\n$LAW_COST$"
 BUREAUCRACY_EXPENSE_BASE_COST:0 "#v $VAL|+=0$#!"
 BUREAUCRACY_EXPENSE_BASE_POP_COST:1 "@bur!#v $VAL|+=0$#!"
 BUREAUCRACY_EXPENSE_LAW_COST:1 "총 기관 [Concept('concept_investment_level', '$concept_investment_levels$')]: #v $INVESTMENTS|+=0$#!"
 INSTITUTION_BUREAUCRACY_COST:0 "[INSTITUTION.GetName] ([INSTITUTION.GetInvestmentLevel|v]): #variable $COST|+=0$#!"
 LAW_NAME_WITH_GROUP:0 "$GROUP$ - $NAME$"

 INSTITUTION_GROWING:0 "성장 중: [Institution.GetGrowthProgress|+1%]"
 INSTITUTION_SHRINKING:0 "위축 중: [Institution.GetGrowthProgress|+1%]"
 INSTITUTION_INVESTMENT_LEVEL:0 "투자 단계: [Institution.GetInvestmentLevel|v]"

 INSTITUTION_GROWTH_TOOLTIP:0 "해당 기관은 현재 성장 중입니다."
 INSTITUTION_SHRINKING_TOOLTIP:0 "해당 기관은 현재 위축 중입니다."

 IG_SUPPRESSED_EXPENSE_LIST_ITEM:0 "[INTEREST_GROUP.GetName] [Concept('concept_suppress','$concept_suppressing$')]: #variable #N -$VAL|0$#!#!"
 IG_PROMOTED_EXPENSE_LIST_ITEM:0 "[INTEREST_GROUP.GetName] [Concept('concept_bolster','$concept_bolstering$')]: #variable #N -$VAL|0$#!#!"
 GOODS_EMBARGO_EXPENSE_LIST_ITEM:1 "[Concept('concept_embargo', '$concept_embargoing$')] [GOODS.GetName]: #variable #N -$VAL|0$#!#!"
 GOODS_ENCOURAGE_CONSUMPTION_EXPENSE_LIST_ITEM:1 "[GOODS.GetName] [Concept('concept_encourage_consumption', '$concept_encouraging_consumption$')]: #variable #N -$VAL|0$#!#!"
 GOODS_DISCOURAGE_CONSUMPTION_EXPENSE_LIST_ITEM:1 "[GOODS.GetName] [Concept('concept_discourage_consumption', '$concept_discouraging_consumption$')]: #variable #N -$VAL|0$#!#!"
 GOODS_TAX_EXPENSE_LIST_ITEM:1 "[GOODS.GetName]에 대한 [Concept('concept_consumption_tax', '$concept_consumption_taxes$')] 징수: #variable #N -$VAL|0$#!#!"

 STATE_POP_GROWTH:0 "$concept_pop_growth$ #v [State.GetPopNetGrowth|K=+]#!"

 TOOLTIP_POP_GROWTH_COMMON:0 "연간 예상 [concept_pop_growth]: #variable $NETGROWTHRATE|+=%$ #! (#variable $NETGROWTH|=*$#!)"
 TOOLTIP_COUNTRY_POP_GROWTH:1 "$TOOLTIP_POP_GROWTH_COMMON$"
 TOOLTIP_STATE_POP_GROWTH:1 "$TOOLTIP_POP_GROWTH_COMMON$"
 TOOLTIP_STATE_POP_MIGRATION:2 "연간 예상 [concept_migration]: #variable $NETGROWTHRATE|+=%$#! (#variable $NETGROWTH|=*$#!)"

 MIGRATION_PULL_DESC:0 "[State.GetMigrationPullDesc]"
 STATE_MIGRATION_PULL_BREAKDOWN:0 "[State.GetMigrationPullDesc]"

 MIGRATION_PULL_FROM_EMPTY_STATE:0 "$TAB$인구 과소 주: #v $VAL|+=1$#!"
 MIGRATION_PULL_FROM_SOL:0 "$TAB$[concept_sol]에서: #v $VAL|+=1$#!"
 MIGRATION_PULL_FROM_UNEMPLOYMENT:0 "$TAB$주 실업률: #N #v ×$VAL|1$#!#!"
 MIGRATION_PULL_FROM_COLONY:0 "$TAB$식민지 여부: #P #v ×$VAL|1$#!#!"

 TOOLTIP_STATE_MIGRATION_PULL_DESC:1 "#header [concept_migration_pull]#!\n$TOOLTIP_DELIMITER$\n[State.GetName]의 [concept_migration_pull]는 #v [State.GetMigrationPull|1]#!입니다. 원인: \n$DETAILS$\n[State.GetMigrationDetailsDesc]"
 
 LABEL_STATE_MIGRATION_ISOLATED:0 "[concept_isolated_state]"
 LABEL_STATE_MIGRATION_PULL_HIGH:0 "#tooltippable #tooltip:[STATE.GetTooltipTag],STATE_MIGRATION_PULL_BREAKDOWN #P #b 높음 ($STATE_VALUE|1$)#!#!#!#!"
 LABEL_STATE_MIGRATION_PULL_MEDIUM:0 "#tooltippable #tooltip:[STATE.GetTooltipTag],STATE_MIGRATION_PULL_BREAKDOWN #V #b 보통 ($STATE_VALUE|1$)#!#!#!#!"
 LABEL_STATE_MIGRATION_PULL_LOW:0 "#tooltippable #tooltip:[STATE.GetTooltipTag],STATE_MIGRATION_PULL_BREAKDOWN #N #b 낮음 ($STATE_VALUE|1$)#!#!#!#!"
 
 TOOLTIP_STATE_MIGRATION_ISOLATED:1 "[STATE.GetName]는 [concept_isolated_state]로, 어떤 이주도 발생하지 않음"
 TOOLTIP_STATE_MIGRATION_PULL_HIGH:1 "[STATE.GetName](은)는 [State.GetMarket.GetName] 평균($MARKET_VALUE|1v$) 대비 $LABEL_STATE_MIGRATION_PULL_HIGH$ 수준의 [concept_migration_pull]를 보유하고 있으며, [State.GetMarket.GetName] 내 다른 주로부터 이민자가 유입될 수 있습니다.\n\n$concept_migration$는 현재 [GetLawGroup('lawgroup_migration').GetName] [concept_law]에 영향을 받습니다."
 TOOLTIP_STATE_MIGRATION_PULL_MEDIUM:1 "[STATE.GetName](은)는 [State.GetMarket.GetName] 평균($MARKET_VALUE|1v$) 대비 $LABEL_STATE_MIGRATION_PULL_MEDIUM$ 수준의 [concept_migration_pull]를 보유하고 있으며, [State.GetMarket.GetName] 내 다른 주로 한정된 수의 해외 이민자가 유출될 수 있습니다.\n\n$concept_migration$는 현재 [GetLawGroup('lawgroup_migration').GetName] [concept_law]에 영향을 받습니다."
 TOOLTIP_STATE_MIGRATION_PULL_LOW:1 "[STATE.GetName](은)는 [State.GetMarket.GetName] 평균($MARKET_VALUE|1v$) 대비 $LABEL_STATE_MIGRATION_PULL_LOW$ 수준의 [concept_migration_pull]를 보유하고 있으며, [State.GetMarket.GetName] 내 다른 주로 해외 이민자가 유출될 수 있습니다.\n\n$concept_migration$는 현재 [GetLawGroup('lawgroup_migration').GetName] [concept_law]에 영향을 받습니다."
 
 TOOLTIP_STATE_IMMIGRATION_STATES:0 "지난주 [STATE.GetName](은)는 $STATES_LIST$에서 총 #variable $AMOUNT|D+$#!명의 이민자가 유입됐습니다."
 TOOLTIP_STATE_EMIGRATION_STATES:0 "지난주 [STATE.GetName](은)는 $STATES_LIST$(으)로 총 #variable $AMOUNT|D+$#!명의 해외 이민자가 유출됐습니다."
 TOOLTIP_STATE_CULTURAL_MIGRATION_TARGET:0 "[STATE.GetName](은)는 [CULTURE.GetName] 문화의 집단 이주 대상으로 매우 많은 수의 이민자가 유입될 것입니다."
 TOOLTIP_STATE_CULTURAL_MIGRATION_TARGET_ADJACENCY:0 "[STATE.GetName](은)는 [CULTURE.GetName] 문화의 집단 이주 대상과 인접해 있어 많은 수의 이민자가 유입될 것입니다."

 CULTURE_OVERVIEW:1 "문화"
 COUNTRY_INFO:0 "정보"
 COUNTRY_INFO_BOLD:0 "#bold $COUNTRY_INFO$#!"
 DIPLOMATIC_ACTIONS:0 "행동"
 DIPLOMATIC_ACTIONS_BOLD:0 "#bold $DIPLOMATIC_ACTIONS$#!"
 NATION_FORMATION:0 "국가 형성"
 NATION_FORMATION_BOLD:0 "#bold $NATION_FORMATION$#!"
 RELEASE_SUBJECT:0 "종속국 방출"
 RELEASE_SUBJECT_BOLD:0 "#bold $NATION_CREATION$#!"
 CULTURE_INFO:0 "문화"
 CULTURE_INFO_BOLD:0 "#bold $CULTURE_INFO$#!"
 
 FORM_NATION_STATE_REGION_CONTROL_DESC:0 "#header [Country.GetAdjective](이)가 [STATE_REGION.GetName](을)를 장악함#!\n$TOOLTIP_DELIMITER$\n$DETAILS$"
 FORM_NATION_STATE_CONTROL_REASON_OWNERSHIP:0 "@green_checkmark! [State.GetName]: [Country.GetName](이)가 [concept_state]를 소유함"
 FORM_NATION_STATE_CONTROL_REASON_CANDIDATE_SUPPORT:0 "@green_checkmark! [State.GetName]: [State.GetName]: [State.GetOwner.GetName](이)가 [Country.GetName](을)를 [concept_unification_candidate]로 지지함"
 FORM_NATION_STATE_CONTROL_REASON_SUBJECT:0 "@green_checkmark! [State.GetName]: [State.GetOwner.GetName](은)는 [Country.GetName]의 비자율적인 [concept_subject]임 ($SUBJECT_TYPE$)"
 FORM_NATION_STATE_NO_CONTROL_REASON_AUTONOMOUS_SUBJECT:0 "@red_cross! [State.GetName]: [State.GetOwner.GetName](은)는 자율성이 매우 높은 [concept_subject]($SUBJECT_TYPE$)이므로 [Country.GetName]에 조종당한다고 볼 수 없음"
 FORM_NATION_STATE_NO_CONTROL_REASON_GENERIC:0 "@red_cross! [State.GetName]: [Country.GetName](은)는 [State.GetOwner.GetName]에 어떤 지배력도 행사하지 않음"

 PLAYER_CULTURE:0 "[GetPlayer.GetName] 내"
 GLOBAL_CULTURE:0 "전 세계"

 HOMELANDS_HEADER:0 "본토 ([GetDataModelSize(Culture.AccessHomelands)])"

 AND_SPACED:0 " 및 "
 COMMA_SPACED:0 ", "
 MAP_INFO:0 "#header 지도#!\n$TOOLTIP_DELIMITER$\n#bold "Tab"#! 버튼을 길게 눌러 화면을 완전히 축소할 수 있습니다. 손을 떼면 다시 이전 확대 단계로 복구됩니다."
 MAP_INFO_MAP_MODE_LOCKED:0 "$MAP_INFO$\n\n#instruction 클릭하여 고정된 지도 모드 해제#!"
 LOCATION_FINDER:0 "#header 장소 탐색기#!"
 ZOOM_TO_BUILDING_STATE:0 "[Building.AccessState.GetName](으)로 확대"
 ZOOM_TO_EVENT_WINDOW_STATE:0 "[EventWindow.GetEvent.GetState.GetName](으)로 확대"
 ZOOM_TO_COUNTRY_CAPITAL:0 "[Country.AccessCapital.GetName](으)로 확대"
 ZOOM_TO_MARKET_CAPITAL:1 "[Market.AccessMarketCapital.GetName] ([concept_market_capital]) 확대"
 ZOOM_TO_STATE:0 "[State.GetName](으)로 확대"
 ZOOM_TO_LOCATION:0 "해당 위치로 확대"

 POLITICS:0 "정치"
 BUTTON_POLITICS:0 "#header 정치#!\n$LAW_ENACTMENT_PROGRESS_TOPBAR$"
 BUTTON_POPULATION:0 "#header 인구#!"
 BUTTON_TRADE_OVERVIEW:0 "#header 시장#!"
 BUTTON_CULTURE_OVERVIEW:0 "#header 문화#!"
 BUTTON_BUDGET:0 "#header 예산#!"
 BUTTON_MILITARY:0 "#header 군사#!"
 BUTTON_TECHNOLOGY:0 "#header 기술#!\n[SelectLocalization( Technology.IsValid, 'RESEARCHING', 'NOT_RESEARCHING' )]"
 UNLOCK_MAP_MODE:0 "지도 모드 고정 해제"
 UNLOCK_MAP_MODE_TOOLTIP:0 "#header 지도 모드 고정 해제#!\n현재 [GetSelectedMapModeName] 지도 모드는 잠김 상태입니다."

 RESEARCHING:0 "현재 [GetPlayer.GetName](은)는 #variable [Technology.GetName] 연구 중#!\n진행도: $TECHNOLOGY_PROGRESS_WITH_GAIN_AND_TIME_LEFT$"
 NOT_RESEARCHING:0 "[GetPlayer.GetName](은)는 연구 중인 항목이 없음"

 BUTTON_DETAILS:0 "세부 사항 화면으로 이동"
 BUTTON_DETAILS_FRONT:0 "$concept_front$ 패널로 이동"
 BUTTON_INTERACT:0 "상호작용"
 NO_OF_UNREAD_PINS:0 "#BOLD #V [InformationPanelBar.GetNumberOfUnreadPins]#!#!개의 미확인 핀 존재"

 ALREADY_ACQUIRED_TITLE:0 "#BOLD 습득한 기술#!"
 RESEARCH_PANEL:0 "#BOLD 새로운 연구 항목 선택#!"
 SHOW_ON_MAP:0 "지도에 표시"

 TECHNOLOGY_HEADER:0 "#BOLD 기술#!"
 GET_UNDISCOVERED_TECHNOLOGY_COST:0 "비용: #BOLD [Era.GetTechnologyCost] 혁신 포인트#!"
 ECONOMY_TYPE_DESCRIPTION:0 "경제, [Era.GetNumber] 시대"
 MILITARY_TYPE_DESCRIPTION:0 "군사, [Era.GetNumber] 시대"
 CULTURE_TYPE_DESCRIPTION:0 "문화, [Era.GetNumber] 시대"
 ALREADY_ACQUIRED_BUTTON:0 "습득한 기술 보기"

 TECHNOLOGY_AQUIRED_POPUP_HEADER:0 "#header [Notification.GetScopeTechnology.GetName] 잠금 해제#!"
 TECHNOLOGY_UNLOCKS_TEXT:0 "[Technology.GetTooltipWithoutRequirements(GetPlayer.Self)]"
 TECHNOLOGY_LORE_TEXT:0 "#lore [Technology.GetDesc]#!"
 NA:0 "이용 불가"

 JOURNAL_ENTRY_ON_ACTIVATION:0 "#title 활성화 시:#!\n$EFFECT$"
 JOURNAL_ENTRY_ON_COMPLETION:0 "#title 완료 시:#!\n$EFFECT$"
 JOURNAL_ENTRY_ON_FAILURE:0 "#title 실패 시:#!\n$EFFECT$"
 JOURNAL_ENTRY_ON_INVALIDATION:0 "#title 무효화 시:#!\n$EFFECT$"
 JOURNAL_ENTRY_ON_TIMEOUT:0 "#title 시간 초과 시:#!\n$EFFECT$"
 
 HAS_ON_PULSE:0 "#debug Debug: This Journal Entry has some sort of OnPulse#!"
 DEBUG_NO_CHARACTER_IN_GBR_IS_VICTORIA:0 "#debug Debug: No character in GBR is Victoria#!"

 ARKET_PANEL_STATES_IN_MARKET:0 "#header 시장에 연결됨#!\n[StateRegion.GetName](은)는 [Market.GetName]에 연결되어 있음"
 WORKS_AT:0 "$NAME$($NUM|0*$)"
 MARKET_INFRASTRUCTURE_INFO:0 "[MARKET.GetName]에 대한 [concept_infrastructure]: #variable $VAL|+$#!"

 MARKET_STATE_REGION_LIST_IN:0 "내부 여부"
 STATE_REGION:1 "[concept_state_region]"
 MARKET_ACCESS:0 "[concept_market_access]"

 GDP_CONTRIBUTION:0 "[Concept('concept_gdp','$concept_gdp_short$')] 공헌"

 TOTAL_URBAN_CENTERS:1 "[GetBuildingType('building_urban_center').GetName] 규모:"
 TOTAL_URBANIZATION:0 "([concept_urbanization]: [Building.GetState.CalcTotalUrbanization|v])"
 UNUSED_ARABLE:0 "미사용 [concept_arable_land]:"
 RESOURCE:0 "자원"
 AGRICULTURE:0 "농업"

 BUILDINGS_USING_THIS_LIST:0 "#title 사용 중#!\n$LIST$"
 BUILDINGS_PRODUCING_THIS_LIST:0 "#title 다음에서 생산됨#!\n$LIST$"
 OPEN_EXPANSION_LENS:0 "다른 주에서 확장"

 STATE_INFRASTRUCTURE:3 "[concept_infrastructure]\n$STATE_INFRASTRUCTURE_CONDENSED$"
 STATE_MARKET_CAPITAL_STATUS:2 "[concept_market_capital]\n$STATE_MARKET_CAPITAL_STATUS_CONDENSED$"
 STATE_CAPITAL_STATUS:0 "[concept_capital_state]\n[State.GetOwner.GetName]"
 STATE_SPLIT_STATE_STATUS:0 "[concept_split_state]\n[State.GetStateRegion.GetName]"
 STATE_MIGRATION_TARGET_STATUS:0 "[concept_migration_target]\n[State.GetMassMigrationCulture.GetName]"
 STATE_MARKET_STATUS:1 "[State.GetMarket.GetName]\n[SelectLocalization(LessThan_CFixedPoint(State.GetInfrastructureBalance, '(CFixedPoint)0'), 'WARNING', '')][State.GetMarketAccess|%v0]"
 STATE_TRAIT_STATUS:0 "[StateTrait.GetName|v]\n#title 주 특성#!"
 STATE_POPULATION_STATUS:2 "[Concept('concept_pop','$concept_population$')]\n$STATE_POPULATION_STATUS_CONDENSED$"
 STATE_SOL_STATUS:0 "[concept_sol]"
 STATE_GDP_STATUS:1 "$GDP_SHORT$\n$STATE_GDP_STATUS_CONDENSED$"
 STATE_DECREE_STATUS:0 "[Decree.GetName]"
 STATE_CONSTRUCTION:3 "[concept_construction]\n$STATE_CONSTRUCTION_CONDENSED$"
 STATE_CONSTRUCTION_CONDENSED:0 "[SelectLocalization(GreaterThan_int32(Country.GetNumBuildingsUnderConstructionInState(State.Self), '(int32)0'), 'STATE_CONSTRUCTION_ACTIVE', '')][SelectLocalization(GreaterThan_int32(Country.GetNumBuildingsInConstructionQueueInState(State.Self), '(int32)0'), 'STATE_CONSTRUCTION_IN_QUEUE', '')]"
 STATE_CONSTRUCTION_ACTIVE:0 "활성화: [Country.GetNumBuildingsUnderConstructionInState(State.Self)|v]"
 STATE_CONSTRUCTION_IN_QUEUE:0 "\n대기열 등록됨: [Country.GetNumBuildingsInConstructionQueueInState(State.Self)|v]"

 TOOLTIP_VIEW_CONDENSED:0 "#header 요약 주 패널 보기#!"
 TOOLTIP_VIEW_DETAILED:0 "#header 세부 주 패널 보기#!"

 WARNING:0 "@warning! "

 BUILDING_POPULATION_STATUS:0 "근로자\n[Building.GetNoOfEmployed|Kv]"

 UNDER_COLONIZATION:0 "성장 중인 [concept_colony]"
 BEING_COLONIZED:0 "다음 국가에 의해 [Concept('concept_colony', '$concept_colonized$')]되고 있음:\n[SelectLocalization(EqualTo_int32(State.GetNumColonizers,'(int32)1'),State.GetColonizers('STATE_REGION_COLONIZER_SINGLE_WIDGET'),State.GetColonizers('STATE_COLONIZER_WIDGET_ITEM'))]"
 TOOLTIP_COLONIZED:0 "#header [Concept('concept_colony', '$concept_colonized$')] 진행 중#!\n$TOOLTIP_DELIMITER$\n[State.GetName](은)는 다음 국가에 의해 $concept_colonized$되고 있음:\n[State.GetColonizers('STATE_REGION_COLONIZER_ITEM')]"
 STATE_REGION_COLONIZER_SINGLE_WIDGET:0 "[STATE.GetCountry.GetName]"
 STATE_REGION_COLONIZER_ITEM:0 "$TAB$[STATE.GetOwner.GetName] ([STATE.GetName])\n"
 STATE_COLONIZER_WIDGET_ITEM:0 "[STATE.GetCountry.GetFlagTextIcon] "

 STATE_INFRASTRUCTURE_USAGE_TOOLTIP:2 "#header [concept_infrastructure_usage]#!\n[State.GetName](이)가 #v [Multiply_CFixedPoint(State.GetInfrastructureUsage,'(CFixedPoint)-1')|0+]#!의 [concept_infrastructure] 사용 중\n$TOOLTIP_DELIMITER$\n[State.GetInfrastructureUsageDesc]"
 STATE_INFRASTRUCTURE_TOOLTIP:2 "#header [concept_infrastructure]#!\n[State.GetName](은)는 [State.GetInfrastructure|+0]의 [concept_infrastructure] 보유 중\n$TOOLTIP_DELIMITER$\n[State.GetInfrastructureDesc]"

 STATE_INFRASTRUCTURE_DESC:2 "#header [concept_infrastructure] 수지#!\n[State.GetName] 내 [concept_infrastructure] 수지는 [State.GetInfrastructureBalance|0+=]임\n$TOOLTIP_DELIMITER$\n#v [State.GetInfrastructure|0+]#!의 [concept_infrastructure] 원인\n[State.GetInfrastructureDesc]\n\n#v [Multiply_CFixedPoint(State.GetInfrastructureUsage,'(CFixedPoint)-1')|0+]#!의 [concept_infrastructure_usage] 원인\n[State.GetInfrastructureUsageDesc]"
 STATE_PANEL_INFRASTRUCTURE_DESC:1 "#header [concept_infrastructure]#!\n [State.GetName] 내 [concept_infrastructure]: #v [State.GetInfrastructure|0]#!\n$TOOLTIP_DELIMITER$\n[State.GetInfrastructureDesc]"
 STATE_PANEL_INFRASTRUCTURE_USAGE_DESC:2 "#header [concept_infrastructure_usage]#!\n[State.GetName] 내 [concept_infrastructure_usage]: #v [Multiply_CFixedPoint(State.GetInfrastructureUsage,'(CFixedPoint)-1')|0+]#!\n$TOOLTIP_DELIMITER$\n[State.GetInfrastructureUsageDesc]"
 STATE_TRAIT_STATE_MODIFIER:0 "주 변화 요인"
 STATE_TRAIT_STATE_REGION_MODIFIER:0 "주 지역 변화 요인"
 BUILDING_PROGRESS_TOOLTIP:1 "#header [Building.GetName]#!\n건설 진행도: #VARIABLE [Building.GetConstructionProgressPercentage|%]#!\n주간 [concept_construction] 할당: #v #tooltippable #tooltip:[Building.GetTooltipTag],CONSTRUCTION_SPEED_TOOLTIP [Building.GetConstructionSpeedPerWeek|2]#!#!#!\n남은 시간: #VARIABLE [Building.GetConstructionRemainingWeeksDesc]#!"
 BUILDING_PROGRESS_TOOLTIP_QUEUED:0 "#header [Building.GetName]#!\n[Country.GetName] 내 건설 대기열"
 
 INFRASTRUCTURE_FROM_POPS:1 "[Concept('concept_pop', '$concept_pops$')]에서 $VALUE|+=1$ "
 INFRASTRUCTURE_FROM_POPS_CAPPED:1 "[Concept('concept_pop', '$concept_pops$')]에서 $VALUE|+=1$ (최대 상한: #tooltippable #tooltip:$BREAKDOWN_TAG$ $CAP|1v$#!#!) "
 
 CONSTRUCTION_QUEUE_HEADER:0 "건설 대기열"
 CONSTRUCTION_QUEUE_ITEM_VALID:2 "#header [State.GetName] 내 [Building.GetName] 확장 중#!\n#v 완료까지 $WEEKS$#!주\n$TOOLTIP_DELIMITER$\n#v $PROGRESS|0$#!/#v $REQUIRED|0$#! [concept_construction] 진행도 (#v $PERCENT_COMPLETE|%$#!)\n[Building.GetOwner.GetName]에서 #v [ConstructionQueueElement.GetBaseConstructionSpeed|2]#!의 [concept_construction]력을 제공하여, 매주 총 #v #tooltippable #tooltip:[ConstructionQueueElement.GetTooltipTag],CONSTRUCTION_QUEUE_SPEED_TOOLTIP $SPEED$#!#!#!의 진행도 획득\n"
 CONSTRUCTION_QUEUE_ITEM_INVALID:0 "#header [State.GetName] 내 [Building.GetName]#!\n$TOOLTIP_DELIMITER$\n$INVALID_DESC$"
 CONSTRUCTION_SPEED_BASE_TOOLTIP:4 "#tooltip_header @construction![Nbsp][concept_construction]#![AddLocalizationIf(Country.IsConstructionPaused, '$CONSTRUCTION_IS_PAUSED$')]\n총합: #v [Country.CalcBaseConstructionSpeed|2]#!\n사용 중: #v [Country.CalcUsedConstruction|0]/[Country.CalcBaseConstructionSpeed|0]#!\n$TOOLTIP_DELIMITER$\n[Country.GetBaseConstructionSpeedDesc]"
 CONSTRUCTION_QUEUE_TOOLTIP:0 "[Country.GetConstructionQueueDesc]"
 CONSTRUCTION_QUEUE_DESC:3 "#header [Country.GetName] 내 [concept_construction]#![AddLocalizationIf(Country.IsConstructionPaused, '$CONSTRUCTION_IS_PAUSED$')]\n$TOOLTIP_DELIMITER$\n[Country.GetName](은)는 매주 #v #tooltippable #tooltip:[Country.GetTooltipTag],CONSTRUCTION_SPEED_USED_TOOLTIP [GetPlayer.CalcUsedConstruction|2]#!#!#!의 [concept_construction]을 사용하고 있으며, 매주 총 #v #tooltippable #tooltip:[Country.GetTooltipTag],CONSTRUCTION_SPEED_BASE_TOOLTIP [Country.CalcBaseConstructionSpeed|2]#!#!#!의 $concept_construction$을 생산함\n\n#v #tooltippable #tooltip:[Country.GetTooltipTag],CONSTRUCTION_QUEUE_ACTIVE_PROJECTS [Country.GetNumActiveConstructionQueueElements]#!#!#!개의 [concept_under_construction]인 사업이 존재하고 #v #tooltippable #tooltip:[Country.GetTooltipTag],CONSTRUCTION_QUEUE_INACTIVE_PROJECTS [Country.GetNumInactiveConstructionQueueElements]#!#!#!개의 추가 사업이 [concept_construction_queue]에 등록되어 있음\n\n"
 CONSTRUCTION_IS_PAUSED:0 "\n모든 $concept_construction$이 현재 #b 일시 정지#! 상태"
 CONSTRUCTION_QUEUE_ACTIVE_PROJECTS:0 "[Country.GetActiveConstructionProjectsDesc]"
 CONSTRUCTION_QUEUE_INACTIVE_PROJECTS:0 "[Country.GetInactiveConstructionProjectsDesc]"
 CONSTRUCTION_SPEED_USED_TOOLTIP:2 "#header [GetPlayer.GetName] 내 [concept_under_construction]#!\n$TOOLTIP_DELIMITER$\n이번 주 #v [Country.GetNumActiveConstructionQueueElements]#!개의 사업이 [concept_construction]을 사용하고 있음:[ConcatIfNeitherEmpty('\n',GetPlayer.GetActiveConstructionProjectsDesc)]"
 CONSTRUCTION_SPEED_TOOLTIP:0 "[Building.GetConstructionSpeedPerWeekDesc]"
 CONSTRUCTION_QUEUE_SPEED_TOOLTIP:0 "[ConstructionQueueElement.GetConstructionSpeedPerWeekDesc]"
 CONSTRUCTION_QUEUE_DESC_ITEM:0 "#b $NUM$#!: [STATE.GetName] 내 [BUILDING.GetName]: #v $BASE_SPEED$#! (최대 #v $MAX_BASE_SPEED$#!) - 완공까지 #v $WEEKS_LEFT$#!주"
 CONSTRUCTION_QUEUE_DESC_BACKLOG_ITEM:0 "#b $NUM$#!: [STATE.GetName] 내 [BUILDING.GetName] (대기열) - 완공까지 #v $WEEKS_LEFT$#!주"
 CONSTRUCTION_QUEUE_DESC_INVALID_ITEM:0 "#b $NUM$#!: [STATE.GetName] 내 [BUILDING.GetName] #N (유효하지 않음)#!"
 CONSTRUCTION_QUEUE:3 "[concept_construction_queue]"
 CONSTRUCTION_QUEUE_STATE:0 "[concept_construction] #v @construction! #tooltippable #tooltip:[State.GetOwner.GetTooltipTag],CONSTRUCTION_SPEED_BASE_TOOLTIP [State.GetOwner.CalcUsedConstruction|0]/[State.GetOwner.CalcBaseConstructionSpeed|0]#!#!#!"
 CONSTRUCTION_QUEUE_IS_EMPTY:1 "[concept_under_construction]인 건물 없음"
 CONSTRUCTION_QUEUE_HIDDEN_ELEMENTS:0 "+[Country.GetNumHiddenConstructionQueueElements|v] 대기열에 등록된 추가 사업"
 CONSTRUCTION_BUTTON_IDLE:0 "유휴 상태"
 CONSTRUCTION_BUTTON_IDLE_TOOLTIP:0 "$CONSTRUCTION_QUEUE_STATUS_IDLE_DESC$"
 CONSTRUCTION_BUTTON_PAUSE:1 "전체 일시 정지"
 CONSTRUCTION_BUTTON_PAUSE_TOOLTIP:1 "$CONSTRUCTION_QUEUE_STATUS_ACTIVE_DESC_DATA$\n클릭하여 모든 [concept_construction] 일시 정지"
 CONSTRUCTION_BUTTON_RESUME:0 "재개"
 CONSTRUCTION_BUTTON_RESUME_TOOLTIP:1 "$CONSTRUCTION_QUEUE_STATUS_PAUSED_DESC_DATA$\n클릭하여 모든 [concept_construction] 재개"
 CONSTRUCTION_ALREADY_PAUSED:0 "이미 건설 일시 정지 상태입니다."
 CONSTRUCTION_IN_DEFAULT:0 "[COUNTRY.GetName](이)가 채무불이행 상태인 이상 건설을 재개할 수 없습니다."
 CONSTRUCTION_ALREADY_RUNNING:0 "이미 건설 진행 중입니다."
 CONSTRUCTION_BUILDING_PER_WEEK:0 "@construction! [Building.GetConstructionSpeedPerWeek|0]"
 CONSTRUCTION_QUEUE_ELEMENT_ALLOCATION:0 "@construction! [ConstructionQueueElement.GetBaseConstructionSpeed|1]"
 CONSTRUCTION_VALUE:0 "[SelectLocalization(Country.IsConstructionPaused, 'CONSTRUCTION_DURATION_PAUSED', 'CONSTRUCTION_VALUE_WITHOUT_ICON')]"
 CONSTRUCTION_VALUE_WITHOUT_ICON:0 "#v [Country.CalcUsedConstruction|0]/[Country.CalcBaseConstructionSpeed|0]#!"
 CONSTRUCTION_VALUE_WITH_ICON:1 "@construction! #v [Country.CalcUsedConstruction|0]/[Country.CalcBaseConstructionSpeed|0]#!"
 NO_CONSTRUCTION:1 "현재 [concept_under_construction]인 [Concept('concept_building', '$concept_buildings$')] 없음"
 NOTHING_CONSTRUCTING:0 "[concept_under_construction]인 대상 없음"
 USED_VS_UNUSED_CONSTRUCTION:0 "#v [GetPlayer.CalcUsedConstruction|0]/[GetPlayer.CalcBaseConstructionSpeed|0]#!"
 IN_CONSTRUCTION_QUEUE:1 "#v [GetPlayer.GetNumInactiveConstructionQueueElements|=]#!"
 IN_CONSTRUCTION_QUEUE_TOOLTIP:1 "#header [concept_construction_queue]에 [GetPlayer.GetNumInactiveConstructionQueueElements|=]개의 [Concept('concept_building', '$concept_buildings$')] 존재#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetInactiveConstructionProjectsDesc]"
 QUEUED:0 "대기열 등록됨"

 BUILDING_DETAILS_EMPLOYMENT_TOOLTIP:0 "#header [Building.GetState.GetName] 내 [Building.GetName]#!\n규모: [Building.GetExpansionLevelBreakdownDesc]\n고용: #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_EMPLOYMENT #variable [Building.GetNoOfEmployed|1*]#!#!#! / #maximum [Building.GetEmployeeCap|1*] 근로자#! (#BOLD #V [Building.GetEmploymentPercentage|0%]#!#!)\n$TOOLTIP_DELIMITER$\n[Building.GetInputOutputTooltip]"
 BUILDING_EMPLOYMENT_UNCAPPED_TOOLTIP:0 "#header [Building.GetName]#!\n$BUILDING_EMPLOYMENT_UNCAPPED$"
 BUILDING_EMPLOYMENT_TOOLTIP:0 "#header [Building.GetName]#!\n$BUILDING_EMPLOYMENT_CAPPED$"
 BUILDING_EMPLOYMENT_CAPPED:0 "고용: #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_EMPLOYMENT #variable [Building.GetNoOfEmployed|1*]#!#!#! / #maximum [Building.GetEmployeeCap|1*] 근로자#! (#BOLD #V [Building.GetEmploymentPercentage|0%]#!#!)"
 BUILDING_EMPLOYMENT_UNCAPPED:0 "고용: #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_EMPLOYMENT #variable [Building.GetNoOfEmployed|1*]#!#!#! / #maximum [Building.GetEmployeeCap|1*] 근로자#! (#BOLD #V [Building.GetEmploymentPercentage|0%]#!#!)"
 BUILDING_LEVEL:0 "[concept_building_level]"
 BUILDING_LEVEL_HEADER_TOOLTIP:0 "#header [concept_building_level]#!\n$TOOLTIP_DELIMITER$\n현재 $concept_building_level$""
 BUILDING_SIZE_TOOLTIP:0 "#header [Building.GetName]#!\n규모: [Building.GetExpansionLevel|v]"
 BUILDING_INFO_TOOLTIP:0 "$BUILDING_TOOLTIP_BASE_P1$\n[Building.GetTooltip]"
 BUILDING_TOOLTIP_BASE_P1:0 "#header [Building.GetName]#!"
 CASH_RESERVES_INFO:1 "[concept_cash_reserves]: #variable [Building.GetCurrentCashReserves|D]#! [GetTrendIcon(Building.GetCashReservesTrend)] / #maximum [Building.GetMaxCashReserves|k]#!"
 PRODUCTIVITY_INFO:1 "[concept_productivity]: #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_PRODUCTIVITY,GraphTooltipProductivity @money![Building.GetAverageAnnualEarningsPerEmployeeFormatted|+]#!#! (#tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_HEALTH_BUILDING_TYPE,GraphTooltipTypeProfitability [Building.GetProfitabilityCompareIconInType]#!#! / #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_HEALTH_WORLD,GraphTooltipWorldProfitability [Building.GetProfitabilityCompareIcon]#!#!)"
 PRODUCTIVITY_INFO_LOWERCASE:0 "[concept_productivity]:\n$PRODUCTIVITY_INFO_NO_HEADER$"
 PRODUCTIVITY_INFO_NO_HEADER:0 "#tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_PRODUCTIVITY,GraphTooltipProductivity @money![Building.GetAverageAnnualEarningsPerEmployeeFormatted|+]#!#! (#tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_HEALTH_BUILDING_TYPE,GraphTooltipTypeProfitability [Building.GetProfitabilityCompareIconInType]#!#! / #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_HEALTH_WORLD,GraphTooltipWorldProfitability [Building.GetProfitabilityCompareIcon]#!#!)"

 BUILDING_CASH_RESERVES_TOOLTIP:0 "#header [concept_cash_reserves]#!\n수치: #variable [Building.GetCurrentCashReserves|D]#! [GetTrendIcon(Building.GetCashReservesTrend)] / #maximum [Building.GetMaxCashReserves|k]#!\n\n[concept_cash_reserves_desc]"
 BUILDING_CASH_RESERVES:0 "현금 보유고: [Building.GetCurrentCashReserves|Dv] [GetTrendIcon(Building.GetCashReservesTrend)]"

 PRODUCTIVITY_SPAN_FORMAT:0 "@money!$MIN$ - @money!$MAX$"
 PRODUCTIVITY_SPAN_FORMAT_SAME:0 "@money!$MIN$"
 PRODUCTIVITY_SPAN_TOOLTIP:0 "#header [concept_productivity]#!\n[GetPlayer.GetName] 내 [BuildingType.GetName] [concept_productivity]: [BuildingType.GetProductivitySpanDesc(GetPlayer.Self)]"
 EMPLOYMENT_BAR:0 "고용: [Building.GetNoOfEmployed|1*v]"
 EARNINGS_PER_EMPLOYEE:0 "소득 / 근로자"
 WORLD_PROFITABILITY_HEADER:1 "모든 건물 대비 $EARNINGS_PER_EMPLOYEE$"
 BUILDING_PROFITABILITY_HEADER:2 "$EARNINGS_PER_EMPLOYEE$"
 BUILDING_PROFITABILITY_HEADER_TOOLTIP:1 "#header [concept_productivity]#!\n$TOOLTIP_DELIMITER$\n연간 평균 $EARNINGS_PER_EMPLOYEE$"
 BUILDING_PRODUCTIVITY_HEADER:1 "연간 평균 $EARNINGS_PER_EMPLOYEE$"
 GOVERNMENTAL_EXPENSES:1 "정부 지출: #tooltippable #tooltip:[Building.GetTooltipTag],BUILDING_GOVERNMENT_EXPENSES_DESC #N @money!-[Building.GetGovernmentExpenses|D-]#!#!#!"
 NOT_FULLY_EMPLOYED:2 "#header #red [Building.GetName](은)는 완전 고용 불가#!#!\n$TOOLTIP_DELIMITER$\n고용: #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_EMPLOYMENT #variable [Building.GetNoOfEmployed|1*]#!#!#! / #maximum [Building.GetEmployeeCap|1*] 근로자#! (#BOLD #V [Building.GetEmploymentPercentage|0%]#!#!)\n[Building.GetAllFailedHiresDesc]"
 NOT_HIRING:0 "#header #red [Building.GetName](은)는 고용 불가!#!#!\n$TOOLTIP_DELIMITER$\n고용: #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_EMPLOYMENT #variable [Building.GetNoOfEmployed|1*]#!#!#! / #maximum [Building.GetEmployeeCap|1*] 근로자#! (#BOLD #V [Building.GetEmploymentPercentage|0%]#!#!)\n\n이 [concept_building]은 자금이 부족해 직원을 고용할 수 없습니다.\n\n현재 생산성: [Building.GetAverageAnnualEarningsPerEmployeeFormatted]"
 EMPLOYMENT_HINT:1 "\n\n@information! [Building.GetName]의 [Concept('concept_building_wage', '$concept_building_wages$')]은 경제 상황을 기반으로 결정됩니다. 주간 [concept_building_balance]를 개선하여 좀 더 많은 [Concept('concept_pop', '$concept_pops$')]을 노동 종사자로 유치할 수 있습니다. 수지에 영향을 주려면 건물이 사용하는 [Concept('concept_good', '$concept_goods$')]을 좀 더 저렴하게 만들거나, 건물에서 생산하는 상품의 가격을 높여야 합니다. 상품이 속한 [Building.GetState.GetMarket.GetName] 내 수요와 공급을 높이거나 줄이는 방식으로 달성할 수 있습니다. 물론, 건물에 [Concept('concept_subsidies', '$concept_subsidizing$')]을 지원하여 노동 종사자가 경쟁력 있는 [concept_building_wage]을 받도록 보장하는 것도 가능합니다. 보조금을 지원하면 필요에 따라 [GetPlayer.GetAdjectiveNoFormatting]의 [concept_treasury]에 있는 [concept_money]을 사용하여 건물을 지속적으로 운영할 수 있습니다."
 INCOME_TAXES:1 "지불한 세금: #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_TAXES_TOOLTIP #variable @money![Building.GetTaxationRevenue|D+=]#!#!#!"
 BUILDING_TOOLTIP_BASE_INFO:1 "규모: [Building.GetExpansionLevelBreakdownDesc][ConcatIfNeitherEmpty('\n', SelectLocalization( GreaterThan_int32(Building.GetNoOfEmployed, '(int32)0'), 'EMPLOYMENT_INFO', '' ))]"
 EMPLOYMENT_INFO:1 "고용: #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_EMPLOYMENT #variable [Building.GetNoOfEmployed|1*]#!#!#! / #maximum [Building.GetEmployeeCap|1*] 근로자#! (#BOLD #V [Building.GetEmploymentPercentage|0%]#!#!)"
 BUILDING_TOOLTIP:1 "$BUILDING_TOOLTIP_BASE_INFO$[ConcatIfNeitherEmpty('\n', SelectLocalization( And(GreaterThan_int32(Building.GetNoOfEmployed, '(int32)0'), Not(Building.IsSubsistenceBuilding)), 'PRODUCTIVITY_INFO', '' ))][ConcatIfNeitherEmpty('\n', SelectLocalization( GreaterThan_int32(Building.GetNoOfEmployed, '(int32)0'), 'CASH_RESERVES_INFO', '' ))][ConcatIfNeitherEmpty('\n', SelectLocalization( GreaterThan_int32(Building.GetNoOfEmployed, '(int32)0'), 'INCOME_TAXES', '' ))]"
 BUILDING_GOVERNMENT_TOOLTIP:1 "$BUILDING_TOOLTIP_BASE_INFO$[ConcatIfNeitherEmpty('\n', SelectLocalization( GreaterThan_int32(Building.GetNoOfEmployed, '(int32)0'), 'INCOME_TAXES', '' ))]\n$GOVERNMENTAL_EXPENSES$"
 DEBUG_BUILDING_TOOLTIP:0 "ID: #variable [Building.GetID]#!"
 EXPANSION_DESC:0 "$LEVEL|v$"
 EXPANSION_DESC_BUILDING:0 "#tooltippable #tooltip:[Building.GetTooltipTag],BUILDING_LEVEL_TOOLTIP $LEVEL|v$#!#!"
 BUILDING_LEVEL_TOOLTIP:0 "[Building.GetSizeTooltip]"
 EXPANSION_DESC_QUEUE_STATE:0 "+#tooltippable #tooltip:[State.GetTooltipTag],CONSTRUCTION_QUEUE_IN_STATE $IN_QUEUE$#!#!"
 EXPANSION_DESC_QUEUE_BUILDING:0 "+#tooltippable #tooltip:[Building.GetState.GetTooltipTag],CONSTRUCTION_QUEUE_IN_STATE $IN_QUEUE$#!#!"
 EXPANSION_DESC_QUEUE_INVALID_STATE:0 "#red #tooltippable #tooltip:[State.GetTooltipTag],CONSTRUCTION_QUEUE_IN_STATE +$IN_QUEUE$#!#!#!"
 EXPANSION_DESC_QUEUE_INVALID_BUILDING:0 "#red #tooltippable #tooltip:[Building.GetState.GetTooltipTag],CONSTRUCTION_QUEUE_IN_STATE +$IN_QUEUE$#!#!#!"
 CONSTRUCTION_QUEUE_IN_STATE:2 "[concept_under_construction] 또는 [State.GetName] [concept_construction_queue]에 등록된 상태인 해당 [concept_building]의 확장 단계 수"
 EXPANSION_DESC_MAXIMUM:0 "/#maximum #tooltippable #tooltip:[Building.GetTooltipTag],BUILDING_EXPANSION_LEVEL_BREAKDOWN_TOOLTIP $MAXIMUM$#!#!#!"
 URBAN_CAP_PER_LEVEL:0 "#variable #P +[GetDefine('NCountry', 'BASE_URBAN_CAPACITY')]#!#! $urban_capacity$"
 BATTALIONS_PER_LEVEL:1 "[Concept('concept_battalion', '$concept_battalions$')]: 단계별 $UNIT_ICON$ #variable #P +$UNIT_COUNT$#!#!"
 BATTALIONS_TOTAL:1 "[Concept('concept_battalion', '$concept_battalions$')]: $UNIT_ICON$ #variable #P +$UNIT_COUNT$#!#! 총합"
 WARSHIPS_PER_LEVEL:3 "[Concept('concept_flotilla','$concept_flotillas$')]: 단계별 $UNIT_ICON$ #variable #P +$UNIT_COUNT$#!#!"
 WARSHIPS_TOTAL:3 "[Concept('concept_flotilla','$concept_flotillas$')]: $UNIT_ICON$ #variable #P +$UNIT_COUNT$#!#! 총합"
 CANAL_TOOLTIP_DESC:0 "[PROVINCE.GetStateRegion.GetName](와)과 [PROVINCE_OTHER.GetStateRegion.GetName] 간의 통행 허용"
 GOV_EXPENSES_TITLE:0 "#title [concept_government_expenses]#!"
 INCOME_TAXES_TITLE:0 "#title 소득세#!"
 EMBARGO_GOODS:0 "통상 금지 시작"
 UNEMBARGO_GOODS:0 "통상 금지 중단"
 ENCOURAGE_GOODS:0 "소비 장려"
 UNENCOURAGE_GOODS:0 "장려 종료"
 DISCOURAGE_GOODS:0 "소비 억제"
 UNDISCOURAGE_GOODS:0 "억제 종료"
 TAX_GOODS:0 "소비세 추가"
 NO_GOODS_TO_TAX:0 "[Concept('concept_consumption_tax', '$concept_consumption_taxes$')]를 부과할 수 있는 상품이 없음"
 UNTAX_GOODS:0 "소비세 제거"
 SUBSIDIZE_SHORT:0 "보조금:"

 TAX_WASTE:0 "[concept_tax_waste]: #v $VAL|-%$#!"
 RADICAL_IG_ITEM:0 "[InterestGroup.GetName]: #tooltippable #tooltip:[InterestGroup.GetTooltipTag],IG_APPROVAL_BREAKDOWN [InterestGroup.GetApprovalRating] #bold ([InterestGroup.GetApprovalValue|+=])#!#!#!\n"

 BUILDING_STATUS:0 "상태:"
 BUILDING_ACTIVE:1 "#v 활성화#!"
 BUILDING_INACTIVE:0 "비활성화"
 BUILDING_INACTIVE_CONSUMPTION_EMPTY_STATE:0 "해당 $concept_building$이 비활성화된 이후로 [concept_building] 소비 없음"
 LOCAL_PRICE_CONDENSED:0 "현지 가격: #variable @money![ProductionInterfaceInfo.GetLocalPrice|1]#!"
 STATE_CONTROLLED_BY:0 "#BOLD #V [State.GetName]#!#!(은)는 #BOLD #V [State.GetController.GetName]#!#!의 지배를 받음"
 STATE_INVADED_BY:0 "#BOLD #V [State.GetInvader.GetName]#!#!(이)가 #BOLD #V [State.GetName]#!#!의 #v [State.GetControlledProvinceFractionFor(State.GetInvader)|%]#!를 장악함"
 STATE_CONTESTED:0 "#BOLD #V [State.GetName]#!#! 지배권 경합 중!"

 CHANGE_PRODUCTION_METHOD_TOOLTIP:0 "#header [ChangeProductionMethodMenuItem.GetProductionMethodGroup.GetName] [concept_production_method]을 [ProductionMethod.GetName](으)로 변경#!\n[ChangeProductionMethodMenuItem.GetTooltip(GetPlayer.Self)]"
 CHANGE_FROM_CURRENT_PRODUCTION_METHOD_TOOLTIP:1 "#header [ProductionMethodGroup.GetName] [concept_production_method]#!\n현재: [ProductionMethod.GetName]\n[ProductionMethod.GetTooltipForBuilding(GetPlayer.Self, Building.Self)]\n\n#instruction #bold 좌클릭#!하여 이용 가능 옵션 보기#!"
 CHANGE_PRODUCTION_METHOD_IMPACT_ON_BALANCE:0 "[concept_goods_substitution] 후 완전 고용 주간 수지가 받는 영향: #v @money!$VAL|D+=$#!"
 CHANGE_PRODUCTION_NO_EFFECT:0 "이 생산 방식은 현재 효과를 발휘하지 않음"
 BULK_CHANGE:0 "#header 모든 [BuildingType.GetName]의 [ProductionMethodGroup.GetName] [concept_production_method] 전환#!"
 BULK_CHANGE_MIXED:1 "$BULK_CHANGE$\n[GetPlayer.GetNameNoFlag] 내 [BuildingType.GetName](은)는 사용 중인 [ProductionMethodGroup.GetName] [Concept('concept_production_method','$concept_production_methods$')]이 다름"
 BULK_CHANGE_SAME:0 "$BULK_CHANGE$\n현재 모든 [BuildingType.GetName]에서 [ProductionMethod.GetName] 사용 중\n$TOOLTIP$"

 SHOW_PER_LEVEL_VALUES:0 "단계별 수치 표시"
 PER_LEVEL_VALUES_NESTED_TOOLTIP:0 "#tooltippable #tooltip:[GetRawTextTooltipTag('$PER_LEVEL_VALUES_OUTPUT$')] [AddTextIf(Not(StringIsEmpty('$PER_LEVEL_VALUES_OUTPUT$')), '$SHOW_PER_LEVEL_VALUES$')]#!#!"
 PRODUCTION_METHOD_TOOLTIP_FORMAT:0 "[ConcatIfNeitherEmpty('$PREDICTION$', '\n')][AddTextIf(Not(StringIsEmpty('$PREDICTION$')), '$TOOLTIP_DELIMITER$\n')][ConcatIfNeitherEmpty('$TOTAL_VALUES_OUTPUT$','\n')][AddTextIf(Not(StringIsEmpty('$TIMED_MODIFIERS$')),'\n')][ConcatIfNeitherEmpty('$TIMED_MODIFIERS$','\n')]\n$PER_LEVEL_VALUES_NESTED_TOOLTIP$"
 PRODUCTION_METHOD_WITH_REQUIREMENTS_TOOLTIP_FORMAT:1 "[ConcatIfNeitherEmpty('$PREDICTION$', '\n')][AddTextIf(Not(StringIsEmpty('$PREDICTION$')), '$TOOLTIP_DELIMITER$\n')][ConcatIfNeitherEmpty('$TOTAL_VALUES_OUTPUT$','\n')][AddTextIf(Not(StringIsEmpty('$TIMED_MODIFIERS$')),'\n')][ConcatIfNeitherEmpty('$TIMED_MODIFIERS$','\n')]\n$PER_LEVEL_VALUES_NESTED_TOOLTIP$\n\n[AddTextIf(Not(StringIsEmpty('$EMPTY_REQUIREMENTS$')), '\n$TOOLTIP_REQUIREMENTS_ANY$\n')]$REQUIREMENTS$[AddTextIf(Not(StringIsEmpty('$EMPTY_REQUIREMENTS$')), '\n')]$BUILDING_TYPE_INFO$"
 PER_LEVEL_VALUES_ONLY:0 "$VALUES$"

 PRODUCTION_METHOD_TEXT_ICON_DESC:0 "#v $MORE_GOODS$\n$MORE_EMPLOYEES$#!"

 MARKET_PARTICIPANT_SHARE:0 "#V [Country.GetName]#!(은)는 [MarketPanel.GetMarket.GetName]에 [MarketPanel.GetMarket.GetMarketSharePercentageFor(Country.Self)|v%]의 [concept_market_share] 보유 중\n$TOOLTIP_DELIMITER$\n"

 COIN_01_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin1!#!#! [concept_base_price]($VAL|v=1%$) 대비 #bold 매우 많이 저렴함#!"
 COIN_02_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin2!#!#! [concept_base_price] ($VAL|v=1%$) 대비 #bold 매우 저렴함#!"
 COIN_03_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin3!#!#! [concept_base_price]($VAL|v=1%$) 대비 #bold 저렴함#!"
 COIN_04_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin4!#!#! [concept_base_price]($VAL|v=1%$) 대비 #bold 저렴함#!"
 COIN_05_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin5!#!#! [concept_base_price]($VAL|v=1%$) 대비 #bold 약간 저렴함#!"
 COIN_06_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin6!#!#! [concept_base_price]($VAL|v=1%$) 대비 #bold 약간 저렴함#!"
 COIN_07_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin7!#!#! [concept_base_price] ($VAL|v=1%$)과 #bold 동일 가격대#!"
 COIN_08_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin8!#!#! [concept_base_price] ($VAL|v=1%$) 대비 #bold 약간 비쌈#!"
 COIN_09_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin9!#!#! [concept_base_price] ($VAL|v=1%$) 대비 #bold 약간 비쌈#!"
 COIN_10_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin10!#!#! [concept_base_price] ($VAL|v=1%$) 대비 #bold 비쌈#!"
 COIN_11_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin11!#!#! [concept_base_price] ($VAL|v=1%$) 대비 #bold 비쌈#!"
 COIN_12_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin12!#!#! [concept_base_price] ($VAL|v=1%$) 대비 #bold 매우 비쌈#!"
 COIN_13_BASE:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin13!#!#! [concept_base_price] ($VAL|v=1%$) 대비 #bold 매우 비쌈#!"

 COIN_01_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin1!#!#! #bold 매우 많이 저렴함#!"
 COIN_02_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin2!#!#! #bold 매우 저렴함#!"
 COIN_03_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin3!#!#! #bold 저렴함#!"
 COIN_04_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin4!#!#! #bold 저렴함#!"
 COIN_05_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin5!#!#! #bold 약간 저렴함#!"
 COIN_06_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin6!#!#! #bold 약간 저렴함#!"
 COIN_07_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin7!#!#! #bold 기본 가격에 가까움#!"
 COIN_08_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin8!#!#! #bold 약간 비쌈#!"
 COIN_09_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin9!#!#! #bold 약간 비쌈#!"
 COIN_10_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin10!#!#! #bold 비쌈#!"
 COIN_11_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin11!#!#! #bold 비쌈#!"
 COIN_12_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin12!#!#! #bold 매우 비쌈#!"
 COIN_13_BASE_SHORT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP @coin13!#!#! #bold 매우 비쌈#!"

 COIN_STACK_ICON_FORMAT:0 "#tooltippable #tooltip:COIN_STACK_TOOLTIP $ICON$#!#!"
 COIN_STACK_TOOLTIP:0 "가격 아이콘은 어느 한 [concept_good]이 해당 [concept_good]의 [concept_base_price]에 비해 얼마나 비싸거나 저렴한지를 나타냅니다. 아이콘의 종류는 매우 저렴(@coin1!)에서 기본 가격(@coin7!), 매우 비쌈(@coin13!)으로 구분됩니다."

 GOODS_STATE_PRICE_AGAINST_BASE_PRICE_TOOLTIP:0 "#header [concept_base_price] 대비 [Goods.GetStatePriceLabel]#!\n[Goods.GetCompareDescAgainstBasePrice( Goods.GetStatePrice )]\n$TOOLTIP_DELIMITER$\n[Goods.GetStatePriceLabel]: #variable @money![Goods.GetStatePrice|1]#!\n[concept_base_price]: #BOLD #V @money![Goods.GetBasePrice|1]#!#!"
 GOODS_MARKET_PRICE_AGAINST_BASE_PRICE_TOOLTIP:0 "#header [concept_base_price] 대비 [Goods.GetMarketPriceLabel]#!\n[Goods.GetCompareDescAgainstBasePrice( Goods.GetMarketPrice )]\n$TOOLTIP_DELIMITER$\n[Goods.GetMarketPriceLabel]: #variable @money![Goods.GetMarketPrice|1]#!\n[concept_base_price]: #BOLD #V @money![Goods.GetBasePrice|1]#!#!"

 BUY_ORDERS:0 "[concept_buy_orders]"
 SELL_ORDERS:0 "[concept_sell_orders]"
 PRODUCTION:0 "[concept_good_production]"
 CONSUMPTION:0 "[concept_good_consumption]"

 BATTALIONS:0 "[Concept('concept_battalion', '$concept_battalions$')]"
 WARSHIPS:2 "[Concept('concept_flotilla','$concept_flotillas$')]"

 GOOD_PRICE_BASED_ON_LAST_TICK_WARNING:1 "#lore 이 수치는 일주일에 최소 한 번씩 갱신됩니다.#!"
 GOODS_PRICE_DESC_FIXED:0 "[GOODS.GetTextIcon][GOODS.GetName]의 가격은 @money![GOODS.GetPrice|1v]에 고정되어 절대 변화하지 않습니다."
 GOODS_PRICE_DESC_IN_MARKET:2 "#header [Goods.GetMarket.GetName] 내 [Goods.GetTextIcon][Nbsp][Goods.GetName]#!\n$TOOLTIP_DELIMITER$\n$DATA_GOODS_NAME_TOOLTIP$"
 GOODS_PRICE_DESC_IN_MARKET_PROGRESSBAR:0 "#header @money![Goods.GetMarketPrice|0v] [Goods.GetCompareIconAgainstBasePrice( Goods.GetMarketPrice )] ([Goods.GetPercentageDeltaAgainstBasePrice(Goods.GetMarketPrice)|%0=-])#!"
 GOODS_PRICE_DESC_IN_STATE:2 "#header [State.GetName] 내 [Goods.GetTextIcon][Nbsp][Goods.GetName]#!\n현지 가격: @money![Goods.GetStatePrice|1v] ([Goods.GetCompareIconAgainstBasePrice( Goods.GetStatePrice )])\n$TOOLTIP_DELIMITER$\n[Goods.GetStateProductionWithTooltip] [concept_sell_orders]\n[Goods.GetStateConsumptionWithTooltip] [concept_buy_orders]\n\n#header 가격 설정#!\n[concept_market_access] ([Market.GetName] 내 [Goods.GetMarketPriceWithTooltip])에서: [Goods.GetMarketAccess|%v1]\n[State.GetName] 내 생산 및 소비에서: [Goods.GetLocalPriceShare|%v1]\n\n[concept_base_price]: @money![Goods.GetBasePrice|1v]\n\n$GOOD_PRICE_BASED_ON_LAST_TICK_WARNING$"
 GOODS_PRICE_DESC_IN_ISOLATED_STATE:3 "#header [Goods.GetState.GetName] 내 [Goods.GetTextIcon][Nbsp][Goods.GetName]#!\n현지 가격: @money![Goods.GetStatePrice|1v] ([Goods.GetCompareIconAgainstBasePrice( Goods.GetStatePrice )])\n$TOOLTIP_DELIMITER$\n[Goods.GetStateProductionWithTooltip] [concept_sell_orders]\n[Goods.GetStateConsumptionWithTooltip] [concept_buy_orders]\n\n[concept_base_price]: @money![Goods.GetBasePrice|1v]\n\n$GOOD_PRICE_BASED_ON_LAST_TICK_WARNING$"

 GOODS_PRICE_MARKET_LOCAL_PRICE_LINK:0 "[GOODS.GetMarket.GetName] 내 #tooltippable #tooltip:[GOODS.GetTooltipTag],GOODS_PRICE_MARKET_LOCAL_PRICE_BREAKDOWN 현지 가격#!#! 보기"
 GOODS_PRICE_MARKET_LOCAL_PRICE_BREAKDOWN:0 "[Goods.GetLocalPricesDesc]"
 GOODS_PRICE_MARKET_LOCAL_PRICE_HEADER:1 "#header [Goods.GetMarket.GetName] 내 [Goods.GetTextIcon][Nbsp][Goods.GetName] 현지 가격#!\n$TOOLTIP_DELIMITER$"
 GOODS_PRICE_MARKET_LOCAL_PRICE_ITEM:1 "[State.GetName]: [Goods.GetStatePriceWithTooltip]"

 GOODS_PRODUCTION_VALUE:1 "#tooltippable #tooltip:$TAG$,$BREAKDOWN_CONTEXT$ $VALUE|1v$#!#!"
 GOODS_CONSUMPTION_VALUE:1 "#tooltippable #tooltip:$TAG$,$BREAKDOWN_CONTEXT$ $VALUE|1v$#!#!"
 GOODS_MARKET_PRODUCTION_BREAKDOWN:0 "[Goods.GetMarketProductionBreakdown]"
 GOODS_MARKET_CONSUMPTION_BREAKDOWN:0 "[Goods.GetMarketConsumptionBreakdown]"
 GOODS_STATE_PRODUCTION_BREAKDOWN:0 "[Goods.GetStateProductionBreakdown]"
 GOODS_STATE_CONSUMPTION_BREAKDOWN:0 "[Goods.GetStateConsumptionBreakdown]"
 GOODS_MARKET_SELL_ORDERS_VALUE:0 "#tooltippable #tooltip:$TAG$,GOODS_MARKET_SELL_ORDERS_BREAKDOWN $VALUE|D$#!#!"
 GOODS_MARKET_BUY_ORDERS_VALUE:0 "#tooltippable #tooltip:$TAG$,GOODS_MARKET_BUY_ORDERS_BREAKDOWN $VALUE|D$#!#!"
 GOODS_MARKET_SELL_ORDERS_BREAKDOWN:0 "[Goods.GetMarketSellOrdersBreakdown]"
 GOODS_MARKET_BUY_ORDERS_BREAKDOWN:0 "[Goods.GetMarketBuyOrdersBreakdown]"
 GOODS_BASE_IMPORTS_VALUE:0 "#tooltippable #tooltip:$TAG$,GOODS_BASE_IMPORTS_BREAKDOWN $VALUE|D$#!#!"
 GOODS_BASE_EXPORTS_VALUE:0 "#tooltippable #tooltip:$TAG$,GOODS_BASE_EXPORTS_BREAKDOWN $VALUE|D$#!#!"
 GOODS_BASE_IMPORTS_BREAKDOWN:0 "[Goods.GetBaseImportBreakdown]"
 GOODS_BASE_EXPORTS_BREAKDOWN:0 "[Goods.GetBaseExportBreakdown]"

 URBAN_BUILDINGS:0 "도시"
 RURAL_BUILDINGS:0 "전원"
 DEVELOPMENT_BUILDINGS:0 "개발"

 GOODS_PRICE_MARKET_PRODUCTION_HEADER:0 "#header [MARKET.GetName] 내 [GOODS.GetName] 생산#!\n$TOOLTIP_DELIMITER$"
 GOODS_PRICE_MARKET_CONSUMPTION_HEADER:0 "#header [MARKET.GetName] 내 [GOODS.GetName] 소비#!\n$TOOLTIP_DELIMITER$"
 GOODS_PRICE_MARKET_PRODUCTION_ITEM:1 "[State.GetName]: #tooltippable #tooltip:[Goods.GetTooltipTag],GOODS_STATE_PRODUCTION_BREAKDOWN [Goods.GetStateProduction|D]#!#!"
 GOODS_PRICE_MARKET_CONSUMPTION_ITEM:1 "[State.GetName]: #tooltippable #tooltip:[Goods.GetTooltipTag],GOODS_STATE_CONSUMPTION_BREAKDOWN [Goods.GetStateConsumption|D]#!#!"

 GOODS_PRICE_MARKET_SELL_ORDER_HEADER:1 "#header [MARKET.GetName] 내 [GOODS.GetName] [concept_sell_orders]: $ORDERS|vD$#!\n$TOOLTIP_DELIMITER$"
 GOODS_PRICE_MARKET_BUY_ORDER_HEADER:1 "#header [MARKET.GetName] 내 [GOODS.GetName] [concept_buy_orders]: $ORDERS|vD$#!\n$TOOLTIP_DELIMITER$"

 GOODS_PRICE_MARKET_SELL_ORDER_ITEM:1 "[State.GetName] 내 [Goods.GetAccessAdjustedStateSell|Dv] (#tooltippable #tooltip:[Goods.GetTooltipTag],GOODS_STATE_PRODUCTION_BREAKDOWN [Goods.GetStateProduction|D]#!#! 생산 × [State.GetMarketAccess|v0%] [concept_market_access])"
 GOODS_PRICE_MARKET_BUY_ORDER_ITEM:1 "[State.GetName] 내 [Goods.GetAccessAdjustedStateBuy|Dv] (#tooltippable #tooltip:[Goods.GetTooltipTag],GOODS_STATE_CONSUMPTION_BREAKDOWN [Goods.GetStateConsumption|D]#!#! [concept_good_consumption] × [State.GetMarketAccess|v0%] [concept_market_access])"
 GOODS_PRICE_MARKET_IMPORT_EXPORT:0 "무역로에서: $VAL|=vD$"
 
 GOODS_PRICE_STATE_PRODUCTION_HEADER:0 "#header [STATE.GetName] 내 [GOODS.GetName] 생산#!\n$TOOLTIP_DELIMITER$"
 GOODS_PRICE_STATE_CONSUMPITON_HEADER:0 "#header [STATE.GetName] 내 [GOODS.GetName] 소비#!\n$TOOLTIP_DELIMITER$"
 GOODS_PRICE_STATE_STATE_HEADER:0 "#bold [STATE.GetName] 내#!"
 GOODS_PRICE_STATE_BUILDING_PRODUCTION_ITEM:0 "[Building.GetName]: [BUILDING.GetProduction(GOODS.Self)|0v]"
 GOODS_PRICE_STATE_BUILDING_CONSUMPTION_ITEM:0 "[BUILDING.GetName]: [BUILDING.GetConsumption(GOODS.Self)|0v]"
 GOODS_PRICE_STATE_POPS_PRODUCTION_ITEM:0 "인구층: #tooltippable #tooltip:[GOODS.GetTooltipTag]|[STATE.GetTooltipTag],GOODS_PRICE_STATE_POPTYPE_PRODUCTION_BREAKDOWN $VALUE|0$#!#!"
 GOODS_PRICE_STATE_POPS_CONSUMPTION_ITEM:0 "인구층: #tooltippable #tooltip:[GOODS.GetTooltipTag]|[STATE.GetTooltipTag],GOODS_PRICE_STATE_POPTYPE_CONSUMPTION_BREAKDOWN $VALUE|0$#!#!"

 GOODS_PRICE_STATE_POPTYPE_PRODUCTION_BREAKDOWN:0 "[Goods.GetStatePopTypeProductionBreakdown(State.Self)]"
 GOODS_PRICE_STATE_POPTYPE_CONSUMPTION_BREAKDOWN:0 "[Goods.GetStatePopTypeDemandBreakdown(State.Self)]"
 GOODS_PRICE_STATE_POPTYPE_PRODUCTION_HEADER:0 "#header [STATE.GetName] 내 [concept_profession]의 [GOODS.GetName] 생산#!\n$TOOLTIP_DELIMITER$"
 GOODS_PRICE_STATE_POPTYPE_CONSUMPTION_HEADER:0 "#header [STATE.GetName] 내 [concept_profession]의 [GOODS.GetName] 소비#!\n$TOOLTIP_DELIMITER$"
 GOODS_PRICE_STATE_POPTYPE_PRODUCTION_POPTYPE_ITEM:0 "[POP_TYPE.GetName]: #tooltippable #tooltip:[GOODS.GetTooltipTag]|[STATE.GetTooltipTag]|[POP_TYPE.GetTooltipTag],GOODS_PRICE_STATE_POP_PRODUCTION_BREAKDOWN $VALUE|0$#!#!"
 GOODS_PRICE_STATE_POPTYPE_CONSUMPTION_POPTYPE_ITEM:0 "[POP_TYPE.GetName]: #tooltippable #tooltip:[GOODS.GetTooltipTag]|[STATE.GetTooltipTag]|[POP_TYPE.GetTooltipTag],GOODS_PRICE_STATE_POP_CONSUMPTION_BREAKDOWN $VALUE|0$#!#!"

 GOODS_PRICE_STATE_POP_PRODUCTION_BREAKDOWN:0 "[Goods.GetStatePopProductionBreakdown(State.Self, PopType.Self)]"
 GOODS_PRICE_STATE_POP_CONSUMPTION_BREAKDOWN:0 "[Goods.GetStatePopDemandBreakdown(State.Self, PopType.Self)]"
 GOODS_PRICE_STATE_POP_PRODUCTION_HEADER:0 "#header [STATE.GetName] 내 [POP_TYPE.GetName]의 [GOODS.GetName] 생산#!\n$TOOLTIP_DELIMITER$"
 GOODS_PRICE_STATE_POP_CONSUMPTION_HEADER:0 "#header [STATE.GetName] 내 [POP_TYPE.GetName]의 [GOODS.GetName] 소비#!\n$TOOLTIP_DELIMITER$"
 GOODS_PRICE_STATE_POP_PRODUCTION_POPTYPE_ITEM:0 "[POP.GetWorksAt] 내 [Pop.GetName]: $VALUE|0v$"
 GOODS_PRICE_STATE_POP_CONSUMPTION_POPTYPE_ITEM:0 "[POP.GetWorksAt] 내 [Pop.GetName]: $VALUE|0v$"

 GOOD_GOOD_HEADER_TOOLTIP:0 "#header 상품 이름#!\n$TOOLTIP_DELIMITER$\n#instruction 클릭하여 분류#!"
 GOOD_SELL_HEADER_TOOLTIP:0 "#header [concept_sell_orders]#!\n$TOOLTIP_DELIMITER$\n#instruction 클릭하여 분류#!"
 GOOD_BUY_HEADER_TOOLTIP:0 "#header [concept_buy_orders]#!\n$TOOLTIP_DELIMITER$\n#instruction 클릭하여 분류#!"
 GOOD_DELTA_WP_HEADER_TOOLTIP:0 "#header [concept_base_price] 대비 가격#!\n$TOOLTIP_DELIMITER$\n#instruction 클릭하여 분류#!"

 MARKET_MARKET_BREAKDOWN:0 "#BOLD #V [Market.GetName]#!#!\n#BOLD #V [Market.GetOwner.GetName]#!#!(이)가 장악함\n$TOOLTIP_DELIMITER$\n#title 무역력#!#!"
 EXPORTING:0 "수출 중"
 IMPORTING:0 "수입 중"

 STATE_MARKET:0 "#header [State.GetName]#!(은)는 #header [State.GetMarket.GetName]#!에 속함"

 GOODS_BUILDING_TYPE_BUY_ORDERS:0 "[BuildingType.GetName]: #tooltippable #tooltip:$BREAKDOWN_TAG$ $ORDERS|=vD$#!#!"
 GOODS_BUILDING_TYPE_SELL_ORDERS:0 "[BuildingType.GetName]: #tooltippable #tooltip:$BREAKDOWN_TAG$ $ORDERS|=vD$#!#!"
 GOODS_BUILDING_TYPE_BUY_ORDERS_BREAKDOWN:0 "#header [Market.GetName] 내 [BuildingType.GetName]에서 발생한 $GOODS_NAME$ [concept_buy_orders]: $ORDERS|=vD$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 GOODS_BUILDING_TYPE_SELL_ORDERS_BREAKDOWN:0 "#header [Market.GetName] 내 [BuildingType.GetName]에서 발생한 $GOODS_NAME$ [concept_sell_orders]: $ORDERS|=vD$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 GOODS_SLAVE_CONSUMPTION_MARKET_ORDERS:0 "$slaves$를 위해 구매: $ORDERS|=vD$"
 GOODS_BUILDING_BUY_ORDERS:0 "[Building.GetState.GetName] 내 [Building.GetName]: #tooltippable #tooltip:$BREAKDOWN_TAG$ $ORDERS|=vD$#!#!"
 GOODS_BUILDING_SELL_ORDERS:0 "[Building.GetState.GetName] 내 [Building.GetName]: #tooltippable #tooltip:$BREAKDOWN_TAG$ $ORDERS|=vD$#!#!"
 GOODS_BUILDING_BUY_ORDERS_BREAKDOWN:1 "#header [Building.GetState.GetName] 내 [Building.GetName]에서 발생한 $GOODS_NAME$ [concept_buy_orders]: $ORDERS|=vD$#!\n$TOOLTIP_DELIMITER$\n지역 [concept_market_access]($MARKET_ACCESS|%v$)으로 인해 $GOODS_NAME$ 소비량($BASE_AMOUNT|vD$)이 변화함"
 GOODS_BUILDING_SELL_ORDERS_BREAKDOWN:1 "#header [Building.GetState.GetName] 내 [Building.GetName]에서 발생한 $GOODS_NAME$ [concept_sell_orders]: $ORDERS|=vD$#!\n$TOOLTIP_DELIMITER$\n지역 [concept_market_access]($MARKET_ACCESS|%v$)으로 인해 $GOODS_NAME$ 생산량($BASE_AMOUNT|vD$)이 변화함"
 GOODS_POP_CONSUMPTION_MARKET_ORDERS:0 "[concept_pop] 소비: #tooltippable #tooltip:$BREAKDOWN_TAG$ $ORDERS|=vD$#!#!"
 GOODS_POP_CONSUMPTION_MARKET_ORDERS_HEADER:0 "#header [Market.GetName] 내 [concept_pop] 소비로 인해 발생한 $GOODS_NAME$ [concept_buy_orders]: $ORDERS|=vD$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 GOODS_POP_TYPE_CONSUMPTION_MARKET_ORDERS:0 "[PopType.GetName]: $ORDERS|=vD$"
 GOODS_TRADE_ROUTE_MARKET_ORDERS:0 "[Concept('concept_trade_route', '$concept_trade_routes$')]: #tooltippable #tooltip:$BREAKDOWN_TAG$ $ORDERS|=vD$#!#!"
 GOODS_TRADE_ROUTE_BUY_ORDERS_HEADER:0 "#header [Market.GetName] 내 [Concept('concept_trade_route', '$concept_trade_routes$')]에서 발생한 $GOODS_NAME$ [concept_buy_orders]: $ORDERS|=vD$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 GOODS_TRADE_ROUTE_SELL_ORDERS_HEADER:0 "#header [Market.GetName] 내 [Concept('concept_trade_route', '$concept_trade_routes$')]에서 발생한 $GOODS_NAME$ [concept_sell_orders]: $ORDERS|=vD$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 GOODS_TRADE_ROUTE_BUY_ORDERS:0 "[TradeRoute.GetName]: $ORDERS|=vD$"
 GOODS_TRADE_ROUTE_SELL_ORDERS:0 "[TradeRoute.GetName]: $ORDERS|=vD$"
 
 PRODUCES:0 "#title 생산#!"
 USES:0 "#title 사용#!"
 EFFICIENCY:0 "#title 효율 상품#! ([Building.GetEfficiencyBonus|=+0%] 효율 보너스)"
 BALANCE:0 "수지"
 DEFICIT_OF:0 "#title 결핍:#!"
 SUPPORTS:0 "#title 지지:#!"
 OPPOSES:0 "#title 반발:#!"
 CLOUT_HEADER:0 "#title [concept_clout]#!"
 IG_STATUS_HEADER:1 "#title [concept_approval]#!"
 IDEOLOGY_HEADER:0 "#title 이념#!"
 RESOURCES_HEADER:0 "#title 자원:#!"
 POPULATION_HEADER:0 "#title 인구#!"
 BUILDINGS_HEADER:0 "#title 건물:#!"
 PRODUCTION_HEADER:0 "#title 경제#!"
 SPLIT_STATE_HEADER:0 "해당 주는 #BOLD 분열 주#!임"
 INCORPORATED_STATE_HEADER:0 "해당 주는 #BOLD [concept_incorporated_state]#!임"
 UNINCORPORATED_STATE_HEADER:0 "해당 주는 #BOLD [concept_unincorporated_state]#!임"
 STATE_DECENTRALIZED:0 "해당 #BOLD 주#!는 #BOLD $decentralized_nation$#!의 소유입니다."
 PRODUCTION_AMOUNT_TOOLTIP:0 "수량 (현지 시장 생산량 중 퍼센트 비율)"

 STATE_DEVASTATION:1 "[concept_devastation]\n$STATE_DEVASTATION_CONDENSED$"
 TOOLTIP_STATE_DEVASTATION:0 "#BOLD #V [concept_devastation]#!#!\n현재 황폐화: #b [StateRegion.GetDevastationLevel|%R2]#!\n일일 변경치: #b [StateRegion.CalcDevastationDailyChange|%-2]#!\n$TOOLTIP_DELIMITER$\n[StateRegion.GetDevastationEffects]"
 STATE_TURMOIL:1 "[concept_turmoil]\n$STATE_TURMOIL_CONDENSED$"
 TOOLTIP_STATE_TURMOIL:0 "#BOLD #V [concept_turmoil]#!#!\n[concept_radical] [Concept('concept_pop', '$concept_pops$')]으로 인한 [concept_turmoil]: #b [State.CalcTurmoil|%2-]#!\n$TOOLTIP_DELIMITER$\n[State.GetTurmoilEffects]"
 STATE_TURMOIL_EFFECTS_MULT_DESC:1 "다음 요인으로 인해 [concept_turmoil]의 효과가 $MULT|%=-$만큼 증폭됨\n#b $MODIFIER_NAME$:#!\n$DETAILS$"
 TOOLTIP_SPLIT_STATE:0 "#BOLD #V [concept_split_state]#!#!\n$TOOLTIP_DELIMITER$\n#title [State.GetStateRegion.GetName]에 속한 주 ([concept_state_region])#!\n[State.GetStateRegion.GetStatesDesc]\n[concept_split_state_desc]"
 TOOLTIP_INCORPORATED_STATE:0 "#BOLD #V [concept_incorporated_state]#!"
 TOOLTIP_CAPITAL_STATE_HEADER:0 "(#header [concept_capital_state]#!)"

 TOOLTIP_MARKET_CAPITAL_STATE:1 "#HEADER [concept_market_capital]#!\n[State.GetName](은)는 [State.GetMarket.GetName]의 [concept_market_capital]임\n[State.GetMarketCapitalEffectsDesc]\n$TOOLTIP_DELIMITER$\n[State.GetMarketAccessDesc]"
 TOOLTIP_CAPITAL_STATE:0 "#HEADER [concept_capital_state]#!\n[State.GetName](은)는 [State.GetOwner.GetName]의 [concept_capital_state]임\n$TOOLTIP_DELIMITER$\n[State.GetCapitalEffectsDesc]"
 TOOLTIP_TREATY_PORT:1 "#BOLD #V [concept_treaty_port]#!#!\n$TOOLTIP_DELIMITER$\n# [State.GetName](은)는 다음의 [concept_treaty_port]임:\n[State.GetTreatyPortMarkets]"
 TOOLTIP_TREATY_PORT_MARKET_ENTRY:0 "$TAB$[Market.GetName]"
 TOOLTIP_UNINCORPORATED_STATE_NOT_VALID:0 "#BOLD #V [concept_unincorporated_state]#!#!\n[GetDesc( State.IncorporateState )]\n$TOOLTIP_DELIMITER$\n$concept_unincorporated_state_desc$"
 TOOLTIP_UNINCORPORATED_STATE_VALID:2 "#bold [concept_unincorporated_state]#!\n#instruction 클릭하여 [State.GetName] [Concept('concept_incorporated_state', '$concept_incorporate$')]#!\n비용: [State.PredictBureaucracyCost|1v] @bur![Nbsp][concept_bureaucracy]\n$TOOLTIP_DELIMITER$\n$TOOLTIP_UNINCORPORATED_STATE_INSTITUTIONS_EFFECT$\n$TOOLTIP_DELIMITER$\n$concept_unincorporated_state_desc$"
 TOOLTIP_INCORPORATED_STATE_VALID:3 "#bold [concept_incorporated_state]#!\n[State.GetCountry.GetName](이)가 [State.GetName](을)를 [concept_incorporated_state]로 여김\n$TOOLTIP_DELIMITER$\n$TOOLTIP_INCORPORATED_STATE_INSTITUTIONS_EFFECT$\n$TOOLTIP_DELIMITER$\n$STATE_BUR_BREAKDOWN$"
 STATE_BUR_BREAKDOWN:0 "다음 요인으로 인해 총 #v @bur![State.GetBureaucracyCost|1=-]#!의 비용이 소모됨:\n$TAB$기본 비용: [State.GetBaseBureaucracyCostRaw|1=-]\n$TAB$[concept_institution] 비용: #tooltippable #tooltip:[State.GetCountry.GetTooltipTag],INSTITUTION_BUR_FACTOR_BREAKDOWN #v [State.CalcPopInstitutionBureaucracyCost|1=-]#!#!#!\n$TAB$[State.GetPopulationSize|Dv] [Concept('concept_pop','$concept_population$')] 비용: #v [State.GetBasePopBureaucracyCostRaw|1=-]#!"
 STATE_BUR_TOOLTIP:0 "#header [State.GetName]에 대한 [concept_bureaucracy] 비용#!\n$STATE_BUR_BREAKDOWN$"
 TOOLTIP_UNINCORPORATED_STATE_INSTITUTIONS_EFFECT:0 "[State.GetName](은)는 [concept_unincorporated_state]이기 때문에 [State.GetOwner.GetAdjectiveNoFormatting] [Concept('concept_institution', '$concept_institutions$')]의 효과가 적용되지 않습니다.\n[State.GetName] [Concept('concept_incorporated_state', '$concept_incorporating$')] 시 다음 효과가 적용됩니다.\n[State.GetOwner.GetInstitutionsSummary]"
 TOOLTIP_INCORPORATED_STATE_INSTITUTIONS_EFFECT:0 "[concept_incorporated_state]인 [State.GetName]의 효과는 다음과 같습니다.\n[State.GetOwner.GetInstitutionsSummary]"
 INSTITUTION_BUR_FACTOR_BREAKDOWN:0 "[Country.GetInstitutionInvestmentBureaucracyFactorDesc]"

 INCORPORATE_STATE_COST:0 "비용: $COST|1v$ @bur![Nbsp][concept_bureaucracy]"
 
 TOOLTIP_INCORPORATE_STATE:3 "#header 주 편입#!\n[State.GetBureaucracyCostDesc]\n$TOOLTIP_DELIMITER$\n[SelectLocalization(StringIsEmpty(GetDesc(State.IncorporateState)), 'STATE_INCORPORATION_TIME', 'STATE_INCORPORATION_ERROR')]"
 STATE_INCORPORATION_TIME:0 "[State.GetIncorporationTimeDesc]"
 STATE_INCORPORATION_ERROR:0 "[GetDesc(State.IncorporateState)]"
 TOOLTIP_CANCEL_INCORPORATION:1 "#header 편입 취소#!\n돌려받음: [State.PredictBureaucracyCost|1v] @bur![Nbsp][concept_bureaucracy]\n\n@warning! #bold [State.GetIncorporationProgress|v%0]의 편입 진행도를 잃게 됩니다!#!"
 TOOLTIP_INCORPORATING_STATE:0 "#header 주 [Concept('concept_incorporated_state', '$concept_incorporated$')] 중#!\n$TOOLTIP_DELIMITER$\n남은 시간: [State.GetIncorporationTimeLeft]\n\n[State.GetIncorporationTimeDesc]\n\n[State.GetIncorporationPartialEffectsDesc]\n$TOOLTIP_DELIMITER$\n[concept_unincorporated_state_desc]"
 INCORPORATION_PARTIAL_EFFECTS:0 "[Concept('concept_incorporated_state', '$concept_incorporated$')] 진행도가 [State.GetIncorporationProgress|v%0]에 도달했으므로 [State.GetName](은)는 다음 효과를 받습니다.\n[Modifier.GetDesc]"
 PARTIAL_INCORPORATION_TAXATION_MODIFIER:0 "완전히 [Concept('concept_incorporated_state', '$concept_incorporated$')]되지 않음"
 INCORPORATING:0 "[Concept('concept_incorporated_state', '$concept_incorporating$')] ([State.GetIncorporationProgress|v%0])"
 INCORPORATE:0 "[Concept('concept_incorporated_state', '$concept_incorporate$')] @bur![State.PredictBureaucracyCost|1v]"

 INCORPORATION_TIME_SAME_CULTURE:0 "[State.GetName](을)를 [Concept('concept_incorporated_state', '$concept_incorporate$')]하는 데 총 $YEARS|v0$년이 소요됩니다. 이는 해당 주가 [Culture.GetName] [concept_culture]로 인해 [State.GetOwner.GetName]의 [concept_homeland]로 간주되기 때문입니다."
 INCORPORATION_TIME_SAME_HERITAGE:0 "[State.GetName](을)를 [Concept('concept_incorporated_state', '$concept_incorporate$')]하는 데 총 $YEARS|v0$년이 소요됩니다. 이는 해당 주가 [State.GetOwner.GetName] 내의 다른 $concept_culture$와 [concept_cultural_heritage_trait] [DiscriminationTrait.GetName](을)를 공유하는 [Culture.GetName] [concept_culture]의 [concept_homeland]로 간주되기 때문입니다."
 INCORPORATION_TIME_SAME_TRAIT:0 "[State.GetName](을)를 [Concept('concept_incorporated_state', '$concept_incorporate$')]하는 데 총 $YEARS|v0$년이 소요됩니다. 이는 해당 주가 [State.GetOwner.GetName] 내의 다른 $concept_culture$와 [concept_cultural_trait] [DiscriminationTrait.GetName](을)를 공유하는 [Culture.GetName] [concept_culture]의 [concept_homeland]로 간주되기 때문입니다."
 INCORPORATION_TIME_NO_MATCH:0 "[State.GetName](을)를 [Concept('concept_incorporated_state', '$concept_incorporate$')]하는 데 총 $YEARS|v0$년이 소요됩니다. 이는 해당 주의 [Concept('concept_homeland', '$concept_homelands$')]가 [State.GetOwner.GetName] 내의 어떤 $concept_culture$와도 공유하는 요소가 없기 때문입니다."

 TOOLTIP_COLONY_STATE_NOT_VALID:0 "#BOLD #V $state_type_colony$#!#!\n$TOOLTIP_DELIMITER$\n[GetDesc( State.IncorporateState )]"
 TOOLTIP_COLONY_STATE_VALID:1 "#BOLD #V $state_type_colony$#!#!\n$TOOLTIP_DELIMITER$\n클릭하여 해당 주 편입 ([State.PredictBureaucracyCost|1] @bur![Nbsp][concept_bureaucracy])"
 TOOLTIP_STATE_DECENTRALIZED:0 "#HEADER $decentralized_nation$#!\n$TOOLTIP_DELIMITER$\n[concept_decentralized_nation_desc]"
 TOOLTIP_HOMELANDS:1 "#title [Concept('concept_homeland', '$concept_homelands$')]#!\n[State.GetHomelandsDesc]"
 TOOLTIP_CLAIMS:1 "#title [Concept('concept_claim', '$concept_claims$')]#!\n[State.GetClaimsDesc]"
 TOOLTIP_ARABLE_LAND:0 "#title #V [concept_arable_land]#!#!\n$TOOLTIP_DELIMITER$\n미개발 단계: #V [State.GetNumFreeArableLand]#!\n개발 단계: #V [State.GetNumUsedArableLand]#!\n최대 단계: #V [State.GetArableLandCapacity]#!\n\n[concept_arable_land_desc]"
 TOOLTIP_STATE_MODIFIERS:0 "#title 주 변화 요인#!\n[State.GetTimedModifiersBreakdown]"
 TOOLTIP_STATE_MODIFIER_ENTRY:0 "$NAME$:"
 TOOLTIP_STATE_MODIFIER_ENTRY_TIME:0 "($DATE_STR|v$)"

 TOOLTIP_OCCUPATION_EFFECT_PRODUCTION_PENALTY:0 "#variable -$FACTOR$#! 생산 산출량"
 TOOLTIP_OCCUPATION_EFFECT_MARKET_TAKEOVER:0 "#variable [COUNTRY.GetName]#!(을)를 다시 연결하는 등의 활동을 할 수 있음!"
 TOOLTIP_STATE_OCCUPATION_MINIMAL:0 "#variable [State.GetOccupier.GetCountry.GetName]#!(이)가 25% 점유 중\n#variable @army_SP![State.GetOccupationStrengthPoints]#! 점유 중: #variable [State.GetName]#!\n\n[State.GetOccupationEffectsAsString]"
 TOOLTIP_STATE_OCCUPATION_PARTIAL:0 "#variable [State.GetOccupier.GetCountry.GetName]#!(이)가 50% 점유 중\n#variable @army_SP![State.GetOccupationStrengthPoints]#! 점유 중: #variable [State.GetName]#!\n\n[State.GetOccupationEffectsAsString]"
 TOOLTIP_STATE_OCCUPATION_FULL:0 "#variable [State.GetOccupier.GetCountry.GetName]#!(이)가 100% 점유 중\n#variable @army_SP![State.GetOccupationStrengthPoints]#! 점유 중: #variable [State.GetName]#!\n\n[State.GetOccupationEffectsAsString]"

 PROFITABILITY_FORMAT_HIGH:0 "#P $VALUE|%0$#!"
 PROFITABILITY_FORMAT_MEDIUM:0 "#V $VALUE|%0$#!"
 PROFITABILITY_FORMAT_LOW:0 "#N $VALUE|%0$#!"
 EARNINGS_FORMAT_HIGH:0 "#P $VALUE|1$#!"
 EARNINGS_FORMAT_MEDIUM:0 "#V $VALUE|1$#!"
 EARNINGS_FORMAT_LOW:0 "#N $VALUE|1$#!"
 PROFITABILITY_FORMAT_GENERALIZED:0 "#v $VALUE|0%+=$#!"
 TOOLTIP_BUILDINGS_EMPLOYED:0 "#BOLD #V [Building.GetName]#!#!\n$TOOLTIP_DELIMITER$\n고용됨: #BOLD #V [Building.GetNoOfEmployed]#!#!\n최대 고용: #BOLD #V [Building.GetEmployeeCap]#!#!"
 TOOLTIP_BUILDINGS_OCCUPANCY:0 "#BOLD #V [Building.GetName]#!#!\n$TOOLTIP_DELIMITER$\n"
 TOOLTIP_BUILDING_EMPLOYMENT:0 "#BOLD #V [Building.GetName] 고용#!#!\n고용: #variable [Building.GetNoOfEmployed|1*]#! / #maximum [Building.GetEmployeeCap|1*] 근로자#! (#BOLD #V [Building.GetEmploymentPercentage|0%]#!#!)\n$TOOLTIP_DELIMITER$\n[Building.GetEmployeesBreakdown][Building.GetAllEmployeesTransferDesc][Building.GetAllFailedHiresDesc]"

 EMPLOYEE_POP:0 "[Pop.GetNumWorkforce|Dv] [Pop.GetName]"

 BUILDING_GOVERNMENT_EXPENSES_DESC:0 "[Building.GetGovernmentExpensesDesc]"

 TOOLTIP_BUILDING_GOVERNMENT_EXPENSES:0 "#header [Building.GetName]의 [concept_government_expenses]#!\n주간 지출: #variable @money!$VAL|D-$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 TOOLTIP_BUILDING_MATERIAL_EXPENSES:1 "자재 지출: #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] @money!$VAL|D-$#!#!"
 TOOLTIP_BUILDING_WAGES_EXPENSES:0 "임금: #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_WAGES_DESC @money!$VAL|D-$#!#!"
 TOOLTIP_BUILDING_SLAVE_UPKEEP:0 "노예 유지비: #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDINGS_SLAVE_UPKEEP_DETAILS @money!$VAL|D-$#!#!"
 TOOLTIP_BUILDING_WAGE_SUBSIDIES:0 "임금 보조금: #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_WAGES_DESC @money!$VAL|D-$#!#!"
 TOOLTIP_BUILDING_BALANCE_SUBSIDIES:0 "수지 보조금: @money!$VAL|D-$"
 TOOLTIP_BUILDING_WAGES_DESC:0 "[Building.GetLastWagesExpensesDesc]"

 TOOLTIP_BUILDING_TOTAL_WAGE_EXPENSES:0 "총 주간 임금: @money!$VAL|Dv$$SUBSIDIES$\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 BUILDING_WAGE_SUBSIDIES:0 " + @money!$VAL|-0$ ([concept_subsidies])"
 TOOLTIP_BUILDING_BASE_WAGE:0 "[Building.GetName] 기본 임금: @money!$VAL|v$. 원인:\n$BREAKDOWN$"
 COUNTRY_NORMAL_WAGE:0 "$TAB$[Building.GetOwner.GetName] 내 [concept_normal_wage]: @money!$VAL|v$"
 BUILDING_NEEDED_WAGE:0 "$TAB$[Building.GetState.GetName]의 [concept_wealth]을 유지하는 데 필요한 평균 임금: @money!$VAL|v$"
 BUILDING_WAGE_MODIFIER:0 "$TAB$$MODIFIER$"
 BUILDING_WAGE_DIFF_SUBSIDIES:1 "$TAB$[Building.GetOwner.GetName]의 [concept_normal_wage]을 유지하는 데 필요한 [concept_subsidies]: @money!$VAL|v$"
 BUILDING_WAGES_INCREASING:0 "지난주 이후로 임금 증가: #v @money!$VAL|D$#!"
 BUILDING_WAGES_DECREASING:0 "지난주 이후로 임금 감소: #v @money!$VAL|D$#!"

 TOOLTIP_BUILDING_POP_TYPE_WAGE:2 "@money! #tooltippable #tooltip:$BREAKDOWN_TAG$ $WAGE|Dv$#!#! - [PopType.GetName] ($NUM_WORKFORCE|Dv$)"
 BUILDING_POP_WAGE:0 "@money!$VAL|Dv$ - [Pop.GetName] (연간 임금 @money!#tooltippable #tooltip:$BREAKDOWN_TAG$ $ANNUAL_WAGE|v2$#!#! x $NUM_WORKFORCE|Dv$)"

 POP_ANNUAL_WAGE:0 "[Pop.GetName]의 연간 임금: #v @money!$VAL$#!. 원인: \n$BREAKDOWN$"
 POP_BUILDING_BASE_WAGE:0 "$TAB$[Pop.GetBuilding.GetName]의 기본 임금: @money!$VAL|v$"
 POP_TYPE_WAGE_FACTOR:0 "$TAB$[Pop.GetPopType.GetName]의 임금 요인: #v ×$VAL|1$#!"
 POP_WAGE_DISCRIMINATION_FACTOR:0 "$TAB$[Pop.GetName]의 차별 요인: #v ×$VAL|1$#!"
 POP_WAGE_SUBSISTENCE_FACTOR:0 "$TAB$[Pop.GetName]의 최저 생활 요인: #v ×$VAL|1$#!"

 TOOLTIP_BUILDING_HIRING:1 "#BOLD #V [Building.GetName](은)는 현재 고용 중#!#!\n고용: #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_EMPLOYMENT #variable [Building.GetNoOfEmployed|1*]#!#!#! / #maximum [Building.GetEmployeeCap|1*] 근로자#! (#BOLD #V [Building.GetEmploymentPercentage|0%]#!#!)[Building.GetAllEmployeesTransferDesc][Building.GetAllFailedHiresDesc]"
 TOOLTIP_BUILDING_HEALTH_WORLD:0 "#BOLD #V [Building.GetName]#!#!\n#variable ##[Building.GetProfitabilityRank]#! 세계에서 가장 생산성이 좋은 건물\n평균 건물 대비 #variable [Building.GetProfitability]#! ([Building.GetProfitabilityCompareIcon]) [concept_productivity]\n\n소득: #tooltip:[Building.GetTooltipTag],EARNINGS_BREAKDOWN @money!#bold [Building.GetEarnings|D=+]#!#!\n임금: #BOLD #N @money!-[Building.GetLastWagesExpenses|D-]#!#!\n"
 TOOLTIP_BUILDING_HEALTH_BUILDING_TYPE:0 "#BOLD #V [Building.GetName]#!#!\n#variable ##[Building.GetProfitabilityRankInType]#! 세계에서 가장 생산성이 좋은 [Building.GetName]\n평균 [Building.GetBuildingType.GetName] 대비 #variable [Building.GetProfitabilityInType]#! ([Building.GetProfitabilityCompareIconInType]) [concept_productivity]\n\n소득: #tooltippable #tooltip:[Building.GetTooltipTag],EARNINGS_BREAKDOWN @money!#bold [Building.GetEarnings|D=+]#!#!#!\n임금: #BOLD #N @money!-[Building.GetLastWagesExpenses|D-]#!#!\n"
 TOOLTIP_BUILDING_PRODUCTIVITY:1 "#header [concept_productivity]#!\n수치: @money![Building.GetAverageAnnualEarningsPerEmployeeFormatted]/년 (#tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_HEALTH_BUILDING_TYPE,GraphTooltipTypeProfitability [Building.GetProfitabilityCompareIconInType]#!#! / #tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_HEALTH_WORLD,GraphTooltipWorldProfitability [Building.GetProfitabilityCompareIcon]#!#!)\n$TOOLTIP_DELIMITER$\n세계에서 #variable ##[Building.GetProfitabilityRankInType]#!번째로 생산성이 좋은 [Building.GetBuildingType.GetName]\n평균 [Building.GetBuildingType.GetName] 대비 [Building.GetProfitabilityInType] [concept_productivity]\n\n세계에서 #variable ##[Building.GetProfitabilityRank]#!번째로 생산성이 좋은 건물 \n평균 건물 대비 [Building.GetProfitability] [concept_productivity]\n"
 TOOLTIP_BUILDINGS_MATERIAL_EXPENSES:0 "\n자재 지출: #BOLD #N @money!-$VAL|D-$#!#!"
 TOOLTIP_BUILDINGS_SLAVE_UPKEEP:0 "\n노예 유지비: #tooltip:$TAG$,TOOLTIP_BUILDINGS_SLAVE_UPKEEP_DETAILS #tooltippable #N @money!-$VAL|D-$#!#!#!"
 TOOLTIP_BUILDINGS_SLAVE_UPKEEP_DETAILS:0 "#header 노예 유지비#!\n총 지출: #BOLD #V @money![Building.GetLastSlaveUpkeep|K1]#!#!\n$TOOLTIP_DELIMITER$\n[Building.GetLastSlaveBasketDesc]"

 TOOLTIP_BUILDING_HEADER:0 "[Building.GetState.GetName] 내 [Building.GetBuildingType.GetName]"

 BUILDING_RANK:0 "[Building.GetProfitabilityCompareIconInType] ##[Building.GetProfitabilityRankInType|v] [Building.GetBuildingType.GetNameNoFormatting]"
 BUILDING_RANK_WORLD:0 "세계 [Building.GetProfitabilityCompareIcon] ##[Building.GetProfitabilityRank|v] 위"

 TOOLTIP_BUILDINGS_BUDGET:0 "#BOLD #V [Building.GetName]#!#!\n[Building.GetBuildingType.GetBuildingKindDesc(Building.GetOwner.Self)]\n[concept_government_expenses]: #variable @money! [Building.GetGovernmentExpenses|-K]#!\n\n임금(과 궁극적인 자재 지출)을 국고에서 지불합니다. 임금은 주의 평균 임금에 수렴합니다."

 TOOLTIP_PRODUCTION_AMOUNT:0 "[ProductionMarker.AccessState.GetName] 내 #BOLD #V [GoodsProductionInfo.GetName]#!#!\n$TOOLTIP_DELIMITER$\n생산됨: #BOLD #V [GoodsProductionInfo.GetAmount|D]#!#!개\n#variable [ProductionMarker.AccessState.GetMarket.GetName]#! 내 #variable [GoodsProductionInfo.GetName]#! 총 생산량 중 #BOLD #V [GoodsProductionInfo.GetMP|1%]#!#!"
 TOOLTIP_PRODUCTION_PRICE:0 "#BOLD #V [GoodsProductionInfo.GetName]#!#!\n$TOOLTIP_DELIMITER$\n가격: #BOLD #V @money![GoodsProductionInfo.GetPrice|1]#!#!/개"
 TOOLTIP_PRODUCTION_SOLD_FOR:0 "#BOLD #V [GoodsProductionInfo.GetName]#!#!\n$TOOLTIP_DELIMITER$\n지난주 #BOLD #V @money![GoodsProductionInfo.GetSoldFor|D]#!#!에 [GoodsProductionInfo.GetName] 판매"
 START_DIPLO_PLAY:0 "[concept_diplomatic_play] 시작 (전쟁 선언)"
 PRICE:0 "시장 가격"

 GO_TO_BUTTON_FRONT:0 "[Front.GetName](으)로 이동"
 GO_TO_BUTTON_BUILDING:0 "[Building.GetState.GetName] 내 [Building.GetName](으)로 이동"
 GO_TO_BUTTON_STATE:0 "[State.GetName](으)로 이동"
 GO_TO_BUTTON_COUNTRY:0 "[Country.GetName](으)로 이동"
 GO_TO_BUTTON_CHARACTER:0 "[Character.GetFullName](으)로 이동"
 GO_TO_BUTTON_MARKET:0 "[Market.GetName](으)로 이동"
 GO_TO_BUTTON_CONSTRUCTION_QUEUE:0 "[concept_construction_queue](으)로 이동"
 GO_TO_BUTTON_INTEREST_GROUP:0 "[InterestGroup.GetName](으)로 이동"
 GO_TO_BUTTON_WAR:0 "[War.GetName](으)로 이동"

 START_RESEARCHING:0 "연구 시작"

 POPULATION_CHARTS:0 "도표"
 POPULATION_LIST:0 "목록"
 TOOLTIP_STATE_POPULATION:2 "#header [State.GetName] 내 [Concept('concept_pop', '$concept_population$')]: #v [State.GetPopulationSize|*]#!#!\n$TOOLTIP_DELIMITER$\n[State.GetPopGrowthDesc]\n[State.GetMigrationDesc]\n\n$STATE_AVAILABLE_LABOR$\n[Concept('concept_pop_growth', '$concept_pop_growth_birthrate$')]: 연간 #v [State.GetPopBirthrate|+%1]#!\n[Concept('concept_pop_growth', '$concept_pop_growth_mortality$')]: 연간 #v [State.GetPopMortality|-%1]#!"
 TOOLTIP_STATE_MIGRATION:1 "#header [State.GetName] 내 [concept_migration]: #v [State.GetPopNetMigration|K=+]#!#!\n$TOOLTIP_DELIMITER$\n[State.GetMigrationDesc]\n\n[State.GetMigrationAndSlaveTradeDetailsDesc]"
 STATE_MIGRATION_VALUE:1 "$concept_migration$ #v [State.GetPopNetMigration|K=+]#!"
 STATE_MIGRATION_ATTRACTION:1 "$concept_migration_pull_short$ [State.GetMigrationLabel]"
 TOOLTIP_OCCUPANCY:0 "#BOLD #V 사용 중인 역량#!#!\n$TOOLTIP_DELIMITER$\n[concept_occupancy_desc]"
 TOOLTIP_MORALE:0 "#BOLD #V [concept_morale]#!#!\n$TOOLTIP_DELIMITER$\n사기는 해당 부대가 필요한 물자를 얼마나 받는지를 퍼센트 비율로 나타냅니다."
 STATE_TAX_REVENUE:0 "조세 수익: @money!#BOLD [State.GetTaxationRevenue|+=D]#!"
 STATE_TAX_REVENUE_TOOLTIP_HEADER:0 "#header [State.GetName] 내 조세 수익#!\n총합: @money!#BOLD $VALUE|+=0D$#!"
 STATE_GOVERNMENT_EXPENSES:0 "[concept_government_expenses]: @money!#BOLD [State.GetGovernmentExpenses|+=D]#!"
 STATE_GOVERNMENT_EXPENSES_TOOLTIP_HEADER:0 "#header [State.GetName] 내 [concept_government_expenses]#!\n총합: @money!#BOLD $VALUE|+=D0$#!"
 STATE_TAX_EXPENSE_TOOLTIP_LINE:0 "[Building.GetName]에서: @money!#tooltippable #tooltip:[Building.GetTooltipTag],BUILDING_GOVERNMENT_EXPENSES_DESC #BOLD $VALUE|+=D$#!#!#!"
 STATE_TAX_REVENUE_TOOLTIP_LINE:0 "[Building.GetName]에서: @money!#tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_TAXES_TOOLTIP #BOLD $VALUE|+=D$#!#!#!"
 STATE_TOTAL_LABOR:0 "#title [concept_workforce]:#! #V [State.GetTotalLabor|K]#!"
 STATE_TOTAL_LABOR_TOOLTIP:0 "#header 총 [concept_workforce]#!\n수: #variable [State.GetTotalLabor|K]#!\n\n#concept 주 인구 중 노동 종사자로 여겨지며 건물에 고용될 수 있는 인구의 총 숫자를 나타냅니다.#!"
 STATE_AVAILABLE_LABOR:0 "$STATE_UNEMPLOYED$\n$STATE_PEASANTS$"
 STATE_AVAILABLE_LABOR_TOOLTIP:0 "#header 이용 가능 노무자#!\n$STATE_UNEMPLOYED$\n$STATE_PEASANTS$"
 STATE_INFRASTRUCTURE_PRODUCTION_MARKER:0 "$concept_infrastructure$: [State.GetInfrastructureBalance|0+=]"
 STATE_UNEMPLOYED:2 "$concept_unemployed$: #v [State.GetNumUnemployedWorkingAdults|D-]#!"
 STATE_PEASANTS:1 "[GetPopType('peasants').GetNameNoFormatting]: [State.GetNumSubsistenceWorkingAdults|Dv]"
 STATE_PRODUCTION_MARKER_TOOLTIP:0 "#header [State.GetName]#!\n$TOOLTIP_DELIMITER$\n[concept_infrastructure]: #tooltippable #tooltip:[State.GetTooltipTag],STATE_INFRASTRUCTURE_DESC [State.GetInfrastructureBalance|v0+=]#!#!\n[concept_unemployed]:#v [State.GetNumUnemployedWorkingAdults|D-]#!\n[GetPopType('peasants').GetName]:#v [State.GetNumSubsistenceWorkingAdults|D]#!"
 STATE_LITERACY:0 "#header [concept_literacy]#!\n[State.GetName] 내 [Concept('concept_pop', '$concept_pops$')] 중 [State.GetLiteracy|%1v]는 식자 인구입니다."
 TOOLTIP_MASS_MIGRATION_TARGET:0 "#header [concept_migration_target]#!\n$TOOLTIP_DELIMITER$\n해당 주와 인접 주는 #variable [State.GetMassMigrationCulture.GetName]#! 문화의 광범위한 이주 대상입니다. 이주는 #variable [State.GetMassMigrationEndDate]#!까지 지속됩니다."
 TOOLTIP_UNDISCOVERED_RESOURCES:0 "#header 발견 가능 자원#!\n$TOOLTIP_DELIMITER$\n해당 주 내에는 아직 발견되지 않은 자원 매장지가 있습니다. 해당 주가 [concept_isolated_state]가 아니라면 매일 일정 확률에 따라 자원을 발견합니다."
 DISCOVERABLE_RESOURCES:0 "발견 가능 자원"
 MARKET_ACCESS_WARNING:1 "@warning!\n#bold [StateInfraMarker.GetState.GetMarketAccess|0%]#!"
 MARKET_ACCESS_WARNING_SEA:1 "@warning!\n#bold [SeaRegionInfraMarker.GetStateRegion.GetSeaInfrastructure(GetPlayer)|0]%#!"
 ISOLATED:0 "@warning!"
 MIGRATION_TARGET_ENTRY:0 "#variable $TARGET$#!"
 INFLUENTIAL_CULTURE_FORMAT:0 "[Culture.GetNameNoFormatting]"

 STATE_AVERAGE_WAGE_TOOLTIP:0 "#header 임금#!\n주 평균, 연간: #variable @money!$VAL|D$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 BUILDING_AVERAGE_WAGE_ENTRY:0 "#tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_AVERAGE_WAGE @money!$VAL|vD$#!#! - [Building.GetName]"
 POP_DEPENDENT_PRODUCTION:0 "[concept_dependents] 생산"
 POP_CONSUMPTION:1 "[concept_pop_needs]"
 BUILDING_CONSUMPTION:0 "건물 소비"
 BUILDING_PRODUCTION:0 "건물 생산"
 GOODS_PANEL_VALUE_TOOLTIP:0 "#header $NAME$#!\n$DESC$\n수량: #variable $VALUE|D$#!$BREAKDOWN$"
 GOODS_PANEL_VALUE_CHILD_TOOLTIP:0 "$NAME$ - $DESC$: #variable $VALUE|D$#!"

 GOODS_ICON_AND_NAME_FORMAT:1 "[Goods.GetTextIcon][Nbsp][Goods.GetName]"
 GOODS_EMBARGO_HEADER:0 "#header [concept_embargo]#!"
 GOODS_ENCOURAGE_CONSUMPTION_HEADER:0 "#header [concept_encourage_consumption]#!"
 GOODS_DISCOURAGE_CONSUMPTION_HEADER:0 "#header [concept_discourage_consumption]#!"
 GOODS_TAX_HEADER:0 "#header [concept_consumption_tax]#!"
 GOODS_EMBARGO_INACTIVE:2 "현재 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 [Concept('concept_embargo', '$concept_embargoing$')]를 적용하고 있지 않음"
 GOODS_EMBARGO_ACTIVE:2 "현재 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 [Concept('concept_embargo', '$concept_embargoing$')]를 적용하고 있음"
 GOODS_ENCOURAGE_CONSUMPTION_INACTIVE:2 "현재 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 [Concept('concept_encourage_consumption', '$concept_encouraging_consumption$')]를 적용하고 있지 않음"
 GOODS_ENCOURAGE_CONSUMPTION_ACTIVE:2 "현재 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 [Concept('concept_encourage_consumption', '$concept_encouraging_consumption$')]를 적용하고 있음"
 GOODS_DISCOURAGE_CONSUMPTION_INACTIVE:2 "현재 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 [Concept('concept_discourage_consumption', '$concept_discouraging_consumption$')]를 적용하고 있지 않음"
 GOODS_DISCOURAGE_CONSUMPTION_ACTIVE:2 "현재 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 [Concept('concept_discourage_consumption', '$concept_discouraging_consumption$')]를 적용하고 있음"
 GOODS_TAX_INACTIVE:2 "현재 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 [Concept('concept_consumption_tax', '$concept_consumption_taxes$')]를 징수하고 있지 않음"
 GOODS_TAX_ACTIVE:2 "현재 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 [Concept('concept_consumption_tax', '$concept_consumption_taxes$')]를 징수하고 있음"
 TOGGLE_GOODS_EMBARGO_INACTIVE:0 "#instruction 좌클릭#!하여 $EMBARGO_GOODS$"
 TOGGLE_GOODS_EMBARGO_ACTIVE:0 "#instruction 좌클릭#!하여 $UNEMBARGO_GOODS$"
 TOGGLE_GOODS_ENCOURAGE_CONSUMPTION_INACTIVE:0 "#instruction 좌클릭#!하여 $ENCOURAGE_GOODS$"
 TOGGLE_GOODS_ENCOURAGE_CONSUMPTION_ACTIVE:0 "#instruction 좌클릭#!하여 $UNENCOURAGE_GOODS$"
 TOGGLE_GOODS_DISCOURAGE_CONSUMPTION_INACTIVE:0 "#instruction 좌클릭#!하여 $DISCOURAGE_GOODS$"
 TOGGLE_GOODS_DISCOURAGE_CONSUMPTION_ACTIVE:0 "#instruction 좌클릭#!하여 $UNDISCOURAGE_GOODS$"
 TOGGLE_GOODS_TAX_INACTIVE:0 "#instruction 좌클릭#!하여 $TAX_GOODS$"
 TOGGLE_GOODS_TAX_ACTIVE:0 "#instruction 좌클릭#!하여 $UNTAX_GOODS$"
 GOODS_EMBARGO_EFFECTS_INACTIVE:3 "[Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [concept_embargo]령을 수립할 시 @aut![Nbsp]#v $COST|-0$#!의 비용이 소모됩니다. 또한, 우리가 [concept_market_owner]인 [Concept('concept_market', '$concept_markets$')]에서 [concept_market_share]이 없는 [Concept('concept_country', '$concept_countries$')]가 [Goods.GetTextIcon][Nbsp] [Goods.GetName][Concept('concept_trade_route', '$concept_trade_routes$')]를 수립하지 못하게 방지합니다."
 GOODS_EMBARGO_EFFECTS_ACTIVE:1 "[Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [concept_embargo]령을 종료할 시 현재 지출 중인 @aut![Nbsp]#v $COST|+0$#!의 비용을 회수합니다."
 GOODS_ENCOURAGE_CONSUMPTION_EFFECTS_INACTIVE:2 "[Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [Concept('concept_encourage_consumption', '$concept_encouraging_consumption$')]는 @aut![Nbsp]#v $COST|-0$#!의 비용을 소모합니다. 또한, 우리가 [concept_market_share]을 보유한 모든 [Concept('concept_market', '$concept_markets$')]에서 [Concept('concept_pop', '$concept_pops$')]이 [concept_goods_substitution]의 일환으로 소비하는 [Goods.GetTextIcon][Nbsp][Goods.GetName]의 수량이 지속적으로 증가합니다."
 GOODS_ENCOURAGE_CONSUMPTION_EFFECTS_ACTIVE:1 "[Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [concept_encourage_consumption]를 종료할 시 현재 지출 중인 @aut![Nbsp]#v $COST|+0$#!의 비용을 회수합니다."
 GOODS_DISCOURAGE_CONSUMPTION_EFFECTS_INACTIVE:2 "[Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [Concept('concept_discourage_consumption', '$concept_discouraging_consumption$')]는 @aut![Nbsp]#v $COST|-0$#!의 비용을 소모합니다. 또한, 우리가 [concept_market_share]을 보유한 모든 [Concept('concept_market', '$concept_markets$')]에서 [Concept('concept_pop', '$concept_pops$')]이 [concept_goods_substitution]의 일환으로 소비하는 [Goods.GetTextIcon][Nbsp][Goods.GetName]의 수량이 지속적으로 감소합니다."
 GOODS_DISCOURAGE_CONSUMPTION_EFFECTS_ACTIVE:1 "[Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [concept_discourage_consumption]를 종료할 시 현재 지출 중인 @aut![Nbsp]#v $COST|+0$#!의 비용을 회수합니다."
 GOODS_TAX_EFFECTS_INACTIVE:2 "$GOODS_NAME$[Nbsp]$GOODS_ICON$에 대한 [concept_consumption_tax] 징수는 @aut![Nbsp]#v $COST|-0$#!의 비용을 소모합니다. 또한, 대략 @money!$REVENUE|K+v$의 수익을 생성합니다."
 GOODS_TAX_EFFECTS_ACTIVE:2 "$GOODS_NAME$[Nbsp]$GOODS_ICON$에 대한 [concept_consumption_tax]를 제거하면 현재 지출 중인 @aut![Nbsp]#v $COST|+0$#!의 비용을 회수합니다. 하지만 대략 @money!$REVENUE|K+v$의 수익을 잃습니다."

 NOT_PERMITTED_TO_EMBARGO_GOODS:2 "우리 현행 법은 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [Concept('concept_embargo', '$concept_embargoes$')]를 허용하지 않음"
 NOT_PERMITTED_TO_ENCOURAGE_GOODS:2 "우리 현행 법은 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [Concept('concept_encourage_consumption', '$concept_encouraging_consumption$')]를 허용하지 않음"
 NOT_PERMITTED_TO_DISCOURGE_GOODS:2 "우리 현행 법은 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [Concept('concept_discourage_consumption', '$concept_discouraging_consumption$')]를 허용하지 않음"
 NOT_PERMITTED_TO_TAX_GOODS:2 "우리 현행 법은 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [Concept('concept_consumption_tax', '$concept_consumption_taxes$')]를 허용하지 않음"
 NOT_POSSIBLE_TO_TAX_FIXED_PRICE:2 "가격이 고정되어 있어 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [Concept('concept_consumption_tax', '$concept_consumption_taxes$')]를 징수하는 것은 불가능합니다."
 NOT_POSSIBLE_TO_NO_BUY_ORDERS:2 "우리 [Concept('concept_market', '$concept_markets$')] 내에 [concept_buy_orders]이 없어 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [Concept('concept_consumption_tax', '$concept_consumption_taxes$')]를 징수하는 것은 불가능합니다."
 NOT_POSSIBLE_TO_ENCOURAGE_IS_DISCOURAGING:2 "이미 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [Concept('concept_discourage_consumption', '$concept_discouraging_consumption$')]를 시행 중입니다."
 NOT_POSSIBLE_TO_DISCOURAGE_IS_ENCOURAGING:2 "이미 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [Concept('concept_encourage_consumption', '$concept_encouraging_consumption$')]를 시행 중입니다."
 NOT_POSSIBLE_TO_ENCOURAGE_NOT_BOUGHT_BY_POPS:1 "[Concept('concept_pop', '$concept_pops$')]이 소비하지 않기에 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 [concept_encourage_consumption]를 적용하는 것은 불가능합니다."
 NOT_POSSIBLE_TO_DISCOURAGE_NOT_BOUGHT_BY_POPS:1 "[Concept('concept_pop', '$concept_pops$')]이 소비하지 않기에 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 [concept_discourage_consumption]를 적용하는 것은 불가능합니다."
 NOT_POSSIBLE_TO_EMBARGO_NON_TRADABLE:2 "[Concept('concept_market', '$concept_markets$')] 간의 무역이 불가능하기에 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 대한 [concept_embargo]령을 적용하는 것은 불가능합니다."
 GOODS_INTERACTION_INSUFFICIENT_AUT:0 "최소한 @aut!의 $REQVAL|0v=+$ [concept_authority] 보유하기"
 GOODS_INTERACTION_INSUFFICIENT_INF:0 "이용 가능한 $INFLUENCE$ 부족. 필요량: $REQVAL|1v$ "

 LAW:0 "#bold [Law.GetNameNoFormatting]#!"
 LAW_GROUP:0 "#title [Law.GetGroupName]#!"
 LAW_GROUP_ACTIVE_LAW:0 "#bold [Law.GetActiveGroupLaw.GetName]#!"
 INVESTMENT_LEVEL:0 "#variable @bur![Law.GetInvestmentCost]#!"
 INVESTMENT_LEVEL_DESC:0 "[concept_investment_level]: #variable [Law.GetInvestmentLevel]#!"
 CURRENT_LAW:0 "현행 법"
 CURRENT_LAW_TOOLTIP:0 "현행 법입니다."

 POPS_POLSTR_PIECHART_TITLE:0 "#title [concept_profession]에 따른 정치적 힘#!"
 POPS_POPULATION_PIECHART_TITLE:0 "#title [concept_profession]에 따른 인구#!"
 POPS_VOTES_PIECHART_TITLE:0 "#title [concept_profession]에 따른 투표권#!"
 POPS_WORKING_IN_PIECHART_TITLE:0 "#title 건물 유형에 따른 직장#!"
 POPS_CULTURE_POPULATION_PIECHART_TITLE:0 "#title 문화에 따른 인구#!"
 POPS_CULTURE_POL_STR_PIECHART_TITLE:0 "#title 문화에 따른 정치적 힘#!"
 POPS_RELIGION_POPULATION_PIECHART_TITLE:0 "#title 종교에 따른 인구#!"
 POPS_RELIGION_POL_STR_PIECHART_TITLE:0 "#title 종교에 따른 정치적 힘#!"
 POPULATION_PIECHART_HEADER:1 "[Concept('concept_pop','$concept_population$')]"
 POLITICAL_STRENGTH_PIECHART_HEADER:0 "[concept_political_strength]"
 POP_TYPE_HEADER:0 "#header [concept_profession]#!"
 POP_CULTURE_HEADER:0 "#header [concept_culture]#!"
 POP_RELIGION_HEADER:0 "#header [concept_religion]#!"

 POP_DISCRIMINATED_TOOLTIP:0 "#header $POP_DISENFRANCHISED_HEADER$#!\n$POP_IG_DISCRIMINATED$"
 POP_DISENFRANCHISED_HEADER:0 "[concept_disenfranchised]"
 POP_POLITICAL_MOVEMENTS_HEADER:0 "[Concept('concept_political_movement', '$concept_political_movements$')]"
 POP_IG_INACTIVE_HEADER:0 "#header [concept_interest_group]#!\n해당 [concept_pop]은 [Concept('concept_politically_inactive_involved', '$concept_politically_inactive$')]임\n$TOOLTIP_DELIMITER$\n#title $concept_interest_group$ 구성원#!\n[Pop.GetIGMembershipDesc]"
 POP_IG_ATTRACTION_HEADER:1 "#header [concept_interest_group]#!\n해당 [Concept('concept_pop','$concept_pop_possessive$')] 주요 $concept_interest_group$: [Pop.GetLargestInterestGroup.GetName]\n$TOOLTIP_DELIMITER$\n#title $concept_interest_group$ 구성원#!\n[Pop.GetIGMembershipDesc]\n$POP_DETAILS_IG$"
 POP_IG_ATTRACTION_HEADER_NO_CLICK:0 "#header [concept_interest_group]#!\n해당 [Concept('concept_pop','$concept_pop_possessive$')] 주요 $concept_interest_group$은 [Pop.GetLargestInterestGroup.GetName]임\n$TOOLTIP_DELIMITER$\n#title $concept_interest_group$ 구성원#!\n[Pop.GetIGMembershipDesc]"
 POP_IG_DISCRIMINATED:1 "해당 $concept_pop$은 [concept_discrimination]로 인해 [concept_disenfranchised] 상태이며 [Concept('concept_interest_group', '$concept_interest_groups$')]에 참여하지 못함"
 POP_IG_MEMBERSHIP:2 "#variable $MEMBERS|D$#! [INTEREST_GROUP.GetName] 지지 (유치: #tooltip_header #tooltippable #tooltip:[INTEREST_GROUP.GetPopWithIG(POP.Self).GetTooltipTag],POP_IG_ATTRACTION_TOOLTIP $ATTRACTION|%0$#!#!#!)\n"
 POP_IG_ATTRACTION_TOOLTIP:0 "#header [PopWithIG.GetInterestGroup.GetName]의 인구층 유치#!\n$TOOLTIP_DELIMITER$\n총 유치: [PopWithIG.CalcAttractionToIG|v]\n[PopWithIG.GetAttractionToIGDesc]"
 POP_IG_NO_MEMBERSHIP:2 "#variable $NUM_INACTIVE|D$#!명은 #bold [Concept('concept_politically_inactive_involved', '$concept_politically_inactive$')]#! 상태이며 어떤 [concept_interest_group]도 지지하지 않음\n#variable $NUM_NON_PARTICIPATING|D$#!명의 #bold 참정권 박탈 피부양 인구#!는 정치에 참여하지 못함"

 POP_POVERTY:0 "낮은 [concept_sol]"
 POP_STARVATION:0 "기아"
 POP_DISCRIMINATED:1 "[Concept('concept_discrimination','$concept_discriminated_against$')]의 대상"
 POP_NOT_DISCRIMINATED:0 "[Concept('concept_discrimination','$concept_discriminated$')]의 대상 아님"
 POP_ARISTOCRATS:0 "$aristocrats$ [concept_profession]"
 POP_BUREAUCRATS:0 "$bureaucrats$ [concept_profession]"
 POP_CAPITALISTS:0 "$capitalists$ [concept_profession]"
 POP_CLERGYMEN:0 "$clergymen$ [concept_profession]"
 POP_CLERKS:0 "$clerks$ [concept_profession]"
 POP_ENGINEERS:0 "$engineers$ [concept_profession]"
 POP_FARMERS:0 "$farmers$ [concept_profession]"
 POP_PEASANTS:0 "$peasants$ [concept_profession]"
 POP_LABORERS:0 "$laborers$ [concept_profession]"
 POP_OFFICERS:0 "$officers$ [concept_profession]"
 POP_ACADEMICS:0 "$academics$ [concept_profession]"
 POP_SHOPKEEPERS:0 "$shopkeepers$ [concept_profession]"
 POP_SLAVES:0 "$slaves$ [concept_profession]"
 POP_SOLDIERS:0 "$soldiers$ [concept_profession]"
 POP_MACHINISTS:0 "$machinists$ [concept_profession]"
 NO_LABOR_MOVEMENT:0 "#v $labor_movement$#! [concept_technology]이 잠금 해제되지 않음"
 NO_EGALITARIANISM:0 "#v $egalitarianism$#! [concept_technology]이 잠금 해제되지 않음"
 HAS_POLITICAL_AGITATION:0 "#v $political_agitation$#! [concept_technology]이 잠금 해제됨"
 URBAN_POP:0 "비농업 고용"
 RURAL_POP:0 "농업 고용"
 POP_IS_DISCRIMININATED:0 "[Concept('concept_discrimination', '$concept_discriminated$')]당함"
 POP_NOT_DISCRIMININATED:0 "[Concept('concept_discrimination', '$concept_discriminated$')]당하지 않음"
 POP_PRIMARY_CULTURE:0 "[concept_primary_cultures] 보유 중"
 POP_STATE_RELIGION:0 "[concept_state_religion]을 믿음"
 POP_LITERACY:0 "식자"
 POP_WEALTH:0 "재산"
 POP_DANGEROUS_JOBS:0 "위험한 고용"
 LITERACY_0_10:0 "식자율 #variable 25%#! 미만"
 LITERACY_10_20:0 "식자율 #variable 10%#!에서 #variable 20%#! 사이"
 LITERACY_20_30:0 "식자율 #variable 20%#!에서 #variable 30%#! 사이"
 LITERACY_30_40:0 "식자율 #variable 30%#!에서 #variable 40%#! 사이"
 LITERACY_40_50:0 "식자율 #variable 40%#!에서 #variable 50%#! 사이"
 LITERACY_50_60:0 "식자율 #variable 50%#!에서 #variable 60%#! 사이"
 LITERACY_60_70:0 "식자율 #variable 60%#!에서 #variable 70%#! 사이"
 LITERACY_70_80:0 "식자율 #variable 70%#!에서 #variable 80%#! 사이"
 LITERACY_80_90:0 "식자율 #variable 80%#!에서 #variable 90%#! 사이"
 LITERACY_90_100:0 "식자율 #variable 90%#! 초과"
 LEADER_POPULARITY:0 "[SCOPE.gsInterestGroup('interest_group').GetLeader.GetFullNameWithTitle]의 [concept_popularity]"

 EMPLOYEE_TRANSFERS:0 "\n\n#header 최신 근로자 변경치:#!\n"
 EMPLOYEE_TRANSFER_FROM:0 "#b #tooltippable #tooltip:[EMPLOYEE_TRANSFER.GetTooltipTag],EMPLOYEE_TRANSFER_TOTAL_BREAKDOWN [EMPLOYEE_TRANSFER.GetTotal|+=]#!#!#! [EMPLOYEE_TRANSFER.GetNewPopType.GetName] (본래 [EMPLOYEE_TRANSFER.GetOldEmployment.GetName]의 [EMPLOYEE_TRANSFER.GetOldPopType.GetName]였음)"
 EMPLOYEE_TRANSFER_TO:0 "#b #tooltippable #N #tooltip:[EMPLOYEE_TRANSFER.GetTooltipTag],EMPLOYEE_TRANSFER_TOTAL_BREAKDOWN -[EMPLOYEE_TRANSFER.GetTotal|-]#!#!#!#! [EMPLOYEE_TRANSFER.GetOldPopType.GetName] ([EMPLOYEE_TRANSFER.GetNewEmployment.GetName]의 [EMPLOYEE_TRANSFER.GetNewPopType.GetName](이)가 됨)"
 EMPLOYEE_PROMOTION_DEMOTION_FROM:0 "#b #tooltippable #tooltip:[EMPLOYEE_TRANSFER.GetTooltipTag],EMPLOYEE_TRANSFER_TOTAL_BREAKDOWN [EMPLOYEE_TRANSFER.GetTotal|+]#!#!#! 본래 [EMPLOYEE_TRANSFER.GetOldPopType.GetName]였던 [EMPLOYEE_TRANSFER.GetNewPopType.GetName]"
 EMPLOYEE_PROMOTION_DEMOTION_TO:0 "#b #tooltippable #tooltip:[EMPLOYEE_TRANSFER.GetTooltipTag],EMPLOYEE_TRANSFER_TOTAL_BREAKDOWN [EMPLOYEE_TRANSFER.GetTotal|-]#!#!#! [EMPLOYEE_TRANSFER.GetNewPopType.GetName](이)가 된 [EMPLOYEE_TRANSFER.GetOldPopType.GetName]"
 EMPLOYEE_PROMOTION_DEMOTION_FROM_TO:0 "#tooltippable #tooltip:[EMPLOYEE_TRANSFER.GetTooltipTag],EMPLOYEE_TRANSFER_TOTAL_BREAKDOWN [EMPLOYEE_TRANSFER.GetTotal|v]#!#! [EMPLOYEE_TRANSFER.GetOldPopType.GetName](이)가 [EMPLOYEE_TRANSFER.GetNewPopType.GetName](이)가 됨"
 EMPLOYEE_DIED:0 "#b #tooltippable #tooltip:[EMPLOYEE_TRANSFER.GetTooltipTag],EMPLOYEE_TRANSFER_TOTAL_BREAKDOWN [EMPLOYEE_TRANSFER.GetTotal|-]#!#!#! [EMPLOYEE_TRANSFER.GetOldPopType.GetName] 사망"
 EMPLOYEE_FIRED:0 "#b #tooltippable #tooltip:[EMPLOYEE_TRANSFER.GetTooltipTag],EMPLOYEE_TRANSFER_TOTAL_BREAKDOWN [EMPLOYEE_TRANSFER.GetTotal|-]#!#!#! [EMPLOYEE_TRANSFER.GetOldPopType.GetName] 해고됨"
 EMPLOYEE_NEW:0 "#b #tooltippable #tooltip:[EMPLOYEE_TRANSFER.GetTooltipTag],EMPLOYEE_TRANSFER_TOTAL_BREAKDOWN [EMPLOYEE_TRANSFER.GetTotal|+=]#!#!#! 최근 [concept_unemployed] 상태가 된 [EMPLOYEE_TRANSFER.GetNewPopType.GetName]"
 EMPLOYEE_TRANSFER_TOTAL_BREAKDOWN:0 "총합: [EmployeeTransfer.GetTotal|v]\n식자 인구: [EmployeeTransfer.GetLiterate|v]\n문맹 인구: [EmployeeTransfer.GetIlliterate|v]"

 FAILED_HIRE:0 "\n다음 원인으로 인해 [POP_TYPE.GetName] 고용 불가\n$REASONS$"
 WARN_HIRE_LOW_WAGE:0 "\n지나치게 많은 [POP_TYPE.GetName](을)를 저임금으로 고용함"
 FAILED_HIRE_REASON_LOW_WAGE:0 "@red_cross! [BUILDING.GetState.GetName] 내에 있는 [BUILDING.GetName]의 [POP_TYPE.GetName] 중에서 [TARGET_POP_TYPE.GetName] 자격을 충족하는 $NUM_QUALIFIED_POPS|v1*$명은 #v @money!$OFFERED_WAGE$#!의 임금만 받고 일할 의향이 없습니다. #v @money!$MIN_ACCEPTABLE_WAGE$#!의 임금을 제시해야 수락할 것입니다."
 FAILED_HIRE_REASON_LOW_QUALIFICATIONS:0 "@red_cross! #tooltippable #tooltip:$BREAKDOWN_TAG$ #variable $NUM_QUALIFIED_POPS|1*$#!#!#!명의 인구층이 [BUILDING.GetState.GetName]에서 [POP_TYPE.GetName](이)가 되는 데 필요한 [concept_pop_qualifications]을 충족시켰습니다. [BUILDING.GetName]에서 총 #variable $TOTAL_TO_BE_HIRED|1*$#!명을 고용하고 싶어 합니다."
 FAILED_HIRE_LOW_QUALIFICATIONS_BREAKDOWN:0 "$BREAKDOWN$"
 FAILED_HIRE_REASON_SLAVERY:2 "@red_cross! [POP_TYPE.GetName](은)는 [concept_unemployed] 상태거나 [concept_subsistence_building]에서 일하는 상태일 때만 고용할 수 있습니다."

 POPS_LIST_POPULATION:0 "#BOLD 인구 중 [PopListItem.GetTotalPopSizePercentage|%1]#!\n[concept_political_strength]의 #BOLD [PopListItem.GetTotalPolStrPercentage|%1]#!"
 POP_LIST_POL_STR_TOOLTIP:0 "#header [concept_political_strength]#!\n수치: [PopListItem.GetTotalPolStr|Dv]\n해당 인구층 집단의 총 [concept_political_strength] 중 #BOLD [PopListItem.GetTotalPolStrPercentage|%1v]#!입니다."
 POP_LIST_SIZE_TOOLTIP:0 "#header 인구#!\n$POP_LIST_SIZE_BREAKDOWN$\n\n해당 집단은 표시되는 총 인구 중 #BOLD [PopListItem.GetTotalPopSizePercentage|%1v]#!에 해당합니다."
 POP_LIST_SIZE_BREAKDOWN:0 "총합: [PopListItem.GetTotalPopSize|Dv]\n$TAB$노동자 성인: [PopListItem.GetWorkingAdultsPopSize|Dv]\n$TAB$[concept_dependents]: [PopListItem.GetDependentsPopSize|Dv]"
 POPS_LIST_TYPE_NAME:0 "#bold [PopListItem.GetTotalPopSize|D] [PopListItem.GetPopType.GetName]#!\n#bold [PopListItem.GetTotalPolStr|D]#! [concept_political_strength]"
 POPS_LIST_TYPE_SIZE_AND_NAME:0 "#bold [PopListItem.GetTotalPopSize|D] [PopListItem.GetPopType.GetName]#!"
 POPS_LIST_TYPE_POL_STR:0 "#v [PopListItem.GetTotalPolStr|D]#! [concept_political_strength]"
 POPS_LIST_MAX_SIZE:0 "#header [PopListItem.GetPopType.GetName]#!\n고용됨: [PopListItem.GetWorkingAdultsPopSize|Dv]\n$TOOLTIP_DELIMITER$\n해당 건물은 #variable [PopListItem.GetMaxPopSize|D]#! [PopListItem.GetPopType.GetName] 고용 가능. 원인:\n[PopListItem.GetMaxPopSizeDesc][Building.GetEmployeesTransferDesc( PopListItem.GetPopType )][Building.GetFailedHiresDesc( PopListItem.GetPopType )]"
 POPS_LIST_SLAVES_ROLE_MAX_SIZE:0 "#header [PopListItem.GetPopType.GetName]#!\n고용됨: [PopListItem.GetWorkingAdultsPopSize|Dv]\n[PopListItem.GetPopTypeReplacementDesc]\n$TOOLTIP_DELIMITER$\n해당 건물은 #variable $MAX_POP_SIZE|D$#! [POP_TYPE.GetName] 또는 [TARGET_POP_TYPE.GetName] 고용 가능. 원인:\n$MAX_POP_SIZE_DESC$ $TRANSFERS_DESC$ $FAILED_HIRES_DESC$"
 POPS_LIST_SOL:0 "[LabelingHelper.GetLabelForStandardOfLivingFloat(PopListItem.GetAverageSoL)|v] ([PopListItem.GetAverageSoL|1y])"
 POPS_LIST_SOL_TOOLTIP:0 "#header [concept_sol]#!\n평균 [concept_sol]: [LabelingHelper.GetLabelForStandardOfLivingFloat(PopListItem.GetAverageSoL)|v] ([PopListItem.GetAverageSoL|1y])\n\n[SelectLocalization(PopListItem.IsSlave, '', 'POPS_LIST_SOL_TOOLTIP_AVG_INCOME')]"
 POPS_LIST_SOL_TOOLTIP_AVG_INCOME:0 "평균 인구층당 연간 수입: @money![PopListItem.GetAverageAnnualWage|vD]"
 ANNUAL_WAGE_TOOLTIP:0 "#header [PopListItem.GetPopType.GetName] 연간 임금#!\n매해 해당 건물의 [PopListItem.GetPopType.GetName](은)는 평균적으로 #bold @money![PopListItem.GetAverageAnnualWage|Dv]#!의 임금을 벌어들입니다."
 POPS_LIST_CAN_BE_REPLACED_BY:0 "[POP_TYPE.GetNameNoIcon](으)로 대체 가능"
 POPS_LIST_REPLACES_POP_TYPE:0 "[POP_TYPE.GetNameNoIcon] 대체"
 POPS_LIST_FULLY_REPLACED_BY_SLAVES:0 "[POP_TYPE.GetNameNoIcon](으)로 완전 대체됨"
 POPS_LIST_MAX_CAPACITY:0 "[POP_TYPE.GetNameNoIcon](이)가 최대 역량 발휘 중"
 POPS_LIST_ESOL:0 "#title [PopListItem.GetAverageESoL|1]#!"
 POPS_LIST_LARGEST_IGS:0 "#title 주요 이해 집단: #!"
 POP_LIST_POL_STR:0 "정치적 힘: #variable [Pop.GetPoliticalStrength|K]#!"
 POP_LIST_WEALTH:0 "재산: #variable [Pop.GetCurrentWealth|1*]#!"
 POP_LIST_NOT_ALL_POPS_SHOWN:0 "[PopListItem.GetNumPopsShown]/[PopListItem.GetNumTotalPops] [concept_pop] 집단 표시"
 STATE_CULTURES:0 "#title 문화#!"
 STATE_RELIGIONS:0 "#title 종교#!"
 STATE_POP_TYPES:0 "#title [concept_profession]#!"
 VERSION_TOOLTIP:0 "#title 빌드 버전#!\n[GetVersion]\n#instruction 클릭하여 클립보드에 복사#!"

 TRADE_ROUTE_CONVOYS_DESC:1 "#tooltippable #tooltip:[GetPlayer.GetTooltipTag],NUM_CONVOYS_TOOLTIP_EXTENDED [GetPlayer.GetNumAvailableConvoys]#!#! @convoys! [concept_convoys] 이용 가능"
 
 MAX_DECLARED_INTERESTS_TOOLTIP:0 "#header [Country.GetName]의 최대 [Concept('concept_declared_interest','$concept_declared_interests$')]#!\n$TOOLTIP_DELIMITER$\n[Country.GetMaxNumDeclaredInterestsBreakdown]"

 MAP_INTERACTION_ESC_TO_CANCEL:0 "#instruction #bold ESC#! 버튼을 눌러 현재 지도 상호작용 닫기#!"
 MAP_INTERACTION_BUILD_BUILDING_DESC:0 "#V [BUILDING_TYPE.GetName]#!(을)를 건설할 #V 주#! 선택"
 MAP_INTERACTION_BUILD_BUILDING_PERFORMED:0 "#V [BuildingType.GetName]#! 건설 시작됨"
 MAP_INTERACTION_BUILDING_BUILT:0 "[Building.GetState.GetName]에 [Building.GetName] 건설됨"
 MAP_INTERACTION_BUILDING_EXPANDED:0 "[Building.GetState.GetName] 내 [Building.GetName](이)가 #v [Building.GetExpansionLevel]#! 단계로 확장됨"
 MAP_INTERACTION_CREATE_MARKET_DESC:0 "#V 시장#!을 건설할 #V 주#! 선택"
 MAP_INTERACTION_ESTABLISH_COLONY_DESC:0 "#V 식민지#!를 생성할 #V 주 지역#! 선택"
 MAP_INTERACTION_ESTABLISH_COLONY_PERFORMED:1 "#V 식민지#! [concept_colony]가 건립되었습니다."
 MAP_INTERACTION_DECLARE_INTEREST_DESC:1 "[concept_interest] 관계를 선언할 [concept_strategic_region] 선택\n현재: [GetPlayer.GetNumDeclaredInterests|v]\n최대: #tooltippable #tooltip:[GetPlayer.GetTooltipTag],MAX_DECLARED_INTERESTS_TOOLTIP [GetPlayer.CalcMaxNumDeclaredInterests|v]#!#!"
 MAP_INTERACTION_DECLARE_INTEREST_PERFORMED:0 "[concept_interest] 관계를 공언했습니다."
 MAP_INTERACTION_MERGE_MARKET_MARKET_DESC:0 "#V 주/시장#!을 연결할 #V 시장#! 선택"
 MAP_INTERACTION_MERGE_MARKET_STATE_DESC:0 "#V [MARKET.GetName]#!에 연결할 #V 주/시장#! 선택"
 MAP_INTERACTION_DIPLOMATIC_ACTION_DESC:0 "상호작용할 #V 국가#! 선택"
 MAP_INTERACTION_DIPLOMATIC_ACTION_PERFORMED:0 "[DiplomaticActionType.GetName|v] 시작됨"
 MAP_INTERACTION_DIPLOMATIC_ACTION_TOOLTIP:0 "[TARGET_COUNTRY.GetName]에 [DIPLOMATIC_ACTION_TYPE.GetName|v] 보내기 [AddTextIf(GreaterThan_CFixedPoint('(CFixedPoint)$MAINTENANCE_COST$','(CFixedPoint)0'),Concatenate('\n\n유지 비용: @inf!$MAINTENANCE_COST|v0$#! ',concept_influence))]"
 MAP_INTERACTION_DIPLOMATIC_ACTION_REDUNDANT:0 "$ACTION_NAME|v$(은)는 이미 [COUNTRY.GetName]에 영향을 주는 중"
 MAP_INTERACTION_NAVAL_INVASION_DESC:0 "#variable 해상 침공#!을 위한 #V 본부#! 선택"
 MAP_INTERACTION_NAVAL_INVASION_PERFORMED:0 "#variable 해상 침공#! 시작됨"
 MAP_INTERACTION_NAVAL_INVASION_TOOLTIP:0 "$NAVAL_INVASION_ORDER_DESC$"
 MAP_INTERACTION_NAVAL_INVASION_WILL_BE_INTERCEPTED_HEADER:0 "침공 함대가 [Character.GetCountry.GetFlagTextIcon] [Character.GetFullName](이)가 이끄는 [Character.GetNumCombatUnits|v]대의 [Character.GetCombatUnitsTypeIcon]에 요격당할 예정"
 MAP_INTERACTION_NAVAL_INVASION_MAY_BE_INTERCEPTED_HEADER:0 "침공 함대가 #V [GetDefine('NMilitary', 'INTERCEPTION_NAVAL_INVASION_CHANCE')|%0]#! 확률로 [Character.GetCountry.GetFlagTextIcon] [Character.GetFullName](이)가 이끄는 [Character.GetNumCombatUnits|v]대의 [Character.GetCombatUnitsTypeIcon]에 요격당함"
 MAP_INTERACTION_WARGOAL_wg_take_state_STATE_DESC:0 "대상 #V 주#! 선택"
 MAP_INTERACTION_WARGOAL_wg_war_reparations_COUNTRY_DESC:0 "#V 전쟁 배상#!을 받아낼 #V 국가#! 선택"
 MAP_INTERACTION_WARGOAL_wg_remove_interest_marker_COUNTRY_DESC:0 "제거할 #V 국가#!의 #V [concept_interest]#! 선택"
 MAP_INTERACTION_WARGOAL_wg_remove_interest_marker_STRATEGIC_REGION_DESC:0 "#V [concept_interest]#!을 제거할 #V [concept_strategic_region]#! 선택"
 MAP_INTERACTION_SET_DECREE_DESC:1 "$NAME|v$ [concept_decree]을 선포할 [concept_state] 선택"
 MAP_INTERACTION_SET_DECREE_PERFORMED:0 "[DecreeType.GetName]"
 MAP_INTERACTION_INCORPORATE_STATE_DESC:1 "편입시킬 [concept_state] 선택"
 MAP_INTERACTION_INCORPORATE_STATE_PERFORMED:1 "주 편입 시작"
 MAP_INTERACTION_INCORPORATE_STATE_SELECT:1 "[STATE.GetName] 편입 ([STATE.PredictBureaucracyCost|1] @bur![Nbsp][concept_bureaucracy])"
 MAP_INTERACTION_MOVE_CAPITAL_STATE_DESC:0 "새로운 [concept_capital_state] 선택"
 MAP_INTERACTION_MOVE_CAPITAL_STATE_PERFORMED:0 "[concept_capital_state]가 변경되었습니다."
 MAP_INTERACTION_MOVE_CAPITAL_STATE_SELECT:0 "#header [STATE.GetName](으)로 [concept_capital_state] 변경#!\n$TOOLTIP_DELIMITER$\n[STATE.GetName](을)를 우리의 [concept_capital_state]로 삼으면 다음과 같은 혜택이 적용됩니다.\n[STATE.GetCapitalEffectsDesc]\n\n[concept_capital_state] 변경 시 전국에 #V [GetDefine('NCountry', 'MOVE_CAPITAL_COOLDOWN_YEARS')]#!년에 걸쳐 점진적으로 감소하는 불이익이 적용됩니다.\n[STATE.GetOwner.GetMoveCapitalEffectsDesc]\n\n불이익의 효과를 받는 동안에는 [concept_capital_state]를 다시 변경할 수 없습니다."
 MAP_INTERACTION_MOVE_MARKET_CAPITAL_STATE_SELECT:1 "#header [STATE.GetName](으)로 [concept_market_capital] 변경#!\n$TOOLTIP_DELIMITER$\n[STATE.GetName](을)를 우리의 [concept_market_capital]으로 삼으면 다음과 같은 추가 혜택이 적용됩니다.\n[STATE.GetMarketCapitalEffectsDesc]#!#!\n\n[concept_market_capital] 변경 시 전국에 #V [GetDefine('NCountry', 'MOVE_MARKET_CAPITAL_COOLDOWN_YEARS')]#!년에 걸쳐 점진적으로 감소하는 불이익이 적용됩니다.\n[STATE.GetOwner.GetMoveMarketCapitalEffectsDesc]\n\n불이익의 효과를 받는 동안에는 [concept_market_capital]를 다시 변경할 수 없습니다."
 MAP_INTERACTION_TRADE_ROUTE_ACTIVE_IMPORT_DESC:1 "[GOODS.GetTextIcon] #V [GOODS.GetName]#!(을)를 수입할 #V 시장#! 선택\n$TRADE_ROUTE_CONVOYS_DESC$"
 MAP_INTERACTION_TRADE_ROUTE_ACTIVE_EXPORT_DESC:1 "[GOODS.GetTextIcon] #V [GOODS.GetName]#!(을)를 수출할 #V 시장#! 선택\n$TRADE_ROUTE_CONVOYS_DESC$"
 MAP_INTERACTION_TRADE_ROUTE_ACTIVE_IMPORT_NO_GOODS_DESC:1 "[concept_good]을 수입할 #V 시장#! 선택\n$TRADE_ROUTE_CONVOYS_DESC$"
 MAP_INTERACTION_TRADE_ROUTE_ACTIVE_EXPORT_NO_GOODS_DESC:1 "[concept_good]을 수출할 #V 시장#! 선택\n$TRADE_ROUTE_CONVOYS_DESC$"
 MAP_INTERACTION_TRADE_ROUTE_ACTIVE_IMPORT_SELECT_GOODS_DESC:0 "수입할 [concept_good] 선택"
 MAP_INTERACTION_TRADE_ROUTE_ACTIVE_EXPORT_SELECT_GOODS_DESC:0 "수출할 [concept_good] 선택"
 MAP_INTERACTION_TRADE_ROUTE_OTHER_IMPORT_DESC:1 "[GOODS.GetTextIcon] #V [GOODS.GetName]#!(을)를 수출할 #V 시장#! 선택\n$TRADE_ROUTE_CONVOYS_DESC$"
 MAP_INTERACTION_TRADE_ROUTE_OTHER_EXPORT_DESC:1 "[GOODS.GetTextIcon] #V [GOODS.GetName]#!(을)를 수입할 #V 시장#! 선택\n$TRADE_ROUTE_CONVOYS_DESC$"
 MAP_INTERACTION_TRADE_ROUTE_PERFORMED:0 "무역로가 수립되었습니다."
 MAP_INTERACTION_DIPLOMATIC_PLAY_DESC:1 "해당 [concept_diplomatic_play]의 대상 선택"
 MAP_INTERACTION_DIPLOMATIC_PLAY_PERFORMED:0 "[DiplomaticPlayType.GetName|v] 시작됨"
 MAP_INTERACTION_FRONT_TOOLTIP:0 "$FRONT_ORDER_DESC$"
 MAP_INTERACTION_INVASION_CANNOT_TARGET_SELF:0 "#N 자신이 점유한 주를 대상으로 지정할 순 없습니다.#!"
 MAP_INTERACTION_FRONT_ORDER_DESC:0 "#variable [COMMANDER_ORDER_TYPE.GetName]#! 명령을 내릴 #V [concept_front]#! 선택"
 MAP_INTERACTION_FRONT_ORDER_PERFORMED:0 "[Character.GetFullName]에게 #variable [COMMANDER_ORDER_TYPE.GetName]#! 명령을 하달함"
 MAP_INTERACTION_ACTIVATE_CONSCRIPTION_CENTER_DESC:0 "[concept_conscription_center]를 활성화할 [concept_state] 선택"
 MAP_INTERACTION_ACTIVATE_CONSCRIPTION_CENTER_PERFORMED:0 "징병소 활성화"

 MAP_INTERACTION_RECRUIT_GENERALS_DESC:1 "[Concept( 'concept_general', '$concept_generals$' )]을 영입하려면 #V [concept_hq]#!를 선택하십시오."
 MAP_INTERACTION_RECRUIT_GENERALS_FAIL_LAND:1 "[Concept( 'concept_general', '$concept_generals$' )]은 육지 본부에만 영입할 수 있습니다."
 MAP_INTERACTION_RECRUIT_GENERALS_VALID:2 "#header 장군 고용#!\n[HQ.GetName] 내 [concept_in_reserve]: @battalions! [HQ.GetReserveUnitsRaw|v]개"

 MAP_INTERACTION_RECRUIT_ADMIRALS_DESC:0 "[Concept( 'concept_admiral', '$concept_admirals$' )]을 영입하려면 #V [concept_hq]#!를 선택하십시오."
 MAP_INTERACTION_RECRUIT_ADMIRALS_FAIL_NAVAL:0 "[Concept( 'concept_admiral', '$concept_admirals$' )]은 해상 본부에만 영입할 수 있습니다."
 MAP_INTERACTION_RECRUIT_ADMIRALS_VALID:0 "[HQ.GetName]에 [Concept( 'concept_admiral', '$concept_admirals$' )] 영입"

 NAVAL_INVASION_ORDER_DESC:1 " [STATE.GetName]의 #header 해상 침공#!\n[CHARACTER.GetFullName]에게 명령을 내려 [STATE.GetName]에서의 #variable 해상 침공#!을 지원하게 합니다."
 POWER_PROJECTION_ORDER_DESC:0 "[STRATEGIC_REGION.GetName]에 #header 세력 투사#!\n[CHARACTER.GetFullName]에게 명령하여 [STRATEGIC_REGION.GetName]에 #variable 세력 투사#!를 합니다."
 FRONT_ORDER_DESC:0 "[FRONT.GetName]에 있는 [COMMANDER_ORDER_TYPE.GetName]"
 TRAVEL_TIME_DESC:1 "이동 시 소요되는 기간: #tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|v$ #!#! "
 TRAVEL_HOME_HQ_DESC:0 "[Concept('concept_hq', '본토 본부')]로 이동 시 소요되는 기간: #tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|v$#!#! "

 DECREE_TOOLTIP:1 "#header [AddTextIf(State.IsValid,State.GetName)]$NAME$[AddTextIf(State.IsValid,' 내 ')]공표#![ConcatIfNeitherEmpty('\n','$ERRORS$')]\n$EFFECT$\n\n#title 비용:#! #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] #variable $COST|0$#!#!#! $AUTHORITY$\n\n#lore $DESC$#!" #
 DECREE_REMOVE:0 "#header [Decree.GetState.GetName] 내 [Decree.GetName] 취소#!"
 CANNOT_SET_DECREE:0 "#header #N [State.GetName]에 [concept_decree] 선포 불가#!#!"
 DECREE_ALREADY_ACTIVE:0 "[STATE.GetName]에 이미 [DECREE.GetName] [concept_decree]이 선포되어 있음"
 DECREE_CANNOT_AFFORD:1 "이 [concept_decree]을 선포하려면 최소 @aut!$COST|vD$의 [concept_authority] 필요"
 DISABLE_DECREE_TOOLTIP:0 "#header 취소#! [State.GetName] 내 [DecreeType.GetName]#!"
 DECREE_COST_ENTRY:1 "[DECREE.GetState.GetName] 내 [DECREE.GetName]: #variable #N -[DECREE.GetCost|0]#!#!"

 START_DIPLOMATIC_PLAY_SUMMARY:0 "#header [WarGoal.GetName] [concept_diplomatic_play] 시작#!"
 START_DIPLOMATIC_PLAY_TOOLTIP:1 "$START_DIPLOMATIC_PLAY_SUMMARY$\n[ConcatIfNeitherEmpty('$ERRORS$', '\n')]$TOOLTIP_DELIMITER$\n#b 초기 전쟁 목표#!\n[WAR_GOAL.GetDesc]\n[ConcatIfNeitherEmpty('$INCIDENT$', '\n')]\n$TARGETS$\n\n$PARTICIPANTS$"
 DIPLO_PLAY_TOOLTIP_PARTICIPANTS_HEADER:0 "#title 잠재적 참여자#!"
 DIPLO_PLAY_TOOLTIP_TARGETS_HEADER:1 "$concept_diplomatic_play_short$ 시작 시 #n 해당 적을 대면함#!:"
 DIPLO_PLAY_TOOLTIP_BACKERS_HEADER:1 "$concept_diplomatic_play_short$ 시작 시 #p 해당 아군과 함께함#!:"
 DIPLO_PLAY_TOOLTIP_LIKELY_OUR_SIDE_HEADER:1 "#p 아군 진영에 가담#!할 것으로 추정되는 [Concept('concept_country', '$concept_countries$')]:"
 DIPLO_PLAY_TOOLTIP_LIKELY_ENEMY_SIDE_HEADER:1 "#n 적 진영에 가담#!할 것으로 추정되는 [Concept('concept_country', '$concept_countries$')]:"
 DIPLO_PLAY_TOOLTIP_FENCE_SITTERS_HEADER:1 "#b 가담할 진영이 불확실#!하거나 #b 중립을 지킬#! 것으로 추정되는 [Concept('concept_country', '$concept_countries$')]:"
 DIPLO_PLAY_TOOLTIP_COUNTRY_ENTRY:1 "[COUNTRY.GetName] (#variable @battalions![COUNTRY.GetBattalions|0]#! + #v [Country.CalcConscriptableBattalions]#!)"

 UNPRESSED_WAR_GOALS:0 "미압박 전쟁 목표:"
 INTEREST_GROUPS_TAB:0 "이해 집단"

 IDEOLOGY_FOR:0 "우세 이념: "
 IDEOLOGY_AGAINST:0 "약세 이념: "
 IDEOLOGY:0 "$NAME$"
 PRO_IDEOLOGY:0 "$NAME|v$"
 ANTI_IDEOLOGY:0 "$NAME|v$"
 TOTAL_IDEOLOGY_APPROVAL:0 " (총 [concept_clout] 중 [Law.GetPercentPolStrApprove|v%1])"
 TOTAL_IDEOLOGY_DISAPPROVAL:0 " (총 [concept_clout] 중 [Law.GetPercentPolStrDisapprove|v%1])"

 INTEREST_GROUP_NAME:0 "#BOLD #V $NAME$#!#!"
 TOOLTIP_POPULATION:2 "#header [concept_interest_group] 인구#!\n[InterestGroup.GetName]의 [InterestGroup.GetCountry.GetAdjective] 지지자: [InterestGroup.GetPopulation|v1*] ([InterestGroup.GetPopulationInCountryAsPercentage|v%1])\n$TOOLTIP_DELIMITER$\n#title 오직 해당 기준을 충족하는 [Concept('concept_pop','$concept_pops$')]만이 해당 $concept_interest_group$ 지지를 고려할 것임:#!\n[InterestGroup.GetPopPotentialDesc]\n\n#title 해당 $concept_interest_group$의 $concept_pops$ 유치 사유 (#g +#!) 또는 기피 사유 (#r -#!)에는 다음이 포함됨#!:\n[InterestGroup.GetPopAttractionReasons]"
 POP_ATTRACTION_REASON_POSITIVE:0 "#g #b +#!#! $REASON$"
 POP_ATTRACTION_REASON_NEGATIVE:0 "#r #b -#!#! $REASON$"
 
 IG_POPULATION_PIECHART:1 "#header [InterestGroup.GetName]#!\n인구: #variable [InterestGroup.GetPopulation|K]#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetName] 내에서 정치적으로 참정권이 부여된 인구 퍼센트 비율: #variable [InterestGroup.GetPopulationInCountryAsPercentage|%1]#!"
 POPULATION_PIECHART:1 "#header [InterestGroup.GetName]#!\n지도자 이념: [InterestGroup.GetLeaderIdeologyDesc]\n이념: [InterestGroup.GetIdeologyDesc]\n인구: #variable [InterestGroup.GetPopulation|K]#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetName] 내에서 정치적으로 참정권이 부여된 인구 퍼센트 비율: #variable [InterestGroup.GetPopulationInCountryAsPercentage|%1]#!"
 IG_CLOUT_PIECHART:1 "#header [InterestGroup.GetName]#!\n$POL_STR_RATIO$\n$TOOLTIP_DELIMITER$\n$RAW_POL_STR$\n\n[concept_political_strength_desc]"
 CLOUT_PIECHART:1 "#header [InterestGroup.GetName]#!\n지도자 이념: [InterestGroup.GetLeaderIdeologyDesc]\n이념: [InterestGroup.GetIdeologyDesc]\n$POL_STR_RATIO$\n$TOOLTIP_DELIMITER$\n$RAW_POL_STR$\n\n[concept_political_strength_desc]"
 CLOUT_PIECHART_STATE:1 "#header [InterestGroup.GetName]#!\n지도자 이념: [InterestGroup.GetLeaderIdeologyDesc]\n이념: [InterestGroup.GetIdeologyDesc]\n[State.GetName]의 [concept_clout]: #variable [InterestGroup.GetPoliticalStrengthInStateAsPercentage(State.Self)|%1]#!\n$TOOLTIP_DELIMITER$\n[Country.GetName]의 총 [concept_clout]: #variable [InterestGroup.GetClout|%1]#![InterestGroup.GetInfluenceDesc]\n\n$RAW_POL_STR$\n\n[concept_political_strength_desc]"
 CULTURE_PIECHART:1 "#header [Culture.GetName]#!\n인구: #v [Culture.GetPopulationAsPercentage(GetPlayer)|/%d] ([Culture.GetPopulation(GetPlayer)|*])#!\n$TAB$노동 종사자: #variable [Culture.GetWorkforceAsPercentage(GetPlayer)|/%d] ([Culture.GetWorkforce(GetPlayer)|*v])#!\n$TAB$[concept_dependents]: #variable [Culture.GetDependentsAsPercentage(GetPlayer)|/%d] ([Culture.GetDependents(GetPlayer)|*v])#!\n$TOOLTIP_DELIMITER$\n[concept_political_strength]: #variable [Culture.GetPolStrAsPercentage(GetPlayer)|/%d] ([Culture.GetPolStr(GetPlayer)|*])#!"
 RELIGION_PIECHART:1 "#header [Religion.GetName]#!\n인구: #v [Religion.GetPopulationAsPercentage(GetPlayer)|/%d] ([Religion.GetPopulation(GetPlayer)|*])#!\n$TAB$노동 종사자: #variable [Religion.GetWorkforceAsPercentage(GetPlayer)|/%d] ([Religion.GetWorkforce(GetPlayer)|*v])#!\n$TAB$[concept_dependents]: #variable [Religion.GetDependentsAsPercentage(GetPlayer)|/%d] ([Religion.GetDependents(GetPlayer)|*v])#!\n$TOOLTIP_DELIMITER$\n[concept_political_strength]: #variable [Religion.GetPolStrAsPercentage(GetPlayer)|/%d] ([Religion.GetPolStr(GetPlayer)|*])#!"
 POP_TYPE_PIECHART:1 "#header [PopType.GetName]#!\n인구: #v [PopType.GetPopulationAsPercentage(GetPlayer)|/%d] ([PopType.GetPopulation(GetPlayer)|*])#!\n$TAB$노동 종사자: #variable [PopType.GetWorkforceAsPercentage(GetPlayer)|/%d] ([PopType.GetWorkforce(GetPlayer)|*v])#!\n$TAB$[concept_dependents]: #variable [PopType.GetDependentsAsPercentage(GetPlayer)|/%d] ([PopType.GetDependents(GetPlayer)|*v])#!\n$TOOLTIP_DELIMITER$\n[concept_political_strength]: #variable [PopType.GetPolStrAsPercentage(GetPlayer)|/%d] ([PopType.GetPolStr(GetPlayer)|*])#!"
 CULTURE_PIECHART_POL_STR:1 "#header [Culture.GetName]#!\n[concept_political_strength]: #variable [Culture.GetPolStrAsPercentage(GetPlayer)|/%d] ([Culture.GetPolStr(GetPlayer)|*])#!\n$TOOLTIP_DELIMITER$\n인구: #v [Culture.GetPopulationAsPercentage(GetPlayer)|/%d] ([Culture.GetPopulation(GetPlayer)|*])#!\n$TAB$노동 종사자: #variable [Culture.GetWorkforceAsPercentage(GetPlayer)|/%d] ([Culture.GetWorkforce(GetPlayer)|*v])#!\n$TAB$[concept_dependents]: #variable [Culture.GetDependentsAsPercentage(GetPlayer)|/%d] ([Culture.GetDependents(GetPlayer)|*v])#!"
 RELIGION_PIECHART_POL_STR:1 "#header [Religion.GetName]#!\n[concept_political_strength]: #variable [Religion.GetPolStrAsPercentage(GetPlayer)|/%d] ([Religion.GetPolStr(GetPlayer)|*])#!\n$TOOLTIP_DELIMITER$\n인구: #v [Religion.GetPopulationAsPercentage(GetPlayer)|/%d] ([Religion.GetPopulation(GetPlayer)|*])#!\n$TAB$노동 종사자: #variable [Religion.GetWorkforceAsPercentage(GetPlayer)|/%d] ([Religion.GetWorkforce(GetPlayer)|*v])#!\n$TAB$[concept_dependents]: #variable [Religion.GetDependentsAsPercentage(GetPlayer)|/%d] ([Religion.GetDependents(GetPlayer)|*v])#!"
 POP_TYPE_PIECHART_POL_STR:1 "#header [PopType.GetName]#!\n[concept_political_strength]: #variable [PopType.GetPolStrAsPercentage(GetPlayer)|/%d] ([PopType.GetPolStr(GetPlayer)|*])#!\n$TOOLTIP_DELIMITER$\n인구: #v [PopType.GetPopulationAsPercentage(GetPlayer)|/%d] ([PopType.GetPopulation(GetPlayer)|*])#!\n$TAB$노동 종사자: #variable [PopType.GetWorkforceAsPercentage(GetPlayer)|/%d] ([PopType.GetWorkforce(GetPlayer)|*v])#!\n$TAB$[concept_dependents]: #variable [PopType.GetDependentsAsPercentage(GetPlayer)|/%d] ([PopType.GetDependents(GetPlayer)|*v])#!"
 STATE_CULTURE_PIECHART:1 "#header [Culture.GetName]#!\n인구: #v [Culture.GetStatePopulationAsPercentage(State.Self)|/%d] ([Culture.GetStatePopulation(State.Self)|*])#!\n$TAB$노동 종사자: #variable [Culture.GetStateWorkforceAsPercentage(State.Self)|/%d] ([Culture.GetStateWorkforce(State.Self)|*v])#!\n$TAB$[concept_dependents]: #variable [Culture.GetStateDependentsAsPercentage(State.Self)|/%d] ([Culture.GetStateDependents(State.Self)|*v])#!\n\n[concept_political_strength]: #variable [Culture.GetStatePolStrAsPercentage(State.Self)|/%d] ([Culture.GetStatePolStr(State.Self)|*])#!"
 STATE_RELIGION_PIECHART:1 "#header [Religion.GetName]#!\n인구: #v [Religion.GetStatePopulationAsPercentage(State.Self)|/%d] ([Religion.GetStatePopulation(State.Self)|*])#!\n$TAB$노동 종사자: #variable [Religion.GetStateWorkforceAsPercentage(State.Self)|/%d] ([Religion.GetStateWorkforce(State.Self)|*v])#!\n$TAB$[concept_dependents]: #variable [Religion.GetStateDependentsAsPercentage(State.Self)|/%d] ([Religion.GetStateDependents(State.Self)|*v])#!\n\n[concept_political_strength]: #variable [Religion.GetStatePolStrAsPercentage(State.Self)|/%d] ([Religion.GetStatePolStr(State.Self)|*])#!"
 STATE_POP_TYPE_PIECHART:1 "#header [PopType.GetName]#!\n인구: #v [PopType.GetStatePopulationAsPercentage(State.Self)|/%d] ([PopType.GetStatePopulation(State.Self)|*])#!\n$TAB$노동 종사자: #variable [PopType.GetStateWorkforceAsPercentage(State.Self)|/%d] ([PopType.GetStateWorkforce(State.Self)|*v])#!\n$TAB$[concept_dependents]: #variable [PopType.GetStateDependentsAsPercentage(State.Self)|/%d] ([PopType.GetStateDependents(State.Self)|*v])#!\n\n[concept_political_strength]: #variable [PopType.GetStatePolStrAsPercentage(State.Self)|/%d] ([PopType.GetStatePolStr(State.Self)|*])#!"
 RAW_POL_STR:0 "[concept_political_strength]: #variable [InterestGroup.GetPoliticalStrength|K]#!\n[InterestGroup.GetPoliticalStrengthDesc]"
 TOOLTIP_MARGINALIZATION:0 "#BOLD #V 소외#!#!\n$TOOLTIP_DELIMITER$\n$MARGINALIZATION_CONCEPT$"
 POL_STR_RATIO:0 "[InterestGroup.GetCountry.GetName]의 [concept_clout]: #variable [InterestGroup.GetClout|%1]#![InterestGroup.GetInfluenceDesc]"
 MARGINAL_IG_DESC:0 "\n해당 [concept_interest_group]은 [concept_marginalized] 집단으로 여겨집니다. 사유: [INTEREST_GROUP.GetInfluenceReason]"
 MARGINALIZATION_REASON_BELOW_THRESHOLD:0 "[concept_clout]이 #variable [GetDefine('NPolitics', 'MARGINAL_IG_THRESHOLD')|%0]#! 미만"
 MARGINALIZATION_REASON_REVOLTING:0 "#variable [INTEREST_GROUP.GetCountry.GetName]#!에 반해 봉기를 듦"
 POWERFUL_IG_DESC:0 "\n해당 [concept_interest_group]은 [concept_powerful] 집단으로 여겨집니다. 사유: [INTEREST_GROUP.GetInfluenceReason]"
 POWERFUL_IG_TRAIT_BONUS_DESC:1 "해당 [concept_interest_group]은 [concept_powerful] 집단이므로, [Concept('concept_interest_group_trait', '$concept_interest_group_traits$')]이 #variable [GetDefine('NPolitics', 'POWERFUL_IG_TRAIT_BONUS')|=%0]#! 증가한 효과를 발휘합니다."
 POWERFUL_REASON_ABOVE_THRESHOLD:0 "[concept_clout]이 #variable [GetDefine('NPolitics', 'POWERFUL_IG_THRESHOLD')|%0]#! 초과"
 POWERFUL_REASON_ABOVE_CUTOFF:0 "[concept_clout]이 #variable [GetDefine('NPolitics', 'POWERFUL_IG_CUTOFF')|%0]#! 초과"
 NEUTRAL_IG_DESC:0 "\n해당 [concept_interest_group]은 [concept_influential] 집단으로 여겨집니다."
 RADICAL_IG_TOOLTIP:1 "#N [InterestGroup.GetName](은)는 [concept_revolution]을 계획 중인 [concept_political_movement]을 지지함!#!"
 REVOLUTION_IG_TOOLTIP:1 "#N [InterestGroup.GetName](은)는 현재 진행 중인 [concept_revolution]을 지지함!#!"
 RADICALIZATION_CHANCE_TOOLTIP:0 "[InterestGroup.GetChanceToRadicalizeDesc]"
 RADICALIZATION_CHANCE_BREAKDOWN:1 "#header 주간 급진화 확률: #v $CHANCE|-%$#!#!\n$TOOLTIP_DELIMITER$\n[concept_approval]에서: #v $BASE|-=1%$#![ConcatIfNeitherEmpty('$SUPPRESSION_MODIFIER_FORMAT$','$SUPPRESSION_MODIFIER$')]"
 SUPPRESSION_MODIFIER_FORMAT:0 "\n#header 억압:#!\n"
 POL_STR_FROM_VOTES:1 "[concept_election]에서 [concept_votes]의 [concept_political_strength]: #variable $VAL|+=D$#!:"
 POL_STR_FROM_WEALTH:0 "[concept_wealth]에서 발생: #variable $VAL|+=D$#!\n$TAB$재산 #tooltippable #tooltip:[POP.GetTooltipTag],TOOLTIP_WEALTH #v $WEALTH|0$#!#!#!: 정치적 활동 중인 인구층 하나당 #bold $VALPERPOP|+=$#!"
 POL_STR_FROM_WEALTH_AVERAGE:0 "[concept_wealth]에서 발생: #variable $VAL|+=K$#!\n$TAB$평균 재산 #variable $WEALTH|1$#!: 정치적 활동 중인 인구층 하나당 #bold $VALPERPOP|+=2$#!"

 NO_ACTIVE_TRAITS:1 "활성화된 [Concept('concept_interest_group_trait', '$concept_interest_group_traits$')]을 보유한 [Concept('concept_interest_group', '$concept_interest_groups$')] 없음"
 NO_ACTIVE_TRAITS_EXPLAIN:2 "#header [concept_interest_group] 특성#!\n모든 [concept_interest_group]은 저마다 여러 개의 [Concept('concept_interest_group_trait', '$concept_interest_group_traits$')]을 보유하고 있으며, [concept_interest_group]의 [concept_approval]에 따라 활성화됩니다. 특성은 국가에 부정적이거나 긍정적인 영향을 줍니다."

 PRODUCTION_METHOD_DISABLED_BY_GAME_RULE:0 "$concept_production_method$(이)가 게임 규칙에 따라 비활성화됨"
 CHANGE_TO:0 "#title 다음으로 변경#!"
 CURRENT_SUFFIX:0 "#title (현재)#!"
 INVESTMENT_TITLE:0 "투자 단계의 수"
 COST_PER_INVESTMENT_TITLE:0 "[concept_bureaucracy] 비용 / 투자 단계"
 WEEKLY_COSTS_TITLE:0 "총 주간 비용"
 INSTITUTION_LEVEL_CHANGE:0 "[Institution.GetTargetInvestmentLevel] 단계로 변경 중"
 INSTITUTION_CURRENT_LEVEL:0 "[Institution.GetInvestmentLevel] 단계"
 INSTITUTION_TIME_TO_REACH_LEVEL:0 "$NUM_WEEKS|v$주"
 INSTITUTION_TIME_TO_REACH_LEVEL_DAYS:0 "$NUM_DAYS|v$일"
 INSTITUTION_TIME_TO_REACH_LEVEL_ONE_DAY:0 "1일"
 INSTITUTION_TIME_TO_REACH_LEVEL_LESS_THAN_ONE_DAY:0 "1일 미만"
 NO_INSTITUTIONS:0 "[Concept('concept_institution', '$concept_institutions$')] 없음"

 MINCOST:0 "최소 비용: $VAL|v1$"
 INCORPORATED_POPULATION_LAW_COST:1 "$POPULATION|vK$의 편입 인구는 투자당 #v $COST|1+$#!의 비용 소모\n$TAB$기본 비용: #v $BASECOST|1+$#!$MODIFIER$"
 INSTITUTION_INVESTMENT_FACTOR:1 "#title $COST_PER_INVESTMENT_TITLE$: #v $VAL|1+$#!#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 INSTITUTION_INVESTMENT_TOTAL:0 "#header 총 정책 투자#!\n현재: #variable @ins! $VAL$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 INSTITUTION_INVESTMENT_LIST_ITEM:0 "#title [Institution.GetName]:#! #variable [Institution.GetInvestmentLevel]#!"

 CLOCK_TEXT:0 "#BOLD [TimeKeeper.GetCurrentDate.Format('y년 m월 d일')]#!"
 CLOCK_DEBUG_TEXT:0 "[TimeKeeper.GetDayOfWeek] [TimeKeeper.GetTimeOfDay]"
 CLOCK_PAUSED:0 "(일시 정지)"
 CLOCK_PLAYING:0 "플레이 중"

 POLITICAL_ACTION_EFFECT:0 "#!이것은 정치 행동입니다.\n비용: $POWER_COST$\n$DEMANDING_IGS$에서 당신에게 #variable $TRUST|+=$#!의 신뢰#!를 제공합니다. $IG_EFFECTS$"
 POLITICAL_ACTION_EFFECT_IG_LINE:0 "\n#header $NAME$:#!"

 INFRASTRUCTURE_EFFECTS_HEADER:0 "[concept_infrastructure]의 효과:"

 SEA_REGION_PANEL_PRESENCE_OWNER:0 "[SeaRegionNavalPresence.GetCountry.GetNameNoFormatting]"
 SEA_REGION_PANEL_PRESENCE_OWNER_TOOLTIP:0 "#variable [SeaRegionNavalPresence.GetProvince.GetStateRegion.GetName]#!에 #variable [SeaRegionNavalPresence.GetCountry.GetName]#!의 전함 존재"
 SEA_REGION_PANEL_PRESENCE_INFRASTRUCTURE:0 "[SeaRegionNavalPresence.GetProvince.GetStateRegion.GetSeaInfrastructure(SeaRegionNavalPresence.GetCountry)]"
 SEA_REGION_PANEL_PRESENCE_INFRASTRUCTURE_TOOLTIP:0 "#header 기반 시설#!\n[SeaRegionNavalPresence.GetProvince.GetStateRegion.GetSeaInfrastructureDesc(SeaRegionNavalPresence.GetCountry)]"
 NAVAL_PRESENCE:0 "해상 주도권"
 BATTLES:0 "전투"
 SEA_REGION_MAP_MARKER_BATTLE_ONGOING:0 "#variable [Battle.GetAttacker.GetName]#!(와)과 #variable [Battle.GetDefender.GetName]#!의 전투"

 SEA_INFRASTRUCTURE_MAP_MARKER_TOOLTIP:0 "#header [StateRegion.GetName] [concept_market_access]#!\n[StateRegion.GetSeaInfrastructureDesc(GetPlayer)]"
 STATE_INFRASTRUCTURE_MAP_MARKER_TOOLTIP:1 "#header [State.GetName] [concept_market_access]#!\n[State.GetInfrastructureDesc]"

 ERROR_DEER_TOOLTIP:0 "#header 이런, 세상에!#!\n#instruction 좌클릭#!으로 오류 로그 열기\n#instruction 우클릭#!으로 닫기(다시 열 받을 일이 생길 때까지)"

 TRADE_LENS:1 "[concept_trade_lens]"
 PRODUCTION_LENS:1 "[concept_production_lens]"
 POLITICAL_LENS:1 "[concept_political_lens]"
 DIPLOMATIC_LENS:0 "[concept_diplomatic_lens]"
 MILITARY_LENS:1 "[concept_military_lens]"

 TOOLTIP_GO_BACK:0 "#BOLD #V 뒤로#!#!"
 TOOLTIP_CLOSE_WINDOW:0 "#BOLD #V 닫기#!#!"
 TOOLTIP_MINIMIZE_WINDOW:0 "#BOLD #V 최소화#!#!"

 FOUND_IN_BUY_PACKAGES:0 "$TYPE|v$ #variable $LOW$ - $HIGH$#!의 재산을 보유한 인구층"
 rural:0 "전원"
 urban:0 "도시"

 TOOLTIP_WAR_SUMMARY:0 "#HEADER [War.GetName]#!\n#BOLD 공격군#!:\n#V [War.GetAttackerListString]#!\n#BOLD 방어군#!:\n#V [War.GetDefenderListString]#!"
 TOOLTIP_REVOLUTION_SUMMARY:0 "#HEADER 혁명!"
 CALC_WAR_EXHAUSTION:1 "#variable $TIMER$#!일 후, 피로로 인해 #bold $LOSS|+$#!의 손실 발생\n$TAB$기본 감쇠: #N #bold $BASE$#!#!\n$TAB$#variable $OCCUPATION|%1$#! 점유 상태이므로 #bold $OCCUPATION_CHANGE|+$#! 발생\n$TAB$적이 #variable $WARGOALS|%1$#!의 전쟁 목표를 장악하였으므로 #bold $WARGOALS_CHANGE|+$#! 발생\n$TAB$#variable $CASUALTIES$천#! 명의 사상자가 발생하였으므로 #bold $CASUALTIES_CHANGE|+$#! 발생\n$TAB$인구 중 #variable $TURMOIL|%1$#!가 [concept_radical]가 되었으므로 #bold $TURMOIL_CHANGE|+$#! 발생\n$TAB$여러 이벤트 발생으로 인하여 #bold $SITUATIONS_CHANGE|+$#! 발생"

 TOOLTIP_COUNTRY:0 "#BOLD #V [GetPlayer.GetName]#!#!"
 TOOLTIP_COUNTRY_DELAYED:0 "\n$TOOLTIP_DELIMITER$\n문화: #VARIABLE [GetPlayer.GetPrimaryCulturesDesc]#!\n종교: #VARIABLE [GetPlayer.GetStateReligion.GetName]#!\n수도: #VARIABLE [GetPlayer.GetCapital.GetName]#!\n\n[concept_country_desc]"
 TOOLTIP_BUILDING_USES:0 "#header [Goods.GetNameNoFormatting]#!"
 TOOLTIP_BUILDING_USES_UNITS_INFO:1 "#header [Goods.GetName]#!\n사용 수량: #variable [Building.GetConsumption(Goods.Self)|0]#! / 주\n[Building.GetConsumptionDesc(Goods.Self)]"
 TOOLTIP_BUILDING_PRODUCES:0 "#header [Goods.GetNameNoFormatting]#!\n"
 TOOLTIP_BUILDING_PRODUCES_UNITS_INFO:0 "#header [Goods.GetName]#!\n생산 수량: #variable [Building.GetProduction(Goods.Self)|0]#! / 주\n$TOOLTIP_DELIMITER$\n산출량 퍼센트 비율: [Building.GetName] 건물의 생산 중 #variable [Building.GetOutputPercentage(Goods.Self)|%1]#!\n[Building.GetProductionDesc(Goods.Self)]"


 TOOLTIP_BUILDING_USES_VALUE_INFO:2 "#header [Goods.GetTextIcon][Nbsp][Goods.GetName]#!\n사용한 [Goods.GetTextIcon][Nbsp][Goods.GetName]에 대해 지불한 지출: #variable @money![Building.GetConsumptionValue(Goods.Self)|D]#!\n$TOOLTIP_DELIMITER$\n주 지역 가격: [Goods.GetStatePriceWithTooltip|1]"

 TOOLTIP_BUILDING_PRODUCES_VALUE_INFO:1 "#header [Goods.GetName]#!\n#variable [Goods.GetName]#! 판매 수익: #variable @money![Building.GetProductionValue(Goods.Self)|D]#!\n$TOOLTIP_DELIMITER$\n주 지역 가격: [Goods.GetStatePriceWithTooltip]"

 TOOLTIP_RESET:0 "#BOLD #V 초기화"

 MARKET_BALANCE:0 "#title 수지:\n#variable @money![Market.GetBalance|D+=]#!#!"
 MARKET_BALANCE_TOOLTIP:0 "#header 시장 수지#!\n수량: #variable @money!$VAL|D+=$#!\n$TOOLTIP_DELIMITER$\n총 판매: #variable @money!$SALESVAL|D$#!\n$SALESBREAKDOWN$\n\n총 구매: #variable @money!$PURCHASEVAL|D$#!\n$PURCHASEBREAKDOWN$"

 MARKET_GOOD_PRODSTATS:0 "[GOODS.GetTextIcon] #variable $AMOUNT|D$#!개 판매 가격: #variable @money!$VAL|D$#! ([GOODS.GetName])"
 MARKET_GOOD_CONSUMESTATS:0 "[GOODS.GetTextIcon] #variable $AMOUNT|D$#!개 구매 가격: #variable @money!$VAL|D$#! ([GOODS.GetName])"
 AND_X_MORE_MONEY_VAL:0 "...또한, #variable @money!$VAL|D$#!보다 #variable $NUM$#!만큼 가치 있음"

 BUILDING_URBANIZATION_WITH_VALUE:0 "[BUILDING.GetName]에서: $VALUE|0v=$"
 BUILDING_INFRA_USAGE_WITH_VALUE:1 "[BUILDING.GetName]에서 #v $VALUE|0-$#!"

 BUILDING_COMBAT_UNIT_PRODUCTION:0 "$UNIT_ICON$ $UNIT_COUNT|v$ 제공"

 IMPORT_SUGGESTIONS_TITLE:0 "상당한 수입 수요가 있는 상품"
 EXPORT_SUGGESTIONS_TITLE:0 "상당한 수출 잠재력이 있는 상품"
 NO_GOODS_IMPORT_SUGGESTION:0 "상당한 수입 수요가 있는 [Concept('concept_good', '$concept_goods$')] 없음"
 NO_GOODS_EXPORT_SUGGESTION:0 "상당한 수출 수요가 있는 [Concept('concept_good', '$concept_goods$')] 없음"
 MARKET_GOODS_BALANCE_TOOLTIP:1 "[SelectLocalization(LessThan_int32(FixedPointToInt(Goods.GetMarketBuyAndSellOrdersBalance), '(int32)0'), 'MARKET_GOODS_BALANCE_TOOLTIP_IMBALANCE', 'MARKET_GOODS_BALANCE_TOOLTIP_BALANCE')]"
 MARKET_GOODS_BALANCE_TOOLTIP_BALANCE:0 "#header [Goods.GetName] 균형#!\n현재 균형: #v [FixedPointToInt(Goods.GetMarketBuyAndSellOrdersBalance)|=D+]#!\n$TOOLTIP_DELIMITER$\n[concept_sell_orders]: [Goods.GetMarketSellOrdersWithTooltip]\n[concept_buy_orders]: [Goods.GetMarketBuyOrdersWithTooltip]\n\n막대는 [Goods.GetTextIcon] [Goods.GetName]의 현재 균형이 [Goods.GetMarket.GetName]에 주는 [Concept('concept_market_impact', '$concept_market_impact_short$')]을 나타냅니다. 막대의 #blue 파란색#! 혹은 #gold 금색#!이 짙을수록 $concept_market_impact_short$이 큽니다."
 MARKET_GOODS_BALANCE_TOOLTIP_IMBALANCE:0 "#header [Goods.GetName] 균형#!\n현재 불균형: #v [FixedPointToInt(Goods.GetMarketBuyAndSellOrdersBalance)|=D+]#!\n$TOOLTIP_DELIMITER$\n[concept_sell_orders]: [Goods.GetMarketSellOrdersWithTooltip]\n[concept_buy_orders]: [Goods.GetMarketBuyOrdersWithTooltip]\n\n막대는 [Goods.GetTextIcon] [Goods.GetName]의 현재 불균형이 [Goods.GetMarket.GetName]에 주는 [Concept('concept_market_impact', '$concept_market_impact_short$')]을 나타냅니다. 막대의 #blue 파란색#! 혹은 #gold 금색#!이 짙을수록 $concept_market_impact_short$이 큽니다."

 PRODUCED_IN:0 "다음에서 생산됨"
 CONSUMED_IN:0 "다음에서 소비됨"

 POP_IG_POPULATION:0 "#variable [PopListPopEntry.GetIGTotalPops|D]#!"
 POP_WORK_INFO:0 "[Pop.GetWorksAt]에서"
 POP_TOTAL_INFO:0 "(총 [Pop.GetTotalSize|Dv])"
 POP_IG_POPULATION_TOOLTIP:0 "#header [concept_interest_group] 구성원#!\n$TOOLTIP_DELIMITER$\n$POP_IG_POPULATION_WORKING_ADULTS$\n$POP_IG_POPULATION_DEPENDENTS$"
 POP_IG_WORKING_ADULTS:0 "노동자 성인: #variable [PopListPopEntry.GetIGWorkingAdults|D]#!"
 POP_IG_DEPENDENTS:0 "#header 피부양 인구#!\n수치: #variable [PopListPopEntry.GetIGDependents|1D]#!\n$TOOLTIP_DELIMITER$\n[concept_dependents_desc]"
 POP_IG_POPULATION_WORKING_ADULTS:0 "해당 인구층은 #variable [PopListPopEntry.GetPop.GetNumWorkforce|1K]#!명의 노동 종사자 중 #variable [PopListPopEntry.GetIGWorkingAdults|1K]#!명이 #variable [PopListPopEntry.GetContextIG.GetName]#!(을)를 지지함"
 POP_IG_POPULATION_DEPENDENTS:0 "해당 인구층은 #variable [PopListPopEntry.GetPop.GetNumDependentPoliticalParticipants|1K]#!명의 참정권 부여 피부양 인구 중 #variable [PopListPopEntry.GetIGDependents|1K]#!명이 #variable [PopListPopEntry.GetContextIG.GetName]#!(을)를 지지함"
 POP_IG_WORKING_ADULTS_TOOLTIP:0 "#variable #!\n$POP_IG_POPULATION_WORKING_ADULTS$"
 POP_IG_DEPENDENTS_TOOLTIP:0 "#variable 피부양 인구#!\n$POP_IG_POPULATION_DEPENDENTS$"
 POP_IG_POL_STR:0 "정치적 힘: #variable [PopListPopEntry.GetIGPolStr|D]#!"
 POP_IG_POL_STR_TOOLTIP:0 "#header [concept_political_strength]#!\n$TOOLTIP_DELIMITER$\n해당 인구층은 #variable [PopListPopEntry.GetPop.GetPoliticalStrength|D]#!의 [concept_political_strength] 중 #variable [PopListPopEntry.GetIGPolStr|K]#!만큼을 #variable [PopListPopEntry.GetContextIG.GetName]#! 지지에 보냄"
 POP_POL_STR:2 "#header [concept_political_strength]#!\n수치: #variable [Pop.GetPoliticalStrength|1*]#!\n$TOOLTIP_DELIMITER$\n[Pop.GetPoliticalStrengthDesc][AddTextIf(Not(StringIsEmpty(Pop.GetPoliticalStrengthDesc)), '\n\n')]"
 POP_POPULATION:1 "#header [Pop.GetState.GetName] 내 [Pop.GetName]의 [Concept('concept_pop','$concept_population$')]#!\n$POP_SIZE_BREAKDOWN$\n$TOOLTIP_DELIMITER$\n[Pop.GetPopGrowthDesc]\n[ConcatIfNeitherEmpty('\n',Pop.GetPopAssimilationDesc)][ConcatIfNeitherEmpty('\n',Pop.GetPopConversionDesc)]   $TOOLTIP_DELIMITER$\n[Pop.GetWorkforceRatioDesc]"
 POP_SIZE_BREAKDOWN:0 "총합: #variable [Pop.GetTotalSize|Dv]#!\n$TAB$노동 종사자: #variable [Pop.GetNumWorkforce|Dv]#!\n$TAB$피부양 인구: #variable [Pop.GetDependentsSize|Dv]#!"
 WORKFORCE_RATIO_DESC:0 "해당 인구층의 #variable $VAL|%1$#!는 노동 종사자이며, 나머지는 피부양 인구입니다. 시간이 지날수록 해당 비율은 #variable $TARGET_VAL|%1$#!에 수렴하며 그 원인은 다음과 같습니다.\n$BREAKDOWN$"
 TARGET_WORKFORCE_RATIO_BASE_FOR_TYPE:0 "#variable $POP_TYPE$#! 기본 수치: #variable $VAL|%1$#!"

 CHANGE_SPEED_TOOLTIP_1:0 "속도를 1 단계로 변경"
 CHANGE_SPEED_TOOLTIP_2:0 "속도를 2 단계로 변경"
 CHANGE_SPEED_TOOLTIP_3:0 "속도를 3 단계로 변경"
 CHANGE_SPEED_TOOLTIP_4:0 "속도를 4 단계로 변경"
 CHANGE_SPEED_TOOLTIP_5:0 "속도를 5 단계로 변경"

 POP_WORKFORCE_TOOLTIP:0 "#header 노동 종사자#!\n수치: #variable [Pop.GetNumWorkforce|1K]#!\n$TOOLTIP_DELIMITER$\n[concept_pop_qualifications]\n[Pop.GetQualificationsDesc]\n$TOOLTIP_DELIMITER$\n[concept_working_adults_desc]"
 POP_DEPENDENTS_TOOLTIP:0 "#header 피부양 인구#!\n수치: #variable [Pop.GetDependentsSize|1K]#!\n$TOOLTIP_DELIMITER$\n[concept_dependents_desc]"
 DEPENDENT_WAGE_SOURCES:0 "$BREAKDOWN$"
 DEPENDENT_WAGE_SOURCE_ODD_JOBS:0 "잡역"
 DEPENDENT_WAGES_TOOLTIP:0 "#header 피부양 인구 임금: #variable @money!$VAL|+0$#!#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 DEPENDENT_BASE_WAGES:0 "기본: @money!$VAL|0v$ (피부양 인구당 @money!$PERPOP|3v$)"

 POP_POPULATION_GROWTH:0 "#tooltip_header 인구 성장#!\n연간 인구 변화: #variable [Pop.GetPopGrowth|+=0]#!\n$TOOLTIP_DELIMITER$\n[Pop.GetPopGrowthDesc]"
 POP_POPULATION_LITERACY:0 "#header 식자#!\n[Pop.GetLiteracyDesc]"
 POP_BUILDING_SHARES:0 "[concept_ownership_share]: #v $SHARE|%1$#!"
 POP_DISCRIMINATION_STATUS_TOOLTIP:0 "[Pop.GetDiscriminationTooltip]"
 POP_DISCRIMINATION_HEADER:0 "수용:"
 POP_DISCRIMINATION_STATUS_DISCRIMINATED:0 "$concept_discriminated$"
 POP_DISCRIMINATION_STATUS_ACCEPTED:0 "수용됨"

 POP_DISCRIMINATION_PRIMARY_CULTURE_DESC:0 "[concept_primary_cultures]는 [Concept('concept_law', '$concept_laws$')]에 상관없이 절대 [Concept('concept_discrimination','$concept_discriminated_against$')]의 대상이 되지 않음"
 POP_DISCRIMINATION_SLAVE:0 "노예는 항상 [Concept('concept_discrimination','$concept_discriminated_against$')]의 대상이 됨"

 TURMOIL_TITLE:0 "#title [concept_turmoil]#!"
 TURMOIL_ENTRY_TITLE:0 "#title [concept_turmoil]:#!"
 NET_INCOME_TITLE:0 "#title 순 수입#!"
 PRODUCTION_NO_CONCEPT:0 "생산"

 STATISTICS:0 "통계"
 TURMOIL:0 "갈등:"
 MIGRATION_TARGETS:0 "이주 대상:"
 CULTURAL_TRAITS:0 "문화 특성:"
 CULTURE_OBSESSIONS:0 "집착:"
 CULTURE_TABOOS:0 "금기:"
 HOMELANDS:0 "본토"
 OWNER:0 "소유주"
 CULTURE_OF_SAME_HERITAGE:0 "같은 명맥에 속하는 문화 ([GetDataModelSize(Culture.AccessSameHeritageCultures)])"
 TURMOIL_OF_CULTURE:0 "해당 문화에 속한 모든 [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_turmoil]"

 POP_NEEDS_HEADER:0 "[concept_goods_substitution]를 통해 상호 대체가 가능한 다음 [Concept('concept_good', '$concept_goods$')]으로 구성:"
 POP_NEEDS_ENTRY_DEFAULT:1 "[Goods.GetTextIcon][Nbsp][Goods.GetName] - [POP_NEED.GetName](을)를 위한 기본 [Concept('concept_good', '$concept_goods$')]"
 POP_NEEDS_ENTRY:1 "[Goods.GetTextIcon][Nbsp][Goods.GetName] - [POP_NEED.GetDefaultGoods.GetName] $MULT|2v$개와 동일"
 BUY_PACKAGE_POP_CONSUMPTION_WEALTH_SPECIFIC:0 "[concept_wealth] 단계가 $LEVEL|v$에 해당하는 [Concept('concept_pop', '$concept_pops$')]이 소비함"
 BUY_PACKAGE_POP_CONSUMPTION_WEALTH_TO_LEVEL:0 "[concept_wealth] 단계가 $LEVEL|v$ 이하에 해당하는 [Concept('concept_pop', '$concept_pops$')]이 소비함"
 BUY_PACKAGE_POP_CONSUMPTION_WEALTH_FROM_LEVEL:0 "[concept_wealth] 단계가 $LEVEL|v$ 이상에 해당하는 [Concept('concept_pop',  '$concept_pops$')]이 소비함"
 BUY_PACKAGE_POP_CONSUMPTION_WEALTH_BETWEEN_LEVELS:0 "[concept_wealth] 단계가 $FROM|v$에서 $TO|v$ 사이에 해당하는 [Concept('concept_pop', '$concept_pops$')]이 소비함"
 BUY_PACKAGE_POP_CONSUMPTION_WEALTH_ALL:0 "모든 [concept_wealth] 단계에 속하는 [Concept('concept_pop', '$concept_pops$')]이 소비함"
 BUY_PACKAGE_POP_CONSUMPTION_WEALTH_NONE:0 "어떤 [Concept('concept_pop', '$concept_pops$')]도 소비하지 않음"
 POPNEED_SUMMARY_DESC:0 "#tooltippable #tooltip:$TAG$,POPNEED_EXPENSES_TOOLTIP @money![POP_NEED.CalcTotalCost|Dv]#!#! - #tooltippable #tooltip:$TAG$,POPNEED_DETAILS_TOOLTIP [POP_NEED.GetName]#!#!"
 POPNEED_DETAILS_DESC:0 "#header [POP_NEED.GetName]#!\n$CONSUMPTIONDESC$\n$TOOLTIP_DELIMITER$\n$GOODSDESC$"
 POPNEED_EXPENSES_DESC:0 "[POP.GetState.GetName] 내 [POP.GetTotalSize|Kv] [POP.GetCulture.GetName] [POP.GetPopType.GetName]에 대한 현재 [POP_NEED.GetName] 지출: \n$CONTENTS$\n총 비용: @money![POP_NEED.CalcTotalCost|Dv]"
 POPNEED_DETAILS_TOOLTIP:0 "[PopNeed.GetDetailsDesc]"
 POPNEED_EXPENSES_TOOLTIP:0 "[PopNeed.GetExpensesDesc]"
 BUY_PACKAGE_POP_NEEDS_ENTRY:1 "[Goods.GetTextIcon][Nbsp][Goods.GetName]$CULTURESTATUSDESC$\n#bold $AMOUNT|vD$#! (수량 중 $AMOUNT_PERCENT|1v%$)\n#variable @money!$GOODS_TOTAL_COST|D$#! ([Goods.GetCompareIconAgainstBasePrice( '(CFixedPoint)$GOODS_UNITARY_PRICE$' )]) (비용 중 $GOODS_COST_PERCENT|1v%$)\n\n"
 BUY_PACKAGE_GOOD_CULTURE_TABOO:0 " ([concept_taboo])"
 BUY_PACKAGE_GOOD_CULTURE_OBSESSION:0 " ([concept_obsession])"
 POPNEED_USAGE_DESC:1 "$WEALTHDESC$에 해당하는 [Concept('concept_pop', '$concept_pops$')]이 소비함 (#tooltippable #tooltip:$TAG$,POPNEED_DETAILS_TOOLTIP [POP_NEED.GetName]#!#! [Concept('concept_pop_needs','$concept_pop_needs_short$')])"
 POPNEED_USAGE_WEALTH_SPECIFIC:0 "[concept_wealth] 단계 $LEVEL|v$"
 POPNEED_USAGE_WEALTH_BETWEEN_LEVELS:0 "[concept_wealth] 단계 $FROM|v$에서 $TO|v$ 사이"
 POPNEED_USAGE_WEALTH_ALL:0 "모든 [concept_wealth] 단계"
 POPNEED_USAGE_WEALTH_NONE:0 "[concept_wealth] 단계 없음"

 BUY_PACKAGE_CONTENT_ENTRY_WITH_COSTS:1 "#bold $AMOUNT|vD$#! [Goods.GetTextIcon][Nbsp][Goods.GetName] - #variable @money!$GOODS_TOTAL_COST|D$#! ([GOODS.GetCompareIconAgainstBasePrice( '(CFixedPoint)$GOODS_UNITARY_PRICE$' )])"
 TOOLTIP_QOL_BUY_PACKAGE:0 "#header [concept_sol]#!\n현재: #variable [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(EmployeeStats.GetCurrentStandardOfLiving)]#! (#V [EmployeeStats.GetCurrentStandardOfLiving]#!)\n예상: #variable [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(EmployeeStats.GetExpectedStandardOfLiving)]#! (#V [EmployeeStats.GetExpectedStandardOfLiving]#!)"

 IN_TOTAL:0 "총합"
 POP_WEEKLY_INCOME:0 "#bold 주간 수입: #variable @money!$VAL|+D$#!#!\n$BREAKDOWN$\n"
 POP_WEEKLY_EXPENSES:0 "#bold 주간 지출: #variable @money!$VAL|+D$#!#!\n$BREAKDOWN$\n"
 POP_WEEKLY_MONEY:0 "#bold 주간 자금: #variable @money!$VAL|+D$#!#!\n$BREAKDOWN$\n"
 POP_WEEKLY_wage:0 "임금: #variable @money!$VAL|+=D$#!"
 POP_WEEKLY_dependent_production:0 "피부양 인구 임금: #variable @money!$VAL|+=D$#!"
 POP_WEEKLY_subsistence_income:0 "[concept_subsistence_output]: #variable @money!$VAL|+=D$#!"
 POP_WEEKLY_dividends:0 "배당금: #variable @money!$VAL|+=D$#!"
 POP_WEEKLY_interest:0 "이자: #variable @money!$VAL|+=D$#!"
 POP_WEEKLY_welfare:1 "[concept_welfare_payments]: #variable @money!$VAL|+=D$#!"
 POP_WEEKLY_income_taxes:0 "소득세: #variable @money!$VAL|+=D$#!"
 POP_WEEKLY_needs:1 "[Concept('concept_pop_needs','$concept_pop_needs_short$')]: #tooltippable #tooltip:[Pop.GetTooltipTag],NEEDS_BREAKDOWN #variable @money!$VAL|+=D$#!#!#!"
 POP_WEEKLY_losses:0 "투자 손실: #variable @money!$VAL|+=D$#!"
 TOOLTIP_WEALTH:1 "#header 재산#!\n단계 [Pop.GetCurrentWealth|v] [Concept('concept_pop_needs','$concept_pop_needs_short$')]\n$TOOLTIP_DELIMITER$\n$POP_NET_INCOME$"
 TOOLTIP_WEALTH_SLAVE:1 "#header 재산#!\n노예 유지비가 해당 노예 [concept_pop]의 [Concept('concept_pop_needs','$concept_pop_needs_short$')]를 [Pop.GetCurrentWealth|v] 단계까지 충족함\n$TOOLTIP_DELIMITER$\n#bold 노예 유지비 명세:#!\n[Pop.GetNeedsDesc]"
 TOOLTIP_WEALTH_SUBSISTENCE:3 "#header 재산#!\n@money![Pop.GetAverageAnnualWage|Dv]의 [concept_subsistence_output]과 @money![Pop.CalcAnnualPollTaxAmount|Dv]의 연간 [concept_budget_poll_taxes]가 해당 [GetPopType('peasants').GetName] 의 [Concept('concept_pop_needs','$concept_pop_needs_short$')]를 [Pop.GetCurrentWealth|v] 단계까지 충족함\n\n해당 [concept_pop]을 고용하려는 [concept_building]은 최소 @money![Pop.GetWageRequiredToHireFrom|Dv]의 임금을 지불해야 함"
 TOOLTIP_POP_NET_INCOME:0 "#header 순 수입#!\n$POP_NET_INCOME$"
 POP_NET_INCOME:0 "[Pop.GetIncomeExpensesBalanceDesc]\n다음 재산 단계까지의 진행 상황: #v [Pop.GetWealthProgression|+=%0]#!\n\n노동자 성인당 연간 수입: @money![Pop.GetAverageAnnualWage|Dv]"
 POP_MONEY_BALANCE:0 "$INCOME$\n$EXPENSES$\n#bold 순 수입: #variable @money!$VAL|+=D$#!#!"
 POP_LIST_SOL:0 "#variable [LabelingHelper.GetLabelForStandardOfLiving(Pop.GetCurrentStandardOfLiving)]#! ([Pop.GetCurrentStandardOfLiving|v])"
 NEEDS_BREAKDOWN:0 "#header [concept_pop_needs]#!\n[Pop.GetNeedsDesc]"
 AVG_WAGE_POP_LIST:0 "평균 연간 임금: @money![PopListItem.GetAverageAnnualWage|vD]"
 AVG_WAGE_SUBSISTENCE_POP_LIST:0 "[concept_subsistence_output]: @money![PopListItem.GetAverageAnnualWage|vD]"
 TOOLTIP_POP_QOL_TURMOIL:0 "\n낮은 [concept_sol]이 [concept_turmoil_target]을 #variable $VAL|-=D$만큼 증가시킴 #!"
 TOOLTIP_POP_QOL:2 "#header [concept_sol]#!\n현재: #variable [LabelingHelper.GetLabelForStandardOfLiving(Pop.GetCurrentStandardOfLiving)]#! ([Pop.GetCurrentStandardOfLiving|v])\n예상 최솟값: #variable [LabelingHelper.GetLabelForStandardOfLiving(Pop.GetExpectedStandardOfLiving)]#! #tooltippable #tooltip:[Pop.GetTooltipTag],TOOLTIP_POP_EXPECTED_SOL([Pop.GetExpectedStandardOfLiving|v])#!#!\n[concept_sol]은 인구층 성장률에 영향을 줌. 현재: #tooltippable #tooltip:[Pop.GetTooltipTag],GROWTH_RATE_BREAKDOWN[Pop.GetNetGrowthRate|%=+]#!#!\n[concept_sol]이 예상 최솟값보다 낮을 경우, 해당 [concept_pop]은 시간이 흐를수록 [concept_radical]로 변함\n$TOOLTIP_DELIMITER$\n해당 인구층의 [concept_sol]: #variable [LabelingHelper.GetLabelForStandardOfLiving(Pop.GetCurrentStandardOfLiving)]#! ([Pop.GetCurrentStandardOfLiving|v]). 원인:\n$TAB$재산: #variable #tooltippable #tooltip:[Pop.GetTooltipTag],TOOLTIP_WEALTH[Pop.GetCurrentWealth]#!#!#!\n[Pop.GetCurrentSoLModifiersDesc]\n[Pop.GetAdditionalSOLFactorsDesc]"
 GROWTH_RATE_BREAKDOWN:0 "#header 성장률#!\n[Pop.GetPopGrowthDesc]"
 TOOLTIP_POP_EXPECTED_SOL:0 "#header [concept_sol] 예상 최솟값#!\n총합: [Pop.GetExpectedStandardOfLiving]\n$TOOLTIP_DELIMITER$\n[Pop.GetExpectedStandardOfLivingDesc]"
 EXPECTED_SOL_FROM_LITERACY:0 "[concept_literacy]에서: #tooltippable #tooltip:[Pop.GetTooltipTag],EXPECTED_SOL_FROM_LITERACY_BREAKDOWN #v $VALUE|=$#!#!#!"
 EXPECTED_SOL_FROM_LITERACY_BREAKDOWN:0 "#header [concept_literacy]에 따른 [concept_sol] 예상 최솟값#!\n총합: [Pop.GetExpectedStandardOfLivingFromLiteracy]\n$TOOLTIP_DELIMITER$\n[Pop.GetExpectedStandardOfLivingFromLiteracyDesc]"
 MODIFIED_BY_LITERACY_RATE:0 "[concept_literacy]로 인한 요인: #v ×$LITERACY_RATE|2$#!"

 SOL_FACTOR_TAXES:1 "해당 [Concept('concept_pop', '$concept_pops$')]은 수입의 평균 #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $TAX_BURDEN|%1$#!#!#!를 [concept_taxes]으로 납부하여, 그만큼 [concept_pop_needs] 충족에 사용할 수 있는 자금이 감소함"
 SOL_FACTOR_MODIFIERS:2 "해당 [Concept('concept_pop', '$concept_pops$')]의 [concept_sol]이 변화 요인에 따라 #v $VALUE|1=+$#!만큼 변화함"
 SOL_FACTOR_NO_MODIFIERS:1 "해당 [Concept('concept_pop', '$concept_pops$')]은 현재 어떤 [concept_sol] 변화 요인에도 영향을 받고 있지 않음"
 SOL_FACTOR_GOODS:0 "해당 [Concept('concept_pop', '$concept_pops$')]은 [concept_pop_needs] 충족을 위해 [concept_base_price] 대비 #v #tooltip:COIN_STACK_TOOLTIP $PRICEICON$#! #tooltippable #tooltip:$BREAKDOWN_TAG$ $RELATIVE_PRICE|=-%1$#!#!#!의 자금을 사용함"
 SOL_FACTOR_SLAVES:0 "해당 [Concept('concept_pop', '$concept_pops$')]의 $POP_FRACTION|%1v$는 [Concept('concept_slavery', '$concept_enslaved$')] 상태로, 강제로 매우 낮은 [concept_sol]을 영위하고 있음"
 SOL_FACTOR_PEASANTS:0 "해당 [Concept('concept_pop', '$concept_pops$')]의 $POP_FRACTION|%1v$는 [Concept('concept_subsistence_building', '$concept_subsistence_buildings$')]에서 살아가는 [GetPopType('peasants').GetName](으)로, [concept_sol]이 낮은 수준으로 제한됨"
 SOL_FACTOR_TAX_ENTRY:0 "수입의 $TAX_LEVEL|%1v$를 $TAX_TYPE$(으)로 납부함"
 SOL_FACTOR_GOODS_ENTRY:1 "[Goods.GetTextIcon][Nbsp][Goods.GetName]: @money!$PRICE|v1$ #tooltippable #tooltip:COIN_STACK_TOOLTIP $PRICEICON$#!#! ($RELATIVE_PRICE|=-%1$ 상대적인 가격, 소모 항목의 $RELATIVE_EXPENDITURES|v1%$)"
 SOL_FACTOR_GOODS_BREAKDOWN:0 "#header [concept_pop_needs]#!\n$TOOLTIP_DELIMITER$\n$DETAILS$"
 SOL_FACTOR_TAX_BREAKDOWN:0 "#header [Concept('concept_taxes','$concept_taxation$')]#!\n$TOOLTIP_DELIMITER$\n$DETAILS$"

 EXPECTED_SOL_FACTOR_STRATA:0 "해당 [Concept('concept_pop', '$concept_pops$')]의 $FRACTION|%1v$는 $STRATA|v$임: $VALUE|=v$"
 EXPECTED_SOL_FACTOR_LITERACY:0 "해당 [Concept('concept_pop', '$concept_pops$')]은 평균 $LITERACY|%0v$의 [concept_literacy]율 보유: $VALUE|=v$"

 SOL_BELOW_EXPECTED:0 "@warning! 해당 [Concept('concept_pop', '$concept_pops$')]에서 총 $TOTAL|vD$($FRACTION|%1v$)의 인구가 $EXPECTED_SOL_SHORT$보다 낮은 [concept_sol]을 영위하고 있으며 시간의 흐름에 따라 [concept_radical]로 변화할 것임"
 
 SOL_WELFARE:0 "해당 [Concept('concept_pop', '$concept_pops$')]의 $TOTAL|vD$($FRACTION|%1v$)에 해당하는 구성원은 [concept_welfare_payments]를 받아 [concept_sol]이 증가함"

 TOOLTIP_SOL_MODIFIERS:0 "$BREAKDOWN$"
 POP_DETAILS_TITLE:0 "#bold 인구층 세부 사항#!"

 POP_DETAILS_IG:0 "\n#instruction 클릭#!하여 #variable [Pop.GetLargestInterestGroup.GetName]#!(으)로 이동"

 EMPLOYEE_POPS_LIST:0 "$RELIGION$ $CULTURE$ $TYPE$: $SIZE$"

 CONDITIONS_NOT_SATISFIED:1 "다음 조건으로 해당 행동 방지:"

 CREATE_MARKET:0 "#BOLD #V $STATE$#!에 [concept_market] 생성#!"
 MERGE_MARKET:0 "[STATE.GetName](을)를 #V [MARKET.GetName]#!에 연결"
 SPLIT_MARKET:0 "[STATE.GetName](을)를 #V [MARKET.GetName]#!에서 연결 해제"
 CANNOT_BUILD_BUILDING:0 "#BOLD #N [STATE.GetName] 내 #V [BUILDING_TYPE.GetName]#! $BUILD_OR_EXPAND$ 불가!#!#!"
 CANNOT_BUILD_MARKET:0 "#BOLD #N 이곳에 #V 시장#! 건설 불가!#!#!"
 CANNOT_MERGE_MARKET:0 "#BOLD #N 이곳에 #V 시장#! 연결 불가!#!#!"
 CANNOT_MERGE_MARKET_STATE:0 "#BOLD #N #V [MARKET.GetName]#! 시장으로 연결 불가#!#!"
 CANNOT_SPLIT_MARKET_STATE:0 "#BOLD #N #V [MARKET.GetName]#! 시장에서 연결 해제 불가#!#!"

 CANNOT_ESTABLISH_TRADE_ROUTE:0 "#BOLD #N 이곳에 #V [concept_trade_route]#! 수립 불가#!!#!"

 INACTIVE:0 "비활성화"
 INACTIVE_TRADE_ROUTES:0 "내 비활성화된 [Concept('concept_trade_route', '$concept_trade_routes$')]"
 UNPRODUCTIVE_TRADE_ROUTES:0 "내 비생산적 [Concept('concept_trade_route', '$concept_trade_routes$')]"

 CONSTRUCTION_SECTOR_INPUT_FACTOR:0 "미사용 [concept_construction]로 인해 #v x$MULT$#!만큼 증폭"
 CONSTRUCTION_BREAKDOWN:1 "#header [concept_construction]: $CONSTRUCTION_SPEED$#! / 주\n$TOOLTIP_DELIMITER$\n#v #tooltippable #tooltip:$BREAKDOWN_TAG$ $BASE_CONSTRUCTION$#!#!#! [Country.GetName]에서 [concept_construction]제공[ConcatIfNeitherEmpty('\n\n','$CAPPEDDESC$')][ConcatIfNeitherEmpty('\n\n','$MODIFIERDESC$')]"
 CONSTRUCTION_MODIFIER_HEADER:0 "[State.GetName] 내 주간 [concept_construction] 효율에 영향을 주는 요인\n$MODIFIER_BREAKDOWN$"
 CONSTRUCTION_CAPPED_DESC:0 "[BuildingType.GetName] 진행도 상한: #v $MAXPOINTS$#! [concept_construction] / 주"


 
 CAN_EXPAND_BUILDING_TOOLTIP:0 "#header [STATE.GetName] 내 [BUILDING_TYPE.GetName] $BUILD_OR_EXPAND$#! (규모: [BUILDING.GetExpansionLevelBreakdownDesc])\n#tooltippable #tooltip:[GetRawTextTooltipTag('$PROFIT_IMPACT_DESC$')] #v @money!$PROFIT_IMPACT|K+=$#!#!#! 예상 소득 / 주\n[ConcatIfNeitherEmpty('$QUALIFICATIONS$', '\n')]$TOOLTIP_DELIMITER$\n@construction! $REQUIRED_CONSTRUCTION|v0$ [concept_construction] ($CONSTRUCTION_COST_CHANGE$)\n[ConcatIfNeitherEmpty('$INVESTMENT_FUND$', '\n')]\n[STATE.GetMarketAccessStatus]\n이용 가능 노무자: [State.GetNumSubsistenceWorkingAdults|Dv] [GetPopType('peasants').GetName] [SelectLocalization( GreaterThan_int32(State.GetNumUnemployedWorkingAdults, '(int32)0'), 'AND_UNEMPLOYED', '' )][ConcatIfNeitherEmpty('$MILITARY_INFO$', '\n')][ConcatIfNeitherEmpty('$PORT_INFO$', '\n')]\n\n$KEY_MODIFIER_INSTRUCTIONS$"
# $PRODUCTION_BREAKDOWN$ is currently not included, re-add to CAN_EXPAND_BUILDING_TOOLTIP if deeemed necessary 

 AND_UNEMPLOYED:0 "또한, [State.GetNumUnemployedWorkingAdults|Dv]의 [concept_unemployed]"

 CONSTRUCTION_CAN_BE_FUNDED_BY_INVESTMENT_POOL:1 "[concept_investment_pool]에서 [concept_budget_construction_goods]을 #P #bold 조달#!#!할 수 있습니다. (현재 #v @money![GetPlayer.GetInvestmentPool|D+]#!)"
 CONSTRUCTION_TOTAL_COST_IMPACT:1 "[concept_budget_construction_goods] 예상 총 비용: #v @money!$COST|K-$#!"
 CONSTRUCTION_WEEKLY_COST_IMPACT:2 "주간 [concept_budget_construction_goods] 비용: #v @money!$COST|K-=$#!"
 
 EXPAND_TOOLTIP_EXPAND_BUILD:0 "건설"
 EXPAND_TOOLTIP_EXPAND_EXPAND:0 "확장"
 EXPAND_TOOLTIP_EXPAND:1 "#header [STATE.GetName] 내 [BUILDING_TYPE.GetName] $BUILD_OR_EXPAND$#!\n규모: [BUILDING.GetExpansionLevelBreakdownDesc]\n[STATE.GetMarketAccessStatus]\n이용 가능 노무자: [State.GetNumSubsistenceWorkingAdults|Dv] [GetPopType('peasants').GetName] 및 [State.GetNumUnemployedWorkingAdults|Dv] [concept_unemployed]자"
 EXPAND_BUILDING_MODIFIERS_INSTRUCTIONS:2 "#instruction 클릭하여 1 단계 대기열 등록, $SHORTCUT_KEY_MOD_shift$클릭 시 $SHIFT_NUM_LEVELS$, $SHORTCUT_KEY_MOD_ctrl$클릭 시 $CTRL_NUM_LEVELS$#!\n#instruction $SHORTCUT_KEY_MOD_alt$클릭 시 건설 대기열 최상위로 등록"
 DOWNSIZE_BUILDING_MODIFIERS_INSTRUCTIONS:0 "#instruction 클릭하여 1 단계 축소#!\n#instruction $SHORTCUT_KEY_MOD_shift$클릭하여 $SHIFT_NUM_LEVELS$ 단계 축소#!\n#instruction $SHORTCUT_KEY_MOD_ctrl$클릭하여 $CTRL_NUM_LEVELS$ 단계 축소#!"
 EXPANSION_PROFIT_IMPACT:2 "#header확장 후 예상 수익#!\n#v @money!$VAL|K+=$#! 예상 주간 수입\n$TOOLTIP_DELIMITER$\n$IMPACT_DETAILS$"
 EXPANSION_PRODUCTIVITY_IMPACT:0 "#header $EARNINGS_PER_EMPLOYEE$ 확장 후#!: #v @money!$VAL|+$#!\n$TOOLTIP_DELIMITER$\n$IMPACT_DETAILS$"
 EXPANSION_EMPLOYEES_VS_REVENUE:0 "#v @money!$REVENUE|K+$#! 예상 연간 수익\n#v $EMPLOYEES|v$#! 직원 수"
 EXPANSION_WAGES_IMPACT:1 "주간 임금에 대한 #v @money!$IMPACT|K+=$#!"
 GOODS_PROFIT_CONSUMPTION:2 "$NUM_UNITS|0Y=$ [Goods.GetTextIcon] #v [Goods.GetName]#!에 대한 #v @money!$IMPACT|K+=$#! ($PRICE_CUR_ICON$@arrow_right!$PRICE_NEW_ICON$)"
 GOODS_PROFIT_CONSUMPTION_AFTER_SUBSTITUTION:2 "$NUM_UNITS|0Y=$ [Goods.GetTextIcon] #v [Goods.GetName]#!에 대한 #v @money!$IMPACT|K+=$#! ([concept_goods_substitution] 후 $PRICE_CUR_ICON$@arrow_right!$PRICE_NEW_ICON$)"
 GOODS_PROFIT_PRODUCTION:2 "$NUM_UNITS|0Y=$ [Goods.GetTextIcon] #v [Goods.GetName]#!의 #v @money!$IMPACT|K+=$#! ($PRICE_CUR_ICON$@arrow_right!$PRICE_NEW_ICON$)"
 GOODS_PROFIT_PRODUCTION_AFTER_SUBSTITUTION:2 "$NUM_UNITS|0Y=$ [Goods.GetTextIcon] #v [Goods.GetName]#!의 #v @money!$IMPACT|K+=$#! ([concept_goods_substitution] 후 $PRICE_CUR_ICON$@arrow_right!$PRICE_NEW_ICON$)"
 NO_OPPOSITION:0 "#bold 야권 [Concept('concept_interest_group', '$concept_interest_groups$')] 없음#!"
 NO_POLITICAL_MOVEMENTS:1 "[Concept('concept_political_movement', '$concept_political_movements$')] 없음"
 NO_LAW_BEING_ENACTED:0 "제정 중인 [concept_law] 없음"
 NO_INTERESTS:0 "[Concept('concept_interest', '$concept_interests$')] 관계 없음"

 CANNOT_EXPAND_BUILDING_NO_URBAN_CAP:0 "[BuildingType.GetName](은)는 [concept_urbanization]가 필요함"
 CANNOT_EXPAND_BUILDING_NO_TRADE_ROUTES:0 "[BuildingType.GetName](은)는 [Concept('concept_trade_route', '$concept_trade_routes$')]가 필요함"
 CANNOT_EXPAND_BUILDING_AT_MAX_LEVEL:0 "[BuildingType.GetName](은)는 최대 규모인 $VAL|v$ 이상으로 확장 불가"
 CANNOT_EXPAND_BUILDING_AT_MAX_LEVEL_BREAKDOWN:0 "원인:\n$BREAKDOWN$"
 CANNOT_EXPAND_BUILDING_NOT_EXPANDABLE:0 "[BuildingType.GetName] 확장 불가"
 CANNOT_EXPAND_BUILDING_NO_ARABLE_LAND:0 "[BuildingType.GetName](은)는 [concept_arable_land]가 필요함"
 CANNOT_EXPAND_BUILDING_NO_RESOURCE:0 "[State.GetName]에 자원 부족"
 CANNOT_EXPAND_BUILDING_NOT_AVAILABLE_IN_STATE:0 "[STATE.GetName](은)는 [BUILDING_TYPE.GetName](을)를 지원할 수 없음"
 CANNOT_EXPAND_BUILDING_AT_REGION_MAX_CAP:0 "[STATE_REGION.GetName] 내에서 [BuildingType.GetName](은)는 최대 역량 미만임"
 CANNOT_EXPAND_BUILDING_NOT_ACTIVE:0 "[BuildingType.GetName] 비활성화"
 CANNOT_EXPAND_BUILDING_NOT_BUILDABLE:0 "[BuildingType.GetName](은)는 수동으로 건설 불가"
  
 EXPAND_BUILDING_WARNING_MISSING_QUALIFICATIONS:0 "@warning! [concept_pop_qualifications]이 #tooltippable #tooltip:[BUILDING.GetTooltipTag],EXPAND_BUILDING_WARNING_MISSING_QUALIFICATIONS_BREAKDOWN 부족#!#!하여 해당 건물이 직원을 모두 고용할 수 없음"
 EXPAND_BUILDING_WARNING_MISSING_QUALIFICATIONS_BREAKDOWN:0 "#title [concept_pop_qualifications] 부족#!\n[Building.GetQueueConstructionPopQualificationsWarningBreakdown]"
 EXPAND_BUILDING_WARNING_MISSING_QUALIFICATIONS_ENTRY:2 "[Concept('concept_pop_qualifications', '$concept_qualifying$')]을 충족시키는 고용 가능 [POP_TYPE.GetName] 중 $AVAILABLE|v$만 이용 가능 (필요: $REQUIRED|v$) "

 CHANGE_PRODUCTION_METHOD_WARNING_GOODS_SHORTAGE:0 "@warning! $LIST$의 [concept_input_goods_shortage]는 모든 [concept_building] 산출량에 불이익을 유발함"
 CHANGE_PRODUCTION_METHOD_WARNING_MISSING_QUALIFICATIONS:0 "@warning! [concept_pop_qualifications]이 #tooltippable #tooltip:[BUILDING.GetTooltipTag]|[PRODUCTION_METHOD.GetTooltipTag],CHANGE_PRODUCTION_METHOD_WARNING_MISSING_QUALIFICATIONS_BREAKDOWN 부족#!#!하여 [Building.GetName] 직원을 모두 고용할 수 없음"
 CHANGE_PRODUCTION_METHOD_WARNING_MISSING_QUALIFICATIONS_BREAKDOWN:0 "#title [concept_pop_qualifications] 부족#!\n[Building.GetChangeProductionMethodPopQualificationsWarningBreakdown(ProductionMethod.Self)]"
 CHANGE_PRODUCTION_METHOD_WARNING_MISSING_QUALIFICATIONS_ENTRY:0 "필요 수 $REQUIRED|v$ 중 $AVAILABLE|v$ [concept_pop_qualifications] [POP_TYPE.GetName]만 이용 가능"

 CANNOT_JOIN_FOREIGN_MARKET:0 "외국 [MARKET.GetName] 참여를 허용하는 경제 체제 법이나 관세 동맹이 없음"

 NO_STATE_TRAITS:0 "주 특성 없음"

  # MARKET is the market to merge
 MERGE_MARKET_INFO_TOOLTIP:0 "#BOLD #V [MARKET.GetName]#!#!(을)를 다른 시장과 병합"
 MERGE_MARKET_NEGATIVE_INFO_TOOLTIP:0 "#BOLD #V [MARKET.GetName]#!#!(을)를 다른 시장과 병합할 수 없음"
  # STATE is the selected state, MARKET the market to merge to
 MERGE_MARKETS_INFO_TOOLTIP:0 "#BOLD #V [STATE.GetMarket.GetName]#!#!(을)를 #BOLD #V [MARKET.GetName]#!#!(와)과 병합"
 MERGE_MARKETS_NEGATIVE_INFO_TOOLTIP:0 "#BOLD #V [STATE.GetMarket.GetName]#!#!(을)를 #BOLD #V [MARKET.GetName]#!#!(와)과 병합할 수 없음"

 RETARGET_LINK_TOOLTIP:0 "#BOLD #V [STATE.GetName]#!#!(을)를 #BOLD #V [STATE.GetMarket.GetName]#!#!에서 연결 해제하고 다른 시장에 연결합니다."
 RETARGET_LINK_FAIL_TOOLTIP:0 "#BOLD #V [STATE.GetName]#!#!에서 연결을 해제합니다."
 RETARGET_LINK_TO_TOOLTIP:0 "#BOLD #V [STATE.GetName]#!#!(을)를 #BOLD #V [STATE.GetMarket.GetName]#!#!에서 연결 해제하고 #BOLD #V [MARKET.GetName]#!#!(으)로 연결합니다."
 RETARGET_LINK_TO_FAIL_TOOLTIP:0 "#BOLD #V [STATE.GetName]#!#!(을)를 #BOLD #V [MARKET.GetName]#!#!(으)로 재연결 불가능"

 MARKET_CONTROLLER_TITLE:0 "#title 시장 지배자#!\n#bold [Market.GetOwner.GetName]#!"

 TOOLTIP_HOVER_STRATEGIC_REGION:0 "#V [STATE.GetName]#! (#V [STATE.GetCountry.GetName]#!)\n[concept_strategic_region]: #V $STRATEGIC_REGION$#!"

  #Budget panel
 BUDGET:0 "예산"
 BUDGET_PANEL_TITLE:1 "#BOLD 예산#!"
 WEEKLY_BALANCE:0 "주간 수지: [AccessPlayer.PredictWeeklyBalanceWithEconomyHealthHint]"
 BUDGET_TAB_OVERVIEW:0 "개요"
 STATES:0 "주"
 BUDGET_TAB_ASSETS:0 "자산"
 POOLS:0 "예산"

 LAND_TAX:0 "[concept_budget_land_taxes]"
 HEATHEN_TAX:0 "[concept_budget_heathen_taxes]"
 PER_CAPITA_TAX:0 "[concept_budget_per_capita_taxes]"

 NATIONAL_REVENUE:0 "국가 수익"
 BUDGET_TAXATION_LEVEL:0 "[Concept('concept_taxes','$concept_tax_level$')]"
 BUDGET_INCOME_TAXES:0 "[concept_budget_income_taxes]"
 BUDGET_POLL_TAXES:0 "[concept_budget_poll_taxes]"
 BUDGET_CONSUMPTION_TAXES:0 "[concept_budget_consumption_taxes]"
 BUDGET_ADDITIONAL_INCOME:0 "[concept_budget_additional_income]"
 BUDGET_ADDITIONAL_EXPENSES:0 "[concept_budget_additional_expenses]"
 BUDGET_DIVIDENDS_TAXES:0 "[concept_budget_dividends_taxes]"
 BUDGET_MINTING:0 "[concept_budget_minting]"
 BUDGET_TARIFFS:0 "[concept_tariffs]"
 BUDGET_INVESTMENT_INCOME:0 "[concept_budget_investment_income]"
 BUDGET_DIPLOMATIC_PACTS:0 "[concept_budget_diplomatic_pacts]"
 NATIONAL_EXPENSES:0 "국가 지출"
 BUDGET_GOODS_FOR_GOVERNMENT_BUILDINGS:0 "[concept_budget_goods_for_government_buildings]"
 BUDGET_GOODS_FOR_MILITARY_BUILDINGS:0 "[concept_budget_goods_for_military_buildings]"
 BUDGET_GOVERNMENT_WAGES:0 "[concept_budget_government_wages]"
 BUDGET_MILITARY_WAGES:0 "[concept_budget_military_wages]"
 BUDGET_GOVERNMENT_SLAVES:0 "[concept_budget_government_slaves]"
 BUDGET_MILITARY_SLAVES:0 "[concept_budget_military_slaves]"
 BUDGET_SUBSIDIES:0 "[concept_subsidies]"
 BUDGET_WELFARE_PAYMENTS:0 "[concept_welfare_payments]"
 BUDGET_INTEREST:1 "[concept_budget_interest]"
 BUDGET_CONSTRUCTION_GOODS:0 "[concept_budget_construction_goods]"
 PAUSE_ALL_CONSTRUCTION_BUTTON:0 "전체 일시 정지"
 PAUSE_ALL_CONSTRUCTION_TOOLTIP_HEADER:0 "#header 모든 건설 일시 정지#!"
 RESUME_ALL_CONSTRUCTION_BUTTON:0 "전체 재개"
 RESUME_ALL_CONSTRUCTION_TOOLTIP_HEADER:0 "#header 모든 건설 재개#!"
 CHANGE_ALL_CONSTRUCTION_SPEED_TOOLTIP_HEADER:1 "#header 전체 $building_construction_sector$(을)를 [PRODUCTION_METHOD.GetName](으)로 전환#!"

 TAXES:0 "세금"
 EXPENSES:0 "지출"

 invalid_market:0 "유효한 시장 아님"

 diplomatic_play_invalid_state:0 "유효하지 않은 주 지역"

 set_decree_select_state_tooltip:0 "[STATE.GetName] 내 $NAME|v$ [concept_decree]"

 ESTABLISH_TRADE_ROUTE_UNMET_CONDITION_FORMAT:1 "@simple_box! $UNMET_CONDITION$"

 trade_route_import_lens_option:0 "수입 [concept_trade_route] 수립"
 trade_route_import_lens_option_tooltip:0 "#header $trade_route_import_lens_option$#!\n두 시장 간에 반영구적인 무역로를 수립하여 당신이 소유 중인 시장이나 지배 중인 항구로 상품을 수입합니다."
 trade_route_export_lens_option:0 "수출 [concept_trade_route] 수립"
 trade_route_export_lens_option_tooltip:0 "#header $trade_route_export_lens_option$#!\n두 시장 간에 반영구적인 무역로를 수립하여 당신이 소유 중인 시장이나 지배 중인 항구에서 상품을 수출합니다."
 establish_trade_route_behavior_select_acting_import_market_tooltip:0 "#header [GOODS.GetTextIcon] #v [GOODS.GetName]#!(을)를 [GOODS.GetMarket.GetName](으)로 수입#!\n$TOOLTIP_DELIMITER$\n$BUY_ORDERS$: $BUY|vD$\n최대 수입 / 단계: $BASE_TRADE|vD$\n$BREAKDOWN$"
 establish_trade_route_behavior_select_acting_export_market_tooltip:0 "#header [GOODS.GetMarket.GetName]에서 [GOODS.GetTextIcon] #v [GOODS.GetName]#! 수출#!\n$TOOLTIP_DELIMITER$\n$SELL_ORDERS$: $SELL|vD$\n최대 수출 / 단계: $BASE_TRADE|vD$\n$BREAKDOWN$"
 establish_trade_route_behavior_select_other_import_market_tooltip:0 "#header [MARKET.GetName](으)로 [GOODS.GetTextIcon] #v [GOODS.GetName]#! 수출#!\n$TOOLTIP_DELIMITER$\n[GOODS.GetMarket.GetName] 내 판매 주문: #variable $SELL|D$#!\n[MARKET.GetName] 내 [concept_buy_orders]: #variable $BUY|D$#!\n예상 수출: $TRADE|vD$"
 establish_trade_route_behavior_select_other_export_market_tooltip:0 "#header [MARKET.GetName]에서 [GOODS.GetMarket.GetName](으)로 [GOODS.GetTextIcon] #v [GOODS.GetName]#! 수입#!\n$TOOLTIP_DELIMITER$\n[MARKET.GetName] 내 판매 주문: #variable $SELL|D$#!\n[GOODS.GetMarket.GetName] 내 [concept_buy_orders]: #variable $BUY|D$#!\n예상 수입: $TRADE|vD$"
 establish_trade_route_insufficient_import_demand:0 "시장 수요가 현저하게 부족함"
 establish_trade_route_not_participant:0 "해당 시장 참여자가 아님"
 establish_trade_route_insufficient_trade_routes:0 "이용할 수 있는 무역로 없음"
 establish_trade_route_no_export_demand:0 "시장의 순 수출이 부족함"
 establish_trade_route_not_importmarket_owner:0 "해당 시장을 소유하고 있지 않음"
 establish_trade_route_already_exists:0 "해당 상품의 무역로가 이미 존재함"
 cancel_trade_route_not_importmarket_controller:0 "수입 시장의 지배자가 아님"

 trade_route_import_lens_option_ammunition_tooltip:0 "$ammunition$ 수입 무역로 수립"
 trade_route_import_lens_option_small_arms_tooltip:0 "$small_arms$ 수입 무역로 수립"
 trade_route_import_lens_option_artillery_tooltip:0 "$artillery$ 수입 무역로 수립"
 trade_route_import_lens_option_radios_tooltip:0 "$radios$ 수입 무역로 수립"
 trade_route_import_lens_option_tanks_tooltip:0 "$tanks$ 수입 무역로 수립"
 trade_route_import_lens_option_aeroplanes_tooltip:0 "$aeroplanes$ 수입 무역로 수립"
 trade_route_import_lens_option_manowars_tooltip:0 "$manowars$ 수입 무역로 수립"
 trade_route_import_lens_option_ironclads_tooltip:0 "$ironclads$ 수입 무역로 수립"
 trade_route_import_lens_option_grain_tooltip:0 "$grain$ 수입 무역로 수립"
 trade_route_import_lens_option_fish_tooltip:0 "$fish$ 수입 무역로 수립"
 trade_route_import_lens_option_meat_tooltip:0 "$meat$ 수입 무역로 수립"
 trade_route_import_lens_option_fruit_tooltip:0 "$fruit$ 수입 무역로 수립"
 trade_route_import_lens_option_fabric_tooltip:0 "$fabric$ 수입 무역로 수립"
 trade_route_import_lens_option_coal_tooltip:0 "$coal$ 수입 무역로 수립"
 trade_route_import_lens_option_wood_tooltip:0 "$wood$ 수입 무역로 수립"
 trade_route_import_lens_option_groceries_tooltip:0 "$groceries$ 수입 무역로 수립"
 trade_route_import_lens_option_liquor_tooltip:0 "$liquor$ 수입 무역로 수립"
 trade_route_import_lens_option_wine_tooltip:0 "$wine$ 수입 무역로 수립"
 trade_route_import_lens_option_clothes_tooltip:0 "$clothes$ 수입 무역로 수립"
 trade_route_import_lens_option_furniture_tooltip:0 "$furniture$ 수입 무역로 수립"
 trade_route_import_lens_option_clippers_tooltip:0 "$clippers$ 수입 무역로 수립"
 trade_route_import_lens_option_steamers_tooltip:0 "$steamers$ 수입 무역로 수립"
 trade_route_import_lens_option_silk_tooltip:0 "$silk$ 수입 무역로 수립"
 trade_route_import_lens_option_dye_tooltip:0 "$dye$ 수입 무역로 수립"
 trade_route_import_lens_option_sulfur_tooltip:0 "$sulfur$ 수입 무역로 수립"
 trade_route_import_lens_option_iron_tooltip:0 "$iron$ 수입 무역로 수립"
 trade_route_import_lens_option_lead_tooltip:0 "$lead$ 수입 무역로 수립"
 trade_route_import_lens_option_hardwood_tooltip:0 "$hardwood$ 수입 무역로 수립"
 trade_route_import_lens_option_rubber_tooltip:0 "$rubber$ 수입 무역로 수립"
 trade_route_import_lens_option_oil_tooltip:0 "$oil$ 수입 무역로 수립"
 trade_route_import_lens_option_engines_tooltip:0 "$engines$ 수입 무역로 수립"
 trade_route_import_lens_option_steel_tooltip:0 "$steel$ 수입 무역로 수립"
 trade_route_import_lens_option_tools_tooltip:0 "$tools$ 수입 무역로 수립"
 trade_route_import_lens_option_glass_tooltip:0 "$glass$ 수입 무역로 수립"
 trade_route_import_lens_option_fertilizer_tooltip:0 "$fertilizer$ 수입 무역로 수립"
 trade_route_import_lens_option_paper_tooltip:0 "$paper$ 수입 무역로 수립"
 trade_route_import_lens_option_explosives_tooltip:0 "$explosives$ 수입 무역로 수립"
 trade_route_import_lens_option_porcelain_tooltip:0 "$porcelain$ 수입 무역로 수립"
 trade_route_import_lens_option_sugar_tooltip:0 "$sugar$ 수입 무역로 수립"
 trade_route_import_lens_option_tea_tooltip:0 "$tea$ 수입 무역로 수립"
 trade_route_import_lens_option_coffee_tooltip:0 "$coffee$ 수입 무역로 수립"
 trade_route_import_lens_option_tobacco_tooltip:0 "$tobacco$ 수입 무역로 수립"
 trade_route_import_lens_option_opium_tooltip:0 "$opium$ 수입 무역로 수립"
 trade_route_import_lens_option_automobiles_tooltip:0 "$automobiles$ 수입 무역로 수립"
 trade_route_import_lens_option_telephones_tooltip:0 "$telephones$ 수입 무역로 수립"
 trade_route_import_lens_option_luxury_clothes_tooltip:0 "$luxury_clothes$ 수입 무역로 수립"
 trade_route_import_lens_option_luxury_furniture_tooltip:0 "$luxury_furniture$ 수입 무역로 수립"
 trade_route_import_lens_option_literature_tooltip:0 "$literature$ 수입 무역로 수립"
 trade_route_import_lens_option_fine_art_tooltip:0 "$fine_art$ 수입 무역로 수립"

 trade_route_export_lens_option_ammunition_tooltip:0 "$ammunition$ 수출 무역로 수립"
 trade_route_export_lens_option_small_arms_tooltip:0 "$small_arms$ 수출 무역로 수립"
 trade_route_export_lens_option_artillery_tooltip:0 "$artillery$ 수출 무역로 수립"
 trade_route_export_lens_option_radios_tooltip:0 "$radios$ 수출 무역로 수립"
 trade_route_export_lens_option_tanks_tooltip:0 "$tanks$ 수출 무역로 수립"
 trade_route_export_lens_option_aeroplanes_tooltip:0 "$aeroplanes$ 수출 무역로 수립"
 trade_route_export_lens_option_manowars_tooltip:0 "$manowars$ 수출 무역로 수립"
 trade_route_export_lens_option_ironclads_tooltip:0 "$ironclads$ 수출 무역로 수립"
 trade_route_export_lens_option_grain_tooltip:0 "$grain$ 수출 무역로 수립"
 trade_route_export_lens_option_fish_tooltip:0 "$fish$ 수출 무역로 수립"
 trade_route_export_lens_option_meat_tooltip:0 "$meat$ 수출 무역로 수립"
 trade_route_export_lens_option_fruit_tooltip:0 "$fruit$ 수출 무역로 수립"
 trade_route_export_lens_option_fabric_tooltip:0 "$fabric$ 수출 무역로 수립"
 trade_route_export_lens_option_coal_tooltip:0 "$coal$ 수출 무역로 수립"
 trade_route_export_lens_option_wood_tooltip:0 "$wood$ 수출 무역로 수립"
 trade_route_export_lens_option_groceries_tooltip:0 "$groceries$ 수출 무역로 수립"
 trade_route_export_lens_option_liquor_tooltip:0 "$liquor$ 수출 무역로 수립"
 trade_route_export_lens_option_wine_tooltip:0 "$wine$ 수출 무역로 수립"
 trade_route_export_lens_option_clothes_tooltip:0 "$clothes$ 수출 무역로 수립"
 trade_route_export_lens_option_furniture_tooltip:0 "$furniture$ 수출 무역로 수립"
 trade_route_export_lens_option_clippers_tooltip:0 "$clippers$ 수출 무역로 수립"
 trade_route_export_lens_option_steamers_tooltip:0 "$steamers$ 수출 무역로 수립"
 trade_route_export_lens_option_silk_tooltip:0 "$silk$ 수출 무역로 수립"
 trade_route_export_lens_option_dye_tooltip:0 "$dye$ 수출 무역로 수립"
 trade_route_export_lens_option_sulfur_tooltip:0 "$sulfur$ 수출 무역로 수립"
 trade_route_export_lens_option_iron_tooltip:0 "$iron$ 수출 무역로 수립"
 trade_route_export_lens_option_lead_tooltip:0 "$lead$ 수출 무역로 수립"
 trade_route_export_lens_option_hardwood_tooltip:0 "$hardwood$ 수출 무역로 수립"
 trade_route_export_lens_option_rubber_tooltip:0 "$rubber$ 수출 무역로 수립"
 trade_route_export_lens_option_oil_tooltip:0 "$oil$ 수출 무역로 수립"
 trade_route_export_lens_option_engines_tooltip:0 "$engines$ 수출 무역로 수립"
 trade_route_export_lens_option_steel_tooltip:0 "$steel$ 수출 무역로 수립"
 trade_route_export_lens_option_tools_tooltip:0 "$tools$ 수출 무역로 수립"
 trade_route_export_lens_option_glass_tooltip:0 "$glass$ 수출 무역로 수립"
 trade_route_export_lens_option_fertilizer_tooltip:0 "$fertilizer$ 수출 무역로 수립"
 trade_route_export_lens_option_paper_tooltip:0 "$paper$ 수출 무역로 수립"
 trade_route_export_lens_option_explosives_tooltip:0 "$explosives$ 수출 무역로 수립"
 trade_route_export_lens_option_porcelain_tooltip:0 "$porcelain$ 수출 무역로 수립"
 trade_route_export_lens_option_sugar_tooltip:0 "$sugar$ 수출 무역로 수립"
 trade_route_export_lens_option_tea_tooltip:0 "$tea$ 수출 무역로 수립"
 trade_route_export_lens_option_coffee_tooltip:0 "$coffee$ 수출 무역로 수립"
 trade_route_export_lens_option_tobacco_tooltip:0 "$tobacco$ 수출 무역로 수립"
 trade_route_export_lens_option_opium_tooltip:0 "$opium$ 수출 무역로 수립"
 trade_route_export_lens_option_automobiles_tooltip:0 "$automobiles$ 수출 무역로 수립"
 trade_route_export_lens_option_telephones_tooltip:0 "$telephones$ 수출 무역로 수립"
 trade_route_export_lens_option_luxury_clothes_tooltip:0 "$luxury_clothes$ 수출 무역로 수립"
 trade_route_export_lens_option_luxury_furniture_tooltip:0 "$luxury_furniture$ 수출 무역로 수립"
 trade_route_export_lens_option_literature_tooltip:0 "$literature$ 수출 무역로 수립"
 trade_route_export_lens_option_fine_art_tooltip:0 "$fine_art$ 수출 무역로 수립"

 MANAGE_MARKET_BUTTON_LABEL:0 "관리"
 MANAGE_MARKET_BUTTON_TOOLTIP:0 "시장 관리"
 MANAGE_MARKET_BUTTON_DISABLED_TOOLTIP:1 "$MANAGE_MARKET_BUTTON_TOOLTIP$\n@simple_box! 시장 지배자임"

 TRADING_TITLE:0 "#title $MARKET$ 시장의 현재 수출 수요#!\n"
 IMPORTING_TITLE:0 "\n#title $MARKET$ 시장의 현재 미충족 수요#!\n"
 NO_UP_TO_DATE_MARKET_INFO:0 "#N 해당 시장에 최신 상품 정보가 없습니다#!"

 MARKET_GOOD_SORT:0 "상품"
 MARKET_PRODUCE_SORT:0 "생산"
 MARKET_CONSUME_SORT:0 "소비"
 MARKET_SELL_SORT:0 "판매 주문"
 MARKET_BUY_SORT:0 "매수 주문"
 MARKET_PRICE_SORT:0 "가격"

 FRONT_PANEL_DEBUG_INFO:0 "#title 디버그 정보#!:\nID: #variable [Front.GetID]#!"
 FRONT_PANEL_FIRST_UNITS:0 "첫 번째 진영 부대"
 FRONT_PANEL_SECOND_UNITS:0 "두 번째 진영 부대"
 FRONT_PANEL_NO_PRESENT_GENERALS:0 "해당 진영에 [Concept('concept_general', '$concept_generals$')] 없음"

 SAVING_GAME:0 "게임 저장"
 BUILDING_COSTS:0 "건설 비용"
 TARGET_STRENGTH:0 "육군의 목표 전력 포인트"
 STRATEGIC_GOODS:0 "전략 상품"
 WEEKLY_COST_STRATEGIC_REGION_TOOLTIP:0 "#header 전략 자원 주간 비용#!"
 PDX_TOOLTIP_SHORTCUT:1 "단축키: #header $MODS$$SHORTCUT$#!"
 SHORTCUT_KEY:0 "$KEY$"
 SHORTCUT_KEY_MOD_shift:0 "Shift+"
 SHORTCUT_KEY_MOD_alt:0 "Alt+"
 SHORTCUT_KEY_MOD_ctrl:0 "Ctrl+"
 SHORTCUT_KEY_MOD_os:0 "Os+"
 KEY_ESCAPE:0 "Esc"
 KEY_KP_PLUS:0 "키패드 +"
 KEY_KP_MINUS:0 "키패드 -"
 KEY_MB4:0 "마우스 4"

 RAW_MATERIALS:0 "원자재"
 INDUSTRIAL_GOODS:0 "산업"
 CONSUMER_GOODS:0 "소비자"
 MILITARY_GOODS:0 "군사"
 LUXURY_GOODS:0 "사치"
 PREVIOUS_WEEK_MODIFIERS:0 "#title 이전 주 변화 요인#!"
 MODIFIER_ENTRY_TEXT:0 "[ModifierEntry.GetFormattedValue] [ModifierEntry.GetName]"
 MODIFIER_ENTRY_TOOLTIP:0 "#header [ModifierEntry.GetName]#!\n[ModifierEntry.GetBreakdown]\n[ModifierEntry.GetDesc]"
 MODIFIER_ENTRY_VALUE_WITH_BREAKDOWN:0 "#tooltippable #tooltip:$TOOLTIP_TAG$ $FORMATTED_VALUE$#!#!"
 MODIFIER_DEFINITION_NAME:0 "#tooltippable_name #tooltip:$DESCRIPTION_TAG$ $NAME$#!#!"

 BALANCE_ITEM:0 "[TradeOverviewEntry.GetGoods.GetCompareIconAgainstBasePriceNoFormatting(TradeOverviewEntry.GetGoods.GetMarketPrice)] "

 RELATIONS_TOOLTIP:2 "#header [concept_relations]#!\n[COUNTRY.GetName](와)과 [TARGET_COUNTRY.GetName]의 [concept_relations]는 #BOLD $LABEL$#!임 (#variable $VAL|+=$#!)$PROGRESS$"
 INFAMY_TOOLTIP:2 "#header [COUNTRY.GetAdjective] [concept_infamy]: #BOLD $INFAMY_LABEL$#! (#variable $INFAMY|-1$#!)#!\n$TOOLTIP_DELIMITER$\n$INFAMY_DECAY$[ConcatIfNeitherEmpty('\n\n효과:\n','$INFAMY_EFFECTS$')]"
 INFAMY_DECAY_RATE:0 "[concept_infamy] 감쇠: #P #bold -$VAL|3$#!#! / 주\n$TAB$기본 감쇠: #P #bold -$YEARLYBASE|3$#!#! / 년$MITIGATION$"
 TENSION_TOOLTIP:0 "우리와 [COUNTRY.GetName] 간의 [concept_tension]: #BOLD $LABEL$#! (#variable $VAL|-$#!)$DECAY$"
 TENSION_DECAY_RATE:0 "[concept_tension] 감쇠: #P #bold -$VAL|3$#!#! / 주\n$TAB$기본 감쇠: #P #bold -$YEARLYBASE|3$#!#! / 년$MITIGATION$"

 RELATIONS_PROGRESS:0 "관계 개선 진행도: $VAL|v%0$"
 RELATIONS_DECAY:0 "관계 감쇠: #N #bold -$VAL|-3$#!#! / 주"

 poor:0 "@lower_strata! [concept_lower_strata]"
 middle:0 "@middle_strata! [concept_middle_strata]"
 rich:0 "@upper_strata! [concept_upper_strata]"
 LOWER_NO_ICON:0 "[concept_lower_strata]"
 MIDDLE_NO_ICON:0 "[concept_middle_strata]"
 UPPER_NO_ICON:0 "[concept_upper_strata]"

 TOOLTIP_BUDGET_PANEL:0 "#header 주간 수지 #!\n총합: #variable [AccessPlayer.PredictWeeklyBalance|D+=]#!\n$TOOLTIP_DELIMITER$\n$INVESTMENT_POOL$\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetIncomeBreakdown]\n\n[GetPlayer.GetExpensesBreakdown]"
 TAX_INCOME_BREAKDOWN:0 "#bold 국가 수익:#! #tooltippable #tooltip:[GetPlayer.GetTooltipTag],TOTAL_INCOME_BREAKDOWN,TotalIncomeTooltip #variable @money![GetPlayer.PredictWeeklyFixedIncome|D+=]#!#!#!"
 TAX_INCOME_INCOME:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],INCOME_TAXES_BREAKDOWN,TaxIncomeTooltip @money![GetPlayer.GetIncomeTaxIncome|D+=]#!#! [concept_budget_income_taxes]"
 TAX_INCOME_POLL:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],POLL_TAXES_BREAKDOWN,TaxPollTooltip @money![GetPlayer.GetPollTaxIncome|D+=]#!#! [concept_budget_poll_taxes]"
 TAX_INCOME_CONSUMPTION:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],CONSUMPTION_TAXES_BREAKDOWN,ConsumptionTaxTooltip @money![GetPlayer.PredictConsumptionTaxes|D+=]#!#! [concept_budget_consumption_taxes]"
 TAX_INCOME_DIVIDENDS:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],DIVIDENDS_TAXES_BREAKDOWN,DividendsTaxTooltip @money![GetPlayer.PredictDividendsTaxes|D+=]#!#! [concept_budget_dividends_taxes]"
 TAX_INCOME_ADDITIONAL:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],ADDITIONAL_INCOME_BREAKDOWN,AdditionalIncomeTooltip @money![GetPlayer.GetModifier.GetValueFor('country_tax_income_add')|K+=]#!#! [concept_budget_additional_income]"
 TAX_INCOME_MINTING:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],MINTING_BREAKDOWN,MintingTooltip @money![GetPlayer.PredictMinting|K+=]#!#! [concept_budget_minting]"
 TAX_INCOME_INVESTMENT:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],INVESTMENT_INCOME_BREAKDOWN,InvestmentIncomeTooltip @money![GetPlayer.GetInvestmentIncome|D+=]#!#! [concept_budget_investment_income]"
 TAX_INCOME_DIPLOMATIC:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],DIPLOMATIC_PACTS_INCOME_BREAKDOWN,DiplomaticPactsIncomeTooltip @money![GetPlayer.PredictDiplomaticPactsIncome|D+=]#!#! [concept_budget_diplomatic_pacts]"
 TAX_INCOME_TARIFFS:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],TARIFFS_BREAKDOWN,TariffsTooltip @money![GetPlayer.PredictTariffs|D+=]#!#! [concept_tariffs]"

 INVESTMENT_POOL:0 "[concept_investment_pool]: #tooltippable #tooltip:[GetPlayer.GetTooltipTag],INVESTMENT_POOL_BREAKDOWN,InvestmentPoolTooltip #v @money![GetPlayer.GetInvestmentPool|D+]#!#!#! (변경치: #v @money![GetPlayer.GetInvestmentPoolChange|D+=]#!)"
 INVESTMENT_POOL_BREAKDOWN:1 "#header [concept_investment_pool]#!\n현재: #v @money![GetPlayer.GetInvestmentPool|D+]#!\n주간 변경치: #v @money![GetPlayer.GetInvestmentPoolChange|D+=]#!\n$TOOLTIP_DELIMITER$\n$INVESTMENT_POOL_CHANGE$\n\n[GetPlayer.GetAllowedBuildingGroupsFromInvestmentPoolDesc]"
 INVESTMENT_POOL_CHANGE:1 "[GetPlayer.GetInvestmentPoolChangeFromConstructionDesc]\n[GetPlayer.GetInvestmentPoolChangeFromInvestmentDesc]"
 INVESTMENT_POOL_CHANGE_FROM_CONSTRUCTION:1 "#bold 신규 [concept_construction]:#! #v @money!$CHANGE|D+$#!"
 INVESTMENT_POOL_CHANGE_FROM_CONSTRUCTION_EMPTY:0 "$concept_investment_pool$ 사용 중인 신규 [concept_construction] 없음: #v @money!$CHANGE|D+=$#!"
 INVESTMENT_POOL_CHANGE_FROM_INVESTMENT:1 "#bold 투자 출처:#! #v @money!#tooltippable #tooltip:[GetPlayer.GetTooltipTag],INVESTMENT_POOL_SOURCES_BREAKDOWN $CHANGE|D+=$#!#!#!"
 INVESTMENT_POOL_CHANGE_FROM_INVESTMENT_EMPTY:0 "투자 출처 없음: #v @money!$CHANGE|D+=$#!"
 INVESTMENT_POOL_SOURCES_BREAKDOWN:0 "#header [concept_investment_pool]에 [concept_money]을 추가하는 [Concept('concept_building', '$concept_buildings$')]#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetInvestmentPoolChangeFromInvestmentBreakdown]"
 INVESTMENT_FROM_BUILDING_DETAIL:0 "[BuildingType.GetName]: #N #variable @money!$VAL|D+$#!#!"

 TOTAL_INCOME_BREAKDOWN:0 "[GetPlayer.GetIncomeBreakdown]"
 TOTAL_EXPENSES_BREAKDOWN:0 "[GetPlayer.GetExpensesBreakdown]"

 BUILDING_GROUP_LAW_HEADER:0 "[Law.GetName](이)가 [concept_investment_pool]을 이용한 자금 후원을 허용함:"

 INTEREST_EXPENSE_TOOLTIP:0 "#header 이자#!\n총합: #N @money!-[GetPlayer.GetInterestPayment|D-]"

 POLL_TAXES_BREAKDOWN:0 "#tooltip_header [concept_budget_poll_taxes]#!\n총합: #v @money![GetPlayer.GetPollTaxIncome|K+=]#!"
 INCOME_TAXES_BREAKDOWN:0 "#tooltip_header [concept_budget_income_taxes]#!\n총합: #v @money![GetPlayer.GetIncomeTaxIncome|K+=]#!"
 INCOME_TAX_RATE:0 "#v $VAL|+%0$#!의 소득세율. 원인:$BASE_INCOME_TAX_RATE_BREAKDOWN$$TAXCOLLECTION_EFFICIENCY_BREAKDOWN$"
 POP_INCOME_TAX_RATE:0 "#tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] #variable $VAL|%1$#!#!#! [concept_budget_income_taxes]: #N #bold @money!-$TAX_LOSS|D$#!#!"
 POP_DIVIDEND_TAX_RATE:0 "#tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] #variable $VAL|%1$#!#!#! [concept_budget_dividends_taxes]: #N #bold @money!-$TAX_LOSS|D$#!#!"
 POP_PER_CAPITA_TAX:0 "[concept_budget_per_capita_taxes]: #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] #N #bold @money!-$TAX_LOSS|D$#!#!#!#!"
 POP_LAND_TAX:0 "[concept_budget_land_taxes]: #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] #N #bold @money!-$TAX_LOSS|D$#!#!#!#!"
 POP_HEATHEN_TAX:0 "[concept_budget_heathen_taxes]: #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] #N #bold @money!-$TAX_LOSS|D$#!#!#!#!"
 POP_CONSUMPTION_TAX:0 "[concept_budget_consumption_taxes]: #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] #N #bold @money!-$TAX_LOSS|D$#!#!#!#!"
 POP_CONSUMPTION_TAX_BREAKDOWN:0 "#header [concept_budget_consumption_taxes]#!\n$BREAKDOWN$"
 POP_CONSUMPTION_TAX_ENTRY:0 "[Goods.GetName]: #N #bold @money!-$AMOUNT|D$#!#!#!#!"
 ECONOMIC_CONTRIBUTION:0 "경제 공헌: $VAL|v%0$"
 TAXATION_BREAKDOWN:0 "#header 조세#!\n#variable $VAL|%1$#!의 총 조세 단계. 원인:\n$TAB$$STATE_TAX_MODIFIER$\n$TAB$$BREAKDOWN$"

 CONSUMPTION_TAXES_BREAKDOWN:0 "[GetPlayer.GetConsumptionTaxesDesc]"
 CONSUMPTION_TAXES:0 "#tooltip_header 소비세#!\n총합: #v $VAL|K+=$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 CONSUMPTION_TAXES_GOODS_ENTRY:0 "[GOODS.GetName]에서: #variable @money!$VAL|K+$#!"

 DIVIDENDS_TAXES_BREAKDOWN:0 "#tooltip_header 배당세#!\n총합: #v @money![GetPlayer.PredictDividendsTaxes|K+=]#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.PredictDividendsTaxesDesc]"
 DIVIDENDS_TAX_FROM_BUILDING_DETAIL:0 "[BuildingType.GetName]에서: #N #variable @money!$VAL|D+$#!#!"
 IMPORT_TARIFFS_FROM_GOODS_DETAIL:0 "[Goods.GetName] 수입으로 #N #variable @money!$VAL|D+$#!#!"
 EXPORT_TARIFFS_FROM_GOODS_DETAIL:0 "[Goods.GetName] 수출로 #N #variable @money!$VAL|D+$#!#!"
 
 SET_GOODS_TARIFF_NO_PRIORITY:1 "[concept_market_good_policy]을 $tariff_no_priority$(으)로 설정"
 SET_GOODS_TARIFF_IMPORT_PRIORITY:1 "[concept_market_good_policy]을 $tariff_import_priority$(으)로 설정"
 SET_GOODS_TARIFF_EXPORT_PRIORITY:1 "[concept_market_good_policy]을 $tariff_export_priority$(으)로 설정"
 
 TRADE_ROUTE_OPEN_EXPORTING_MARKET:0 "[TradeRoute.GetExportingMarket.GetName] 보기 (수출자)"
 TRADE_ROUTE_OPEN_IMPORTING_MARKET:0 "[TradeRoute.GetImportingMarket.GetName] 보기 (수입자)"
 
 SET_TARIFF_FOCUS_ALREADY_ACTIVE:0 "[concept_tariffs]가 이미 $FOCUS|v$(으)로 설정됨"
 SET_TARIFF_FOCUS_NOT_ALLOWED:0 "현재 무역 정책에 따라 [concept_tariffs]를 $FOCUS|v$(으)로 설정할 수 없음"

 TARIFFS_BREAKDOWN:0 "#tooltip_header [concept_tariffs]#!\n총합: #v @money![GetPlayer.PredictTariffs|K+=]#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.PredictTariffsDesc]"
 MINTING_BREAKDOWN:0 "#tooltip_header [concept_budget_minting]#!\n총합: #v @money![GetPlayer.PredictMinting|K+=]#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.PredictMintingDesc]"
 INVESTMENT_INCOME_BREAKDOWN:0 "#tooltip_header [concept_budget_investment_income]#!\n총합: #v @money![GetPlayer.GetInvestmentIncome|K+=]#!"

 ADDITIONAL_INCOME_BREAKDOWN:0 "#tooltip_header 추가 수입#!\n총합: #v @money![GetPlayer.GetModifier.GetValueFor('country_tax_income_add')|K+=]#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetModifier.GetDescFor('country_tax_income_add')]"
 ADDITIONAL_EXPENSES_BREAKDOWN:0 "#tooltip_header 추가 지출#!\n총합: #v @money![GetPlayer.GetModifier.GetInvertedValueFor('country_expenses_add')|K+=]#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetModifier.GetDescFor('country_expenses_add')]"
 WELFARE_PAYMENTS_EXPENSES_BREAKDOWN:0 "#tooltip_header [concept_welfare_payments]#!\n총합: #n @money!-[GetPlayer.GetWelfarePaymentsExpenses|D ]#!"

 DIPLOMATIC_PACTS_INCOME_BREAKDOWN:0 "#tooltip_header 외교 조약#!\n총합: #v @money![GetPlayer.PredictDiplomaticPactsIncome|K+]#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.PredictDiplomaticPactsIncomeDesc]"

 EXPENSES_ADDITIONAL:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],ADDITIONAL_EXPENSES_BREAKDOWN,AdditionalExpensesTooltip @money![GetPlayer.GetModifier.GetInvertedValueFor('country_expenses_add')|K+=]#!#! [concept_budget_additional_expenses]"
 EXPENSES_WELFARE_PAYMENTS:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],WELFARE_PAYMENTS_BREAKDOWN,WelfarePaymentsTooltip @money!-[GetPlayer.GetWelfarePaymentsExpenses|D-]#!#! [concept_welfare_payments]"
 GOVERNMENT_BUILDINGS_EXPENSES_BREAKDOWN:0 "#tooltip_header 정부 건물용 상품#!\n총합: #v #N @money!-[GetPlayer.GetGovernmentGoodsExpenses|D-]#!#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetGovernmentGoodsExpensesDesc]\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetGovernmentGoodsExpensesByGoodsDesc]"
 GOVERNMENT_WAGES_EXPENSES_BREAKDOWN:0 "#tooltip_header 정부 임금#!\n총합: #v #N @money!-[GetPlayer.GetGovernmentWagesExpenses|D-]#!#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetGovernmentWagesExpensesDesc]"
 GOVERNMENT_SLAVES_EXPENSES_BREAKDOWN:0 "#tooltip_header 정부 노예#!\n총합: #v #N @money!-[GetPlayer.GetGovernmentSlavesExpenses|D-]#!#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetGovernmentSlavesExpensesDesc]"
 MILITARY_BUILDINGS_EXPENSES_BREAKDOWN:0 "#tooltip_header 군사 건물용 상품#!\n총합: #v #N @money!-[GetPlayer.GetMilitaryGoodsExpenses|D-]#!#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetMilitaryGoodsExpensesDesc]\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetMilitaryGoodsExpensesByGoodsDesc]"
 MILITARY_WAGES_EXPENSES_BREAKDOWN:0 "#tooltip_header 군사 임금#!\n총합: #v #N @money!-[GetPlayer.GetMilitaryWagesExpenses|D-]#!#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetMilitaryWagesExpensesDesc]"
 MILITARY_SLAVES_EXPENSES_BREAKDOWN:0 "#tooltip_header 군사 노예#!\n총합: #v #N @money!-[GetPlayer.GetMilitarySlavesExpenses|D-]#!#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetMilitarySlavesExpensesDesc]"
 DIPLOMATIC_PACTS_EXPENSES_BREAKDOWN:0 "#tooltip_header 외교 조약#!\n총합: #v #N @money!-[GetPlayer.PredictDiplomaticPactsExpenses|D-]#!#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.PredictDiplomaticPactsExpensesDesc]"
 CONSTRUCTION_GOODS_EXPENSES_BREAKDOWN:0 "#tooltip_header 건설 상품#!\n총합: #v #N @money!-[GetPlayer.GetConstructionGoodsExpenses|D-]#!#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetConstructionGoodsExpensesByGoodsDesc]"
 GOODS_EXPENSES_DETAIL:0 "[Goods.GetTextIcon] #v [Goods.GetName]#!에 소모: #v @money!$EXPENSE|D-$#!"
 GOV_EXPENSES_DETAIL:0 "[BUILDING_TYPE.GetName]에서: #N #variable @money!$EXPENSE|D-$#!#!"
 PACT_EXPENSES_DETAIL:0 "$ACTION$: #N #variable @money!$EXPENSE|D-$#!#!"
 PACT_INCOME_DETAIL:0 "$ACTION$: #P #variable @money!$INCOME|D+$#!#!"
 SUBSIDIES_EXPENSES_BREAKDOWN:0 "#tooltip_header 보조금: #N @money![GetPlayer.GetSubsidiesExpenses|D-]#!#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetSubsidiesExpensesDesc]"

 DIPLOMATIC_ACTION_WITH_COUNTRY:0 "[COUNTRY.GetName] - [DIPLOMATIC_ACTION_TYPE.GetName]"
 IMPORTANT_ACTIONS:0 "현재 상황"
 CURRENT_SITUATION_TOOLTIP:0 "#header 현재 상황#!"
 UNREAD_MESSAGES:0 "#header 미확인 메시지가 있습니다!#!"

 BALANCE_WITHOUT_TEMPORARY_INCOME_AND_EXPENSES:0 "\n수지 (일시적 수입 및 지출 제외): #v @money![GetPlayer.PredictBalanceWithoutTemporaryIncomeAndExpenses|D+=]#!"
 TAX_OCCUPATION_LOSS:0 "세금으로 인한 점유 상실: #variable [GetPlayer.GetTaxOccupationLoss|1-=]#!\n$poor$: #variable [GetPlayer.GetTaxOccupationLossFor('poor')|1-=]#!\n$middle$: #variable [GetPlayer.GetTaxOccupationLossFor('middle')|1-=]#!\n$rich$: #variable [GetPlayer.GetTaxOccupationLossFor('rich')|1-=]#!\n"
 FIXED_EXPENSES_BREAKDOWN:0 "#bold 고정 국가 지출:#! #tooltippable #tooltip:[GetPlayer.GetTooltipTag],TOTAL_EXPENSES_BREAKDOWN,TotalExpensesTooltip #bold #N @money!-[GetPlayer.GetWeeklyFixedExpenses|D-]#!#!#!#!"
 TEMPORARY_INCOME_BREAKDOWN:0 "#bold 일시적 국가 수익:#! #tooltippable #tooltip:[GetPlayer.GetTooltipTag],TOTAL_INCOME_BREAKDOWN,TotalIncomeTooltip #bold #P @money!+[GetPlayer.GetWeeklyTemporaryIncome|D+]#!#!#!#!"
 TEMPORARY_EXPENSES_BREAKDOWN:0 "#bold 일시적 국가 지출:#! #tooltippable #tooltip:[GetPlayer.GetTooltipTag],TOTAL_EXPENSES_BREAKDOWN,TotalExpensesTooltip #bold #N @money!-[GetPlayer.GetWeeklyTemporaryExpenses|D-]#!#!#!#!"
 EXPENSES_BREAKDOWN:0 "#bold 국가 지출:#! #tooltippable #tooltip:[GetPlayer.GetTooltipTag],TOTAL_EXPENSES_BREAKDOWN,TotalExpensesTooltip #bold #N @money!-[GetPlayer.GetWeeklyExpenses|D-]#!#!#!#!"
 EXPENSES_GOVERNMENT_BUILDING_GOODS:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],GOVERNMENT_BUILDINGS_EXPENSES_BREAKDOWN,GovernmentGoodsExpenseTooltip #N @money!-[GetPlayer.GetGovernmentGoodsExpenses|D-]#!#!#! [concept_budget_goods_for_government_buildings]"
 EXPENSES_GOVERNMENT_WAGES:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],GOVERNMENT_WAGES_EXPENSES_BREAKDOWN,GovernmentWagesExpenseTooltip #N @money!-[GetPlayer.PredictGovernmentWagesExpenses|D-]#!#!#! [concept_budget_government_wages]"
 EXPENSES_GOVERNMENT_SLAVES:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],GOVERNMENT_SLAVES_EXPENSES_BREAKDOWN,GovernmentSlavesExpenseTooltip #N @money!-[GetPlayer.GetGovernmentSlavesExpenses|D-]#!#!#! [concept_budget_government_slaves]"
 EXPENSES_MILITARY_BUILDING_GOODS:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],MILITARY_BUILDINGS_EXPENSES_BREAKDOWN,MilitaryGoodsExpenseTooltip #N @money!-[GetPlayer.GetMilitaryGoodsExpenses|D-]#!#!#! [concept_budget_goods_for_military_buildings]"
 EXPENSES_MILITARY_WAGES:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],MILITARY_WAGES_EXPENSES_BREAKDOWN,MilitaryWagesExpenseTooltip #N @money!-[GetPlayer.PredictMilitaryWagesExpenses|D-]#!#!#! [concept_budget_military_wages]"
 EXPENSES_MILITARY_SLAVES:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],MILITARY_SLAVES_EXPENSES_BREAKDOWN,MilitarySlavesExpenseTooltip #N @money!-[GetPlayer.GetMilitarySlavesExpenses|D-]#!#!#! [concept_budget_military_slaves]"
 EXPENSES_SUBSIDIES:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],SUBSIDIES_EXPENSES_BREAKDOWN,SubsidiesExpenseTooltip #N @money!-[GetPlayer.GetSubsidiesExpenses|D-]#!#!#! [concept_subsidies]"
 EXPENSES_DIPLOMATIC_PACTS:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],DIPLOMATIC_PACTS_EXPENSES_BREAKDOWN,DiplomaticPactsExpenseTooltip #N @money!-[GetPlayer.PredictDiplomaticPactsExpenses|D-]#!#!#! [concept_budget_diplomatic_pacts]"
 EXPENSES_CONSTRUCTION_GOODS:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],CONSTRUCTION_GOODS_EXPENSES_BREAKDOWN,ConstructionGoodsExpenseTooltip #N @money!-[GetPlayer.GetConstructionGoodsExpenses|D-]#!#!#! [concept_budget_construction_goods]"
 EXPENSES_INTEREST:1 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],INTEREST_EXPENSE_TOOLTIP,InterestExpenseTooltip #N @money!-[GetPlayer.GetInterestPayment|D-]#!#!#! [concept_budget_interest]"
 ECONOMY_HEALTH:0 "당신의 경제는 $HEALTH$\n$TAB$$INCOME_RATIO$\n$TAB$$CREDIT_RATIO$ (대출 원금: #variable @money!$CURRENT_LOAN_BALANCE|D$#!)"
 HEALTH_GOOD:0 "[Concept('concept_economy_health','$concept_economy_health_healthy_short$')]"
 HEALTH_BAD:0 "[Concept('concept_economy_health','$concept_economy_health_unhealthy_short$')]"
 INCOME_RATIO_GOOD:0 "@green_checkmark! #tooltippable #tooltip:[GetPlayer.GetTooltipTag],TOTAL_INCOME_BREAKDOWN,TotalIncomeTooltip #variable @money!$INCOME|+K$#!#!#!의 주간 수입이 #tooltippable #tooltip:[GetPlayer.GetTooltipTag],TOTAL_EXPENSES_BREAKDOWN,TotalExpensesTooltip #variable @money!$EXPENSES|-K$#!#!#!의 고정 지출을 초과함"
 INCOME_RATIO_BAD:1 "@red_cross! #tooltippable #tooltip:[GetPlayer.GetTooltipTag],TOTAL_EXPENSES_BREAKDOWN,TotalExpensesTooltip #variable @money!$EXPENSES|-K$#!#!#!의 고정 지출이 #tooltippable #tooltip:[GetPlayer.GetTooltipTag],TOTAL_INCOME_BREAKDOWN,TotalIncomeTooltip #variable @money!$INCOME|+K$#!#!#! 주간 수입을 초과함"
 CREDIT_RATIO_GOOD:0 "@green_checkmark! 사용한 신용: #variable #P $CREDITRATIO|%1$#!#!"
 CREDIT_RATIO_BAD:1 "@red_cross! 사용한 신용: #variable #N $CREDITRATIO|%1$#!#!"

 TAX_INCOME:0 "조세 수입"

 DECLARE_BANKRUPTCY:0 "[concept_bankruptcy] 선언"
 DECLARE_BANKRUPTCY_TOOLTIP:0 "[Country.GetDeclareBankruptcyDesc]"
 DECLARE_BANKRUPTCY_NOT_IN_DEFAULT:0 "우린 [concept_default] 상태가 아님"
 DECLARE_BANKRUPTCY_DESC:1 "#header [concept_bankruptcy] 선언#!\n$TOOLTIP_DELIMITER$\n[concept_bankruptcy]를 선언하면 [concept_loans]이 사라지고 [GetPlayer.GetName](이)가 [concept_default] 상태를 벗어납니다. 하지만 [concept_country]의 국내 실정에 심각한 결과를 초래합니다. :\n$EFFECTS$[ConcatIfNeitherEmpty('\n\n다음과 같은 원인으로 불가:\n','$ERRORS$')]"
 DECLARE_BANKRUPTCY_CONSTRUCTION_QUEUE_EFFECTS:0 "[concept_construction_queue]에 있는 모든 사업이 취소됨"
 DECLARE_BANKRUPTCY_BUILDING_EFFECTS:0 "#v $AMOUNT$개 [Concept('concept_building', '$concept_buildings$')]#!의 전체 [concept_cash_reserves]가 사라짐"
 DECLARE_BANKRUPTCY_POP_EFFECTS:0 "영향을 받는 [Concept('concept_building', '$concept_buildings$')]에 지분을 보유한 #v $AMOUNT|*$#! [Concept('concept_pop', '$concept_pops$')]이 좀 더 [concept_radical]로 치우침"
 DECLARE_BANKRUPTCY_MODIFIER_EFFECTS:0 "[GetPlayer.GetName]에 다음과 같은 불이익이 적용됩니다. 이 불이익은 #v [GetDefine( 'NEconomy', 'DECLARE_BANKRUPTCY_PENALTY_DURATION_YEARS' )]#!년에 걸쳐 감쇠합니다.\n$EFFECTS$"

 CREDIT_PROGRESS:0 "#header 신용#!\n현재 [concept_principal]: #variable @money![GetPlayer.GetPrincipal|K]#! ([AccessPlayer.PredictWeeklyBalanceWithEconomyHealthHint])\n$TOOLTIP_DELIMITER$\n최대 신용: #variable @money![GetPlayer.GetMaxCredit|K]#!\n"
 GOLD_PROGRESS:1 "#header [concept_gold_reserves]#!\n현재 보유고: #variable @money![GetPlayer.GetGoldReserves|K]#! ([AccessPlayer.PredictWeeklyBalanceWithEconomyHealthHint])\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetGoldReserveLimitDesc]"
  # Reserves Limit: #variable @money![GetPlayer.GetGoldReserveLimit|K]#!"
 GOLD_RESERVE_DIMINISHING_RETURNS:0 "금을 과도하게 비축하면 금 가격이 상승합니다. #variable @money!$MONEY|D$#!의 수지를 보유하고 있으므로, #variable @money!$VAL|D$#!에 해당하는 금을 구매합니다."

 WAGES:0 "임금"
 SLAVE_UPKEEP:0 "노예 유지비"

 IN_THIS_MARKET:1 "#title 해당 $concept_market$ 내 [Concept('concept_country', '$concept_countries$')]#!"
 PRODUCTION_METHODS:0 "#title [Concept('concept_production_method', '$concept_production_methods$')]#!"
 PROCESS:0 "절차"

 YOUR_IMPORT_ROUTE_HEADER:0 "#title 당신의 수입 무역로#!"
 YOUR_EXPORT_ROUTE_HEADER:0 "#title 당신의 수출 무역로#!"
 IMPORT_ROUTE_HEADER:0 "#title 들어오는 무역로#!"
 EXPORT_ROUTE_HEADER:0 "#title 나가는 무역로#!"

 POP_LIST_TOTAL_TOOLTIP:0 "#header 총 인구#!\n수치: [PopListItem.GetTotalPopSize|vD]"
 POP_LIST_TOTAL_WORKFORCE_TOOLTIP:0 "#header 총 노동 종사자#!\n수치: [PopListItem.GetWorkingAdultsPopSize|vD]"

 TRADE_ROUTE_IMPORT_NAME:1 "[FIRSTMARKET.GetName] - [SECONDMARKET.GetName] [GOODS.GetTextIcon] [Goods.GetName] 수입로"
 TRADE_ROUTE_EXPORT_NAME:1 "[FIRSTMARKET.GetName] - [SECONDMARKET.GetName] [GOODS.GetTextIcon] [Goods.GetName] 수출로"
 TRADE_ROUTE_IMPORT_DESCRIPTION:1 "[Market.GetName]에서 [Goods.GetTextIcon][Nbsp][Goods.GetName] 수입 중"
 TRADE_ROUTE_EXPORT_DESCRIPTION:1 "[Market.GetName](으)로 [Goods.GetTextIcon][Nbsp][Goods.GetName] 수출 중"
 TO:0 "(으)로"
 FROM:0 "에서"

 IMPORT:0 "수입"
 EXPORT:0 "수출"
 ESTABLISH_IMPORT_ROUTE:0 "수입로 수립"
 ESTABLISH_EXPORT_ROUTE:0 "수출로 수립"

 ESTABLISH_IMPORT_ROUTE_TOOLTIP:0 "[ConcatIfNeitherEmpty( Goods.CanEstablishImportTradeRouteDesc, '\n$TOOLTIP_DELIMITER$\n' )]#header [Goods.GetMarket.GetName](으)로 [Goods.GetTextIcon] #v [Goods.GetName]#! 수입#!\n$TOOLTIP_DELIMITER$\n$BUY_ORDERS$: [Goods.GetMarketBuyOrdersWithTooltip]"
 ESTABLISH_EXPORT_ROUTE_TOOLTIP:0 "[ConcatIfNeitherEmpty( Goods.CanEstablishExportTradeRouteDesc, '\n$TOOLTIP_DELIMITER$\n' )]#header [Goods.GetMarket.GetName]에서 [Goods.GetTextIcon] #v [Goods.GetName]#! 수출#!\n$TOOLTIP_DELIMITER$\n$SELL_ORDERS$: [Goods.GetMarketSellOrdersWithTooltip]"

 TRADE_ROUTE_ADD:0 "[TradeRoute.GetIncreasedLevelPredictionTooltip]"
 TRADE_ROUTE_REDUCE:0 "[TradeRoute.GetDecreasedLevelPredictionTooltip]"

 TRADE_ROUTE_USED_CONVOYS_DESC:1 "필요 #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $CONVOY_COST$#!#!#! @convoys![concept_convoys]"
 TRADE_ROUTE_QUANTITY_DESC:2 "[Goods.GetName] 거래량: #tooltippable #tooltip:$BREAKDOWN_TAG$ #v $VAL|0$#!#!#!"
 TRADE_ROUTE_QUANTITY_ZERO_DESC:1 "거래된 [Goods.GetName] 없음"
 TRADE_ROUTE_TOOLTIP:3 "#header [TradeRoute.GetGoods.GetTextIcon] [TradeRoute.GetGoods.GetName] [TradeRoute.GetDirectionName] [concept_trade_route]#!\n$TOOLTIP_DELIMITER$\n[Concept('concept_market', '$concept_markets$')]: [TradeRoute.GetActingMarket.GetName] 및 [TradeRoute.GetRemoteMarket.GetName]\n무역로: [TradeRoute.GetExitPortState.GetName]에서 [TradeRoute.GetEntryPortState.GetName](으)로\n[TradeRoute.GetTradeCenterState.GetName] 내 [TradeRoute.GetTradeCenterBuilding.GetName]에서 관리 ([TradeRoute.GetOwner.GetName])\n\n[TradeRoute.GetTradeQuantityDesc]\n[TradeRoute.GetRevenueAfterTariffDesc]\n[TradeRoute.GetPriceImpactDesc][ConcatIfNeitherEmpty('\n',TradeRoute.GetNumUsedConvoysDesc)]\n[TradeRoute.GetCostDesc]\n\n[TradeRoute.GetPredictedFinalLevelDesc]"
 CANNOT_CREATE_NEW_IMPORT_ROUTE:0 "#header #N [SECONDMARKET.GetName]에서 [FIRSTMARKET.GetName](으)로 [Goods.GetTextIcon][Nbsp][Goods.GetName] 수입 불가#!#!"
 CANNOT_CREATE_NEW_EXPORT_ROUTE:0 "#header #N [FIRSTMARKET.GetName]에서 [SECONDMARKET.GetName](으)로 [Goods.GetTextIcon][Nbsp][Goods.GetName] 수출 불가#!#!"
 TRADE_QUANTITY_NEW_ROUTE_IMPORT:2 "#header [SECONDMARKET.GetName]에서 [FIRSTMARKET.GetName](으)로 [Goods.GetTextIcon][Nbsp][Goods.GetName] 수입#!"
 TRADE_QUANTITY_NEW_ROUTE_EXPORT:2 "#header [FIRSTMARKET.GetName]에서 [SECONDMARKET.GetName](으)로 [Goods.GetTextIcon][Nbsp][Goods.GetName] 수출#!"
 TRADE_QUANTITY_NEW_ROUTE_DETAILS:0 "예상 단계: #tooltippable #tooltip:$LEVEL_BREAKDOWN_TAG$ $LEVEL|v$#!#!\n예상 [Goods.GetTextIcon][Nbsp][Goods.GetName] 수출량: #tooltippable #tooltip:$VOLUME_BREAKDOWN_TAG$ $VOLUME|v0$#!#!\n[concept_tariffs] 부과 후 예상 [concept_trade_revenue]: #tooltippable #tooltip:$REVENUE_BREAKDOWN_TAG$ @money!$REVENUE|D+$#!#! (연간 @money!$PRODUCTIVITY|D+$/근로자)\n$PRICE_CHANGES$\n예상 @convoys![concept_convoys] 필요량: $CONVOYS|v$\n예상 @bur![concept_bureaucracy] 비용: #tooltippable #tooltip:$BUREAUCRACY_BREAKDOWN_TAG$ $BUREAUCRACY|v1$#!#!"

 TRADE_QUANTITY_BREAKDOWN:0 "$TRADE_POWER_BREAKDOWN$$TRADE_PENALTY_BREAKDOWN$"
 TRADE_ROUTE_PRICE_PROJECTION:0 "[FIRSTMARKET.GetName] 내 예상 가격: #v @money!$ACTING_NEW_PRICE$#! (기존: #v @money!$ACTING_OLD_PRICE$#!)\n[SECONDMARKET.GetName] 내 예상 가격: #v @money!$REMOTE_NEW_PRICE$#! (기존: #v @money!$REMOTE_OLD_PRICE$#!)"
 TRADE_ROUTE_QUANTITY_BASE:0 "[Goods.GetName] 기본 수량: #v $VALUE$#! x #v $LEVEL$#! 단계"
 TRADE_ROUTE_QUANTITY_ECONOMY_OF_SCALE:0 "[concept_trade_route] #v $LEVEL$#!단계 규모의 경제 보너스로 #v x$MULT$#!만큼 증폭"
 TRADE_ROUTE_QUANTITY_MOD_DESC:1 "[COUNTRY.GetName] 수량 변화 요인: #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|%=+0$#!#!#!"
 TRADE_ROUTE_EXPORTS_MOD_DESC:1 "[COUNTRY.GetName] 수출 변화 요인: #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|=+0$#!#!#!"
 TRADE_ROUTE_IMPORTS_MOD_DESC:1 "[COUNTRY.GetName] 수입 변화 요인: #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|=+0$#!#!#!"
 TRADE_ROUTE_DELTA_IMPORT_BREAKDOWN:0 "현재 수입: #tooltippable #v #tooltip:$PREV_BREAKDOWN_TAG$ $PREV_AMOUNT|0$#!#!#!\n예상 수입: #v #tooltippable #tooltip:$NEW_BREAKDOWN_TAG$ $NEW_AMOUNT|0$#!#!#!\n예상 변경치: #v $DELTA|+=1$#!"
 TRADE_ROUTE_DELTA_EXPORT_BREAKDOWN:0 "현재 수출: #tooltippable #v #tooltip:$PREV_BREAKDOWN_TAG$ $PREV_AMOUNT|0$#!#!#!\n예상 수출: #v #tooltippable #tooltip:$NEW_BREAKDOWN_TAG$ $NEW_AMOUNT|0$#!#!#!\n예살 변경치: #v $DELTA|+=1$#!"
 TRADE_ROUTE_NEW_IMPORT_BREAKDOWN:0 "예상 수입: #v #tooltippable #tooltip:$NEW_BREAKDOWN_TAG$ $NEW_AMOUNT|0$#!#!#!"
 TRADE_ROUTE_NEW_EXPORT_BREAKDOWN:0 "예상 수출: #v #tooltippable #tooltip:$NEW_BREAKDOWN_TAG$ $NEW_AMOUNT|0$#!#!#!"
 TRADE_ROUTE_DESIRED_QUANTITY_IMPORT:1 "#v $LEVELS$#!단계 [concept_trade_route] 희망 수입량: #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|0$#!#!#!"
 TRADE_ROUTE_DESIRED_QUANTITY_EXPORT:1 "#v $LEVELS$#!단계 [concept_trade_route] 희망 수출량: #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|0$#!#!#!"
 TRADE_ROUTE_DESIRED_QUANTITY_BREAKDOWN:0 "#v #tooltippable #tooltip:$BREAKDOWN_TAG$ $PER_LEVEL$#!#!#! x #v $LEVELS$#! [concept_trade_route] 단계)"
 TRADE_ROUTE_COMPETITIVENESS:0 "무역로 경쟁력: #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|0$#!#!#!"
 TRADE_ROUTE_COMPETITIVENESS_ZERO:0 "무역로 경쟁력: #v #tooltippable #tooltip:$BREAKDOWN_TAG$ #r $VAL|0$#!#!#!#!"
 TRADE_ROUTE_GOODS_EXPORT_HEADER:1 "[MARKET.GetName]에서의 [Goods.GetTextIcon][Nbsp][Goods.GetName] 수출 명세:"
 TRADE_ROUTE_TOTAL_DESIRED_EXPORTS:1 "현재 희망 수출량: #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|0$#!#!#!"
 TRADE_ROUTE_TOTAL_AVAILABLE_EXPORTS:0 "수출 잠재력: #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|0$#!#!#!"
 TRADE_ROUTE_GOODS_IMPORT_HEADER:1 "[MARKET.GetName](으)로의 [Goods.GetTextIcon][Nbsp][Goods.GetName] 수입 명세:"
 TRADE_ROUTE_TOTAL_DESIRED_IMPORTS:1 "현재 희망 수입량: #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|0$#!#!#!"
 TRADE_ROUTE_TOTAL_AVAILABLE_IMPORTS:0 "수입 잠재력: #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|0$#!#!#!"
 TRADE_ROUTE_NO_INTEREST_IN_REGIONS:0 "무역을 진행하려면 [COUNTRY.GetName] 또는 [TARGET_COUNTRY.GetName](이)가 상대 [Concept('concept_country','$concept_country_possessive$')] [concept_market]이 자리한 [concept_strategic_region]에 [concept_interest] 관계를 보유하고 있어야 함"
 TRADE_ROUTE_EXPORTS_CAPPED:0 "희망 수출량이 잠재력을 초과하여 무역량이 #v $POSSIBLE_QUANTITY|0$#!(으)로 제한됨 (#v $TOTAL_POSSIBLE_QUANTITY|0$#! x #v $QUANTITY_PERC|0%$#! 경쟁력 지분)"
 TRADE_ROUTE_IMPORTS_CAPPED:0 "희망 수입량이 잠재력을 초과하여 무역량이 #v $POSSIBLE_QUANTITY|0$#!(으)로 제한됨 (#v $TOTAL_POSSIBLE_QUANTITY|0$#! x #v $QUANTITY_PERC|0%$#! 경쟁력 지분)"
 TRADE_ROUTE_MARKET_LACKS_PORT:0 "[MARKET.GetName]에 항구가 부족하여 해당 [concept_trade_route]를 수립할 수 없습니다."
 TRADE_ROUTE_COMPETITION_ENTRY_EXPORTS:1 "[Country.GetAdjectiveNoFormatting] [concept_trade_route] - 희망 수출: #v #tooltippable #tooltip:$QUANTITY_BREAKDOWN_TAG$ $DESIRED_QUANTITY|0$#!#!#!, 경쟁력: #v #tooltippable #tooltip:$COMPETITIVENESS_BREAKDOWN_TAG$ $COMPETITIVENESS|0$#!#!#!"
 TRADE_ROUTE_COMPETITION_ENTRY_IMPORTS:1 "[Country.GetAdjectiveNoFormatting] [concept_trade_route] - 희망 수입: #v #tooltippable #tooltip:$QUANTITY_BREAKDOWN_TAG$ $DESIRED_QUANTITY|0$#!#!#!, 경쟁력: #v #tooltippable #tooltip:$COMPETITIVENESS_BREAKDOWN_TAG$ $COMPETITIVENESS|0$#!#!#!"
 TRADE_ROUTE_MAX_EXPORTS_BREAKDOWN:3 "#header [Goods.GetName]의 [Market.GetName] 수출 잠재력: #v $MAX_EXPORTS|0$#!#!\n$TOOLTIP_DELIMITER$\n현지 [concept_sell_orders]: #v $SELL_ORDERS|0$#!\n\n수출 잠재력은 현지 [concept_sell_orders]에서 #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $MULTIPLIER|%0$#!#!#!의 최대 수출 배율을 적용한 값과 같습니다."
 TRADE_ROUTE_MAX_IMPORTS_BREAKDOWN:3 "#header [Goods.GetName]의 [Market.GetName] 수입 잠재력: #v $MAX_IMPORTS|0$#!#!\n$TOOLTIP_DELIMITER$\n현지 [concept_buy_orders]: #v $BUY_ORDERS|0$#!\n\n수입 잠재력은 현지 [concept_buy_orders]에서 #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $MULTIPLIER|%0$#!#!#!의 최대 수입 배율을 적용한 값과 같습니다."
 TRADE_ROUTE_MIN_NUM_MAX_IMPORTS:0 "[concept_good]의 수입 잠재력은 [GetDefine( 'NEconomy', 'TRADE_ROUTE_MIN_TOTAL_IMPORTS' )] 미만으로 감소하지 않음"
 TRADE_ROUTE_EMPLOYMENT_IMPACT:0 "[Building.GetState.GetName] [Building.GetName]의 채용 단계로 인해 #v #n x$VALUE|$#!#!만큼 증폭"
 TRADE_ROUTE_EXPECTED_EXPORTS_GROWTH:0 "다른 [Concept('concept_country', '$concept_countries$')]에 속한 [Concept('concept_trade_route', '$concept_trade_routes$')]의 주간 성장으로 추가로 #v $EXPECTED_QUANTITY$|0#!의 수출 수요 발생 전망"
 TRADE_ROUTE_EXPECTED_IMPORTS_GROWTH:0 "다른 [Concept('concept_country', '$concept_countries$')]에 속한 [Concept('concept_trade_route', '$concept_trade_routes$')]의 주간 성장으로 추가로 #v $EXPECTED_QUANTITY$|0#!의 수입 수요 발생 전망"
 TRADE_ROUTE_PREDICTED_FINAL_LEVEL_INCREASE:0 "현재 [concept_market] 환경에서 해당 [concept_trade_route]는 무역소가 높은 고용 수준을 유지한다는 전제하에 #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $FINAL_LEVEL$#!#!#! 단계로 성장할 것으로 전망"
 TRADE_ROUTE_PREDICTED_FINAL_LEVEL_DECREASE:0 "현재 [concept_market] 환경에서 해당 [concept_trade_route]는 #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $FINAL_LEVEL$#!#!#! 단계로 축소될 것으로 전망"
 TRADE_ROUTE_PREDICTED_FINAL_LEVEL_NO_CHANGE:0 "현재 [concept_market] 환경에서 해당 [concept_trade_route]는 #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $CUR_LEVEL$#!#!#! 단계를 유지할 것으로 전망"
 TRADE_ROUTE_PREDICTED_FINAL_LEVEL_INCREASE_SHORT:1 "현재 #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $FINAL_LEVEL$#!#!#! 단계로 성장할 전망"
 TRADE_ROUTE_PREDICTED_FINAL_LEVEL_DECREASE_SHORT:1 "현재 #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $FINAL_LEVEL$#!#!#! 단계로 축소될 전망"
 TRADE_ROUTE_PREDICTED_FINAL_LEVEL_NO_CHANGE_SHORT:1 "현재 #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $CUR_LEVEL$#!#!#! 단계를 유지할 전망"
 TRADE_ROUTE_PREDICTED_FINAL_LEVEL_IMPACT:0 "#header [concept_trade_route] $LEVEL$ 단계의 예상 효과#!\n$TOOLTIP_DELIMITER$\n$DETAILS$"
 TRADE_ROUTE_PREDICTED_VOLUME:0 "예상 [Goods.GetName] 거래량: #tooltippable #tooltip:$BREAKDOWN_TAG$ #v $VOLUME|0$#!#!#!"
 TRADE_ROUTE_REVENUE_AFTER_TARIFF:0 "[concept_tariffs] 적용 후 [concept_trade_revenue]: #tooltippable #tooltip:$BREAKDOWN_TAG$ @money!$REVENUE_AFTER_TARIFF|D+$#!#! (연간 @money!$PRODUCTIVITY|D+$/근로자)"
 TRADE_ROUTE_PREDICTED_REVENUE_AFTER_TARIFF:0 "[concept_tariffs] 적용 후 예상 [concept_trade_revenue]: #tooltippable #tooltip:$BREAKDOWN_TAG$ @money!$REVENUE_AFTER_TARIFF|D+$#!#! (연간 @money!$PRODUCTIVITY|D+$/근로자)"
 TRADE_ROUTE_REVENUE_BREAKDOWN:0 "#header [concept_trade_revenue]: @money!$REVENUE|D+$#!\n$TOOLTIP_DELIMITER$\n[Goods.GetName] 거래량: $VOLUME|v0$\n개당 [concept_trade_revenue]: @money!$PROFIT|Dv$\n\n@information! [concept_trade_revenue]은 수입 [concept_market]의 평균 판매 가격(@money!$AVERAGE_IMPORTING_PRICE|Dv$)에서 수출 [concept_market]의 평균 구매 가격(@money!$AVERAGE_EXPORTING_PRICE|Dv$)을 차감한 후 개수를 곱하여 산출함"
 TRADE_ROUTE_PREDICTED_REVENUE_BREAKDOWN:0 "#header 예상 [concept_trade_revenue]: @money!$REVENUE|D+$#!\n$TOOLTIP_DELIMITER$\n[Goods.GetName] 거래량: $VOLUME|v0$\n개당 [concept_trade_revenue]: @money!$PROFIT|Dv$\n\n@information! [concept_trade_revenue]은 수입 [concept_market]의 평균 판매 가격(@money!$AVERAGE_IMPORTING_PRICE|Dv$)에서 수출 [concept_market]의 평균 구매 가격(@money!$AVERAGE_EXPORTING_PRICE|Dv$)을 차감한 후 개수를 곱하여 산출함"
 TRADE_ROUTE_REVENUE_AFTER_TARIFF_BREAKDOWN:0 "#header [concept_tariffs] 적용 후 [concept_trade_revenue]: @money!$REVENUE_AFTER_TARIFF|D+$ (연간 @money!$PRODUCTIVITY|D+$/근로자)#!\n$TOOLTIP_DELIMITER$\n[concept_trade_route] 단계: $LEVEL|v$\n[Goods.GetName] 수량: $VOLUME|0v$\n[concept_trade_revenue]: #tooltippable #tooltip:$REVENUE_BREAKDOWN$ @money!$REVENUE|D+$#!#!\n[concept_tariffs]: #tooltippable #tooltip:$TARIFF_BREAKDOWN$ @money!$TARIFF|D+$#!#!"
 TRADE_ROUTE_PREDICTED_REVENUE_AFTER_TARIFF_BREAKDOWN:0 "#header [concept_tariffs] 적용 후 예상 [concept_trade_revenue]: @money!$REVENUE_AFTER_TARIFF|D+$ (연간 @money!$PRODUCTIVITY|D+$/근로자)#!\n$TOOLTIP_DELIMITER$\n[concept_trade_route] 단계: $LEVEL|v$\n[Goods.GetName] 수량: $VOLUME|0v$\n[concept_trade_revenue]: #tooltippable #tooltip:$REVENUE_BREAKDOWN$ @money!$REVENUE|D+$#!#!\n[concept_tariffs]: #tooltippable #tooltip:$TARIFF_BREAKDOWN$ @money!$TARIFF|D+$#!#!"
 TRADE_ROUTE_PRICE_CHANGE:1 "[Market.GetName] 내 [Goods.GetName]에 대한 가격 영향: @money!$BEFORE_PRICE|1v$ @arrow_right! @money!$AFTER_PRICE|1v$"
 TRADE_ROUTE_PREDICTED_PRICE_CHANGE:1 "[Market.GetName] 내 [Goods.GetName]에 대한 가격 영향 예상: @money!$BEFORE_PRICE|1v$ @arrow_right! @money!$AFTER_PRICE|1v$"
 TRADE_ROUTE_TARIFF_BREAKDOWN:0 "#header 지불한 [concept_tariffs]: #tooltippable #tooltip:$BREAKDOWN_TAG$ @money!$TOTAL_TARIFF|D-$#!#!#!\n$TOOLTIP_DELIMITER$\n$DETAILS$\n\n@information! [concept_trade_route]에서 지불하는 [concept_tariffs]는 기본 [Concept('concept_tariffs','$concept_tariff$')]에 수입 및 수출 [Concept('concept_tariffs','$concept_tariff$')]율을 곱하여 산출함"
 TRADE_ROUTE_TARIFF_BASE_BREAKDOWN:0 "#header 기본 [Concept('concept_tariffs','$concept_tariff$')]: @money!$TARIFF_BASE|Dv$#!\n$TOOLTIP_DELIMITER$\n[Goods.GetName] 수량: $VOLUME|0v$\n[concept_base_price]: @money!$BASE_PRICE|0v$\n\n@information! 기본 [Concept('concept_tariffs','$concept_tariff$')]는 거래량에 거래 [Concept('concept_good', '$concept_goods$')]의 [concept_base_price]을 곱하여 산출함"
 TRADE_ROUTE_TARIFF_BASE:0 "기본 [Concept('concept_tariffs','$concept_tariff$')]: #tooltippable #tooltip:$BREAKDOWN_TAG$ @money!$TARIFF_BASE|Dv$#!#!"
 TRADE_ROUTE_TARIFF_RATE_SINGLE:0 "[Market.GetName] 내 [Goods.GetName]에 대한 $EXPORT_IMPORT$ [concept_tariffs]: $TARIFF_RATE|v%$"
 TRADE_ROUTE_TARIFF_RATE_TOTAL:0 "[Goods.GetName]에 대한 총 [Concept('concept_tariffs','$concept_tariff$')]율: #tooltippable #tooltip:$BREAKDOWN_TAG$ $TARIFF_RATE|v%$#!#!"
 
 TRADE_ROUTE_AUTO_INCREASE_MAX_LEVEL:0 "[concept_trade_route]는 최고 단계 [GetDefine( 'NEconomy', 'TRADE_ROUTE_MAX_LEVEL' )|v] 이상이므로 #v $TARGET_LEVEL$#! 단계로 성장하지 않을 것임"
 TRADE_ROUTE_AUTO_INCREASE_NOT_FULLY_EMPLOYED:0 "[concept_trade_route]는 [Building.GetName] 고용이 [GetDefine( 'NEconomy', 'TRADE_ROUTE_AUTO_INCREASE_EMPLOYMENT_THRESHOLD' )|v] 미만인 동안에는 #v $TARGET_LEVEL$#! 단계로 성장하지 않을 것임"
 TRADE_ROUTE_AUTO_INCREASE_GOODS_VOLUME_NOT_IMPROVED:0 "[concept_trade_route]는 [Concept('concept_good', '$concept_goods$')] 거래량이 증가하지 않아 #v $TARGET_LEVEL$#! 단계로 성장하지 않을 것임"
 TRADE_ROUTE_AUTO_INCREASE_REVENUE_WOULD_DECREASE:1 "[concept_trade_route]는 [concept_tariffs] 부과 후 총 [concept_trade_revenue]이 지나치게 감소하여 #v $TARGET_LEVEL$#! 단계로 성장하지 않을 것임 (#tooltippable #tooltip:$BREAKDOWN_OLD$ @money!$OLD_REVENUE|D+$#!#! @arrow_right! #tooltippable #tooltip:$BREAKDOWN_NEW$ @money!$NEW_REVENUE|D+$#!#!)"
 TRADE_ROUTE_AUTO_INCREASE_PRODUCTIVITY_TOO_LOW:1 "[concept_trade_route]는 [concept_tariffs] 부과 후 연간 근로자당 [concept_trade_revenue]이 감소해 @money![GetDefine('NEconomy','TRADE_ROUTE_AUTO_INCREASE_LOW_PRODUCTIVITY_THRESHOLD')|Dv] 미만이 되므로 #v $TARGET_LEVEL$#! 단계로 성장하지 않을 것임 (#tooltippable #tooltip:$BREAKDOWN_OLD$ @money!$OLD_PRODUCTIVITY|D+$#!#! @arrow_right! #tooltippable #tooltip:$BREAKDOWN_NEW$ @money!$NEW_PRODUCTIVITY|D+$#!#!)"
 TRADE_ROUTE_AUTO_INCREASE_NOT_ENOUGH_CONVOYS:0 "성장 시 [concept_convoys]를 지나치게 많이 사용하게 되므로 [concept_trade_route]가 #v $TARGET_LEVEL$#! 단계 이상으로 성장하지 않을 것임 (성장에 @convoys!$REQUIRED_CONVOYS|v$ [concept_convoys] 필요, @convoys!$AVAILABLE_CONVOYS|v$ [concept_convoys] 이용 가능)"
 TRADE_ROUTE_AUTO_REDUCE_MAX_LEVEL:0 "[concept_trade_route]는 최고 단계 [GetDefine( 'NEconomy', 'TRADE_ROUTE_MAX_LEVEL' )|v] 이상이므로 #v $TARGET_LEVEL$#! 단계로 축소될 것임"
 TRADE_ROUTE_AUTO_REDUCE_NO_TRADED_GOODS:0 "[concept_trade_route]는 현재 어떤 [Concept('concept_good', '$concept_goods$')]도 거래하고 있지 않으므로 #v $TARGET_LEVEL$#! 단계로 축소될 것임"
 TRADE_ROUTE_AUTO_REDUCE_SAME_OR_IMPROVED_GOODS_VOLUME:0 "[concept_trade_route]는 [Concept('concept_good', '$concept_goods$')] 거래량이 감소하지 않아 #v $TARGET_LEVEL$#! 단계로 축소될 것임"
 TRADE_ROUTE_AUTO_REDUCE_REVENUE_WOULD_IMPROVE:1 "[concept_trade_route]는 [concept_tariffs] 부과 후 총 [concept_trade_revenue]이 크게 증가하므로 #v $TARGET_LEVEL$#! 단계로 축소될 것임 (#tooltippable #tooltip:$BREAKDOWN_OLD$ @money!$OLD_REVENUE|D+$#!#! @arrow_right! #tooltippable #tooltip:$BREAKDOWN_NEW$ @money!$NEW_REVENUE|D+$#!#!)"
 TRADE_ROUTE_AUTO_REDUCE_NOT_ENOUGH_CONVOYS:0 "[concept_trade_route]는 [concept_supply_network] 환경이 개선되므로 #v $TARGET_LEVEL$#! 단계로 축소될 것임 (@convoys!$REQUIRED_CONVOYS|v$ [concept_convoys] 필요, @convoys!$AVAILABLE_CONVOYS|v$ [concept_convoys] 이용 가능)"
 TRADE_ROUTE_AUTO_REDUCE_INSUFFICIENT_EMPLOYMENT:0 "[concept_trade_route]는 [Building.GetName]이 [GetDefine( 'NEconomy', 'TRADE_ROUTE_AUTO_REDUCTION_EMPLOYMENT_THRESHOLD' )|v] 이상의 고용을 유지하고 있으므로 #v $TARGET_LEVEL$#! 단계로 축소될 것임"
 
 TRADE_ROUTE_COST_TRADE_AGREEMENT:0 "[concept_trade_agreement]으로 인한 @bur! [concept_bureaucracy] 비용 없음"
 TRADE_ROUTE_COST:0 "유지에 #tooltippable #tooltip:$BREAKDOWN_TAG$ $COST|v0$#!#!의 @bur![concept_bureaucracy] 소모"
 TRADE_ROUTE_COST_BREAKDOWN:0 "#header [concept_trade_route] @bur![concept_bureaucracy] 비용: $COST|v1$#!\n$TOOLTIP_DELIMITER$\n$COST_DESC$[ConcatIfNeitherEmpty('\n','$MODIFIER_DESC$')]"
 
 GOODS_MAX_EXPORTS_HEADER:0 "#header [Market.GetName] 내 [Goods.GetName]의 최대 수출 배율: #v $VALUE|%$#!#!\n$TOOLTIP_DELIMITER$\n$DETAILS$"
 GOODS_MAX_EXPORTS_EMBARGO:0 "[concept_embargo]: #v $VALUE|%+$#!"
 GOODS_MAX_EXPORTS_NO_FACTORS:0 "현재 [Market.GetName] 내 [Goods.GetName]의 최고 수출량에 영향을 주는 변화 요인 없음"
 GOODS_MAX_IMPORTS_HEADER:0 "#header [Market.GetName] 내 [Goods.GetName]의 최대 수입 배율: #v $VALUE|%$#!#!\n$TOOLTIP_DELIMITER$\n$DETAILS$"
 GOODS_MAX_IMPORTS_NO_FACTORS:0 "현재 [Market.GetName] 내 [Goods.GetName]의 최고 수입량에 영향을 주는 변화 요인 없음"
 
 TRADE_ROUTE_MARKET_NOT_ALLOWED:1 "[MARKET.GetName](은)는 고립주의 무역 정책에 따라 [Concept('concept_trade_route', '$concept_trade_routes$')]를 보유할 수 없음"
 TRADE_ROUTE_GOODS_BANNED:0 "[MARKET.GetName]에서 [GOODS.GetName]에 대한 금지령이 활성화되어 있음"
 TRADE_ROUTE_EMBARGO:0 "[MARKET.GetOwner.GetName](은)는 [Country.GetName]에 [concept_embargo]를 시행 중임"

 OTHER_COUNTRIES_TRADE_ROUTES:1 "[MarketGoods.GetMarket.GetOwner.GetName](와)과 연결된 다른 국가의 무역로 ([MarketGoods.GetNumOthersOwnedTradeRoutes]):"

 TRADE_ROUTE_EMPTY_STATE:0 "[Market.GetName]에 [Concept('concept_trade_route', '$concept_trade_routes$')] 없음"
 NEW_IMPORT_ROUTE:0 "새로운 수입로"
 NEW_EXPORT_ROUTE:0 "새로운 수출로"

 SUPPLY_NETWORK_EMPTY_STATE:0 "[Country.GetName]에 [concept_supply_network] 없음"

 TRADE_PENALTY_SUPPLY_NETWORK:0 "[concept_supply_network] 효력: #v $VAL|=+%0$#!"
 TRADE_ROUTE_DOMESTIC_TRADE_BONUS:0 "국내 [concept_trade_route]: #v $VAL|=+1$#!"
 TRADE_ROUTE_TRADE_AGREEMENT_BONUS:0 "활성화된 [concept_trade_agreement]: #v $VAL|=+1$#!"

 TRADE_ROUTE_COMPETITIVENESS_DESC:0 "#header [concept_trade_route] 경쟁력#!: #v $VAL|1$#!\n$TOOLTIP_DELIMITER$\n$DETAILS$"
 COMPETITIVENESS_TRADE_ROUTE_LEVEL:1 "[concept_trade_route] 하나당 기본 수량: #v $VAL|1$#!"
 COMPETITIVENESS_DOMESTIC_TRADE_BONUS:0 "국내 [concept_trade_route]: #v #p +x$VAL|1$#!#!"
 COMPETITIVENESS_TRADE_AGREEMENT_BONUS:0 "[concept_trade_agreement] 활성화: #v #p +x$VAL|1$#!#!"
 COMPETITIVENESS_SHIPPING_LANE_STRENGTH:1 "낮은 [concept_shipping_lane_effectiveness]: #v #n x$VAL|2$#!#!"

 TRADE_AMOUNT_DELTA:0 "(#v $VAL|+=D$#!)"

 TRADE_ROUTE_CANCEL:0 "#variable [TradeRoute.GetExportingMarket.GetName]#!에서 #variable [TradeRoute.GetGoods.GetTextIcon] [TradeRoute.GetGoods.GetName]#! 무역 중지"

 TRADE_ROUTE_BEING_ESTABLISHED:0 "구성 중"
 TRADE_ROUTE_ZERO_TRADES:0 "비활성화"

 same_import_export_market:0 "같은 시장 내 수입 수출은 불가능"

 TRADE_ROUTE_LOCKED_FROM_CANCELLING:0 "#v $DATE$#!까지 무역로 단계 하락 불가"
 TRADE_ROUTE_WOULD_YIELD_NO_GOODS:1 "[Concept('concept_good', '$concept_goods$')]의 무역량이 #v 0#!이 됨"
 TRADE_ROUTE_ALREADY_EXISTS:0 "이미 해당 시장 사이에 [Goods.GetName] [concept_trade_route] 보유 중"
 TRADE_ROUTE_EMBARGOED_GOODS:2 "당신은 [MARKET.GetName] 시장에 참여 중이지 않으며 해당 시장에서 [Goods.GetTextIcon][Nbsp][Goods.GetName](은)는 [Concept('concept_embargo', '$concept_embargoed$')] 상태임"
 INSUFFICIENT_SELL_ORDERS:0 "[MARKET.GetName] 내 공급 부족량 x $RATIO|-%1$: $VAL|vD$\n$TAB$[MARKET.GetName] 내 유효 판매 주문: $SELL_ORDERS|vD$\n$TAB$총 수입 수요: $TOTAL_DEMAND|vD$"
 TRADE_ROUTE_UNREACHABLE:1 "해당 [concept_market]에 도달할 수단이 없음"

 MARKET_NAME_WITH_STATUS_ISOLATED:0 "#bold [MARKET.GetNameNoFormatting]#! #maximum (고립)#!"
 MARKET_NAME_WITH_STATUS:0 "#bold [MARKET.GetNameNoFormatting]#!"

 PEACE_ACCEPTANCE_SUMMARY:0 "#title 수용 점수: #bold $VAL|+$#!#!"
 PEACE_ACCEPTANCE_BASE_VALUE:0 "기본 수치: #bold $VAL|=+$#!"
 PEACE_ACCEPTANCE_WAR_SUPPORT:0 "[concept_war_support]: #bold $VAL|=+$#!"
 PEACE_ACCEPTANCE_WAR_LEADER:0 "전쟁 지도자: #bold $VAL|=+$#!"
 PEACE_ACCEPTANCE_WHITE_PEACE:0 "정전 협정: #bold $VAL|=+$#!"
 PEACE_ACCEPTANCE_OWN_WAR_GOALS:1 "$ADJ$ [Concept('concept_war_goal', '$concept_war_goals$')] 압박: #bold $VAL|=+$#!"
 PEACE_ACCEPTANCE_ALLY_WAR_GOALS:1 "동맹 [Concept('concept_war_goal', '$concept_war_goals$')] 압박: #bold $VAL|=+$#!"
 PEACE_ACCEPTANCE_ENEMY_WAR_GOALS_ON_SELF:1 "$COUNTRY$에 [Concept('concept_war_goal', '$concept_war_goals$')] 압박: #bold $VAL|=+$#!"
 PEACE_ACCEPTANCE_ENEMY_WAR_GOALS_ON_ALLY:1 "[Concept('concept_war_goal', '$concept_war_goals$')] 동맹 압박: #bold $VAL|=+$#!"
 PEACE_ACCEPTANCE_TOTAL_VICTORY:0 "완전한 승리: #bold $VAL|=+$#!"
 ADD_WARGOAL_ITEM:0 "#header [WarGoal.GetName]#!\n$TOOLTIP_DELIMITER$\n소유주: [WarGoal.GetHolder.GetName]\n대상: [WarGoal.GetTarget.GetName]\n효과: [WarGoal.GetDesc]\n[ConcatIfNeitherEmpty(WarGoal.GetDiplomaticIncidentDesc, '\n')][ConcatIfNeitherEmpty(AddWarGoalPanel.GetDiplomaticPlay.GetCanAddWarGoalString( WarGoal.Self ), '\n')]"

 UNIFICATION_SUPPORT_ATTITUDE_SCORE:0 "#v [Country.GetAttitudeTowards(COUNTRY_THIRD_PARTY.Self).GetName]#! 태도: #v $VALUE$#!"
 UNIFICATION_SUPPORT_RELATIONS_SCORE:0 "#v [Country.GetRelationsWithDesc(COUNTRY_THIRD_PARTY.Self)]! 관계: #v $VALUE$#!"
 UNIFICATION_SUPPORT_RANK_SCORE:0 "[Country.GetName](이)가 #v [COUNTRY.GetRank]#!임: #v $VALUE$#!"

 UNIFICATION_SUPPORT_FOR_CANDIDATES_ENTRY:0 "[Country.GetName]: #tooltippable #tooltip:$BREAKDOWN_TAG$ #v $VALUE$#!#!#!"
 UNIFICATION_SUPPORT_FOR_CANDIDATES_DESC:0 "[CountryFormation.GetAdjective] [Concept('concept_unification_candidate', '$concept_unification_candidates$')] 지지:\n$DETAILS$"
 UNIFICATION_CANDIDATE_SUPPORT_BREAKDOWN:0 "#header [CountryFormation.GetName] [concept_unification_candidate] 인정과 관련된 [Country.GetAdjectiveNoFormatting]의 [COUNTRY_THIRD_PARTY.GetName] 지지: #v $VALUE$#!#!\n$TOOLTIP_DELIMITER$\n$DETAILS$"

 NO_VALID_WAR_GOALS:1 "유효한 [Concept('concept_war_goal', '$concept_war_goals$')] 없음"

 WARGOAL_TOOLTIP:2 "#header [WarGoal.GetName]#!\n$TOOLTIP_DELIMITER$\n소유주: [WarGoal.GetHolder.GetName]\n대상: [WarGoal.GetTarget.GetName]\n효과: [WarGoal.GetDesc][ConcatIfNeitherEmpty('\n\n',WarGoal.GetInfamyDesc)][ConcatIfNeitherEmpty('\n\n', WarGoal.GetManeuversCostDesc)][ConcatIfNeitherEmpty('\n\n',WarGoal.GetStatusString)]"
 WARGOAL_ACTIVE_TOOLTIP:0 "#header [WarGoal.GetName]#!\n$TOOLTIP_DELIMITER$\n소유주: [WarGoal.GetHolder.GetName]\n대상: [WarGoal.GetTarget.GetName]\n효과: [WarGoal.GetDesc][ConcatIfNeitherEmpty('\n\n',WarGoal.GetInfamyDesc)][ConcatIfNeitherEmpty('\n\n',WarGoal.GetStatusString)]"
 WARGOAL_INFAMY_DESC:0 "해당 사항을 요구한 결과 [WAR_GOAL.GetHolder.GetName]에 #tooltippable #tooltip:$BREAKDOWN_TAG$ [WAR_GOAL.GetInfamyAmount|-1]#!#!의 [concept_infamy] 발생"
 WARGOAL_POTENTIAL_INFAMY_DESC:0 "해당 사항을 요구할 경우 [WAR_GOAL.GetHolder.GetName]에 #tooltippable #tooltip:$BREAKDOWN_TAG$ [WAR_GOAL.GetInfamyAmount|-1]#!#!의 [concept_infamy] 발생"
 WARGOAL_MANEUVERS_COST_DESC:1 "해당 사항 요구는 #tooltippable #tooltip:$BREAKDOWN_TAG$ [WAR_GOAL.CalcManeuversCost|v]#!#!의 [Concept('concept_maneuver', '$concept_maneuvers$')]을 소모함"
 WARGOAL_IS_INVALID:0 "해당 [concept_war_goal]는 #N 비유효#!하며 [WarGoal.GetHolder.GetName](이)가 압박할 수 없음:#!\n$ERRORS$"
 WARGOAL_IS_EXECUTED:0 "[WAR_GOAL.GetWar.GetName]의 [concept_war_goal]가 단행됨"
 WARGOAL_IS_DEMANDED:0 "해당 [concept_war_goal]는 [concept_diplomatic_play]에서 요구 사항으로 제시됨"
 WARGOAL_IS_PRESSED:1 "해당 [concept_war_goal]는 [WAR_GOAL.GetWar.GetName]에서 [WarGoal.GetHolder.GetName](이)가 #P 압박#! 중이며 연루된 모든 국가가 현재 [concept_peace_deal]을 수용할 시 단행됨"
 WARGOAL_IS_NOT_PRESSED:1 "해당 [concept_war_goal]는 [WAR_GOAL.GetWar.GetName]에서 [WarGoal.GetHolder.GetName](이)가 #N 압박하고 있지 않으며#!, 연루된 모든 국가가 현재 [concept_peace_deal]을 수용할 시 단행되지 않음"
 OBLIGATION_MANEUVERS_COST:0 "@maneuvers![GetDefine( 'NDiplomacy', 'SWAY_OFFER_OBLIGATION_MANEUVERS_COST' )|v]"
 OBLIGATION_MANEUVERS_COST_TOOLTIP:1 "#header [concept_obligation]#!\n[Concept('concept_maneuver', '$concept_maneuvers$')] 비용: @maneuvers![GetDefine( 'NDiplomacy', 'SWAY_OFFER_OBLIGATION_MANEUVERS_COST' )|v]\n[DiplomaticPlay.GetNumManeuversRemaining(GetPlayer.Self)|v] [Concept('concept_maneuver', '$concept_maneuvers$')] 남음"

 WARGOAL_MANEUVERS_COST:0 "@maneuvers![WarGoal.CalcManeuversCost|v]"
 WARGOAL_MANEUVERS_COST_TOOLTIP:1 "#header [concept_war_goal] [Concept('concept_maneuver', '$concept_maneuvers$')] 비용: [WarGoal.CalcManeuversCost|v]#!\n$TOOLTIP_DELIMITER$\n[WarGoal.GetManeuversCostDesc]\n[WarGoal.GetDiplomaticPlay.GetNumManeuversRemaining(GetPlayer.Self)|v] [Concept('concept_maneuver', '$concept_maneuvers$')] 남음"
 WARGOAL_INFAMY_TOOLTIP:0 "#header [concept_war_goal] [concept_infamy]: [WarGoal.GetInfamyAmount|-1]#!\n$TOOLTIP_DELIMITER$\n[WarGoal.GetInfamyDesc]"
 WARGOAL_INFAMY:0 "@infamy![WarGoal.GetInfamyAmount|-1]"

 WAR_SUPPORT_CANNOT_BE_NEGATIVE:0 "대상이 수도를 보유 중이고 다음 전쟁 목표를 점유하고 있지 않은 관계로 [concept_war_support]는 #variable 0#! 미만으로 감소하지 않음:"
 WAR_SUPPORT_CANNOT_BE_NEGATIVE_WAR_GOAL_ENTRY:0 "- [WAR_GOAL.GetName]"

 WAR_PANEL_CURRENT_PEACE_DEAL_PROPOSER:0 "[WarPanel.GetWar.GetCountryProposingPeace.GetName]의 제안"
 WAR_PANEL_NO_CURRENT_PEACE_DEAL:0 "현재 진행 중인 [concept_peace_deal] 없음"
 WAR_PANEL_CURRENT_PEACE_DEAL:1 "현재 진행 중인 [concept_peace_deal]"
 WAR_PANEL_OVERVIEW:0 "개요"
 WAR_PANEL_PEACE:0 "평화 협정 체결"
 WAR_PANEL_PEACE_TOOLTIP:2 "#header $WAR_PANEL_CURRENT_PEACE_DEAL$#!\n$TOOLTIP_DELIMITER$\n#title [Concept('concept_war_goal', '$concept_war_goals$')] 압박:#!\n[War.GetPressedWarGoalsString]\n\n[ConcatIfNeitherEmpty(War.GetPeaceDealValidationDesc, '\n' )][War.GetAcceptActivePeaceDealDesc]"
 WAR_PANEL_ALL_ACCEPT_PEACE:2 "@green_checkmark_box! #bold 모든 참여자가 해당 [concept_peace_deal]에 동의합니다.#!"
 WAR_PANEL_NONE_ACCEPT_PEACE:2 "@red_cross! #bold 해당 [concept_peace_deal]에 동의하는 참여자가 없습니다.#!"
 WAR_PANEL_ACCEPT_PEACE_ONE:2 "@green_checkmark_box! $COUNTRY$(이)가 해당 [concept_peace_deal]에 #bold 동의합니다#!."
 WAR_PANEL_ACCEPT_PEACE_LIST:2 "@green_checkmark_box! $LIST$(이)가 해당 [concept_peace_deal]에 #bold 동의합니다#!."
 WAR_PANEL_NOT_ACCEPT_PEACE_ONE:2 "@red_cross! $COUNTRY$(이)가 해당 [concept_peace_deal]에 #bold 동의하지 않습니다#!."
 WAR_PANEL_NOT_ACCEPT_PEACE_LIST:2 "@red_cross! $LIST$(이)가 해당 [concept_peace_deal]에 #bold 동의하지 않습니다#!."
 WAR_PANEL_LIKELY_ACCEPT_PEACE_ONE:2 "@green_checkmark_box! $COUNTRY$(이)가 해당 [concept_peace_deal]에 #bold 동의할 가능성이 큽니다#!."
 WAR_PANEL_LIKELY_ACCEPT_PEACE_LIST:2 "@green_checkmark_box! $LIST$(이)가 해당 [concept_peace_deal]에 #bold 동의할 가능성이 큽니다#!."
 WAR_PANEL_LIKELY_NOT_ACCEPT_PEACE_ONE:2 "@red_cross! $COUNTRY$(이)가 해당 [concept_peace_deal]에 #bold 동의하지 않을 가능성이 큽니다#!."
 WAR_PANEL_LIKELY_NOT_ACCEPT_PEACE_LIST:2 "@red_cross! $LIST$(이)가 해당 [concept_peace_deal]에 #bold 동의하지 않을 가능성이 큽니다#!."
 WAR_PANEL_ACCEPT_PEACE:1 "해당 [concept_peace_deal]을 #bold #N 수용하지 않습니다#!#!."
 WAR_PANEL_NOT_ACCEPT_PEACE:1 "해당 [concept_peace_deal]을 수용합니다."
 WAR_PANEL_PEACE_YES:1 "#header 평화 수용#!\n$TOOLTIP_DELIMITER$\n#variable $COUNTRY$#!(이)가 현재 [concept_peace_deal]을 #P #bold 수용#!#!할 것입니다.\n\n$BREAKDOWN$"
 WAR_PANEL_PEACE_NO:1 "#header 평화 수용#!\n$TOOLTIP_DELIMITER$\n#variable $COUNTRY$#!(이)가 현재 [concept_peace_deal]을 #N #bold 거부#!#!할 것입니다.\n\n$BREAKDOWN$"
 WAR_PANEL_PEACE_PLAYER:0 "플레이어가 조작하는 세력인 관계로, 해당 플레이어의 결정에 달렸습니다."
 WAR_PANEL_CAPITULATE:0 "항복"
 WAR_PANEL_CAPITULATE_TOOLTIP:0 "즉시 전쟁을 포기합니다. 우리를 대상으로 하는 모든 전쟁 목표가 단행됩니다.\n[GetDesc(WarPanel.GetWar.Capitulate(GetPlayer.Self))]"
 WAR_PANEL_PROPOSE_PEACE_DEAL:0 "[concept_peace_deal] 제안"
 WAR_PANEL_PROPOSE_PEACE:0 "[concept_peace_deal] 제안"
 WAR_PANEL_PROPOSE_PEACE_TOOLTIP:0 "#header $WAR_PANEL_PROPOSE_PEACE$#!\n$TOOLTIP_DELIMITER$\n제안된 [concept_peace_deal]을 바탕으로 다른 모든 협상 당사국에 평화를 제안합니다.[ConcatIfNeitherEmpty('\n\n',GetDesc(WarPanel.GetWar.ProposePeaceDeal(GetPlayer.Self)))]\n\n[WarPanel.GetWar.GetAcceptProposedPeaceDealDesc(GetPlayer.Self)]"
 WAR_PANEL_WHITE_PEACE:0 "정전 협정"
 WAR_PANEL_SET_WHITE_PEACE:0 "정전 협정 조건 설정"
 WAR_PANEL_SET_WHITE_PEACE_TOOLTIP:0 "#header $WAR_PANEL_SET_WHITE_PEACE$#!\n$TOOLTIP_DELIMITER$\n제안된 [concept_peace_deal]에서 모든 압박 중인 [Concept('concept_war_goal', '$concept_war_goals$')]를 제거합니다.[ConcatIfNeitherEmpty('\n\n',GetDesc(WarPanel.GetWar.SetWhitePeace(GetPlayer.Self)))]\n\n[WarPanel.GetWar.GetAcceptWhitePeaceDealDesc]"

 CANNOT_CAPITULATE_OVERLORD_IN_WAR:0 "당신의 종주국이 참전하고 있는 동안에는 항복할 수 없습니다."
 CANNOT_CAPITULATE_SOVEREIGNTY_VIOLATED:0 "우리의 주권을 침해당해 참전한 전쟁에서는 항복할 수 없습니다."
 CANNOT_CAPITULATE_OVERLORD_WARGOAL_STAKEHOLDER:0 "당신의 종주국이 당신의 국가를 대상으로 하는 전쟁 목표의 이해 당사자인 동안에는 항복할 수 없습니다."
 WAR_PANEL_PARTICIPANT_TOOLTIP:0 "[WarParticipant.GetWarSupportDesc]\n$TOOLTIP_DELIMITER$\n[WarParticipant.GetWarSupportDescDelayed]\n[WarParticipant.GetExhaustionDesc]"
 WAR_RIGHT_LEADER_TOOLTIP:0 "[War.AccessRightSideLeaderParticipant.GetWarSupportDesc]\n$TOOLTIP_DELIMITER$\n[War.AccessRightSideLeaderParticipant.GetWarSupportDescDelayed]\n[War.AccessRightSideLeaderParticipant.GetExhaustionDesc]"
 WAR_LEFT_LEADER_TOOLTIP:0 "[War.AccessLeftSideLeaderParticipant.GetWarSupportDesc]\n$TOOLTIP_DELIMITER$\n[War.AccessLeftSideLeaderParticipant.GetWarSupportDescDelayed]\n[War.AccessLeftSideLeaderParticipant.GetExhaustionDesc]"
 WAR_ATTACKER_LEADER_TOOLTIP:0 "[War.AccessAttackerLeaderParticipant.GetWarSupportDesc]\n$TOOLTIP_DELIMITER$\n[War.AccessAttackerLeaderParticipant.GetWarSupportDescDelayed]\n[War.AccessAttackerLeaderParticipant.GetExhaustionDesc]"
 WAR_DEFENDER_LEADER_TOOLTIP:0 "[War.AccessDefenderLeaderParticipant.GetWarSupportDesc]\n$TOOLTIP_DELIMITER$\n[War.AccessDefenderLeaderParticipant.GetWarSupportDescDelayed]\n[War.AccessDefenderLeaderParticipant.GetExhaustionDesc]"
 WAR_PANEL_RIGHT_LEADER_TOOLTIP:0 "[WarPanel.AccessWar.AccessParticipant(WarPanel.GetRightLeader).GetWarSupportDesc]\n$TOOLTIP_DELIMITER$\n[WarPanel.AccessWar.AccessParticipant(WarPanel.GetRightLeader).GetWarSupportDescDelayed]\n[WarPanel.AccessWar.AccessParticipant(WarPanel.GetRightLeader).GetExhaustionDesc]"
 WAR_PANEL_LEFT_LEADER_TOOLTIP:0 "[WarPanel.AccessWar.AccessParticipant(WarPanel.GetLeftLeader).GetWarSupportDesc]\n$TOOLTIP_DELIMITER$\n[WarPanel.AccessWar.AccessParticipant(WarPanel.GetLeftLeader).GetWarSupportDescDelayed]\n[WarPanel.AccessWar.AccessParticipant(WarPanel.GetLeftLeader).GetExhaustionDesc]"

 WAR_PANEL_WAR_SUPPORT_DESC:0 "#HEADER 전쟁 지지#! ($COUNTRY_NAME$)\n현재 수치: #variable $SUPPORT|1+=$#!"
 WAR_PANEL_WAR_SUPPORT_DESC_INITIAL:0 "초기 [concept_war_support]: #variable $INITIAL|+=1$#!"
 WAR_PANEL_WAR_SUPPORT_DESC_BATTLES:0 "\n전투에서: #variable $BATTLES|1+=$#!"
 WAR_PANEL_WAR_SUPPORT_DESC_EXHAUSTION:0 "\n피로에서: #variable $EXHAUSTION|1+=$#!"
 WAR_PANEL_WAR_SUPPORT_DESC_SITUATIONS:1 "\n이벤트에서: #variable $SITUATIONS|1+=$#!"

 PEACE_TOAST_TITLE:0 "평화 조약"
 PEACE_SIGNED_DATE:0 "[DiplomaticPlay.GetEndDate]에 서명"
 CAPITULATION_TITLE:0 "항복"
 CAPITULATION_ENFORCED:0 "[Country.GetName]에 다음 전쟁 목표가 단행되었습니다."

 IS_PROMOTED:0 "다음으로 승진"
 IS_DEMOTED:0 "강등:"
 REMAINS_SAME_RANK:0 "잔류"
 
 COMMANDER_COMMAND_LIMIT_UNITS:0 "$NUM_UNITS|v$"
 COMMANDER_COMMAND_LIMIT_UNITS_TOOLTIPPABLE:0 "#tooltippable #tooltip:$NUM_UNITS_BREAKDOWN$ $NUM_UNITS|v$#!#!"
 COMMANDER_COMMAND_LIMIT_DIVIDER:0 " / "
 COMMANDER_COMMAND_LIMIT_ENDING_BATTALIONS:0 " $NAME$ [Concept('concept_battalion', '$concept_battalions$')]"
 COMMANDER_COMMAND_LIMIT_ENDING_FLOTILLAS:0 " $NAME$ [Concept('concept_flotilla', '$concept_flotillas$')]"

 #Terrains
 plains:0 "평야"
 ocean:0 "대양"
 lakes:0 "호수"
 river:0 "강"
 forest:0 "삼림"
 hills:0 "구릉지"
 mountain:0 "산악"
 jungle:0 "밀림"
 wetland:0 "습지대"
 desert:0 "사막"
 tundra:0 "툰드라"
 savanna:0 "사바나"
 snow:0 "북극"
 farmland_rye:0 "농지"
 farmland_rice:0 "논"
 farmland_millet:0 "농지"
 plantation:0 "농지"
 pasture:0 "농지"
 farmland_wheat:0 "농지"
 farmland_maize:0 "농지"
 cleared_land:0 "개활지"
 mining:0 "광산"
 forestry:0 "벌목지"
 docks:0 "선거"

 MILITARY_PANEL_FRONT_TROOP_BREAKDOWN_HEADER:0 "병력 배치:"
 MILITARY_PANEL_FRONT_TROOP_BREAKDOWN:0 "[Front.GetName]: @battalions! $NUM_TROOPS|v$ ($PERCENT_OF_TROOPS|%1+$)"

 MILITARY_PANEL_COMMAND_LIMIT_BREAKDOWN_TOOLTIP:3 "#header Units#!\n[Character.GetFullName](은)는 [GetUnitStrengthHeader( Character.GetNumCombatUnits, Character.GetMaxNumCombatUnits, Character.GetCombatUnitsTypeIcon )]개 부대를 지휘하는 중\n$TOOLTIP_DELIMITER$\n현재 [Character.GetRankName] 계급이므로, 이에 따라 [concept_command_limit]가 #v [Character.GetStrengthPointsIcon][Character.GetTotalCommandLimit]#!(으)로 제한됨:\n[Character.GetCommandLimitDesc]"

 REGULARS:1 "정규군"
 CONSCRIPTS:1 "징집병"
 IN_GARRISON:1 "[concept_garrison] 내"
 WITH_GENERALS:1 "[Concept('concept_general', '$concept_generals$')] 존재"

 COMMANDER_PANEL_ATTRITION_FORMAT:0 "[SelectLocalization(GreaterThan_CFixedPoint(Character.GetAttritionRaw, GetDefine( 'NMilitary', 'NORMAL_ATTRITION' )), '@high_attrition!', '@attrition!')] [Character.GetAttritionFormattedShort]"
 MILITARY_PANEL_ATTRITION_FORMAT:1 "[SelectLocalization(GreaterThan_CFixedPoint(Character.GetAttritionRaw, GetDefine( 'NMilitary', 'NORMAL_ATTRITION' )), '@high_attrition!', '@attrition!')] [Character.GetAttritionFormatted]"
 MILITARY_PANEL_TROOP_ATTRITION_LEVEL:0 "[SelectLocalization(GreaterThan_CFixedPoint(Character.GetAttritionRaw, GetDefine( 'NMilitary', 'NORMAL_ATTRITION' )), '높은 @high_attrition!', '보통 @attrition!')]"
 MILITARY_PANEL_TROOP_MORALE_TOOLTIP:0 "#[GetMoraleColorString(Character.GetMoraleForBuildingUnits(Building.Self))] [Character.GetMoraleForBuildingUnits(Building.Self)|0%v]#! [concept_morale]"

 MILITARY_PANEL_GENERAL_MOBILIZATION_FORMATTED:0 "[Concept('concept_mobilize_general', '$concept_mobilize_general_mobilization$')]: $VALUE|v%0$"

 ATTRITION_FORMAT:1 "#tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|0%$#!#! $CASUALTIES_WEEKLY$"
 ATTRITION_FORMAT_SHORT:0 "#tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|0%$#!#!"
 ATTRITION_CASUALTIES_WEEKLY:1 "(#bold -$CASUALTIES|D$#! / 주)"
 ATTRITION_DESC:2 "#header $VAL|0%-$ [concept_attrition]#!\n$TOOLTIP_DELIMITER$\n부대의 주간 소모는 $VAL|0%-$입니다. 그 원인은 다음과 같습니다.\n$BREAKDOWN$\n\n소모의 영향을 받는 부대는 $MIN|0%v$~$MAX|0%v$명의 인원을 사상자로 잃습니다.\n$TOOLTIP_DELIMITER$\n지휘관의 부대는 매주 평균 $ATTRITION|1%-$명의 사상자가 발생하거나 평균 $CASUALTIES|Dv$명의 인원을 사상자로 잃습니다."
 ATTRITION_DESC_NOT_ON_FRONT:2 "#header $VAL|0%-$ [concept_attrition]#!\n$TOOLTIP_DELIMITER$\n[concept_front]에 [concept_commander]이 없어 부대의 주간 소모가 $VAL|0%-$(이)가 됩니다.\n\n소모의 영향을 받는 부대는 $MIN|0%v$~$MAX|0%v$명의 인원을 사상자로 잃습니다."
 ATTRITION_DESC_ZERO:2 "#header $VAL|0%-$ [concept_attrition]#!\n$TOOLTIP_DELIMITER$\n부대의 주간 소모는 $VAL|0%-$입니다.\n\n소모의 영향을 받는 부대는 $MIN|0%v$~$MAX|0%v$명의 인원을 사상자로 잃습니다."
 ATTRITION_DESC_BASE:1 "$TAB$기본 소모 위험도: $VAL|0%-$ (#tooltippable #tooltip:$BREAKDOWN_TAG$ $ADD|0%-$#!#! - [concept_commander] - [concept_supply] $SUPPLY|0%v$(으)로 나뉨)"
 ATTRITION_DESC_OTHER:1 "$TAB$기타 요인: $VAL|0%-$ (기본 소모 위험도의 #tooltippable #tooltip:$BREAKDOWN_TAG$ $MULT|0%-=$#!#!)"

 WAR_PANEL_INITIATOR_HEADER:1 "개시자"
 WAR_PANEL_INITIATOR_HEADER_TOOLTIP:1 "이번 [concept_war]에서 개시자의 진영에 가담함"
 WAR_PANEL_TARGET_HEADER:1 "대상"
 WAR_PANEL_TARGET_HEADER_TOOLTIP:1 "이번 [concept_war]에서 대상의 진영에 가담함"
 WAR_PANEL_INITIATOR_WARGOALS:1 "#title 개시자 [Concept('concept_war_goal', '$concept_war_goals$')]#!"
 WAR_PANEL_TARGET_WARGOALS:1 "#title 대상 [Concept('concept_war_goal', '$concept_war_goals$')]#!"
 MILITARY_PANEL_KILL_CHARACTER_TOOLTIP:1 "#header [Character.GetFullName] 은퇴#!#N [ConcatIfNeitherEmpty('\n', Character.GetKillCharacterFailString)]#!"

 PROMOTION_EFFECTS_TOOLTIP:0 "\n$TOOLTIP_DELIMITER$\n영향:\n[Character.GetNextCommanderRankBenefits]$TROOP_ALLOCATION_CHANGES_PROMOTION$"
 MILITARY_PANEL_PROMOTE_CHARACTER_TOOLTIP:3 "#header [Character.GetFullName](을)를 [Character.GetRankNameFor(Character.GetNextCommanderRank.Self)]#! [SelectLocalization(IsValid(Character.GetPromoteCommand), 'PROMOTION_EFFECTS_TOOLTIP', Character.GetPromoteCharacterFailString)](으)로 승진"

 MILITARY_PANEL_PROMOTE_CHARACTER_TOOLTIP_MAX_RANK:0 "#header [Character.GetFullName] 승진#!#N [Character.GetPromoteCharacterFailString]#!"
 MILITARY_PANEL_CHARACTER_SUPPLY_TOOLTIP:2 "#header 공급#!\n[Character.GetFullName] 부대의 현재 보급: #variable [Character.GetSupply|%0]#!\n다음 목표 보급 수치: #variable [Character.GetNextSupply|%0]#!\n$TOOLTIP_DELIMITER$\n[concept_supply_desc]"
 MILITARY_PANEL_CHARACTER_OLD_SUPPLY:0 "보급: #variable [Character.GetSupply|%1]#!"
 AT_THE_WAR_OFFICE_TOOLTIP:0 "#header 육군성에서#!\n$TOOLTIP_DELIMITER$\n[concept_war_office_desc]"
 RECRUIT_CHARACTER_HEADER:0 "#header 인물 고용#!"

 ACQUIRING_TITLE:0 "#title 획득#!"
 COST_TITLE:0 "#title 비용#!"
 CONSUMED_TITLE:0 "#title 소모됨#!"
 BALANCE_TITLE:0 "#title 수지#!"
 STOCKPILE_TITLE:0 "#title 비축물#!"

 KILL_CHARACTER_NOT_ENOUGH_ADMIN:0 "@bur!($CURRENTVALUE|v$/$NEEDEDVALUE|v$) 부족으로 해당 인물을 은퇴시킬 수 없습니다."
 RECRUIT_CHARACTER_NOT_ENOUGH_ADMIN:0 "#N @bur!#variable ($CURRENTVALUE|0$/$NEEDEDVALUE|0$)#! 부족으로 인물을 고용할 수 없습니다.#!"
 LOW_NUMBER_INTEREST_GROUPS:0 "#N 새로운 인물을 고용하려면 [Concept('concept_interest_group', '$concept_interest_groups$')]이 $REQUIRED|v$개 이상이어야 합니다.#!"
 RECRUIT_CHARACTER_WRONG_COUNTRY:0 "#N #variable [CHARACTER.GetFullName]#!(은)는 #variable [COUNTRY.GetName]#! 소속이 아닙니다.#!"

 COMMANDER_ORDER_REDUNDANT:0 "#V 이미 해당 명령에 배속되어 있습니다#!"
 COMMANDER_ORDER_NAVAL_NO_COASTAL:1 "#N [STATE.GetName](이)가 지배 중인 해안 지방이 없습니다.#!"
 COMMANDER_ORDER_NAVAL_NOT_ENEMY:0 "#N [COUNTRY.GetName](와)과 전쟁 중이 아닙니다.#!"
 COMMANDER_ORDER_NAVAL_REPAIRING:0 "#N $ADMIRAL_REPAIRING_DATE$#!"
 COMMANDER_ORDER_NAVAL_NEED_GENERAL:2 "#N [HQ.GetName]에 해상 침공 가능 병력을 보유한 [Concept('concept_general', '$concept_generals$')]이 존재하지 않습니다.#!"
 COMMANDER_ORDER_NAVAL_GENERAL_ELSEWHERE:0 "#N 해상 침공을 감행하려면 같은 [concept_hq]에 속한 [concept_admiral]과 [concept_general]이 필요합니다.#!"
 COMMANDER_ORDER_NAVAL_GENERAL_NO_TROOPS:0 "#N [concept_general]에게 배속된 [Concept( 'concept_battalion', '$concept_battalions$')]가 없어 해상 침공을 수행할 수 없습니다.#!"
 COMMANDER_ORDER_POWER_PROJECTION_ALREADY_PRESENT:0 "#N 이미 [STRATEGIC_REGION.GetName]에 존재하여 자동으로 [concept_interest] 관계를 생성하고 있습니다.#!"
 COMMANDER_ORDER_POWER_PROJECTION_NOT_ADJACENT:0 "#N 인접한 #variable [concept_strategic_region]#!이 존재하지 않습니다"
 COMMANDER_ORDER_ADVANCE_FRONT_FAIL_NOT_PARTICIPATING:0 "#N [Country.GetName](은)는 [Front.GetName]에 참여하지 않고 있습니다#!"
 COMMANDER_ORDER_DEFEND_FRONT_FAIL_NOT_PARTICIPATING:0 "#N [Country.GetName](은)는 [Front.GetName]에 참여하지 않고 있습니다#!"
 COMMANDER_ORDER_INTERCEPTION_NOT_FRIENDLY_HQ:0 "#N [HQ.GetName](은)는 우호적인 본부가 아닙니다#!"
 COMMANDER_ORDER_PATROL_SAME_HQ:0 "#N 멀리 떨어진 본부를 대상으로 삼아야 합니다#!"
 COMMANDER_ORDER_PATROL_NOT_FRIENDLY_HQ:0 "#N 우호적인 본부만 대상으로 삼을 수 있습니다#!"
 COMMANDER_ORDER_FRONT_FAIL_UNREACHABLE:0 "#N [Country.GetName](은)는 [Front.GetName]에 도달할 수 없습니다.#!"

 COMMANDER_ORDER_CONVOY_RAIDING_INVALID_TARGET:0 "#N 적대적인 [concept_supply_network]이 아닙니다.#!"

 COMMANDER_PANEL_CURRENT_ORDER:1 "현재 [concept_order]: #b [Character.GetCommanderOrder.GetType.GetNameGerund]#! [AddLocalizationIf(Not(Or(Character.IsAdmiral, Character.GetCommanderOrder.GetType.IsStandBy)), Character.GetCommanderOrder.GetFrontTarget.GetName)]"
 COMMANDER_PANEL_ORDER_TOOLTIP:0 "[Character.GetSwitchOrderButtonDesc( CommanderOrderType.Self )][ConcatIfNeitherEmpty('\n\n', Character.CanSelectOrderDesc( CommanderOrderType.Self ))]"
 COMMANDER_PANEL_ORDER_TOGGLE_DEFEND_TOOLTIP:0 "[Character.GetCommanderOrder.GetFrontTarget.GetName]에 있는 동안 #b 방어#!를 수행하도록 현재 [concept_order]을 변경합니다."
 COMMANDER_PANEL_ORDER_TOGGLE_ADVANCE_TOOLTIP:0 "[Character.GetCommanderOrder.GetFrontTarget.GetName]에 있는 동안 #b 진군#!을 수행하도록 현재 [concept_order]을 변경합니다."
 COMMANDER_PANEL_ORDER_TOGGLE_DEFEND:0 "방어로 명령 변경"
 COMMANDER_PANEL_ORDER_TOGGLE_ADVANCE:0 "진군으로 명령 변경"

 MAKE_PEACE_NOT_AT_WAR_WITH:0 "#N #HEADER [COUNTRY.GetName]#!(은)는 #HEADER [TARGET_COUNTRY.GetName]#!(와)과 전쟁 중이 아닙니다#!"

 GOODS_STATE_PANEL_PRICE_RIGHT_NOW:0 "가격: #variable @money![Goods.GetStatePrice|1]#!"
 GOODS_PANEL_PRICE_RIGHT_NOW:0 "가격: #variable [Goods.GetMarketPriceWithTooltip|1]#! [GetTrendIcon(Goods.GetPriceTrend)]"
 SOLD_BY:0 "#title 판매자#!"
 BOUGHT_BY:0 "#title 구매자#!"
 PRODUCED_BY:0 "생산자:"
 CONSUMED_BY:0 "소비자:"
 RESOURCE_POTENTIALS:0 "[Concept('concept_resource_potential','$concept_resource_potentials$')]"
 INFORMATION:0 "정보"
 STATE_MODIFIERS:0 "주 변화 요인:\n[State.GetModifier.GetDesc]"

 SP_CAPACITY_CONCEPT:0 "#concept 군사는 전력 포인트 역량 달성을 목표로 군사 예산을 활용해 군용품을 구매한 후, 병영과 해군 기지에서 병사를 훈련시키는 데 사용할 것입니다.#!"

 STAPLE:0 "생활 필수"
 STAPLE_FILTER:0 "#header 생필품#! #instruction 표시/숨기기#!\n\n#concept 생필품은 생필품입니다#!"
 INDUSTRIAL_GOODS_FILTER:0 "#header 산업품#! #instruction 표시/숨기기#!\n\n#concept 산업품은 제조업으로 생산되어 다른 제조업에 사용될 수 있는 상품입니다.#!"
 LUXURY_GOODS_FILTER:0 "#header 사치품#! #instruction 표시/숨기기#!\n\n#concept 사치품은 인구층의 [concept_sol] 단계가 높아지면 소비하기 시작하는 상품입니다.#!"
 MILITARY_GOODS_FILTER:0 "#header 군용품#! #instruction 표시/숨기기#!\n\n#concept 군용품은 군사 용도로 사용되는 상품입니다.#!"

 NATIONAL_SP_CAPACITY:0 "#title 국가 전력 포인트 역량#!"
 ARMY_TITLE:0 "@army_SP! #TITLE 육군#!"
 NAVY_TITLE:0 "#title @navy_SP! 해군#!"
 NAVY_SP_CAPACITY_TITLE:0 "#HEADER 해군 전력 포인트 역량#!\n$TOOLTIP_DELIMITER$\n목표: #variable @army_SP![Country.GetNavySPCapacity]#!\n\n$SP_CAPACITY_CONCEPT$"
 ARMY_SP_CAPACITY_TITLE:0 "#HEADER 육군 전력 포인트 역량#!\n$TOOLTIP_DELIMITER$\n목표: #variable @navy_SP![Country.GetArmySPCapacity]#!\n\n$SP_CAPACITY_CONCEPT$"
 COMMANDS_TITLE:0 "#title 지휘#!"
 CURRENT_ARMY_SP:0 "현재: #variable @army_SP![Country.GetStrengthPointArmy]#!"
 CURRENT_NAVY_SP:0 "현재: #variable @navy_SP![Country.GetStrengthPointNavy]#!"
 UNASSIGNED_CHARACTERS_TITLE:0 "#title 미배속 인물#!"
 PRIO_TITLE:0 "#title 최우선:#!"
 TRAITS_TITLE:0 "#title 특성#!"
 AGE_VALUE:0 "#title 연령:#! #BOLD [Character.GetAge]#!"
 INTEREST_GROUP_VALUE:0 "#title [concept_interest_group]:#! #BOLD #underline [Character.GetInterestGroup.GetName]#!#!"
 INTEREST_GROUP_VALUE_TWO_ROWS:0 "#title [concept_interest_group]:#!\n#BOLD #underline [InterestGroup.GetName]#!#!"
 RULER_OF_COUNTRY:0 "#variable [Character.GetCountry.GetName] 국가 원수"
 HEIR_OF_COUNTRY:0 "#variable [Character.GetCountry.GetName]#! 유력 후계자"
 AT_THE_WAR_OFFICE:0 "미배속"
 RECRUIT_CHARACTER_GENERAL:0 "장군 고용"
 RECRUIT_CHARACTER_ADMIRAL:0 "제독 고용"
 RECRUIT_CHARACTER_GENERAL_HEADER:0 "#bold 고용하려면 장군을 선택하십시오.#!"
 RECRUIT_CHARACTER_ADMIRAL_HEADER:0 "#bold 고용하려면 제독을 선택하십시오.#!"
 RECRUIT_CHARACTER_BUTTON:0 "고용"
 CHARACTER_IG_IS_INSURRECTIONARY:1 "반란 분자 [InterestGroup.GetName]의 지지를 받음"
 RETIRE_COMMANDER_IS_RULER:0 "[Character.GetFullName](은)는 [Character.GetCountry.GetName]의 [Character.GetPrimaryRoleTitle](이)므로 은퇴가 불가능합니다."
 RECRUIT_COMMANDER_TOO_MANY_OF_TYPE:0 "[Country.GetName](은)는 이미 [GetDefine('NCharacters','MAX_NUM_CHARACTERS_PER_TYPE')|0] [Character.GetPrimaryRoleName](을)를 보유 중이며 추가로 고용할 수 없음"
 RECRUIT_COMMANDER_WRONG_COUNTRY:0 "#R [Character.GetFullName](은)는 [Country.GetName] 소속이 아닙니다.#!"
 RECRUIT_COMMANDER_HQ_WRONG_COUNTRY:0 "#R [Hq.GetName](은)는 [Country.GetName] 소속이 아닙니다.#!"
 RECRUIT_COMMANDER_TEMP_HQ:0 "#R [Hq.GetName](은)는 임시 [concept_hq]입니다.#!"
 CHARACTER_TOOLTIP:0 "[Character.GetInfoTooltip]"
 CHARACTER_IS_BUSY:0 "[Character.GetFullName](은)는 바빠 배속될 수 없습니다."

 character_role_general:0 "장군"
 character_role_admiral:0 "제독"
 character_role_politician:0 "정치인"
 character_role_ruler:0 "통치자"
 character_role_heir:1 "유력 후계자"

 character_role_general_title:0 "장군"
 character_role_admiral_title:0 "제독"
 character_role_politician_title:0 "" # Empty on purpose

 ROLE:0 "[concept_character_role]"
 CHARACTER_PRIMARY_ROLE:0 "#v [Character.GetAllRoleNames]#!"
 CHARACTER_PRIMARY_ROLE_TOOLTIP:0 "#header [Character.GetFullName]#!(이)가 #v [Character.GetAllRoleNames]#!임"

 INPUT_MULT:0 "[concept_input_mult]: #v [Building.GetInputMult|-=%0]#!"
 INPUT_MULT_TOOLTIP:0 "[Building.GetInputMultDesc]"

 THROUGHPUT:0 "[SelectLocalization(EqualTo_CFixedPoint(Building.GetThroughputBonusCurrent, Building.GetThroughputBonusTarget), 'THROUGHPUT_CONSTANT', 'THROUGHPUT_CHANGING')]"
 THROUGHPUT_CONSTANT:0 "[concept_throughput]: #v [Building.GetThroughputBonusCurrent|%=+0]#!"
 THROUGHPUT_CHANGING:1 "[concept_throughput]: #v [Building.GetThroughputBonusCurrent|%=+0]#! @arrow_right! #v [Building.GetThroughputBonusTarget|%=+0]#!"
 THROUGHPUT_TOOLTIP:0 "[SelectLocalization(EqualTo_CFixedPoint(Building.GetThroughputBonusCurrent, Building.GetThroughputBonusTarget), 'THROUGHPUT_TOOLTIP_CONSTANT', 'THROUGHPUT_TOOLTIP_CHANGING')]"
 THROUGHPUT_TOOLTIP_CONSTANT:0 "#header 처리율 보너스#!\n[Building.GetThroughputDesc]"
 THROUGHPUT_TOOLTIP_CHANGING:0 "건물 [concept_throughput]이 변하는 중입니다.\n\n#header 처리율 보너스#!\n[Building.GetThroughputDesc]"
 EXPAND_ECONOMY_OF_SCALE_EFFECT_PER_LEVEL:0 "단계별 $EFFECT$ (현재 상한 $MAX_LEVEL|v$ 단계)"
 EXPAND_ECONOMY_OF_SCALE_EFFECT_TOTAL:0 "$MAX_EFFECT$ 총합 ($EFFECT$ 상한)"
 BUILDING_ECONOMY_OF_SCALE_CAP_TOOLTIP:0 "[Building.GetState.GetName] 내 [Building.GetName](은)는 최대 [Building.GetModifier.GetValueWithBreakdownFor('building_economy_of_scale_level_cap_add')] 단계까지 [concept_economy_of_scale]의 영향을 받음"

 character_ig_info:0 "[concept_interest_group]: #variable [CHARACTER.GetInterestGroup.GetName]#!"
 character_name_info:0 "[CHARACTER.GetFullNameWithTitle]"
 character_role_info:1 "#bold [CHARACTER.GetPrimaryRoleName]#!"
 character_age_info:0 "연령: #variable [CHARACTER.GetAge]#!"
 character_traits_info:0 "#title 특성#!\n[CHARACTER.GetTraitsDesc]"
 character_command_limit_army:0 "[concept_command_limit]: #variable [CHARACTER.GetCommandLimit|0]#! @battalions!"
 character_command_limit_navy:1 "[concept_command_limit]: #variable [CHARACTER.GetCommandLimit|0]#! @flotillas!"
 character_ideology_info:0 "이념: [CHARACTER.GetIdeology.GetName]"

 CHARACTER_TRAIT_FORMAT:0 "#variable $TRAIT$#!"
 CHAR_TRAIT_MODIFIER_HEADER_COUNTRY:0 "#title 통치자로서:#!"
 CHAR_TRAIT_MODIFIER_HEADER_COMMAND:0 "#title 지휘관으로서:#!"
 CHAR_TRAIT_MODIFIER_HEADER_IG_LEADER:0 "#title [concept_interest_group] 지도자로서:#!"
 CHAR_TRAIT_MODIFIER_HEADER_COUNTRY_INACTIVE:0 "#title 통치자로서 (비활성화):#!"
 CHAR_TRAIT_MODIFIER_HEADER_COMMAND_INACTIVE:0 "#title 지휘관으로서 (비활성화):#!"
 CHAR_TRAIT_MODIFIER_HEADER_IG_LEADER_INACTIVE:0 "#title [concept_interest_group] 지도자로서 (비활성화):#!"

 POPULARITY_HATED:0 "#r 증오#!"
 POPULARITY_DISLIKED:0 "반감"
 POPULARITY_NEUTRAL:0 "보통"
 POPULARITY_LIKED:0 "호감"
 POPULARITY_LOVED:0 "#g 경애#!"

 character_info_with_ig_tooltip_general:0 "$character_info_tooltip_general$\n\n$character_ig_info$"
 character_info_with_ig_tooltip_admiral:0 "$character_info_tooltip_admiral$\n\n$character_ig_info$"
 character_info_with_ig_tooltip_politician:0 "$character_info_tooltip_politician$\n\n$character_ig_info$"

 character_info_tooltip_general:0 "#HEADER $character_name_info$#!\n$character_role_info$ \n$TOOLTIP_DELIMITER$\n$character_age_info$\n$character_assignments_info$\n\n$character_command_limit_army$\n\n$character_traits_info$"
 character_info_tooltip_admiral:0 "#HEADER $character_name_info$#!\n$character_role_info$\n$TOOLTIP_DELIMITER$\n$character_age_info$\n$character_assignments_info$\n\n$character_command_limit_navy$\n\n$character_traits_info$"
 character_info_tooltip_politician:0 "#HEADER $character_name_info$#!\n$character_role_info$\n$TOOLTIP_DELIMITER$\n$character_ideology_info$\n$character_age_info$\n\n$character_traits_info$"
 character_info_tooltip_ruler:0 "#HEADER $character_name_info$#!\n$character_role_info$\n$TOOLTIP_DELIMITER$\n$character_age_info$\n\n$character_traits_info$"
 character_info_tooltip_heir:0 "#HEADER $character_name_info$#!\n$character_role_info$\n$TOOLTIP_DELIMITER$\n$character_age_info$\n\n$character_traits_info$"

 MILITARY_PANEL:0 "군사"
 MILITARY_PANEL_TAB_ARMY:0 "육군"
 MILITARY_PANEL_TAB_ARMY_SELECTED:0 "#bold 육군#!"
 MILITARY_PANEL_TAB_GARRISON:0 "주둔군"
 MILITARY_PANEL_TAB_GARRISON_SELECTED:0 "#bold 주둔군#!"
 MILITARY_PANEL_TAB_NAVY:0 "해군"
 MILITARY_PANEL_TAB_NAVY_SELECTED:0 "#bold 해군#!"

 TITLE_RULER:0 "#title 국가 원수#!"
 TITLE_HEIR:0 "#title 유력 후계자#!"
 TITLE_LEADER:0 "#title 지도자#!"

 IDEOLOGY_STRONG_APPROVAL:0 "#P 강경한 찬성#!"
 IDEOLOGY_APPROVAL:0 "#P 찬성#!"
 IDEOLOGY_NEUTRAL:0 "#V 중립#!"
 IDEOLOGY_DISAPPROVAL:0 "#N 반대#!"
 IDEOLOGY_STRONG_DISAPPROVAL:0 "#N 강경한 반대#!"

 IDEOLOGY_NO_LAW_STANCES:0 "#bold 관점 없음#!"
 IDEOLOGY_LAW_STANCE_GROUP:0 "#title $LAW_GROUP$에 대한 관점#!"
 IDEOLOGY_LAW_STANCE_STRONGLY_APPROVE:2 "#P 강경하게 $concept_endorse$#! $LAWS$"
 IDEOLOGY_LAW_STANCE_APPROVE:2 "#P $concept_endorse$#! $LAWS$"
 IDEOLOGY_LAW_STANCE_DISAPPROVE:2 "#N $concept_oppose$#! $LAWS$"
 IDEOLOGY_LAW_STANCE_STRONGLY_DISAPPROVE:2 "#N 강경하게 $concept_oppose$#! $LAWS$"
 IDEOLOGY_LAW_STANCE_NEUTRAL:0 "$LAWS$ #V 중립#!"

 POL_PANEL_IG_STATUS_HEADER:0 "#title 찬성#!"
 ig_approval_loyal:0 "#bold #P 충성#!#!"
 ig_approval_happy:0 "#bold #P 만족#!#!"
 ig_approval_neutral:0 "#bold 중립#!"
 ig_approval_unhappy:0 "#bold #N 불만족#!#!"
 ig_approval_angry:0 "#bold #N 분노#!#!"

 WILL_RADICALIZE_WARNING:1 "@warning! [INTEREST_GROUP.GetName] 내 [Concept('concept_political_movement_radicalism', '$concept_political_movement_radicalize$')] 발생"

 IG_NAME_WITH_LEADER:0 "[INTEREST_GROUP.GetName]의 [CHARACTER.GetFullName]"
 IG_APPROVES_OF_LAW:3 "@approves! $NAME$(이)가 $CLOUT_OPTIONAL$[Law.GetName]에 #P #bold $concept_endorse$#!#!: #BOLD $VAL|+=$#!"
 IG_DISAPPROVES_OF_LAW:3 "@disapproves! $NAME$(이)가 $CLOUT_OPTIONAL$[Law.GetName]에 #N #bold $concept_oppose$#!#!: #BOLD $VAL|+=$#!"
 IG_STRONGLY_APPROVES_OF_LAW:2 "@approves! $NAME$(이)가 $CLOUT_OPTIONAL$[Law.GetName]에 #P #bold 강경하게 $concept_endorse$#!#!: #BOLD $VAL|+=$#!"
 IG_STRONGLY_DISAPPROVES_OF_LAW:2 "@disapproves! $NAME$(이)가 $CLOUT_OPTIONAL$[Law.GetName]에 #N #bold 강경하게 $concept_oppose$#!#!: #BOLD $VAL|+=$#!"
 IG_APPROVES_OF_LAW_CHANGE:1 "@approves! $NAME$(이)가 $CLOUT_OPTIONAL$이번 변화에 #P #bold $concept_endorse$#!#!: #tooltippable #tooltip:[INTEREST_GROUP.GetTooltipTag]|[LAW.GetTooltipTag],IG_LAW_APPROVAL_BREAKDOWN #BOLD $APPROVAL_DELTA|+=$#!#!#! (#v $CURR_APPROVAL|+$#!에서 #v $PROJECTED_APPROVAL|+$#!(으)로)"
 IG_APPROVES_OF_PREVIOUS_LAW_CHANGE:1 "@approves! $NAME$(이)가 $CLOUT_OPTIONAL$[LAW_OTHER.GetName]에서 [LAW.GetName](으)로의 최근 변화에 #P #bold $concept_endorse$#!#!: #BOLD $APPROVAL_DELTA|+=$#!#!#!"
 IG_DISAPPROVES_OF_LAW_CHANGE:1 "@disapproves! $NAME$(이)가 $CLOUT_OPTIONAL$이번 변화에 #N #bold $concept_oppose$#!#!: #tooltippable #tooltip:[INTEREST_GROUP.GetTooltipTag]|[LAW.GetTooltipTag],IG_LAW_APPROVAL_BREAKDOWN #BOLD $APPROVAL_DELTA|+=$#!#!#! (#v $CURR_APPROVAL|+$#!에서 #v $PROJECTED_APPROVAL|+$#!(으)로)"
 IG_DISAPPROVES_OF_PREVIOUS_LAW_CHANGE:1 "@disapproves! $NAME$(이)가 $CLOUT_OPTIONAL$[LAW_OTHER.GetName]에서 [LAW.GetName](으)로의 최근 변화에 #N #bold $concept_opposes$#!#!: #BOLD $APPROVAL_DELTA|+=$#!#!#!"

 IG_APPROVES_OF_LAW_CHANGE_BREAKDOWN:1 "@approves! #variable [INTEREST_GROUP.GetName]#! #variable $OLD_LAW$#! ($OLD_APPROVAL$)(을)를 #variable $LAW$#! ($APPROVAL$)(으)로 변경하는 방안에 #P #bold $concept_endorse$#!#!\n#BOLD $APPROVAL_DELTA|+=$#! ($CURR_APPROVAL|=$에서 $PROJECTED_APPROVAL|=$(으)로)"
 IG_DISAPPROVES_OF_LAW_CHANGE_BREAKDOWN:1 "@disapproves! #variable [INTEREST_GROUP.GetName]#! #variable $OLD_LAW$#! ($OLD_APPROVAL$)(을)를 #variable $LAW$#! ($APPROVAL$)(으)로 변경하는 방안에 #N #bold $concept_oppose$#!#!\n#BOLD $APPROVAL_DELTA|+=$#! ($CURR_APPROVAL|=$에서 $PROJECTED_APPROVAL|=$(으)로)"
 IG_LAW_APPROVAL_BREAKDOWN:0 "[InterestGroup.GetLawApprovalBreakdown(Law.Self)]"
 IG_APPROVAL_DECAY_DESC:0 "\n#bold 통과 후#!, 다음 $MONTHS|0v$개월에 걸쳐 $APPROVAL_DELTA|+=$(이)가 #BOLD $VAL|+=$#!(으)로 감쇠됩니다."
 IG_APPROVAL_DECAY_IN_PROGRESS_DESC:0 "(해당 반응은 $MONTHS$개월 후 감쇠하며, #BOLD $VAL|+=$#! ($APPROVAL$) 찬성률로 대체됩니다.)"
 IG_WITH_CLOUT:0 "([INTEREST_GROUP.GetClout|%1v]) "
 IG_MARGINAL_WITH_CLOUT:0 "([INTEREST_GROUP.GetClout|%1v] - [concept_marginalized]) "
 NO_CHANGE_IN_APPROVAL:0 "[INTEREST_GROUP.GetName](이)가 $OLD_LAW$만큼 $LAW$(을)를 좋아합니다"

 CURRENTLY_ENACTING:0 "현재 제정 중:"
 ZOOM_TO_CAPITAL_STATE:0 "[Country.GetCapital.GetName] ([concept_capital_state]) 확대"

 GOV_STABILITY_DROP_FROM_LAW:0 "$TAB$ #variable $IGNAME$#! $IDEOLOGY$: #BOLD #N -$VAL|0%$#!#!"
 IG_STABILITY_DROP_FROM_LAW:0 "$LAW$ 제정됨"
 IG_STABILITY_BONUS_SINGLE_GROUP:0 "여권 단독 [concept_interest_group]: #variable #P $VAL|=0%$#!#!#!\n"
 IG_STABILITY_PENALTY_RELATION:0 "#bold $LEADER_IG$#!에 반감을 보내는 #bold $DISLIKING_IG$#!: #variable #N $VAL|0%$#!#!\n"
 IG_STABILITY_BONUS_RELATION:0 "#bold $LEADER_IG$#!에 호감을 보내는 #bold $LIKING_IG$#!: #variable #P $VAL|=0%$#!#!\n"
 IG_STABILITY_PENALTY_RECENT_LAW:0 "최근 통과된 법에 반대하는 #bold $DISLIKING_IG$#!: #variable #N $VAL|0%$#!#!\n"
 IG_STABILITY_PENALTY_OPPOSITION:0 "야권 정치력: #variable #N $VAL|0%$#!#!\n"

 GOV_IG_ENACTMENT_SUPPORT:1 "   @approves! [INTEREST_GROUP.GetName] ($CLOUT_SHARE|%1v$) #P #bold $concept_endorse$#!#!: #BOLD $VAL|-=$#!일"
 GOV_IG_ENACTMENT_NEUTRAL:0 "   [INTEREST_GROUP.GetName] ($CLOUT_SHARE|%v1$) #tooltippable #tooltip:INDIFFERENT_BREAKDOWN 무관심#!#!: #BOLD $VAL|-=$#!"
 GOV_IG_ENACTMENT_OPPOSITION:1 "   @disapproves! [INTEREST_GROUP.GetName] ($CLOUT_SHARE|%v1$) #bold #N $concept_oppose$#!#!: #BOLD $VAL|-=$#!일"

 LAW_APPROVAL:0 "#bold [Law.GetPercentPolStrApprove|%1]#!"
  #LAW_APPROVAL: "#bold [Law.GetNumIGsApprove]#! ([Law.GetPercentPolStrApprove|%0])"
 LAW_DISAPPROVAL:0 "#bold [Law.GetPercentPolStrDisapprove|%1]#!"
  #LAW_DISAPPROVAL: "#bold [Law.GetNumIGsDisapprove]#! ([Law.GetPercentPolStrDisapprove|%0])"
 LAW_INDIFFERENT:0 "#bold [Law.GetPercentPolStrUndecided|%1]#!"
  #LAW_UNDECIDED: "#bold [Law.GetNumIGsUndecided]#! ([Law.GetPercentPolStrUndecided|%0])"
 TOOLTIP_LAW_APPROVAL:2 "#header @approves! [Concept('concept_endorse_oppose', '$concept_endorsement$')]#!\n$LAW_IGS_APPROVE$"
 TOOLTIP_LAW_INDIFFERENT:2 "#header @indifferent! [Concept('concept_endorse_oppose', '$concept_indifferent$')]#!\n$LAW_IGS_INDIFFERENT$"
 TOOLTIP_LAW_DISAPPROVAL:2 "#header @disapproves! [Concept('concept_endorse_oppose', '$concept_opposition$')]#!\n$LAW_IGS_DISAPPROVE$"
 LAW_IGS_APPROVE:2 "국내 [concept_clout]의 #variable [Law.GetPercentPolStrApprove|%1]#!가 #variable [Law.GetName]#!에 @approves! $concept_endorses$[ConcatIfNeitherEmpty('\n$TOOLTIP_DELIMITER$\n', Law.GetIGsApproveList)]"
 LAW_IGS_DISAPPROVE:2 "국내 [concept_clout]의 #variable [Law.GetPercentPolStrDisapprove|%1]#!가 #variable [Law.GetName]#!에 @disapproves! $concept_opposes$[ConcatIfNeitherEmpty('\n$TOOLTIP_DELIMITER$\n', Law.GetIGsDisapproveList)]"
 LAW_IGS_INDIFFERENT:1 "국내 [concept_clout]의 #variable [Law.GetPercentPolStrUndecided|%1]#!가 #variable [Law.GetName]#!에 #bold 무관심#![ConcatIfNeitherEmpty('\n$TOOLTIP_DELIMITER$\n', Law.GetIGsUndecidedList)]"

 LAW_NO_GOVERNMENT_OR_MOVEMENT_SUPPORT:0 "[Law.GetName]에 찬성하는 [concept_in_government] [concept_interest_group]이 없으며, 해당 법을 지지하는 [concept_political_movement] 또한 없음"
 LAW_NO_CHANCE_TO_PASS:2 "[concept_in_government] [concept_interest_group], [concept_political_movement] 혹은 [Concept('concept_ruler','$concept_ruler_possessive$')] [concept_ideology]을 통해 지지를 받아 [Law.GetName] 제정 확률이 #v 0%#!보다 높아야 함"
 NEVER:0 "#N 거부#!"
 
 TOOLTIP_IDEOLOGY:0 "#HEADER [Ideology.GetName]#!\n$TOOLTIP_DELIMITER$\n[Ideology.GetLawStanceDesc]\n\n#lore [Ideology.GetDesc]#!"
 TOOLTIP_IG_TRAIT_FROM_PAIR:0 "#HEADER [InterestGroupAndTraitPair.GetInterestGroup.GetName] - [InterestGroupAndTraitPair.GetTrait.GetName]#! [InterestGroupAndTraitPair.GetTrait.GetInactiveString(InterestGroupAndTraitPair.GetInterestGroup)]\n[InterestGroupAndTraitPair.GetTrait.GetModifiersDesc(InterestGroupAndTraitPair.GetInterestGroup)]\n$TOOLTIP_DELIMITER$\n[InterestGroupAndTraitPair.GetTrait.GetTriggersDesc(InterestGroupAndTraitPair.GetInterestGroup)]\n\n#lore [InterestGroupAndTraitPair.GetTrait.GetDesc]#!"

 TOOLTIP_STATE_TRAIT:0 "#HEADER [StateTrait.GetName]#!\n[StateTrait.GetModifiersDesc]"

 IN_GOVERNMENT:0 "[concept_in_government]"
 IN_OPPOSITION:0 "[concept_in_opposition]"
 MARGINAL:0 "[concept_marginalized]"
 MARGINAL_GROUPING:0 "$MARGINAL$"
 MARGINAL_AND_INACTIVE_GROUPING:0 "소외 + 비활동"
 MARGINAL_GROUP_TOOLTIP:0 "#header [concept_marginalized] [Concept('concept_interest_group', '$concept_interest_groups$')]#!\n[concept_clout] 총합: [PopulationGrouping.GetSizeInPercentage|%1v]\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetMarginalInterestGroupsDesc]"
 MARGINAL_AND_INACTIVE_GROUP_TOOLTIP:1 "#header [concept_marginalized]#!\n[GetPlayer.GetMarginalInterestGroupsPopulationDesc][concept_marginalized_desc]\n\n#header [Concept('concept_politically_inactive_involved', '$concept_politically_inactive$')]#!\n[GetPlayer.GetInactivePopulationDesc][concept_politically_inactive_involved_desc]"
 INTEREST_GROUP_ITEM:0 "[INTEREST_GROUP.GetName]: #variable [INTEREST_GROUP.GetClout|1%]#! ([INTEREST_GROUP.GetPoliticalStrength|Kv] [concept_political_strength])\n"
 INTEREST_GROUP_ITEM_POPULATION:0 "[INTEREST_GROUP.GetName]: #variable [INTEREST_GROUP.GetPopulation|K]#!\n"
 POP_TYPE_POPULATION_ITEM:0 "$TYPE$: #variable $VAL|K$#!\n"
 LEADING_IG:1 "#header [concept_interest_group]의 지도자#!\n지도자 이념: [InterestGroup.GetLeaderIdeologyDesc]\n이념: [InterestGroup.GetIdeologyDesc]\n\n[InterestGroup.GetName](이)가 가장 큰 [concept_political_strength]을 가진 여권 [concept_interest_group]이므로 선두 [concept_interest_group]으로 간주됩니다."
 FAVORS_IDEOLOGY:0 "#variable $IDEOLOGY_NAME$#! 호의: $VAL|+=$"
 OPPOSES_IDEOLOGY:0 "#variable $IDEOLOGY_NAME$#! 반발: $VAL|+=$"
 RELATION_TO_IG:0 "#variable $IG_NAME$#!에 대한 총 관계: $RELATION_VALUE|+=$\n$TOOLTIP_DELIMITER$\n$RELATION_BREAKDOWN$"
 IN_GOVERNMENT_DESC:0 "#HEADER 여권#!\n$TOOLTIP_DELIMITER$\n[concept_in_government_desc]"
 IN_OPPOSITION_DESC:0 "#HEADER 야권#!\n$TOOLTIP_DELIMITER$\n$[concept_in_opposition_desc]$"
 MARGINAL_DESC:0 "#HEADER 소외#!\n$TOOLTIP_DELIMITER$\n[concept_marginalized_desc]"
 IN_REVOLUTION_DESC:0 "#HEADER 혁명#!\n$TOOLTIP_DELIMITER$\n$IN_REVOLUTION_CONCEPT$"

 SECESSION_ALERT_ENTRY_CHANCE:0 "[CULTURE.GetName] [CULTURE.GetChanceForSecessionMovement( GetPlayer.Self )|%1v]"
 SECESSION_ALERT_ENTRY_GROWING:0 "[CULTURE.GetName]"

 COST_OF_WAR_ENTRY:0 "[Country.GetName] $TYPE$: @money!$COST|vD$"
 COST_OF_WAR_TYPE_MATERIEL:0 "군용품"
 COST_OF_WAR_TYPE_WAGES:0 "징집병 임금"
 COST_OF_WAR_TOOLTIP:0 "#header 총 전쟁 비용: @money!$COST|vD$#!\n$COST_OF_WAR_TYPE_MATERIEL$: @money!$MATERIEL_COST|vD$\n$COST_OF_WAR_TYPE_WAGES$: @money!$WAGES_COST|vD$\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"

 FILTERS:0 "필터"

 REVOLUTIONS_HEADER:0 "#BOLD 혁명#!"
 REVOLUTIONS_HEADER_TOOLTIP:0 "정부를 전복시키려 활동 중인 [Concept('concept_interest_group', '$concept_interest_groups$')]이 존재합니다."
 SECESSION_HEADER:0 "#BOLD [CivilWar.GetCulture.GetName] 분리 독립#!"
 SECESSION_HEADER_TOOLTIP:0 "[CivilWar.GetCulture.GetName] 인구가 이탈을 시도하고 있습니다!"

 REVOLUTIONS_PROGRESS_TOOLTIP:4 "#header [CivilWar.GetPoliticalMovement.GetName] [concept_revolution]#!\n현재 진행도: #v [Multiply_CFixedPoint(CivilWar.GetProgress,'(CFixedPoint)100')|0]/100#!\n$TOOLTIP_DELIMITER$\n[concept_revolution_progression_speed]: #tooltippable #tooltip:[CivilWar.GetTooltipTag],CIVIL_WAR_PROGRESS_TOOLTIP [Multiply_CFixedPoint(CivilWar.GetWeeklyProgress,'(CFixedPoint)100')|0-=]#!#!/주\n\n[concept_revolution] 진행도는 [CivilWar.GetPoliticalMovement.GetName]에 대한 [concept_political_movement]의 [concept_political_movement_radicalism] 최댓값까지 증가할 수 있습니다: #tooltippable #tooltip:[CivilWar.GetPoliticalMovement.GetTooltipTag],POLITICAL_MOVEMENT_RADICALISM_TOOLTIP,PoliticalMovementRadicalismTooltip [Multiply_CFixedPoint(CivilWar.GetMaxProgress,'(CFixedPoint)100')|0-=]#!#!\n#v 100#!에 도달할 경우 $concept_revolution$이 일어납니다. [AddLocalizationIf(And(GreaterThan_CFixedPoint(CivilWar.GetWeeklyProgress, '(CFixedPoint)0'),GreaterThan_CFixedPoint(CivilWar.GetMaxProgress, '(CFixedPoint)1')), 'REVOLUTION_WARNING')]\n\n[CivilWar.GetUprisingStatesString]"
 REVOLUTION_WARNING:0 "\n\n@warning! $concept_revolution$이 #v [CivilWar.GetNumWeeksToBreakOut]#!주 후에 일어납니다!"

 UPRISING_PROGRESS_TOOLTIP_STATE_HEADER:1 "분리 독립하게 될 [Concept('concept_state','$concept_states$')]:"
 UPRISING_PROGRESS_TOOLTIP_STATE_ENTRY:0 "[STATE.GetName]에 대한 확률 $VALUE|%0v$"
 UPRISING_PROGRESS_TOOLTIP_STATE_ENTRY_GUARANTEED:0 "[STATE.GetName]"
 UPRISING_PROGRESS_TOOLTIP_STATE_ENTRY_UNIT:0 "$ICON$ $VALUE|v$"
 UPRISING_PROGRESS_TOOLTIP_TOTAL_STRENGTH_STATES:1 "$NUM_STR|v$ [Concept('concept_state','$concept_states$')]"
 UPRISING_PROGRESS_TOOLTIP_TOTAL_STRENGTH_UNIT:0 ", $ICON$$VALUE|v$"

 SECESSION_PROGRESS_TOOLTIP:0 "#header 분리 독립#!\n분리 독립 운동 준비율 [CivilWar.GetProgress|%v1]!\n$TOOLTIP_DELIMITER$\n[CivilWar.GetCulture.GetName] 인구 [concept_turmoil]을 바탕으로 매주 #tooltippable #tooltip:[CivilWar.GetTooltipTag],CIVIL_WAR_PROGRESS_TOOLTIP [CivilWar.GetWeeklyProgress|%1-=]#!#!만큼 변화합니다. [concept_turmoil]이 [GetDefine( 'NPolitics', 'SECESSION_TURMOIL_CUTOFF' )|v%0]보다 낮을 경우 진행도가 감소합니다.\n[CivilWar.GetCulture.GetName] 인구가 #variable [GetDefine( 'NPolitics', 'SECESSION_STATE_CUTOFF_PERCENT' )|%0]#! 이상인 주는 분리 독립합니다.\n\n[CivilWar.GetUprisingStatesString]\n\n[concept_secession_desc]"

 CIVIL_WAR_PROGRESS_TOOLTIP:0 "[CivilWar.GetWeeklyProgressDesc]"
 CIVIL_WAR_MAX_PROGRESS_TOOLTIP:0 "[CivilWar.GetMaxProgressDesc]"
 CIVIL_WAR_PROGRESS_BREAKDOWN:1 "#header 주간 진행도: $PROGRESS|%0$#!\n$TOOLTIP_DELIMITER$\n기본: #v $BASE|-=1%$#![ConcatIfNeitherEmpty('\n','$MODIFIER$')]"
 CIVIL_WAR_REVOLUTION_PROGRESS_BREAKDOWN:1 "#header 주간 진행도: [Multiply_CFixedPoint('(CFixedPoint)$PROGRESS$','(CFixedPoint)100'))|0]#!\n$TOOLTIP_DELIMITER$\n기본: #v [Multiply_CFixedPoint('(CFixedPoint)$BASE$','(CFixedPoint)100'))|0-=]#![ConcatIfNeitherEmpty('\n','$MODIFIER$')]"
 CIVIL_WAR_MAX_PROGRESS_BREAKDOWN:2 "#header 최대 진행도: [Multiply_CFixedPoint('(CFixedPoint)$TOTAL_MAX$','(CFixedPoint)100'))|0]#!\n$TOOLTIP_DELIMITER$\n[Concept('concept_political_movement_radicalism', '$concept_political_movement_radicalism_short$')]에서: #v [Multiply_CFixedPoint('(CFixedPoint)$MAX_FROM_RADICALISM$','(CFixedPoint)100'))|0]#!"
 CIVIL_WAR_MAX_UNSUPPORTED_PROGRESS:0 "[concept_political_movement]에 [concept_interest_group]의 지지가 뒷받침되지 않아 혁명 진행도가 [Multiply_CFixedPoint('(CFixedPoint)$PROGRESS_LIMIT$','(CFixedPoint)100'))|0v] 이상으로 유지되지 않음"
 CIVIL_WAR_PROGRESS_AT_MAX_PROGRESS:1 "#header 주간 진행도\n$TOOLTIP_DELIMITER$\n[concept_revolution]이 현재 최대 진행도(#tooltippable #tooltip:$BREAKDOWN_TAG$ [Multiply_CFixedPoint('(CFixedPoint)$MAX_PROGRESS$','(CFixedPoint)100'))|0]#!#!)입니다."
 CIVIL_WAR_PROGRESS_ABOVE_MAX_PROGRESS:1 "#header 주간 진행률\n$TOOLTIP_DELIMITER$\n[concept_revolution]이 현재 최대 진행도(#tooltippable #tooltip:$BREAKDOWN_TAG$ [Multiply_CFixedPoint('(CFixedPoint)$MAX_PROGRESS$','(CFixedPoint)100'))|0]#!#!)를 초과했습니다."

 SECESSION_CULTURE_TEXT:0 "문화: [CivilWar.GetCulture.GetName]"
 SECESSION_CULTURE_TURMOIL_TEXT:0 "갈등: #BOLD [CivilWar.GetCulture.CalcTurmoilInCountry( GetPlayer.Self )|-=%0]#! (과잉: #BOLD [CivilWar.GetExcessTurmoil|-%=0]#!)"
 SECESSION_CULTURE_TURMOIL_TEXT_TOOLTIP:0 "모든 [concept_turmoil]은 [GetDefine( 'NPolitics', 'SECESSION_TURMOIL_CUTOFF' )|v](을)를 초과하면 진행이 가속화됩니다. [concept_turmoil]이 해당 기준 아래로 내려가면 진행도가 감소합니다."
 SECESSION_CULTURE_POP:0 "인구: 123123|v"

 REVOLUTIONS_UPRISING_HEADER_LOYALIST:0 "[CivilWar.GetUprisingCountry.GetName] 상대 중!"
 REVOLUTIONS_UPRISING_HEADER_REBEL:0 "[CivilWar.GetOriginCountry.GetName] 상대 중!"
 REVOLUTIONS_IG_LIST_HEADER:0 "#title 반란 분자 [Concept('concept_interest_group', '$concept_interest_groups$')]:#!"
 REVOLUTIONS_IG_LIST_HEADER_TOOLTIP:0 "국내 반란 분자 [Concept('concept_interest_group', '$concept_interest_groups$')]"
 BATTALIONS_STILL_FIGHTING:0 "@battalions! 대대"
 BATTALIONS_FIGHTING_HISTORY:0 "@battalions! 대대 전투 이력"
 MANPOWER_FIGHTING_HISTORY:0 "전투 가능 병력"

 SECESSION_UPRISING_HEADER:0 "#N #BOLD [CivilWar.GetCulture.GetName](이)가 우리에게서 분리 독립했습니다!#!#!"
 SECESSION_UPRISING_HEADER_LOYALIST:1 "[CivilWar.GetUprisingCountry.GetName]에서 반역자와 싸우는 중!"
 SECESSION_UPRISING_HEADER_REBEL:0 "[CivilWar.GetOriginCountry.GetName]에서 폭군과 싸우는 중!"

 ADD_TO_GOVERNMENT:0 "정부에 추가"
 REMOVE_FROM_GOVERNMENT:0 "정부에서 제거"
 LEGITIMACY_CHANGE_SWITCH_TOOLTIP:0 "이로 인해 [concept_legitimacy]이 #variable $VAL|+=0$#!만큼 변경됩니다. (현재 #variable [GetPlayer.GetGovernmentLegitimacy|0%]#!)\n$TOOLTIP_DELIMITER$\n그 결과 정부 정통성은 다음과 같습니다:\n$DESC$"
 TOOLTIP_REFORM_GOVERNMENT:0 "#HEADER $REFORM_GOVERNMENT$#!\n[ReformGovernment.GetConfirmDesc]"

 ADD_TO_GOVERNMENT_SHORT:0 "추가"
 REMOVE_FROM_GOVERNMENT_SHORT:0 "제거"
 FORM_GOV_DATE_INVALID:0 "#variable $IG$#!의 정부 지위를 변경할 수 없습니다. 기한: #BOLD #V $DATE$#!#!까지\n"
 FORM_GOV_IG_NOT_IN_GOVERNMENT:0 "[concept_in_government] 아님"
 FORM_GOV_REVOLUTIONARY_COUNTRY:0 "혁명파 [Concept('concept_interest_group', '$concept_interest_groups$')]은 혁명파 국가에서 제거할 수 없습니다."
 FORM_GOV_IG_ALREADY_IN_GOVERNMENT:0 "이미 [concept_in_government]임"
 FORM_GOV_IG_IS_MARGINAL:0 "[concept_marginalized] 상태에서는 세력을 키울 수 없습니다."
 FORM_GOV_IG_IS_ANGRY:1 "[concept_approval]이 $ig_approval_angry$ 상태일 때는 세력을 키울 수 없습니다."
 FORM_GOV_IG_IS_INSURRECTIONARY:0 "반란 분자 상태에서는 세력을 키울 수 없습니다."
 FORM_GOV_IG_IS_SUPPRESSED:0 "억압 상태에서는 세력을 키울 수 없습니다."
 FORM_GOV_GOVERNMENT_TOO_SMALL:0 "당신의 정부에 적어도 하나의 [concept_interest_group]이 포함되어야 합니다."
 FORM_GOV_MISSING_PARTY_IG:0 "당신의 정부가 [Party.GetName] 소속 [InterestGroup.GetName](을)를 놓치고 있습니다."
 FORM_GOV_NO_CHANGE:0 "현재 [concept_government]에 적용된 변경 사항이 없습니다."
 FORM_GOV_EMPTY:0 "정부에는 적어도 한 개의 [concept_interest_group]이 포함되어야 합니다."
 FORM_GOV_RECENT_REGIME_CHANGE:0 "최근 정권 교체를 강요함"
 FORM_GOV_IG_WANTS_TO_JOIN_PARTY:0 "$IG_NAME$(이)가 $PARTY_NAME$ 합류를 원합니다."
 FORM_GOV_CIVIL_WAR_COUNTRY:0 "[concept_civil_war]으로 탄생한 국가는 [concept_civil_war]이 진행되는 동안 [concept_government]를 개혁할 수 없습니다."

 RULER_JOIN_IG_SHORT:0 "참여"
 RULER_JOIN_IG_LONG:0 "[concept_interest_group]에 가입한 [concept_ruler]를 보유합니다."
 RULER_LEGITEMACY_NO_CHANGE_TOOLTIP:0 "이는 [concept_legitimacy] 변화를 초래하지 않습니다. (현재 #variable [GetPlayer.GetGovernmentLegitimacy|0%]#!)"
 RULER_LEGITEMACY_CHANGE_TOOLTIP:0 "이로 인해 [concept_legitimacy]이 #variable $VAL|+=0$#!만큼 변경됩니다. (현재 #variable [GetPlayer.GetGovernmentLegitimacy|0%]#!)"
 TOOLTIP_RULER_JOIN_IG_DESC:0 "\n$TOOLTIP_DELIMITER$\n보유한 이념을 장려하려면 당신의 [concept_ruler]를 해당 [concept_interest_group]에 참여시키십시오.\n\n현재 [concept_interest_group]이 크게 분노하며, [GetDefine( 'NPolitics', 'RULER_CHANGE_IG_COOLDOWN_YEARS' )|v] 동안 [concept_ruler]의 [concept_interest_group]을 변경할 수 없을 것입니다.#!"
 TOOLTIP_RULER_JOIN_IG:0 "#HEADER $IG_RIGHT_CLICK_MENU_RULER_JOIN_IG$#!\n[InterestGroup.GetRulerJoinGovDesc]"

 SUPPRESS_SHORT:0 "[concept_suppress]"
 SUPPRESS_NOT_SHORT:0 "[Concept('concept_suppress','$concept_suppressing$')] 중지"
 SUPPRESSED:0 "[Concept('concept_suppress','$concept_suppressed$')]"
 PROMOTE_SHORT:1 "[concept_bolster]"
 PROMOTE_NOT_SHORT:1 "[Concept('concept_bolster','$concept_bolstering$')] 중지"
 PROMOTED:1 "[Concept('concept_bolster','$concept_bolstered$')]"
 TOOLTIP_SUPPRESS:0 "#header $SUPPRESS_SHORT$ [InterestGroup.GetName]#!\n$SUPPRESSION_EFFECTS$[SelectLocalization(StringIsEmpty(GetDesc(InterestGroup.ToggleSuppression)), '', '\n\n')][GetDesc(InterestGroup.ToggleSuppression)]"
 TOOLTIP_SUPPRESS_NOT:0 "#header $SUPPRESS_NOT_SHORT$ [InterestGroup.GetName]#!\n[GetDesc(InterestGroup.ToggleSuppression)]"
 TOOLTIP_PROMOTE:0 "#header $PROMOTE_SHORT$ [InterestGroup.GetName]#!\n$PROMOTION_EFFECTS$[SelectLocalization(StringIsEmpty(GetDesc(InterestGroup.TogglePromotion)), '', '\n\n')][GetDesc(InterestGroup.TogglePromotion)]"
 TOOLTIP_PROMOTE_NOT:0 "#header $PROMOTE_NOT_SHORT$ [InterestGroup.GetName]#!\n[GetDesc(InterestGroup.TogglePromotion)]"
 TOOLTIP_SUPPRESSED:0 "#header $SUPPRESSED$#!\n\n$SUPPRESSION_EFFECTS$"
 TOOLTIP_PROMOTED:0 "#header $PROMOTED$#!\n\n$PROMOTION_EFFECTS$"
 SUPPRESSION_EFFECTS:0 "[InterestGroup.GetCountry.GetModifier.GetValueWithBreakdownFor('country_suppression_ig_attraction_mult')] $modifier_country_suppression_ig_attraction_mult$\n\n#title 비용:#! 매주 @aut! [GetDefine('NPolitics','IG_SUPPRESSION_COST')|v0] [concept_authority]"
 PROMOTION_EFFECTS:1 "[InterestGroup.GetCountry.GetModifier.GetValueWithBreakdownFor('country_promotion_ig_attraction_mult')] $modifier_country_promotion_ig_attraction_mult$\n\n#title 비용:#! 매주 @aut! [GetDefine('NPolitics','IG_BOLSTER_COST')|v0] [concept_authority]"

 PROMOTE_COMMANDER:0 "승진"
 CONFIRM_PROMOTE_COMMANDER:0 "승진 확인"
 CHANGE_RANK_CANNOT_PROMOTE:2 "[Character.GetFullName]의 계급은 [Character.GetRankName](으)로, 가장 높은 지휘권을 보유하고 있으며 더 이상의 승진은 불가능함"
 CHANGE_RANK_CANNOT_PROMOTE_RULER:1 "[Character.GetFullName](은)는 [Character.GetCountry.GetName]의 [Character.GetPrimaryRoleTitle](으)로, [Character.GetRankName] 이상의 승진은 불가능함"

 SUPPRESS_IG_IN_GOVERNMENT:0 "[concept_interest_group]이 [concept_in_government]임"
 SUPPRESS_IG_IS_PROMOTED:2 "[concept_interest_group]을 [Concept('concept_bolster','$concept_bolstered$')]함"
 SUPPRESS_IG_INSUFFICIENT_AUT:0 "이용 가능한 $AUTHORITY$ 부족. 필요량: $REQVAL|1v$ "
 SUPPRESS_IG_NO_SUPPRESSION_POWER:1 "법적 역량이 부족하여 [Concept('concept_interest_group', '$concept_interest_groups$')] [concept_suppress] 불가"
 PROMOTE_IG_IS_SUPPRESSED:1 "[concept_interest_group]이 [Concept('concept_suppress','$concept_suppressed$')]됨"
 PROMOTE_IG_INSUFFICIENT_AUT:0 "이용 가능한 $AUTHORITY$ 부족. 필요량: $REQVAL|1v$"
 PROMOTE_IG_NO_PROMOTION_POWER:2 "법적 역량이 부족하여 [Concept('concept_interest_group', '$concept_interest_groups$')] [concept_bolster] 불가"

 IG_IS_IN_GOVERNMENT:0 "[concept_in_government]: #variable [GetDefine( 'NPolitics', 'IG_IN_GOVERNMENT_APPROVAL' )|+=]#!"
 IG_IS_IN_OPPOSITION:0 "[concept_in_opposition]: #variable [GetDefine( 'NPolitics', 'IG_IN_OPPOSITION_APPROVAL' )|+=]#!"
 IG_POWERFUL_IS_IN_OPPOSITION:0 "[concept_powerful] 및 [concept_in_opposition]: #variable [GetDefine( 'NPolitics', 'IG_POWERFUL_IN_OPPOSITION_APPROVAL' )|+=]#!"
 IG_REVOLUTIONARY_IN_GOVERNMENT:0 "혁명파 [Concept('concept_interest_group', '$concept_interest_groups$')] 여권의 찬성에는 상한이 존재합니다."
 IG_LAW_APPROVAL_CAPPED:1 "총 #B $TOTAL|+=$#! [concept_approval] (실제 #B $UNCAPPED|+=$#!에 상한 적용):"
 IG_LAW_APPROVAL:1 "총 #B $TOTAL|+=$#! [concept_approval]:"
 IG_LOYALISTS_APPROVAL:1 "[concept_interest_group]의 [concept_political_strength] 중 #v $POL_STR|0%$#!가 [concept_loyalist]: #v $APPROVAL|=+$#!"
 IG_RADICALS_APPROVAL:1 "[concept_interest_group]의 [concept_political_strength] 중 #v $POL_STR|0%$#!가 [concept_radical]: #v $APPROVAL|=+$#!"
 IG_ACTIVE_LAWS_HEADER:0 "#title 법 활성화#!"
 IG_LAW_CHANGES_HEADER:0 "#title 법 변경#!"
 IG_OTHER_FACTORS_HEADER:0 "#title 기타 요인#!"

 IG_IS_SUPPRESSED_ATTRACTION:1 "[Concept('concept_suppress','$concept_suppressed$')]: #variable $VAL|+=%0$#!"
 IG_IS_PROMOTED_ATTRACTION:2 "[Concept('concept_bolster','$concept_bolstered$')]: #variable $VAL|+=%0$#!"

 PEOPLE_ABROAD_TOOLTIP:0 "#BOLD #V 비편입 인구#!#!\n$TOOLTIP_DELIMITER$\n$ABROAD_POP_CONCEPT$"
 INTEREST_GROUP_TITLE:0 "#title [concept_interest_group]#!"
 LAW_TITLE:0 "#title 법#!"
 CLOUT_TITLE:0 "#title 정치력#!"
 SP_TITLE:0 "#title 육군 전력 포인트#!"
 SP_NAVAL_TITLE:0 "#title 해군 전력 포인트#!"
 REVOLUTION_TITLE:0 "#title 혁명!#!"
 REVOLUTION_CAPITAL_STATE_PROGRESS:0 "장악한 수도 주 지방: "
 REVOLUTION_CAPITAL_TAKE_DESC:0 "혁명이 수도 주의 모든 지방을 장악하면 승리를 위한 초읽기가 시작됩니다.\n #variable [RevolutionaryFaction.GetCountry.GetName]#!(이)가 #variable [RevolutionaryFaction.GetCapitalControl]#! 지방을, 혁명군이 #variable [RevolutionaryFaction.GetRevolutionCapitalControl]#!(을)를 장악하고 있습니다."
 REVOLUTION_VICTORY_DESC:0 "혁명군이 모든 수도 지방을 장악하면 이 막대가 채워지기 시작합니다. 막대가 완전히 채워지면 혁명군이 승리하고 모든 요구가 단행될 것입니다."
 REVOLUTION_SURRENDER_DESC:0 "해당 막대는 혁명 세력에 전력 포인트가 얼마나 남았는지를 나타냅니다. 남은 전력 포인트가 혁명 발생 당시 파벌이 보유했던 전력 포인트의 [GetDefineCountryRevolutionarySurrenderCutoff|1%] 미만으로 감소하면 파벌은 항복합니다."
 REVOLUTION_VICTORY_DETAILS:0 "반란군이 승리할 시 다음이 단행됩니다.\n[RevolutionaryFaction.GetVictoryEffectDesc]"

 REVOLUTION_COUNTRY_NAME:0 "혁명파 [COUNTRY.GetDefinition.GetName]"
 SECESSION_COUNTRY_NAME:0 "[COUNTRY.GetDefinition.GetPrimaryCultureName] 봉기"
 SECESSION_NO_PRIMARY_CULTURE_COUNTRY_NAME:0 "[COUNTRY.GetAdjectiveNoFormatting] 봉기"
 SECESSION_NO_REVOLT_TAG:0 "정체됨"
 SECESSION_NO_REVOLT_TAG_TOOLTIP:0 "해당 [concept_secession]은 단결을 위한 국민 정체성이 결여되어 있어 분리 독립이 불가능합니다."

 WAR_GOAL_WORTH:1 "#header [concept_war_goal]#!\n[WarGoal.GetInitiator.GetName]의 해당 [concept_war_goal]에는 #BOLD [WarGoal.GetWorth]#! 전쟁 점수가 소모됩니다. 당신은 당신의 전쟁 점수에서 상대의 전쟁 점수를 뺀 값만큼 [Concept('concept_war_goal', '$concept_war_goals$')]를 압박할 수 있습니다."

 WAR_START_TITLE:0 "#variable [COUNTRY.GetName]#!(와)과의 전쟁이 발발했습니다!"
 WAR_START_TITLE_NOPLAYER:0 "#variable $ATTACKER$ #! 및 #variable $DEFENDER$ #! 사이에 전쟁이 발발했습니다!"
 WAR_START_DESC:0 "#variable $WHERE$#!에서의 #variable $PLAY_NAME$#! 활동으로 인해 #bold 당신#! 및 #bold $MAIN_ENEMY$#! 사이에 전쟁이 발발했습니다."
 WAR_START_DESC_NOPLAYER:0 "$WHERE$에서의 $PLAY_NAME$ 활동으로 인해 #bold $FIRST$#! 및 #bold $SECOND$#! 사이에 전쟁이 발발했습니다."

 REGIONS_TITLE:0 "#title 지역#!"
 TOOLTIP_RADICALISM:0 "#header 급진주의#!\n$TOOLTIP_DELIMITER$\n[INTEREST_GROUP.GetActiveIncidents]\n"
 NEXT_RADICALISM_INCIDENT:0 "급진주의 사건 발생까지:\n#variable [INTEREST_GROUP.GetNextIncident]#! #variable ~[INTEREST_GROUP.GetWeeksUntilNextIncident]#!주 (진행도 [INTEREST_GROUP.GetRadicalism|%1])"
 TOOLTIP_STATE_RADICALISM:0 "#header 급진주의#!\n$TOOLTIP_DELIMITER$\n[STATE.GetActiveRadicalismIncidents]\n"
 RADICALISM_IN_STATE:0 "#BOLD #V $STATE$#!#!의 #BOLD #V 급진주의#!#!\n$TOOLTIP_DELIMITER$\n"
 RADICALISM_GROUPS_IN_STATE_HEADER:0 "다음 [Concept('concept_interest_group', '$concept_interest_groups$')]에서 급진주의 사건 발생:"
 RADICALISM_GROUPS_IN_STATE_ITEM:0 "#variable [INTEREST_GROUP.GetName]#! #variable ~[INTEREST_GROUP.GetWeeksUntilNextIncident]#!주 (진행도 [INTEREST_GROUP.GetRadicalism|%1])"

 RADICALISM_INCIDENT_START_EFFECTS_HEADER:0 "#title 시작 영향:#!"
 RADICALISM_INCIDENT_EFFECT_GROUPS_HEADER:0 "#title 영향 집단:#!"
 RADICALISM_INCIDENT_END_EFFECTS_HEADER:0 "#title 종료 영향:#!"
 RADICALISM_INCIDENT_DEMAND_HEADER:0 "#title 요구:#!"

 BUILDING_OPTION_CHANGE:0 "변경"
 BUILDING_OPTION_CHANGE_TOOLTIP:0 "#header 건물 변경#!\n해당 주의 #variable [BuildingType.GetBuildingGroupName]#! 건물을 #variable [BuildingType.GetName]#!(으)로 변경합니다."
 CHANGE_BUILDING_NEW:0 "#bold 대체 건물#!"
 CHANGE_BUILDING_CURRENT:0 "#bold 현재 건물#!"
 CHANGE_BUILDING_HEADER:0 "#BOLD [Building.GetState.GetName] 내 [Building.GetBuildingGroupName]#!"
 BUILDING_CHANGE_WRONG_TYPE:0 "#N [BUILDING.GetBuildingGroupName] 건물은 이 방식으로 변경될 수 없습니다.#!"
 BUILDING_CHANGE_NO_ALTERNATIVES:0 "#N 해당 주에서 변경할 대체 [BUILDING.GetBuildingGroupName] 건물이 존재하지 않습니다.#!"
 BUILDING_PANEL_EXPAND:0 "확장"
 BUILDING_PANEL_DOWNSIZE:0 "축소"
 BUILDING_PANEL_CHANGE:0 "변경"
 CANNOT_DOWNSIZE_NOT_DOWNSIZEABLE:0 "#N 축소될 수 없는 건물 유형입니다.#!"
 CANNOT_DOWNSIZE_UNDER_CONSTRUCTION:0 "#N 확장되는 동안에는 건물이 축소될 수 없습니다.#!"
 CANNOT_DOWNSIZE_INVALID_BUILDING:0 "#N 유효하지 않은 건물입니다.#!"
 CANNOT_DOWNSIZE_REVOLUTION:0 "#N [concept_revolution]이 진행 중이므로 건물 규모를 축소할 수 없습니다.#!"
 CANNOT_DOWNSIZE_SECESSION:0 "#N [concept_secession] 운동이 성장하고 있으므로 건물 축소할 수 없습니다.#!"
 BUILDING_DOWNSIZE_TOOLTIP:1 "#header $BUILDING_PANEL_DOWNSIZE$#!\n건물 규모를 #v $NEW_LEVEL$#!$TROOP_ALLOCATION_CHANGES_DOWNSIZE$(으)로 감소시킵니다."
 BUILDING_CHANGE_TOOLTIP:0 "#header 건물 변경#!\n해당 주의 #variable [BUILDING.GetBuildingGroupName]#! 건물을 변경합니다."
 BUILDING_CHANGE_CAN_SWITCH_TO:0 "#bold 대체 건물:#!"

 BUILDING_PROD_METH_ALREADY_ACTIVE:0 "이미 활성화된 [concept_production_method]입니다."
 BUILDING_PROD_METH_ALREADY_ACTIVE_BULK:0 "이미 모든 건물에서 활성화된 [concept_production_method]입니다."
 BUILDING_DETAILS_PRODUCED_MODIFIER_TOOLTIP:0 "#header [ModifierEntry.GetName]#!\n[ModifierEntry.GetDesc]\n$TOOLTIP_DELIMITER$\n[ModifierEntry.GetBreakdown]"

 TOOLTIP_NEW_PRODUCTION_METHOD:0 "#header 새로운 생산 방식 이용 가능#!\n$TOOLTIP_DELIMITER$\n해당 건물에서 새롭게 연구된 생산 방식을 활성화할 수 있습니다."

 POLITICAL_ACTION_REFORM_DESC:0 "#variable $REFORM_GROUP$ - $REFORM$#! 시행"
 POLITICAL_ACTION_REFORM_PAST_TENSE_DESC:0 "#variable $REFORM_GROUP$ - $REFORM$#! 시행됨"
 POLITICAL_ACTION_TAX_DESC:0 "#variable $STRATA$#!의 세율을 #variable $VALUE|%$#!로 설정"
 POLITICAL_ACTION_TAX_PAST_TENSE_DESC:0 "#variable $STRATA$#!의 세율을 #variable $VALUE|%$#!로 설정"
 POLITICAL_ACTION_BUILDING_DESC:0 "#variable $BUILDING_TYPE$ $LEVEL$ 단계#! 규모 건설"
 POLITICAL_ACTION_BUILDING_PAST_TENSE_DESC:0 "#variable $BUILDING_TYPE$ $LEVEL$ 단계#! 규모 건설함"
 POLITICAL_ACTION_DIPLOMATIC_PLAY_DESC:0 "$AGAINST$ 상대로 $PLAY_TYPE$ [concept_diplomatic_play] 시작"
 POLITICAL_ACTION_DIPLOMATIC_PLAY_PAST_TENSE_DESC:0 "$AGAINST|v$ 상대로 $PLAY_TYPE|v$ [concept_diplomatic_play] 시작됨"
 POLITICAL_ACTION_EXPAND_MARKET_DESC:0 "시장 범위 확장"
 POLITICAL_ACTION_EXPAND_MARKET_PAST_TENSE_DESC:0 "시장 범위 확장됨"
 INTERACTION_NOT_ALLOWED_FOR:0 "$COUNTRY$에서 허용되지 않는 행동입니다."

 CANNOT_AFFORD_LAW:0 "@aut!#variable $VAL$#! 부담 불가"
 LAW_HAS_NOT_PASSED_COOLDOWN:0 "당신의 $TYPE$(을)를 변경하려면 #variable $DATE$#!까지 기다려야 합니다."
 LACKING_TECHNOLOGY_GLOBAL_SINGLE:0 "$TECHNOLOGY$(이)가 아직 발명되지 않음"
 LACKING_TECHNOLOGY_GLOBAL_MULTI:1 "다음 중 하나가 발명됨"
 LACKING_TECHNOLOGY_SINGLE:2 "[Country.GetName]에서 [Technology.GetName](을)를 발명함"
 LACKING_TECHNOLOGY_MULTI:2 "[Country.GetName]에서 다음 중 하나를 발명함\n$BREAKDOWN$"
 LACKING_TECHNOLOGY_MULTI_ENTRY:0 "[Technology.GetName]"
 LACKING_UNLOCKING_LAW_SINGLE:1 "$LAW$(을)를 제정함"
 LACKING_UNLOCKING_LAW_MULTI:1 "다음 중 하나를 제정함:"
 LACKING_UNLOCKING_STATE_RELIGION_SINGLE:1 "[GetPlayer.GetName](이)가 [Religion.GetName](을)를 국가 [concept_religion]로 지정함"
 LACKING_UNLOCKING_STATE_RELIGION_MULTI:1 "[GetPlayer.GetName](이)가 다음 중 하나를 국가 [concept_religion]로 지정함:"
 HAS_DISALLOWING_STATE_RELIGION_SINGLE:1 "[GetPlayer.GetName](이)가 [Religion.GetName](을)를 국가 [concept_religion]로 지정하지 #b 않음#!"
 HAS_DISALLOWING_STATE_RELIGION_MULTI:1 "[GetPlayer.GetName](이)가 다음 중 하나를 국가 [concept_religion]로 지정하지 #b 않음#!"
 HAS_DISALLOWING_LAW_SINGLE:0 "$LAW$ 제정 불가"
 HAS_DISALLOWING_LAW_MULTI:0 "다음 법 제정 불가:"
 LACKING_PRODUCTION_METHOD_SINGLE:1 "건물에 $PRODUCTION_METHOD$ 활성화됨"
 LACKING_PRODUCTION_METHOD_MULTI:1 "건물에 다음 중 하나가 활성화됨:"
 LAW_DISALLOWED_BY_LAW_SINGLE:1 "$LAW$(을)를 제정하지 #b 않음#!"
 LAW_DISALLOWED_BY_LAW_MULTI:1 "다음 법을 제정하지 #b 않음#!:"

 DIPLOMATIC_ACTION_INSTANT:0 "[concept_instant_diplomatic_action]"
 DIPLOMATIC_ACTION_ONGOING:0 "[concept_ongoing_diplomatic_action]"
 DIPLOMATIC_ACTION_PACT:0 "[concept_diplomatic_pact]"
 DIPLOMATIC_ACTION_HEADER:0 "#header #tooltippable #tooltip:[DiplomaticAction.GetTooltipTag],DIPLOMATIC_ACTION_DESC [DiplomaticAction.GetType.GetName]#!#!#!"
 DIPLOMATIC_ACTION_DESC:0 "[DiplomaticAction.GetDesc]"
 DIPLOMATIC_ACTION_TOOLTIP:0 "[DiplomaticAction.GetTooltip]"
 DIPLOMATIC_PROPOSAL_TITLE:0 "[Proposal.GetDiplomaticAction.GetProposalNotificationName]"
 DIPLOMATIC_PROPOSAL_DESC:0 "[Proposal.GetDiplomaticAction.GetProposalNotificationDesc]\n\n[Proposal.GetDiplomaticAction.GetProposalNotificationEffectsDesc]"
 DIPLOMATIC_PROPOSAL_OFFER_OBLIGATION_DESC:1 "$DIPLOMATIC_PROPOSAL_DESC$\n\n$THEY_OFFER_OBLIGATION$"
 DIPLOMATIC_PROPOSAL_CALL_IN_OBLIGATION_DESC:0 "$DIPLOMATIC_PROPOSAL_DESC$\n\n$THEY_CALL_IN_OBLIGATION_SHORT$"
 DIPLOMATIC_PROPOSAL_BREAK_TITLE:0 "[Proposal.GetDiplomaticAction.GetProposalNotificationBreakName]"
 DIPLOMATIC_PROPOSAL_BREAK_DESC:0 "[Proposal.GetDiplomaticAction.GetProposalNotificationBreakDesc]\n\n[Proposal.GetDiplomaticAction.GetProposalNotificationBreakEffectsDesc]"

 DIPLOMATIC_ACTION_ON_ENACT:0 "제정 시:\n$DESC$"
 DIPLOMATIC_ACTION_ON_BREAK:0 "해당 [concept_diplomatic_pact] 위반 시:\n$DESC$"
 DIPLOMATIC_ACTION_ON_END:0 "해당 [concept_ongoing_diplomatic_action] 종료 시:\n$DESC$"
 DIPLOMATIC_ACTION_ON_ACCEPT:0 "수락 시:\n$DESC$"
 DIPLOMATIC_ACTION_ON_DECLINE:0 "거절 시:\n$DESC$"
 DIPLOMATIC_ACTION_ON_DAILY:0 "활성화 시 매일:\n$DESC$"
 DIPLOMATIC_ACTION_ON_WEEKLY:0 "활성화 시 매주:\n$DESC$"
 DIPLOMATIC_ACTION_ON_MONTHLY:0 "활성화 시 매월:\n$DESC$"
 DIPLOMATIC_ACTION_INCOME_TRANSFER:0 "[COUNTRY.GetName]에서 [TARGET_COUNTRY.GetName](으)로 매주 @money!$MONEY|Kv$ 이양하게 됩니다."
 DIPLOMATIC_ACTION_INCOME_TRANSFER_ACTIVE:0 "[COUNTRY.GetName]에서 [TARGET_COUNTRY.GetName](으)로 매주 @money!$MONEY|Kv$ 이양합니다."
 DIPLOMATIC_ACTION_RIVALRY:0 "[TARGET_COUNTRY.GetName](와)과의 [concept_rivalry]는 다음 혜택을 제공합니다:\n$DESC$"
 DIPLOMATIC_ACTION_RIVALRY_ACTIVE:0 "우리와 [TARGET_COUNTRY.GetName]의 [concept_rivalry]가 다음 혜택을 제공합니다:\n$DESC$"
 DIPLOMATIC_ACTION_EMBARGO:0 "[TARGET_COUNTRY.GetName](을)를 대상으로 [concept_embargo]령을 내립니다."
 DIPLOMATIC_ACTION_EMBARGO_ACTIVE:0 "[TARGET_COUNTRY.GetName](을)를 대상으로 한 [concept_embargo]령을 유지합니다."
 DIPLOMATIC_ACTION_TECH_SPREAD:0 "[COUNTRY.GetName] 및 [TARGET_COUNTRY.GetName] 사이에 [concept_technology_spread]가 가능해지게 됩니다."
 DIPLOMATIC_ACTION_TECH_SPREAD_ACTIVE:0 "[COUNTRY.GetName] 및 [TARGET_COUNTRY.GetName] 사이에 [concept_technology_spread]가 가능합니다."
 DIPLOMATIC_ACTION_ALLIANCE:0 "[COUNTRY.GetName] 및 [TARGET_COUNTRY.GetName] 사이에 [concept_alliance]이 생성됩니다."
 DIPLOMATIC_ACTION_ALLIANCE_ACTIVE:0 "[COUNTRY.GetName] 및 [TARGET_COUNTRY.GetName] 사이에 [concept_alliance]이 유지됩니다."
 DIPLOMATIC_ACTION_DEFENSIVE_PACT:0 "[COUNTRY.GetName] 및 [TARGET_COUNTRY.GetName] 사이에 [concept_defensive_pact]이 생성됩니다."
 DIPLOMATIC_ACTION_DEFENSIVE_PACT_ACTIVE:0 "[COUNTRY.GetName] 및 [TARGET_COUNTRY.GetName] 사이에 [concept_defensive_pact]이 유지됩니다."
 DIPLOMATIC_ACTION_TRADE_AGREEMENT:0 "[COUNTRY.GetName] 및 [TARGET_COUNTRY.GetName] 사이에 [concept_trade_agreement]이 생성됩니다."
 DIPLOMATIC_ACTION_TRADE_AGREEMENT_ACTIVE:0 "[COUNTRY.GetName] 및 [TARGET_COUNTRY.GetName] 사이에 [concept_trade_agreement]이 유지됩니다."
 DIPLOMATIC_ACTION_CUSTOMS_UNION:0 "[TARGET_COUNTRY.GetName](은)는 [COUNTRY.GetName](이)가 이끄는 [concept_customs_union]에 속하게 됩니다."
 DIPLOMATIC_ACTION_CUSTOMS_UNION_ACTIVE:0 "[TARGET_COUNTRY.GetName](은)는 [COUNTRY.GetName](이)가 주도하는 [concept_customs_union] 소속임"
 DIPLOMATIC_ACTION_SUBJECT_RELATION:0 "[COUNTRY.GetName](을)를 종주국으로 하여 [COUNTRY.GetName] 및 [TARGET_COUNTRY.GetName] 사이에 $SUBJECT_TYPE$ [concept_subject] 관계를 생성합니다."
 DIPLOMATIC_ACTION_SUBJECT_RELATION_ACTIVE:0 "[COUNTRY.GetName] 및 [TARGET_COUNTRY.GetName] 사이에 $SUBJECT_TYPE$ [concept_subject] 관계를 유지합니다."
 DIPLOMATIC_ACTION_RELATIONS_CHANGE_POS_EFFECT:3 "[concept_relations][ConcatIfNeitherEmpty(' ','$MAXDESC$')]가 매일 #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] #variable $PROGRESS_DAILY|%=2$#!#!#!만큼 증진됩니다. 다른 [concept_relations] 행동을 수행 중이지 않을 경우 $DAYS|v$일마다 [concept_relations]가 증진됩니다."
 DIPLOMATIC_ACTION_RELATIONS_CHANGE_NEG_EFFECT:3 "[concept_relations][ConcatIfNeitherEmpty(' ','$MINDESC$')]가 매일 #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] #variable $PROGRESS_DAILY|%=2$#!#!#!만큼 악화됩니다. 다른 [concept_relations] 행동을 수행 중이지 않을 경우 $DAYS|v$일마다 [concept_relations]가 악화됩니다."

 THEY_OFFER_OBLIGATION:1 "수락해 준다면 상대가 추후 우리 요청에 따라 [concept_obligation]을 이행하겠다고 제안합니다."
 THEY_CALL_IN_OBLIGATION_SHORT:0 "상대국이 [concept_obligation] 이행을 요청하고 있습니다. 거부 시 부정적인 외교 결과가 발생합니다."
 THEY_CALL_IN_OBLIGATION:0 "@warning! 상대국이 [concept_obligation] 이행을 요청하고 있습니다. 거부 시 [concept_obligation]이 부정되고 다음 결과가 뒤따릅니다:\n$REPUDIATE_OBLIGATION_EFFECTS$"
 WE_NOW_OWE_OBLIGATION:1 "상대가 [concept_obligation]을 받았습니다."
 THEY_USED_OBLIGATION:1 "상대가 [concept_obligation]을 사용하여 우리에게 수락을 받아냈습니다."
 REPUDIATE_OBLIGATION_EFFECTS:0 "- 우리가 제공한 [concept_obligation]을 부정당한 [concept_country]와의 [concept_relations] 대폭 악화\n- 우리가 [concept_obligation]을 제공한 다른 모든 국가와의 [concept_relations] 악화\n- [concept_prestige] 하락 및 #v 5#!년에 걸쳐 감쇠하는 [concept_infamy] 부여. 이 기간 동안 다른 [Concept('concept_country','$concept_countries$')]는 우리의 [Concept('concept_obligation', '$concept_obligations$')]을 가치 있게 여기지 않음"
 repudiated_obligation:0 "특약 부정"
 
 proposal_break_pact_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationBreakName]"
 proposal_break_pact_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationBreakDesc]"
 proposal_break_pact_tooltip:0 "#title $proposal_break_pact_name$#!\n$TOOLTIP_DELIMITER$\n$proposal_break_pact_desc$"

 proposal_break_pact_owe_obligation_name:1 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationBreakName]"
 proposal_break_pact_owe_obligation_desc:1 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationBreakDesc]\n\n$THEY_OFFER_OBLIGATION$"
 proposal_break_pact_owe_obligation_tooltip:1 "#header $proposal_break_pact_owe_obligation_name$#!\n$TOOLTIP_DELIMITER$\n$proposal_break_pact_owe_obligation_desc$"
 
 proposal_break_pact_call_in_obligation_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationBreakName]"
 proposal_break_pact_call_in_obligation_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationBreakDesc]\n\n$THEY_CALL_IN_OBLIGATION$"
 proposal_break_pact_call_in_obligation_tooltip:0 "#header $proposal_break_pact_call_in_obligation_name$#!\n$TOOLTIP_DELIMITER$\n$proposal_break_pact_call_in_obligation_desc$"

 proposal_diplomatic_action_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationName]"
 proposal_diplomatic_action_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationDesc]"
 proposal_diplomatic_action_tooltip:0 "#header $proposal_diplomatic_action_name$#!\n$TOOLTIP_DELIMITER$\n$proposal_diplomatic_action_desc$"

 proposal_diplomatic_action_owe_obligation_name:1 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationName]"
 proposal_diplomatic_action_owe_obligation_desc:1 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationDesc]\n\n$THEY_OFFER_OBLIGATION$"
 proposal_diplomatic_action_owe_obligation_tooltip:1 "#header $proposal_diplomatic_action_owe_obligation_name$#!\n$TOOLTIP_DELIMITER$\n$proposal_diplomatic_action_owe_obligation_desc$"
 
 proposal_diplomatic_action_call_in_obligation_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationName]"
 proposal_diplomatic_action_call_in_obligation_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationDesc]\n\n$THEY_CALL_IN_OBLIGATION$"
 proposal_diplomatic_action_call_in_obligation_tooltip:0 "#header $proposal_diplomatic_action_call_in_obligation_name$#!\n$TOOLTIP_DELIMITER$\n$proposal_diplomatic_action_call_in_obligation_desc$"

 proposal_sway_offer_tooltip:0 "#header $proposal_sway_offer_name$#!\n$TOOLTIP_DELIMITER$\n$proposal_sway_offer_desc$"
 proposal_sway_offer_name:0 "환심 시도"
 proposal_sway_offer_desc:0 "#variable [SCOPE.sC('actor').GetName]#!(이)가 #variable [SCOPE.sC('target').GetName]#!(을)를 상대하는 [concept_diplomatic_play]에서 우리의 환심을 얻으려 시도하고 있습니다."

 proposal_sway_offer_owe_obligation_tooltip:1 "#header $proposal_sway_offer_name$#!\n$TOOLTIP_DELIMITER$\n$proposal_sway_offer_desc$"
 proposal_sway_offer_owe_obligation_name:1 "$proposal_sway_offer_name$"
 proposal_sway_offer_owe_obligation_desc:1 "$proposal_sway_offer_desc$"

 notification_diplomatic_action_notification_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationName]"
 notification_diplomatic_action_notification_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationDesc]"
 notification_diplomatic_action_notification_tooltip:0 "#header $notification_diplomatic_action_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_action_notification_desc$"

 notification_diplomatic_action_used_obligation_notification_name:1 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationName]"
 notification_diplomatic_action_used_obligation_notification_desc:1 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationDesc]\n$THEY_USED_OBLIGATION$"
 notification_diplomatic_action_used_obligation_notification_tooltip:1 "#header $notification_diplomatic_action_used_obligation_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_action_used_obligation_notification_desc$"

 notification_diplomatic_proposal_accepted_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalAcceptedName]"
 notification_diplomatic_proposal_accepted_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalAcceptedDesc]"
 notification_diplomatic_proposal_accepted_tooltip:0 "#header $notification_diplomatic_proposal_accepted_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_accepted_desc$"

 notification_diplomatic_proposal_accepted_owe_obligation_name:1 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalAcceptedName]"
 notification_diplomatic_proposal_accepted_owe_obligation_desc:1 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalAcceptedDesc]\n$WE_NOW_OWE_OBLIGATION$"
 notification_diplomatic_proposal_accepted_owe_obligation_tooltip:1 "#header $notification_diplomatic_proposal_accepted_owe_obligation_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_accepted_owe_obligation_desc$"

 notification_diplomatic_proposal_declined_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalDeclinedName]"
 notification_diplomatic_proposal_declined_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalDeclinedDesc]"
 notification_diplomatic_proposal_declined_tooltip:0 "#header $notification_diplomatic_proposal_declined_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_declined_desc$"

 notification_diplomatic_action_break_notification_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationBreakName]"
 notification_diplomatic_action_break_notification_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationBreakDesc]"
 notification_diplomatic_action_break_notification_tooltip:0 "#header $notification_diplomatic_action_break_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_action_break_notification_desc$"

 notification_diplomatic_action_break_used_obligation_notification_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationBreakName]"
 notification_diplomatic_action_break_used_obligation_notification_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationBreakDesc]\n$THEY_USED_OBLIGATION$"
 notification_diplomatic_action_break_used_obligation_notification_tooltip:0 "#header $notification_diplomatic_action_break_used_obligation_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_action_break_used_obligation_notification_desc$"

 notification_diplomatic_proposal_break_accepted_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalBreakAcceptedName]"
 notification_diplomatic_proposal_break_accepted_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalBreakAcceptedDesc]"
 notification_diplomatic_proposal_break_accepted_tooltip:0 "#header $notification_diplomatic_proposal_break_accepted_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_break_accepted_desc$"

 notification_diplomatic_proposal_break_accepted_owe_obligation_name:1 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalBreakAcceptedName]"
 notification_diplomatic_proposal_break_accepted_owe_obligation_desc:1 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalBreakAcceptedDesc]\n$WE_NOW_OWE_OBLIGATION$"
 notification_diplomatic_proposal_break_accepted_owe_obligation_tooltip:1 "#header $notification_diplomatic_proposal_break_accepted_owe_obligation_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_break_accepted_owe_obligation_desc$"

 notification_diplomatic_proposal_break_declined_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalBreakDeclinedName]"
 notification_diplomatic_proposal_break_declined_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalBreakDeclinedDesc]"
 notification_diplomatic_proposal_break_declined_tooltip:0 "#header $notification_diplomatic_proposal_break_declined_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_break_declined_desc$"

 notification_diplomatic_proposal_third_party_notification_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationThirdPartyName]"
 notification_diplomatic_proposal_third_party_notification_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationThirdPartyDesc]"
 notification_diplomatic_proposal_third_party_notification_tooltip:0 "#header $notification_diplomatic_proposal_third_party_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_third_party_notification_desc$"

 notification_diplomatic_proposal_third_party_break_notification_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationThirdPartyBreakName]"
 notification_diplomatic_proposal_third_party_break_notification_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationThirdPartyBreakDesc]"
 notification_diplomatic_proposal_third_party_break_notification_tooltip:0 "#header $notification_diplomatic_proposal_third_party_break_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_third_party_break_notification_desc$"

 notification_diplomatic_proposal_third_party_accepted_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationThirdPartyAcceptedName]"
 notification_diplomatic_proposal_third_party_accepted_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationThirdPartyAcceptedDesc]"
 notification_diplomatic_proposal_third_party_accepted_tooltip:0 "#header $notification_diplomatic_proposal_third_party_accepted_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_third_party_accepted_desc$"

 notification_diplomatic_proposal_third_party_declined_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationThirdPartyDeclinedName]"
 notification_diplomatic_proposal_third_party_declined_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationThirdPartyDeclinedDesc]"
 notification_diplomatic_proposal_third_party_declined_tooltip:0 "#header $notification_diplomatic_proposal_third_party_declined_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_third_party_declined_desc$"

 notification_diplomatic_proposal_third_party_break_accepted_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationThirdPartyBreakAcceptedName]"
 notification_diplomatic_proposal_third_party_break_accepted_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationThirdPartyBreakAcceptedDesc]"
 notification_diplomatic_proposal_third_party_break_accepted_tooltip:0 "#header $notification_diplomatic_proposal_third_party_break_accepted_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_third_party_break_accepted_desc$"

 notification_diplomatic_proposal_third_party_break_declined_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationThirdPartyBreakDeclinedName]"
 notification_diplomatic_proposal_third_party_break_declined_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationThirdPartyBreakDeclinedDesc]"
 notification_diplomatic_proposal_third_party_break_declined_tooltip:0 "#header $notification_diplomatic_proposal_third_party_break_declined_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_third_party_break_declined_desc$"

 notification_diplomatic_pact_auto_break_notification_name:0 "[SCOPE.GetRootScope.GetDiplomaticPact.GetName] 파기됨"
 notification_diplomatic_pact_auto_break_notification_desc:2 "[AddTextIf(SCOPE.GetRootScope.GetDiplomaticPact.IsFirstCountry(GetPlayer), SCOPE.GetRootScope.GetDiplomaticPact.GetSecondCountry.GetName)][AddTextIf(SCOPE.GetRootScope.GetDiplomaticPact.IsSecondCountry(GetPlayer), SCOPE.GetRootScope.GetDiplomaticPact.GetFirstCountry.GetName)](와)과의 [SCOPE.GetRootScope.GetDiplomaticPact.GetName](을)를 더 이상 유지할 수 없음. 사유:\n[SCOPE.GetRootScope.GetDiplomaticPact.ShouldAutoBreakDesc]"
 notification_diplomatic_pact_auto_break_notification_tooltip:1 "#header $notification_diplomatic_pact_auto_break_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_pact_auto_break_notification_desc$"

 notification_diplomatic_pact_third_party_auto_break_notification_name:0 "[SCOPE.GetRootScope.GetDiplomaticPact.GetName] 파기됨"
 notification_diplomatic_pact_third_party_auto_break_notification_desc:2 "[AddTextIf(SCOPE.GetRootScope.GetDiplomaticPact.IsFirstCountry(GetPlayer), SCOPE.GetRootScope.GetDiplomaticPact.GetSecondCountry.GetName)][AddTextIf(SCOPE.GetRootScope.GetDiplomaticPact.IsSecondCountry(GetPlayer), SCOPE.GetRootScope.GetDiplomaticPact.GetFirstCountry.GetName)](와)과의 [SCOPE.GetRootScope.GetDiplomaticPact.GetName](을)를 더 이상 유지할 수 없음. 사유:\n[SCOPE.GetRootScope.GetDiplomaticPact.ShouldAutoBreakDesc]"
 notification_diplomatic_pact_third_party_auto_break_notification_tooltip:1 "#header $notification_diplomatic_pact_third_party_auto_break_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_pact_third_party_auto_break_notification_desc$"

 notification_character_died_notification_name:1 "[SCOPE.GetRootScope.GetCharacter.GetPrimaryRoleName](이)가 사망했습니다."
 notification_character_died_notification_desc:1 "전임 [SCOPE.GetRootScope.GetCharacter.GetPrimaryRoleName] [SCOPE.GetRootScope.GetCharacter.GetFullName](이)가 사망했습니다."
 notification_character_died_notification_tooltip:0 "$notification_character_died_notification_name$\n$notification_character_died_notification_desc$"

 notification_character_died_war_office_notification_name:0 "$notification_character_died_notification_name$"
 notification_character_died_war_office_notification_desc:0 "아군 인물인 [SCOPE.GetRootScope.GetCharacter.GetFullName](이)가 육군성에서 사망했습니다."
 notification_character_died_war_office_notification_tooltip:0 "$notification_character_died_war_office_notification_name$\n$notification_character_died_war_office_notification_desc$"

 notification_acquired_technology_notification_name:0 "[SCOPE.sT('technology').GetName] 획득!"
 notification_acquired_technology_notification_desc:0 "우리가 [SCOPE.sT('technology').GetName](을)를 획득했습니다."
 notification_acquired_technology_notification_tooltip:0 "$notification_acquired_technology_notification_name$\n$notification_acquired_technology_notification_desc$"

 notification_spreading_technology_notification_name:0 "[SCOPE.sT('technology').GetName] 전파 중"
 notification_spreading_technology_notification_desc:0 "[SCOPE.sT('technology').GetName] 관련 지식이 우리에게 전파되기 시작했습니다."
 notification_spreading_technology_notification_tooltip:0 "$notification_spreading_technology_notification_name$\n$notification_spreading_technology_notification_desc$"

 notification_price_report_name:0 "[SCOPE.GetRootScope.GetCountry.GetCapital.GetMarket.GetName] 월간 가격 보고"
 notification_price_report_desc:0 "[SCOPE.GetRootScope.GetCountry.GetPriceReportDesc]"
 notification_price_report_tooltip:0 "$notification_price_report_name$\n$notification_price_report_desc$"

 notification_law_changed_notification_name:0 "[SCOPE.GetRootScope.GetLaw.GetName] 통과됨"
 notification_law_changed_notification_desc:0 "[SCOPE.GetRootScope.GetLaw.GetName] 법 제정을 완료했습니다."
 notification_law_changed_notification_tooltip:0 "$notification_law_changed_notification_name$\n$notification_law_changed_notification_desc$"

 notification_institution_investment_increased_name:0 "[SCOPE.GetRootScope.GetInstitution.GetName] 투자 증가됨"
 notification_institution_investment_increased_desc:0 "[SCOPE.GetRootScope.GetInstitution.GetName] 기관에 대한 투자가 [SCOPE.GetRootScope.GetInstitution.GetInvestmentLevel|v] 단계로 증가됨"
 notification_institution_investment_increased_tooltip:0 "$notification_institution_investment_increased_name$\n$notification_institution_investment_increased_desc$\n\n#i 영향:#!\n[SCOPE.GetRootScope.GetInstitution.GetModifier.GetDesc]"

 notification_institution_investment_decreased_name:0 "[SCOPE.GetRootScope.GetInstitution.GetName] 투자 감소됨#!"
 notification_institution_investment_decreased_desc:0 "[SCOPE.GetRootScope.GetInstitution.GetName] 기관에 대한 투자가 [SCOPE.GetRootScope.GetInstitution.GetInvestmentLevel|v] 단계로 감소됨"
 notification_institution_investment_decreased_tooltip:0 "$notification_institution_investment_decreased_name$\n$notification_institution_investment_decreased_desc$\n\n#i 영향:#!\n[SCOPE.GetRootScope.GetInstitution.GetModifier.GetDesc]"

 notification_rank_changed_notification_name:0 "국력 순위 변경됨"
 notification_rank_changed_notification_desc:0 "우리가 [SCOPE.sC('actor').GetRank|v] 등급이 되었습니다."
 notification_rank_changed_notification_tooltip:0 "$notification_rank_changed_notification_name$\n$notification_rank_changed_notification_desc$"

 notification_heir_born_notification_name:0 "후계자 탄생"
 notification_heir_born_notification_desc:0 "[SCOPE.GetRootScope.GetCharacter.GetCountry.GetName] 제위 [concept_heir]인 [SCOPE.GetRootScope.GetCharacter.GetFullName](이)가 탄생했습니다."
 notification_heir_born_notification_tooltip:0 "$notification_heir_born_notification_name$\n$notification_heir_born_notification_desc$"

 COMMANDER_COMBAT_UNIT_HEADER:0 "[CHARACTER.GetFullName]:"

 HQ_TROOP_ALLOCATION_CHANGE_HEADER:0 "[HQ.GetNameNoFlag] 병력 변경:"
 HQ_TROOP_ALLOCATION_CHANGE_COMMANDER:0 "[CHARACTER.GetFullName]:"
 HQ_TROOP_ALLOCATION_CHANGE_ENTRY:1 "[State.GetName] 내 [BUILDING.GetName]에서: [Hq.GetCombatUnitsIcon] #v $VALUE|+=$#!"

 HQ_TROOP_ALLOCATION_CHANGE_UNIT_TYPE:0 "$ICON_STR$ #tooltippable #tooltip:$BREAKDOWN$ $VALUE|+=$#!#! $UNIT_TYPE_NAME$ 대대"

 MILITARY_PANEL_GENERALS:0 "#ITALIC 장군#!"
 MILITARY_PANEL_ADMIRALS:0 "#ITALIC 제독#!"

 HQ_PANEL_HOME_STATISTICS:0 "#title 통계#!"

 HQ_PANEL_LOCATION_HEADER:0 "#title 현재 [Hq.GetNameNoFlag]에서#!"
 HQ_PANEL_HOME_HEADER:0 "#title [Hq.GetNameNoFlag] 기반#!"
 HQ_PANEL_HOME_TOTAL:0 "총합: [Hq.GetHomeUnitsHeader]"
 HQ_PANEL_HOME_AVAILABLE:0 "[concept_in_reserve]:"
 HQ_PANEL_HOME_AVAILABLE_TOOLTIP:0 "[Hq.GetNameNoFlag](이)가 현재 #bold [Hq.GetReserveUnitsRaw]#! [Hq.GetCombatUnitsIcon] (지휘관 부재) 보유\n\n[Hq.GetReserveUnitsDesc]"

 HQ_PANEL_TOTAL_HEADER:0 "#title 현재 [Hq.GetNameNoFlag]에서#!"
 HQ_PANEL_TOTAL_TOTAL:0 "[Hq.GetGarrisonUnitsHeader]"
 HQ_PANEL_TOTAL_TOTAL_TOOLTIP:2 "#header [Hq.GetName]#!\n[Hq.GetNameNoFlag]의 [concept_garrison]는 [Hq.GetGarrisonUnitsHeader]입니다. 원인:\n[ConcatIfNeitherEmpty(Hq.GetGarrisonUnitsPerCommanderDesc,'\n\n')][Hq.GetCombatUnitsIcon] #variable [Hq.GetReserveUnitsRaw]#! [concept_in_reserve][ConcatIfNeitherEmpty('\n\n이 본부는 다음 전선에 병력을 공급하고 있습니다:\n', Hq.GetFrontsGarrisonedByThisHQDesc)]"
 HQ_PANEL_TOTAL_IN_RESERVE:0 "#header [concept_in_reserve]#!\n[Hq.GetNameNoFlag]에 [Hq.GetCombatUnitsIcon] #variable [Hq.GetReserveUnitsRaw]#! [concept_in_reserve] 존재"
 HQ_PANEL_BATTALIONS_IN_RESERVE:0 "#header @battalions! [Concept('concept_battalion', '$concept_battalions$')] [concept_in_reserve]#!\n$TOOLTIP_DELIMITER$\n[Hq.GetNameNoFlag]에 [Hq.GetCombatUnitsIcon] #variable [Hq.GetReserveUnitsRaw]#!의 [concept_in_reserve] 존재"
 HQ_PANEL_FLOTILLAS_IN_RESERVE:0 "#header @flotillas! [Concept('concept_flotilla', '$concept_flotillas$')] [concept_in_reserve]#!\n$TOOLTIP_DELIMITER$\n[Hq.GetNameNoFlag]에 [Hq.GetCombatUnitsIcon] #variable [Hq.GetReserveUnitsRaw]#!의 [concept_in_reserve] 존재"
 HQ_IN_RESERVE:1 "#variable [Hq.GetReserveUnitsRaw]#!"

 HQ_PANEL_HOME_GENERALS:0 "#title [Concept('concept_hq', '본국 내 장군')]#!"
 HQ_PANEL_HOME_ADMIRALS:0 "#title [Concept('concept_hq', '본국 내 제독')]#!"

 FRONT_SUPPLIED_BY_HQ_ITEM:0 "$TAB$[Front.GetName]에 @battalions! #v $NUM$#!개\n"

 CAN_TRAIN_NO_BARRACKS:0 "#N 보유한 $BUILDING_NAMES$(이)가 없습니다.#!"
 CAN_TRAIN_NO_BARRACKS_OR:0 "또는"
 CAN_TRAIN_MAXIMUM_SOLDIERS:0 "#N 당신의 병사 최대치에 도달했습니다.#!"
 CAN_TRAIN_REACHED_TARGET:0 "#N 당신의 목표 전력 포인트에 도달했습니다.#!"
 CAN_TRAIN_NO_BUDGET:0 "#N 현재 예산이 부족하여 병력을 더 이상 훈련할 수 없습니다.#!"

 CONDITIONS_TOOLTIP:0 "\n#title 조건:#!\n$CONDITIONS$"
 MODIFIERS_TOOLTIP:0 "#header [InterestGroupModifier.GetName]#!\n$TOOLTIP_DELIMITER$\n[InterestGroupModifier.GetDesc]\n\n남은 시간: [InterestGroupModifier.GetRemainingDays]"
 STATE_INDUSTRY_OUTPUT_MULT:0 "테스트"
 STATE_INDUSTRY_OUTPUT_MULT_desc:0 "TESTING_DESC"

 ELECTION_RESULTS_TITLE:0 "#BOLD 선거 결과<2>#!"
 TOTAL_VOTES_TITLE:0 "#title 총 투표권#!"
 LOCATION_TITLE:0 "#title 장소#!"
 COUNTRY_TITLE:0 "#title 국가#!"
 TOTAL_POLITICAL_STRENGTH_TITLE:0 "#title 총 [concept_political_strength]#!"
 TOTAL_CAPITAL_GAIN_TITLE:0 "#title [concept_authority] 획득#!"
 POPULATION_TITLE:0 "#title 인구#!"
 WORKING_ADULTS_TITLE:0 "#title 노동 종사자#!"
 DEPENDENTS_TITLE:0 "#title 피부양 인구#!"
 VOTES_TITLE:0 "#title 투표권#!"
 CULTURE_TITLE:0 "#title [concept_culture]#!"
 RELIGION_TITLE:0 "#title [concept_religion]#!"
 MAJORITY_RELIGION_TITLE:0 "주요 종교"
 POL_STR_TITLE:0 "[concept_political_strength]"
 POLITICAL_STRENGTH_TITLE:0 "#title [concept_political_strength]#!"
 TOTAL_CAPITAL_GAIN_DESC:0 "#title [concept_authority] 획득#!"
 TIME_REMAINING:0 "남은 시간: #BOLD [GetPlayer.GetGovernmentData.GetTimeRemainingElection]일#!"
 CHANGE_GOVERNMENT_BUTTON:0 "정부에서: (#BOLD [GetPlayer.GetGovernmentData.GetCost] @aut!#!)"
 FORM_GOVERNMENT:0 "정부에서"
 NAME_OF_GOVERNMENT_TYPE:1 "[concept_government_type]"
 CHANGE_GOVERNMENT_TOOLTIP:0 "#header 통치 [Concept('concept_interest_group', '$concept_interest_groups$')] 변경#!\n$TOOLTIP_DELIMITER$\n당신이 통치 $concept_interest_groups$이 선택한 것으로 변경됩니다."
 VERY_GOOD_IDEA:0 "#title $VERY_GOOD_IDEA_NAME$#!"
  #(>[GetGoodThreshold|+2])#!"
 VERY_BAD_IDEA:0 "#title $VERY_BAD_IDEA_NAME$#!"
  #(<[GetVeryBadThreshold|+2])#!"
 GOOD_IDEA:0 "#title $GOOD_IDEA_NAME$#!"
  #(>[GetBadThreshold|+2] && <[GetGoodThreshold|+2])#!"
 BAD_IDEA:0 "#title $BAD_IDEA_NAME$#!"
  #(>[GetVeryBadThreshold|+2] && <[GetBadThreshold|+2])#!"
 VERY_GOOD_IDEA_NAME:0 "강경하게 찬성"
 VERY_BAD_IDEA_NAME:0 "강경하게 반발"
 GOOD_IDEA_NAME:0 "찬성"
 BAD_IDEA_NAME:0 "반발"
 NEUTRAL_IDEA_NAME:0 "모호"

 VERY_GOOD_IDEA_TOOLTIP:0 "이에 대해 #bold #P 강경하게 찬성#!#!함"
 VERY_BAD_IDEA_TOOLTIP:0 "이에 대해 #bold #N 강경하게 반발#!#!함"
 GOOD_IDEA_TOOLTIP:0 "이에 대해 #bold #P 찬성#!#!함"
 BAD_IDEA_TOOLTIP:0 "이에 대해 #bold #N 반발#!#!함"
 NEUTRAL_IDEA_TOOLTIP:0 "이에 대해 #header 무관심#!함"

 EVENT_NO_TIME_LIMIT:0 "시간 제한 없음"
 EVENT_WINDOW_EVENT_LOCATION:1 "[EventWindow.AccessEvent.GetState.GetName] 내 사건"
 test.pink_elephant_tooltip:0 "남은 날짜: [EVENT.GetRemainingDays]"
 test.election_tooltip:0 "선거 결과가 나왔습니다!"
 test.pre.election_tooltip:0 "#BOLD [GetPlayer.GetGovernmentData.GetTimeRemainingPreElection]일 후 선거#!\n현재 투표 순위:"
 test.acquired_technology_tooltip:0 "새로운 기술을 획득했습니다!"

 PEOPLE_ABROAD_TITLE:0 "#title 비편입 인구#!"
 POLITICAL_INACTIVE_TITLE:1 "#title [Concept('concept_politically_inactive_involved', '$concept_politically_inactive$')]#!"
 POLITICAL_INACTIVE_TITLE_NO_FORMATTING:0 "#title 정치 비활동#!" # Don't turn this into a concept, it will break some IG tooltips
 TRAIT_INACTIVE:0 "(비활성화)"

 POLITICALLY_INACTIVE_POPULATION:1 "[Concept('concept_politically_inactive_involved', '$concept_politically_inactive$')] 인구: [Country.GetInactivePopulation|kv]"
 POLITICALLY_INACTIVE_POPULATION_TOOLTIP:1 "#header [Concept('concept_politically_inactive_involved', '$concept_politically_inactive$')] 인구#!\n총합: [GetPlayer.GetInactivePopulation|kv]\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetInactivePopulationDesc]"
 POLITICALLY_INVOLVED_POPULATION_TOOLTIP:1 "#header [Concept('concept_politically_inactive_involved', '$concept_politically_involved$')] 인구#!\n총합: [GetPlayer.GetPoliticallyInvolvedPopulation|kv]\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetPoliticallyInvolvedPopulationDesc]"

 POLITICAL_STRENGTH_SUBTITLE:0 "#title [concept_political_strength]#!"

 BUILDING_EXPANSION_LEVEL_BREAKDOWN_DESC:0 "[BUILDING.GetExpansionLevelDesc]"
 BUILDING_EXPANSION_LEVEL_BREAKDOWN_URBAN_CAPACITY:0 "[concept_urbanization] #v [STATE.CalcTotalUrbanization]#! 단계"
 BUILDING_EXPANSION_LEVEL_BREAKDOWN_TRADE_ROUTE_LEVELS:0 "[STATE.GetName]에서 #v $NUM_TRADE_ROUTE_LEVELS$ 단계#!의 [Concept('concept_trade_route', '$concept_trade_routes$')] 발생 중"
 BUILDING_EXPANSION_LEVEL_BREAKDOWN_TOOLTIP:0 "[Building.GetExpansionLevelBreakdown]"
 BUILDING_EXPANSION_LEVEL_BREAKDOWN:0 "[BUILDING.GetName] 최대 $MAXIMUM|v$ 단계: \n$TAB$$EXPLANATION$"
 BUILDING_EXPANSION_LEVEL_BREAKDOWN_ARABLE_LAND:0 "[STATE.GetName]에서 이용 가능한 [concept_arable_land]: $AVAILABLE_ARABLE_LAND|v$"
 BUILDING_EXPANSION_LEVEL_BREAKDOWN_LAND_SHARE:0 "[STATE_REGION.GetName]의 총 잠재력: $MAX_IN_STATE_REGION|v$\n$TAB$[STATE_REGION.GetName]의 [STATE.GetName](이)가 보유한 토지 지분: $LAND_SHARE|v1%$"
 BUILDING_EXPANSION_LEVEL_BREAKDOWN_UNCAPPED:0 "[BUILDING.GetName]에 최대 단계가 없습니다"
 BUILDING_HAS_INVALID_LEVELS_IN_QUEUE:0 "해당 건물은 [concept_construction_queue]에서 유효하지 않은 단계를 보유하고 있습니다."
 CONSTRUCTION:0 "건설"

 CHANGE_SPEED_NOT_HOST_OR_LOCAL:0 "#N 호스트만이 게임 속도를 변경할 수 있습니다#!"
 INCREASE_SPEED_ALREADY_MAX:0 "#N 게임 속도를 더 증가시킬 수 없습니다#!"
 DECREASE_SPEED_ALREADY_MIN:0 "#N 게임 속도를 더 감소시킬 수 없습니다#!"
 INCREASE_SPEED_TOOLTIP:0 "게임 속도 증가"
 DECREASE_SPEED_TOOLTIP:0 "게임 속도 감소"
 GAME_PAUSED:0 "게임이 일시 정지되었습니다. #instruction 클릭#!하여 재개할 수 있습니다."
 GAME_RUNNING:0 "게임이 실행 중입니다. #instruction 클릭#!하여 일시 정지할 수 있습니다."
 TOGGLE_PAUSE_NOT_HOST_OR_LOCAL:0 "#N 호스트만이 일시 정지 기능을 사용할 수 있습니다#!"
 PAUSED_BY_PLAYER_MP:0 "#v [TimeKeeper.GetPausedBy]#!에 의해 일시 정지됨"
 PAUSED_BY_UNPAUSE_ONLY_ME:0 "당신만이 [TimeKeeper.GetTimeAnyoneUnpause]초 이상 일시 정지 해제 가능"
 PAUSED_BY_UNPAUSE_ONLY_PAUSED_BY:0 "#v [TimeKeeper.GetPausedBy]#!만이 [TimeKeeper.GetTimeAnyoneUnpause]초 이상 일시 정지 해제 가능"
 PAUSED_BY_UNPAUSE_ANYONE:0 "누구나 일시 정지 해제 가능"

 ESTABLISH_COLONY_BUILDING_TOOLTIP:0 "#variable [BUILDING_TYPE.GetName]#!"

 STATE_COLONY_TOOLTIP:2 "#header [State.GetName]에 [State.GetOwner.GetAdjective] 식민지 수립#!\n$TOOLTIP_DELIMITER$\n추가 지방 획득 진행도: #variable [State.GetColonyProgress|%]#!\n식민지 다음 성장 예정 시일: #variable [State.GetColonyGrowthDateDesc]#!\n\n진행도 일일 #variable [State.GetDailyColonyProgress|%]#!만큼 증가, 요인: \n[State.GetColonyGrowthModifierDesc]"

 MARKET_CAPITAL:0 "#title [concept_market_capital]#!\n[Market.GetMarketCapital.GetName]"
 MOVE_CAPITAL_FORBIDDEN_WHILE_IN_ACTIVE_DIPLO_PLAY:0 "#N [concept_diplomatic_play]에 연루된 동안에는 수도 이전 불가#!"
 MOVE_MARKET_CAPITAL_FORBIDDEN_WHILE_IN_ACTIVE_DIPLO_PLAY:0 "#N [concept_diplomatic_play]에 연루된 동안에는 [concept_market_capital] 이전 불가#!"
 MOVE_CAPITAL_FORBIDDEN_WHILE_AT_WAR:0 "#N [concept_war] 중에는 수도 이전 불가#!"
 MOVE_MARKET_CAPITAL_FORBIDDEN_WHILE_AT_WAR:0 "#N [concept_war] 중에는 [concept_market_capital] 이전 불가#!"
 MOVE_CAPITAL_ALREADY_MOVED_RECENTLY:0 "#N 최근 [concept_capital_state]를 변경했습니다. 재변경 가능 일자: $DATE|v$#!"
 MOVE_CAPITAL_IS_ALREADY_CAPITAL:0 "#N [STATE.GetName](은)는 이미 [concept_capital_state]입니다.#!"
 MOVE_CAPITAL_NOT_INCORPORATED:0 "#N [concept_incorporated_state]만을 [concept_capital_state]로 만들 수 있습니다.#!"
 MOVE_CAPITAL_NOT_CULTURAL_HOMELAND:0 "#N [concept_primary_cultures] [concept_homeland]만을 [concept_capital_state]로 만들 수 있습니다.#!"
 MOVE_MARKET_CAPITAL_ALREADY_MOVED_RECENTLY:0 "#N 최근 [concept_market_capital]을 변경했습니다. 재변경 가능 일자: $DATE|v$#!"
 MOVE_MARKET_CAPITAL_IS_ALREADY_CAPITAL:0 "#N [STATE.GetName](은)는 이미 [concept_market_capital]입니다.#!"
 MOVE_MARKET_CAPITAL_NOT_INCORPORATED:0 "#N [concept_incorporated_state]만을 [concept_market_capital]로 만들 수 있습니다.#!"
 MOVE_MARKET_CAPITAL_NOT_MARKET_OWNER:1 "#N 우리는 다른 [Concept('concept_country','$concept_country_possessive$')] [concept_market]에 속해 있습니다. [concept_market_capital]을 옮길 수 없습니다.#!"
 INCORPORATE_STATE_NO_NEIGHBOUR:0 "#N 이미 편입된 주와 인접한 주만을 편입할 수 있습니다.#!"
 INCORPORATE_STATE_COLONY_NOT_FINISHED:1 "#N 아직 성장 중인 [concept_colony]는 편입할 수 없습니다.#!"
 INCORPORATE_STATE_ALREADY_INCORPORATED:0 "#N 이미 편입됨#!"
 INCORPORATE_STATE_ALREADY_INCORPORATING:0 "#N 이미 편입 중#!"
 INCORPORATE_STATE_CANNOT_INCORPORATE_TREATY_PORT:0 "#N [concept_treaty_port]는 편입할 수 없습니다.#!"
 INCORPORATE_STATE_INCORPORATION_DISALLOWED:0 "#N 편입 불가 사유:#!\n$TAB$[State.GetModifier.GetDescFor('state_disallow_incorporation')]"
 INCORPORATE_STATE_NOT_ENOUGH_BUREAUCRACY:4 "@warning! $STATE_NAME$ [Concept('concept_incorporated_state', '$concept_incorporating$')] 비용으로 인해 적자가 발생할 것입니다. (@bur!$PROJECTED_TOTAL|v+1$)"
 incorporate_state:0 "주 편입"
 incorporate_state_tooltip:2 "#header $incorporate_state$#!\n$TOOLTIP_DELIMITER$\n[concept_incorporated_state_desc]"
 
 REVOLUTIONARY_PARTY_CANNOT_JOIN_GOVERMENT:0 "[Party.GetName] 내 한 개 이상의 이해 집단이 현재 진행 중인 혁명을 지지함"

 UNINCORPORATE_STATE_TOOLTIP:0 "클릭하여 편입 취소"
 
 ESTABLISH_COLONY_STATE_NOT_VALID:1 "대상이 유효한 [concept_state]가 아닙니다."
 ESTABLISH_COLONY_NO_INTEREST:1 "이곳을 [Concept('concept_colony','$concept_colonize$')]하려면 $REGION|v$에 [concept_interest] 관계를 보유해야 합니다."
 ESTABLISH_COLONY_TYPE_NOT_VALID:1 "유효하지 않은 [concept_colony] 유형입니다."
 ESTABLISH_COLONY_TARGET_COUNTRY_NOT_VALID:1 "[concept_state] 내에 유효한 [Concept('concept_colony','$concept_colonization$')] 대상이 없습니다."
 ESTABLISH_COLONY_ALREADY_HAS_COLONY:1 "이곳에 이미 [concept_colony]를 보유하고 있습니다!"
 ESTABLISH_COLONY_OUT_OF_RANGE:1 "해당 [concept_state]에 도달할 수 없습니다."
 ESTABLISH_COLONY_CANNOT_AFFORD_MAINTENANCE:1 "월 $NEXTCOST|v$ @bur!의 비용을 유지할 수 없습니다!\n현재 수입은 월 $CURRENTINCOME|v$ @bur!입니다."
 ESTABLISH_COLONY_INTEREST_MARKER_INSUFFICIENT:0 "[concept_interest] 관계가 부족합니다!"
 ESTABLISH_COLONY_BAD_RANK:1 "[COUNTRY.GetRank] [concept_rank] [Concept('concept_country','$concept_countries$')]는 [Concept('concept_colony','$concept_colonies$')]를 수립할 수 없습니다."
 ESTABLISH_COLONY_NO_COLONIAL_GROWTH:1 "[concept_colonial_growth]을 생산하고 있지 않습니다."
 ESTABLISH_COLONY_MISSING_TECH:1 "필요한 #variable '$TECH$'#! [concept_technology]을 보유하고 있지 않습니다."

 CANCEL_COLONY_TOOLTIP:1 "[Concept('concept_colony','$concept_colonization$')] 취소"
 CANCEL_COLONY_NO_COLONY:1 "#N 이곳에 보유한 [concept_colony]가 없습니다!#!"
 CANCEL_COLONY_HAS_DIPLO_PLAY:1 "#N 활성화된 [concept_diplomatic_play]에 연루된 [concept_colony]를 제거할 수 없습니다.#!"
 CANCEL_COLONY_TARGET_COUNTRY_NOT_VALID:1 "#N 제거할 수 있는 유효한 대상 [concept_colony]가 존재하지 않습니다.#!"

 COLONIZATION_PAUSED:1 "[Concept('concept_colony','$concept_colonization$')] 일시 정지"

 CANNOT_ESTABLISH_COLONY_HOVER:0 "#header #N [STATE_REGION.GetName] 식민화 불가#!#!"
 ESTABLISH_COLONY_HOVER:0 "#header [STATE_REGION.GetName] 식민화#!"
 REMOVE_COLONY_TOOLTIP:0 "#header [StateRegion.GetName]에서 식민지 제거"
 REMOVE_COLONY_CONFIRM:0 "#header [STATE.GetName] [Concept('concept_colony', '$concept_colonizing$')]를 취소하시겠습니까?#!\n\n이미 [Concept('concept_colony', '$concept_colonized$')]된 지방을 포함해 이 주의 모든 진행도를 잃습니다.\n[STATE.GetColonyProvinceProgressDesc]\n추가 지방 획득 진행도: #tooltippable #tooltip:[STATE.GetTooltipTag],STATE_COLONY_TOOLTIP [STATE.GetColonyProgress|%]#!#!"
 STATE_PROVINCES_COLONIZED:0 "#variable $CURRENT$#!/#variable $TOTAL$#! 지방 [Concept('concept_colony', '$concept_colonized$')]"

 HAS_NO_INTEREST_MARKER:0 "#N 해당 지역에 [concept_interest] 관계가 존재하지 않습니다.#!"
 HAS_INTEREST_MARKER:0 "#N 이미 [concept_interest] 관계를 포함한 지역입니다.#!"
 NO_STATE_ADJACENT_REGION:0 "#N 해당 지역에 접한 주를 보유하고 있지 않습니다#!"
 LACKING_DIPLO_CAPITAL:0 "#N @inf!$VALUE|0$ 필요#!"
 RIVAL_RULES_NOT_MET:0 "#N 경쟁 구도 조건이 충족되지 않았습니다!"
 SET_INTEREST_MARKER:0 "#header $LEVEL$ 단계 [concept_interest] 설정#!"
 IM_RANK_UNDER_MIN:0 "#N $LEVEL$ 단계 [concept_interest]을 강등할 수 없습니다.#!"
 IM_RANK_OVER_MAX:0 "#N $LEVEL$ 단계 [concept_interest]을 승급할 수 없습니다.#!"
 IM_COUNTRY_RANK_TOO_LOW:0 "#N 해당 행동을 수행하려면 최소한 $RANK$위의 국가 순위가 필요합니다.#!"

 INTERESTS:0 "[Concept('concept_interest', '$concept_interests$')]"
 DECLARE_INTEREST_ALREADY_HAS_INTEREST:0 "[Country.GetName](이)가 이미 [StrategicRegion.GetName]에 [concept_interest] 관계를 보유하고 있습니다."
 DECLARE_INTEREST_TOO_MANY_DECLARED_INTERESTS:1 "[Country.GetName](은)는 더 이상 [Concept('concept_interest', '$concept_interests$')] 관계를 선언할 수 없습니다."
 DECLARE_INTEREST_ADD_TOOLTIP:1 "#header [StrategicRegion.GetName] 내 [concept_declared_interest]#!\n$TOOLTIP_DELIMITER$\n[StrategicRegion.GetName]에 [concept_declared_interest] 추가\n현재 #tooltippable #tooltip:[GetPlayer.GetTooltipTag],MAX_DECLARED_INTERESTS_TOOLTIP [GetPlayer.CalcMaxNumDeclaredInterests|v]#!#!개의 [Concept('concept_declared_interest','$concept_declared_interests$')] 중 [GetPlayer.GetNumDeclaredInterests|v]개 사용 중"
 DECLARE_INTEREST_REMOVE_TOOLTIP:1 "#header [StrategicRegion.GetName] 내 [concept_declared_interest]#!\n$TOOLTIP_DELIMITER$\n[StrategicRegion.GetName] 내 [concept_declared_interest] 제거\n현재 #tooltippable #tooltip:[GetPlayer.GetTooltipTag],MAX_DECLARED_INTERESTS_TOOLTIP [GetPlayer.CalcMaxNumDeclaredInterests|v]#!#!개의 [Concept('concept_declared_interest','$concept_declared_interests$')] 중 [GetPlayer.GetNumDeclaredInterests|v]개 사용 중"
 DECLARE_INTEREST_NOT_COASTAL_NOT_ADJACENT:1 "[StrategicRegion.GetName](은)는 해안 지형을 갖고 있거나 우리나라의 자연 [Concept('concept_interest', '$concept_interests$')] 관계에 접해 있지 않음"
 DECLARE_INTEREST_COASTAL_BUT_NO_COAST:1 "[StrategicRegion.GetName](은)는 우리나라의 자연 [Concept('concept_interest', '$concept_interests$')] 관계에 접해 있지 않음. 또한 우린 해안을 보유하고 있지 않음"

 ACTOR_COUNTRY_NOT_VALID:0 "유효하지 않은 행동 국가입니다."
 TARGET_COUNTRY_NOT_VALID:0 "#N 유효하지 않은 대상 국가입니다.#!"
 TARGET_STATE_NOT_VALID:0 "#N 유효하지 않은 대상 주입니다.#!"
 TARGET_STRATEGIC_REGION_NOT_VALID:0 "#N 유효하지 않은 [concept_strategic_region]입니다.#!"

 NO_ACTIVE_RESEARCH:0 "현재 연구 없음"
 ACTIVE_RESEARCH:0 "현재 연구"
 PASSIVELY_SPREADING_TECHS:0 "[concept_technology_spread]"

 RESEARCH_TECHNOLOGY_BUTTON:0 "새로운 연구 시작 ([AccessPlayer.AccessNumResearchableTechnologies|v])"
 REPLACE_TECHNOLOGY_BUTTON:0 "연구 교체 ([AccessPlayer.AccessNumResearchableTechnologies|v])"
 RESEARCH_TECHNOLOGY_BUTTON_TOOLTIP:0 "#header 새로운 연구 선택#!\n연구 가능한 기술이 [AccessPlayer.AccessNumResearchableTechnologies|v]개 존재합니다."
 INNOVATION_DESCRIPTION:0 "주간 혁신: #v @innovation![Country.GetWeeklyInnovation|+0]#!"
 INNOVATION_TOOLTIP:0 "#header [concept_innovation]#!\n매주 #v @innovation![Country.GetWeeklyInnovation|+2]#!의 [concept_innovation]을 생성합니다.\n[Country.GetWeeklyInnovationDesc]\n\n최대 @innovation![Country.GetWeeklyMaxInnovation|v2]의 [concept_innovation]을 진행 중인 연구에 투자할 수 있습니다.\n[Country.GetWeeklyMaxInnovationDesc]\n\n투자 상한 또는 진행 중인 연구 부족으로 사용하지 못한 [concept_innovation]은 국가의 [concept_technology_spread]율을 증가시킵니다."
 TECHNOLOGY_SPREAD_RATE_DESCRIPTION:0 "[concept_technology_spread]: #v [Country.GetWeeklyTechnologySpreadDesc]#!"
 TECHNOLOGY_SPREAD_RATE_TOOLTIP:0 "#header [concept_technology_spread]#!\n$TECHNOLOGY_SPREAD_RATE_BREAKDOWN$[ConcatIfNeitherEmpty('\n\n',Country.GetCurrentlySpreadingTechsDesc)]"
 TECHNOLOGY_SPREAD_RATE_BREAKDOWN:0 "[Country.GetWeeklyTechnologySpreadBreakdown]"
 CURRENTLY_SPREADING_TECHS:0 "#header 현재 전파 중인 기술#!\n$BREAKDOWN$"
 TECH_SPREAD_ENTRY:0 "$PROGRESS|%0v$ - [Technology.GetName] ([Technology.GetCategoryName])"
 TECHNOLOGY_TYPE_DESCRIPTION:0 "#b [Technology.GetEra.GetNumber]#!"
 TECHNOLOGY_INVENTED_IN:0 "#BOLD [Technology.GetOrigin.GetName]#!에서 발명됨"
 TECHNOLOGY_TOOLTIP_COST:1 "#title 비용:#! @innovation![TECHNOLOGY.GetCost( GetPlayer.Self )|0vk] 혁신 (연구 시 [TECHNOLOGY.PredictTimeLeftDesc( GetPlayer.Self )] 소요)"
 TECHNOLOGY_TOOLTIP_MODIFIERS_LABEL:0 "#title 변화 요인#!"
 TECHNOLOGY_TOOLTIP_ADOPTION_EFFECTS_LABEL:0 "#title 채택 영향#!"
 TECHNOLOGY_TOOLTIP_SPREAD_EFFECTS_LABEL:0 "#title 전파 영향#!"
 TECHNOLOGY_TOOLTIP_UNLOCKS_LABEL:0 "#title 잠금 해제#!"
 TECHNOLOGY_TOOLTIP_LORE:0 "#lore $LORE$#!"
 COMMON_KNOWLEDGE:0 "일반 상식"
 RESEARCHABLE_TITLE:0 "#title 연구 가능#!"
 NUM_URBAN_BUILDINGS:0 "#header 도시 건물#!\n[State.GetName]에 총 #variable [StatesPanel.GetNumUrbanLevels]#! 단계의 도시 건물이 존재합니다"
 NUM_RESOURCE_BUILDINGS:0 "#header 자원 건물#!\n[State.GetName]에 총 #variable [StatesPanel.GetNumResourceLevels]#! 단계의 자원 건물이 존재합니다"
 NUM_AGRICULTURE_BUILDINGS:0 "#header 농업 건물#!\n[State.GetName]에 총 #variable [StatesPanel.GetNumAgricultureLevels]#! 단계의 농업 건물이 존재합니다"
 NUM_DEVELOPMENT_BUILDINGS:0 "#header 개발 건물#!\n[State.GetName]에 총 #variable [StatesPanel.GetNumDevelopmentLevels]#! 단계의 개발 건물이 존재합니다"

 TECHNOLOGY_PROGRESS_FORMAT_NO_SPREAD:1 "#P $FIXED_TECH_PROGRESS|0$#!"
 TECHNOLOGY_PROGRESS_FORMAT_WITH_SPREAD:1 "#v $MIN_TECH_PROGRESS|0+$ - $MAX_TECH_PROGRESS|0+$#!"
 TECHNOLOGY_SPREAD_FORMAT:1 "#v $MIN_TECH_SPREAD|0+$ - $MAX_TECH_SPREAD|0+$#!"
 TECHNOLOGY_NO_SPREAD_FORMAT:1 "#v $TECH_SPREAD|0+$#!"
 TECHNOLOGY_PROGRESS_WEEKS_MIN_MAX:1 "$MIN_TIME$ - $MAX TIME$"

 BUILD_URBAN_BUILDING:1 "신규 도시 건물 건설\n해당 행동을 수행할 수 있는 유효 대상: #v [StatesPanel.AccessState.GetNumConstructableUrbanBuildings|+]#!"
 STATE_GDP:0 "국내총생산: #variable [State.GetGDPContributionPercentage|%1]#!"
 STATE_TAX:0 "세금: #variable [State.GetTaxationRevenue|+=K]#!"

 NUM_RURAL_BUILDINGS:0 "#header 전원 건물#!\n[State.GetName]에 총 #variable [StatesPanel.GetNumRuralLevels]#! 단계의 전원 건물이 존재합니다"
 NUM_RURAL_BUILDINGS_OVERVIEW:0 "#header 전원 건물#!\n[State.GetName]에 총 #variable [StatesPanel.GetNumRuralLevels]#! 단계의 전원 건물이 존재합니다"

 NUM_POPS:0 "#header 인구#!\n총 [State.GetPopulationSize|Kv]명의 인구가 [State.GetName]에서 살고 있습니다."
 NUM_SOL:1 "#header [State.GetName] 내 [concept_sol]#!\n$TOOLTIP_DELIMITER$\n현재 평균: [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(State.GetAverageStandardOfLivingAll)|v] (#tooltippable #tooltip:[State.GetTooltipTag],STATE_SOL_ALL [State.GetAverageStandardOfLivingAll|1v]#!#!)\n평균 $EXPECTED_SOL_SHORT$: [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(State.GetExpectedStandardOfLivingAll)|v] (#tooltippable #tooltip:[State.GetTooltipTag],STATE_EXPECTED_SOL_ALL [State.GetExpectedStandardOfLivingAll|v1]#!#!)"

 STATE_SOL_ALL:0 "#header [State.GetName] 내 모든 [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_sol]#!\n#v [State.GetFormattedStandardOfLivingLabelAll] ([State.GetFormattedStandardOfLivingAll]#!)\n$TOOLTIP_DELIMITER$\n[State.GetAdditionalSOLFactorsDescAll]"
 STATE_SOL_POOR:0 "#header [State.GetName] 내 $poor$의 평균 [concept_sol]#!\n#v [State.GetFormattedStandardOfLivingLabelPoor] ([State.GetFormattedStandardOfLivingPoor]#!)\n$TOOLTIP_DELIMITER$\n[State.GetAdditionalSOLFactorsDescPoor]"
 STATE_SOL_MIDDLE:0 "#header [State.GetName] 내 $middle$의 평균 [concept_sol]#!\n#v [State.GetFormattedStandardOfLivingLabelMiddle] ([State.GetFormattedStandardOfLivingMiddle]#!)\n$TOOLTIP_DELIMITER$\n[State.GetAdditionalSOLFactorsDescMiddle]"
 STATE_SOL_RICH:0 "#header [State.GetName] 내 $rich$의 평균 [concept_sol]#!\n#v [State.GetFormattedStandardOfLivingLabelRich] ([State.GetFormattedStandardOfLivingRich]#!)\n$TOOLTIP_DELIMITER$\n[State.GetAdditionalSOLFactorsDescRich]"
 STATE_EXPECTED_SOL_ALL:0 "#header [State.GetName] 내 모든 [Concept('concept_pop', '$concept_pops$')]의 평균 [concept_expected_sol]#!\n#v [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(State.GetExpectedStandardOfLivingAll)] ([State.GetExpectedStandardOfLivingAll|1]#!)\n$TOOLTIP_DELIMITER$\n[State.GetExpectedSOLFactorsDescAll]"
 STATE__EXPECTEDSOL_POOR:0 "#header [State.GetName] 내 $poor$의 평균 [concept_expected_sol]#!\n#v [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(State.GetExpectedStandardOfLivingPoor)] ([State.GetExpectedStandardOfLivingPoor|1]#!)\n$TOOLTIP_DELIMITER$\n[State.GetExpectedSOLFactorsDescPoor]"
 STATE_EXPECTED_SOL_MIDDLE:0 "#header [State.GetName] 내 $middle$의 평균 [concept_expected_sol]#!\n#v [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(State.GetExpectedStandardOfLivingMiddle)] ([State.GetExpectedStandardOfLivingMiddle|1]#!)\n$TOOLTIP_DELIMITER$\n[State.GetExpectedSOLFactorsDescMiddle]"
 STATE_EXPECTED_SOL_RICH:0 "#header [State.GetName] 내 $rich$의 평균 [concept_expected_sol]#!\n#v [LabelingHelper.GetLabelForStandardOfLivingCFixedPoint(State.GetExpectedStandardOfLivingRich)] ([State.GetExpectedStandardOfLivingRich|1]#!)\n$TOOLTIP_DELIMITER$\n[State.GetExpectedSOLFactorsDescRich]"

 WE_NOW_HAVE_LAW:0 "#bold [Notification.GetLaw.GetName](이)가 제정되었습니다!#!"
 GAINED_MODS:0 "#title [Notification.GetLaw.GetName](으)로 변경 결과 획득:#!"
 LOST_MODS:0 "#title [Notification.GetPrevLaw.GetName]에서 변경 결과 획득:#!"
 ENACT_APPROVAL_CHANGES:0 "#title [Notification.GetLaw.GetName] 제정에서 [concept_interest_group] 찬성 변화#!"
 ABOLISH_APPROVAL_CHANGES:0 "#title [Notification.GetPrevLaw.GetName] 폐지로 인한 [concept_interest_group] 찬성 변화#!"
 LAW_LORE:0 "#lore #bold [Notification.GetLaw.GetName]#!\n[Notification.GetLaw.GetFlavor]#!"


 INVALID_ERA:0 "유효하지 않은 시대입니다."
 TECHNOLOGY_PROGRESS:1 "#v @innovation! [Technology.GetProgress(GetPlayer.Self)|D]#! / #maximum [Technology.GetCost(GetPlayer.Self)|D]#!"
 TECHNOLOGY_COST:1 "#BOLD @innovation![Technology.GetCost(GetPlayer.Self)|0]#!"


 TECHNOLOGY_PROGRESS_GAIN:0 "#v #tooltippable #tooltip:[Technology.GetTooltipTag],TECHNOLOGY_GAIN_BREAKDOWN [GetPlayer.GetWeeklyTechnologyProgressDescForTech(Technology.Self)]#!#!#!"
 TECHNOLOGY_PROGRESS_TIME_LEFT:0 "[Technology.GetTimeLeftDesc( GetPlayer.Self )] 남음"
 TECHNOLOGY_PROGRESS_WITH_GAIN:0 "$TECHNOLOGY_PROGRESS$ ($TECHNOLOGY_PROGRESS_GAIN$)"
 TECHNOLOGY_PROGRESS_WITH_GAIN_AND_TIME_LEFT:0 "$TECHNOLOGY_PROGRESS_WITH_GAIN$ ($TECHNOLOGY_PROGRESS_TIME_LEFT$)"

 TECHNOLOGY_SPREAD_TOOLTIP:0 "#header [concept_technology_spread]#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetWeeklyTechnologySpreadForTechDesc(Technology.Self)]"
 TECHNOLOGY_GAIN_BREAKDOWN:1 "#header 기술 진행도#!\n[concept_innovation]에서: #tooltippable #tooltip:[Technology.GetTooltipTag]|[GetPlayer.GetTooltipTag],INNOVATION_TOOLTIP #v [GetPlayer.GetWeeklyInnovationForTech(Technology.Self)|=+0]#!#!#!\n[concept_technology_spread]에서: #tooltippable #tooltip:[Technology.GetTooltipTag],TECHNOLOGY_SPREAD_TOOLTIP [GetPlayer.GetWeeklyTechnologySpreadForTechDesc(Technology.Self)]#!#!"
 BASE_WEEKLY_TECH_SPREAD:0 "기본 주간 [concept_technology_spread]: #v $VALUE|+2$#!"
 RANDOMIZED_WEEKLY_TECH_SPREAD:1 "이 결과 매주 #P $MIN|1$#!에서 #P $MAX|1$#! 사이의 @innovation![concept_innovation] [concept_technology_spread]가 발생해, 우리에게 전파되는 [Concept('concept_technology', '$concept_technologies$')]에 투자됨"
 TECH_SPREAD_FROM_NEIGHBOR:0 "$COUNTRY|v$에서 [concept_technology_spread]: #v $VALUE|+=2$#! (인접)"
 TECH_SPREAD_FROM_PACT:0 "$COUNTRY|v$에서 [concept_technology_spread]: #v $VALUE|+=2$#! ($PACT$)"
 TECH_SPREAD_MAX_CAP:0 "[concept_technology_spread] 상한: #v $VALUE|+2$#!/주"

 test.acquired_technology.t:0 "[ROOT.GetCountry.GetName](이)가 [ROOT.GetTechnology.GetName](을)를 획득했습니다!"
 test.acquired_technology.d:0 "TODO Description"
 test.acquired_technology.f:0 "TODO Flavor"

 SHOW_MORE:0 "#header 펴기#!"
 SHOW_LESS:0 "#header 접기#!"

 BATTLE_SIZE_OWN_COMMAND_BASELINE:0 "지휘받는 부대로 인한 효과"
 BATTLE_SIZE_ENEMY_COMMAND_BASELINE:0 "지휘받는 적 부대로 인한 효과"
 BATTLE_SIZE_LUCK:0 "행운"
 BATTLE_SIZE_ENEMY_NUMERIC_ADVANTAGE:0 "적의 수적 우위에 따른 보정"
 BATTLE_SIZE_ENEMY_SKILL_ADVANTAGE:0 "적의 방어적 우위에 따른 보정"
 BATTLE_SIZE_COMBAT_WIDTH:0 "최대 전투 정면 도달"
 BATTLE_SIZE_MAX_AMOUNT_REACHED:0 "도달한 대대의 최대 수"
 BATTLE_SIZE_FRONT_SIZE:0 "전선 길이로 인한 효과"
 BATTLE_SIZE_MIN_AMOUNT_REACHED:0 "진군에 필요한 최솟값"

 JOURNAL_ENTRY_TOOLTIP:1 "#header [JournalEntry.GetName]#![SelectLocalization(Not(StringIsEmpty(JournalEntry.GetStatusDesc)), 'JOURNAL_ENTRY_STATUS', '' )][SelectLocalization(StringIsEmpty(JournalEntry.GetStatusDesc), 'JOURNAL_ENTRY_TOOLTIP_WITH_LINE', JournalEntry.GetTooltip )]"
 JOURNAL_ENTRY_STATUS:1 "\n$TOOLTIP_DELIMITER$\n[JournalEntry.GetStatusDesc]\n\n"
 JOURNAL_ENTRY_TOOLTIP_WITH_LINE:0 "\n$TOOLTIP_DELIMITER$\n[JournalEntry.GetTooltip]"
 JOURNAL_ENTRY_ACTIVATION_HEADER:0 "#title 활성화 조건:\n#!"
 JOURNAL_ENTRY_COMPLETION_HEADER:0 "#title 완료 조건:\n#!"
 JOURNAL_ENTRY_FAILURE_HEADER:0 "#title 실패 조건:\n#!"
 JOURNAL_ENTRY_INVALIDATION_HEADER:0 "#title 무효화 조건:\n#!"
 JOURNAL_ENTRY_TIMEOUT:0 "#title #v $TIMELEFT_STRING$#! 후 시간 초과#!"

 DIPLO_PLAY_SET_POSITION:0 "이동"
 DIPLOMATIC_PLAY_CONFIRMATION_HEADER:0 "#header [DiplomaticPlayType.GetName] 확인#!"
 SUPPORT_TARGET_DIPLOMATIC_PLAY_TOOLTIP:0 "[concept_diplomatic_play]에서 #VARIABLE [DiplomaticPlay.GetTarget.GetName]#!(을)를 지지합니다.\n\n[DiplomaticPlay.GetSupportTargetValidTooltip(GetPlayer)]"
 SUPPORT_INITIATOR_DIPLOMATIC_PLAY_TOOLTIP:0 "[concept_diplomatic_play]에서 #VARIABLE [DiplomaticPlay.GetInitiator.GetName]#!(을)를 지지합니다.\n\n[DiplomaticPlay.GetSupportInitiatorValidTooltip(GetPlayer)]"
 LEAN_TOWARDS_TARGET_DIPLOMATIC_PLAY_TOOLTIP:0 "해당 [concept_diplomatic_play]에서 #VARIABLE [DiplomaticPlay.GetTarget.GetName]#!에 #b 편향된 관점#!을 취합니다.\n\n[DiplomaticPlay.GetLeanTowardsTargetValidTooltip(GetPlayer)]"
 LEAN_TOWARDS_INITIATOR_DIPLOMATIC_PLAY_TOOLTIP:0 "해당 [concept_diplomatic_play]에서 #VARIABLE [DiplomaticPlay.GetInitiator.GetName]#!에 #b 편향된 관점#!을 취합니다.\n\n[DiplomaticPlay.GetLeanTowardsInitiatorValidTooltip(GetPlayer)]"
 BE_ON_THE_FENCE_DIPLOMATIC_PLAY_TOOLTIP:0 "해당 [concept_diplomatic_play]에서 #b 모호한 관점#!을 취합니다.\n\n[DiplomaticPlay.GetBeOnTheFenceValidTooltip(GetPlayer)]"
 YIELD_DIPLOMATIC_PLAY_TOOLTIP:0 "본 [concept_diplomatic_play]에서 당신의 입장을 #HEADER 양도#!합니다. [ConcatIfNeitherEmpty('\n\n', DiplomaticPlay.GetYieldValidTooltip(GetPlayer))]"
 DECLARE_NEUTRALITY_DIPLOMATIC_PLAY_TOOLTIP:0 "당신이 해당 [concept_diplomatic_play]에서 중립을 선언합니다.[ConcatIfNeitherEmpty(DiplomaticPlay.GetDeclareNeutralityValidTooltip(GetPlayer),'\n\n')]"
 DIPLOMATIC_PLAY_INITIATOR_TOOLTIP:0 "#variable [DiplomaticPlay.GetInitiator.GetName]#!(이)가 해당 [concept_diplomatic_play]의 개시자입니다."
 DIPLOMATIC_PLAY_DESCRIPTION_TOOLTIP:0 "해당 [concept_diplomatic_play]은 #variable [DiplomaticPlay.GetTarget.GetName]#!에게 #variable [DiplomaticPlay.GetDiplomaticPlayType.GetName]#!(을)를 강제합니다."
 DIPLOMATIC_PLAY_INTEREST_MARKER_TOOLTIP:0 "#variable [DiplomaticPlay.GetTarget.GetName]#!(이)가 해당 [concept_diplomatic_play]의 [concept_strategic_region]에 #variable [DiplomaticPlay.GetInterestMarker(DiplomaticPlay.GetTarget).GetInterestStatus]#! 단계 [concept_interest]를 보유하고 있습니다."
 DIPLOMATIC_PLAY_SUPPORTS_TOOLTIP:0 "#variable [Country.GetName]#!(이)가 지지함"
 DIPLOMATIC_PLAY_OPPOSES_TOOLTIP:0 "#variable [Country.GetName]#!(이)가 반발함"
 DIPLOMATIC_PLAY_UNDECIDED_TOOLTIP:0 "#variable [Country.GetName]#!(이)가 미정"
 DIPLOMATIC_PLAY_SWITCH_COUNTRY_TOOLTIP:1 "[DiplomaticPlay.GetInitiator.GetName|v](으)로 플레이\n$TOOLTIP_DELIMITER$\n[DiplomaticPlay.GetSwitchSideBreakdown][ConcatIfNeitherEmpty( GetDesc( DiplomaticPlay.SwitchSide( GetPlayer )), '\n\n' )]"
 DIPLOMATIC_PLAY_SWITCH_COUNTRY_BREAKDOWN_CURRENT_GOVERNMENT:0 "현재 정부:"
 DIPLO_PLAY_TAKE_SIDE_CURRENT_BACKER_CONFIRM:3 "[COUNTRY.GetName]에 대한 지지를 포기하시겠습니까? 상대가 약속한 모든 [Concept('concept_war_goal', '$concept_war_goals$')] 또는 [Concept('concept_obligation', '$concept_obligations$')]이 사라지고 상대와의 [concept_relations]가 #variable #N [GetDefine('NDiplomacy', 'DIPLOMATIC_PLAY_ABANDON_SUPPORT_RELATIONS_IMPACT')]#!#! 감소합니다."

 DIPLOMATIC_PLAY_ESCALATION:0 "[DiplomaticPlay.GetPhaseName|v]"
 DIPLOMATIC_PLAY_ESCALATION_TOOLTIP:1 "#header 단계적 확대#!\n국면: [DiplomaticPlay.GetPhaseName|v]\n수치: #variable [DiplomaticPlay.GetEscalation]#!"
 DIPLOMATIC_PLAY_SUPPORTS:1 "#header 지지#!"
 DIPLOMATIC_PLAY_OPPOSES:1 "#header 반발#!"
 DIPLOMATIC_PLAY_UNDECIDED:1 "#header 미정#!"
 DIPLOMATIC_PLAY_NAME:0 "[DiplomaticPlay.GetStrategicRegion.GetName] 내 [concept_diplomatic_play]"
 DIPLOMATIC_PLAY_SWITCH_COUNTRY:1 "진영 변경"
 DIPLOMATIC_PLAY_OUTLINER_TOOLTIP:0 "#header [DiplomaticPlay.GetStrategicRegion.GetName] 내 [concept_diplomatic_play]#!\n$TOOLTIP_DELIMITER$\n$DIPLO_PLAY_INITIATOR$: [DiplomaticPlay.GetInitiator.GetName]\n$DIPLO_PLAY_TARGET$: [DiplomaticPlay.GetTarget.GetName]"

 COUNTRY_STRENGTH_POINT_ARMY_TOOLTIP:0 "총 육군 전력 포인트\n#variable [Country.GetStrengthPointArmy]#!\n\n효율: #variable [Country.GetCombatEffectivenessArmy|2]#!\n충원율(미적용): #variable [Country.GetReinforcementRateArmy]#!\n이용 가능한 병영 전력 포인트 역량: #variable [Country.GetBarracksStrengthPointCapacityArmy] 전력 포인트#!"
 COUNTRY_STRENGTH_POINT_NAVY_TOOLTIP:0 "총 해군 전력 포인트\n#variable [Country.GetStrengthPointNavy]#!\n\n살상률: #variable [Country.GetKillRateNavy]#!\n충원율: #variable [Country.GetReinforcementRateNavy]#!\n이용 가능한 병영 전력 포인트 역량: #variable [Country.GetBarracksStrengthPointCapacityNavy] 전력 포인트#!"
 NATIONAL_RESERVE_TOOLTIP:0 "#HEADER 국가 보유고#!\n$TOOLTIP_DELIMITER$\n[concept_gold_reserves_desc]"
 CHARACTER_INTEREST_GROUP:0 "#header [Character.GetFullName]#!(은)는 #header [Character.GetInterestGroup.GetName]#! 소속임\n$TOOLTIP_DELIMITER$\n[concept_political_strength]: #variable [InterestGroup.GetPoliticalStrength|2*]#!\n$POL_STR_RATIO$\n\n#instruction 클릭#!하여 #bold [InterestGroup.GetName]#!(으)로 이동"
 INTEREST_GROUP:0 "[concept_interest_group]"
 INCREASE:0 "증가"
 DECREASE:0 "감소"
 INCREMENT_DECREMENT_TOOLTIP:0 "#instruction 클릭#!하여 $ITEM_DESCRIPTION$ #variable $CLICK_MAGNITUDE$#!만큼 $CHANGE_DIR$\n#instruction Shift + 클릭#!하여 #variable $SHIFT_MAGNITUDE$#!만큼 $CHANGE_DIR$\n#instruction Ctrl + 클릭#!하여 #variable $CTRL_MAGNITUDE$#!만큼 $CHANGE_DIR$"

 ADMIRAL_REPAIRING_DATE:0 "[Character.GetFullName](이)가 최근 해전에서 패배하여 [Character.GetRepairDateEnd|v]까지 이용할 수 없습니다."
 ADMIRAL_REPAIRING_DATE_TOOLTIP:0 "#header 회복 중#!\n[Character.GetFullName](이)가 최근 해전에서 패배하여 [Character.GetRepairDateEnd|v]까지 이용할 수 없습니다."

 NO_ORDERS:0 "명령 없음"
 IN_RESERVE:0 "예비군"

 CURRENT:0 "현재"
 START_OF_BATTLE:0 "전투 시작"
 UNDER_COMMAND:0 "지휘 중"
 BORROWED:0 "빌림"
 DETAILS:0 "세부 사항"
 YOU:0 "(당신)"
 ENEMY:0 "(적)"

 COMBAT_UNIT_NOT_MOBILIZED:0 "비활성화 ([Concept('concept_mobilize_battalion','$concept_mobilize_battalion_mobilized$')]하지 않음)"
 COMBAT_UNIT_NOT_UNDER_DIRECT_COMMAND:0 "비활성화 (전투에 참여하나 직접 지휘를 받지 않음)"
 COMBAT_UNIT_INACTIVE_MODIFIER_GARRISONED:0 "비활성화 ([Concept('concept_garrison','$concept_garrisons$')])"

 BATTLE_IN:0 "$STATE_REGION_NAME$ 전투"
 BATTLE_NEAR:0 "$CITY_NAME$ 교외 전투"
 BATTLE_FOR:0 "$CITY_NAME$ 전투"
 MILITARY_LENS_CHARACTER_TOOLTIP:0 "#HEADER $NAME$ #!"

 BATTLE_STATUS_OVERVIEW_TOOLTIP:1 "#header [BATTLE.GetName]#!\n#variable [BATTLE.GetAttacker.GetName]#!(와)과 #variable [BATTLE.GetDefender.GetName]#! 간의 전투"
 BATTLE_STATUS_WINNER_TOOLTIP:0 "#variable [BATTLE.GetWinner.GetName]#! ~ #variable [BATTLE.GetStartDate]#! 사이에 벌어진 전투에서 #variable [BATTLE.GetEndDate]#! 승리"
 BATTLE_STATUS_INCONCLUSIVE_TOOLTIP:0 "#variable [BATTLE.GetAttacker.GetName]#! 및 #variable [BATTLE.GetDefender.GetName]#! 사이에 벌어진 전투가 승부를 내지 못한 채 종료됨"

 BATTLE_BATTALIONS_BREAKDOWN_HEADER:1 "$UNIT_ICON$ $VALUE|v$ [Select_CString( Battle.IsNavalBattle, Concept('concept_flotilla','$concept_flotillas$'), Concept('concept_battalion','$concept_battalions$') )]"
 BATTLE_BATTALIONS_BREAKDOWN_HEADER_ATTACKER_START_OF_BATTLE:0 "$BATTLE_BATTALIONS_BREAKDOWN_HEADER$ 전투가 시작되어 공격 중"
 BATTLE_BATTALIONS_BREAKDOWN_HEADER_DEFENDER_START_OF_BATTLE:0 "$BATTLE_BATTALIONS_BREAKDOWN_HEADER$ 전투가 시작되어 방어 중"
 BATTLE_BATTALIONS_BREAKDOWN_HEADER_ATTACKER:0 "$BATTLE_BATTALIONS_BREAKDOWN_HEADER$ 공격 중"
 BATTLE_BATTALIONS_BREAKDOWN_HEADER_DEFENDER:0 "$BATTLE_BATTALIONS_BREAKDOWN_HEADER$ 방어 중"
 BATTLE_BATTALIONS_BREAKDOWN_DIRECTLY_COMMANDED:1 "[Character.GetFullName]의 직접 지휘를 받음: $UNIT_ICON$ $VALUE|v$"
 BATTLE_BATTALIONS_BREAKDOWN_BY_GENERAL:1 "[Character.GetFullName]에게서 빌림: $UNIT_ICON$ $VALUE|v$"
 BATTLE_BATTALIONS_BREAKDOWN_GARRISON:1 "[concept_garrison]에서: $UNIT_ICON$$VALUE|v$"
 BATTLE_ATTACKER_CURRENT_MORALE_TOOLTIP:0 "공격군의 현재 사기: #[GetMoraleColorString( Battle.CalcCurrentAttackerMorale )] [Battle.CalcCurrentAttackerMorale|0%]#!"
 BATTLE_DEFENDER_CURRENT_MORALE_TOOLTIP:0 "방어군의 현재 사기: #[GetMoraleColorString( Battle.CalcCurrentDefenderMorale )] [Battle.CalcCurrentDefenderMorale|0%]#!"
 BATTLE_ATTACKER_INITIAL_MORALE_TOOLTIP:0 "공격군의 초기 사기: #[GetMoraleColorString( Battle.GetInitialAttackerMorale )] [Battle.GetInitialAttackerMorale|0%]#!"
 BATTLE_DEFENDER_INITIAL_MORALE_TOOLTIP:0 "방어군의 초기 사기: #[GetMoraleColorString( Battle.GetInitialDefenderMorale )] [Battle.GetInitialDefenderMorale|0%]#!"
 BATTLE_ATTACKER_ENDING_MORALE_TOOLTIP:0 "공격군의 종료 시점 사기: #[GetMoraleColorString( Battle.GetEndingAttackerMorale )] [Battle.GetEndingAttackerMorale|0%]#!"
 BATTLE_DEFENDER_ENDING_MORALE_TOOLTIP:0 "방어군의 종료 시점 사기: #[GetMoraleColorString( Battle.GetEndingDefenderMorale )] [Battle.GetEndingDefenderMorale|0%]#!"
 BATTLE_BATTALION_GROUP_AVERAGE_MORALE:0 "부대의 평균 사기: #[GetMoraleColorString( BattleBuildingEntry.GetAverageMorale )] [BattleBuildingEntry.GetAverageMorale|0%]#!"
 BATTLE_NONALLY_VICTORY:0 "[Battle.GetWinner.GetName](이)가 승리함!"
 BATTLE_ALLY_VICTORY:0 "당신의 아군 [Battle.GetWinner.GetName](이)가 승리함!"
 BATTLE_ALLY_DEFEAT:0 "당신의 아군 [Battle.GetLoser.GetName](이)가 패배함"
 BATTLE_CAPTURING_COUNTRY:0 "[Battle.GetCapturingCountry.GetName]에서 [Battle.GetNumCapturedProvinces|v] 지방을 점령함"
 BATTLE_COUNTRY_DEFEAT:0 "[Battle.GetLoosingProvincesCountry.GetName](이)가 [Battle.GetNumCapturedProvinces|v] 지방을 상실함"
 DEAD_TOOLTIP_ATTACKER:0 "[Battle.GetAttacker.GetAdjective] 진영에 [Battle.GetAttackerTotalDead|0v]의 [concept_dead]자 발생"
 DEAD_TOOLTIP_DEFENDER:0 "[Battle.GetDefender.GetAdjective] 진영에 [Battle.GetDefenderTotalDead|0v]의 [concept_dead]자 발생"
 WOUNDED_TOOLTIP_ATTACKER:0 "[Battle.GetAttacker.GetAdjective] 진영에 [Battle.GetAttackerTotalWounded|0v]의 [concept_wounded] 발생"
 WOUNDED_TOOLTIP_DEFENDER:0 "[Battle.GetDefender.GetAdjective] 진영에 [Battle.GetDefenderTotalWounded|0v]의 [concept_wounded] 발생"
 BATTLE_MODIFIER_UNDER_COMMAND_HEADER:0 "직접 지휘를 받는 부대는 다음 혜택을 받음:\n$TOOLTIP_DELIMITER$\n"
 BATTLE_MODIFIER_TOOLTIP_ATTACKER:0 "[Battle.GetAttackerUnderCommandBreakdown]"
 BATTLE_MODIFIER_TOOLTIP_DEFENDER:0 "[Battle.GetDefenderUnderCommandBreakdown]"
 BATTLE_BORROWED_TOOLTIP:0 "빌린 부대는 [concept_commander]의 변화 요인에 영향을 받지 않음"

 MISSING_CHARACTER:0 "#N 해당 사령부에 배속된 인물이 없습니다.#!"
 DETACHMENTS:0 "#title 파견#!"

 MARKET_STATUS_MARKET_CAPITAL:1 "[MARKET.GetName]의 [concept_market_capital] (#variable [STATE.GetMarketAccess|%0v]#! [concept_market_access], [State.GetInfrastructureBalance|0+=] [concept_infrastructure])"
 MARKET_STATUS_CONNECTED_STATE:1 "[MARKET.GetName] (#variable [STATE.GetMarketAccess|%0v]#! [concept_market_access], [State.GetInfrastructureBalance|0+=] [concept_infrastructure])"
 MARKET_STATUS_ISOLATED:0 "[MARKET.GetName] 소속 ([concept_isolated_state])"

 MARKET_ACCESS_DESC_HEADER:1 "[State.GetName]의 [concept_market_access]: $MARKET_ACCESS|%0v$\n$TOOLTIP_DELIMITER$\n"
 MARKET_ACCESS_DESC_BASE_MIN:0 "[concept_infrastructure]이 #b 0#!인 관계로, 기본 [concept_market_access]이 #P $MARKET_ACCESS|%0v$#!가 됩니다."
 MARKET_ACCESS_DESC_BASE_MAX:1 "[concept_infrastructure_usage]이 [concept_infrastructure]보다 낮거나 같은 관계로 (#tooltippable #tooltip:[State.GetTooltipTag],STATE_INFRASTRUCTURE_DESC [State.GetInfrastructureBalance|0+=]#!#!), 기본 [concept_market_access]은 #P $MARKET_ACCESS|%0v$#!가 됩니다."
 MARKET_ACCESS_DESC_BASE:1 "@warning! [concept_infrastructure_usage]이 [concept_infrastructure]보다 높은 관계로 (#tooltippable #tooltip:[State.GetTooltipTag],STATE_INFRASTRUCTURE_DESC [State.GetInfrastructureBalance|0+=]#!#!), 기본 [concept_market_access]이 #N $MARKET_ACCESS|%0v$#!로 감소합니다."
 MARKET_ACCESS_DESC_CONNECTED_LAND:1 "육로를 통해 [State.GetMarket.GetName]에 연결되었습니다."
 MARKET_ACCESS_DESC_CONNECTED_OVERSEAS:2 "[ShippingLane.GetBeginState.GetName] 및 [ShippingLane.GetEndState.GetName] 항구를 통해 [State.GetMarket.GetName]에 연결되어 최대 [concept_market_access]의 #P $MARKET_ACCESS|%0v$#!를 제공합니다."
 MARKET_ACCESS_DESC_CONNECTED_OVERSEAS_INEFFICIENT:2 "[ShippingLane.GetBeginState.GetName](와)과 [ShippingLane.GetEndState.GetName] 항구를 잇는 [ShippingLane.GetCountry.GetAdjectiveNoFormatting]의 [concept_shipping_lane]를 통해 [State.GetMarket.GetName]에 연결되어 있습니다. 하지만 [concept_shipping_lane_effectiveness]이 낮아 [concept_market_access]이 #N $MARKET_ACCESS|%0v$#!로 감소합니다."
 MARKET_ACCESS_DESC_DISCONNECTED_OVERSEAS:1 "육로 또는 항구를 통해 [State.GetMarket.GetName]에 연결할 수 없습니다."

 MARKET_PANEL_DETAILS_TAB_LABEL:0 "상세"
 MARKET_PANEL_DETAILS_TAB_LABEL_BOLD:0 "#bold $MARKET_PANEL_DETAILS_TAB_LABEL$#!"
 MARKET_PANEL_STATES_TAB_LABEL:0 "구성원"
 MARKET_PANEL_STATES_TAB_LABEL_BOLD:0 "#bold $MARKET_PANEL_STATES_TAB_LABEL$#!"
 MARKET_PANEL_GOODS_PRICE_GOLD:0 "#v [Goods.GetPercentageDeltaAgainstBasePrice(Goods.GetMarketPrice)|%0=o]#!"
 MARKET_PANEL_GOODS_PRICE:0 "[Goods.GetPercentageDeltaAgainstBasePrice(Goods.GetMarketPrice)|%0=v]"
 MARKET_PANEL_GOODS_PRICE_BLUE:0 "#v [Goods.GetPercentageDeltaAgainstBasePrice(Goods.GetMarketPrice)|%0=u]#!"
 MARKET_PANEL_BALANCE_GOLD:0 "#v [FixedPointToInt(Goods.GetMarketBuyAndSellOrdersBalance)|o=D]#!"
 MARKET_PANEL_BALANCE:0 "[FixedPointToInt(Goods.GetMarketBuyAndSellOrdersBalance)|=Dv]"
 MARKET_PANEL_BALANCE_BLUE:0 "#v [FixedPointToInt(Goods.GetMarketBuyAndSellOrdersBalance)|u=D]#!"
 BUILDING_AVERAGE_WAGE:2 "@money!#tooltippable #tooltip:[Building.GetTooltipTag],TOOLTIP_BUILDING_AVERAGE_WAGE [Building.GetAverageAnnualWage|Dv]#!#! [concept_average_wage]"
 TOOLTIP_BUILDING_AVERAGE_WAGE:3 "#header [Building.GetName] [concept_average_wage]: @money![Building.GetAverageAnnualWage|Dv]#![AddLocalizationIf(Building.IsSubsidized,'INCLUDED_WAGE_SUBSIDIES')]\n$TOOLTIP_DELIMITER$\n[Building.GetAverageAnnualWageBreakdown]"
 INCLUDED_WAGE_SUBSIDIES:0 "\n[Concept('concept_subsidies','$concept_subsidized$')] 지원에 따른 @money![Building.GetAverageAnnualWageSubsidies|Dv] 포함"
 POPTYPE_AVG_ANNUAL_WAGE_ENTRY:1 "#tooltippable #tooltip:[Building.GetTooltipTag]|[PopType.GetTooltipTag],TOOLTIP_BUILDING_POPTYPE_AVERAGE_WAGE @money!$WAGE|Dv$#!#! - [PopType.GetName] ([Building.GetNumEmployeesOfType(PopType.Self)|vD])"
 TOOLTIP_BUILDING_POPTYPE_AVERAGE_WAGE:0 "#header [Building.GetName]의 [PopType.GetName]#!\n[concept_average_wage] @money![Building.GetAverageAnnualWageForPopType(PopType.Self)|Dv]\n$TOOLTIP_DELIMITER$\n[Building.GetAverageAnnualWageBreakdownForPopType(PopType.Self)]"
 POP_AVG_ANNUAL_WAGE_ENTRY:1 "@money!$WAGE|Dv$ - [Pop.GetCulture.GetName] [Pop.GetReligion.GetName] ([Pop.GetNumWorkforce|vD])"

 BALANCE_TOOLTIP:2 "#header [Building.GetBalance|D+=] 주간 수지#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$\n\n@money!#v [Building.GetBalance|D+=]#! 수지 내용:\n$TAB$주간 수익: #v @money![Building.GetLastRevenue|D+=]#!\n$TAB$주간 지출: #v @money![Negate_CFixedPoint(Building.GetTotalExpenses)|+=D]#!"
 BUILDING_BALANCE_PROFIT:1 "#v @money![Building.GetBalance|D+]#! 흑자 수지 내역:\n$BREAKDOWN$"
 BUILDING_BALANCE_PROFIT_WASTE:0 "낭비된 이윤:\n$BREAKDOWN$"
 BUILDING_BALANCE_LOSS:0 "#v @money![Negate_CFixedPoint(Building.GetBalance)|D-]#! 적자:\n$BREAKDOWN$"
 BALANCE_INVESTMENT:0 "[concept_investment_pool]: #v @money!$VAL|D$#!"
 BALANCE_CASH_DEPOSIT:0 "[concept_cash_reserves]: #v @money!$VAL|D$#!"
 BALANCE_SHAREHOLDER_DIVIDENDS:2 "[Concept('concept_ownership_share', '$concept_ownership_shares$')] [concept_dividends]: #v @money!#tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|D$#!#!#!"
 BALANCE_DIVIDENDS_TAX:0 "[concept_budget_dividends_taxes]: #v @money!$VAL|D$#!"
 BALANCE_CASH_WITHDRAW:0 "[concept_cash_reserves]: #v @money!$VAL|D-$#!"
 BALANCE_SHAREHOLDER_LOSSES:2 "[Concept('concept_ownership_share', '$concept_shareholder$')] 집단: #v @money!#tooltippable #tooltip:$BREAKDOWN_TAG$ $VAL|D-$#!#!#!"
 BALANCE_SUBSISTENCE_WASTE:0 "[concept_subsistence_building] 낭비: #v @money!$VAL|D-$#!"
 BALANCE_DIVIDENDS_TAX_WASTE:0 "[concept_tax_waste]: #v @money!$VAL|D-$#!"

 SHAREHOLDER_BALANCE:0 "@money!$VAL|Dv$ - [Pop.GetName] ($SHARE|%1$)"

 BUILDING_BUDGET:0 "예산: #BOLD @money![Building.GetLastIncome|1]#!"
 BUILDING_TAXES:0 "주간 세금:"
 TOOLTIP_BUILDING_TAXES_TOOLTIP:0 "#header 주간 세금#!\n총합: @money![Building.GetTaxationRevenue|D+=]\n$TOOLTIP_DELIMITER$\n[Building.GetTaxationRevenueTooltip]\n\n[concept_taxes_desc]"
 UNINCORPORATED_STATE_NO_TAX:0 "[Concept('concept_unincorporated_state', '$concept_unincorporated_states$')] 내 건물은 소득세를 지불하지 않습니다.\n"
 BUILDING_TYPE_NO_TAX:0 "해당 [concept_building] 유형은 세금을 지불하지 않습니다\n"
 INCOME_TAX:0 "[concept_budget_income_taxes]: #tooltippable #tooltip:[GetRawTextTooltipTag('$INCOME_TAX_BREAKDOWN$')] #variable @money!$VAL|D+$#!#!#!"
 INCOME_TAX_BREAKDOWN:0 "#header 소득세#!\n총합: @money!$VAL|D+=$\n$TOOLTIP_DELIMITER$\n세율:\n$BREAKDOWN$"
 INCOME_TAX_ENTRY:0 "$ENTRY_TYPE$: @money!$VAL|vD$\n$BREAKDOWN$"
 POLL_TAX:0 "[concept_budget_poll_taxes]: #tooltippable #tooltip:[GetRawTextTooltipTag('$POLL_TAX_BREAKDOWN$')] #variable @money!$VAL|D+$#!#!#!"
 POLL_TAX_BREAKDOWN:0 "#header 주민세#!\n총합: @money!$VAL|D+=$\n$TOOLTIP_DELIMITER$\n세율:\n$BREAKDOWN$"
 POLL_TAX_ENTRY:0 "$ENTRY_TYPE$: @money!$VAL|vD$\n$BREAKDOWN$"
 DIVIDENDS_TAX:0 "[concept_budget_dividends_taxes]: @money!$VAL|D+$"
 BUILDING_TAX_MODIFIER:0 "건물세 변화 요인: #variable $VAL|%0+$#!"
 MAINTAINING:0 "@arrow_none! 유지"
 HIRING:0 "확대 @arrow_up_up!"
 DOWNSIZING:0 "절약 @arrow_down_down!"
 EARNINGS_BREAKDOWN:0 "#header 소득#!\n수치: @money![Building.GetEarnings|vD=]\n$TOOLTIP_DELIMITER$\n수익: #BOLD #V @money![Building.GetLastRevenue|D+=]#!#![Building.GetLastMaterialExpensesDesc][Building.GetLastSlaveUpkeepDesc]"
 WORKFORCE:0 "#title 노동 종사자#!"
 SORTED_BY:0 "#BOLD 평균 임금#!로 정렬"
 WARS_LABEL:0 "#title 전쟁#!"
 WARS:0 "[Concept('concept_war','$concept_wars$')]"
 NO_WARS:0 "$WARS$ 없음"
 ACTIVE_DIPLOMATIC_PLAYS:0 "진행 중인 [Concept('concept_diplomatic_play', '$concept_diplomatic_plays$')]"
 NO_ACTIVE_DIPLOMATIC_PLAYS:0 "$ACTIVE_DIPLOMATIC_PLAYS$ 없음"
 DIPLOMATIC_ACTION_NAME:0 "[DiplomaticAction.GetFullName]"
 DIPLO_ACTIONS:0 "[Country.GetName] 대상 [Concept('concept_diplomatic_action', '$concept_diplomatic_actions$')]"
 NO_DIPLO_ACTIONS:0 "[concept_diplomatic_action] 불가"
 NO_DIPLO_PLAYS:0 "[concept_diplomatic_play] 불가"
 NO_ACTIVE_DIPLOMACY:0 "활성화된 외교 없음"
 DIPLOMATIC_PLAYS_TARGETING_COUNTRY:0 "[Country.GetName] 대상 [Concept('concept_diplomatic_play', '$concept_diplomatic_plays$')]"
 NO_DIPLOMATIC_PLAYS_TARGETING_COUNTRY:0 "이용 가능한 [Concept('concept_diplomatic_play', '$concept_diplomatic_plays$')] 없음"
 DIPLOMATIC_STATUS_HEADER:0 "#title 외교 상태#!"
 TRUCES:0 "휴전"
 OBLIGATIONS_OWED_FROM:1 "다음 국가로부터 특약을 받음:"
 OBLIGATIONS_OWED_TO:1 "다음 국가에 특약을 제공함:"
 INTEREST_MARKERS:0 "#title [Concept('concept_interest', '$concept_interests$')]#!"
 OH_DEER:0 ""#italic 이런#! #bold [ErrorDeer.NumberOrErrors|v]#! #italic 오류가 발생했습니다!#!""
 ERROR_DEER_SLOW_TICK_OPERATIONS:0 "#header 틱 작업 속도 저하#!"
 NOT_AVAILABLE:0 "없음"
 SOL_SHORT:1 "[Concept('concept_sol', '생활 수준')]"

 TRUCE_WITH:0 "[Country.GetName](와)과 휴전"
 TRUCE_TOOLTIP:0 "#header [Country.GetName](와)과 휴전#!\n$TOOLTIP_DELIMITER$\n휴전은 #variable [Truce.GetTruceDate]#!까지 유지됩니다"

 BATTLE_LOSSES_ATTACKER_STATS:0 "공격 측 육군 손실: #v [Negate_int32(Battle.GetAttackerLostUnits)|+=]#!"
 BATTLE_LOSSES_DEFENDER_STATS:0 "방어 측 육군 손실: #v [Negate_int32(Battle.GetDefenderLostUnits)|+=]#!"

 THEATER:0 "전역"
 show_supply_areas_lens_option:0 "공급 범위 표시"
 show_supply_areas_lens_option_tooltip:0 "공급 범위 표시"
 planned_advance:0 "계획된 진군"
 rapid_advance:0 "빠른 진군"
 dispersed:0 "분산"
 defensive:0 "방어"
 TITLE_MAIN_OBJECTIVE:0 "#title 주요 목표#!"
 STOCKPILE_CURRENT_TOOLTIP:0 "#header 비축물#!\n$TOOLTIP_DELIMITER$\n$STOCKPILE_MAXIMUM_TOOLTIP$"
 STOCKPILE_MAXIMUM_TOOLTIP:0 "#title 비축물 변화 요인:#!\n[Stockpile.GetCapacityBreakdown]\n\n$STRATEGIC_GOODS_STOCKPILE_CONCEPT$"
 PACKAGE_TOOLTIP:0 ""
 STRATEGIC_GOODS_STOCKPILE_CONCEPT:0 "#concept 현재 비축물로 보관한 군수품 상자의 수 / 비축물로 보관할 수 있는 군수품 상자의 최댓값#!"
 OBJ_STANCE_TOOLTIP:0 "#header 목표 관점: #![AreaOfOperation.GetAOStance(GetPlayer)]"
 OBJ_STANCE_DETACHMENT_TOOLTIP:0 "#header 목표 관점: #![MilitaryCommandDetachment.GetAOStance]"

 occupation_lens_option:0 "점유"
 occupation_lens_option_tooltip:0 "#header 점유#!"
 power_projection_lens_option:0 "세력 투사"
 power_projection_lens_option_tooltip:0 "#header 세력 투사#!"
 no_power_projection:0 "세력 투사 제거"

 HAS_NO_POWER_PROJECTION:0 "#N 해당 주에 세력 투사를 하고 있지 않습니다.#!"
 HAS_POWER_PROJECTION:0 "#N 해당 주에 세력 투사를 진행하고 있지 않습니다.#!"
 ALREADY_HAS_POWER_PROJECTION:0 "#N 해당 사령부는 이미 $LEVEL$입니다.#!"
 COMMAND_NOT_ADJACENT_TO_STRATEGIC_REGION:0 "#N 해당 전략 지역에 인접해 있지 않은 사령부입니다.#!"
 COMMAND_NOT_IN_STRATEGIC_REGION:0 "#N 해당 전략 지역 내에 있지 않은 사령부입니다.#!"

 establish_presence:0 "주둔군 수립"
 project_power:0 "세력 투사"
 project_great_power:0 "열강 세력 투사"

 presence:0 "주둔군"
 power:0 "투사 세력"
 no_power:0 "투사 세력 없음"

 RANK_HEADER:0 "#header 국력 순위#!"
 RANK_TOOLTIP_NEXT:1 "[COUNTRY.GetName]의 $concept_prestige$이 [COUNTRY.GetPrestigeForNextRank|v] 이상이 되면 해당 국가의 $concept_rank$가 [COUNTRY.GetNextRank|v]위로 증가합니다."
 RANK_TOOLTIP_PREV:1 "[COUNTRY.GetName]의 $concept_prestige$이 [COUNTRY.GetPrestigeToMaintainRank|v] 미만으로 감소한 채 오랫동안 지속되면 해당 국가의 $concept_rank$가 [COUNTRY.GetPreviousRank|v]위로 하락합니다."
 RANK_TOOLTIP_MAX_SUBJECT:1 "@information! [COUNTRY.GetName](은)는 [Country.GetOverlord.GetName]의 [concept_subject]이므로 $HIGHEST_RANK|v$위 이상의 $concept_rank$를 가질 수 없습니다. 이에 따라 세계 무대에서 최대 점수 순위가 #v ##$HIGHEST_POSITION$#!위로 제한됩니다."
 RANK_TOOLTIP_MAX_COUNTRY_TYPE:1 "@information! [COUNTRY.GetName](은)는 $COUNTRY_TYPE|v$ 지위로 인해 $HIGHEST_RANK|v$위 이상의 $concept_rank$를 가질 수 없습니다. 이에 따라 세계 무대에서 최대 점수 순위가 #v ##$HIGHEST_POSITION$#!위로 제한됩니다."

 COUNTRY_RANK_TOOLTIP:1 "#header [concept_rank]#!\n$TOOLTIP_DELIMITER$\n[COUNTRY.GetName](은)는 세계 무대에서 종합 점수 순위 #variable ##[COUNTRY.GetCountryScorePositionDesc]#!(으)로, 현재 #variable [COUNTRY.GetRank]#!위에 해당하는 $concept_rank$를 보유 중입니다.\n\n현재 [concept_prestige]: #tooltippable #tooltip:[COUNTRY.GetTooltipTag],COUNTRY_PRESTIGE_BREAKDOWN [COUNTRY.GetPrestige|v]#!#!"
 COUNTRY_PRESTIGE_BREAKDOWN:0 "#header [Country.GetName] [concept_prestige]: [Country.GetPrestige|v]#!\n$TOOLTIP_DELIMITER$\n[Country.GetPrestigeDesc]"
 OBSERVER_RANK_TOOLTIP:0 "#header [concept_rank]#!\n#v ##0 #!$OBSERVER_NO_COUNTRY_SELECTED$"

 HOMELAND_MAP_MARKER_TOOLTIP:0 "[HomelandMarker.GetCulture.GetName] 사람들은 [State.GetName](을)를 [concept_homeland]로 여깁니다.\n소유주: [State.GetOwner.GetName]"

 CURRENT_RANK_INFO:0 "#variable [COUNTRY.GetNextRank]#!에 도달하려면 #variable #bold [COUNTRY.GetPrestigeForNextRank]#!#! 위신이 필요합니다.\n\n#variable #bold [COUNTRY.GetPrestige]#!#! [concept_prestige] 사유:\n[COUNTRY.GetPrestigeDesc]\n\n[concept_prestige]이 #v [COUNTRY.GetPrestigeForCurrentRank]#! 아래로 내려가면 #v [COUNTRY.GetRank]#! 지위를 잃게 됩니다."
 CURRENT_RANK_INFO_LOWERCASE:0 "#variable [Country.GetNextRank]#!에 도달하려면 #variable #bold [Country.GetPrestigeForNextRank]#!#![concept_prestige]이 필요합니다.\n\n#variable #bold [Country.GetPrestige]#!#! [concept_prestige] 사유:\n[Country.GetPrestigeDesc]\n\n[concept_prestige]이 #v [Country.GetPrestigeForCurrentRank]#! 아래로 내려가면 #v [Country.GetRank]#! 지위를 잃게 됩니다."

 AGENDAS_TITLE:0 "\n#title 안건:#!"
 COST:0 "비용: #variable $VALUE$#! $TYPE$"
 COST_MONEY:0 "비용: @money!#variable $VALUE|K$#!"
 COST_CREDIT:0 "비용: @money!#variable $VALUE|K$#! 신용"
 AUTHORITY:1 "@aut![Nbsp][concept_authority]"
 BUREAUCRACY:1 "@bur![Nbsp][concept_bureaucracy]"
 INFLUENCE:1 "@inf![Nbsp][concept_influence]"

 VERY_STRONGLY_AGAINST_PROGRESS:0 "#N #bold 매우 강경하게 반대#!#!"
 STRONGLY_AGAINST_PROGRESS:0 "#N #bold 강경하게 반대#!#!"
 AGAINST_PROGRESS:0 "#N #bold 반대#!#!"
 FOR_PROGRESS:0 "#P #bold 찬성#!#!"
 STRONGLY_FOR_PROGRESS:0 "#P #bold 강경하게 찬성#!#!"
 VERY_STRONGLY_FOR_PROGRESS:0 "#P #bold 매우 강경하게 찬성#!#!"

 STARTING_DIPLO_PLAYS:0 "[Concept('concept_diplomatic_play', '$concept_diplomatic_plays$')] 시작"
 MODIFIER_LABEL:0 ""
 MODIFIERS_HEADER:0 "#title 변화 요인#!"
 MODIFIERS_ATTACKER_HEADER:0 "#title 공격군 변화 요인#!"
 MODIFIERS_DEFENDER_HEADER:0 "#title 방어군 변화 요인#!"
 CASUALTIES_ATTACKER_HEADER:0 "#title 공격군 사상자#!"
 CASUALTIES_DEFENDER_HEADER:0 "#title 방어군 사상자#!"
 CASUALTY_ENTRY_HEADER:0 "[CultureCasualtyStatistics.GetCulture.GetName]"
 CASUALTY_ENTRY_DEAD:0 "사망자: [CultureCasualtyStatistics.GetDead]"
 CASUALTY_ENTRY_WOUNDED:0 "부상자: [CultureCasualtyStatistics.GetWounded]"
 CASUALTY_ENTRY_TOOLTIP:0 "해당 전투에서 [CultureCasualtyStatistics.GetCulture.GetName] [Concept('concept_pop', '$concept_pops$')] 사망자는 [CultureCasualtyStatistics.GetDead|v], 부상자는 [CultureCasualtyStatistics.GetWounded|v]입니다."

 SETUP_HEADER:0 "전투 설정 변수"
 SETUP_ATTACKER_HEADER:0 "#title 공격군 설정#!"
 SETUP_DEFENDER_HEADER:0 "#title 방어군 설정#!"
 SETUP_IS_WITHOUT_COMMANDER:0 "지휘관 부재: [BattleSetupSideData.IsWithoutCommander|b]"
 SETUP_RAW_REINFORCEMENT_ROLL:0 "초기 증원군: [BattleSetupSideData.GetReinforcementRaw|%1+]"
 SETUP_RAW_REINFORCEMENT_FINAL_ROLL:0 "최종 증원군: [BattleSetupSideData.GetReinforcementFinal|%1+]"
 SETUP_TROOPS_TOTAL:0 "전선 총합: [Battle.GetUnitIcon] [BattleSetupSideData.GetTroopsTotal|+]"
 SETUP_TROOPS_IN_BATTLE:0 "이전 전투에서: [Battle.GetUnitIcon] [BattleSetupSideData.GetTroopsInBattle|+]"
 SETUP_TROOPS_AVAILABLE:0 "이용 가능: [Battle.GetUnitIcon] [BattleSetupSideData.GetTroopsAvailable|+]"
 SETUP_TROOPS_MIN_MAX:0 "희망: [Battle.GetUnitIcon] [BattleSetupSideData.GetTroopsMin|+] - [BattleSetupSideData.GetTroopsMax|+]"
 SETUP_TROOPS_POSSIBLE_REINFORCEMENT:0 "추가 이용 가능: [Battle.GetUnitIcon] [BattleSetupSideData.GetTroopsPossibleReinforcement|+=]"
 SETUP_TROOPS_BASELINE:0 "병력 (기본): [Battle.GetUnitIcon] [BattleSetupSideData.GetTroopsFromBaseline|+]"
 SETUP_TROOPS_REINFORCEMENTS:0 "병력 (증원군): [Battle.GetUnitIcon] [BattleSetupSideData.GetTroopsExtraReinforcement|+=]"

 BATTLE_STARTING_ATTACKER_STATS:0 "전투 시작 시 공격군:\n대대: [Battle.GetStartingAttackerUnits|v]\n병력: [Battle.GetStartingAttackerManpower|v]"
 BATTLE_END_ATTACKER_STATS:0 "전투 종료 시 공격군:\n대대: [Battle.GetFinalAttackerUnits|v]\n전투 가능 병력: [Battle.GetFinalAttackerManpower|v]"
 BATTLE_STARTING_DEFENDER_STATS:0 "전투 시작 시 방어군:\n대대: [Battle.GetStartingDefenderUnits|v]\n병력: [Battle.GetStartingDefenderManpower|v]"
 BATTLE_END_DEFENDER_STATS:0 "전투 종료 시 방어군:\n대대: [Battle.GetFinalDefenderUnits|v]\n전투 가능 병력: [Battle.GetFinalDefenderManpower|v]"


 OFFER_OBLIGATION:1 "특약 제안"
 CALL_IN_OBLIGATION:1 "특약 이행 요청"
 OFFER_WARGOAL:0 "[WarGoal.GetName] 제안"
 OFFER_WARGOAL_TYPE:0 "[WarGoalType.GetName] 제안"

 DIPLO_PLAY_PREFERENCE_ON_THE_FENCE:0 "어느 쪽도 선호하지 않음"
 DIPLO_PLAY_STRONG_PREFERENCE_INITIATOR:0 "[DiplomaticPlay.GetInitiator.GetName] 선호"
 DIPLO_PLAY_STRONG_PREFERENCE_TARGET:0 "[DiplomaticPlay.GetTarget.GetName] 선호"
 DIPLO_PLAY_PREFERENCE_INITIATOR:0 "[DiplomaticPlay.GetInitiator.GetName] 약간 선호"
 DIPLO_PLAY_PREFERENCE_TARGET:0 "[DiplomaticPlay.GetTarget.GetName] 약간 선호"
 DIPLO_PLAY_PREFERENCE_FOR_COUNTRY_DESC:0 "#header [COUNTRY_THIRD_PARTY.GetName]에 대한 [Country.GetName] 선호도#!\n총합: $TOTAL_VALUE|v=+$\n$TOOLTIP_DELIMITER$\n$DETAILS$"
 DIPLO_PLAY_PREFERENCE_TOOLTIP:1 "#header [Country.GetName] 지지 선호도#!\n$TOOLTIP_DELIMITER$\n[INITIATOR_COUNTRY.GetName] 지지 경향: #tooltippable #tooltip:$INITIATOR_BREAKDOWN_TAG$ $INITIATOR_SCORE|v$#!#!\n[TARGET_COUNTRY.GetName] 지지 경향: #tooltippable #tooltip:$TARGET_BREAKDOWN_TAG$ $TARGET_SCORE|v$#!#!"
 DIPLO_PLAY_PREFERENCE_DESC:0 "[ALLY_COUNTRY.GetName]에 대한 [COUNTRY.GetAdjective]의 상대적 선호도: #tooltippable #tooltip:$BREAKDOWN_TAG$ $SCORE|+=$#!#!"
 DIPLO_PLAY_PREFERENCE_BREAKDOWN:0 "#header [ALLY_COUNTRY.GetName]에 대한 [COUNTRY.GetAdjective]의 상대적 선호도: $SCORE|+=$#!\n$TOOLTIP_DELIMITER$\n[ALLY_COUNTRY.GetName] 지지 선호도: #tooltippable #tooltip:$ALLY_BREAKDOWN_TAG$ $ALLY_SCORE|v$#!#!\n[ENEMY_COUNTRY.GetName] 지지 선호도: #tooltippable #tooltip:$ENEMY_BREAKDOWN_TAG$ $ENEMY_SCORE|v$#!#!\n[concept_neutrality]: #tooltippable #tooltip:$NEUTRALITY_BREAKDOWN_TAG$ $NEUTRALITY_SCORE|v$#!#!\n\n@information! 상대적 선호도는 [ALLY_COUNTRY.GetName]에 대한 [COUNTRY.GetAdjective]의 지지 선호도에서 [ENEMY_COUNTRY.GetName]에 대한 지지 선호도 혹은 [concept_neutrality] 점수 두 수치 중 결괏값이 더 낮은 쪽을 차감해 산출됩니다."

 SWAY_OFFER_TITLE:0 "환심 시도"
 SWAY_OFFER_WARGOAL_DESC:0 "진행 중인 [concept_diplomatic_play]에서 자신의 편을 들어준다면 #variable [Proposal.GetDiplomaticPlay.GetSwayOfferWarGoal(Proposal.GetActor.Self).GetName]#! [concept_war_goal]를 제공하겠다고 [Proposal.GetActor.GetName](이)가 제안합니다."
 SWAY_OFFER_OBLIGATION_DESC:1 "[Proposal.GetTarget.GetName](을)를 상대로 진행 중인 [concept_diplomatic_play]에서 자신의 편을 들어준다면 [concept_obligation]을 주겠다고 [Proposal.GetActor.GetName](이)가 제안합니다."

 ALREADY_HAS_SWAY_OFFER:0 "우리는 이미 다른 국가의 환심을 얻으려 시도하는 중입니다."
 ALREADY_OWES_OBLIGATION_TO:1 "우리는 이미 #variable [COUNTRY.GetName]#!의 [concept_obligation]을 받았습니다."
 ADD_WARGOAL_PANEL_HEADER:0 "#BOLD [concept_war_goal] 추가#!"
 ADD_WARGOAL_NOT_ALLOWED:0 "해당 [concept_diplomatic_play]에서는 추가적인 전쟁 목표를 추가할 수 없습니다."
 ADD_WARGOAL_TOOLTIP:0 "#header [concept_war_goal] 추가#!\n[DiplomaticPlay.GetCountryCanAddWarGoalDesc(GetPlayer)]"
 CLICK_TO_ADD_WARGOAL:0 "#instruction 클릭하여 [concept_war_goal] 선택 열기#!"
 WARGOAL_TRUST_COST:0 "신뢰 비용: #BOLD #N [WarGoalType.GetTrustCost]#!#!"
 TOOLTIP_WARGOAL_TRUST_COST:0 "해당 전쟁 목표를 추가할 때 공제되는 신뢰 수치"
 ADD_WARGOAL_NOT_PARTICIPANT:0 "[COUNTRY.GetName](은)는 해당 [concept_diplomatic_play]에 속해 있지 않습니다."
 ADD_WARGOAL_NOT_PRIMARY_PARTICIPANT:0 "[COUNTRY.GetName](은)는 해당 [concept_diplomatic_play]의 주요 참여자가 아닙니다."
 SIDE_NOT_VALID_IN_DIPLOMATIC_PLAY:0 "손을 들어줄 수 있는 유효한 편이 아닙니다."
 ADD_WARGOAL_NOT_ENOUGH_TRUST:0 "해당 전쟁 목표를 추가하려면 $COST$ 신뢰가 필요합니다."
 ADD_WARGOAL_TARGET_NOT_IN_REGION:0 "[COUNTRY.GetName](은)는 #variable $REGION$#!에 존재하지 않습니다."
 ADD_WARGOAL_ALREADY_EXISTS:0 "이미 전쟁에 적용된 전쟁 목표입니다."
 ADD_WARGOAL_NOT_ENOUGH_MANEUVERS:1 "해당 행동을 수행하려면 [Concept('concept_maneuver', '$concept_maneuvers$')]이 $COST|v$ 이상 필요합니다."
 ADD_WARGOAL_NO_MANEUVERS_REMAINING:0 "[concept_diplomatic_play] 내 해당 진영에 남은 [Concept('concept_maneuver', '$concept_maneuvers$')]이 없습니다."
 ADD_WARGOAL_ON_ALLY:0 "동맹에 전쟁 목표를 추가할 수 없습니다."
 ADD_WARGOAL_WAR_HAS_STARTED:0 "전쟁이 이미 시작되었습니다"
 JOIN_DIPLO_PLAY_COUNTRY_ALREADY_SWAYED:0 "이미 [COUNTRY.GetName]의 환심을 얻었습니다."

 NUM_BUILDINGS_WITH_PROD_METHOD_ACTIVE:0 "[ProductionMethod.GetNumOfBuildingsUsingThis(GetPlayer.Self)|v]개 [Concept('concept_building', '$concept_buildings$')]에서 현재 [ProductionMethod.GetName] 활성화: \n[ProductionMethod.GetBuildingTypesUsingThisDesc(GetPlayer.Self)]"
 BUILDING_TYPE_USING_PM_ENTRY:0 "[BuildingType.GetName]: #variable $NUM$#!"
 ACTIVE_PRODUCTION_METHODS_PRODUCING:1 "[GetPlayer.GetName]에서 [Goods.GetTextIcon][Nbsp][Goods.GetName](을)를 생산하는 [Concept('concept_production_method', '$concept_production_methods$')]"
 ACTIVE_PRODUCTION_METHODS_CONSUMING:1 "[GetPlayer.GetName]에서 [Goods.GetTextIcon][Nbsp][Goods.GetName](을)를 사용하는 [Concept('concept_production_method', '$concept_production_methods$')]"
 INACTIVE_PRODUCTION_METHODS:0 "현재 비활성화"
 PRODUCTION_METHOD_ITEM:0 "#variable [ProductionMethod.GetName]#!"

 OUTLINER_SECTION_FORMAT:0 "$TITLE$"

 PARTIES_TITLE:0 "#title 정당#!"
 COLONIZABLE_NO_POWER_PROJECTION:0 "#N 식민지화할 수 있는 국가는 세력 투사를 실행할 수 없습니다.#!"
 MARKET_CONTROLLER_TOOLTIP:1 "[concept_market_owner_desc]"
 MILITARY_THEATER:0 "[concept_theater]"

 STRATEGIC_REGION_MARKER_ADD_IM:0 "#header [concept_interest] 추가#!\n#bold 세력 투사#! 지역 임무를 선택한 뒤 군사 전력 포인트를 사용해 #variable [StrategicRegion.GetName]#!에 세력을 투사합니다.\n\n[concept_power_projection_desc]"
 STRATEGIC_REGION_MARKER_START_DP:0 "#header [concept_diplomatic_play] 시작#!\n당신은 #variable [StrategicRegion.GetName]#!에 #variable 이해#! 관계를 보유하고 있습니다. 따라서 [concept_diplomatic_play]을 시작할 수 있습니다."

 SITUATION_TOOLTIP:0 "#HEADER [EVENT.GetTitle]#!\n$TOOLTIP_DELIMITER$\n장소: [EVENT.GetState.GetName]\n\n남은 시간: #variable [EVENT.GetRemainingDays]#!일"
 SITUATION_DEBUG_TOOLTIP:0 "$TOOLTIP_DELIMITER$\n이벤트 ID: [EVENT.GetKey|v]"

 TOOLTIP_INTEREST_GROUP:1 "#header [InterestGroup.GetName]#!\n$TOOLTIP_DELIMITER$\n지도자 이념: [InterestGroup.GetLeaderIdeologyDesc]\n이념: [InterestGroup.GetIdeologyDesc]\n\n정치력: [InterestGroup.GetClout|%1v]\n인구: #variable [InterestGroup.GetPopulation|*]#!\n\n#lore [InterestGroup.GetDesc]#!\n"
 TOOLTIP_ENACT_LAW:1 "#header [Law.GetActiveGroupLaw.GetName](을)를 [Law.GetName](으)로 변경#!$TOOLTIP_ENACT_COMMON$"
 TOOLTIP_CANCEL_LAW:0 "#header [Law.GetName] 제정 중단#!\n모든 진행도를 잃게 됩니다."
 TOOLTIP_CANCEL_LAW_COOLDOWN:0 "@warning! [GetDefine('NPolitics','LAW_ENACTMENT_COOLDOWN_DAYS')|0]일 동안 또 다른 제정 시도를 할 수 없게 됩니다."
 TOOLTIP_ENACT_COMMON:0 "\n$TOOLTIP_DELIMITER$\n[JoinText('\n\n', Law.CannotEnactDesc, JoinText('\n\n', Law.GetReplacedLawEffect, JoinText('\n\n', Law.PredictLegitimacyChangeToEnactDesc, Law.PredictApprovalChangesDuringEnactmentDesc)))]"
 PREDICT_APPROVAL_WHILE_ENACT:0 "#bold 제정 중 일시적 찬성 변화:#!\n$BREAKDOWN$"
 CLICK_TO_OPEN_LAW_GROUP:0 "#instruction 클릭하여 [concept_law_group] 보기#!"

 LAW_ENACTMENT_PROGRESS_TOPBAR:0 "[SelectLocalization( GetPlayer.IsEnactingLaw, 'ENACTING_LAW', 'NOT_ENACTING_LAW' )]\n[GetPlayer.GetLawEnactmentProgressDesc]"
 ENACTING_LAW:0 "[GetPlayer.GetName](이)가 현재 #variable [GetPlayer.GetLawBeingEnacted.GetName]#! 제정 중입니다"
 NOT_ENACTING_LAW:0 "[GetPlayer.GetName](이)가 제정 중인 새로운 [concept_law]이 없습니다."
 LAW_ENACTMENT_ATTEMPT_TOO_SOON:0 "최근에 [Law.GetName] 제정 시도를 했습니다. 다시 시도하려면 $TIME_REMAINING$ 동안 기다려야 합니다."
 LAW_ENACTMENT_PROGRESS:1 "다음 체크포인트까지 [ConcatIfNeitherEmpty(Law.PredictLegitimacyChangeToEnactDesc, '\n')][Law.GetCheckpointRemainingDays|v]일\n\n$LAW_NEXT_CHECKPOINT_OUTCOME_CHANCES_DESC$"
 LAW_NEXT_CHECKPOINT_TIME:0 "[Law.GetCheckpointRemainingDays|v]일 남음([Law.GetCheckpointEndDateString])"
 LAW_NEXT_CHECKPOINT_TIME_DESC:1 "#header 다음 체크포인트#!\n예상: #v [Law.GetCheckpointEndDateString]#!\n$TOOLTIP_DELIMITER$\n$LAW_NEXT_CHECKPOINT_OUTCOME_CHANCES_DESC_NO_NESTING$\n\n#tooltippable #tooltip:[Law.GetTooltipTag],LAW_NEXT_CHECKPOINT_TIME_FACTORS_TOOLTIP $LAW_NEXT_CHECKPOINT_TIME_FACTORS$#!#!"
 LAW_NEXT_CHECKPOINT_TIME_FACTORS:0 "체크포인트 간 총 시간([Law.GetCheckpointTotalDays|v]일) 요인"
 LAW_NEXT_CHECKPOINT_TIME_FACTORS_TOOLTIP:0 "[Law.GetName] 기본 날짜: [Law.GetCheckpointBaseDays|v]\n정통성 요인 배율 적용: [Law.GetCheckpointLegitimacyFactor|v]\n입법 효율 나누기 적용: [Law.GetCheckpointLegislativeEfficiency|v]\n입법 효율 요인 차감: #v [Law.GetCheckpointLegislativeEfficiencyFactor|%-]#! x 총합"

 LAW_NEXT_CHECKPOINT_OUTCOME_CHANCES_DESC:0 "$NEXT_CHECKPOINT$\n$TAB$$OUTCOME_SUCCESS$\n$TAB$$OUTCOME_ADVANCE$\n$TAB$$OUTCOME_DEBATE$\n$TAB$$OUTCOME_STALL$"
 LAW_NEXT_CHECKPOINT_OUTCOME_CHANCES_DESC_NO_NESTING:0 "$NEXT_CHECKPOINT_NO_NESTING$\n$TAB$$OUTCOME_SUCCESS$\n$TAB$$OUTCOME_ADVANCE$\n$TAB$$OUTCOME_DEBATE$\n$TAB$$OUTCOME_STALL$"
 NEXT_CHECKPOINT:1 "다음 체크포인트인 #tooltippable #tooltip:[Law.GetTooltipTag],LAW_NEXT_CHECKPOINT_TIME_DESC #v [Law.GetCheckpointEndDateString]#!#!#!에 다음 중 하나가 발생합니다:"
 NEXT_CHECKPOINT_SHORT:0 "#tooltippable #tooltip:[Law.GetTooltipTag],LAW_NEXT_CHECKPOINT_TIME_DESC #v [Law.GetCheckpointEndDateString]#!#!#!:"
 NEXT_CHECKPOINT_IS:0 "다음 체크포인트: #tooltippable #tooltip:[Law.GetTooltipTag],LAW_NEXT_CHECKPOINT_TIME_DESC #v [Law.GetCheckpointEndDateString]#!#!#!"
 NEXT_CHECKPOINT_NO_NESTING:1 "다음 체크포인트인 #v [Law.GetCheckpointEndDateString]#!에 다음 중 하나가 발생합니다:"
 OUTCOME_SUCCESS:1 "[Concept('concept_enactment_success', '$concept_enactment_success_short$')]: #tooltippable #tooltip:[Law.GetTooltipTag],CHECKPOINT_SUCCESS_CHANCE_BREAKDOWN [Law.GetCheckpointSuccessChance|v%1]#!#!"
 OUTCOME_ADVANCE:1 "[Concept('concept_enactment_advance', '$concept_enactment_advance_short$')]: #tooltippable #tooltip:[Law.GetTooltipTag],CHECKPOINT_ADVANCE_CHANCE_BREAKDOWN [Law.GetCheckpointAdvanceChance|v%1]#!#!"
 OUTCOME_DEBATE:1 "[Concept('concept_enactment_debate', '$concept_enactment_debate_short$')]: #tooltippable #tooltip:[Law.GetTooltipTag],CHECKPOINT_DEBATE_CHANCE_BREAKDOWN [Law.GetCheckpointDebateChance|v%1]#!#!"
 OUTCOME_STALL:1 "[Concept('concept_enactment_stall', '$concept_enactment_stall_short$')]: #tooltippable #tooltip:[Law.GetTooltipTag],CHECKPOINT_STALL_CHANCE_BREAKDOWN [Law.GetCheckpointStallChance|v%1]#!#!"

 CHECKPOINT_SUCCESS_CHANCE_BREAKDOWN:1 "#header [concept_enactment_success] 확률#!\n현재 [concept_enactment_success] 확률: [Law.GetCheckpointSuccessChance|v%1]. 요인:\n$TOOLTIP_DELIMITER$\n[Law.GetCheckpointSuccessBreakdown]"
 CHECKPOINT_ADVANCE_CHANCE_BREAKDOWN:1 "#header [concept_enactment_advance] 확률#!\n현재 [concept_enactment_advance] 확률:[Law.GetCheckpointAdvanceChance|v%1]. 요인:\n$TOOLTIP_DELIMITER$\n[Law.GetCheckpointAdvanceBreakdown]"
 CHECKPOINT_DEBATE_CHANCE_BREAKDOWN:1 "#header [concept_enactment_debate] 확률#!\n현재 [concept_enactment_debate] 확률: [Law.GetCheckpointDebateChance|v%1]. 요인:\n$TOOLTIP_DELIMITER$\n[Law.GetCheckpointDebateBreakdown]"
 CHECKPOINT_STALL_CHANCE_BREAKDOWN:1 "#header [concept_enactment_stall] 확률#!\n현재 [concept_enactment_stall] 확률: [Law.GetCheckpointStallChance|v%1]. 요인:\n$TOOLTIP_DELIMITER$\n[Law.GetCheckpointStallBreakdown]"

 ENACTMENT_SUPPORTING_IGS_BREAKDOWN_HEADER:0 "지지 [Concept('concept_interest_group', '$concept_interest_groups$')]으로부터:"
 ENACTMENT_SUPPORTING_IGS_BREAKDOWN_ITEM:0 "$TAB$[InterestGroup.GetName]: [InterestGroup.GetClout|=v%1]"

 ENACTMENT_OPPOSING_IGS_BREAKDOWN_HEADER:0 "반대 [Concept('concept_interest_group', '$concept_interest_groups$')]으로부터:"
 ENACTMENT_OPPOSING_IGS_BREAKDOWN_ITEM:0 "$TAB$[InterestGroup.GetName]: [InterestGroup.GetClout|=v%1]"

 ENACTMENT_SUPPORTING_MOVEMENTS_BREAKDOWN_HEADER:0 "지지 [Concept('concept_political_movement', '$concept_political_movements$')]으로부터:"
 ENACTMENT_SUPPORTING_MOVEMENTS_BREAKDOWN_ITEM:0 "$TAB$[PoliticalMovement.GetName]: [Multiply_CFixedPoint(PoliticalMovement.GetSupport,'(CFixedPoint)0.01')|=v%1]"
 
 ENACTMENT_RULER_BREAKDOWN_ITEM:0 "[Character.GetFullName](이)가 [Ideology.GetName] [concept_ideology] 보유: $VALUE|=v%1$"

 ENACTMENT_OPPOSING_MOVEMENTS_BREAKDOWN_HEADER:0 "반대 [Concept('concept_political_movement', '$concept_political_movements$')]으로부터:"
 ENACTMENT_OPPOSING_MOVEMENTS_BREAKDOWN_ITEM:0 "$TAB$[PoliticalMovement.GetName]: [Multiply_CFixedPoint(PoliticalMovement.GetSupport,'(CFixedPoint)0.01')|=v%1]"

 ENACTMENT_PAST_CHECKPOINTS_HEADER:0 "이전 체크포인트에서:"

 ENACTMENT_DEBATE_CHANCE_EFFECTS_BREAKDOWN:0 "다음 요인에 따라 $DEBATE_CHANCE|v%1$의 [concept_enactment_debate] 발생 확률 존재:\n$TAB$$DESC$"
 ENACTMENT_FACTOR_ENTRY:0 "[concept_end_of_discussion_factor]: x$VAL|v2$"

 ENACTMENT_BREAKDOWNS_BASE_CHANCE_ENTRY:0 "기본: $VAL|v%1$"
 ENACTMENT_BASE_SUCCESS_CHANCE_ENTRY:0 "[concept_base_success_chance]: $VAL|=v%1$"
 ENACTMENT_SUCCESS_CHANCE_ENTRY:0 "[concept_enactment_success] 확률: $VAL|=v%1$"
 ENACTMENT_ADVANCE_CHANCE_ENTRY:0 "[concept_enactment_advance] 확률: $VAL|=v%1$"
 ENACTMENT_ADVANCE_FACTOR_ENTRY:0 "[concept_advance_factor]: x$VAL|v2$"
 ENACTMENT_STALL_CHANCE_ENTRY:0 "[concept_enactment_stall] 확률: $VAL|=v%1$"

 ENACTMENT_FASTENACT_IS_ACTIVE:0 ""빠른 제정"이 활성화됨"

 LAWS_WITH_GVT_SUPPORT:0 "정부 또는 운동의 지지를 받는 법"
 LAWS_WITHOUT_GVT_SUPPORT:0 "정부 또는 운동의 지지를 받지 못하는 법"

 CHEAPEST_LAWS_HEADER:1 "$LAWS_WITH_GVT_SUPPORT$ ([GetDataModelSize(AccessPlayer.AccessLawsWithGovernmentOrMovementSupport)|v])"
 LAWS_WITHOUT_SUPPORT:1 "$LAWS_WITHOUT_GVT_SUPPORT$ ([GetDataModelSize(AccessPlayer.AccessLawsWithoutGovernmentOrMovementSupport)|v])"
 CHEAPEST_LAWS_HEADER_REFORM:0 "$LAWS_WITH_GVT_SUPPORT$ ([GetDataModelSize(ReformGovernment.GetPredictedLawsWithGovernmentOrMovementSupport)|v])"
 LAWS_WITHOUT_SUPPORT_REFORM:0 "$LAWS_WITHOUT_GVT_SUPPORT$ ([GetDataModelSize(ReformGovernment.GetPredictedLawsWithoutGovernmentOrMovementSupport)|v])"
 LAWS_HAS_CHANGED:0 "변경 예정!"
 CHEAPEST_LAWS_IG_HEADER:0 "#bold [InterestGroup.GetName](이)가 통과시키려 하는 법#!"

 PREDICTED_LAWS_WITH_GVT_SUPPORT:0 "$LAWS_WITH_GVT_SUPPORT$ ($PREDICTION$)"
 PREDICTED_LAWS_WITHOUT_GVT_SUPPORT:0 "$LAWS_WITHOUT_GVT_SUPPORT$ ($PREDICTION$)"

 TOOLTIP_CHANGE_FROM_LAW:0 "#header [LawGroup.GetName] [concept_law] 변경#!\n당신은 [Law.GetName]의 [LawGroup.GetName](을)를 대체할 #variable [LawGroup.GetNumEnactable|+]#!개의 대책을 보유하고 있습니다."
 TOOLTIP_CHANGE_FROM_LAW_CURRENTLY_ENACTING:0 "#header [LawGroup.GetName] [concept_law] 변경#!\n당신은 현재 [GetPlayer.GetLawBeingEnacted.GetGroup.GetName]의 [GetPlayer.GetLawBeingEnacted.GetName](을)를 제정 중입니다.\n그렇지 않았을 경우 [Law.GetName]의 [LawGroup.GetName](을)를 대체할 #variable [LawGroup.GetNumPotentialEnactable|+]#!개의 대책을 보유했을 것입니다."
 PREDICT_LEGITIMACY_TO_ENACT:0 "제정 시 해당 법은 현재 정부의 정통성을 #variable $VAL|=+0$#!만큼 변경시킵니다."
 LAW_BEING_ENACTED:0 "제정되는 중"
 ENACTING_TO_LAW:0 "[GetPlayer.GetLawBeingEnacted.GetName] 제정 중"
 LAW_NO_EFFECT:0 "#italic 효과 없음#!\n"
 ENACT_LAW:0 "제정 ([Law.GetCheckpointBaseDays|v]일마다 #tooltippable #tooltip:[Law.GetTooltipTag],CHECKPOINT_SUCCESS_CHANCE_BREAKDOWN [Law.GetCheckpointSuccessChance|v0%]#!#! 확률)"
 REENACT_LAW:0 "다시 제정"
 CHANGE_FROM_LAW:0 "변경"
 LAW_CANNOT_ENACT_TRIGGER_DESC:0 "해당 법을 제정하려면 다음 조건을 만족해야 합니다:\n$REASON$\n"
 LAW_WOULD_CAUSE_STABILITY_DROP_DESC:0 "해당 법 제정 시 #BOLD #N -$VAL|0%$#!#!의 안정성 불이익이 발생합니다.\n$REASON$\n"
 CHANGE_LAW_HEADER:0 "#BOLD $concept_law_group$#!"

 LAW_ALREADY_ENACTED:0 "[Law.GetName](은)는 이미 제정되었습니다"
 LAW_ALREADY_ENACTING:0 "[GetPlayer.GetName](이)가 이미 #variable [Law.GetName]#! 제정 중입니다. 현재 진행도는 #variable [Law.GetCheckpointProgress|%1]#!입니다"
 LAW_IS_CIVIL_WAR:0 "#N 내전 중에는 해당 행동을 수행할 수 없습니다!#!"

 YOU_MUST_HAVE:0 "#bold 반드시#! 보유해야 함: "
 YOU_CANNOT_HAVE:0 "보유 #bold 불가#!: "
 ENACTED:0 " 제정됨"
 OR_WITH_SPACE:0 " $OR$ "

 DIPLOMACY:0 "외교"
 BUTTON_DIPLOMATIC_OVERVIEW:0 "#header 외교#!"
 BUTTON_JOURNAL:0 "#header 일지#!"
 BUTTON_BUILDINGS:0 "#header 건물#!"
 BUTTON_DECISIONS:0 "#header 결단#!"

 LAW_ABOLITION_COST:0 "폐지 비용: #variable @aut!$VAL$#!"
 LAW_ABOLITION_BASECOST:0 "기본 비용: #variable $VAL$#!"
 LAW_ABOLITION_PREMIUM:0 "정부 저항 결과: #N #bold +$VAL$#!#!"

 SWITCHING_TO:0 "개혁 진행 중:"
 ACTIVE_LAWS_TITLE:0 "#title [Concept('concept_law', '$concept_laws$')]#!"
 ACTIVE_INSTITUTIONS_TITLE:0 "#title 기관#!"
 REFORM:0 "개혁"

 tariff_import_priority:1 "국내 공급 보호"
 tariff_export_priority:1 "수출 장려"
 tariff_no_priority:1 "우선순위 없음"
 
 tariff_level_very_low:0 "매우 낮음"
 tariff_level_low:0 "낮음"
 tariff_level_medium:0 "보통"
 tariff_level_high:0 "높음"
 tariff_level_very_high:0 "매우 높음"
 expense_level_very_low:0 "매우 낮음"
 expense_level_low:0 "낮음"
 expense_level_medium:0 "보통"
 expense_level_high:0 "높음"
 expense_level_very_high:0 "매우 높음"
 government_wages_very_low:0 "[concept_budget_government_wages]이 $expense_level_very_low$"
 government_wages_low:0 "[concept_budget_government_wages]이 $expense_level_low$"
 government_wages_medium:0 "[concept_budget_government_wages]이 $expense_level_low$"
 government_wages_high:0 "[concept_budget_government_wages]이 $expense_level_low$"
 government_wages_very_high:0 "[concept_budget_government_wages]이 $expense_level_low$"
 military_wages_very_low:0 "[concept_budget_military_wages]이 $expense_level_low$"
 military_wages_low:0 "[concept_budget_military_wages]이 $expense_level_low$"
 military_wages_medium:0 "[concept_budget_military_wages]이 $expense_level_low$"
 military_wages_high:0 "[concept_budget_military_wages]이 $expense_level_low$"
 military_wages_very_high:0 "[concept_budget_military_wages]이 $expense_level_low$"
 tax_level_very_low:0 "매우 낮음"
 tax_level_low:0 "낮음"
 tax_level_medium:0 "보통"
 tax_level_high:0 "높음"
 tax_level_very_high:0 "매우 높음"
 tax_modifier_very_low:0 "[concept_budget_income_taxes]가 $tax_level_very_low$"
 tax_modifier_low:0 "[concept_budget_income_taxes]가 $tax_level_low$"
 tax_modifier_medium:0 "[concept_budget_income_taxes]가 $tax_level_medium$"
 tax_modifier_high:0 "[concept_budget_income_taxes]가 $tax_level_high$"
 tax_modifier_very_high:0 "[concept_budget_income_taxes]가 $tax_level_very_high$"
 EFFECTS_FOR_TAX_LEVELS:0 "[Concept('concept_taxes','$concept_taxation$')] 단계에 대한 영향:#indent_newline:2 \n$BREAKDOWN$#!"
 EFFECTS_FOR_CURRENT_TAX_LEVEL:0 "#variable $LEVEL$#! $TAX_OR_EXPENSE_LEVEL_CURRENT$#indent_newline:2 \n$BREAKDOWN$#!"
 EFFECTS_FOR_OTHER_TAX_LEVEL_TITLE:0 "#variable $LEVEL$ [Concept('concept_taxes','$concept_taxation$')] 단계#!\n$LAW$ [concept_law] 적용"
 EFFECTS_FOR_OTHER_TAX_LEVEL:0 "#tooltippable #tooltip:$BREAKDOWN_TAG$ #variable $LEVEL$#!#!#!"
 INCOME_TAX_LEVEL_TITLE:0 "#title 소득세#!"
 CONSUMPTION_TAX_LEVEL_TITLE:0 "#title 소비세#!"
 PREDICTED_TAX_LEVEL_REVENUE:0 "예상 수익: @money!$VALUE|Kv$"
 CURRENT_TAX_LEVEL_REVENUE:0 "현재 수익: @money!$VALUE|Kv$"
 PREDICTED_TAX_LEVEL_DELTA:0 "현재 세금 단계에서 수익 변경: #variable @money!$DELTA_INCOME|+=D$#!"
 PREDICTED_TAX_LAW_DELTA:0 "현재 조세법에서 수익 변경: #variable @money!$DELTA_INCOME|+=D$#!"
 TAX_LEVEL_HEADER:0 "#variable $TAX_LEVEL$ 세금#!"
 TAX_LEVEL_TAX_LAW:0 "조세법: [LawType.GetName]"
 TAX_LEVEL_NO_TAX_LAW:0 "조세법: 없음"
 TAXED_GOODS:0 "현재 세금이 붙은 [Concept('concept_good', '$concept_goods$')]: $GOODSDESC$"
 TAX_OR_EXPENSE_LEVEL_EFFECTS_HEADER:0 "#header 영향:#!"
 TAX_OR_EXPENSE_LEVEL_CURRENT:0 "#i #b (현재 단계)#!#!"
 GOVERNMENT_WAGES_LEVEL:0 "$GOVERNMENT_WAGES_LEVEL_HEADER$ $CURRENT$\n$TOOLTIP_DELIMITER$\n$TAX_OR_EXPENSE_LEVEL_EFFECTS_HEADER$"
 GOVERNMENT_WAGES_LEVEL_TITLE:0 "#title 정부 임금#!"
 GOVERNMENT_WAGES_LEVEL_HEADER:0 "#variable $EXPENSE_LEVEL$ 정부 임금#!"
 GOVERNMENT_WAGES_WEEKLY_EXPENSES_CURRENT:0 "연간 평균 정부 임금 @money!$CURRENT_AVERAGE_ANNUAL_WAGE|v2$으로 매주 @money!$CURRENT_WEEKLY_EXPENSES|vD$ 비용 지출"
 GOVERNMENT_WAGES_WEEKLY_EXPENSES_NEW:0 "#variable $WAGE_CHANGE_MULT|-=%0$#!로 변경 시 @money!$NEW_AVERAGE_ANNUAL_WAGE|v2$(이)가 되어 비용 지출을 #variable @money!$DELTA_EXPENSES|-=D$#!(으)로 $CHANGETYPE$하여 @money!$NEW_WEEKLY_EXPENSES|vD$(이)가 됩니다."
 MILITARY_WAGES_LEVEL:0 "$MILITARY_WAGES_LEVEL_HEADER$ $CURRENT$\n$TOOLTIP_DELIMITER$\n$TAX_OR_EXPENSE_LEVEL_EFFECTS_HEADER$"
 MILITARY_WAGES_LEVEL_TITLE:0 "#title 군사 임금#!"
 MILITARY_WAGES_LEVEL_HEADER:0 "#variable $EXPENSE_LEVEL$ 군사 임금#!"
 MILITARY_WAGES_WEEKLY_EXPENSES_CURRENT:0 "연간 평균 군사 임금 @money!$CURRENT_AVERAGE_ANNUAL_WAGE|v2$으로 매주 @money!$CURRENT_WEEKLY_EXPENSES|vD$ 비용 지출"
 MILITARY_WAGES_WEEKLY_EXPENSES_NEW:0 "#variable $WAGE_CHANGE_MULT|-=%0$#!로 변경 시 @money!$NEW_AVERAGE_ANNUAL_WAGE|v2$(이)가 되어 비용 지출을 #variable @money!$DELTA_EXPENSES|-=D$#!(으)로 $CHANGETYPE$하여 @money!$NEW_WEEKLY_EXPENSES|vD$(이)가 됩니다."

 WELFARE_PAYMENTS_BREAKDOWN:0 "#tooltip_header 복지 급여#!\n총합: #v #N @money!-[GetPlayer.GetWelfarePaymentsExpenses|D-]"

 NO_TARIFFS:0 "[concept_tariffs]가 부과된 [Concept('concept_good', '$concept_goods$')] 없음"
 NO_TARIFFS_SINGLE_GOOD:0 "[Goods.GetName]에 부과된 [concept_tariffs] 없음"
 EFFECTS_FOR_TARIFF_LEVEL:0 "#variable $LEVEL$#! [concept_tariffs]의 영향:"
 PREDICTED_TARIFF_LEVEL_REVENUE:1 "예상 수익: @money!$VALUE|Kv$"
 PREDICTED_TARIFF_LEVEL_DELTA:1 "현재 [Concept('concept_tariffs','$concept_tariff$')] 집중에 따른 수익 변화: #variable @money!$DELTA_INCOME|+=D$#!"
 PREDICTED_TARIFF_LAW_DELTA:1 "현재 [Concept('concept_tariffs','$concept_tariff$')] 법에 따른 수익 변화: #variable @money!$DELTA_INCOME|+=D$#!"
 TARIFF_LEVEL_HEADER:1 " #header [concept_market_good_policy]: $TARIFF_LEVEL$ #!"
 TARIFF_LEVEL_TARIFF_LAW:0 "무역 정책: [LawType.GetName]"
 TARIFF_LEVEL_NO_TARIFF_LAW:0 "무역 정책: 없음"

 LAW_FROM_TO:0 "[Law.GetName]에 대한 [GetPlayer.GetActiveLawFromGroup(Law.GetGroup.GetKey).GetName]"
 GROW_INSTITUTION:0 "#header [INSTITUTION.GetName] 투자 단계 증가#!"
 SHRINK_INSTITUTION:0 "#header [INSTITUTION.GetName] 투자 단계 감소#!"
 INSTITUTION_CHANGE_TITLE:0 "#bold $LEVEL|v$ 단계 영향:#!"
 CANCEL_INSTITUTION_SIZE_CHANGE_TOOLTIP:0 "기관 투자 단계 증가 취소"

 LAW_INSTITUTION_TOOLTIP:0 "#header [Law.GetInstitutionType.GetName]#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 INSTITUTION_TYPE_EFFECT_PER_LEVEL:0 "#b 단계별 [INSTITUTION_TYPE.GetName]:#!\n$BREAKDOWN$"
 LAW_INSTITUTION_EFFECT_PER_LEVEL:0 "#b [Law.GetName](으)로 받는 단계별 효과:#!\n$BREAKDOWN$"
 INSTITUTION_PROVIDING_LAWS:0 "$LAW_LIST$ [concept_law]"

 DISABLES_INSTITUTION:0 "[INSTITUTION.GetName] [concept_institution] 비활성화"
 PROVIDES_INSTITUTION_TYPE:0 "[INSTITUTION_TYPE.GetName] [concept_institution] 활성화\n추가 $BUREAUCRACY$ 비용: $COST|=v1$"
 PROVIDES_INSTITUTION:0 "[INSTITUTION.GetName] [concept_institution] 활성화"
 INSTITUTION_TYPE_NEW_EFFECT:0 "[LawType.GetName](이)가 [INSTITUTION_TYPE.GetName]에 주는 영향:\n$EFFECTS$"
 INSTITUTION_NEW_EFFECT:0 "[LawType.GetName](이)가 [INSTITUTION.GetName]에 주는 영향:\n$EFFECTS$"
 INSTITUTION_SAME_EFFECT:0 "[LawType.GetName](이)가 [INSTITUTION.GetName]에 주고 있는 영향:\n$EFFECTS$"
 COUNTRY_CANNOT_AFFORD_NEW_INSTITUTION_TYPE:1 "@red_cross! [Law.GetCountry.GetName]의 #v @bur![Multiply_CFixedPoint(GetPlayer.GetInstitutionInvestmentBureaucracyFactor,'(CFixedPoint)-1')]#! [concept_bureaucracy] 부족으로 새로운 [INSTITUTION_TYPE.GetName] [concept_institution]에 자금을 댈 수 없습니다."

 INVESTMENT_CURRENT_LEVEL:0 "현재 [concept_investment_level]입니다."
 INVESTMENT_TOO_LOW:0 "당신은 해당 기관에 대한 투자 수준을 최소치인 $MIN|v$ 단계 아래로 낮출 수 없습니다."
 INVESTMENT_TOO_HIGH:0 "해당 기관에 대한 투자 단계는 최대치인 $MAX|v$ 단계를 초과할 수 없습니다.\n\n해당 기관의 최대 단계 내용:\n$BREAKDOWN$"
 INVESTMENT_EXCEEDS_INCOME:2 "해당 투자 단계에 필요한 #v @bur!$BUR_REQ|0$#! [concept_bureaucracy]을 감당할 여력이 없습니다."
 INVESTMENT_WEEKLY_COST_CHANGE:0 "주간 비용 변화: #variable @bur! $COSTCHANGE|1=$#!"
 LAW_DOES_NOT_SUPPORT_INVESTMENT:1 "해당 법에 [Concept('concept_investment_level', '$concept_investment_levels$')]가 존재하지 않습니다."

 ON_ENACT:0 "#title 제정 시:#!"
 ON_REVOKE:0 "#title 철회 시:#!"
 ON_REVOKE_ACTIVE:0 "#title 현재 활성화된 $LAW$ 철회 시#!"
 THIS_IS_DUE_TO:0 "#title 해당 법의 총 영향 내용:#!"
 LAW_EFFECT:0 "#bold 영향:#!"
 LAW_EFFECT_FOR_LEVEL:0 "#bold [concept_investment_level] #variable $LEVEL$#!에 대한 영향:#!"
 BASE_LAW_EFFECT:0 "#bold 기본 영향:#!"
 FOR_EACH_LAW_INVESTMENT_LEVEL:0 "#bold [concept_investment_level]당 영향:#!"
 LAW_EFFECT_FOR_CURRENT_INVESTMENT_LEVEL:0 "#bold 당신은 현재 #variable $LEVEL$#! [concept_investment_level]에 대하여 다음을 획득하고 있습니다:#!"
 LAW_EFFECT_FOR_TARGET_INVESTMENT_LEVEL:0 "#bold 당신은 #variable $LEVEL$#! [concept_investment_level]에 대하여 다음을 획득할 것입니다:#!"
 LAW_ALLOWED_BUILDING_GROUPS_FROM_INVESTMENT_POOL:0 "[concept_investment_pool] 자본이 건설에 사용될 수 있습니다. "
 CULTURE_ACCEPT_RULE_CHANGE:0 "문화가 수용되는 기준은 다음과 같습니다:\n"
 RELIGION_ACCEPT_RULE_CHANGE:0 "종교가 수용되는 기준은 다음과 같습니다:\n"

 MARKET_TITLE:0 "#title 시장#!"
 UNITS_PRODUCED_TITLE:0 "#title 생산된 부대#!"
 PRICE_TITLE:0 "#title 가격#!"
 IMPORTED:0 "수입됨"
 EXPORTED:0 "수출됨"
 ARMY_STOCKPILE:0 "육군 비축물"
 NAVY_STOCKPILE:0 "해군 비축물"
 CHARACTER_NAME_FORMAT:0 "$LAST$ $FIRST$"
 CHARACTER_NAME_WITH_TITLE_FORMAT:0 "$TITLE$ $LAST$ $FIRST$"
 EXPORT_ROUTE:0 "[concept_trade_route]"
 IMPORT_ROUTE:0 "[concept_trade_route]"
 TO_MARKET:0 "[MARKET.GetName](으)로"
 FROM_MARKET:0 "[MARKET.GetName]에서"
 
 CHARACTER_PANEL_SUBTITLE:0 "[Character.GetCountry.GetName]의 [SelectLocalization(Character.IsRuler, Concept('concept_ruler', Character.GetPrimaryRoleTitle), Character.GetPrimaryRoleName)]"

 INSUFFICIENT_AUT:0 "#variable #N $VAL$#!#! $AUTHORITY$ 필요 (현재 #variable $CURRENT$#!)"
 INSUFFICIENT_BUR:0 "#variable #N $VAL$#!#! $BUREAUCRACY$ 필요 (현재 #variable $CURRENT$#!)"
 INSUFFICIENT_DIP:0 "#variable #N $VAL$#!#! $INFLUENCE$ 필요 (현재 #variable $CURRENT$#!)"

 GDP:0 "[concept_gdp]"
 GDP_SHORT:1 "[Concept('concept_gdp', '$concept_gdp_short$')]"
 TOOLTIP_GDP:0 "국가의 [concept_gdp]은 상품 생산량과 생산된 상품의 시장 가격을 바탕으로 결정됩니다"

 GOV_EXP_SHORT:1 "[Concept('concept_government_expenses', '$concept_government_expenses_short$')]"

 CREDIT:0 "[concept_credit]"
 CREDIT_TOOLTIP:0 "#header 신용 상한: #N @money!$CREDIT|Dv$#!#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$\n\n[concept_credit_desc]"
 CREDIT_DETAIL_BASE:0 "기본: #N @money!$BASE|Dv$#!"
 CREDIT_DETAIL:0 "[BUILDING_TYPE.GetName]: #N @money!$RESERVES|Dv$#!"
 GOLD_RESERVE_LIMIT:0 "금 보유고 상한: #N @money!$LIMIT|Dv$#![ConcatIfNeitherEmpty('\n','$MODIFIER$')]\n\n[concept_gold_reserves_desc]"

 RESERVES:0 "보유고:"
 PRINCIPAL:0 "[concept_principal]:"
 TOOLTIP_PRINCIPAL:0 "#header [concept_principal]#!\n$TOOLTIP_DELIMITER$\n[concept_principal_desc]"

 REMAINING_CREDIT:0 "남은 [concept_credit]:"
 NO_MODIFIER_DATA_COLLECTED:0 "수집된 변화 요인이 없으며, 파일 용량 절감 차원에서 저장된 게임에 저장된 변화 요인 명세가 없습니다. 제대로 된 명세를 확인하려면 한동안 게임을 실행해야 합니다."
 DOMESTIC_LOANS:1 "#title [concept_loans]#!"
 TOOLTIP_DOMESTIC_LOANS:1 "#header [concept_loans]#!\n$TOOLTIP_DELIMITER$\n[concept_loans_desc]"

 INTEREST_RATE:0 "금리: #variable [GetPlayer.GetYearlyInterestRate|1%]#!"
 TOOLTIP_INTEREST_RATE:0 "#header 금리#!\n지난주 당신은 #variable [GetPlayer.GetYearlyInterestRate|2%]#!의 금리로 @money!#variable [GetPlayer.GetInterestPayment|1]#!의 이자를 지불하였습니다.\n$TOOLTIP_DELIMITER$\n"
 TOOLTIP_INTEREST_RATE_ADD:0 "#BOLD #V 단리 변화 요인#!#!"
 TOOLTIP_INTEREST_RATE_PER_LOAN:0 "#BOLD #V 대출 변화 요인당 금리#!#!"
 TOOLTIP_INTEREST_RATE_MULT:0 "#BOLD #V 복리 변화 요인#!#!"

 TOOLTIP_DISCRIMINATION_POLSTR:0 "총 #variable $BEFOREVAL|0*$#! [concept_political_strength]이 #bold $MULTVAL|+%0$#! 변화하여 #variable $VAL|1*$#!(으)로 변경됩니다:\n$TAB$$BREAKDOWN$#!#!"

 TAKE_LOAN:0 "#variable @money![GetPlayer.GetLoanIncrement|1*]#! 빌리기"
 TOOK_LOAN:0 "국내 대출 받음"
 TOOLTIP_TAKE_LOAN:0 "#header 대출 받기#!\n$TOOLTIP_DELIMITER$\n국내 지불자로부터 #variable @money!$AMOUNT$#!의 금액을 빌립니다.\n대출 원금과 금리가 증가합니다.\n\n"
 TAKE_LOAN_NOT_ENOUGH_CREDIT:0 "#N 신용이 부족하여 다른 대출을 받을 수 없습니다!#!"
 TAKE_LOAN_NEGATIVE_CASHFLOW:0 "#N 당신의 다음 주 예상 지출액이 현재 국고 보유량을 초과합니다!#!"
 TAKE_LOAN_NOT_ENOUGH_POWER:0 "#N 자본력이 부족해 대출을 받을 수 없습니다!#!"

 PAY_BACK_LOAN:0 "#variable @money!$AMOUNT|1*$#! 상환"
 PAID_BACK_LOAN:0 "국내 대출 상환함"
 TOOLTIP_PAY_BACK_LOAN:0 "#header 대출 상환#!\n$TOOLTIP_DELIMITER$\n국내 대출금 중 #variable @money!$AMOUNT$#!의 금액을 상환합니다.\n대출 원금과 금리가 감소합니다.\n\n"
 PAY_BACK_LOAN_NOT_ENOUGH_MONEY:0 "#N 자금이 부족하여 대출금을 상환할 수 없습니다!#!"
 PAY_BACK_LOAN_NO_LOANS:0 "#N 상환할 대출금이 존재하지 않습니다!#!"
 PAY_BACK_LOAN_NOT_ENOUGH_POWER:0 "#N 자본력이 부족해 대출을 상환할 수 없습니다!#!"

 PAY_BACK_SEVERAL_LOANS:0 "#variable @money!$AMOUNT$#! 상환"
 PAID_BACK_SEVERAL_LOANS:0 "국내 대출 일괄 상환함"
 TOOLTIP_PAY_BACK_SEVERAL_LOANS:0 "#header 전체 대출금 상환#!\n$TOOLTIP_DELIMITER$\n#variable @money!$AMOUNT$#!의 금액을 상환합니다.\n대출 원금과 금리가 감소합니다.\n\n"

 NAVAL_MISSION_NOT_HOSTILE:0 "#N 대상 주는 당신의 전쟁에 연루된 국가에 속하지 않습니다!#!"
 NAVAL_MISSION_NO_COASTLINE:0 "#N 대상 주는 해안 주가 아닙니다!#!"
 NAVAL_MISSION_NO_PORT:0 "#N 대상 주에 항구가 존재하지 않습니다!#!"
 NAVAL_INVASION_NO_BEACHHEAD:0 "#N 대상 주에 당신이 상륙 거점을 생성할 수 있는 지방이 존재하지 않습니다!#!"

 BLOCKADE_MISSION_NOT_AT_WAR:0 "#N 항구는 전쟁 중에만 봉쇄할 수 있습니다!#!"

 TIMED_MODIFIERS:1 "[Concept('concept_timed_modifier', '$concept_timed_modifiers$')]"

 maintain:0 "관리"
 maintain_desc:0 "해당 인물은 이곳에서 해상 주둔군을 유지하고 있으며 요격이나 탈출 기회 발생 시 포착합니다."
 evade:0 "회피"
 evade_desc:0 "인물이 적 함대를 피해 가급적 위치를 드러내지 않으며 보급 선단을 가라앉히고 있습니다."
 bulwark:0 "방벽"
 bulwark_desc:0 "인물이 우호적인 보급 선단을 호위하며 적에게 최소한의 피해만을 주고 있습니다."

 CASUALTIES_DUE_TO_ATTRITION_TOOLTIP:0 "#header 소모로 인한 사상자#!\n탈영: #variable $SPIRIT_SP|+=3$#!의 전력 포인트(마지막 틱 산출)\n집중 저하: #variable $CONCENTRATION_SP|+=3$#!의 전력 포인트(마지막 틱 산출)"

 POP_ACCEPTANCE_RULE:0 "#title 인구층 수용 규칙:#!"
 POP_CULTURE_ACCEPTANCE:0 "[Pop.GetCulturalDiscriminationDesc]"
 POP_RELIGION_ACCEPTANCE:0 "[Pop.GetReligiousDiscriminationDesc]"
 POP_DISCRIMINATION:0 "[Pop.GetDiscriminationDesc]"

 outliner_title_wars:0 "#outliner_header 전쟁#!"
 outliner_title_diplo_plays:0 "#outliner_header 외교전#!"
 outliner_title_situations:0 "#outliner_header 사건#!"
 outliner_title_commanders:0 "#outliner_header 지휘관#!"
 outliner_title_generals:0 "#outliner_header 장군#! (#tooltip:[GetPlayer.GetTooltipTag],PANEL_MILITARY_ARMY_CURRENT_BATTALIONS_TOOLTIP #variable @battalions![GetPlayer.GetBattalions|0]#!#!)"
 outliner_title_admirals:0 "#outliner_header 제독#! (#tooltip:[GetPlayer.GetTooltipTag],PANEL_MILITARY_NAVY_CURRENT_WARSHIPS_TOOLTIP #variable @navy_SP![GetPlayer.GetWarships|0]#!#!)"
 outliner_title_interest_groups:0 "#outliner_header 이해 집단#!"
 outliner_title_marginalized_interest_groups:0 "#outliner_header 소외 집단#!"
 outliner_title_markets:0 "#outliner_header 시장#!"
 outliner_title_isolated_states:0 "#outliner_header 고립 주#!"
 outliner_title_colonies:0 "#outliner_header 식민지#!"
 outliner_title_states:0 "#outliner_header 주#!"
 outliner_title_unincorporated_states:0 "#outliner_header 비편입 영토#!"
 outliner_title_players:0 "#outliner_header 플레이어#!"
 ADD_ANYTHING_TO_OUTLINER:0 "#title 이곳에 추가 핀을 남길 수 있습니다!#!"

 POLITICS_PANEL_HEADER:0 "정치"
 LAW_CATEGORIES_HEADER:0 "법률 범주#!"
 POLITICS_PANEL_HEADER_CHANGE_CONSTITUTION:0 "#BOLD [concept_law] 변경#!"
 POLITICS_PANEL_HEADER_CHANGE_LAW:0 "#BOLD 법 변경#!"

 ENACT_NEW_LAW:0 "새로운 법 제정"
 ABOLISH:0 "폐지"

 NARROW_VICTORY:0 "$BATTLE_NAME$에서의 아슬아슬한 승리"
 NARROW_LOSS:0 "$BATTLE_NAME$에서의 예상치 못한 패배"
 NORMAL_VICTORY:0 "$BATTLE_NAME$에서의 전장 승리"
 NORMAL_LOSS:0 "$BATTLE_NAME$에서의 전장 패배"
 HEROIC_VICTORY:0 "$BATTLE_NAME$에서의 영웅적인 승리"
 HEROIC_LOSS:0 "$BATTLE_NAME$에서의 굴욕적인 패배"

 YEARLYGROWTH:0 "연간 순 성장: #variable $NETGROWTHRATE|%=+1$#!"
 YEARLYBIRTHS:1 "연간 출산: #variable $VAL|+0$#! (연간 출산율: #tooltippable #tooltip:$BREAKDOWN_TAG$ $BIRTHRATE|%1=+$#!#!)"
 BIRTHS_FROM_SOL:0 "[concept_sol]에서: #variable $VAL|+=0$#!"
 MALNOURISHMENT_FROM_SOL:0 "영양실조: $VAL|+=%1$"
 YEARLYDEATHS:1 "연간 사망: #variable $VAL|-0$#! (연간 사망률: #tooltippable #tooltip:$BREAKDOWN_TAG$ $MORTALITY|%1=-$#!#!)"
 DEATHS_FROM_SOL:0 "[concept_sol]에서: #variable $VAL|-=0$#!"
 CURRENTLITERACY:0 "식자 인구: $VAL|1*v$\n식자율: $RATE|%2v$ $TRENDARROW$"

 POP_ASSIMILATION:1 "#header [CULTURE.GetName]에 대한 월간 [concept_assimilation]: $TOTAL_ASSIMILATED_POPS|v0$#!\n$TOOLTIP_DELIMITER$\n기본: $BASE_ASSIMILATED_POPS|v0$\n$TAB$$POPULATION$: [Pop.GetTotalSize|Dv]\n$TAB$기본 전향률: [GetDefine('NPops','ASSIMILATION_RATE')|v%][ConcatIfNeitherEmpty('\n','$MODIFIER_DESC$')]\n[Pop.GetName](은)는 [concept_accepted_culture]에 속해 [concept_incorporated_state]에 거주 중이며, [Pop.GetState.GetName](을)를 [concept_homeland]로 여기지 않으므로 거주지에서 가장 유력한 [Concept('concept_primary_cultures','$concept_primary_culture$')]인 [CULTURE.GetName] $concept_culture$에 $concept_assimilating$되는 중"
 POP_CONVERSION:1 "#header [RELIGION.GetName]에 대한 월간 [concept_conversion]: $TOTAL_CONVERTED_POPS|v0$#!\n$TOOLTIP_DELIMITER$\n기본: $BASE_CONVERTED_POPS|v0$\n$TAB$$POPULATION$: [Pop.GetTotalSize|Dv]\n$TAB$기본 전향률: [GetDefine('NPops','CONVERSION_RATE')|v%][ConcatIfNeitherEmpty('\n','$MODIFIER_DESC$')]\n[RELIGION.GetName](은)는 [Pop.GetState.GetName]에서 가장 유력한 [concept_accepted_religion]이므로 선택됨"
 POP_ASSIMILATION_MIN:0 "최소 $MIN|v$ 융화\n"
 POP_CONVERSION_MIN:0 "최소 $MIN|v$ 개종\n"

 EDUCATION_ACCESS_HEADER:0 "[concept_education_access]: #tooltippable #tooltip:$TAG$,EDUCATION_ACCESS_DETAILS_TOOLTIP $VAL|2%$#!#!"
 EDUCATION_ACCESS_DETAILS:0 "[concept_education_access]\n교육 접근성: [POP.GetEducationAccess|2%v]\n$TOOLTIP_DELIMITER$\n$DETAILS$"
 EDUCATION_ACCESS_UNIVERSAL:0 "대학 교육 접근성에서: #b $VALUE|=+2%$#!"
 EDUCATION_ACCESS_DETAILS_TOOLTIP:0 "[Pop.GetEducationAccessDetailsDesc]"
 EDUCATION_ACCESS_FROM_WEALTH:0 "$WEALTH|v$ 재산 단계에서: #b $TOTAL|=+2%$#!\n재산 단계당 #P #b $PER_LEVEL|%2$#!#!"
 EDUCATION_ACCESS_POP_TYPE:0 "[POP.GetPopType.GetName] [concept_profession]에서: #b $VALUE|=+%2$#!"

 STATE_POTENTIAL_QUALIFICATIONS:0 "#header [State.GetName]의 잠재적 [concept_pop_qualifications]#![ConcatIfNeitherEmpty('\n','$INSUFFICENT_QUALIFICATIONS$')]\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 INSUFFICIENT_QUALIFICATIONS_TO_FILL_POSITIONS:0 "@red_cross! 완전 고용에 $POSITIONS|vD$ [POP_TYPE.GetName] 필요, 오직 $QUALIFICATIONS|vD$만 이용 가능"

 STATE_POTENTIAL_QUALIFICATIONS_ENTRY:0 "#tooltippable #tooltip:[State.GetTooltipTag]|[PopType.GetTooltipTag],STATE_POTENTIAL_POPTYPE_QUALIFICATIONS $POTENTIAL_QUALIFICATIONS|vD$#!#! [PopType.GetName] ($POTENTIAL_QUALIFICATIONS_CHANGE|=vD$ / 월)"
 STATE_POTENTIAL_POPTYPE_QUALIFICATIONS:0 "[State.GetPotentialQualificationsBreakdown(PopType.Self)]"
 STATE_POTENTIAL_QUALIFICATIONS_BREAKDOWN:0 "#header [State.GetName] 내 잠재적인 자격 충족 [PopType.GetName]: [State.GetPotentialQualifications(PopType.Self)|vD]#!\n월간 변경치: $TOTAL_QUALIFICATIONS_CHANGE|=vD$\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"
 STATE_POTENTIAL_QUALIFICATIONS_BREAKDOWN_ENTRY:1 "$EMPLOYABLE_QUALIFICATIONS|vD$ [AddTextIf( Not(Pop.IsEmployed), '$concept_unemployed$')] [Pop.GetName] [AddTextIf( Pop.IsEmployed, Concatenate('직장: ', Pop.GetBuilding.GetName))] (#tooltippable #tooltip:[Pop.GetTooltipTag]|[PopType.GetTooltipTag],POP_POPTYPE_QUALIFICATIONS_CHANGE $QUALIFICATIONS_CHANGE|=vD$#!#! / 월)"
 POP_POPTYPE_QUALIFICATIONS_CHANGE:0 "[Pop.GetQualificationsChangeDesc(PopType.Self)]"
 POP_QUALIFICATIONS_ENTRY:0 "[PopType.GetName]: $QUALIFICATIONS|v0$ (#tooltippable #tooltip:$TAG$|[PopType.GetTooltipTag],POP_POPTYPE_QUALIFICATIONS_CHANGE $CHANGEVAL|+=0$#!#! / 월)"

 QUALIFICATIONS_CHANGE_POPTYPE_TOOLTIP:0 "#header 자격 월간 변경치#!\n매달 노동 종사자 중 $MONTHLY_CHANGE|=vD$만큼이 [PopType.GetName](이)가 될 자격을 얻음\n인구층 속성으로 인한 수치: $BASE_VALUE|v2$\n$BREAKDOWN$\n$QUALIFICATIONS_WORKFORCE_FACTOR$[ConcatIfNeitherEmpty('\n','$MODIFIER$')][ConcatIfNeitherEmpty('\n\n',PopType.GetQualificationsGrowthDesc)]"
 TOTAL_TIME_CONSTRUCTION:1 "남은 총 시간: [Country.GetWeeksLeftUntilConstructionQueueFinished|v]주"
 TOTAL_TIME_CONSTRUCTION_TOOLTIP:0 "[concept_construction_queue] 등록 및 [concept_under_construction] 상태인 모든 [Concept('concept_building', '$concept_buildings$')]이 완공될 때까지 남은 주의 총합"

 QUALIFICATIONS_LITERACY_FACTOR:0 "[concept_literacy] [Pop.GetLiteracyRate|v0%]에서"
 QUALIFICATIONS_WEALTH_FACTOR:0 "[concept_wealth] [Pop.GetCurrentWealth|v0]에서"
 QUALIFICATIONS_FAVORED_TYPE:0 "[Pop.GetPopType.GetName](으)로의 변화에서"
 QUALIFICATIONS_CULTURAL_DISCRIMINATION:0 "[Concept('concept_culture', 'Cultural')] [concept_discrimination] ([Pop.GetCulture.GetName])에서"
 QUALIFICATIONS_RELIGIOUS_DISCRIMINATION:0 "[Concept('concept_religion', 'Religious')] [concept_discrimination] ([Pop.GetReligion.GetName])에서"
 QUALIFICATIONS_CULTURAL_RELIGIOUS_ACCEPTANCE:0 "[concept_accepted_culture] ([Pop.GetCulture.GetName]) 및 [concept_accepted_religion] ([Pop.GetReligion.GetName])에서"
 QUALIFICATIONS_INSUFFICIENT_LITERACY_DECAY:0 "[concept_literacy] 부족에서 ([Pop.GetLiteracyRate|v0%])"
 QUALIFICATIONS_INSUFFICIENT_WEALTH_DECAY:0 "[concept_wealth] 부족에서 ([Pop.GetCurrentWealth|v0])"
 QUALIFICATIONS_PEASANTS_UNDER_SERFDOM:0 "[GetLawType('law_serfdom').GetName] 아래 [Pop.GetPopType.GetName](이)므로"
 QUALIFICATIONS_WORKFORCE_FACTOR:0 "[Pop.GetNumWorkforce|vD]의 노동 종사자 규모에서: #b ×$WORKFORCE_FACTOR|v2$#!"

 QUALIFICATIONS_OFFICERS_PEASANT_LEVIES:0 "[GetLawType('law_peasant_levies').GetName]에서"
 QUALIFICATIONS_OFFICERS_PEASANT_LEVIES_DESC:0 "[GetPopType('officers').GetName] [concept_pop_qualifications] 대부분이 [GetPopType('aristocrats').GetName]에서 유래"

 STATUS_TITLE:1 "#title 수용#!"
 GROWTH_TITLE:0 "#title 성장#!"
 LITERACY_TITLE:0 "#title [concept_literacy]#!"
 INCOME_TITLE:0 "#title 수입#!"
 EXPENSES_TITLE:0 "#title 지출#!"
 PRIMARY_IG_TITLE:0 "#title [Concept('concept_interest_group','$concept_interest_groups$')]#!"
 IG_TITLE:0 "#title 이해 집단#!"
 POP_TYPE_INFORMATION:0 "[Pop.GetState.GetOwner.GetName] 내 [Pop.GetPopType.GetName]"

 GUIDE_ME:0 "안내 요청"
  # TUTORIAL_CANNOT_START: "Cannot start lesson while another tutorial lesson is active"
 TELL_ME_HOW:0 "방법 설명"
 TELL_ME_WHY:0 "이유 설명"

 RELATIONS_TITLE:0 "#title 관계#!"
 TOWARDS_THEM_TITLE:1 "#title 자국 @arrow_right! 상대#!"
 TOWARDS_US_TITLE:1 "#title 상대 @arrow_right! 자국#!"

 OUR_COUNTRY_TEXT:0 "#variable [Country.GetName]#!(으)로 플레이 중입니다"
 RELATION_WITH:0 "우리의 관계: #BOLD [Country.GetRelationsWithDesc( GetPlayer )]#! ([Country.GetRelationsWith(GetPlayer)|+])"

 CULTURALLY_ACCEPTED_TOOLTIP:1 "#header 인구층 문화#!\n[Culture.GetName](은)는 [Pop.GetCountry.GetName]에서 [Concept('concept_accepted_culture','$concept_accepted_culture_short$')]로 인정받음\n원인: [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_citizenship').GetGroup.GetName]에 대한 [concept_law] [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_citizenship').GetName]"
 CULTURALLY_DISCRIMINATED_TOOLTIP:1 "#header 인구층 문화#!\n[Culture.GetName](은)는 [Pop.GetCountry.GetName]에서 [Concept('concept_discrimination','$concept_discriminated_against$')]의 대상이 됨\n원인: [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_citizenship').GetGroup.GetName]에 대한 [concept_law] [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_citizenship').GetName]"
 RELIGIOUSLY_ACCEPTED_TOOLTIP:1 "#header 인구층 종교#!\n[Religion.GetName](은)는 [Pop.GetCountry.GetName]에서 [Concept('concept_accepted_religion','$concept_accepted_religion_short$')]로 인정받음\n원인: [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_church_and_state').GetGroup.GetName]에 대한 [concept_law] [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_church_and_state').GetName]"
 RELIGIOUSLY_DISCRIMINATED_TOOLTIP:1 "#header 인구층 종교#!\n[Religion.GetName](은)는 [Pop.GetCountry.GetName]에서 [Concept('concept_discrimination','$concept_discriminated_against$')]의 대상이 됨\n원인: [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_church_and_state').GetGroup.GetName]에 대한 [concept_law] [Pop.GetCountry.GetActiveLawFromGroup('lawgroup_church_and_state').GetName]"

 CANNOT_MOVE_COMMANDER_NON_FRIENDLY_HQ:0 "#N [Hq.GetName](은)는 보유하거나 동맹 [concept_hq]가 아닙니다.#!"
 MOVE_COMMANDER_ALREADY_THERE_TOOLTIP:0 "#N [Character.GetFullName](이)가 이미 [Hq.GetName]에 있습니다#!"

 ADD_GENERAL_ROLE:0 "지휘권 부여"
 REMOVE_GENERAL_ROLE:0 "지휘권 박탈"
 ADD_GENERAL_ROLE_DESC:0 "#header $ADD_GENERAL_ROLE$#!\n$TOOLTIP_DELIMITER$\n[CHARACTER.GetFullName](을)를 [concept_general]으로 임명하고 현재 의무에 추가로 육군 지휘권을 부여합니다.[ConcatIfNeitherEmpty( '\n', '$COMMAND_DESC$' )]"
 REMOVE_GENERAL_ROLE_DESC:0 "#header $REMOVE_GENERAL_ROLE$#!\n$TOOLTIP_DELIMITER$\n[CHARACTER.GetFullName](을)를 [concept_general] 직책에서 해임하고 지휘권을 박탈합니다.[ConcatIfNeitherEmpty( '\n', '$COMMAND_DESC$' )]"

 REMOVE_CHARACTER_ROLE_LAST_ROLE:0 "#N [CHARACTER.GetFullName]의 마지막 남은 직무를 제거하는 것은 불가능합니다.#!"
 REMOVE_CHARACTER_ROLE_DOES_NOT_HAVE_ROLE:0 "#N [CHARACTER.GetFullName](은)는 #v $ROLE$#!(이)가 아닙니다.#!"
 REMOVE_CHARACTER_MOBILIZED_GENERAL:0 "#n 동원 중에는 [CHARACTER.GetFullName](을)를 [concept_general] 직무에서 해임할 수 없습니다.#!"

 ADD_CHARACTER_ROLE_ALREADY_HAS_ROLE:0 "#N [CHARACTER.GetFullName](은)는 이미 #v $ROLE$#!입니다.#!"
 ADD_CHARACTER_ROLE_CANNOT_BE_ADMIRAL_AND_GENERAL:0 "#N [CHARACTER.GetFullName](이)가 [concept_general]과 [concept_admiral] 직무를 동시에 수행하는 것은 불가능합니다.#!"
 ADD_CHARACTER_ROLE_NO_HQ_FOR_COMMANDER:0 "#N [CHARACTER.GetFullName](을)를 유효한 [concept_hq]에 배속하지 못했습니다.#!"
 ADD_CHARACTER_ROLE_ONLY_RULER_ALLOWED:0 "#N [concept_ruler]만을 [concept_commander]으로 임명할 수 있습니다.#!"
 ADD_CHARACTER_ROLE_WRONG_GOVERNMENT_TYPE:1 "#N #v $transfer_of_power_dictatorial$#! 또는 #v $transfer_of_power_hereditary$#! [Concept('concept_government_type','$concept_government_type_transfer_of_power$')]을 시행 중일 경우에만 [concept_ruler]를 [concept_commander]으로 임명할 수 있습니다.#!"
 ADD_CHARACTER_ROLE_UNDER_AGE:0 "[CHARACTER.GetFullName](은)는 #v $AGE$#!세 미만이므로 #v $ROLE$#!(이)가 될 수 없음"
 ADD_CHARACTER_ROLE_DISALLOWED_GENDER:0 "[CHARACTER.GetFullName](은)는 $GENDER$이므로 #v $ROLE$#!(이)가 될 수 없음"

 MAP_INTERACTION_MOVE_COMMANDER_DESC:0 "[Character.GetFullName](이)가 이동할 본부를 선택하십시오."
 MAP_INTERACTION_MOVE_COMMANDER_PERFORMED:0 "[Character.GetFullName] 이동함"
 MAP_INTERACTION_MOVE_COMMANDER_TOOLTIP:0 "#header 이동#!\n[Character.GetFullName]([GetUnitStrengthHeader( Character.GetNumCombatUnits, Character.GetMaxNumCombatUnits, Character.GetCombatUnitsTypeIcon )])(이)가 [Character.GetLocationHQ.GetNameNoFlag]에서 [Hq.GetNameNoFlag](으)로 이동합니다\n$TOOLTIP_DELIMITER$\n결과:\n[Hq.GetNameNoFlag]에 [Character.GetCombatUnitsTypeIcon] $TARGET_HQ_RESULT|v0$\n[Character.GetLocationHQ.GetNameNoFlag]에 [Character.GetCombatUnitsTypeIcon] $CURRENT_HQ_RESULT|v0$"

 MAP_INTERACTION_INTERCEPTION_DESC:0 "[Character.GetFullName](이)가 적대 해군에 맞서 방어할 본부를 선택하십시오."
 MAP_INTERACTION_INTERCEPTION_PERFORMED:0 "[Character.GetFullName]에게 #variable [COMMANDER_ORDER_TYPE.GetName]#! 명령을 하달함"
 MAP_INTERACTION_INTERCEPTION_TOOLTIP:1 "[Character.GetFullName]에게 [Hq.GetName]에서 #header [COMMANDER_ORDER_TYPE.GetName]#! 명령을 공표합니다.[ConcatIfNeitherEmpty( '\n$TOOLTIP_DELIMITER$\n', '$ERRORS$' )]"
 MAP_INTERACTION_INTERCEPTION_NO_HQ_TOOLTIP:0 "#N [COMMANDER_ORDER_TYPE.GetName] 명령을 수행할 해안선이 없습니다.#!"

 MAP_INTERACTION_CONVOY_RAIDING_DESC:0 "[Character.GetFullName](이)가 수송대를 습격할 해상 접점을 선택합니다."
 MAP_INTERACTION_CONVOY_RAIDING_PERFORMED:0 "수송대 습격 시작됨"
 MAP_INTERACTION_CONVOY_RAIDING_TOOLTIP:0 "[Character.GetFullName]에게 #header [COMMANDER_ORDER_TYPE.GetName]#! 명령을 공표합니다."

 MAP_INTERACTION_PATROL_DESC:0 "[Character.GetFullName](이)가 순찰할 본부를 선택합니다."
 MAP_INTERACTION_PATROL_PERFORMED:0 "[Character.GetFullName]에게 #variable [COMMANDER_ORDER_TYPE.GetName]#! 명령을 하달함"
 MAP_INTERACTION_PATROL_TOOLTIP:1 "[Character.GetFullName](이)가 [Character.GetLocationHQ.GetName] 및 [Hq.GetName] 사이의 항로를 보호할 것입니다.[ConcatIfNeitherEmpty( '\n$TOOLTIP_DELIMITER$\n', '$ERRORS$' )]"

 notification_peace_agreement_signed_war_leader_tooltip:0 "#header $notification_peace_agreement_signed_war_leader_name$#!\n$TOOLTIP_DELIMITER$\n$notification_peace_agreement_signed_war_leader_desc$"
 notification_peace_agreement_signed_war_leader_name:0 "[SCOPE.sC('recipient').GetName](와)과 평화"
 notification_peace_agreement_signed_war_leader_desc:0 "#variable [SCOPE.sC('recipient').GetName]#!(와)과의 평화 협정에 서명하여 우리의 적대 상태를 종식시켰습니다."

 notification_peace_agreement_signed_war_participant_tooltip:0 "#header $notification_peace_agreement_signed_war_participant_name$#!\n$TOOLTIP_DELIMITER$\n$notification_peace_agreement_signed_war_participant_desc$"
 notification_peace_agreement_signed_war_participant_name:0 "[SCOPE.sC('actor').GetName] 및 [SCOPE.sC('target').GetName] 사이의 평화"
 notification_peace_agreement_signed_war_participant_desc:0 "#variable [SCOPE.sC('actor').GetName]#!(이)가 #variable [SCOPE.sC('target').GetName]#!(와)과의 평화 협정에 서명하여 우리의 적대 상태를 종식시켰습니다."

 notification_peace_agreement_signed_non_participant_tooltip:0 "#header $notification_peace_agreement_signed_non_participant_name$#!\n$TOOLTIP_DELIMITER$\n$notification_peace_agreement_signed_non_participant_desc$"
 notification_peace_agreement_signed_non_participant_name:0 "[SCOPE.sC('actor').GetName] 및 [SCOPE.sC('target').GetName] 사이의 평화"
 notification_peace_agreement_signed_non_participant_desc:0 "#variable [SCOPE.sC('actor').GetName]#!(이)가 #variable [SCOPE.sC('target').GetName]#!(와)과의 평화 협정에 서명하여 적대 상태를 종식시켰습니다."

 notification_self_capitulated_tooltip:0 "#header $notification_self_capitulated_name$#!\n$TOOLTIP_DELIMITER$\n$notification_self_capitulated_desc$"
 notification_self_capitulated_name:0 "우리의 국가 항복"
 notification_self_capitulated_desc:0 "우리 국가가 항복했습니다. 우리를 대상으로 하는 모든 전쟁 목표가 단행되었습니다."

 notification_enemy_capitulated_tooltip:0 "#header $notification_enemy_capitulated_name$#!\n$TOOLTIP_DELIMITER$\n$notification_enemy_capitulated_desc$"
 notification_enemy_capitulated_name:0 "#variable [SCOPE.sC('target').GetName]#! 항복"
 notification_enemy_capitulated_desc:0 "적 #variable [SCOPE.sC('target').GetName]#!(이)가 항복했습니다. 해당 세력을 대상으로 하는 모든 전쟁 목표가 단행되었습니다."

 notification_ally_capitulated_tooltip:0 "#header $notification_ally_capitulated_name$#!\n$TOOLTIP_DELIMITER$\n$notification_ally_capitulated_desc$"
 notification_ally_capitulated_name:0 "#variable [SCOPE.sC('target').GetName]#! 항복"
 notification_ally_capitulated_desc:0 "동맹 #variable [SCOPE.sC('target').GetName]#!(이)가 항복했습니다. 해당 세력을 대상으로 하는 모든 전쟁 목표가 단행되었습니다."

 notification_diplo_play_start_notification_tooltip:0 "#header $notification_diplo_play_start_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplo_play_start_notification_desc$"
 notification_diplo_play_start_notification_name:1 "우리를 상대로 하는 [SCOPE.sC('actor').GetAdjective]의 [concept_diplomatic_play]"
 notification_diplo_play_start_notification_desc:1 "[SCOPE.sC('actor').GetName](이)가 우리를 상대로 [SCOPE.GetRootScope.GetDiplomaticPlay.GetDiplomaticPlayType.GetName|b] [concept_diplomatic_play]을 시작했습니다."

 notification_diplo_play_start_third_party_notification_tooltip:0 "#header $notification_diplo_play_start_third_party_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplo_play_start_third_party_notification_desc$"
 notification_diplo_play_start_third_party_notification_name:0 "[concept_diplomatic_play] 시작됨"
 notification_diplo_play_start_third_party_notification_desc:1 "[SCOPE.sC('actor').GetName](이)가 [SCOPE.sC('target').GetName](을)를 상대로 [SCOPE.GetRootScope.GetDiplomaticPlay.GetDiplomaticPlayType.GetName|b] [concept_diplomatic_play]을 시작했습니다."

 notification_diplo_play_back_down_notification_tooltip:0 "#header $notification_diplo_play_back_down_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplo_play_back_down_notification_desc$"
 notification_diplo_play_back_down_notification_name:0 "[SCOPE.sC('actor').GetName] 물러남"
 notification_diplo_play_back_down_notification_desc:0 " [SCOPE.sC('actor').GetName](이)가 우리 [concept_diplomatic_play]에서 물러나, 주요 전쟁 목표를 양도했습니다."

 notification_diplo_play_back_down_involved_notification_tooltip:0 "#header $notification_diplo_play_back_down_involved_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplo_play_back_down_involved_notification_desc$"
 notification_diplo_play_back_down_involved_notification_name:0 "[SCOPE.sC('actor').GetName] 물러남"
 notification_diplo_play_back_down_involved_notification_desc:0 "[SCOPE.sC('actor').GetName](이)가 [concept_diplomatic_play]에서 [SCOPE.sC('target').GetName](을)를 상대로 물러났습니다."

 notification_diplo_play_join_side_notification_tooltip:0 "#header $notification_diplo_play_join_side_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplo_play_join_side_notification_desc$"
 notification_diplo_play_join_side_notification_name:0 "[SCOPE.sC('actor').GetName](이)가 [SCOPE.sC('target').GetName]의 손을 잡음"
 notification_diplo_play_join_side_notification_desc:0 "[SCOPE.sC('actor').GetName](이)가 [concept_diplomatic_play]에서 [SCOPE.sC('recipient').GetName](을)를 상대로 [SCOPE.sC('target').GetName]의 손을 잡았습니다."

 notification_diplo_play_abandon_side_notification_tooltip:0 "#header $notification_diplo_play_abandon_side_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplo_play_abandon_side_notification_desc$"
 notification_diplo_play_abandon_side_notification_name:0 "[SCOPE.sC('actor').GetName](이)가 [SCOPE.sC('target').GetName](을)를 포기함"
 notification_diplo_play_abandon_side_notification_desc:0 "[SCOPE.sC('actor').GetName](이)가 [concept_diplomatic_play]에서 [SCOPE.sC('recipient').GetName](을)를 상대로 [SCOPE.sC('target').GetName]에 대한 지지를 포기했습니다."

 notification_diplo_play_war_start_third_party_notification_tooltip:0 "#header $notification_diplo_play_war_start_third_party_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplo_play_war_start_third_party_notification_desc$"
 notification_diplo_play_war_start_third_party_notification_name:0 "[SCOPE.sC('actor').GetName] 및 [SCOPE.sC('target').GetName] 사이에 전쟁 발발"
 notification_diplo_play_war_start_third_party_notification_desc:0 "[SCOPE.sC('actor').GetName] 및 [SCOPE.sC('target').GetName] 사이에 전쟁이 발발했습니다."

 notification_diplo_play_subject_released_notification_tooltip:0 "#header $notification_diplo_play_subject_released_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplo_play_subject_released_notification_desc$"
 notification_diplo_play_subject_released_notification_name:0 "[SCOPE.sC('target').GetName] 해방"
 notification_diplo_play_subject_released_notification_desc:0 "[SCOPE.sC('actor').GetName](이)가 종속국 [SCOPE.sC('target').GetName](을)를 보호하지 못해 양국 간의 조약이 무효화됩니다."

 notification_diplo_play_subject_released_overlord_notification_tooltip:0 "#header $notification_diplo_play_subject_released_overlord_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplo_play_subject_released_overlord_notification_desc$"
 notification_diplo_play_subject_released_overlord_notification_name:0 "[SCOPE.sC('target').GetName] 해방"
 notification_diplo_play_subject_released_overlord_notification_desc:0 "우리의 종속국인 [SCOPE.sC('target').GetName](을)를 보호하지 못하여, 독립 상태가 됩니다."

 notification_diplo_play_declare_neutrality_notification_tooltip:0 "#header $notification_diplo_play_declare_neutrality_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplo_play_declare_neutrality_notification_desc$"
 notification_diplo_play_declare_neutrality_notification_name:0 "[SCOPE.sC('actor').GetName] 중립 선언"
 notification_diplo_play_declare_neutrality_notification_desc:0 "[SCOPE.sC('actor').GetName](이)가 [SCOPE.sC('initiator').GetName] 및 [SCOPE.sC('target').GetName] 사이의 [concept_diplomatic_play]에서 중립을 선언했습니다."

 notification_resource_discovered_tooltip:0 "#header $notification_resource_discovered_name$#!\n$TOOLTIP_DELIMITER$\n$notification_resource_discovered_desc$"
 notification_resource_discovered_name:1 "[SCOPE.GetRootScope.GetStateRegion.GetName]에서 [SCOPE.sBT('target').GetDiscoveredResourceName] 발견됨"
 notification_resource_discovered_desc:1 "[SCOPE.GetRootScope.GetStateRegion.GetName]에서 [SCOPE.sBT('target').GetDiscoveredResourceName](이)가 발견되었습니다. 이제 [concept_state_region]에서 지지할 수 있는 [SCOPE.sBT('target').GetName](이)가 더 많아집니다."

 notification_resource_depleted_tooltip:0 "#header $notification_resource_depleted_name$#!\n$TOOLTIP_DELIMITER$\n$notification_resource_depleted_desc$"
 notification_resource_depleted_name:1 "[SCOPE.GetRootScope.GetStateRegion.GetName]에서 [SCOPE.sBT('target').GetDiscoveredResourceName] 고갈됨"
 notification_resource_depleted_desc:1 "[SCOPE.GetRootScope.GetStateRegion.GetName]에서 [SCOPE.sBT('target').GetDiscoveredResourceName](이)가 고갈되었습니다. 이제 [concept_state_region]에서 지지할 수 있는 [SCOPE.sBT('target').GetName](이)가 더 적어집니다."

 notification_new_culture_obsession_tooltip:0 "#header $notification_new_culture_obsession_name$#!\n$TOOLTIP_DELIMITER$\n$notification_new_culture_obsession_desc$"
 notification_new_culture_obsession_name:0 "[SCOPE.GetRootScope.GetCulture.GetName](이)가 [SCOPE.sG('goods').GetName]에 집착"
 notification_new_culture_obsession_desc:0 "[SCOPE.GetRootScope.GetCulture.GetName] 문화가 [SCOPE.sG('goods').GetName]에 집착하게 됩니다."

 notification_commander_order_invalidated_tooltip:0 "#header $notification_commander_order_invalidated_name$#!\n$TOOLTIP_DELIMITER$\n$notification_commander_order_invalidated_desc$"
 notification_commander_order_invalidated_name:0 "새로운 지휘관 명령"
 notification_commander_order_invalidated_desc:0 "[SCOPE.GetRootScope.GetCharacter.GetFullName](이)가 이제 [SCOPE.sCOT('target').GetName] 명령을 보유합니다(기존 [SCOPE.sCOT('actor').GetName])."

 notification_commander_moved_to_other_front_tooltip:0 "#header $notification_commander_moved_to_other_front_name$#!\n$TOOLTIP_DELIMITER$\n$notification_commander_moved_to_other_front_desc$"
 notification_commander_moved_to_other_front_name:0 "장군 이동"
 notification_commander_moved_to_other_front_desc:0 "[SCOPE.sCha('actor').GetFullName](이)가 [SCOPE.GetRootScope.GetFront.GetName](으)로 이동함"

 notification_migration_target_created_tooltip:0 "#header $notification_migration_target_created_name$#!\n$TOOLTIP_DELIMITER$\n$notification_migration_target_created_desc$"
 notification_migration_target_created_name:0 "[SCOPE.GetRootScope.GetState.GetMassMigrationCulture.GetName] 이주"
 notification_migration_target_created_desc:0 "대규모의 [SCOPE.GetRootScope.GetState.GetMassMigrationCulture.GetName] 구성원이 [SCOPE.GetRootScope.GetState.GetName] 주와 그 인근 주로 이주하기 시작했습니다."

 notification_migration_target_created_other_tooltip:0 "#header $notification_migration_target_created_other_name$#!\n$TOOLTIP_DELIMITER$\n$notification_migration_target_created_other_desc$"
 notification_migration_target_created_other_name:0 "[SCOPE.GetRootScope.GetState.GetMassMigrationCulture.GetName] 이주"
 notification_migration_target_created_other_desc:0 "대규모의 [SCOPE.GetRootScope.GetState.GetMassMigrationCulture.GetName] 구성원이 [SCOPE.GetRootScope.GetState.GetName] 주와 그 인근 주로 이주하기 시작했습니다."

 notification_country_swayed_tooltip:0 "#header $notification_country_swayed_name$#!\n$TOOLTIP_DELIMITER$\n$notification_country_swayed_desc$"
 notification_country_swayed_name:0 "[SCOPE.sC('recipient').GetName]의 환심을 얻음"
 notification_country_swayed_desc:0 "[SCOPE.sC('actor').GetName](이)가 [SCOPE.sC('target').GetName](을)를 상대하는 [concept_diplomatic_play]에서 [SCOPE.sC('recipient').GetName]의 환심을 얻었습니다."

 notification_sway_offer_accepted_tooltip:0 "#header $notification_sway_offer_accepted_name$#!\n$TOOLTIP_DELIMITER$\n$notification_sway_offer_accepted_desc$"
 notification_sway_offer_accepted_name:0 "[SCOPE.sC('recipient').GetName]의 환심을 얻음"
 notification_sway_offer_accepted_desc:0 "우리가 [SCOPE.sC('target').GetName](을)를 상대하는 [concept_diplomatic_play]에서 [SCOPE.sC('recipient').GetName]의 환심을 얻었습니다."

 notification_sway_offer_rejected_tooltip:0 "#header $notification_sway_offer_rejected_name$#!\n$TOOLTIP_DELIMITER$\n$notification_sway_offer_rejected_desc$"
 notification_sway_offer_rejected_name:0 "[SCOPE.sC('recipient').GetName] 환심 시도 실패함"
 notification_sway_offer_rejected_desc:0 "우리가 [SCOPE.sC('target').GetName](을)를 상대하는 [concept_diplomatic_play]에서 [SCOPE.sC('recipient').GetName]의 환심을 얻지 못했습니다."

 notification_interest_activated_tooltip:0 "#header $notification_interest_activated_name$#!\n$TOOLTIP_DELIMITER$\n$notification_interest_activated_desc$"
 notification_interest_activated_name:0 "[SCOPE.GetRootScope.GetInterest.GetStrategicRegion.GetName] [concept_interest] 관계 활성화됨"
 notification_interest_activated_desc:1 "이제 [SCOPE.GetRootScope.GetInterest.GetStrategicRegion.GetName] 지역 내에서 [Concept('concept_diplomatic_play', '$concept_diplomatic_plays$')] 참여, 외교 수행, [Concept('concept_country', '$concept_countries$')]와의 [Concept('concept_trade_route', '$concept_trade_routes$')] 생성을 진행할 수 있음"

 notification_interest_deactivated_tooltip:0 "#header $notification_interest_deactivated_name$#!\n$TOOLTIP_DELIMITER$\n$notification_interest_deactivated_desc$"
 notification_interest_deactivated_name:1 "[SCOPE.GetRootScope.GetInterest.GetStrategicRegion.GetName] [concept_interest] 비활성화"
 notification_interest_deactivated_desc:1 "이제 [SCOPE.GetRootScope.GetInterest.GetStrategicRegion.GetName] 지역 내에서 [Concept('concept_diplomatic_play', '$concept_diplomatic_plays$')] 참여, 외교 수행, [Concept('concept_country', '$concept_countries$')]와의 [Concept('concept_trade_route', '$concept_trade_routes$')] 생성을 진행할 수 없음"
 
 notification_interest_activated_third_party_tooltip:0 "#header $notification_interest_activated_third_party_name$#!\n$TOOLTIP_DELIMITER$\n$notification_interest_activated_third_party_desc$"
 notification_interest_activated_third_party_name:0 "[SCOPE.sCountry('actor').GetAdjective] [SCOPE.GetRootScope.GetInterest.GetStrategicRegion.GetName] [concept_interest] 활성화"
 notification_interest_activated_third_party_desc:0 "[SCOPE.sCountry('actor').GetName](은)는 이제 [SCOPE.GetRootScope.GetInterest.GetStrategicRegion.GetName] 지역에서 [Concept('concept_diplomatic_play', '$concept_diplomatic_plays$')] 참여, 외교 수행, [Concept('concept_country', '$concept_countries$')]와의 [Concept('concept_trade_route', '$concept_trade_routes$')] 생성을 진행할 수 있음"

 notification_interest_deactivated_third_party_tooltip:0 "#header $notification_interest_deactivated_third_party_name$#!\n$TOOLTIP_DELIMITER$\n$notification_interest_deactivated_third_party_desc$"
 notification_interest_deactivated_third_party_name:0 "[SCOPE.sCountry('actor').GetAdjective] [SCOPE.GetRootScope.GetInterest.GetStrategicRegion.GetName] [concept_interest] 제거"
 notification_interest_deactivated_third_party_desc:0 "[SCOPE.sCountry('actor').GetName](은)는 이제 [SCOPE.GetRootScope.GetInterest.GetStrategicRegion.GetName] 지역에서 [Concept('concept_diplomatic_play', '$concept_diplomatic_plays$')] 참여, 외교 수행, [Concept('concept_country', '$concept_countries$')]와의 [Concept('concept_trade_route', '$concept_trade_routes$')] 생성을 진행할 수 없음"

 notification_colony_created_tooltip:0 "#header $notification_colony_created_name$#!\n$TOOLTIP_DELIMITER$\n$notification_colony_created_desc$"
 notification_colony_created_name:0 "[SCOPE.sCountry('actor').GetName]의 [SCOPE.GetRootScope.GetState.GetStateRegion.GetName] 식민화"
 notification_colony_created_desc:0 "[SCOPE.sCountry('actor').GetName](이)가 [SCOPE.GetRootScope.GetState.GetName] [concept_colony]를 건립함"
 
 notification_colony_complete_tooltip:0 "#header $notification_colony_complete_name$#!\n$TOOLTIP_DELIMITER$\n$notification_colony_complete_desc$"
 notification_colony_complete_name:0 "[SCOPE.GetRootScope.GetState.GetStateRegion.GetName] 식민화 완료"
 notification_colony_complete_desc:0 "[SCOPE.GetRootScope.GetState.GetName] 식민화 완료. 이전 [concept_colony]가 제대로 된 [concept_state]로 전환됨"
 
 notification_colony_complete_third_party_tooltip:0 "#header $notification_colony_complete_third_party_name$#!\n$TOOLTIP_DELIMITER$\n$notification_colony_complete_third_party_desc$"
 notification_colony_complete_third_party_name:0 "[SCOPE.sCountry('actor').GetAdjective]의 [SCOPE.GetRootScope.GetState.GetStateRegion.GetName] 식민화 완료"
 notification_colony_complete_third_party_desc:0 "[SCOPE.sCountry('actor').GetName]의 [SCOPE.GetRootScope.GetState.GetName] 식민화 완료. 이전 [concept_colony]가 제대로 된 [concept_state]로 전환됨"

 notification_ig_trait_activated_tooltip:0 "#header $notification_ig_trait_activated_name$#!\n$TOOLTIP_DELIMITER$\n$notification_ig_trait_activated_desc$"
 notification_ig_trait_activated_name:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName] - [SCOPE.sInterestGroupTrait('target').GetName(SCOPE.GetRootScope.GetInterestGroup.Self)] 활성화됨"
 notification_ig_trait_activated_desc:1 "이는 [SCOPE.GetRootScope.GetInterestGroup.GetApprovalRating]의 [concept_approval]에서 기인함 (#tooltippable #tooltip:[SCOPE.GetRootScope.GetInterestGroup.GetTooltipTag],IG_APPROVAL_BREAKDOWN [SCOPE.GetRootScope.GetInterestGroup.GetApprovalValue|=+]#!#!)\n\n#title 영향#!\n[SCOPE.sInterestGroupTrait('target').GetModifiersDesc(SCOPE.GetRootScope.GetInterestGroup.Self)]"

 notification_ig_became_influential_tooltip:0 "#header $notification_ig_became_influential_name$#!\n$TOOLTIP_DELIMITER$\n$notification_ig_became_influential_desc$"
 notification_ig_became_influential_name:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName](이)가 이제 [concept_influential] 상태임"
 notification_ig_became_influential_desc:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName](은)는 과거 [concept_marginalized] 상태였으며, 이제 [concept_influential] 상태입니다."

 notification_ig_became_powerful_tooltip:0 "#header $notification_ig_became_powerful_name$#!\n$TOOLTIP_DELIMITER$\n$notification_ig_became_powerful_desc$"
 notification_ig_became_powerful_name:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName](이)가 이제 [concept_powerful] 상태임"
 notification_ig_became_powerful_desc:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName](은)는 과거 [concept_influential] 상태였으며, 이제 [concept_powerful] 상태입니다."

 notification_ig_no_longer_powerful_tooltip:0 "#header $notification_ig_no_longer_powerful_name$#!\n$TOOLTIP_DELIMITER$\n$notification_ig_no_longer_powerful_desc$"
 notification_ig_no_longer_powerful_name:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName](은)는 더 이상 [concept_powerful] 상태가 아님"
 notification_ig_no_longer_powerful_desc:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName](은)는 과거 [concept_powerful] 상태였으며, 이제 [concept_influential] 상태입니다."

 notification_ig_no_longer_influential_tooltip:0 "#header $notification_ig_no_longer_influential_name$#!\n$TOOLTIP_DELIMITER$\n$notification_ig_no_longer_influential_desc$"
 notification_ig_no_longer_influential_name:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName](은)는 더 이상 [concept_influential] 상태가 아님"
 notification_ig_no_longer_influential_desc:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName](은)는 과거 [concept_influential] 상태였으며, 이제 [concept_marginalized] 상태입니다."

 notification_ig_trait_deactivated_tooltip:0 "#header $notification_ig_trait_deactivated_name$#!\n$TOOLTIP_DELIMITER$\n$notification_ig_trait_deactivated_desc$"
 notification_ig_trait_deactivated_name:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName] - [SCOPE.sInterestGroupTrait('target').GetName(SCOPE.GetRootScope.GetInterestGroup.Self)] 비활성화됨"
 notification_ig_trait_deactivated_desc:1 "이는 [SCOPE.GetRootScope.GetInterestGroup.GetApprovalRating]의 [concept_approval]에서 기인함 (#tooltippable #tooltip:[SCOPE.GetRootScope.GetInterestGroup.GetTooltipTag],IG_APPROVAL_BREAKDOWN [SCOPE.GetRootScope.GetInterestGroup.GetApprovalValue|=+]#!#!)\n\n#title 영향 (더 이상 제공되지 않음)#!\n[SCOPE.sInterestGroupTrait('target').GetModifiersDesc(SCOPE.GetRootScope.GetInterestGroup.Self)]"

 notification_ig_movement_left_marginal_name:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName] - [SCOPE.sPoliticalMovement('political_movement').GetName] 떠남"
 notification_ig_movement_left_marginal_desc:0 "해당 이해 집단이 소외되고 있기 때문"
 notification_ig_movement_left_marginal_tooltip:0 "#header $notification_ig_movement_left_marginal_name$#!\n$TOOLTIP_DELIMITER$\n$notification_ig_movement_left_marginal_desc$"

 notification_ig_movement_left_in_government_name:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName] - [SCOPE.sPoliticalMovement('political_movement').GetName] 떠남"
 notification_ig_movement_left_in_government_desc:0 "해당 이해 집단이 정부의 일부로 편입되기 때문"
 notification_ig_movement_left_in_government_tooltip:0 "#header $notification_ig_movement_left_in_government_name$#!\n$TOOLTIP_DELIMITER$\n$notification_ig_movement_left_in_government_desc$"

 notification_ig_movement_left_happy_name:0 "[SCOPE.GetRootScope.GetInterestGroup.GetName] - [SCOPE.sPoliticalMovement('political_movement').GetName] 떠남"
 notification_ig_movement_left_happy_desc:0 "이는 [SCOPE.GetRootScope.GetInterestGroup.GetApprovalRating]의 [concept_approval]에서 기인함 (#tooltippable #tooltip:[SCOPE.GetRootScope.GetInterestGroup.GetTooltipTag],IG_APPROVAL_BREAKDOWN [SCOPE.GetRootScope.GetInterestGroup.GetApprovalValue|=+]#!#!)"
 notification_ig_movement_left_happy_tooltip:0 "#header $notification_ig_movement_left_happy_name$#!\n$TOOLTIP_DELIMITER$\n$notification_ig_movement_left_happy_desc$"
 
 notification_parties_activated_name:0 "신규 정당 형성"
 notification_parties_activated_desc:0 "국내에 신규 정당이 형성됨: [SCOPE.GetRootScope.GetCountry.GetRecentPartiesDesc]"
 notification_parties_activated_tooltip:1 "#header $notification_parties_activated_name$#!\n$TOOLTIP_DELIMITER$\n$notification_parties_activated_desc$"
 
 RECENT_PARTIES_ITEM:0 "[Party.GetName]"
 RECENT_PARTIES_DESC:0 "$PARTIES_LIST$"

 notification_ig_resigned_government_tooltip:0 "#header $notification_ig_resigned_government_name$#!\n$TOOLTIP_DELIMITER$\n$notification_ig_resigned_government_desc$"
 notification_ig_resigned_government_name:0 "[concept_government]로부터 사임"
 notification_ig_resigned_government_desc:1 "[SCOPE.GetRootScope.GetInterestGroup.GetName]의 [concept_approval]이 $ig_approval_angry$ 상태가 되어 [concept_government]에서 사임함"

 notification_violate_sovereignty_third_party_joins_name:2 "[SCOPE.sC('third_party_country').GetName](이)가 [SCOPE.sC('target_country').GetName](을)를 지원함"
 notification_violate_sovereignty_third_party_joins_desc:1 "[SCOPE.sC('initiator').GetName]에게 주권을 침해당한 후, [SCOPE.sC('third_party_country').GetName](이)가 [SCOPE.sC('target_country').GetName](을)를 지원함"

 SUBSIDIZED_YES:2 "$SUBSIDIZED_YES_HEADER$[ConcatIfNeitherEmpty('\n\n', Building.GetSubsidiesDesc)]\n\n[SelectLocalization(IsValid( Building.ToggleSubsidies ), 'REVOKE_SUBSIDIES_POSSIBLE', GetDesc(Building.ToggleSubsidies))]"
 SUBSIDIZED_YES_HEADER:3 "#header [Concept('concept_subsidies', '$concept_subsidized$')]#!\n$TOOLTIP_DELIMITER$\n해당 건물은 $concept_subsidized$ 지원을 받고 있음. 그에 따른 비용: #N #bold @money! [Building.GetSubsidies|D]#!#! / 주"
 REVOKE_SUBSIDIES_POSSIBLE:0 "#instruction 클릭하여 보조금 지원 중단#!"
 SUBSIDIES_MANDATED_BY_MODIFIER:0 "$MODIFIERNAME$#indent_newline:3 \n$DESCRIPTION$#!"

 SUBSIDIZED_NO:3 "$SUBSIDIZED_NO_HEADER$\n[SelectLocalization(IsValid( Building.ToggleSubsidies ), 'SUBSIDIZE_POSSIBLE', GetDesc(Building.ToggleSubsidies))]"
 SUBSIDIZED_NO_HEADER:1 "#header [Concept('concept_subsidies', '$concept_subsidized$')] 지원 없음#!\n$TOOLTIP_DELIMITER$\n해당 건물은 $concept_subsidized$ 지원을 받고 있지 않음"
 SUBSIDIZE_POSSIBLE:0 "#instruction 클릭하여 보조금 지원 시작#!"
 NOT_PERMITTED_TO_SUBSIDIZE_BUILDING_GROUP:0 "국내에서는 해당 건물에 대한 보조금 지원이 허용되지 않고 있습니다. 이런 사항은 대체로 경제 [Concept('concept_law', '$concept_laws$')]에 따라 결정됩니다."
 CANNOT_SUBSIDIZE_GOVERNMENT_BUILDINGS:0 "[Concept('concept_government_building', '$concept_government_buildings$')]에 보조금 지원을 할 수 없습니다."
 CANNOT_SUBSIDIZE_SUBSISTENCE_BUILDINGS:0 "[Concept('concept_subsistence_building', '$concept_subsistence_buildings$')]에 보조금 지원을 할 수 없습니다."


 SUBSIDIZED_ALL_YES:1 "해당 집단에 속한 모든 건물이 [Concept('concept_subsidies', '$concept_subsidized$')] 지원을 받고 있습니다.\n\n#instruction 클릭하여 모든 보조금 제거#!"
 SUBSIDIZED_ALL_NO:1 "해당 범주 내에 [Concept('concept_subsidies', '$concept_subsidized$')] 지원을 받는 건물은 없습니다.\n\n#instruction 클릭하여 모든 건물에 보조금 지원#!"
 SUBSIDIZED_ALL_MIXED:1 "해당 범주 내 일부 건물이 [Concept('concept_subsidies', '$concept_subsidized$')] 지원을 받고 있습니다.\n\n#instruction 클릭하여 모든 건물에 보조금 지원#!"

 AUTO_EXPAND_ALL_YES:0 "#header 자동 확장#!\n해당 집단에 속한 모든 건물이 자동으로 확장됩니다.\n\n#instruction 클릭하여 모든 자동 확장 제거#!"
 AUTO_EXPAND_ALL_NO:0 "#header 자동 확장 없음#!\n해당 집단에 속한 그 어떤 건물도 자동으로 확장되지 않습니다.\n\n#instruction 클릭하여 모든 건물 자동 확장#!"
 AUTO_EXPAND_ALL_MIXED:0 "#header 일부 자동 확장#!\n해당 집단에 속한 모든 건물 일부가 자동으로 확장됩니다.\n\n#instruction 클릭하여 모든 건물 자동 확장.#!"

 SUBSIDIES_TOOLTIP:2 "필요 임금 [concept_subsidies]: #v @money!$VAL|-0$#!\n$TAB$완전 고용을 유지하는 데 필요한 [Concept('concept_building_wage', '$concept_building_wages$')]: #v @money!$SUB_VAL|0$#!\n$TAB$$NAME$ 지불 역량: #v @money!$REG_VAL|0+$#!\n\n필요 투입 상품 보조금 #v @money!$BALANCE_VAL|-0$#!"

 BUILDING_RIGHT_CLICK_MENU_TITLE:0 "[Building.GetName]"
 BUILDING_RIGHT_CLICK_MENU_SUBTITLE:0 "[State.GetName] 내"
 BUILDING_RIGHT_CLICK_MENU_EXPAND:0 "[State.GetName]에서 확장"
 BUILDING_RIGHT_CLICK_MENU_DOWNSIZE:0 "축소"
 BUILDING_RIGHT_CLICK_MENU_CANCEL_CONSTRUCTION:0 "확장 취소"
 BUILDING_RIGHT_CLICK_MENU_SUBSIDIZE_ON:0 "보조금"
 BUILDING_RIGHT_CLICK_MENU_SUBSIDIZE_OFF:0 "보조금 철회"
 BUILDING_RIGHT_CLICK_MENU_AUTOEXPAND_ON:0 "자동 확장"
 BUILDING_RIGHT_CLICK_MENU_AUTOEXPAND_OFF:0 "자동 확장 중지"
 CANCEL_CONSTRUCTION_TOOLTIP:0 "#header $BUILDING_RIGHT_CLICK_MENU_CANCEL_CONSTRUCTION$#!\n해당 건물에서 진행 중인 확장을 취소합니다."
 CANCEL_CONSTRUCTION_MODIFIERS_INSTRUCTIONS:0 "#instruction 클릭하여 1 단계 취소#!\n#instruction $SHORTCUT_KEY_MOD_shift$클릭하여 $SHIFT_NUM_LEVELS$ 단계 취소#!\n#instruction $SHORTCUT_KEY_MOD_ctrl$클릭하여 $CTRL_NUM_LEVELS$ 단계 취소#!"

 IG_RIGHT_CLICK_MENU_TITLE:0 "[InterestGroup.GetName]"
 IG_RIGHT_CLICK_MENU_ADD_GOV:0 "정부에 추가"
 IG_RIGHT_CLICK_MENU_REM_GOV:0 "정부에서 제거"
 IG_RIGHT_CLICK_MENU_SUPPRESS:0 "$SUPPRESS_SHORT$"
 IG_RIGHT_CLICK_MENU_SUPPRESS_NOT:0 "$SUPPRESS_NOT_SHORT$"
 IG_RIGHT_CLICK_MENU_PROMOTE:0 "$PROMOTE_SHORT$"
 IG_RIGHT_CLICK_MENU_PROMOTE_NOT:0 "$PROMOTE_NOT_SHORT$"
 IG_RIGHT_CLICK_MENU_RULER_JOIN_IG:0 "$RULER_JOIN_IG_LONG$"

 IG_RIGHT_CLICK_MENU_PIN_IN_OUTLINER:0 "[SelectLocalization(InterestGroup.IsPinnedInOutliner, 'UNPIN_IN_OUTLINER', 'PIN_IN_OUTLINER')]"
 CHARACTER_RIGHT_CLICK_MENU_PIN_IN_OUTLINER:0 "[SelectLocalization(Character.IsPinnedInOutliner, 'UNPIN_IN_OUTLINER', 'PIN_IN_OUTLINER')]"
 STATE_RIGHT_CLICK_MENU_PIN_IN_OUTLINER:0 "[SelectLocalization(State.IsPinnedInOutliner, 'UNPIN_IN_OUTLINER', 'PIN_IN_OUTLINER')]"
 MARKET_RIGHT_CLICK_MENU_PIN_IN_OUTLINER:0 "[SelectLocalization(Market.IsPinnedInOutliner, 'UNPIN_IN_OUTLINER', 'PIN_IN_OUTLINER')]"
 PIN_IN_OUTLINER:0 "아웃라이너에 고정"
 UNPIN_IN_OUTLINER:0 "아웃라이너에서 고정 해제"


 CHARACTER_RIGHT_CLICK_MENU_TITLE:0 "[Character.GetFullName]"
 CHARACTER_RIGHT_CLICK_MENU_SUBTITLE:0 "[Character.GetRoleTitle]"
 CHARACTER_RIGHT_CLICK_MENU_MANAGE_COMMANDER:0 "배속 관리"
 CHARACTER_RIGHT_CLICK_MENU_MANAGE_COMMANDER_TOOLTIP:0 "배속 관리"
 CHARACTER_RIGHT_CLICK_MENU_RETIRE_COMMANDER:0 "은퇴"
 CHARACTER_RIGHT_CLICK_MENU_PROMOTE_COMMANDER:0 "승진"

 DECREE_RIGHT_CLICK_MENU_TITLE:0 "[Decree.GetState.GetName] 내 [Decree.GetName]"
 DECREE_RIGHT_CLICK_MENU_REMOVE:0 "취소"

 DECREE_DUPLICATE_ROAD_MAINTENANCE:0 "[concept_state_region]에 $decree_road_maintenance$를 수행한 다른 국가가 없습니다."

 NAVAL_INVASION_RIGHT_CLICK_MENU_TITLE:1 "[State.GetName]에서 상륙 작전에 배치할 장군 선택"
 NAVAL_INVASION_RIGHT_CLICK_MENU_TOOLTIP:1 "상륙 작전을 수행하기 위해 [Character.GetFullName](을)를 파견합니다.[ConcatIfNeitherEmpty('\n$TOOLTIP_DELIMITER$\n', GetDesc( MapInteractions.AccessMapInteractionCharacter.GetNavalInvasionCommand( Character.Self, State.Self ) ) )]"

 MARKET_RIGHT_CLICK_MENU_TITLE:0 "[Market.GetName]"
 MARKET_RIGHT_CLICK_MENU_MANAGE_MARKET:0 "시장 관리"
 MANAGE_MARKET:0 "관리"

 STATE_RIGHT_CLICK_MENU_TITLE:0 "[Country.GetName]"
 STATE_RIGHT_CLICK_MENU_SUBTITLE:0 "[State.GetName]"
 STATE_RIGHT_CLICK_MENU_COUNTRY_TITLE:0 "#header [Country.GetNameNoFlag]#! (국가)"
 STATE_RIGHT_CLICK_MENU_STATE_TITLE:0 "#header [State.GetName]#! (주)"
 MARKET_RIGHT_CLICK_MENU_MARKET_TITLE:0 "#header [State.GetMarket.GetName]#! (시장)"
 STATE_RIGHT_CLICK_MENU_STRATEGIC_REGION_TITLE:0 "#header [State.GetStateRegion.GetStrategicRegion.GetName]#! ([concept_strategic_region])"
 STATE_RIGHT_CLICK_MENU_DIPLOMACY:0 "외교 열기"
 STATE_RIGHT_CLICK_MENU_COUNTRY_INFORMATION:0 "정보"
 STATE_RIGHT_CLICK_MENU_COLONIZE:0 "식민화"
 STATE_RIGHT_CLICK_MENU_CREATE_MARKET:0 "시장 생성"
 STATE_RIGHT_CLICK_MENU_INCORPORATE:0 "$INCORPORATE$"
 STATE_RIGHT_CLICK_MENU_CANCEL_INCORPORATION:0 "편입 취소 ([State.GetIncorporationProgress|v%0] 완료)"

 BUILD_URBAN_BUILDINGS:0 "도시 건물 건설"
 ADD_CONSUMPTION_TAX:0 "소비세 추가"
 ADD_CONSUMPTION_TAX_ENTRY:3 "[Goods.GetNameNoFormatting]: @money!#v [Goods.CalcPotentialConsumptionTaxAmount(GetPlayer)|+=D]#! ( @aut! [Multiply_CFixedPoint(Goods.CalcConsumptionTaxAuthorityCost(GetPlayer),'(CFixedPoint)-1')|v0+])"
 BUDGET_CONSUMPTION_TAX_TOOLTIP:1 "#header [Goods.GetName] 대상 [concept_consumption_tax]#!\n현재 비용: @aut! [Multiply_CFixedPoint(Goods.CalcConsumptionTaxAuthorityCost(GetPlayer),'(CFixedPoint)-1')|v0+]\n현재 수익: #v [Goods.CalcConsumptionTaxAmount(GetPlayer)|+K]#!"
 GOODS_ADD_REMOVE_CONSUMPTION_TAX_TOOLTIP:0 "#header [Goods.GetName]에 [concept_consumption_tax] [SelectLocalization(GreaterThan_CFixedPoint(Goods.CalcConsumptionTaxAmount(GetPlayer), '(CFixedPoint)0'), '제거', '추가')]#!\n$TOOLTIP_DELIMITER$\n현재 수익: #v [Goods.CalcConsumptionTaxAmount(GetPlayer)|+K]#!"

 COUNTRY_RIGHT_CLICK_MENU_OBSERVE:1 "[SelectLocalization(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, Country.Self), 'COUNTRY_RIGHT_CLICK_MENU_STOP_OBSERVING', 'COUNTRY_RIGHT_CLICK_MENU_START_OBSERVING')]"
 COUNTRY_RIGHT_CLICK_MENU_START_OBSERVING:0 "[Country.GetName] 관전"
 COUNTRY_RIGHT_CLICK_MENU_STOP_OBSERVING:0 "[Country.GetName] 관전 중단"
 COUNTRY_RIGHT_CLICK_MENU_OBSERVE_TOOLTIP:1 "[SelectLocalization(ObjectsEqual(GetMetaPlayer.GetPlayedOrObservedCountry.Self, Country.Self), 'COUNTRY_RIGHT_CLICK_MENU_STOP_OBSERVE_TOOLTIP', 'COUNTRY_RIGHT_CLICK_MENU_START_OBSERVE_TOOLTIP')]"
 COUNTRY_RIGHT_CLICK_MENU_START_OBSERVE_TOOLTIP:0 "해당 국가를 관전함"
 COUNTRY_RIGHT_CLICK_MENU_STOP_OBSERVE_TOOLTIP:0 "해당 국가 관전을 중단함"
 OBSERVER_NO_COUNTRY_SELECTED:0 "\n$TOOLTIP_DELIMITER$\n@red_cross! 선택한 국가 없음"
 OBSERVER_NO_COUNTRY_SELECTED_TOOLTIP:0 "#header 관전자 모드 사용 중입니다!#!\n$TOOLTIP_DELIMITER$\n@red_cross! 관전 중인 국가가 없습니다."

 GOODS_RIGHT_CLICK_MENU_TITLE:1 "[Goods.GetTextIcon][Nbsp][Goods.GetName]"
 GOODS_IN_MARKET_RIGHT_CLICK_MENU_TITLE:1 "[Goods.GetMarket.GetName] 내 [Goods.GetTextIcon][Nbsp][Goods.GetName]"

 MAP_INTERACTION_SHOW_SUPPLY_AREAS_DESC:0 "주를 클릭하여 공급 범위 표시"
 MAP_INTERACTION_SHOW_SUPPLY_AREAS_PERFORMED:0 "공급 범위 표시 중"
 MAP_INTERACTION_SHOW_SUPPLY_AREAS_TOOLTIP_HEADER:0 "해당 공급 범위는 다음 [COUNTRY.GetName]의 전역으로 구성되어 있습니다:"
 MAP_INTERACTION_SHOW_SUPPLY_AREAS_TOOLTIP_ITEM:0 "#variable [THEATER.GetName]#! (#variable [THEATER.GetOwner.GetName]#!)"
 MAP_INTERACTION_SHOW_SUPPLY_AREAS_TOOLTIP_NONE:0 "[COUNTRY.GetName](은)는 이곳에 공급 범위를 보유하고 있지 않습니다."

 MAP_LIST_PANEL_TITLE:1 "[GetSelectedMapModeName] 지도 목록"
 MAP_LIST_PANEL_BUTTON_SHOW_MAP_LIST_PANEL:0 "#v [GetSelectedMapModeName]#! 목록 표시\n#v 정보 패널#! 숨기기"
 MAP_LIST_PANEL_BUTTON_SHOW_INFORMATION_PANEL:0 "#v 정보 패널#! 표시\n#v [GetSelectedMapModeName]#! 목록 숨기기"

 MAP_MODE_ATTITUDE:1 "지도에 [concept_attitude] 표시"
 MAP_MODE_RELATIONS:2 "지도에 [concept_relations] 표시"
 MAP_MODE_INFAMY:0 "지도에 [concept_infamy] 표시"
 MAP_MODE_POTENTIALS:1 "지도에 [Concept('concept_resource_potential','$concept_resource_potentials_short$')] 표시"
 MAP_MODE_PRODUCTION:0 "지도에 [concept_good_production] 표시"
 MAP_MODE_CONSUMPTION:0 "지도에 [concept_good_consumption] 표시"

 SORT_BY_RANK:0 "정렬 기준: [concept_rank]"
 SORT_BY_MARKET_GOODS:0 "정렬 기준: [Concept('concept_good', '$concept_goods$')]"
 SORT_BY_BALANCE_TOOLTIP:0 "수지를 기준으로 정렬합니다. [concept_sell_orders]에서 [concept_buy_orders]을 뺐을 때의 수치를 의미합니다."
 SORT_BY_COUNTRY:0 "정렬: [concept_country] 이름"

 MAP_MODE_ATTITUDE_COUNTRY:0 "지도에 [CountryPanel.GetCountry.GetName] 대상 [concept_attitude] 표시"
 MAP_MODE_RELATIONS_COUNTRY:0 "지도에 [CountryPanel.GetCountry.GetName] 대상 [concept_relations] 표시"

 DEFAULT_MAP_LIST_PANEL_STATUS_HEADER:0 "상태"
 DEFAULT_MAP_LIST_PANEL_STATUS_HEADER_TOOLTIP:1 "#header 상태#!\n$TOOLTIP_DELIMITER$\n#concept 각 항목의 상호작용 가능 정도를 나타냅니다.\n\n@map_list_plus!: 선택할 수 있습니다.\n@map_list_plus_and_checkmark!: 선택할 수 있으며 이미 이곳에서 진행 중입니다.\n@map_list_checkmark!: 이미 이곳에서 진행 중이며 선택 취소가 가능합니다.\n@map_list_lock!: 이미 이곳에서 진행 중이지만 선택 취소는 불가능합니다.\n@map_list_cross!: 선택할 수 없습니다.\n@map_list_cross_and_checkmark!: 이미 이곳에서 진행 중이지만 선택은 할 수 없습니다.#!"
 DEFAULT_MAP_LIST_PANEL_TITLE_HEADER:0 "제목"
 DEFAULT_MAP_LIST_PANEL_TITLE_HEADER_TOOLTIP:0 "#header 제목#!\n$TOOLTIP_DELIMITER$\n#concept 해당 옵션의 제목입니다.#!"

 BUILDING_MAP_LIST_PANEL_STATUS_HEADER:0 "상태"
 BUILDING_MAP_LIST_PANEL_STATUS_HEADER_TOOLTIP:1 "#header 상태#!\n$TOOLTIP_DELIMITER$\n#concept 각 [concept_state] 내 해당 [concept_building]의 확장 가능 정도를 나타냅니다.\n\n@map_list_plus!: 선택할 수 있습니다.\n@map_list_plus_and_checkmark!: 선택할 수 있으며 이미 이곳에서 진행 중입니다.\n@map_list_checkmark!: 이미 이곳에서 진행 중이며 선택 취소가 가능합니다.\n@map_list_lock!: 이미 이곳에서 진행 중이지만 선택 취소는 불가능합니다.\n@map_list_cross!: 선택할 수 없습니다.\n@map_list_cross_and_checkmark!: 이미 이곳에서 진행 중이지만 선택은 할 수 없습니다.#!"
 BUILDING_MAP_LIST_PANEL_STATE_HEADER:0 "주"
 BUILDING_MAP_LIST_PANEL_STATE_HEADER_TOOLTIP:1 "#header [concept_state]#!\n$TOOLTIP_DELIMITER$\n#concept [concept_building]을 건설할 $concept_state$를 나타냅니다.#!"
 BUILDING_MAP_LIST_PANEL_EFFICIENCY_HEADER:0 "효율"
 BUILDING_MAP_LIST_PANEL_EFFICIENCY_HEADER_TOOLTIP:0 "#header @construction![Nbsp][concept_construction] 효율#!\n$TOOLTIP_DELIMITER$\n#concept @construction! [concept_building]이 지어지는 장소의 $concept_construction$ 효율을 나타냅니다. 양수일 경우 매주 필요한 @construction![Nbsp][concept_construction]력이 감소하고 음수일 경우 그 반대로 적용됩니다.#!"

 BUILDING_MAP_LIST_PANEL_PEASANTS_HEADER:0 "소작농"
 BUILDING_MAP_LIST_PANEL_PEASANTS_HEADER_TOOLTIP:0 "#header 소작농#!"

 BUILDING_MAP_LIST_PANEL_CONSTRUCTION_HEADER:0 "@construction!"
 BUILDING_MAP_LIST_PANEL_CONSTRUCTION_HEADER_TOOLTIP:0 "#header @construction![Nbsp][concept_construction]#!\n$TOOLTIP_DELIMITER$\n#concept  [concept_building] 완공에 필요한 총 @construction! $concept_construction$력을 나타냅니다.#!"
 BUILDING_MAP_LIST_PANEL_STATUS_BUILD:0 "건설"
 BUILDING_MAP_LIST_PANEL_STATUS_EXPAND:0 "확장"
 BUILDING_MAP_LIST_PANEL_EFFICIENCY_TOOLTIP:0 "#header [State.GetName] 내 [concept_construction] 효율: $VAL|v%1$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"

 BUILDING_MAP_LIST_PANEL_PROFIT_IMPACT_HEADER:1 "수익"
 BUILDING_MAP_LIST_PANEL_PROFIT_IMPACT_TOOLTIP:1 "#header 확장 후 예상 수익#!\n$TOOLTIP_DELIMITER$\n이 건물을 확장하면 귀하의 수입이 얼마나 영향을 받을지 예상하십시오."

 COLONY_MAP_LIST_PANEL_STATUS_HEADER:0 "상태"
 COLONY_MAP_LIST_PANEL_STATUS_HEADER_TOOLTIP:1 "#header 상태#!\n$TOOLTIP_DELIMITER$\n#concept 각 [concept_state_region]에서 식민지를 얼마나 개척할 수 있는지 정도를 나타냅니다.\n\n@map_list_plus!: 선택할 수 있습니다.\n@map_list_plus_and_checkmark!: 선택할 수 있으며 이미 이곳에서 진행 중입니다.\n@map_list_checkmark!: 이미 이곳에서 진행 중이며 선택 취소가 가능합니다.\n@map_list_lock!: 이미 이곳에서 진행 중이지만 선택 취소는 불가능합니다.\n@map_list_cross!: 선택할 수 없습니다.\n@map_list_cross_and_checkmark!: 이미 이곳에서 진행 중이지만 선택은 할 수 없습니다.#!"
 COLONY_MAP_LIST_PANEL_REGION_HEADER:0 "지역"
 COLONY_MAP_LIST_PANEL_REGION_HEADER_TOOLTIP:1 "#header [concept_state_region]#!\n$TOOLTIP_DELIMITER$\n#concept 대상 $concept_state_region$을 나타냅니다.#!"
 COLONY_MAP_LIST_PANEL_STATE_HEADER:0 "주"
 COLONY_MAP_LIST_PANEL_STATE_HEADER_TOOLTIP:1 "#header [concept_state]#!\n$TOOLTIP_DELIMITER$\n#concept 대상 $concept_state$를 나타냅니다.#!"

 DIPLO_ACTION_MAP_LIST_PANEL_STATUS_HEADER_TOOLTIP:0 "#header 상태#!\n$TOOLTIP_DELIMITER$\n#concept 각 [concept_country]에서 해당 [concept_diplomatic_action]을 취할 수 있는 가능성을 나타냅니다.\n\n@map_list_plus!: 선택할 수 있습니다.\n@map_list_plus_and_checkmark!: 선택할 수 있으며 이미 이곳에서 진행 중입니다.\n@map_list_checkmark!: 이미 이곳에서 진행 중이며 선택 취소가 가능합니다.\n@map_list_lock!: 이미 이곳에서 진행 중이지만 선택 취소는 불가능합니다.\n@map_list_cross!: 선택할 수 없습니다.\n@map_list_cross_and_checkmark!: 이미 이곳에서 진행 중이지만 선택은 할 수 없습니다.#!"
 DIPLO_ACTION_LIST_PANEL_STATUS_HEADER:0 "국가"
 DIPLO_ACTION_LIST_PANEL_STATUS_HEADER_TOOLTIP:1 "#header [concept_country]#!"
 DIPLO_ACTION_LIST_PANEL_STATUS_SEND:0 "보내기"
 DIPLO_ACTION_LIST_PANEL_STATUS_NOT_POSSIBLE:0 "이용 불가"

 TRADE_ROUTE_LIST_PANEL_STATUS_HEADER_TOOLTIP:0 "#header 상태#!\n$TOOLTIP_DELIMITER$\n#concept 각 [concept_market]에서 해당 [concept_trade_route]를 수립할 수 있을지 가능성을 나타냅니다.\n\n@map_list_plus!: 선택할 수 있습니다.\n@map_list_plus_and_checkmark!: 선택할 수 있으며 이미 이곳에서 진행 중입니다.\n@map_list_checkmark!: 이미 이곳에서 진행 중이며 선택 취소가 가능합니다.\n@map_list_lock!: 이미 이곳에서 진행 중이지만 선택 취소는 불가능합니다.\n@map_list_cross!: 선택할 수 없습니다.\n@map_list_cross_and_checkmark!: 이미 이곳에서 진행 중이지만 선택은 할 수 없습니다.#!"
 TRADE_ROUTE_LIST_PANEL_MARKET_HEADER:0 "시장"
 TRADE_ROUTE_LIST_PANEL_MARKET_HEADER_TOOLTIP:1 "#header [concept_market]#!"
 TRADE_ROUTE_LIST_PANEL_VALUE_HEADER:1 "생산성"
 TRADE_ROUTE_LIST_PANEL_VALUE_HEADER_TOOLTIP:1 "#header 연간 [concept_trade_revenue]/근로자#!"
 TRADE_ROUTE_LIST_PANEL_QUANTITY_HEADER:0 "수량"
 TRADE_ROUTE_LIST_PANEL_QUANTITY_HEADER_TOOLTIP:0 "#header [Concept('concept_good', '$concept_goods$')] 거래량#!"
 TRADE_ROUTE_LIST_PANEL_LEVEL_HEADER:0 "단계"
 TRADE_ROUTE_LIST_PANEL_LEVEL_HEADER_TOOLTIP:0 "#header [concept_trade_route]의 단계#!"
 TRADE_ROUTE_LIST_PANEL_CONVOYS_HEADER:0 "@convoys!"
 TRADE_ROUTE_LIST_PANEL_CONVOYS_HEADER_TOOLTIP:0 "#header @convoys![concept_convoys] 필요량#!"

 TRADE_ROUTE_PLAYER:0 "보유 중인 무역로([MarketGoods.GetNumPlayerOwnedTradeRoutes]):"
 TRADED_GOODS_IMPORTED_AND_NUMBER_OF_IMPORT_ROUTES:0 "[MarketGoods.GetImportAmount|Dv] ([MarketGoods.GetNumImportTradeRoutes])"
 TRADED_GOODS_EXPORTED_AND_NUMBER_OF_EXPORT_ROUTES:0 "[MarketGoods.GetExportAmount|Dv] ([MarketGoods.GetNumExportTradeRoutes])"
 TRADED_GOODS_IMPORTED_TOOLTIP:0 "[MarketGoods.GetMarket.GetOwner.GetName](은)는 [MarketGoods.GetNumImportTradeRoutes] 수입 [Concept('concept_trade_route', '$concept_trade_routes$')]를 통해 [MarketGoods.GetImportAmount|Dv]의 [MarketGoods.GetGoods.GetTextIcon] [MarketGoods.GetGoods.GetName](을)를 수입 중"
 TRADED_GOODS_EXPORTED_TOOLTIP:0 "[MarketGoods.GetMarket.GetOwner.GetName](은)는 [MarketGoods.GetNumExportTradeRoutes|v] 수출 [Concept('concept_trade_route', '$concept_trade_routes$')]를 통해 [MarketGoods.GetExportAmount|Dv]의 [MarketGoods.GetGoods.GetTextIcon] [MarketGoods.GetGoods.GetName](을)를 수출 중"
 GOODS_NAME_WITH_TRADE_ROUTES:1 "#header [Goods.GetNameNoFormatting]#! $GOODS_NAME_WITH_TRADE_ROUTES_OWNED$"
 GOODS_NAME_WITH_TRADE_ROUTES_OWNED:0 "[SelectLocalization(EqualTo_int32(MarketGoods.GetNumPlayerOwnedTradeRoutes, '(int32)0'), '', 'GOODS_NAME_WITH_TRADE_ROUTES_NUMBER')]"
 GOODS_NAME_WITH_TRADE_ROUTES_NUMBER:0 "([MarketGoods.GetNumPlayerOwnedTradeRoutes|v] [GetPlayer.GetAdjectiveNoFormatting] [SelectLocalization(EqualTo_int32(MarketGoods.GetNumPlayerOwnedTradeRoutes, '(int32)1'), '무역로', '무역로')])"
 GOODS_NUMBER_WITH_TRADE_LEVEL:0 "[TradeRoute.GetTradeQuantity|Dv]  ([TradeRoute.GetLevel|v] 단계)"

 NOT_PLAYER_MARKET_CONSUMPTION_TAXES:0 "@red_cross! 현재 해당 [concept_market]에 속해 있지 않으므로 [Goods.GetMarket.GetName]에서 [Goods.GetName]에 대한 [Concept('concept_consumption_tax','$concept_consumption_taxes$')]를 부과할 수 #b 없음#!"
 NOT_PLAYER_MARKET_PRIORITY:0 "@red_cross! 현재 해당 [concept_market]에 속해 있지 않으므로 [Goods.GetMarket.GetName]에서 [Goods.GetName]에 대한 우선순위를 책정할 수 #b 없음#!"

 ACTIVATE_CONSCRIPTION_CENTER_MAP_LIST_PANEL_STATUS_HEADER_TOOLTIP:0 "#header 상태#!\n$TOOLTIP_DELIMITER$\n#concept 각 [concept_state]에서 [concept_conscription_center]를 활성화할 수 있을지 가능성을 나타냅니다.\n\n@map_list_plus!: 선택할 수 있습니다.\n@map_list_plus_and_checkmark!: 선택할 수 있으며 이미 이곳에서 진행 중입니다.\n@map_list_checkmark!: 이미 이곳에서 진행 중이며 선택 취소가 가능합니다.\n@map_list_lock!: 이미 이곳에서 진행 중이지만 선택 취소는 불가능합니다.\n@map_list_cross!: 선택할 수 없습니다.\n@map_list_cross_and_checkmark!: 이미 이곳에서 진행 중이지만 선택은 할 수 없습니다.#!"
 ACTIVATE_CONSCRIPTION_CENTER_MAP_LIST_PANEL_STATE_HEADER:0 "주"
 ACTIVATE_CONSCRIPTION_CENTER_MAP_LIST_PANEL_STATE_HEADER_TOOLTIP:0 "#header 주#!\n$TOOLTIP_DELIMITER$\n[concept_conscription_center]가 활성화될 [concept_state]입니다."
 ACTIVATE_CONSCRIPTION_CENTER_MAP_LIST_PANEL_SIZE_TOOLTIP:0 "#header 규모#!\n$TOOLTIP_DELIMITER$\n[concept_conscription_center]의 규모입니다."
 ACTIVATE_CONSCRIPTION_CENTER_MAP_LIST_PANEL_UNITS:0 "부대"
 ACTIVATE_CONSCRIPTION_CENTER_MAP_LIST_PANEL_UNITS_TOOLTIP:0 "#header 부대#!\n$TOOLTIP_DELIMITER$\n[concept_conscription_center]에서 몇 개 부대가 징병될지 보여줍니다."
 ACTIVATE_CONSCRIPTION_CENTER_MAP_LIST_PANEL_UNITS_TEXT:0 "@battalions! [MapListOption.GetActivateConscriptionCenterData.GetBuilding.GetCombatUnitCapacity|v]"

 FRONT_MAP_LIST_PANEL_UNITS:0 "부대"
 FRONT_MAP_LIST_PANEL_UNITS_TOOLTIP:0 "#header 부대#!\n$TOOLTIP_DELIMITER$\n[concept_front]에 몇 개 부대가 존재하는지 보여줍니다."

 RECRUIT_COMMANDERS_MAP_LIST_PANEL_STATUS_HEADER_TOOLTIP:0 "#header 상태#!\n$TOOLTIP_DELIMITER$\n#concept 각 [concept_hq]에서 [concept_general]을 영입할 수 있는 가능성을 나타냅니다.\n\n@map_list_plus!: 선택할 수 있습니다.\n@map_list_plus_and_checkmark!: 선택할 수 있으며 이미 이곳에서 진행 중입니다.\n@map_list_checkmark!: 이미 이곳에서 진행 중이며 선택 취소가 가능합니다.\n@map_list_lock!: 이미 이곳에서 진행 중이지만 선택 취소는 불가능합니다.\n@map_list_cross!: 선택할 수 없습니다.\n@map_list_cross_and_checkmark!: 이미 이곳에서 진행 중이지만 선택은 할 수 없습니다.#!"
 RECRUIT_COMMANDERS_MAP_LIST_PANEL_CURRENT_NUM:1 "현재"
 RECRUIT_COMMANDERS_MAP_LIST_PANEL_CURRENT_GENERALS_TOOLTIP:0 "#header 현재 [Concept( 'concept_general', '$concept_generals$' )]의 수#!"
 RECRUIT_COMMANDERS_MAP_LIST_PANEL_CURRENT_ADMIRALS_TOOLTIP:0 "#header 현재 [Concept( 'concept_admiral', '$concept_admirals$' )]의 수#!"
 RECRUIT_COMMANDERS_MAP_LIST_PANEL_CURRENT_BATTALIONS_TOOLTIP:0 "#header 부대#!\n$TOOLTIP_DELIMITER$\n[concept_hq] 내에서 [concept_general]에게 배속되지 않은 대대의 수를 나타냅니다."
 RECRUIT_COMMANDERS_MAP_LIST_PANEL_CURRENT_FLOTILLAS_TOOLTIP:0 "#header 부대#!\n$TOOLTIP_DELIMITER$\n[concept_hq] 내에서 [concept_admiral]에게 배속되지 않은 전단의 수를 나타냅니다."
 RECRUIT_COMMANDERS_CHARACTERS_POPUP:0 "지휘 예정: $DESC$"

 COLONY_MAP_MARKER_DAYS_LEFT:0 "#bold [State.GetColonyProgressAsDays]#!일"
 BUILDING_MAP_MARKER_WEEKS_LEFT:0 "#bold [Building.GetConstructionRemainingWeeksDesc]#!"

 CLOUT_GRAPH_TITLE:0 "#title [concept_clout]#!"
 VOTES_GRAPH_TITLE:0 "#title [Concept('concept_votes', '현재 여론')]#!"

 ELECTION_PANEL_ACTIVE_CAMPAIGN_TITLE:0 "[Election.GetNextElectionYearRaw] 선거 운동"
 ELECTION_PANEL_ELECTION_RESULT_TITLE:0 "[Election.GetLastElectionYearRaw] 선거 결과"
 ELECTION_PANEL_HEADER_LINE_ONE:2 "[Election.GetTitle]"
 ELECTION_PANEL_HEADER_LINE_TWO:1 "[Election.GetCountryName] 내 [concept_election]"
 IG_VOTERS_TITLE:0 "유권자:"
 TOTAL_VOTERS:0 "총 유권자"
 DATE_OF_ELECTION:0 "[concept_election] 날짜"
 ELECTION_DATE:1 "$DATE$ ($NUM_DAYS$일 후)"
 ELECTION_DATE_ONE_DAY:0 "$DATE$ (익일)"
 ELECTION_DATE_LESS_THAN_ONE_DAY:0 "$DATE$ (하루도 남지 않음)"
 PARTIES:0 "[Concept('concept_party', '$concept_parties$')]"
 LAST_ELECTION_RESULTS:1 "지난 [concept_election] 결과: [Election.GetLastElectionDateDesc]"
 PARTY_AFFILIATION:0 "정당 관계"
 PROJECTED_VOTES_TITLE:0 "예상 득표:"
 PROJECTED_VOTES:0 "$VOTING_POWER|K$ ($SHARE|%0$)"
 PARTY_AFFILIATION_TOOLTIP:0 "#header [Party.GetName](와)과 [InterestGroup.GetName] 관계: $SCORE|v0$#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"

 CULTURE_IN_STATE_ITEM:1 "[STATE.GetPopulationForCulture( CULTURE.Self )|vD] [CULTURE.GetName] ([STATE.GetPolStrForCulture( CULTURE.Self )|vD] [concept_political_strength])"
 CULTURE_IN_STATE_FORMAT:0 "#header [STATE.GetName]의 문화#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"

 IG_IN_STATE_ITEM:0 "$VAL|vD$ - [INTEREST_GROUP.GetName]"
 IGS_IN_STATE_FORMAT:1 "#header [STATE.GetName] 내 [concept_political_strength]#!\n$TOOLTIP_DELIMITER$\n$BREAKDOWN$"


 TECHNOLOGY:0 "기술"
 TOOLTIP_REQUIREMENTS_ANY:0 "#title 다음 중 하나 필요:#!"
 TOOLTIP_REQUIREMENTS_ALL:0 "#title 다음에 나열된 모두 필요:#!"
 TECHNOLOGY_RESEARCHED:0 "#i 이미 연구됨#!"
 TOOLTIP_UNLOCKS:0 "#title 잠금 해제#!"
 TOOLTIP_UNLOCK_PRODUCTION_METHOD:0 "$BUILDING_TYPE$에 대한 $PRODUCTION_METHOD$ ([concept_production_method]) 잠금 해제"
 TOOLTIP_DISALLOW_PRODUCTION_METHOD:0 "$BUILDING_TYPE$에 대한 $PRODUCTION_METHOD$ ([concept_production_method]) 불허"
 TOOLTIP_UNLOCK_BUILDING_TYPE:0 "$BUILDING_TYPE$ ([concept_building]) 잠금 해제"
 TOOLTIP_UNLOCK_STATE_TRAIT_COLONIZATION:0 "[STATE_TRAIT.GetName](을)를 가진 [Concept('concept_state', '$concept_states$')]에 [Concept('concept_colony','$concept_colonies$')] 수립 허용"
 TOOLTIP_DISABLE_STATE_TRAIT:0 "[Concept('concept_state', '$concept_states$')]에 보유 중인 [Concept('concept_colony','$concept_colonies$')]가 받는 모든 [STATE_TRAIT.GetName]의 효과 제거"
 TOOLTIP_UNLOCK_LAW_TYPE:0 "$LAW$ 잠금 해제"
 TOOLTIP_UNLOCK_PARTY:0 "$PARTY$ 잠금 해제"
 TOOLTIP_UNLOCK_DECREE:0 "[DECREE_TYPE.GetName] ([concept_decree]) 잠금 해제"
 TOOLTIP_UNLOCK_DIPLOMATIC_ACTION:0 "[DIPLOMATIC_ACTION_TYPE.GetName] ([concept_diplomatic_action]) 잠금 해제"
 TOOLTIP_UNLOCK_TECH_TYPE:0 "$TECH_TYPE$(으)로 선도 ([concept_technology])"
 TOOLTIP_UNLOCK_CANAL:0 "$DATA_CANAL_TYPE_NAME_FORMAT$에 필요"
 TOOLTIP_DISALLOW_LAW_TYPE:0 "$LAW$ 불허"
 TOOLTIP_UNLOCKED_BY_LAW_TYPE:0 "$LAW$에 의해 잠금 해제"
 TOOLTIP_DISALLOWED_BY_LAW_TYPE:0 "$LAW$에 의해 불허"
 TOOLTIP_UNLOCKED_BY_TECHNOLOGY:0 "$TECHNOLOGY$"

 TOOLTIP_UNLOCKS_NO_BREAKDOWN:0 "$UNLOCKED_DESC$"
 TOOLTIP_UNLOCKS_WITH_BREAKDOWN:0 "#tooltippable #tooltip:$BREAKDOWN_TAG$ $UNLOCKED_CATEGORIES_LIST$ 잠금 해제#!#!"
 TOOLTIP_UNLOCK_LAW_SINGLE:0 "새로운 [concept_law]"
 TOOLTIP_UNLOCK_LAW_MANY:0 "여러 개의 새로운 [Concept('concept_law', '$concept_laws$')]"
 TOOLTIP_UNLOCK_PM_SINGLE:0 "새로운 [concept_production_method]"
 TOOLTIP_UNLOCK_PM_MANY:0 "여러 개의 새로운 [Concept('concept_production_method', '$concept_production_methods$')]"
 TOOLTIP_UNLOCK_DECREE_SINGLE:0 "새로운 [concept_decree]"
 TOOLTIP_UNLOCK_DECREE_MANY:1 "여러 개의 새로운 [Concept('concept_decree', '$concept_decrees$')]"

 TOOLTIP_DISALLOWS_NO_BREAKDOWN:0 "$DISALLOWED_DESC$"
 TOOLTIP_DISALLOWS_WITH_BREAKDOWN:0 "#tooltippable #tooltip:$BREAKDOWN_TAG$ $DISALLOWED_CATEGORIES_LIST$ 불허#!#!"
 TOOLTIP_DISALLOW_PM_SINGLE:0 "[concept_production_method]"
 TOOLTIP_DISALLOW_PM_MANY:0 "여러 개의 [Concept('concept_production_method', '$concept_production_methods$')]"

 CURRENTLY_ACTIVE_LAW:0 "#b 활성화된 법#!"
 CURRENTLY_ACTIVE_LAW_IN_LAWGROUP:0 "현재 활성화된 [Law.GetGroup.GetName] 법"
 LAW_CURRENTLY_BEING_ENACTED:0 "#b 제정 시도 중#!"
 CURRENT_LAW_BEING_ENACTED:0 "#b 법 제정 중#!"
 NO_LAW_IN_THIS_LAWGROUP_IS_BEING_ENACTED:0 "제정 중인 [LawGroup.GetName] [concept_law] 없음"
 ACTIVE_LAW:0 "@green_checkmark! 우리 [Concept('concept_law', '$concept_laws$')]에 속함"
 BEING_ENACTED_LAW:1 "#v 현재 제정 중#! (다음 체크포인트 도달까지 #tooltippable #tooltip:[Law.GetTooltipTag],LAW_NEXT_CHECKPOINT_TIME_DESC [Law.GetCheckpointRemainingDays|v]일#!#!)"
 INACTIVE_LAW:0 "@red_cross! 우리 [Concept('concept_law', '$concept_laws$')]에 속하지 않음"
 LAW_FULL_NAME:0 "$LAW_GROUP$의 $LAW_TYPE$ ($LAW_TYPE_TYPE$)"
 LAW_TYPE_TYPE_DESC_LAW:0 "[concept_law]"
 LAW_TYPE_TYPE_DESC_INSTITUTION:0 "기관"

 POP_TYPE_SUPPORT_TITLE:1 "#b [Country.GetName] 내 [PopType.GetName] [concept_interest_group] 지지:#!"
 POP_TYPE_SUPPORT_SINGLE:0 "[INTEREST_GROUP.GetName]: $SUPPORT_PERCENTAGE|%1v$"
 POP_TYPE_SUPPORT_SINGLE_FORMAT:0 "$TAB$$POP_TYPE_SUPPORT_SINGLE$"
 POP_TYPE_SUPPORT_FORMAT:0 "$POP_TYPE_SUPPORT_TITLE$\n$BODY$"
 POP_TYPE_SUPPORT_NONE:1 "[Country.GetName] 내 [PopType.GetName](은)는 아무 $concept_interest_group$도 지지하지 않음"
 POP_TYPE_SUPPORTED_BY_OTHER_HEADER:1 "#header 기타 지지받는 [Concept('concept_interest_group', '$concept_interest_groups$')]#!\n$TOOLTIP_DELIMITER$"
 POP_TYPE_SUPPORTED_BY_OTHER:1 "$TAB$기타 $concept_interest_groups$: #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] $OTHER_PERCENTAGE|%1v$#!#!"

 POP_TYPE_IN_PLAYER_COUNTRY:1 "#b  [GetPlayer.GetName] 내 [PopType.GetName]#!:\n인구: [PopType.GetPopulation(GetPlayer.Self)|kv]\n[concept_political_strength]: [PopType.GetPolStr(GetPlayer.Self)|kv]\n\n[PopType.GetInterestGroupSupportDesc( GetPlayer.Self )]"
 POP_TYPE_IN_BUILDING:0 "#b [Building.GetState.GetCountry.GetName] 내 [PopType.GetName]#!:\n$TAB$$TAB$[concept_pop]: [PopType.GetPopulation(Building.GetState.GetCountry)|kv]\n$TAB$$TAB$$TAB$$TAB$[concept_workforce]: [PopType.GetWorkforce(Building.GetState.GetCountry)|kv]\n$TAB$$TAB$$TAB$$TAB$[concept_dependents]: [PopType.GetDependents(Building.GetState.GetCountry)|kv]\n$TAB$$TAB$[concept_political_strength]: [PopType.GetPolStr(Building.GetState.GetCountry)|kv][SelectLocalization(Building.GetState.GetCountry.IsPlayer, 'POP_TYPE_IN_BUILDING_SUPPORT', '')]"
 POP_TYPE_IN_BUILDING_SUPPORT:0 "\n\n[PopType.GetInterestGroupSupportDesc( Building.GetState.GetCountry )]"
 POP_TYPE_IN_BUILDING_HEADER:0 "[Building.GetName] 내 [PopListItem.GetWorkingAdultsPopSize|vD] [PopType.GetNameNoIcon]"
 POP_TYPE_IN_STATE:0 "#b [State.GetCountry.GetName] 내 [PopType.GetName]#!:\n$TAB$$TAB$인구: [PopType.GetPopulation(State.GetCountry)|kv]\n$TAB$$TAB$$TAB$$TAB$[concept_workforce]: [PopType.GetWorkforce(State.GetCountry)|kv]\n$TAB$$TAB$$TAB$$TAB$[concept_dependents]: [PopType.GetDependents(State.GetCountry)|kv]\n$TAB$$TAB$[concept_political_strength]: [PopType.GetPolStr(State.GetCountry)|kv][SelectLocalization(State.GetCountry.IsPlayer, 'POP_TYPE_IN_STATE_SUPPORT', '')]"
 POP_TYPE_IN_STATE_SUPPORT:0 "\n\n[PopType.GetInterestGroupSupportDesc( State.GetCountry )]"
 POP_TYPE_IN_STATE_HEADER:0 "[State.GetName] 내 [PopListItem.GetTotalPopSize|vD] [PopType.GetNameNoIcon]"
 POP_TYPE_IN_CULTURE:0 "[SelectLocalization(GreaterThan_int32(Culture.GetPopulation(GetPlayer.Self), '(int32)0'), 'POP_TYPE_IN_CULTURE_PLAYER_POPULATION', 'POP_TYPE_IN_CULTURE_NO_PLAYER_POPULATION')]"
 POP_TYPE_IN_CULTURE_NO_PLAYER_POPULATION:0 "[GetPlayer.GetName] 내에 [Culture.GetName] [Concept('concept_pop','$concept_pops$')] 없음"
 POP_TYPE_IN_CULTURE_PLAYER_POPULATION:0 "#b [GetPlayer.GetName] 내 [Culture.GetName] [Concept('concept_pop','$concept_pops$')]:#!\n$TAB$$TAB$인구: [Culture.GetPopulation(GetPlayer.Self)|kv]\n$TAB$$TAB$[concept_political_strength]: [Culture.GetPolStr(GetPlayer.Self)|kv]"
 POP_TYPE_IN_CULTURE_HEADER:0 "[PopListItem.GetTotalPopSize|vD] [Culture.GetName] [PopType.GetNameNoIcon]"
 POP_TYPE_IN_RELIGION:0 "[SelectLocalization(GreaterThan_int32(Religion.GetPopulation(GetPlayer.Self), '(int32)0'), 'POP_TYPE_IN_RELIGION_PLAYER_POPULATION', 'POP_TYPE_IN_RELIGION_NO_PLAYER_POPULATION')]"
 POP_TYPE_IN_RELIGION_NO_PLAYER_POPULATION:0 "[GetPlayer.GetName] 내에 [Religion.GetName] [Concept('concept_pop','$concept_pops$')] 없음"
 POP_TYPE_IN_RELIGION_PLAYER_POPULATION:0 "#b [GetPlayer.GetName] 내 [Religion.GetName] [Concept('concept_pop','$concept_pops$')]:#!\n$TAB$$TAB$인구: [Religion.GetPopulation(GetPlayer.Self)|kv]\n$TAB$$TAB$[concept_political_strength]: [Religion.GetPolStr(GetPlayer.Self)|kv]"
 POP_TYPE_IN_RELIGION_HEADER:0 "[PopListItem.GetTotalPopSize|vD] [Religion.GetName] [PopType.GetNameNoIcon]"
 POP_TYPE_IN_IG:0 "#b [InterestGroup.GetCountry.GetName] 내 [PopType.GetName]#!:\n$TAB$$TAB$인구: [PopType.GetPopulation(InterestGroup.GetCountry)|kv]\n$TAB$$TAB$$TAB$$TAB$[concept_workforce]: [PopType.GetWorkforce(InterestGroup.GetCountry)|kv]\n$TAB$$TAB$$TAB$$TAB$[concept_dependents]: [PopType.GetDependents(InterestGroup.GetCountry)|kv]\n$TAB$$TAB$[concept_political_strength]: [PopType.GetPolStr(InterestGroup.GetCountry)|kv][SelectLocalization(InterestGroup.GetCountry.IsPlayer, 'POP_TYPE_IN_IG_SUPPORT', '')]"
 POP_TYPE_IN_IG_SUPPORT:0 "\n\n[PopType.GetInterestGroupSupportDesc( InterestGroup.GetCountry )]"
 POP_TYPE_IN_IG_HEADER:0 "[PopListItem.GetTotalPopSize|vD] [InterestGroup.GetNameNoIcon] 지지 [PopType.GetNameNoIcon]"



 POP_TYPE_STRATA:0 "[PopType.GetName](은)는 #tooltippable #tooltip:[PopType.GetTooltipTag],POP_TYPE_BREAKDOWN [PopType.GetStrata]#!#!에 속해 있습니다."
 STRATA_MEMBERSHIP_ITEM:0 "\n[POP_TYPE.GetPopulation(GetPlayer.Self)|vD] [POP_TYPE.GetName] ([POP_TYPE.GetPolStr(GetPlayer.Self)|vD] [concept_political_strength])"
 POP_TYPE_BREAKDOWN:1 "#header 해당 계층에 속한 [GetPlayer.GetAdjectiveNoFormatting]의 인구층#![PopType.GetStrataBreakdown]"
 POP_TYPE_TOOLTIP_SLAVES_AS_LABOR:0 "\n\n#italic 특정 [Concept('concept_building', '$concept_buildings$')]이 다른 [concept_profession]을 대체하기 위하여 [PopType.GetNameNoIcon](을)를 고용합니다.#!"

 YOU_HAVE_RESEARCHED_THIS:0 "#italic 이미 연구한 기술입니다.#!"
 CURRENTLY_BEING_RESEARCHED:0 "현재 연구 중: $TECHNOLOGY_PROGRESS_WITH_GAIN$"
 LENS_ACTION_NUMBER:1 "[LensOption.GetText|v]\n[GetDescriptiveText(LensOption.GetMapInteraction)]\n해당 행동을 수행할 수 있는 유효 대상: #v [LensOption.GetNumberOfSelections|+]#!"
 BUILDING_ACTION_NUMBER:1 "[BuildingType.GetName|v]\n[BuildingType.GetName|v](을)를 건설할 [concept_state] 선택\n현재 #v [BuildingType.GetNumAvailableStatesForBuilding|+]#!개의 다른 [Concept('concept_state', '$concept_states$')]에 건설 가능"

 IS_ACTIVE:0 "$TEXT$ (#P 활성화#!)"
 IS_INACTIVE:0 "$TEXT$ (비활성화)"

 PRODUCTION_METHOD_OPTIONS:0 "당신에게는 [ProductionMethodGroup.GetName]에 대한 #bold #P [ProductionMethodGroup.GetNumAvailableOptions(Building.AccessSelf)]#!#!개 선택지가 존재합니다."
 PRODUCTION_METHOD_OPTIONS_BULK:0 "당신에게는 [ProductionMethodGroup.GetName]에 대한 #bold #P [ProductionMethodGroup.GetNumAvailableOptionsForBuildingType(ProductionMethodsPanelEntry.AccessBuildingType)]#!#!개 선택지가 존재합니다."

 FRONT_DESC_LAND_FORMAT:0 "[FRONT.GetName]"
 PEACE_ACCEPTANCE_YES:0 "#bold #P +1000#!#!"
 PEACE_ACCEPTANCE_SCORE:0 "$VAL|=+$"
 WAR_SUPPORT:0 "[concept_war_support]"
 ACCEPTANCE:0 "수용"

 INSTITUTION_NAME_AND_LEVEL:0 "[Institution.GetName] ([Institution.GetInvestmentLevel] 단계)"
 EXPAND_BUILDING_TYPE:0 "#BOLD [BuildingType.GetNameNoFormatting]#! 확장"
 YEARLY_AVERAGE_EARNINGS_PER_EMPLOYEE:0 "연간 평균 소득 / 근로자"

 SOCIETY:0 "사회"
 OTHER:0 "기타"
 OTHER_TITLE_COLON:0 "#title 기타:#!"

 CONSTRUCTION_POINTS:1 "$POINTS|0v$ @construction![concept_construction]력 필요"
 CONSTRUCTION_DURATION:0 "$WEEKS$주"
 CONSTRUCTION_DURATION_UNKNOWN:1 "알 수 없음"
 CONSTRUCTION_DURATION_PAUSED:0 "일시 정지됨"
 CONSTRUCTION_CAMP:0 "건설 합숙소"
 MOVE_UP:1 "#I 클릭하여 대기열 위로 이동#!\n#I Alt 클릭하여 대기열 최상단으로 이동#!"
 MOVE_DOWN:1 "#I 클릭하여 대기열 아래로 이동#!\n#I Alt 클릭하여 대기열 최하단으로 이동#!"
 CANCEL_CONSTRUCTION:0 "건설 취소"

 PLAYED_BY_PLAYER_DESC:0 "#v $PLAYER$#!(이)가 플레이"
 PLAYED_BY_AI_DESC:0 "AI 플레이"
 OBSERVED_BY_PLAYER_DESC:0 "#v $PLAYER$#!(이)가 관전"
 PLAYERS:0 "플레이어"

 NO_COLONY_GROWTH:0 "국가가 식민지 성장을 생성하지 않습니다"
 COLONY_GROWTH_DESC:0 "[COUNTRY.GetName](이)가 생성하는 식민지 성장: #tooltippable #tooltip:[COUNTRY.GetTooltipTag],COLONY_GROWTH_DETAIL_TIT $VALUE$#!#!\n"
 MAX_COLONY_GROWTH_CLAMPED:0 "일일 최대 성장: #variable $MAX|%$#!"
 COLONY_GROWTH_DETAIL_TIT:0 "[Country.GetColonialGrowthDetails]"
 COLONY_GROWTH_DETAIL_DESC:0 "[COUNTRY.GetName](이)가 #variable $TOTAL_POPS_MIL$백만#! 명의 편입 인구를 통해 #variable $VALUE|%$#!의 식민지 성장을 생성하고 있습니다 (인구 백만 명당 #variable $MULT_PER_MIL$#!). 성장치는 #variable $NUM_COLONIES$#!개의 식민지에 분배됩니다."

 MOBILIZED_BATTALIONS_WITH_GENERAL_FULL_COUNT:0 "[Concept('concept_general', '$concept_generals$')]에게 배속됨: @battalions!$TOTAL|v$"
 MOBILIZED_BATTALIONS_WITH_GENERAL_NOT_FULL_COUNT:0 "[Concept('concept_general', '$concept_generals$')]에게 배속됨: @battalions!$FULLY_MOBILIZED|v$/$TOTAL|v$"
 MOBILIZED_BATTALIONS_IN_GARRISON_COUNT:0 "주둔 중: @battalions!$VALUE|v$"

 MOBILIZED_REGULARS_WITH_GENERAL_TOOLTIP_LEFT:0 "@battalions![WarPanel.GetLeftLeader.GetRegularBattalionsWithGeneralsRaw|v] 정규군 [Concept('concept_battalion','$concept_battalions$')]가 [Concept('concept_general', '$concept_generals$')]에게 배속되어 있으며 그중 [WarPanel.GetLeftLeader.GetFullyMobilizedRegularPercentageRaw|%0v]는 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilized$')]\n\n[WarPanel.GetLeftLeader.GetRegularBattalionsWithGeneralBreakdown]"
 MOBILIZED_REGULARS_WITH_GENERAL_TOOLTIP_RIGHT:0 "@battalions![WarPanel.GetRightLeader.GetRegularBattalionsWithGeneralsRaw|v] 정규군 [Concept('concept_battalion','$concept_battalions$')]가 [Concept('concept_general', '$concept_generals$')]에게 배속되어 있으며 그중 [WarPanel.GetRightLeader.GetFullyMobilizedRegularPercentageRaw|%0v]는 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilized$')]\n\n[WarPanel.GetRightLeader.GetRegularBattalionsWithGeneralBreakdown]"

 MOBILIZED_REGULARS_WITH_GENERAL_TOOLTIP:0 "@battalions![Country.GetRegularBattalionsWithGeneralsRaw|v] 정규군 [Concept('concept_battalion', '$concept_battalions$')]가 [Concept('concept_general', '$concept_generals$')]에게 배속되어 있으며 그중 [Country.GetFullyMobilizedRegularPercentageRaw|%0v]는 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilized$')]\n\n[Country.GetRegularBattalionsWithGeneralBreakdown]"
 MOBILIZED_REGULARS_IN_GARRISON_TOOLTIP:0 "@battalions![Country.GetRegularBattalionsInGarrisonRaw|v] 정규군 [Concept('concept_battalion', '$concept_battalions$')]가 [concept_general]에게 배속되어 있지 않음\n\n[Country.GetRegularBattalionsInGarrisonBreakdown]"
 MOBILIZED_CONSCRIPTS_WITH_GENERAL_TOOLTIP:0 "@battalions![Country.GetConscriptedBattalionsWithGeneralsRaw|v] [Concept('concept_conscript_battalion', '$concept_conscript_battalions$')]가 [Concept('concept_general', '$concept_generals$')]에게 배속되어 있으며 그중 [Country.GetFullyMobilizedConscriptsPercentageRaw|%0v]는 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilized$')]\n\n[Country.GetConscriptedBattalionsWithGeneralBreakdown]"
 MOBILIZED_CONSCRIPTS_IN_GARRISON_TOOLTIP:0 "@battalions![Country.GetConscriptedBattalionsInGarrisonRaw|v] [Concept('concept_conscript_battalion', '$concept_conscript_battalions$')]가 [concept_general]에게 배속되어 있지 않음\n\n[Country.GetConscriptedBattalionsInGarrisonBreakdown]"

 GENERALS_HEADER_COUNT:0 "[Concept('concept_general', '$concept_generals$')] ([GetDataModelSize( Country.AccessGenerals )|v0])"
 MOBILIZED_BATTALIONS_HEADER_COUNT:0 "동원된 @battalions![Country.GetBattalionsFullyMobilized|v0]/[Country.GetBattalionsWithGeneralRaw]"
 MOBILIZED_BATTALIONS_HEADER_TOOLTIP:0 "[Country.GetName] 내 모든 [Concept('concept_battalion', '$concept_battalions$')] 중 [Country.GetFullyMobilizedBattalionsPercentageRaw|%0v]는 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilized$')]"
 MOBILIZED_BATTALIONS_WITH_GENERAL_COUNT:0 "[Concept('concept_general', '$concept_generals$')]에게 배속됨: [Country.GetBattalionsFullyMobilized|v0]/[Country.GetBattalionsMobilizable]"
 ADMIRALS_HEADER_COUNT:0 "[Concept('concept_admiral', '$concept_admirals$')] ([GetDataModelSize( Country.AccessAdmirals )|v0])"
 ACTIVE_WARSHIPS_HEADER_COUNT:1 "활성화된 [Country.GetWarshipsFielded|v0]/[Country.GetWarshipsCapacity] @flotillas!"
 TOTAL_FLOTILLAS:0 "총 전단"

 CANAL_WRONG_STATE_REGION:0 "#N [STATE_REGION.GetName] 내에만 건설할 수 있습니다.#!"

 MOBILIZE_GENERAL:0 "동원"
 MOBILIZE_GENERAL_TOOLTIP:2 "#header $concept_mobilize_general$#!\n$TOOLTIP_DELIMITER$\n[ConcatIfNeitherEmpty( GetDesc( Character.Mobilize ), '\n\n' )]$concept_mobilize_general_desc$\n\n예상 비용 / 주: [Character.GetMobilizationCostDesc]"
 MOBILIZE_GENERAL_COST_WITH_BREAKDOWN:1 "#tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] @money!$COST|K-=$#!#!"
 MOBILIZE_GENERAL_COST_NO_BREAKDOWN:1 "@money!$COST|K-=$"
 MOBILIZE_GENERAL_COST_ITEM:1 "[Building.GetState.GetName] 내 [Building.GetName]: #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] @money!$COST|K-=$#!#!"
 MOBILIZE_ALL_GENERALS_BUTTON:0 "모두 동원"
 MOBILIZE_ALL_GENERALS:0 "모든 [Concept('concept_general', '$concept_generals$')] 동원"
 MOBILIZE_ALL_GENERALS_HEADER:0 "모든 [Concept('concept_general', '$concept_generals$')]을 동원하시겠습니까?"
 MOBILIZE_ALL_GENERALS_QUESTION:1 "#bold #v [Country.GetNumberOfUnmobilizedGenerals]#!명의 [Concept('concept_general', '$concept_general_plural_singular$')]을 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilize$')]함:"
 MOBILIZE_ALL_GENERALS_MOBILIZED_GENERALS:0 "현재 #v [Country.GetNumberOfMobilizedGenerals]#!명의 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilized$')]된 [Concept('concept_general', '$concept_general_plural_singular$')] 보유 중입니다."
 MOBILIZE_ALL_GENERALS_BATTALIONS:1 "결과적으로 총 @battalions!#v [Country.GetBattalionsMobilizable|0]#!개의 [Concept('concept_battalion', '$concept_battalions$')]가 [Concept('concept_mobilize_battalion', '$concept_mobilize_battalion_mobilization$')]을 시작합니다."
 MOBILIZE_ALL_GENERALS_ESTIMATED_COST:1 "예상 주간 비용 증가량: [Country.GetPotentialMobilizationCostDesc]"
 MOBILIZE_ALL_GENERALS_COST_WITH_BREAKDOWN:1 "#tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] @money!$COST|K-=$#!#!"
 MOBILIZE_ALL_GENERALS_COST_NO_BREAKDOWN:1 "@money!$COST|K-=$"
 MOBILIZE_ALL_GENERALS_COST_ITEM:1 "[Character.GetFullName]: #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] @money!$COST|K-=$#!#!"
 MOBILIZE_ALL_GENERALS_CANNOT_UNDONE:0 "#warning @warning! 현재 진행 중인 모든 전쟁이 끝나기 전까지 이 행동은 돌이키지 못합니다."
 GENERAL_IS_MOBILIZED_TOOLTIP:2 "해당 [concept_general]은 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilized$')]되었습니다.\n\n비용 / 주: [Character.GetMobilizationCostDesc]"
 CANNOT_MOBILIZE_GENERALS_NO_DIPLO_PLAY:0 "[concept_country]가 [concept_diplomatic_play]에 참여하고 있어야 합니다."
 CANNOT_MOBILIZE_GENERAL_NOT_A_GENERAL:1 "[Concept('concept_general', '$concept_generals$')]만이 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilized$')]될 수 있습니다."
 CANNOT_MOBILIZE_GENERAL_ALREADY_MOBILIZED:0 "[Character.GetFullName](은)는 이미 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilized$')]되었습니다."
 CANNOT_MOBILIZE_GENERAL_BUSY:0 "[Character.GetFullName](은)는 바쁩니다."
 CANNOT_MOBILIZE_GENERAL_OCCUPIED:0 "[Character.GetLocationHQ().GetName](은)는 우리나라의 통제하에 있지 않음"
 CANNOT_MOBILIZE_GENERALS_NO_GENERAL:0 "[concept_country]에 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilize$')]할 [concept_general]이 없습니다."
 CANNOT_MOBILIZE_GENERALS_ALREADY_MOBILIZED:1 "모든 [Concept('concept_general', '$concept_generals$')]이 이미 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilized$')]되었습니다."

 GENERAL_MOBILIZING_TOOLTIP:0 "[Character.GetFullName] [Character.GetMobilizationPercentageFormatted]"
 BUILDING_MOBILIZED_BATTALIONS_TOOLTIP:0 "#header #v [Building.GetState.GetName]의 [concept_fully_mobilized_battalions] [Building.GetNumberOfFullyMobilizedBattalions]#! / [Building.GetNumberOfCombatUnits]#!\n$TOOLTIP_DELIMITER$\n[Building.GetState.GetName] 내 [Building.GetName]에서 총 #v [Building.GetNumberOfCombatUnits]#!개 중 #v [Building.GetNumberOfFullyMobilizedBattalions]#!개의 [Concept('concept_battalion','$concept_battalions$')]를 [Concept('concept_mobilize_battalion','$concept_mobilize_battalion_mobilized$')]함"

 GENERAL_TRAVELING:0 "이동 중"
 GENERAL_TRAVELING_FRONT_PANEL:0 "$GENERAL_TRAVELING$ ([Character.GetDaysToCompleteTravelFormatted])"
 GENERAL_TRAVELING_TOOLTIP:0 "[Character.GetFirstName|v](이)가 [Character.GetDaysToCompleteTravelFormatted]일 후 [Front.GetName]에 도착합니다."
 GENERAL_TRAVELING_TOOLTIP_LESS_THAN_ONE_DAY:0 "[Character.GetFirstName|v](이)가 #variable 1#!일 내에 [Front.GetName]에 도착합니다."
 GENERAL_TRAVEL_DAY:0 "일"
 GENERAL_TRAVEL_DAYS:0 "일"

 ACTIVATE_CONSCRIPTION_CENTER:0 "징병소 활성화"
 ACTIVATE_CONSCRIPTION_CENTER_TOOLTIP:0 "#header [concept_conscription_center] 활성화#!\n$TOOLTIP_DELIMITER$\n규모: [Building.GetExpansionLevel|v]\n부대 역량: [Building.GetCombatUnitCapacityDesc]$TROOP_ALLOCATION_CHANGES_ACTIVATE_CONSCRIPTION_CENTER$"
 CANNOT_ACTIVATE_CONSCRIPTION_CENTERS_NO_LAW:0 "[concept_country]가 징병제 법을 보유해야 함"
 CANNOT_ACTIVATE_CONSCRIPTION_CENTERS_NO_DIPLO_PLAY:0 "[concept_country]가 [concept_diplomatic_play]에 속해 있어야 합니다."
 CANNOT_ACTIVATE_CONSCRIPTION_CENTER_NO_CONSCRIPTION_CENTER:1 "[State.GetName]에 민간인 인구가 부족하여 [Concept('concept_conscript_battalion', '$concept_conscript_battalions$')]를 편성하지 못했습니다."
 CANNOT_ACTIVATE_CONSCRIPTION_CENTER_OCCUPIED:0 "[State.GetName](은)는 적이 점유 중입니다."
 CANNOT_ACTIVATE_CONSCRIPTION_CENTER_ALREADY_ACTIVE:1 "[State.GetName](은)는 이미 [Concept('concept_conscription_center', '$concept_conscripted$')]되었습니다."
 CANNOT_ACTIVATE_CONSCRIPTION_CENTERS_NO_CONSCRIPTION_CENTER:2 "이용 가능한 [Concept('concept_conscription_center','$concept_conscription_center$')]가 없습니다."
 CANNOT_ACTIVATE_CONSCRIPTION_CENTERS_ALREADY_ACTIVE:1 "모든 [Concept('concept_conscription_center', '$concept_conscription_centers$')]가 이미 활성화되어 있습니다."
 CONSCRIPTION_COST_WITH_BREAKDOWN:0 "#tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] @money!$COST|K+=$#!#!"
 CONSCRIPTION_COST_NO_BREAKDOWN:0 "@money!$COST|K+=$"
 CONSCRIPTION_COST_ITEM:0 "[Building.GetState.GetName] 내 [Building.GetName]: #tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] @money!$COST|K+=$#!#!"

 activate_conscription_centers_lens_option:0 "징병소 활성화"
 activate_conscription_centers_lens_option_tooltip:1 "#header 징병소 활성화#!\n$TOOLTIP_DELIMITER$\n[Concept('concept_conscription_center', '$concept_conscription_centers$')]를 활성화할 [Concept('concept_state', '$concept_states$')]를 선택하십시오."

 recruit_generals_lens_option:0 "장군 고용"
 recruit_generals_lens_option_tooltip:0 "[concept_hq]에 장군 고용"
 recruit_admirals_lens_option:0 "제독 영입"
 recruit_admirals_lens_option_tooltip:0 "[concept_hq]에 제독 영입"

 EVENT_HIGHLIGHTED_OPTION:0 "다음 사유로 이용 가능합니다:"
 EVENT_HIGHLIGHTED_OPTION_NOT:0 "다음 사유로 이용 불가능합니다:"

 notification_country_mobilization_name:0 "[SCOPE.sCountry('actor').GetName](이)가 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilization$')] 시작함"
 notification_country_mobilization_desc:1 "우리의 [SelectLocalization( SCOPE.sDiplomaticPlay('diplomatic_play').AreOnSameSide( GetPlayer, SCOPE.sCountry('actor') ), '동맹국', '적' )] [SCOPE.sCountry('actor').GetName](이)가 저들의 [Concept('concept_general', '$concept_generals$')]을 [Concept('concept_mobilize_general', '$concept_mobilize_general_mobilizing$')]하기 시작합니다."
 notification_country_mobilization_tooltip:0 "#header $notification_country_mobilization_name$#!\n$notification_country_mobilization_desc$"
 notification_country_conscription_name:0 "[SCOPE.sCountry('actor').GetName](이)가 [Concept('concept_conscription_center', '$concept_conscription_center_conscription$')] 시작함"
 notification_country_conscription_desc:0 "우리의 [SelectLocalization( SCOPE.sDiplomaticPlay('diplomatic_play').AreOnSameSide( GetPlayer , SCOPE.sCountry('actor') ), '동맹국', '적' )] [SCOPE.sCountry('actor').GetName](이)가 저들의 [Concept('concept_conscription_center', '$concept_conscription_centers$')]를 활성화하기 시작합니다."
 notification_country_conscription_tooltip:0 "#header $notification_country_conscription_name$#!\n$notification_country_conscription_desc$"

 notification_country_revolution_name:0 "[concept_revolution]!"
 notification_country_revolution_desc:0 "우리를 상대로 [concept_revolution]이 발생합니다!"
 notification_country_revolution_tooltip:0 "#header $notification_country_revolution_name$#!\n$notification_country_revolution_desc$"

 notification_country_secession_name:0 "[concept_secession]!"
 notification_country_secession_desc:0 "[SCOPE.GetRootScope.GetCivilWar.GetCulture.GetName](이)가 분리 독립했습니다!"
 notification_country_secession_tooltip:0 "#header $notification_country_secession_name$#!\n$notification_country_secession_desc$"

 notification_wargoal_added_name:0 "[concept_war_goal] 추가!"
 notification_wargoal_added_desc:0 "[SCOPE.sCountry('actor').GetName]에 대한 [concept_war_goal]가 하나 추가되었습니다."
 notification_wargoal_added_tooltip:0 "#header $notification_wargoal_added_name$#!\n$notification_wargoal_added_desc$"

 notification_wargoal_removed_name:0 "[concept_war_goal] 제거!"
 notification_wargoal_removed_desc:0 "[SCOPE.sCountry('actor').GetName]에 대한 [concept_war_goal]가 하나 제거되었습니다."
 notification_wargoal_removed_tooltip:0 "#header $notification_wargoal_removed_name$#!\n$notification_wargoal_removed_desc$"

 notification_election_results_name:0 "[concept_election]!"
 notification_election_results_desc:0 "[SCOPE.GetRootScope.GetCountry.GetName]의 [concept_election] 결과가 나왔습니다!\n[SCOPE.GetRootScope.GetCountry.GetLastElectionResultsTooltip]"
 notification_election_results_tooltip:0 "#header $notification_election_results_name$#!\n$notification_election_results_desc$"

 notification_new_trade_route_name:0 "[SCOPE.GetRootScope.GetTradeRoute.GetGoods.GetTextIcon] [SCOPE.GetRootScope.GetTradeRoute.GetGoods.GetName]에 대한 [SCOPE.GetRootScope.GetTradeRoute.GetOwner.GetFlagTextIcon] [SCOPE.GetRootScope.GetTradeRoute.GetDirectionName] 경로"
 notification_new_trade_route_desc:1 "[SCOPE.GetRootScope.GetTradeRoute.GetOwner.GetName](이)가 [SCOPE.GetRootScope.GetTradeRoute.GetDirectionName] 무역로를 가동했습니다. [SCOPE.GetRootScope.GetTradeRoute.GetGoods.GetTextIcon] [SCOPE.GetRootScope.GetTradeRoute.GetGoods.GetName](을)를 [SCOPE.GetRootScope.GetTradeRoute.GetExportingMarket.GetName]에서 [SCOPE.GetRootScope.GetTradeRoute.GetImportingMarket.GetName](으)로 운송합니다. [SCOPE.GetRootScope.GetTradeRoute.GetPredictedFinalLevelShortDesc]"
 notification_new_trade_route_tooltip:0 "#header $notification_new_trade_route_name$#!\n$notification_new_trade_route_desc$"

 notification_canceled_trade_route_name:0 "[SCOPE.GetRootScope.GetTradeRoute.GetGoods.GetTextIcon] [SCOPE.GetRootScope.GetTradeRoute.GetGoods.GetName]에 대한 [SCOPE.GetRootScope.GetTradeRoute.GetOwner.GetFlagTextIcon] [SCOPE.GetRootScope.GetTradeRoute.GetDirectionName] 경로 취소"
 notification_canceled_trade_route_desc:0 "[SCOPE.GetRootScope.GetTradeRoute.GetOwner.GetName](이)가 [SCOPE.GetRootScope.GetTradeRoute.GetDirectionName] 무역로를 취소했습니다. [SCOPE.GetRootScope.GetTradeRoute.GetGoods.GetTextIcon] [SCOPE.GetRootScope.GetTradeRoute.GetGoods.GetName](을)를 [SCOPE.GetRootScope.GetTradeRoute.GetExportingMarket.GetName]에서 [SCOPE.GetRootScope.GetTradeRoute.GetImportingMarket.GetName](으)로 운송하지 않습니다."
 notification_canceled_trade_route_tooltip:0 "#header $notification_canceled_trade_route_name$#!\n$notification_canceled_trade_route_desc$"

 notification_commander_move_name:0 "[SCOPE.GetRootScope.GetCharacter.GetFullName] 이동함"
 notification_commander_move_desc:0 "[SCOPE.GetRootScope.GetCharacter.GetFullName] 및 [SCOPE.GetRootScope.GetCharacter.GetHerHis] #variable [SCOPE.GetRootScope.GetCharacter.GetCombatUnitsTypeIcon][SCOPE.GetRootScope.GetCharacter.GetNumCombatUnits]#!(이)가 [SCOPE.GetRootScope.GetCharacter.GetLocationHQ.GetName](으)로 이동했습니다."
 notification_commander_move_tooltip:0 "#header $notification_commander_move_name$#!\n$notification_commander_move_desc$"

 notification_naval_invasion_failed_name:0 "해상 침공 실패"
 notification_naval_invasion_failed_desc:1 "[SCOPE.sState( 'state' ).GetName]의 해상 침공이 취소되었습니다. 관련 지휘관이 다시 기본 명령을 수행합니다."
 notification_naval_invasion_failed_tooltip:0 "#header $notification_naval_invasion_failed_name$#!\n$notification_naval_invasion_failed_desc$"

 notification_journal_entry_activated_name:0 "새로운 [concept_journal_entry]: [SCOPE.GetRootScope.GetJournalEntry.GetName]"
 notification_journal_entry_activated_desc:0 "[SCOPE.GetRootScope.GetJournalEntry.GetName](이)가 일지에 추가되었습니다"
 notification_journal_entry_activated_tooltip:1 "#header $notification_journal_entry_activated_name$#!\n$notification_journal_entry_activated_desc$"

 notification_journal_entry_deactivated_name:0 "[SCOPE.GetRootScope.GetJournalEntry.GetName] 닫힘"
 notification_journal_entry_deactivated_desc:0 "[SCOPE.GetRootScope.GetJournalEntry.GetName](이)가 일지에서 제거되었습니다"
 notification_journal_entry_deactivated_tooltip:0 "#header $notification_journal_entry_added_name$#!\n$notification_journal_entry_added_desc$"

 notification_journal_entry_completed_name:0 "[SCOPE.GetRootScope.GetJournalEntry.GetName] 완료됨"
 notification_journal_entry_completed_desc:0 "[SCOPE.GetRootScope.GetJournalEntry.GetName](이)가 성공적으로 완료되었습니다"
 notification_journal_entry_completed_tooltip:0 "#header $notification_journal_entry_completed_name$#!\n$notification_journal_entry_completed_desc$"

 notification_native_uprising_notification_name:0 "[SCOPE.sCountry('actor').GetName] 봉기"
 notification_native_uprising_notification_desc:0 "[SCOPE.sCountry('actor').GetName]에서 우리를 상대로 [concept_native_uprising]를 시작했습니다!"
 notification_native_uprising_notification_tooltip:0 "#header $notification_native_uprising_notification_name$#!\n$notification_native_uprising_notification_desc$"

 notification_political_movement_formed_name:0 "[SCOPE.GetRootScope.GetPoliticalMovement.GetName] [concept_political_movement]"
 notification_political_movement_formed_desc:1 "[SCOPE.GetRootScope.GetPoliticalMovement.GetName](을)를 향한 새로운 [concept_political_movement]이 형성되었습니다. 저들의 [Concept('concept_political_movement_support', '$concept_political_movement_support_short$')]는 [SCOPE.GetRootScope.GetPoliticalMovement.GetSupport|v0]이며, [Concept('concept_political_movement_radicalism', '$concept_political_movement_radicalism_short$')]는 [SCOPE.GetRootScope.GetPoliticalMovement.GetRadicalism|v0]입니다."
 notification_political_movement_formed_tooltip:0 "#header $notification_political_movement_formed_name$#!\n$notification_political_movement_formed_desc$"

 notification_political_movement_disbanded_name:0 "[concept_political_movement] 와해됨"
 notification_political_movement_disbanded_desc:0 "[SCOPE.GetRootScope.GetPoliticalMovement.GetName]에 대한 [concept_political_movement]이 와해되었습니다."
 notification_political_movement_disbanded_tooltip:0 "#header $notification_political_movement_disbanded_name$#!\n$notification_political_movement_disbanded_desc$"

 notification_obligation_owed_to_us_expired_name:0 "[SCOPE.sCountry('target_country').GetAdjectiveNoFormatting] [concept_obligation] 만료"
 notification_obligation_owed_to_us_expired_desc:0 "[SCOPE.sCountry('target_country').GetName]에게 제공받았던 [concept_obligation]이 만료되었습니다."
 notification_obligation_owed_to_us_expired_tooltip:0 "#header $notification_obligation_owed_to_us_expired_name$#!\n$notification_obligation_owed_to_us_expired_desc$"

 notification_obligation_owed_by_us_expired_name:0 "우리의 [concept_obligation] 만료"
 notification_obligation_owed_by_us_expired_desc:0 "[SCOPE.sCountry('target_country').GetName]에게 제공했던 [concept_obligation]이 만료되었습니다."
 notification_obligation_owed_by_us_expired_tooltip:0 "#header $notification_obligation_owed_by_us_expired_name$#!\n$notification_obligation_owed_by_us_expired_desc$"

 notification_country_owes_obligation_tooltip:0 "#header $notification_country_owes_obligation_name$#!\n$TOOLTIP_DELIMITER$\n$notification_country_owes_obligation_desc$"
 notification_country_owes_obligation_name:0 "[SCOPE.sCountry('actor').GetName]에 대한 [concept_obligation]"
 notification_country_owes_obligation_desc:0 "[SCOPE.sCountry('actor').GetName]에 [concept_obligation]을 제공함"
 
 notification_country_owed_obligation_tooltip:0 "#header $notification_country_owed_obligation_name$#!\n$TOOLTIP_DELIMITER$\n$notification_country_owed_obligation_desc$"
 notification_country_owed_obligation_name:0 "[SCOPE.sCountry('recipient').GetName]의 [concept_obligation]"
 notification_country_owed_obligation_desc:0 "[SCOPE.sCountry('recipient').GetName](이)가 우리에게 [concept_obligation]을 제공함"

 notification_country_owes_obligation_removed_tooltip:0 "#header $notification_country_owes_obligation_removed_name$#!\n$TOOLTIP_DELIMITER$\n$notification_country_owes_obligation_removed_desc$"
 notification_country_owes_obligation_removed_name:0 "[SCOPE.sCountry('actor').GetName]에 대한 [concept_obligation] 제거"
 notification_country_owes_obligation_removed_desc:0 "더 이상 [SCOPE.sCountry('actor').GetName]에게 [concept_obligation]을 빚지지 않음"
 
 notification_country_owed_obligation_removed_tooltip:0 "#header $notification_country_owed_obligation_removed_name$#!\n$TOOLTIP_DELIMITER$\n$notification_country_owed_obligation_removed_desc$"
 notification_country_owed_obligation_removed_name:0 "[SCOPE.sCountry('recipient').GetName]에게 받은 [concept_obligation] 제거"
 notification_country_owed_obligation_removed_desc:0 "[SCOPE.sCountry('recipient').GetName](은)는 더 이상 우리에게 [concept_obligation]을 빚지지 않음"

 notification_unification_candidate_added_name:0 "[SCOPE.sCountry('actor').GetName](이)가 [concept_unification_candidate]가 됨"
 notification_unification_candidate_added_desc:1 "[SCOPE.sCountry('actor').GetName](은)는 이제 [SCOPE.sCountryFormation('country_formation').GetName]의 [concept_unification_candidate]이며 하위 [SCOPE.sCountryFormation('country_formation').GetAdjective] [Concept('concept_country', '$concept_countries$')]로부터 지지를 받을 수 있습니다."
 notification_unification_candidate_added_tooltip:0 "#header $notification_unification_candidate_added_name$#!\n$notification_unification_candidate_added_desc$"

 notification_unification_candidate_removed_name:0 "[SCOPE.sCountry('actor').GetName](은)는 이제 [concept_unification_candidate]가 아닙니다."
 notification_unification_candidate_removed_desc:0 "[SCOPE.sCountry('actor').GetName](은)는 이제 [SCOPE.sCountryFormation('country_formation').GetName] [concept_unification_candidate]가 아닙니다."
 notification_unification_candidate_removed_tooltip:0 "#header $notification_unification_candidate_removed_name$#!\n$notification_unification_candidate_removed_desc$"

 notification_start_supporting_unification_name:0 "[SCOPE.sCountry('actor').GetName](이)가 [SCOPE.sCountry('recipient').GetName](을)를 지지합니다."
 notification_start_supporting_unification_desc:0 "[SCOPE.sCountry('actor').GetName](은)는 이제 [SCOPE.sCountry('recipient').GetName](을)를 [SCOPE.sCountryFormation('country_formation').GetName] [concept_unification_candidate]로 지지합니다."
 notification_start_supporting_unification_tooltip:0 "#header $notification_start_supporting_unification_name$#!\n$notification_start_supporting_unification_desc$"

 notification_stop_supporting_unification_name:0 "[SCOPE.sCountry('actor').GetName](이)가 [SCOPE.sCountry('recipient').GetName] 지지를 중단합니다."
 notification_stop_supporting_unification_desc:0 "[SCOPE.sCountry('actor').GetName](은)는 이제 [SCOPE.sCountry('recipient').GetName](을)를 [SCOPE.sCountryFormation('country_formation').GetName] [concept_unification_candidate]로 지지하지 않습니다."
 notification_stop_supporting_unification_tooltip:0 "#header $notification_stop_supporting_unification_name$#!\n$notification_stop_supporting_unification_desc$"

 notification_shipping_lane_trade_route_invalidated_name:0 "무역로 제거"
 notification_shipping_lane_trade_route_invalidated_desc:0 "[SCOPE.GetRootScope.GetTradeRoute.GetRemoteMarket.GetOwner.GetName]에 도달할 수 있는 항구가 없기 때문에 [SCOPE.GetRootScope.GetTradeRoute.GetRemoteMarket.GetName](으)로 통하는 [SCOPE.GetRootScope.GetTradeRoute.GetOwner.GetFlagTextIcon] [SCOPE.GetRootScope.GetTradeRoute.GetGoods.GetTextIcon] [SCOPE.GetRootScope.GetTradeRoute.GetGoods.GetName] [concept_trade_route]가 제거되었습니다."
 notification_shipping_lane_trade_route_invalidated_tooltip:0 "#header $notification_shipping_lane_trade_route_invalidated_name$#!\n$notification_shipping_lane_trade_route_invalidated_desc$"

 notification_shipping_lane_commander_order_invalidated_name:0 "새로운 지휘관 명령"
 notification_shipping_lane_commander_order_invalidated_desc:0 "기존 배속을 달성할 수 없기 때문에 [SCOPE.GetRootScope.GetCharacter.GetFullName](은)는 이제 [SCOPE.GetRootScope.GetCharacter.GetCommanderOrder.GetType.GetName] 명령을 보유합니다."
 notification_shipping_lane_commander_order_invalidated_tooltip:0 "#header $notification_shipping_lane_commander_order_invalidated_name$#!\n$notification_shipping_lane_commander_order_invalidated_desc$"

 notification_enemy_convoys_raided_name:0 "[SCOPE.sCountry('target').GetAdjective] [concept_convoys] 침몰"
 notification_enemy_convoys_raided_desc:0 "[SCOPE.GetRootScope.GetCharacter.GetFullName] 침몰 #v [SCOPE.GetRootScope.GetCharacter.GetLastConvoyRaidingDamageTo(SCOPE.sCountry('target').Self)]#! [SCOPE.GetRootScope.GetCharacter.GetCommanderOrder.GetStrategicRegion.GetName] 내 [SCOPE.sCountry('target').GetAdjective] [concept_convoys]"
 notification_enemy_convoys_raided_tooltip:0 "#header $notification_enemy_convoys_raided_name$#!\n$notification_enemy_convoys_raided_desc$"
  
 notification_our_convoys_raided_name:0 "아군 [concept_convoys] 침몰"
 notification_our_convoys_raided_desc:0 "적 [concept_admiral]이 #v [SCOPE.GetRootScope.GetCharacter.GetLastConvoyRaidingDamageTo(SCOPE.sCountry('target').Self)]#!의 아군 [concept_convoys]를 침몰시켰습니다. 공격은 해당 해역에서 발생한 것으로 추정됩니다: [SCOPE.GetRootScope.GetCharacter.GetSeaNodesMightBeConvoyRaidingInDesc(SCOPE.sCountry('target').Self)]"
 notification_our_convoys_raided_tooltip:0 "#header $notification_our_convoys_raided_name$#!\n$notification_our_convoys_raided_desc$"

 HOUR_NIGHT:0 "밤"
 HOUR_MORNING:0 "아침"
 HOUR_AFTERNOON:0 "오후"
 HOUR_EVENING:0 "저녁"

 DAY_MONDAY:0 "월요일"
 DAY_TUESDAY:0 "화요일"
 DAY_WEDNESDAY:0 "수요일"
 DAY_THURSDAY:0 "목요일"
 DAY_FRIDAY:0 "금요일"
 DAY_SATURDAY:0 "토요일"
 DAY_SUNDAY:0 "일요일"

 TOOLTIP_TYPE_CONSTITUTION_LAW:0 "[concept_law]"
 TOOLTIP_TYPE_LAW_GROUP:0 "법 집단"
 TOOLTIP_TYPE_LAW_TYPE:0 "법 유형"
 TOOLTIP_TYPE_MARKET:0 "[concept_market]"
 TOOLTIP_TYPE_DECREE_TYPE:0 "[concept_decree]"
 TOOLTIP_TYPE_INSTITUTION:0 "[concept_institution]"
 TOOLTIP_TYPE_INSTITUTION_TYPE:0 "기관 유형"
 TOOLTIP_TYPE_INTEREST_GROUP:0 "[concept_interest_group]"
 TOOLTIP_TYPE_PARTY:0 "[concept_party]"
 TOOLTIP_TYPE_IDEOLOGY:0 "[concept_ideology]"
 TOOLTIP_TYPE_GAME_CONCEPT_TYPE:0 "게임 콘셉트"
 TOOLTIP_TYPE_GOODS:0 "[SelectLocalization(Goods.IsTradeable, 'GOODS', 'NON_TRADEABLE_GOODS')]"
 TOOLTIP_TYPE_PROFESSION:0 "[concept_profession]"
 TOOLTIP_TYPE_POP:0 "[concept_pop]"
 TOOLTIP_TYPE_COUNTRY:0 "[concept_country]"
 TOOLTIP_TYPE_CULTURE:0 "[concept_culture]"
 TOOLTIP_TYPE_RELIGION:0 "[concept_religion]"
 TOOLTIP_TYPE_CULTURAL_TRAIT:0 "[concept_cultural_trait]"
 TOOLTIP_TYPE_STATE:0 "[concept_state]"
 TOOLTIP_TYPE_STATE_REGION:0 "[concept_state_region]"
 TOOLTIP_TYPE_BUILDING:0 "[Building.GetBuildingType.GetBuildingKindDesc(Building.GetOwner.Self)]"
 TOOLTIP_TYPE_BUILDING_TYPE:0 "[BuildingType.GetBuildingKindDesc(GetPlayer.Self)]"
 TOOLTIP_TYPE_CHARACTER:0 "[concept_character]"
 TOOLTIP_TYPE_CHARACTER_TRAIT:0 "특성"
 TOOLTIP_TYPE_COMMANDER_RANK:0 "지휘관 계급"
 TOOLTIP_TYPE_PRODUCTION_METHOD:0 "[concept_production_method]"
 TOOLTIP_TYPE_TECHNOLOGY:0 "기술"
 TOOLTIP_TYPE_INTEREST_GROUP_TRAIT:0 "이해 집단 특성"
 TOOLTIP_TYPE_STRATEGIC_REGION:0 "[concept_strategic_region]"
 TOOLTIP_TYPE_WAR:0 "[concept_war]"
 TOOLTIP_TYPE_CANAL_TYPE:0 "운하 유형"
 TOOLTIP_TYPE_OBJECTIVE_TYPE:0 "목표 유형"
 TOOLTIP_TYPE_OBJECTIVE:0 "목표"
 TOOLTIP_TYPE_FRONT:0 "[concept_front]"

 NON_TRADEABLE_GOODS:0 "[Concept('concept_good','$NON_TRADEABLE_GOODS_FULL$')]"
 GOODS:0 "[concept_good]"
 NON_TRADEABLE_GOODS_FULL:0 "무역 불가 상품"

 GOOD_CAN_BE_PRODUCED_BY:0 "#title 잠재 생산자:#!"
 GOOD_CAN_BE_USED_BY:0 "#title 잠재 사용자:#!"

 DECISIONS:0 "결단"
 JOURNAL:0 "일지"

 TOOLTIP_SLAVE_STATE:0 "#header 노예 주#!\n[State.GetName]의 건물들은 $slaves$(을)를 활용하거나 활용할 가능성을 보유하고 있습니다."
 SLAVE_STATE:0 "노예 주"
 SLAVE_IMPORT:0 "노예 수입 중"
 SLAVE_EXPORT:0 "노예 수출 중"
 SLAVE_IMPORT_MARKER_DESC:0 "해당 주는 현재 [STATE.GetName]에서 노예를 수입하고 있습니다."
 SLAVE_EXPORT_MARKER_DESC:0 "해당 주는 현재 다음 주들에 노예를 수출하고 있습니다: "
 SLAVE_EXPORT_MARKER_DESC_ITEM:0 "[STATE.GetName]"
 TOOLTIP_STATE_SLAVE_IMPORT_STATES:0 "[STATE.GetName](은)는 지난주 $STATES_LIST$에서 총 #variable $AMOUNT|K+$#!명의 노예를 수입했습니다."
 TOOLTIP_STATE_SLAVE_EXPORT_STATES:0 "[STATE.GetName](은)는 지난주 $STATES_LIST$에 총 #variable $AMOUNT|K+$#!명의 노예를 수출했습니다."

 NICOLAS_TEST:0 "테스트"

 MODIFIER_CONSCRIPTION_RATE_ADD_ADDITIONAL_INFO:1 "@battalions!$NUM_BATTALIONS|v$개 [Concept('concept_battalion', '$concept_battalions$')] 동원 가능"

 DEFAULT_HQ_NAME:0 "[HQ.GetCountry.GetFlagTextIcon] [HQ.GetStrategicRegion.GetNameNoFormatting] [Concept('concept_hq', '본부')]"
 DEFAULT_HQ_NAME_NO_FLAG:0 "[HQ.GetStrategicRegion.GetNameNoFormatting] [Concept('concept_hq', '본부')]"

 NO_GENERALS:1 "[Concept('concept_general', '$concept_generals$')] 없음"
 NO_ADMIRALS:1 "[Concept('concept_admiral', '$concept_admirals$')] 없음"

 RESET_TECH_TREE_VIEW:0 "초기화"

 BUILDING_KIND_GOVERNMENT:0 "[concept_government_building]"
 BUILDING_KIND_MILITARY:0 "[concept_military_building]"
 BUILDING_KIND_SUBSISTENCE:0 "[concept_subsistence_building]"
 BUILDING_KIND_URBAN_CENTER:1 "[GetBuildingType('building_urban_center').GetName]"
 BUILDING_KIND_USES_GOVERNMENT_SLAVES:0 "[concept_budget_government_slaves] 사용[SelectLocalization( ObjectsEqual(Country.Self, GetPlayer.Self), '', 'IN_COUNTRY' )]"
 BUILDING_KIND_USES_MILITARY_SLAVES:0 "[concept_budget_military_slaves] 사용[SelectLocalization( ObjectsEqual(Country.Self, GetPlayer.Self), '', 'IN_COUNTRY' )]"
 BUILDING_KIND_USES_SLAVES:0 "[TARGET_POP_TYPE.GetName](으)로서 [POP_TYPE.GetName] 사용[SelectLocalization( ObjectsEqual(Country.Self, GetPlayer.Self), '', 'IN_COUNTRY' )]"
 BUILDING_KIND_NON_GOVERNMENT:0 "[concept_building]"
 IN_COUNTRY:0 " [Country.GetName] 내"

 BUILDING_STATUS_ESTABLISHED:0 "해당 건물이 [BUILDING.GetEstablishmentDate]에 건설되었습니다."
 BUILDING_STATUS_UNDER_CONSTRUCTION:0 "해당 건물은 현재 건설 중입니다."
 BUILDING_STATUS_EXPANDING:0 "확장 중인 건물입니다."
 BUILDING_STATUS_QUEUED_UNDER_CONSTRUCTION:0 "해당 건물은 현재 건설 대기 중입니다."
 BUILDING_STATUS_QUEUED_EXPANDING:0 "확장 대기 중인 건물입니다."
 BUILDING_STATUS_NOT_ACTIVE:0 "해당 건물은 현재 비활성화 상태입니다."

 BUILDING_IS_MOBILIZED_IMPL:0 "[Concept('concept_mobilize_battalion', '$concept_mobilize_battalion_mobilizing$')] ([Building.GetMobilizationRatio|%0v])"
 BUILDING_IS_DRAFTING_IMPL:0 "[Concept('concept_conscript_battalion', '$concept_conscript_battalion_drafting$')] ([Building.GetEmploymentPercentage|%0v])"
 BUILDING_IS_MOBILIZED:0 "해당 건물은 $BUILDING_IS_MOBILIZED_IMPL$임"
 CONSCRIPTION_CENTER_IS_DRAFTING:0 "해당 [concept_conscription_center]는 $BUILDING_IS_DRAFTING_IMPL$임"
 CONSCRIPTION_CENTER_IS_MOBILIZED_AND_DRAFTING:0 "해당 [concept_conscription_center]는 $BUILDING_IS_MOBILIZED_IMPL$ 및 $BUILDING_IS_DRAFTING_IMPL$임"

 MORE_ITEMS:0 " ... 및 $COUNT$개 아이템"
 MORE_ITEMS_TOOLTIPPABLE:0 "#tooltippable #tooltip:$TAG$ ... 및 $COUNT$개 아이템#!#!"

 ### DIPLOMATIC PLAY / WAR POPUP
 DEMANDS:0 "요구"
 WARGOALS:0 "전쟁 목표"
 CAN_SWAY_COUNTRY_TOOLTIP:0 "[Country.GetName](이)가 받아들일 [concept_sway] 요인을 한 개 이상 보유하고 있음"
 CANNOT_SWAY_COUNTRY_TOOLTIP:0 "[Country.GetName](이)가 받아들일 [concept_sway] 요인을 보유하고 있지 않음"
 HAS_NO_COUNTRIES_YOU_CAN_SWAY_TOOLTIP:0 "환심을 살 수 있는 국가가 없음"
 HAS_COUNTRIES_YOU_CAN_SWAY_TOOLTIP:1 "[DiplomaticPlay.GetNumberOfPossibleSwayCountriesFormatted( GetPlayer.Self )] 국가의 [concept_sway]을 살 수 있음"
 HAS_COUNTRIES_YOU_CAN_SWAY_TOOLTIP_NUMBER_BREAKDOWN:0 "#tooltippable #tooltip:$BREAKDOWN_TAG$ $VALUE|v$#!#!"
 DIPLO_PLAY_NO_SUPPORTS:0 "지지 국가 없음"
 DIPLO_PLAY_OVERVIEW:0 "개요"
 DIPLO_PLAY_INVOLVED_COUNTRIES:2 "[SelectLocalization(DiplomaticPlay.IsTargetOrInitiator(GetMetaPlayer.GetPlayedOrObservedCountry), 'DIPLO_PLAY_SWAY_COUNTRIES', 'DIPLO_PLAY_ALLEGIANCES')]"
 DIPLO_PLAY_SWAY_COUNTRIES:0 "국가의 $concept_sway$ 사기"
 DIPLO_PLAY_ALLEGIANCES:0 "충성"
 DIPLO_PLAY_POTENTIAL_FRONTS:0 "잠재적 전선"
 POTENTIAL_FRONTS:0 "잠재적 [Concept('concept_front', '$concept_fronts$')]"
 NO_POTENTIAL_FRONTS:0 "현재 잠재적 [Concept('concept_front', '$concept_fronts$')] 없음"
 DIPLO_PLAY_ON_THE_FENCE:0 "모호"
 DIPLO_PLAY_ON_THE_FENCE_TOOLTIP:0 "#header 모호#!"
 DIPLO_PLAY_SUPPORTS:1 "지지"
 DIPLO_PLAY_SUPPORTS_TARGET_TOOLTIP:0 "[DiplomaticPlay.GetTarget.GetName] #header 지지 중#!"
 DIPLO_PLAY_SUPPORTS_INITIATOR_TOOLTIP:0 "[DiplomaticPlay.GetInitiator.GetName] #header 지지 중#!"
 DIPLO_PLAY_LEANING_TARGET_TOOLTIP:0 "[DiplomaticPlay.GetTarget.GetName]에게 #header 편향되는 중#!"
 DIPLO_PLAY_LEANING_INITIATOR_TOOLTIP:0 "[DiplomaticPlay.GetInitiator.GetName]에게 #header 편향되는 중#!"
 DIPLO_PLAY_LEANING_TARGET:0 "[DiplomaticPlay.GetTarget.GetName] 편향"
 DIPLO_PLAY_LEANING_INITIATOR:0 "[DiplomaticPlay.GetInitiator.GetName] 편향"
 DIPLO_PLAY_INITIATOR:1 "[concept_initiator]"
 DIPLO_PLAY_TARGET:1 "[concept_target]"
 DIPLO_PLAY_YOU:0 "(당신)"
 DIPLO_PLAY_TOTAL_MOBILIZED:0 "총 동원"
 DIPLO_PLAY_CLICK_TO_SWAY:0 "#instruction 클릭하여 [concept_sway] 옵션 보기#!"
 DIPLO_PLAY_CANNOT_SWAY:0 "외교 계책 국면에서만 [concept_sway]을 살 수 있습니다."
 DIPLO_PLAY_CLICK_TO_SET_STANCE:0 "[SelectLocalization(DiplomaticPlay.IsInvolved(GetMetaPlayer.GetPlayedOrObservedCountry), 'DIPLO_PLAY_CLICK_STANCES', 'DIPLO_PLAY_STANCES')]"
 DIPLO_PLAY_CLICK_STANCES:0 "#instruction 클릭하여 내 관점 설정#!"
 DIPLO_PLAY_STANCES:0 "#bold 현재 관점#!"
 BELLIGERENTS:0 "교전"
 TO_ARMS:0 "전투 준비!"
 DIPLO_PLAY_MANEUVERS_TARGET:0 "[DiplomaticPlay.GetNumTargetManeuversRemaining|v]"
 DIPLO_PLAY_MANEUVERS_INITIATOR:0 "[DiplomaticPlay.GetNumInitiatorManeuversRemaining|v]"

 DIPLO_PLAY_TOTAL_WARSHIPS_BREAKDOWN:1 "총 [Concept('concept_flotilla', '$concept_flotillas$')]의 수: [DiplomaticPlay.GetTotalNumWarshipsForSide( Country.Self )|v]\n$TOOLTIP_DELIMITER$\n[DiplomaticPlay.GetTotalNumWarshipsForSideBreakdown( Country.Self )]"
 DIPLO_PLAY_TOTAL_MOBILIZED_BATTALIONS_BREAKDOWN:0 "총 [Concept('concept_mobilize_battalion', '$concept_mobilize_battalion_mobilized$')] [Concept('concept_battalion', '$concept_battalions$')]의 수: [DiplomaticPlay.GetTotalNumMobilizedBattalionsForSide( Country.Self )|v]\n$TOOLTIP_DELIMITER$\n[DiplomaticPlay.GetTotalNumMobilizedBattalionsForSideBreakdown( Country.Self )]"
 DIPLO_PLAY_COUNTRY_BATTALIONS_BREAKDOWN:0 "[Country.GetName](은)는 @battalions![Country.GetBattalionsFullyMobilized|v]/[Country.GetBattalions|v] [Concept('concept_mobilize_battalion', '$concept_mobilize_battalion_mobilized$')] [Concept('concept_battalion', '$concept_battalions$')] 보유 중"
 DIPLO_PLAY_COUNTRY_WARSHIPS_BREAKDOWN:1 "[Country.GetName](은)는 @flotillas![Country.GetWarships|v] [Concept('concept_flotilla', '$concept_flotillas$')] 보유 중"

 GOODS_INPUT_REQUIRED_FOR_NO_PENALTY:1 "생산량 불이익을 받지 않으려면 최소한 [Goods.GetTextIcon][Nbsp][Goods.GetName] [concept_buy_orders]의 [GetDefine('NEconomy', 'GOODS_SHORTAGE_PENALTY_THRESHOLD')|v%0] 이상을 만족시켜야 합니다."
 GOODS_INPUT_SHORTAGE_OUTPUT_PENALTY:0 "현재 불이익은 [Building.GetInputShortagePenalty|%v0]이며, 시간의 흐름에 따라 목표 불이익인 [Building.CalcInputGoodsShortageTargetPenalty|%v0]로 변화합니다."
 GOODS_INPUT_SHORTAGE_MAX_TOOLTIP:1 "#header [Building.GetName] 내 [concept_input_goods_shortage] 현상#!\n[Building.GetState.GetStateRegion.GetName] 내에서 [Goods.GetTextIcon][Nbsp][Goods.GetName] [concept_sell_orders]을 이용할 수 없습니다. 이에 따라 해당 [concept_building]의 모든 산출량에 불이익이 적용됩니다.\n\n$GOODS_INPUT_SHORTAGE_OUTPUT_PENALTY$\n\n$GOODS_INPUT_REQUIRED_FOR_NO_PENALTY$"
 GOODS_INPUT_SHORTAGE_TOOLTIP:2 "#header [Building.GetName] 내 [concept_input_goods_shortage] 현상#!\n[Building.GetState.GetName] 내에서 이용할 수 있는 [Goods.GetTextIcon][Nbsp][Goods.GetName]의 [concept_sell_orders]이 한정되어 있어, [concept_buy_orders]의 [Building.GetState.CalcSupplyToDemandRatio(Goods.Self)|%v]만을 충족시킬 수 있습니다. 이에 따라 해당 [concept_building]의 모든 산출량에 불이익이 적용됩니다.\n\n$GOODS_INPUT_SHORTAGE_OUTPUT_PENALTY$\n\n$GOODS_INPUT_REQUIRED_FOR_NO_PENALTY$\n\n$alert_market_goods_shortage_alert_hint_data_version$"
 GOODS_OUTPUT_PENALTY_TOOLTIP:1 "#header [Building.GetName] 내 [concept_input_goods_shortage]#!\n[Building.GetGoodsShortageListDesc] 품귀 현상으로 인해 해당 [concept_building]의 모든 산출량에 불이익이 적용됩니다.\n\n$GOODS_INPUT_SHORTAGE_OUTPUT_PENALTY$"
 GOODS_OUTPUT_PENALTY_LINGERING_TOOLTIP:0 "#header [Building.GetName] 내 [concept_input_goods_shortage] 현상#!\n이전의 투입 [Concept('concept_good', '$concept_goods$')] 품귀 현상으로 인해 해당 [concept_building]의 모든 산출량에 잔존하는 불이익이 적용됩니다.\n\n현재 불이익은 [Building.GetInputShortagePenalty|%v0]입니다. 하지만 해당 불이익은 시간이 흐르면 사라집니다."
 GOODS_SHORTAGE_STATE_DESC_INTERNAL:0 "@warning! [Goods.GetState.GetName]에 [Goods.GetName] [concept_input_goods_shortage] 현상이 발생했습니다."
 GOODS_SHORTAGE_STATE_DESC:1 "[SelectLocalization( Goods.GetState.IsValid, 'GOODS_SHORTAGE_STATE_DESC_INTERNAL', '' )]"
 GOODS_SHORTAGE_MARKET_DESC:0 "@warning! [Goods.GetMarket.GetName]에 [Goods.GetName] [concept_input_goods_shortage] 현상이 발생했습니다."
 GOODS_SHORTAGE_TOOLTIP:0 "[Goods.GetGoodsShortageDesc]\n\n$alert_market_goods_shortage_alert_hint_data_version$"

 SINGLE_GOODS_OR_EMPLOYMENT_MORE:0 "추가"
 SINGLE_GOODS_OR_EMPLOYMENT_LESS:0 "감소"
 UNSCALED_MODIFIERS_COLON:0 "#title 비정량 변화 요인:#!"
 PER_LEVEL_MODIFIERS_COLON:0 "#title 단계당 변화 요인:#!"
 TOTAL_MODIFIERS_COLON:0 "#title 총 변화 요인:#!"
 INCREASED_EMPLOYMENT_COLON:0 "#title 고용 증가:#!"
 DECREASED_EMPLOYMENT_COLON:0 "#title 고용 감소:#!"
 PM_TIMED_MODIFIERS:0 "#title 한시적 변화 요인:#!\n$BREAKDOWN$"
 PM_TIMED_MODIFIER_FORMAT:0 "$TAB$#tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] [TimedModifier.GetName]#!#!"
 SINGLE_GOODS_AMOUNT_PRODUCTION_TOTAL:0 "총합 #v $TOTAL_AMOUNT|D=+$#!"
 SINGLE_GOODS_AMOUNT_PRODUCTION_PER_LEVEL:0 "단계당 #v $PER_LEVEL_AMOUNT|=+D$#!"
 SINGLE_GOODS_AMOUNT_CONSUMPTION_TOTAL:0 "총합 #v $TOTAL_AMOUNT|D=-$#!"
 SINGLE_GOODS_AMOUNT_CONSUMPTION_PER_LEVEL:0 "단계당 #v $PER_LEVEL_AMOUNT|=-D$#!"
 SINGLE_GOODS_DELTA_PRODUCTION_TOTAL:0 "총합 #v $TOTAL_DELTA|=+D$#! $MORE_OR_LESS$"
 SINGLE_GOODS_DELTA_PRODUCTION_PER_LEVEL:0 "단계당 #v $PER_LEVEL_DELTA|=+D$#! $MORE_OR_LESS$"
 SINGLE_GOODS_DELTA_CONSUMPTION_TOTAL:0 "총합 #v $TOTAL_DELTA|=-D$#! $MORE_OR_LESS$"
 SINGLE_GOODS_DELTA_CONSUMPTION_PER_LEVEL:0 "단계당 #v $PER_LEVEL_DELTA|=-D$#! $MORE_OR_LESS$"
 SINGLE_GOODS_MARKET_PRICE:0 "[Market.GetName] 내 @money!$PRICE|1v$ $PRICE_ICON$"
 SINGLE_GOODS_STATE_PRICE:0 "[State.GetName] 내 @money!$PRICE|1v$ $PRICE_ICON$"
 SINGLE_GOODS_STATE_PRICE_TOOLTIPPABLE:0 "(#tooltippable #tooltip:[GetRawTextTooltipTag('$SINGLE_GOODS_STATE_PRICE_TOOLTIP$')] @money!$PRICE|1v$#!#! $PRICE_ICON$)"
 SINGLE_GOODS_MARKET_PRICE_RANGE:1 "$NUM_MARKETS$개 [Concept('concept_market', '$concept_markets$')]에서 @money!$MIN_PRICE|1v$ $MIN_PRICE_ICON$ - @money!$MAX_PRICE|1v$ $MAX_PRICE_ICON$"
 SINGLE_GOODS_STATE_PRICE_RANGE:0 "$NUM_STATES$개 [Concept('concept_state', '$concept_states$')]에서 @money!$MIN_PRICE|1v$ $MIN_PRICE_ICON$ - @money!$MAX_PRICE|1v$ $MAX_PRICE_ICON$"
 SINGLE_GOODS_STATE_PRICE_RANGE_TOOLTIPPABLE:0 "$NUM_STATES$개 [Concept('concept_state', '$concept_states$')]에서 #tooltippable #tooltip:[GetRawTextTooltipTag('$SINGLE_GOODS_STATE_PRICE_TOOLTIP$')] @money!$MIN_PRICE|1v$#!#! $MIN_PRICE_ICON$ - #tooltippable #tooltip:[GetRawTextTooltipTag('$SINGLE_GOODS_STATE_PRICE_TOOLTIP$')] @money!$MAX_PRICE|1v$#!#! $MAX_PRICE_ICON$"
 GOODS_PRICE_DELTA_SUBSTITUTION_DISCLAIMER:0 "@information! [concept_goods_substitution] 발생 전까지는 몇몇 예상 가격 변동이 완전히 반영되지 않을 수도 있습니다."
 SINGLE_GOODS_MARKET_PRICE_WITH_DELTA:0 "[Market.GetName] 내: @money!$PRICE|1v$ $PRICE_ICON$ @arrow_right! @money!$AFTER_PRICE|1v$ $AFTER_PRICE_ICON$"
 SINGLE_GOODS_STATE_PRICE_WITH_DELTA:0 "[State.GetName] 내: @money!$PRICE|1v$ $PRICE_ICON$ @arrow_right! @money!$AFTER_PRICE|1v$ $AFTER_PRICE_ICON$"
 SINGLE_GOODS_STATE_PRICE_TOOLTIPPABLE_WITH_DELTA:0 "(#tooltippable #tooltip:[GetRawTextTooltipTag('$SINGLE_GOODS_STATE_PRICE_TOOLTIP$')] @money!$PRICE|1v$#!#! $PRICE_ICON$) @arrow_right! (#tooltippable #tooltip:[GetRawTextTooltipTag('$SINGLE_GOODS_STATE_PRICE_TOOLTIP$')] @money!$AFTER_PRICE|1v$#!#! $AFTER_PRICE_ICON$)"
 SINGLE_GOODS_MARKET_PRICE_RANGE_WITH_DELTA:0 "$NUM_MARKETS$ [Concept('concept_market', '$concept_markets$')] 내: (@money!$MIN_PRICE|1v$ $MIN_PRICE_ICON$ - @money!$MAX_PRICE|1v$ $MAX_PRICE_ICON$) @arrow_right! (@money!$MIN_AFTER_PRICE|1v$ $MIN_AFTER_PRICE_ICON$ - @money!$MAX_AFTER_PRICE|1v$ $MAX_AFTER_PRICE_ICON$)"
 SINGLE_GOODS_STATE_PRICE_RANGE_WITH_DELTA:0 "$NUM_STATES$ [Concept('concept_state', '$concept_states$')] 내: (@money!$MIN_PRICE|1v$ $MIN_PRICE_ICON$ - @money!$MAX_PRICE|1v$ $MAX_PRICE_ICON$) @arrow_right! (@money!$MIN_AFTER_PRICE|1v$ $MIN_AFTER_PRICE_ICON$ - @money!$MAX_AFTER_PRICE|1v$ $MAX_AFTER_PRICE_ICON$)"
 SINGLE_GOODS_STATE_PRICE_RANGE_TOOLTIPPABLE_WITH_DELTA:0 "$NUM_STATES$ [Concept('concept_state', '$concept_states$')] 내: (#tooltippable #tooltip:[GetRawTextTooltipTag('$SINGLE_GOODS_STATE_PRICE_TOOLTIP$')] @money!$MIN_PRICE|1v$#!#! $MIN_PRICE_ICON$ - #tooltippable #tooltip:[GetRawTextTooltipTag('$SINGLE_GOODS_STATE_PRICE_TOOLTIP$')] @money!$MAX_PRICE|1v$#!#! $MAX_PRICE_ICON$) @arrow_right! (#tooltippable #tooltip:[GetRawTextTooltipTag('$SINGLE_GOODS_STATE_PRICE_TOOLTIP$')] @money!$MIN_AFTER_PRICE|1v$#!#! $MIN_AFTER_PRICE_ICON$ - #tooltippable #tooltip:[GetRawTextTooltipTag('$SINGLE_GOODS_STATE_PRICE_TOOLTIP$')] @money!$MAX_AFTER_PRICE|1v$#!#! $MAX_AFTER_PRICE_ICON$)"
 SINGLE_POP_EMPLOYMENT_CHANGE_FORMAT:0 "[PopType.GetName]: [SelectLocalization(StringIsEmpty('$DELTA$'), '$AMOUNT$', '$DELTA$')]"
 SINGLE_POP_EMPLOYMENT_CHANGE_SLAVES_ROLE:0 "[POP_TYPE.GetName] 또는 [TARGET_POP_TYPE.GetName]: [SelectLocalization(StringIsEmpty('$DELTA$'), '$AMOUNT$', '$DELTA$')]"
 SINGLE_POP_EMPLOYMENT_CHANGE_FROM_BASE_TOTAL:0 "총합 $TOTAL_CHANGE|=+D$"
 SINGLE_POP_EMPLOYMENT_CHANGE_FROM_BASE_PER_LEVEL:0 "단계당 $PER_LEVEL_CHANGE|=+D$"
 SINGLE_POP_EMPLOYMENT_DELTA_TOTAL:0 "총합 $TOTAL_DELTA|=+D$ $MORE_OR_LESS$"
 SINGLE_POP_EMPLOYMENT_DELTA_PER_LEVEL:0 "단계당 $PER_LEVEL_DELTA|=+D$ $MORE_OR_LESS$"
 SINGLE_GOODS_FORMAT:2 "[Goods.GetTextIcon][Nbsp][Goods.GetName]: [SelectLocalization(StringIsEmpty('$DELTA$'), '$AMOUNT$', '$DELTA$')] $SINGLE_GOODS_PRICE_BREAKDOWN$"
 SINGLE_GOODS_FORMAT_WITH_SHORTAGE:2 "[Goods.GetTextIcon][Nbsp][Goods.GetName]: [SelectLocalization(StringIsEmpty('$DELTA$'), '$AMOUNT$', '$DELTA$')] $SINGLE_GOODS_PRICE_BREAKDOWN$ - @goods_shortage! [concept_input_goods_shortage]"
 SINGLE_GOODS_STATE_PRICE_TOOLTIP:0 "#header [Goods.GetName] 가격#!\n$GOODS_STATE_PRICE$\n$TOOLTIP_DELIMITER$\n[ConcatIfNeitherEmpty('\n', '$GOODS_MARKET_PRICE$')]"

 SELECT_OBJECTIVE_MAIN_TITLE:0 "게임 목표를 선택하십시오."
 SELECT_OBJECTIVE_TITLE:0 "목표"
 SELECT_OBJECTIVE_TAG_TITLE:0 "추천 국가"
 START_GAME_NO_OBJECTIVE_NO_TAG:1 "목표 없이 국가를 선택해 플레이합니다."
 START_GAME_CHOSEN_OBJECTIVE_NO_TAG:0 "게임 시작\n#instruction 임의의 국가를 선택하십시오.#!"
 START_GAME_CHOSEN_OBJECTIVE_CHOSEN_TAG:0 "게임 시작"
 NO_OBJECTIVE:0 "보유한 목표가 없습니다"
 
 SANDBOX:0 "샌드박스"
 SELECT_ANY_COUNTRY:0 "국가 선택"
 START_GAME:0 "게임 시작"

 HAS_SELECTED_COUNTRY_TOOLTIP:0 "이미 [concept_country]를 선택했습니다"
 NO_SELECTED_COUNTRY_TOOLTIP:0 "아직 선택한 [concept_country]가 없습니다"
 START_ANY_COUNTRY_TOOLTIP:0 "새 게임을 시작해 지도에서 아무 [concept_country]를 선택합니다"
 START_GAME_TOOLTIP:0 "#variable [CountryDefinition.GetName]#!(으)로 새 게임을 시작합니다"

 SELECTABLE_COUNTRY_TOOLTIP:0 "#header [Country.GetName]#!\n$DATA_COUNTRY_NAME_TOOLTIP$\n\n#instruction 클릭하여 [Country.GetName](을)를 당신의 국가로 선택#!"
 RIGHT_CLICK_TO_OPEN_CONTEXT_MENU:0 "@rightclick! #instruction #bold 우클릭#!하여 컨텍스트 메뉴 열기#!"

 NULL_OBJ:1 "#NULL_OBJ#!"
 NULL_OBJ_ADJ:1 "#NULL_OBJ_ADJ#!"
 NULL_OBJ_DESC:1 "#NULL_OBJ_DESC#!"
 NULL_OBJ_TOOLTIP:1 "#NULL_OBJ_TOOLTIP#!"

 color_blind_mode_deuteranopia:0 "녹색맹"
 color_blind_mode_protanopia:0 "적색맹"
 color_blind_mode_tritanopia:0 "청색맹"

 CANNOT_START_MULTIPLE_TUTORIALS:0 "새로운 학습을 시작하려면 현재 학습을 닫아야 합니다."

 EMPTY_STATE:0 "여기서 할 일이 없습니다!"

 AUTO_EXPAND:0 "자동 확장"
 CANCEL_AUTO_EXPAND:0 "자동 확장 취소"
 AUTOEXPANDING_YES_HEADER:0 "#header 자동 확장 취소#!\n$TOOLTIP_DELIMITER$\n해당 건물은 현재 아래의 조건이 충족될 때마다 자동으로 확장하고 있습니다:"
 AUTOEXPANDING_YES_INSTRUCTION:0 "#instruction 클릭하여 자동 확장 취소#!"
 AUTOEXPANDING_NO_HEADER:0 "#header 자동 확장#!\n$TOOLTIP_DELIMITER$\n해당 건물은 아래의 조건이 충족될 때마다 자동으로 확장합니다:"
 AUTOEXPANDING_NO_INSTRUCTION:0 "#instruction 클릭하여 자동으로 확장 일정을 잡도록 설정#!"
 AUTOEXPAND_BUILDING_TOOLTIP:1 "[SelectLocalization(Building.IsAutoExpanding,'AUTOEXPANDING_YES_HEADER','AUTOEXPANDING_NO_HEADER')]\n$TRIGGER$\n\n[SelectLocalization(Building.IsAutoExpanding,'AUTOEXPANDING_YES_INSTRUCTION','AUTOEXPANDING_NO_INSTRUCTION')]"
 TOGGLE_AUTOEXPAND_INVALID_BUILDING_TYPE:0 "[BuildingType.GetName](은)는 자동 확장 불가"

 NO_URBAN_BUILDINGS:0 "도시 건물이 없습니다."
 NO_RURAL_BUILDINGS:0 "전원 건물이 없습니다."
 NO_DEVELOPMENT_BUILDINGS:0 "개발 건물이 없습니다."

 NO_URBAN_BUILDINGS_HINT:0 "@information! 도시 건물은 건물 돋보기나 주 패널을 통해 건설할 수 있습니다."
 NO_RURAL_BUILDINGS_HINT:0 "@information! 전원 건물은 건물 돋보기나 주 패널을 통해 건설할 수 있습니다."
 NO_DEVELOPMENT_BUILDINGS_HINT:0 "@information! 개발 건물은 건물 돋보기나 주 패널을 통해 건설할 수 있습니다."

 AVAILABLE_BUILDINGS:0 "건설 가능한 건물"
 EXPANDABLE_BUILDINGS:0 "확장 가능한 건물"

 AVAILABLE_URBAN_BUILDINGS:0 "잠재적으로 이용 가능한 도시 건물"
 AVAILABLE_RURAL_BUILDINGS:0 "잠재적으로 이용 가능한 전원 건물"
 AVAILABLE_DEVELOPMENT_BUILDINGS:0 "잠재적으로 이용 가능한 개발 건물"

 URBAN_BUILDINGS_IN_COUNTRY:0 "[GetPlayer.GetName] 내 도시 건물"
 RURAL_BUILDINGS_IN_COUNTRY:0 "[GetPlayer.GetName] 내 전원 건물"
 DEVELOPMENT_BUILDINGS_IN_COUNTRY:0 "[GetPlayer.GetName] 내 개발 건물"

 GRAPH_NOT_INITIALIZED:0 "역사적 데이터 없음"

  # GetPlayer can be used to access the dead player country as long as the game over screen is still available
 GAME_OVER_TITLE:0 "게임 오버"
 GAME_OVER_TITLE_COUNTRY:1 "[GameOverScreen.GetGameOverDateString], 그렇게 [GetPlayer.GetName](은)는 끝을 맞이했습니다."
 GAME_OVER_TITLE_COUNTRY_END_OF_CAMPAIGN:0 "축하합니다! [GameOverScreen.GetGameOverDateString] [GetPlayer.GetName](이)가 성공적으로 캠페인의 끝에 도달했습니다."
 GAME_OVER_ANNEXED:0 "합병당했습니다!"
 GAME_OVER_SUMMARY:0 "[GetPlayer.GetName](으)로 플레이했습니다."
 GAME_OVER_CONTINUE_AS_OBSERVER:1 "[Concept('concept_observer_mode','$concept_observer$')]로 계속하기"
 GAME_OVER_GO_TO_LOBBY:0 "[SelectLocalization( GameHasMultiplePlayers, 'FRONTEND_GOTO_LOBBY', 'FRONTEND_SWITCH_COUNTRY' )]"

 VALUE_CALCULATOR_BASE_ENTRY:0 "기본 수치에서: $VALUE$"
 VALUE_CALCULATOR_BASE_ENTRY_WITH_DESCRIPTION:0 "기본 수치에서: #tooltippable #tooltip:$DESCRIPTION_TAG$ $VALUE$#!#!"
 VALUE_CALCULATOR_ADD_ENTRY:1 "$TITLE$에서 $VALUE$"
 VALUE_CALCULATOR_ADD_ENTRY_WITH_DESCRIPTION:0 "$TITLE$에서 #tooltippable #tooltip:$DESCRIPTION_TAG$ $VALUE$#!#!"
 VALUE_CALCULATOR_MULT_ENTRY:0 "$TITLE$에서 $VALUE$"
 VALUE_CALCULATOR_MULT_ENTRY_WITH_DESCRIPTION:0 "$TITLE$에서 #tooltippable #tooltip:$DESCRIPTION_TAG$ $VALUE$#!#!"
 VALUE_CALCULATOR_FACTOR_ENTRY:0 "$TITLE$에서 $VALUE$"
 VALUE_CALCULATOR_FACTOR_ENTRY_WITH_DESCRIPTION:0 "$TITLE$에서 #tooltippable #tooltip:$DESCRIPTION_TAG$ $VALUE$#!#!"
 VALUE_CALCULATOR_LOWER_BOUND_ENTRY:0 "$TITLE$(으)로 인해 최소 $VALUE$(으)로 제한"
 VALUE_CALCULATOR_LOWER_BOUND_ENTRY_WITH_DESCRIPTION:0 "$TITLE$(으)로 인해 최소 #tooltippable #tooltip:$DESCRIPTION_TAG$ $VALUE$#!#!(으)로 제한"
 VALUE_CALCULATOR_UPPER_BOUND_ENTRY:0 "$TITLE$(으)로 인해 최대 $VALUE$(으)로 제한"
 VALUE_CALCULATOR_UPPER_BOUND_ENTRY_WITH_DESCRIPTION:0 "$TITLE$(으)로 인해 최대 #tooltippable #tooltip:$DESCRIPTION_TAG$ $VALUE$#!#!(으)로 제한"
 VALUE_CALCULATOR_VALUE_WITH_BREAKDOWN:0 "#tooltippable #tooltip:$BREAKDOWN_TAG$ $VALUE$#!#!"

 JUNIOR_PARTNER_IN_MULTIPLE_CUSTOMS_UNIONS:0 "하나의 국가는 여러 관세 동맹의 하급 동업자가 될 수 없습니다."
 JUNIOR_PARTNER_IN_MULTIPLE_SUBJECT_BASED_CUSTOMS_UNIONS:0 "하나의 국가는 여러 조약의 당사자가 될 수 없습니다."
 CIRCULAR_CUSTOMS_UNION:0 "해당 연합은 환형 사슬 구조의 관세 동맹을 생성합니다."
 CIRCULAR_SUBJECT_BASED_CUSTOMS_UNION:0 "해당 조약은 환형 사슬 구조의 종속 관계를 생성합니다."

 RECRUIT_GENERAL_BUTTON:0 "장군 고용"
 RECRUIT_ADMIRAL_BUTTON:0 "제독 고용"

 LOAD_GAME_VERSION:1 "버전: [SaveGameItem.GetVersionName]"
 LOAD_GAME_DIFFERENT_VERSION:1 "@warning! #X 다른 버전#!"
 LOAD_GAME_DIFFERENT_VERSION_TT:1 "#y Victoria 3#! 다른 버전에서 생성된 저장입니다"
 LOAD_MISSING_ITEMS_TT:1 "[SelectLocalization( SaveGameItem.HasMissingDLCs, 'MISSING_DLC', '' )]\n[SelectLocalization( SaveGameItem.HasMissingMods, 'MISSING_MODS', '' )]\n[SelectLocalization( SaveGameItem.IsDifferentVersion, 'LOAD_GAME_DIFFERENT_VERSION_TT', '' )]"
 LOAD_GAME_DIFFERENT_VERSION_CONFIRM:0 "$LOAD_GAME_DIFFERENT_VERSION_TT$\n이 게임을 불러오시겠습니까?"
 LOAD_INGAME_BUTTON_DISABLED_NOSAVES:0 "저장된 게임이 없습니다."

 BUILDING_GENERAL_INFO_HEADER:0 "#title 일반 정보#!:"
 BUILDING_TYPE_PORT_GENERAL_INFO:2 "[GetBuildingType('building_port').GetName]를 건설하면 건설된 [concept_state]을 [concept_market]에 연결할 수 있습니다"
 BUILDING_PORT_GENERAL_INFO_BUILT_AND_CONNECTS:3 "[STATE.GetName]의 해당 또는 다른 [GetBuildingType('building_port').GetName] $concept_buildings$이 [MARKET.GetName](와)과 연결됩니다"
 BUILDING_PORT_GENERAL_INFO_NOT_BUILT_WILL_CONNECT:2 "[STATE.GetName]에 [GetBuildingType('building_port').GetName]를 건설하면 [MARKET.GetName](와)과 연결될 것입니다."


 STATE_GDP_STATUS_CONDENSED:0 "#variable @money![State.GetGDPContribution|K]#! (#variable [State.GetGDPContributionPercentage|%0]#!)"
 STATE_POPULATION_STATUS_CONDENSED:0 "[State.GetPopulationSize|Kv] [GetArrowIcon_int32( State.GetPopTotalChange )]"
 SOL_CONDENSED:0 "[LabelingHelper.GetLabelForStandardOfLivingNoIconCFixedPointFormatFromExpected(State.GetAverageStandardOfLivingAll,State.GetExpectedStandardOfLivingAll)|v] ([State.GetFormattedStandardOfLivingAll|v])"
 STATE_TURMOIL_CONDENSED:0 "#b [State.CalcTurmoil|%1-]#!"
 STATE_DEVASTATION_CONDENSED:0 "#b [State.GetStateRegion.GetDevastationLevel|%R1]#!"
 STATE_INFRASTRUCTURE_CONDENSED:0 "[SelectLocalization(GreaterThan_CFixedPoint(State.GetInfrastructureUsage,State.GetInfrastructure), '경고', '')]#tooltippable #tooltip:[State.GetTooltipTag],STATE_INFRASTRUCTURE_TOOLTIP [State.GetInfrastructure|0v]#!#! 중 #tooltippable #tooltip:[State.GetTooltipTag],STATE_INFRASTRUCTURE_USAGE_TOOLTIP [State.GetInfrastructureUsage|0v]#!#! 사용 중"
 STATE_TAX_CAPACITY_CONDENSED:0 "[AddLocalizationIf(GreaterThan_CFixedPoint(State.CalcTaxCapacityUsage,State.CalcTaxCapacity), '경고')]#tooltippable #tooltip:[State.GetTooltipTag],STATE_TAX_CAPACITY_TOOLTIP [State.CalcTaxCapacity|0v]#!#! 중 #tooltippable #tooltip:[State.GetTooltipTag],STATE_TAX_CAPACITY_USAGE_TOOLTIP [State.CalcTaxCapacityUsage|0v]#!#! 사용 중 [AddLocalizationIf(GreaterThan_CFixedPoint(State.CalcTaxCapacityUsage, State.CalcTaxCapacity), 'STATE_TAX_CAPACITY_INSUFFICIENT')]"
 STATE_MARKET_CAPITAL_STATUS_CONDENSED:0 "[State.GetMarket.GetName]\n[State.GetMarketAccess|%v0]"

 CASUALTY_DEBUG_CASUALTIES_HEADER:0 "발생한 사상자:"
 CASUALTY_DEBUG_CASUALTIES_NONE:0 "발생한 사상자 없음"
 CASUALTY_DEBUG_ATTRITION_CASUALTY_UNIT:0 "#variable $DATE$#!: 사망자: $DEAD|v$, 부상자: $WOUNDED|v$, 총합: $TOTAL|v$ (소모)"
 CASUALTY_DEBUG_BATTLE_CASUALTY_UNIT:0 "#variable $DATE$#!: 사망자: $DEAD|v$, 부상자: $WOUNDED|v$, 총합: $TOTAL|v$ ($BATTLE_NAME$ 전투)"
 CASUALTY_DEBUG_ATTRITION_CASUALTY_BUILDING:0 "#variable $DATE$#!: $UNIT_NAME$ 사망자: $DEAD|v$, 부상자: $WOUNDED|v$, 총합: $TOTAL|v$ (소모)"
 CASUALTY_DEBUG_BATTLE_CASUALTY_BUILDING:0 "#variable $DATE$#!: $UNIT_NAME$ 사망자: $DEAD|v$, 부상자: $WOUNDED|v$, 총합: $TOTAL|v$ ($BATTLE_NAME$ 전투)"

 COMBAT_UNIT_DEFENSE_BREAKDOWN:0 "#header [concept_defense]#!\n[concept_defense]은 #v [CombatUnit.GetDefenseRaw]#!입니다. 원인:\n[CombatUnit.GetDefenseBreakdown]"
 COMBAT_UNIT_OFFENSE_BREAKDOWN:0 "#header [concept_offense]#!\n[concept_offense]은 #v [CombatUnit.GetOffenseRaw]#!입니다. 원인:\n[CombatUnit.GetOffenseBreakdown]"
 COMBAT_UNIT_MANPOWER_BREAKDOWN:0 "#header [concept_manpower]#!\n[CombatUnit.GetManpowerTooltip]"
 COMBAT_UNIT_MANPOWER:0 "@manpower! #v [CombatUnit.GetManpowerRaw]#!"


 PIN_CHARACTER:0 "아웃라이너에 [Character.GetFullName] 고정"
 UNPIN_CHARACTER:0 "아웃라이너에서 [Character.GetFullName] 고정 해제"
 PIN_IG:0 "아웃라이너에 [InterestGroup.GetName] 고정"
 UNPIN_IG:0 "아웃라이너에서 [InterestGroup.GetName] 고정 해제"
 PIN_JOURNAL_ENTRY:0 "아웃라이너에 [JournalEntry.GetName] 고정"
 UNPIN_JOURNAL_ENTRY:0 "아웃라이너에서 [JournalEntry.GetName] 고정 해제"
 PIN_MARKET:0 "아웃라이너에 [Market.GetName] 고정"
 UNPIN_MARKET:0 "아웃라이너에서 [Market.GetName] 고정 해제"
 PIN_STATE:0 "아웃라이너에 [State.GetName] 고정"
 UNPIN_STATE:0 "아웃라이너에서 [State.GetName] 고정 해제"
 RADICALISM_LOW:0 "낮음"
 RADICALISM_MEDIUM:0 "보통"
 RADICALISM_HIGH:0 "높음"
 RADICALISM_VERY_HIGH:0 "매우 높음"
 RADICALISM_EXTREME:0 "#N 극한#!"
 RADICALISM_CRITICAL:0 "#N 치명#!"
 SUPPORT_LOW:0 "낮음"
 SUPPORT_MEDIUM:0 "보통"
 SUPPORT_HIGH:0 "높음"
 SUPPORT_VERY_HIGH:0 "매우 높음"
 SUPPORT_EXTREME:0 "#N 극한#!"
 SUPPORT_CRITICAL:0 "#N 치명#!"

 RANKING_FORMAT:0 "(전 세계 #tooltippable #tooltip:$LEADERBOARD$ #v ##$RANKING$#!#!#!)"
 GDP_LEADERBOARD_HEADER:0 "#header 국내총생산#!"
 GDP_PER_CAPITA_LEADERBOARD_HEADER:0 "#header 인두당 국내총생산#!"
 SOL_LEADERBOARD_HEADER:0 "#header 생활 수준#!"
 POPULATION_LEADERBOARD_HEADER:0 "#header 인구#!"
 INCORPORATED_LITERACY_LEADERBOARD_HEADER:0 "#header 편입 주 식자율#!"
 TOTAL_LITERACY_LEADERBOARD_HEADER:0 "#header 모든 주 식자율#!"
 BATTALIONS_LEADERBOARD_HEADER:0 "#header 대대#!"
 FLOTTILAS_LEADERBOARD_HEADER:0 "#header 전단#!"
 GDP_LEADERBOARD_ITEM:0 "\n$RANK$. @money!$VAL|vD$ - $COUNTRY$"
 SOL_LEADERBOARD_ITEM:0 "\n$RANK$. $VAL|vD$ - $COUNTRY$"
 POPULATION_LEADERBOARD_ITEM:0 "\n$RANK$. $VAL|vD$ - $COUNTRY$"
 INCORPORATED_LITERACY_LEADERBOARD_ITEM:0 "\n$RANK$. $VAL|v1%$ - $COUNTRY$"
 TOTAL_LITERACY_LEADERBOARD_ITEM:0 "\n$RANK$. $VAL|v1%$ - $COUNTRY$"
 BATTALIONS_LEADERBOARD_ITEM:0 "\n$RANK$. @battalions! $VAL|vD$ - $COUNTRY$"
 FLOTILLAS_LEADERBOARD_ITEM:0 "\n$RANK$. @flotillas! $VAL|vD$ - $COUNTRY$"
 COMMANDER_RANK_LOC_KEY:0 "[Concept('concept_commander_rank','$concept_commander_rank_short$')] "


# === [LocEditor:OrphanedKeys] Keys that do not exist in English ===
 BATTLE_ATTACKER_VICTORY:0 "[Battle.GetAttacker.GetName](이)가 승리함!"
 BATTLE_DEFENDER_VICTORY:0 "[Battle.GetDefender.GetName](이)가 승리함!"
 PANEL_MILITARY_ARMY_CURRENT_BATTALIONS_DESC:2 "$COUNTRY$(은)는 현재 최대 $POTENTIAL|v$의 [Concept('concept_potential_battalions','$concept_potential_regulars$')] 중 @battalions!$REGULAR_BATTALIONS|v$개의 정규군을 보유 중입니다."
 NAVAL_INVASION_MARKER:0 "[CommanderOrderMarker.GetCharacter.GetFullName] is supporting a #variable $naval_invasion$#! in #v #todo Target Name#!#!"
 INVASION_MARKER:0 "[CommanderOrderMarker.GetCharacter.GetFullName] has an order to #variable Invade#! #v #todo Target Name#!#!"
 BUREAUCRACY_STATES_COST_BREAKDOWN_HEADER:1 "#title 각 [concept_state]별 총 @bur![Nbsp][concept_bureaucracy] 비용#!\n$TOOLTIP_DELIMITER$"
 IMMEDIATE:0 "#title 활성화 시:#!"
 ON_COMPLETE:0 "#title 완료 시:#!"
 ON_FAIL:0 "#title 실패 시:#!"
 ON_INVALID:0 "#title 무효화 시:#!"
 ON_TIMEOUT:0 "#title 시간 초과 시:#!"
 SEA_REGION_NAVAL_SP_DISTRIBUTION_DESC:0 "@navy_SP! $SP|1$"
 SEA_REGION_NAVAL_SP_DISTRIBUTION_ITEM:0 "#variable [NavalSPDistributionItem.GetSPAsString]#! SP is #variable [NavalSPDistributionItem.GetMission]#!\n#todo TODO: There needs to be a text here describing where the SP is coming from and what these missions/reserve are"
 BUILD_DETAILS_TOOLTIP:2 "[ConcatIfNeitherEmpty('$POP_QUALIFICATIONS_WARNING$', '\n')]$TOOLTIP_DELIMITER$\n#variable $REQUIRED|0$#!의 @construction![concept_construction]력 필요 - #variable $WEEKS$#!주 후에 완공 예상[ConcatIfNeitherEmpty('\n','$COST_CHANGES$')][ConcatIfNeitherEmpty('\n','$INVESTMENT_FUND$')]\n$TOOLTIP_DELIMITER$\n$PROFIT_IMPACT$\n\n$PROD_BREAKDOWN$"
 EXPAND_TOOLTIP_REPLACE:0 "#V #BOLD [BUILDING.GetExpansionLevel] [BUILDING.GetName] 규모#!에서 #BOLD [BUILDING.GetExpansionLevel] 규모 [BUILDING_TYPE.GetName](으)로 변경!#!#!"
 ETOTAL_NAVY_SP_TOOLTIP:0 "#header Current Navy Strength Points#!\nWith the current reinforcement rate, the target of #variable @navy_SP![GetPlayer.GetNavySPCapacity]#! will be reached in #variable #todo [GetPlayer.GetTimeUntilTargetReachedNavy]#!#!"
 NOT_INCLUDING_SUBSIDIES:0 "\n[Concept('concept_subsidies','$concept_subsidized$')] 지원으로 인한 추가 임금은 포함하지 않음"
 CHARACTER_FEELING:0 "#variable [AreaOfOperation.GetCharacter(GetPlayer).GetFullName]#!(이)가 #variable [AreaOfOperation.GetName]#! $FEELING_BREAKDOWN$의 현재 상황에 대하여 [AreaOfOperation.GetCharacterFeelingAsString(GetPlayer)] 감정을 느낍니다."
 FEELING_BREAKDOWN:0 "\n$TOOLTIP_DELIMITER$\n#todo Why does the Character feel like this? Superiority? Traits? Terrain etc.#!"
 FEELING_BAD:0 "#bold #N 나쁨#!#!"
 FEELING_NEUTRAL:0 "#variable 보통#!"
 FEELING_GOOD:0 "#bold #P 좋음#!#!"
 SET_ASSIGNMENT_INVALID_THEATER_OWNER:0 "#N 장군은 보유한 지역 또는 동맹의 공동 교전 지역에만 배속할 수 있습니다.#!"
 SET_ASSIGNMENT_ALREADY_EXIST:0 "#N 이미 배속됨#!"
 SET_ASSIGNMENT_ALREADY_EXIST_NO:0 "#N 이미 배속 해제됨#!"
 SET_ASSIGNMENT_LAND_ONLY:0 "#N 장군은 육상 지역에만 배속할 수 있습니다.#!"
 SET_ASSIGNMENT_SEA_ONLY:0 "#N 제독은 해상 지역에만 배속할 수 있습니다.#!"
 SET_ASSIGNMENT_NOT_ADJACENT:0 "#N 현재 배속지에 인접해 있지 않습니다.#!"
 SET_ASSIGNMENT_NAVAL_INVASION_IMPASSABLE:0 "#N 통과 불가 지역#!"
 SET_ASSIGNMENT_NAVAL_INVASION_UNDERWAY:0 "#N #variable 해상 침공#! 수행 중"
 SET_ASSIGNMENT_NAVAL_INVASION_WAR_OFFICE:0 "#N 육군성의 장군만이 해상 침공을 수행할 수 있습니다.#!"
 SET_ASSIGNMENT_NAVAL_INVASION_NOT_AT_WAR:0 "#N 전쟁 중인 국가를 상대로만 해상 침공을 개시할 수 있습니다.#!"
 SET_ASSIGNMENT_NAVAL_INVASION_NO_ORDER:0 "#N [STATE_REGION.GetName] 해상 침공 명령을 지닌 제독이 필요합니다.#!"
 SET_ASSIGNMENT_NAVAL_INVASION_NO_MOBILIZED_BATTALION:0 "#N [CHARACTER.GetFullNameNoFormatting]에게는 최소한 완전히 동원된 [concept_battalion] 한 개가 필요합니다.#!"
 SET_ASSIGNMENT_INSUFFICIENT_BATTALIONS:0 "#N 대대가 부족해 장군을 배속할 수 없습니다.#!"
 SET_ASSIGNMENT_INSUFFICIENT_FLOTILLAS:0 "#N 전단이 부족해 제독을 배속할 수 없습니다.#!"
 CHANGE_RANK_CANNOT_DEMOTE:1 "#N [CHARACTER.GetFullName]의 계급은 이미 가장 낮은 등급입니다.#!"
 ASSIGNMENT_INTERACTION_INFO:0 "[CHARACTER.GetFullName] 배속 관리"
 ASSIGNMENT_INTERACTION_TOOLTIP_ASSIGN_ARMY:0 "#header Assign#! to [STRATEGIC_REGION.GetName]\nAssign [CHARACTER.GetFullName] to [STRATEGIC_REGION.GetName]\n#todo This would start generating an X Level [concept_interest] with Y Battalions (PRCAL-6427)#!#!\n\n#title Unassigned Battalions in Barracks in [STRATEGIC_REGION.GetName]:#!"
 ASSIGNMENT_INTERACTION_TOOLTIP_ASSIGN_NAVY:0 "#header Assign#! to [STRATEGIC_REGION.GetName]\nAssign [CHARACTER.GetFullName] to [STRATEGIC_REGION.GetName]\n#todo This would start generating an X Level [concept_interest] with Y Flotillas (PRCAL-6427)#!#!\n\n#title Unassigned Flotillas in Naval Bases in [STRATEGIC_REGION.GetName]:#!"
 ASSIGNMENT_INTERACTION_TOOLTIP_ASSIGN_NAVAL_INVASION:0 "[STATE_REGION.GetName] 해상 침공 #header 배속#!\n[CHARACTER.GetFullName](이)가 이곳에서 #variable 해상 침공#!을 수행합니다."
 ASSIGNMENT_INTERACTION_TOOLTIP_ASSIGN_NAVAL_INVASION_UNASSIGN:0 "[STATE_REGION.GetName] 해상 침공 #header 배속 해제#!\n[CHARACTER.GetFullName]의 #variable 해상 침공#! 배치를 취소합니다."
 ASSIGNMENT_INTERACTION_TOOLTIP_ASSIGN_NAVAL_INVASION_ARMY:0 "[STATE_REGION.GetName] #v 해상 침공#! 지원 #header 배속#!\n[CHARACTER.GetFullName](이)가 이곳에서 #variable 해상 침공#!을 수행합니다."
 ASSIGNMENT_INTERACTION_TOOLTIP_ASSIGN_NAVAL_INVASION_UNASSIGN_ARMY:0 "[STATE_REGION.GetName] 해상 침공 지원 #header 배속 해제#!\n[CHARACTER.GetFullName]의 #variable 해상 침공#! 배치를 취소합니다."
 ASSIGNMENT_INTERACTION_TOOLTIP_ASSIGN_STATE:0 "[STATE.GetName] 내에 미배속 상태인 [CHARACTER.GetCombatUnitsTypeIcon] #variable $NUM_UNASSIGNED$#!개 존재"
 ASSIGNMENT_INTERACTION_TOOLTIP_ASSIGN_TAKEN:0 "[CHARACTER.GetFullName](이)가 즉시 #variable $NUM_TAKEN$#!개 부대를 지휘함"
 ASSIGNMENT_INTERACTION_TOOLTIP_UNASSIGN:0 "[STRATEGIC_REGION.GetName]에서 #header 배속 해제#!\n[STRATEGIC_REGION.GetName]에서 [CHARACTER.GetFullName]의 배속을 해제"
 ASSIGNMENT_INTERACTION_TRAVEL_QUEUE_HEADER:0 "#TODO [CHARACTER.GetFullName] has the following reinforcements on the way:#!"
 ASSIGNMENT_INTERACTION_TRAVEL_QUEUE_ITEM:0 "[STATE.GetName]에서 #variable $NUM_UNITS$#! [CHARACTER.GetCombatUnitsTypeIcon] (#variable $NUM_DAYS_LEFT$#! 남음)"
 LOCATION_FINDER_NAME:0 "장소 탐색기"
 COUNTRY_GOVERNMENT_TOOLTIP:0 "#header [Country.GetGovernment.GetName]#!\n권력 양도: #tooltippable #tooltip:[Country.GetGovernment.GetTooltipTag],GOVERNMENT_TRANSFER_OF_POWER_TOOLTIP [Country.GetGovernment.GetTransferOfPowerName]#!#!\n$TOOLTIP_DELIMITER$\n[Country.GetGovernment.GetDesc]"
 COUNTRY_RULER_TOOLTIP:0 "#todo TODO ruler info#!"
 TRADE_OVERVIEW_MOST_OVERPRODUCED:0 "#title #todo High Balance#!#!"
 TRADE_OVERVIEW_MOST_UNDERPRODUCED:0 "#title #todo Low Balance#!"
 BATTLE_ATTACKER_START_CE:0 "[Battle.GetAttackerStartCE|+2] #TODO C.E#!"
 BATTLE_DEFENDER_START_CE:0 "[Battle.GetDefenderStartCE|+2] #TODO C.E#!"
 BATTLE_ATTACKER_END_CE:0 "[Battle.GetAttackerEndCE|+2] #TODO C.E#!"
 BATTLE_DEFENDER_END_CE:0 "[Battle.GetDefenderEndCE|+2] #TODO C.E#!"
 BATTLE_CE_TOOLTIP:0 "#TODO weighted average C.E of all manpower packages#!"
 TOOLTIP_RECENTLY_ABOLISHED_LAW:0 "#header Recently Abolished Law#!\n#todo TODO show recently abolished law modifier here#!\n$TOOLTIP_DELIMITER$\nThis law will be remembered until #variable [Law.GetAbolitionRememberanceDate]#!.\n$RECENTLY_ABOLISHED_LAW_CONCEPT$"
 RECENTLY_ABOLISHED_LAW_CONCEPT:0 "#todo TODO describe recently abolished laws here#!"
 REVOLUTIONS_UPRISING_HEADER:0 "#N #BOLD 우리를 상대로 혁명이 발생합니다!#!#!"
 REVOLUTIONS_UPRISING_HEADER_2:0 "#TODO Death to the rascals of [CivilWar.GetUprisingCountry.GetName]!#!"
 REVOLUTIONS_UPRISING_HEADER_3:0 "#TODO Long live the Revolution!#!"
 SECESSION_UPRISING_HEADER_2:1 "#TODO 준동하는 [CivilWar.GetUprisingCountry.GetName](을)를 짓밟아야 합니다!#!"
 SECESSION_UPRISING_HEADER_3:0 "#TODO BLA BLA BLA BLA BLA BLA#!"
 HQ_TEMPORARY:0 "#todo Is Temporary HQ - OWNS no provinces#!"
 IG_POP_POTENTIAL_DESC:0 "#header #todo Pop Potential Trigger Description#!#!\n$TOOLTIP_DELIMITER$\nTo consider joining this IG, a Pop needs to fulfill these criteria:\n[InterestGroup.GetPopPotentialDesc]"
 AUTOEXPANDING_YES:2 "#header 자동 확장 취소#!\n$TOOLTIP_DELIMITER$\n#italic 클릭하여 자동 확장 취소#!\n\n해당 건물은 현재 아래의 조건이 충족될 때마다 자동으로 확장하고 있습니다:"
 AUTOEXPANDING_NO:2 "#header 자동 확장#!\n$TOOLTIP_DELIMITER$\n#italic 클릭하여 자동으로 확장 일정 설정#!\n\n해당 건물은 아래의 조건이 충족될 때마다 자동으로 확장합니다:#!"
 move_commander:0 "이동"
 move_commander_desc:0 "#header $move_commander$#!\n#TODO Relocates this [concept_commander] to a different [concept_hq]#!"
 delay:0 "지연"
 delay_desc:0 "#header $delay$#!\n#TODO Delay enemies without concern for casualties#![ConcatIfNeitherEmpty( '\n\n', COMMANDER_ORDER_TYPE.GetModifier.GetDesc )]"
 POP_WORKS_AT_INFO:0 "[Pop.GetNumWorkforce|Dv] 직장:"
 BUILDING_MAP_LIST_PANEL_COST_HEADER:0 "비용"
 BUILDING_MAP_LIST_PANEL_COST_HEADER_TOOLTIP:1 "#header 비용#!\n$TOOLTIP_DELIMITER$\n#concept 해당 [concept_building]의 비용을 나타냅니다.#!"
 BUILDING_MAP_LIST_PANEL_COST:0 "#variable @money![MapListOption.GetBuildingData.GetCost|K]#!"
 interception:0 "요격"
 interception_desc:0 "#header $interception$#!\n#TODO Guard the coast against hostile navies#!"
 interception_tooltip:0 "#header $interception$#!\n대상: [SCOPE.GetRootScope.GetHQ.GetName]"
 convoy_raiding:0 "수송대 습격"
 convoy_raiding_desc:0 "#header $convoy_raiding$#!\n#TODO Reduce the efficiency of an enemy Supply Network by raiding their convoys#!"
 convoy_raiding_tooltip:0 "#header $convoy_raiding$\n대상: [SCOPE.GetRootScope.GetStrategicRegion.GetName]"
 patrol:0 "순찰"
 patrol_desc:0 "#header $patrol$#!\n#TODO Protect shipping lanes against convoy raiders#!"
 patrol_tooltip:0 "#header $patrol$#!\n[Character.GetLocationHQ.GetName](와)과 [SCOPE.GetRootScope.GetHQ.GetName] 사이를 순찰 중"
 intercept:0 "요격"
 intercept_desc:0 "인물이 능력이 닿는 한 적극적으로 적 함선들을 찾아 파괴하고 있습니다."
 GOODS_STATE_REGION_PANEL_LINE_TWO:0 "[GoodsStateRegionPanel.GetGoods.GetStateRegion.GetName] 내 [concept_good] ([GoodsStateRegionPanel.GetGoods.GetMarket.GetName]의 일부)"
 PRICE_ICON_ITEM_STATE_REGION:0 "([Goods.GetStateRegion.GetName] 내 [Goods.GetCompareIconAgainstBasePrice( Goods.GetStateRegionPrice )])"
 LOCAL_PRICE_STATE_REGION:0 "[GoodsStateRegionPanel.GetGoods.GetMarket.GetName] 현지 가격"
 MARKET_TRADE_ROUTES_USAGE:0 "총 [Market.GetNumPossibleTradeRoutes(GetPlayer.Self)|v]개, 미사용 [Market.GetNumberOfUnusedTradeRoutes(GetPlayer.Self)|v]개"
 custom_loc_dude_dude:0 "사람"
 custom_loc_dude_guy:0 "사람"
 custom_loc_dude_person:0 "사람"
 custom_loc_dude_dudette:0 "사람"
 GOODS_STATE_REGION_PRICE_AGAINST_BASE_PRICE_TOOLTIP:0 "#header [concept_base_price] 대비 [Goods.GetStateRegionPriceLabel]#!\n[Goods.GetCompareDescAgainstBasePrice( Goods.GetStateRegionPrice )]\n$TOOLTIP_DELIMITER$\n[Goods.GetStateRegionPriceLabel]: #variable @money![Goods.GetStateRegionPrice|1]#!\n[concept_base_price]: #BOLD #V @money![Goods.GetBasePrice|1]#!#!"
 GOODS_PRICE_DESC_IN_STATE_REGION:0 "[StateRegion.GetName] 내 [Goods.GetTextIcon] [Goods.GetName] 비용: @money![Goods.GetStateRegionPrice|1v] ([Goods.GetCompareIconAgainstBasePrice( Goods.GetStateRegionPrice )])\n$TOOLTIP_DELIMITER$\n생산: [Goods.GetStateRegionProductionWithTooltip]\n소비: [Goods.GetStateRegionConsumptionWithTooltip]\n\n#header 가격 설정#!\n[concept_market_access]에 따른 [Goods.GetMarketAccess|%v1] ([Market.GetName] 내 [Goods.GetMarketPriceWithTooltip])\n[StateRegion.GetName] 내 생산 및 소비에 따른 [Goods.GetLocalPriceShare|%v1]\n\n[concept_base_price]: @money![Goods.GetBasePrice|1v]\n$GOOD_PRICE_BASED_ON_LAST_TICK_WARNING$"
 GOODS_STATE_REGION_PRODUCTION_BREAKDOWN:0 "[Goods.GetStateRegionProductionBreakdown]"
 GOODS_STATE_REGION_CONSUMPTION_BREAKDOWN:0 "[Goods.GetStateRegionConsumptionBreakdown]"
 GOODS_PRICE_STATEREGION_PRODUCTION_HEADER:0 "#header [STATE_REGION.GetName] 내 [GOODS.GetName] 생산#!\n$TOOLTIP_DELIMITER$"
 GOODS_PRICE_STATEREGION_CONSUMPITON_HEADER:0 "#header [STATE_REGION.GetName] 내 [GOODS.GetName] 소비#!\n$TOOLTIP_DELIMITER$"
 GOODS_PRICE_STATEREGION_STATE_HEADER:0 "#bold [STATE.GetName] 내#!"
 GOODS_PRICE_STATEREGION_BUILDING_PRODUCTION_ITEM:0 "[Building.GetName]: [BUILDING.GetProduction(GOODS.Self)|0v]"
 GOODS_PRICE_STATEREGION_BUILDING_CONSUMPTION_ITEM:0 "[BUILDING.GetName]: [BUILDING.GetConsumption(GOODS.Self)|0v]"
 GOODS_PRICE_STATEREGION_POPS_PRODUCTION_ITEM:0 "인구층: #tooltippable #tooltip:[GOODS.GetTooltipTag]|[STATE.GetTooltipTag],GOODS_PRICE_STATE_POPTYPE_PRODUCTION_BREAKDOWN $VALUE|0$#!#!"
 GOODS_PRICE_STATEREGION_POPS_CONSUMPTION_ITEM:0 "인구층: #tooltippable #tooltip:[GOODS.GetTooltipTag]|[STATE.GetTooltipTag],GOODS_PRICE_STATE_POPTYPE_CONSUMPTION_BREAKDOWN $VALUE|0$#!#!"
 TRADE_POWER:0 "[concept_trade_power]"
 IMPORT_POWER:0 "[concept_import_power]"
 EXPORT_POWER:0 "[concept_export_power]"
 TRADE_ROUTE_GOODS_EMBARGOED:0 "[MARKET.GetName]에서 [GOODS.GetName]에 대한 통상 금지령이 활성화되어 있음"
 TRADE_PENALTY_TOOLTIP:0 "과잉 무역 불이익: #v $VAL|+=%1$#!\n$BREAKDOWN$"
 TRADE_PENALTY_TOTAL_TRADE_POWER:0 "[GOODS.GetName]([MARKET.GetName]$TO_FROM$)의 총 $TRADE_DIR_POWER$: $VAL|vD$\n$BREAKDOWN$"
 TRADE_PENALTY_ENTRY:0 "[TRADE_ROUTE.GetName]: $VAL|vD$"
 TRADE_PENALTY_NEW_ENTRY:0 "새로운 무역로에서 발생하는 추가 $TRADE_DIR_POWER$: $VAL|vD$"
 TRADE_PENALTY_MAX_TRADE_POWER:0 "[MARKET.GetName]의 최대 $TRADE_DIR_POWER$: $VAL|vD$\n$BREAKDOWN$"
 TRADE_PENALTY_ADD_FROM_PRICE_RANGE:0 "무역 이전 $ORDER_TYPE$ * 가격대: #v $VAL|+=D$#!"
 TRADE_PENALTY_SUBTRACT_ORDERS:0 "무역 이전 $ORDER_TYPE$에서: #v $VAL|+=D$#!"
 WAR_PANEL_DEFENDER_LEADER_TOOLTIP:0 "[War.AccessParticipant(War.GetDefenderLeader).GetWarSupportDesc]\n$TOOLTIP_DELIMITER$\n[War.AccessParticipant(War.GetDefenderLeader).GetWarSupportDescDelayed]\n[War.AccessParticipant(War.GetDefenderLeader).GetExhaustionDesc]"
 WAR_PANEL_ATTACKER_LEADER_TOOLTIP:0 "[War.AccessParticipant(War.GetAttackerLeader).GetWarSupportDesc]\n$TOOLTIP_DELIMITER$\n[War.AccessParticipant(War.GetAttackerLeader).GetWarSupportDescDelayed]\n[War.AccessParticipant(War.GetAttackerLeader).GetExhaustionDesc]"
 GOODS_STATE_REGION_PANEL_PRICE_RIGHT_NOW:0 "가격: #variable @money![Goods.GetStateRegionPrice|1]#!"
 GOODS_SHORTAGE_STATE_REGION_DESC:0 "@warning! [Goods.GetStateRegion.GetName]에 [Goods.GetName] [concept_input_goods_shortage] 현상이 발생했습니다."
 SINGLE_GOODS_STATE_REGION_PRICE:0 "[StateRegion.GetName] 내 @money!$PRICE|1v$ $PRICE_ICON$"
 SINGLE_GOODS_STATE_REGION_PRICE_TOOLTIPPABLE:0 "(#tooltippable #tooltip:[GetRawTextTooltipTag('$SINGLE_GOODS_STATE_REGION_PRICE_TOOLTIP$')] @money!$PRICE|1v$#!#! $PRICE_ICON$)"
 SINGLE_GOODS_STATE_REGION_PRICE_RANGE:0 "$NUM_STATE_REGIONS$개 [Concept('concept_state_region', '$concept_state_regions$')]에서 @money!$MIN_PRICE|1v$ $MIN_PRICE_ICON$ - @money!$MAX_PRICE|1v$ $MAX_PRICE_ICON$"
 SINGLE_GOODS_STATE_REGION_PRICE_RANGE_TOOLTIPPABLE:0 "$NUM_STATE_REGIONS$개 [Concept('concept_state_region', '$concept_state_regions$')]에서 #tooltippable #tooltip:[GetRawTextTooltipTag('$SINGLE_GOODS_STATE_REGION_PRICE_TOOLTIP$')] @money!$MIN_PRICE|1v$#!#! $MIN_PRICE_ICON$ - #tooltippable #tooltip:[GetRawTextTooltipTag('$SINGLE_GOODS_STATE_REGION_PRICE_TOOLTIP$')] @money!$MAX_PRICE|1v$#!#! $MAX_PRICE_ICON$"
 SINGLE_GOODS_STATE_REGION_PRICE_TOOLTIP:0 "#header [Goods.GetName] 가격#!\n$GOODS_STATE_REGION_PRICE$\n$TOOLTIP_DELIMITER$\n[ConcatIfNeitherEmpty('\n', '$GOODS_MARKET_PRICE$')]"
 COMMANDER_UNIT_LIST_HEADER:0 "[GetUnitStrengthHeader( Character.GetNumCombatUnits, Character.GetMaxNumCombatUnits, Character.GetCombatUnitsTypeIcon )] 부대"
 FIRST_GARRISON_UNITS:0 "[concept_garrison]: [Front.GetNumFirstGarrisonUnitsFormatted]"
 SECOND_GARRISON_UNITS:0 "[concept_garrison]: [Front.GetNumSecondGarrisonUnitsFormatted]"
 COLONY_MAP_LIST_PANEL_STATUS_COLONIZE:0 "식민화"
 COLONY_MAP_LIST_PANEL_STATUS_ALREADY_COLONIZE:0 "이미 식민화됨"
 FAIL_INVALID:0 "#N 빨간색#!"
 NONE_INVALID:0 "#P 초록색#!"
 REDUNDANT_INVALID:0 "#u 파란색#!"
 REDUNDANT_REDUNDANT:0 "#u 파란색#!"
 REDUNDANT_NONE:0 "#u 파란색#!/#P 초록색#!"
 NONE_REDUNDANT:0 "#P 초록색#!/#u 파란색#!"
 POTENTIAL_INVALID:0 "#V 노란색#!"
 FAIL_REDUNDANT:0 "#N 빨간색#!/#u 파란색#!"
 BATTALION_TRAVEL_TOTAL_DESC:0 "#variable $DAYS$#!일 내로 #variable +[CHARACTER.GetCombatUnitsTypeIcon] $VALUE|v$#! [concept_reinforcements]"
 BATTALION_TRAVEL_TOTAL_TOOLTIP:0 "[concept_reinforcements]이 [Character.GetFullName]에게로 향하는 중"
 BATTALION_TRAVEL_QUEUE_HEADER:0 "#title [concept_travel_queue]#!"
 ADVANCEMENT_PROGRESS_BREAKDOWN:0 "    [concept_advancement_progress]가 #variable 0#!만큼 증가할 확률 [GetDefine('NMilitary', 'BATTLE_PLAN_ADVANCE_PROGRESS_CHANCE_ZERO_GAIN')|%+]\n[concept_advancement_progress]가 #G +1#!만큼 증가할 확률 [GetDefine('NMilitary', 'BATTLE_PLAN_ADVANCE_PROGRESS_CHANCE_ONE_GAIN')|%+]\n[concept_advancement_progress]가 #G +2#!만큼 증가할 확률 [GetDefine('NMilitary', 'BATTLE_PLAN_ADVANCE_PROGRESS_CHANCE_TWO_GAIN')|%+]"
 COMBAT_UNIT_STRENGTH:0 "[GetUnitStrengthHeader( CombatUnit.GetManpower, CombatUnit.GetMaxManpower, CombatUnit.GetIconString )]"
 COMBAT_UNIT_STRENGTH_BREAKDOWN:0 "[GetUnitStrengthHeader( CombatUnit.GetManpower, CombatUnit.GetMaxManpower, CombatUnit.GetIconString )] 인력 사용 가능"
 BATTLE_PLAN:0 "#title [concept_battle_plan]#!"
 BATTLE_PLAN_HEADER:0 "#title 현재 [concept_battle_plan]#!"
 BATTLE_PLAN_TARGET_STATE:0 "#variable [BattlePlan.GetProvince.GetState.GetName]#!에서 #variable [BattlePlan.GetProvince.GetTerrainName]#! 지방을 공격하기 위해 병력 집결 중"
 BATTLE_PLAN_TARGET_SEA:0 "#variable [BattlePlan.GetProvince.GetStateRegion.GetStrategicRegion.GetName]#!에서 [BattlePlan.GetDefender.GetName](을)를 공격하기 위해 전함 집결 중"
 BATTLE_PLAN_CURRENT_UNITS:0 "현재 계획에 배속됨: #variable [BattlePlan.GetUnitIcon][BattlePlan.GetCurrentUnits]#!"
 BATTLE_PLAN_CURRENT_TOOLTIP:0 "[concept_battle_plan]에 할당된 부대의 수\n[BattlePlan.GetCurrentUnitsDesc]"
 BATTLE_PLAN_TARGET_UNITS:0 "다음 수치 도달 시 공격 개시: #variable [BattlePlan.GetUnitIcon][BattlePlan.GetTargetUnits]#!"
 build_political:0 "건설"
 build_political_tooltip:0 "#BOLD #V 건설#!#!"
 manage_relations:0 "관계 관리"
 manage_relations_tooltip:0 "#BOLD #V 관계 관리#!#!\n$TOOLTIP_DELIMITER$\n[concept_opinion_desc]"
 change_government:0 "정부 변경"
 change_government_tooltip:0 "#BOLD #V 정부 변경#!#!\n$TOOLTIP_DELIMITER$\n$CHANGE_GOVERNMENT_CONCEPT$"
 STATE_CONSTRUCTION_STATUS:0 "[concept_construction_queue]\n[State.GetBuildingUnderConstruction.GetName]: [State.GetBuildingUnderConstruction.GetConstructionProgressPercentage|%v1]"
 CONSTRUCTION_QUEUE_STATUS_IDLE_DESC:0 "[State.GetName]에 대기열에 등록된 건설이 없습니다."
 CONSTRUCTION_QUEUE_STATUS_ACTIVE_DESC:0 "[State.GetName] 내 [concept_construction_queue]"
 CONSTRUCTION_QUEUE_STATUS_ACTIVE_DESC_DATA:0 "[STATE.GetName] 내 [concept_construction_queue]"
 CONSTRUCTION_QUEUE_STATUS_ACTIVE_DESC_WITH_LIST:0 "#header $CONSTRUCTION_QUEUE_STATUS_ACTIVE_DESC$#!\n[State.GetConstructionQueueList]"
 CONSTRUCTION_QUEUE_STATUS_PAUSED_DESC:0 "[State.GetName] 내 [concept_construction_queue] (#n 일시 정지#!)"
 CONSTRUCTION_QUEUE_STATUS_PAUSED_DESC_DATA:0 "[STATE.GetName] 내 [concept_construction_queue] (#n 일시 정지#!)"
 CONSTRUCTION_QUEUE_STATUS_PAUSED_DESC_WITH_LIST:0 "#header $CONSTRUCTION_QUEUE_STATUS_PAUSED_DESC$#!\n[State.GetConstructionQueueList]"
 CONSTRUCTION_QUEUE_ITEM:0 "[BUILDING.GetName]: $VALUE|1%v$"
 DIPLOMATICAL_LENS:0 "#header 외교 돋보기#!"
 trade_lens:0 "무역 돋보기"
 production_lens:0 "생산 돋보기"
 political_lens:0 "정치 돋보기"
 diplomatic_lens:0 "외교 돋보기"
 military_lens:0 "군사 돋보기"
 BUILDING_BATTALION_PRODUCTION:0 "$UNIT_ICON$ $UNIT_COUNT|v$개 제공"
 BUILD_DETAILS_COST_FORMAT:0 "[Goods.GetTextIcon] #v [Goods.GetName]#!: #v @money!$TOTAL_PRICE|K*$#! ($NUM_UNITS|KY$ × @money!$UNITARY_PRICE|1Y$$UNITARY_PRICE_COMPARE_ICON$)"
 BUILD_COST_BREAKDOWN:0 "임금: #variable @money!$TOTALWAGES|K$#!\n$GOODSPRICES$"
 BUDGET_NEW_CONSTRUCTION:0 "[concept_budget_new_construction]"
 CONSTRUCTION_EXPENSES_BREAKDOWN:0 "#tooltip_header 신규 건설#!\n총합: #v #N @money!-[GetPlayer.GetConstructionExpenses|D-]#!#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetConstructionExpensesDesc]"
 EXPENSES_NEW_CONSTRUCTION:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],CONSTRUCTION_EXPENSES_BREAKDOWN,ConstructionExpenseTooltip #N @money!-[GetPlayer.GetConstructionExpenses|D-]#!#!#! [concept_budget_new_construction]"
 FAVOR_MANEUVERS_COST:0 "@maneuvers![GetDefine( 'NDiplomacy', 'SWAY_OFFER_FAVOR_MANEUVERS_COST' )|v]"
 FAVOR_MANEUVERS_COST_TOOLTIP:0 "#header [concept_favor]#!\n[Concept('concept_maneuver', '$concept_maneuvers$')] 비용: @maneuvers![GetDefine( 'NDiplomacy', 'SWAY_OFFER_FAVOR_MANEUVERS_COST' )|v]\n[DiplomaticPlay.GetNumManeuversRemaining(GetPlayer.Self)|v] [Concept('concept_maneuver', '$concept_maneuvers$')] 남음"
 MILITARY_PANEL_ATTRITION_RISK_FORMAT:0 "[SelectLocalization(GreaterThan_CFixedPoint(Character.GetAttritionRiskRaw, GetDefine( 'NMilitary', 'NORMAL_ATTRITION_RISK' )), '@high_attrition!', '@attrition!')] [Character.GetAttritionRiskFormatted]"
 ATTRITION_RISK_FORMAT:0 "#tooltippable #tooltip:$BREAKDOWN_TAG$ [Character.GetAttritionRiskRaw|0%]#!#! $CASUALTIES_WEEKLY$"
 ATTRITION_RISK_DESC:0 "#header [concept_attrition]#!\n부대의 주간 소모 위험도는 $VAL|0%-$입니다. 그 원인은 다음과 같습니다.\n$BREAKDOWN$\n\n소모의 영향을 받는 부대는 $MIN|0%v$~$MAX|0%v$명의 인원을 사상자로 잃습니다.\n$TOOLTIP_DELIMITER$\n지휘관의 부대는 매주 평균 $ATTRITION|1%-$명의 소모가 발생하거나 평균 $CASUALTIES|Dv$명의 인원을 사상자로 잃습니다."
 ATTRITION_RISK_DESC_NOT_ON_FRONT:0 "#header [concept_attrition]#!\n[concept_front]에 [concept_commander]이 없어 부대의 주간 소모 위험도가 $VAL|0%-$(이)가 됩니다.\n\n소모의 영향을 받는 부대는 $MIN|0%v$~$MAX|0%v$명의 인원을 사상자로 잃습니다."
 ATTRITION_RISK_DESC_ZERO:0 "#header [concept_attrition]#!\n부대의 주간 소모 위험도는 $VAL|0%-$입니다.\n\n소모의 영향을 받는 부대는 $MIN|0%v$~$MAX|0%v$명의 인원을 사상자로 잃습니다."
 ATTRITION_RISK_DESC_BASE:0 "$TAB$기본 소모 위험도: $VAL|0%-$ (#tooltippable #tooltip:$BREAKDOWN_TAG$ $ADD|0%-$#!#! - [concept_commander] - [concept_supply] $SUPPLY|0%v$(으)로 나뉨)"
 ATTRITION_RISK_DESC_OTHER:0 "$TAB$기타 요인: $VAL|0%-$ (기본 소모 위험도의 #tooltippable #tooltip:$BREAKDOWN_TAG$ $MULT|0%-=$#!#!)"
 RECRUIT_COMMANDER_MAX_COMMANDERS_OF_TYPE_IN_HQ_REACHED:0 "이미 [HQ.GetName](을)를 소속 [concept_hq]로 여기는 인물이 [GetDefine( 'NMilitary', 'COMMANDER_MAXIMUM_PER_HQ' )|v]명 존재하여 [Character.GetRoleName] [Character.GetFullName](을)를 영입할 수 없음"
 RECRUIT_COMMANDER_NOT_ENOUGH_UNITS:0 "[HQ.GetName]에 [Character.GetCombatUnitsTypeIcon](이)가 [GetDefine( 'NMilitary', 'COMMANDER_MINIMUM_UNITS' )|v] 미만으로 배속되는 [Concept( 'concept_commander', '$concept_commanders$ )]이 한 명 이상 존재하여 [Character.GetRoleName] [Character.GetFullName](을)를 영입할 수 없습니다."
 PROMOTE_COMMANDER_NOT_ENOUGH_UNITS:0 "[HQ.GetName]에 [Character.GetCombatUnitsTypeIcon](이)가 [GetDefine( 'NMilitary', 'COMMANDER_MINIMUM_UNITS' )|v] 미만으로 배속되는 [Concept( 'concept_commander', '$concept_commanders$ )]이 한 명 이상 존재하여 [Character.GetRoleName] [Character.GetFullName](을)를 승진시킬 수 없습니다."
 character_role_short_desc_general:0 "지휘관"
 character_role_short_desc_admiral:0 "지휘관"
 character_role_short_desc_politician:0 "정치인"
 character_role_short_desc_ruler:0 "국가 원수"
 character_role_short_desc_heir:0 "유력 후계자"
 character_role_title_general:0 "장군"
 character_role_title_admiral:0 "제독"
 character_role_title_politician:0 ""
 DIPLOMATIC_PROPOSAL_OFFER_FAVOR_DESC:0 "$DIPLOMATIC_PROPOSAL_DESC$\n\n$THEY_OFFER_FAVOR$"
 THEY_OFFER_FAVOR:0 "우리가 받아들인다면 저들이 우리에게 #variable 호의#!를 주겠다고 제안합니다."
 WE_NOW_OWE_FAVOR:0 "우리가 저들의 #variable 호의#!를 받았습니다."
 THEY_USED_FAVOR:0 "상대가 #variable 호의#!를 사용하여 우리에게 수락을 받아냈습니다."
 proposal_break_pact_owe_favor_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationBreakName]"
 proposal_break_pact_owe_favor_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationBreakDesc]"
 proposal_break_pact_owe_favor_tooltip:0 "#header $proposal_break_pact_owe_favor_name$#!\n$TOOLTIP_DELIMITER$\n$proposal_break_pact_owe_favor_desc$"
 proposal_diplomatic_action_owe_favor_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationName]"
 proposal_diplomatic_action_owe_favor_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalNotificationDesc]\n$THEY_OFFER_FAVOR$"
 proposal_diplomatic_action_owe_favor_tooltip:0 "#header $proposal_diplomatic_action_owe_favor_name$#!\n$TOOLTIP_DELIMITER$\n$proposal_diplomatic_action_owe_favor_desc$"
 proposal_sway_offer_owe_favor_tooltip:0 "#header $proposal_sway_offer_name$#!\n$TOOLTIP_DELIMITER$\n$proposal_sway_offer_desc$"
 proposal_sway_offer_owe_favor_name:0 "$proposal_sway_offer_name$"
 proposal_sway_offer_owe_favor_desc:0 "$proposal_sway_offer_desc$"
 notification_diplomatic_action_used_favor_notification_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationName]"
 notification_diplomatic_action_used_favor_notification_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationDesc]\n$THEY_USED_FAVOR$"
 notification_diplomatic_action_used_favor_notification_tooltip:0 "#header $notification_diplomatic_action_used_favor_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_action_used_favor_notification_desc$"
 notification_diplomatic_proposal_accepted_owe_favor_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalAcceptedName]"
 notification_diplomatic_proposal_accepted_owe_favor_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalAcceptedDesc]\n$WE_NOW_OWE_FAVOR$"
 notification_diplomatic_proposal_accepted_owe_favor_tooltip:0 "#header $notification_diplomatic_proposal_accepted_owe_favor_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_accepted_owe_favor_desc$"
 notification_diplomatic_action_break_used_favor_notification_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationBreakName]"
 notification_diplomatic_action_break_used_favor_notification_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetActionNotificationBreakDesc]\n$THEY_USED_FAVOR$"
 notification_diplomatic_action_break_used_favor_notification_tooltip:0 "#header $notification_diplomatic_action_break_used_favor_notification_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_action_break_used_favor_notification_desc$"
 notification_diplomatic_proposal_break_accepted_owe_favor_name:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalBreakAcceptedName]"
 notification_diplomatic_proposal_break_accepted_owe_favor_desc:0 "[SCOPE.GetRootScope.GetDiplomaticAction.GetProposalBreakAcceptedDesc]\n$WE_NOW_OWE_FAVOR$"
 notification_diplomatic_proposal_break_accepted_owe_favor_tooltip:0 "#header $notification_diplomatic_proposal_break_accepted_owe_favor_name$#!\n$TOOLTIP_DELIMITER$\n$notification_diplomatic_proposal_break_accepted_owe_favor_desc$"
 notification_building_expanded_notification_name:0 "[SCOPE.GetRootScope.GetBuilding.GetState.GetName] 내 [SCOPE.GetRootScope.GetBuilding.GetName]"
 notification_building_expanded_notification_desc:0 "[SCOPE.GetRootScope.GetBuilding.GetState.GetName]의 [SCOPE.GetRootScope.GetBuilding.GetName] 확장이 완료되었습니다. 현재 규모는 [SCOPE.GetRootScope.GetBuilding.GetExpansionLevelDesc] 상태이며, 생산량 증대를 위하여 [Concept('concept_pop', '$concept_pops$')] 추가 고용을 시작할 것입니다."
 notification_building_expanded_notification_tooltip:0 "$notification_building_expanded_notification_name$\n$notification_building_expanded_notification_desc$"
 notification_building_built_notification_name:0 "[SCOPE.GetRootScope.GetBuilding.GetState.GetName] 내 [SCOPE.GetRootScope.GetBuilding.GetName]"
 notification_building_built_notification_desc:0 "[SCOPE.GetRootScope.GetBuilding.GetState.GetName]의 [SCOPE.GetRootScope.GetBuilding.GetName] 건설이 완료되었습니다. 현재 규모는 [SCOPE.GetRootScope.GetBuilding.GetExpansionLevelDesc] 상태이며, 생산량 증대를 위하여 [Concept('concept_pop', '$concept_pops$')] 고용을 시작할 것입니다."
 notification_building_built_notification_tooltip:0 "$notification_building_built_notification_name$\n$notification_building_built_notification_desc$"
 IDLE_STATES:0 "건설을 진행 중이지 않은 주 [AccessPlayer.GetNumStatesWithoutConstruction|v]개"
 IDLE_STATES_TOOLTIP:0 "#header 건설을 진행 중이지 않은 주#!\n건설을 진행 중이지 않은 주 [AccessPlayer.GetNumStatesWithoutConstruction|v]개"
 CONSTRUCTION_TOOLTIP:0 "#header [GetPlayer.GetName] 내 건설#!\n건설을 진행 중인 주 [AccessPlayer.GetNumStatesWithConstruction|v]개\n건설을 진행 중이지 않은 주 [AccessPlayer.GetNumStatesWithoutConstruction|v]개\n\n#instruction 클릭하여 건설 개요 열기#!"
 CHANGE_RULER_IG_ALREADY_CHANGED_RECENTLY:0 "#N 최근 우리 [concept_ruler_possessive] [concept_interest_group]을 변경했습니다. 다시 변경 가능한 일자: $DATE|v$#!"
 CHANGE_RULER_IG_IS_IG_LEADER:0 "#N 우리의 통치자는 [INTEREST_GROUP.GetName]의 지도자입니다. 다른 [concept_interest_group]에 가입할 수 없습니다.#!"
 CHANGE_RULER_IG_ALREADY_IN_IG:0 "#N 우리의 통치자는 이미 [INTEREST_GROUP.GetName]의 일원입니다.#!"
 INNOVATION_POINTS_DESCRIPTION:0 "주간 혁신: #v @innovation_points![Country.GetWeeklyInnovationPoints|+0]#!"
 INNOVATION_POINTS_TOOLTIP:0 "#header [concept_innovation_points]#!\n매주 #v @innovation_points![Country.GetWeeklyInnovationPoints|+2]#! [concept_innovation_points] 생성됩니다:\n[Country.GetWeeklyInnovationPointsDesc]\n\n활성화된 연구에 매주 최대 @innovation_points![Country.GetWeeklyMaxInnovationPoints|v2] [concept_innovation_points]를 투자할 수 있습니다:\n[Country.GetWeeklyMaxInnovationPointsDesc]\n\n투자 한도 또는 활성화된 연구 부족으로 인해 사용하지 않은 모든 [concept_innovation_points]는 국가의 [concept_technology_spread] 속도를 증가시킬 것입니다."
 CANNOT_AFFORD_TECHNOLOGY_FROM_ERA:0 "$GAMBLE_HEADER$#N 시대 [ERA.GetNumber] 기술을 사용할 수 없습니다.#!"
 NO_MORE_UNKNOWN_TECHNOLOGY:0 "$GAMBLE_HEADER$더 이상 $CATEGORY$ 범주에 알려지지 않은 기술이 없습니다."
 NOT_ENOUGH_TECHNOLOGY_INROADS:0 "$GAMBLE_HEADER$영감의 요정이 우리를 피해 경쟁자를 먼저 찾아갔습니다. 경쟁자의 기술력을 따라잡을 때까지 해외에서만 기술을 획득할 수 있습니다."
 GAMBLE_HEADER:0 "#header Invent something in #TODO Category Name#!#!\n$TOOLTIP_DELIMITER$\n"
 FAVORS_OWED_FROM:0 "호의를 받음:"
 FAVORS_OWED_TO:0 "호의를 줌:"
 OFFER_FAVOR:0 "호의 주기"
 CALL_IN_FAVOR:0 "호의 청하기"
 SWAY_OFFER_FAVOR_DESC:0 "[Proposal.GetTarget.GetName](을)를 상대로 진행 중인 [concept_diplomatic_play]에서 자신의 편을 들어준다면 #variable 호의#!를 주겠다고 [Proposal.GetActor.GetName](이)가 제안합니다."
 ALREADY_OWES_FAVOR_TO:0 "우리는 이미 #variable [COUNTRY.GetName]#!의 호의를 받았습니다."
 EFFECTS_FOR_INCOME_TAX_LEVEL:0 "#variable $LEVEL$#! [concept_budget_income_taxes]에 대한 영향:"
 EFFECTS_FOR_POLL_TAX_LEVEL:0 "#variable $LEVEL$#! [concept_budget_poll_taxes]에 대한 영향:"
 INCOME_TAX_LEVEL_HEADER:0 "#variable $TAX_LEVEL$ [concept_budget_income_taxes]#!"
 CONSUMPTION_TAX_LEVEL_HEADER:0 "#variable $TAX_LEVEL$ [concept_budget_consumption_taxes]#!"
 POLL_TAX_LEVEL_HEADER:0 "#variable $TAX_LEVEL$ [concept_budget_poll_taxes]#!"
 TOTAL_COST_CONSTRUCTION:0 "남은 총 비용: @money![State.GetCostsLeftUntilConstructionQueueFinished|Dv]"
 RECRUIT_GENERALS_MAP_LIST_PANEL_CURRENT_NUM:0 "고용됨"
 RECRUIT_GENERALS_MAP_LIST_PANEL_CURRENT_NUM_TOOLTIP:0 "#header 고용된 장군 수#!\n$TOOLTIP_DELIMITER$\n현재 [concept_hq]에 몇 명의 장군이 고용되었는지 보여줍니다."
 MOBILIZE_GENERAL_COST:0 "추정 비용 / 주: @money!$COST|K+=$\n\n$BREAKDOWN$"
 CAN_BE_FUNDED_BY_INVESTMENT_POOL:0 "[concept_investment_pool]에서 건설 자본을 조달할 수 #P #bold 있습니다.#!#! (현재 #v @money![GetPlayer.GetInvestmentPool|D+]#!)"
 DIPLO_PLAY_OPPOSES:0 "반발"
 DIPLO_PLAY_LEANING:0 "편향"
 STATE_GOODS_POTENTIAL_TOOLTIP:0 "$POTENTIAL|v$ [BUILDING_TYPE.GetName] 지원 가능(현재 수: $CUR|v$): 이 유형에 속한 각 건물은 현재 기술과 법에 따라, 기본 처리율로 최대 $AMOUNT|0v$개의 [GOODS.GetTextIcon][GOODS.GetName](을)를 생산할 수 있습니다."
 STATE_GOODS_TOOLTIP:0 "#variable [STATE.GetName] 내 #variable [GOODS.GetTextIcon][GOODS.GetName]#!#!\n생산: #variable [STATE.GetNumProduced(GOODS.Self)|*1]#!\n$TOOLTIP_DELIMITER$\n기본 잠재 생산량: [STATE.GetPotentialProductionForCountry(GOODS.Self, GetPlayer)|0v]\n[STATE.GetPotentialProductionForCountryDesc(GOODS.Self, GetPlayer)]"
 invade_tooltip:1 "[SCOPE.GetRootScope.GetState.GetOwner.GetAdjectiveNoFormatting|v] [SCOPE.GetRootScope.GetState.GetName]에 #variable $invade$#! 명령 보유"
 WAR_PANEL_ATTACKER_WARGOALS:1 "#title 공격군 [Concept('concept_war_goal', '$concept_war_goals$')]#!"
 WAR_PANEL_DEFENDER_WARGOALS:1 "#title 방어군 [Concept('concept_war_goal', '$concept_war_goals$')]#!"
 BUILDING_AVERAGE_CE_BREAKDOWN:1 "이 [concept_building]에서 생산된 [Concept('concept_battalion', '$concept_battalions$')]의 평균 [concept_combat_effectiveness]은 $AVERAGE|v$으로(공격력과 방어력 기준), 원인은 다음과 같습니다.\n[concept_offensive_combat_effectiveness]: $OFFENSE|v$\n$OFFENSE_BREAKDOWN$\n[concept_defensive_combat_effectiveness]: $DEFENSE|v$\n$DEFENSE_BREAKDOWN$"
 COMBAT_UNIT_DEFENSE_CE_BREAKDOWN:0 "[concept_defensive_combat_effectiveness]이 $DEFENSE$임\n$DEFENSE_BREAKDOWN$"
 COMBAT_UNIT_OFFENSE_CE_BREAKDOWN:0 "[concept_offensive_combat_effectiveness]이 $OFFENSE$임\n$OFFENSE_BREAKDOWN$"
 BARRACK_MANPOWER:0 "#title [ManpowerPackage.GetBuilding.GetName]에서#!"
 ADVANCEMENT_PROGRESS_CHARACTER_MIN_MAX:0 "#bold [Front.GetMinMaxUnitsString( Character.Self )]#!"
 ADVANCEMENT_PROGRESS_CHARACTER_PERCENT:0 "#bold [Front.GetChanceToBePickedToAdvance( Character.Self )|0%]#!"
 ADVANCEMENT_PROGRESS_CHARACTER_MIN_MAX_TOOLTIP:1 "[Character.GetFullName] has a #bold [Front.GetChanceToBePickedToAdvance( Character.Self )|0%]#! chance to be picked as [concept_commander] when a [concept_battle] breaks out and [Character.GetHerHis] expected [Concept('concept_battalion', '$concept_battalions$')] in [concept_battle] is #bold [Front.GetMinMaxUnitsString( Character.Self )]#!\n\n#TODO Pretty sure this doesn't actually work like this, since it's not evaluating the script value at all /Mikael#!."
 FRONT_PARTICIPANT_EXPEDITIONARY:0 "[FrontParticipant.GetCharacter.GetFirstName|v](은)는 해당 전선 [concept_expeditionary_force] 소속임\n해당 인물의 [Concept('concept_hq', 'Home HQ')]는 [FrontParticipant.GetCharacter.GetHomeHQ.GetName]임\n\n[concept_expeditionary_force_desc]"
 FRONT_PARTICIPANT_MOST_SENIOR:0 "[FrontParticipant.GetCharacter.GetFirstName|v](은)는 [Front.GetName]의 책임자임\n\n[concept_commander_of_front_desc]"
 MANPOWER_PACKAGE_MORALE_TOOLTIP:0 "[ManpowerPackage.GetMorale|0%v] 사기"
 MANPOWER_PACKAGE_UNITS_MANPOWER_BREAKDOWN:0 "인력: [ManpowerPackage.GetManpower|v]\n사기 저하: [ManpowerPackage.GetDemoralized|v]\n\n[ManpowerPackage.GetBreakdown]"
 MANPOWER_PACAKGE_HEADER:0 "[ManpowerPackage.GetBuilding.GetState.GetName]"
 MANPOWER_PACAKGE_UNITS:0 "[GetUnitStrengthHeader( ManpowerPackage.GetNumCombatUnits, ManpowerPackage.GetMaxNumCombatUnits, ManpowerPackage.GetUnitIcon )]"
 MANPOWER_PACAKGE_UNITS_BREAKDOWN:0 "[ManpowerPackage.GetBreakdown]"
 MANPOWER_PACKAGE_MANPOWER:0 "[GetUnitStrengthHeaderNoIcon( ManpowerPackage.GetManpower, ManpowerPackage.GetMaxManpower )]"
 MANPOWER_PACKAGE_MANPOWER_TOOLTIP:0 "현재 [ManpowerPackage.GetBuilding.GetState.GetName]에서 최대 #variable [ManpowerPackage.GetMaxManpower]#!명의 병사 중 #variable [ManpowerPackage.GetManpower]#!명 보유 중"
 MANPOWER_PACKAGE_BATTLE_TOOLTIP:0 "#variable [ManpowerPackage.GetBattle.GetName]#! 전투"
 MANPOWER_PACKAGE_CE:0 "전투 효율: [ManpowerPackage.GetCE|v]"
 MANPOWER_PACKAGE_CE_TOOLTIP:0 "[concept_combat_effectiveness]\n$TOOLTIP_DELIMITER$\n[ManpowerPackage.GetCEDesc]"
 CE_STAR_TOOLTIP:0 "[concept_combat_effectiveness]: #variable $CE$#! \n세계에서 가장 높은 [concept_combat_effectiveness]: #variable $MAX_CE$#!"
 OPEN_POP_BROWSER:0 "인구층 탐색기 열기"
 MAP_INTERACTION_NAVAL_INVASION_TOOLTIP_REMOVE:0 "#variable 해상 침공#! 계획 취소"
 MAP_INTERACTION_FRONT_TOOLTIP_REDUNDANT:0 "이미 [FRONT.GetName]에 #variable [CHARACTER.GetCommanderOrder.GetType.GetName]#! 명령 발동 중"
 RADICALIZING_IG_TOOLTIP:0 "#N [InterestGroup.GetName](이)가 매주 #tooltippable #tooltip:[InterestGroup.GetTooltipTag],RADICALIZATION_CHANCE_TOOLTIP [InterestGroup.GetChanceToRadicalize|%v0]#!#! 확률로 급진파로 변합니다!#!\n\n[concept_radicalization_desc]"
 SOL_TITLE:0 "#title [concept_sol]#!"
 WEALTH_TITLE:0 "#title 재산#!"
 SOL_FACTOR_CHEAP_GOODS:0 "[GOODS.GetTextIcon] [GOODS.GetName](은)는 #green 저렴함#!\n@money!$PRICE|v1$ #tooltippable #tooltip:COIN_STACK_TOOLTIP $PRICEICON$#!#! ([concept_pop] 소모 항목 중 $PERC|v0%$)\n\n"
 SOL_FACTOR_EXPENSIVE_GOODS:0 "[GOODS.GetTextIcon] [GOODS.GetName](은)는 #red 비쌈#!\n@money!$PRICE|v1$ #tooltippable #tooltip:COIN_STACK_TOOLTIP $PRICEICON$#!#! ([concept_pop] 소모 항목 중 $PERC|v0%$)\n\n"
 POP_DETAILS_BUILDING:0 "\n#instruction 클릭#! 하여 #variable [Pop.GetBuilding.GetState.GetName]#! 내 #variable [Pop.GetBuilding.GetName]#!(으)로 이동"
 BUDGET_CONSTRUCTION_WAGES:0 "[concept_budget_construction_wages]"
 BUDGET_CONSTRUCTION_SLAVES:0 "[concept_budget_construction_slaves]"BUDGET_INTEREST:0 "[concept_budget_interest_rate]"
 ARMY_BUDGET_TITLE_TOOLTIP:0 "#header 육군 예산#!\n$TOOLTIP_DELIMITER$[concept_army_budget_desc]"
 NAVY_BUDGET_TITLE_TOOLTIP:0 "#header 해군 예산#!\n$TOOLTIP_DELIMITER$[concept_army_budget_desc]"
 ARMY_BUDGET_TITLE:0 "#title 육군 예산#!"
 NAVY_BUDGET_TITLE:0 "#title 해군 예산#!"
 CONSTRUCTION_WAGES_EXPENSES_BREAKDOWN:0 "#tooltip_header 건설 임금#!\n총합: #v #N @money!-[GetPlayer.GetConstructionWagesExpenses|D-]#!#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetConstructionWagesExpensesDesc]"
 CONSTRUCTION_SLAVES_EXPENSES_BREAKDOWN:0 "#tooltip_header 건설 노예#!\n총합: #v #N @money!-[GetPlayer.GetConstructionSlavesExpenses|D-]#!#!\n$TOOLTIP_DELIMITER$\n[GetPlayer.GetConstructionSlavesExpensesDesc]"
 EXPENSES_CONSTRUCTION_WAGES:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],CONSTRUCTION_WAGES_EXPENSES_BREAKDOWN,ConstructionWagesExpenseTooltip #N @money!-[GetPlayer.GetConstructionWagesExpenses|D-]#!#!#! [concept_budget_construction_wages]"
 EXPENSES_CONSTRUCTION_SLAVES:0 "$TAB$#tooltippable #tooltip:[GetPlayer.GetTooltipTag],CONSTRUCTION_SLAVES_EXPENSES_BREAKDOWN,ConstructionSlavesExpenseTooltip #N @money!-[GetPlayer.GetConstructionSlavesExpenses|D-]#!#!#! [concept_budget_construction_slaves]"
 TRADE_ROUTE_MAX_EXPORTS_PROTECTED_SHARE:0 "수출을 위한 현지 [concept_sell_orders]이 보호 수출품 지분에 해당하는 #v #tooltippable #tooltip:$BREAKDOWN_TAG$ $PROTECTED_SHARE|0%$#!#!#!만큼 감소"
 WAR_PANEL_ATTACKERS_HEADER:0 "공격군"
 WAR_PANEL_ATTACKERS_HEADER_TOOLTIP:0 "해당 전쟁의 공격군"
 WAR_PANEL_DEFENDERS_HEADER:0 "방어군"
 WAR_PANEL_DEFENDERS_HEADER_TOOLTIP:0 "해당 전쟁의 방어군"
 MILITARY_PANEL_CHARACTER_SUPPLY_CHANGE:0 "([Character.GetNextSupplyChange|+=%1])"
 COMMANDER_ORDER_NAVAL_INVADE_ALLIED_WAR:0 "#N [COUNTRY.GetName](은)는 [TARGET_COUNTRY.GetName]의 편에서 전쟁을 치르고 있습니다.#!"
 COMMANDER_ORDER_NAVAL_INVADE_ALLIED_DIPLO:0 "#N [COUNTRY.GetName](은)는 [TARGET_COUNTRY.GetName]의 동맹입니다.#!"
 COMMANDER_ORDER_NAVAL_INVADE_ALLIED:0 "#N 적대 국가만 대상으로 삼을 수 있습니다#!"
 COMMANDER_ORDER_NAVAL_INVADE_NEED_WARSHIPS:0 "#N 인접한 해상 지역에 전함이 필요합니다#!"
 COMMANDER_ORDER_NAVAL_INVADE_OUTGUNNED:0 "#N 인접한 해상 지역 내에서 적의 주둔군이 지나치게 강한 영향력을 행사하고 있습니다.#!"
 COMMANDER_ORDER_NAVAL_INVADE_tooltip:0 ""
 POTENTIALS:0 "[concept_potentials]"
 HQ_PANEL_TOTAL_VISITING:0 "다른 본부에서: [Hq.GetVisitingUnitsHeader]"
 HQ_PANEL_TOTAL_VISITING_TOOLTIP:0 "현재 [Hq.GetNameNoFlag]에 다른 [Concept('concept_hq', 'Headquarters')]에서 방문한 [Hq.GetVisitingUnitsHeader] 존재\n\n[Hq.GetVisitingUnitsPerCommanderDesc]"
 HQ_PANEL_VISITING_GENERALS:0 "#title [Concept('concept_hq', 'Visiting Generals')]#!"
 HQ_PANEL_VISITING_ADMIRALS:0 "#title [Concept('concept_hq', 'Visiting Admirals')]#!"
 TYPE_TITLE:0 "#title 유형#!"
 NOT_NOW_DIPLOMATIC_PLAY_TOOLTIP:0 "#header 미정으로 남음#!\n[concept_abstain_desc]"
 ARMY_BUDGET:0 "육군 예산"
 DECREASE_ARMY_BUDGET:0 "#header 육군 예산 감액#!\n수요 충족에 필요한 추정 수치: #variable @money![GetPlayer.GetProjectedWeeklyArmyCost|1]#!\n\n[GetPlayer.DecreaseArmyBudgetTooltip]\n\n[concept_army_budget_desc]"
 INCREASE_ARMY_BUDGET:0 "#header 육군 예산 증액#!\n수요 충족에 필요한 추정 수치: #variable @money![GetPlayer.GetProjectedWeeklyArmyCost|1]#!\n\n[GetPlayer.IncreaseArmyBudgetTooltip]\n\n[concept_army_budget_desc]"
 NAVY_BUDGET:0 "해군 예산"
 DECREASE_NAVY_BUDGET:0 "#header 해군 예산 감액#!\n수요 충족에 필요한 추정 수치: #variable @money![GetPlayer.GetProjectedWeeklyNavyCost|1]#!\n\n[GetPlayer.DecreaseNavyBudgetTooltip]\n\n[concept_army_budget_desc]"
 INCREASE_NAVY_BUDGET:0 "#header 해군 예산 증액#!\n수요 충족에 필요한 추정 수치: #variable @money![GetPlayer.GetProjectedWeeklyNavyCost|1]#!\n\n[GetPlayer.IncreaseNavyBudgetTooltip]\n\n[concept_army_budget_desc]"
 BATTLE_PANEL_BATTLE_SUMMARY_TITLE:0 "#TITLE 전투 요약#!"
 BATTLE_PANEL_BATTLE_SUMMARY_TOOLTIP:0 "전투 내용의 요약입니다."
 BATTLE_PANEL_BATTLE_FEED_TITLE:0 "#TITLE 전투 내역#!"
 BATTLE_PANEL_BATTLE_FEED_TOOLTIP:0 "전투 중 발생한 사건 목록입니다."
 BATTLE_FEED_BATTLE_END:0 "#BOLD Country Name#!(이)가 후퇴하고 #BOLD Country Name#!(은)는 승리함"
 BATTLE_FEED_IMPORTANT:0 "#BOLD 중요한 사건이 발생했습니다!#!"
 BATTLE_FEED_TRAIT_GAIN:0 "#BOLD Character Name#!(이)가 #BOLD 특성#!을 획득함"
 BATTLE_FEED_BATTLE_START:0 "#BOLD Country Name#!(이)가 #BOLD State Name#! #BOLD Terrain type#!에서 #BOLD Country Name#!(을)를 공격함"
 BATTLE_SUMMARY_NAME:0 "#BOLD [Battle.GetName]#! 전투"
 BATTLE_SUMMARY_NAME_TOOLTIP:0 "#header [Battle.GetName]#! 전투\n"
 BATTLE_SUMMARY_ONGOING_TITLE:0 "$BATTLE_SUMMARY_NAME_TOOLTIP$진행 중"
 BATTLE_SUMMARY_ONGOING_TOOLTIP:0 "$BATTLE_SUMMARY_NAME_TOOLTIP$해당 전투가 현재 진행 중입니다"
 BATTLE_SUMMARY_PAST_TITLE:0 "[Battle.GetStartDate] - [Battle.GetEndDate]"
 BATTLE_SUMMARY_PAST_TOOLTIP:0 "$BATTLE_SUMMARY_NAME_TOOLTIP$전투 기간: #variable [Battle.GetStartDate]#! ~ #variable [Battle.GetEndDate]#!"
 BATTLE_SUMMARY_INITIAL_SP:0 "전투 이전: @army_SP!#variable [Battle.GetInitialSP( Country.Self )|1]#!"
 BATTLE_SUMMARY_INITIAL_SP_TOOLTIP:0 "#header 전투 이전#!\n전력 포인트: #variable @army_SP![Battle.GetInitialSP( Country.Self )|1]#!\n인력: #variable [Battle.GetInitialManpower( Country.Self )]#!의 인원"
 BATTLE_SUMMARY_LOSSES_SP:0 "사상자: #bold [Battle.GetLossesManpower( Country.Self )|-]#!의 인원"
 BATTLE_SUMMARY_LOSSES_SP_TOOLTIP:0 "#header 사상자#!\n손실: #variable [Battle.GetLossesManpower( Country.Self )|-]#!의 인력 (~@army_SP!#variable [Battle.GetLossesSP( Country.Self )|1]#!)"
 BATTLE_SUMMARY_FINAL_SP:0 "전투 이후: @army_SP!#variable [Battle.GetFinalSP( Country.Self )|1]#!"
 BATTLE_SUMMARY_FINAL_SP_TOOLTIP:0 "#header 전투 이후#!\n전력 포인트: #variable @army_SP![Battle.GetFinalSP( Country.Self )|1]#!\n인력: #variable [Battle.GetFinalManpower( Country.Self )]#!의 인원"
 BATTLE_SUMMARY_ROUND_INITIAL_SP:0 "회전 시작: @army_SP! #variable [RoundEvent.GetInitialSP( Country.Self )|1]#!"
 BATTLE_SUMMARY_ROUND_INITIAL_SP_TOOLTIP:0 "#header 회전 시작#!\n#variable [Country.GetName]#!(은)는 전투 회전 시작 시점에 #variable @army_SP![RoundEvent.GetInitialSP( Country.Self )|1]#!의 전력 포인트(#variable [RoundEvent.GetInitialManpower( Country.Self )]#!의 인원)를 보유하고 있었습니다.\n또한 아직 전투에 참여하지 않은 #variable [RoundEvent.GetRemainingReserve( Country.Self )]#!의 인원(~@army_SP!#variable [RoundEvent.GetRemainingReserveSP( Country.Self )|1]#!)을 보유하고 있습니다."
 BATTLE_SUMMARY_ROUND_LOSSES_MANPOWER:0 "사상자: #variable #N [RoundEvent.GetLossesManpower( Country.Self )]#!#!의 인원"
 BATTLE_SUMMARY_ROUND_LOSSES_MANPOWER_TOOLTIP:0 "#header 사상자#!\n#variable [Country.GetName]#!(은)는 이번 회전에서 #variable [RoundEvent.GetLossesManpower( Country.Self )|-]#!의 인원(~@army_SP!#variable [RoundEvent.GetLossesSP( Country.Self )]#!)을 잃음"
 BATTLE_SUMMARY_ROUND_FINAL_SP:0 "회전 종료: @army_SP! #variable [RoundEvent.GetFinalSP( Country.Self )|1]#!"
 BATTLE_SUMMARY_ROUND_FINAL_SP_TOOLTIP:0 "#header 회전 종료#!\n이번 전투 회전 이후, #variable [Country.GetName]#!에는 #variable [RoundEvent.GetFinalSP( Country.Self )|1]#!의 전력 포인트(#variable [RoundEvent.GetFinalManpower( Country.Self )]#!의 인원)가 남아 있습니다."
 BATTLE_SUMMARY_ROUND_REINFORCEMENTS:0 "증원군: #variable [RoundEvent.GetReinforcementsJoined( Country.Self )]#!의 인원"
 BATTLE_SUMMARY_ROUND_REINFORCEMENTS_TOOLTIP:0 "#header 증원군#!\n이번 회전에서 #variable [RoundEvent.GetReinforcementsJoined( Country.Self )]#!의 인원(~@army_SP!#variable [RoundEvent.GetReinforcementsJoinedSP( Country.Self )|1]#!)이 #variable [Country.GetName]#!에 가담했습니다.\n해당 진영에는 아직 전투에 참여하지 않은 #variable [RoundEvent.GetRemainingReserve( Country.Self )]#!의 인원(~@army_SP!#variable [RoundEvent.GetRemainingReserveSP( Country.Self )|1]#!)이 남아 있습니다."
 BATTLE_SUMMARY_REMAINING_REINFORCEMENTS:0 "남은 증원군: #variable [RoundEvent.GetRemainingReserve( Country.Self )]#!"
 BATTLE_SUMMARY_WARSUPPORT:0 "#bold [Battle.GetWarsupportFor( Country.Self )|+=1]#! [concept_war_support]"
 BATTLE_SUMMARY_WARSUPPORT_TOOLTIP:0 "#header 전투 결과#!\n#variable [Country.GetName]#!에 대한 [concept_war_support] #variable [Battle.GetWarsupportFor( Country.Self )|+=]#!\n$TOOLTIP_DELIMITER$\n[concept_battle_summary_warsupport_desc]"
 set_objective_lens_option:0 "목표 설정"
 set_objective_lens_option_tooltip:0 "#header 목표 설정#!\n$TOOLTIP_DELIMITER$\n[concept_set_objective_desc]"
 WORKS_AT_TITLE:0 "#title 직장#!"
 MAP_INTERACTION_INTERCEPTION_TOOLTIP_REMOVE:0 "[Hq.GetName]에서 #variable [Character.GetCommanderOrder.GetType.GetName]#! 명령을 취소합니다."
 MAP_INTERACTION_CONVOY_RAIDING_TOOLTIP_REMOVE:0 "#variable [Character.GetCommanderOrder.GetType.GetName]#! 명령 취소"
 TOOLTIP_TYPE_DISCRIMINATION_TRAIT:0 "[concept_discrimination_trait]"
 commander_status_traveling_home:0 "[Character.GetHomeHQ.GetName](으)로 이동 중 ($commander_status_traveling_time$)"
 commander_status_order_in_home_hq:0 "[Character.GetHomeHQ.GetName] 내 [Character.GetCommanderOrder.GetType.GetName]"
 diplomatic_actions_break:0 "조약 파기"
 diplomatic_actions_break_tooltip:0 "#header 외교 조약 파기#!\n$TOOLTIP_DELIMITER$\n[concept_diplomatic_action_desc]"
 diplomatic_actions_break_lens_tab:0 "조약 파기"
 diplomatic_actions_break_lens_tab_tooltip:0 "#header 외교 조약 파기#!\n$TOOLTIP_DELIMITER$\n[concept_diplomatic_action_desc]"
 POLITICAL_LENS_CHANGE_ISSUES_TOOLTIP:0 "주에 #VARIABLE [ISSUE.GetName]#!(을)를 할당합니다.\n$TOOLTIP_DELIMITER$\n[ISSUE.GetDesc]\n\n$ISSUE_CONCEPT$"
 STATE_ISSUE_HEADER:0 "현재 안건: #BOLD [State.GetActiveIssue.GetName]#!"
 TOOLTIP_STATE_ISSUE:0 "#BOLD 활성화된 안건: #V [State.GetActiveIssue.GetName]#!#!\n[State.GetActiveIssue.GetDesc]\n\n남은 재사용 대기시간: #VARIABLE [State.GetActiveIssue.CalculateCooldownDaysInState( State.Self )]일#!\n$TOOLTIP_DELIMITER$\n$ISSUE_CONCEPT$"
 test.3.t:0 "[ROOT.GetCountry.GetEnactedReform.GetName]"
 test.3.d:0 "[ROOT.GetCountry.GetEnactedReform.GetDescription]\n\n[ROOT.GetCountry.GetEnactedReform.GetEffectsAsString]"
 test.3.f:0 "[ROOT.GetCountry.GetEnactedReform.GetFlavor]"
 fourteen_hours_flavor:0 ""모든 사람에게 10시간의 여가를 보장하는 방안에 관해 제가 우려하는 부분은 그겁니다. 모두가 8시간의 수면이나 1시간의 식사 시간을 보장받지 못하진 않을까 같은 우려가 아니라, 결정적인 마지막 1시간이 어떻게 채워질지가 마음에 걸립니다.""
 progress.a:0 "진행!"
 GOODS_PROTECTED_EXPORT_SHARE_HEADER:0 "#header [Market.GetName] 내 [Goods.GetName]의 [concept_protected_export_share]: #v $VALUE|%$#!#!\n$TOOLTIP_DELIMITER$\n$DETAILS$"
 GOODS_PROTECTED_EXPORT_SHARE_EMBARGO:0 "[concept_embargo]: #v $VALUE|%+=$#!"
 GOODS_PROTECTED_EXPORT_SHARE_NONE:0 "[Market.GetName] 내 [Goods.GetName]의 [concept_protected_export_share]을 증가시키는 [Concept('concept_law', '$concept_laws$')] 또는 [Concept('concept_embargo', '$concept_embargos$')] 없음"
 income_tax_modifier_very_low:0 "$tax_level_very_low$ [concept_budget_income_taxes]"
 income_tax_modifier_low:0 "$tax_level_low$ [concept_budget_income_taxes]"
 income_tax_modifier_medium:0 "$tax_level_medium$ [concept_budget_income_taxes]"
 income_tax_modifier_high:0 "$tax_level_high$ [concept_budget_income_taxes]"
 income_tax_modifier_very_high:0 "$tax_level_very_high$ [concept_budget_income_taxes]"
 poll_tax_modifier_very_low:0 "$tax_level_very_low$ [concept_budget_poll_taxes]"
 poll_tax_modifier_low:0 "$tax_level_low$ [concept_budget_poll_taxes]"
 poll_tax_modifier_medium:0 "$tax_level_medium$ [concept_budget_poll_taxes]"
 poll_tax_modifier_high:0 "$tax_level_high$ [concept_budget_poll_taxes]"
 poll_tax_modifier_very_high:0 "$tax_level_very_high$ [concept_budget_poll_taxes]"
 consumption_tax_modifier_very_low:0 "$tax_level_very_low$ [concept_budget_consumption_taxes]"
 consumption_tax_modifier_low:0 "$tax_level_low$ [concept_budget_consumption_taxes]"
 consumption_tax_modifier_medium:0 "$tax_level_medium$ [concept_budget_consumption_taxes]"
 consumption_tax_modifier_high:0 "$tax_level_high$ [concept_budget_consumption_taxes]"
 consumption_tax_modifier_very_high:0 "$tax_level_very_high$ [concept_budget_consumption_taxes]"
 change_issue:0 "안건 할당"
 change_issue_tooltip:0 "#BOLD #V 안건 할당#!#!\n$TOOLTIP_DELIMITER$\n$ISSUE_CONCEPT$"
 DIPLOMACY_HOVER_INFAMY_COUNTRY:0 "#header [Country.GetName]의 관점에서 [concept_infamy]를 보는 중#!"
 combat_unit_battalion:0 "#TODO Battalion#!"
 INTEREST_MARKER_UNITS_TOOLTIP:0 "#tooltippable #tooltip:[GetRawTextTooltipTag('$BREAKDOWN$')] @power_projection![INTEREST.GetSupportingPowerProjection|v]#!#! [concept_power_projection] (#variable $INTEREST_DOMINANT_INTEREST$#!에 @power_projection![INTEREST.GetStrategicRegion.GetPowerProjectionNeededForDominantInterest|v] 필요)."
 INTEREST_SUPPORT_HEADER:0 "다음 지역 내 병영에서:"
 INTEREST_SUPPORT_ENTRY:0 "[State.GetName]: $modifier_country_power_projection_add_pre_fix$ #BOLD $VALUE|+=$#!"
 POL_STR_FROM_WORKFORCE:0 "[concept_workforce]에서: #variable $VAL|+=D$#!"
 POL_STR_LOSS_FROM_DISCRIMINATION:0 "[concept_discrimination]로 인해 [concept_political_strength] 상실: #variable #N -$VAL|*$#!#!"
 POL_STR_DISCRIMINATION_EFFECT:0 "[concept_discrimination]로 인해 #v x$MULT$#!만큼 증폭"
 TOOLTIP_POLITICALLY_INACTIVE:0 "#header The [concept_politically_inactive]#!\nLatent [concept_political_strength]: #variable [GetPlayer.GetInactivePoliticalStrength|*1]#!\n$TOOLTIP_DELIMITER$\n#todo Breakdown of who which [concept_profession] are inactive\n[concept_profession]: #variable Amount#!#!\n\nActive [concept_political_strength]: #variable #todo Total Active Pol. Str#!#!\n\n#todo add more info to this tooltip (PRCAL-4531)#!\n\n[concept_politically_inactive_desc]"
 SOL_FACTOR_WELFARE:1 "해당 [Concept('concept_pop', '$concept_pops$')]의 [concept_sol]은 복지 변화 요인에 따라 #v $WELFARE|1=+$#!만큼 변화함"
 SOL_FACTOR_NO_WELFARE:0 "해당 [Concept('concept_pop', '$concept_pops$')]은 현재 어떤 복지 변화 요인에도 영향을 받고 있지 않음"
 TOOLTIP_WELFARE:0 "$BREAKDOWN$"
 MILITARY_PANEL_COMMAND_LIMIT_TOOLTIP:0 "#header [concept_command_limit]#!\n최대 @battalions! [Character.GetCommandLimit|v]개 지휘 가능\n$TOOLTIP_DELIMITER$\n[Character.GetCommandLimitDesc]"
 MILITARY_PANEL_COMMAND_LIMIT_NAVY_TOOLTIP:1 "#header [concept_command_limit]#!\n최대 @flotillas! [Character.GetCommandLimit|v]대 지휘 가능\n$TOOLTIP_DELIMITER$\n[Character.GetCommandLimitDesc]"
 MILITARY_PANEL_COMMAND_LIMIT:0 "@battalions! [Character.GetCommandLimit|v]"
 MILITARY_PANEL_COMMAND_LIMIT_NAVY:1 "@flotillas! [Character.GetCommandLimit|v]"
 IG_LAW:0 "[InterestGroup.GetLawApprovalBreakdown(Law.Self)]"
 HQ_PANEL_HOME_TOTAL_TOOLTIP:0 "[Hq.GetNameNoFlag]에서 [Hq.GetHomeUnitsHeader] 훈련\n\n[Hq.GetHomeTotalUnitsPerCommanderDesc]"
 POLITICALLY_INACTIVE:0 "[concept_politically_inactive]"
 POLITICALLY_INVOLVED:0 "[Concept('concept_politically_inactive', '$concept_politically_involved$')]"
 POSSIBLE_INVESTMENT_DESC:0 "현재 해당 법의 $LEVELS|v$/#maximum $MAX_LEVELS$#! 단계에 투자할 여력이 있습니다. \n단계당 @bur!$FACTOR|v1$의 비용이 소모됩니다.#!"
 POSSIBLE_INVESTMENT_NONE_DESC:0 "[concept_investment_level]당 @bur!$FACTOR|v1$ 비용이 드는 관계로, 당신은 현재 첫 투자 단계도 감당할 수 없습니다. 해당 법은 최대 $MAX_LEVELS|v$ 단계입니다."
 SHOULD_RETURN_A_TOOLTIP:0 "#header Trying to perform an action that can't target this thing#!\n#TODO I should return a tooltip describing why this is not a valid selection, but I don't, PRCAL-123456677#!"
