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Localisation files contain all the text that gets displayed on the screen, with the exception of character names (for example William or Matilda). These files are in .csv, or Comma-Separated Values format, which can be opened in a text editor or spreadsheet program like Microsoft Excel or OpenOffice Calc. Despite the name, they are actually separated with semicolons.


The game loads all localisation files in the localisation folder, and will overwrite any vanilla strings with a mod's. All values should be added to new .csv files that do not share a name with any localisation file from vanilla or another mod. It is acceptable to copy existing .csvs into your mod's localisation folder, and then clear it of data and rename it, rather than creating new ones from scratch.

Note that no added value can contain a semi-colon.

Code Name[edit]

The leftmost column of each row of a .csv contains how an object is referred to in the code. If there is no row with the code name, the code name will be displayed instead of any text.


For each event, the code will look up the string you used for "desc" and the string you used for each option's "name". So if you wrote an event:

character_event = {
	id = 76411467
	desc = "EVTDESC76411467"
	is_triggered_only = yes
	option = {
		name = "EVTOPTA76411467"
	option = {
		name = "EVTOPTB76411467"

You would need to add strings "EVTDESC76411467", "EVTOPTA76411467", and "EVTOPTB76411467"


For each decision's name, the event will look up its title, and for the text that comes up when you mouse-over for long enough it will look that up with "_desc" appended to it. So if you wrote an event:

do_nothing = {
	potential = {
	allow = {
	effect = {
	revoke_allowed = {
		always = no
	ai_will_do = {
		factor = 0

You would need to add strings "do_nothing" and "do_nothing_desc"


For objectives, i. e., plots and ambitions, you will need to define {objective_name}_title and {objective_name}_desc. For example, if your plot is to annoy someone:

plot_annoy = {
         {plot code}

You will need to add strings "plot_annoy_title" and "plot_annoy_desc":

plot_annoy_title;Annoy [This.GetBestName];Agacer [This.GetBestName];[This.GetBestName] nerven;;Molestar [This.GetBestName];;;;;;;;;x
plot_annoy_desc;You nefariously annoy [This.GetName];Vous agacez malfaisant [This.GetName];Ihr nervt [This.GetBestName] schändlich;;Molestas nefariamente [This.GetName];;;;;;;;;x

(If you can't translate your message into the other languages, you can leave those fields blank; the English will be used by default.)


For cultures, religions or titles, will go with the name of the added title. For example, if you added the title "e_aaa" to landed_titles, with culture "fictoid" in cultures and religion "nonsensism" in religions, you would need to create a row for each of them.

It is possible to localize the name of the title apart for culture (a Greek King is called Despot for example) for character type too so to replace the Doge title for the ruler of Republic with for example "Prince" we could use the key city_duke so as you can change the name of the title itself to "Principality" using city_duchy_of, you could mix this with culture (city_duke_roman and city_duchy_of_roman for example) and for religion (city_duke_catholic and city_duchy_of_catholic). The equivalents temple_duke and temple_duchy_of also exists.

If a title need a particular title that is not tied to culture or religion but to the title itself then you can add the line "title = <localization_key>" in the title definition in /common/landed_titles/landed_titles.txt where the title is defined. For example if the ruler of "e_aaa" instead of the default title of "Emperor" held historically the title of "Supreme King" you should add the line "title = supreme_king_desc" and then add a corresponding line in the localization file.


Loading tips appear below loading_screens and are defined with hardcoded keys:


Note that all tips including and after the first empty one will be ignored.

The localization of loading steps can also be changed by overriding the associated keys from text1.csv (PROC_FLAGS, LOAD_FLAGS, LOAD_GFX, etc.)


The next three columns contain its name in English, French, and German. The column after German is unused, but the column after that is Spanish. If any of the used columns are left blank, the text will not appear to users running the game in that language, so it is preferable to copy over the data from the column you did write. In newer patches, English localisation will appear for a language where the column is blank. Therefore, you can now simply not include any languages beyond English, and simply end the localisation line with ;;;;;;;;;;;;;x instead.

All Examples[edit]

All of the examples, viewed by a text editor, would look like

EVTDESC76411467;A or B?;A ou B?;A oder B?;;A o B?;;;;;;;;;x
do_nothing;Do Nothing;Fait Rien;Nichts Tun;;No Hacer Nada;;;;;;;;;x
do_nothing_desc;You refuse to do anything.;Vous refusez de faire quelque chose.;Sie weigern sich, irgendetwas zu tun;;Usted se niega a hacer cualquier cosa;;;;;;;;;x
city_duchy_of;Principality of;Principauté de;Fürstum von;;Principado de;;;;;;;;;x
city_duchy_of_roman;Commune of;Commune de;Kommune von;;Comune de;;;;;;;;;x
supreme_king_desc;Supreme King;Roi suprème;Oberster König;;Rey supremo;;;;;;;;;x


More dynamic localisation can be achieved by using localization commands, to change words based on a condition. They work in:

  • Event description and options
  • Decisions name and description
  • Character modifier descriptions, since patch 2.3
  • Nicknames, since patch 2.3

The name of scopes and commands are hardcoded and thus can't be changed. Some commands have:

  • a 'Cap' suffix version, that will capitalize the first letter, for use as first word of a phrase.
  • an 'Opp' suffix version, that will do the opposite: GetManWomanOpp prints 'man' if character is a woman.

Warning: commands are case sensitive (getName (invalid) vs GetName (valid)).


There are localization commands to display predefined words that vary based on character gender:

Command Scope Description
GetHerHim (GetHerHimCap, GetHerHimOpp) character Prints 'him' or 'her' based on the character's gender.
GetObjectPronoun character
GetHerHis (GetHerHisCap, GetHerHisOpp) character Prints 'his' or 'her' based on the character's gender.
GetPossPronoun character
GetHersHis character
GetHerselfHimself character Prints 'himself' or 'herself' based on the character's gender.
GetReflexivePronoun character
GetSheHe (GetSheHeCap, GetSheHeOpp, GetSheHeCapOpp) character Prints 'he' or 'she' based on the character's gender.
GetSubjectPronoun (GetSubjectPronounCap) character
GetManWoman (GetManWomanOpp) character Prints 'man' or 'woman' based on the character's gender.
GetBoyGirl (GetBoyGirlCap, GetBoyGirlOpp, GetBoyGirlOppCap) character Prints 'boy' or 'girl' based on the character's gender.
GetMaleFemale character Prints 'male' or 'female' based on the character's gender.
GetHusbandWife (GetHusbandWifeOpp) character Prints 'husband' or 'wife' based on the character's gender.
GetFatherMother (GetFatherMotherCap) character Prints 'father' or 'mother' based on the character's gender.
GetSonDaughter (GetSonDaughterCap) character Prints 'son' or 'daughter' based on the character's gender.
GetMasterMistress character
GetLadLass character
GetLordLady character
GetKingQueen character
GetMatriarchPatriarch character

Character and title names[edit]

Character and title naming commands, with examples based on King Louis VI 'the Fat' Capet of France.

Command Scope Example Notes
GetFirstName character Louis
GetFirstNameWithNick character Louis 'the Fat'
GetTitle character King
GetTitledName character King Louis VI of France
GetTitledFirstName character King Louis VI Titular name of character
GetTitledFirstNameNoRegnal character Like GetTitledFirstName, but uses birth names for Popes and other characters with regnal names.
GetDynName character Louis Capet
GetOnlyDynastyName character Capet
GetBestName character King Louis the Fat The logic is to:
  • Use nickname if any (King Louis the Fat)
  • Default to primary title (King Louis of France)
GetFullName character


Louis Capet

Kingdom of France

GetPrimaryTitles character King of France


GetBaseName title France
GetName title France Warning: does not work on characters !
GetFullBaseName title Kingdom of France
GetRulerTitle title King
GetFOA title Your Majesty Form of address

Other built-in commands[edit]

Command Scope Description
GetAgeYears character Displays the age of the character
GetName religion/culture/variable/province Displays the name of the scope: Culture.GetName, Religion.GetName, [Root.test_var.GetName]
GetValue variable [Root.PrimaryTitle.test_var.GetValue]
GetID character/province Displays the internal ID of the scope (character ID, province ID, ...). This is useful for logging or debug purposes.
GetGroupName religion Display the parent group name: the [Root.Religion.GetGroupName] world


character Prints the relation you have with FROM (or deeper in event chain), for example 'mother' or 'son'. Warning: adding any scope to the beginning breaks it, it must be used by itself [GetFromRelation].
character Variant of above comparing the sender to the previous sender in an event chain.
GetScriptureName religion Prints the holy book of the linked character's religion: The words of the [Root.Religion.GetScriptureName] are certain!
GetHighGodName (GetHighGodNameCap) religion Reference to the religion's high_god_name localization: ...worthy to be [Root.Religion.GetHighGodName]'s servant.
GetRandomGodName (GetRandomGodNameCap) religion Reference to the religion's god_names localization list: Oh [Root.Religion.GetRandomGodName], what am I doing?
GetRandomEvilGodName (GetRandomEvilGodNameCap) religion Reference to the religion's evil_god_names localization list: This is the work of [Root.Religion.GetRandomEvilGodName]!
GetPriestTitle religion a group of [Root.Religion.GetPriestTitle]s have arrived at your court
GetPietyName religion Reference to the religion's piety_name localization: ...to improve [This.GetHerHis] [This.Religion.GetPietyName]...
GetCrusadeName religion Reference to the religion's crusade_name localization: ...declared a [Root.Religion.GetCrusadeName].
GetJobTitle character Councillor job name: ...carry out [From.GetHerHis] duties as [From.GetJobTitle].


character Similar to GetJobTitle ?
GetProposedLaw title ...to institute the [From.GetProposedLaw] Law
GetPlot character
GetDay any
GetWeekday any
GetDesc government/religion Description of government or religion.


GetFeatures government/religion/culture Features of government, religion or culture


GetDeathReason (GetDeathReasonCap) character

[GetDeathReasonCap] on [GetDeathDate]

GetDeathDate character

[GetDeathReasonCap] on [GetDeathDate]

GetBirthDate character

born [GetBirthDate]



character Returns an insulting adjective and noun based on the target character's traits and physical sex, e.g., "filthy lecher", as regarded by the first scope to second scope (e.g., GetFromRootInsult is from FROM to ROOT) -- avoiding self-deprecating insults for traits shared in common (e.g., if both Lustful.png Lustful, the insulter is unlikely to call them a lecher). As with GetFromRelation, it must be used by itself without any scope command in front.




character As above but in opposite direction -- ROOT to FROM, etc.




character Returns an insult in the opposite order of "noun adjective", sent by the first scope to the second scope (GetFromFromRootInsultNounAdj = FROMFROM to ROOT). Generally used by localised non-English languages which have a reverse-ordered adjective structure (e.g., English "filthy dog" (adjective noun) is French "chien sale" (noun adjective)). Must be used without a scope.




character Returns a complimentary phrase in the form of "adjective noun", e.g., "brave warrior", from the character in ROOT scope to the character in the FROM scope, based on the traits of FROM. As with similar localisation commands with scopes listed in the body of the name, no scope prefix can be used.
GetRootFromComplimentNounAdj character Returns reverse-ordered "noun adjective" compliment, instead of the normal "adjective noun" compliment, for languages (e.g., French) with non-English adjective order.

Other commands are often hardcoded variables, only available in a specific context, and so useless for modding: GetAmbition GetBornAndDeathDate GetDelayedLiegeOpinion GetDelayedPlayerOpinion GetDemesneSizeRatio GetDiploGiftSize GetDiplomacy GetDiplomacyBreakdown GetHighestTitles GetInstantLiegeOpinion GetInstantPlayerOpinion GetIntrigue GetIntrigueBreakdown GetIsValidDesc GetLearning GetLearningBreakdown GetMartial GetMartialBreakdown GetMonthlyIncome GetMonthlyPiety GetMonthlyPietyBreakdown GetMonthlyPrestige GetMonthlyPrestigeBreakdown GetObjective GetPietyCost GetPlayerRelation GetStatusInfo GetStewardship GetStewardshipBreakdown GetTitleIncParents

There are also keys. These are less flexible than commands, and will only work where the game is hardcoded to provide them. They appear to be a legacy feature.

Custom commands[edit]

As of patch 2.6 it is possible to add custom localization commands using a scripted logic based on conditions.

These commands are defined in localisation\customizable_localisation folder and don't impact the checksum.

The structure is:

defined_text = {
	name = MyCustomCommand

	text = {
		trigger = {
			# Conditions to use KEY_1
		localisation_key = KEY_1
	text = {
		trigger = {
			# Conditions to use KEY_2
		localisation_key = KEY_2

When using [MyCustomCommand] in a localization key, it will be replaced either by KEY_1 or KEY_2 value, depending on the evaluation of the conditions.

Note that it is not possible to override hardcoded localization commands (for instance [GetBestName]) this way.

As of patch 2.7 custom localisation can reference localization strings that themselves contain custom localisation.


To use a localization command with a scope chain, use the following pattern:

  • Commands should always be placed within [], otherwise they won't work.
  • The first part is the character who is being linked to (Root, Spouse, From, ...)
  • The last part is a command to display text (GetHerHim, GetFullName, ...)

For example, here are the strings for the "request council job" events:

It is sad that [Root.Liege.GetTitledFirstName] is employing [Root.job_marshal.GetTitledFirstName] as [Root.Liege.GetHerHis] marshal. I am more competent and would be a better marshal!
[From.GetBestName] claims that [From.GetSheHe] would be a better marshal than [Root.job_marshal.GetTitledFirstName], and petitions that [From.GetSheHe] should be given the title of Marshal of the [Root.PrimaryTitle.GetFullName].

Scope commands, similar to scripting scopes:

  • Actor
  • ActorExtra
  • AdultExtra
  • Betrothed
  • Capital
  • ChildExtra
  • Clan
  • County
  • Culture
  • Duchy
  • Employer
  • Father
  • FatherOfUnborn
  • From
  • FromFrom
  • FromGetSheHe
  • GetLiege
  • Government
  • Guardian
  • Heir
  • Holder
  • Host
  • job_chancellor
  • job_marshal
  • job_spiritual
  • job_spymaster
  • job_treasurer
  • Killer
  • Kingdom
  • Liege
  • Location
  • Lover
  • Mother
  • New
  • OldestChild
  • PlotTarget
  • PlotTargetTitle
  • PrimaryTitle
  • RealFather
  • Realm
  • Recipient
  • RecipientExtra
  • Regent
  • Reincarnation
  • RelHead
  • Religion
  • Root
  • SeaZone
  • SecretReligion
  • Siege
  • Society
  • Spouse
  • SupportedClaimant
  • SupportedClaimantTitle
  • ThePope
  • ThirdPartyCharacter
  • ThirdPartyTitle
  • This
  • Title
  • TopLiege
  • TrueReligion

The names of numeric variables (set_variable) and saved event targets[1] (save_event_target_as) can also be used as dynamic localisation scopes.

Special Characters[edit]

Some sets of characters perform special functions.

NOTE: Save the file with the Windows-1252 encoding so the color codes work correctly.

Command Description
\n Line break. Works only in certain cases.
§Bxxx§! Prints the text xxx in blue.
§Cxxx§! Prints the text xxx in grey.
§Fxxx§! Prints the text xxx in brown.
§Gxxx§! Prints the text xxx in green.
§Kxxx§! Prints the text xxx in dark red.
§Mxxx§! Prints the text xxx in light yellow.
§Pxxx§! Prints the text xxx in pink.
§Rxxx§! Prints the text xxx in red.
§Yxxx§! Prints the text xxx in yellow.
§Zxxx§! Prints the text xxx in dark green.
Prints the symbol for personal wealth.



A set of localization commands dedicated for French translations is included in \localisation\customizable_localisation\00_customizable_localisation_FR.txt. For more info: Traduction remaniée - Crusader Kings II 2.7.x (in French)


Using a text editor[edit]

Each line of a Paradox localisation file should look like this:


The number and position of the semicolons is important, as it defines which data goes in which language and when the line is over.

Lines beginning with "#" are considered comments, so they do not need semicolons. Blank lines are also ignored.

Localisation files must be saved using a single-byte character encoding (ISO-8859-1?) rather than UTF-8. They must end with a single empty line.

Using spreadsheet software[edit]

If opened as a spreadsheet, each area between the semicolons would get its own column and each line of the localisation file would get its own row. If you are asked to choose a "delimiter" character, specify that the values are separated by semicolons and that there is no text delimiter.


Important note: If your system uses English number separators (i.e. comma for thousands, period for decimal places) then Excel won't be able to load or save localisation data. To fix this, go to Excel > Excel Options > Advanced and un-check the "Use System Separators" option. Then change the Decimal Separator to comma. This causes Excel to use semicolons instead. You can toggle the System Separators box whenever you need to do other work in Excel.

OpenOffice Calc[edit]

Importing localization csv files with OpenOffice Calc

Some tips to work with localization in OpenOffice Calc:

  • Import settings: Separated by semicolon, no Text delimiter, ISO-8859-1 or Western 1252/Latin 1 encoding.
  • Use Right-click/Column Width... to set proper width in order to have the languages to translate to/from visible at the same time, in order to avoid horizontal scrolling.
  • Use Right-click/Format Cells... -> Alignment tab -> Wrap text automatically for the language(s) being worked on, to always see the whole text.
  • Ensure all the x are aligned in same column (column O if using vanilla number of columns), otherwise the blank line at the end of the file may be removed.
  • Check spelling per column (one language at a time).
  • Make sure text does not contain semicolon, otherwise it will be truncated in game, and when re-importing it will appear split into multiple columns.
  • When saving, use current format.
MapGraphicsCoats of armsPortraitsInterfaceMusicLocalisation
  1. Forum:800491