====== Assets ====== * [[:assets:agent_need_type_housing|AGENT_NEED_TYPE_HOUSING]] * [[:assets:agent_need_type_lodging|AGENT_NEED_TYPE_LODGING]] * [[:assets:agent_need_type_resource|AGENT_NEED_TYPE_RESOURCE]] * [[:assets:agent_need_type_soldier_healing|AGENT_NEED_TYPE_SOLDIER_HEALING]] * [[:assets:agent_need_type_soldier_training|AGENT_NEED_TYPE_SOLDIER_TRAINING]] * [[:assets:agent_need_type_visit_building|AGENT_NEED_TYPE_VISIT_BUILDING]] * [[:assets:agent_profile|AGENT_PROFILE]] * [[:assets:asset|ASSET]] * [[:assets:assignable_building_function_list|ASSIGNABLE_BUILDING_FUNCTION_LIST]] * [[:assets:atlas_cell|ATLAS_CELL]] * [[:assets:balancing|BALANCING]] * [[:assets:behavior_tree|BEHAVIOR_TREE]] * [[:assets:biome_layer|BIOME_LAYER]] * [[:assets:blueprint|BLUEPRINT]] * [[:assets:building|BUILDING]] * [[:assets:building_function|BUILDING_FUNCTION]] * [[:assets:building_game_condition_config|BUILDING_GAME_CONDITION_CONFIG]] * [[:assets:building_list|BUILDING_LIST]] * [[:assets:building_part|BUILDING_PART]] * [[:assets:change_edict_mandate_type|CHANGE_EDICT_MANDATE_TYPE]] * [[:assets:change_privilege_mandate_type|CHANGE_PRIVILEGE_MANDATE_TYPE]] * [[:assets:desirability|DESIRABILITY]] * [[:assets:desirability_house_selection_factor|DESIRABILITY_HOUSE_SELECTION_FACTOR]] * [[:assets:dynamic_berries_manager_data|DYNAMIC_BERRIES_MANAGER_DATA]] * [[:assets:edict|EDICT]] * [[:assets:estate|ESTATE]] * [[:assets:estate_setting|ESTATE_SETTING]] * [[:assets:event|EVENT]] * [[:assets:execute_action_list_mandate_type|EXECUTE_ACTION_LIST_MANDATE_TYPE]] * [[:assets:forest_berries_cluster_data|FOREST_BERRIES_CLUSTER_DATA]] * [[:assets:forest_berries_data|FOREST_BERRIES_DATA]] * [[:assets:game_rule_mineral|GAME_RULE_MINERAL]] * [[:assets:game_rule_status_promotion|GAME_RULE_STATUS_PROMOTION]] * [[:assets:game_rule_trade|GAME_RULE_TRADE]] * [[:assets:guest|GUEST]] * [[:assets:guest_requirement|GUEST_REQUIREMENT]] * [[:assets:happiness_factor|HAPPINESS_FACTOR]] * [[:assets:help|HELP]] * [[:assets:heraldry_settings|HERALDRY_SETTINGS]] * [[:assets:house_manager_data|HOUSE_MANAGER_DATA]] * [[:assets:house_requirement_in_layer|HOUSE_REQUIREMENT_IN_LAYER]] * [[:assets:house_requirement_villager_status|HOUSE_REQUIREMENT_VILLAGER_STATUS]] * [[:assets:house_requirement_zone|HOUSE_REQUIREMENT_ZONE]] * [[:assets:hunt_forest_manager_data|HUNT_FOREST_MANAGER_DATA]] * [[:assets:immigration_factor_happiness|IMMIGRATION_FACTOR_HAPPINESS]] * [[:assets:immigration_factor_unemployment|IMMIGRATION_FACTOR_UNEMPLOYMENT]] * [[:assets:immigration_settings|IMMIGRATION_SETTINGS]] * [[:assets:influence_mandate_type|INFLUENCE_MANDATE_TYPE]] * [[:assets:information_layer|INFORMATION_LAYER]] * [[:assets:interactive_location_setup|INTERACTIVE_LOCATION_SETUP]] * [[:assets:job|JOB]] * [[:assets:job_progression|JOB_PROGRESSION]] * [[:assets:job_proximity_house_selection_factor|JOB_PROXIMITY_HOUSE_SELECTION_FACTOR]] * [[:assets:military_campaign|MILITARY_CAMPAIGN]] * [[:assets:military_campaign_settings|MILITARY_CAMPAIGN_SETTINGS]] * [[:assets:military_company|MILITARY_COMPANY]] * [[:assets:military_company_behavior|MILITARY_COMPANY_BEHAVIOR]] * [[:assets:military_company_settings|MILITARY_COMPANY_SETTINGS]] * [[:assets:military_company_warning_low_happiness|MILITARY_COMPANY_WARNING_LOW_HAPPINESS]] * [[:assets:military_company_warning_missing_weapon|MILITARY_COMPANY_WARNING_MISSING_WEAPON]] * [[:assets:military_company_warning_untrained|MILITARY_COMPANY_WARNING_UNTRAINED]] * [[:assets:military_company_warning_wounded|MILITARY_COMPANY_WARNING_WOUNDED]] * [[:assets:military_grade|MILITARY_GRADE]] * [[:assets:military_weapon_type|MILITARY_WEAPON_TYPE]] * [[:assets:name_list|NAME_LIST]] * [[:assets:narrative_panel|NARRATIVE_PANEL]] * [[:assets:notification|NOTIFICATION]] * [[:assets:outcome_panel_data|OUTCOME_PANEL_DATA]] * [[:assets:particle_system|PARTICLE_SYSTEM]] * [[:assets:paved_road_manager_config|PAVED_ROAD_MANAGER_CONFIG]] * [[:assets:prefab|PREFAB]] * [[:assets:privilege|PRIVILEGE]] * [[:assets:progress_path|PROGRESS_PATH]] * [[:assets:progress_tier_data|PROGRESS_TIER_DATA]] * [[:assets:promote_villager_mandate_type|PROMOTE_VILLAGER_MANDATE_TYPE]] * [[:assets:promotion_cost_list|PROMOTION_COST_LIST]] * [[:assets:prospect_mandate_type|PROSPECT_MANDATE_TYPE]] * [[:assets:quest|QUEST]] * [[:assets:quest_hosting_mission|QUEST_HOSTING_MISSION]] * [[:assets:quest_military_hosting_mission|QUEST_MILITARY_HOSTING_MISSION]] * [[:assets:quest_reward_generator|QUEST_REWARD_GENERATOR]] * [[:assets:range_float|RANGE_FLOAT]] * [[:assets:resource|RESOURCE]] * [[:assets:resource_collection|RESOURCE_COLLECTION]] * [[:assets:ruler_title|RULER_TITLE]] * [[:assets:ruler_title_list|RULER_TITLE_LIST]] * [[:assets:safety_function_house|SAFETY_FUNCTION_HOUSE]] * [[:assets:safety_settings|SAFETY_SETTINGS]] * [[:assets:show_narrative_panel_mandate_type|SHOW_NARRATIVE_PANEL_MANDATE_TYPE]] * [[:assets:taxation_function|TAXATION_FUNCTION]] * [[:assets:taxation_settings|TAXATION_SETTINGS]] * [[:assets:texture|TEXTURE]] * [[:assets:trading_village|TRADING_VILLAGE]] * [[:assets:trading_village_list|TRADING_VILLAGE_LIST]] * [[:assets:unlockable|UNLOCKABLE]] * [[:assets:unlock_function_building|UNLOCK_FUNCTION_BUILDING]] * [[:assets:unlock_function_building_function|UNLOCK_FUNCTION_BUILDING_FUNCTION]] * [[:assets:unlock_function_estate_system|UNLOCK_FUNCTION_ESTATE_SYSTEM]] * [[:assets:unlock_function_system|UNLOCK_FUNCTION_SYSTEM]] * [[:assets:unlock_function_taxation|UNLOCK_FUNCTION_TAXATION]] * [[:assets:unlock_function_trade_route|UNLOCK_FUNCTION_TRADE_ROUTE]] * [[:assets:upgrade_trade_route_mandate_type|UPGRADE_TRADE_ROUTE_MANDATE_TYPE]] * [[:assets:vehicle|VEHICLE]] * [[:assets:villager_status|VILLAGER_STATUS]] * [[:assets:villager_status_quota|VILLAGER_STATUS_QUOTA]] * [[:assets:village_title|VILLAGE_TITLE]] * [[:assets:village_title_list|VILLAGE_TITLE_LIST]] * [[:assets:weapon|WEAPON]] * [[:assets:weather_setting|WEATHER_SETTING]] * [[:assets:zone|ZONE]]