## Religion Code ##

RELIGIOUS_INFO "Current Religion: {player[3].civ_name_singular} Religion Level: {ReligionLevel} % (of world pop converted) \n
Effects: You get {PlayerTenthGet[Receiver]} gold from cities, you pay {PlayerTenthPay[Receiver]} gold, {HappyModInfo[6]} cities get 0 happiness\n
{HappyModInfo[0]} cities get -6 happiness, {HappyModInfo[1]} cities get -5 happiness, {HappyModInfo[2]} cities get -4 happiness\n
{HappyModInfo[3]} cities get -3 happiness, {HappyModInfo[4]} cities get -2 happiness, {HappyModInfo[5]} cities get -1 happiness\n
{HappyModInfo[7]} cities get +1 happiness, {HappyModInfo[8]} cities get +2 happiness, {HappyModInfo[9]} cities get +3 happiness\n
{HappyModInfo[10]} cities get +4 happiness, {HappyModInfo[11]} cities get +5 happiness, {HappyModInfo[12]} cities get +6 happiness"

WILL_WE_CONVERT_TITLE "Citizens of {city[0].name} claim civ conversion!"
WILL_WE_CONVERT_TEXT "Sir, the {player[3].civ_name_singular} religion is spreading in our empire. The conversion of {city[0].name} has lead to protests to change our state religion to this religion, which they claim to be the true faith. Do You want to convert to the {player[3].civ_name_singular} religion?"
DONT_CONVERT "Don't Convert"
CONVERT "Convert"
OK	"OK"

CONVERT_OR_NOT1 "You sent our troops to reform this city which would cost {NewReformCost} gold. But you can either convert the city to our religion or rescue the old religion created by our people hundreds of years ago and be free of the {player[3].civ_name_singular} religious influence by changing our state religion. The people of {city[0].name} will became unhappy with any change. So what should we do?"
CONVERT_OR_NOT2 "You sent our troops to reform this city which is already converted to our current state religion. A reformation would cost {NewReformCost} gold. So you can rescue the old religion created by our people hundreds of years ago and be free of the {player[3].civ_name_singular} religious influence by changing our state religion. The people of {city[0].name} will became unhappy with any change. So what should we do?"
CONVERT_OR_NOT3 "You sent our troops to reform this city which has the religion of our ancestors. A reformation would cost {NewReformCost} gold. So shall we convert this city to our empire official religion even though the people of {city[0].name} will became unhappy with the change?"
CONVERT_OR_NOT4 "You sent our troops to reform this city which would cost {NewReformCost} gold. You can convert the city back to the religion of our ancestors which is also the current state religion."
NOTHING_TO_REFORM_HERE "The city of {city[0].name} is already converted to our empire official religion."
NOT_ENOUGH_MONEY_TO_REFORM "Sir, the reformation of this city will cost you {NewReformCost} gold. Unfortunetly our funds don't have enough money."
CREATE_RELIGION "Rescue Old Religion" 
CANCEL_UNCONVERSION "Cancel Order"
CONVERT_TO_RELIGION "Convert to our Religion"

STATE_RELIGION_CHANGE "The {player[0].civ_name_singular} leader has converted to the {player[3].civ_name_singular} religion!"

RELIGION_ASSIMILATED "The {player[0].civ_name_singular} religion has been assimilated by the {player[3].civ_name_singular} religon!"

NONE	""
CYCLE "change msg frequence"

INFO_CYCLE "How often do you want the religion info to appear? Every ... :"
ET5 "5 turns"
ET10 "10 turns"
ET20 "20 turns"
OIMSGT "display only in msg tab"
DMOS "always display on screen"