<KEY>NRaas.StoryProgression.Version:MenuName</KEY>
<STR>Version</STR>
<KEY>NRaas.StoryProgression.Version:Prompt</KEY>
<STR>StoryProgression Version: {0.Number}\nTranslation Version: 5\nTranslated by: NRaas Industries</STR>
<KEY>Gameplay/Excel/Careers/CareerList:Retired</KEY>
<STR>Retired</STR>
<KEY>Gameplay/Excel/Socializing/LearnedCareer:Retired</KEY>
<STR>{1.SimName} is registered as retired.</STR>
<KEY>Gameplay/Careers/GetJobInRabbitHole:JoinCareer16498576444811336147</KEY>
<STR>Register as Retired</STR>
<KEY>Gameplay/Excel/Careers/CareerList:RetiredOffer</KEY>
<STR>Register yourself as unemployed. The town will no longer consider you when one of your fellow residents requires a co-worker or boss.</STR>
<KEY>Gameplay/Excel/Careers/CareerList:RetiredRetirement</KEY>
<STR>Retire from the Retirement</STR>
<KEY>Gameplay/Excel/Careers/Retired:Slacker</KEY>
<STR>Slacker</STR>
<KEY>Gameplay/Excel/Careers/Retired:Slackers</KEY>
<STR>Slackers</STR>
<KEY>Gameplay/Excel/Careers/Retired:Retired</KEY>
<STR>Retired</STR>
<KEY>Gameplay/Excel/Careers/Retired:EntryLevel</KEY>
<STR>You are now officially unemployed. No more tiring work to perform in some office. Of course, you don't make any money either, but that's only a minor setback on the path to easy living.</STR>
<KEY>Gameplay/Excel/Careers/Retired:EntryLevel_Female</KEY>
<STR>You are now officially unemployed. No more tiring work to perform in some office. Of course, you don't make any money either, but that's only a minor setback on the path to easy living.</STR>
<KEY>NRaas.StoryProgression.Root:MenuName</KEY>
<STR>Story Progression...</STR>
<KEY>NRaas.StoryProgression.GeneralOptions:MenuName</KEY>
<STR>General Options</STR>
<KEY>NRaas.StoryProgression.GlobalOptions:MenuName</KEY>
<STR>Town Options</STR>
<KEY>NRaas.StoryProgression.HouseholdOptions:MenuName</KEY>
<STR>Household Options</STR>
<KEY>NRaas.StoryProgression.MakeActive:MenuName</KEY>
<STR>Make Active</STR>
<KEY>NRaas.StoryProgression.Reset:Title</KEY>
<STR>Total Reset</STR>
<KEY>NRaas.StoryProgression.Reset:Prompt</KEY>
<STR>Success</STR>
<KEY>NRaas.StoryProgression.AlertLevel:None</KEY>
<STR>None</STR>
<KEY>NRaas.StoryProgression.AlertLevel:Blood</KEY>
<STR>Blood</STR>
<KEY>NRaas.StoryProgression.AlertLevel:Friends</KEY>
<STR>Friends</STR>
<KEY>NRaas.StoryProgression.AlertLevel:All</KEY>
<STR>All</STR>
<KEY>NRaas.StoryProgression.AlertLevel:BldFrnd</KEY>
<STR>Blood or Friends</STR>
<KEY>NRaas.StoryProgression.DebugLevel:Quiet</KEY>
<STR>0. Quiet</STR>
<KEY>NRaas.StoryProgression.DebugLevel:Stats</KEY>
<STR>1. Stats</STR>
<KEY>NRaas.StoryProgression.DebugLevel:Low</KEY>
<STR>2. Low</STR>
<KEY>NRaas.StoryProgression.DebugLevel:High</KEY>
<STR>3. High</STR>
<KEY>NRaas.StoryProgression.OptionList:OptionTitle</KEY>
<STR>Option</STR>
<KEY>NRaas.StoryProgression.OptionList:OptionTooltip</KEY>
<STR>Option</STR>
<KEY>NRaas.StoryProgression.OptionList:ValueTitle</KEY>
<STR>Value</STR>
<KEY>NRaas.StoryProgression.OptionList:ValueTooltip</KEY>
<STR>Value</STR>
<KEY>NRaas.StoryProgression.Careers:MenuName</KEY>
<STR>Careers</STR>
<KEY>NRaas.StoryProgression.Careers:NewSchool</KEY>
<STR>New School</STR>
<KEY>NRaas.StoryProgression.Careers:Hired</KEY>
<STR>Hired</STR>
<KEY>NRaas.StoryProgression.Careers:Promotion</KEY>
<STR>Promotion</STR>
<KEY>NRaas.StoryProgression.Careers:Demotion</KEY>
<STR>Demotion</STR>
<KEY>NRaas.StoryProgression.Careers:Fired</KEY>
<STR>Fired</STR>

<KEY>NRaas.StoryProgression.Careers:Retired</KEY>
<STR>Retired</STR>
<KEY>NRaas.StoryProgression.Careers:Retired0</KEY>
<STR>{0.SimName} has retired, with a pension of {10.Money} simoleons per day.</STR>
<KEY>NRaas.StoryProgression.Careers:Retired1</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Careers:Retired2</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Careers:Retired3</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Careers:Retired4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Careers:Retired5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Careers:Retired6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Careers:Retired7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Careers:Retired8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Careers:Retired9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Stories:MenuName</KEY>
<STR>Stories</STR>
<KEY>NRaas.StoryProgression.Stories:SummaryTitle</KEY>
<STR>-- Summary --</STR>
<KEY>NRaas.StoryProgression.EnableNotifications:MenuName</KEY>
<STR>Enable Notifications</STR>
<KEY>NRaas.StoryProgression.ShowWholeHousehold:MenuName</KEY>
<STR>Show Whole Household</STR>
<KEY>NRaas.StoryProgression.ShowStorySummary:MenuName</KEY>
<STR>Show Story Summary</STR>
<KEY>NRaas.StoryProgression.ShowStorySummary:Prompt</KEY>
<STR>Enter the number of stories to compile before printing a summary. Enter 0 to cancel the summary altogether.</STR>

<KEY>NRaas.StoryProgression.Boolean:True</KEY>
<STR>True</STR>
<KEY>NRaas.StoryProgression.Boolean:False</KEY>
<STR>False</STR>

<KEY>NRaas.StoryProgression.WorkPush:MenuName</KEY>
<STR>Work Push</STR>
<KEY>NRaas.StoryProgression.ChanceofRetirement:MenuName</KEY>
<STR>Career: Retirement Base Chance</STR>
<KEY>NRaas.StoryProgression.ChanceofRetirement:Prompt</KEY>
<STR>Enter the random chance of a sim retiring upon reaching elderhood. Range from 0 to 100.</STR>
<KEY>NRaas.StoryProgression.JobDifficultyScale:MenuName</KEY>
<STR>Job Difficulty Scale</STR>
<KEY>NRaas.StoryProgression.CareersImmigrationPressure:MenuName</KEY>
<STR>Immigration Pressure</STR>
<KEY>NRaas.StoryProgression.CareersImmigrationPressure:Prompt</KEY>
<STR>Enter the pressure incurred by not having a boss for a job.</STR>
<KEY>NRaas.StoryProgression.Deaths:MenuName</KEY>
<STR>Deaths</STR>
<KEY>NRaas.StoryProgression.Deaths:Dying</KEY>
<STR>Dying</STR>
<KEY>NRaas.StoryProgression.Deaths:Death</KEY>
<STR>Death</STR>

<KEY>NRaas.StoryProgression.Deaths:MoveIn</KEY>
<STR>Ancestral Save</STR>
<KEY>NRaas.StoryProgression.Deaths:MoveIn0</KEY>
<STR>With the imminent death of {10.SimName}, {0.SimName} has decided to move back into the ancestral home and take over running things.</STR>
<KEY>NRaas.StoryProgression.Deaths:MoveIn1</KEY>
<STR>Sadly, {10.SimName} is too frail nowadays to properly maintain {14.String} ancestral home, so {0.SimName} has generously chosen to move in and help out.</STR>
<KEY>NRaas.StoryProgression.Deaths:MoveIn2</KEY>
<STR>{0.SimName} was seen recently moving back into the family ancestral home. Apparently {10.SimName} has asked that the house remain in the family after {14.String} passing.</STR>
<KEY>NRaas.StoryProgression.Deaths:MoveIn3</KEY>
<STR>As part of {10.SimName}'s will, it was mandated that a family member take over the ancestral home, and maintain it for future generations, so {0.SimName} has stepped in to take over.</STR>
<KEY>NRaas.StoryProgression.Deaths:MoveIn4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:MoveIn5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:MoveIn6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:MoveIn7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:MoveIn8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:MoveIn9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:LastOneStanding</KEY>
<STR>Last One Standing</STR>
<KEY>NRaas.StoryProgression.Deaths:LastOneStanding0</KEY>
<STR>{0.SimName} has been left frail and alone in {4.String} home. With no one left to take care of the home once they are gone, {4.String} estate will have to auctioned off.</STR>
<KEY>NRaas.StoryProgression.Deaths:LastOneStanding1</KEY>
<STR>The end is near for dear old {0.SimName}, and with no one left in the home to maintain it, the estate will soon be sold and the value distributed to relatives.</STR>
<KEY>NRaas.StoryProgression.Deaths:LastOneStanding2</KEY>
<STR>It is only a matter of time before {0.SimName} passes on. If the family wants to retain the home, they will have to act quickly, before {0.SimFirstName} dies.</STR>
<KEY>NRaas.StoryProgression.Deaths:LastOneStanding3</KEY>
<STR>With the death of {0.SimName} on the horizon, executors for the estate will soon have to auction off the house and its goods. Time is running out for a family member to step in and take over the home.</STR>
<KEY>NRaas.StoryProgression.Deaths:LastOneStanding4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:LastOneStanding5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:LastOneStanding6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:LastOneStanding7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:LastOneStanding8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:LastOneStanding9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:ChildMoved</KEY>
<STR>Child Moved</STR>
<KEY>NRaas.StoryProgression.Deaths:ChildMoved0</KEY>
<STR>With the imminent death of {0.SimName}, all the children in the family have been placed with family or friends.</STR>
<KEY>NRaas.StoryProgression.Deaths:ChildMoved1</KEY>
<STR>There is no stopping the Reaper, and with the real possibility of a visit soon, {0.SimName} has placed {4.String} charges with friends.</STR>
<KEY>NRaas.StoryProgression.Deaths:ChildMoved2</KEY>
<STR>{0.SimName}'s time is almost up, and {2.String} has made preparations by moving all {4.String} children to the safety of family or friends.</STR>
<KEY>NRaas.StoryProgression.Deaths:ChildMoved3</KEY>
<STR>The end is nigh for {0.SimName}! With that, all children in the family have been moved to new homes.</STR>
<KEY>NRaas.StoryProgression.Deaths:ChildMoved4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:ChildMoved5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:ChildMoved6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:ChildMoved7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:ChildMoved8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:ChildMoved9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:AbandonedChild</KEY>
<STR>Abandoned Child</STR>
<KEY>NRaas.StoryProgression.Deaths:AbandonedChild0</KEY>
<STR>Oh No! {0.SimName}'s time is up and {4.String} children have nowhere to go. {6.String} will surely be taken by the social workers if nothing is done soon.</STR>
<KEY>NRaas.StoryProgression.Deaths:AbandonedChild1</KEY>
<STR>The Social Worker is knocking at {0.SimName}'s door, with {4.String} time almost up, there is no place for the children of the house to go.</STR>
<KEY>NRaas.StoryProgression.Deaths:AbandonedChild2</KEY>
<STR>The Reaper to one side, and the Social Worker to the other, {0.SimName}'s choices for {4.String} children are next to none. What will they do?</STR>
<KEY>NRaas.StoryProgression.Deaths:AbandonedChild3</KEY>
<STR>{0.SimName} needed help with placing {4.String} children, and was unable to locate any family or friends that could aid {3.String}, woe is {2.String}!</STR>
<KEY>NRaas.StoryProgression.Deaths:AbandonedChild4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:AbandonedChild5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:AbandonedChild6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:AbandonedChild7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:AbandonedChild8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:AbandonedChild9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:PregnantSave</KEY>
<STR>Pregnant Save</STR>
<KEY>NRaas.StoryProgression.Deaths:PregnantSave0</KEY>
<STR>On account of {10.SimName}'s pregnancy, the Reaper has granted {0.SimName} a reprieve until the birth of {4.String} child.</STR>
<KEY>NRaas.StoryProgression.Deaths:PregnantSave1</KEY>
<STR>The Reaper was feeling unusually generous as it gave {0.SimName} enough time to bring {4.String} child with {10.SimName} in the world.</STR>
<KEY>NRaas.StoryProgression.Deaths:PregnantSave2</KEY>
<STR>{0.SimName} has a little more time on this mortal coil, as {4.String} pregnancy with {10.SimName} has delayed the Reaper.</STR>
<KEY>NRaas.StoryProgression.Deaths:PregnantSave3</KEY>
<STR>There is no time to waste for {0.SimName}, the Reaper has given {3.String} a wee bit more time to enjoy the birth of {4.String} new child with {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Deaths:PregnantSave4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:PregnantSave5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:PregnantSave6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:PregnantSave7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:PregnantSave8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:PregnantSave9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:Burn</KEY>
<STR>Burn</STR>
<KEY>NRaas.StoryProgression.Deaths:Burn0</KEY>
<STR>{0.SimName} has succumbed to {4.String} injuries after being severely burned in a cooking accident. Remarking later, the doctor stated: "Pity, {4.String} soup-base was to die for."</STR>
<KEY>NRaas.StoryProgression.Deaths:Burn1</KEY>
<STR>After setting {3.String}self ablaze with a barbeque, {0.SimName} was seen by neighbors running wildly, flailing {4.String} arms, and fanning the flames. Noted one neighbor: "Not the brightest of sims, but they sure did light up that night, I can tell ya."</STR>
<KEY>NRaas.StoryProgression.Deaths:Burn2</KEY>
<STR>Ever wonder what a charcoal briquette feels like? Well {0.SimName} had that thought, and went a little too far experimenting with the subject... May they rest in pieces.</STR>
<KEY>NRaas.StoryProgression.Deaths:Burn3</KEY>
<STR>No one ever said you had to smart to be bright... As {0.SimName} found out last night when they set {3.String}self ablaze fighting a grease fire. "I could have read my book by the light, if I hadn't been watching the spectacle", noted the neighbor.</STR>
<KEY>NRaas.StoryProgression.Deaths:Burn4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Burn5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Burn6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Burn7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Burn8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Burn9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:Drown</KEY>
<STR>Drown</STR>
<KEY>NRaas.StoryProgression.Deaths:Drown0</KEY>
<STR>{0.SimName} showed off {4.String} serious inability to swim last day by drowning in a local pool. After flailing about for a half-hour, the panic stricken sim forgot how to exit the pool and perished.</STR>
<KEY>NRaas.StoryProgression.Deaths:Drown1</KEY>
<STR>Apparently it's necessary to actually come up for air on occasion, or at least that was what {0.SimName} found out the hard way, when they drowned attempting to beat another sim in a breathing game.</STR>
<KEY>NRaas.StoryProgression.Deaths:Drown2</KEY>
<STR>Even with an unimpeded ladder mere inches away, {0.SimName} still decided to tread water until {4.String} last breath. Upon finding the unfortunate sim a neighbor remarked: "What a pity, I never really liked the wet look on {3.String}."</STR>
<KEY>NRaas.StoryProgression.Deaths:Drown3</KEY>
<STR>{0.SimName} is no more, after succumbing to exhaustion and drowning in a pool. Nearby sunbathers mention that {4.String} final words before slipping beneath the water forever were: "I see peaches!"</STR>
<KEY>NRaas.StoryProgression.Deaths:Drown4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Drown5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Drown6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Drown7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Drown8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Drown9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:Electrocution</KEY>
<STR>Electrocution</STR>
<KEY>NRaas.StoryProgression.Deaths:Electrocution0</KEY>
<STR>{0.SimName} has died after attempting to repair a stereo. Close friends report that they warned about poking screwdrivers into open sockets, but sadly some sims never learn.</STR>
<KEY>NRaas.StoryProgression.Deaths:Electrocution1</KEY>
<STR>In the past {0.SimName} was not known for being the brightest bulb in the basket. However everything changed recently when {0.SimFirstName} died tragically after being electrocuted attempting to change a light bulb.</STR>
<KEY>NRaas.StoryProgression.Deaths:Electrocution2</KEY>
<STR>Whenever you think of repairing while singed, remember poor {0.SimName}. {6.String} passed on just recently after a repair attempt went horribly wrong.</STR>
<KEY>NRaas.StoryProgression.Deaths:Electrocution3</KEY>
<STR>The next time you want to fix a toaster while bathing, ensure that it is unplugged first. Sadly {0.SimName} learned that lesson the hard way, and has since passed on.</STR>
<KEY>NRaas.StoryProgression.Deaths:Electrocution4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Electrocution5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Electrocution6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Electrocution7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Electrocution8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Electrocution9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:Starve</KEY>
<STR>Starve</STR>
<KEY>NRaas.StoryProgression.Deaths:Starve0</KEY>
<STR>{0.SimName} decided to take {4.String} starvation diet a little too far, and recently passed away of malnutrition. Neighbors comment that "{6.String} never actually seemed to get any lighter, no matter how little food they ate."</STR>
<KEY>NRaas.StoryProgression.Deaths:Starve1</KEY>
<STR>If only they had eaten {4.String} vegetables like {4.String} mother told {3.String}, maybe the tragic death of {0.SimName} could have been avoided. Sadly it's too late now, being as they are dead of starvation.</STR>
<KEY>NRaas.StoryProgression.Deaths:Starve2</KEY>
<STR>It seems that not eating can lead to death, as {0.SimName} found out the hard way, when they passed on from starvation. Upon further investigation police were unable to locate any donuts on the premises and decided that was reason enough for the tragedy.</STR>
<KEY>NRaas.StoryProgression.Deaths:Starve3</KEY>
<STR>It may never become clear why {0.SimName} died of malnutrition. "Who knows why things like this happen," noted one neighbour, "It seemed like the whole town was over there mooching out of the fridge. Don't know why they wouldn't have any food left. *BURP*"</STR>
<KEY>NRaas.StoryProgression.Deaths:Starve4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Starve5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Starve6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Starve7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Starve8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Starve9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:OldAge</KEY>
<STR>Old Age</STR>
<KEY>NRaas.StoryProgression.Deaths:OldAge0</KEY>
<STR>{0.SimName} has passed on from old age. May they rest in peace.</STR>
<KEY>NRaas.StoryProgression.Deaths:OldAge1</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:OldAge2</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:OldAge3</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:OldAge4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:OldAge5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:OldAge6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:OldAge7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:OldAge8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:OldAge9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.CleanupServiceNPCs:MenuName</KEY>
<STR>Cleanup Service NPCs</STR>
<KEY>NRaas.StoryProgression.MarkedasEAProtected:MenuName</KEY>
<STR>Marked as EA Protected</STR>
<KEY>NRaas.StoryProgression.MarkedasEAProtected:Warning</KEY>
<STR>Disabling this option will only after affect future sims. Existing sims will remain protected.</STR>
<KEY>NRaas.StoryProgression.MarkedasEAProtected:Prompt</KEY>
<STR>Mark all existing and future sims as 'EA Protected'? This flag will ensure that gravestones are created for all sims. Warning: This will change the vanilla EA story progression if you are using it now, or plan to in the future.</STR>
<KEY>NRaas.StoryProgression.Flirt:MenuName</KEY>
<STR>Flirt</STR>

<KEY>NRaas.StoryProgression.Flirt:NewFlirt</KEY>
<STR>New Flirt</STR>
<KEY>NRaas.StoryProgression.Flirt:NewFlirt0</KEY>
<STR>{0.SimName} and {10.SimName} have been hitting it off rather well lately, and close friends have been asking: "Could it be love?"</STR>
<KEY>NRaas.StoryProgression.Flirt:NewFlirt1</KEY>
<STR>{0.SimName} and {10.SimName} have started dating. Both have been remarking to friends about how the other "completes them." The friends report the sentiment was almost too much to handle.</STR>
<KEY>NRaas.StoryProgression.Flirt:NewFlirt2</KEY>
<STR>Romance is in the air for {0.SimName} and {10.SimName}, as they were seen parading their newfound affections all over town.</STR>
<KEY>NRaas.StoryProgression.Flirt:NewFlirt3</KEY>
<STR>Love is blossoming between {0.SimName} and {10.SimName}. The new couple were out on the town recently, arm-in-arm, enjoying each others company.</STR>
<KEY>NRaas.StoryProgression.Flirt:NewFlirt4</KEY>
<STR>"Ah, young love." commented an onlooker, as they watched {0.SimName} and {10.SimName} stroll by. "I remember that feeling. When the romance was fresh. Ah..."</STR>
<KEY>NRaas.StoryProgression.Flirt:NewFlirt5</KEY>
<STR>"I love watching the new lovebirds," commented a looky-loo, after spying {0.SimName} and {10.SimName} gazing intently into each others eyes. "That one's plumage is quite brilliant. A good catch!"</STR>
<KEY>NRaas.StoryProgression.Flirt:NewFlirt6</KEY>
<STR>"{0.SimName} seems a good catch," commented {10.SimName} to a close friend. "It's early in the relationship, sure, but I can tell. That one has potential."</STR>
<KEY>NRaas.StoryProgression.Flirt:NewFlirt7</KEY>
<STR>Affections appear to be developing between local sims {0.SimName} and {10.SimName}, after they were heard openly commenting on each others mad kissing skills.</STR>
<KEY>NRaas.StoryProgression.Flirt:NewFlirt8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:NewFlirt9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Flirt:OldFlirt</KEY>
<STR>Old Flirt</STR>
<KEY>NRaas.StoryProgression.Flirt:OldFlirt0</KEY>
<STR>{0.SimName} was seen snogging {10.SimName} right out on the sidewalk. Get a room!</STR>
<KEY>NRaas.StoryProgression.Flirt:OldFlirt1</KEY>
<STR>{0.SimName} and {10.SimName} have been seen canoodling all around town.</STR>
<KEY>NRaas.StoryProgression.Flirt:OldFlirt2</KEY>
<STR>The pungent aroma of romance surrounds {0.SimName} and {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Flirt:OldFlirt3</KEY>
<STR>Love continues to blossom between {0.SimName} and {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Flirt:OldFlirt4</KEY>
<STR>The neighbors can only imagine what {0.SimName} and {10.SimName} have been up to recently, but they have some juicy ideas!</STR>
<KEY>NRaas.StoryProgression.Flirt:OldFlirt5</KEY>
<STR>It appears that love is blind, or is now, after having watched {0.SimName} and {10.SimName} make out on the sidewalk the other day.</STR>
<KEY>NRaas.StoryProgression.Flirt:OldFlirt6</KEY>
<STR>Whoa! Slow down there, no reason to rush! {0.SimName} and {10.SimName} just can't seem to keep their hands off each other lately.</STR>
<KEY>NRaas.StoryProgression.Flirt:OldFlirt7</KEY>
<STR>Some things are best kept behind closed doors... Or at least undercover while in public! {0.SimName} and {10.SimName} really need to be more discrete with their affections!</STR>
<KEY>NRaas.StoryProgression.Flirt:OldFlirt8</KEY>
<STR>"Never in my wildest dreams did I think I'd see such a thing!" commented a looky-loo, after catching {0.SimName} and {10.SimName} going at it rather too heavily. "I didn't know you could even bend that way... I almost fainted at the sight!"</STR>
<KEY>NRaas.StoryProgression.Flirt:OldFlirt9</KEY>
<STR>{0.SimName} and {10.SimName} surfaced recently, apparently coming up for air and supplies, between one of their many *play* sessions. "It's all about stamina" commented {0.SimFirstName}, "Some sims just have what it takes to go all night long."</STR>

<KEY>NRaas.StoryProgression.Flirt:EarlyFlirt</KEY>
<STR>Early Flirt</STR>
<KEY>NRaas.StoryProgression.Flirt:EarlyFlirt0</KEY>
<STR>{0.SimName} was seen holding hands with {10.SimName} in downtown. Though not quite romantic, they definitely appear to be on their way.</STR>
<KEY>NRaas.StoryProgression.Flirt:EarlyFlirt1</KEY>
<STR>{0.SimName} and {10.SimName} seem to be really into each other recently. Is there perhaps a future in store for the two of them?</STR>
<KEY>NRaas.StoryProgression.Flirt:EarlyFlirt2</KEY>
<STR>You don't need a microscope to see that {0.SimName} and {10.SimName} are really hitting it off.</STR>
<KEY>NRaas.StoryProgression.Flirt:EarlyFlirt3</KEY>
<STR>What's love got to do with it? In the case of {0.SimName} and {10.SimName}, perhaps everything.</STR>
<KEY>NRaas.StoryProgression.Flirt:EarlyFlirt4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:EarlyFlirt5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:EarlyFlirt6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:EarlyFlirt7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:EarlyFlirt8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:EarlyFlirt9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Flirt:CantFindLove</KEY>
<STR>Can't Find Love</STR>
<KEY>NRaas.StoryProgression.Flirt:CantFindLove0</KEY>
<STR>Seems there is no one in town for poor single {9.String} {0.SimName}. Will {2.String} ever meet that special sim?</STR>
<KEY>NRaas.StoryProgression.Flirt:CantFindLove1</KEY>
<STR>Woe is {2.String}. {0.SimName} has been searching, but has yet to find any willing romantic prospects. Whatever will {2.String} do?</STR>
<KEY>NRaas.StoryProgression.Flirt:CantFindLove2</KEY>
<STR>{0.SimName} has been having troubles tracking down a mate. "Always the bridesmaid, never the bride!", or so {4.String} close friends have been saying.</STR>
<KEY>NRaas.StoryProgression.Flirt:CantFindLove3</KEY>
<STR>What is a single sim to do? {0.SimName} has been looking high and low, but has yet to locate any potential mates in town.</STR>
<KEY>NRaas.StoryProgression.Flirt:CantFindLove4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:CantFindLove5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:CantFindLove6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:CantFindLove7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:CantFindLove8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:CantFindLove9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.ChanceofGaySim:MenuName</KEY>
<STR>Chance of Gay Sim</STR>
<KEY>NRaas.StoryProgression.ChanceofGaySim:Prompt</KEY>
<STR>Enter the random chance of an undecided sim becoming gay.</STR>
<KEY>NRaas.StoryProgression.FlirtImmigrationPressure:MenuName</KEY>
<STR>Immigration Pressure</STR>
<KEY>NRaas.StoryProgression.FlirtImmigrationPressure:Prompt</KEY>
<STR>Enter the pressure incurred by the inability to locate a new love.</STR>
<KEY>NRaas.StoryProgression.MaximumAllowedPerSim:MenuName</KEY>
<STR>Maximum Allowed Per Sim</STR>
<KEY>NRaas.StoryProgression.MaximumAllowedPerSim:Prompt</KEY>
<STR>Enter the maximum number of romantic interests allowed per sim. Enter 0 for unlimited.</STR>
<KEY>NRaas.StoryProgression.Friendships:MenuName</KEY>
<STR>Friendships</STR>

<KEY>NRaas.StoryProgression.Friendships:NewEnemy</KEY>
<STR>New Enemy</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemy0</KEY>
<STR>{0.SimName} has started a feud with {4.String} new enemy, {10.SimName}!</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemy1</KEY>
<STR>{0.SimName} and {10.SimName} have decreed their mutual dislike for each other. It's hate at first sight!</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemy2</KEY>
<STR>{0.SimName} and {10.SimName} have become adversaries after meeting on the street and exchanging some heated words.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemy3</KEY>
<STR>With some horrid name-calling, {0.SimName} and {10.SimName} have broadcast their dislike for each others company!</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemy4</KEY>
<STR>"We just don't like each other, it is just that simple," muttered {0.SimName} after encountering {10.SimName} recently, "And I suspect the feeling is mutual."</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemy5</KEY>
<STR>"To be kind, I hope their death will be painless, swift, and very soon." commented {0.SimName}, after a friend noted that {0.SimFirstName} and {10.SimName} did not seem to get along very well.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemy6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemy7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemy8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemy9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Friendships:Nemesis</KEY>
<STR>Nemesis</STR>
<KEY>NRaas.StoryProgression.Friendships:Nemesis0</KEY>
<STR>{0.SimName} has decided to make it official and has declared that {10.SimName} is now {4.String} nemesis!</STR>
<KEY>NRaas.StoryProgression.Friendships:Nemesis1</KEY>
<STR>Poor {10.SimName} appears to have finally pushed {0.SimName} over the edge! With no love lost between them, they have declared each other enemies for life!</STR>
<KEY>NRaas.StoryProgression.Friendships:Nemesis2</KEY>
<STR>The mutual loathing between {0.SimName} and {10.SimName} has reached its inevitable conclusion, and now they are freely calling each other nemesis!</STR>
<KEY>NRaas.StoryProgression.Friendships:Nemesis3</KEY>
<STR>Everyone in town saw this coming, {0.SimName} and {10.SimName} mutual animosity has finally achieved total and complete hatred, and a new nemesis is born!</STR>
<KEY>NRaas.StoryProgression.Friendships:Nemesis4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:Nemesis5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:Nemesis6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:Nemesis7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:Nemesis8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:Nemesis9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Friendships:ExistingEnemy</KEY>
<STR>Existing Enemy</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemy0</KEY>
<STR>Relations between {0.SimName} and {10.SimName} have turned sour after some bitter name calling on the street the other day!</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemy1</KEY>
<STR>A dispute erupted between {0.SimName} and {10.SimName} in front of the store, and both sides were left unamused!</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemy2</KEY>
<STR>{0.SimName} and {10.SimName} have been seen at each others throats lately... Trouble could be brewing.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemy3</KEY>
<STR>Onlookers stared as {0.SimName} and {10.SimName} got into a heated argument on the sidewalk. Something is definitely amiss!</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemy4</KEY>
<STR>"I don't know why I even bother trying..." moaned {0.SimName}, after a recent shouting match with {10.SimName} ended in misery.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemy5</KEY>
<STR>Some sims just cannot play nice together... {0.SimName} and {10.SimName} were seen recently being extremely unpleasant to each other.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemy6</KEY>
<STR>"Hate is too nice a word for what I feel, when I hear {0.SimName}'s name." groaned {10.SimName}. There is no love lost between them, to say the least.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemy7</KEY>
<STR>"There is nothing more I'd love to do than stay as far away from {0.SimName} as physically possible." remarked {10.SimName}. "But this town is way too small!"</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemy8</KEY>
<STR>"This town isn't big enough for the both of us," muttered {0.SimName}. "I keep running into that {10.SimName} everywhere I go... It's very annoying!"</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemy9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Friendships:NewFriend</KEY>
<STR>New Friend</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriend0</KEY>
<STR>{0.SimName} and {10.SimName} are now friends.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriend1</KEY>
<STR>{0.SimName} and {10.SimName} are now buddies.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriend2</KEY>
<STR>{0.SimName} has been talking non-stop about {4.String} new friend {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriend3</KEY>
<STR>{0.SimName} was seen about town with {4.String} new friend {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriend4</KEY>
<STR>A new friendship can be quite exciting, as {0.SimName} and {10.SimName} are no doubt finding out.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriend5</KEY>
<STR>Never too young to strike up a new friendship with someone. {0.SimName} and {10.SimName} have recently decided to give it a try.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriend6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriend7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriend8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriend9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Friendships:NewFriendTeenAbove</KEY>
<STR>New Friend</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendTeenAbove0</KEY>
<STR>{0.SimName} and {10.SimName} are now friends.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendTeenAbove1</KEY>
<STR>{0.SimName} and {10.SimName} are now buddies.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendTeenAbove2</KEY>
<STR>{0.SimName} has been talking non-stop about {4.String} new friend {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendTeenAbove3</KEY>
<STR>{0.SimName} hasn't shut up lately about {4.String} new friend, {10.SimName}!</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendTeenAbove4</KEY>
<STR>{0.SimName} and {10.SimName} have recently met, and seem to be hitting it off!</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendTeenAbove5</KEY>
<STR>{0.SimName} is thrilled to have met {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendTeenAbove6</KEY>
<STR>{0.SimName} and {10.SimName} have met and are getting on famously.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendTeenAbove7</KEY>
<STR>A new friendship can be quite exciting, as {0.SimName} and {10.SimName} are no doubt finding out.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendTeenAbove8</KEY>
<STR>Never too old to strike up a new friendship with someone. {0.SimName} and {10.SimName} have recently decided to give it a try.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendTeenAbove9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Friendships:ExistingFriend</KEY>
<STR>Existing Friend</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriend0</KEY>
<STR>{0.SimName} and {10.SimName} were seen being buddy-buddy the other day.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriend1</KEY>
<STR>{0.SimName} and {10.SimName} seem to be inseparable nowadays.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriend2</KEY>
<STR>{0.SimName} continues to chat up {4.String} friends regarding {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriend3</KEY>
<STR>Seems that {0.SimName} and {10.SimName} have been seen chatting it up a lot recently.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriend4</KEY>
<STR>"They seem to be having fun together." noted a passer-by, who spied {0.SimName} and {10.SimName} enjoying the day together.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriend5</KEY>
<STR>"It's nice to have friends you can count on.", commented {0.SimName} in regards to {4.String} friend {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriend6</KEY>
<STR>"{0.SimFirstName}? We're getting along just fine, thanks for asking," remarked {10.SimName} after a colleague asked about their friendship with {0.SimName}.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriend7</KEY>
<STR>Good friends are hard to come by, but it appears that {0.SimName} and {10.SimName} have found something lasting between them.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriend8</KEY>
<STR>{0.SimName} has been seen spending some quality time with {10.SimName}, improving the relationship and tightening their friendship.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriend9</KEY>
<STR>"They are fun to be around," commented {0.SimName} after spending some time with {10.SimName}. "If you're going to waste a day, might as well do it with a friend."</STR>

<KEY>NRaas.StoryProgression.AllowFriendMaking:MenuName</KEY>
<STR>Allow Friend Making</STR>
<KEY>NRaas.StoryProgression.AllowEnemyMaking:MenuName</KEY>
<STR>Allow Enemy Making</STR>
<KEY>NRaas.StoryProgression.AllowUnpopularity:MenuName</KEY>
<STR>Allow Unpopularity</STR>
<KEY>NRaas.StoryProgression.Households:MenuName</KEY>
<STR>Households</STR>

<KEY>NRaas.StoryProgression.Households:BrokenHome</KEY>
<STR>Broken Home</STR>
<KEY>NRaas.StoryProgression.Households:BrokenHome0</KEY>
<STR>It appears the animosity between {0.SimName} and {10.SimName} has finally boiled over. {0.SimFirstName} has moved out.</STR>
<KEY>NRaas.StoryProgression.Households:BrokenHome1</KEY>
<STR>There didn't seem any other way it could end... {0.SimName} has finally decided to move out and leave {10.SimName} behind.</STR>
<KEY>NRaas.StoryProgression.Households:BrokenHome2</KEY>
<STR>{0.SimName} has finally gotten fed up living with {10.SimName}, and has moved out to find greener pastures.</STR>
<KEY>NRaas.StoryProgression.Households:BrokenHome3</KEY>
<STR>Fear and loathing in {10.SimName}'s home! {0.SimName} has decided to call it quits and move out.</STR>
<KEY>NRaas.StoryProgression.Households:BrokenHome4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:BrokenHome5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:BrokenHome6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:BrokenHome7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:BrokenHome8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:BrokenHome9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Households:InspectionMove</KEY>
<STR>Inspection Move</STR>
<KEY>NRaas.StoryProgression.Households:InspectionMove0</KEY>
<STR>{0.SimName} has decided that getting a good night sleep in {4.String} own bed was preferable to sleeping on the floor. {6.String} has moved out.</STR>
<KEY>NRaas.StoryProgression.Households:InspectionMove1</KEY>
<STR>Too many sims, too few beds. {0.SimName} has decided that it would best if someone took the initiative, and has moved out.</STR>
<KEY>NRaas.StoryProgression.Households:InspectionMove2</KEY>
<STR>Getting a full night's slumber without having to hot bunk is apparently important to some sims. {0.SimName} has had enough, and has moved out.</STR>
<KEY>NRaas.StoryProgression.Households:InspectionMove3</KEY>
<STR>Who knew that having fewer beds than sims would cause such a kerfuffle? {0.SimName} has decided {2.String} could take no more of this foolishness and has moved out.</STR>
<KEY>NRaas.StoryProgression.Households:InspectionMove4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:InspectionMove5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:InspectionMove6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:InspectionMove7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:InspectionMove8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:InspectionMove9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Households:OvercrowdingMove</KEY>
<STR>Overcrowding Move</STR>
<KEY>NRaas.StoryProgression.Households:OvercrowdingMove0</KEY>
<STR>{0.SimName} has taken it upon {3.String}self to alleviate the overcrowding situation in {4.String} old home, and has moved out.</STR>
<KEY>NRaas.StoryProgression.Households:OvercrowdingMove1</KEY>
<STR>Too many sims under one roof was apparently cramping {0.SimName}'s style. So after much thought, {2.String} has decided to move out.</STR>
<KEY>NRaas.StoryProgression.Households:OvercrowdingMove2</KEY>
<STR>{0.SimName} was feeling a bit overwhelmed by the number of sims occupying {4.String} previous home, and has decided to move out.</STR>
<KEY>NRaas.StoryProgression.Households:OvercrowdingMove3</KEY>
<STR>Poor {0.SimName} felt {2.String} needed some additional breathing space. So {2.String} has decided that moving out was probably for the best.</STR>
<KEY>NRaas.StoryProgression.Households:OvercrowdingMove4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:OvercrowdingMove5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:OvercrowdingMove6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:OvercrowdingMove7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:OvercrowdingMove8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:OvercrowdingMove9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Households:NoHome</KEY>
<STR>No Home</STR>
<KEY>NRaas.StoryProgression.Households:NoHome0</KEY>
<STR>The housing market simply isn't producing any results that work for {0.SimName} and {10.SimName}... So they remain under separate roofs.</STR>
<KEY>NRaas.StoryProgression.Households:NoHome1</KEY>
<STR>{0.SimName} and {10.SimName} have been desperately searching for a new home to settle in, to no avail!</STR>
<KEY>NRaas.StoryProgression.Households:NoHome2</KEY>
<STR>Poor {0.SimName} and {10.SimName}... They continue to long for a home of their own, but have failed to locate one.</STR>
<KEY>NRaas.StoryProgression.Households:NoHome3</KEY>
<STR>Moving in together is a big step, and {0.SimName} and {10.SimName} would love to do it, if they could find a home.</STR>
<KEY>NRaas.StoryProgression.Households:NoHome4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NoHome5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NoHome6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NoHome7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NoHome8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NoHome9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Households:MoveIn</KEY>
<STR>Move In</STR>

<KEY>NRaas.StoryProgression.Households:MoveInSummary</KEY>
<STR>The following sims have moved in with {0.SimName}:{10.String}</STR>
<KEY>NRaas.StoryProgression.Households:MoveIn0</KEY>
<STR>{0.SimName} has recently moved in with {10.SimName}!</STR>
<KEY>NRaas.StoryProgression.Households:MoveIn1</KEY>
<STR>Seems that one house is better than two for {0.SimName} and {10.SimName}, and {0.SimFirstName} has decided to move in!</STR>
<KEY>NRaas.StoryProgression.Households:MoveIn2</KEY>
<STR>{0.SimName} has been offered lodging at {10.SimName}'s home, and {2.String} has accepted. They now live under a single roof.</STR>
<KEY>NRaas.StoryProgression.Households:MoveIn3</KEY>
<STR>It's a big step, but both {0.SimName} and {10.SimName} agree that living in the same home is for the best. {0.SimFirstName} has moved in.</STR>
<KEY>NRaas.StoryProgression.Households:MoveIn4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:MoveIn5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:MoveIn6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:MoveIn7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:MoveIn8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:MoveIn9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Households:NewcomerGone</KEY>
<STR>Newcomer Gone</STR>
<KEY>NRaas.StoryProgression.Households:NewcomerGone0</KEY>
<STR>It appears the {0.SimLastName} family has finally up and left town... They probably won't be missed.</STR>
<KEY>NRaas.StoryProgression.Households:NewcomerGone1</KEY>
<STR>The {0.SimLastName} family has left your fair town, off to find greener pastures.</STR>
<KEY>NRaas.StoryProgression.Households:NewcomerGone2</KEY>
<STR>Who were the {0.SimLastName} family, you're asking? They are nobody special now that they have left town.</STR>
<KEY>NRaas.StoryProgression.Households:NewcomerGone3</KEY>
<STR>Give them credit... The {0.SimLastName} family know when they aren't wanted. They have left town.</STR>
<KEY>NRaas.StoryProgression.Households:NewcomerGone4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewcomerGone5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewcomerGone6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewcomerGone7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewcomerGone8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewcomerGone9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Households:NewcomerFail</KEY>
<STR>Newcomer Fail</STR>
<KEY>NRaas.StoryProgression.Households:NewcomerFail0</KEY>
<STR>A new family, headed by {0.SimName}, is having trouble finding a permanent residence in your town.</STR>
<KEY>NRaas.StoryProgression.Households:NewcomerFail1</KEY>
<STR>{0.SimName} has arrived, and {4.String} family is finding your town's harsh real estate market a bit troublesome.</STR>
<KEY>NRaas.StoryProgression.Households:NewcomerFail2</KEY>
<STR>It appears a newcomer by the name of {0.SimName}, and {4.String} family, are having difficulty finding accommodations in your town.</STR>
<KEY>NRaas.StoryProgression.Households:NewcomerFail3</KEY>
<STR>Woe is {2.String}. {0.SimName}'s family is having the darnedest time finding permanent housing in town.</STR>
<KEY>NRaas.StoryProgression.Households:NewcomerFail4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewcomerFail5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewcomerFail6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewcomerFail7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewcomerFail8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewcomerFail9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Households:InitialHomelessPrompt</KEY>
<STR>The town council has expressed dismay regarding the local vagrant population, and would like to run them all out of town. Do you approve?\n\nAll homeless sims will be immediately deleted by this action.</STR>
<KEY>NRaas.StoryProgression.BrokenHomeMove:MenuName</KEY>
<STR>Broken Home Move</STR>
<KEY>NRaas.StoryProgression.AllowHomelessMoveIn:MenuName</KEY>
<STR>Allow Homeless Move In</STR>
<KEY>NRaas.StoryProgression.HomelessRequireInspection:MenuName</KEY>
<STR>Homeless Require Inspection</STR>
<KEY>NRaas.StoryProgression.Lots:MenuName</KEY>
<STR>Lots</STR>
<KEY>NRaas.StoryProgression.Lots:PressureSummary</KEY>
<STR>Town Council has updated their immigration survey\n{0.String}\nFinal Tally: {1.Number} points</STR>
<KEY>NRaas.StoryProgression.Lots:PressureElement</KEY>
<STR>\n{0.String} : {1.Number} points</STR>
<KEY>NRaas.StoryProgression.Lots:PressureInsufficient</KEY>
<STR>\n\nThe Council requires more than {0.Number} points before allowing new membership in the community.</STR>
<KEY>NRaas.StoryProgression.Lots:PressureMaxResidents</KEY>
<STR>\n\nThough the current pressure exceeds the council's requirements, they feel there are already sufficient sims in town.</STR>

<KEY>NRaas.StoryProgression.Lots:InspectionFail</KEY>
<STR>Inspection Fail</STR>
<KEY>NRaas.StoryProgression.Lots:InspectionFail0</KEY>
<STR>{0.SimName} recently had {4.String} home inspected by the town, and they failed. If something is not done soon, the family may decide to move to a new home.</STR>
<KEY>NRaas.StoryProgression.Lots:InspectionFail1</KEY>
<STR>A recent inspection of the living conditions for the {0.SimLastName} family has shown serious cause for concern. {0.SimFirstName} has been contemplating a move in the near future.</STR>
<KEY>NRaas.StoryProgression.Lots:InspectionFail2</KEY>
<STR>The {0.SimLastName} family abode was audited recently by the town, and apparently it may be necessary for {0.SimFirstName} to move to better accommodations.</STR>
<KEY>NRaas.StoryProgression.Lots:InspectionFail3</KEY>
<STR>Given the conditions found in {0.SimName}'s home, the town has decreed that the family may need to move to a more suitable home.</STR>
<KEY>NRaas.StoryProgression.Lots:InspectionFail4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:InspectionFail5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:InspectionFail6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:InspectionFail7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:InspectionFail8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:InspectionFail9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Lots:BetterHome</KEY>
<STR>Better Home</STR>
<KEY>NRaas.StoryProgression.Lots:BetterHome0</KEY>
<STR>After doing a family audit, {0.SimName} decided that {4.String} current home was simply too small, and has moved to {10.String}!</STR>
<KEY>NRaas.StoryProgression.Lots:BetterHome1</KEY>
<STR>{0.SimName} has moved! After {4.String} previous home failed inspection pretty badly, {2.String} felt {2.String} needed to move to better accommodations at {10.String}.</STR>
<KEY>NRaas.StoryProgression.Lots:BetterHome2</KEY>
<STR>It's about time! The {0.SimLastName} family has moved out of {4.String} cramped little home, and into a bigger one at {10.String}.\n\n"I'm just glad we all have some space to breathe now!" noted {0.SimFirstName}.</STR>
<KEY>NRaas.StoryProgression.Lots:BetterHome3</KEY>
<STR>After hearing far too many complaints from the family members, {0.SimName} has chosen to up and move to a more spacious home at {10.String}!</STR>
<KEY>NRaas.StoryProgression.Lots:BetterHome4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:BetterHome5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:BetterHome6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:BetterHome7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:BetterHome8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:BetterHome9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Lots:MailOrder</KEY>
<STR>MailOrder</STR>
<KEY>NRaas.StoryProgression.Lots:MailOrder0</KEY>
<STR>It appears that lonely heart {0.SimName} has been surfing the internet recently, and found {3.String}self a new partner! {10.SimName} has just moved to town, and the new couple appear to be hitting it off.</STR>
<KEY>NRaas.StoryProgression.Lots:MailOrder1</KEY>
<STR>{0.SimName} decided to take matters into {4.String} own hands recently, and has apparently ordered a partner up over the internet. {10.SimName} arrived in town recently, to everyone's surprise. "I didn't think things like that actually happened!" remarked a neighbor watching the event unfold.</STR>
<KEY>NRaas.StoryProgression.Lots:MailOrder2</KEY>
<STR>{10.SimName} has just moved into town, quite to the delight of {0.SimName}, who has been chatting {13.String} up online for weeks now. Here's hoping the two are equally compatible face-to-face!</STR>
<KEY>NRaas.StoryProgression.Lots:MailOrder3</KEY>
<STR>The inevitable has happened! {0.SimName}'s online tryst has moved to the next step, with {10.SimName} moving to town. My my, let's hope the new couple can manage without all the emoticons!</STR>
<KEY>NRaas.StoryProgression.Lots:MailOrder4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MailOrder5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MailOrder6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MailOrder7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MailOrder8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MailOrder9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Lots:NoImmigrantHome</KEY>
<STR>No Immigrant Home</STR>
<KEY>NRaas.StoryProgression.Lots:NoImmigrantHome0</KEY>
<STR>Though the town is actively encouraging immigration, there doesn't seem to be any available housing for newcomers to move into!</STR>
<KEY>NRaas.StoryProgression.Lots:NoImmigrantHome1</KEY>
<STR>Town council has been putting out feelers for new immigrants to the town, but until there is some unoccupied housing available, no one intends to move here!</STR>
<KEY>NRaas.StoryProgression.Lots:NoImmigrantHome2</KEY>
<STR>It appears that your town is full! There are no vacant residences in town, and even though sims want to move in, they have nowhere to go.</STR>
<KEY>NRaas.StoryProgression.Lots:NoImmigrantHome3</KEY>
<STR>Looks like this town needs a construction boom. There are no vacant houses in town, and no one can move in until that changes!</STR>
<KEY>NRaas.StoryProgression.Lots:NoImmigrantHome4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NoImmigrantHome5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NoImmigrantHome6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NoImmigrantHome7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NoImmigrantHome8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NoImmigrantHome9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Lots:NewImmigrant</KEY>
<STR>New Immigrant</STR>
<KEY>NRaas.StoryProgression.Lots:NewImmigrant0</KEY>
<STR>Taking advantage of the town's open door policy on immigration, {0.SimName} has moved into town!</STR>
<KEY>NRaas.StoryProgression.Lots:NewImmigrant1</KEY>
<STR>{0.SimName} has decided that your town is a fit place to settle down, and has taken up residence!</STR>
<KEY>NRaas.StoryProgression.Lots:NewImmigrant2</KEY>
<STR>With the town council's approval, {0.SimName} has purchased a residence and moved into town!</STR>
<KEY>NRaas.StoryProgression.Lots:NewImmigrant3</KEY>
<STR>Look out for the new neighbors in town! {0.SimName} just moved in and is ready to make {4.String} mark!</STR>
<KEY>NRaas.StoryProgression.Lots:NewImmigrant4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NewImmigrant5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NewImmigrant6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NewImmigrant7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NewImmigrant8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NewImmigrant9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Lots:Headhunter</KEY>
<STR>Headhunter</STR>
<KEY>NRaas.StoryProgression.Lots:Headhunter0</KEY>
<STR>The top brass at the office have decided to bring in an outsider to help to run things. {0.SimName} has taken the offer and move into town!</STR>
<KEY>NRaas.StoryProgression.Lots:Headhunter1</KEY>
<STR>{0.SimName} has been looking for a nice place to settle down. In the meantime, {2.String} has chosen to take up residence in your town, after being accepted for a new job.</STR>
<KEY>NRaas.StoryProgression.Lots:Headhunter2</KEY>
<STR>Town council has been working overtime to fill some vacant spots in the local job market. One of the online ads has been filled by {0.SimName}, who has just moved into town.</STR>
<KEY>NRaas.StoryProgression.Lots:Headhunter3</KEY>
<STR>Looks like there is a new sim in town, by the name of {0.SimName}! {6.String} has followed a recent job offer into town, and has decided to settle down here.</STR>
<KEY>NRaas.StoryProgression.Lots:Headhunter4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:Headhunter5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:Headhunter6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:Headhunter7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:Headhunter8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:Headhunter9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Lots:MoveInSingle</KEY>
<STR>Move In Lot</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInSingle0</KEY>
<STR>Appears that {0.SimName} has been chatting up everyone about {4.String} brand new digs: {10.String} at {11.String}.</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInSingle1</KEY>
<STR>Now that all the unpacking is done, {0.SimName} can finally sit back and enjoy {4.String} new pad named {10.String} at {11.String}.</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInSingle2</KEY>
<STR>Buying a new home is a big step, and {0.SimName} has decided it's time to take it, moving into {10.String} at {11.String}.</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInSingle3</KEY>
<STR>{0.SimName} was absolutely beaming as {2.String} was talking about {4.String} brand new home of {10.String} at {11.String}.</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInSingle4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInSingle5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInSingle6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInSingle7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInSingle8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInSingle9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Lots:MoveInDuo</KEY>
<STR>Move In Lot</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuo0</KEY>
<STR>{0.SimName} and {10.SimName} have bought their first home together called {20.String} at {21.String}!</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuo1</KEY>
<STR>Looks like {0.SimName} and {10.SimName} have decided to give cohabitation a try and have moved into {20.String} at {21.String}.</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuo2</KEY>
<STR>Buying a new home is a big step, and {0.SimName} and {10.SimName} have decided it's time to take it, moving into {20.String} at {21.String}.</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuo3</KEY>
<STR>{0.SimName} and {10.SimName} have been telling everyone about the brand new home they have just moved into, {20.String} at {21.String}.</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuo4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuo5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuo6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuo7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuo8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuo9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Lots:MoveIn</KEY>
<STR>Move In Lot</STR>
<KEY>NRaas.StoryProgression.Lots:MoveIn0</KEY>
<STR>{0.SimName} has moved into {11.String} at {12.String} with the following sims: {10.String}</STR>
<KEY>NRaas.StoryProgression.Lots:MoveIn1</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveIn2</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveIn3</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveIn4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveIn5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveIn6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveIn7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveIn8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveIn9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.EqualChancetoAllBinSims:MenuName</KEY>
<STR>Equal Chance to All Bin Sims</STR>
<KEY>NRaas.StoryProgression.RigorousHomeInspection:MenuName</KEY>
<STR>Rigorous Home Inspection</STR>
<KEY>NRaas.StoryProgression.HomeInspectionCribCount:MenuName</KEY>
<STR>Home Inspection Crib Count</STR>
<KEY>NRaas.StoryProgression.ImmigrationGauge:MenuName</KEY>
<STR>Immigration Gauge</STR>
<KEY>NRaas.StoryProgression.ImmigrationGauge:Prompt</KEY>
<STR>Enter the pressure value that must be exceeded in order to force a new immigrant to arrive. Enter 0 to disable immigration entirely. (Most recent pressure: {0.Number})</STR>
<KEY>NRaas.StoryProgression.ChanceofBinOffspring:MenuName</KEY>
<STR>Chance of Bin Offspring</STR>
<KEY>NRaas.StoryProgression.ChanceofBinOffspring:Prompt</KEY>
<STR>Enter the chance that a new immigrant will be the genetic offspring of a sim from the Bin, as opposed to one of the town populace.</STR>
<KEY>NRaas.StoryProgression.ChanceofRandomOffspring:MenuName</KEY>
<STR>Chance of Random Offspring</STR>
<KEY>NRaas.StoryProgression.ChanceofRandomOffspring:Prompt</KEY>
<STR>Enter the chance that a new immigrant will be the genetic offspring of a randomly generated EA sim.</STR>
<KEY>NRaas.StoryProgression.MoveInStartingFundPercent:MenuName</KEY>
<STR>Move In Starting Fund Percent</STR>
<KEY>NRaas.StoryProgression.MoveInStartingFundPercent:Prompt</KEY>
<STR>Enter the percentage of the remaining cash, after purchasing a new home, that goes into the new family's funds.</STR>
<KEY>NRaas.StoryProgression.RandomSimWeightRange:MenuName</KEY>
<STR>Random Sim Weight Range</STR>
<KEY>NRaas.StoryProgression.RandomSimWeightRange:Prompt</KEY>
<STR>Enter the weight range for a randomly generated immigrant. Format: "min : max" (Range: -1 to 1)</STR>
<KEY>NRaas.StoryProgression.RandomSimFitnessRange:MenuName</KEY>
<STR>Random Sim Fitness Range</STR>
<KEY>NRaas.StoryProgression.RandomSimFitnessRange:Prompt</KEY>
<STR>Enter the fitness range for a randomly generated immigrant. Format: "min : max" (Range: -1 to 1)</STR>
<KEY>NRaas.StoryProgression.ImmigrantName:MenuName</KEY>
<STR>Immigrant Name</STR>
<KEY>NRaas.StoryProgression.NameTakeType:Husband</KEY>
<STR>Husband</STR>
<KEY>NRaas.StoryProgression.NameTakeType:Wife</KEY>
<STR>Wife</STR>
<KEY>NRaas.StoryProgression.NameTakeType:FemMale</KEY>
<STR>Female-Male</STR>
<KEY>NRaas.StoryProgression.NameTakeType:MaleFem</KEY>
<STR>Male-Female</STR>
<KEY>NRaas.StoryProgression.NameTakeType:Either</KEY>
<STR>Coin-Flip</STR>
<KEY>NRaas.StoryProgression.NameTakeType:None</KEY>
<STR>No Change</STR>
<KEY>NRaas.StoryProgression.Money:MenuName</KEY>
<STR>Money</STR>

<KEY>NRaas.StoryProgression.Money:NewDebt</KEY>
<STR>New Debt</STR>
<KEY>NRaas.StoryProgression.Money:NewDebt0</KEY>
<STR>{0.SimName} and {4.String} family seem to be hard pressed to meet their tax requirements. The town has started up a tab, but they may be in trouble if things don't start looking up for them.</STR>
<KEY>NRaas.StoryProgression.Money:NewDebt1</KEY>
<STR>The {0.SimLastName} household has been having a rough time paying their bills lately. {0.SimFirstName} was seen fretting over a cold juice, muttering about the economy.</STR>
<KEY>NRaas.StoryProgression.Money:NewDebt2</KEY>
<STR>It seems the town has needed to offer a loan to {0.SimName}, after {2.String} was unable to pay the family bills. Could be trouble in their future, as nothing stops the tax man for long!</STR>
<KEY>NRaas.StoryProgression.Money:NewDebt3</KEY>
<STR>Looks like {0.SimName} has been living large and beyond {4.String} means, as {2.String} was unable to pay {4.String} most recent tax bill. The town has given {3.String} a temporary loan, but that will only last so long.</STR>
<KEY>NRaas.StoryProgression.Money:NewDebt4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Money:NewDebt5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Money:NewDebt6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Money:NewDebt7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Money:NewDebt8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Money:NewDebt9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Money:WealthMove</KEY>
<STR>Wealth Move</STR>
<KEY>NRaas.StoryProgression.Money:WealthMove0</KEY>
<STR>{0.SimName} has decided {4.String} current home just wasn't cutting it, and has moved into the new home of {10.String} at {11.String}!</STR>
<KEY>NRaas.StoryProgression.Money:WealthMove1</KEY>
<STR>{10.String} at {11.String} has some new residents, by the name of {0.SimLastName}! Seems {0.SimFirstName} decided to make the move after accruing a tidy bit of savings.</STR>
<KEY>NRaas.StoryProgression.Money:WealthMove2</KEY>
<STR>Ah, the glories of wealth. {0.SimName} has decided to move to {10.String} at {11.String}, after coming into a bit of money.</STR>
<KEY>NRaas.StoryProgression.Money:WealthMove3</KEY>
<STR>Neighbors have been talking recently, about how {0.SimName} has finally been able to afford to move into {10.String} at {11.String}.</STR>
<KEY>NRaas.StoryProgression.Money:WealthMove4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Money:WealthMove5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Money:WealthMove6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Money:WealthMove7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Money:WealthMove8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Money:WealthMove9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Personalities:MenuName</KEY>
<STR>Personalities</STR>
<KEY>NRaas.StoryProgression.Pregnancy:MenuName</KEY>
<STR>Pregnancy</STR>
<KEY>NRaas.StoryProgression.Birth:MenuName</KEY>
<STR>Birth</STR>

<KEY>NRaas.StoryProgression.Pregnancy:ExpectedMarriage</KEY>
<STR>Expected Marriage</STR>
<KEY>NRaas.StoryProgression.Pregnancy:ExpectedMarriage0</KEY>
<STR>{0.SimName} and {10.SimName} have finally joined the marriage crowd. They pushed up the date now that a baby is on the way.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:ExpectedMarriage1</KEY>
<STR>After much consideration, {0.SimName} and {10.SimName} have decided to start a family together. They've gotten married and are expecting a child.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:ExpectedMarriage2</KEY>
<STR>The recent nuptials between {0.SimName} and {10.SimName} have been expected for awhile... And with a bun in the oven, it was all the more timely.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:ExpectedMarriage3</KEY>
<STR>It's long overdue, but {0.SimName} and {10.SimName} have finally married, now that a child is in their future.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:ExpectedMarriage4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:ExpectedMarriage5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:ExpectedMarriage6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:ExpectedMarriage7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:ExpectedMarriage8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:ExpectedMarriage9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Flirt:HaveBaby</KEY>
<STR>Unexpected Pregnancy</STR>
<KEY>NRaas.StoryProgression.Flirt:HaveBaby0</KEY>
<STR>Oh my... Looks like {0.SimName} and {10.SimName} are expecting a happy little accident.</STR>
<KEY>NRaas.StoryProgression.Flirt:HaveBaby1</KEY>
<STR>Whoops! It appears that {0.SimName} and {10.SimName} are expecting a new addition to the family.</STR>
<KEY>NRaas.StoryProgression.Flirt:HaveBaby2</KEY>
<STR>{0.SimName} and {10.SimName} appear to have had a wee bit too much fun on the side, and now a baby is in the future.</STR>
<KEY>NRaas.StoryProgression.Flirt:HaveBaby3</KEY>
<STR>Whoa! Guess who's got a bun in the oven? {0.SimName} and {10.SimName} should have been a bit more careful.</STR>
<KEY>NRaas.StoryProgression.Flirt:HaveBaby4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:HaveBaby5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:HaveBaby6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:HaveBaby7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:HaveBaby8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:HaveBaby9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Romance:ShotgunMarriage</KEY>
<STR>Shotgun Marriage</STR>
<KEY>NRaas.StoryProgression.Romance:ShotgunMarriage0</KEY>
<STR>It appears that {0.SimName} and {10.SimName} have opted for a shotgun marriage now that a baby is on the way.</STR>
<KEY>NRaas.StoryProgression.Romance:ShotgunMarriage1</KEY>
<STR>With a new baby on the way, {0.SimName} and {10.SimName} have decided to tie the knot.</STR>
<KEY>NRaas.StoryProgression.Romance:ShotgunMarriage2</KEY>
<STR>My my... With a bun in the oven, {0.SimName} and {10.SimName} have decided to make it official, and get married.</STR>
<KEY>NRaas.StoryProgression.Romance:ShotgunMarriage3</KEY>
<STR>It's the talk of the town, with a quickie marriage between {0.SimName} and {10.SimName} to make their new baby legal.</STR>
<KEY>NRaas.StoryProgression.Romance:ShotgunMarriage4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:ShotgunMarriage5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:ShotgunMarriage6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:ShotgunMarriage7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:ShotgunMarriage8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:ShotgunMarriage9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Pregnancy:Pregnancy</KEY>
<STR>Pregnancy</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Pregnancy0</KEY>
<STR>{0.SimName} and {10.SimName} have announced they are expecting a new baby!</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Pregnancy1</KEY>
<STR>Looks like {0.SimName} and {10.SimName} are awaiting a new addition to their family. The couple is now expecting a baby.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Pregnancy2</KEY>
<STR>"Babies!" was the only word {0.SimName} and {10.SimName} could say when asked why they were beaming. Apparently there is a new bundle of joy in their future.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Pregnancy3</KEY>
<STR>Expectant parents {0.SimName} and {10.SimName} were seen out shopping for baby supplies yesterday. Their friends noted that they looked dazed and confused. "It's to be expected," spouted one. "Having a new baby is a big step."</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Pregnancy4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Pregnancy5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Pregnancy6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Pregnancy7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Pregnancy8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Pregnancy9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Pregnancy:Birth</KEY>
<STR>Birth</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Birth0</KEY>
<STR>{10.SimName} and {20.SimName} have given birth to a bouncing baby {9.String}, {0.SimName}.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Birth1</KEY>
<STR>An ickle baby {9.String}!! {0.SimName} has been born! {10.SimName} and {20.SimName} must be so proud!</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Birth2</KEY>
<STR>{10.SimName} and {20.SimName} are pleased to announce the birth of their baby {9.String}, {0.SimName}.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Birth3</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Birth4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Birth5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Birth6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Birth7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Birth8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Birth9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Pregnancy:Spawn</KEY>
<STR>Birth</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Spawn0</KEY>
<STR>{10.SimName} has given birth to a bouncing baby {9.String}, {0.SimName}.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Spawn1</KEY>
<STR>{10.SimName} is pleased to announce the birth of {14.String} baby {9.String}, {0.SimName}.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Spawn2</KEY>
<STR>An ickle baby!! {0.SimName} has been born! {10.SimName} must be so proud!</STR>
<KEY>NRaas.StoryProgression.Pregnancy:Spawn3</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Spawn4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Spawn5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Spawn6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Spawn7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Spawn8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:Spawn9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.NewbornGender:MenuName</KEY>
<STR>Newborn Gender</STR>
<KEY>NRaas.StoryProgression.GeneticSkinBlending:MenuName</KEY>
<STR>Genetic Skin Blending</STR>
<KEY>NRaas.StoryProgression.AllowSteady:MenuName</KEY>
<STR>Romance: Allow Steady</STR>
<KEY>NRaas.StoryProgression.AttachLostFathers:MenuName</KEY>
<STR>Attach Lost Fathers</STR>
<KEY>NRaas.StoryProgression.NormalBabyAging:MenuName</KEY>
<STR>Normal Baby Aging</STR>
<KEY>NRaas.StoryProgression.SameSexSameGender:MenuName</KEY>
<STR>Same Sex Same Gender</STR>
<KEY>NRaas.StoryProgression.MaximumResidents:MenuName</KEY>
<STR>Maximum Residents</STR>
<KEY>NRaas.StoryProgression.MaximumResidents:Prompt</KEY>
<STR>Enter the maximum number of residents to allow in town. (Set to 0 for unlimited)</STR>
<KEY>NRaas.StoryProgression.BaseNumberofChildren:MenuName</KEY>
<STR>Pregnancy: Base Number of Children</STR>
<KEY>NRaas.StoryProgression.BaseNumberofChildren:Prompt</KEY>
<STR>Enter the base number of children for a sim. The sim's traits will adjust this value up or down.</STR>
<KEY>NRaas.StoryProgression.MaximumNumberofChildren:MenuName</KEY>
<STR>Pregnancy: Maximum Number of Children</STR>
<KEY>NRaas.StoryProgression.MaximumNumberofChildren:Prompt</KEY>
<STR>Enter the maximum number of children for a sim. Enter 0 for unlimited.</STR>
<KEY>NRaas.StoryProgression.ChanceofAttempt:MenuName</KEY>
<STR>Chance of Attempt</STR>
<KEY>NRaas.StoryProgression.ChanceofAttempt:Prompt</KEY>
<STR>Enter the random chance that the system will attempt to initiate an expected pregnancy.</STR>
<KEY>NRaas.StoryProgression.ChanceofUnexpectedPregnancy:Prompt</KEY>
<STR>Enter the random chance of an unexpected pregnancy occurring between flirting sims.</STR>
<KEY>NRaas.StoryProgression.CooldownBetweenPregnancies:MenuName</KEY>
<STR>Cooldown: Between Pregnancies</STR>
<KEY>NRaas.StoryProgression.CooldownBetweenPregnancies:Prompt</KEY>
<STR>Enter the number of days to wait before a sim is eligible for another pregnancy.</STR>
<KEY>NRaas.StoryProgression.CooldownMarriagetoPregnancy:MenuName</KEY>
<STR>Cooldown: Marriage to Pregnancy</STR>
<KEY>NRaas.StoryProgression.CooldownMarriagetoPregnancy:Prompt</KEY>
<STR>Enter the number of days to wait after marriage before a sim is eligible for a pregnancy.</STR>
<KEY>NRaas.StoryProgression.PregnancyImmigrationPressure:MenuName</KEY>
<STR>Immigration Pressure</STR>
<KEY>NRaas.StoryProgression.PregnancyImmigrationPressure:Prompt</KEY>
<STR>Enter the pressure incurred by the inability to produce a new pregnancy.</STR>
<KEY>NRaas.StoryProgression.FirstBornGender:Either</KEY>
<STR>Random</STR>
<KEY>NRaas.StoryProgression.FirstBornGender:Male</KEY>
<STR>Male</STR>
<KEY>NRaas.StoryProgression.FirstBornGender:Female</KEY>
<STR>Female</STR>
<KEY>NRaas.StoryProgression.Romance:MenuName</KEY>
<STR>Romance</STR>

<KEY>NRaas.StoryProgression.Romance:Partnered</KEY>
<STR>Partnered</STR>
<KEY>NRaas.StoryProgression.Romance:Partnered0</KEY>
<STR>{0.SimName} and {10.SimName} have taken that next step and are now going steady.</STR>
<KEY>NRaas.StoryProgression.Romance:Partnered1</KEY>
<STR>Love is in the air for {0.SimName} and {10.SimName}. They are now in a steady relationship.</STR>
<KEY>NRaas.StoryProgression.Romance:Partnered2</KEY>
<STR>{0.SimName} and {10.SimName} appear to be totally committed to each other, will it last?</STR>
<KEY>NRaas.StoryProgression.Romance:Partnered3</KEY>
<STR>Looks like {0.SimName} and {10.SimName} have been getting all hot and heavy for each other recently, moving the relationship to a new level.</STR>
<KEY>NRaas.StoryProgression.Romance:Partnered4</KEY>
<STR>Hooking up is easy, staying that way is the tough part. {0.SimName} and {10.SimName} seem willing to try though, and have decided to go steady.</STR>
<KEY>NRaas.StoryProgression.Romance:Partnered5</KEY>
<STR>"They are so sweet together. I hope they can make it work," commented a bystander, as they watched {0.SimName} and {10.SimName} exchange pins.</STR>
<KEY>NRaas.StoryProgression.Romance:Partnered6</KEY>
<STR>"We feel it is time to make this relationship official," remarked {0.SimName} after {2.String} and {10.SimName} announced they were now committed to each other.</STR>
<KEY>NRaas.StoryProgression.Romance:Partnered7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Partnered8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Partnered9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Romance:PartneredAdult</KEY>
<STR>Partnered</STR>
<KEY>NRaas.StoryProgression.Romance:PartneredAdult0</KEY>
<STR>{0.SimName} and {10.SimName} have taken that next step and are now going steady.</STR>
<KEY>NRaas.StoryProgression.Romance:PartneredAdult1</KEY>
<STR>Love is in the air for {0.SimName} and {10.SimName}. They are now in a steady relationship.</STR>
<KEY>NRaas.StoryProgression.Romance:PartneredAdult2</KEY>
<STR>{0.SimName} and {10.SimName} appear to be totally committed to each other, will it last?</STR>
<KEY>NRaas.StoryProgression.Romance:PartneredAdult3</KEY>
<STR>Love has blossomed between {0.SimName} and {10.SimName}. Are there wedding bells in the future?</STR>
<KEY>NRaas.StoryProgression.Romance:PartneredAdult4</KEY>
<STR>Looks like {0.SimName} and {10.SimName} have been getting all hot and heavy for each other recently, moving the relationship to a new level.</STR>
<KEY>NRaas.StoryProgression.Romance:PartneredAdult5</KEY>
<STR>Hooking up is easy, staying that way is the tough part. {0.SimName} and {10.SimName} seem willing to try though, and have decided to go steady.</STR>
<KEY>NRaas.StoryProgression.Romance:PartneredAdult6</KEY>
<STR>"We feel it is time to make this relationship official," remarked {0.SimName} after {2.String} and {10.SimName} announced they were now committed to each other.</STR>
<KEY>NRaas.StoryProgression.Romance:PartneredAdult7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:PartneredAdult8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:PartneredAdult9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Romance:Marriage</KEY>
<STR>Marriage</STR>
<KEY>NRaas.StoryProgression.Romance:Marriage0</KEY>
<STR>Let the trumpets blare from above! {0.SimName} and {10.SimName} have gotten married!</STR>
<KEY>NRaas.StoryProgression.Romance:Marriage1</KEY>
<STR>{0.SimName} and {10.SimName} tied the knot recently, making their undying love official. "It's about freaking time!" remarked a relative.</STR>
<KEY>NRaas.StoryProgression.Romance:Marriage2</KEY>
<STR>It was a big day for {0.SimName} and {10.SimName} as the two sims finally decided to get married!</STR>
<KEY>NRaas.StoryProgression.Romance:Marriage3</KEY>
<STR>The town is all abuzz with the recent nuptials between {0.SimName} and {10.SimName}. "The ceremony was so... beautiful," remarked a close friend, as they wiped a tear from their eye.</STR>
<KEY>NRaas.StoryProgression.Romance:Marriage4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Marriage5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Marriage6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Marriage7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Marriage8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Marriage9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Pregnancy:NoHoneymoon</KEY>
<STR>No Honeymoon</STR>
<KEY>NRaas.StoryProgression.Pregnancy:NoHoneymoon0</KEY>
<STR>It looks like {0.SimName} and {10.SimName} are already having troubles in married life... They have been unable to find a home together!</STR>
<KEY>NRaas.StoryProgression.Pregnancy:NoHoneymoon1</KEY>
<STR>{0.SimName} and {10.SimName} have gotten off to a rocky start in their new marriage, as they are still living in separate homes!</STR>
<KEY>NRaas.StoryProgression.Pregnancy:NoHoneymoon2</KEY>
<STR>Two is not better than one for newlyweds {0.SimName} and {10.SimName}, who have been stuck living under two different roofs.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:NoHoneymoon3</KEY>
<STR>Unable to give up their separate lives, newlyweds {0.SimName} and {10.SimName} seem to have chosen to live in separate houses.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:NoHoneymoon4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:NoHoneymoon5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:NoHoneymoon6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:NoHoneymoon7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:NoHoneymoon8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:NoHoneymoon9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.MarriageName:MenuName</KEY>
<STR>Romance: Marriage Name</STR>
<KEY>NRaas.StoryProgression.PartnershipLikingGate:MenuName</KEY>
<STR>Partnership Liking Gate</STR>
<KEY>NRaas.StoryProgression.PartnershipLikingGate:Prompt</KEY>
<STR>Enter the minimum long term relationship level two sims must be at in order to go steady.</STR>
<KEY>NRaas.StoryProgression.Sims:MenuName</KEY>
<STR>Sims</STR>
<KEY>NRaas.StoryProgression.Sims:AgeUp</KEY>
<STR>Age Up</STR>
<KEY>NRaas.StoryProgression.Sims:MissingSimsPrompt</KEY>
<STR>Missing Sims Recovered: {0.String}</STR>
<KEY>NRaas.StoryProgression.SimsImmigrationPressure:MenuName</KEY>
<STR>Immigration Pressure</STR>
<KEY>NRaas.StoryProgression.SimsImmigrationPressure:Prompt</KEY>
<STR>Enter the pressure incurred by low population and high resident vacancy.</STR>
<KEY>NRaas.StoryProgression.RemoveStartingDreams:MenuName</KEY>
<STR>Remove Starting Dreams</STR>
<KEY>NRaas.StoryProgression.RemoveStartingDreams:Prompt</KEY>
<STR>Enter the number of starting dreams to auto-delete.</STR>
<KEY>NRaas.StoryProgression.Situations:MenuName</KEY>
<STR>Situations</STR>

<KEY>NRaas.StoryProgression.Situations:WorkSlacker</KEY>
<STR>Active Career Slacker</STR>
<KEY>NRaas.StoryProgression.Situations:WorkSlacker0</KEY>
<STR>{10.DateAndTime}: {0.SimName} has been seen out and about, when {2.String} was supposed to be at work!</STR>
<KEY>NRaas.StoryProgression.Situations:WorkSlacker1</KEY>
<STR>{10.DateAndTime}: It appears that {0.SimName} is being extra lazy today, {2.String} should already have been at work by now!</STR>
<KEY>NRaas.StoryProgression.Situations:WorkSlacker2</KEY>
<STR>{10.DateAndTime}: Hopefully the office can cope without {0.SimName} for another hour, as {2.String} appears to be in no rush to get there!</STR>
<KEY>NRaas.StoryProgression.Situations:WorkSlacker3</KEY>
<STR>{10.DateAndTime}: Some sims just are not very punctual apparently. {0.SimName} is late to {4.String} job!</STR>
<KEY>NRaas.StoryProgression.Situations:WorkSlacker4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:WorkSlacker5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:WorkSlacker6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:WorkSlacker7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:WorkSlacker8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:WorkSlacker9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Situations:SchoolSlacker</KEY>
<STR>School Slacker</STR>
<KEY>NRaas.StoryProgression.Situations:SchoolSlacker0</KEY>
<STR>{10.DateAndTime}: {0.SimName} was seen out and about during school hours!</STR>
<KEY>NRaas.StoryProgression.Situations:SchoolSlacker1</KEY>
<STR>{10.DateAndTime}: No more teachers, no more books! Apparently {0.SimName} decided that being late to school was fine by {3.String}!</STR>
<KEY>NRaas.StoryProgression.Situations:SchoolSlacker2</KEY>
<STR>{10.DateAndTime}: It looks like {0.SimName} is tardy for school. That is definitely not going to help {4.String} performance one bit!</STR>
<KEY>NRaas.StoryProgression.Situations:SchoolSlacker3</KEY>
<STR>{10.DateAndTime}: Tardy to the max, dude! {0.SimName} has decided to ignore school hours, and make {4.String} way to school when {2.String} darn well pleases!</STR>
<KEY>NRaas.StoryProgression.Situations:SchoolSlacker4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:SchoolSlacker5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:SchoolSlacker6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:SchoolSlacker7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:SchoolSlacker8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:SchoolSlacker9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.AllowPushMeetUp:MenuName</KEY>
<STR>Allow Push Meet Up</STR>
<KEY>NRaas.StoryProgression.Skills:MenuName</KEY>
<STR>Skills</STR>
<KEY>NRaas.StoryProgression.Skills:SkillIncrease</KEY>
<STR>Skill Increase</STR>
<KEY>NRaas.StoryProgression.AllowFree:MenuName</KEY>
<STR>Allow Free</STR>
<KEY>NRaas.StoryProgression.Debugging:MenuName</KEY>
<STR>Debugging</STR>
<KEY>NRaas.StoryProgression.CyclesPerStats:MenuName</KEY>
<STR>Cycles Per Stats</STR>
<KEY>NRaas.StoryProgression.CyclesPerStats:Prompt</KEY>
<STR>Enter the number of cycles to collect stats before showing the results.</STR>
<KEY>NRaas.StoryProgression.EnableProgression:MenuName</KEY>
<STR>Enable Progression</STR>
<KEY>NRaas.StoryProgression.Speed:MenuName</KEY>
<STR>Speed</STR>
<KEY>NRaas.StoryProgression.Speed:Prompt</KEY>
<STR>Enter the number of sim-minutes between each cycle of the {0.String} manager.</STR>
<KEY>NRaas.StoryProgression.Conflict:Title</KEY>
<STR>Conflict</STR>
<KEY>NRaas.StoryProgression.HouseholdOption:Title</KEY>
<STR>Household Options</STR>
<KEY>NRaas.StoryProgression.HouseholdOption:Prompt</KEY>
<STR>Changing this option will update all households in the neighborhood with the new setting. Proceed?</STR>
<KEY>NRaas.StoryProgression.SimID:Error</KEY>
<STR>There were no sims matching all the requirements.</STR>
<KEY>NRaas.StoryProgression.Main:MenuName</KEY>
<STR>Main</STR>
<KEY>NRaas.StoryProgression.Main:ProgressionDisabled</KEY>
<STR>EA Story Progression Disabled</STR>
<KEY>NRaas.StoryProgression.Main:ProgressionEnabled</KEY>
<STR>NRaas Story Progression Activated</STR>
<KEY>NRaas.StoryProgression.Main:Welcome</KEY>
<STR>Welcome to NRaas Story Progression mod!\n\nIt appears this is the first time using this mod in this town. Currently this mod's story progression is disabled, and not maintaining the neighborhood.\n\nDo you wish to enable the Story Progression now? If you choose to turn it on later, you may do so via any computer in town.</STR>
<KEY>NRaas.StoryProgression.Main:AgeSpan</KEY>
<STR>It appears that you have changed the Age Span. Do you wish to adjust the manager speeds to match the new span?</STR>
<KEY>NRaas.StoryProgression.MasterOption:MenuName</KEY>
<STR>Options: {0.String}</STR>
<KEY>NRaas.StoryProgression.ShowDebugging:MenuName</KEY>
<STR>Show Debugging</STR>
<KEY>NRaas.StoryProgression.TotalReset:MenuName</KEY>
<STR>Total Reset</STR>
<KEY>NRaas.StoryProgression.TotalReset:Prompt</KEY>
<STR>You are about to completely reset the StoryProgression options. All general options, all Household Options, and all persistent sim data will be completely reset to their starting parameters. Proceed?</STR>
<KEY>NRaas.StoryProgression.SavedInterval:MenuName</KEY>
<STR>Saved Interval</STR>
<KEY>NRaas.StoryProgression.LastAskedInterval:MenuName</KEY>
<STR>Last Asked Interval</STR>
<KEY>NRaas.StoryProgression.ShowStartScreen:MenuName</KEY>
<STR>Show Start Screen</STR>
<KEY>NRaas.StoryProgression.AdjustSpeed:MenuName</KEY>
<STR>Adjust Speed</STR>
<KEY>NRaas.StoryProgression.AdjustProgressionLevel:Snail</KEY>
<STR>1. Snail</STR>
<KEY>NRaas.StoryProgression.AdjustProgressionLevel:Slow</KEY>
<STR>2. Slow</STR>
<KEY>NRaas.StoryProgression.AdjustProgressionLevel:Default</KEY>
<STR>3. Default</STR>
<KEY>NRaas.StoryProgression.AdjustProgressionLevel:Fast</KEY>
<STR>4. Fast</STR>
<KEY>NRaas.StoryProgression.AdjustProgressionLevel:Rabbit</KEY>
<STR>5. Rabbit</STR>
<KEY>NRaas.StoryProgression.ForceStories:MenuName</KEY>
<STR>Stories: Force</STR>
<KEY>NRaas.StoryProgression.HouseholdNameChange:MenuName</KEY>
<STR>Household Name Change</STR>
<KEY>NRaas.StoryProgression.AllowMoney:MenuName</KEY>
<STR>Money: Allow</STR>
<KEY>NRaas.StoryProgression.AllowCareer:MenuName</KEY>
<STR>Career: Allow</STR>
<KEY>NRaas.StoryProgression.AllowFriendship:MenuName</KEY>
<STR>Friendship: Allow</STR>
<KEY>NRaas.StoryProgression.AllowRomance:MenuName</KEY>
<STR>Romance: Allow</STR>
<KEY>NRaas.StoryProgression.Ancestral:MenuName</KEY>
<STR>Ancestral</STR>
<KEY>NRaas.StoryProgression.Stasis:MenuName</KEY>
<STR>Stasis</STR>
<KEY>NRaas.StoryProgression.AllowAging:MenuName</KEY>
<STR>Death: Allow Aging</STR>
<KEY>NRaas.StoryProgression.Inspected:MenuName</KEY>
<STR>Inspected</STR>
<KEY>NRaas.StoryProgression.Integer:Error</KEY>
<STR>The value provided could not be converted into a number.</STR>
<KEY>NRaas.StoryProgression.Range:MaxError</KEY>
<STR>The maximum provided was not a number.</STR>
<KEY>NRaas.StoryProgression.Range:MinError</KEY>
<STR>The minimum provided was not a number.</STR>
<KEY>NRaas.StoryProgression.Range:FormatError</KEY>
<STR>The format must be "min : max"</STR>
<KEY>NRaas.StoryProgression.Debt:MenuName</KEY>
<STR>Debt</STR>
<KEY>NRaas.StoryProgression.Debt:Prompt</KEY>
<STR>Enter the size of the debt owed by this household.</STR>
<KEY>NRaas.StoryProgression.ExportSettings:MenuName</KEY>
<STR>Export Settings</STR>
<KEY>NRaas.StoryProgression.ExportSettings:Prompt</KEY>
<STR>Provide a name to save the settings under.</STR>
<KEY>NRaas.StoryProgression.ExportSettings:Success</KEY>
<STR>Settings Exported</STR>
<KEY>NRaas.StoryProgression.ImportSettings:MenuName</KEY>
<STR>Import Settings</STR>
<KEY>NRaas.StoryProgression.ImportSettings:Error</KEY>
<STR>There are no settings available for import.</STR>
<KEY>NRaas.StoryProgression.ImportSettings:Success</KEY>
<STR>Settings Imported</STR>
<KEY>NRaas.StoryProgression.ChanceofEvent:MenuName</KEY>
<STR>Chance of Event</STR>
<KEY>NRaas.StoryProgression.ChanceofEvent:Prompt</KEY>
<STR>Enter the chance of a {0.SimName} event occurring next cycle.</STR>
<KEY>NRaas.StoryProgression.IncreasedChancePerCycle:MenuName</KEY>
<STR>Increased Chance Per Cycle</STR>
<KEY>NRaas.StoryProgression.IncreasedChancePerCycle:Prompt</KEY>
<STR>Enter the increased chance of an event occurring after each cycle. Range is from 0 to 100.</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:MenuName</KEY>
<STR>Weight: {0.String}</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Prompt</KEY>
<STR>Enter the weight for the {0.String} scenario, relative to the other scenarios.</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Victimize</KEY>
<STR>Victimize</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Antagonize</KEY>
<STR>Antagonize</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Recruit</KEY>
<STR>Recruit</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Influence</KEY>
<STR>Impress</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Cohesion</KEY>
<STR>Cohesion</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Attraction</KEY>
<STR>Attraction</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Dislike</KEY>
<STR>Dislike</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Canoodle</KEY>
<STR>Canoodle</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Derision</KEY>
<STR>Derision</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Woo</KEY>
<STR>Woo</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Worship</KEY>
<STR>Worship</STR>
<KEY>NRaas.StoryProgression.AllowAllGenders:MenuName</KEY>
<STR>Allow All Genders</STR>
<KEY>NRaas.StoryProgression.OptionList:OptionWidth</KEY>
<STR>370</STR>
<KEY>NRaas.StoryProgression.TicksPassed:MenuName</KEY>
<STR>Ticks Passed</STR>
<KEY>NRaas.StoryProgression.TicksPassed:Prompt</KEY>
<STR>Enter the number of sim-minutes passed since the previous cycle:</STR>
<KEY>NRaas.StoryProgression.DreamCatcher:MenuName</KEY>
<STR>Retain Dreams and Opportunities</STR>
<KEY>NRaas.StoryProgression.AllowInventory:MenuName</KEY>
<STR>Money: Allow Inventory Management</STR>
<KEY>NRaas.StoryProgression.SimID:ScoreTitle</KEY>
<STR>Score</STR>
<KEY>NRaas.StoryProgression.SimID:ScoreTooltip</KEY>
<STR>Score</STR>
<KEY>NRaas.StoryProgression.WealthMoveRatio:MenuName</KEY>
<STR>Wealth Move Ratio</STR>
<KEY>NRaas.StoryProgression.WealthMoveRatio:Prompt</KEY>
<STR>Enter the Cash to Net Worth ratio that must be exceeded to fire a Wealth Move scenario. (Enter 0 to disable.)</STR>
<KEY>NRaas.StoryProgression.MakeActiveDreamCatcher:MenuName</KEY>
<STR>Make Active (Dream Catcher)</STR>
<KEY>NRaas.StoryProgression.AutoFindJob:MenuName</KEY>
<STR>Auto Find Job</STR>

<KEY>NRaas.StoryProgression.JobDifficultyScale:Prompt</KEY>
<STR>Enter the scale of difficulty applied to inactive sim job performance, bigger numbers mean slower job improvement. Enter 0 to disable inactive performance.</STR>

<KEY>NRaas.StoryProgression.Friendships:NewFriendToddler</KEY>
<STR>New Friend</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendToddler0</KEY>
<STR>{0.SimName} and {10.SimName} were recently introduced and seem to be getting along well.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendToddler1</KEY>
<STR>{0.SimName} appears to have made a new friend in {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendToddler2</KEY>
<STR>A new friendship seems to be sprouting between {0.SimName} and {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendToddler3</KEY>
<STR>It appears that a new friendship has been made between {0.SimName} and {10.SimName}!</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendToddler4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendToddler5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendToddler6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendToddler7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendToddler8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendToddler9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Friendships:ExistingFriendToddler</KEY>
<STR>Existing Friend</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendToddler0</KEY>
<STR>{0.SimName} and {10.SimName} were seen being buddy-buddy the other day.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendToddler1</KEY>
<STR>{0.SimName} and {10.SimName} seem to be inseparable nowadays.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendToddler2</KEY>
<STR>{0.SimName} has been spending time with {4.String} friend {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendToddler3</KEY>
<STR>Relations continue to be smooth and friendly between {0.SimName} and {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendToddler4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendToddler5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendToddler6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendToddler7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendToddler8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendToddler9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPartner</KEY>
<STR>Existing Friend</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPartner0</KEY>
<STR>{0.SimName} and {10.SimName} have been seen arm-in-arm out on the town. "They are such cutie pies together," noted a relative.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPartner1</KEY>
<STR>They sure make a lovely couple. {0.SimName} and {10.SimName} continue to be inseparable it appears, holding hands on the boardwalk the other day.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPartner2</KEY>
<STR>{0.SimName} has been renewing {4.String} affections towards partner {10.SimName}. "They are so good together," whispered a looky-loo.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPartner3</KEY>
<STR>Ah, love seems to be eternal. {0.SimName} was seen recently stealing a peck on the cheek from {10.SimName}. "Ah..." swooned a close friend.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPartner4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPartner5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPartner6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPartner7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPartner8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPartner9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPartner</KEY>
<STR>Existing Enemy</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPartner0</KEY>
<STR>Relations between {0.SimName} and {10.SimName} have turned sour after some bitter name-calling on the street the other day!</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPartner1</KEY>
<STR>A dispute erupted between {0.SimName} and {10.SimName} in front of the store, and both sides were left unamused!</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPartner2</KEY>
<STR>{0.SimName} and {10.SimName} have been seen at each other's throats lately... Trouble could be brewing.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPartner3</KEY>
<STR>Onlookers stared as {0.SimName} and {10.SimName} got into a heated argument on the sidewalk. Something is definitely amiss!</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPartner4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPartner5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPartner6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPartner7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPartner8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPartner9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Scenarios:MenuName</KEY>
<STR>Scenarios</STR>
<KEY>NRaas.StoryProgression.AllowFlirts:MenuName</KEY>
<STR>Allow Flirts</STR>
<KEY>NRaas.StoryProgression.HandleHomeName:MenuName</KEY>
<STR>Update Household Name</STR>
<KEY>NRaas.StoryProgression.ManageHomeless:MenuName</KEY>
<STR>Manage Homeless</STR>
<KEY>NRaas.StoryProgression.CleanupLots:MenuName</KEY>
<STR>Run Nightly Clean up of all lots</STR>
<KEY>NRaas.StoryProgression.Wolfrun:MenuName</KEY>
<STR>Perform Wolfrun</STR>
<KEY>NRaas.StoryProgression.AddInteractions:MenuName</KEY>
<STR>Show Menu Interactions</STR>
<KEY>NRaas.StoryProgression.RandomImmigrationPressure:MenuName</KEY>
<STR>Random Immigration Pressure</STR>
<KEY>NRaas.StoryProgression.RandomImmigrationPressure:Prompt</KEY>
<STR>Enter a random immigration pressure to apply during each cycle:</STR>
<KEY>NRaas.StoryProgression.ExportSettings:Exists</KEY>
<STR>The name entered already exists as an export option. Please choose a different one, or delete the original.</STR>
<KEY>NRaas.StoryProgression.CooldownBetweenPartners:MenuName</KEY>
<STR>Cooldown Between Partners</STR>
<KEY>NRaas.StoryProgression.CooldownBetweenPartners:Prompt</KEY>
<STR>Enter the number of sim-days to wait after a break-up to start dating again:</STR>
<KEY>NRaas.StoryProgression.DayOfLastMove:MenuName</KEY>
<STR>Day of Last Move</STR>
<KEY>NRaas.StoryProgression.DayOfLastMove:Prompt</KEY>
<STR>Enter the day on which this household last moved:</STR>
<KEY>NRaas.StoryProgression.CooldownBetweenMoves:MenuName</KEY>
<STR>Cooldown Between Moves</STR>
<KEY>NRaas.StoryProgression.CooldownBetweenMoves:Prompt</KEY>
<STR>Enter the number of sim-days between full household moves:</STR>

<KEY>NRaas.StoryProgression.Friendships:NewEnemyChild</KEY>
<STR>New Enemy</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyChild0</KEY>
<STR>{0.SimName} probably won't be asking {10.SimName} to come over after school any time soon. They appear to have developed a mutual dislike for each other!</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyChild1</KEY>
<STR>{0.SimName} and {10.SimName} were seen squabbling over their toys recently. It doesn't appear that they get along very well together.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyChild2</KEY>
<STR>Apparently, one can never be too young to start a feud with someone. {0.SimName} and {10.SimName} have shown a mutual dislike for each other's company.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyChild3</KEY>
<STR>Wherever did they learn that language! {0.SimName} and {10.SimName} were recently heard bad-mouthing each other. Not the best of playmates, I'd wager!</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyChild4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyChild5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyChild6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyChild7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyChild8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyChild9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Pregnancy:MoveIn</KEY>
<STR>Get Off Streets</STR>
<KEY>NRaas.StoryProgression.Pregnancy:MoveIn0</KEY>
<STR>{0.SimName} was recently offered hospice in a local residence. "Best to be off the streets, with a good strong roof over your head," {0.SimFirstName} was heard to remark.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:MoveIn1</KEY>
<STR>After being on the streets for a while, new resident {0.SimName} was glad to finally settle down. "I was offered a home, and I jumped at the opportunity. Simple as that."</STR>
<KEY>NRaas.StoryProgression.Pregnancy:MoveIn2</KEY>
<STR>Given {4.String} previous housing situation, {0.SimName}'s current residence must look like a dream come true. Welcome the newest resident to the fair community!</STR>
<KEY>NRaas.StoryProgression.Pregnancy:MoveIn3</KEY>
<STR>Taking up permanent residence is a big step, but {0.SimName} did not waver for a second when provided the opportunity. "We feel {2.String} will make an important contribution to this town," noted a local tax collector.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:MoveIn4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:MoveIn5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:MoveIn6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:MoveIn7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:MoveIn8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:MoveIn9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Romance:HaveBaby</KEY>
<STR>Unexpected Pregnancy</STR>
<KEY>NRaas.StoryProgression.Romance:HaveBaby0</KEY>
<STR>{0.SimName} and {10.SimName} appear to have taken their relationship to the next level, and are expecting a child, after experiencing what appears to be an unfortunate "software" failure.</STR>
<KEY>NRaas.StoryProgression.Romance:HaveBaby1</KEY>
<STR>Partnered sims {0.SimName} and {10.SimName} were not expecting to start a family so early, but apparently the fates had different ideas... Congratulations to the soon-to-be parents!</STR>
<KEY>NRaas.StoryProgression.Romance:HaveBaby2</KEY>
<STR>{0.SimName} and {10.SimName} were out shopping for baby supplies recently, after having a little too much fun in the bedroom. They appear to be happy though, going on about their new pregnancy!</STR>
<KEY>NRaas.StoryProgression.Romance:HaveBaby3</KEY>
<STR>With a new child on the way, {0.SimName} and {10.SimName} seemed a little shell shocked recently. "Well, we were planning to have some eventually," noted {0.SimFirstName}, "I guess better sooner than later." {10.SimFirstName}, on the other hand, had little to say, and simply stared blankly at a nearby tree.</STR>
<KEY>NRaas.StoryProgression.Romance:HaveBaby4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:HaveBaby5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:HaveBaby6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:HaveBaby7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:HaveBaby8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:HaveBaby9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.NameTakeType:Title</KEY>
<STR>Romance: Marriage Name</STR>
<KEY>NRaas.StoryProgression.NameTakeType:Prompt</KEY>
<STR>Enter the marriage name for the new couple:\n{0.SimName}\n{1.SimName}</STR>
<KEY>NRaas.StoryProgression.ImmigrantNameTakeType:Husband</KEY>
<STR>Father</STR>
<KEY>NRaas.StoryProgression.ImmigrantNameTakeType:Wife</KEY>
<STR>Mother</STR>
<KEY>NRaas.StoryProgression.ImmigrantNameTakeType:FemMale</KEY>
<STR>Mother-Father</STR>
<KEY>NRaas.StoryProgression.ImmigrantNameTakeType:MaleFem</KEY>
<STR>Father-Mother</STR>
<KEY>NRaas.StoryProgression.ImmigrantNameTakeType:Either</KEY>
<STR>Coin-Flip</STR>
<KEY>NRaas.StoryProgression.ImmigrantNameTakeType:None</KEY>
<STR>Random</STR>
<KEY>NRaas.StoryProgression.ImmigrantNameTakeType:Title</KEY>
<STR>Immigrant Name</STR>
<KEY>NRaas.StoryProgression.ImmigrantNameTakeType:Prompt</KEY>
<STR>Enter the last name for the new immigrant of parents:\n{0.SimName}\n{1.SimName}</STR>
<KEY>NRaas.StoryProgression.OneOfEachGender:MenuName</KEY>
<STR>One Of Each Gender</STR>
<KEY>NRaas.StoryProgression.LegacyMarriageName:MenuName</KEY>
<STR>Romance: Legacy Marriage Name</STR>

<KEY>NRaas.StoryProgression.Romance:MoveIn</KEY>
<STR>Move In</STR>

<KEY>NRaas.StoryProgression.Romance:MoveInSummary</KEY>
<STR>The following sims have moved in with {0.SimName}: {10.String}</STR>
<KEY>NRaas.StoryProgression.Romance:MoveIn0</KEY>
<STR>Lovebirds {0.SimName} and {10.SimName} have finally decided to roost under the same roof!</STR>
<KEY>NRaas.StoryProgression.Romance:MoveIn1</KEY>
<STR>{0.SimName} and {4.String} lover {10.SimName} have recently moved in together.</STR>
<KEY>NRaas.StoryProgression.Romance:MoveIn2</KEY>
<STR>"Well, we've been planning this for some time now", noted {10.SimName} to a nosy neighbor. It appears that {0.SimName} has just moved in!</STR>
<KEY>NRaas.StoryProgression.Romance:MoveIn3</KEY>
<STR>"We thought it would be best," {0.SimName} was heard to say. "After all, {2.String}'s over here most of the time anyways," interjected {10.SimName}. The two sims are now living together!</STR>
<KEY>NRaas.StoryProgression.Romance:MoveIn4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:MoveIn5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:MoveIn6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:MoveIn7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:MoveIn8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:MoveIn9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.ScenarioWeight:Steal</KEY>
<STR>Steal</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Mooch</KEY>
<STR>Mooch</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Tease</KEY>
<STR>Tease</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:BigMooch</KEY>
<STR>Big Mooch</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:GiveAway</KEY>
<STR>Give Away</STR>
<KEY>NRaas.StoryProgression.MaxMooch:MenuName</KEY>
<STR>Mooch Maximum</STR>
<KEY>NRaas.StoryProgression.MaxMooch:Prompt</KEY>
<STR>Enter the maximum number of simoleons moochable in a single mooch scenario:</STR>
<KEY>NRaas.StoryProgression.MaxSteal:MenuName</KEY>
<STR>Steal Maximum</STR>
<KEY>NRaas.StoryProgression.MaxSteal:Prompt</KEY>
<STR>Enter the maximum value of the object stolen during a steal scenario:</STR>
<KEY>NRaas.StoryProgression.MaxSmallMooch:MenuName</KEY>
<STR>Small Mooch Maximum</STR>
<KEY>NRaas.StoryProgression.MaxSmallMooch:Prompt</KEY>
<STR>Enter the maximum number of simoleons moochable in a single small mooch scenario:</STR>
<KEY>NRaas.StoryProgression.MinLargeMooch:MenuName</KEY>
<STR>Large Mooch Minimum</STR>
<KEY>NRaas.StoryProgression.MinLargeMooch:Prompt</KEY>
<STR>Enter the minimum number of simoleons moochable in a single large mooch scenario:</STR>
<KEY>NRaas.StoryProgression.MaxLargeMooch:MenuName</KEY>
<STR>Large Mooch Maximum</STR>
<KEY>NRaas.StoryProgression.MaxLargeMooch:Prompt</KEY>
<STR>Enter the maximum number of simoleons moochable in a single large mooch scenario:</STR>
<KEY>NRaas.StoryProgression.MaxGiveAway:MenuName</KEY>
<STR>Give Away Maximum</STR>
<KEY>NRaas.StoryProgression.MaxGiveAway:Prompt</KEY>
<STR>Enter the maximum number of simoleons moochable in a single giveaway scenario:</STR>
<KEY>NRaas.StoryProgression.SuspendRaisesAtMax:MenuName</KEY>
<STR>Stop Raises at Top Career Level</STR>
<KEY>NRaas.StoryProgression.AllowExistingFlirts:MenuName</KEY>
<STR>Allow Existing Flirts</STR>
<KEY>NRaas.StoryProgression.FireScenario:MenuName</KEY>
<STR>Fire Scenario</STR>

<KEY>NRaas.StoryProgression.ProgressNPCsinActiveHousehold:MenuName</KEY>
<STR>Progress NPCs in Active Household</STR>
<KEY>NRaas.StoryProgression.TransferHousehold:MenuName</KEY>
<STR>Transfer Household</STR>
<KEY>NRaas.StoryProgression.TransferAmount:MenuName</KEY>
<STR>Transfer Amount</STR>
<KEY>NRaas.StoryProgression.TransferAmount:Prompt</KEY>
<STR>Enter the amount to transfer from this house to the Transfer Household on each cycle of the Money Manager:</STR>
<KEY>NRaas.StoryProgression.TransferPercent:MenuName</KEY>
<STR>Transfer Percent</STR>
<KEY>NRaas.StoryProgression.TransferPercent:Prompt</KEY>
<STR>Enter the percent of net worth to transfer from this house to the Transfer Household on each cycle of the Money Manager:</STR>
<KEY>NRaas.StoryProgression.HouseholdTransfer:MenuName</KEY>
<STR>Allow Household Transfer</STR>

<KEY>NRaas.StoryProgression.Romance:NoHoneymoon</KEY>
<STR>No Honeymoon</STR>
<KEY>NRaas.StoryProgression.Romance:NoHoneymoon0</KEY>
<STR>Looks like {0.SimName} and {10.SimName} have been seen around town shopping for a new home. The new couple are desperate to settle down together!</STR>
<KEY>NRaas.StoryProgression.Romance:NoHoneymoon1</KEY>
<STR>"We've been trying to find a nice home, big enough for a new family," noted {0.SimName}. "But the market is so tough in this town. We can't find one that fits!" {10.SimName} and {2.String} are simply out of luck for the moment.</STR>
<KEY>NRaas.StoryProgression.Romance:NoHoneymoon2</KEY>
<STR>"Well, we're not desperate or anything," remarked {0.SimName}, while out house hunting recently with {10.SimName}. "But you know how spouses can be, always so insistent about such things. Hopefully a new home will open up soon."</STR>
<KEY>NRaas.StoryProgression.Romance:NoHoneymoon3</KEY>
<STR>Feeling the housing crunch lately? Well join the club, as {0.SimName} and {10.SimName} cannot seem to locate a dwelling that suits their needs. "If you know of a property in our price range, please give us a call!"</STR>
<KEY>NRaas.StoryProgression.Romance:NoHoneymoon4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:NoHoneymoon5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:NoHoneymoon6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:NoHoneymoon7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:NoHoneymoon8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:NoHoneymoon9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.NameTakeType:User</KEY>
<STR>Prompt</STR>
<KEY>NRaas.StoryProgression.ImmigrantNameTakeType:User</KEY>
<STR>Prompt</STR>
<KEY>NRaas.StoryProgression.ScriptError:Created</KEY>
<STR>Script Error caught and dumped to your "My Documents \\ Sims 3" directory.</STR>
<KEY>NRaas.StoryProgression.Deaths:ChildSave</KEY>
<STR>Child Save</STR>

<KEY>NRaas.StoryProgression.Households:ChildSaveSummary</KEY>
<STR>The following sims have moved in with {0.SimName}: {10.String}</STR>
<KEY>NRaas.StoryProgression.Deaths:ChildSave0</KEY>
<STR>{10.SimName} recently offered hospice to {0.SimName}, after {4.String} previous guardian decided they were simply too old to properly support {3.String}.</STR>
<KEY>NRaas.StoryProgression.Deaths:ChildSave1</KEY>
<STR>"I felt it was our moral obligation to take in poor {0.SimName}, rather than leave {3.String} in the hands of the social worker," commented {10.SimName} after {12.String} generously offered {14.String} house to the sim.</STR>
<KEY>NRaas.StoryProgression.Deaths:ChildSave2</KEY>
<STR>Chronic illness has finally forced {0.SimName}'s guardian to give {3.String} up, and place {3.String} in a new home with {10.SimName}. "We are glad to have {0.SimFirstName} in our home. I'm sure {2.String} will fit in just fine here."</STR>
<KEY>NRaas.StoryProgression.Deaths:ChildSave3</KEY>
<STR>"It's understandable," commented {10.SimName}. "Once you reach a certain age, it is simply too difficult to rear children." {0.SimName} has moved to a new home, in order to avoid a call from the social worker!</STR>
<KEY>NRaas.StoryProgression.Deaths:ChildSave4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:ChildSave5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:ChildSave6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:ChildSave7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:ChildSave8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:ChildSave9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Flirt:MoveIn</KEY>
<STR>Move In</STR>

<KEY>NRaas.StoryProgression.Flirt:MoveInSummary</KEY>
<STR>The following sims have moved in with {0.SimName}: {10.String}</STR>
<KEY>NRaas.StoryProgression.Flirt:MoveIn0</KEY>
<STR>If the move looked hasty, it is because it was! {0.SimName} and {10.SimName} have recently moved in together!</STR>
<KEY>NRaas.StoryProgression.Flirt:MoveIn1</KEY>
<STR>{0.SimName} and {4.String} lover {10.SimName} have decided that sharing a single roof is the best idea. The couple has moved in together!</STR>
<KEY>NRaas.StoryProgression.Flirt:MoveIn2</KEY>
<STR>"Well, it wasn't really planned, ya know. We just felt now was as good a time as any," commented {0.SimName} to a curious neighbor, who had been watching {2.String} and {10.SimName} unpack. The couple now live together!</STR>
<KEY>NRaas.StoryProgression.Flirt:MoveIn3</KEY>
<STR>"It's been quite a rush, let me tell you," remarked {0.SimName}, while they were unpacking. "We're both still a little dumbfounded about the whole thing." {10.SimName} and {0.SimFirstName} have moved in together!</STR>
<KEY>NRaas.StoryProgression.Flirt:MoveIn4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:MoveIn5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:MoveIn6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:MoveIn7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:MoveIn8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:MoveIn9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.MarriageLikingGate:MenuName</KEY>
<STR>Marriage Liking Gate (Expected Only)</STR>
<KEY>NRaas.StoryProgression.MarriageLikingGate:Prompt</KEY>
<STR>Enter the minimum relationship required between two partnered sims in order to marry: (Range is 0 to 100)</STR>

<KEY>NRaas.StoryProgression.Lots:MoveInDuoSameHome</KEY>
<STR>Move In Lot</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuoSameHome0</KEY>
<STR>{0.SimName} and {10.SimName} have decided to move to a new home called {20.String} at {21.String}!</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuoSameHome1</KEY>
<STR>"We just got tired of the old place, and decided to go for a change of scenery," commented {0.SimName} as {2.String} and {10.SimName} were moving into {20.String} at {21.String}.</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuoSameHome2</KEY>
<STR>"Happiness is the smell of a brand new home!" quipped {0.SimName} to a neighbor. "And moving is a pain in the back-side!" noted {10.SimName}, who apparently got to carry the heavy boxes during their move to {20.String} at {21.String}.</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuoSameHome3</KEY>
<STR>"Ah, Home sweet home!" pronounced {0.SimName} and {10.SimName} after finally unpacking all their goods. {20.String} at {21.String} has a fine pair of new occupants!</STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuoSameHome4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuoSameHome5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuoSameHome6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuoSameHome7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuoSameHome8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:MoveInDuoSameHome9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.JailDemoteChance:MenuName</KEY>
<STR>Jail Demotion Chance</STR>
<KEY>NRaas.StoryProgression.JailDemoteChance:Prompt</KEY>
<STR>Enter the random chance that a sim thrown in jail by progression will be demoted:</STR>
<KEY>NRaas.StoryProgression.BalancedCareers:MenuName</KEY>
<STR>Balanced Careers</STR>
<KEY>NRaas.StoryProgression.FamilyBusiness:MenuName</KEY>
<STR>Family Business</STR>
<KEY>NRaas.StoryProgression.AllowOnlyTeenPregnancy:MenuName</KEY>
<STR>Allow Teen Only On Pregnancy</STR>

<KEY>NRaas.StoryProgression.AllowTeenRecruit:MenuName</KEY>
<STR>Allow Teen Recruit</STR>
<KEY>NRaas.StoryProgression.AllowAdultRecruit:MenuName</KEY>
<STR>Allow Adult Recruit</STR>
<KEY>NRaas.StoryProgression.CooldownBreakupToPartner:MenuName</KEY>
<STR>Cooldown: Breakup to Partner</STR>
<KEY>NRaas.StoryProgression.DumpStoryLog:MenuName</KEY>
<STR>Dump Story Log</STR>
<KEY>NRaas.StoryProgression.DumpStoryLog:Success</KEY>
<STR>Story Logs have been dumped to a script log file, normally located in your "My Documents \ Sims 3" folder.</STR>
<KEY>NRaas.StoryProgression.MaxStoryLog:MenuName</KEY>
<STR>Maximum Story Logs</STR>
<KEY>NRaas.StoryProgression.MaxStoryLog:Prompt</KEY>
<STR>Enter the maximum number of story summaries to retain (Set to 0 for unlimited):</STR>
<KEY>NRaas.StoryProgression.ClearStoryLog:MenuName</KEY>
<STR>Clear Story Log</STR>
<KEY>NRaas.StoryProgression.ClearStoryLog:Prompt</KEY>
<STR>Are you sure you want to delete the {0.Number} story logs that are currently stored in-game?</STR>
<KEY>NRaas.StoryProgression.HomeInspectionDoubleBed:MenuName</KEY>
<STR>Home Inspection Double Bed Count</STR>

<KEY>NRaas.StoryProgression.Flirt:Breakup</KEY>
<STR>Breakup</STR>
<KEY>NRaas.StoryProgression.Flirt:Breakup0</KEY>
<STR>It seems that {0.SimName} may have {4.String} hand in another sim's cookie jar, and has decided that continuing {4.String} relationship with {10.SimName} was not fair to {13.String}. The couple has broken up.</STR>
<KEY>NRaas.StoryProgression.Flirt:Breakup1</KEY>
<STR>"Yes, I decided I needed some space," commented {0.SimName} after being asked about {4.String} recent breakup with {10.SimName}. "{10.SimFirstName} is great and all, but I felt I was suffocating."</STR>
<KEY>NRaas.StoryProgression.Flirt:Breakup2</KEY>
<STR>{0.SimName} has decided to do the honorable thing and break off {4.String} relationship with {10.SimName} rather than continue to mess around behind {14.String} back. "We agree that it is for the best."</STR>
<KEY>NRaas.StoryProgression.Flirt:Breakup3</KEY>
<STR>Apparently {0.SimName} and {10.SimName} have decided to part company. {0.SimFirstName} was reported to have been eager to begin sowing {4.String} oats in another pasture.</STR>
<KEY>NRaas.StoryProgression.Flirt:Breakup4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:Breakup5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:Breakup6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:Breakup7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:Breakup8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Flirt:Breakup9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Skills:Repair</KEY>
<STR>Repair</STR>
<KEY>NRaas.StoryProgression.Skills:Repair0</KEY>
<STR>{0.SimName} sure is handy! The sim was seen fixing stuff around {3.String} home recently. "I just love getting my hands dirty, and plumbing sure can make a mess!"</STR>
<KEY>NRaas.StoryProgression.Skills:Repair1</KEY>
<STR>"Stuff gets broken, it's just the Builder's honest truth about it. It's not like it will magically fix itself, ya know?" quipped {0.SimName} to a neighbor, after fixing some stuff around the home.</STR>
<KEY>NRaas.StoryProgression.Skills:Repair2</KEY>
<STR>Work work work, that's all {0.SimName} seems to be doing lately. But it's not office work that's taking up all {4.String} time, it's home repairs. "The family likes breaking things, and I like fixing things! Win-win for everyone!"</STR>
<KEY>NRaas.StoryProgression.Skills:Repair3</KEY>
<STR>"Gotta watch out for those crossed wires, or it could be shocking. Trust me, I know these things!" commented {0.SimName} after being asked for advice on home repairs. {0.SimFirstName} appears to be getting a reputation as quite the handysim!</STR>
<KEY>NRaas.StoryProgression.Skills:Repair4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Skills:Repair5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Skills:Repair6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Skills:Repair7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Skills:Repair8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Skills:Repair9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Skills:RepairTown</KEY>
<STR>Repair</STR>
<KEY>NRaas.StoryProgression.Skills:RepairTown0</KEY>
<STR>{0.SimName} has been seen using {4.String} incredible skills for the good of Simkind, fixing the various items that have broken down around town.</STR>
<KEY>NRaas.StoryProgression.Skills:RepairTown1</KEY>
<STR>"Yep, if it's busted, I can probably fix it for you!" commented {0.SimName}, who has been tooling around town fixing broken appliances.</STR>
<KEY>NRaas.StoryProgression.Skills:RepairTown2</KEY>
<STR>"You have something broken, just give good ol' {0.SimName} a call, {2.String}'ll fix it right up for ya!" noted a happy customer.</STR>
<KEY>NRaas.StoryProgression.Skills:RepairTown3</KEY>
<STR>My my, it seems that {0.SimName} is getting quite a reputation for dealing with stuck drains and broken electronics. That sim sure is handy!</STR>
<KEY>NRaas.StoryProgression.Skills:RepairTown4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Skills:RepairTown5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Skills:RepairTown6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Skills:RepairTown7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Skills:RepairTown8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Skills:RepairTown9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.RoomToLeave:MenuName</KEY>
<STR>Room To Leave</STR>
<KEY>NRaas.StoryProgression.RoomToLeave:Prompt</KEY>
<STR>Enter the number of empty slots to maintain in a household. Any family with fewer slots will be open to an "Out of Nest" scenario (Enter 0 to disable):</STR>
<KEY>NRaas.StoryProgression.AllowStandAlone:MenuName</KEY>
<STR>Allow Standalone Part Time Jobs</STR>
<KEY>NRaas.StoryProgression.FireScenario:ApplyAll</KEY>
<STR>Fire the scenario against all sims?</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:LeaveEm</KEY>
<STR>Breakup</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Accost</KEY>
<STR>Accost</STR>

<KEY>NRaas.StoryProgression.Main:EAProgressionEnabled</KEY>
<STR>EA Story Progression Enabled</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Break</KEY>
<STR>Break</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Arson</KEY>
<STR>Arson</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Date</KEY>
<STR>Date</STR>
<KEY>NRaas.StoryProgression.MinMooch:MenuName</KEY>
<STR>Mooch Minimum</STR>
<KEY>NRaas.StoryProgression.AllowArson:MenuName</KEY>
<STR>Allow Arson</STR>
<KEY>NRaas.StoryProgression.AllowAdult:MenuName</KEY>
<STR>Allow Adult</STR>

<KEY>NRaas.StoryProgression.Romance:OldFlirt</KEY>
<STR>Old Flirt</STR>
<KEY>NRaas.StoryProgression.Romance:OldFlirt0</KEY>
<STR>{0.SimName} and {10.SimName} have been seen snuggling and frankly just being sappy together. "Don't they have a house or something where they can do that sort of thing without burning out my eyeballs?" commented a passer-by.</STR>
<KEY>NRaas.StoryProgression.Romance:OldFlirt1</KEY>
<STR>Ah, love. Even in this world of rampant divorce and affairs, it appears that {0.SimName} and {10.SimName} can find time to just enjoy each other's company.</STR>
<KEY>NRaas.StoryProgression.Romance:OldFlirt2</KEY>
<STR>"My little snookie-wookums! Yes, I love you so much!" commented {0.SimName}. "And I love you, my dearest," was {10.SimName}'s reply. Those two were just so into each other the other day, it was virtually sickening!</STR>
<KEY>NRaas.StoryProgression.Romance:OldFlirt3</KEY>
<STR>"Let me tell you how much I love seeing those two together! They just perk up an otherwise dreary day," sighed an onlooker, watching {0.SimName} and {10.SimName} stroll down the sidewalk.</STR>
<KEY>NRaas.StoryProgression.Romance:OldFlirt4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:OldFlirt5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:OldFlirt6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:OldFlirt7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:OldFlirt8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:OldFlirt9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.ScenarioWeight:EnemyArson</KEY>
<STR>Enemy Arson</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:LoverArson</KEY>
<STR>Lover Arson</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:EnemyBreak</KEY>
<STR>Enemy Break</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:LoverBreak</KEY>
<STR>Lover Break</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:EnemyFight</KEY>
<STR>Enemy Fight</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:LoverFight</KEY>
<STR>Lover Fight</STR>
<KEY>NRaas.StoryProgression.AllowBreak:MenuName</KEY>
<STR>Allow Break</STR>
<KEY>NRaas.StoryProgression.AllowPushDeath:MenuName</KEY>
<STR>Allow Push Death</STR>
<KEY>NRaas.StoryProgression.PushDeathChance:MenuName</KEY>
<STR>Death: Push Chance</STR>
<KEY>NRaas.StoryProgression.PushDeathChance:Prompt</KEY>
<STR>Enter the chance of a sim dying when certain death-invoking scenarios are fired by the game:</STR>

<KEY>NRaas.StoryProgression.Situations:InjuredFight</KEY>
<STR>Fight Injured</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredFight0</KEY>
<STR>{0.SimName} wasn't feeling very well after sustaining some injuries during a recent fight, and has decided to head over to the hospital for a checkup.</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredFight1</KEY>
<STR>"I am pretty sore here, here, and over here too," mentioned {0.SimName} while pointing out to a friend {4.String} battle bruises after a recent bout. "To be on the safe side, I think I'll hit the clinic."</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredFight2</KEY>
<STR>After deciding {2.String} was feeling pretty banged up, {0.SimName} has decided to check into the hospital to make sure nothing serious is broken.</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredFight3</KEY>
<STR>"Just to be safe, ya know... Don't want to keel over or anything," commented {0.SimName} after a friend spotted {3.String} heading over to the walk-in clinic. "I was pretty bruised after that fight."</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredFight4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredFight5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredFight6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredFight7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredFight8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredFight9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:InjuredFight</KEY>
<STR>Fight Death</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredFight0</KEY>
<STR>{0.SimName} has died from {4.String} injures, sustained during a recent fight. {0.SimFirstName}'s final words before shuffling off this mortal coil? "It is but a flesh wound!"</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredFight1</KEY>
<STR>Tragedy has struck, with the sudden passing of {0.SimName}! Who knew that getting beaten up could have such serious repercussions!</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredFight2</KEY>
<STR>"I saw {3.String} heading into the clinic just a little while ago," whimpered a close friend. "And now {0.SimName} is dead!"</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredFight3</KEY>
<STR>"{0.SimFirstName} was just fine an hour ago! What could have possibly happened since then?" cried a friend, after learning that {0.SimName} had recently died.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredFight4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredFight5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredFight6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredFight7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredFight8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredFight9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Situations:InjuredArson</KEY>
<STR>Arson Injured</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredArson0</KEY>
<STR>{0.SimName} was burned by a recent fire and has decided to receive some professional medical treatment at the local hospital.</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredArson1</KEY>
<STR>"It sort of tingles, but I'm not sure whether that means it's getting better or not," commented {0.SimName}. "So I think I'll head over to the hospital and get that burn checked out."</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredArson2</KEY>
<STR>A fire recently erupted at {0.SimName}'s home, and {2.String} got a bit singed. {0.SimFirstName} has opted for some professional treatment at the hospital.</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredArson3</KEY>
<STR>"Well, it feels kind of funky actually," commented {0.SimName}, while talking to a friend about a burn {2.String} got during a recent fire. Afterward, the concerned friend directed {0.SimFirstName} to a nearby clinic.</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredArson4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredArson5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredArson6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredArson7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredArson8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredArson9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:InjuredArson</KEY>
<STR>Death Arson</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredArson0</KEY>
<STR>Remember kiddies, playing with fire is dangerous! {0.SimName} has succumbed to injuries sustained during a recent fire. Until the next time we meet, fair {0.SimFirstName}, be it on the other side, or the science lab down the road!</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredArson1</KEY>
<STR>And the town mourns, {0.SimName} is dead! Poor {0.SimFirstName} died from injuries incurred during a recent fire. Rest in Peace, sweet sim, you will be missed!</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredArson2</KEY>
<STR>Arson investigators are ruling {0.SimName} a suspicious death, after {0.SimFirstName} died from fire related injuries. "If only we could bring {3.String} back from the dead and ask {3.String} what happened, we would know for sure. But that's just silly!"</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredArson3</KEY>
<STR>{0.SimName} has passed on to the other side! The latest inhabitant of the town cemetery died of smoke inhalation incurred during a recent fire. So the next time you see {4.String} ghostly visage, remember: "Where there is fire, there is smoke!"</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredArson4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredArson5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredArson6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredArson7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredArson8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredArson9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Situations:InjuredDrown</KEY>
<STR>Drown Injured</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredDrown0</KEY>
<STR>{0.SimName} was injured recently during a freak incident involving a {10.String}. "It started spraying water all over the place, and being dumb I tried to stop the leak by myself." {0.SimFirstName} decided it was best to head over to the clinic for a checkup.</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredDrown1</KEY>
<STR>After a {10.String} nearly drowned {0.SimName}, the drenched and coughing sim decided that it would be best to head on over to the hospital for some professional treatment.</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredDrown2</KEY>
<STR>"It just attacked me! That darn {10.String} spurted water right into my eyes, and everyone is looking kind of blurry now," noted {0.SimName}, who called a friend for directions to the hospital.</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredDrown3</KEY>
<STR>Whoosh went the {10.String}! And down went {0.SimName}, slipping on a puddle and conking {4.String} head. "I feel a little woozy, probably best to check in at the clinic."</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredDrown4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredDrown5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredDrown6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredDrown7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredDrown8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredDrown9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:InjuredDrown</KEY>
<STR>Death Drown</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredDrown0</KEY>
<STR>{0.SimName} has died, a victim of some vicious plumbing! {0.SimFirstName} chose to fix a leaky fixture without using the proper equipment and perished.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredDrown1</KEY>
<STR>After a freak blast of water from a leaking plumbing fixture, and a short visit to the hospital, {0.SimName} found {3.String}self dead. Not exactly the result {2.String} was expecting, that's for sure.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredDrown2</KEY>
<STR>"It was only a little water! How in the world could that kill someone?" a friend queried, obviously distraught and not thinking straight at the time. "The poor {0.SimName}! What a waste."</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredDrown3</KEY>
<STR>Look for {0.SimName} at the local graveyard! The unfortunate sim recently exited this fair world, after attempting a plumbing repair and failing. "Alas poor {0.SimFirstName}, we knew {3.String} well."</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredDrown4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredDrown5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredDrown6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredDrown7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredDrown8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredDrown9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Situations:InjuredElectrocute</KEY>
<STR>Electrocute Injured</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredElectrocute0</KEY>
<STR>"Okay, note for the future, don't cross those wires!" commented {0.SimName}, after electrocuting {3.String}self on a {10.String} recently. {0.SimFirstName} decided to head to the clinic soon afterward.</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredElectrocute1</KEY>
<STR>{0.SimName} found {3.String}self in the hospital recently, after being electrocuted by an uncooperative {10.String}. "Obviously, I'm just not handy enough... need to work on that, I guess."</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredElectrocute2</KEY>
<STR>Yes folks, electricity is a double edged sword, as {0.SimName} found out when {2.String} got singed by a busted {10.String}. The hapless sim decided a trip to the clinic was the next step.</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredElectrocute3</KEY>
<STR>"By the Builder, why won't this {10.String} just work! Maybe if I place this extremely conductive metal wrench right here..." After that, {0.SimName} decided to drop everything and head to the hospital.</STR>
<KEY>NRaas.StoryProgression.Situations:InjuredElectrocute4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredElectrocute5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredElectrocute6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredElectrocute7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredElectrocute8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Situations:InjuredElectrocute9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:InjuredElectrocute</KEY>
<STR>Death Electrocute</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredElectrocute0</KEY>
<STR>The power of physics overwhelmed {0.SimName} with a jolt of electricity, damaging the poor sim's heart beyond repair. {0.SimFirstName} now resides at the local cemetery, hopefully a little less energetic than before.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredElectrocute1</KEY>
<STR>"Clear! Anything? Turn it up to 360! Clear! Dang it, don't you die on me! Don't you die!" Sadly {0.SimName} obviously did not hear the doctor's pleas, and decided to succumb anyway. Rest in peace, {0.SimFirstName}.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredElectrocute2</KEY>
<STR>Another poor sim has died, this time from injuries suffered during an electrical incident. It is unclear at this time whether {0.SimName} was attempting a repair, or whether the appliance had been sabotaged.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredElectrocute3</KEY>
<STR>"Well, {4.String} hair did look peculiar, and the charred skin should have been a dead giveaway. We're not sure how we missed it!" commented doctors, after failing to diagnose {0.SimName}'s electrical injuries in time to save {3.String}. Poor {0.SimFirstName} is dead!</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredElectrocute4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredElectrocute5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredElectrocute6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredElectrocute7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredElectrocute8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredElectrocute9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.RapidImmigration:MenuName</KEY>
<STR>Rapid Immigration</STR>
<KEY>NRaas.StoryProgression.RapidImmigration:Prompt</KEY>
<STR>Enter the number of families to rapidly immigrate into your town (Note that if there are insufficient empty homes, this scenario will be ignored):</STR>
<KEY>NRaas.StoryProgression.ImmigrateWholeFamily:MenuName</KEY>
<STR>Whole Family Immigration Size</STR>
<KEY>NRaas.StoryProgression.ImmigrateWholeFamily:Prompt</KEY>
<STR>Enter the maximum size for any new immigrant family: (Enter 0 to only allow single sims to immigrate)</STR>
<KEY>NRaas.StoryProgression.ChanceofTeenImmigrant:MenuName</KEY>
<STR>Chance of Teen Immigrant</STR>
<KEY>NRaas.StoryProgression.ChanceofTeenImmigrant:Prompt</KEY>
<STR>Enter the random chance that a new immigrant family will be headed by a teenager:</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Attack</KEY>
<STR>Attack</STR>
<KEY>NRaas.StoryProgression.AllowChildRecruit:MenuName</KEY>
<STR>Allow Child Recruit</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Repair</KEY>
<STR>Repair</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Learn</KEY>
<STR>Learn</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Homework</KEY>
<STR>Homework</STR>

<KEY>NRaas.StoryProgression.Households:InterloperMove</KEY>
<STR>Interloper Move</STR>
<KEY>NRaas.StoryProgression.Households:InterloperMove0</KEY>
<STR>Looks like {0.SimName} and {10.SimName} have overstayed their welcome at their previous residence, and have decided to move out.</STR>
<KEY>NRaas.StoryProgression.Households:InterloperMove1</KEY>
<STR>"The head of the family agreed that it was time to leave." {0.SimName} has chosen this time to find a new home with {4.String} partner, {10.SimName}.</STR>
<KEY>NRaas.StoryProgression.Households:InterloperMove2</KEY>
<STR>Both {0.SimName} and {10.SimName} have felt that their previous housing condition was not amiable to their future, and have decided to move out.</STR>
<KEY>NRaas.StoryProgression.Households:InterloperMove3</KEY>
<STR>"We had a nice little sit-down, and came to the same conclusion... It's time to move on," commented {0.SimName}. Both {2.String} and {10.SimName} have left their old home.</STR>
<KEY>NRaas.StoryProgression.Households:InterloperMove4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:InterloperMove5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:InterloperMove6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:InterloperMove7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:InterloperMove8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:InterloperMove9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.WorkPush:CommuteComing</KEY>
<STR>{0.SimName} will need to leave for work soon. Don't be late!</STR>
<KEY>NRaas.StoryProgression.SchoolPush:CommuteComing</KEY>
<STR>{0.SimName} will need to be heading to school in a little bit.</STR>

<KEY>NRaas.StoryProgression.ScenarioWeight:Teach</KEY>
<STR>Teach</STR>

<KEY>NRaas.StoryProgression.AncestralFirstChoice:MenuName</KEY>
<STR>Ancestral First Choice</STR>
<KEY>NRaas.StoryProgression.AncestralSaveType:Random</KEY>
<STR>Random</STR>
<KEY>NRaas.StoryProgression.AncestralSaveType:FirstBorn</KEY>
<STR>First Born</STR>
<KEY>NRaas.StoryProgression.AncestralSaveType:FirstMale</KEY>
<STR>First Male</STR>
<KEY>NRaas.StoryProgression.AncestralSaveType:FirstFemale</KEY>
<STR>First Female</STR>
<KEY>NRaas.StoryProgression.FirstBornGender:Balanced</KEY>
<STR>Balanced</STR>
<KEY>NRaas.StoryProgression.MoveInPreference:MenuName</KEY>
<STR>Move In Preference</STR>

<KEY>NRaas.StoryProgression.AllowOldLover:MenuName</KEY>
<STR>Allow Old Lover</STR>
<KEY>NRaas.StoryProgression.AdjustSpeed:Prompt</KEY>
<STR>You are about to set all managers to the "{0.String}" story level, continue?</STR>

<KEY>NRaas.StoryProgression.Deaths:InjuredMummy</KEY>
<STR>Mummy Curse</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMummy0</KEY>
<STR>One should not mess with the occult. {0.SimName} found {3.String}self cursed by a local mummy. A quick trip to the hospital is definitely on the agenda.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMummy1</KEY>
<STR>"Well, I was just messing around... Ended up getting a little cursed, that's all. No biggie." A friend thought otherwise, and decided that {0.SimName} should head over to clinic for a check-up.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMummy2</KEY>
<STR>"Let me just say one thing: Do not mess with a mummy! They do not take kindly to poking, or slapping, or tying their wraps to door knobs." {0.SimName} found {3.String}self a little bit cursed, and decided to head over to the clinic.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMummy3</KEY>
<STR>{0.SimName} was looking a little end-the-weather, after angering a local mummy. After feeling the unnerving need to visit a certain Egyptian Sphinx, {0.SimFirstName} has chosen to wisely visit a doctor.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMummy4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMummy5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMummy6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMummy7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMummy8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMummy9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.AllowChild:MenuName</KEY>
<STR>Allow Child</STR>
<KEY>NRaas.StoryProgression.AllStories:Prompt</KEY>
<STR>You are about to set all managers to the "{0.String}" story level, proceed ?</STR>
<KEY>NRaas.StoryProgression.CooldownBreakupToPartner:Prompt</KEY>
<STR>Enter the number of days to wait after breaking up with an old partner, before partnering with a new one:</STR>
<KEY>NRaas.StoryProgression.Stories:SomeHome</KEY>
<STR>some home</STR>
<KEY>NRaas.StoryProgression.Stories:SomeAddress</KEY>
<STR>some address</STR>

<KEY>NRaas.StoryProgression.AssignSelfEmployed:MenuName</KEY>
<STR>Assign Self Employed Careers</STR>
<KEY>NRaas.StoryProgression.AllowSelfEmployedRetirement:MenuName</KEY>
<STR>Assign Self Employed Retirement</STR>
<KEY>NRaas.StoryProgression.AssignDreamJobToEmployed:MenuName</KEY>
<STR>Assign Dream Job To Employed</STR>

<KEY>NRaas.StoryProgression.SimOptions:MenuName</KEY>
<STR>Sim Options</STR>

<KEY>NRaas.StoryProgression.Scoring:MenuName</KEY>
<STR>Scoring</STR>
<KEY>NRaas.StoryProgression.Expanded:MenuName</KEY>
<STR>Expanded</STR>

<KEY>NRaas.StoryProgression.AllowFindJob:MenuName</KEY>
<STR>Career: Allow Find Job</STR>
<KEY>NRaas.StoryProgression.AllowMarriage:MenuName</KEY>
<STR>Romance: Allow Marriage</STR>
<KEY>NRaas.StoryProgression.PensionCheck:MenuName</KEY>
<STR>Maximum Per Level Active Career Pension</STR>
<KEY>NRaas.StoryProgression.PensionCheck:Prompt</KEY>
<STR>Enter the maximum amount to pay per level of the sim's retired career: (Set to 0 to disable check)</STR>

<KEY>NRaas.StoryProgression.ScenarioWeight:JealousRage</KEY>
<STR>Jealous Rage</STR>

<KEY>NRaas.StoryProgression.ImmigrantGender:MenuName</KEY>
<STR>Immigrant Gender</STR>
<KEY>NRaas.StoryProgression.AllowFlirtActiveInvolved:MenuName</KEY>
<STR>Allow Flirt with Active Involved</STR>
<KEY>NRaas.StoryProgression.WorkPushActiveCareers:MenuName</KEY>
<STR>Work Push Active Careers</STR>

<KEY>NRaas.StoryProgression.SellGhosts:MenuName</KEY>
<STR>Sell Spirit Jars</STR>
<KEY>NRaas.StoryProgression.SellDrafts:MenuName</KEY>
<STR>Sell Drafts</STR>
<KEY>NRaas.StoryProgression.ImmigrateSingleSim:MenuName</KEY>
<STR>Immigrate Single Sim Chance</STR>
<KEY>NRaas.StoryProgression.ImmigrateSingleSim:Prompt</KEY>
<STR>The chance of a single sim family immigrating into town: (Set to 0 to disable)</STR>

<KEY>NRaas.StoryProgression.Accounting:MenuName</KEY>
<STR>Accounting</STR>
<KEY>NRaas.StoryProgression.ClearAccounting:MenuName</KEY>
<STR>Clear Accounting</STR>
<KEY>NRaas.StoryProgression.ClearAccounting:Prompt</KEY>
<STR>Restart the accounting from scratch ?</STR>
<KEY>NRaas.StoryProgression.ResetToDefault:MenuName</KEY>
<STR>Reset To Defaults</STR>

<KEY>NRaas.StoryProgression.Accounting:Header</KEY>
<STR>Accounting\nElapsed Days: {0.Number}</STR>
<KEY>NRaas.StoryProgression.Accounting:Gain</KEY>
<STR>-- Gain --</STR>
<KEY>NRaas.StoryProgression.Accounting:Loss</KEY>
<STR>-- Loss --</STR>
<KEY>NRaas.StoryProgression.Accounting:Body</KEY>
<STR>\n{0.String}: {1.Money}</STR>
<KEY>NRaas.StoryProgression.Accounting:Net</KEY>
<STR>-- Net --\n{0.Money}</STR>

<KEY>NRaas.StoryProgression.AccountingValue:Income</KEY>
<STR>General Income</STR>
<KEY>NRaas.StoryProgression.AccountingValue:Expense</KEY>
<STR>General Expense</STR>
<KEY>NRaas.StoryProgression.AccountingValue:MoveOut</KEY>
<STR>Move Out Transfer</STR>
<KEY>NRaas.StoryProgression.AccountingValue:MoveIn</KEY>
<STR>Move In Transfer</STR>
<KEY>NRaas.StoryProgression.AccountingValue:GiveAway</KEY>
<STR>Donations</STR>
<KEY>NRaas.StoryProgression.AccountingValue:TakeCash</KEY>
<STR>Thefts</STR>
<KEY>NRaas.StoryProgression.AccountingValue:BuyLot</KEY>
<STR>Lot Purchases</STR>
<KEY>NRaas.StoryProgression.AccountingValue:SellLot</KEY>
<STR>Lot Sales</STR>
<KEY>NRaas.StoryProgression.AccountingValue:Dowry</KEY>
<STR>Housewarming Gifts</STR>
<KEY>NRaas.StoryProgression.AccountingValue:SellItem</KEY>
<STR>Items Sold</STR>
<KEY>NRaas.StoryProgression.AccountingValue:Burgled</KEY>
<STR>Burglaries</STR>
<KEY>NRaas.StoryProgression.AccountingValue:BuyItem</KEY>
<STR>Items Bought</STR>

<KEY>NRaas.StoryProgression.AllowCelebrity:MenuName</KEY>
<STR>Friendship: Allow Celebrity</STR>
<KEY>NRaas.StoryProgression.GoToHospitalChance:MenuName</KEY>
<STR>Push: Go To Hospital Chance</STR>
<KEY>NRaas.StoryProgression.GoToHospitalChance:Prompt</KEY>
<STR>Enter the base chance that a violent personality scenario will force the target to hospital: (enter 0 to disable)</STR>

<KEY>NRaas.StoryProgression.Karma:MenuName</KEY>
<STR>Karma Count</STR>
<KEY>NRaas.StoryProgression.Karma:Prompt</KEY>
<STR>Determines the accumulated value of karma that this clan has collected, used for gating the various scenarios:</STR>
<KEY>NRaas.StoryProgression.Fails:MenuName</KEY>
<STR>Failure Count</STR>
<KEY>NRaas.StoryProgression.Fails:Prompt</KEY>
<STR>Determines the accumulated value of failure conditions that this clan has collected, used for gating the various scenarios:</STR>

<KEY>NRaas.StoryProgression.HobnobCelebrityPoints:MenuName</KEY>
<STR>Celebrity Points: Accumulation</STR>
<KEY>NRaas.StoryProgression.HobnobCelebrityPoints:Prompt</KEY>
<STR>The number of celebrity points accumulated whenever a sim engages in a relationship scenario with a higher level celebrity:</STR>

<KEY>NRaas.StoryProgression.AgingByStage:Baby</KEY>
<STR>B</STR>
<KEY>NRaas.StoryProgression.AgingByStage:Toddler</KEY>
<STR>D</STR>
<KEY>NRaas.StoryProgression.AgingByStage:Child</KEY>
<STR>C</STR>
<KEY>NRaas.StoryProgression.AgingByStage:Teen</KEY>
<STR>T</STR>
<KEY>NRaas.StoryProgression.AgingByStage:YoungAdult</KEY>
<STR>Y</STR>
<KEY>NRaas.StoryProgression.AgingByStage:Adult</KEY>
<STR>A</STR>
<KEY>NRaas.StoryProgression.AgingByStage:Elder</KEY>
<STR>E</STR>

<KEY>NRaas.StoryProgression.AccountingValue:Consignment</KEY>
<STR>Consignment</STR>

<KEY>NRaas.StoryProgression.ImmigrantOptions:MenuName</KEY>
<STR>Immigrant Options</STR>
<KEY>NRaas.StoryProgression.DisallowByCareer:MenuName</KEY>
<STR>Career: Disallow</STR>
<KEY>NRaas.StoryProgression.DisallowByStory:MenuName</KEY>
<STR>Disallow Story</STR>

<KEY>NRaas.StoryProgression.AncestralSaveType:LastBorn</KEY>
<STR>Last Born</STR>

<KEY>NRaas.StoryProgression.Sims:BecameVampire</KEY>
<STR>Became Vampire</STR>
<KEY>NRaas.StoryProgression.Sims:BecameVampire0</KEY>
<STR>It is the dawning of a new age, {0.SimName} has awoken from {4.String} deep slumber and arisen as a Vampire!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameVampire1</KEY>
<STR>{0.SimName} has taken {4.String} rightful place amongst the waking dead, by becoming a Vampire!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameVampire2</KEY>
<STR>Take heed fair citizens! Another blood sucking fiend wakes amongst you. {8.String} name? {0.SimName}!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameVampire3</KEY>
<STR>The clan of the undead has a new recruit this night, with the addition of {0.SimName} to the ranks. Fear the fangs!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameVampire4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameVampire5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameVampire6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameVampire7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameVampire8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameVampire9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.ChooseCareer:MenuName</KEY>
<STR>Manually Select Careers</STR>
<KEY>NRaas.StoryProgression.ChooseCareer:Header</KEY>
<STR>Choose Career</STR>
<KEY>NRaas.StoryProgression.ChooseCareer:PromptFailure</KEY>
<STR>It appears that {0.SimName} does not like the job situation in your town. They have decided to remain unemployed until there is a better selection available.</STR>
<KEY>NRaas.StoryProgression.ChooseCareer:PreferenceTitle</KEY>
<STR>Preferred</STR>
<KEY>NRaas.StoryProgression.ChooseCareer:PreferenceTooltip</KEY>
<STR>Whether the career would have been a choice for selection by progression.</STR>

<KEY>NRaas.StoryProgression.NotifyOnMove:MenuName</KEY>
<STR>Notify On Move</STR>
<KEY>NRaas.StoryProgression.NotifyOnMove:Prompt</KEY>
<STR>As requested, the town planning department has just notified you that the {0.String} lot at {1.String} is now vacant. Do you wish to focus on it now ?</STR>

<KEY>NRaas.StoryProgression.AllowGhostRabbithole:MenuName</KEY>
<STR>Allow Push Ghosthunter Rabbithole Investigation</STR>
<KEY>NRaas.StoryProgression.AllowGhostHunterOnActive:MenuName</KEY>
<STR>Allow Ghosthunter Investigation on Active Lot</STR>

<KEY>NRaas.StoryProgression.SameSexMarriageName:MenuName</KEY>
<STR>Romance: Marriage Name: Same-Sex</STR>
<KEY>NRaas.StoryProgression.DisallowImmigrantHousehold:MenuName</KEY>
<STR>Immigration Disallow Bin By House</STR>

<KEY>NRaas.StoryProgression.AlertLevel:Romantic</KEY>
<STR>Romantic</STR>
<KEY>NRaas.StoryProgression.AlertLevel:Enemies</KEY>
<STR>Enemies</STR>
<KEY>NRaas.StoryProgression.AlertLevel:Custom</KEY>
<STR>Custom</STR>

<KEY>NRaas.StoryProgression.ImmigrantMaxCelebrityLevel:MenuName</KEY>
<STR>Immigrant Maximum Celebrity Level</STR>
<KEY>NRaas.StoryProgression.ImmigrantMaxCelebrityLevel:Prompt</KEY>
<STR>Enter the maximum celebrity level an immigrant can start with:</STR>

<KEY>NRaas.StoryProgression.Stories:PersonalityPrompt</KEY>
<STR>You are about to set all personalities to the "{0.String}" story level, proceed ?</STR>

<KEY>NRaas.StoryProgression.JailBail:MenuName</KEY>
<STR>Jail-Time Court Costs</STR>
<KEY>NRaas.StoryProgression.JailBail:Prompt</KEY>
<STR>Enter the amount of simoleons to deduct whenever a sim lands in jail:</STR>

<KEY>NRaas.StoryProgression.AccountingValue:CourtFees</KEY>
<STR>Court Fees</STR>

<KEY>NRaas.StoryProgression.GoToJailChance:MenuName</KEY>
<STR>Push: Go To Jail Chance</STR>
<KEY>NRaas.StoryProgression.GoToJailChance:Prompt</KEY>
<STR>Enter the base chance that a violent scenario will send the actor to jail: (Enter 0 to disable)</STR>

<KEY>NRaas.StoryProgression.CelebrityListing:MenuName</KEY>
<STR>Options: Celebrity</STR>
<KEY>NRaas.StoryProgression.DebtListing:MenuName</KEY>
<STR>Options: Debt and Taxes</STR>
<KEY>NRaas.StoryProgression.FeesListing:MenuName</KEY>
<STR>Options: Fees and Support</STR>
<KEY>NRaas.StoryProgression.DebugListing:MenuName</KEY>
<STR>Options: Debugging</STR>
<KEY>NRaas.StoryProgression.PerformanceListing:MenuName</KEY>
<STR>Options: Job Performance</STR>

<KEY>NRaas.StoryProgression.RenameChildrenOnMarriage:MenuName</KEY>
<STR>Rename Children on Marriage</STR>
<KEY>NRaas.StoryProgression.AllowElderRecruit:MenuName</KEY>
<STR>Allow Elder Recruit</STR>
<KEY>NRaas.StoryProgression.AllowYoungAdult:MenuName</KEY>
<STR>Allow Young Adult</STR>
<KEY>NRaas.StoryProgression.AllowMaleFemaleAntagonize:MenuName</KEY>
<STR>Allow Male on Female Antagonism</STR>

<KEY>NRaas.StoryProgression.MinCelebrityPerScenario:MenuName</KEY>
<STR>Minimum Celebrity Per Scenario</STR>
<KEY>NRaas.StoryProgression.MinCelebrityPerScenario:Prompt</KEY>
<STR>Enter the minimum number of celebrity points to provide, each time a sim is involved in a personality scenario: (Enter 0 to disable)</STR>

<KEY>NRaas.StoryProgression.ScenarioWeight:Retire</KEY>
<STR>Retire</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Fight</KEY>
<STR>Fight</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Drink</KEY>
<STR>Drink</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Feast</KEY>
<STR>Feast</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Sire</KEY>
<STR>Sire</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Turn</KEY>
<STR>Turn</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:VampSlay</KEY>
<STR>Slay Vampire</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:WolfSlay</KEY>
<STR>Slay Wolf</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Revolt</KEY>
<STR>Revolt</STR>
<KEY>NRaas.StoryProgression.MaxPayment:MenuName</KEY>
<STR>Max Payment</STR>

<KEY>NRaas.StoryProgression.Deaths:InjuredThirst</KEY>
<STR>Thirst</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredThirst0</KEY>
<STR>"I got the impression that someone was out to get me." commented {0.SimName}. "I mean, it was almost as if they tried to kill me for some reason. Best go get checked out, in case they nicked something."</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredThirst1</KEY>
<STR>{0.SimName} surfaced at the local hospital recently, after encountering some trouble staying alive. "Thought it best to have a doctor check me over, and make sure all my parts are still there."</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredThirst2</KEY>
<STR>After an encounter with a near-death experience, {0.SimName} choose the wise decision and checked {3.String}self into the hospital for a quick tune-up.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredThirst3</KEY>
<STR>"I feel fine, but considering everything I've been through, I thought it prudent to have a professional look me over." commented {0.SimName}. Always best to test the oil and rotate the tires every so often, we always say, even if you are undead.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredThirst4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredThirst5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredThirst6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredThirst7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredThirst8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredThirst9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:Thirst</KEY>
<STR>Thirst</STR>
<KEY>NRaas.StoryProgression.Deaths:Thirst0</KEY>
<STR>Unfortunately {0.SimName} did not choose to wear the appropriate protection and has died a horrible blood-sucking death.</STR>
<KEY>NRaas.StoryProgression.Deaths:Thirst1</KEY>
<STR>Apparently being undead is not all that it is cracked up to be. {0.SimName} has perished in a puff of ash, blowing away in the gentle breeze.</STR>
<KEY>NRaas.StoryProgression.Deaths:Thirst2</KEY>
<STR>Whoops! Either someone got a little too much sunlight, or simply forgot to feed the thirst. {0.SimName} has met {4.String} maker, having died the vampiric way: By the blood!</STR>
<KEY>NRaas.StoryProgression.Deaths:Thirst3</KEY>
<STR>Doesn't take one's head to be cut off to see that dying is generally a bad thing. Guess someone should have informed {0.SimName} about that, before they went and got turned to ashes.</STR>
<KEY>NRaas.StoryProgression.Deaths:Thirst4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Thirst5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Thirst6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Thirst7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Thirst8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Thirst9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:InjuredMeteor</KEY>
<STR>Meteor Strike</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMeteor0</KEY>
<STR>Sounds like {0.SimName} narrowly escaped death, when a meteor honed in on {4.String} location and obliterated the ground beneath {4.String} feet. Wow, that must be been intense!</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMeteor1</KEY>
<STR>One should always check the skies before heading outside apparently. {0.SimName} failed to do so, and apparently got swatted by a rogue meteor. {6.String} appears to be fine, but a quick visit to the hospital wouldn't hurt anything.</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMeteor2</KEY>
<STR>"I was just standing there, minding my own business, and this rock falls out of the heavens, and try to kill me!" remarked {0.SimName}. "What did I ever do to it? Is my name on some interstellar hit-list or something?"</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMeteor3</KEY>
<STR>{0.SimName} decided to hop on over to the local hospital for a checkup, after surviving a a near-death experience involving a meteor strike. "It was *this* close! Any closer and I would just be a smudge that someone would be cleaning up right now."</STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMeteor4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMeteor5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMeteor6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMeteor7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMeteor8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:InjuredMeteor9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Deaths:Meteor</KEY>
<STR>Meteor</STR>
<KEY>NRaas.StoryProgression.Deaths:Meteor0</KEY>
<STR>Blast! Guess {0.SimName} should have been paying more attention to {4.String} surroundings. Maybe {2.String} would have noticed that giant rock falling from the sky!</STR>
<KEY>NRaas.StoryProgression.Deaths:Meteor1</KEY>
<STR>Smash! And here ends the great comedy that was {0.SimName}'s life. Smote by a meteor from the gods, for no other reason than because it could be done.</STR>
<KEY>NRaas.StoryProgression.Deaths:Meteor2</KEY>
<STR>{0.SimName} was simply in the wrong place at the right time, and simply was not a fast enough runner. So many things had to go wrong to be killed by a meteor, and by the looks of {4.String} corpse, they did.</STR>
<KEY>NRaas.StoryProgression.Deaths:Meteor3</KEY>
<STR>What a wild wild ride, and unfortunately {0.SimName} decided to stay on for one trip too many. Or perhaps {2.String} should have stayed on longer? Who knows what would have been best, other than not getting hit by a meteor strike!</STR>
<KEY>NRaas.StoryProgression.Deaths:Meteor4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Meteor5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Meteor6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Meteor7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Meteor8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Deaths:Meteor9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.HomeInspectionCareerObjects:MenuName</KEY>
<STR>Home Inspection Career Objects</STR>
<KEY>NRaas.StoryProgression.AdjustActivePerformance:MenuName</KEY>
<STR>Adjust Active Performance</STR>
<KEY>NRaas.StoryProgression.AdjustPerformanceToAgeSpan:MenuName</KEY>
<STR>Adjust Performance To Age Span</STR>
<KEY>NRaas.StoryProgression.SteppedJobDifficultyScale:MenuName</KEY>
<STR>Stepped Job Difficulty Scale</STR>
<KEY>NRaas.StoryProgression.SteppedJobDifficultyScale:Prompt</KEY>
<STR>Enter the percent increase in difficulty for each level of the career:</STR>

<KEY>NRaas.StoryProgression.AccountingValue:ServiceFees</KEY>
<STR>Service Fees</STR>
<KEY>NRaas.StoryProgression.AccountingValue:Bribes</KEY>
<STR>Bribes</STR>
<KEY>NRaas.StoryProgression.AccountingValue:Kickbacks</KEY>
<STR>Kickbacks</STR>
<KEY>NRaas.StoryProgression.AccountingValue:Damages</KEY>
<STR>Damages</STR>
<KEY>NRaas.StoryProgression.AccountingValue:Insurance</KEY>
<STR>Insurance</STR>

<KEY>NRaas.StoryProgression.TownOccultRatio:MenuName</KEY>
<STR>Town Occult Ratio</STR>
<KEY>NRaas.StoryProgression.TownOccultRatio:Prompt</KEY>
<STR>Enter the percent ratio of {0.String} sims to humans to attempt to maintain in your town:</STR>

<KEY>NRaas.StoryProgression.FullStoryLog:MenuName</KEY>
<STR>Log All Stories</STR>

<KEY>NRaas.StoryProgression.Personalities:LeaderDead</KEY>
<STR>Leader Dead</STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderDead0</KEY>
<STR>It appears that {0.SimName} has passed away, leaving the position of {10.String} vacant.</STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderDead1</KEY>
<STR>The {10.String} has been disbanded, following the demise of their leader {0.SimName}.</STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderDead2</KEY>
<STR>With the death of {0.SimName}, the position of {10.String} is no longer unoccupied, perhaps another with arise to take {4.String} place.</STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderDead3</KEY>
<STR>Unfortunately the death of {0.SimName} means that the {10.String} now longer has a leader, how unfortunate.</STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderDead4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderDead5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderDead6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderDead7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderDead8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderDead9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Personalities:LeaderResign</KEY>
<STR>Leader Resign</STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderResign0</KEY>
<STR>Uh oh, it looks like {0.SimName} was no longer able to fulfill {4.String} duties as leader of the {10.String} and has been forced to resign.</STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderResign1</KEY>
<STR>"I am hereby stepping down from the leadership of the {10.String} effective immediately." The leadership position is now open to a new member to take up and carry forward.</STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderResign2</KEY>
<STR>{0.SimName}, no longer able to satisfy the requirements of {4.String} position as leader of the {10.String}, has gracefully bowed out of the public 'office'.</STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderResign3</KEY>
<STR>The {10.String} needs a new leader, now that {0.SimName} has decided to leave the position. "I don't feel I fit the bill anymore, so the position is now vacant."</STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderResign4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderResign5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderResign6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderResign7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderResign8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:LeaderResign9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Personalities:MemberResign</KEY>
<STR>Member Resign</STR>
<KEY>NRaas.StoryProgression.Personalities:MemberResign0</KEY>
<STR>Effective immediately, {0.SimName} is no longer a member of the {10.String}. "It is time to move on, so I'm leaving... Simple as that."</STR>
<KEY>NRaas.StoryProgression.Personalities:MemberResign1</KEY>
<STR>No longer able to fulfill {4.String} duties as a member of the {10.String}, {0.SimName} has decided to leave the organization.</STR>
<KEY>NRaas.StoryProgression.Personalities:MemberResign2</KEY>
<STR>{0.SimName} has been released from service in the {10.String}. "We all felt that I no longer satisfy the requirements of the position, so we are parting ways."</STR>
<KEY>NRaas.StoryProgression.Personalities:MemberResign3</KEY>
<STR>"I will miss it, that's for sure." remarked {0.SimName}. "But leaving the {10.String} is for the best of everyone involved."</STR>
<KEY>NRaas.StoryProgression.Personalities:MemberResign4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:MemberResign5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:MemberResign6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:MemberResign7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:MemberResign8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Personalities:MemberResign9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.MaximumBinHouseSize:MenuName</KEY>
<STR>Maximum Bin Household Size</STR>
<KEY>NRaas.StoryProgression.MaximumBinHouseSize:Prompt</KEY>
<STR>Enter the maximum size of a bin household that can be used for immigration:</STR>

<KEY>NRaas.StoryProgression.AlertLevel:OnlyResidents</KEY>
<STR>Only Residents</STR>

<KEY>NRaas.StoryProgression.ScenarioWeight:Desperation</KEY>
<STR>Desperation</STR>

<KEY>NRaas.StoryProgression.Status:With</KEY>
<STR>\nwith: {0.String}</STR>
<KEY>NRaas.StoryProgression.Status:Cash</KEY>
<STR>\nCash: {0.Money}</STR>
<KEY>NRaas.StoryProgression.Status:Debt</KEY>
<STR>\nDebt: {0.Money}</STR>
<KEY>NRaas.StoryProgression.Status:NetWorth</KEY>
<STR>\nNet Worth: {0.Money}</STR>
<KEY>NRaas.StoryProgression.Status:Leader</KEY>
<STR>\nLeader of {0.String}</STR>
<KEY>NRaas.StoryProgression.Status:Member</KEY>
<STR>\nMember of {0.String}</STR>

<KEY>NRaas.StoryProgression.ScenarioWeight:Brawl</KEY>
<STR>Brawl</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Wedge</KEY>
<STR>Wedge</STR>

<KEY>NRaas.StoryProgression.Species:Horse</KEY>
<STR>Horse</STR>
<KEY>NRaas.StoryProgression.Species:Human</KEY>
<STR>Human</STR>
<KEY>NRaas.StoryProgression.Species:Cat</KEY>
<STR>Cat</STR>
<KEY>NRaas.StoryProgression.Species:Dog</KEY>
<STR>Dog: Big</STR>
<KEY>NRaas.StoryProgression.Species:LittleDog</KEY>
<STR>Dog: Little</STR>

<KEY>NRaas.StoryProgression.MinimumEmptyHomes:MenuName</KEY>
<STR>Minimum Empty Homes</STR>
<KEY>NRaas.StoryProgression.MinimumEmptyHomes:Prompt</KEY>
<STR>Enter the minimum empty homes that must be present in town prior to an immigration occurring:</STR>

<KEY>NRaas.StoryProgression.AllowStrandedPartner:MenuName</KEY>
<STR>Handle Stranded Pregnancy Partners</STR>

<KEY>NRaas.StoryProgression.Lots:NoEmptyHomes</KEY>
<STR>No Available Home</STR>
<KEY>NRaas.StoryProgression.Lots:NoEmptyHomes0</KEY>
<STR>The city planning department would like to remind you that even though immigration is being actively promoted in town, you don't have any remaining homes for sale.</STR>
<KEY>NRaas.StoryProgression.Lots:NoEmptyHomes1</KEY>
<STR>Good mayor, your directive to leave a certain number of homes available for local use is curtailing immigration.</STR>
<KEY>NRaas.StoryProgression.Lots:NoEmptyHomes2</KEY>
<STR>Why are we promoting immigration when all the vacant homes are off the market ? Sounds kind of silly to me, but what do I know ?</STR>
<KEY>NRaas.StoryProgression.Lots:NoEmptyHomes3</KEY>
<STR>After reviewing our records, the town council would like to remind you that all the vacant homes are currently unavailable for immigrant use.</STR>
<KEY>NRaas.StoryProgression.Lots:NoEmptyHomes4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NoEmptyHomes5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NoEmptyHomes6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NoEmptyHomes7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NoEmptyHomes8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Lots:NoEmptyHomes9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.WorkPushPregnant:MenuName</KEY>
<STR>Work Push: Pregnant</STR>

<KEY>NRaas.StoryProgression.DisallowPersonality:MenuName</KEY>
<STR>Personality: Disallow</STR>

<KEY>NRaas.StoryProgression.Has:True</KEY>
<STR>Has</STR>
<KEY>NRaas.StoryProgression.Has:False</KEY>
<STR> </STR>

<KEY>NRaas.StoryProgression.SameSexNameTake:Husband</KEY>
<STR>Older</STR>
<KEY>NRaas.StoryProgression.SameSexNameTake:Wife</KEY>
<STR>Younger</STR>
<KEY>NRaas.StoryProgression.SameSexNameTake:FemMale</KEY>
<STR>Younger-Older</STR>
<KEY>NRaas.StoryProgression.SameSexNameTake:MaleFem</KEY>
<STR>Older-Younger</STR>
<KEY>NRaas.StoryProgression.SameSexNameTake:Either</KEY>
<STR>Coin-Flip</STR>
<KEY>NRaas.StoryProgression.SameSexNameTake:None</KEY>
<STR>No Change</STR>
<KEY>NRaas.StoryProgression.SameSexNameTake:User</KEY>
<STR>Prompt</STR>

<KEY>NRaas.StoryProgression.AlertLevel:PersonalityLeaders</KEY>
<STR>Personality Leaders</STR>
<KEY>NRaas.StoryProgression.AlertLevel:PersonalityMembers</KEY>
<STR>Personality Members</STR>

<KEY>NRaas.StoryProgression.LotOptions:MenuName</KEY>
<STR>Lot Options</STR>

<KEY>NRaas.StoryProgression.MaximumSize:MenuName</KEY>
<STR>Maximum Size: Human</STR>
<KEY>NRaas.StoryProgression.MaximumSize:Prompt</KEY>
<STR>Enter the maximum number of humans the mod can stuff into a given family:</STR>
<KEY>NRaas.StoryProgression.MaximumPetSize:MenuName</KEY>
<STR>Maximum Size: Pet</STR>
<KEY>NRaas.StoryProgression.MaximumPetSize:Prompt</KEY>
<STR>Enter the maximum number of pets the mod can stuff into a given family:</STR>

<KEY>NRaas.StoryProgression.AlterDecreaseRate:MenuName</KEY>
<STR>Alter Performance Decrease Rate</STR>

<KEY>NRaas.StoryProgression.CooldownPartnerToEngagement:MenuName</KEY>
<STR>Cooldown: Partner to Engagement</STR>
<KEY>NRaas.StoryProgression.CooldownPartnerToEngagement:Prompt</KEY>
<STR>Enter the number of days to wait after going steady to proposing marriage.</STR>
<KEY>NRaas.StoryProgression.CooldownEngagementToMarriage:MenuName</KEY>
<STR>Cooldown: Engagement to Marriage</STR>
<KEY>NRaas.StoryProgression.CooldownEngagementToMarriage:Prompt</KEY>
<STR>Enter the number of days to wait after proposing marriage to getting married.</STR>

<KEY>NRaas.StoryProgression.Romance:Engagement</KEY>
<STR>Engagement</STR>
<KEY>NRaas.StoryProgression.Romance:Engagement0</KEY>
<STR>Look who is getting hitched : {0.SimName} and {10.SimName} ! Be sure to stop by and congratulate the couple before the big day arrives.</STR>
<KEY>NRaas.StoryProgression.Romance:Engagement1</KEY>
<STR>{0.SimName} and {10.SimName} have stated their intentions to get married! Witnesses remark that the proposal was a tear-jerker, with plenty of applause from the crowd afterward.</STR>
<KEY>NRaas.StoryProgression.Romance:Engagement2</KEY>
<STR>Look who popped the question, our good friend {0.SimName}! Gladly {10.SimName}'s answer was yes, because frankly it makes for a much happier announcement this way.</STR>
<KEY>NRaas.StoryProgression.Romance:Engagement3</KEY>
<STR>"Yep, I asked {10.SimName} to marry me, and amazingly enough {12.String} said yes." stated {0.SimName}, apparently dumbfounded that anyone would think of marrying {3.String}.</STR>
<KEY>NRaas.StoryProgression.Romance:Engagement4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Engagement5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Engagement6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Engagement7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Engagement8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Engagement9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.ScenarioWeight:Prank</KEY>
<STR>Prank</STR>

<KEY>NRaas.StoryProgression.AgeUpCat:Adult</KEY>
<STR>{0.SimName} has grown into an adult. Time to get cracking on those hunting skills, there are plenty of animals out there just waiting to get caught, so start earning your keep.</STR>
<KEY>NRaas.StoryProgression.AgeUpCat:Elder</KEY>
<STR>{0.SimName} is now an elder, time to relax and take it easy. Rustle up your handy human servant, snuggle up on your favorite piece of furniture, and enjoy the rest of your life in luxury.</STR>

<KEY>NRaas.StoryProgression.AgeUpDog:Adult</KEY>
<STR>Welcome to adulthood {0.SimName}! It is time to earn your keep for the master, and show them how faithful you really are. Work on your hunting skills, bring home the bacon, and maybe learn a couple of tricks along the way.</STR>
<KEY>NRaas.StoryProgression.AgeUpDog:Elder</KEY>
<STR>{0.SimName} is now an elder. Find a comfortable place to curl up next to the master's chair, and enjoy your retirement. Or perhaps prove them wrong, and show your master that old dogs can learn some new tricks.</STR>

<KEY>NRaas.StoryProgression.AgeUpHorse:Adult</KEY>
<STR>Now that {0.SimName} is an adult, you can train in the noble art of jumping and racing. Find yourself a rider and get cracking, there are fences to jump and competitions to win!</STR>
<KEY>NRaas.StoryProgression.AgeUpHorse:Elder</KEY>
<STR>{0.SimName} may be an elder now, but that does not mean they should be put out to pasture just yet. You may not be a prime stallion any longer, but there is still plenty of showing to be done.</STR>
<KEY>NRaas.StoryProgression.AgeUpHorse:Elder_Female</KEY>
<STR>{0.SimName} may be an elder now, but that does not mean they should be put out to pasture just yet. Sure your breeding days may be past, but that just leaves more time for showing.</STR>
<KEY>NRaas.StoryProgression.AllowPushAtNight:MenuName</KEY>
<STR>Push: Allow At Night</STR>
<KEY>NRaas.StoryProgression.AllowActiveTargetPrank:MenuName</KEY>
<STR>Allow Active Target Prank</STR>
<KEY>NRaas.StoryProgression.ShowFirstCelebrityLevel:MenuName</KEY>
<STR>Show First Level Gain Story</STR>
<KEY>NRaas.StoryProgression.MoveRoleToService:MenuName</KEY>
<STR>Move Role Sims In Service Household</STR>
<KEY>NRaas.StoryProgression.AlwaysMarryUnexpected:MenuName</KEY>
<STR>Always Marry Unexpected Parents</STR>

<KEY>NRaas.StoryProgression.RichThreshold:MenuName</KEY>
<STR>Rich Threshold</STR>
<KEY>NRaas.StoryProgression.RichThreshold:Prompt</KEY>
<STR>Enter the simoleon value required to be considered "Rich":</STR>

<KEY>NRaas.StoryProgression.AllowAdoption:MenuName</KEY>
<STR>Pregnancy: Allow Adoption</STR>

<KEY>NRaas.StoryProgression.AdoptionListing:MenuName</KEY>
<STR>Options: Adoption</STR>

<KEY>NRaas.StoryProgression.PetImmigration:MenuName</KEY>
<STR>Allow Pet Immigration</STR>
<KEY>NRaas.StoryProgression.RequirePetInspection:MenuName</KEY>
<STR>Require Pet House</STR>
<KEY>NRaas.StoryProgression.UsePetPoolAdoption:MenuName</KEY>
<STR>Use Pet Pool</STR>
<KEY>NRaas.StoryProgression.CooldownBetweenPetAdoption:MenuName</KEY>
<STR>Cooldown: Between Pet Adoptions</STR>
<KEY>NRaas.StoryProgression.CooldownBetweenPetAdoption:Prompt</KEY>
<STR>Enter the minimum number of sim-days that must elapse before another pet adoption is allowed for the household:</STR>
<KEY>NRaas.StoryProgression.ChanceOfAnotherPetAdoption:MenuName</KEY>
<STR>Chance of Another Pet</STR>
<KEY>NRaas.StoryProgression.ChanceOfAnotherPetAdoption:Prompt</KEY>
<STR>Enter the percent chance that a household already containing a pet will adopt another one:</STR>

<KEY>NRaas.StoryProgression.BaseNumberofPets:MenuName</KEY>
<STR>Pregnancy: Base Number of Pets</STR>
<KEY>NRaas.StoryProgression.BaseNumberofPets:Prompt</KEY>
<STR>Enter the base number of pets for a sim. The sim's traits will adjust this value up or down.</STR>

<KEY>NRaas.StoryProgression.Pregnancy:PetImmigration</KEY>
<STR>Pet Immigration</STR>
<KEY>NRaas.StoryProgression.Pregnancy:PetImmigration0</KEY>
<STR>The {0.SimLastName} family has adopted a brand new {19.String}! They are calling the little scamp {10.SimFirstName}, so cute!</STR>
<KEY>NRaas.StoryProgression.Pregnancy:PetImmigration1</KEY>
<STR>"I just saw {10.SimFirstName}'s photo at the agency and had to pick {13.String} up!" beamed {0.SimName}, "{16.String} was just so darn cuddly, I could not pass {13.String} up."</STR>
<KEY>NRaas.StoryProgression.Pregnancy:PetImmigration2</KEY>
<STR>Stop by and welcome the latest addition of the {0.SimLastName}'s household, {10.SimFirstName}. The lovable little {19.String} has been adopted by the family!</STR>
<KEY>NRaas.StoryProgression.Pregnancy:PetImmigration3</KEY>
<STR>{10.SimFirstName} has a brand new home right here in town! The little {19.String} was recently adopted by {0.SimName}, and now resides on {4.String} property.</STR>
<KEY>NRaas.StoryProgression.Pregnancy:PetImmigration4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:PetImmigration5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:PetImmigration6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:PetImmigration7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:PetImmigration8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Pregnancy:PetImmigration9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.RoomToLeavePets:MenuName</KEY>
<STR>Room To Leave: Pets</STR>
<KEY>NRaas.StoryProgression.RoomToLeavePets:Prompt</KEY>
<STR>Enter the number of empty pet slots to maintain in a household. Any family with fewer slots will be open to an "Out Of Nest" scenario (Enter 0 to disable):</STR>

<KEY>NRaas.StoryProgression.Households:PetInspectionMove</KEY>
<STR>Pet Inspection Adoption</STR>
<KEY>NRaas.StoryProgression.Households:PetInspectionMove0</KEY>
<STR>The {0.SimLastName} family was saddened that their family was no longer about to accommodate {10.SimFirstName}, there were simply too few beds available to keep {13.String} around any longer.</STR>
<KEY>NRaas.StoryProgression.Households:PetInspectionMove1</KEY>
<STR>"We'll miss our little {10.SimFirstName}, but we know that {12.String} has a better home now." commented {0.SimName}. "We just couldn't provide for {13.String} in the way {12.String} needed."</STR>
<KEY>NRaas.StoryProgression.Households:PetInspectionMove2</KEY>
<STR>The former owners of {10.SimFirstName} have decided to give the animal up for adoption, after the family decided they simply could not provide the best home for {13.String}. {0.SimName} will miss {10.SimFirstName} dearly.</STR>
<KEY>NRaas.StoryProgression.Households:PetInspectionMove3</KEY>
<STR>"It is for the best." sobbed {0.SimName}, wiping a tear from {4.String} eye, "Little {10.SimFirstName} will be much more comfortable at {14.String} new home, more so than {12.String} ever was at mine."</STR>
<KEY>NRaas.StoryProgression.Households:PetInspectionMove4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetInspectionMove5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetInspectionMove6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetInspectionMove7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetInspectionMove8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetInspectionMove9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Households:PetOvercrowdingMove</KEY>
<STR>Pet Overcrowding Adoption</STR>
<KEY>NRaas.StoryProgression.Households:PetOvercrowdingMove0</KEY>
<STR>"I simply had too many pets in my house, it was unsanitary!" commented {0.SimName}. "Best to give {10.SimFirstName} up for adoption and find {13.String} a good home where {12.String} will be treated right."</STR>
<KEY>NRaas.StoryProgression.Households:PetOvercrowdingMove1</KEY>
<STR>Whoa, what a little zoo {0.SimName} has going. The family has rightly decided that giving up one of their pets for adoption is the best idea for everyone, {10.SimFirstName} will be better off with a new family.</STR>
<KEY>NRaas.StoryProgression.Households:PetOvercrowdingMove2</KEY>
<STR>Too many little scampering feet around the {0.SimLastName} household recently had {0.SimLastName} having a fit. {6.String} has decided to place {10.SimFirstName} with a new family, to cut down on the noise!</STR>
<KEY>NRaas.StoryProgression.Households:PetOvercrowdingMove3</KEY>
<STR>"So many of them! I have trouble keeping track!" groaned {0.SimName}, "I decided that enough was enough, and gave up {10.SimFirstName}. I'm sure {14.String} home will love the little {19.String} just as much as we did."</STR>
<KEY>NRaas.StoryProgression.Households:PetOvercrowdingMove4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetOvercrowdingMove5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetOvercrowdingMove6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetOvercrowdingMove7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetOvercrowdingMove8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetOvercrowdingMove9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.NewZoo:MenuName</KEY>
<STR>Allow Inter-Household Adoption</STR>

<KEY>NRaas.StoryProgression.Households:NewZoo</KEY>
<STR>New Zoo Adoption</STR>
<KEY>NRaas.StoryProgression.Households:NewZoo0</KEY>
<STR>"We have been searching for that perfect little {19.String}, and we found it right in town!" grinned {0.SimName}, after adopting {10.SimFirstName}. "We are absolutely beaming at our luck!"</STR>
<KEY>NRaas.StoryProgression.Households:NewZoo1</KEY>
<STR>The adorable {10.SimFirstName} has been placed with the {0.SimLastName} family. {0.SimFirstName} was quite happy with the families latest acquisition, stating that {12.String} would be a perfect fit.</STR>
<KEY>NRaas.StoryProgression.Households:NewZoo2</KEY>
<STR>As luck would have it, {0.SimName} just happened to be in the market for a brand new {19.String}, just at the time that {10.SimFirstName}'s original owners were looking to for a new home. Quite fortuitous for all parties!</STR>
<KEY>NRaas.StoryProgression.Households:NewZoo3</KEY>
<STR>"That little rascal just captured my heart" grinned {0.SimName}, "How could I pass up the opportunity to adopt {10.SimFirstName}? Anyone that had looked into those big round eyes would not be able to control themselves."</STR>
<KEY>NRaas.StoryProgression.Households:NewZoo4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewZoo5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewZoo6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewZoo7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewZoo8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:NewZoo9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Households:PetImmigration</KEY>
<STR>Pet Adoption</STR>
<KEY>NRaas.StoryProgression.Households:PetImmigration0</KEY>
<STR>"I saw that '{19.String} for adoption' sign and just had to go in and look.", commented {0.SimName}. "When I saw those big old eyes staring up at me, I just knew that {10.SimFirstName} was the pet for me!"</STR>
<KEY>NRaas.StoryProgression.Households:PetImmigration1</KEY>
<STR>{10.SimFirstName} has found {13.String}self a brand new home at the {0.SimLastName} property, after {0.SimFirstName} took the {19.String} off of a neighbor's hands recently. I'm sure the two will become instant friends!</STR>
<KEY>NRaas.StoryProgression.Households:PetImmigration2</KEY>
<STR>{0.SimName} had commented that {2.String} was in the market for a new pet, and lo-and-behold, up pops {10.SimFirstName} eagerly waiting to be adopted. "My "I feel like I have the luck of the Irish, to find such a cute {19.String} so quickly!"</STR>
<KEY>NRaas.StoryProgression.Households:PetImmigration3</KEY>
<STR>Animal and human, living together in perfect union. Well, okay probably not that far, but {0.SimName}'s recent adoption of {10.SimFirstName} feels like a perfect match. Let's hope the two have many great years ahead for them!</STR>
<KEY>NRaas.StoryProgression.Households:PetImmigration4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetImmigration5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetImmigration6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetImmigration7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetImmigration8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:PetImmigration9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.CooldownBetweenFlirts:MenuName</KEY>
<STR>Cooldown: Between Flirts</STR>
<KEY>NRaas.StoryProgression.CooldownBetweenFlirts:Prompt</KEY>
<STR>Enter the number of days to wait before a sim is allowed to engage in another flirt scenario:</STR>

<KEY>NRaas.StoryProgression.RapidPetImmigration:MenuName</KEY>
<STR>Rapid Pet Immigration</STR>
<KEY>NRaas.StoryProgression.RapidPetImmigration:Prompt</KEY>
<STR>Enter the number of pets to rapidly immigrate into your town (Note that if you run out of adoptable pets, the immigration may end):</STR>

<KEY>NRaas.StoryProgression.Romance:Nemesis</KEY>
<STR>Nemesis</STR>
<KEY>NRaas.StoryProgression.Romance:Nemesis0</KEY>
<STR>Messing in the affairs of the heart can bite, as {0.SimName} and {10.SimName} have found out the hard way, they are each other's hate list now.</STR>
<KEY>NRaas.StoryProgression.Romance:Nemesis1</KEY>
<STR>No love lost between {0.SimName} and {10.SimName}, they have declared each other nemesis!</STR>
<KEY>NRaas.StoryProgression.Romance:Nemesis2</KEY>
<STR>{0.SimName} probably won't be very happy in {10.SimName}'s company for a long while, after the two have chosen to detest each other's guts.</STR>
<KEY>NRaas.StoryProgression.Romance:Nemesis3</KEY>
<STR>Enemies of the heart, forever! {0.SimName} and {10.SimName} may not have come to blows, at least not recently that is, but they may if they ever meet again.</STR>
<KEY>NRaas.StoryProgression.Romance:Nemesis4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Nemesis5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Nemesis6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Nemesis7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Nemesis8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Romance:Nemesis9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.ForceTeenJobs:MenuName</KEY>
<STR>Force Teen Jobs</STR>

<KEY>NRaas.StoryProgression.AllowLotUse:MenuName</KEY>
<STR>Allow Lot For Progression</STR>

<KEY>NRaas.StoryProgression.ChanceofBisexual:MenuName</KEY>
<STR>Chance of Bisexual Sim</STR>
<KEY>NRaas.StoryProgression.ChanceofBisexual:Prompt</KEY>
<STR>Enter the chance that a sim with undecided gender preference will be set as bi-sexual:</STR>

<KEY>NRaas.StoryProgression.SpeciesAbbreviation:Horse</KEY>
<STR>H</STR>
<KEY>NRaas.StoryProgression.SpeciesAbbreviation:Human</KEY>
<STR>S</STR>
<KEY>NRaas.StoryProgression.SpeciesAbbreviation:Cat</KEY>
<STR>C</STR>
<KEY>NRaas.StoryProgression.SpeciesAbbreviation:Dog</KEY>
<STR>B</STR>
<KEY>NRaas.StoryProgression.SpeciesAbbreviation:LittleDog</KEY>
<STR>L</STR>

<KEY>NRaas.StoryProgression.ImmigrationEmigrationListing:MenuName</KEY>
<STR>Options: Immigration/Emigration</STR>

<KEY>NRaas.StoryProgression.ResetPersonality:MenuName</KEY>
<STR>Reset To Defaults</STR>
<KEY>NRaas.StoryProgression.ResetPersonality:Prompt</KEY>
<STR>Remove all sims assigned to this personality, and remove all "Prior Leader" flags ?</STR>

<KEY>NRaas.StoryProgression.AllowVampireRevert:MenuName</KEY>
<STR>Allow Cure Occult</STR>

<KEY>NRaas.StoryProgression.MaximumGayRatio:MenuName</KEY>
<STR>Gay to Straight Town Ratio Cutoff</STR>
<KEY>NRaas.StoryProgression.MaximumGayRatio:Prompt</KEY>
<STR>Enter the percent value for the maximum ratio of gays to straight sims in town:</STR>

<KEY>NRaas.StoryProgression.ChanceOfSingleParentImmigrant:MenuName</KEY>
<STR>Chance Of Single Parent Immigrant</STR>
<KEY>NRaas.StoryProgression.ChanceOfSingleParentImmigrant:Prompt</KEY>
<STR>Enter the percent chance that a single parent will be immigrating:</STR>

<KEY>NRaas.StoryProgression.ChanceOfPartnerImmigrant:MenuName</KEY>
<STR>Chance Of Partner Immigrant</STR>
<KEY>NRaas.StoryProgression.ChanceOfPartnerImmigrant:Prompt</KEY>
<STR>Enter the percent chance that a non-married couple will be immigrated:</STR>

<KEY>NRaas.StoryProgression.ChanceOfFriendsImmigrant:MenuName</KEY>
<STR>Chance Of Immigrant Friends</STR>
<KEY>NRaas.StoryProgression.ChanceOfFriendsImmigrant:Prompt</KEY>
<STR>Enter the percent chance that a pair of friends will be immigrated:</STR>

<KEY>NRaas.StoryProgression.ImmigrantPetChance:MenuName</KEY>
<STR>Immigration Pet Chance</STR>
<KEY>NRaas.StoryProgression.ImmigrantPetChance:Prompt</KEY>
<STR>Enter the percent chance of a new immigrant family containing pets:</STR>

<KEY>NRaas.StoryProgression.MaximumPetImmigrants:MenuName</KEY>
<STR>Immigration Pet Maximum</STR>
<KEY>NRaas.StoryProgression.MaximumPetImmigrants:Prompt</KEY>
<STR>Enter the maximum number of pets immigrated with a family:</STR>

<KEY>NRaas.StoryProgression.HomeInspectionPets:MenuName</KEY>
<STR>Home Inspection Pet Beds</STR>

<KEY>NRaas.StoryProgression.ImmigrantCashRange:MenuName</KEY>
<STR>Immigrant Cash Range</STR>
<KEY>NRaas.StoryProgression.ImmigrantCashRange:Prompt</KEY>
<STR>Enter the range of family funds available for a randomly generated immigrant family. Format: "min : max" (Range: 0 to infinity)</STR>

<KEY>NRaas.StoryProgression.ImmigrantLotCostRange:MenuName</KEY>
<STR>Immigrant Lot Cost Range</STR>
<KEY>NRaas.StoryProgression.ImmigrantLotCostRange:Prompt</KEY>
<STR>Enter the range of lot prices available for a randomly generated immigrant family. Format: "min : max" (Range: 0 to infinity)</STR>

<KEY>NRaas.StoryProgression.ChanceOfPregnancy:MenuName</KEY>
<STR>Chance of Pregnancy</STR>
<KEY>NRaas.StoryProgression.ChanceOfPregnancy:Prompt</KEY>
<STR>Enter the percent chance of a personality scenario resulting in a pregnancy: (Enter -1 to use General Options default)</STR>

<KEY>NRaas.StoryProgression.InspectionListing:MenuName</KEY>
<STR>Options: Inspection</STR>

<KEY>NRaas.StoryProgression.PromptOnInspectionFail:MenuName</KEY>
<STR>Prompt On Inspection Fail</STR>
<KEY>NRaas.StoryProgression.InspectionFail:Prompt</KEY>
<STR>The {0.SimName} household at {1.String} failed its recent inspection, do you want to focus on it?</STR>

<KEY>NRaas.StoryProgression.AlertLevel:PortraitPanel</KEY>
<STR>Portrait Panel</STR>

<KEY>NRaas.StoryProgression.YesNo:True</KEY>
<STR>Yes</STR>
<KEY>NRaas.StoryProgression.YesNo:False</KEY>
<STR> </STR>

<KEY>NRaas.StoryProgression.Pregnancy:Quadruplets</KEY>
<STR>Yowza! {0.SimName} and {1.SimName} have their work cut out for them, with the addition of four, oh yes we said FOUR, new babies!\nIntroducing:\n{2.SimFirstName}\n{3.SimFirstName}\n{4.SimFirstName}\nand {5.SimFirstName}</STR>

<KEY>NRaas.StoryProgression.PetPregnancy:QuadrupletsCat</KEY>
<STR>Kittens! The {2.String} household has been inundated with piles of fabulously fluffy goodness, after {1.SimFirstName} gave birth to a little of four!</STR>
<KEY>NRaas.StoryProgression.PetPregnancy:QuadrupletsDog</KEY>
<STR>Puppies! The {2.String} household has been inundated with rolls of rabidly rambunctious goodness, after {1.SimFirstName} gave birth to a little of four!</STR>
<KEY>NRaas.StoryProgression.PetPregnancy:QuadrupletsLittleDog</KEY>
<STR>Puppies! The {2.String} household has been inundated with tidings of tiny little terrors, after {1.SimFirstName} gave birth to a little of four!</STR>

<KEY>NRaas.StoryProgression.PetPregnancy:TripletsCat</KEY>
<STR>Why stop at two, when you can have three ? {1.SimFirstName} has just given birth to three adorable little kittens over at the {2.String} household. Stop by and say hi!</STR>
<KEY>NRaas.StoryProgression.PetPregnancy:TripletsDog</KEY>
<STR>Why stop at two, when you can have three ? {1.SimFirstName} has just given birth to three adorable little puppies over at the {2.String} household. Stop by and say hi!</STR>
<KEY>NRaas.StoryProgression.PetPregnancy:TripletsLittleDog</KEY>
<STR>Why stop at two, when you can have three ? {1.SimFirstName} has just given birth to three adorable little puppies over at the {2.String} household. Stop by and say hi!</STR>

<KEY>NRaas.StoryProgression.PetPregnancy:TwinsCat</KEY>
<STR>Two new kitties now reside at the {2.String} household, after {1.SimFirstName} gave birth to {0.SimFirstName}'s litter. Future destroyers of the local furniture, we're sure!</STR>
<KEY>NRaas.StoryProgression.PetPregnancy:TwinsDog</KEY>
<STR>Two new puppies now reside at the {2.String} household, after {1.SimFirstName} gave birth to {0.SimFirstName}'s litter. Future scourges of the local mail carriers, we're sure!</STR>
<KEY>NRaas.StoryProgression.PetPregnancy:TwinsLittleDog</KEY>
<STR>Two new puppies now reside at the {2.String} household, after {1.SimFirstName} gave birth to {0.SimFirstName}'s litter. Future ankle biters in the making, we're sure!</STR>
<KEY>NRaas.StoryProgression.PetPregnancy:TwinsHorse</KEY>
<STR>Two new foals now reside at the {2.String} household, after {1.SimFirstName} gave birth to twins. Stallion {0.SimFirstName} was seeing strutting their stuff after the ordeal.</STR>

<KEY>NRaas.StoryProgression.PetPregnancy:SingleCat</KEY>
<STR>Welcome the newest addition to the {2.String} household into the world! {0.SimFirstName} and {1.SimFirstName} have just given birth to a glorious little kitten!</STR>
<KEY>NRaas.StoryProgression.PetPregnancy:SingleDog</KEY>
<STR>A spirited little puppy has entered the world over at the {2.String} household, after {1.SimFirstName} gave birth to him. Come by and join in the celebration!</STR>
<KEY>NRaas.StoryProgression.PetPregnancy:SingleDog_Female</KEY>
<STR>A spirited little puppy has entered the world over at the {2.String} household, after {1.SimFirstName} gave birth to her. Come by and join in the celebration!</STR>
<KEY>NRaas.StoryProgression.PetPregnancy:SingleLittleDog</KEY>
<STR>{1.SimFirstName} has just given birth to a wee little sprite of a dog! Visit the {2.String} household, and see what all the fuss is about!</STR>
<KEY>NRaas.StoryProgression.PetPregnancy:SingleHorse</KEY>
<STR>A future champion is born, with the addition of a new foal to the {2.String} household. Mother and father, {1.SimFirstName} and {0.SimFirstName} are doing fine, and appear quite relieved.</STR>

<KEY>NRaas.StoryProgression.SchoolListing:MenuName</KEY>
<STR>Options: School</STR>
<KEY>NRaas.StoryProgression.RetirementListing:MenuName</KEY>
<STR>Options: Retirement</STR>

<KEY>NRaas.StoryProgression.CustomNamesOnly:MenuName</KEY>
<STR>Use Custom Names Only</STR>

<KEY>NRaas.StoryProgression.RandomSimBustRange:MenuName</KEY>
<STR>Random Sim Bust Range</STR>
<KEY>NRaas.StoryProgression.RandomSimBustRange:Prompt</KEY>
<STR>Enter the bust range for a randomly generated immigrant. Format: "min : max" (Range: -1 to 1)</STR>

<KEY>NRaas.StoryProgression.RandomSimMuscleRange:MenuName</KEY>
<STR>Random Sim Muscle Range</STR>
<KEY>NRaas.StoryProgression.RandomSimMuscleRange:Prompt</KEY>
<STR>Enter the muscle definition range for a randomly generated immigrant. Format: "min : max" (Range: 0 to 1)</STR>

<KEY>NRaas.StoryProgression.PersonalInfo:Prompt</KEY>
<STR>Name: {0.SimName}\nGender: Male\nAge: {1.String}\nSpecies: {2.String}\nLifetime Want: {3.String}\nTraits:\n{4.String}\n\n{5.String}</STR>
<KEY>NRaas.StoryProgression.PersonalInfo:Prompt_Female</KEY>
<STR>Name: {0.SimName}\nGender: Female\nAge: {1.String}\nSpecies: {2.String}\nLifetime Want: {3.String}\nTraits:\n{4.String}\n\n{5.String}</STR>
<KEY>NRaas.StoryProgression.TraitsLTWListing:MenuName</KEY>
<STR>Options: Traits / Lifetime Want</STR>

<KEY>NRaas.StoryProgression.ChooseCareer:Prompt</KEY>
<STR>Do you want to choose the career for this sim ?</STR>

<KEY>NRaas.StoryProgression.AccountingValue:Replacement</KEY>
<STR>Replacements</STR>

<KEY>NRaas.StoryProgression.Disallowed:True</KEY>
<STR>Disabled</STR>
<KEY>NRaas.StoryProgression.Disallowed:False</KEY>
<STR> </STR>

<KEY>NRaas.StoryProgression.ActivePersonality:Prompt</KEY>
<STR>The active household contains a sim who is assigned as the leader of a Town Personality. That personality will be put into hibernation until you choose a new leader, or change households again.</STR>

<KEY>NRaas.StoryProgression.AccountingValue:MinorPets</KEY>
<STR>Terrarium Pets</STR>

<KEY>NRaas.StoryProgression.Stories:HumanPronoun1</KEY>
<STR>male</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun1_Female</KEY>
<STR>female</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun2</KEY>
<STR>he</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun2_Female</KEY>
<STR>she</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun3</KEY>
<STR>him</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun3_Female</KEY>
<STR>her</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun4</KEY>
<STR>his</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun4_Female</KEY>
<STR>her</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun5</KEY>
<STR>boy</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun5_Female</KEY>
<STR>girl</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun6</KEY>
<STR>He</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun6_Female</KEY>
<STR>She</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun7</KEY>
<STR>Him</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun7_Female</KEY>
<STR>Her</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun8</KEY>
<STR>His</STR>
<KEY>NRaas.StoryProgression.Stories:HumanPronoun8_Female</KEY>
<STR>Her</STR>
<KEY>NRaas.StoryProgression.Stories:HumanBaby</KEY>
<STR>boy</STR>
<KEY>NRaas.StoryProgression.Stories:HumanBaby_Female</KEY>
<STR>girl</STR>
<KEY>NRaas.StoryProgression.Stories:HumanToddler</KEY>
<STR>boy</STR>
<KEY>NRaas.StoryProgression.Stories:HumanToddler_Female</KEY>
<STR>girl</STR>
<KEY>NRaas.StoryProgression.Stories:HumanChild</KEY>
<STR>boy</STR>
<KEY>NRaas.StoryProgression.Stories:HumanChild_Female</KEY>
<STR>girl</STR>
<KEY>NRaas.StoryProgression.Stories:HumanTeen</KEY>
<STR>boy</STR>
<KEY>NRaas.StoryProgression.Stories:HumanTeen_Female</KEY>
<STR>girl</STR>
<KEY>NRaas.StoryProgression.Stories:HumanYoungAdult</KEY>
<STR>man</STR>
<KEY>NRaas.StoryProgression.Stories:HumanYoungAdult_Female</KEY>
<STR>woman</STR>
<KEY>NRaas.StoryProgression.Stories:HumanAdult</KEY>
<STR>man</STR>
<KEY>NRaas.StoryProgression.Stories:HumanAdult_Female</KEY>
<STR>woman</STR>
<KEY>NRaas.StoryProgression.Stories:HumanElder</KEY>
<STR>man</STR>

<KEY>NRaas.StoryProgression.Stories:HumanElder_Female</KEY>
<STR>woman</STR>

<KEY>NRaas.StoryProgression.Stories:CatPronoun1</KEY>
<STR>male</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun1_Female</KEY>
<STR>female</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun2</KEY>
<STR>he</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun2_Female</KEY>
<STR>she</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun3</KEY>
<STR>him</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun3_Female</KEY>
<STR>her</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun4</KEY>
<STR>his</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun4_Female</KEY>
<STR>her</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun5</KEY>
<STR>boy</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun5_Female</KEY>
<STR>girl</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun6</KEY>
<STR>He</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun6_Female</KEY>
<STR>She</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun7</KEY>
<STR>Him</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun7_Female</KEY>
<STR>Her</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun8</KEY>
<STR>His</STR>
<KEY>NRaas.StoryProgression.Stories:CatPronoun8_Female</KEY>
<STR>Her</STR>
<KEY>NRaas.StoryProgression.Stories:CatChild</KEY>
<STR>kitten</STR>
<KEY>NRaas.StoryProgression.Stories:CatChild_Female</KEY>
<STR>kitten</STR>
<KEY>NRaas.StoryProgression.Stories:CatAdult</KEY>
<STR>cat</STR>
<KEY>NRaas.StoryProgression.Stories:CatAdult_Female</KEY>
<STR>cat</STR>
<KEY>NRaas.StoryProgression.Stories:CatElder</KEY>
<STR>cat</STR>

<KEY>NRaas.StoryProgression.Stories:CatElder_Female</KEY>
<STR>cat</STR>

<KEY>NRaas.StoryProgression.Stories:DogPronoun1</KEY>
<STR>male</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun1_Female</KEY>
<STR>female</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun2</KEY>
<STR>he</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun2_Female</KEY>
<STR>she</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun3</KEY>
<STR>him</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun3_Female</KEY>
<STR>her</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun4</KEY>
<STR>his</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun4_Female</KEY>
<STR>her</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun5</KEY>
<STR>boy</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun5_Female</KEY>
<STR>girl</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun6</KEY>
<STR>He</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun6_Female</KEY>
<STR>She</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun7</KEY>
<STR>Him</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun7_Female</KEY>
<STR>Her</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun8</KEY>
<STR>His</STR>
<KEY>NRaas.StoryProgression.Stories:DogPronoun8_Female</KEY>
<STR>Her</STR>
<KEY>NRaas.StoryProgression.Stories:DogChild</KEY>
<STR>puppy</STR>
<KEY>NRaas.StoryProgression.Stories:DogChild_Female</KEY>
<STR>puppy</STR>
<KEY>NRaas.StoryProgression.Stories:DogAdult</KEY>
<STR>dog</STR>
<KEY>NRaas.StoryProgression.Stories:DogAdult_Female</KEY>
<STR>dog</STR>
<KEY>NRaas.StoryProgression.Stories:DogElder</KEY>
<STR>dog</STR>

<KEY>NRaas.StoryProgression.Stories:DogElder_Female</KEY>
<STR>dog</STR>

<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun1</KEY>
<STR>male</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun1_Female</KEY>
<STR>female</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun2</KEY>
<STR>he</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun2_Female</KEY>
<STR>she</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun3</KEY>
<STR>him</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun3_Female</KEY>
<STR>her</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun4</KEY>
<STR>his</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun4_Female</KEY>
<STR>her</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun5</KEY>
<STR>boy</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun5_Female</KEY>
<STR>girl</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun6</KEY>
<STR>He</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun6_Female</KEY>
<STR>She</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun7</KEY>
<STR>Him</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun7_Female</KEY>
<STR>Her</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun8</KEY>
<STR>His</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogPronoun8_Female</KEY>
<STR>Her</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogChild</KEY>
<STR>puppy</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogChild_Female</KEY>
<STR>puppy</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogAdult</KEY>
<STR>dog</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogAdult_Female</KEY>
<STR>dog</STR>
<KEY>NRaas.StoryProgression.Stories:LittleDogElder</KEY>
<STR>dog</STR>

<KEY>NRaas.StoryProgression.Stories:LittleDogElder_Female</KEY>
<STR>dog</STR>

<KEY>NRaas.StoryProgression.Stories:HorsePronoun1</KEY>
<STR>male</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun1_Female</KEY>
<STR>female</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun2</KEY>
<STR>he</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun2_Female</KEY>
<STR>she</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun3</KEY>
<STR>him</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun3_Female</KEY>
<STR>her</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun4</KEY>
<STR>his</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun4_Female</KEY>
<STR>her</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun5</KEY>
<STR>boy</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun5_Female</KEY>
<STR>girl</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun6</KEY>
<STR>He</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun6_Female</KEY>
<STR>She</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun7</KEY>
<STR>Him</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun7_Female</KEY>
<STR>Her</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun8</KEY>
<STR>His</STR>
<KEY>NRaas.StoryProgression.Stories:HorsePronoun8_Female</KEY>
<STR>Her</STR>
<KEY>NRaas.StoryProgression.Stories:HorseChild</KEY>
<STR>foal</STR>
<KEY>NRaas.StoryProgression.Stories:HorseChild_Female</KEY>
<STR>foal</STR>
<KEY>NRaas.StoryProgression.Stories:HorseAdult</KEY>
<STR>horse</STR>
<KEY>NRaas.StoryProgression.Stories:HorseAdult_Female</KEY>
<STR>mare</STR>
<KEY>NRaas.StoryProgression.Stories:HorseElder</KEY>
<STR>horse</STR>

<KEY>NRaas.StoryProgression.Stories:HorseElder_Female</KEY>
<STR>mare</STR>

<KEY>NRaas.StoryProgression.AllStories:MenuName</KEY>
<STR>All Stories</STR>

<KEY>NRaas.StoryProgression.AllowInactiveFireRepair:MenuName</KEY>
<STR>Allow Inactive to Maintain Firefighter Equipment</STR>

<KEY>NRaas.StoryProgression.Sims:BecameOccult</KEY>
<STR>Became Occult</STR>

<KEY>NRaas.StoryProgression.PurchaseListing:MenuName</KEY>
<STR>Options: Purchasing</STR>
<KEY>NRaas.StoryProgression.SalesListing:MenuName</KEY>
<STR>Options: Sales</STR>

<KEY>NRaas.StoryProgression.Days:Monday</KEY>
<STR>Monday</STR>
<KEY>NRaas.StoryProgression.Days:Tuesday</KEY>
<STR>Tuesday</STR>
<KEY>NRaas.StoryProgression.Days:Wednesday</KEY>
<STR>Wednesday</STR>
<KEY>NRaas.StoryProgression.Days:Thursday</KEY>
<STR>Thursday</STR>
<KEY>NRaas.StoryProgression.Days:Friday</KEY>
<STR>Friday</STR>
<KEY>NRaas.StoryProgression.Days:Saturday</KEY>
<STR>Saturday</STR>
<KEY>NRaas.StoryProgression.Days:Sunday</KEY>
<STR>Sunday</STR>
<KEY>NRaas.StoryProgression.DaysAbbreviation:Monday</KEY>
<STR>M</STR>
<KEY>NRaas.StoryProgression.DaysAbbreviation:Tuesday</KEY>
<STR>T</STR>
<KEY>NRaas.StoryProgression.DaysAbbreviation:Wednesday</KEY>
<STR>W</STR>
<KEY>NRaas.StoryProgression.DaysAbbreviation:Thursday</KEY>
<STR>H</STR>
<KEY>NRaas.StoryProgression.DaysAbbreviation:Friday</KEY>
<STR>F</STR>
<KEY>NRaas.StoryProgression.DaysAbbreviation:Saturday</KEY>
<STR>S</STR>
<KEY>NRaas.StoryProgression.DaysAbbreviation:Sunday</KEY>
<STR>U</STR>
<KEY>NRaas.StoryProgression.DaysAbbreviation:All</KEY>
<STR>All</STR>

<KEY>NRaas.StoryProgression.Friendships:NewFriendPet</KEY>
<STR>New Pet Friend</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendPet0</KEY>
<STR>{0.SimName} has been seen entertaining {10.SimName} at the park. The {9.String} and the human are hitting it off apparently.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendPet1</KEY>
<STR>Local {9.String}, {0.SimName} has been working on {4.String} people skills by mooching affection from {10.SimName}, who appears to approve of the attention.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendPet2</KEY>
<STR>"{0.SimName} sure is one smooth operator there." commented an onlooker, "That {9.String} has poor {10.SimName} wrapped around {4.String} little paws, and {10.SimFirstName} is falling hook, line, and sinker."</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendPet3</KEY>
<STR>{10.SimName} and {0.SimName} are becoming fast friends, we see a bright future in store for them!</STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendPet4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendPet5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendPet6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendPet7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendPet8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewFriendPet9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPet</KEY>
<STR>Existing Pet Friend</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPet0</KEY>
<STR>{0.SimName} has been seen working {4.String} magic charm over a certain local human, by the name of {10.SimName}. That poor {10.SimFirstName} just can't help but love that {9.String}.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPet1</KEY>
<STR>"Who could resist those sweet little {9.String} eyes of {4.String}?" sighed {10.SimName}, obviously totally enthralled in the presence of local heart-breaker, {0.SimName}.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPet2</KEY>
<STR>"Do you want a treat? Oh yes you do, don't you? That is such a good {5.String}." {10.SimName} was hear to coo. It's a good thing that pets can't get fat, or {0.SimName} was one big {9.String} with all that attention!</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPet3</KEY>
<STR>What's not to love? Your whims are catered to every waking minute, by the likes of sims like {10.SimName}, and all you need to do is look cute, and not destroy anything really expensive. It is good to be a {9.String}, and {0.SimName} knows it!</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPet4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPet5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPet6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPet7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPet8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingFriendPet9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Friendships:NewEnemyPet</KEY>
<STR>New Pet Enemy</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyPet0</KEY>
<STR>"Whoa there, what did I do? What did I do!?!" {10.SimName} was heard to yell, after being assaulted by {0.SimName}. Onlookers could not see any reason for the {9.String}'s reaction, just bad luck we guess.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyPet1</KEY>
<STR>Maybe it was {10.SimName}'s odor, or a mistimed movement of the hand. Whatever it was {0.SimName} did not like it one bit, and chose to display {4.String} displeasure by biting poor {10.SimFirstName}. Ouch.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyPet2</KEY>
<STR>They say the first impressions are the most important. Unfortunately it appears that {10.SimName} did not make a good impression on {0.SimName}, the {9.String} decided taking a swipe at {10.SimFirstName} was more appropriate.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyPet3</KEY>
<STR>{0.SimName} and {10.SimName} got off to a rather bad start recently, after the {9.String} took an immediate dislike to the poor human. Thankfully no one was seriously injured, other than some sore feelings.</STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyPet4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyPet5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyPet6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyPet7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyPet8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:NewEnemyPet9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPet</KEY>
<STR>Existing Pet Enemy</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPet0</KEY>
<STR>"We really need to stop meeting like this," groaned {10.SimName}, after running into {0.SimName} again recently. "That little scamp keeps biting me, it is getting really annoying!"</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPet1</KEY>
<STR>"I really need to pay closer attention to where I'm walking these days." commented {10.SimName}, "I keep getting the weird feeling that {0.SimName} is just around the corner, waiting to pounce on me!"</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPet2</KEY>
<STR>{0.SimName} has been having a hard time adjusting to being around {10.SimName}. The two sims just don't seem to like each other all that well, and don't seem to have a problem showing it either.</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPet3</KEY>
<STR>Local {9.String}, {0.SimName} should watch out, or {4.String} luck may just run out. {10.SimName} has no love for the mangy beast, and has no problem stating such publicly!</STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPet4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPet5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPet6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPet7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPet8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Friendships:ExistingEnemyPet9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.AllowMarried:MenuName</KEY>
<STR>Allow Married</STR>

<KEY>NRaas.StoryProgression.GradPromCurfewListing:MenuName</KEY>
<STR>Options: Grads/Proms/Curfew</STR>
<KEY>NRaas.StoryProgression.GatheringListing:MenuName</KEY>
<STR>Options: Gatherings</STR>

<KEY>NRaas.StoryProgression.Households:OpposingBrokenHome</KEY>
<STR>Opposing Broken Home</STR>
<KEY>NRaas.StoryProgression.Households:OpposingBrokenHome0</KEY>
<STR>"I just can't deal living in this house anymore!" {0.SimName} was heard to scream, before stomping off the lot. Appears that the difference between {3.String} and {10.SimName} finally boiled over!</STR>
<KEY>NRaas.StoryProgression.Households:OpposingBrokenHome1</KEY>
<STR>{0.SimName} and {10.SimName} have decided that it is for the best that the two sims find different homes to live in. Apparently the sims could not see eye-to-eye regarding certain lifestyle choices.</STR>
<KEY>NRaas.StoryProgression.Households:OpposingBrokenHome2</KEY>
<STR>"{0.SimName} is simply not welcome in this home any longer." remarked {10.SimName}. "I have put up with {4.String} nonsense for long enough, now it is time for {3.String} to leave!"</STR>
<KEY>NRaas.StoryProgression.Households:OpposingBrokenHome3</KEY>
<STR>As unfortunate as it sounds, it appears that {0.SimName} and {10.SimName} have decided that living together under the same roof is no longer feasible. "I am no longer fine with having that lout of my house." {10.SimName} was heard to say.</STR>
<KEY>NRaas.StoryProgression.Households:OpposingBrokenHome4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:OpposingBrokenHome5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:OpposingBrokenHome6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:OpposingBrokenHome7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:OpposingBrokenHome8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Households:OpposingBrokenHome9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.MaxGather:MenuName</KEY>
<STR>Maximum Gather Size</STR>
<KEY>NRaas.StoryProgression.MaxGather:Prompt</KEY>
<STR>Enter the maximum number of sims to call during a gathering (0 is unlimited):</STR>

<KEY>NRaas.StoryProgression.ScenarioWeight:Party</KEY>
<STR>Party</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Familiar</KEY>
<STR>Familiar</STR>

<KEY>NRaas.StoryProgression.SetInactiveLTW:MenuName</KEY>
<STR>Set Inactive LTW on Age Up</STR>
<KEY>NRaas.StoryProgression.AllowTeenLTW:MenuName</KEY>
<STR>Choose Lifetime Want For Teen</STR>

<KEY>NRaas.StoryProgression.PromptForLifetimeWant:MenuName</KEY>
<STR>Prompt For Inactive Lifetime Want</STR>

<KEY>NRaas.StoryProgression.ChooseLifetimeWish:Prompt</KEY>
<STR>Do you want to choose the lifetime want for this sim ?</STR>

<KEY>NRaas.StoryProgression.DisallowLTW:MenuName</KEY>
<STR>Disallow Inactive Lifetime Want</STR>

<KEY>NRaas.StoryProgression.SameSexNameTake:Prompt</KEY>
<STR>Enter the marriage name for the new couple:\n{0.SimName}\n{1.SimName}</STR>

<KEY>NRaas.StoryProgression.Sims:BecameWerewolf</KEY>
<STR>Became Werewolf</STR>
<KEY>NRaas.StoryProgression.Sims:BecameWerewolf0</KEY>
<STR>{0.SimName} was seen howling at the moon recently, a sure sign that {2.String} has been infected with lycanthropy. That or {2.String} has gone nutty, either way we should be worried.</STR>
<KEY>NRaas.StoryProgression.Sims:BecameWerewolf1</KEY>
<STR>The denizens of the animal realm have a new member with the recent conversion of {0.SimName}. Werewolfism is apparently quite infectious.</STR>
<KEY>NRaas.StoryProgression.Sims:BecameWerewolf2</KEY>
<STR>The town's wolf pack is one member larger now, with the addition of {0.SimName} to the fold. Beware!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameWerewolf3</KEY>
<STR>Red riding hood should be be careful out there, now that {0.SimName} is on the hunt. Be aware of the newest werewolf in town!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameWerewolf4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameWerewolf5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameWerewolf6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameWerewolf7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameWerewolf8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameWerewolf9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Sims:BecameFairy</KEY>
<STR>Became Fairy</STR>
<KEY>NRaas.StoryProgression.Sims:BecameFairy0</KEY>
<STR>Watch your children, a new prankster has arisen! {0.SimName} has joined fairy-kind, who knows how it may affect {3.String}!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameFairy1</KEY>
<STR>Local gossip is that {0.SimName} has recently sprouted wings and started frolicking amongst the flowers, be careful the fae.</STR>
<KEY>NRaas.StoryProgression.Sims:BecameFairy2</KEY>
<STR>The town's population of mischevious little pixies now have a brand new member in {0.SimName}.</STR>
<KEY>NRaas.StoryProgression.Sims:BecameFairy3</KEY>
<STR>{0.SimName} has picked up some new tricks, a perk of {4.String} latest affliction, Fairyism!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameFairy4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameFairy5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameFairy6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameFairy7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameFairy8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameFairy9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Sims:BecameWitch</KEY>
<STR>Became Witch</STR>
<KEY>NRaas.StoryProgression.Sims:BecameWitch0</KEY>
<STR>{0.SimName} will put a hex on you if you are not careful! It would be wise to control your temper around the town's newest witch!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameWitch1</KEY>
<STR>Welcome the town's latest member of the witches coven: {0.SimName}</STR>
<KEY>NRaas.StoryProgression.Sims:BecameWitch2</KEY>
<STR>Enemies of {0.SimName} beware: There are dark tidings emanating from {0.SimFirstName}'s home, something might be brewing!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameWitch3</KEY>
<STR>Witches have been known to hold serious grudges, so if you ever irked {0.SimName} in the past, you may want to reconcile quickly, or get out of town!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameWitch4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameWitch5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameWitch6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameWitch7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameWitch8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameWitch9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Sims:BecameGenie</KEY>
<STR>Became Genie</STR>
<KEY>NRaas.StoryProgression.Sims:BecameGenie0</KEY>
<STR>The bonds are strict, but the power limitless: {0.SimName} has chosen the path of the Genie!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameGenie1</KEY>
<STR>{0.SimName} may not have a lamp, but {2.String} still feels the call of the Genie within {4.String}.</STR>
<KEY>NRaas.StoryProgression.Sims:BecameGenie2</KEY>
<STR>With great power comes great responsibility. {0.SimName} should be wise to heed those words now that {2.String} is a Genie!</STR>
<KEY>NRaas.StoryProgression.Sims:BecameGenie3</KEY>
<STR>The Djinn suffer a new member today with the addition of {0.SimName} to their hallowed ranks.</STR>
<KEY>NRaas.StoryProgression.Sims:BecameGenie4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameGenie5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameGenie6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameGenie7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameGenie8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Sims:BecameGenie9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.SummaryStories:MenuName</KEY>
<STR>Story Summary</STR>

<KEY>NRaas.StoryProgression.Castes:MenuName</KEY>
<STR>Castes</STR>
<KEY>NRaas.StoryProgression.ManualCaste:MenuName</KEY>
<STR>Caste: Manual</STR>

<KEY>NRaas.StoryProgression.CasteName:MenuName</KEY>
<STR>Caste: Name</STR>
<KEY>NRaas.StoryProgression.CasteName:Prompt</KEY>
<STR>Enter the name for this caste:</STR>

<KEY>NRaas.StoryProgression.CasteAge:MenuName</KEY>
<STR>Caste: Age</STR>
<KEY>NRaas.StoryProgression.CasteGender:MenuName</KEY>
<STR>Caste: Gender</STR>
<KEY>NRaas.StoryProgression.CasteSpecies:MenuName</KEY>
<STR>Caste: Species</STR>
<KEY>NRaas.StoryProgression.CasteFundsMin:MenuName</KEY>
<STR>Caste Net Worth: Min</STR>
<KEY>NRaas.StoryProgression.CasteFundsMax:MenuName</KEY>
<STR>Caste Net Worth: Max</STR>
<KEY>NRaas.StoryProgression.CasteAutomatic:MenuName</KEY>
<STR>Caste: Automatic</STR>
<KEY>NRaas.StoryProgression.CasteInherited:MenuName</KEY>
<STR>Caste: Inherited</STR>
<KEY>NRaas.StoryProgression.CasteScoring:MenuName</KEY>
<STR>Caste: Scoring</STR>
<KEY>NRaas.StoryProgression.CasteType:MenuName</KEY>
<STR>Caste Filter: Sim Type</STR>
<KEY>NRaas.StoryProgression.CastePriority:MenuName</KEY>
<STR>Caste: Priority</STR>
<KEY>NRaas.StoryProgression.CastePriority:Prompt</KEY>
<STR>Enter the relative priority for this caste, in relation to other castes assigned to the sim:</STR>
<KEY>NRaas.StoryProgression.CastePersonalityLeader:MenuName</KEY>
<STR>Caste: Personality Leader</STR>
<KEY>NRaas.StoryProgression.CastePersonalityMember:MenuName</KEY>
<STR>Caste: Personality Member</STR>

<KEY>NRaas.StoryProgression.GenderAbbreviation:Male</KEY>
<STR>M</STR>
<KEY>NRaas.StoryProgression.GenderAbbreviation:Female</KEY>
<STR>F</STR>

<KEY>NRaas.StoryProgression.DisallowAging:MenuName</KEY>
<STR>Disallow Aging By Stage</STR>
<KEY>NRaas.StoryProgression.DisallowPregnancyAgeGender:MenuName</KEY>
<STR>Disallow Pregnancy By Age-Gender</STR>
<KEY>NRaas.StoryProgression.AllowPregnancyType:MenuName</KEY>
<STR>Allow Pregnancy By Type</STR>

<KEY>NRaas.StoryProgression.SimType:Service</KEY>
<STR>Service</STR>
<KEY>NRaas.StoryProgression.SimType:Resident</KEY>
<STR>Resident</STR>
<KEY>NRaas.StoryProgression.SimType:Townie</KEY>
<STR>Homeless Non-Service</STR>
<KEY>NRaas.StoryProgression.SimType:Dead</KEY>
<STR>Dead</STR>
<KEY>NRaas.StoryProgression.SimType:Tourist</KEY>
<STR>Tourist</STR>
<KEY>NRaas.StoryProgression.SimType:Mummy</KEY>
<STR>Mummy</STR>
<KEY>NRaas.StoryProgression.SimType:SimBot</KEY>
<STR>SimBot</STR>
<KEY>NRaas.StoryProgression.SimType:Frankenstein</KEY>
<STR>SimBot</STR>
<KEY>NRaas.StoryProgression.SimType:PlayableGhost</KEY>
<STR>Playable Ghost</STR>
<KEY>NRaas.StoryProgression.SimType:Pregnant</KEY>
<STR>Pregnant</STR>
<KEY>NRaas.StoryProgression.SimType:Human</KEY>
<STR>Human</STR>
<KEY>NRaas.StoryProgression.SimType:Vampire</KEY>
<STR>Vampire</STR>
<KEY>NRaas.StoryProgression.SimType:Occult</KEY>
<STR>Occult</STR>
<KEY>NRaas.StoryProgression.SimType:ImaginaryFriend</KEY>
<STR>Imaginary Friend</STR>
<KEY>NRaas.StoryProgression.SimType:Genie</KEY>
<STR>Genie</STR>
<KEY>NRaas.StoryProgression.SimType:Fairy</KEY>
<STR>Fairy</STR>
<KEY>NRaas.StoryProgression.SimType:Werewolf</KEY>
<STR>Werewolf</STR>
<KEY>NRaas.StoryProgression.SimType:Witch</KEY>
<STR>Witch</STR>
<KEY>NRaas.StoryProgression.SimType:Zombie</KEY>
<STR>Zombie</STR>
<KEY>NRaas.StoryProgression.SimType:BoneHilda</KEY>
<STR>Bone Hilda</STR>
<KEY>NRaas.StoryProgression.SimType:Unicorn</KEY>
<STR>Unicorn</STR>
<KEY>NRaas.StoryProgression.SimType:Alien</KEY>
<STR>Alien</STR>
<KEY>NRaas.StoryProgression.SimType:Animal</KEY>
<STR>Animal</STR>
<KEY>NRaas.StoryProgression.SimType:ActiveFamily</KEY>
<STR>Active Family</STR>
<KEY>NRaas.StoryProgression.SimType:NonActiveFamily</KEY>
<STR>Non Active Family</STR>
<KEY>NRaas.StoryProgression.SimType:Selectable</KEY>
<STR>Selectable</STR>
<KEY>NRaas.StoryProgression.SimType:NonSelectable</KEY>
<STR>Non Selectable</STR>
<KEY>NRaas.StoryProgression.SimType:Hybrid</KEY>
<STR>Hybrid</STR>
<KEY>NRaas.StoryProgression.SimType:Single</KEY>
<STR>Single</STR>
<KEY>NRaas.StoryProgression.SimType:Partnered</KEY>
<STR>Partnered</STR>
<KEY>NRaas.StoryProgression.SimType:Steady</KEY>
<STR>Steady</STR>
<KEY>NRaas.StoryProgression.SimType:Married</KEY>
<STR>Married</STR>
<KEY>NRaas.StoryProgression.SimType:Straight</KEY>
<STR>Straight</STR>
<KEY>NRaas.StoryProgression.SimType:Gay</KEY>
<STR>Gay</STR>
<KEY>NRaas.StoryProgression.SimType:Bisexual</KEY>
<STR>Bisexual</STR>

<KEY>NRaas.StoryProgression.AllowCaste:MenuName</KEY>
<STR>Caste: Allow</STR>
<KEY>NRaas.StoryProgression.DisallowCaste:MenuName</KEY>
<STR>Caste: Disallow</STR>

<KEY>NRaas.StoryProgression.ChanceOfUnexpectedPregnancy:MenuName</KEY>
<STR>Pregnancy: Unexpected Base Chance</STR>

<KEY>NRaas.StoryProgression.Allowed:True</KEY>
<STR>Allowed</STR>
<KEY>NRaas.StoryProgression.Allowed:False</KEY>
<STR> </STR>

<KEY>NRaas.StoryProgression.AllowAlienImmigrantHousehold:MenuName</KEY>
<STR>Allow Alien Household</STR>

<KEY>NRaas.StoryProgression.ChanceOfHybridOffspring:MenuName</KEY>
<STR>Chance of Hybrid Offspring</STR>
<KEY>NRaas.StoryProgression.ChanceOfHybridOffspring:Prompt</KEY>
<STR>Enter the chance that a mixed occult couple will produce a hybrid offspring: (Range: 0 to 100)</STR>
<KEY>NRaas.StoryProgression.ChanceOfOccult:MenuName</KEY>
<STR>Chance of Occult</STR>
<KEY>NRaas.StoryProgression.ChanceOfOccult:Prompt</KEY>
<STR>Enter the chance that a single occult type being applied to an immigrant: (Range: 0 to 100)</STR>

<KEY>NRaas.StoryProgression.Money:SellStuff</KEY>
<STR>Sell Stuff</STR>
<KEY>NRaas.StoryProgression.Money:SellStuff0</KEY>
<STR>{0.SimName} was seen at the market recently, selling some of {4.String} hard earned wares for {10.Money} simoleons. "Every little bit counts when you're trying to pay the bills" {2.String} was heard saying.</STR>
<KEY>NRaas.StoryProgression.Money:SellStuff1</KEY>
<STR>With {10.Money} more simoleons to {4.String} name, {0.SimName} was all smiles, after visiting the market to sell off some loose inventory.</STR>
<KEY>NRaas.StoryProgression.Money:SellStuff2</KEY>
<STR>{0.SimFirstName}'s pockets may be emptier now, but {4.String} wallet certainly is not. The {0.SimLastName}'s household is now {10.Money} simoleons richer, after a quick jaunt to the market.</STR>
<KEY>NRaas.StoryProgression.Money:SellStuff3</KEY>
<STR>With a bounty of various goods to sell, {0.SimName} was seen attending to business at the local market. The family now has {10.Money} more simoleons to help pay the bills.</STR>
<KEY>NRaas.StoryProgression.Money:SellStuff4</KEY>
<STR>"I'm in the money... I'm in the money." whistled {0.SimName} after selling off some of {4.String} inventory for cold hard simoleons, {10.Money} of them to be exact.</STR>
<KEY>NRaas.StoryProgression.Money:SellStuff5</KEY>
<STR>"What is not to love? I sell these goods, that are frankly just clogging up my back pocket, make {10.Money} simoleons, and the grocer gets some fine items in exchange. Win-win!" commented {0.SimName}.</STR>
<KEY>NRaas.StoryProgression.Money:SellStuff6</KEY>
<STR>"I was not loitering, officer! Just making a drop-off, see here is a receipt for {10.Money} simoleons. Stop hassling us honest citizens and go find some bad guys to arrest." grumbled {0.SimName}, after being harassed outside the grocer recently.</STR>
<KEY>NRaas.StoryProgression.Money:SellStuff7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Money:SellStuff8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Money:SellStuff9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Accounting:Assets</KEY>
<STR>Assets: {0.Money}</STR>
<KEY>NRaas.StoryProgression.Accounting:Debts</KEY>
<STR>Debt: {0.Money}</STR>

<KEY>NRaas.StoryProgression.ImmigrantOccult:MenuName</KEY>
<STR>Immigrant Occult</STR>

<KEY>NRaas.StoryProgression.Castes:CasteMove</KEY>
<STR>Caste Move</STR>
<KEY>NRaas.StoryProgression.Castes:CasteMove0</KEY>
<STR>"The old home just wasn't cutting it any longer." commented {0.String}, while unpacking into {10.String} at {11.String}. "The neighborhood was not to our liking any longer."</STR>
<KEY>NRaas.StoryProgression.Castes:CasteMove1</KEY>
<STR>{10.String} at {11.String} received a new family recently, after the {0.SimLastName} household took up residence. "I feel this new house better fits our needs, we couldn't be prouder." beamed {0.SimFirstName}.</STR>
<KEY>NRaas.StoryProgression.Castes:CasteMove2</KEY>
<STR>After a recent falling out regarding the community makeup at {4.String} previous residence, {0.SimName} decided to set down roots at {10.String} on {11.String} instead.</STR>
<KEY>NRaas.StoryProgression.Castes:CasteMove3</KEY>
<STR>While watching the new family at {10.String} on {11.String} move in, we overheard {0.SimName} talking with {4.String} new neighbor : "It is just a better fit is all, the old neighbor did not fit the vision for my family."</STR>
<KEY>NRaas.StoryProgression.Castes:CasteMove4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Castes:CasteMove5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Castes:CasteMove6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Castes:CasteMove7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Castes:CasteMove8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Castes:CasteMove9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.Castes:OutCaste</KEY>
<STR>Out Caste</STR>
<KEY>NRaas.StoryProgression.Castes:OutCaste0</KEY>
<STR>"I just feel welcome anymore," grumbled {0.SimName}, "So I thought it best if I moved out of the household before something more drastic occurred."</STR>
<KEY>NRaas.StoryProgression.Castes:OutCaste1</KEY>
<STR>{0.SimName} was witnessed by the local sightseers hauling {4.String} bags out of {4.String} former home and down the street. Appears that the poor sim no longer feels they fit in at the old residence.</STR>
<KEY>NRaas.StoryProgression.Castes:OutCaste2</KEY>
<STR>{0.SimName} spoke to a friend of ours, amidst the unpacking {2.String} myriad of boxes : "I don't know if you heard different, but I assure you it was a mutual decision to leave the home. I just did not fit in anymore."</STR>
<KEY>NRaas.StoryProgression.Castes:OutCaste3</KEY>
<STR>"Nothing against the others, I just felt it was time to strike out on my own." commented {0.SimName}. "The community no longer suited me."</STR>
<KEY>NRaas.StoryProgression.Castes:OutCaste4</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Castes:OutCaste5</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Castes:OutCaste6</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Castes:OutCaste7</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Castes:OutCaste8</KEY>
<STR></STR>
<KEY>NRaas.StoryProgression.Castes:OutCaste9</KEY>
<STR></STR>

<KEY>NRaas.StoryProgression.AllowPushAtDay:MenuName</KEY>
<STR>Push: Allow During Day</STR>
<KEY>NRaas.StoryProgression.AllowGoHomePush:MenuName</KEY>
<STR>Push: Allow After Work</STR>
<KEY>NRaas.StoryProgression.AllowPushParty:MenuName</KEY>
<STR>Push: Allow To Party</STR>
<KEY>NRaas.StoryProgression.AllowPushWork:MenuName</KEY>
<STR>Push: Allow To Work</STR>

<KEY>NRaas.StoryProgression.SameSexNameTake:Title</KEY>
<STR>Same-Sex Marriage Name</STR>

<KEY>NRaas.StoryProgression.SkinToneRange:MenuName</KEY>
<STR>Skin Tone Range</STR>
<KEY>NRaas.StoryProgression.SkinToneRange:Prompt</KEY>
<STR>Enter the skin tone range to use when rolling random genetic parents: (Range: 0 to 1)</STR>
<KEY>NRaas.StoryProgression.MutationSetRange:MenuName</KEY>
<STR>Facial Blend Mutation: Random Sim</STR>
<KEY>NRaas.StoryProgression.MutationSetRange:Prompt</KEY>
<STR>Enter the range of mutation performed for each facial blend for a randomly created genetic parent: (Range: -1 to 1)</STR>
<KEY>NRaas.StoryProgression.MutationUnsetRange:MenuName</KEY>
<STR>Facial Blend Mutation: Unset Blends</STR>
<KEY>NRaas.StoryProgression.MutationUnsetRange:Prompt</KEY>
<STR>Enter the range of mutation performed on each "0" value facial blend for the final immigrant: (Range: -1 to 1)</STR>

<KEY>NRaas.StoryProgression.AllowLotPush:MenuName</KEY>
<STR>Push: Allow To Lot</STR>

<KEY>NRaas.StoryProgression.ExportTuning:MenuName</KEY>
<STR>Export Tuning</STR>

<KEY>NRaas.StoryProgression.AllowPersonality:MenuName</KEY>
<STR>Personality: Allow</STR>
<KEY>NRaas.StoryProgression.AllowStory:MenuName</KEY>
<STR>Stories: Allow</STR>

<KEY>NRaas.StoryProgression.CasteAllowEnemy:MenuName</KEY>
<STR>Enemy: Allow Caste</STR>
<KEY>NRaas.StoryProgression.CasteDisallowEnemy:MenuName</KEY>
<STR>Enemy: Disallow Caste</STR>

<KEY>NRaas.StoryProgression.CasteAllowFriend:MenuName</KEY>
<STR>Friendship: Allow Caste</STR>
<KEY>NRaas.StoryProgression.CasteDisallowFriend:MenuName</KEY>
<STR>Friendship: Disallow Caste</STR>

<KEY>NRaas.StoryProgression.CasteAllowFlirt:MenuName</KEY>
<STR>Flirt: Allow Caste</STR>
<KEY>NRaas.StoryProgression.CasteDisallowFlirt:MenuName</KEY>
<STR>Flirt: Disallow Caste</STR>

<KEY>NRaas.StoryProgression.CasteAllowMove:MenuName</KEY>
<STR>Household: Allow Move Caste</STR>
<KEY>NRaas.StoryProgression.CasteDisallowMove:MenuName</KEY>
<STR>Household: Disallow Move Caste</STR>

<KEY>NRaas.StoryProgression.CasteAllowPregnancy:MenuName</KEY>
<STR>Pregnancy: Allow Participation Caste</STR>
<KEY>NRaas.StoryProgression.CasteDisallowPregnancy:MenuName</KEY>
<STR>Pregnancy: Disallow Participation Caste</STR>

<KEY>NRaas.StoryProgression.CasteAllowRomance:MenuName</KEY>
<STR>Romance: Allow Partner Caste</STR>
<KEY>NRaas.StoryProgression.CasteDisallowRomance:MenuName</KEY>
<STR>Romance: Disallow Partner Caste</STR>

<KEY>NRaas.StoryProgression.CasteDisallow:MenuName</KEY>
<STR>Caste: Disallow</STR>

<KEY>NRaas.StoryProgression.CasteOptions:MenuName</KEY>
<STR>Caste Options</STR>
<KEY>NRaas.StoryProgression.CasteAuto:MenuName</KEY>
<STR>Caste: Automatic</STR>
<KEY>NRaas.StoryProgression.CasteApplyToHouse:MenuName</KEY>
<STR>Caste: Apply To Household</STR>

<KEY>NRaas.StoryProgression.AddCaste:MenuName</KEY>
<STR>(Add New Caste)</STR>

<KEY>NRaas.StoryProgression.RemoveCaste:MenuName</KEY>
<STR>(Remove Caste)</STR>

<KEY>NRaas.StoryProgression.Caste:ActiveFamily</KEY>
<STR>Active Family</STR>
<KEY>NRaas.StoryProgression.Caste:Teen</KEY>
<STR>Teenagers</STR>
<KEY>NRaas.StoryProgression.Caste:Adult</KEY>
<STR>Adults</STR>
<KEY>NRaas.StoryProgression.Caste:ElderFemale</KEY>
<STR>Elder Females</STR>
<KEY>NRaas.StoryProgression.Caste:Ghost</KEY>
<STR>Ghosts</STR>
<KEY>NRaas.StoryProgression.Caste:Homeless</KEY>
<STR>Homeless</STR>
<KEY>NRaas.StoryProgression.Caste:Horse</KEY>
<STR>Horses</STR>
<KEY>NRaas.StoryProgression.Caste:Mummy</KEY>
<STR>Mummies</STR>
<KEY>NRaas.StoryProgression.Caste:NonActiveFamily</KEY>
<STR>Non Active Family</STR>
<KEY>NRaas.StoryProgression.Caste:Service</KEY>
<STR>Service Population</STR>
<KEY>NRaas.StoryProgression.Caste:Simbot</KEY>
<STR>Simbots</STR>
<KEY>NRaas.StoryProgression.Caste:Tourist</KEY>
<STR>Tourists</STR>
<KEY>NRaas.StoryProgression.Caste:Vampire</KEY>
<STR>Vampires</STR>
<KEY>NRaas.StoryProgression.Caste:Male</KEY>
<STR>Males</STR>
<KEY>NRaas.StoryProgression.Caste:Female</KEY>
<STR>Females</STR>
<KEY>NRaas.StoryProgression.Caste:YoungAdult</KEY>
<STR>Young Adults</STR>
<KEY>NRaas.StoryProgression.Caste:Elder</KEY>
<STR>Elders</STR>

<KEY>NRaas.StoryProgression.OutCaste:MenuName</KEY>
<STR>Allow Out Caste</STR>

<KEY>NRaas.StoryProgression.ImmigrantWorld:MenuName</KEY>
<STR>Immigrant World</STR>

<KEY>Ui/Caption/Global/WorldName/EP01:UserCreated</KEY>
<STR>Default</STR>

<KEY>NRaas.StoryProgression.AllowCanBePregnant:MenuName</KEY>
<STR>Pregnancy: Allow Can Be Pregnant</STR>
<KEY>NRaas.StoryProgression.AllowPregnancyParticipation:MenuName</KEY>
<STR>Pregnancy: Allow Participation</STR>

<KEY>NRaas.StoryProgression.CompleteAncestorCheck:MenuName</KEY>
<STR>Check All Ancestors During Closely Related</STR>

<KEY>NRaas.StoryProgression.Require:True</KEY>
<STR>Required</STR>
<KEY>NRaas.StoryProgression.Require:False</KEY>
<STR> </STR>

<KEY>NRaas.StoryProgression.Deny:True</KEY>
<STR>Denied</STR>
<KEY>NRaas.StoryProgression.Deny:False</KEY>
<STR> </STR>

<KEY>NRaas.StoryProgression.CasteTraitRequire:MenuName</KEY>
<STR>Caste: Trait Require</STR>
<KEY>NRaas.StoryProgression.CasteTraitDeny:MenuName</KEY>
<STR>Caste: Trait Deny</STR>

<KEY>NRaas.StoryProgression.NearElderLimit:MenuName</KEY>
<STR>Near Elder Limit</STR>
<KEY>NRaas.StoryProgression.NearElderLimit:Prompt</KEY>
<STR>Enter the minimum number of sim-days prior to the next age transition a sim is allowed to be in order to have a child: ("0" disables the check)\n\nAge to Child: {0.Number} sim-days\nAge to Teen: {1.Number} sim-days</STR>

<KEY>NRaas.StoryProgression.BaseChanceToDropRomance:MenuName</KEY>
<STR>Drop Old Flirts: Base Chance</STR>
<KEY>NRaas.StoryProgression.BaseChanceToDropRomance:Prompt</KEY>
<STR>Enter the base chance that a sim will drop older flirts when they go steady with someone. This value will be adjusted by trait scoring:</STR>

<KEY>NRaas.StoryProgression.ReapplyInteractions:MenuName</KEY>
<STR>Reapply Menu Interactions</STR>

<KEY>NRaas.StoryProgression.RequireCaste:MenuName</KEY>
<STR>Caste: Require</STR>

<KEY>NRaas.StoryProgression.PetChanceofAttempt:MenuName</KEY>
<STR>Chance of Attempt: Pets</STR>
<KEY>NRaas.StoryProgression.PetChanceofAttempt:Prompt</KEY>
<STR>Enter the random chance that the system will attempt to initiate a pet pregnancy:</STR>

<KEY>NRaas.StoryProgression.IncreasedChancePetPregancy:MenuName</KEY>
<STR>Increased Chance of Attempt: Pets</STR>
<KEY>NRaas.StoryProgression.IncreasedChancePetPregancy:Prompt</KEY>
<STR>Enter the value cumulatively added to the "Chance of Attempt: Pets" chance value, whenever the previous roll fails:</STR>

<KEY>NRaas.StoryProgression.IncreasedChancePregancy:MenuName</KEY>
<STR>Increased Chance of Attempt</STR>
<KEY>NRaas.StoryProgression.IncreasedChancePregancy:Prompt</KEY>
<STR>Enter the value cumulatively added to the "Chance of Attempt" chance value, whenever the previous roll fails:</STR>

<KEY>NRaas.StoryProgression.AlertLevel:Spouses</KEY>
<STR>Spouses</STR>

<KEY>NRaas.StoryProgression.AllowEnemyFamily:MenuName</KEY>
<STR>Allow Enemy Scenarios Amongst Family</STR>
<KEY>NRaas.StoryProgression.CelebRatioLevel:MenuName</KEY>
<STR>Celebrity Ratio Level {0.Number}</STR>

<KEY>NRaas.StoryProgression.PromoteOnTheJob:MenuName</KEY>
<STR>Promote On The Job</STR>

<KEY>NRaas.StoryProgression.MaximumOverOccult:MenuName</KEY>
<STR>Maximum Additional Occult Types</STR>
<KEY>NRaas.StoryProgression.MaximumOverOccult:Prompt</KEY>
<STR>Enter the maximum number of occult over any inherited types to add to any one immigrant:</STR>

<KEY>NRaas.StoryProgression.WriteNovelPush:MenuName</KEY>
<STR>Write Novel</STR>

<KEY>NRaas.StoryProgression.ScenarioWeight:Admiration</KEY>
<STR>Admiration</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Bribe</KEY>
<STR>Bribe</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:LoseMember</KEY>
<STR>Lose Member</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Beatdown</KEY>
<STR>Beatdown</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Promote</KEY>
<STR>Promote</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Demote</KEY>
<STR>Demote</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Jail</KEY>
<STR>Jail</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Fined</KEY>
<STR>Fined</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Invest</KEY>
<STR>Invest</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Rent</KEY>
<STR>Rent</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:GivePayment</KEY>
<STR>Give Payment</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Donate</KEY>
<STR>Donate</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Kickback</KEY>
<STR>Kickback</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:RentDue</KEY>
<STR>Rent Due</STR>
<KEY>NRaas.StoryProgression.ScenarioWeight:Oust</KEY>
<STR>Oust</STR>

<KEY>NRaas.StoryProgression.MaxFine:MenuName</KEY>
<STR>Fine Maximum</STR>
<KEY>NRaas.StoryProgression.MaxFine:Prompt</KEY>
<STR>Enter the maximum fine that can be charged to a sim:</STR>

<KEY>NRaas.StoryProgression.MaxBribe:MenuName</KEY>
<STR>Bribe Maximum</STR>
<KEY>NRaas.StoryProgression.MaxBribe:Prompt</KEY>
<STR>Enter the maximum allowable bribe that can be offered during a bribe scenario:</STR>

<KEY>NRaas.StoryProgression.MinBribe:MenuName</KEY>
<STR>Bribe Minimum</STR>
<KEY>NRaas.StoryProgression.MinBribe:Prompt</KEY>
<STR>Enter the minimum amount of funds that must exchange hands during a bribe scenario:</STR>

<KEY>NRaas.StoryProgression.BailAmount:MenuName</KEY>
<STR>Bail</STR>
<KEY>NRaas.StoryProgression.BailAmount:Prompt</KEY>
<STR>Enter the amount of bail a sim must pay when thrown in jail:</STR>

<KEY>NRaas.StoryProgression.MaximumNewbornOccult:MenuName</KEY>
<STR>Maximum Newborn Occult Types</STR>
<KEY>NRaas.StoryProgression.MaximumNewbornOccult:Prompt</KEY>
<STR>Enter the maximum number of occult over any inherited types to add to any one newborn:</STR>

<KEY>NRaas.StoryProgression.AllowSummary:MenuName</KEY>
<STR>Stories: Allow Summary</STR>

<KEY>NRaas.StoryProgression.AllowGoToJail:MenuName</KEY>
<STR>Allow Go To Jail</STR>
<KEY>NRaas.StoryProgression.AllowGoToJailLeader:MenuName</KEY>
<STR>Allow Go To Jail: Leader</STR>
<KEY>NRaas.StoryProgression.AllowGoToJailOther:MenuName</KEY>
<STR>Allow Go To Jail: Other</STR>

<KEY>NRaas.StoryProgression.AllowElder:MenuName</KEY>
<STR>Allow Elder</STR>
<KEY>NRaas.StoryProgression.AllowTeen:MenuName</KEY>
<STR>Allow Teen</STR>

<KEY>NRaas.StoryProgression.MaxDonate:MenuName</KEY>
<STR>Donate Maximum</STR>
<KEY>NRaas.StoryProgression.MaxDonate:Prompt</KEY>
<STR>Enter the maximum allowable bribe that can be offered during a donate scenario:</STR>

<KEY>NRaas.StoryProgression.MinDonate:MenuName</KEY>
<STR>Donate Minimum</STR>
<KEY>NRaas.StoryProgression.MinDonate:Prompt</KEY>
<STR>Enter the minimum amount of funds that must exchange hands during a donate scenario:</STR>

<KEY>NRaas.StoryProgression.MaxLoan:MenuName</KEY>
<STR>Loan Maximum</STR>
<KEY>NRaas.StoryProgression.MaxLoan:Prompt</KEY>
<STR>Enter the maximum allowable bribe that can be offered during a loan scenario:</STR>

<KEY>NRaas.StoryProgression.MinLoan:MenuName</KEY>
<STR>Loan Minimum</STR>
<KEY>NRaas.StoryProgression.MinLoan:Prompt</KEY>
<STR>Enter the minimum amount of funds that must exchange hands during a loan scenario:</STR>

<KEY>NRaas.StoryProgression.AllowMoveFamily:MenuName</KEY>
<STR>Household: Allow Move: As Family</STR>
<KEY>NRaas.StoryProgression.AllowMoveSolo:MenuName</KEY>
<STR>Household: Allow Move: Solo</STR>

<KEY>NRaas.StoryProgression.CasteMatchAllType:MenuName</KEY>
<STR>Caste Filter: Match All Filters</STR>

<KEY>NRaas.StoryProgression.SplitOpposingClan:MenuName</KEY>
<STR>Broken Home: Opposing Clans</STR>

<KEY>NRaas.StoryProgression.RenameOnlyMutualOnMarriage:MenuName</KEY>
<STR>Rename Only Mutual Children On Marriage</STR>

<KEY>NRaas.StoryProgression.AllowPersonalityOccult:MenuName</KEY>
<STR>Personality: Allow Occult Change</STR>

<KEY>NRaas.StoryProgression.AllowCareerProgression:MenuName</KEY>
<STR>Career: Allow Progression</STR>

<KEY>NRaas.StoryProgression.ShowNonPushStory:MenuName</KEY>
<STR>Show Non-Pushable Stories</STR>

<KEY>NRaas.StoryProgression.CasteAllowCanBePregnant:MenuName</KEY>
<STR>Pregnancy: Allow Can Be Pregnant Caste</STR>
<KEY>NRaas.StoryProgression.CasteDisallowCanBePregnant:MenuName</KEY>
<STR>Pregnancy: Disallow Can Be Pregnant Caste</STR>

<KEY>NRaas.StoryProgression.AllowMales:MenuName</KEY>
<STR>Allow Males</STR>
<KEY>NRaas.StoryProgression.AllowFemales:MenuName</KEY>
<STR>Allow Females</STR>

<KEY>NRaas.StoryProgression.None:MenuName</KEY>
<STR>(None)</STR>

<KEY>NRaas.StoryProgression.AllowOccult:MenuName</KEY>
<STR>Caste: Allow Occult</STR>
<KEY>NRaas.StoryProgression.DisallowOccult:MenuName</KEY>
<STR>Caste: Disallow Occult</STR>
<KEY>NRaas.StoryProgression.ChanceOfOccultMutation:MenuName</KEY>
<STR>Chance of Occult Mutation</STR>
<KEY>NRaas.StoryProgression.CasteZodiacFilter:MenuName</KEY>
<STR>Caste Filter: Zodiac</STR>
<KEY>NRaas.StoryProgression.CasteSkillFilter:MenuName</KEY>
<STR>Caste Filter: Skill</STR>
<KEY>NRaas.StoryProgression.CasteSkillLevelFilter:MenuName</KEY>
<STR>Caste Filter: Skill Level</STR>
<KEY>NRaas.StoryProgression.CasteCareerFilter:MenuName</KEY>
<STR>Caste Filter: Career</STR>