<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>

  <!-- Misc -->
  <!-- EN: add -->
  <Add>添加</Add>
  <!-- EN: Trading animal products bonus -->
  <TradingAnimalProduceBonus>交易动物产品奖励</TradingAnimalProduceBonus>
  <!-- EN: Slaves -->
  <SlavesSection>奴隶</SlavesSection>
  <!-- EN: dominant style -->
  <DominantStyle>主流风格</DominantStyle>
  <!-- EN: Date -->
  <Date>日期</Date>
  <!-- EN: The following development points will be awarded depending on the ritual outcome -->
  <RitualDevelopmentPointRewards>根据仪式的结果，将授予发展点数</RitualDevelopmentPointRewards>

  <!-- EN: Choose the symbolic structure of your ideoligion. This only affects symbols - it does not affect gameplay. -->
  <ChooseStructureMemesInfo>选择你的文化形态的象征结构。这只会影响符号 —— 它不会影响游戏玩法。</ChooseStructureMemesInfo>
  <!-- EN: Choose {0}-{1} memes to form the foundational ideas of this ideoligion. -->
  <ChooseNormalMemesInfo>选择 {0}-{1} 个模因来形成这个文化形态的基本思想。</ChooseNormalMemesInfo>
  <!-- EN: Choose at least {0} meme. -->
  <NotEnoughMemes>最少选择 {0} 个模因。</NotEnoughMemes>
  <!-- EN: Choose at most {0} memes. -->
  <TooManyMemes>最多选择 {0} 个模因。</TooManyMemes>
  <!-- EN: Choose structure. -->
  <ChooseStructureMeme>选择结构。</ChooseStructureMeme>
  <!-- EN: {0_label} and {1_label} are incompatible. -->
  <IncompatibleMemes>{0_label} 与 {1_label} 不相容。</IncompatibleMemes>
  <!-- EN: Some of these have much more gameplay impact than others. -->
  <SomeMemesHaveMoreImpact>部分模因对游戏玩法的影响比其他的要大得多。</SomeMemesHaveMoreImpact>
  <!-- EN: Choose one meme to form the initial idea of this ideoligion. You will add more memes as the ideoligion develops over time. -->
  <ChooseNormalMemesFluidIdeoInfo>选择一个模因来形成这个文化的初始思想。你可以随着时间发展文化来添加更多的模因。</ChooseNormalMemesFluidIdeoInfo>
  <!-- EN: Choose a meme or remove a meme. -->
  <ChooseOrRemoveMeme>选择或移除一个模因。</ChooseOrRemoveMeme>
  <!-- EN: Reset changes -->
  <ReformIdeoResetChanges>重置</ReformIdeoResetChanges>
  <!-- EN: Choose {0} meme. -->
  <NotEnoughMemesFluidIdeo>选择模因x{0}</NotEnoughMemesFluidIdeo>

  <!-- EN: {0} will re-randomize any precepts you have edited.\n\nDo you wish to continue? -->
  <ChangesRandomizePrecepts>{0} 会打乱你编辑过的一些戒律。\n\n你希望继续吗？</ChangesRandomizePrecepts>
  <!-- EN: The following precepts are incompatible with this new meme selection and will be removed:\n\n{0}\n\nDo you wish to continue? -->
  <ChangesRemovePrecepts>与新模因冲突的戒律将会被移除：\n\n{0}\n\n你想要继续吗？</ChangesRemovePrecepts>
  
  <!-- EN: Room requirements -->
  <RoomRequirements>房间要求</RoomRequirements>
  <!-- EN: The ideoligion you are loading has memes that are incompatible with a new fluid ideoligion and its memes will need to be chosen again (fluid ideoligions may only start with one low-impact meme). -->
  <ConfirmChangeMemesForFluidIdeo>你试图加载的文化形态与新的演进文化冲突，必须重新选择它的模因（演进文化必须从一个低影响度模因开始）。</ConfirmChangeMemesForFluidIdeo>
  <!-- EN: The following memes are incompatible -->
  <ConfirmIncompatibleMemes>这些模因是冲突的</ConfirmIncompatibleMemes>
  <!-- EN: Would you like to continue? -->
  <ConfirmChangeMemesForFluidIdeoContinue>你想要继续吗？</ConfirmChangeMemesForFluidIdeoContinue>

  <!-- EN: role -->
  <Role>职位</Role>
  <!-- EN: Assign role -->
  <ChooseRole>分配职位</ChooseRole>
  <!-- EN: Choose new role -->
  <ChooseNewRole>选择职位</ChooseNewRole>
  <!-- EN: No role assigned -->
  <NoRoleAssigned>未分配职位</NoRoleAssigned>
  <!-- EN: Remove {0} role -->
  <RemoveRole>移除{0}职位</RemoveRole>
  <!-- EN: You're about to assign the role of {ROLE_labelDef} to {PAWN_labelShort}. -->
  <ChooseRoleConfirmAssign>将为{PAWN_labelShort}指定{ROLE_labelDef}职位。</ChooseRoleConfirmAssign>
  <!-- EN: Are you sure? -->
  <ChooseRoleConfirmAssignPostfix>你确定么？</ChooseRoleConfirmAssignPostfix>
  <!-- EN: {PAWN_labelShort} currently holds this role and will be unhappy to lose it. -->
  <ChooseRoleConfirmAssignReplace>{PAWN_labelShort} 目前担任此职位，如果失去它将不高兴。</ChooseRoleConfirmAssignReplace>
  <!-- EN: {PAWN_labelShort} currently holds the role of {ROLE_label} and will be unhappy to lose it. -->
  <ChooseRoleConfirmAssignHasOtherRole>{PAWN_labelShort}目前保有{ROLE_label}职位，如果失去它将会很不高兴。</ChooseRoleConfirmAssignHasOtherRole>
  <!-- EN: There can be only one leader. This will dismiss {PAWN_labelShort} from their {OTHERROLE_labelDef} role, which will make {PAWN_objective} upset. -->
  <ChooseRoleConfirmAssignReplaceLeader>只能有一个领导者。这么做会解除{PAWN_labelShort}的{OTHERROLE_labelDef}职位，{PAWN_objective}会感到沮丧。</ChooseRoleConfirmAssignReplaceLeader>
  <!-- EN: You're about to dismiss {PAWN_labelShort} from the role of {ROLE_labelIndef}. This will upset {PAWN_objective}. -->
  <ChooseRoleConfirmUnassign>将解除{PAWN_labelShort}的{ROLE_labelIndef}职位。这将使{PAWN_objective}感到沮丧。</ChooseRoleConfirmUnassign>
  <!-- EN: {PAWN_labelShort} will gain the following abilities -->
  <ChooseRoleListAbilities>{PAWN_labelShort} 将获得以下能力</ChooseRoleListAbilities>
  <!-- EN: The {ROLE_label} role requires the following apparel -->
  <ChooseRoleListApparelDemands>{ROLE_label} 职位需要以下服装</ChooseRoleListApparelDemands>
  <!-- EN: {PAWN_labelShort} will refuse to do these work types -->
  <ChooseRoleListWorkTypeRestrictions>{PAWN_labelShort} 将拒绝做这些工作类型</ChooseRoleListWorkTypeRestrictions>
  <!-- EN: It can sometimes be better to wait until your colony is more established before you assign roles. -->
  <ChooseRoleHint>有时候，最好等到你的殖民地建立起来后再分配职位。</ChooseRoleHint>
  <!-- EN: Unlocked by -->
  <UnlockedByMeme>由模因解锁</UnlockedByMeme>
  <!-- EN: Unlocked roles -->
  <MemeUnlocksRoles>解锁职位</MemeUnlocksRoles>
  <!-- EN: Unlocked rituals -->
  <MemeUnlocksRituals>解锁仪式</MemeUnlocksRituals>
  <!-- EN: WARNING: {PAWN_nameDef} is unable to do work that is required for the role of {ROLE_label}. If you choose to give {PAWN_objective} this role, {PAWN_pronoun} may be unable to use the abilities associated with {ROLE_label}. The missing work types are -->
  <ChooseRoleRequiredWorkTagsDisabled>警告：{PAWN_nameDef} 无法履行{ROLE_label}职位所需的工作。 如果选择赋予{PAWN_objective}这个职位， {PAWN_pronoun}可能无法使用与{ROLE_label}相关的能力。 缺少的工作类型是</ChooseRoleRequiredWorkTagsDisabled>
  <!-- EN: Leader bonus -->
  <YourLeaderTradeBonus>领袖奖励</YourLeaderTradeBonus>
  <!-- EN: The meme {MEME} prevents adding apparel requirements to roles. -->
  <CannotNotAddRoleApparelDueToMeme>模因 {MEME} 禁止为职位增加服装要求。</CannotNotAddRoleApparelDueToMeme>
  <!-- EN: cannot be worn with {0_label} -->
  <CannotBeWornWith>不能与{0_label}一同穿着</CannotBeWornWith>

  <!-- EN: Certainty reduction -->
  <AbilityIdeoConvertBreakdownLabel>认可度减少</AbilityIdeoConvertBreakdownLabel>
  <!-- EN: Using {ABILITY} ability -->
  <AbilityIdeoConvertBreakdownUsingAbility>使用 {ABILITY} 能力</AbilityIdeoConvertBreakdownUsingAbility>
  <!-- EN: {PAWN_labelShort}'s conversion power -->
  <AbilityIdeoConvertBreakdownConversionPower>{PAWN_labelShort} 的转化能力</AbilityIdeoConvertBreakdownConversionPower>
  <!-- EN: {PAWN_labelShort}'s certainty loss factor from {IDEO_name} -->
  <AbilityIdeoConvertBreakdownIdeoCertaintyReduction>来自 {IDEO_name} 的 {PAWN_labelShort} 认可度损失系数。</AbilityIdeoConvertBreakdownIdeoCertaintyReduction>
  <!-- EN: {PAWN_labelShort} is {ROLE_labelDef} -->
  <AbilityIdeoConvertBreakdownRole>{PAWN_labelShort} 是 {ROLE_labelDef}</AbilityIdeoConvertBreakdownRole>
  <!-- EN: Trait {TRAIT} -->
  <AbilityIdeoConvertBreakdownTrait>特性 {TRAIT}</AbilityIdeoConvertBreakdownTrait>
  <!-- EN: {RELICCOUNT} installed relics on map -->
  <AbilityIdeoConvertBreakdownRelic>{RELICCOUNT} 在地图上安装了圣物</AbilityIdeoConvertBreakdownRelic>
  <!-- EN: {PAWN_labelShort}'s social skill -->
  <AbilityIdeoConvertBreakdownSocialSkill>{PAWN_labelShort} 的社交能力 </AbilityIdeoConvertBreakdownSocialSkill>
  <!-- EN: {RECIPIENT_labelShort}'s opinion of {INITIATOR_labelShort} -->
  <AbilityIdeoConvertBreakdownOpinion>{RECIPIENT_labelShort} 对 {INITIATOR_labelShort}的看法</AbilityIdeoConvertBreakdownOpinion>
  <!-- EN: {PAWN_nameDef}'s ideoligion -->
  <AbilityIdeoConvertBreakdownPawnIdeo>{PAWN_nameDef}的文化形态</AbilityIdeoConvertBreakdownPawnIdeo>
  <!-- EN: {MEME} vs {TRAIT} trait -->
  <AbilityIdeoConvertBreakdownMemeVsTrait>{MEME} vs {TRAIT} 特性</AbilityIdeoConvertBreakdownMemeVsTrait>

  <!-- EN: {PAWN_labelShort} was already counselled recently. -->
  <AbilityCantApplyAlreadyCounselled>{PAWN_labelShort}最近已接受了咨询。</AbilityCantApplyAlreadyCounselled>

  <!-- EN: Reform... -->
  <ReformIdeo>改革...</ReformIdeo>
  <!-- EN: Reform ideoligion -->
  <ReformIdeoligion>文化改革</ReformIdeoligion>
  <!-- EN: Reform your ideoligion by changing its structure, memes or style. -->
  <ReformIdeoligionDesc>通过改变结构、模因或者风格来对你的文化进行改革。</ReformIdeoligionDesc>
  <!-- EN: Change styles -->
  <ReformIdeoChangeStyles>改变风格</ReformIdeoChangeStyles>
  <!-- EN: Add or remove a meme -->
  <ReformIdeoAddOrRemoveMeme>添加或移除模因</ReformIdeoAddOrRemoveMeme>
  <!-- EN: Add a meme -->
  <ReformIdeoAddMeme>添加模因</ReformIdeoAddMeme>
  <!-- EN: Choose one -->
  <ReformIdeoChooseOneChange>选择一个</ReformIdeoChooseOneChange>
  <!-- EN: Change structure -->
  <ReformIdeoChangeStructure>改变结构</ReformIdeoChangeStructure>
  <!-- EN: Change any of the following -->
  <ReformIdeoChangeAny>改变以下任意</ReformIdeoChangeAny>
  <!-- EN: The relic {0} will not be venerated by your colonists after reforming this ideoligion. Since the quest '{0}' is searching for this relic, it will be deactivated. -->
  <ReformIdeoRelicHuntQuestEnd>改革文化形态后，你的殖民者将不会再视{0}为圣物。关于寻找{0}的任务将会被取消。</ReformIdeoRelicHuntQuestEnd>
  <!-- EN: The ritual {0} is in progress and will be cancelled. -->
  <ReformIdeoCancelRituals>正在进行中的{0}将会被取消。</ReformIdeoCancelRituals>
  <!-- EN: Do you wish to continue? -->
  <ReformIdeoContinue>你想要继续吗？</ReformIdeoContinue>

  <!-- Slavery -->
  <!-- EN: Slave -->
  <CannotAssignBedToSlave>奴隶</CannotAssignBedToSlave>
  <!-- EN: Colonist -->
  <CannotAssignBedToColonist>殖民者</CannotAssignBedToColonist>
  <!-- EN: Any slave -->
  <AnySlave>任何奴隶</AnySlave>
  <!-- EN: {0_nameDef} refuses to sell people into slavery according to {0_possessive} beliefs. -->
  <NegotiatorWillNotTradeSlaves>{0_nameDef}出于{0_possessive}信仰拒绝将人作为奴隶出售。</NegotiatorWillNotTradeSlaves>
  <!-- EN: The negotiator, {0_nameDef}, will not people into slavery due to {0_possessive} belief in {1}.\n\nNote that {0_nameDef} is willing to ransom someone back to {0_possessive} own faction, but isn't willing to sell someone to a different faction. -->
  <NegotiatorWillNotTradeSlavesTip>谈判者 {0_nameDef} 不会因为{0_possessive}对{1}的信仰而使人们沦为奴隶。\n\n注意：{0_nameDef} 会愿意将某人赎回自己的派系，但不愿意把他人贩卖到别的派系。</NegotiatorWillNotTradeSlavesTip>

  <!-- EN: Last human meat -->
  <LastHumanMeat>最后的人肉</LastHumanMeat>
  <!-- EN: Because of {PAWN_possessive} belief in {IDEO_name}, {PAWN_nameDef} will become unhappy if {PAWN_pronoun} goes more than {DURATION} days without eating human meat. -->
  <LastHumanMeatDesc>由于 {PAWN_possessive} 信奉 {IDEO_name}，如果 {PAWN_pronoun} 超过 {DURATION} 天不吃人肉，{PAWN_nameDef} 会变得不高兴。</LastHumanMeatDesc>
  <!-- EN: Last large animal slaughter -->
  <LastAnimalSlaughter>最后一次大型动物屠宰</LastAnimalSlaughter>

  <!-- EN: Executing {PAWN_labelShort} will negatively affect relations with {FACTION_name}. -->
  <ExectueNeutralFactionSlave>执行 {PAWN_labelShort} 将对与 {FACTION_name} 的关系产生负面影响。</ExectueNeutralFactionSlave>

  <!-- EN: You must assign at least one non-slave colonist who can walk. -->
  <CaravanMustHaveAtLeastOneNonSlaveColonist>必须指定至少一名可以行走的非奴隶殖民者。</CaravanMustHaveAtLeastOneNonSlaveColonist>
  <!-- EN: You must leave at least non-slave colonist who can walk. -->
  <SourceCaravanMustHaveAtLeastOneNonSlaveColonist>必须至少留下可以行走的非奴隶殖民者。</SourceCaravanMustHaveAtLeastOneNonSlaveColonist>

  <!-- Style -->
  <!-- EN: Style -->
  <StylePawn>风格</StylePawn>
  <!-- EN: Cancel -->
  <Cancel>取消</Cancel>
  <!-- EN: hair -->
  <Hair>头发</Hair>
  <!-- EN: beard -->
  <Beard>胡须</Beard>
  <!-- EN: face tattoo -->
  <TattooFace>面纹</TattooFace>
  <!-- EN: body tattoo -->
  <TattooBody>纹身</TattooBody>
  <!-- EN: apparel color -->
  <ApparelColor>服装颜色</ApparelColor>
  <!-- EN: hair color -->
  <HairColor>发色</HairColor>
  <!-- EN: Show headgear -->
  <ShowHeadgear>展示头饰</ShowHeadgear>
  <!-- EN: Show apparel -->
  <ShowApparel>展示服装</ShowApparel>
  <!-- EN: {PAWN_nameDef} will be unhappy with the following -->
  <PawnUnhappyWithStyleItems>{PAWN_nameDef} 会对以下内容不满意 </PawnUnhappyWithStyleItems>
  <!-- EN: Style categories affect the appearance of some buildings, apparel and weapons made by {IDEO_memberNamePlural}. If more than one category affects the same thing, the left-most one applies. -->
  <StyleCategoryDescription>风格会影响由{IDEO_memberNamePlural}制作的某些建筑物、服装和武器的外观。如果多个风格影响同一物体，则适用最左侧的风格。</StyleCategoryDescription>
  <!-- EN: Style categories affect the appearance of some buildings, apparel and weapons made by your colony. If more than one category affects the same thing, the left-most one applies. -->
  <StyleCategoryDescriptionAbstract>风格会影响你的殖民地所制造的一些建筑、服装和武器的外观。如果有一个以上的风格影响同一事物，则适用最左侧的风格。</StyleCategoryDescriptionAbstract>
  <!-- EN: {IDEO_memberNamePlural} will be happy if they notice buildings, floors, and art matching this style. -->
  <StyleCategoryDescStyleDominance>如果{IDEO_memberNamePlural}注意到符合这种风格的建筑物、楼层和艺术品，他们会很高兴。</StyleCategoryDescStyleDominance>
  <!-- EN: Ideoligion members will be happy if they notice buildings, floors, and art matching this style. -->
  <StyleCategoryDescStyleDominanceAbstract>如果注意到建筑、地板和艺术与这种风格相匹配，会使对应文化的成员感到开心。</StyleCategoryDescStyleDominanceAbstract>
  <!-- EN: {0} style category affects -->
  <StyleCategoryDetails>{0} 风格影响</StyleCategoryDetails>
  <!-- EN: Overriden by {0} -->
  <OverriddenByStyle>被 {0} 覆盖</OverriddenByStyle>
  <!-- EN: New buildables -->
  <IdeoMakesBuildingBuildable>新的可建造物</IdeoMakesBuildingBuildable>
  <!-- EN: none usable for {PAWN_nameDef} -->
  <NoneUsableForPawn>无可用于 {PAWN_nameDef}</NoneUsableForPawn> 
  <!-- EN: Hair and beards -->
  <HairAndBeards>头发和胡须</HairAndBeards>
  <!-- EN: These settings determine how frequently each style appears on members of this ideoligion. -->
  <HairAndBeardsDesc>这些设置决定了每种风格在这个文化形态的成员中出现的频率。</HairAndBeardsDesc>
  <!-- EN: Tattoos -->
  <Tattoos>纹身</Tattoos>
  <!-- EN: These settings determines how frequently each tattoo appears on members of this ideoligion. -->
  <TattoosDesc>这些设置决定了每个纹身出现在这个文化的成员身上的频率。</TattoosDesc>
  <!-- EN: Never -->
  <StyleItemFrequencyNever>从不</StyleItemFrequencyNever>
  <!-- EN: Rare -->
  <StyleItemFrequencyRare>极少</StyleItemFrequencyRare>
  <!-- EN: Uncommon -->
  <StyleItemFrequencyUncommon>罕有</StyleItemFrequencyUncommon>
  <!-- EN: Normal -->
  <StyleItemFrequencyNormal>通常</StyleItemFrequencyNormal>
  <!-- EN: Common -->
  <StyleItemFrequencyCommon>普遍</StyleItemFrequencyCommon>
  <!-- EN: Frequent -->
  <StyleItemFrequencyFrequent>频繁</StyleItemFrequencyFrequent>
  <!-- EN: Edit appearance -->
  <EditAppearanceItems>编辑外观</EditAppearanceItems>
  <!-- EN: {0} in use -->
  <NumAvailable>使用中 {0}</NumAvailable>
  <!-- EN: Expand all -->
  <ExpandAllCategories>全部展开</ExpandAllCategories>
  <!-- EN: Collapse all -->
  <CollapseAllCategories>全部折叠</CollapseAllCategories>
  <!-- EN: Resets all style items to their default values. -->
  <ResetButtonDesc>将所有风格项重置为默认值。</ResetButtonDesc>
  <!-- EN: Dye can be farmed from tinctoria or purchased from traders. -->
  <TooltipDyeExplanation>染料可以种植七色花或者从商人购买。</TooltipDyeExplanation>

  <!-- Ancient complex mission -->
  <!-- EN: Send shuttle anyway -->
  <SendShuttleAnyway>强制发射穿梭机</SendShuttleAnyway>
  <!-- EN: Re-load shuttle -->
  <ReLoadShuttle>重新加载穿梭机</ReLoadShuttle>

  <!-- Medical settings -->
  <!-- EN: Enslaved colonist -->
  <MedGroupEnslavedColonist>被奴役的殖民者</MedGroupEnslavedColonist>

  <!-- Dryad upgrades -->
  <!-- EN: Choose dryad caste -->
  <ChangeMode>选择树精的品种</ChangeMode>
  <!-- EN: Required memes -->
  <RequiredMemes>必需的模因</RequiredMemes>
  <!-- EN: Required caste -->
  <RequiredStage>所需的品种</RequiredStage>
  <!-- EN: Missing required memes -->
  <MissingRequiredMemes>缺少必需的模因</MissingRequiredMemes>
  <!-- EN: Missing required caste -->
  <MissingRequiredCaste>缺少所需的品种</MissingRequiredCaste>
  <!-- EN: Already selected -->
  <AlreadySelected>已选择</AlreadySelected>
  <!-- EN: Here you can choose which caste of dryads this {TREE_label} will create.\n\nDryads will emerge from pods that grow at the tree's base. The maximum number of dryads is based on the connection strength between {TREE_definite} and the connected person. -->
  <ChooseProductionModeInitialDesc>在这里可以选择此 {TREE_label} 将生成哪个品种的树精。\n\n树精将从母树根部的荚囊中出生。 树精的最大数量取决于{TREE_definite}和共鸣者之间的共鸣强度。</ChooseProductionModeInitialDesc>

  <!-- Archonexus -->
  <!-- EN: Choose who to convert to your ideoligion -->
  <ChooseColonistsForIdeoTitle>选择要转化为你的文化形态的人</ChooseColonistsForIdeoTitle>
  <!-- EN: You may convert people to your primary ideoligion when setting up a new colony. -->
  <ChooseColonistsForIdeoDesc>在建立新殖民地时，你可以将人物转化为你的主体文化形态。</ChooseColonistsForIdeoDesc>
  <!-- EN: New Colony -->
  <ChooseThingsForNewColonyTitle>新殖民地</ChooseThingsForNewColonyTitle>
  <!-- EN: Choose which colonists, animals and relics to bring to the new colony. -->
  <ChooseThingsForNewColonyDesc>选择将哪些殖民者、动物和圣物带到新的殖民地。</ChooseThingsForNewColonyDesc>
  <!-- EN: Choose up to {0} {1}. -->
  <ChooseThingsDesc>最多选择 {0} {1}。</ChooseThingsDesc>
  <!-- EN: Choose up to {0} people. -->
  <ChoosePeopleDesc>最多选择 {0} 个人。</ChoosePeopleDesc>
  <!-- EN: If you only select slaves, you will play them as colonists in the next colony. -->
  <ChooseOnlySlavesInfo>如果你只选择奴隶，他们将作为殖民者在下一个殖民地出现。</ChooseOnlySlavesInfo>
  <!-- EN: Confirm decisions -->
  <ConfirmDecisionsTitle>确定决策</ConfirmDecisionsTitle>
  <!-- EN: The hibernating starship reported by the AI (*Name)Charlon Whitestone(/Name) will fly away by the time the new colony is established. It will no longer be possible to escape the planet by traveling to this ship. -->
  <ShipEscapeWillEndDescription>人工智能(*Name)沙隆·白石(/Name)报告的飞船将会在新殖民地建立时飞走，这意味着将不再可能通过这艘飞船来逃离星球。</ShipEscapeWillEndDescription>
  <!-- EN: No relic was chosen to be brought to the new colony. -->
  <ArchonexusRelicNotChosen>没有选择任何带去新殖民地的圣物。</ArchonexusRelicNotChosen>
  <!-- EN: {0} out of a possible {1} items were selected to be brought to the new colony. -->
  <ArchonexusItemsNotChosen>已选的物品超过了可选范围（已选{0}，可选{1}）。</ArchonexusItemsNotChosen>
  <!-- EN: The colony's purchasers will only allow you to take one relic. Any other relics will be left behind (even if equipped by a colonist), including: -->
  <RemoveEquippedRelicsDescription>殖民地购买者只允许你带走一个圣物。其它的圣物（包括已经被殖民者装备的圣物）会被留下来，包括：</RemoveEquippedRelicsDescription>
  <!-- EN: Would you like to proceed? Past this point, there's no going back. -->
  <WantToProceed>你想继续吗？自此之后再无退路。</WantToProceed>
  <!-- EN: Convert -->
  <ConvertToPlayerIdeoligion>转化</ConvertToPlayerIdeoligion>
  <!-- EN: Revert -->
  <RevertToPreviousIdeoligion>回归</RevertToPreviousIdeoligion>
  <!-- EN: Existing follower -->
  <ExistingFollowerOfPlayerIdeoligion>现有的追随者</ExistingFollowerOfPlayerIdeoligion>
  <!-- EN: You are abandoning a site that contains archotech structures which you have not yet fully studied.\n\nYou will be able to resettle here later, but your colony will be wiped away. -->
  <AbandonArchotechStructuresWarningDialog>你正在放弃一个包含你还没有完全研究过的建筑技术的定居点。\n\n你以后可以在这里定居，但是你之前的殖民地将会被抛弃。</AbandonArchotechStructuresWarningDialog>
  <!-- EN: {0} quantity that can be brought to the new colony.\n\nThe maximum allowed quantity is: {1} -->
  <ItemQuantityTooltip>允许被带入新殖民地的{0}数量。\n\n最大许可值为：{1}</ItemQuantityTooltip>
  <!-- EN: Your colony was sold. Its purchasers are ready for you to choose where to land next. -->
  <SoldColonyDescription>你的殖民地已被售出，购买者已经做好让你选择下一个登陆点的准备了。</SoldColonyDescription>

  <!-- EN: Hacking this {0} will alert enemies and cause them to attack. Do really want to hack {0}? -->
  <ConfirmHackEnenyTerminal>骇入这个 {0} 会激怒敌人并招致他们的报复。真的要破解 {0} 吗？</ConfirmHackEnenyTerminal>

  <!-- EN: Relics -->
  <RelicsSection>圣物</RelicsSection>

  <!-- Food restrictions -->
  <!-- EN: Vegetarian -->
  <FoodRestrictionVegetarian>素食</FoodRestrictionVegetarian><!--text_todo-->
  <!-- EN: Carnivore -->
  <FoodRestrictionCarnivore>荤食</FoodRestrictionCarnivore><!--text_todo-->
  <!-- EN: Cannibal -->
  <FoodRestrictionCannibal>人肉</FoodRestrictionCannibal><!--text_todo-->
  <!-- EN: Insect Meat -->
  <FoodRestrictionInsectMeat>虫肉</FoodRestrictionInsectMeat><!--text_todo-->
</LanguageData>