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<LanguageData>

  <!-- EN: Create or select an ideoligion for your faction. -->
  <MessageMustChooseIdeo>为你的派系创建或选择一个文化形态。</MessageMustChooseIdeo>
  <!-- EN: The ideoligion name can't be empty. -->
  <MessageIdeoNameCantBeEmpty>ideoligion 名称不能为空。</MessageIdeoNameCantBeEmpty>
  <!-- EN: {PRECEPT1} and {PRECEPT2} are incompatible. -->
  <MessageIdeoIncompatiblePrecepts>{PRECEPT1} 与 {PRECEPT2} 不相容。</MessageIdeoIncompatiblePrecepts>
  <!-- EN: {DESIREDAPPAREL} apparel desire overlaps with {ROLE} apparel requirement. -->
  <MessageIdeoWarnRoleApparelOverlapsDesiredApparel>{DESIREDAPPAREL}服装偏好与{ROLE}服装需求有重合。</MessageIdeoWarnRoleApparelOverlapsDesiredApparel>
  <!-- EN: {DESIREDAPPAREL} overlaps with {ROLE} apparel requirement ({ROLEAPPAREL}). This will make it impossible for {ROLE}s to wear the required and desired apparel together. -->
  <DescriptionIdeoWarnRoleApparelOverlapsDesiredApparel>{DESIREDAPPAREL}与{ROLE}服装需求有重合（{ROLEAPPAREL}）。 这将使{ROLE}无法同时穿着偏好服装和需求服装。</DescriptionIdeoWarnRoleApparelOverlapsDesiredApparel>
  <!-- EN: {PRECEPT} needs one of these buildings -->
  <MessageRitualMissingTarget>{PRECEPT} 需要这些建筑物之一</MessageRitualMissingTarget>
  <!-- EN: {PRECEPT} needs an associated ritual. -->
  <MessageBuildingMissingRitual>{PRECEPT} 需要相关的仪式。</MessageBuildingMissingRitual>
  <!-- EN: {0_labelShort} refuses to do this because of {0_possessive} ideoligion. -->
  <MessagePawnUnwillingToDoDueToIdeo>{0_labelShort} 拒绝这样做，因为有 {0_possessive} 的文化形态。</MessagePawnUnwillingToDoDueToIdeo>
  <!-- EN: {INITIATOR_nameDef} tried to convert {RECIPIENT_nameDef} to {INITIATOR_possessive} ideoligion. {RECIPIENT_nameDef}'s certainty has fallen from {CERTAINTYBEFORE} to {CERTAINTYAFTER}. {RECIPIENT_pronoun} resents the conversion attempt. -->
  <MessageFailedConvertIdeoAttempt>{INITIATOR_nameDef} 尝试将 {RECIPIENT_nameDef} 转化为 {INITIATOR_possessive} 文化形态。{RECIPIENT_nameDef} 的认可度已从 {CERTAINTYBEFORE} 降至 {CERTAINTYAFTER}。 {RECIPIENT_pronoun} 对转化尝试表示不满。</MessageFailedConvertIdeoAttempt>
  <!-- EN: {PAWN1_nameDef} tried to convert {PAWN2_nameDef} to {PAWN1_possessive} ideoligion. This led to a social fight! -->
  <MessageFailedConvertIdeoAttemptSocialFight>{PAWN1_nameDef} 试图将 {PAWN2_nameDef} 转化为 {PAWN1_possessive} 文化形态。这导致了口角！</MessageFailedConvertIdeoAttemptSocialFight>
  <!-- EN: You must choose at least {0} memes. -->
  <MessageNotEnoughMemes>必须至少选择 {0} 个模因。</MessageNotEnoughMemes>
  <!-- EN: You can't choose more than {0} memes. -->
  <MessageTooManyMemes>选择的模因不能超过 {0} 个。</MessageTooManyMemes>
  <!-- EN: You must choose a structure meme. -->
  <MessageNotEnoughStructureMemes>你必须选择一个结构模因。</MessageNotEnoughStructureMemes>
  <!-- EN: {0_label} and {1_label} are incompatible with each other. -->
  <MessageIncompatibleMemes>{0_label} 和 {1_label} 彼此不相容。</MessageIncompatibleMemes>
  <!-- EN: You need {0} to start the {1}. -->
  <MessageNoRequiredRolePawnToBeginRitual>需要 {0} 才能启动 {1}。</MessageNoRequiredRolePawnToBeginRitual>
  <!-- EN: At least {0} spectator(s) are required to start the {1}. -->
  <MessageNotEnoughSpectators>发起{1}需要至少{0}名观众。</MessageNotEnoughSpectators>
  <!-- EN: You must choose a role. -->
  <MessageRoleChangeChooseDifferentRole>你必须选择一个职位。</MessageRoleChangeChooseDifferentRole>
  <!-- EN: Before starting the {1}, you must assign someone to the role of {0}. -->
  <MessageNeedAssignedRoleToBeginRitual>在开始 {1} 之前，必须将某人分配给 {0} 的职位。</MessageNeedAssignedRoleToBeginRitual>
  <!-- EN: Need at least one {0} participating. -->
  <MessageNeedAtLeastOneParticipantOfIdeo>必须有一名{0}参与</MessageNeedAtLeastOneParticipantOfIdeo>
  
  <!-- EN: {0_labelShort} now holds the role of {1}. -->
  <MessageRoleAssigned>{0_labelShort}现在具有{1}的职位。</MessageRoleAssigned>
  <!-- EN: Since {0_labelShort} became a prisoner, {0_pronoun} no longer can hold the role of {1}. -->
  <MessageRoleUnassignedPrisoner>由于{0_labelShort}成为囚犯，{0_pronoun}不再能担任{1}的职位。</MessageRoleUnassignedPrisoner>
  <!-- EN: Warning: {0} will be upset if a tree is cut. -->
  <MessageWarningPlayerDesignatedTreeChopped>警告：如果树木被砍伐，{0}将会被打乱。</MessageWarningPlayerDesignatedTreeChopped>
  <!-- EN: Warning: {0} will be upset if mining occurs. -->
  <MessageWarningPlayerDesignatedMining>警告：如果进行采矿，{0}将感到不安。</MessageWarningPlayerDesignatedMining>
  <!-- EN: The {TREE_label} has had its connection with {PAWN_nameDef} torn. It must recover for {DURATION} before it can reconnect again. -->
  <MessageConnectedPawnDied>{TREE_label}与{PAWN_nameDef}进行了共鸣。必须经过{DURATION}，才能重新开始共鸣。</MessageConnectedPawnDied>

  <!-- Slave interactions -->
  <!-- EN: {0_nameDef} has been emancipated by {1_nameDef}. -->
  <MessageSlaveEmancipated>{0_nameDef}已经被{1_nameDef}解放了。</MessageSlaveEmancipated>
  <!-- EN: {0_nameDef} has been enslaved by {1_nameDef}. -->
  <MessagePrisonerEnslaved>{0_nameDef} 已被 {1_nameDef} 奴役。</MessagePrisonerEnslaved>
  <!-- EN: Prisoner {1_nameDef}'s will has been broken by {0_nameDef}. -->
  <MessagePrisonerWillBroken>囚犯{1_nameDef}的意志被{0_nameDef}打破了。</MessagePrisonerWillBroken>
  <!-- EN: Enslavement will follow. -->
  <MessagePrisonerWillBroken_RecruitAttempsWillBegin>开始奴役。</MessagePrisonerWillBroken_RecruitAttempsWillBegin>

  <!-- Prisoner interactions -->
  <!-- EN: No warden is capable of this enslavement. -->
  <MessageNoWardenCapableOfEnslavement>没有一个狱卒有能力进行这种奴役。</MessageNoWardenCapableOfEnslavement>
  <!-- EN: You have no {MEMBERNAME} wardens to convert {PRISONER_nameDef}. {PRISONER_possessive} interaction mode has reverted to "No interaction". -->
  <MessageNoWardenOfIdeo>没有{MEMBERNAME}狱卒来转化{PRISONER_nameDef}。 {PRISONER_possessive}交互模式已更变为“无交互”。</MessageNoWardenOfIdeo>

  <!-- Camps -->
  <!-- EN: You've detected a {CAMP_label} nearby controlled by {FACTION_name}. -->
  <MessageCampDetected>已检测到附近由{FACTION_name}控制的{CAMP_label}。</MessageCampDetected>

  <!-- Charity -->
  <!-- EN: Charity refused -->
  <MessageCharityEventRefused>仁善推却</MessageCharityEventRefused>
  <!-- EN: Charity fulfilled -->
  <MessageCharityEventFulfilled>仁善圆满</MessageCharityEventFulfilled>
  <!-- EN: {0} leaving empty-handed. -->
  <MessageBeggarsLeavingWithNoItems>{0} 空手离开。</MessageBeggarsLeavingWithNoItems>
  <!-- EN: {0} leaving with requested items. -->
  <MessageBeggarsLeavingWithItems>{0} 带着祈求的物品离开。</MessageBeggarsLeavingWithItems>
  <!-- EN: {0_nameDef} died without any treatment. -->
  <MessageWandererLeftToDie>{0_nameDef} 在没有任何治疗的情况下死亡。</MessageWandererLeftToDie>
  <!-- EN: {0_nameDef} was recruited. -->
  <MessageWandererRecruited>{0_nameDef} 已被招募。</MessageWandererRecruited>
  <!-- EN: {0_nameDef} left healthy. -->
  <MessageWandererLeftHealthy>{0_nameDef} 保持健康。</MessageWandererLeftHealthy>
  <!-- EN: {0} failed. -->
  <MessageCharityQuestEndedFailed>{0} 失败。</MessageCharityQuestEndedFailed>
  <!-- EN: {0} succesfully completed. -->
  <MessageCharityQuestEndedSuccess>{0} 成功完成。</MessageCharityQuestEndedSuccess>

  <!-- Ideo UI -->
  <!-- EN: Cannot remove -->
  <CannotRemove>无法移除</CannotRemove>
  <!-- EN: Cannot remove {MEME} -->
  <CannotRemoveMemeRequired>无法删除{MEME}</CannotRemoveMemeRequired>
  <!-- EN: Cannot remove {MEME}: Required by player faction. -->
  <CannotRemoveMemeRequiredPlayer>无法移除 {MEME}：玩家派系需要。</CannotRemoveMemeRequiredPlayer>
  <!-- EN: Required by {FACTION_name}. -->
  <RequiredByFaction>{FACTION_name} 需要。</RequiredByFaction>
  <!-- EN: Roles cannot have overlapping apparel requirements. -->
  <OverlappingRoleApparel>无法设置重合的服装需求。</OverlappingRoleApparel>
  
  <!-- EN: {0_label} will self-destruct in {1}. -->
  <SelfDestructCountdown>{0_label} 将在 {1} 中自毁。</SelfDestructCountdown>
  <!-- EN: Precept name is too long (maximum {0} letters) -->
  <PreceptNameTooLong>戒律名过长（最大{0}字节）</PreceptNameTooLong>

  <!-- Ancient complex -->
  <!-- EN: You've discovered an ancient terminal with info about the {0}! -->
  <MessageAncientTerminalDiscovered>你发现了一个远古终端机，其中包含有关 {0} 的信息！</MessageAncientTerminalDiscovered>
  <!-- EN: You've discovered secret information about {0}! Get back on the shuttle to launch it. -->
  <MessageAncientComplexBackToShuttle>你发现了关于{0}的秘密情报！回到穿梭机上发射它。</MessageAncientComplexBackToShuttle>
  <!-- EN: An ancient supply satellite has been activated. Supplies will drop nearby. -->
  <MessageAncientSignalActivated>一颗远古补给卫星被激活了。补给将空投至附近。</MessageAncientSignalActivated>
  <!-- EN: {0} from the {1} have detected the supply signal and are attacking. -->
  <MessageAncientSignalHostileDetected>{1}的{0}探测到供应信号，正在攻击。</MessageAncientSignalHostileDetected>

  <!-- Ancient altar -->
  <!-- EN: All security systems are waking up! -->
  <MessageAncientAltarThreatsWokenUp>所有的安全系统都在苏醒！</MessageAncientAltarThreatsWokenUp>
  <!-- EN: All security systems are alerted to your presence. -->
  <MessageAncientAltarThreatsAlerted>所有的安全系统都会注意到你的存在。</MessageAncientAltarThreatsAlerted>

  <!-- Animals -->
  <!-- EN: Warning: {PAWNKINDLABELPLURAL} are venerated by all {PAWNS}, and will not be harmed. -->
  <MessageAnimalIsVeneratedForAllColonists>警告：{PAWNKINDLABELPLURAL}受到所有{PAWNS}的崇拜，圣兽不能受伤。</MessageAnimalIsVeneratedForAllColonists>

  <!-- Archonexus -->
  <!-- EN: Select at most {0} {1} to bring to the new colony. -->
  <MessageNewColonyMax>选择最多{0} {1}带到新殖民地。</MessageNewColonyMax>
  <!-- EN: You must select at least 1 colonist. -->
  <MessageNewColoyRequiresOneColonist>你必须选择至少一个殖民者。</MessageNewColoyRequiresOneColonist>

  <!-- Fuel node -->
  <!-- EN: A {0} has been ignited and is going to explode! -->
  <MessageFuelNodeTriggered>一个{0}被点燃了，马上就要爆炸了！</MessageFuelNodeTriggered>

  <!-- Ancient complex -->
  <!-- EN: {0_pawnsPlural} will wake up in {1}. -->
  <MessageSleepingThreatDelayActivated>{0_pawnsPlural}将在{1}中醒来。</MessageSleepingThreatDelayActivated>
  <!-- EN: Infestation arriving. -->
  <MessageInfestationDelayActivated>袭击到来。</MessageInfestationDelayActivated>
  <!-- EN: {0} was disturbed and might explode soon! -->
  <MessageFuelNodeDelayActivated>{0}被扰乱了，可能很快就会爆炸！</MessageFuelNodeDelayActivated><!-- this message fires when a fuel node has been disturbed and there is a random delay before it starts to explode. -->

  <!-- Fluid ideo messages -->
  <!-- EN: Development points changed from {0} to {1} ({2}). -->
  <MessageDevelopmentPointsEarned>发展点数由{0}改变至{1}（{2}）。</MessageDevelopmentPointsEarned>
  <!-- EN: Only one change to structures, memes and styles is allowed. -->
  <MessageFluidIdeoOneChangeAllowed>只允许改变结构、模因和风格中的一种。</MessageFluidIdeoOneChangeAllowed>

</LanguageData>