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

  <!-- Work tab -->
  <!-- EN: Manual priorities -->
  <ManualPriorities>自定义优先级</ManualPriorities>
  <!-- EN: higher priority -->
  <HigherPriority>高优先级</HigherPriority>
  <!-- EN: lower priority -->
  <LowerPriority>低优先级</LowerPriority>
  <!-- EN: Relevant skills: {0}\nAverage of relevant skills: {1} / {2} -->
  <RelevantSkills>相关技能: {0}\n技能等级（平均值）: {1} / {2}</RelevantSkills>
  <!-- EN: Click to jump to: -->
  <ClickToJumpTo>点击转至: </ClickToJumpTo>
  <!-- EN: {1_labelShort} cannot do this kind of work. -->
  <CannotDoThisWork>{1_labelShort}无法从事这种类型的工作。</CannotDoThisWork>
  <!-- EN: (none) -->
  <NoneBrackets>（无）</NoneBrackets>
  <!-- EN: This colonist is not able to do any work of this type because of his health condition. -->
  <IncapableOfWorkTypeBecauseOfCapacities>该殖民者因健康原因无法从事这种类型的工作。</IncapableOfWorkTypeBecauseOfCapacities>
  <!-- EN: E -->
  <EmergencyWorkMarker>紧急</EmergencyWorkMarker>
  <!-- EN: Warning: The average of relevant skills is very low. -->
  <SelectedWorkTypeWithVeryBadSkill>警告：相关技能的平均等级非常低。</SelectedWorkTypeWithVeryBadSkill>
  <!-- EN: Priority 1 is done first. Priority 4 is done last. -->
  <PriorityOneDoneFirst>优先级1先完成。优先级4放在最后去做。</PriorityOneDoneFirst>
  <!-- EN: Will not do -->
  <Priority0>不允许</Priority0>
  <!-- EN: Top priority -->
  <Priority1>最高优先</Priority1>
  <!-- EN: High priority -->
  <Priority2>高优先级</Priority2>
  <!-- EN: Normal priority -->
  <Priority3>中优先级</Priority3>
  <!-- EN: Low priority -->
  <Priority4>低优先级</Priority4>
  
  <!-- Assign tab -->
  <!-- EN: Manage outfits -->
  <ManageOutfits>管理着装配置</ManageOutfits>
  <!-- EN: Unchangeable -->
  <Unchangeable>不可变</Unchangeable>
  <!-- EN: Clr. forced -->
  <ClearForcedApparel>取消强制</ClearForcedApparel>
  <!-- EN: forced -->
  <ApparelForcedLower>强制</ApparelForcedLower>
  <!-- EN: locked -->
  <ApparelLockedLower>锁定</ApparelLockedLower>
  <!-- EN: Forced apparel -->
  <ForcedApparel>强制着装</ForcedApparel>
  <!-- EN: Edit... -->
  <AssignTabEdit>编辑</AssignTabEdit>
  <!-- EN: Manage drug policies -->
  <ManageDrugPolicies>管理用药方针</ManageDrugPolicies>
  <!-- EN: Manage food restrictions -->
  <ManageFoodRestrictions>管理食物限制</ManageFoodRestrictions>
  
  <!-- Restrictions tab -->
  <!-- EN: Copy -->
  <Copy>复制</Copy>
  <!-- EN: Paste -->
  <Paste>粘贴</Paste>
  <!-- EN: Allowed area -->
  <AllowedArea>允许活动区域</AllowedArea>
  
  <!-- Animals tab -->
  <!-- EN: Master -->
  <Master>主人</Master>
  <!-- EN: Pregnant ({0} / {1}) -->
  <PregnantIconDesc>怀孕（{0} / {1}）</PregnantIconDesc>
  <!-- EN: Bonded to -->
  <BondedTo>牵绊于</BondedTo>
  
  <!-- Wildlife tab -->
  <!-- EN: This creature is a predator. When hungry, it will hunt smaller creatures - possibly including people. -->
  <IsPredator>此生物是捕食者。当饥饿时，就会捕猎较小的生物——很可能包括人类。</IsPredator>
  <!-- EN: This creature is currently in mental state: {0} -->
  <IsInMentalState>当前生物所处的精神状态: {0}</IsInMentalState>
  
  <!-- Factions tab -->
  <!-- EN: Hostile -->
  <Hostile>敌对</Hostile>
  <!-- EN: Ally -->
  <Ally>盟友</Ally>
  <!-- EN: defeated -->
  <DefeatedLower>被击败</DefeatedLower>
  <!-- EN: Enemy of {0} -->
  <HostileTo>敌对派系: {0}</HostileTo>
  <!-- EN: Enemy of:  -->
  <EnemyOf>敌对派系：</EnemyOf>
  <!-- EN: Current goodwill and relations status with this faction. -->
  <CurrentGoodwillTip>当前与该派系的友好度和关系。</CurrentGoodwillTip>
  <!-- EN: Current relations with this faction. -->
  <CurrentRelationTip>当前与此派系的关系。</CurrentRelationTip>
  <!-- EN: This faction is permanently hostile. They will raid your settlements and caravans. Relations with them will never improve for any reason. -->
  <CurrentGoodwillTip_PermanentEnemy>此派系永远敌对。他们会袭击你的定居点和远行队。与他们的关系永远不会以任何原因改进。</CurrentGoodwillTip_PermanentEnemy>
  <!-- EN: This faction is allied. They will send fighters to help you when they can. If relations fall below {0}, they will become neutral. -->
  <CurrentGoodwillTip_Ally>此派系为盟友。他们会在力所能及的时候送去战士帮助你。如果关系跌破{0}，他们会转为中立。</CurrentGoodwillTip_Ally>
  <!-- EN: This faction is neutral. They will trade and talk with you freely. If relations fall below {0}, they will become hostile. If relations rise above {1}, they will become allied and start actively working to help you. -->
  <CurrentGoodwillTip_Neutral>此派系为中立。他们会自由地和你贸易和交谈。如果关系跌破{0}，他们会成为敌人。如果关系涨过{1}，他们会成为盟友，并更为主动地帮助你。</CurrentGoodwillTip_Neutral>
  <!-- EN: This faction is hostile. They will raid your settlements and caravans. If relations rise above {0}, they will become neutral. -->
  <CurrentGoodwillTip_Hostile>此派系为敌对。他们会袭击你的定居点和远行队。如果关系涨过{0}，他们会转为中立。</CurrentGoodwillTip_Hostile>
  <!-- EN: This faction has a natural goodwill range from {0} to {1}. -->
  <CurrentGoodwillTip_NaturalGoodwill>此派系的自然友好度范围为从{0}到{1}。</CurrentGoodwillTip_NaturalGoodwill>
  <!-- EN: If goodwill is under {0}, it will rise by {1} per year. -->
  <CurrentGoodwillTip_NaturalGoodwillRise>如果友好度低于{0}，则每年都会增长{1}。</CurrentGoodwillTip_NaturalGoodwillRise>
  <!-- EN: If goodwill is over {0}, it will fall by {1} per year. -->
  <CurrentGoodwillTip_NaturalGoodwillFall>如果友好度超过{0}，则每年都会跌落{1}。</CurrentGoodwillTip_NaturalGoodwillFall>
  
  <!-- Social tab -->
  <!-- EN: Friend -->
  <Friend>朋友</Friend>
  <!-- EN: Rival -->
  <Rival>仇人</Rival>
  <!-- EN: Acquaintance -->
  <Acquaintance>相识</Acquaintance>
  
  <!-- History tab - subtabs -->
  <!-- EN: Graph -->
  <Graph>统计图表</Graph>
  <!-- EN: Messages -->
  <Messages>消息</Messages>
  <!-- EN: Statistics -->
  <Statistics>统计数据</Statistics>
  
  <!-- History tab - Graphs -->
  <!-- EN: Select graph -->
  <SelectGraph>选择图表</SelectGraph>
  <!-- EN: Last 30 days -->
  <Last30Days>最近30天</Last30Days>
  <!-- EN: Last 100 days -->
  <Last100Days>最近100天</Last100Days>
  <!-- EN: Last 300 days -->
  <Last300Days>最近300天</Last300Days>
  <!-- EN: All -->
  <AllDays>全部</AllDays>
  <!-- EN: Value -->
  <Value>价值</Value>
  <!-- EN: External -->
  <External>外部</External>

  <!-- History tab - Messages -->
  <!-- EN: Show letters -->
  <ShowLetters>显示信件</ShowLetters>
  <!-- EN: Show messages -->
  <ShowMessages>显示消息</ShowMessages>
  <!-- EN: Pin or unpin this message.\n\nThe oldest unpinned messages will be removed automatically from the list after reaching the limit of {0} messages. -->
  <PinArchivableTip>钉选此消息或取消钉选。\n\n消息数量达到上限{0}条后，最旧且未被钉选的消息会被自动移除。</PinArchivableTip>
  <!-- EN: no messages -->
  <NoMessages>无消息</NoMessages>

  <!-- History tab - Statistics -->
  <!-- EN: Play time -->
  <Playtime>总游戏时间</Playtime>
  <!-- EN: Storyteller -->
  <Storyteller>当前故事叙述者</Storyteller>
  <!-- EN: Colony wealth (this map) -->
  <ThisMapColonyWealthTotal>殖民地财富（当前地区）</ThisMapColonyWealthTotal>
  <!-- EN: Colony wealth (items) (this map) -->
  <ThisMapColonyWealthItems>殖民地财富（物品）（当前地区）</ThisMapColonyWealthItems>
  <!-- EN: Colony wealth (buildings) (this map) -->
  <ThisMapColonyWealthBuildings>殖民地财富（建筑）（当前地区）</ThisMapColonyWealthBuildings>
  <!-- EN: Colony wealth (people and animals) (this map) -->
  <ThisMapColonyWealthColonistsAndTameAnimals>殖民地财富（人和动物）（当前地区）</ThisMapColonyWealthColonistsAndTameAnimals>
  <!-- EN: Major threats -->
  <NumThreatBigs>大型威胁事件次数</NumThreatBigs>
  <!-- EN: Enemy raids -->
  <NumEnemyRaids>敌人袭击事件次数</NumEnemyRaids>
  <!-- EN: Damage taken (this map) -->
  <ThisMapDamageTaken>承受伤害总量（当前地区）</ThisMapDamageTaken>
  <!-- EN: Colonists killed -->
  <ColonistsKilled>已死亡的殖民者总数</ColonistsKilled>
  <!-- EN: Colonists launched into space -->
  <ColonistsLaunched>进入太空的殖民者总数</ColonistsLaunched>

  <!-- Research tab -->
  <!-- EN: Research -->
  <Research>研究</Research>
  <!-- EN: Researched -->
  <Researched>已研究</Researched>
  <!-- EN: Unresearched -->
  <Unresearched>未研究</Unresearched>
  <!-- EN: Finished -->
  <Finished>已完成</Finished>
  <!-- EN: In Progress -->
  <InProgress>研究中</InProgress>
  <!-- EN: Locked -->
  <Locked>未解锁</Locked>
  <!-- EN: Research prerequisites -->
  <ResearchPrerequisites>前置研究</ResearchPrerequisites>
  <!-- EN: Techprints required {0} / {1} -->
  <ResearchTechprintRequirement>科研蓝图要求 {0} / {1}</ResearchTechprintRequirement>
  <!-- EN: Insufficient techprints applied ({0} / {1}) -->
  <InsufficientTechprintsApplied>已使用的科研蓝图不足({0} / {1})</InsufficientTechprintsApplied>
  <!-- EN: Prerequisite(s) not completed -->
  <PrerequisitesNotCompleted>前置研究未完成</PrerequisitesNotCompleted>
  <!-- EN: Required research bench -->
  <RequiredResearchBench>需要研究台</RequiredResearchBench>
  <!-- EN: Required research bench facilities -->
  <RequiredResearchBenchFacilities>需要研究设施</RequiredResearchBenchFacilities>
  <!-- EN: Project base cost {0} becomes {1} for you because of your tech level. -->
  <ResearchCostComparison>由于自身技术级别，项目基础工作量{0}变为{1}。</ResearchCostComparison>
  <!-- EN: Techprints are available from these factions via trade and quests: -->
  <ResearchTechprintsFromFactions>这些科研蓝图技术可以通过与派系的交易以及任务获取：</ResearchTechprintsFromFactions>
  <!-- EN: Your faction tech level is {0}, but this project's tech level is {1}. Research speed will be multiplied by {2}. -->
  <TechLevelTooLow>你的派系技术级别为{0}，但此项目的技术级别为{1}。研究速度将乘以{2}。</TechLevelTooLow>
  <!-- EN: Unlocked with -->
  <UnlockedWith>同调</UnlockedWith>

  <!-- Quests tab -->
  <!-- EN: Available -->
  <AvailableQuests>可接受</AvailableQuests>
  <!-- EN: Active -->
  <ActiveQuests>进行中</ActiveQuests>
  <!-- EN: Historical -->
  <HistoricalQuests>历史任务</HistoricalQuests>
  <!-- EN: no quest selected -->
  <NoQuestSelected>未选择任务</NoQuestSelected>
  <!-- EN: Appeared {0} days ago -->
  <AppearedDaysAgo>在{0}天前出现</AppearedDaysAgo>
  <!-- EN: Appeared on {0} -->
  <AppearedOn>出现在{0}</AppearedOn>
  <!-- EN: Accepted {0} ago -->
  <AcceptedAgo>{0}之前接受</AcceptedAgo>
  <!-- EN: Accepted on {0} -->
  <AcceptedOn>在{0}接受</AcceptedOn>
  <!-- EN: Accepted {0} ago by {1} -->
  <AcceptedAgoBy>{1}在{0}之前接受了</AcceptedAgoBy>
  <!-- EN: Accepted on {0} by {1} -->
  <AcceptedOnBy>{1}已于{0}接受</AcceptedOnBy>
  <!-- EN: Expires in {0} -->
  <QuestExpiresIn>于{0}过期</QuestExpiresIn>
  <!-- EN: Expires on {0} -->
  <QuestExpiresOn>于{0}到期</QuestExpiresOn>
  <!-- EN: Average guest mood (previous {0}): {1} -->
  <QuestAveragePawnMood>访客平均心情（以往的 {0}）：{1}</QuestAveragePawnMood>
  <!-- EN: The average mood of {0} over the previous {1} -->
  <QuestAveragePawnMoodTargets>{0}先前的平均心情{1}</QuestAveragePawnMoodTargets>
  <!-- EN: Shuttle arrives in {0} -->
  <ShuttleArrivesIn>穿梭机于{0}抵达</ShuttleArrivesIn>
  <!-- EN: Shuttle arrives on {0} -->
  <ShuttleArrivesOn>穿梭机将于{0}抵达</ShuttleArrivesOn>
  <!-- EN: Shuttle departs in {0} -->
  <ShuttleDepartsIn>穿梭机{0}后离开</ShuttleDepartsIn>
  <!-- EN: Shuttle departs on {0} -->
  <ShuttleDepartsOn>穿梭机于{0}离开</ShuttleDepartsOn>
  <!-- EN: Guests depart in {0} -->
  <GuestsDepartsIn>访客{0}后离开</GuestsDepartsIn>
  <!-- EN: Guests depart on {0} -->
  <GuestsDepartsOn>访客于{0}离开</GuestsDepartsOn>
  <!-- EN: Finished {0} ago -->
  <QuestFinishedAgo>{0}之前已完成</QuestFinishedAgo>
  <!-- EN: Accept quest -->
  <AcceptQuest>接受任务</AcceptQuest>
  <!-- EN: Accept with {0_labelShort} -->
  <AcceptWith>{0_labelShort}承接</AcceptWith>
  <!-- EN: Accept for -->
  <AcceptQuestFor>接取</AcceptQuestFor>
  <!-- EN: Click to accept this quest for this reward. -->
  <AcceptQuestForTip>点击接受此任务并选择这项奖励。</AcceptQuestForTip>
  <!-- EN: The offer expired. -->
  <QuestOutcomeInfo_OfferExpired>请求已过期</QuestOutcomeInfo_OfferExpired>
  <!-- EN: You completed this quest. -->
  <QuestOutcomeInfo_UnknownOrSuccess>你已完成此任务。</QuestOutcomeInfo_UnknownOrSuccess>
  <!-- EN: You failed this quest. -->
  <QuestOutcomeInfo_Failed>你未完成此任务。</QuestOutcomeInfo_Failed>
  <!-- EN: This quest became invalid before it was accepted. -->
  <QuestOutcomeInfo_Invalid>这个任务在接受之前就已经失效了。</QuestOutcomeInfo_Invalid>
  <!-- EN: Jump to {0} -->
  <JumpToTargetCustom>跳转至{0}</JumpToTargetCustom>
  <!-- EN: Select hives -->
  <SelectHiveTargets>选择虫巢</SelectHiveTargets>
  <!-- EN: Challenge rating. This is a general rating for how difficult the quest will be relative to your current strength. More challenging quests give greater rewards.\n\n1: Normal\n2: Hard\n3: Extreme\n4: Ultimate -->
  <QuestChallengeRatingTip>挑战等级。这是一个综合的难易度评级，显示该任务相对于你当前的实力有多少差距。更具挑战性的任务会带来更大的奖励。\n\n1: 普通\n2: 困难\n3: 极难\n4: 终极</QuestChallengeRatingTip>
  <!-- EN: To accept this quest, you need -->
  <QuestAcceptanceRequirementsDescription>要接受此任务，你需要</QuestAcceptanceRequirementsDescription>
  <!-- EN: free bedrooms that satisfy the title requirements of -->
  <QuestBedroomRequirementsUnsatisfied>满足头衔要求的空置卧室</QuestBedroomRequirementsUnsatisfied>
  <!-- EN: a free bedroom that satisfies the title requirements of -->
  <QuestBedroomRequirementsUnsatisfiedSingle>满足头衔要求的空置卧室</QuestBedroomRequirementsUnsatisfiedSingle>
  <!-- EN: a throneroom that satisfies the requirements of {PAWN_definite}'s {TITLE} title -->
  <QuestThroneRoomRequirementsUnsatisfied>满足{PAWN_definite}的{TITLE}头衔要求的谒见厅。</QuestThroneRoomRequirementsUnsatisfied>
  <!-- EN: a throneroom that satisfies the requirements of {PAWN_definite}'s {TITLE} title -->
  <QuestNoThroneRoom>满足{PAWN_definite}的{TITLE}头衔要求的谒见厅。</QuestNoThroneRoom>
  <!-- EN: a colonist with the title of {0}. -->
  <QuestNoColonistWithTitle>一名拥有{0}头衔的殖民者。</QuestNoColonistWithTitle>
  <!-- EN: {PAWN_definite} must be in home colony -->
  <QuestPawnNotOnColonyMap>{PAWN_definite}必须在主殖民地。</QuestPawnNotOnColonyMap>
  <!-- EN: Reward preferences -->
  <ChooseRewards>奖励偏好</ChooseRewards>
  <!-- EN: Tell other factions what kinds of rewards you want in future quests. This doesn't affect quests that were already offered. -->
  <ChooseRewardsDesc>用以告诉其他派系你想要在将来获取何种类型的奖励。这不会影响到已经发布的任务。</ChooseRewardsDesc>
  <!-- EN: Accept {FACTION_royalFavorLabel} -->
  <AcceptRoyalFavor>接受{FACTION_royalFavorLabel}</AcceptRoyalFavor>
  <!-- EN: Whether you wish to be rewarded with {FACTION_royalFavorLabel} from {FACTION_name}.\n\nIf this is disabled, {FACTION_name} will offer other types of rewards instead.\n\nThis setting only affects newly-arriving quests. -->
  <AcceptRoyalFavorDesc>是否希望从{FACTION_name}那里接受{FACTION_royalFavorLabel}。\n\n如果禁用此选项，{FACTION_name}将提供其他类型的奖励。\n\n该选项只影响新接到的任务。</AcceptRoyalFavorDesc>
  <!-- EN: Accept goodwill -->
  <AcceptGoodwill>接受好感度</AcceptGoodwill>
  <!-- EN: Whether you wish to be rewarded via improved faction relations with {FACTION_name}.\n\nIf this is disabled, {FACTION_name} will offer other types of rewards instead.\n\nThis setting only affects newly-generated quests. -->
  <AcceptGoodwillDesc>是否希望与{FACTION_name}改善派系关系。\n\n如果禁用此选项，{FACTION_name}将提供其他类型的奖励。\n\n该选项只会影响到新生成的任务。</AcceptGoodwillDesc>
  <!-- EN: You are currently opting in to receive {FACTION_royalFavorLabel}. -->
  <RoyalFavorOn>当前选择接受{FACTION_royalFavorLabel}。 </RoyalFavorOn>
  <!-- EN: You are currently opting out of receiving {FACTION_royalFavorLabel}. -->
  <RoyalFavorOff>当前选择不接受{FACTION_royalFavorLabel}。</RoyalFavorOff>
  <!-- EN: Your goodwill with {0_name} will improve by {1}.\n\nCurrent goodwill: {4} ({5}).\n\nGoodwill measures the general relationship between factions. If it falls below {2}, the faction becomes hostile and will raid your settlements and caravans. If it rises above {3}, the faction will become your ally and send fighters to help you when they can. Otherwise, the faction remains neutral and will trade and talk with you freely. -->
  <GoodwillTip>你与{0_name}的好感将会提升{1}。\n\n当前好感度：{4}（{5}）。\n\n好感度用来衡量派系间的态度。如果它落到{2}以下，这个派系会变成你的敌人，并且会袭击你的定居点和商队。如果它上升到{3}以上，此派系会成为你的盟友，并且尽可能地派遣战士帮助你。否则此派系会保持中立，能够与你自由交易和对话。</GoodwillTip>
  <!-- EN: {0_labelShort} joins -->
  <PawnQuestReward>{0_labelShort}加入</PawnQuestReward>
  <!-- EN: Betrayal offer: {0} targets remain -->
  <QuestBetrayalOffer>背叛：存在{0}个目标</QuestBetrayalOffer>
  <!-- EN: {0} will grant you a reward for killing all members of the {1}. -->
  <QuestBetrayalOfferTip>{0}将因你杀死{1}的所有成员而奖励你。</QuestBetrayalOfferTip>
  
  <!-- Health tab -->
  <!-- EN: Creates need -->
  <CreatesNeed>创建需求</CreatesNeed>

  <!-- UNUSED -->
  <DecreeGivenDaysAgo>{0}天前颁布的法令</DecreeGivenDaysAgo>

</LanguageData>