update 3076

This commit is contained in:
VaniatD 2021-08-01 23:19:21 +08:00
parent 635c749360
commit 3925e00a7e
10 changed files with 196 additions and 24 deletions

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<!-- EN: Arriving at {0} in {1} -->
<AlertTimedRaidsArrivingAt>于{1}到达{0}</AlertTimedRaidsArrivingAt>
<!-- EN: Slave rebellion likely -->
<AlertSlaveRebellionLikely>奴隶叛乱先兆</AlertSlaveRebellionLikely>
<!-- EN: There are {0} slaves that are likely to initiate a rebellion soon. -->
<AlertSlaveRebellionMultipleLikelySlavesHeader>有{0}奴隶开始蠢蠢欲动。</AlertSlaveRebellionMultipleLikelySlavesHeader>
<!-- EN: A slave rebellion is expected to happen roughly once every {0}. -->
<AlertSlaveRebellionMultipleSlavesInterval>奴隶叛乱大约每{0}就会发生一次。</AlertSlaveRebellionMultipleSlavesInterval>
<!-- EN: {REBEL_labelShort} is the most rebellious slave and -->
<AlertSlaveRebellionMultipleLikelySlavesPrefix>{REBEL_labelShort}的反抗欲望最高并且</AlertSlaveRebellionMultipleLikelySlavesPrefix>
<!-- EN: is expected to rebel roughly once every {0}. These are the factors which are adjusting how soon they will rebel: -->
<AlertSlaveRebellionLikelyExplanation>预计每{0}左右就会叛乱一次。这些是发生叛乱的影响因素:</AlertSlaveRebellionLikelyExplanation>
<!-- EN: Each slave's rebellion chance is independent. If any one slave rebels, others nearby are likely to join. -->
<AlertSlaveRebellionLikelyNote>奴隶们并没有相互通告叛乱计划,各自都会自己考虑叛乱。如果任何一个奴隶发起了叛乱,在附近的其他奴隶就有可能会加入。</AlertSlaveRebellionLikelyNote>
<!-- EN: Faction will become hostile if you stay -->
<FactionWillBecomeHostileIfNotLeavingWithin>派系将变为敌对</FactionWillBecomeHostileIfNotLeavingWithin>
<!-- EN: These factions will become hostile if you stay for longer at their settlement or outpost:\n\n{0} -->

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<!-- EN: Building damage factor (impassable) -->
<BuildingDamageFactorImpassable>建筑伤害系数(不可通行)</BuildingDamageFactorImpassable>
<!-- EN: Damage to all impassable buildings is multiplied by this value. -->
<BuildingDamageFactorImpassableExplanation>对所有无法通行的建筑物的伤害都乘以这个值。</BuildingDamageFactorImpassableExplanation>
<BuildingDamageFactorImpassableExplanation>对所有无法通行的建筑物的伤害都乘以这个值。</BuildingDamageFactorImpassableExplanation>
<!-- EN: Building damage factor (passable) -->
<BuildingDamageFactorPassable>建筑伤害系数(可通行)</BuildingDamageFactorPassable>
<!-- EN: Damage to all passable buildings is multiplied by this value. -->
<BuildingDamageFactorPassableExplanation>对所有可通行的建筑物的伤害都乘以这个值。</BuildingDamageFactorPassableExplanation>
<BuildingDamageFactorPassableExplanation>对所有可通行的建筑物的伤害都乘以这个值。</BuildingDamageFactorPassableExplanation>
<!-- EN: Accuracy -->
<Accuracy>精度</Accuracy>
<!-- EN: Burst shot count -->

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: Please click NEXT to continue the tutorial. -->
<CreateIdo.rejectInputMessage>请点击下一步继续教程</CreateIdo.rejectInputMessage>
<!-- EN: This page configures the ideoligion of your colonists. The term ideoligion includes religions, ideologies, and every other belief system that defines a moral structure in the universe.\n\nThe default settings here will work - go ahead and click NEXT! -->
<CreateIdo.text>这个页面配置了你殖民者的各种文化形态方面的内容。文化形态这个术语在本扩展中泛指宗教,意识形态和其他所有在这个宇宙种定义道德结构的信仰体系。\n\n这里采用默认设置,继续点击下一步!</CreateIdo.text>
<!-- EN: Please click PLAY CLASSIC to continue the tutorial. -->
<ChooseIdeo.rejectInputMessage>点击「经典模式」以继续</ChooseIdeo.rejectInputMessage>
<!-- EN: This page is for choosing the ideoligion of your colonists. The term ideoligion includes religions, ideologies, and every other belief system that defines a moral structure in the universe.\n\nThe PLAY CLASSIC option here will work - go ahead and click it! -->
<ChooseIdeo.text>此页面用于选择你殖民地的文化形态。文化形态这个术语在本扩展中泛指宗教,意识形态和其他所有在这个宇宙种定义道德结构的信仰体系。\n\n「经典模式」选项现在可用——点击它以继续下一步!</ChooseIdeo.text>
</LanguageData>

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<!-- EN: We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. -->
<Raiding_Required.description>我们不从事普通劳作,我们只是财富的‘搬运工’,弱者是我们的主要客户。如若不然便是一种巨大的耻辱。</Raiding_Required.description>
<!-- EN: Less than {DAYSSINCELASTRAIDTHRESHOLD} days since our last raid -->
<Raiding_Required.comps.0.thoughtStageDescriptions.0>距离我们上次袭击不足 {DAYSSINCELASTRAIDTHRESHOLD} 天</Raiding_Required.comps.0.thoughtStageDescriptions.0>
<Raiding_Required.comps.0.thoughtStageDescriptions.0>距离我们上次袭击不足 {DAYSSINCELASTRAIDTHRESHOLD} 天</Raiding_Required.comps.0.thoughtStageDescriptions.0>
<!-- EN: More than {DAYSSINCELASTRAIDTHRESHOLD} days since our last raid -->
<Raiding_Required.comps.0.thoughtStageDescriptions.1>距离我们上次袭击已经超过了 {DAYSSINCELASTRAIDTHRESHOLD} 天</Raiding_Required.comps.0.thoughtStageDescriptions.1>
@ -15,7 +15,7 @@
<!-- EN: We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. -->
<Raiding_Respected.description>我们不从事普通劳作,我们只是财富的‘搬运工’,弱者是我们的主要客户。如若不然便是一种耻辱标志。</Raiding_Respected.description>
<!-- EN: Less than {DAYSSINCELASTRAIDTHRESHOLD} days since our last raid -->
<Raiding_Respected.comps.0.thoughtStageDescriptions.0>距离我们上次袭击不足 {DAYSSINCELASTRAIDTHRESHOLD} 天</Raiding_Respected.comps.0.thoughtStageDescriptions.0>
<Raiding_Respected.comps.0.thoughtStageDescriptions.0>距离我们上次袭击不足 {DAYSSINCELASTRAIDTHRESHOLD} 天</Raiding_Respected.comps.0.thoughtStageDescriptions.0>
<!-- EN: More than {DAYSSINCELASTRAIDTHRESHOLD} days since our last raid -->
<Raiding_Respected.comps.0.thoughtStageDescriptions.1>距离我们上次袭击已经超过了 {DAYSSINCELASTRAIDTHRESHOLD} 天</Raiding_Respected.comps.0.thoughtStageDescriptions.1>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: classic -->
<Classic.label>经典</Classic.label>
<!-- EN: Your colonists get a belief system like classic RimWorld. Good for your first few games. -->
<Classic.description>你的殖民者会获得一个边缘世界的经典文化体系。适合你最初的几场游戏。</Classic.description>
<!-- EN: Classic -->
<Classic.groupLabel>经典</Classic.groupLabel>
<!-- EN: custom -->
<Custom.label>自定义</Custom.label>
<!-- EN: Customize a new ideoligion and control every detail. -->
<Custom.description>定制一个新的文化形态,并且调整每一项细节。</Custom.description>
<!-- EN: Custom -->
<Custom.groupLabel>自定义</Custom.groupLabel>
<!-- EN: intense -->
<Intense.label>极端</Intense.label>
<!-- EN: These give your colonists extremely disruptive beliefs. Your game will be very different from traditional RimWorld. -->
<Intense.description>这些文化非常极端,你的游戏将会与传统边缘世界玩法有极大差异。</Intense.description>
<!-- EN: Presets -->
<Intense.groupLabel>极端</Intense.groupLabel>
<!-- EN: mild -->
<Mild.label>温和</Mild.label>
<!-- EN: These create classic-like gameplay with a twist. -->
<Mild.description>创建了类似经典模式的文化形态,不过稍稍有些变化。</Mild.description>
<!-- EN: Presets -->
<Mild.groupLabel>温和</Mild.groupLabel>
<!-- EN: strong -->
<Strong.label>激进</Strong.label>
<!-- EN: These give your colonists strong beliefs and support playstyles significantly different from classic RimWorld. -->
<Strong.description>这些文化稍有些激进,与经典边缘世界明显不同。</Strong.description>
<!-- EN: Presets -->
<Strong.groupLabel>激进</Strong.groupLabel>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: blindness cult -->
<Blindness_Cult.label>盲视教派</Blindness_Cult.label>
<!-- EN: Suffering and being blind opens a true sight. Sacrifices, ritual blindings and scarifications are a part of this ideoligion. Unlocks the medical specialist role. These people have reduced comfort expectations. -->
<Blindness_Cult.description>苦难和失明开启了真正的光明。祭祀、失明仪式和伤疤是这一宗教思想的一部分。开放医学专家的职位。并且这些人对舒适的期望值降低。</Blindness_Cult.description>
<!-- EN: cannibals -->
<Cannibals.label>食人族</Cannibals.label>
<!-- EN: Consuming human flesh is respected and preferred to any other food. Gladiator duels and prisoner sacrifices are a part of this ideoligion. -->
<Cannibals.description>食用人肉比任何其他食物都要好。角斗和囚犯献祭都是这种文化形态的一部分。</Cannibals.description>
<!-- EN: cowboys -->
<Cowboys.label>牛仔</Cowboys.label>
<!-- EN: It's best for men to provide for the colony and keep a strong grip over important matters. Raising animals for food is respected. Women must be submissive and diverging ideas are not tolerated. Unlocks the animals specialist role. -->
<Cowboys.description>男人最好为殖民地提供食物,并对重要事务保持强有力的控制。饲养动物作为食物受到尊重。妇女必须顺从,不允许有分歧的想法。解锁动物专家职位。</Cowboys.description>
<!-- EN: criminal gang -->
<Criminal_Gang.label>犯罪团伙</Criminal_Gang.label>
<!-- EN: Following someone else's ideas and working all day is for weaklings. This group thrives from participating in raids and having diversity of thought. Unlocks melee and shooting specialist roles. Gladiator duels are a part of this ideoligion. -->
<Criminal_Gang.description>听命行事和整天工作是弱者的行为。这个团体从劫掠和多元文化中发展而来。解锁近战和射击专家职位。角斗是这一文化形态的一部分。</Criminal_Gang.description>
<!-- EN: domination gang -->
<Domination_Gang.label>征服者</Domination_Gang.label>
<!-- EN: For this ideoligion, their beliefs are the only truth. Spreading their ideas either peacefully or by conquering other ideoligions is their mission. Unlocks melee and shooting specialist roles. Gladiator duels are a part of this ideoligion. -->
<Domination_Gang.description>对于这种文化形态,他们的信仰是唯一的真理。以和平方式或通过武力征服其他文化形态来传播他们的思想是他们的使命。解锁近战和射击专家职位。角斗是该文化的一部分。</Domination_Gang.description>
<!-- EN: feminine ravagers -->
<Feminine_Ravagers.label>女尊掠袭者</Feminine_Ravagers.label>
<!-- EN: Women must assert their dominance by reigning over men and pillaging others. Unlocks melee and shooting specialist roles. Gladiator duels are a part of this ideoligion. -->
<Feminine_Ravagers.description>女性必须通过对男性的统治和对他人的掠夺来宣示自己的统治地位。解锁近战和射击专家职位。角斗是这种文化形态的一部分。</Feminine_Ravagers.description>
<!-- EN: feral people -->
<Feral_People.label>野性教派</Feral_People.label>
<!-- EN: At one with nature and deeply connected with animals. Unlocks animal and plants specialist roles. Increases taming abilities of every member. Cutting trees and slaughtering animals is unacceptable. -->
<Feral_People.description>与大自然融为一体,与动物建立深厚的联系。解锁动物和种植专家职位。增加每个成员的驯服能力。砍伐树木和宰杀动物是不可接受的。</Feral_People.description>
<!-- EN: free ranchers -->
<Free_Ranchers.label>自由畜牧</Free_Ranchers.label>
<!-- EN: A community of ranchers, that welcomes diversity of thought and raising animals for food. Unlocks the animals specialist role. -->
<Free_Ranchers.description>一个牧场主的社区,欢迎思想的多样性和为食物而饲养动物。解锁动物专家职位。</Free_Ranchers.description>
<!-- EN: high collectivists -->
<High_Collectivists.label>极乐集体</High_Collectivists.label>
<!-- EN: Everyone must work hard and contribute to the community, so they can party in a smokeleaf circle together. Unlocks the plants specialist role. -->
<High_Collectivists.description>每个人都必须努力工作,为社区做出贡献,所以他们可以一起抽烟聚会。解锁种植专家职位。</High_Collectivists.description>
<!-- EN: human purists -->
<Human_Purists.label>纯粹至高</Human_Purists.label>
<!-- EN: Human race is superior. Human body is sacred. Body modification, scarification and drug use are disdained. Unlocks medical and production specialist roles. -->
<Human_Purists.description>人类是优越的。人的身体是神圣的。蔑视身体改造、疤痕和药物使用。解锁医疗和生产专家职位。</Human_Purists.description>
<!-- EN: martyrs -->
<Martyrs.label>赎罪者</Martyrs.label>
<!-- EN: Admitting your corrupt, sinful nature is as crucial as suffering for it. Pain and sacrifices are approved. Physical love and comfort are shameful. -->
<Martyrs.description>承认你堕落、有罪的本性与为它受苦一样关键。痛苦和牺牲是被赞赏的。身体的爱和安慰是可耻的。</Martyrs.description>
<!-- EN: mole people -->
<Mole_People.label>穴居人</Mole_People.label>
<!-- EN: Leaving in dark caverns and eating insect products is ideal. Grants increased mining efficiency. -->
<Mole_People.description>留在黑暗的洞穴里,吃虫肉产品是最理想的。增加采矿效率。</Mole_People.description>
<!-- EN: naked maneaters -->
<Naked_Maneaters.label>裸体食人族</Naked_Maneaters.label>
<!-- EN: Being naked and consuming human flesh is approved. Sacrifices and gladiator duels are a part of this ideoligion. -->
<Naked_Maneaters.description>裸体和食用人肉是被赞赏的。献祭和角斗是这种文化的一部分。</Naked_Maneaters.description>
<!-- EN: nature over man -->
<NatureOverMan.label>自然教派</NatureOverMan.label>
<!-- EN: Human race owes everything to nature and can exploit it no more. Human suffering and charity are noble. Slaughtering animals and cutting trees is unacceptable. Unlocks plants specialist role. -->
<NatureOverMan.description>人类欠自然的一切,不能再剥削它。人类的痛苦和慈善是高尚的。屠杀动物和砍伐树木是不可接受的。解锁种植专家职位。</NatureOverMan.description>
<!-- EN: nudist recruiters -->
<Nudist_Recruiters.label>裸体布道者</Nudist_Recruiters.label>
<!-- EN: Clothes are unnatural and burdensome. Being naked and converting other people into your beliefs is approved. -->
<Nudist_Recruiters.description>衣服是不自然的,是累赘。赤身裸体,让别人皈依你的信仰是被认可的。</Nudist_Recruiters.description>
<!-- EN: painful purists -->
<Painful_Purists.label>苦痛行者</Painful_Purists.label>
<!-- EN: Suffering is noble, having body modifications and comfort ease your life is the way of unworthy. These people have reduced comfort expectations. Unlocks the medical specialist role. Gladiator duels and sacrifices are a part of this ideoligion. -->
<Painful_Purists.description>苦难是高尚的,拥有身体改造和舒适的生活是不值得的方式。这些人对舒适的期望值会降低。解锁医疗专家职位。角斗和牺牲是这种思想宗教的一部分。</Painful_Purists.description>
<!-- EN: progressive humanism -->
<Progressive_Humanism.label>进步人文主义</Progressive_Humanism.label>
<!-- EN: Human race is at the pinnacle of nature and must use technology to step beyond. Enhancing bodies with technology and diversity of thought are approved. Unlocks research and production specialist roles. -->
<Progressive_Humanism.description>人类处于自然界的巅峰,必须利用技术来超越。技术融合和多元文化是被认可的。解锁研究和生产专家职位。</Progressive_Humanism.description>
<!-- EN: pro-human darklovers -->
<ProHuman_Darklovers.label>极夜教派</ProHuman_Darklovers.label>
<!-- EN: Human race is divine, so is darkness. Nothing shall stop you from exploiting nature's resources, except burning daylight. Combat effeciency in the dark is increased. Unlocks mining and production specialist roles. -->
<ProHuman_Darklovers.description>人类是神圣的,黑暗也是神圣的。没有什么可以阻止你利用自然界的资源,除了燃烧的日光。在黑暗中的战斗力会提高。解锁采矿和生产专家职位。</ProHuman_Darklovers.description>
<!-- EN: techno-utopians -->
<Techno_Utopians.label>技术乌托邦</Techno_Utopians.label>
<!-- EN: Human body must be enhanced with technology, to work harder towards a bright future for everyone. Unlocks the research specialist role. -->
<Techno_Utopians.description>人类的身体必须用技术来加强,为每个人的光明未来而努力工作。解锁研究专家职位。</Techno_Utopians.description>
<!-- EN: tree-worshippers -->
<Tree_Worshippers.label>拜树教派</Tree_Worshippers.label>
<!-- EN: Shaping the nature to your comfort is arrogant and inexcusable. Cutting trees and slaughtering animals is disapproved. Unlocks the plants specialist role. These people can ignore minor comfort issues like sleeping on the floor or eating without a table. -->
<Tree_Worshippers.description>根据自己的舒适度塑造大自然是傲慢的,不可原谅的。砍伐树木和宰杀动物是不被允许的。解锁种植专家职位。这些人可以无视一些小的舒适问题,如睡在地板上或没有桌子吃饭。</Tree_Worshippers.description>
<!-- EN: unity family -->
<Unity_Family.label>集体家庭</Unity_Family.label>
<!-- EN: Colony is like a family of hard-working, like-minded people. Putting yourself first is not acceptable. -->
<Unity_Family.description>殖民地就像一个由勤奋工作、志同道合的人组成的家庭。把自己放在第一位是不允许的。</Unity_Family.description>
<!-- EN: violent dominators -->
<Violent_Dominators.label>暴虐支配者</Violent_Dominators.label>
<!-- EN: Dominating and taking from the weak is the right way. Raiding and enslaving is honorable. Unlocks melee and shooting specialist roles. Gladiator duels are a part of this ideoligion. -->
<Violent_Dominators.description>支配和夺取弱者是正确的方式。掠袭和奴役是光荣的。解锁近战和射击专家角色。角斗是这一文化体系的一部分。</Violent_Dominators.description>
</LanguageData>

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<!-- EN: random recruit -->
<RandomRecruit.label>随机招募</RandomRecruit.label>
<!-- EN: 50% chance of random recruit of the same ideoligion joining your colony. -->
<RandomRecruit.effectDesc>50%几率随即招募一名相同文化形态的人加入你的殖民地。</RandomRecruit.effectDesc>
<RandomRecruit.effectDesc>50%几率招募一名具有相同文化形态的人加入你的殖民地。</RandomRecruit.effectDesc>
<!-- EN: A wanderer has arrived and wants to join your colony. -->
<RandomRecruit.letterInfoText>一个流浪者抵达并且想要加入你们的殖民地。</RandomRecruit.letterInfoText>

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<!-- EN: Cryptosleep caskets containing unknown threats are opening soon. -->
<AlertCasketOpeningDesc>内含有未知威胁的休眠舱即将打开。</AlertCasketOpeningDesc>
<!-- EN: Slave rebellion likely -->
<AlertSlaveRebellionLikely>奴隶叛乱先兆</AlertSlaveRebellionLikely><!--text_todo-->
<!-- EN: There are {REBELLIOUSCOUNT} slaves that are likely to initiate a rebellion. -->
<AlertSlaveRebellionLikelyRebelliousCount>有{REBELLIOUSCOUNT}奴隶开始蠢蠢欲动。</AlertSlaveRebellionLikelyRebelliousCount><!--text_todo-->
<!-- EN: A slave rebellion is expected to happen roughly once every {COMBINEDTIME}. Note that each slave's rebellion chance is independent, so if any one of them rebels they can take others with them.\n\n{REBEL_labelShort} is the most rebellious slave and is expected to initiate a rebellion roughly once every {INDIVIDUALTIME}. These are the factors which are adjusting how soon they will rebel: -->
<AlertSlaveRebellionLikelyMostRebellious>奴隶叛乱大约每{COMBINEDTIME}发生一次。 奴隶们并没有相互通告叛乱计划,各自都会自己考虑叛乱。如果任何一个奴隶发起了叛乱,在附近的其他奴隶就有可能会加入。\n\n{REBEL_labelShort}的反抗欲望最强, 预计大约每 {INDIVIDUALTIME} 就会发起一次叛乱。\n\n这些因素会影响他们叛乱</AlertSlaveRebellionLikelyMostRebellious><!--text_todo-->
</LanguageData>

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<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} -->

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: Choose your faction's ideoligion -->
<ChooseIdeoligion>选择你派系的文化</ChooseIdeoligion>
<!-- EN: Customize ideoligion -->
<CustomizeIdeoligion>自定义文化</CustomizeIdeoligion> <!-- text_todo -->
<!-- EN: Choose your ideoligion -->
<ChooseYourIdeoligion>选择你的文化形态</ChooseYourIdeoligion>
<!-- EN: Random -->
<Random>随机</Random>
<!-- EN: A random structure will be used for your ideoligion. -->
<RandomStructureTip>会为你的文化应用一个随机结构。</RandomStructureTip> <!-- text_todo -->
<!-- EN: A random style will be used for your ideoligion. -->
<RandomStyleTip>会为你的文化应用一个随机风格。</RandomStyleTip> <!-- text_todo -->
<!-- EN: Customize -->
<Customize>自定义</Customize>
<!-- EN: Play classic -->
<PlayClassic>经典模式</PlayClassic>
<!-- EN: Load saved -->
<LoadSaved>载入预设</LoadSaved>
<!-- EN: Structure -->
<Structure>结构</Structure>
<!-- EN: What should your starting colonists believe? These beliefs affect gameplay and visuals. Youll be able to recruit others to your beliefs, or take on their beliefs. -->
<ChooseYourIdeoligionDesc>你的开局殖民者文化是什么样的?这些文化会影响游戏性和视觉效果,你能够招募其他人加入你的文化,或者接受他们的文化。</ChooseYourIdeoligionDesc>
<!-- EN: Create custom -->
<CreateCustom>创建自定义</CreateCustom>
<!-- EN: Create new -->
@ -561,4 +579,7 @@
<!-- EN: Cleanliness speed factor -->
<BiosculpterCleanlinessSpeedFactor>清洁速度因数</BiosculpterCleanlinessSpeedFactor>
<!-- UNUSED -->
<ChooseIdeoligion>选择你派系的文化</ChooseIdeoligion>
</LanguageData>