commit
98f3e135cf
@ -9,7 +9,7 @@
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<!-- EN: Ideology -->
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<Ideology.label>文化</Ideology.label>
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<!-- EN: Create your own belief system with fine control over behaviors, preferences, rituals, symbols, and more. Play as pirate nudist cannibals, blind undergrounder mole people, charitable ranching cowboys, machine-obsessed transhumanists, and more.\n\nAssign social roles like leader, moral guide, and specialist to your colonists.\n\nHold unforgettable rituals: Dance parties, cannibal feasts, burn and smoke circles, skylantern festivals, sacrifices, gladiator duels, blindings, scarifications, funerals, and more.\n\nConnect with Gauranlen trees and command the dryads that live inside them.\n\nHunt for ancient relics. Explore long-forgotten ruins, hack downed spacedrones, and infiltrate tribal villages. Attract wealthy pilgrims by presenting your relics in reliquaries. Plunder ancient complexes for treasure. Raid temporary encampments. Help beggars in need, or betray them.\n\nEnslave prisoners to perform work or fight for you.\n\nPlace many new buildings linked to belief systems, and see the many visual styles of different beliefs.\n\nUse new apparel, tattoos, and hairstyles desired by believers.\n\nSeek transcendence through a machine god in the new archonexus endgame. -->
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<Ideology.description>创建你自己的文化体系,对行为、偏好、仪式、符号等进行精细控制。扮演裸体海盗食人族、盲目的穴居者、慈善的牧场牛仔、机器迷恋的超人主义者,以及更多。\n\n为你的殖民者分配社会职位,如领导者、向导和专家。\n\n举行令人难忘的仪式。舞蹈派对、食人族盛宴、烟火大会、天灯节、祭祀、角斗士决斗、失明、伤疤、葬礼,以及更多。\n\n与母树共鸣,并指挥住在里面的树精。\n\n猎取古代圣物。探索被遗忘已久的遗迹,入侵空间无人机,并潜入部落村庄。将你的圣物放在灵位上,吸引富有的朝圣者。掠夺古代建筑群的宝藏。袭击临时营地。帮助需要帮助的乞丐,或者背叛他们。\n\n奴役囚犯,让他们为你工作或战斗。\n\n放置许多与信仰体系相关的新建筑,并看到不同信仰的许多视觉风格。\n\n使用信徒们所需要的新服装、纹身和发型。\n\n在超凡枢纽终局中通过机械神明寻求超越。</Ideology.description>
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<Ideology.description>创建你自己的文化体系,对行为、偏好、仪式、符号等进行精细控制。扮演裸体海盗食人族、盲目的穴居者、慈善的牧场牛仔、机器迷恋的超人主义者,以及更多。\n\n为你的殖民者分配社区职位,如领袖、向导和专家。\n\n举行令人难忘的仪式。舞蹈派对、食人族盛宴、烟火大会、天灯节、祭祀、角斗士决斗、失明、伤疤、葬礼,以及更多。\n\n与母树共鸣,并指挥住在里面的树精。\n\n猎取古代圣物。探索被遗忘已久的遗迹,入侵空间无人机,并潜入部落村庄。将你的圣物放在灵位上,吸引富有的朝圣者。掠夺古代建筑群的宝藏。袭击临时营地。帮助需要帮助的乞丐,或者背叛他们。\n\n奴役囚犯,让他们为你工作或战斗。\n\n放置许多与信仰体系相关的新建筑,并看到不同信仰的许多视觉风格。\n\n使用信徒们所需要的新服装、纹身和发型。\n\n在超凡枢纽终局中通过机械神明寻求超越。</Ideology.description>
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<!-- EN: Royalty -->
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<Royalty.label>皇权</Royalty.label>
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@ -4,7 +4,7 @@
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<!-- EN: psychite tea -->
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<PsychiteTea.label>精神茶</PsychiteTea.label>
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<!-- EN: A fragrant tea infused with leaves of the psychoid plant. Drinking it induces a subtle psychite euphoria. This tea is easy to produce at cooking facilities, but can produce psychite addiction if consumed too often.\n\nMany tribes use psychoid tea, both as a daily energizer and as part of social and religious rituals. -->
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<PsychiteTea.description>一种气味芳香的茶,喝了之后能产生微弱的欣快效果。很容易制作,过于频繁引用可能会导致成瘾。\n\n许多部落会使用精神茶,既是日常生活的嗜好品,也是宗教活动或者社交活动的一部分。</PsychiteTea.description>
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<PsychiteTea.description>一种气味芳香的茶,喝了之后能产生微弱的欣快效果。很容易制作,过于频繁饮用可能会导致成瘾。\n\n许多部落会使用精神茶,既是日常生活的嗜好品,也是宗教活动或者社交活动的一部分。</PsychiteTea.description>
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<!-- EN: Drink {0} -->
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<PsychiteTea.ingestible.ingestCommandString>饮用{0}</PsychiteTea.ingestible.ingestCommandString>
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<!-- EN: Drinking {0}. -->
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@ -252,7 +252,7 @@
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<!-- EN: Slave -->
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<Slave>奴隶</Slave>
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<!-- EN: Faction leader -->
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<FactionLeader>派系首领</FactionLeader>
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<FactionLeader>派系领袖</FactionLeader>
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<!-- EN: Opinion of {1_labelShort} -->
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<OpinionOf>对{1_labelShort}的印象</OpinionOf>
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<!-- EN: {1_labelShort}'s opinion of me -->
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@ -461,9 +461,9 @@
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<!-- EN: Ideology -->
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<DifficultyIdeologySection>文化形态</DifficultyIdeologySection>
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<!-- EN: Low pop conversion boost -->
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<Difficulty_LowPopConversionBoost_Label>低人口转化补正</Difficulty_LowPopConversionBoost_Label>
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<Difficulty_LowPopConversionBoost_Label>低人口教化补正</Difficulty_LowPopConversionBoost_Label>
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<!-- EN: With a single colonist of the player's starting ideoligion, conversion chance to his ideoligion is multiplied by this amount. Conversion attempts against them have their impact divided by that amount.\n\nWith two colonists of the player's starting ideoligion, the effect is halved.\n\nWith three or more colonists of the player's starting ideoligion, this has no effect. -->
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<Difficulty_LowPopConversionBoost_Info>当玩家的开局文化形态追随者只有一个人的时候, 转化其他人至此文化形态的几率会乘以此数值。\n\n当玩家的开局文化形态追随者有两个人时, 此补正效果减半。\n\n当玩家的开局文化形态追随者有至少三个人时, 此补正无效。</Difficulty_LowPopConversionBoost_Info>
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<Difficulty_LowPopConversionBoost_Info>当玩家的开局文化形态追随者只有一个人的时候, 教化其他人至此文化形态的几率会乘以此数值。\n\n当玩家的开局文化形态追随者有两个人时, 此补正效果减半。\n\n当玩家的开局文化形态追随者有至少三个人时, 此补正无效。</Difficulty_LowPopConversionBoost_Info>
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<!-- Site select -->
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<!-- EN: Select starting site -->
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@ -19,14 +19,14 @@
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<CombatCommand.description>创造一个提升附近所有人战斗技能的光环。该光环效果会在首领周围一定范围内持续生效24小时。</CombatCommand.description>
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<!-- EN: conversion ritual -->
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<ConversionRitual.label>转化仪式</ConversionRitual.label>
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<ConversionRitual.label>教化仪式</ConversionRitual.label>
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<!-- EN: Try to persuade someone to adopt your beliefs. If it goes well, they will lose some certainty in their ideoligion and may convert. If it backfires, they will gain certainty in their old beliefs.\n\nTo start this ritual at a specific place, select a ritual spot or matching altar/ideogram. -->
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<ConversionRitual.description>试着劝说某人采纳你的文化形态。如果进展顺利,他们就会失去对自己某些文化形态的认可,并有可能可能改变文化形态。如果效果不好,他们会更加坚定自己原有的文化形态。\n\n需要选择一个特定的仪式地点,并且要有匹配的祭坛或者文化符号才能开始仪式。</ConversionRitual.description>
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<!-- EN: convert -->
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<Convert.label>教化</Convert.label>
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<!-- EN: Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. -->
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<Convert.description>试图通过教化将某人的不同文化形态转化至谈话者己方文化形态。这将减少目标对自己文化形态的认可度。降低程度取决于谈话者的谈判能力。</Convert.description>
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<Convert.description>试图通过教化将某人的不同文化形态改变至谈话者己方文化形态。这将减少目标对自己文化形态的认可度。降低程度取决于谈话者的谈判能力。</Convert.description>
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<!-- EN: {INITIATOR_labelShort} failed to convert {RECIPIENT_labelShort}. {RECIPIENT_labelShort} was upset by the attempt, but {RECIPIENT_possessive} certainty fell from {CERTAINTYBEFORE} to {CERTAINTYAFTER}. -->
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<Convert.comps.CompAbilityEffect_Convert.failMessage>{INITIATOR_labelShort}未能成功教化{RECIPIENT_labelShort}。{RECIPIENT_labelShort}对这种试探行为感到厌烦,不过{RECIPIENT_possessive}认可度从{CERTAINTYBEFORE}下降到{CERTAINTYAFTER}。</Convert.comps.CompAbilityEffect_Convert.failMessage>
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<!-- EN: {INITIATOR_labelShort} has converted {RECIPIENT_labelShort} to {IDEO}. -->
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<Individualist_Proselytizer.label>个人主义 vs 传教热忱</Individualist_Proselytizer.label>
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<!-- EN: loyalist -->
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<Loyalist_All.label>排外主义</Loyalist_All.label>
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<Loyalist_All.label>赤胆忠心</Loyalist_All.label>
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<!-- EN: male supremacy vs individualist -->
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<MaleSupremacy_Individualist.label>男权至上 vs 个人主义</MaleSupremacy_Individualist.label>
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@ -104,7 +104,7 @@
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<SameIdeo.label>都属于{0_name}</SameIdeo.label>
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<!-- EN: supremacist -->
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<Supremacist_All.label>种族主义</Supremacist_All.label>
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<Supremacist_All.label>霸权主义</Supremacist_All.label>
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<!-- EN: transhumanist agreement -->
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<Transhumanist_Transhumanist.label>技术融合同道</Transhumanist_Transhumanist.label>
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<!-- EN: work drive -->
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<WorkDrive.label>工作激励</WorkDrive.label>
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<!-- EN: The sense of being called upon by a leader to work harder. -->
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<WorkDrive.description>被领导要求更努力工作的感觉。</WorkDrive.description>
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<WorkDrive.description>被领袖要求更努力工作的感觉。</WorkDrive.description>
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</LanguageData>
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<LanguageData>
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<!-- EN: changed ideoligion -->
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<ChangedIdeo.label>转化了文化形态</ChangedIdeo.label>
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<ChangedIdeo.label>改变了文化形态</ChangedIdeo.label>
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</LanguageData>
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<LanguageData>
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<!-- EN: converted new member -->
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<ConvertedNewMember.label>转化了新成员</ConvertedNewMember.label>
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<ConvertedNewMember.label>教化了新成员</ConvertedNewMember.label>
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<!-- EN: relic obtained -->
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<RelicHuntSuccess.label>寻获圣物</RelicHuntSuccess.label>
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</Convert_Success.logRulesInitiator.rulesStrings>
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<!-- EN: convert ideoligion attempt -->
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<ConvertIdeoAttempt.label>尝试转化文化形态</ConvertIdeoAttempt.label>
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<ConvertIdeoAttempt.label>尝试教化文化形态</ConvertIdeoAttempt.label>
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<!-- EN:
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<li>r_logentry->[INITIATOR_nameDef] tried to convert [RECIPIENT_nameDef] to [INITIATOR_possessive] own ideoligion.</li>
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-->
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<ConvertIdeoAttempt.logRulesInitiator.rulesStrings>
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<li>r_logentry->[INITIATOR_nameDef]尝试将[RECIPIENT_nameDef]的文化形态转化为[INITIATOR_possessive]自己的文化形态。</li>
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<li>r_logentry->[INITIATOR_nameDef]尝试将[RECIPIENT_nameDef]的文化形态教化为[INITIATOR_possessive]自己的文化形态。</li>
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</ConvertIdeoAttempt.logRulesInitiator.rulesStrings>
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<!-- EN: failed counsel -->
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<Guilty.symbolPacks.3.theme>赎罪者</Guilty.symbolPacks.3.theme>
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<!-- EN: loyalist -->
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<Loyalist.label>排外主义</Loyalist.label>
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<Loyalist.label>赤胆忠心</Loyalist.label>
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<!-- EN: We stand for our own before others. -->
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<Loyalist.description>我们在面对其他人时必须站在自己人的立场上。</Loyalist.description>
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<!-- EN: creation(tag=meme_Loyalist) ->[deity0_name] admonished the good peoples to fight only those who fought without just cause. -->
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<Loyalist.symbolPacks.2.theme>忠贞</Loyalist.symbolPacks.2.theme>
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<!-- EN: supremacist -->
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<Supremacist.label>种族主义</Supremacist.label>
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<Supremacist.label>霸权主义</Supremacist.label>
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<!-- EN: Our people should dominate all others. -->
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<Supremacist.description>我们的人民应该主宰其他所有人。</Supremacist.description>
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<!-- EN: creation(tag=meme_Supremacist) ->The people of the [place_summary] [place_name] squabbled endlessly, and [deity0_name] became tired of discord and anointed the [memberNamePlural] as the rightful rulers of all. -->
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<li>memeConcept->真相</li>
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<li>memeLeaderNoun->布道者</li>
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<li>memeMoralist->传教士</li>
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<li>memeMoralist->转化者</li>
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<li>memeMoralist->教化者</li>
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</Proselytizer.generalRules.rulesStrings>
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<!-- EN: truthist -->
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<Proselytizer.symbolPacks.0.adjective>真理</Proselytizer.symbolPacks.0.adjective>
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<!-- EN: animist -->
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<Structure_Animist.label>万物有灵</Structure_Animist.label>
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<!-- EN: Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. -->
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<Structure_Animist.description>灵生活在我们周围的一切事物中。它们在植物和动物中,河流和树木上,天空和星星里。宇宙的道德结构源于尊重它们的必要性。</Structure_Animist.description>
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<Structure_Animist.description>灵存在于我们周围的一切事物中。它们在植物和动物中,河流和树木上,天空和星星里。宇宙的道德结构源于尊重它们的必要性。</Structure_Animist.description>
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<!-- EN: memeLeaderNoun->curate -->
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<Structure_Animist.generalRules.rulesStrings.0>memeLeaderNoun->助理祭司</Structure_Animist.generalRules.rulesStrings.0>
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<!-- EN: memeLeaderNoun->speaker -->
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<!-- EN: Those who know the truth have a duty to always spread it and drive out other beliefs. -->
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<Proselytizing_Frequently.description>那些知晓真理之人有义务始终传播它,并驱赶其他信仰。</Proselytizing_Frequently.description>
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<!-- EN: converted new member -->
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<Proselytizing_Frequently.comps.0.eventLabel>转化了新成员</Proselytizing_Frequently.comps.0.eventLabel>
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<Proselytizing_Frequently.comps.0.eventLabel>教化了新成员</Proselytizing_Frequently.comps.0.eventLabel>
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<!-- EN: occasional -->
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<Proselytizing_Occasionally.label>偶尔</Proselytizing_Occasionally.label>
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<!-- EN: Those who know the truth should try to bring it to others, when it seems appropriate. -->
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<Proselytizing_Occasionally.description>当时机合适时,那些知晓真理之人应尝试传教。</Proselytizing_Occasionally.description>
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<!-- EN: converted new member -->
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<Proselytizing_Occasionally.comps.0.eventLabel>转化了新成员</Proselytizing_Occasionally.comps.0.eventLabel>
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<Proselytizing_Occasionally.comps.0.eventLabel>教化了新成员</Proselytizing_Occasionally.comps.0.eventLabel>
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<!-- EN: sometimes -->
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<Proselytizing_Sometimes.label>有时</Proselytizing_Sometimes.label>
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<!-- EN: Those who know the truth should bring it to others at every opportunity. -->
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<Proselytizing_Sometimes.description>只有一有机会,那些知晓真理之人应当进行传教。</Proselytizing_Sometimes.description>
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<!-- EN: converted new member -->
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<Proselytizing_Sometimes.comps.0.eventLabel>转化了新成员</Proselytizing_Sometimes.comps.0.eventLabel>
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<Proselytizing_Sometimes.comps.0.eventLabel>教化了新成员</Proselytizing_Sometimes.comps.0.eventLabel>
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</LanguageData>
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<BlindingCeremony.description>一名执行者以仪式性的方式弄瞎一个目标。观众会看见执行者发表演讲,切掉目标的眼睛,并说一些结束语。目标将会流血不止,并且需要立即接受治疗。</BlindingCeremony.description>
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<!-- EN: conversion ritual -->
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<Conversion.label>转化仪式</Conversion.label>
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<Conversion.label>教化仪式</Conversion.label>
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<!-- EN: Try to persuade someone into joining your ideoligion. -->
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<Conversion.description>试图说服别人加入你的文化形态。</Conversion.description>
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<!-- EN: convert -->
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<Convert.label>教化</Convert.label>
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<!-- EN: Wardens will attempt to convert the prisoner to their ideoligion. -->
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<Convert.description>狱卒会尝试将囚犯的文化形态转化为和己方一样。</Convert.description>
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<Convert.description>狱卒会尝试将囚犯的文化形态教化为和己方一样。</Convert.description>
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<!-- EN: enslave -->
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<Enslave.label>奴役</Enslave.label>
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<!-- EN: Wardens will threaten the prisoner to reduce their will. Once they have no will left, the warden will enslave them. -->
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<Enslave.description>狱卒会威胁囚犯以减少其自我意志。一旦他们失去了意志,狱卒就可以奴役他们。</Enslave.description>
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<Enslave.description>狱卒会镇压囚犯以减少其自我意志。一旦他们失去了意志,狱卒就可以奴役他们。</Enslave.description>
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<!-- EN: reduce will -->
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<ReduceWill.label>降低意志</ReduceWill.label>
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<!-- EN: Wardens will threaten the prisoner to reduce their will, but won't enslave them. -->
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<ReduceWill.description>狱卒会威胁囚犯以减少其自我意志,但不会奴役他们。</ReduceWill.description>
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<ReduceWill.description>狱卒会镇压囚犯以减少其自我意志,但不会奴役他们。</ReduceWill.description>
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</LanguageData>
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<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
|
||||
<CelebratedDate.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值, 这取决于仪式的效果。</CelebratedDate.description>
|
||||
<!-- EN: leader present -->
|
||||
<CelebratedDate.comps.2.label>领导人出席</CelebratedDate.comps.2.label>
|
||||
<CelebratedDate.comps.2.label>领袖出席</CelebratedDate.comps.2.label>
|
||||
<!-- EN: participant count -->
|
||||
<CelebratedDate.comps.3.label>参与者数量</CelebratedDate.comps.3.label>
|
||||
<!-- EN: started at altar -->
|
||||
@ -245,7 +245,7 @@
|
||||
<ConnectToTree.extraPredictedOutcomeDescriptions.1>仪式效果每提高2%,便会在附近长出一块母树苔藓,美化这片区域。</ConnectToTree.extraPredictedOutcomeDescriptions.1>
|
||||
|
||||
<!-- EN: If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. -->
|
||||
<Conversion.description>如果进展顺利,目标的文化形态认可度将会降低,或者他们将会转化信仰。如果进展不顺利,他们会对自己的旧信仰更加坚定。</Conversion.description>
|
||||
<Conversion.description>如果进展顺利,目标的文化形态认可度将会降低,或者他们将会改变信仰。如果进展不顺利,他们会对自己的旧信仰更加坚定。</Conversion.description>
|
||||
<!-- EN: room impressiveness -->
|
||||
<Conversion.comps.0.label>令人难忘的房间</Conversion.comps.0.label>
|
||||
<!-- EN: participant count -->
|
||||
@ -436,7 +436,7 @@
|
||||
<!-- EN: participant count -->
|
||||
<GladiatorDuel.comps.0.label>参与者数量</GladiatorDuel.comps.0.label>
|
||||
<!-- EN: leader present -->
|
||||
<GladiatorDuel.comps.1.label>领导人出席</GladiatorDuel.comps.1.label>
|
||||
<GladiatorDuel.comps.1.label>领袖出席</GladiatorDuel.comps.1.label>
|
||||
<!-- EN: duelist dies -->
|
||||
<GladiatorDuel.comps.2.label>决斗至死</GladiatorDuel.comps.2.label>
|
||||
<!-- EN: weapon used -->
|
||||
@ -544,7 +544,7 @@
|
||||
<!-- EN: {PAWN_labelShort}'s negotiation ability -->
|
||||
<Trial.comps.1.label>{PAWN_labelShort} 的谈判能力</Trial.comps.1.label>
|
||||
<!-- EN: Leader's negotiation ability -->
|
||||
<Trial.comps.1.labelAbstract>领导人的谈判能力</Trial.comps.1.labelAbstract>
|
||||
<Trial.comps.1.labelAbstract>领袖的谈判能力</Trial.comps.1.labelAbstract>
|
||||
<!-- EN: {PAWN_labelShort}'s negotiation ability -->
|
||||
<Trial.comps.2.label>{PAWN_labelShort} 的谈判能力</Trial.comps.2.label>
|
||||
<!-- EN: Defendant's negotiation ability -->
|
||||
@ -565,7 +565,7 @@
|
||||
<!-- EN: {PAWN_labelShort}'s negotiation ability -->
|
||||
<TrialMentalState.comps.1.label>{PAWN_labelShort} 的谈判能力</TrialMentalState.comps.1.label>
|
||||
<!-- EN: Leader's negotiation ability -->
|
||||
<TrialMentalState.comps.1.labelAbstract>领导人的谈判能力</TrialMentalState.comps.1.labelAbstract>
|
||||
<TrialMentalState.comps.1.labelAbstract>领袖的谈判能力</TrialMentalState.comps.1.labelAbstract>
|
||||
<!-- EN: exonerated -->
|
||||
<TrialMentalState.outcomeChances.0.label>被证明无罪</TrialMentalState.outcomeChances.0.label>
|
||||
<!-- EN: The prosecutor {PROSECUTOR_labelShort}'s arguments failed to convince anyone. {PAWN_labelShort} was exonerated. -->
|
||||
|
@ -55,7 +55,7 @@
|
||||
<CelebrationTree.shortDescOverride>圣诞节</CelebrationTree.shortDescOverride>
|
||||
|
||||
<!-- EN: In case of success, their certainty will be reduced or they will convert immediately. If it backfires, their certainty in own beliefs will increase. -->
|
||||
<Conversion.ritualExplanation>在成功的情况下,他们的认可度将减少,或者他们将立即转化。如果适得其反,他们对自己文化的认可度就会增加。</Conversion.ritualExplanation>
|
||||
<Conversion.ritualExplanation>在成功的情况下,他们的认可度将减少,或者他们将立即归化。如果适得其反,他们对自己文化的认可度就会增加。</Conversion.ritualExplanation>
|
||||
|
||||
<!-- EN: A ritualistic flesh-eating meal. Participants gather around a platter of human flesh and bloodily feast on it. -->
|
||||
<FeastCannibal.descOverride>一种食人仪式。参与者聚集在一大盘人肉周围,享用血腥的盛宴。</FeastCannibal.descOverride>
|
||||
|
@ -96,7 +96,7 @@
|
||||
<li>cultureLeaderNoun->参议员</li>
|
||||
<li>cultureLeaderNoun->领导</li>
|
||||
<li>cultureLeaderNoun->大臣</li>
|
||||
<li>cultureLeaderNoun->领导</li>
|
||||
<li>cultureLeaderNoun->领袖</li>
|
||||
<li>cultureLeaderNoun->领航者</li>
|
||||
</LeaderTitleMaker_Rustican.rulePack.rulesStrings>
|
||||
|
||||
|
@ -9,12 +9,12 @@
|
||||
<!-- EN: global certainty loss factor -->
|
||||
<CertaintyLossFactor.label>全局认可度损失系数</CertaintyLossFactor.label>
|
||||
<!-- EN: A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion. -->
|
||||
<CertaintyLossFactor.description>试图转化此人文化形态时,此人认可度降低因数。</CertaintyLossFactor.description>
|
||||
<CertaintyLossFactor.description>试图教化此人文化形态时,此人认可度降低因数。</CertaintyLossFactor.description>
|
||||
|
||||
<!-- EN: conversion power -->
|
||||
<ConversionPower.label>教化能力</ConversionPower.label>
|
||||
<!-- EN: How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses. -->
|
||||
<ConversionPower.description>这个人在使他人转化为己方文化形态时的效果。当这个人试图教化别人时,这个数值会乘以对方的认可度损失数。</ConversionPower.description>
|
||||
<ConversionPower.description>这个人在使他人教化为己方文化形态时的效果。当这个人试图教化别人时,这个数值会乘以对方的认可度损失数。</ConversionPower.description>
|
||||
|
||||
<!-- EN: melee dodge chance indoors dark -->
|
||||
<MeleeDodgeChanceIndoorsDarkOffset.label>近战闪避(室内黑暗环境)</MeleeDodgeChanceIndoorsDarkOffset.label>
|
||||
@ -79,6 +79,6 @@
|
||||
<!-- EN: ideoligion spread chance -->
|
||||
<SocialIdeoSpreadFrequencyFactor.label>文化传播系数</SocialIdeoSpreadFrequencyFactor.label>
|
||||
<!-- EN: A multiplier on the chance that this person will try to convert other people to their own ideoligion. -->
|
||||
<SocialIdeoSpreadFrequencyFactor.description>这个人将其他人转化为和自己同文化形态的几率乘数。</SocialIdeoSpreadFrequencyFactor.description>
|
||||
<SocialIdeoSpreadFrequencyFactor.description>这个人将其他人教化为和自己同文化形态的几率乘数。</SocialIdeoSpreadFrequencyFactor.description>
|
||||
|
||||
</LanguageData>
|
@ -42,9 +42,9 @@
|
||||
<BoringScarification.stages.boring_scarification.description>那种伤痕缺乏激情,手法也不高明。</BoringScarification.stages.boring_scarification.description>
|
||||
|
||||
<!-- EN: effective conversion -->
|
||||
<EffectiveConversion.stages.effective_conversion.label>有效的改变</EffectiveConversion.stages.effective_conversion.label>
|
||||
<EffectiveConversion.stages.effective_conversion.label>有效的教化</EffectiveConversion.stages.effective_conversion.label>
|
||||
<!-- EN: That conversion ritual went well. The speech was stirring and enjoyable to listen to. -->
|
||||
<EffectiveConversion.stages.effective_conversion.description>转化仪式进行得很顺利。这篇演讲激动人心,听起来令人愉快。</EffectiveConversion.stages.effective_conversion.description>
|
||||
<EffectiveConversion.stages.effective_conversion.description>教化仪式进行得很顺利。这篇演讲激动人心,听起来令人愉快。</EffectiveConversion.stages.effective_conversion.description>
|
||||
|
||||
<!-- EN: fun festival -->
|
||||
<FunFestival.stages.fun_festival.label>有趣的节日</FunFestival.stages.fun_festival.label>
|
||||
|
@ -2,7 +2,7 @@
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: conversion resentment -->
|
||||
<FailedConvertIdeoAttemptResentment.stages.conversion_resentment.label>转化怨恨</FailedConvertIdeoAttemptResentment.stages.conversion_resentment.label>
|
||||
<FailedConvertIdeoAttemptResentment.stages.conversion_resentment.label>教化怨恨</FailedConvertIdeoAttemptResentment.stages.conversion_resentment.label>
|
||||
<!-- EN: Someone tried to convert me. I hate being proselytized this way. -->
|
||||
<FailedConvertIdeoAttemptResentment.stages.conversion_resentment.description>有人想改变我的信仰。我讨厌被这样劝导。</FailedConvertIdeoAttemptResentment.stages.conversion_resentment.description>
|
||||
|
||||
|
@ -5,7 +5,7 @@
|
||||
<!-- EN: Terror offset -->
|
||||
<StatsReport_Terror>恐怖值偏移量</StatsReport_Terror>
|
||||
<!-- EN: Faction leader bonus -->
|
||||
<StatsReport_LeaderOffset>派系领导人奖励</StatsReport_LeaderOffset>
|
||||
<StatsReport_LeaderOffset>派系领袖奖励</StatsReport_LeaderOffset>
|
||||
<!-- EN: Contains corpse -->
|
||||
<StatsReport_OccupiedCorpseCasket>内含尸体</StatsReport_OccupiedCorpseCasket>
|
||||
|
||||
|
@ -71,7 +71,7 @@
|
||||
<!-- 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>
|
||||
<ChooseRoleConfirmAssignReplaceLeader>只能有一个领袖。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 -->
|
||||
@ -102,7 +102,7 @@
|
||||
<!-- 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>
|
||||
<AbilityIdeoConvertBreakdownConversionPower>{PAWN_labelShort} 的教化能力</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} -->
|
||||
@ -273,9 +273,9 @@
|
||||
|
||||
<!-- 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>
|
||||
<ChooseColonistsForIdeoTitle>选择要教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>
|
||||
<ChooseColonistsForIdeoDesc>在建立新殖民地时,你可以将人物教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. -->
|
||||
@ -299,7 +299,7 @@
|
||||
<!-- 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>
|
||||
<ConvertToPlayerIdeoligion>教化</ConvertToPlayerIdeoligion>
|
||||
<!-- EN: Revert -->
|
||||
<RevertToPreviousIdeoligion>回归</RevertToPreviousIdeoligion>
|
||||
<!-- EN: Existing follower -->
|
||||
|
@ -12,7 +12,7 @@
|
||||
<!-- EN: You must assign the role of {0} in order to start this ritual. -->
|
||||
<CantStartRitualRoleNotAssigned>必须分配 {0} 的职位才能开始此仪式。</CantStartRitualRoleNotAssigned>
|
||||
<!-- EN: There is nobody to convert to {0}. You need a colonist, prisoner, or slave of a different ideoligion. -->
|
||||
<CantStartRitualNoConvertee>没有人可以转化为 {0}。 你需要一个不同文化形态的殖民者、囚犯或奴隶。</CantStartRitualNoConvertee>
|
||||
<CantStartRitualNoConvertee>没有人可以教化为 {0}。 你需要一个不同文化形态的殖民者、囚犯或奴隶。</CantStartRitualNoConvertee>
|
||||
<!-- EN: {PAWN_nameDef} cannot be {ROLE}. -->
|
||||
<CantStartRitualSelectedPawnCannotBeRole>{PAWN_nameDef} 不能是 {ROLE}。 </CantStartRitualSelectedPawnCannotBeRole>
|
||||
<!-- EN: {PAWN_nameDef} must be a {IDEO_memberName}. -->
|
||||
|
@ -73,7 +73,7 @@
|
||||
<!-- EN: Target ideoligion -->
|
||||
<IdeoConversionTarget>目标文化</IdeoConversionTarget>
|
||||
<!-- EN: The ideoligion your wardens will attempt to convert this prisoner to. -->
|
||||
<IdeoConversionTargetDesc>狱卒试图将此囚犯转化为的文化形态。</IdeoConversionTargetDesc>
|
||||
<IdeoConversionTargetDesc>狱卒试图教化此囚犯归化此文化形态。</IdeoConversionTargetDesc>
|
||||
|
||||
<!-- Social -->
|
||||
<!-- EN: Change per day due to mood -->
|
||||
@ -87,9 +87,9 @@
|
||||
<!-- EN: Changing roles requires a role change ritual. Select any ritual spot or altar and press 'Begin role change'. -->
|
||||
<RoleAssignmentTip>变更职位需要进行职位变更仪式,选择一个仪式举办点或者祭坛并点击「开始职位变更」。</RoleAssignmentTip>
|
||||
<!-- EN: Conversion attempts will be weaker because of trait/meme agreement -->
|
||||
<ConversionWeakerDueToTraitAgreements>由于特征/模因的一致性,转化尝试将会更弱</ConversionWeakerDueToTraitAgreements>
|
||||
<ConversionWeakerDueToTraitAgreements>由于特征/模因的一致性,教化尝试将会更弱</ConversionWeakerDueToTraitAgreements>
|
||||
<!-- EN: Conversion attempts will be stronger because of trait/meme conflict -->
|
||||
<ConversionStrongerDueToTraitAgreements>由于特征/模因冲突,转化尝试会更强烈</ConversionStrongerDueToTraitAgreements>
|
||||
<ConversionStrongerDueToTraitAgreements>由于特征/模因冲突,教化尝试会更强烈</ConversionStrongerDueToTraitAgreements>
|
||||
|
||||
<!-- EN: Cut -->
|
||||
<Cut>割破</Cut>
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
<!-- Convert ideo attempt -->
|
||||
<!-- EN: Conversion -->
|
||||
<LetterLabelConvertIdeoAttempt_Success>转化</LetterLabelConvertIdeoAttempt_Success>
|
||||
<LetterLabelConvertIdeoAttempt_Success>教化</LetterLabelConvertIdeoAttempt_Success>
|
||||
<!-- EN: {INITIATOR_nameDef} has successfully turned {RECIPIENT_nameDef} away from {OLDIDEO_name} and towards {IDEO_name}. -->
|
||||
<LetterConvertIdeoAttempt_Success>{INITIATOR_nameDef} 已成功将 {RECIPIENT_nameDef} 从 {OLDIDEO_name} 转向 {IDEO_name}。</LetterConvertIdeoAttempt_Success>
|
||||
|
||||
@ -66,7 +66,7 @@
|
||||
|
||||
<!-- Ideo misc -->
|
||||
<!-- EN: {PAWN_pronoun}'s speech converted following people to {IDEO} -->
|
||||
<LetterSpeechConvertedListeners>{PAWN_pronoun}的演讲将以下人转化为{IDEO}</LetterSpeechConvertedListeners>
|
||||
<LetterSpeechConvertedListeners>{PAWN_pronoun}的演讲将以下人教化为{IDEO}</LetterSpeechConvertedListeners>
|
||||
|
||||
<!-- EN: {0} rituals activated -->
|
||||
<LetterTitleObligationsActivated>{0} 仪式已激活</LetterTitleObligationsActivated>
|
||||
@ -82,7 +82,7 @@
|
||||
<!-- EN: Bond(s) removed -->
|
||||
<LetterBondRemoved>牵绊移除</LetterBondRemoved>
|
||||
<!-- EN: {PAWN_nameDef} has converted to {IDEO}. Since {IDEO} disapproves of bonding with animals, {PAWN_pronoun} has renounced {PAWN_possessive} bonds with the following animals:\n\n{BONDS} -->
|
||||
<LetterBondRemovedDesc>{PAWN_nameDef}已转化为{IDEO}。 由于{IDEO}不赞成与动物建立牵绊, {PAWN_pronoun}放弃了{pawn_possession}牵绊动物:\n\n{BONDS}</LetterBondRemovedDesc>
|
||||
<LetterBondRemovedDesc>{PAWN_nameDef}已教化为{IDEO}。 由于{IDEO}不赞成与动物建立牵绊, {PAWN_pronoun}放弃了{pawn_possession}牵绊动物:\n\n{BONDS}</LetterBondRemovedDesc>
|
||||
|
||||
<!-- Slave will -->
|
||||
<!-- EN: Enslaved -->
|
||||
|
@ -105,7 +105,7 @@
|
||||
<!-- EN: Click to edit -->
|
||||
<ClickToEdit>点击编辑</ClickToEdit>
|
||||
<!-- EN: Leader title -->
|
||||
<LeaderTitle>领导称谓</LeaderTitle>
|
||||
<LeaderTitle>领袖称谓</LeaderTitle>
|
||||
<!-- EN: Deity name -->
|
||||
<DeityName>神明名讳</DeityName>
|
||||
<!-- EN: Deity title -->
|
||||
@ -133,7 +133,7 @@
|
||||
<!-- EN: all -->
|
||||
<All>全部</All>
|
||||
<!-- EN: Relics are objects of spiritual or ideological significance. They can be discovered by completing long and dangerous quests. A relic can be installed in a reliquary to attract pilgrims, enhance rituals, and strengthen an ideoligion's ability to convert outsiders. -->
|
||||
<RelicTip>圣物是具有精神或文化形态意义的物品。他们可以通过完成漫长而危险的任务而被发现。一件圣物可以安装在圣物展台中,以吸引朝圣者,加强仪式,并加强文化形态信徒转化外人的能力。</RelicTip>
|
||||
<RelicTip>圣物是具有精神或文化形态意义的物品。他们可以通过完成漫长而危险的任务而被发现。一件圣物可以安装在圣物展台中,以吸引朝圣者,加强仪式,并加强文化形态信徒教化外人的能力。</RelicTip>
|
||||
<!-- EN: animal -->
|
||||
<Animal>动物</Animal>
|
||||
<!-- EN: Venerated animals -->
|
||||
@ -197,7 +197,7 @@
|
||||
<!-- EN: How to get development points -->
|
||||
<FluidIdeoTipGetPoints>如何获取发展点数</FluidIdeoTipGetPoints>
|
||||
<!-- EN: Convert someone to your ideoligion -->
|
||||
<FluidIdeoTipGetPoinsByConversion>转化其他人为你的文化形态</FluidIdeoTipGetPoinsByConversion>
|
||||
<FluidIdeoTipGetPoinsByConversion>教化其他人为你的文化形态</FluidIdeoTipGetPoinsByConversion>
|
||||
|
||||
<!-- EN: {0} unlocks things which you cannot build because they require memes that none of your people believe -->
|
||||
<ResearchProjectHasDefsWithMissingMemes>因为没有人认可相应的模因, {0} 解锁了你无法建造的东西</ResearchProjectHasDefsWithMissingMemes>
|
||||
|
@ -18,9 +18,9 @@
|
||||
<!-- 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>
|
||||
<MessageFailedConvertIdeoAttempt>{INITIATOR_nameDef} 尝试将 {RECIPIENT_nameDef} 教化为 {INITIATOR_possessive} 文化形态。{RECIPIENT_nameDef} 的认可度已从 {CERTAINTYBEFORE} 降至 {CERTAINTYAFTER}。 {RECIPIENT_pronoun} 对教化尝试表示不满。</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>
|
||||
<MessageFailedConvertIdeoAttemptSocialFight>{PAWN1_nameDef} 试图将 {PAWN2_nameDef} 教化为 {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. -->
|
||||
@ -65,7 +65,7 @@
|
||||
<!-- 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>
|
||||
<MessageNoWardenOfIdeo>没有{MEMBERNAME}狱卒来教化{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}. -->
|
||||
|
@ -176,11 +176,11 @@
|
||||
<li>questDescription->[approachInfo] [claimInfo] [asker_nameDef] 请求你允许在 [map_definite] 待上 [questDurationTicks_duration] 来让[lodgersPronoun]能够重整旗鼓。\n\n作为回报, [lodgersPronoun] [offer] 在此期间内免费为你工作和战斗。\n\n[joinInfo] [lodgersPronoun] 可能会在过后酬谢你对[lodgersObjective]的帮助 —— 但你没有办法知晓[lodgersPossessive]的真实意图。\n\n[travelerInfo] 不属于任何派系。 如果你愿意,你可以选择杀害、逮捕、出售或者采割[lodgersObjective], 并且不会产生任何外交后果。</li>
|
||||
<li>approachInfo(lodgerCount==1)->名叫[asker_nameDef]的绝望的[faction_pawnSingular]正在靠近。</li>
|
||||
<li>approachInfo(lodgerCount==2)->[asker_nameDef]和其他绝望的[faction_pawnSingular]正在靠近。</li>
|
||||
<li>approachInfo(lodgerCount>=3)->[lodgerCount]名绝望的[faction_pawnsPlural]正在靠近, 他们的领导者是[asker_nameDef]。</li>
|
||||
<li>approachInfo(lodgerCount>=3)->[lodgerCount]名绝望的[faction_pawnsPlural]正在靠近, 他们的领袖是[asker_nameDef]。</li>
|
||||
<li>claimInfo(lodgerCount==1)->[asker_nameDef] 声称[asker_possessive]在最近一次袭击中失去了家园。</li>
|
||||
<li>claimInfo(lodgerCount==1)->[asker_nameDef] 声称自己孤零零地从一个冷冻休眠舱中醒来。</li>
|
||||
<li>claimInfo(lodgerCount==1)->[asker_nameDef] 声称被[asker_possessive]前情人从家中赶了出来。</li>
|
||||
<li>claimInfo(lodgerCount==1)->[asker_nameDef] 声称因为和社区领导争吵被驱逐。</li>
|
||||
<li>claimInfo(lodgerCount==1)->[asker_nameDef] 声称因为和社区领袖争吵被驱逐。</li>
|
||||
<li>claimInfo(lodgerCount>=2)->他们声称在最近一次袭击中失去了家园。</li>
|
||||
<li>claimInfo(lodgerCount>=2)->他们声称逃离了器官采割手术。</li>
|
||||
<li>claimInfo(lodgerCount>=2)->他们说他们是从一个奴隶商队中逃出来的。</li>
|
||||
|
@ -21,7 +21,7 @@
|
||||
<!-- EN: Use psytrainer to learn {0} psycast -->
|
||||
<PsycastNeurotrainerUseLabel>使用心灵训练器来学习{0}心灵能力</PsycastNeurotrainerUseLabel>
|
||||
<!-- EN: A one-use super-dose of mechanites which trains a specific psychic power.\n\nThe dose is administered through the orbit of the eye. Once released into the brain, the mechanites form knowledge of a specific ability, transmuting themselves into neural tissue as needed.\n\n{PSYCAST_label}\n\n{PSYCASTDESCRIPTION} -->
|
||||
<PsycastNeurotrainerDescription>一次性使用的超剂量机械液可训练特定的心灵能力。\n\n该药剂是通过眼眶给药的。一旦进入到大脑中,这些机械分子就形成了一种特定的心灵能力的知识,并根据需要将其转化为神经组织。\n\n{PSYCAST_label}\n\n{PSYCASTDESCRIPTION}</PsycastNeurotrainerDescription>
|
||||
<PsycastNeurotrainerDescription>一次性使用的超剂量机械液可训练特定的心灵能力。\n\n该药剂是通过眼眶给药的。一旦进入到大脑中,这些机械分子就形成了一种特定的心灵能力的知识,并根据需要将其固化为神经组织。\n\n{PSYCAST_label}\n\n{PSYCASTDESCRIPTION}</PsycastNeurotrainerDescription>
|
||||
<!-- EN: {USER_labelShort} used neurotrainer to learn the {1} power. -->
|
||||
<AbilityNeurotrainerUsed>{USER_labelShort}使用神经训练器学会了{1}的心灵能力。</AbilityNeurotrainerUsed>
|
||||
<!-- EN: Requires psylink -->
|
||||
|
Loading…
Reference in New Issue
Block a user