typos fix

This commit is contained in:
VaniatD 2021-07-27 08:25:30 +08:00
parent 3ff0aecba7
commit b0d8863550
16 changed files with 96 additions and 49 deletions

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@ -9,7 +9,7 @@
<!-- EN: Ideology -->
<Ideology.label>文化</Ideology.label>
<!-- 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. -->
<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身份,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>
<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>
<!-- EN: Royalty -->
<Royalty.label>皇权</Royalty.label>

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<AnimalFemaleYoung>未成年雌性</AnimalFemaleYoung>
<!-- EN: Pregnant -->
<AnimalPregnant>怀孕</AnimalPregnant>
<!-- EN: Bonded -->
<AnimalBonded>牵绊</AnimalBonded>
<!-- EN: Slaughter -->
<AllowSlaughterPregnant>屠宰</AllowSlaughterPregnant>
<AllowSlaughter>屠宰</AllowSlaughter>
<!-- EN: The animal to be automatically slaughtered. -->
<AutoSlaugtherHeaderTooltipLabel>将被自动宰杀的动物。</AutoSlaugtherHeaderTooltipLabel>
@ -1154,6 +1156,10 @@
<AutoSlaughterHeaderTooltipCurrentPregnant>畜群中目前怀孕的雌性数量。</AutoSlaughterHeaderTooltipCurrentPregnant>
<!-- EN: Allow pregnant animals to be slaughtered along with other females of the same species. -->
<AutoSlaughterHeaderTooltipAllowSlaughterPregnant>允许怀孕的动物与同一物种的其他雌性动物一起被宰杀。</AutoSlaughterHeaderTooltipAllowSlaughterPregnant>
<!-- EN: The current number of bonded animals in the colony. -->
<AutoSlaughterHeaderTooltipCurrentBonded>殖民地当前产生牵绊的动物总数。</AutoSlaughterHeaderTooltipCurrentBonded>
<!-- EN: Allow bonded animals to be slaughtered. -->
<AutoSlaughterHeaderTooltipAllowSlaughterBonded>允许宰杀牵绊动物。</AutoSlaughterHeaderTooltipAllowSlaughterBonded>
<!-- EN: Click to set an animal count limit. -->
<AutoSlaughterTooltipSetLimit>点击设置动物数量限制。</AutoSlaughterTooltipSetLimit>

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@ -458,6 +458,13 @@
<!-- EN: The number of game years until the wealth-independent mode reaches its maximum threat level.\n\nNote that the storyteller will still scale threats according to colonist count and a variety of other factors. -->
<Difficulty_FixedWealthTimeFactor_Info>在固定财富模式下,达到最大威胁等级所需的游戏年数。\n\n注意故事叙述者依然会根据殖民者数量和其他各种因素来调整威胁强度。</Difficulty_FixedWealthTimeFactor_Info>
<!-- EN: Ideology -->
<DifficultyIdeologySection>文化形态</DifficultyIdeologySection>
<!-- EN: Low pop conversion boost -->
<Difficulty_LowPopConversionBoost_Label>低人口转化补正</Difficulty_LowPopConversionBoost_Label>
<!-- 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. -->
<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>
<!-- Site select -->
<!-- EN: Select starting site -->
<SelectStartingSite>选择初始着陆点</SelectStartingSite>

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<LanguageData>
<!-- EN: role -->
<IdeoRole.label>身份</IdeoRole.label>
<IdeoRole.label>职位</IdeoRole.label>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: Rough living -->
<RoughLiving.label>艰苦朴素</RoughLiving.label>
</LanguageData>

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<LanguageData>
<!-- EN: idealized -->
<Pain_Idealized.label>理想</Pain_Idealized.label>
<Pain_Idealized.label>理想</Pain_Idealized.label>
<!-- EN: To experience nerve-singing pain is a mark of morality. -->
<Pain_Idealized.description>经历痛苦是道德标志。</Pain_Idealized.description>
<!-- EN: Pain -->

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: welcomed -->
<RoughLiving_Welcomed.label>接纳</RoughLiving_Welcomed.label>
<!-- EN: We don't need to separate ourselves from the roughness of nature. -->
<RoughLiving_Welcomed.description>我们不需要把自身和自然生硬地区分开。</RoughLiving_Welcomed.description>
</LanguageData>

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<LanguageData>
<!-- EN: four or fewer -->
<SpouseCount_Female_MaxFour.label>四个或更少</SpouseCount_Female_MaxFour.label>
<SpouseCount_Female_MaxFour.label>最多四个</SpouseCount_Female_MaxFour.label>
<!-- EN: Women may have up to four spouses. -->
<SpouseCount_Female_MaxFour.description>女性最多可以拥有四个配偶。</SpouseCount_Female_MaxFour.description>
<!-- EN: three or fewer -->
<SpouseCount_Female_MaxThree.label>三个或更少</SpouseCount_Female_MaxThree.label>
<SpouseCount_Female_MaxThree.label>最多三个</SpouseCount_Female_MaxThree.label>
<!-- EN: Women may have up to three spouses. -->
<SpouseCount_Female_MaxThree.description>女性最多可以拥有三个配偶。</SpouseCount_Female_MaxThree.description>
<!-- EN: two or fewer -->
<SpouseCount_Female_MaxTwo.label>两个或更少</SpouseCount_Female_MaxTwo.label>
<SpouseCount_Female_MaxTwo.label>最多两个</SpouseCount_Female_MaxTwo.label>
<!-- EN: Women may have up to two spouses. -->
<SpouseCount_Female_MaxTwo.description>女性最多可以拥有两个配偶。</SpouseCount_Female_MaxTwo.description>
@ -22,17 +22,17 @@
<SpouseCount_Female_Unlimited.description>女性可依据自身意愿拥有多个配偶。</SpouseCount_Female_Unlimited.description>
<!-- EN: four or fewer -->
<SpouseCount_Male_MaxFour.label>四个或更少</SpouseCount_Male_MaxFour.label>
<SpouseCount_Male_MaxFour.label>最多四个</SpouseCount_Male_MaxFour.label>
<!-- EN: Men may have up to four spouses. -->
<SpouseCount_Male_MaxFour.description>男性最多可以拥有四个配偶。</SpouseCount_Male_MaxFour.description>
<!-- EN: three or fewer -->
<SpouseCount_Male_MaxThree.label>三个或更少</SpouseCount_Male_MaxThree.label>
<SpouseCount_Male_MaxThree.label>最多三个</SpouseCount_Male_MaxThree.label>
<!-- EN: Men may have up to three spouses. -->
<SpouseCount_Male_MaxThree.description>男性最多可以拥有三个配偶。</SpouseCount_Male_MaxThree.description>
<!-- EN: two or fewer -->
<SpouseCount_Male_MaxTwo.label>两个或更少</SpouseCount_Male_MaxTwo.label>
<SpouseCount_Male_MaxTwo.label>最多两个</SpouseCount_Male_MaxTwo.label>
<!-- EN: Men may have up to two spouses. -->
<SpouseCount_Male_MaxTwo.description>男性最多可以拥有两个配偶。</SpouseCount_Male_MaxTwo.description>

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<!-- EN: To begin the ritual, select a focus object and click the 'Begin {RITUAL_label}' command. The following are valid focus objects:\n{1} -->
<RitualTargetsExplanation>为了开始一个仪式,用鼠标选中一个媒介并且点击「开始{RITUAL_label}」命令。 以下是可用的媒介:\n{1}</RitualTargetsExplanation>
<!-- EN: Following roles have a part in {RITUAL_label}:\n{1} -->
<RitualRolesExplanation>以下身份是{RITUAL_label}的一部分:\n{1}</RitualRolesExplanation>
<RitualRolesExplanation>以下职位是{RITUAL_label}的一部分:\n{1}</RitualRolesExplanation>
<!-- EN: Click to jump to targets -->
<RitualJumpToTargets>点击以跳转到目标</RitualJumpToTargets>
<!-- EN: Delaying {RITUAL_labelDef} will have following effects -->
@ -38,7 +38,7 @@
<!-- EN: {0} days: {1} mood on all {2}s. -->
<RitualObligationDelayEffectDesc>{0}天:每个{2}获得{1}心情。</RitualObligationDelayEffectDesc>
<!-- EN: In order to perform {0} you need to fill these roles -->
<RitualUnfilledRoles>你需要指定以下身份来举行{0}</RitualUnfilledRoles>
<RitualUnfilledRoles>你需要指定以下职位来举行{0}</RitualUnfilledRoles>
<!-- EN: {0} desired -->
<IdeoBuildingMissing>需求:{0}</IdeoBuildingMissing>
@ -60,11 +60,11 @@
<QuestPartRaidsDelayDesc>袭击将在{0}后到来\n\n 袭击者的目的是寻找并摧毁此。保护它,直到你的殖民者把其电脑内部的数据提取出来为止。</QuestPartRaidsDelayDesc>
<!-- EN: {0} role unfilled -->
<IdeoRoleEmpty>{0}身份未被分配</IdeoRoleEmpty>
<IdeoRoleEmpty>{0}职位未被分配</IdeoRoleEmpty>
<!-- EN: {0} roles unfilled -->
<IdeoRolesEmpty>{0}身份未被分配</IdeoRolesEmpty>
<IdeoRolesEmpty>{0}职位未被分配</IdeoRolesEmpty>
<!-- EN: These roles are not filled:\n{0}\n\nYou can assign someone a role on their Social tab.\n\nIf these roles remain empty, the following people will be unhappy -->
<IdeoRolesEmptyDesc>身份未被分配: \n {0} \n \n 你可以在某人的社交栏指定其身份。\n\n 如果身份仍未被分配,以下人员将不开心</IdeoRolesEmptyDesc>
<IdeoRolesEmptyDesc>职位未被分配:\n{0}\n\n你可以在某人的社交栏指定其职位。\n\n如果职位仍未被分配,以下人员将不开心</IdeoRolesEmptyDesc>
<!-- EN: Security threats activated in {0} -->
<AncientAltarThreatsWaking>安全协议将在{0}内激活</AncientAltarThreatsWaking>

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<RoomRequirements>房间要求</RoomRequirements>
<!-- EN: role -->
<Role>身份</Role>
<Role>职位</Role>
<!-- EN: Assign role -->
<ChooseRole>分配身份</ChooseRole>
<ChooseRole>分配职位</ChooseRole>
<!-- EN: No role assigned -->
<NoRoleAssigned>未分配身份</NoRoleAssigned>
<NoRoleAssigned>未分配职位</NoRoleAssigned>
<!-- EN: You're about to assign the role of {ROLE_labelDef} to {PAWN_labelShort}. -->
<ChooseRoleConfirmAssign>您将会把 {ROLE_labelDef} 的身份分配给 {PAWN_labelShort}。</ChooseRoleConfirmAssign>
<ChooseRoleConfirmAssign>您将会把 {ROLE_labelDef} 的职位分配给 {PAWN_labelShort}。</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} 目前担任此身份,如果失去它将不高兴。</ChooseRoleConfirmAssignReplace>
<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} 目前持有的 {ROLE_label} 的身份,如果失去它将会很不高兴。</ChooseRoleConfirmAssignHasOtherRole>
<ChooseRoleConfirmAssignHasOtherRole>{PAWN_labelShort} 目前持有的 {ROLE_label} 的职位,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。这将使 {PAWN_labelShort} 从 {OTHERROLE_labelDef} 身份中消失,这将使 {PAWN_objective} 感到心烦。</ChooseRoleConfirmAssignReplaceLeader>
<ChooseRoleConfirmAssignReplaceLeader>只能有一个领导者。这将使 {PAWN_labelShort} 从 {OTHERROLE_labelDef} 职位中消失,这将使 {PAWN_objective} 感到心烦。</ChooseRoleConfirmAssignReplaceLeader>
<!-- EN: You're about to dismiss {PAWN_labelShort} from the role of {ROLE_labelIndef}. This will upset {PAWN_objective}. -->
<ChooseRoleConfirmUnassign>您将从 {ROLE_labelIndef} 的身份中解除 {PAWN_labelShort}。这将扰乱 {PAWN_objective}。</ChooseRoleConfirmUnassign>
<ChooseRoleConfirmUnassign>您将从 {ROLE_labelIndef} 的职位中解除 {PAWN_labelShort}。这将扰乱 {PAWN_objective}。</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>这个 {ROLE_label} 身份需要以下服装</ChooseRoleListApparelDemands>
<ChooseRoleListApparelDemands>这个 {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身份</ChooseRoleHint>
<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>解锁的身份</MemeUnlocksRoles>
<MemeUnlocksRoles>解锁的职位</MemeUnlocksRoles>
<!-- EN: Unlocked rituals -->
<MemeUnlocksRituals>解锁的仪式</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} 无法执行 {ROLE_label} 身份所需的工作。如果您选择赋予 {PAWN_objective} 这个身份{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>
<ChooseRoleRequiredWorkTagsDisabled>警告:{PAWN_nameDef} 无法执行 {ROLE_label} 职位所需的工作。如果您选择赋予 {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} 禁止为身份增加服装要求。</CannotNotAddRoleApparelDueToMeme>
<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>
@ -186,6 +188,8 @@
<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 -->

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<!-- EN: {0} is already participating in a ritual. -->
<CantStartRitualTargetIsAlreadyInRitual>{0} 已经在参加仪式。 </CantStartRitualTargetIsAlreadyInRitual>
<!-- EN: You must assign the role of {0} in order to start this ritual. -->
<CantStartRitualRoleNotAssigned>您必须分配 {0} 的身份才能开始此仪式。</CantStartRitualRoleNotAssigned>
<CantStartRitualRoleNotAssigned>您必须分配 {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>没有人可以转换为 {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}. -->
@ -62,6 +62,8 @@
<FactionOrIdeoIncompatible>不相容</FactionOrIdeoIncompatible>
<!-- EN: cannot be worn with assigned apparel -->
<BodyPartAlreadyCovered>不能与指定的服装搭配</BodyPartAlreadyCovered>
<!-- EN: already assigned -->
<AlreadyAssigned>已经指定</AlreadyAssigned>
<!-- EN: People are pleased when their apparel requirements are fulfilled, and unhappy when they are violated. -->
<NoteRoleApparelRequirementEffects>当他们的衣着要求得到满足时,便会感到高兴;若他们的衣着要求遭到拒绝时,则会感到不悦。</NoteRoleApparelRequirementEffects>
<!-- EN: supercharge not ready -->
@ -118,7 +120,7 @@
<NoWardenOfIdeo>没有{MEMBERNAME}狱卒</NoWardenOfIdeo>
<!-- EN: Remove current role -->
<RemoveCurrentRole>移除当前身份</RemoveCurrentRole>
<RemoveCurrentRole>移除当前职位</RemoveCurrentRole>
<!-- EN: Enter biosculpter pod -->
<EnterBiosculpterPod>进入塑形舱</EnterBiosculpterPod>

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<!-- EN: {PAWN_nameDef}'s certainty in {IDEO_name} -->
<CertaintyInIdeo>{PAWN_nameDef} 在 {IDEO_name} 中的认可度</CertaintyInIdeo>
<!-- EN: A special status this person holds in their ideoligion. If you change or take away this role, they will become unhappy. -->
<RoleDesc>这个人在他们的文化中拥有特殊的地位。如果你改变或取消这个身份,他们会变得不开心。</RoleDesc>
<RoleDesc>这个人在他们的文化中拥有特殊的地位。如果你改变或取消这个职位,他们会变得不开心。</RoleDesc>
<!-- EN: Conversion attempts will be weaker because of trait/meme agreement -->
<ConversionWeakerDueToTraitAgreements>由于特征/模因的一致性,转换尝试将会更弱</ConversionWeakerDueToTraitAgreements>
<!-- EN: Conversion attempts will be stronger because of trait/meme conflict -->

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<!-- Ideo role -->
<!-- EN: {0} role activated -->
<LetterLabelRoleActive>{0}身份可用</LetterLabelRoleActive>
<LetterLabelRoleActive>{0}职位可用</LetterLabelRoleActive>
<!-- EN: The number of {0}s in your colony has reached {1}. You can now assign the role of {ROLE_labelDef} to one of your colonists.\n\nTo assign a role, select a colonist, go to their 'Social' tab and press the 'Choose role' button. -->
<LetterLabelRoleActiveDesc>您群体中的 {0} 数量已达到 {1}。你现在可以将 {ROLE_labelDef} 的身份分配给您的一名殖民者。\n\n要分配身份请选择一名殖民者转到他们的“社交”选项卡然后按“选择身份”按钮。</LetterLabelRoleActiveDesc>
<LetterLabelRoleActiveDesc>您群体中的 {0} 数量已达到 {1}。你现在可以将 {ROLE_labelDef} 的职位分配给您的一名殖民者。\n\n要分配职位请选择一名殖民者转到他们的“社交”选项卡然后按“选择职位”按钮。</LetterLabelRoleActiveDesc>
<!-- EN: {0} role deactivated -->
<LetterLabelRoleInactive>{0} 个身份已停用 </LetterLabelRoleInactive>
<LetterLabelRoleInactive>{0} 个职位已停用 </LetterLabelRoleInactive>
<!-- EN: Number of {0}s in your colony fell to {1}. {ROLE_labelDef} role is no longer active. This role will become available once again when the number of {0}s reaches {2}. -->
<LetterLabelRoleInactiveDesc>您的群体中的 {0} 数量下降到 {1}。 {ROLE_labelDef} 身份不再活跃。当 {0} 的数量达到 {2} 时,此身份将再次可用。</LetterLabelRoleInactiveDesc>
<LetterLabelRoleInactiveDesc>您的群体中的 {0} 数量下降到 {1}。 {ROLE_labelDef} 职位不再活跃。当 {0} 的数量达到 {2} 时,此职位将再次可用。</LetterLabelRoleInactiveDesc>
<!-- EN: {PAWN_labelShort}'s {ROLE_labelIndef} role lost -->
<LetterLabelRoleLost>{PAWN_labelShort} 的 {ROLE_labelIndef} 身份丢失</LetterLabelRoleLost>
<LetterLabelRoleLost>{PAWN_labelShort} 的 {ROLE_labelIndef} 职位丢失</LetterLabelRoleLost>
<!-- EN: {PAWN_labelShort} no longer holds the role of {ROLE_labelIndef}. Reason: -->
<LetterRoleLostDesc>{PAWN_labelShort} 不再担任 {ROLE_labelIndef} 的身份。原因:</LetterRoleLostDesc>
<LetterRoleLostDesc>{PAWN_labelShort} 不再担任 {ROLE_labelIndef} 的职位。原因:</LetterRoleLostDesc>
<!-- EN: {PAWN_pronoun} was unassigned. -->
<LetterRoleLostReasonUnassignedDesc>{PAWN_pronoun} 未分配。</LetterRoleLostReasonUnassignedDesc>
<!-- EN: Role became inactive due to low {0} count. -->
<LetterRoleLostReasonLowBelieversDesc>由于{0}计数低,身份变得不活跃。</LetterRoleLostReasonLowBelieversDesc>
<LetterRoleLostReasonLowBelieversDesc>由于{0}计数低,职位变得不活跃。</LetterRoleLostReasonLowBelieversDesc>
<!-- EN: {PAWN_labelShort} has lost {PAWN_possessive} position as {ROLE_labelDef} because {PAWN_pronoun} abandoned the {OLDIDEO_name}. -->
<LetterRoleLostLetterIdeoChangedPostfix>{PAWN_labelShort}失去了{pawn_possession}作为{ROLE_labelDef}的地位,因为{PAWN_pronoun}放弃了{OLDIDEO_name}。</LetterRoleLostLetterIdeoChangedPostfix>
<!-- EN: {0} skipped. -->
<LetterObligationRoleInactive>{0}跳过。</LetterObligationRoleInactive>
<!-- EN: {0} is the date of the {1}, but since {ROLE_labelDef} role is inactive, the {2}s will skip the {1}. -->
<LetterObligationRoleInactiveDateDesc>{0}是{1}的日期,但是由于{ROLE_labelDef}身份是不活跃的,{2}s将跳过{1}。</LetterObligationRoleInactiveDateDesc>
<LetterObligationRoleInactiveDateDesc>{0}是{1}的日期,但是由于{ROLE_labelDef}职位是不活跃的,{2}s将跳过{1}。</LetterObligationRoleInactiveDateDesc>
<!-- Ideo misc -->
<!-- EN: {PAWN_pronoun}'s speech converted following people to {IDEO} -->

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@ -27,7 +27,7 @@
<!-- EN: Rituals -->
<Rituals>仪式</Rituals>
<!-- EN: Roles -->
<IdeoRoles>身份</IdeoRoles>
<IdeoRoles>职位</IdeoRoles>
<!-- EN: Buildings -->
<IdeoBuildings>建筑</IdeoBuildings>
<!-- EN: Relics -->
@ -95,7 +95,7 @@
<!-- EN: Randomize symbols -->
<RandomizeSymbols>随机化符号</RandomizeSymbols>
<!-- EN: Randomize ideoligion name, icon, narrative, leader title and any other texts like ritual names or role names. This does not affect gameplay elements like memes or precepts. -->
<RandomizeSymbolsTooltip>随机化文化形态名称、图标、叙述、领袖头衔和任何其他文本,如仪式名称或身份名称。这并不会影响像模因或戒律这样的游戏元素。</RandomizeSymbolsTooltip>
<RandomizeSymbolsTooltip>随机化文化形态名称、图标、叙述、领袖头衔和任何其他文本,如仪式名称或职位名称。这并不会影响像模因或戒律这样的游戏元素。</RandomizeSymbolsTooltip>
<!-- EN: Click any element to edit it -->
<ClickAnyElementToEditIt>单击任何元素进行编辑</ClickAnyElementToEditIt>
<!-- EN: Click to edit -->
@ -119,7 +119,7 @@
<!-- EN: Slaves will not do this work -->
<WorkDisabledSlave>奴隶是不会做这项工作的</WorkDisabledSlave>
<!-- EN: Disabled by {0} role -->
<WorkDisabledRole>{0}身份禁用</WorkDisabledRole>
<WorkDisabledRole>因{0}职位被禁用</WorkDisabledRole>
<!-- EN: Affected by traits -->
<AffectedByTraits>受特性影响</AffectedByTraits>
<!-- EN: This is a charity quest. People with charitable beliefs will be affected by its outcome. -->
@ -184,6 +184,8 @@
<IdeoImpactLabel_8>非常强力</IdeoImpactLabel_8>
<!-- EN: extreme -->
<IdeoImpactLabel_9>极端</IdeoImpactLabel_9>
<!-- EN: This was your colony's starting ideoligion. -->
<InitialPlayerIdeo>这是你殖民地的开局文化形态。</InitialPlayerIdeo>
<!-- 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>

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@ -7,6 +7,10 @@
<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. -->
@ -28,12 +32,12 @@
<!-- EN: You need {0} to start the {1}. -->
<MessageNoRequiredRolePawnToBeginRitual>您需要 {0} 才能启动 {1}。</MessageNoRequiredRolePawnToBeginRitual>
<!-- EN: Before starting the {1}, you must assign someone to the role of {0}. -->
<MessageNeedAssignedRoleToBeginRitual>在开始 {1} 之前,您必须将某人分配给 {0} 的身份</MessageNeedAssignedRoleToBeginRitual>
<MessageNeedAssignedRoleToBeginRitual>在开始 {1} 之前,您必须将某人分配给 {0} 的职位</MessageNeedAssignedRoleToBeginRitual>
<!-- EN: {0_labelShort} now holds the role of {1}. -->
<MessageRoleAssigned>{0_labelShort}现在具有{1}的身份</MessageRoleAssigned>
<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}的身份</MessageRoleUnassignedPrisoner>
<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. -->
@ -90,6 +94,8 @@
<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>

View File

@ -79,12 +79,14 @@
<FavoriteColorTooltip>{PAWN_labelShort}的偏爱颜色, 如果穿着的衣服超过{PERCENTAGE}染有此颜色或{PAWN_possessive}文化形态代表色, 会让{PAWN_objective}感到愉悦。\n\n你可以在梳妆台使用染料调整服装颜色。</FavoriteColorTooltip>
<!-- EN: Set ideo color -->
<SetIdeoColor>设置文化代表色</SetIdeoColor>
<!-- EN: Set favorite color -->
<SetFavoriteColor>设置偏好色</SetFavoriteColor>
<!-- EN: Set to favorite color -->
<SetFavoriteColor>设置偏好色</SetFavoriteColor>
<!-- EN: Configure your faction's ideoligion -->
<ConfigureIdeoligion>设置你派系的文化</ConfigureIdeoligion>
<!-- EN: Not enough dye. -->
<NotEnoughDye>染料不足。</NotEnoughDye>
<!-- EN: {PAWN_nameDef} is unwilling to recolor {PAWN_possessive} {APPAREL_labelShort}. -->
<ApparelLockedCannotRecolor>{PAWN_nameDef}不愿意为{PAWN_possessive}{APPAREL_labelShort}重新着色。</ApparelLockedCannotRecolor>
<!-- EN: The colonist will recolor the apparel when dye becomes available. -->
<NotEnoughDyeWillRecolorApparel>殖民者将在染料足够时为服装重新着色。</NotEnoughDyeWillRecolorApparel>
<!-- EN: The colonist will recolor their hair when dye becomes available. -->
@ -132,8 +134,10 @@
<RitualTargetUnconnectedGaruanlenTreeInfo>一棵未共鸣的母树</RitualTargetUnconnectedGaruanlenTreeInfo>
<!-- EN: Already connected to {PAWN_nameDef} -->
<RitualTargetConnectedGauranlenTree>已经与{PAWN_nameDef}共鸣</RitualTargetConnectedGauranlenTree>
<!-- EN: {TREE_definite} has had its connection torn recently. It can connect again in {1}. -->
<RitualTargetConnectionTornGauranlenTree>{TREE_definite}的共鸣被打断了。 它能够在{1}后重新共鸣。</RitualTargetConnectionTornGauranlenTree>
<!-- EN: You need {0} wood for each participant ({2} total). You have {1} wood. -->
<RitualTargeWoodInfo>你需要为每位参与者(最多{2}位)准备{0}数量的木材,你当前的木材储量是{1}</RitualTargeWoodInfo>
<RitualTargeWoodInfo>你需要为每位参与者(最多{2}位)准备{0}数量的木材,你当前的木材储量是{1}</RitualTargeWoodInfo>
<!-- EN: Accuse -->
<Accuse>指控</Accuse>
<!-- EN: {PAWN_labelShort} does not believe in ideoligious scarification and will not like being scarified. -->
@ -255,7 +259,7 @@
<!-- EN: Required apparel -->
<RoleRequiredApparelLabel>需求服装</RoleRequiredApparelLabel>
<!-- EN: Has role in rituals -->
<RoleRitualsLabel>身份的仪式</RoleRitualsLabel>
<RoleRitualsLabel>职位的仪式</RoleRitualsLabel>
<!-- EN: This role becomes active when your faction has {1} {0}. It becomes inactive when your faction has only {3} {2}. -->
<RoleBelieverCountDesc>此角色将在你的派系拥有{1}{0}时可用,将在你的派系只有{3}{2}时不再可用。</RoleBelieverCountDesc>
<!-- EN: Raised by {0} levels. -->