typos fix
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@ -2,6 +2,6 @@
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<LanguageData>
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<!-- EN: changed ideoligion -->
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<ChangedIdeo.label>转变了文化形态</ChangedIdeo.label>
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<ChangedIdeo.label>转化了文化形态</ChangedIdeo.label>
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</LanguageData>
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@ -20,12 +20,12 @@
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</Convert_Success.logRulesInitiator.rulesStrings>
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<!-- EN: convert ideoligion attempt -->
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<ConvertIdeoAttempt.label>尝试转变文化形态</ConvertIdeoAttempt.label>
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<ConvertIdeoAttempt.label>尝试转化文化形态</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]的文化形态转变为[INITIATOR_possessive]自己的文化形态。</li>
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<li>r_logentry->[INITIATOR_nameDef]尝试将[RECIPIENT_nameDef]的文化形态转化为[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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@ -245,7 +245,7 @@
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<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>
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<!-- 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. -->
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<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>
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<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>
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<!-- EN: room impressiveness -->
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<Conversion.comps.0.label>令人难忘的房间</Conversion.comps.0.label>
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<!-- EN: participant count -->
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@ -9,12 +9,12 @@
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<!-- EN: global certainty loss factor -->
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<CertaintyLossFactor.label>全局认可度损失系数</CertaintyLossFactor.label>
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<!-- EN: A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion. -->
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<CertaintyLossFactor.description>试图转变此人文化形态时,此人认可度降低因数。</CertaintyLossFactor.description>
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<CertaintyLossFactor.description>试图转化此人文化形态时,此人认可度降低因数。</CertaintyLossFactor.description>
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<!-- EN: conversion power -->
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<ConversionPower.label>教化能力</ConversionPower.label>
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<!-- 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. -->
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<ConversionPower.description>这个人在使他人转变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>
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<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>
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<!-- EN: melee dodge chance indoors dark -->
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<MeleeDodgeChanceIndoorsDarkOffset.label>近战闪避(室内黑暗环境)</MeleeDodgeChanceIndoorsDarkOffset.label>
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@ -79,6 +79,6 @@
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<!-- EN: ideoligion spread chance -->
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<SocialIdeoSpreadFrequencyFactor.label>文化传播系数</SocialIdeoSpreadFrequencyFactor.label>
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<!-- EN: A multiplier on the chance that this person will try to convert other people to their own ideoligion. -->
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<SocialIdeoSpreadFrequencyFactor.description>这个人将其他人转变为和自己同文化形态的几率乘数。</SocialIdeoSpreadFrequencyFactor.description>
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<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>
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</LanguageData>
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@ -2,7 +2,7 @@
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<LanguageData>
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<!-- EN: conversion resentment -->
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<FailedConvertIdeoAttemptResentment.stages.conversion_resentment.label>怀有怨恨的转变</FailedConvertIdeoAttemptResentment.stages.conversion_resentment.label>
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<FailedConvertIdeoAttemptResentment.stages.conversion_resentment.label>转化怨恨</FailedConvertIdeoAttemptResentment.stages.conversion_resentment.label>
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<!-- EN: Someone tried to convert me. I hate being proselytized this way. -->
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<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>
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@ -221,7 +221,7 @@
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<!-- EN: Choose who to convert to your ideoligion -->
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<ChooseColonistsForIdeoTitle>选择要转化为您的文化形态的人</ChooseColonistsForIdeoTitle>
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<!-- EN: You may convert people to your primary ideoligion when setting up a new colony. -->
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<ChooseColonistsForIdeoDesc>在建立新殖民地时,您可以将人物转变为您的主体文化形态。</ChooseColonistsForIdeoDesc>
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<ChooseColonistsForIdeoDesc>在建立新殖民地时,您可以将人物转化为您的主体文化形态。</ChooseColonistsForIdeoDesc>
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<!-- EN: New Colony -->
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<ChooseThingsForNewColonyTitle>新殖民地</ChooseThingsForNewColonyTitle>
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<!-- EN: Choose which colonists, animals and relics to bring to the new colony. -->
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@ -69,7 +69,7 @@
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<!-- EN: Target ideoligion -->
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<IdeoConversionTarget>目标文化</IdeoConversionTarget>
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<!-- EN: The ideoligion your wardens will attempt to convert this prisoner to. -->
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<IdeoConversionTargetDesc>您的狱卒试图将此囚犯转变为的文化形态。</IdeoConversionTargetDesc>
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<IdeoConversionTargetDesc>您的狱卒试图将此囚犯转化为的文化形态。</IdeoConversionTargetDesc>
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<!-- Social -->
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<!-- EN: Change per day due to mood -->
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@ -66,7 +66,7 @@
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<!-- Ideo misc -->
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<!-- EN: {PAWN_pronoun}'s speech converted following people to {IDEO} -->
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<LetterSpeechConvertedListeners>{PAWN_pronoun}的演讲将以下人转变为{IDEO}</LetterSpeechConvertedListeners>
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<LetterSpeechConvertedListeners>{PAWN_pronoun}的演讲将以下人转化为{IDEO}</LetterSpeechConvertedListeners>
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<!-- EN: {0} rituals activated -->
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<LetterTitleObligationsActivated>{0} 仪式已激活</LetterTitleObligationsActivated>
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@ -82,7 +82,7 @@
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<!-- EN: Bond(s) removed -->
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<LetterBondRemoved>牵绊移除</LetterBondRemoved>
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<!-- 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} -->
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<LetterBondRemovedDesc>{PAWN_nameDef}已转变为{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>
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<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>
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<!-- Slave will -->
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<!-- EN: Enslaved -->
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@ -129,7 +129,7 @@
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<!-- EN: all -->
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<All>全部</All>
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<!-- 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. -->
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<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变外人的能力。</RelicTip>
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<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>
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<!-- EN: animal -->
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<Animal>动物</Animal>
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<!-- EN: Venerated animals -->
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