330 lines
23 KiB
XML
330 lines
23 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<LanguageData>
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<!-- Misc -->
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<!-- EN: Trading animal products bonus -->
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<TradingAnimalProduceBonus>交易动物产品奖励</TradingAnimalProduceBonus>
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<!-- EN: Slaves -->
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<SlavesSection>奴隶</SlavesSection>
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<!-- EN: dominant style -->
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<DominantStyle>主流风格</DominantStyle>
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<!-- EN: Date -->
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<Date>日期</Date>
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<!-- EN: The following development points will be awarded depending on the ritual outcome -->
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<RitualDevelopmentPointRewards>根据仪式的结果,将授予发展点数</RitualDevelopmentPointRewards>
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<!-- EN: Use global style -->
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<UseGlobalStyle>使用全局风格</UseGlobalStyle>
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<!-- EN: No style variations available -->
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<NoStylesAvailable>没有可用的风格样式</NoStylesAvailable>
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<!-- EN: Choose the symbolic structure of your ideoligion. This only affects symbols - it does not affect gameplay. -->
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<ChooseStructureMemesInfo>选择你的文化形态的象征结构。这只会影响符号 —— 它不会影响游戏玩法。</ChooseStructureMemesInfo>
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<!-- EN: Choose {0}-{1} memes to form the foundational ideas of this ideoligion. -->
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<ChooseNormalMemesInfo>选择 {0}-{1} 个模因来形成这个文化形态的基本思想。</ChooseNormalMemesInfo>
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<!-- EN: Choose at least {0} meme. -->
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<NotEnoughMemes>最少选择 {0} 个模因。</NotEnoughMemes>
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<!-- EN: Choose at most {0} memes. -->
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<TooManyMemes>最多选择 {0} 个模因。</TooManyMemes>
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<!-- EN: Choose structure. -->
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<ChooseStructureMeme>选择结构。</ChooseStructureMeme>
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<!-- EN: {0_label} and {1_label} are incompatible. -->
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<IncompatibleMemes>{0_label} 与 {1_label} 不相容。</IncompatibleMemes>
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<!-- EN: Some of these have much more gameplay impact than others. -->
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<SomeMemesHaveMoreImpact>部分模因对游戏玩法的影响比其他的要大得多。</SomeMemesHaveMoreImpact>
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<!-- EN: Choose one meme to form the initial idea of this ideoligion. You will add more memes as the ideoligion develops over time. -->
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<ChooseNormalMemesFluidIdeoInfo>选择一个模因来形成这个文化的初始思想。你可以随着时间发展文化来添加更多的模因。</ChooseNormalMemesFluidIdeoInfo>
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<!-- EN: Choose a meme or remove a meme. -->
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<ChooseOrRemoveMeme>选择或移除一个模因。</ChooseOrRemoveMeme>
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<!-- EN: Reset changes -->
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<ReformIdeoResetChanges>重置</ReformIdeoResetChanges>
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<!-- EN: Choose {0} meme. -->
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<NotEnoughMemesFluidIdeo>选择模因x{0}</NotEnoughMemesFluidIdeo>
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<!-- EN: {0} will re-randomize any precepts you have edited.\n\nDo you wish to continue? -->
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<ChangesRandomizePrecepts>{0} 会打乱你编辑过的一些戒律。\n\n你希望继续吗?</ChangesRandomizePrecepts>
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<!-- EN: The following precepts are incompatible with this new meme selection and will be removed:\n\n{0}\n\nDo you wish to continue? -->
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<ChangesRemovePrecepts>与新模因冲突的戒律将会被移除:\n\n{0}\n\n你想要继续吗?</ChangesRemovePrecepts>
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<!-- EN: Room requirements -->
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<RoomRequirements>房间要求</RoomRequirements>
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<!-- EN: The ideoligion you are loading has memes that are incompatible with a new fluid ideoligion and its memes will need to be chosen again (fluid ideoligions may only start with one low-impact meme). -->
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<ConfirmChangeMemesForFluidIdeo>你试图加载的文化形态与新的演进文化冲突,必须重新选择它的模因(演进文化必须从一个低影响度模因开始)。</ConfirmChangeMemesForFluidIdeo>
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<!-- EN: The following memes are incompatible -->
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<ConfirmIncompatibleMemes>这些模因是冲突的</ConfirmIncompatibleMemes>
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<!-- EN: Would you like to continue? -->
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<ConfirmChangeMemesForFluidIdeoContinue>你想要继续吗?</ConfirmChangeMemesForFluidIdeoContinue>
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<!-- EN: role -->
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<Role>职位</Role>
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<!-- EN: Assign role -->
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<ChooseRole>分配职位</ChooseRole>
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<!-- EN: Choose new role -->
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<ChooseNewRole>选择职位</ChooseNewRole>
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<!-- EN: No role assigned -->
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<NoRoleAssigned>未分配职位</NoRoleAssigned>
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<!-- EN: Children cannot take on roles -->
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<ChildNoRoleAssigned>儿童无法分配职位</ChildNoRoleAssigned>
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<!-- EN: Remove {0} role -->
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<RemoveRole>移除{0}职位</RemoveRole>
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<!-- EN: You're about to assign the role of {ROLE_labelDef} to {PAWN_labelShort}. -->
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<ChooseRoleConfirmAssign>将为{PAWN_labelShort}指定{ROLE_labelDef}职位。</ChooseRoleConfirmAssign>
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<!-- EN: Are you sure? -->
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<ChooseRoleConfirmAssignPostfix>你确定么?</ChooseRoleConfirmAssignPostfix>
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<!-- EN: {PAWN_labelShort} currently holds this role and will be unhappy to lose it. -->
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<ChooseRoleConfirmAssignReplace>{PAWN_labelShort} 目前担任此职位,如果失去它将不高兴。</ChooseRoleConfirmAssignReplace>
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<!-- EN: {PAWN_labelShort} currently holds the role of {ROLE_label} and will be unhappy to lose it. -->
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<ChooseRoleConfirmAssignHasOtherRole>{PAWN_labelShort}目前保有{ROLE_label}职位,如果失去它将会很不高兴。</ChooseRoleConfirmAssignHasOtherRole>
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<!-- EN: There can be only one leader. This will dismiss {PAWN_labelShort} from their {OTHERROLE_labelDef} role, which will make {PAWN_objective} upset. -->
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<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>
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<!-- EN: You're about to dismiss {PAWN_labelShort} from the role of {ROLE_labelIndef}. This will upset {PAWN_objective}. -->
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<ChooseRoleConfirmUnassign>将解除{PAWN_labelShort}的{ROLE_labelIndef}职位。这将使{PAWN_objective}感到沮丧。</ChooseRoleConfirmUnassign>
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<!-- EN: {PAWN_labelShort} will gain the following abilities -->
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<ChooseRoleListAbilities>{PAWN_labelShort} 将获得以下能力</ChooseRoleListAbilities>
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<!-- EN: The {ROLE_label} role requires the following apparel -->
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<ChooseRoleListApparelDemands>{ROLE_label} 职位需要以下服装</ChooseRoleListApparelDemands>
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<!-- EN: {PAWN_labelShort} will refuse to do these work types -->
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<ChooseRoleListWorkTypeRestrictions>{PAWN_labelShort} 将拒绝做这些工作类型</ChooseRoleListWorkTypeRestrictions>
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<!-- EN: It can sometimes be better to wait until your colony is more established before you assign roles. -->
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<ChooseRoleHint>有时候,最好等到你的殖民地建立起来后再分配职位。</ChooseRoleHint>
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<!-- EN: Unlocked by -->
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<UnlockedByMeme>由模因解锁</UnlockedByMeme>
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<!-- EN: Unlocked roles -->
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<MemeUnlocksRoles>解锁职位</MemeUnlocksRoles>
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<!-- EN: Unlocked rituals -->
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<MemeUnlocksRituals>解锁仪式</MemeUnlocksRituals>
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<!-- 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 -->
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<ChooseRoleRequiredWorkTagsDisabled>警告:{PAWN_nameDef} 无法履行{ROLE_label}职位所需的工作。 如果选择赋予{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>
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<!-- EN: Leader bonus -->
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<YourLeaderTradeBonus>领袖奖励</YourLeaderTradeBonus>
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<!-- EN: The meme {MEME} prevents adding apparel requirements to roles. -->
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<CannotNotAddRoleApparelDueToMeme>模因 {MEME} 禁止为职位增加服装要求。</CannotNotAddRoleApparelDueToMeme>
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<!-- EN: cannot be worn with {0_label} -->
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<CannotBeWornWith>不能与{0_label}一同穿着</CannotBeWornWith>
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<!-- EN: Certainty reduction -->
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<AbilityIdeoConvertBreakdownLabel>认可度减少</AbilityIdeoConvertBreakdownLabel>
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<!-- EN: Using {ABILITY} ability -->
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<AbilityIdeoConvertBreakdownUsingAbility>使用 {ABILITY} 能力</AbilityIdeoConvertBreakdownUsingAbility>
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<!-- EN: {PAWN_labelShort}'s conversion power -->
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<AbilityIdeoConvertBreakdownConversionPower>{PAWN_labelShort} 的教化能力</AbilityIdeoConvertBreakdownConversionPower>
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<!-- EN: {PAWN_labelShort}'s certainty loss factor from {IDEO_name} -->
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<AbilityIdeoConvertBreakdownIdeoCertaintyReduction>来自 {IDEO_name} 的 {PAWN_labelShort} 认可度损失系数。</AbilityIdeoConvertBreakdownIdeoCertaintyReduction>
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<!-- EN: {PAWN_labelShort} is {ROLE_labelDef} -->
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<AbilityIdeoConvertBreakdownRole>{PAWN_labelShort} 是 {ROLE_labelDef}</AbilityIdeoConvertBreakdownRole>
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<!-- EN: Trait {TRAIT} -->
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<AbilityIdeoConvertBreakdownTrait>特性 {TRAIT}</AbilityIdeoConvertBreakdownTrait>
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<!-- EN: {RELICCOUNT} installed relics on map -->
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<AbilityIdeoConvertBreakdownRelic>{RELICCOUNT} 在地图上安装了圣物</AbilityIdeoConvertBreakdownRelic>
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<!-- EN: {PAWN_labelShort}'s social skill -->
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<AbilityIdeoConvertBreakdownSocialSkill>{PAWN_labelShort} 的社交能力 </AbilityIdeoConvertBreakdownSocialSkill>
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<!-- EN: {RECIPIENT_labelShort}'s opinion of {INITIATOR_labelShort} -->
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<AbilityIdeoConvertBreakdownOpinion>{RECIPIENT_labelShort} 对 {INITIATOR_labelShort}的看法</AbilityIdeoConvertBreakdownOpinion>
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<!-- EN: {PAWN_nameDef}'s ideoligion -->
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<AbilityIdeoConvertBreakdownPawnIdeo>{PAWN_nameDef}的文化形态</AbilityIdeoConvertBreakdownPawnIdeo>
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<!-- EN: {MEME} vs {TRAIT} trait -->
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<AbilityIdeoConvertBreakdownMemeVsTrait>{MEME} vs {TRAIT} 特性</AbilityIdeoConvertBreakdownMemeVsTrait>
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<!-- EN: {PAWN_labelShort} was already counselled recently. -->
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<AbilityCantApplyAlreadyCounselled>{PAWN_labelShort}最近已接受了咨询。</AbilityCantApplyAlreadyCounselled>
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<!-- EN: Reform... -->
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<ReformIdeo>改革...</ReformIdeo>
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<!-- EN: Reform ideoligion -->
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<ReformIdeoligion>文化改革</ReformIdeoligion>
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<!-- EN: Reform your ideoligion by changing its structure, memes or style. -->
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<ReformIdeoligionDesc>通过改变结构、模因或者风格来对你的文化进行改革。</ReformIdeoligionDesc>
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<!-- EN: Change styles -->
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<ReformIdeoChangeStyles>改变风格</ReformIdeoChangeStyles>
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<!-- EN: Add or remove a meme -->
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<ReformIdeoAddOrRemoveMeme>添加或移除模因</ReformIdeoAddOrRemoveMeme>
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<!-- EN: Add a meme -->
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<ReformIdeoAddMeme>添加模因</ReformIdeoAddMeme>
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<!-- EN: Choose one -->
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<ReformIdeoChooseOneChange>选择一个</ReformIdeoChooseOneChange>
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<!-- EN: Change structure -->
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<ReformIdeoChangeStructure>改变结构</ReformIdeoChangeStructure>
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<!-- EN: Change any of the following -->
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<ReformIdeoChangeAny>改变以下任意</ReformIdeoChangeAny>
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<!-- EN: The relic {0} will not be venerated by your colonists after reforming this ideoligion. Since the quest '{0}' is searching for this relic, it will be deactivated. -->
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<ReformIdeoRelicHuntQuestEnd>改革文化形态后,你的殖民者将不会再视{0}为圣物。关于寻找{0}的任务将会被取消。</ReformIdeoRelicHuntQuestEnd>
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<!-- EN: The ritual {0} is in progress and will be cancelled. -->
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<ReformIdeoCancelRituals>正在进行中的{0}将会被取消。</ReformIdeoCancelRituals>
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<!-- EN: Do you wish to continue? -->
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<ReformIdeoContinue>你想要继续吗?</ReformIdeoContinue>
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<!-- Slavery -->
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<!-- EN: Slave -->
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<CannotAssignBedToSlave>奴隶</CannotAssignBedToSlave>
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<!-- EN: Colonist -->
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<CannotAssignBedToColonist>殖民者</CannotAssignBedToColonist>
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<!-- EN: Any slave -->
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<AnySlave>任何奴隶</AnySlave>
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<!-- EN: {0_nameDef} refuses to sell people into slavery according to {0_possessive} beliefs. -->
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<NegotiatorWillNotTradeSlaves>{0_nameDef}出于{0_possessive}信仰拒绝将人作为奴隶出售。</NegotiatorWillNotTradeSlaves>
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<!-- EN: The negotiator, {0_nameDef}, will not people into slavery due to {0_possessive} belief in {1}.\n\nNote that {0_nameDef} is willing to ransom someone back to {0_possessive} own faction, but isn't willing to sell someone to a different faction. -->
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<NegotiatorWillNotTradeSlavesTip>谈判者 {0_nameDef} 不会因为{0_possessive}对{1}的信仰而使人们沦为奴隶。\n\n注意:{0_nameDef} 会愿意将某人赎回自己的派系,但不愿意把他人贩卖到别的派系。</NegotiatorWillNotTradeSlavesTip>
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<!-- EN: Last human meat -->
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<LastHumanMeat>最后的人肉</LastHumanMeat>
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<!-- EN: Because of {PAWN_possessive} belief in {IDEO_name}, {PAWN_nameDef} will become unhappy if {PAWN_pronoun} goes more than {DURATION} days without eating human meat. -->
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<LastHumanMeatDesc>由于 {PAWN_possessive} 信奉 {IDEO_name},如果 {PAWN_pronoun} 超过 {DURATION} 天不吃人肉,{PAWN_nameDef} 会变得不高兴。</LastHumanMeatDesc>
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<!-- EN: Executing {PAWN_labelShort} will negatively affect relations with {FACTION_name}. -->
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<ExectueNeutralFactionSlave>执行 {PAWN_labelShort} 将对与 {FACTION_name} 的关系产生负面影响。</ExectueNeutralFactionSlave>
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<!-- EN: You must assign at least one non-slave colonist who can walk. -->
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<CaravanMustHaveAtLeastOneNonSlaveColonist>必须指定至少一名可以行走的非奴隶殖民者。</CaravanMustHaveAtLeastOneNonSlaveColonist>
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<!-- EN: You must leave at least non-slave colonist who can walk. -->
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<SourceCaravanMustHaveAtLeastOneNonSlaveColonist>必须至少留下可以行走的非奴隶殖民者。</SourceCaravanMustHaveAtLeastOneNonSlaveColonist>
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<!-- Style -->
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<!-- EN: Style -->
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<StylePawn>风格</StylePawn>
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<!-- EN: hair -->
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<Hair>头发</Hair>
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<!-- EN: beard -->
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<Beard>胡须</Beard>
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<!-- EN: face tattoo -->
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<TattooFace>面纹</TattooFace>
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<!-- EN: body tattoo -->
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<TattooBody>纹身</TattooBody>
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<!-- EN: apparel color -->
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<ApparelColor>服装颜色</ApparelColor>
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<!-- EN: hair color -->
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<HairColor>发色</HairColor>
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<!-- EN: Show headgear -->
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<ShowHeadgear>展示头饰</ShowHeadgear>
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<!-- EN: Show apparel -->
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<ShowApparel>展示服装</ShowApparel>
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<!-- EN: {PAWN_nameDef} will be unhappy with the following -->
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<PawnUnhappyWithStyleItems>{PAWN_nameDef} 会对以下内容不满意 </PawnUnhappyWithStyleItems>
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<!-- 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. -->
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<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>
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<!-- 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. -->
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<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>
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<!-- EN: {IDEO_memberNamePlural} will be happy if they notice buildings, floors, and art matching this style. -->
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<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>
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<!-- EN: Ideoligion members will be happy if they notice buildings, floors, and art matching this style. -->
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<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>
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<!-- EN: {0} style category affects -->
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<StyleCategoryDetails>{0} 风格影响</StyleCategoryDetails>
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<!-- EN: Overriden by {0} -->
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<OverriddenByStyle>被 {0} 覆盖</OverriddenByStyle>
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<!-- EN: New buildables -->
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<IdeoMakesBuildingBuildable>新的可建造物</IdeoMakesBuildingBuildable>
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<!-- EN: none usable for {PAWN_nameDef} -->
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<NoneUsableForPawn>无可用于 {PAWN_nameDef}</NoneUsableForPawn>
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<!-- EN: Hair and beards -->
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<HairAndBeards>头发和胡须</HairAndBeards>
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<!-- EN: These settings determine how frequently each style appears on members of this ideoligion. -->
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<HairAndBeardsDesc>这些设置决定了每种风格在这个文化形态的成员中出现的频率。</HairAndBeardsDesc>
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<!-- EN: Tattoos -->
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<Tattoos>纹身</Tattoos>
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<!-- EN: These settings determines how frequently each tattoo appears on members of this ideoligion. -->
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<TattoosDesc>这些设置决定了每个纹身出现在这个文化的成员身上的频率。</TattoosDesc>
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<!-- EN: Never -->
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<StyleItemFrequencyNever>从不</StyleItemFrequencyNever>
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<!-- EN: Rare -->
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<StyleItemFrequencyRare>极少</StyleItemFrequencyRare>
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<!-- EN: Uncommon -->
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<StyleItemFrequencyUncommon>罕有</StyleItemFrequencyUncommon>
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<!-- EN: Normal -->
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<StyleItemFrequencyNormal>通常</StyleItemFrequencyNormal>
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<!-- EN: Common -->
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<StyleItemFrequencyCommon>普遍</StyleItemFrequencyCommon>
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<!-- EN: Frequent -->
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<StyleItemFrequencyFrequent>频繁</StyleItemFrequencyFrequent>
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<!-- EN: Edit appearance -->
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<EditAppearanceItems>编辑外观</EditAppearanceItems>
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<!-- EN: {0} in use -->
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<NumAvailable>使用中 {0}</NumAvailable>
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<!-- EN: Resets all style items to their default values. -->
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<ResetButtonDesc>将所有风格项重置为默认值。</ResetButtonDesc>
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<!-- Ancient complex mission -->
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<!-- EN: Send shuttle anyway -->
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<SendShuttleAnyway>强制发射穿梭机</SendShuttleAnyway>
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<!-- EN: Re-load shuttle -->
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<ReLoadShuttle>重新加载穿梭机</ReLoadShuttle>
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<!-- Medical settings -->
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<!-- EN: Enslaved colonist -->
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<MedGroupEnslavedColonist>被奴役的殖民者</MedGroupEnslavedColonist>
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<!-- Dryad upgrades -->
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<!-- EN: Choose dryad caste -->
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<ChangeMode>选择树精的品种</ChangeMode>
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<!-- EN: Required memes -->
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<RequiredMemes>必需的模因</RequiredMemes>
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<!-- EN: Required caste -->
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<RequiredStage>所需的品种</RequiredStage>
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<!-- EN: Missing required memes -->
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<MissingRequiredMemes>缺少必需的模因</MissingRequiredMemes>
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<!-- EN: Missing required caste -->
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<MissingRequiredCaste>缺少所需的品种</MissingRequiredCaste>
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<!-- EN: Already selected -->
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<AlreadySelected>已选择</AlreadySelected>
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<!-- EN: Here you can choose which caste of dryads this {TREE_label} will create.\n\nDryads will emerge from pods that grow at the tree's base. The maximum number of dryads is based on the connection strength between {TREE_definite} and the connected person. -->
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<ChooseProductionModeInitialDesc>在这里可以选择此 {TREE_label} 将生成哪个品种的树精。\n\n树精将从母树根部的荚囊中出生。 树精的最大数量取决于{TREE_definite}和共鸣者之间的共鸣强度。</ChooseProductionModeInitialDesc>
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<!-- Archonexus -->
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<!-- EN: Choose who to convert to your ideoligion -->
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<ChooseColonistsForIdeoTitle>选择要教化为你的文化形态的人</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,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. -->
|
||
<ChooseThingsForNewColonyDesc>选择将哪些殖民者、动物和圣物带到新的殖民地。</ChooseThingsForNewColonyDesc>
|
||
<!-- EN: Choose up to {0} {1}. -->
|
||
<ChooseThingsDesc>最多选择 {0} {1}。</ChooseThingsDesc>
|
||
<!-- EN: Choose up to {0} people. -->
|
||
<ChoosePeopleDesc>最多选择 {0} 个人。</ChoosePeopleDesc>
|
||
<!-- EN: If you only select slaves, you will play them as colonists in the next colony. -->
|
||
<ChooseOnlySlavesInfo>如果你只选择奴隶,他们将作为殖民者在下一个殖民地出现。</ChooseOnlySlavesInfo>
|
||
<!-- EN: Confirm decisions -->
|
||
<ConfirmDecisionsTitle>确定决策</ConfirmDecisionsTitle>
|
||
<!-- EN: The hibernating starship reported by the AI (*Name)Charlon Whitestone(/Name) will fly away by the time the new colony is established. It will no longer be possible to escape the planet by traveling to this ship. -->
|
||
<ShipEscapeWillEndDescription>人工智能(*Name)沙隆·白石(/Name)报告的飞船将会在新殖民地建立时飞走,这意味着将不再可能通过这艘飞船来逃离星球。</ShipEscapeWillEndDescription>
|
||
<!-- EN: No relic was chosen to be brought to the new colony. -->
|
||
<ArchonexusRelicNotChosen>没有选择任何带去新殖民地的圣物。</ArchonexusRelicNotChosen>
|
||
<!-- EN: {0} out of a possible {1} items were selected to be brought to the new colony. -->
|
||
<ArchonexusItemsNotChosen>已选的物品超过了可选范围(已选{0},可选{1})。</ArchonexusItemsNotChosen>
|
||
<!-- EN: The colony's purchasers will only allow you to take one relic. Any other relics will be left behind (even if equipped by a colonist), including: -->
|
||
<RemoveEquippedRelicsDescription>殖民地购买者只允许你带走一个圣物。其它的圣物(包括已经被殖民者装备的圣物)会被留下来,包括:</RemoveEquippedRelicsDescription>
|
||
<!-- 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>教化</ConvertToPlayerIdeoligion>
|
||
<!-- EN: Revert -->
|
||
<RevertToPreviousIdeoligion>回归</RevertToPreviousIdeoligion>
|
||
<!-- EN: Existing follower -->
|
||
<ExistingFollowerOfPlayerIdeoligion>现有的追随者</ExistingFollowerOfPlayerIdeoligion>
|
||
<!-- EN: You are abandoning a site that contains archotech structures which you have not yet fully studied.\n\nYou will be able to resettle here later, but your colony will be wiped away. -->
|
||
<AbandonArchotechStructuresWarningDialog>你正在放弃一个包含你还没有完全研究过的建筑技术的定居点。\n\n你以后可以在这里定居,但是你之前的殖民地将会被抛弃。</AbandonArchotechStructuresWarningDialog>
|
||
<!-- EN: {0} quantity that can be brought to the new colony.\n\nThe maximum allowed quantity is: {1} -->
|
||
<ItemQuantityTooltip>允许被带入新殖民地的{0}数量。\n\n最大许可值为:{1}</ItemQuantityTooltip>
|
||
<!-- EN: Your colony was sold. Its purchasers are ready for you to choose where to land next. -->
|
||
<SoldColonyDescription>你的殖民地已被售出,购买者已经做好让你选择下一个登陆点的准备了。</SoldColonyDescription>
|
||
|
||
<!-- EN: Hacking this {0} will alert enemies and cause them to attack. Do really want to hack {0}? -->
|
||
<ConfirmHackEnenyTerminal>骇入这个 {0} 会激怒敌人并招致他们的报复。真的要破解 {0} 吗?</ConfirmHackEnenyTerminal>
|
||
|
||
<!-- EN: Relics -->
|
||
<RelicsSection>圣物</RelicsSection>
|
||
|
||
<!-- Food restrictions -->
|
||
<!-- EN: Vegetarian -->
|
||
<FoodRestrictionVegetarian>素食</FoodRestrictionVegetarian>
|
||
<!-- EN: Carnivore -->
|
||
<FoodRestrictionCarnivore>荤食</FoodRestrictionCarnivore>
|
||
<!-- EN: Cannibal -->
|
||
<FoodRestrictionCannibal>人肉</FoodRestrictionCannibal>
|
||
<!-- EN: Insect meat -->
|
||
<FoodRestrictionInsectMeat>虫肉</FoodRestrictionInsectMeat>
|
||
|
||
<!-- EN: Styles in use -->
|
||
<StylesInUse>已用风格</StylesInUse>
|
||
<!-- EN: Add a style. -->
|
||
<StyleCategoryAddDesc>添加一个风格。</StyleCategoryAddDesc>
|
||
</LanguageData> |