RimWorld-ChineseSimplified/Ideology/Keyed/Dialogs_Various.xml
2021-07-30 23:33:43 +08:00

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- Misc -->
<!-- EN: add -->
<Add>添加</Add>
<!-- EN: Trading animal products bonus -->
<TradingAnimalProduceBonus>交易动物产品奖励</TradingAnimalProduceBonus>
<!-- EN: Slaves -->
<SlavesSection>奴隶</SlavesSection>
<!-- EN: dominant style -->
<DominantStyle>主流风格</DominantStyle>
<!-- EN: Date -->
<Date>日期</Date>
<!-- EN: Choose the symbolic structure of your ideoligion. This only affects symbols - it does not affect gameplay. -->
<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>
<!-- EN: Choose {0}-{1} memes to form the foundational ideas of this ideoligion. Some of these have much more gameplay impact than others. -->
<ChooseNormalMemesInfo>选择 {0}-{1} 个模因来形成这个文化形态的基本思想。部分模因对游戏玩法的影响比其他的要大得多。</ChooseNormalMemesInfo>
<!-- EN: Choose at least {0} meme. -->
<NotEnoughMemes>最少选择 {0} 个模因。</NotEnoughMemes>
<!-- EN: Choose at most {0} memes. -->
<TooManyMemes>最多选择 {0} 个模因。</TooManyMemes>
<!-- EN: Choose structure. -->
<ChooseStructureMeme>选择结构。</ChooseStructureMeme>
<!-- EN: {0_label} and {1_label} are incompatible. -->
<IncompatibleMemes>{0_label} 与 {1_label} 不相容。</IncompatibleMemes>
<!-- EN: {0} will re-randomize any precepts you have edited.\n\nDo you wish to continue? -->
<ChangesRandomizePrecepts>{0}会打乱你编辑过的一些戒律。\n\n你希望继续吗</ChangesRandomizePrecepts>
<!-- EN: Room requirements -->
<RoomRequirements>房间要求</RoomRequirements>
<!-- EN: role -->
<Role>职位</Role>
<!-- EN: Assign role -->
<ChooseRole>分配职位</ChooseRole>
<!-- EN: No role assigned -->
<NoRoleAssigned>未分配职位</NoRoleAssigned>
<!-- EN: You're about to assign the role of {ROLE_labelDef} to {PAWN_labelShort}. -->
<ChooseRoleConfirmAssign>将为{PAWN_labelShort}指定{ROLE_labelDef}职位。</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>
<!-- 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 -->
<ChooseRoleListAbilities>{PAWN_labelShort} 将获得以下能力</ChooseRoleListAbilities>
<!-- EN: The {ROLE_label} role requires the following apparel -->
<ChooseRoleListApparelDemands>{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职位。</ChooseRoleHint>
<!-- EN: Unlocked by -->
<UnlockedByMeme>由模因解锁</UnlockedByMeme>
<!-- EN: Unlocked roles -->
<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>
<!-- 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>
<!-- 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>
<!-- 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} -->
<AbilityIdeoConvertBreakdownRole>{PAWN_labelShort} 是 {ROLE_labelDef}</AbilityIdeoConvertBreakdownRole>
<!-- EN: Trait {TRAIT} -->
<AbilityIdeoConvertBreakdownTrait>特性 {TRAIT}</AbilityIdeoConvertBreakdownTrait>
<!-- EN: {RELICCOUNT} installed relics on map -->
<AbilityIdeoConvertBreakdownRelic>{RELICCOUNT} 在地图上安装了圣物</AbilityIdeoConvertBreakdownRelic>
<!-- EN: {PAWN_labelShort}'s social skill -->
<AbilityIdeoConvertBreakdownSocialSkill>{PAWN_labelShort} 的社交能力 </AbilityIdeoConvertBreakdownSocialSkill>
<!-- EN: {RECIPIENT_labelShort}'s opinion of {INITIATOR_labelShort} -->
<AbilityIdeoConvertBreakdownOpinion>{RECIPIENT_labelShort} 对 {INITIATOR_labelShort}的看法</AbilityIdeoConvertBreakdownOpinion>
<!-- EN: {PAWN_nameDef}'s ideoligion -->
<AbilityIdeoConvertBreakdownPawnIdeo>{PAWN_nameDef}的文化形态</AbilityIdeoConvertBreakdownPawnIdeo>
<!-- EN: {MEME} vs {TRAIT} trait -->
<AbilityIdeoConvertBreakdownMemeVsTrait>{MEME} vs {TRAIT} 特性</AbilityIdeoConvertBreakdownMemeVsTrait>
<!-- EN: {PAWN_labelShort} was already counselled recently. -->
<AbilityCantApplyAlreadyCounselled>{PAWN_labelShort}最近已接受了咨询。</AbilityCantApplyAlreadyCounselled>
<!-- Slavery -->
<!-- EN: Slave -->
<CannotAssignBedToSlave>奴隶</CannotAssignBedToSlave>
<!-- EN: Colonist -->
<CannotAssignBedToColonist>殖民者</CannotAssignBedToColonist>
<!-- EN: Any slave -->
<AnySlave>任何奴隶</AnySlave>
<!-- EN: Negotiator will not sell people into slavery. -->
<NegotiatorWillNotTradeSlaves>谈判者不会把人卖为奴隶。</NegotiatorWillNotTradeSlaves>
<!-- 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 their own faction, but isn't willing to sell someone to a different faction. -->
<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} 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>
<!-- EN: Last human meat -->
<LastHumanMeat>最后的人肉</LastHumanMeat>
<!-- 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. -->
<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>
<!-- EN: Last large animal slaughter -->
<LastAnimalSlaughter>最后一次大型动物屠宰</LastAnimalSlaughter>
<!-- EN: Executing {PAWN_labelShort} will negatively affect relations with {FACTION_name}. -->
<ExectueNeutralFactionSlave>执行 {PAWN_labelShort} 将对与 {FACTION_name} 的关系产生负面影响。</ExectueNeutralFactionSlave>
<!-- EN: You must assign at least one non-slave colonist who can walk. -->
<CaravanMustHaveAtLeastOneNonSlaveColonist>必须指定至少一名可以行走的非奴隶殖民者。</CaravanMustHaveAtLeastOneNonSlaveColonist>
<!-- EN: You must leave at least non-slave colonist who can walk. -->
<SourceCaravanMustHaveAtLeastOneNonSlaveColonist>必须至少留下可以行走的非奴隶殖民者。</SourceCaravanMustHaveAtLeastOneNonSlaveColonist>
<!-- Style -->
<!-- EN: Style -->
<StylePawn>风格</StylePawn>
<!-- EN: Cancel -->
<Cancel>取消</Cancel>
<!-- EN: hair -->
<Hair>头发</Hair>
<!-- EN: beard -->
<Beard>胡须</Beard>
<!-- EN: face tattoo -->
<TattooFace>面纹</TattooFace>
<!-- EN: body tattoo -->
<TattooBody>纹身</TattooBody>
<!-- EN: apparel color -->
<ApparelColor>服装颜色</ApparelColor>
<!-- EN: hair color -->
<HairColor>发色</HairColor>
<!-- EN: Show headgear -->
<ShowHeadgear>展示头饰</ShowHeadgear>
<!-- EN: Show apparel -->
<ShowApparel>展示服装</ShowApparel>
<!-- EN: {PAWN_nameDef} will be unhappy with the following -->
<PawnUnhappyWithStyleItems>{PAWN_nameDef} 会对以下内容不满意 </PawnUnhappyWithStyleItems>
<!-- EN: Style categories affect the appearance of some buildings, apparel and weapons made by {IDEO_memberNamePlural}. If more than one category affects the same thing, the left-most one applies. -->
<StyleCategoryDescription>风格会影响由{IDEO_memberNamePlural}制作的某些建筑物、服装和武器的外观。如果多个风格影响同一物体,则适用最左侧的风格。</StyleCategoryDescription>
<!-- EN: {IDEO_memberNamePlural} will be happy if they notice buildings, floors, and art matching this style. -->
<StyleCategoryDescStyleDominance>如果{IDEO_memberNamePlural}注意到符合这种风格的建筑物、楼层和艺术品,他们会很高兴。</StyleCategoryDescStyleDominance>
<!-- EN: {0} style category affects -->
<StyleCategoryDetails>{0} 风格影响</StyleCategoryDetails>
<!-- EN: Overriden by {0} -->
<OverriddenByStyle>被 {0} 覆盖</OverriddenByStyle>
<!-- EN: New buildables -->
<IdeoMakesBuildingBuildable>新的可建造物</IdeoMakesBuildingBuildable>
<!-- EN: none usable for {PAWN_nameDef} -->
<NoneUsableForPawn>无可用于 {PAWN_nameDef}</NoneUsableForPawn>
<!-- EN: Hair and beards -->
<HairAndBeards>头发和胡须</HairAndBeards>
<!-- EN: These settings determine how frequently each style appears on members of this ideoligion. -->
<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>
<!-- EN: Tattoos -->
<Tattoos>纹身</Tattoos>
<!-- EN: These settings determines how frequently each tattoo appears on members of this ideoligion. -->
<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>
<!-- EN: Never -->
<StyleItemFrequencyNever>从不</StyleItemFrequencyNever>
<!-- EN: Rare -->
<StyleItemFrequencyRare>极少</StyleItemFrequencyRare>
<!-- EN: Uncommon -->
<StyleItemFrequencyUncommon>罕有</StyleItemFrequencyUncommon>
<!-- EN: Normal -->
<StyleItemFrequencyNormal>通常</StyleItemFrequencyNormal>
<!-- EN: Common -->
<StyleItemFrequencyCommon>普遍</StyleItemFrequencyCommon>
<!-- EN: Frequent -->
<StyleItemFrequencyFrequent>频繁</StyleItemFrequencyFrequent>
<!-- EN: Edit appearance -->
<EditAppearanceItems>编辑外观</EditAppearanceItems>
<!-- EN: {0} in use -->
<NumAvailable>使用中 {0}</NumAvailable>
<!-- EN: Expand all -->
<ExpandAllCategories>全部展开</ExpandAllCategories>
<!-- EN: Collapse all -->
<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 -->
<SendShuttleAnyway>强制发射穿梭机</SendShuttleAnyway>
<!-- EN: Re-load shuttle -->
<ReLoadShuttle>重新加载穿梭机</ReLoadShuttle>
<!-- Medical settings -->
<!-- EN: Enslaved colonist -->
<MedGroupEnslavedColonist>被奴役的殖民者</MedGroupEnslavedColonist>
<!-- Dryad upgrades -->
<!-- EN: Choose dryad caste -->
<ChangeMode>选择树精的品种</ChangeMode>
<!-- EN: Required memes -->
<RequiredMemes>必需的模因</RequiredMemes>
<!-- EN: Required caste -->
<RequiredStage>所需的品种</RequiredStage>
<!-- EN: Missing required memes -->
<MissingRequiredMemes>缺少必需的模因</MissingRequiredMemes>
<!-- EN: Missing required caste -->
<MissingRequiredCaste>缺少所需的品种</MissingRequiredCaste>
<!-- EN: Already selected -->
<AlreadySelected>已选择</AlreadySelected>
<!-- 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. -->
<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>
<!-- 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>
<!-- 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>
<!-- 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: Convert -->
<ConvertToPlayerIdeoligion>转化</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: 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>
</LanguageData>