535 lines
28 KiB
XML
535 lines
28 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<LanguageData>
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<!-- EN: Choose your faction's ideoligion -->
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<ChooseIdeoligion>TODO</ChooseIdeoligion>
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<!-- EN: Create custom -->
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<CreateCustom>TODO</CreateCustom>
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<!-- EN: Create new -->
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<CreateNew>TODO</CreateNew>
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<!-- EN: Create custom ideoligion -->
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<CreateCustomIdeoligion>TODO</CreateCustomIdeoligion>
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<!-- EN: Select an ideoligion for your faction on the left, or -->
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<SelectAnIdeo>TODO</SelectAnIdeo>
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<!-- EN: ideoligion -->
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<Ideo>TODO</Ideo>
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<!-- EN: Randomize all -->
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<RandomizeAll>TODO</RandomizeAll>
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<!-- EN: Appearance -->
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<Appearance>TODO</Appearance>
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<!-- EN: Done -->
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<DoneButton>TODO</DoneButton>
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<!-- EN: Caused by -->
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<CausedBy>TODO</CausedBy>
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<!-- EN: Belief in -->
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<BeliefInIdeo>TODO</BeliefInIdeo>
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<!-- EN: Information about {0} -->
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<Reward_RelicInfo>TODO</Reward_RelicInfo>
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<!-- EN: Info about {0} -->
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<Reward_RelicInfoLabel>TODO</Reward_RelicInfoLabel>
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<!-- EN: Relic of {IDEO_name} -->
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<RelicOf>TODO</RelicOf>
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<!-- EN: altar -->
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<Altar>TODO</Altar>
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<!-- EN: base -->
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<Base>TODO</Base>
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<!-- EN: min expectation -->
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<MinExpectation>TODO</MinExpectation>
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<!-- EN: {0} to {1} -->
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<PreceptThoughtMoodRange>TODO</PreceptThoughtMoodRange>
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<!-- EN: Comes from ideo -->
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<ComesFromIdeo>TODO</ComesFromIdeo>
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<!-- EN: Current total animal bodysize per colonist -->
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<CurrentTotalAnimalBodySizePerColonist>TODO</CurrentTotalAnimalBodySizePerColonist>
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<!-- EN: total bodysize per colonist -->
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<AnimalsBodySizePerColonist>TODO</AnimalsBodySizePerColonist>
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<!-- EN: total nearby bodysize per colonist -->
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<VeneratedAnimalsBodySizePerColonist>TODO</VeneratedAnimalsBodySizePerColonist>
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<!-- EN: Expecting at least {0} body size per colonist. -->
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<MinAnimalBodySizePerColonist>TODO</MinAnimalBodySizePerColonist>
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<!-- EN: Plant {0_label} -->
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<PlantThing>TODO</PlantThing>
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<!-- EN: Plant a {0_label} in a chosen area. -->
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<PlantThingDesc>TODO</PlantThingDesc>
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<!-- EN: Cancel planting {0_label} -->
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<CancelPlantThing>TODO</CancelPlantThing>
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<!-- EN: Cancel planting the {0_label}. -->
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<CancelPlantThingDesc>TODO</CancelPlantThingDesc>
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<!-- EN: Disables -->
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<Disables>TODO</Disables>
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<!-- EN: Requires one of precepts -->
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<RequiresOnePrecept>TODO</RequiresOnePrecept>
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<!-- EN: Required precepts -->
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<RequiredPrecepts>TODO</RequiredPrecepts>
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<!-- EN: Required rituals -->
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<RequiredRituals>TODO</RequiredRituals>
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<!-- EN: Disables precepts -->
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<DisablesPrecepts>TODO</DisablesPrecepts>
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<!-- EN: Disables {0} precepts. -->
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<DisablesPreceptsCount>TODO</DisablesPreceptsCount>
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<!-- EN: Styles -->
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<Styles>TODO</Styles>
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<!-- EN: Chance to have precept -->
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<ChanceToHavePrecept>TODO</ChanceToHavePrecept>
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<!-- EN: {PAWN_labelShort}'s favorite color. Having more than {PERCENTAGE} of {PAWN_possessive} apparel in this color, or the color of {PAWN_possessive} ideoligion, will make {PAWN_objective} slightly happier.\n\nYou can alter apparel colors at the styling station using tinctoria dye. -->
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<FavoriteColorTooltip>TODO</FavoriteColorTooltip>
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<!-- EN: Set ideo color -->
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<SetIdeoColor>TODO</SetIdeoColor>
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<!-- EN: Set favorite color -->
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<SetFavoriteColor>TODO</SetFavoriteColor>
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<!-- EN: Configure your faction's ideoligion -->
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<ConfigureIdeoligion>TODO</ConfigureIdeoligion>
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<!-- EN: Not enough dye. The colonist will recolor the apparel when dye becomes available. -->
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<NotEnoughDye>TODO</NotEnoughDye>
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<!-- EN: {PAWN_labelShort}'s certainty in {IDEO} is at {PERCENTAGE} -->
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<IdeoCertaintyTooltip>TODO</IdeoCertaintyTooltip>
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<!-- EN: Disabled by precept {0} -->
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<DisabledByPrecept>TODO</DisabledByPrecept>
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<!-- EN: Everyone -->
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<Everyone>TODO</Everyone>
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<!-- EN: A grave containing {PAWN_labelShort}'s corpse. -->
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<RitualTargetGraveInfo>TODO</RitualTargetGraveInfo>
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<!-- EN: An empty grave to mourn {PAWN_labelShort}'s passing. -->
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<RitualTargetEmptyGraveInfo>TODO</RitualTargetEmptyGraveInfo>
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<!-- EN: A grave containing {IDEO_memberNameIndef}'s corpse -->
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<RitualTargetGraveInfoAbstract>TODO</RitualTargetGraveInfoAbstract>
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<!-- EN: An empty grave to mourn {IDEO_memberNameIndef}'s passing. -->
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<RitualTargetEmptyGraveInfoAbstract>TODO</RitualTargetEmptyGraveInfoAbstract>
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<!-- EN: {PAWN_labelShort}'s body must be buried first -->
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<RitualTargetGraveInfoMustBeBuried>TODO</RitualTargetGraveInfoMustBeBuried>
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<!-- EN: Any gathering spot, like a table -->
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<RitualTargetGatherSpotInfo>TODO</RitualTargetGatherSpotInfo>
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<!-- EN: Altar or any ritual spot. -->
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<RitualTargetGatherAltarOrRitualSpotInfo>TODO</RitualTargetGatherAltarOrRitualSpotInfo>
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<!-- EN: A lightball or ritual spot. Lightball and loudspeakers must be powered. -->
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<RitualTargetLightBallInfo>TODO</RitualTargetLightBallInfo>
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<!-- EN: Lightball is not powered. -->
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<RitualTargetLightBallIsNotPowered>TODO</RitualTargetLightBallIsNotPowered>
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<!-- EN: No powered speakers. -->
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<RitualTargetNoPoweredSpeakers>TODO</RitualTargetNoPoweredSpeakers>
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<!-- EN: Campfire is not fueled. -->
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<RitualTargetCampfireNoFuel>TODO</RitualTargetCampfireNoFuel>
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<!-- EN: Campfire must be unroofed. -->
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<RitualTargetCampfireMustBeUnroofed>TODO</RitualTargetCampfireMustBeUnroofed>
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<!-- EN: No nearby drum. -->
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<RitualTargetNoDrum>TODO</RitualTargetNoDrum>
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<!-- EN: Need at least {0} unroofed cells nearby. -->
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<RitualTargetNeedUnroofedCells>TODO</RitualTargetNeedUnroofedCells>
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<!-- EN: A lit campfire or ritual spot. -->
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<RitualTargetCampfirePartyInfo>TODO</RitualTargetCampfirePartyInfo>
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<!-- EN: A lit campfire or ritual spot. Spot must be unroofed with at least 25 unroofed cells in the area. -->
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<RitualTargetCampfireSkylanternsInfo>TODO</RitualTargetCampfireSkylanternsInfo>
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<!-- EN: An unconnected Gauranlen tree. -->
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<RitualTargetUnconnectedGaruanlenTreeInfo>TODO</RitualTargetUnconnectedGaruanlenTreeInfo>
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<!-- EN: Already connected to {PAWN_nameDef} -->
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<RitualTargetConnectedGauranlenTree>TODO</RitualTargetConnectedGauranlenTree>
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<!-- EN: You need {0} wood for each participant ({2} total). You have {1} wood. -->
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<RitualTargeWoodInfo>TODO</RitualTargeWoodInfo>
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<!-- EN: Accuse -->
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<Accuse>TODO</Accuse>
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<!-- EN: {PAWN_labelShort} does not believe in ideoligious scarification and will not like being scarified. -->
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<RitualScarificationWarnNonScarificationIdeo>TODO</RitualScarificationWarnNonScarificationIdeo>
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<!-- EN: {PAWN_labelShort} is a wimp and will not like being scarified. -->
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<RitualScarificationWarnWimp>TODO</RitualScarificationWarnWimp>
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<!-- EN: {PAWN_labelShort} does not believe in ideoligious blinding and will not like being blinded. -->
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<RitualBlindingWarnNonBlindingIdeo>TODO</RitualBlindingWarnNonBlindingIdeo>
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<!-- EN: {PAWN_labelShort} is a wimp and will not like being blinded. -->
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<RitualBlindingWarnWimp>TODO</RitualBlindingWarnWimp>
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<!-- EN: Everyone participating in the ritual gained a one-day work focus buff ({PERCENTAGE} global work speed)! -->
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<RitualOutcomeExtraDesc_DancePartyWorkFocus>TODO</RitualOutcomeExtraDesc_DancePartyWorkFocus>
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<!-- EN: Thanks to a satisfying blinding ritual, {PAWN_labelShort} gained a psylink level! -->
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<RitualOutcomeExtraDesc_BlindingPsylink>TODO</RitualOutcomeExtraDesc_BlindingPsylink>
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<!-- EN: With a new pyslink level {PAWN_pronoun} gained a {0} psycast. -->
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<RitualOutcomeExtraDesc_BlindingPsylinkAbility>TODO</RitualOutcomeExtraDesc_BlindingPsylinkAbility>
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<!-- EN: Thanks to a satisfying {RITUAL}, {PAWN_labelShort} gained {INSPIRATION}! -->
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<RitualOutcomeExtraDesc_ConsumableInspiration>TODO</RitualOutcomeExtraDesc_ConsumableInspiration>
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<!-- EN: Your skylanterns have attracted some friendly travelers. They will visit and leave a gift. -->
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<RitualOutcomeExtraDesc_SkylanternWanderers>TODO</RitualOutcomeExtraDesc_SkylanternWanderers>
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<!-- EN: All participating slaves were shaken by the sight of death. Their suppression has been raised to its maximum level. -->
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<RitualOutcomeExtraDesc_Execution>TODO</RitualOutcomeExtraDesc_Execution>
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<!-- EN: Additional reward -->
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<RitualAttachedReward>TODO</RitualAttachedReward>
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<!-- EN: Choose -->
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<RitualAttachedRewardChoose>TODO</RitualAttachedRewardChoose>
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<!-- EN: Can't use {0} with {1}. -->
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<RitualAttachedRewardCantUseWithRitual>TODO</RitualAttachedRewardCantUseWithRitual>
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<!-- EN: Requires any of memes -->
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<RitualAttachedRewardRequiredMemeAny>TODO</RitualAttachedRewardRequiredMemeAny>
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<!-- EN: Requires {0} faction -->
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<RitualAttachedRewardRequiredFaction>TODO</RitualAttachedRewardRequiredFaction>
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<!-- EN: positive -->
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<RitualAttachedOutcomes_Positive>TODO</RitualAttachedOutcomes_Positive>
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<!-- EN: negative -->
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<RitualAttachedOutcomes_Negative>TODO</RitualAttachedOutcomes_Negative>
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<!-- EN: If the {0} is {1} -->
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<RitualAttachedOutcomesInfo>TODO</RitualAttachedOutcomesInfo>
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<!-- EN: Upon any {0} outcome -->
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<RitualAttachedApplliesForOutcome>TODO</RitualAttachedApplliesForOutcome>
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<!-- EN: Upon any {0} outcome -->
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<RitualAttachedApplliesForOutcomes>TODO</RitualAttachedApplliesForOutcomes>
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<!-- EN: The commotion from the {0} has attracted some curious animals!\n\nThey seem accustomed to human contact and are joining the colony. -->
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<RitualAttachedOutcome_FarmAnimalsWanderIn_Desc>TODO</RitualAttachedOutcome_FarmAnimalsWanderIn_Desc>
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<!-- EN: The {0} has induced a Gauranlen pod to sprout nearby. -->
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<RitualAttachedOutcome_GauranlenTreePod_ExtraDesc>TODO</RitualAttachedOutcome_GauranlenTreePod_ExtraDesc>
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<!-- EN: Can't apply reward -->
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<RitualAttachedOutcomeCantApply>TODO</RitualAttachedOutcomeCantApply>
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<!-- EN: No valid spot -->
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<RitualAttachedOutcomeCantApply_NoValidSpot>TODO</RitualAttachedOutcomeCantApply_NoValidSpot>
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<!-- EN: Extreme biome -->
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<RitualAttachedOutcomeCantApply_ExtremeBiome>TODO</RitualAttachedOutcomeCantApply_ExtremeBiome>
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<!-- EN: There is already a known ancient complex to explore. -->
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<RitualAttachedOutcomeCantApply_AncientComplexIsPresent>TODO</RitualAttachedOutcomeCantApply_AncientComplexIsPresent>
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<!-- EN: Not available right now. -->
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<RitualAttachedOutcomeCantApply_NotAvailableRightNow>TODO</RitualAttachedOutcomeCantApply_NotAvailableRightNow>
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<!-- EN: This building is a variation of -->
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<IdeoBuildingVariationOf>TODO</IdeoBuildingVariationOf>
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<!-- EN: Minimum expectations -->
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<IdeoBuildingMinimumExpectations>TODO</IdeoBuildingMinimumExpectations>
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<!-- EN: size -->
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<Size>TODO</Size>
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<!-- EN: cost -->
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<Cost>TODO</Cost>
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<!-- EN: optional -->
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<Optional>TODO</Optional>
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<!-- EN: expectations -->
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<Expectations>TODO</Expectations>
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<!-- EN: Can start any time -->
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<RitualStartAnyTime>TODO</RitualStartAnyTime>
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<!-- EN: Can start after event -->
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<RitualStartEvent>TODO</RitualStartEvent>
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<!-- EN: Focus objects -->
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<RitualFocusObjects>TODO</RitualFocusObjects>
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<!-- EN: Repeating a ritual within {0} days reduces its quality. {1} days have passed since the last ritual, so the current quality reduction is {2}. This penalty will fall to zero {3} days from now. -->
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<RitualRepeatPenaltyTip>TODO</RitualRepeatPenaltyTip>
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<!-- EN: Participating roles -->
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<RitualParticipatingRoles>TODO</RitualParticipatingRoles>
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<!-- EN: For best quality, start the {0} at {1}. -->
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<RitualOutcomeCompTip_RitualTargetDefsPart1>TODO</RitualOutcomeCompTip_RitualTargetDefsPart1>
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<!-- EN: Currently, the {0} is being started at {1_labelShortIndef}. -->
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<RitualOutcomeCompTip_RitualTargetDefsPart2>TODO</RitualOutcomeCompTip_RitualTargetDefsPart2>
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<!-- EN: For slave use -->
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<ForSlaveUse>TODO</ForSlaveUse>
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<!-- EN: Slave -->
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<Slave>奴隶</Slave>
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<!-- EN: If you sell someone to any faction besides their own, they become slaves. -->
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<SellingAsSlave>TODO</SellingAsSlave>
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<!-- EN: If you sell someone to their own faction, they are ransomed and not enslaved. -->
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<SellingAsRansom>TODO</SellingAsRansom>
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<!-- EN: We are {0} -->
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<MemeGoodwillImpact_Player>TODO</MemeGoodwillImpact_Player>
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<!-- EN: They are {0} -->
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<MemeGoodwillImpact_Other>TODO</MemeGoodwillImpact_Other>
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<!-- TextMotes -->
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<!-- EN: Slave suppression: {0} -->
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<TextMote_SuppressionIncreased>TODO</TextMote_SuppressionIncreased>
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<!-- Role requirements -->
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<!-- EN: Requirements -->
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<RoleRequirementsLabel>TODO</RoleRequirementsLabel>
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<!-- EN: Passive effects -->
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<RoleEffectsLabel>TODO</RoleEffectsLabel>
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<!-- EN: Must be {0} -->
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<RoleRequirementLabelSameIdeo>TODO</RoleRequirementLabelSameIdeo>
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<!-- EN: Must be {0} -->
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<RoleRequirementLabelSupremeGender>TODO</RoleRequirementLabelSupremeGender>
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<!-- EN: Disabled work -->
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<RoleDisabledWorkLabel>TODO</RoleDisabledWorkLabel>
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<!-- EN: Abilities -->
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<RoleGrantedAbilitiesLabel>TODO</RoleGrantedAbilitiesLabel>
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<!-- EN: Required apparel -->
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<RoleRequiredApparelLabel>TODO</RoleRequiredApparelLabel>
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<!-- EN: Has role in rituals -->
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<RoleRitualsLabel>TODO</RoleRitualsLabel>
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<!-- EN: This role becomes active when your faction has {1} {0}. It becomes inactive when your faction has only {3} {2}. -->
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<RoleBelieverCountDesc>TODO</RoleBelieverCountDesc>
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<!-- EN: Raised by {0} levels. -->
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<RoleExpectationOffset>TODO</RoleExpectationOffset>
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<!-- EN: The {0} has higher expectations. -->
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<RoleRaisedExpectation>TODO</RoleRaisedExpectation>
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<!-- EN: Led by {0} -->
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<IdeoLeaderDifferentIdeoThoughtLabel>TODO</IdeoLeaderDifferentIdeoThoughtLabel>
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<!-- EN: {PAWN_nameDef} will not do {1} work. -->
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<AbilityDisabled_IncapableOfWorkTag>TODO</AbilityDisabled_IncapableOfWorkTag>
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<!-- EN: No reachable altar or ritual spot. -->
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<AbilityDisabledNoAltarOrRitualsSpot>TODO</AbilityDisabledNoAltarOrRitualsSpot>
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<!-- EN: Will\n{0} to {1} -->
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<TextMote_WillReduced>TODO</TextMote_WillReduced>
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<!-- EN: Accepting this join offer is an act of charity. If you refuse, the following people will be unhappy due to their pro-charity beliefs:\n{0}\n\nAre you sure you want to reject this join offer? -->
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<ConfirmationCharityJoiner>TODO</ConfirmationCharityJoiner>
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<!-- EN: Believers in {0} ({1}) -->
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<BelieversIn>TODO</BelieversIn>
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<!-- EN: add {0} -->
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<AddPrecept>TODO</AddPrecept>
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<!-- EN: precept -->
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<Precept>TODO</Precept>
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<!-- EN: building -->
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<IdeoBuilding>TODO</IdeoBuilding>
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<!-- EN: relic -->
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<IdeoRelic>TODO</IdeoRelic>
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<!-- Beggars -->
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<!-- EN: Give {0} to {1_nameDef} -->
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<GiveItemsTo>TODO</GiveItemsTo>
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<!-- EN: Cannot give {0} to {1_nameDef} -->
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<CannotGiveItemsTo>TODO</CannotGiveItemsTo>
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<!-- EN: No item found -->
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<NoItemFound>TODO</NoItemFound>
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<!-- Outfits -->
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<!-- EN: Slave -->
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<OutfitSlave>TODO</OutfitSlave>
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<!-- Hacking -->
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<!-- EN: Hack progress -->
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<HackProgress>TODO</HackProgress>
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<!-- EN: hacking speed -->
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<HackingSpeed>TODO</HackingSpeed>
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<!-- EN: {0}'s -->
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<HackingLastUser>TODO</HackingLastUser>
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<!-- EN: hacked -->
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<Hacked>TODO</Hacked>
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<!-- EN: Terminals hacked -->
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<TerminalsHacked>TODO</TerminalsHacked>
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<!-- EN: Relic info found -->
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<RelicInfoFound>TODO</RelicInfoFound>
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<!-- EN: inactive, requires atleast {0} {1}s (have {2}) -->
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<InactiveRoleRequiresMoreBelievers>TODO</InactiveRoleRequiresMoreBelievers>
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<!-- EN: certainty -->
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<Certainty>TODO</Certainty>
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<!-- Slave interaction -->
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<!-- EN: The slave will leave the map on foot and return to their home faction, {0}. -->
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<EmancipateNonCololonistWithFactionTooltip>TODO</EmancipateNonCololonistWithFactionTooltip>
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<!-- EN: The slave will leave on foot and exit the map. -->
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<EmancipateNonCololonistWithoutFactionTooltip>TODO</EmancipateNonCololonistWithoutFactionTooltip>
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<!-- EN: The slave will return to being a colonist. -->
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<EmancipateCololonistTooltip>TODO</EmancipateCololonistTooltip>
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<!-- EN: You've stayed in the village too long. The people of {FACTION_name} are attacking! -->
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<WorshippedTerminalFactionBecameHostileTimed>TODO</WorshippedTerminalFactionBecameHostileTimed>
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<!-- EN: Villagers are returning from nearby to protect the venerated terminal! -->
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<WorshippedTerminalRaidIncoming>TODO</WorshippedTerminalRaidIncoming>
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<!-- Relic hunt -->
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<!-- EN: First, you need to find the {0}. Watch for opportunities to gather information about it. -->
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<RelicHuntFindRelicSite>TODO</RelicHuntFindRelicSite>
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<!-- EN: The relic is housed in an ancient structure protected by a multi-unit security system.\n\nYou can defeat the security forces one unit at a time, or grab the relic and try to flee before they get you. -->
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<RelicHuntFoundRelicSite>TODO</RelicHuntFoundRelicSite>
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<!-- EN: The relic rests in an ancient structure nearby. -->
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<RelicHuntFoundRelicSitePeaceful>TODO</RelicHuntFoundRelicSitePeaceful>
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<!-- EN: relic -->
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<Relic>TODO</Relic>
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<!-- EN: Ritual seat -->
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<RitualSeat>TODO</RitualSeat>
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<!-- Ritual requirements -->
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<!-- EN: Active loudspeakers -->
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<RitualPredictedOutcomeDescNumActiveLoudspeakers>TODO</RitualPredictedOutcomeDescNumActiveLoudspeakers>
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<!-- EN: Drums -->
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<RitualPredictedOutcomeDescNumDrums>TODO</RitualPredictedOutcomeDescNumDrums>
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<!-- EN: Using ritual spot causes {0} mood bonus reduction for all participants. -->
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<RitualPredictedOutcomeDescEffectRitualSpotMoodReduction>TODO</RitualPredictedOutcomeDescEffectRitualSpotMoodReduction>
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<!-- EN: Any of these -->
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<RitualOutcomeLabelAnyOfThese>任何这些</RitualOutcomeLabelAnyOfThese>
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<!-- EN: Replace with -->
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<PreceptReplaceWith>替换为</PreceptReplaceWith>
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<!-- EN: Ritual seat of {IDEOS} -->
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<RitualSeatOf>{IDEOS}的仪式席位</RitualSeatOf>
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<!-- EN: Starting quality -->
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<StartingQuality>起始效果</StartingQuality>
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<!-- EN: Conviction chance -->
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<ExpectedConvictionChance>TODO</ExpectedConvictionChance>
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<!-- EN: Must be placed indoors. -->
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<MustBePlacedIndoors>TODO</MustBePlacedIndoors>
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<!-- Gauranlen trees/Dryads -->
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<!-- EN: Connected to -->
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<ConnectedPawn>TODO</ConnectedPawn>
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<!-- EN: Nobody -->
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<Nobody>无</Nobody>
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<!-- EN: The person this {TREE_label} is connected to. If the connected person dies, this {TREE_label} will be unable to connect to another for {DURATION}. -->
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<ConnectedPawnDesc>TODO</ConnectedPawnDesc>
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<!-- EN: Connection torn. Can connect in {0}. -->
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<ConnectionTorn>TODO</ConnectionTorn>
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<!-- EN: {PAWN_nameDef} is too far away -->
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<ConnectedPawnAway>TODO</ConnectedPawnAway>
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<!-- EN: Planting {PLANT_definite} near artificial buildings will cause its connection strength to decay over time. Connection strength determines the maximum number of dryads {PLANT_definite} can support at once.\n\nAre you sure you wish to plant here? -->
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<TreeBlockedByNearbyBuildingsDesc>TODO</TreeBlockedByNearbyBuildingsDesc>
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<!-- EN: Changing {TREE_definite}'s dryad caste takes time and energy.\n\nAfter the connected person interacts with the tree, all dryads will spend {DURATION} days inside cocoons while they morph to the selected caste.\n\nExisting cocoons will cancel their transformation so they can morph to the current caste. -->
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<GauranlenModeChangeDescFull>TODO</GauranlenModeChangeDescFull>
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<!-- EN: Change the type of dryads created by {TREE_definite}. -->
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<ChangeModeDesc>TODO</ChangeModeDesc>
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<!-- EN: Connection strength fall -->
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<ConnectionStrengthFall>TODO</ConnectionStrengthFall>
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<!-- EN: Connection strength -->
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<ConnectionStrength>TODO</ConnectionStrength>
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<!-- EN: {0} strength -->
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<ConnectionStrengthDisplay>TODO</ConnectionStrengthDisplay>
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<!-- EN: Determines how many dryads this tree can support. -->
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<ConnectionStrengthDesc>TODO</ConnectionStrengthDesc>
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<!-- EN: Max dryads -->
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<MaximumDryads>TODO</MaximumDryads>
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<!-- EN: The maximum number of dryads this tree can support. -->
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<MaximumDryadsDesc>TODO</MaximumDryadsDesc>
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<!-- EN: Max dryads based on connection strength -->
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<MaxDryadsBasedOnConnectionStrength>TODO</MaxDryadsBasedOnConnectionStrength>
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<!-- EN: Pruning connection strength gain -->
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<PruningConnectionStrength>TODO</PruningConnectionStrength>
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<!-- EN: Hours per day to maintain -->
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<PruningHoursToMaintain>TODO</PruningHoursToMaintain>
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<!-- EN: Desired -->
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<DesiredConnectionStrength>TODO</DesiredConnectionStrength>
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<!-- EN: {CONNECTEDPAWN_nameDef} will prune {TREE_definite} often enough to keep connection strength above this level.\n\nHigher connection strength allows supporting more dryads, but also falls faster and thus takes more frequent pruning to maintain.\n\nYou can click on the bar to adjust the desired target connection strength.\n\nConnection strength fall per day: {FALL}\n\nConnection strength is affected by nearby buildings. -->
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<DesiredConnectionStrengthDesc>TODO</DesiredConnectionStrengthDesc>
|
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<!-- EN: Waiting for {CONNECTEDPAWN_nameDef} to change dryad caste. -->
|
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<WaitingForConnectorToChangeCaste>TODO</WaitingForConnectorToChangeCaste>
|
|
<!-- EN: Dryad caste -->
|
|
<GauranlenTreeMode>TODO</GauranlenTreeMode>
|
|
<!-- EN: no caste -->
|
|
<NoCaste>TODO</NoCaste>
|
|
<!-- EN: Determines the currently created dryad caste. -->
|
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<GauranlenTreeModeDesc>TODO</GauranlenTreeModeDesc>
|
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<!-- EN: Spawning {DRYAD_label} in {TIME} -->
|
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<SpawningDryadIn>TODO</SpawningDryadIn>
|
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<!-- EN: Morphing {DRYAD_labelShort} into {TYPE_label}. -->
|
|
<ChangingDryadIntoType>TODO</ChangingDryadIntoType>
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<!-- EN: {0} hours every day -->
|
|
<HoursEveryDay>TODO</HoursEveryDay>
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<!-- EN: {0} hours every other day -->
|
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<HoursEveryOtherDay>TODO</HoursEveryOtherDay>
|
|
<!-- EN: {DRYAD_labelPlural} produce {RESOURCES} every {DURATION}. -->
|
|
<DryadProducesResourcesDesc>TODO</DryadProducesResourcesDesc>
|
|
<!-- EN: {ANIMAL_nameDef} is connected to {MASTER_nameDef} through {ANIMAL_possessive} Gauranlen tree. {ANIMAL_possessive} master cannot be changed. -->
|
|
<DryadCannotChangeMaster>TODO</DryadCannotChangeMaster>
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<!-- EN: Connection strength too low to create Gauranlen pod. -->
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|
<ConnectionStrengthTooWeakForGaumakerPod>TODO</ConnectionStrengthTooWeakForGaumakerPod>
|
|
<!-- EN: Unconnected -->
|
|
<Unconnected>TODO</Unconnected>
|
|
<!-- EN: Dryads -->
|
|
<DryadPlural>TODO</DryadPlural>
|
|
<!-- EN: Connection strength affected by -->
|
|
<ConnectionStrengthAffectedBy>TODO</ConnectionStrengthAffectedBy>
|
|
<!-- EN: Currently affected by -->
|
|
<CurrentlyAffectedBy>TODO</CurrentlyAffectedBy>
|
|
<!-- EN: {0} connection strength needed to support a dryad. -->
|
|
<NotEnoughConnectionStrengthForSingleDryad>TODO</NotEnoughConnectionStrengthForSingleDryad>
|
|
|
|
<!-- Shooting report -->
|
|
<!-- EN: Target outdoors and night-time -->
|
|
<TargetNightOutdoors>TODO</TargetNightOutdoors>
|
|
<!-- EN: Target indoors and dark -->
|
|
<TargetDarkIndoors>TODO</TargetDarkIndoors>
|
|
<!-- EN: Target outdoors and daytime -->
|
|
<TargetDayOutdoors>TODO</TargetDayOutdoors>
|
|
<!-- EN: Target indoors and lit -->
|
|
<TargetLitIndoors>TODO</TargetLitIndoors>
|
|
<!-- EN: Charging -->
|
|
<RechargeableCharging>TODO</RechargeableCharging>
|
|
<!-- EN: Ready -->
|
|
<RechargeableReady>TODO</RechargeableReady>
|
|
|
|
<!-- EN: Skill -->
|
|
<RoleRequirementSkill>TODO</RoleRequirementSkill>
|
|
<!-- EN: Any of skills -->
|
|
<RoleRequirementSkillAny>TODO</RoleRequirementSkillAny>
|
|
<!-- EN: Won't use ranged weapons -->
|
|
<RoleEffectWontUseRangedWeapons>TODO</RoleEffectWontUseRangedWeapons>
|
|
<!-- EN: Won't use melee weapons -->
|
|
<RoleEffectWontUseMeleeWeapons>TODO</RoleEffectWontUseMeleeWeapons>
|
|
<!-- EN: {0} quality to crafting or construction -->
|
|
<RoleEffectProductionQualityOffset>TODO</RoleEffectProductionQualityOffset>
|
|
<!-- EN: Hunting revenge chance {0} -->
|
|
<RoleEffectHuntingRevengeChance>TODO</RoleEffectHuntingRevengeChance>
|
|
<!-- EN: Give thought -->
|
|
<RoleEffectGiveThoughtOnTended>TODO</RoleEffectGiveThoughtOnTended>
|
|
|
|
<!-- EN: Assign colonists to your ideoligion -->
|
|
<AssignColonists>TODO</AssignColonists>
|
|
<!-- EN: Delete new ideoligion -->
|
|
<DeleteNewIdeoligion>TODO</DeleteNewIdeoligion>
|
|
<!-- EN: Make this your primary ideologion -->
|
|
<MakeIdeoligionPrimary>TODO</MakeIdeoligionPrimary>
|
|
|
|
<!-- Archonexus -->
|
|
<!-- EN: You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...\n\n -->
|
|
<GameOverArchotechInvokedIntro>TODO</GameOverArchotechInvokedIntro>
|
|
<!-- EN: The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality.\n\nYou sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. Time and scale begin to dissolve. It's terrifying. It's beautiful... -->
|
|
<GameOverArchotechInvokedEnding>TODO</GameOverArchotechInvokedEnding>
|
|
<!-- EN: These colonists have transcended:\n\n{0} -->
|
|
<GameOverColonistsTranscended>TODO</GameOverColonistsTranscended>
|
|
<!-- EN: An archonexus map part -->
|
|
<Reward_ArchonexusMapPart>TODO</Reward_ArchonexusMapPart>
|
|
<!-- EN: Archonexus map part {0}/{1} -->
|
|
<Reward_ArchonexusMapPartLabel>TODO</Reward_ArchonexusMapPartLabel>
|
|
|
|
<!-- EN: relics -->
|
|
<RelicsLower>TODO</RelicsLower>
|
|
<!-- EN: relic -->
|
|
<RelicLower>TODO</RelicLower>
|
|
|
|
<!-- EN: Linked to -->
|
|
<LinkedTo>TODO</LinkedTo>
|
|
<!-- EN: Supply satellite -->
|
|
<SupplySatellite>TODO</SupplySatellite>
|
|
|
|
<!-- EN: Colonist is not willing to extract skull from corpse (missing pro-skullspike precept) -->
|
|
<CannotExtractSkull>TODO</CannotExtractSkull>
|
|
<!-- EN: Preview the ritual ambience sound -->
|
|
<TipPreviewRitualAmbienceSound>TODO</TipPreviewRitualAmbienceSound>
|
|
|
|
<!-- EN: Choose -->
|
|
<ChooseStuffForRelic>TODO</ChooseStuffForRelic>
|
|
<!-- EN: Made from stuff -->
|
|
<RelicStuff>TODO</RelicStuff>
|
|
|
|
<!-- Bioscuplter pod -->
|
|
<!-- EN: Cycle -->
|
|
<BiosculpterPodCycleLabel>TODO</BiosculpterPodCycleLabel>
|
|
<!-- EN: loading nutrition -->
|
|
<BiosculpterPodCycleLabelLoading>TODO</BiosculpterPodCycleLabelLoading>
|
|
<!-- EN: ready -->
|
|
<BiosculpterPodCycleLabelReady>TODO</BiosculpterPodCycleLabelReady>
|
|
<!-- EN: Prepare {0} cycle -->
|
|
<BiosculpterPodCycleCommand>TODO</BiosculpterPodCycleCommand>
|
|
<!-- EN: Ends in -->
|
|
<BiosculpterCycleTimeRemaining>TODO</BiosculpterCycleTimeRemaining>
|
|
<!-- EN: Biotuned to -->
|
|
<BiosculpterBiotunedTo>TODO</BiosculpterBiotunedTo>
|
|
<!-- EN: Interrupt cycle -->
|
|
<BiosculpterInteruptCycle>TODO</BiosculpterInteruptCycle>
|
|
<!-- EN: Interrupt the current cycle. The occupant will be ejected without benefiting from the effects of the cycle, and will suffer from short-term biosculpter sickness. -->
|
|
<BiosculpterInteruptCycleDesc>TODO</BiosculpterInteruptCycleDesc>
|
|
<!-- EN: Once the biosculpter pod is filled with {NUTRITION} nutrition, select a colonist and right-click on the biosculpter pod or a downed person to start the cycle. -->
|
|
<BiosculpterLoadingStartedMessage>TODO</BiosculpterLoadingStartedMessage>
|
|
<!-- EN: {PAWN_labelShort} was ejected from a biosculpter pod due to lack of power. -->
|
|
<BiosculpterNoPowerEjectedMessage>TODO</BiosculpterNoPowerEjectedMessage>
|
|
<!-- EN: {PAWN_labelShort} completed healing cycle. -->
|
|
<BiosculpterHealCompletedMessage>TODO</BiosculpterHealCompletedMessage>
|
|
<!-- EN: {PAWN_labelShort} completed healing cycle, and their {HEDIFF_label} was cured. -->
|
|
<BiosculpterHealCompletedWithCureMessage>TODO</BiosculpterHealCompletedWithCureMessage>
|
|
<!-- EN: {PAWN_labelShort} completed {PAWN_possessive} age reversal cycle. {PAWN_pronoun} expects the next age reversal in {DEADLINE} days. -->
|
|
<BiosculpterAgeReversalCompletedMessage>TODO</BiosculpterAgeReversalCompletedMessage>
|
|
<!-- EN: {PAWN_labelShort} completed pleasure cycle. -->
|
|
<BiosculpterPleasureCompletedMessage>TODO</BiosculpterPleasureCompletedMessage>
|
|
<!-- EN: Cleanliness speed factor -->
|
|
<BiosculpterCleanlinessSpeedFactor>TODO</BiosculpterCleanlinessSpeedFactor>
|
|
|
|
</LanguageData> |