561 lines
45 KiB
XML
561 lines
45 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<LanguageData>
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<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
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<AttendedFuneral.description>TODO</AttendedFuneral.description>
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<!-- EN: moral guide present -->
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<AttendedFuneral.comps.0.label>TODO</AttendedFuneral.comps.0.label>
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<!-- EN: participant count -->
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<AttendedFuneral.comps.1.label>TODO</AttendedFuneral.comps.1.label>
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<!-- EN: Terrible -->
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<AttendedFuneral.outcomeChances.0.label>TODO</AttendedFuneral.outcomeChances.0.label>
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<!-- EN: The {0} was a terrible! Everyone felt insulted for having had to endure it. -->
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<AttendedFuneral.outcomeChances.0.description>TODO</AttendedFuneral.outcomeChances.0.description>
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<!-- EN: Lackluster -->
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<AttendedFuneral.outcomeChances.1.label>TODO</AttendedFuneral.outcomeChances.1.label>
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<!-- EN: The {0} was lackluster. The speech was long-winded and failed to resolve any emotions. -->
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<AttendedFuneral.outcomeChances.1.description>TODO</AttendedFuneral.outcomeChances.1.description>
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<!-- EN: Good -->
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<AttendedFuneral.outcomeChances.2.label>TODO</AttendedFuneral.outcomeChances.2.label>
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<!-- EN: The {0} was good. The speaker's final words provided a path for everyone move on. -->
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<AttendedFuneral.outcomeChances.2.description>TODO</AttendedFuneral.outcomeChances.2.description>
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<!-- EN: Heartwarming -->
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<AttendedFuneral.outcomeChances.3.label>TODO</AttendedFuneral.outcomeChances.3.label>
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<!-- EN: The {0} was heartwarming. The speech was captivating and heartfelt, and everyone came away focused on good memories. -->
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<AttendedFuneral.outcomeChances.3.description>TODO</AttendedFuneral.outcomeChances.3.description>
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<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
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<AttendedFuneralNoCorpse.description>TODO</AttendedFuneralNoCorpse.description>
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<!-- EN: moral guide present -->
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<AttendedFuneralNoCorpse.comps.0.label>TODO</AttendedFuneralNoCorpse.comps.0.label>
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<!-- EN: participant count -->
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<AttendedFuneralNoCorpse.comps.1.label>TODO</AttendedFuneralNoCorpse.comps.1.label>
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<!-- EN: Terrible -->
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<AttendedFuneralNoCorpse.outcomeChances.0.label>TODO</AttendedFuneralNoCorpse.outcomeChances.0.label>
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<!-- EN: The {0} was a terrible! Everyone felt insulted for having had to endure it. -->
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<AttendedFuneralNoCorpse.outcomeChances.0.description>TODO</AttendedFuneralNoCorpse.outcomeChances.0.description>
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<!-- EN: Lackluster -->
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<AttendedFuneralNoCorpse.outcomeChances.1.label>TODO</AttendedFuneralNoCorpse.outcomeChances.1.label>
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<!-- EN: The {0} was lackluster. The speech was long-winded and failed to resolve any emotions. -->
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<AttendedFuneralNoCorpse.outcomeChances.1.description>TODO</AttendedFuneralNoCorpse.outcomeChances.1.description>
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<!-- EN: Good -->
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<AttendedFuneralNoCorpse.outcomeChances.2.label>TODO</AttendedFuneralNoCorpse.outcomeChances.2.label>
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<!-- EN: The {0} was good. The speaker's final words provided a path for everyone move on. -->
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<AttendedFuneralNoCorpse.outcomeChances.2.description>TODO</AttendedFuneralNoCorpse.outcomeChances.2.description>
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<!-- EN: Heartwarming -->
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<AttendedFuneralNoCorpse.outcomeChances.3.label>TODO</AttendedFuneralNoCorpse.outcomeChances.3.label>
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<!-- EN: The {0} was heartwarming. The speech was captivating and heartfelt, and everyone came away focused on good memories. -->
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<AttendedFuneralNoCorpse.outcomeChances.3.description>TODO</AttendedFuneralNoCorpse.outcomeChances.3.description>
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<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
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<BlindingCeremony.description>TODO</BlindingCeremony.description>
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<!-- EN: moral guide present -->
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<BlindingCeremony.comps.2.label>TODO</BlindingCeremony.comps.2.label>
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<!-- EN: participant count -->
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<BlindingCeremony.comps.3.label>TODO</BlindingCeremony.comps.3.label>
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<!-- EN: started at altar -->
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<BlindingCeremony.comps.4.label>TODO</BlindingCeremony.comps.4.label>
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<!-- EN: an altar -->
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<BlindingCeremony.comps.4.expectedThingLabelTip>TODO</BlindingCeremony.comps.4.expectedThingLabelTip>
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<!-- EN: If the {0} is satisfying, the blinded person might get a psylink upgrade or unlock new psychic powers. -->
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<BlindingCeremony.extraPredictedOutcomeDescriptions.0>TODO</BlindingCeremony.extraPredictedOutcomeDescriptions.0>
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<!-- EN: Terrible -->
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<BlindingCeremony.outcomeChances.0.label>TODO</BlindingCeremony.outcomeChances.0.label>
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<!-- EN: The {0} was terrible! The speech was stuttering and incoherent. The blinding technique was botched. Everyone was waiting for it to end. -->
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<BlindingCeremony.outcomeChances.0.description>TODO</BlindingCeremony.outcomeChances.0.description>
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<!-- EN: Boring -->
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<BlindingCeremony.outcomeChances.1.label>TODO</BlindingCeremony.outcomeChances.1.label>
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<!-- EN: The {0} was boring. The speech was repetitive and the blinding technique was noticeably flawed. It just didn't feel dignified. -->
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<BlindingCeremony.outcomeChances.1.description>TODO</BlindingCeremony.outcomeChances.1.description>
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<!-- EN: Satisfying -->
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<BlindingCeremony.outcomeChances.2.label>TODO</BlindingCeremony.outcomeChances.2.label>
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<!-- EN: The {0} was satisfying. The speech felt meaningful, and the blinding technique was precise and dignified. -->
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<BlindingCeremony.outcomeChances.2.description>TODO</BlindingCeremony.outcomeChances.2.description>
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<!-- EN: The blinded person will get a psylink upgrade or unlock a new psychic power. -->
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<BlindingCeremony.outcomeChances.2.potentialExtraOutcomeDesc>TODO</BlindingCeremony.outcomeChances.2.potentialExtraOutcomeDesc>
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<!-- EN: Spectacular -->
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<BlindingCeremony.outcomeChances.3.label>TODO</BlindingCeremony.outcomeChances.3.label>
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<!-- EN: The {0} was spectacular! The speech brought everyone to the edge of a frenzy just as the eye came out with a satisfying wet noise. -->
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<BlindingCeremony.outcomeChances.3.description>TODO</BlindingCeremony.outcomeChances.3.description>
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<!-- EN: The blinded person will get a psylink upgrade or unlock a new psychic power. -->
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<BlindingCeremony.outcomeChances.3.potentialExtraOutcomeDesc>TODO</BlindingCeremony.outcomeChances.3.potentialExtraOutcomeDesc>
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<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
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<CelebratedDate.description>TODO</CelebratedDate.description>
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<!-- EN: leader present -->
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<CelebratedDate.comps.2.label>TODO</CelebratedDate.comps.2.label>
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<!-- EN: participant count -->
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<CelebratedDate.comps.3.label>TODO</CelebratedDate.comps.3.label>
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<!-- EN: started at altar -->
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<CelebratedDate.comps.4.label>TODO</CelebratedDate.comps.4.label>
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<!-- EN: an altar -->
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<CelebratedDate.comps.4.expectedThingLabelTip>TODO</CelebratedDate.comps.4.expectedThingLabelTip>
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<!-- EN: Terrible -->
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<CelebratedDate.outcomeChances.0.label>TODO</CelebratedDate.outcomeChances.0.label>
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<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
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<CelebratedDate.outcomeChances.0.description>TODO</CelebratedDate.outcomeChances.0.description>
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<!-- EN: Boring -->
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<CelebratedDate.outcomeChances.1.label>TODO</CelebratedDate.outcomeChances.1.label>
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<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
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<CelebratedDate.outcomeChances.1.description>TODO</CelebratedDate.outcomeChances.1.description>
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<!-- EN: Fun -->
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<CelebratedDate.outcomeChances.2.label>TODO</CelebratedDate.outcomeChances.2.label>
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<!-- EN: The {0} was fun. Everyone appreciated the chance to relax and have fun together. -->
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<CelebratedDate.outcomeChances.2.description>TODO</CelebratedDate.outcomeChances.2.description>
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<!-- EN: Unforgettable -->
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<CelebratedDate.outcomeChances.3.label>TODO</CelebratedDate.outcomeChances.3.label>
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<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
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<CelebratedDate.outcomeChances.3.description>TODO</CelebratedDate.outcomeChances.3.description>
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<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
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<CelebratedDate_Consumable.description>TODO</CelebratedDate_Consumable.description>
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<!-- EN: participant count -->
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<CelebratedDate_Consumable.comps.0.label>TODO</CelebratedDate_Consumable.comps.0.label>
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<!-- EN: room impressiveness -->
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<CelebratedDate_Consumable.comps.1.label>TODO</CelebratedDate_Consumable.comps.1.label>
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<!-- EN: If the {0} is satisfying, one participant might gain an inspiration. -->
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<CelebratedDate_Consumable.extraPredictedOutcomeDescriptions.0>TODO</CelebratedDate_Consumable.extraPredictedOutcomeDescriptions.0>
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<!-- EN: Terrible -->
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<CelebratedDate_Consumable.outcomeChances.0.label>TODO</CelebratedDate_Consumable.outcomeChances.0.label>
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<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
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<CelebratedDate_Consumable.outcomeChances.0.description>TODO</CelebratedDate_Consumable.outcomeChances.0.description>
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<!-- EN: Boring -->
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<CelebratedDate_Consumable.outcomeChances.1.label>TODO</CelebratedDate_Consumable.outcomeChances.1.label>
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<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
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<CelebratedDate_Consumable.outcomeChances.1.description>TODO</CelebratedDate_Consumable.outcomeChances.1.description>
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<!-- EN: Fun -->
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<CelebratedDate_Consumable.outcomeChances.2.label>TODO</CelebratedDate_Consumable.outcomeChances.2.label>
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<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
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<CelebratedDate_Consumable.outcomeChances.2.description>TODO</CelebratedDate_Consumable.outcomeChances.2.description>
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<!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
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<CelebratedDate_Consumable.outcomeChances.2.potentialExtraOutcomeDesc>TODO</CelebratedDate_Consumable.outcomeChances.2.potentialExtraOutcomeDesc>
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<!-- EN: Unforgettable -->
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<CelebratedDate_Consumable.outcomeChances.3.label>TODO</CelebratedDate_Consumable.outcomeChances.3.label>
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<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
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<CelebratedDate_Consumable.outcomeChances.3.description>TODO</CelebratedDate_Consumable.outcomeChances.3.description>
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<!-- EN: There's a 10% chance a random participant gains an inspiration. -->
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<CelebratedDate_Consumable.outcomeChances.3.potentialExtraOutcomeDesc>TODO</CelebratedDate_Consumable.outcomeChances.3.potentialExtraOutcomeDesc>
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<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
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<CelebrationPartyDanceDrum.description>TODO</CelebrationPartyDanceDrum.description>
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<!-- EN: participant count -->
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<CelebrationPartyDanceDrum.comps.0.label>TODO</CelebrationPartyDanceDrum.comps.0.label>
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<!-- EN: room impressiveness -->
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<CelebrationPartyDanceDrum.comps.1.label>TODO</CelebrationPartyDanceDrum.comps.1.label>
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<!-- EN: played drum count -->
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<CelebrationPartyDanceDrum.comps.2.label>TODO</CelebrationPartyDanceDrum.comps.2.label>
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<!-- EN: started at campfire -->
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<CelebrationPartyDanceDrum.comps.3.label>TODO</CelebrationPartyDanceDrum.comps.3.label>
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<!-- EN: a campfire -->
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<CelebrationPartyDanceDrum.comps.3.expectedThingLabelTip>TODO</CelebrationPartyDanceDrum.comps.3.expectedThingLabelTip>
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<!-- EN: If the {0} is fun or unforgettable, participants may gain increased work speed for a while. -->
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<CelebrationPartyDanceDrum.extraPredictedOutcomeDescriptions.0>TODO</CelebrationPartyDanceDrum.extraPredictedOutcomeDescriptions.0>
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<!-- EN: Terrible -->
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<CelebrationPartyDanceDrum.outcomeChances.0.label>TODO</CelebrationPartyDanceDrum.outcomeChances.0.label>
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<!-- EN: The {0} was terrible! Awkward conversation, bad jokes, atrocious dancing, and dull music. -->
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<CelebrationPartyDanceDrum.outcomeChances.0.description>TODO</CelebrationPartyDanceDrum.outcomeChances.0.description>
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<!-- EN: Boring -->
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<CelebrationPartyDanceDrum.outcomeChances.1.label>TODO</CelebrationPartyDanceDrum.outcomeChances.1.label>
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<!-- EN: The {0} was boring. Bad dancing and so-so music made the whole thing feel like a waste of time. -->
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<CelebrationPartyDanceDrum.outcomeChances.1.description>TODO</CelebrationPartyDanceDrum.outcomeChances.1.description>
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<!-- EN: Fun -->
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<CelebrationPartyDanceDrum.outcomeChances.2.label>TODO</CelebrationPartyDanceDrum.outcomeChances.2.label>
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<!-- EN: The {0} was fun. Everyone enjoyed the break from everyday life and got in some good dancing together. -->
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<CelebrationPartyDanceDrum.outcomeChances.2.description>TODO</CelebrationPartyDanceDrum.outcomeChances.2.description>
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<!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. -->
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<CelebrationPartyDanceDrum.outcomeChances.2.potentialExtraOutcomeDesc>TODO</CelebrationPartyDanceDrum.outcomeChances.2.potentialExtraOutcomeDesc>
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<!-- EN: Unforgettable -->
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<CelebrationPartyDanceDrum.outcomeChances.3.label>TODO</CelebrationPartyDanceDrum.outcomeChances.3.label>
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<!-- EN: The {0} was unforgettable! The dancers forgot themselves in the music, and the experience brought everyone together. -->
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<CelebrationPartyDanceDrum.outcomeChances.3.description>TODO</CelebrationPartyDanceDrum.outcomeChances.3.description>
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<!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. -->
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<CelebrationPartyDanceDrum.outcomeChances.3.potentialExtraOutcomeDesc>TODO</CelebrationPartyDanceDrum.outcomeChances.3.potentialExtraOutcomeDesc>
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<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
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<CelebrationPartyDanceTech.description>TODO</CelebrationPartyDanceTech.description>
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<!-- EN: participant count -->
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<CelebrationPartyDanceTech.comps.0.label>TODO</CelebrationPartyDanceTech.comps.0.label>
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<!-- EN: room impressiveness -->
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<CelebrationPartyDanceTech.comps.1.label>TODO</CelebrationPartyDanceTech.comps.1.label>
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<!-- EN: active speaker count -->
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<CelebrationPartyDanceTech.comps.2.label>TODO</CelebrationPartyDanceTech.comps.2.label>
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<!-- EN: started at lightball -->
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<CelebrationPartyDanceTech.comps.3.label>TODO</CelebrationPartyDanceTech.comps.3.label>
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<!-- EN: a lightball -->
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<CelebrationPartyDanceTech.comps.3.expectedThingLabelTip>TODO</CelebrationPartyDanceTech.comps.3.expectedThingLabelTip>
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<!-- EN: If the {0} is fun or unforgettable, participants may gain increased work speed for a while. -->
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<CelebrationPartyDanceTech.extraPredictedOutcomeDescriptions.0>TODO</CelebrationPartyDanceTech.extraPredictedOutcomeDescriptions.0>
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<!-- EN: Terrible -->
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<CelebrationPartyDanceTech.outcomeChances.0.label>TODO</CelebrationPartyDanceTech.outcomeChances.0.label>
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<!-- EN: The {0} was terrible! Awkward conversation, bad jokes, atrocious dancing, and dull music. -->
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<CelebrationPartyDanceTech.outcomeChances.0.description>TODO</CelebrationPartyDanceTech.outcomeChances.0.description>
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<!-- EN: Boring -->
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<CelebrationPartyDanceTech.outcomeChances.1.label>TODO</CelebrationPartyDanceTech.outcomeChances.1.label>
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<!-- EN: The {0} was boring. Bad dancing and so-so music made the whole thing feel like a waste of time. -->
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<CelebrationPartyDanceTech.outcomeChances.1.description>TODO</CelebrationPartyDanceTech.outcomeChances.1.description>
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<!-- EN: Fun -->
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<CelebrationPartyDanceTech.outcomeChances.2.label>TODO</CelebrationPartyDanceTech.outcomeChances.2.label>
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<!-- EN: The {0} was fun. Everyone enjoyed the break from everyday life and got in some good dancing together. -->
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<CelebrationPartyDanceTech.outcomeChances.2.description>TODO</CelebrationPartyDanceTech.outcomeChances.2.description>
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<!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. -->
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<CelebrationPartyDanceTech.outcomeChances.2.potentialExtraOutcomeDesc>TODO</CelebrationPartyDanceTech.outcomeChances.2.potentialExtraOutcomeDesc>
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<!-- EN: Unforgettable -->
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<CelebrationPartyDanceTech.outcomeChances.3.label>TODO</CelebrationPartyDanceTech.outcomeChances.3.label>
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<!-- EN: The {0} was unforgettable! The dancers forgot themselves in the music, and the experience brought everyone together. -->
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<CelebrationPartyDanceTech.outcomeChances.3.description>TODO</CelebrationPartyDanceTech.outcomeChances.3.description>
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<!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. -->
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<CelebrationPartyDanceTech.outcomeChances.3.potentialExtraOutcomeDesc>TODO</CelebrationPartyDanceTech.outcomeChances.3.potentialExtraOutcomeDesc>
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<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
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<CelebrationSkyLanterns.description>TODO</CelebrationSkyLanterns.description>
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<!-- EN: participant count -->
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<CelebrationSkyLanterns.comps.0.label>TODO</CelebrationSkyLanterns.comps.0.label>
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<!-- EN: Each participant will make a lantern out of 4 wood. -->
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<CelebrationSkyLanterns.extraInfoLines.0>TODO</CelebrationSkyLanterns.extraInfoLines.0>
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<!-- EN: If the {0} is beautiful or unforgettable, the skylanterns might attract a group of friendly visitors. -->
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<CelebrationSkyLanterns.extraPredictedOutcomeDescriptions.0>TODO</CelebrationSkyLanterns.extraPredictedOutcomeDescriptions.0>
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<!-- EN: Terrible -->
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<CelebrationSkyLanterns.outcomeChances.0.label>TODO</CelebrationSkyLanterns.outcomeChances.0.label>
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<!-- EN: The {0} was terrible! People kept getting annoyed making the lanterns and they looked like garbage on the wind. -->
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<CelebrationSkyLanterns.outcomeChances.0.description>TODO</CelebrationSkyLanterns.outcomeChances.0.description>
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<!-- EN: Unimpressive -->
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<CelebrationSkyLanterns.outcomeChances.1.label>TODO</CelebrationSkyLanterns.outcomeChances.1.label>
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<!-- EN: The {0} was unimpressive. Lantern-making took too long and it all felt rather pointless. -->
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<CelebrationSkyLanterns.outcomeChances.1.description>TODO</CelebrationSkyLanterns.outcomeChances.1.description>
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<!-- EN: Beautiful -->
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<CelebrationSkyLanterns.outcomeChances.2.label>TODO</CelebrationSkyLanterns.outcomeChances.2.label>
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<!-- EN: The {0} was beautiful. Watching the lanterns drift away made everyone feel at peace. -->
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<CelebrationSkyLanterns.outcomeChances.2.description>TODO</CelebrationSkyLanterns.outcomeChances.2.description>
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<!-- EN: The skylanterns lifted high and bright. Friendly visitors might see them and arrive with a gift. -->
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<CelebrationSkyLanterns.outcomeChances.2.potentialExtraOutcomeDesc>TODO</CelebrationSkyLanterns.outcomeChances.2.potentialExtraOutcomeDesc>
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<!-- EN: Unforgettable -->
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<CelebrationSkyLanterns.outcomeChances.3.label>TODO</CelebrationSkyLanterns.outcomeChances.3.label>
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<!-- EN: The {0} was unforgettable! Making the lanterns was a time of laughter, and everyone's spirits rose with them. -->
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<CelebrationSkyLanterns.outcomeChances.3.description>TODO</CelebrationSkyLanterns.outcomeChances.3.description>
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<!-- EN: The skylanterns lifted high and bright. Friendly visitors might see them and arrive with a gift. -->
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<CelebrationSkyLanterns.outcomeChances.3.potentialExtraOutcomeDesc>TODO</CelebrationSkyLanterns.outcomeChances.3.potentialExtraOutcomeDesc>
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<!-- EN: The connector will connect to the tree. -->
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<ConnectToTree.description>TODO</ConnectToTree.description>
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<!-- EN: participant count -->
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<ConnectToTree.comps.0.label>TODO</ConnectToTree.comps.0.label>
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<!-- EN: Every 2% increase in quality will grow a patch of Gauranlen moss around the tree, beautifying the area. -->
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<ConnectToTree.extraPredictedOutcomeDescriptions.0>TODO</ConnectToTree.extraPredictedOutcomeDescriptions.0>
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|
|
<!-- EN: If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. -->
|
|
<Conversion.description>TODO</Conversion.description>
|
|
<!-- EN: room impressiveness -->
|
|
<Conversion.comps.0.label>TODO</Conversion.comps.0.label>
|
|
<!-- EN: participant count -->
|
|
<Conversion.comps.1.label>TODO</Conversion.comps.1.label>
|
|
<!-- EN: {PAWN_labelShort}'s social impact -->
|
|
<Conversion.comps.2.label>TODO</Conversion.comps.2.label>
|
|
<!-- EN: speaker's social impact -->
|
|
<Conversion.comps.2.labelAbstract>TODO</Conversion.comps.2.labelAbstract>
|
|
<!-- EN: {PAWN_labelShort}'s expectations -->
|
|
<Conversion.comps.3.label>TODO</Conversion.comps.3.label>
|
|
<!-- EN: convertee's expectations -->
|
|
<Conversion.comps.3.labelAbstract>TODO</Conversion.comps.3.labelAbstract>
|
|
<!-- EN: Terrible -->
|
|
<Conversion.outcomeChances.0.label>TODO</Conversion.outcomeChances.0.label>
|
|
<!-- EN: The {0} was terrible! From the first word, it was a fruitless back-and-forth argument. It dragged on for a cringe-inducingly long time. -->
|
|
<Conversion.outcomeChances.0.description>TODO</Conversion.outcomeChances.0.description>
|
|
<!-- EN: Ineffective -->
|
|
<Conversion.outcomeChances.1.label>TODO</Conversion.outcomeChances.1.label>
|
|
<!-- EN: The {0} was ineffective. Most of the arguments were unclear, and the convertee countered those that made sense. -->
|
|
<Conversion.outcomeChances.1.description>TODO</Conversion.outcomeChances.1.description>
|
|
<!-- EN: Effective -->
|
|
<Conversion.outcomeChances.2.label>TODO</Conversion.outcomeChances.2.label>
|
|
<!-- EN: The {0} was effective. The speech not only delivered solid arguments and visibly swayed the convertee's thoughts, but kept the crowd entertained as well. -->
|
|
<Conversion.outcomeChances.2.description>TODO</Conversion.outcomeChances.2.description>
|
|
<!-- EN: Masterful -->
|
|
<Conversion.outcomeChances.3.label>TODO</Conversion.outcomeChances.3.label>
|
|
<!-- EN: The {0} was masterful! Old beliefs seemed to dissolve effortlessly and inevitably, and our true knowledge was accepted. -->
|
|
<Conversion.outcomeChances.3.description>TODO</Conversion.outcomeChances.3.description>
|
|
|
|
<!-- EN: The ritual target will be destroyed. -->
|
|
<DestroyConsumableBuilding.description>TODO</DestroyConsumableBuilding.description>
|
|
<!-- EN: participant count -->
|
|
<DestroyConsumableBuilding.comps.0.label>TODO</DestroyConsumableBuilding.comps.0.label>
|
|
<!-- EN: room impressiveness -->
|
|
<DestroyConsumableBuilding.comps.1.label>TODO</DestroyConsumableBuilding.comps.1.label>
|
|
<!-- EN: Terrible -->
|
|
<DestroyConsumableBuilding.outcomeChances.0.label>TODO</DestroyConsumableBuilding.outcomeChances.0.label>
|
|
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
|
|
<DestroyConsumableBuilding.outcomeChances.0.description>TODO</DestroyConsumableBuilding.outcomeChances.0.description>
|
|
<!-- EN: Boring -->
|
|
<DestroyConsumableBuilding.outcomeChances.1.label>TODO</DestroyConsumableBuilding.outcomeChances.1.label>
|
|
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
|
|
<DestroyConsumableBuilding.outcomeChances.1.description>TODO</DestroyConsumableBuilding.outcomeChances.1.description>
|
|
<!-- EN: Fun -->
|
|
<DestroyConsumableBuilding.outcomeChances.2.label>TODO</DestroyConsumableBuilding.outcomeChances.2.label>
|
|
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
|
|
<DestroyConsumableBuilding.outcomeChances.2.description>TODO</DestroyConsumableBuilding.outcomeChances.2.description>
|
|
<!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
|
|
<DestroyConsumableBuilding.outcomeChances.2.potentialExtraOutcomeDesc>TODO</DestroyConsumableBuilding.outcomeChances.2.potentialExtraOutcomeDesc>
|
|
<!-- EN: Unforgettable -->
|
|
<DestroyConsumableBuilding.outcomeChances.3.label>TODO</DestroyConsumableBuilding.outcomeChances.3.label>
|
|
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
|
|
<DestroyConsumableBuilding.outcomeChances.3.description>TODO</DestroyConsumableBuilding.outcomeChances.3.description>
|
|
<!-- EN: There's a 10% chance a random participant gains an inspiration. -->
|
|
<DestroyConsumableBuilding.outcomeChances.3.potentialExtraOutcomeDesc>TODO</DestroyConsumableBuilding.outcomeChances.3.potentialExtraOutcomeDesc>
|
|
|
|
<!-- EN: The ritual target will be destroyed. -->
|
|
<DestroyConsumableBuilding_Burnbong.description>TODO</DestroyConsumableBuilding_Burnbong.description>
|
|
<!-- EN: participant count -->
|
|
<DestroyConsumableBuilding_Burnbong.comps.0.label>TODO</DestroyConsumableBuilding_Burnbong.comps.0.label>
|
|
<!-- EN: room impressiveness -->
|
|
<DestroyConsumableBuilding_Burnbong.comps.1.label>TODO</DestroyConsumableBuilding_Burnbong.comps.1.label>
|
|
<!-- EN: Terrible -->
|
|
<DestroyConsumableBuilding_Burnbong.outcomeChances.0.label>TODO</DestroyConsumableBuilding_Burnbong.outcomeChances.0.label>
|
|
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
|
|
<DestroyConsumableBuilding_Burnbong.outcomeChances.0.description>TODO</DestroyConsumableBuilding_Burnbong.outcomeChances.0.description>
|
|
<!-- EN: Boring -->
|
|
<DestroyConsumableBuilding_Burnbong.outcomeChances.1.label>TODO</DestroyConsumableBuilding_Burnbong.outcomeChances.1.label>
|
|
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
|
|
<DestroyConsumableBuilding_Burnbong.outcomeChances.1.description>TODO</DestroyConsumableBuilding_Burnbong.outcomeChances.1.description>
|
|
<!-- EN: Fun -->
|
|
<DestroyConsumableBuilding_Burnbong.outcomeChances.2.label>TODO</DestroyConsumableBuilding_Burnbong.outcomeChances.2.label>
|
|
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
|
|
<DestroyConsumableBuilding_Burnbong.outcomeChances.2.description>TODO</DestroyConsumableBuilding_Burnbong.outcomeChances.2.description>
|
|
<!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
|
|
<DestroyConsumableBuilding_Burnbong.outcomeChances.2.potentialExtraOutcomeDesc>TODO</DestroyConsumableBuilding_Burnbong.outcomeChances.2.potentialExtraOutcomeDesc>
|
|
<!-- EN: Unforgettable -->
|
|
<DestroyConsumableBuilding_Burnbong.outcomeChances.3.label>TODO</DestroyConsumableBuilding_Burnbong.outcomeChances.3.label>
|
|
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
|
|
<DestroyConsumableBuilding_Burnbong.outcomeChances.3.description>TODO</DestroyConsumableBuilding_Burnbong.outcomeChances.3.description>
|
|
<!-- EN: There's a 10% chance a random participant gains an inspiration. -->
|
|
<DestroyConsumableBuilding_Burnbong.outcomeChances.3.potentialExtraOutcomeDesc>TODO</DestroyConsumableBuilding_Burnbong.outcomeChances.3.potentialExtraOutcomeDesc>
|
|
|
|
<!-- EN: The ritual target will be destroyed. -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.description>TODO</DestroyConsumableBuilding_CannibalPlatter.description>
|
|
<!-- EN: participant count -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.comps.0.label>TODO</DestroyConsumableBuilding_CannibalPlatter.comps.0.label>
|
|
<!-- EN: room impressiveness -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.comps.1.label>TODO</DestroyConsumableBuilding_CannibalPlatter.comps.1.label>
|
|
<!-- EN: Terrible -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.label>TODO</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.label>
|
|
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.description>TODO</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.description>
|
|
<!-- EN: Boring -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.label>TODO</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.label>
|
|
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.description>TODO</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.description>
|
|
<!-- EN: Fun -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.label>TODO</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.label>
|
|
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.description>TODO</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.description>
|
|
<!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.potentialExtraOutcomeDesc>TODO</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.potentialExtraOutcomeDesc>
|
|
<!-- EN: Unforgettable -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.label>TODO</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.label>
|
|
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.description>TODO</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.description>
|
|
<!-- EN: There's a 10% chance a random participant gains an inspiration. -->
|
|
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.potentialExtraOutcomeDesc>TODO</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.potentialExtraOutcomeDesc>
|
|
|
|
<!-- EN: The ritual target will be destroyed. -->
|
|
<DestroyConsumableBuilding_ChristmasTree.description>TODO</DestroyConsumableBuilding_ChristmasTree.description>
|
|
<!-- EN: participant count -->
|
|
<DestroyConsumableBuilding_ChristmasTree.comps.0.label>TODO</DestroyConsumableBuilding_ChristmasTree.comps.0.label>
|
|
<!-- EN: room impressiveness -->
|
|
<DestroyConsumableBuilding_ChristmasTree.comps.1.label>TODO</DestroyConsumableBuilding_ChristmasTree.comps.1.label>
|
|
<!-- EN: Terrible -->
|
|
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.label>TODO</DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.label>
|
|
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
|
|
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.description>TODO</DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.description>
|
|
<!-- EN: Boring -->
|
|
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.label>TODO</DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.label>
|
|
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
|
|
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.description>TODO</DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.description>
|
|
<!-- EN: Fun -->
|
|
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.label>TODO</DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.label>
|
|
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
|
|
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.description>TODO</DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.description>
|
|
<!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
|
|
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.potentialExtraOutcomeDesc>TODO</DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.potentialExtraOutcomeDesc>
|
|
<!-- EN: Unforgettable -->
|
|
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.label>TODO</DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.label>
|
|
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
|
|
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.description>TODO</DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.description>
|
|
<!-- EN: There's a 10% chance a random participant gains an inspiration. -->
|
|
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.potentialExtraOutcomeDesc>TODO</DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.potentialExtraOutcomeDesc>
|
|
|
|
<!-- EN: The ritual target will be destroyed. -->
|
|
<DestroyConsumableBuilding_Pyre.description>TODO</DestroyConsumableBuilding_Pyre.description>
|
|
<!-- EN: participant count -->
|
|
<DestroyConsumableBuilding_Pyre.comps.0.label>TODO</DestroyConsumableBuilding_Pyre.comps.0.label>
|
|
<!-- EN: room impressiveness -->
|
|
<DestroyConsumableBuilding_Pyre.comps.1.label>TODO</DestroyConsumableBuilding_Pyre.comps.1.label>
|
|
<!-- EN: Terrible -->
|
|
<DestroyConsumableBuilding_Pyre.outcomeChances.0.label>TODO</DestroyConsumableBuilding_Pyre.outcomeChances.0.label>
|
|
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
|
|
<DestroyConsumableBuilding_Pyre.outcomeChances.0.description>TODO</DestroyConsumableBuilding_Pyre.outcomeChances.0.description>
|
|
<!-- EN: Boring -->
|
|
<DestroyConsumableBuilding_Pyre.outcomeChances.1.label>TODO</DestroyConsumableBuilding_Pyre.outcomeChances.1.label>
|
|
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
|
|
<DestroyConsumableBuilding_Pyre.outcomeChances.1.description>TODO</DestroyConsumableBuilding_Pyre.outcomeChances.1.description>
|
|
<!-- EN: Fun -->
|
|
<DestroyConsumableBuilding_Pyre.outcomeChances.2.label>TODO</DestroyConsumableBuilding_Pyre.outcomeChances.2.label>
|
|
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
|
|
<DestroyConsumableBuilding_Pyre.outcomeChances.2.description>TODO</DestroyConsumableBuilding_Pyre.outcomeChances.2.description>
|
|
<!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
|
|
<DestroyConsumableBuilding_Pyre.outcomeChances.2.potentialExtraOutcomeDesc>TODO</DestroyConsumableBuilding_Pyre.outcomeChances.2.potentialExtraOutcomeDesc>
|
|
<!-- EN: Unforgettable -->
|
|
<DestroyConsumableBuilding_Pyre.outcomeChances.3.label>TODO</DestroyConsumableBuilding_Pyre.outcomeChances.3.label>
|
|
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
|
|
<DestroyConsumableBuilding_Pyre.outcomeChances.3.description>TODO</DestroyConsumableBuilding_Pyre.outcomeChances.3.description>
|
|
<!-- EN: There's a 10% chance a random participant gains an inspiration. -->
|
|
<DestroyConsumableBuilding_Pyre.outcomeChances.3.potentialExtraOutcomeDesc>TODO</DestroyConsumableBuilding_Pyre.outcomeChances.3.potentialExtraOutcomeDesc>
|
|
|
|
<!-- EN: Spectating slaves will be 100% suppressed. Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
|
|
<Execution.description>TODO</Execution.description>
|
|
<!-- EN: participant count -->
|
|
<Execution.comps.0.label>TODO</Execution.comps.0.label>
|
|
<!-- EN: started at altar or ideogram -->
|
|
<Execution.comps.1.label>TODO</Execution.comps.1.label>
|
|
<!-- EN: an altar or an ideogram -->
|
|
<Execution.comps.1.expectedThingLabelTip>TODO</Execution.comps.1.expectedThingLabelTip>
|
|
<!-- EN: Awkward -->
|
|
<Execution.outcomeChances.0.label>TODO</Execution.outcomeChances.0.label>
|
|
<!-- EN: The {0} was awkward. The speech dragged on and when it came time to strike, the executioner slipped and barely recovered. None of it felt justified. -->
|
|
<Execution.outcomeChances.0.description>TODO</Execution.outcomeChances.0.description>
|
|
<!-- EN: Satisfying -->
|
|
<Execution.outcomeChances.1.label>TODO</Execution.outcomeChances.1.label>
|
|
<!-- EN: The {0} was satisfying. Everyone could feel that justice was being upheld. -->
|
|
<Execution.outcomeChances.1.description>TODO</Execution.outcomeChances.1.description>
|
|
<!-- EN: Spectacular -->
|
|
<Execution.outcomeChances.2.label>TODO</Execution.outcomeChances.2.label>
|
|
<!-- EN: The {0} was spectacular! One smooth strike was all it took, and everyone felt a rush of justice and power. -->
|
|
<Execution.outcomeChances.2.description>TODO</Execution.outcomeChances.2.description>
|
|
|
|
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
|
|
<GladiatorDuel.description>TODO</GladiatorDuel.description>
|
|
<!-- EN: participant count -->
|
|
<GladiatorDuel.comps.0.label>TODO</GladiatorDuel.comps.0.label>
|
|
<!-- EN: leader present -->
|
|
<GladiatorDuel.comps.1.label>TODO</GladiatorDuel.comps.1.label>
|
|
<!-- EN: duelist dies -->
|
|
<GladiatorDuel.comps.2.label>TODO</GladiatorDuel.comps.2.label>
|
|
<!-- EN: weapon used -->
|
|
<GladiatorDuel.comps.3.label>TODO</GladiatorDuel.comps.3.label>
|
|
<!-- EN: Duelists and viewers will gain melee combat experience. -->
|
|
<GladiatorDuel.extraPredictedOutcomeDescriptions.0>TODO</GladiatorDuel.extraPredictedOutcomeDescriptions.0>
|
|
<!-- EN: Spectators will gain a mood boost and fill their recreation bars. -->
|
|
<GladiatorDuel.extraPredictedOutcomeDescriptions.1>TODO</GladiatorDuel.extraPredictedOutcomeDescriptions.1>
|
|
<!-- EN: Terrible -->
|
|
<GladiatorDuel.outcomeChances.0.label>TODO</GladiatorDuel.outcomeChances.0.label>
|
|
<!-- EN: The duel was terrible! The fighters bumbled around, ineptly avoiding each other in a extended display of cowardice and weakness. Watching it just made people sad. -->
|
|
<GladiatorDuel.outcomeChances.0.description>TODO</GladiatorDuel.outcomeChances.0.description>
|
|
<!-- EN: Boring -->
|
|
<GladiatorDuel.outcomeChances.1.label>TODO</GladiatorDuel.outcomeChances.1.label>
|
|
<!-- EN: The duel was boring. The fighters wouldn't commit, so there were no exciting moments. -->
|
|
<GladiatorDuel.outcomeChances.1.description>TODO</GladiatorDuel.outcomeChances.1.description>
|
|
<!-- EN: Good -->
|
|
<GladiatorDuel.outcomeChances.2.label>TODO</GladiatorDuel.outcomeChances.2.label>
|
|
<!-- EN: The duel was good. The fighters went for blood and showed real heart. -->
|
|
<GladiatorDuel.outcomeChances.2.description>TODO</GladiatorDuel.outcomeChances.2.description>
|
|
<!-- EN: Unforgettable -->
|
|
<GladiatorDuel.outcomeChances.3.label>TODO</GladiatorDuel.outcomeChances.3.label>
|
|
<!-- EN: The duel was unforgettable! Both fighters gave all they had, and the death showed their dedication. -->
|
|
<GladiatorDuel.outcomeChances.3.description>TODO</GladiatorDuel.outcomeChances.3.description>
|
|
|
|
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
|
|
<Sacrifice.description>TODO</Sacrifice.description>
|
|
<!-- EN: moral guide present -->
|
|
<Sacrifice.comps.2.label>TODO</Sacrifice.comps.2.label>
|
|
<!-- EN: participant count -->
|
|
<Sacrifice.comps.3.label>TODO</Sacrifice.comps.3.label>
|
|
<!-- EN: started at altar -->
|
|
<Sacrifice.comps.4.label>TODO</Sacrifice.comps.4.label>
|
|
<!-- EN: an altar -->
|
|
<Sacrifice.comps.4.expectedThingLabelTip>TODO</Sacrifice.comps.4.expectedThingLabelTip>
|
|
<!-- EN: If the {0} is satisfying, one of the participants might gain an inspiration. -->
|
|
<Sacrifice.extraPredictedOutcomeDescriptions.0>TODO</Sacrifice.extraPredictedOutcomeDescriptions.0>
|
|
<!-- EN: Terrible -->
|
|
<Sacrifice.outcomeChances.0.label>TODO</Sacrifice.outcomeChances.0.label>
|
|
<!-- EN: The {0} was terrible! The speech was stuttering and incoherent, and the killing technique was botched. The victim took far too long to die - everyone was waiting for it to end. -->
|
|
<Sacrifice.outcomeChances.0.description>TODO</Sacrifice.outcomeChances.0.description>
|
|
<!-- EN: Boring -->
|
|
<Sacrifice.outcomeChances.1.label>TODO</Sacrifice.outcomeChances.1.label>
|
|
<!-- EN: The {0} was boring. The speech was repetitive and the killing technique was noticeably flawed. It just didn't feel dignified. -->
|
|
<Sacrifice.outcomeChances.1.description>TODO</Sacrifice.outcomeChances.1.description>
|
|
<!-- EN: Satisfying -->
|
|
<Sacrifice.outcomeChances.2.label>TODO</Sacrifice.outcomeChances.2.label>
|
|
<!-- EN: The {0} was satisfying. The speech felt meaningful, and the killing technique was precise and dignified. -->
|
|
<Sacrifice.outcomeChances.2.description>TODO</Sacrifice.outcomeChances.2.description>
|
|
<!-- EN: There's a 5% chance that a random participant gets an inspiration. -->
|
|
<Sacrifice.outcomeChances.2.potentialExtraOutcomeDesc>TODO</Sacrifice.outcomeChances.2.potentialExtraOutcomeDesc>
|
|
<!-- EN: Spectacular -->
|
|
<Sacrifice.outcomeChances.3.label>TODO</Sacrifice.outcomeChances.3.label>
|
|
<!-- EN: The {0} was spectacular! The speech brought everyone to the edge of a frenzy just as the blade came down perfectly, and the spurting blood was like cleansing waters for the spirit. -->
|
|
<Sacrifice.outcomeChances.3.description>TODO</Sacrifice.outcomeChances.3.description>
|
|
<!-- EN: There's a 10% chance that a random participant gets an inspiration. -->
|
|
<Sacrifice.outcomeChances.3.potentialExtraOutcomeDesc>TODO</Sacrifice.outcomeChances.3.potentialExtraOutcomeDesc>
|
|
|
|
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
|
|
<ScarificationCeremony.description>TODO</ScarificationCeremony.description>
|
|
<!-- EN: moral guide present -->
|
|
<ScarificationCeremony.comps.2.label>TODO</ScarificationCeremony.comps.2.label>
|
|
<!-- EN: participant count -->
|
|
<ScarificationCeremony.comps.3.label>TODO</ScarificationCeremony.comps.3.label>
|
|
<!-- EN: started at altar -->
|
|
<ScarificationCeremony.comps.4.label>TODO</ScarificationCeremony.comps.4.label>
|
|
<!-- EN: an altar -->
|
|
<ScarificationCeremony.comps.4.expectedThingLabelTip>TODO</ScarificationCeremony.comps.4.expectedThingLabelTip>
|
|
<!-- EN: Terrible -->
|
|
<ScarificationCeremony.outcomeChances.0.label>TODO</ScarificationCeremony.outcomeChances.0.label>
|
|
<!-- EN: The {0} was terrible! The speech was stuttering and incoherent, and the scarification technique was botched. Everyone was waiting for it to end. -->
|
|
<ScarificationCeremony.outcomeChances.0.description>TODO</ScarificationCeremony.outcomeChances.0.description>
|
|
<!-- EN: Boring -->
|
|
<ScarificationCeremony.outcomeChances.1.label>TODO</ScarificationCeremony.outcomeChances.1.label>
|
|
<!-- EN: The {0} was boring. The speech was repetitive and the scarification technique was noticeably flawed. It just didn't feel dignified. -->
|
|
<ScarificationCeremony.outcomeChances.1.description>TODO</ScarificationCeremony.outcomeChances.1.description>
|
|
<!-- EN: Satisfying -->
|
|
<ScarificationCeremony.outcomeChances.2.label>TODO</ScarificationCeremony.outcomeChances.2.label>
|
|
<!-- EN: The {0} was satisfying. The speech felt meaningful, and the scarification technique was precise and dignified. -->
|
|
<ScarificationCeremony.outcomeChances.2.description>TODO</ScarificationCeremony.outcomeChances.2.description>
|
|
<!-- EN: Spectacular -->
|
|
<ScarificationCeremony.outcomeChances.3.label>TODO</ScarificationCeremony.outcomeChances.3.label>
|
|
<!-- EN: The {0} was spectacular! The speech brought everyone to the edge of a frenzy as the bladeholder artfully rended living flesh. -->
|
|
<ScarificationCeremony.outcomeChances.3.description>TODO</ScarificationCeremony.outcomeChances.3.description>
|
|
|
|
<!-- EN: The trial quality determines the chance that the defendant will be convicted. -->
|
|
<Trial.description>TODO</Trial.description>
|
|
<!-- EN: participant count -->
|
|
<Trial.comps.0.label>TODO</Trial.comps.0.label>
|
|
<!-- EN: {PAWN_labelShort}'s negotiation ability -->
|
|
<Trial.comps.1.label>TODO</Trial.comps.1.label>
|
|
<!-- EN: Leader's negotiation ability -->
|
|
<Trial.comps.1.labelAbstract>TODO</Trial.comps.1.labelAbstract>
|
|
<!-- EN: {PAWN_labelShort}'s negotiation ability -->
|
|
<Trial.comps.2.label>TODO</Trial.comps.2.label>
|
|
<!-- EN: Defendant's negotiation ability -->
|
|
<Trial.comps.2.labelAbstract>TODO</Trial.comps.2.labelAbstract>
|
|
<!-- EN: exonerated -->
|
|
<Trial.outcomeChances.0.label>TODO</Trial.outcomeChances.0.label>
|
|
<!-- EN: The prosecutor {PROSECUTOR_labelShort}'s arguments failed to convince anyone. {PAWN_labelShort} was exonerated. -->
|
|
<Trial.outcomeChances.0.description>TODO</Trial.outcomeChances.0.description>
|
|
<!-- EN: convicted -->
|
|
<Trial.outcomeChances.1.label>TODO</Trial.outcomeChances.1.label>
|
|
<!-- EN: The prosecution convinced everyone of {PAWN_labelShort}'s guilt. {PAWN_labelShort} was convicted and can now be punished. You may execute or banish {PAWN_objective} and nobody will mind. -->
|
|
<Trial.outcomeChances.1.description>TODO</Trial.outcomeChances.1.description>
|
|
|
|
<!-- EN: The trial quality determines the chance that the defendant will be convicted. -->
|
|
<TrialMentalState.description>TODO</TrialMentalState.description>
|
|
<!-- EN: participant count -->
|
|
<TrialMentalState.comps.0.label>TODO</TrialMentalState.comps.0.label>
|
|
<!-- EN: {PAWN_labelShort}'s negotiation ability -->
|
|
<TrialMentalState.comps.1.label>TODO</TrialMentalState.comps.1.label>
|
|
<!-- EN: Leader's negotiation ability -->
|
|
<TrialMentalState.comps.1.labelAbstract>TODO</TrialMentalState.comps.1.labelAbstract>
|
|
<!-- EN: exonerated -->
|
|
<TrialMentalState.outcomeChances.0.label>TODO</TrialMentalState.outcomeChances.0.label>
|
|
<!-- EN: The prosecutor {PROSECUTOR_labelShort}'s arguments failed to convince anyone. {PAWN_labelShort} was exonerated. -->
|
|
<TrialMentalState.outcomeChances.0.description>TODO</TrialMentalState.outcomeChances.0.description>
|
|
<!-- EN: convicted -->
|
|
<TrialMentalState.outcomeChances.1.label>TODO</TrialMentalState.outcomeChances.1.label>
|
|
<!-- EN: The prosecution convinced everyone of {PAWN_labelShort}'s guilt. {PAWN_labelShort} was convicted and can now be punished. You may execute or banish {PAWN_objective} and nobody will mind. -->
|
|
<TrialMentalState.outcomeChances.1.description>TODO</TrialMentalState.outcomeChances.1.description>
|
|
|
|
</LanguageData> |