RimWorld-ChineseSimplified/Ideology/Keyed/Dialogs_Various.xml
2021-07-21 10:29:48 +08:00

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XML

<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- Misc -->
<!-- EN: add -->
<Add>TODO</Add>
<!-- EN: Trading animal products bonus -->
<TradingAnimalProduceBonus>TODO</TradingAnimalProduceBonus>
<!-- EN: Slaves -->
<SlavesSection>TODO</SlavesSection>
<!-- EN: dominant style -->
<DominantStyle>TODO</DominantStyle>
<!-- EN: Date -->
<Date>TODO</Date>
<!-- EN: Choose the symbolic structure of your ideoligion. This only affects symbols - it does not affect gameplay. -->
<ChooseStructureMemesInfo>TODO</ChooseStructureMemesInfo>
<!-- EN: Choose {0}-{1} memes to form the foundational ideas of this ideoligion. Some of these have much more gameplay impact than others. -->
<ChooseNormalMemesInfo>TODO</ChooseNormalMemesInfo>
<!-- EN: Choose at least {0} meme. -->
<NotEnoughMemes>TODO</NotEnoughMemes>
<!-- EN: Choose at most {0} memes. -->
<TooManyMemes>TODO</TooManyMemes>
<!-- EN: Choose structure. -->
<ChooseStructureMeme>TODO</ChooseStructureMeme>
<!-- EN: {0_label} and {1_label} are incompatible. -->
<IncompatibleMemes>TODO</IncompatibleMemes>
<!-- EN: Room requirements -->
<RoomRequirements>TODO</RoomRequirements>
<!-- EN: role -->
<Role>TODO</Role>
<!-- EN: Assign role -->
<ChooseRole>TODO</ChooseRole>
<!-- EN: No role assigned -->
<NoRoleAssigned>TODO</NoRoleAssigned>
<!-- EN: You're about to assign the role of {ROLE_labelDef} to {PAWN_labelShort}. -->
<ChooseRoleConfirmAssign>TODO</ChooseRoleConfirmAssign>
<!-- EN: Are you sure? -->
<ChooseRoleConfirmAssignPostfix>TODO</ChooseRoleConfirmAssignPostfix>
<!-- EN: {PAWN_labelShort} currently holds this role and will be unhappy to lose it. -->
<ChooseRoleConfirmAssignReplace>TODO</ChooseRoleConfirmAssignReplace>
<!-- EN: {PAWN_labelShort} currently holds the role of {ROLE_label} and will be unhappy to lose it. -->
<ChooseRoleConfirmAssignHasOtherRole>TODO</ChooseRoleConfirmAssignHasOtherRole>
<!-- EN: There can be only one leader. This will dismiss {PAWN_labelShort} from their {OTHERROLE_labelDef} role, which will make {PAWN_objective} upset. -->
<ChooseRoleConfirmAssignReplaceLeader>TODO</ChooseRoleConfirmAssignReplaceLeader>
<!-- EN: You're about to dismiss {PAWN_labelShort} from the role of {ROLE_labelIndef}. This will upset {PAWN_objective}. -->
<ChooseRoleConfirmUnassign>TODO</ChooseRoleConfirmUnassign>
<!-- EN: {PAWN_labelShort} will gain the following abilities -->
<ChooseRoleListAbilities>TODO</ChooseRoleListAbilities>
<!-- EN: The {ROLE_label} role requires the following apparel -->
<ChooseRoleListApparelDemands>TODO</ChooseRoleListApparelDemands>
<!-- EN: {PAWN_labelShort} will refuse to do these work types -->
<ChooseRoleListWorkTypeRestrictions>TODO</ChooseRoleListWorkTypeRestrictions>
<!-- EN: It can sometimes be better to wait until your colony is more established before you assign roles. -->
<ChooseRoleHint>TODO</ChooseRoleHint>
<!-- EN: Unlocked by -->
<UnlockedByMeme>TODO</UnlockedByMeme>
<!-- EN: Unlocked roles -->
<MemeUnlocksRoles>TODO</MemeUnlocksRoles>
<!-- EN: Unlocked rituals -->
<MemeUnlocksRituals>TODO</MemeUnlocksRituals>
<!-- EN: WARNING: {PAWN_nameDef} is unable to do work that is required for the role of {ROLE_label}. If you choose to give {PAWN_objective} this role, {PAWN_pronoun} may be unable to use the abilities associated with {ROLE_label}. The missing work types are -->
<ChooseRoleRequiredWorkTagsDisabled>TODO</ChooseRoleRequiredWorkTagsDisabled>
<!-- EN: Leader bonus -->
<YourLeaderTradeBonus>TODO</YourLeaderTradeBonus>
<!-- EN: The meme {MEME} prevents adding apparel requirements to roles. -->
<CannotNotAddRoleApparelDueToMeme>TODO</CannotNotAddRoleApparelDueToMeme>
<!-- EN: Certainty reduction -->
<AbilityIdeoConvertBreakdownLabel>TODO</AbilityIdeoConvertBreakdownLabel>
<!-- EN: Using {ABILITY} ability -->
<AbilityIdeoConvertBreakdownUsingAbility>TODO</AbilityIdeoConvertBreakdownUsingAbility>
<!-- EN: {PAWN_labelShort}'s conversion power -->
<AbilityIdeoConvertBreakdownConversionPower>TODO</AbilityIdeoConvertBreakdownConversionPower>
<!-- EN: {PAWN_labelShort}'s certainty loss factor from {IDEO_name} -->
<AbilityIdeoConvertBreakdownIdeoCertaintyReduction>TODO</AbilityIdeoConvertBreakdownIdeoCertaintyReduction>
<!-- EN: {PAWN_labelShort} is {ROLE_labelDef} -->
<AbilityIdeoConvertBreakdownRole>TODO</AbilityIdeoConvertBreakdownRole>
<!-- EN: Trait {TRAIT} -->
<AbilityIdeoConvertBreakdownTrait>TODO</AbilityIdeoConvertBreakdownTrait>
<!-- EN: {RELICCOUNT} installed relics on map -->
<AbilityIdeoConvertBreakdownRelic>TODO</AbilityIdeoConvertBreakdownRelic>
<!-- EN: {PAWN_labelShort}'s social skill -->
<AbilityIdeoConvertBreakdownSocialSkill>TODO</AbilityIdeoConvertBreakdownSocialSkill>
<!-- EN: {RECIPIENT_labelShort}'s opinion of {INITIATOR_labelShort} -->
<AbilityIdeoConvertBreakdownOpinion>TODO</AbilityIdeoConvertBreakdownOpinion>
<!-- EN: {PAWN_nameDef}'s ideoligion -->
<AbilityIdeoConvertBreakdownPawnIdeo>TODO</AbilityIdeoConvertBreakdownPawnIdeo>
<!-- EN: {MEME} vs {TRAIT} trait -->
<AbilityIdeoConvertBreakdownMemeVsTrait>TODO</AbilityIdeoConvertBreakdownMemeVsTrait>
<!-- EN: {PAWN_labelShort} was already counselled recently. -->
<AbilityCantApplyAlreadyCounselled>TODO</AbilityCantApplyAlreadyCounselled>
<!-- Slavery -->
<!-- EN: Slave -->
<CannotAssignBedToSlave>TODO</CannotAssignBedToSlave>
<!-- EN: Colonist -->
<CannotAssignBedToColonist>TODO</CannotAssignBedToColonist>
<!-- EN: Any slave -->
<AnySlave>TODO</AnySlave>
<!-- EN: Negotiator will not sell people into slavery. -->
<NegotiatorWillNotTradeSlaves>TODO</NegotiatorWillNotTradeSlaves>
<!-- EN: The negotiator, {0_nameDef}, will not people into slavery due to {0_possessive} belief in {1}.\n\nNote that {0_nameDef} is willing to ransom someone back to their own faction, but isn't willing to sell someone to a different faction. -->
<NegotiatorWillNotTradeSlavesTip>TODO</NegotiatorWillNotTradeSlavesTip>
<!-- EN: Last human meat -->
<LastHumanMeat>TODO</LastHumanMeat>
<!-- EN: Because of {PAWN_possessive} belief in {IDEO_name}, {PAWN_nameDef} will become unhappy if {PAWN_pronoun} goes more than {DURATION} days without eating human meat. -->
<LastHumanMeatDesc>TODO</LastHumanMeatDesc>
<!-- EN: Last large animal slaughter -->
<LastAnimalSlaughter>TODO</LastAnimalSlaughter>
<!-- EN: Executing {PAWN_labelShort} will negatively affect relations with {FACTION_name}. -->
<ExectueNeutralFactionSlave>TODO</ExectueNeutralFactionSlave>
<!-- EN: You must assign at least one non-slave colonist who can walk. -->
<CaravanMustHaveAtLeastOneNonSlaveColonist>TODO</CaravanMustHaveAtLeastOneNonSlaveColonist>
<!-- EN: You must leave at least non-slave colonist who can walk. -->
<SourceCaravanMustHaveAtLeastOneNonSlaveColonist>TODO</SourceCaravanMustHaveAtLeastOneNonSlaveColonist>
<!-- Style -->
<!-- EN: Style -->
<StylePawn>TODO</StylePawn>
<!-- EN: Cancel -->
<Cancel>TODO</Cancel>
<!-- EN: hair -->
<Hair>TODO</Hair>
<!-- EN: beard -->
<Beard>TODO</Beard>
<!-- EN: face tattoo -->
<TattooFace>TODO</TattooFace>
<!-- EN: body tattoo -->
<TattooBody>TODO</TattooBody>
<!-- EN: apparel color -->
<ApparelColor>TODO</ApparelColor>
<!-- EN: Show headgear -->
<ShowHeadgear>TODO</ShowHeadgear>
<!-- EN: Show apparel -->
<ShowApparel>TODO</ShowApparel>
<!-- EN: {PAWN_nameDef} will be unhappy with the following -->
<PawnUnhappyWithStyleItems>TODO</PawnUnhappyWithStyleItems>
<!-- EN: Style categories affect the appearance of some buildings, apparel and weapons made by {IDEO_memberNamePlural}. If more than one category affects the same thing, the left-most one applies. -->
<StyleCategoryDescription>TODO</StyleCategoryDescription>
<!-- EN: {IDEO_memberNamePlural} will be happy if they notice buildings, floors, and art matching this style. -->
<StyleCategoryDescStyleDominance>TODO</StyleCategoryDescStyleDominance>
<!-- EN: {0} style category affects -->
<StyleCategoryDetails>TODO</StyleCategoryDetails>
<!-- EN: Overriden by {0} -->
<OverriddenByStyle>TODO</OverriddenByStyle>
<!-- EN: New buildables -->
<IdeoMakesBuildingBuildable>TODO</IdeoMakesBuildingBuildable>
<!-- EN: none usable for {PAWN_nameDef} -->
<NoneUsableForPawn>TODO</NoneUsableForPawn>
<!-- EN: Hair and beards -->
<HairAndBeards>TODO</HairAndBeards>
<!-- EN: These settings determine how frequently each style appears on members of this ideoligion. -->
<HairAndBeardsDesc>TODO</HairAndBeardsDesc>
<!-- EN: Tattoos -->
<Tattoos>TODO</Tattoos>
<!-- EN: These settings determines how frequently each tattoo appears on members of this ideoligion. -->
<TattoosDesc>TODO</TattoosDesc>
<!-- EN: Never -->
<StyleItemFrequencyNever>TODO</StyleItemFrequencyNever>
<!-- EN: Rare -->
<StyleItemFrequencyRare>TODO</StyleItemFrequencyRare>
<!-- EN: Uncommon -->
<StyleItemFrequencyUncommon>TODO</StyleItemFrequencyUncommon>
<!-- EN: Normal -->
<StyleItemFrequencyNormal>TODO</StyleItemFrequencyNormal>
<!-- EN: Common -->
<StyleItemFrequencyCommon>TODO</StyleItemFrequencyCommon>
<!-- EN: Frequent -->
<StyleItemFrequencyFrequent>TODO</StyleItemFrequencyFrequent>
<!-- EN: Edit appearance -->
<EditAppearanceItems>TODO</EditAppearanceItems>
<!-- EN: {0} in use -->
<NumAvailable>TODO</NumAvailable>
<!-- EN: Expand all -->
<ExpandAllCategories>TODO</ExpandAllCategories>
<!-- EN: Collapse all -->
<CollapseAllCategories>TODO</CollapseAllCategories>
<!-- EN: Resets all style items to their default values. -->
<ResetButtonDesc>TODO</ResetButtonDesc>
<!-- Ancient complex mission -->
<!-- EN: Send shuttle anyway -->
<SendShuttleAnyway>TODO</SendShuttleAnyway>
<!-- EN: Re-load shuttle -->
<ReLoadShuttle>TODO</ReLoadShuttle>
<!-- Medical settings -->
<!-- EN: Enslaved colonist -->
<MedGroupEnslavedColonist>TODO</MedGroupEnslavedColonist>
<!-- Dryad upgrades -->
<!-- EN: Choose dryad caste -->
<ChangeMode>TODO</ChangeMode>
<!-- EN: Required memes -->
<RequiredMemes>TODO</RequiredMemes>
<!-- EN: Required caste -->
<RequiredStage>TODO</RequiredStage>
<!-- EN: Missing required memes -->
<MissingRequiredMemes>TODO</MissingRequiredMemes>
<!-- EN: Missing required caste -->
<MissingRequiredCaste>TODO</MissingRequiredCaste>
<!-- EN: Already selected -->
<AlreadySelected>TODO</AlreadySelected>
<!-- EN: Here you can choose which caste of dryads this {TREE_label} will create.\n\nDryads will emerge from pods that grow at the tree's base. The maximum number of dryads is based on the connection strength between {TREE_definite} and the connected person. -->
<ChooseProductionModeInitialDesc>TODO</ChooseProductionModeInitialDesc>
<!-- Archonexus -->
<!-- EN: Choose who to convert to your ideoligion -->
<ChooseColonistsForIdeoTitle>TODO</ChooseColonistsForIdeoTitle>
<!-- EN: You may convert people to your primary ideoligion when setting up a new colony. -->
<ChooseColonistsForIdeoDesc>TODO</ChooseColonistsForIdeoDesc>
<!-- EN: New Colony -->
<ChooseThingsForNewColonyTitle>TODO</ChooseThingsForNewColonyTitle>
<!-- EN: Choose which colonists, animals and relics to bring to the new colony. -->
<ChooseThingsForNewColonyDesc>TODO</ChooseThingsForNewColonyDesc>
<!-- EN: Choose up to {0} {1}. -->
<ChooseThingsDesc>TODO</ChooseThingsDesc>
<!-- EN: Choose up to {0} people. -->
<ChoosePeopleDesc>TODO</ChoosePeopleDesc>
<!-- EN: If you only select slaves, you will play them as colonists in the next colony. -->
<ChooseOnlySlavesInfo>TODO</ChooseOnlySlavesInfo>
<!-- EN: Convert -->
<ConvertToPlayerIdeoligion>TODO</ConvertToPlayerIdeoligion>
<!-- EN: Revert -->
<RevertToPreviousIdeoligion>TODO</RevertToPreviousIdeoligion>
<!-- EN: Existing follower -->
<ExistingFollowerOfPlayerIdeoligion>TODO</ExistingFollowerOfPlayerIdeoligion>
<!-- EN: You are abandoning a site that contains archotech structures which you have not yet fully studied.\n\nYou will be able to resettle here later, but your colony will be wiped away. -->
<AbandonArchotechStructuresWarningDialog>TODO</AbandonArchotechStructuresWarningDialog>
<!-- EN: Hacking this {0} will alert enemies and cause them to attack. Do really want to hack {0}? -->
<ConfirmHackEnenyTerminal>TODO</ConfirmHackEnenyTerminal>
<!-- EN: Relics -->
<RelicsSection>TODO</RelicsSection>
</LanguageData>