135 lines
7.6 KiB
XML
135 lines
7.6 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<LanguageData>
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<!-- EN: Create or select an ideoligion for your faction. -->
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<MessageMustChooseIdeo>TODO</MessageMustChooseIdeo>
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<!-- EN: The ideoligion name can't be empty. -->
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<MessageIdeoNameCantBeEmpty>TODO</MessageIdeoNameCantBeEmpty>
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<!-- EN: {PRECEPT1} and {PRECEPT2} are incompatible. -->
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<MessageIdeoIncompatiblePrecepts>TODO</MessageIdeoIncompatiblePrecepts>
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<!-- EN: {PRECEPT} needs one of these buildings -->
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<MessageRitualMissingTarget>TODO</MessageRitualMissingTarget>
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<!-- EN: {PRECEPT} needs an associated ritual. -->
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<MessageBuildingMissingRitual>TODO</MessageBuildingMissingRitual>
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<!-- EN: {0_labelShort} refuses to do this because of {0_possessive} ideoligion. -->
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<MessagePawnUnwillingToDoDueToIdeo>TODO</MessagePawnUnwillingToDoDueToIdeo>
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<!-- EN: {INITIATOR_nameDef} tried to convert {RECIPIENT_nameDef} to {INITIATOR_possessive} ideoligion. {RECIPIENT_nameDef}'s certainty has fallen from {CERTAINTYBEFORE} to {CERTAINTYAFTER}. {RECIPIENT_pronoun} resents the conversion attempt. -->
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<MessageFailedConvertIdeoAttempt>TODO</MessageFailedConvertIdeoAttempt>
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<!-- EN: {PAWN1_nameDef} tried to convert {PAWN2_nameDef} to {PAWN1_possessive} ideoligion. This led to a social fight! -->
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<MessageFailedConvertIdeoAttemptSocialFight>TODO</MessageFailedConvertIdeoAttemptSocialFight>
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<!-- EN: You must choose at least {0} memes. -->
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<MessageNotEnoughMemes>TODO</MessageNotEnoughMemes>
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<!-- EN: You can't choose more than {0} memes. -->
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<MessageTooManyMemes>TODO</MessageTooManyMemes>
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<!-- EN: You must choose a structure meme. -->
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<MessageNotEnoughStructureMemes>TODO</MessageNotEnoughStructureMemes>
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<!-- EN: {0_label} and {1_label} are incompatible with each other. -->
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<MessageIncompatibleMemes>TODO</MessageIncompatibleMemes>
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<!-- EN: You need {0} to start the {1}. -->
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<MessageNoRequiredRolePawnToBeginRitual>TODO</MessageNoRequiredRolePawnToBeginRitual>
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<!-- EN: Before starting the {1}, you must assign someone to the role of {0}. -->
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<MessageNeedAssignedRoleToBeginRitual>TODO</MessageNeedAssignedRoleToBeginRitual>
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<!-- EN: {0_labelShort} now holds the role of {1}. -->
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<MessageRoleAssigned>TODO</MessageRoleAssigned>
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<!-- EN: Since {0_labelShort} became a prisoner, {0_pronoun} no longer can hold the role of {1}. -->
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<MessageRoleUnassignedPrisoner>TODO</MessageRoleUnassignedPrisoner>
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<!-- EN: Warning: {0} will be upset if a tree is cut. -->
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<MessageWarningPlayerDesignatedTreeChopped>TODO</MessageWarningPlayerDesignatedTreeChopped>
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<!-- EN: Warning: {0} will be upset if mining occurs. -->
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<MessageWarningPlayerDesignatedMining>TODO</MessageWarningPlayerDesignatedMining>
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<!-- EN: The {TREE_label} has had its connection with {PAWN_nameDef} torn. It must recover for {DURATION} before it can reconnect again. -->
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<MessageConnectedPawnDied>TODO</MessageConnectedPawnDied>
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<!-- Slave interactions -->
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<!-- EN: {0_nameDef} has been emancipated by {1_nameDef}. -->
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<MessageSlaveEmancipated>TODO</MessageSlaveEmancipated>
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<!-- EN: {0_nameDef} has been enslaved by {1_nameDef}. -->
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<MessagePrisonerEnslaved>TODO</MessagePrisonerEnslaved>
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<!-- EN: Prisoner {1_nameDef}'s will has been broken by {0_nameDef}. -->
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<MessagePrisonerWillBroken>TODO</MessagePrisonerWillBroken>
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<!-- EN: Enslavement will follow. -->
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<MessagePrisonerWillBroken_RecruitAttempsWillBegin>TODO</MessagePrisonerWillBroken_RecruitAttempsWillBegin>
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<!-- Prisoner interactions -->
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<!-- EN: No warden is capable of this enslavement. -->
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<MessageNoWardenCapableOfEnslavement>TODO</MessageNoWardenCapableOfEnslavement>
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<!-- EN: You have no {MEMBERNAME} wardens to convert {PRISONER_nameDef}. {PRISONER_possessive} interaction mode has reverted to "No interaction". -->
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<MessageNoWardenOfIdeo>TODO</MessageNoWardenOfIdeo>
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<!-- Camps -->
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<!-- EN: You've detected a {CAMP_label} nearby controlled by {FACTION_name}. -->
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<MessageCampDetected>TODO</MessageCampDetected>
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<!-- Charity -->
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<!-- EN: Charity refused -->
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<MessageCharityEventRefused>TODO</MessageCharityEventRefused>
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<!-- EN: Charity fulfilled -->
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<MessageCharityEventFulfilled>TODO</MessageCharityEventFulfilled>
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<!-- EN: {0} leaving empty-handed. -->
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<MessageBeggarsLeavingWithNoItems>TODO</MessageBeggarsLeavingWithNoItems>
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<!-- EN: {0} leaving with requested items. -->
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<MessageBeggarsLeavingWithItems>TODO</MessageBeggarsLeavingWithItems>
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<!-- EN: {0_nameDef} died without any treatment. -->
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<MessageWandererLeftToDie>TODO</MessageWandererLeftToDie>
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<!-- EN: {0_nameDef} was recruited. -->
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<MessageWandererRecruited>TODO</MessageWandererRecruited>
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<!-- EN: {0_nameDef} left healthy. -->
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<MessageWandererLeftHealthy>TODO</MessageWandererLeftHealthy>
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<!-- EN: {0} failed. -->
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<MessageCharityQuestEndedFailed>TODO</MessageCharityQuestEndedFailed>
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<!-- EN: {0} succesfully completed. -->
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<MessageCharityQuestEndedSuccess>TODO</MessageCharityQuestEndedSuccess>
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<!-- Ideo UI -->
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<!-- EN: Cannot remove -->
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<CannotRemove>TODO</CannotRemove>
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<!-- EN: Cannot remove {MEME} -->
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<CannotRemoveMemeRequired>TODO</CannotRemoveMemeRequired>
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<!-- EN: Cannot remove {MEME}: Required by player faction. -->
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<CannotRemoveMemeRequiredPlayer>TODO</CannotRemoveMemeRequiredPlayer>
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<!-- EN: Required by {FACTION_name}. -->
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<RequiredByFaction>TODO</RequiredByFaction>
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<!-- EN: {0_label} will self-destruct in {1}. -->
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<SelfDestructCountdown>TODO</SelfDestructCountdown>
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<!-- Ancient complex -->
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<!-- EN: You've discovered an ancient terminal with info about the {0}! -->
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<MessageAncientTerminalDiscovered>TODO</MessageAncientTerminalDiscovered>
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<!-- EN: You've discovered secret information about {0}! Get back on the shuttle to launch it. -->
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<MessageAncientComplexBackToShuttle>TODO</MessageAncientComplexBackToShuttle>
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<!-- EN: An ancient supply satellite has been activated. Supplies will drop nearby. -->
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<MessageAncientSignalActivated>TODO</MessageAncientSignalActivated>
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<!-- EN: {0} from the {1} have detected the supply signal and are attacking. -->
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<MessageAncientSignalHostileDetected>TODO</MessageAncientSignalHostileDetected>
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<!-- Ancient altar -->
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<!-- EN: All security systems are waking up! -->
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<MessageAncientAltarThreatsWokenUp>TODO</MessageAncientAltarThreatsWokenUp>
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<!-- EN: All security systems are alerted to your presence. -->
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<MessageAncientAltarThreatsAlerted>TODO</MessageAncientAltarThreatsAlerted>
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<!-- Animals -->
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<!-- EN: Warning: {PAWNKINDLABELPLURAL} are venerated by all {PAWNS}, and will not be harmed. -->
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<MessageAnimalIsVeneratedForAllColonists>TODO</MessageAnimalIsVeneratedForAllColonists>
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<!-- Archonexus -->
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<!-- EN: Select at most {0} {1} to bring to the new colony. -->
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<MessageNewColonyMax>TODO</MessageNewColonyMax>
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<!-- EN: You must select at least 1 colonist. -->
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<MessageNewColoyRequiresOneColonist>TODO</MessageNewColoyRequiresOneColonist>
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<!-- Fuel node -->
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<!-- EN: A {0} has been ignited and is going to explode! -->
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<MessageFuelNodeTriggered>TODO</MessageFuelNodeTriggered>
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<!-- Ancient complex -->
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<!-- EN: {0_pawnsPlural} will wake up in {1}. -->
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<MessageSleepingThreatDelayActivated>TODO</MessageSleepingThreatDelayActivated>
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<!-- EN: Infestation arriving. -->
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<MessageInfestationDelayActivated>TODO</MessageInfestationDelayActivated>
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<!-- EN: {0} was disturbed and might explode soon! -->
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<MessageFuelNodeDelayActivated>TODO</MessageFuelNodeDelayActivated><!-- this message fires when a fuel node has been disturbed and there is a random delay before it starts to explode. -->
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</LanguageData> |