RimWorld-ChineseSimplified/Ideology/DefInjected/RitualOutcomeEffectDef/Ritual_Outcomes.xml
502y d0a04f2588 Revert "Merge branch 'Ludeon:master' into master"
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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<AttendedFuneral.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值, 这取决于仪式的效果。</AttendedFuneral.description>
<!-- EN: moral guide present -->
<AttendedFuneral.comps.0.label>传道者出席</AttendedFuneral.comps.0.label>
<!-- EN: participant count -->
<AttendedFuneral.comps.1.label>参与者数量</AttendedFuneral.comps.1.label>
<!-- EN: Terrible -->
<AttendedFuneral.outcomeChances.0.label>糟糕的</AttendedFuneral.outcomeChances.0.label>
<!-- EN: The {0} was a terrible! Everyone felt insulted for having had to endure it. -->
<AttendedFuneral.outcomeChances.0.description>{0}非常糟糕! 每个人都因此而感觉受到了侮辱。</AttendedFuneral.outcomeChances.0.description>
<!-- EN: Lackluster -->
<AttendedFuneral.outcomeChances.1.label>枯燥乏味的</AttendedFuneral.outcomeChances.1.label>
<!-- EN: The {0} was lackluster. The speech was long-winded and failed to resolve any emotions. -->
<AttendedFuneral.outcomeChances.1.description>{0}枯燥乏味并且非常冗长, 无法化解听众的任何情绪。</AttendedFuneral.outcomeChances.1.description>
<!-- EN: Good -->
<AttendedFuneral.outcomeChances.2.label>令人满意</AttendedFuneral.outcomeChances.2.label>
<!-- EN: The {0} was good. The speaker's final words provided a path for everyone move on. -->
<AttendedFuneral.outcomeChances.2.description>{0}令人满意, 演讲者的最后一句话为每个人指明了前进的道路。</AttendedFuneral.outcomeChances.2.description>
<!-- EN: Heartwarming -->
<AttendedFuneral.outcomeChances.3.label>令人暖心</AttendedFuneral.outcomeChances.3.label>
<!-- EN: The {0} was heartwarming. The speech was captivating and heartfelt, and everyone came away focused on good memories. -->
<AttendedFuneral.outcomeChances.3.description>{0}令人暖心且动人心魄, 每个人离开时都沉浸在刚刚的美好回忆中。</AttendedFuneral.outcomeChances.3.description>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<AttendedFuneralNoCorpse.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</AttendedFuneralNoCorpse.description>
<!-- EN: moral guide present -->
<AttendedFuneralNoCorpse.comps.0.label>传道者出席</AttendedFuneralNoCorpse.comps.0.label>
<!-- EN: participant count -->
<AttendedFuneralNoCorpse.comps.1.label>参与者数量</AttendedFuneralNoCorpse.comps.1.label>
<!-- EN: Terrible -->
<AttendedFuneralNoCorpse.outcomeChances.0.label>糟糕的</AttendedFuneralNoCorpse.outcomeChances.0.label>
<!-- EN: The {0} was a terrible! Everyone felt insulted for having had to endure it. -->
<AttendedFuneralNoCorpse.outcomeChances.0.description>{0}非常糟糕! 每个人都因此而感觉受到了侮辱。</AttendedFuneralNoCorpse.outcomeChances.0.description>
<!-- EN: Lackluster -->
<AttendedFuneralNoCorpse.outcomeChances.1.label>枯燥乏味的</AttendedFuneralNoCorpse.outcomeChances.1.label>
<!-- EN: The {0} was lackluster. The speech was long-winded and failed to resolve any emotions. -->
<AttendedFuneralNoCorpse.outcomeChances.1.description>{0}枯燥乏味并且非常冗长, 无法化解听众的任何情绪。</AttendedFuneralNoCorpse.outcomeChances.1.description>
<!-- EN: Good -->
<AttendedFuneralNoCorpse.outcomeChances.2.label>令人满意</AttendedFuneralNoCorpse.outcomeChances.2.label>
<!-- EN: The {0} was good. The speaker's final words provided a path for everyone move on. -->
<AttendedFuneralNoCorpse.outcomeChances.2.description>{0}令人满意, 演讲者的最后一句话为每个人指明了前进的道路。</AttendedFuneralNoCorpse.outcomeChances.2.description>
<!-- EN: Heartwarming -->
<AttendedFuneralNoCorpse.outcomeChances.3.label>令人暖心</AttendedFuneralNoCorpse.outcomeChances.3.label>
<!-- EN: The {0} was heartwarming. The speech was captivating and heartfelt, and everyone came away focused on good memories. -->
<AttendedFuneralNoCorpse.outcomeChances.3.description>{0}令人暖心且动人心魄, 每个人离开时都沉浸在刚刚的美好回忆中。</AttendedFuneralNoCorpse.outcomeChances.3.description>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<BlindingCeremony.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</BlindingCeremony.description>
<!-- EN: moral guide present -->
<BlindingCeremony.comps.2.label>传道者出席</BlindingCeremony.comps.2.label>
<!-- EN: participant count -->
<BlindingCeremony.comps.3.label>参与者数量</BlindingCeremony.comps.3.label>
<!-- EN: started at altar -->
<BlindingCeremony.comps.4.label>由祭坛开始仪式</BlindingCeremony.comps.4.label>
<!-- EN: an altar -->
<BlindingCeremony.comps.4.expectedThingLabelTip>一座祭坛</BlindingCeremony.comps.4.expectedThingLabelTip>
<!-- EN: If the {0} is satisfying, the blinded person might get a psylink upgrade or unlock new psychic powers. -->
<BlindingCeremony.extraPredictedOutcomeDescriptions.0>如果{0}是令人满意的, 失明的人可能得到一个启灵等级或解锁新的心灵能力。</BlindingCeremony.extraPredictedOutcomeDescriptions.0>
<!-- EN: Terrible -->
<BlindingCeremony.outcomeChances.0.label>糟糕的</BlindingCeremony.outcomeChances.0.label>
<!-- EN: The {0} was terrible! The speech was stuttering and incoherent. The blinding technique was botched. Everyone was waiting for it to end. -->
<BlindingCeremony.outcomeChances.0.description>{0}太糟糕了! 演讲结结巴巴,语无伦次。致盲仪式非常拙劣,每个人都在等着结束。</BlindingCeremony.outcomeChances.0.description>
<!-- EN: Boring -->
<BlindingCeremony.outcomeChances.1.label>枯燥乏味的</BlindingCeremony.outcomeChances.1.label>
<!-- EN: The {0} was boring. The speech was repetitive and the blinding technique was noticeably flawed. It just didn't feel dignified. -->
<BlindingCeremony.outcomeChances.1.description>{0}枯燥乏味。 演讲内容重复, 致盲仪式明显存在缺陷, 让人感觉很不体面。</BlindingCeremony.outcomeChances.1.description>
<!-- EN: Satisfying -->
<BlindingCeremony.outcomeChances.2.label>令人满意</BlindingCeremony.outcomeChances.2.label>
<!-- EN: The {0} was satisfying. The speech felt meaningful, and the blinding technique was precise and dignified. -->
<BlindingCeremony.outcomeChances.2.description>{0}令人满意。 演讲内容很有意义, 致盲仪式的过程令人钦佩且感到非常庄重。</BlindingCeremony.outcomeChances.2.description>
<!-- EN: The blinded person will get a psylink upgrade or unlock a new psychic power. -->
<BlindingCeremony.outcomeChances.2.potentialExtraOutcomeDesc>失明的人将获得启灵等级或解锁一个新的心灵能力。</BlindingCeremony.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Spectacular -->
<BlindingCeremony.outcomeChances.3.label>壮观的</BlindingCeremony.outcomeChances.3.label>
<!-- 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. -->
<BlindingCeremony.outcomeChances.3.description>{0}非常壮观。 演讲把每个人带到了疯狂的边缘, 就在刺瞎眼睛发出潮湿的声音时。</BlindingCeremony.outcomeChances.3.description>
<!-- EN: The blinded person will get a psylink upgrade or unlock a new psychic power. -->
<BlindingCeremony.outcomeChances.3.potentialExtraOutcomeDesc>失明的人将获得启灵等级或解锁一个新的心灵能力。</BlindingCeremony.outcomeChances.3.potentialExtraOutcomeDesc>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<CelebratedDate.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值, 这取决于仪式的效果。</CelebratedDate.description>
<!-- EN: leader present -->
<CelebratedDate.comps.2.label>领袖出席</CelebratedDate.comps.2.label>
<!-- EN: participant count -->
<CelebratedDate.comps.3.label>参与者数量</CelebratedDate.comps.3.label>
<!-- EN: started at altar -->
<CelebratedDate.comps.4.label>由祭坛开始仪式</CelebratedDate.comps.4.label>
<!-- EN: an altar -->
<CelebratedDate.comps.4.expectedThingLabelTip>一座祭坛</CelebratedDate.comps.4.expectedThingLabelTip>
<!-- EN: Terrible -->
<CelebratedDate.outcomeChances.0.label>糟糕的</CelebratedDate.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
<CelebratedDate.outcomeChances.0.description>{0}非常糟糕! 参与者忍受了数小时令人的紧张闲聊, 等待演讲结束。</CelebratedDate.outcomeChances.0.description>
<!-- EN: Boring -->
<CelebratedDate.outcomeChances.1.label>枯燥乏味的</CelebratedDate.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<CelebratedDate.outcomeChances.1.description>{0}枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</CelebratedDate.outcomeChances.1.description>
<!-- EN: Fun -->
<CelebratedDate.outcomeChances.2.label>有趣的</CelebratedDate.outcomeChances.2.label>
<!-- EN: The {0} was fun. Everyone appreciated the chance to relax and have fun together. -->
<CelebratedDate.outcomeChances.2.description>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</CelebratedDate.outcomeChances.2.description>
<!-- EN: Unforgettable -->
<CelebratedDate.outcomeChances.3.label>令人难忘的</CelebratedDate.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
<CelebratedDate.outcomeChances.3.description>{0}令人难忘。 每个参与者都相互了解, 仿佛身处一个大家庭。</CelebratedDate.outcomeChances.3.description>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<CelebratedDate_Consumable.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</CelebratedDate_Consumable.description>
<!-- EN: participant count -->
<CelebratedDate_Consumable.comps.0.label>参与者数量</CelebratedDate_Consumable.comps.0.label>
<!-- EN: room impressiveness -->
<CelebratedDate_Consumable.comps.1.label>令人难忘的房间</CelebratedDate_Consumable.comps.1.label>
<!-- EN: If the {0} is satisfying, one participant might gain an inspiration. -->
<CelebratedDate_Consumable.extraPredictedOutcomeDescriptions.0>如果{0}令人满意, 一个参与者可能会获得灵感。</CelebratedDate_Consumable.extraPredictedOutcomeDescriptions.0>
<!-- EN: Terrible -->
<CelebratedDate_Consumable.outcomeChances.0.label>糟糕的</CelebratedDate_Consumable.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
<CelebratedDate_Consumable.outcomeChances.0.description>{0}非常糟糕! 参与者忍受了数小时令人的紧张闲聊, 等待演讲结束。</CelebratedDate_Consumable.outcomeChances.0.description>
<!-- EN: Boring -->
<CelebratedDate_Consumable.outcomeChances.1.label>枯燥乏味的</CelebratedDate_Consumable.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<CelebratedDate_Consumable.outcomeChances.1.description>{0 枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</CelebratedDate_Consumable.outcomeChances.1.description>
<!-- EN: Fun -->
<CelebratedDate_Consumable.outcomeChances.2.label>有趣的</CelebratedDate_Consumable.outcomeChances.2.label>
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
<CelebratedDate_Consumable.outcomeChances.2.description>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</CelebratedDate_Consumable.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
<CelebratedDate_Consumable.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</CelebratedDate_Consumable.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable -->
<CelebratedDate_Consumable.outcomeChances.3.label>令人难忘的</CelebratedDate_Consumable.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
<CelebratedDate_Consumable.outcomeChances.3.description>{0}令人难忘。 每个参与者都相互了解,仿佛身处一个大家庭。</CelebratedDate_Consumable.outcomeChances.3.description>
<!-- EN: There's a 10% chance a random participant gains an inspiration. -->
<CelebratedDate_Consumable.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</CelebratedDate_Consumable.outcomeChances.3.potentialExtraOutcomeDesc>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<CelebrationPartyDanceDrum.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</CelebrationPartyDanceDrum.description>
<!-- EN: participant count -->
<CelebrationPartyDanceDrum.comps.0.label>参与者数量</CelebrationPartyDanceDrum.comps.0.label>
<!-- EN: room impressiveness -->
<CelebrationPartyDanceDrum.comps.1.label>令人难忘的房间</CelebrationPartyDanceDrum.comps.1.label>
<!-- EN: played drum count -->
<CelebrationPartyDanceDrum.comps.2.label>敲鼓者数量</CelebrationPartyDanceDrum.comps.2.label>
<!-- EN: started at campfire -->
<CelebrationPartyDanceDrum.comps.3.label>在篝火旁举行</CelebrationPartyDanceDrum.comps.3.label>
<!-- EN: a campfire -->
<CelebrationPartyDanceDrum.comps.3.expectedThingLabelTip>一堆篝火</CelebrationPartyDanceDrum.comps.3.expectedThingLabelTip>
<!-- EN: If the {0} is fun or unforgettable, participants may gain increased work speed for a while. -->
<CelebrationPartyDanceDrum.extraPredictedOutcomeDescriptions.0>如果{0}是有趣的或令人难忘的, 参与者可能会获得一段时间提高工作速度的加成。</CelebrationPartyDanceDrum.extraPredictedOutcomeDescriptions.0>
<!-- EN: Terrible -->
<CelebrationPartyDanceDrum.outcomeChances.0.label>糟糕的</CelebrationPartyDanceDrum.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Awkward conversation, bad jokes, atrocious dancing, and dull music. -->
<CelebrationPartyDanceDrum.outcomeChances.0.description>{0}太糟糕了! 尴尬的谈话, 拙劣的笑话, 糟糕的舞蹈和沉闷的音乐。</CelebrationPartyDanceDrum.outcomeChances.0.description>
<!-- EN: Boring -->
<CelebrationPartyDanceDrum.outcomeChances.1.label>枯燥乏味的</CelebrationPartyDanceDrum.outcomeChances.1.label>
<!-- EN: The {0} was boring. Bad dancing and so-so music made the whole thing feel like a waste of time. -->
<CelebrationPartyDanceDrum.outcomeChances.1.description>{0}枯燥乏味。 糟糕的舞蹈和庸俗的音乐使整场聚会像是在浪费时间。</CelebrationPartyDanceDrum.outcomeChances.1.description>
<!-- EN: Fun -->
<CelebrationPartyDanceDrum.outcomeChances.2.label>有趣的</CelebrationPartyDanceDrum.outcomeChances.2.label>
<!-- EN: The {0} was fun. Everyone enjoyed the break from everyday life and got in some good dancing together. -->
<CelebrationPartyDanceDrum.outcomeChances.2.description>{0}非常有趣。 每个人都在享受从日常生活中解脱出来的休息时间, 一起跳着精彩绝伦的舞蹈。</CelebrationPartyDanceDrum.outcomeChances.2.description>
<!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. -->
<CelebrationPartyDanceDrum.outcomeChances.2.potentialExtraOutcomeDesc>在经历了愉快的舞蹈之后, 每个人都感到神清气爽。 参与者会在一段时间内工作速度更快。</CelebrationPartyDanceDrum.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable -->
<CelebrationPartyDanceDrum.outcomeChances.3.label>令人难忘的</CelebrationPartyDanceDrum.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! The dancers forgot themselves in the music, and the experience brought everyone together. -->
<CelebrationPartyDanceDrum.outcomeChances.3.description>{0}真令人难忘! 舞者们在音乐中忘乎所以, 这段经历让大家聚在一起。</CelebrationPartyDanceDrum.outcomeChances.3.description>
<!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. -->
<CelebrationPartyDanceDrum.outcomeChances.3.potentialExtraOutcomeDesc>在经历了愉快的舞蹈之后, 每个人都感到神清气爽。 参与者会在一段时间内工作速度更快。</CelebrationPartyDanceDrum.outcomeChances.3.potentialExtraOutcomeDesc>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<CelebrationPartyDanceTech.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</CelebrationPartyDanceTech.description>
<!-- EN: participant count -->
<CelebrationPartyDanceTech.comps.0.label>参与者数量</CelebrationPartyDanceTech.comps.0.label>
<!-- EN: room impressiveness -->
<CelebrationPartyDanceTech.comps.1.label>令人难忘的房间</CelebrationPartyDanceTech.comps.1.label>
<!-- EN: active speaker count -->
<CelebrationPartyDanceTech.comps.2.label>通电的音响数量</CelebrationPartyDanceTech.comps.2.label>
<!-- EN: started at lightball -->
<CelebrationPartyDanceTech.comps.3.label>在点亮的灯球旁举行</CelebrationPartyDanceTech.comps.3.label>
<!-- EN: a lightball -->
<CelebrationPartyDanceTech.comps.3.expectedThingLabelTip>一盏灯球</CelebrationPartyDanceTech.comps.3.expectedThingLabelTip>
<!-- EN: If the {0} is fun or unforgettable, participants may gain increased work speed for a while. -->
<CelebrationPartyDanceTech.extraPredictedOutcomeDescriptions.0>如果{0}是有趣的或令人难忘的, 参与者可能会获得一段时间的工作速度加成。</CelebrationPartyDanceTech.extraPredictedOutcomeDescriptions.0>
<!-- EN: Terrible -->
<CelebrationPartyDanceTech.outcomeChances.0.label>糟糕的</CelebrationPartyDanceTech.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Awkward conversation, bad jokes, atrocious dancing, and dull music. -->
<CelebrationPartyDanceTech.outcomeChances.0.description>{0}太糟糕了! 尴尬的谈话, 拙劣的笑话, 糟糕的舞蹈和沉闷的音乐。</CelebrationPartyDanceTech.outcomeChances.0.description>
<!-- EN: Boring -->
<CelebrationPartyDanceTech.outcomeChances.1.label>枯燥乏味的</CelebrationPartyDanceTech.outcomeChances.1.label>
<!-- EN: The {0} was boring. Bad dancing and so-so music made the whole thing feel like a waste of time. -->
<CelebrationPartyDanceTech.outcomeChances.1.description>{0}枯燥乏味。 糟糕的舞蹈和庸俗的音乐使整场聚会像是在浪费时间。</CelebrationPartyDanceTech.outcomeChances.1.description>
<!-- EN: Fun -->
<CelebrationPartyDanceTech.outcomeChances.2.label>有趣的</CelebrationPartyDanceTech.outcomeChances.2.label>
<!-- EN: The {0} was fun. Everyone enjoyed the break from everyday life and got in some good dancing together. -->
<CelebrationPartyDanceTech.outcomeChances.2.description>{0}非常有趣。 每个人都在享受从日常生活中解脱出来的休息时间, 一起跳着精彩绝伦的舞蹈。</CelebrationPartyDanceTech.outcomeChances.2.description>
<!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. -->
<CelebrationPartyDanceTech.outcomeChances.2.potentialExtraOutcomeDesc>在经历了愉快的舞蹈之后, 每个人都感到神清气爽。 参与者会在一段时间内工作速度更快。</CelebrationPartyDanceTech.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable -->
<CelebrationPartyDanceTech.outcomeChances.3.label>令人难忘的</CelebrationPartyDanceTech.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! The dancers forgot themselves in the music, and the experience brought everyone together. -->
<CelebrationPartyDanceTech.outcomeChances.3.description>{0}真令人难忘! 舞者们在音乐中忘乎所以, 这段经历让大家聚在一起。</CelebrationPartyDanceTech.outcomeChances.3.description>
<!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. -->
<CelebrationPartyDanceTech.outcomeChances.3.potentialExtraOutcomeDesc>在经历了愉快的舞蹈之后, 每个人都感到神清气爽。 参与者会在一段时间内工作速度更快。</CelebrationPartyDanceTech.outcomeChances.3.potentialExtraOutcomeDesc>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<CelebrationSkyLanterns.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</CelebrationSkyLanterns.description>
<!-- EN: participant count -->
<CelebrationSkyLanterns.comps.0.label>参与者数量</CelebrationSkyLanterns.comps.0.label>
<!-- EN: Each participant will make a lantern out of 4 wood. -->
<CelebrationSkyLanterns.extraInfoLines.0>每个参与者将使用4根木头制作一盏天灯。</CelebrationSkyLanterns.extraInfoLines.0>
<!-- EN: If the {0} is beautiful or unforgettable, the skylanterns might attract a group of friendly visitors. -->
<CelebrationSkyLanterns.extraPredictedOutcomeDescriptions.0>如果{0}是美丽的或令人难忘的, 天空的天灯可能会吸引一群友善的游客前来拜访。</CelebrationSkyLanterns.extraPredictedOutcomeDescriptions.0>
<!-- EN: Terrible -->
<CelebrationSkyLanterns.outcomeChances.0.label>糟糕的</CelebrationSkyLanterns.outcomeChances.0.label>
<!-- EN: The {0} was terrible! People kept getting annoyed making the lanterns and they looked like garbage on the wind. -->
<CelebrationSkyLanterns.outcomeChances.0.description>{0}太糟糕了! 人们在做天灯时麻烦不断, 成品在风中看起来就像飘荡的垃圾一样。</CelebrationSkyLanterns.outcomeChances.0.description>
<!-- EN: Unimpressive -->
<CelebrationSkyLanterns.outcomeChances.1.label>平淡无奇的</CelebrationSkyLanterns.outcomeChances.1.label>
<!-- EN: The {0} was unimpressive. Lantern-making took too long and it all felt rather pointless. -->
<CelebrationSkyLanterns.outcomeChances.1.description>{0}平淡无奇。 参与者们制作天灯花的时间太长了, 这一切都显得毫无意义。</CelebrationSkyLanterns.outcomeChances.1.description>
<!-- EN: Beautiful -->
<CelebrationSkyLanterns.outcomeChances.2.label>美丽的</CelebrationSkyLanterns.outcomeChances.2.label>
<!-- EN: The {0} was beautiful. The drifting lanterns made everyone feel at peace. -->
<CelebrationSkyLanterns.outcomeChances.2.description>{0}很漂亮。 看着天灯飘走, 大家都感到心情舒畅。</CelebrationSkyLanterns.outcomeChances.2.description>
<!-- EN: The skylanterns lifted high and bright. Friendly visitors might see them and arrive with a gift. -->
<CelebrationSkyLanterns.outcomeChances.2.potentialExtraOutcomeDesc>天灯飞得又高又亮。友好的游客可能会看到它们,并带着礼物前来拜访你的殖民地。</CelebrationSkyLanterns.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable -->
<CelebrationSkyLanterns.outcomeChances.3.label>令人难忘的</CelebrationSkyLanterns.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! Making the lanterns was a time of laughter, and everyone's spirits rose with them. -->
<CelebrationSkyLanterns.outcomeChances.3.description>{0}真令人印象深刻! 制作天灯令人欢声笑语, 每个参与者的情绪也随之高涨。</CelebrationSkyLanterns.outcomeChances.3.description>
<!-- EN: The skylanterns lifted high and bright. Friendly visitors might see them and arrive with a gift. -->
<CelebrationSkyLanterns.outcomeChances.3.potentialExtraOutcomeDesc>天灯飞得又高又亮。友好的游客可能会看到它们,并带着礼物前来拜访你的殖民地</CelebrationSkyLanterns.outcomeChances.3.potentialExtraOutcomeDesc>
<!-- EN: The connector will connect to the tree. -->
<ConnectToTree.description>共鸣者将与母树共鸣。</ConnectToTree.description>
<!-- EN: participant count -->
<ConnectToTree.comps.0.label>参与者数量</ConnectToTree.comps.0.label>
<!-- EN: The connector will start with 25-45% connection strength, depending on ritual quality. -->
<ConnectToTree.extraPredictedOutcomeDescriptions.0>共鸣者的初始共鸣强度会在25-45%之间,这取决于仪式的效果。</ConnectToTree.extraPredictedOutcomeDescriptions.0>
<!-- EN: Every 2% increase in quality will grow a patch of Gauranlen moss around the tree, beautifying the area. -->
<ConnectToTree.extraPredictedOutcomeDescriptions.1>仪式效果每提高2%,便会在附近长出一块母树苔藓,美化这片区域。</ConnectToTree.extraPredictedOutcomeDescriptions.1>
<!-- 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>如果进展顺利,目标的文化形态认可度将会降低,或者他们将会改变信仰。如果进展不顺利,他们会对自己的旧信仰更加坚定。</Conversion.description>
<!-- EN: room impressiveness -->
<Conversion.comps.0.label>令人难忘的房间</Conversion.comps.0.label>
<!-- EN: participant count -->
<Conversion.comps.1.label>参与者数量</Conversion.comps.1.label>
<!-- EN: {PAWN_labelShort}'s social impact -->
<Conversion.comps.2.label> {PAWN_labelShort} 的社交影响</Conversion.comps.2.label>
<!-- EN: speaker's social impact -->
<Conversion.comps.2.labelAbstract>演讲者的社交影响</Conversion.comps.2.labelAbstract>
<!-- EN: {PAWN_labelShort}'s expectations -->
<Conversion.comps.3.label> {PAWN_labelShort} 的社交影响</Conversion.comps.3.label>
<!-- EN: convertee's expectations -->
<Conversion.comps.3.labelAbstract>皈依者的期望</Conversion.comps.3.labelAbstract>
<!-- EN: Terrible -->
<Conversion.outcomeChances.0.label>糟糕的</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>{0}太糟糕了! 从一开始, 这就是一场毫无结果的反复争论。 它令人尴尬并且拖了很长时间。</Conversion.outcomeChances.0.description>
<!-- EN: Ineffective -->
<Conversion.outcomeChances.1.label>无效的</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>{0}没起到什么作用。 大多数论点都不清楚, 因而被皈依者所反驳。</Conversion.outcomeChances.1.description>
<!-- EN: Effective -->
<Conversion.outcomeChances.2.label>有效的</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>{0}明显起效了。 演讲者提供了坚实的论点, 明显地动摇了皈依者的信仰, 而且使参与者们更加快乐。</Conversion.outcomeChances.2.description>
<!-- EN: Masterful -->
<Conversion.outcomeChances.3.label>精彩绝伦的</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>{0}精彩绝伦! 旧的信仰似乎毫不费力地动摇了, 我们真正的信仰被接受了。</Conversion.outcomeChances.3.description>
<!-- EN: The ritual target will be destroyed. -->
<DestroyConsumableBuilding.description>仪式的目标将被摧毁。</DestroyConsumableBuilding.description>
<!-- EN: participant count -->
<DestroyConsumableBuilding.comps.0.label>参与者数量</DestroyConsumableBuilding.comps.0.label>
<!-- EN: room impressiveness -->
<DestroyConsumableBuilding.comps.1.label>令人印象深刻的房间</DestroyConsumableBuilding.comps.1.label>
<!-- EN: Terrible -->
<DestroyConsumableBuilding.outcomeChances.0.label>糟糕的</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>{0}非常糟糕! 参与者忍受了数小时令人的紧张闲聊,等待演讲结束。</DestroyConsumableBuilding.outcomeChances.0.description>
<!-- EN: Boring -->
<DestroyConsumableBuilding.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<DestroyConsumableBuilding.outcomeChances.1.description>{0}枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding.outcomeChances.1.description>
<!-- EN: Fun -->
<DestroyConsumableBuilding.outcomeChances.2.label>有趣的</DestroyConsumableBuilding.outcomeChances.2.label>
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
<DestroyConsumableBuilding.outcomeChances.2.description>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
<DestroyConsumableBuilding.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable -->
<DestroyConsumableBuilding.outcomeChances.3.label>令人难忘的</DestroyConsumableBuilding.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
<DestroyConsumableBuilding.outcomeChances.3.description>{0}令人难忘。 每个参与者都相互了解, 仿佛身处一个大家庭。</DestroyConsumableBuilding.outcomeChances.3.description>
<!-- EN: There's a 10% chance a random participant gains an inspiration. -->
<DestroyConsumableBuilding.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding.outcomeChances.3.potentialExtraOutcomeDesc>
<!-- EN: The ritual target will be destroyed. -->
<DestroyConsumableBuilding_Burnbong.description>仪式的目标将被摧毁。</DestroyConsumableBuilding_Burnbong.description>
<!-- EN: participant count -->
<DestroyConsumableBuilding_Burnbong.comps.0.label>参与者数量</DestroyConsumableBuilding_Burnbong.comps.0.label>
<!-- EN: room impressiveness -->
<DestroyConsumableBuilding_Burnbong.comps.1.label>令人印象深刻的房间</DestroyConsumableBuilding_Burnbong.comps.1.label>
<!-- EN: Terrible -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.0.label>糟糕的</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>{0}非常糟糕! 参与者忍受了数小时令人的紧张闲聊, 等待演讲结束。</DestroyConsumableBuilding_Burnbong.outcomeChances.0.description>
<!-- EN: Boring -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding_Burnbong.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.1.description>{0}枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding_Burnbong.outcomeChances.1.description>
<!-- EN: Fun -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.2.label>有趣的</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>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding_Burnbong.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding_Burnbong.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.3.label>令人难忘的</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>{0}令人难忘。 每个参与者都相互了解, 仿佛身处一个大家庭。</DestroyConsumableBuilding_Burnbong.outcomeChances.3.description>
<!-- EN: There's a 10% chance a random participant gains an inspiration. -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding_Burnbong.outcomeChances.3.potentialExtraOutcomeDesc>
<!-- EN: The ritual target will be destroyed. -->
<DestroyConsumableBuilding_CannibalPlatter.description>仪式的目标将被摧毁。</DestroyConsumableBuilding_CannibalPlatter.description>
<!-- EN: participant count -->
<DestroyConsumableBuilding_CannibalPlatter.comps.0.label>参与者数量</DestroyConsumableBuilding_CannibalPlatter.comps.0.label>
<!-- EN: room impressiveness -->
<DestroyConsumableBuilding_CannibalPlatter.comps.1.label>令人印象深刻的房间</DestroyConsumableBuilding_CannibalPlatter.comps.1.label>
<!-- EN: Terrible -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.label>糟糕的</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>{0}非常糟糕! 参与者忍受了数小时令人的紧张闲聊, 等待演讲结束。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.description>
<!-- EN: Boring -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.description>{0}枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.description>
<!-- EN: Fun -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.label>有趣的</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>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.label>令人难忘的</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>{0}令人难忘。 每个参与者都相互了解, 仿佛身处一个大家庭。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.description>
<!-- EN: There's a 10% chance a random participant gains an inspiration. -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.potentialExtraOutcomeDesc>
<!-- EN: The ritual target will be destroyed. -->
<DestroyConsumableBuilding_ChristmasTree.description>仪式的目标将被摧毁。</DestroyConsumableBuilding_ChristmasTree.description>
<!-- EN: participant count -->
<DestroyConsumableBuilding_ChristmasTree.comps.0.label>参与者数量</DestroyConsumableBuilding_ChristmasTree.comps.0.label>
<!-- EN: room impressiveness -->
<DestroyConsumableBuilding_ChristmasTree.comps.1.label>令人印象深刻的房间</DestroyConsumableBuilding_ChristmasTree.comps.1.label>
<!-- EN: Terrible -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.label>糟糕的</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>{0}非常糟糕! 参与者忍受了数小时令人的紧张闲聊, 等待演讲结束。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.description>
<!-- EN: Boring -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.description>{0}枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.description>
<!-- EN: Fun -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.label>有趣的</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>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.label>令人难忘的</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>{0}令人难忘。 每个参与者都相互了解, 仿佛身处一个大家庭。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.description>
<!-- EN: There's a 10% chance a random participant gains an inspiration. -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.potentialExtraOutcomeDesc>
<!-- EN: The ritual target will be destroyed. -->
<DestroyConsumableBuilding_Pyre.description>仪式的目标将被摧毁。</DestroyConsumableBuilding_Pyre.description>
<!-- EN: participant count -->
<DestroyConsumableBuilding_Pyre.comps.0.label>参与者数量</DestroyConsumableBuilding_Pyre.comps.0.label>
<!-- EN: room impressiveness -->
<DestroyConsumableBuilding_Pyre.comps.1.label>令人印象深刻的房间</DestroyConsumableBuilding_Pyre.comps.1.label>
<!-- EN: Terrible -->
<DestroyConsumableBuilding_Pyre.outcomeChances.0.label>糟糕的</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>{0}非常糟糕! 参与者忍受了数小时令人的紧张闲聊, 等待演讲结束。</DestroyConsumableBuilding_Pyre.outcomeChances.0.description>
<!-- EN: Boring -->
<DestroyConsumableBuilding_Pyre.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding_Pyre.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<DestroyConsumableBuilding_Pyre.outcomeChances.1.description>{0}枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding_Pyre.outcomeChances.1.description>
<!-- EN: Fun -->
<DestroyConsumableBuilding_Pyre.outcomeChances.2.label>有趣的</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>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding_Pyre.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
<DestroyConsumableBuilding_Pyre.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding_Pyre.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable -->
<DestroyConsumableBuilding_Pyre.outcomeChances.3.label>令人难忘的</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>{0}令人难忘。 每个参与者都相互了解, 仿佛身处一个大家庭。</DestroyConsumableBuilding_Pyre.outcomeChances.3.description>
<!-- EN: There's a 10% chance a random participant gains an inspiration. -->
<DestroyConsumableBuilding_Pyre.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</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>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</Execution.description>
<!-- EN: participant count -->
<Execution.comps.0.label>参与者数量</Execution.comps.0.label>
<!-- EN: started at altar or ideogram -->
<Execution.comps.1.label>由祭坛或符号图像开始仪式</Execution.comps.1.label>
<!-- EN: an altar or an ideogram -->
<Execution.comps.1.expectedThingLabelTip>一座圣坛和符咒文字</Execution.comps.1.expectedThingLabelTip>
<!-- EN: Awkward -->
<Execution.outcomeChances.0.label>尴尬的</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>{0}非常尴尬。 行刑的时候, 刽子手滑了一跤, 勉强恢复了体力。 这些都是不合理的行为。</Execution.outcomeChances.0.description>
<!-- EN: Satisfying -->
<Execution.outcomeChances.1.label>令人满意的</Execution.outcomeChances.1.label>
<!-- EN: The {0} was satisfying. Everyone could feel that justice was being upheld. -->
<Execution.outcomeChances.1.description>{0}令人满意。 每个人都能感觉到正义得到了维护。</Execution.outcomeChances.1.description>
<!-- EN: Spectacular -->
<Execution.outcomeChances.2.label>引人入胜的</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>{0}引人入胜! 只需轻轻一击, 每个人都感到了正义的力量与己同行。</Execution.outcomeChances.2.description>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<GladiatorDuel.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</GladiatorDuel.description>
<!-- EN: participant count -->
<GladiatorDuel.comps.0.label>参与者数量</GladiatorDuel.comps.0.label>
<!-- EN: leader present -->
<GladiatorDuel.comps.1.label>领袖出席</GladiatorDuel.comps.1.label>
<!-- EN: duelist dies -->
<GladiatorDuel.comps.2.label>决斗至死</GladiatorDuel.comps.2.label>
<!-- EN: weapon used -->
<GladiatorDuel.comps.3.label>使用的武器</GladiatorDuel.comps.3.label>
<!-- EN: Duelists and viewers will gain melee combat experience. -->
<GladiatorDuel.extraPredictedOutcomeDescriptions.0>决斗者和观众将获得近战经验。</GladiatorDuel.extraPredictedOutcomeDescriptions.0>
<!-- EN: Spectators will gain a mood boost and fill their recreation bars. -->
<GladiatorDuel.extraPredictedOutcomeDescriptions.1>观众的心情会得到提升, 他们的相关娱乐值也会爆满。</GladiatorDuel.extraPredictedOutcomeDescriptions.1>
<!-- EN: Terrible -->
<GladiatorDuel.outcomeChances.0.label>糟糕的</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>决斗太糟糕了! 决斗者们跌跌撞撞, 笨拙地避开对方的攻击, 这是怯懦软弱的延伸表现, 只会让观众感到沮丧。</GladiatorDuel.outcomeChances.0.description>
<!-- EN: Boring -->
<GladiatorDuel.outcomeChances.1.label>枯燥乏味的</GladiatorDuel.outcomeChances.1.label>
<!-- EN: The duel was boring. The fighters wouldn't commit, so there were no exciting moments. -->
<GladiatorDuel.outcomeChances.1.description>这场决斗很无聊。 决斗者们不愿尽自己的义务, 所以没有激动人心的看点。</GladiatorDuel.outcomeChances.1.description>
<!-- EN: Good -->
<GladiatorDuel.outcomeChances.2.label>精彩的</GladiatorDuel.outcomeChances.2.label>
<!-- EN: The duel was good. The fighters went for blood and showed real heart. -->
<GladiatorDuel.outcomeChances.2.description>这场决斗很精彩。 决斗者们用自己的鲜血, 表现出了其真正的雄心。</GladiatorDuel.outcomeChances.2.description>
<!-- EN: Unforgettable -->
<GladiatorDuel.outcomeChances.3.label>令人难忘的</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>这场决斗真令人难以忘怀!两位决斗者都献出了他们的一切,他们的牺牲彰显了他们的奉献精神。</GladiatorDuel.outcomeChances.3.description>
<!-- EN: A new role will be assigned to a colonist. -->
<RoleChange.description>一个新职位将被指派给殖民者。</RoleChange.description>
<!-- EN: required spectator count -->
<RoleChange.comps.0.label>要求观众数量</RoleChange.comps.0.label>
<!-- EN: The required number of spectators must attend for the role change to apply. -->
<RoleChange.extraPredictedOutcomeDescriptions.0>职位变更必须在有指定人数出席的情况下才会有效。</RoleChange.extraPredictedOutcomeDescriptions.0>
<!-- EN: Failed -->
<RoleChange.outcomeChances.0.label>失败</RoleChange.outcomeChances.0.label>
<!-- EN: The role change was not attended by enough {IDEO_memberNamePlural}. -->
<RoleChange.outcomeChances.0.description>职位变更没有得到{IDEO_memberNamePlural}足够的关注。</RoleChange.outcomeChances.0.description>
<!-- EN: Successful -->
<RoleChange.outcomeChances.1.label>成功</RoleChange.outcomeChances.1.label>
<!-- EN: The role change ritual was completed. -->
<RoleChange.outcomeChances.1.description>职位变更生效。</RoleChange.outcomeChances.1.description>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<Sacrifice.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</Sacrifice.description>
<!-- EN: moral guide present -->
<Sacrifice.comps.2.label>传道者出席</Sacrifice.comps.2.label>
<!-- EN: participant count -->
<Sacrifice.comps.3.label>参与者数量</Sacrifice.comps.3.label>
<!-- EN: started at altar -->
<Sacrifice.comps.4.label>由祭坛开始仪式</Sacrifice.comps.4.label>
<!-- EN: an altar -->
<Sacrifice.comps.4.expectedThingLabelTip>一座祭坛</Sacrifice.comps.4.expectedThingLabelTip>
<!-- EN: If the {0} is satisfying, one of the participants might gain an inspiration. -->
<Sacrifice.extraPredictedOutcomeDescriptions.0>如果{0}令人满意, 其中一个参与者可能会获得灵感。</Sacrifice.extraPredictedOutcomeDescriptions.0>
<!-- EN: Terrible -->
<Sacrifice.outcomeChances.0.label>糟糕的</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>{0}太糟糕了! 演讲结结巴巴,语无伦次, 处决手法也非常业余。 受害者的死亡时间太长了——现在每个人都在期盼着仪式结束。</Sacrifice.outcomeChances.0.description>
<!-- EN: Boring -->
<Sacrifice.outcomeChances.1.label>枯燥乏味的</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>{0}枯燥乏味。 演讲重复不断, 处决手法也有明显缺陷, 这让人觉得仪式非常不体面。</Sacrifice.outcomeChances.1.description>
<!-- EN: Satisfying -->
<Sacrifice.outcomeChances.2.label>令人满意的</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>{0}令人满意。 演讲让人感觉很有意义, 处决手法凶狠而充满威严。</Sacrifice.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gets an inspiration. -->
<Sacrifice.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</Sacrifice.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Spectacular -->
<Sacrifice.outcomeChances.3.label>壮观的</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>{0}非常壮观! 演讲把每个人都带到了疯狂的边缘, 就在刀刃完全落下的时候, 喷溅的鲜血就像被神灵净化的水。</Sacrifice.outcomeChances.3.description>
<!-- EN: There's a 10% chance that a random participant gets an inspiration. -->
<Sacrifice.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</Sacrifice.outcomeChances.3.potentialExtraOutcomeDesc>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<ScarificationCeremony.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</ScarificationCeremony.description>
<!-- EN: moral guide present -->
<ScarificationCeremony.comps.2.label>传道者出席</ScarificationCeremony.comps.2.label>
<!-- EN: participant count -->
<ScarificationCeremony.comps.3.label>参与者数量</ScarificationCeremony.comps.3.label>
<!-- EN: started at altar -->
<ScarificationCeremony.comps.4.label>由祭坛开始仪式</ScarificationCeremony.comps.4.label>
<!-- EN: an altar -->
<ScarificationCeremony.comps.4.expectedThingLabelTip>一座祭坛</ScarificationCeremony.comps.4.expectedThingLabelTip>
<!-- EN: Terrible -->
<ScarificationCeremony.outcomeChances.0.label>糟糕的</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>{0}太糟糕了! 演讲结结巴巴, 语无伦次, 仪式也搞砸了。 现在每个人都在期盼仪式结束。</ScarificationCeremony.outcomeChances.0.description>
<!-- EN: Boring -->
<ScarificationCeremony.outcomeChances.1.label>枯燥乏味的</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>{0}枯燥乏味。 演讲内容重复, 仪式有明显的缺陷。 这让人觉得很不体面。</ScarificationCeremony.outcomeChances.1.description>
<!-- EN: Satisfying -->
<ScarificationCeremony.outcomeChances.2.label>令人满意的</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>{0}令人满意。 演讲让人感觉很有意义, 仪式进行得非常庄严。</ScarificationCeremony.outcomeChances.2.description>
<!-- EN: Spectacular -->
<ScarificationCeremony.outcomeChances.3.label>壮观的</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>{0}非常壮观! 当持刀者巧妙地切开活人的血肉时, 演讲把每个人都带到了疯狂的边缘。</ScarificationCeremony.outcomeChances.3.description>
<!-- EN: The trial quality determines the chance that the defendant will be convicted. -->
<Trial.description>审判的质量决定被告被定罪的几率。</Trial.description>
<!-- EN: participant count -->
<Trial.comps.0.label>参与者数量</Trial.comps.0.label>
<!-- EN: {PAWN_labelShort}'s negotiation ability -->
<Trial.comps.1.label>{PAWN_labelShort} 的谈判能力</Trial.comps.1.label>
<!-- EN: Leader's negotiation ability -->
<Trial.comps.1.labelAbstract>领袖的谈判能力</Trial.comps.1.labelAbstract>
<!-- EN: {PAWN_labelShort}'s negotiation ability -->
<Trial.comps.2.label>{PAWN_labelShort} 的谈判能力</Trial.comps.2.label>
<!-- EN: Defendant's negotiation ability -->
<Trial.comps.2.labelAbstract>被告的谈判能力</Trial.comps.2.labelAbstract>
<!-- EN: exonerated -->
<Trial.outcomeChances.0.label>被证明无罪</Trial.outcomeChances.0.label>
<!-- EN: The prosecutor {PROSECUTOR_labelShort}'s arguments failed to convince anyone. {PAWN_labelShort} was exonerated. -->
<Trial.outcomeChances.0.description>检察官的论点没能说服任何人。 {PAWN_labelShort} 被证明无罪。</Trial.outcomeChances.0.description>
<!-- EN: convicted -->
<Trial.outcomeChances.1.label>被判有罪</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>控方的证据使每个人都相信 {PAWN_labelShort} 有罪。 {PAWN_labelShort} 被定罪, 现在他可以受到惩罚。 你可以处决或放逐 {PAWN_objective} 没有人会介意。</Trial.outcomeChances.1.description>
<!-- EN: The trial quality determines the chance that the defendant will be convicted. -->
<TrialMentalState.description>审判的质量决定被告被定罪的几率。</TrialMentalState.description>
<!-- EN: participant count -->
<TrialMentalState.comps.0.label>参与者数量</TrialMentalState.comps.0.label>
<!-- EN: {PAWN_labelShort}'s negotiation ability -->
<TrialMentalState.comps.1.label>{PAWN_labelShort} 的谈判能力</TrialMentalState.comps.1.label>
<!-- EN: Leader's negotiation ability -->
<TrialMentalState.comps.1.labelAbstract>领袖的谈判能力</TrialMentalState.comps.1.labelAbstract>
<!-- EN: exonerated -->
<TrialMentalState.outcomeChances.0.label>被证明无罪</TrialMentalState.outcomeChances.0.label>
<!-- EN: The prosecutor {PROSECUTOR_labelShort}'s arguments failed to convince anyone. {PAWN_labelShort} was exonerated. -->
<TrialMentalState.outcomeChances.0.description>检察官的论点没能说服任何人。 {PAWN_labelShort} 被证明无罪。</TrialMentalState.outcomeChances.0.description>
<!-- EN: convicted -->
<TrialMentalState.outcomeChances.1.label>被判有罪</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>控方的证据使每个人都相信 {PAWN_labelShort} 有罪。 {PAWN_labelShort} 被定罪, 现在他可以受到惩罚。 你可以处决或放逐 {PAWN_objective} 没有人会介意。</TrialMentalState.outcomeChances.1.description>
</LanguageData>