"#LOADING_HINT_1","浩劫後的世界殘酷又危險，而死亡也是其中的一環，但別因此失去信心"
"#LOADING_HINT_2","建造大門後即可造訪世界地圖"
"#LOADING_HINT_3","維持基本生存的需求會需要水、食物和庇護所"
"#LOADING_HINT_4","建立大門將會讓外界都看得到你的殖民地，所以請做好會有造訪者前來尋求協助或要求資源的準備"
"#LOADING_HINT_5","在接納新的生還者之前，請確保你的殖民地可以擁有足夠的資源以支持他們"
"#LOADING_HINT_6","如果有做好充足的準備，災難將不代表世界末日"
"#LOADING_HINT_7","不要僅依賴一種形式的食物生產"
"#LOADING_HINT_8","專家們在世界地圖上才能發揮他們最大的功效"
"#LOADING_HINT_9","佔據整塊區域的土匪們必須要先被打倒才能獲取該區域的資源"
"#LOADING_HINT_10","在世界地圖上的其他社群將會是您最珍貴的交易夥伴與稀有資源來源"
"#LOADING_HINT_11","新的作物能夠產出更富饒的收穫，也能承受更惡劣的環境，所以請留意可獲取作物種子的管道"
"#LOADING_HINT_12","充足的儲備糧食和醫療用品能夠幫助你的殖民地渡過危機"
"#LOADING_HINT_13","肥沃的土壤對於食物和水的產出而言十分重要，因此在其他區域建造建築將會是較好的選擇"
"#LOADING_HINT_14","想要解決汙染對人們與建築的傷害，必須先清除汙染堆積物"
"#LOADING_HINT_15","兒童成長的速度緩慢，因此不能僅依靠新生人口來擴建殖民地"
"#LOADING_HINT_16","提前收穫農地裡的作物，以避免它們在災難肆虐時被毀壞"
"#LOADING_HINT_17","脫水將會造成非常嚴重的問題。因此，請確保殖民地中持續擁有足夠的水源和儲水設施"
"#LOADING_HINT_18","如果沒有可居住的庇護所，居民們就只能睡在地上了"
"#LOADING_HINT_19","搬運工可建造和維修建築物並搬運資源，工人們則可被指派至特定建築進行建築工程"
"#LOADING_HINT_20","科技點數可在世界地圖上被發掘"
"#LOADING_HINT_21","雖然生產速度較慢，但狩獵屋和捕漁小屋也是穩定的食物來源"
"#LOADING_HINT_22","可以透過拆除建築物來獲得一些額外的資源"
"#LOADING_HINT_23","營地是每座殖民地的中心"
"#LOADING_HINT_24","建築道路將能夠提升居民們的移動速度"
"#LOADING_HINT_25","您的殖民地中有許多散落各處的資源，只要探索殖民地就能找到適合拓展的資源區塊"
"#LOADING_HINT_26","大部分事件中的回應選項都不分對錯，因此不妨選擇最適合您殖民地的選項"
"#LOADING_HINT_27","探索殖民地週遭的各個據點是在廢土上活下去的關鍵"
"#LOADING_HINT_28","醫療人員能治癒幾乎任何一種病症，但是使用正確的藥品能讓他們更快的控制病情"
"#LOADING_HINT_29","發展殖民地以達成各項成就並獲取榮譽點數"
"#LOADING_HINT_30","殖民地發展的越大就越容易吸引到更大群的敵人"
"#LOADING_HINT_31","清除地面上的汙染物可以防止它們對週遭的環境造成傷害"
"#LOADING_HINT_32","埋葬死者不僅是基於道德上的考量，也是個聰明的作法。因為屍體會傳播疾病，還會讓人心情低落"
"#LOADING_HINT_33","冬季時期漫長又嚴酷，所以建造火爐並確保充足的柴火數量才能確保所有人的溫暖"
"#LOADING_HINT_34","所有專家任務都需要行動點數（ＡＰ）才能執行"
"#LOADING_HINT_35","受損嚴重的房屋將會起火並停止運作，所以必須確保它們處於完善的狀態"
"#LOADING_HINT_36","確保建築材料儲備充足，以便隨時進行維修"
"#LOADING_HINT_37","您可以透過銀幣與手上的物資與其他社群進行交易"
"#LOADING_HINT_38","建造前哨站是探索世界地圖最有效率的方法"
"#LOADING_HINT_39","幸福度是一座繁榮殖民地的關鍵"
"#LOADING_HINT_40","居民們會需要包含肉類與蔬菜的均衡飲食來避免營養不良"
"#LOADING_HINT_41","要找到符合需求的專家並不容易，所以請慎重地運用他們"
"##LOADING_HINT_33","按照自己喜歡的方式進行遊戲，使用無線控制器或滑鼠鍵盤皆可"
"##LOADING_HINT_33_NX","按照自己喜歡的方式進行遊戲，使用Joy-Con™控制器或Nintendo Switch Pro控制器皆可"
"##LOADING_HINT_33_PS","按照自己喜歡的方式進行遊戲，使用無線控制器或滑鼠鍵盤皆可"
"##LOADING_HINT_33_XBOX","按照自己喜歡的方式進行遊戲，使用手把或滑鼠鍵盤皆可"
"#GAME_TITLE","Surviving the Aftermath 末日求生"
"#GAME_TITLE_TITLE","SURVIVING THE AFTERMATH 末日求生"
"#DIALOG_OK","確定"
"#DIALOG_CANCEL","取消"
"#BUTTON_SELECT","選擇"
"#BUTTON_CONFIRM","確認"
"#BUTTON_CHANGE_USER","更改檔案"
"#BUTTON_BACK","返回"
"#BUTTON_CANCEL","取消"
"#BUTTON_SUBMIT","提交"
"#BUTTON_MAIN_MENU","主選單"
"#TOPIC_PLAY","開始遊戲"
"#TOPIC_SELECT","選擇"
"#TOPIC_ACTION","行動"
"#TOPIC_CONTINUE","繼續"
"#BUTTON_NAVIGATE","切換"
"#BUTTON_TABS","瀏覽頁面"
"#BUTTON_OK","確認"
"#BUTTON_DELETE","刪除"
"#BUTTON_LOAD","載入遊戲"
"#BUTTON_SAVE","保存遊戲"
"#RADIO_CHANNEL_DEFAULT","末日電台"
"#RADIO_CHANNEL_NO_RADIO","關閉無線電台"
"#NAVIGATE","切換"
"#BUTTON_CLOSE","關閉"
"#BUTTON_ROTATE","旋轉"
"#BUTTON_PLACE_MANY","放置多個"
"#RADIO_CHANNEL_WILD_FRONTIER","邊境荒野電台"
"#RADIO_VISION_TRAIN","視覺訓練電台"
"#RADIO_SKYLIGHTS","天窗電台"
"#RADIO_AFTERLIGHT","晚霞電台"
"#BUTTON_OPTION_POSITIVE","很棒"
"#BUTTON_OPTION_NEGATIVE","不好"
"#TOPIC_NAVIGATE","切換"
"#POPUP_QUIT_GAME_TITLE","退出遊戲"
"#POPUP_QUIT_GAME","退出遊戲"
"#POPUP_QUIT_CONTENT","確定要退出遊戲嗎？"
"#EVENT_RESULT_RECEIVE_RESOURCES","＋{0}"
"#EVENT_RESULT_GIVE_RESOURCES","－{0}"
"#EVENT_RESULT_RECEIVE_COLONISTS","＋{0}位居民"
"#EVENT_RESULT_GIVE_COLONISTS","－{0}位居民"
"#EVENT_RESULT_SET_CONDITION","{0}居民{1}"
"#TOPIC_CONFIRM","確認"
"#TOPIC_CANCEL","取消"
"#NOTIFICATION_GAME_SAVED","遊戲已保存"
"#NOTIFICATION_GAME_SAVED_TITLE","遊戲已保存"
"#NOTIFICATION_GAME_LOADED","已讀取遊戲"
"#NOTIFICATION_GAME_LOADED_TITLE","遊戲已載入"
"#NOTIFICATION_SAVED","已保存"
"#BUTTON_SKIP","跳過"
"#COMING_SOON","即將推出"
"#LOAD_VERSION_NOT_MATCH_TITLE","存檔版本過舊"
"#LOAD_VERSION_NOT_MATCH_HEADLINE","抱歉，存檔與目前的遊戲版本不相符，或者存檔已損壞。\n可能會無法按照預期的載入遊戲。仍要繼續嗎？"
"#POPUP_EARLY_ACCESS_TITLE","重要資訊"
"#POPUP_EARLY_ACCESS_CONTENT","本遊戲仍在開發之中。遊戲可能會，也可能不會隨著時間發生變化，或作為最終產品發佈。在未完成的狀態下，遊戲可能無法正常運行，也可能存在一些問題。遊戲最新版本的完整細節、提供回饋的方式和錯誤報告都可以在 survivingtheaftermath.com 上找到。"
"#TOPIC_BUTTON_CHANGE","切換"
"#WRITE_SOMETHING","在此輸入"
"#LOAD_NO_FILE_SELECTED_TITLE","未選擇檔案"
"#LOAD_NO_FILE_SELECTED_CONTENT","載入失敗。載入前請先選擇存檔。"
"#ERROR_LOADING_TASKS_HEADLINE","存檔錯誤"
"#ERROR_LOADING_TASKS_MESSAGE","載入存檔出錯。有些數值將重置為預設值。遊戲應可以從中恢復，但可能引起其他問題。"
"#LOGGING_IN_WAIT","登入中，請稍後"
"#LOAD_FILE_OUTDATED","對不起，該檔案與新的遊戲版本不相容。"
"#LOAD_GAME_OLD","您載入的存檔來自更新版本的遊戲。在載入前請更新遊戲。"
"#TOPIC_VOTE_NOW","投票進行中"
"#TOPIC_VOTE_NOW_2","立即投票！"
"#TOPIC_VOTING_COMPLETE","投票完成"
"#TOPIC_VOTE_NEXT_CATASTROPHE","為下一個災難投票"
"#TOPIC_VOTE_EVENT_SELECTION","為選擇的事件投票"
"#TOPIC_VOTE_RESULT","投票結果"
"#TOPIC_VOTE_SKIP","跳過"
"#TOPIC_VOTE_IGNORE","忽略"
"#TOPIC_VOTE_TIME_LEFT","剩餘時間"
"#VOTE_HELP_DESC","在Twitch聊天框輸入指令，為某個選項投票。"
"#VOTE_RESULT_DESC","結果已計入，選項已選擇。"
"#BUTTON_READ_MORE","閱讀更多"
"#TOPIC_READ_MORE","閱讀更多"
"#BUTTON_FILTER_CATEGORIES","資源篩選"
"#BUTTON_CYCLE_PANELS","更改面板"
"#SAVE_BLOCK_REASON_EVENT_ACTIVE","在事件期間無法保存"
"#TOPIC_LOADING","讀取中..."
"#SAVE_BLOCK_REASON_WORLD_MAP_ACTION","行動中無法存檔"
"#BUTTON_LEARN","瞭解"
"#BUTTON_DO_NOT_ASK","不再詢問"
"#BUTTON_ACTIVATE_OVERLAY","啟動"
"#BUTTON_CONFIRM_TRADE","確認交易"
"#BUTTON_REMOVE_SELECTED_TRADE_RESOURCE","移除資源"
"#SAVE_BLOCK_REASON_INGAME_INTRO","開頭動畫期間無法存檔"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_NX","已斷開控制器連線"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_NX_PRO","已斷開控制器連線"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE","已斷開裝置連線"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_XBOX","已斷開手把連線"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_PS","已斷開無線控制器連線"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT","已失去連線，請重新連接裝置。"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_NX","已失去連線，請重新連接控制器。"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_NX_PRO","已失去連線，請重新連接控制器。"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_XBOX","已失去連線，請重新連接控制器。"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_PS","已失去連線，請重新連接無線控制器。"
"#SWITCH_CONTROLLER_DL","方向按鈕 左"
"#SWITCH_CONTROLLER_DR","方向按鈕 右"
"#SWITCH_CONTROLLER_DU","方向按鈕 上"
"#SWITCH_CONTROLLER_DD","方向按鈕 下"
"#SWITCH_CONTROLLER_DLR","方向按鈕左或右"
"#SWITCH_CONTROLLER_DUD","方向按鈕上或下"
"#SWITCH_CONTROLLER_D","方向按鈕"
"#SWITCH_CONTROLLER_LS","左操作桿"
"#SWITCH_CONTROLLER_RS","右操作桿"
"#SWITCH_CONTROLLER_SUBMIT","Ａ按鈕"
"#SWITCH_CONTROLLER_CANCEL","Ｂ按鈕"
"#SWITCH_CONTROLLER_TOP_ACTION_1","Ｙ按鈕"
"#SWITCH_CONTROLLER_TOP_ACTION_2","Ｘ按鈕"
"#SWITCH_CONTROLLER_LB","Ｌ按鈕"
"#SWITCH_CONTROLLER_RB","Ｒ按鈕"
"#SWITCH_CONTROLLER_LT","ＺＬ按鈕"
"#SWITCH_CONTROLLER_RT","ＺＲ按鈕"
"#SWITCH_CONTROLLER_CENTER","Ｈｏｍｅ按鈕"
"#SWITCH_CONTROLLER_CENTER_LEFT","－按鈕"
"#SWITCH_CONTROLLER_CENTER_RIGHT","＋按鈕"
"#PS4_CONTROLLER_DL","左"
"#PS4_CONTROLLER_DR","右"
"#PS4_CONTROLLER_DU","上"
"#PS4_CONTROLLER_DD","下"
"#PS4_CONTROLLER_DLR","左或右"
"#PS4_CONTROLLER_DUD","上或下"
"#PS4_CONTROLLER_D","方向按鈕"
"#PS4_CONTROLLER_LS","Ｌ３鈕"
"#PS4_CONTROLLER_RS","Ｒ３鈕"
"#PS4_CONTROLLER_SUBMIT","交叉按鈕"
"#PS4_CONTROLLER_CANCEL","圓圈按鈕"
"#PS4_CONTROLLER_TOP_ACTION_1","正方按鈕"
"#PS4_CONTROLLER_TOP_ACTION_2","三角按鈕"
"#PS4_CONTROLLER_LB","Ｌ１"
"#PS4_CONTROLLER_RB","Ｒ１"
"#PS4_CONTROLLER_LT","Ｌ２"
"#PS4_CONTROLLER_RT","Ｒ２"
"#PS4_CONTROLLER_CENTER","觸控面板"
"#PS4_CONTROLLER_CENTER_LEFT","ＳＨＡＲＥ按鈕"
"#PS4_CONTROLLER_CENTER_RIGHT","設定"
"#XBOX_CONTROLLER_DL","左"
"#XBOX_CONTROLLER_DR","右"
"#XBOX_CONTROLLER_DU","上"
"#XBOX_CONTROLLER_DD","下"
"#XBOX_CONTROLLER_DLR","左或右"
"#XBOX_CONTROLLER_DUD","上或下"
"#XBOX_CONTROLLER_D","方向按鈕 左、右"
"#XBOX_CONTROLLER_LS","左操作桿"
"#XBOX_CONTROLLER_RS","右操作桿"
"#XBOX_CONTROLLER_SUBMIT","Ａ按鈕"
"#XBOX_CONTROLLER_CANCEL","Ｂ按鈕"
"#XBOX_CONTROLLER_TOP_ACTION_1","Ｘ按鈕"
"#XBOX_CONTROLLER_TOP_ACTION_2","Ｙ按鈕"
"#XBOX_CONTROLLER_LB","Ｌ１按鈕"
"#XBOX_CONTROLLER_RB","Ｒ１按鈕"
"#XBOX_CONTROLLER_LT","Ｌ２按鈕"
"#XBOX_CONTROLLER_RT","Ｒ２按鈕"
"#XBOX_CONTROLLER_CENTER","指南"
"#XBOX_CONTROLLER_CENTER_LEFT","返回"
"#XBOX_CONTROLLER_CENTER_RIGHT","開始"
"#POPUP_CONTROLLER_DISCONNECTED_TITLE","已斷開手把連線"
"#POPUP_CONTROLLER_DISCONNECTED_CONTENT","已失去與手把的連接，請重新連接手把。"
"#TOPIC_OTHER_NEEDS","其他"
"#TOPIC_RATE_GAME","您有什麼看法？"
"#POPUP_RATE_GAME_QUESTION","本遊戲將會持續進行更新及改善，但以遊戲目前的狀況，您會如何評價本遊戲？"
"#FEEDBACK_TOPIC_1","錯誤"
"#FEEDBACK_TOPIC_2","性能"
"#FEEDBACK_TOPIC_3","建議"
"#FEEDBACK_TOPIC_4","其他"
"#FEEDBACK_CATEGORY_1","殖民地"
"#FEEDBACK_CATEGORY_2","世界地圖"
"#FEEDBACK_CATEGORY_3","畫面與音效"
"#FEEDBACK_CATEGORY_4","遊戲內容"
"#FEEDBACK_CATEGORY_5","科技樹"
"#FEEDBACK_CATEGORY_6","災難"
"#FEEDBACK_CATEGORY_7","其它意見"
"#FEEDBACK_CATEGORY_1_SUB_1","建築"
"#FEEDBACK_CATEGORY_1_SUB_2","居民"
"#FEEDBACK_CATEGORY_1_SUB_3","工作和職業"
"#FEEDBACK_CATEGORY_1_SUB_4","資源"
"#FEEDBACK_CATEGORY_1_SUB_5","其他"
"#FEEDBACK_CATEGORY_2_SUB_1","移動"
"#FEEDBACK_CATEGORY_2_SUB_2","位置和探索"
"#FEEDBACK_CATEGORY_2_SUB_3","專家"
"#FEEDBACK_CATEGORY_2_SUB_4","土匪和社群"
"#FEEDBACK_CATEGORY_2_SUB_5","其他"
"#FEEDBACK_CATEGORY_3_SUB_1","建築和居民"
"#FEEDBACK_CATEGORY_3_SUB_2","殖民地和地圖地形"
"#FEEDBACK_CATEGORY_3_SUB_3","使用者介面和圖示"
"#FEEDBACK_CATEGORY_3_SUB_4","音效"
"#FEEDBACK_CATEGORY_3_SUB_5","音樂"
"#FEEDBACK_CATEGORY_3_SUB_6","其他"
"#FEEDBACK_CATEGORY_4_SUB_1","遊戲整體"
"#FEEDBACK_CATEGORY_4_SUB_2","食物和水"
"#FEEDBACK_CATEGORY_4_SUB_3","能源"
"#FEEDBACK_CATEGORY_4_SUB_4","活動"
"#FEEDBACK_CATEGORY_4_SUB_5","其他"
"#FEEDBACK_CATEGORY_5_SUB_1","科學點數"
"#FEEDBACK_CATEGORY_5_SUB_2","科學家"
"#FEEDBACK_CATEGORY_5_SUB_3","進度"
"#FEEDBACK_CATEGORY_5_SUB_4","其他"
"#FEEDBACK_CATEGORY_6_SUB_1","核輻射塵"
"#FEEDBACK_CATEGORY_6_SUB_2","電磁風暴"
"#FEEDBACK_CATEGORY_6_SUB_3","隕石雨"
"#FEEDBACK_CATEGORY_6_SUB_4","傳染病"
"#FEEDBACK_CATEGORY_6_SUB_5","其他"
"#FEEDBACK_CATEGORY_7_SUB_1","其他"
"#IMPORTANCE","嚴重程度："
"#USER_FEEDBACK_TITLE","回饋"
"#USER_FEEDBACK_BUTTON_TITLE","用戶回饋"
"#USER_FEEDBACK_BUTTON_DESC","將您的想法告訴我們！"
"#USER_FEEDBACK_QUESTION_RATE_EXPERIENCE","到目前為止，您會如何評價目前為止的體驗？"
"#USER_FEEDBACK_QUESTION_EARLY_GAME_FUN_LONG","大門的建成，標誌著您實現了第一座里程碑。您喜歡遊戲初期的體驗嗎？"
"#USER_FEEDBACK_QUESTION_EARLY_GAME_FUN","請問您目前對遊戲初期的體驗還滿意嗎？"
"#USER_FEEDBACK_QUESTION_WORLDMAP_INTERESTING","世界地圖是否讓您感到有趣？"
"#USER_FEEDBACK_QUESTION_EVENTS_INTERESTING","您是否對遊戲內的各項事件感到滿意？"
"#USER_FEEDBACK_QUESTION_DIFFICULTY","您覺得遊戲的難度等級如何？"
"#USER_FEEDBACK_ANSWER_DIFFICULTY_TOO_EASY","太簡單"
"#USER_FEEDBACK_ANSWER_DIFFICULTY_JUST_RIGHT","剛剛好"
"#USER_FEEDBACK_ANSWER_DIFFICULTY_TOO_HARD","太困難"
"#USER_FEEDBACK_ANSWER_SKIP","跳過"
"#USER_FEEDBACK_ANSWER_YES","是"
"#USER_FEEDBACK_ANSWER_NO","否"
"#BUTTON_GIVE_FEEDBACK","用戶回饋"
"#USER_FEEDBACK_INFO_GIVE_FEEDBACK_TO_IMPROVE_GAME","提供意見以協助我們改善遊戲。告知我們您所發現的漏洞，並說說您喜歡或討厭的地方。我們歡迎您的任何意見！"
"#TOPIC_FEEDBACK_CATEGORIES","選擇類別......"
"#FEEDBACK_TOPIC_DETAILS","詳細資訊"
"#FEEDBACK_WRITE_DETAILS","提供回饋"
"#FEEDBACK_LABEL_NOT_INTERESTING","乏味"
"#FEEDBACK_LABEL_VERY_INTERESTING","有趣"
"#FEEDBACK_LABEL_VERY_DIFFICULT","困難"
"#FEEDBACK_LABEL_EASY","簡單"
"#FEEDBACK_LABEL_POOR","差勁"
"#FEEDBACK_LABEL_MEDIOCRE","一般"
"#FEEDBACK_LABEL_FAIR","平均"
"#FEEDBACK_LABEL_GOOD","很棒"
"#FEEDBACK_LABEL_EXCELLENT","優秀"
"#USER_FEEDBACK_QUESTION_COLONY_1","到目前為止，您會如何評價這款遊戲中的殖民地建造？"
"#USER_FEEDBACK_QUESTION_WORLD_MAP_1","到目前為止，您會如何評價這款遊戲中的世界地圖部份？"
"#USER_FEEDBACK_QUESTION_VISUALS_AND_SOUNDS_1","到目前為止，您會如何評價這款遊戲的畫面和音效？"
"#USER_FEEDBACK_QUESTION_GAMEPLAY_1","到目前為止，您會如何評價整體遊戲的遊玩過程？"
"#USER_FEEDBACK_QUESTION_TECH_TREE_1","到目前為止，您會如何評價這款遊戲中的科技樹？"
"#USER_FEEDBACK_QUESTION_CATASTROPHES_1","到目前為止，您會如何評價這款遊戲中的災難？"
"#FEEDBACK_TOPIC_OPTIONAL","（可選）"
"#FEEDBACK_TOPIC_INFO_OPTIONAL","可選"
"#FEEDBACK_SENT_TOPIC","回饋已發送！"
"#FEEDBACK_THANK_YOU_MESSAGE","感謝您寶貴的意見，這將協助我們為您和其他所有玩家打造更好的遊戲體驗。"
"#FEEDBACK_ERROR_TOPIC","無法提交回饋"
"#FEEDBACK_ERROR_CATEGORY_REQUIRED","未選擇類別，請選擇。"
"#FEEDBACK_ERROR_WRITE_SOMETHING","未編寫資訊，請輸入。"
"#BUTTON_ADJUST_RATING","調整評分"
"#BUTTON_FEEDBACK_WRITE_DETAILS","編寫回饋"
"#TOPIC_FEEDBACK_QUESTIONS","選擇問題......"
"#FEEDBACK_ERROR_QUESTION_REQUIRED","未選擇問題，請選擇一個問題。"
"#FEEDBACK_CATEGORY_1_QUESTION_1","到目前為止，您會如何評價這款遊戲中的殖民地建造部份？"
"#FEEDBACK_CATEGORY_1_QUESTION_2","到目前為止，您會如何評價這款遊戲中的居民？"
"#FEEDBACK_CATEGORY_1_QUESTION_3","您會如何評價管理工作場所的難度？"
"#FEEDBACK_CATEGORY_1_QUESTION_4","您會如何評價收集和管理資源的難度？"
"#FEEDBACK_CATEGORY_1_QUESTION_5","還有其他與殖民地相關的回饋嗎？"
"#FEEDBACK_CATEGORY_2_QUESTION_1","到目前為止，您會如何評價這款遊戲中的世界地圖部份？"
"#FEEDBACK_CATEGORY_2_QUESTION_2","您會如何評價在世界地圖上移動的難度？"
"#FEEDBACK_CATEGORY_2_QUESTION_3","到目前為止，您會如何評價這款遊戲中的探索部份？"
"#FEEDBACK_CATEGORY_2_QUESTION_4","到目前為止，您會如何評價這款遊戲中的各名專家？"
"#FEEDBACK_CATEGORY_2_QUESTION_5","到目前為止，您對於在世界地圖中遭遇土匪和社群的滿意程度如何？"
"#FEEDBACK_CATEGORY_2_QUESTION_6","還有其他與世界地圖相關的回饋嗎？"
"#FEEDBACK_CATEGORY_3_QUESTION_1","到目前為止，您會如何評價這款遊戲的畫面與音效？"
"#FEEDBACK_CATEGORY_3_QUESTION_2","您會如何評價這款遊戲中建築和人物的視覺效果？"
"#FEEDBACK_CATEGORY_3_QUESTION_3","您會如何評價這款遊戲中環境的視覺效果？"
"#FEEDBACK_CATEGORY_3_QUESTION_4","您會如何評價這款遊戲的使用者介面？"
"#FEEDBACK_CATEGORY_3_QUESTION_5","您會如何評價這款遊戲的使用者圖示？"
"#FEEDBACK_CATEGORY_3_QUESTION_6","您會如何評價這款遊戲的音效？"
"#FEEDBACK_CATEGORY_3_QUESTION_7","您會如何評價這款遊戲的音樂？"
"#FEEDBACK_CATEGORY_3_QUESTION_8","還有其他與畫面與音效相關的回饋嗎？"
"#FEEDBACK_CATEGORY_4_QUESTION_1","到目前為止，您會如何評價整體遊戲的遊玩過程？"
"#FEEDBACK_CATEGORY_4_QUESTION_2","您會如何評價在遊戲中管理食物和水資源的難度？"
"#FEEDBACK_CATEGORY_4_QUESTION_3","您會如何評價在遊戲中管理能源的難度？"
"#FEEDBACK_CATEGORY_4_QUESTION_4","到目前為止，您會如何評價這款遊戲中的各項任務？"
"#FEEDBACK_CATEGORY_4_QUESTION_5","還有其他與遊戲內容相關的回饋嗎？"
"#FEEDBACK_CATEGORY_5_QUESTION_1","到目前為止，您會如何評價這款遊戲中的科技樹？"
"#FEEDBACK_CATEGORY_5_QUESTION_2","您會如何評價收集和管理科學點數的難度？"
"#FEEDBACK_CATEGORY_5_QUESTION_3","到目前為止，您會如何評價這款遊戲中的科學家？"
"#FEEDBACK_CATEGORY_5_QUESTION_4","您會如何評價升級科技樹內項目所帶給您的進步感？"
"#FEEDBACK_CATEGORY_5_QUESTION_5","請問是否還有其他與科技樹相關的回饋？"
"#FEEDBACK_CATEGORY_6_QUESTION_1","到目前為止，您會如何評價這款遊戲中的災難部份？"
"#FEEDBACK_CATEGORY_6_QUESTION_2","到目前為止，您認為遭遇核輻射落塵災難的有趣程度如何？"
"#FEEDBACK_CATEGORY_6_QUESTION_3","到目前為止，您認為遭遇電磁風暴災難的的有趣程度如何？"
"#FEEDBACK_CATEGORY_6_QUESTION_4","到目前為止，您認為遭遇流星雨災難的有趣程度如何？"
"#FEEDBACK_CATEGORY_6_QUESTION_5","到目前為止，您認為遭遇傳染病災難的有趣程度如何？"
"#FEEDBACK_CATEGORY_6_QUESTION_6","到目前為止，您認為遭遇熱浪災難的有趣程度如何？"
"#FEEDBACK_CATEGORY_6_QUESTION_7","請問是否還有其他與災難相關的回饋？"
"#FEEDBACK_LABEL_DIFFICULT","非常困難"
"#FEEDBACK_LABEL_VERY_EASY","非常簡單"
"#FEEDBACK_LABEL_NOT_AT_ALL_INTERESTING","非常無趣"
"#FEEDBACK_LABEL_EXTREMELY_INTERESTING","非常有趣"
"#FEEDBACK_LABEL_NOT_SATISFYING","不滿意"
"#FEEDBACK_LABEL_SATISFYING","非常滿意"
"#FEEDBACK_LABEL_NEUTRAL","中立"
"#FEEDBACK_LABEL_CHALLENGING","有挑戰性"
"#FEEDBACK_LABEL_LOW_IMPORTANCE","不重要"
"#FEEDBACK_LABEL_HIGH_IMPORTANCE","非常重要"
"#FEEDBACK_LABEL_LOW_SERIOUSNESS","不嚴重"
"#FEEDBACK_LABEL_HIGH_SERIOUSNESS","很嚴重"
"#FEEDBACK_CATEGORY_8","其它意見"
"#FEEDBACK_CATEGORY_BUG","錯誤"
"#FEEDBACK_CATEGORY_COLONY","殖民地"
"#FEEDBACK_CATEGORY_WM","世界地圖"
"#FEEDBACK_CATEGORY_TUTORIAL","新手教學"
"#FEEDBACK_CATEGORY_INTERFACE_AND_CONTROLS","使用者介面與控制"
"#FEEDBACK_CATEGORY_VISUALS_AND_SOUND","畫面與音效"
"#FEEDBACK_CATEGORY_DEPTH_AND_CHALLENGE","深度與挑戰"
"#FEEDBACK_CATEGORY_TECH_TREE","科技樹"
"#FEEDBACK_CATEGORY_EVENTS_AND_QUESTS","事件與任務"
"#FEEDBACK_CATEGORY_OTHER","其他"
"#FEEDBACK_QUESTION_COLONY_BUILDING","到目前為止，您會如何評價這款遊戲中的殖民地建造部份？"
"#FEEDBACK_QUESTION_WORKPLACES","您會如何評價工作場所的管理？"
"#FEEDBACK_QUESTION_RESOURCE_MANAGEMENT","您會如何評價資源的收集和管理？"
"#FEEDBACK_QUESTION_HAPPINESS","您會如何評價殖民地幸福度的管理？"
"#FEEDBACK_QUESTION_FOLLOWING_COLONISTS","就您的理解，您會如何評價居民們的各種行為？"
"#FEEDBACK_QUESTION_INTEREST_IN_COLONISTS","您會如何評價您對各個居民的興趣程度？"
"#FEEDBACK_QUESTION_EXPLORATION","到目前為止，您會如何評價這款遊戲中的探索部份？"
"#FEEDBACK_QUESTION_TRADE","到目前為止，您會如何評價這款遊戲中的貿易系統？"
"#FEEDBACK_QUESTION_COMBAT","到目前為止，您會如何評價這款遊戲中的戰鬥系統？"
"#FEEDBACK_QUESTION_DIPLOMACY","到目前為止，您會如何評價這款遊戲中的外交系統？"
"#FEEDBACK_QUESTION_SPECIALISTS","到目前為止，您會如何評價這款遊戲中的各名專家？"
"#FEEDBACK_QUESTION_OUTPOSTS","您認為前哨站的實用程度如何？"
"#FEEDBACK_QUESTION_TUTORIAL","您認為新手教學對您在遊戲初期有多大幫助？"
"#FEEDBACK_QUESTION_SENSE_OF_DIRECTION","您認為遊戲在給予指導方面做得如何？"
"#FEEDBACK_QUESTION_UI","您會如何評價這款遊戲的使用者介面？"
"#FEEDBACK_QUESTION_ICONS","您會如何評價這款遊戲中各種圖示的使用？"
"#FEEDBACK_QUESTION_CONTROLS","您會如何評價這款遊戲中的操控？"
"#FEEDBACK_QUESTION_VISUALS","您會如何評價這款遊戲的視覺效果？"
"#FEEDBACK_QUESTION_SOUND_EFFECTS","您會如何評價這款遊戲的音效？"
"#FEEDBACK_QUESTION_MUSIC","您會如何評價這款遊戲的音樂？"
"#FEEDBACK_QUESTION_DEPTH_OF_MECHANICS","您會如何評價遊戲中各項系統的深度？"
"#FEEDBACK_QUESTION_DIFFICULT_CHOICES","您認為這款遊戲在讓您做出艱難抉擇方面做得如何？"
"#FEEDBACK_QUESTION_FOOD_AND_WATER","您會如何評價在遊戲中管理食物和水資源的難度？"
"#FEEDBACK_QUESTION_ENERGY","您會如何評價在遊戲中管理能源的難度？"
"#FEEDBACK_QUESTION_DIFFICULTY_SETTING","到目前為止，您所遇到的挑戰是否符合您開局時所選的難度設置？"
"#FEEDBACK_QUESTION_THINGS_TO_DO","您會如何評價這款遊戲中各項可做事情的豐富程度？"
"#FEEDBACK_QUESTION_ENOUGH_RESOURCES","您是否認為遊戲提供了足夠的資源？"
"#FEEDBACK_QUESTION_ENOUGH_SPECIALISTS","您是否認為遊戲提供了足夠的專家？"
"#FEEDBACK_QUESTION_ENOUGH_COLONISTS","您是否認為遊戲提供了足夠的居民？"
"#FEEDBACK_QUESTION_TECH_TREE","到目前為止，您會如何評價這款遊戲中的科技樹？"
"#FEEDBACK_QUESTION_SCIENCE_POINTS","您會如何評價科學點數的收集和管理？"
"#FEEDBACK_QUESTION_TECH_TREE_OPTIONS","到目前為止，您會如何評價這款遊戲中科技樹的選項數量？"
"#FEEDBACK_QUESTION_CATASTROPHES","到目前為止，您會如何評價這款遊戲中的各類災難？"
"#FEEDBACK_QUESTION_CATASTROPHES_CHALLENGE","您認為各項災難的挑戰性如何？"
"#FEEDBACK_QUESTION_ANTI_CATASTROPHE","您會如何評價這款遊戲中抗災難建築的有用程度？"
"#FEEDBACK_QUESTION_COLONY_EVENTS","您會如何評價殖民地中發生的各項事件？"
"#FEEDBACK_QUESTION_QUESTS","到目前為止，您會如何評價這款遊戲中的各項事件？"
"#FEEDBACK_QUESTION_OTHER","請問是否有對遊戲的任何其他回饋？"
"#FEEDBACK_LABEL_LOW","低"
"#FEEDBACK_LABEL_HIGH","高"
"#PARADOX_REGION","地區"
"#ACCOUNT_INVALID_REGION","請從下拉式功能表選擇所在國家／地區"
"#RADIO_OUTBACK","內地"
"#SENTENCE_END_SYMBOL"," "
"#TOPIC_SETTINGS_WEB_MANUAL","電子說明書"
"#LOAD_DLCS_NOT_MATCH_TITLE","DLC NOT FOUND"
"#LOAD_DLCS_NOT_MATCH_CONTENT","Required DLCs for this save file not found. Missing DLCs: {0}"
"#DLC_TITLE_FOUNDERS_PACK","Founder's Pack"
"#DLC_TITLE_TWITCH_DLC","Twitch DLC"
"#METADATA_DLCCOUNT","DLCs enabled"
"#RADIO_ACTIVE","RADIO ACTIVE"
"##TOPIC_CONTROLLER_LAYOUT_NX_DEFAULT","控制器"
"#MENU_NEW_GAME","新遊戲"
"#MENU_LOAD","載入"
"#MENU_SAVE","保存"
"#MENU_SETTINGS","設定"
"#MENU_MODS","模組"
"#MENU_PARADOX","PARADOX帳戶"
"#MENU_PARADOX_CREATE_ACCOUNT","創建帳戶"
"#MENU_PARADOX_LOGIN","登入"
"#MENU_PARADOX_LOGOUT","登出"
"#MENU_PARADOX_LINK","連結"
"#MENU_PARADOX_UNLINK","取消連結"
"#MENU_CREDITS","開發人員名單"
"#MENU_BACK","返回"
"#MENU_EXIT","退出"
"#MENU_QUIT","關閉"
"#MENU_QUICK_GAME","快速遊戲"
"#MENU_TUTORIAL","新手教學"
"#MENU_CONTINUE","繼續"
"#BUTTON_RESTORE_DEFAULTS","恢復初始設定"
"#TOPIC_SETTINGS","設定"
"#TOPIC_SETTINGS_SMALL","設定"
"#SETTINGS_OPTIONS","選項"
"#SETTINGS_OPTIONS_TITLE","選項"
"#SETTINGS_GENERAL_TAB","一般"
"#SETTINGS_LANGUAGE","語言"
"#BUTTON_QUIT","退出"
"#SETTINGS_CONTROLS_TAB","控制"
"#SETTINGS_KEYBOARD","鍵盤"
"#SETTINGS_MOUSE","滑鼠"
"#TOPIC_PRESS_ANY_KEY_TO_START","按任意鍵開始"
"#TOPIC_PRESS_ANY_BUTTON_TO_START","按任意按鈕開始"
"#TOPIC_PRESS","按下"
"#TOPIC_TO_START","開始"
"#TOPIC_CLOSE","關閉"
"#TOPIC_DIFFICULTY_BONUS","難度"
"#SETTINGS_WINDOW_MODE_FULL_SCREEN_WINDOW","全螢幕視窗"
"#SETTINGS_WINDOW_MODE_MAXIMIZED_WINDOW","視窗最大化"
"#SETTINGS_WINDOW_MODE_EXCLUSIVE_FULL_SCREEN","全螢幕"
"#SETTINGS_WINDOW_MODE_WINDOWED","視窗化"
"#SETTINGS_QUALITY_LEVEL_OFF","關"
"#SETTINGS_QUALITY_LEVEL_LOW","低"
"#SETTINGS_QUALITY_LEVEL_MEDIUM","中"
"#SETTINGS_QUALITY_LEVEL_HIGH","高"
"#SETTINGS_QUALITY_LEVEL_CUSTOM","自訂"
"#COLONY_NAME_TOO_LONG_ERROR_CONTENT","殖民地名稱最多可包含１０個字元。"
"#SETTINGS_KEY_BINDING_PAN_UP","向上平移"
"#SETTINGS_KEY_BINDING_PAN_DOWN","向下平移"
"#SETTINGS_KEY_BINDING_PAN_LEFT","向左平移"
"#SETTINGS_KEY_BINDING_PAN_RIGHT","向右平移"
"#SETTINGS_KEY_BINDING_CENTER_TO_COLONY","視角鎖定到殖民地"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_LEFT","向左旋轉鏡頭"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_RIGHT","向右旋轉鏡頭"
"#SETTINGS_KEY_BINDING_ZOOM_IN","放大"
"#SETTINGS_KEY_BINDING_ZOOM_OUT","縮小"
"#SETTINGS_KEY_BINDING_RESET_CAMERA","重置鏡頭"
"#SETTINGS_KEY_BINDING_PAUSE_GAME","暫停遊戲"
"#SETTINGS_KEY_BINDING_BUILD_MENU","建造功能表"
"#SETTINGS_KEY_BINDING_WORLD_MAP","世界地圖"
"#SETTINGS_KEY_BINDING_COLONY_STATISTICS","統計數值"
"#SETTINGS_KEY_BINDING_RADIO_CHANNEL_MENU","無線電"
"#SETTINGS_KEY_BINDING_TECH_TREE","科技樹"
"#SETTINGS_AUDIO_TAB","音訊"
"#SETTINGS_MASTER_VOLUME","主音量"
"#SETTINGS_SFX_VOLUME","音效音量"
"#SETTINGS_MUSIC_VOLUME","音樂音量"
"#SETTINGS_GRAPHICS_TAB","圖形"
"#SETTINGS_OPTION_LEVEL_LOW","低"
"#SETTINGS_OPTION_LEVEL_MEDIUM","中"
"#SETTINGS_OPTION_LEVEL_HIGH","高"
"#SETTINGS_OPTION_LEVEL_ULTRA","超高"
"#SETTINGS_OPTION_LEVEL_CUSTOM","自訂"
"#SETTINGS_USE_VSYNC","使用垂直同步"
"#SETTINGS_RESOLUTION","解析度"
"#SETTINGS_WINDOW_MODE","視窗模式"
"#SETTINGS_SELECT_DISPLAY","選擇顯示器"
"#SETTINGS_DISPLAY","顯示{0}"
"#SETTINGS_REFRESH_RATE","刷新率"
"#SETTINGS_FRAME_RATE_LIMIT","幀數限制"
"#SETTINGS_ASPECT_RATIO","縱橫比"
"#SETTINGS_BRIGHTNESS","亮度"
"#SETTINGS_CONTRAST","對比度"
"#SETTINGS_ADVANCED OPTIONS","進階選項"
"#SETTINGS_TEXTURE_QUALITY","紋理品質"
"#SETTINGS_SHADOW_QUALITY","陰影品質"
"#SETTINGS_LEVEL_OF_DETAIL","細節等級"
"#SETTINGS_WATER_REFLECTIONS","水面反射"
"#SETTINGS_FOLIAGE_QUALITY","植物品質"
"#SETTINGS_VIEW_DISTANCE","視野距離"
"#SETTINGS_ANISOTROPY","各向異性"
"#SETTINGS_ANTIALIASING","抗鋸齒效果"
"#SETTINGS_SSAO","SSAO"
"#SETTINGS_OPTION_ON","開"
"#SETTINGS_OPTION_OFF","關"
"#SETTINGS_ENABLE_EDGE_SCROLLING","邊緣滾動"
"#SETTINGS_CAPTURE_MOUSE","擷取滑鼠"
"#SETTINGS_INVERT_CAMERA_ROTATION","鏡頭反轉"
"#SETTINGS_AUTOSAVE_FREQUENCY","自動保存頻率"
"#SETTINGS_INVERT_MOUSE_WHEEL","滑鼠滾輪反轉"
"#SETTINGS_KEY_BINDING_ROTATE_BUILDING_RIGHT","向右旋轉建築"
"#SETTINGS_KEY_BINDING_ROTATE_BUILDING_LEFT","向左旋轉建築"
"#SETTINGS_KEY_BINDING_PAUSE_MENU","暫停選單"
"#SETTINGS_KEY_BINDINGS","按鍵配置"
"#SETTINGS_MOUSE_PANNING","滑鼠平移"
"#SETTINGS_KEY_BINDING_QUICK_SAVE","快速保存"
"#SETTINGS_KEY_BINDING_QUICK_LOAD","快速載入"
"#SETTINGS_AMBIENT_VOLUME","環境音量"
"#SETTINGS_MUTE_ALL","靜音"
"#SETTINGS_SUBTITLES","字幕"
"#SETTINGS_FULL_SCREEN","全螢幕"
"#SETTINGS_WINDOWED","視窗化"
"#SETTINGS_BORDERLESS_WINDOW","無邊框視窗"
"#SETTINGS_EXCLUSIVE_FULL_SCREEN","獨佔全螢幕"
"#SETTINGS_MAXIMIZED_WINDOW","最大化視窗"
"#SETTINGS_FULL_SCREEN_WINDOW","全螢幕視窗"
"#POPUP_EXIT_DESKTOP_TITLE","退出到桌面"
"#POPUP_EXIT_DESKTOP_CONTENT","確定要退出遊戲嗎？"
"#COLOR","顏色"
"#TOPIC_COLOR","顏色"
"#FLAG_ICON","圖示"
"#TOPIC_FLAG_ICON","圖示"
"#BUTTON_START_MODDING","開始創建模組"
"#TOPIC_SETTINGS_KEY_BINDINGS","按鍵配置"
"#SETTINGS_CLOUDS","關閉雲朵特效"
"#SETTINGS_AMBIENT_OCCLUSION","關閉環境光遮蔽"
"#SETTINGS_TERRAIN_QUALITY","地形品質"
"#SETTINGS_PARTICLE_QUALITY","顆粒品質"
"#SETTINGS_POST_PROCESSING_QUALITY","後置處理品質"
"#SETTINGS_SAFE_AREA_SIZE","可視區域大小"
"#ACCOUNT_TERMS_OF_USE_TITLE","使用規定"
"#ACCOUNT_PRIVACY_POLICY_TITLE","隱私政策"
"#BUTTON_SETTINGS_RESTORE_DEFAULTS_PROMPT","恢復預設值"
"#SETTINGS_APPLY_CHANGES_TEXT","要應用對設定進行的更改嗎？"
"#TOPIC_SAVE_VERSION_NUMBER","版本"
"#SETTINGS_APPLY_CHANGES_TITLE","應用更改"
"#SETTINGS_SOFT_PARTICLES","粒子柔化"
"#SETTINGS_REALTIME_REFLECTIONS","即時反射"
"#SETTINGS_TERRAIN","地形"
"#SETTINGS_EFFECTS","效果"
"#SETTINGS_BLOOM","全螢幕泛光"
"#SETTINGS_POSTPROCESSING","後置處理"
"#SETTINGS_MESH_QUALITY","網格品質"
"#SETTINGS_LIGHTING_QUALITY","光源品質"
"#SETTINGS_SAFE_AREA","可視區域"
"#SETTINGS_COLORBLIND_MODE","色覺障礙模式"
"#SETTINGS_KEY_BINDING_NEXT_BUILDING","下一棟建築"
"#SETTINGS_KEY_BINDING_PREVIOUS_BUILDING","上一棟建築"
"#SETTINGS_KEY_BINDING_NEXT_COLONIST","下一位居民"
"#SETTINGS_KEY_BINDING_PREVIOUS_COLONIST","上一位居民"
"#SETTINGS_KEY_BINDING_NEXT_SPECIALIST","下一位專家"
"#SETTINGS_KEY_BINDING_PREVIOUS_SPECIALIST","上一位專家"
"#SETTINGS_KEY_BINDING_PIN_UNPIN_SELECTED","固定／取消固定已選取目標"
"#SETTINGS_KEY_BINDING_CLEAR_PINNED","清除固定項目"
"#SETTINGS_KEY_BINDING_RENAME_SELECTED","重新命名已選目標"
"#SETTINGS_KEY_BINDING_FOLLOW_SELECTED","跟隨已選取目標"
"#SETTINGS_TUTORIAL","新手教學"
"#TOPIC_MOUSE1","滑鼠１"
"#TOPIC_MOUSE_LEFT","滑鼠左鍵"
"#TOPIC_MOUSE2","滑鼠２"
"#TOPIC_MOUSE_RIGHT","滑鼠右鍵"
"#TOPIC_MOUSE3","滑鼠３"
"#TOPIC_MOUSE_MIDDLE","滑鼠滾輪"
"#SETTINGS_QUICK_WM_ACTIONS","世界地圖快速行動"
"#SETTINGS_QUICK_WM_MOVEMENT","世界地圖快速移動"
"#SETTINGS_AUTOSAVE","自動保存"
"#SETTINGS_MINUTES_SHORT","分"
"#SETTING_MINUTES","分鐘"
"#SETTINGS_ZOOM_SPEED","縮放速度"
"#SETTINGS_CAMERA_PAN_SPEED","鏡頭平移速度"
"#SETTINGS_SCROLL_OUTSIDE_WINDOW","視窗外滾動"
"#SETTINGS_CAMERA_MOVEMENT_SPEED","鏡頭移動速度"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_UP","向上旋轉鏡頭"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_DOWN","向下旋轉鏡頭"
"#SETTINGS_KEY_BINDING_SPEED_UP","速度加快"
"#SETTINGS_KEY_BINDING_SPEED_DOWN","速度減慢"
"#SETTINGS_KEY_BINDING_TOGGLE_MAX_SPEED","切換最快速度"
"#SETTINGS_KEY_BINDING_SPECIALIST_MENU","專家頁面"
"#SETTINGS_KEY_BINDING_COLONY_LOG","殖民地日誌"
"#SETTINGS_KEY_BINDING_INCREASE_PRIORITY","提升優先順序"
"#SETTINGS_KEY_BINDING_DECREASE_PRIORITY","降低優先順序"
"#SETTINGS_KEY_BINDING_PAUSE_SELECTED","暫停已選項目"
"#SETTINGS_KEY_BINDING_SALVAGE_SELECTED","拆除已選建築"
"#SETTINGS_KEY_BINDING_REPAIR_SELECTED","維修已選建築"
"#SETTINGS_KEY_BINDING_ADD_WORK_SLOT","增加工作欄位"
"#SETTINGS_KEY_BINDING_REMOVE_WORK_SLOT","刪除工作欄位"
"#SETTINGS_KEY_BINDING_SELECT_TARGET","選擇目標"
"#SETTINGS_KEY_BINDING_SELECT_GATE","選擇大門"
"#SETTINGS_KEY_BINDING_ASSIGN_TO_BUILDING","分配到建築"
"#SETTINGS_KEY_BINDING_ATTACK_TARGET","攻擊目標"
"#SETTINGS_KEY_BINDING_PLACE_PRIMARY_WORK_AREA","放置主要工作區"
"#SETTINGS_KEY_BINDING_PLACE_SECONDARY_WORK_AREA","放置次要工作區"
"#SETTINGS_KEY_BINDING_PLACE_TERTIARY_WORK_AREA","放置第三工作區"
"#SETTINGS_KEY_BINDING_TOGGLE_SOIL_OVERLAY","切換土地視圖"
"#SETTINGS_KEY_BINDING_TOGGLE_RESOURCE_ICONS","切換資源圖示"
"#SETTINGS_KEY_BINDING_CHALLENGES","挑戰"
"#SETTINGS_MUTE_WHEN_MINIMIZED","視窗最小化時靜音"
"#SETTINGS_MUTE_MENU_MUSIC","功能表音樂靜音"
"#SETTINGS_BRIGHTNESS_CONTENT","調整亮度等級，直至幾乎無法看到圖像"
"#SETTINGS_APPLY","應用"
"#SETTINGS_OK","確定"
"#SETTINGS_CANCEL","關閉"
"#PAUSE_SETTINGS","設定"
"#SETTINGS_DISCARD_TITLE","捨棄設定"
"#SETTINGS_DISCARD_CONTENT","確定要關閉設定嗎？尚未保存的更改將被捨棄。"
"#SETTINGS_CHANGE_TAB_TITLE","更改未保存"
"#SETTINGS_CHANGE_TAB_CONTENT","更改尚未保存，要放棄更改並切換選項頁面嗎？"
"#SAVE_ERROR_TITLE","保存時出現錯誤"
"#SAVE_NO_NAME_CONTENT","需要先命名存檔才能保存"
"#SAVE_OVERWRITE_TITLE","存檔已存在"
"#SAVE_OVERWRITE_CONTENT","是否覆蓋現有的存檔？"
"#SAVE_OK","保存"
"#SAVE_CLOSE","關閉"
"#TOPIC_SAVE","保存遊戲"
"#SAVE_GAME","保存遊戲"
"#TOPIC_LOAD_GAME","載入遊戲"
"#SAVE_NEW","新建存檔"
"#SAVE_NEW_SAVE_CONTENT","為此新存檔輸入名稱。"
"#SAVE_NAME","名稱"
"#SAVE_VERSION","版本{0}"
"#SAVE_ERROR_NOT_FULL_PATH","提供的存檔路徑為相對路徑，請使用完整路徑。"
"#SAVE_ERROR_NO_FILE_NAME","檔案名為空，或其中僅包含空格"
"#SAVE_ERROR_ILLEGAL_CHARACTERS","存檔路徑包含非法字元。"
"#SAVE_ERROR_NO_PERMISSION","沒有保存至所選路徑的許可權，請使用其他路徑。"
"#SAVE_ERROR_SEMICOLON","存檔路徑包含位於非法位置的分號。"
"#SAVE_ERROR_PATH_TOO_LONG","存檔路徑過長，請使用更短的存檔名稱。"
"#SAVE_ERROR_UNKNOWN","保存遊戲時出現未知錯誤。"
"#SAVE_DELETE_TITLE","刪除已保存的遊戲"
"#SAVE_DELETE_MESSAGE","即將刪除已保存的遊戲。是否確定刪除？"
"#SAVE_DELETE_FAILED_TITLE","刪除失敗"
"#SAVE_DELETE_FAILED_MESSAGE","已保存的遊戲刪除失敗。"
"#BUTTON_SETTINGS_RESTORE_DEFAULTS","恢復預設值"
"#POPUP_CONFIRM_ARE_YOU_SURE","是否確定執行？"
"#POPUP_CONFIRM_ARE_YOU_SURE_CONTENT","此操作會將所有選項重置為預設值，\n\n確定重置選項？"
"#PARADOX_NOT_LINKED","帳戶關聯目前不可用"
"#PARADOX_LINKED","未連結－帳戶連結目前不可用"
"#PARADOX_LOGIN_TITLE","登入您的Paradox帳戶"
"#PARADOX_EMAIL","電子郵件地址"
"#PARADOX_PASSWORD","密碼"
"#PARADOX_FORGOT","忘記密碼？"
"#PARADOX_REMEMBER_ME","記住我的密碼"
"#PARADOX_LOGIN","登入"
"#PARADOX_NO_ACCOUNT","還沒有帳戶？"
"#PARADOX_CREATE_ACCOUNT","創建帳戶"
"#PARADOX_CREATE_ACCOUNT_TITLE","創建Paradox帳戶"
"#PARADOX_COUNTRY","地區"
"#PARADOX_BIRTHDAY","出生日期"
"#PARADOX_YEAR","年"
"#PARADOX_MONTH","月"
"#PARADOX_DAY","日"
"#PARADOX_TERMS","我已經閱讀並接受《使用條款》"
"#PARADOX_PRIVACY","我已經閱讀並理解《隱私政策》"
"#PARADOX_NEWSLETTER","我想要接收來自{0}和Paradox Interactive的新聞和推廣服務"
"#PARADOX_ALREADY_ACCOUNT","已經擁有帳戶？"
"#PARADOX_READ_TERMS","閱讀《使用條款》"
"#PARADOX_READ_PRIVACY","閱讀《隱私政策》"
"#PARADOX_YOU_CONFIRM","點擊「創建帳戶」即表示確認已閱讀、理解並接受《使用條款》和《隱私政策》。"
"#ACCOUNT_NOT_LOGGED_IN","尚未登入"
"#ACCOUNT_INVALID_EMAIL","電子郵件格式無效"
"#ACCOUNT_INVALID_PASSWORD","密碼無效，密碼應由至少６個字元組成（最多１２８個字元）"
"#ACCOUNT_INVALID_COUNTRY","請從下拉式功能表選擇所在國家／地區"
"#ACCOUNT_INVALID_DATE","請從下拉式功能表選擇出生日期"
"#ACCOUNT_ERROR_HEADLINE","帳戶創建出現錯誤"
"#ACCOUNT_LOGGED_IN_TITLE","登入成功"
"#ACCOUNT_LOGGED_IN","以{0}登入"
"#ACCOUNT_LOGIN_FAILED_TITLE","登入失敗"
"#ACCOUNT_LOGIN_FAILED_MESSAGE","登入失敗，請檢查您的電子郵件和密碼。"
"#ACCOUNT_LOGOUT_TITLE","退出"
"#ACCOUNT_LOGOUT_MESSAGE","是否登出？"
"#ACCOUNT_CREATE_FAILED_TITLE","創建帳戶失敗"
"#ACCOUNT_CREATE_FAILED_MESSAGE","創建帳戶時出現錯誤"
"#ACCOUNT_NOT_LINKED","您的帳戶目前尚未連結"
"#ACCOUNT_LINKED","您的帳戶已連結"
"#ACCOUNT_LINK_TITLE","正在連結帳戶"
"#ACCOUNT_LINK_MESSAGE","要連結您的帳戶嗎？"
"#ACCOUNT_UNLINK_TITLE","取消帳戶連結"
"#ACCOUNT_UNLINK_MESSAGE","要取消帳戶連結嗎？"
"#ACCOUNT_CONFIRM_LINK_STEAM","此Steam帳戶已經連結到其他Paradox帳戶，要覆蓋此連結嗎？"
"#ACCOUNT_OVERWRITE_LINK_STEAM","此Paradox帳戶已經連結到其他Steam帳戶，要覆蓋此連結嗎？"
"#ACCOUNT_SUCCESS_LINK_STEAM","操作成功！您的Paradox帳戶已連結到您的Steam帳戶。"
"#ACCOUNT_LINK_ERROR","連結帳戶時發生錯誤"
"#PREGAME_CATEGORY_HEADER_00","環境"
"#PREGAME_CATEGORY_HEADER_01","災難"
"#PREGAME_CATEGORY_HEADER_02","資源"
"#PREGAME_CATEGORY_HEADER_03","生還者"
"#PREGAME_CATEGORY_HEADER_04","挑戰"
"#PREGAME_CATEGORY_HEADER_05","守門人"
"#PREGAME_CATEGORY_HEADER_06","概覽"
"#PREGAME_CATEGORY_HEADER_07","標誌"
"#PREGAME_SUMMARY_TITLE","概覽"
"#PREGAME_SUMMARY_FIELD_00","環境"
"#PREGAME_SUMMARY_FIELD_01","災難"
"#PREGAME_SUMMARY_FIELD_02","資源"
"#PREGAME_SUMMARY_FIELD_03","生還者"
"#PREGAME_SUMMARY_FIELD_04","挑戰"
"#PREGAME_SUMMARY_FIELD_05","守門人"
"#PREGAME_FLAG_CUSTOMIZATION","你的小隊已經準備好在新的旗幟下團結互助"
"#PREGAME_COLONY_NAME_CUSTOMIZATION","你的小隊已經準備好在新的旗幟下團結互助，並且將殖民地命名為"
"#PREGAME_ENTER_NAME","輸入殖民地名稱。不能包含某些特殊字元。"
"#PREGAME_COLONY_NAME_SUGGESTION_01","哈佛德"
"#PREGAME_COLONY_NAME_SUGGESTION_02","棕谷"
"#PREGAME_COLONY_NAME_SUGGESTION_03","阿爾徹斯特"
"#PREGAME_COLONY_NAME_SUGGESTION_04","伊格波里斯"
"#PREGAME_COLONY_NAME_SUGGESTION_05","艾夏爾"
"#PREGAME_COLONY_NAME_SUGGESTION_06","葛隆地夫"
"#PREGAME_COLONY_NAME_SUGGESTION_07","法蘭托"
"#PREGAME_COLONY_NAME_SUGGESTION_08","烏魯賽特"
"#PREGAME_COLONY_NAME_SUGGESTION_09","科維"
"#PREGAME_COLONY_NAME_SUGGESTION_10","丹不里居"
"#PREGAME_COLONY_NAME_SUGGESTION_11","普利亞伍德"
"#PREGAME_COLONY_NAME_SUGGESTION_12","維伯里"
"#PREGAME_COLONY_NAME_SUGGESTION_13","某處"
"#PREGAME_COLONY_NAME_SUGGESTION_14","英維爾"
"#PREGAME_COLONY_NAME_SUGGESTION_15","艾迪那港"
"#PREGAME_COLONY_NAME_SUGGESTION_16","平僱斯坦"
"#PREGAME_COLONY_NAME_SUGGESTION_17","洛克巴托"
"#PREGAME_COLONY_NAME_SUGGESTION_18","新喀里多尼亞"
"#PREGAME_COLONY_NAME_SUGGESTION_19","愛吉伯恩"
"#PREGAME_COLONY_NAME_SUGGESTION_20","懷特米爾"
"#PREGAME_COLONY_NAME_SUGGESTION_21","艾許佛"
"#PREGAME_COLONY_NAME_SUGGESTION_22","瓦倫汀"
"#PREGAME_COLONY_NAME_SUGGESTION_23","歐利拉"
"#PREGAME_COLONY_NAME_SUGGESTION_24","史凱萊特"
"#PREGAME_COLONY_NAME_SUGGESTION_25","佛邁爾"
"#PREGAME_BACK_BUTTON_TITLE","返回主選單"
"#PREGAME_BACK_BUTTON_CONTENT","所有未保存的進度都將遺失。確定要返回主選單嗎？"
"#COLONY_NAME_TOO_LONG_ERROR","殖民地名稱過長"
"#MODS_TOPIC","選擇模組"
"#MODS_TOPIC_TITLE","選擇模組"
"#MODS_VERSION","版本：{0}"
"#MODS_ACTIVATE","啟動"
"#MODS_DEACTIVATE","停用"
"#MODS_EXIT","退出"
"#BUTTON_RENAME","重新命名"
"#BUTTON_RANDOMIZE_NAME","隨機命名"
"#SETTINGS_ACCOUNT_INFO","帳號資訊"
"#TOPIC_SELECT_MAP_SEED","選擇地圖種子"
"#TOPIC_TYPE_IN_YOUR_MAP_SEED_CONTENT","輸入自己的地圖種子。"
"#SETTINGS_SHOW_TUTORIAL","顯示新手教學"
"#SETTINGS_AUTO_SAVE","自動保存"
"#SETTINGS_AUTO_SAVE_FREQUENCY","自動保存頻率"
"#SETTINGS_DAYS","天"
"#SETTINGS_LANGUAGE_ENGLISH","英文"
"#SETTINGS_LANGUAGE_FRENCH","法文"
"#SETTINGS_LANGUAGE_GERMAN","德文"
"#SETTINGS_LANGUAGE_SPANISH","西班牙文"
"#SETTINGS_LANGUAGE_PORTUGUESE","葡萄牙文"
"#SETTINGS_LANGUAGE_RUSSIAN","俄文"
"#SETTINGS_LANGUAGE_POLISH","波蘭文"
"#SETTINGS_LANGUAGE_CHINESE","中文"
"#SETTINGS_GRAPHIC_QUALITY","畫面品質"
"#SETTINGS_OPTION_UNLIMITED","無限制"
"#PREGAME_TUTORIAL_HEADER","新手教學"
"#PREGAME_TUTORIAL_OPTION_1","是"
"#PREGAME_TUTORIAL_OPTION_2","否"
"#PREGAME_TUTORIAL_EFFECT_1","顯示新手教學訊息"
"#PREGAME_TUTORIAL_EFFECT_2","隱藏新手教學訊息"
"#PREGAME_TUTORIAL_SUMMARY_HEADER","新手教學"
"#PREGAME_SUMMARY_COLONY_NAME","殖民地名稱"
"#PREGAME_SUMMARY_COLONY_MOTTO","殖民地座右銘"
"#PREGAME_COLONY_MOTTO_SUGGESTION_01","名譽失，吾寧死。"
"#PREGAME_COLONY_MOTTO_SUGGESTION_02","在陰影之下，我們將茁壯。"
"#PREGAME_COLONY_MOTTO_SUGGESTION_03","從未被人征服，永遠令人畏懼。"
"#PREGAME_COLONY_MOTTO_SUGGESTION_04","團結就是力量。"
"#PREGAME_COLONY_MOTTO_SUGGESTION_05","承受並克服。"
"#PREGAME_COLONY_MOTTO_SUGGESTION_06","分而治之。"
"#PREGAME_COLONY_MOTTO_SUGGESTION_07","世人之天堂。"
"#PREGAME_COLONY_MOTTO_SUGGESTION_08","重建與繁榮。"
"#PREGAME_COLONY_MOTTO_SUGGESTION_09","祝你好運，並天天開心。"
"#PREGAME_COLONY_MOTTO_SUGGESTION_10","適應並克服。"
"#PREGAME_COLONY_MOTTO_SUGGESTION_11","為了更好的明天。"
"#PREGAME_COLONY_MOTTO_SUGGESTION_12","生存與發展。"
"#PREGAME_COLONY_MOTTO_SUGGESTION_13","絕不默默的走向黑夜。"
"#BUTTON_RANDOMIZE_MOTTO","隨機座右銘"
"#PREGAME_CHALLENGE_HEADER","挑戰"
"#SLOGAN","口號"
"#TOPIC_SLOGAN","口號"
"#ACCOUNT_CREATE_SUCCESS_TITLE","帳戶創建成功"
"#ACCOUNT_CREATE_SUCCESS_MESSAGE","感謝您創建Paradox帳戶"
"#SETTINGS_GAMEPAD_BUILD_MODE","建造模式"
"#SETTINGS_GAMEPAD_BUILD_MENU","建造功能表"
"#SETTINGS_GAMEPAD_WORLD_MAP","世界地圖"
"#SETTINGS_GAMEPAD_NAVIGATE_TABS","瀏覽標籤"
"#SETTINGS_GAMEPAD_ROTATE_BUILDING","旋轉建築"
"#SETTINGS_GAMEPAD_NAVIGATE_MENU","瀏覽活動選單"
"#SETTINGS_GAMEPAD_SPEED_UP","右方向鍵：加快遊戲速度"
"#SETTINGS_GAMEPAD_SPEED_DOWN","左方向鍵：減緩遊戲速度"
"#SETTINGS_GAMEPAD_GAME_MENU","下方向鍵：打開遊戲選單"
"#SETTINGS_GAMEPAD_TOP_BAR","上方向鍵：啟動頂部工具條"
"#SETTINGS_GAMEPAD_OPTIONS","選項"
"#SETTINGS_GAMEPAD_PAN","平移視角"
"#SETTINGS_GAMEPAD_ROTATE_ZOOM","旋轉／縮放視角"
"#SETTINGS_GAMEPAD_SELECT","選取／確認"
"#SETTINGS_GAMEPAD_DESELECT","取消選取"
"#SETTINGS_GAMEPAD_BUILD","建造"
"#SETTINGS_GAMEPAD_BACK","返回"
"#SETTINGS_GAMEPAD_CANCEL","取消／關閉"
"#SETTINGS_GAMEPAD_DISMISS","關閉通知"
"#SETTINGS_GAMEPAD_BUILD_MANY","建造並保持選取"
"#SETTINGS_GAMEPAD_NOTIFICATIONS","通知"
"#SETTINGS_GAMEPAD_SPECIALIST_INFO","專家資訊"
"#SETTINGS_GAMEPAD_COLONY_VIEW","殖民地視角"
"#SETTINGS_GAMEPAD_SPECIALIST_BROWSE","瀏覽專家"
"#COLONY_HAS_NO_NAME_ERROR","殖民地名稱無效"
"#COLONY_HAS_NO_NAME_ERROR_CONTENT","殖民地必須要有名稱"
"#COLONY_HAS_NO_MOTTO_ERROR","殖民地座右銘無效"
"#COLONY_HAS_NO_MOTTO_ERROR_CONTENT","殖民地必須要有座右銘"
"#COLONY_MOTTO_TOO_LONG_ERROR","殖民地座右銘過長"
"#COLONY_MOTTO_TOO_LONG_ERROR_CONTENT","殖民地座右銘包含太多字元"
"#PREGAME_ENTER_MOTTO","輸入座右銘。不能包含某些特殊字元。"
"#SETTINGS_DEADZONE","盲區"
"#SETTINGS_RESTORE_DEFAULTS_TITLE","恢復預設值"
"#SETTINGS_RESTORE_DEFAULTS_TEXT","這會使所有設定恢復為預設值，確定要繼續嗎？"
"#SETTINGS_REQUIRE_RELOAD","重新載入遊戲以應用更改。"
"#SETTINGS_KEY_BINDING_SPEED_NORMAL","正常速度"
"#SETTINGS_KEY_BINDING_SPEED_FAST","加快速度"
"#SETTINGS_KEY_BINDING_SPEED_FASTEST","最快速度"
"#SETTINGS_KEY_BINDING_TILT","傾斜鏡頭"
"#KEYBINDING_CONFLICT_TITLE","發現衝突"
"#KEYBINDING_CONFLICT_DESC","發現衝突按鍵綁定。替換現有按鍵綁定？"
"#KEYBINDING_NOT_ALLOWED","欲綁定按鍵與受保護鍵位衝突，無法綁定此按鍵。"
"#PROMPT_NAVIGATE_HYPERLINKS","導航連結"
"#PROMPT_TOGGLE_HYPERLINK_MODE","切換連結模式"
"#PROMPT_OPEN_HYPERLINK","開啟連結"
"#ANNOUNCEMENT_PDX_INCENTIVE_TITLE","PARADOX帳戶獎勵已解鎖！"
"#ANNOUNCEMENT_PDX_INCENTIVE_TEXT","感謝您將PARADOX帳戶連結至SURVIVING THE AFTERMATH！特此為擁有PARADOX帳戶的玩家送上幾個專屬遊戲獎勵。"
"#ANNOUNCEMENT_PDX_INCENTIVE_SUBTITLE_1","鴨嘴獸殖民地旗幟符號"
"#ANNOUNCEMENT_PDX_INCENTIVE_SUBTEXT_1","可愛的旗幟符號，描繪了這個星球上最為矛盾的生物。"
"#ANNOUNCEMENT_PDX_INCENTIVE_SUBTITLE_2","專屬專家：「鴨嘴獸」"
"#ANNOUNCEMENT_PDX_INCENTIVE_SUBTEXT_2","一位偉大的北歐冒險家。她號稱自己在浩劫發生前是瑞典的女王。她不但是一位熱心的城市設計師，也願意帶著自己的部隊參加戰爭。她還宣稱自己曾是一名魔法教會的信徒，也曾幫助外星人征服各個星系。還真是多才多藝呢。"
"#ANNOUNCEMENT_SM_INCENTIVE_TITLE","Surviving Mars獎勵已解鎖！"
"#ANNOUNCEMENT_SM_INCENTIVE_TEXT","感謝您支持並購買Surviving Mars和Surviving the Aftermath！為了表示我們的感激之情，同時為了讓紅色星球融入這款遊戲，特此送上這份禮品。"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTITLE_1","定制風力發電機"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTEXT_1","一台外形似曾相識的風力發電機，滿足入門級能源生產需求。"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTITLE_2","Surviving Mars殖民地旗幟符號"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTEXT_2","三個太空旅行主題符號，用來裝飾殖民地旗幟。"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTITLE_3","專屬專家：「火星人」"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTEXT_3","一心想讓被紅色侵襲的星球恢復綠色，為此他苦苦鑽研，突破限制。菌菇實驗、大氣核花粉爆炸和劑量可疑的咖啡因攝取使得「火星人」成了一個不受歡迎的人。在浩劫之後，連水管和火藥都被視作珍貴資源，「火星人」的所有實驗和高等推進力學的學位就更難有用武之地了。"
"#ANNOUNCEMENT_CITIES_INCENTIVE_TITLE","Cities: Skylines獎勵已解鎖！"
"#ANNOUNCEMENT_CITIES_INCENTIVE_TEXT","為同時擁有Cities: Skylines和Surviving the Aftermath的玩家們歡呼三聲！特此送上精選獎勵供您使用。"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTITLE_1","天際線雕像"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTEXT_1","摩天大樓、飛機和起重機的立體雕像，配有熟悉的藍鳥。此為裝飾建築。"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTITLE_2","Cities: Skylines殖民地旗幟符號"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTEXT_2","三個殖民地旗幟符號，懷念經典城市建造遊戲。"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTITLE_3","專屬專家：「天際來客」"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTEXT_3","這位芬蘭人好像把地面當作熔岩一樣。天際線總是想要爬得更高，不管她攀登的是什麼東西，她總想到達頂端。她在樹頂和廢棄的摩天大樓頂層停留的時間比在地面上還多。她身上有一些舊傷痕和擦傷，向人們講述著她從多個位置下降時的那些不太成功的經歷。"
"#TARGET_DESC","提供更多資訊以協助我們，感謝您！"
"#ACCOUNT_LOGGED_IN_NO_NAME","已登入"
"#SETTINGS_KEY_BINDING_TUTORIALS_MENU","新手教學頁面"
"#SETTINGS_KEY_BINDING_RADIO_MENU","無線電台選單"
"#SETTINGS_KEY_BINDING_RESEARCH_MENU","研究選項頁面"
"#SETTINGS_KEY_BINDING_SPECIALISTS_MENU","專家選單"
"#SETTINGS_KEY_BINDING_STATISTICS_MENU","殖民地統計頁面"
"#SETTINGS_FOG_QUALITY","霧氣品質"
"#SETTINGS_ENABLE_GAMEPAD","啟用遊戲手把"
"#SETTINGS_CHANGE_VIEW_WITH_ZOOM","透過縮放改變視野"
"#TOPIC_UPDATE_NOTES","更新日誌"
"#ANNOUNCEMENT_WHATSNEW_TOPIC","全新內容"
"#PARADOX_THANKS","感謝您創建Paradox帳戶！我們已發送了一個連結給您，用於確認您的電子郵寄地址"
"#TOPIC_CHANGELOG_HISTORY","更改日誌"
"#BUTTON_CHANGELOG_HISTORY","開啟更新日誌"
"#BUTTON_ANNOUNCEMENT_EA_INCENTIVE","探路者獎勵已解鎖！"
"#BUTTON_ANNOUNCEMENT_PDX_INCENTIVE","PARADOX帳戶獎勵已解鎖！"
"#SETTINGS_ENABLE_TWITCH_INTEGRATION","啟用Twitch整合功能"
"#SETTINGS_DISABLE_TWITCH_INTEGRATION","關閉Twitch整合功能"
"#TOPIC_INPUT_TWITCH_USERNAME","Twitch用戶名"
"#INPUT_TWITCH_USERNAME_DESC","輸入Twitch用戶名以繼續。"
"#SETTINGS_KEY_BINDING_TRADE_MENU","貿易選單"
"#SETTINGS_KEY_BINDING_ROTATE_LEFT","向左旋轉（建造模式）"
"#SETTINGS_KEY_BINDING_ROTATE_RIGHT","向右旋轉（建造模式）"
"#SETTINGS_TWITCH_VOTING_COUNTDOWN","Twitch投票倒數計時"
"#SETTINGS_TWITCH_CHANNEL_NAME","Twitch頻道"
"#SETTINGS_TWITCH_INTEGRATION_ENABLED","已啟用Twitch整合功能"
"#PREGAME_IDEOLOGY_TITLE","意識形態"
"#PREGAME_IDEOLOGY_HEADER","意識形態"
"#SETTINGS_KEY_BINDING_HIGHLIGHT_ENTITIES","突出顯示活體生物"
"#SETTINGS_KEY_BINDING_TOGGLE_POLLUTION_MAP","污染分佈圖"
"#BUTTON_AUTO_SELECT","隨機"
"#PREGAME_SPECIALISTS_SELECT_DESC","選擇你的起始專家小隊。"
"#TOPIC_PREGAME_SPECIALISTS","專家"
"#PREGAME_COLONY_NAME_SUGGESTION_26","卓利亞"
"#PREGAME_COLONY_NAME_SUGGESTION_27","索恩克里夫"
"#PREGAME_COLONY_NAME_SUGGESTION_28","貝姆爾"
"#PREGAME_COLONY_NAME_SUGGESTION_29","艾爾德郡"
"#PREGAME_COLONY_NAME_SUGGESTION_30","奧克斯潭"
"#PREGAME_COLONY_NAME_SUGGESTION_31","貝來威"
"#PREGAME_COLONY_NAME_SUGGESTION_32","苦泉鎮"
"#PREGAME_COLONY_NAME_SUGGESTION_33","卡薩達加"
"#PREGAME_COLONY_NAME_SUGGESTION_34","萊德威爾"
"#PREGAME_COLONY_NAME_SUGGESTION_35","亞力山卓"
"#PREGAME_COLONY_NAME_SUGGESTION_36","阿瑪迪約"
"#PREGAME_COLONY_NAME_SUGGESTION_37","雷德克里夫"
"#PREGAME_COLONY_NAME_SUGGESTION_38","新阿爾比恩"
"#PREGAME_COLONY_NAME_SUGGESTION_39","克魯格瀑布"
"#PREGAME_COLONY_NAME_SUGGESTION_40","美里迪安"
"#PREGAME_COLONY_NAME_SUGGESTION_41","厄爾卡斯特"
"#SETTINGS_CRASH_REPORTING","錯誤報告"
"#SETTINGS_RENDERING_QUALITY","渲染品質"
"#SETTINGS_RENDERING_RESOLUTION_SCALE","渲染解析度"
"#SETTINGS_PLATFORM_SWITCH","Switch"
"#SETTINGS_PLATFORM_XBOX","XBOX"
"#SETTINGS_PLATFORM_PS4","PS4"
"#PREGAME_TUTORIAL_DESC_1_WARNING","由於遊戲內容的大幅變更，建議所有玩家開啟新手教學。"
"#METADATA_TIMESTAMP","時間和日期"
"#METADATA_DAYCOUNT","日"
"#METADATA_POPULATION","人口"
"#METADATA_MODCOUNT","已啟用模組"
"#METADATA_NO_METADATA","無資料顯示"
"#SETTINGS_KEY_BINDING_OVERLAY_MENU","覆蓋選單"
"#METADATA_VERSION","版本"
"#SETTINGS_KEY_BINDING_TOGGLE_OVERLAY","切換上次使用的分佈圖"
"#SETTINGS_GAMEPAD_OVERLAY","切換分佈圖"
"#SETTINGS_GAMEPAD_CYCLE_LAYOUT","循環配置"
"#ACCOUNT_FETCH_DOCUMENT_FAILED_TITLE","文件擷取失敗"
"#ACCOUNT_ERROR_NO_INTERNET_CONNECTION","連線錯誤"
"#ACCOUNT_CREATE_FAILED_ALREADY_EXISTS","此電子郵件地址已有人使用"
"#SAVE_MAX_SAVE_DATA_REACHED_CONTENT","已達最大存檔數量"
"#SETTINGS_LANGUAGE_JAPANESE","日文"
"#SETTINGS_LANGUAGE_KOREAN","韓文"
"#SETTINGS_LANGUAGE_CHINESE_TRADITIONAL","繁體中文"
"#PRIVACY_POLICY","隱私權條款-2018-11-02"
"#SETTINGS_STICK_LAYOUT","搖杆佈局"
"#PREGAME_EFFECT_COLONISTS","{0}名成人，{0}名兒童"
"#SETTINGS_CONTROLLER_PROMPT_TYPE","手把提示風格"
"#TOPIC_CONTROLLER_LAYOUT","手把按鈕配置"
"#SETTINGS_CONTROLLER_ON_OR_OFF","手把"
"#SETTINGS_CONTROLLER_LAYOUT","手把按鈕配置"
"#SETTINGS_CONTROLLER_VIBRATION","手把振動"
"##ACCOUNT_CONFIRM_LINK_XBOX","此Xbox帳戶已經連結到其他Paradox帳戶，要覆蓋此連結嗎？"
"##ACCOUNT_OVERWRITE_LINK_XBOX","此Paradox帳戶已經連結到其他Xbox帳戶，要覆蓋此連結嗎？"
"##ACCOUNT_SUCCESS_LINK_XBOX","操作成功！您的Paradox帳戶已連結到您的Xbox帳戶。"
"##PARADOX_LINK_XBOX","Paradox Interactive將連接至您的Microsoft帳戶，讓您可以在遊戲開始時自動登入到Paradox帳戶。如果您不想繼續使用此功能，請至 Paradox帳戶頁面取消連結"
"##PARADOX_LINK_SUCCESS","操作成功！您的Paradox帳戶已連接至您的Xbox帳戶。"
"##TOPIC_CONTROLLER_LAYOUT","手把按鈕配置"
"##TOPIC_CONTROLLER_LAYOUT_XBOX","手把按鈕配置"
"##TOPIC_CONTROLLER_LAYOUT_PS","無線控制器按鈕配置"
"##TOPIC_CONTROLLER_LAYOUT_NX","JOY-CON™控制器按鈕配置"
"##TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO控制器按鈕配置"
"##SETTINGS_CONTROLLER_ON_OR_OFF_PC","手把"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX","Joy-Con™控制器"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX_PRO","Pro控制器"
"##SETTINGS_CONTROLLER_LAYOUT","手把按鈕配置"
"##SETTINGS_CONTROLLER_LAYOUT_XBOX","手把按鈕配置"
"##SETTINGS_CONTROLLER_LAYOUT_PS","無線控制器按鈕配置"
"##SETTINGS_CONTROLLER_LAYOUT_NX","Joy-Con™控制器按鈕配置"
"##SETTINGS_CONTROLLER_LAYOUT_NX_PRO","Pro控制器按鈕配置"
"##SETTINGS_CONTROLLER_VIBRATION_","手把振動"
"##SETTINGS_CONTROLLER_VIBRATION_XBOX","手把振動"
"##SETTINGS_CONTROLLER_VIBRATION_PS","手把震動"
"##SETTINGS_CONTROLLER_VIBRATION_NX","Joy-Con™控制器震動"
"##SETTINGS_CONTROLLER_VIBRATION_NX_PRO","Pro控制器震動"
"##SETTINGS_ENABLE_GAMEPAD","啟用遊戲手把"
"##SETTINGS_CONTROLLER_PROMPT_TYPE","手把提示風格"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_XBOX","手把提示風格"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_PS","無線控制器提示風格"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_NX","Joy-Con™控制器提示風格"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_NX_PRO","Pro控制器提示風格"
"##SETTINGS_GAMEPAD_SPEED_UP_NX","右鍵：加快遊戲速度"
"##SETTINGS_GAMEPAD_SPEED_DOWN_NX","左鍵：減緩遊戲速度"
"##SETTINGS_GAMEPAD_GAME_MENU_NX","下鍵：打開遊戲選單"
"##SETTINGS_GAMEPAD_TOP_BAR_NX","上鍵：啟動頂部工具條"
"##PARADOX_LINK_NX","Paradox Interactive將連接至您的任天堂帳戶，讓您可以在遊戲開始時自動登入到Paradox帳戶。如果您不想繼續使用此功能，請至 Paradox帳戶頁面取消連結。"
"##PARADOX_LINK_SUCCESS_NX","操作成功！您的Paradox帳戶已連接至您的任天堂帳戶。"
"##ACCOUNT_CONFIRM_LINK_NX","此任天堂帳戶已經連結到其他Paradox帳戶，要覆蓋此連結嗎？"
"##ACCOUNT_OVERWRITE_LINK_NX","此任天堂帳戶已經連結到其他Paradox帳戶，要覆蓋此連結嗎？"
"##PARADOX_LINK_PS","Paradox Interactive將連接至您的PlayStation™Network帳戶，讓您可以在遊戲開始時自動登入到Paradox帳戶。如果您不想繼續使用此功能，請至 Paradox帳戶頁面取消連結。"
"##ACCOUNT_CONFIRM_LINK_PS","此PlayStation™Network帳戶已經連結到其他Paradox帳戶，要覆蓋此連結嗎？"
"##ACCOUNT_OVERWRITE_LINK_PS","此帳戶已經連結到其他Paradox帳戶，要覆蓋此連結嗎？"
"##PARADOX_LINK_SUCCESS_PS","操作成功！您的Paradox帳戶已連接至您的帳戶。"
"##SETTINGS_GAMEPAD_SPEED_UP_PS","方向按鈕 右：加快遊戲速度"
"##SETTINGS_GAMEPAD_SPEED_DOWN_PS","方向按鈕 左：減緩遊戲速度"
"##SETTINGS_GAMEPAD_GAME_MENU_PS","方向按鈕 下：打開遊戲選單"
"##SETTINGS_GAMEPAD_TOP_BAR_PS","方向按鈕 上：啟動頂部工具條"
"#ACCOUNT_ERROR_PSN_REQUIRED","必須登入PlayStation™Network。"
"#ANNOUNCEMENT_STEAM_INCENTIVE_TITLE","Steam獎勵已解鎖！"
"#ANNOUNCEMENT_STEAM_INCENTIVE_TEXT","感謝您加入本遊戲Steam版本的搶先體驗！請盡情享受遊戲，而若是願意的話，請透過遊戲內的錯誤報告系統給予我們一些回饋，一起協助我們改進遊戲吧！"
"#ANNOUNCEMENT_STEAM_INCENTIVE_SUBTITLE_1","獎勵：Steam旗幟符號"
"#ANNOUNCEMENT_STEAM_INCENTIVE_SUBTEXT_1","在殖民地上方舉起這有些熟悉的旗幟，讓人們知道您參與了Steam的搶先體驗。"
"#ANNOUNCEMENT_BARON_INCENTIVE_SUBTITLE_2","獎勵：專家「巴倫」"
"#ANNOUNCEMENT_BARON_INCENTIVE_SUBTEXT_2","在我們遊戲發表的一周年，新的一名專家「巴倫」將會為您擊潰所有的敵人。他將在一場新的遊戲開始時可供使用。"
"#ANNOUNCEMENT_EPIC_INCENTIVE_TITLE","Epic獎勵已解鎖！"
"#ANNOUNCEMENT_EPIC_INCENTIVE_TEXT","感謝您加入本遊戲Epic Store版本的搶先體驗！請盡情享受遊戲，而若是願意的話，請透過錯誤報告系統與遊戲內的bug追蹤系統給予我們一些回饋，一起協助我們進一步改進遊戲吧！"
"#ANNOUNCEMENT_EPIC_INCENTIVE_SUBTITLE_1","獎勵：Epic旗幟符號"
"#ANNOUNCEMENT_EPIC_INCENTIVE_SUBTEXT_1","在殖民地上方舉起這「受人啟發」的旗幟，讓人們知道您參與了Epic Store的搶先體驗。"
"#ANNOUNCEMENT_XBOX_INCENTIVE_TITLE","Xbox獎勵已解鎖！"
"#ANNOUNCEMENT_XBOX_INCENTIVE_TEXT","感謝您加入本遊戲Xbox Game Preview！請盡情享受遊戲，而若是願意的話，請透過遊戲內的各項系統給予我們一些回饋，一起協助我們進一步改進遊戲吧！"
"#ANNOUNCEMENT_EA_INCENTIVE_TITLE","探路者獎勵已解鎖！"
"#ANNOUNCEMENT_EA_INCENTIVE_TEXT","感謝您參與此遊戲的預覽活動！希望您遊玩愉快，並幫助我們進一步改善遊戲！特此送上一套專屬物品，以展示您的先驅精神。"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTITLE_1","探路者雕像"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTEXT_1","這座全金屬打造的雕像代表著初代居民面對逆境時所彰顯的堅韌精神。此為裝飾建築。"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTITLE_2","探路者旗幟符號"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTEXT_2","三個符號，象徵著勇氣與毅力，用來裝飾殖民地旗幟。"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTITLE_3","Surviving the Aftermath桌布"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTEXT_3","一幅以大門和居民為主題的精美桌布。"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTITLE_4","論壇頭像和圖示"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTEXT_4","全新PARADOX論壇遊戲主題徽章型頭像和圖示。"
"#SAVE_NO_DISK_SPACE_AVAILABLE","檔案儲存失敗－內存空間不足"
"#PREGAME_TUTORIAL_DESC_1","您即將進入浩劫後的世界，在這裡建造殖民地無疑是一個巨大的挑戰。新手教學能夠指引你在這個嚴酷的環境中生存和發展，協助您學習基礎遊戲玩法、介面和遊戲概念。是否開啟此功能？"
"#PREGAME_DESCRIPTION_01","只有少數人還能想起點燃這一切災難的火光。全球浩劫的連鎖反應抹殺了地球上絕大部份的人口，也導致人們開始兵戈相向。在浩劫後的世界，倖存的人們必須在餘波中尋求生機。"
"#PREGAME_OPTION_01","城市均遭受毀滅，但大自然依舊蓬勃生長"
"#PREGAME_OPTION_02","整個世界杳無人煙且毫不留情"
"#PREGAME_OPTION_03","這個星球已經成了荒蕪一物的不毛之地"
"#PREGAME_EFFECT_00","氣候溫和濕潤"
"#PREGAME_EFFECT_02","氣候和濕度適中"
"#PREGAME_EFFECT_04","氣候炎熱乾燥"
"#PREGAME_EFFECT_ENVIRONMENT_1_B","肥沃的土壤：４０％"
"#PREGAME_EFFECT_ENVIRONMENT_2_B","肥沃的土壤：２５％"
"#PREGAME_EFFECT_ENVIRONMENT_3_B","肥沃的土壤：１０％"
"#PREGAME_DESCRIPTION_02","事件發生不久後，極端的天氣、環境和其他災難接踵而至，它們已經成了日常生活中的一部份。"
"#PREGAME_OPTION_04","最壞的已經過去，我們該開始重建了"
"#PREGAME_OPTION_05","這個世界仍然充滿著危險，但我們會撐過去的"
"#PREGAME_OPTION_06","浩劫彷彿從未結束一樣"
"#PREGAME_EFFECT_06","災難偶發"
"#PREGAME_EFFECT_08","災難常見"
"#PREGAME_EFFECT_10","災難頻繁"
"#PREGAME_EFFECT_CATASTROPHES_1_B","污染等級：２０％"
"#PREGAME_EFFECT_CATASTROPHES_2_B","污染等級：３５％"
"#PREGAME_EFFECT_CATASTROPHES_3_B","污染等級：６０％"
"#PREGAME_DESCRIPTION_03","隨著災難頻頻襲擊各個大陸，現代文明也一點一滴地遭受毀滅。世界各地的城市均遭摧毀，整個地球都遭遇了難以恢復的損壞。"
"#PREGAME_OPTION_04_ALT1","最壞的已經過去，我們該開始重建了"
"#PREGAME_OPTION_05_ALT1","這個世界仍然充滿著危險，但我們會撐過去的"
"#PREGAME_OPTION_06_ALT1","浩劫彷彿從未結束一樣"
"#PREGAME_DESCRIPTION_05_STARTING_RESOURCES","面對即將到來的浩劫，有些人早有準備並為災後的生活囤積了一些資源；有些人在危機四伏的荒野上穿梭，盡可能搜尋一切資源；而最不幸的人們則被迫離開已化為廢墟的城市。除了身上的衣物，他們一無所有。"
"#PREGAME_OPTION_07_PLENTY_RESOURCES","這個團隊已經提前準備就緒"
"#PREGAME_OPTION_08_AVERAGE_RESOURCES","每個人都盡可能的搜集了資源"
"#PREGAME_OPTION_09_SCARCE_RESOURCES","人們幾乎一無所有"
"#PREGAME_EFFECT_12","初始資源豐富"
"#PREGAME_EFFECT_14","初始資源一般"
"#PREGAME_EFFECT_16","初始資源稀少"
"#PREGAME_IDEOLOGY_DESCRIPTION","世上沒有任何一本生存指南能教你怎麼面對浩劫後的世界。每個人對於該如何生存下去都有自己的看法，也無法評斷誰對誰錯。人們將會需要有人指引他們的前進方向。請問您是怎麼樣的一位領導者呢？"
"#PREGAME_IDEOLOGY_OPTION_0","生存主義者"
"#PREGAME_IDEOLOGY_OPTION_1","實業家"
"#PREGAME_IDEOLOGY_OPTION_2","保護者"
"#PREGAME_EFFECT_IDEOLOGY_0","發展重點：生存與效率"
"#PREGAME_EFFECT_IDEOLOGY_1","發展重點：大規模生產"
"#PREGAME_EFFECT_IDEOLOGY_2","發展重點：健康與安全"
"#PREGAME_DESCRIPTION_08","人生總是不公平的，但有的時候，你會發現自己並不是一個人。不知道是上天無形的守護，還是只是命運使然，但都感覺的到冥冥之中，有人在守護著所有人。"
"#PREGAME_OPTION_16","可預期會有一些挑戰"
"#PREGAME_OPTION_17","這將是一條艱困的路，但也絕對是公平的"
"#PREGAME_OPTION_18","苦難將會是無法避免的"
"#PREGAME_EFFECT_30","簡單－輕鬆的遊戲體驗"
"#PREGAME_EFFECT_32","一般－公平但有挑戰"
"#PREGAME_EFFECT_34","困難－永無止盡的苦難"
"#PREGAME_SUMMARY_FIELD_00_TEXT_01","氣候溫和濕潤，肥沃的土壤豐富"
"#PREGAME_SUMMARY_FIELD_00_TEXT_02","氣候和濕度適中，肥沃的土壤呈小塊分佈"
"#PREGAME_SUMMARY_FIELD_00_TEXT_03","氣候炎熱乾燥，肥沃的土壤極少"
"#PREGAME_SUMMARY_FIELD_01_TEXT_01","偶發，污染程度：低"
"#PREGAME_SUMMARY_FIELD_01_TEXT_02","常見，污染程度：一般"
"#PREGAME_SUMMARY_FIELD_01_TEXT_03","頻繁，污染程度：高"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD","意識形態"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_0","生存主義者"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_1","實業家"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_2","保護者"
"#PREGAME_SUMMARY_FIELD_05_TEXT_01","簡單"
"#PREGAME_SUMMARY_FIELD_05_TEXT_02","一般"
"#PREGAME_SUMMARY_FIELD_05_TEXT_03","困難"
"#SETTINGS_KEY_BINDING_MILESTONE_MENU","里程碑選單"
"#PREGAME_CATEGORY_PROLOGUE","PROLOGUE"
"#PREGAME_PROLOGUE_DESC","Continue"
"#PREGAME_PROLOGUE","Modern civilization is gone. It fell apart in a time when rivaling superpowers fought over power and ideology. Too focused on themselves, no one noticed what was coming—until it was too late.\n\nSkies rained down fire, as thousands of comets and massive objects pummeled the inner Solar System. On Earth, cities were levelled and replaced by vast wastelands. As nations vanished, the remaining factions waged decade-long wars over scraps until there were no armies left to command.\n\nNow, we are all that remains. Looking for a new home, looking for a way to start over in this age we call the Aftermath."
"#PREGAME_PREPARATIONS","SURVIVORS"
"#PREGAME_TUTORIAL_SHORT_1","Tutorial on"
"#PREGAME_TUTORIAL_SHORT_2","Tutorial off"
"#PREGAME_CHALLENGE_SHORT_1","The worst has passed"
"#PREGAME_CHALLENGE_SHORT_2","Perilous road ahead"
"#PREGAME_CHALLENGE_SHORT_3","Ongoing apocalypse"
"#PREGAME_SUMMARY_PREPARATIONS","Preppers"
"#PREGAME_DESCRIPTION_ENVIRONMENT","整個地球無處不遭破壞，其規模之大令人難以想像。在各種災難毫無止盡的頻繁襲擊下，大自然脆弱的平衡已被打破。曾經肥沃的大地，現在則佈滿了乾涸的放射物坑洞。"
"#PREGAME_TOPIC_QUICK_START","Quick start"
"#PREGAME_COLONISTS_01","Plenty of survivors"
"#PREGAME_COLONISTS_02","Some survivors"
"#PREGAME_COLONISTS_03","Few survivors"
"#PREGAME_EFFECT_FERTILE_HIGH","肥沃的土壤：大量"
"#PREGAME_EFFECT_FERTILE_MID","肥沃的土壤：多塊小面積"
"#PREGAME_EFFECT_FERTILE_LOW","肥沃的土壤：極少"
"#BUTTON_RANDOMIZE_NAME_02","隨機命名"
"#BUTTON_RANDOMIZE_MOTTO_02","隨機座右銘"
"#PREGAME_DESCRIPTION_CATASTROPHES","Catastrophes are still sweeping across the continents. Extreme weather conditions and natural disasters have become part of everyday life. Is this as good as it gets, or should we push deeper into the wasteland?"
"#PREGAME_DESCRIPTION_STARTING_RESOURCES","Scouring resources from the wasteland has become more difficult and dangerous as the years passed. What is left is usually contaminated or just broken. We've managed through a combination of survival skills and luck. There have been encounters with other survivor groups as well."
"#PREGAME_RESOURCES_OPTION_HIGH","Joining with other groups has helped"
"#PREGAME_RESOURCES_OPTION_MID","It has been wise to choose who to trust"
"#PREGAME_RESOURCES_OPTION_LOW","Trust is a commodity one cannot afford"
"#PARADOX_READ_TERMS_02","閱讀《使用條款》"
"#PREGAME_DESCRIPTION_CHALLENGE","只有少數人還能想起點燃這一切災難的火光。全球浩劫的連鎖反應抹殺了地球上絕大部份的人口，也導致人們開始兵戈相向。在浩劫後的世界，倖存的人們必須在餘波中尋求生機。"
"#PREGAME_EFFECT_STARTING_RESOURCES_HIGH","初始資源豐富"
"#PREGAME_EFFECT_STARTING_RESOURCES_MED","初始資源一般"
"#PREGAME_EFFECT_STARTING_RESOURCES_LOW","初始資源稀少"
"#PREGAME_DESCRIPTION_IDEOLOGY","In the wasteland,there is no right or wrong. The only thing that matters is survival. Everyone who's come this far has done, or seen, something they don't want to talk about. But that is not the way to build a better future. Let's leave the past behind and choose our way forward."
"#PREGAME_IDEOLOGY_OPTION_SURVIVAL","生存主義者"
"#PREGAME_IDEOLOGY_OPTION_PROGRESS","實業家"
"#PREGAME_IDEOLOGY_OPTION_PROTECT","保護者"
"#PREGAME_EFFECT_IDEOLOGY_SURVIVAL","發展重點：生存與效率"
"#PREGAME_EFFECT_IDEOLOGY_PROGRESS","發展重點：大規模生產"
"#PREGAME_EFFECT_IDEOLOGY_PROTECT","發展重點：健康與安全"
"#PREGAME_DESCRIPTION_FLAG","你的小隊已經準備好在新的旗幟下團結互助"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_DE","Ultimate Colony"
"#ANNOUNCEMENT_PATCHNOTES_DE_TITLE","Contents"
"#ANNOUNCEMENT_PATCHNOTES_DE_DESC","Thank you for purchasing the Ultimate Colony Upgrade! This special edition of Surviving the Aftermath has a lengthy questline with unique rewards, a new radio station and theme-appropriate flag symbols for your colony. The Expansion Pass includes the first three full DLCs released later down the line. "
"#ANNOUNCEMENT_PATCHNOTES_DE_PASS_SUBTITLE","Expansion Pass"
"#ANNOUNCEMENT_PATCHNOTES_DE_PASS_TEXT","The first three full DLCs included in the Expansion Pass explore and expand the game's post-apocalyptic theme in different ways, adding more gameplay layers and depth. The exact content will be revealed closer to the release of each update."
"#ANNOUNCEMENT_PATCHNOTES_DE_QUEST_SUBTITLE","Written in the Stars"
"#ANNOUNCEMENT_PATCHNOTES_DE_QUEST_TEXT","Written in the Stars is a questline exclusive to Ultimate Colony Edition offers a unique adventure around a project from the time before the apocalypse. Find out the mystery and help to uncover something that was forgotten."
"#ANNOUNCEMENT_PATCHNOTES_DE_REWARDS_SUBTITLE","Exclusive Quest Rewards"
"#ANNOUNCEMENT_PATCHNOTES_DE_REWARDS_TEXT","Rewards from the “Written in the Stars” questline are something special as well. There is a chance to recruit a new specialist only available in the Ultimate Edition. It also gives access to new technology and new construction options in the colony."
"#ANNOUNCEMENT_PATCHNOTES_DE_RADIO_SUBTITLE","Radio Channel: Radio Active"
"#ANNOUNCEMENT_PATCHNOTES_DE_RADIO_TEXT","The new ""Radio Active"" channel adds 16 new tracks to listen to while managing your post-apocalyptic colony. You can tune in from the in-game Radio Menu."
"#ANNOUNCEMENT_PATCHNOTES_DE_SYMBOLS_SUBTITLE","Flags"
"#ANNOUNCEMENT_PATCHNOTES_DE_SYMBOLS_TEXT","New “Written in the Stars” themed flag symbols have been added into the colony flag and banners section. Customize the colony visuals in new ways and wave the Ultimate Colony Edition banner proudly over the wasteland."
"#ANNOUNCEMENT_FOUNDER_TITLE","Founder's Pack Rewards Unlocked!"
"#ANNOUNCEMENT_FOUNDER_TEXT","You've unlocked additional rewards for showing your trailblazing spirit with Surviving the Aftermath! We hope you'll enjoy the game with this selection of exclusive content in the Founder's Pack."
"#ANNOUNCEMENT_FOUNDER_STATUE","The Pathfinder Statue"
"#ANNOUNCEMENT_FOUNDER_STATUE_DESC","This decorative statue represents the Founders' enduring spirit in the face of adversity you face as one of the first colonists."
"#ANNOUNCEMENT_FOUNDER_RADIO","Outback Radio"
"#ANNOUNCEMENT_FOUNDER_RADIO_DESC","Enjoy the brand new and exclusive radio station including 10 tracks with a bit of a western twist to them."
"#ANNOUNCEMENT_FOUNDER_FLAG","Pathfinder Flag Symbols"
"#ANNOUNCEMENT_FOUNDER_FLAG_DESC","Three symbols of courage and perseverance to adorn your colony flag and in-game banners with."
"#SETTINGS_VOICE_VOLUME","Voice Volume"
"#POPULATION","人口"
"#POPUP_GAMEOVER_TITLE","遊戲結束"
"#POPUP_GAMEOVER","遊戲結束"
"#POPUP_GAMEOVER_CONTENT1","居民全數死亡。遊戲失敗。"
"#POPUP_GAMEOVER_CONTENT2","這個世界不會憐憫任何人，只有強者才能得以生存。"
"#POPUP_GAMEOVER_CONTENT3","只有最強大的殖民地才能得以生存，但你的殖民地並不在此之列。"
"#POPUP_GAMEOVER_CONTENT4","這就是你本次旅程的終點。所有居民均已死亡，專家們也已離去。"
"#TOPIC_BALANCE","淨產量"
"#RESOURCE_WOOD","原木"
"#RESOURCE_PLANK","木材"
"#RESOURCE_FOOD","食物"
"#RESOURCE_METAL","金屬"
"#RESOURCE_ENERGY","能源"
"#RESOURCE_WATER","水"
"#RESOURCE_PARTS","零件"
"#RESOURCE_FIREWOOD","柴火"
"#RESOURCE_CONCRETE","水泥"
"#RESOURCE_WEAPONS","武器"
"#RESOURCE_FUEL","燃料"
"#RESOURCE_PLASTIC","塑膠"
"#RESOURCE_COMPONENTS","部件"
"#RESOURCE_ELECTRONICS","電子元件"
"#RESOURCE_POLLUTION","污染"
"#RESOURCE_RARE","稀有金屬"
"#RESOURCE_RARE_DESC","用於生產<mark>部件</mark>和<mark>電子元件</mark>的材料。"
"#RESOURCE_FISH","魚"
"#RESOURCE_MEAT","肉"
"#RESOURCE_VENISON","野味"
"#RESOURCE_BERRIES","漿果"
"#RESOURCE_POTATO","馬鈴薯"
"#RESOURCE_CORN","玉米"
"#RESOURCE_TOMATO","番茄"
"#DEPOSIT_PLANK","木材"
"#DEPOSIT_CONRETE_LARGE","水泥廢墟"
"#DEPOSIT_CONRETE_SMALL","小型水泥廢墟"
"#DEPOSIT_DEBRIS","金屬"
"#DEPOSIT_FOOD_SMALL","漿果"
"#DEPOSIT_TRASH","塑膠"
"#DEPOSIT_WOOD","原木"
"#DEPOSIT_POLLUTION","污染"
"#DEPOSIT_PLANK_LARGE","木屋廢墟"
"#DESC_DEPOSIT_PLANK_LARGE","一間舊木屋的殘骸，有許多<mark>木材</mark>等人去收集。\n\n可透過儲備區功能或是專家進行收集。"
"#DEPOSIT_OIL_BARRELS","油桶"
"#DESC_DEPOSIT_OIL_BARRELS","裝滿各種廢物油料的大桶，可在精煉廠加工為燃料。"
"#DEPOSIT_UNDERGROUND_METAL","地下金屬"
"#DESC_DEPOSIT_UNDERGROUND_METAL","被掩埋的金屬堆積物只能使用<mark>金屬挖掘機</mark>獲取。"
"#DEPOSIT_UNDERGROUND_PLASTIC","地下塑膠"
"#DESC_DEPOSIT_UNDERGROUND_PLASTIC","被掩埋的塑膠堆積物只能使用<mark>塑膠挖掘機</mark>獲取。"
"#DEPOSIT_UNDERGROUND_CONCRETE","地下廢墟"
"#DESC_DEPOSIT_UNDERGROUND_CONCRETE","被掩埋的水泥只能使用<mark>水泥挖掘機</mark>獲取。"
"#DEPOSIT_UNDERGROUND_RARE","地下稀有金屬"
"#DESC_DEPOSIT_UNDERGROUND_RARE","被掩埋的稀有金屬堆積物，可使用磁力分離器提取和加工。"
"#DEPOSIT_RICHNESS_LOW","含量：低"
"#DEPOSIT_RICHNESS_MEDIUM","含量：中"
"#DEPOSIT_RICHNESS_HIGH","含量：高"
"#DEPOSIT_RICHNESS","含量{0}"
"#TOPIC_ALARM_STATE","警鈴"
"#DESC_ALARM_STATE","將使整座殖民地進入警戒狀態。\n居民們將會找尋掩護，而守衛與專家們將會鎖定大範圍內的敵對目標。將會對殖民地的幸福度造成減益效果。"
"#NOTIFICATION_WORLD_MAP_OUTPOST_COMPLETED","前哨站已就緒"
"#NOTIFICATION_WORLD_MAP_OUTPOST_COMPLETED_DESC","一座新的前哨戰已完成"
"#DESC_TOPIC_SETTLER","殖民者開始卸下物資並建立營地來構築一座新的殖民地。營地可以從建造功能表中選取。"
"#RESOURCE_RUBBLE","水泥瓦礫"
"#RESOURCE_RUBBLE_DESC","可以被加工成水泥的原料。"
"#TOOLTIP_RUBBLE_BOX","水泥瓦礫"
"#TOOLTIP_RUBBLE_BOX_CONTENT","一箱水泥瓦礫。"
"#ALARM_YELLOW","封鎖"
"#ALARM_YELLOW_DESC","居民們將會找尋掩護。\n守衛與專家們將會鎖定大範圍內的敵對目標。\n將會對殖民地的幸福度造成減益效果。"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED","一個前哨站商隊已抵達"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED_DESC","資源已在營地卸貨"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED_MANY","多個前哨站商隊已抵達"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED_MANY_DESC","資源已在營地卸貨"
"#NOTIFICATION_WORLD_MAP_COLONIST_CONVOY_ARRIVED","前哨站的生還者們已抵達"
"#NOTIFICATION_WORLD_MAP_COLONIST_CONVOY_ARRIVED_DESC","{0}位生還者加入了殖民地"
"#NOTIFICATION_WORLD_MAP_TEAM_HEALED","專家已恢復健康"
"#NOTIFICATION_WORLD_MAP_TEAM_HEALED_DESC","專家的傷勢已完全恢復"
"#NOTIFICATION_WORLD_MAP_COLONIST_CONVOY_ARRIVED_MANY","前哨站的多組生還者們已抵達"
"#NOTIFICATION_WORLD_MAP_TEAM_HEALED_MANY","多位專家已恢復健康"
"#TOPIC_HEALING","治癒"
"#TOPIC_STAT_TRADE_VALUE","貿易價值"
"#TOPIC_STAT_POLLUTION","污染"
"#TOPIC_STAT_RESILIENCE","適應力"
"#TOPIC_STAT_EFFORT","難易度"
"#TOPIC_STAT_GROWTH_RATE","生長速度"
"#TOPIC_STAT_YIELD","收穫"
"#TOPIC_STAT_VEGE_NUTRITION","植物性飲食"
"#TOPIC_STAT_MEAT_NUTRITION","肉食性飲食"
"#TOPIC_STAT_HUNGER_FILL","飽足度"
"#TOPIC_MEAT_PER_ANIMAL","每隻肉量"
"#TOPIC_WATER_PER_ANIMAL","耗水量"
"#TOPIC_SIDE_PRODUCT","副產品"
"#TOPIC_STAT_SIZE","尺寸"
"#TOPIC_STAT_BREEDING_SPEED","繁殖速度"
"#TOPIC_STAT_DURABILITY","耐久度"
"#TOPIC_STAT_EFFICIENCY","效率"
"#TOPIC_STAT_DAMAGE","力量"
"#TOPIC_STAT_PROTECTION","防護力"
"#TOPIC_STAT_WEIGHT","重量"
"#TOPIC_NOT_ACQUIRED","尚未取得"
"#ENTERTAINMENT_VALUE","娛樂價值"
"#TOPIC_COMFORT","舒適度"
"#TOPIC_WELFARE","福利"
"#TOPIC_COMFORT_DESC","細心照顧居民們能讓他們在成長中的殖民地保持好心情"
"#TOPIC_WELFARE_DESC","居民們的狀況將直接影響殖民地的生活品質"
"#TOPIC_ENTERTAINMENT_HAPPINESS_DESC","在一座大型的殖民地中，人們會期望生存以外的其他事物。娛樂項目將會保持人們的好心情並維持生產力。"
"#NOTIFICATION_COLONISTS_LEAVE_WARNING","{0}位心情低落的居民們威脅著要離開"
"#NOTIFICATION_COLONISTS_LEAVE_WARNING_DESC","距離他們離開的天數：{0}"
"#NOTIFICATION_COLONISTS_LEFT","{0}位居民離開了殖民地"
"#NOTIFICATION_COLONISTS_LEFT_DESC","殖民地的幸福度並未及時提升"
"#NOTIFICATION_COLONISTS_STAY","所有的居民都決定留下來"
"#NOTIFICATION_COLONISTS_STAY_DESC","殖民地的幸福度已有效提升"
"#TOPIC_NEEDS","需求"
"#TOPIC_OVERALL_HAPPINESS","整體幸福度"
"#TOPIC_ENTERTAINMENT_HAPPINESS","娛樂"
"#TOOLTIP_ENTERTAINMENT_HAPPINESS","娛樂設施將會提升居民們的幸福度。\n\n殖民地內若是沒有足夠的娛樂建築，居民們將無法釋放壓力或是加強彼此之間的社會連結。這將會導致居民們的躁動與焦慮。"
"#TOOLTIP_ENTERTAINMENT_VALUE","娛樂價值代表著一棟建築物同一時間可以容納幾位居民。此數值將會用來協助焦慮或是煩躁的居民。任何多出來的配額將會供其他民使用。\n\n每一座新的娛樂建築種類將會給予殖民地多元化加成，畢竟每位居民們都喜歡擁有多種選擇。"
"#RESOURCE_ENERGY_STORAGE","儲備能源"
"#RESOURCE_ENERGY_BALANCE","能源淨產量"
"#RESOURCE_ENERGY_DESC","電力的單位。\n\n由發電廠生產並儲存在<mark>電池</mark>中，被多數高端建築所需要。"
"#RESOURCE_WATER_STORAGE","儲備用水"
"#RESOURCE_WATER_BALANCE","水資源淨產量"
"#RESOURCE_WATER_DESC","每一位居民都需要<quad name=Water><mark>水</mark>得以生存。\n\n居民們若是沒有足夠的<mark>水資源</mark>的話將會口渴，並在最後<mark>脫水</mark>而死。"
"#MENU_DESC_OTHER","其他資源。\n\n鮮少被使用但仍非常重要的殖民地資源。"
"#RESOURCE_SCIENCE_DESC","積累知識，用於解鎖<mark>科技樹</mark>中的新科技。\n\n只能在<mark>世界地圖</mark>上找到和生產。"
"#RESOURCE_RESEARCH","科學點數"
"#RESOURCE_RESEARCH_DESC","積累知識，用於解鎖<mark>科技樹</mark>中的新科技。\n\n只能在<mark>世界地圖</mark>上找到和生產。"
"#RESOURCE_CURRENCY","貨幣"
"#RESOURCE_CURRENCY_DESC","一種貨幣。\n\n舊世界用於<mark>貿易</mark>的銀幣。"
"#RESOURCE_POLLUTION_DESC","危險污染物存放在相對安全的容器中。\n\n可安全的儲存於<mark>廢料庫</mark>中。"
"#RESOURCE_ENTERTAINMENT","娛樂箱"
"#RESOURCE_ENTERTAINMENT_DESC","舊世界遺留的各種稀有產品，是<mark>娛樂建築</mark>中不可或缺的材料。\n\n只能在<mark>世界地圖</mark>中找到。"
"#RESOURCE_IODINE","碘丸"
"#RESOURCE_IODINE_DESC","治療物品。\n\n採集存在魚中天然的碘可以製成碘丸，有助於治療<mark>輻射病</mark>。使用碘丸將會大幅加速治療速度。"
"#RECIPE_IODINE","碘丸"
"#RECIPE_IODINE_DESC","治療物品。\n\n採集存在魚中天然的碘可以製成碘丸，有助於治療<mark>輻射病</mark>。使用碘丸將會大幅加速治療速度。"
"#RESOURCE_ANTIBIOTICS","抗生素"
"#RESOURCE_ANTIBIOTICS_DESC","治療物品。\n\n能有效治療<mark>感染</mark>。使用抗生素能夠大幅提升感染治癒速度。"
"#RECIPE_ANTIBIOTICS","抗生素"
"#RECIPE_ANTIBIOTICS_DESC","治療物品。\n\n抗生素可用於治療<mark>感染</mark>，而且可以利用油的抗生素特性製造。使用抗生素能夠大幅提升治癒速度。"
"#RESOURCE_MEDICINE","藥品"
"#RESOURCE_MEDICINE_DESC","治療物品。\n\n用於治療<mark>受傷</mark>的一小包基本醫療用品。 使用藥品可以大幅提升癒合速度。"
"#RECIPE_MEDICINE","藥品"
"#RECIPE_MEDICINE_DESC","治療物品。\n\n有助於治療<mark>受傷</mark>，而且可以利用大豆的天然止痛特性製成。使用藥品可以大幅加快癒合速度。"
"#RESOURCE_HERBAL","草藥"
"#RESOURCE_HERBAL_DESC","簡單的自然療法，可應對多種疾病。不可單獨作為治療物品使用。"
"#RECIPE_HERBAL","草藥"
"#RECIPE_HERBAL_DESC","簡單的自然療法，可應對多種疾病。不可單獨作為治療物品使用。"
"#RESOURCE_MEDICINALHERB","藥草"
"#RESOURCE_MEDICINALHERB_DESC","只能在<mark>溫室</mark>內耕種的不可食用藥草。可用於製作<quad name=Herbal> <mark>草本藥品</mark>。"
"#RESOURCE_MEDICINALHERB_SEED","種子：藥草"
"#DESC_FOOD_MEDICINALHERB","只能在<mark>溫室</mark>內耕種的不可食用藥草。可用於製作<quad name=Herbal> <mark>草本藥品</mark>。"
"#RESOURCE_MEDS_DESC","各種醫療產品。\n\n用於治療居民的<mark>傷勢、輻射病或是感染</mark>症狀。"
"#RESOURCE_SCRAP","廢棄物"
"#RESOURCE_SCRAP_DESC","實用的廢料碎片，能轉變成各種物品。 可以透過<mark>廢料站</mark>清除金屬堆積物獲得。"
"#RESOURCE_FIBER","纖維"
"#RESOURCE_FIBER_DESC","各種大而結實的纖維片足以編織成<quad name=Cloth><mark>衣物</mark>。"
"#RESOURCE_DEBRIS","廢金屬"
"#RESOURCE_DEBRIS_DESC","可加工材料。\n\n雜亂的金屬碎片，可由廢料工人分揀和清洗，製成<quad name=Metal><mark>金屬</mark>或<quad name=Scrap><mark>廢棄物</mark>。"
"#RESOURCE_TRASH","塑膠垃圾"
"#RESOURCE_TRASH_DESC","可加工物品。\n\n老舊垃圾，可由<mark>回收站</mark>分揀和清洗並製成可使用的<quad name=Plastic><mark>塑膠</mark>。"
"#RESOURCE_WOOD_DESC","可加工材料。\n\n砍伐樹木，並透過<mark>鋸木廠</mark>來加工成可用<quad name=Plank><mark>木材</mark>。"
"#RESOURCE_PLANK_DESC","可由<mark>鋸木場</mark>或<mark>鋸木廠</mark>製作的基礎建材。"
"#RESOURCE_METAL_DESC","高級建築材料，可以透過建造<mark>廢料站</mark>清除金屬堆積物獲得。"
"#RESOURCE_PLASTIC_DESC","基本建築材料，可以透過<mark>回收站</mark>清除塑膠堆積物獲得。"
"#RESOURCE_FIREWOOD_DESC","用於讓殖民地保持溫暖和烹飪生食的資源。由<mark>伐木場</mark>生產。"
"#RESOURCE_CONCRETE_DESC","高級建築材料，可以透過建造<mark>水泥採集機</mark>採集瓦礫製成。"
"#RESOURCE_FLAX","亞麻"
"#DESC_FOOD_FLAX","種植亞麻的目的是為了獲取<quad name=Fiber><mark>纖維</mark>而非食物，進而為殖民地提供穩定的製衣材料來源。"
"#RESOURCE_ELECTRONICS_DESC","高端材料，用於使用<quad name=Energy><mark>能源</mark>的最先進建築。"
"#RECIPE_ELECTRONICS","電子元件"
"#RECIPE_ELECTRONICS_DESC","高端材料，用於使用<quad name=Energy><mark>能源</mark>的最先進建築。"
"#RESOURCE_PARTS_DESC","高端機械零件，用於高級建築和物品。由<mark>維修廠</mark>製造。"
"#RESOURCE_COMPONENT","部件"
"#RESOURCE_COMPONENT_DESC","高端材料。用於生產或是需要消耗<quad name=Energy><mark>能源</mark>的建築。"
"#RECIPE_COMPONENT","部件"
"#RECIPE_COMPONENT_DESC","精煉資源。\n\n用於生產或是需要消耗<quad name=Energy><mark>能源</mark>的建築。"
"#RESOURCE_SUNFLOWER","向日葵"
"#DESC_FOOD_SUNFLOWER","一種不可食用的作物。可直接使用或是提煉成<quad name=Oil><mark>燃油</mark>。"
"#RESOURCE_SUNFLOWER_DESC","一種不可食用的作物。可直接使用或是提煉成<quad name=Oil><mark>燃油</mark>。"
"#RESOURCE_OIL","燃油"
"#RESOURCE_OIL_DESC","燃油是可在<mark>精煉廠</mark>進一步加工成為燃料的重要材料。燃油可從<quad name=Sunflower><mark>向日葵</mark>提煉而成。"
"#RESOURCE_FUEL_DESC","用來維護<mark>車輛</mark>的高端可燃液體。"
"#RESOURCE_BREAD","麵包"
"#RESOURCE_BREAD_DESC","高品質的食品。\n\n在<mark>麵包店</mark>中生產。新鮮的麵包可讓居民們維持飽足感，但營養成分不多。"
"#RECIPE_BREAD","麵包"
"#RECIPE_BREAD_DESC","高品質的食品。\n\n在<mark>麵包店</mark>中生產。新鮮的麵包可讓居民們維持飽足感，但營養成分不多。"
"#RECIPE_CINNAMON_BUN","肉桂捲"
"#RECIPE_CINNAMON_BUN_DESC","高品質的食品。\n\n於<mark>麵包店</mark>加工製成。令人懷念的美食一定能提振人心，雖然裡面肉桂的來源仍是個謎。"
"#RECIPE_BEETLE_BREAD","甲蟲麵包"
"#RECIPE_BEETLE_BREAD_DESC","高品質的食品。\n\n於<mark>麵包店</mark>加工製成。其中一個增加每日蛋白質攝取量最好的方法就是把新鮮的<quad name=Insect><mark>昆蟲</mark>加到麵團裡面。又脆又好吃！"
"#RESOURCE_CINNAMONBUN","肉桂捲"
"#RESOURCE_CINNAMONBUN_DESC","高品質的食品。\n\n於<mark>麵包店</mark>加工製成。令人懷念的美食一定能提振人心，雖然裡面肉桂的來源仍是個謎。"
"#RESOURCE_BEETLEBREAD","甲蟲麵包"
"#RESOURCE_BEETLEBREAD_DESC","高級食物。\n\n在<mark>麵包店</mark>製造。增加每日蛋白質攝取量最好的方法就是把新鮮的<quad name=Insect><mark>昆蟲</mark>加到麵團裡面。脆脆的！"
"#RESOURCE_FLOUR","麵粉"
"#RESOURCE_FLOUR_DESC","麵粉不能食用，而是在<mark>麵包店</mark>當作原料。在<mark>磨坊</mark>由<quad name=Wheat><mark>小麥</mark>加工而成。"
"#RESOURCE_WHEAT_DESC","一種不可食用的穀物，以令人難以置信的多功能加工潛力而聞名。生長速度相對較快，但如果不在<mark>磨坊</mark>加工成<quad name=Flour><mark>麵粉</mark>就不能食用。"
"#RESOURCE_WHEAT","小麥"
"#DESC_FOOD_WHEAT","一種不可食用的穀物，以令人難以置信的多功能加工潛力而聞名。生長速度相對較快，但如果不在<mark>磨坊</mark>加工成<quad name=Flour><mark>麵粉</mark>就不能食用。"
"#RESOURCE_BUFFALOWORMS","水牛蟲"
"#DESC_FOOD_BUFFALOWORMS","未加工的蟲。\n\n水牛蟲從乳白色變成黃色的時候就可以收穫了。生長緩慢，但產量可觀。"
"#RESOURCE_BUFFALOWORMS_DESC","未加工的蟲。\n\n水牛蟲從乳白色變成黃色的時候就可以收穫了。生長緩慢，但產量可觀。"
"#RESOURCE_COCKROACHES","蟑螂"
"#RESOURCE_COCKROACHES_DESC","生蟲的一種。\n\n蟑螂的感官非常敏銳、對於各種病變與污染免疫、又有著堅固的外殼。這些特性讓他們成為了生命力最強的昆蟲之一。"
"#DESC_FOOD_COCKROACHES","生蟲的一種。\n\n蟑螂的感官非常敏銳、對於各種病變與污染免疫、又有著堅固的外殼。這些特性讓他們成為了生命力最強的昆蟲之一。"
"#RESOURCE_CRICKETS","蟋蟀"
"#RESOURCE_CRICKETS_DESC","未加工的蟲。\n\n蟋蟀是一種常見且營養豐富的可食用昆蟲。牠們生長迅速，但產量一般。"
"#DESC_FOOD_CRICKETS","未加工的蟲。\n\n蟋蟀是一種常見且營養豐富的可食用昆蟲。牠們生長迅速，但產量一般。"
"#RESOURCE_MEALWORMS","麵包蟲"
"#RESOURCE_MEALWORMS_DESC","未加工的蟲。\n\n<mark>麵包蟲</mark>是甲蟲的幼蟲。生長速度適中，產量較高。"
"#DESC_FOOD_MEALWORMS","未加工的蟲。\n\n<mark>麵包蟲</mark>是甲蟲的幼蟲。生長速度適中，產量較高。"
"#RESOURCE_WAXWORMS","蠟蟲"
"#DESC_FOOD_WAXWORMS","生蟲的一種。\n\n蠟蟲可生長到很可觀的大小。它們脂肪含量高且備受商人們的乎營。生長速度快，產量中等。"
"#RESOURCE_WAXWORMS_DESC","生蟲的一種。\n\n蠟蟲可生長到很可觀的大小。它們脂肪含量高且備受商人們的乎營。生長速度快，產量中等。"
"#RESOURCE_PEANUT","花生"
"#RESOURCE_PEANUT_DESC","新鮮蔬食的一種。\n\n花生大多在土裡生長，收割產量高，抵抗災難的能力也相當強。\n\n只能種在<mark>溫室</mark>中。"
"#DESC_FOOD_PEANUT","新鮮蔬食的一種。\n\n花生大多在土裡生長，收割產量高，抵抗災難的能力也相當強。\n\n只能種在<mark>溫室</mark>中。"
"#RESOURCE_SOYBEAN","大豆"
"#DESC_FOOD_SOYBEAN","新鮮蔬食的一種。\n\n大豆栽種簡單，造成的汙染又低，而且產量極高。足以供應一個大型的社群，不過很容易枯萎。"
"#RESOURCE_SOYBEAN_DESC","新鮮蔬食的一種。\n\n大豆栽種簡單，造成的汙染又低，而且產量極高。足以供應一個大型的社群，不過很容易枯萎。"
"#RESOURCE_CARROT","胡蘿蔔"
"#DESC_FOOD_CARROT","新鮮蔬食的一種。\n\n胡蘿蔔生長速度快，也因此相較於其他植物，較不會吸收到土壤中太多的汙染物質。"
"#RESOURCE_CARROT_DESC","新鮮蔬食的一種。\n\n胡蘿蔔生長速度快，也因此相較於其他植物，較不會吸收到土壤中太多的汙染物質。"
"#RESOURCE_CABBAGE","高麗菜"
"#DESC_FOOD_CABBAGE","新鮮蔬食的一種。\n\n高麗菜易於種植、培養與收割。這些特質讓它成為了末日農民們的第一首選。"
"#RESOURCE_CABBAGE_DESC","新鮮蔬食的一種。\n\n高麗菜易於種植、培養與收割。這些特質讓它成為了末日農民們的第一首選。"
"#RESOURCE_CORN_DESC","新鮮蔬食的一種。\n\n玉米生長速度快，且可在短時間內產出多次的收穫。"
"#DESC_FOOD_CORN","新鮮蔬食的一種。\n\n玉米生長速度快，且可在短時間內產出多次的收穫。"
"#RESOURCE_POTATO_DESC","新鮮蔬食的一種。\n\n馬鈴薯的產量高。因為可食用的部分都埋在地底，因此對於災難與危害的抗性很強。"
"#DESC_FOOD_POTATO","新鮮蔬食的一種。\n\n馬鈴薯的產量高。因為可食用的部分都埋在地底，因此對於災難與危害的抗性很強。"
"#RESOURCE_MILK","牛奶"
"#DESC_FOOD_MILK","牧場的<mark>牛</mark>所產出的牛奶對小牛與人們的健康都有幫助。可作為食物或是食材。"
"#RESOURCE_EGG","雞蛋"
"#DESC_FOOD_EGG","<mark>雞隻</mark>所下的蛋可做為食物或是食材。"
"#RESOURCE_FISH_DESC","生肉的一種。\n\n本地出產的魚可從池塘直接捕獲，是在前期補充必要脂肪和蛋白質的理想選擇。"
"#DESC_FOOD_FISH","生肉的一種。\n\n本地出產的魚可從池塘直接捕獲，是在前期補充必要脂肪和蛋白質的理想選擇。"
"#RESOURCE_VENISON_DESC","生肉的一種。\n\n由殖民地週遭的小型野生動物捕獲製成的一種肉類。"
"#DESC_FOOD_VENISON","生肉的一種。\n\n由殖民地週遭的小型野生動物捕獲製成的一種肉類。"
"#RESOURCE_PRIMEMEAT","優質肉"
"#DESC_FOOD_PRIMEMEAT","生肉的一種。\n\n從殖民地內圈養的牲畜身上獲取的優質肉品。"
"#RESOURCE_PRIMEMEAT_DESC","生肉的一種。\n\n從殖民地內圈養的牲畜身上獲取的優質肉品。"
"#DESC_FOOD_BERRIES","新鮮蔬食的一種。\n\n殖民地周邊生長的野生漿果，輕微突變又色彩繽紛。使用<mark>糧倉</mark>的工作區功能來收集漿果。"
"#RESOURCE_BERRIES_DESC","新鮮蔬食的一種。\n\n殖民地周邊生長的野生漿果，輕微突變又色彩繽紛。使用<mark>糧倉</mark>的工作區功能來收集漿果。"
"#RESOURCE_EGG_DESC","<mark>雞隻</mark>所下的蛋可做為食物或是食材。"
"#RESOURCE_MILK_DESC","牧場的<mark>牛</mark>所產出的牛奶對小牛與人們的健康都有幫助。可作為食物或是食材。"
"#RESOURCE_MEALMIXED","混合料理"
"#RECIPE_MEAL_MIXED_DESC","高品質食物。\n\n混合了<quad name=Meat><mark>肉</mark>與<quad name=Vegetable><mark>蔬菜</mark>的營養料理。"
"#RESOURCE_MEALMIXED_DESC","高品質食物。\n\n混合了<quad name=Meat><mark>肉</mark>與<quad name=Vegetable><mark>蔬菜</mark>的營養料理。"
"#RECIPE_MEAL_INSECT_NAME","昆蟲料理"
"#RECIPE_MEAL_INSECTMEAL_DESC","高品質食物。\n\n昆蟲料理是用所有可獲得的<quad name=Insect><mark>昆蟲</mark>製成的獨特燉菜。昆蟲是<quad name=Meat><mark>肉類</mark>的優質替代品。"
"#RESOURCE_MEALINSECT","昆蟲料理"
"#RESOURCE_MEALINSECT_DESC","高品質食物。\n\n昆蟲料理是用所有可獲得的<quad name=Insect><mark>昆蟲</mark>製成的獨特燉菜。昆蟲是<quad name=Meat><mark>肉類</mark>的優質替代品。"
"#RECIPE_MEAL_VEG_NAME","素料理"
"#RECIPE_MEAL_VEG_DESC","高品質食物。\n\n素料理是用所有可獲得的<quad name=Vegetable> <mark>蔬菜</mark>做成的美味燉蔬菜。"
"#RESOURCE_MEALVEG","素料理"
"#RESOURCE_MEALVEG_DESC","高品質食物。\n\n素料理是用所有可獲得的<quad name=Vegetable> <mark>蔬菜</mark>做成的美味燉蔬菜。"
"#RECIPE_MEAL_MEAT_NAME","肉料理"
"#RECIPE_MEAL_MEAT_DESC","高品質食物。\n\n肉料理是用各種<quad name=Meat> <mark>肉類或魚</mark>烹製而成的一大份燉肉。"
"#RESOURCE_MEALMEAT","肉料理"
"#RESOURCE_MEALMEAT_DESC","高品質食物。\n\n肉料理是用各種<quad name=Meat> <mark>肉類</mark>或是<quad name=Fish><mark>魚</mark>所烹製而成的一大份燉肉。"
"#RESOURCE_JERKY","肉乾"
"#RESOURCE_JERKY_DESC","高品質食品。\n\n醃制過的肉乾，肉質堅硬，但富含能量和蛋白質。只能在<mark>世界地圖</mark>中找到。"
"#RESOURCE_PROTEINBARS","糖果"
"#RESOURCE_PROTEINBARS_DESC","高品質食品。\n\n即便是現在，它們也不能算是什麼健康食品，但即使是變質的糖果也能讓人們泛起笑容。只能在<mark>世界地圖</mark>中找到。"
"#RESOURCE_CANNEDFRUIT","水果罐頭"
"#RESOURCE_CANNEDFRUIT_DESC","高品質食品。\n\n用糖水保存的水果罐頭，富含能量。只有在<mark>世界地圖</mark>中才能找到。"
"#RESOURCE_CORN_SEED","種子：玉米"
"#RESOURCE_POTATO_SEED","種子：馬鈴薯"
"#RESOURCE_WHEAT_SEED","種子：小麥"
"#RESOURCE_CABBAGE_SEED","種子：高麗菜"
"#RESOURCE_CARROT_SEED","種子：胡蘿蔔"
"#RESOURCE_PEANUT_SEED","種子：花生"
"#RESOURCE_SOYBEAN_SEED","種子：大豆"
"#RESOURCE_CRICKETS_SEED","卵：蟋蟀"
"#RESOURCE_COCKROACHES_SEED","卵：蟑螂"
"#RESOURCE_MEALWORMS_SEED","卵：麵包蟲"
"#RESOURCE_BUFFALOWORMS_SEED","卵：水牛蟲"
"#RESOURCE_WAXWORMS_SEED","卵：蠟蟲"
"#RESOURCE_FLAX_SEED","種子：亞麻"
"#RESOURCE_SUNFLOWER_SEED","種子：向日葵"
"#RESOURCE_SEED","種子"
"#DESC_FOOD_NONE","從未選擇食物。\n\n解釋：\n\n<mark>產量</mark>：每一塊農田可產出的食物\n<mark>生長速度</mark>：作物成長完成的時間\n<mark>適應能力</mark>：在災難中收穫的時間\n<mark>飽足感</mark>：飢餓量表的上升量\n<mark>營養</mark>：蔬菜或是肉類營養價值\n<mark>汙染</mark>：吃下肚以後所會受到的感染值\n<mark>貿易價值</mark>：貿易時可交換的銀幣量"
"#ITEM_TOOLS_1","基礎工具"
"#ITEM_TOOLS_1_DESC","居民用物品。\n\n用來挖掘或是砍伐並可在一定程度提升工作<mark>效率</mark>的工具組。"
"#RESOURCE_TOOLS","基礎工具"
"#RESOURCE_TOOLS_DESC","居民用物品。\n\n用來挖掘或是砍伐並可在一定程度提升工作<mark>效率</mark>的工具組。"
"#RECIPE_TOOLS_1_NAME","基礎工具"
"#RECIPE_TOOLS_1_DESC","居民用物品。\n\n用來挖掘或是砍伐並可在一定程度提升工作<mark>效率</mark>的工具組。"
"#ITEM_TOOLS_2","耐用工具"
"#ITEM_TOOLS_2_DESC","居民用物品。\n\n用來挖掘或是砍伐並可大幅提升工作<mark>效率</mark>的工具組。"
"#RESOURCE_TOOLS_2","耐用工具"
"#RESOURCE_TOOLS_2_DESC","居民用物品。\n\n用來挖掘或是砍伐並可大幅提升工作<mark>效率</mark>的工具組。"
"#RECIPE_TOOLS_2_NAME","耐用工具"
"#RECIPE_TOOLS_2_DESC","居民用物品。\n\n用來挖掘或是砍伐並可大幅提升工作<mark>效率</mark>的工具組。"
"#ITEM_TOOLS_3","高級工具"
"#ITEM_TOOLS_3_DESC","居民用物品。\n\n用來挖掘或是砍伐並可巨幅提升工作<mark>效率</mark>的工具組。"
"#RESOURCE_TOOLS_3","高級工具"
"#RESOURCE_TOOLS_3_DESC","居民用物品。\n\n用來挖掘或是砍伐並可巨幅提升工作<mark>效率</mark>的工具組。"
"#RECIPE_TOOLS_3_NAME","高級工具"
"#RECIPE_TOOLS_3_DESC","居民用物品。\n\n用來挖掘或是砍伐並可巨幅提升工作<mark>效率</mark>的工具組。"
"#ITEM_CLOTHES_1","基本衣物"
"#ITEM_CLOTHES_1_DESC","居民用物品。\n\n能夠提供些許保護並抵禦自然災害、<mark>寒冷</mark>和<mark>汙染</mark>的多層衣物。"
"#RESOURCE_CLOTH","基本衣物"
"#RESOURCE_CLOTH_DESC","居民用物品。\n\n能夠提供些許保護並抵禦自然災害、<mark>寒冷</mark>和<mark>汙染</mark>的多層衣物。"
"#RECIPE_CLOTH_1_NAME","基本衣物"
"#RECIPE_CLOTH_1_DESC","居民用物品。\n\n能夠提供些許保護並抵禦自然災害、<mark>寒冷</mark>和<mark>汙染</mark>的多層衣物。"
"#ITEM_CLOTHES_2","結實衣物"
"#ITEM_CLOTHES_2_DESC","居民用物品。\n\n一套改良過的耐用衣物，也可更有效的抵禦<mark>寒冷</mark>和<mark>汙染</mark>。"
"#RESOURCE_CLOTH_2","結實衣物"
"#RESOURCE_CLOTH_2_DESC","居民用物品。\n\n一套改良過的耐用衣物，也可更有效的抵禦<mark>寒冷</mark>和<mark>汙染</mark>。"
"#RECIPE_CLOTH_2_NAME","結實衣物"
"#RECIPE_CLOTH_2_DESC","居民用物品。\n\n一套改良過的耐用衣物，也可更有效的抵禦<mark>寒冷</mark>和<mark>汙染</mark>。"
"#ITEM_CLOTHES_3","防護衣物"
"#ITEM_CLOTHES_3_DESC","居民用物品。\n\n做了適當絕緣與隔熱加工的的一套衣物，能完整的抵禦<mark>寒冷</mark>和<mark>汙染</mark>。"
"#RESOURCE_CLOTH_3","防護衣物"
"#RESOURCE_CLOTH_3_DESC","居民用物品。\n\n做了適當絕緣與隔熱加工的的一套衣物，能完整的抵禦<mark>寒冷</mark>和<mark>汙染</mark>。"
"#RECIPE_CLOTH_3_NAME","防護衣物"
"#RECIPE_CLOTH_3_DESC","居民用物品。\n\n做了適當絕緣與隔熱加工的的一套衣物，能完整的抵禦<mark>寒冷</mark>和<mark>汙染</mark>。"
"#ITEM_WEAPON_EMPTY_DESC","居民用物品。\n\n粗糙的十字弓，傷害較低。所有<mark>守衛</mark>的預設武器。"
"#ITEM_WEAPON_1","獵槍"
"#ITEM_WEAPON_1_DESC","居民用物品。\n\n武器讓殖民地擁有能夠<mark>保護</mark>自己的火力。一把簡單的步槍，射速低且有著中等射程。"
"#RESOURCE_GUARD_RIFLE","獵槍"
"#RESOURCE_GUARD_RIFLE_DESC","居民用物品。\n\n武器讓殖民地擁有能夠<mark>保護</mark>自己的火力。一把簡單的步槍，射速低且有著中等射程。"
"#RECIPE_WEAPON_1_NAME","獵槍"
"#RECIPE_WEAPON_1_DESC","居民用物品。\n\n武器讓殖民地擁有能夠<mark>保護</mark>自己的火力。一把簡單的步槍，射速低且有著中等射程。"
"#ITEM_WEAPON_2","霰彈槍"
"#ITEM_WEAPON_2_DESC","居民用物品。\n\n武器讓殖民地擁有能夠<mark>保護</mark>自己的火力。一把可靠的<mark>霰彈槍</mark>，射速低但攻擊力高。"
"#RESOURCE_GUARD_RIFLE_2","霰彈槍"
"#RESOURCE_GUARD_RIFLE_2_DESC","居民用物品。\n\n武器讓殖民地擁有能夠<mark>保護</mark>自己的火力。一把可靠的<mark>霰彈槍</mark>，射速低但攻擊力高。"
"#RECIPE_WEAPON_2_NAME","霰彈槍"
"#RECIPE_WEAPON_2_DESC","居民用物品。\n\n武器讓殖民地擁有能夠<mark>保護</mark>自己的火力。一把可靠的<mark>霰彈槍</mark>，射速低但攻擊力高。"
"#ITEM_WEAPON_3","自動步槍"
"#ITEM_WEAPON_3_DESC","居民用物品。\n\n武器讓殖民地擁有能夠<mark>保護</mark>自己的火力。透過高射速來提供強大的火力，自動步槍是一座殖民地能夠擁有的最高端武器。"
"#RESOURCE_GUARD_RIFLE_3","自動步槍"
"#RESOURCE_GUARD_RIFLE_3_DESC","居民用物品。\n\n武器讓殖民地擁有能夠<mark>保護</mark>自己的火力。透過高射速來提供強大的火力，自動步槍是一座殖民地能夠擁有的最高端武器。"
"#RECIPE_WEAPON_3_NAME","自動步槍"
"#RECIPE_WEAPON_3_DESC","居民用物品。\n\n武器讓殖民地擁有能夠<mark>保護</mark>自己的火力。透過高射速來提供強大的火力，自動步槍是一座殖民地能夠擁有的最高端武器。"
"#RESOURCE_WEAPONS_DESC","居民用物品。\n\n武器能提供是量的火力來抵禦裝備精良的<mark>土匪</mark>或是<mark>野生動物</mark>。"
"#TOOLTIP_ANIMAL_COW","乳牛"
"#TOOLTIP_ANIMAL_COW_CONTENT","馴養的牧場動物。"
"#TOOLTIP_ANIMAL_CHICKEN","雞"
"#TOOLTIP_ANIMAL_CHICKEN_CONTENT","馴養的牧場動物。"
"#TOOLTIP_ANIMAL_PIG","豬"
"#TOOLTIP_ANIMAL_PIG_CONTENT","馴養的牧場動物。"
"#ANIMAL_NONE_NAME","無"
"#ANIMAL_NONE_DESC","未選擇牲畜。\n\n從下方挑選其中一種。"
"#ANIMAL_CHICKEN_NAME","雞"
"#ANIMAL_CHICKEN_DESC","牲畜的一種。\n\n繁殖速度快，且能快速填滿牧場空間的一般雞隻。牠們也會生產<quad name=Egg><mark>雞蛋</mark>。\n\n需要透過<mark>牧場</mark>來飼養。"
"#ANIMAL_SHEEP_NAME","羊"
"#ANIMAL_SHEEP_DESC","牲畜的一種。\n\n羊不但可以產出肉，還能產出可製成<quad name=Fiber><mark>纖維</mark>的羊毛。\n\n需要透過<mark>牧場</mark>來飼養。"
"#ANIMAL_COW_NAME","牛"
"#ANIMAL_COW_DESC","牲畜的一種。\n\n牛隻成長速度緩慢，最終會成為體型龐大、性格溫順的牲畜。當生長至成體時將會生產<quad name=Milk><mark>牛奶</mark>。\n\n需要透過<mark>牧場</mark>來飼養。"
"#ANIMAL_PIG_NAME","豬"
"#ANIMAL_PIG_DESC","牲畜的一種。\n\n獨具慧眼的居民通過馴養野豬獲取了大量的<quad name=Meat><mark>肉品</mark>。\n\n需要透過<mark>牧場</mark>來飼養。"
"#TOOLTIP_SOIL_BARREN","貧瘠的土壤"
"#TOOLTIP_SOIL_BARREN_CONTENT","貧瘠的土壤上無法鑽井或開墾普通農田。"
"#TOOLTIP_SOIL_FERTILE","肥沃的土壤"
"#TOOLTIP_SOIL_FERTILE_CONTENT","通過普通農田上種植作物時能獲得額外收割。"
"#TOOLTIP_SOIL_NORMAL","普通的土壤"
"#TOOLTIP_SOIL_NORMAL_CONTENT","對種植糧食或建造沒有限制。"
"#TOOLTIP_SOIL_WASTELAND","荒地"
"#TOOLTIP_SOIL_WASTELAND_CONTENT","有害土壤，不能用於建造或食物生產。"
"#TOOLTIP_FOREST","森林"
"#TOOLTIP_FOREST_CONTENT","一小片森林。很容易在此發現野生動物。"
"#TOOLTIP_WOODS","森林"
"#DESC_DEPOSIT_WOOD","一棵樹"
"#DESC_DEPOSIT_PLANK","一堆可隨時收集的<quad name=Plank><mark>木材</mark>。\n\n可透過<mark>儲備區</mark>功能來進行收集。"
"#DESC_DEPOSIT_CONRETE_LARGE","一個大型廢墟，堆積著許多可搜刮並加工成<quad name=Concrete><mark>水泥</mark>的瓦礫堆。\n\n需要使用<mark>水泥採集機</mark>來搜刮。"
"#DESC_DEPOSIT_CONRETE_SMALL","可收集的小堆水泥。\n\n可透過<mark>儲備區</mark>功能來進行收集。"
"#DESC_DEPOSIT_DEBRIS","一堆金屬殘片。\n\n<mark>廢料站</mark>可在其中搜尋<quad name=Metal><mark>金屬</mark>和<quad name=Scrap><mark>廢棄物</mark>。"
"#DESC_DEPOSIT_FOOD_SMALL","一叢營養豐富的可食<quad name=Berries><mark>漿果</mark>。\n\n\n\n可透過<mark>糧倉</mark>功能來進行收集。"
"#DESC_DEPOSIT_TRASH","一堆一般垃圾。\n\n<mark>回收站</mark>可在其中搜刮<quad name=Plastic><mark>塑膠</mark>。"
"#DESC_DEPOSIT_POLLUTION","放射性<quad name=Pollution><mark>汙染</mark>物質的堆積物，可能會向周圍釋放有毒物質。\n\n清理這片區域需要可用的<mark>環保站</mark>。"
"#RESOURCE_FOOD_DESC","對居民至關重要，需求也持續不斷。\n\n無論是<quad name=Vegetable><mark>蔬菜</mark>還是<quad name=Meat><mark>肉類</mark>，都是生存下去的必需品。"
"#TOPIC_RESEARCH","科學點數"
"#TOPIC_FOOD","食物"
"#TOPIC_WATER","水資源"
"#TOPIC_ENERGY","能源"
"#TOPIC_FIBER","纖維"
"#TOPIC_PLASTIC","塑膠"
"#TOPIC_SCRAP","廢棄物"
"#TOPIC_PLANK","木材"
"#TOPIC_WOOD","原木"
"#TOPIC_CONCRETE","水泥"
"#TOPIC_METAL","金屬"
"#TOPIC_PARTS","零件"
"#TOPIC_COMPONENT","部件"
"#TOPIC_TOOLS","工具"
"#TOPIC_CLOTHES","衣物"
"#TOPIC_MEDICINE","藥品"
"#TOPIC_ENTERTAINMENT","娛樂箱"
"#TOPIC_HERBAL","草藥"
"#TOPIC_MEDICINE1","藥品"
"#TOPIC_IODINE","碘丸"
"#TOPIC_ELECTRONICS","電子元件"
"#TOPIC_COLONY_SUMMARY_TITLE","殖民地統計"
"#TOPIC_SUMMARY_COLONY","殖民地統計"
"#TOPIC_COLONY_NEEDS","需求"
"#TOPIC_SUMMARY_GENERAL","概覽"
"#TOPIC_SUMMARY_NEEDS","需求"
"#TOPIC_NAME","名稱"
"#TOPIC_QUANTITY","數量"
"#TOPIC_CHANGE","更改"
"#TOPIC_SUMMARY_RESOURCES","資源"
"#TOPIC_SUMMARY_COLONISTS","居民"
"#TOPIC_SUMMARY_COLONISTS_TITLE","居民"
"#TOPIC_SUMMARY_BUILDINGS","建築"
"#TOPIC_BACK","返回"
"#GAME_PAUSED_TITLE","遊戲已暫停"
"#GAME_PAUSED_RESUME_GAME","繼續遊戲"
"#GAME_PAUSED_SAVE_GAME","保存遊戲"
"#GAME_PAUSED_LOAD_GAME","載入遊戲"
"#GAME_PAUSED_SETTINGS","設定"
"#GAME_PAUSED_EXIT_TO_MAIN_MENU","退回主選單"
"#GAME_PAUSED_RESUME_GAME_TITLE","繼續遊戲"
"#GAME_PAUSED_SAVE_GAME_TITLE","保存遊戲"
"#GAME_PAUSED_LOAD_GAME_TITLE","載入遊戲"
"#GAME_PAUSED_SETTINGS_TITLE","設定"
"#GAME_PAUSED_EXIT_TO_MAIN_MENU_TITLE","退回主選單"
"#TOPIC_SUMMARY_COLONY_TITLE","概覽"
"#TOPIC_SUMMARY_GENERAL_TITLE","總體概況"
"#TOPIC_DAYS_SURVIVED","生存天數"
"#TOPIC_DEATH_TOTAL","死亡總人數"
"#TOPIC_CATASTROPHES","倖存的災難次數"
"#TOPIC_SURVIVOR_GROUPS","已接納的生還者團體"
"#TOPIC_SURVIVORS_ACCEPTED","已接納的生還者數"
"#TOPIC_COLONY_HEALTH","平均健康狀況"
"#TOPIC_COLONY_HAPPINESS","平均幸福度"
"#TOPIC_TOTAL_POPULATION","人口"
"#TOPIC_ADULTS","成人"
"#TOPIC_CHILDREN","兒童"
"#TOPIC_SUMMARY_EDUCATED","曾受教育"
"#TOPIC_STUDENTS","學生"
"#TOPIC_SUMMARY_BUILDINGS_TITLE","建築"
"#TOPIC_BUILDINGS","殖民地建築"
"#TOPIC_SHELTERS","庇護所總數"
"#TOPIC_FOOD_PRODUCTION","食物生產"
"#TOPIC_MATERIAL_PRODUCTION","資源生產"
"#TOPIC_ITEM_PRODUCTION","產品製造"
"#TOPIC_DAMAGED","遭破壞"
"#TOPIC_RESEARCH_COST","研究成本"
"#OK","確定"
"#TOPIC_SUMMARY_ WORLD_MAP_TITLE","世界地圖"
"#TOPIC_SPECIALISTS_TOTAL","專家"
"#TOPIC_MISSIONS","執行任務的專家"
"#TOPIC_OUTSIDE_SOCIETIES","接觸社群"
"#TOPIC_BANDITS","土匪"
"#TOPIC_SCOUTED_SECTOR","已偵察區域"
"#TOPIC_HOSTILE_SECTOR","土匪區域"
"#TOPIC_LOCATIONS_FOUND","位置"
"#TOPIC_SUMMARY_RESOURCES_TITLE","資源"
"#TOPIC_POPULATION","人口"
"#TOPIC_BUILDING","建造中"
"#TOPIC_WORKER_SLOTS","工人欄位"
"#TOPIC_HAZARDS","危害"
"#TOPIC_TOGGLE_TIME","切換時間"
"#TOPIC_COLONISTS","居民"
"#TOPIC_ITEMS","物品"
"#TOPIC_MATERIALS","材料"
"#TOPIC_RADIO","無線電台"
"#TOPIC_RADIO_TITLE","無線電台"
"#TOOLTIP_RADIO","無線電台"
"#TOOLTIP_RADIO_CONTENT","收聽多個無線電台的其中一個。"
"#TOPIC_RESOURCE","資源"
"#TOPIC_PHOTO_MODE","照相模式"
"#TOPIC_FOV","視野範圍"
"#TOPIC_TIME_OF_DAY","時間"
"#TOPIC_VIGNETTE","暈影"
"#TOPIC_BLOOM_STRENGTH","泛光"
"#TOPIC_TILT_SHIFT","移軸"
"#TOGGLE_UI_BUTTON","隱藏介面"
"#TOPIC_PAUSE","暫停"
"#TOPIC_UNPAUSE","取消暫停"
"#TOPIC_COLONY_RESOURCES","殖民地資源"
"#TOPIC_INFO","資訊"
"#TOPIC_BUILDING_INFO","建築資訊"
"#TOPIC_COLONIST_INFO","居民資訊"
"#TOPIC_COLONY_NEEDS_TITLE","需求"
"#TOPIC_COLONY_RESOURCES_TITLE","資源"
"#TOPIC_STATISTICS","殖民地統計"
"#TOPIC_WORLD_MAP","世界地圖"
"#TOPIC_RENAME","重新命名"
"#TUTORIAL_LIBRARY","新手教學"
"#TOPIC_TUTORIAL_LIBRARY","新手教學"
"#GAME_CODEX","百科"
"#TOPIC_GAME_CODEX","百科"
"#TOOLTIP_TUTORIAL_LIBRARY","新手教學"
"#TOOLTIP_TUTORIAL_LIBRARY_CONTENT","閱讀遊戲教學，瞭解更多遊戲相關內容。"
"#TOOLTIP_GAME_CODEX","已讀取遊戲"
"#TOPIC_SURVIVOR_GROUP_INFO","生還者團體"
"#TOPIC_SURVIVOR_SUPPLIES","補給品"
"#TOPIC_TECH_UNLOCKED","解鎖"
"#TOPIC_PLACE","放置"
"#TOPIC_PLACE_MANY","放置多個"
"#TOPIC_ROTATE","旋轉"
"#TOPIC_REFUNDS","回收這棟建築，並獲得以下資源。"
"#TOPIC_LOCATE","定位"
"#TOPIC_OPEN_SLOT","打開欄位"
"#TOPIC_CLOSE_SLOT","關閉欄位"
"#TOPIC_DESELECT","取消選取"
"#TOPIC_DAY","日"
"#TOPIC_SURVIVOR_GROUP_SURVIVORS","生還者團體"
"#TOPIC_SUMMARY_COLONY_HAPPINESS","殖民地幸福度"
"#TOPIC_SUMMARY_POPULATION","人口"
"#TOPIC_SUMMARY_COLONY_HEALTH","平均健康狀況"
"#TOPIC_SUMMARY_GENERAL_BUILDINGS","建築"
"#TOPIC_SUMMARY_EFFECT","影響"
"#TOPIC_SUMMARY_TOTAL_HAPPINESS_EFFECT","總計"
"#TOPIC_SUMMARY_TOTAL_SURVIVOR_GROUPS","生還者團體拜訪總次數"
"#TOPIC_SUMMARY_ACCEPTED_SURVIVOR_GROUPS","給予庇護的生還者團體數"
"#TOPIC_SUMMARY_AVERAGE_CONSUMPTION","平均消耗量"
"#TOPIC_SUMMARY_AVERAGE_PRODUCTION","平均產量"
"#TOPIC_SUMMARY_AVERAGE_DEMAND","需求"
"#TOPIC_SUMMARY_AVERAGE_USAGE","已用"
"#TOPIC_SUMMARY_AVERAGE_DAILY_CONSUMPTION","日常消耗量"
"#TOPIC_SUMMARY_AVERAGE_DAILY_PRODUCTION","日常產量"
"#TOPIC_SUMMARY_PER_DAY","{0}／天"
"#TOPIC_TOTAL","總計"
"#TOPIC_GAME_STATISTICS_GRAPHS","圖表"
"#GAME_STATISTICS_GRAPHS","圖表"
"#TOPIC_GRAPHS_AXIS_QUANTITY","數量"
"#TOPIC_GAME_STATISTICS_COLONISTS","居民"
"#TOPIC_HARVESTABLE_CROPS","可收割作物"
"#TOPIC_SUMMARY_CHARTS","圖表"
"#TOPIC_BREAKING","今日損壞"
"#POPUP_REVIEW_TITLE","評價"
"#POPUP_REVIEW_MESSAGE","請問您目前對遊戲初期的體驗還滿意嗎？"
"#TOPIC_SAVE_BLOCKED_GENERIC","存檔關閉"
"#TOPIC_SAVE_BLOCKED_COMBAT","戰鬥期間無法存檔（請先擊敗敵人）"
"#TOOLTIP_COLONY_VIEW","殖民地視角"
"#TOPIC_LOW","低"
"#TOPIC_HIGH","高"
"#TOPIC_NOTIFICATIONS","按鍵提示"
"#TOPIC_DISMISS","關閉"
"#TOPIC_OPEN_HELP_PAGE","閱讀更多"
"#TOPIC_WORK_AREA_UNEXPLORED","無法放置工作區"
"#TOPIC_ELDERS","老人"
"#TOPIC_FREE_SHELTER_SLOTS_IN_COLONY","庇護所空間"
"#NO_DATA","—"
"#MENU_TITLE_RESOURCES","資源"
"#MENU_DESC_RESOURCES","資源和總體消耗率。"
"#MENU_DESC_PROFESSIONS","<mark>搬運工</mark>負責資源搬運、建築和維修工作。\n<mark>工人</mark>會在指定的建築中工作。\n\n<mark>成人</mark>能夠成為搬運工或工人而<mark>老人</mark>可做成人能做的所有工作，但是無法進行生育。<mark>兒童</mark>可以幫忙搬運箱子或是就學。"
"#MENU_PHOTO_MODE","照相模式"
"#LOCATE_BUILDING","顯示此建築"
"#LOCATE_COLONIST","顯示此居民"
"#LOAD_MODS_NOT_MATCH_TITLE","未找到模組"
"#LOAD_MODS_NOT_MATCH_CONTENT","未找到保存此檔案所需要的模組。"
"#TOPIC_SHELTER","庇護所"
"#BUTTON_EXPAND_CHART","展開圖表"
"#SAVE_FAILED_MESSAGE","抱歉，出現了一個問題，無法保存遊戲。請提交錯誤報告並重新開啟遊戲。"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_PLASTIC","建造<mark>塑膠挖掘機</mark>以獲取資源"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_METAL","建造<mark>金屬挖掘機</mark>以獲取資源"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RUIN","建造<mark>水泥挖掘機</mark>以獲取資源"
"#INFO_MOVE_CLOSER_TO_UNDERGROUND_DEPOSIT","需將建築設置在離<mark>地下堆積物</mark>更近的地方"
"#INFO_ACTIVATE_DEPOSIT","從合適的建築中設定工作區到此處，以搜集這些資源"
"#INFO_ACTIVATE_DEPOSIT_PLASTIC","移動<mark>回收站</mark>的工作區至此區域進行收集"
"#INFO_ACTIVATE_DEPOSIT_METAL","移動<mark>廢料站</mark>的工作區至此區域進行收集"
"#INFO_ACTIVATE_DEPOSIT_PLANK","移動<mark>儲備區</mark>的工作區至此區域進行收集"
"#INFO_ACTIVATE_DEPOSIT_BERRIES","移動<mark>糧倉</mark>的工作區至此區域進行收集"
"#INFO_ACTIVATE_DEPOSIT_POLLUTION","移動<mark>環保站</mark>的工作區至此區域處理污染物"
"#INFO_ACTIVATE_DEPOSIT_CONCRETE","移動<mark>水泥採集機</mark>的工作區至此區域進行收集"
"#TOPIC_ITEM_DURABILITY","耐久度"
"#ITEM_CLOTHES_EMPTY","衣物不足"
"#ITEM_CLOTHES_EMPTY_DESC","在大地圖上尋找或透過製衣坊生產更多衣物"
"#ITEM_TOOLS_EMPTY","沒有工具"
"#ITEM_TOOLS_EMPTY_DESC","在大地圖上尋找或透過工具間生產更多工具"
"#ITEM_WEAPON_1_SHORT_DESC","傷害：中"
"#ITEM_WEAPON_2_SHORT_DESC","傷害：高"
"#ITEM_TOOLS_EMPTY_SHORT_DESC","效率低落"
"#ITEM_TOOLS_EFFECT_SHORT_DESC","效率：{0}％"
"#ITEM_CLOTHES_EMPTY_SHORT_DESC","無防護"
"#ITEM_CLOTHES_EFFECT_SHORT_DESC","防護：{0}％"
"#ITEM_WEAPON_EMPTY_SHORT_DESC","傷害：低"
"#NO_SEED_SELECTED_DESC","尚未選擇種子。"
"#NO_ITEM_SELECTED_DESC","尚未選擇物品。"
"#NO_RECEIPT_SELECTED_DESC","尚未選擇配方。"
"#TOPIC_SELECT_ITEM","選擇物品"
"#TOPIC_SELECT_RECEIPT","選擇配方"
"#TOPIC_SELECT_ITEM_TITLE","選擇物品"
"#TOPIC_SELECT_RECEIPT_TITLE","選擇配方"
"#TOPIC_SELECT_SEED_TITLE","選擇種子"
"#TOOLTIP_SELECT_CROPS","選擇作物"
"#TOOLTIP_SELECT_CROPS_CONTENT","選擇一種作物，在這塊農田上種植。"
"#TOOLTIP_ASSIGN_WORKER","分派工人"
"#TOOLTIP_ASSIGN_WORKER_CONTENT","分派一位居民到此處工作。"
"#BUTTON_SELECT_SPECIALIST","選擇專家"
"#TOPIC_SELECT_SPECIALIST","選擇專家"
"#NOTIFICATION_PERSON_HOMELESS_DESC","建造更多庇護所"
"#NOTIFICATION_PERSON_HOMELESS_MANY_DESC","建造更多庇護所"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_TREE","沒有樹木"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_TREE_DESC","移動工作區至樹木以繼續生產"
"#TOOLTIP_CARRIERS","搬運工"
"#NOTIFICATION_NO_CARRIERS","沒有閒置的搬運工"
"#NOTIFICATION_NO_CARRIERS_DESC","你需要他們搬運資源、建造和維修設施"
"#NOTIFICATION_BURIAL_PIT_FULL","埋葬坑已滿"
"#NOTIFICATION_BURIAL_PIT_FULL_DESC","建造更多埋葬坑"
"#NOTIFICATION_CEMETERY_FULL","墳墓已滿"
"#NOTIFICATION_CEMETERY_FULL_DESC","建造更多埋葬地點"
"#NOTIFICATION_NEED_BUILDING_MEDICAL","居民需要醫療支援"
"#NOTIFICATION_NEED_BUILDING_MEDICAL_DESC","建造醫療設施以治癒他們"
"#TOOLTIP_HELP","幫助"
"#TOOLTIP_HELP_CONTENT","遊戲的資訊庫，包含教學和其他有用資訊。"
"#TOOLTIP_MENU","選單"
"#TOOLTIP_MENU_CONTENT","保存、載入、選項、照片模式、退出遊戲和其他重要選單。"
"#DISASTER_TITLE_FALLOUT","核輻射塵"
"#DISASTER_INFO_FALLOUT","地平線開始由藍色變為充滿毒素的綠色，空氣彷彿灼燒著人們的肺。這些跡象都是危機即將出現的前兆。\n\n在核輻射塵肆虐期間，強烈的輻射對於即將枯萎的作物、瀕死的居民和搖搖欲墜的建築都是一種持續的威脅。在放射塵消散前，你將無法播種新作物。嚴重的輻射病、口渴和疲憊將威脅每一個人。\n\n－趕在作物凋零前盡快收割在開放<mark>農田</mark>上的作物。\n－儲備<quad name=Iodine><mark>碘丸</mark>以快速治療輻射病。\n－建造更多醫療建築或指派更多人前往現有醫療帳篷以幫助患者。"
"#DISASTER_TITLE_MAGNETIC_STORM","電磁風暴"
"#DISASTER_INFO_MAGNETIC_STORM","空氣中彌漫著淡淡的臭氧味。電子設備開始自行斷電，發電廠一個接一個地停止運轉。殖民地周圍短路的部件開始引發電氣火災。\n\n－<quad name=Energy><mark>能源</mark>生產暫停。\n－生產或消耗能源的建築可能遭到破壞。\n－<mark>輻射病</mark>的發生次數些微增加\n－建造<mark>電池架</mark>並將電池充滿電，以確保殖民地平穩運轉，度過風暴。\n－解鎖並建造<mark>避雷針</mark>來保護你的能源生產／消耗建築。"
"#DISASTER_TITLE_PANDEMIC","流行病"
"#DISASTER_INFO_PANDEMIC","流行病的前兆已經出現。起初大家只是咳嗽，但是後來開始發燒。居民紛紛病倒，殖民地陷入停頓。應對流行病的關鍵在於你的反應速度。設置多個有救護人員駐點的醫療建築，就能幾乎完全抑制流行病的傳播。但如果不加以控制，流行病就會像野火一樣蔓延。\n\n－流行病將一波一波地侵襲殖民地並<mark>感染</mark>居民。\n－未接受治療的居民將會死亡。\n－疾病會造成身體脫水，增加殖民地消耗的<quad name=Water><mark>水</mark>。\n－建造足夠的醫療設施治療感染患者。\n－收集<quad name=Antibiotics><mark>抗生素</mark>來加快治療速度。"
"#DISASTER_TITLE_METEOR_STORM","隕石雨"
"#DISASTER_INFO_METEOR_STORM","在浩劫發生前，人們說看到流星時許下願望就能成真。這很難令現在的人們信服，因為現在只要看到流星，人們只會祈禱能活過這天，但往往也不能如願。天空變為紅色，燃燒的岩石墜入大氣層。致命的隕石將如雨點一般猛烈的襲擊殖民地，並造成大面積損傷。\n\n－隕石會對<mark>建築和人</mark>造成損傷。\n－儲備充足的建築材料已利居民及時<mark>維修</mark>。\n－預備多名<mark>搬運工</mark>進行搶修。\n－建造更好的<mark>庇護所</mark>來保護居民們的安全。"
"#DISASTER_TITLE_HEAT_WAVE","熱浪"
"#DISASTER_INFO_HEAT_WAVE","隨著水分蒸發，強烈又殘酷的炎熱會侵襲該區域。居民在工作時努力補充水分和保持涼爽。湖泊乾涸，植物在裂開的土壤中枯萎。\n\n－居民飲用的<quad name=Water><mark>水</mark>是平時的兩倍。\n－<mark>農田</mark>裡的作物產量會受到影響。\n－建造並填滿<mark>儲備水</mark>，同時儲存<quad name=Food><mark>食物</mark>以生存。\n－居民將汗流浹背，<mark>衛生</mark>更難以維護。"
"#DISASTER_TITLE_WINTER","暴風雪"
"#DISASTER_INFO_WINTER","第一片雪花和清晨的霜凍預兆著暴風雪的來臨。氣溫急轉直下，由最初的微寒變成了冰天雪地。居民們想盡一切辦法保持著自己的體溫。\n\n資訊和建議：\n－火爐可在其有效範圍內保持<mark>庇護所</mark>和工作場所的溫暖。\n－暴露在冰天雪地裡的居民將會進入<mark>寒冷</mark>狀態。\n持續性的寒冷會演變為<mark>失溫</mark>，並導致生命值降低。\n－衣物可以減緩寒冷的侵蝕速度，升級後的衣物防護效果更佳。\n－作物和湖泊最終都會結冰，並停止食物的生產。\n－<mark>牧場</mark>裡的動物在附近沒有加熱器供暖的情況下將會死去。"
"#NOTIFICATION_DISASTER_SPACE_JUNK","墜落的太空垃圾"
"#NOTIFICATION_DISASTER_SPACE_JUNK_DESC","準備好迎接衝擊！"
"#NOTIFICATION_DISASTER_HEAT_WAVE_INCOMING","熱浪即將來襲"
"#NOTIFICATION_DISASTER_HEAT_WAVE_ARRIVED","熱浪來襲"
"#NOTIFICATION_DISASTER_HEAT_WAVE_ARRIVED_DESC","用水量加倍，作物可能枯萎"
"#NOTIFICATION_DISASTER_ARRIVED_MANY","多重災難襲擊殖民地！"
"#NOTIFICATION_DISASTER_INCOMING_MANY","多個災難正在逼近！"
"#NOTIFICATION_DISASTER_INCOMING_DESC","距離災難來襲還有{0}天"
"#NOTIFICATION_DISASTER_FALLOUT_INCOMING","核輻射塵即將來襲"
"#NOTIFICATION_DISASTER_FALLOUT_ARRIVED","核輻射塵來襲"
"#NOTIFICATION_DISASTER_METEOR_STORM_INCOMING","流星雨即將來襲"
"#NOTIFICATION_DISASTER_METEOR_STORM_ARRIVED","流星雨來襲"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_ARRIVED","電磁風暴肆虐"
"#NOTIFICATION_DISASTER_PANDEMIC_ARRIVED","流行病正在擴大傳染中"
"#NOTIFICATION_DISASTER_WINTER_ARRIVED","暴風雪來襲"
"#NOTIFICATION_DISASTER_WINTER_ARRIVED_DESC","目前氣溫極低，必須提升殖民地溫度"
"#NOTIFICATION_DISASTER_WINTER_INCOMING","暴風雪即將來襲"
"#NOTIFICATION_DISASTER_AUTUMN_ARRIVED","已進入秋天"
"#NOTIFICATION_DISASTER_AUTUMN_INCOMING","天氣逐漸轉冷"
"#SPECIALIST_TEAM_CREATE_TEAM","創建小隊"
"#SPECIALIST_TEAM_TEAM CREATION","創建小隊"
"#TOPIC_SPECIALIST_TEAM_TEAM CREATION","創建小隊"
"#SPECIALIST_TEAM_SELECT_VEHICLE","選擇車輛"
"#TOPIC_SPECIALIST_TEAM_SELECT_VEHICLE","選擇車輛"
"#SPECIALIST_TEAM_SELECT_SPECIALISTS","選擇專家"
"#TOPIC_SPECIALIST_TEAM_SELECT_SPECIALISTS","選擇專家"
"#SPECIALIST_TEAM_CAR_FULL","車輛已滿"
"#NOTIFICATION_SPECIALIST_DIED","你的專家已死亡！"
"#NOTIFICATION_SURVIVOR_GROUP_ARRIVED_DESC","你需要做出決策"
"#NOTIFICATION_SURVIVOR_GROUP_EXPIRED_DESC","他們不能再等了"
"#TOOLTIP_DAY","當前天數"
"#TOOLTIP_DAY_CONTENT","殖民地存活的天數。"
"#TOOLTIP_POPULATION","總人口"
"#TOOLTIP_POPULATION_CONTENT","殖民地成人與兒童的總人口"
"#TOOLTIP_WORKERS","工人"
"#TOOLTIP_WORKERS_CONTENT","工人是被指派前往殖民地內一棟建築工作的居民。與搬運工不同的是，工人將會持續待在被指派的建築中工作。"
"#TOOLTIP_CHILDREN","兒童"
"#TOOLTIP_CHILDREN_CONTENT","兒童可以在學校接受教育並於１６歲時開始在殖民地工作"
"#TOOLTIP_PLAY","開始"
"#TOOLTIP_PAUSE_SPEED","暫停遊戲"
"#TOOLTIP_PAUSE_SPEED_CONTENT","暫停遊戲。"
"#TOOLTIP_NORMAL_SPEED","正常"
"#TOOLTIP_HIGH_SPEED","快速"
"#TOOLTIP_TOP_SPEED","高速"
"#TOOLTIP_SPEED_CONTENT","調整遊戲速度。"
"#TOOLTIP_BUILD_MENU","建造選單"
"#TOOLTIP_BUILD_MENU_CONTENT","查看、選擇並建造所有建築選項。"
"#INFO_ROTATE_BUILDING","旋轉建築"
"#DRINKING_STORAGE","飲用水儲備"
"#BUILDING_CONSUMPTION","建築消耗"
"#DISTRIBUTION_STORAGE","建築用儲備"
"#TOOLTIP_COLONY_HAPPINESS_DESC","任何事都會影響殖民地整體幸福感"
"#TOOLTIP_ASSIGN_COLONIST","指派居民"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","指派居民進入建築工作。"
"#TOOLTIP_RESOURCES","資源"
"#TOOLTIP_POLLUTION_MAP","污染分佈"
"#TOOLTIP_ANSWER_TO_FEEDBACK_QUESTIONS","開啟回饋查詢"
"#NOTIFICATION_BUILDING_IN_CRITICAL_CONDITION_DESC","快速標記維修"
"#NOTIFICATION_WATER_SHORTAGE_INFO","增加水資源產量"
"#NOTIFICATION_NO_STORAGE_FOR_RESOURCE","建造一個{0}"
"#NOTIFICATION_BUILDING_POLLUTED","{0}已被污染"
"#NOTIFICATION_BUILDING_POLLUTED_DESC","命令你的居民去清除受污染的建築"
"#NOTIFICATION_BUILDING_POLLUTED_MANY","{0}棟建築已被污染"
"#NOTIFICATION_BUILDING_POLLUTED_MANY_DESC","清除污染以讓建築正常運作"
"#STATUS_BROKEN_VEHICLE","需要修理車輛以提高其行駛速度"
"#BUILDING_STATUS_POLLUTED","建築受到污染，必須派人來清除"
"#TOOLTIP_PEOPLE","人員"
"#TOOLTIP_PEOPLE_CONTENT","顯示殖民地居民的分工方式。"
"#TOOLTIP_SPECIALISTS","專家"
"#TOOLTIP_SPECIALISTS_CONTENT","顯示殖民地所有專家的詳細資訊。"
"#TOOLTIP_RESEARCH","科技樹"
"#TOOLTIP_RESEARCH_CONTENT","利用科學點數解鎖科技樹中的新技術。"
"#TOOLTIP_WORLD_MAP","世界地圖"
"#TOOLTIP_WORLD_MAP_CONTENT","打開世界地圖。"
"#TOOLTIP_ROADS","道路"
"#TOOLTIP_ROADS_CONTENT","建造不同的道路類型。"
"#TOOLTIP_HOUSING","庇護所"
"#TOOLTIP_HOUSING_CONTENT","建造不同類型的庇護所。"
"#TOOLTIP_STORAGE","儲存量"
"#TOOLTIP_STORAGE_CONTENT","建造不同的倉儲建築。"
"#TOOLTIP_FOOD","食物"
"#TOOLTIP_FOOD_CONTENT","建造不同的食物生產建築。"
"#TOOLTIP_WATER","水資源"
"#TOOLTIP_WATER_CONTENT","水資源生產和儲備設施。"
"#TOOLTIP_RESOURCES_CONTENT","資源生產及精煉。"
"#TOOLTIP_PRODUCTS","產品"
"#TOOLTIP_PRODUCTS_CONTENT","用於生產最終產品和物品的建築。"
"#TOOLTIP_HEALTH_SAFETY","耐久度"
"#TOOLTIP_HEALTH_SAFETY_CONTENT","用於照顧居民健康與安全的建築。"
"#TOOLTIP_EXPLORATION","探索"
"#TOOLTIP_EXPLORATION_CONTENT","與專家和世界探索相關的建築。"
"#TOOLTIP_DECORATION","裝飾"
"#TOOLTIP_DECORATION_CONTENT","能讓殖民地環境變得更優美。"
"#TOOLTIP_ENERGY","能源"
"#TOOLTIP_ENERGY_CONTENT","能源生產和儲備設施。"
"#TOOLTIP_ENTERTAINMENT","娛樂"
"#TOOLTIP_ENTERTAINMENT_ENTERTAINMENT","讓人們能夠進行消遣或回味過去的日子。"
"#TOOLTIP_CLOSE_PANEL","關閉"
"#TOOLTIP_CLOSE_PANEL_CONTENT","關閉此選單。"
"#TOOLTIP_PROFESSIONS","職業"
"#TOOLTIP_PROFESSIONS_CONTENT","顯示殖民地居民的分工方式。"
"#TOOLTIP_TEAMS","專家"
"#TOOLTIP_TEAMS_CONTENT","顯示所有專家。"
"#TOOLTIP_COLONY_INFO","殖民地統計"
"#TOOLTIP_COLONY_INFO_CONTENT","有關殖民地、居民以及世界地圖的所有基本資訊和統計資料。"
"#TOPIC_TRADE_IMPORT","進口"
"#TOPIC_TRADE_QUANTITY","數量"
"#TOPIC_TRADE_DEALS_EXPIRE","交易到期日："
"#TOPIC_TRADE_ACTIVE_ROUTES","可用的貿易路線"
"#TOPIC_TRADE_POPUP_CONFIRM_TITLE","確認交易"
"#TOPIC_TRADE_POPUP_CONFIRM_MESSAGE","確定要開始交易嗎"
"#TOPIC_TRADE_POPUP_CANCEL_TITLE","取消交易"
"#TOPIC_TRADE_POPUP_CANCEL_MESSAGE","確定要取消交易嗎"
"#TOPIC_TRADE_INSTRUCTIONS","在世界地圖上發現<mark>社群</mark>以開始進行交易。殖民地內還需要有一座<mark>貿易中心</mark>來管理這些交易。"
"#BUTTON_TRADE","貿易"
"#TIME_FORMAT_DAYS","{0}天"
"#TIME_FORMAT_HOURS","{0}小時"
"#INFO_TRADE_MENU_GENERAL_ERROR_TRADE_CENTER","確保您有足夠的貿易中心，且其中有足夠的工人，才能接受交易。"
"#NOTIFICATION_TRADE_COMPLETE","商隊已到達"
"#NOTIFICATION_TRADE_COMPLETE_DESC","新資源已卸貨在大門旁"
"#NOTIFICATION_TRADE_COMPLETE_MANY","商隊已到達"
"#NOTIFICATION_TRADE_COMPLETE_MANY_DESC","新資源已卸貨在大門旁"
"#TOPIC_TRADE_COMPLETED","交易完成"
"#TOPIC_TRADE_CONFIRMED","交易確認"
"#NOTIFICATION_TRADE_OFFERS_AVAILABLE","新的交易已開啟"
"#NOTIFICATION_TRADE_OFFERS_AVAILABLE_DESC","打開交易功能表來開始進行商談"
"#NOTIFICATION_TRADE_OFFERS_AVAILABLE_MANY","已可進行新的交易！"
"#NOTIFICATION_TRADE_OFFERS_AVAILABLE_MANY_DESC","打開交易功能表來開始進行商談"
"#INFO_TRADE_MENU_ALREADY_TRADING","您已經在與該社群交易。"
"#TOPIC_TRADE_COST","費用"
"#TOPIC_TRADE_PRICE","價格"
"#TOPIC_CURRENCY","貨幣"
"#TOPIC_TRADE_OFFERS","社群供應"
"#TOPIC_TRADE_REQUESTS","社群需求"
"#STATUS_FAILED","失敗"
"#STATUS_COMPLETED","完成"
"#TOPIC_TRADE_BUY","需求"
"#TOPIC_TRADE_SELL","供應"
"#STATUS_PAUSED","已暫停"
"#TOPIC_FAVOR","幫助"
"#TOPIC_IMPORT_REQUEST","需求"
"#TOPIC_EXPORT_OFFER","供應"
"#TOPIC_IMPORT","進口"
"#TOPIC_EXPORT","出口"
"#TOPIC_FAVOR_PENALTY","懲罰："
"#TOPIC_FAVOR_BONUS","加成："
"#TOPIC_CANCEL_TRADE","取消交易"
"#TOPIC_AGREE","同意"
"#TOPIC_TRADE_MENU_REQUESTS","需求："
"#TOPIC_TRADE_MENU_OFFERS","供應："
"#STATUS_TRADE_RECEIVED_BONUS","獎勵{0}聲譽"
"#STATUS_TRADE_RECEIVED_PENALTY","懲罰{0}聲譽"
"#TOPIC_REPUTATION_LOW","低"
"#TOPIC_REPUTATION_VERY_LOW","非常低"
"#TOPIC_REPUTATION_AVERAGE","中等"
"#TOPIC_REPUTATION_HIGH","高"
"#TOPIC_REPUTATION_GOOD","很棒"
"#TOPIC_REPUTATION_VERY HIGH","非常高"
"#BUTTON_DIPLOMACY","外交"
"#TOPIC_VALUE","物品價值"
"#TOPIC_EXCHANGE_BALANCE","淨產量"
"#TOPIC_TRADE_DEAL_SUPRLUS","過剩"
"#TOPIC_TRADE_DEAL_NEEDED","缺乏"
"#TOPIC_CONFIRM_TRADE","確認交易"
"#TOPIC_SELL","賣出資源"
"#TOPIC_BUY","購買資源"
"#TOPIC_SPECIAL_DEAL","特別交易"
"#TOPIC_TRADE_ONGOING","貿易（進行中）"
"#TOPIC_NOT_ENOUGH_COINS","{0}不足"
"#TOOLTIP_TRADE_CATEGORY_ALL","所有"
"#TOOLTIP_TRADE_CATEGORY_ALL_CONTENT","所有可交易的資源和物品"
"#TOOLTIP_TRADE_CATEGORY_FOOD","食物"
"#TOOLTIP_TRADE_CATEGORY_FOOD_CONTENT","可食用的生食和料理"
"#TOOLTIP_TRADE_CATEGORY_SEEDS","種子和蟲卵"
"#TOOLTIP_TRADE_CATEGORY_SEEDS_CONTENT","作物種子和蟲卵"
"#TOOLTIP_TRADE_CATEGORY_LOW_END","基本資源"
"#TOOLTIP_TRADE_CATEGORY_LOW_END_CONTENT","低端材料和資源"
"#TOOLTIP_TRADE_CATEGORY_HIGH_END","進階資源"
"#TOOLTIP_TRADE_CATEGORY_HIGH_END_CONTENT","加工過的稀有資源，具有很高的價值"
"#TOOLTIP_TRADE_CATEGORY_COLONISTS","消耗品"
"#TOOLTIP_TRADE_CATEGORY_COLONISTS_CONTENT","供居民使用的資源"
"#TOOLTIP_TRADE_CATEGORY_SPECIALISTS","探索"
"#TOOLTIP_TRADE_CATEGORY_SPECIALISTS_CONTENT","專家用資源和裝備"
"#TOOLTIP_TRADE_CATEGORY_OTHER","其他"
"#TOOLTIP_TRADE_CATEGORY_OTHER_CONTENT","其他資源和材料"
"#TOPIC_ALREADY_TRADING","已在交易中"
"#NOTIFICATION_RESEARCH_COMPLETE","{0}完成"
"#NOTIFICATION_RESEARCH_COMPLETE_DESC","{0}研究完成"
"#TOPIC_RESEARCH_TIME","研究時間"
"#TOPIC_TIME","時間"
"#NOTIFICATION_ONGOING_RESEARCH","研究{0}"
"#TITLE_COMBAT_RESULT_VICTORY","勝利！"
"#TITLE_COMBAT_RESULT_VICTORY_DESC","殖民地戰勝了敵人！"
"#TITLE_COMBAT_RESULT_DEFEAT","戰敗！"
"#TITLE_COMBAT_RESULT_DEFEAT_DESC","是時候埋葬死者、治療傷者並重建失去的一切了。"
"#TITLE_COMBAT_RESULT_OVER","戰鬥結束"
"#TITLE_COMBAT_RESULT_OVER_DESC","戰鬥平息，雙方人員紛紛撤退，以便清點死者並治療傷患。"
"#COMBAT_EVENT_REFUSE_DEFAULT","沒門！"
"#COMBAT_EVENT_ACCEPT_DEFAULT","好吧"
"#COMBAT_EVENT_WAIT_DEFAULT","等等"
"#TOPIC_GATE_UNDER_ATTACK","大門遭到攻擊！"
"#TOPIC_COLONY_UNDER_ATTACK","殖民地遭到攻擊！"
"#TOOLTIP_ANIMAL_WILDBOAR","野豬"
"#TOOLTIP_ANIMAL_WILDBOAR_CONTENT","野生動物，偶爾會襲擊居民。"
"#TOOLTIP_ANIMAL_DEER","雄偉的公鹿"
"#TOOLTIP_ANIMAL_DEER_CONTENT","野生動物。"
"#TOOLTIP_ANIMAL_MOUSE","兇猛的野鼠"
"#TOOLTIP_ANIMAL_MOUSE_CONTENT","一種野生動物。"
"#TOOLTIP_ANIMAL_BEAR","巨大的熊"
"#TOOLTIP_ANIMAL_BEAR_CONTENT","危險的野生動物。"
"#TOOLTIP_ANIMAL_BIG_RATBEETLE","大型鼠甲蟲"
"#TOOLTIP_ANIMAL_BIG_RATBEETLE_CONTENT","巨大而貪吃的昆蟲"
"#TOOLTIP_ANIMAL_RATBEETLE","鼠甲蟲"
"#TOOLTIP_ANIMAL_RATBEETLE_CONTENT","又大又貪吃的昆蟲"
"#TOOLTIP_ANIMAL_SANDWORM","沙蟲"
"#TOOLTIP_ANIMAL_SANDWORM_CONTENT","巨型突變蜈蚣，會從地底竄出攻擊獵物。"
"#TITLE_COMBAT_BREACHED","大門已被攻破！"
"#TITLE_COMBAT_BREACHED_DESC","你的防禦工事已被攻破，竭盡所能保護殖民地及其居民！"
"#NOTIFICATION_DEATH_COMBAT","{0}在戰鬥中被擊殺"
"#TOPIC_COLONY_COMBAT","殖民地戰鬥"
"#TOPIC_COMBAT_COUNT","戰鬥"
"#TOPIC_COMBATS_WON","戰鬥獲勝"
"#TOPIC_KILLED_ENEMIES","擊殺敵人"
"#TOPIC_LOST_COLONISTS","死亡居民"
"#TOPIC_LOST_SPECIALISTS","陣亡專家"
"#TOPIC_LOST_BUILDINGS","破壞建築"
"#NOTIFICATION_COLONY_COMBAT","敵人入侵殖民地！"
"#NOTIFICATION_COLONY_COMBAT_DESC","保護你的居民！"
"#NOTIFICATION_PERSON_HOSTILE","居民{0}轉化為敵對狀態！"
"#NOTIFICATION_PERSON_HOSTILE_MANY","{0}名居民轉變成敵對狀態！"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","居民正在承受傷害！"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","多名居民處於危險之中"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK","專家正遭受攻擊！"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","專家正在戰鬥中"
"#NOTIFICATION_PERSON_MALNOURISHED_DESC","利用肉類和蔬菜製作更有營養的食物"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","你的居民急需更有營養的食物！"
"#TOOLTIP_GIVE_FEEDBACK","錯誤回報"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","提供回饋或報告錯誤。"
"#NOTIFICATION_BUILDING_UNDER_ATTACK","建築遭到攻擊！"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0}遭到攻擊"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK_DESC","運用守衛或專家擊敗攻擊者"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","運用守衛或專家擊敗攻擊者"
"#ANIMAL_GIANT_RAT","巨鼠"
"#ANIMAL_WHITETAIL_DEER","白尾鹿"
"#ANIMAL_WILD_BOAR","野豬"
"#DEPOSIT_CARCASS_RAT","老鼠屍體"
"#DESC_DEPOSIT_CARCASS_RAT","巨型老鼠的新鮮屍體，還有些肉可以回收利用。"
"#DEPOSIT_CARCASS_RATBEETLE","小型鼠甲蟲屍體"
"#DESC_DEPOSIT_CARCASS_RATBEETLE","鼠甲蟲的新鮮屍體，還有些肉可以回收利用。"
"#DEPOSIT_CARCASS_DEER","鹿的屍體"
"#DESC_DEPOSIT_CARCASS_DEER","鹿的新鮮屍體，還有許多優質的肉可以回收利用。"
"#DEPOSIT_CARCASS_BOAR","野豬屍體"
"#DESC_DEPOSIT_CARCASS_BOAR","野豬的新鮮屍體，還有許多優質肉可以回收利用。"
"#DEPOSIT_CARCASS_RATBEETLE_MED","大型鼠甲蟲屍體"
"#DESC_DEPOSIT_CARCASS_RATBEETLE_MED","大型鼠甲蟲的新鮮屍體，還有許多肉可以回收利用。"
"#DEPOSIT_CARCASS_KODIAK","熊的屍體"
"#DESC_DEPOSIT_CARCASS_KODIAK","一隻大熊的新鮮屍體，還有許多肉可以回收利用。"
"#DEPOSIT_CARCASS_SANDWORM","沙蟲屍體"
"#DESC_DEPOSIT_CARCASS_SANDWORM","巨型沙蟲的新鮮屍體，還有大量肉可以回收利用。"
"#TOPIC_WORK_AREA_HOSTILE_ANIMAL","{0}隻敵對動物"
"#TOPIC_WORK_AREA_HOSTILE_BANDIT","{0}個敵對土匪"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK_MANY","建築遭到攻擊！"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_MANY_DESC","部份建築正在遭受攻擊"
"#TOOLTIP_BANDIT_DEAD_RAT","死鼠幫土匪"
"#TOOLTIP_BANDIT_DEAD_RAT_CONTENT","一群裝備粗劣的亡命土匪。"
"#TOOLTIP_BANDIT_DOOMSDAY_MILITIA","末日武裝土匪"
"#TOOLTIP_BANDIT_DOOMSDAY_MILITIA_CONTENT","其裝備精良、組織有序。具有極高的危險性。"
"#TOOLTIP_BANDIT_FRONTIER_NOMAD","邊境遊民土匪"
"#TOOLTIP_BANDIT_FRONTIER_NOMAD_CONTENT","一群四處遊蕩的悍匪，裝備精良。"
"#TOOLTIP_BANDIT_RIPPER","開膛手土匪"
"#TOOLTIP_BANDIT_RIPPER_CONTENT","擅長拆除建築。"
"#TOOLTIP_BANDIT_TRIBUNAL","裁決土匪"
"#TOOLTIP_BANDIT_TRIBUNAL_CONTENT","裝備精良的狂熱分子，具有極高的危險性。"
"#TOOLTIP_BANDIT_WOLF_GANG","狼群幫土匪"
"#TOOLTIP_BANDIT_WOLF_GANG_CONTENT","卑鄙的伏擊者，配有遠程武器。"
"#TOOLTIP_HOSTILE","敵對居民"
"#TOOLTIP_HOSTILE_CONTENT","正在攻擊其他居民和建築！"
"#DEATH_COMBAT","戰鬥"
"#DEATH_BY_BANDIT","被土匪殺害"
"#DEATH_BY_WILD_BEAST","被野獸殘殺"
"#DEATH_DEFINED_ENEMY","被{0}殺害"
"#TOOLTIP_RENAME_SPECIALIST","重新命名專家"
"#TOOLTIP_RENAME_SPECIALIST_CONTENT","可在此為專家重新命名。"
"#AGE_GROUP_ELDER","老人"
"#AGE_GROUP_ADULT","成人"
"#AGE_GROUP_CHILD","兒童"
"#NOTIFICATION_PERSON_GREW_ELDER","{0}現在年事已高"
"#NOTIFICATION_PERSON_GREW_ELDER_MANY","{0}位居民現在年事已高"
"#NOTIFICATION_PERSON_GREW_ELDER_DESC","且命不久矣"
"#TOOLTIP_RENAME_COLONIST","重新命名居民"
"#TOOLTIP_RENAME_COLONIST_CONTENT","可在此為居民重新命名。"
"#TOOLTIP_SEND_TO_WM_NO_GATE","需要大門"
"#TOOLTIP_SEND_TO_WM_NO_GATE_CONTENT","建造大門來將專家送往世界地圖"
"#TOPIC_ERA_GATE_BUILT","邁進新世界"
"#CONTENT_ERA_GATE_BUILT","恭喜你，您已經成功重建了大門，並可以開始造訪<mark>世界地圖</mark>了！\n\n現在周圍廣闊的土地等待著你的<mark>專家</mark>去探索。週遭的生還者們也會注意到這一進展，你的殖民地很快就會開始吸引更多的人——在那其中既有好人，也有走投無路的人，偶爾會出現騙子，也會有希望你的殖民地被燒毀的人。\n\n指派居民來守護大門的安全或者在大門附近留幾位專家，在遭遇不可避免的<mark>襲擊</mark>時保護自己。"
"#FLARE_DESC","受所發射的信號彈吸引，小隊的剩餘人馬終於抵達了已收拾妥當的營地。儘管未來一片坎坷，但大家現在就應該開始重建，將這片危機四伏的土地改造為家園！"
"#FLARE_TITLE","居民已抵達"
"#GAME_OVER_TITLE","殖民地已滅亡"
"#GAME_OVER_DESC","居民在這個充滿敵意的世界裡看不到未來。儘管你盡了最大的努力，殖民地還是滅亡了。隨著時間流逝，它將被世人所遺忘。\n\n我們必須再次振作起來，在別處重建往日的家園。"
"#EVENT_WAIT","繼續準備"
"#BUILDING_BLOCKED_REQUIRES_CAMPSITE","建造營地以解鎖"
"#BUILDING_BLOCKED_REQUIRES_COLONISTS","通過營地邀請居民以解鎖"
"#BUILDING_BLOCKED_ALREADY_BUILT","你已經擁有此建築"
"#FLARE_FORCED_DESC","您的第一批居民已抵達！當時他們面臨資源枯竭的窘境，一行人已無法繼續等待了。在危機四伏的荒野遊蕩並逃離土匪的威脅之後，人們終於找到了通往殖民地的路並開始進行安置。"
"#TOOLTIP_FIND_A_SPOT_FOR_COLONY","找個好位置設立營地"
"#TOOLTIP_PREPARE_COLONY_FOR_COLONISTS","籌備殖民地以迎接第一批居民"
"#OVERLAY_POLLUTION_HIGH","重度污染"
"#OVERLAY_POLLUTION_NORMAL","中度污染"
"#OVERLAY_POLLUTION_LOW","輕度污染"
"#OVERLAY_POLLUTION_NONE","無污染"
"#OVERLAY_FERTILITY_MAP","土壤肥沃度分佈圖"
"#OVERLAY_ENERGY_MAP","能源分佈圖"
"#OVERLAY_WATER_MAP","水資源分佈圖"
"#OVERLAY_BLOCKED","被阻擋"
"#OVERLAY_NOT_COVERED","未覆蓋"
"#OVERLAY_COVERED","覆蓋區域"
"#OVERLAY_RUINED","已損毀"
"#OVERLAY_BUILDING_MAP","建築分佈圖"
"#OVERLAY_TEMPERATURE_MAP","溫度分佈圖"
"#OVERLAY_WARM","溫暖"
"#OVERLAY_COLD","寒冷"
"#OVERLAY_FREEZING","極寒"
"#OVERLAY_COLONIST_MAP","居民分佈圖"
"#OVERLAY_CORPSE","死亡"
"#OVERLAY_BUILDING_HEALTH_MAP","建築耐久度分佈圖"
"#OVERLAY_DEPOSIT","堆積物分佈圖"
"#OVERLAY_BUILDING_ENTERTAINMENT","娛樂"
"#OVERLAY_BUILDING_SECURITY","安全"
"#OVERLAY_BUILDING_UTILITY","產品"
"#OVERLAY_BUILDING_MANAGEMENT","裝飾"
"#OVERLAY_BUILDING_HOUSING","住宅"
"#OVERLAY_BUILDING_WATER","水資源"
"#OVERLAY_BUILDING_ENERGY","能源"
"#OVERLAY_BUILDING_FOOD","食物"
"#OVERLAY_BUILDING_ROAD","道路"
"#OVERLAY_BUILDING_HEALTH","耐久度"
"#OVERLAY_BUILDING_PRODUCTION","資源"
"#OVERLAY_BUILDING_STORAGE","儲存量"
"#OVERLAY_BUILDING","建築"
"#OVERLAY_RESOURCES","資源"
"#OVERLAY_RESOURCES_FOOD","食物"
"#OVERLAY_RESOURCES_WOOD","木材"
"#OVERLAY_RESOURCES_CONCRETE","水泥"
"#OVERLAY_RESOURCES_PLASTIC","塑膠"
"#OVERLAY_RESOURCES_METAL","金屬"
"#OVERLAY_RESOURCES_RARE_METALS","稀有金屬"
"#OVERLAY_RESOURCES_POLLUTION","污染"
"#OVERLAY_WATER","水資源"
"#OVERLAY_WATER_PRODUCTION","生產建築"
"#OVERLAY_WATER_DISTRIBUTION","配給建築"
"#OVERLAY_WATER_STORAGE","淨水儲備"
"#OVERLAY_WATER_CONSUMER","消耗建築"
"#OVERLAY_WATER_PAUSED","已暫停"
"#OVERLAY_WATER_DISTURBED","癱瘓建築"
"#OVERLAY_ENERGY","能源"
"#OVERLAY_ENERGY_PRODUCTION","生產建築"
"#OVERLAY_ENERGY_DISTRIBUTION","配給建築"
"#OVERLAY_ENERGY_STORAGE","儲存量"
"#OVERLAY_ENERGY_CONSUMER","消耗建築"
"#OVERLAY_ENERGY_PAUSED","已暫停"
"#OVERLAY_ENERGY_DISTURBED","癱瘓建築"
"#OVERLAY_ENERGY_DISASTER_DEFENSE","抗災難"
"#OVERLAY_POLLUTION","污染"
"#OVERLAY_POLLUTION_MIN","0%"
"#OVERLAY_POLLUTION_MAX","100%"
"#OVERLAY_LIVING_BEINGS","生物"
"#OVERLAY_LIVING_BEINGS_SPECIALIST","專家"
"#OVERLAY_LIVING_BEINGS_COLONIST","居民"
"#OVERLAY_LIVING_BEINGS_BANDIT","土匪"
"#OVERLAY_LIVING_BEINGS_ANIMAL_NONAGGRESSIVE","溫馴的動物"
"#OVERLAY_LIVING_BEINGS_ANIMAL_AGGRESSIVE","兇猛的動物"
"#OVERLAY_BUILDING_HEALTH_TITLE","建築耐久度"
"#OVERLAY_BUILDING_HEALTH_MIN","0%"
"#OVERLAY_BUILDING_HEALTH_MAX","100%"
"#TOOLTIP_OVERLAY_EXIT","退出分佈圖"
"#OVERLAY_BUILDING_FOREST","森林"
"#OVERLAY_LIVING_ENTITIES","生物"
"#OVERLAY_HEALTH","耐久度"
"#OVERLAY_ENERGY_CONSUMER_TOOLTIP","耗能建築是消耗能源的建築。它們必須透過變壓器與工作中的產能建築或儲能建築相連。"
"#OVERLAY_ENERGY_DISTRIBUTOR_TOOLTIP","變壓器能夠將耗能建築相連至產能建築和儲能建築。所有的耗能建築都需要連接能源才能正常運作。\n\n可透過連結變壓器的有效區域來將能源轉移到更遠的地方。變壓器的有效區域必須重疊才能連結。"
"#OVERLAY_ENERGY_STORAGE_TOOLTIP","儲能建築能夠儲存殖民地內未消耗的能源，以備不時之需。它們可以保證殖民地在電磁風暴一類的災難來襲時安然無恙。"
"#OVERLAY_ENERGY_DISASTER_TOOLTIP","防禦性建築是抵禦毀滅性災難的強力盾牌。放置在能源建築附近即可保護這些建築，避免受到大部分電磁風暴造成的傷害。"
"#OVERLAY_ENERGY_PRODUCER_TOOLTIP","生產建築能夠生產能源，並可透過變壓器將能源傳輸至耗能建築和儲能建築。"
"#OVERLAY_WATER_CONSUMER_TOOLTIP","耗水建築是消耗水的建築，必須在附近有水塔時才能正常運作。"
"#OVERLAY_WATER_DISTRIBUTOR_TOOLTIP","水塔可在其有效範圍內向耗水建築供水。"
"#OVERLAY_WATER_STORAGE_TOOLTIP","乾淨的淨水儲備可為居民儲存飲用水源。淨水儲備可以儲存殖民地內多餘的水資源，這些水資源將不會用於建築。"
"#OVERLAY_WATER_PRODUCER_TOOLTIP","產水建築可以生產水源，供居民、淨水儲備和耗水建築使用。生產的水源會先給居民使用，剩下的則會自動轉移到殖民地各處的淨水儲備。"
"#OVERLAY_DISRUPTED_TOOLTIP","癱瘓的建築不是受損嚴重或受災難影響，就是缺少運作所需的資源而無法正常運轉。它們不會生產或消耗資源。選擇癱瘓的建築可在其狀態列中查看更多資訊。"
"#OVERLAY_PAUSED_TOOLTIP","在重新開始生產以前，暫停的建築不會消耗任何資源。"
"#OVERLAY_HEAT_NORMAL_TOOLTIP","區域加熱升溫，建築運作正常。"
"#OVERLAY_HEAT_CHILLY_TOOLTIP","區域寒冷，建築物的效率可能會受到影響。"
"#OVERLAY_HEAT_SOURCE_TOOLTIP","熱源能夠在有效範圍內為建築提供熱能。即使是在寒冷的環境下，升溫後的建築也能正常運作。"
"#OVERLAY_HEAT_IMMUNE_TOOLTIP","建築不受溫度變化的影響，在炙熱或嚴寒的天氣下都可正常運轉。"
"#OVERLAY_LIVING_SPECIALIST_TOOLTIP","專家可在殖民地內和世界地圖上工作。他們能夠執行偵察、搜尋和建造等命令，還能在有需要時保護殖民地的安危。"
"#OVERLAY_LIVING_COLONIST_TOOLTIP","居民是殖民地內的主要勞動力。按年齡層可劃分為兒童、成人和老人。"
"#OVERLAY_LIVING_DOCILE_TOOLTIP","溫順的動物不會主動發動攻擊。"
"#OVERLAY_LIVING_HOSTILE_TOOLTIP","兇猛的動物會在專家或居民靠近其領地時發動攻擊。"
"#OVERLAY_LIVING_BANDIT_TOOLTIP","土匪會極盡所能地襲擊居民和建築。"
"#OVERLAY_POLLUTION_TOOLTIP","污染分佈圖將顯示遭受污染的區域。堆積物和建築產生的污染會引發輻射病並擴散污染。"
"#OVERLAY_HEAT_TOOLTIP","溫度分佈圖將顯示建築的溫度。在暴風雪期間必須為建築供暖，以防止其結冰和居民失溫。"
"#OVERLAY_HEALTH_TOOLTIP","耐久度分佈圖將顯示建築的健康狀況。耐久度過低的建築將會有起火或損毀的風險。"
"#OVERLAY_BUILDING_HOUSING_TOOLTIP","庇護所是居民的一項基本需求。居民可在庇護所中睡覺、生育和取暖。"
"#OVERLAY_BUILDING_STORAGE_TOOLTIP","倉儲類建築可以防止資源腐壞。不同類型的倉儲可以儲存不同類型的資源。"
"#OVERLAY_BUILDING_RESOURCES_TOOLTIP","資源類建築可以生產基礎材料和更加高級的材料。這些資源可以直接投入使用，也可以進一步加工。"
"#OVERLAY_BUILDING_PRODUCTS_TOOLTIP","生產類建築可以將基礎資源製成物品和高階產品。"
"#OVERLAY_BUILDING_WATER_TOOLTIP","水資源類建築可以滿足居民的基本需求，並維持某些建築正常運作。"
"#OVERLAY_BUILDING_ENERGY_TOOLTIP","在生產更加高級的產品時需要用到能源類建築。"
"#OVERLAY_BUILDING_HEALTH_TOOLTIP","健康與安全類建築可以改善居民的健康、衛生和生活環境。"
"#OVERLAY_BUILDING_DECORATIONS_TOOLTIP","裝飾可以為居民營造一個更加舒適的生活環境。"
"#OVERLAY_BUILDING_ROAD_TOOLTIP","道路可以加快居民在殖民地內的行走速度，使得各項工作更有效率。"
"#OVERLAY_BUILDING_FOREST_TOOLTIP","林業類建築可以在殖民地附近種植或砍伐樹木。"
"#OVERLAY_BUILDING_SECURITY_TOOLTIP","維安類建築可以攔截想要進入殖民地的不速之客，一旦失守，殖民地的大門將會大大敞開。"
"#OVERLAY_DEPOSIT_POLLUTION_TOOLTIP","一堆會污染所占區域的危險物質，並可能向其周圍擴散有毒廢料。"
"#OVERLAY_DEPOSIT_RARE_TOOLTIP","稀有材料必須由磁力分離器挖掘而得。"
"#OVERLAY_DEPOSIT_CONCERE_TOOLTIP","堅固的建築材料。"
"#OVERLAY_DEPOSIT_PLANK_TOOLTIP","用於建造的各式木材。"
"#OVERLAY_DEPOSIT_METAL_TOOLTIP","用於修造建築和生產物品的多功能材料，需要用廢料站來回收。"
"#OVERLAY_DEPOSIT_PLASTIC_TOOLTIP","具有多種用途的柔性材料，需要用回收站來回收。"
"#OVERLAY_DEPOSIT_FOOD_TOOLTIP","營養豐富的食用漿果和死掉的野生動物屍體。"
"#OVERLAY_TEMPERATURE","溫度"
"#OVERLAY_TEMPERATURE_MIN","極寒"
"#OVERLAY_TEMPERATURE_MAX","正常"
"#OVERLAY_TEMPERATURE_HEATERS","加熱器"
"#OVERLAY_TEMPERATURE_ACTIVE","活躍"
"#OVERLAY_TEMPERATURE_WAITING_FOR_RESOURCES","等待資源中"
"#OVERLAY_TEMPERATURE_PAUSED","已暫停"
"#OVERLAY_TEMPERATURE_AOE_INNER","溫暖區域"
"#OVERLAY_TEMPERATURE_AOE_OUTER","寒冷區域"
"#OVERLAY_TEMPERATURE_MID","寒冷"
"#OVERLAY_BUILDING_FOOD_TOOLTIP","能將原材料加工成料理的建築。食物為居民們的生存的關鍵。"
"#OVERLAY_BUILDING_ENTERTAINMENT_TOOLTIP","娛樂建築可透過降低居民們的焦慮感以提升幸幅度。"
"#OVERLAY_HEAT_WAITING_FOR_RESOURCES_TOOLTIP","依據熱源的不同，需要柴火或是能源來運作。搬運工會將柴火送至火爐，而變壓器會為暖氣機供給能源。"
"#OVERLAY_FERTILITY_TOOLTIP","水井與農田等建築物的效率取決於建設範圍內的土壤品質。肥沃的土壤將提供最好的加乘，而貧瘠的土壤將幾乎不會有任何效果。樹木的生長速度也會受其影響。"
"#OVERLAY_HEAT_DISABLED_TOOLTIP","建築因寒冷狀態而失效或暫停運作。"
"#OVERLAY_LIVING_BEINGS_CARRIER","搬運工"
"#OVERLAY_LIVING_BEINGS_WORKER","工人"
"#OVERLAY_LIVING_BEINGS_GUARD","守衛"
"#OVERLAY_LIVING_BEINGS_CHILD","兒童"
"#OVERLAY_LIVING_BEINGS_GUARD_TOOLTIP","守衛可在大門或是守衛亭保護殖民地並抵禦外來的威脅。守衛將會顧好其所被指派的巡邏範圍，但也可以直接下令前往其他地方。"
"#OVERLAY_FERTILITY_MIN","貧瘠"
"#OVERLAY_FERTILITY_MID","正常"
"#OVERLAY_FERTILITY_MAX","肥沃"
"#TOOLTIP_SPECIALIST_LOW_ON_HEALTH","回復中。正在療癒傷勢。"
"#TOOLTIP_SPECIALIST_IDLE","閒置中。正在幫忙打理殖民地或探索世界地圖"
"#TOOLTIP_OVERLAY_WATER","水資源"
"#TOOLTIP_OVERLAY_ENERGY","能源"
"#TOOLTIP_OVERLAY_POLLUTION","污染"
"#TOOLTIP_OVERLAY_RESOURCES","資源"
"#TOOLTIP_OVERLAY_BUILDINGS","建築"
"#TOOLTIP_OVERLAY_FERTILITY","土壤肥沃度"
"#TOOLTIP_OVERLAY_NONE","無"
"#TOOLTIP_OVERLAY_LIVING_ENTITIES","生物"
"#TOOLTIP_OVERLAY_MAIN_BUTTON","分佈圖"
"#TOOLTIP_OVERLAY_BUILDING_HEALTH","建築耐久度"
"#TOOLTIP_SPECIALIST_ALREADY_LEAVING","離開中。正在前往世界地圖。"
"#TOOLTIP_PERSON_AGE","年齡。居民不會青春永駐，到頭來也會衰老和死亡。可將居民劃分為<mark>兒童、成人和老人</mark>，在行為舉止上也會略有不同。"
"#TOOLTIP_PERSON_AGE_ADULT","成人。成人可作為工人或搬運工來幫忙建設殖民地。他們在高興或是住在有品質的庇護所時<mark>生育</mark>機率將會提高。"
"#TOOLTIP_PERSON_AGE_CHILD","兒童。兒童可以幫忙搬運箱子，但是不能被指派到建築內進行修理或建造工作。要是想讓他們接受教育的話，將會需要前往<mark>學校</mark>就學。"
"#TOOLTIP_PERSON_AGE_ELDER","老人。老年人有著<mark>死</mark>於自然因素的風險。他們可作為工人或搬運工來幫忙建設殖民地，但已無法進行生育。"
"#TOOLTIP_PERSON_SHELTER","居民生活的地方。生活環境將影響居民的<mark>幸福度和生育能力</mark>，並保護他們免受污染和惡劣天氣等自然環境因素的影響。"
"#TOOLTIP_PERSON_SHELTER_NONE","有居民無家可歸。這將會對他們的<mark>工作表現、幸福度以及抵抗疾病和天氣的能力</mark>產生負面影響。"
"#TOOLTIP_PERSON_SHELTER_POOR","居住在簡陋的庇護所裡。幸福度降低。"
"#TOOLTIP_PERSON_SHELTER_NORMAL","居住在一般的庇護所裡。幸福度小幅提高。"
"#TOOLTIP_PERSON_SHELTER_GOOD","居住在舒適的庇護所裡。幸福度大幅提高。"
"#TOOLTIP_PERSON_WORKPLACE","居民工作的地方。如果沒有為居民指定工作場所，他們將作為<mark>搬運工</mark>來建造和修理建築或者是搬運資源。"
"#TOOLTIP_PERSON_CARRIER","搬運工。未被分配到任何特定建築但可<mark>建造、修理和搬運資源</mark>。"
"#TOOLTIP_PERSON_WORKER","工人。已被分配到特定<mark>建築</mark>工作的人。他們會在調離崗位前一直在建築內工作，除非有因素影響他們的工作。"
"#TOOLTIP_PERSON_HAPPINESS_HAPPINESS","幸福度。居民的幸福度越高，他們的工作效率就越高也有較高的生育機率。幸福度低的居民的工作效率低落且有永久離開殖民地的風險。幸福度可透過照顧居民的狀態與需求來提升，或是建造<mark>娛樂建築</mark>。"
"#TOOLTIP_SPECIALIST_HEALTH","專家生命值。生命值為專家所能夠承受的傷害。健康值歸零時專家將會死亡。專家在殖民地與世界地圖上的<mark>醫療前哨站</mark>中將會逐漸恢復生命值。"
"#TOOLTIP_BUILDING_HEALTH","建築的狀態。建築可以進行修復，但如果建築著火則需要立刻處理，因為大火會持續降低建築的耐久度。耐久度歸零時建築將會<mark>損毀</mark>，建築內的資源也無法搶救。"
"#TOOLTIP_BUILDING_POLLUTION","污染程度。高度污染的建築必須進行<mark>去汙染</mark>作業，因為它會將污染物傳遞給在建築內工作的工人，並可能導致建築停止運作。"
"#TOOLTIP_BUILDING_CAPACITY","建築物的倉儲容量。如果此倉儲容量已滿，就會將多餘的資源搬運到其他倉儲；如果沒有額外的儲存空間，將會將資源放在地上任其<mark>腐壞</mark>。"
"#TOOLTIP_PERSON_STATE","居民活動。居民會自行工作並滿足其需求；受傷的居民會去尋求醫療協助，累了就會去睡覺。如果無法滿足自身的基本需求，居民的<mark>幸福度將會降低</mark>。"
"#TOOLTIP_SPECIALIST_STATE","專家當前從事的活動。根據給與<mark>命令</mark>的不同，此狀態將會有所變化。"
"#TOPIC_ALL_ITEMS","名稱"
"#TOPIC_COLONIST_AGE_GROUP","年齡"
"#TOPIC_COLONIST_STATUS","行動"
"#TOPIC_COLONIST_HEALTH","耐久度"
"#TOPIC_COLONIST_CONDITIONS","條件"
"#TOPIC_ITEM_WEAPON","武器"
"#TOPIC_ITEM_CLOTHES","衣物"
"#TOPIC_ITEM_TOOLS","工具"
"#TOPIC_COLONIST_SHELTER","庇護所"
"#TOPIC_COLONIST_WORK_PLACE","工作崗位"
"#TOPIC_COLONIST_HAPPINESS","平均幸福度"
"#TOPIC_COLONIST_POLLUTION","污染"
"#RESOURCE_CATEGORY_NONE","低端資源"
"#RESOURCE_CATEGORY_FOOD","生食"
"#RESOURCE_CATEGORY_MEAL","餐食"
"#RESOURCE_CATEGORY_LOW_END_MATERIALS","基本資源"
"#RESOURCE_CATEGORY_HIGH_END_MATERIALS","高端資源"
"#RESOURCE_CATEGORY_OTHER","其他"
"#TOPIC_RESOURCE_TYPE","資源類型"
"#TOPIC_RESOURCE_PRODUCTION","生產中"
"#TOPIC_RESOURCE_CONSUMPTION","日常消耗量"
"#TOPIC_RESOURCE_CARRIED","在倉儲外"
"#TOPIC_RESOURCE_BALANCE","收支"
"#TOPIC_RESOURCE_STORED","處於倉儲內"
"#TOPIC_RESOURCE_PRODUCTION_RATE","日常產量"
"#TOPIC_BUILDING_TYPE","建築類型"
"#TOPIC_BUILDING_CONTAMINATION","污染"
"#TOPIC_BUILDING_PRIORITY","優先順序"
"#TOPIC_BUILDING_CAPACITY","容量"
"#TOPIC_ENERGY CONSUMPTION","能源消耗"
"#TOPIC_SERVICE_SLOTS","居住空位"
"#TOPIC_BUILDING_SEED","選擇"
"#TOPIC_BUILDING_PRODUCTION","日常產量"
"#TOOLTIP_OVERLAY_TEMPERATURE","溫度"
"#TOOLTIP_OVERLAY_PERSON_HEALTH","居民健康狀況"
"#NOTIFICATION_BUILDING_FROZEN","{0}結冰"
"#NOTIFICATION_BUILDING_FROZEN_DESC","用加熱器融化結冰的建築"
"#NOTIFICATION_BUILDING_FROZEN_MANY","{0}座建築結冰"
"#NOTIFICATION_BUILDING_FROZEN_MANY_DESC","用加熱器融化結冰的建築"
"#RESOURCE_CATEGORY_COLONISTS","物品"
"#BUILDING_STATUS_FROZEN","建築已經結冰，必須為其加熱升溫"
"#BUILDING_STATUS_COLD","建築內部寒冷，從而效率降低"
"#TOPIC_DAILY","每日"
"#TOPIC_ALL_TIME","每月"
"#ITEM_WEAPON_3_SHORT_DESC","最大傷害"
"#NOTIFICATION_NO_STORAGE_FOR_RESOURCE_DESC","閒置在地上的資源若是未妥善儲存將會腐壞"
"#POPUP_BUILD_NEXT_CURRENT","目前："
"#POPUP_BUILD_NEXT_NEW","新："
"#POPUP_BUILD_NEXT_CONFIRMATION","調整優先順序？"
"#TOPIC_MILESTONES_UNLOCKED","完成"
"#TOPIC_MILESTONES","里程碑"
"#MILESTONES_DESC","達成里程碑以獲得榮譽值。遊戲難度與達成速度將會影響分數。"
"#TOPIC_BONUS_FOR_DIFFICULTY","難度加成"
"#TOPIC_BONUS_FOR_DAY","天數加成"
"#TOPIC_MILESTONE_COMPLETED","已達成里程碑"
"#TOPIC_BASE_PRESTIGE","基礎榮譽值"
"#TOPIC_PRESTIGE_EARNED","已獲得榮譽值總和"
"#TOPIC_COLONY_PRESTIGE","殖民地榮譽值"
"#NOTIFICATION_MILESTONE_COMPLETED","已達成里程碑"
"#MILESTONE_CATEGORY_COLONY_1","全新的開始"
"#MILESTONE_CATEGORY_WM_1","進入荒野"
"#MILESTONE_CATEGORY_COLONY_2","建造基地"
"#MILESTONE_CATEGORY_WM_2","拓展視野"
"#MILESTONE_CATEGORY_COLONY_3","避風港"
"#MILESTONE_CATEGORY_WM_3","廣大的世界"
"#MILESTONE_MEET_A_SOCIETY","第一次接觸"
"#MILESTONE_INVITE_COLONISTS","拓荒者"
"#MILESTONE_UNLOCK_FIRST_TECH","重拾知識"
"#MILESTONE_TRADE_A_SEED","種子生意"
"#MILESTONE_COLONYBORN","在地生長"
"#MILESTONE_POPULATION_20","小城鎮"
"#MILESTONE_WIN_COLONY_COMBAT","還擊戰術"
"#MILESTONE_HEAL_COLONISTS","治癒之手"
"#MILESTONE_DEFEAT_RATBEETLES","花園裡的大自然"
"#MILESTONE_BUILD_THE_GATE","邁向世界"
"#MILESTONE_ENERGY","發展的火光"
"#MILESTONE_UPGRADE_5","反覆的進步"
"#MILESTONE_DAY_50","我們做得到"
"#MILESTONE_CLEAN_FIRST_POLLUTION","環保取向"
"#MILESTONE_COLONY_BORN_DEAD","塵歸塵"
"#MILESTONE_EDUCATED_COLONISTS","用功讀書"
"#MILESTONE_POPULATION_100","荒野綠洲"
"#MILESTONE_TRADE_25_TIMES","投資未來"
"#MILESTONE_POPULATION_50","加入行列"
"#MILESTONE_100_DAYS","往百邁進"
"#MILESTONE_MEET_ALL_SOCIETIES","熟能熟路"
"#MILESTONE_POPULATION_150","快是個大都會"
"#MILESTONE_ALL_TECHS_UNLOCKED","科學展覽"
"#MILESTONE_SPECIALIST_SLOTS_FULL","非常特別"
"#MILESTONE_ALL_POLLUTION_CLEARED","綠能發展"
"#MILESTONE_BUILD_ALL","未來的建築師"
"#MILESTONE_INVITE_COLONISTS_DESC","「我們已奠下了新家園的基礎，但這個地方還少了靈魂。該把人們召集過來了。」"
"#MILESTONE_INVITE_COLONISTS_COMPLETED_DESC","「離開我們的碉堡來到這裡是個非常冒險的決定，但光是陽光打在身上的溫暖就讓我對未來充滿了希望。」"
"#MILESTONE_POPULATION_20_DESC","「人多好辦事。我們應該找更多人來協助我們發展新的文明。」"
"#MILESTONE_POPULATION_20_COMPLETED_DESC","「雖然離完工還差得很遠，但是個好的開始。我們準備往一座又大又繁榮的殖民地邁進！」"
"#MILESTONE_MEET_A_SOCIETY_DESC","「雖然外頭如此的荒涼，但世界這麼大。我們不會是唯一的生還者。是時候出發去尋找我們的鄰居了。」"
"#MILESTONE_MEET_A_SOCIETY_COMPLETED_DESC","「就跟我想的一樣，我們不是唯一倖存的人。希望這些人是友善的。」"
"#MILESTONE_UNLOCK_FIRST_TECH_DESC","「人類所累積的知識有很大一部分都在浩劫與我們無盡的掙扎中消逝了，但可能還有地方保存著它們。我們應該隨時留意並尋找有用的資訊。」"
"#MILESTONE_UNLOCK_FIRST_TECH_COMPLETED_DESC","「我們找到了一些有關舊時代發明的資訊。知識就是力量，我們必須想辦法找到更多。」"
"#MILESTONE_TRADE_A_SEED_DESC","「據說有一種以前很常見的作物種子，有一些目前還在市面上流通。我們能耕種的作物種類越多，就越有辦法適應各種不同的情況。」"
"#MILESTONE_TRADE_A_SEED_COMPLETED_DESC","「謝天謝地有人把這些保存了起來。把資源花在農業上準沒錯。」"
"#MILESTONE_COLONYBORN_DESC","「無論世界怎麼改變，新生命的到來都是個奇蹟。下一代將會乘載著我們對未來的美好期望。」"
"#MILESTONE_COLONYBORN_COMPLETED_DESC","「殖民地迎接了新生命的到來！希望我們能夠為他們構築一個安全的社會，讓他們能好好長大成人。」"
"#MILESTONE_DEFEAT_RATBEETLES_DESC","「有這種生物潛伏在外，會讓拓展領地變得更加困難。我有預感牠們也是這麼認為...」"
"#MILESTONE_DEFEAT_RATBEETLES_COMPLETED_DESC","「滾遠一點，野獸！無情的粉碎擋在眼前的一切，這就是人性的本質！」"
"#MILESTONE_BUILD_THE_GATE_DESC","「如果我們有打算離開這個家園的話，就必須先有能力保護自己。或許該建造一座能夠把威脅抵擋在外的大門，以防我們暴露自己的位置。」"
"#MILESTONE_BUILD_THE_GATE_COMPLETED_DESC","「有了大門所提供的防護，我們終於能夠安心的探索週遭的世界了。一起邁向更好的未來吧！」"
"#MILESTONE_COLONY_BORN_DEAD_DESC","「步入老年是一件奢侈的事，並不是每個人都有機會體驗。如果能看到一個人充實的過完一生也不錯。」"
"#MILESTONE_COLONY_BORN_DEAD_COMPLETED_DESC","「目睹了我們的長者與他所累積的知識與記憶逝去很令人難過。願他能夠安息。」"
"#MILESTONE_UPGRADE_5_DESC","「與其從頭開始，不如試試改建現有的建築吧？這樣一定會更有效率。」"
"#MILESTONE_UPGRADE_5_COMPLETED_DESC","「沒有人是生而完美的。只有持續的進步能讓我們前進。」"
"#MILESTONE_POPULATION_100_DESC","「我們的殖民地是所有難民們的避風港，而我們也隨時都歡迎更多的幫手。我們應該讓更多人進來才對。」"
"#MILESTONE_POPULATION_100_COMPLETED_DESC","「越多人加入我們，就代表在外流浪的人越少，也意味著越少人會加入土匪們和製造問題。」"
"#MILESTONE_TRADE_25_TIMES_DESC","「建立友邦能夠讓雙方的社群一同成長茁壯，你不覺得嗎？」"
"#MILESTONE_TRADE_25_TIMES_COMPLETED_DESC","「我們現在有好多物資從各地進來，我都快記不清那個是哪個了。幸好那不是我的工作。」"
"#MILESTONE_100_DAYS_DESC","「要好好過日子不是件輕鬆的事，但只要我們團結就能克服一切。抬起頭來向前走吧！」"
"#MILESTONE_100_DAYS_COMPLETED_DESC","「我的天啊！我從沒想過我們有辦法走到這一天。未來看起來越來越樂觀了！」"
"#MILESTONE_MEET_ALL_SOCIETIES_DESC","「我們需要知道我們正在面對的是什麼樣的人。就算是最偏遠的社群都有可能提供有用的東西。」"
"#MILESTONE_MEET_ALL_SOCIETIES_COMPLETED_DESC","「這麼多個社群，而有些的狀況也比其它來的好。我相信我們一定都能夠共榮共存。希望他們也這麼認為。」"
"#MILESTONE_ALL_TECHS_UNLOCKED_DESC","「從過去學習，並為未來活下去。如果我們能學習這些書中所蘊藏的知識的話，我們一定可以打造出一個更好的世界！」"
"#MILESTONE_ALL_TECHS_UNLOCKED_COMPLETED_DESC","「科學萬歲！我們探索的比任何人都還多，至少目前是如此。」"
"#MILESTONE_SPECIALIST_SLOTS_FULL_DESC","「你能想像嗎？有一大群專業的人才加入我們，多到我們都容納不下。」"
"#MILESTONE_SPECIALIST_SLOTS_FULL_COMPLETED_DESC","「這麼多有能力的人，都要為我們效力？我一定是在作夢。」"
"#MILESTONE_POPULATION_150_DESC","「我好想再次目睹...一個充滿忙碌人群的小鎮。就像當年月球還完整的時候一樣。」"
"#MILESTONE_POPULATION_150_COMPLETED_DESC","「一座生氣蓬勃的殖民地，真是個嘆為觀止的景象。如果我闔上雙眼的話就好像能想像的出舊世界的容貌一樣，許許多多繁忙的都市與人山人海的街道。」"
"#MILESTONE_HEAL_COLONISTS_DESC","「健康的人就是有生產力的人。即便是小傷都有可能惡化並致命，所以隨時都有醫護人員與藥品是非常重要的。」"
"#MILESTONE_HEAL_COLONISTS_COMPLETED_DESC","「任何一個傷口或感冒都有可能致命，但你看看現在的我們！不是我在講，但我們的醫護人員各個都是經驗老道的專家。」"
"#MILESTONE_ALL_POLLUTION_CLEARED_DESC","「環境的汙染雖說是前人留下來的，但我們還是應該盡力去解決這個問題。一起來清除汙染吧，為了我們的下一代。」"
"#MILESTONE_ALL_POLLUTION_CLEARED_COMPLETED_DESC","「我們可能永遠無法挽回人類犯下的所有錯誤，但這麼做仍是有意義的。」"
"#MILESTONE_EDUCATED_COLONISTS_DESC","「雖說閱讀與寫作可能已成過去，但我們的孩子如果連板手都不知道怎麼拿，該怎麼生存下去？」"
"#MILESTONE_EDUCATED_COLONISTS_COMPLETED_DESC","「教育本身是有價值的，但希望我們的孩子們能利用所學到的東西來改善我們的生活環境。」"
"#MILESTONE_CLEAN_FIRST_POLLUTION_DESC","「這附近的空氣讓我覺得呼吸困難，而且每次經過這些受汙染的池子時我都覺得很不舒服。或許我們該做些什麼...」"
"#MILESTONE_CLEAN_FIRST_POLLUTION_COMPLETED_DESC","「真沒想過空氣能夠如此清新！」"
"#MILESTONE_ENERGY_DESC","「真希望有人能幫我們做這些苦力活。這不是我們一貫的做法，對吧？」"
"#MILESTONE_ENERGY_COMPLETED_DESC","「終於回到正軌了。也許我們很快就又能看到電視了...好懷念以前跟我媽媽一起看肥皂劇的日子。」"
"#POPUP_BUILD_NEXT_TOPIC","調整優先順序？"
"#POPUP_BUILD_NEXT_DESC","一次只能將一棟建築設定為優先建造。是否要更換您的選擇？"
"#TOPIC_RESOURCES_THOUSANDS","{0}k"
"#TOPIC_RESOURCES_MILLIONS","{0}M"
"#MILESTONE_ENERGY_TASK","提升能源生產量至30。"
"#MILESTONE_ENERGY_TASK_COMPLETED","已提升能源生產量至30。"
"#MILESTONE_CLEAN_FIRST_POLLUTION_TASK","清除5處污染沉積物。"
"#MILESTONE_CLEAN_FIRST_POLLUTION_TASK_COMPLETED","已清除5處污染沉積物。"
"#MILESTONE_EDUCATED_COLONISTS_TASK","教育10名兒童。"
"#MILESTONE_EDUCATED_COLONISTS_TASK_COMPLETED","已教育10位居民。"
"#MILESTONE_ALL_POLLUTION_CLEARED_TASK","清除所有的污染沉積物。"
"#MILESTONE_ALL_POLLUTION_CLEARED_TASK_COMPLETED","已清除所有的污染沉積物。"
"#MILESTONE_HEAL_COLONISTS_TASK","治癒50位居民。"
"#MILESTONE_HEAL_COLONISTS_TASK_COMPLETED","已治癒50位居民。"
"#MILESTONE_POPULATION_150_TASK","提升人口數量至100人。"
"#MILESTONE_POPULATION_150_TASK_COMPLETED","人口數量已達到100人。"
"#MILESTONE_SPECIALIST_SLOTS_FULL_TASK","同時擁有10位活著的專家角色。"
"#MILESTONE_SPECIALIST_SLOTS_FULL_TASK_COMPLETED","曾同時擁有10位活著的專家角色。"
"#MILESTONE_ALL_TECHS_UNLOCKED_TASK","解鎖100項科技選項。"
"#MILESTONE_ALL_TECHS_UNLOCKED_TASK_COMPLETED","已解鎖100項科技選項。"
"#MILESTONE_MEET_ALL_SOCIETIES_TASK","認識所有的社群。"
"#MILESTONE_MEET_ALL_SOCIETIES_TASK_COMPLETED","已認識所有的社群。"
"#MILESTONE_100_DAYS_TASK","存活至第100天。"
"#MILESTONE_100_DAYS_TASK_COMPLETED","已活過第100天。"
"#MILESTONE_TRADE_25_TIMES_TASK","與一個社群交易25次。"
"#MILESTONE_TRADE_25_TIMES_TASK_COMPLETED","已與一個社群交易25次。"
"#MILESTONE_POPULATION_100_TASK","提升人口數量至50人。"
"#MILESTONE_POPULATION_100_TASK_COMPLETED","人口數量已達到50人。"
"#MILESTONE_UPGRADE_5_TASK","在殖民地同時擁有5棟已升級的建築。"
"#MILESTONE_UPGRADE_5_TASK_COMPLETED","曾在殖民地同時擁有5棟已升級的建築。"
"#MILESTONE_COLONY_BORN_DEAD_TASK","有生於殖民地的居民自然死亡。"
"#MILESTONE_COLONY_BORN_DEAD_TASK_COMPLETED","生於殖民地的居民自然死亡。"
"#MILESTONE_BUILD_THE_GATE_TASK","建造大門。"
"#MILESTONE_BUILD_THE_GATE_TASK_COMPLETED","已建造大門。"
"#MILESTONE_DEFEAT_RATBEETLES_TASK","擊敗10隻敵對野生動物。"
"#MILESTONE_DEFEAT_RATBEETLES_TASK_COMPLETED","已擊敗10隻敵對野生動物。"
"#MILESTONE_COLONYBORN_TASK","孩童在殖民地出生。"
"#MILESTONE_COLONYBORN_TASK_COMPLETED","第一名孩童已在殖民地出生。"
"#MILESTONE_TRADE_A_SEED_TASK","與一個社群交易種子。"
"#MILESTONE_TRADE_A_SEED_TASK_COMPLETED","已與一個社群交易種子。"
"#MILESTONE_UNLOCK_FIRST_TECH_TASK","解鎖5項科技選項。"
"#MILESTONE_UNLOCK_FIRST_TECH_TASK_COMPLETED","已解鎖5項科技選項。"
"#MILESTONE_MEET_A_SOCIETY_TASK","找到一個社群。"
"#MILESTONE_MEET_A_SOCIETY_TASK_COMPLETED","已找到一個社群。"
"#MILESTONE_POPULATION_20_TASK","提升人口數量至25人。"
"#MILESTONE_POPULATION_20_TASK_COMPLETED","人口數量已達到25人。"
"#MILESTONE_INVITE_COLONISTS_TASK","邀請第一批居民至殖民地。"
"#MILESTONE_INVITE_COLONISTS_TASK_COMPLETED","第一批居民已抵達殖民地。"
"#NOTIFICATION_DEATH_COLDNESS","{0}死於凍寒"
"#NOTIFICATION_DEATH_HUNGER","{0}死於飢餓"
"#NOTIFICATION_DEATH_THIRST","{0}死於口渴"
"#NOTIFICATION_DEATH_AGE","{0}自然死亡"
"#NOTIFICATION_DEATH_RADIATION","{0}死於輻射病"
"#NOTIFICATION_DEATH_INJURY","{0}死於受傷"
"#NOTIFICATION_DEATH_EXHAUSTION","{0}已過勞死"
"#NOTIFICATION_DEATH_MALNUTRITION","{0}死於營養不良"
"#NOTIFICATION_DEATH_SUICIDE","{0}自殺身亡"
"#NOTIFICATION_DEATH_UNKNOWN","{0}遭到殺害"
"#NOTIFICATION_DEATH_INFECTION","{0}死於傳染病"
"#DEATH_UNKNOWN","神秘死因"
"#NOTIFICATION_DEATH_MUTATION","{0}死於突變"
"#DEATH_DISASTER","自然災害"
"#NOTIFICATION_DEATH_DISASTER","{0}死於自然災害"
"#NOTIFICATION_PERSON_MUTATED_MANY","{0}位居民身體嚴重突變"
"#NOTIFICATION_PERSON_DIED","居民{0}死亡"
"#NOTIFICATION_PERSON_DIED_MANY","{0}名居民死於{1}"
"#NOTIFICATION_PERSON_DISEASED","居民{0}病逝"
"#NOTIFICATION_PERSON_DISEASED_MANY","{0}名居民患病"
"#NOTIFICATION_PERSON_INJURED","居民{0}受傷"
"#NOTIFICATION_PERSON_INJURED_MANY","{0}名居民受傷"
"#NOTIFICATION_PERSON_INFECTED","居民{0}被感染"
"#NOTIFICATION_PERSON_INFECTED_MANY","{0}名居民被感染"
"#NOTIFICATION_PERSON_HYPOTHERMIC","居民{0}目前為失溫狀態"
"#NOTIFICATION_PERSON_HYPOTHERMIC_MANY","{0}名居民已進入失溫狀態"
"#NOTIFICATION_PERSON_EXHAUSTED","居民{0}精疲力竭"
"#NOTIFICATION_PERSON_EXHAUSTED_MANY","{0}名居民精疲力竭"
"#NOTIFICATION_PERSON_RADIATED","居民{0}遭到輻射汙染"
"#NOTIFICATION_PERSON_RADIATED_MANY","{0}名居民遭到輻射汙染"
"#NOTIFICATION_PERSON_DEHYDRATED","居民{0}出現脫水現象"
"#NOTIFICATION_PERSON_DEHYDRATED_MANY","{0}名居民出現脫水現象"
"#NOTIFICATION_PERSON_MALNOURISHED","居民{0}營養不良"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY","{0}名居民營養不良"
"#NOTIFICATION_PERSON_HOMELESS","居民{0}無家可歸"
"#NOTIFICATION_PERSON_HOMELESS_MANY","{0}名居民無家可歸"
"#NOTIFICATION_PERSON_BORN","{0}出生了"
"#NOTIFICATION_PERSON_BORN_MANY","{0}名兒童出生"
"#NOTIFICATION_PERSON_GREW_UP","{0}已成年"
"#NOTIFICATION_PERSON_GREW_UP_MANY","{0}名居民已成年"
"#NOTIFICATION_PERSON_GREW_DESC","並且準備好為殖民地奉獻心力"
"#NOTIFICATION_BUILDING_READY","建造已完成：{0}"
"#NOTIFICATION_BUILDING_READY_MANY","{0}個建造任務完成"
"#NOTIFICATION_BUILDING_ON_FIRE","{0}已嚴重受損！"
"#NOTIFICATION_BUILDING_IN_CRITICAL_CONDITION","{0}即將倒塌"
"#NOTIFICATION_BUILDING_DESTROYED","{0}已被摧毀"
"#NOTIFICATION_BUILDING_DESTROYED_MANY","多個建築被摧毀"
"#NOTIFICATION_BUILDING_NOT_WORKING","{0}未正常運作（{1}）"
"#NOTIFICATION_BUILDING_WITHOUT_POWER","{0}沒有電力"
"#NOTIFICATION_BUILDING_WITHOUT_WATER","{0}沒有水資源"
"#NOTIFICATION_STORAGE_SPACE_FULL","倉儲已滿"
"#NOTIFICATION_STORAGE_SPACE_FULL_DESC","{0}已滿"
"#NOTIFICATION_ALLSTORAGES_FULL_OF_RESOURCE","所有倉儲已滿{0}"
"#NOTIFICATION_STORED_GOODS_ROTTING","由於儲存不善，你的一些貨物正在腐爛。"
"#NOTIFICATION_OUT_OF_CONSTRUCTION_RESOURCES","{0}的建造材料不足"
"#NOTIFICATION_OUT_OF_CONSTRUCTION_RESOURCES_MANY","多個建造區域缺乏資源"
"#NOTIFICATION_OUT_OF_BUILDING_RESOURCES","{0}缺乏資源"
"#NOTIFICATION_OUT_OF_BUILDING_RESOURCES_MANY","多個建築缺乏資源"
"#NOTIFICATION_SURVIVOR_GROUP_EXPIRED_MANY","多個生還者團體離開了大門"
"#NOTIFICATION_DEPOSIT_DEPLETED","堆積物已耗盡"
"#NOTIFICATION_DEPOSIT_DEPLETED_MANY","{0}個堆積物已耗盡"
"#NOTIFICATION_DEPOSIT_DEPLETED_DESC","{0}已耗盡"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_TRASH","沒有塑膠堆積物"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_TRASH_DESC","將工作區移動到塑膠堆積物"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_DEBRIS","沒有金屬堆積物"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_DEBRIS_DESC","將工作區移動到金屬堆積物"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_POLLUTION_DESC","工作區內無污染"
"#NOTIFICATION_WORLD_MAP_PARTY_RETURNED","{0}小隊已返回"
"#NOTIFICATION_WATER_SHORTAGE","水資源短缺"
"#NOTIFICATION_WATER_SHORTAGE_DESC","在產量增加前將消耗儲備資源"
"#NOTIFICATION_WATER_SHORTAGE_MANY","多個居民感到口渴"
"#NOTIFICATION_ENERGY_SHORTAGE","能源短缺"
"#NOTIFICATION_ENERGY_SHORTAGE_DESC","在產量增加前將消耗儲備資源"
"#NOTIFICATION_SURVIVOR_GROUP_ARRIVED","一群生還者來到了大門前"
"#NOTIFICATION_SURVIVOR_GROUP_EXPIRED","大門前的生還者已離開"
"#NOTIFICATION_RESOURCES_LOW_FOOD","食物不足"
"#NOTIFICATION_RESOURCES_LOW_FOOD_DESC","獲取更多的食物，否則人們即將餓死！"
"#NOTIFICATION_RESOURCES_LOW_TOOLS","工具不足"
"#NOTIFICATION_RESOURCES_LOW_TOOLS_DESC","搜尋或透過工具間生產更多工具"
"#NOTIFICATION_RESOURCES_LOW_CLOTHES","衣物不足"
"#NOTIFICATION_RESOURCES_LOW_CLOTHES_DESC","搜尋或透過製衣坊生產更多衣物"
"#NOTIFICATION_PROFESSIONS_NOT_ENOUGH_WORKERS","{0}不足"
"#NOTIFICATION_PROFESSIONS_NOT_ENOUGH_DESC","從其他建築中分出一些"
"#NOTIFICATION_GAME_SAVED_MANY","已保存遊戲！"
"#NOTIFICATION_EVENT_SYSTEM_EVENT_LAUNCHED","事件已開始"
"#NOTIFICATION_EVENT_SYSTEM_EVENT_LAUNCHED_DESC","事件即將發生"
"#NOTIFICATION_WORLD_MAP_TEAM_AP_REFILLED","專家可開始行動"
"#NOTIFICATION_WORLD_MAP_TEAM_AP_REFILLED_DESC","前往世界地圖"
"#GATEKEEPER_LOG","守門人日誌"
"#NOTIFICATION_PERSON_GAINED_ITEM","居民{0}收到了{1}"
"#NOTIFICATION_PERSON_LOST_ITEM","居民{0}的{1}損壞"
"#ITEM_WEAPONS_2","霰彈槍"
"#ITEM_WEAPONS_2_DESC","守衛物品。\n\n一把可靠的霰彈槍，用於保護殖民地。高害低射速，容易損壞。"
"#RESOURCE_VACCINE","疫苗"
"#RESOURCE_VACCINE_DESC","解毒劑，用於淨化體內有害物質。能夠治癒中毒。"
"#NOTIFICATION_DISASTER_RAT_SWARM_INCOMING","最近鼠患貌似特別嚴重"
"#NOTIFICATION_DISASTER_RAT_SWARM_ARRIVED","老鼠正在啃食我們的食物！"
"#NOTIFICATION_DISASTER_RAT_SWARM_ARRIVED_DESC","種植更耐久的作物和受保護的農田避免這種現象"
"#NOTIFICATION_DISASTER_OVERCHARGE_INCOMING","部份建築線路老化"
"#NOTIFICATION_DISASTER_OVERCHARGE_ARRIVED","發生嚴重短路！"
"#NOTIFICATION_DISASTER_OVERCHARGE_ARRIVED_DESC","維修受損建築"
"#NOTIFICATION_DISASTER_FALLOUT_INCOMING_DESC","收割作物並讓醫護人員做好準備"
"#NOTIFICATION_DISASTER_METEOR_STORM_INCOMING_DESC","最好儲備充足的維修材料"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_INCOMING_DESC","儲存能源並儲備維修材料"
"#NOTIFICATION_DISASTER_PANDEMIC_INCOMING_DESC","準備迅速治療病患"
"#HELP_CATEGORIES","百科"
"#HELP_CATEGORY_GENERAL","概覽"
"#HELP_CATEGORY_PEOPLE","居民"
"#HELP_CATEGORY_FOOD","食物"
"#HELP_CATEGORY_BUILDINGS","建築"
"#HELP_CATEGORY_DISASTERS","災難"
"#HELP_CATEGORY_WM","世界地圖"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_ARRIVED_DESC","發電廠和電氣設備可能遭到損壞"
"#NOTIFICATION_DISASTER_PANDEMIC_ARRIVED_DESC","快速應對，否則將會有人死去"
"#NOTIFICATION_DISASTER_FALLOUT_ARRIVED_DESC","小心強烈的輻射和暴雨"
"#NOTIFICATION_DISASTER_METEOR_STORM_ARRIVED_DESC","建築將遭受嚴重衝擊"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_INCOMING","預測到電磁風暴"
"#NOTIFICATION_COMBAT_UNDER_ATTACK","居民遭到攻擊！"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_DESC","盡一切可能幫助他們"
"#NOTIFICATION_DISASTER_PANDEMIC_INCOMING","預測到流行病傳染"
"#NOTIFICATION_DISASTER_INCOMING_MANY_DESC","做好最壞的準備"
"#TOPIC_GATE_HEALTH","大門"
"#TOPIC_RAIDERS_HEALTH","掠奪者"
"#TOPIC_FOODTYPE_MEAT","肉食性飲食"
"#TOPIC_FOODTYPE_VEGETABLE","植物性飲食"
"#TOPIC_FOODTYPE_MIXED","其他"
"#TOPIC_FULL_RESOURCE_LIST_IN_STATISTICS","詳情請見統計頁面"
"#NOTIFICATION_SYSTEM_EVENT_LAUNCHED_MANY","殖民地內有多起事件"
"#ITEM_WEAPON_EMPTY","十字弓"
"#RESOURCE_VEGETABLE_DESC","Raw vegetables.\n\nBerries can be gathered from bushes and various vegetables grown and harvested from different types of <mark>fields</mark>."
"#RESOURCE_MEAT_DESC","Raw meat.\n\nMeat is a great source of protein, but a diverse diet should be maintained to avoid malnutrition."
"#RESOURCE_MEAL","Meals"
"#RESOURCE_MEAL_DESC","High quality food.\n\nSeveral types of tasty and nutritional meals cooked at the <mark>cookhouse</mark> or <mark>mess hall</mark>."
"#RESOURCE_INSECT","Insects"
"#RESOURCE_INSECT_DESC","Raw insects.\n\nInsects are an unusual, protein-rich food source grown at <mark>insect farms</mark>."
"#RESOURCE_VEGETABLE","Vegetables"
"#MILESTONE_VAULT_BUILT","New Dawn"
"#MILESTONE_VAULT_BUILT_DESC","“Catastrophes are constantly sweeping over us. People are afraid of what the future holds. Is there truly no way for us to protect ourselves?”"
"#MILESTONE_VAULT_BUILT_COMPLETED","New Dawn"
"#MILESTONE_VAULT_BUILT_COMPLETED_DESC","“We made it. We really made it. It feels like a dream. This may only be a small step but it is the beginning of a new age for us—and for humankind.”"
"#MILESTONE_VAULT_BUILT_TASK","Complete Project Tomorrow."
"#MILESTONE_VAULT_BUILT_TASK_COMPLETED","Project Tomorrow finished."
"#BUTTON_PROPOSE_TRADE","PROPOSE TRADE"
"#ENDGAME_LIMIT_REACHED_DESC","Maximum knowledge reached."
"#NOTIFICATION_DECORATION_UNLOCKED","New decorations unlocked"
"#NOTIFICATION_DECORATION_UNLOCKED_DESC","Unlocked by completing milestones"
"#NOTIFICATION_DECORATION_ALL_UNLOCKED_DESC","You have unlocked all decorations"
"#INFO_OUT_OF_BOUNDS","界線外"
"#TOPIC_PREPARE_DEFENCES","Prepare for battle!"
"#NOTIFICATION_ACHIEVEMENT_UNLOCKED","Achievement unlocked"
"#TOPIC_ACHIEVEMENTS","ACHIEVEMENTS"
"#MENU_ACHIEVEMENTS","ACHIEVEMENTS"
"#TOPIC_OUTPOST_AMOUNT","Outpost amount"
"#TOPIC_ENDGAME_LIFE_SUPPORT","Life Support"
"#ENDGAME_LIFE_SUPPORT_DESC","Life support represents the knowledge and resources needed to build a life support system and joint mandatory facilities to support its operation. This makes the <mark>doomsday bunker</mark> a closed environment that helps to keep living conditions habitable inside, even if the conditions outside become lethal.\n\nBuild <mark>life support outposts</mark> with engineers to collect knowledge toward this goal."
"#TOPIC_ENDGAME_MEDICINE","Medicine"
"#ENDGAME_MEDICINE_DESC","Medicine represents the knowledge and resources needed to establish operational healthcare facilities with the right equipment and resources to take care of the colonists within the <mark>doomsday bunker</mark>. This includes treatments against pandemics but also quarantine facilities and procedures if something would happen inside the bunker. The whole complex is designed to isolate different compartments from each other if one area becomes compromised.\n\nBuild <mark>medicine outposts</mark> with engineers to collect the knowledge toward this goal."
"#TOPIC_ENDGAME_DEFENCE","Defense"
"#ENDGAME_DEFENCE_DESC","<mark>Defense</mark> represents two areas in the <mark>doomsday bunker</mark> project. It is knowledge and resources needed to build the dome to endure outside threats. Meaning threats from catastrophes and attackers alike. Another part are the solutions built into the bunker to help defend if the enemy breaches the outer perimeter and gains access to the facility.\n\nBuild <mark>defense outposts</mark> with engineers to collect knowledge toward this goal."
"#TOPIC_ENDGAME_ECOSYSTEM","Ecosystem"
"#ENDGAME_ECOSYSTEM_DESC","<mark>Ecosystem</mark> represents the living habitat within the <mark>doomsday bunker</mark>, but also facilities to grow food and recycle waste. This makes the isolated bunker a self-sustaining system where people can take shelter for long periods without any contact with the outside world.\n\nBuild <mark>ecosystem outposts</mark> with engineers to collect knowledge toward this goal."
"#TOPIC_PRODUCTION_PAUSED","Production halted. Continue the <mark>Project Tomorrow questline</mark> to resume production."
"#DLC_TITLE_DELUXE","Ultimate Colony"
"#TOPIC_TECHS_UNLOCKED","Tech"
"#TOPIC_KNOWLEDGE_TOTAL","Total knowledge"
"#TOPIC_MINOR_DISASTERS","Minor disasters"
"#TOPIC_QUESTS_COMPLETE","Quests completed"
"#TOPIC_QUESTS_ABANDONED","Quests abandoned"
"#TOPIC_TOTAL_SP_SPENT","Total Science Points spent"
"#TOPIC_SP_PER_DAY","Science Points per 24h"
"#TOPIC_KNOWLEDGE_PER_DAY","Knowledge per 24h"
"#TOPIC_UNLOCKED","unlocked"
"#TOPIC_CURRENT","current"
"#TOPIC_STATS_TOTAL","total"
"#TOPIC_PEAK","peak"
"#TOPIC_TRADES_COMPLETED","Trades completed"
"#TOPIC_TRADE_VALUE","Total trade value"
"#TOPIC_PRODUCTION_PER_DAY","Production per 24h"
"#TOPIC_GATE_COMBAT","Gate combat (won/lost)"
"#TOPIC_BANDITS_KILLED","Bandits killed (World Map)"
"#TOPIC_GUARDS_KILLED","Guards killed"
"#TOPIC_GATE_LEVEL","Gate level"
"#TOPIC_SECTORS_LIBERATED","Sectors liberated"
"#TOPIC_BANDITS_WM","Bandits on the world map"
"#TOPIC_COLONY_ALARM_USED","Colony alarm used"
"#TOPIC_RESOURCES_STOLEN","Resources stolen"
"#TOPIC_HEALTH_LOW","Low health"
"#TOPIC_SPECIALISTS_TOP","Top specialist"
"#TOPIC_SPECIALISTS_IDLE","Idle specialists"
"#TOPIC_SPECIALISTS_USED","Specialists used"
"#TOPIC_VEHICLES_FOUND","Vehicles found"
"#TOPIC_SPECIALISTS_AS_SETTLERS","Turned to settlers"
"#TOPIC_SPECIALISTS_AS_ENGINEERS","Turned to engineers"
"#TOPIC_SPECIALISTS_DEATH_COLONY","Died in the colony"
"#TOPIC_SPECIALISTS_DEATH_WM","Died on the world map"
"#TOPIC_SPECIALISTS_ARCHETYPES","Archetypes"
"#TOPIC_UNUSED_WORK_SLOTS","Unused work slots"
"#TOPIC_UNUSED_WORK_SLOTS_CLOSED","Closed manually"
"#TOPIC_WATER_UNDERGROUND","From underground"
"#TOPIC_WATER_LAKES","From lakes"
"#TOPIC_SOLAR_ENERGY","Solar energy"
"#TOPIC_WIND_ENERGY","Wind energy"
"#TOPIC_NOT_ENOUGH_WORKERS","Not enough workers"
"#TOPIC_UPGRADED","Upgraded"
"#TOPIC_UPGRADE_AVAILABLE","Upgrade available"
"#TOPIC_SHELTER_POOR","Poor shelters"
"#TOPIC_SHELTER_NORMAL","Normal shelters"
"#TOPIC_SHELTER_GOOD","Good shelters"
"#TOPIC_PROGRESSION","Progression"
"#BUTTON_VIEW_COLONY","View colony"
"#NOTIFICATION_VEHICLE_STORED","Vehicle stored"
"#NOTIFICATION_VEHICLE_STORED_DESC","Build a garage to send it back to world map"
"#CATEGORY_HOUSING","庇護所"
"#CATEGORY_STORAGE","倉儲"
"#CATEGORY_FOOD","食物"
"#CATEGORY_PRODUCTION","資源"
"#CATEGORY_UTILITIES","產品"
"#CATEGORY_WATER","水"
"#CATEGORY_ENERGY","能源"
"#CATEGORY_HEALTH","健康"
"#CATEGORY_ENTERTAINMENT","幸福"
"#CATEGORY_MANAGEMENT","裝飾"
"#CATEGORY_ROAD","道路"
"#TOPIC_ACTIVE","正在運作"
"#TOPIC_DEACTIVE","已暫停運作"
"#TOPIC_BUILDING_STATUS","訊息"
"#TOPIC_BUILDING_HEALTH","耐久度"
"#TOPIC_BUILDING_EFFICIENCY","效率"
"#TOPIC_BUILDING_HEALTH_TITLE","耐久度"
"#TOPIC_BUILDING_EFFICIENCY_TITLE","效率"
"#TOPIC_PRIORITY","優先順序"
"#LOW","低"
"#MEDIUM","中"
"#HIGH","高"
"#NONE","無"
"#TOPIC_REPAIR","維修"
"#TOPIC_REPAIR_REQUESTED","已請求維修"
"#TOPIC_REPAIR_STARTED","已開始維修"
"#TOPIC_REPAIR_COST","維修成本"
"#TOPIC_EDIT_WORKAREA","移動工作區"
"#TOPIC_DESTROY_BUILDING","拆除"
"#TOPIC_CANCEL_DESTRUCTION","取消拆除"
"#PAUSE_BUTTON","暫停"
"#UNPAUSE_BUTTON","取消暫停"
"#RESUME_BUTTON","恢復"
"#OCCUPANTS_TITLE","居住者"
"#TOPIC_STATUS","狀態"
"#TOPIC_CAPACITY","容量"
"#TOPIC_CONDITION_TITLE","狀況"
"#TOPIC_CONDITION","狀況"
"#TOPIC_PRODUCTION","生產"
"#TOPIC_PRODUCTION_TITLE","生產"
"#TOPIC_CONSUMPTION","消耗"
"#TOPIC_CONSUMPTION_TITLE","消耗"
"#TOPIC_OCCUPANTS","居住者"
"#TOPIC_OCCUPANTS_TITLE","居住者"
"#TOPIC_VIEW_OCCUPANTS","查看居住者"
"#TOPIC_BUILDING_STORAGE_CAPACITY","容量"
"#TOPIC_STORAGE","倉儲"
"#TOPIC_STORAGE_TITLE","儲存量"
"#TOPIC_BUILDING_WORKAREA_EFFICIENCY","新效率"
"#TITLE_CREATE_SETTLER","創建殖民者"
"#DESC_CREATE_SETTLER","被選取的專家將會永久轉換成一名殖民者。"
"#TOPIC_CREATE_SETTLER","創建殖民者"
"#INFO_BUILDING_STATUS_IN_PROCESS","進行中"
"#INFO_CONSTRUCTION_PENDING","等候中"
"#INFO_PRODUCTION_WORKER_AWAY","工人暫離中"
"#INFO_PRODUCTION_GATHERING_RESOURCES","收集資源中"
"#INFO_PRODUCTION_BRINGING_RESOURCES","運送資源中"
"#INFO_PRODUCTION_DELIVERING_PRODUCTS","運送產品至倉儲中"
"#TOPIC_PRODUCTION_CURRENT_AMOUNT","生產上限"
"#TOPIC_SPECIALIST_INTO_SETTLER","選擇專家"
"#TOPIC_CARRIER_COUNT","搬運工數量"
"#INFO_BUILDING_COLONISTS_RESERVED_AS_CARRIERS","工人不足：均已被指派為搬運工"
"#INFO_BUILDING_COLONISTS_TITLE","工人"
"#INFO_BUILDING_COLONISTS_NO_WORKER_ASSIGNED","閒置崗位：未指派工人"
"#INFO_BUILDING_COLONISTS_ASSIGN_WORKER","閒置崗位：指派一名工人"
"#INFO_BUILDING_COLONISTS_WORKER_ASSIGNED","已指派工人"
"#INFO_SCOUTING_DONE","已偵察範圍："
"#INFO_BUILDING_AVAILABLE_WORK_SLOT_TITLE","閒置崗位"
"#INFO_BUILDING_AVAILABLE_WORK_SLOT_DESC","未指派工人"
"#INFO_BUILDING_CONDITIONS_MORE","{0}更多："
"#BUTTON_SHOW_BUILDING_STATUSES","顯示狀態"
"#TOPIC_BUILDING_CONDITION_PLAYER_ISSUED","由玩家申請"
"#TOPIC_BUILDING_CONDITION_CRITICAL","重大問題"
"#TOPIC_BUILDING_CONDITION_MODERATE","中等問題"
"#INFO_BUILDING_CONDITION_BEING_REMOVED","拆除中..."
"#INFO_BUILDING_CONDITION_BEING_REPAIRED","維修中..."
"#INFO_BUILDING_CONDITION_PAUSED","手動暫停"
"#INFO_BUILDING_CONDITION_DESTROYED","毀壞"
"#INFO_BUILDING_CONDITION_CRITICALLY_DAMAGED","嚴重受損"
"#INFO_BUILDING_CONDITION_DAMAGED","受損"
"#INFO_BUILDING_CONDITION_DISASTER_BLOCKING","受災難影響而陷入癱瘓"
"#INFO_BUILDING_CONDITION_FROZEN","結冰"
"#INFO_BUILDING_CONDITION_NO_ENERGY_NETWORK","未連接至電力網路"
"#INFO_BUILDING_CONDITION_NO_WATER_DISTRIBUTION","未連接至水資源網路"
"#INFO_BUILDING_CONDITION_ENERGY_SHORTAGE","能源產量不足"
"#INFO_BUILDING_CONDITION_WATER_SHORTAGE","水資源產量不足"
"#INFO_BUILDING_CONDITION_LACK_OF_RESOURCES","資源不足"
"#INFO_BUILDING_CONDITION_NO_WORKERS","無閒置工人"
"#INFO_BUILDING_CONDITION_NO_ACTIVE_WORK_SLOTS","未指派工人"
"#INFO_BUILDING_CONDITION_PRODUCTION_LIMIT_MET","已至生產上限"
"#INFO_BUILDING_CONDITION_UNDER_MINIMUM_EFFICIENCY","效率過低"
"#INFO_BUILDING_CONDITION_NO_TREES","工作區內沒有樹木"
"#INFO_BUILDING_CONDITION_NO_ACTIVE_DEPOSITS","工作區內沒有使用中的堆積物"
"#INFO_BUILDING_CONDITION_WAITING_SEED_SELECTION","尚未選擇種子"
"#INFO_BUILDING_CONDITION_STORAGE_ALMOST_FULL","倉儲空間接近不足"
"#WORKER_STATE_WORKING","工作中"
"#WORKER_STATE_AWAY","暫時離開"
"#INFO_BUILDING_IDLE","建築閒置中"
"#INFO_BUILDING_STATUS_NORMAL","建築運作中"
"#TOOLTIP_CURRENT_AMOUNT","當前數量"
"#TOOLTIP_CURRENT_AMOUNT_DESC","顯示當前的資源量與生產上限（若有設置的話）"
"#INFO_BUILDING_CONDITION_BARREN_SOIL","在貧瘠的土壤上"
"#BUTTON_PROMPT_UPGRADE","升級"
"#TOPIC_UPGRADE_BUILDING_TO","升級為"
"#INFO_BUILDING_CONDITION_CRITICAL_POLLUTION","建築已被嚴重污染"
"#TOPIC_WORK_AREA","工作區"
"#WORK_AREA_NO_DEPOSITS_DESC","無使用中的堆積物"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_RUBBLE_DESC","將工作區延伸到水泥堆積物"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_RUBBLE","無水泥堆積物"
"#INFO_BUILDING_CONDITION_BEING_DECONTAMINATED","清除污染"
"#TOPIC_CONFIRM_UPGRADE","升級建築"
"#DESC_CONFIRM_UPGRADE","升級是無法返還的。此行動將會移除原本的建築，並被升級後的建築取代。"
"#WARNING_CONFIRM_UPGRADE","開始升級？"
"#INFO_BUILDING_SEARCHING_WORKER_TITLE","指派中"
"#INFO_BUILDING_SEARCHING_WORKER_DESC","正在等待工人"
"#INFO_BUILDING_SCAVENGE_IN_PROGRESS","生產中"
"#INFO_BUILDING_UPGRADE_UNLOCKED","建築升級"
"#INFO_BUILDING_UPGRADE_NOT_UNLOCKED","升級選項尚未解鎖"
"#INFO_BUILDING_UPGRADE_NOT_UNLOCKED_DESC","從科技樹中解鎖升級選項。"
"#SHRINE","神壇"
"#DESC_SHRINE","一個安詳又能撫慰人心的處所。居民們可在此留下祭品並進行祈禱。這個具有祥和氣息的建築可為殖民地中的人們提供幸福度提升的效果。"
"#SHANTY_UPGRADE","改良棚屋"
"#DESC_SHANTY_UPGRADE","一座中型的庇護所，在抵禦輻射與災難上有一定的效果。改良的設施與空間的擴增將提升生活品質。\n\n－幸福度加成\n－在冬天時必須透過熱源保暖"
"#TENEMENT_UPGRADE","改良公寓"
"#DESC_TENEMENT_UPGRADE","能夠抵禦輻射與災難傷害的舒適建築。改良的私人與公共區域能夠降低人際之間的摩擦並讓社群更團結。\n\n－幸福度加成\n－生育率提升\n－在冬天時必須透過熱源保暖"
"#SCOUT_TOWER","偵察塔"
"#DESC_SCOUT_TOWER","這些簡單的塔形建築將會慢慢的揭開其周圍被霧壟罩的地圖。這將拓展能夠建置的區域或是新的資源採集點。當遭受攻擊時它們也能保護自己。"
"#DESC_CARRIER_COUNT","搬運工是能夠進行基礎工作的居民們，例如運送物資、採集與修繕。最低搬運工人數能確保殖民地內永遠都會有工人去進行這些工作。"
"#FIGHTINGPIT","鬥技場"
"#DESC_FIGHTINGPIT","一種原始的娛樂場所，能夠讓居民們釋放一些在充滿壓迫感的環境下累積的壓力。"
"#BOTANICAL_GARDEN","植物園"
"#DESC_BOTANICAL_GARDEN","建立這樣的植物園能讓居民們感到更放鬆。園中生長著許多無法生長在外頭的美麗植物。但這種建築無法被用來栽種作物。"
"#CONCRETE_SCAVENGER","水泥採集機"
"#DESC_CONCRETE_SCAVENGER","這些建築可從堆積物中將一塊塊的水泥挖掘出來並加工成可用的建材。水泥可用來建造更堅固與進階的建築物。"
"#PUBLIC_HOUSE","酒館"
"#DESC_PUBLIC_HOUSE","花時間與其他居民們相處，還是得在正確的地點才會比較舒適。在這裡居民們可以為自己調配一些飲料，並與彼此聊聊天，進而提升殖民地的幸福度。"
"#TOPIC_CANCEL_DECONTAMINATE","取消清除作業"
"#DESC_UNIQUE_ENTERTAINMENT_BONUS","因多樣性加成而獲得額外的幸福度"
"#OUTPOST_DEPOT_UPGRADE","前哨中心"
"#OUTPOST_DEPOT_UPGRADE_DESC","升級版本的前哨站，可在世界地圖上為您進一步拓展影響力。\n\n-要創造一座前哨站必須消耗一名專家"
"#RADIO_TOWER","無線電塔"
"#RADIO_TOWER_DESC","提升您與外部世界之間的通訊範圍，透過信號的發送來吸引有經驗的專家加入您的殖民地。"
"#ROAD","泥巴路"
"#DESC_ROAD","簡易的泥土道路。能讓居民在殖民地內移動<mark>更快</mark>、更輕鬆。"
"#ROAD2","鋪裝道路"
"#DESC_ROAD2","改善的道路能讓居民在殖民地內移動得比在泥巴路上<mark>更迅速</mark>。"
"#ROAD_DECONSTRUCTION","拆毀道路"
"#DESC_ROAD_DECONSTRUCTION","可清除已建或已規劃道路的工具。"
"#TENT","帳篷"
"#DESC_TENT","這種簡陋的<mark>庇護所</mark>是成本較低的短期應急方案。\n\n難以抵抗汙染，且很容易被災難破壞。\n\n－<quad name=HappinessPenalty> <mark>幸福度</mark>小幅降低\n－<mark>暴風雪</mark>期間必須透過熱源保暖"
"#TENT_LVL2","擁擠的帳篷"
"#DESC_TENT_LVL2","由<mark>帳篷</mark>升級而成。\n\n短期的應急措施。沒有任何抗輻射效果且容易被災難破壞。有著比一般帳篷還大的容量，但內部狹窄的空間將造成更多住戶之間的摩擦。\n\n－<quad name=HappinessPenalty> <mark>幸福度</mark>降低\n－<mark>暴風雪</mark>期間必須透過設立熱源保暖"
"#EMERGENCY_SHELTER","應急庇護所"
"#DESC_EMERGENCY_SHELTER","可容納數名居民的臨時庇護所。\n\n造價低廉，但無法抵抗災難。無法防護輻射。居民棲身於這種擁擠的庇護所時，居民們的生育意願會降低。\n\n－<quad name=HappinessPenalty><mark>幸福度</mark>小幅降低\n－降低<mark>生育率</mark>\n－<mark>暴風雪</mark>期間必須透過設立熱源保暖"
"#EMERGENCY_SHELTER_LVL2","擁擠的應急庇護所"
"#DESC_EMERGENCY_SHELTER_LVL2","由應急庇護所升級而成。\n\n能夠容納比一般應急庇護所更多人的短期用住所。容易被災難和輻射影響。\n\n居民們在如此狹窄又不適的空間內將不會有任何生育意願。\n\n－ <quad name=HappinessPenalty><mark>幸福度</mark>降低\n－<mark>暴風雪</mark>期間必須透過設立熱源保暖"
"#SHANTY","棚屋"
"#DESC_SHANTY","改良版的<mark>庇護所</mark>。\n\n有一定的防輻射保護，且不像<mark>帳篷</mark>那麼容易遭到破壞。\n\n－<mark>暴風雪</mark>期間必須透過設立熱源保暖"
"#TENEMENT","公寓"
"#DESC_TENEMENT","成本較低的居住方式，可容納多名居民。\n\n對災難和輻射有一定程度的防護能力。居民棲身於這種擁擠的庇護所時，生育意願會降低。\n\n－降低<mark>生育率</mark>\n－<mark>暴風雪</mark>期間必須透過設立熱源保暖"
"#HOUSE","房屋"
"#DESC_HOUSE","舒適的高品質住處。\n\n房屋承受災難的能力高於低端庇護所，能夠提供良好的防輻射保護。\n\n<quad name=HappinessBonus><mark>幸福度</mark>大幅提高\n－<mark>暴風雪</mark>期間必須透過設立熱源保暖"
"#HOUSE_LVL2","加熱房屋"
"#DESC_HOUSE_LVL2","由<mark>房屋</mark>升級而成。\n\n一間能比擬舊世界住家的房子。所配置的自動恆溫系統令其他的居民們羨慕不已。\n\n－<quad name=HappinessBonus><mark>幸福度</mark>大幅提高"
"#TWO_STORY_HOUSE","兩層房屋"
"#DESC_TWO_STORY_HOUSE","經歷浩劫後，此類房屋堪稱最優質的住所。\n\n此類堅固的庇護所提供充足的空間、保護以及相對的舒適感。防輻射保護優秀。\n\n－<quad name=HappinessBonus><mark>幸福度</mark>大幅提高\n<mark>暴風雪</mark>期間必須透過設立熱源保暖"
"#TWO_STORY_HOUSE_LVL2","加熱兩層房屋"
"#DESC_TWO_STORY_HOUSE_LVL2","由<mark>兩層房屋</mark>升級而成。\n\n可比得上舊世界住家的寬敞房子。所配置的自動恆溫系統令其他的居民們羨慕不已。\n\n－<quad name=HappinessBonus><mark>幸福度</mark>大幅提高"
"#STORAGE_OUTSIDE","儲備區"
"#DESC_STORAGE_OUTSIDE","儲存所有類型的原材料和建築<mark>資源</mark>。\n\n無法儲存食物或其他易損資源。\n\n使用儲備區的<mark>工作區域</mark>功能來從小型堆積物中收集<quad name=Plank><mark>木材</mark>。"
"#STORAGE_INSIDE","倉庫"
"#DESC_STORAGE_INSIDE","儲存加工過的<mark>資源</mark>和貴重<mark>物品</mark>。食物和建築材料無法儲存在倉庫中。"
"#STORAGE_FOOD","糧倉"
"#DESC_STORAGE_FOOD","儲存殖民地種植或獵捕的各類<quad name=Food><mark>食物</mark>，也可儲存從其他地方收集來的稀有食物。\n\n使用糧倉建築的<mark>工作區域</mark>功能來從殖民地附近的樹叢中收集<quad name=Berries><mark>漿果</mark>。"
"#GENERAL_STORAGE","通用儲藏庫"
"#DESC_GENERAL_STORAGE","安全的大型倉庫，能夠儲存大量的<quad name=Food><mark>食物</mark>、<mark>物品</mark>和其他類型的<mark>資源</mark>。"
"#NUCLEAR_STORAGE","廢料庫"
"#DESC_NUCLEAR_STORAGE","有害<quad name=Pollution><mark>污染物</mark>因為太過於危險，而不能放置於地上不處理。廢料庫可將受污染的物料儲存於看不見且相對安全的地方。\n\n－會造成<quad name=Pollution><mark>污染</mark>。"
"#TRAPPER","狩獵屋"
"#DESC_TRAPPER","在森林裡捕捉小型動物，為飢餓的居民提供<quad name=Venison><mark>野味</mark>。在災難期間工作效率會降低。\n\n－在<mark>樹木</mark>繁茂的區域工作效率最高。"
"#TRAPPER_UPGRADE","狩獵加工屋"
"#DESC_TRAPPER_UPGRADE","從狩獵屋升級而成。\n\n將利用動物的毛皮製作少量的<quad name=Fiber><mark>纖維</mark>，並可為飢餓的居民提供<quad name=Venison><mark>野味</mark>。在災難期間工作效率會降低。\n\n在<mark>樹木</mark>繁茂的區域工作效率最高。"
"#FISHERY","捕魚碼頭"
"#DESC_FISHERY","捕捉當地的<quad name=Fish><mark>魚類</mark>作為食物。在災難期間工作效率會降低。\n\n－作用區內需要有大量的水才能有效率地運作\n－必須建置於<mark>岸邊</mark>\n－<mark>暴風雪</mark>期間必須透過設立熱源保暖"
"#FISHERY_LVL2","捕魚小屋"
"#DESC_FISHERY_LVL2","由<mark>捕魚碼頭</mark>升級而成。\n\n配備了能讓人在各種季節捕魚的用具。維修時將花費更多資源，但在<mark>暴風雪</mark>期間不需要加設供熱設備。"
"#FIELD_SMALL","小型農田"
"#DESC_FIELD_SMALL","種植<quad name=Vegetable><mark>蔬菜</mark>生長速度較慢，但產量較大。\n\n可以種植各種戶外作物。某些災難會摧毀農作物，而且在災難期間也無法進行耕種。\n\n產量是小型農田的四倍，但佔地面積也為四倍，而且需要三名工人才能有效率地運作。\n\n－農作物在<mark>冬天、熱浪和核輻射塵</mark>發生期間將會枯萎"
"#FIELD_MEDIUM","中型農田"
"#DESC_FIELD_MEDIUM","能用較慢的速度培養<quad name=Vegetable> <mark>蔬菜</mark>，但產量較大。\n\n各類戶外生長的作物可在這裡培植。某些災難會摧毀農作物，而且在事件期間也無法進行耕種。\n\n產量是小型農田的兩倍，但佔地也為兩倍，而且需要兩名工人才能有效率地運作。\n\n－農作物在<mark>暴風雪、熱浪和核輻射塵</mark>發生期間將會枯萎"
"#FIELD_LARGE","大型農田"
"#DESC_FIELD_LARGE","能用較慢的速度培養<quad name=Vegetable> <mark>蔬菜</mark>，但產量較大。\n\n各類戶外生長的作物可在這裡培植。某些災難會摧毀農作物，而且在事件期間也無法進行耕種。\n\n產量是小型農田的四倍，但佔地也為四倍，而且需要三名工人才能有效率地運作。\n\n－農作物在<mark>暴風雪、熱浪和核輻射塵</mark>發生期間將會枯萎"
"#FIELD_IRRIGATED_SMALL","小型灌溉農田"
"#DESC_FIELD_IRRIGATED_SMALL","由<mark>小型農田</mark>升級而成。\n\n在缺乏肥沃土壤的情況下，設立有效的灌溉系統可讓作物在<mark>貧瘠</mark>的土壤上生長。這雖然無法防止作物受到風雨摧殘，但將能讓它們在熱浪發生期間存活下來。\n\n－農作物在<mark>暴風雪、熱浪和核放射塵</mark>發生期間將會枯萎"
"#FIELD_IRRIGATED_MEDIUM","中型灌溉農田"
"#DESC_FIELD_IRRIGATED_MEDIUM","由<mark>中型農田</mark>升級而成。\n\n在缺乏肥沃土壤的情況下，設立有效的灌溉系統可讓作物在<mark>貧瘠</mark>的土壤上生長。這雖然無法防止作物受到風雨摧殘，但將能讓它們在熱浪發生期間存活下來。\n\n－農作物在<mark>暴風雪、熱浪和核放射塵</mark>發生期間將會枯萎"
"#FIELD_IRRIGATED_LARGE","大型灌溉農田"
"#DESC_FIELD_IRRIGATED_LARGE","由<mark>大型農田</mark>升級而成。\n\n在缺乏肥沃土壤的情況下，設立有效的灌溉系統可讓作物在<mark>貧瘠</mark>的土壤上生長。這雖然無法防止作物受到風雨摧殘，但將能讓它們在<mark>熱浪</mark>發生期間存活下來。\n\n－農作物在<mark>暴風雪、熱浪和核放射塵</mark>發生期間將會枯萎"
"#INSECT_FARM","昆蟲養殖場"
"#DESC_INSECT_FARM","<quad name=Insect><mark>昆蟲</mark>營養豐富，且能夠替代肉類。\n\n挑剔的饕客們在浩劫後並沒有多少選擇，所以與其整天啃蔬菜，不如也試著嚐嚐鮮嫩多汁的昆蟲。"
"#GREENHOUSE","溫室"
"#DESC_GREENHOUSE","更為有效和可靠的<quad name=Vegetable><mark>蔬菜</mark>種植方式。\n\n即使在災難期間，在<mark>溫室</mark>裡種植的作物也能免於污染。"
"#AQUA_FARM","養殖魚場"
"#DESC_AQUA_FARM","水產養殖業的早期形式，能為殖民地提供大量的<quad name=Fish><mark>魚</mark>。\n\n－必須建置在<mark>岸邊</mark>\n－會造成<quad name=Pollution><mark>污染</mark>\n－<mark>暴風雪</mark>期間必須透過設立熱源保暖"
"#RANCH_1","牧場"
"#DESC_RANCH_1","養殖<mark>牲畜</mark>的地方。想要讓動物存活並繁殖，就必須安排<mark>工人</mark>照料，並為其提供<quad name=Water><mark>水資源</mark>。\n\n－牲畜需另外透過<mark>貿易</mark>取得\n－牲畜在<mark>暴風雪</mark>期間需要保持溫暖才有辦法存活"
"#RANCH_2","大型牧場"
"#DESC_RANCH_2","由<mark>牧場</mark>升級而成。\n\n可以容納牧場兩倍的<mark>牲畜</mark>，並提供適度的防護，避免牲畜受到自然災害的傷害。想要讓動物存活並繁殖，就必須安排<mark>工人</mark>照料，並為其提供<quad name=Water><mark>水資源</mark>。\n\n－牲畜需另外透過<mark>貿易</mark>取得\n－牲畜在<mark>暴風雪</mark>期間需要保持溫暖才有辦法存活\n－會造成<quad name=Pollution><mark>污染</mark>"
"#COOKHOUSE","伙房"
"#DESC_COOKHOUSE","用食材烹製熱騰騰的<quad name=Meal><mark>料理</mark>。\n\n料理不僅能提供多種<mark>營養</mark>，還能讓生活更舒適。"
"#MESS_HALL","食堂"
"#DESC_MESS_HALL","用食材烹製熱騰騰的<quad name=Meal><mark>料理</mark>。\n\n能更快速的將基礎食材烹煮成料理，<mark>食譜</mark>數量也比<mark>伙房</mark>來得多。料理不僅能提供<mark>營養</mark>，還能讓生活更舒適。"
"#MILL","磨坊"
"#DESC_MILL","烘焙過程的關鍵環節。\n\n磨坊將<quad name=Wheat><mark>小麥</mark>榖粒磨成 <quad name=Flour> <mark>麵粉</mark>，以便在<mark>麵包店</mark>中使用。"
"#BAKERY","麵包店"
"#DESC_BAKERY","可製做烘焙食品。\n\n新鮮的<quad name=Bread> <mark>麵包</mark>與糕點等奢侈品與其他種類的食物比起來，將會需要更複雜的工序製成。麵包與糕點可讓人們飽餐一頓，但營養成分較低。"
"#WELL","水井"
"#DESC_WELL","<quad name=Water><mark>水</mark>的來源之一。建造時必須在其他水井的一段距離以外。\n\n肥沃的土壤比普通的土壤產水量更高，而貧瘠的土壤不產水。\n\n－不能建造在<mark>貧瘠的土壤</mark>上"
"#WATER_COLLECTOR","集水箱"
"#DESC_WATER_COLLECTOR","獲取少量的<quad name=Water><mark>水</mark>。需要<mark>工人</mark>從當地池塘或是湖泊中收集水。\n\n－必須建在<mark>岸上</mark>\n－在<mark>核輻射塵</mark>期間將停止運作\n－<mark>暴風雪</mark>期間必須透過設立熱源保暖"
"#WATER_STORAGE_SMALL","淨水儲備"
"#DESC_WATER_STORAGE_SMALL","為<mark>居民</mark>儲備適量乾淨的<quad name=Water><mark>飲用水</mark>。"
"#WATER_STORAGE_LARGE","大型淨水儲備"
"#DESC_WATER_STORAGE_LARGE","在兩個巨大的水箱裡為<mark>居民</mark>儲備大量乾淨的<quad name=Water><mark>飲用水</mark>。"
"#WATER_TOWER","水塔"
"#DESC_WATER_TOWER","在小範圍內為<mark>建築物</mark>儲存和配<quad name=Water><mark>水</mark>。"
"#WATER_TOWER_LARGE","大型水塔"
"#DESC_WATER_TOWER_LARGE","在大範圍內為<mark>建築物</mark>儲存和分配大量的<quad name=Water><mark>水</mark>。"
"#BORE_WELL","鑽井"
"#DESC_BORE_WELL","鑽井挖得非常深，提供穩定的<quad name=Water><mark>水源</mark>。不受土壤限制，可放置於任何土壤上。"
"#WATER_PUMP","幫浦"
"#DESC_WATER_PUMP","生產大量<quad name=Water><mark>水</mark>的有效途徑。\n\n－必須建在<mark>岸上</mark>。\n－在<mark>熱浪和核放射塵</mark>期間停止運作。\n－<mark>暴風雪</mark>期間必須透過設立熱源保暖"
"#SCAVENGER","廢料站"
"#DESC_SCAVENGER","從金屬堆積物中搜集<quad name=Metal><mark>金屬</mark>和<quad name=Scrap><mark>廢棄物</mark>。\n\n金屬是建築的主要材料，而兩者皆可進一步回收利用成更有價值的物品。"
"#RECYCLER","回收站"
"#DESC_RECYCLER","從塑膠堆積物中搜集<quad name=Plastic><mark>塑膠</mark>。\n\n塑膠是建築所需的重要材料。"
"#TOOLSHOP","工具間"
"#DESC_TOOLSHOP","負責製造<quad name=Tools><mark>工具</mark>。\n\n製造新工具能協助居民更<mark>有效率</mark>地完成工作。如果沒有工具，居民們的工作效率將會大幅降低。所有工具都會損壞，但有些工作對於工具的耐久度消耗更大。"
"#TAILOR","製衣坊"
"#DESC_TAILOR","使用<quad name=Fiber><mark>纖維</mark>製作<quad name=Cloth><mark>衣物</mark>。\n\n在充滿危險的世界裡，具有保護和保暖作用的衣物是生存的必需品。居民定期需要新衣物，因為舊衣物會在嚴酷的環境中快速磨損。"
"#SAWMILL","鋸木廠"
"#DESC_SAWMILL","由<mark>鋸木場</mark>升級而成。\n\n將指定工作區的樹木砍下來鋸<quad name=Plank><mark>木材</mark>。相較純粹使用人力作業，使用<quad name=Energy><mark>能源</mark>可以大幅增加作業效率。"
"#FORESTER","林務站"
"#DESC_FORESTER","培育樹苗並將其種植於指定工作區。\n\n<mark>樹木</mark>是重要原材料，可用於生產<quad name=Plank> <mark>木材</mark>。從樹苗成長至樹木所需的時間取決於<mark>土壤</mark>類型。貧瘠的土壤非常不適合種植樹木。\n\n－樹苗無法在<mark>暴風雪</mark>期間種植"
"#MECHANIC_SHOP","維修廠"
"#DESC_MECHANIC_SHOP","回收廢料站產生的<quad name=Scrap><mark>廢棄物</mark>來製造寶貴的機械<quad name=Parts><mark>零件</mark>。\n\n零件可以廣泛使用於生產加工資源和建造高級建築。"
"#CONCRETE_MIXER","水泥挖掘機"
"#DESC_CONCRETE_MIXER","從<mark>地下堆積物</mark>中挖掘<quad name=Concrete><mark>水泥</mark>。\n\n浩劫顛覆了整個星球，而大型建築現在均被深深的掩埋。\n\n－必須放置於地下廢墟上\n－會造成<quad name=Pollution><mark>污染</mark>"
"#METAL_EXTRACTOR","金屬挖掘機"
"#DESC_METAL_EXTRACTOR","使用巨大的磁鐵來吸取<quad name=Metal><mark>金屬</mark>和<quad name=Scrap><mark>廢棄物</mark>。\n\n這項工作進展緩慢，但能為殖民地保證長期的金屬來源。\n\n－必須放置於地下廢墟上\n－會造成<quad name=Pollution><mark>污染</mark>"
"#PLASTIC_EXTRACTOR","塑膠挖掘機"
"#DESC_PLASTIC_EXTRACTOR","從<mark>地下堆積物</mark>中挖掘<quad name=Plastic><mark>塑膠</mark>。\n\n數十年以來，人類不加節制地使用塑膠而導致了地球的汙染，但其不可分解的特性意味著人們可以從幾乎任何地方找到塑膠。\n\n－必須放置於地下廢墟上\n－會造成<quad name=Pollution><mark>污染</mark>"
"#ELECTRONICS_FACTORY","電子元件廠"
"#DESC_ELECTRONICS_FACTORY","用來生產<quad name=Component><mark>部件</mark>與<quad name=Electronics><mark>電子元件</mark>的高端生產設施。\n\n全自動的<mark>挖掘機</mark>與其他消耗<quad name=Energy><mark>能源</mark>的建築皆需要消耗電子元件來建造。"
"#CONCRETE_AUTO_EXTRACTOR","水泥自動挖掘機"
"#DESC_CONCRETE_AUTO_EXTRACTOR","由<mark>水泥挖掘機</mark>升級而成。\n\n自動從地下堆積物中挖掘水泥。比人工操縱的挖掘機慢，但是不需要工人操作來穩定的從堆積物中挖掘水泥。\n\n－會造成<quad name=Pollution><mark>污染</mark>。"
"#METAL_AUTOEXTRACTOR","金屬自動挖掘機"
"#DESC_METAL_AUTOEXTRACTOR","由<mark>金屬挖掘機</mark>升級而成。\n\n自動從地下堆積物中挖掘金屬。比人工操縱的挖掘機慢，但是不需要工人操作來穩定的從堆積物中挖掘金屬。\n\n－會造成<quad name=Pollution><mark>污染</mark>。"
"#PLASTIC_AUTOEXTRACTOR","塑膠自動挖掘機"
"#DESC_PLASTIC_AUTOEXTRACTOR","由<mark>塑膠挖掘機</mark>升級而成。\n\n自動從地下堆積物中挖掘塑膠。比人工操縱的挖掘機慢，但是不需要工人操作來穩定的從堆積物中挖掘塑膠。\n\n－會造成<quad name=Pollution><mark>污染</mark>。"
"#SOLAR_GENERATOR","太陽能板"
"#DESC_SOLAR_GENERATOR","能夠以低成本和高效率，小規模生產可再生<quad name=Energy><mark>能源</mark>的方法。\n\n－僅能在<mark>白天</mark>運作"
"#BATTERY","電池架"
"#DESC_BATTERY","能儲存多餘的<quad name=Energy><mark>能源</mark>。\n\n當消耗量超過生產量時，將會啟用儲存的能源。"
"#WIND_GENERATOR","風力發電機"
"#DESC_WIND_GENERATOR","生產<quad name=Energy><mark>能源</mark>。\n\n比<mark>太陽能板</mark>更有效、更可靠，但較常需要維修。"
"#WIND_TURBINE","大型風力發電機"
"#DESC_WIND_TURBINE","生產大量<quad name=Energy><mark>能源</mark>。\n\n比<mark>風力發電機</mark>更有效、更可靠，但所需維修次數較多。"
"#REFINERY","精煉廠"
"#DESC_REFINERY","從<quad name=Oil><mark>燃油</mark>中提煉<quad name=Fuel><mark>燃料</mark>。\n\n燃料是車輛和其維修所必需的資源。\n\n－會造成<quad name=Pollution><mark>污染</mark>"
"#GATE","大門"
"#DESC_GATE","大門將會開放殖民地週遭的世界供探索，並使您能夠派遣專家前往殖民地以外的地區。對外開放的殖民地也將能讓生還者團體前來提出加入殖民地的要求。\n\n任何一座成長中的殖民地都有可能會招來土匪，但配有警備人員的大門可抵禦大部分較弱的攻擊者。"
"#GATE_DESTROYED","大門廢墟"
"#DESC_GATE_DESTROYED","從<mark>建造功能表</mark>中重建倒塌的<mark>大門</mark>來吸引更多的人加入殖民地。有了大門，您將可指派<mark>專家</mark>前往<mark>世界地圖</mark>進行探索。"
"#MEDICAL_TENT","醫療帳篷"
"#DESC_MEDICAL_TENT","治療各種身體狀況的居民。\n\n若是擁有多種<quad name=Meds> <mark>藥物</mark>的話將會加快治癒過程。可治療的病症為<mark>受傷、感染、輻射病和突變</mark>。精神疾病將無法在醫療設施中治癒。"
"#SCHOOL","學校"
"#DESC_SCHOOL","如果有設立學校，<mark>兒童</mark>將會前往學校接受教育。\n\n上學時間夠長的兒童在成年後將成為<mark>受過教育</mark>的人。教育可以提高工作效率。一所學校一次能教育的兒童數量有限。\n\n－<mark>暴風雪</mark>期間必須透過設立熱源保暖"
"#STORM_DOME","鬥技場"
"#DESC_STORM_DOME","閒暇時，居民會來到鬥技場找樂子。痛打別人或者看別人被痛打，不僅能夠釋放壓力，還能顯著提升<quad name=HappinessBonus><mark>幸福度</mark>，效果非凡！那些殺不死你的，只會讓你變得更強大。"
"#BUSH1","大片綠色灌木"
"#DESC_BUSH1","大型裝飾用綠色灌木，用於美化殖民地。"
"#BUSH2","大片黃色灌木"
"#DESC_BUSH2","大型裝飾用黃色灌木，用於美化殖民地。"
"#BUSH3","粉色花叢"
"#DESC_BUSH3","裝飾用的粉色花叢，用於美化殖民地。"
"#BUSH4","白色花叢"
"#DESC_BUSH4","小型白色的裝飾用花叢，用於美化殖民地。"
"#BUSH5","小片綠色灌木"
"#DESC_BUSH5","茂盛的綠色裝飾用灌木，用於美化殖民地。\n\n－不能種植於<mark>貧瘠的土壤</mark>上。"
"#BUSH6","高大的綠色灌木"
"#DESC_BUSH6","茂盛的綠色裝飾用灌木，用於美化殖民地。\n\n－不能種植於<mark>貧瘠的土壤</mark>上。"
"#BUSH7","紅色花朵"
"#DESC_BUSH7","美麗的紅色花朵，用於美化殖民地。"
"#BUSH8","粉色小花"
"#DESC_BUSH8","美麗的粉色花朵，用於美化殖民地。"
"#BUSH9","白色小花"
"#DESC_BUSH9","美麗的白色花朵，用於美化殖民地。"
"#BUSH10","高大的綠樹"
"#DESC_BUSH10","高大又茂密的樹，用於美化殖民地。\n\n－不能種植於<mark>貧瘠的土壤</mark>上。"
"#DECORATION1","瓶子樹"
"#DESC_DECORATION1","鋼筋和空瓶製成的裝飾樹。真有創意！"
"#DECORATION2","瓶子仙人掌"
"#DESC_DECORATION2","被切成仙人掌形狀的綠色舊汽水瓶。"
"#DECORATION3","塑膠花"
"#DESC_DECORATION3","黏在吸管上的彩色塑膠被剪成了花的形狀。"
"#DECORATION4","原木花"
"#DESC_DECORATION4","裝飾性的廢棄木料，上面黏上了塑膠小花。"
"#DECORATION5","塑膠三色堇"
"#DESC_DECORATION5","空塑膠瓶的底部黏了一些吸管，做得像一個小花盆一樣。"
"#DECORATION6","紙風車"
"#DESC_DECORATION6","五顏六色的紙折成的可愛小風車。"
"#TRADE_CENTER","貿易中心"
"#DESC_TRADE_CENTER","啟動<mark>貿易</mark>機制。\n\n可從<mark>貿易功能表</mark>或是在世界地圖上選取一個已發現的<mark>社群</mark>來發起協助。一名<mark>工人</mark>一次僅能處理一項協助工作；指派更多人來一次處理多項協議。"
"#ENVIRONMENTAL_STATION","環保站"
"#DESC_ENVIRONMENTAL_STATION","負責清除<quad name=Pollution><mark>污染堆積物</mark>。\n\n對汙染物進行安全淨化，並儲存在<mark>廢料庫</mark>中，進而讓生活環境更安全舒適。\n\n－會造成<quad name=Pollution><mark>污染</mark>"
"#LOGGING_CAMP","伐木場"
"#DESC_LOGGING_CAMP","將<quad name=Plank><mark>木材</mark>鋸成<quad name=Firewood><mark>柴火</mark>。\n\n柴火在烹煮食物與<mark>暴風雪</mark>發生期間皆非常重要。"
"#THE_PIT","埋葬坑"
"#DESC_THE_PIT","一座樸素的<mark>埋葬坑</mark>，用於埋葬結束了塵世掙扎的居民。\n\n給予死者一個體面的安息處，能夠讓生者獲得些許寬慰。毀掉墓坑會降低整個殖民地的<quad name=HappinessPenalty><mark>幸福度</mark>。屍體會在約一周後<mark>腐壞</mark>，空出新的位置給那些剛去世的死者。\n\n－會造成<quad name=Pollution><mark>污染</mark>。"
"#FIELD_HOSPITAL","戰地醫院"
"#DESC_FIELD_HOSPITAL","進階的大容量醫療建築，能夠以比<mark>醫療帳篷</mark>更快的速度治療多名居民。\n\n使用適當的<quad name=Meds><mark>藥品</mark>可更快治癒疾病。病症包括<mark>受傷、感染、輻射病與突變</mark>。"
"#MAINTENANCE_DEPOT","維修廠"
"#DESC_MAINTENANCE_DEPOT","自動執行<mark>修理</mark>和<mark>去污染</mark>工作。\n\n分配至維修廠的居民會自動清潔並修理工作區內受影響的建築。"
"#MEMORIAL","紀念碑"
"#DESC_MEMORIAL","居民可在這座紀念碑祭奠在浩劫及其後的餘波中失去生命的人們。紀念碑不能使逝者復生，但能提升<quad name=HappinessBonus><mark>幸福度</mark>，並給生者堅持下去的意義。"
"#LARGE_SOLAR_PANEL","大型太陽能板"
"#DESC_LARGE_SOLAR_PANEL","<mark>太陽能板</mark>的改良版，效率更高。可伸縮面板，使其不那麼易受災難影響。\n\n－僅能在<mark>白天</mark>運作\n－在<mark>電磁風暴</mark>發生期間將停止運作"
"#RADAR","雷達站"
"#DESC_RADAR","提前發出<mark>災難</mark>預警。\n\n災害來臨時，每一刻都很寶貴。這個先進的偵測系統能讓殖民地贏得先機，準備應對即將來臨的災難。"
"#MED_LAB","醫學實驗室"
"#DESC_MED_LAB","<mark>醫學實驗室</mark>雖然採用搜尋來的各種資源建造而成，但卻稱得上一件令人讚歎的工程作品，醫學實驗室能為居民生產重要<quad name=Meds><mark>藥品</mark>。"
"#LIBRARY","圖書館"
"#DESC_LIBRARY","因為電視已不復存在，所以使用書本保存知識和故事便重新成為了最實用的方法。每個人都能找到自己喜歡的書和漫畫。居民可在閒暇時間前往圖書館，出來後他們將會提升<quad name=HappinessBonus><mark>幸福度</mark>。\n\n－在<mark>暴風雪</mark>期間必設立熱源保暖"
"#GAME_ARCADE","遊戲室"
"#DESC_GAME_ARCADE","費力重建的街機遊戲點亮了這座建築，讓人們從殘酷的現實中得到短暫的緩解。建造成本非常高，但鑒於它提供的<quad name=HappinessBonus><mark>幸福度</mark>，絕對值得進行投資。"
"#MOVIE_THEATRE","電影院"
"#DESC_MOVIE_THEATRE","存放了搜尋來的各種稀奇古怪的電影，居民能將自己喜怒哀樂寄託於其中。片尾致謝播放時，<quad name=HappinessBonus><mark>幸福度</mark>一定會飆升。"
"#GUARD_POST","守衛亭"
"#DESC_GUARD_POST","守衛亭可<mark>保護</mark>你的殖民地免遭所有敵人侵襲並<mark>偵察週遭的環境</mark>。\n\n守衛在建築周邊巡邏，對自己工作區中出現的威脅自動做出反應（也可直接控制單位）。擔任守衛的居民可以配備<quad name=Guard_Rifle><mark>武器</mark>，以便更有效率地完成任務。\n\n－中等偵察速度"
"#PATHFINDER","探路者雕像"
"#DESC_PATHFINDER","紀念那些為了創造人類的新黎明而失去生命、受難以及犧牲的人們的雕像。"
"#SKYLINES","天際線雕像"
"#DESC_SKYLINES","一座令人印象深刻，如同透視畫一般的紀念碑，獻給那些努力向上、永不止步的人們。向建築師和創造者們致敬。"
"#GATE2","大門強化"
"#DESC_GATE2","強化過的大門有著更多的警備欄位並可保護殖民地抵禦更強悍的敵人。也將顯示更多有關前來的生還者團體的訊息。"
"#CEMETERY","墓地"
"#DESC_CEMETERY","一個莊嚴的安息處，並為居民們提供了一個可以悼念亡者的地方。\n\n殖民地內有個像樣的安息處將提升整體幸福度，而拆除它將會造成 <quad name=HappinessPenalty><mark>幸福度</mark>大幅降低。屍體在墓地中<mark>腐壞</mark>速度較墓坑裡慢。"
"#BRAZIER01","火盆"
"#DESC_BRAZIER01","火盆中的熊熊大火能照亮一大片區域。"
"#LANTERNHOLDER01","燈籠"
"#DESC_LANTERNHOLDER01","掛在一支杆子上的燈籠。"
"#SIMPLETORCH01","火把"
"#DESC_SIMPLETORCH01","簡易火把，照亮夜晚。"
"#ELECTRICLAMPSMALL01","小型街燈"
"#DESC_ELECTRICLAMPSMALL01","樸素的小型電燈柱。"
"#ELECTRICLAMPLARGE01","大型街燈"
"#DESC_ELECTRICLAMPLARGE01","高大的四面燈柱，可照亮一大片區域。"
"#ELECTRICLAMPMEDIUM01","中型街燈"
"#DESC_ELECTRICLAMPMEDIUM01","高大的燈柱，可在道路上建造。"
"#OUTPOST_DEPOT","前哨總站"
"#DESC_OUTPOST_DEPOT","可以在<mark>世界地圖</mark>上建造<mark>前哨站</mark>。\n\n前哨站可被用來挖掘<mark>科學點數、尋找生還者、或是生產與運送物資</mark>並快速的送回殖民地。\n\n－建造一座前哨站將會需要使用一名<mark>專家</mark>"
"#LARGE_BATTERY","大型電池架"
"#DESC_LARGE_BATTERY","能大量儲存多餘的<quad name=Energy><mark>能源</mark>。\n\n當消耗量超過生產量時，將會啟用儲存的能源。"
"#LIGHTNING_ROD","避雷針"
"#DESC_LIGHTNING_ROD","可保護<quad name=Energy><mark>能源</mark>建築。\n\n建設一塊保護區域，引導雷擊通過自身流向地面，避免建築受到傷害。承受幾次雷擊後容易損壞。在<mark>電磁風暴</mark>發生時非常有用。"
"#SAUNA","三溫暖"
"#DESC_SAUNA","清潔用建築。\n\n三溫暖能讓居民洗掉身上的有害懸浮微粒和病原體，避免日後染上疾病。\n\n－需要與<quad name=Water><mark>水塔</mark>連接\n－會造成<quad name=Pollution><mark>污染</mark>"
"#LUMBER_YARD","鋸木場"
"#DESC_LUMBER_YARD","<mark>鋸木場</mark>中的工人砍伐指定區域的<mark>樹木</mark>，並將其加工為<quad name=Plank><mark>木材</mark>。\n\n由於鋸木場依賴人工，所以生產速度較慢，但還是能完成工作。"
"#OUTHOUSE","茅坑"
"#DESC_OUTHOUSE","衛生建築。\n\n基本的<mark>衛生</mark>是健康殖民地的必要條件。可供居民洗手和方便。使茅坑遠離其他建築，避免造成污染。\n\n－會造成<quad name=Pollution><mark>污染</mark>"
"#CAMPSITE","營地"
"#DESC_CAMPSITE","新殖民地的第一個建築，能夠有限度的<mark>偵察</mark>週遭環境並<mark>儲存一些資源和水</mark>。\n\n您可以透過營地發射信號彈來邀請第一批居民入住。\n－基礎殖民地偵察"
"#GUNSMITH","槍械工作室"
"#DESC_GUNSMITH","<mark>槍械工作室</mark>負責製造<quad name=Guard_Rifle><mark>武器</mark>。\n\n確保居民才不需要手持刀具參與槍戰。製造可靠的槍械費時且費力，但成本也不低。"
"#HEATER","火爐"
"#DESC_HEATER","在<mark>暴風雪</mark>期間可保持建築的溫暖。\n\n火爐是小型殖民地中一種簡單的取暖措施。其產生的熊熊烈焰足以溫暖鄰近區域，而且能夠防止遠處的建築物完全結冰。\n\n－需要消耗<quad name=Firewood><mark>柴火</mark>"
"#ENERGYHEATER","暖氣機"
"#DESC_ENERGYHEATER","在<mark>暴風雪</mark>期間可保持建築的溫暖。\n\n一種以<quad name=Energy><mark>能源</mark>做為動力的進階取暖裝置，適用於較為大型的殖民地。暖氣機的發熱片能將產生的熱量擴散到大片區域，防止建築結冰。"
"#GARAGE","車庫"
"#DESC_GARAGE","<mark>車庫</mark>是殖民地中修理和停放<mark>車輛</mark>的地方。\n\n可以用來把專家小隊集結到一輛車上並送往<mark>世界地圖</mark>。"
"#COMMAND_CENTER","總部"
"#DESC_COMMAND_CENTER","主要的管理建築。\n\n設備精良且可更大範圍的進行<mark>偵察</mark>，又有著巨大的<mark>倉儲</mark>空間。這個行政建築可撐起一座大型的殖民地。\n\n－將完整偵察殖民地的地圖"
"#MISSION_CONTROL","殖民地中心"
"#DESC_MISSION_CONTROL","用來取代營地的主要管理建築。\n\n可快速的<mark>偵察</mark>營地偵察不到的區域。\n－中度偵察殖民地的地圖"
"#TRANSFORMER_LARGE","大型變壓器"
"#DESC_TRANSFORMER_LARGE","由<mark>變壓器</mark>升級而成。\n\n能把<quad name=Energy><mark>能源</mark>從一個地方轉移到另一個地方的設備。相較於一般的變壓器有著更大的涵蓋範圍。"
"#HEATER_LVL2","升壓火爐"
"#DESC_HEATER_LVL2","由<mark>火爐</mark>升級而成。\n\n透過燃燒大量的<quad name=Firewood><mark>柴火</mark>並更有效率的導熱技術，能在更大的範圍內保持建築物的溫暖。"
"#ENERGYHEATER_LVL2","工業用暖氣機"
"#DESC_ENERGYHEATER_LVL2","由<mark>暖氣機</mark>升級而成。\n\n能夠將熱度傳至極遠的距離，但同時也將消耗更多<quad name=Energy><mark>能源</mark>。"
"#LIGHTNING_ROD_LVL2","避雷塔"
"#DESC_LIGHTNING_ROD_LVL2","由<mark>避雷針</mark>升級而成。\n\n擴大的保護範圍能更有效的防止電磁風暴與偶發的過度充電所帶給<quad name=Energy><mark>能源</mark>建築的損害。這個巨大的塔能承受更多次的衝擊，因此也將需要更頻繁的維修。"
"#SAUNA_UPGRADE","蒸氣三溫暖"
"#DESC_SAUNA_UPGRADE","由<mark>三溫暖</mark>升級而成。\n\n<mark>衛生</mark>對於居民的健康至關重要。蒸氣三溫暖能讓居民洗掉身上的有害懸浮微粒和病原體，避免日後染上疾病。遭遇傳染病時非有用，並可協助抵禦<mark>暴風雪</mark>的威脅，三溫暖的蒸氣能暫時減緩居民凍傷的速度。\n\n－需要與<quad name=Water><mark>水塔</mark>連接"
"#OUTHOUSE_UPGRADE","茅坑"
"#DESC_OUTHOUSE_UPGRADE","由<mark>茅坑</mark>升級而成。\n\n<mark>衛生</mark>是一座健康殖民地的重點要務。讓居民們能夠自主進行清潔並用水處理他們的自然廢料。\n\n－需要與<quad name=Water><mark>水塔</mark>連接"
"#RECYCLER_UPGRADE","快速回收站"
"#DESC_RECYCLER_UPGRADE","由<mark>回收站</mark>升級而成。\n\n能用更快的速度從塑膠堆積物中搜集<quad name=Plastic><mark>塑膠</mark>。\n\n塑膠是建造建築物的必要材料。"
"#SCAVENGER_UPGRADE","快速廢料站"
"#DESC_SCAVENGER_UPGRADE","由<mark>廢料站</mark>升級而成。\n\n能用更快的速度從金屬堆積物中搜尋<quad name=Metal><mark>金屬</mark>和<quad name=Scrap><mark>廢棄物</mark>。\n\n金屬是建築的主要材料，而兩者皆可進一步回收轉換成有價值的物品。"
"#WELL_UPGRADE","鑽井"
"#DESC_WELL_UPGRADE","由<mark>水井</mark>升級而成。\n\n穩定的<quad name=Water><mark>水源</mark>之一。深度比一般的<mark>水井</mark>要深，且一定可以達到最大生產效率。\n\n－建造時必須在其他水井的一段距離之外"
"#TOOLSHOP_UPGRADE","高級工具間"
"#DESC_TOOLSHOP_UPGRADE","由<mark>工具間</mark>升級而成。\n\n用高級資源製造<quad name=Tools_2><mark>工具</mark>。\n\n製造新工具來協助居民<mark>更有效率</mark>地完成工作。如果沒有工具，居民們的工作效率將會大幅降低。所有工具都有他們的耐久度，但較高品質的工具耐久度會更高。"
"#TAILOR_UPGRADE","高級製衣坊"
"#DESC_TAILOR_UPGRADE","由<mark>製衣坊</mark>升級而成。\n\n用高級資源製作<quad name=Cloth_2><mark>衣物</mark>。\n\n在充滿危險的世界裡，具有保護和保暖作用的衣物是生存必需品。高級製衣坊能製造品質更好的衣物，能夠提升對寒冷及汙染的防護。"
"#GUNSMITH_UPGRADE","高級槍械工作室"
"#DESC_GUNSMITH_UPGRADE","由<mark>槍械工作室</mark>升級而成。\n\n負責製造供守衛用的精良<quad name=Guard_Rifle_2><mark>武器</mark>。製造可靠的武器既費時又昂貴。"
"#INFO_PRODUCTION_CHECK_PREREQUISITES","確認生產需求"
"#INFO_PRODUCTION_WAITING_RESOURCES","等待資源中"
"#INFO_PRODUCTION_WAITING_TRANSFER_JOBS","資源配送中"
"#INFO_PRODUCTION_WAITING_WORKER","等待工人"
"#INFO_PRODUCTION_PROCESSING_STARTED","已開始生產"
"#INFO_PRODUCTION_ACTIVE","正常運作"
"#INFO_PRODUCTION_WAITING_AVAILABLE_PERSONNEL","未指派工人"
"#INFO_PRODUCTION_NO_ACTIVE_DEPOSITS","工作區沒有堆積物"
"#INFO_CONSTRUCTION_WAITING","等待資源中"
"#INFO_CONSTRUCTION_STARTED","已開始建造"
"#INFO_CONSTRUCTION_WAITING_BUILDER","等待建築工人中"
"#INFO_BUILDING_DESTROYED","建築被破壞"
"#INFO_ON_FIRE","著火"
"#INFO_DESTROYED","毀壞"
"#INFO_COLLAPSED","倒塌"
"#INFO_REPAIRS_NEEDED","需要維修"
"#INFO_IMMEDIATE_REPAIRS_NEEDED","需要立即維修"
"#TOPIC_PATIENT_SLOTS","病人空位"
"#TOPIC_COLONIST_CAPACITY","居民空位"
"#TOPIC_FAMILY_CAPACITY","家庭空位"
"#TOPIC_STUDENT_CAPACITY","學生空位"
"#TOPIC_WATER_PRODUCTION","水資源生產"
"#TOPIC_WATER_CONSUMPTION","耗水量"
"#TOPIC_WATER_STORAGE","容量"
"#TOPIC_ENERGY_CONSUMPTION","能源消耗"
"#TOPIC_ENERGY_PRODUCTION","能源生產"
"#TOPIC_ENERGY_STORAGE","容量"
"#TOPIC_RESOURCE_STORAGE","儲存量"
"#TOPIC_CORPSE_CAPACITY","空位"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_WOOD_DESC","工作區內沒有樹木"
"#NOTIFICATION_IS_FULL","{0}：已滿"
"#INFO_CORPSE_STORAGE_FULL","沒有足夠空間放置屍體"
"#INFO_BUILDING_OPTIONS","選項"
"#TOPIC_CANCEL_CONSTRUCTION","取消建造"
"#INFO_PRODUCTION_PROGRESS_TITLE","狀態"
"#INFO_HOUSE_OCCUPANTS_COUNT","{0}／{1}"
"#CATEGORY_SECURITY","探索"
"#TOPIC_DZ","{0}廢墟"
"#DESC_DZ","必須清除以便為新建築留出空間。"
"#INFO_FIELD_WAITING_HARVEST_WORKER","等待工人收割"
"#INFO_FIELD_WAITING_CULTIVATING","耕作土壤"
"#INFO_FIELD_CONTAMINATED","受污染"
"#INFO_FIELD_DISASTER_BLOCKING","等待災難結束"
"#BUTTON_ACTIVATE_INFO_PANEL","啟動資訊面板"
"#NOTIFICATION_ENERGY_SHORTAGE_INFO","增加能源產量或關閉建築"
"#CONSTRUCTION_COST","建設成本"
"#DESC_GATE_EVENT_FRIENDLY_GROUP","一群疲憊的生還者正在尋找一個安全的地方落腳。他們的領隊走近大門，希望加入你的殖民地。作為交換，他們會提供剩下的所有物資，以及願意進行勞動的人員。"
"#DESC_GATE_EVENT_PARTY_RETURNS_FAILURE","一名受傷的任務領隊來到大門前，蹣跚地走了幾步後便倒在了地上。巡邏的護衛將他扶了起來，他講述了自己被土匪伏擊而失去手下和物資的經歷。他似乎受到了不小的驚嚇，需要一些時間才能從這一打擊中走出來。整個社群的人聽到這個消息後都灰心喪氣。"
"#DESC_GATE_EVENT_PARTY_RETURNS_LOSS","一群疲憊的人完成任務後歸來，雖然折損了一些人手，但或多或少完成了任務。小隊成員需要休息一段時間來療傷，調整心態。看到這群人歸來，整個社群都松了一口氣，同時也為逝去的夥伴哀悼。"
"#DESC_GATE_EVENT_PARTY_RETURNS_SUCCESS","凱旋歸來！任務進行得很順利，並且損失極小。領隊做了簡單的任務報告，為了慶祝，他開了一瓶私藏的私釀酒分給成員們。領隊近期可能不再接受任務，不過整個社群的士氣都因此次成功而提升不少。"
"#PAUSE_BUILDING_TITLE","暫停建築"
"#INFO_HOUSE_FAMILIES_COUNT","入住家庭{0}／{1}"
"#INFO_FIELD_WAITING_SEED_SELECTION","等待選擇"
"#INFO_FIELD_NEXT_SEED","{0}"
"#INFO_FIELD_WAITING_PLANTING_WORKER","準備種植"
"#INFO_FIELD_PLANTING","種植{0}"
"#TOPIC_PRODUCTION_SELECTION_FIELD","選擇下一個"
"#TOPIC_PRODUCTION_SELECTION_TAILOR","選擇產量"
"#TOPIC_FIELD_HARVEST_NOW","立即收割"
"#INFO_FIELD_PLANTING_WORKER_REQUIRED","準備種植"
"#INFO_FIELD_CROP_GROWING","生長{0}"
"#INFO_FIELD_HARVEST_WORKER_REQUIRED","等待居民"
"#INFO_FIELD_HARVESTING","收割{0}"
"#INFO_FIELD_HARVEST_NOW","立即收割"
"#INFO_FIELD_HARVEST_NOW_YIELD","產量{0}"
"#INFO_HOUSE_FAMILY_COUNT","入住家庭{0}／{1}"
"#INFO_TREATMENT_TREATING","正在處理"
"#INFO_ENTERTAINMENT_ACTIVE","建築開放"
"#INFO_FIELD_WAITING_CROP_SELECTION","選擇下一個作物"
"#INFO_FIELD_WAITING_INSECT_SELECTION","選擇下一個昆蟲"
"#INFO_FIELD_WAITING_BREEDING_WORKER","繁殖就緒"
"#INFO_FIELD_BREEDING","正在繁殖{0}"
"#INFO_PRODUCTION_HUNTING_STARTED","狩獵中"
"#INFO_PRODUCTION_FISHING_STARTED","捕魚中"
"#BUILDING_INFO_HAPPINESS_BOOST","娛樂"
"#BUILDING_INFO_VISITORS","訪客"
"#BUILDING_INFO_GARAGE_REPAIRING","維修中"
"#BUILDING_INFO_GARAGE_REPAIRING_STATUS","維修中{0}"
"#BUILDING_INFO_MOTOR_SHOP_ASSEMBLING_STATUS","正在組裝{0}"
"#NOTIFICATION_GARAGE_FULL","車庫已滿"
"#NOTIFICATION_GARAGE_FULL_PLURAL","車庫已滿"
"#NOTIFICATION_NEED_MORE_GARAGES","建造更多車庫"
"#BUILDING_INFO_SPECIALIST_SLOT","專家欄位"
"#BUILDING_INFO_ASSIGN_SPECIALIST","指派專家"
"#TOPIC_BUILDING_INFO_ASSIGN_SPECIALIST","指派專家"
"#ASSIGN_SPECIALIST_TO_BUILDING","指派專家到建築"
"#WIND_GENERATOR_MARS","火星風力發電機"
"#DESC_WIND_GENERATOR_MARS","生產<quad name=Energy><mark>能源</mark>。\n\n充滿未來感的外星設計！"
"#INFO_BUILDING_TOO_CLOSE","同類型建築距離過近"
"#TOPIC_STORAGE_EDIT","資源儲備"
"#STORAGE_EDIT_BUTTON","允許資源"
"#TOPIC_DEMOLISH_BUILDING","回收"
"#TOPIC_WORK_AREA_EFFICIENCY_CURRENT","當前效率"
"#TOPIC_WORK_AREA_EFFICIENCY_NEW","新效率"
"#INFO_BUILDING_WAITING_REPAIRS","等待維修中"
"#INFO_NO_RESOURCES_REQUIRED","不需要建築資源。"
"#RESIZE_WORK_AREA_CONSOLE","工作區範圍大小調整"
"#RESIZE_WORK_AREA_PC","按住左Ctrl並滾動滑鼠滾輪以重劃工作區範圍"
"#INFO_ONLY_PLACEMENT_BARREN","必須建造在貧瘠的土地上"
"#TOPIC_CREATE_OUTPOST","建造前哨站"
"#TOPIC_VIEW_OUTPOST","查看前哨站"
"#TOPIC_OUTPOST","前哨站"
"#INFO_WM_BLOCKED_PLACEMENT","將前哨站放置於一個顯示地點。"
"#INFO_BUILDING_OUTPOST_NOT_PLACED","尚未放置前哨站"
"#INFO_ONLY_PLACEMENT_NEAR_UNDERGROUND_DEPOSIT","必須放置於地下堆積物附近"
"#INFO_BUILDING_PAUSED","已暫停"
"#BUTTON_BUILD_MULTIPLE_CONSOLE","建造多個"
"#BUTTON_BUILD_MULTIPLE_PC","按住Ｓｈｉｆｔ以建造多個"
"#BUTTON_ROTATE_PC","按住Ｒ旋轉"
"#BUTTON_ROTATE_PC_BINDABLE","按住{0}旋轉"
"#TOPIC_BUILDING_REPAIRINFO","維修情況"
"#TOPIC_ASSIGN_SPECIALIST","指派專家"
"#TOPIC_BUILDING_SELECT_SPECIALIST","選擇專家"
"#STATUS_SPECIALIST_NOT_ASSIGNED","未指派家"
"#STATUS_SPECIALIST_NOT_AVAILABLE","專家不可用"
"#STATUS_CAR_IS_REPAIRED","車輛維修中"
"#STATUS_NOT_ENOUGH_FUEL","燃料不足"
"#TOPIC_ASSIGNED_SPECIALISTS","指派的專家"
"#STATUS_CAR_FULL","所有乘客欄位已滿"
"#TOPIC_CARGO_CAPACITY","載貨容量"
"#TOPIC_REPAIR_SPEED","維修速度"
"#STATUS_REPAIRS_REQUESTED","已請求維修"
"#TOPIC_GARAGE_ASSEMBLE_TEAM","集結小隊"
"#NOTIFICATION_CARS_MANY_WAITING_REPAIRS","{0}量車等待維修"
"#NOTIFICATION_ALL_GARAGES_FULL","所有車庫已滿"
"#NOTIFICATION_ALL_GARAGES_FULL_DESC","建造更多車庫"
"#STATUS_MISSING_SPECIALIST","缺少一名專家"
"#INFO_WAITING_FOR_SPECIALIST","等待專家中"
"#INFO_CAR_IS_BEING_REPAIRED","車輛維修中"
"#NOTIFICATION_CAR_REPAIRS_COMPLETE","車輛已可用"
"#NOTIFICATION_CAR_REPAIRS_COMPLETE_DESC","車輛已維修完成，隨時可以出發"
"#INFO_GARAGE_NO_VEHICLES_DESC","從世界地圖發現的車輛通常都是破損的，需要送回殖民地修理。"
"#TOPIC_BUILDING_IDLE","閒置"
"#INFO_FIELD_HARVEST_DECAYING","作物正在枯萎"
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","等待戰鬥結束以開始維修"
"#TOPIC_BUILDING_POLLUTION_TITLE","污染"
"#TOPIC_BUILDING_POLLUTION","污染"
"#TOPIC_DECONTAMINATE","去污染"
"#TOPIC_PRODUCTION_LIMIT","生產上限"
"#TOPIC_SET_PRODUCTION_LIMIT","設置生產上限"
"#TOPIC_SET_PRODUCTION_LIMIT_DESC","生產最多這一數量的儲存物品（０代表無限）。"
"#INFO_PRODUCTION_OUTPUT_LIMIT_MET","已至生產上限"
"#DESC_VEHICLE_STORAGE_EMPTY","車輛能大幅提升專家在世界地圖上的移動速度"
"#INFO_FIELD_INFERTILE_SOIL","在貧瘠的土壤上不會生長。"
"#TOPIC_POLLUTION_SHIELDING_LEVEL","污染防護{0}"
"#TOPIC_SPLIT_ANIMALS","分配至新牧場"
"#TOPIC_BUTCHER_ANIMALS","屠宰"
"#TOOLTIP_INVITE_COLONISTS","發射信號彈"
"#TOPIC_INVITE_COLONISTS","邀請居民"
"#TOOLTIP_INVITE_COLONISTS_CONTENT","發射信號彈以邀請第一批居民入住"
"#STATUS_RANCH_SELECT_ANIMAL","選擇要飼養的動物類型"
"#STATUS_RANCH_BUTCHERING","屠宰動物中"
"#STATUS_RANCH_WAITING_ANIMALS","等待動物到達"
"#STATUS_RANCH_MISSING_WORKER","缺少工人，資源生產已暫停"
"#STATUS_RANCH_MISSING_WATER","缺少水資源，動物處於脫水狀態且有性命之虞"
"#STATUS_RANCH_MISSING_WATER_AND_WORKER","缺少水資源和工人，動物瀕臨死亡"
"#STATUS_RANCH_INFECTED","牧場遭受感染"
"#INFO_UNEXPLORED_AREA","無法放置於未探索區域"
"#BLOCK_REASON_REQUIRES_COLONISTS","邀請居民以解鎖"
"#BLOCK_REASON_REQUIRES_CAMPSITE","建造營地以解鎖"
"#BLOCK_REASON_ALREADY_BUILT","只允許建造１個"
"#TRANSFORMER","變壓器"
"#DESC_TRANSFORMER","能將<quad name=Energy><mark>能源</mark>從一個地方轉移到另一個地方的設備。變壓器會在其<mark>有效區域</mark>內分配能源。"
"#TOPIC_VEHICLE_SELECTION","車輛選擇"
"#TOPIC_ABORT_DEMOLITION","中止拆遷"
"#TOPIC_SALVAGE_CONFIRM","確定要拆除已選建築嗎？"
"#BUILDING_STATUS_DISABLED_BY_CATASTROPHE","受災難影響而陷入癱瘓"
"#INFO_FIELD_DAMAGED","遭破壞"
"#INFO_NO_EFFICIENCY_MISSING_TREES","工作區內沒有樹木"
"#INFO_LOW_EFFICIENCY_LITTLE_TREES","效率：低，需要更多樹木"
"#INFO_MEDIUM_EFFICIENCY_AVG_TREES","效率：中"
"#INFO_HIGH_EFFICIENCY_LOT_TREES","效率：高"
"#INFO_LOW_EFFICIENCY_LITTLE_WATER_TILES","效率：低，需要更多的水"
"#INFO_MEDIUM_EFFICIENCY_AVG_WATER_TILES","效率：中"
"#INFO_HIGH_EFFICIENCY_LOT_WATER_TILES","效率：高"
"#BUILDING_STATUS_OUTSIDE_ENERGY_GRID","於電力供給範圍外"
"#INFO_MEDIUM_EFFICIENCY_WELL_AVG_FERTILE_SOIL","效率：中"
"#INFO_HIGH_EFFICIENCY_WELL_LOT_FERTILE_SOIL","效率：高"
"#INFO_LOW_EFFICIENCY_WELL_LITTLE_FERTILE_SOIL","效率：低"
"#INFO_BUILDING_OUTSIDE_WATER_STORAGE_AREA","附近需要淨水儲備"
"#INFO_HEATER_ACTIVE","產生熱能"
"#BLOCK_REASON_REQUIRES_GATE","建造大門來解鎖"
"#INFO_FIELD_FROZEN","農田已結冰。"
"#INFO_FIELD_BURNED","農田已燒毀。"
"#TOPIC_UPGRADE","升級"
"#LABEL_UPGRADING","升級中..."
"#BUILDING_STATUS_DISABLED_BY_EFFICIENCY","此建築因效率過低而暫停運作"
"#BUTTON_BUILD_NEXT","隨即建造"
"#BUTTON_CANCEL_BUILD_NEXT","取消優先順序"
"#TOPIC_PREFAB_COUNT","自由設置：{0}"
"#INFO_CANCEL_PREFAB","回收自由設置"
"#INFO_CONSTRUCTION_RESOURCES_COMING","資源配送中"
"#INFO_CONSTRUCTION_NO_CARRIER_ASSIGNED","正在等待閒置搬運工"
"#INFO_CONSTRUCTION_NO_BUILDER_ASSIGNED","正在等待閒置工人"
"#INFO_CONSTRUCTION_BUILDING","建造中"
"#INFO_BUILDING_MANUAL_PAUSE","手動暫停"
"#INFO_BUILDING_NOT_ENOUGH_RESOURCES","資源不足"
"#INFO_PRODUCTION_WAITING_CONSTRUCTION_RESOURCES","正在等待建築材料"
"#INFO_CONSTRUCTION_WAITING_CARRIER","正在等待搬運工"
"#INFO_CONSTRUCTION_WAITING_RESOURCES","等待資源中"
"#TOPIC_CONSTRUCTION_MATERIALS","建築材料"
"#TOPIC_UNDER_CONSTRUCTION","建造中"
"#INFO_FIELD_WAITING_CULTIVATION_WORKER","正在等待耕作"
"#INFO_FIELD_CULTIVATING","耕作中"
"#INFO_UNEVEN_TERRAIN","地形不平"
"#INFO_BLOCKED_PLACEMENT","地下物體使得建設受阻"
"#INFO_ALL_CLEAR","可建造"
"#INFO_NEED_WATER_TILES","離水源太遠"
"#INFO_NEED_LAND_TILES","需要建造在岸邊"
"#INFO_NO_PLACEMENT_BARREN","不能建造在貧瘠的土壤上"
"#INFO_FIELD_PREPARING","狀態"
"#INFO_FIELD_GROWING","生長中"
"#TOPIC_CLEAR","清除"
"#INFO_FIELD_WAITING_SEED","等待選擇作物"
"#INFO_FIELD_NO_SEED","已暫停"
"#INFO_FIELD_WAITING_GROWTH","等待中"
"#TOPIC_CANCEL_REPAIR","取消維修"
"#INFO_REPAIRING","維修中{0}"
"#INFO_WORKING_NORMALLY","正常運作"
"#INFO_NO_DEPOSITS_INSIDE_WORK_AREA","工作區沒有堆積物"
"#INFO_SCAVENGING","搜集中"
"#INFO_CUTTING_TREES","正在伐木"
"#DESC_BUNKER","可儲存初始物資和水。\n\n被摧毀的碉堡已不再適合居住，但它的蓄水設施仍然可用。無法儲存資源。回收廢墟可獲得額外資源。"
"#DESC_TRUCK","可儲存初始物資和水。\n\n這輛卡車已經無法修理，你能開到這裡就很不錯了。無法儲存新的資源。回收卡車可獲取額外資源。"
"#DESC_BAGS","儲存著初始物資和水。\n\n一堆雜亂的資源。數量並不多，但你得靠這些資源撐過去，重建家園。無法儲存資源。回收這堆物品可獲取額外資源。"
"#MAGNETIC_SEPARATOR","磁力分離器"
"#DESC_MAGNETIC_SEPARATOR","<mark>磁力分離器</mark>可從地下堆積物中挖掘資源，並將<quad name=Rare> <mark>稀有金屬</mark>分離出來，供生產高階產品使用。\n\n－會造成<mark>污染</mark>"
"#BOTANICAL_GARDEN_NEW","植物園"
"#DESC_BOTANICAL_GARDEN_NEW","建立這樣的植物園能讓居民們感到更放鬆。園中生長著許多無法生長在外頭的美麗植物。但這種建築無法被用來栽種作物。"
"#DESC_SHRINE_NEW","一個安詳又能撫慰人心的處所。居民們可在此留下祭品並進行祈禱。這個具有祥和氣息的建築可為殖民地中的人們提供幸福度提升的效果。"
"#DESC_PUBLIC_HOUSE_NEW","花時間與其他居民們相處還是得在正確的場合進行較為舒適。在這裡，居民們可以為自己調和一些飲料並與彼此聊聊天，進而能夠提升殖民地的幸福度。"
"#DESC_STORM_DOME_NEW","閒暇時，居民會來到鬥技場找樂子。痛打別人或者看別人被痛打，不僅能夠釋放壓力，還能顯著提升<quad name=HappinessBonus><mark>幸福度</mark>，效果非凡！那些殺不死你的，只會讓你變得更強大。"
"#DESC_MEMORIAL_NEW","居民可在這座紀念碑祭奠在浩劫及其後的餘波中失去生命的人們。紀念碑不能使逝者復生，但能提升<quad name=HappinessBonus><mark>幸福度</mark>，並給生者堅持下去的意義。"
"#DESC_LIBRARY_NEW","因為電視已不復存在，所以使用書本保存知識和故事便重新成為了最實用的方法。每個人都能找到自己喜歡的書和漫畫。居民可在閒暇時間前往圖書館，出來後他們將會提升<quad name=HappinessBonus><mark>幸福度</mark>。\n\n－在<mark>暴風雪</mark>期間必設立熱源保暖"
"#DESC_GAME_ARCADE_NEW","費力重建的街機遊戲點亮了這座建築，讓人們從殘酷的現實中得到短暫的緩解。建造成本非常高，但鑒於它提供的<quad name=HappinessBonus><mark>幸福度</mark>，絕對值得進行投資。"
"#DESC_MOVIE_THEATRE_NEW","存放了搜尋來的各種稀奇古怪的電影，居民能將自己喜怒哀樂寄託於其中。片尾致謝播放時，<quad name=HappinessBonus><mark>幸福度</mark>一定會飆升。"
"#DESC_FIGHTINGPIT_NEW","一種原始的娛樂場所，能夠讓居民們釋放一些在充滿壓迫感的環境下累積的壓力。"
"#DESC_WIND_GENERATOR_NEW","生產能源。\n\n比太陽能電池板更有效、更可靠，但所需維修次數較多。"
"#DESC_SOLAR_GENERATOR_NEW","能夠以低成本和高效率，小規模生產可再生能源的方法。\n\n－僅能在白天運作"
"#DESC_WIND_TURBINE_NEW","生產大量能源。\n\n比太陽能板更有效、更可靠，但所需維修次數較多。"
"#DESC_LARGE_SOLAR_PANEL_NEW","太陽能板的改良版，效率更高。可伸縮面板，使其不那麼易受災難影響。\n\n－僅能在白天運作\n－在電磁風暴發生期間將停止運作"
"#STORM_DOME_NEW","鬥技場"
"#MEMORIAL_NEW","紀念碑"
"#LIBRARY_NEW","圖書館"
"#GAME_ARCADE_NEW","遊戲室"
"#MOVIE_THEATRE_NEW","電影院"
"#FIGHTINGPIT_NEW","鬥技場"
"#SHRINE_NEW","神壇"
"#PUBLIC_HOUSE_NEW","酒館"
"#WATER_PUMP_NEW","幫浦"
"#WIND_GENERATOR_NEW","風力發電機"
"#SOLAR_GENERATOR_NEW","太陽能板"
"#WIND_TURBINE_NEW","大型風力發電機"
"#LARGE_SOLAR_PANEL_NEW","大型太陽能板"
"#GATE3","堡壘大門"
"#DESC_GATE3","戒備最森嚴的大門，且有著最多數量的警備欄位。可抵禦大部分想要突破殖民地防禦的敵人。"
"#TITLE_CREATE_SETTLER_NEW","創建殖民者"
"#DELUXE_WIND_GENERATOR","Martian Wind Turbine"
"#DESC_DELUXE_WIND_GENERATOR","Generates <quad name=Energy> <mark>energy</mark>.\n\nFuturistic and durable design built with technology and materials meant for thin atmospheres and extreme conditions. The Martian wind turbine is cheaper to repair and withstands more damage compared to a regular turbine. It also works during winter storms.\n\nUltimate Colony Edition quest reward.\n\n- Halts during <mark>magnetic storms</mark>."
"#DELUXE_RADIO_TOWER","Radio Tower"
"#DESC_DELUXE_RADIO_TOWER","A self-sustaining radio tower for sending and receiving long-range radio transmissions.\n\nStarts the Ultimate Colony Edition quest line “Written in the Stars.”"
"#TOPIC_CREATE_ENGINEER","Create engineer"
"#DESC_CREATE_ENGINEER","The selected specialist will be permanently converted into an engineer."
"#ENGINEER_DESC","Build advanced engineer outposts on the world map that help to complete the doomsday bunker. Engineers cannot fight or scavenge resources."
"#TOPIC_CREATE_ENGINEER_SELECTED_SPECIALIST","Selected specialist"
"#INFO_BUILDING_CONDITION_GATE_LOCKED","Gate locked—battle in progress"
"#INFO_BUILDING_STATUS_MAX_CAP","Maximum capacity reached"
"#TOOLTIP_GATE_DEFENCE_CONTENT","Defense power is determined by the gate's current health and number of guards. Upgrade the gate to improve its maximum defense power against increasingly tougher bandits."
"#OUTPOST_DEPOT_LEVEL2_NAME","Engineer Depot"
"#DESC_OUTPOST_DEPOT_LEVEL2_NAME","Staging area to assemble resources and convert a specialist into an <mark>engineer</mark>. Staging area is dismantled when an engineer is created.\n\nEngineers build specialized outposts that gather knowledge and essential components from the world map to assist in construction of the doomsday bunker."
"#ENDGAME_VAULT_LEVEL_1","Doomsday Bunker Phase 1"
"#DESC_ENDGAME_VAULT_LEVEL_1","Construction site for the doomsday bunker. The first stage in a huge project to protect the colony and its people from catastrophes.\n\nComplete the construction of the doomsday bunker by building <mark>engineer outposts</mark> and completing all the steps in the <mark>Project Tomorrow</mark> questline."
"#ENDGAME_VAULT_LEVEL_2","Doomsday Bunker Phase 2"
"#DESC_ENDGAME_VAULT_LEVEL_2","Construction site for the doomsday bunker. The second stage in a huge project to protect the colony and its people from catastrophes.\n\nComplete the construction of the doomsday bunker by building <mark>engineer outposts</mark> and completing all the steps in the <mark>Project Tomorrow</mark> questline."
"#ENDGAME_VAULT_LEVEL_3","Doomsday Bunker Phase 3"
"#DESC_ENDGAME_VAULT_LEVEL_3","Almost finished doomsday bunker. The third stage in a huge project to protect the colony and its people from the catastrophes.\n\nComplete the construction of the doomsday bunker by building <mark>engineer outposts</mark> and completing all the steps in the <mark>Project Tomorrow</mark> questline."
"#ENDGAME_VAULT_LEVEL_4","Doomsday Bunker"
"#DESC_ENDGAME_VAULT_LEVEL_4","The culmination of <mark>Project Tomorrow</mark> is the completed doomsday bunker. The colony and its people are now safe from natural <mark>catastrophes</mark>. Enemies and seasonal winter storms still pose a threat to the colony same as before."
"#INFO_VEHICLES_STORED","{0} vehicles stored"
"#INFO_VEHICLES_STORED_LONG","{0} vehicles stored, build a garage to repair them"
"#COLONIST_COMMENT_INJURED_01","我受傷了......很嚴重的傷......"
"#COLONIST_COMMENT_INJURED_02","我好像弄斷了什麼東西。"
"#COLONIST_COMMENT_INJURED_03","我需要包紮。"
"#COLONIST_COMMENT_RADIATION_SICKNESS_01","我是不是......在發光？"
"#COLONIST_COMMENT_RADIATION_SICKNESS_02","我覺得我好像離輻射太近了......"
"#COLONIST_COMMENT_RADIATION_SICKNESS_03","我在掉頭髮欸......哦不......不......"
"#COLONIST_COMMENT_INFECTION_01","我現在感覺非常虛弱。"
"#COLONIST_COMMENT_INFECTION_02","有人覺得冷嗎？我都在發抖了。"
"#COLONIST_COMMENT_INFECTION_03","頭暈目眩......我需要躺一下。"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_01","我不行了......我要出去。快讓我出去！"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_02","離我遠一點！"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_03","看來只有一條出路了......"
"#COLONIST_COMMENT_FULLY_HEALED_01","感覺神清氣爽！"
"#COLONIST_COMMENT_FULLY_HEALED_02","重獲健康的感覺真好！"
"#COLONIST_COMMENT_FULLY_HEALED_03","啊，活力十足！"
"#COLONIST_COMMENT_POLLUTION_CLEARED_01","又少了一個會發光的東西要擔心了！"
"#COLONIST_COMMENT_POLLUTION_CLEARED_02","永別了，綠色混蛋，沒人會想念你的！"
"#COLONIST_COMMENT_POLLUTION_CLEARED_03","那些髒東西終於消失了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_01","我們能餵飽這麼多人嗎？"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_02","噢太好了，留給我們的食物又變得更少了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_03","是還嫌我不夠餓嗎。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_01","能見到新面孔真好！"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_02","別擔心，你們現在安全了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_03","歡迎來到我們的殖民地，這附近最棒的地方！"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_01","我不想死！"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_02","為什麼是這時候來！？"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_03","我們撐不過去的！"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_01","總算撐過去了！"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_02","我們又一次死裡逃生了。"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_03","哈，小菜一碟！"
"#COLONIST_COMMENT_CHILD_BORN_01","我們有孩子了！"
"#COLONIST_COMMENT_CHILD_BORN_02","快看看那張小臉蛋......"
"#COLONIST_COMMENT_CHILD_BORN_03","嗨，小傢伙，歡迎來到這個世界。"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_01","土匪找上門了！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_02","進攻！所有人，一起保衛殖民地！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_03","土匪來了！所有人拿起武器！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_01","知道教訓了吧！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_02","我們才不可能會輸呢！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_03","下次就換我們去找你了！"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_01","不知道自己是否還能撐下去。"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_02","可惡的土匪......他們應該全部都去死！"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_03","我們損失慘重......"
"#COLONIST_COMMENT_ISSUE_TRADE_COMPLETED_01","來了一批新的物資！"
"#COLONIST_COMMENT_ISSUES_TRADE_COMPLETED_02","希望這次的交易是值得的。"
"#COLONIST_COMMENT_TRADE_COMPLETED_03","來看看今天有哪些貨品吧！"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_01","其實沒有想像中的難嘛。"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_02","又一項新的發現！"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_03","嘿，我們終於搞清楚了！"
"#COLONIST_COMMENT_SPECIALIST_JOINED_01","那位專家看起來真強悍！"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_02","我敢打賭他一定經歷了不少。"
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","很高興有可靠的人加入我們。"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","他看起來是個已經想通的人。"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","有他加入我們真的是太幸運了！"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","你看到那位新來的專家了嗎？"
"#COLONIST_COMMENT_SPECIALIST_JOINED_07","不知道他在外面見識過什麼？"
"#COLONIST_COMMENT_SPECIALIST_JOINED_08","有你幫助我們真是太幸運了！"
"#COLONIST_COMMENT_INJURED_04","只是擦傷而已......我沒事！"
"#COLONIST_COMMENT_INJURED_05","我一動就會痛。"
"#COLONIST_COMMENT_INJURED_06","誰來幫幫我啊！"
"#COLONIST_COMMENT_RADIATION_SICKNESS_04","我覺得我要吐了。"
"#COLONIST_COMMENT_RADIATION_SICKNESS_05","我覺得頭暈，而且完全沒有食慾。"
"#COLONIST_COMMENT_RADIATION_SICKNESS_06","我什麼都能忍，就只對輻射沒辦法。"
"#COLONIST_COMMENT_INFECTION_04","我同時覺得身體冷又好像在燒一樣。"
"#COLONIST_COMMENT_INFECTION_05","我覺得頭痛欲裂。"
"#COLONIST_COMMENT_INFECTION_06","為什麼我還是這麼累？我幾乎沒辦法清楚思考了。"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_04","誰快點讓它停下來，快救救我！"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_05","一切都是沒用的，這場噩夢根本不會有結束的一天。"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_06","我已經受夠這些折磨了。"
"#COLONIST_COMMENT_FULLY_HEALED_04","我終於完全康復了。"
"#COLONIST_COMMENT_FULLY_HEALED_05","有時候會覺得我可能撐不下去了。"
"#COLONIST_COMMENT_FULLY_HEALED_06","我們的醫護人員真是專業。"
"#COLONIST_COMMENT_POLLUTION_CLEARED_04","可能會花我們好幾輩子的時間，但一次一堆，我們把它們都清掉吧！"
"#COLONIST_COMMENT_POLLUTION_CLEARED_05","希望我們沒有被那些東西汙染到。"
"#COLONIST_COMMENT_POLLUTION_CLEARED_06","清空這些髒亂的感覺真不錯。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_04","現在是要我們吃土嗎？"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_05","過沒多久他們就會搶著要更多食物了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_06","好啊，那你乾脆讓所有人都進來就好了嘛。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_04","希望你們都準備好要工作了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_05","我們真的滿需要多一點人手的。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_06","多多益善！"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_04","我們活過了世界末日，也會繼續生存下去。"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_05","拜託讓我們撐過去......"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_06","這就是我們的結局嗎？"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_04","一切都結束了！"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_05","沒有什麼能夠難倒我們！"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_06","又活過了一天。"
"#COLONIST_COMMENT_CHILD_BORN_04","好可愛的寶寶！"
"#COLONIST_COMMENT_CHILD_BORN_05","來吧小傢伙，笑一個。"
"#COLONIST_COMMENT_CHILD_BORN_06","又一個新生兒加入我們囉！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_04","準備戰鬥！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_05","把他們趕回去！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_06","保護殖民地！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_04","快給我滾！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_05","下次我們就不會這麼仁慈了！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_06","我們勝利了，但這一切會有結束的一天嗎？"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_04","他們每個都是人渣......"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_05","我們太弱了。"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_06","要是下次更糟怎麼辦？"
"#COLONIST_COMMENT_TRADE_COMPLETED_04","新物資終於來了。"
"#COLONIST_COMMENT_TRADE_COMPLETED_05","這筆交易真的很划算！"
"#COLONIST_COMMENT_TRADE_COMPLETED_06","有人能來幫我下貨嗎？"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_04","他們成功研發新的東西了！"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_05","這在未來將會有很大的幫助。"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_06","好，那我們現在只要把它做出來就行了。"
"#COLONIST_COMMENT_SPECIALIST_JOINED_09","他們是在策劃新的遠征計畫嗎？"
"#COLONIST_COMMENT_SPECIALIST_JOINED_10","不知道我以後有沒有機會加入他們的冒險。"
"#COLONIST_COMMENT_SPECIALIST_JOINED_11","在殖民地裡面很少會看到他們。"
"#COLONIST_COMMENT_INJURED_07","我受傷了，但應該沒有生命危險。"
"#COLONIST_COMMENT_INJURED_08","我全身都在痛。"
"#COLONIST_COMMENT_INJURED_09","我流血了！"
"#COLONIST_COMMENT_INJURED_10","我的手臂動不了了......"
"#COLONIST_COMMENT_INJURED_11","我好像撞到頭了......"
"#COLONIST_COMMENT_RADIATION_SICKNESS_07","該死的輻射......"
"#COLONIST_COMMENT_RADIATION_SICKNESS_08 ","我就知道我離輻射太近了......"
"#COLONIST_COMMENT_RADIATION_SICKNESS_09 ","不可能！我不可能生病的啊！"
"#COLONIST_COMMENT_RADIATION_SICKNESS_10","該死的有毒物質。誰來把這堆東西清一下，不然又會有人受傷了。"
"#COLONIST_COMMENT_RADIATION_SICKNESS_11","為什麼沒人清理那堆廢料？！"
"#COLONIST_COMMENT_INFECTION_07","我可能需要躺一會兒......"
"#COLONIST_COMMENT_INFECTION_08","我頭痛欲裂。"
"#COLONIST_COMMENT_INFECTION_09","一直......咳個......不停......"
"#COLONIST_COMMENT_INFECTION_10","我全身都好像燒起來一樣。"
"#COLONIST_COMMENT_INFECTION_11","我感覺渾身無力......"
"#COLONIST_COMMENT_FULLY_HEALED_07","我感覺好多了。"
"#COLONIST_COMMENT_FULLY_HEALED_08","謝謝你們照顧我。"
"#COLONIST_COMMENT_FULLY_HEALED_09","恢復健康，該回去工作了！"
"#COLONIST_COMMENT_FULLY_HEALED_10","沒事了，一點症狀都沒有。"
"#COLONIST_COMMENT_FULLY_HEALED_11","已經完全不痛了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_07","希望他們有帶自己的食物。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_08","好啊，那我們都餓死算了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_09","搞得好像我們食物很多一樣。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_10","草根這種東西不知道能不能吃......"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_11","這樣每個人能分到的食物就更少了......"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_07","來更多的人手了啊？太好了！"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_08","朋友們，歡迎歡迎！"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_09","殖民地可真是越來越熱鬧了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_10","走！去歡迎我們的新鄰居吧。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_11","嗯，團結力量大。"
"#COLONIST_COMMENT_CHILD_BORN_07","恭喜這對新生父母！"
"#COLONIST_COMMENT_CHILD_BORN_08","這麼小，但卻又這麼充滿著朝氣。"
"#COLONIST_COMMENT_CHILD_BORN_09","你長大以後一定會很強壯。"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_07","讓他們瞧瞧我們的厲害！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_08","別讓他們跑了！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_09","不要手下留情！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_10","一定要讓他們後悔！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_11","是時候贏取我們的自由了！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_07","他們從來不會記取教訓，你說是吧？"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_08","算他們活該。"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_09","真可惜，我才正要開始呢。"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_07","我們還經得起多少損失？"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_08","我恨這個世界。"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_09","下次一定要報這個仇。"
"#COLONIST_COMMENT_RAT_SWARM_01","老鼠正在啃食我們的作物！"
"#COLONIST_COMMENT_RAT_SWARM_02","滾開，你們這些骯髒的嚙齒動物！"
"#COLONIST_COMMENT_RAT_SWARM_03","老鼠正在攻擊我們的農田！"
"#COLONIST_COMMENT_RAT_SWARM_04","農田裡有一群老鼠！"
"#COLONIST_COMMENT_RAT_SWARM_05","囓齒動物們正在我們的農田裡大吃特吃！"
"#COLONIST_COMMENT_POLLUTION_CLOUD_01","那個汙染源爆炸了！"
"#COLONIST_COMMENT_POLLUTION_CLOUD_02","有毒氣體正在接近！"
"#COLONIST_COMMENT_POLLUTION_CLOUD_03","那些雲團看起來很危險。"
"#COLONIST_COMMENT_POLLUTION_CLOUD_04","那堆污染物很危險。"
"#COLONIST_COMMENT_POLLUTION_CLOUD_05","那堆廢料快要爆炸了！"
"#COLONIST_COMMENT_SPACE_JUNK_01","那是個......衛星嗎？"
"#COLONIST_COMMENT_SPACE_JUNK_02","天要塌下來了！"
"#COLONIST_COMMENT_SPACE_JUNK_03","太空垃圾來襲！"
"#COLONIST_COMMENT_SPACE_JUNK_04","從天而降！"
"#COLONIST_COMMENT_SPACE_JUNK_05","快躲起來！"
"#COLONIST_COMMENT_FALL_01","氣溫開始在下降了。"
"#COLONIST_COMMENT_FALL_02","唔......最好穿上暖和一點的衣服。"
"#COLONIST_COMMENT_FALL_03","只有我覺得好像變冷了嗎？"
"#COLONIST_COMMENT_FALL_04","該開始採收農作物了。"
"#COLONIST_COMMENT_FALL_05","寒冬即將到來。"
"#COLONIST_COMMENT_WINTER_01","下雪了！"
"#COLONIST_COMMENT_WINTER_02","這下作物一定完蛋了。"
"#COLONIST_COMMENT_WINTER_03","外面太冷了！"
"#COLONIST_COMMENT_WINTER_04","真想在這附近洗個熱水澡......"
"#COLONIST_COMMENT_WINTER_05","來堆雪人吧！"
"#COLONIST_COMMENT_WINTER_06","希望這波趕快過去......"
"#COLONIST_COMMENT_WINTER_07","已經下雪了嗎？"
"#COLONIST_COMMENT_WINTER_08","希望我們的柴火足夠度過這一晚。"
"#COLONIST_COMMENT_WINTER_09","我現在要怎麼釣魚？"
"#COLONIST_COMMENT_WINTER_10","可惜我們不能去湖面冰釣。"
"#COLONIST_COMMENT_SPRING_01","積雪開始融化了！"
"#COLONIST_COMMENT_SPRING_02","天氣終於暖和起來了！"
"#COLONIST_COMMENT_SPRING_03","我敢打賭，寒冷遲早會再度襲來。"
"#COLONIST_COMMENT_SPRING_04","又到了種菜的時候囉！"
"#COLONIST_COMMENT_SPRING_05","我們撐過了這一波。希望下次能做更充足的準備。"
"#PERSON_STATE_SOCIAL_INTERACTION","休息中"
"#PERSON_VALUE_HEALTH","耐久度"
"#PERSON_VALUE_AGE","年齡"
"#PERSON_VALUE_HAPPINESS","平均幸福度"
"#PERSON_VALUE_TEMPERATURE","溫度"
"#PERSON_VALUE_THIRST","口渴"
"#PERSON_VALUE_HUNGER","飢餓"
"#PERSON_VALUE_TIREDNESS","疲勞"
"#PERSON_VALUE_RADIATION","輻射"
"#PERSON_VALUE_CRIMINALITY","犯罪"
"#PERSON_VALUE_EDUCATION","教育"
"#PERSON_VALUE_NAME","名稱"
"#PERSON_BACKGROUND_NAME_DEFAULT_ADULT","成年人"
"#PERSON_BACKGROUND_NAME_DEFAULT_CHILD","兒童"
"#TOPIC_AGE_GROUP_ELDER","老人"
"#TOPIC_AGE_GROUP_ADULT","成年人"
"#TOPIC_AGE_GROUP_CHILD","兒童"
"#TOPIC_ELDER","老人"
"#TOPIC_AGE","年齡"
"#TOPIC_HEALTH","耐久度"
"#TOPIC_HEALTH_TITLE","健康"
"#TOPIC_HAPPINESS","平均幸福度"
"#TOPIC_HAPPINESS_TITLE","幸福度"
"#TOPIC_EDUCATED","教育"
"#TOPIC_EDUCATED_TITLE","教育"
"#INFO_PERSON_GENDER","性別"
"#INFO_PERSON_GENDER_TITLE","性別"
"#TOPIC_CURRENT_JOB","職業"
"#TOPIC_WORKPLACE","工作崗位"
"#TOPIC_TOOL","工具"
"#TOPIC_PROTECTIVE_CLOTHING","衣物"
"#TOPIC_CONDITIONS","條件"
"#PERSON_CONDITION_TITLE","狀態"
"#PERSON_STATE_IDLE","閒置"
"#PERSON_STATE_WALKING","行走中"
"#PERSON_STATE_WORKING","工作中"
"#PERSON_STATE_SLEEP","睡覺中"
"#PERSON_STATE_CARRYING","搬運中"
"#PERSON_STATE_HOME","在家中"
"#PERSON_STATE_TRANSITIONING","改變中"
"#PERSON_STATE_DEAD","死亡"
"#PERSON_EDUCATED","曾受教育"
"#PERSON_UNEDUCATED","未受教育"
"#PERSON_CONDITION_COLD","寒冷"
"#PERSON_CONDITION_HYPOTHERMIC","失溫"
"#PERSON_CONDITION_HOT","曬傷"
"#PERSON_CONDITION_HEATSTROKE","中暑"
"#PERSON_CONDITION_THIRSTY","乾渴"
"#PERSON_CONDITION_DEHYDRATED","脫水"
"#PERSON_CONDITION_HUNGRY","飢餓"
"#PERSON_CONDITION_STARVING","極度飢餓"
"#PERSON_CONDITION_TIRED","疲勞"
"#PERSON_CONDITION_EXHAUSTED","精疲力竭"
"#PERSON_CONDITION_INJURED","受傷"
"#PERSON_CONDITION_WOUNDED","受致命傷"
"#PERSON_CONDITION_RADIATION_POISONING","輻射中毒"
"#PERSON_CONDITION_RADIATION_SICKNESS","輻射病"
"#PERSON_CONDITION_STRESSED","壓力大"
"#PERSON_CONDITION_DESPAIR","絕望"
"#PERSON_CONDITION_HOMELESS","無家可歸"
"#PERSON_CONDITION_SICK","生病"
"#PERSON_CONDITION_INFECTED","被感染"
"#PERSON_CONDITION_MALNOURISHED","營養不良"
"#PERSON_CONDITION_POISONED","中毒"
"#PERSON_CONDITION_CRIMINAL","罪犯"
"#PERSON_CONDITION_NOTOOLS","沒有工具"
"#PERSON_CONDITION_NOCLOTHES","衣衫襤褸"
"#PERSON_CONDITION_PTSD","創傷症候群"
"#PERSON_BACKGROUND_TITLE","背景故事"
"#PERSON_TRAITS_TITLE","特點"
"#PERSON_TRAITS_NEEDS_TITLE","特點和需求"
"#PERSON_BACKGROUND_PROFESSION","偏好工作"
"#PERSON_BACKGROUND_NAME_WANDERER","流浪者"
"#PERSON_BACKGROUND_NAME_SCROUNGER","拾荒者"
"#PERSON_BACKGROUND_NAME_VETERAN","老兵"
"#PERSON_BACKGROUND_NAME_PIONEER","先鋒"
"#PERSON_BACKGROUND_NAME_SPEED_FREAK","速度狂人"
"#PERSON_BACKGROUND_NAME_WARMONGER","戰爭狂人"
"#PERSON_BACKGROUND_NAME_SURVIVALIST","生存主義者"
"#PERSON_BACKGROUND_NAME_BLOODIED","嗜血"
"#PERSON_BACKGROUND_NAME_BUTCHER","屠夫"
"#PERSON_BACKGROUND_NAME_MOVIE_STAR","電影明星"
"#PERSON_BACKGROUND_NAME_MENTAL_PATIENT","精神病患"
"#PERSON_BACKGROUND_NAME_DRIFTER","漂流者"
"#PERSON_BACKGROUND_NAME_DARK_PAST","黑暗往事"
"#PERSON_BACKGROUND_NAME_HERMIT","隱士"
"#PERSON_BACKGROUND_NAME_MAD_SCIENTIST","瘋狂科學家"
"#PERSON_BACKGROUND_NAME_INFLUENCER","意見領袖"
"#PERSON_BACKGROUND_NAME_OLD_SCHOOL","老派"
"#PERSON_BACKGROUND_NAME_CULTIST","狂熱教徒"
"#PERSON_BACKGROUND_NAME_PARAMEDIC","護理人員"
"#PERSON_BACKGROUND_NAME_MATHEMATICIAN","數學家"
"#PERSON_BACKGROUND_NAME_DESK_JOCKEY","辦公室職員"
"#PERSON_BACKGROUND_NAME_HIRED_HAND","雇工"
"#PERSON_BACKGROUND_NAME_APPRENTICE","學徒"
"#PERSON_BACKGROUND_NAME_PRODUCER","製作人"
"#PERSON_BACKGROUND_NAME_DEVELOPER","開發者"
"#PERSON_BACKGROUND_DESC_DEFAULT_ADULT","對殖民地有所貢獻的成員，他會為了自己和周圍的人努力工作。"
"#PERSON_BACKGROUND_DESC_DEFAULT_CHILD","在這個世界中做一名兒童既不容易，也不快樂，但他們不會虛度光陰。他們迫切的渴望盡快長大，並為殖民地貢獻一份心力。"
"#PERSON_BACKGROUND_NAME_DEFAULT_SURVIVOR","流浪的生還者"
"#PERSON_BACKGROUND_DESC_DEFAULT_SURVIVOR","過往的罪孽造就了這個廢土上衣衫襤褸的流浪者。漂泊千里，歷經艱辛萬苦又孤獨無助。雖然身體傷痕累累，但心靈靜如止水。"
"#PERSON_BACKGROUND_DESC_SCROUNGER","人生總是不公平的，為搜尋寶貴物品不顧個人安危。"
"#PERSON_BACKGROUND_DESC_VETERAN","目睹過許多不可思議的事情，但不是每次都有躲過這些經歷所帶來的創傷。他的精神熬過了低谷，但肉體不堪重負。"
"#PERSON_BACKGROUND_DESC_PIONEER","一名經驗豐富的工兵，參加過多次戰鬥，身上留下的傷疤可以作為佐證。總是在修理各種裝置或設備，或者是研究爆炸性材料。"
"#PERSON_BACKGROUND_DESC_SPEED_FREAK","一心追求速度，就算加速的方法既愚蠢又危險，也沒有關係。身為一名徹頭徹尾的車迷，他根本不關心自身的安危。"
"#PERSON_BACKGROUND_DESC_WARMONGER","偏好各式各樣的暴力和衝突，而且場面越大越好。總是在尋找更強大的武器。"
"#PERSON_BACKGROUND_DESC_SURVIVALIST","很高興看到舊世界消滅殆盡以及新世界的重建。很可能在森林裡某處建了一座秘密基地。"
"#PERSON_BACKGROUND_DESC_BLOODIED","偏好用暴力解決所有的問題，且不怕弄髒自己的雙手。"
"#PERSON_BACKGROUND_DESC_BUTCHER","不完全是個聰明的人，但卻是使用刀刃和其他「器具」的專家。絕對有辦法照顧自己和他人。"
"#PERSON_BACKGROUND_DESC_MOVIE_STAR","曾經是名動作電影的明星。絕非外表看起來的那麼簡單，是個徒手格鬥專家。"
"#PERSON_BACKGROUND_DESC_MENTAL_PATIENT","浩劫前因某種重症而接受治療。勞動似乎能夠分散他的注意力，減輕精神上的病痛。"
"#PERSON_BACKGROUND_DESC_DRIFTER","一路顛沛流離，從一個城鎮漂泊到另一個城鎮，過著居無定所的艱苦生活。喜歡自己一個人獨來獨往。"
"#PERSON_BACKGROUND_DESC_DARK_PAST","雖然不願提起，但過去曾經歷過可怕的事。"
"#PERSON_BACKGROUND_DESC_HERMIT","天生的獨行俠，而且會在黑暗中自言自語。曾經獨自生活在山中。"
"#PERSON_BACKGROUND_DESC_MAD_SCIENTIST","智商越高，麻煩越多。當有辦法專注於手頭上的工作時，無疑是一位天才。有可能引爆過一兩個實驗室。"
"#PERSON_BACKGROUND_DESC_INFLUENCER","永遠都站在時代潮流的尖端，並對普羅大眾佈道。"
"#PERSON_BACKGROUND_DESC_OLD_SCHOOL","認為以前的作法才是對的，並覺得應該恢復舊時代的體制。不會同情也不願妥協。"
"#PERSON_BACKGROUND_DESC_CULTIST","曾是個村子裡的邪教成員。總是全心全意地投入他的目標，拒絕為任何事物動搖其信仰。"
"#PERSON_BACKGROUND_DESC_PARAMEDIC","總是第一個到達現場，並隨時準備拯救生命。浩劫後的世界也未能改變其本性。"
"#PERSON_BACKGROUND_DESC_MATHEMATICIAN","堅信通過公式和函數能解釋宇宙萬物的奧秘。偏好秩序勝過自由；功能勝過形式。"
"#PERSON_BACKGROUND_DESC_DESK_JOCKEY","過去從事朝九晚五的辦公室工作，但現在一切都已徹底改變。"
"#PERSON_BACKGROUND_DESC_HIRED_HAND","過去經常處理各種奇怪的瑣事，但沒有學到任何實用的特殊技能。"
"#PERSON_BACKGROUND_DESC_APPRENTICE","在職涯發展上曾經前途一片光明，且為一名知名導師的學徒。直到一切都崩塌為止。"
"#PERSON_BACKGROUND_DESC_PRODUCER","處理任務列表和流程圖的能力無與倫比，希望將來能夠再次派上用場。"
"#PERSON_BACKGROUND_DESC_DEVELOPER","從負責改建閣樓到負責搜尋對抗酸雨的金屬箔片，這可不在他原先的未來五年計畫裡。"
"#PERSON_BACKGROUND_DESC_MARTYR","罪惡感和曾經犯下的錯誤一直困擾著他。總是努力拯救他人，不顧個人安危。"
"#PERSON_BACKGROUND_DESC_UNPREPARED","曾經舒適安逸的生活方式讓他很難適應災難後危機四伏的世界。"
"#PERSON_BACKGROUND_DESC_HOMELESS","雖然孤身一人、無家可歸，但還是面臨不斷接踵而來的危險。"
"#PERSON_BACKGROUND_DESC_VETERAN2","總是深陷危機，有時因為自願，有時因為習慣。腦海中英雄主義的幻想讓他的身體付出了代價。"
"#PERSON_BACKGROUND_DESC_SCROUNGER2","人身安全對他來說是一種奢侈。總是在搜尋物資的過程中遇上麻煩。"
"#PERSON_BACKGROUND_DESC_SCAREDY_CAT","總是畏懼他人並隨時準備拳腳相向，拒絕成為第一個倒下的那個人。"
"#PERSON_BACKGROUND_DESC_BRUTE","天生魁梧壯碩，也充分利用了這個特點。行動絲毫不講策略，只會付諸蠻力。"
"#PERSON_BACKGROUND_DESC_TOP_DOG","尊崇弱肉強食的自然法則。冷酷無情、講求效率，但從不為了殘忍而殘忍。"
"#PERSON_BACKGROUND_DESC_SARGE","身為著名軍官的他，現在對混亂的本質宣戰。作風時而高尚，時而瘋狂。"
"#PERSON_BACKGROUND_DESC_VIPER","總是計畫著下一步行動，然後在最預料不到的時機出擊。比起迎面痛擊更喜歡從背後放冷箭。"
"#PERSON_BACKGROUND_DESC_RELAPSING","浩劫後的世界並沒有給他太多精神健康方面的支持。目前狀態良好，但隨時都有可能會復發。"
"#PERSON_BACKGROUND_DESC_DARK_PAST2","內心背負沉重往事，情緒也因此受到拖累。"
"#PERSON_BACKGROUND_DESC_NUMB","對世界上的任何恐怖和奇妙的事物皆已麻木。"
"#PERSON_BACKGROUND_DESC_MANAGER","曾經將工作視為自己的一切，不過那些工作也都已經消失了。現在試著想用其他事物填補心中的空虛感。"
"#PERSON_BACKGROUND_DESC_PARTY_ANIMAL","非常外向的一個人，社交基本上對他來說已經是個生理需求。除非跟他人處在一起，否則無法獲得滿足感。"
"#PERSON_BACKGROUND_DESC_PRAGMATIST","不嚴格遵守道德準則，見風轉舵的一個人。認為這個世界充斥著各種灰色地帶。"
"#PERSON_BACKGROUND_DESC_PARENT","家庭勝過一切。為了保護家人不惜一切代價，無論是面對什麼樣的困難。"
"#PERSON_BACKGROUND_DESC_OLD_SCHOOL2","拒絕讓新世界扭曲舊世界的道德準則。每個人都要遵守國法家規，決不妥協。"
"#PERSON_BACKGROUND_DESC_EXTREMIST","非常時期需要非常手段。相信只有做出犧牲，才能建立更好的新世界。"
"#PERSON_BACKGROUND_DESC_MERITOCRAT","相信普羅大眾應由非凡的人物領導。只有少數偉人才有能力拯救所有人。"
"#PERSON_BACKGROUND_DESC_TEACHER","發現領導一群生還者與領導一班學生沒什麼差別。"
"#PERSON_BACKGROUND_DESC_JANITOR","曾經是一名清潔工，日復一日做著相同的工作；現在身為生還者，面對永無止境的挑戰，很難說哪種生活更糟糕。"
"#PERSON_BACKGROUND_DESC_ARTIST","浩劫後的荒原很難找到顏料和畫筆，但對藝術的需求依然存在。"
"#PERSON_BACKGROUND_DESC_MUSICIAN","不能低估星空下的一把吉他對人們產生的影響。"
"#PERSON_BACKGROUND_DESC_OVERSEER","從建造摩天大樓淪落到搭建茅草屋，但好笑的是，基本的原理仍然適用。"
"#PERSON_TRAIT_NAME_FOOTLESS","獨腳"
"#PERSON_TRAIT_NAME_RADFIEND","輻射狂人"
"#PERSON_TRAIT_NAME_SCARRED","傷痕累累"
"#PERSON_TRAIT_NAME_ONE_EYED","獨眼"
"#PERSON_TRAIT_NAME_HOOKHAND","鉤子手"
"#PERSON_TRAIT_NAME_HAIRY","多毛"
"#PERSON_TRAIT_NAME_CAVED_SKULL","塌陷的頭顱"
"#PERSON_TRAIT_NAME_SKIN_DISEASE","皮膚病"
"#PERSON_TRAIT_NAME_CATASTROFAN","災難愛好者"
"#PERSON_TRAIT_NAME_MASOCHIST","受虐狂"
"#PERSON_TRAIT_NAME_DRIVEN","奮發圖強"
"#PERSON_TRAIT_NAME_BROKEN_KNUCKLES","受傷的拳頭"
"#PERSON_TRAIT_NAME_HORRORS_PAST","過去的恐懼"
"#PERSON_TRAIT_NAME_HAEMOPHOBIC","恐血症"
"#PERSON_TRAIT_NAME_BULLET_SPONGE","子彈海綿"
"#PERSON_TRAIT_NAME_MINE_SWEEPER","掃雷專家"
"#PERSON_TRAIT_NAME_PARANOID","神經質"
"#PERSON_TRAIT_NAME_WANDERER","流浪者"
"#PERSON_TRAIT_NAME_DAYDREAMER","愛做白日夢"
"#PERSON_TRAIT_NAME_OBSESSED","癡迷"
"#PERSON_TRAIT_NAME_GLUTTON","暴食者"
"#DEATH_MUTATION","突變"
"#PERSON_TRAIT_NAME_POET","詩人"
"#PERSON_TRAIT_NAME_HEDONIST","享樂主義者"
"#PERSON_TRAIT_NAME_SPIRITUAL","心靈寄託"
"#PERSON_TRAIT_NAME_AUTHORITARIAN","專制"
"#PERSON_TRAIT_NAME_HARD_WORKER","勤勞"
"#PERSON_TRAIT_NAME_SLOTH","懶惰"
"#PERSON_TRAIT_NAME_CAMEL","駱駝"
"#PERSON_TRAIT_NAME_RECKLESS","魯莽"
"#PERSON_TRAIT_NAME_PICKY","挑食"
"#PERSON_TRAIT_NAME_LAZY","懶散"
"#PERSON_TRAIT_NAME_CLUMSY","笨拙"
"#PERSON_TRAIT_NAME_GREEN_THUMB","園藝高手"
"#PERSON_TRAIT_NAME_FANATIC","狂熱"
"#PERSON_TRAIT_NAME_OPTIMIST","樂觀"
"#PERSON_TRAIT_NAME_PESSIMIST","悲觀"
"#PERSON_TRAIT_NAME_ATHLETIC","強健"
"#PERSON_TRAIT_NAME_INTROVERT","隱士"
"#PERSON_TRAIT_NAME_EXTROVERT","擴張主義者"
"#PERSON_TRAIT_NAME_WORKAHOLIC","工作狂"
"#PERSON_TRAIT_NAME_LUDDITE","盧德主義者"
"#PERSON_TRAIT_NAME_COMPETITIVE","好勝"
"#PERSON_TRAIT_NAME_TOUGH","堅韌"
"#PERSON_TRAIT_NAME_HEALTHY","健康"
"#PERSON_TRAIT_NAME_INDIFFERENT","冷漠"
"#PERSON_TRAIT_NAME_FASTING","節食中"
"#PERSON_TRAIT_NAME_A_D_H_D","過動"
"#PERSON_TRAIT_NAME_FAST_LEARNER","學習能力強"
"#PERSON_TRAIT_NAME_STRONG_KID","強壯的孩子"
"#PERSON_TRAIT_NAME_BURN_VICTIM","燒傷患者"
"#PERSON_TRAIT_NAME_SNAPPED","舊傷"
"#PERSON_TRAIT_NAME_REFLUX","反胃"
"#PERSON_TRAIT_NAME_FROSTBITTEN","凍傷"
"#PERSON_TRAIT_NAME_CLAWED","抓傷"
"#PERSON_TRAIT_NAME_EXTRA_PADDING","額外護墊"
"#PERSON_TRAIT_NAME_MARTIAL_ARTIST","武術家"
"#PERSON_TRAIT_NAME_BLEEDER","血流不止"
"#PERSON_TRAIT_NAME_ADRENALINE_JUNKIE","熱衷冒險"
"#PERSON_TRAIT_NAME_WASHED_UP","過氣"
"#PERSON_TRAIT_NAME_FORMER_HUNTER","前獵人"
"#PERSON_TRAIT_NAME_FEARFUL","易受驚"
"#PERSON_TRAIT_NAME_STRESS_EATER","化壓力為食欲"
"#PERSON_TRAIT_NAME_OBSESSIVE","強迫症"
"#PERSON_TRAIT_NAME_BOSSY","專橫"
"#PERSON_TRAIT_NAME_COMFORT_SEEKER","追求安逸"
"#PERSON_TRAIT_NAME_IDEALIST","理想主義者"
"#PERSON_TRAIT_NAME_RITUALISTIC","固守儀式"
"#PERSON_TRAIT_NAME_SELFLESS","無私"
"#PERSON_TRAIT_NAME_PUNCTUAL","守時"
"#PERSON_TRAIT_NAME_SUSPICIOUS","多疑"
"#PERSON_TRAIT_NAME_PEOPLE_PERSON","人緣好"
"#PERSON_TRAIT_NAME_FARMHAND","農工"
"#PERSON_TRAIT_NAME_LOITERER","遊手好閒"
"#PERSON_TRAIT_NAME_PICTURE_OF_HEALTH","健康典範"
"#PERSON_TRAIT_NAME_GENETIC_LOTTERY","優良基因"
"#PERSON_TRAIT_NAME_BEEN_THERE","歷盡滄桑"
"#PERSON_TRAIT_NAME_BELIEVER","信徒"
"#PERSON_TRAIT_NAME_RESIGNED","認命"
"#PERSON_TRAIT_NAME_FIGHT_FAN","格鬥迷"
"#PERSON_TRAIT_NAME_REVERENT","虔誠"
"#PERSON_TRAIT_NAME_SWEET_TOOTH","喜好甜食"
"#PERSON_TRAIT_NAME_ENTERTAINMENT","娛樂"
"#PERSON_TRAIT_NAME_DECORATION","裝飾"
"#PERSON_TRAIT_NAME_POWER_HUNGRY","渴望權力"
"#PERSON_TRAIT_NAME_IMAGINED_ILLNESS","幻想疾病"
"#PERSON_TRAIT_NAME_CONSERVATOR","守舊"
"#PERSON_TRAIT_NAME_PETROLHEAD","車迷"
"#PERSON_TRAIT_NAME_PROPER_BURIAL","厚葬"
"#PERSON_TRAIT_NAME_EDUCATOR","教育家"
"#PERSON_TRAIT_NAME_PROSPECTOR","探勘者"
"#PERSON_TRAIT_NAME_BOOKWORM","書呆子"
"#PERSON_TRAIT_NAME_FISH_FAN","釣魚愛好者"
"#PERSON_TRAIT_NAME_LOGGER","樵夫"
"#PERSON_TRAIT_NAME_ENVIRONMENTAL","環保"
"#PERSON_TRAIT_NAME_HANDYMAN","雜務工"
"#PERSON_TRAIT_NAME_TRADER","商人"
"#PERSON_TRAIT_NAME_SUN_WORSHIPPER","太陽崇拜"
"#PERSON_TRAIT_NAME_ARSONIST","縱火犯"
"#PERSON_TRAIT_NAME_COP","警察"
"#PERSON_TRAIT_NAME_GEARHEAD","機械迷"
"#PERSON_TRAIT_NAME_TECH_MESSIAH","科技大師"
"#PERSON_TRAIT_NAME_SMART","聰明"
"#PERSON_TRAIT_NAME_MASTER_BUILDER","建築大師"
"#PERSON_TRAIT_NAME_PACKRAT","挑夫"
"#PERSON_TRAIT_NAME_CLEVER","機靈"
"#PERSON_TRAIT_NAME_PERFECTIONIST","完美主義者"
"#EDUCATION_LEVEL_INSCHOOL","在校就讀"
"#EDUCATION_LEVEL_UNEDUCATED","未受教育"
"#EDUCATION_LEVEL_EDUCATED","曾受教育"
"#TOPIC_COLONIST","基本資訊"
"#TOPIC_TRAITS_NEEDS","詳細資訊"
"#PERSON_TRAIT_DESC_FOOTLESS","因為曾經踩到一個生鏽的陷阱而失去了一條腿。當時用小刀切掉了整支腳才活了下來。"
"#PERSON_TRAIT_DESC_RADFIEND","因為長時間暴露在輻射汙染下，皮膚已如磚頭般厚重。"
"#PERSON_TRAIT_DESC_SCARRED","身經百戰又傷痕累累。形象很適合浩劫後的世界。"
"#PERSON_TRAIT_DESC_ONE_EYED","曾因為想賺外快而參與過一個惡名昭彰的地下格鬥賽，結果卻因此丟了一隻眼睛。"
"#PERSON_TRAIT_DESC_HOOKHAND","因為少了一隻手而不得不用義肢。"
"#PERSON_TRAIT_DESC_HAIRY","基因突變導致體毛生長異常旺盛。"
"#PERSON_TRAIT_DESC_CAVED_SKULL","不記得自己為何受傷，但疼痛總是持續不斷，讓他夜夜難眠。"
"#PERSON_TRAIT_DESC_SKIN_DISEASE","因為糟糕的環境而導致皮膚和免疫系統劣化。"
"#PERSON_TRAIT_DESC_CATASTROFAN","災難發生期間將會充滿決心。"
"#PERSON_TRAIT_DESC_MASOCHIST","喜歡感到疼痛，並從自殘中獲得滿足。健康值全滿時將會刻意對自己造成傷害。"
"#PERSON_TRAIT_DESC_DRIVEN","深思熟慮，有時候會有突發奇想的點子"
"#PERSON_TRAIT_DESC_BROKEN_KNUCKLES","拳頭不是傷痕累累，就是鮮血淋漓。在沒人看的時候，會向地面或牆壁揮拳發洩。"
"#PERSON_TRAIT_DESC_HORRORS_PAST","很難忘記曾經目睹過的慘狀，因此經常藉由辛勤工作來放空大腦。"
"#PERSON_TRAIT_DESC_HAEMOPHOBIC","對鮮血有著非理性的恐懼感。看到或觸碰到血液會讓所有感官麻木，並感到呼吸困難。"
"#PERSON_TRAIT_DESC_BULLET_SPONGE","多次中槍且體內還殘留著子彈。如果這世上還有金屬探測器的話，一定能被這個人觸發。"
"#PERSON_TRAIT_DESC_MINE_SWEEPER","曾赴地雷區進行掃雷工作，是少數活下來的幸運兒之一。只丟了一隻腳的一部份和另一隻的幾根腳趾。"
"#PERSON_TRAIT_DESC_PARANOID","對任何人與任何事都心存懷疑。是個神經質又不理性的人。"
"#PERSON_TRAIT_DESC_WANDERER","過往的罪孽造就了眼前這名衣衫襤褸的流浪者"
"#PERSON_TRAIT_DESC_DAYDREAMER","難以專注於手頭上的工作，總愛幻想過去的美好時光。"
"#PERSON_TRAIT_DESC_OBSESSED","極度專注於盡快做好每一件事，認真到令人厭煩的地步。"
"#PERSON_TRAIT_DESC_GLUTTON","食慾驚人，且即使他人還餓著肚子，他也一樣照吃不誤。"
"#PERSON_TRAIT_DESC_POET","喜歡長時間在樹林裡散步，除了自言自語以外沒有其他目的。"
"#PERSON_TRAIT_DESC_HEDONIST","總是將自己的舒適放在第一順位。"
"#PERSON_TRAIT_DESC_SPIRITUAL","相信著比人類還重要某個事物。"
"#PERSON_TRAIT_DESC_AUTHORITARIAN","相信著絕對的控制、強勢的領導和嚴謹的紀律。"
"#PERSON_TRAIT_DESC_HARD_WORKER","努力工作的程度超過其他人。"
"#PERSON_TRAIT_DESC_SLOTH","睡眠時間比他人都要長。"
"#PERSON_TRAIT_DESC_CAMEL","口渴到能一口氣喝乾一座湖。"
"#PERSON_TRAIT_DESC_RECKLESS","總是不假思索就投身於各種事物。"
"#PERSON_TRAIT_DESC_PICKY","對食物極其挑剔，每天都只會吃一點。"
"#PERSON_TRAIT_DESC_LAZY","對工作毫不關心。"
"#PERSON_TRAIT_DESC_CLUMSY","時常跌倒。"
"#PERSON_TRAIT_DESC_GREEN_THUMB","認為感受著指間的泥土是世界上最棒的感覺。"
"#PERSON_TRAIT_DESC_FANATIC","展開雙手無條件的服從使命的召喚。"
"#PERSON_TRAIT_DESC_OPTIMIST","似乎不太受世上的紛擾影響。"
"#PERSON_TRAIT_DESC_PESSIMIST","凡事總往最壞的方向想。"
"#PERSON_TRAIT_DESC_ATHLETIC","天賦異稟的運動員。速度快、耐力又好。"
"#PERSON_TRAIT_DESC_INTROVERT","會因為新的團體加入而感到焦慮。"
"#PERSON_TRAIT_DESC_EXTROVERT","總是敞開胸懷歡迎新的團體加入。"
"#PERSON_TRAIT_DESC_WORKAHOLIC","閒不下來的一個人，每天都在忙著找事做。"
"#PERSON_TRAIT_DESC_LUDDITE","喜歡用老辦法做事，憎恨新的技術。"
"#PERSON_TRAIT_DESC_COMPETITIVE","凡事都喜歡爭第一。一切都要做到最好，不然就至少要最快。"
"#PERSON_TRAIT_DESC_TOUGH","身體像用磚頭砌出來的一樣堅固，再多的苦難都能承受。"
"#PERSON_TRAIT_DESC_HEALTHY","雖然身處逆境，但還是個健康的典範。"
"#PERSON_TRAIT_DESC_INDIFFERENT","對所有事情都漠不關心。"
"#PERSON_TRAIT_DESC_FASTING","只靠著少量的食物勉強度日。"
"#PERSON_TRAIT_DESC_A_D_H_D","有著無限的體力，但很難為了一件事去集中精神。"
"#PERSON_TRAIT_DESC_FAST_LEARNER","吸收知識的速度就像塊海綿一樣。"
"#PERSON_TRAIT_DESC_STRONG_KID","有著異於同齡孩子們的強壯體魄。"
"#PERSON_TRAIT_DESC_BURN_VICTIM","沒能跑過一場森林大火。"
"#PERSON_TRAIT_DESC_SNAPPED","曾經狠狠的摔了一跤，因而摔傷脊柱，導致行動不便。"
"#PERSON_TRAIT_DESC_REFLUX","因為輻射中毒而導致進食時感到陣陣噁心。"
"#PERSON_TRAIT_DESC_FROSTBITTEN","在某個寒冷的夜晚因為濕著腳睡覺，導致他失去了五根腳趾和半隻腳。"
"#PERSON_TRAIT_DESC_CLAWED","曾經有頭兇殘的野獸在他身上留下了許多記號；滿臉傷疤，鼻子殘缺。"
"#PERSON_TRAIT_DESC_EXTRA_PADDING","基因突變導致他的身體更容易吸收和囤積脂肪。"
"#PERSON_TRAIT_DESC_MARTIAL_ARTIST","認為自己是個專業的格鬥選手，一心追求強健的體魄。"
"#PERSON_TRAIT_DESC_BLEEDER","因為不願意休息而導致傷口無法正常癒合。"
"#PERSON_TRAIT_DESC_ADRENALINE_JUNKIE","只有在危險和致命的情形下，才能感到充滿活力。災難發生時的效率最高。"
"#PERSON_TRAIT_DESC_WASHED_UP","偶爾沉醉於他們寶貴的記憶，然後就能再次看到希望的曙光。"
"#PERSON_TRAIT_DESC_FORMER_HUNTER","因為一次慘烈的打獵事故，導致他受到了永久性的傷害。"
"#PERSON_TRAIT_DESC_FEARFUL","知道可怕的事隨時都會發生，就像以前一樣。"
"#PERSON_TRAIT_DESC_STRESS_EATER","透過暴飲暴食來面對壓力和困難。"
"#PERSON_TRAIT_DESC_OBSESSIVE","受許多強迫性的想法和小儀式所困。"
"#PERSON_TRAIT_DESC_BOSSY","我行我素的一個人，不理會旁人的意見。"
"#PERSON_TRAIT_DESC_COMFORT_SEEKER","希望透過提升庇護所的品質來最小化生命中的痛苦，並最大化自身的舒適。"
"#PERSON_TRAIT_DESC_IDEALIST","相信每個人心中善良的那一面。"
"#PERSON_TRAIT_DESC_RITUALISTIC","根據嚴苛的宗教儀式安排每一天的生活。"
"#PERSON_TRAIT_DESC_SELFLESS","優先考慮他人的需求，並從中獲得成就感。"
"#PERSON_TRAIT_DESC_PUNCTUAL","穩定的組織、守時和日程規劃讓他們感到安心。"
"#PERSON_TRAIT_DESC_SUSPICIOUS","新的生還者加入殖民地時，幸福度會降低。"
"#PERSON_TRAIT_DESC_PEOPLE_PERSON","新的生還者加入殖民地時，幸福度會提升。"
"#PERSON_TRAIT_DESC_FARMHAND","喜歡看到植物蓬勃生長。"
"#PERSON_TRAIT_DESC_LOITERER","總是盡可能讓自己從容不迫。"
"#PERSON_TRAIT_DESC_PICTURE_OF_HEALTH","他的身體神聖而不可侵犯，隨時都保持在最佳狀態，並讓傷勢能夠快速復原。"
"#PERSON_TRAIT_DESC_GENETIC_LOTTERY","有幸得到優秀的基因。"
"#PERSON_TRAIT_DESC_BEEN_THERE","因為一生歷經苦難，而練就出一副結實又耐操的身軀。"
"#PERSON_TRAIT_DESC_BELIEVER","他的宗教背景使他們能夠在絕望中看見光芒。"
"#PERSON_TRAIT_DESC_RESIGNED","已經徹底的放棄了一切，認為生命已不再有任何意義。"
"#PERSON_TRAIT_DESC_FIGHT_FAN","渴望暴力的娛樂項目。"
"#PERSON_TRAIT_DESC_IMAGINED_ILLNESS","希望能有一座條件良好的戰地醫院。"
"#PERSON_TRAIT_DESC_REVERENT","需要一座紀念碑來弔念亡者。"
"#PERSON_TRAIT_DESC_SWEET_TOOTH","渴望麵包店的烘焙食品。"
"#PERSON_TRAIT_DESC_CONSERVATOR","希望林務站的人員多種樹。"
"#PERSON_TRAIT_DESC_PETROLHEAD","希望殖民地中能有間車庫。"
"#PERSON_TRAIT_DESC_PROPER_BURIAL","希望死者能夠被葬在一座墳墓裡。"
"#PERSON_TRAIT_DESC_EDUCATOR","想讓孩子們上學。"
"#PERSON_TRAIT_DESC_PROSPECTOR","想看到一台挖掘機。"
"#PERSON_TRAIT_DESC_BOOKWORM","希望能有間圖書館來儲藏知識。"
"#PERSON_TRAIT_DESC_FISH_FAN","喜歡捕魚和烹飪魚肉。"
"#PERSON_TRAIT_DESC_LOGGER","認為所謂的進步就是開墾森林，並把樹木做成木柴。"
"#PERSON_TRAIT_DESC_ENVIRONMENTAL","希望周邊的污染物能被清除掉。"
"#PERSON_TRAIT_DESC_HANDYMAN","認為管理有序的殖民地才是個好殖民地。"
"#PERSON_TRAIT_DESC_TRADER","希望殖民地能與其他社區進行貿易。"
"#PERSON_TRAIT_DESC_SUN_WORSHIPPER","認為充分利用太陽的能源應該是首要任務。"
"#PERSON_TRAIT_DESC_ARSONIST","想看到世界毀滅殆盡。"
"#PERSON_TRAIT_DESC_COP","喜歡警備充足的殖民地。"
"#PERSON_TRAIT_DESC_GEARHEAD","對車輛的瞭解超過對人。"
"#PERSON_TRAIT_DESC_TECH_MESSIAH","對一切新的技術無比癡迷，到令人難以置信的地步。"
"#PERSON_TRAIT_DESC_SMART","才華洋溢、觀察敏銳的研究者。"
"#PERSON_TRAIT_DESC_MASTER_BUILDER","總是在製作、建造、焊接、修復各種玩意兒。"
"#PERSON_TRAIT_DESC_PACKRAT","天賦異稟，能夠背負比常人更重的擔子，並同時保持高速行走。"
"#PERSON_TRAIT_DESC_CLEVER","反應速度極快，且時常會有新的發現。"
"#PERSON_TRAIT_DESC_PERFECTIONIST","追求完美，時常花費大量時間處理細枝末節。"
"#TOPIC_PERSON_ACTIVITY","活動"
"#PERSON_STATE_TREATED","正在接受治療"
"#PERSON_TRAIT_EFFECT_FOOTLESS","<color=red>生產速度-5%</color>"
"#PERSON_TRAIT_EFFECT_RADFIEND","<color=green>輻射抗性+20%</color>"
"#PERSON_TRAIT_EFFECT_SCARRED","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_ONE_EYED","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_HOOKHAND","<color=red>生產速度-15%</color>"
"#PERSON_TRAIT_EFFECT_HAIRY","<color=green>寒冷抗性+20%</color>"
"#PERSON_TRAIT_EFFECT_CAVED_SKULL","<color=red>最大生命值-20</color>"
"#PERSON_TRAIT_EFFECT_SKIN_DISEASE","<color=red>輻射抗性-20%</color>"
"#PERSON_TRAIT_EFFECT_CATASTROFAN","<color=green>災難期間效率+10%</color>"
"#PERSON_TRAIT_EFFECT_MASOCHIST","<color=red>最大生命值-20%</color>"
"#PERSON_TRAIT_EFFECT_DRIVEN","<color=green>生產速度+10%</color>"
"#PERSON_TRAIT_EFFECT_BROKEN_KNUCKLES","<color=red>生產速度-5%</color>"
"#PERSON_TRAIT_EFFECT_HORRORS_PAST","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_HAEMOPHOBIC","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_BULLET_SPONGE","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_MINE_SWEEPER","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_PARANOID","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_WANDERER","<color=red>行走速度-25%</color>"
"#PERSON_TRAIT_EFFECT_DAYDREAMER","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_OBSESSED","<color=green>傷癒速度加快</color>"
"#PERSON_TRAIT_EFFECT_GLUTTON","<color=red>兩倍饑餓感</color>"
"#PERSON_STATE_SANITIZING","清洗中"
"#PERSON_TRAIT_EFFECT_POET","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_HEDONIST","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_SPIRITUAL","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_AUTHORITARIAN","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_HARD_WORKER","<color=green>生產速度+10%</color>"
"#PERSON_TRAIT_EFFECT_SLOTH","<color=red>休息速度-20%</color>"
"#PERSON_TRAIT_EFFECT_CAMEL","<color=red>耗水量增加</color>"
"#PERSON_TRAIT_EFFECT_RECKLESS","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_PICKY","<color=green>饑餓速度-15%</color>"
"#PERSON_TRAIT_EFFECT_LAZY","<color=red>生產速度-15%</color>"
"#PERSON_TRAIT_EFFECT_CLUMSY","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_GREEN_THUMB","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_FANATIC","<color=green>疲勞速度降低</color>"
"#PERSON_TRAIT_EFFECT_OPTIMIST","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_PESSIMIST","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_ATHLETIC","<color=green>生命值+20%</color>"
"#PERSON_TRAIT_EFFECT_INTROVERT","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_EXTROVERT","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_WORKAHOLIC","<color=green>疲勞速度降低</color>"
"#PERSON_TRAIT_EFFECT_LUDDITE","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_COMPETITIVE","<color=green>生產速度+10%</color>"
"#PERSON_TRAIT_EFFECT_TOUGH","<color=green>最大生命值+20%</color>"
"#PERSON_TRAIT_EFFECT_HEALTHY","<color=green>傷癒速度加快</color>"
"#PERSON_TRAIT_EFFECT_INDIFFERENT","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_FASTING","<color=green>饑餓速度降低</color>"
"#PERSON_TRAIT_EFFECT_A_D_H_D","<color=green>疲勞速度降低</color>"
"#PERSON_TRAIT_EFFECT_FAST_LEARNER","<color=green>疲勞速度降低</color>"
"#PERSON_TRAIT_EFFECT_STRONG_KID","<color=green>工作效率15%</color>"
"#PERSON_TRAIT_EFFECT_BURN_VICTIM","<color=red>輻射抗性-20%</color>"
"#PERSON_TRAIT_EFFECT_SNAPPED","<color=red>生產速度-15%</color>"
"#PERSON_TRAIT_EFFECT_REFLUX","<color=red>最大生命值-20%</color>"
"#PERSON_TRAIT_EFFECT_FROSTBITTEN","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_CLAWED","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_EXTRA_PADDING","<color=green>寒冷抗性+20%</color>"
"#PERSON_TRAIT_EFFECT_MARTIAL_ARTIST","<color=green>最大生命值+30%</color>"
"#PERSON_TRAIT_EFFECT_BLEEDER","<color=red>最大生命值-20%</color>"
"#PERSON_TRAIT_EFFECT_ADRENALINE_JUNKIE","<color=green>災難期間效率+15%</color>"
"#PERSON_TRAIT_EFFECT_WASHED_UP","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_FORMER_HUNTER","<color=red>最大生命值-20%</color>"
"#PERSON_TRAIT_EFFECT_FEARFUL","<color=red>生產速度-5%</color>"
"#PERSON_TRAIT_EFFECT_STRESS_EATER","<color=red>兩倍饑餓感</color>"
"#PERSON_TRAIT_EFFECT_OBSESSIVE","<color=red>生產速度-5%</color>"
"#PERSON_TRAIT_EFFECT_BOSSY","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_COMFORT_SEEKER","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_IDEALIST","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_RITUALISTIC","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_SELFLESS","<color=green>幾乎不會疲勞</color>"
"#PERSON_TRAIT_EFFECT_PUNCTUAL","<color=green>生產速度+10%</color>"
"#PERSON_TRAIT_EFFECT_SUSPICIOUS","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_PEOPLE_PERSON","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_FARMHAND","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_LOITERER","<color=red>行走速度-25%</color>"
"#PERSON_TRAIT_EFFECT_PICTURE_OF_HEALTH","<color=green>最大生命值+20%</color>"
"#PERSON_TRAIT_EFFECT_GENETIC_LOTTERY","<color=green>傷癒速度加快</color>"
"#PERSON_TRAIT_EFFECT_BEEN_THERE","<color=green>最大生命值+30%</color>"
"#PERSON_TRAIT_EFFECT_BELIEVER","<color=grey>無效果</color>"
"#PERSON_TRAIT_EFFECT_RESIGNED","<color=red>生產速度-15%</color>"
"#PERSON_TRAIT_EFFECT_PERFECTIONIST","<color=red>生產速度降低</color>"
"#PERSON_TRAIT_NEED_EXTROVERT","時常需要看到新人加入殖民地。"
"#PERSON_TRAIT_NEED_EXTROVERT_ACTIVE","因有新人到來而感到開心"
"#PERSON_TRAIT_NEED_EXTROVERT_INACTIVE","因沒有新人到來而感到煩悶"
"#PERSON_TRAIT_NEED_INTROVERT","不希望有新人加入殖民地。"
"#PERSON_TRAIT_NEED_INTROVERT_ACTIVE","因有新人到來而感到焦慮"
"#PERSON_TRAIT_NEED_INTROVERT_INACTIVE","因沒有新人到來而覺得開心"
"#PERSON_TRAIT_NEED_FIGHT_FAN","渴望暴力的娛樂項目。"
"#PERSON_TRAIT_NEED_FIGHT_FAN_ACTIVE","競技場已建造。"
"#PERSON_TRAIT_NEED_FIGHT_FAN_INACTIVE","競技場未建造。"
"#PERSON_TRAIT_NEED_REVERENT","需要一座紀念碑來弔念亡者。"
"#PERSON_TRAIT_NEED_REVERENT_ACTIVE","紀念碑已建造。"
"#PERSON_TRAIT_NEED_REVERENT_INACTIVE","紀念碑未建造。"
"#PERSON_TRAIT_NEED_SWEET_TOOTH","渴望麵包店的烘焙食品。"
"#PERSON_TRAIT_NEED_SWEET_TOOTH_ACTIVE","已建造麵包店。"
"#PERSON_TRAIT_NEED_SWEET_TOOTH_INACTIVE","未建造麵包店。"
"#PERSON_TRAIT_NEED_ENTERTAINMENT","放鬆精神，暫時不考慮手頭的事情。"
"#PERSON_TRAIT_NEED_ENTERTAINMENT_ACTIVE","造訪了一座娛樂建築。"
"#PERSON_TRAIT_NEED_ENTERTAINMENT_INACTIVE","未造訪娛樂建築。"
"#PERSON_TRAIT_NEED_DECORATION","認為浩劫後的景觀不應只有灰色和棕色。"
"#PERSON_TRAIT_NEED_DECORATION_ACTIVE","喜歡裝飾品。"
"#PERSON_TRAIT_NEED_DECORATION_INACTIVE","看不到有任何裝飾。"
"#PERSON_TRAIT_NEED_POWER_HUNGRY","只有恢復供電，才能重新開始建造。"
"#PERSON_TRAIT_NEED_POWER_HUNGRY_ACTIVE","已建造發電廠。"
"#PERSON_TRAIT_NEED_POWER_HUNGRY_INACTIVE","未建造發電廠。"
"#DEATH_COLDNESS","寒冷"
"#DEATH_HUNGER","飢餓"
"#DEATH_THIRST","口渴"
"#DEATH_AGE","年老"
"#DEATH_RADIATION","輻射"
"#DEATH_INJURY","受傷"
"#DEATH_EXHAUSTION","過勞"
"#DEATH_MALNUTRITION","營養不良"
"#DEATH_SUICIDE","自殺"
"#DEATH_INFECTION","感染"
"#TOPIC_AGE_GROUP_TEENAGER","青少年"
"#TOPIC_AGE_GROUP_INFANT","嬰兒"
"#TOPIC_DEATH_REASON","死因"
"#PERSON_CONDITION_COLD_DESC","由於缺乏合適的衣物及庇護所而感到寒冷，尤其在遇到低溫時。\n\n若是不盡快處理，可能會導致失溫。"
"#PERSON_CONDITION_HYPOTHERMIC_DESC","長期暴露於寒冷中導致身體失溫。失溫將在身體回溫之前造成生命值的急速下降。處於一座溫暖的庇護所中將能讓身體回溫。"
"#GENDER_FEMALE","女"
"#GENDER_MALE","男"
"#PERSON_CONDITION_THIRSTY_DESC","感到乾渴並需要飲水。\n\n持續處於乾渴狀態可能導致脫水。"
"#PERSON_CONDITION_DEHYDRATED_DESC","缺乏飲用水而導致的嚴重症狀。\n\n可能造成死亡。"
"#PERSON_CONDITION_HUNGRY_DESC","生還者常常食不果腹，但如果食物短缺時間過長，則可能導致飢餓。最好隨時儲存一些食物，這樣辛勤工做的居民們才不會餓肚子。居民吃飽肚子後幸福感會增加，工作效率也會更高。"
"#PERSON_CONDITION_STARVING_DESC","挨餓的居民已長時間未進食，再不吃點東西的話將會很快死亡。"
"#PERSON_CONDITION_TIRED_DESC","經過一天的辛勞，居民自然會感到疲憊。確保庇護所數量充足，讓居民們每天都能睡個好覺。若沒有合適的居所，居民們最終將會精疲力竭。"
"#PERSON_CONDITION_EXHAUSTED_DESC","因為行走距離過長導致居民缺乏睡眠，並開始影響居民的工作效率。在進行其他工作前必須進行休息。"
"#PERSON_CONDITION_INJURED_DESC","日常生活中的任何意外都有可能會讓人受傷。不對傷害進行治療則會導致死亡，但是它們在任何醫療機構都可以輕易的被治癒。藥物可以加速居民的康復速度。"
"#PERSON_CONDITION_RADIATION_SICKNESS_DESC","體內累積了大量的輻射，並正在迅速侵蝕身體。若不及時處理，將會導致死亡。使用碘丸可加快治癒過程。"
"#PERSON_CONDITION_STRESSED_DESC","接二連三的艱難困苦讓人們心情低落。倍感壓力的居民在生活中感受不到幸福，這可能導致他們陷入絕望。需增加幸福度，為居民提供更多娛樂，並努力改善整體環境。"
"#PERSON_CONDITION_DESPAIR_DESC","長期的幸福感低落導致人們陷入絕望。絕望的居民已經失去了想要為殖民地工作的動力。若是情況沒有及時改善，他們將有可能會離開殖民地。"
"#PERSON_CONDITION_HOMELESS_DESC","無家可歸的居民沒有棲身之所，他們更容易受傷、疲勞，或是患上致命疾病。長期生活在受污染的天空下也會影響他們的幸福度。"
"#PERSON_CONDITION_INFECTED_DESC","重大疾病正在導致健康持續惡化，生產速度也降低。不及時治療感染將會導致死亡。使用抗生素能夠大幅提升治癒速度。受感染居民的耗水量是健康居民的兩倍。"
"#PERSON_CONDITION_MALNOURISHED_DESC","食譜單一會造成居民養分攝取不足以及嚴重的營養不良。基礎食物能夠果腹，但營養含量較低。每位居民也都需要攝取充足的肉類和蔬菜。攝取這兩樣食物將可保持居民們的健康。從營養不良中恢復是一個漫長的過程，需要長期確保這兩樣食物類型在殖民地內的存量。"
"#PERSON_CONDITION_NOTOOLS_DESC","沒有工具的居民工作速度極其緩慢。必須製造或者搜刮更多工具。"
"#PERSON_CONDITION_NOCLOTHES_DESC","缺乏合適的衣物可能導致更多嚴重的問題，像是輻射並或是失溫。必須製造或搜刮更多衣物。"
"#PERSON_HAPPINESS_LEVEL_0","絕望"
"#PERSON_HAPPINESS_LEVEL_1","悶悶不樂"
"#PERSON_HAPPINESS_LEVEL_2","滿意"
"#PERSON_HAPPINESS_LEVEL_3","高興"
"#PERSON_HAPPINESS_LEVEL_4","狂喜"
"#PERSON_STATE_GOING_TO_EAT","正在前去吃飯"
"#PERSON_STATE_GOING_TO_WORK","正在前去工作"
"#PERSON_STATE_GOING_TO_SLEEP","準備回家睡覺"
"#PERSON_STATE_GOING_TO_TREATMENT","正在前去接受治療"
"#PERSON_STATE_HAVING_GOOD_TIME","興高采烈"
"#PERSON_STATE_UNHAPPY","悶悶不樂"
"#TOPIC_PERSON_STATE","狀態"
"#TOPIC_PERSON_STATUS","狀態"
"#TOPIC_PERSON_STATUS_BUILDING","建築"
"#TOPIC_PERSON_STATE_GOING_TO_SCHOOL","正在上學路上"
"#PERSON_CONDITION_MUTATED","已突變"
"#PERSON_CONDITION_MUTATED_DESC","長期暴露於輻射引發嚴重問題，需要很長的時間才能治癒。"
"#PERSON_EVENT_NEED_HOME_DESTROYED_NAME","家園已毀"
"#PERSON_EVENT_NEED_HOME_DESTROYED_DESC","失去了家園。雖然那不是理想中的居所，但終究還是個家。被迫重頭來過非常的令人心痛。"
"#PERSON_EVENT_NEED_CORPSE_DECAYED_NAME","目睹了屍體腐壞"
"#PERSON_EVENT_NEED_CORPSE_DECAYED_DESC","目睹腐爛的屍體擺放在地上，沒有妥當的安葬。"
"#PERSON_EVENT_NEED_BURIAL_SITE_DESTRUCTION_NAME","埋葬坑被摧毀"
"#PERSON_EVENT_NEED_BURIAL_SITE_DESTRUCTION_DESC","因埋葬坑被褻瀆與摧毀而感到憤怒。"
"#PERSON_TRAIT_NAME_EDUCATED","曾受教育"
"#PERSON_TRAIT_DESC_EDUCATED","學會了如何在浩劫過後的世界裡有效率的工作。"
"#PERSON_TRAIT_EFFECT_EDUCATED","<color=green>生產速度+30%</color>"
"#PERSON_STATE_IN_SCHOOL","在校就讀"
"#TOPIC_RENAME_PERSON","重新命名居民"
"#TOPIC_RENAME_PERSON_DESC","為你的居民設置自訂姓名。"
"#TOPIC_RENAME_SPECIALIST","重新命名專家"
"#TOPIC_RENAME_SPECIALIST_DESC","為你的專家設置自訂姓名。"
"#PERSON_STATE_COMBAT","戰鬥中"
"#PERSON_CONDITION_UNCLEAN","骯髒"
"#PERSON_CONDITION_UNCLEAN_DESC","這位居民的個人衛生狀況很差，如果沒有地方清洗的話，有可能會被感染。"
"#PERSON_VALUE_NOURISHMENT","飲食"
"#PERSON_STATUS_MALNOURISHED","居民正在遭受營養不良的折磨"
"#PERSON_CONDITION_POORLY_NOURISHED","營養不足"
"#PERSON_CONDITION_POORLY_NOURISHED_DESC","食物中所含的營養不足以維持健康。增加食物種類以防營養不良。"
"#PERSON_EVENT_NEED_WELL_NOURISHED","營養良好"
"#PERSON_EVENT_NEED_WELL_NOURISHED_DESC","食物種類豐富，肉類和蔬菜均衡。健康的飲食讓人們心情愉悅。"
"#PERSON_STATE_LEAVE_COLONY","出發中"
"#COLONIST_COMMENT_GAME_START_01","是時候捲起袖子開始建設了！"
"#COLONIST_COMMENT_GAME_START_02","把營地打理好，方便更多居民入住！"
"#COLONIST_COMMENT_GAME_START_03","開始為其他人打理營地吧！"
"#COLONIST_COMMENT_GAME_START_04","我們首先需要的是水、食物和庇護所。"
"#COLONIST_COMMENT_GAME_START_05","其他人馬上就要到了，我們先把營地建立起來吧！"
"#COLONIST_COMMENT_GAME_START_06","好了，那我們就先來解決必需品的問題，然後再發射信號彈！"
"#COLONIST_COMMENT_GAME_START_07","大家一起設置好營地，然後開始搜尋資源吧！"
"#COLONIST_COMMENT_GAME_START_08","人們會需要水、食物和庇護所，所以趕快動起來吧！"
"#COLONIST_COMMENT_GAME_START_09","記得在一切準備就緒之後發射信號彈！"
"#PERSON_CONDITION_THIRSTY_SHORT_DESC","需要飲水"
"#PERSON_CONDITION_DEHYDRATED_SHORT_DESC","需要飲水"
"#PERSON_CONDITION_HUNGRY_SHORT_DESC","需要食物"
"#PERSON_CONDITION_STARVING_SHORT_DESC","需要食物"
"#PERSON_CONDITION_TIRED_SHORT_DESC","需要休息"
"#PERSON_CONDITION_EXHAUSTED_SHORT_DESC","需要休息"
"#PERSON_CONDITION_INJURED_SHORT_DESC","需要醫生"
"#PERSON_CONDITION_RADIATION_SICKNESS_SHORT_DESC","需要醫生"
"#PERSON_CONDITION_STRESSED_SHORT_DESC","需要提升幸福度"
"#PERSON_CONDITION_DESPAIR_SHORT_DESC","需要提升幸福度"
"#PERSON_CONDITION_HOMELESS_SHORT_DESC","需要庇護所"
"#PERSON_CONDITION_INFECTED_SHORT_DESC","需要醫生"
"#PERSON_CONDITION_MALNOURISHED_SHORT_DESC","需要更加多樣化的食物"
"#PERSON_CONDITION_CRIMINAL_SHORT_DESC","罪無可恕"
"#PERSON_CONDITION_NOTOOLS_SHORT_DESC","需要工具"
"#PERSON_CONDITION_NOCLOTHES_SHORT_DESC","需要衣物"
"#PERSON_CONDITION_DIRTY_SHORT_DESC","需要清潔"
"#PERSON_CONDITION_UNARMED_SHORT_DESC","需要武器"
"#PERSON_VALUE_CONTAMINATION","污染"
"#PERSON_NEEDS_TITLE","需求"
"#PERSON_EQUIPMENT_TITLE","裝備"
"#INFO_PERSON_BUTTON_FOLLOW","跟隨此人"
"#PERSON_CONDITION_MUTATED_SHORT_DESC","需要治療"
"#PERSON_CONDITION_RADIATION_POISONING_SHORT_DESC","需要治療"
"#PERSON_CONDITION_UNCLEAN_SHORT_DESC","需要洗澡"
"#COLONY_HAPPINESS_LEVEL_NO_COLONISTS_DESC","殖民地內空無一人。"
"#PERSON_NO_CONDITIONS","沒有條件"
"#PERSON_NO_NEEDS","沒有需求"
"#PERSON_NEEDS_EFFECT","{0}點幸福度"
"#PERSON_TRAIT_NAME_COLONY_BORN","在殖民地內出生"
"#PERSON_TRAIT_EFFECT_COLONY_BORN","<color=grey>無效果</color>"
"#PERSON_TRAIT_DESC_COLONY_BORN","一出生就成了殖民地內的一員。"
"#PERSON_CONDITION_HYGIENE_RED","骯髒"
"#PERSON_CONDITION_HYGIENE_RED_DESC","這位居民的個人衛生狀況很差，如果沒有地方清洗的話，有可能會被感染。"
"#PERSON_CONDITION_HYGIENE_RED_SHORT_DESC","易於感染"
"#PERSON_VALUE_HEALTH_DESC","居民的總體幸福度。受患病和打鬥等諸多因素的影響。"
"#PERSON_VALUE_CONTAMINATION_DESC","受不乾淨的食物、某些災難和環境的影響所導致的汙染。這些不良影響可透過高階衛生設施去除。高度的汙染將會導致輻射病的發生。"
"#PERSON_VALUE_MALNUTRITION_DESC","營養不良。肉類和蔬菜類食物的營養平衡。同時攝取兩者可以預防營養不良。"
"#PERSON_VALUE_HUNGER_DESC","飢餓。食用不同種類的食物可以防止居民挨餓。"
"#PERSON_VALUE_THIRST_DESC","口渴。讓你的居民多喝水，否則他們可能會脫水，導致生命值降低。"
"#PERSON_VALUE_TEMPERATURE_DESC","體溫。加熱升溫庇護所並為居民提供衣物，可讓他們在暴風雪期間維持體溫。"
"#PERSON_VALUE_MALNUTRITION","營養不良"
"#PERSON_VALUE_HYGIENE","衛生"
"#PERSON_VALUE_HYGIENE_DESC","個人衛生。居民需要在茅坑和三溫暖房中洗澡，保持自身清潔。"
"#NOTIFICATION_PERSON_DIED_COLDNESS_MANY","{0}名居民凍死了"
"#PERSON_NEEDS_AND_CONDITIONS_TITLE","條件和需求"
"#PERSON_NAME_FEMALE_01","伊莎貝拉"
"#PERSON_NAME_FEMALE_02","夏洛特"
"#PERSON_NAME_FEMALE_03","艾蜜莉亞"
"#PERSON_NAME_FEMALE_04","伊芙琳"
"#PERSON_NAME_FEMALE_05","艾比嘉兒"
"#PERSON_NAME_FEMALE_06","哈普"
"#PERSON_NAME_FEMALE_07","艾蜜莉"
"#PERSON_NAME_FEMALE_08","伊莉莎白"
"#PERSON_NAME_FEMALE_09","艾芙莉"
"#PERSON_NAME_FEMALE_10","蘇菲亞"
"#PERSON_NAME_FEMALE_11","艾拉"
"#PERSON_NAME_FEMALE_12","麥迪森"
"#PERSON_NAME_FEMALE_13","史嘉蕾"
"#PERSON_NAME_FEMALE_14","維多利亞"
"#PERSON_NAME_FEMALE_15","雅莉亞"
"#PERSON_NAME_FEMALE_16","葛蕾絲"
"#PERSON_NAME_FEMALE_17","克羅伊"
"#PERSON_NAME_FEMALE_18","卡蜜拉"
"#PERSON_NAME_FEMALE_19","潘妮洛普"
"#PERSON_NAME_FEMALE_20","萊莉"
"#PERSON_NAME_FEMALE_21","蕾拉"
"#PERSON_NAME_FEMALE_22","莉莉安"
"#PERSON_NAME_FEMALE_23","諾拉"
"#PERSON_NAME_FEMALE_24","佐伊"
"#PERSON_NAME_FEMALE_25","蜜拉"
"#PERSON_NAME_FEMALE_26","奧布莉"
"#PERSON_NAME_FEMALE_27","漢娜"
"#PERSON_NAME_FEMALE_28","莉莉"
"#PERSON_NAME_FEMALE_29","艾迪森"
"#PERSON_NAME_FEMALE_30","艾蕾諾"
"#PERSON_NAME_FEMALE_31","娜塔莉"
"#PERSON_NAME_FEMALE_32","露娜"
"#PERSON_NAME_FEMALE_33","沙瓦娜"
"#PERSON_NAME_FEMALE_34","布魯克琳"
"#PERSON_NAME_FEMALE_35","史黛拉"
"#PERSON_NAME_FEMALE_36","海澤"
"#PERSON_NAME_FEMALE_37","愛莉"
"#PERSON_NAME_FEMALE_38","派絲里"
"#PERSON_NAME_FEMALE_39","奧德蕾"
"#PERSON_NAME_FEMALE_40","維莉特"
"#PERSON_NAME_FEMALE_41","唐娜"
"#PERSON_NAME_FEMALE_42","黛博拉"
"#PERSON_NAME_FEMALE_43","安吉拉"
"#PERSON_NAME_FEMALE_44","羅賓"
"#PERSON_NAME_FEMALE_45","蘿莎"
"#PERSON_NAME_FEMALE_46","金"
"#PERSON_NAME_FEMALE_47","希薇亞"
"#PERSON_NAME_FEMALE_48","約瑟芬"
"#PERSON_NAME_FEMALE_49","愛普莉"
"#PERSON_NAME_FEMALE_50","蓋兒"
"#PERSON_NAME_FEMALE_51","吉兒"
"#PERSON_NAME_FEMALE_52","艾琳"
"#PERSON_NAME_FEMALE_53","維拉莉"
"#PERSON_NAME_FEMALE_54","貝希"
"#PERSON_NAME_FEMALE_55","塔瑪拉"
"#PERSON_NAME_FEMALE_56","艾莉卡"
"#PERSON_NAME_FEMALE_57","貝琳達"
"#PERSON_NAME_FEMALE_58","歐帕"
"#PERSON_NAME_FEMALE_59","芙蘿拉"
"#PERSON_NAME_FEMALE_60","伊莉亞娜"
"#PERSON_NAME_MALE_01","盧卡斯"
"#PERSON_NAME_MALE_02","連恩"
"#PERSON_NAME_MALE_03","伊森"
"#PERSON_NAME_MALE_04","奧利維"
"#PERSON_NAME_MALE_05","雅各"
"#PERSON_NAME_MALE_06","喬治"
"#PERSON_NAME_MALE_07","哈利"
"#PERSON_NAME_MALE_08","傑克"
"#PERSON_NAME_MALE_09","諾亞"
"#PERSON_NAME_MALE_10","查理"
"#PERSON_NAME_MALE_11","穆罕莫德"
"#PERSON_NAME_MALE_12","湯瑪斯"
"#PERSON_NAME_MALE_13","奧斯卡"
"#PERSON_NAME_MALE_14","威廉"
"#PERSON_NAME_MALE_15","詹姆士"
"#PERSON_NAME_MALE_16","亨利"
"#PERSON_NAME_MALE_17","里奧"
"#PERSON_NAME_MALE_18","阿飛"
"#PERSON_NAME_MALE_19","約書亞"
"#PERSON_NAME_MALE_20","佛萊迪"
"#PERSON_NAME_MALE_21","亞契"
"#PERSON_NAME_MALE_22","艾薩克"
"#PERSON_NAME_MALE_23","亞歷山大"
"#PERSON_NAME_MALE_24","約瑟夫"
"#PERSON_NAME_MALE_25","愛德華"
"#PERSON_NAME_MALE_26","山謬"
"#PERSON_NAME_MALE_27","邁克斯"
"#PERSON_NAME_MALE_28","丹尼爾"
"#PERSON_NAME_MALE_29","亞瑟"
"#PERSON_NAME_MALE_30","羅根"
"#PERSON_NAME_MALE_31","提奧"
"#PERSON_NAME_MALE_32","哈里森"
"#PERSON_NAME_MALE_33","班傑明"
"#PERSON_NAME_MALE_34","梅森"
"#PERSON_NAME_MALE_35","賽巴斯汀"
"#PERSON_NAME_MALE_36","芬利"
"#PERSON_NAME_MALE_37","亞當"
"#PERSON_NAME_MALE_38","狄倫"
"#PERSON_NAME_MALE_39","薩克利"
"#PERSON_NAME_MALE_40","萊利"
"#PERSON_NAME_MALE_41","安東尼奧"
"#PERSON_NAME_MALE_42","曼威爾"
"#PERSON_NAME_MALE_43","李"
"#PERSON_NAME_MALE_44","萊利"
"#PERSON_NAME_MALE_45","布萊德利"
"#PERSON_NAME_MALE_46","凱爾"
"#PERSON_NAME_MALE_47","法蘭西斯"
"#PERSON_NAME_MALE_48","雷"
"#PERSON_NAME_MALE_49","喬爾"
"#PERSON_NAME_MALE_50","唐"
"#PERSON_NAME_MALE_51","馬克斯"
"#PERSON_NAME_MALE_52","亞歷克斯"
"#PERSON_NAME_MALE_53","提姆"
"#PERSON_NAME_MALE_54","達斯汀"
"#PERSON_NAME_MALE_55","馬克"
"#PERSON_NAME_MALE_56","杜安"
"#PERSON_NAME_MALE_57","米契爾"
"#PERSON_NAME_MALE_58","拉斐爾"
"#PERSON_NAME_MALE_59","邁克斯"
"#PERSON_NAME_MALE_60","德偉恩"
"#PERSON_EVENT_NEED_ALARM_HAPPINESS_PENALTY_NAME","警戒狀態"
"#PERSON_EVENT_NEED_ALARM_HAPPINESS_PENALTY_DESC","因殖民地內響起警報而感到不開心"
"#PERSON_EVENT_NEED_GENERIC_NEGATIVE_CATASTROPHE_NAME","恐懼死亡"
"#PERSON_EVENT_NEED_GENERIC_NEGATIVE_CATASTROPHE_DESC","每一刻都有可能會是終點。有些人也許認為人能夠習慣持續不斷的災難......其實根本沒有這回事。"
"#PROFESSION_UNASSIGNED","工人"
"#PROFESSION_ASSIGNED","已指派"
"#PROFESSION_WORKER","工人"
"#PROFESSION_UNASSIGNED_PLURAL","工人"
"#PROFESSION_ASSIGNED_PLURAL","已指派"
"#PROFESSION_WORKER_PLURAL","工人"
"#PERSON_EVENT_NEED_COMFORT_NAME","被娛樂"
"#PERSON_EVENT_NEED_DISCOMFORT_NAME","不安"
"#PERSON_EVENT_NEED_MINOR_DISCOMFORT_NAME","焦慮"
"#EVENT_NEED_COMFORT","被娛樂"
"#EVENT_NEED_DISCOMFORT","不安"
"#EVENT_NEED_MINOR_DISCOMFORT","焦慮"
"#PERSON_EVENT_NEED_COMFORT_DESC","居民因為殖民地的人口數量與娛樂設施之間的平衡而感到十分的自在。\n\n近期使用過娛樂設施。"
"#PERSON_EVENT_NEED_DISCOMFORT_DESC","居民因為殖民地人口過多而感到非常焦慮。\n\n殖民地內需要更多的娛樂設施。"
"#PERSON_EVENT_NEED_MINOR_DISCOMFORT_DESC","居民因為殖民地人口過多而感到有些不適。\n\n殖民地內需要建造多一點娛樂設施。"
"#PERSON_HAPPINESS_LEVEL_0_DESC","絕望的居民們已失去了生存的動力。如果不能在他們的生活中增添一些幸福感，他們可能會採取極端手段。\n\n著手處理居民們的需求並提升幸福度。"
"#PERSON_HAPPINESS_LEVEL_1_DESC","不滿現狀，不願按正常速度工作。\n\n著手處理居民們的需求並提升幸福度。"
"#PERSON_HAPPINESS_LEVEL_2_DESC","既不悲傷，也不開心。希望好事發生，同時害怕悲劇出現。"
"#PERSON_HAPPINESS_LEVEL_3_DESC","對未來保持著樂觀態度，心情愉悅。願意加倍努力工作。"
"#PERSON_HAPPINESS_LEVEL_4_DESC","心情愉悅且精力十足，這是以目前的環境來說最好的情況了。"
"#COLONY_HAPPINESS_LEVEL_0_DESC","生活水準與舒適度將會直接影響殖民地的幸福度。居民們目前因傷心與絕望而感到悲痛欲絕。需盡快提高幸福度。"
"#COLONY_HAPPINESS_LEVEL_1_DESC","生活水準與舒適度將會直接影響殖民地的幸福度。人們對現狀感到不滿意。生產效率低落。"
"#COLONY_HAPPINESS_LEVEL_2_DESC","生活水準與舒適度將會直接影響殖民地的幸福度。居民們既不悲傷，也不開心。他們希望好事發生，同時懼怕悲劇出現。"
"#COLONY_HAPPINESS_LEVEL_3_DESC","生活水準與舒適度將會直接影響殖民地的幸福度。人們對未來保持著樂觀的態度且心情愉悅。生產效率良好。"
"#COLONY_HAPPINESS_LEVEL_4_DESC","生活水準與舒適度將會直接影響殖民地的幸福度。居民們心情愉悅且精力十足。生產效率極高。"
"#COLONY_HAPPINESS_LEVEL_0","絕望"
"#COLONY_HAPPINESS_LEVEL_1","悶悶不樂"
"#COLONY_HAPPINESS_LEVEL_2","滿意"
"#COLONY_HAPPINESS_LEVEL_3","高興"
"#COLONY_HAPPINESS_LEVEL_4","狂喜"
"#PERSON_STATE_ENTERTAINED","減輕壓力"
"#PERSON_STATE_ENTERING","路過中"
"#PERSON_EVENT_NEED_GROUND_RESTED_NAME","睡在戶外"
"#PERSON_EVENT_NEED_GROUND_RESTED_DESC","因缺乏庇護所而不得不席地而睡。"
"#PERSON_EVENT_NEED_POOR_RESTED_NAME","差勁的庇護所"
"#PERSON_EVENT_NEED_POOR_RESTED_DESC","在差勁的庇護所睡得不舒服"
"#PERSON_EVENT_NEED_POORLY_RESTED_NAME","不良的庇護所"
"#PERSON_EVENT_NEED_POORLY_RESTED_DESC","在簡陋的庇護所裡睡不好覺。"
"#PERSON_EVENT_NEED_RESTED_NAME","尚可的庇護所"
"#PERSON_EVENT_NEED_RESTED_DESC","在品質還過得去的庇護所休息。"
"#PERSON_EVENT_NEED_NORMAL_RESTED_NAME","良好的庇護所"
"#PERSON_EVENT_NEED_NORMAL_RESTED_DESC","在頗為舒適的庇護所裡睡得還行。"
"#PERSON_EVENT_NEED_WELL_RESTED_NAME","舒適的庇護所"
"#PERSON_EVENT_NEED_WELL_RESTED_DESC","在舒適的房屋睡了個好覺。"
"#PERSON_EVENT_NEED_HOUSING_DEATH_NAME","親友死亡"
"#PERSON_EVENT_NEED_HOUSING_DEATH_DESC","家庭中有人去世。"
"#PERSON_EVENT_NEED_BIRTH_NAME","兒童出生"
"#PERSON_EVENT_NEED_BIRTH_DESC","家庭成員生了小孩。"
"#PERSON_EVENT_NEED_WELL_FED_NAME","營養充足"
"#PERSON_EVENT_NEED_WELL_FED_NAME_DESC","吃了一道好菜。"
"#COLONIST_COMMENT_DISCOURAGED_01","我想找點有趣的事做。"
"#COLONIST_COMMENT_DISCOURAGED_02","這裡根本沒什麼事好做...除了工作以外。"
"#COLONIST_COMMENT_DISCOURAGED_03","這堆陌生人讓我覺得有點不安。"
"#COLONIST_COMMENT_DISCOURAGED_04","這裡人太多了！"
"#COLONIST_COMMENT_ENTERTAINED_01","原來所謂的放鬆就是這麼一回事啊。"
"#COLONIST_COMMENT_ENTERTAINED_02","這才有意思嘛！"
"#COLONIST_COMMENT_ENTERTAINED_03","我差點都要忘記愉快的感覺是什麼了。"
"#COLONIST_COMMENT_ENTERTAINED_04","我這是交了個新朋友嗎？"
"#COLONIST_COMMENT_HAPPY_01","這輩子沒過過這麼好的日子吧？"
"#COLONIST_COMMENT_HAPPY_02","很榮幸可以把這裡稱作我的家。"
"#COLONIST_COMMENT_HAPPY_03","早安阿！來開工囉。"
"#COLONIST_COMMENT_HAPPY_04","我們的未來感覺前途無量。"
"#COLONIST_COMMENT_UNHAPPY_01","我快撐不下去了..."
"#COLONIST_COMMENT_UNHAPPY_02","我覺得好累，不管什麼時候都好累。"
"#COLONIST_COMMENT_UNHAPPY_03","我起床到底是為了什麼？"
"#COLONIST_COMMENT_UNHAPPY_04","外面總會找得到更好的地方吧。"
"#COLONIST_COMMENT_STAY_01","很高興我們的問題有被重視。"
"#COLONIST_COMMENT_STAY_02","下次就沒這麼簡單了。"
"#COLONIST_COMMENT_STAY_03","我想我應該可以再試一次。"
"#COLONIST_COMMENT_STAY_4","我可能有點反應過度了..."
"#PERSON_EVENT_NEED_COMFORT_SHORT_DESC","感到放鬆"
"#PERSON_EVENT_NEED_DISCOMFORT_SHORT_DESC","需要娛樂"
"#PERSON_EVENT_NEED_MINOR_DISCOMFORT_SHORT_DESC","需要娛樂"
"#PERSON_EVENT_NEED_GROUND_RESTED_SHORT_DESC","無庇護所供休息"
"#PERSON_EVENT_NEED_WELL_RESTED_SHORT_DESC","休息充分"
"#PERSON_EVENT_NEED_POORLY_RESTED_SHORT_DESC","睡得很差"
"#PERSON_EVENT_NEED_POOR_RESTED_SHORT_DESC","睡得不好"
"#PERSON_EVENT_NEED_NORMAL_RESTED_SHORT_DESC","睡得很好"
"#PERSON_EVENT_NEED_RESTED_SHORT_DESC","睡得不錯"
"#PERSON_EVENT_NEED_DECLINE_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_AGREE_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_CORPSE_DECAYED_SHORT_DESC","哀悼中"
"#PERSON_EVENT_NEED_LUCK_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_BIRTH_SHORT_DESC","充滿希望"
"#PERSON_EVENT_NEED_HOUSING_DEATH_SHORT_DESC","哀悼中"
"#PERSON_EVENT_NEED_INDECISION_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_FEAST_SHORT_DESC","近期事件"
"#PERSON_VALUE_ACTION_POINTS","行動點數"
"#PERSON_EVENT_NEED_ALARM_HAPPINESS_PENALTY_SHORT_DESC","受到驚嚇"
"#PERSON_EVENT_NEED_HOSTILITIES_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_HUNT_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_TRIP_SUCCESS_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_BANDITS1_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_BANDITS2_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_BANDITS3_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_DISAGREE_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_BURIAL_SITE_DESTRUCTION_SHORT_DESC","感到生氣"
"#PERSON_EVENT_NEED_AGREE_NAME","意見一致"
"#PERSON_EVENT_NEED_AGREE_DESC","人們贊同你最近做出的決定。"
"#PERSON_EVENT_NEED_TRIP_SUCCESS_NAME","曾在大門外冒險"
"#PERSON_EVENT_NEED_TRIP_SUCCESS_DESC","近期的外出行程很成功。"
"#PERSON_EVENT_NEED_HUNT_NAME","成功狩獵"
"#PERSON_EVENT_NEED_HUNT_DESC","獵人帶著食物凱旋而歸。"
"#PERSON_EVENT_NEED_BANDITS1_NAME","小型土匪事件"
"#PERSON_EVENT_NEED_BANDITS1_DESC","有群土匪引起了一些爭端。"
"#PERSON_EVENT_NEED_BANDITS2_NAME","土匪事件"
"#PERSON_EVENT_NEED_BANDITS2_DESC","與土匪重大對峙。"
"#PERSON_EVENT_NEED_BANDITS3_NAME","重大土匪事件"
"#PERSON_EVENT_NEED_BANDITS3_DESC","危及生命的土匪事件。"
"#PERSON_EVENT_NEED_INDECISION_NAME","優柔寡斷"
"#PERSON_EVENT_NEED_INDECISION_DESC","你未能明確立場。"
"#PERSON_EVENT_NEED_DISAGREE_NAME","意見不同"
"#PERSON_EVENT_NEED_DISAGREE_DESC","有人不同意你的決定。"
"#PERSON_EVENT_NEED_DECLINE_NAME","拒絕請求"
"#PERSON_EVENT_NEED_DECLINE_DESC","你拒絕了居民的請求。"
"#PERSON_EVENT_NEED_FEAST_NAME","盛宴"
"#PERSON_EVENT_NEED_FEAST_DESC","徹夜大吃大喝讓人們非常開心。"
"#PERSON_EVENT_NEED_HOSTILITIES_NAME","敵意"
"#PERSON_EVENT_NEED_HOSTILITIES_DESC","近期外界的敵意讓人們感到不安。"
"#PERSON_EVENT_NEED_LUCK_NAME","幸運"
"#PERSON_EVENT_NEED_LUCK_DESC","最近的好運氣提升了整體士氣。"
"#PERSON_EVENT_NEED_HOME_DESTROYED_SHORT_DESC","崩潰"
"#PERSON_EVENT_NEED_WELL_NOURISHED_SHORT_DESC","健康"
"#PERSON_EVENT_NEED_WELL_FED_SHORT_DESC","飽足"
"#PERSON_CONDITION_POORLY_NOURISHED_SHORT_DESC","需要更加多樣化的食物"
"#PERSON_CONDITION_COLD_SHORT_DESC","需要溫暖"
"#PERSON_CONDITION_HYPOTHERMIC_SHORT_DESC","需要溫暖"
"#PERSON_WORK_CAPABILITY_NORMAL","正常"
"#PERSON_WORK_CAPABILITY_SICK","生病"
"#PERSON_WORK_CAPABILITY_LEAVING","抗議中"
"#TOOLTIP_PERSON_STATUS","居民狀態將顯示他們能否正常的進行各項工作。沒有狀態效果的居民如果有被指派的話將會正常的工作。\n\n某些狀態或是極低的幸福度將會導致居民拒絕工作。"
"#PERSON_WORK_CAPABILITY_NORMAL_DESC","正常。居民能夠進行被指派的工作。"
"#PERSON_WORK_CAPABILITY_SICK_DESC","病變。居民受到了嚴重傷害或是過勞而導致無法為殖民地工作。他們需要一點時間來恢復或者是前往醫療設施進行治療。"
"#PERSON_WORK_CAPABILITY_LEAVING_DESC","抗議中。居民已拒絕工作並威脅要離開殖民地。若是能提升他們的幸福度，他們或許會考慮留下來。"
"#DEATH_LEFT_COLONY","無"
"#PERSON_EVENT_NEED_GENERIC_NEGATIVE_CATASTROPHE_SHORT_DESC","無效果"
"#PERSON_EVENT_NEED_ENTERTAINMENT_NAME","放鬆中"
"#PERSON_EVENT_NEED_ENTERTAINMENT_DESC","正在一座娛樂建築裡減壓。"
"#PERSON_EVENT_NEED_ENTERTAINMENT_SHORT_DESC","無效果"
"#PERSON_BACKGROUND_DESC_WANDERER","過往的罪孽造就了這個廢土上衣衫襤褸的流浪者。漂泊千里，歷經艱辛萬苦又孤獨無助。雖然身體傷痕累累，但心靈靜如止水。"
"#NOTIFICATION_PERSON_MUTATED","1位居民身體嚴重突變"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","她從小就善於言辭，正是能在你毫無察覺的情況下任意擺佈你的那種人。她輕鬆接管了家族生意，並且在災難發生前一直把所有事都打理得井井有條。"
"#SPECIALIST_DESCRIPTION_SPECIALIST2","他買賣過各種用汽油發動的小玩意兒，且囤積物資的習慣也讓他在以物易物的時代獲益匪淺。而且有傳聞說他現在收藏著一架全新的直升機，不過因為這個老傢伙的視力已不如以往，所以駕駛這架直升機可能有點危險。"
"#SPECIALIST_DESCRIPTION_SPECIALIST3","她在海上行動就像在陸地上一樣輕鬆。不僅能在飛速行駛的汽車上保持精準的槍法，還可以在戰鬥後縱情豪飲。目前仍不知道是什麼讓她的一隻眼睛失明，但這並不影響她高超的射擊能力。"
"#SPECIALIST_DESCRIPTION_SPECIALIST4","他出生於軍人家庭，他的職業生涯在孩提時期便定下了基調。在服役期間，他的表現不僅達到，甚至遠超過他的同儕幾乎不可能實現的期望，他至今仍對此洋洋自得。他偏好參與前線戰鬥，所以別派他去執行偵察類型任務。"
"#SPECIALIST_DESCRIPTION_SPECIALIST5","他不喜歡閒聊或其他任何類型的談話，較偏好一個人獨處。出身極度貧困的他很快就學會了如何從垃圾堆中搜刮有價值的東西，並且保護自己的收穫，避免被能力較差的競爭對手搶走。他本質上並不是個粗魯的人，只是較注重個人空間。"
"#SPECIALIST_DESCRIPTION_SPECIALIST6","身為一個得不到一點關愛或疼愛的侏儒，他在性格形成時期是在個青少年組成的幫派中度過的。他學著自己偷竊謀生，並不去擔心自己的未來。如果他能找到值得追隨的事業或領導者，這種敏銳的生存本能便會派上用場。"
"#SPECIALIST_DESCRIPTION_SPECIALIST7","她是三姐妹中唯一的生還者。在浩劫摧毀她們所住的小鎮時，她失去了她的姐妹們，並被迫面對獨自一人的世界。她喜歡四處搜尋探索，但是在夜晚，她總會留出片刻寧靜，為她的兩個姐妹默哀。"
"#SPECIALIST_DESCRIPTION_SPECIALIST8","他總是和大家格格不入，認為陰謀論十分有趣並沉迷其中。他經常發表關於古神、無人間諜機或顛覆性貓咪迷因的無稽之談，不過這些對其他人幾乎沒有任何意義。但是他的機敏和偏執讓他成為了優秀的偵察員。"
"#SPECIALIST_DESCRIPTION_SPECIALIST12","她從分崩離析的城市中看到無限的機會；無數的寶物正等著被發掘。對她來說，冒險就是將銅線纏成球或撬開一台舊電視機。你可能認為她只是在玩弄一堆廢棄物，但是對她來說每件東西有著一段珍貴的回憶。"
"#SPECIALIST_DESCRIPTION_SPECIALIST13","由於現在已經沒有任何場地可以表演，他決定將舞台帶著一起走。在做生意時，他會哼唱節奏活潑的歌曲。由於這類的餘興節目已很少見，他的作風因此吸引了許多回頭客，就像是被他迷住了一樣。"
"#SPECIALIST_DESCRIPTION_SPECIALIST14","貧窮、戰爭、疾病和死亡，她見證並度過了這一切的困境。數十年來的艱難困苦將她淬鍊成了一位不屈不饒並無所畏懼的女人。死亡對她而言只不過是位老朋友，一位懂得不要去惹她的朋友。"
"#SPECIALIST_DESCRIPTION_SPECIALIST15","他一輩子都生活在一個大家庭裡，因此無法忍受獨自一人的生活。為了保護人們，他願意冒生命的危險為他們流血犧牲奉獻。在保護家人與對抗敵人時，他絕對會是一名可怕的對手。"
"#SPECIALIST_DESCRIPTION_SPECIALIST16","大多數的拾荒者都試圖在市區中尋找財富，但她在森林中更感到自在。她在森林裡找到了平靜與安寧，還能在完全的隱藏自己的蹤跡。此外，她也擅長勘察地形，能夠找到大多數人認為已經遺失的東西。"
"#SPECIALIST_DESCRIPTION_SPECIALIST17","她已經徹底的瞭解了世界的殘酷。她身上無數的傷疤和斷骨使她變得比多數人都謹慎小心，因此她也不常脫下她的盔甲。得益於她善於預想未來變化的本性，幾乎沒有什麼廢墟危險到能讓她難以執行搜尋任務。"
"#SPECIALIST_DESCRIPTION_SPECIALIST18","她在廢土上過了一輩子艱苦的人生，並夢想能有一個家庭。幾年前，她領養了一個在外流浪的女孩。但這並沒有影響她執行任務的能力。甚至可以說，那份願意為女兒犧牲奉獻的心意反而讓她對自己更有自信。"
"#SPECIALIST_DESCRIPTION_SPECIALIST19","浩劫打破了他打算一輩子當軍人的夢想。與大多數人不同的是，他仍然相信可以重建曾經的社會，並為一個可能已不存在的國家效力。他的從軍經歷讓他成為了一名優秀的專家，但有些人擔心他或許只是在逃避現實。"
"#SPECIALIST_DESCRIPTION_SPECIALIST21","他對於長期在外並經常讓妻子苦等許久感到愧疚。不過，平安回家團聚時所感到的快樂幾乎能夠彌補離開時的悲傷。如果他們的孩子待在他身邊的話，他可能會感到更輕鬆。但到頭來，還是讓他們待在安全的地方比較恰當。"
"#SPECIALIST_DESCRIPTION_SPECIALIST24","當第一次的衝擊發生時，他就知道過去的生活已一去不復返。「庫存」、「季度收益」和「績效評估」等詞彙已毫無意義，像他這樣的人是最先被攻擊的目標。但是，他的貿易知識讓他在這趟生存的旅途上也幫了他不少。"
"#SPECIALIST_DESCRIPTION_SPECIALIST25","他是個完美主義者，經常追求完美到沮喪的地步。他稱之為年齡的智慧，儘管有些人反駁他在晚年已經變得偏執，但這種偏執確實派上了用場；如果他說已經清空了某個地方，那麼你可以確信，他已經搜尋了每個最不引人注意的角落。"
"#SPECIALIST_DESCRIPTION_SPECIALIST26","浩劫發生前，他正準備成為職業跑步運動員。現在，他只能感到痛苦，仿佛他和其他人類被剝奪了未來。只有在跑步時，感覺到心臟在胸膛裡砰砰跳動的時候，他才感到些許安慰。"
"#SPECIALIST_DESCRIPTION_SPECIALIST28","他似乎總是以瀕臨極限的方式在戰鬥。如果不是因為他的理智和身體一樣強大，這種魯莽的行為就等於是在送死。到目前為止，戰鬥是他發洩多餘精力並避免緊張混亂的唯一方式。"
"#SPECIALIST_DESCRIPTION_SPECIALIST29","在她動盪的童年時期，她在格鬥術中找到了自我。她不僅從她的自保能力中獲得了自信，還知道何時該使用這種能力以及何時該放下。最重要的是，人們終於開始給予她極大的尊重。"
"#SPECIALIST_DESCRIPTION_SPECIALIST30","他至今始終無法成功適應新世界的秩序。他不斷四處旅行，在任何可以求職的地方打工，但是他從未真正的安頓下來。見識廣闊的他能夠幾乎出於本能地挑選出最快的路線以及最具價值的目標。"
"#SPECIALIST_DESCRIPTION_SPECIALIST32","即使在學術界混跡多年，他依然成功地將自己的經濟知識重新運用到實踐中。更令人驚訝的是，看到自己的整個研究領域付之一炬，他並沒有傷心欲絕。相反的，他對有機會擺脫舊體制的束縛，一切重新開始而感到興奮不已。"
"#SPECIALIST_DESCRIPTION_SPECIALIST33","從舊世界的偏見中解脫了的他，現在很享受那份他一直都想得到的尊重。在這個世界裡，好處比其他任何因素都更重要。他非常瞭解自己作為商人和談判者的價值，且不願意對任何交易讓步。"
"#SPECIALIST_DESCRIPTION_SPECIALIST35","他永遠都是房間裡個頭最大的那個人，因此他一生都在受到旁人不必要的關注。即使發現個頭大的優勢後，他仍然對此感到十分不自在。他不想參與戰鬥，但是又不得不戰鬥。"
"#SPECIALIST_DESCRIPTION_SPECIALIST36","她為浩劫中消失的文化感到痛惜。她會收藏書籍、畫作等和文化相關的所有東西，並嘗試保護部份文化遺產。她在藝術──尤其是建築方面的知識，可幫助識別倒塌的建築物，以及這些建築物中可能藏有的東西。"
"#SPECIALIST_DESCRIPTION_SPECIALIST39","她發現自己小巧的身軀在搜尋危險建築物時對她十分有利。另一方面，總有人想踩到她頭上來利用她的體型。不過她總能敏銳地發現，並很快地強烈打回這些企圖。"
"#SPECIALIST_DESCRIPTION_SPECIALIST40","甚至連其他偵察員都很尊敬他。因為他每晚只需睡幾個小時，白天也從來不需要放慢腳步。更令人困惑的是，他在殘酷的荒地中穿梭時，似乎還很享受那種永無止境的危險旅行。"
"#SPECIALIST_DESCRIPTION_SPECIALIST41","她相信言辭就像縫針和藥物一樣能治癒傷痛。「心事重重就像纏在脖子上的套索一樣，令人難以喘息」，她會這麼跟你說。她自己有任何想法都會說出來，無論這些話會多傷人，並且她也鼓勵他人以同樣的方式對待她。"
"#SPECIALIST_DESCRIPTION_SPECIALIST43","在獨居幾十年後，他現在已經無法好好與其他人共處了。由於他之前養成自給自足的能力，只要他能安靜地工作，就會把幾乎任何東西都拆解一遍。這種愚鈍的個性讓他多次受傷並留下無數傷疤，不過他也以此為榮。"
"#SPECIALIST_DESCRIPTION_SPECIALIST44","沒有人知道她的真名，也不知道她為何蒙面。不過簡單的答案是她只是想體驗扮演蒙面正義使者的快感。如果真是這樣，大概也沒有人能責怪她毆打強盜和其他邪惡人渣的喜好了。"
"#SPECIALIST_DESCRIPTION_SPECIALIST46","她認為浩劫肯定是出於某種神力，而這也是人類遭受打擊並再次變得卑微的原因。在被黑暗包圍的荒野裡遊蕩時，這股信念給了她莫大的勇氣。"
"#SPECIALIST_DESCRIPTION_SPECIALIST47","她敏銳的感官是出於需求而被磨練出來的。在帶領家人穿過新形成的荒地時，她的母性本能促使她提防每個可能的威脅和避難所。即使到現在，在家人獲得安全保護的情況下，她很樂意被派去出外勤。"
"#SPECIALIST_DESCRIPTION_SPECIALIST48","在浩劫之前，他就已如磐石一樣的堅強，畢竟軟弱的人是不可能爬上黑幫頭目的位置，從他毫無憐憫或猶豫的戰鬥方式便可看出這點。但是他背上一道猙獰的疤也解釋了他為何決定永遠離開黑幫生活。"
"#SPECIALIST_DESCRIPTION_SPECIALIST49","他早在浩劫以前就過著流浪的日子，並習慣用能找到的任何東西想辦法度日。無論是需要搭建庇護所、收集工具還是搜尋貴重物品，這些他都會。這讓他成為了出色的拾荒者，儘管與其他人合作仍然令他感到有點不自在。"
"#SPECIALIST_DESCRIPTION_SPECIALIST50","她過去經常周遊世界，為殖民地尋找、購買和交易珍貴的舊世界文物。現在她買賣的則是些完全不同的寶物。雖然仍然運用相同的交易原則，但多講述幾個過去的精彩故事(不一定都是真的)，可以為達成交易帶來意想不到的效果。"
"#SPECIALIST_DESCRIPTION_SPECIALIST51","他總是能表現得自然冷靜，並相信所有事情都能迎來滿意的結果。他能在最緊張的情況下保持頭腦清醒。如果環境看起來很陌生，無法確定前進方向，他也知道並不需要為此亂了陣腳。"
"#SPECIALIST_DESCRIPTION_SPECIALIST52","他擁有著過人的分析頭腦又不失務實，但他一直都找不到正確的途徑來發揮所長。經過純粹出於必要而進行的搜尋後，他發現自己的頭腦在這方面很有用。他能有效的從廢棄物中搜尋物資，而這能力讓他因此與眾不同。"
"#SPECIALIST_DESCRIPTION_SPECIALIST57","她曾經夢想成為一名歌手，她在各個酒吧和場所輾轉駐唱數年，但從未得到很好的演出機會。後來，她的機敏聰慧和慈悲之心驅使她選擇行醫，但是她從未停止唱歌，甚至在做手術時也要哼唱。"
"#SPECIALIST_DESCRIPTION_SPECIALIST60","他從小就讀過許多描述地平線以外的世界與未知領域的故事。那份憧憬一直迴盪在他腦海中。即便到今天，他還是會對沒有看過的東西興奮不已，而且他也很善於發現獨特的事物。"
"#SPECIALIST_DESCRIPTION_SPECIALIST61","身為一個不愛閒話家常的人，她直率的作風可能會令人卻步，但是這樣讓她的買賣簡單得多。無論你出價多少，你都不用擔心傷害她的感情，因為她對你的感情也不怎麼在乎。"
"#SPECIALIST_DESCRIPTION_SPECIALIST62","他更喜歡稱自己為「貿易專家」，而不是單純的專家。他在生活的各個方面都保持著這種高人一等的態度。雖然他態度勢利，但仍是個有能力的專家，只是更堅持於盡可能獲得最佳交易條件。"
"#SPECIALIST_DESCRIPTION_SPECIALIST63","她不僅擁有發達的肌肉，而且還擁有強大的戰術頭腦。曾經作為特種部隊隊長的她非常清楚該使用那些手段來消除目標。除此之外，她真正的優點在於她能鼓舞他人與她並肩作戰。"
"#SPECIALIST_DESCRIPTION_SPECIALIST64","她以前是當地的綜合格鬥冠軍，曾九次衛冕該頭銜。現在她依然保持著冠軍作風，但也瞭解拳擊場外的戰鬥完全不同。有一點是，她現在開始會下黑手了。"
"#SPECIALIST_DESCRIPTION_SPECIALIST65","她話不多，較偏好用行動和成果來表達自己。她時常會一言不發地離開，然後帶回滿袋子的可回收廢料，之後很快又再次離開。有人曾問她要不要待久一點，她搖搖頭說到：「我的家不在這裡，而是在外頭」。"
"#SPECIALIST_DESCRIPTION_SPECIALIST66","她一輩子都被周圍的人貶低，她的父母、老師及合作夥伴等都瞧不起她，但她自己從來沒有看不起自己。如果不達到自己的最好成績，無論經歷多少困難，她都不會接受。放棄這兩個字從來都不是一個選項。"
"#SPECIALIST_DESCRIPTION_SPECIALIST67","善於應對水域的她在水上活動時才會感到最自在。其他人將河流與湖泊視為障礙，而她卻將它們看作是一種優勢。不幸的是，在這片廢土中，其實很少有機會用到她的這項技能。"
"#SPECIALIST_DESCRIPTION_SPECIALIST68","他是個知曉如何在濃密的森林和未知的崎嶇小路中行走的開路先鋒。因為他很樂意在需要時獵捕食物，在長時間的偵察任務中生存對他而言是件輕而易舉的事。必要時他會和其他人待在一起，但是沒人能讓他一直保持興趣。"
"#SPECIALIST_DESCRIPTION_SKYLINER","這位芬蘭人總是想要爬得更高，不管她攀登的是什麼東西，她總會想要到達頂端。她在樹頂和廢棄的摩天大樓頂層停留的時間比在地面上還多。她身上有一些舊傷痕和擦傷，向人們講述著她從有利位置下降時的那些不太成功的經歷。"
"#SPECIALIST_DESCRIPTION_PLATYPUS","這位了不起的北歐冒險家聲稱自己在浩劫發生前是瑞典女王。她不但是一位熱心的城市設計師，也願意帶著自己的部隊參加戰爭。她還說過自己曾是某個魔法教會的信徒，也曾幫助過外星人征服星系。還真是多才多藝呢。"
"#SPECIALIST_DESCRIPTION_SPECIALIST72","這位沉默寡言的戰士身上散發著一股高貴的氣息。她腰間掛著兩把極為鋒利的劍，且無數舊傷疤見證了許多戰爭的勝敗。但是，千萬不要試圖觸碰她的珍藏品，除非你想自己的大拇指被乾淨俐落切斷，成為眾多斷指中的一根。"
"#SPECIALIST_DESCRIPTION_SPECIALIST73","他如同卡車一樣雄壯結實，儘管上了年紀，但仍然是個大塊頭。挑戰這個老練又滿臉鬍子的打手完全是找死，但仍有許多人躍躍欲試。戰鬥為他贏得了尊重，卻也讓他付出了一隻眼睛的代價，不過他的對手損失更慘重就是了。"
"#SPECIALIST_DESCRIPTION_SPECIALIST74","他就是那種會被稱為怪人的傢伙。這個樂觀的老強盜從來不隱藏自己有罪的過去，反而樂於向願意聽的人講述自己的古老故事，比如拙劣的銀行搶劫和高風險的逃亡。從那以後，他可能已經改過自新，但睡覺時依然會睜著一隻眼睛，枕頭下面也放著一把充滿殺氣的刀。"
"#SPECIALIST_DESCRIPTION_SPECIALIST75","需要老式數位時鐘或木制火車汽笛？抑或是幾雙螢光綠色的運動鞋和一包奶粉？她那兒全都有。沒有什麼倉庫是這位一直嘻嘻哈哈的專家不能用廢棄物填滿的。這讓她成了一名寶貴的拾荒者，但同時也是一個噩夢般的室友。"
"#SPECIALIST_DESCRIPTION_SPECIALIST76","很難說這個人到底有幾分像人、幾分像一叢灌木。他鬆散的髮辮和濃密的鬍鬚與樹枝樹葉纏在一起，你非常確定，還在那堆東西裡看到了一個松鼠窩。快速高效地穿過這片荒地對他來說根本不是什麼難事，而且絕對比走鋪裝道路更適合他。"
"#SPECIALIST_DESCRIPTION_SPECIALIST77","她總是熱衷於帶有閃亮亮東西的古典極簡風格。這似乎與她幾近孩子氣又總是好奇的舉止相悖。她總是像小狗一樣衝在最前面，急切地想要知道下個角落或小山後面有什麼。"
"#SPECIALIST_DESCRIPTION_SPECIALIST79","既有效率，做事又精準。領導能力極強，且在管理上公平公正，也因此而備受稱讚。隨時準備好要迎向挑戰的他從來不會對該做的事感到畏懼。"
"#SPECIALIST_DESCRIPTION_SPECIALIST80","像她這樣外表粗魯的人，很難想像在危機處理上會有這麼好的眼光和如此細膩的作風。她有時沉默寡言，甚至脾氣暴躁，寧願一個人獨處。但到了緊要關頭，她就完全變成另一個人似的，以獨一無二的方式解決問題。"
"#SPECIALIST_DESCRIPTION_SPECIALIST81","他大半輩子都待在一支屢戰屢勝的突襲隊裡，因此相當的富有。他很願意把財富分享給大家，因而擁有一群近乎虔誠的追隨者。不過巴倫有點迷信，所以不要問他有關數字3的事。"
"#SPECIALIST_DESCRIPTION_SPECIALIST9","浩劫過後的荒蕪世界讓她受了不少折磨，也讓這個曾經非常樂觀的人瀕臨崩潰。但是她救人的經驗非常寶貴，因為在拯救生命時，她有時會感覺好像找回以前的自己。"
"#SPECIALIST_DESCRIPTION_SPECIALIST10","大家都很喜歡這個人。災難似乎對他一絲影響都沒有，他在任何時候都能保持自若的神情和富有感染力的笑聲。但他的醫術是從哪裡學來的呢？沒人知道答案。每次被問到這方面的問題時，他都會避而不答。"
"#SPECIALIST_DESCRIPTION_SPECIALIST11","他是個極端的一個人物。雖然他不可能與他認為「不夠格」的人合作，但毫無疑問的，他擁有著天才般的科學頭腦。他經常用自己的邏輯對所有事情進行爭論。"
"#SPECIALIST_DESCRIPTION_SPECIALIST20","很久以前，她畢業後的第一份工作就是從她家鄉的廢墟裡救出她的同胞們。她生命中唯一的火光就是她的伴侶，但也在後來的繼承權戰爭中喪失了性命。"
"#SPECIALIST_DESCRIPTION_SPECIALIST22","很少有人能像她一般的堅強。這世上好像沒有什麼能讓她慌亂的事物，不論是饑餓、疾病甚至是災難，都嚇不倒她。這樣的特質讓她在手持簡陋的工具面對複雜的問題時還能夠從容以對。"
"#SPECIALIST_DESCRIPTION_SPECIALIST23","他總是喜歡從實驗中找出解決問題的方法。這些方法雖然並不是每個都很完美或是安全，但得到的結果才是最重要的。"
"#SPECIALIST_DESCRIPTION_SPECIALIST27","他的大半輩子都在村子內擔任一名大材小用的醫生，治療各種常見疾病和傷痛。浩劫來臨時，他無法對受苦的人們置之不理，最後離開村子去附近的一座大城市。但之後又有另一個地方需要他的幫助，一個接著一個......"
"#SPECIALIST_DESCRIPTION_SPECIALIST31","既是熱情前衛的科學家，又是個十足的怪咖。在他看來，這兩種都是為世界重新帶來歡樂與笑容的方式。"
"#SPECIALIST_DESCRIPTION_SPECIALIST34","在第一次的核輻射塵襲擊他的家鄉後不久，他便受到了高劑量的輻射汙染。雖然活了下來，但那次的事件在他的身心留下了不可抹滅的傷痕。他現今的使命則是避免任何其他人遭受同樣的命運。"
"#SPECIALIST_DESCRIPTION_SPECIALIST37","浩劫後世界的殘酷現實對她造成了巨大的打擊。她知道要生存下去不能只有體力或是力量，更重要的是要擁有智慧。這樣的思維讓她在面對相較以往更為複雜的問題時能夠順利地克服。"
"#SPECIALIST_DESCRIPTION_SPECIALIST38","她是一名受人尊敬的遺傳學家，並在自己的領域中找到了慰藉。畢竟，人類還繼續的在活著。儘管人類文明已經毀滅，但他們的精髓還在。或許事情的改變並沒有像大家認為的那麼多。"
"#SPECIALIST_DESCRIPTION_SPECIALIST42","相較其他人，他給自己更大的壓力。其他人都在睡覺時，他還會保持清醒數小時。他很清楚，這世界上已經沒有多少人能夠做他的工作，而更少人能夠發揮他們的專業。每天的清晨，放棄的想法都會湧上心頭，但是如果他不做的話......又會由誰來完成呢？"
"#SPECIALIST_DESCRIPTION_SPECIALIST45","她對死亡一向都從容鎮靜。她能在死亡的必然和寧靜中找到安寧，這種心態意外地讓她成為比大多數同行更優秀的專家。當你覺得無需執著於死者時，會更容易將注意力放在活人身上。"
"#SPECIALIST_DESCRIPTION_SPECIALIST53","有人可能認為他甚至還未意識到浩劫已然發生。這個性情溫和的男人似乎對工作以外的任何事情都沒多大興趣，他只會努力追求工作上的完美。給他一個房間和一些還用得了的工具，他就很滿足了。"
"#SPECIALIST_DESCRIPTION_SPECIALIST54","雖然已經離開了戰場，但他的心卻仍然無法逃離那些槍林彈雨。曾經在帳篷裡進行的急診手術，在浩劫後變成了給貧窮和無家可歸之人的診所。這讓他學會了如何在不太理想的條件下使用臨時準備的工具和醫療用品來治療病人。"
"#SPECIALIST_DESCRIPTION_SPECIALIST55","她一直對蝴蝶以及牠們從一種形態變成另一種形態的整個蛻變過程著迷。或許，人類也可能達成類似的事情？"
"#SPECIALIST_DESCRIPTION_SPECIALIST56","在現在的世界裡，很少有人還會像他一樣保持著那份溫柔。他做的任何事情，都是出自於幫助、安慰和治癒別人的動機。那些咒罵他或是不願配合的病人，反而可以得到他最燦爛、最溫暖的微笑。"
"#SPECIALIST_DESCRIPTION_SPECIALIST58","他的世界隨著周圍的社會一起崩塌了。他曾經以星星為目標，一點一點慢慢前進。如今他的生活被侷限在殖民地內的小世界中，只能想盡辦法存活下去。"
"#SPECIALIST_DESCRIPTION_SPECIALIST59","在眾多極端條件威脅植物和農作物的情況下，人類想要生存下來，像她這樣的植物學家會起到很大的作用。她因為與人相處時會感到緊張而總是在開玩笑，有時還會不合時宜的講些黑色幽默的話。"
"#SPECIALIST_DESCRIPTION_MARTIAN","一心想把那顆紅色星球綠化的他，為此苦苦鑽研，突破限制。菌菇實驗、大氣核花粉爆炸和劑量可疑的咖啡因攝入使他成為了不受歡迎的人。在浩劫之後，連水管和黑火藥都被視作珍貴資源，他的所有實驗和高等推進力學的學位就更難有用武之地了。"
"#SPECIALIST_DESCRIPTION_SPECIALIST78","他的行為舉止就像從17世紀穿越回來的人似的，用著過時的詞，沒幾個人能聽懂他在說什麼。有一次他的室內實驗失敗，導致臉上大部份皮膚千瘡百孔，就像樹皮一樣。在高貴和冷漠的舉止背後，是一位敏銳的科學天才，隨時準備揭開宇宙的奧秘。"
"#SPECIALIST_NAME_SPECIALIST1","蘿絲"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","拾荒者"
"#SPECIALIST_NAME_SPECIALIST2","威勒"
"#SPECIALIST_ARCHETYPE_SPECIALIST2","拾荒者"
"#SPECIALIST_NAME_SPECIALIST3","邦尼"
"#SPECIALIST_ARCHETYPE_SPECIALIST3","戰士"
"#SPECIALIST_NAME_SPECIALIST4","弗利茲"
"#SPECIALIST_ARCHETYPE_SPECIALIST4","戰士"
"#SPECIALIST_NAME_SPECIALIST5","禿鷹"
"#SPECIALIST_ARCHETYPE_SPECIALIST5","拾荒者"
"#SPECIALIST_NAME_SPECIALIST6","平克曼"
"#SPECIALIST_ARCHETYPE_SPECIALIST6","拾荒者"
"#SPECIALIST_NAME_SPECIALIST7","克蘿"
"#SPECIALIST_ARCHETYPE_SPECIALIST7","偵察員"
"#SPECIALIST_NAME_SPECIALIST8","泰貢"
"#SPECIALIST_ARCHETYPE_SPECIALIST8","偵察員"
"#SPECIALIST_NAME_SPECIALIST9","史黛拉"
"#SPECIALIST_ARCHETYPE_SPECIALIST9","科學家"
"#SPECIALIST_NAME_SPECIALIST10","麥克"
"#SPECIALIST_ARCHETYPE_SPECIALIST10","科學家"
"#SPECIALIST_NAME_SPECIALIST11","林奈"
"#SPECIALIST_ARCHETYPE_SPECIALIST11","科學家"
"#SPECIALIST_NAME_SPECIALIST12","妲芬娜"
"#SPECIALIST_ARCHETYPE_SPECIALIST12","拾荒者"
"#SPECIALIST_NAME_SPECIALIST13","維加斯"
"#SPECIALIST_ARCHETYPE_SPECIALIST13","偵察員"
"#SPECIALIST_NAME_SPECIALIST14","黛姆"
"#SPECIALIST_ARCHETYPE_SPECIALIST14","戰士"
"#SPECIALIST_NAME_SPECIALIST15","葛奇"
"#SPECIALIST_ARCHETYPE_SPECIALIST15","戰士"
"#SPECIALIST_NAME_SPECIALIST16","納迪亞"
"#SPECIALIST_ARCHETYPE_SPECIALIST16","拾荒者"
"#SPECIALIST_NAME_SPECIALIST17","艾比斯"
"#SPECIALIST_ARCHETYPE_SPECIALIST17","拾荒者"
"#SPECIALIST_NAME_SPECIALIST18","琴"
"#SPECIALIST_ARCHETYPE_SPECIALIST18","偵察員"
"#SPECIALIST_NAME_SPECIALIST19","理可"
"#SPECIALIST_ARCHETYPE_SPECIALIST19","偵察員"
"#SPECIALIST_NAME_SPECIALIST20","凱特"
"#SPECIALIST_ARCHETYPE_SPECIALIST20","科學家"
"#SPECIALIST_NAME_SPECIALIST21","阿拉密斯"
"#SPECIALIST_ARCHETYPE_SPECIALIST21","偵察員"
"#SPECIALIST_NAME_SPECIALIST22","勒芙蕾絲"
"#SPECIALIST_ARCHETYPE_SPECIALIST22","科學家"
"#SPECIALIST_NAME_SPECIALIST23","渦輪"
"#SPECIALIST_ARCHETYPE_SPECIALIST23","科學家"
"#SPECIALIST_NAME_SPECIALIST24","薩特"
"#SPECIALIST_ARCHETYPE_SPECIALIST24","拾荒者"
"#SPECIALIST_NAME_SPECIALIST25","拉杰"
"#SPECIALIST_ARCHETYPE_SPECIALIST25","拾荒者"
"#SPECIALIST_NAME_SPECIALIST26","明加第"
"#SPECIALIST_ARCHETYPE_SPECIALIST26","偵察員"
"#SPECIALIST_NAME_SPECIALIST27","哈基姆"
"#SPECIALIST_ARCHETYPE_SPECIALIST27","科學家"
"#SPECIALIST_NAME_SPECIALIST28","史凱帕"
"#SPECIALIST_ARCHETYPE_SPECIALIST28","戰士"
"#SPECIALIST_NAME_SPECIALIST29","潛行者"
"#SPECIALIST_ARCHETYPE_SPECIALIST29","戰士"
"#SPECIALIST_NAME_SPECIALIST30","諾瑪德"
"#SPECIALIST_ARCHETYPE_SPECIALIST30","拾荒者"
"#SPECIALIST_NAME_SPECIALIST31","安特沃夫"
"#SPECIALIST_ARCHETYPE_SPECIALIST31","科學家"
"#SPECIALIST_NAME_SPECIALIST32","蘇別克"
"#SPECIALIST_ARCHETYPE_SPECIALIST32","偵察員"
"#SPECIALIST_NAME_SPECIALIST33","老張"
"#SPECIALIST_ARCHETYPE_SPECIALIST33","拾荒者"
"#SPECIALIST_NAME_SPECIALIST34","波特"
"#SPECIALIST_ARCHETYPE_SPECIALIST34","科學家"
"#SPECIALIST_NAME_SPECIALIST35","熊貓"
"#SPECIALIST_ARCHETYPE_SPECIALIST35","戰士"
"#SPECIALIST_NAME_SPECIALIST36","紅龍"
"#SPECIALIST_ARCHETYPE_SPECIALIST36","偵察員"
"#SPECIALIST_NAME_SPECIALIST37","阿瑪拉"
"#SPECIALIST_ARCHETYPE_SPECIALIST37","科學家"
"#SPECIALIST_NAME_SPECIALIST38","莉娜"
"#SPECIALIST_ARCHETYPE_SPECIALIST38","科學家"
"#SPECIALIST_NAME_SPECIALIST39","紫雕"
"#SPECIALIST_ARCHETYPE_SPECIALIST39","拾荒者"
"#SPECIALIST_NAME_SPECIALIST40","阿布索隆"
"#SPECIALIST_ARCHETYPE_SPECIALIST40","偵察員"
"#SPECIALIST_NAME_SPECIALIST41","瑪卡威"
"#SPECIALIST_ARCHETYPE_SPECIALIST41","偵察員"
"#SPECIALIST_NAME_SPECIALIST42","智司"
"#SPECIALIST_ARCHETYPE_SPECIALIST42","科學家"
"#SPECIALIST_NAME_SPECIALIST43","蘭卡斯特"
"#SPECIALIST_ARCHETYPE_SPECIALIST43","拾荒者"
"#SPECIALIST_NAME_SPECIALIST44","加洛特"
"#SPECIALIST_ARCHETYPE_SPECIALIST44","戰士"
"#SPECIALIST_NAME_SPECIALIST45","海克絲"
"#SPECIALIST_ARCHETYPE_SPECIALIST45","科學家"
"#SPECIALIST_NAME_SPECIALIST46","西格恩"
"#SPECIALIST_ARCHETYPE_SPECIALIST46","偵察員"
"#SPECIALIST_NAME_SPECIALIST47","娜拉"
"#SPECIALIST_ARCHETYPE_SPECIALIST47","偵察員"
"#SPECIALIST_NAME_SPECIALIST48","布羅克"
"#SPECIALIST_ARCHETYPE_SPECIALIST48","戰士"
"#SPECIALIST_NAME_SPECIALIST49","小袋鼠"
"#SPECIALIST_ARCHETYPE_SPECIALIST49","拾荒者"
"#SPECIALIST_NAME_SPECIALIST50","小熊"
"#SPECIALIST_ARCHETYPE_SPECIALIST50","偵察員"
"#SPECIALIST_NAME_SPECIALIST51","維爾特"
"#SPECIALIST_ARCHETYPE_SPECIALIST51","偵察員"
"#SPECIALIST_NAME_SPECIALIST52","羅伯茲"
"#SPECIALIST_ARCHETYPE_SPECIALIST52","拾荒者"
"#SPECIALIST_NAME_SPECIALIST53","達瑞斯"
"#SPECIALIST_ARCHETYPE_SPECIALIST53","科學家"
"#SPECIALIST_NAME_SPECIALIST54","畢夏"
"#SPECIALIST_ARCHETYPE_SPECIALIST54","科學家"
"#SPECIALIST_NAME_SPECIALIST55","艾莉卡"
"#SPECIALIST_ARCHETYPE_SPECIALIST55","科學家"
"#SPECIALIST_NAME_SPECIALIST56","米希卡"
"#SPECIALIST_ARCHETYPE_SPECIALIST56","科學家"
"#SPECIALIST_NAME_SPECIALIST57","多米諾"
"#SPECIALIST_ARCHETYPE_SPECIALIST57","拾荒者"
"#SPECIALIST_NAME_SPECIALIST58","火箭人"
"#SPECIALIST_ARCHETYPE_SPECIALIST58","科學家"
"#SPECIALIST_NAME_SPECIALIST59","艾維"
"#SPECIALIST_ARCHETYPE_SPECIALIST59","科學家"
"#SPECIALIST_NAME_SPECIALIST60","波羅"
"#SPECIALIST_ARCHETYPE_SPECIALIST60","偵察員"
"#SPECIALIST_NAME_SPECIALIST61","多瑙"
"#SPECIALIST_ARCHETYPE_SPECIALIST61","戰士"
"#SPECIALIST_NAME_SPECIALIST62","督德"
"#SPECIALIST_ARCHETYPE_SPECIALIST62","拾荒者"
"#SPECIALIST_NAME_SPECIALIST63","瑪凱達"
"#SPECIALIST_ARCHETYPE_SPECIALIST63","戰士"
"#SPECIALIST_NAME_SPECIALIST64","爪刀"
"#SPECIALIST_ARCHETYPE_SPECIALIST64","戰士"
"#SPECIALIST_NAME_SPECIALIST65","依努克"
"#SPECIALIST_ARCHETYPE_SPECIALIST65","拾荒者"
"#SPECIALIST_NAME_SPECIALIST66","札莉"
"#SPECIALIST_ARCHETYPE_SPECIALIST66","拾荒者"
"#SPECIALIST_NAME_SPECIALIST67","虎鯨"
"#SPECIALIST_ARCHETYPE_SPECIALIST67","偵察員"
"#SPECIALIST_NAME_SPECIALIST68","布恩"
"#SPECIALIST_ARCHETYPE_SPECIALIST68","偵察員"
"#SPECIALIST_NAME_MARTIAN","火星人"
"#SPECIALIST_ARCHETYPE_MARTIAN","科學家"
"#SPECIALIST_NAME_SKYLINER","天際線"
"#SPECIALIST_ARCHETYPE_SKYLINER","偵察員"
"#SPECIALIST_NAME_PLATYPUS","劍尾魚"
"#SPECIALIST_ARCHETYPE_PLATYPUS","拾荒者"
"#SPECIALIST_NAME_SPECIALIST72","劍聖"
"#SPECIALIST_ARCHETYPE_SPECIALIST72","戰士"
"#SPECIALIST_NAME_SPECIALIST73","巴羅爾"
"#SPECIALIST_ARCHETYPE_SPECIALIST73","戰士"
"#SPECIALIST_NAME_SPECIALIST74","姆加"
"#SPECIALIST_ARCHETYPE_SPECIALIST74","拾荒者"
"#SPECIALIST_NAME_SPECIALIST75","挑夫"
"#SPECIALIST_ARCHETYPE_SPECIALIST75","拾荒者"
"#SPECIALIST_NAME_SPECIALIST76","德魯伊"
"#SPECIALIST_ARCHETYPE_SPECIALIST76","偵察員"
"#SPECIALIST_NAME_SPECIALIST77","喜鵲"
"#SPECIALIST_ARCHETYPE_SPECIALIST77","偵察員"
"#SPECIALIST_NAME_SPECIALIST78","巴克先生"
"#SPECIALIST_ARCHETYPE_SPECIALIST78","科學家"
"#SPECIALIST_NAME_SPECIALIST79","馬歇爾"
"#SPECIALIST_ARCHETYPE_SPECIALIST79","戰士"
"#SPECIALIST_NAME_SPECIALIST80","唐娜"
"#SPECIALIST_ARCHETYPE_SPECIALIST80","偵察員"
"#SPECIALIST_NAME_SPECIALIST81","巴倫"
"#SPECIALIST_ARCHETYPE_SPECIALIST81","戰士"
"#LEAVE_COLONY","送往世界地圖"
"#SPECIALIST_STATE_IDLE","可開始行動"
"#SPECIALIST_STATE_PREPARING_FOR_MISSION","準備中"
"#SPECIALIST_STATE_IN_MISSION","執行任務中："
"#SPECIALIST_STATE_POST_MISSION_COOLDOWN","休息中"
"#SPECIALIST_STATE_CITYLEADER","殖民地領導者"
"#SPECIALIST_MISSION_STATE_SCOUTING","偵察中"
"#SPECIALIST_MISSION_STATE_SCAVENGING","搜刮中"
"#SPECIALIST_MISSION_STATE_TRADING","貿易"
"#SPECIALIST_MISSION_STATE_SCIENCE","探索中"
"#SPECIALIST_MISSION_STATE_COMBAT","戰鬥中"
"#SPECIALIST_MISSION_TRAVELING","旅行中"
"#SPECIALIST_MISSION_CAMP","露營中"
"#SPECIALIST_MISSION_RETURNING_HOME","回家途中"
"#SPECIALIST_SKILL_SKILLSET","角色"
"#TOPIC_ASSIGNMENT","任務"
"#TOPIC_SKILLS","技能"
"#SPECIALIST_SKILL_LEADERSHIP","領導力"
"#SPECIALIST_SKILL_EXPLORATION","速度"
"#SPECIALIST_SKILL_COMBAT","戰鬥"
"#SPECIALIST_SKILL_CHARISMA","貿易"
"#SPECIALIST_SKILL_INTELLECT","研究"
"#SPECIALIST_SKILL_PERCEPTION","搜刮中"
"#SPECIALIST_SKILL_MEDICAL","醫療"
"#SPECIALIST_SKILL_ENDURANCE","恢復"
"#TOPIC_SPECIALISTS","專家"
"#EQUIPMENT_INVENTORY","裝備"
"#EQUIPMENT_INVENTORY_TITLE","裝備"
"#SPECIALIST_INVENTORY","庫存"
"#SPECIALIST_INVENTORY_TITLE","庫存"
"#TOPIC_SPECIALITY","專長"
"#SPECIALITY_FIGHTER","戰士"
"#SPECIALITY_SCAVENGER","拾荒者"
"#SPECIALITY_SCOUT","偵察員"
"#SPECIALITY_SCIENTIST","科學家"
"#TOPIC_ASSIGN_VEHICLE","選擇車輛"
"#VEHICLE_TYPE","類型"
"#VEHICLE_SPECS_SPEED","速度"
"#VEHICLE_SPECS_NAVIGATION","機動性"
"#VEHICLE_SPECS_DEFENCE","裝甲"
"#VEHICLE_SPECS_CARRY_SPACE","乘客數量"
"#VEHICLE_SPECS_CARGO_SPACE","載貨容量"
"#VEHICLE_SPECS_COMBAT","戰力"
"#VEHICLE_SPECS_DURABILITY","耐久度"
"#TIME_TO_AP_REFILL","次日恢復時間：{0}"
"#NO_AP","行動點數恢復中"
"#TEAM_MEMBER_HASCOOLDOWN","傷勢恢復中"
"#TEAM_AT_COLONY","在殖民地"
"#TEAM_READY","等待命令"
"#ACTION_CYCLE","行動循環"
"#NOT_ENOUGH_AP","行動點數不足！"
"#TOPIC_ SPECIALIST_TEAM_SIDE_MENU","專家小隊"
"#AP_REFILL_INFO","每天都會回復一定行動點。"
"#SPECIALIST_SKILL_LEADERSHIP_DESC","為所分配的建築增加產量。"
"#SPECIALIST_SKILL_EXPLORATION_DESC","行動點數。"
"#SPECIALIST_SKILL_COMBAT_DESC","基礎攻擊傷害。"
"#SPECIALIST_SKILL_CHARISMA_DESC","與社群貿易的熟練度。"
"#SPECIALIST_SKILL_INTELLECT_DESC","每次行動的科學點數收集率。"
"#SPECIALIST_SKILL_PERCEPTION_DESC","每次行動的資源搜尋率。"
"#SPECIALIST_SKILL_MEDICAL_DESC","醫藥包治癒效果。"
"#SPECIALIST_SKILL_ENDURANCE_DESC","殖民地治癒速度。"
"#SPECIALIST_SKILL_ALL","領導力：為所分配的建築增加產量。\n探索：行動點數。\n戰力：基礎攻擊傷害。\n貿易：與社群貿易的熟練度。\n研究：每次行動的科學點數收集率。\n搜尋：每次行動的資源搜尋率。\n醫療：醫藥包治癒效果。\n恢復：殖民地治癒速度。"
"#SPECIALIST_STATUS_IDLE","閒置"
"#SPECIALIST_STATUS_MOVING","移動中"
"#SPECIALIST_STATUS_RESEARCH","研究中"
"#SPECIALIST_STATUS_SCAVENGE","搜刮中"
"#SPECIALIST_STATUS_COMBAT","戰鬥中"
"#SPECIALIST_STATUS_DEAD","死亡"
"#SPECIALIST_STATUS_BUILD","建築"
"#SPECIALIST_STATUS_REST","休息中"
"#TOPIC_SPECIALIST_SKILL_HEALTH_VALUE","{0}ＨＰ"
"#HIRE_SPECIALIST_TOOLTIP_HEADER","招募一名專家"
"#HIRE_SPECIALIST_STATUS_AVAILABLE","可進行"
"#HIRE_SPECIALIST_TOOLTIP_STATUS_COOLDOWN","冷卻時間：{0}"
"#HIRE_SPECIALIST_TOOLTIP_STATUS_UNAVAILABLE","不可進行"
"#TOPIC_SPECIALIST_SKILL_SPEED_VALUE","{0}行動點數"
"#TOPIC_SPECIALIST_SKILL_COMBAT_VALUE","{0}點傷害"
"#TOPIC_SPECIALIST_SKILL_RESEARCH_VALUE","{0}SP/12小時"
"#TOPIC_SPECIALIST_SKILL_SCAVENGE_VALUE","{0}％"
"#TOPIC_SPECIALIST_SKILL_RECOVERY_VALUE","{0}HP/12小時"
"#TOOLTIP_SPECIALIST_SELECTION_ON_THE_WM","世界地圖"
"#TOOLTIP_SPECIALIST_SELECTION_AT_THE_COLONY","殖民地"
"#SPECIALIST_INFO_SKILL_EXPLORATION_DESC","行動點數"
"#SPECIALIST_INFO_SKILL_ATTACK_DESC","基礎傷害"
"#SPECIALIST_INFO_SKILL_RESEARCH_DESC","研究效率"
"#SPECIALIST_INFO_SKILL_SCAVENGE_DESC","搜刮效率"
"#SPECIALIST_INFO_SKILL_RECOVERY_DESC","治癒速度"
"#SPECIALIST_INFO_SKILL_DEFENCE_DESC","基礎防禦"
"#SPECIALIST_SKILL_DEFENCE","防禦"
"#SPECIALIST_SKILL_SCAVENGE","搜刮"
"#SPECIALIST_SKILL_RESEARCH","研究"
"#SPECIALIST_DIED","專家{0}已死亡"
"#TOPIC_SPECIALIST_STATUS","狀態"
"#TOPIC_SPECIALIST_INFO_SPECIALIST_TEAM","小隊"
"#TOPIC_SINGLE_SPECIALIST","專家"
"#SPECIALIST_SKILL_SPEED","速度"
"#SPECIALIST_SKILL_MOVEMENT","移動"
"#SPECIALIST_SKILL_ATTACK","戰力"
"#SPECIALIST_SKILL_RECOVERY","恢復"
"#SPECIALIST_INFO_SKILL_LEADERSHIP_DESC","殖民地中效率"
"#SPECIALIST_STATUS_HEAL","治癒"
"#SPECIALIST_INFO_SKILL_HEALTH_DESC","Specialist health"
"#SPECIALIST_NAME_DELUXE","Nelson"
"#SPECIALIST_ARCHETYPE_DELUXE","Scientist"
"#SPECIALIST_DESCRIPTION_DELUXE","Part of a classified mission to outer space, he saw the Aftermath happen from afar. After orbiting the Earth for years with little hope of rescue, he miraculously found his way back. As an astronaut, his high adaptability and intellect have proven to be excellent assets in a post-apocalyptic world. A reward from the Ultimate Colony Edition questline."
"#POPUP_SURVIVOR_GROUP_FLAVOR1","把門打開，我們只是想找個庇護所。不要把這搞得更麻煩。"
"#POPUP_SURVIVOR_GROUP_FLAVOR2","你一定得讓我們進去，我們已經無處可去了。你想看著我們死在你家門口嗎？"
"#POPUP_SURVIVOR_GROUP_FLAVOR3","求求你，我們已經失去太多了，請可憐可憐我們吧。我們什麼都願意做，只求你們收留我們，拜託您了！"
"#POPUP_SURVIVOR_GROUP_FLAVOR4","我們能夠幫你，請讓我們進去吧。聽說北方的一些殖民地已經聯合起來了，相信你會需要更多的人手。"
"#POPUP_SURVIVOR_GROUP_FLAVOR5","我們沒辦法再繼續前進了，外面簡直是人間煉獄......一群野獸吞噬了所有的營地。"
"#POPUP_SURVIVOR_GROUP_FLAVOR6","我都給你跪下了，真誠地懇求你。我們都是善良的人，你肯定能看出來吧？求求你了，可憐可憐你的同胞吧。"
"#POPUP_SURVIVOR_GROUP_FLAVOR7","希望你已經做好準備了。我聽說巨型風暴席捲了大半個大陸。"
"#POPUP_SURVIVOR_GROUP_FLAVOR8","你是覺得自己太高貴，不該睡在樹底下是嗎？嗯，其實真的不怎麼舒適。裡面還有位子嗎？"
"#POPUP_SURVIVOR_GROUP_FLAVOR9","你們這幹得真是漂亮！沒多少人能像你們一樣並肩奮鬥，但......或許這次真的能夠逢凶化吉。"
"#POPUP_SURVIVOR_GROUP_FLAVOR10","我們走了好幾個月才來到這裡。我不知道像這樣的地方真的存在，但現在看來一切都值得了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR11","我們在荒野中迷路了好幾個月......我都開始覺得世界上可能就剩我們幾個人了。外面除了野獸以外什麼都沒有。"
"#POPUP_SURVIVOR_GROUP_FLAVOR12","我已經很久沒有聽到音樂或是孩子們的笑聲了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR13","能讓我們進去嗎？我們不會傷害你的。"
"#POPUP_SURVIVOR_GROUP_FLAVOR14","我們沒什麼能給你們的，但生活在荒野的期間見識了不少事物，希望這些知識能幫到你們。"
"#POPUP_SURVIVOR_GROUP_FLAVOR15","真的很悲哀，我不得不埋葬我的兒子。我盡我所能的挖深一點......很慶幸他不用再忍受輻射的侵擾了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR16","真相一定就在外頭某處。你應該去荒野中親眼看看。"
"#POPUP_SURVIVOR_GROUP_FLAVOR17","我們的食物在一個月前耗盡，本來以為死定了。結果來了一群人，把我們的袋子裝滿了肉以後，什麼也沒說就走了。從沒見過這麼有愛心的人。"
"#POPUP_SURVIVOR_GROUP_FLAVOR18","我們來自附近的一座牧場，那裡應有盡有。但後來野獸闖入，才發現我們唯獨沒有的東西就是子彈。"
"#POPUP_SURVIVOR_GROUP_FLAVOR19","那些土匪不斷朝著我們衝過來，就好像是生是死對他們來說都無所謂一樣。"
"#POPUP_SURVIVOR_GROUP_FLAVOR20","我沒想到能在這裡找到這些，感覺就像個徵兆一樣。或許我們就是注定會來到這裡。"
"#POPUP_SURVIVOR_GROUP_FLAVOR21","打開這座大門！否則我就把它拆了！這裡是我最後的希望，我已經沒什麼好失去的了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR22","似乎越來越多的殖民地冒了出來。很快我們就能擁有一座像樣的城市。一場浩劫與人類的意志相比又算得了什麼？"
"#POPUP_SURVIVOR_GROUP_FLAVOR23","說來你可能不信，我們不得不強行通過暴風雪。我們失去了一半的隊員，而且因為地面結凍我們甚至無法埋葬他們。"
"#POPUP_SURVIVOR_GROUP_FLAVOR24","有些人說這一切都是一場陰謀。這個地球想像對抗病毒一樣解決掉我們。他們認為反抗沒有任何意義。"
"#POPUP_SURVIVOR_GROUP_FLAVOR25","你們這裡有車嗎？我在荒野上有見過一兩輛，但它們的駕駛都感覺不像是什麼親切的人。"
"#POPUP_SURVIVOR_GROUP_FLAVOR26","你是怎麼做到這一切的？你們這裡應有盡有，你們究竟殺了多少人才得到這一切？算了，我其實不想知道。"
"#POPUP_SURVIVOR_GROUP_FLAVOR27","你知道好笑的是什麼嗎？我們把這場災難稱之為浩劫，但世界依然鳥語花香，只有人類在受苦。"
"#POPUP_SURVIVOR_GROUP_FLAVOR28","聽說海岸邊有人自封為王；「荒原之王，新時代的統治者。」"
"#POPUP_SURVIVOR_GROUP_FLAVOR29","我聽說海岸線的那邊情況更好。他們甚至又開始經營劇院了。藝術，我們似乎永遠也擺脫不了它。"
"#POPUP_SURVIVOR_GROUP_FLAVOR30","因為我們違抗命令，所以殖民地流放了我們。我寧願死也不願像畜生一樣活著，畢竟我們終將歸於塵土。"
"#POPUP_SURVIVOR_GROUP_FLAVOR31","我們之前遇到一群人，他們在樹上建立了營地。雖然有些不方便，但在防禦方面的確很有優勢。"
"#POPUP_SURVIVOR_GROUP_FLAVOR32","其實政府依然是存在的。他們只是在等待，等我們消滅搗亂者之後，這樣他們就能繼續統治剩下的人。"
"#POPUP_SURVIVOR_GROUP_FLAVOR33","動物的體型好像越長越大了。前幾天晚上，我們看到一頭跟馬一樣大的狼在森林中遊蕩。"
"#POPUP_SURVIVOR_GROUP_FLAVOR34","現在已經都聽不到人們的笑聲了。我知道做起來很困難，不過大聲歡笑能帶來的效果，可能會出乎你們的意料。"
"#POPUP_SURVIVOR_GROUP_FLAVOR35","真希望我以前是個農夫。我聽說現在他們被像先知一樣被供奉著呢。如果你們願意接納我的話，我也會盡力協助你們的。"
"#POPUP_SURVIVOR_GROUP_FLAVOR36","幸好你們建了這個地方。我們必須保護僅存的土地，因為大部份都已經消亡了。誰知道這世上到底還剩下多少？"
"#POPUP_SURVIVOR_GROUP_FLAVOR37","能讓我們進去嗎？我已經不知道該去哪或該做什麼了。我不是個領袖，只是我們遇襲後總得有人出來負責。"
"#POPUP_SURVIVOR_GROUP_FLAVOR38","很高興仍能看到大家齊心協力地開始重建。這樣的人們在這片廢土上已經越來越多了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR39","有些人說他們看到有鹿在輻射區裡遊蕩。我覺得根本就是一派胡言。"
"#POPUP_SURVIVOR_GROUP_FLAVOR40","只要你讓我們進去，我保證不會讓你失望。我們願意工作，不管做什麼都比在外面好。"
"#POPUP_SURVIVOR_GROUP_FLAVOR41","像這樣的地方給了我希望。現在人們都認為災難是上天給我們的懲罰，但或許有一天，我們能把它當作正常天氣來看待。"
"#POPUP_SURVIVOR_GROUP_FLAVOR42","附近的那些森林感覺好像無邊無際一樣。那裡的雜草是如此之茂密，我本來還以為沒人會找到我們的屍體。"
"#POPUP_SURVIVOR_GROUP_FLAVOR43","你能提供我們一點庇護嗎？我們真的非常倒楣，不管是土匪還是地獄的業火我們都經歷過了。我們是絕對不會找你麻煩的。"
"#POPUP_SURVIVOR_GROUP_FLAVOR44","我聽說有些人徹底成了野人。他們像動物一樣生活在樹林裡，赤手空拳的在打獵。"
"#POPUP_SURVIVOR_GROUP_FLAVOR45","我想要相信人們可以長久團結......但我真的不知道。經歷了發生在我們身上的事情後......我已經不確定了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR46","我認為在最後會是輻射將我們徹底毀滅。不管遇到什麼，我們都能活下去，但看不到的東西根本沒辦法抵抗。"
"#POPUP_SURVIVOR_GROUP_FLAVOR47","我聽說其他地方不像這裡一樣。聽說有些地方沒有遭遇災難。你覺得他們是不是其實......只是在看著我們受苦？"
"#POPUP_SURVIVOR_GROUP_FLAVOR48","我覺得土匪不像以前那麼多了，可能是因為只有團結合作才有辦法對抗大自然吧。"
"#POPUP_SURVIVOR_GROUP_FLAVOR49","人們都逐漸忘卻了過往的時光，一些年幼的孩子甚至只知道現在這可悲又殘酷的世界。"
"#POPUP_SURVIVOR_GROUP_FLAVOR50","你能讓我們進去嗎？我不想說我們經歷的事情了。我們都來到這裡了，不是嗎？所有人都活著，大家都安全。我們成功了，對吧？"
"#POPUP_SURVIVOR_GROUP_FLAVOR51","外面根本一片混亂，我們已經失去了兩位領袖跟兩名成員。你一定得讓我們進去！"
"#POPUP_SURVIVOR_GROUP_FLAVOR52","聽著，其他殖民地都拒絕了我們。如果不讓我們進去的話，我們都會死的！"
"#POPUP_SURVIVOR_GROUP_FLAVOR53","我們一直以來都在躲避著土匪、疾病和從天而降的隕石。"
"#POPUP_SURVIVOR_GROUP_FLAVOR54","聽說在北邊的大片荒野以外，有著各式各樣稀奇古怪的人事物。"
"#POPUP_SURVIVOR_GROUP_FLAVOR55","人們開始懷疑，為什麼過了這麼久還沒有人建立新政府。一切彷彿都像是策劃好的一樣。"
"#POPUP_SURVIVOR_GROUP_FLAVOR56","你在這裡做得很棒，但都是沒用的。人類已經玩完了。這個殘忍又暴虐的世界將把我們塑造成另一種新的存在。"
"#POPUP_SURVIVOR_GROUP_FLAVOR57","我覺得這都只是在拖延無可避免的結果，但你能幫幫我們、讓我們待在這裡嗎？"
"#POPUP_SURVIVOR_GROUP_FLAVOR58","在外面流傳的陰謀論真的很多。也許這一切都是蓄意造成的，又或許不是。我唯一知道的就是有一天突然天上就掉了一堆東西下來。"
"#POPUP_SURVIVOR_GROUP_FLAVOR59","我們害怕輻射，但我們應該擁抱它才對。大多數的人都將灰飛煙滅，但強者將生存並進化！"
"#POPUP_SURVIVOR_GROUP_FLAVOR60","我爸爸曾經看到雲上飄著一座巨大的城堡。那是菁英們居住的地方，他們策劃了這場的末日，只是在等待適當的時機。"
"#POPUP_SURVIVOR_GROUP_FLAVOR61","我敢肯定，這一切都是上天的審判。只是我們究竟犯了多大的罪孽，淹死我們還不夠？還非得承受這般苦難？"
"#POPUP_SURVIVOR_GROUP_FLAVOR62","再等一會兒。他們就快來了。看那日出，他們終有一天將到來：黎明騎士終將淨化這片土地。"
"#POPUP_SURVIVOR_GROUP_FLAVOR63","現在還不要放棄希望。人們會帶著充足的食物，還有可以將這片土地化為樂土的科技來拯救我們的。"
"#POPUP_SURVIVOR_GROUP_FLAVOR64","哇，我們曾經那麼肯定世界即將滅亡，你還記得嗎？瞧瞧這座殖民地，這是新文明的開端！"
"#POPUP_SURVIVOR_GROUP_FLAVOR65","我沒想到你們真的......生活在一起？我們一路走來，逃避著所有人。我真的以為這就是世界的現況了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR66","這一定耗費了不少功夫。但是，你不必再從恐懼中驚醒，每天還有工作可以做。真是太美好了！"
"#POPUP_SURVIVOR_GROUP_FLAVOR67","我沒想到能在這裡發現這些。你們的目標是什麼？建造一個營地？小鎮？城市？也許你們能比想像中更快實現目標。"
"#POPUP_SURVIVOR_GROUP_FLAVOR68","你知道嗎，你們所做的事情需要極大的勇氣；勇於希冀更好的未來。我忍不住為此感到欽佩。"
"#POPUP_SURVIVOR_GROUP_FLAVOR69","我看到你們做了很多事情。你們難道不怕某一天所有的努力都付之一炬嗎？"
"#POPUP_SURVIVOR_GROUP_FLAVOR70","聽著，我幾個月來一直在旅行，這是我第一次遇到這樣的地方。你們知道自己有多了不起嗎？"
"#POPUP_SURVIVOR_GROUP_FLAVOR71","這個地方好到讓人不敢相信是真的。你們是不是隱瞞了什麼？"
"#POPUP_SURVIVOR_GROUP_FLAVOR72","我不相信是政府設計了這一切。人沒有那麼殘忍，但人卻非常愚蠢。一定是有人犯下了不可挽回的錯誤。"
"#POPUP_SURVIVOR_GROUP_FLAVOR73","你不覺得政府那樣憑空消失很奇怪嗎？就好像他們有專門用於國家毀滅的備用計畫一樣。"
"#POPUP_SURVIVOR_GROUP_FLAVOR74","過去我們曾是一個國家，但現在廢墟上冒出好幾個國家。假以時日，等他們壯大以後，就會互相發動戰爭。"
"#POPUP_SURVIVOR_GROUP_FLAVOR75","我們曾試著建造像這樣的地方，但最後沒有成功。我們因為缺乏資源，導致人們開始彼此爭鬥。你們到底是怎麼做到的？"
"#POPUP_SURVIVOR_GROUP_FLAVOR76","這看起來不錯，但我想你目光需要更加遠大。你應該要建造一座城市，並形成一個國家。否則別人會趕在你之前這樣做。"
"#POPUP_SURVIVOR_GROUP_FLAVOR77","他們說北方大地常年被冰雪覆蓋。"
"#POPUP_SURVIVOR_GROUP_FLAVOR78","是戰爭導致了這一切，我曾經看到過徵兆。去夠遠的地方就能發現它們；大地上的傷疤，城市曾經矗立的地方被化成巨大的坑洞。"
"#POPUP_SURVIVOR_GROUP_FLAVOR79","維持著這樣的地方運作一定很辛苦，但相信我，這是值得的。你們在這裡延續著人類的文明。"
"#POPUP_SURVIVOR_GROUP_FLAVOR80","我們的祖先曾面對過更加惡劣的環境，但他們還是同心協力的渡過了難關。我們也可以達到，甚至超過往日的高度。"
"#POPUP_SURVIVOR_GROUP_FLAVOR81","我必須承認，我永遠也無法做到你所做的這一切。你晚上睡得安穩嗎？是否感到自豪或是安全？還是說肩上所背負的責任讓你無法入睡？"
"#POPUP_SURVIVOR_GROUP_FLAVOR82","外面的荒野中有著令人無法想像的野獸。我們看過巨大的爪痕，大到你覺得一定是挖土機造成的，但是地上的人類殘骸證明並非如此。"
"#POPUP_SURVIVOR_GROUP_FLAVOR83","這個世界一直在改變著我們。我們之前被一群人偷襲，他們不說話，只透過手勢傳達訊息。他們甚至把嘴巴都縫了起來。"
"#POPUP_SURVIVOR_GROUP_FLAVOR84","有時候你可以在雲層後面看到月亮和星空。你有沒有想過，到底是什麼東西讓月亮碎成那樣的？"
"#POPUP_SURVIVOR_GROUP_FLAVOR85","你不知道這裡的狀況有多好。我曾經見過......漫天遍野的大火。到了早上，只剩無盡的黑色灰燼。"
"#POPUP_SURVIVOR_GROUP_FLAVOR86","你知道我懷念什麼嗎？蜂蜜。我已經好久沒看過蜜蜂了，不知道它們是消失了，還是只是......躲起來了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR87","只有傑出的人物才能造出像這樣的地方；一個家，但不只是為了自己。你這樣做，是出於需求還是同情？"
"#POPUP_SURVIVOR_GROUP_FLAVOR88","真希望我能早點找到像這樣的營地。真正讓我煩惱的不是天氣，而是安全感。在外面根本不知道會被什麼東西偷襲。"
"#POPUP_SURVIVOR_GROUP_FLAVOR89","我看到人們又開始找回信仰。他們祈求寬恕，祈求力量和懲罰。而你又為什麼祈禱呢？"
"#POPUP_SURVIVOR_GROUP_FLAVOR90","你不覺得很累嗎？像是那種沒辦法繼續奮鬥，寧願躺下讓這個殘酷的世界為所欲為的感覺？"
"#POPUP_SURVIVOR_GROUP_FLAVOR91","我也曾經住在這樣的社區過。在那裡的生活很好，但後來我們因為發展壯大而出現了政治鬥爭。所以我就離開了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR92","你們這裡很好，但我覺得可能還不夠。我們一直沒有弄清楚這一切的成因是什麼，所以誰能確定浩劫會不會再次降臨？"
"#POPUP_SURVIVOR_GROUP_FLAVOR93","我聽說像這樣的營地已經開始團結起來。我們將會擁有聯盟，甚至是國家。很快的，戰爭一定就會再次爆發。"
"#POPUP_SURVIVOR_GROUP_FLAVOR94","你的殖民地有什麼信仰嗎？你們應該要有，一個充滿罪孽的社群終將走向滅亡。我們必須持續的祈求上天的寬恕。"
"#POPUP_SURVIVOR_GROUP_FLAVOR95","哇，你們竟然能利用僅有的破銅爛鐵建造了這裡！新事物終於從舊世界的屍體上萌芽了！"
"#POPUP_SURVIVOR_GROUP_FLAVOR96","我一直在想，災難發生時不可能所有科技都不管用啊。那些飛機、坦克和其他東西都跑哪裡去了？"
"#POPUP_SURVIVOR_GROUP_FLAVOR97","拜託，你得聽我說！我發誓我是親眼看到的。之前有架飛機從空中飛過！"
"#POPUP_SURVIVOR_GROUP_FLAVOR98","來這裡的路上，我遇到一個瘋子。他一直說自己看到一群人在看他，隔著一面隱形牆觀察他。"
"#POPUP_SURVIVOR_GROUP_FLAVOR99","我想你們這裡應該沒有電影看吧？有沒有喜劇片？我從沒想過自己會這麼想念卓別林。"
"#POPUP_SURVIVOR_GROUP_FLAVOR100","人們說政府沒有崩潰，他們只是還沒走出自己的庇護所。不過他們好像也沒理由出來吧？"
"#POPUP_SURVIVOR_GROUP_FLAVOR101","嘿，試著保持希望！過去的我曾經一度迷失方向，直到親眼目睹浩劫後第一個新生兒的誕生。那瞬間改變了一切。"
"#POPUP_SURVIVOR_GROUP_FLAVOR102","我懷疑我們的時間是否已經耗盡？是否只是在苟延殘喘而已？人們都說外面有比我們還要高等的新物種在不斷出現。"
"#POPUP_SURVIVOR_GROUP_FLAVOR103","我們在來這裡的路上看到了一個奇怪的地方：樹林裡有個像訓練場的地方。我一直在想那到底是幹嘛用的？"
"#POPUP_SURVIVOR_GROUP_FLAVOR104","我在來這裡的路上遇到了一個車隊。一群怪傢伙，有說有笑。他們說是要往廣大荒野以外的地方去。"
"#EVENT_HUNTING_01_NOTIFICATION_HEADER","居民請求"
"#EVENT_HUNTING_01_NOTIFICATION_DESC","有人想去大門外冒險"
"#EVENT_HUNTING_01_NAME","狩獵機會"
"#EVENT_HUNTING_01_DESC","幾位居民前來徵求打開大門的許可。他們聽到不遠處有動物的聲響並想去進行狩獵。這個行動非常危險，人們可能會因此受傷或發生更嚴重的事故，但也可能會為殖民地帶來更多食物。"
"#HUNTING_GO","允許他們前去打獵"
"#HUNTING_STAY","拒絕請求，這太危險了"
"#EVENT_HUNTING_01_MEAT_NAME","狩獵機會"
"#EVENT_HUNTING_01_MEAT_DESC","獵人們帶回了<mark>肉</mark>！大門外的確有群動物在平原上吃著發螢光的草。獵人們粗糙的戰術成功了，殖民地獲得了一批不錯的肉。"
"#EVENT_HUNTING_01_BERRIES_NAME","狩獵機會"
"#EVENT_HUNTING_01_BERRIES_DESC","獵人們神情凝重的回到了大門旁。獵物不是早就離去，就是根本沒來過。一些人在回來的路上採摘了一些野生<mark>漿果</mark>，以避免空手而回。"
"#EVENT_HUNTING_01_FAIL_NAME","狩獵機會"
"#EVENT_HUNTING_01_FAIL_DESC","獵人們匆忙的跑回大門，一個個目瞪口呆。不論是什麼東西發出那個聲響，要狩獵牠是不可能的。他們說是一頭像熊的生物，但長得比他們遇過的任何熊都更巨大且畸形。"
"#EVENT_HUNTING_01_STAY_NAME","狩獵機會"
"#EVENT_HUNTING_01_STAY_DESC","有些居民對你的決定感到不滿意，並在底下小聲地抱怨。這些想打獵的人們回到殖民地，似乎決定過幾天後再次嘗試說服你。"
"#EVENT_HUNTING_02_NOTIFICATION_HEADER","有熊出沒！"
"#EVENT_HUNTING_02_NOTIFICATION_DESC","有人想獵捕那頭熊"
"#EVENT_HUNTING_02_NAME","狩獵機會"
"#EVENT_HUNTING_02_DESC","一頭年邁的熊在稍早路過營地。牠走得很慢，也貌似受了傷，但可能還有不少力氣。如果能捕獲的話，這頭熊能為殖民地帶來數量可觀的肉。"
"#HUNTING_02_GO","嘗試獵捕那頭熊"
"#HUNTING_02_STAY","放過那頭熊"
"#EVENT_HUNTING_02_MEAT_NAME","狩獵機會"
"#EVENT_HUNTING_02_MEAT_DESC","獵人們費了九牛二虎之力才勉強把牠扛了回來。從傷口上判斷，牠很明顯在之前就已經受了傷。看來今天是上天眷顧勇者，這些<mark>肉</mark>夠大家吃好幾天了。"
"#EVENT_HUNTING_02_BERRIES_NAME","狩獵機會"
"#EVENT_HUNTING_02_BERRIES_DESC","獵人們回來了，且個個垂頭喪氣。他們沒找到熊的蹤跡，但為了避免離開殖民地太遠，不得不打道回府。他們在途中找到了一些<mark>漿果</mark>，但比起他們追逐的獵物，這些漿果根本微不足道。"
"#EVENT_HUNTING_02_FAIL_NAME","狩獵機會"
"#EVENT_HUNTING_02_FAIL_DESC","獵人們空手而歸，有兩個人一瘸一拐，其他人則是汗流浹背。有一群狼早就盯上了那頭熊，而把獵人們視為競爭對手。沒人喪命已經算是個奇蹟了。"
"#EVENT_HUNTING_02_STAY_NAME","狩獵機會"
"#EVENT_HUNTING_02_STAY_DESC","居民們反駁了幾句，但最後也是認為狩獵那隻熊不是個明智之舉。雖然如此，每個人都還是想這那些沒有到手的肉。"
"#EVENT_HUNTING_03_NOTIFICATION_HEADER","獵兔季節"
"#EVENT_HUNTING_03_NOTIFICATION_DESC","有居民想嘗試設置新的陷阱"
"#EVENT_HUNTING_03_NAME","獵兔季節"
"#EVENT_HUNTING_03_DESC","三位居民前來說明他們一直在製作一種捕獵兔子的新陷阱，並且想設置在營地外圍。這些陷阱看起來能起作用，但讓居民們到殖民地外面活動會有風險。"
"#HUNTING_03_GO","允許他們外出"
"#HUNTING_03_STAY","不值得冒這個險"
"#EVENT_HUNTING_03_MEAT_NAME","獵兔季節"
"#EVENT_HUNTING_03_MEAT_DESC","他們在離開一段時間後歸來，每人背上都背著兩三隻兔子。看來他們的陷阱非常有效，而且外頭的兔子數量也不少。"
"#EVENT_HUNTING_03_ONERABBIT_NAME","獵兔季節"
"#EVENT_HUNTING_03_ONERABBIT_DESC","在離開許久之後，那幾個人終於回來了。他們只帶回來一隻病弱的兔子，這份<mark>肉</mark>最多也只夠兩個人吃。"
"#EVENT_HUNTING_03_FAIL_NAME","獵兔季節"
"#EVENT_HUNTING_03_FAIL_DESC","那幾個人終於回來了，看起來愁眉苦臉又疲憊不堪。兔子不僅沒有落入陷阱，他們還因為在受污染的土地上四處搜尋，導致身體非常不適。"
"#EVENT_HUNTING_03_STAY_NAME","獵兔季節"
"#EVENT_HUNTING_03_STAY_DESC","幾人本因為覺得能幫到殖民地而感到興奮，現在則看來有些失望。他們不情願地接受了你的決定，但回到崗位的途中，手裡還緊緊抓著他們做的陷阱裝置。"
"#EVENT_HUNTING_04_NOTIFICATION_HEADER","順流而下"
"#EVENT_HUNTING_04_NOTIFICATION_DESC","居民想去探索"
"#EVENT_HUNTING_04_NAME","順流而下"
"#EVENT_HUNTING_04_DESC","你的一群居民對附近的河流有點好奇，想去看看它是否適合用來旅行。他們自己造了一艘簡易的木筏，並迫不及待地想測試它的漂浮能力，還想看看沿著河岸能找到些什麼東西。"
"#HUNTING_04_GO","去試試"
"#HUNTING_04_STAY","別自找麻煩"
"#EVENT_HUNTING_04_SUPPLIES_NAME","順流而下"
"#EVENT_HUNTING_04_SUPPLIES_DESC","小隊離開了快一整天，回來時船上裝滿了各種補給品。他們一直在河上漂著，甚至還經過了一座廢棄的並且沒有被其他拾荒者動過的捕魚小屋。"
"#EVENT_HUNTING_04_FISH_NAME","順流而下"
"#EVENT_HUNTING_04_FISH_DESC","小隊終於回到了殖民地，成果差強人意。小船中途開始漏水，更糟的是，他們遇到了急流，使得他們在這趟旅程中飽受了折磨。他們好不容易才抓到了一些<mark>魚</mark>，算是這次唯一的收穫了。"
"#EVENT_HUNTING_04_FAIL_NAME","順流而下"
"#EVENT_HUNTING_04_FAIL_DESC","小隊終於返回，卻是空手而歸。途中小船沉沒，居民沒能取回收集到的裝備。聽到附近的樹林中傳來聲響，他們決定逃離，放棄了潛入水中取回裝備的打算。"
"#EVENT_HUNTING_04_STAY_NAME","順流而下"
"#EVENT_HUNTING_04_STAY_DESC","小隊看起來非常失落，但你解釋了自己為何做出這種決定，他們也因此冷靜下來。雖然沿著河流可能會找到一些好東西，但也潛藏著許多危險。你決定目前最好還是暫時徒步出行。"
"#EVENT_SLAVERS_01_NOTIFICATION_HEADER","奴隸商人"
"#EVENT_SLAVERS_01_NOTIFICATION_DESC","他們來是為了做筆交易，至少這次是如此"
"#EVENT_SLAVERS_01_NAME","奴隸商人"
"#EVENT_SLAVERS_01_DESC","一個裝備精良的強盜部隊氣勢洶洶地靠近大門。幾位隨從從卡車上拖出一小群俘虜，領導人對著你喊道：「門後面的人啊，快點滾下來！我帶來了一批急著想工作的奴隸，無論你那裡有什麼工作，他們都搶著要做呢！當然了，價格也很合理。」"
"#SLAVES_ONE","交易一名俘虜"
"#SLAVES_TWO","交易兩名俘虜"
"#SLAVES_THREE","交易三名俘虜"
"#SLAVERS_DECLINE","拒絕跟他們做這種交易"
"#EVENT_SLAVERS_01_SUCCESS_NAME","奴隸商人"
"#EVENT_SLAVERS_01_SUCCESS_DESC","「我就知道你們懂規矩」。領導人點了點頭，土匪拖著其他絕望的俘虜回到卡車上。「好好享受你買的東西吧！我們再去招募一些人，之後還會再來！」"
"#EVENT_SLAVERS_01_FAIL_NAME","奴隸商人"
"#EVENT_SLAVERS_01_FAIL_DESC","聽到你的回答，領導人失望的情緒看起來勝過了憤怒。「自視清高的傢伙是吧？你知道嗎，你本來有機會拯救幾個小鬼的，現在其他的主人會怎麼對待他們就很難說了。」他笑著繼續：「也許下次我們再路過這裡時，可以抓幾個你們的人湊數。」然後他們就掉頭加速離開了。"
"#EVENT_DUMPSTER_01_NOTIFICATION_HEADER","居民有話要說"
"#EVENT_DUMPSTER_01_NOTIFICATION_DESC","是關於垃圾掩埋場的事"
"#EVENT_DUMPSTER_01_NAME","垃圾堆裡的寶藏"
"#EVENT_DUMPSTER_01_DESC","兩位居民帶著興奮的表情來找你談話。聽說他們在不遠處發現了一座過去的垃圾掩埋場。雖然那裡臭氣熏天，但惡臭可能也讓其他拾荒者避而遠之，也就是說，垃圾堆中可能還藏有好東西。前去探險的話可能會有不少收穫，但不帶任何裝備的話絕對會非常危險。多給他們一層<mark>衣物</mark>和一套<mark>工具</mark>就能提升他們的防護和效率。"
"#EVENT_DUMPSTER_GO_KITTED","允許並給予裝備"
"#EVENT_DUMPSTER_GO_BARE","允許"
"#EVENT_DUMPSTER_STAY","拒絕請求"
"#EVENT_DUMPSTER_01_SUCCESS_DESC","一股臭味比冒險者們早一步先抵達了殖民地。兩個人走向了大門，並宣告這次的遠征非常的成功。那個掩埋場確實沒有人去過，而且好東西也不少，但可能都要先洗一下。"
"#EVENT_DUMPSTER_01_PARTIAL_DESC","兩位居民回來了，身上的氣味比任何人想像中的都還臭。行動途中遇到一些困難，而且其中一人不出所料地染上疾病。他們並未一無所獲，但明顯對收穫不太滿意。"
"#EVENT_DUMPSTER_01_FAILURE_DESC","很顯然的一定是出了什麼問題。兩人臉色蒼白而且咳個不停。他們沒有攜帶任何戰利品，互相倚靠著才能勉強 保持站立的姿勢。他們需要立刻獲得醫療救助，才能確保生命安全。"
"#EVENT_DUMPSTER_01_DECLINE_DESC","雖然跳進一堆垃圾裡表面上聽起來是個很誘人的提議，但你不同意讓他們冒著生病和其他風險，追尋可能並不存在的東西。兩人不情願的同意了。"
"#EVENT_CRATE_01_NOTIFICATION_HEADER","有人在喊叫"
"#EVENT_CRATE_01_NOTIFICATION_DESC","最好確認一下發生了什麼事"
"#EVENT_CRATE_01_NAME","神秘寶箱"
"#EVENT_CRATE_01_DESC","一位憤怒的居民在不停踱步，臉色由於高聲喊叫而通紅，雙眼發瘋似地搜尋儲備區周邊。「我一定就是放在這裡了，一定是這裡！」他指著說。你問他出什麼事了，他說他把一個裝滿<mark>食物</mark>的木箱放在地上後，起身去找些喝的。等他回來時，木箱就不見了。"
"#EVENT_CRATE_01_SOMEONE","告訴他可能有人把箱子拿到倉庫了"
"#EVENT_CRATE_01_SEARCH","組織搜索隊尋找失蹤的木箱"
"#EVENT_CRATE_01_ACCUSE","指責他隨意放置貴重物品"
"#EVENT_CRATE_01_SOMEONE_DESC","有人告訴那個面紅耳赤的人說一定是有人不小心把箱子放錯地方，現在應該也已經被送回倉庫裡了。他聽了這個解釋之後便冷靜了下來，並回去進行自己的工作。"
"#EVENT_CRATE_01_SEARCH_DESC","幾個居民放下手上的工作，去尋找失蹤的木箱。就在搜索似乎毫無進展時，其中一人突然大喊，並帶著大家來到旁邊的一棵樹。你找到幾個裝著食物的盒子埋在土裡，裡面的食物被吃了一半，旁邊還有蹄印。部份食物還能吃，被送回了倉庫。"
"#EVENT_CRATE_01_ACCUSE_DESC","那位居民受到了嚴厲的訓斥，甚至差點哭了出來。他也被警告未來不許再發生同樣的事情，而他在回去工作崗位時，周圍的居民們似乎對這種嚴厲的作法感到滿意。"
"#EVENT_DIGGING_01_NOTIFICATION_HEADER","居民挖出了某些東西"
"#EVENT_DIGGING_01_NOTIFICATION_DESC","看起來是一堆資源"
"#EVENT_DIGGING_01_NAME","四處挖掘"
"#EVENT_DIGGING_01_DESC","你聽到建築工人那裡傳來響亮的「叮」一聲。一位居民在建造庇護所時，無意間用鏟子打到了一堆埋在土裡的資源上。他想用一些資源改善自己的新房子，並拿出一半捐獻給殖民地當作建築材料。"
"#EVENT_DIGGING_01_METAL","收下金屬"
"#EVENT_DIGGING_01_PLASTIC","收下塑膠"
"#EVENT_DIGGING_01_BOTH","兩個都要"
"#EVENT_DIGGING_01_METAL_DESC","這些鋼板將會對殖民地很有幫助。那個居民把它們交到你手中後便離開，並繼續在他的帳篷裡建造一組過於複雜的塑膠管線系統。"
"#EVENT_DIGGING_01_PLASTIC_DESC","這些塑膠板將會留著拿來修整殖民地用。那個居民拿了剩下的金屬後便開始他偉大的帳篷加強防護計畫。"
"#EVENT_DIGGING_01_BOTH_DESC","比起個人，殖民地更需要這些材料。在經過一番討價還價後，他終於妥協並交出了金屬和塑膠。周圍的人似乎不認同這個結果，但他們應該一兩天後就會忘了這件事。"
"#EVENT_HUNTING_05_NOTIFICATION_HEADER","一位女士找上你"
"#EVENT_HUNTING_05_NOTIFICATION_DESC","她有一個主意"
"#EVENT_HUNTING_05_NAME","新發現"
"#EVENT_HUNTING_05_DESC","你的居民中有一位你從未注意過的女士前來找你。她說她需要在森林裡檢查一些重要的東西，但卻無法解釋那到底是什麼。那東西與菌類和藥品有關，但她說得斷斷續續，找不到確切的詞語表達。"
"#HUNTING_05_GO","允許她外出"
"#HUNTING_05_STAY","指使她留下"
"#EVENT_HUNTING_05_SUCCESS_NAME","新發現"
"#EVENT_HUNTING_05_SUCCESS_DESC","她收拾好行囊走進森林。過了好一會兒她才回來，帶著一些玻璃瓶，裝滿了奇形怪狀的菌菇。她驚叫道：「我就知道，新的突變，太好了。」看來一直以來你身邊都藏著一位真菌學家。"
"#EVENT_HUNTING_05_PARTIAL_NAME","新發現"
"#EVENT_HUNTING_05_PARTIAL_DESC","這位女士收拾好行囊消失在森林裡。過了很久你才看見她拖著步子穿過大門，腰上掛著奇形怪狀的菌菇，但看起來很失望。她解釋道：「沒有藥，只是抗生素，有點用，但幫助不大。」她似乎向她身邊的人們隱瞞了自己的科學才能。"
"#EVENT_HUNTING_05_FAIL_NAME","新發現"
"#EVENT_HUNTING_05_FAIL_DESC","她收拾好行囊走進了森林。一夜過去，直到第二天早上她依然沒有回來，你派出了一隻救援隊，發現她躺在一些菌菇旁邊，看起來很不舒服。不知道她用這些菌菇做了什麼實驗，但很顯然失敗了。"
"#EVENT_HUNTING_05_STAY_NAME","新發現"
"#EVENT_HUNTING_05_STAY_DESC","你告訴她不能讓她一個人出去冒險，何況她根本無法解釋自己在尋找什麼。她努力想說些什麼，不過欲言又止。最終她點點頭離開，放棄外出的念頭。"
"#EVENT_HUNTING_06_NOTIFICATION_HEADER","一位科學家需要幫助"
"#EVENT_HUNTING_06_NOTIFICATION_DESC","她想要整理思緒"
"#EVENT_HUNTING_06_NAME","心靈祥和"
"#EVENT_HUNTING_06_DESC","一位更具科學頭腦的居民找上你。一個非常棘手的問題已經困擾了她許久，並想離開殖民地旅行，整理思緒。更讓人擔心的是，她想獨自行動。"
"#HUNTING_06_GO","讓她去"
"#HUNTING_06_STAY","指使她留下"
"#EVENT_HUNTING_06_SUCCESS_NAME","心靈祥和"
"#EVENT_HUNTING_06_SUCCESS_DESC","她為旅行做好了準備，說完再見便踏上了一條偏僻的小路。很長一段時間你都沒有聽到她的消息，直到她突然衝進大門驚呼：「我知道了，我終於知道了！」她經過你身邊，直接衝進了她的帳篷。"
"#EVENT_HUNTING_06_PARTIAL_NAME","心靈祥和"
"#EVENT_HUNTING_06_PARTIAL_DESC","她為旅行做好了準備，說完再見便踏上了一條偏僻的小路。過了一陣子她蓬頭垢面的回來了。顯然這次的旅行並不平靜。她解釋：「我有一個點子，只是我沒辦法真的完成它。」說完她便拖著疲憊的身軀回到了帳篷。"
"#EVENT_HUNTING_06_FAIL_NAME","心靈祥和"
"#EVENT_HUNTING_06_FAIL_DESC","她為旅行做好了準備，說完再見便踏上了一條偏僻的小路。你以為要過一陣子才會有她的消息，但才過了大概一個小時她就一瘸一拐地回來了。她咕噥著：「那些難纏的東西......我差點逃不掉。」"
"#EVENT_HUNTING_06_STAY_NAME","心靈祥和"
"#EVENT_HUNTING_06_STAY_DESC","你告訴她，僅僅為了轉換心情不值得冒險在外遊蕩。那一瞬間她看起來快抓狂了。她大吼：「好吧，不過別指望最近能有什麼突破！」然後回到了帳篷。"
"#EVENT_LOST_01_NOTIFICATION_HEADER","一個小小的朋友失蹤了"
"#EVENT_LOST_01_NOTIFICATION_DESC","你能把牠帶回家嗎？"
"#EVENT_LOST_01_NAME","不復天真"
"#EVENT_LOST_01_DESC","一個小女孩找上你，她淚眼汪汪，鼻子下面掛著一條鼻涕。她聲音嘶啞地哀求著：「我找不到我的貓了！求求你，牠一定是跑掉了！沒有牠我睡不著，牠讓我感到很安心！」你可以派人搜索附近的樹林，但這真的值得嗎？"
"#EVENT_LOST_01_PARTY","派出一支搜索隊"
"#EVENT_LOST_01_REFUSE","拒絕女孩的請求"
"#EVENT_LOST_01_PARTY_SUCCESS_NAME","不復天真"
"#EVENT_LOST_01_PARTY_SUCCESS_DESC","幾個居民冒險外出找貓。女孩很高興，但你知道並不一定能找得到。不過小隊很快就帶著一隻巨大的白貓回來了。從小隊一起帶回來的<mark>魚</mark>來判斷，牠應該是去河邊狩獵了。「毛毛夫人！」女孩尖叫著抱住貓，貓愜意地發出呼嚕呼嚕的聲音。"
"#EVENT_LOST_01_PARTY_FAIL_NAME","不復天真"
"#EVENT_LOST_01_PARTY_FAIL_DESC","幾個居民冒險外出找貓。女孩很高興，但你知道並不一定能找得到。不過小隊很快帶著一隻巨大的白貓回來了。從他們身上的傷口判斷，牠對陌生人並不怎麼友好。「毛毛夫人！」女孩尖叫著抱住貓，貓愜意地發出呼嚕呼嚕的聲音。"
"#EVENT_LOST_01_REFUSE_NAME","不復天真"
"#EVENT_LOST_01_REFUSE_DESC","你可以看到女孩在你面前心都碎了。「但是......但是......」她啜泣著，然後哭著跑走了。她的哭嚎持續了一會兒才逐漸安靜下來。"
"#EVENT_KIDS_01_NOTIFICATION_HEADER","有人一直在偷木材"
"#EVENT_KIDS_01_NOTIFICATION_DESC","你最好查個水落石出"
"#EVENT_KIDS_01_NAME","妥善的防護"
"#EVENT_KIDS_01_DESC","似乎有人一直在偷倉庫裡的<mark>木材</mark>。經過幾個居民的調查，他們帶回了一群吵鬧的孩子，而且每隻胳膊下都夾著一個木材。看來這群孩子在附近的森林裡為自己建了個樹屋。"
"#EVENT_KIDS_01_APPROVE","保留樹屋"
"#EVENT_KIDS_01_DISMANTLE","拆除樹屋"
"#EVENT_KIDS_01_APPROVE_NAME","妥善的防護"
"#EVENT_KIDS_01_APPROVE_DESC","你覺得讓孩子們開心比較重要。說真的，少了幾塊木材又怎樣？孩子們聽到他們寶貴的樹屋得以保留，滿臉笑容地一再感謝你。第二天你在門前發現了一張粗糙但五彩斑斕的感謝卡，看上去是用手指畫的。"
"#EVENT_KIDS_01_DISMANTLE_NAME","妥善的防護"
"#EVENT_KIDS_01_DISMANTLE_DESC","你告訴孩子們，殖民地的寶貴資源不能浪費在什麼可笑的樹屋上。孩子們開始哭喊起來，但你仍堅定自己的立場。第二天早上你發現門上看起來用泥巴（你希望是泥巴）寫著：「大便腦袋」。"
"#EVENT_HANDCRAFT_01_NOTIFICATION_HEADER","一位居民有個點子"
"#EVENT_HANDCRAFT_01_NOTIFICATION_DESC","來點舊式的手工藝品怎麼樣？"
"#EVENT_HANDCRAFT_01_NAME","不僅僅是一點羊毛"
"#EVENT_HANDCRAFT_01_DESC","一位居民找到你，神情非常緊張。她說可以為殖民地提供一些<mark>衣物</mark>。在她還是個孩子的時候，她的祖母教過她一些方法。她貌似......相當有自信自己還記得怎麼做。問題是，你能相信她的手藝嗎？"
"#EVENT_HANDCRAFT_01_APPROVE","給她一些布料纖維"
"#EVENT_HANDCRAFT_01_REFUSE","拒絕她的請求"
"#EVENT_HANDCRAFT_01_APPROVE_SUCCESS_NAME","不僅僅是一點羊毛"
"#EVENT_HANDCRAFT_01_APPROVE_SUCCESS_DESC","你給了她一些布料纖維，她似乎很感激你的信任。不出所料，雖然這項工作花了一些時間，但最後她帶著一些令人驚歎的傳統服裝回來了。這些衣服不只保暖，也非常好看。"
"#EVENT_HANDCRAFT_01_APPROVE_FAIL_NAME","不僅僅是一點羊毛"
"#EVENT_HANDCRAFT_01_APPROVE_FAIL_DESC","你給了她一些布料纖維，她似乎很感激你的信任。過了一陣子你都沒聽到她的消息，你決定登門拜訪。少數沒被毀掉的布料被做成了一件滿是補丁、做工極差的大衣，肯定連一滴水都擋不住。「對不起，我真的盡力了」，女人說道，慚愧得不敢與你對視。"
"#EVENT_HANDCRAFT_01_REFUSE_NAME","不僅僅是一點羊毛"
"#EVENT_HANDCRAFT_01_REFUSE_DESC","鑒於這個女人對自己好像並沒有那麼自信，你決定不予理會。她看起來很失望，但卻無從爭辯。她說，「好吧，我只是覺得可能幫得上忙而已，沒關係。」然後便離開了。"
"#EVENT_CAR_FIX_01_NOTIFICATION_HEADER","破車釘鈴鐺鋃地開向殖民地"
"#EVENT_CAR_FIX_01_NOTIFICATION_DESC","這輛車需要修理和保養"
"#EVENT_CAR_FIX_01_NAME","鄰家技師"
"#EVENT_CAR_FIX_01_DESC","一輛款式老舊的破車緩慢地接近殖民地，車身上覆蓋著好幾層的泥巴和鐵銹。它最後在離殖民地一小段距離的地方停下來。一名穿著破爛的男子鑽出車子揮揮手，請求幫助。車輛在這附近很少見，而它們的駕駛形形色色，但通常都是頗有成就的人，所以報酬也許會很不錯。"
"#EVENT_CAR_FIX_01_FIX","幫他修車"
"#EVENT_CAR_FIX_01_DECLINE","拒絕幫助"
"#EVENT_CAR_FIX_01_FIX_NAME","鄰家技師"
"#EVENT_CAR_FIX_01_FIX_DESC","一群擅長修理機械的居民聚集到了這位其實蠻友善的男子面前。「太感謝你們啦！我不知道它有什麼問題，每隔一陣子就會熄火。不過我加滿油之後，它就又能動了。」"
"#EVENT_CAR_FIX_01_IGNITION","是點火裝置出了問題"
"#EVENT_CAR_FIX_01_ENGINE","問題出在引擎上"
"#EVENT_CAR_FIX_01_FUEL_TANK","是油箱有問題"
"#EVENT_CAR_FIX_01_IGNITION_NAME","鄰家技師"
"#EVENT_CAR_FIX_01_IGNITION_DESC","居民們開始調整點火裝置，一塊一塊地把它拆開，並檢查每一個零件。但重新組裝好之後，車卻無法發動了。「哎！好吧，謝謝你們的幫忙。我想這匹老馬的壽命已經到頭了，你們可以拆了它回收零件，或者隨便怎麼處理都行。」男人歎著氣說。他收拾好自己的隨身物品，向你告別，然後一步一步往荒野走去。"
"#EVENT_CAR_FIX_01_ENGINE_NAME","鄰家技師"
"#EVENT_CAR_FIX_01_ENGINE_DESC","居民們開始檢查引擎，並一塊一塊地把它拆開，並檢查每一個零件。但重新組裝好之後，車仍然無法發動。「哎！好吧，謝謝你們幫忙。我想這匹老馬的壽命已經到頭了，你們可以拆了它回收零件，或者隨便怎麼處理都行。」男人歎著氣說。他收拾好自己的隨身物品，向你告別，然後一步一步地往荒野走去。"
"#EVENT_CAR_FIX_01_FUEL_TANK_NAME","鄰家技師"
"#EVENT_CAR_FIX_01_FUEL_TANK_DESC","居民們開始檢查油箱，並一塊一塊地把它拆開，並檢查每一個零件。結果發現確實是油箱的問題，汽油消耗到一定程度之後，油箱就無法繼續將汽油送往引擎。你手下的機械師使出渾身解數，將油箱修繕一新，汽車隨即恢復正常。「太棒啦！非常感謝你們，上天一定會保佑你們每一個人！」男子驚歎不已。男人交給你一些私人物品以表達謝意，然後腳踩油門駕車離去。"
"#EVENT_CAR_FIX_01_DECLINE_NAME","鄰家技師"
"#EVENT_CAR_FIX_01_DECLINE_DESC","居民們告訴男子，如果用殖民地的起重機把車吊起來，車會不會散架都是個問題。「哦，那真是可惜，」男子說到：「好吧，我想反正是時候擺脫這堆垃圾了。」男人將隨身物品裝進背包裡，向你揮手告別，然後徒步離開，將破車置之腦後。你覺得這東西一定會越看越礙眼，最好還是趕快把它拆了。"
"#EVENT_BEAST_03_NOTIFICATION_HEADER","你聽到大聲尖叫"
"#EVENT_BEAST_03_NOTIFICATION_DESC","有什麼東西過來了"
"#EVENT_BEAST_03_NAME","困於蹄下"
"#EVENT_BEAST_03_DESC","一群居民滿臉驚恐地從森林裡衝回來。一隻發狂的突變野鹿跟在後面闖進殖民地，而且已經撞倒了幾頂帳篷。這個問題需要盡快解決，但你也不想貿然行事，以免激怒野鹿。"
"#EVENT_BEAST_03_FOOD","提供食物給野鹿"
"#EVENT_BEAST_03_CHASE","驅趕野鹿"
"#EVENT_BEAST_03_HUNT","設法制伏野鹿"
"#EVENT_BEAST_03_FOOD_NAME","困於蹄下"
"#EVENT_BEAST_03_FOOD_DESC","居民用樹葉和野草在殖民地中央堆了一頓美味的大餐。野鹿很快就踏著沉重的腳步趕來，在牠龐大身軀的對比之下，周圍的一切都顯得很矮小。繞著食物轉了一會兒之後，牠平靜下來並開始進食。居民們看著牠吃完，等待牠的下一步行動。幸運的是，野鹿似乎對這頓美食很滿意，並轉身回到森林裡。"
"#EVENT_BEAST_03_CHASE_NAME","困於蹄下"
"#EVENT_BEAST_03_CHASE_DESC","一些居民聚在一起，拿著鍋碗瓢盆、金屬板以及手邊任何能發出巨大聲響的物品。他們接近野鹿，盡可能製造許多噪音來嚇跑牠。有一瞬間這隻野獸看起來很緊張，並打算衝向他們。不過後來牠的眼神產生變化，向後退並穿過帳篷跑向森林。"
"#EVENT_BEAST_03_HUNT_FAIL_NAME","困於蹄下"
"#EVENT_BEAST_03_HUNT_FAIL_DESC","居民拼湊起一些臨時武器，朝這頭野獸走去。牠在帳篷中到處翻找，在牠龐大身軀的對比之下，周圍的一切都顯得很矮小。居民準備好長矛之後便投擲出去，兩支沒打中，一支只有擦破皮，另一支從側面刺入牠的身體。野鹿立刻被激怒，開始瘋狂攻擊周圍的居民。居民們勉強躲過攻擊，但完全無法阻止狂怒的野獸。等牠終於逃進森林時，帳篷已經徹底被摧毀了。"
"#EVENT_BEAST_03_HUNT_SUCCESS_NAME","困於蹄下"
"#EVENT_BEAST_03_HUNT_SUCCESS_DESC","幾位居民拼湊起一些臨時武器，出發去制伏野鹿。他們看見牠在帳篷中到處翻找，在牠龐大身軀的對比之下，周圍的一切都顯得很矮小。居民準備好長矛之後便投擲出去，所有人都命中目標，這隻野獸踉蹌了幾步最終摔倒在地。居民們解決了牠，難以相信他們竟然如此幸運。你不僅保護了殖民地，還設法獲得了一些新鮮肉食。"
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","其中一棟建築出了狀況"
"#EVENT_SHELTER_01_NOTIFICATION_DESC","看來是建造過程中有人偷工減料"
"#EVENT_SHELTER_01_NAME","地基不穩"
"#EVENT_SHELTER_01_DESC","並非每個人都擅長建築這項技術，但你的一位居民似乎對此一竅不通。他的帳篷看起來隨時都有可能倒塌，縫製不良的苫布正在慢慢裂開。儘管如此，這位居民仍堅稱他知道自己在做什麼。"
"#EVENT_SHELTER_01_IMPROVE","加固這頂帳篷"
"#EVENT_SHELTER_01_IGNORE","置之不理"
"#EVENT_SHELTER_01_IMPROVE_NAME","地基不穩"
"#EVENT_SHELTER_01_IMPROVE_DESC","無視那位居民的意願，直接對他的住所稍作調整。他似乎全程對這番折騰都感到不滿，但完工之後他還是小聲的道了謝。"
"#EVENT_SHELTER_01_IGNORE_NAME","地基不穩"
"#EVENT_SHELTER_01_IGNORE_DESC","還不到一個小時，支柱就倒了下來，簡陋的帳篷也跟著垮掉。在那位居民奮力逃出殘骸的同時，裡面某個東西也燒了起來。他咒罵並責怪一本不完整的老舊瑞典語說明書。"
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","一位居民對你有所隱瞞"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","你將可能面臨害蟲的侵擾"
"#EVENT_VERMIN_01_NAME","害蟲飼養"
"#EVENT_VERMIN_01_DESC","有人發現，一位居民一直在殖民地內偷偷飼養<mark>鼠甲蟲</mark>。飼養員被一群憤怒的居民包圍，要求他給個說法。飼養員試圖解釋鼠甲蟲實際上是一種被誤會的生物，牠們天性溫和，甚至很聰明。飼養員祈求放過他心愛的寵物，但其他居民擔心如果讓這些害蟲活下去，情況可能會急轉直下。"
"#EVENT_VERMIN_01_CONSERVE","沒什麼好驚慌的"
"#EVENT_VERMIN_01_EXTERMINATE","把這些害蟲處理掉"
"#EVENT_VERMIN_01_CONSERVE_NAME","害蟲飼養"
"#EVENT_VERMIN_01_CONSERVE_DESC","你告訴大家這雖然有點奇怪，但也只不過是一種嗜好。飼養員衝過來握住你的手，激動地保證會看好這些鼠甲蟲。為了表達對你的感謝，飼養員與你分享了一些他正在進行的昆蟲再生研究。"
"#EVENT_VERMIN_01_EXTERMINATE_NAME","害蟲飼養"
"#EVENT_VERMIN_01_EXTERMINATE_DESC","其他居民沒收並消滅這些害蟲，但飼養員堅決不肯。「牠們都是我的孩子！除非我死，否則你們別想奪走牠們！」逃出來的害蟲們一邊叫著，一邊向殖民地釋放牠們的憤怒。"
"#EVENT_CHILD_01_NOTIFICATION_HEADER","殖民地附近出現了一個奇怪的孩子"
"#EVENT_CHILD_01_NOTIFICATION_DESC","那孩子生活在這裡的時間遠早於我們"
"#EVENT_CHILD_01_NAME","廢墟之中"
"#EVENT_CHILD_01_DESC","在尋找材料時，一名居民發現了一個生活在垃圾堆裡的孩子。這並不是你們殖民地的孩子，且一定已經在那裡生活了很久。你來到一個用塑膠瓶和橡皮筋搭起來的破爛地方。孩子盯著地面小聲說：「這裡是我家，我沒有別的地方可以去。」"
"#EVENT_CHILD_01_REJECT","趕走孩子"
"#EVENT_CHILD_01_WELCOME","讓孩子加入殖民地"
"#EVENT_CHILD_01_REJECT_NAME","廢墟之中"
"#EVENT_CHILD_01_REJECT_DESC","殖民地沒有多餘的資源再多養一張嘴，尤其是一個無法用工作來證明自己價值的孩子。孩子從房子裡被抓了出來並丟出了大門，她緊緊抓著她的小背包，黯然回望著殖民地。邁著遲疑的步伐，消失在荒野中。"
"#EVENT_CHILD_01_WELCOME_NAME","廢墟之中"
"#EVENT_CHILD_01_WELCOME_DESC","這個可憐的孩子坐在廢墟上，眼圈烏黑臉黃肌瘦。一個居民問孩子是否願意加入殖民地。從她的表情看不出快樂還是悲傷，她只是靜靜地點點頭，並牽著居民的手一起往殖民地走去。"
"#EVENT_WELL_02_NOTIFICATION_HEADER","天氣無常"
"#EVENT_WELL_02_NOTIFICATION_DESC","這不是你平常會見到的雲"
"#EVENT_WELL_02_NAME","好井不嚐"
"#EVENT_WELL_02_DESC","災後的天氣無法預測，但這些雲似乎是完全憑空出現的。黑色的水滴在接觸到任何物體時都會發出嘶嘶聲，雨水開始傾盆而下。「是酸雨！大家快找掩護！」居民們大聲喊道。很快有人指出<mark>水井</mark>的水閥還開著，這表示裡面的水很可能會被污染。"
"#EVENT_WELL_02_WAIT","等最糟糕的時刻過去"
"#EVENT_WELL_02_PROTECT","製作應急防護"
"#EVENT_WELL_02_RISK","承擔風險"
"#EVENT_WELL_02_WAIT_NAME","好井不嚐"
"#EVENT_WELL_02_WAIT_DESC","任何人都不應該為這件事冒生命危險。酸雨一會兒就停了，很快大家都好奇地圍在水井旁，但似乎並沒有人願意嚐一口。一位不受歡迎的居民被推出去做這件事，喝了井水之後，這個人立刻倒了下來。看來這段時間最好先喝之前儲存的水。"
"#EVENT_WELL_02_PROTECT_NAME","好井不嚐"
"#EVENT_WELL_02_PROTECT_DESC","一位勇敢的居民全副武裝衝進雨裡去保護水井。勇士跑回來時，大家都在歡呼，但勇士本人卻表示這沒什麼，不過這種英勇行為還是鼓舞了每個人的精神。"
"#EVENT_WELL_02_RISK_NAME","好井不嚐"
"#EVENT_WELL_02_RISK_DESC","一位勇敢的居民衝進雨裡去保護水井。回來時，你發現勇士已經非常痛苦了，但最嚴重的是，勇士摔倒在燃燒的水坑裡。回到其他人身邊時，勇士顯然急需治療。居民們歡呼雀躍，如釋重負。至少目前而言殖民地的水源安全了。"
"#EVENT_VISION_01_NOTIFICATION_HEADER","一位居民看見了幻覺"
"#EVENT_VISION_01_NOTIFICATION_DESC","他能預知未來嗎？"
"#EVENT_VISION_01_NAME","陰暗幻象"
"#EVENT_VISION_01_DESC","一位年長的居民聲稱有大新聞要告訴大家。她渾身發抖，顯得十分沮喪。「我看見......一股明亮的毀滅之浪......它今晚就會襲來......」大家還來不及詢問細節，那位居民就因為壓力過大暈了過去。目前大家還不確定該如何解讀這個消息。"
"#EVENT_VISION_01_FALLOUT","準備好應對核輻射塵"
"#EVENT_VISION_01_FIRE","準備好應對大火"
"#EVENT_VISION_01_METEOR","準備好應對隕石"
"#EVENT_VISION_01_IGNORE","忽略警告"
"#EVENT_VISION_01_FALLOUT_NAME","陰暗幻象"
"#EVENT_VISION_01_FALLOUT_DESC","這個預兆顯然表示災難性的核輻射塵即將到來。居民們開始加強建築，並躲到安全的地方。還沒有開始動工你就看到<mark>緊急庇護所</mark>燃起大火並冒出黑煙。看來大家對預兆的解讀顯然是錯的。"
"#EVENT_VISION_01_FIRE_NAME","陰暗幻象"
"#EVENT_VISION_01_FIRE_DESC","居民們相信那個預兆表示大火災即將到來。大家開始加強房屋以防火災。結果發現一位居民的火爐過熱，差點就把整個殖民地都燒起來。這次大家驚險地避開了災難。"
"#EVENT_VISION_01_METEOR_NAME","陰暗幻象"
"#EVENT_VISION_01_METEOR_DESC","毫無疑問，這個預兆肯定表示隕石即將襲來。居民們也一致贊同，並開始加強天花板。還沒有開始動工，一朵汙染雲便從地面升起，看來大家對預兆的解讀是錯誤的。"
"#EVENT_VISION_01_IGNORE_NAME","陰暗幻象"
"#EVENT_VISION_01_IGNORE_DESC","顯然大家不覺得有什麼理由要相信這個神智不清的老太婆。居民們決定像平常一樣度過這一天，離開她回到各自的工作崗位上，卻立刻看到空中一個燃燒的物體正向殖民地飛嘯而來。看來大家應該要好好聽她的忠告。"
"#EVENT_UNEVEN_01_NOTIFICATION_HEADER","營地裡的騷動"
"#EVENT_UNEVEN_01_NOTIFICATION_DESC","有人在帳篷內喊叫"
"#EVENT_UNEVEN_01_NAME","不穩固的地面"
"#EVENT_UNEVEN_01_DESC","突然間，一個<mark>帳篷</mark>裡傳來沉悶的求救聲。進去後看到地面正中間有個大洞，一口吞噬了可憐的居民。原來帳篷是建在一個小型滲穴上。一架簡易的梯子應該就能安全地將居民救出。"
"#EVENT_UNEVEN_01_LADDER","建造一架臨時梯子"
"#EVENT_UNEVEN_01_CLIMB","告訴居民直接跳上來"
"#EVENT_UNEVEN_01_LADDER_DESC","旁邊的居民們從儲備區中拿出了一些<mark>木材</mark>，並一起搭建了一架粗糙但堪用的梯子，降到坑洞中。墜落的居民爬了上來，心有餘悸但毫髮未傷。坑洞被小心填了起來，以防類似事故再次發生。"
"#EVENT_UNEVEN_01_CLIMB1_DESC","墜落的居民看見大家似乎不怎麼同情他的遭遇，感到有些不知所措。他咒駡了幾句以後爬了上來。雖然他滿身是汗，但沒有受傷。人們把坑洞填上，以防類似的事故再次發生。"
"#EVENT_UNEVEN_01_CLIMB2_DESC","墜落的居民神情十分的失望，但他開始向上爬。突然間，他抓著的一個樹根脫落。居民奮力抓住一塊突出的岩石，手被嚴重割傷，但幸好他沒有掉下去。他忍住疼痛和傷，努力爬了上來。人們填補了坑洞，以防再發生事故。"
"#EVENT_DESPERATE_02_NOTIFICATION_HEADER","有人在大門前"
"#EVENT_DESPERATE_02_NOTIFICATION_DESC","一個人求你拯救他的兄弟"
"#EVENT_DESPERATE_02_NAME","兄弟情深"
"#EVENT_DESPERATE_02_DESC","兩人互相攙扶著靠近大門。其中一人情況很糟，拖著腳艱難前行。「我們需要<mark>藥品</mark>！求求你，他快不行了！」另一個人瘋狂喊道。「他踩到了陷阱......我沒想到會這麼嚴重。」"
"#EVENT_DESPERATE_02_SUCCESS_NAME","兄弟情深"
"#EVENT_DESPERATE_02_SUCCESS_DESC","「上天保佑你。我們已經失去了爸爸和媽媽，我不想也送他走。」那個人邊說邊收下藥品。「拿去吧，這是我們家花園種的。」他說完後給你一小包<mark>種子</mark>。"
"#EVENT_DESPERATE_02_FAIL_NAME","兄弟情深"
"#EVENT_DESPERATE_02_FAIL_DESC","你的回覆讓他失去了理智，「你的心真黑，像個屍體一樣爛透了！」那人叫道。「好吧。我會像埋葬我父母一樣埋葬我的兄弟，只不過不會有人來埋葬我。」兩人轉身離開，慢慢消失在視野中。"
"#EVENT_DESPERATE_02_GIVE_HELP","給他們一些藥品"
"#EVENT_DESPERATE_02_REFUSE_HELP","拒絕兄弟倆的請求"
"#EVENT_DESPERATE_03_NOTIFICATION_HEADER","有人在大門前"
"#EVENT_DESPERATE_03_NOTIFICATION_DESC","她是怎麼一個人來到這裡的？"
"#EVENT_DESPERATE_03_NAME","母親的擔憂"
"#EVENT_DESPERATE_03_DESC","一位飽經風霜的女人背著一個破舊的背包朝著大門走來。「你們這裡有沒有任何<mark>藥品</mark>？」她聲音顫抖地問道。「我的寶寶在發高燒，我已經走投無路了。我身上沒多少東西能給你們，但可以跟你們做交換。」"
"#EVENT_DESPERATE_03_SUCCESS_NAME","母親的擔憂"
"#EVENT_DESPERATE_03_SUCCESS_DESC","「謝謝你，你幫我擺脫了許多不眠之夜。來吧，在這邊的隨便挑。」女人說著打開背包，裡面裝滿<mark>種子</mark>。"
"#EVENT_DESPERATE_03_FAIL_NAME","母親的擔憂"
"#EVENT_DESPERATE_03_FAIL_DESC","這位女子停止了她的顫抖。「所以就這樣？你們就要這樣放我唯一深愛的人去死？」她用冰冷至極的語氣問道。「那你們就記住，過不久後我就沒什麼東西好失去了。那時候我會回來，讓你們體會求饒的滋味。」說完這句話後，女子便轉身往荒野中走去。"
"#EVENT_DESPERATE_03_GIVE_HELP","給她藥品"
"#EVENT_DESPERATE_03_REFUSE_HELP","讓她離開"
"#EVENT_DESPERATE_04_NOTIFICATION_HEADER","有人在大門前"
"#EVENT_DESPERATE_04_NOTIFICATION_DESC","看起來是個有趣的傢伙"
"#EVENT_DESPERATE_04_NAME","謙遜的提議"
"#EVENT_DESPERATE_04_DESC","你看到一堆衣物、網子、和背包組成的身影搖搖擺擺地朝大門走來。在那堆東西下面，一個邋遢的人探出頭來說。「你好啊，朋友！你願意與我交換一些<mark>藥品</mark>嗎？我有很多好東西，你一定會喜歡的！」"
"#EVENT_DESPERATE_04_SUCCESS_NAME","謙遜的提議"
"#EVENT_DESPERATE_04_SUCCESS_DESC","「多謝了，朋友」，那個人咧著嘴笑道。「給你，我們說好的。有的人說這吃起來像雞肉，但牠其實比雞肉還好吃！」他邊說邊興高采烈地遞給你一些<mark>昆蟲卵</mark>。"
"#EVENT_DESPERATE_04_FAIL_NAME","謙遜的提議"
"#EVENT_DESPERATE_04_FAIL_DESC","那人似乎非常驚訝。「你開玩笑吧！好吧，我想我只能繼續尋找，看誰懂得欣賞生命中的美好」他說著轉身離開，搖搖晃晃地朝夕陽走去。"
"#EVENT_DESPERATE_04_GIVE_HELP","給他藥品"
"#EVENT_DESPERATE_04_REFUSE_HELP","請他離開"
"#EVENT_DESPERATE_05_NOTIFICATION_HEADER","大門處傳來奇怪的聲音"
"#EVENT_DESPERATE_05_NOTIFICATION_DESC","關於「獨特物品」的事"
"#EVENT_DESPERATE_05_NAME","過去的碎片"
"#EVENT_DESPERATE_05_DESC","一個裹著層層衣物和橡膠，身上還有淤泥的人站在大門口。隨著居民們接近，他那雙躲在護目鏡後的眼睛輕輕顫動。「需要東西。跟我交易？這個，我知道它獨一無二。」說著，他開始從木推車上打開一個神秘物品。裡面是一台用鉛板保護著，看起來狀況良好的笨重電腦。"
"#EVENT_DESPERATE_05_SUCCESS_NAME","過去的碎片"
"#EVENT_DESPERATE_05_SUCCESS_DESC","幾個居民合力將電腦從推車上卸下。神秘人從居民們戴著手套的手中接過食物，再把食物堆放到推車上。「再見了，老朋友。」神秘人說完後便轉身離去，電腦則被搬進了屋子裡。"
"#EVENT_DESPERATE_05_FAIL_NAME","過去的碎片"
"#EVENT_DESPERATE_05_FAIL_DESC","他的神情藏在層層衣服下，讓人無法捉摸。「好吧，你的損失，我們去找另一家。」神秘人說完就走了，緩緩拉著在他們身後的推車，每一步都帶著橡膠鞋的吱吱聲。"
"#EVENT_DESPERATE_05_GIVE_HELP","接受交易"
"#EVENT_DESPERATE_05_REFUSE_HELP","拒絕交易"
"#EVENT_DESPERATE_06_NOTIFICATION_HEADER","有人在敲打大門"
"#EVENT_DESPERATE_06_NOTIFICATION_DESC","一個小家庭需要幫助"
"#EVENT_DESPERATE_06_NAME","靠不住的監護人"
"#EVENT_DESPERATE_06_DESC","一名男子和他的三個孩子正在大門口吵吵鬧鬧。一看到人們靠近，他立刻把背包扔在地上開始翻找。「求求你了，我的孩子們需要食物。如果你願意分我一點，我就給你這個。」說著，他拿起一本厚厚的筆記本，上面寫著「物理課程筆記」。"
"#EVENT_DESPERATE_06_SUCCESS_NAME","靠不住的監護人"
"#EVENT_DESPERATE_06_SUCCESS_DESC","男人把書遞給你時險些把它掉在地上。他說：「謝謝，太謝謝你了。我不識字，但不知道為什麼我覺得這可能很重要。我希望它能幫得上你。」看著他把新鮮食物塞進包裡，孩子們的臉上充滿了快樂。"
"#EVENT_DESPERATE_06_FAIL_NAME","靠不住的監護人"
"#EVENT_DESPERATE_06_FAIL_DESC","男人一臉難以置信的看了一眼這本書說：「但是......我以為這會有點什麼用。我帶著它那麼久......完全沒有用？」你目送那群人離開，看見男人把書扔進泥坑裡，書濕透了，而書裡可能含有的知識也一定全毀了。"
"#EVENT_DESPERATE_06_GIVE_HELP","接受書本"
"#EVENT_DESPERATE_06_REFUSE_HELP","拒絕交易"
"#EVENT_EXPEDITION_01_NOTIFICATION_HEADER","天空中的奇怪亮光"
"#EVENT_EXPEDITION_01_NOTIFICATION_DESC","可能是危險，也可能是機會"
"#EVENT_EXPEDITION_01_NAME","混沌嘉年華"
"#EVENT_EXPEDITION_01_DESC","夜空中出現了奇怪的彩色亮光。亮光的來源顯而易見，可以派一支小隊去看看。問題是，居民應該武裝自己並做好最壞的打算，還是要輕裝上陣以便見機行事？"
"#EVENT_EXPEDITION_01_SECURITY","派一支小隊負責維安"
"#EVENT_EXPEDITION_01_INVESTIGATION","派一支小隊負責調查"
"#EVENT_EXPEDITION_01_IGNORE","忽略亮光"
"#EVENT_EXPEDITION_01_SECURITY_NAME","混沌嘉年華"
"#EVENT_EXPEDITION_01_SECURITY_DESC","你派出一支全副武裝的小隊。他們長途跋涉，穿過森林，發現了一個廢棄的小型遊樂園。正當他們專心拆解一座摩天輪上的<mark>部件</mark>時，小隊遭到了攻擊。一群土匪從廢墟中跳出來，但最終還是被小隊擊退，讓他們得以安全逃走。"
"#EVENT_EXPEDITION_01_INVESTIGATION_NAME","混沌嘉年華"
"#EVENT_EXPEDITION_01_INVESTIGATION_DESC","你派出一支只攜帶了輕裝備的小隊。他們長途跋涉，穿過森林，發現了一個廢棄的小型遊樂園，而且不知為何還在運轉。他們剛從摩天輪上收集完<mark>零件</mark>就遭到了攻擊。一群土匪從廢墟中跳出來，並打傷了一位居民。小隊們差點沒辦法全身而退。"
"#EVENT_EXPEDITION_01_IGNORE_NAME","混沌嘉年華"
"#EVENT_EXPEDITION_01_IGNORE_DESC","你認為那些亮光不值得調查。日子如往常一樣一天天過去，但有一天，大門那裡傳來了尖叫聲。一群穿著小丑裝扮的土匪前來襲擊了殖民地。在打鬥中，他們沒能搶走任何資源，但使幾位居民受了傷。在這之後，所有人都不禁思考這些奇裝異服的壞蛋到底是從哪裡出現的。"
"#EVENT_WITCH_01_NOTIFICATION_HEADER","一位老婦人突然出現在大門前"
"#EVENT_WITCH_01_NOTIFICATION_DESC","她是有什麼問題嗎？"
"#EVENT_WITCH_01_NAME","女巫的智慧"
"#EVENT_WITCH_01_DESC","傳聞這陣子有位因為輻射汙染而發瘋的老女人住在附近的森林裡。而她現在正站在大門後，卻沒有人看到她從哪裡來。\n\n這位老婦人咯咯笑著：「有興趣猜謎嗎？那就回答這個謎題吧：<mark>我出生時高，去世時矮，我是什麼？」</mark>"
"#EVENT_WITCH_01_TIME","時間"
"#EVENT_WITCH_01_DAY","一天"
"#EVENT_WITCH_01_CANDLE","蠟燭"
"#EVENT_WITCH_01_PRIDE","驕傲"
"#EVENT_WITCH_01_FAIL_NAME","女巫的智慧"
"#EVENT_WITCH_01_FAIL_DESC","老婦人搖搖頭，「不不不，可憐的孩子，根本不是這樣。」她轉過身，非常緩慢地朝森林走去。所有人都盯著這個奇怪的老婦人看了一會兒，然後才回到日常的工作中。片刻過後，她就已經消失無蹤。"
"#EVENT_WITCH_01_SUCCESS_NAME","女巫的智慧"
"#EVENT_WITCH_01_SUCCESS_DESC","老婦人咧開那沒什麼牙齒的嘴，她皺巴巴的臉上浮現出一個燦爛的笑容。「沒錯，答對了！」她把手伸進長袍，遞給你一個裝滿<mark>藥品</mark>的籃子，然後轉過身，步履蹣跚地朝森林走去。"
"#EVENT_WITCH_02_NOTIFICATION_HEADER","一位老婦人突然出現在大門前"
"#EVENT_WITCH_02_NOTIFICATION_DESC","她是有什麼問題嗎？"
"#EVENT_WITCH_02_NAME","女巫的智慧"
"#EVENT_WITCH_02_DESC","這陣子據說有位因為輻射廢棄物汙染而發瘋的老女人住在附近的森林裡。而她現在正站在大門後，沒有人有看到她的到來。\n\n這位老婦人咯咯笑著：「有興趣猜謎嗎？那就回答這個謎題吧：<mark>「窮人擁有它，富人需要它，吃了就會死。它是什麼？」</mark>"
"#EVENT_WITCH_02_HUMILITY","謙遜"
"#EVENT_WITCH_02_NOTHING","什麼都沒有"
"#EVENT_WITCH_02_MONEY","金錢"
"#EVENT_WITCH_02_SPACE","空間"
"#EVENT_WITCH_02_FAIL_NAME","女巫的智慧"
"#EVENT_WITCH_02_FAIL_DESC","老婦人搖搖頭，「不不不，可憐的孩子，根本不是這樣。」嘆了口氣轉過身，慢慢地朝森林走去。幾個居民回去工作的途中對她的精神狀況議論紛紛。"
"#EVENT_WITCH_02_SUCCESS_NAME","女巫的智慧"
"#EVENT_WITCH_02_SUCCESS_DESC","老婦人咧開那沒什麼牙齒的嘴，她皺巴巴的臉上浮現出一個燦爛的笑容。「沒錯，答對了！」她把手伸進長袍，遞給你一個裝滿<mark>藥品</mark>的籃子，然後轉過身，步履蹣跚地朝森林走去。"
"#EVENT_WITCH_03_NOTIFICATION_HEADER","一位老婦人突然出現在大門前"
"#EVENT_WITCH_03_NOTIFICATION_DESC","而且是真的憑空出現"
"#EVENT_WITCH_03_NAME","女巫的智慧"
"#EVENT_WITCH_03_DESC","傳聞這陣子有位因為輻射汙染而發瘋的老女人住在附近的森林裡。而她現在正站在大門後，卻沒有人看到她從哪裡來。\n\n這位老婦人咯咯笑著：「有興趣猜謎嗎？那就回答這個謎題吧：<mark>「我越大，你擁有的就越少。我是什麼？」</mark>"
"#EVENT_WITCH_03_ARROGANCE","傲慢"
"#EVENT_WITCH_03_SICKNESS","疾病"
"#EVENT_WITCH_03_LIE","謊言"
"#EVENT_WITCH_03_HOLE","洞穴"
"#EVENT_WITCH_03_FAIL_NAME","女巫的智慧"
"#EVENT_WITCH_03_FAIL_DESC","老婦人搖搖頭，「不不不，可憐的孩子，根本不是這樣。」她轉過身，非常緩慢地朝森林走去。所有人都盯著這個奇怪的老婦人看了一會兒，然後才回到日常的工作中。片刻過後，她就已經消失無蹤。"
"#EVENT_WITCH_03_SUCCESS_NAME","女巫的智慧"
"#EVENT_WITCH_03_SUCCESS_DESC","老婦人咧開那沒什麼牙齒的嘴，她皺巴巴的臉上浮現出一個燦爛的笑容。「沒錯，答對了！」她把手伸進長袍，遞給你一個裝滿<mark>藥品</mark>的籃子，然後轉過身，步履蹣跚地朝森林走去。"
"#EVENT_WITCH_05_NOTIFICATION_HEADER","有訪客前來"
"#EVENT_WITCH_05_NOTIFICATION_DESC","她來得很突然"
"#EVENT_WITCH_05_NAME","女巫的智慧"
"#EVENT_WITCH_05_DESC","雖然傳聞有一位發瘋的老女人住在附近的森林裡，但她出現在大門前還是很令人驚訝。\n\n這位老婦人咧開那沒什麼牙齒的嘴咯咯笑著：「有興趣猜謎嗎？那就回答這個謎題吧：<mark>「我滋養萬物，且我大過一切事物，但我每天都會消失。我是什麼？」</mark>"
"#EVENT_WITCH_05_ANSWER1","雨水"
"#EVENT_WITCH_05_ANSWER2","狂風"
"#EVENT_WITCH_05_ANSWER3","烈日"
"#EVENT_WITCH_05_ANSWER4","憐憫"
"#EVENT_WITCH_05_FAIL_NAME","女巫的智慧"
"#EVENT_WITCH_05_FAIL_DESC","老婦人搖搖頭，「不不不，可憐的孩子，根本不是這樣。」她轉過身，非常緩慢地朝森林走去。所有人都盯著這個奇怪的老婦人看了一會兒，然後才回到日常的工作中。片刻過後，她就已經消失無蹤。"
"#EVENT_WITCH_05_SUCCESS_NAME","女巫的智慧"
"#EVENT_WITCH_05_SUCCESS_DESC","老婦人笑的更開心了：「對，就是這個！」說完便把手伸進長袍裡，遞給你一個裝滿<mark>藥丸</mark>的籃子。你伸手接過了籃子，可她什麼話都沒說，隨即轉身朝森林走去。"
"#EVENT_WITCH_06_NOTIFICATION_HEADER","一位老婦人站在大門口"
"#EVENT_WITCH_06_NOTIFICATION_DESC","她來自什麼地方？"
"#EVENT_WITCH_06_NAME","女巫的智慧"
"#EVENT_WITCH_06_DESC","沒有任何預兆，一位滿臉皺紋的老婦人就出現在大門前。沒有人看到她是怎麼來的，但有人說她可能就是傳聞中住在樹林裡的古怪老女人。\n\n老婦人開始喀喀地笑：「有興趣猜謎嗎？回答這個謎題：<mark>「我不請自來，沒有人看到我。當我提早前來時，死神與我如影隨形。我是什麼？」</mark>"
"#EVENT_WITCH_06_ANSWER1","霜"
"#EVENT_WITCH_06_ANSWER2","毒藥"
"#EVENT_WITCH_06_ANSWER3","噩運"
"#EVENT_WITCH_06_ANSWER4","一條蛇"
"#EVENT_WITCH_06_FAIL_NAME","女巫的智慧"
"#EVENT_WITCH_06_FAIL_DESC","老婦人搖搖頭，「不不不，可憐的孩子，根本不是那樣。」她轉過身，一瘸一拐地朝森林走去。居民回到了自己的工作當中。一些居民好奇地回頭看了看老婦人，可她早已消失得無影無蹤。"
"#EVENT_WITCH_06_SUCCESS_NAME","女巫的智慧"
"#EVENT_WITCH_06_SUCCESS_DESC","老婦人咧開那沒什麼牙齒的嘴，蒼老的臉上露出燦爛的笑容。「對，就是這個！」說完便把手伸進長袍裡，遞給你一個裝滿<mark>藥丸</mark>的籃子。然後她轉過身子，步履蹣跚地朝森林走去。"
"#EVENT_WITCH_07_NOTIFICATION_HEADER","一位陌生的老人出現了"
"#EVENT_WITCH_07_NOTIFICATION_DESC","真是奇怪"
"#EVENT_WITCH_07_NAME","女巫的智慧"
"#EVENT_WITCH_07_DESC","傳聞有位因為輻射汙染而發瘋的老女人住在附近的森林裡。對於這個人是否存在的質疑，在她突然出現在大門前時煙消雲散。\n\n老婦人開始喀喀喀地笑：「有興趣猜謎嗎？那就回答這個謎題吧：<mark>「我家住地底，可下雨時我又會重回地表。我是什麼？」</mark>"
"#EVENT_WITCH_07_ANSWER1","鼴鼠"
"#EVENT_WITCH_07_ANSWER2","花朵"
"#EVENT_WITCH_07_ANSWER3","蚯蚓"
"#EVENT_WITCH_07_ANSWER4","岩石"
"#EVENT_WITCH_07_FAIL_NAME","女巫的智慧"
"#EVENT_WITCH_07_FAIL_DESC","老婦人搖搖頭，「不不不，可憐的孩子，根本不是這樣。」她轉過身，駝著背慢悠悠地朝森林走去。有些居民擔心她是否能活下去，但大部分的人都認為這位老婦人沒有看起來的那麼簡單。"
"#EVENT_WITCH_07_SUCCESS_NAME","女巫的智慧"
"#EVENT_WITCH_07_SUCCESS_DESC","老婦人咧開沒牙的嘴，滿是皺紋的臉上露出燦爛的笑容。「對，就是這個！」說完便把手伸進長袍裡，遞給你一個裝滿<mark>藥丸</mark>的籃子。然後她轉過身子，慢慢地朝森林走去。"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_HEADER","居民找到什麼東西"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","他們不確定這是什麼"
"#EVENT_RADIATION_BOX_01_NAME","地下珍寶"
"#EVENT_RADIATION_BOX_01_DESC","居民們在殖民地附近的地底發現了一個結實的大箱子。他們不確定它是由什麼做成的，只能辨別出這是某種很沉重的黑色軟質金屬。"
"#EVENT_RADIATION_BOX_01_OPEN","打開箱子"
"#EVENT_RADIATION_BOX_01_IGNORE","放過那頭熊"
"#EVENT_RADIATION_BOX_01_COLONISTS","向居民徵求意見"
"#EVENT_RADIATION_BOX_01_OPEN_NAME","地下珍寶"
"#EVENT_RADIATION_BOX_01_OPEN_DESC","居民用鏟子狠狠地敲了幾下箱子，箱子上方裂開，露出了裡面的科學手冊和圖表。居民們馬上抱頭跪倒在地。這些資料是因為含有輻射才會被如此小心翼翼地保護起來。"
"#EVENT_RADIATION_BOX_01_IGNORE_NAME","地下珍寶"
"#EVENT_RADIATION_BOX_01_IGNORE_DESC","箱子埋在這裡一定是有原因的，你不想摻和任何你搞不懂的事情。居民把這個不吉利的箱子埋回了土裡，視線所及處再也見不到箱子的蹤影，對此他們感到十分高興。"
"#EVENT_RADIATION_BOX_01_COLONISTS_NAME","地下珍寶"
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","一位居民認出箱子是由鉛製成的，所以裡面裝的東西肯定有輻射。"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL","小心打開箱子"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_NAME","地下珍寶"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","居民們做好了必要的保護措施，或是與之最為接近的準備工作，然後打開了箱子。箱子的各種藍圖和設計一定有些價值，但也顯然的含有汙染物質。幸好居民們有做好安全準備。"
"#EVENT_BEAST_01_NOTIFICATION_HEADER","一隻野獸正在悄悄靠近大門"
"#EVENT_BEAST_01_NOTIFICATION_DESC","這不容忽視"
"#EVENT_BEAST_01_NAME","陌鹿相逢"
"#EVENT_BEAST_01_DESC","一頭巨大、頭上又長角的野獸正在大門附近徘徊。牠看起來十分的飢餓，並在尋找大意的居民來飽餐一頓。解決這個問題最快的方法就是獵捕牠，但也可以嘗試用誘餌來引牠進入陷阱。"
"#EVENT_BEAST_01_SHOOT","射殺這頭鹿"
"#EVENT_BEAST_01_TRAP","先誘捕這頭鹿"
"#EVENT_BEAST_01_SHOOT_NAME","陌鹿相逢"
"#EVENT_BEAST_01_SHOOT_DESC","居民們決定射殺這頭野獸。人們帶了幾把粗糙的獵弓到大門這裡。箭擊中野獸的軀幹，但牠卻沒有倒下。牠發出了一陣咆哮並開始用頭上的角猛烈撞擊大門。居民們一箭又一箭的射向野獸。最後牠終於倒下，一動也不動。居民們收割了牠身上可食用的部位，但大部份都已經被一支支的箭毀損。"
"#EVENT_BEAST_01_TRAP_SUCCESS_NAME","陌鹿相逢"
"#EVENT_BEAST_01_TRAP_SUCCESS_DESC","幾位緊張的居民帶著一張大網子和一些武器走出大門。野獸衝向他們，不過居民們也成功用網子網住野獸。野獸伴隨著巨響被絆倒在地。居民狠狠揮下斧頭，乾淨俐落地嵌進野獸的頭顱，結束了這場狩獵。雖然牠的肉品質並不好，但至少沒有被箭或子彈破壞。"
"#EVENT_BEAST_01_TRAP_FAIL_NAME","陌鹿相逢"
"#EVENT_BEAST_01_TRAP_FAIL_DESC","幾位緊張的居民帶著一張大網子和一些武器走出大門。野獸衝向他們，朝牠扔過去的網子立刻就被甩開了。一位居民被正面撞飛，倒在地上血流不止。其他的居民設法取回了網子，終於撂倒了這頭怪物。居民們的斧頭朝野獸揮下，最後終於砍下了野獸的頭。剩下的整個軀幹都可以用來收割成肉。"
"#EVENT_POISON_01_NOTIFICATION_HEADER","一位居民中毒了"
"#EVENT_POISON_01_NOTIFICATION_DESC","可能值得為他的性命冒個險"
"#EVENT_POISON_01_NAME","疾病的來源"
"#EVENT_POISON_01_DESC","一名神志不清的居民被抬進營地。似乎有什麼東西害他中了毒，但現在的他無法表達。如果殖民地願意的話，可以冒險嘗試一種實驗性的深入療法，或許能快速讓他回復到可以說明來由的程度。"
"#EVENT_POISON_01_RISKY","冒這個風險"
"#EVENT_POISON_01_CONSERVATIVE","慢慢來，穩紮穩打"
"#EVENT_POISON_01_RISKY_SUCCESS_NAME","疾病的來源"
"#EVENT_POISON_01_RISKY_SUCCESS_DESC","這名男子被抬去醫療帳篷接受治療，幾個小時過去，在醫護人員的努力之下，這艱難的療程相當成功，男子也恢復了神智。根據他的指引，居民們在樹林裡發現了一隻長相怪異的囓齒動物。這是第一次有人在殖民地裡發現像這樣的生物，看來這次的冒險十分值得。"
"#EVENT_POISON_01_RISKY_FAIL_NAME","疾病的來源"
"#EVENT_POISON_01_RISKY_FAIL_DESC","這些資訊也許值得賭一把，這名男子被抬去接受治療，但時間一分一秒過去，他的狀況卻沒有絲毫改善。治療時間不得不延長，儘管毒性漸漸消散，傷口卻依然受到感染。當這名男子終於醒來，告訴大家他是被一隻奇怪的囓齒動物咬傷時，那隻害獸早已不知去向。"
"#EVENT_POISON_01_CONSERVATIVE_NAME","疾病的來源"
"#EVENT_POISON_01_CONSERVATIVE_DESC","用人命做賭注顯然不划算。這名男子被抬去接受治療，在精心的護理下恢復了健康。當他醒來時已經想不起發生了什麼事。雖然事故的原因仍是個謎，但至少他現在沒事了。"
"#EVENT_FEAST_01_NOTIFICATION_HEADER","居民們正在聚集"
"#EVENT_FEAST_01_NOTIFICATION_DESC","他們有個點子"
"#EVENT_FEAST_01_NAME","一場盛宴！"
"#EVENT_FEAST_01_DESC","一部份的居民們想到了一個點子。每個人的生活都很艱難，所以他們想舉辦收穫祭，鼓舞大家的士氣。生活中已經有太多令人不快的事情。但舉辦宴會需要消耗大量食物儲備。"
"#FEAST_CORN","一場小型宴會"
"#FEAST_FISH","一場中型宴會"
"#FEAST_MEAT","一場大型宴會"
"#FEAST_NONE","無法撥出任何食物"
"#EVENT_FEAST_RESULT_NAME","一場盛宴！"
"#EVENT_FEAST_RESULT_DESC","人們得知消息後興奮不已，各個磨拳擦掌。臨時搭建的餐桌擺滿食物，大家圍坐在周圍。雖然不是什麼滿漢全席，但這場宴會比想像中的更加振奮人心。"
"#EVENT_FEAST_RESULT_DECLINE_NAME","一場盛宴！"
"#EVENT_FEAST_RESULT_DELINE_DESC","雖然大家都很想舉辦這場宴會，但以殖民地現在艱困的狀況來說，真的無法撥出多餘的食糧。居民們你來我往的爭論了一陣子之後還是決定不舉辦宴會，但很明顯的，所有人臉上都充滿了失望。"
"#EVENT_FEAST_03_NOTIFICATION_HEADER","是時候慶祝一下了？"
"#EVENT_FEAST_03_NOTIFICATION_DESC","居民打算準備一場宴會"
"#EVENT_FEAST_03_NAME","慶祝式的發洩"
"#EVENT_FEAST_03_DESC","有人提議應該為居民舉辦一個盛大又華麗的宴會。雖然能大大的提升大家的士氣，但是這樣的盛宴肯定會消耗不少食物。"
"#EVENT_FEAST_03_REFUSE","拒絕"
"#EVENT_FEAST_03_ALLOW","允許"
"#EVENT_FEAST_03_REFUSE_NAME","慶祝式的發洩"
"#EVENT_FEAST_03_REFUSE_DESC","現在真的沒有多餘的資源，所以近期應該是沒辦法舉辦任何宴會。大家達成了共識，而居民們也因此心情低落，這樣的氛圍後來持續了好一陣子。"
"#EVENT_FEAST_03_ALLOW_NAME","慶祝式的發洩"
"#EVENT_FEAST_03_ALLOW_DESC","殖民地裡擺滿了桌子，菜都已經上齊，飲料也倒滿了。隨著慶典的進行，人們很快就將疲憊拋在腦後。突然一聲巨響傳遍整個慶典，有個男子掀翻了幾張桌子。周圍的人十分震驚，有的甚至快哭了。「你們都怎麼了？！有什麼值得慶祝的嗎？！我們都要死了！已經沒有希望了，完全沒有！」男子怒氣沖沖地說到。"
"#EVENT_FEAST_03_SUBDUE","武力制伏"
"#EVENT_FEAST_03_SYMPATHY","表示同情"
"#EVENT_FEAST_03_SUBDUE_NAME","慶祝式的發洩"
"#EVENT_FEAST_03_SUBDUE_DESC","男子周圍的人們被這齣鬧劇所激怒，粗暴的將他推倒在地。男子被制伏住，但被拖走時嘴裡還喊著：「蠢貨！我們都會死！別再欺騙自己了，這一切越快結束越好！」隨著男子被帶走，叫罵聲也隨之消失，雖然大家試著讓慶典繼續進行，但很快就發現冰冷的氣氛已經讓大家沒有心情繼續下去。"
"#EVENT_FEAST_03_SYMPATHY_NAME","慶祝式的發洩"
"#EVENT_FEAST_03_SYMPATHY_DESC","幾位居民靠近這名男子，並告訴他說他們能理解他的感受，也對他的遭遇感到遺憾。居民們安慰他事情會漸入佳境，殖民地也一定會存活下去。很快他就被前來安慰他的居民圍住。男子崩潰大哭「對不起......我不是有意破壞大家的慶典，但我真的好難過。」男子哽咽道。儘管發生了一段小插曲，慶典還是繼續進行，氣氛甚至比之前還要好。"
"#EVENT_LOOTING_01_NOTIFICATION_HEADER","居民很好奇"
"#EVENT_LOOTING_01_NOTIFICATION_DESC","他們看到一些有趣的東西"
"#EVENT_LOOTING_01_NAME","搜尋物資"
"#EVENT_LOOTING_01_DESC","幾位居民看到深深的裂口下面有一輛車。雖然車裡可能還有一些有用的東西，但沒有合適的裝備就貿然爬下去顯然是相當危險。雖說如此，他們仍覺得值得一試。"
"#LOOTING_GO","讓他們試試"
"#LOOTING_STAY","拒絕，這不值得他們去冒險"
"#EVENT_LOOTING_01_LOOT_NAME","搜尋物資"
"#EVENT_LOOTING_01_LOOT_DESC","小隊幫助一位居民垂降下去。下面確實有一輛越野車卡在裂縫中，但空間太過狹小。落下的碎石在車身上發出令人不安的聲響，鏽跡斑斑的車門也已卡死。經過一連串的咕噥和咒駡後，一批物資才被拖回地面。"
"#EVENT_LOOTING_01_INJURY_NAME","搜尋物資"
"#EVENT_LOOTING_01_INJURY_DESC","一名隊員垂降入裂縫。一輛越野車卡在岩石中，搖搖欲墜。但隊員認為很安全，堅持繼續行動。隊員猛力拉開車門，一塊岩石崩落，整輛車歪斜著掉了下去，落下時還撞到了隊員，讓他受了重傷。物資一去不復返，但至少沒人喪命。"
"#EVENT_LOOTING_01_BOTH_NAME","搜尋物資"
"#EVENT_LOOTING_01_BOTH_DESC","一輛越野車卡在岩壁上，看起來岌岌可危。一位隊員降下去，後座上有東西引起了她的注意。她快速的拉起後座上的包裹，但不小心踢到了側門，導致越野車墜落。隊員被安全拉回地面，手裡拿著豐厚的戰利品。"
"#EVENT_LOOTING_01_STAY_NAME","搜尋物資"
"#EVENT_LOOTING_01_STAY_DESC","有太多未知因素了。在沒有適當的裝備下風險太高，而且車裡可能什麼東西都沒有。雖然很清楚這些事實，但居民們還是感到有點失望。"
"#EVENT_BRAWL_02_NOTIFICATION_HEADER","一對夫婦正在吵架"
"#EVENT_BRAWL_02_NOTIFICATION_DESC","他們的爭吵聲很大"
"#EVENT_BRAWL_02_NAME","兒童人權"
"#EVENT_BRAWL_02_DESC","殖民地中發起了一陣騷動。一對夫婦正在討論該如何養育自己的子女。母親認為孩子們有責任分擔家務工作，但父親認為應該讓他們整天玩耍。"
"#BRAWL_02_MOTHER","支持母親這一方"
"#BRAWL_02_FATHER","支持父親的一方"
"#BRAWL_02_EDUCATE","計畫讓小孩受教育"
"#BRAWL_02_IGNORE","無視兩人意見的分歧"
"#EVENT_BRAWL_02_RESULT_MOTHER_DESC","在兩人周圍的幾位居民告訴他們，在這裡的每一位居民都要為殖民地貢獻心力，包含兒童。雖然是個不幸的事實，但殖民地需要每一個可以工作的人手。"
"#EVENT_BRAWL_02_RESULT_FATHER_DESC","幾個人插了話並告訴兩人，雖然生活艱難，也應該讓孩子擁有快樂的童年，這樣他們才能成長為一名心理平衡且快樂的居民。"
"#EVENT_BRAWL_02_RESULT_EDUCATE_DESC","雖然居民們同意就算是小孩也應該出一份力，但以長期來說，最好的方法還是探討如何教育孩子們。人們開始討論該如何建立一座學校，畢竟每個人都希望孩子們學習如何成為能夠對殖民地有貢獻的人。"
"#EVENT_BRAWL_02_RESULT_IGNORE_DESC","幾位居民交換了尷尬的眼神，但其實大家都認為這是這對夫妻之間的私事。如何養育子女的問題應該由父母來決定。"
"#EVENT_BRAWL_03_NOTIFICATION_HEADER","兩名拾荒者在爭吵"
"#EVENT_BRAWL_03_NOTIFICATION_DESC","似乎是關於信仰問題"
"#EVENT_BRAWL_03_NAME","宗教議題"
"#EVENT_BRAWL_03_DESC","你發現有兩位拾荒者在爭吵。其中一位出於宗教原因，決定開始齋戒；但另一位認為，這樣做對別人不公平。他聲稱那位宗教信徒變得緩慢又遲鈍，落後於自己的工作進度。"
"#BRAWL_03_ACCUSER","贊同指責的一方"
"#BRAWL_03_RELIGION","贊同宗教信徒"
"#BRAWL_03_WORK","讓宗教信徒之後做更多工作"
"#BRAWL_03_IGNORE","無視兩人意見的分歧"
"#EVENT_BRAWL_03_RESULT_ACCUSER_DESC","雖然他的觀點很重要，但殖民地的利益高於一切。他有信仰宗教的權力，但如果這影響了工作效率，將視同其他違規行為。"
"#EVENT_BRAWL_03_RESULT_RELIGION_DESC","雖然看起來可能不太公平，但是殖民地中的所有人都應有權按照自己的喜好貫徹自己的宗教信仰。在能提升他們士氣的考量下從長期來看，這將顯著提升每個人的生產力。"
"#EVENT_BRAWL_03_RESULT_WORK_DESC","為了要找到一個平衡點，其他居民們允許那個虔誠的信徒繼續齋戒。但是如果工作進度有落後，他必須在齋戒結束後加班來彌補。"
"#EVENT_BRAWL_03_RESULT_IGNORE_DESC","不願就信仰問題做出任何決斷，殖民地中沒人想插手這次的紛爭。了解到這個問題的複雜程度後，其他居民們各自默默地回到自己的工作崗位上。"
"#EVENT_LASTHOPE_01_NOTIFICATION_HEADER","大門外集結了一小群人"
"#EVENT_LASTHOPE_01_NOTIFICATION_DESC","他們似乎經歷了不少事情"
"#EVENT_LASTHOPE_01_NAME","我們最後的希望"
"#EVENT_LASTHOPE_01_DESC","一群衣衫襤褸的人拖著沉重的步伐走向<mark>大門</mark>。他們的衣服又破又髒，而且還有乾掉的血跡。其中一人懇求道：「我們遭到土匪襲擊，整個車隊被砸得稀巴爛。我們已經無處可去了，你們能幫幫我們嗎？我們願意給你們任何東西，請施捨一些<mark>藥品</mark>或庇護。」"
"#LASTHOPE_IN","讓他們進入殖民地並叫來醫生"
"#LASTHOPE_AID","給他們一些藥品並祝他們好運"
"#LASTHOPE_OUT","拒絕請求"
"#EVENT_LASTHOPE_01_IN_NAME","我們最後的希望"
"#EVENT_LASTHOPE_01_IN_DESC","居民們的慷慨讓他們大吃一驚。除了感謝以外，他們無話可說。建議傷者盡速送醫。"
"#EVENT_LASTHOPE_01_AID_NAME","我們最後的希望"
"#EVENT_LASTHOPE_01_AID_DESC","「你太善良了，謝謝你！」領隊表示，並獻上他們所剩無幾的物資。他們的物資微不足道，完全不及<mark>藥品</mark>寶貴的價值。"
"#EVENT_LASTHOPE_01_OUT_NAME","我們最後的希望"
"#EVENT_LASTHOPE_01_OUT_DESC","「但、但是，你是我們最後的希望啊！我們在野外無法生存，現在絕對不可能！」領隊憤怒地吶喊。「希望以後你遇到麻煩時，能夠遇到比你自己還要善良的人幫助你！」"
"#EVENT_WANDERER_01_NOTIFICATION_HEADER","有人在大門前"
"#EVENT_WANDERER_01_NOTIFICATION_DESC","一個頭戴兜帽的人想跟你談談"
"#EVENT_WANDERER_01_NAME","孤獨的流浪者"
"#EVENT_WANDERER_01_DESC","一個身著破舊大衣的人接近了大門，頭戴兜帽遮住了臉。他對自己的出身和動機都守口如瓶，但表示他想加入殖民地並提供鮮少有人擁有的知識來幫助大家。他說話時總是不時地回頭張望，看起來一直很緊張。"
"#WANDERER_IN","打開大門，讓流浪者進來"
"#WANDERER_OUT","讓流浪者離開，關閉大門。"
"#EVENT_WANDERER_01_STEAL_NAME","孤獨的流浪者"
"#EVENT_WANDERER_01_STEAL_DESC","大門打開後，流浪者就神情緊張的走進了殖民地。但他一看到第一座倉庫時便馬上衝了進去，並抓了他能找到的任何食物。在人們搞清楚發生了什麼事之前，流浪者就從還在緩緩關上的大門縫隙中鑽了出去。守衛們目瞪口呆的看了他一陣子。在有人意識到要拿槍瞄準他之前，這個人早已消失在荒野中。"
"#EVENT_WANDERER_01_JOIN_NAME","孤獨的流浪者"
"#EVENT_WANDERER_01_JOIN_DESC","「等等，真的嗎？你真的要讓我進去？從沒有人這樣做過，你應該要更小心防範外人的。」雖然嘴巴上是這樣說，但孤獨的流浪者還是被你的好客打動。他在殖民地中逛了一陣子後下定決心加入殖民地的團隊。"
"#EVENT_WANDERER_01_OUT_NAME","孤獨的流浪者"
"#EVENT_WANDERER_01_OUT_DESC","眼看大門關閉，流浪者說：「聽著，我只是想跟你們要點吃的果腹而已好嗎！」他轉身朝荒野走去，一路憤怒地踢著地上的石子。"
"#EVENT_BLACKMAIL_01_NAME","勒索"
"#EVENT_BLACKMAIL_01_DESC","一群土匪靠近大門，後面還拖著一個人。領頭的拿槍指著俘虜的腦袋喊道：「你們的人在我們營地旁邊搗亂，被我抓到了！想讓他活著回去，就拿你們的補給品來換」。那個俘虜絕對不是你們殖民地的人，但你知道他的性命就要不保了。"
"#EVENT_BLACKMAIL_01_NOTIFICATION_HEADER","一群土匪接近了大門"
"#EVENT_BLACKMAIL_01_NOTIFICATION_DESC","而且他們還拖著一個人"
"#PAY_BANDITS","答應土匪的要求"
"#DECLINE_BANDITS","拒絕土匪的要求"
"#EVENT_BLACKMAIL_01_SUCCESS_NAME","勒索"
"#EVENT_BLACKMAIL_01_SUCCESS_DESC","居民們不情願地答應了土匪的要求。土匪帶著贖金，一路有說有笑的離開。俘虜被釋放後便發誓效忠於這個殖民地，承諾努力工作以報答救命之恩。"
"#EVENT_BLACKMAIL_01_FAIL_NAME","勒索"
"#EVENT_BLACKMAIL_01_FAIL_DESC","「你殖民地裡的那堆垃圾有比活人還重要嗎？真是冷血，我佩服你們。」土匪頭子一邊笑著一邊帶著手下消失在荒原中，後面拖著那名俘虜。不一會兒，傳來了一聲槍響，不斷的迴盪在遠方。"
"#EVENT_JAMMED_01_NOTIFICATION_HEADER","尖銳刺耳的聲音在殖民地中迴響"
"#EVENT_JAMMED_01_NOTIFICATION_DESC","一定是出了非常非常大的差錯"
"#EVENT_JAMMED_01_NAME","緊緊卡死"
"#EVENT_JAMMED_01_DESC","有一台挖掘機出了問題。機器已經完全停止運作，偶爾會發出刺耳的聲音或抽動。在進一步檢查之後，發現有些碎片卡在齒輪之間。其中一位居民提議由他把那些碎片拔出來，避免機器進一步損壞。"
"#EVENT_JAMMED_01_ALLOW","讓她把碎片拔出來"
"#EVENT_JAMMED_01_DENY","用安全的方法完成"
"#EVENT_JAMMED_01_ALLOW_NAME","緊緊卡死"
"#EVENT_JAMMED_01_ALLOW_DESC","那位居民毫不猶豫地把腳固定在挖掘機上，把手伸進機器裡往外拉。挖掘機發出刺耳的聲音，但突然有什麼東西彈了出來，居民迅速抽回手。她的手安然無恙，緊緊抓著一塊彎曲的金屬。儘管挖掘機仍然需要維修，但這一冒險的舉動成功的把損害降到了最低。"
"#EVENT_JAMMED_01_DENY_NAME","緊緊卡死"
"#EVENT_JAMMED_01_DENY_DESC","一想到有人的手在機器裡被壓碎的畫面，大家就渾身起雞皮疙瘩。大家駁回那位居民的提議，並決定關掉挖掘機後把它拆開，再取出碎片。挖掘機會需要進行一次大整修，但至少沒有人的手被壓成肉泥。"
"#EVENT_NEGOTIATION_03_NOTIFICATION_HEADER","你的鋸木廠突然停止了生產"
"#EVENT_NEGOTIATION_03_NOTIFICATION_DESC","需要進行一些激烈談判"
"#EVENT_NEGOTIATION_03_NAME","藍領階級的權益"
"#EVENT_NEGOTIATION_03_DESC","有一個男人將自己綁在<mark>鋸木廠</mark>的機器旁邊。他手裡舉著一把巨大的鏟子，正好位於運轉著的機器可觸及的範圍之外，隨時準備將它塞進去。他吼道：「我受夠整天工作但一無所獲的日子了！我的工作理應獲得報酬，就像過去一樣！」"
"#EVENT_NEGOTIATION_03_PAY","付錢給他"
"#EVENT_NEGOTIATION_03_ATTACK","設法把他拉走"
"#EVENT_NEGOTIATION_03_DECLINE","拒絕付錢"
"#EVENT_NEGOTIATION_03_PAY_NAME","藍領階級的權益"
"#EVENT_NEGOTIATION_03_PAY_DESC","居民們不情願地按照男人要求的金額把錢給了他，並認為維持鋸木廠的運轉比一些銀幣重要得多。他收下了，看起來有些驚訝，不太相信自己的要求竟然真的得到了滿足。鋸木廠恢復正常工作，但你不確定從長遠來看，讓步是否是個正確的選擇。"
"#EVENT_NEGOTIATION_03_ATTACK_SUCCESS_NAME","藍領階級的權益"
"#EVENT_NEGOTIATION_03_ATTACK_SUCCESS_DESC","幾位居民們稍微策劃了一下。一個人繼續和他交涉，其他人則包圍了鋸木廠並從他身後慢慢接近。男人還沒意識到發生什麼事，就被抓住拉走，遠離了機器。他懇求道：「夠了、夠了，好吧，我會工作，我只是受夠了，只是這樣而已！」"
"#EVENT_NEGOTIATION_03_EXTRA_WORK","懲罰男人做額外工作"
"#EVENT_NEGOTIATION_03_FORGIVE","放他一馬"
"#EVENT_NEGOTIATION_03_EXTRA_WORK_NAME","藍領階級的權益"
"#EVENT_NEGOTIATION_03_EXTRA_WORK_DESC","居民們告訴那個男人說，為了懲罰他的行為，他將必須要做額外的工作。男人惡狠狠地瞪了大家一眼，顯然很不高興，但殖民地中的人們都同意這種作法。"
"#EVENT_NEGOTIATION_03_FORGIVE_NAME","藍領階級的權益"
"#EVENT_NEGOTIATION_03_FORGIVE_DESC","這個男人並沒有受到懲罰，但被警告說下次就沒這麼走運了。每個人都在努力的求生，但同時仍然需要為他人考慮。男人看起來鬆了一口氣，但也真誠地感到懊悔。"
"#EVENT_NEGOTIATION_03_ATTACK_FAIL_NAME","藍領階級的權益"
"#EVENT_NEGOTIATION_03_ATTACK_FAIL_DESC","幾位居民們稍微策劃了一下。一個人繼續和他交涉，其他人則包圍了鋸木廠並從他身後慢慢接近。他們還沒能成功接近就被男人發現了，他把鏟子扔進機器，機器卡住了，還發出可怕的怪聲。男人被抓住時喊道：「看看你們逼我做了什麼！」"
"#EVENT_NEGOTIATION_03_DECLINE_NAME","藍領階級的權益"
"#EVENT_NEGOTIATION_03_DECLINE_DESC","居民們告訴男人說他們不會屈服於敲詐，每個人都在努力工作，並獲得殖民地所能提供的一切。聽了大家的話，他把鏟子抓在手裡，但並沒有把它塞進機器，而是疲憊地歎了一口氣後，就把它放在一邊。「我只是太累了，僅此而已。」男人說完後便離開了。"
"#EVENT_NEIGHBORS_01_NOTIFICATION_HEADER","兩位鄰居正在為某件事情爭吵"
"#EVENT_NEIGHBORS_01_NOTIFICATION_DESC","看來這並不是什麼新鮮事"
"#EVENT_NEIGHBORS_01_NAME","共同資金"
"#EVENT_NEIGHBORS_01_DESC","兩位居民正在為一個生鏽的金屬盒爭論不休，金屬盒放在二人之間的地面上。兩人都聲稱盒子裡的硬幣是自己的。男人找到了盒子而女人打開了鎖。盒子裡有大量硬幣，足夠在有需要的時候幫到整個殖民地。"
"#EVENT_NEIGHBORS_01_MAN","與男人談話"
"#EVENT_NEIGHBORS_01_WOMAN","與女人談話"
"#EVENT_NEIGHBORS_01_JUDGEMENT","作出判斷"
"#EVENT_NEIGHBORS_01_JUDGEMENT_NAME","共同資金"
"#EVENT_NEIGHBORS_01_JUDGEMENT_DESC","現在該怎麼做呢？"
"#EVENT_NEIGHBORS_01_MAN_NAME","共同資金"
"#EVENT_NEIGHBORS_01_MAN_DESC","有人向男人詢問他是怎樣找到盒子的，他解釋說：「我們本來是在周邊搜尋能吃的動植物。在穿過一片灌木叢時，我注意到有個地方異常乾淨，沒長任何植物，挖了一會兒後我發現那裡埋著一個箱子。如果不是因為我，我們根本不會擁有這些硬幣，所以我覺得我理應得到80%的硬幣。」"
"#EVENT_NEIGHBORS_01_WOMAN_NAME","共同資金"
"#EVENT_NEIGHBORS_01_WOMAN_DESC","其他人向女人詢問她是怎樣設法打開盒子的，她說：「唉，他一直又砸又敲，但是看起來絲毫沒有進展，但我倒是很會用工具。一開始需要一些耐心和專注力，但等到熟悉它的原理之後，我就成功打開了鎖。如果沒有我，我們擁有的不過是一個生鏽的盒子，所以我覺得我理應得到40%的硬幣。」"
"#EVENT_NEIGHBORS_01_8020","贊同男人"
"#EVENT_NEIGHBORS_01_4060","贊同女人"
"#EVENT_NEIGHBORS_01_TAX33","將三分之一的硬幣充公，剩下的平分"
"#EVENT_NEIGHBORS_01_TAX100","將所有硬幣充公"
"#EVENT_NEIGHBORS_01_8020_NAME","共同資金"
"#EVENT_NEIGHBORS_01_8020_DESC","如果沒有男人，就沒有硬幣可以分享，所以居民們同意讓他保留80%的硬幣。可以理解女人的沮喪，但她也只能拿走屬於她的部份，目前問題似乎已得到解決。"
"#EVENT_NEIGHBORS_01_4060_NAME","共同資金"
"#EVENT_NEIGHBORS_01_4060_DESC","如果沒有女人的幫助，硬幣還是會被鎖在箱子裡，所以大家同意讓她保留40%的硬幣。可以理解男人的沮喪，但他也只能拿走屬於他的部份，目前問題似乎已得到解決。"
"#EVENT_NEIGHBORS_01_TAX33_NAME","共同資金"
"#EVENT_NEIGHBORS_01_TAX33_DESC","一名較有外交手腕的居民提議拿出三分之一的硬幣歸殖民地所有，剩下的平均分成兩份。兩位鄰居雖然對這項決定頗有微詞，但就結果來說，所有人都認為這是個可行的方案。"
"#EVENT_NEIGHBORS_01_TAX100_NAME","共同資金"
"#EVENT_NEIGHBORS_01_TAX100_DESC","其中一位較衝動的居民一把抓了硬幣並大聲宣告說這筆錢應該被徵收並用在有利於大眾的地方。那位居民龐大的體格與他的名聲避免了居民們進一步的爭執。但雖然他是出於好意，他的行為還是令人覺得不悅。在接下來的一陣子，許多悄聲的抱怨充滿了殖民地，但至少大家還是達成了一項協議。"
"#EVENT_LAZY_01_NOTIFICATION_HEADER","工作開始累積了起來"
"#EVENT_LAZY_01_NOTIFICATION_DESC","某些人沒有履行自己的職責"
"#EVENT_LAZY_01_NAME","偷懶的方案"
"#EVENT_LAZY_01_DESC","這一天非常忙碌，但一位居民卻奇怪的停下手邊的工作。他仰面躺著，盯著開闊的天空發呆。被質問時，居民咧開那只剩一半牙齒的嘴，微笑並歎息：「發生這一切後，我們又得到一次好好生活的機會。你們為什麼不也一起把握當下呢？」"
"#EVENT_LAZY_01_SCOLD","叫他振作一點"
"#EVENT_LAZY_01_CHILL","加入他"
"#EVENT_LAZY_01_SCOLD_NAME","偷懶的方案"
"#EVENT_LAZY_01_SCOLD_DESC","大家命令這位居民像其他人一樣履行自己的職責。居民臉上帶著假笑，但還是站了起來開始工作。走之前告訴大家：「活著的意義就在於每一刻的小確幸，你有一天也會明白的。」其他人似乎很高興，因為又多了一個能幫忙的人。"
"#EVENT_LAZY_01_CHILL_NAME","偷懶的方案"
"#EVENT_LAZY_01_CHILL_DESC","幾位居民在意識到他們已經許久沒有好好享受過生活後便加入了他們。大家一邊漫不經心地討論著過去的生活方式，一邊看著雲朵飄過，周圍的一切都如此平靜。最後，那個人拿出了一個奇怪的木盒給予居民們並說：「把快樂帶回來吧。」與此同時，其他居民卻沒那麼高興，因為他們需要承擔更多工作。"
"#EVENT_RELIGION_01_NOTIFICATION_HEADER","居民找到了一些閃閃發光的東西"
"#EVENT_RELIGION_01_NOTIFICATION_DESC","這是上天傳來的旨意嗎？"
"#EVENT_RELIGION_01_NAME","前人的遺物"
"#EVENT_RELIGION_01_DESC","居民們在附近的森林裡發現了一些「非比尋常」的東西。一個美麗的聖物在陽光下閃著金色光芒。上面有兩顆像眼睛一樣閃閃發光的石頭，清澈到你甚至能看見自己的身影。居民們相信這是好運的象徵，希望為它舉行紀念儀式。"
"#EVENT_RELIGION_01_ALLOW","允許居民進行崇拜"
"#EVENT_RELIGION_01_FORBID","把雕像熔掉"
"#EVENT_RELIGION_01_CEREMONY_NAME","前人的遺物"
"#EVENT_RELIGION_01_CEREMONY_DESC","其他居民們不覺得接納這件聖物會造成什麼危害，因為這樣一來這裡的每個人都能得到來自上天的鼓勵。大家在殖民地邊境舉行了一場小型儀式，居民們拿出祭品，唱起了還記得的幾首歌。儘管這個地方很快就被野豬佔領，但居民們對未來更有希望了。"
"#EVENT_RELIGION_01_FIGHT_NAME","前人的遺物"
"#EVENT_RELIGION_01_FIGHT_DESC","大部分的居民們不覺得接納這件聖物會造成什麼危害，但並不是每個人都這麼認為。突然大家開始爭吵，因為並非所有人都願意在這種事情上浪費資源。認真工作收集資源跟材料就這樣用掉讓很多人無法接受。大家彼此揮舞著拳頭與互砸物品，中間還夾雜著痛苦的咒駡聲。在把人們互相拉開之後，聖物最後被熔掉作為了資源。"
"#EVENT_RELIGION_01_FORBID_NAME","前人的遺物"
"#EVENT_RELIGION_01_FORBID_DESC","殖民地中出現詭異的神像只會帶來危害，資源重要多了。但令大家驚訝的是，神像並沒有被融成金子，反而在空氣中彌漫著因燃燒油漆和塑膠而散發出的臭味。居民們一邊捏著鼻子咳嗽，一邊把神像的殘骸丟棄。"
"#EVENT_CHILD_02_NOTIFICATION_HEADER","一個孩子來到大門"
"#EVENT_CHILD_02_NOTIFICATION_DESC","她一個人在這裡幹什麼？"
"#EVENT_CHILD_02_NAME","孤單的兒童"
"#EVENT_CHILD_02_DESC","一名孤單的小孩步履艱難，慢慢地來到大門前。她神色慌張，時而抬頭看著大門，時而扭頭看向自己身後。「你們看到我媽媽了嗎？她一直都沒回來，我也開始覺得好餓......」"
"#EVENT_CHILD_02_REJECT","請她離開"
"#EVENT_CHILD_02_WELCOME","收留這個孩子"
"#EVENT_CHILD_02_REJECT_NAME","孤單的兒童"
"#EVENT_CHILD_02_REJECT_DESC","居民們告訴孩子說沒有見過她的媽媽，但也許她應該去其他村莊問問。她聽到以後立即換了一副面孔，皺著眉頭，向著大門吐起了口水。「隨便你啦，笨蛋！」，她一邊跑開一邊大喊著。你看著這一幕目瞪口呆，隨後回到了日常工作中，但大家仍能聽到遠處汽車開走的聲音。"
"#EVENT_CHILD_02_WELCOME_NAME","孤單的兒童"
"#EVENT_CHILD_02_WELCOME_DESC","大門一敞開，那孩子突然間衝進了殖民地，開始往自己口袋裡塞食物和其他物資。正當大家準備上去阻止這一行徑時，一群土匪從敞開的大門驅車直入。汽車轉向開出了殖民地，可還有一名強盜轉過頭對著居民們得意地笑。居民們一頭霧水，並準備戰鬥。"
"#EVENT_JAMMED_02_NOTIFICATION_HEADER","臭煙彌漫在空氣中"
"#EVENT_JAMMED_02_NOTIFICATION_DESC","這一天就這樣被毀了！"
"#EVENT_JAMMED_02_NAME","機器故障"
"#EVENT_JAMMED_02_DESC","來自<mark>維修廠</mark>的惡臭煙味傳遍了整個殖民地。工人痛苦地蜷縮在機器前。「我不知道發生了什麼！它剛剛......就突然壞掉了。」"
"#EVENT_JAMMED_02_FIX","維修機器"
"#EVENT_JAMMED_02_HIT","敲打機器"
"#EVENT_JAMMED_02_FIX_NAME","機器故障"
"#EVENT_JAMMED_02_FIX_DESC","大家把機器零件拆開來尋找問題所在。最後大家發現問題是出在核心，那裡看起來像是有一大團部分融化的塑膠被拿來當作黏著劑。工人脹紅了臉，悄悄給出一些<mark>零件</mark>，並要求大家不要再討論此事。"
"#EVENT_JAMMED_02_SUCCESS_NAME","機器故障"
"#EVENT_JAMMED_02_SUCCESS_DESC","其中一位居民貌似很有自信的走上前並用拳頭揍了一下機器。就好像咳嗽一樣，機器吐出了一些<mark>垃圾</mark>，並隨即恢復正常運作。工人高興地拍了拍他的背後，便很快回到了工作之中。"
"#EVENT_JAMMED_02_FAILURE_NAME","機器故障"
"#EVENT_JAMMED_02_FAILURE_DESC","其中一位居民貌似很有自信的走上前並用拳頭揍了一下機器，機器便馬上開始失控。煙霧開始彌漫整個房間，沒過多久機器便開始著火。居民們慌忙的退後，不禁開始思考一開始是否有更好的解決方法。"
"#EVENT_LOCKED_01_NOTIFICATION_HEADER","一個神秘的箱子出現了"
"#EVENT_LOCKED_01_NOTIFICATION_DESC","但要怎麼打開呢？"
"#EVENT_LOCKED_01_NAME","反鎖"
"#EVENT_LOCKED_01_DESC","獵人在森林裡發現一個有趣的東西。一個古怪的舊箱子，裡面傳來奇怪的響聲。箱子看起來沒有鎖，但從居民變色的指尖來看，光靠蠻力是打不開箱子的。不過箱子的一側刻著一行字：「提供鑰匙，我將分享我的秘密」。到底該怎麼打開箱子呢？"
"#EVENT_LOCKED_01_WATER","泡在冷水裡"
"#EVENT_LOCKED_01_FIRE","點火"
"#EVENT_LOCKED_01_FOOD","提供食物"
"#EVENT_LOCKED_01_HAMMER","用錘子砸碎"
"#EVENT_LOCKED_01_WATER_NAME","反鎖"
"#EVENT_LOCKED_01_WATER_DESC","一桶水提了過來，箱子被完全浸泡在水裡。箱子一下就爆開並打翻了水桶，噴出的腐蝕性氣體迅速彌漫在空氣中。在居民逃跑時，有人瞥了一眼箱子的殘骸，只看到溶化的碎片和一塊半毀的牌子，上面僅寫著兩個字：「傻子」。"
"#EVENT_LOCKED_01_FIRE_NAME","反鎖"
"#EVENT_LOCKED_01_FIRE_DESC","居民們把箱子放進一個桶子裡點火。在高溫之下，箱子彈開並露出裡面的物品。居民們迅速把箱子從火堆中取出，裡面有一堆銀幣和一張奇怪的手寫紙條：「恭喜！你們完成我最終的挑戰並贏得我的遺產。」"
"#EVENT_LOCKED_01_FOOD_NAME","反鎖"
"#EVENT_LOCKED_01_FOOD_DESC","居民們嘗試拿食物餵箱子，但什麼事都沒發生。在其中一人試圖把馬鈴薯塞進箱子的某個裂縫時，箱子突然彈開並朝四處噴出腐蝕性氣體。不管裡面裝的是什麼，它肯定都被毀了。最後只看到溶化的碎片和一塊半毀的牌子，上面僅寫著兩個字：「傻子」。"
"#EVENT_LOCKED_01_HAMMER_NAME","反鎖"
"#EVENT_LOCKED_01_HAMMER_DESC","獵人拿了一把大錘子，狠狠地砸向盒子。箱子突然彈開，噴出的腐蝕性氣體彌漫在空氣中。在居民逃跑時，有人瞥了一眼箱子的殘骸，只看到溶化的碎片和一塊半毀的牌子，上面僅寫著兩個字：「傻子」。"
"#EVENT_RANCH_FIRE_01_NOTIFICATION_HEADER","牧場正在冒煙"
"#EVENT_RANCH_FIRE_01_NOTIFICATION_DESC","要沒時間了"
"#EVENT_RANCH_FIRE_01_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_DESC","<mark>牧場</mark>有一堵牆著火了。一定是太陽直射點燃了乾草，火順勢蔓延到了牆壁上。現在火勢不大，但很快就可能變成熊熊大火。"
"#EVENT_RANCH_FIRE_01_WATER","找水"
"#EVENT_RANCH_FIRE_01_INSIDE","衝進去撲滅乾草上的火"
"#EVENT_RANCH_FIRE_01_WATER_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_WATER_DESC","居民們注意到了大火，於是開始盡其所能地取水救火。大家一起撲滅了大火，但是在這期間牆壁已經被燒掉了一大塊。"
"#EVENT_RANCH_FIRE_01_INSIDE_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_INSIDE_DESC","一位居民自願衝進牧場，看見牆邊一堆乾草正在燃燒。她環顧四周......"
"#EVENT_RANCH_FIRE_01_STOMP","用腳把火踩滅"
"#EVENT_RANCH_FIRE_01_SHOVEL","抓起鐵鍬"
"#EVENT_RANCH_FIRE_01_STOMP_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_STOMP_DESC","居民幾乎是用跳的跳到了乾草堆上，拼命跺腳想把火撲滅。但這舉止實際上並沒有用，反而像是給了大火更多的空氣來燃燒。隨著火勢越來越大，她只能被迫逃出牧場，眼睜睜看著大火吞沒一切。"
"#EVENT_RANCH_FIRE_01_SHOVEL_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_SHOVEL_DESC","居民把鏟子插進地裡，開始往燃燒的乾草堆上鏟土。效果立竿見影，在沙子的掩埋下，大火與氧氣隔絕，開始逐漸熄滅，隨後牆上的火焰也熄滅了。"
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_HEADER","牧場需要修理"
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_DESC","晚修總比不修好吧？"
"#EVENT_RANCH_DAMAGE_01_NAME","強制維修"
"#EVENT_RANCH_DAMAGE_01_DESC","居民們對於牧場的狀況很不滿意。動物們能輕易地衝出劣質的木製柵欄，在牧場工作根本就不安全。他們想要改善這個狀況。"
"#EVENT_RANCH_DAMAGE_01_FIX","解決最明顯的問題"
"#EVENT_RANCH_DAMAGE_01_REMODEL","重建柵欄"
"#EVENT_RANCH_DAMAGE_01_IGNORE","忽略這一問題"
"#EVENT_RANCH_DAMAGE_01_FIX_NAME","強制維修"
"#EVENT_RANCH_DAMAGE_01_FIX_DESC","居民們分配了一些資源來解決牧場內最為嚴重的損傷。動物再也跑不出柵欄了，但柵欄依舊是用劣質的木頭製成的，所以大家在裡面仍然會覺得不太安全。"
"#EVENT_RANCH_DAMAGE_01_REMODEL_NAME","強制維修"
"#EVENT_RANCH_DAMAGE_01_REMODEL_DESC","大家認為應該從頭設計整個牧場內部。完工後居民們便有了可維持數年的安全工作環境。"
"#EVENT_RANCH_DAMAGE_01_IGNORE_NAME","強制維修"
"#EVENT_RANCH_DAMAGE_01_IGNORE_DESC","還可以用的東西就繼續用吧。現在沒那個時間和資源去整修一座還可以用的牧場。居民們不是很情願地回到工作崗位上，並在照顧牲畜的同時，時時保持著警戒。"
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_HEADER","你的牧場染疫了"
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_DESC","而且不僅僅是流感的程度"
"#EVENT_RANCH_DISEASE_01_NAME","傳染性牲畜"
"#EVENT_RANCH_DISEASE_01_DESC","一種難以對付的病毒正在牧場內擴散。牲畜如果不接受治療的話，就有可能死去，並將疾病傳染給居民。"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS","使用抗生素"
"#EVENT_RANCH_DISEASE_01_RESEARCH","研究疾病"
"#EVENT_RANCH_DISEASE_01_IGNORE","忽略病毒"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_NAME","傳染性牲畜"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_DESC","居民們為牲畜注射抗生素，希望能消除感染。果然抗生素對這種疾病相當有效，動物們恢復了健康。"
"#EVENT_RANCH_DISEASE_01_RESEARCH_NAME","傳染性牲畜"
"#EVENT_RANCH_DISEASE_01_RESEARCH_DESC","居民們接受了一系列的訪問，而一名老牧農說她記得這種病毒會導致動物嚴重缺乏鐵質。給動物餵食藥物和富含營養的料理，並讓牠們好好休息，就能讓牠們完全恢復健康。但在此之前，一些居民們還是經由動物們感染了疾病。"
"#EVENT_RANCH_DISEASE_01_IGNORE_NAME","傳染性牲畜"
"#EVENT_RANCH_DISEASE_01_IGNORE_DESC","疾病就是生活的一部份，很可能這次的疾病會和往常一樣自行消失。果然動物們恢復了健康，但此時傳染病已經擴散到了整個殖民地。"
"#EVENT_ANIMALS_01_NOTIFICATION_HEADER","一群野豬在附近遊蕩"
"#EVENT_ANIMALS_01_NOTIFICATION_DESC","牠們可能會引起麻煩"
"#EVENT_ANIMALS_01_NAME","豬餓難耐"
"#EVENT_ANIMALS_01_DESC","一群好鬥的野豬一直在製造麻煩，而且已經持續一段時間了。牠們在殖民地周圍徘徊，顯然是在尋找食物。居民們在想是否應該在場面失控或是有人受傷之前解決這個問題。"
"#EVENT_ANIMALS_01_ATTACK","攻擊野豬群"
"#EVENT_ANIMALS_01_LURE","用食物把牠們引開"
"#EVENT_ANIMALS_01_IGNORE","忽略這一問題"
"#EVENT_ANIMALS_01_ATTACK_NAME","豬餓難耐"
"#EVENT_ANIMALS_01_ATTACK_DESC","居民聚集在殖民地邊緣，等待著野豬群經過。當野豬群走到居民面前時，他們襲擊了野豬群。野豬群暴怒，朝居民猛衝過去。"
"#EVENT_ANIMALS_01_LURE_NAME","豬餓難耐"
"#EVENT_ANIMALS_01_LURE_DESC","居民收集了一堆看起來很美味的食物，並將它們放在離開殖民地的小路上。當野豬群再次繞到你附近時，牠們注意到了食物，於是跟隨食物走進了森林深處，去尋找更多的食物。"
"#EVENT_ANIMALS_01_IGNORE_NAME","豬餓難耐"
"#EVENT_ANIMALS_01_IGNORE_DESC","殖民地的防禦工事夠穩固，幾隻過度發育的小豬應該不是什麼問題。居民們決定不理會這些野豬。沒過多久，殖民地內便回蕩起一陣大叫。野豬群拼命衝進殖民地，也弄傷一些居民，並開始在殖民地內遊蕩。"
"#EVENT_ANIMALS_02_NOTIFICATION_HEADER","老鼠正在啃食你的作物"
"#EVENT_ANIMALS_02_NOTIFICATION_DESC","該如何處理這個問題？"
"#EVENT_ANIMALS_02_NAME","鼠災防治"
"#EVENT_ANIMALS_02_DESC","惱人的老鼠喜歡上了殖民地內的作物，牠們可以很輕易地吃掉一大片作物。居民們看見牠們在空樹幹周圍跑來跑去，牠們一定是在裡面建了一個窩。"
"#EVENT_ANIMALS_02_SMOKE","從遠處把牠們燻出來"
"#EVENT_ANIMALS_02_TRAP","誘捕老鼠並獲取鼠肉"
"#EVENT_ANIMALS_02_SMOKE_NAME","鼠災防治"
"#EVENT_ANIMALS_02_SMOKE_DESC","一位居民靠近了鼠窩，將一小塊纖維和草放在一起，並將其點燃丟進了空樹幹裡，然後慢慢後退。很快老鼠就從樹幹中衝了出來，跑進了森林深處。這個問題貌似就這樣解決了。"
"#EVENT_ANIMALS_02_TRAP_SUCCESS_NAME","鼠災防治"
"#EVENT_ANIMALS_02_TRAP_SUCCESS_DESC","一位居民發明了一種簡易的捕鼠器，用一些吃剩的食物作為誘餌。要過一段時間老鼠才會對食物產生興趣，可一旦上鉤之後，就會在美味大餐的誘惑下鑽進籠子裡。只需要拉一下繩子，就可以把牠們關在這個臨時搭建的籠子裡，好讓大家把牠們做成美味的鼠漢堡。"
"#EVENT_ANIMALS_02_TRAP_FAIL_NAME","鼠災防治"
"#EVENT_ANIMALS_02_TRAP_FAIL_DESC","要過一段時間老鼠才會對食物產生興趣，一旦上鉤之後，牠們就會在美味大餐的誘惑下鑽進籠子裡。附近的居民觸發了陷阱，但是老鼠在被困住之前全都衝了出來。老鼠非常憤怒，準備攻擊。"
"#EVENT_ANIMALS_03_NOTIFICATION_HEADER","居民抓住了什麼東西"
"#EVENT_ANIMALS_03_NOTIFICATION_DESC","看起來體型巨大"
"#EVENT_ANIMALS_03_NAME","熊熊獵活？"
"#EVENT_ANIMALS_03_DESC","一群居民們拖著一個大塊頭，牠既有皮毛，又有爪子和牙齒。這是一隻活生生的熊！「我們發現班尼躺在森林裡昏迷不醒，可能是吃了獵人下了藥的誘餌。我們可以訓練牠，讓牠為我們工作！」他們說道。居民們眼中洋溢著純真的喜悅。"
"#EVENT_ANIMALS_03_KILL","殺掉熊並獲取熊肉"
"#EVENT_ANIMALS_03_FREE","放牠一馬"
"#EVENT_ANIMALS_03_WAIT","看看牠表現如何"
"#EVENT_ANIMALS_03_KILL_NAME","熊熊獵活？"
"#EVENT_ANIMALS_03_KILL_DESC","其他的居民們搖了搖頭，說這隻熊最大的利用價值就是牠的熊肉。帶著熊進來的那群人看起來十分傷心，你可以看到不只一位居民嘴唇在發抖，但是沒有一個人敢反駁。"
"#EVENT_ANIMALS_03_FREE_NAME","熊熊獵活？"
"#EVENT_ANIMALS_03_FREE_DESC","其他居民們集結了起來，並一邊把他們推向森林，一邊大聲地要求他們把這頭野獸帶回原本的地方。居民想要反駁，但沒有人願意聽他們解釋。那頭熊被帶回了原本的地方，而牠在那裡肯定會過得更快樂。"
"#EVENT_ANIMALS_03_WAIT_NAME","熊熊獵活？"
"#EVENT_ANIMALS_03_WAIT_DESC","居民們無法按奈他們的好奇心，所以決定看牠醒來以後會有什麼反應。熊一醒來，立刻發現自己已經被包圍，於是掙脫了鐐銬，很快地站起來。牠露出尖牙，發出了低沉的咆哮聲。"
"#EVENT_FISHERY_DAMAGE_01_NOTIFICATION_HEADER","捕魚小屋遭到破壞"
"#EVENT_FISHERY_DAMAGE_01_NOTIFICATION_DESC","人為失誤的錯"
"#EVENT_FISHERY_DAMAGE_01_NAME","煙燻鮭魚"
"#EVENT_FISHERY_DAMAGE_01_DESC","一位居民正在被鄰居們嚴厲指責，還被他們推來推去。看來居民在捕魚小屋工作的時候睡著了，燃起的小營火失去了控制。現在捕魚小屋面臨著被燒毀的風險，而且今天捕的魚都還在裡面。"
"#EVENT_FISHERY_DAMAGE_01_FISH","讓他去把魚拿回來"
"#EVENT_FISHERY_DAMAGE_01_FIRE","先把火給撲滅"
"#EVENT_FISHERY_DAMAGE_01_FISH_NAME","煙燻鮭魚"
"#EVENT_FISHERY_DAMAGE_01_FISH_DESC","這個懶鬼幾乎是被人群推回了捕魚小屋。幸運的是火勢沒怎麼蔓延，他只受了點小傷就把魚給搶救了出來，可這一過程耗時太長，此時大火已經吞沒了捕魚小屋。"
"#EVENT_FISHERY_DAMAGE_01_FIRE_NAME","煙燻鮭魚"
"#EVENT_FISHERY_DAMAGE_01_FIRE_DESC","一支小分隊受命去滅火。他們成功撲滅了大火，可裡面所有的魚都被燒得一乾二淨。"
"#EVENT_MESS_HALL_DAMAGE_01_NOTIFICATION_HEADER","食堂裡傳來尖叫聲"
"#EVENT_MESS_HALL_DAMAGE_01_NOTIFICATION_DESC","所有人都衝出了食堂"
"#EVENT_MESS_HALL_DAMAGE_01_NAME","飲食風波"
"#EVENT_MESS_HALL_DAMAGE_01_DESC","有一位汗流浹背又神智不清的居民在食堂裡搗亂。他一隻手拿著一根著火的樹枝，另一隻手拿著浸過汽油的破布喊著：「你到底給我吃了什麼？！」"
"#EVENT_MESS_HALL_DAMAGE_01_CALM","勸他冷靜下來"
"#EVENT_MESS_HALL_DAMAGE_01_REACH","搶奪燃燒的樹枝"
"#EVENT_MESS_HALL_DAMAGE_01_CALM_NAME","飲食風波"
"#EVENT_MESS_HALL_DAMAGE_01_CALM_DESC","這位居民有反應但也抱著警戒的態度，說道：「我好幾天沒睡覺了......他們給我吃了點東西，從那以後我耳邊就有東西唱個不停！」你注意到他幾乎不會眨眼。不論他吃的是什麼，它都一定有毒。"
"#EVENT_MESS_HALL_DAMAGE_01_EXPLAIN","向他解釋說這是個誤會"
"#EVENT_MESS_HALL_DAMAGE_01_ASK","問他是不是去過森林"
"#EVENT_MESS_HALL_DAMAGE_01_EXPLAIN_NAME","飲食風波"
"#EVENT_MESS_HALL_DAMAGE_01_EXPLAIN_DESC","之前還平靜如初的居民突然暴怒：「誤會？！你是說我腦袋裡一直縈繞的那首歌也是誤會？！」他大吼大叫，把沾滿汽油的破布和燃燒著的樹枝往地板一扔。食堂瞬間淪為火海，不過你倆都成功逃了出來。居民被帶去接受治療，看起來他像是接觸了某種致幻藥物。"
"#EVENT_MESS_HALL_DAMAGE_01_ASK_NAME","飲食風波"
"#EVENT_MESS_HALL_DAMAGE_01_ASK_DESC","居民有些猶豫地點了點頭：「沒錯......我當時正在找漿果......」他一邊說著一邊伸出了雙手，像是要抓住什麼東西。然後他注意到了手上紅腫的擦傷：「噢......這是什麼時候傷到的？」居民徹底冷靜了下來。快速的檢查過後顯示他接觸過某種致幻毒物。"
"#EVENT_MESS_HALL_DAMAGE_01_REACH_NAME","飲食風波"
"#EVENT_MESS_HALL_DAMAGE_01_REACH_DESC","另一位居民朝著他猛衝過去，可他神經緊繃，立刻向後退了幾步。「沉默終將來臨！」他大吼大叫道，然後把沾滿汽油的破布和燃燒著的樹枝往地板一扔。食堂瞬間淪為火海，不過你倆都成功逃了出來。居民被帶去接受治療，看起來他像是接觸了某種致幻藥物。"
"#EVENT_BATTERY_DAMAGE_01_NOTIFICATION_HEADER","一名土匪溜了進來"
"#EVENT_BATTERY_DAMAGE_01_NOTIFICATION_DESC","電力網岌岌可危"
"#EVENT_BATTERY_DAMAGE_01_NAME","一觸即發"
"#EVENT_BATTERY_DAMAGE_01_DESC","一個土匪成功的潛入了殖民地。他站在電池架的旁邊，手裡拿著某種像炸藥的東西。「好了各位，豎起耳朵聽好了！要是你們能上供幾批不錯的供品給我，這東西今天就會安然無恙，聽懂了沒？」"
"#EVENT_BATTERY_DAMAGE_01_SOME","給土匪數量可觀的供品"
"#EVENT_BATTERY_DAMAGE_01_ALL","給土匪大量的供品"
"#EVENT_BATTERY_DAMAGE_01_REFUSE","拒絕付錢"
"#EVENT_BATTERY_DAMAGE_01_PAY_NAME","一觸即發"
"#EVENT_BATTERY_DAMAGE_01_PAY_DESC","土匪示意叫居民們把供品放在離他幾公尺遠的地方。「多謝，非常感謝。現在你最好等我走了再行動，不然我就把這東西給炸掉！」他說道，然後抱起供品跑向了遠方，並高舉著炸彈以示威脅。"
"#EVENT_BATTERY_DAMAGE_01_REFUSE_FAKE_NAME","一觸即發"
"#EVENT_BATTERY_DAMAGE_01_REFUSE_FAKE_DESC","「哦，真的嗎？好！掰！」土匪說完便衝進荒野之中。當他完全消失之後，居民靠近土匪留下的爆炸裝置仔細觀察，發現它根本是假的。"
"#EVENT_BATTERY_DAMAGE_01_REFUSE_REAL_NAME","一觸即發"
"#EVENT_BATTERY_DAMAGE_01_REFUSE_REAL_DESC","「哦，真的嗎？嘿嘿......嘣！」土匪大叫道。他將炸藥引線點燃，然後把炸藥扔到了電池底部。猛烈爆炸造成的大火將它完全吞噬。在一片混亂之中，土匪成功逃脫。"
"#EVENT_CAR_KIDNAPPING_01_NOTIFICATION_HEADER","發現一輛奇怪的車"
"#EVENT_CAR_KIDNAPPING_01_NOTIFICATION_DESC","有人小心翼翼地把它偽裝了起來"
"#EVENT_CAR_KIDNAPPING_01_NAME","可疑運輸"
"#EVENT_CAR_KIDNAPPING_01_DESC","居民發現了一輛藏在森林裡的廂型車。它看起來狀態還不錯，只是需要一些修理，還沒有完全壞掉。居民是聽到車裡傳來的低聲喊叫才來到這裡，不過從貨車偽裝的方式來看，駕駛員並不想被人發現。"
"#EVENT_CAR_KIDNAPPING_01_SEIZE","奪取廂型車"
"#EVENT_CAR_KIDNAPPING_01_IGNORE","置之不顧"
"#EVENT_CAR_KIDNAPPING_01_SEIZE_NAME","可疑運輸"
"#EVENT_CAR_KIDNAPPING_01_SEIZE_DESC","居民組成小隊，悄悄溜進了這輛可疑的廂型車中。他們發現兩個土匪正在修理貨車底部。"
"#EVENT_CAR_KIDNAPPING_01_SCARE","把土匪嚇跑"
"#EVENT_CAR_KIDNAPPING_01_ATTACK","攻擊土匪"
"#EVENT_CAR_KIDNAPPING_01_SCARE_NAME","可疑運輸"
"#EVENT_CAR_KIDNAPPING_01_SCARE_DESC","居民齊聲恐嚇土匪，他們嚇得立刻轉過頭來。看到眼前黑壓壓的人群，他們拔腿就跑。居民打開了貨車車廂，發現裡面坐著五個被緊緊綑綁著的人，他們的嘴巴都被堵上了。"
"#EVENT_CAR_KIDNAPPING_01_ATTACK_NAME","可疑運輸"
"#EVENT_CAR_KIDNAPPING_01_ATTACK_DESC","居民撲向土匪， 在一陣短暫的扭打後，土匪倒在地上。在劫掠他們之後，居民打開了廂型車，發現裡面坐著五個人被牢牢地綁起來，嘴巴也都被堵住了。"
"#EVENT_CAR_KIDNAPPING_01_ACCEPT","把他們納入殖民地"
"#EVENT_CAR_KIDNAPPING_01_DENY","把他們打發走"
"#EVENT_CAR_KIDNAPPING_01_ACCEPT_NAME","可疑運輸"
"#EVENT_CAR_KIDNAPPING_01_ACCEPT_DESC","這些人獲得了自由，而且在殖民地受到熱烈歡迎。他們對此不勝感激，簡直不能相信自己最後還能住進新家。"
"#EVENT_CAR_KIDNAPPING_01_DENY_NAME","可疑運輸"
"#EVENT_CAR_KIDNAPPING_01_DENY_DESC","這些人獲得了自由，並大概知道了自己目前的所在地。他們看起來打算堅定地活下去，但這種事情很難下定論。"
"#EVENT_CAR_KIDNAPPING_01_IGNORE_NAME","可疑運輸"
"#EVENT_CAR_KIDNAPPING_01_IGNORE_DESC","居民決定忽視這輛可疑的廂型車，這很可能是個陷阱。"
"#EVENT_MERCHANT_01_NAME","流動商人"
"#EVENT_MERCHANT_01_DESC","一輛貨車朝著大門緩慢前進，車上的重物壓得車身吱吱作響。一位奇裝異服的男人下了車並揮了揮手。「你們好啊！不知道各位是否有興趣跟我交換一些物品呢？」他一邊喊著一邊打開貨車的後車廂來展示他各式各樣的商品。"
"#EVENT_MERCHANT_01_NOTIFICATION_HEADER","流動商人"
"#EVENT_MERCHANT_01_NOTIFICATION_DESC","一輛色彩繽紛的貨車駛向了大門"
"#EVENT_MERCHANT_02_NAME","流動商人"
"#EVENT_MERCHANT_02_DESC","一輛大型貨車停在大門前。後車箱裡面裝滿了各式各樣的貨物。一位奇裝異服的男人站在貨車旁。「你們好啊！不知道各位是否有興趣跟我交換一些物品呢？」他問到。"
"#EVENT_MERCHANT_02_NOTIFICATION_HEADER","流動商人"
"#EVENT_MERCHANT_02_NOTIFICATION_DESC","一輛貨品滿載的貨車在大門口等候"
"#EVENT_MERCHANT_03_NAME","流動商人"
"#EVENT_MERCHANT_03_DESC","一輛大型貨車停在大門前。一位奇裝異服的男人下車後打開了後車箱，裡面裝滿了各式各樣的貨品。「各位不用緊張。我是來做生意的，」他向殖民地的居民們承諾。「所以有人想要做個交易嗎？」"
"#EVENT_MERCHANT_03_NOTIFICATION_HEADER","流動商人"
"#EVENT_MERCHANT_03_NOTIFICATION_DESC","有人正在大門口等著"
"#EVENT_MERCHANT_04_NAME","流動商人"
"#EVENT_MERCHANT_04_DESC","「好吧，我還有這些東西。但除此之外沒有其他的了，要不要就看你囉！」"
"#EVENT_MERCHANT_RESULT_DECLINE_NAME","流動商人"
"#EVENT_MERCHANT_RESULT_DELINE_DESC","「好吧，那就下次再說囉。我會再回來的！」男人喊道。他關上了車箱，跳進了駕駛座後便向荒野中駛去。"
"#TRADE_ACCEPT","接受交易"
"#TRADE_HAGGLE","你還有什麼別的東西嗎？"
"#TRADE_REJECT","不接受交易"
"#EVENT_MERCHANT_RESULT_NAME","交易完成"
"#EVENT_MERCHANT_RESULT_DESC","「感謝您的捧場！我之後一定會帶更多新商品來找你們的。下次見囉！」商人邊喊著邊收拾好行李，開心的吹著口哨離去。"
"#EVENT_DESPERATE_01_NOTIFICATION_HEADER","有人在大門前"
"#EVENT_DESPERATE_01_NOTIFICATION_DESC","一名孩童正在請求幫助"
"#EVENT_DESPERATE_01_NAME","急迫的懇求"
"#EVENT_DESPERATE_01_DESC","一個小孩和一位看似生病了的婦女手拉著手靠近大門。她的狀況很顯然的非常差，並需要立即的醫療護理。「有人在嗎？求求你們，能幫幫我媽媽嗎？」小孩喊道，他的聲音顫抖著。「我們原本打算回去另一個殖民地找爸爸，但媽媽在路上就突然倒下了！」"
"#EVENT_DESPERATE_01_SUCCESS_NAME","急迫的懇求"
"#EVENT_DESPERATE_01_SUCCESS_DESC","居民們急忙打開了大門並給了那孩子一些藥品。一名醫護人員還教導了他正確的劑量。「謝謝你！」孩子說到，並鬆了一口氣，然後匆忙的在口袋中翻找。「這些是我在附近的一座農場找到的，本來是要把它們留給爸爸的，但我想把它送給你們」孩童說，小手中捧著一把<mark>種子</mark>。"
"#EVENT_DESPERATE_01_FAIL_NAME","急迫的懇求"
"#EVENT_DESPERATE_01_FAIL_DESC","「為...為什麼？」小孩含著淚水問道：「那我現在該怎麼辦？」。神情像是被打敗一樣他靜靜的牽起母親的手，並帶她走向荒野之中。重新出發去尋找願意幫助他們的人。"
"#GIVE_HELP","給他們一些藥品"
"#REFUSE_HELP","拒絕小孩的請求"
"#EVENT_TRADERBANDIT_01_NOTIFICATION_HEADER","一名土匪在大門前"
"#EVENT_TRADERBANDIT_01_NOTIFICATION_DESC","他的行為有點怪異"
"#EVENT_TRADERBANDIT_01_NAME","商人土匪"
"#EVENT_TRADERBANDIT_01_DESC","一名相貌粗擴的男子背著一個大背包往大門走來。從遠處看，他看起來真的很像是一名土匪，但他抵達殖民地時便卸下了他的背包並展示裡面的一系列商品。「你們好！」他邊揮手邊友善的喊著。「我的一般物資有點短缺，所以在找人交換東西。你們有興趣做個交易嗎？我相信我們一定能談成一筆交易的！」"
"#TRADE_ILLEGAL","問他是否有更有價值的東西可以交易"
"#EVENT_TRADERBANDIT_RESULT_TRADE_NAME","商人土匪"
"#EVENT_TRADERBANDIT_RESULT_TRADE_DESC","「太好了，真是太好了！」男人高興的一邊說著一邊收下物資。他交出商品後便往他一開始來的方向出發，心情似乎很愉悅。"
"#EVENT_TRADERBANDIT_RESULT_UPSET_NAME","商人土匪"
"#EVENT_TRADERBANDIT_RESULT_UPSET_DESC","那名男子一臉倍受侮辱的樣子，背上了他的背包。「你們如果打算這樣侮辱我的話，那我還是離開好了。」他用冷冷的語氣說道，嘴裡咕噥著離去。"
"#EVENT_TRADERBANDIT_RESULT_DECLINE_NAME","商人土匪"
"#EVENT_TRADERBANDIT_RESULT_DECLINE_DESC","「這樣啊？嗯...」男人搔了搔頭。「這樣我要去哪裡弄來這些物資啊？你知道還有哪些殖民地是會願意跟我交易的嗎？」他問道。其中一個剛從其他地方來的居民說有個小殖民地在一天的路程外可以去看看。那位男人在簡短的道謝之後便離去。"
"#EVENT_BRAWL_01_NOTIFICATION_HEADER","殖民地裡的騷動"
"#EVENT_BRAWL_01_NOTIFICATION_DESC","兩位居民正在打架"
"#EVENT_BRAWL_01_NAME","打架"
"#EVENT_BRAWL_01_DESC","殖民地內突然發生了一起鬥毆事件。兩位居民很快地被拆散並被質問事情的來由。原來是其中一位居民不斷的騷擾另一人，而另一人在終於忍受不了之後揮出了第一拳。這兩位居民雖然都已經鼻青臉腫了，但還是一直瞪著對方。"
"#BRAWL_PUNISH_INSTIGATOR","懲罰挑釁的一方"
"#BRAWL_PUNISH_FIGHTER","懲罰出手的一方"
"#BRAWL_HEAL_BOTH","給他們藥品"
"#BRAWL_IGNORE","讓他們繼續打"
"#EVENT_BRAWL_RESULT_INSTIGATOR_DESC","居民們起初意見分歧，但最後大部分的人都認為肇事的那一方有錯在先。挑起紛爭的那位居民後來受了懲罰，雖然還是有幾位居民不認同這個決定。"
"#EVENT_BRAWL_RESULT_FIGHTER_DESC","最終，大家都認為先動手的人應該承擔責任。就算是被挑釁，暴力還是不被允許的。有些居民不同意這個結論，但動手的那位還是因為出手而被處罰。"
"#EVENT_BRAWL_RESULT_HEAL_DESC","幾位居民給了兩人一些藥品，並叫他們包紮一下就快點回去工作。還說現在根本不是吵這種架的時候。居民們大多為此作法感到滿意，但還是能聽到幾個人唸唸有詞的說他們應該受到更嚴厲的懲罰。"
"#EVENT_BRAWL_RESULT_IGNORE_DESC","居民們沒成功的拖住兩人，而又開始惡言相向並開始動手。剩下的居民們看著那兩人拳腳相向。大家很顯然都不是很高興，但沒有人敢介入這場紛爭。"
"#EVENT_APOTHECARY_01_NOTIFICATION_HEADER","有人在大門前"
"#EVENT_APOTHECARY_01_NOTIFICATION_DESC","看起來是個科學家"
"#EVENT_APOTHECARY_01_NAME","藥劑師"
"#EVENT_APOTHECARY_01_DESC","一輛看起來快跑不動的車子停在大門前，一名女子從車裡走了出來。雖然她的外表看起來亂糟糟的，卻背著一包滿滿的藥品。「我已經搜刮各間醫院一段時間了。你們有興趣買些藥品嗎？」她問道，手上拿著一包包的各種藥物。"
"#EVENT_APOTHECARY_RESULT_NAME","藥劑師"
"#EVENT_APOTHECARY_RESULT_DESC","「非常感謝。之後我有經過附近的時候都會來這裡一趟。希望未來還有機會合作！」她說完便跳上車駛去。"
"#EVENT_APOTHECARY_RESULT_DECLINE_NAME","藥劑師"
"#EVENT_APOTHECARY_RESULT_DELINE_DESC","「喔？這還真是頭一遭。大部分的人都巴不得要把這些弄到手呢。」她聳了聳肩，收起她的東西以後便出發去尋找其他的客戶。"
"#EVENT_WIZARD_01_NOTIFICATION_HEADER","有位怪人在大門前"
"#EVENT_WIZARD_01_NOTIFICATION_DESC","他想要給你某個東西"
"#EVENT_WIZARD_01_NAME","瘋子還是天才？"
"#EVENT_WIZARD_01_DESC","一名外貌古怪的男人接近了大門。在他的腰帶上掛著許多裝著泥狀般液體的藥瓶。他看起來熱情又興奮，但行為舉止又讓眾人覺得他可能精神上有些問題。「這是我自己製作又親自試過的萬靈藥。可以免費讓你們試用喔。」他用詭異的語氣說道。「別擔心，它應該沒什麼問題。」不知道這是什麼藥，但這個人想要用殖民地裡生病的居民們做測試。"
"#WIZARD_AGREE","讓居民接受治療"
"#WIZARD_DECLINE","拒絕他的提議"
"#EVENT_WIZARD_01_RESULT_NOTHING_NAME","瘋子還是天才？"
"#EVENT_WIZARD_01_RESULT_NOTHING_DESC","男子專注的看著幾位居民喝下這味道難聞的藥水，並用令人不舒服的眼神悄悄窺視每個測試者的反應。他充滿期待的心情很快地就被失望取代，因為什麼事都沒發生。男子皺起眉頭，並拿出一本筆記本開始記下一些潦草的筆記。最後，居民們看著他嘴裡唸唸有詞的離去。"
"#EVENT_WIZARD_01_RESULT_MIXED_NAME","瘋子還是天才？"
"#EVENT_WIZARD_01_RESULT_MIXED_DESC","儘管藥水的味道十分噁心，居民們還是把它吞了下去。前幾秒還沒發生任何事情，但之後他們就倒下並痛苦的抽搐。不管這個藥是什麼，它都已經讓人們中毒了。男人看起來愉悅的很詭異，但在任何人可以阻止他之前就逃之夭夭。殖民地的人們早就該知道不要相信一個很明顯就是瘋子的人。"
"#EVENT_WIZARD_01_RESULT_CURED_NAME","瘋子還是天才？"
"#EVENT_WIZARD_01_RESULT_CURED_DESC","居民們喝下藥水，其中有幾個人還差點吐出來。過了幾秒鐘才開始產生藥效，但之後居民們就倒在地上，並開始痛苦的抽搐。起初情況看起來很不妙，但意外地過了幾分鐘且抽搐停止以後，居民們站了起來，看起來都恢復健康。男人點點頭說「跟我預期的一樣。」他記下了一些潦草的筆記並離去，留下一群不知道到底發生什麼事的居民們。"
"#EVENT_WIZARD_01_DECLINE_NAME","瘋子還是天才？"
"#EVENT_WIZARD_01_DECLINE_DESC","這個人根本就是個瘋子，根本不可能會有人想要喝下他給的任何東西。「你們不想要嗎？」男人問道，一臉不敢相信的樣子，沒想到會有人拒絕他。他眨眨眼，困惑了幾秒後點點頭。「那好吧。」他離去的同時嘴裡還咕噥著一些莫名的話語。"
"#EVENT_GLOW_01_NOTIFICATION_HEADER","一位居民的行為有點怪異"
"#EVENT_GLOW_01_NOTIFICATION_DESC","應該不會是什麼壞事吧？"
"#EVENT_GLOW_01_NAME","大放異彩"
"#EVENT_GLOW_01_DESC","一位居民身體不適，連最簡單的工作都無法完成。甚至走路都東倒西歪。有人問她發生了什麼事時，她堅決的表示她沒事，但在有人開始質問她的時候，她才說她在幾天前找到了一座泉水，並且有喝了裡面的水。"
"#EVENT_GLOW_01_MEDIC","立刻送她就醫"
"#EVENT_GLOW_01_CHECK","查看她說的溪水"
"#EVENT_GLOW_01_MEDIC_DESC","女子開始抗議，說自己的身體好得很，但還是被推去看醫生。過沒多久就發現她病的不輕。那座泉水其實已經被汙染了，而她也開始出現輻射病的症狀。"
"#EVENT_GLOW_01_CHECK_DESC","她指出了泉水的位置。泉水的表面看起來很清澈，似乎可以飲用。但在幾位居民仔細檢查上游後，發現了一個汙染源。很明顯的，這些水已經受到汙染，而那位女子得了輻射病。她在聽到消息之後十分震驚，而在接受治療之後發誓不會再接近來路不明的水源。"
"#EVENT_MERCS_01_NOTIFICATION_HEADER","門口有一小隊兇神惡煞的人"
"#EVENT_MERCS_01_NOTIFICATION_DESC","他們要求你們交出物資"
"#EVENT_MERCS_01_NAME","傭兵團"
"#EVENT_MERCS_01_DESC","一輛厚重的裝甲車煞停在大門前。一群裝備精良的人從中走了出來，一個帶著重機槍的高大男子帶領著他們。那位老大凶狠的踢了大門一腳。「我們正在進行獵捕，需要一些補給物資，」他說道。「我建議你們乖乖的把東西交出來，才不會有人受傷。」這群傭兵很顯然的有能力對殖民地造成重大的損傷，但人們也覺得不應該這樣子把東西交出去。"
"#EVENT_MERCS_01_SUPPLIES","交出物資"
"#EVENT_MERCS_01_SCRAPS","給他們一些物資"
"#EVENT_MERCS_01_REFUSE","告訴他們你拿不出多餘的物資"
"#EVENT_MERCS_01_THREAT","告訴他們你絕不容忍威脅"
"#EVENT_MERCS_01_RESULT1_DESC","居民們決定打安全牌，並趕緊把對方要求的物資收集起來。他們把物資交給那位老大，老大則把東西給了他的小弟們。「很好。看來今天不會有人流血了。」老大說完以後命令所有人上車。一行人啟程駛回荒野中繼續他們的獵捕行動。"
"#EVENT_MERCS_01_RESULT2_DESC","傭兵老大看著對在他眼前的物資，再望向神情緊張的居民們，思考著他手上的選項。「因為你們看起來像一群可憐蟲一樣，我這次就放過你們。」他最後說道。「但下一次就沒那麼好運了。」他指使其他人收起物資後，車子便駛向荒野之中。"
"#EVENT_MERCS_01_RESULT3_DESC","傭兵老大笑了笑，一臉很有興趣的樣子。「我不相信你。也許我們應該自己過去看看」。他示意他的手下開始攻擊殖民地。居民們開始反擊，且攻擊程度超乎了傭兵老大的想像。在看到自己的小弟們一一中傷之後，他才指示他們撤退。「沒想到你們還滿有兩把刷子的嘛。」他說道，有些惱怒但卻也對殖民地另眼相看。「好吧，就讓你們留著那些物資。這不值得我們白費力氣。」傭兵們收起東西後便離開。有幾位居民受了傷且需要治療傷勢。"
"#EVENT_MERCS_01_DECLINE_DESC","傭兵老大打量了一下大門後認為試圖強行突破不是個好主意。「隨你們便吧。」他說道。他向其他人打了一個暗號時，傭兵們便開始向大門上方站崗的居民開火。但在殖民地可以開始回擊以前，傭兵們早已跳上車漸漸遠去。"
"#EVENT_WAGON_01_NOTIFICATION_HEADER","一位居民找到了什麼東西"
"#EVENT_WAGON_01_NOTIFICATION_DESC","外面有一輛神秘的馬車"
"#EVENT_WAGON_01_NAME","廢棄財產"
"#EVENT_WAGON_01_DESC","有人在殖民地週遭的樹林裡發現了奇怪的東西。有一輛馬車被停在樹林的深處，且上面蓋著一張防水布。馬車周圍有一些腳印，但沒人能看出腳印通向何方。裡面可能有一些貴重的物品，但打開馬車的門也可能會有一些風險。"
"#EVENT_WAGON_GO_ARMED","搜尋馬車，但給居民武器"
"#EVENT_WAGON_GO_PEACEFULLY","搜尋馬車"
"#EVENT_WAGON_STAY","不去碰那台馬車"
"#EVENT_WAGON_01_SUCCESS_DESC","打開馬車的門後，發現裡面裝了一堆物資，旁邊還躺了兩具屍體。這兩個人一定是染上了某一種病才會落到這個地步。物資被居民們拿回了殖民地做其他用途。"
"#EVENT_WAGON_01_PARTIAL_DESC","打開了馬車門後，發現裡面只有一點補給品。在運送物資回殖民地的途中，幾位居民開始出現輻射病的症狀。那個馬車一定是在旅行途中受到了污染。"
"#EVENT_WAGON_01_FAILURE_DESC","打開了馬車門後，發現裡面竟然是幾個正在睡覺的土匪。被吵醒的土匪們馬上開始對居民開火。幾位居民在混戰中受了傷。"
"#EVENT_WAGON_01_DECLINE_DESC","這輛馬車感覺有點詭異。誰知道裡面裝了什麼東西？最好還是不要打開比較好。其他的居民們聽到現場的人不敢打開車廂以後感到很失望。其中有幾人還回去找那輛馬車，但也是空手而回。看來那輛馬車是屬於某個人的東西，而他們早就把它開走了。"
"#EVENT_PARASITE_01_NOTIFICATION_HEADER","一位居民的身體不太舒服"
"#EVENT_PARASITE_01_NOTIFICATION_DESC","這件事需要處理"
"#EVENT_PARASITE_01_NAME","討人厭的來訪者"
"#EVENT_PARASITE_01_DESC","最近有一位居民的行為舉止有些怪異。他變得十分冷漠且消瘦了不少。他開始抱怨自己肚子痛、虛弱又疲憊，雖然他吃的東西跟睡的時間都跟其他的居民一樣。一定是出了什麼事。"
"#EVENT_PARASITE_01_MEDIC","請他去看醫生"
"#EVENT_PARASITE_01_CHECK","檢查他的糧食"
"#EVENT_PARASITE_01_MEDIC_DESC","他雖然不太樂意去做檢查，但最終獲得了幫助讓他安心了許多。結果他感染了寄生蟲，而且寄生蟲已經在他腸道內存活了很久。"
"#EVENT_PARASITE_01_CHECK_DESC","其中一位居民說想要看看這個男人的糧食。他遲疑了一會兒之後同意了。可惜的是，並沒有查出什麼異狀。男人的身體狀況持續惡化，最後不支倒地並被帶去看醫生。後來被發現是因為他的身體已感染寄生蟲一段時間了。"
"#EVENT_FEUD_NOTIFICATION_HEADER","有人在進行激烈的爭論"
"#EVENT_FEUD_NOTIFICATION_DESC","到底發生了什麼是？"
"#EVENT_FEUD_01_NAME","家庭糾紛"
"#EVENT_FEUD_01_DESC","有兩個男人在大門邊爭吵。其中一人執意說自己要離開，說是自己受不了這種共同生活的環境，想要一個人去荒野中生活。他的夥伴求他不要走，說出去外面冒險一定會讓他喪命，因為外面的環境惡劣，幾乎很少有人能活得下來。兩名男子很顯然的意見不合，或許會需要有人前去進行調解。"
"#EVENT_FEUD_01_FORBID","不准他走"
"#EVENT_FEUD_01_SUPPORT","讓他走"
"#EVENT_FEUD_01_IGNORE","不介入這件事"
"#EVENT_FEUD_01_RESULT1_DESC","有人告訴想離去的男子說離開營地是個非常自私的行為。他不僅是在丟掉自己的性命，也是在拋棄自己的夥伴並會導致殖民地失去一名人手。這句話讓男子遲疑了一下，最後終於放棄。他一邊嘆氣一邊往回走向殖民地，拋下了離開的念頭。"
"#EVENT_FEUD_01_RESULT2_DESC","雖然失去這名男子讓大家很難過，但每個人都有選擇怎麼生活的權利。男子向他的夥伴道別並離去。他的夥伴看著他漸行漸遠，心情顯然的大受影響，最後安靜的回到了他的工作崗位上。"
"#EVENT_FEUD_01_RESULT3_DESC","這種事真的不是其他人能插嘴的。這兩個成年人肯定能自己搞清楚他們之間的關係。兩人來來回回的爭執了一段時間後，其中一人終於妥協了。知道自己沒辦法改變夥伴的想法，他決定跟他一起走。這個決定讓另一人感到很驚訝，且很快的就感動得落淚。居民們決定給他們一點空間和隱私把剩下的事情處理完。"
"#EVENT_MERCHANTBIG_01_NAME","大生意"
"#EVENT_MERCHANTBIG_01_DESC","一輛貨車孤零零地朝大門緩慢前進，車廂裡頭裝了滿滿的物資。「你們好！你們有興趣跟我做個交易嗎？這裡一定有你們需要的東西喔！」一個外貌奇異但友善的男人一邊喊著一邊下車。"
"#EVENT_MERCHANTBIG_01_NOTIFICATION_HEADER","一台裝滿貨品的車搖搖晃晃的駛向大門"
"#EVENT_MERCHANTBIG_01_NOTIFICATION_DESC","要來做點生意嗎？"
"#EVENT_MERCHANTBIG_02_NAME","大生意"
"#EVENT_MERCHANTBIG_02_DESC","一台色彩繽紛的大貨車吱吱作響的行駛到大門前，裡面裝了滿滿的物資。一名男子下了車，臉上掛著大大的笑容。「你們好啊！不用緊張，我只是個單純的商人，想找點生意做。這裡所有的東西都是商品，來看看吧！」"
"#EVENT_MERCHANTBIG_02_NOTIFICATION_HEADER","大生意"
"#EVENT_MERCHANTBIG_02_NOTIFICATION_DESC","一輛貨品滿載的貨車在大門口等候"
"#EVENT_MERCHANTBIG_03_NAME","大生意"
"#EVENT_MERCHANTBIG_03_DESC","一輛貨車猛地刹車停在大門外面。一個奇裝異服的男子下了車，臉上掛著大大的笑容。「你們好啊！我是來跟你們做生意的。你們今天運氣很好喔，我今天手上有不少特別的商品呢！」"
"#EVENT_MERCHANTBIG_03_NOTIFICATION_HEADER","大生意"
"#EVENT_MERCHANTBIG_03_NOTIFICATION_DESC","一輛滿載的貨車在大門口等候"
"#EVENT_MERCHANTBIG_RESULT_DECLINE_NAME","大生意"
"#EVENT_MERCHANTBIG_RESULT_DELINE_DESC","「真是太可惜了。」男人說，但沒有多加抱怨地把商品收起來。「我之後會再回來的，那就下次再見囉！」他爬進車內，離開前往尋找更多客戶。"
"#EVENT_MERCHANTBIG_RESULT_NAME","交易完成"
"#EVENT_MERCHANTBIG_RESULT_DESC","「感謝您的捧場！我之後有經過附近的時候一定會再來找你們的。」商人收拾好貨車後便開心的吹著口哨離去。"
"#EVENT_MERCHANTBIG_04_NAME","大生意"
"#EVENT_MERCHANTBIG_04_DESC","「好吧，我還有這些。沒有其他東西了，要不要隨你！」"
"#EVENT_HIRE_NAME","招募一名專家"
"#EVENT_HIRE_01_DESC","一名專家靠近大門。「嘿！聽說你們正在找一些專業的人手是嗎？」\n\n殖民地可以<mark>召募這名專家</mark>進入我方的行列。"
"#EVENT_HIRE_02_DESC","一名背著背包的專家靠近大門。「你們好啊！有人跟我說這附近有個不錯的聚落。我沒走錯地方吧？」\n\n殖民地可以<mark>召募這名專家</mark>進入我方的行列。"
"#EVENT_HIRE_03_DESC","一名專家靠近大門，並立刻開始自我介紹。「我正在找工作，而你們看起來需要幫忙。」\n\n殖民地可以<mark>召募這名專家</mark>進入我方的行列。"
"#EVENT_HIRE_NOTIFICATION_HEADER","專家可雇用"
"#EVENT_HIRE_NOTIFICATION_DESC","他正在大門口等著"
"#EVENT_HIRE_ACCEPT","招募"
"#EVENT_HIRE_DECLINE","拒絕"
"#EVENT_HIRE_RESULT_ACCEPT_DESC","「感謝你們的聘用，你們一定不會後悔的！」專家拾起了他的裝備走進大門。"
"#EVENT_HIRE_RESULT_DECLINE_DESC","「真是太可惜了。不過誰知道呢，或許我們會再見面。」專家拾起他的裝備往荒野中走去。"
"#EVENT_HUMAN_TRIALS_01_NOTIFICATION_HEADER","一位好奇的居民有個主意"
"#EVENT_HUMAN_TRIALS_01_NOTIFICATION_DESC","可能會需要做出一點犧牲"
"#EVENT_HUMAN_TRIALS_01_NAME","人體試驗"
"#EVENT_HUMAN_TRIALS_01_DESC","一位因為她的聰明才智與魯莽實驗著名的女性居民有了一個點子。她說她發現了一種新型的草本藥物，且可以提升人們的免疫力，但必須要直接注射進入病人的體內。她想執行這個藥品首次的人體試驗。把這個東西直接用在居民身上真的會是個魯莽的決定，但如果成功的話將會獲益良多。"
"#EVENT_HUMAN_TRIALS_01_AGREE","同意進行試驗"
"#EVENT_HUMAN_TRIALS_01_REFUSE","拒絕她的請求"
"#EVENT_HUMAN_TRIALS_01_RESULT1_DESC","居民們也同意這是件值得冒險的事，並隨機選了三個人出來進行試驗。其中的兩個人看似沒有發生任何問題且有免疫力提升的跡象，但第三個人突然非常的不適且需要立即就醫。雖然發生了這樣的狀況，那位女性居民看起來對結果十分滿意並稱這次的實驗室個大成功，雖然後來她被禁止把這種藥用在其他人身上。"
"#EVENT_HUMAN_TRIALS_01_RESULT2_DESC","因為認為這個東西絕對不安全，眾人拒絕了女子的請求。她十分的氣憤並出聲抗議，但最後還是放棄了。因為沒有進行人體試驗，她的研究最後不了了之，而疫苗也被人們遺忘。"
"#EVENT_TRADING_01_NOTIFICATION_HEADER","大門前有些商人"
"#EVENT_TRADING_01_NOTIFICATION_DESC","但他們看起來有點不尋常"
"#EVENT_TRADING_01_NAME","染血的商品"
"#EVENT_TRADING_01_DESC","一支小型商隊來到了大門前，他們身上的重裝與武器，明白顯示他們就是掠奪者。他們打開幾個箱子，裡面裝的商品確實值得交易，但上面都沾染了血跡與灰燼。當被詢問這些商品的來源時，這些商人只是不屑的聳聳肩，拒絕回答這個問題。"
"#EVENT_TRADING_01_TRADE1","與他們交易"
"#EVENT_TRADING_01_REFUSE","拒絕交易"
"#EVENT_TRADING_01_TRADE_NAME","染血的商品"
"#EVENT_TRADING_01_TRADE_DESC","商人們看起來十分高興。交易順利完成，那些染血的物資交到了居民的手上。商人們帶著滿意的笑容，收拾好東西便離開，但居民卻因與明顯是掠奪者的人們做交易而感到有些噁心。"
"#EVENT_TRADING_01_REFUSE_NAME","染血的商品"
"#EVENT_TRADING_01_REFUSE_DESC","商人們給居民們一個充滿殺氣的眼神。有那麼一瞬間，他們好像隨時會大開殺戒，不過最後他們的首領轉身離去。其他人跟著他的腳步離開，有幾個人往一旁吐了口口水，跟居民們說算他們走運。雖然喪失一次交易的機會，但大家也很慶幸沒有和明顯是掠奪者的人們打交道。"
"#EVENT_INSTRUMENTS_01_NOTIFICATION_HEADER","居民們最近感到沮喪"
"#EVENT_INSTRUMENTS_01_NOTIFICATION_DESC","是否該提振一下士氣？"
"#EVENT_INSTRUMENTS_01_NAME","音樂療法"
"#EVENT_INSTRUMENTS_01_DESC","一位居民想到一個點子：他想製作樂器，他認為音樂絕對能提振殖民地的士氣。作為一個舊世界的音樂家，他精通多種樂器，也知道如何製作吉他和鼓，甚至是簡單的豎琴。來點音樂確實會提振士氣，但是否值得花費資源呢？"
"#EVENT_INSTRUMENTS_01_GUITAR","製作吉他"
"#EVENT_INSTRUMENTS_01_DRUMS","製作鼓"
"#EVENT_INSTRUMENTS_01_ORGANS","製作豎琴"
"#EVENT_INSTRUMENTS_01_GUITAR_NAME","音樂療法"
"#EVENT_INSTRUMENTS_01_GUITAR_DESC","過了一段時間，那名男子帶著一把做工精緻的吉他回來。他在工人們附近坐下，開始演奏優美的旋律，讓人想起了以前的爵士樂。殖民地裡大部分的人都圍在他身旁聆聽，而他們的士氣也明顯被他的音樂所振奮。"
"#EVENT_INSTRUMENTS_01_DRUMS_NAME","音樂療法"
"#EVENT_INSTRUMENTS_01_DRUMS_DESC","過了一段時間，那名男子做出了一對鼓。他開始敲打一段輕快的節奏，鼓聲很快就引起了居民的注意，大家紛紛隨之起舞。他的音樂讓居民們樂以忘憂。"
"#EVENT_INSTRUMENTS_01_ORGANS_NAME","音樂療法"
"#EVENT_INSTRUMENTS_01_ORGANS_DESC","從零開始製作一把豎琴花了男人不少時間。完成後他把豎琴架在殖民地中央，開始演奏起優美又沉鬱的曲子。居民們聚了過來，沒過多就有許多人開始哭泣。演奏結束後，居民們紛紛起身，儘管他們情緒激動，但痛快的哭了一場，讓他們感覺好多了。"
"#EVENT_NEGOTIATION_01_NOTIFICATION_HEADER","一群生還者來到大門"
"#EVENT_NEGOTIATION_01_NOTIFICATION_DESC","他們看起來窮途末路"
"#EVENT_NEGOTIATION_01_NAME","永不消亡的文字"
"#EVENT_NEGOTIATION_01_DESC","有一群人集結在大門外。他們面黃肌瘦，眼神還留露著說不出的苦衷。他們說道「我們的家族已經太多折磨了。我知道你們不可能收留我們所有人，但求求你們讓我爺爺進去。以他的年紀，已經沒有辦法繼續跟著我們在外流浪了，而且他需要一個能讓他撰寫回憶錄的地方。」那位老年人很明顯生了病而且需要醫療照護。"
"#EVENT_NEGOTIATION_01_REFUSE","拒絕這個請求"
"#EVENT_NEGOTIATION_01_ACCEPT","收留爺爺"
"#EVENT_NEGOTIATION_01_EVERYONE","收留他們所有人"
"#EVENT_NEGOTIATION_01_REFUSE_NAME","永不消亡的文字"
"#EVENT_NEGOTIATION_01_REFUSE_DESC","殖民地沒有辦法容納一個又老又病的人。在告訴對方這個事實之後，他們看起來很生氣。「我們根本不知道他在這外頭到底還能活多久！」其中一人喊道，但在知道沒辦法改變殖民地的心意之後，他們一家人便帶著咳嗽的老人回到荒野之中。"
"#EVENT_NEGOTIATION_01_ACCEPT_NAME","永不消亡的文字"
"#EVENT_NEGOTIATION_01_ACCEPT_DESC","這家人歡欣鼓舞，他們互相與老人擁抱和道別。雖然不少人流下了眼淚，但大家都因為老人至少安全了而感到欣慰。老人走進殖民地後開心地四處張望。儘管他想花些時間寫他的回憶錄，但他還是保證，一旦他痊癒肯定會盡力幫忙工作。"
"#EVENT_NEGOTIATION_01_EVERYONE_NAME","永不消亡的文字"
"#EVENT_NEGOTIATION_01_EVERYONE_DESC","這一家的人都感到不可置信。他們交換了驚訝的眼神，簡直不敢相信他們聽到了什麼。「真的嗎？」其中一人終於開口問道。「你...你們願意收留我們所有人嗎？真是太謝謝你們了！」她在外流浪多年後，因為終於看到了漫長旅途的盡頭而不禁開始哽咽。這一家人在殖民地中開始了他們的新生活。"
"#EVENT_EXPEDITION_02_NOTIFICATION_HEADER","一個奇怪的瓶子飄上了岸"
"#EVENT_EXPEDITION_02_NOTIFICATION_DESC","裡面裝著一封訊息"
"#EVENT_EXPEDITION_02_NAME","藏寶圖"
"#EVENT_EXPEDITION_02_DESC","一位居民在河岸邊找到了一封瓶中信。它看起來是從上游順流而下來到這裡的。信中的筆跡難以辨識，但似乎是這麼寫著：「在蜿蜒之蛇的轉彎處，再往森林中的老人走一年的距離。我的時間所剩不多了，你就把我留下的東西拿去吧。」應該把探勘隊派去哪個地點呢？"
"#EVENT_EXPEDITION_02_OPTION_01","離河灣365步遠的老樹"
"#EVENT_EXPEDITION_02_OPTION_02","離路彎365步遠的老樹"
"#EVENT_EXPEDITION_02_OPTION_03","離河灣12步遠的大石頭"
"#EVENT_EXPEDITION_02_IGNORE","忽略這個訊息"
"#EVENT_EXPEDITION_02_SUCCESS_NAME","藏寶圖"
"#EVENT_EXPEDITION_02_SUCCESS_DESC","居民們解開這封訊息裡暗示的位置，並派了一隊人馬前去調查。過了一陣子他們回到殖民地，訊息裡提到的洞穴早已被搜刮一空，不過還有些關於追蹤與狩獵的筆記沒被拿走。這些筆記隨後也在殖民地的研究中派上用場。"
"#EVENT_EXPEDITION_02_FAILURE_NAME","藏寶圖"
"#EVENT_EXPEDITION_02_FAILURE_DESC","殖民地派了一隊人馬到訊息中所指出的地點調查。一行人直到日落時分才回到殖民地，結果那個地方什麼都沒有，只能空手而回。居民們丟掉了那個瓶子，認為訊息的內容一定是錯誤的。"
"#EVENT_EXPEDITION_02_IGNORE_NAME","藏寶圖"
"#EVENT_EXPEDITION_02_IGNORE_DESC","這訊息十之八九是胡說八道，根本不值得花時間去找。信被丟掉了，但瓶子裡面還裝著一些零件，顯然是送出這封訊息的人放的。雖然最後沒有去尋寶，殖民地還是從中得到了一些東西。"
"#EVENT_BEAST_02_NOTIFICATION_HEADER","發現了令人震驚的東西"
"#EVENT_BEAST_02_NOTIFICATION_DESC","該不會有什麼東西潛伏在樹林裡？"
"#EVENT_BEAST_02_NAME","潛伏的野獸"
"#EVENT_BEAST_02_DESC","一位居民在樹林裡發現一個令人不安的東西：一具野狼的屍體，身體兩側都有巨大的穿刺傷口。一部分的屍體都被溶解了，就好像有什麼東西把牠吞下去又吐出來。一想到能做到這種事的野獸在殖民地附近出沒，就讓居民們感到十分畏懼。"
"#EVENT_BEAST_02_SEARCH","試圖獵捕這頭野獸"
"#EVENT_BEAST_02_DEFENSE","加強殖民地的防禦措施"
"#EVENT_BEAST_02_SEARCH_NAME","潛伏的野獸"
"#EVENT_BEAST_02_SEARCH_DESC","一群獵人被派去尋找這頭野獸。他們發現了大量的足跡，跟著這些足跡一步步走向森林深處。野獸在途中撞倒了一些樹木，所以跟著蹤跡前進並不是什麼難事。足跡在一條河邊戛然而止。一位居民從他的眼角瞄到了一個巨大的身影在河流的另一端移動，但在前去調查時又沒有發現任何東西，無跡可尋的獵人們過沒多久就放棄了。無論如何，那頭野獸應該是離殖民地遠去了。"
"#EVENT_BEAST_02_DEFENSE_NAME","潛伏的野獸"
"#EVENT_BEAST_02_DEFENSE_DESC","居民們派守了更多守衛在殖民地的周圍來看著那座森林。幾個夜晚平靜的度過了，直到某天凌晨，一名守衛說她看到了一隻巨大的生物，大到像是地面本身在移動。守衛們趕到現場，但只找到了一頭剛死的野鹿。野獸一定是受到驚嚇而逃跑了，只希望牠之後不會再回來。"
"#EVENT_EXPEDITION_03_NOTIFICATION_HEADER","一位居民最近時常做噩夢"
"#EVENT_EXPEDITION_03_NOTIFICATION_DESC","他堅稱這些噩夢都是有含義的"
"#EVENT_EXPEDITION_03_NAME","鬧鬼的小鎮"
"#EVENT_EXPEDITION_03_DESC","一位最近加入的居民一直被噩夢所困擾。他說他一直夢見來到殖民地之前經過的一座鬼城。小鎮上的居民都死了，他順手拿了一些傳家寶當作紀念。他認為就是因為這些東西才導致他一直做噩夢，所以他希望能派出一支小隊將東西送回那個小鎮。他堅信只有這樣才能安撫那些亡魂。他的臉上掛著重重的黑眼圈，看起來隨時會因過度疲勞而倒下。"
"#EVENT_EXPEDITION_03_SCIENCE","採取較實際的方法"
"#EVENT_EXPEDITION_03_SUPERNATURAL","撫慰那些不安的靈魂"
"#EVENT_EXPEDITION_03_REFUSE","沒時間管這些胡說八道"
"#EVENT_EXPEDITION_03_SCIENCE_NAME","鬧鬼的小鎮"
"#EVENT_EXPEDITION_03_SCIENCE_DESC","顯然幽靈不是害這個男人做噩夢的罪魁禍首。他接受了醫護人員的評估，之後一位當過議員的居民自願幫助這位男人。在幾次對談之中，男人傾訴了他的經歷和憂慮之後，他的睡眠開始逐漸改善。幾個星期之後，噩夢似乎完全消失了。居民開心地交出從小鎮中拿走的東西，以及他的個人物品作為回報。"
"#EVENT_EXPEDITION_03_SUPERNATURAL_NAME","鬧鬼的小鎮"
"#EVENT_EXPEDITION_03_SUPERNATURAL_DESC","男人的懇求得到了回應，殖民地決定派一隻小隊前往那個小鎮。男人也跟著去了，當他們到達那座鬼城時，每個人都寒毛直豎。那些人的屍體看起來就像是前一刻還在日常生活，下一刻就天塌地陷，甚至連禿鷹都沒有在鎮上盤旋。男人把偷來的東西堆在一起並表達他的敬意。小隊在回程路上發現一些物資，便順手帶回了殖民地。男人的情況有所好轉，終於不再做噩夢了。他終於放下了心中的大石頭。"
"#EVENT_EXPEDITION_03_REFUSE_NAME","鬧鬼的小鎮"
"#EVENT_EXPEDITION_03_REFUSE_DESC","顯然還有比長途跋涉到鬼城還要更重要的事，男人不情願的同意了。過了一陣子，有一天這個男人突然失蹤。居民組成了一支搜救隊，經過大範圍的搜索，終於在樹林深處的一堆汙染物旁找到因筋疲力盡而倒地的男人。男人被抬回殖民地，現在不只是失眠，還要幫他解決中毒和疲勞的問題。在接受治療之後他又被噩夢折磨了一段時間，直到有一天終於好轉。"
"#EVENT_STRANGER_02_NOTIFICATION_HEADER","有人發現了一個小偷"
"#EVENT_STRANGER_02_NOTIFICATION_DESC","他就快要溜走了"
"#EVENT_STRANGER_02_NAME","隱藏的財富"
"#EVENT_STRANGER_02_DESC","殖民地內突然傳來求救的喊叫聲。有一名小偷溜進殖民地裡，並搶走一些物資。他外表看起來粗獷，應該是在荒野中生活。一些居民們前去追捕他，但也還沒想到抓到他之後該怎麼辦。"
"#EVENT_STRANGER_02_MERCIFUL","寬恕他"
"#EVENT_STRANGER_02_VENGEFUL","要他付出代價"
"#EVENT_STRANGER_02_FAIR","公平的處置他"
"#EVENT_STRANGER_02_IGNORE","無視他"
"#EVENT_STRANGER_02_MERCIFUL_NAME","隱藏的財富"
"#EVENT_STRANGER_02_MERCIFUL_DESC","居民們追逐著男人，並來到一個被各種東西塞到滿出來的小洞穴，很明顯這就是男人的家。看來他有著嚴重的囤積症。「拜託不要拿走我的寶物！我會把東西還給你們。」他哀求道。居民們拿回了他們的東西，並嚴厲警告男人不要再踏入殖民地，除非他想要自己的家被洗劫一空。他似乎明白了居民們的話，並承諾不會再靠近。"
"#EVENT_STRANGER_02_VENGEFUL_NAME","隱藏的財富"
"#EVENT_STRANGER_02_VENGEFUL_DESC","居民們跟著小偷回到他的洞穴。洞穴裡塞滿了各式各樣的物品，多到幾乎沒有位置可以讓人睡覺，這個男人看來是有囤積症。「拜託不要拿走我的寶物！我會把東西還給你們。」他哀求道，但已經於事無補。居民們因為被搶而感到非常生氣，在搶回了自己的東西之後，便不顧男人的哀求，開始大肆搜括洞穴裡的物品。那個男人試著保護自己的家，甚至讓一些人受了點傷，但是終究無法阻止憤怒的居民們。"
"#EVENT_STRANGER_02_FAIR_NAME","隱藏的財富"
"#EVENT_STRANGER_02_FAIR_DESC","居民們追著男人抵達一個洞穴，洞內從地板到天花板都堆滿了雜物，多到幾乎無法在裡面站立。顯然這個男人有囤物症。他向居民們哀求著不要拿走他的東西，並說會把東西還給殖民地。居民們拿回了自己的東西，並多拿了一些當作給男人的懲罰，不過其他大部分的東西都沒有動。男人很沮喪，但還是接受了這個結果。"
"#EVENT_STRANGER_02_IGNORE_NAME","隱藏的財富"
"#EVENT_STRANGER_02_IGNORE_DESC","居民們追了那個男人一陣子，但他跑得比想像中還快，最後消失在樹林之中。以他偷的東西價值來說，實在是沒有追的必要。"
"#EVENT_DEPARTURE_01_NOTIFICATION_HEADER","一位居民正要離開"
"#EVENT_DEPARTURE_01_NOTIFICATION_DESC","她想去追尋更美好的事物"
"#EVENT_DEPARTURE_01_NAME","偉大的未知領域"
"#EVENT_DEPARTURE_01_DESC","一名看起來緊張又興奮的女子把她的家當打包起來走向大門。「這裡很不錯，但你知道嗎？外頭一定有更多東西，我還沒好好的看過這個世界，所以我想出去看看。」她向一些居民們解釋道。她看起來裝備不足，而且對於外面的狀況過於樂觀。"
"#EVENT_DEPARTURE_01_GUILT","告訴她，她的行為太過自私"
"#EVENT_DEPARTURE_01_WARN","警告她，外面的世界很危險"
"#EVENT_DEPARTURE_01_EQUIP","給她更好的裝備"
"#EVENT_DEPARTURE_01_GUILT_NAME","偉大的未知領域"
"#EVENT_DEPARTURE_01_GUILT_DESC","她若是離開的話，將會有其他的居民需要背負她原本的工作與責任。殖民地裡永遠需要更多人手，所以她選擇離開是一個非常自私的行為。那名女子對於這番話感到生氣，但還是好好的思考了一下。過了不久，她聳聳肩說：「好吧。我也不想在大家需要我的時候離開。」她咕噥著走回了殖民地。"
"#EVENT_DEPARTURE_01_WARN_NAME","偉大的未知領域"
"#EVENT_DEPARTURE_01_WARN_DESC","居民們聚集在女子身邊。一個接著一個，他們跟女子講述自己在外面世界遇上的各種危險。去外面的世界生活絕對不是一件輕鬆的事，尤其是在她這麼輕率地做出決定的情況下，她絕對是沒有做好萬全的準備。她愁眉苦臉的聽完大家的話並在最後嘆了一口氣。「好吧。我是想去看看外面的世界，但我也不想去送命。」"
"#EVENT_DEPARTURE_01_EQUIP_NAME","偉大的未知領域"
"#EVENT_DEPARTURE_01_EQUIP_DESC","看到這個女人似乎已經下定決心，除了幫助她以外看來也沒別的辦法了。居民們給了她更精良的裝備來保護自己。她走出了大門並消失在荒野中。過了一段時間，她出乎意料的回到了殖民地，且背包裡裝著她在外面蒐集的各種東西。「外面其實真的不怎麼樣。很高興有踏出那一步，但也很高興我安全的回家了。」她說著，並交出手上的物資。"
"#EVENT_MUD_01_NOTIFICATION_HEADER","有人在遠方看到了一台車子"
"#EVENT_MUD_01_NOTIFICATION_DESC","它貌似卡住了"
"#EVENT_MUD_01_NAME","幫人一把"
"#EVENT_MUD_01_DESC","一位在瞭望台上的居民在沙漠的中央看到了一台車輛。車主是一名女性，而且她朝著殖民地的方向瘋狂揮舞著一塊布，向大家求救。她的車卡在地面裡，沒有工具與協助的話是無法脫困的。用一些人力和繩子應該可以解決著個問題，但要大老遠跑到沙漠中也蠻麻煩的。"
"#EVENT_MUD_01_ACCEPT","幫她一把"
"#EVENT_MUD_01_DECLINE","讓她自生自滅"
"#EVENT_MUD_01_ACCEPT_SUCCESS_NAME","幫人一把"
"#EVENT_MUD_01_ACCEPT_SUCCESS_DESC","把她就這樣丟在那裡的話就太殘酷了，居民們於是派了一些人帶著一些繩子和裝備前往她的所在地。在一陣推拉之後，車子終於脫離了困境。居民們弄得滿身泥濘，一定得好好洗刷一番，但至少任務完成了。女子表示非常感激並給了一個不錯的獎勵。她上了車以後便加速駛去，繼續她的旅程。"
"#EVENT_MUD_01_ACCEPT_FAIL_NAME","幫人一把"
"#EVENT_MUD_01_ACCEPT_FAIL_DESC","一群居民前去提供協助。運用繩子與人力，居民在前方拉，女子在車裡踩油門，但車子還是一動也不動。一行人嘗試了許久，最後決定放棄。「可惡，這趟路我也沒辦法用走的啊。我原本是打算要移居到另一個村落，但你們這裡感覺也行，雖然是小了一點。你們該不會剛好也缺人手吧？」"
"#EVENT_MUD_01_TAKE","讓她加入"
"#EVENT_MUD_01_EXILE","拒絕"
"#EVENT_MUD_01_TAKE_NAME","幫人一把"
"#EVENT_MUD_01_TAKE_DESC","「哦，太謝謝你了，我保證不會讓你失望的。」她說道，並鬆了一口氣。她後來便加入了殖民地並證明了自己的能力。"
"#EVENT_MUD_01_EXILE_NAME","幫人一把"
"#EVENT_MUD_01_EXILE_DESC","「唉，好吧。」她嘆了一口氣，神情有些失望。「算了，那就用走的吧。」她一邊說著一邊打包起車上的行李。「還是謝謝你們的幫忙啦。」她禮貌的笑了一下以後便隨即離去。"
"#EVENT_MUD_01_DECLINE_NAME","幫人一把"
"#EVENT_MUD_01_DECLINE_DESC","她所在的地點太遠又太危險了。瞭望員遠遠的用手對她比了一個大Ｘ，拒絕了她的請求。她在遠方咒罵了幾句之後便拾起了她的行李大步走向荒野之中。"
"#EVENT_CRAFTING_01_NOTIFICATION_HEADER","一位身上沾滿機油的居民想到了一個點子"
"#EVENT_CRAFTING_01_NOTIFICATION_DESC","要不要來試著改裝一下車輛啊？"
"#EVENT_CRAFTING_01_NAME","機械實驗"
"#EVENT_CRAFTING_01_DESC","一位不修邊幅的女子告訴大家，她在森林裡找到了一輛非常老舊且部分鏽蝕的舊時代車輛。她堅持只要給她一點零件，她就能把車子修好。她身為技師的手藝雖然遠近馳名，但維修這台車子對她仍然是個挑戰。"
"#EVENT_CRAFTING_01_APPROVE","讓她試試"
"#EVENT_CRAFTING_01_DECLINE","不給她零件"
"#EVENT_CRAFTING_01_SUCCESS_NAME","機械實驗"
"#EVENT_CRAFTING_01_SUCCESS_DESC","大家給了她需要的零件後，她便馬上跑進森林中。過了幾個鐘頭後，森林裡傳來了一聲巨響。女子並沒有受傷，但也承認她的實驗並沒有如預期的成功。因為她高估了電池所需的電量而造成過熱，車子的電池在點火的時候就爆炸了。給她的零件都沒了，車子也救不回來，但她的機械實驗卻給予了大家一些寶貴的知識，將來一定會對殖民地中派上用場。"
"#EVENT_CRAFTING_01_FAIL_NAME","機械實驗"
"#EVENT_CRAFTING_01_FAIL_DESC","大家給了她需要的零件後，她便馬上帶著工具跑進森林中。幾個鐘頭過後，開始有黑煙從森林中竄出來。居民們急忙趕到現場並看到了那台破車整個起火燃燒。女子拼命的想要在火焰蔓延到森林以前撲滅火勢。居民們也一起上前協助。在撲滅火焰之後，女子羞愧地表示她可能是失算了。給她的零件已損失，但至少並沒有釀成更大的禍。"
"#EVENT_CRAFTING_01_DECLINE_NAME","機械實驗"
"#EVENT_CRAFTING_01_DECLINE_DESC","她感到非常失望。雖然她極力為自己的實驗辯駁，但大家仍不為所動。最後她終於放棄並離開。"
"#EVENT_CULT_02_NOTIFICATION_HEADER","一群奇怪的人正在接近大門"
"#EVENT_CULT_02_NOTIFICATION_DESC","他們看起來是想要進行交易"
"#EVENT_CULT_02_NAME","投資信仰"
"#EVENT_CULT_02_DESC","一群身穿長袍的人影走向大門。因為頭上緊包著帽兜的關係，很難看出他們的神情，但他們的長袍上都畫了一顆紫色的太陽符號。他們停在大門前，身後拉著裝滿物資的推車。「不必慌張！」他們的領頭揮著手喊道。「我們乃海利歐斯之子，願與您交易。」沒人聽過這個稱號，不過顯然他們就是荒野裡眾多末日教派的其中一派。"
"#EVENT_CULT_02_TRADE_01","與他們交易"
"#EVENT_CULT_02_TRADE_02","與他們交易"
"#EVENT_CULT_02_TRADE_03","與他們交易"
"#EVENT_CULT_02_DECLINE","拒絕進行交易"
"#EVENT_CULT_02_TRADE_NAME","投資信仰"
"#EVENT_CULT_02_TRADE_DESC","「感謝您。願海利歐斯保佑你們。」領頭指向炙熱的太陽說道。交易完成後，教徒們在獲得的物資旁邊圍成一圈。他們貌似唸了一段禱文後便拾起東西離去。"
"#EVENT_CULT_02_DECLINE_NAME","投資信仰"
"#EVENT_CULT_02_DECLINE_DESC","教徒們突然陷入一陣低聲細語，很顯然是因為被拒絕而感到被冒犯。領導人揮了揮手，示意所有人靜下來。「那真是太不幸了。莫擔憂！吾等將啟程尋找另一聚落進行交易。願海利歐斯保佑你們。」他向殖民地說道，並對頭頂上的太陽做了一個手勢後帶著眾人離去。"
"#EVENT_TRADING_02_NOTIFICATION_HEADER","一群人正在爬向大門"
"#EVENT_TRADING_02_NOTIFICATION_DESC","到底是發生了什麼事？"
"#EVENT_TRADING_02_NAME","大自然的呼喚"
"#EVENT_TRADING_02_DESC","雖然在這附近很常看到怪人，但是還沒看過跟這群人一樣奇怪的。他們看起來很髒，而且是從森林的方向來的，身上的衣物也是用羽毛和毛皮製成。他們沒有說話，但從他們的手勢來看，很明顯是在跟殖民地要食物。"
"#EVENT_TRADING_02_TRADE_01","與他們交易"
"#EVENT_TRADING_02_TRADE_02","與他們交易"
"#EVENT_TRADING_02_TRADE_03","與他們交易"
"#EVENT_TRADING_02_DECLINE","拒絕進行交易"
"#EVENT_TRADING_02_TRADE_NAME","大自然的呼喚"
"#EVENT_TRADING_02_TRADE_DESC","才剛把食物放到地上，這群人就衝了上去。他們仔細的檢查那些食物，有幾個還抱著疑心的咬了一兩口，但最後應該是認為沒問題。他們就這樣開心的帶著食物遠去，過程中不發一語。"
"#EVENT_TRADING_02_DECLINE_NAME","大自然的呼喚"
"#EVENT_TRADING_02_DECLINE_DESC","那群人似乎對這個回應感到不滿。他們開始在彼此之間比手劃腳，但當他們看到居民們把手伸向武器時，便快速的決定撤退。他們轉身爬回森林之中。一臉茫然的居民們最後還是沒搞清楚他們到底看到了什麼。"
"#EVENT_RESEARCH_01_NOTIFICATION_HEADER","有人發現了一個奇怪的裝置"
"#EVENT_RESEARCH_01_NOTIFICATION_DESC","它隱藏著什麼秘密呢？"
"#EVENT_RESEARCH_01_NAME","知識背後的危險"
"#EVENT_RESEARCH_01_DESC","有人在附近森林中一輛廢棄的汽車裡找到了一個奇怪的裝置。大家發現這是一組定向天線，且附有一些地圖和頻率可以讓使用者追蹤他們所指的東西。許多居民們都很好奇這個裝置會找出什麼東西，但前去調查可能也會有風險。"
"#EVENT_RESEARCH_01_FOLLOW","找尋那個地點"
"#EVENT_RESEARCH_01_DECLINE","什麼都不做"
"#EVENT_RESEARCH_01_FOLLOW_NAME","知識背後的危險"
"#EVENT_RESEARCH_01_FOLLOW_DESC","居民們派出一支隊伍進行調查。他們在樹林地下發現了一處廢棄的研究設施。此地遭到嚴重的輻射污染，嚴重到不該在這裡久留。一行人在幾個容器中找到了一些研究資料，而且還沒有被輻射汙染。但大多數的研究看來是在設施更深處的地方，而那裡的汙染絕對會更嚴重。前去冒險可能會讓人有染上輻射病的風險，但也有可能會得到一些寶貴的知識。"
"#EVENT_RESEARCH_01_INVESTIGATE","深入冒險"
"#EVENT_RESEARCH_01_DISREGARD","只帶回未受汙染的資料"
"#EVENT_RESEARCH_01_INVESTIGATE_NAME","知識背後的危險"
"#EVENT_RESEARCH_01_INVESTIGATE_DESC","居民們進入設施深處，並拿走受到汙染的資料。他們回到殖民地後，所有的資料跟筆記都被仔細的研究。看來那個設施是用來研究遭受輻射汙染的地區。拿回來的資料大部分都很實用，但沒有什麼有趣的內容...除了一張照片之外。照片中有一頭異常巨大的野鹿，頭上長著如藤蔓般蜿蜒的角，且有著看起來沒有被輻射影響的漆黑皮膚。前去探險的居民們就沒有鹿這麼厲害了，因為他們已經開始出現輻射病的徵兆。"
"#EVENT_RESEARCH_01_DISREGARD_NAME","知識背後的危險"
"#EVENT_RESEARCH_01_DISREGARD_DESC","冒險進去太危險了。未受汙染的筆記被帶回殖民地研究，裡面提供了一些關於輻射汙染區域的有用情報。"
"#EVENT_RESEARCH_01_DECLINE_NAME","知識背後的危險"
"#EVENT_RESEARCH_01_DECLINE_DESC","廢棄車輛裡的神秘發射器？當然啦，聽起來一點都不危險呢！把這台發射器拆掉才是處理這情況最安全的方式。"
"#EVENT_COMBUSTION_01_NOTIFICATION_HEADER","一位居民有個點子"
"#EVENT_COMBUSTION_01_NOTIFICATION_DESC","他對某樣東西感到很興奮"
"#EVENT_COMBUSTION_01_NAME","內燃引擎"
"#EVENT_COMBUSTION_01_DESC","一位居民發現了一個看起來像舊割草機引擎的東西。在這定居之前，他花很多時間在舊世界的垃圾場裡拾荒和修理，因此他對於有機會嘗試修理引擎感到興奮。他需要一些金屬、零件和燃料來使內燃機發動。這台引擎破破爛爛的，修復它會有風險，但如果成功的話就能得到一個可貴的資產。"
"#EVENT_COMBUSTION_01_APPROVE","讓他試試"
"#EVENT_COMBUSTION_01_REFUSE","太危險了"
"#EVENT_COMBUSTION_01_APPROVE_SUCCESS_NAME","內燃引擎"
"#EVENT_COMBUSTION_01_APPROVE_SUCCESS_DESC","這個人拿走他需要的東西，之後就迅速地溜到工具間開始他的工作。在經過很久和聽到幾句髒話之後，引擎發出一陣劈啪聲並開始運轉。男人歡欣鼓舞，似乎對工具間被當作臨時維修間而受到的損害毫不在意。大部分的材料都被用掉了，但這個人的筆記上記錄著一些有用的觀察。"
"#EVENT_COMBUSTION_01_APPROVE_FAIL_NAME","內燃引擎"
"#EVENT_COMBUSTION_01_APPROVE_FAIL_DESC","這個人拿走他需要的東西，之後就把引擎拖到工具間開始他的工作。最後引擎終於開始運轉，男人欣喜落狂，並急忙寫下筆記。他因為太興奮而忘記讓引擎散熱，結果沒多久引擎就猛烈的燃燒起來。男人差點沒有時間逃離，工具間肯定也受到了不小的損害。"
"#EVENT_COMBUSTION_01_REFUSE_NAME","內燃引擎"
"#EVENT_COMBUSTION_01_REFUSE_DESC","內燃機就是一個會著火的機器，而且引擎本身搞不好有缺陷，怎麼想都太危險了。"
"#EVENT_PARTY_HARD_01_NOTIFICATION_HEADER","房屋裡傳來了喧鬧聲"
"#EVENT_PARTY_HARD_01_NOTIFICATION_DESC","有人在享受美好時光"
"#EVENT_PARTY_HARD_01_NAME","盡情狂歡"
"#EVENT_PARTY_HARD_01_DESC","一群居民擠在一間房子裡。地板上到處都是空瓶子，有些還倒在地上，把刺鼻的飲料灑的到處都是。儘管這些人看上去有些神智不清，但看起來還是非常開心。他們興高采烈地邀請其他殖民者加入他們的牌局。當被問到這些飲料時，他們自豪地透露這些都是他們自製的。"
"#EVENT_PARTY_HARD_01_DISBAND","解散派對"
"#EVENT_PARTY_HARD_01_CONFISCATE","沒收飲料"
"#EVENT_PARTY_HARD_01_ALLOW","讓他們吃喝玩樂"
"#EVENT_PARTY_HARD_01_DISBAND_NAME","盡情狂歡"
"#EVENT_PARTY_HARD_01_DISBAND_DESC","這些居民被要求停止派對，他們應該把這些時間拿去做更有意義的事。雖然他們不滿的抗議，但別無選擇的他們只能服從，站起離開時還順手砸碎了一些瓶子宣洩憤怒。其他居民對這幼稚的舉動翻了個白眼，沒有繼續理會他們不高興地嘀咕聲。"
"#EVENT_PARTY_HARD_01_CONFISCATE_NAME","盡情狂歡"
"#EVENT_PARTY_HARD_01_CONFISCATE_DESC","這些可疑的自製飲料被沒收了。這群人本來還想拿他們很渴當藉口提出抗議，但飲料還是被收走了。隔天喝了飲料的居民情況都看起來很差，看來沒讓他們繼續喝下去是正確的選擇。"
"#EVENT_PARTY_HARD_01_ALLOW_NAME","盡情狂歡"
"#EVENT_PARTY_HARD_01_ALLOW_DESC","這群人被允許繼續他們的派對，顯然他們需要發洩一下。過了一段時間，房子的方向傳來了一聲尖叫。這群人站在屋外，這間房子以及旁邊的幾間房子都失火了。看來他們之中有個天才想在屋內玩火柴，因此灑出來的飲料很快就燒了起來。"
"#EVENT_KNOT_01_NOTIFICATION_HEADER","風力發電機的意外事故"
"#EVENT_KNOT_01_NOTIFICATION_DESC","出了差錯的玩耍"
"#EVENT_KNOT_01_NAME","兒戲"
"#EVENT_KNOT_01_DESC","幾個驚慌失措的孩子把大人們帶到風力發電機旁。孩子們簡陋的風箏直接飛到了渦輪機上，轉子完全被線纏住了。「我們非常抱歉，但我們不是故意的！」孩子們忍著眼淚說道。爬上去解開纏住的線會有點危險。"
"#EVENT_KNOT_01_HELP","找人爬上去修好"
"#EVENT_KNOT_01_FATHER","讓孩子們的父親去修"
"#EVENT_KNOT_01_CHILD","讓其中一個孩子去修"
"#EVENT_KNOT_01_CHILD_NAME","兒戲"
"#EVENT_KNOT_01_CHILD_DESC","既然孩子們是這一切的起因，那也應該由他們解決這一切才對。孩子們似乎對這個突如其來的要求感到害怕與困惑，但其中一個孩子擦擦眼淚，還是走向了渦輪機前。她只爬上去一點點就掉了下來，雖然她嚇了一跳，但好險沒有受傷。看來只靠孩子們是沒辦法完成這件事，只能找其他人來處理了。"
"#EVENT_KNOT_01_HELP_NAME","兒戲"
"#EVENT_KNOT_01_HELP_DESC","還在尋找志願者時，一個女人就匆匆趕到現場。「哦，天啊，我的孩子做了什麼？」她問道。她一邊安慰哭泣的孩子，一邊聽事情的來龍去脈。她輕鬆地踢掉鞋子，不費吹灰之力就爬上了渦輪機頂部，解開纏繞的線並取下風箏。「好了。以後別在機器旁邊玩了，好嗎？」她下來後向孩子們說道。他們怯懦地點點頭，記取了教訓。"
"#EVENT_KNOT_01_FATHER_NAME","兒戲"
"#EVENT_KNOT_01_FATHER_DESC","他們的父親被找來，並且被指示爬上渦輪機。儘管他看起來很害怕，但還是照做了。他開始笨拙地向上爬，好幾次都差點滑下來。孩子們驚恐地看著他，他終於爬到頂端，並花了好長一段時間才把風箏解開。當他爬下來時風力發電機早已搞得面目全非。孩子們急忙抱住他們的父親，並保證再也不會在機器附近玩了。"
"#EVENT_EXPERIMENT_01_NOTIFICATION_HEADER","發現了一種新的菌類"
"#EVENT_EXPERIMENT_01_NOTIFICATION_DESC","它可能會有用處"
"#EVENT_EXPERIMENT_01_NAME","迷人的真菌"
"#EVENT_EXPERIMENT_01_DESC","幾位居民發現了一種奇怪的鮮紅色真菌，似乎能夠抵禦汙染堆積物的有害影響。可以利用一些資源在受控的環境中培養這個真菌，看看它是否可以用來幫助治療輻射病。"
"#EVENT_EXPERIMENT_01_RESOURCES1","使用大量的資源"
"#EVENT_EXPERIMENT_01_RESOURCES2","使用部份資源"
"#EVENT_EXPERIMENT_01_DENY","什麼都不做"
"#EVENT_EXPERIMENT_01_SUCCESS_NAME","迷人的真菌"
"#EVENT_EXPERIMENT_01_SUCCESS_DESC","眾人把一些菌類種在其中一位居民的家裡。把它跟藥草混再一起研磨成的藥品在輻射病的病人身上測試內外服用效果時，發現它可以改善他們的狀況，可是效果小到幾乎不值得特別去培養這種菌類。但這項發現還是給予了人們一些經驗與知識。"
"#EVENT_EXPERIMENT_01_FAIL_NAME","迷人的真菌"
"#EVENT_EXPERIMENT_01_FAIL_DESC","真菌被種在醫療帳篷內，並被拿去進行輻射病的內服和外用測試，不過並沒有得到什麼結果。此外，這種真菌被發現具有與黴菌相似的特性，可以導致過敏又能快速傳播。很快它就侵蝕並汙染了醫療帳篷的結構。現在醫療帳篷需要大規模的維修才能恢復。"
"#EVENT_EXPERIMENT_01_DENY_NAME","迷人的真菌"
"#EVENT_EXPERIMENT_01_DENY_DESC","研究突變的真菌聽起來就不是一個好主意。顯然它就會危害健康，應該被處理掉。真菌被丟棄之後，居民們被告知如果之後在野外又看到時，千萬不要再去碰它。"
"#COMBAT_DEADCREEK_01_NAME","敵對死亡溪流武裝"
"#COMBAT_DEADCREEK_01_DESC","死亡溪流首領帶著部下來到門前。她明顯的非常的生氣，而她的部下們都裝備了步槍與火藥彈。「這是你最後一次招惹我的殖民地了！把東西交出來，不然你們就完了！」她喊道。"
"#COMBAT_DEADCREEK_01_NOTIFICATION_HEADER","即將發起攻擊！"
"#COMBAT_DEADCREEK_01_NOTIFICATION_DESC","敵對死亡溪流武裝"
"#COMBAT_DEADCREEK_01_INSULT","選擇開戰"
"#COMBAT_DEADCREEK_01_PAY","交出東西"
"#COMBAT_DEADCREEK_01_NEGOTIATE","討價還價"
"#COMBAT_DEADCREEK_01_NEGOTIATE_SUCCESS_NAME","敵對死亡溪流武裝"
"#COMBAT_DEADCREEK_01_NEGOTIATE_SUCCESS_DESC","「不僅是膽小，還是個窮鬼嗎？如果你們沒那麼煩人的話我可能還會可憐你們。這是最低價了，趕快交東西出來，否則我們就要進攻了！」"
"#COMBAT_DEADCREEK_01_REFUSE","選擇開戰"
"#COMBAT_DEADCREEK_01_ACCEPT","付錢了事"
"#COMBAT_DEADCREEK_01_NEGOTIATE_FAIL_NAME","敵對死亡溪流武裝"
"#COMBAT_DEADCREEK_01_NEGOTIATE_FAIL_DESC","「你是唬不了我們的。該受你們應得的報應了。」她說道。部隊朝著大門丟了許多炸彈。大門被炸開後，敵方的部隊開始湧進殖民地。"
"#COMBAT_DEADCREEK_01_LATER","要求對方給予一點時間準備"
"#COMBAT_DEADCREEK_01_LATER_NAME","敵對死亡溪流武裝"
"#COMBAT_DEADCREEK_01_LATER_DESC","她思考了一陣子以後點了點頭。「好吧，但我們之後還會回來的。到時候如果沒把東西準備好的話，我們就要開打了。」"
"#COMBAT_DEADCREEK_01_POSTPONE_NAME","敵對死亡溪流武裝"
"#COMBAT_DEADCREEK_01_POSTPONE_DESC","死亡溪流的部隊回來了，帶領著他們的是之前的那名女性。她踢著大門吆喝。「時候到了，快把錢吐出來。」部隊的成員們各個裝備精良。"
"#COMBAT_DEADCREEK_01_POSTPONE_NOTIFICATION_HEADER","死亡溪流武裝又回來了"
"#COMBAT_DEADCREEK_01_POSTPONE_NOTIFICATION_DESC","他們要求你遵守諾言"
"#COMBAT_DEADCREEK_01_POSTPONE_PAY","交出東西"
"#COMBAT_DEADCREEK_01_POSTPONE_FIGHT","選擇開戰"
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","一名傭兵孤身一人找上門"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","他有個提議"
"#EVENT_EXTORTION_01_NAME","高尚的小人"
"#EVENT_EXTORTION_01_DESC","一個身著傭兵服裝的男人獨身一人來到大門前。「你的殖民地很不錯呢，」他說道。「但你確定這玩意兒能好好保護它嗎？我和我的同事可以用非常合理的價格保護你的居民免受野生動物跟土匪之類的侵襲。」"
"#EVENT_EXTORTION_01_PAY","交出東西"
"#EVENT_EXTORTION_01_POSTPONE","請他之後再回來"
"#EVENT_EXTORTION_01_DECLINE","拒絕他的提議"
"#EVENT_EXTORTION_01_PAY_DESC","「非常感謝你，」男人說道。「我就知道你們會是講理的人。」但在居民們還沒來得及問出所謂的保護工作如何進行前，一台車輛就開到了大們前。男子迅速的跳上車之後便加速離去，很顯然的打從一開始就沒有打算要履行承諾。"
"#EVENT_EXTORTION_01_POSTPONE_DESC","「好吧，但我們之後還會回來的。你到時候還是付我們錢比較好，這樣對你們的殖民地比較好。」男子一臉神秘的笑著說到。"
"#EVENT_EXTORTION_01_DECLINE_DESC","「我覺得你沒聽懂我在說什麼。我們本來打算以禮貌溫和的方式好好談談，但你就是要把事情搞得很複雜。那好吧。」在附近待命的土匪們突然開著車出現，而他們輕易的就打破了大門的防禦並攻進了殖民地。"
"#EVENT_EXTORTION_01B_NOTIFICATION_HEADER","一名臉孔面熟的男人來到了大門前"
"#EVENT_EXTORTION_01B_NOTIFICATION_DESC","那名傭兵想談談"
"#EVENT_EXTORTION_01B_NAME","高尚的小人"
"#EVENT_EXTORTION_01B_DESC","你看見一個穿著傭兵服裝的男人來到大門前，他看起來很眼熟。她就是那名之前來殖民地要求保護費的那個人。他回來進行談判了。"
"#EVENT_EXTORTION_01B_PAY","交出東西"
"#EVENT_EXTORTION_01B_POSTPONE","請他之後再回來"
"#EVENT_EXTORTION_01B_DECLINE","拒絕"
"#EVENT_EXTORTION_01B_PAY_DESC","「終於啊，感謝你們的捐款。」男人笑著說道。在居民們還沒來得及問出所謂的保護工作如何進行前，一台車輛便突然開到了大門前。男子已帶著款項離開。"
"#EVENT_EXTORTION_01B_POSTPONE_DESC","「不行，這是行不通的。我給了你足夠的時間準備物資。我想你需要點教訓才能學會謙卑和守時。我免費教教你！」話剛講完，他的武裝暴徒同夥們就攀牆爬過了大門。"
"#EVENT_EXTORTION_01B_DECLINE_DESC","「我覺得你沒聽懂我在說什麼。我們本來打算以禮貌溫和的方式好好談談，但你就是要把事情搞得很複雜。那好吧。」在附近待命的土匪們突然開著車出現，而他們輕易的就打破了大門的防禦並攻進了殖民地。"
"#EVENT_FARMER_01_NOTIFICATION_HEADER","一名農夫發明了一個東西"
"#EVENT_FARMER_01_NOTIFICATION_DESC","他想實際測試看看"
"#EVENT_FARMER_01_NAME","農夫的主意"
"#EVENT_FARMER_01_DESC","有個在農田工作的人自己製作了殺蟲劑。他們堅持自己有很多調配的經驗，想在作物上試試他們的傑作。這些液體看起來很可靠，聞起來也很可怕，不過除掉害蟲將是一個巨大的收穫。"
"#EVENT_FARMER_01_USE","使用殺蟲劑"
"#EVENT_FARMER_01_DECLINE","太危險了"
"#EVENT_FARMER_01_SUCCESS_NAME","農夫的主意"
"#EVENT_FARMER_01_SUCCESS_DESC","農夫看起來很高興，有一段時間一切都好像如他所說的一樣順利，但沒多久事情就出現了問題。農夫開始咳嗽和喘氣，植物也出現腐爛的跡象。其他人迅速帶著農夫去呼吸新鮮空氣，但對於枯萎的植物，他們也無能為力。"
"#EVENT_FARMER_01_FAILURE_NAME","農夫的主意"
"#EVENT_FARMER_01_FAILURE_DESC","農夫看起來很高興，他很快就回到農田之中，小心翼翼地在作物上噴灑殺蟲劑，一切都像農夫承諾的那樣。害蟲避開了農作物，因此確保更多產量。農夫的配方肯定是有價值的，可以用於以後的研究。"
"#EVENT_FARMER_01_DECLINE_NAME","農夫的主意"
"#EVENT_FARMER_01_DECLINE_DESC","這太危險了。不值得為產量冒這個險，農夫似乎因此感到悶悶不樂，暫時拒絕和其他人交談，但他還是同意讓自製的殺蟲劑遠離作物。"
"#EVENT_SOCIETY_03_NOTIFICATION_HEADER","一個社群前來交涉"
"#EVENT_SOCIETY_03_NOTIFICATION_DESC","他們想要促成一筆交易"
"#EVENT_SOCIETY_03_NAME","友好的社群"
"#EVENT_SOCIETY_03_DESC","一群來自[SOCIETY_NAME]的人走到大門口，拉著幾箱東西。「你們好。我們在附近搜尋物資，但一直找不到我們想要的，你們願意跟我們交易嗎？」"
"#EVENT_SOCIETY_03_GENEROUS","給他們優惠價"
"#EVENT_SOCIETY_03_FAIR","公平交易"
"#EVENT_SOCIETY_03_BAD","爭取最好的價格"
"#EVENT_SOCIETY_03_REFUSE","拒絕進行交易"
"#EVENT_SOCIETY_03_GENEROUS_NAME","友好的社群"
"#EVENT_SOCIETY_03_GENEROUS_DESC","這群人明顯地露出了驚訝的表情。「你真是太慷慨了！」其中一個人在收拾行李時說道。「感謝你們的幫忙，我回去一定會告訴大家你們是怎麼幫助我們的！」"
"#EVENT_SOCIETY_03_FAIR_NAME","友好的社群"
"#EVENT_SOCIETY_03_FAIR_DESC","「合理的報價。」其中一個人點點頭。「很好，成交。」交換貨物後，這群人就上路了。"
"#EVENT_SOCIETY_03_BAD_NAME","友好的社群"
"#EVENT_SOCIETY_03_BAD_DESC","這群人看起來有些不愉快。「我想我們沒有資格挑剔，那好吧。」其中一個人揶揄地說道。交易完成後這群人就離開了。"
"#EVENT_SOCIETY_03_REFUSE_NAME","友好的社群"
"#EVENT_SOCIETY_03_REFUSE_DESC","「哦，我明白了。我得說我真的很希望能跟你合作，但看來是沒機會了。我想我們該回去繼續尋找物資了。」他們收拾好東西，拖著看起來很疲憊的身軀，出發冒險去找他們需要的資源。"
"#EVENT_SOCIETY_05_NOTIFICATION_HEADER","來自其他社群的訪客"
"#EVENT_SOCIETY_05_NOTIFICATION_DESC","他們帶著禮物前來"
"#EVENT_SOCIETY_05_NAME","友誼的果實"
"#EVENT_SOCIETY_05_DESC","一支來自[SOCIETY_NAME]的偵察隊抵達大門。他們拿著一袋貨物想要送給殖民地。「附近有你們這樣的鄰居真好。作為我們友誼的象徵，請收下這個。希望我們能繼續合作。」"
"#EVENT_SOCIETY_05_ACCEPT","接受禮物"
"#EVENT_SOCIETY_05_REFUSE","拒絕禮物"
"#EVENT_SOCIETY_05_ACCEPT_NAME","友誼的果實"
"#EVENT_SOCIETY_05_ACCEPT_DESC","居民們出來接過袋子。他們主動與偵察員交談，並為他們的回程提供一些點心。每個人的精神都很好。在這樣的世界裡有一個朋友的感覺真好。"
"#EVENT_SOCIETY_05_REFUSE_NAME","友誼的果實"
"#EVENT_SOCIETY_05_REFUSE_DESC","偵察員們有些困惑，但還是點了點頭。「你太客氣了。這些真的可以分給你們。」其中一個人說道。他們和居民們聊了一會，最後友好地揮手離開。「如果你們需要幫助，隨時可以找我們！」"
"#EVENT_SOCIETY_06_NOTIFICATION_HEADER","來自另一個殖民地的訪客來到這裡"
"#EVENT_SOCIETY_06_NOTIFICATION_DESC","似乎出了什麼問題"
"#EVENT_SOCIETY_06_NAME","緊要關頭"
"#EVENT_SOCIETY_06_DESC","一小群來自[SOCIETY_NAME]的人來到了門口。他們看起來疲憊不堪，而且蓬頭垢面。「一群土匪對我們的殖民地進行了反覆的攻擊。我們需要不斷地抵禦他們，這讓我們所有人得二十四小時輪班。我很不想這樣說，但你們能否借出一些人力和裝備，讓我們徹底解決這些問題？」"
"#EVENT_SOCIETY_06_ALL","給他們一些裝備和人力"
"#EVENT_SOCIETY_06_EQUIPMENT","給他們裝備"
"#EVENT_SOCIETY_06_COLONISTS","派一些居民"
"#EVENT_SOCIETY_06_REFUSE","拒絕這個請求"
"#EVENT_SOCIETY_06_ALL_NAME","緊要關頭"
"#EVENT_SOCIETY_06_ALL_DESC","他們臉上表情舒緩了下來。「謝謝，謝謝你。我們走吧，沒有時間可以浪費了。」一群人便離開了。過了一陣子，自願幫忙的居民全都活著回來了，但也都受了傷。土匪被擊退後，社群也安全了。"
"#EVENT_SOCIETY_06_COLONISTS_NAME","緊要關頭"
"#EVENT_SOCIETY_06_COLONISTS_DESC","他們似乎鬆了一口氣。「任何協助都十分感謝！拜託了，我們必須抓緊時間。」一群人便離開了。過一陣子居民們都回來了，雖然他們都已經奄奄一息。土匪都被擊退，社群也再度回到平安的生活。"
"#EVENT_SOCIETY_06_EQUIPMENT_NAME","緊要關頭"
"#EVENT_SOCIETY_06_EQUIPMENT_DESC","這群人似乎有點失望。「我們本來希望也能有一些人手，不過願意提供幫助我們還是很感謝，我們不會忘記你們的恩情。」他們拿著裝備離開了。"
"#EVENT_SOCIETY_06_REFUSE_NAME","緊要關頭"
"#EVENT_SOCIETY_06_REFUSE_DESC","他們不敢相信地瞪大眼睛。「沒搞錯吧？我們把你們當成朋友！然後你們就這樣從我們背後捅一刀？很好，那如果你們以後遇到麻煩，就不要來求我們幫忙。」"
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_HEADER","有人在牧場裡"
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_DESC","他們在找什麼？"
"#EVENT_RANCH_BANDITS_01_NAME","牲畜小偷"
"#EVENT_RANCH_BANDITS_01_DESC","幾個奇怪的人影偷偷溜進了牧場。他們人數眾多，所以一定要小心行事。"
"#EVENT_RANCH_BANDITS_01_AMBUSH","伏擊他們"
"#EVENT_RANCH_BANDITS_01_CONFRONT","面對他們"
"#EVENT_RANCH_BANDITS_01_AMBUSH_NAME","牲畜小偷"
"#EVENT_RANCH_BANDITS_01_AMBUSH_DESC","居民組成一個小隊向牧場走去。他們躲在牧場周圍靜靜等待，沒過多久就看見牧場的門打開來，一群土匪拖著牛溜了出來。居民們跳出來，在他們逃跑之前將他們逼到牆角。他們顯然大吃一驚，並開始求饒。"
"#EVENT_RANCH_BANDITS_01_CONFRONT_NAME","牲畜小偷"
"#EVENT_RANCH_BANDITS_01_CONFRONT_DESC","居民們直接走進了牧場，土匪們正在圍捕牲畜。他們被逮個正著，立刻停止並舉起來雙手。「聽我說，我們真的很想吃點肉，而且這些動物看起來又肥嫩多汁。」其中一人試圖解釋。"
"#EVENT_RANCH_BANDITS_01_RUN","讓他們快滾"
"#EVENT_RANCH_BANDITS_01_STEAL","要求他們交出身上的財物"
"#EVENT_RANCH_BANDITS_01_RUN_NAME","牲畜小偷"
"#EVENT_RANCH_BANDITS_01_RUN_DESC","這群土匪立刻放開動物逃跑。他們很明顯鬆了一口氣，很高興能全身而退。在他們逃跑時，還可以聽見他們在爭吵這是哪個天才想出來的妙計。"
"#EVENT_RANCH_BANDITS_01_STEAL_NAME","牲畜小偷"
"#EVENT_RANCH_BANDITS_01_STEAL_DESC","「我們身上沒多少東西。」他們爭辯道，但居民們不打算放過他們。土匪們嘆了口氣，在走之前把他們所有的東西都交了出來，然後開始互相推託說對方再繼續搞砸行動，就不會有人把他們當成土匪看待了。"
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_HEADER","老鼠在牧場滋生"
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_DESC","鼠患成了一個問題"
"#EVENT_RANCH_ANIMALS_01_NAME","不速之客"
"#EVENT_RANCH_ANIMALS_01_DESC","一群老鼠佔領了牧場，吃著牲畜的食物，還有傳播疾病給其他動物的風險。最好在鼠患變得無法控制之前把牠們解決掉。"
"#EVENT_RANCH_ANIMALS_01_ATTACK","攻擊這些老鼠"
"#EVENT_RANCH_ANIMALS_01_IGNORE","忽略這個問題"
"#EVENT_RANCH_ANIMALS_01_ATTACK_NAME","不速之客"
"#EVENT_RANCH_ANIMALS_01_ATTACK_DESC","一些居民到牧場去驅趕害獸。他們把老鼠從角落縫隙裡趕了出來。老鼠們成群結隊地跑出來，牠們顯得驚慌失措並開始攻擊遇到的任何東西。"
"#EVENT_RANCH_ANIMALS_01_IGNORE_NAME","不速之客"
"#EVENT_RANCH_ANIMALS_01_IGNORE_DESC","最好的解決方法就是不理牠們。老鼠是任何殖民地都不可避免的一部分，與其說危險，倒不如說牠們只是很煩人。一些居民對這個決定深感不滿。後來大家發現老鼠的食量非常驚人，給殖民地帶來很大的麻煩。"
"#EVENT_CAR_FIX_02_NOTIFICATION_HEADER","再森林中發現了一輛廢棄的汽車"
"#EVENT_CAR_FIX_02_NOTIFICATION_DESC","它可能會派上用場"
"#EVENT_CAR_FIX_02_NAME","技師的窘境"
"#EVENT_CAR_FIX_02_DESC","在樹林深處，有人發現了一台生鏽的車子。大家可以拆接它拿零件來用，或是把它修好。修理它將會是個大工程，但如果著手去做的話是有可能成功的。"
"#EVENT_CAR_FIX_02_FIX","修理汽車"
"#EVENT_CAR_FIX_02_RESOURCES","拆卸汽車以獲取資源"
"#EVENT_CAR_FIX_02_FIX_NAME","技師的窘境"
"#EVENT_CAR_FIX_02_FIX_DESC","居民們開始著手修理汽車。在經過幾個小時的調整之後，車子的狀況看起來比一開始還要差。「抱歉，我們盡力了，但現在看起來好像只是把事情搞得更糟糕而已。」一位居民皺著臉說到。"
"#EVENT_CAR_FIX_02_RESOURCES_NAME","技師的窘境"
"#EVENT_CAR_FIX_02_RESOURCES_DESC","居民開始拆卸汽車上一切有價值的東西。雖然拆卸過程花費了一些時間，但最終還是得到了一大批可用的零件和資源。所有的東西都被帶回了殖民地加以利用。"
"#EVENT_SOCIETY_07_NOTIFICATION_HEADER","敵對社群武裝正在靠近"
"#EVENT_SOCIETY_07_NOTIFICATION_DESC","他們看起來很生氣"
"#EVENT_SOCIETY_07_NAME","斬釘截鐵"
"#EVENT_SOCIETY_07_DESC","入侵者們個個怒不可遏，並怒視著殖民地的人們。他們看起來是從另一個殖民地或是社群來的。「我們已經受夠你們佔據著所有的資源了！我們是來討伐你們的！」"
"#EVENT_SOCIETY_07_BRIBE","賄賂他們"
"#EVENT_SOCIETY_07_FIGHT","準備戰鬥"
"#EVENT_SOCIETY_07_BRIBE_NAME","斬釘截鐵"
"#EVENT_SOCIETY_07_BRIBE_DESC","社群的首領看起來並不領情，但其他人阻止了他。在一陣激烈的討論過後，他們接受了那筆錢。「好吧。我們達成共識了，」首領說完了以後便帶著眾人離開。"
"#EVENT_SOCIETY_07_FIGHT_NAME","斬釘截鐵"
"#EVENT_SOCIETY_07_FIGHT_DESC","戰士們舉起手臂，大步向前。「放棄無用的抵抗吧。我們將會掃蕩你們所有人並奪取一切！」"
"#EVENT_SOCIETY_07A_NOTIFICATION_HEADER","一小群人正在接近"
"#EVENT_SOCIETY_07A_NOTIFICATION_DESC","他們並沒有帶武器"
"#EVENT_SOCIETY_07A_NAME","無禮的代價"
"#EVENT_SOCIETY_07A_DESC","有一名女子帶了一群人前來，並將一堆資源倒在大門前。「前陣子我有幾個部下來你們這裡搗亂。我沒有准許他們這麼做，也不想跟你們起紛爭，所以你們就把這些拿回去吧，」她說到。「他們已經被處理掉了，我們之後也不會再來打擾這座殖民地。」"
"#EVENT_SOCIETY_07B_NOTIFICATION_HEADER","一位另一個社群的使者正在靠近"
"#EVENT_SOCIETY_07B_NOTIFICATION_DESC","他們由一名女子帶領"
"#EVENT_SOCIETY_07B_NAME","無禮的代價"
"#EVENT_SOCIETY_07B_DESC","一名女子帶著一些人來到了大門前。她向殖民地喊道：「我聽說你們解決了我的一些手下。他們有提到說有些人佔據了物資，但從沒想過他們會在我背後挑起戰爭。感謝你們幫我處理了這個問題。你們這座殖民地比我想像中的還堅強，」她笑著說完以後便離去。"
"#EVENT_POISON_PLANT_01_NOTIFICATION_HEADER","這是什麼奇怪的植物？"
"#EVENT_POISON_PLANT_01_NOTIFICATION_DESC","它會有用嗎？"
"#EVENT_POISON_PLANT_01_NAME","神秘植物"
"#EVENT_POISON_PLANT_01_DESC","在樹林裡發現一種閃閃發亮的奇怪植物。葉子是完美的正方形，紅線覆蓋了大部分的莖。發現它的人相信它是某種神奇的植物，可以拿來解決各種問題。應該如何處理它呢？"
"#EVENT_POISON_PLANT_01_EDIBLE","看它能不能被食用"
"#EVENT_POISON_PLANT_01_MEDICINE","看它能不能做拿來製藥"
"#EVENT_POISON_PLANT_01_BIOLOGY","拿去做肥料"
"#EVENT_POISON_PLANT_01_IGNORE","把它扔掉"
"#EVENT_POISON_PLANT_01_EDIBLE_NAME","神秘植物"
"#EVENT_POISON_PLANT_01_EDIBLE_DESC","這個植物被磨碎並與食物混合。發現這朵花的居民自願吃下它。一陣狼吞虎咽之後，不到一分鐘居民就立刻感到胃痛。他痛苦地在地上打滾，被帶去看醫生。不管那是什麼植物，它都不能吃。"
"#EVENT_POISON_PLANT_01_MEDICINE_NAME","神秘植物"
"#EVENT_POISON_PLANT_01_MEDICINE_DESC","這個植物被磨碎與水混在了一起，拿去抹在擦傷和疹子上實驗。結果什麼事都沒發生，植物也被用光了。如果說它有什麼用，也肯定不會是藥用。"
"#EVENT_POISON_PLANT_01_BIOLOGY_NAME","神秘植物"
"#EVENT_POISON_PLANT_01_BIOLOGY_DESC","這個植物被放置在堆肥中，等它腐爛後用來當作殖民地周圍植物的肥料，看看會發生什麼事。實驗結果顯示它確實可以大幅增加植物生長速度，這個發現也被寫進了殖民地的研究筆記。然而，因為沒有再找到更多的花，所以唯一的收獲只有研究方面的成果。"
"#EVENT_POISON_PLANT_01_IGNORE_NAME","神秘植物"
"#EVENT_POISON_PLANT_01_IGNORE_DESC","這個植物看起來很可疑，顯然是遭到輻射而使其染色體發生了變化。最好在它害大家生病之前把它處理掉。"
"#EVENT_POISON_BANDIT_01_NOTIFICATION_HEADER","一名土匪隻身闖進了殖民地"
"#EVENT_POISON_BANDIT_01_NOTIFICATION_DESC","他挾持了一位居民"
"#EVENT_POISON_BANDIT_01_NAME","高風險談判"
"#EVENT_POISON_BANDIT_01_DESC","一名孤身的土匪在偵察殖民地週遭的狀況時找到了一個機會並抓了一位正在離殖民地一段距離的地方尋找食物的居民。他抓著他的人質退後，手上抓著某個東西。「不許亂動！把東西交出來，你們的朋友就不會受傷！」他喊道。他手上的裝置可能會造成危險，但也有可能是假的。"
"#EVENT_POISON_BANDIT_01_PAY","滿足土匪要求"
"#EVENT_POISON_BANDIT_01_REFUSE","拒絕交出任何東西"
"#EVENT_POISON_BANDIT_01_ATTACK","攻擊土匪"
"#EVENT_POISON_BANDIT_01_BLUFF","揭露他的虛張聲勢"
"#EVENT_POISON_BANDIT_01_PAY_NAME","高風險談判"
"#EVENT_POISON_BANDIT_01_PAY_DESC","土匪一把抓了銀幣。他一直往後退到快藥進入樹林的地方後才在最後一刻推開了居民並逃跑，消失在樹林中。"
"#EVENT_POISON_BANDIT_01_REFUSE_NAME","高風險談判"
"#EVENT_POISON_BANDIT_01_REFUSE_DESC","「真是小氣。」那名土匪嘖了一聲並將他手上的裝置按在人質的的臉上。那位居民掙扎了一段時間以後全身癱軟。土匪將人質推向居民們並在此期間趁大家在檢查那名人質之前逃脫。土匪跑了，但人質還活著，但看似也中了毒。"
"#EVENT_POISON_BANDIT_01_ATTACK_NAME","高風險談判"
"#EVENT_POISON_BANDIT_01_ATTACK_DESC","那名土匪明顯的受到了驚嚇，並將居民推向攻擊的群眾來轉移注意力，但已經來不及了。戰鬥開始。"
"#EVENT_POISON_BANDIT_01_BLUFF_NAME","高風險談判"
"#EVENT_POISON_BANDIT_01_BLUFF_DESC","「虛張聲勢？那我就讓你見識一下。」那名土匪嘖了一聲並將他手上的裝置按在人質的的臉上。那位居民掙扎了一段時間以後全身癱軟。土匪將人質推向居民們並在此期間趁大家在檢查那名人質之前逃脫。土匪跑了，但人質還活著，但看似也中了毒。"
"#EVENT_RELIGION_ATTACK_01_NOTIFICATION_HEADER","一個奇怪的團體正在接近殖民地"
"#EVENT_RELIGION_ATTACK_01_NOTIFICATION_DESC","他們帶著武器"
"#EVENT_RELIGION_ATTACK_01_NAME","天譴"
"#EVENT_RELIGION_ATTACK_01_DESC","在現在這個世道之下，邪教早已屢見不鮮，利用人們在混亂中尋求意義的渴望。像這樣的邪教組織現在來到了大門前。他們的領導人搖著鈴鐺，向殖民地呼喊：「聽好了，你們這些沒有信仰的人，只要奉獻足夠的祭品，救贖就在等著大家。打開大門，把我們需要的東西交出來。」他們看起來相當虛弱，也沒有重裝武器。"
"#EVENT_RELIGION_ATTACK_01_ALL","贈與大量資源"
"#EVENT_RELIGION_ATTACK_01_SOME","贈與一些資源"
"#EVENT_RELIGION_ATTACK_01_DENY","叫他們滾"
"#EVENT_RELIGION_ATTACK_01_ALL_NAME","天譴"
"#EVENT_RELIGION_ATTACK_01_ALL_DESC","資源被拿了出來。他們的領導人在徹底檢查資源之後，終於點點頭並莊嚴的搖了搖鈴。「這些就夠了，願你們有一天能睜開雙眼，加入我們尋求救贖的行列。」他說完便領著眾人離開了。"
"#EVENT_RELIGION_ATTACK_01_SOME_NAME","天譴"
"#EVENT_RELIGION_ATTACK_01_SOME_DESC","居民們給予的一些物資並沒有安撫他們，反而像是冒犯到他們一樣。「這些是不夠的。你們若是不願貢獻祭品，他我們就將強行奪取。攻擊！」"
"#EVENT_RELIGION_ATTACK_01_DENY_NAME","天譴"
"#EVENT_RELIGION_ATTACK_01_DENY_DESC","他們的領導人點點頭。「那就這樣吧，這是你們自找的。」他說完，便拿著他的武器衝了進來。"
"#EVENT_GROUP_ATTACK_01_NOTIFICATION_HEADER","一群衣衫襤褸的人在聚集大門外"
"#EVENT_GROUP_ATTACK_01_NOTIFICATION_DESC","窮途末路的他們看起來什麼都做得出來。"
"#EVENT_GROUP_ATTACK_01_NAME","非常時期"
"#EVENT_GROUP_ATTACK_01_DESC","這群人顯然飽經風霜。他們看上去很虛弱，應該很容易制伏，但從他們神情看得出來，他們已經絕望到可以做出任何事情了。最前面的一個疲倦的女人開口了。「拜託，我們撐不了多久了，請問能分一些食物給我們嗎？」"
"#EVENT_GROUP_ATTACK_01_EXTRA","給予大量食物"
"#EVENT_GROUP_ATTACK_01_LITTLE","給予少量食物"
"#EVENT_GROUP_ATTACK_01_DENY","「我們什麼都給不了。」"
"#EVENT_GROUP_ATTACK_01_EXTRA_NAME","非常時期"
"#EVENT_GROUP_ATTACK_01_EXTRA_DESC","當食物被抬出來那一刻，他們似乎不敢相信自己的眼睛。「謝謝你，真的非常謝謝你們，雖然不多，但還是請你們收下這個。」那位女人說道，並遞上了一些銀幣。這群人帶著沉重的袋子還有輕鬆的心離開了。"
"#EVENT_GROUP_ATTACK_01_LITTLE_NAME","非常時期"
"#EVENT_GROUP_ATTACK_01_LITTLE_DESC","這群人爭先恐後地搶奪食物，並匆忙得打包起來。「非常感謝你們。即使現在這世界充滿惡意，我很慶幸還是能看到一絲善意。」女人說完後便離開了。"
"#EVENT_GROUP_ATTACK_01_DENY_NAME","非常時期"
"#EVENT_GROUP_ATTACK_01_DENY_DESC","他們的領導人眼神透露出一絲悲傷。他們放下背包，拿起武器。「我告訴過你們，我們需要食物，對此我很抱歉。」"
"#EVENT_GROUP_ATTACK_02_NOTIFICATION_HEADER","一群暴怒的人走向殖民地"
"#EVENT_GROUP_ATTACK_02_NOTIFICATION_DESC","這一定沒好事"
"#EVENT_GROUP_ATTACK_02_NAME","致命的錯誤"
"#EVENT_GROUP_ATTACK_02_DESC","一群看起來很普通但一臉生氣的生還者衝到大門前。他們堅稱有一位居民偷了一些值錢的東西，要求進入殖民地讓他們把東西拿回去。他們的裝備看起來很不錯，擊退他們可能會有點困難。"
"#EVENT_GROUP_ATTACK_02_MISTAKE","讓他們進來"
"#EVENT_GROUP_ATTACK_02_DETER","詢問這起可能是竊盜案的細節"
"#EVENT_GROUP_ATTACK_02_MOCK","笑著叫他們有種就進來拿"
"#EVENT_GROUP_ATTACK_02_MISTAKE_NAME","致命的錯誤"
"#EVENT_GROUP_ATTACK_02_MISTAKE_DESC","大門打開的那一刻，他們就不演了，直接衝了進來。他們分頭行動，動機很明確是要搶劫。是時候從這些偽裝的土匪手上守住殖民地了。"
"#EVENT_GROUP_ATTACK_02_DETER_NAME","致命的錯誤"
"#EVENT_GROUP_ATTACK_02_DETER_DESC","聽到這個問題，他們的首領哼了一聲，握緊他的武器。「好吧，還是值得說謊騙看看。」很快的土匪們就衝進了大門，兵分兩路朝兩個方向進攻。"
"#EVENT_GROUP_ATTACK_02_MOCK_NAME","致命的錯誤"
"#EVENT_GROUP_ATTACK_02_MOCK_DESC","這種嘲弄似乎觸動了他們的神經。土匪們迅速放棄他們的偽裝衝向大門。他們分頭行動，打算從側面攻入殖民地，並盡可能地掠奪。"
"#EVENT_BANDIT_ATTACK_01_NOTIFICATION_HEADER","一群土匪偷偷摸摸的來到殖民地"
"#EVENT_BANDIT_ATTACK_01_NOTIFICATION_DESC","這是個大問題"
"#EVENT_BANDIT_ATTACK_01_NAME","荒地征服者"
"#EVENT_BANDIT_ATTACK_01_DESC","突然發生的襲擊，讓殖民地幾乎沒有時間做準備。從殖民地周圍的樹叢裡，突然跳出偽裝很熟練的土匪，準備衝進去大肆破壞。他們看起來是狼群幫的成員。要擊敗他們雖然會很困難，但還是有可能。"
"#EVENT_BANDIT_ATTACK_01_BRIBE1","試著賄賂他們"
"#EVENT_BANDIT_ATTACK_01_BRIBE2","試著賄賂他們"
"#EVENT_BANDIT_ATTACK_01_DENY","準備戰鬥"
"#EVENT_BANDIT_ATTACK_01_BRIBE_NAME","荒地征服者"
"#EVENT_BANDIT_ATTACK_01_BRIBE_DESC","帶頭的女人停下來，思考著她的下一步。她看著供品一陣子，最後做個手勢叫她的手下拿走這些供品。「好吧，你們做了聰明的決定。」她說道，並帶著土匪退回了荒野之中。"
"#EVENT_BANDIT_ATTACK_01_DENY_NAME","荒地征服者"
"#EVENT_BANDIT_ATTACK_01_DENY_DESC","首領不懷好意地笑著，但反而激起殖民地的反抗態度。她舉起武器，土匪們一起靠近殖民地。"
"#EVENT_BANDIT_ATTACK_02_NOTIFICATION_HEADER","有一群土匪正在接近大門"
"#EVENT_BANDIT_ATTACK_02_NOTIFICATION_DESC","他們似乎......在喊著什麼口號"
"#EVENT_BANDIT_ATTACK_02_NAME","死亡之榮耀"
"#EVENT_BANDIT_ATTACK_02_DESC","一群氣勢洶洶的土匪邁向了大門。他們那渴望戰爭的口號從遠處就可以聽得一清二楚，讓殖民地有足夠的時間可以做準備。他們看起來是十分強悍的一群人，要擊退他們可能會非常的危險。"
"#EVENT_BANDIT_ATTACK_02_BRIBE","賄賂他們"
"#EVENT_BANDIT_ATTACK_02_THREAT","威脅他們"
"#EVENT_BANDIT_ATTACK_02_PREPARE","準備戰鬥"
"#EVENT_BANDIT_ATTACK_02_BRIBE_NAME","死亡之榮耀"
"#EVENT_BANDIT_ATTACK_02_BRIBE_DESC","殖民地的提議讓他們遲疑了一會兒。他們明顯的很想開戰，但有了物質上的誘惑，讓他們重新思考了這次的攻擊。最後，他們的領導人決定接受這個提議。那群人開始出發走向另一座殖民地，還一邊高呼著口號。"
"#EVENT_BANDIT_ATTACK_02_THREAT_NAME","死亡之榮耀"
"#EVENT_BANDIT_ATTACK_02_THREAT_DESC","威脅似乎只讓那群人令人毛骨悚然的口號更加大聲。他們將武器撞向胸膛，渴求著鮮血。現在除了開戰以外已經沒有其他選擇了。"
"#EVENT_BANDIT_ATTACK_02_PREPARE_NAME","死亡之榮耀"
"#EVENT_BANDIT_ATTACK_02_PREPARE_DESC","如果他們要的是鮮血的話，就讓他們如願以償。殖民地開始準備打一場漫長又煎熬的仗，堅決守衛自己的家園。"
"#EVENT_BANDIT_ATTACK_03_NOTIFICATION_HEADER","有一群流氓正在接近"
"#EVENT_BANDIT_ATTACK_03_NOTIFICATION_DESC","他們是來挑釁的嗎？"
"#EVENT_BANDIT_ATTACK_03_NAME","不可理喻"
"#EVENT_BANDIT_ATTACK_03_DESC","一群組織鬆散的土匪們集結在大門外。他們的眼中閃爍著一種令人不舒服的光芒，每個人也都無法好好的說出一句話，講出口的都是一連串無意義的吼叫聲。沒有辦法確定到底是什麼東西讓他們陷入這種程度的瘋狂，但必須有人著手處理這件事，而且要快。"
"#EVENT_BANDIT_ATTACK_03_PREPARE","做好戰鬥準備"
"#EVENT_BANDIT_ATTACK_03_THREAT","威脅他們"
"#EVENT_BANDIT_ATTACK_03_DISTRACT","試著轉移他們的注意力"
"#EVENT_BANDIT_ATTACK_03_PREPARE_NAME","不可理喻"
"#EVENT_BANDIT_ATTACK_03_PREPARE_DESC","跟這些人理論一點意義都沒有，最好還是準備開戰。"
"#EVENT_BANDIT_ATTACK_03_DISTRACT_NAME","不可理喻"
"#EVENT_BANDIT_ATTACK_03_DISTRACT_DESC","這些話完全沒有被聽進去。他們看起來根本瘋狂到無法理解一般的對話了。還是讓這些瘋子好好安息吧。"
"#EVENT_GROUP_ATTACK_03_NOTIFICATION_HEADER","一群疲倦的旅行者們正聚集在門外"
"#EVENT_GROUP_ATTACK_03_NOTIFICATION_DESC","他們的眼中充滿了絕望"
"#EVENT_GROUP_ATTACK_03_NAME","身不由己"
"#EVENT_GROUP_ATTACK_03_DESC","一大群難民們集結在大門前。他們看起來極度的營養不良，眼神中也流露著一股淡淡的絕望。「我們被土匪們抓去做人質。他們叫我們出來收集物資，如果度帶回去的話，他們就會殺了我們的家人。求求你們了，」其中一人哀求道。他們人數眾多，而擊退他們將會是一項難事。"
"#EVENT_GROUP_ATTACK_03_FOOD","給他們食物"
"#EVENT_GROUP_ATTACK_03_TECH","給他們藥品"
"#EVENT_GROUP_ATTACK_03_DENY","「我沒有東西能夠給你們。」"
"#EVENT_GROUP_ATTACK_03_GIVE_NAME","身不由己"
"#EVENT_GROUP_ATTACK_03_GIVE_DESC","這群人鬆了一大口氣。「謝謝，我們不想開戰。這肯定能幫到我們。」一行人拿了物資以後便匆匆的離開去為了家人交易它們。"
"#EVENT_GROUP_ATTACK_03_DENY_NAME","身不由己"
"#EVENT_GROUP_ATTACK_03_DENY_DESC","這群人看了看彼此，一開始猶豫不決，但還是下定了決心。他們舉起了武器。「我們非得帶東西回去不可。對不起了，」其中一人哀傷的說道。那群人隨即包圍殖民地並發起了攻擊。"
"#EVENT_BANDIT_ATTACK_04_NOTIFICATION_HEADER","一群土匪正在接近大門"
"#EVENT_BANDIT_ATTACK_04_NOTIFICATION_DESC","這絕對不是什麼好事"
"#EVENT_BANDIT_ATTACK_04_NAME","討價還價"
"#EVENT_BANDIT_ATTACK_04_DESC","土匪們來到了殖民地前。他們看起來不是很強悍，但要擊倒他們還是會需要費一點力氣。他們的領導人踢了大門一下。「我們等不了一整天。我們需要物資，所以看你是想交出來還是想看我們放火燒了你們的殖民地。」"
"#EVENT_BANDIT_ATTACK_04_BRIBE1","給他們充足的食物"
"#EVENT_BANDIT_ATTACK_04_BRIBE2","給他們一些食物"
"#EVENT_BANDIT_ATTACK_04_DENY","叫他們有種就來搶"
"#EVENT_BANDIT_ATTACK_04_FAIL_NAME","討價還價"
"#EVENT_BANDIT_ATTACK_04_FAIL_DESC","領導人給了那一丁點物資一個不屑的眼神。「你們以為這樣就夠了嗎？並不夠，」他說完以後便下令土匪們發起攻擊。"
"#EVENT_BANDIT_ATTACK_04_SUCCESS_NAME","討價還價"
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","「我就知道你們是講道理的人，」領導人笑著看物資在他面前堆積起來。他的下屬們很快的收下了所有的東西後，一行人就回到了荒野之中，心情看起來很好。"
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","討價還價"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","領導人將他的武器上了膛。「勇氣可嘉，但很可惜的，你們就要全數喪命了。希望你們不是只會出一張嘴而已。」"
"#EVENT_RELIGION_ATTACK_02_NOTIFICATION_HEADER","狂熱的宗教分子正朝著殖民地進軍"
"#EVENT_RELIGION_ATTACK_02_NOTIFICATION_DESC","他們的吟唱令人不寒而慄"
"#EVENT_RELIGION_ATTACK_02_NAME","大肅清"
"#EVENT_RELIGION_ATTACK_02_DESC","在現今的世界裡，末日邪教團體並不罕見，但這也不代表遇到的時候會感覺比較好。這群人看起來很強悍，而且裝備精良。當他們停在大門前時，他們的首領開始用他的步槍敲打大門。「要來大肆殺戮囉！證明你們的實力，不然就等著受死吧！」"
"#EVENT_RELIGION_ATTACK_02_RESOURCES","說他們是一群瘋子"
"#EVENT_RELIGION_ATTACK_02_THREAT","挑釁狂熱份子，讓他們發起進攻"
"#EVENT_RELIGION_ATTACK_02_MOCK","侮辱他們的「化裝舞會」"
"#EVENT_RELIGION_ATTACK_02_RESOURCES_NAME","大肅清"
"#EVENT_RELIGION_ATTACK_02_RESOURCES_DESC","「你們會學道教訓的。我們已經可以看見你們的未來了，一個充滿鮮血的未來。」邪教徒們一銅發動了攻擊，包圍著殖民地。"
"#EVENT_RELIGION_ATTACK_02_THREAT_NAME","大肅清"
"#EVENT_RELIGION_ATTACK_02_THREAT_DESC","我方的威脅似乎讓邪教徒們更加興奮了。很多人都緊抓著武器，一臉期待的看著殖民地，就等著開始攻擊的命令。他們的首領大笑一聲之後便衝向殖民地，而其他人也緊跟在後並包圍了殖民地。"
"#EVENT_RELIGION_ATTACK_02_MOCK_NAME","大肅清"
"#EVENT_RELIGION_ATTACK_02_MOCK_DESC","邪教徒們很快的就被激怒，在首領下令之前，其中很多人就已經開始將武器指向居民們。「你們笑不了多久的！」首領喊著，一群人從各個方向開始對殖民地發起攻勢。"
"#EVENT_SOCIETY_01_NOTIFICATION_HEADER","全副武裝的社群正在接近"
"#EVENT_SOCIETY_01_NOTIFICATION_DESC","這不是什麼好現象"
"#EVENT_SOCIETY_01_NAME","敵對社群"
"#EVENT_SOCIETY_01_DESC","來自[SOCIETY_NAME]的軍隊就停駐在你的大門外。他們從頭到腳全副武裝，沒有一絲破綻。要擊退他們將會非常的困難，但並不是不可能。「我們已經受夠你們的侮辱了！」他們的首領喊道。看來雙方之間的緊張關係已經到了臨界點。"
"#EVENT_SOCIETY_01_BRIBE","交出資源平息此事"
"#EVENT_SOCIETY_01_SURRENDER","向他們投降"
"#EVENT_SOCIETY_01_THREATEN","挑釁他們"
"#EVENT_SOCIETY_01_BRIBE_NAME","敵對社群"
"#EVENT_SOCIETY_01_BRIBE_DESC","部隊接受了資源，很顯然是料到了這個結果。「看得出來你們是一群講理的人。好吧，我們這次就放過你們。」"
"#EVENT_SOCIETY_01_SURRENDER_NAME","敵對社群"
"#EVENT_SOCIETY_01_SURRENDER_DESC","「你們這群人不能被信任。你們一定是留了一手，一定是這樣的！」他們的領導人喊道，並帶著部隊衝進了殖民地。"
"#EVENT_SOCIETY_01_THREATEN_NAME","敵對社群"
"#EVENT_SOCIETY_01_THREATEN_DESC","他們的領導人哼了一聲並對地面吐了一口口水。「本來就不期望你們會多有格調了，」他說道。他的部隊很快的就攻破了大門並湧進殖民地。"
"#EVENT_SOCIETY_02_NOTIFICATION_HEADER","另一個社群的團體即將到來"
"#EVENT_SOCIETY_02_NOTIFICATION_DESC","看起來不像是來觀光的"
"#EVENT_SOCIETY_02_NAME","令人不安的社群"
"#EVENT_SOCIETY_02_DESC","[SOCIETY_NAME]的軍隊來到了大門前，看來是受夠了與我方之間的緊張關係。他們帶著許多武器與裝備，要與他們戰鬥將會十分的危險。「你們如果以為能把我們當垃圾看的話，你們就錯了！」其中一人喊道。"
"#EVENT_SOCIETY_02_INVITE","挑釁他們"
"#EVENT_SOCIETY_02_BRIBE1","試著賄賂他們"
"#EVENT_SOCIETY_02_BRIBE2","向他們道歉"
"#EVENT_SOCIETY_02_THREATEN","問他們是否真的想冒這個險"
"#EVENT_SOCIETY_02_INVITE_NAME","令人不安的社群"
"#EVENT_SOCIETY_02_INVITE_DESC","「好吧，如果你們執意要這樣的話，」他們的領導人說道，並示意部隊進攻。他們很快就攻破了大門。"
"#EVENT_SOCIETY_02_BRIBE_NAME","令人不安的社群"
"#EVENT_SOCIETY_02_BRIBE_DESC","領導人騷了騷他的下巴，顯然是在衡量他的選擇。最後，他點了點頭。「那好吧，但我是你的話我就會小心一點。下次我們就不會這麼仁慈了。」"
"#EVENT_SOCIETY_02_THREATEN_NAME","令人不安的社群"
"#EVENT_SOCIETY_02_THREATEN_DESC","領導人掃視著你的守衛和防禦工事。最後，他決定這不值得他們耗費力氣並下令他的部隊撤退。「我們會回來的，但下次你們就不會那麼好運了。」"
"#POPUP_SURVIVOR_GROUP_TITLE","生還者們正在尋找庇護所"
"#POPUP_SURVIVOR_GROUP_CONTENT","生還者團體資訊"
"#POPUP_SURVIVOR_GROUP_DESC","一群衣衫襤褸的生還者在殖民地外紮了營。他們的領導人來到大門前請求友好協商。疲憊的生還者們正在尋找一個安全的棲身之地。"
"#POPUP_SURVIVOR_GROUP_ACCEPT","接受"
"#POPUP_SURVIVOR_GROUP_REJECT","拒絕"
"#POPUP_SURVIVOR_GROUP_IGNORE","暫時忽略"
"#POPUP_SURVIVOR_GROUP_QUICK_TITLE","生還者："
"#POPUP_SURVIVOR_GROUP_QUICK_INFO","專家：{0}｜成年人：{1}｜小孩： {2}"
"#EVENT_DONE","完成"
"#EVENT_DEBUG_SKIP","跳過事件結果"
"#EVENT_ATGATE_01_NOTIFICATION_HEADER","大門事件"
"#EVENT_ATGATE_01_NOTIFICATION_DESC","有人來到了大門前"
"#EVENT_CONSTRUCTION_START","建造開始{0}"
"#EVENT_BUILDING_START","建造完成{0}"
"#EVENT_PERSON_GAINED_CONDITION","{0}獲得{1}"
"#EVENT_PERSON_LOST_CONDITION","{0}失去{1}"
"#EVENT_RESULT_MODIFY_HAPPINESS","{0}幸福度"
"#EVENT_RESULT_INCREASE_REPUTATION","在{0}的聲譽+{1}"
"#EVENT_RESULT_DECREASE_REPUTATION","在{0}的聲譽{1}"
"#EVENT_RESULT_SET_REPUTATION","{0}聲譽設為{1}"
"#STARTER_EVENT_BUILD_CAMPSITE_NOTIFICATION_HEADER","尋找新家"
"#STARTER_EVENT_BUILD_CAMPSITE_NOTIFICATION_DESC","總是得從某個地方開始"
"#STARTER_EVENT_BUILD_CAMPSITE_NAME","新家園"
"#STARTER_EVENT_BUILD_CAMPSITE_DESC","這個世界已被荒廢。很多以前的人們習以為常的事物都已不復在，而可居住的土地也是如此。一名殖民者終於找到了一個可建立殖民地的地方。有個可以稱作家的地方，就能夠讓人們重新開始。歡迎來到末日後的世界，生還者。\n\n建造一個<mark>營地</mark>來標記新<mark>殖民地</mark>的中央位置並開始探索週遭的區域。"
"#STARTER_EVENT_INVITE_NOTIFICATION_HEADER","人們正在等待信號"
"#STARTER_EVENT_INVITE_NOTIFICATION_DESC","發射信號彈"
"#STARTER_EVENT_INVITE_NAME","居民"
"#STARTER_EVENT_INVITE_DESC","有許多的生還者們正在等待殖民者的信號。他們又冷又餓，但也願意工作，前提是殖民地要能夠照顧的了他們。他們可以立即被邀請進來或是再等一陣子，以免殖民地還需要時間做前期準備。\n\n殖民地準備好後，可透過<mark>營地</mark>中的<mark>邀請居民</mark>選項來發射信號彈。"
"#EVENT_APOTHECARYBIG_01_NAME","大藥商"
"#EVENT_BANDIT_ATTACK_NEW_01_NOTIFICATION_HEADER","一群土匪偷偷摸摸的來到殖民地"
"#EVENT_BANDIT_ATTACK_NEW_01_NOTIFICATION_DESC","這是個大問題"
"#EVENT_BANDIT_ATTACK_NEW_01_NAME","荒地征服者"
"#EVENT_BANDIT_ATTACK_NEW_01_DESC","突然發生的襲擊，讓殖民地幾乎沒有時間做準備。從殖民地周圍的樹叢裡，突然跳出偽裝很熟練的土匪，準備衝進去大肆破壞。他們看起來是狼群幫的成員。要擊敗他們雖然會很困難，但還是有可能。"
"#EVENT_BANDIT_ATTACK_NEW_01_BRIBE1","試著賄賂他們"
"#EVENT_BANDIT_ATTACK_NEW_01_BRIBE2","試著賄賂他們"
"#EVENT_BANDIT_ATTACK_NEW_01_DENY","準備戰鬥"
"#EVENT_BANDIT_ATTACK_NEW_01_BRIBE_NAME","荒地征服者"
"#EVENT_BANDIT_ATTACK_NEW_01_BRIBE_DESC","帶頭的女人停下來，思考著她的下一步。她看著供品一陣子，最後做個手勢叫她的手下拿走這些供品。「好吧，你們做了聰明的決定。」她說道，並帶著土匪退回了荒野之中。"
"#EVENT_BANDIT_ATTACK_NEW_01_DENY_NAME","荒地征服者"
"#EVENT_BANDIT_ATTACK_NEW_01_DENY_DESC","首領不懷好意地笑著，但反而激起殖民地的反抗態度。她舉起武器，土匪們一起靠近殖民地。"
"#EVENT_BANDIT_ATTACK_NEW_02_NOTIFICATION_HEADER","有一群土匪正在接近大門"
"#EVENT_BANDIT_ATTACK_NEW_02_NOTIFICATION_DESC","他們似乎......在喊著什麼口號"
"#EVENT_BANDIT_ATTACK_NEW_02_NAME","死亡之榮耀"
"#EVENT_BANDIT_ATTACK_NEW_02_DESC","一群氣勢洶洶的土匪邁向了大門。他們那渴望戰爭的口號從遠處就可以聽得一清二楚，讓殖民地有足夠的時間可以做準備。他們看起來是十分強悍的一群人，要擊退他們可能會非常的危險。"
"#EVENT_BANDIT_ATTACK_NEW_02_BRIBE","賄賂他們"
"#EVENT_BANDIT_ATTACK_NEW_02_THREAT","威脅他們"
"#EVENT_BANDIT_ATTACK_NEW_02_PREPARE","準備戰鬥"
"#EVENT_BANDIT_ATTACK_NEW_02_BRIBE_NAME","死亡之榮耀"
"#EVENT_BANDIT_ATTACK_NEW_02_BRIBE_DESC","殖民地的提議讓他們遲疑了一會兒。他們明顯的很想開戰，但有了物質上的誘惑，讓他們重新思考了這次的攻擊。最後，他們的領導人決定接受這個提議。那群人開始出發走向另一座殖民地，還一邊高呼著口號。"
"#EVENT_BANDIT_ATTACK_NEW_02_THREAT_NAME","死亡之榮耀"
"#EVENT_BANDIT_ATTACK_NEW_02_THREAT_DESC","威脅似乎只讓那群人令人毛骨悚然的口號更加大聲。他們將武器撞向胸膛，渴求著鮮血。現在除了開戰以外已經沒有其他選擇了。"
"#EVENT_BANDIT_ATTACK_NEW_02_PREPARE_NAME","死亡之榮耀"
"#EVENT_BANDIT_ATTACK_NEW_02_PREPARE_DESC","如果他們要的是鮮血的話，就讓他們如願以償。殖民地開始準備打一場漫長又煎熬的仗，堅決守衛自己的家園。"
"#EVENT_BANDIT_ATTACK_NEW_03_NOTIFICATION_HEADER","有一群流氓正在接近"
"#EVENT_BANDIT_ATTACK_NEW_03_NOTIFICATION_DESC","他們是來挑釁的嗎？"
"#EVENT_BANDIT_ATTACK_NEW_03_NAME","不可理喻"
"#EVENT_BANDIT_ATTACK_NEW_03_DESC","一群組織鬆散的土匪們集結在大門外。他們的眼中閃爍著一種令人不舒服的光芒，每個人也都無法好好的說出一句話，講出口的都是一連串無意義的吼叫聲。沒有辦法確定到底是什麼東西讓他們陷入這種程度的瘋狂，但必須有人著手處理這件事，而且要快。"
"#EVENT_BANDIT_ATTACK_NEW_03_PREPARE","做好戰鬥準備"
"#EVENT_BANDIT_ATTACK_NEW_03_THREAT","威脅他們"
"#EVENT_BANDIT_ATTACK_NEW_03_DISTRACT","試著轉移他們的注意力"
"#EVENT_BANDIT_ATTACK_NEW_03_PREPARE_NAME","不可理喻"
"#EVENT_BANDIT_ATTACK_NEW_03_PREPARE_DESC","跟這些人理論一點意義都沒有，最好還是準備開戰。"
"#EVENT_BANDIT_ATTACK_NEW_03_DISTRACT_NAME","不可理喻"
"#EVENT_BANDIT_ATTACK_NEW_03_DISTRACT_DESC","這些話完全沒有被聽進去。他們看起來根本瘋狂到無法理解一般的對話了。還是讓這些瘋子好好安息吧。"
"#EVENT_BANDIT_ATTACK_NEW_04_NOTIFICATION_HEADER","一群土匪正在接近大門"
"#EVENT_BANDIT_ATTACK_NEW_04_NOTIFICATION_DESC","這絕對不是什麼好事"
"#EVENT_BANDIT_ATTACK_NEW_04_NAME","討價還價"
"#EVENT_BANDIT_ATTACK_NEW_04_DESC","土匪們來到了殖民地前。他們看起來不是很強悍，但要擊倒他們還是會需要費一點力氣。他們的領導人踢了大門一下。「我們等不了一整天。我們需要物資，所以看你是想交出來還是想看我們放火燒了你們的殖民地。」"
"#EVENT_BANDIT_ATTACK_NEW_04_BRIBE1","給他們充足的食物"
"#EVENT_BANDIT_ATTACK_NEW_04_BRIBE2","給他們一些食物"
"#EVENT_BANDIT_ATTACK_NEW_04_DENY","叫他們有種就來搶"
"#EVENT_BANDIT_ATTACK_NEW_04_FAIL_NAME","討價還價"
"#EVENT_BANDIT_ATTACK_NEW_04_FAIL_DESC","領導人給了那一丁點物資一個不屑的眼神。「你們以為這樣就夠了嗎？並不夠，」他說完以後便下令土匪們發起攻擊。"
"#EVENT_BANDIT_ATTACK_NEW_04_SUCCESS_NAME","討價還價"
"#EVENT_BANDIT_ATTACK_NEW_04_SUCCESS_DESC","「我就知道你們是講道理的人，」領導人笑著看物資在他面前堆積起來。他的下屬們很快的收下了所有的東西後，一行人就回到了荒野之中，心情看起來很好。"
"#EVENT_BANDIT_ATTACK_NEW_04_DENY_NAME","討價還價"
"#EVENT_BANDIT_ATTACK_NEW_04_DENY_DESC","領導人將他的武器上了膛。「勇氣可嘉，但很可惜的，你們就要全數喪命了。希望你們不是只會出一張嘴而已。」"
"#EVENT_GROUP_ATTACK_NEW_01_NOTIFICATION_HEADER","一群衣衫襤褸的人在聚集大門外"
"#EVENT_GROUP_ATTACK_NEW_01_NOTIFICATION_DESC","窮途末路的他們看起來什麼都做得出來。"
"#EVENT_GROUP_ATTACK_NEW_01_NAME","非常時期"
"#EVENT_GROUP_ATTACK_NEW_01_DESC","這群人顯然飽經風霜。他們看上去很虛弱，應該很容易制伏，但從他們神情看得出來，他們已經絕望到可以做出任何事情了。最前面的一個疲倦的女人開口了。「拜託，我們撐不了多久了，請問能分一些食物給我們嗎？」"
"#EVENT_GROUP_ATTACK_NEW_01_EXTRA","給予大量食物"
"#EVENT_GROUP_ATTACK_NEW_01_LITTLE","給予少量食物"
"#EVENT_GROUP_ATTACK_NEW_01_DENY","「我們什麼都給不了。」"
"#EVENT_GROUP_ATTACK_NEW_01_EXTRA_NAME","非常時期"
"#EVENT_GROUP_ATTACK_NEW_01_EXTRA_DESC","當食物被抬出來那一刻，他們似乎不敢相信自己的眼睛。「謝謝你，真的非常謝謝你們，雖然不多，但還是請你們收下這個。」那位女人說道，並遞上了一些銀幣。這群人帶著沉重的袋子還有輕鬆的心離開了。"
"#EVENT_GROUP_ATTACK_NEW_01_LITTLE_NAME","非常時期"
"#EVENT_GROUP_ATTACK_NEW_01_LITTLE_DESC","這群人爭先恐後地搶奪食物，並匆忙得打包起來。「非常感謝你們。即使現在這世界充滿惡意，我很慶幸還是能看到一絲善意。」女人說完後便離開了。"
"#EVENT_GROUP_ATTACK_NEW_01_DENY_NAME","非常時期"
"#EVENT_GROUP_ATTACK_NEW_01_DENY_DESC","他們的領導人眼神透露出一絲悲傷。他們放下背包，拿起武器。「我告訴過你們，我們需要食物，對此我很抱歉。」"
"#EVENT_GROUP_ATTACK_NEW_02_NOTIFICATION_HEADER","一群暴怒的人走向殖民地"
"#EVENT_GROUP_ATTACK_NEW_02_NOTIFICATION_DESC","這一定沒好事"
"#EVENT_GROUP_ATTACK_NEW_02_NAME","致命的錯誤"
"#EVENT_GROUP_ATTACK_NEW_02_DESC","一群看起來很普通但一臉生氣的生還者衝到大門前。他們堅稱有一位居民偷了一些值錢的東西，要求進入殖民地讓他們把東西拿回去。他們的裝備看起來很不錯，擊退他們可能會有點困難。"
"#EVENT_GROUP_ATTACK_NEW_02_MISTAKE","讓他們進來"
"#EVENT_GROUP_ATTACK_NEW_02_DETER","詢問這起可能是竊盜案的細節"
"#EVENT_GROUP_ATTACK_NEW_02_MOCK","笑著叫他們有種就進來拿"
"#EVENT_GROUP_ATTACK_NEW_02_MISTAKE_NAME","致命的錯誤"
"#EVENT_GROUP_ATTACK_NEW_02_MISTAKE_DESC","大門打開的那一刻，他們就不演了，直接衝了進來。他們分頭行動，動機很明確是要搶劫。是時候從這些偽裝的土匪手上守住殖民地了。"
"#EVENT_GROUP_ATTACK_NEW_02_DETER_NAME","致命的錯誤"
"#EVENT_GROUP_ATTACK_NEW_02_DETER_DESC","聽到這個問題，他們的首領哼了一聲，握緊他的武器。「好吧，還是值得說謊騙看看。」很快的土匪們就衝進了大門，兵分兩路朝兩個方向進攻。"
"#EVENT_GROUP_ATTACK_NEW_02_MOCK_NAME","致命的錯誤"
"#EVENT_GROUP_ATTACK_NEW_02_MOCK_DESC","這種嘲弄似乎觸動了他們的神經。土匪們迅速放棄他們的偽裝衝向大門。他們分頭行動，打算從側面攻入殖民地，並盡可能地掠奪。"
"#EVENT_GROUP_ATTACK_NEW_03_NOTIFICATION_HEADER","一群疲倦的旅行者們正聚集在門外"
"#EVENT_GROUP_ATTACK_NEW_03_NOTIFICATION_DESC","他們的眼中充滿了絕望"
"#EVENT_GROUP_ATTACK_NEW_03_NAME","身不由己"
"#EVENT_GROUP_ATTACK_NEW_03_DESC","一大群難民們集結在大門前。他們看起來極度的營養不良，眼神中也流露著一股淡淡的絕望。「我們被土匪們抓去做人質。他們叫我們出來收集物資，如果度帶回去的話，他們就會殺了我們的家人。求求你們了，」其中一人哀求道。他們人數眾多，而擊退他們將會是一項難事。"
"#EVENT_GROUP_ATTACK_NEW_03_FOOD","給他們食物"
"#EVENT_GROUP_ATTACK_NEW_03_TECH","給他們藥品"
"#EVENT_GROUP_ATTACK_NEW_03_DENY","「我沒有東西能夠給你們。」"
"#EVENT_GROUP_ATTACK_NEW_03_GIVE_NAME","身不由己"
"#EVENT_GROUP_ATTACK_NEW_03_GIVE_DESC","這群人鬆了一大口氣。「謝謝，我們不想開戰。這肯定能幫到我們。」一行人拿了物資以後便匆匆的離開去為了家人交易它們。"
"#EVENT_GROUP_ATTACK_NEW_03_DENY_NAME","身不由己"
"#EVENT_GROUP_ATTACK_NEW_03_DENY_DESC","這群人看了看彼此，一開始猶豫不決，但還是下定了決心。他們舉起了武器。「我們非得帶東西回去不可。對不起了，」其中一人哀傷的說道。那群人隨即包圍殖民地並發起了攻擊。"
"#EVENT_RELIGION_ATTACK_NEW_01_NOTIFICATION_HEADER","一個奇怪的團體正在接近殖民地"
"#EVENT_RELIGION_ATTACK_NEW_01_NOTIFICATION_DESC","他們帶著武器"
"#EVENT_RELIGION_ATTACK_NEW_01_NAME","天譴"
"#EVENT_RELIGION_ATTACK_NEW_01_DESC","在現在這個世道之下，邪教早已屢見不鮮，利用人們在混亂中尋求意義的渴望。像這樣的邪教組織現在來到了大門前。他們的領導人搖著鈴鐺，向殖民地呼喊：「聽好了，你們這些沒有信仰的人，只要奉獻足夠的祭品，救贖就在等著大家。打開大門，把我們需要的東西交出來。」他們看起來相當虛弱，也沒有重裝武器。"
"#EVENT_RELIGION_ATTACK_NEW_01_ALL","贈與大量資源"
"#EVENT_RELIGION_ATTACK_NEW_01_SOME","贈與一些資源"
"#EVENT_RELIGION_ATTACK_NEW_01_DENY","叫他們滾"
"#EVENT_RELIGION_ATTACK_NEW_01_ALL_NAME","天譴"
"#EVENT_RELIGION_ATTACK_NEW_01_ALL_DESC","資源被拿了出來。他們的領導人在徹底檢查資源之後，終於點點頭並莊嚴的搖了搖鈴。「這些就夠了，願你們有一天能睜開雙眼，加入我們尋求救贖的行列。」他說完便領著眾人離開了。"
"#EVENT_RELIGION_ATTACK_NEW_01_SOME_NAME","天譴"
"#EVENT_RELIGION_ATTACK_NEW_01_SOME_DESC","居民們給予的一些物資並沒有安撫他們，反而像是冒犯到他們一樣。「這些是不夠的。你們若是不願貢獻祭品，他我們就將強行奪取。攻擊！」"
"#EVENT_RELIGION_ATTACK_NEW_01_DENY_NAME","天譴"
"#EVENT_RELIGION_ATTACK_NEW_01_DENY_DESC","他們的領導人點點頭。「那就這樣吧，這是你們自找的。」他說完，便拿著他的武器衝了進來。"
"#EVENT_RELIGION_ATTACK_NEW_02_NOTIFICATION_HEADER","狂熱的宗教分子正朝著殖民地進軍"
"#EVENT_RELIGION_ATTACK_NEW_02_NOTIFICATION_DESC","他們的吟唱令人不寒而慄"
"#EVENT_RELIGION_ATTACK_NEW_02_NAME","大肅清"
"#EVENT_RELIGION_ATTACK_NEW_02_DESC","在現今的世界裡，末日邪教團體並不罕見，但這也不代表遇到的時候會感覺比較好。這群人看起來很強悍，而且裝備精良。當他們停在大門前時，他們的首領開始用他的步槍敲打大門。「要來大肆殺戮囉！證明你們的實力，不然就等著受死吧！」"
"#EVENT_RELIGION_ATTACK_NEW_02_RESOURCES","說他們是一群瘋子"
"#EVENT_RELIGION_ATTACK_NEW_02_THREAT","挑釁狂熱份子，讓他們發起進攻"
"#EVENT_RELIGION_ATTACK_NEW_02_MOCK","侮辱他們的「化裝舞會」"
"#EVENT_RELIGION_ATTACK_NEW_02_RESOURCES_NAME","大肅清"
"#EVENT_RELIGION_ATTACK_NEW_02_RESOURCES_DESC","「你們會學道教訓的。我們已經可以看見你們的未來了，一個充滿鮮血的未來。」邪教徒們一銅發動了攻擊，包圍著殖民地。"
"#EVENT_RELIGION_ATTACK_NEW_02_THREAT_NAME","大肅清"
"#EVENT_RELIGION_ATTACK_NEW_02_THREAT_DESC","我方的威脅似乎讓邪教徒們更加興奮了。很多人都緊抓著武器，一臉期待的看著殖民地，就等著開始攻擊的命令。他們的首領大笑一聲之後便衝向殖民地，而其他人也緊跟在後並包圍了殖民地。"
"#EVENT_RELIGION_ATTACK_NEW_02_MOCK_NAME","大肅清"
"#EVENT_RELIGION_ATTACK_NEW_02_MOCK_DESC","邪教徒們很快的就被激怒，在首領下令之前，其中很多人就已經開始將武器指向居民們。「你們笑不了多久的！」首領喊著，一群人從各個方向開始對殖民地發起攻勢。"
"#EVENT_HOSTILE_FORCE","Hostiles:"
"#EVENT_NOTIFICATION_PREPARE_DEFENCES","Negotiate or prepare defenses"
"#EVENT_HIRE_DISMISS","Dismiss this specialist"
"#EVENT_HIRE_WAIT","Have them wait"
"#EVENT_BANDIT_ATTACK_NOTIFICATION_DESC","Negotiate or prepare defenses before the assault!"
"#EVENT_BACK","Back to colony view"
"#EVENT_HIRE_QUEUE_NAME","The specialist is back"
"#EVENT_HIRE_QUEUE_NOTIFICATION_HEADER","A familiar face approaches the colony"
"#EVENT_HIRE_QUEUE_NOTIFICATION_DESC","They’re asking for work"
"#EVENT_HIRE_QUEUE_DESC","A specialist has arrived at the gate, offering their services. “Last time, it didn’t pan out but maybe you have use for me now?”\n\nRecruit this specialist?"
"#EVENT_HIRE_QUEUE_ACCEPT","Recruit"
"#EVENT_HIRE_QUEUE_DECLINE","Decline"
"#EVENT_HIRE_QUEUE_RESULT_ACCEPT_DESC","“Wonderful!” The specialist steps inside, ready to do their utmost best to assist the colony."
"#EVENT_HIRE_QUEUE_RESULT_DECLINE_DESC","“I see. Perhaps some other time. I’ll stay in touch!” The specialist waves and retreats back into the wasteland."
"#EVENT_DELUXERADIO_NAME","Outback Radio"
"#EVENT_DELUXERADIO_DESC","It’s vital to stay vigilant and keep an eye on the wasteland to prepare for potential threats. While exploring, one of the scouts has spotted what seems to be an abandoned radio tower in the distance. Radio communications are a rarity around these parts and long-distance communication is almost unheard of, so sending an expedition to see if anything could be salvaged is definitely worth it."
"#EVENT_DELUXERADIO_NOTIFICATION_HEADER","An expedition is in order"
"#EVENT_DELUXERADIO_NOTIFICATION_DESC","Something interesting has been spotted"
"#EVENT_DELUXERADIO_ACCEPT","Have colonists check it out"
"#EVENT_DELUXERADIO_ACCEPT_DESC","The tower itself is in very rough condition and too large for transport. However, the radio unit is still somewhat functional and the colonists decide to bring it back with them. People feel excited by the opportunity of sending and receiving signals from other colonies—or even beyond.\n\n<mark>Build a radio tower to start the Ultimate Colony Edition quest “Written in the Stars.”</mark>"
"#EVENT_HIRE_WAIT_GATE","Have them wait by the gate"
"#EVENT_RELIGION_ATTACK_NEW_01_SILVER_LOT","贈與大量資源"
"#EVENT_RELIGION_ATTACK_NEW_01_SILVER_SOME","贈與一些資源"
"#EVENT_GROUP_ATTACK_NEW_03_SILVER","給他們食物"
"#MISSION_START_SCOUTING","偵察"
"#LOCATION_HOSPITAL","醫院"
"#LOCATION_FACTORY","工廠"
"#LOCATION_CONCRETE_FACTORY","水泥工廠"
"#LOCATION_FARM","牧場"
"#LOCATION_MILITARY_BASE","軍事基地"
"#LOCATION_TOWN","廢棄的城鎮"
"#LOCATION_GAS_STATION","加油站"
"#LOCATION_OIL","加油機"
"#LOCATION_WAREHOUSE","倉庫"
"#LOCATION_CAMPING_SITE","露營區"
"#LOCATION_CONSTRUCTION_SITE","建築工地"
"#LOCATION_DINER","餐廳"
"#LOCATION_MOTEL","汽車旅館"
"#LOCATION_RADAR","雷達"
"#LOCATION_TRUCK","舊卡車"
"#LOCATION_BANDITS","土匪巢穴"
"#LOCATION_ELECTRONICS_STORE","電子用品店"
"#LOCATION_EMPTY","空地"
"#LOCATION_JETLINER_CRASH_SITE","噴射機墜機點"
"#LOCATION_MUSEUM","博物館"
"#LOCATION_TIMBER_MILL","木材廠"
"#LOCATION_STRANDED_TANKER","擱淺的油輪"
"#LOCATION_NUCLEAR_POWER_PLANT","核電廠"
"#LOCATION_SHOPPING_CENTER","購物中心"
"#LOCATION_AIRPLANE_HANGARS","停機坪"
"#LOCATION_AIRPORT","機場"
"#LOCATION_APOTHECARY","藥局"
"#LOCATION_MECHANIC_SHOP","維修廠"
"#LOCATION_CONVENIENCE_STORE","便利商店"
"#LOCATION_CRASHED_AIRPLANE","墜毀的飛機"
"#LOCATION_CRASHED_HELICOPTER","墜落的直升機"
"#LOCATION_ISOLATED_CABIN","孤零零的小木屋"
"#LOCATION_MACHINE_SHOP","製造廠"
"#LOCATION_MILITARY_CAMP","軍營"
"#LOCATION_OBSERVATORY","天文臺"
"#LOCATION_ORDNANCE_WORKS","兵工廠"
"#LOCATION_POLICE_STATION","警察局"
"#LOCATION_RADIO_STATION","無線電台"
"#LOCATION_TNT_STORAGE_IGLOO","爆裂物倉庫"
"#LOCATION_TRAILER_PARK","拖車公園"
"#LOCATION_CAR_MECHANIC_SHOP","修車廠"
"#LOCATION_DOWNTOWN","荒廢的市中心區"
"#LOCATION_ABANDONED_SUBURBS","廢棄的郊區"
"#SMALL_TOWN","小城鎮"
"#DEVASTATED_HIGHRISE","毀壞的高層建築"
"#LOCATION_UNKNOWN","未探索區域"
"#LOCATION_SUBURB_1","坍塌的房屋"
"#LOCATION_SUBURB_2","坍塌的房屋"
"#LOCATION_SUBURB_3","坍塌的房屋"
"#LOCATION_SUBURB_4","腐朽的房屋"
"#LOCATION_SUBURB_5","腐朽的房屋"
"#LOCATION_SUBURB_6","腐朽的房屋"
"#LOCATION_DOWNTOWN_1","毀壞的市中心"
"#LOCATION_DOWNTOWN_2","毀壞的市中心"
"#LOCATION_DOWNTOWN_3","毀壞的市中心"
"#LOCATION_DOWNTOWN_4","荒蕪的市中心"
"#LOCATION_DOWNTOWN_5","荒蕪的市中心"
"#LOCATION_DOWNTOWN_6","荒蕪的市中心"
"#LOCATION_HIGHRISE_1","荒廢的高層建築"
"#LOCATION_HIGHRISE_2","荒廢的高層建築"
"#LOCATION_HIGHRISE_3","荒廢的高層建築"
"#LOCATION_HIGHRISE_4","倒塌的高層建築"
"#LOCATION_HIGHRISE_5","倒塌的高層建築"
"#LOCATION_HIGHRISE_6","倒塌的高層建築"
"#LOCATION_APARTMENTS_1","荒廢的公寓"
"#LOCATION_APARTMENTS_2","荒廢的公寓"
"#LOCATION_APARTMENTS_3","荒廢的公寓"
"#LOCATION_APARTMENTS_4","倒塌的公寓"
"#LOCATION_APARTMENTS_5","倒塌的公寓"
"#LOCATION_APARTMENTS_6","倒塌的公寓"
"#LOCATION_SMALLTOWN_1","荒涼的小鎮"
"#LOCATION_SMALLTOWN_2","荒涼的小鎮"
"#LOCATION_SMALLTOWN_3","荒涼的小鎮"
"#LOCATION_SMALLTOWN_4","廢棄的城鎮"
"#LOCATION_SMALLTOWN_5","廢棄的城鎮"
"#LOCATION_SMALLTOWN_6","廢棄的城鎮"
"#LOCATION_BANDITS_LVL1","土匪營地"
"#LOCATION_BANDITS_LVL2","土匪藏身處"
"#LOCATION_BANDITS_LVL3","土匪巢穴"
"#LOCATION_BANDITS_LVL4","土匪堡壘"
"#TOOLTIP_BIOME_LAKE","湖泊"
"#SECTOR_FRIENDLY","友好"
"#SECTOR_NEUTRAL","中立"
"#SECTOR_HOSTILE","敵對"
"#OUTPOST_SCIENCE","研發前哨站"
"#OUTPOST_RESOURCES","拾荒者前哨站"
"#OUTPOST_MEDICAL","醫療前哨站"
"#OUTPOST_COLONISTS","生還者前哨站"
"#OUTPOST_TRANSPORT","運輸站"
"#OUTPOST_SCIENCE_DESC","研發前哨站將會從一般專家無法觸及的地點收集科學點數。"
"#OUTPOST_RESOURCES_DESC","拾荒者前哨站負責處理並穩定的向殖民地運送材料。這些前哨站可以探索一般專家無法觸及的地點。"
"#OUTPOST_MEDICAL_DESC","醫療前哨站能回復專家的生命值而不需要回到殖民地療傷。"
"#OUTPOST_COLONISTS_DESC","生還者前哨站會在區域內尋找生還者並把他們送至殖民地。都市及較氣候適宜的區域將會有較多生還者，而較嚴苛的環境則相反。"
"#OUTPOST_TRANSPORT_DESC","一個世界地圖上的下貨點。專家們可以在這個站點卸下他們所採集的所有物資，且物資將會自動被送回殖民地。"
"#TOPIC_COLONY_SECTOR","殖民地"
"#TOPIC_SOCIETY_SECTOR","社群"
"#TOPIC_BANDITS_SECTOR","土匪"
"#TOPIC_OUTPOST_SECTOR","前哨站"
"#TOPIC_EMPTY","無"
"#BUTTON_DEMOLISH_OUTPOST","拆除"
"#TOPIC_DEMOLISH_OUTPOST","拆除前哨站"
"#SETTLER_DESC","殖民者可在世界圖上建造前哨站。他們將無法戰鬥或是搜刮物資。"
"#SETTLER","殖民者"
"#TOPIC_COLONY_FULL","無法容納更多生還者"
"#TOPIC_SECTOR_OCCUPIER","控制中"
"#TOPIC_SECTOR_HOSTILITY","敵意"
"#TOPIC_LOCATION_WARNING","此區域中無生產作業"
"#TOPIC_LOCATION_SCIENCE_PRODUCTION","有用的知識已在這個區域中被發現。\n\n在這個區域內建造一處<mark>研發前哨站</mark>來發掘其所蘊藏的知識。"
"#TOPIC_LOCATION_COLONIST_PRODUCTION","一個生還者們的歇腳處。建造一處<mark>生還者前哨站</mark>來邀請他們到殖民地。"
"#TOPIC_LOCATION_RESOURCE_PRODUCTION","這個地點的資源只能透過建造一處<mark>拾荒者前哨站</mark>來進行搜集。"
"#TOPIC_BANDIT_LOCATION_INFO","擊敗這個區域中的土匪來獲取這個區域的資源。"
"#MISSION_RESOURCES_SCAVENGE","已收集資源："
"#MISSION_EMPTY_SCAVENGE","未收集資源"
"#MISSION_TIME_SPENT","在{0}回合內"
"#MISSION_COMPLETE_SCAVENGE","完成任務"
"#TOPIC_WM_MISSION_DURATION","總持續時間"
"#OUTPOST_COLONISTS_SHORT_DESC","在這個區域中搜尋生還者來邀請他們加入殖民地。"
"#OUTPOST_SCIENCE_SHORT_DESC","透過挖掘舊世界地點中失落的知識來生產科學點數。"
"#OUTPOST_TRANSPORT_SHORT_DESC","一個專家們可卸下他們所採集物資的下貨點，讓它們被自動送回殖民地。"
"#OUTPOST_RESOURCES_SHORT_DESC","能從一般專家無法觸及的地點搜集並運送物資。"
"#OUTPOST_MEDICAL_SHORT_DESC","在戰場上治癒專家所受的傷害。"
"#TOPIC_SECTOR_INFO","區域資訊"
"#REPUTATION_VERY_NEGATIVE","敵對"
"#REPUTATION_NEGATIVE","不友好"
"#REPUTATION_NEUTRAL","謹慎"
"#REPUTATION_POSITIVE","正面"
"#REPUTATION_VERY_POSITIVE","友好"
"#MISSION_START_SCAVENGING","搜尋"
"#MISSION_START_TRADING","貿易"
"#MISSION_START_SCIENCE","研究"
"#MISSION_START_MILITARY","攻擊"
"#MISSION_START_TRAVEL","旅行"
"#MISSION_START_MOVE","移動"
"#MISSION_START_RETURN_TO_HOME","返回殖民地"
"#TOPIC_BIOME","生態域：{0}"
"#TOPIC_BANDIT_INFO","擊敗土匪以解鎖並顯示區域內的各個地點，同時也能夠讓專家穿越此區域。"
"#INFO_SECTOR_DESCRIPTION","未偵察區域。偵察該區域以揭示這裡的地形和位置。"
"#TOPIC_SECTOR_DISTANCE","距離"
"#TOPIC_SECTOR_SIZE","尺寸"
"#TOPIC_TRAVEL_SPEED","移動速度"
"#TOPIC_TRAVEL_TIME","移動時間"
"#TOPIC_UNKNOWN","未知"
"#TOPIC_THREATS","威脅"
"#TOPIC_SCOUT","偵察員"
"#TOPIC_TERRAIN","生態域"
"#TRADE_TOPIC_REPUTATION","聲譽"
"#TRADE_TOPIC_INSTRUCTION","在交易功能表中查看目前的交易選項"
"#LOCATION_OTHER_SOCIETY","社群"
"#TITLE_SOCIETY_NAME_1","機械城"
"#TITLE_SOCIETY_NAME_2","三明會"
"#TITLE_SOCIETY_NAME_3","兄弟會"
"#TITLE_SOCIETY_NAME_4","新天地"
"#TITLE_SOCIETY_NAME_5","北菲爾德"
"#TITLE_SOCIETY_NAME_6","班奈迪克"
"#TITLE_SOCIETY_NAME_7","伍德柏里"
"#TITLE_SOCIETY_NAME_8","鐵砧鎮"
"#TITLE_SOCIETY_NAME_9","亞力山卓"
"#TITLE_SOCIETY_NAME_10","舊論壇"
"#TITLE_SOCIETY_NAME_11","泰拉吉亞"
"#TITLE_SOCIETY_NAME_12","麥西莫斯"
"#TITLE_SOCIETY_NAME_13","化工郡"
"#TITLE_SOCIETY_NAME_14","翠綠鎮"
"#LOCATION_PLAYER","你的殖民地"
"#LOCATION_PLAYER_DESC","未來的命運由你掌控。把這裡建設成地球上最偉大的殖民地。"
"#DESC_SOCIETY_1","機械城名副其實。這個區域遍佈舊時的工具店、垃圾場和汽車經銷店，為這個社群提供了所需的金屬，供其使用和交易。"
"#DESC_SOCIETY_2","非常神秘和多疑的團體，對領地上的陌生人十分警覺。他們似乎擁有充足的資源，但只有證明了自己的價值，才能購買他們寶貴的商品。"
"#DESC_SOCIETY_3","由退伍士兵和傭兵組成的軍國主義邪教團體。他們喜歡有他們所需物品的人，但招惹他們會導致嚴重後果。他們使用極端手段對付敵人。"
"#DESC_SOCIETY_4","一個神秘的社群，能夠生產大量肉類。他們堅稱肉類來自捕魚和狩獵，但傳言說他們的秘密在於抓捕落單的生還者。無論什麼情況，這裡一定有隱藏在視線之外的勾當。"
"#DESC_SOCIETY_5","一群樂天派走私客和詐騙犯，他們只要有機會就會敲詐你一筆。然而，他們電子元件和部件的品質在這一帶數一數二。"
"#DESC_SOCIETY_6","一個年代久遠的宗派，他們仍然相信人類的善良，但也會毫不留情地懲罰罪人。他們肥沃的土地沒有遭到大規模輻射塵埃污染，但該社群分佈很廣，因此易遭攻擊。"
"#DESC_SOCIETY_7","這個社群以一座運轉正常的鋸木廠為中心建立，這裡還有許多仍然可以工作的生產設施。這裡的居民重建速度很快，願意花大價錢購買零件和其他高端材料。"
"#DESC_SOCIETY_8","一座蓬勃發展的小鎮，以一座老舊的鑄造廠為中心建立。金屬加工產生很多煙塵，導致這裡的空氣十分凝重。這裡的人吃苦耐勞，對於新人和商人都十分開放友好。"
"#DESC_SOCIETY_9","亞歷山大小鎮是一個野心勃勃但至關重要的項目，這裡幾乎就是一座巨大的圖書館。一些最著名的檔案、史料和社會學著作保存在這裡，以保護世上遺留的知識。"
"#DESC_SOCIETY_10","建立於一座巨型購物中心之中，舊論壇已發展為一座規模不容小覷的村莊。裡面的店鋪被改造成公寓，底層路障重重、戒備森嚴，可以抵禦任何威脅。"
"#DESC_SOCIETY_11","發現一座庫存充足的醫院，就像在青春之泉旁邊找到一頭獨角獸。泰拉吉亞的人民很清楚他們中了頭彩，他們不顧一切保護這裡，對抗任何土匪和盜賊。"
"#DESC_SOCIETY_12","麥西莫斯是一座五光十色、紙醉金迷的營地，他們也絲毫不掩飾自己的奢靡。他們積攢堆積成山的垃圾電影、小說和舊時的娛樂設施，用以放縱狂歡。他們還借此引誘商人多做停留，甚至永遠留下。"
"#DESC_SOCIETY_13","沒等你看到化工郡，這裡的氣味就會撲鼻而來。老舊的聚合物罐子和塑膠，經過太陽炙烤，發出刺鼻的氣味，讓商人們頭疼不已。他們的庫存很豐富，而且看到這裡的居民，你會確信自己能習慣這種味道。"
"#DESC_SOCIETY_14","翠綠鎮這個名字非常準確。這裡土地的肥沃程度無與倫比，不管什麼作物都能蓬勃生長。這裡有取之不竭的各式蔬菜，人們也願意拿來交換。"
"#TITLE_SOCIETY_NAME_1B","垃圾城"
"#TITLE_SOCIETY_NAME_2B","三明會"
"#TITLE_SOCIETY_NAME_3B","同盟軍"
"#TITLE_SOCIETY_NAME_4B","新天地"
"#TITLE_SOCIETY_NAME_5B","拉克漢"
"#TITLE_SOCIETY_NAME_6B","賢明灣"
"#TITLE_SOCIETY_NAME_7B","死溪"
"#TITLE_SOCIETY_NAME_8B","鐵砧鎮"
"#TITLE_SOCIETY_NAME_9B","奧米克隆"
"#TITLE_SOCIETY_NAME_10B","商城"
"#TITLE_SOCIETY_NAME_11B","醫護郡"
"#TITLE_SOCIETY_NAME_12B","罪城"
"#TITLE_SOCIETY_NAME_13B","化工郡"
"#TITLE_SOCIETY_NAME_14B","茂密鎮"
"#DESC_SOCIETY_1B","這個社群位於一個巨大的垃圾場旁，遍地皆是五金行和鍛造坊。這裡的人們以操弄金屬的技術聞名，也不禁會讓人們想起工業革命初期的景象。這座小鎮的防禦看起來十分強大，在每個方向都架設了土製的螺栓發射器以及火牆。"
"#DESC_SOCIETY_2B","一個非常神秘可疑的社群，當地人對領地上的陌生人十分警惕。 路過的人只能看到一個小小的內部庭院，裡面有一扇新式的全封閉大門，通往內部實際的住所。 所有的牆上都刻滿了密密麻麻的未知語言。這裡的居民偏好在頭上穿戴厚重的斗篷，且會盡可能的避免交談。所有來往這個社群的訪客都會被尾隨一段時間以避免有人溜進他們的殖民地。"
"#DESC_SOCIETY_3B","這個社群用著一種近乎軍事的紀律與管理方式控制著人們的日常生活。居民們始終有組織，有紀律，而且總是精神緊繃。 他們的世界非黑即白，且對外人的態度出名地嚴苛。 他們對盟友還算照顧，但對敵人一向趕盡殺絕。"
"#DESC_SOCIETY_4B","一個繁榮且友善的社群，其中的人們一般不會讓外人知道自己的私事或是日常生活情況。這裡以畜牧、漁業以及大量的肉品著名，但有些地方不禁會讓人感到有點不太對勁。住在這裡的很多人身體上都有些缺損的地方，而也有傳聞指出他們富有的原因並不是因為他們的傳統畜牧技術。"
"#DESC_SOCIETY_5B","雖然擁有一名對外發言人，但這座殖民地在外人眼裡其實就是一個無政府社會。沒有任何掌權者或是單位，只有一個個互助但關係又鬆散的團體。這裡的人們在社交方面十分的開放，彼此之間貌似都忘了隱私這個概念的存在。他們對於自己的行為也十分開放，燒殺擄掠、貿易、酗酒及走私對他們來說都是家常便飯。"
"#DESC_SOCIETY_6B","這個社群一般都不會在任何其他社群之間起紛爭時選邊站。實際上，他們通常都會把各種問題的矛頭指向極端主義。他們還是會尊守舊時代的交戰守則並為他們受傷的敵人進行包紮。這裡的人們不太會與外人暢所欲言。他們會與你交易，但也會與你的敵人交易。"
"#DESC_SOCIETY_7B","簡單的木質建築給人一種舊世代的邊荒小鎮的感覺，這裡的居民們都公開攜帶著武器。在城鎮廣場上，甚至還修建了一座大型電影院，在那裡，他們也季節性地進行公開處決來維護法律的威嚴並一同歡慶。這個地方由幾名自我任命的「警長」和「市長」統治，他們鼓勵這樣故弄玄虛，以便在定居點中推行其統治。"
"#DESC_SOCIETY_8B","在這裡，金屬加工產生的油煙日夜不息，連這裡的空氣中都是嗆鼻的味道。居住在這裡的幾個人各個吃苦耐勞，男女老少也都身強體壯，壯碩到彷彿能與一頭熊單挑。他們中的許多人是技巧純熟的鐵匠和工程師，對自己的技藝及其在末日求生時發揮出的作用充滿自豪，以至溢於言表。"
"#DESC_SOCIETY_9B","廢土之中技術最先進的社群之一。他們是知識的保存者，保存那些災變之後面臨失傳的科技。每個人都多少瞭解一點關於他們巨大的地下碉堡的傳聞，但沒有人知道掩埋在那裡的真相是什麼。他們通常對別人十分冷漠，但若他們決定開戰，他們的敵人將扎扎實實地感受到他們的怒火。"
"#DESC_SOCIETY_10B","這個社群建在一個巨大的購物中心內，各店面均已被改造為公寓，而其他區域設置了重重的路障以抵禦入侵者。居民很清楚他們手裡的財產在廢土中意味著什麼，並將決死捍衛它們。他們對讓外人進入購物中心謹慎到偏執的程度。"
"#DESC_SOCIETY_11B","這個社群建在一個擁有厚重磚牆的老醫院內，週遭的環境也易守難攻。這樣的地方吸引了各式各樣的人，其牆外遍佈著各種難民的營地。進入此地的唯一途徑是每月一次的公民權抽籤。若你獲准入內，你的傷病就有救了，但你必須要完全遵守他們的規定，一點都沒得商量。"
"#DESC_SOCIETY_12B","這地方根據你個人看法的不同，既可以是滿是罪惡的魔窟，也可以是這世上最美好的地方。你可以在鬥技場、鎮上諸多各色餐廳以及其他「特別」的地方忘記你的煩惱。這地方的人們，眼眸中透著無法消除的迷茫，完全沒在思考明天該何去何從。不論你是傭兵、土匪還是艱難度日的生存者，你想在這裡待多久都行——前提是你得要有錢花。"
"#DESC_SOCIETY_13B","鋪天蓋地的精煉廠排出的滾滾濃煙總能讓來訪者迅速患上頭痛的症狀。入侵這地方的人，將被迫在一個由各種小巷弄組成的巨大迷宮之中摸索前進——這些小道旁往往還有填充著各種劇毒殘渣的廢料桶。雖然這地方看起來十分危險，但化工鎮的居民對外來人卻出乎意料的友善。他們會熱情地向你推介他們「口味獨特」的在地昆蟲美食。"
"#DESC_SOCIETY_14B","這個聚居地是個引領農業復興的先驅，希望能夠讓農業成為永續發展社會的支柱。鎮上的人們雖然對於外在的世界好像有些古怪的偏見，但他們對自己人有著絕對的忠誠。他們不會排斥外人，但任何人都不應該侮辱他們的文化，因為他們每個都是記性很好的人。"
"#DESC_SOCIETY_1B_SHORT","這個社群以加工金屬的技術聞名，而他們的生活也讓人想起工業革命剛開始的時代。這裡的許多防禦工事都看起來很強大，用臨時拼湊的投石器和火焰牆守衛著各個方向。"
"#DESC_SOCIETY_2B_SHORT","一個非常神秘和多疑的社群，對於土地上的陌生人保持警惕。他們的居民喜歡用沉重的頭巾蓋住他們的頭，並盡可能地減少交流。拜訪者會被跟蹤進出一段距離，以確保沒有人試圖偷偷溜進去。"
"#DESC_SOCIETY_3B_SHORT","這些人在任何時候都井井有條、紀律嚴明，而且隨時繃緊神經。然而，他們的世界是黑白分明的，對外界的態度是出了名的嚴厲。雖然盟友通常會受到照顧，但敵人會被無情地消滅。"
"#DESC_SOCIETY_4B_SHORT","牧場、捕魚等肉類生產方式是他們的專長，但這個地方有一種不祥的感覺。許多人失去了身體的一部分，有傳言暗示他們的富裕生活不僅僅是來自於傳統的牧場方式。"
"#DESC_SOCIETY_5B_SHORT","對於局外人來說，它可能看起來幾乎是無政府狀態，因為圍牆內似乎沒有一個管轄的機構，而是由許多團體以鬆散的方式合作。鎮上的人一如既往地社交，他們對自己的活動也毫不隱瞞，例如掠奪、貿易、飲酒和走私。"
"#DESC_SOCIETY_6B_SHORT","一個通常不會在爭執中選邊站的社群。事實上，他們的教義將一切錯誤歸咎於極端主義。他們仍然尊重舊的交戰規則，甚至治療敵人的傷口。這裡的人不願意對外人說出自己的想法。"
"#DESC_SOCIETY_7B_SHORT","這個社群有一種西部邊疆小鎮的感覺，居民隨身攜帶武器。公開行刑就在小鎮廣場進行，既有執法目的，也有娛樂性質。小鎮由自行認命的「警長」和「市長」管理，他們為了掌權而持續保持著這種行刑方式。"
"#DESC_SOCIETY_8B_SHORT","空氣中瀰漫著因金屬加工而噴發出的濃煙和煤煙。住在這裡的一小群人很堅強，男人、女人和孩子看起來都像能和熊搏鬥。許多人是熟練的鐵匠和工程師，為自己的手藝感到自豪。"
"#DESC_SOCIETY_9B_SHORT","身為末日之後技術最先進的社群之一。他們是知識的保存者，保存那些面臨失傳的科技。許多人都聽說過他們巨大的地下碉堡，但沒有人親眼看見過。他們通常對別人漠不關心，但他們的敵人將扎扎實實地感受到他們的怒火。"
"#DESC_SOCIETY_10B_SHORT","建在一個巨大的購物中心內，各個店面均已被改造為公寓，而其他區域設置了重重的路障以抵禦入侵者。居民很清楚他們手裡的財產在廢土中意味著什麼，並將決死捍衛它們。他們對進入商場的外人都十分的警惕。"
"#DESC_SOCIETY_11B_SHORT","一個以舊中央醫院為基礎的社群，擁有厚厚的混凝土牆和可以輕鬆防禦的環境。這樣的地方吸引了各種各樣的人，其牆外遍佈各種流民營地就是證明。進入此地的唯一途徑是每月一次的公民權抽籤。若獲准入內，你的傷病就有救了，但你也永遠不能離開。"
"#DESC_SOCIETY_12B_SHORT","這地方既可以是名副其實的魔窟，也可以是享受極度美好時光的地方。在角鬥場中忘掉您的煩惱，享受食物和飲料，也許還有機會沉醉於更具異國情調的事情。人們的眼眸在永久朦朧的目光中漂流。"
"#DESC_SOCIETY_13B_SHORT","從遠處就可以看到煉油廠的濃煙。攻擊他們意味著要在被有毒廢物桶包圍的無盡迷宮中穿行。儘管他們的環境相當危險，但人們對外來者卻出奇地友好。"
"#DESC_SOCIETY_14B_SHORT","他們是使農業再次變為永續的先驅。居民對城鎮外的世界的看法可能有些古怪，但他們對自己的世界非常忠誠。 不應該冒犯他們——他們對這些事情有很好的記憶。"
"#GREETING_LEADER_NAME","嘿，陌生人。人們都稱我為{0}。"
"#GREETING_LEADER1_POSITIVE1","請讓我向你分享我的研究成果。"
"#GREETING_LEADER1_NEUTRAL1","說說看，讓我們瞧瞧你有什麼價值。"
"#GREETING_LEADER1_NEGATIVE1","這裡有個我很樂意除掉的未知因素。"
"#GREETING_LEADER2_POSITIVE1","快進來吧，我的東西就是你的東西！"
"#GREETING_LEADER2_NEUTRAL1","有帶什麼好東西來給我嗎？"
"#GREETING_LEADER2_NEGATIVE1","別靠過來！這裡沒東西給你。"
"#GREETING_LEADER3_POSITIVE1","我嗅到了賺錢的生意來了！"
"#GREETING_LEADER3_NEUTRAL1","我隨時都準備著跟人討價還價。"
"#GREETING_LEADER3_NEGATIVE1","這裡不歡迎你。"
"#GREETING_LEADER4_POSITIVE1","又有客人啦！該好好慶祝一下了！"
"#GREETING_LEADER4_NEUTRAL1","很高興能見到另一個友善的面孔。"
"#GREETING_LEADER4_NEGATIVE1","我總是笑臉迎人，但是你......我討厭你。"
"#GREETING_LEADER5_POSITIVE1","稍息，有話就說吧。"
"#GREETING_LEADER5_NEUTRAL1","有帶什麼東西來給我嗎？"
"#GREETING_LEADER5_NEGATIVE1","你最好學會怎麼守規矩。"
"#GREETING_LEADER6_POSITIVE1","歡迎來到我的國度，朋友。"
"#GREETING_LEADER6_NEUTRAL1","哦，我可沒料到今天有使者到訪。"
"#GREETING_LEADER6_NEGATIVE1","你嗎？你要嘛下跪，要嘛就滾遠一點。"
"#GREETING_LEADER7_POSITIVE1","我看到我們的未來在你那裡萌芽。"
"#GREETING_LEADER7_NEUTRAL1","來吧，請坐。"
"#GREETING_LEADER7_NEGATIVE1","你正汙染著你站的那寸土地。"
"#GREETING_LEADER8_POSITIVE1","或許我提防著別人，但我挺中意你。"
"#GREETING_LEADER8_NEUTRAL1","如果你需要幫助，你最好有能力回報些什麼。"
"#GREETING_LEADER8_NEGATIVE1","我寧可把我的物資碾成粉末，也不會給你。"
"#GREETING_LEADER9_POSITIVE1","你是來談正事的嗎？"
"#GREETING_LEADER9_NEUTRAL1","你可以靠近一點沒關係，這把槍不是為你準備的。"
"#GREETING_LEADER9_NEGATIVE1","別輕舉妄動！我會緊盯著你的一舉一動。"
"#GREETING_LEADER10_POSITIVE1","歡迎啊我的朋友！"
"#GREETING_LEADER10_NEUTRAL1","說不定我們能夠互相幫個忙？"
"#GREETING_LEADER10_NEGATIVE1","快感謝我發過的誓言吧。我雖然會治療傷痛，但是也很知道怎麼造成痛苦。"
"#GREETING_LEADER11_POSITIVE1","今天對我們來說可能都是個好日子。"
"#GREETING_LEADER11_NEUTRAL1","我們來做點生意吧。"
"#GREETING_LEADER11_NEGATIVE1","別亂動！我開槍的時候是不會猶豫的。"
"#GREETING_LEADER12_POSITIVE1","我能幫你什麼忙嗎？"
"#GREETING_LEADER12_NEUTRAL1","有話快說，不然就趕快離開。"
"#GREETING_LEADER12_NEGATIVE1","我可以讓你知道真正的痛苦是什麼感覺。"
"#GREETING_LEADER13_POSITIVE1","我喜歡你的態度，我們來談談吧。"
"#GREETING_LEADER13_NEUTRAL1","你可以走近一點沒關係。"
"#GREETING_LEADER13_NEGATIVE1","請你識相一點，你這個外人。"
"#GREETING_LEADER14_POSITIVE1","我隨時能為您效勞。"
"#GREETING_LEADER14_NEUTRAL1","我們或許都能從中獲取一些好處。"
"#GREETING_LEADER14_NEGATIVE1","在你還走的了之前快走吧。"
"#TRADE_CONFIRM_LEADER1_POSITIVE1","這筆交易似乎對雙方都非常有利。"
"#TRADE_CONFIRM_LEADER1_NEUTRAL1","這是個可以接受的折衷辦法。"
"#TRADE_CONFIRM_LEADER1_NEGATIVE1","我們還是趕快了結這件事吧。"
"#TRADE_CONFIRM_LEADER2_POSITIVE1","對雙方而言都是一筆好買賣，不是嗎？"
"#TRADE_CONFIRM_LEADER2_NEUTRAL1","我們還是能用這個做點什麼的。"
"#TRADE_CONFIRM_LEADER2_NEGATIVE1","拿了你的東西就趕快滾。"
"#TRADE_CONFIRM_LEADER3_POSITIVE1","很高興能和你做生意。"
"#TRADE_CONFIRM_LEADER3_NEUTRAL1","所以你接受這筆交易嗎？"
"#TRADE_CONFIRM_LEADER3_NEGATIVE1","你應該慶幸我們需要這些東西。"
"#TRADE_CONFIRM_LEADER4_POSITIVE1","在我看來沒問題。"
"#TRADE_CONFIRM_LEADER4_NEUTRAL1","好，我能接受。"
"#TRADE_CONFIRM_LEADER4_NEGATIVE1","拿去，然後滾遠一點，好嗎？"
"#TRADE_CONFIRM_LEADER5_POSITIVE1","這我可以接受。"
"#TRADE_CONFIRM_LEADER5_NEUTRAL1","好，所以我們扯平了吧？"
"#TRADE_CONFIRM_LEADER5_NEGATIVE1","真是浪費時間。"
"#TRADE_CONFIRM_LEADER6_POSITIVE1","很好，非常好。"
"#TRADE_CONFIRM_LEADER6_NEUTRAL1","這還算是個合理的讓步，對吧？"
"#TRADE_CONFIRM_LEADER6_NEGATIVE1","挑完東西就趕快滾。"
"#TRADE_CONFIRM_LEADER7_POSITIVE1","這可以確保雙方的成長，朋友。"
"#TRADE_CONFIRM_LEADER7_NEUTRAL1","這筆交易將會為未來打下很好的基礎。"
"#TRADE_CONFIRM_LEADER7_NEGATIVE1","拿走，都給你吧。"
"#TRADE_CONFIRM_LEADER8_POSITIVE1","讓我們打鐵趁熱！"
"#TRADE_CONFIRM_LEADER8_NEUTRAL1","我們還是達成交易吧。"
"#TRADE_CONFIRM_LEADER8_NEGATIVE1","拿了以後就快點離開。"
"#TRADE_CONFIRM_LEADER9_POSITIVE1","我敢肯定，這對雙方而言都是一筆好買賣。"
"#TRADE_CONFIRM_LEADER9_NEUTRAL1","我想這筆交易跟別的沒兩樣。"
"#TRADE_CONFIRM_LEADER9_NEGATIVE1","拿去，然後滾遠一點，我會盯著你的。"
"#TRADE_CONFIRM_LEADER10_POSITIVE1","一筆恰到好處的交易。"
"#TRADE_CONFIRM_LEADER10_NEUTRAL1","我們得到了一些東西，你們也得到了一些東西。"
"#TRADE_CONFIRM_LEADER10_NEGATIVE1","現在公平了，我們分道揚鑣吧。"
"#TRADE_CONFIRM_LEADER11_POSITIVE1","這將很好地滿足我們的目標。"
"#TRADE_CONFIRM_LEADER11_NEUTRAL1","為了人民的福祉，我們接受。"
"#TRADE_CONFIRM_LEADER11_NEGATIVE1","好好接受吧，不要反抗。"
"#TRADE_CONFIRM_LEADER12_POSITIVE1","我們覺得沒問題。"
"#TRADE_CONFIRM_LEADER12_NEUTRAL1","好吧，似乎可以接受。"
"#TRADE_CONFIRM_LEADER12_NEGATIVE1","你得慶幸我們願意接受這個。"
"#TRADE_CONFIRM_LEADER13_POSITIVE1","這足夠滿足溫飽了！"
"#TRADE_CONFIRM_LEADER13_NEUTRAL1","讓我們從中促成一筆交易吧。"
"#TRADE_CONFIRM_LEADER13_NEGATIVE1","拿著你的破銅爛鐵滾一遠點。"
"#TRADE_CONFIRM_LEADER14_POSITIVE1","這真是一筆不錯的交易！"
"#TRADE_CONFIRM_LEADER14_NEUTRAL1","我們能接受。"
"#TRADE_CONFIRM_LEADER14_NEGATIVE1","好啦，拿去吧。"
"#TRADE_DONE_LEADER1_POSITIVE1","這是最能接受的結果。"
"#TRADE_DONE_LEADER1_NEUTRAL1","這樣就夠了，以目前來說。"
"#TRADE_DONE_LEADER1_NEGATIVE1","現在給我消失，從我身邊滾開。"
"#TRADE_DONE_LEADER2_POSITIVE1","我就知道我們能達成交易的。"
"#TRADE_DONE_LEADER2_NEUTRAL1","那就一言為定吧。"
"#TRADE_DONE_LEADER2_NEGATIVE1","快滾，我們還有工作要做。"
"#TRADE_DONE_LEADER3_POSITIVE1","祝你有美好的一天。"
"#TRADE_DONE_LEADER3_NEUTRAL1","生意就是生意。"
"#TRADE_DONE_LEADER3_NEGATIVE1","拿走你的戰利品，然後滾遠一點。"
"#TRADE_DONE_LEADER4_POSITIVE1","很高興又有了一個滿意的顧客！"
"#TRADE_DONE_LEADER4_NEUTRAL1","雙方皆同意。成交。"
"#TRADE_DONE_LEADER4_NEGATIVE1","現在快給我滾開，不然把你扔進鬥技場。"
"#TRADE_DONE_LEADER5_POSITIVE1","那就這樣。我們各自回到崗位上吧。"
"#TRADE_DONE_LEADER5_NEUTRAL1","交易已經完成，你可以走了。"
"#TRADE_DONE_LEADER5_NEGATIVE1","好了，快滾吧！"
"#TRADE_DONE_LEADER6_POSITIVE1","感謝你撥出時間。"
"#TRADE_DONE_LEADER6_NEUTRAL1","之後再找時間做個交易吧。"
"#TRADE_DONE_LEADER6_NEGATIVE1","付完錢就快走。"
"#TRADE_DONE_LEADER7_POSITIVE1","這真是太棒了。"
"#TRADE_DONE_LEADER7_NEUTRAL1","交易很公平，夥計。"
"#TRADE_DONE_LEADER7_NEGATIVE1","不要再找我麻煩了，你快走吧。"
"#TRADE_DONE_LEADER8_POSITIVE1","好極了！很高興能再次與你交易，我的朋友。"
"#TRADE_DONE_LEADER8_NEUTRAL1","那麼，就這樣敲定了。"
"#TRADE_DONE_LEADER8_NEGATIVE1","交易完成。"
"#TRADE_DONE_LEADER9_POSITIVE1","很高興能跟意氣相投的人共事。"
"#TRADE_DONE_LEADER9_NEUTRAL1","就這麼辦。"
"#TRADE_DONE_LEADER9_NEGATIVE1","在我趕你走之前快滾吧。"
"#TRADE_DONE_LEADER10_POSITIVE1","為了我們的共同進步。"
"#TRADE_DONE_LEADER10_NEUTRAL1","我覺得還算公平。"
"#TRADE_DONE_LEADER10_NEGATIVE1","交易完成。別打擾我們工作了。"
"#TRADE_DONE_LEADER11_POSITIVE1","好極了，值得稱讚！"
"#TRADE_DONE_LEADER11_NEUTRAL1","我們到此結束。"
"#TRADE_DONE_LEADER11_NEGATIVE1","現在趕緊走吧。"
"#TRADE_DONE_LEADER12_POSITIVE1","為了你的身體健康！"
"#TRADE_DONE_LEADER12_NEUTRAL1","你現在要離開了，對吧？"
"#TRADE_DONE_LEADER12_NEGATIVE1","這裡沒你的事了。"
"#TRADE_DONE_LEADER13_POSITIVE1","下次繼續做買賣吧！"
"#TRADE_DONE_LEADER13_NEUTRAL1","這個減價對雙方而言都算合理。"
"#TRADE_DONE_LEADER13_NEGATIVE1","現在拿走你的東西，然後滾遠一點。"
"#TRADE_DONE_LEADER14_POSITIVE1","真是讓我太開心了。"
"#TRADE_DONE_LEADER14_NEUTRAL1","交易完成。"
"#TRADE_DONE_LEADER14_NEGATIVE1","快滾，不然我會把你扔進缸裡。"
"#BANDIT_VARIANT_DEAD_RATS","弱小的土匪"
"#BANDIT_VARIANT_DEAD_RATS_MANY","弱小的土匪"
"#BANDIT_VARIANT_DEAD_RATS_FEW","弱小的土匪"
"#BANDIT_VARIANT_RIPPERS","弱小的惡棍"
"#BANDIT_VARIANT_RIPPERS_MANY","弱小的惡棍"
"#BANDIT_VARIANT_WOLFGANG","強悍的突擊者"
"#BANDIT_VARIANT_WOLFGANG_MANY","強悍的突擊者"
"#BANDIT_VARIANT_FRONTIER_NOMADS","強悍的掠奪者"
"#BANDIT_VARIANT_FRONTIER_NOMADS_MANY","強悍的掠奪者"
"#BANDIT_VARIANT_TRIBUNAL","致命的狂熱份子"
"#BANDIT_VARIANT_TRIBUNAL_MANY","致命的狂熱份子"
"#BANDIT_VARIANT_TRIBUNAL_FEW","致命的狂熱份子"
"#BANDIT_VARIANT_DOOMSDAY_MILITIA","致命的武裝份子"
"#BANDIT_VARIANT_DOOMSDAY_MILITIA_MANY","致命的武裝份子"
"#COMBAT_EXPECTED_RESULT_MAJOR_VICTORY","重大勝利"
"#COMBAT_EXPECTED_RESULT_MINOR_VICTORY","小型勝利"
"#COMBAT_EXPECTED_RESULT_MINOR_DEFEAT","小型失敗"
"#COMBAT_EXPECTED_RESULT_MAJOR_DEFEAT","重大失敗"
"#TOPIC_MAJOR_VICTORY","重大勝利"
"#TOPIC_MINOR_VICTORY","小型勝利"
"#TOPIC_MINOR_DEFEAT","小型失敗"
"#TOPIC_MAJOR_DEFEAT","重大失敗"
"#COMBAT_RESULT_BANDIT_WIN","土匪勝利"
"#COMBAT_RESULT_SPECIALISTS_WIN","專家勝利"
"#TOPIC_WM_LOCATION_TYPE_RESEARCH","研究地點"
"#TOPIC_WM_LOCATION_TYPE_SCAVENGE","可拾荒地點"
"#TOPIC_WM_QUEST_LOCATION","任務地點"
"#TOPIC_SOCIETIES","社群"
"#NO_SOCIETIES_FOUND_DESC","未發現社群。探索世界地圖以尋找其他社群。"
"#TOPIC_POPUP_DEVELOPER_NOTE","建造大門"
"#INFO_TRADE_CENTER_REQUIRED","需要先建造貿易中心才能與其他社會進行貿易。"
"#TEAM_NAME_ENDING","{0}"
"#TOPIC_HAZARD_TITLE","危害"
"#TOPIC_DANGER_TITLE","危險"
"#TOPIC_BANDIT_TYPE","土匪"
"#TOPIC_OWNERSHIP","所有權"
"#TOPIC_FIREPOWER","戰力"
"#TOPIC_DEFENCE","防禦"
"#TOPIC_PROBABILITY","可能性"
"#TOPIC_EFFECTS","效果"
"#TOPIC_TRADE","貿易"
"#TRADE_PLAYER_NOT_ENOUGH_RESOURCES","資源不足"
"#TRADE_SOCIETY_NOT_ENOUGH_RESOURCES","社群沒有可交易物品"
"#TRADE_PLAYER_OFFER","他們想要"
"#TOPIC_TRADE_OPTIONS_TITLE","是否接受？"
"#TOPIC_HAZARD_DAMAGE","傷害"
"#INFO","資訊"
"#TOPIC_HAZARD_LEVEL_TITLE","危害"
"#TOPIC_DANGER_LEVEL_TITLE","危險等級"
"#TOPIC_WM_SCAVENGE_INFO_RESOURCES_PER_DAY","效率"
"#TITLE_SCAVENGE_COMPLETE","搜刮完成"
"#TITLE_SCAVENGE_RESULT","結果"
"#TITLE_SCAVENGE_MANUALLY_STOPPED","搜刮取消"
"#TITLE_MISSION_ABORT","中止？"
"#DESC_LOCATION_SCAVENGE","<color=#E8CF45>{0}</color>已被清空！"
"#TOPIC_CURRENCY_FOUND","發現貨幣"
"#TOPIC_TIME_SPENT","已耗時"
"#TOPIC_EFFICIENCY","{0}(+{1}％效率)"
"#TOPIC_DAMAGE_RECEIVED","受到傷害"
"#TOPIC_REMAINING_RESOURCES","剩餘資源"
"#SPECIALIST_LOW_HP_WARNING_TITLE","專家正面臨危險！"
"#SPECIALIST_LOW_HP_WARNING_DESCRIPTION","專家處於瀕死狀態"
"#MISSION_CANCEL_SCAVENGE","取消任務"
"#TOPIC_WM_SCAVENGE_INFO_SCAVENGE_TIME","搜刮時間"
"#MISSION_CANCEL_SCOUT","取消任務"
"#WORLD_MAP_BALANCE_OF_POWER","力量平衡"
"#TOPIC_RETREAT","從戰鬥中撤退？"
"#DESC_RETREAT_FREE","專家因尚未開始參與戰鬥因此可撤退。"
"#WORLD_MAP_COMBAT_GROUP_HEALTH","團隊生命值"
"#WORLD_MAP_COMBAT_ATTACK_PER_BANDIT","攻擊／土匪"
"#WORLD_MAP_COMBAT_HEALTH_PER_BANDIT","生命值／土匪"
"#COMBAT_PREDICTION_CLEAR_VICTORY","專家取得優勢"
"#COMBAT_PREDICTION_VICTORY","專家將獲勝"
"#COMBAT_PREDICTION_CLEAR_DEFEAT","土匪取得優勢"
"#COMBAT_PREDICTION_DEFEAT","土匪將獲勝"
"#COMBAT_PREDICTION_EVEN","勢均力敵"
"#DESC_RETREAT_DAMAGE","撤退將會影響力量平衡並將會對專家造成額外傷害。"
"#DESC_RETREAT_PREDICTION","勝率預測：{0}->{1}"
"#MISSION_CANCEL_COMBAT","撤退"
"#WITHDRAW_FROM_COMBAT","從戰鬥中撤退"
"#NOTIFICATION_WORLDMAP_COMBAT_WON_TITLE","敵方已被擊敗！"
"#NOTIFICATION_WORLDMAP_COMBAT_WON_DESC","世界地圖上的戰鬥勝利"
"#NOTIFICATION_WORLDMAP_COMBAT_LOST_TITLE","專家被擊敗！"
"#NOTIFICATION_WORLDMAP_COMBAT_LOST_DESC","世界地圖上的戰鬥落敗"
"#DESC_BANDITS_DEFEATED","<color=#E8CF45>土匪們</color>已被擊敗"
"#TOPIC_DAMAGE_INFLICTED","造成傷害"
"#TOPIC_REMAINING_HEALTH","土匪剩餘生命值"
"#SPECIALIST_DEAD","專家<color=#E8CF45>{0}</color>已在戰鬥中死亡"
"#BUTTON_CYCLE_SPECIALISTS","替換專家"
"#MISSION_START_CONSTRUCT_OUTPOST","建立前哨站"
"#OUTPOST_PLACEMENT_OCCUPIED_PLAYER","無法建在殖民地區域！"
"#TOPIC_OUTPOST_CONSTRUCTION_ALLOWED","合適的地點"
"#OUTPOST_PLACEMENT_OCCUPIED_TERRITORY","無法建在已佔據區域！"
"#OUTPOST_PLACEMENT_HOSTILE_SECTOR","無法在敵方區域建造！"
"#OUTPOST_PLACEMENT_OCCUPIED_OUTPOST","此區域內已無法建造更多前哨站！"
"#TOPIC_INVALID_REASON","無法在此建造前哨站"
"#TOPIC_BUILDING_OUTPOST","建造時間：{0}"
"#DESC_CONVOY","商隊將會將物資與生還者送回殖民地。"
"#TOPIC_PREPARING_CONVOY","準備一批商隊中..."
"#TOPIC_CURRENT_CONVOYS","當前的商隊：{0}"
"#TOPIC_SCIENCE","科學"
"#TOPIC_SURVIVORS","生還者"
"#TOPIC_SECTOR","區域"
"#OUTPOST_POPULATION_CAP_REACHED","殖民地已達人口上限"
"#OUTPOST_BLOCKED_LOCATION","無法建置在一個地點上"
"#TOPIC_CONVOY","商隊"
"#DESC_DEMOLISH_OUTPOST","確定要拆除已選取的前哨站嗎？您將會失去前哨站擁有的資源以及居住者。\n\n此行動將無法返還。"
"#DESC_DEMOLISH_OUTPOST_SETTLER","確定要拆除已選取的前哨站嗎？您將會失去前哨站所擁有的資源。\n\n此行動將無法返還。"
"#BUTTON_SEND_COLONISTS","接納生還者"
"#TOPIC_SEND_COLONIST","邀請生還者"
"#DESC_SEND_COLONISTS","準備好要迎接前哨站的生還者們進殖民地了嗎？他們在加入殖民地時將成為居民。"
"#TOPIC_SCIENCE_PRODUCTION","科學生產"
"#TOPIC_SECTOR_POTENTIAL","前哨站資源"
"#TOPIC_UNPASSAPBLE","無法通行"
"#TOPIC_PASSAPBLE","可通行"
"#TOPIC_BUILDING_ENABLED","可建置"
"#TOPIC_BUILDING_BLOCKED","被阻擋"
"#TOPIC_YES","是"
"#TOPIC_NO","否"
"#TOPIC_TRADE_STATUS","貿易狀態"
"#TRADE_STATUS_AVAILABLE","可進行"
"#TRADE_STATUS_ONGOING","進行中"
"#TRADE_STATUS_BLOCKED","不可進行"
"#TOPIC_TRADING","貿易"
"#TOPIC_SOCIETY_INFO","社群資訊"
"#TOPIC_RESOURCES","資源"
"#TOPIC_SOCIETY_DISTANCE","距離"
"#TOPIC_VEHICLE_ENTER","上車"
"#VEHICLE_ENTER_DESC","使用行動點數上車。"
"#TOPIC_VEHICLE_EXIT","下車"
"#VEHICLE_EXIT_DESC","使用一個行動點數下車。"
"#EXIT_TO_DO_SCAVENGE","下車搜尋"
"#EXIT_TO_DO_SCOUT","下車偵察"
"#EXIT_TO_DO_RESEARCH","下車研究"
"#EXIT_TO_DO_ATTACK","下車攻擊"
"#EXIT_TO_DO_ACTION","離開車輛前往"
"#TOPIC_ABANDONED_VEHICLE","廢棄的車輛"
"#TEAM_ABANDONED_VEHICLE","廢棄的{0}"
"#VEHICLE_SEDAN_DESC","傳統的客車，通用性高。\n\n乘客：３\n\n耐久度：低"
"#VEHICLE_HATCHBACK","掀背車"
"#VEHICLE_HATCHBACK_DESC","速度很快，但行駛距離有限的小車。\n\n乘客：２\n\n耐久度：低"
"#VEHICLE_VAN","貨車"
"#VEHICLE_VAN_DESC","各方面性能平均且提升有效距離的車輛。\n\n乘客：２\n\n耐久度：中"
"#VEHICLE_STATIONWAGON","房車"
"#VEHICLE_STATIONWAGON_DESC","堅固且有著額外載客空間的車輛，有效距離提升。\n\n乘客：４\n\n耐久度：中"
"#VEHICLE_SEDAN","轎車"
"#VEHICLE_HEAVYOFFROADER","越野車"
"#VEHICLE_HEAVYOFFROADER_DESC","有效行駛距離高，且兼併了空間大的優點。\n\n乘客：４\n\n耐久度：高"
"#TOPIC_VEHICLE_RETURN_TO_COLONY","返回殖民地"
"#SPECIALIST_STATUS_SCOUT","偵察中"
"#TOPIC_SPECIALIST_SKILL_RESEARCH_VALUE_HALF_DAY","{0}SP/12小時"
"#TOPIC_SPECIALIST_SKILL_RECOVERY_VALUE_HALF_DAY","{0}HP/12小時"
"#TOPIC_PER_DAY_SHORT","{0}天"
"#TOPIC_PER_HALF_DAY","{0}/12小時"
"#TOPIC_PER_HALF_DAY_SHORT","{0}/12小時"
"#TOPIC_WM_HAZARD_INFO_DAMAGE_TAKEN_PER_HALF_DAY","{0}傷害／12小時"
"#TOPIC_WM_HAZARD_INFO_MAX_DAMAGE_TAKEN_PER_DAY","最大{0}傷害／12小時"
"#TOPIC_WM_HAZARD_INFO_DAMAGE_TAKEN_PER_DAY","{0}傷害／12小時"
"#BANDIT_VARIANT_RIPPERS_LEADER","開膛手老大"
"#BANDIT_VARIANT_WOLFGANG_LEADER","狼群幫首領"
"#BANDIT_VARIANT_FRONTIER_NOMADS_LEADER","遊民警衛長"
"#BANDIT_VARIANT_DOOMSDAY_MILITIA_LEADER","末日武裝隊長"
"#TOPIC_WM_LOCATION_TYPE_BANDIT","土匪群"
"#TOPIC_WM_LOCATION_TYPE_BANDIT_CAMP","土匪營地"
"#TOPIC_WM_LOCATION_TYPE_BANDIT_STRONGHOLD","土匪據點"
"#BANDIT_CAMP_DEAD_RATS_TITLE","死鼠的藏身處"
"#BANDIT_CAMP_DOOMSDAY_MILITIA_TITLE","末日堡壘"
"#BANDIT_CAMP_FRONTIER_NOMADS_TITLE","遊民營地"
"#BANDIT_CAMP_RIPPERS_TITLE","開膛手的巢穴"
"#BANDIT_CAMP_TRIBUNAL_TITLE","裁決武裝營地"
"#BANDIT_CAMP_WOLF_GANG_TITLE","狼群幫的巢穴"
"#BANDIT_FRONTIER_NOMADS","荒地游牧民"
"#BANDIT_FRONTIER_NOMADS_CONTENT","一群沒有正確目標和領導的土匪，裡面什麼人都有。"
"#BANDIT_WOLF_GANG","狼群幫"
"#BANDIT_WOLF_GANG_CONTENT","這群強盜異常兇惡，裝備卻很差，專門從事伏擊活動。"
"#BANDIT_DOOMSDAY_MILITIA","末日武裝"
"#BANDIT_DOOMSDAY_MILITIA_CONTENT","由強盜和退役士兵組成的准軍事團體，善於襲擊防禦嚴密的殖民地。"
"#BANDIT_TRIBUNAL","裁決武裝"
"#BANDIT_TRIBUNAL_CONTENT","裝備精良的神秘強盜團體，一心想延長和升級浩劫。"
"#BANDIT_RIPPERS","開膛手"
"#BANDIT_RIPPERS_CONTENT","由普通暴徒和強盜組成的鬆散團體，如果不搶劫別人，就無法生存。"
"#BANDIT_DEAD_RATS","死鼠幫"
"#BANDIT_DEAD_RATS_CONTENT","死鼠幫不顧一切，簡直到了不要命的程度，他們會攻擊路上所有經過的人和物。"
"#TOPIC_BANDIT_CAMP_INFO","摧毀土匪營地以顯示該區域的位置"
"#TOPIC_WM_COMBAT_CRITICAL_MISS","嚴重失誤（{0}概率）"
"#TOPIC_WM_COMBAT_CRITICAL_HIT","致命一擊（{0}概率）"
"#TOPIC_WM_COMBAT_CRITICAL_MISS_DMG","{0}倍傷害"
"#TOPIC_WM_COMBAT_CRITICAL_HIT_DMG","{0}倍傷害"
"#OPPONENT_DEFEATED","已打倒的敵對勢力"
"#COMBAT_DAMAGE","造成傷害{0}，受到傷害{1}"
"#MISSION_COMPLETE_COMBAT","戰鬥結束"
"#TOPIC_SCAVENGE","搜刮"
"#TOPIC_ATTACK","戰力"
"#TOPIC_CHANCE_TITLE","機率"
"#TOPIC_SUMMARY_DISCOVERED_LOCATIONS","已發現的位置"
"#TOPIC_COMBAT","戰力"
"#TOPIC_TEAMUPDOWN","選擇小隊"
"#TOPIC_DAMAGE","受到<color=orange>{0}</color>傷害"
"#TOPIC_DAMAGE_RANGE","受到<color=orange>{0}</color>－<color=red>{1}</color> 傷害"
"#OUTPOST","前哨站"
"#LOCATION_OUTPOST_DESC","自動將收集的資源運往殖民地。命令一名專家前往前哨站，將資源卸下。"
"#TOPIC_PER_MULTIPLE_DAY","每12小時{0}"
"#TOPIC_PER_MULTIPLE_24h","每24小時{0}"
"#NOTIFICATION_SPECIALIST_DIED_DESC","{0}在戰鬥中死亡"
"#NOTIFICATION_SPECIALIST_DIED_SCAVENGE_DESC","{0}在搜刮過程中死亡"
"#NOTIFICATION_SPECIALIST_DIED_COMBAT_DESC","{0}在戰鬥中被擊殺"
"#TOPIC_VEHICLE_RETURN_TO_COLONY_DESC","返回殖民地。"
"#TOPIC_SALVAGE_VEHICLE","回收車輛"
"#TOPIC_COLONIST_AMOUNT","前哨站中的生還者"
"#TOPIC_COMBAT_STATUS","戰鬥報告"
"#LEGEND_OCCUPIED_SECTOR","已佔據區域"
"#LEGEND_RESTRICTED_SECTOR","受限區域"
"#LEGEND_TITLE_SECTOR","區域分佈圖"
"#LEGEND_OUTPOST_SECTOR","前哨站"
"#TOPIC_WM_INFO_RESEARCHING_LOCATION","研究地點中"
"#TOPIC_WM_INFO_SCAVENGING_LOCATION","搜刮地點中"
"#TEAM_ABANDONED_VEHICLE_DESC","專家車輛"
"#TEAM_ABANDONED_VEHICLE_STATUS","等待取回"
"#TOPIC_DROP_RESOURCES_TO_OUTPOST","卸下資源"
"#INFO_DROP_RESOURCES_TO_OUTPOST_DESC","將專家移動到前哨站，卸下他們的資源。"
"#TOPIC_SCAVENGED_IN","每天{0}"
"#TOPIC_PER_DAY","{0} / 24小時"
"#TOOLTIP_BIOME_PLAINS","平原"
"#TOOLTIP_BIOME_PLAINS_CONTENT","樹木繁茂地區，部份區域有森林覆蓋。適於旅行。"
"#TOOLTIP_BIOME_DESERT","沙漠"
"#TOOLTIP_BIOME_DESERT_CONTENT","適於旅行，但這種環境中常有土匪橫行。"
"#TOOLTIP_BIOME_MARSH","沼澤地"
"#TOOLTIP_BIOME_MARSH_CONTENT","環境潮濕，難以穿越。"
"#TOOLTIP_BIOME_WASTELAND","荒地"
"#TOOLTIP_BIOME_WASTELAND_CONTENT","環境危險，多個區域污染嚴重。"
"#TOOLTIP_BIOME_URBAN","市區"
"#TOOLTIP_BIOME_URBAN_CONTENT","舊城市的廢墟。方向複雜，難以穿越，並且部份區域充滿危險。"
"#TOOLTIP_BIOME_TUNDRA","苔原"
"#TOOLTIP_BIOME_TUNDRA_CONTENT","環境苛刻，只有最強悍的土匪才有辦法生存。"
"#TOOLTIP_BIOME_MOUNTAIN","山脈"
"#TOOLTIP_BIOME_MOUNTAIN_CONTENT","難以穿越的地形，必須繞道而行"
"#TOPIC_SPECIALIST_TEAM_ASSIGN","指派"
"#SPECIALIST_TEAM_ASSIGN","指派"
"#SPECIALIST_TEAM_VEHICLE","車輛"
"#VEHICLE_BUS","巴士"
"#VEHICLE_BUS_DESC","又大又寬敞，但是速度非常慢。"
"#TOPIC_RESOURCES_LEFT","資源運送中"
"#TOPIC_RESOURCES_DROPPED","正在準備運送資源"
"#QUEST_ESCAPEPOD","Landing site"
"#BANDIT_UNKNOWN","Unknown enemies"
"#BANDIT_UNKNOWN_CONTENT","A hostile group of previously unknown adversaries. Their origins and plans are shrouded in mystery."
"#BANDIT_VARIANT_UNKNOWN_SCOUT","Unknown scouts"
"#BANDIT_VARIANT_UNKNOWN_RAIDER","Unknown raiders"
"#BANDIT_VARIANT_UNKNOWN_COMMANDER","Unknown commander"
"#BANDIT_CAMP_UNKNOWN_TITLE","Unknown stronghold"
"#ALL_SOCIETIES","every society"
"#TITLE_ALL_SOCIETIES","every society"
"#SETTLER_LEVEL2","Engineer"
"#TOPIC_LOCATION_QUEST_ELIGIBLE","Build to gather knowledge"
"#DESC_DEMOLISH_ENGINEER_OUTPOST","Are you sure you want to demolish the outpost? The engineer will be lost.\n\nThis action cannot be reverted."
"#OUTPOST_ENDGAME_INTENSITY","Knowledge intensity"
"#ENDGAME_KNOWLEDGE","Knowledge"
"#OUTPOST_ENDGAME_1","Life Support Outpost"
"#OUTPOST_ENDGAME_1_DESC","Created to study how to keep the <mark>doomsday bunker’s</mark> life support systems running in any situation.\n\nGenerates points toward completing <mark>Project Tomorrow’s</mark> <mark>life support</mark> goal."
"#OUTPOST_ENDGAME_1_SHORT_DESC","Generates points toward completing <mark>Project Tomorrow’s</mark> <mark>life support</mark> goal."
"#OUTPOST_ENDGAME_2","Medicine Outpost"
"#OUTPOST_ENDGAME_2_DESC","Collects medical equipment and know-how to bring the medical facilities inside the <mark>doomsday bunker</mark> up to par.\n\nGenerates points toward completing <mark>Project Tomorrow’s</mark> <mark>medicine</mark> goal."
"#OUTPOST_ENDGAME_2_SHORT_DESC","Generates points toward completing <mark>Project Tomorrow’s</mark> <mark>medicine</mark> goal."
"#OUTPOST_ENDGAME_3","Defense Outpost"
"#OUTPOST_ENDGAME_3_DESC","Searches for the strongest materials and methods to create a <mark>doomsday bunker</mark> that can withstand anything.\n\nGenerates points toward completing <mark>Project Tomorrow’s</mark> <mark>defense</mark> goal."
"#OUTPOST_ENDGAME_3_SHORT_DESC","Generates points toward completing <mark>Project Tomorrow’s</mark> <mark>defense</mark> goal."
"#OUTPOST_ENDGAME_4","Ecosystem Outpost"
"#OUTPOST_ENDGAME_4_DESC","Studies different biomes to help the <mark>doomsday bunker</mark> withstand extreme weather conditions.\n\nGenerates points toward completing <mark>Project Tomorrow’s</mark> <mark>ecosystem</mark> goal."
"#OUTPOST_ENDGAME_4_SHORT_DESC","Generates points toward completing <mark>Project Tomorrow’s</mark> <mark>ecosystem</mark> goal."
"#TOPIC_SEND_COLONIST_ALL","Invite survivors from each outpost"
"#TUTORIAL_NOTIFICATIO_BUILD_MESSAGE","按此學習如何操作。"
"#TUTORIAL_NOTIFICATION_WORKAREA_HEADLINE","調整工作區"
"#TUTORIAL_NOTIFICATION_WORKAREA_MESSAGE","任務：移動任意工作區域"
"#TUTORIAL_DIALOG_WORKAREA_HEADLINE","工作區"
"#TUTORIAL_DIALOG_WORKAREA_MESSAGE","<mark>居民</mark>們會在<mark>工作區</mark>內搜集資源。選擇建築物後，在功能表中選擇<mark>移動工作區</mark>，居民們就會開始在那個區域內搜集資源或是進行其他工作。你也可以直接選擇<mark>工作區標誌</mark>來直接重新調整它的位置。"
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_HEADLINE","食物生產"
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_MESSAGE","任務：提升食物生產量"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_HEADLINE","食物生產"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","居民們會需要<quad name=Food><mark>食物</mark>以免餓死。想要穩定地獲取食物，需要建造一座<mark>狩獵屋</mark>或<mark>捕魚小屋</mark>。\n\n現在請建造這兩者之一。"
"#TUTORIAL_NOTIFICATION_SETTIME_HEADLINE","遊戲速度"
"#TUTORIAL_NOTIFICATION_SETTIME_MESSAGE","任務：調整遊戲速度"
"#TUTORIAL_DIALOG_SETTIME_HEADLINE","遊戲速度"
"#TUTORIAL_DIALOG_SETTIME_MESSAGE","你有注意左下角可以調整遊戲速度嗎？試著調整一下，找出最適合自己的速度吧。"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_HEADLINE","調整工作欄位"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_MESSAGE","任務：指派工人"
"#TUTORIAL_DIALOG_CHANGEWORKSLOTS_HEADLINE","工作欄位"
"#TUTORIAL_DIALOG_CHANGEWORKSLOTS_MESSAGE","您可以透過調整<mark>工人</mark>的數量來增加或降低一棟建築的生產效率。\n\n試著在一棟建築的<mark>工作欄位</mark>處添增或移除居民吧。"
"#TUTORIAL_NOTIFICATION_DEAD_COLONISTS_HEADLINE","死亡居民"
"#TUTORIAL_NOTIFICATION_DEAD_COLONISTS_MESSAGE","任務：建造一座埋葬坑"
"#TUTORIAL_DIALOG_DEAD_COLONISTS_HEADLINE","死亡居民"
"#TUTORIAL_DIALOG_DEAD_COLONISTS_MESSAGE","你的一位居民很不幸的死亡了！建造一座<mark>埋葬坑</mark>，避免屍體腐爛散播疾病。"
"#TUTORIAL_NOTIFICATION_CONDITIONS_HEADLINE","受傷和其他病症"
"#TUTORIAL_NOTIFICATION_CONDITIONS_MESSAGE","任務：建造一個醫療帳篷"
"#TUTORIAL_DIALOG_CONDITIONS_HEADLINE","受傷和其他病症"
"#TUTORIAL_DIALOG_CONDITIONS_MESSAGE","你的一位居民受傷了！大部分的<mark>病症</mark>都可以在<mark>醫療帳篷</mark>內進行治療。若是沒有及時處理，這些傷勢將會造成生命質的損失以及死亡。"
"#TUTORIAL_CODEX_WATER_HEADLINE","水"
"#TUTORIAL_CODEX_WATER","<quad name=Water><mark>水</mark>產量充足對於居民至關重要。每位元居民每天需要消耗一定量的水，如果長期乾渴，將導致<mark>脫水</mark>。這種情況十分嚴重，如果不建造更多水源，很快就會導致死亡。\n\n一般的<mark>水井</mark>不能建造在<mark>貧瘠土地</mark>上，且只在<mark>肥沃</mark>地形才能提供最大產水量。而且水井不能緊密排列。\n\n<mark>集水箱</mark>是一種低成本的替換品，但效率也相對較低。需要居民手動操作。集水箱需要放置在湖邊，而在較為乾旱的地區建造是個挑戰。\n\n水儲備能夠緩解災難期間比如<mark>熱浪</mark>這樣的情況，或是在很多新的生還者加入殖民地時，緩解他們對水需求增加的情況。居民只喝淡水或是儲存在<mark>淨水儲備</mark>裡的水，建築可以使用<mark>水塔</mark>裡儲備並分配的品質較差的水。\n\n<mark>鑽井</mark>和<mark>幫浦</mark>則是更為高效的取水建築，因為他們能採集到更深的水，但首先它們需要在<mark>科技樹</mark>裡解鎖。"
"#TUTORIAL_NOTIFICATION_WATER_HEADLINE","建造水源"
"#TUTORIAL_NOTIFICATION_WATER_MESSAGE","任務：提升水生產量"
"#TUTORIAL_DIALOG_WATER_HEADLINE","水源"
"#TUTORIAL_DIALOG_WATER_MESSAGE","你的居民需要<quad name=Water><mark>水</mark>才能生存。否則將會<mark>脫水</mark>而死。打開建造功能表，然後選擇你的第一個水源建築。\n\n在肥沃的土壤上，一座<mark>水井</mark>將會是提供水源最好的選擇，而<mark>集水箱</mark>必須要設置在一座湖旁邊。"
"#TUTORIAL_NOTIFICATION_SHELTER_HEADLINE","建造庇護所"
"#TUTORIAL_NOTIFICATION_SHELTER_MESSAGE","任務：建造一個庇護所"
"#TUTORIAL_DIALOG_SHELTER_HEADLINE","庇護所"
"#TUTORIAL_DIALOG_SHELTER_MESSAGE","你的居民需要<mark>庇護所</mark>棲身。打開<mark>建造功能表</mark>，為居民建造一些帳篷或緊急庇護所，以免他們<mark>無家可歸</mark>。"
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_HEADLINE","受損作物"
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_MESSAGE","任務：收割作物"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_HEADLINE","受損作物"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_MESSAGE","作物承受天災人禍的能力有限。<mark>熱浪</mark>或<mark>核放射塵</mark>等災難會讓作物枯萎，<mark>鼠群</mark>也會讓作物受損。為了保護作物避免其死亡，請在災難發生之前收割作物。"
"#TUTORIAL_NOTIFICATION_HYGIENE_HEADLINE","居民衛生"
"#TUTORIAL_NOTIFICATION_HYGIENE_MESSAGE","任務：建造一間茅坑"
"#TUTORIAL_DIALOG_HYGIENE_HEADLINE","居民衛生"
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","在這片荒原上，居民可能很難顧及自己的<mark>衛生</mark>。骯髒的居民會很快變得不滿，也更容易感染各種疾病。通過在建造功能表中建造<mark>茅坑</mark>，來幫助他們！\n\n不過，茅坑會<quad name=Pollution><mark>污染</mark>周邊區域，因此在進行建設前請將此列入考量。"
"#TUTORIAL_CODEX_HYGIENE_HEADLINE","衛生"
"#TUTORIAL_CODEX_HYGIENE","如果居民無法利用合適的建築來改善個人衛生，將會變得<mark>骯髒</mark>。這些建築包括<mark>茅坑</mark>，可用於適當處理排泄物，以及<mark>三溫暖</mark>，能更有效地清除皮膚上的污染和其他碎屑。三溫暖可以從<mark>科技樹</mark>中解鎖。\n\n請記住，每新增一位居民，衛生維護的需求也會隨之增加，因此請持續為他們提供所需的清潔設施。"
"#TUTORIAL_NOTIFICATION_PRODUCTION_LIMITS_HEADLINE","生產上限"
"#TUTORIAL_NOTIFICATION_PRODUCTION_LIMITS_MESSAGE","任務：設定一次生產上限"
"#TUTORIAL_DIALOG_PRODUCTION_LIMITS_HEADLINE","生產上限"
"#TUTORIAL_DIALOG_PRODUCTION_LIMITS_MESSAGE","你可為生產建築設置生產資源的<mark>生產上限</mark>。你可以藉此節省儲藏空間或是讓居民們有時間去做更重要的工作。"
"#TUTORIAL_NOTIFICATION_COLONIST_GATHERING_HEADLINE","收集資源"
"#TUTORIAL_NOTIFICATION_COLONIST_GATHERING_MESSAGE","任務：建造基礎倉儲建築"
"#TUTORIAL_DIALOG_COLONIST_GATHERING_HEADLINE","收集資源"
"#TUTORIAL_DIALOG_COLONIST_GATHERING_MESSAGE","要讓居民開始進行收集，你需要建造<mark>儲備區</mark>來收集基礎資源，同時還需要建造<mark>糧倉</mark>來收集如<quad name=Berries><mark>漿果</mark>之類的食物。將這兩種建築建造在殖民地中心，因為它們不僅可以儲備資源，同時還可以進行資源配置。"
"#TUTORIAL_NOTIFICATION_TEMPERATURE_HEADLINE","溫度"
"#TUTORIAL_NOTIFICATION_TEMPERATURE_MESSAGE","任務：建造一個火爐"
"#TUTORIAL_DIALOG_TEMPERATURE_HEADLINE","溫度"
"#TUTORIAL_DIALOG_TEMPERATURE_MESSAGE","夏季的餘溫逐漸消退，冬季的嚴寒正悄然降臨。\n\n可以在<mark>庇護所</mark>和工作場所附近建造如<mark>火爐</mark>之類的暖氣設施，讓環境更溫暖。在火爐的作用範圍內圈，居民和建築可以保持溫暖，而在作用範圍外圈保暖效果會降低。沒有暖氣設施的話，建築會結冰，居民也會<mark>失溫</mark>。\n\n搬運工可將<mark>伐木場</mark>中生產的<quad name=Firewood><mark>木柴</mark>搬運到火爐中，以維持其正常運轉。"
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_XBOX","在世界地圖上行動會消耗專家的<mark>行動點數</mark>。點數耗盡後，專家需要休息一段時間才能繼續執行新命令。\n\n可透過按下<mark>Ａ鍵</mark>來移動所選取的專家。"
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE","在世界地圖上行動會消耗專家的<mark>行動點數</mark>。點數耗盡後，專家需要休息一段時間才能繼續執行新命令。\n\n可透過點擊<mark>滑鼠右鍵</mark>來移動所選取的專家。"
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_NX","在世界地圖上行動會消耗專家的<mark>行動點數</mark>。點數耗盡後，專家需要休息一段時間才能繼續執行新命令。\n\n可透過按下<mark>Ａ鍵</mark>來移動所選取的專家。"
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_PS","在世界地圖上行動會消耗專家的<mark>行動點數</mark>。點數耗盡後，專家需要休息一段時間才能繼續執行新命令。\n\n可透過按下<mark>圓圈按鈕</mark>來移動所選取的專家。"
"##TUTORIAL_CODEX_SETTIME_XBOX","可使用螢幕左下角的按鈕<mark>暫停</mark>和<mark>加速</mark>遊戲。要調整遊戲速度，可使用<mark>方向按鈕 左、右</mark>上的方向按鈕。\n\n有些事件會自動暫停遊戲，直到事件解決為止。"
"##TUTORIAL_CODEX_SETTIME","可使用螢幕左下角的按鈕<mark>暫停</mark>和<mark>加速</mark>遊戲。您也可使用<mark>鍵盤</mark>上的數字鍵１到３和空白鍵。\n\n有些事件會自動暫停遊戲，直到事件解決為止。"
"##TUTORIAL_CODEX_SETTIME_NX","你可以使用<mark>方向鍵</mark>來<mark>暫停</mark>或<mark>加速</mark>遊戲。\n\n有些事件會自動暫停遊戲，直到事件解決為止。"
"##TUTORIAL_CODEX_SETTIME_NX_PRO","你可以使用<mark>方向鍵</mark>來<mark>暫停</mark><mark>加速</mark>遊戲。\n\n有些事件會自動暫停遊戲，直到事件解決為止。"
"##TUTORIAL_CODEX_SETTIME_PS","你可以使用<mark>方向按鈕 左、右</mark>來<mark>暫停</mark>或<mark>加速</mark>遊戲。有些事件會自動暫停遊戲，直到事件解決為止。"
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE","專家需要將搜尋到的資源運回殖民地。可使用專家資訊面板上的<mark>返回殖民地</mark>快捷按鈕，自動創建一條回家的路線。發出返回命令後，專家們會在每個回合結束時向家移動，直到抵達殖民地為止。你也可以手動將他們帶回，特別是如果你想繞道而行的話。\n\n當資源被卸下後，居民們必須將其運送到對應的<mark>倉儲</mark>中。\n\n若是找不到自己殖民地的位置，您可隨時按下鍵盤上的<mark>「Ｃ」</mark>鍵來把鏡頭調整至殖民地的位置。"
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_XBOX","專家需要將搜尋到的資源運回殖民地。可使用專家資訊面板上的<mark>返回殖民地</mark>快捷按鈕，自動創建一條回家的路線。發出返回命令後，專家們會在每個回合結束時向家移動，直到抵達殖民地為止。你也可以手動將他們帶回，特別是如果你想繞道而行的話。\n\n當資源被卸下後，居民們必須將其運送到對應的<mark>倉儲</mark>中安置。"
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_NX","專家需要將搜尋到的資源運回殖民地。可使用專家資訊面板上的<mark>返回殖民地</mark>快捷按鈕，自動創建一條回家的路線。發出返回命令後，專家們會在每個回合結束時向家移動，直到抵達殖民地為止。你也可以手動將他們帶回，特別是如果你想繞道而行的話。\n\n當資源被卸下後，居民們必須將其運送到對應的<mark>倉儲</mark>中安置。"
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_PS","專家需要將搜尋到的資源運回殖民地。可使用專家資訊面板上的<mark>返回殖民地</mark>快捷按鈕，自動創建一條回家的路線。發出返回命令後，專家們會在每個回合結束時向家移動，直到抵達殖民地為止。你也可以手動將他們帶回，特別是如果你想繞道而行的話。\n\n當資源被卸下後，居民們必須將其運送到對應的<mark>倉儲</mark>中安置。"
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_XBOX","看來您已經找到了一塊具有發展潛力的土地，能夠讓您建立一個新的家園。試著<mark>移動鏡頭</mark>來查看週遭的環境。\n\n用<mark>L操控搖桿</mark>來<mark>平移視圖</mark>，按下<mark>Ａ鍵</mark>來<mark>選取</mark>或確認，並用<mark>Ｂ鍵</mark>來<mark>取消選取</mark>或返回。"
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE","看來您已經找到了一塊具有發展潛力的土地，能夠讓您建立一個新的家園。試著<mark>移動鏡頭</mark>來查看週遭的環境。\n\n用<mark>ＷＡＳＤ</mark>來<mark>平移視角</mark>，或用<mark>滑鼠右鍵</mark>來拖曳畫面。<mark>選取</mark>物品並用<mark>滑鼠左鍵</mark>來使用介面。"
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_NX","看來您已經找到了一塊具有發展潛力的土地，能夠讓您建立一個新的家園。試著<mark>移動鏡頭</mark>來查看週遭的環境。\n\n用<mark>左操控搖桿</mark>來<mark>平移視圖</mark>，按下<mark>Ａ鍵</mark>來<mark>選取</mark>或確認，並用<mark>Ｂ鍵</mark>來<mark>取消選取</mark>或返回。"
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_PS","看來您已經找到了一塊具有發展潛力的土地，能夠讓您建立一個新的家園。試著<mark>移動鏡頭</mark>來查看週遭的環境。\n\n用<mark>左操作桿</mark>來<mark>平移視圖</mark>，按下<mark>圓圈按鈕</mark>來<mark>選取</mark>或確認，並用<mark>交叉按鈕</mark>來<mark>取消選取</mark>或返回。"
"##TUTORIAL_CODEX_CONTROLS_XBOX","橫向移動<mark>R操控搖桿</mark>來<mark>旋轉鏡頭</mark>，並透過<mark>直向移動</mark>來<mark>縮放鏡頭</mark>。"
"##TUTORIAL_CODEX_CONTROLS","用<mark>滑鼠滾輪</mark>來<mark>縮放鏡頭</mark>，<mark>按住滑鼠滾輪並拖曳</mark>來<mark>傾斜</mark>或<mark>旋轉</mark>視角。"
"##TUTORIAL_CODEX_CONTROLS_NX","橫向移動<mark>右操控搖桿</mark>來<mark>旋轉鏡頭</mark>，並透過<mark>直向移動</mark>來<mark>縮放鏡頭</mark>。"
"##TUTORIAL_CODEX_CONTROLS_PS","橫向移動<mark>右操作桿</mark>來<mark>旋轉鏡頭</mark>，並透過<mark>直向移動</mark>來<mark>縮放鏡頭</mark>。"
"##TUTORIAL_CODEX_WORKAREA","許多建築使用<mark>工作區</mark>來決定要搜尋哪些資源。您必須手動移動工作區至想要搜尋的堆積物處。更新工作區對於高效生產至關重要，因此請記得打開建造功能表並選擇<mark>移動工作區</mark>，命令居民前往新的堆積物。\n\n工作區重疊會降低效率，所以請讓工作區互相分散。\n\n可以按住<mark>左ＣＴＲＬ</mark>並滾動<mark>滑鼠滾輪</mark>來<mark>重新調整區域大小</mark>。居民們將會在區域內採集資源直至資源消耗殆盡。一棟建築將在工作區內的資源採集完畢時發送通知，以讓您能夠調整其至新的區域。您可以將游標移至工作區標誌或建築上方來顯示所剩資源。"
"##TUTORIAL_CODEX_WORKAREA_XBOX","許多建築使用<mark>工作區</mark>來決定要搜尋哪些資源。您必須手動移動工作區至想要搜尋的堆積物處。更新工作區對於高效生產至關重要，因此請記得打開建造功能表並選擇<mark>移動工作區</mark>，命令居民前往新的堆積物。\n\n工作區重疊會降低效率，所以請讓工作區互相分散。\n\n可以按下<mark>ＬＴ與ＲＴ鍵</mark>來<mark>重新調整區域大小</mark>。居民們將會在區域內採集資源直至資源消耗殆盡。一棟建築將在工作區內的資源採集完畢時發送通知，以讓您能夠調整其至新的區域。您可以將游標移至工作區標誌或建築上方來顯示所剩資源。"
"##TUTORIAL_CODEX_WORKAREA_NX","許多建築使用<mark>工作區</mark>來決定要搜尋哪些資源。您必須手動移動工作區至想要搜尋的堆積物處。更新工作區對於高效生產至關重要，因此請記得打開建造功能表並選擇<mark>移動工作區</mark>，命令居民前往新的堆積物。\n\n工作區重疊會降低效率，所以請讓工作區互相分散。\n\n可以按下<mark>ＺＬ與ＺＲ鍵</mark>來<mark>重新調整區域大小</mark>。居民們將會在區域內採集資源直至資源消耗殆盡。一棟建築將在工作區內的資源採集完畢時發送通知，以讓您能夠調整其至新的區域。您可以將游標移至工作區標誌或建築上方來顯示所剩資源。"
"##TUTORIAL_CODEX_WORKAREA_PS","許多建築使用<mark>工作區</mark>來決定要搜尋哪些資源。您必須手動移動工作區至想要搜尋的堆積物處。更新工作區對於高效生產至關重要，因此請記得打開建造功能表並選擇<mark>移動工作區</mark>，命令居民前往新的堆積物。\n\n工作區重疊會降低效率，所以請讓工作區互相分散。\n\n可以按下<mark>Ｌ２及Ｒ２按鈕</mark>來重新調整區域大小。居民們將會在區域內採集資源直至資源消耗殆盡。一棟建築將在工作區內的資源採集完畢時發送通知，以讓您能夠調整其至新的區域。您可以將游標移至工作區標誌或建築上方來顯示所剩資源。"
"#TUTORIAL_NOTIFICATION_HAPPINESS_HEADLINE","殖民地幸福度"
"#TUTORIAL_NOTIFICATION_HAPPINESS_MESSAGE","任務：建造一座娛樂建築"
"#TUTORIAL_DIALOG_HAPPINESS_HEADLINE","幸福度"
"#TUTORIAL_DIALOG_HAPPINESS_MESSAGE","不同的狀態、需求以及事件都會對居民的精神狀況造成影響。心情好的居民們工作效率較高也較可靠，而心情不佳的居民可能會陷入<mark>絕望</mark>並威脅要<mark>永久性的離開</mark>。\n\n殖民地的幸福度可透過提升庇護所品質、處理居民們的需求、或是建造<mark>科技樹</mark>中可解鎖的<mark>娛樂建築</mark>來提升。\n\n隨著殖民地的人口增長，娛樂項目的管理將會變得越來越重要。"
"#TUTORIAL_CODEX_HAPPINESS_HEADLINE","娛樂"
"#TUTORIAL_CODEX_HAPPINESS","<mark>娛樂度</mark>可透過<mark>娛樂建築</mark>生產。這將是確保居民們心情愉快與穩定生產效率的基礎。\n\n隨著殖民地人口的增長，個人與群體之間的連結將會開始削弱。人們會變得<mark>焦慮</mark>甚至是<mark>不安</mark>。殖民地內的人口與娛樂項目之間的比例失衡時，居民們將會經歷這些負面的情緒。\n\n娛樂建築將會需要消耗<quad name=Entertainment><mark>娛樂箱</mark>來建造，它是一種能在世界地圖上的特殊地點透過<mark>前哨站</mark>來生產的物資。有一些社群也會有娛樂箱可供<mark>交易</mark>，但通常都價值不斐。\n\n研究如何提振居民們的士氣絕對會是個好的投資，因為每建一種不同的娛樂設施時都會給予殖民地<mark>多樣性加成</mark>，畢竟所有人都會希望有各種不同的消遣方式可供選擇。"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_HEADLINE","居民需要食物"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_MESSAGE","任務：採集漿果"
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_HEADLINE","收集食物"
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_MESSAGE","居民們很飢餓！野外生長的<quad name=Berries><mark>漿果</mark>是最方便的食物來源。移動<mark>糧倉</mark>的工作區收集漿果。"
"#TUTORIAL_NOTIFICATION_WM_ACTION_HEADLINE","搜刮地點"
"#TUTORIAL_NOTIFICATION_WM_ACTION_MESSAGE","任務：搜刮一個地點"
"#TUTORIAL_DIALOG_WM_ACTION_HEADLINE","搜刮中"
"#TUTORIAL_DIALOG_WM_ACTION_MESSAGE","專家可以在世界地圖周邊地區探索開採。命令專家移動至目標地點並開始<mark>搜刮</mark>。\n\n每回合中，專家會根據自身技能，盡可能收集到資源。但是，如果你認為專家已經在一個地方收集到了足夠的資源，你可以隨時取消。\n\n不過有些地方受到汙染，可能會有<mark>危險</mark>。這些地方<mark>每回合</mark>都會對待在其中的專家造成傷害。所以小心別讓專家長時間單獨待在一個地方。\n\n請注意，有些地點無法直接透過專家搜刮資源，而是要在該區域內用特殊的<mark>前哨站</mark>來挖掘。"
"#TUTORIAL_NOTIFICATION_ACTION_POINTS_HEADLINE","移動"
"#TUTORIAL_NOTIFICATION_ACTION_POINTS_MESSAGE","任務：移動一名專家"
"#TUTORIAL_DIALOG_ACTION_POINTS_HEADLINE","行動點數"
"#TUTORIAL_NOTIFICATION_RETURN_RESOURCES_HEADLINE","返回殖民地"
"#TUTORIAL_NOTIFICATION_RETURN_RESOURCES_MESSAGE","任務：返回殖民地"
"#TUTORIAL_DIALOG_RETURN_RESOURCES_HEADLINE","返回殖民地"
"#TUTORIAL_NOTIFICATION_PLASTIC_HEADLINE","收集塑膠"
"#TUTORIAL_NOTIFICATION_PLASTIC_MESSAGE","任務：開始生產資源"
"#TUTORIAL_DIALOG_PLASTIC_HEADLINE","生產資源"
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","您需要收集基礎資源來持續建造各種建築物。<mark>回收站</mark>將會從散落殖民地各處的垃圾堆中收集<quad name=Plastic><mark>塑膠</mark>。現在請建造這樣的一座建築。\n\n其他同樣類型的建築將會能夠從各類堆積物中搜刮出<quad name=Metal><mark>金屬</mark>和<quad name=Concrete><mark>水泥</mark>。"
"#TUTORIAL_CODEX_OUTPOSTS_HEADLINE","設立前哨站"
"#TUTORIAL_CODEX_OUTPOSTS","要設立前哨站，首先要在殖民地建造<mark>前哨總站</mark>。建好後，選一位要訓練的專家，並在前哨總站的功能表下選擇<mark>創建殖民者</mark>。<mark>請注意：你將會失去選擇的專家，而且無法恢復這個指令！</mark>\n\n創建完成後，新的殖民者將會被送往世界地圖，並且可以去尋找合適的位置。前哨站可以建造在任何<mark>中立區域</mark>的位置，也就是<mark>沒有其他前哨站</mark>、<mark>強盜營地</mark>或<mark>社群</mark>的區域。\n\n－<mark>研發前哨站</mark>：這些前哨站會在每回合收集科學點數。收集的量會根據該區域的地點而有所不同。被土匪佔據的地點將無法生產科學點數。\n－<mark>生還者前哨站</mark>：在荒野上遊蕩的生還者可被招募並加入殖民地。他們最常出現在都市或是氣候溫和的區域，而在沙漠或凍原等地區則較少出現。\n－<mark>運輸站</mark>：將一名專家送至前哨站，將會用專家所攜帶的物資創造一個車隊，並自動將車隊送回殖民地。\n－<mark>醫療前哨站</mark>：專家可前往這種前哨站回復生命值。醫療前哨站可以建造在幾乎任何地點。\n－<mark>拾荒前哨站</mark>：能夠生產一般無法在區域中搜刮的資源。這些資源將會自動在每一循環結束時自動被送回殖民地。"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_HEADLINE","你的專家們"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_MESSAGE","任務：選擇一名專家"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_HEADLINE","專家"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","<mark>專家</mark>們是一群能力高超的單位，他們能用於保護殖民地或是探索世界地圖。這些單位可以在<mark>大門</mark>完工後，透過資訊面板被<mark>派遣至世界地圖</mark>。\n\n當您直接進行操控時，專家可以收集一些像是<quad name=Berries><mark>漿果</mark>或是<quad name=Plank><mark>木材</mark>等基礎物資。您可以透過畫面上方的<mark>專家選單</mark>輕易的找到您的專家並在殖民地畫面中拖曳游標來一次選取多名。"
"#TUTORIAL_NOTIFICATION_ATTACK_HEADLINE","土匪"
"#TUTORIAL_NOTIFICATION_ATTACK_MESSAGE","任務：擊敗一名土匪"
"#TUTORIAL_DIALOG_ATTACK_HEADLINE","土匪"
"#TUTORIAL_DIALOG_ATTACK_MESSAGE","你遭遇了一群<mark>土匪</mark>，他們已將該地點佔領。要想<mark>搜刮</mark>該地點，專家必須先擊敗土匪。有一些土匪會比其他的還要強，因此會需要集合多名專家一同擊敗他們。"
"#TUTORIAL_NOTIFICATION_BANDIT_CAMP_HEADLINE","土匪營地"
"#TUTORIAL_NOTIFICATION_BANDIT_CAMP_MESSAGE","任務：擊敗一處土匪營地"
"#TUTORIAL_DIALOG_BANDIT_CAMP_HEADLINE","土匪營地"
"#TUTORIAL_DIALOG_BANDIT_CAMP_MESSAGE","<mark>土匪營地</mark>是有組織的土匪社群。有土匪營地的區域完全受敵方所控制，區域中的其他地點將被隱藏，直到土匪營地被摧毀。\n\n要擊敗土匪營地，必須要有比擊敗分散在各地的土匪們還要更多的<mark>戰鬥技能</mark>。"
"#TUTORIAL_CODEX_SHELTER_HEADLINE","庇護所"
"#TUTORIAL_CODEX_SHELTER","雖然居民在不得已時會席地而睡，但擁有充足的庇護所仍是第一要務。庇護所不僅能提升居民的<mark>幸福度</mark>，還能幫助他們抵禦惡劣天氣的影響。沒有可供休息的床鋪，居民的工作效率就會下降。他們還可能會生病，因而需要醫療看護。\n\n庇護所十分多樣化，既有簡單的<mark>帳篷</mark>，也有比肩現代居所的舒適<mark>房屋</mark>。升級房屋，使其更加堅固舒適，就能提升人們的幸福度，還能提供更好的保護，幫助居民抵禦惡劣環境甚至<mark>災難</mark>的影響。身處舒適的房屋，居民會更有安全感和私密感，因此生育意願也會提高。居民喜歡選擇在距離工作場所較近的住所內生活，因此分散居住區能減少居民的往返時間。"
"#CODEX_BUILDINGS_HEADLINE","建築管理"
"#CODEX_BUILDINGS","建築建成後，其運營方式可以通過一些方法進行調整。可以<mark>暫停</mark>建築，移除所有當前工人，派遣他們從事殖民地中的其他任務。建築暫停後，不會消耗任何<quad name=Energy><mark>能源</mark>或<quad name=Water><mark>水</mark>。\n\n你還能增加或移除<mark>工人空位</mark>以加速生產，或根據需要指示工人至其他任務。建築開啟新空位後，會自動分配最佳人選進駐工作。\n\n某些建築會需要你選擇想要生產的物品類型，例如農田中的<mark>作物</mark>品種，或是昆蟲養殖場中的<mark>昆蟲</mark>種類。\n\n想看看建築物之間的相對距離的話，可使用<mark>建築視圖</mark>。"
"#TUTORIAL_CODEX_DEAD_COLONISTS_HEADLINE","死亡"
"#TUTORIAL_CODEX_DEAD_COLONISTS","死亡是生命不可避免地一環，任何人終有一死。無論是長期 <mark>脫水</mark>、<mark>受傷</mark>未經治療、被敵人攻擊太多次還是被墜落的東西砸到，都可能導致死亡。居民死亡後會被運送至<mark>埋葬坑或墓地</mark>安息。這樣做能確保將殖民地整體<mark>幸福度</mark>所受的影響降至最低，同時還能保障居民健康，因為如果將屍體放置於地上不處理，會慢慢<mark>腐爛</mark>並散播疾病。\n\n死亡的<mark>專家</mark>不是遺屍荒野，就是被他們的戰友們就地掩埋。他們隨身攜帶的物品會遺留在人世，不是被摧毀，就是被土匪當成戰利品帶走。"
"#TUTORIAL_DIALOG_EXPLORE_MESSAGE","週遭的區域壟罩在一團迷霧之中，但您可透過<mark>偵察塔</mark>來探索。這些建築將會逐漸揭開地圖並拓寬殖民地的邊界，速度也比<mark>營地</mark>來的快。"
"#TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE","建築放置後不能立即使用，首先需要進行建造。打開建造功能表中的儲存類別，在已偵察區域內放置<mark>儲備區</mark>和<mark>糧倉</mark>。\n\n建築成功放置後，使用滑鼠右鍵或手把「A」按鈕選擇專家，並命令其前往<mark>建築工地</mark>。只要儲備充足，專家將會自動消耗儲備資源！"
"#TUTORIAL_DIALOG_UPGRADING_MESSAGE","某些建築可隨著科技發展進行升級。解鎖科技樹內的相關選項即可運用此功能，但它們不會自動升級。\n\n需要選擇可升級的建築物，再選取建築資訊面板上的<mark>升級</mark>按鈕。升級建築時將會拆除其前置建築，所以在進行前請謹慎考慮。"
"#TUTORIAL_DIALOG_OUTPOSTS_MESSAGE","<mark>前哨站</mark>可用來拓展殖民地在世界地圖上的影響力。它們可以用來收集資源、尋找生還者、治癒專家們或是用來當作可卸下資源的中繼點。\n\n您可透過<mark>前哨總站</mark>來訓練專家們成為<mark>殖民者</mark>，並建造前哨站。"
"#TUTORIAL_NOTIFICATION_PERSONSTATES_HEADLINE","你的居民"
"#TUTORIAL_NOTIFICATION_PERSONSTATES_MESSAGE","任務：選擇一位居民"
"#TUTORIAL_DIALOG_PERSONSTATES_HEADLINE","你的居民"
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","居民已經抵達，準備好幫助殖民地成長了。<mark>搬運工</mark>對於建造建築物、移動和收集資源至關重要<mark>工人</mark>是安排在建築物內工作的居民，負責製造東西和照顧殖民地。為了讓事情順暢地進行，兩種都不可或缺。可以從<mark>營地</mark>設定最低限度的搬運工。\n\n試著<mark>選擇一位居民</mark>，查看他的工作場所和活動。"
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_HEADLINE","佈置殖民地"
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_MESSAGE","任務：建置營地"
"#TUTORIAL_DIALOG_COLONY_SETUP_HEADLINE","佈置殖民地"
"#TUTORIAL_DIALOG_COLONY_SETUP_MESSAGE","是時候做好殖民地的準備了。透過<mark>建造功能表</mark>來設立<mark>營地</mark>吧！\n\n營地將能透過偵察來拓展週遭可活動的範圍與殖民地的知識，也可作為一個暫時的倉儲空間。"
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_HEADLINE","邀請居民"
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_MESSAGE","任務：送出信號彈"
"#TUTORIAL_CODEX_INVITE_COLONISTS_HEADLINE","第一批居民"
"#TUTORIAL_CODEX_INVITE_COLONISTS_MESSAGE","如果你覺得已經建造就緒，就可以邀請居民入住。選擇<mark>營地</mark>並選擇<mark>「發射信號彈」</mark>，給居民發信號。\n\n請注意，一旦邀請居民入住，就不能把他們請出。"
"#CODEX_GAMEPLAY_HEADLINE","基本遊戲模式"
"#CODEX_GAMEPLAY","Surviving the Aftermath的基本遊戲模式首先將圍繞著生存展開，進而擴張和改進你的殖民地。殖民地本身可以支援大量人口，之後需要建造<mark>大門</mark>以解鎖世界地圖、接收前來投奔的生還者，並收集進入下一階段所需的資源。解決當下對飢餓、乾渴、舒適度的各類<mark>需求</mark>，同時發展殖民地，找到更好、更有效率的生存方式。\n\n接納生還者，為他們建造庇護所，確保殖民地擁有充足的食物和水源，讓居民投入工作。招募<mark>專家</mark>以偵察地圖，尋找高級材料並將其帶回殖民地。使用地圖中所收集到的<mark>科學點數</mark>以解鎖<mark>科技樹</mark>，按照自己的意願，建造浩劫之後自給自足的殖民地。"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_HEADLINE","開展殖民地的準備工作"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_MESSAGE","任務：打開建造功能表"
"#TUTORIAL_DIALOG_PREPARE_COLONY_HEADLINE","開展殖民地的準備工作"
"#TUTORIAL_DIALOG_PREPARE_COLONY_MESSAGE","做的好！您已踏出了打造出一座新的殖民地的第一步。您接下來可透過解鎖新的<mark>建築</mark>來將這片荒野轉變為一個可居住的地方。\n\n<mark>這邊已為您準備了幾個可免費建置的建築</mark>。這些<mark>預製建築</mark>可在<mark>建造功能表</mark>中找到。\n\n現在就來利用這些建築來做準備，再來邀請<mark>居民</mark>們前來吧。"
"#TUTORIAL_NOTIFICATION_SCOUT_HEADLINE","偵察中"
"#TUTORIAL_NOTIFICATION_SCOUT_MESSAGE","任務：偵察一個區域"
"#TUTORIAL_DIALOG_SCOUT_HEADLINE","偵察中"
"#TUTORIAL_DIALOG_SCOUT_MESSAGE","世界地圖被劃分為不同<mark>區域</mark>，而且必須逐一對其進行<mark>偵察</mark>。偵察將會消耗<mark>行動點數</mark>，所以請謹慎規畫路線。\n\n可以從<mark>區域資訊</mark>內清楚看到該區域的資訊，例如<mark>生態域</mark>、敵意、<mark>生還者和科學潛能</mark>。科學潛能之後可以透過<mark>前哨站</mark>發揮。"
"#TUTORIAL_NOTIFICATION_SPECIALIST_RECOVERY_HEADLINE","專家受傷"
"#TUTORIAL_NOTIFICATION_SPECIALIST_RECOVERY_MESSAGE","任務：治療專家"
"#TUTORIAL_DIALOG_SPECIALIST_RECOVERY_HEADLINE","治療專家中"
"#TUTORIAL_DIALOG_SPECIALIST_RECOVERY_MESSAGE","專家們並不是無敵的。他們都有可能在<mark>戰鬥</mark>中受傷，或是在搜集物資跟實施研究的過程中遇上<mark>危害</mark>。\n\n要回復生命值的話，可命令專家回到<mark>殖民地</mark>或是建造一座<mark>醫療前哨站</mark>來讓他們休息。在<mark>從科技樹中解鎖前哨中心</mark>後，即可在世界地圖上透過一名殖民者來建造前哨站。"
"#TUTORIAL_CODEX_WM_ACTION_HEADLINE","搜刮中"
"#TUTORIAL_CODEX_WM_ACTION","<mark>專家</mark>負責從<mark>世界地圖</mark>收集資源。他們的<mark>搜尋技能</mark>因人而異，因此請選擇搜尋技能最高的人前往最重要的位置。每位專家都掌握一定的搜尋技能，但搜尋員類型的專家能比其他人更快地清空某地。較低端的材料能夠大量收集，而<quad name=Medicine><mark>藥品</mark>等物品則不行，因為更容易找到可用的低端材料。遊戲早期，只有在世界地圖上才能找到<quad name=Component><mark>部件</mark>和<quad name=Parts><mark>電子元件</mark>，以維持<quad name=Energy><mark>能源生產</mark>不中斷。\n\n一些世界地圖位置已被<mark>土匪</mark>佔據，只有將其剷除，才能開始搜尋資源。許多位置充滿各種<mark>危險</mark>情況，包括建築倒塌、可燃液體、病原體等。這能導致專家受傷，如果不使醫療包處理傷口，或回殖民地休養，還可能導致專家死亡。"
"#TUTORIAL_CODEX_ATTACK_HEADLINE","土匪"
"#TUTORIAL_CODEX_ATTACK","土匪類型和規模多種多樣，但他們都樂於恃強淩弱，搶奪他人資源。他們無意重建社會，但信奉「適者生存」，並形成了組織嚴密的派系。他們常常棲身於廢棄的地點，阻礙<mark>專家</mark>進行資源的搜集。\n\n有時<mark>土匪營地</mark>會加築防禦工事，從而控制整個區域，必須先將其打敗，才能進入區域內的地點。距離殖民地越遠的土匪將會越強悍，除非擁有精通戰鬥的專家，否則不建議攻擊防禦堅固的地點。"
"#TUTORIAL_NOTIFICATION_TECH_TREE_HEADLINE","已獲得科學點數"
"#TUTORIAL_NOTIFICATION_TECH_TREE_MESSAGE","任務：打開科技樹"
"#TUTORIAL_DIALOG_TECH_TREE_HEADLINE","科技樹"
"#TUTORIAL_DIALOG_TECH_TREE_MESSAGE","你已經收集了第一個<quad name=Research><mark>科學點數</mark>！現在你可以打開<mark>科技樹</mark>，選擇第一個科技。解鎖科技需要科學點數和時間。\n\n若是擁有充足的科學點數，還可以<mark>序列</mark>想要依序研究的多個項目。"
"#TUTORIAL_CODEX_TECH_TREE_HEADLINE","研究"
"#TUTORIAL_CODEX_TECH_TREE","浩劫之後，許多人類的知識不是遺失，就是被徹底摧毀。世界地圖上還能找到許多知識的碎片，以幫助殖民地發展。可在藏有寶貴知識的位置搜索<quad name=Research><mark>科學點數</mark>。不同於其他資源，這些點數可立即在殖民地使用。專家的<mark>研究技能</mark>越高，他們就能越快地找到特定位置中可用的知識。\n\n可在<mark>科技樹</mark>使用科學點數，其內容分為多個分支種類。\n\n在一條分支中研發越遠，項目所需的點數將會越多，所以請在探索時隨時留意世界地圖上擁有寶貴資源的地點。有些地圖上的區域有著較高的科學潛力，而可在其中建造<mark>研發前哨站</mark>，它們能夠穩定的生產科學點數。\n\n科學將能夠帶領殖民地從生存進化到重拾逝去的一切。"
"#TUTORIAL_CODEX_SPECIALIST_CONTROLS_HEADLINE","專家的基礎能力"
"#TUTORIAL_CODEX_SPECIALIST_CONTROLS","專家有五種不同的技能：\n\n<mark>速度</mark>：每回合在世界地圖上可使用的行動點數。\n<mark>攻擊</mark>：傷害基礎值。\n<mark>研究</mark>：每次行動可獲取的科學點數量。\n<mark>搜集</mark>：每回合可搜集的資源量。\n<mark>回復</mark>：在殖民地中的生命值回復量。"
"#TUTORIAL_CODEX_ACTION_POINTS_HEADLINE","行動點數的使用"
"#TUTORIAL_CODEX_ACTION_POINTS","行動點數，又稱<mark>ＡＰ</mark>，可以在世界地圖中使用。穿越每一個地塊都會消耗一點ＡＰ。不同的專家將會有不同的行動點數量可供每回合使用。\n\n行動點數不只是用於移動。偵察、戰鬥以及搜集等行動都會在每回合使用它們。"
"#TUTORIAL_CODEX_AP_HEADLINE","行動點數"
"#TUTORIAL_CODEX_AP","行動點數，又稱ＡＰ，可以在世界地圖中使用。穿越每一個地塊都會消耗一點ＡＰ。不同的專家將會有不同的行動點數量可供每回合使用。其中偵察員所擁有的點數最多。\n\n同樣的，偵察、戰鬥以及搜集等行動將會消耗剩餘的行動點數。"
"#TUTORIAL_CODEX_SPECIALISTS_HEADLINE","專家"
"#TUTORIAL_CODEX_SPECIALISTS","專家是你在<mark>世界地圖</mark>上的眼睛、耳朵和手臂。地圖上形形色色的專家能夠偵察地圖、收集資源、打敗土匪。專家根據各自的強項分為六類：<mark>戰士、醫生、搜尋員、偵查兵、科學家、商人</mark>。戰士的攻擊力高，拾荒者可在一回合內收集最多的物資，偵察員的行動點數最多，而科學家在研究地點的表現最佳。"
"#TUTORIAL_NOTIFICATION_TRADE_WITH_SOCIETY_HEADLINE","貿易"
"#TUTORIAL_NOTIFICATION_TRADE_WITH_SOCIETY_MESSAGE","任務：打開貿易功能表"
"#TUTORIAL_DIALOG_TRADE_WITH_SOCIETY_HEADLINE","貿易"
"#TUTORIAL_DIALOG_TRADE_WITH_SOCIETY_MESSAGE","和其他社群交易是獲取必須資源的好方法。完成科技樹中的研究項目後，即可建立<mark>貿易中心</mark>。可以從<mark>貿易選單</mark>查看已發現的<mark>社群</mark>。"
"#TUTORIAL_CODEX_TRADE_WITH_SOCIETY_HEADLINE","貿易政策"
"#TUTORIAL_CODEX_TRADE_WITH_SOCIETY","<quad name=Currency><mark>銀幣</mark>是所有社群都認可的貨幣，可用來購買或銷售物品。如果你夠幸運，在<mark>搜尋</mark>地點時，可能會找到硬幣。每個社群都有一些獨特的資源和特別優惠，因此請探索地圖以找到最優惠的價格。\n\n你可能會發現價格取決於你在某一個社群內的<mark>聲譽</mark>。擁有良好的聲譽意味著會有價格優惠，但是如果社群不太喜歡你，則要做好付更多錢的準備。\n\n成交後，資源就開始朝你的殖民地移動。一次可進行的貿易數量與你在<mark>貿易中心</mark>內的工人數量一致。"
"#TUTORIAL_NOTIFICATION_CARS_HEADLINE","發現車輛"
"#TUTORIAL_NOTIFICATION_CARS_MESSAGE","任務：進入車輛"
"#TUTORIAL_DIALOG_CARS_HEADLINE","車輛"
"#TUTORIAL_DIALOG_CARS_MESSAGE","運氣真好！你找到了一輛<mark>廢棄的車輛</mark>！車輛能夠更快、更有效率地在地圖上運送專家和資源。"
"#TUTORIAL_CODEX_CARS_HEADLINE","車輛類型"
"#TUTORIAL_CODEX_CARS","遊戲中有幾種不同的車輛類型，各有優缺點。\n－掀背車：速度快但容量有限。\n－轎車：掀背車的改良版，可以搭乘更多專家。\n－旅行車：擁有最大的容量，代價是速度最慢。\n－越野車：堅固可靠，能跨越任何地形。\n－公車：大而寬敞，但速度相當緩慢。\n－貨車：標準的萬能運輸車。\n\n與專家類似，車輛也會使用<mark>行動點數</mark>，車輛移動也遵循想同的規則。優勢在於可讓多個專f家快速移動至很遠的距離，但是專家要進行其他行動時必須下車。\n\n要下車的話可透過點擊車輛來切換選擇。當選到需要的專家時，即可命令他們下車開始移動。"
"#TUTORIAL_NOTIFICATION_REPAIRING_CARS_HEADLINE","修理車輛"
"#TUTORIAL_NOTIFICATION_REPAIRING_CARS_MESSAGE","任務：修理一輛車"
"#TUTORIAL_DIALOG_REPAIRING_CARS_HEADLINE","修理車輛"
"#TUTORIAL_DIALOG_REPAIRING_CARS_MESSAGE","從世界地圖發現的車輛通常都是破損的，只能以最大速度的一半移動。需要送回殖民地的<mark>車庫</mark>中進行修理。"
"#TUTORIAL_CODEX_GARAGE_HEADLINE","燃料"
"#TUTORIAL_CODEX_GARAGE","<quad name=Fuel><mark>燃料</mark>可以用來修理車輛並維持它們運行。可以在世界地圖上找到、從特定社群交易得到或在殖民地製造出來。你需要向田地裡播種<mark>向日葵種子</mark>來生產燃料。向日葵變成<quad name=Oil><mark>燃油</mark>，然後在<mark>煉油廠</mark>中被精煉成燃料。"
"#TUTORIAL_NOTIFICATION_GARAGE_HEADLINE","車庫"
"#TUTORIAL_NOTIFICATION_GARAGE_MESSAGE","任務：建造一個車庫"
"#TUTORIAL_DIALOG_GARAGE_HEADLINE","使用車庫"
"#TUTORIAL_DIALOG_GARAGE_MESSAGE","需要將在世界地圖發現的<mark>車輛</mark>送回殖民地中的<mark>車庫</mark>處進行維修。如果車庫中沒有空余車位，則車輛將按入庫順序依次排隊等候。\n\n車庫需要<mark>專家</mark>來進行維修，同時需要<quad name=Fuel> <mark>燃料</mark>才能運作。"
"#TUTORIAL_NOTIFICATION_SEND_TEAM_FROM_GARAGE_HEADLINE","將車輛送往世界地圖"
"#TUTORIAL_NOTIFICATION_SEND_TEAM_FROM_GARAGE_MESSAGE","任務：創建一個小隊"
"#TUTORIAL_DIALOG_SEND_TEAM_FROM_GARAGE_HEADLINE","將車輛送往世界地圖"
"#TUTORIAL_DIALOG_SEND_TEAM_FROM_GARAGE_MESSAGE","車輛完全修好後，從車庫選單中創建一個<mark>小隊</mark>。這樣就能讓車輛攜帶專家乘客前往世界地圖。"
"#TUTORIAL_CODEX_SEND_TEAM_FROM_GARAGE_HEADLINE","世界地圖上的小隊"
"#TUTORIAL_CODEX_SEND_TEAM_FROM_GARAGE","車輛修理好後，會出現在世界地圖視角。完成修理後，進行修理的專家自動分配為車輛的指定司機。\n\n所有被指派的專家將會在同一台車輛裡並在世界地圖上移動，直到下達離開車輛的指令。\n\n當一名專家搭上車時，他們身上所帶的資源將會被轉移到車上。因此，一名專家若是被土匪擊殺，他們之前所收集的資源還是會安全的在車上。而這些資源與車輛本身都能在之後由另一名專家取回。"
"#TUTORIAL_NOTIFICATION_BUILDGATE_HEADLINE","大門"
"#TUTORIAL_NOTIFICATION_BUILDGATE_MESSAGE","任務：建造大門"
"#TUTORIAL_DIALOG_BUILDGATE_HEADLINE","建造大門"
"#TUTORIAL_DIALOG_BUILDGATE_MESSAGE","建造大門能夠吸引各式各樣的人來到殖民地。大門也是探索<mark>世界地圖</mark>的入口，那裡將會有更多的資源和挑戰。\n\n大門將會比其他建築還需要更多的資源來建造，所以請持續的生產更多建材！"
"#TUTORIAL_CODEX_BUILDGATE_HEADLINE","大門"
"#TUTORIAL_CODEX_BUILDGATE","殖民地可輕易獲取的資源十分有限，而大門是進入<mark>世界地圖</mark>的重要節點。有充足的機會去<mark>搜集</mark>更多資源、尋找<quad name=Research><mark>科學點數</mark>研究新科技、對抗兇惡的土匪。\n\n大門將是可對抗外部敵人的主要防禦建築。他只能蓋在舊大門的殘骸上，但在後期還可以升級成更堅固與更有嚇阻力的建築。\n\n大門也將能夠讓外面的生還者團體或是各種流浪者前來拜訪，並提供新的機會或是威脅。大門蓋好後，你的居民們還有可能會要求要出去外面探索新家園週遭的環境。"
"#TUTORIAL_NOTIFICATION_WORLDMAP_HEADLINE","邁向世界地圖"
"#TUTORIAL_NOTIFICATION_WORLDMAP_MESSAGE","任務：將一名專家送往世界地圖"
"#TUTORIAL_DIALOG_WORLDMAP_HEADLINE","世界地圖"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","世界地圖現已開放，而外頭的<mark>生還者和專家</mark>將開始陸續抵達你的<mark>大門</mark>前。\n\n您可選取專家並按下面板上的<mark>「送往世界地圖」</mark>來命令他們前往世界地圖。\n\n現在就按下右下角的世界地圖按鈕來看看外面有些什麼吧。"
"#TUTORIAL_CODEX_WORLDMAP_HEADLINE","殖民地外的世界"
"#TUTORIAL_CODEX_WORLDMAP","一步步揭開世界地圖上的各個區域將會為殖民地提供各種新的機會與資源。世界地圖遍佈各種<mark>土匪</mark>和其他稱為<mark>社群</mark>的殖民地，其中充滿艱險，但也能帶來回報。\n\n要充分利用世界地圖上的資源，您將會需要一名<mark>專家</mark>。每位專家都擁有自己的性格和一套特殊的技能，其中包含了速度、戰鬥和研究。無論是從舊油輪中挖掘物資，還是在博物館中搜尋寶貴的<quad name=Research><mark>科學點數</mark>，選擇合適的專家能夠都加速任務進度。"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","土匪襲擊"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","任務：準備進行戰鬥"
"#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","土匪襲擊"
"#TUTORIAL_DIALOG_GATE_COMBAT_MESSAGE","<mark>土匪</mark>與其他具有威脅性的人們會不時來到大門前，與他們的爭執也會有頗高的機率升級為一場槍戰。召集專家們及守衛，武裝大門或是透過賄絡土匪來爭取一點時間。\n\n當戰鬥開始時，您可以下令殖民地進入<mark>警戒狀態</mark>來確保居民們的安全。"
"#TUTORIAL_CODEX_GATE_COMBAT_HEADLINE","殖民地內的敵人"
"#TUTORIAL_CODEX_GATE_COMBAT","殖民地戰鬥分為<mark>談判</mark>以及在情況不妙時的<mark>殖民地中戰鬥</mark>兩個階段。\n\n有時，土匪會提出一項交易，這可能會給你爭取一些時間，而明智的選擇可以緩解局勢。要想避免作戰，多半會需要消耗資源，因此應保留各種資源以備不時之需。\n\n然而，某些情況下戰鬥將會無法避免。如果大門被攻破，戰鬥將會被帶到殖民地城牆內部。在殖民地內，土匪會盡可能地破壞建築和傷害居民，同時還會<mark>劫掠</mark>未受保護的資源。專家和守衛都將抗擊抵禦襲擊者，但難免會出現傷亡。"
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","敵對居民"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","任務：擊敗敵對目標"
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","敵對居民"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","新到來的生還者有時會有可能轉為<mark>敵對</mark>狀態並發起反叛。這些人將會透過鬥毆、劫掠與破壞建築來製造混亂。解鎖並建造<mark>守衛塔</mark>來指派守衛進行巡邏，並建造<mark>槍械工作室</mark>來製造並提供可保護殖民地的武器。"
"#TUTORIAL_CODEX_HOSTILE_HEADLINE","殖民地安全"
"#TUTORIAL_CODEX_HOSTILE","<mark>敵對</mark>居民已無藥可救。在絕望中，他們開始破壞建築並傷害居民，還偷走了資源。因此應將其視為入侵的<mark>土匪</mark>。\n\n居民越<mark>不幸福</mark>就越有可能轉為敵對。應當提供<mark>營養豐富的食物</mark>、<mark>衛生設施</mark>，改善<mark>居住環境</mark>，以提高其生活品質。你還需要考慮哪些人可以進入<mark>大門</mark>。\n\n<mark>守衛亭</mark>可迅速、高效應對任何敵對居民。可指派工人擔任<mark>守衛</mark>，保障殖民地安全。\n\n<mark>槍械工作室</mark>提供高級武器，可用於武裝守衛。<quad name=Guard_Rifle><mark>武器</mark>使用一段時間後會損壞，所以需保持生產充足。"
"#TUTORIAL_NOTIFICATION_HUNTING_HEADLINE","狩獵中"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","任務：打開生物視圖"
"#TUTORIAL_DIALOG_HUNTING_HEADLINE","狩獵"
"#TUTORIAL_DIALOG_HUNTING_MESSAGE","附近的區域內有野生動物到處遊蕩。<mark>專家與守衛們</mark>可以藉由狩獵當地的野生動物來獲取肉品，並維護區域的安全。動物們都會保護自己，有些甚至會毫不猶豫朝你猛衝過來，即使你只是路過牠們的領地。\n\n您可以透過<mark>視圖選單</mark>中的<mark>生物視圖</mark>來輕鬆辨別出敵人、守衛以及專家。"
"#TUTORIAL_CODEX_HUNTING_HEADLINE","動物"
"#TUTORIAL_CODEX_HUNTING","殖民地附近有各種各樣的動物四處遊蕩。這些動物的力量各不相同，因此在其領土附近設置建築物或命令居民收集資源時，應時刻保持小心謹慎。\n\n<mark>雄偉巨鹿</mark>：非攻擊性物種，不過受到刺激的話還是會保護自己。肉品類型：<quad name=Venison><mark>野味</mark>。\n\n<mark>兇惡老鼠</mark>：老鼠天性較溫順，一般能與人類和平共處。但如果被激怒的話，牠們也會兇悍地捍衛自己的領土。肉品類型：<quad name=Venison><mark>野味</mark>。\n\n<mark>鼠甲蟲</mark>：這些生物看上去很無辜，但一旦成群出現，就能迅速讓疏於防備的居民措手不及。因為牠們的眼睛在黑暗中會發光，在夜間很容易被發現牠們。肉品類型：<quad name=Cockroaches><mark>蟑螂</mark>。\n\n<mark>野豬</mark>：這些豬的背上佈滿尖刺，長相令人害怕。對付牠們的時候千萬不要掉以輕心！肉品類型：<quad name=PrimeMeat><mark>優質肉</mark>。\n\n<mark>熊</mark>：這些熊可不是泰迪熊，牠們非常危險。即使是具有戰鬥專長的專家，也很難殺掉一頭熊。肉品類型：<quad name=PrimeMeat><mark>優質肉</mark>。\n\n<mark>沙蟲</mark>：沙蟲是最可怕的動物，能夠躲藏在地下，伺機向居民和專家發動突襲。牠們有巨大的力量，因此請留意牠們伸出來在地上的頭。肉品類型：<quad name=Mealworms><mark>麵包蟲</mark>。"
"#TUTORIAL_NOTIFICATION_RANCH_HEADLINE","家畜"
"#TUTORIAL_NOTIFICATION_RANCH_MESSAGE","任務：建造一座牧場"
"#TUTORIAL_DIALOG_RANCH_HEADLINE","家畜"
"#TUTORIAL_DIALOG_RANCH_MESSAGE","<mark>牛</mark>、<mark>羊</mark>等家畜不僅可愛，還能為殖民地帶來繁榮。你需要<mark>牧場</mark>來飼養、繁育家畜，但要先通過<mark>貿易</mark>獲取家畜。"
"#TUTORIAL_CODEX_RANCH_HEADLINE","牧場"
"#TUTORIAL_CODEX_RANCH","要飼養牲畜，您必須先解鎖科技樹中的<mark>牧場</mark>選項。牧場可飼養四種人類的老朋友：<mark>牛、羊、豬、雞</mark>。\n\n通過牧場資訊面板，可設置要飼養的牲畜類型。設置完成後，只需獲取牲畜。獲取方式通常為：與世界地圖中找到的<mark>社群</mark>進行貿易。\n\n牲畜們有著較特殊的需求，必須滿足它們牲畜才會進行繁衍。例如，一個牧場只能飼養一種牲畜。另外，飼養牲畜會需要<quad name=Water><mark>水</mark>，如果無法提供，牲畜數量將減少。\n\n牲畜長成後，可提供特殊和實用的產品。若是急需<quad name=Meat><mark>肉品</mark>的話，可<mark>屠宰</mark>成年牲畜獲取肉食。"
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_HEADLINE","建築需要水"
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_MESSAGE","任務：打開水資源分佈圖"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_HEADLINE","水源與建築"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_MESSAGE","不同的建築會需要不同的資源才能正常運作，其中最重要的就是<quad name=Water><mark>水</mark>。\n\n<mark>水塔</mark>可在其<mark>有效範圍</mark>內把多餘的水分配給建築，但存放在這些生銹鐵桶裡的水不適合居民飲用。\n\n想快速的查看當前水資源建築的狀況，可選擇<mark>視圖選單</mark>中的<mark>水資源</mark>選項。"
"#TUTORIAL_NOTIFICATION_ENERGY_HEADLINE","建築需要能源"
"#TUTORIAL_NOTIFICATION_ENERGY_MESSAGE","任務：將能源與一棟建築連接"
"#TUTORIAL_DIALOG_ENERGY_HEADLINE","能源"
"#TUTORIAL_DIALOG_ENERGY_MESSAGE","有一些建築需要<quad name=Energy> <mark>能源</mark>才能運作。您可以通過多種方式生成能源，然後用<mark>變壓器</mark>將其分配給建築。變壓器需要在其範圍內有<mark>能源生產或儲存</mark>建築來開始運作。記住，能源可透過一連串的變壓器在遠距離的區域之間轉移。\n\n想要快速的看到能源建築的狀態，可從<mark>視圖選單</mark>中選取能源選項。"
"#TUTORIAL_NOTIFICATION_UPGRADING_HEADLINE","升級建築"
"#TUTORIAL_NOTIFICATION_UPGRADING_MESSAGE","任務：生即一棟建築"
"#TUTORIAL_DIALOG_UPGRADING_HEADLINE","建築升級"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_HEADLINE","拆除建築"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_MESSAGE","任務：拆除一座遺跡"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_HEADLINE","拆除建築"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","有時候，您可能需要<mark>拆除</mark>某座建築，以便為新建築騰出空間。\n\n您也可以拆除運作中的建築，但只有在建築耐久度滿值的時候能夠完全回收建材。\n\n拆除一座<mark>儲藏</mark>用建築將會使存放在其中的物資被放置在地上，進而讓居民們搬到妥善的安置處。"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","污染沉積物"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","任務：打開汙染視圖"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","污染"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE","即便是現在，依然能從世界末日後的景象中看到浩劫留下的瘡痍。<mark>污染沉積物</mark>會擴散污染並<quad name=Pollution><mark>污染</mark>周圍建築，進而引發<mark>輻射病</mark>。\n\n但這並不是唯一的污染來源。居民們將會從他們所吃的<quad name=Food><mark>食物</mark>中攝取並在體內累積汙染物質。\n\n各類型的汙染可在科技進展到一定的程度時解鎖清理方式。點開<mark>汙染分佈圖</mark>來查看週遭區域的汙染情形。"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS_HEADLINE","消除污染"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","位在<mark>污染堆積物</mark>附近的建築是有風險的，因為這些堆積物會不斷地擴散污染，偶爾還會釋放有毒的化學物質。所以最好盡可能的在建築時避開它們。\n\n研發並建造<mark>環保站</mark>以便安全清除污染堆積物。你需要將收集到的<quad name=Pollution><mark>污染物</mark>小心地存放在<mark>廢料庫</mark>裡，否則存放它們的容器將極有可能洩漏，甚至是爆炸！\n\n接觸過多污染物的建築最終會被<mark>污染</mark>。您將會需要指派居民去清理被污染的建築，才能讓它們再次正常運作。"
"#TUTORIAL_NOTIFICATION_STORAGES_HEADLINE","倉儲類型"
"#TUTORIAL_NOTIFICATION_STORAGES_MESSAGE","任務：建造一座倉庫"
"#TUTORIAL_DIALOG_STORAGES_HEADLINE","倉儲類型"
"#TUTORIAL_DIALOG_STORAGES_MESSAGE","各種不同的資源根據其類型將會被存放於不同的倉儲建築中。妥善的儲存資源能確保其可用性和安全性，也能防止食物類物品<mark>腐壞</mark>。\n\n－<mark>營地</mark>：可存放基礎建材、食物以及醫療用品的應急儲藏空間。\n－<mark>儲備區</mark>：建築材料，如<quad name=Plank>木材和<quad name=Plastic><mark>塑膠</mark>。\n－<mark>糧倉</mark>：所有類型的<quad name=Food><mark>食物</mark>。\n－<mark>倉庫</mark>：加工物品。如<quad name=Tools><mark>工具</mark>和<quad name=Medicine><mark>藥品</mark>"
"#TUTORIAL_CODEX_STORAGES_HEADLINE","高級倉儲"
"#TUTORIAL_CODEX_STORAGES","一些倉庫需要從<mark>科技樹</mark>解鎖後才能建造。此類倉庫包括：\n\n－<mark>通用儲藏庫</mark>：可安全的儲存大型加工品和食物\n－<mark>廢料庫</mark>：儲存來自環保站的危險污染物。"
"#TUTORIAL_NOTIFICATION_REPAIR_HEADLINE","受損建築"
"#TUTORIAL_NOTIFICATION_REPAIR_MESSAGE","任務：修復一棟建築"
"#TUTORIAL_DIALOG_REPAIR_HEADLINE","受損建築"
"#TUTORIAL_DIALOG_REPAIR_MESSAGE","有一棟建築受損了！修復建築以避免建築失火燃燒倒塌。\n\n想快速的知道各個建築的狀況，可透過<mark>建築耐久度分佈圖</mark>查看。"
"#TUTORIAL_CODEX_REPAIR_HEADLINE","維修"
"#TUTORIAL_CODEX_REPAIR","按下<mark>維修</mark>按鈕後會使用一些材料維修建築。冒煙的建築代表還能使用，但若再次受損的話將有可能毀壞。燃燒的建築則會停止運作，若不進行維修的話將會倒塌毀壞。\n\n在完成相關的研發項目後，您將可以建造<mark>維修廠</mark>來自動進行維修作業。"
"#CODEX_STATIC_WORK_AREAS_HEADLINE","運行區域"
"#CODEX_STATIC_WORK_AREAS","有一些像是<mark>水井</mark>與<mark>捕魚碼頭</mark>的建築有它們各自的有效運行區域。試著將它們建置在合適的地點以讓它們達到最大生產效率。\n\n有些這類的建築無法建置在同類建築的運行區域內。在它們之間留一些間隔並留意生產效率數值來充分利用這些建築。"
"#TUTORIAL_CODEX_CHANGEWORKSLOTS_HEADLINE","工人"
"#TUTORIAL_CODEX_CHANGEWORKSLOTS","建築中有一名或多名<mark>居民</mark>同時工作。增派人手可增加建築的產能，也能命令建築裡的工人到其他地方工作。這種功能通常都需要透過<mark>科技樹</mark>中的選項解鎖。"
"#TUTORIAL_NOTIFICATION_RESOURCES_HEADLINE","使用資源"
"#TUTORIAL_NOTIFICATION_RESOURCES_MESSAGE","按此瞭解詳情。"
"#TUTORIAL_DIALOG_RESOURCES_HEADLINE","資源"
"#TUTORIAL_DIALOG_RESOURCES_MESSAGE","<mark>資源</mark>是殖民地內一切事物的原材料。它們可以直接使用或是被加工成更加高級的產品。\n\n在<mark>上方工具列</mark>中快速查看當前資源儲備量，並打開<mark>統計選單</mark>查看更詳細的資訊。"
"#TUTORIAL_CODEX_WORKAREA_HEADLINE","調整工作區"
"#TUTORIAL_CODEX_CONDITIONS_HEADLINE","治療居民"
"#TUTORIAL_CODEX_CONDITIONS","當居民受到感染、突變、傷害或是染上輻射病時，需建造<mark>醫療帳篷</mark>並派駐醫護人員，以儘快治療傷病。如果不及時醫治，人們的<mark>病症</mark>將導致健康惡化和其他負面效果。\n藥物可大幅加速恢復過程，並在可用時直接自動從倉儲中使用。<quad name=Medicine><mark>藥品</mark>有助於治療受傷，<quad name=Iodine><mark>碘丸</mark>有助於治療輻射病，<quad name=Antibiotics><mark>抗生素</mark>有助於治療感染。\n\n要減少感染的發生，可考慮建造<mark>廁所與三溫暖</mark>來讓人們保持清潔和健康。寒冷或是不乾淨的居民將會有更高的機率遭到感染，而高度汙染則有可能會造成輻射病。若是沒有及時處理的話，甚至有可能會導致<mark>突變</mark>，並將賄耗費更多的時間回復。\n\n請記得，不是所有的病症都能用醫療手段治癒。<mark>失溫</mark>的居民需要在溫暖的庇護所中回溫，陷入<mark>絕望</mark>的居民需要提升幸福度，而疲勞或<mark>精疲力盡</mark>的居民們需要暫時停止工作並在室內好好睡一覺。"
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","加工"
"#TUTORIAL_CODEX_PLASTIC","塑膠和金屬被用作建築材料和其他產品。<quad name=Metal><mark>金屬</mark>、<quad name=Fiber><mark>纖維</mark>和<quad name=Scrap><mark>廢棄物</mark>可以進一步加工成物品。<mark>工具間</mark>可以把金屬轉換成<quad name=Tools><mark>工具</mark>，<mark>製衣坊</mark>可以把纖維縫製成<quad name=Cloth><mark>衣物</mark>，<mark>修理廠</mark>可以把廢棄物轉變成<quad name=Parts><mark>零件</mark>。\n可以在<mark>槍械工作室</mark>用金屬和零件製造<quad name=Guard_Rifle><mark>武器</mark>。\n\n－<mark>工具</mark>：合適的工具能加快殖民地裡的工作。\n－<mark>衣物</mark>：衣物可以防止輻射和抵禦寒冷天氣。\n－<mark>武器</mark>：守衛和居民可以用它來對抗動物和其他入侵者。\n\n所有物品在使用中都會損壞，需要及時更換。一些配方能製作出更耐久的產品，但同時也會花費更多的材料。\n\n當地面上可收集的資源枯竭時，您將會需要建造挖掘機。在地底下，您將可挖掘到一樣的資源，但它們所蘊藏的量更大。世界地圖上的<mark>前哨站</mark>也可提供<quad name=Rare><mark>稀有金屬</mark>，它們將可在<mark>電子元件廠</mark>加工成最有價值的兩種物資：<quad name=Component><mark>部件</mark>與<quad name=Electronics><mark>電子元件</mark>。"
"#TUTORIAL_NOTIFICATION_EXPLORE_HEADLINE","探索週遭環境"
"#TUTORIAL_NOTIFICATION_EXPLORE_MESSAGE","任務：建造一座偵察塔"
"#TUTORIAL_DIALOG_EXPLORE_HEADLINE","探索"
"#TUTORIAL_DIALOG_EXPLORE_MESSAGE_2","週遭的區域壟罩在一團迷霧之中，但可透過<mark>偵察塔</mark>來進行探索。這些建築將會逐漸揭開地圖並拓寬殖民地的邊界，速度也比<mark>營地</mark>來的快。"
"#TUTORIAL_NOTIFICATION_OUTPOSTS_HEADLINE","前哨站"
"#TUTORIAL_NOTIFICATION_OUTPOSTS_MESSAGE","任務：創建一名殖民者"
"#TUTORIAL_DIALOG_OUTPOSTS_HEADLINE","前哨站"
"#TUTORIAL_NOTIFICATION_CONTROLS_HEADLINE","基本操作"
"#TUTORIAL_NOTIFICATION_CONTROLS_MESSAGE","任務：移動鏡頭"
"#TUTORIAL_DIALOG_CONTROLS_HEADLINE","基本操作"
"#CODEX_SOIL_TYPES_HEADLINE","土壤類型"
"#CODEX_SOIL_TYPES","土地分為三種主要土壤類型，會影響不同建築的建造、產量和效率。\n\n－<mark>肥沃</mark>：濕潤茂盛的土壤類型，讓<mark>農田</mark>獲得最大產量，也讓<mark>水井</mark>獲得最大產水量。\n－<mark>普通</mark>：不太肥沃的淺綠色土壤，但還是修建農田和水井的良好選擇。\n－<mark>貧瘠</mark>：環境惡劣乾燥，該土壤無法用於任何普通農田。此處的<quad name=Water><mark>水</mark>位置較深，普通的水井無法取水。。\n－<mark>森林</mark>：樹木可以在任何類型的土壤上栽種，但它們對某些建築有獨特影響。狩獵屋在茂密的森林裡效率更高。\n\n乾燥的初始條件會改變土壤類型及其視覺效果，但你還是能夠在那裡找到肥沃區域。"
"#TUTORIAL_CODEX_DAMAGED_CROPS_HEADLINE","作物適應能力"
"#TUTORIAL_CODEX_DAMAGED_CROPS","不同作物的適應能力各不相同。<quad name=Corn><mark>玉米</mark>很容易受影響，而<mark>馬鈴薯</mark>則可在較不理想環境中存活的更久。所有作物的抗性等級均可在種子選擇功能表中看到。\n\n記得時常查看自己的作物，看它們是否如期茁壯生長！"
"#TUTORIAL_NOTIFICATION_PLANTING_HEADLINE","種植作物"
"#TUTORIAL_NOTIFICATION_PLANTING_MESSAGE","任務：選擇一種種子"
"#TUTORIAL_DIALOG_PLANTING_HEADLINE","種植作物"
"#TUTORIAL_DIALOG_PLANTING_MESSAGE","農田可種植各種作物。首先，您可以選擇生長速度較快的<quad name=Corn><mark>玉米</mark>，或產量更大的<quad name=Potato><mark>馬鈴薯</mark>。<quad name=Flax> <mark>亞麻</mark>則不可食用，但其產物可用來生產衣物。\n\n按下<mark>選擇下一個</mark>進行選擇。"
"#TUTORIAL_CODEX_PLANTING_HEADLINE","作物"
"#TUTORIAL_CODEX_PLANTING","您的居民將重複種植同一種作物，直到您做出更改。新種子只能在上一批作物收割之後才能播種。\n\n要想種植新作物，需透過貿易取得<mark>種子</mark>，或從流浪商人與事件中獲取。請留意新型的種子以提升產量。"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_HEADLINE","營養不良"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","任務：建造一個伙房"
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","營養不良"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","你的居民們將會需要攝取多種食物，包括<quad name=Cabbage><mark>蔬菜</mark>和<quad name=Meat><mark>肉類</mark>，所以請確保提供充足的各類食物。<mark>營養不良</mark>是個非常嚴重的狀態，長期持續的話將會導致死亡。\n\n<quad name=Meal><mark>料理</mark>的營養價值比生食還要高很多。料理可透過需從<mark>科技樹</mark>中解鎖的<mark>伙房</mark>生產。"
"#TUTORIAL_CODEX_MALNUTRITION_HEADLINE","營養"
"#TUTORIAL_CODEX_MALNUTRITION","蔬菜與肉類兩者對於居民們的健康都很重要。肉的種類包含了<quad name=Venison><mark>野味</mark>、<quad name=Fish><mark>魚</mark>以及<quad name=Insect><mark>昆蟲</mark>。蔬菜則包含了<quad name=Berries><mark>漿果</mark>和大部分可在<mark>農田</mark>耕種的作物，像是<quad name=Corn><mark>玉米</mark>...等。\n\n有些食物雖然能提升居民們的飽足感，但並沒有足夠的營養能夠長期支持居民的需求。\n\n<mark>營養不良</mark>是居民在某一方面的營養攝取嚴重不足時會導致的狀態。您是否有提供足夠的<quad name=Meal><mark>料理</mark>還是只有提供某一種生食呢？您可在<mark>伙房</mark>跟<mark>食堂</mark>中準備各種不同的料理來處理這種情況。但要回復到正常狀態將會需要幾天的時間並做持續的追蹤。"
"#TUTORIAL_CODEX_FOOD_PRODUCTION_HEADLINE","食物"
"#TUTORIAL_CODEX_FOOD_PRODUCTION","您的殖民地有多種方法可以生產各種<quad name=Food><mark>食物</mark>。需注意，長期攝取同一種食物可能會導致居民<mark>營養不良</mark>或是<quad name=Pollution><mark>汙染攝取</mark>過量。您可在<mark>統計表</mark>中看到所有食物種類的營養價值並藉此作為判斷依據。\n\n較為長期的解決方案是建造<mark>狩獵屋</mark>。如果附近有湖泊，還能建造<mark>捕魚碼頭</mark>。它們都能分別穩定提供<quad name=Venison><mark>野味</mark>和<quad name=Fish><mark>魚肉</mark>，但難以滿足大型殖民地的需求。此時，您將會需要需要<mark>農田</mark>。\n\n建造農田是免費的，但需要普通土壤或者是肥沃的土壤才能獲得豐收。農田需要很長耕種和生長時間，但能產出大量食物，從<quad name=Corn><mark>玉米</mark> 到<quad name=Potato><mark>馬鈴薯</mark>和<quad name=Cabbage><mark>高麗菜</mark>等，取決於你所擁有的<mark>種子</mark>類型。有些作物</mark>生長較快，產量也較高，所以請隨時留意哪裡可以找到新的<mark>種子</mark>。\n\n進階食物生產方式有<mark>牧場</mark>和<mark>昆蟲養殖場</mark>。前者為殖民地提供肉類，後者結合狩獵屋的穩定產出，可帶來接近於農田的產量。\n\n食物的生產非常容易受到各種<mark>災難</mark>的干擾，因此儲存各種食材非常必要。如果沒有多餘的儲藏空間，儘量不要留下多餘的物資，因為食物很快就會<mark>腐壞</mark>或是最後被<mark>偷走</mark>，讓所有的辛苦工作都統統白費。"
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES_HEADLINE","供養居民"
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES","最簡單的食物生產方式就是指示居民去採集附近的<quad name=Berries><mark>漿果</mark>。移動<mark>糧倉</mark>的<mark>工作區</mark>至灌木叢上方。這將會在短期內提供殖民地一些額外的食物。要想獲得長期且穩定的食物來源，將需要建造<mark>狩獵屋</mark>，附近若是有湖的話則可建立<mark>捕魚碼頭</mark>。\n\n您也可以在<mark>世界地圖</mark>上被遺棄的農場或是餐廳中搜刮食物，而能在殖民地遇到困境時帶回食物的<mark>專家</mark>在這種時候就會變得至關重要。"
"#CODEX_FALLOUT_HEADLINE","核輻射塵"
"#CODEX_FALLOUT","地平線開始由藍色變為充滿毒素的綠色，空氣彷彿灼燒著人們的肺。這些跡象都是危機即將出現的前兆。\n\n在核輻射塵肆虐期間，強烈的輻射對於即將枯萎的作物、瀕死的居民和搖搖欲墜的建築都是一種持續的威脅。在放射塵消散前，你將無法播種新作物。嚴重的輻射病、口渴和疲憊將威脅每一個人。\n\n－趕在作物凋零前盡快收割在開放<mark>農田</mark>上的作物。\n－儲備<quad name=Iodine><mark>碘丸</mark>以快速治療輻射病。\n－建造更多醫療建築或指派更多人前往現有醫療帳篷以幫助患者。"
"#CODEX_MAGSTORM_HEADLINE","電磁風暴"
"#CODEX_MAGSTORM","空氣中彌漫著淡淡的臭氧味。電子設備開始自行斷電，發電廠一個接一個地停止運轉。殖民地周圍短路的部件開始引發電氣火災。\n\n－<quad name=Energy><mark>能源</mark>生產暫停。\n－生產或消耗能源的建築可能遭到破壞。\n－<mark>輻射病</mark>的發生次數些微增加\n－建造<mark>電池架</mark>並將電池充滿電，以確保殖民地平穩運轉，度過風暴。\n－解鎖並建造<mark>避雷針</mark>來保護你的能源生產／消耗建築。"
"#CODEX_PANDEMIC_HEADLINE","流行病"
"#CODEX_PANDEMIC","流行病的前兆已經出現。起初大家只是咳嗽，但是後來開始發燒。居民紛紛病倒，殖民地陷入停頓。應對流行病的關鍵在於你的反應速度。設置多個有救護人員駐點的醫療建築，就能幾乎完全抑制流行病的傳播。但如果不加以控制，流行病就會像野火一樣蔓延。\n\n－流行病將一波一波地侵襲殖民地並<mark>感染</mark>居民。\n－未接受治療的居民將會死亡。\n－疾病會造成身體脫水，增加殖民地消耗的<quad name=Water><mark>水</mark>。\n－建造足夠的醫療設施治療感染患者。\n－收集<quad name=Antibiotics><mark>抗生素</mark>來加快治療速度。"
"#CODEX_METEOR_HEADLINE","流星雨"
"#CODEX_METEOR","在浩劫發生前，人們說看到流星時許下願望就能成真。現在的人們很難相信這件事，因為現在只要看到流星，人們只會祈禱能活過這天，但往往也不能如願。天空變為紅色，燃燒的岩石墜入大氣層。致命的隕石將如雨點一般猛烈襲擊殖民地，並造成大面積損傷。\n\n－隕石會對<mark>建築和人</mark>造成損傷。\n－儲備充足的建築材料以利居民進行<mark>修復</mark>。\n－預備多名<mark>搬運工</mark>進行修復。\n－建造更好的<mark>庇護所</mark>來保護居民們的安全。"
"#CODEX_HEAT_WAVE_HEADLINE","熱浪"
"#CODEX_HEAT_WAVE","嚴酷的熱浪席捲整個地區，週遭的水分已全部蒸發。居民們努力的在工作時保持涼爽並補充水分。湖泊開始乾涸，而植物都在龜裂的土地上枯萎。\n\n－居民飲<quad name=Water><mark>水</mark>量是平時的兩倍。\n－開放<mark>農田</mark>上的作物將枯萎。\n－建造<mark>蓄水建築</mark>並蓄滿水，同時儲存<quad name=Food><mark>食物</mark>以繼續生存。\n－居民們流汗量的增加將使<mark>衛生</mark>更難維持。"
"#CODEX_WINTER_HEADLINE","暴風雪"
"#CODEX_WINTER","第一片雪花和清晨的霜凍預示著暴風雪的來臨。氣溫急轉直下，由最初的微寒變成了冰天雪地。居民想盡一切辦法保持著自己的體溫。\n\n相關資訊和建議：\n－儲備足夠的<quad name=Firewood><mark>柴火</mark>來確保<mark>火爐</mark>能夠正常運作。\n－暴露在冰天雪地裡的居民將會感到寒冷。\n持續性的寒冷會演變為失溫狀態並導致生命值降低。\n－<quad name=Cloth><mark>衣物</mark>可以減緩體溫降低的速度。\n－儲備足夠的<quad name=Food><mark>食物</mark>已應對作物與湖泊結冰之後生產停止的狀況。\n<mark>牧場</mark>內的牲畜若是沒有保持溫暖將有可能死亡"
"#TUTORIAL_NOTIFICATION_PREPARE_FOR_A_DISASTER_HEADLINE","災難"
"#TUTORIAL_NOTIFICATION_PREPARE_FOR_A_DISASTER_MESSAGE","按此學習如何操作。"
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_HEADLINE","災難"
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_MESSAGE","災難即將來臨時，您需要先做好準備。舉例來說，<mark>火爐</mark>可在暴風雪來臨時確保庇護所的溫暖，<mark>茅坑</mark>可提升居民的免疫力，而<mark>醫療帳篷</mark>則可治癒各類型的病變。\n\n即將到來的災難詳情將可在災難通知中得知，請試著依照其內容作事前準備。"
"#TUTORIAL_CODEX_PREPARE_FOR_A_DISASTER_HEADLINE","抗災建築"
"#TUTORIAL_CODEX_PREPARE_FOR_A_DISASTER","加熱器：<mark>火爐和暖氣機</mark>等加熱器能在冬季時期保持殖民地中庇護所和工作場所的溫暖。居民們會在各自的家中保暖，否則將會在<mark>暴風雪</mark>來襲時凍死。\n\n<mark>醫療建築</mark>：<mark>醫療帳篷</mark>與較先進的<mark>戰地醫院</mark>是兩項主要用來治療傷病居民的建築設施。這些建築不只在<mark>核輻射塵</mark>與<mark>傳染病</mark>發生期間很重要，它們在一般時期也是必要的建築。\n\n<mark>儲水設施</mark>：集水箱與幫浦在乾旱時期將會降低它們的效率，且像<mark>熱浪</mark>或一些其他的情況將會提升<quad name=Water><mark>水資源</mark>的使用量，所以隨時確保儲水量足夠非常的重要。飲用水可以透過<mark>淨水儲備</mark>儲存，而建築用水則可儲存於<mark>水塔</mark>中。\n<mark>廁所</mark>：建造廁所可讓居民維持適宜的清潔度，保持正常工作狀態。遊戲一開始便可建造廁所，這是在<mark>流行病</mark>期間，避免疾病大規模擴散的最簡單的方法。\n<mark>三溫暖</mark>：三溫暖能讓人們保持清潔並減少疾病發生的機率。大型殖民地需要一定數量的三溫暖，記得滿足人們對這些熱氣騰騰小屋的需求！\n\n<mark>維修廠</mark>：指派幾位居民致力於維修工作可讓殖民地在<mark>流星雨</mark>發生期間避免建築物的損失。這些工人也將會把受汙染的建築物清洗乾淨。\n\n<mark>避雷針</mark>：解鎖並建造避雷針以保護生產和使用<quad name=Energy><mark>能源</mark>的建築免遭<mark>電磁風暴</mark>損毀。壞。在能源建築附近建造避雷針，能在惡劣的電磁風暴天氣中保障建築安全。唯一的缺點是避雷針需要頻繁維修，因為它們很容易超載。\n\n<mark>雷達站</mark>：建造雷達站可在任何災難發生前派上用場，並給予更多的準備時間。一般情況下，居民們會在災難發生的一天前得知它們的到來，一座雷達站會提早三天預測並給予你充足的時間做準備。\n\n這些建築中有一些將需要在<mark>科技樹</mark>中用世界地圖上找到的科學點數解鎖。"
"#TUTORIAL_CODEX_TEMPERATURE_HEADLINE","天氣效果"
"#TUTORIAL_CODEX_TEMPERATURE","冰天雪地的天氣環境會對大多數的建築和居民造成影響。在冬季早期，居民可能會感到<mark>寒冷</mark>，導致免疫力降低。冬季中期時居民的感冒會演變為<mark>失溫</mark>狀態，且有可能會導致死亡，除非他們有<mark>溫暖的庇護所</mark>。\n\n為了避免凍死，居民需要在庇護所附近放置像是<mark>火爐或是暖氣機</mark>等加熱器為其供暖。溫暖的工作場所可以延緩寒冷的侵蝕速度，但無家可歸的居民或居住在結冰房屋中的居民將撐不了多少時間。\n\n湖面的結冰將會導致設置在岸邊的生產建築無法運作。<mark>牧場</mark>裡的動物也會受到寒冷的影響，如果沒有保持一定程度的溫暖就會凍死。\n\n<quad name=Cloth><mark>衣物</mark>能夠適度抵禦自然環境的影響。更好的衣物能讓居民在寒冷環境中堅持的時間更長。然而即使是最好的衣物也不能完全解決寒冷問題。如果沒有溫暖的床鋪，居民依然可能會受凍致死。\n\n秋季和春季是冬季前後的一小段時期。這段時期內氣溫接近冰點，<mark>農田</mark>上的作物將會開始枯萎。抗災能力強的植物可以在寒冷的天氣中存活更久，不過一旦暴風雪來襲，未收割的作物產量將蕩然無存。\n\n溫度也會影響居民的飲<quad name=Water> <mark>水</mark>量。天氣較冷的季節會讓居民的飲水量減少，因為一般日常所需的用水可由雪水傳換而來。"
"#TUTORIAL_CODEX_SETTIME_HEADLINE","遊戲速度"
"#TUTORIAL_NOTIFICATION_OUTPOST_WM_HEADLINE","前哨站地點"
"#TUTORIAL_NOTIFICATION_OUTPOST_WM_MESSAGE","按此瞭解詳情"
"#TUTORIAL_DIALOG_OUTPOST_WM_HEADLINE","前哨站地點"
"#TUTORIAL_DIALOGOUTPOST_WM_MESSAGE","有一些存在於地圖上的地點無法直接前往進行資源的搜集，而是需要透過區域內的<mark>前哨站</mark>來挖掘。這些地點將會在前哨站存在的期間持續的生產資源。\n\n要建立一座前哨站的話，必需先在<mark>科技樹</mark>內解鎖<mark>前哨中心</mark>。"
"#TUTORIAL_NOTIFICATION_BUILD_OUTPOST_HEADLINE","建造一座前哨站"
"#TUTORIAL_NOTIFICATION_BUILD_OUTPOST_MESSAGE","任務：建造一座前哨站"
"#TUTORIAL_DIALOG_BUILD_OUTPOST_HEADLINE","建造前哨站"
"#TUTORIAL_DIALOG_BUILD_OUTPOST_MESSAGE","前哨站可用來收集有用的<mark>資源</mark>或是<mark>科學點數</mark>，但也可用來<mark>治療專家</mark>並<mark>運送</mark>物資回到殖民地。一位殖民者將可建造一座前哨站。\n\n前哨站不能隨意建置在任何地方。在設置前哨站之前請記得在<mark>區域訊息</mark>中先確認該區域的限制與潛力。"
"#TUTORIAL_NOTIFICATION_ENGINEERS_HEADLINE","Engineer Outposts"
"#TUTORIAL_NOTIFICATION_ENGINEERS_MESSAGE","Task: Build an engineer depot"
"#TUTORIAL_DIALOG_ENGINEERS_HEADLINE","ENGINEER OUTPOSTS"
"#TUTORIAL_DIALOG_ENGINEERS_MESSAGE","To finish the <mark>doomsday bunker</mark> project, the colony must build <mark>engineer depots</mark> and train <mark>engineers</mark>.\n\nEngineers collect resources, key components and knowledge from the <mark>world map</mark>. The four categories needed to build the bunker are <mark>life support</mark>, <mark>medicine</mark>, <mark>defense</mark> and <mark>ecosystem</mark>. These four categories and their progress are represented below the top bar with four icons. The respective icons can be seen in the sectors on the world map, where they highlight sectors that contribute more toward each specific goal. Each category is equally important, but they can be gathered in any order."
"#TUTORIAL_NOTIFICATION_VAULT_HEADLINE","Start building the doomsday bunker"
"#TUTORIAL_NOTIFICATION_VAULT_MESSAGE","Task: Place the doomsday bunker"
"#TUTORIAL_DIALOG_VAULT_HEADLINE","THE BUNKER"
"#TUTORIAL_DIALOG_VAULT_MESSAGE","Building the <mark>doomsday bunker</mark> is a massive undertaking that consists of many phases. Completing the bunker is the main goal of the game, and it demands more than just time and resources. When the bunker is eventually finished, and the goal reached, the colony is protected against catastrophes. Only after this, there is a chance to start a new and more prosperous era.\n\n Start working toward this by selecting where to build the doomsday bunker in the colony."
"#TUTORIAL_CODEX_ENGINEERS_HEADLINE","USING ENGINEERS"
"#TUTORIAL_CODEX_ENGINEERS","Production to fill the four meters can be increased by building more engineer depots on the world map. The more of each outpost type there is, the faster the respective meter is filled.\n\nConstructing an outpost depot in the colony requires some resources. After the depot is built, a specialist must be assigned to become an engineer. However, the depot is only a staging area for the engineer, and creating the engineer demolishes the engineer depot in the colony as the unit moves with the resources to the world map."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_INVERTED_PS","It seems you have arrived at a promising piece of land to set up a new home. Try <mark>moving the camera</mark> around to check out the surroundings.\n\n<mark>Pan the view</mark> with the <mark>left stick</mark>, press the <mark>circle button</mark> to <mark>select</mark> or confirm and the <mark>cross button</mark> to <mark>deselect</mark> or go back."
"#TUTORIAL_NOTIFICATION_ROADS_HEADLINE","Using roads"
"#TUTORIAL_NOTIFICATION_ROADS_MESSAGE","Task: Build a road"
"#TUTORIAL_DIALOG_ROADS_HEADLINE","ROADS"
"#TUTORIAL_DIALOG_ROADS_MESSAGE","Building <mark>roads</mark> across the colony speeds up colonist movement.\n\nRoads ensure the resources in the colony move around swiftly. They also reduce colonist <mark>tiredness</mark>, which can accumulate while walking great distances."
"#BUTTON_RESEARCH","研究"
"#TOPIC_TECH_TREE","科技樹"
"#TOPIC_TECH_TREE_TITLE","科技樹"
"#BUTTON_QUEUE_RESEARCH","研究排序"
"#BUTTON_RESET_RESEARCH_QUEUE","重置排序"
"#TECH_STATUS_QUEUED","排序中"
"#TECH_STATUS_AVAILABLE","可進行"
"#TECH_STATUS_RESEARCHING","研究中"
"#TECH_STATUS_RESEARCHED","已研究"
"#TECH_STATUS_UNAVAILABLE","不可進行"
"#TOPIC_RESEARCH_UNLOCK_COST","費用"
"#TOPIC_AVAILABLE_RESEARCH","科學點數"
"#TOPIC_RESEARCH_UNLOCKABLES","可解鎖"
"#TOPIC_RESEARCH_COMMUNITY","社群"
"#TOPIC_RESEARCH_SAFETY","安全"
"#TOPIC_RESEARCH_PEOPLE","人員"
"#TOPIC_RESEARCH_FOOD","食物"
"#TOPIC_RESEARCH_PRODUCTION","生產"
"#TOPIC_RESEARCH_COLONY","殖民地"
"#TOPIC_RESEARCH_SECURITY","安全"
"#TOPIC_RESEARCH_EXPLORATION","探索"
"#TOPIC_MAINTENANCE","維修"
"#TOPIC_WORKSLOTS","工作欄位"
"#TOPIC_INPUT","輸入"
"#TOPIC_OUTPUT","輸出"
"#TOPIC_CONSTRUCTION","建造"
"#TECH_BOTANICAL_GARDEN","植物園"
"#TECH_BOTANICAL_GARDEN_DESC","茂密的植被所帶來的寧靜，並不是會出現在荒野的景色。<mark>植物園</mark>有助於讓居民們保持快樂，並讓他們有一個地方能夠欣賞這些曾經失去的美麗植物。"
"#TECH_PUBLIC_HOUSE","酒館"
"#TECH_PUBLIC_HOUSE_DESC","<mark>酒館</mark>是一個讓人們放輕鬆、建立彼此之間的關係並享受飲料的地方。可防止殖民地陷入絕望。"
"#TECH_SHRINE","神壇"
"#TECH_SHRINE_DESC","在無盡的苦難之中，人們需要一個能夠停下腳步並反思的地方。<mark>神壇</mark>能讓居民們在需要慰藉或提升<quad name=HappinessBonus><mark>幸福度</mark>時，有一個可以祈禱並接觸自己精神層面的地方。"
"#TECH_RADIO_TOWER","無線電塔"
"#TECH_RADIO_TOWER_DESC","想從荒野中聯繫到能力最強的<mark>專家</mark>的話，最好的方式就是有一個強力的信號發射器來作為想加入殖民地的人們的指標。"
"#TECH_METAL_SCAVENGING","金屬搜集"
"#TECH_METAL_SCAVENGING_DESC","將解鎖<mark>廢料站</mark>建築來從金屬堆積物開始收集<quad name=Scrap><mark>金屬廢料</mark>，並轉化成可用的資源。"
"#TECH_CONCRETE_SCAVENGING","收集水泥"
"#TECH_CONCRETE_SCAVENGING_DESC","將解鎖從<mark>水泥堆積物中</mark>進行挖掘並生產<quad name=Concrete><mark>水泥</mark>的能力。這些素材將用於建造更高階的建築。"
"#TECH_LUMBERJACKS","伐木工"
"#TECH_LUMBERJACKS_DESC","任何一座<mark>鋸木廠</mark>或是<mark>伐木廠</mark>都很歡迎更多的人手或是斧頭。"
"#TECH_SLEDGEHAMMERS","大錘"
"#TECH_SLEDGEHAMMERS_DESC","一把堅固的大錘及是最適合用來快速擊碎<quad name=Concrete><mark>水泥</mark>的工具。"
"#TECH_PARTS_PRODUCTION","零件生產"
"#TECH_PARTS_PRODUCTION_DESC","<mark>維修廠</mark>能夠將廢料站所產生的副產物<quad name=Scrap><mark>廢棄物</mark>轉換成機械用<quad name=Parts><mark>零件</mark>，它們可被用在進階建築或是物品製造上。"
"#TECH_SOLDERING","高級焊接"
"#TECH_SOLDERING_DESC","一組完好的烙鐵將提升<quad name=Component><mark>部件</mark>以及<quad name=Electronics><mark>電子元件</mark>的生產量。"
"#TECH_EFFICIENT_HEATING","高效加熱"
"#TECH_EFFICIENT_HEATING_DESC","加裝溫度調節器來調整<mark>暖氣機</mark>的耗能量，讓它們長期下來能夠更有效率的運作。"
"#TECH_FISH_FODDER","魚飼料"
"#TECH_FISH_FODDER_DESC","把廚餘磨成粉末拿去<mark>養殖魚場</mark>餵<quad name=Fish><mark>魚</mark>，就能快速的把牠們都養的又肥又營養。"
"#TECH_ALERTNESS","巡邏守衛"
"#TECH_ALERTNESS_DESC","在每座<mark>守衛亭</mark>增加<mark>額外的守衛</mark>，讓他們隨時都能更有效率的應對成群的敵人。"
"#TECH_GUNSLINGERS","車床校準"
"#TECH_GUNSLINGERS_DESC","在提升機械與製程的精準度後，工人們製作實用<quad name=Guard_Rifle><mark>武器</mark>的產量增加許多，並減少瑕疵品的產出。"
"#TECH_WORKBENCHES","額外工作台"
"#TECH_WORKBENCHES_DESC","新增一個額外的工作台能多容納一名<mark>工人</mark>並提升生產效率。"
"#TECH_CLEANSED_INGREDIENTS","消毒劑"
"#TECH_CLEANSED_INGREDIENTS_DESC","仔細進行消毒過的工具與容器能夠讓工人們更快速的生產<mark>藥品</mark>並減少素材的浪費。"
"#TECH_UPSCALED_TENTS","帳篷升級"
"#TECH_UPSCALED_TENTS_DESC","一些對於帳篷頂部、底部以及照明的小升級，可以把一頂破舊的<mark>帳篷</mark>變得像個家一樣，並提升居住者的<quad name=HappinessBonus><mark>幸福度</mark>。"
"#TECH_SOLID_FOUNDATIONS","穩固的地基"
"#TECH_SOLID_FOUNDATIONS_DESC","對地基與支撐架構進行強化工程將有效提升房屋的耐久度。"
"#TECH_MASONRY","強化水泥"
"#TECH_MASONRY_DESC","強化過的水泥加上金屬支撐能夠提升<mark>房屋</mark>的耐久度。"
"#TECH_CONCRETE_WORKERS","水泥工人"
"#TECH_CONCRETE_WORKERS_DESC","收集並運送水泥是個粗重的工作，但額外的<mark>工人</mark>可為所有人減輕一些負擔。"
"#TECH_BLOOD_SPORTS","血腥運動"
"#TECH_BLOOD_SPORTS_DESC","用鋼鐵製成的終極鬥技場，一個成就傳奇的地方。兩名選手踏入，只有一名能夠離開。末日娛樂的最巔峰以及居民們<quad name=HappinessBonus><mark>幸福度</mark>的來源之一。"
"#TECH_HANDICRAFT","手工藝"
"#TECH_HANDICRAFT_DESC","將搜刮來的資源透過<mark>工具間</mark>與<mark>製衣坊</mark>轉換成<quad name=Tools><mark>工具</mark>與<quad name=Cloth><mark>衣物</mark>。這些建築將確保您的居民們在受保護的狀態下能夠高效的工作。"
"#NOTIFICATION_NOT_ENOUGH_SCIENCE_POINTS","科學點數不足"
"#NO_SCIENCE_POINTS_DESC","在世界地圖上賺取科學點數"
"#TECH_EFFECT_SPEED_PRODUCTION","{1}生產速度{0}"
"#TECH_EFFECT_SPEED_CULTIVATION","耕作速度{0}"
"#TECH_EFFECT_SPEED_HARVEST","收割速度{0}"
"#TECH_EFFECT_SPEED_GROWING","生長速度{0}"
"#TECH_EFFECT_CAPACITY","{1}容量{0}"
"#TECH_EFFECT_BUILDING_DISCOUNT","建築所需{1}減少{0}"
"#TECH_EFFECT_AUTOMATION_DAMAGE","自動化建築故障率降低"
"#TECH_EFFECT_PROCREATION","{0}中的居民生育機率更大"
"#TECH_EFFECT_PROCREATION_INCREASE","生育率增加{0}"
"#TECH_EFFECT_EDUCATION","兒童受教育速度增加"
"#TECH_EFFECT_HAPPINESS","{1}幸福度{0}"
"#TECH_EFFECT_LARGER_AREA","{1}工作區擴大{0}"
"#TECH_EFFECT_GATE_SPIKES","大門加裝額外尖刺"
"#TECH_EFFECT_NEW_VEHICLE","新車輛：{0}"
"#TECH_EFFECT_SCIENCE_POINTS","科學點數來自{0}"
"#TECH_EFFECT_VEHICLE_BONUS","對車輛{1}加成{0}"
"#TECH_EFFECT_VEHICLE_BONUS_TYPE","對{2}{1}加成{0}"
"#TECH_EFFECT_VEHICLE_TERRAIN","{1}生物群體移動加成{0}"
"#TECH_EFFECT_DAMAGE_REDUCTION","耐久度＋{0}％"
"#TECH_EFFECT_HEALING","治療速度＋{0}％"
"#TECH_EFFECT_HARVEST_TIME","收割速度＋{0}％"
"#TECH_EFFECT_PLANTING_TIME","種植速度＋{0}％"
"#TECH_EFFECT_CULTIVATION_TIME","栽培速度＋{0}％"
"#TECH_EFFECT_ENERGY_EFFICIENCY","能源消耗－{0}％<quad name=Energy>"
"#TECH_EFFECT_PRODUCTION_BONUS","生產＋{0}{1}"
"#TECH_EFFECT_PRODUCTION_SPEED","生產速度＋{0}％"
"#TECH_EFFECT_HAPPINESS_BOOST","幸福度提升{0}<quad name=HappinessBonus>"
"#TECH_EFFECT_REPAIR_COST","維修成本－{0}"
"#TECH_EFFECT_STORAGE_CAPACITY","容量＋{0}"
"#TECH_EFFECT_ACTION_POINTS","行動點數＋{0}"
"#TECH_EFFECT_WORK_SLOTS","工作欄位＋{0}"
"#TOPIC_NOTIFICATION_NOT_ENOUGH_SCIENCE_POINTS","尚無足夠的科學點數！"
"#TOPIC_TECH_CAT_BUILDING","建築解鎖"
"#TOPIC_TECH_CAT_BUILDING_DESC","解鎖一座新建築"
"#TOPIC_TECH_CAT_EFFICIENCY","效率"
"#TOPIC_TECH_CAT_EFFICIENCY_DESC","提高生產效率"
"#TOPIC_TECH_CAT_DURABILITY","耐久度"
"#TOPIC_TECH_CAT_DURABILITY_DESC","提高堅固程度和耐久度"
"#TOPIC_TECH_CAT_PEOPLE","人員"
"#TOPIC_TECH_CAT_PEOPLE_DESC","提高人民的生活水準和幸福度"
"#TOPIC_TECH_CAT_WORLD","世界地圖"
"#TOPIC_TECH_CAT_WORLD_DESC","加強在世界地圖上的行動"
"#TOPIC_ACTIVE_RESEARCH","可用研究"
"#TOPIC_TECH_EFFECT","已解鎖效果"
"#TECH_SPECIAL_EFFICIENCY","效率提升"
"#TECH_SPECIAL_DURABILITY","耐久度提升"
"#TECH_SPECIAL_CAPACITY","容量提升"
"#TECH_SPECIAL_MAINTENANCE_COST","維修費用降低"
"#TECH_SPECIAL_BUILDING_UPGRADE","建築升級"
"#TECH_SPECIAL_REQUIRED_RESOURCE","需要資源：{0}"
"#TECH_SPECIAL_POLLUTION_CREATE","造成污染"
"#TECH_SPECIAL_EFFECTIVE_AREA","具備有效範圍"
"#TECH_SPECIAL_RESTRICTED","放置受限"
"#TECH_SPECIAL_WORK_AREA","使用工作區"
"#TECH_SPECIAL_CATASTROPHE_SENSITIVITY_LONG","抗災能力弱"
"#TECH_SPECIAL_DAYTIME","夜間禁用"
"#TECH_SPECIAL_ANIMALS","需要透過貿易取得"
"#TOPIC_TECH_CAT_IDEOLOGY","意識形態"
"#TOPIC_TECH_CAT_IDEOLOGY_DESC","根據您所選的意識形態所獲得的特殊加成"
"#TOPIC_AFFECTED_BUILDINGS","受影響建築"
"#TOPIC_AFFECTED_VEHICLES","受影響車輛"
"#TOPIC_BUILDING_DETAILS","詳細資訊"
"#TOPIC_TECH_CAT_DECORATION","裝飾"
"#BUILDING_UPGRADE_PREFIX","<mark>升級：</mark>"
"#TECH_TREE_CAPACITY_TOOLTIP","增加儲存容量。"
"#TECH_TREE_WORK_SLOT_TOOLTIP","需要一名工人。"
"#TECH_TREE_NO_WORK_SLOT_TOOLTIP","不需要工人。"
"#TECH_TREE_INCREASED_RESOURCE_TOOLTIP","生產{0}。"
"#TECH_TREE_USED_RESOURCE_TOOLTIP","需要{0}才能工作。"
"#TECH_TREE_VULNERABLE_TOOLTIP","在某些災難期間可能會停止生產。"
"#TECH_TREE_DAY_TOOLTIP","需要陽光才能起作用。"
"#TECH_TREE_STORAGE_TOOLTIP","特定資源儲備。"
"#TECH_TREE_UPGRADE_TOOLTIP","允許升級{0}。"
"#TECH_TREE_HEALTH_TOOLTIP","允許恢復健康。"
"#TOPIC_TECH_CAT_DECORATION_DESC","創造更迷人的環境。"
"#TOPIC_TECH_CAT_DECORATIONS","裝飾"
"#NOTICE_NO_RESEARCH_POINTS","科學點數不足"
"#NOTICE_ALREADY_RESEARCHING","已有進行中的研究"
"#NOTICE_TECH_UNAVAILABLE","目前無法研究此項目"
"#TOPIC_RESEARCH_INFRASTRUCTURE","基礎建設"
"#TECH_COMMUNAL_EATING","公共飲食"
"#TECH_COMMUNAL_EATING_DESC","一個更加集中化的解決方案，生產溫暖又營養的料理來解決飢餓。\n\n<mark>伙房</mark>需要<quad name=Firewood><mark>柴火</mark>才能將食物原料烹飪成<quad name=Meal><mark>料理</mark>。"
"#TECH_PROTECTED_CROPS","受保護的作物"
"#TECH_PROTECTED_CROPS_DESC","<mark>溫室</mark>能保護作物，讓其不受天氣影響，甚至能在災難期間運作。即使在很惡劣的情況下，它也能提供穩定的<quad name=Food><mark>食物</mark>產量。"
"#TECH_ALTERNATIVE_PROTEINS","替代蛋白質"
"#TECH_ALTERNATIVE_PROTEINS_DESC","浩劫之後，各個社群必須找到其他更有效率的蛋白質來源，而可食用昆蟲能夠滿足這個需求。<mark>昆蟲養殖場</mark>能提供穩定的<quad name=Food><mark>食物</mark>產量，而且能夠替代肉類。\n\n尋找其他種類的<quad name=Insect><mark>昆蟲</mark>卵，進一步提升產量。"
"#TECH_BORING_METHODS","深層鑽井"
"#TECH_BORING_METHODS_DESC","獲取乾淨的<quad name=Water><mark>水</mark>非常困難，尤其是在乾燥的氣候。<mark>鑽井</mark>可以挖得很深，藉此獲取地下水資源，因此在任何種類的土壤都可以應用。"
"#TECH_ADVANCED_FARMING","高級耕作"
"#TECH_ADVANCED_FARMING_DESC","讓農業進入新的階段。<mark>大型農田</mark>能提供更為豐厚的收成，甚至是餵飽整個大型殖民地。將農田放置於<mark>肥沃</mark>的土壤之上，可以帶來額外產量加成。"
"#TECH_DELICACIES","美味"
"#TECH_DELICACIES_DESC","沒有什麼能和新鮮的烤<quad name=Bread> <mark>麵包</mark>一樣香。\n\n<mark>磨坊</mark>將<quad name=Wheat><mark>小麥</mark>磨成<quad name=Flour> <mark>麵粉</mark>，然後在<mark>麵包店</mark>製成麵包。"
"#TECH_CHEF_TRAINING","廚師培訓"
"#TECH_CHEF_TRAINING_DESC","要餵飽一大群人需要紀律和組織。廚師培訓可以解鎖<mark>食堂</mark>，廚師們可以在那裡為飢餓的居民們準備大量的營養<quad name=Meal><mark>料理</mark>。"
"#TECH_JUNK_RECYCLING","廢棄物回收"
"#TECH_JUNK_RECYCLING_DESC","跟一般人相比，垃圾加工器可以更長時間的運作。善用所有的<quad name=Scrap><mark>廢棄物</mark>在這種末日之下是非常重要的。"
"#TECH_ENERGY_STORAGE1","儲備能源"
"#TECH_ENERGY_STORAGE1_DESC","只生產<quad name=Energy><mark>能源</mark>卻不儲備，可能會釀成災難。<mark>電池架</mark>經過改裝後，可儲存一定量的電力。即使中斷生產能源，儲存的能源仍可保證其他設備正常運轉。"
"#TECH_INDUSTRIAL_MINING","工業採礦"
"#TECH_INDUSTRIAL_MINING_DESC","單靠徒手撿拾建築材料，你的發展將會很有限。<mark>挖掘機</mark>等重型機械可大幅提升生產力，但需要持續維護和大量<quad name=Energy> <mark>能源</mark>才能提取出<quad name=Metal> <mark>金屬</mark>、<quad name=Plastic> <mark>塑膠</mark>和<quad name=Concrete><mark>水泥</mark>。"
"#TECH_MASS_PRODUCTION","大規模生產"
"#TECH_MASS_PRODUCTION_DESC","電腦控制開採設備是大規模生產建築材料的終極形態。除非發生故障，否則<mark>自動挖掘機</mark>運轉無需人員監管。\n\n然而，挖掘機需要大量<quad name=Energy><mark>能源</mark>才能為殖民地生產<quad name=Metal><mark>金屬</mark>、<quad name=Plastic><mark>塑膠</mark>和<quad name=Concrete><mark>水泥</mark>。"
"#TECH_RARE_METALS","稀有金屬"
"#TECH_RARE_METALS_DESC","必須使用<mark>磁力分離器</mark>才能將土壤中的<quad name=Rare><mark>稀有金屬</mark>分離出來。分離器從材料中穿過，過濾掉無用成分。產出的稀有金屬用於高端生產。\n\n需要<quad name=Energy><mark>能源</mark>才能運轉。"
"#TECH_COMMUNAL_LIVING","群體生活"
"#TECH_COMMUNAL_LIVING_DESC","需要擁有周密的配套措施才能讓人們走出帳篷，搬進更好的房屋。<mark>棚屋</mark>可在同樣狹小的空間中容納多人。<mark>公寓</mark>人均居住面積稍大，但成本也更高。這兩種建築都比帳篷和緊急庇護所更安全，而且輻射防護能力也更強。"
"#TECH_EDUCATION","教育"
"#TECH_EDUCATION_DESC","讓下一代在<mark>學校</mark>接受教育比以往任何時候都更重要。如果兒童上學的時間夠長，<mark>受過教育</mark>的他們將獲得一個永久的教育特點。當這些兒童長大開始工作，曾受過的教育將使他們在社群中成為更有效率的一分子。"
"#TECH_REMEMBRANCE","紀念碑"
"#TECH_REMEMBRANCE_DESC","懷念逝者非常痛苦，但只有這樣才能繼續前行。<mark>紀念碑</mark>讓人們能夠點燃蠟燭，紀念逝去的人們，在混亂之中找到一絲<quad name=HappinessBonus><mark>幸福度</mark>。"
"#TECH_COMFORTABLE_HOUSING","舒適住宅"
"#TECH_COMFORTABLE_HOUSING_DESC","讓你的居民搬離擁擠、漏水的住所，住進舒適的房屋。如果你有辦法建造<mark>房屋</mark>將能為居民提供更好的保護以及<quad name=HappinessBonus><mark>幸福度</mark>。"
"#TECH_AGGRESSION_RELEASE","釋放壓力"
"#TECH_AGGRESSION_RELEASE_DESC","對某些人來說，揍人或看其他人被揍，會帶來原始的刺激以及純粹的<quad name=HappinessBonus><mark>幸福度</mark>。<mark>鬥技場</mark>允許居民通過打鬥釋放壓力，看臺上的觀眾也能一飽眼福。"
"#TECH_KNOWLEDGE_PRESERVATION","知識保存"
"#TECH_KNOWLEDGE_PRESERVATION_DESC","在<mark>圖書館</mark>中保存舊世界的文字是明智之舉，其原因也顯而易見。你不僅能學習過去的經驗教訓，還能沉浸於精彩的故事之中，並暫時脫離殘酷的現實，從而得到<quad name=HappinessBonus><mark>幸福度</mark>。"
"#TECH_COUCH_POTATO","電影"
"#TECH_COUCH_POTATO_DESC","<mark>電影院</mark>透過驚心動魄的西部動作片、感人的愛情片和不可或缺的喜劇片，讓人短暫逃避殘酷的現實，並增加<quad name=HappinessBonus><mark>幸福度</mark>。沒有播放災難片。"
"#TECH_SECURE_STORAGE","安全儲藏庫"
"#TECH_SECURE_STORAGE_DESC","貴重物品需要儲存在合適的地點。<mark>通用儲藏庫</mark>是經過改造和強化的船運集裝箱，能夠抵禦惡劣環境和盜賊。\n\n儲存<mark>物品</mark>、<mark>食物</mark>和<mark>資源</mark>。"
"#TECH_HAZMAT_ENGINEERING","有害物質工程"
"#TECH_HAZMAT_ENGINEERING_DESC","在沒有合適裝備的情況下清理嚴重污染的土壤，和被判死刑沒什麼兩樣。<mark>環保站</mark>既能提供清理<quad name=Pollution><mark>汙染堆積物</mark>的方法，還能將廢料儲存在<mark>廢料庫</mark>中。"
"#TECH_CENTRALIZED_REPAIRS","集中維修"
"#TECH_CENTRALIZED_REPAIRS_DESC","把大型殖民地的維修工作分派出去，就能專注於更重要的事情上。只需給<mark>維修廠</mark>配備足夠的員工和補給，它就能自動清除<mark>污染</mark>並修復工作區內的所有<mark>受損建築</mark>。"
"#TECH_REINFORCED_GATE","大門強化"
"#TECH_REINFORCED_GATE_DESC","加強<mark>大門</mark>能讓靠近的人對門後的社群增添幾分敬意，還可更詳細地盤問<mark>生還者團體</mark>，再考慮是否讓其進入。有時盤問可以得知一些重要資訊，像是團員健康狀況。\n\n在修繕良好且守衛配備齊全的情況下，能夠抵禦大多數一般土匪的攻擊。"
"#TECH_MEDICAL_CENTER","醫療中心"
"#TECH_MEDICAL_CENTER_DESC","簡易的醫療帳篷將無法保障大型殖民地的健康。管理完善的<mark>戰地醫院</mark>既寬敞又能有效地<mark>治療</mark>各種病症。"
"#TECH_MEDICINE_PRODUCTION","藥品生產"
"#TECH_MEDICINE_PRODUCTION_DESC","在荒地中搜尋可用<quad name=Medicine><mark>藥品</mark>幾乎全靠運氣。有了<mark>醫學實驗室</mark>，殖民地就能自己生產所需的藥品和抗生素。"
"#TECH_BARTERING","以物易物"
"#TECH_BARTERING_DESC","你的殖民地並不孤單。其他<mark>社群</mark>遍佈各地，只要你建成<mark>貿易中心</mark>就能進行交易，與其他社群交換商品。"
"#TECH_DISASTER_FORECAST","災難預報"
"#TECH_DISASTER_FORECAST_DESC","調整過的<mark>雷達站</mark>可以監測天氣、電波和遠處的廣播，會在發生<mark>災難</mark>之前提前預警，從而拯救無數生命。它無法阻止災難的發生，但讓你有更多時間為最壞的情況做準備。"
"#TECH_SHARPER_SCYTHES","緊急收割"
"#TECH_SHARPER_SCYTHES_DESC","更鋒利的鐮刀可以<mark>加快收割速度</mark>，讓居民在災難來臨之前或是餓壞的時候能更快的收割作物。"
"#TECH_FERTILIZERS","肥料"
"#TECH_FERTILIZERS_DESC","給土壤上面施些肥料有助於植物長得更大更快。影響所有<mark>農田</mark>和<mark>溫室</mark>。"
"#TECH_COATED_HOPPERS","塗層漏斗"
"#TECH_COATED_HOPPERS_DESC","有了塗層，穀物可以更加順暢地滑過漏斗表面，讓你更快地享用鮮美的<quad name=Bread><mark>麵包</mark>。單純看著穀物滑落也足以令人心情舒暢。"
"#TECH_ORGANIZED_KITCHEN","廚房擴建"
"#TECH_ORGANIZED_KITCHEN_DESC","透過重新安排廚房動線，縮減非必要的東西，就能為另一位廚師空出位置，藉此烹飪更多<mark>料理</mark>。"
"#TECH_CONVEYOR_BELTS","輸送帶"
"#TECH_CONVEYOR_BELTS_DESC","輸送帶源源不絕地運輸各種材料，不僅看起來賞心悅目，還是發展進步的有力證明。提升所有<mark>挖掘機</mark>生產速度。"
"#TECH_INTERIOR_WALLS","內牆"
"#TECH_INTERIOR_WALLS_DESC","眾多居民共用的大型開放空間很難發生親密行為。加裝簡單的內牆可以給夫妻必要的隱私以及<quad name=HappinessBonus><mark>幸福度</mark>。兒童在<mark>公寓</mark>中將更容易誕生。"
"#TECH_INDOOR_PLUMBING","居家改造"
"#TECH_INDOOR_PLUMBING_DESC","加強<mark>棚屋</mark>的圍牆以抵禦自然的力量和人類的愚蠢，提供更多的<quad name=HappinessBonus><mark>幸福度</mark>，並降低災難的影響。改造後也增加更多的居住空間。"
"#TECH_RUBBER_SCRUBBERS","汙染物處理"
"#TECH_RUBBER_SCRUBBERS_DESC","處理<quad name=Pollution><mark>污染</mark>既骯髒又危險。合適的橡膠刷能夠加速危險物料的清理過程，這樣居民就不用長時間待在發著螢光的土壤上。"
"#TECH_BUNK_BEDS","上下舖"
"#TECH_BUNK_BEDS_DESC","庇護所的空間彌足珍貴，為了拯救更多人，在舒適性上做出一些讓步也情有可原。生存第一。"
"#TECH_CROWBARS","鐵橇"
"#TECH_CROWBARS_DESC","徒手扒開廢<quad name=Metal><mark>金屬</mark>或分解黏接的<quad name=Plastic><mark>塑膠</mark>都很困難。鐵橇能讓居民有效率的搜尋堆積物，而且不會傷到自己。"
"#TECH_ENERGY_STORAGE2","電池堆疊"
"#TECH_ENERGY_STORAGE2_DESC","生產<quad name=Energy><mark>能源</mark>而不儲存是一種浪費。改造<mark>電池架</mark>將它們連接在一起，從而產生更大的容量。即使能源生產中斷，它們仍可保證其他設備正常運轉。"
"#TECH_FRONTIER_OUTPOSTS","邊境前哨站"
"#TECH_FRONTIER_OUTPOSTS_DESC","解鎖<mark>前哨總站</mark>，用於在世界地圖上建造和維護<mark>前哨站</mark>。將殖民地的影響力擴展至境外，對殖民地的生存至關重要。\n\n前哨站讓專家可以無需返回殖民地就能卸下資源。"
"#TECH_BIO_FUEL_FORMULA","生物燃料"
"#TECH_BIO_FUEL_FORMULA_DESC","解鎖製造<quad name=Fuel><mark>燃料</mark>的精煉廠。精煉是必要的建設，可以為殖民地的探索需求提供穩定的燃料資源。沒有燃料，就無法修理車輛。\n\n精煉廠需要使用從<quad name=Sunflower><mark>向日葵</mark>製成的<quad name=Oil><mark>燃油</mark>來運作。"
"#TECH_MOTORIZED_EXPLORATION","機動化探索"
"#TECH_MOTORIZED_EXPLORATION_DESC","即使是殘破不堪的汽車肯定還是勝過徒步行進。當解鎖<mark>車庫</mark>和<mark>精煉廠</mark>，接下來只要有足夠的<quad name=Fuel><mark>燃料</mark>，就可以開著可靠的<mark>汽車</mark>探險荒野。"
"#TECH_SURVIVAL_SKILLS","生存技能"
"#TECH_SURVIVAL_SKILLS_DESC","打獵和釣魚是人類已知的最古老的生存技能。我們的祖先在石器時代用來捕<quad name=Fish><mark>魚</mark>和狩獵<quad name=Venison><mark>野味</mark>的伎倆，在現今依然和過去一樣珍貴。幸運的是，我們現在已經不用擔心猛獁象或劍齒虎了。"
"#TECH_WIDER_PIERS","大型碼頭"
"#TECH_WIDER_PIERS_DESC","更大的碼頭意味著更多的漁民，更多的漁民意味著你的居民有更多的<quad name=Fish><mark>魚</mark>吃。"
"#TECH_LINE_COOKS","烹飪分工"
"#TECH_LINE_COOKS_DESC","廚房內充滿尖銳和滾燙的東西，在這裡晃來晃去會釀成災難。烹飪分工訓練可以同時讓多個人有效率且安全地在廚房工作，為飢餓的人提供更多的<quad name=Meal><mark>料理</mark>。"
"#TECH_HEATED_HIVES","加蓋蜂箱"
"#TECH_HEATED_HIVES_DESC","引導昆蟲巢內的熱流而非加熱整座建築將避免<quad name=Energy><mark>能源</mark>的浪費。"
"#TECH_SCAVENGER_TEAMS","拾荒隊"
"#TECH_SCAVENGER_TEAMS_DESC","多一雙眼睛對收集埋在地下的<quad name=Plastic><mark>塑膠</mark>和<quad name=Metal><mark>金屬</mark>是莫大的幫助。一群迅速的拾荒者齊心協力，能將建築資源更有效率地帶回殖民地。"
"#TECH_APPRENTICESHIP","學徒制"
"#TECH_APPRENTICESHIP_DESC","<mark>工人</mark>之間的良好關係意味著更多的產品從<mark>工具間</mark>與<mark>製衣坊</mark>產出，而不是被用來丟向你的同事。"
"#TECH_CONTROLLED_BURN","燃燒控制"
"#TECH_CONTROLLED_BURN_DESC","製造更好的燃燒窯縮減了生物燃料加工過程中浪費的<quad name=Oil><mark>燃油</mark>量。花最少的錢，做最多的事，是最重要的部分。"
"#TECH_DURABLE_COMPONENTS","強化部件"
"#TECH_DURABLE_COMPONENTS_DESC","強化使用過的<quad name=Component><mark>部件</mark>可以減少情況不利時它們發生自毀的可能。"
"#TECH_JUNIOR_ENGINEERS","初級工程師"
"#TECH_JUNIOR_ENGINEERS_DESC","雖然額外的工人有時會讓組合屋有點擁擠，但也可以讓<mark>挖掘機</mark>每天都充分發揮最大的作用。"
"#TECH_DRILLED_WELLS","鑽井"
"#TECH_DRILLED_WELLS_DESC","徒手挖井不是一件容易的事，這樣豎井通常太淺，無法利用所有地下儲水。簡易鑽頭簡化了這個過程，為殖民地提供了更多<quad name=Water><mark>水</mark>。"
"#TECH_CHANTS","厚葬"
"#TECH_CHANTS_DESC","重溫熟悉的老歌，並在<mark>墓地</mark>對過往之人進行葬禮，在追憶往昔所失之物時的同時營造出一種集體感和團結感。"
"#TECH_PAVEMENT","鋪石路面"
"#TECH_PAVEMENT_DESC","過去的凱撒和法老們認為石頭鋪就的<mark>道路</mark>是給定居點帶來些許文明的途徑。當然，這也有讓他們的涼鞋乾淨一點。\n\n居民在<mark>鋪裝道路</mark>上走得更快。"
"#TECH_MEDICAL_TRAINING","醫療培訓"
"#TECH_MEDICAL_TRAINING_DESC","在沒有穩定的藥品和醫療設備之下，即使只是最簡單直接的治療方式，對於<mark>治療</mark>你的居民也是非常有幫助的。"
"#TECH_NURSES","護士"
"#TECH_NURSES_DESC","在危及生命的情況下，分攤職責和清晰地溝通是最重要的，這樣在<mark>醫療帳篷</mark>裡的居民才可以得到快速且正確的治療。"
"#TECH_SHELVING","架子"
"#TECH_SHELVING_DESC","搭建架子、整理物品以利用有限的地板空間，這樣就可以在<mark>通用儲藏庫</mark>裡塞入更多有價值的東西。人們常說，擁有最多物品的人，最終將成為王者。"
"#TECH_PRESCRIPTIONS","處方籤"
"#TECH_PRESCRIPTIONS_DESC","在末日求生時，每名醫護人員都很可能需要反復照料同一群人。知曉患者並與追蹤其狀況有助於讓醫護人員<mark>加速治療</mark>病患。"
"#TECH_BASIC_FARMING","基礎耕作"
"#TECH_BASIC_FARMING_DESC","在土壤中種植<quad name=Vegetable><mark>蔬菜</mark>聽起來非常簡單，但可悲的是，這個古老的知識已經在這個混亂的時代消失了。如果它曾經幫助狩獵採集部落成長為偉大的文明，那麼對於一個處在浩劫之後的社群來說，也許值得重新鑽研這知識。"
"#TECH_SKINNING","剝皮技術"
"#TECH_SKINNING_DESC","充分利用動物身上的每一處不僅是尊重大自然，也是個非常聰明的方法。謹慎的剝下並曬乾作業可將動物的毛皮製成<quad name=Fiber><mark>纖維</mark>。"
"#TECH_BIGGER_BARRELS","大型水桶"
"#TECH_BIGGER_BARRELS_DESC","建造大型、結構完整且防水的水桶意外的非常困難。在做出完美的<mark>大型水塔</mark>前，會經歷大量的試驗、錯誤以及漏水。"
"#TECH_ROOF_SUPPORTS","屋頂支架"
"#TECH_ROOF_SUPPORTS_DESC","一般來說，居民們不會希望在睡著的時候，<mark>公寓</mark>的天花板坍塌到他們身上。合適的支架可以支撐屋頂，在一定程度上加強建築的<mark>耐久度</mark>。"
"#TECH_WIND_POWER1","風力發電"
"#TECH_WIND_POWER1_DESC","恢復電力供應是重建文明關鍵的一步。<mark>風力發電機</mark>可以提供可靠穩定的<quad name=Energy><mark>能源</mark>。"
"#TECH_WIND_POWER2","大型轉子"
"#TECH_WIND_POWER2_DESC","<mark>大型風力發電機</mark>可以大量提供清潔<quad name=Energy><mark>能源</mark>。"
"#TECH_SOLAR_POWER1","太陽能發電"
"#TECH_SOLAR_POWER1_DESC","恢復電力供應是重建文明的關鍵一步。<mark>太陽能電池板</mark>是白天生產<mark>能源</mark>的有效方式。"
"#TECH_SOLAR_POWER2","大型面板"
"#TECH_SOLAR_POWER2_DESC","<mark>大型太陽能板</mark>提供了適量廉價、乾淨的<quad name=Energy><mark>能源</mark>。太陽能板會在夜間關閉。"
"#TECH_POWER_SAWS","電鋸"
"#TECH_POWER_SAWS_DESC","要提高<quad name=Plank><mark>木材</mark>的產量就必須減少鋸木場的勞動量。一個像樣的<mark>鋸木廠</mark>能穩定的產出令人滿意的木材，至少在<quad name=Energy><mark>能源</mark>耗盡之前是這樣。"
"#TECH_CEILINGS","高密度住宅"
"#TECH_CEILINGS_DESC","建造一個負擔得起成本又堅固的<mark>兩層房屋</mark>並沒有聽起來的那麼簡單。這項工程能為他們幸運的居民提供最高的防護力和<quad name=HappinessBonus><mark>幸福度</mark>。"
"#TECH_CABINETS","遊戲機"
"#TECH_CABINETS_DESC","<mark>遊戲室</mark>內經典的街機，解釋了居民為何會心甘情願的待在這黑暗又嘈雜的地方，並在幾小時後<quad name=HappinessBonus><mark>幸福度</mark>飽滿的回家。"
"#TECH_PACK_TACTICS","獵團"
"#TECH_PACK_TACTICS_DESC","額外的<mark>工人</mark>可以擴大狩獵範圍，並且捕獲到更多獵物。"
"#TECH_INSULATION","隔熱技術"
"#TECH_INSULATION_DESC","更厚的牆壁和更緊密的接縫能讓室內保持在濕潤且溫暖的狀態，同時也節省了一大筆的<quad name=Energy><mark>能源</mark>開銷。不要在家裡嘗試，除非你喜歡黴菌！"
"#TECH_TOUGH_BEARINGS","堅固軸承"
"#TECH_TOUGH_BEARINGS_DESC","<mark>風力發電機</mark>的滾珠軸承由於不斷的保持運轉，很容易因此斷裂或卡住，所以最好加強發電機的關鍵零件，增加<mark>耐久度</mark>以防患未然。"
"#TECH_PANEL_COATING","太陽能板塗層"
"#TECH_PANEL_COATING_DESC","<mark>太陽能板</mark>並非世界上最堅固的發明，飛揚的瓦礫和極端的氣候都能逐漸將其侵蝕殆盡。將半透明的鍍膜噴塗在太陽能板上可以提高<mark>耐久度</mark>，免於浩劫之後的種種威脅。"
"#TECH_HEAVY_TARPS","粗厚帆布"
"#TECH_HEAVY_TARPS_DESC","雖然舒適度沒有太大的提升，但<mark>帳篷</mark>使用的帆布變得更堅固，增加<mark>耐久度</mark>，居民也比較不用擔心一陣微風就會把自己家吹走。"
"#TECH_RECLAIMED_MATERIALS","可回收材料"
"#TECH_RECLAIMED_MATERIALS_DESC","了解如何處理不同種類的<quad name=Metal><mark>金屬</mark>廢品，意味著原本被視作垃圾的物品，有機會變成相對珍貴的寶藏。"
"#TECH_SOIL_STUDIES","土壤研究"
"#TECH_SOIL_STUDIES_DESC","有時學習需要親歷親為。關注土壤中的礦物質與濕度代表你將能夠更快速的<mark>種植</mark>珍貴的種子。"
"#TECH_DRILLMASTER","教官"
"#TECH_DRILLMASTER_DESC","滿腹學識的工程師能做許多事來改良看似簡單的設計。妥善應用各種節約<quad name=Energy><mark>能源</mark>的訣竅，就可以不用在離開殖民地的時候還要擔心發電廠。"
"#TECH_TRASH_EVALUATION","垃圾評估"
"#TECH_TRASH_EVALUATION_DESC","幾十年的垃圾堆積成山，腐爛程度各不相同，搜尋起來相當困難。從垃圾中找出可用的部份更不容易，但能顯著增加<quad name=Plastic><mark>塑膠</mark>產量。"
"#TECH_CLEANSING","清潔"
"#TECH_CLEANSING_DESC","<mark>衛生</mark>在浩劫後的世界看似是個無足輕重的小事，但如果置之不理，疾病就會隨之發生。洗個清爽的熱水澡，或者在<mark>三溫暖</mark>房裡泡個澡聊個天，就能輕鬆防止疾病發生。\n\n三溫暖需要<quad name=Firewood><mark>柴火</mark>才能運作。"
"#TECH_SURGE_PROTECTORS","電湧保護器"
"#TECH_SURGE_PROTECTORS_DESC","要將大量<quad name=Energy><mark>能源</mark>安全導入地面，需要充足的防護措施。這個問題解決之後，<mark>避雷針</mark>就能保護殖民地，免於雷擊的破壞。"
"#TECH_SWEET_PORCELAIN","居家改造"
"#TECH_SWEET_PORCELAIN_DESC","加強<mark>棚屋</mark>的圍牆以抵禦自然的力量和人類的愚蠢，提供更多的<quad name=HappinessBonus><mark>幸福度</mark>，並降低災難和輻射的影響。改造後也增加更多的居住空間。"
"#TECH_FORTRESS","堡壘"
"#TECH_FORTRESS_DESC","一個繁榮的殖民地會引起各種各樣的關注。把<mark>大門</mark>打造得又高又堅固，像一座堡壘一樣，就可以避免討厭的訪客和土匪的騷擾。"
"#TECH_WEAPON_CRAFTING","武器製造"
"#TECH_WEAPON_CRAFTING_DESC","浩劫過後，無論是與野生動物搏鬥，還是對抗瘋狂的土匪，近身肉搏絕不是理想選擇。<mark>槍械工作室</mark>能提供合適的<quad name=Guard_Rifle><mark>武器</mark>，供守衛保護殖民地。\n\n槍械工作室用<quad name=Metal><mark>金屬</mark>和<quad name=Parts><mark>零件</mark>來生產武器。"
"#TECH_GUARDIANS","守衛"
"#TECH_GUARDIANS_DESC","守衛是保護殖民地免遭<mark>敵對</mark>動物和人群襲擊的主力軍。指派居民前往<mark>守衛亭</mark>，他們會全副武裝保護自己殖民地的居民，同時擴展周圍可探索的區域。"
"#TECH_AQUACULTURE","養殖漁業"
"#TECH_AQUACULTURE_DESC","<mark>養殖魚場</mark>能為殖民地提供大量的<quad name=Fish><mark>魚</mark>，而不只是仰賴釣魚竿或是運氣。"
"#TECH_SALVAGED_DRUMS","大型水桶"
"#TECH_SALVAGED_DRUMS_DESC","談到飲用水，你最好做好充分的準備。巨大水箱裡乾淨的飲用<quad name=Water><mark>水</mark>可以保證你的居民熬過任何乾旱或熱浪。"
"#TECH_ASSEMBLY","電路組裝"
"#TECH_ASSEMBLY_DESC","在浩劫之後，學會怎麼組裝精緻的<quad name=Component><mark>部件</mark>與<quad name=Electronics><mark>電子元件</mark>不是件容易的事。<mark>電子元件廠</mark>是成為一個真正自給自足的殖民地關鍵的一步。"
"#TECH_AXIAL_FLOW","軸向流動"
"#TECH_AXIAL_FLOW_DESC","一些機巧的工程能用水泵讓液體在軸向路徑中迴圈，減少運行水泵所需的<quad name=Energy><mark>能源</mark>。"
"#TECH_SUBMERGED_PUMPING","水下幫浦"
"#TECH_SUBMERGED_PUMPING_DESC","雖然用水桶取<quad name=Water><mark>水</mark>很可愛，但對大型殖民地來說，需要更大的解決方案來生產大量的水。岸邊的高科技<mark>幫浦</mark>就能提供大量的水。"
"#TECH_ANIMAL_HUSBANDRY","牲畜飼養"
"#TECH_ANIMAL_HUSBANDRY_DESC","自從人們學會把動物趕進圍欄的那一刻起，他們就開始飼養起動物。解鎖<mark>牧場</mark>並從其他社群那裡換取動物，便可在殖民地中飼養動物，從而獲取<quad name=Meat><mark>肉</mark>和其他資源。"
"#TECH_MAKESHIFT_RADIATORS","臨時取暖器"
"#TECH_MAKESHIFT_RADIATORS_DESC","適當的投資消耗<quad name=Energy><mark>能源</mark>運作的室內暖氣，顯然比依靠戶外暖氣機或是火爐方便多了。<mark>加熱房屋</mark>和<mark>兩層加熱房屋</mark>是最奢侈和舒適的住所。"
"#TECH_POWERED_HEATERS","電暖機"
"#TECH_POWERED_HEATERS_DESC","如果想用燃燒木柴的方式為日益壯大的殖民地供暖，將會消耗大量人力和資源。改成用消耗<quad name=Energy><mark>能源</mark>的<mark>暖氣機<mark>來提供溫暖就不會占用居民的時間，讓他們去其他地方做更重要的工作。"
"#TECH_THERMOSTATS","進階暖氣機"
"#TECH_THERMOSTATS_DESC","使用<mark>工業加熱器</mark>來提升熱能的產量能夠把<quad name=Energy><mark>能源</mark>更有效的轉換成熱能並傳導至更大的範圍。"
"#TECH_DIRECTED_HEAT","傳導供暖"
"#TECH_DIRECTED_HEAT_DESC","使用一連串的金屬板來引導燃燒<quad name=Firewood><mark>柴火</mark>產生的熱能。可以讓更遠的建築也能吸收到一些熱能。"
"#TECH_UNLOCKABLE_SKILL_HEAT","生產熱能"
"#TECH_AGRIBUSINESS","大型圍欄"
"#TECH_AGRIBUSINESS_DESC","把所有的動物塞進圍欄中，以將<mark>牧場</mark>的效率最大化。雖然不是很人道，但不可否認這樣可以增加產量。"
"#TECH_IRRIGATION","灌溉"
"#TECH_IRRIGATION_DESC","普通甚至貧瘠的土壤皆可透過簡易的灌溉系統變得更加肥沃。為植物供應穩定的<quad name=Water><mark>水</mark>可保護它們免於大自然的摧殘。"
"#TECH_AMPLIFICATION","增幅"
"#TECH_AMPLIFICATION_DESC","一般<mark>變壓器</mark>皆可透過簡單的改裝來增幅效果。調整過後的有效範圍可將<quad name=Energy><mark>能源</mark>傳遞至更遠的距離。"
"#TECH_SUPERIOR_SHIELDING","最高級防護"
"#TECH_SUPERIOR_SHIELDING_DESC","<mark>避雷針</mark>的防護範圍可用一些巧妙的手法來提升，但也會讓它更容易損壞。"
"#TOPIC_RESEARCH_RESOURCES","資源"
"#TECH_ICE_FISHING","冰上釣魚"
"#TECH_ICE_FISHING_DESC","即使是<mark>暴風雪</mark>也無法阻止一個有螺旋鑽、保暖的大衣還有一點耐心的漁夫。"
"#TOPIC_TECH_CAT_UPGRADE","升級"
"#TOPIC_TECH_CAT_UPGRADE_DESC","解鎖一棟建築的升級選項。"
"#TECH_MISSION_CONTROL","領導力"
"#TECH_MISSION_CONTROL_DESC","<mark>殖民地中心</mark>是秩序和穩定的象徵，它對周圍地區的<mark>偵察</mark>速度更快，而且比<mark>營地</mark>有更多的<mark>儲存空間</mark>。"
"#TECH_COMMAND_CENTER","統一治理"
"#TECH_COMMAND_CENTER_DESC","殖民地中心升級之後的建築。<mark>指揮中心</mark>是用於監視整個殖民地的固定建築，可以迅速<mark>偵查</mark>附近地區的大片土地。還有存放應急用的水、食物和各類資源的<mark>儲存空間</mark>，是大型殖民地必備的建築。"
"#TECH_STEELWORKING","工具加工"
"#TECH_STEELWORKING_DESC","高品質的<quad name=Tools_2><mark>耐用工具</mark>比一般工具還要難生產，但也較能抵抗嚴苛的環境。"
"#TECH_SPINDLE_SPINNING","縫紉機"
"#TECH_SPINDLE_SPINNING_DESC","學習如何用縫紉機製作優質布料，使居民能夠製作出更加耐用和舒適的<quad name=Cloth_2><mark>結實衣物</mark>。"
"#TECH_ARSENAL","武器庫"
"#TECH_ARSENAL_DESC","用木棍與石頭保護殖民地只是緩兵之計。而改良後的<quad name=Guard_Rifle_2><mark>武器</mark>將能讓您有足夠的火力來抵禦任何外部的威脅。"
"#TECH_WATER_PIPES","水管"
"#TECH_WATER_PIPES_DESC","能透過<mark>水塔</mark>來輸送<quad name=Water><mark>水</mark>至各個建築。建造一個有效的管線系統能讓殖民地朝文明社會更進一步。"
"#TECH_FLUSHING","沖水系統"
"#TECH_FLUSHING_DESC","用<quad name=Water><mark>水</mark>來帶走排泄物不僅對環境有益，還能讓居民們在如廁後感覺生活環境更清潔。與一般<mark>茅坑</mark>不同的是，馬桶將不會造成汙染。"
"#TECH_STEAM_ROOMS","蒸氣室"
"#TECH_STEAM_ROOMS_DESC","在<mark>蒸氣三溫暖</mark>裡暖暖身子能夠洗去居民身上的有害粒子。科技的進步也讓這成為一種環保的選擇，因為其並不會產生任何汙染。\n\n蒸汽三溫暖需要<quad name=Energy><mark>能源</mark>和<quad name=Water><mark>水</mark>來運作。"
"#TECH_UNLOCKABLE_SKILL_REPAIRING_CARS","解鎖車輛維修"
"#TECH_LEGEND_PANEL_HIDE","Hide key"
"#TECH_LEGEND_PANEL_SHOW","Show key"
"#TECH_EFFECT_REMOVE_HAPPINESS_PENALTY","幸福度減益降低"
"#TECH_BUILDING_UPGRADE_DESC","建築升級"
"#TECH_BUILDING_UNLOCK_DESC","建築解鎖"
"#QUEST_ABANDON","放棄任務"
"#QUEST_ACCEPT","接受任務"
"#QUEST_BUNKERBUSTER_NAME","殘破碉堡"
"#QUEST_BUNKERBUSTER_DESC","一位年長的居民前來找你，並跟你講述了一個故事。她已故的父親在被炸死之前曾是軍隊裡的軍需官。在離這不遠處有很多儲存應急物資的碉堡，她年幼時甚至還造訪過其中一座碉堡，也許她現在還能指出那座碉堡的所在方位。如今碉堡裡很可能已經空無一物，但若不是的話，裡面應該會有許多寶貴的資源。"
"#QUEST_BUNKERBUSTER_GO","前往碉堡"
"#QUEST_BUNKERBUSTER_ABANDON","放棄任務"
"#QUEST_BUNKERBUSTER_ABANDON_DESC","只有傻子才會去探索幾十年前的舊式應急碉堡來搜刮破爛，最好還是不要把專家們的精力花在這種事情上。"
"#QUEST_BUNKERBUSTER_TASK1","進入碉堡"
"#QUEST_BUNKERBUSTER_PHASE_01_DESC","眼前的地點和居民口中描述的十分相似，可是這裡面的應急物資已被搬得一乾二淨。不過你在地上發現了一本被煙灰遮蓋的《政府核安全碉堡手冊》，上面記載了更多的地方碉堡。其中一座就在這附近。"
"#QUEST_BUNKERBUSTER_PHASE_01_GO","繼續前往附近的碉堡"
"#QUEST_BUNKERBUSTER_TASK2","進入第二座碉堡"
"#QUEST_BUNKERBUSTER_PHASE_02_DESC","專家來到了荒野深處的碉堡，這裡前門已經被撬開，看起來已經有人來過了這裡。專家進門後繼續向前走，隨即發現了一間小型控制室，控制室的旁邊還有一扇像是通往金庫的大門，上面全是凹痕和燒焦的痕跡。"
"#QUEST_BUNKERBUSTER_ANY","搜刮控制室"
"#QUEST_BUNKERBUSTER_SCAVENGER","尋找隱藏的隔板"
"#QUEST_BUNKERBUSTER_SCIENTIST","試圖繞過金庫門鎖"
"#QUEST_BUNKERBUSTER_BACK","隨後返回"
"#QUEST_BUNKERBUSTER_03A_DESC","專家在屋裡大肆翻找，搜查了每個桌子和文件櫃。找到的幾本書和磁碟片或許會有些幫助。"
"#QUEST_BUNKERBUSTER_03B_DESC","在經過仔細的翻找後，在桌子下面發現了一個隱藏開關。按下開關時，突然聽到一陣噹啷聲，金庫門鎖的螺栓移動到了另外一邊。進入金庫後，他發現這裡幾乎沒剩下什麼東西了。他收集了一些銀幣、科學筆記和一枚小型金屬軍需別針，隨後便返回了殖民地。"
"#QUEST_BUNKERBUSTER_03C_DESC","在仔細地觀察後，在金庫大門的旁邊發現了一個沾滿灰塵的小型按鍵。按鍵盤因為歷時久遠而老化損毀了，但花了一些功夫後，他們成功連好了按鍵盤，按下按鈕順利打開了金庫大門。不幸的是，這裡幾乎已經沒剩下什麼東西了。他收集了一些銀幣、科學筆記和一枚小型金屬軍需別針，隨後便返回了殖民地。"
"#QUEST_BURNINGSKIES_NAME","燃燒的天空"
"#QUEST_BURNINGSKIES_DESC","在浩劫後幾年的餘波中，電磁脈衝和電磁風暴燒壞了商務航班的飛行計算器，讓飛機變成了在空中飛的棺材。飛機墜落的殘骸之中，依然有可能找到空難乘客的屍骨。一名專家在附近找到了一座這樣的殘骸，未被侵擾且等著被搜刮物資。"
"#QUEST_BURNINGSKIES_GO","尋找墜機地點"
"#QUEST_BURNINGSKIES_ABANDON","放棄任務"
"#QUEST_BURNINGSKIES_ABANDON_DESC","這種事情本質上就是盜墓，這些人最好的歸宿就是安靜地躺在那裡。無論如何，殖民地都可以渡過難關。"
"#QUEST_BURNINGSKIES_TASK1","到達墜機地點"
"#QUEST_BURNINGSKIES_PHASE_01_DESC","這是一架舊型號的客機，機身完全斷成了兩半。在墜機形成的大坑旁邊，兩邊的機翼也已嚴重損毀，四周雜草叢生。灌木叢中依然能發現一些人的骨頭和殘骸。如果不介意踩到死者的話，還是有機會拿到很多東西的。"
"#QUEST_BURNINGSKIES_RECKLESS","死人不會在乎的"
"#QUEST_BURNINGSKIES_RESPECT","表示尊重"
"#QUEST_BURNINGSKIES_02A_DESC","專家開始在此處肆無忌憚地挖掘，並將發現的所有東西都打包帶走。這些人早就死了，應該完全不會在意才對。這次挖掘收穫豐富，且對於還活著的人將會大有幫助。"
"#QUEST_BURNINGSKIES_02B_DESC","專家小心翼翼地穿過飛機的殘骸。他知道很多人都在此處喪生，所以整個過程他都一臉嚴肅、默不作聲。不過這次搜查的收穫還不錯，應該能幫助到殖民地裡的居民。"
"#QUEST_NUCLEARBEAST_NAME","核電野獸"
"#QUEST_NUCLEARBEAST_DESC","一座老舊的核電站在遠方依稀可見，巨大的冷卻塔直衝當初還是藍色的天空。高聳的核電站成為了拾荒者的首要目標，但顯然一隻可怕的野獸在其中一座核電站裡築巢，阻止了想要踏入其中的劫掠者。或者這其實只是個計謀，意在阻止不速之客靠近核電站。"
"#QUEST_NUCLEARBEAST_GO","去勘查核電站"
"#QUEST_NUCLEARBEAST_TASK1","進入核電站"
"#QUEST_NUCLEARBEAST_PHASE_01_DESC","核電站本身並不難找，畢竟它也不是什麼小型建築。除了一般性的腐蝕以外，它的狀況良好。專家眼看四處無人，便進入核電站裡面。過了一陣子，昏暗的大廳裡傳來一陣低沉的吼叫聲，一隻巨大的野獸出現在專家的視野內。專家陷入了危機，但核電站裡的寶貴資源還在向他招手。"
"#QUEST_NUCLEARBEAST_ANY","盡可能獲取資源，然後逃走"
"#QUEST_NUCLEARBEAST_FIGHTER","攻擊野獸"
"#QUEST_NUCLEARBEAST_SCOUT","引開野獸"
"#QUEST_NUCLEARBEAST_02A_DESC","專家衝向大廳裡離自己最近的入口，一路上能拿的東西就拿走。野獸在後面追逐一陣子，不過停在一塊比較明亮的區域之前。度過危險之後，專家清點搶到的資源。並不是很多，但是任何資源都會有幫助。"
"#QUEST_NUCLEARBEAST_02B_DESC","專家用飛快的速度舉起武器朝野獸開槍，差點就打中了牠。野獸看似有些困惑並往黑暗中退了一步。專家再次開槍，這次打中了野獸的一隻眼睛。野獸發出了一陣哀號，隨後便飛奔著逃回黑暗中。現在只要不進入黑暗中的話，就可以在這座核電站裡安全搜刮東西。"
"#QUEST_NUCLEARBEAST_02C_DESC","專家迅速的觀察了周圍，便在自己身後不遠處的地板上發現一個大洞，這個洞至少能通往地下好幾層。他開始用地上的石頭砸向野獸，以刺激野獸攻擊。野獸上鉤了，它開始朝專家猛撲過去。專家側身躲開，野獸隨即掉進了大洞裡。牠現在變得更兇猛和憤怒，不過需要一些時間才能爬出大洞。專家匆忙地搜查現場，隨後便帶著剛發現的戰利品再次離開了核電站。"
"#QUEST_NUCLEARBEAST_ABANDON_DESC","雖然核電站裡的寶貴資源相當誘人，可其中潛藏的未知風險太大了。最好還是放棄這次機會吧。"
"#QUEST_HIGHRISE_NAME","劫富濟貧"
"#QUEST_HIGHRISE_DESC","當地有一名惡名昭彰的土匪首領，而她與她的同夥就駐點在附近的高樓大廈裡。他們累積不少財富，並且在低樓層設立堡壘來保護他們的財產。雖然很危險，不過那個地方很大。如果悄悄溜進去的話，可能有辦法拿到不少好東西。"
"#QUEST_HIGHRISE_GO","前往高樓大廈"
"#QUEST_HIGHRISE_TASK1","進入高樓大廈"
"#QUEST_HIGHRISE_PHASE_01_DESC","這棟高樓無疑是幾十個土匪的藏身之處。建築的下面幾層設有路障和陷阱，足以阻止任何入侵者進入。但很顯然的，土匪們長久下來以便的懶散和自滿，並不知道其實有兩個破綻。一是可以用繩子越過設有防禦工事的樓層，二是可以透過建築底部的狹小縫隙擠進去。"
"#QUEST_HIGHRISE_PHASE_01_RAPPEL","沿著繩子爬牆進入建築"
"#QUEST_HIGHRISE_PHASE_01_SQUEEZE","從縫隙處擠進建築"
"#QUEST_HIGHRISE_PHASE_01_BACK","之後再回來"
"#QUEST_HIGHRISE_PHASE_02A_DESC","想要不動聲色地從建築的一側爬上去可是相當困難。專家在爬牆的過程中盡可能地抑制住自己的喘息聲，沒過一會兒，就來到了沒有設陷阱的樓層。有兩名暴徒在這一層鬼混打牌。他們身邊有一大堆硬幣，而且裡面還有更多，但要悄悄溜到那麼遠的地方風險太大了。"
"#QUEST_HIGHRISE_PHASE_02A_ANY","拿走他們身邊的硬幣"
"#QUEST_HIGHRISE_PHASE_02A_SCOUT","想辦法偷走大堆硬幣"
"#QUEST_HIGHRISE_PHASE_02A_BACK","回到建築底部，之後再回來"
"#QUEST_HIGHRISE_PHASE_02B_DESC","縫隙看起來十分狹窄，幾乎無法通過。洞內漆黑一片，專家側著身子拼命往縫隙裡擠，沒過多久就成功穿過了縫隙，來到建築內部。土匪們一定沒料到有人會從這個地方進來，所以並未在此設立防禦工事。地上有一大堆藍圖、筆記本和技術圖紙。在不驚動土匪的情況下，這裡很多東西都能從縫隙帶出去，所以必須有所取捨。"
"#QUEST_HIGHRISE_PHASE_02B_ANY","拿走所有看似值錢的東西"
"#QUEST_HIGHRISE_PHASE_02B_SCIENTIST","拿走所有實用的東西"
"#QUEST_HIGHRISE_PHASE_02B_BACK","回到建築底部，之後再回來"
"#QUEST_HIGHRISE_PHASE_02A_ANY_DESC","拿走兩人身邊的小銀幣袋感覺最安全。雖然袋子不大，但依然很重。而且更讓人傷腦筋的是，相比於爬繩上樓，在順繩下降的過程中，你還要時刻冒著銀幣掉落的風險。就在專家快要到達地面的時候，幾枚銀幣從袋子裡掉了出來，哐當一聲砸在了金屬板上。專家趕緊跑進了樹林，當土匪匆忙趕到現場時，只發現地上的一根繩子和幾枚銀幣。"
"#QUEST_HIGHRISE_PHASE_02A_SCOUT_DESC","在一道道影子之間穿梭十分的費時，但每踏出一步就更接近那堆硬幣一點。土匪似乎對混進來的小偷毫不知情，還在爭論誰更才會是這局的贏家。在得手後，偵查兵把裝有硬幣的袋子緊緊綁在身後，慢慢退回到繩索處，沿著繩子降到了地面，隨後消失在地平線上。"
"#QUEST_HIGHRISE_PHASE_02B_ANY_DESC","這是一堆雜亂無章的東西，如果沒有一定的專業知識，很難分辨哪些東西有用或沒用。專家往背包裡塞滿了看似值錢的物件，然後從縫隙處原路返回。偷來的東西裡有一部份似乎真的能派上用場，但是其他的東西不是太先進就是太特殊，一點用處都沒有。"
"#QUEST_HIGHRISE_PHASE_02B_SCIENTIST_DESC","儘管有很多東西可以拿走，但對於殖民地來說，這裡的研究資料肯定是最有價值的。科學家以最快的速度在一大堆物品中翻找，把背包裝得滿滿的。帶著這個鼓脹的背包，似乎更難通過狹小的縫隙。過了幾個驚心膽跳的片刻後，危險被專家拋在了身後。這些藍圖和書籍肯定都會派上用場的。"
"#QUEST_HIGHRISE_ABANDON_DESC","想要從一大群有組織的土匪手中偷東西太冒險了，貪婪一定會害死人的。"
"#QUEST_CONVOY01_NAME","荒野車隊"
"#QUEST_CONVOY01_DESC","在這片廢土上已經沒有多少人能夠利用載具車隊來運送物資，但能做到的人通常都會確保它們防守嚴謹且會經常變換路線。其中一個這樣的車隊在不遠處被發現了，而且不知道為什麼這次走的路線跟之前一樣。這可能會是個可以提前繞到車隊前方去碰碰運氣的好機會。"
"#QUEST_CONVOY01_PHASE_01_GO","搜尋車隊"
"#QUEST_CONVOY01_TASK1","找到車隊"
"#QUEST_CONVOY01_PHASE_02_DESC","一支由幾輛卡車組成的車隊正停靠在一條舊公路旁，領頭卡車的發動機艙中冒著滾滾黑煙。這應該就是為什麼他們這次會決定這樣行動的原因。車輛週遭只有三名武裝警衛與幾名卡車司機在爭論著。"
"#QUEST_CONVOY01_PHASE_02_ATTACK","攻擊車隊"
"#QUEST_CONVOY01_PHASE_02_FREE","免費修理卡車"
"#QUEST_CONVOY01_PHASE_02_PRICE","幫忙修理卡車，但要收取一定費用"
"#QUEST_CONVOY01_PHASE_03_ATTACK_DESC","幾名警衛散落在車隊四周且被正在發生的爭執轉移了注意力，因此要接近他們十分的容易。前面的兩名警衛三兩下便倒地，最後一名雖有反抗，但也在膝蓋中了一刀後倒下。剩下的幾名車手看到了這一幕後馬上就投降，且臉色都很難看。「我們一定會找你們報復的！」。卡車上並沒有想像中的那麼多物資，這也解釋了為什麼防備沒那麼嚴謹。在車上只找到了藥品和一些銀幣。"
"#QUEST_CONVOY01_PHASE_03_ALL","帶著所有東西離開"
"#QUEST_CONVOY01_PHASE_03_SOME","留下一些藥品"
"#QUEST_CONVOY01_PHASE_03_FREE_DESC","專家與車隊保持安全距離，朝他們打招呼。不出所料，面對突如其來的威脅，警衛立馬將槍口指向了專家。專家向他們解釋說以前見過這種情況，可以幫他們修理車輛。聽到這番話後，警衛們便冷靜下來，放下了槍。專家開始汗流浹背地修理卡車，沒過幾分鐘，卡車就恢復了正常。車隊將部份運送貨物贈予你，以示感謝，然後驅車揚長而去。"
"#QUEST_CONVOY01_PHASE_03_PRICE_DESC","專家遠遠地朝著車隊打招呼，這樣他們就不會把你視作威脅。「我可以幫你們修理車輛，不過你懂的......要收點費用。」就這樣來來回回地說了幾次，卡車司機才相信你是真的會修車。在經過一番努力後，卡車引擎終於發了起來並恢復運作。一名警衛雖然付了錢，但很明顯得對所發生的一切顯得相當惱火，然後整個車隊便再次駛上了公路。"
"#QUEST_CONVOY01_ABANDON_DESC","車隊來了又去，去了又來，你一定會在更合適的時機遇到其他車隊的。"
"#QUEST_CONVOY02_NAME","奇襲土匪"
"#QUEST_CONVOY02_DESC","土匪們在殖民地附近的活動日漸頻繁，這可能代表他們在附近建了一個新的活動據點來進行他們的各項行動。他們肯定是依靠外部的物資在運作的，因此如果能夠突襲他們的物資車隊的話，可能會讓他們撤除在這附近的勢力。這將會是一項艱難的任務，但也值得放手一搏。"
"#QUEST_CONVOY02_PHASE_01_GO","攔截車隊"
"#QUEST_CONVOY02_TASK1","抵達車隊所在地"
"#QUEST_CONVOY02_PHASE_02_DESC","順著滾滾黑煙和引擎的轟鳴聲，至少有兩台車輛正在駛向我方。隨著他們逐漸接近，也可看見第一台卡車上的幾名土匪。他們正沿著深谷旁的一條小泥巴路上行駛著，路寬也僅夠一輛車來往。路邊的山崖上方有幾顆看似已鬆脫的巨石，但在往下一段路的地方有座森林，其中生長茂密的樹木可提供良好的掩護。"
"#QUEST_CONVOY02_PHASE_02_ANY","滾落巨石攻擊車輛"
"#QUEST_CONVOY02_PHASE_02_FIGHTER","想辦法幹掉司機"
"#QUEST_CONVOY02_PHASE_02_SCOUT","伏擊車隊"
"#QUEST_CONVOY02_PHASE_03_ANY_DESC","有些巨石看起來只用輕輕一推就可以滾落山崖。當車隊靠近時，你將其中一塊較大的巨石推向了車隊。巨石滾落，重重地擊中了卡車的一側並把卡車推入了深谷。領頭卡車的側面也遭受了重擊且冒起了黑煙。剩下的土匪很快地就被解決掉了。雖然大部份貨物都掉進了深谷，但你也從小卡車上搜刮到了部份資源。截斷土匪們物資的任務算是達成了。"
"#QUEST_CONVOY02_PHASE_03_FIGHTER_DESC","領頭的卡車經過一段特別狹窄的路段時將速度減慢了下來。透過一槍精準的狙擊擊倒了卡車的司機。他倒在方向盤上使得車輛失控墜落深谷。後面幾輛小卡車急忙剎車，其中的駕駛爬出了駕駛座試圖逃跑。第二槍聲響迴盪在深谷中，空氣回復寧靜後只看到那位駕駛倒在地上，一動也不動。"
"#QUEST_CONVOY02_PHASE_03_SCOUT_DESC","當車隊抵達森林地帶時，專家開火射擊。第一槍相當漂亮，擊中了領頭卡車，使其撞上一棵樹。車輛在一瞬間爆炸，成了一團火球，並吞噬了車上的土匪。爆炸所產生的破片也朝四方射散。當一切平靜下來之後，可以看到另一部車輛靜止在火堆後方，它的擋風玻璃因為爆炸而破損。玻璃的碎片也解決了那部車輛的駕駛，他無神的雙眼看向遠方。"
"#QUEST_REMEMBRANCE_NAME","紀念碑"
"#QUEST_REMEMBRANCE_DESC","一位通常都很開朗的居民，最近因為某件事情一直愁眉不展。詢問之後，他說他非常擔心最近在附近殖民地發生的攻擊。他很擔心他的妹妹，說兩人之前因為起爭執而失聯了。他最後一次和他妹妹聯絡時，她住在其中一個常被土匪攻擊的殖民地。據那位居民的敘述，他妹妹露西身上隨時都帶著他們母親的銀項鍊，上面刻有母親名字的縮寫。為這位居民找到他妹妹將能夠平復他的焦慮。"
"#QUEST_REMEMBRANCE_GO","找到他的妹妹"
"#QUEST_REMEMBRANCE_TASK1","找到他的妹妹"
"#QUEST_REMEMBRANCE_PHASE_01_DESC","許多村莊都有掠奪者經過的痕跡，這些村莊要不是在被劫掠之後再被遺棄，就是直接被大火夷為平地。殖民地大門被炸得乾乾淨淨，看樣子，一支車隊襲擊了這座殖民地，且幾乎搶走了一切。不過你目之所及範圍內沒看到任何屍體，所以這裡的人不是逃走了就是成了奴隸。或許你還能從這堆廢墟中搜尋到一些資源。"
"#QUEST_REMEMBRANCE_PHASE_01_GO","搜尋資源，然後繼續前進"
"#QUEST_REMEMBRANCE_PHASE_02_DESC","想要無視殖民地上方盤旋的禿鷹實在頗有難度。空氣中彌漫著濃烈且潮濕的甜味。進入殖民地後，噁心的腐臭味撲鼻而來。然後你便發現了一堆堆的屍體。他們全身腫脹且長滿了水泡。這應該不是土匪幹的。這個地方不宜久留，不過這個疾病肆虐的地方可能還藏有一些資源。"
"#QUEST_REMEMBRANCE_GRAB","盡可能獲取資源，然後繼續前進"
"#QUEST_REMEMBRANCE_MOVE","儘快離開這裡"
"#QUEST_REMEMBRANCE_PHASE_03_DESC","第三個殖民地內無疑經歷了一場惡戰。路邊燒焦的車輛冒著滾滾黑煙，烏鴉正在啄食土匪和居民的屍體。在仔細檢查過後，你發現了一具傷痕累累的屍體，死者是一名年輕女子，和那位居民口中描述的妹妹十分吻合。她的身邊躺著殖民地的幾位其他居民，在烈日之下逐漸腐壞。"
"#QUEST_REMEMBRANCE_RESPECT","埋葬妹妹"
"#QUEST_REMEMBRANCE_LOOT","掠奪屍體"
"#QUEST_REMEMBRANCE_PHASE_03A_DESC","你決定尊重這些犧牲者，讓他們保持原樣，並將妹妹埋在了殖民地外的一棵枯萎的橡樹下。你將這個悲傷的消息告訴了她的哥哥，他頓時淚如雨下。你的居民同樣也對你的行為表示贊許，因為他們知道你會盡力照顧好所有人。"
"#QUEST_REMEMBRANCE_PHASE_03B_DESC","死者們身上的裝備看起來相當貴重，留在這裡簡直就是浪費。你從這些屍體上收集到幾件精良的衣服和武器。這些東西也許會對我們的殖民地有所幫助，可以防止這裡的悲劇重演。你把妹妹埋在殖民地外的一棵枯萎的橡樹下，隨即離開了。男子在聽到這個消息的時候頓時淚如雨下，不過他現在將能夠開始療癒心中的傷痕。但你的居民並不樂意看到那些沾滿血跡的物資。"
"#QUEST_REMEMBRANCE_ABANDON_DESC","要在無數廢棄的殖民地中找到他的妹妹可能會花費很長時間，最好把精力集中在更加緊迫的問題上。"
"#QUEST_COLONIAL_NAME","殖民地氣候"
"#QUEST_COLONIAL_DESC","近期的鋒面可能已經洗清了那些因為重度汙染而無法靠近的村落。因為有輻射污染的關係，在那些區域裡逗留太久可能還是會造成傷害，但或許也有機會找到一些有價值的東西。"
"#QUEST_COLONIAL_GO","前往村莊"
"#QUEST_COLONIAL_TASK1","前往村莊"
"#QUEST_COLONIAL_PHASE_01_DESC","來到了第一個地點時，就能看出這個地方絕對不安全。有毒的氣體從地面溢出，並把整個村落壟罩在看似詭異的霧矇中。如果冒險闖入的話絕對是死路一條。希望其他兩個地點不會讓你白跑這一趟。"
"#QUEST_COLONIAL_PHASE_01_GO","繼續前進"
"#QUEST_COLONIAL_PHASE_02_DESC","這個地點看起來要比上一個好很多。雖然說這裡是有被污染的，但只是逗留一下的話應該還算安全。專家來到了村落的中央後在泥巴路旁發現了三座倉庫。保險起見，還是在搜刮完一座倉庫之後就離開吧。以免承受不了輻射污染的傷害。"
"#QUEST_COLONIAL_PHASE_02_FOOD","查看糧倉"
"#QUEST_COLONIAL_PHASE_02_STOCKPILE","洗劫儲備區"
"#QUEST_COLONIAL_PHASE_02_WAREHOUSE","進入倉庫"
"#QUEST_COLONIAL_PHASE_03_DESC","旅程中的最後一個地點是個相當簡陋的棚屋區。由於河底有綠色煙霧滲出，這裡早已無人居住。霧很濃，且隨著風飄忽不定。在殘破的棚屋間中，有一棟尚未完工的建築看起來最有可能藏有物資。它座落在一處較高的平面且位置不會太深入殖民地。這樣的地方在之前也有找到過不少意外的收穫。"
"#QUEST_COLONIAL_PHASE_03_APPROACH","靠近大樓"
"#QUEST_COLONIAL_PHASE_03A_DESC","隨風飄動的綠色煙霧並不是你唯一的障礙，雨水、土壤與核廢料混合成了一池綠色黏液，不過你設法繞過池塘，進入了那棟建築。建築的大廳已經成了一個小湖，到處都是冒著泡的黏液，而大廳中央的傢俱和資源箱形成了一個搖搖欲墜的「小島」。你看到小島上有兩具骷髏，它們緊握著一盒看似銀幣的東西。你應該能在所有東西掉進黏液之前拿走一兩個箱子。"
"#QUEST_COLONIAL_PHASE_03_MEDS","拿走藥品和食物"
"#QUEST_COLONIAL_PHASE_03_PARTS","拿走零件和銀幣"
"#QUEST_COLONIAL_PHASE_03B_DESC","要從堆積物中拿走箱子實在是令人神經緊繃。每走一步，你都能感覺到腳下的堆積物在移動。你剛把第三個箱子推到安全處，就聽到身後傳來一聲巨響，你回過頭，看到辦公椅、箱子和兩具骷髏都掉進了湖裡。幸運的是，你得到的東西價值不菲，值得你冒這個險。"
"#QUEST_COLONIAL_ABANDON_DESC","為了一個傳聞去冒這樣的風險並不值得。"
"#QUEST_BURGLAR_NAME","被偷妄想症"
"#QUEST_BURGLAR_DESC","根據一個舊時代報紙的的八卦新聞指出，據說當地一位舊世界的商人因為過於擔心自己的財產被盜，便將自己的貴重物品鎖在了店裡各式各樣的機關和暗門裡。她的計畫造成了反效果，反而讓她在當時成了一個名人。她的商店離這裡並不遠，或許可以去看看這個荒唐的故事是否屬實。"
"#QUEST_BURGLAR_GO","查看商店"
"#QUEST_BURGLAR_TASK1","進入商店"
"#QUEST_BURGLAR_PHASE_01_DESC","你沒花多少功夫就找到了這間破舊樸素的商店。不出所料，所有能用或能吃的東西早就已經被掠奪一空。你走過滿是灰塵的地面，穿過一堆蜘蛛網，來到了櫃檯後面一間狹小的辦公室。辦公室的角落裡掛著一個簡易的壁式保險箱。如果當時的那些傳言是真的話，這個保險箱裡頭可能還藏有另一個保險箱。"
"#QUEST_BURGLAR_PHASE_01_ANY","撬出保險箱"
"#QUEST_BURGLAR_PHASE_01_SCAVENGER","小心翼翼地把保險箱拿出來"
"#QUEST_BURGLAR_PHASE_01_FIGHTER","用力把保險箱拉出來"
"#QUEST_BURGLAR_BACK","之後再回來"
"#QUEST_BURGLAR_PHASE_01_ANY_DESC","保險箱掉到地上時，有一條隱藏的金屬絲突然被拉緊，並發出尖銳的金屬聲。這條金屬絲是連接在一顆手榴彈上。在過了令人頭皮發麻的幾秒鐘後，什麼事都沒發生。看來在過了這麼多年後，這顆手榴彈已經是個啞彈了。在壁式保險箱後面的空間裡藏了另一個鐵箱。"
"#QUEST_BURGLAR_PHASE_01_SCAVENGER_DESC","在小心翼翼地將保險箱取出時，專家敏銳地發現了一條連接保險箱和一顆手榴彈的細金屬絲，似乎只要一把保險箱拿出來，金屬絲就會拉動手榴彈的插銷。在小心地剪斷金屬絲後，專家慢慢的把沉重的金屬箱從牆上取下來。過一陣子後，便在原本的鐵箱後發現了另一個沒人動過的保險箱，隨時可以帶回家。"
"#QUEST_BURGLAR_PHASE_01_FIGHTER_DESC","對於這個問題，最簡單的辦法就是使用蠻力。專家猛地一拉，保險箱便脫離牆面，砸到了地上。同時，一條之前沒有注意到的金屬絲突然緊繃，一顆手榴彈掉到了地上，且插銷被拔了出來。在過了令人頭皮發麻的幾秒鐘後，什麼事都沒發生。看來在過了這麼多年後，這顆手榴彈已經是個啞彈了。牆上的洞裡藏了另一個保險箱。"
"#QUEST_BURGLAR_ABANDON_DESC","去相信都市傳說一點意義也沒有，還是把精力放在現實吧。"
"#QUEST_OLDKNOWLEDGE_NAME","舊世界的知識"
"#QUEST_OLDKNOWLEDGE_DESC","一位居民說，在找到這座殖民地以前，她曾嘗試用規模較大的地標作為路標導航。其中一個地標曾經是一座老舊的核電廠。因為輻射污染的關係，沒有多少人敢靠近那裏，但它其實貌似沒有那麼危險。居民說她在靠近那座電廠幾次後都沒有發生什麼症狀。"
"#QUEST_OLDKNOWLEDGE_GO","找到核電廠"
"#QUEST_OLDKNOWLEDGE_ABANDON","置之不理"
"#QUEST_OLDKNOWLEDGE_ABANDON_DESC","派人前往破舊的核電廠有可能會是自己有史以來做過的最糟糕的決定之一。不能讓專家冒著受輻射汙染的風險去進行探索。"
"#QUEST_OLDKNOWLEDGE_TASK1","前往核電廠"
"#QUEST_OLDKNOWLEDGE_PHASE_01_DESC","老舊的核電廠壟罩在地平線上，沉寂且令人心生畏懼。迅速的環繞一圈後發現了一道生鏽的門，損壞程度足以輕易的被拆開。不幸的是，有人似乎已在這個地方待過一段時間，且通往內部的走道已被堆積物阻斷。附近的牆上寫著一句話：「輻射太危險。已前往博物館。」"
"#QUEST_OLDKNOWLEDGE_PHASE_01_GO","前往博物館"
"#QUEST_OLDKNOWLEDGE_TASK2","找到博物館"
"#QUEST_OLDKNOWLEDGE_PHASE_02_DESC","道路通往一座小鎮，博物館也坐落在小鎮的正中央。這座博物館的風光很顯然已不如從前。它的大門已塌陷，因此要進入這座建築的過程並不容易。雖然如此，其中有個狹窄的縫隙剛好可讓一個身形嬌小的人鑽入。博物館的大廳裝飾著一隻暴龍的骨骼，紀念著另一個已被人們遺忘的時代。在牠身後的牆壁上貼滿了一堆筆記，記錄著某個人寫下的末日生存守則。不論這些筆記是誰寫的，那個人很顯然地已經不在了，但他留下的知識還是很有幫助。"
"#QUEST_OLDKNOWLEDGE_ANY","抄下筆記"
"#QUEST_OLDKNOWLEDGE_SCIENTIST","抄下筆記並快速看一遍"
"#QUEST_OLDKNOWLEDGE_SCAVENGER","抄下筆記，然後四處查看"
"#QUEST_OLDKNOWLEDGE_BACK","隨後返回"
"#QUEST_OLDKNOWLEDGE_03A_DESC","在快速地巡視週遭一遍之後，看的出來這個地方除了筆記以外沒什麼其他有價值的東西。筆記的內容有些地方雖然令人看得一頭霧水，但殖民地裡還是有可能會有人覺得它有幫助。"
"#QUEST_OLDKNOWLEDGE_03B_DESC","在抄寫完筆記後，看的出來其中有缺少了幾頁。它們有沒有可能被藏在別的地方呢？在博物館的其他館區搜尋一遍之後，專家在更深處找到了另一堆筆記。"
"#QUEST_OLDKNOWLEDGE_03C_DESC","在收集完筆記之後，這個地方還是十分平靜，可以再轉一圈看看。這裡真的沒剩下有價值的東西，但一雙銳利的眼睛總是能找到些什麼。最後在一個展區找到了一些衣物和完好的電子零件。"
"#QUEST_PLANES_NAME","飛來橫禍"
"#QUEST_PLANES_DESC","最近有人在這附近發現一座老舊的民航機場。這座機場有一則故事，敘說它在中央政府瓦解後的戰爭中扮演的腳色。在那個時期，敵對陣營想要趁這個局面取得優勢，而空軍則利用這座機場死命抵抗。其中最激烈的一場戰鬥，就是這座機場被攻陷的那次。因為那次是這個區域中規模最大的戰鬥之一，所以這座機場也許會剩下一些有價值的東西。"
"#QUEST_PLANES_GO","前往機場"
"#QUEST_PLANES_TASK1","前往機場"
"#QUEST_PLANES_PHASE_01_DESC","來到這座機場還是可以從這裡的景象想像出當年事件的規模。整座機場和它的週遭都堆滿了廢墟跟殘骸，也有當時的戰爭與災難發生過的痕跡。可以看的出來這些老舊的廢墟已有被人搜刮過。在停機棚的那裏也看得到有土匪駐紮在裡面。"
"#QUEST_PLANES_PHASE_01_ANY","小心翼翼的搜刮資源"
"#QUEST_PLANES_PHASE_01_SCAVENGER","拆解附近的飛機"
"#QUEST_PLANES_PHASE_01_FIGHTER","打倒掠奪者"
"#QUEST_PLANES_PHASE_01_SCOUT","在周圍進行搜索"
"#QUEST_PLANES_PHASE_01_ANY_DESC","最安全的辦法就是只搜刮離土匪營地較遠的幾個廢墟。確保自己不被發現的過程花了一點時間，但至少還是有找到一些有價值的東西可以帶回家。最好也在土匪們發現你之前趕快離開。"
"#QUEST_PLANES_PHASE_01_SCAVENGER_DESC","其中一個停機棚有一架大型雙螺旋槳飛機停在土匪們的視野外。雖然走這麼近去搜刮有被抓到的風險，但只要有正確的工具，那架飛機可以拆解出不少有用的材料。悄悄的溜進去與安靜的拆解物資過程花了一點時間，但收穫頗為豐富。"
"#QUEST_PLANES_PHASE_01_FIGHTER_DESC","土匪們很有可能都已經把有價值的物品搜估為己用了，那乾脆直接打倒他們全部搶走還比較快。他們人數看起來不多，只是幾個準備要來休息的掠奪者。在花了一點時間慢慢匍匐接近他們之後，三發槍響迅速的擊倒了他們，掠奪者們倒在地上一動也不動。他們搜刮到的物資沒有想像中的那麼好，但解決掉他們也可以說是在為這個世界做善事。"
"#QUEST_PLANES_PHASE_01_SCOUT_DESC","先前往制高點觀察環境或許是個不錯的主意。爬上老舊的交通控制塔後可以很清楚的看到週遭的環境，更重要的是那些地方沒有土匪在巡視。其中一個制高點是在機場邊界，一個部分崩塌且被樹木掩蓋的地方。稍微爬一點山並盡情搜刮後，背包就裝滿了可以帶回殖民地的物資。"
"#QUEST_PLANES_ABANDON_DESC","所有貴重的資源肯定早就被搜刮一空了。沒有必要再去撿別人剩下的東西。"
"#QUEST_RADIOSTAR_NAME","直接通信"
"#QUEST_RADIOSTAR_DESC","浩劫之後，遠端通訊設備均遭到了嚴重破壞，電視、廣播電臺和電話也都癱瘓了，人們變得比以往更加地與世隔絕。一些比較勤勉的生還者一直在努力恢復社群間的基礎通訊，不過到目前並沒有多大的進展。因此，當無線電收發機上開始不斷重複著一組微弱又發出雜音的座標訊號時，所有人都很震驚。"
"#QUEST_RADIOSTAR_GO","查看座標"
"#QUEST_RADIOSTAR_TASK1","查看座標"
"#QUEST_RADIOSTAR_PHASE_01A_DESC","你跟隨無線電信號的座標，來到了森林裡的一間小木屋前，旁邊有一座帳篷形狀的大型建築。木屋裡看起來昏暗寂靜，但你聽到帳篷狀建築裡傳來一陣劈裡啪啦的聲音。走進去你才看到一名男子正坐在大型無線電發射機前，頭上戴著耳機。你伸手去抓他肩膀的時候他差點就嚇到從椅子上摔下來。「不好意思，你嚇我一跳！我叫傑瑞，我這陣子都在操作這台長波發射機。」"
"#QUEST_RADIOSTAR_PHASE_01A_ASK","詢問座標訊號"
"#QUEST_RADIOSTAR_PHASE_01B_DESC","「沒錯，之前那個是我。我正在試圖強行破解各種頻寬以聯繫到其他人。」他改造地區通訊網的計畫很有野心，也是個值得敬佩的目標，不過目前尚未成功。「你看，我在這間房後面堆了一些暫時用不上的東西。我可以分一箱給你，你把它拿去設立你們自己的通訊設備吧。說不定還會對我的計畫有所幫助呢！」"
"#QUEST_RADIOSTAR_PHASE_01B_CHECK","查看後方"
"#QUEST_RADIOSTAR_PHASE_01C_DESC","後屋裡整整齊齊地擺放著一些收音機和電線，後面甚至還有一台發電機。也有三個裝有電子零件的箱子擺放在一起。「謝謝你的來訪，朋友。知道大家在未來可能不會如此的孤獨真是給了我莫大的希望。」"
"#QUEST_RADIOSTAR_PHASE_01C_PICK1","選擇第一個箱子"
"#QUEST_RADIOSTAR_PHASE_01C_PICK2","選擇第二個箱子"
"#QUEST_RADIOSTAR_PHASE_01C_PICK3","選擇第三個箱子"
"#QUEST_RADIOSTAR_ABANDON_DESC","微弱的訊號可能是個陷阱。最好還是不要冒險去調查。"
"#QUEST_URBANOCCULT_NAME","都市神秘"
"#QUEST_URBANOCCULT_DESC","大規模食品工業遭到嚴重破壞，導致疾病肆虐。各大城市最終疏散了居民，或者直接成了空城。如今，城市內聳立的灰色方尖碑式建築殘酷地提醒著人們過去發生的一切。城市裡散落著小塊的輻射區域，還有土匪在到處遊蕩，尋覓著易於捕獲的獵物，這一切都使得這些城市更加危險，不過其中也蘊藏著大量可以搜尋的資源。你的偵察員認為，附近有個城鎮或許值得去看看。"
"#QUEST_URBANOCCULT_GO","前往廢墟城鎮"
"#QUEST_URBANOCCULT_TASK1","前往廢墟城鎮"
"#QUEST_URBANOCCULT_PHASE_01_DESC","城鎮的郊區草木叢生，沒什麼有價值的東西可搜集。你繼續往前走，來到了城鎮中心。突然間你聽到好像有人在......唱歌？你順著歌聲的方向前去查看，結果看到一群人在幾個火堆旁，互相牽著手吟唱著具有儀式感的曲調，在火堆週遭圍成一圈。這群人似乎都是某種邪教的成員，而他們完全沒有注意到有人正在觀察他們，他們的裝備也沒有人看著。"
"#QUEST_URBANOCCULT_PHASE_01_SNEAK","悄悄溜進他們的儲備區"
"#QUEST_URBANOCCULT_PHASE_02_DESC","在這群土匪的營地邊緣，隨意堆放著一些防護衣物、邪教長袍、藥品和武器。想要不驚動信徒，從那堆物品裡偷幾件有用的東西應該還行得通。不過這些槍械似乎卡得很緊，恐怕很難拔出來。"
"#QUEST_URBANOCCULT_PHASE_02_ANY","拿走衣物和藥品"
"#QUEST_URBANOCCULT_PHASE_02_FIGHTER","拿走武器和藥品"
"#QUEST_URBANOCCULT_PHASE_02_SCIENTIST","拿走長袍，混入其中"
"#QUEST_URBANOCCULT_PHASE_02_ANY_DESC","還是拿走最容易得手的東西吧。那堆物品周圍放著很多衣服、幾盒不同的藥丸與幾個醫療包。在持續不斷的吟唱聲中，這次的潛行任務大獲成功。"
"#QUEST_URBANOCCULT_PHASE_02_FIGHTER_DESC","那堆東西裡最有價值的應該就是武器了。你輕鬆拉出了幾把槍械，不過剩下的都被其他東西壓在下面。當你把最後一把步槍抽出來的時候，整堆東西轟然倒塌。邪教徒們停止了吟唱，匆忙衝向儲備區，趕到時卻發現這裡已經被洗劫一空，小偷也早已不見蹤影。"
"#QUEST_URBANOCCULT_PHASE_02_SCIENTIST_DESC","最好還是抓一件長袍混進去以後再搜東西比較安全。信徒們似乎對自己被盜竊的事一無所知，幾盒藥品和其他有價值的東西已不翼而飛。"
"#QUEST_URBANOCCULT_ABANDON_DESC","到城裡去冒險太危險了，這次還是算了吧。"
"#QUEST_BEHEMOTH_NAME","巨獸"
"#QUEST_BEHEMOTH_DESC","有一位生還者剛來到大門前便癱倒在地。他遍體鱗傷，身上到處都是很深的傷口。儘管你盡了最大的努力來搶救他，但他還是因失血過多去世。他死之前只說了幾句話：「巢穴......我們找到了！資源相當豐富！到處都是資源！不過野獸，那些野獸是真的！」他並沒有明確說明巢穴的具體位置，不過你的專家提出了幾個可能的野獸棲身點，值得前去一探究竟。"
"#QUEST_BEHEMOTH_GO","找到野獸巢穴"
"#QUEST_BEHEMOTH_TASK1","找到野獸巢穴"
"#QUEST_BEHEMOTH_PHASE_01_DESC","第一個地點完全不符合生還者的描述。地標不同，也找不到野獸的巢穴。在外出的路上，專家發現了街角的一家小店，店裡散落了一些資源在地上。"
"#QUEST_BEHEMOTH_PHASE_01_GO","拿走物資並繼續前進"
"#QUEST_BEHEMOTH_PHASE_02_DESC","第二個地點看起來會比較有收穫。在公路旁建有一座舊水塔，路上到處都是鏽跡斑斑的汽車，和生還者描述的一樣。在一陣搜索之後，專家從汽車上拆走了幾個可用的零件，然後得出結論：巢穴不在這裡。"
"#QUEST_BEHEMOTH_PHASE_02_GO","繼續前進"
"#QUEST_BEHEMOTH_PHASE_03_DESC","最後一個地點完全符合生還者的描述。這裡有水塔，有停滿廢棄汽車的公路，還有一個看起來像隧道入口的地方。專家朝著那邊走去，突然空氣中傳來一陣駭人的低沉怒吼，一隻鬣狗樣貌的大型怪物從迷霧裡鑽了出來，齜牙咧嘴露著獠牙，背上插滿了一堆前人留下的長矛，他們的下場顯然是很慘。單憑一己之力是絕對沒辦法殺死這隻怪物的。"
"#QUEST_BEHEMOTH_PHASE_03_HIDE","躲進車裡"
"#QUEST_BEHEMOTH_PHASE_03_FIGHT","硬著頭皮戰鬥"
"#QUEST_BEHEMOTH_PHASE_04_HIDE_DESC","趁著巨獸還在故作姿態，專家箭步跑進了離自己最近的半掛卡車，砰地一聲關上了門。野獸見狀，朝這輛卡車猛衝過去，用盡全力撞向卡車一側，差點把卡車撞翻。然後牠用巨大的爪子不停撕扯著鋼板，似乎過了很長時間，才終於冷靜了下來。牠最後看了卡車一眼，然後離開了隧道，回到迷霧之中。"
"#QUEST_BEHEMOTH_PHASE_04_HIDE_GO","進入隧道"
"#QUEST_BEHEMOTH_PHASE_04_FIGHT_DESC","沒時間思考了，專家迅速地拔槍之後幾發子彈飛向野獸。最初的幾發擊中了野獸的身體，但是好像並沒有效果。專家終於意識到一個殘酷的事實，想對抗這頭巨獸是一個相當不明智的決定。只剩一次機會了。專家再次向野獸開了一槍，擊中了牠的頭部，導致野獸失去了平衡。趁著這段時間，專家跑向了庇護所。"
"#QUEST_BEHEMOTH_PHASE_04_FIGHT_GO","跑向隧道"
"#QUEST_BEHEMOTH_PHASE_05_DESC","危險還在身後，但漆黑的通道給予了些許的掩護。地上到處散落著動物和人的骨骸，周圍幾乎沒有其他東西。隧道側面的牆上有一扇狹窄的安全防護門，巨獸肯定進不來。維修室裡一具躺在一個背包旁的拾荒者屍體訴說著他慘死的故事。"
"#QUEST_BEHEMOTH_PHASE_05_GO","帶著背包離開"
"#QUEST_BEHEMOTH_ABANDON_DESC","我們的殖民地是絕對不會重蹈覆轍的。無論這是真實存在的事件還是個傳說，這整件事都感覺太過危險了。"
"#QUEST_RIPPIN_NAME","開膛破肚"
"#QUEST_RIPPIN_DESC","當地的開膛手窮凶極惡，但由於群龍無首，他們只能以小團體的形式散佈在荒土大地上。不過他們之間偶爾也會出現一位領導人，他會通過個人魅力，或者暴力手段將這些人納入自己麾下。居民們由於對此感到擔憂，他們決定要著手處理這次的動亂，以免在未來發生其他流血事件。"
"#QUEST_RIPPIN_GO","獵殺土匪"
"#QUEST_RIPPIN_TASK1","清除土匪"
"#QUEST_RIPPIN_PHASE_01_DESC","第一個土匪營地已被打下，但他們的首領並不在這個地方。是時候前往下個土匪營地了！"
"#QUEST_RIPPIN_PHASE_02_DESC","第二個土匪營地內的戰鬥已經攻下了。現在該前往最後一個營地打下他們的首領了！"
"#QUEST_RIPPIN_PHASE_03_DESC","終於，開膛手動亂的問題得以解決。今後他們再也無法對當地平民造成威脅了。雖然下一個首領過不久就會再出現，但在這次衝突之後，他們將會需要一點時間恢復戰力。"
"#QUEST_RIPPIN_CONTINUE","繼續追捕"
"#QUEST_RIPPIN_ABANDON_DESC","這些土匪突破不了我們的防禦工事，要不還是順其自然吧。"
"#QUEST_RATSWARM_NAME","鼠潮來襲"
"#QUEST_RATSWARM_DESC","對於守衛森嚴的殖民地來說，死鼠幫與其說是威脅，不如說是個擺脫不掉的麻煩。最近他們開始以驚人的速度聚集，然後以龐大的數量出現並強迫人們加入。他們還控制著一些比較遠的據點，像是利用一些老舊的牧場來支援逐漸提升的需求。"
"#QUEST_RATSWARM_GO","解放牧場"
"#QUEST_RATSWARM_TASK1","解放一半的牧場"
"#QUEST_RATSWARM_PHASE_01_DESC","第一個牧場的死鼠幫已被清理一空。這應該能打擊到他們的士氣並因為食物量的減少而造成壓力。缺點就是，這也可能會讓他們對下一次的攻擊做足準備。"
"#QUEST_RATSWARM_PHASE_02_DESC","第二個牧場也得以解放。土匪們這次很明顯有多做準備，但人數還是不足以守下這個地方。該是給予他們最後一擊的時候了。"
"#QUEST_RATSWARM_PHASE_03_DESC","你輕而易舉地攻下了最後一個死鼠幫的巢穴。他們的人數已被削減且留下來的人都是出於對首領的恐懼而留在這裡，而不是因為他們很忠誠。在黑夜中進行奇襲並擊倒守衛後他們便全部落荒而逃。這次沒有抓到首領，但可能是因為他在危險接近以前就先逃跑了。這次的事件暫時告一段落。"
"#QUEST_RATSWARM_CONTINUE","繼續追捕"
"#QUEST_RATSWARM_ABANDON_DESC","這件事不值得你去花費時間。反正他們的行動應該也會自己從內部瓦解。"
"#QUEST_DOOMSDAY_NAME","過去的陰影"
"#QUEST_DOOMSDAY_DESC","名為末日武裝的這群土匪，是在荒野中比較惡名昭彰也較有組織的團體。末日武裝並不是他們原本的名字，但人們因為他們的外表而給予這個稱號。他們是以前的軍團剩下的殘黨。在大崩壞之後一連串的戰爭中，他們是最先佔領這塊大陸西邊的軍團之一。\n現在的他們勢力已經大不如前，但相較於其他組織來說還是極具威脅性。他們近期在這塊區域提升自己的影響力，並在附近建起了幾個據點。"
"#QUEST_DOOMSDAY_GO","攻擊據點"
"#QUEST_DOOMSDAY_TASK1","清空據點"
"#QUEST_DOOMSDAY_PHASE_01_DESC","這場戰鬥終於結束了。他們真的跟一般的土匪不一樣，會非常有組織性的執行命令，也不會因為有人陣亡而動搖。果然名不虛傳。"
"#QUEST_DOOMSDAY_PHASE_02_DESC","在持續幾個小時的戰鬥之後，最後一名敵人終於倒下。這次他們甚至沒有要撤退，而是背水一戰。誰知道最後一個地點會有什麼等著你呢？"
"#QUEST_DOOMSDAY_PHASE_03_DESC","敵人在最後一個據點進行了頑強的抵抗，不過最終還是屈服在你的強大火力之下。在他們的指揮室裡面有一張地圖上標了更多地點。其中有三個就是先前才清除的點，但最後一個是沒有人知道的新據點。上面還標記著他們打算攻打殖民地的計畫。"
"#QUEST_DOOMSDAY_CONTINUE","繼續攻擊"
"#QUEST_DOOMSDAY_FINAL","前往最後一個據點"
"#QUEST_DOOMSDAY_PHASE_04_DESC","第四個據點是一小片空地，幾個末日武裝成員正在資源儲備區內佈置炸藥。其他的人很明顯是先逃跑了，也許是因為他們知道其他據點發生的事。從這裡的資源量看來，這個地方一定是他們的補給中樞。而這兩個人就是要確保資源不會落入敵人的手上。這些儲備區相隔甚遠，但只要行動迅速，或許可以挽救一些資源。"
"#QUEST_DOOMSDAY_PHASE_04_FOOD","挽救食物"
"#QUEST_DOOMSDAY_PHASE_04_GEAR","挽救裝備"
"#QUEST_DOOMSDAY_PHASE_04_BOTH","試圖同時挽救兩者"
"#QUEST_DOOMSDAY_PHASE_05_FOOD_DESC","專家衝向食物儲備區，並成功在炸藥爆炸前將敵人擊暈。此時從空地的另一端傳來一陣巨大的爆炸聲，這代表著那裡的物資已經灰飛煙滅。唯一能做的就是在被其他土匪發現之前，拿走目前到手的東西趕快逃跑。"
"#QUEST_DOOMSDAY_PHASE_05_GEAR_DESC","專家沿著平地上的一個凹陷處爬行接近物資堆後便隨即靠近一名土匪並將她擊暈，成功的制止了炸藥被點燃。此時從空地的另一端傳來一陣巨大的爆炸聲，食物資源已全數被炸毀。唯一能做的就是在被其他土匪發現之前拿走目前到手的東西趕快逃跑。"
"#QUEST_DOOMSDAY_PHASE_05_BOTH_SUCCESS_DESC","這很冒險，但同時拯救兩個儲備區將會對殖民地大有幫助。專家跑到空地中央朝著敵人開火。\n\n食物資源旁的那位馬上倒地，但第二位因為聽到槍響下意識的縮了一下，且差點就引爆了裝備物資。專家毫不猶豫的補了許多槍，場面才安靜下來。彈夾已被專家打完，不過敵人也被解決。兩個儲備區都搶救成功。"
"#QUEST_DOOMSDAY_PHASE_05_BOTH_FAIL_DESC","這很冒險，但同時拯救兩個儲備區將會對殖民地大有幫助。專家跑到空地中央朝著敵人開火。\n\n可是第一槍卻沒有命中，兩名土匪跑到了掩體後面。就在那一瞬間，兩處爆炸撼動了大地。兩團塵土及黑煙升向天空。資源已全數毀損，兩名敵人也已逃之夭夭。該在他們叫增援過來之前離開了。"
"#QUEST_DOOMSDAY_ABANDON_DESC","要去攻擊他們根本是瘋子才會做的事。或許不騷擾他們的話，他們也不會來找我們的殖民地麻煩。"
"#QUEST_BANDITRAIDS_NAME","掠奪者"
"#QUEST_BANDITRAIDS_DESC","最近當地的劫掠活動有所增加，有人發現某些團體在附近的地區進行洗劫。他們出動主力部隊洗劫這些地區時，將是擊敗他們的好時機。"
"#QUEST_BANDITRAIDS_GO","擊敗掠奪者"
"#QUEST_BANDITRAIDS_TASK1","擊敗所有的土匪"
"#QUEST_BANDITRAIDS_PHASE_01_DESC","這群土匪看起來像是個偵察隊。他們身上沒帶多少資源，也沒什麼東西好拿的。他們只是運氣不好而已嗎，還是其實是在找什麼東西？"
"#QUEST_BANDITRAIDS_PHASE_02_DESC","這群可憐的掠奪者很顯然的都是菜鳥。他們對其他人所作社情不可饒恕，但他們很明顯是被強迫做這工作的。難道這就是這個世界現在的樣貌嗎？"
"#QUEST_BANDITRAIDS_PHASE_03_DESC","最後一群掠奪者很顯然的是主力部隊。從他們所擁有的物資可看出就是由這群人在帶領其他的幾個小隊。戰勝他們耗費了更大的力氣，這也可能就是為什麼其他小隊的掠奪者會加入他們的原因。但他們已經再也無法到處作亂了。"
"#QUEST_BANDITRAIDS_CONTINUE","繼續前進"
"#QUEST_BANDITRAIDS_ABANDON_DESC","掠奪者和土匪來來去去。就算你能消滅一群，馬上就又會有另外兩群出現。"
"#QUEST_ONTHEAIR_NAME","求救信號"
"#QUEST_ONTHEAIR_DESC","一位居民成功修好了她不久前找到的一台袖珍收音機。她在上面架起了一隻小型天線並開始輪流指向四方。令人意外的是，在進行其中一輪時，收音機接收到了一個微弱的訊號：「......如果有誰能聽到的話......剩下的不多了......野獸......幫忙......」\n\n天線大概指出了訊號來源的方向。另外，這個訊號一定不是從遠處發射出來的，不然這種小型的裝置也接收不到訊號。"
"#QUEST_ONTHEAIR_GO","調查訊號來源"
"#QUEST_ONTHEAIR_ABANDON","不值得耗費力氣做這件事"
"#QUEST_ONTHEAIR_ABANDON_DESC","這麼可疑的訊息，很可能是個陷阱。最好不要冒這個險。"
"#QUEST_ONTHEAIR_TASK1","找到訊號的來源"
"#QUEST_ONTHEAIR_PHASE_01_DESC","找了一陣子之後，找到了一個小木屋，且旁邊的小山丘上架有一支上揚的天線。屋子裡一片漆黑，但沒過多久就有一小群生還者從屋子內部衝了出來。\n\n「外面安全了嗎？我們就是希望有人會聽到我們的求救信號。我們已經筋疲力盡了，所以幾個小時前才沒有繼續廣播。我們剩下的人還被困在附近的一個聚落裡。我們手上有武器，但完全不知道該如何拯救他們。你願意幫幫我們嗎？」"
"#QUEST_ONTHEAIR_PHASE_01_GO","提供協助"
"#QUEST_ONTHEAIR_TASK2","拯救受困的小隊成員"
"#QUEST_ONTHEAIR_PHASE_02_DESC","一行人悄悄溜進了這座荒廢的小鎮，小心翼翼地觀察著任何可能有危險的角落。突然領導人舉起手臂。你看到一隻巨大的突變野獸正沿著前方街道漫步，追蹤著人的氣味。\n\n「我們需要快速採取行動，有什麼主意嗎？」"
"#QUEST_ONTHEAIR_ANY","和小隊並肩作戰"
"#QUEST_ONTHEAIR_FIGHTER","打頭陣"
"#QUEST_ONTHEAIR_SCAVENGER","引開野獸"
"#QUEST_ONTHEAIR_BACK","之後再回來"
"#QUEST_ONTHEAIR_03A_DESC","一行人衝向巨獸。最初的幾發子彈幾乎沒有造成任何效果，但有成功的激怒了牠。大家集中火力猛烈的進行攻擊。最後因為抵擋不住槍林彈雨，巨獸還是重重地倒在了地上。\n\n人們從附近的建築物裡探出頭，如釋重負。為了表示感激，他們將自己最寶貴的物品贈予了專家。"
"#QUEST_ONTHEAIR_03B_DESC","專家先到前方調查狀況，發現附近的車子可以提供些許掩護。所以一行人快速衝到小車後方並立刻開火。突然來襲的槍林彈雨讓巨獸痛苦地咆哮著，但卻無法找到攻擊者的具體位置。在火力持續一陣子之後，巨獸發出了一陣淒厲的哀號後應聲倒地。\n\n人們從附近的建築物中走了出來，爆發出一陣熱烈的歡呼聲。生還者們送給專家大量的獎勵。"
"#QUEST_ONTHEAIR_03C_DESC","專家利用丟石頭發出的聲音引導巨獸往反方向跑。當巨獸跑遠以後，生還者們連忙從各個建築物中疏散。當所有人都確認逃出來了以後，大家便離開了這個聚落。\n\n生還者們因為專家的英勇事蹟而給予大量的獎勵。"
"#QUEST_DUBIOUSDIAGNOSIS_NAME","跑腿送藥"
"#QUEST_DUBIOUSDIAGNOSIS_DESC","考慮到殖民地對於藥品和其他補給品的持續性需求，居民覺得你應該派人到附近的廢墟小鎮裡搜尋。小鎮裡有座小型醫院，可能會有殖民地需要的珍貴資源。"
"#QUEST_DUBIOUSDIAGNOSIS_GO","搜尋醫院"
"#QUEST_DUBIOUSDIAGNOSIS_ABANDON","放棄搜尋"
"#QUEST_DUBIOUSDIAGNOSIS_ABANDON_DESC","在醫院裡遊蕩相當危險，不知道是否會有土匪或是更糟的東西在那邊築巢。保險起見還是不要去比較好。"
"#QUEST_DUBIOUSDIAGNOSIS_TASK1","進入醫院"
"#QUEST_DUBIOUSDIAGNOSIS_PHASE_01_DESC","曾經一塵不染的雪白牆面，因為數十年的塵埃堆積變得灰濛濛的。不過令人吃驚的是，這裡居然還有人居住。一位老人朝專家打招呼，他光禿禿的頭頂上有著稀疏的銀色頭髮。\n\n「你在找藥品嗎？恐怕你來得有點晚了。幾個星期前，有土匪來找我，要我交出所有的庫存。我跟他們說我又老又病，但他們還是把東西都搶走了。我可以告訴你他們從哪裡來的。」"
"#QUEST_DUBIOUSDIAGNOSIS_PHASE_01_GO","沿著土匪的足跡前進"
"#QUEST_DUBIOUSDIAGNOSIS_TASK2","找到竊賊土匪"
"#QUEST_DUBIOUSDIAGNOSIS_PHASE_02_DESC","土匪營地看起來根本不像一個真正的殖民地，反而更像是一個臨時搭建的休息站。不過這仍然很奇怪，零散分佈的帳篷沒有移動過的痕跡，也沒有發出任何響聲。一個匆忙搭建的儲備區剛好位於營地邊緣，且帳篷的週遭躺著幾具土匪的屍體。"
"#QUEST_DUBIOUSDIAGNOSIS_ANY","搜尋儲備區"
"#QUEST_DUBIOUSDIAGNOSIS_FIGHTER","攻擊營地"
"#QUEST_DUBIOUSDIAGNOSIS_SCIENTIST","調查營地"
"#QUEST_DUBIOUSDIAGNOSIS_BACK","撤退"
"#QUEST_DUBIOUSDIAGNOSIS_03A_DESC","專家很快地就找到了儲備區。並把背包塞滿了一大堆藥品和其他補給品。突然帳篷之間傳來一陣動靜，是時候該離開了。反正背包也沒空間塞更多補給品。"
"#QUEST_DUBIOUSDIAGNOSIS_03B_DESC","專家溜進營地的過程意外地輕鬆，沒有遇到任何阻撓他的人。突然間，有幾名土匪從帳篷中走出來，但他們看起來已經消瘦到無力反抗。\n\n「想幹嘛隨便你吧」他們其中一個人聲音顫抖的說到，「反正已經不可能更糟糕了」。看來這些土匪染上了某種不知名的疾病，在疾病的摧殘下他們已經奄奄一息。這個世界是如此的殘酷，而這些人看來也不抱有任何希望了。他們已經用不到這些藥品了，拿走藥品也只是物歸原主而已。"
"#QUEST_DUBIOUSDIAGNOSIS_03C_DESC","專家在營地內四處走動時，幾名土匪突然從帳篷裡鑽出來。他們看起來已經奄奄一息，很明顯是得了輻射病，嚴重到只有用特殊的治療手段才能治好他們。\n\n「把你們有的東西裝滿這個背包，我就告訴你們康復的方法。」專家說到。一聽到這句話，土匪的眼中閃露出希望的光芒。專家將大多數的醫療用品裝進背包後，便與他們分享治療輻射病的知識，並且留下他們需要用到的藥物。"
"#QUEST_MECHANICALEXPEDITION_NAME","新鄰居"
"#QUEST_MECHANICALEXPEDITION_DESC","近期居民在離殖民地不遠處看到車輛來往的數量日漸增加。附近貌似建立了一座新的殖民地。去確認他們是敵是友或許是個好主意。"
"#QUEST_MECHANICALEXPEDITION_GO","跟隨車輛的方向前去查看"
"#QUEST_MECHANICALEXPEDITION_ABANDON","不予理會"
"#QUEST_MECHANICALEXPEDITION_ABANDON_DESC","比起追逐汽車，你現在有更重要的事情要做。"
"#QUEST_MECHANICALEXPEDITION_TASK1","跟隨車輛"
"#QUEST_MECHANICALEXPEDITION_PHASE_01_DESC","專家跟著輪胎印來到了一座還在建造的小鎮前。守衛在入口處攔住了專家。\n\n「抱歉，我們現在不允許陌生人進入。如果你正在尋找工作或補給的話，我們倒是有個提案。我們有一輛車到現在都還沒回來，車上的人員很有可能是在某個地方迷路了。如果你能找到他們並查出發生了什麼事情，我們就分一些他們正在運輸的物資給你。」"
"#QUEST_MECHANICALEXPEDITION_PHASE_01_GO","尋找車輛"
"#QUEST_MECHANICALEXPEDITION_TASK2","找到失蹤的車輛"
"#QUEST_MECHANICALEXPEDITION_PHASE_02_DESC","守衛所述的地方是一片光禿禿的平地，但在走近仔細檢查之後，你發現了地上的兩條輪胎印，然後你順著輪胎印來到一小片空地前，看到了走失的車輛和車上的成員。\n\n「請別傷害我們，我們沒有任何惡意。我們出了點意外所以車拋錨了。我們甚至連自己在哪都不知道，」一位手臂受傷的年輕男子說到。"
"#QUEST_MECHANICALEXPEDITION_ANY","交出地圖"
"#QUEST_MECHANICALEXPEDITION_SCIENTIST","交出地圖，並治療受傷的手臂"
"#QUEST_MECHANICALEXPEDITION_SCAVENGER","交出地圖，並仔細檢查汽車"
"#QUEST_MECHANICALEXPEDITION_BACK","之後再回來"
"#QUEST_MECHANICALEXPEDITION_03A_DESC","專家向這些不幸的探險者們保證，自己是來幫忙的。這群人在拿到地圖後心情由愁眉不展轉變為充滿希望。\n\n「謝謝你！等我們一下，我們去拿點東西給你，」年輕人說到，其他人開始將自己的補給品堆放在一起。把東西交給專家後，一行人便步行出發往殖民地走去。"
"#QUEST_MECHANICALEXPEDITION_03B_DESC","專家注意到了年輕人受傷的手臂，並立即為他製作了一個臨時夾板。「謝謝......哎呦！」年輕人在包紮過程中說到。\n\n一行人用資源交換了專家手中的地圖，年輕人還多塞了幾枚銀幣給專家。"
"#QUEST_MECHANICALEXPEDITION_03C_DESC","專家將地圖交給了生還者們，並告訴他們回家的方向。在仔細檢查車輛之後，發現還有一些有用的零件。\n\n年輕人注意到了他的舉止，並說到：「有你能用到的東西的話就都拿走吧。反正這台車已經報銷了。」"
"#QUEST_CULINARYDELIGHTS_NAME","生存主義"
"#QUEST_CULINARYDELIGHTS_DESC","在近期的一次探險中找到的筆記上面描述了一座末日前建立的碉堡。這座由生存主義者建起的碉堡就在殖民地的不遠處，且是用來長期躲避核災的庇護所，所以裡面什麼可能什麼都有。"
"#QUEST_CULINARYDELIGHTS_GO","前往碉堡"
"#QUEST_CULINARYDELIGHTS_ABANDON","還是算了吧"
"#QUEST_CULINARYDELIGHTS_ABANDON_DESC","花時間跟力氣去探索一座老舊又殘破的碉堡感覺完全不值得。還是算了吧。"
"#QUEST_CULINARYDELIGHTS_TASK1","抵達碉堡"
"#QUEST_CULINARYDELIGHTS_PHASE_01_DESC","要想在雜草叢生的灌木叢中找到碉堡入口幾乎是件不可能的任務。但來到入口時，那道門卻自己打了開來。裡面躲著一個小女孩，而且很明顯的處於焦慮又倍受驚嚇的狀態。她說自己之前是跟祖父兩個人一起住在這裡。但有一天在她熟睡的期間，她的祖父就突然失蹤了。碉堡前的一對足跡指向了附近的一座穀倉。"
"#QUEST_CULINARYDELIGHTS_PHASE_01_GO","前往牧場"
"#QUEST_CULINARYDELIGHTS_TASK2","尋找那位女孩的祖父"
"#QUEST_CULINARYDELIGHTS_PHASE_02_DESC","這座農場裡的木房子每個都搖搖欲墜，但田地看起來還是十分的豐饒。一個６０多歲的老頭正站在田裡收割蔬菜。他看起來並沒有敵意。\n\n在專家解釋完情況之後，老頭說道：「哦，我以為我有留紙條給她，一定是年紀大記不清楚了。我只是來看看我種的蔬菜。你能幫我一起收割的話，我孫女就不用等太久了。」"
"#QUEST_CULINARYDELIGHTS_ANY","幫忙收割作物"
"#QUEST_CULINARYDELIGHTS_SCIENTIST","幫忙收割作物，並給他一些建議"
"#QUEST_CULINARYDELIGHTS_FIGHTER","威脅這個老頭"
"#QUEST_CULINARYDELIGHTS_BACK","隨後返回"
"#QUEST_CULINARYDELIGHTS_03A_DESC","有兩個人手一起收割，不一會兒老頭的背包就裝滿了。「謝謝你，我能找到回家的路，不用擔心。這個你拿著，就當是我小小的心意。也再多拿一些蔬菜吧。我建議你把它們和糖一起煮來吃，很美味的喔！」老頭揮了揮手後便出發回去那座碉堡。"
"#QUEST_CULINARYDELIGHTS_03B_DESC","兩人在收割蔬菜時，專家花了一點時間給予老人一些建議。聽到專家說碉堡周圍的土壤的養分充足，細心照料的話也能種植蔬菜，老頭子似乎十分的開心。\n\n「哦？是真的嗎？那太好了！」老頭驚呼道，「那我可得試試了。我本來只打算給你一點小東西作為報酬......不過我現在覺得你值得更加豐厚的報酬。」"
"#QUEST_CULINARYDELIGHTS_03C_DESC","老頭立刻將雙手舉過頭頂。「哦，我還以為你是來幫忙的呢。我真是老糊塗了，」老頭用著自嘲的語氣說道。「那好，拿走你要的東西吧。搶劫一個老人家的東西，我猜你一定也是走投無路了。」\n\n說完便將自己的隨身財物交給了專家，沒有半點猶豫。「希望你吃得慣那些蔬菜啊！」老頭對著遠處的專家大喊道。"
"#QUEST_BLACKHARVEST_NAME","年穀不登"
"#QUEST_BLACKHARVEST_DESC","專家在荒野中找到了幾座看似不起眼的舊時代農場。它們的位置十分相近，很可能是為了取用附近那條河的水源，雖然它現在早已被汙染殆盡。其中一座看似無人居住，可能會有著一些種子與其他資源。值得前往一探究竟。"
"#QUEST_BLACKHARVEST_PHASE_01_GO","前往農場"
"#QUEST_BLACKHARVEST_TASK1","進入農場"
"#QUEST_BLACKHARVEST_PHASE_02_DESC","這座腐壞農場週遭的土地有著耕種過的痕跡與一些看似可憐的作物。敲了敲小屋的門後無人回應，但過沒多久，一名女性的身影便出現在建築後方。她的臉上沾了些泥土，一臉專注的看著內容複雜的筆記。在發現有訪客時，她抬頭微笑說道:「噢，你好啊朋友。我叫艾薇蓮娜。我正在試圖創造一種可以防止害蟲的新型肥料，但我的作物都一直枯萎。」"
"#QUEST_BLACKHARVEST_WHAT","詢問她是否需要幫忙"
"#QUEST_BLACKHARVEST_SCIENTIST","看看她的筆記"
"#QUEST_BLACKHARVEST_PHASE_02A_DESC","「噢，其實蠻需要的。我的種子已經用光了。我知道附近的農場還有一些，但我真的不太會跟人討價還價。你可以幫我弄一些過來嗎？」她問道。「我會隨後跟上的，我必須先檢查一下作物的狀況。」"
"#QUEST_BLACKHARVEST_PHASE_02_GO","同意前往那座農場"
"#QUEST_BLACKHARVEST_PHASE_02B_DESC","在看過那些筆記後專家有了一些想法，並指出公式中一些可以改進的地方。「噢，謝謝你！」艾薇蓮娜笑著說道。「老實說，我還需要一些協助。我的種子都已經用完了。附近的農場應該還有一些，但我真的不是很會跟人討價還價。你可以幫我弄一些過來嗎？我檢查完作物會隨後跟上的。」"
"#QUEST_BLACKHARVEST_TASK2","前往農場"
"#QUEST_BLACKHARVEST_PHASE_03_DESC","農場坐落在山谷之中，看起來並沒有什麼特別之處。附近有幾塊地種著玉米與小麥，也有幾名農夫正在收割玉米。從各方面看來，他們感覺都是正常人。"
"#QUEST_BLACKHARVEST_PHASE_03_APPROACH","走向他們"
"#QUEST_BLACKHARVEST_PHASE_03_SNEAK","偷偷溜過農夫們的身旁"
"#QUEST_BLACKHARVEST_PHASE_03A_DESC","農夫們注意到有人接近後隨即挺直了身子。「你好啊！你是需要什麼東西嗎？」其中一名喊道。從他的聲音可以聽得出些微的不安感，但他感覺是個友善又沒有威脅性的人。在專家表明了自己的目的後，農夫們很顯然的對於給出他們的種子有些猶豫。"
"#QUEST_BLACKHARVEST_PHASE_03A_PAY","跟他們買"
"#QUEST_BLACKHARVEST_PHASE_03A_TAKE","使用武力強取"
"#QUEST_BLACKHARVEST_PHASE_03A_PAY_DESC","農夫們彼此討論了一會兒，要決定是否有多的種子可以給出去。最後，他們同意可以用那些研究來跟他們的種子做交換。物資交手之後，並於專家啟程離開時，艾薇蓮娜趕上了。「你拿到了嗎？太棒啦！這真是幫了我一個大忙！」她拿出了幾本有關土壤培養的書籍並交給專家當作獎勵。"
"#QUEST_BLACKHARVEST_PHASE_03A_WELCOME","離開農場"
"#QUEST_BLACKHARVEST_PHASE_03A_TAKE_DESC","看來只能用恐嚇的了。農夫們馬上投降，並舉起了他們的手。「嘿，別衝動。我們也很缺食物你知道嗎？好吧，就都給你，如果它們對你來說這麼重要的話。」那位一開始打招呼的男子說道。他指出了農地旁一包包的種子。專家拿了種子後隨即離開，並在回程與艾薇蓮娜會合。「太好了！我需要的就是這個！」她驚嘆道。「來，給你的酬勞。」她給予了專家一些有關土讓培養的書籍。"
"#QUEST_BLACKHARVEST_PHASE_03B_DESC","完全沒有與這些人接觸的必要。從他們身旁溜過去並不是什麼難事，而偷個幾包放在田邊的種子也沒花多少時間。回程中碰到了艾薇蓮娜。「你弄到手了嗎？太好了！謝謝你！」她一邊笑著一邊在她的背包中翻找，並從中拿出了幾本書。「來，我本來是想要用這些換取種子的，不過就送給你吧。」"
"#QUEST_BLACKHARVEST_ABANDON_DESC","特地跑一趟破爛的農場感覺一點也不值得，還是放棄吧。"
"#QUEST_SCORCHEDEARTH_NAME","燒焦的土地"
"#QUEST_SCORCHEDEARTH_DESC","地平線上升起了一柱濃濃的黑煙。無論是野火、求救信號還是其他的東西，應該還是得前去調查，以免造成這個現象的東西傷及到殖民地。"
"#QUEST_SCORCHEDEARTH_GO","調查濃煙"
"#QUEST_SCORCHEDEARTH_ABANDON","放棄"
"#QUEST_SCORCHEDEARTH_ABANDON_DESC","那有可能是個陷阱或是其他危險的東西，最好還是不要前去冒險。"
"#QUEST_SCORCHEDEARTH_TASK1","找到濃煙的來源"
"#QUEST_SCORCHEDEARTH_PHASE_01_DESC","濃煙的來源並不是什麼野火或是求救信號，而是一座著火的村落。事情發生的經過並不難推測，畢竟每棟房子看起來都被洗劫一空，而且地上還殘留著好幾道胎痕，顯示著離開的方向。"
"#QUEST_SCORCHEDEARTH_PHASE_01_GO","跟隨胎痕"
"#QUEST_SCORCHEDEARTH_TASK2","找到攻擊者"
"#QUEST_SCORCHEDEARTH_PHASE_02_DESC","遠遠的就能聽到前方的打鬥聲。顯然是無家可歸的小鎮居民決定報復攻擊他們的人並奪回資源。攻擊者們的營地幾乎無人看守，就在那裡等著被人搜刮，但村落的居民們看起來好像也需要一點協助。"
"#QUEST_SCORCHEDEARTH_ANY","拿走離你最近的戰利品"
"#QUEST_SCORCHEDEARTH_FIGHTER","協助居民們"
"#QUEST_SCORCHEDEARTH_SCOUT","搜尋其他資源"
"#QUEST_SCORCHEDEARTH_BACK","之後再回來"
"#QUEST_SCORCHEDEARTH_03A_DESC","就讓那些村民們自己處理吧。因為大家都在戰鬥的關係，要在營地裡面好好的翻找並不是什麼難事。在裝滿一整個背包的物資後，專家便在有人發現之前悄悄地離開了。"
"#QUEST_SCORCHEDEARTH_03B_DESC","當一個陌生人突然闖入戰局開始協助他們時，居民們各個都是一臉困惑。雖然如此，他們還是很快的接受了專家的協助，並在一場漫長的鬥爭之後，大部分的土匪們都被擊潰，而剩下的人則撤退至荒野之中。村子的領導人走來，臉上掛著大大的微笑。「我不知道你是誰，但是謝謝你！真是多虧有你的幫忙。這些獎勵就請你收下吧。」"
"#QUEST_SCORCHEDEARTH_03C_DESC","既然大家都忙著在外面打打殺殺，那就藉這個好機會看看營地裡有什麼好東西吧。專家只花了一點時間就在一塊棚布下找到了一些備用的武器。在把他們裝進背包裡後，專家便在戰鬥結束前離開。"
"#QUEST_ABANDON_DESC","將結束當前進行中的任務"
"#QUEST_TOPIC_TASK","當前任務："
"#QUEST_FROMTHESHADOWS_NAME","陰影中的暗殺"
"#QUEST_FROMTHESHADOWS_DESC","一般的土匪都偏好佔據擁有資源的地點或是無預警的進行攻擊等行為，因此只要有那個機會，都建議出手抑制他們的數量增加。其中的狼群幫就是比較不好對付的土匪群之一。他們移動的頻率高，且只會在有加固防守的據點休息。居民們發現了三處符合這個描述的營地，且目前都只有少數的守衛在看守，所以是個帶兵前往清除他們的好時機。"
"#QUEST_FROMTHESHADOWS_GO","攻擊營地"
"#QUEST_FROMTHESHADOWS_TASK1","打下土匪營地"
"#QUEST_FROMTHESHADOWS_PHASE_01_DESC","第一個狼群幫的據點很快就被打了下來，畢竟他們沒有預期到這次的攻擊。在搜刮了一些物資之後，就該前往下一個營地了。"
"#QUEST_FROMTHESHADOWS_PHASE_02_DESC","第二個狼群幫據點的土匪們雖然嘗試著要從後方夾擊，但還是很快的就被擊潰。該進行搜刮，並前往最後一個營地了。"
"#QUEST_FROMTHESHADOWS_PHASE_03_DESC","隨著最後一個據點被攻破，發現了他們其實並未擁有想像中那麼多的資源，很可能是因為狼群幫時常遷移位置的習性。還是趕快拿走現有的物資離開吧。"
"#QUEST_FROMTHESHADOWS_CONTINUE","前往下個營地"
"#QUEST_FROMTHESHADOWS_ABANDON_DESC","狼群幫並不會造成威脅，還是先不管他們吧。"
"#QUEST_ROADRAID_NAME","半路突襲"
"#QUEST_ROADRAID_DESC","邊境遊民是一群組織鬆散的土匪，雖然他們聲稱自己務實又公平，但還是習慣性的無差別式攻擊各個村落。偵察兵有發現幾個他們的車隊正在前往一些城鎮的路上。在半路上攔截他們來獲取資源可能會是個可行的方案。"
"#QUEST_ROADRAID_GO","攻擊遊民"
"#QUEST_ROADRAID_TASK1","擊潰所有的遊民"
"#QUEST_ROADRAID_PHASE_01_DESC","第一個車隊在要向一個村落發動攻擊前順利地被擊敗。搜刮物資並前往下一個車隊的所在地吧。"
"#QUEST_ROADRAID_PHASE_02_DESC","第二個車隊當時正在洗劫一座廢棄的加油站。在一陣掙扎之後，遊民們被擊敗。把物資收集起來並前往下一個車隊的位置吧。"
"#QUEST_ROADRAID_PHASE_03_DESC","最後一個車隊已被擊潰，而他們的物資也可隨時拿走。取得的物資將會幫助殖民地的發展，而且在外頭作亂的遊民當然也是越少越好。"
"#QUEST_ROADRAID_CONTINUE","尋找下一個車隊"
"#QUEST_ROADRAID_ABANDON_DESC","這樣子的襲擊行動風險太高了，而且也不能保證會有收穫。"
"#QUEST_SILENCE_NAME","狼嚎不再"
"#QUEST_SILENCE_DESC","最近，瞭望台上的居民們有在殖民地的不遠處看到了狼群幫的成員。狼群幫，一群以偷襲與匿蹤著稱的土匪，他們的惡名讓聽到的居民們各個聞風喪膽。追查這些土匪並在他們發動攻擊前削減他們在殖民地週遭的數量或許是個好主意。"
"#QUEST_SILENCE_GO","追蹤狼群幫土匪"
"#QUEST_SILENCE_TASK1","找到狼群幫的藏身處"
"#QUEST_SILENCE_PHASE_01_DESC","第一群被處理掉的土匪們組織鬆散且人數較少。希望找到的下一群會是較有份量的對手。"
"#QUEST_SILENCE_PHASE_02_DESC","這夥狼群幫的土匪數量比上一群多。再給他們一次教訓應該就能讓其他土匪們知道要離殖民地遠一點。"
"#QUEST_SILENCE_PHASE_03_DESC","這群人武器精良，但下場和之前的土匪相比也沒什麼兩樣。你將營地內所有值錢的東西全部拿走，並將此處夷為平地，當作是給剩餘狼群幫土匪的警示。是時候該離開這裡了。"
"#QUEST_SILENCE_CONTINUE","搜尋剩下的狼群幫土匪"
"#QUEST_SILENCE_ABANDON_DESC","這根本是在浪費時間。如果狼群幫真的來攻打殖民地的話，再處理他們就行了。"
"#QUEST_CELEBRATION_NAME","解放城鎮"
"#QUEST_CELEBRATION_DESC","邊境遊民通常都很鬆散，根本不會對荒野中的殖民地造成什麼重大的威脅。不過根據一位專家的情報指出，他們近期大幅提升了組織能力，並肆無忌憚的到處掠奪來囤積各地所剩無幾的物資。那些小鎮的居民們一定會很感謝有人幫助他們奪回家園。"
"#QUEST_CELEBRATION_GO","解放那些小鎮"
"#QUEST_CELEBRATION_TASK1","解決掉一半的土匪"
"#QUEST_CELEBRATION_PHASE_01_DESC","土匪們的歡呼聲十分的嘹亮。明顯是在慶祝的他們並沒有預料到會被攻擊而很輕易的被擊敗。小鎮的居民們抱著感恩的心給了一些獎勵。該前往下一個地點了。"
"#QUEST_CELEBRATION_PHASE_02_DESC","這些土匪們顯然是在享受他們剛搶下的物資，而在這奢華的宴會進行時被我方襲擊。在成功擊敗他們之後，居民們給出了一些獎勵來報答你拯救他們家園的恩情。"
"#QUEST_CELEBRATION_PHASE_03_DESC","土匪們當時是圍坐在一個巨大的篝火旁遭受奇襲。在一陣掙扎之後他們被擊敗，而小鎮的人們則可安全的回歸家園。他們非常感謝你的協助，並提供了一些物資作為獎勵。"
"#QUEST_CELEBRATION_CONTINUE","前往下一座小鎮"
"#QUEST_CELEBRATION_ABANDON_DESC","那些小鎮可以自己解決自己的問題。我們根本沒有理由跑出去當地方的執法者。"
"#QUEST_CRACK_ATOM_NAME","核子分裂"
"#QUEST_CRACK_ATOM_DESC","這世上有些人就是喜歡看著世界燃燒並從中獲取私利，而裁決武裝這個組織絕對就是這樣的一群人。他們是一群混亂的社會邊緣人，一心只想讓這個災後的世界更令人絕望。一名偵察兵發現他們正在探勘附近的一座核電廠。他們絕對是懷有什麼詭計，所以提前阻止他們可能會是個明智的選擇。"
"#QUEST_CRACK_ATOM_GO","追捕裁決武裝"
"#QUEST_CRACK_ATOM_TASK1","攻擊核電廠"
"#QUEST_CRACK_ATOM_PHASE_01_DESC","第一座核電廠在經歷一陣打鬥之後成功的被打下。裡面的機械明顯的有被人動過，雖然目前無法確認是為了什麼樣的目的。"
"#QUEST_CRACK_ATOM_PHASE_02_DESC","第二座核電廠也及時的被打下。裁決武裝的人貌似已經快要完成他們想對那些核子燃料棒做的事了。"
"#QUEST_CRACK_ATOM_PHASE_03_DESC","最後一座核電廠已被攻克。專家在現場找到了一個裝滿各種計畫文件的資料夾，雖然裡面所記載的指示幾乎無法辨別，但他們的計畫很明顯是要透過炸毀核電廠來創造出一顆巨型髒彈。這樣將會造成極度的混亂並導致週遭環境變得無法居住。現在他們的計畫已被阻止，殖民地也暫時恢復了安全。"
"#QUEST_CRACK_ATOM_CONTINUE","前往下一座核電廠"
"#QUEST_CRACK_ATOM_ABANDON_DESC","仔細斟酌之後，你覺得這件事或許不值得耗費你的力氣處理。裁決武裝的人們應該沒有蠢到會去亂動核電廠裡的東西。"
"#QUEST_SHOOT_MESSENGERS_NAME","末日廣播"
"#QUEST_SHOOT_MESSENGERS_DESC","末日武裝不只是強大，他們的組織也十分嚴密，這讓他們成為荒野中最具威脅性的土匪集團。他們近期開始在各處佔領舊世界的無線電臺。他們若是能成功的將電塔修復並獲取遠距離通訊的話，他們將會大幅提升組織內的運作效率而變得更加危險。"
"#QUEST_SHOOT_MESSENGERS_GO","清空無線電臺"
"#QUEST_SHOOT_MESSENGERS_TASK1","攻擊無線電臺"
"#QUEST_SHOOT_MESSENGERS_PHASE_01_DESC","很幸運的，土匪們在修好設備之前就被擊潰了。但還有一些其他的無線電臺必須守下來。"
"#QUEST_SHOOT_MESSENGERS_PHASE_02_DESC","武裝成員的實力就如同他們廣傳的惡名一樣堅強，但還是成功的被擊敗。這座電台的設備幾乎就快修好了，但所幸計畫沒有成功。該前往下一個地點了。"
"#QUEST_SHOOT_MESSENGERS_PHASE_03_DESC","在經過一場硬仗後，武裝的成員們最後還是失去了這座電臺。一本在現場找到的筆記本中描述著他們原本打算如何透過電塔間的通信來協調策畫他們的攻擊行動，但幸好他們的計畫並沒有成功。另外，你在他們修復完成的設備上找到了許多可用的部件。"
"#QUEST_SHOOT_MESSENGERS_CONTINUE","前往下一個無線電臺"
"#QUEST_SHOOT_MESSENGERS_ABANDON_DESC","讓末日武裝的人們知道殖民地的存在本身就是個不智的決定。最好還是放棄這個想法。"
"#QUEST_MILITARY_01_NAME","軍事力量"
"#QUEST_MILITARY_01_DESC","舊時代的軍營因為有偽裝而不易發覺，但根據一名剛來到殖民地的生還者敘述，已經有幾個軍營被一群土匪們發現並佔領。那位生還者說他有被那群土匪俘虜一小段時間，但後來成功的逃了出來。追蹤並處理掉這些土匪或許能夠得到不少收穫。"
"#QUEST_MILITARY_01_GO","掃蕩那些軍營裡的土匪"
"#QUEST_MILITARY_01_TASK1","攻擊軍營"
"#QUEST_MILITARY_01_PHASE_01_DESC","儘管土匪裝備齊全，他們還是很輕易的就被擊敗。在場的武器被全數收集起來帶走。目前還剩下兩座軍營。"
"#QUEST_MILITARY_01_PHASE_02_DESC","第二座營地沒遇到多少反抗就被打了下來。在那裡的武器在前往下一個地點以前都被收集了起來。剩下一座營地。"
"#QUEST_MILITARY_01_PHASE_03_DESC","最後一座營地被成功地打下，而所有的武器也被收集了起來。他們在未來抵禦殖民地的外敵時肯定會派上用場。"
"#QUEST_MILITARY_01_CONTINUE","攻擊下一個營地"
"#QUEST_MILITARY_01_ABANDON_DESC","追蹤土匪並攻擊那些軍營感覺是一項十分危險的行動。殖民地沒有那些物資與武器也無妨。"
"#QUEST_STOLEN_NAME","上油的機械"
"#QUEST_STOLEN_DESC","有幾個人來到了大門前。他們帶著充滿絕望的神情來請求你提供一些燃料供他們的村落使用。原來他們是遭受了一群土匪的攻擊，並把他們用來為抽水機供電的燃料偷走了，導致他們現在嚴重的缺水。珍貴的燃料雖然不能就這樣給出去，但或許協助處理掉那些土匪也能夠幫助到他們。"
"#QUEST_STOLEN_GO","幫助他們"
"#QUEST_STOLEN_TASK1","尋找被偷走的燃料"
"#QUEST_STOLEN_PHASE_01_DESC","土匪們在猛烈的攻擊下潰敗。他們在這個地點並沒有儲藏任何燃料，只留了一些廢鐵，但在其中一人口袋中找到的地圖上標記了另一個規模更大的營地。那邊肯定會有燃料。"
"#QUEST_STOLEN_PHASE_02_DESC","土匪們並沒有預料到這次的攻擊，並在強烈的火力下迅速地被擊敗。但在仔細的檢視過後，發現大部分的燃料都已經被運送到別處。在地上還可以看到一系列的胎痕往營地外延伸出去。跟著它們走應該就能找到燃料的所在地。"
"#QUEST_STOLEN_PHASE_03_DESC","最後一個土匪據點是守備最森嚴的，也歸功於儲藏在內的珍貴燃料。雖然如此，他們最後還是被擊敗，而燃料則裝在他們原本的桶槽裡並裝載在一些貨車上。當生還者們被告知了燃料的所在地之後，他們十分的高興，並開心的給了專家一些物資當作獎賞。"
"#QUEST_STOLEN_CONTINUE","尋找更多燃料"
"#QUEST_STOLEN_ABANDON_DESC","那是他們自己的問題，殖民地並沒有多的人手能夠幫助他們。"
"#QUEST_SLAVES_NAME","人力資源"
"#QUEST_SLAVES_DESC","幾名生還者狼狽地跑到大門前。他們看起來又累又營養不良。他們說自己的村落被一群土匪攻擊，而任何可以工作的人都被抓去當作免費的勞力。那幾位奇蹟生還的人們指出了關著人質的營地地點。拯救他們會是一件好事，但也不是沒有風險。"
"#QUEST_SLAVES_GO","解放那些人們"
"#QUEST_SLAVES_TASK1","攻擊土匪營地"
"#QUEST_SLAVES_PHASE_01_DESC","這座營地在我方抵達時早以因為被擄的人們發起的反抗而陷入戰火之中。在我方的協助下，土匪們很快的就被擊敗。營地中的一些物資被收集完之後，眾人便出發前往下一個營地。"
"#QUEST_SLAVES_PHASE_02_DESC","這裡的人們已被逼迫工作到嚴重的過勞。土匪們在受攻擊後不甘示弱的回擊，但營地最終還是被成功的解放。疲憊不堪的居民們開始緩慢的往家的方向走去。在收集完補給品之後，就該出發前往下一個地點了。"
"#QUEST_SLAVES_PHASE_03_DESC","最後一個營地的景象最令人感到不安。有些居民已過勞致死而且還沒有人為他們埋葬。在被解放之後，人們哀悼他們已逝的親友們並啟程返回家鄉。這裡有一些物資可被收集，最好還是把它們帶會去利用較為明智。"
"#QUEST_SLAVES_CONTINUE","繼續進行任務"
"#QUEST_SLAVES_ABANDON_DESC","那些人確實是很不興，但殖民地目前無法冒這個險去解救他們。"
"#QUEST_BLOOD_NAME","救援行動"
"#QUEST_BLOOD_DESC","一名生還者出現在大門前。他血流如注，且一眼就能看出他應該稱不了多久了。「求求你們...被一群土匪襲擊。我的妻子...我的女兒...救救她們。」他在倒下以前這麼說道，手中還抓著一張全家人的拍立得。這附近沒有多少土匪在活動，所以要找到他的家人也不是件不可能的事。"
"#QUEST_BLOOD_GO","拯救人質"
"#QUEST_BLOOD_TASK1","殺了那些土匪"
"#QUEST_BLOOD_PHASE_01_DESC","土匪們因為正在進行某一種慶功會而沒有預料到這次的攻擊。但這座營地並沒有任何人質或是屍體。在這裡能做的就是收集物資並前往下一個地點。"
"#QUEST_BLOOD_PHASE_02_DESC","這座營地與上一座一樣普通。這裡並沒有任何有人質的跡象，也找不到曾經關過人的證據。該把這裡的東西收集起來並離開了。"
"#QUEST_BLOOD_PHASE_03_DESC","經歷了一場血腥的戰鬥後，土匪們終於被全數消滅。在經過調查之後，在其中一個袋子裡發現了一件小洋裝，很明顯是要拿來轉賣的，也在營地的周圍找到了兩座沒有標記的墳墓。看來沒有人能夠即時的救到她們。在為她們默哀之後，就只能收集可用的資源並離開了。"
"#QUEST_BLOOD_CONTINUE","繼續前進"
"#QUEST_BLOOD_ABANDON_DESC","土匪們是不可能留活口的。雖然很不幸，但這會是浪費時間。"
"#QUEST_PRICE_NAME","生命的代價"
"#QUEST_PRICE_DESC","另一座殖民地的人們來到了大門前。他們的偵察兵遭受了襲擊並被擄走了。這座殖民地能夠支付他們勒索的部分金額，但沒有他們的偵察兵的話，他們又沒有辦法抵達那裡。他們拿出了1,200銀幣請你們派一位專家去進行協商。若是有剩下任何銀幣的話，我方也能留著。"
"#QUEST_PRICE_GO","與土匪們談判"
"#QUEST_PRICE_TASK1","找出人質的位置"
"#QUEST_PRICE_PHASE_01_DESC","土匪們對於交易人質的過程顯然是很熟悉。他們一看到訪客的到來便打開了閘門。很不幸的，因為他們要求一個人要付500銀幣，收上的錢並不夠贖回所有人。土匪們提供了一次機會可以與三名人質交談，並決定要贖回哪兩位。"
"#QUEST_PRICE_PHASE_02_DESC","第一名人質是一位看起來60多歲的粗擴男子。他馬上就搖了搖頭。「我已經很老了，這一生也活夠本了。拜託了，救出那些年輕人，給他們一個活下去的機會吧。」"
"#QUEST_PRICE_PHASE_03_DESC","第二名人質是個臉上有一道疤痕並帶著眼鏡的紅髮女子。「拜託救救我。我是個醫生，沒有我的話殖民地就完了！」她苦苦哀求道。"
"#QUEST_PRICE_PHASE_04_DESC","第三名人質是一位較年輕的男子。他的眼神哀傷，但又十分的堅定。「你得放了我跟另外那個男人。這個女的是條毒蛇，她為了自保而試圖出賣我們。她根本沒有被救的資格。」"
"#QUEST_PRICE_PHASE_05_DESC","在能詢問女子有關對她的指控的事以前，土匪們就打斷了對話。「所以呢？你打算選誰？剩下的那個人你之後再來贖也行，如果他們還活著的話。養他們也是要錢的。」土匪頭子若無其事地聳肩說道。"
"#QUEST_PRICE_OLD_YOUNG","放走老年人與年輕男子"
"#QUEST_PRICE_YOUNG_YOUNG","放走女子與年輕男子"
"#QUEST_PRICE_NONE","誰都不放，並自己留下銀幣"
"#QUEST_PRICE_PHASE_06_FREE_DESC","兩名人質被放了出來。第三名則命運未卜，不知道會落到什麼樣的下場。剩下來的銀幣可供我方的殖民地使用。"
"#QUEST_PRICE_PHASE_06_NONE_DESC","在聽完三名人質的意見之後，最公平的做法就是不救出任何一位。土匪們聽到後感到意外又有點愉悅。三名上銬的人質絕望的不斷喊叫，但都無濟於事。若是有另外那座殖民地的人前來詢問的話，會跟他們說來不及救到他們的人。"
"#QUEST_PRICE_CONTINUE","繼續前進"
"#QUEST_PRICE_ABANDON_DESC","鄰近殖民地的居民聽說你拋棄了他們的朋友們後氣得火冒三丈。他們要求我方交還銀幣不然兩座殖民地之間將不會再有任何往來。雖然少了一個盟友，但這件事從一開始就不值得你去費心。"
"#QUEST_MEMORIES_NAME","過往的財富"
"#QUEST_MEMORIES_DESC","在殖民地週遭一山又一山的垃圾與殘骸中，有時候會發現一些有趣的東西。幾位居民們挖到了一本看似是舊時代商業雜誌的書。讓他們感到有興趣的地方是其中講述到一名富豪的文章，他聽說在當時非常的有錢，而且把他的財富都藏在自己的工廠裡。這座工廠距離殖民地不遠，可能值得去走一趟。"
"#QUEST_MEMORIES_GO","搜索工廠"
"#QUEST_MEMORIES_TASK1","尋找富豪的寶藏"
"#QUEST_MEMORIES_PHASE_01_DESC","這座工廠已被遺棄，而且幾乎每個房間都空無一物。但一句那本雜誌的描述，那位富豪有說到他把他的財富全部都藏了起來。在這裡仔細地搜找應該會是個好方法，畢竟先前來這裡搜刮的人們可能遺漏了一些好東西。"
"#QUEST_MEMORIES_PHASE_02_DESC","辦公室裡有個老舊的保險箱，重到帶不走又堅固到無法破壞。如果真的需要找地方藏寶藏的話，這裡會是最明顯的選擇，但很顯然的之前試圖打開它的人們都失敗了。"
"#QUEST_MEMORIES_PHASE_03_DESC","天花板有一個前人們可能都遺漏的閘門。這個高度如果沒有階梯的話是上不去的，但裡面藏有的東西可能還在。"
"#QUEST_MEMORIES_PHASE_04_DESC","在配裝廠幾個被搜刮一空的櫃子後面能隱約看的到一個類似門框的東西。要把這些櫃子推開會需要花一點時間，但之前貌似都沒有人發現這裡有道門。"
"#QUEST_MEMORIES_PHASE_05_DESC","手上的蓋格計數器正令人不安的不停跳動，代表著這裡絕對沒好事。這個地方貌似已經受到了嚴重的輻射汙染，所以不宜久留。剩下的時間大概只夠探索其中一個地方。"
"#QUEST_MEMORIES_SAFE","調查保險箱"
"#QUEST_MEMORIES_HATCH","調查閘門"
"#QUEST_MEMORIES_DOOR","調查密門"
"#QUEST_MEMORIES_PHASE_05_SAFE__DESC","保險箱的鎖頭的結構複雜到就算是個經驗豐富的小偷可能也很難破解它。在花了一段時間以後，發現最好還是放棄比較好，而且已經開始有暈眩的症狀出現了。雖然空手離開令人很不甘心，但冒染上輻射病的風險實在是不值得。"
"#QUEST_MEMORIES_PHASE_05_HATCH_DESC","附近唯一的梯子高度不夠讓專家觸及閘門。但在堆疊了幾張桌子在下方後，高度剛好可以讓專家拉開閘門並爬上去。這個昏暗的房間又小又充滿了灰塵。其中，有一個小箱子塞在一個縫隙裡，它裝滿了銀製品與一些紀念品，一搓頭髮、一個舊硬幣等等。是時候在輻射造成危險之前離開了。"
"#QUEST_MEMORIES_PHASE_05_DOOR_DESC","花了好一翻力氣才推開那些櫃子，最後終於完全的推開並顯現出了那道門。它並沒有上鎖，而在它敞開之後才知道它被擋主的原因是因為它完全沒有被使用，裡面除了一些蜘蛛網以外什麼都沒有。一陣突如其來的頭痛告訴你該離開這個地方了。"
"#QUEST_MEMORIES_CONTINUE","繼續前進"
"#QUEST_MEMORIES_ABANDON_DESC","舊世界的寶藏在現今的世界裡通常都沒什麼用處。最好還是專注在更重要的事物上。"
"#QUEST_WARFARE_NAME","田野化學"
"#QUEST_WARFARE_DESC","一些居民們在殖民地的邊界找到了一些有著某種病變初期症狀的植物。它們的葉子都有褪色的跡象且莖的部分也縮水。找到這個病變的源頭將有機會避免它爆發並擴散。"
"#QUEST_WARFARE_GO","調查植物"
"#QUEST_WARFARE_TASK1","找到病毒的來源"
"#QUEST_WARFARE_PHASE_01_DESC","這座農場貌似已被病變侵蝕殆盡。農作物不是枯萎就是病懨懨的，而附近也沒有任何人。在附近尋找了一陣子之後，就可以看得出狀況是來自於附近的河流。順流而上即有可能會找到病變的源頭。"
"#QUEST_WARFARE_PHASE_02_DESC","一座孤零零的廢棄工廠坐落在河流旁，且有一股怪的惡臭壟罩著它。最好查清楚這裡是製造什麼的工廠。"
"#QUEST_WARFARE_ANY","搜尋外部辦公區"
"#QUEST_WARFARE_SCAVENGER","搜尋內部辦公區"
"#QUEST_WARFARE_SCIENTIST","搜尋實驗室區域"
"#QUEST_WARFARE_BACK","之後再回來"
"#QUEST_WARFARE_PHASE_03A_DESC","在工廠中四處翻找的過程中找不出有任何能夠造成病變的東西。過了一陣子之後，這裡很明顯的除了一些被藏在一個辦公室裡的銀幣以外沒有任何其他的東西，只能空手而回了。病變在幾天之後就蔓延到了殖民地，幾個人因為某種中毒症狀而病倒。"
"#QUEST_WARFARE_PHASE_03B_DESC","對一名拾荒者而言，找資源就跟呼吸一樣自然，也在工廠的更深處找到了一些裝備。離開工廠之後，在河邊發現了導致病變的原因。這座工廠原本是個用來研發並製造一種新型殺蟲劑的地方，結果成品卻會對植物造成傷害。有幾個裝有殺蟲劑的容器跌落了河裡並溶入水中。在清理完這些容器之後，殖民地中的植物應該就安全了。"
"#QUEST_WARFARE_PHASE_03C_DESC","在實驗室內翻找了一陣子後，找到了一些不是科學家的話幾乎無法閱讀的文件。這個工廠是用來製作一種實驗性殺蟲劑的實驗室，但因為藥性太強而會在殺死害蟲的同時毒死植物。之到了這一點後，要分析事情的來由就很簡單了。在檢視廠邊的河流時就發現了幾個傾倒的容器，裡面裝有那些殺蟲劑。在處理完他們之後，附近的植物生長應該就會恢復正常了。"
"#QUEST_WARFARE_CONTINUE","尋找下一個線索"
"#QUEST_WARFARE_ABANDON_DESC","病變跟瘟疫每天都在發生，而這次的事件也會像其他的一樣過去。"
"#QUEST_AVAILABLE","已解鎖新任務"
"#QUEST_TASK_VISIT_LOCATION","造訪該地點"
"#QUEST_DELUXE_NAME","Written in the Stars"
"#QUEST_DELUXE_DESC","As soon as the radio tower is constructed, it starts picking up a signal. The voice is faint and riddled with static and only parts of the repeating message can be heard.\n\n<mark>“Anyone... Calling Earth... Help!”</mark>\n\nA stunned silence falls over the colony before everyone erupts into confused yet excited chatter. A radio signal is one thing, but one seemingly originating from outer space is another matter altogether. The signal needs to be amplified, and a nearby observatory might offer the technology needed."
"#QUEST_DELUXE_GO","Investigate the observatory"
"#QUEST_DELUXE_TASK_OBSERVATORY","Find the observatory"
"#QUEST_DELUXE_PHASE_OBSERVATORY_DESC","The observatory looms on the horizon, a ghastly sight in the vast wasteland. A large radio telescope sits completely still as a humbling reminder of a long gone era of science and innovation. Inside, it quickly becomes evident that all that’s valuable has long since been looted."
"#QUEST_DELUXE_PHASE_OBSERVATORY_ANY","Look around"
"#QUEST_DELUXE_PHASE_OBSERVATORY_SCIENTIST","Look around and check past logs"
"#QUEST_DELUXE_PHASE_OBSERVATORY2_DESC","It takes a long bit of rummaging, but components to build an amplifier are finally found in one of the storage rooms. As soon as the amplifier is brought back and installed, the repeating message becomes clearer.\n\n“Anyone out there? This is space station Aurora 5. Calling Earth for assistance. We need immediate help!” The colonists scramble to send a signal back, and after a moment, another transmission arrives. “What...? Is this for real? You have no idea how glad we are to hear from Earth! Our communications went cold a decade ago, and we’ve been stranded since. We’re almost out of supplies.”"
"#QUEST_DELUXE_PHASE_OBSERVATORY2_CONTINUE","Continue"
"#QUEST_DELUXE_PHASE_OBSERVATORY3_DESC","The whole colony has gathered around the radio station, listening with gaping mouths and wide eyes to the tale of the lost astronauts.\n\nDuring the Cold War, they were sent out to establish a top secret space station to research the viability of long-term habitation in space. Their landing beacons were damaged when the apocalypse started and, without ground support, they’ve been stranded ever since. They ask the colony for assistance with reaching the closest command center and turning on landing beacons on the ground so they can finally come back."
"#QUEST_DELUXE_PHASE_OBSERVATORY_SEND","Head to the command center"
"#QUEST_DELUXE_TASK_CC","Enter the command center"
"#QUEST_DELUXE_PHASE_CC_DESC","The command center turns out to be tightly guarded as a group of bandits had made their lair in its halls. After they’re cleared, one look inside confirms the astronauts’ worst fears.\n\nThe building has long since been abandoned, and the system used to activate landing beacons is no longer functional. The information is relayed to the astronauts, but they’re not ready to give up yet. They say that all beacons can be manually activated and ask the specialist to try and find a manual."
"#QUEST_DELUXE_PHASE_CC_ANY","Look around"
"#QUEST_DELUXE_PHASE_CC_SCOUT","Search the building thoroughly"
"#QUEST_DELUXE_PHASE_CC2_DESC","The shelves in the command room are filled with documents, classified files and logs of past decades, though none of them are what the astronauts need. Communicating with the colony via a walkie-talkie and having the messages then relayed to the astronauts takes significant time, but, eventually, the needed folder is found with the astronauts’ help.\n\nThe instructions are confusing to say the least, but the astronauts assure it’s much easier than it seems. The beacon sites are scattered around the command center, but activating them by hand seems possible."
"#QUEST_DELUXE_PHASE_CC2_GO","Activate the beacons"
"#QUEST_DELUXE_TASK_BEACONS","Activate the beacons"
"#QUEST_DELUXE_PHASE_BEACON_01_DESC","The first beacon is located in a remote, unmanned station in the middle of harsh and heavily irradiated terrain. Posters of old-world science fiction movies are taped to the walls above the spare batteries powering the beacon. As the astronauts said, the activation is much less complex than the instructions made it seem. After the beacon is activated, the cheers from the colonists are fully audible through the walkie-talkie as everyone is now focused on getting these poor people back to Earth."
"#QUEST_DELUXE_PHASE_BEACON_01_GO","Continue to the next beacon"
"#QUEST_DELUXE_PHASE_BEACON_02_DESC","The second beacon is located in a remote valley. The inside of the small station is eerily untouched and mundane, down to an abandoned coffee mug on the desk and an opened log next to it, logging routine maintenance from decades past. This station has two spare batteries, one apparently defunct. A nimble person could maybe get some parts out of it."
"#QUEST_DELUXE_PHASE_BEACON_02_ANY","Continue to the last beacon"
"#QUEST_DELUXE_PHASE_BEACON_02_SCAVENGER","Scavenge the spare battery and move on"
"#QUEST_DELUXE_PHASE_BEACON_03_DESC","With the pull of a lever, the last beacon is up and running. The astronauts erupt in cheers when they get the news. “We’ll start the landing procedure. We’re going to have to land our cargo separately so keep an eye on the skies,” one of the astronauts warns and then continues, a little choked up. “We’ll never forget what you did for us. We’re finally on our way home.”\n\nFor a time, nothing happens, but, eventually, a loud rumble starts echoing from the skies. The spacecraft comes into view, leaving behind a long smoke trail. Two cargo capsules land relatively close by. They surely won’t stay untouched for long—the smoke will attract bandits and survivors alike."
"#QUEST_DELUXE_PHASE_BEACON_03_RISK","Take a detour to loot the capsules"
"#QUEST_DELUXE_PHASE_BEACON_03_SAFE","Go straight to the landing site"
"#QUEST_DELUXE_TASK_PODS","Find the cargo capsules"
"#QUEST_DELUXE_TASK_LANDING","Find the landing site"
"#QUEST_DELUXE_PHASE_LANDING_SAFE_DESC","The astronauts were in obvious trouble as a group of bandits had followed the trail of smoke and demanded access to the spacecraft. Coming to assist them right away was certainly the right call and, casualties were completely avoided. The bandits are driven off, giving the astronauts time to take their first good look around. Their eyes turn a bit glossy, and some have to hold back tears.\n\n“We saw the destruction from above. We knew it was bad, but... not to this extent,” one of them admits, voice quiet and distraught."
"#QUEST_DELUXE_PHASE_LANDING_TALK","Talk to the astronauts"
"#QUEST_DELUXE_PHASE_POD_01_DESC","The first cargo capsule is found in the middle of a deserted road. It offers a modest selection of goods, but it’s not as plentiful as anticipated. The other capsule can be seen not too far from here. Surely, there’s no harm in looting it before heading to the landing site."
"#QUEST_DELUXE_PHASE_POD_01_GO","Continue to next site"
"#QUEST_DELUXE_PHASE_POD_02_DESC","The second site is easy to find and the capsule offers a better amount of loot. After taking the goods, another look around confirms no other cargo capsules landed. It’s time to go to the astronauts."
"#QUEST_DELUXE_PHASE_POD_02_GO","Go to the landing site"
"#QUEST_DELUXE_PHASE_LANDING_DETOUR_TASK","Rendezvous with the astronauts"
"#QUEST_DELUXE_PHASE_LANDING_DETOUR_DESC","The sounds of a fight could be heard from far off. Upon arrival, it became obvious that the astronauts were in deep trouble. A group of bandits had attacked them for their goods, having followed the trail of smoke. A couple of the astronauts had already been lost in the fight.\n\nAs the bandits are driven off, the surviving astronauts hurry to check on their dead comrades, only to mournfully conclude they’re gone. The astronauts look out to the desolate Earth. “We knew it was bad,” one of them whispers faintly. “But not this bad.” A few have to choke back tears."
"#QUEST_DELUXE_PHASE_FINALE_DESC","The astronauts turn to their savior and, despite their shocked state, manage a smile. “I don’t even know how to begin to thank you. Without you, we would’ve been goners."" They offer resources and some of their extremely durable energy technology. As the astronauts start thinking about their next steps, one of them pulls the specialist aside and offers his services. The rest decide to spend some time exploring in hopes of finding out what happened to their families. They set out, hoping their tomorrow is better than their yesterday.\n\n<mark>Martian wind turbine has been unlocked. Specialist Nelson has been unlocked. If the specialist slots are full, he can be recruited later by using the specialist hire button.</mark>"
"#QUEST_DELUXE_PHASE_FINALE_ACCEPT","Done"
"#QUEST_DELUXE_RETURN","Return later"
"#QUEST_DELUXE_ABANDON","Abandon quest"
"#QUEST_DELUXE_ABANDON_PROMPT","Are you sure?"
"#QUEST_DELUXE_ABANDON_PROMPT_DESC","Are you sure you want to abandon the <mark>Ultimate Colony Edition quest?</mark> It may reappear later, but there is no guarantee that it will."
"#QUEST_DELUXE_ABANDON_DESC","Reluctantly, the colonists conclude it’s better to let this go and not pursue the radio signal any further. A sense of disappointment and guilt nags at them for abandoning what seemed to be people in need and a once-in-a-lifetime discovery.\n\nNote! This selection has abandoned the <mark>Ultimate Colony Edition quest</mark> “Written in the Stars.”"
"#ANNOUNCEMENT_PATCHNOTES_MS11_TITLE","殖民地擴張"
"#ANNOUNCEMENT_PATCHNOTES_MS11_DESC","首次的大型更新將擴展殖民地建設的機能，並推出新建築與新機制。同時也對舊的建築做了改良。希望各位會喜歡這次的更新，因為這只是我們長期計畫的第一步！"
"#ANNOUNCEMENT_PATCHNOTES_MS11_GAMEPLAY_SUBTITLE","遊戲內容"
"#ANNOUNCEMENT_PATCHNOTES_MS11_BUILDINGS_SUBTITLE","新建築"
"#ANNOUNCEMENT_PATCHNOTES_MS11_GRAPHICS_SUBTITLE","畫面"
"#ANNOUNCEMENT_PATCHNOTES_MS11_BALANCE_SUBTITLE","平衡性"
"#ANNOUNCEMENT_PATCHNOTES_MS11_GAMEPLAY_TEXT","One of the biggest changes in gameplay are the work areas and efficiency of different buildings. From now on, the various soil types, water areas and forests affect the productivity and placement of different buildings in the game. Another improvement regarding the resource management is the possibility to edit resources in storage buildings.\n\nThis update also adds new ways to affect colonist happiness. For example, unburied corpses now inflict a Happiness penalty to colonists. Other things that make their lives more miserable are certain Catastrophes that now cause splash damage to their surroundings, as well as Nuclear Waste deposits sometimes harming nearby buildings and people.\n\nThere are also improvements that have been greatly requested by the community. The combat against bandits in the World Map now shows a prediction of the possible outcome. Also, Science Points are now easier to earn, as they can be earned from various events.\n\nOther improvements include renaming of Colonists and Specialists, the ability to use zoom to transition between views, and showing more information about the production and consumption of resources."
"#ANNOUNCEMENT_PATCHNOTES_MS11_BUILDINGS_TEXT","One of the biggest critiques has been the finite resources. This updates begins to address that by adding three new Extractors buildings, which scavenge the much-needed resources from barren soil. Maintenance Depot makes repairs easier as it automates them inside its work area. Two new storage buildings include the Nuclear Waste Storage and a Large Battery Rack. Last but certainly not least, The Gate can now be upgraded to show more info about incoming survivor groups."
"#ANNOUNCEMENT_PATCHNOTES_MS11_GRAPHICS_TEXT","The most notable visual improvements are the terrain materials on the World Map. This is only the first step in this journey, but it shows the direction we are going in. Other improvements include a new fog system and extensive updates in the game UI."
"#ANNOUNCEMENT_PATCHNOTES_MS11_BALANCE_TEXT","更新日誌"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS11_1","殖民地擴張"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS12_1","土匪和社群"
"#ANNOUNCEMENT_PATCHNOTES_MS12_TITLE","土匪和社群"
"#ANNOUNCEMENT_PATCHNOTES_MS12_DESC","遊戲的第二個更新著重在世界地圖，但是殖民地內也有很多新的事物。新的功能包括社群、前哨站、初版貿易系統以及世界地圖的視覺效果提升。我們同樣修復了其他的一些問題和bug。例如修改了災難和水的平衡、居民卡死等等。可以在Paradox官方論壇上查看更詳細的更新說明。"
"#ANNOUNCEMENT_PATCHNOTES_MS12_OUTPOSTS_SUBTITLE","前哨站"
"#ANNOUNCEMENT_PATCHNOTES_MS12_OUTPOSTS_TEXT","在殖民地建造新的前哨站倉庫讓玩家能夠在世界地圖上設立前哨站。專家可以在前哨站卸下資源，無需返回殖民地。"
"#ANNOUNCEMENT_PATCHNOTES_MS12_TRADE_SUBTITLE","貿易"
"#ANNOUNCEMENT_PATCHNOTES_MS12_TRADE_TEXT","在初版貿易系統中，世界地圖上會出現其他的社群。發現他們並用新的貿易功能表和他們進行貿易。需要貿易中心來保持貿易線路運行。"
"#ANNOUNCEMENT_PATCHNOTES_MS12_BALANCE_SUBTITLE","平衡性"
"#ANNOUNCEMENT_PATCHNOTES_MS12_BALANCE_TEXT","現在將有更多方法在災難中生存下來，輻射也沒有之前那麼的致命。水資源的消耗和生產有了許多更動。減緩了出生率，生還者團體已做調整，能良好的與更大的殖民地互動。可以從完整更新檔說明中查看其他的平衡性調整。"
"#ANNOUNCEMENT_PATCHNOTES_MS12_GAMEPLAY_SUBTITLE","遊戲內容"
"#ANNOUNCEMENT_PATCHNOTES_MS12_GAMEPLAY_TEXT","在世界地圖上可以一次性將專家多個回合的移動串連起來。更新後的挖掘機需要放在新的地底礦床附近，會在大型堆積物下方找到。\n你會遇到３１名新專家，１１個新事件。面對選項，需要你從中做出艱難的決定。"
"#ANNOUNCEMENT_PATCHNOTES_MS12_GRAPHICS_SUBTITLE","畫面"
"#ANNOUNCEMENT_PATCHNOTES_MS12_GRAPHICS_TEXT","最大的視覺提升是世界地圖上新的特定生物群系地形和道路。其他的包括略微提升的災難效果、事件動畫和新的居民頭像。"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS13_1","遠征"
"#ANNOUNCEMENT_PATCHNOTES_MS13_TITLE","遠征"
"#ANNOUNCEMENT_PATCHNOTES_MS13_DESC","這次的更新我們繼續拓展世界地圖的機制。在這個全新的系統中，我們讓玩家們能夠將在世界地圖中找到的載具保留在殖民地中。在本遊戲搶鮮體驗的過程中，我們希望能夠一步一步加入新的遊戲機制並加以改善。這次我們著重在前次更新中所推出的貿易系統，並對其做了大幅度的改良。很期待能聽到各位對這系統的感想。另外一項調整則是給予農田額外的用途。從現在開始，您將能夠在農田上耕種非食用的作物。例如，您可選擇專注於耕種食用作物，或是種些可以用來貿易的其他作物。詳情請見Paradox官方討論區上的更新日誌。"
"#ANNOUNCEMENT_PATCHNOTES_MS13_VEHICLES_SUBTITLE","載具"
"#ANNOUNCEMENT_PATCHNOTES_MS13_VEHICLES_TEXT","載具可在世界地圖上被發現，但必須先將它們帶回殖民地的車庫翻修過後才能再次使用。載具能讓專家們快速並有效率的在世界地圖上移動。一輛載具一次可載送多名專家。我們在本次更新中將載具分成三個種類，因此各載具的數質將會依類別而有所不同。"
"#ANNOUNCEMENT_PATCHNOTES_MS13_TRADE_SUBTITLE","貿易的改良"
"#ANNOUNCEMENT_PATCHNOTES_MS13_TRADE_TEXT","在浩劫後的世界裡，金錢已失去了存在的意義。真正的價值在於社群與社群之間所能互相提供的幫助，以及你在他人之間的名聲。你對其他社群所提出的要求都會消耗聲譽值，而相對地，你所提供對方的每一次協助也會讓你獲得聲譽值。沒錯，從現在開始，其他社群也會時不時向你尋求協助。他們也會販賣牲畜與蟲卵。"
"#ANNOUNCEMENT_PATCHNOTES_MS13_SPECIALISTS_SUBTITLE","專家"
"#ANNOUNCEMENT_PATCHNOTES_MS13_SPECIALISTS_TEXT","我們改善世界地圖畫面的下一步即是全新的專家模組。在之前，所有專家們使用的外觀模組都是同一個，但從現在開始，您可直接透過他們全新的外觀來分辨他們各自的專長為何。本次更新包含了偵查兵、戰士、拾荒者、科學家、以及領導者的男女版本總共十個新角色模組。"
"#ANNOUNCEMENT_PATCHNOTES_MS13_TWITCH_SUBTITLE","Twitch支援"
"#ANNOUNCEMENT_PATCHNOTES_MS13_TWITCH_TEXT","最後，從現在開始，您可在Twitch實況中參與遊戲過程！在事件發生時做選擇或是透過挑選下一個殖民地內的災難來引導不同的遊戲走向。"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS14_1","偉大的思想"
"#ANNOUNCEMENT_PATCHNOTES_MS14_TITLE","偉大的思想"
"#ANNOUNCEMENT_PATCHNOTES_MS14_DESC","這次地更新包含了殖民地以及世界地圖兩者的更動。變化最大的部份即是科技樹的延伸。現在除了可以解鎖建築物之外，還能升級各種改良型科技。科技樹內總共有７９個項目可解鎖。在世界地圖上的各個社群現在也都有了各自獨具風格的領袖。在未來，我們還會加入更多與他們互動的機制。我們也持續的在提升遊戲畫面品質，例如殖民地光源的改善以及專家角色模組的細節強化。在遊戲體驗改善方面，我們拓展了載具的使用並加入了車庫機制。詳情請見Paradox官方討論區中的更新日誌。"
"#ANNOUNCEMENT_PATCHNOTES_MS14_TECHTREE_SUBTITLE","科技樹"
"#ANNOUNCEMENT_PATCHNOTES_MS14_TECHTREE_TEXT","我們在本次的更新對科技樹的部份進行了大幅的擴展。現在除了能在科技樹解鎖建築物以外，還能透過增加建築物的工作欄位來提升它們的效率、加速生產...等。這將是我們讓玩家們能夠打造出獨一無二的殖民地過程中的第一步。科技選項從現在開始會需要花費些許時間以及科技點數。"
"#ANNOUNCEMENT_PATCHNOTES_MS14_LEADERS_SUBTITLE","社群領導人"
"#ANNOUNCEMENT_PATCHNOTES_MS14_LEADERS_TEXT","社群將不再只是地圖上的一個名稱。它們的領袖們都擁有各自獨特的風格和理念，並用自己的方法試圖在末日中求生。我們在未來還會新增更多與他們互動的機制，好讓您能夠從中選出你喜歡的幾位，並打下任何敢跟你做對的領袖。"
"#ANNOUNCEMENT_PATCHNOTES_MS14_VISUALS_SUBTITLE","畫面"
"#ANNOUNCEMENT_PATCHNOTES_MS14_VISUALS_TEXT","我們持續的在提升本遊戲的畫面品質，希望能夠讓末日後的世界更有魅力。這次的更新將殖民地的光源做了全面的翻新。此更新將完全地改變殖民地在白天和夜晚的整體畫面。居民的模組也做過了調整。"
"#ANNOUNCEMENT_PATCHNOTES_MS14_IMPROVEMENTS_SUBTITLE","其他改善部份"
"#ANNOUNCEMENT_PATCHNOTES_MS14_IMPROVEMENTS_TEXT","Other notable changes include more fluid and expanded use of vehicles, tooltips for stored Resources, automatic return to Colony for Specialists, big Plank deposits to compensate for Sawmill now unlocking later, reducing Soybean yield slightly and setting early Catastrophe warning without Radar to one day."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS15_1","避難所"
"#ANNOUNCEMENT_PATCHNOTES_MS15_TITLE","避難所"
"#ANNOUNCEMENT_PATCHNOTES_MS15_DESC","This update’s main addition provides more variety to Catastrophes. First off, they're phased in slower and peak at different stages. New ways to counter the harsh elements include buildings like the Lighting Rod and Saunas. Bartering has been improved in a big way, as we've introduced Coins into the game and redone the UI. The Tech Tree has also received a major update in the form of reducing its five branches to four."
"#ANNOUNCEMENT_PATCHNOTES_MS15_CATASTROPHE_SUBTITLE","災難"
"#ANNOUNCEMENT_PATCHNOTES_MS15_CATASTROPHE_TEXT","The familiar catastrophes you already know and love to hate have been given more varied stages to keep you on the edge. They'll start slow and ramp up as they go. Crops are now sensitive to catastrophes around them and will wither from stress during Heat Waves and Nuclear Fallouts instead of vanishing immediately."
"#ANNOUNCEMENT_PATCHNOTES_MS15_ANTI_SUBTITLE","防災建築"
"#ANNOUNCEMENT_PATCHNOTES_MS15_ANTI_TEXT","When a Catastrophe is drawing near, you need to prepare. Build Lighting Rods to keep your electrical buildings safe and working. Saunas, on the other hand, provide a helpful way to stay clean and avoid infections, even after the Catastrophe."
"#ANNOUNCEMENT_PATCHNOTES_MS15_BARTER_SUBTITLE","全新的貿易系統"
"#ANNOUNCEMENT_PATCHNOTES_MS15_BARTER_TEXT","The trading system has gone through further changes this past month. Trading has a brand new interface and no longer uses Reputation as a form of payment, as we are introducing Coins into the mix. Coins can be traded in and exchanged at the cost of Resources. Also, the Societies have a new selection of Goods from Materials and Medicine to the likes of vehicles and Seeds. Get out there and find the best deals!"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_SUBTITLE","其他改善部份"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_TEXT","Some other improvements include new building variations, lighting tweaks and visual improvements to the sky, new models for events and the tech tree has been rearranged to provide the best possible experience. Lastly, the new pre-game selection of Ideologies allows you to select what kind of a leader you’d be and what unique advancements you bring to the table. This feature will be expanded in the future."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS16_1","充滿敵意的世界"
"#ANNOUNCEMENT_PATCHNOTES_MS16_TITLE","充滿敵意的世界"
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings you enemies at the Gate, but it also gives you a fighting chance against them with the new Colony Combat feature. Hostile forces might attack your Colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new Vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_SUBTITLE","殖民地戰鬥"
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the Colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the Colony with your Specialists, which you can now control directly in the Colony view."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_SUBTITLE","野生動物"
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your Colonists. Some of these wild beasts guard resource deposits around the Colony, and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_SUBTITLE","特殊折扣"
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","其他改善部份"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","使用者介面更動"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","The Camera is now panned with the right mouse button. Specialists are ordered from the Colony to the World Map via the ""Send to World Map"" button on their info panel."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","法律與秩序"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","法律與秩序"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires that you supply your Colonists with varied Food to eat. Guards protect the Colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile if you treat them poorly enough and cause havoc."
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_SUBTITLE","營養不良"
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_TEXT","The new nutrition system means that meat, vegetables and other food items must be served equally to keep hunger and malnutrition at bay. Ignoring this for long can cause severe consequences and is equally slow to recover from."
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_SUBTITLE","守衛"
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_TEXT","Colonists can be now assigned to Guard Posts to increase the safety of your people. Guards can be equipped with rifles as they patrol around their posts scanning for threats. They're also visually distinctive with heavier protective armor."
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_SUBTITLE","懷恨在心"
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_TEXT","If the colony Happiness declines too much, some of your colonists might turn hostile. Hostile people must be dealt swiftly and decisively, so have some Guards at hand at all times. Keep an eye on colony Happiness and allow the people some time off to spend at a Memorial, Theater or an Arena."
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_SUBTITLE","事件"
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_TEXT","Event system has been expanded with certain results spawning wild beasts or bandits and the requested resources scale better to allow players more options to choose from. New events have been added especially to the early game."
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_SUBTITLE","其他改善部份"
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_TEXT","Hostile units should overlap less during combat, wild animal visibility has been improved, colonist suffer injuries from engaging in combat and roads have gotten a visual overhaul with Dirt Roads becoming combinable into larger areas similar to Paved ones."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS18_1","被汙染的大地"
"#ANNOUNCEMENT_PATCHNOTES_MS18_TITLE","被汙染的大地"
"#ANNOUNCEMENT_PATCHNOTES_MS18_DESC","Our biggest update yet adds depth by connecting old features and adding a ton of new layers to surviving in a harsh environment. Pollution from deposits and certain buildings are now a serious threat. Water system has been upgraded to a deeper and more interesting one. Those elusive Components can now be manufactured from Rare Metals and a slew of improvements have been added to fields, items, production and more."
"#ANNOUNCEMENT_PATCHNOTES_MS18_POLLUTION_SUBTITLE","污染"
"#ANNOUNCEMENT_PATCHNOTES_MS18_POLLUTION_TEXT","Pollution deposits now spread their harmful effect to buildings and people alike. Some of your own structures causes this as well, so plan your colony accordingly by using the new Pollution Overlay feature. Colonists and Maintenance depots can also decontaminate buildings as needed."
"#ANNOUNCEMENT_PATCHNOTES_MS18_WATER_SUBTITLE","水２．０"
"#ANNOUNCEMENT_PATCHNOTES_MS18_WATER_TEXT","Water is now divided into two categories: Clean drinking water and water used by buildings. New buildings have been added to offer more options to produce and distribute this vital liquid. Clean Water Storages service your colonists as before, while Water Towers distribute water to buildings like Greenhouses and Mess Halls within their area of effect."
"#ANNOUNCEMENT_PATCHNOTES_MS18_RARE_SUBTITLE","稀有金屬與部件"
"#ANNOUNCEMENT_PATCHNOTES_MS18_RARE_TEXT","Players are now able to produce their own Components within the colony. A Magnetic Separator can be built on top of a Rare Metal deposit and the resulting products delivered to an Electronics Factory. These late-game buildings will ensure the long-term success of the colony in the aftermath."
"#ANNOUNCEMENT_PATCHNOTES_MS18_UI_SUBTITLE","新圖示與工作區的改善"
"#ANNOUNCEMENT_PATCHNOTES_MS18_UI_TEXT","Buildings and Work Areas have received a major quality-of-life update. New and clearer 3D floaters have been added and Work Areas especially have been improved. The new banner in the center of the area can now be moved without going to the building's menu and the area displays how many resources are still left inside it."
"#ANNOUNCEMENT_PATCHNOTES_MS18_CHANGES_SUBTITLE","其他改善部份"
"#ANNOUNCEMENT_PATCHNOTES_MS18_CHANGES_TEXT","There are too many new additions to list, but here's a few good ones: Aqua Farm has been added for growing Fish, Field fertility is now calculated per-tile-basis and new Colonist items such as durable clothing and weapons have been added. Production limits can now be set per item type and the game features new reputation-dependent Society events."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS19_1","拓荒者"
"#ANNOUNCEMENT_PATCHNOTES_MS19_TITLE","拓荒者"
"#ANNOUNCEMENT_PATCHNOTES_MS19_DESC","This update adds a new phase to the very beginning of the game as you command Specialists to set up a Campsite and other buildings for your first settlers. It also includes a new Ranch for breeding livestock, improved hunting and much more."
"#ANNOUNCEMENT_PATCHNOTES_MS19_START_SUBTITLE","全新的開始"
"#ANNOUNCEMENT_PATCHNOTES_MS19_START_TEXT","You now start with three Specialists who'll prepare the camp for your colonists. You’re free to explore the area, scavenge resources, construct initial buildings and clear hostile wildlife before shooting a signal flare from the new Campsite to tell your people it’s safe to arrive."
"#ANNOUNCEMENT_PATCHNOTES_MS19_RANCH_SUBTITLE","牧場與牲畜"
"#ANNOUNCEMENT_PATCHNOTES_MS19_RANCH_TEXT","Colonists can now reseach and build a Ranch to raise animals like Chicken or Sheep, but they must first be bought from other Societies. They'll provide the Colony with plenty of Meat but also other byproducts like Eggs and Wool used as Fiber."
"#ANNOUNCEMENT_PATCHNOTES_MS19_SPEED_CHANGE_SUBTITLE","道路＆居民移動速度"
"#ANNOUNCEMENT_PATCHNOTES_MS19_SPEED_CHANGE_TEXT","Colonist off-road walking speed has been reduced. At the same time, moving around the Colony on dirt or paved road is faster. Build an extensive network of roads to ensure smooth logistics, as this makes them more important than ever before."
"#ANNOUNCEMENT_PATCHNOTES_MS19_HUNTING_SUBTITLE","狩獵"
"#ANNOUNCEMENT_PATCHNOTES_MS19_HUNTING_TEXT","The local wildlife can now be harvested for meat once killed. The bigger the animal, the more meat it'll yield. But remember to gather it quickly, as it'll rot away if left to the elements."
"#ANNOUNCEMENT_PATCHNOTES_MS19_CHANGES_SUBTITLE","其他改善部份"
"#ANNOUNCEMENT_PATCHNOTES_MS19_CHANGES_TEXT","Resources and especially Food will now decay if left on the ground for long periods. Colonist walking speeds have been adjusted and building roads is more important than ever. Specialist can now build, scavenge, repair and carry resource boxes."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS20_1","未知的領域"
"#ANNOUNCEMENT_PATCHNOTES_MS20_TITLE","未知的領域"
"#ANNOUNCEMENT_PATCHNOTES_MS20_DESC","Scout the local areas for resources and dangers, take advantage of the more detailed Energy production, deal with aging colonists and admire the improved colony map visuals."
"#ANNOUNCEMENT_PATCHNOTES_MS20_START_SUBTITLE","殖民地探索"
"#ANNOUNCEMENT_PATCHNOTES_MS20_START_TEXT","The colony is now covered with thick fog which you can unveil by scouting the area with a Specialist. This'll reveal both new resource deposits and threats around the colony."
"#ANNOUNCEMENT_PATCHNOTES_MS20_ENERGY_SUBTITLE","能源生產"
"#ANNOUNCEMENT_PATCHNOTES_MS20_ENERGY_TEXT","Energy is now distributed via the new Transformer building. It'll supply all Energy consumers inside its effective area if there's at least one Energy producer or storage near it."
"#ANNOUNCEMENT_PATCHNOTES_MS20_VISUALS_SUBTITLE","殖民地畫質"
"#ANNOUNCEMENT_PATCHNOTES_MS20_VISUALS_TEXT","Terrain textures, plants, bushes and trees have gotten a makeover! Check all the changes in-game as you push back the fog around the colony."
"#ANNOUNCEMENT_PATCHNOTES_MS20_AGING_SUBTITLE","居民老化"
"#ANNOUNCEMENT_PATCHNOTES_MS20_AGING_TEXT","Colonists will now age and eventually die of natural causes. Survivor groups have been made slightly bigger and birth rates have been increased to balance this out, resulting in a more dynamic population."
"#ANNOUNCEMENT_PATCHNOTES_MS20_CHANGES_SUBTITLE","其他改善部份"
"#ANNOUNCEMENT_PATCHNOTES_MS20_CHANGES_TEXT","Nearly all Food is polluted to some extent - scavenge preserved types from the map and upgrade your own production. People now flee from combat when seriously hurt and won't idle injured if there's space at a medical facility."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS21_1","荒地之謎"
"#ANNOUNCEMENT_PATCHNOTES_MS21_TITLE","荒地之謎"
"#ANNOUNCEMENT_PATCHNOTES_MS21_DESC","This update marks a full year of Early Access development. Its main feature, Quests, takes specialists outside the colony to meet interesting people, make decisions and gain valuable resources. The World Map has received a big update to be more fluid and enjoyable."
"#ANNOUNCEMENT_PATCHNOTES_MS21_QUESTS_SUBTITLE","任務"
"#ANNOUNCEMENT_PATCHNOTES_MS21_QUESTS_TEXT","Quests take you outside the colony, searching for sources of odd transmissions, lost loot and other opportunities. Some are shorter, some longer and involve making choices along the way. They're a great way to earn the most valuable resources like Silver or Science Points."
"#ANNOUNCEMENT_PATCHNOTES_MS21_WM_SUBTITLE","世界地圖"
"#ANNOUNCEMENT_PATCHNOTES_MS21_WM_TEXT","Actions now cost a set amount of APs instead of all that's left. Sectors are scaled up and locations scavenged completely on one command. Rules of WM combat are better communicated and chance of making critical misses and hits is added."
"#ANNOUNCEMENT_PATCHNOTES_MS21_OVERLAYS_SUBTITLE","分佈圖"
"#ANNOUNCEMENT_PATCHNOTES_MS21_OVERLAYS_TEXT","New Overlays help the player to identify issues and plan the colony development by highlighting concepts like Water and Energy production, Pollution, building status and more."
"#ANNOUNCEMENT_PATCHNOTES_MS21_TECH_SUBTITLE","科技樹"
"#ANNOUNCEMENT_PATCHNOTES_MS21_TECH_TEXT","The Tech Tree has been updated with cleaner visuals and restructuring information on what you gain when unlocking new technologies. This should help direct your scientific efforts better towards the things your colony needs."
"#ANNOUNCEMENT_PATCHNOTES_MS21_CHANGES_SUBTITLE","其他改善部份"
"#ANNOUNCEMENT_PATCHNOTES_MS21_CHANGES_TEXT","In other improvements we got a new Specialist, Baron, to celebrate our one year anniversary, improved colonist and specialist info panels and tons of smaller improvements and balance changes."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS22_1","核子冬天"
"#ANNOUNCEMENT_PATCHNOTES_MS22_TITLE","核子冬天"
"#ANNOUNCEMENT_PATCHNOTES_MS22_DESC","The new Winter Storm challenges the colony throughout its long duration. Build Heaters to keep your Shelters warm and stock up Food. Embark on new kinds of Quests with new combat options, procure new Superior-quality items for your colonists along with improved World Map UI, Statistics, new overlays and balance changes."
"#ANNOUNCEMENT_PATCHNOTES_MS22_WINTER_SUBTITLE","冬天"
"#ANNOUNCEMENT_PATCHNOTES_MS22_WINTER_TEXT","The three-part Winter starts slowly, warning you of the impending cold. But when the Winter Storm hits, people start to get cold and even hypothermic if the player hasn't prepared for it. New gameplay mechanics, visuals and challenges are part of survival in this season! And remember to harvest your crops early, as the Winter will kill all but the hardiest ones in a flash."
"#ANNOUNCEMENT_PATCHNOTES_MS22_TEMP_SUBTITLE","溫度"
"#ANNOUNCEMENT_PATCHNOTES_MS22_TEMP_TEXT","With Winter comes the dropping temperatures. Help colonists endure this by building heaters, providing them with Firewood or Energy and upgrading both your Shelters and Clothing. The new Temperature overlay helps with finding possible issues and the new Protective Clothing slows down the effects of the freezing weather."
"#ANNOUNCEMENT_PATCHNOTES_MS22_COMBAT_SUBTITLE","戰鬥任務"
"#ANNOUNCEMENT_PATCHNOTES_MS22_COMBAT_TEXT","New and expanded Quests have been added. Some of them require Specialists to deal with all types of bandits in order to complete them. Bandits are often found sitting on hefty piles of loot, so fighting them will be worth the trouble."
"#ANNOUNCEMENT_PATCHNOTES_MS22_ITEMS_SUBTITLE","高級物品"
"#ANNOUNCEMENT_PATCHNOTES_MS22_ITEMS_TEXT","Superior Tools, Protective Clothing and Automatic Rifles are rare and valuable, but extremely effective in what they do. They last a long time and provide excellent protection for your colonists be it the elements or a bandit raid."
"#ANNOUNCEMENT_PATCHNOTES_MS22_CHANGES_SUBTITLE","其他改善部份"
"#ANNOUNCEMENT_PATCHNOTES_MS22_CHANGES_TEXT","Improved Statistics view, Soil Fertility and Temperature overlays, World Map UI improvements, more visible Quest locations and more have been added. Notable balance changes include faster extractors, more durable vehicles, less polluting Outhouses and Saunas and a bigger Transformer effective range."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS23_1","建築升級"
"#ANNOUNCEMENT_PATCHNOTES_MS23_TITLE","建築升級"
"#ANNOUNCEMENT_PATCHNOTES_MS23_DESC","In this update we're introducing building upgrades as a way to boost or specialize your colony buildings to your liking. We've also reworked the Tech Tree, differentiating various crops and insects better and more."
"#ANNOUNCEMENT_PATCHNOTES_MS23_UPGRADES_SUBTITLE","建築升級"
"#ANNOUNCEMENT_PATCHNOTES_MS23_UPGRADES_TEXT","Certain colony buildings can now be upgraded to better or more specialized versions after unlocking them from the Tech Tree. Upgrades are applied from the building info panel, requiring time and resources to complete. Upgrades include, for instance, better productivity for Fishing Huts or larger capacity for Tents at the cost of Happiness and much more."
"#ANNOUNCEMENT_PATCHNOTES_MS23_TECH_SUBTITLE","科技樹"
"#ANNOUNCEMENT_PATCHNOTES_MS23_TECH_TEXT","Tech Tree is nearing its final form. It's now been divided into five branches with each having more alternative progression paths. Upgrades have been added there as well and the entire tree has received clearer visuals on the status of each tech node."
"#ANNOUNCEMENT_PATCHNOTES_MS23_CROP_SUBTITLE","作物與昆蟲變更"
"#ANNOUNCEMENT_PATCHNOTES_MS23_CROP_TEXT","Crops and insects are now more distinct from each other and provide interesting options for the player to choose from. Hardy crops are now very well equipped to resist withering while the faster growing ones offer a quicker fix to your immediate food shortages."
"#ANNOUNCEMENT_PATCHNOTES_MS23_WM_SUBTITLE","世界地圖區域大小"
"#ANNOUNCEMENT_PATCHNOTES_MS23_WM_TEXT","Sectors are now once again slightly smaller to reduce the amount of empty space. Their contents have also been updates and you should see a nice variety of scavengable resources while exploring. The user interface has also received more usability improvements."
"#ANNOUNCEMENT_PATCHNOTES_MS23_CHANGES_SUBTITLE","其他改善部份"
"#ANNOUNCEMENT_PATCHNOTES_MS23_CHANGES_TEXT","The Bakery has gotten a few more recipes with Cinnamon Buns and Beetle Bread, which offer interesting alternatives to plain Bread. Electronics have been added on the World Map and Electronics Factory to provide a way to upgrade your Extractors into fully automated Auto-Extractors."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP3","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_TITLE","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch is the first major improvement to take the game towards a direction where construction, not micromanagement, is the key to success. Improvements in the game's balance are many including more optimized production and consumption of resources, reductions in colonist's downtime and changed eating habits. New buildings include a Cemetery and a Medical Lab, but also upgrades to existing buildings. In addition the world map combat has been changed to time based allowing several specialists fight bandits simultaneously. The ""negative resource"" bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Building and Production"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in Surviving the Aftermath should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. Alongside with the downtime changes resource production have been increased and construction requirements increased respectively."
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_SUBTITLE","Downtime reduction"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_TEXT","Previously colonists spent a large chunk of their day sleeping, washing up and in entertainment buildings. These activities are now completed quicker, and as a result, production should now be more consistent. People will still need their basic needs met, so you can't forgo building shelters, outhouses and arenas."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_SUBTITLE","Medical Lab and Cemetery"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery, on the other hand, is a bigger and non-polluting option for the Burial Pit."
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_SUBTITLE","Building upgrades"
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_TEXT","You will now need to upgrade your Toolshops, Tailors and Gunsmiths to access higher-grade Tools, Clothes and Weapons. Their visuals will also improve to reflect their more advanced status."
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_TEXT","Other improvements include sortable Statistics, performance fixes, and a multi-turn combat akin to other World Map missions. You can command your Specialist to attack a bandit and return later to see the results. You can also attack a location with multiple Specialists for added effect."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP4","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_TITLE","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DESC","This update improves performance and AI in many ways, but also adds a new feature called milestones. The milestone system adds a new layer of goals for you to strive for and gain prestige while doing so."
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_SUBTITLE","Milestones and Prestige"
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_TEXT","Milestones act as goals on the road towards a self-sufficient colony with each rewarding the player with Prestige points. Higher difficulty and faster completion reward bonus points. Prestige tells about the progression in the game, but also about how well you’re doing."
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_SUBTITLE","Performance Boost"
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_TEXT","Better performance with more efficient pathfinding, smarter colonist personal status updates, leaner construction zone calculations, plugged memory leaks and more. This optimization work will continue throughout the game’s development."
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_SUBTITLE","Colonist AI"
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_TEXT","Certain colony tasks are given a higher priority in extreme conditions. Colonists are now smarter in rushing for resources or treatment when there's not enough for all. Idle ones will build roads when there’s nothing else to do and those with disabled workplaces will find other tasks to do."
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_SUBTITLE","Difficulty and Gatekeeper"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_TEXT","The overall difficulty has been adjusted in many ways. Catastrophe selection in the pre-game now has a bigger influence on the gameplay and catastrophes in general are shorter, but more intense. Gatekeeper is also improved to create more interesting challenges based on the situation."
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_TEXT","Bandit sectors now block movement before they're dealt with. Status icons have been added to the Specialist menu. Societies now spawn closer to player colony. Water Well, Recycler, Scrapper, Shanty, Sauna and Outhouse can now be upgraded."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP5","Remnants"
"#ANNOUNCEMENT_PATCHNOTES_EP5_TITLE","Remnants"
"#ANNOUNCEMENT_PATCHNOTES_EP5_DESC","This update adds support for mods via Steam Workshop, improves colony terrain generation and overhauls Outposts while preparing the foundation for the future. It also includes AI and quality of life improvements, and a slight increase to max population limit."
"#ANNOUNCEMENT_PATCHNOTES_EP5_WORKSHOP_SUBTITLE","Steam Workshop"
"#ANNOUNCEMENT_PATCHNOTES_EP5_WORKSHOP_TEXT","The Steam Workshop support allows players to easily add, manage and download modifications and extra content for the game. Existing mods need to be updated before using them in the Workshop."
"#ANNOUNCEMENT_PATCHNOTES_EP5_SOIL_SUBTITLE","Colony Map Generation"
"#ANNOUNCEMENT_PATCHNOTES_EP5_SOIL_TEXT","Soil and deposit generation has been reworked for more varied post-apocalyptic scenery and gameplay. Soil areas are bigger and large deposits spawn into concentrated clusters. This makes progression more interesting when deciding where to expand your colony or its production."
"#ANNOUNCEMENT_PATCHNOTES_EP5_OUTPOST_SUBTITLE","Outposts and Settlers"
"#ANNOUNCEMENT_PATCHNOTES_EP5_OUTPOST_TEXT","The renewal of the Outpost system starts in this update. From now on outposts are built by a new unit type by converting a Specialist into a Settler at the Outpost Depot. This unit then heads to World Map to build our current resource transport outpost on a free sector. We'll be introducing more outpost features in future updates."
"#ANNOUNCEMENT_PATCHNOTES_EP5_AI_SUBTITLE","AI and Quality of Life"
"#ANNOUNCEMENT_PATCHNOTES_EP5_AI_TEXT","The new ""Build Next"" system allows setting one building as priority and replaces the old priority system that created a lot of issues. Colonists also prioritize carrying resources in danger of decaying and stock up buildings like Burners more evenly. Several advanced utility buildings like the Large Transformer can now be built straight from the Build Menu once researched. AI has been improved also regarding colonist's eating habits."
"#ANNOUNCEMENT_PATCHNOTES_EP5_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP5_CHANGES_TEXT","Resources dropped at the colony are now clearly visible next to the Gate. Construction zone info panels have been updated to show more accurate information. Bandit camps have more health but less damage to reduce the number of trips back home to heal. Mess Hall is now the only place to make Mixed or Insect Meals, but also produces them faster. Nuclear Fallout will now irradiate less people."
"#ANNOUNCEMENT_PATCHNOTES_EP5_OTHER_TITLE","Remnants"
"#ANNOUNCEMENT_PATCHNOTES_EP5_OTHER_DESC","This update improves colony terrain and deposit generation and overhauls Outposts while preparing the foundation for the future. It also includes AI and quality of life improvements with a slight increase to max population limit."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP6","Trailblazers"
"#ANNOUNCEMENT_PATCHNOTES_EP6_TITLE","Trailblazers"
"#ANNOUNCEMENT_PATCHNOTES_EP6_DESC","This time we focused on adding depth to existing features and revamping some of the old ones, especially on the world map. Outposts are expanded further, combat involves multiple bandits and scouting the colony has been streamlined."
"#ANNOUNCEMENT_PATCHNOTES_EP6_OUTPOSTS_SUBTITLE","Outposts"
"#ANNOUNCEMENT_PATCHNOTES_EP6_OUTPOSTS_TEXT","The outpost system from the previous update has been expanded with two new outpost types that allow exploiting sectors on the world map in a completely new way. Research outposts produce science points from new types of science locations and survivor outposts find wandering survivors from the wasteland to request them to join your colony."
"#ANNOUNCEMENT_PATCHNOTES_EP6_WMCOMBAT_SUBTITLE","World Map Combat"
"#ANNOUNCEMENT_PATCHNOTES_EP6_WMCOMBAT_TEXT","New rules of engagement change how damage is divided between attackers and defenders. This adds larger bandit groups on the map which require the player to use different tactics with a varied number of specialists. This new system includes a new combat UI with a balance of power indicator to help assess the threat better and track how well you're doing, or how reinforcements or retreats affect the battle."
"#ANNOUNCEMENT_PATCHNOTES_EP6_SCOUTING_SUBTITLE","Colony Exploration"
"#ANNOUNCEMENT_PATCHNOTES_EP6_SCOUTING_TEXT","In our efforts to reduce micromanagement, all scouting efforts are now handled by the Campsite and the new Scout Towers, which slowly reveal the area around them automatically. Both can also be upgraded further. The final Command Center upgrade is able to reveal the entire colony map almost instantly."
"#ANNOUNCEMENT_PATCHNOTES_EP6_PREFABS_SUBTITLE","Prefab Buildings"
"#ANNOUNCEMENT_PATCHNOTES_EP6_PREFABS_TEXT","Prefabricated or ""prefab"" buildings have been added to the start of the game to help with the very first stages. They are free to place and require no builders but function like any other building of the same type once completed. This is the first version of the feature which will be expanded upon later."
"#ANNOUNCEMENT_PATCHNOTES_EP6_QUEUE_SUBTITLE","Research Queue"
"#ANNOUNCEMENT_PATCHNOTES_EP6_QUEUE_TEXT","Technologies can be now queued within a single category. Once a tech has been researched, your colonists will automatically start with the next one in the queue. Just set a target tech you want to aim at and go back to managing the colony as research continues in the background."
"#ANNOUNCEMENT_PATCHNOTES_EP6_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP6_CHANGES_TEXT","You can now set a minimum carrier count from the Campsite to help avoid accidentally assigning all your carriers into other tasks, hindering both the logistics and construction in the colony. Colonists pick up and drop resource boxes faster. Guards and specialists are more responsive when engaging hostiles inside the colony. Numerous balance changes and bug fixes."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP7","Control"
"#ANNOUNCEMENT_PATCHNOTES_EP7_TITLE","Control"
"#ANNOUNCEMENT_PATCHNOTES_EP7_DESC","This update focuses on improving our existing features. This includes more accurate information for buildings and battles with bandits, combat balance changes, a more proactive way of acquiring new specialists and a colony-wide alarm system."
"#ANNOUNCEMENT_PATCHNOTES_EP7_ALARM_SUBTITLE","Colony alarm"
"#ANNOUNCEMENT_PATCHNOTES_EP7_ALARM_TEXT","The new Alarm button in the main UI calls all your colonists to take shelter inside their homes while guards and specialists attack possible threats more aggressively. Also the colony combat has been  rebalanced to give players more time to react to threats."
"#ANNOUNCEMENT_PATCHNOTES_EP7_SPECS_SUBTITLE","Specialist Acquisition"
"#ANNOUNCEMENT_PATCHNOTES_EP7_SPECS_TEXT","The new ""Recruit a specialist"" button in the specialist menu allows you to send a word out that you’re looking for help. This summons a specialist at the gate who you can then hire or decline."
"#ANNOUNCEMENT_PATCHNOTES_EP7_BUILDING_SUBTITLE","Building info"
"#ANNOUNCEMENT_PATCHNOTES_EP7_BUILDING_TEXT","Building info panel has been revamped to give more accurate information about various states and issues. Inaccurate information has been removed to reduce confusion and various status messages help you understand why a building is having production problems."
"#ANNOUNCEMENT_PATCHNOTES_EP7_HEALING_SUBTITLE","Medical Outpost"
"#ANNOUNCEMENT_PATCHNOTES_EP7_HEALING_TEXT","The outpost system has been expanded with the requested Medical Outpost. Once built on the world map by a settler, it allows specialists to patch themselves up without having to return to the colony."
"#ANNOUNCEMENT_PATCHNOTES_EP7_WMUI_SUBTITLE","World Map UI"
"#ANNOUNCEMENT_PATCHNOTES_EP7_WMUI_TEXT","Several improvements have been done to provide a smoother user experience on the world map. A floater showing current state of the combat has been added on combat locations, floaters above scavenge and research sites have been simplified and a new context-sensitive command menu makes giving commands to specialists and outposts more straightforward."
"#ANNOUNCEMENT_PATCHNOTES_EP7_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP7_CHANGES_TEXT","Balance and visualization changes to colony scouting to make ranges clearer, new hostile unit variant, balance changes to world map bandits, ability to use multiple food types in the events. Finally, population cap has been increased."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP8","Prosperity"
"#ANNOUNCEMENT_PATCHNOTES_EP8_TITLE","Prosperity"
"#ANNOUNCEMENT_PATCHNOTES_EP8_DESC","This is the biggest update to date and it contains several reworks to core systems, including production chains, resource requirements, tech tree and a new happiness system. On top of that there are a lot of quality of life changes, rewritten stories that shed light to events and peoples' fates after the apocalypse, new buildings and much more. Unfortunately due to scope of these changes the old saves are also incompatible with the Prosperity update."
"#ANNOUNCEMENT_PATCHNOTES_EP8_VISION_SUBTITLE","Vision"
"#ANNOUNCEMENT_PATCHNOTES_EP8_VISION_TEXT","Surviving the Aftermath was always a game of building the colony and managing the needs and production chains of the entire colony. With this update we are closer to that vision than ever before as challenges are often overcome through construction, exploration and decisions on a larger scale. Now it is time to build the first great colony into the wasteland, a beacon of hope for anyone looking for a place to call home."
"#ANNOUNCEMENT_PATCHNOTES_EP8_RESOURCES_SUBTITLE","Resource Overhaul"
"#ANNOUNCEMENT_PATCHNOTES_EP8_RESOURCES_TEXT","Construction materials and buildings are introduced in phases, meaning early game (wood and plastic), mid-game (metal and components) and late-game (concrete and electronics). Gathering Concrete is now done with the new Concrete Scavenger and some of the most advanced resources can be scavenged only from the world map. "
"#ANNOUNCEMENT_PATCHNOTES_EP8_OUTPOST_SUBTITLE","Scavenger Outpost"
"#ANNOUNCEMENT_PATCHNOTES_EP8_OUTPOST_TEXT","The new outpost type scavenges the resources from the world map and sends them automatically back to the colony. These items include top-tier clothing, tools and weapons in addition to fun boxes and more. Once built, the resource outpost requires no additional maintenance or workforce."
"#ANNOUNCEMENT_PATCHNOTES_EP8_TECH_SUBTITLE","Tech Tree Rework"
"#ANNOUNCEMENT_PATCHNOTES_EP8_TECH_TEXT","Tech tree branches are reorganized into five categories - Food, Resources, Infrastructure, Community and Safety. Their more linear nature ensures you won't miss critical tech like metal or concrete scavenging. Ideology themes were also improved and clarified."
"#ANNOUNCEMENT_PATCHNOTES_EP8_HAPPINESS_SUBTITLE","New Happiness System"
"#ANNOUNCEMENT_PATCHNOTES_EP8_HAPPINESS_TEXT","The happiness system is remade. As the colony grows the colonists want to have something more than just mere survival. Taking care of their mental wellbeing and keeping them happy with the new entertainment buildings keeps them happy and willing to stay in the growing colony."
"#ANNOUNCEMENT_PATCHNOTES_EP8_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP8_CHANGES_TEXT","See the full changelog of all the changes, but to mention a few here are some examples. Sector scouting times are now based on your specialist max APs and Specialist max health now depends on their archetype. They're also now selected with a single press and focused on with a double-press. The game start has a shorter preparation phase before colonists and specialists arrive. Events and quests have been mostly rewritten. A new scaffolding animation tells better when a building is about to be constructed and when it's done."
"#DEPOSIT_RICHNESS_DESC_NEW","The <mark>richness</mark> of a deposit determines how efficiently extractors can mine for resources. The higher the richness, the better the <mark>efficiency</mark>."
"#DEPOSIT_RICHNESS_NEW","Richness"
"#NOTIFICATION_TRADE_COMPLETE_DESC_NEW","Resources were stored in the trade center"
"#ANIMAL_NONE_DESC_NEW","No animal selected.\n\nExplanations:\n\n<mark>Growth rate</mark>: Speed to full size\n<mark>Size</mark>: Space required at the ranch\n<mark>Breeding speed</mark>: Speed of two adults to produce offspring\n<mark>Meat per animal</mark>: Amount of meat when butchered\n<mark>Water consumption</mark>: Constant drain per each animal\n<mark>By-product</mark>: Bonus production while grazing"
"#NOTIFICATION_TRADE_COMPLETE_MANY_DESC_NEW","新資源已卸貨在大門旁"
"#PERSON_VALUE_NUTRITION","營養"
"#NOTIFICATION_PERSON_MUTATED_NEW","1位居民身體嚴重突變"
"#NOTIFICATION_PERSON_MUTATED_MANY_NEW","{0}位居民身體嚴重突變"
"#PLACEHOLDER3","1"
"#EVENT_WIZARD_01_RESULT_CURED_DESC_NEW","The colonists drink the potion, some gagging at the taste. It takes a few seconds before the effects kick in but when they do, the colonists fall to the ground and start convulsing. At first, things don’t look so good but surprisingly, after a few minutes the seizures pass and the colonists stand back up, not cured but not any worse for wear, either. The man nods to himself knowingly. “Yes. As intended.” He jots down a few lines of messy notes and then walks off, leaving the colony to wonder what exactly just happened. His bag is found forgotten by the gate. Inside is an assortment of old-world medicine that the man used in his experiments."
"#TECH_OUTPOST_UPGRADE","Improved Outposts"
"#TECH_OUTPOST_UPGRADE_DESC","Focused preparation and superior equipment will help the colony's operations in the world map with the <mark>Outpost Center</mark>."
"#TECH_SPECIAL_CATASTROPHE_SENSITIVITY","可受災難影響"
"#TECH_SPECIAL_POLLUTION_IMMUNE","不受污染影響"
"#QUEST_ENDGAME_NAME","Beyond Tomorrow"
"#QUEST_ENDGAME_DESC","More than two decades have passed from the events that plunged the world into the apocalypse. Catastrophes sweep through the land on a regular basis, instilling fear amongst the people who try to start anew.\n\nMany believe in the old saying that to build a better future it is important to understand the past. Answers to what really happened and how the colony can be protected from another downfall can be only found from the wasteland.\n\n<mark>Start the main quest.</mark>"
"#QUEST_ENDGAME_GO","Continue"
"#QUEST_ENDGAME_TASK0","Start the main quest"
"#QUEST_ENDGAME_PHASE_00_DESC","What started as a natural disaster of cosmic origin led to the downfall that swept through modern civilization. Nations fell, and the remaining factions fought over power and resources until there were no armies left to command.\n\nAs the fear for the future grows among the people, many share grim tales about the horrors they’ve endured. Should something similar ever happen, the people here have very little to protect themselves from it. The world outside is unpredictable, but there is no other way than to go deep into the wasteland. This time, it is done better prepared than ever before."
"#QUEST_ENDGAME_PHASE_00_GO","Arrange an expedition"
"#QUEST_ENDGAME_TASK0A","Investigate the site"
"#QUEST_ENDGAME_PHASE_00A_DESC","Specialists push deeper into the wasteland through meteor craters, irradiated ghost towns and lifeless forests. There is not much that has remained unaffected.\n\nA few tall structures are still standing here and there. This tower looks sturdy enough to get a better look at the surrounding area from the top. After a while the fog clears out and something large can be spotted in the midst of a distant forest. It appears there is a roof of a large structure of some sort that looms over the treetops."
"#QUEST_ENDGAME_PHASE_00A_GO","Investigate"
"#QUEST_ENDGAME_TASK0B","Investigate the structure"
"#QUEST_ENDGAME_PHASE_00B_DESC","As the specialist arrives at the clearing, they discover that whatever the structure is, it was left unfinished. Sun-bleached remains of construction workers are scattered around the ruins. It’s unclear what this structure is, but its foundations go deep underground, and the sheer size of it is awe-inspiring.\n\nWord of the unidentified building reaches the colony, and an excited conversation starts up as people scramble to voice their theories on its purpose.\n\nMore information is needed, and the specialists should keep their eyes peeled for more unusual structures."
"#QUEST_ENDGAME_PHASE_00B_GO","Continue"
"#QUEST_ENDGAME_TASK1","Go to the colony gate"
"#QUEST_ENDGAME_PHASE_01_DESC","Before the apocalypse people constructed all sorts of buildings. But this structure is something not even those who remember the time before recall having ever seen. The remote location would also suggest that whoever was building it wanted to keep it hidden from the common folk.\n\nThe markings on the equipment were recognizable though. There are a few remote areas where similar markings have been seen on buildings and on old wreckage. Now when everyone knows what to look for it should be easy to spot if similar sites exist. "
"#QUEST_ENDGAME_PHASE_01_GO","Investigate the sites on the world map"
"#QUEST_ENDGAME_TASK1A","Investigate location 1/3"
"#QUEST_ENDGAME_PHASE_01A_DESC","The first location is a long trek away from the nearest city. The structure on this site is in even worse condition than the one before. \n\nThe pillars supporting the building are partially melted. Ruins and deep bomb-made craters on the ground tell the story of how this place faced its end during the succession wars. In those endless wars that were waged after governments fell.\n\nThe structure seems to be made mostly of high-grade materials, hinting that whoever was funding this project had power and influence in the old world."
"#QUEST_ENDGAME_PHASE_01A_GO","Go to the next location"
"#QUEST_ENDGAME_TASK1B","Investigate location 2/3"
"#QUEST_ENDGAME_PHASE_01B_DESC","A large dome-shaped building greets the visitors. Deep scratch marks decorate the thick steel door forced slightly ajar. It takes some time and considerable effort to gain access into the dome. The dome is only an outer layer for some maintenance facilities and for an entrance to a steep stairway leading deep underground.\n\nAfter descending what feels like thousands of stairs, the specialist finally comes to a larger opening. Mummified corpses litter the dark room. A journal is found by a small body and the scribbly handwriting paints a grim picture. “Daddy stopped moving this morning. My hair is falling out. The adults say it’s just pollution and that we can go back out soon.”"
"#QUEST_ENDGAME_PHASE_01B_GO","Continue"
"#QUEST_ENDGAME_TASK1C","Investigate location 3/3"
"#QUEST_ENDGAME_PHASE_01C_DESC","The last structure appears less damaged, but crude construction materials and a smaller underground section hint that this one might have been constructed some time after the apocalypse.\n\nThis bunker seems to be made to withstand the catastrophes common in the Aftermath. There has been less effort on protecting it from other people though. The doors have been busted open, obviously by force, and the bunker is empty. No hints to the identity of the assailants can be found, but they were clearly powerful.\n\nLearning about the existence of these structures and reasons why they have been built makes it evident. The colony needs a <mark>doomsday bunker</mark>. But there is no room for mistakes."
"#QUEST_ENDGAME_PHASE_01C_GO","Start building the doomsday bunker"
"#QUEST_ENDGAME_PHASE2_NAME","Project Tomorrow"
"#QUEST_ENDGAME_TASK2","Continue building the bunker"
"#QUEST_ENDGAME_PHASE_02_DESC","The endeavor soon turns sour as the scope of the project dawns on people. The project needs much more than just building materials and a lot of work. The knowledge and technology to build something so big and complex has disappeared with the people that are now gone. Giving up now is not an option, and asking for help is considered a sign of desperation and weakness in the wasteland.\n\n Despite the risks, it soon becomes clear that, without help, the bunker cannot be completed. After intense discussions, an agreement is reached, and messengers are sent to search and invite other worthy societies to negotiations.\n\nTime passes, and there is no word from the messengers. People have already started to think the worst as a lone smoke pillar rises on the horizon."
"#QUEST_ENDGAME_PHASE_02_GO","Investigate"
"#QUEST_ENDGAME_TASK2A","Investigate the smoke pillar"
"#QUEST_ENDGAME_PHASE_02A_DESC","The origin of the smoke turns out to be a damaged vehicle. Injured people scramble out and beg for help to save their society. The group tried to return back to their home from a scavenging run but found it besieged by a large bandit force. The survivors nearly escaped after they drove into an ambush, but not without casualties.\n\nThe group also mentions that, before they left, some new people arrived in their society. The first impression is that those people might have been bandit infiltrators. But, as the conversation goes on, the visitors appear to be someone very familiar. They must be the lost messengers who are now trapped in the society!"
"#QUEST_ENDGAME_PHASE_02A_GO","Liberate the society"
"#QUEST_ENDGAME_TASK2B","Clear out the bandit camps"
"#QUEST_ENDGAME_SOCIETY_ATTACKED1_DESC","Bandits often ransack societies and colonies, but the level of organization and preparedness of this group is highly unusual. The most surprising part is not the high quality nor quantity of their supplies, but the fact how clean everything is. How can someone have stuff that looks almost new?\n\nThere are still two encampments around the society. The people in the besieged colony must be starting to run out of hope and resources. They don’t know that help is coming, so there is no time to waste."
"#QUEST_ENDGAME_SOCIETY_ATTACKED1_GO","Defeat the next encampment"
"#QUEST_ENDGAME_SOCIETY_ATTACKED2_DESC","No one else has come to the society’s aid. In a world like this, cooperation is rare and altruism unheard of unless there’s something in it for both parties.\n\nBased on their equipment and tactics, this group was from the same faction as the first one. Some of them have an insignia that resembles a shattered Moon. What are they after, the society under siege should not have anything worth this much effort?"
"#QUEST_ENDGAME_SOCIETY_ATTACKED2_GO","Defeat the last encampment"
"#QUEST_ENDGAME_SOCIETY_ATTACKED3_DESC","The final bandit outpost falls. Inside the society, the messengers are found unharmed, and the people are taken aback, not having expected anyone to actually come to their aid.\n\nThe messengers haven’t found anyone who has the knowledge or technology needed for the doomsday bunker project. Instead, they have learned that everything they need can be found from the wasteland if you just know what to look for. This is the reason why they came here, to this place. The people in this society have apparently done some exploring and drawn a rough map of their findings.\n\nAs the society is now in debt for saving them, they are happy to share this information with their saviors. The information proves to be invaluable. There is a lot of work to be done, but the way forward is clear."
"#QUEST_ENDGAME_SOCIETY_ATTACKED3_GO","Start gathering knowledge"
"#QUEST_ENDGAME_PHASE_02B_DESC","With the project now back on track, as the tools to get more knowledge are within reach, a wave of determination surges through the people. They’re eager to show their efforts are not futile.\n\nThere are four main problems that need to be solved. After analysing the previously discovered bunkers, they all had one or more areas where they had failed. <mark>Life support</mark> takes care of energy, water, breathable air and other things that keep the place habitable. <mark>Medicine</mark> are all the facilities and systems to keep the people living there healthy. <mark>Defense</mark> to protect the place from all threats whether they come from outside or from within. Lastly, the facilities to uphold the <mark>ecosystem</mark> that makes the place self-sustaining with its own food production.\n\n<mark>Use the newly discovered information to find good areas from the world map, build engineer outposts and start gathering knowledge.</mark>"
"#QUEST_ENDGAME_PHASE_02B_GO","Gather knowledge"
"#QUEST_ENDGAME_TASK3","Build engineer outposts to gather knowledge"
"#QUEST_ENDGAME_PHASE_03_DESC","During the apocalypse, Earth took an unprecedented hit to its fragile ecosystem, and the afterquakes can still be felt throughout the world.\n\nWasteland biomes are areas with a dark history that bears more significance to survivors even today. They are a grim reminder of what people are capable of doing to each other. These highly contaminated regions were created during the succession wars as armies resorted to weapons of mass destruction as their last resort. Whole provinces were wiped out in the blink of an eye.\n\nUnderstanding these conditions is essential to continue work on the doomsday bunker. This means going deep into the wasteland and gathering knowledge from old battlefields."
"#QUEST_ENDGAME_PHASE_03_GO","Build any engineer outpost in wasteland biome"
"#QUEST_ENDGAME_TASK3A","Build any engineer outpost in wasteland biome"
"#QUEST_ENDGAME_PHASE_03A_DESC","Research on the wasteland starts, the desolate scenery is a continuous reminder of what people can do when the morality of actions is no longer limited by laws or rules of engagement. The soil is heavily contaminated thanks to nuclear and chemical warfare that ravaged the continent during the first years after the apocalypse.\n\nAfter decades, there is little left. What remains has been beaten by the elements, toxins and intense radiation. To understand the effects of the environment, it is important to compare the observations to similar less affected samples from another place.\n\nThe best way is to visit another battlefield and gather materials from there to understand how each material behaves in these more hazardous conditions. There is little left to compare, but rusty wreckage, bones and ruins are a start."
"#QUEST_ENDGAME_PHASE_03A_GO","Visit a battlefield"
"#QUEST_ENDGAME_TASK3B","Visit a battlefield"
"#QUEST_ENDGAME_PHASE_03B_DESC","Beneath a layer of dirt, the ground is covered by old wreckage and weapons of war. No vegetation grows around the battlefield, and it’s hard to traverse the terrain without tripping over the bones and helmets half buried in sand.\n\nThis place should provide plenty of test samples. Taking them back to the wasteland outposts and researching how that environment starts to affect intact materials will help to resolve many of the current engineering problems with the doomsday bunker.\n\nThere are plenty of samples to collect but also other things that are going to help in other fields of research as well. Some of this progress could be shared with other societies. Showing them good faith could be useful in the future, but it might hinder progress back at the colony."
"#QUEST_ENDGAME_PHASE_03B_ALL","Aid other societies"
"#QUEST_ENDGAME_PHASE_03B_SOME","Keep everything"
"#QUEST_ENDGAME_PHASE_03C_DESC","Thanks to efforts done by the engineers, there is now enough to continue building the bunker.\n\nThe expedition also found new information from the past. Notes on the old maps showed how the capital region was badly hit by the initial impacts during the early days of the apocalypse. The remains on the battlefield did not have any official markings on them. These battles took place only a few years after the first swarm of comets was discovered.\n\nThe nation’s downfall must have been quick and brutal as the power vacuum was filled by these warring factions. None of them are left, but some of the existing factions might be descendants of these armies."
"#QUEST_ENDGAME_PHASE_03C","Continue building the bunker"
"#QUEST_ENDGAME_TASK3C","Upgrade the bunker"
"#QUEST_ENDGAME_TASK4","Keep gathering knowledge"
"#QUEST_ENDGAME_PHASE_04_DESC","Pandemics come and go as access to medicine has become a luxury, but now a new and more serious illness has appeared at the outposts. The engineers who visited the battlefield have started noticing boils on their skin.\n\nThe infection has spread through most of the engineer outposts. A few of the engineers have already fallen severely ill. They run high fevers and have started to bleed blood that has turned almost black. The rest are starting to show similar symptoms. Luckily, this is, at least so far, isolated to engineer outposts. The colony appears to be safe, but the operation to gather knowledge is currently halted until the infection is identified and a cure is found."
"#QUEST_ENDGAME_PHASE_04_GO","Investigate the disease"
"#QUEST_ENDGAME_TASK4A","Investigate the disease"
"#QUEST_ENDGAME_PHASE_04A_DESC","The hospitals in the wastelands were all abandoned in the years following the apocalypse, leaving them in a state of decay. No one has bothered to loot the books from their shelves, and browsing them reveals the bleak nature of the situation.\n\nThe symptoms match that of anthrax, a bacteria that can live in soil for decades. This must be a highly weaponized version of the bacteria. It’s likely the contagion happened on an old battlefield where it must have been used for biological warfare.\n\nLuckily, strong antibiotics can be used to treat the infection and disposing of contaminated equipment and food should be enough to prevent it spreading further. It is a tough decision whether to share this knowledge with other societies. It will definitely help everyone, but someone might use it as a weapon."
"#QUEST_ENDGAME_PHASE_04A_REFUSE","Do not share the information"
"#QUEST_ENDGAME_PHASE_04A_HELP","Share the information"
"#QUEST_ENDGAME_TASK4B_REFUSE","Vaccinate the colony"
"#QUEST_ENDGAME_PHASE_04B_REFUSE_DESC","At the end of the day, it’s everyone for themselves out here. While solidarity is a beautiful concept on paper, in practice—one’s own survival must come first.\n\nAntibiotics found in the hospitals are shared with outposts. Everyone in the colony and in the outposts are educated about this newly discovered threat. Hopefully, similar situations can be avoided in the future. The increased activity to solve this matter has not been left unnoticed by other societies. Not knowing what is going on has made them suspicious, and they do not take kindly to this sort of secrecy."
"#QUEST_ENDGAME_PHASE_04B_REFUSE_GO","Keep gathering knowledge"
"#QUEST_ENDGAME_PHASE_04B_HELP_DESC","For humanity to have even a sliver of hope to survive, people need to work together. Everyone for themselves is what tore the world apart last time, repeating the mistake now would be foolish.\n\nInformation on the disease, its origin and its cures are shared with every society. This show of good faith is soon rewarded, as one of the societies mentions the existence of a vaccine. But, before they can start manufacturing it in larger quantities, they need a more recent sample of the bacteria and request if one can be delivered to them."
"#QUEST_ENDGAME_PHASE_04B_HELP_GO","Deliver the sample"
"#QUEST_ENDGAME_TASK4B","Deliver the sample"
"#QUEST_ENDGAME_PHASE_04B_DESC","For humanity to have even a sliver of hope to survive, people need to work together. Everyone for themselves is what tore the world apart last time, repeating the mistake now would be foolish.\n\nInformation on the disease, its origin and its cures are shared with every society. This show of good faith is soon rewarded, as one of the societies mentions the existence of a vaccine. But, before they can start manufacturing it in larger quantities, they need a more recent sample of the bacteria and request if one can be delivered to them."
"#QUEST_ENDGAME_PHASE_04B_GO","Deliver the sample"
"#QUEST_ENDGAME_TASK4C","Deliver the sample"
"#QUEST_ENDGAME_PHASE_04C_DESC","As the vaccine is administered in societies, the threat posed by old bioweapons becomes less severe. The selflessness shown by the colony has sparked a new kind of hope across the wasteland. Many have regained faith that, eventually, people can unite and face the coming times together.\n\nEarning trust is a huge step to make everyone work together at some point. But it is definitely a way to get other kinds of attention as well."
"#QUEST_ENDGAME_PHASE_04C_GO","Keep gathering knowledge"
"#QUEST_ENDGAME_TASK5","Go to the bunker's construction site"
"#QUEST_ENDGAME_PHASE_05_DESC","Organized, large-scale bandit attacks are rare as most groups are not only bickering with societies but among each other as well, keeping their numbers low. Lately, there has been a notable shift in this as more and more devastating attacks have been taking place around the wasteland.\n\nThe first sign of these happened a while back when one of the societies was under siege by a large bandit force. Since then, other societies have had only occasional encounters with them, but the enemy has avoided direct conflict. Or did, until recently.\n\nNow, a word comes to the colony that this old enemy has reappeared in force and is attacking every society they can find. This is troublesome as the doomsday bunker is not yet complete, and outposts are definitely threatened. The message is an invitation to join a meeting in a remote location to discuss this matter."
"#QUEST_ENDGAME_PHASE_05_GO","Attend the meeting"
"#QUEST_ENDGAME_TASK5A","Go to the meeting"
"#QUEST_ENDGAME_PHASE_05A_DESC","The atmosphere is definitely tense. Most societies around these parts have decided to attend, if for nothing else than to keep an eye on others.\n\nIt seems that the new faction is attacking everyone. One of the societies even tried to track down their base of operation but found something else. The information they acquired came at great cost to their scouts. What they found was that the enemy faction is amassing something big in an old nuclear power plant in the area.\n\nThe information creates an immediate commotion in the group. The enemy might be assembling a dirty bomb. They are not interested in looting and pillaging societies. They try to eradicate them. It will be scorched earth! Every other society has suffered so many losses that they are no longer in any condition to fight. So there is only one option left."
"#QUEST_ENDGAME_PHASE_05A_GO","Defeat the enemy at the nuclear plant"
"#QUEST_ENDGAME_TASK5B","Defeat the enemy at the nuclear plant"
"#QUEST_ENDGAME_PHASE_05B_DESC","The bandits are finally defeated. Although no one believes this was the last of them. The high-grade equipment, the tactics they used and sheer manpower proves that this faction is something new and dangerous.\n\nA fear turns to relief, and people start to realize what just happened and what they avoided. Everything they have built was threatened. The motives of this group are still a sheer mystery, and there are no prisoners to interrogate. But now, it is time to celebrate and....\n\nThere is an emergency back at the colony. A large enemy force is attacking, and it is already inside the gate! <mark>Defend the colony!</mark>"
"#QUEST_ENDGAME_PHASE_05B_POS","Go to the colony"
"#QUEST_ENDGAME_TASK6","Go to the bunker's construction site"
"#QUEST_ENDGAME_PHASE_06_DESC","Deserted areas are the ones that suffered the most from the impacts when the apocalypse started. Whole cities were leveled so that nothing remains of them. Nothing grows on the vast plains, and the lack of water is as likely to get a lone wanderer killed as the bandits that prey on the weak.\n\nThese harsh areas are the best places to learn how to survive the extreme heat. In the desert, engineers can figure out how effective the cooling in the bunker needs to be and what solutions there are to achieve that. The conditions underground need to remain habitable even if the temperature outside would stay high for long periods at a time.\n\n<mark>Build any two engineer outposts in the desert biome.</mark>"
"#QUEST_ENDGAME_PHASE_06A_GO","Build the outposts"
"#QUEST_ENDGAME_TASK6B","Build two engineer outposts into desert biome"
"#QUEST_ENDGAME_PHASE_06B_DESC","Scorching heat makes it hard to breathe in these barren areas, but the same knowledge cannot be gathered anywhere else.\n\nThe desert is covered in impact craters. Observing their shape and size reveals what kind of objects created them. The craters are too small to be made by comets, but they match well if the object was a mid-sized asteroid, or similar shrapnel from the shattered moon. It appears that Earth actually was not hit by the largest of the objects.\n\nHundreds of millions lost their lives during the first weeks after it all started. However, most of humankind perished in the following years but not because of the catastrophes. They perished because people had no more empathy."
"#QUEST_ENDGAME_PHASE_06B_GO","Continue the efforts"
"#QUEST_ENDGAME_TASK7","Keep gathering knowledge"
"#QUEST_ENDGAME_PHASE_07_DESC","The memory of the attack on the colony doesn’t fade, and many are nervous of the attackers returning. The enemy suffered heavy casualties and, so far, they have opted to lay low, but there’s no telling whether they’ll eventually return.\n\nThe doomsday bunker is complete. It is a significant achievement for the people who only some time ago were living in tents and scavenging scraps of food. Maybe that was the reason for everything. The enemy faction was afraid that there was a new power rising in the wasteland. Someone who is capable of challenging them. They were right.\n\n<mark>Activate the bunker to permanently remove all catastrophes except for winter.</mark>"
"#QUEST_ENDGAME_PHASE_07_GO","Activate the bunker"
"#ENDGAME_END_TITLE","New Dawn"
"#ENDGAME_END_DESC","Opening the doors into the doomsday bunker is a symbol of a new beginning. Reaching this goal demanded many sacrifices, but the hope for something better pushed everyone forward even during the darkest of times.\n\nNow, it is finally done and a deafening cheer echoes through the colony. Parents hug their children, choked up from the thought of feeling safe and protected from the hostile world. This is just a single step toward a better future, but its impact reaches even the outskirts of the wasteland. For once, tomorrow looks bright.\n\nCongratulations! You have completed the main questline, and your colony is now safe from most catastrophes. You may now continue building your colony or return back to the main menu. Do you wish to continue?"
"#QUEST_ABANDON_02","放棄任務"
"#QUEST_ENDGAME_WAIT","Continue surviving"
"#QUEST_ENDGAME_PHASE_05C_POS","Continue building the doomsday bunker"
"#QUEST_ENDGAME_PHASE_05C_DESC","Building the doomsday bunker further is the most important thing, we must hurry."
"#QUEST_ENDGAME_PHASE_01_VAULT_DESC","The long and arduous effort to build the doomsday bunker starts. Every pair of hands capable is needed on deck as the digging begins. The bunker needs deep and sturdy foundations and plenty of construction materials to come to fruition.\n\nAmong the people, some remain skeptical of the project, thinking it’s a waste of time and resources. However, in this world of endless survival, this is the first time they have a common goal. Something to strive for and something to give them the hope they haven't had in a long time."
"#QUEST_ENDGAME_TASK1_VAULT","Go to the bunker's construction site"
"#QUEST_ENDGAME_PHASE_03_VAULT_DESC","The work continues relentlessly. As catastrophes keep increasing casualties in the colony, the people cling to the bunker as the beacon of hope to cope with the losses. The efforts will eventually pay off as long as the construction keeps going.\n\nThe project is still far from finished. Engineers must keep on pushing even farther to find more knowledge and key components so the work can go on. As the last expedition revealed, there is very little time to react if the planet is yet again bombarded by objects from the outer edges of the Solar System. Comets and asteroids are moving in cosmic velocities, and even the smallest impacts would create damage equal to nuclear weapons."
"#QUEST_ENDGAME_TASK3_VAULT","Go to the bunker's construction site"
"#QUEST_ENDGAME_PHASE_06_VAULT_DESC","With the new knowledge, the last obstacles have been removed, and the work can continue. Hopefully, everyone can last a little longer.\n\nIt has been a long road to get here. The project has not only given hope to the people in the colony, but the people have made the colony their home. This is no longer just a colony of survivors, but a small town on the frontier. One can only hope that, one day, this will become the first city in the wasteland."
"#QUEST_ENDGAME_TASK6_VAULT","Go to the bunker's construction site"
"#QUEST_ENDGAME_PHASE_03_VAULT","Keep gathering knowledge"
